From: Mario Date: Tue, 27 Jan 2015 07:59:18 +0000 (+1100) Subject: Merge branch 'master' into TimePath/experiments/csqc_prediction (blame TimePath if... X-Git-Tag: xonotic-v0.8.1~38^2~46 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=f5517806dce5953f2a2dc2e9312032e99abcf6d0;p=xonotic%2Fxonotic-data.pk3dir.git Merge branch 'master' into TimePath/experiments/csqc_prediction (blame TimePath if everything is broken) Conflicts: qcsrc/server/cl_physics.qc --- f5517806dce5953f2a2dc2e9312032e99abcf6d0 diff --cc qcsrc/common/physics.qc index 1b96fe03a,000000000..a2f6b5d4a mode 100644,000000..100644 --- a/qcsrc/common/physics.qc +++ b/qcsrc/common/physics.qc @@@ -1,2019 -1,0 +1,2018 @@@ +.float race_penalty; + +.float gravity; +.float swamp_slowdown; +.float lastflags; +.float lastground; +.float wasFlying; +.float spectatorspeed; + +.vector movement_old; +.float buttons_old; +.vector v_angle_old; +.string lastclassname; + +.float() PlayerPhysplug; +float AdjustAirAccelQW(float accelqw, float factor); + +#ifdef CSQC + +.float watertype; + +#elif defined(SVQC) +.float stat_sv_airaccel_qw; +.float stat_sv_airstrafeaccel_qw; +.float stat_sv_airspeedlimit_nonqw; +.float stat_sv_maxspeed; +.float stat_movement_highspeed; + +.float stat_sv_friction_on_land; +.float stat_sv_friction_slick; + +.float stat_doublejump; + +.float stat_jumpspeedcap_min; +.float stat_jumpspeedcap_max; +.float stat_jumpspeedcap_disable_onramps; + +.float stat_jetpack_accel_side; +.float stat_jetpack_accel_up; +.float stat_jetpack_antigravity; +.float stat_jetpack_fuel; +.float stat_jetpack_maxspeed_up; +.float stat_jetpack_maxspeed_side; + +void Physics_AddStats() +{ + // g_movementspeed hack + addstat(STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW, AS_FLOAT, stat_sv_airspeedlimit_nonqw); + addstat(STAT_MOVEVARS_MAXSPEED, AS_FLOAT, stat_sv_maxspeed); + addstat(STAT_MOVEVARS_AIRACCEL_QW, AS_FLOAT, stat_sv_airaccel_qw); + addstat(STAT_MOVEVARS_AIRSTRAFEACCEL_QW, AS_FLOAT, stat_sv_airstrafeaccel_qw); + addstat(STAT_MOVEVARS_HIGHSPEED, AS_FLOAT, stat_movement_highspeed); + + // jet pack + addstat(STAT_JETPACK_ACCEL_SIDE, AS_FLOAT, stat_jetpack_accel_side); + addstat(STAT_JETPACK_ACCEL_UP, AS_FLOAT, stat_jetpack_accel_up); + addstat(STAT_JETPACK_ANTIGRAVITY, AS_FLOAT, stat_jetpack_antigravity); + addstat(STAT_JETPACK_FUEL, AS_FLOAT, stat_jetpack_fuel); + addstat(STAT_JETPACK_MAXSPEED_UP, AS_FLOAT, stat_jetpack_maxspeed_up); + addstat(STAT_JETPACK_MAXSPEED_SIDE, AS_FLOAT, stat_jetpack_maxspeed_side); + + // hack to fix track_canjump + addstat(STAT_MOVEVARS_TRACK_CANJUMP, AS_INT, cvar_cl_movement_track_canjump); + + // double jump + addstat(STAT_DOUBLEJUMP, AS_INT, stat_doublejump); + + // jump speed caps + addstat(STAT_MOVEVARS_JUMPSPEEDCAP_MIN, AS_FLOAT, stat_jumpspeedcap_min); + addstat(STAT_MOVEVARS_JUMPSPEEDCAP_MIN, AS_FLOAT, stat_jumpspeedcap_min); + addstat(STAT_MOVEVARS_JUMPSPEEDCAP_DISABLE_ONRAMPS, AS_INT, stat_jumpspeedcap_disable_onramps); + + // hacks + addstat(STAT_MOVEVARS_FRICTION_ONLAND, AS_FLOAT, stat_sv_friction_on_land); + addstat(STAT_MOVEVARS_FRICTION_SLICK, AS_FLOAT, stat_sv_friction_slick); +} + +void Physics_UpdateStats(float maxspd_mod) +{ + self.stat_sv_airaccel_qw = AdjustAirAccelQW(autocvar_sv_airaccel_qw, maxspd_mod); + if (autocvar_sv_airstrafeaccel_qw) + self.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(autocvar_sv_airstrafeaccel_qw, maxspd_mod); + else + self.stat_sv_airstrafeaccel_qw = 0; + self.stat_sv_airspeedlimit_nonqw = autocvar_sv_airspeedlimit_nonqw * maxspd_mod; + self.stat_sv_maxspeed = autocvar_sv_maxspeed * maxspd_mod; // also slow walking + self.stat_movement_highspeed = PHYS_HIGHSPEED; // TODO: remove this! + + self.stat_doublejump = PHYS_DOUBLEJUMP; + + self.stat_jetpack_antigravity = PHYS_JETPACK_ANTIGRAVITY; + self.stat_jetpack_accel_up = PHYS_JETPACK_ACCEL_UP; + self.stat_jetpack_accel_side = PHYS_JETPACK_ACCEL_SIDE; + self.stat_jetpack_maxspeed_side = PHYS_JETPACK_MAXSPEED_SIDE; + self.stat_jetpack_maxspeed_up = PHYS_JETPACK_MAXSPEED_UP; + self.stat_jetpack_fuel = PHYS_JETPACK_FUEL; + + self.stat_jumpspeedcap_min = PHYS_JUMPSPEEDCAP_MIN; + self.stat_jumpspeedcap_max = PHYS_JUMPSPEEDCAP_MAX; + self.stat_jumpspeedcap_disable_onramps = PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS; + + self.stat_sv_friction_on_land = PHYS_FRICTION_ONLAND; + self.stat_sv_friction_slick = PHYS_FRICTION_SLICK; +} +#endif + +float IsMoveInDirection(vector mv, float angle) // key mix factor +{ + if (mv_x == 0 && mv_y == 0) + return 0; // avoid division by zero + angle -= RAD2DEG * atan2(mv_y, mv_x); + angle = remainder(angle, 360) / 45; + return angle > 1 ? 0 : angle < -1 ? 0 : 1 - fabs(angle); +} + +float GeomLerp(float a, float lerp, float b) +{ + return a == 0 ? (lerp < 1 ? 0 : b) + : b == 0 ? (lerp > 0 ? 0 : a) + : a * pow(fabs(b / a), lerp); +} + +noref float pmove_waterjumptime; + +const float unstick_count = 27; +vector unstick_offsets[unstick_count] = +{ +// 1 no nudge (just return the original if this test passes) + '0.000 0.000 0.000', +// 6 simple nudges + ' 0.000 0.000 0.125', '0.000 0.000 -0.125', + '-0.125 0.000 0.000', '0.125 0.000 0.000', + ' 0.000 -0.125 0.000', '0.000 0.125 0.000', +// 4 diagonal flat nudges + '-0.125 -0.125 0.000', '0.125 -0.125 0.000', + '-0.125 0.125 0.000', '0.125 0.125 0.000', +// 8 diagonal upward nudges + '-0.125 0.000 0.125', '0.125 0.000 0.125', + ' 0.000 -0.125 0.125', '0.000 0.125 0.125', + '-0.125 -0.125 0.125', '0.125 -0.125 0.125', + '-0.125 0.125 0.125', '0.125 0.125 0.125', +// 8 diagonal downward nudges + '-0.125 0.000 -0.125', '0.125 0.000 -0.125', + ' 0.000 -0.125 -0.125', '0.000 0.125 -0.125', + '-0.125 -0.125 -0.125', '0.125 -0.125 -0.125', + '-0.125 0.125 -0.125', '0.125 0.125 -0.125', +}; + +void PM_ClientMovement_Unstick() +{ + float i; + for (i = 0; i < unstick_count; i++) + { + vector neworigin = unstick_offsets[i] + self.origin; + tracebox(neworigin, PL_CROUCH_MIN, PL_CROUCH_MAX, neworigin, MOVE_NORMAL, self); + if (!trace_startsolid) + { + self.origin = neworigin; + return;// true; + } + } +} + +void PM_ClientMovement_UpdateStatus() +{ + // make sure player is not stuck + PM_ClientMovement_Unstick(); + + // set crouched + if (PHYS_INPUT_BUTTON_CROUCH(self)) + { + // wants to crouch, this always works.. + if (!IS_DUCKED(self)) + SET_DUCKED(self); + } + else + { + // wants to stand, if currently crouching we need to check for a + // low ceiling first + if (IS_DUCKED(self)) + { + tracebox(self.origin, PL_MIN, PL_MAX, self.origin, MOVE_NORMAL, self); + if (!trace_startsolid) + UNSET_DUCKED(self); + } + } + + // set onground + vector origin1 = self.origin + '0 0 1'; + vector origin2 = self.origin - '0 0 1'; + + tracebox(origin1, self.mins, self.maxs, origin2, MOVE_NORMAL, self); + if (trace_fraction < 1 && trace_plane_normal_z > 0.7) + { + SET_ONGROUND(self); + + // this code actually "predicts" an impact; so let's clip velocity first + float f = self.velocity * trace_plane_normal; + if (f < 0) // only if moving downwards actually + self.velocity -= f * trace_plane_normal; + } + else + UNSET_ONGROUND(self); + + // set watertype/waterlevel + origin1 = self.origin; + origin1_z += self.mins_z + 1; + self.waterlevel = WATERLEVEL_NONE; + + self.watertype = (pointcontents(origin1) == CONTENT_WATER); + + if(self.watertype) + { + self.waterlevel = WATERLEVEL_WETFEET; + origin1_z = self.origin_z + (self.mins_z + self.maxs_z) * 0.5; + if(pointcontents(origin1) == CONTENT_WATER) + { + self.waterlevel = WATERLEVEL_SWIMMING; + origin1_z = self.origin_z + 22; + if(pointcontents(origin1) == CONTENT_WATER) + self.waterlevel = WATERLEVEL_SUBMERGED; + } + } + + if(IS_ONGROUND(self) || self.velocity_z <= 0 || pmove_waterjumptime <= 0) + pmove_waterjumptime = 0; +} + +void PM_ClientMovement_Move() +{ +#ifdef CSQC + float t = PHYS_INPUT_TIMELENGTH; + vector primalvelocity = self.velocity; + PM_ClientMovement_UpdateStatus(); + float bump = 0; + for (bump = 0; bump < 8 && self.velocity * self.velocity > 0; bump++) + { + vector neworigin = self.origin + t * self.velocity; + tracebox(self.origin, self.mins, self.maxs, neworigin, MOVE_NORMAL, self); + float old_trace1_fraction = trace_fraction; + vector old_trace1_endpos = trace_endpos; + vector old_trace1_plane_normal = trace_plane_normal; + if (trace_fraction < 1 && trace_plane_normal_z == 0) + { + // may be a step or wall, try stepping up + // first move forward at a higher level + vector currentorigin2 = self.origin; + currentorigin2_z += PHYS_STEPHEIGHT; + vector neworigin2 = neworigin; + neworigin2_z = self.origin_z + PHYS_STEPHEIGHT; + tracebox(currentorigin2, self.mins, self.maxs, neworigin2, MOVE_NORMAL, self); + if (!trace_startsolid) + { + // then move down from there + currentorigin2 = trace_endpos; + neworigin2 = trace_endpos; + neworigin2_z = self.origin_z; + float old_trace2_fraction = trace_fraction; + vector old_trace2_plane_normal = trace_plane_normal; + tracebox(currentorigin2, self.mins, self.maxs, neworigin2, MOVE_NORMAL, self); + // accept the new trace if it made some progress + if (fabs(trace_endpos_x - old_trace1_endpos_x) >= 0.03125 || fabs(trace_endpos_y - old_trace1_endpos_y) >= 0.03125) + { + trace_fraction = old_trace2_fraction; + trace_endpos = trace_endpos; + trace_plane_normal = old_trace2_plane_normal; + } + else + { + trace_fraction = old_trace1_fraction; + trace_endpos = old_trace1_endpos; + trace_plane_normal = old_trace1_plane_normal; + } + } + } + + // check if it moved at all + if (trace_fraction >= 0.001) + self.origin = trace_endpos; + + // check if it moved all the way + if (trace_fraction == 1) + break; + + // this is only really needed for nogravityonground combined with gravityunaffectedbyticrate + // I'm pretty sure I commented it out solely because it seemed redundant + // this got commented out in a change that supposedly makes the code match QW better + // so if this is broken, maybe put it in an if (cls.protocol != PROTOCOL_QUAKEWORLD) block + if (trace_plane_normal_z > 0.7) + SET_ONGROUND(self); + + t -= t * trace_fraction; + + float f = self.velocity * trace_plane_normal; + self.velocity -= f * trace_plane_normal; + } + if (pmove_waterjumptime > 0) + self.velocity = primalvelocity; +#endif +} + +void CPM_PM_Aircontrol(vector wishdir, float wishspeed) +{ + float k = 32 * (2 * IsMoveInDirection(PHYS_INPUT_MOVEVALUES(self), 0) - 1); + if (k <= 0) + return; + + k *= bound(0, wishspeed / PHYS_MAXAIRSPEED, 1); + + float zspeed = self.velocity_z; + self.velocity_z = 0; + float xyspeed = vlen(self.velocity); + self.velocity = normalize(self.velocity); + + float dot = self.velocity * wishdir; + + if (dot > 0) // we can't change direction while slowing down + { + k *= pow(dot, PHYS_AIRCONTROL_POWER)*PHYS_INPUT_TIMELENGTH; + xyspeed = max(0, xyspeed - PHYS_AIRCONTROL_PENALTY * sqrt(max(0, 1 - dot*dot)) * k/32); + k *= PHYS_AIRCONTROL; + self.velocity = normalize(self.velocity * xyspeed + wishdir * k); + } + + self.velocity = self.velocity * xyspeed; + self.velocity_z = zspeed; +} + +float AdjustAirAccelQW(float accelqw, float factor) +{ + return copysign(bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1), accelqw); +} + +// example config for alternate speed clamping: +// sv_airaccel_qw 0.8 +// sv_airaccel_sideways_friction 0 +// prvm_globalset server speedclamp_mode 1 +// (or 2) +void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float stretchfactor, float sidefric, float speedlimit) +{ + float speedclamp = stretchfactor > 0 ? stretchfactor + : accelqw < 0 ? 1 // full clamping, no stretch + : -1; // no clamping + + accelqw = fabs(accelqw); + + if (GAMEPLAYFIX_Q2AIRACCELERATE) + wishspeed0 = wishspeed; // don't need to emulate this Q1 bug + + float vel_straight = self.velocity * wishdir; + float vel_z = self.velocity_z; + vector vel_xy = vec2(self.velocity); + vector vel_perpend = vel_xy - vel_straight * wishdir; + + float step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0; + + float vel_xy_current = vlen(vel_xy); + if (speedlimit) + accelqw = AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed)); + float vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw); + float vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw); + vel_xy_backward = max(0, vel_xy_backward); // not that it REALLY occurs that this would cause wrong behaviour afterwards + vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw); + + if (sidefric < 0 && (vel_perpend*vel_perpend)) + // negative: only apply so much sideways friction to stay below the speed you could get by "braking" + { + float f = max(0, 1 + PHYS_INPUT_TIMELENGTH * wishspeed * sidefric); + float fmin = (vel_xy_backward * vel_xy_backward - vel_straight * vel_straight) / (vel_perpend * vel_perpend); + // assume: fmin > 1 + // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend + // vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend + // vel_xy_backward*vel_xy_backward > vel_xy * vel_xy + // obviously, this cannot be + if (fmin <= 0) + vel_perpend *= f; + else + { + fmin = sqrt(fmin); + vel_perpend *= max(fmin, f); + } + } + else + vel_perpend *= max(0, 1 - PHYS_INPUT_TIMELENGTH * wishspeed * sidefric); + + vel_xy = vel_straight * wishdir + vel_perpend; + + if (speedclamp >= 0) + { + float vel_xy_preclamp; + vel_xy_preclamp = vlen(vel_xy); + if (vel_xy_preclamp > 0) // prevent division by zero + { + vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp; + if (vel_xy_current < vel_xy_preclamp) + vel_xy *= (vel_xy_current / vel_xy_preclamp); + } + } + + self.velocity = vel_xy + vel_z * '0 0 1'; +} + +void PM_AirAccelerate(vector wishdir, float wishspeed) +{ + if (wishspeed == 0) + return; + + vector curvel = self.velocity; + curvel_z = 0; + float curspeed = vlen(curvel); + + if (wishspeed > curspeed * 1.01) + wishspeed = min(wishspeed, curspeed + PHYS_WARSOWBUNNY_AIRFORWARDACCEL * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH); + else + { + float f = max(0, (PHYS_WARSOWBUNNY_TOPSPEED - curspeed) / (PHYS_WARSOWBUNNY_TOPSPEED - PHYS_MAXSPEED(self))); + wishspeed = max(curspeed, PHYS_MAXSPEED(self)) + PHYS_WARSOWBUNNY_ACCEL * f * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH; + } + vector wishvel = wishdir * wishspeed; + vector acceldir = wishvel - curvel; + float addspeed = vlen(acceldir); + acceldir = normalize(acceldir); + + float accelspeed = min(addspeed, PHYS_WARSOWBUNNY_TURNACCEL * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH); + + if (PHYS_WARSOWBUNNY_BACKTOSIDERATIO < 1) + { + vector curdir = normalize(curvel); + float dot = acceldir * curdir; + if (dot < 0) + acceldir -= (1 - PHYS_WARSOWBUNNY_BACKTOSIDERATIO) * dot * curdir; + } + + self.velocity += accelspeed * acceldir; +} + + +/* +============= +PlayerJump + +When you press the jump key +returns TRUE if handled +============= +*/ +float PlayerJump (void) +{ + if (PHYS_FROZEN(self)) + return TRUE; // no jumping in freezetag when frozen + +#ifdef SVQC + if (self.player_blocked) + return TRUE; // no jumping while blocked +#endif + + float doublejump = FALSE; + float mjumpheight = PHYS_JUMPVELOCITY; + + player_multijump = doublejump; + player_jumpheight = mjumpheight; +#ifdef SVQC + if (MUTATOR_CALLHOOK(PlayerJump)) +#elif defined(CSQC) + if(PM_multijump_checkjump()) +#endif + return TRUE; + + doublejump = player_multijump; + mjumpheight = player_jumpheight; + + if (PHYS_DOUBLEJUMP) + { + tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self); + if (trace_fraction < 1 && trace_plane_normal_z > 0.7) + { + doublejump = TRUE; + + // we MUST clip velocity here! + float f; + f = self.velocity * trace_plane_normal; + if (f < 0) + self.velocity -= f * trace_plane_normal; + } + } + + if (self.waterlevel >= WATERLEVEL_SWIMMING) + { + self.velocity_z = PHYS_MAXSPEED(self) * 0.7; + return TRUE; + } + + if (!doublejump) + if (!IS_ONGROUND(self)) + return IS_JUMP_HELD(self); + + if (PHYS_TRACK_CANJUMP(self)) + if (IS_JUMP_HELD(self)) + return TRUE; + + // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline + // velocity bounds. Final velocity is bound between (jumpheight * + // min + jumpheight) and (jumpheight * max + jumpheight); + + if(PHYS_JUMPSPEEDCAP_MIN) + { + float minjumpspeed = mjumpheight * PHYS_JUMPSPEEDCAP_MIN; + + if (self.velocity_z < minjumpspeed) + mjumpheight += minjumpspeed - self.velocity_z; + } + + if(PHYS_JUMPSPEEDCAP_MAX) + { + // don't do jump speedcaps on ramps to preserve old xonotic ramjump style + tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self); + + if (!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS)) + { + float maxjumpspeed = mjumpheight * PHYS_JUMPSPEEDCAP_MAX; + + if (self.velocity_z > maxjumpspeed) + mjumpheight -= self.velocity_z - maxjumpspeed; + } + } + + if (!WAS_ONGROUND(self)) + { + if(autocvar_speedmeter) + dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n")); + if(self.lastground < time - 0.3) + { + self.velocity_x *= (1 - PHYS_FRICTION_ONLAND); + self.velocity_y *= (1 - PHYS_FRICTION_ONLAND); + } + if(self.jumppadcount > 1) + dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n")); + self.jumppadcount = 0; + } + + self.velocity_z += mjumpheight; + + UNSET_ONGROUND(self); + SET_JUMP_HELD(self); + +#ifdef SVQC + + self.oldvelocity_z = self.velocity_z; + + animdecide_setaction(self, ANIMACTION_JUMP, TRUE); + + if (autocvar_g_jump_grunt) + PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND); +#endif + return TRUE; +} + +void CheckWaterJump() +{ +// check for a jump-out-of-water + makevectors(PHYS_INPUT_ANGLES(self)); + vector start = self.origin; + start_z += 8; + v_forward_z = 0; + normalize(v_forward); + vector end = start + v_forward*24; + traceline (start, end, TRUE, self); + if (trace_fraction < 1) + { // solid at waist + start_z = start_z + self.maxs_z - 8; + end = start + v_forward*24; + self.movedir = trace_plane_normal * -50; + traceline(start, end, TRUE, self); + if (trace_fraction == 1) + { // open at eye level + self.velocity_z = 225; +#ifdef SVQC + self.flags |= FL_WATERJUMP; + SET_JUMP_HELD(self); + self.teleport_time = time + 2; // safety net +#endif + } + } +} + + +#ifdef SVQC + #define JETPACK_JUMP(s) s.cvar_cl_jetpack_jump +#elif defined(CSQC) + float autocvar_cl_jetpack_jump; + #define JETPACK_JUMP(s) autocvar_cl_jetpack_jump +#endif +.float jetpack_stopped; +// Hack: shouldn't need to know about this +.float multijump_count; +void CheckPlayerJump() +{ +#ifdef SVQC + float was_flying = ITEMS(self) & IT_USING_JETPACK; +#endif + if (JETPACK_JUMP(self) < 2) +#ifdef SVQC + ITEMS(self) &= ~IT_USING_JETPACK; +#endif + + if(PHYS_INPUT_BUTTON_JUMP(self) || PHYS_INPUT_BUTTON_JETPACK(self)) + { +#ifdef SVQC + float air_jump = !PlayerJump() || self.multijump_count > 0; // PlayerJump() has important side effects + float activate = JETPACK_JUMP(self) && air_jump && PHYS_INPUT_BUTTON_JUMP(self) || PHYS_INPUT_BUTTON_JETPACK(self); + float has_fuel = !autocvar_g_jetpack_fuel || self.ammo_fuel || ITEMS(self) & IT_UNLIMITED_WEAPON_AMMO; +#else + PlayerJump(); // Client only + float has_fuel = TRUE; // TODO +#endif + if (!(ITEMS(self) & IT_JETPACK)) { } + else if (self.jetpack_stopped) { } + else if (!has_fuel) + { +#ifdef SVQC + if (was_flying) // TODO: ran out of fuel message + Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL); + else if (activate) + Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL); +#endif + self.jetpack_stopped = TRUE; +#ifdef SVQC + ITEMS(self) &= ~IT_USING_JETPACK; +#endif + } +#ifdef SVQC + else if (activate && !PHYS_FROZEN(self)) + ITEMS(self) |= IT_USING_JETPACK; +#endif + } + else + { + self.jetpack_stopped = FALSE; +#ifdef SVQC + ITEMS(self) &= ~IT_USING_JETPACK; +#endif + } + if (!PHYS_INPUT_BUTTON_JUMP(self)) + UNSET_JUMP_HELD(self); + + if (self.waterlevel == WATERLEVEL_SWIMMING) + CheckWaterJump(); +} + +float racecar_angle(float forward, float down) +{ + if (forward < 0) + { + forward = -forward; + down = -down; + } + + float ret = vectoyaw('0 1 0' * down + '1 0 0' * forward); + + float angle_mult = forward / (800 + forward); + + if (ret > 180) + return ret * angle_mult + 360 * (1 - angle_mult); + else + return ret * angle_mult; +} + +void RaceCarPhysics() +{ +#ifdef SVQC + // using this move type for "big rigs" + // the engine does not push the entity! + + vector rigvel; + + vector angles_save = self.angles; + float accel = bound(-1, PHYS_INPUT_MOVEVALUES(self).x / PHYS_MAXSPEED(self), 1); + float steer = bound(-1, PHYS_INPUT_MOVEVALUES(self).y / PHYS_MAXSPEED(self), 1); + + if (g_bugrigs_reverse_speeding) + { + if (accel < 0) + { + // back accel is DIGITAL + // to prevent speedhack + if (accel < -0.5) + accel = -1; + else + accel = 0; + } + } + + self.angles_x = 0; + self.angles_z = 0; + makevectors(self.angles); // new forward direction! + + if (IS_ONGROUND(self) || g_bugrigs_air_steering) + { + float myspeed = self.velocity * v_forward; + float upspeed = self.velocity * v_up; + + // responsiveness factor for steering and acceleration + float f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow)); + //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow); + + float steerfactor; + if (myspeed < 0 && g_bugrigs_reverse_spinning) + steerfactor = -myspeed * g_bugrigs_steer; + else + steerfactor = -myspeed * f * g_bugrigs_steer; + + float accelfactor; + if (myspeed < 0 && g_bugrigs_reverse_speeding) + accelfactor = g_bugrigs_accel; + else + accelfactor = f * g_bugrigs_accel; + //MAXIMA: accel(v) := f(v) * g_bugrigs_accel; + + if (accel < 0) + { + if (myspeed > 0) + { + myspeed = max(0, myspeed - PHYS_INPUT_TIMELENGTH * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel)); + } + else + { + if (!g_bugrigs_reverse_speeding) + myspeed = min(0, myspeed + PHYS_INPUT_TIMELENGTH * g_bugrigs_friction_floor); + } + } + else + { + if (myspeed >= 0) + { + myspeed = max(0, myspeed - PHYS_INPUT_TIMELENGTH * g_bugrigs_friction_floor); + } + else + { + if (g_bugrigs_reverse_stopping) + myspeed = 0; + else + myspeed = min(0, myspeed + PHYS_INPUT_TIMELENGTH * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel)); + } + } + // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec + //MAXIMA: friction(v) := g_bugrigs_friction_floor; + + self.angles_y += steer * PHYS_INPUT_TIMELENGTH * steerfactor; // apply steering + makevectors(self.angles); // new forward direction! + + myspeed += accel * accelfactor * PHYS_INPUT_TIMELENGTH; + + rigvel = myspeed * v_forward + '0 0 1' * upspeed; + } + else + { + float myspeed = vlen(self.velocity); + + // responsiveness factor for steering and acceleration + float f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow)); + float steerfactor = -myspeed * f; + self.angles_y += steer * PHYS_INPUT_TIMELENGTH * steerfactor; // apply steering + + rigvel = self.velocity; + makevectors(self.angles); // new forward direction! + } + + rigvel *= max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * PHYS_INPUT_TIMELENGTH); + //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air; + //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v); + //MAXIMA: solve(total_acceleration(v) = 0, v); + + if (g_bugrigs_planar_movement) + { + vector rigvel_xy, neworigin, up; + float mt; + + rigvel_z -= PHYS_INPUT_TIMELENGTH * PHYS_GRAVITY; // 4x gravity plays better + rigvel_xy = vec2(rigvel); + + if (g_bugrigs_planar_movement_car_jumping) + mt = MOVE_NORMAL; + else + mt = MOVE_NOMONSTERS; + + tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self); + up = trace_endpos - self.origin; + + // BUG RIGS: align the move to the surface instead of doing collision testing + // can we move? + tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * PHYS_INPUT_TIMELENGTH, mt, self); + + // align to surface + tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * PHYS_INPUT_TIMELENGTH, mt, self); + + if (trace_fraction < 0.5) + { + trace_fraction = 1; + neworigin = self.origin; + } + else + neworigin = trace_endpos; + + if (trace_fraction < 1) + { + // now set angles_x so that the car points parallel to the surface + self.angles = vectoangles( + '1 0 0' * v_forward_x * trace_plane_normal_z + + + '0 1 0' * v_forward_y * trace_plane_normal_z + + + '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y) + ); + SET_ONGROUND(self); + } + else + { + // now set angles_x so that the car points forward, but is tilted in velocity direction + UNSET_ONGROUND(self); + } + + self.velocity = (neworigin - self.origin) * (1.0 / PHYS_INPUT_TIMELENGTH); + self.movetype = MOVETYPE_NOCLIP; + } + else + { + rigvel_z -= PHYS_INPUT_TIMELENGTH * PHYS_GRAVITY; // 4x gravity plays better + self.velocity = rigvel; + self.movetype = MOVETYPE_FLY; + } + + trace_fraction = 1; + tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self); + if (trace_fraction != 1) + { + self.angles = vectoangles2( + '1 0 0' * v_forward_x * trace_plane_normal_z + + + '0 1 0' * v_forward_y * trace_plane_normal_z + + + '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y), + trace_plane_normal + ); + } + else + { + vector vel_local; + + vel_local_x = v_forward * self.velocity; + vel_local_y = v_right * self.velocity; + vel_local_z = v_up * self.velocity; + + self.angles_x = racecar_angle(vel_local_x, vel_local_z); + self.angles_z = racecar_angle(-vel_local_y, vel_local_z); + } + + // smooth the angles + vector vf1, vu1, smoothangles; + makevectors(self.angles); + float f = bound(0, PHYS_INPUT_TIMELENGTH * g_bugrigs_angle_smoothing, 1); + if (f == 0) + f = 1; + vf1 = v_forward * f; + vu1 = v_up * f; + makevectors(angles_save); + vf1 = vf1 + v_forward * (1 - f); + vu1 = vu1 + v_up * (1 - f); + smoothangles = vectoangles2(vf1, vu1); + self.angles_x = -smoothangles_x; + self.angles_z = smoothangles_z; +#endif +} + +string specialcommand = "xwxwxsxsxaxdxaxdx1x "; +.float specialcommand_pos; +void SpecialCommand() +{ +#ifdef SVQC +#ifdef TETRIS + TetrisImpulse(); +#else + if (!CheatImpulse(99)) + print("A hollow voice says \"Plugh\".\n"); +#endif +#endif +} + +#ifdef SVQC +float speedaward_speed; +string speedaward_holder; +string speedaward_uid; +#endif +void race_send_speedaward(float msg) +{ +#ifdef SVQC + // send the best speed of the round + WriteByte(msg, SVC_TEMPENTITY); + WriteByte(msg, TE_CSQC_RACE); + WriteByte(msg, RACE_NET_SPEED_AWARD); + WriteInt24_t(msg, floor(speedaward_speed+0.5)); + WriteString(msg, speedaward_holder); +#endif +} + +#ifdef SVQC +float speedaward_alltimebest; +string speedaward_alltimebest_holder; +string speedaward_alltimebest_uid; +#endif +void race_send_speedaward_alltimebest(float msg) +{ +#ifdef SVQC + // send the best speed + WriteByte(msg, SVC_TEMPENTITY); + WriteByte(msg, TE_CSQC_RACE); + WriteByte(msg, RACE_NET_SPEED_AWARD_BEST); + WriteInt24_t(msg, floor(speedaward_alltimebest+0.5)); + WriteString(msg, speedaward_alltimebest_holder); +#endif +} + +float PM_check_keepaway(void) +{ +#ifdef SVQC + return (self.ballcarried && g_keepaway) ? autocvar_g_keepaway_ballcarrier_highspeed : 1; +#else + return 1; +#endif +} + +void PM_check_race_movetime(void) +{ +#ifdef SVQC + self.race_movetime_frac += PHYS_INPUT_TIMELENGTH; + float f = floor(self.race_movetime_frac); + self.race_movetime_frac -= f; + self.race_movetime_count += f; + self.race_movetime = self.race_movetime_frac + self.race_movetime_count; +#endif +} + +float PM_check_specialcommand(float buttons) +{ +#ifdef SVQC + string c; + if (!buttons) + c = "x"; + else if (buttons == 1) + c = "1"; + else if (buttons == 2) + c = " "; + else if (buttons == 128) + c = "s"; + else if (buttons == 256) + c = "w"; + else if (buttons == 512) + c = "a"; + else if (buttons == 1024) + c = "d"; + else + c = "?"; + + if (c == substring(specialcommand, self.specialcommand_pos, 1)) + { + self.specialcommand_pos += 1; + if (self.specialcommand_pos >= strlen(specialcommand)) + { + self.specialcommand_pos = 0; + SpecialCommand(); + return TRUE; + } + } + else if (self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1))) + self.specialcommand_pos = 0; +#endif + return FALSE; +} + +void PM_check_nickspam(void) +{ +#ifdef SVQC + if (time >= self.nickspamtime) + return; + if (self.nickspamcount >= autocvar_g_nick_flood_penalty_yellow) + { + // slight annoyance for nick change scripts + PHYS_INPUT_MOVEVALUES(self) = -1 * PHYS_INPUT_MOVEVALUES(self); + self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0; + + if (self.nickspamcount >= autocvar_g_nick_flood_penalty_red) // if you are persistent and the slight annoyance above does not stop you, I'll show you! + { + PHYS_INPUT_ANGLES(self)_x = random() * 360; + PHYS_INPUT_ANGLES(self)_y = random() * 360; + // at least I'm not forcing retardedview by also assigning to angles_z + self.fixangle = TRUE; + } + } +#endif +} + +void PM_check_punch() +{ +#ifdef SVQC + if (self.punchangle != '0 0 0') + { + float f = vlen(self.punchangle) - 10 * PHYS_INPUT_TIMELENGTH; + if (f > 0) + self.punchangle = normalize(self.punchangle) * f; + else + self.punchangle = '0 0 0'; + } + + if (self.punchvector != '0 0 0') + { + float f = vlen(self.punchvector) - 30 * PHYS_INPUT_TIMELENGTH; + if (f > 0) + self.punchvector = normalize(self.punchvector) * f; + else + self.punchvector = '0 0 0'; + } +#endif +} + +void PM_check_spider(void) +{ +#ifdef SVQC + if (time >= self.spider_slowness) + return; + PHYS_MAXSPEED(self) *= 0.5; // half speed while slow from spider + self.stat_sv_airspeedlimit_nonqw *= 0.5; +#endif +} + +// predict frozen movement, as frozen players CAN move in some cases +void PM_check_frozen(void) +{ + if (!PHYS_FROZEN(self)) + return; + if (PHYS_DODGING_FROZEN +#ifdef SVQC + && IS_REAL_CLIENT(self) +#endif + ) + { + PHYS_INPUT_MOVEVALUES(self)_x = bound(-5, PHYS_INPUT_MOVEVALUES(self).x, 5); + PHYS_INPUT_MOVEVALUES(self)_y = bound(-5, PHYS_INPUT_MOVEVALUES(self).y, 5); + PHYS_INPUT_MOVEVALUES(self)_z = bound(-5, PHYS_INPUT_MOVEVALUES(self).z, 5); + } + else + PHYS_INPUT_MOVEVALUES(self) = '0 0 0'; + + vector midpoint = ((self.absmin + self.absmax) * 0.5); + if (pointcontents(midpoint) == CONTENT_WATER) + { + self.velocity = self.velocity * 0.5; + + if (pointcontents(midpoint + '0 0 16') == CONTENT_WATER) + self.velocity_z = 200; + } +} + +void PM_check_blocked(void) +{ +#ifdef SVQC + if (!self.player_blocked) + return; + PHYS_INPUT_MOVEVALUES(self) = '0 0 0'; + self.disableclientprediction = 1; +#endif +} + +#ifdef SVQC +float speedaward_lastsent; +float speedaward_lastupdate; +string GetMapname(void); +#endif +void PM_check_race(void) +{ +#ifdef SVQC + if not(g_cts || g_race) + return; + if (vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed) + { + speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1'); + speedaward_holder = self.netname; + speedaward_uid = self.crypto_idfp; + speedaward_lastupdate = time; + } + if (speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1) + { + string rr = (g_cts) ? CTS_RECORD : RACE_RECORD; + race_send_speedaward(MSG_ALL); + speedaward_lastsent = speedaward_speed; + if (speedaward_speed > speedaward_alltimebest && speedaward_uid != "") + { + speedaward_alltimebest = speedaward_speed; + speedaward_alltimebest_holder = speedaward_holder; + speedaward_alltimebest_uid = speedaward_uid; + db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest)); + db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp"), speedaward_alltimebest_uid); + race_send_speedaward_alltimebest(MSG_ALL); + } + } +#endif +} + +void PM_check_vortex(void) +{ +#ifdef SVQC + // WEAPONTODO + float xyspeed = vlen(vec2(self.velocity)); + if (self.weapon == WEP_VORTEX && WEP_CVAR(vortex, charge) && WEP_CVAR(vortex, charge_velocity_rate) && xyspeed > WEP_CVAR(vortex, charge_minspeed)) + { + // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed + xyspeed = min(xyspeed, WEP_CVAR(vortex, charge_maxspeed)); + float f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed)); + // add the extra charge + self.vortex_charge = min(1, self.vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH); + } +#endif +} + +void PM_fly(float maxspd_mod) +{ + // noclipping or flying + UNSET_ONGROUND(self); + + self.velocity = self.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION); + makevectors(PHYS_INPUT_ANGLES(self)); + //wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x + v_right * PHYS_INPUT_MOVEVALUES(self).y + v_up * PHYS_INPUT_MOVEVALUES(self).z; + vector wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x + + v_right * PHYS_INPUT_MOVEVALUES(self).y + + '0 0 1' * PHYS_INPUT_MOVEVALUES(self).z; + // acceleration + vector wishdir = normalize(wishvel); + float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod); + if (time >= self.teleport_time) + PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE * maxspd_mod, 1, 0, 0, 0); +} + +void PM_swim(float maxspd_mod) +{ + // swimming + UNSET_ONGROUND(self); + + float jump = PHYS_INPUT_BUTTON_JUMP(self); + // water jump only in certain situations + // this mimics quakeworld code + if (jump && self.waterlevel == WATERLEVEL_SWIMMING && self.velocity_z >= -180) + { + vector yawangles = '0 1 0' * PHYS_INPUT_ANGLES(self).y; + makevectors(yawangles); + vector forward = v_forward; + vector spot = self.origin + 24 * forward; + spot_z += 8; + traceline(spot, spot, MOVE_NOMONSTERS, self); + if (trace_startsolid) + { + spot_z += 24; + traceline(spot, spot, MOVE_NOMONSTERS, self); + if (!trace_startsolid) + { + self.velocity = forward * 50; + self.velocity_z = 310; + pmove_waterjumptime = 2; + UNSET_ONGROUND(self); + SET_JUMP_HELD(self); + } + } + } + makevectors(PHYS_INPUT_ANGLES(self)); + //wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x + v_right * PHYS_INPUT_MOVEVALUES(self).y + v_up * PHYS_INPUT_MOVEVALUES(self).z; + vector wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x + + v_right * PHYS_INPUT_MOVEVALUES(self).y + + '0 0 1' * PHYS_INPUT_MOVEVALUES(self).z; + if (wishvel == '0 0 0') + wishvel = '0 0 -60'; // drift towards bottom + + vector wishdir = normalize(wishvel); + float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod) * 0.7; + + if (IS_DUCKED(self)) + wishspeed *= 0.5; + +// if (pmove_waterjumptime <= 0) // TODO: use + { + // water friction + float f = 1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION; + f = min(max(0, f), 1); + self.velocity *= f; + + f = wishspeed - self.velocity * wishdir; + if (f > 0) + { + float accelspeed = min(PHYS_ACCELERATE * PHYS_INPUT_TIMELENGTH * wishspeed, f); + self.velocity += accelspeed * wishdir; + } + + // holding jump button swims upward slowly + if (jump) + { +#if 0 + if (self.watertype & CONTENT_LAVA) + self.velocity_z = 50; + else if (self.watertype & CONTENT_SLIME) + self.velocity_z = 80; + else + { + if (IS_NEXUIZ_DERIVED(gamemode)) +#endif + self.velocity_z = 200; +#if 0 + else + self.velocity_z = 100; + } +#endif + } + } + PM_ClientMovement_Move(); + // water acceleration + PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE * maxspd_mod, 1, 0, 0, 0); +} + +void PM_ladder(float maxspd_mod) +{ + // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water + UNSET_ONGROUND(self); + + float g; + g = PHYS_GRAVITY * PHYS_INPUT_TIMELENGTH; + if (PHYS_ENTGRAVITY(self)) + g *= PHYS_ENTGRAVITY(self); + if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE) + { + g *= 0.5; + self.velocity_z += g; + } + + self.velocity = self.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION); + makevectors(PHYS_INPUT_ANGLES(self)); + //wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x + v_right * PHYS_INPUT_MOVEVALUES(self).y + v_up * PHYS_INPUT_MOVEVALUES(self).z; + vector wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self)_x + + v_right * PHYS_INPUT_MOVEVALUES(self)_y + + '0 0 1' * PHYS_INPUT_MOVEVALUES(self)_z; + self.velocity_z += g; + if (self.ladder_entity.classname == "func_water") + { + float f = vlen(wishvel); + if (f > self.ladder_entity.speed) + wishvel *= (self.ladder_entity.speed / f); + + self.watertype = self.ladder_entity.skin; + f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z; + if ((self.origin_z + self.view_ofs_z) < f) + self.waterlevel = WATERLEVEL_SUBMERGED; + else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f) + self.waterlevel = WATERLEVEL_SWIMMING; + else if ((self.origin_z + self.mins_z + 1) < f) + self.waterlevel = WATERLEVEL_WETFEET; + else + { + self.waterlevel = WATERLEVEL_NONE; + self.watertype = CONTENT_EMPTY; + } + } + // acceleration + vector wishdir = normalize(wishvel); + float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod); + PM_ClientMovement_Move(); +#ifdef SVQC + if (time >= self.teleport_time) +#endif + // water acceleration + PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE*maxspd_mod, 1, 0, 0, 0); +} + +void PM_check_jumppad() +{ +#ifdef CSQC + entity oldself = self; + + for(self = world; (self = find(self, classname, "jumppad")); ) + trigger_push_draw(); + + self = oldself; +#endif +} + +void PM_jetpack(float maxspd_mod) +{ + //makevectors(PHYS_INPUT_ANGLES(self).y * '0 1 0'); + makevectors(PHYS_INPUT_ANGLES(self)); + vector wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self)_x + + v_right * PHYS_INPUT_MOVEVALUES(self)_y; + // add remaining speed as Z component + float maxairspd = PHYS_MAXAIRSPEED * max(1, maxspd_mod); + // fix speedhacks :P + wishvel = normalize(wishvel) * min(1, vlen(wishvel) / maxairspd); + // add the unused velocity as up component + wishvel_z = 0; + + // if (self.BUTTON_JUMP) + wishvel_z = sqrt(max(0, 1 - wishvel * wishvel)); + + // it is now normalized, so... + float a_side = PHYS_JETPACK_ACCEL_SIDE; + float a_up = PHYS_JETPACK_ACCEL_UP; + float a_add = PHYS_JETPACK_ANTIGRAVITY * PHYS_GRAVITY; + + wishvel_x *= a_side; + wishvel_y *= a_side; + wishvel_z *= a_up; + wishvel_z += a_add; + + float best = 0; + ////////////////////////////////////////////////////////////////////////////////////// + // finding the maximum over all vectors of above form + // with wishvel having an absolute value of 1 + ////////////////////////////////////////////////////////////////////////////////////// + // we're finding the maximum over + // f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2; + // for z in the range from -1 to 1 + ////////////////////////////////////////////////////////////////////////////////////// + // maximum is EITHER attained at the single extreme point: + float a_diff = a_side * a_side - a_up * a_up; + float f; + if (a_diff != 0) + { + f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z) + if (f > -1 && f < 1) // can it be attained? + { + best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff; + //print("middle\n"); + } + } + // OR attained at z = 1: + f = (a_up + a_add) * (a_up + a_add); + if (f > best) + { + best = f; + //print("top\n"); + } + // OR attained at z = -1: + f = (a_up - a_add) * (a_up - a_add); + if (f > best) + { + best = f; + //print("bottom\n"); + } + best = sqrt(best); + ////////////////////////////////////////////////////////////////////////////////////// + + //print("best possible acceleration: ", ftos(best), "\n"); + + float fxy, fz; + fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / PHYS_JETPACK_MAXSPEED_SIDE, 1); + if (wishvel_z - PHYS_GRAVITY > 0) + fz = bound(0, 1 - self.velocity_z / PHYS_JETPACK_MAXSPEED_UP, 1); + else + fz = bound(0, 1 + self.velocity_z / PHYS_JETPACK_MAXSPEED_UP, 1); + + float fvel; + fvel = vlen(wishvel); + wishvel_x *= fxy; + wishvel_y *= fxy; + wishvel_z = (wishvel_z - PHYS_GRAVITY) * fz + PHYS_GRAVITY; + + fvel = min(1, vlen(wishvel) / best); + if (PHYS_JETPACK_FUEL && !(ITEMS(self) & IT_UNLIMITED_WEAPON_AMMO)) + f = min(1, PHYS_AMMO_FUEL(self) / (PHYS_JETPACK_FUEL * PHYS_INPUT_TIMELENGTH * fvel)); + else + f = 1; + + //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n"); + + if (f > 0 && wishvel != '0 0 0') + { + self.velocity = self.velocity + wishvel * f * PHYS_INPUT_TIMELENGTH; + UNSET_ONGROUND(self); + +#ifdef SVQC + if (!(ITEMS(self) & IT_UNLIMITED_WEAPON_AMMO)) + self.ammo_fuel -= PHYS_JETPACK_FUEL * PHYS_INPUT_TIMELENGTH * fvel * f; + + ITEMS(self) |= IT_USING_JETPACK; + + // jetpack also inhibits health regeneration, but only for 1 second + self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen); +#endif + } + +#ifdef CSQC + float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH; + if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE) + self.velocity_z -= g * 0.5; + else + self.velocity_z -= g; + PM_ClientMovement_Move(); + if (!IS_ONGROUND(self) || !(GAMEPLAYFIX_NOGRAVITYONGROUND)) + if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE) + self.velocity_z -= g * 0.5; +#endif +} +#ifdef SVQC +void SV_WalkMove () +{ + // if PHYS_INPUT_TIMELENGTH is 0 (due to client sending the same timestamp twice), + // don't move + if (PHYS_INPUT_TIMELENGTH <= 0) + return; + +// if (autocvar_sv_gameplayfix_unstickplayers) +// SV_CheckStuck (self); + +// applygravity = !SV_CheckWater(self) && self.movetype == MOVETYPE_WALK && !(self.flags & FL_WATERJUMP); + +// hitsupercontentsmask = SV_GenericHitSuperContentsMask(self); + +// SV_CheckVelocity(self); + + // do a regular slide move unless it looks like you ran into a step +// float oldonground = self.flags & FL_ONGROUND; + + vector start_origin = self.origin; + vector start_velocity = self.velocity; + + float clip = 0; +// clip = SV_FlyMove (self, PHYS_INPUT_TIMELENGTH, applygravity, NULL, hitsupercontentsmask, sv_gameplayfix_stepmultipletimes.integer ? sv_stepheight.value : 0); + +// if(sv_gameplayfix_downtracesupportsongroundflag.integer) +// if(!(clip & 1)) + { + // only try this if there was no floor in the way in the trace (no, + // this check seems to be not REALLY necessary, because if clip & 1, + // our trace will hit that thing too) + vector upmove = self.origin; + upmove_z++; + vector downmove = self.origin; + upmove_z--; + float type; + if (self.movetype == MOVETYPE_FLYMISSILE) + type = MOVE_MISSILE; + else if (self.movetype == MOVETYPE_FLY_WORLDONLY) + type = MOVE_WORLDONLY; + else if (self.solid == SOLID_TRIGGER || self.solid == SOLID_NOT) + type = MOVE_NOMONSTERS; // only clip against bmodels + else + type = MOVE_NORMAL; + vector entmins = self.mins; + vector entmaxs = self.maxs; + tracebox(upmove, entmins, entmaxs, downmove, type, self); + if(trace_fraction < 1 && trace_plane_normal_z > 0.7) + clip |= 1; // but we HAVE found a floor + } + + // if the move did not hit the ground at any point, we're not on ground +// if(!(clip & 1)) +// self.flags = self.flags & ~FL_ONGROUND; + +// SV_CheckVelocity(self); +// SV_LinkEdict(self); +// SV_LinkEdict_TouchAreaGrid(self); + + if(clip & 8) // teleport + return; + + if (self.flags & FL_WATERJUMP) + return; + +// if (autocvar_sv_nostep) +// return; + + vector originalmove_origin = self.origin; + vector originalmove_velocity = self.velocity; + float originalmove_flags = self.flags; + entity originalmove_groundentity = self.groundentity; + + // if move didn't block on a step, return + if (clip & 2) + { + // if move was not trying to move into the step, return + if (fabs(start_velocity_x) < 0.03125 && fabs(start_velocity_y) < 0.03125) + return; + + if (self.movetype != MOVETYPE_FLY) + { + // return if gibbed by a trigger + if (self.movetype != MOVETYPE_WALK) + return; + + // return if attempting to jump while airborn (unless sv_jumpstep) +// if (!autocvar_sv_jumpstep) +// if (!oldonground && PRVM_serveredictfloat(self, waterlevel) == 0) +// return; + } + + // try moving up and forward to go up a step + // back to start pos + self.origin = start_origin; + self.velocity = start_velocity; + + // move up + vector upmove = '0 0 0'; + upmove_z = autocvar_sv_stepheight; +// if(!SV_PushEntity(&trace, self, upmove, true)) +// { +// // we got teleported when upstepping... must abort the move +// return; +// } + + // move forward + self.velocity_z = 0; +// clip = SV_FlyMove (self, PHYS_INPUT_TIMELENGTH, applygravity, stepnormal, hitsupercontentsmask, 0); + self.velocity_z += start_velocity_z; +// if(clip & 8) +// { +// // we got teleported when upstepping... must abort the move +// // note that z velocity handling may not be what QC expects here, but we cannot help it +// return; +// } + +// SV_CheckVelocity(self); +// SV_LinkEdict(self); +// SV_LinkEdict_TouchAreaGrid(self); + + // check for stuckness, possibly due to the limited precision of floats + // in the clipping hulls + if (clip + && fabs(originalmove_origin_y - self.origin_y < 0.03125) + && fabs(originalmove_origin_x - self.origin_x < 0.03125)) + { + //Con_Printf("wall\n"); + // stepping up didn't make any progress, revert to original move + self.origin = originalmove_origin; + self.velocity = originalmove_velocity; + self.flags = originalmove_flags; + self.groundentity = originalmove_groundentity; + return; + } + + //Con_Printf("step - "); + + // extra friction based on view angle +// if (clip & 2 && sv_wallfriction.integer) +// SV_WallFriction (self, stepnormal); + } + // don't do the down move if stepdown is disabled, moving upward, not in water, or the move started offground or ended onground +// else if (!autocvar_sv_gameplayfix_stepdown || self.waterlevel >= 3 || start_velocity_z >= (1.0 / 32.0) || !oldonground || (self.flags & FL_ONGROUND)) +// return; + + // move down + vector downmove = '0 0 0'; + downmove_z = -autocvar_sv_stepheight + start_velocity_z*PHYS_INPUT_TIMELENGTH; +// if(!SV_PushEntity (&downtrace, self, downmove, true)) +// { +// // we got teleported when downstepping... must abort the move +// return; +// } + + if (trace_fraction < 1 && trace_plane_normal_z > 0.7) + { + // this has been disabled so that you can't jump when you are stepping + // up while already jumping (also known as the Quake2 double jump bug) + } + else + { + //Con_Printf("slope\n"); + // if the push down didn't end up on good ground, use the move without + // the step up. This happens near wall / slope combinations, and can + // cause the player to hop up higher on a slope too steep to climb + self.origin = originalmove_origin; + self.velocity = originalmove_velocity; + self.flags = originalmove_flags; + self.groundentity = originalmove_groundentity; + } + +// SV_CheckVelocity(self); +// SV_LinkEdict(self); +// SV_LinkEdict_TouchAreaGrid(self); +} +#endif +void PM_walk(float buttons_prev, float maxspd_mod) +{ + if (!WAS_ONGROUND(self)) + { + if (autocvar_speedmeter) + dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n")); + if (self.lastground < time - 0.3) + self.velocity *= (1 - PHYS_FRICTION_ONLAND); + if (self.jumppadcount > 1) + dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n")); + self.jumppadcount = 0; + } + // walking + makevectors(PHYS_INPUT_ANGLES(self).y * '0 1 0'); + vector wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x + + v_right * PHYS_INPUT_MOVEVALUES(self).y; + // acceleration + vector wishdir = normalize(wishvel); + float wishspeed = vlen(wishvel); + + wishspeed = min(wishspeed, PHYS_MAXSPEED(self) * maxspd_mod); + if (IS_DUCKED(self)) + wishspeed *= 0.5; + + // apply edge friction + float f = vlen(vec2(self.velocity)); + if (f > 0) + { + float realfriction; + trace_dphitq3surfaceflags = 0; + tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self); + // TODO: apply edge friction + // apply ground friction + if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK) + realfriction = PHYS_FRICTION_SLICK; + else + realfriction = PHYS_FRICTION; + + f = 1 - PHYS_INPUT_TIMELENGTH * realfriction * ((f < PHYS_STOPSPEED) ? (PHYS_STOPSPEED / f) : 1); + f = max(0, f); + self.velocity *= f; + /* + Mathematical analysis time! + + Our goal is to invert this mess. + + For the two cases we get: + v = v0 * (1 - PHYS_INPUT_TIMELENGTH * (PHYS_STOPSPEED / v0) * PHYS_FRICTION) + = v0 - PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED * PHYS_FRICTION + v0 = v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED * PHYS_FRICTION + and + v = v0 * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION) + v0 = v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION) + + These cases would be chosen ONLY if: + v0 < PHYS_STOPSPEED + v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED * PHYS_FRICTION < PHYS_STOPSPEED + v < PHYS_STOPSPEED * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION) + and, respectively: + v0 >= PHYS_STOPSPEED + v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION) >= PHYS_STOPSPEED + v >= PHYS_STOPSPEED * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION) + */ + } + float addspeed = wishspeed - self.velocity * wishdir; + if (addspeed > 0) + { + float accelspeed = min(PHYS_ACCELERATE * PHYS_INPUT_TIMELENGTH * wishspeed, addspeed); + self.velocity += accelspeed * wishdir; + } + float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH; + if (!(GAMEPLAYFIX_NOGRAVITYONGROUND)) + self.velocity_z -= g * (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE ? 0.5 : 1); + if (self.velocity * self.velocity) + PM_ClientMovement_Move(); + if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE) + if (!IS_ONGROUND(self) || !GAMEPLAYFIX_NOGRAVITYONGROUND) + self.velocity_z -= g * 0.5; +} + +void PM_air(float buttons_prev, float maxspd_mod) +{ + makevectors(PHYS_INPUT_ANGLES(self).y * '0 1 0'); + vector wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x + + v_right * PHYS_INPUT_MOVEVALUES(self).y; + // acceleration + vector wishdir = normalize(wishvel); + float wishspeed = vlen(wishvel); + +#ifdef SVQC + if (time >= self.teleport_time) +#else + if (pmove_waterjumptime <= 0) +#endif + { + float maxairspd = PHYS_MAXAIRSPEED * min(maxspd_mod, 1); + + // apply air speed limit + float airaccelqw = PHYS_AIRACCEL_QW(self); + float wishspeed0 = wishspeed; + wishspeed = min(wishspeed, maxairspd); + if (IS_DUCKED(self)) + wishspeed *= 0.5; + float airaccel = PHYS_AIRACCELERATE * min(maxspd_mod, 1); + + float accelerating = (self.velocity * wishdir > 0); + float wishspeed2 = wishspeed; + + // CPM: air control + if (PHYS_AIRSTOPACCELERATE) + { + vector curdir = normalize(vec2(self.velocity)); + airaccel += (PHYS_AIRSTOPACCELERATE*maxspd_mod - airaccel) * max(0, -(curdir * wishdir)); + } + // note that for straight forward jumping: + // step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0; + // accel = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw); + // --> + // dv/dt = accel * maxspeed (when slow) + // dv/dt = accel * maxspeed * (1 - accelqw) (when fast) + // log dv/dt = logaccel + logmaxspeed (when slow) + // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast) + float strafity = IsMoveInDirection(PHYS_INPUT_MOVEVALUES(self), -90) + IsMoveInDirection(PHYS_INPUT_MOVEVALUES(self), +90); // if one is nonzero, other is always zero + if (PHYS_MAXAIRSTRAFESPEED) + wishspeed = min(wishspeed, GeomLerp(PHYS_MAXAIRSPEED*maxspd_mod, strafity, PHYS_MAXAIRSTRAFESPEED*maxspd_mod)); + if (PHYS_AIRSTRAFEACCELERATE) + airaccel = GeomLerp(airaccel, strafity, PHYS_AIRSTRAFEACCELERATE*maxspd_mod); + if (PHYS_AIRSTRAFEACCEL_QW(self)) + airaccelqw = + (((strafity > 0.5 ? PHYS_AIRSTRAFEACCEL_QW(self) : PHYS_AIRACCEL_QW(self)) >= 0) ? +1 : -1) + * + (1 - GeomLerp(1 - fabs(PHYS_AIRACCEL_QW(self)), strafity, 1 - fabs(PHYS_AIRSTRAFEACCEL_QW(self)))); + // !CPM + + if (PHYS_WARSOWBUNNY_TURNACCEL && accelerating && PHYS_INPUT_MOVEVALUES(self).y == 0 && PHYS_INPUT_MOVEVALUES(self).x != 0) + PM_AirAccelerate(wishdir, wishspeed2); + else + PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, PHYS_AIRACCEL_QW_STRETCHFACTOR(self), PHYS_AIRACCEL_SIDEWAYS_FRICTION / maxairspd, PHYS_AIRSPEEDLIMIT_NONQW(self)); + + if (PHYS_AIRCONTROL) + CPM_PM_Aircontrol(wishdir, wishspeed2); + } + float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH; + if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE) + self.velocity_z -= g * 0.5; + else + self.velocity_z -= g; + PM_ClientMovement_Move(); + if (!IS_ONGROUND(self) || !(GAMEPLAYFIX_NOGRAVITYONGROUND)) + if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE) + self.velocity_z -= g * 0.5; +} + +// used for calculating airshots +float PM_is_flying() +{ + if (IS_ONGROUND(self)) + return 0; + if (self.waterlevel >= WATERLEVEL_SWIMMING) + return 0; + traceline(self.origin, self.origin - '0 0 48', MOVE_NORMAL, self); + return trace_fraction >= 1; +} + +void PM_Main() +{ + float buttons = PHYS_INPUT_BUTTON_MASK(self); +#ifdef CSQC + self.team = myteam + 1; // is this correct? + if (!(PHYS_INPUT_BUTTON_JUMP(self))) // !jump + UNSET_JUMP_HELD(self); // canjump = true + pmove_waterjumptime -= PHYS_INPUT_TIMELENGTH; +#endif + PM_ClientMovement_UpdateStatus(); + +#ifdef SVQC + WarpZone_PlayerPhysics_FixVAngle(); +#endif + float maxspeed_mod = 1; + maxspeed_mod *= PM_check_keepaway(); + maxspeed_mod *= PHYS_HIGHSPEED; + +#ifdef SVQC + Physics_UpdateStats(maxspeed_mod); + + if (self.PlayerPhysplug) + if (self.PlayerPhysplug()) + return; +#endif + + PM_check_race_movetime(); +#ifdef SVQC + anticheat_physics(); +#endif + + if (PM_check_specialcommand(buttons)) + return; +#ifdef SVQC + if (sv_maxidle > 0) + { + if (buttons != self.buttons_old || PHYS_INPUT_MOVEVALUES(self) != self.movement_old || PHYS_INPUT_ANGLES(self) != self.v_angle_old) + self.parm_idlesince = time; + } +#endif + float buttons_prev = self.buttons_old; + self.buttons_old = buttons; + self.movement_old = PHYS_INPUT_MOVEVALUES(self); + self.v_angle_old = PHYS_INPUT_ANGLES(self); + + PM_check_nickspam(); + + PM_check_punch(); +#ifdef SVQC + if (IS_BOT_CLIENT(self)) + { + if (playerdemo_read()) + return; + bot_think(); + } + + if (IS_PLAYER(self)) +#endif + { +#ifdef SVQC + if (self.race_penalty) + if (time > self.race_penalty) + self.race_penalty = 0; +#endif + + float not_allowed_to_move = 0; +#ifdef SVQC + if (self.race_penalty) + not_allowed_to_move = 1; +#endif +#ifdef SVQC - if (!autocvar_sv_ready_restart_after_countdown) - if (time < game_starttime) - not_allowed_to_move = 1; ++ if (time < game_starttime) ++ not_allowed_to_move = 1; +#endif + + if (not_allowed_to_move) + { + self.velocity = '0 0 0'; + self.movetype = MOVETYPE_NONE; +#ifdef SVQC + self.disableclientprediction = 2; +#endif + } +#ifdef SVQC + else if (self.disableclientprediction == 2) + { + if (self.movetype == MOVETYPE_NONE) + self.movetype = MOVETYPE_WALK; + self.disableclientprediction = 0; + } +#endif + } + +#ifdef SVQC + if (self.movetype == MOVETYPE_NONE) + return; + + // when we get here, disableclientprediction cannot be 2 + self.disableclientprediction = 0; +#endif + + PM_check_spider(); + + PM_check_frozen(); + + PM_check_blocked(); + + maxspeed_mod = 1; + +#ifdef SVQC + if (self.in_swamp) { + maxspeed_mod *= self.swamp_slowdown; //cvar("g_balance_swamp_moverate"); + } +#endif + + // conveyors: first fix velocity + if (self.conveyor.state) + self.velocity -= self.conveyor.movedir; + +#ifdef SVQC + MUTATOR_CALLHOOK(PlayerPhysics); +#endif +#ifdef CSQC + PM_multijump(); +#endif + +// float forcedodge = 1; +// if(forcedodge) { +//#ifdef CSQC +// PM_dodging_checkpressedkeys(); +//#endif +// PM_dodging(); +// PM_ClientMovement_Move(); +// return; +// } + +#ifdef SVQC + if (!IS_PLAYER(self)) + { + maxspeed_mod *= autocvar_sv_spectator_speed_multiplier; + if (!self.spectatorspeed) + self.spectatorspeed = maxspeed_mod; + if (self.impulse && self.impulse <= 19 || (self.impulse >= 200 && self.impulse <= 209) || (self.impulse >= 220 && self.impulse <= 229)) + { + if (self.lastclassname != "player") + { + if (self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) + self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5); + else if (self.impulse == 11) + self.spectatorspeed = maxspeed_mod; + else if (self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) + self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5); + else if (self.impulse >= 1 && self.impulse <= 9) + self.spectatorspeed = 1 + 0.5 * (self.impulse - 1); + } // otherwise just clear + self.impulse = 0; + } + maxspeed_mod *= self.spectatorspeed; + } +#endif + +#ifdef SVQC + // if dead, behave differently + // in CSQC, physics don't handle dead player + if (self.deadflag) + goto end; +#endif + +#ifdef SVQC + if (!self.fixangle && !g_bugrigs) + self.angles = '0 1 0' * PHYS_INPUT_ANGLES(self).y; +#endif + +#ifdef SVQC + if (IS_ONGROUND(self)) + if (IS_PLAYER(self)) // no fall sounds for observers thank you very much + if (self.wasFlying) + { + self.wasFlying = 0; + if (self.waterlevel < WATERLEVEL_SWIMMING) + if (time >= self.ladder_time) + if (!self.hook) + { + self.nextstep = time + 0.3 + random() * 0.1; + trace_dphitq3surfaceflags = 0; + tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self); + if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)) + { + if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS) + GlobalSound(globalsound_metalfall, CH_PLAYER, VOICETYPE_PLAYERSOUND); + else + GlobalSound(globalsound_fall, CH_PLAYER, VOICETYPE_PLAYERSOUND); + } + } + } +#endif + + if (PM_is_flying()) + self.wasFlying = 1; + +#ifdef SVQC + if (IS_PLAYER(self)) +#endif + CheckPlayerJump(); + + PM_check_jumppad(); + + if (self.flags & /* FL_WATERJUMP */ 2048) + { + self.velocity_x = self.movedir_x; + self.velocity_y = self.movedir_y; + if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE) + { + self.flags &= ~/* FL_WATERJUMP */ 2048; + self.teleport_time = 0; + } + } + +#ifdef SVQC + else if (g_bugrigs && IS_PLAYER(self)) + RaceCarPhysics(); +#endif + + else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY || self.movetype == MOVETYPE_FLY_WORLDONLY) + PM_fly(maxspeed_mod); + + else if (self.waterlevel >= WATERLEVEL_SWIMMING) + PM_swim(maxspeed_mod); + + else if (time < self.ladder_time) + PM_ladder(maxspeed_mod); + + else if (ITEMS(self) & IT_USING_JETPACK) + PM_jetpack(maxspeed_mod); + + else + { + if (IS_ONGROUND(self)) + PM_walk(buttons_prev, maxspeed_mod); + else + PM_air(buttons_prev, maxspeed_mod); + } + +#ifdef SVQC + if (!IS_OBSERVER(self)) + PM_check_race(); +#endif + PM_check_vortex(); + +:end + if (IS_ONGROUND(self)) + self.lastground = time; + + // conveyors: then break velocity again + if (self.conveyor.state) + self.velocity += self.conveyor.movedir; + +#ifdef SVQC + self.lastflags = self.flags; +#elif defined(CSQC) + self.lastflags = self.pmove_flags; +#endif + + self.lastclassname = self.classname; +} + +#ifdef SVQC +void SV_PlayerPhysics(void) +#elif defined(CSQC) +void CSQC_ClientMovement_PlayerMove_Frame(void) +#endif +{ + PM_Main(); +}