cstrike/src/shared/pmove.qc

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/*
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
#define PMOVE_STEPHEIGHT 18
#define PMOVE_AIRSTEPHEIGHT 18
#define PMOVE_FRICTION 4
#define PMOVE_EDGEFRICTION 1
#define PMOVE_STOPSPEED 75
#define PMOVE_GRAVITY 800
#define PMOVE_AIRACCELERATE 10
#define PMOVE_WATERACCELERATE 8
#define PMOVE_ACCELERATE 4
#define PMOVE_MAXSPEED 250
.float waterlevel;
.float watertype;
/* values courtesy of https://wiki.alliedmods.net/Cs_weapons_information */
float
GamePMove_Maxspeed(player target)
{
float spd = serverkeyfloat("phy_maxspeed");
switch (target.activeweapon)
{
case WEAPON_M3:
spd *= 230/250;
break;
case WEAPON_XM1014:
spd *= 240/250;
break;
case WEAPON_MP5:
spd *= 250/250;
break;
case WEAPON_P90:
spd *= 245/250;
break;
case WEAPON_UMP45:
spd *= 250/250;
break;
case WEAPON_MAC10:
spd *= 250/250;
break;
case WEAPON_TMP:
spd *= 250/250;
break;
case WEAPON_AK47:
spd *= 221/250;
break;
case WEAPON_SG552:
spd *= 235/250;
break;
case WEAPON_M4A1:
spd *= 230/250;
break;
case WEAPON_AUG:
spd *= 240/250;
break;
case WEAPON_SCOUT:
spd *= 260/250;
break;
case WEAPON_AWP:
spd *= 210/250;
break;
case WEAPON_G3SG1:
spd *= 210/250;
break;
case WEAPON_SG550:
spd *= 210/250;
break;
case WEAPON_PARA:
spd *= 220/250;
break;
case WEAPON_USP45:
spd *= 250/250;
break;
case WEAPON_GLOCK18:
spd *= 250/250;
break;
case WEAPON_DEAGLE:
spd *= 250/250;
break;
case WEAPON_P228:
spd *= 250/250;
break;
case WEAPON_ELITES:
spd *= 250/250;
break;
case WEAPON_FIVESEVEN:
spd *= 250/250;
break;
case WEAPON_KNIFE:
spd *= 250/250;
break;
case WEAPON_HEGRENADE:
spd *= 250/250;
break;
case WEAPON_FLASHBANG:
spd *= 250/250;
break;
case WEAPON_SMOKEGRENADE:
spd *= 250/250;
break;
case WEAPON_C4BOMB:
spd *= 250/250;
break;
default:
}
if (target.flags & FL_CROUCHING) {
spd *= 0.5f;
}
return spd;
}
void
GamePMove_Fall(player target, float impactspeed)
{
if (impactspeed > 580) {
#ifdef SERVER
float fFallDamage = (impactspeed - 580) * (100 / (1024 - 580)) * 1.75f;
Damage_Apply(target, world, fFallDamage, 0, DMG_FALL);
if (random() < 0.5)
sound(target, CHAN_AUTO, "player/pl_pain2.wav", 1.0, ATTN_NORM);
else
sound(target, CHAN_AUTO, "player/pl_pain4.wav", 1.0, ATTN_NORM);
#endif
}
}
void
GamePMove_Jump(player target)
{
if (target.waterlevel >= 2) {
if (target.watertype == CONTENT_WATER) {
target.velocity[2] = 100;
} else if (target.watertype == CONTENT_SLIME) {
target.velocity[2] = 80;
} else {
target.velocity[2] = 50;
}
} else {
/* slow the player down a bit to prevent bhopping like crazy */
target.velocity *= 0.80f;
target.velocity[2] += 220;
}
}