cvar_t cl_movement_airaccelerate = {0, "cl_movement_airaccelerate", "-1", "how fast you accelerate while in the air (should match sv_airaccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
cvar_t cl_movement_wateraccelerate = {0, "cl_movement_wateraccelerate", "-1", "how fast you accelerate while in the air (should match sv_airaccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
cvar_t cl_movement_jumpvelocity = {0, "cl_movement_jumpvelocity", "270", "how fast you move upward when you begin a jump (should match the quakec code)"};
+cvar_t cl_movement_airaccel_qw = {0, "cl_movement_airaccel_qw", "1", "ratio of QW-style air control as opposed to simple acceleration (should match sv_airaccel_qw)"};
+cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction)"};
cvar_t cl_gravity = {0, "cl_gravity", "800", "how much gravity to apply in client physics (should match sv_gravity)"};
cvar_t cl_slowmo = {0, "cl_slowmo", "1", "speed of game time (should match slowmo)"};
float movevars_edgefriction;
float movevars_maxairspeed;
float movevars_stepheight;
+ float movevars_airaccel_qw;
+ float movevars_airaccel_sideways_friction;
// user command
client_movementqueue_t q;
{
if (s->waterjumptime <= 0)
{
+ vec_t vel_straight;
+ vec_t vel_z;
+ vec3_t vel_perpend;
+
// apply air speed limit
wishspeed = min(wishspeed, s->movevars_maxairspeed);
- // Nexuiz has no upper bound on air acceleration, but little control
- if (gamemode == GAME_NEXUIZ)
- addspeed = wishspeed;
- else
- addspeed = wishspeed - DotProduct(s->velocity, wishdir);
+
+ /*
+ addspeed = wishspeed - DotProduct(s->velocity, wishdir);
if (addspeed > 0)
{
accelspeed = min(s->movevars_accelerate * s->q.frametime * wishspeed, addspeed);
VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
}
+ */
+
+ vel_straight = DotProduct(s->velocity, wishdir);
+ vel_z = s->velocity[2];
+ VectorMA(s->velocity, -vel_straight, wishdir, vel_perpend);
+ vel_perpend[2] -= vel_z;
+
+ vec_t f = wishspeed - vel_straight;
+ if(f > 0)
+ vel_straight += min(f, s->movevars_accelerate * s->q.frametime * wishspeed) * s->movevars_airaccel_qw;
+ if(wishspeed > 0)
+ vel_straight += min(wishspeed, s->movevars_accelerate * s->q.frametime * wishspeed) * (1 - s->movevars_airaccel_qw);
+
+ VectorM(1 - (s->q.frametime * (wishspeed / s->movevars_maxairspeed) * s->movevars_airaccel_sideways_friction), vel_perpend, vel_perpend);
+
+ VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
+ s->velocity[2] += vel_z;
}
s->velocity[2] -= cl_gravity.value * s->q.frametime;
CL_ClientMovement_Move(s);
s.movevars_edgefriction = cl_movement_edgefriction.value;
s.movevars_maxairspeed = cl_movement_maxairspeed.value;
s.movevars_stepheight = cl_movement_stepheight.value;
+ s.movevars_airaccel_qw = 1.0;
+ s.movevars_airaccel_sideways_friction = 0.0;
}
else
{
s.movevars_edgefriction = cl_movement_edgefriction.value;
s.movevars_maxairspeed = cl_movement_maxairspeed.value;
s.movevars_stepheight = cl_movement_stepheight.value;
+ s.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
+ s.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
}
cl.movement_predicted = (cl_movement.integer && cls.signon == SIGNONS && cl.stats[STAT_HEALTH] > 0 && !cl.intermission) && ((cls.protocol != PROTOCOL_DARKPLACES6 && cls.protocol != PROTOCOL_DARKPLACES7) || cl.servermovesequence);
Cvar_RegisterVariable(&cl_movement_airaccelerate);
Cvar_RegisterVariable(&cl_movement_accelerate);
Cvar_RegisterVariable(&cl_movement_jumpvelocity);
+ Cvar_RegisterVariable(&cl_movement_airaccel_qw);
+ Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
Cvar_RegisterVariable(&cl_gravity);
Cvar_RegisterVariable(&cl_slowmo);