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