mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-14 16:40:57 +00:00
c531db636d
Fixed an old protocol bug in how extended HUD stats were sent to the client. Changed protocol for svc_sound servercommand to separate channel and entity values from a merged short to a byte and a short. More improvements to Tactician Gunner prox aiming safety in missionpack DLL. Fixed SV_CheckVelocity() sv_velocity cap in missionpack, 3ZB2, and Zaero game DLLs.
1425 lines
33 KiB
C
1425 lines
33 KiB
C
// g_phys.c
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#include "g_local.h"
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/*
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pushmove objects do not obey gravity, and do not interact with each other or trigger fields, but block normal movement and push normal objects when they move.
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onground is set for toss objects when they come to a complete rest. it is set for steping or walking objects
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doors, plats, etc are SOLID_BSP, and MOVETYPE_PUSH
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bonus items are SOLID_TRIGGER touch, and MOVETYPE_TOSS
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corpses are SOLID_NOT and MOVETYPE_TOSS
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crates are SOLID_BBOX and MOVETYPE_TOSS
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walking monsters are SOLID_SLIDEBOX and MOVETYPE_STEP
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flying/floating monsters are SOLID_SLIDEBOX and MOVETYPE_FLY
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solid_edge items only clip against bsp models.
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*/
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/*
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============
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SV_TestEntityPosition
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============
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*/
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edict_t *SV_TestEntityPosition(edict_t *ent)
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{
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trace_t trace;
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int mask;
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if (ent->clipmask)
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mask = ent->clipmask;
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else
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mask = MASK_SOLID;
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trace = gi.trace(ent->s.origin, ent->mins, ent->maxs, ent->s.origin, ent, mask);
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if (trace.startsolid)
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return g_edicts;
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return NULL;
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}
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/*
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================
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SV_CheckVelocity
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================
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*/
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void SV_CheckVelocity(edict_t *ent)
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{
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//DH++
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// Correct method used.
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if (VectorLength(ent->velocity) > sv_maxvelocity->value)
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{
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VectorNormalize (ent->velocity);
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VectorScale (ent->velocity, sv_maxvelocity->value, ent->velocity);
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}
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//DH--
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}
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/*
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=============
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SV_RunThink
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Runs thinking code for this frame if necessary
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=============
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*/
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qboolean SV_RunThink(edict_t *ent)
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{
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float thinktime;
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thinktime = ent->nextthink;
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if (thinktime <= 0.0)
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return true;
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if (thinktime > level.time + 0.001)
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return true;
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ent->nextthink = 0.0;
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if (!ent->think)
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{
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//CW++
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// Print out extra debugging info.
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gi.dprintf("\n------ B0RKAGE REPORT ------\n");
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gi.dprintf("NULL ent->think\n");
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if (ent->classname)
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gi.dprintf("ent->classname = %s\n", ent->classname);
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if (ent->movetype)
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gi.dprintf("ent->movetype = %d\n", ent->movetype);
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if (ent->solid)
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gi.dprintf("ent->solid = %d\n", ent->solid);
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if (ent->model)
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gi.dprintf("ent->model = %s\n", ent->model);
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if (ent->client)
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gi.dprintf("ent->client->name = %s\n", ent->client->pers.netname);
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gi.dprintf("ent->burning = %s\n", (ent->burning)?"TRUE":"FALSE");
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gi.dprintf("ent->disintegrated = %s\n", (ent->disintegrated)?"TRUE":"FALSE");
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if (ent->owner && ent->owner->client)
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gi.dprintf("owner->name = %s\n", ent->owner->client->pers.netname);
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if (ent->owner && ent->owner->classname)
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gi.dprintf("owner->classname = %s\n", ent->owner->classname);
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if (ent->enemy)
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{
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if (ent->enemy->client)
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gi.dprintf("enemy->name = %s\n", ent->enemy->client->pers.netname);
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if (ent->enemy->classname)
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gi.dprintf("enemy->classname = %s\n", ent->enemy->classname);
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gi.dprintf("enemy->burning = %s\n", (ent->enemy->burning)?"TRUE":"FALSE");
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gi.dprintf("enemy->disintegrated = %s\n", (ent->enemy->disintegrated)?"TRUE":"FALSE");
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}
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if (ent->oldenemy)
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{
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if (ent->oldenemy->client)
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gi.dprintf("oldenemy->name = %s\n", ent->oldenemy->client->pers.netname);
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if (ent->oldenemy->classname)
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gi.dprintf("oldenemy->classname = %s\n", ent->oldenemy->classname);
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gi.dprintf("oldenemy->burning = %s\n", (ent->oldenemy->burning)?"TRUE":"FALSE");
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gi.dprintf("oldenemy->disintegrated = %s\n", (ent->oldenemy->disintegrated)?"TRUE":"FALSE");
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}
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gi.dprintf("----------------------------\n\n");
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gi.error("SV_RunThink()");
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//CW--
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}
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ent->think(ent);
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return false;
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}
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/*
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==================
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SV_Impact
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Two entities have touched, so run their touch functions
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==================
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*/
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void SV_Impact(edict_t *e1, trace_t *trace)
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{
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edict_t *e2;
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e2 = trace->ent;
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if (e1->touch && (e1->solid != SOLID_NOT))
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e1->touch(e1, e2, &trace->plane, trace->surface);
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if (e2->touch && (e2->solid != SOLID_NOT))
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e2->touch(e2, e1, NULL, NULL);
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}
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/*
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==================
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ClipVelocity
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Slide off of the impacting object
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returns the blocked flags (1 = floor, 2 = step / wall)
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==================
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*/
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#define STOP_EPSILON 0.1
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int ClipVelocity(vec3_t in, vec3_t normal, vec3_t out, float overbounce)
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{
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float backoff;
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float change;
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int i;
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int blocked;
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blocked = 0;
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if (normal[2] > 0.0)
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blocked |= 1; // floor
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if (!normal[2])
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blocked |= 2; // step
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backoff = DotProduct(in, normal) * overbounce;
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for (i = 0; i < 3; i++)
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{
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change = normal[i] * backoff;
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out[i] = in[i] - change;
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if ((out[i] > -STOP_EPSILON) && (out[i] < STOP_EPSILON))
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out[i] = 0.0;
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}
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return blocked;
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}
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/*
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============
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SV_FlyMove
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The basic solid body movement clip that slides along multiple planes
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Returns the clipflags if the velocity was modified (hit something solid)
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1 = floor
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2 = wall / step
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4 = dead stop
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============
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*/
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#define MAX_CLIP_PLANES 5
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int SV_FlyMove(edict_t *ent, float time, int mask)
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{
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edict_t *hit;
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trace_t trace;
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vec3_t planes[MAX_CLIP_PLANES];
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vec3_t primal_velocity;
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vec3_t original_velocity;
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vec3_t new_velocity;
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vec3_t dir;
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vec3_t end;
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float time_left;
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float d;
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int numplanes;
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int bumpcount;
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int numbumps;
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int blocked;
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int i;
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int j;
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numbumps = 4;
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blocked = 0;
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VectorCopy(ent->velocity, original_velocity);
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VectorCopy(ent->velocity, primal_velocity);
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numplanes = 0;
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time_left = time;
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ent->groundentity = NULL;
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for (bumpcount = 0; bumpcount < numbumps; bumpcount++)
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{
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for (i = 0; i < 3; i++)
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end[i] = ent->s.origin[i] + (time_left * ent->velocity[i]);
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trace = gi.trace(ent->s.origin, ent->mins, ent->maxs, end, ent, mask);
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if (trace.allsolid)
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{ // entity is trapped in another solid
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VectorCopy(vec3_origin, ent->velocity);
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return 3;
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}
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if (trace.fraction > 0)
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{ // actually covered some distance
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VectorCopy(trace.endpos, ent->s.origin);
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VectorCopy(ent->velocity, original_velocity);
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numplanes = 0;
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}
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if (trace.fraction == 1)
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break; // moved the entire distance
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hit = trace.ent;
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if (trace.plane.normal[2] > 0.7)
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{
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blocked |= 1; // floor
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if (hit->solid == SOLID_BSP)
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{
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ent->groundentity = hit;
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ent->groundentity_linkcount = hit->linkcount;
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}
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}
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if (!trace.plane.normal[2])
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blocked |= 2; // step
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// Run the impact function.
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SV_Impact(ent, &trace);
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if (!ent->inuse)
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break; // removed by the impact function
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time_left -= time_left * trace.fraction;
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// clipped to another plane
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if (numplanes >= MAX_CLIP_PLANES)
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{ // this shouldn't really happen
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VectorCopy(vec3_origin, ent->velocity);
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return 3;
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}
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VectorCopy(trace.plane.normal, planes[numplanes]);
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numplanes++;
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// Modify original_velocity so it parallels all of the clip planes.
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for (i = 0; i < numplanes; i++)
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{
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ClipVelocity(original_velocity, planes[i], new_velocity, 1);
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for (j = 0; j < numplanes; j++)
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if (j != i)
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{
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if (DotProduct(new_velocity, planes[j]) < 0.0)
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break; // not ok
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}
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if (j == numplanes)
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break;
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}
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if (i != numplanes)
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{ // go along this plane
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VectorCopy(new_velocity, ent->velocity);
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}
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else
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{ // go along the crease
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if (numplanes != 2)
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{
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VectorCopy(vec3_origin, ent->velocity);
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return 7;
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}
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CrossProduct(planes[0], planes[1], dir);
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d = DotProduct(dir, ent->velocity);
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VectorScale(dir, d, ent->velocity);
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}
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// If original velocity is against the original velocity, stop dead
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// to avoid tiny occilations in sloping corners.
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if (DotProduct(ent->velocity, primal_velocity) <= 0.0)
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{
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VectorCopy(vec3_origin, ent->velocity);
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return blocked;
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}
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}
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return blocked;
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}
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/*
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============
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SV_AddGravity
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============
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*/
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void SV_AddGravity(edict_t *ent)
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{
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ent->velocity[2] -= ent->gravity * sv_gravity->value * FRAMETIME;
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}
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/*
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===============================================================================
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PUSHMOVE
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===============================================================================
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*/
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/*
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============
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SV_PushEntity
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Does not change the entity's velocity at all.
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============
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*/
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trace_t SV_PushEntity(edict_t *ent, vec3_t push)
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{
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trace_t trace;
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vec3_t start;
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vec3_t end;
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int mask;
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//CW++
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qboolean ent_c4trap = false;
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//CW--
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VectorCopy(ent->s.origin, start);
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VectorAdd(start, push, end);
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retry:
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if (ent->clipmask)
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mask = ent->clipmask;
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else
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mask = MASK_SOLID;
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trace = gi.trace(start, ent->mins, ent->maxs, end, ent, mask);
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//CW++
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// We don't want weapon projectiles or C4/Traps to interfere with each other.
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if (ent->die && ((ent->die == C4_DieFromDamage) || (ent->die == Trap_DieFromDamage)))
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ent_c4trap = true;
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if (trace.ent->wep_proj && (ent->wep_proj || ent_c4trap))
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{
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VectorCopy(end, ent->s.origin);
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gi.linkentity(ent);
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return trace;
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}
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// Otherwise, do that funky pushing thang.
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else
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{
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//CW--
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VectorCopy(trace.endpos, ent->s.origin);
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gi.linkentity(ent);
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}
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if (trace.fraction != 1.0)
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{
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SV_Impact(ent, &trace);
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// if the pushed entity went away and the pusher is still there
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if (!trace.ent->inuse && ent->inuse)
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{
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// move the pusher back and try again
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VectorCopy(start, ent->s.origin);
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gi.linkentity(ent);
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goto retry;
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}
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}
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if (ent->inuse)
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G_TouchTriggers(ent);
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return trace;
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}
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typedef struct
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{
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edict_t *ent;
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vec3_t origin;
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vec3_t angles;
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float deltayaw;
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} pushed_t;
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pushed_t pushed[MAX_EDICTS];
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pushed_t *pushed_p;
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edict_t *obstacle;
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// Knightmare- added from Lazarus
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void MoveRiders (edict_t *platform, edict_t *ignore, vec3_t move, vec3_t amove, qboolean turn)
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{
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int i;
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edict_t *rider;
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for (i=1, rider=g_edicts+i; i<=globals.num_edicts; i++, rider++)
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{
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if ((rider->groundentity == platform) && (rider != ignore)) {
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VectorAdd(rider->s.origin,move,rider->s.origin);
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if (turn && (amove[YAW] != 0.)) {
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if (!rider->client)
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rider->s.angles[YAW] += amove[YAW];
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else
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{
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rider->s.angles[YAW] += amove[YAW];
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rider->client->ps.pmove.delta_angles[YAW] += ANGLE2SHORT(amove[YAW]);
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rider->client->ps.pmove.pm_type = PM_FREEZE;
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rider->client->ps.pmove.pm_flags |= PMF_NO_PREDICTION;
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}
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}
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gi.linkentity(rider);
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if (SV_TestEntityPosition(rider)) {
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// Move is blocked. Since this is for riders, not pushees,
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// it should be ok to just back the move for this rider off
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VectorSubtract(rider->s.origin,move,rider->s.origin);
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if (turn && (amove[YAW] != 0.)) {
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rider->s.angles[YAW] -= amove[YAW];
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if (rider->client)
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{
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rider->client->ps.pmove.delta_angles[YAW] -= ANGLE2SHORT(amove[YAW]);
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rider->client->ps.viewangles[YAW] -= amove[YAW];
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}
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}
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gi.linkentity(rider);
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} else {
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// move this rider's riders
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MoveRiders (rider,ignore,move,amove,turn);
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}
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}
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}
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}
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/*
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============
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RealBoundingBox
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Returns the actual bounding box of a bmodel. This is a big improvement over
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what q2 normally does with rotating bmodels - q2 sets absmin, absmax to a cube
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that will completely contain the bmodel at *any* rotation on *any* axis, whether
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the bmodel can actually rotate to that angle or not. This leads to a lot of
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false block tests in SV_Push if another bmodel is in the vicinity.
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============
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*/
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void RealBoundingBox(edict_t *ent, vec3_t mins, vec3_t maxs)
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{
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vec3_t forward, left, up, f1, l1, u1;
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vec3_t p[8];
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int i, j, k, j2, k4;
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for (k=0; k<2; k++)
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{
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k4 = k*4;
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if (k)
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p[k4][2] = ent->maxs[2];
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else
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p[k4][2] = ent->mins[2];
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p[k4+1][2] = p[k4][2];
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p[k4+2][2] = p[k4][2];
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p[k4+3][2] = p[k4][2];
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for (j=0; j<2; j++)
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{
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j2 = j*2;
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if (j)
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p[j2+k4][1] = ent->maxs[1];
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else
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p[j2+k4][1] = ent->mins[1];
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p[j2+k4+1][1] = p[j2+k4][1];
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for (i=0; i<2; i++)
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{
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if (i)
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p[i+j2+k4][0] = ent->maxs[0];
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else
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p[i+j2+k4][0] = ent->mins[0];
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}
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}
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}
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AngleVectors(ent->s.angles,forward,left,up);
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for (i=0; i<8; i++)
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{
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VectorScale(forward,p[i][0],f1);
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VectorScale(left,-p[i][1],l1);
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VectorScale(up,p[i][2],u1);
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VectorAdd(ent->s.origin,f1,p[i]);
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VectorAdd(p[i],l1,p[i]);
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VectorAdd(p[i],u1,p[i]);
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}
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VectorCopy(p[0],mins);
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VectorCopy(p[0],maxs);
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for (i=1; i<8; i++)
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{
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mins[0] = min(mins[0],p[i][0]);
|
|
mins[1] = min(mins[1],p[i][1]);
|
|
mins[2] = min(mins[2],p[i][2]);
|
|
maxs[0] = max(maxs[0],p[i][0]);
|
|
maxs[1] = max(maxs[1],p[i][1]);
|
|
maxs[2] = max(maxs[2],p[i][2]);
|
|
}
|
|
}
|
|
// end Knightmare
|
|
|
|
/*
|
|
============
|
|
SV_Push
|
|
|
|
Objects need to be moved back on a failed push,
|
|
otherwise riders would continue to slide.
|
|
============
|
|
*/
|
|
qboolean SV_Push (edict_t *pusher, vec3_t move, vec3_t amove)
|
|
{
|
|
edict_t *check;
|
|
edict_t *block;
|
|
pushed_t *p;
|
|
vec3_t mins;
|
|
vec3_t maxs;
|
|
vec3_t org;
|
|
vec3_t org2;
|
|
// vec3_t move2;
|
|
vec3_t forward;
|
|
vec3_t right;
|
|
vec3_t up;
|
|
int i, e;
|
|
// Knightmare added
|
|
qboolean turn;
|
|
vec3_t move2={0,0,0};
|
|
vec3_t move3={0,0,0};
|
|
vec3_t org_check, realmins, realmaxs;
|
|
trace_t tr;
|
|
|
|
// Clamp the move to 1/8 units, so the position will be accurate for client side prediction.
|
|
|
|
for (i = 0; i < 3; i++)
|
|
{
|
|
float temp;
|
|
temp = move[i] * 8.0;
|
|
if (temp > 0.0)
|
|
temp += 0.5;
|
|
else
|
|
temp -= 0.5;
|
|
move[i] = 0.125 * (int)temp;
|
|
}
|
|
|
|
// Find the bounding box.
|
|
|
|
for (i = 0; i < 3; i++)
|
|
{
|
|
mins[i] = pusher->absmin[i] + move[i];
|
|
maxs[i] = pusher->absmax[i] + move[i];
|
|
}
|
|
|
|
// Knightmare added
|
|
// Lazarus: temp turn indicates whether riders
|
|
// should rotate with the pusher
|
|
if (pusher->turn_rider || turn_rider->value) // Knightmare- changed this from AND to OR
|
|
turn = true;
|
|
else
|
|
turn = false;
|
|
// end Knightmare
|
|
|
|
|
|
// We need this for pushing things later.
|
|
|
|
VectorSubtract(vec3_origin, amove, org);
|
|
AngleVectors(org, forward, right, up);
|
|
|
|
// Save the pusher's original position.
|
|
|
|
pushed_p->ent = pusher;
|
|
VectorCopy(pusher->s.origin, pushed_p->origin);
|
|
VectorCopy(pusher->s.angles, pushed_p->angles);
|
|
if (pusher->client)
|
|
pushed_p->deltayaw = pusher->client->ps.pmove.delta_angles[YAW];
|
|
pushed_p++;
|
|
|
|
// Move the pusher to its final position.
|
|
|
|
VectorAdd(pusher->s.origin, move, pusher->s.origin);
|
|
VectorAdd(pusher->s.angles, amove, pusher->s.angles);
|
|
gi.linkentity(pusher);
|
|
|
|
// Knightmare added
|
|
// Lazarus: Standard Q2 takes a horrible shortcut
|
|
// with rotating brush models, setting
|
|
// absmin and absmax to a cube that would
|
|
// contain the brush model if it could
|
|
// rotate around ANY axis. The result is
|
|
// a lot of false hits on intersections,
|
|
// particularly when you have multiple
|
|
// rotating brush models in the same area.
|
|
// RealBoundingBox gives us the actual
|
|
// bounding box at the current angles.
|
|
RealBoundingBox(pusher,realmins,realmaxs);
|
|
|
|
// See if any solid entities are inside the final position.
|
|
|
|
check = g_edicts + 1;
|
|
for (e = 1; e < globals.num_edicts; e++, check++)
|
|
{
|
|
if (!check->inuse)
|
|
continue;
|
|
// Knightmare added
|
|
if (check == pusher->owner) // Lazarus: owner can't block us
|
|
continue;
|
|
|
|
//Maj++
|
|
if (!check->solid)
|
|
continue;
|
|
|
|
if (check->classname[0] == 'R')
|
|
{
|
|
if (check->item != item_navi2)
|
|
continue;
|
|
}
|
|
//Maj--
|
|
|
|
if ((check->movetype == MOVETYPE_PUSH) || (check->movetype == MOVETYPE_STOP) || (check->movetype == MOVETYPE_NONE) || (check->movetype == MOVETYPE_NOCLIP))
|
|
continue;
|
|
|
|
if (!check->area.prev)
|
|
continue; // not linked in anywhere
|
|
|
|
// If the entity is standing on the pusher, it will definitely be moved.
|
|
|
|
if (check->groundentity != pusher)
|
|
{
|
|
// see if the ent needs to be tested
|
|
/* if ((check->absmin[0] >= maxs[0]) || (check->absmin[1] >= maxs[1]) || (check->absmin[2] >= maxs[2]) ||
|
|
(check->absmax[0] <= mins[0]) || (check->absmax[1] <= mins[1]) || (check->absmax[2] <= mins[2]))
|
|
continue;*/
|
|
|
|
// Knightmare- use realmins & realmaxs
|
|
if ( check->absmin[0] >= realmaxs[0]
|
|
|| check->absmin[1] >= realmaxs[1]
|
|
|| check->absmin[2] >= realmaxs[2]
|
|
|| check->absmax[0] <= realmins[0]
|
|
|| check->absmax[1] <= realmins[1]
|
|
|| check->absmax[2] <= realmins[2] )
|
|
continue;
|
|
// end Knightmare
|
|
|
|
// see if the ent's bbox is inside the pusher's final position
|
|
if (!SV_TestEntityPosition(check))
|
|
continue;
|
|
}
|
|
|
|
if ((pusher->movetype == MOVETYPE_PUSH) || (check->groundentity == pusher))
|
|
{
|
|
// move this entity
|
|
pushed_p->ent = check;
|
|
VectorCopy(check->s.origin, pushed_p->origin);
|
|
VectorCopy(check->s.angles, pushed_p->angles);
|
|
pushed_p++;
|
|
|
|
// try moving the contacted entity
|
|
VectorAdd(check->s.origin, move, check->s.origin);
|
|
|
|
// Knightmare added
|
|
// Lazarus: if turn_rider is set, do it. We don't do this by default
|
|
// 'cause it can be a fairly drastic change in gameplay
|
|
if (turn && (check->groundentity == pusher)) {
|
|
if(!check->client)
|
|
{
|
|
check->s.angles[YAW] += amove[YAW];
|
|
}
|
|
else
|
|
{
|
|
if(amove[YAW] != 0.)
|
|
{
|
|
check->client->ps.pmove.delta_angles[YAW] += ANGLE2SHORT(amove[YAW]);
|
|
check->client->ps.viewangles[YAW] += amove[YAW];
|
|
|
|
// PM_FREEZE makes the turn smooth, even though it will
|
|
// be turned off by ClientThink in the very next video frame
|
|
check->client->ps.pmove.pm_type = PM_FREEZE;
|
|
// PMF_NO_PREDICTION overrides .exe's client physics, which
|
|
// really doesn't like for us to change player angles. Note
|
|
// that this isn't strictly necessary, since Lazarus 1.7 and
|
|
// later automatically turn prediction off (in ClientThink) when
|
|
// player is riding a MOVETYPE_PUSH
|
|
check->client->ps.pmove.pm_flags |= PMF_NO_PREDICTION;
|
|
}
|
|
if(amove[PITCH] != 0.)
|
|
{
|
|
float delta_yaw;
|
|
float pitch = amove[PITCH];
|
|
|
|
delta_yaw = check->s.angles[YAW] - pusher->s.angles[YAW];
|
|
delta_yaw *= M_PI / 180.;
|
|
pitch *= cos(delta_yaw);
|
|
check->client->ps.pmove.delta_angles[PITCH] += ANGLE2SHORT(pitch);
|
|
check->client->ps.viewangles[PITCH] += pitch;
|
|
check->client->ps.pmove.pm_type = PM_FREEZE;
|
|
check->client->ps.pmove.pm_flags |= PMF_NO_PREDICTION;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Lazarus: This is where we attempt to move check due to a rotation, WITHOUT embedding
|
|
// check in pusher (or anything else)
|
|
if((amove[PITCH] != 0) || (amove[YAW] != 0) || (amove[ROLL] != 0))
|
|
{
|
|
// Argh! - always need to do this, except for pendulums
|
|
// if (pusher->movetype != MOVETYPE_PENDULUM)
|
|
{
|
|
// figure movement due to the pusher's amove
|
|
VectorAdd(check->s.origin, check->origin_offset, org_check);
|
|
VectorSubtract (org_check, pusher->s.origin, org);
|
|
org2[0] = DotProduct (org, forward);
|
|
org2[1] = -DotProduct (org, right);
|
|
org2[2] = DotProduct (org, up);
|
|
VectorSubtract (org2, org, move2);
|
|
VectorAdd (check->s.origin, move2, check->s.origin);
|
|
}
|
|
|
|
// Argh! - on top of a rotating pusher (moved the groundentity check here)
|
|
if (check->groundentity == pusher)
|
|
{
|
|
if ((amove[PITCH] != 0) || (amove[ROLL] != 0))
|
|
{
|
|
VectorCopy(check->s.origin,org);
|
|
org[2] += 2*check->mins[2];
|
|
//tr = gi.trace(check->s.origin,vec3_origin,vec3_origin,org,check,MASK_SOLID);
|
|
//if(!tr.startsolid && tr.fraction < 1)
|
|
// check->s.origin[2] = tr.endpos[2] - check->mins[2]
|
|
// + fabs(tr.plane.normal[0])*check->size[0]/2
|
|
// + fabs(tr.plane.normal[1])*check->size[1]/2;
|
|
|
|
// Argh! - this should fix collision problem with simple
|
|
// rotating pushers, trains still seem okay too but
|
|
// I haven't tested them thoroughly
|
|
tr = gi.trace(check->s.origin, check->mins, check->maxs, org, check, MASK_SOLID);
|
|
if(!tr.startsolid && tr.fraction < 1)
|
|
check->s.origin[2] = tr.endpos[2];
|
|
}
|
|
}
|
|
}
|
|
// end Knightmare
|
|
|
|
/*
|
|
if (check->client)
|
|
{ // FIXME: doesn't rotate monsters?
|
|
check->client->ps.pmove.delta_angles[YAW] += amove[YAW];
|
|
}
|
|
|
|
// figure movement due to the pusher's amove
|
|
VectorSubtract(check->s.origin, pusher->s.origin, org);
|
|
org2[0] = DotProduct(org, forward);
|
|
org2[1] = -DotProduct(org, right);
|
|
org2[2] = DotProduct(org, up);
|
|
VectorSubtract(org2, org, move2);
|
|
VectorAdd(check->s.origin, move2, check->s.origin);
|
|
*/
|
|
|
|
// may have pushed them off an edge
|
|
if (check->groundentity != pusher)
|
|
check->groundentity = NULL;
|
|
|
|
block = SV_TestEntityPosition(check);
|
|
if (!block)
|
|
{ // pushed ok
|
|
gi.linkentity(check);
|
|
// Knightmare added
|
|
// Lazarus: Move check riders, and riders of riders, and... well, you get the pic
|
|
VectorAdd(move,move2,move3);
|
|
MoveRiders (check,NULL,move3,amove,turn);
|
|
// end Knightmare
|
|
// impact?
|
|
continue;
|
|
}
|
|
|
|
// if it is ok to leave in the old position, do it
|
|
// this is only relevent for riding entities, not pushed
|
|
// FIXME: this doesn't acount for rotation
|
|
VectorSubtract(check->s.origin, move, check->s.origin);
|
|
// Knightmare added
|
|
VectorSubtract (check->s.origin, move2, check->s.origin);
|
|
if (turn)
|
|
{
|
|
// Argh! - angle
|
|
check->s.angles[YAW] -= amove[YAW];
|
|
if (check->client)
|
|
{
|
|
check->client->ps.pmove.delta_angles[YAW] -= ANGLE2SHORT(amove[YAW]);
|
|
check->client->ps.viewangles[YAW] -= amove[YAW];
|
|
}
|
|
}
|
|
// end Knightmare
|
|
|
|
block = SV_TestEntityPosition(check);
|
|
if (!block)
|
|
{
|
|
pushed_p--;
|
|
continue;
|
|
}
|
|
if (check->svflags & SVF_GIB) // Knightmare- gibs don't block
|
|
{
|
|
G_FreeEdict(check);
|
|
pushed_p--;
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// save off the obstacle so we can call the block function
|
|
obstacle = check;
|
|
|
|
// move back any entities we already moved
|
|
// go backwards, so if the same entity was pushed
|
|
// twice, it goes back to the original position
|
|
for (p = pushed_p - 1; p >= pushed; p--)
|
|
{
|
|
VectorCopy(p->origin, p->ent->s.origin);
|
|
VectorCopy(p->angles, p->ent->s.angles);
|
|
if (p->ent->client)
|
|
p->ent->client->ps.pmove.delta_angles[YAW] = p->deltayaw;
|
|
|
|
gi.linkentity(p->ent);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
// see if anything we moved has touched a trigger
|
|
//FIXME: is there a better way to handle this?
|
|
for (p = pushed_p - 1; p >= pushed; p--)
|
|
G_TouchTriggers(p->ent);
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
================
|
|
SV_Physics_Pusher
|
|
|
|
Bmodel objects don't interact with each other, but
|
|
push all box objects
|
|
================
|
|
*/
|
|
void SV_Physics_Pusher(edict_t *ent)
|
|
{
|
|
edict_t *part;
|
|
edict_t *mv;
|
|
vec3_t move;
|
|
vec3_t amove;
|
|
|
|
// if not a team captain, so movement will be handled elsewhere
|
|
if (ent->flags & FL_TEAMSLAVE)
|
|
return;
|
|
|
|
// make sure all team slaves can move before commiting
|
|
// any moves or calling any think functions
|
|
// if the move is blocked, all moved objects will be backed out
|
|
|
|
pushed_p = pushed;
|
|
for (part = ent; part; part = part->teamchain)
|
|
{
|
|
if (part->velocity[0] || part->velocity[1] || part->velocity[2] || part->avelocity[0] || part->avelocity[1] || part->avelocity[2])
|
|
{ // object is moving
|
|
VectorScale(part->velocity, FRAMETIME, move);
|
|
VectorScale(part->avelocity, FRAMETIME, amove);
|
|
|
|
if (!SV_Push(part, move, amove))
|
|
break; // move was blocked
|
|
|
|
// Knightmare added
|
|
if (part->moveinfo.is_blocked) {
|
|
part->moveinfo.is_blocked = false;
|
|
if (part->moveinfo.sound_middle)
|
|
part->s.sound = part->moveinfo.sound_middle;
|
|
}
|
|
// end Knightmare
|
|
}
|
|
}
|
|
if (pushed_p > &pushed[MAX_EDICTS])
|
|
gi.error("pushed_p > &pushed[MAX_EDICTS], memory corrupted"); //CW
|
|
|
|
if (part)
|
|
{
|
|
// the move failed, bump all nextthink times and back out moves
|
|
for (mv = ent; mv; mv = mv->teamchain)
|
|
{
|
|
if (mv->nextthink > 0)
|
|
mv->nextthink += FRAMETIME;
|
|
}
|
|
|
|
// if the pusher has a "blocked" function, call it
|
|
// otherwise, just stay in place until the obstacle is gone
|
|
if (part->blocked)
|
|
{
|
|
part->blocked(part, obstacle);
|
|
part->moveinfo.is_blocked = true; // Knightmare added
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// the move succeeded, so call all think functions
|
|
for (part = ent; part; part = part->teamchain)
|
|
SV_RunThink(part);
|
|
}
|
|
}
|
|
|
|
//==================================================================
|
|
|
|
/*
|
|
=============
|
|
SV_Physics_None
|
|
|
|
Non moving objects can only think
|
|
=============
|
|
*/
|
|
void SV_Physics_None(edict_t *ent)
|
|
{
|
|
// Regular thinking.
|
|
|
|
SV_RunThink(ent);
|
|
}
|
|
|
|
/*
|
|
=============
|
|
SV_Physics_Noclip
|
|
|
|
A moving object that doesn't obey physics
|
|
=============
|
|
*/
|
|
void SV_Physics_Noclip(edict_t *ent)
|
|
{
|
|
// Regular thinking.
|
|
|
|
if (!SV_RunThink(ent))
|
|
return;
|
|
|
|
VectorMA(ent->s.angles, FRAMETIME, ent->avelocity, ent->s.angles);
|
|
VectorMA(ent->s.origin, FRAMETIME, ent->velocity, ent->s.origin);
|
|
|
|
gi.linkentity(ent);
|
|
}
|
|
|
|
|
|
/*
|
|
==============================================================================
|
|
|
|
TOSS / BOUNCE
|
|
|
|
==============================================================================
|
|
*/
|
|
|
|
/*
|
|
=============
|
|
SV_Physics_Toss
|
|
|
|
Toss, bounce, and fly movement. When onground, do nothing.
|
|
=============
|
|
*/
|
|
void SV_Physics_Toss(edict_t *ent)
|
|
{
|
|
edict_t *slave;
|
|
trace_t trace;
|
|
vec3_t move;
|
|
vec3_t old_origin;
|
|
float backoff;
|
|
qboolean wasinwater;
|
|
qboolean isinwater;
|
|
|
|
// Regular thinking.
|
|
|
|
SV_RunThink(ent);
|
|
|
|
//CW++
|
|
if (!ent->inuse)
|
|
return;
|
|
//CW--
|
|
|
|
// If not a team captain, so movement will be handled elsewhere.
|
|
|
|
if (ent->flags & FL_TEAMSLAVE)
|
|
return;
|
|
|
|
if (ent->velocity[2] > 0)
|
|
ent->groundentity = NULL;
|
|
|
|
// Check for the groundentity going away.
|
|
|
|
if (ent->groundentity)
|
|
{
|
|
if (!ent->groundentity->inuse)
|
|
ent->groundentity = NULL;
|
|
}
|
|
|
|
// If onground, return without moving.
|
|
|
|
if (ent->groundentity)
|
|
return;
|
|
|
|
VectorCopy(ent->s.origin, old_origin);
|
|
SV_CheckVelocity(ent);
|
|
|
|
// Add gravity.
|
|
|
|
if ((ent->movetype != MOVETYPE_FLY) && (ent->movetype != MOVETYPE_FLYMISSILE))
|
|
SV_AddGravity(ent);
|
|
|
|
// Move angles.
|
|
|
|
VectorMA(ent->s.angles, FRAMETIME, ent->avelocity, ent->s.angles);
|
|
|
|
// Move origin.
|
|
|
|
VectorScale(ent->velocity, FRAMETIME, move);
|
|
trace = SV_PushEntity(ent, move);
|
|
if (!ent->inuse)
|
|
return;
|
|
|
|
//CW++
|
|
// We don't want weapon projectiles or C4/Traps to interfere with each other.
|
|
|
|
if (trace.ent->wep_proj)
|
|
{
|
|
if (ent->wep_proj || (ent->die && ((ent->die == C4_DieFromDamage) || (ent->die == Trap_DieFromDamage))))
|
|
return;
|
|
}
|
|
//CW--
|
|
|
|
if (trace.fraction < 1.0)
|
|
{
|
|
if (ent->movetype == MOVETYPE_BOUNCE)
|
|
backoff = 1.5;
|
|
else
|
|
backoff = 1.0;
|
|
|
|
ClipVelocity(ent->velocity, trace.plane.normal, ent->velocity, backoff);
|
|
|
|
// Stop if on ground.
|
|
|
|
if (trace.plane.normal[2] > 0.7)
|
|
{
|
|
if ((ent->velocity[2] < 60.0) || (ent->movetype != MOVETYPE_BOUNCE))
|
|
{
|
|
ent->groundentity = trace.ent;
|
|
ent->groundentity_linkcount = trace.ent->linkcount;
|
|
VectorCopy(vec3_origin, ent->velocity);
|
|
VectorCopy(vec3_origin, ent->avelocity);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Check for water transition.
|
|
|
|
wasinwater = ent->watertype & MASK_WATER;
|
|
ent->watertype = gi.pointcontents(ent->s.origin);
|
|
isinwater = ent->watertype & MASK_WATER;
|
|
|
|
if (isinwater)
|
|
ent->waterlevel = 1;
|
|
else
|
|
ent->waterlevel = 0;
|
|
|
|
if (!wasinwater && isinwater)
|
|
gi.positioned_sound(old_origin, g_edicts, CHAN_AUTO, gi.soundindex("misc/h2ohit1.wav"), 1, ATTN_NORM, 0);
|
|
else if (wasinwater && !isinwater)
|
|
gi.positioned_sound(ent->s.origin, g_edicts, CHAN_AUTO, gi.soundindex("misc/h2ohit1.wav"), 1, ATTN_NORM, 0);
|
|
|
|
// Move teamslaves.
|
|
|
|
for (slave = ent->teamchain; slave; slave = slave->teamchain)
|
|
{
|
|
VectorCopy(ent->s.origin, slave->s.origin);
|
|
gi.linkentity(slave);
|
|
}
|
|
}
|
|
|
|
|
|
//CW++
|
|
/*
|
|
=============
|
|
SV_Physics_FlyBounce
|
|
|
|
Used for flying entities that bounce off (non-client) surfaces
|
|
without a reduction in speed. Not affected by gravity.
|
|
=============
|
|
*/
|
|
void SV_Physics_FlyBounce(edict_t *ent)
|
|
{
|
|
trace_t trace;
|
|
vec3_t move;
|
|
vec3_t old_origin;
|
|
qboolean wasinwater;
|
|
qboolean isinwater;
|
|
|
|
// Regular thinking.
|
|
|
|
SV_RunThink(ent);
|
|
|
|
//CW++
|
|
if (!ent->inuse)
|
|
return;
|
|
//CW--
|
|
|
|
// Can't be on the ground if we're moving upwards.
|
|
|
|
if (ent->velocity[2] > 0)
|
|
ent->groundentity = NULL;
|
|
|
|
// Check for the groundentity going away.
|
|
|
|
if (ent->groundentity)
|
|
{
|
|
if (!ent->groundentity->inuse)
|
|
ent->groundentity = NULL;
|
|
}
|
|
|
|
// Update entity position and velocity.
|
|
|
|
VectorCopy(ent->s.origin, old_origin);
|
|
SV_CheckVelocity(ent);
|
|
VectorMA(ent->s.angles, FRAMETIME, ent->avelocity, ent->s.angles);
|
|
|
|
VectorScale(ent->velocity, FRAMETIME, move);
|
|
trace = SV_PushEntity(ent, move);
|
|
if (!ent->inuse)
|
|
return;
|
|
if (trace.ent->wep_proj && ent->wep_proj) // don't want weapon projectiles to bounce off each other
|
|
return;
|
|
|
|
// Flip velocity and angles.
|
|
|
|
if (trace.fraction < 1.0)
|
|
{
|
|
ClipVelocity(ent->velocity, trace.plane.normal, ent->velocity, 2.0);
|
|
vectoangles(ent->velocity, ent->s.angles);
|
|
VectorNormalize2(ent->velocity, ent->movedir);
|
|
}
|
|
|
|
// Check for a water transition.
|
|
|
|
wasinwater = ent->watertype & MASK_WATER;
|
|
ent->watertype = gi.pointcontents(ent->s.origin);
|
|
isinwater = ent->watertype & MASK_WATER;
|
|
|
|
if (isinwater)
|
|
ent->waterlevel = 1;
|
|
else
|
|
ent->waterlevel = 0;
|
|
|
|
if (!wasinwater && isinwater)
|
|
gi.positioned_sound(old_origin, g_edicts, CHAN_AUTO, gi.soundindex("misc/h2ohit1.wav"), 1, ATTN_NORM, 0);
|
|
else if (wasinwater && !isinwater)
|
|
gi.positioned_sound(ent->s.origin, g_edicts, CHAN_AUTO, gi.soundindex("misc/h2ohit1.wav"), 1, ATTN_NORM, 0);
|
|
}
|
|
//CW--
|
|
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
STEPPING MOVEMENT
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
/*
|
|
=============
|
|
SV_Physics_Step
|
|
|
|
Monsters freefall when they don't have a ground entity, otherwise
|
|
all movement is done with discrete steps.
|
|
|
|
This is also used for objects that have become still on the ground, but
|
|
will fall if the floor is pulled out from under them.
|
|
FIXME: is this true?
|
|
=============
|
|
*/
|
|
|
|
//FIXME: hacked in for E3 demo
|
|
#define sv_stopspeed 100
|
|
#define sv_friction 6
|
|
#define sv_waterfriction 1
|
|
|
|
void SV_AddRotationalFriction(edict_t *ent)
|
|
{
|
|
int n;
|
|
float adjustment;
|
|
|
|
VectorMA(ent->s.angles, FRAMETIME, ent->avelocity, ent->s.angles);
|
|
adjustment = FRAMETIME * sv_stopspeed * sv_friction;
|
|
for (n = 0; n < 3; n++)
|
|
{
|
|
if (ent->avelocity[n] > 0.0)
|
|
{
|
|
ent->avelocity[n] -= adjustment;
|
|
if (ent->avelocity[n] < 0.0)
|
|
ent->avelocity[n] = 0.0;
|
|
}
|
|
else
|
|
{
|
|
ent->avelocity[n] += adjustment;
|
|
if (ent->avelocity[n] > 0.0)
|
|
ent->avelocity[n] = 0.0;
|
|
}
|
|
}
|
|
}
|
|
|
|
void SV_Physics_Step(edict_t *ent)
|
|
{
|
|
edict_t *groundentity;
|
|
float *vel;
|
|
float speed;
|
|
float newspeed;
|
|
float control;
|
|
float friction;
|
|
qboolean wasonground;
|
|
qboolean hitsound = false;
|
|
int mask;
|
|
|
|
// airborn monsters should always check for ground
|
|
if (!ent->groundentity)
|
|
M_CheckGround(ent);
|
|
|
|
//Maj++
|
|
// bots must also check ground
|
|
else if (ent->isabot)
|
|
M_CheckGround(ent);
|
|
//Maj--
|
|
|
|
groundentity = ent->groundentity;
|
|
|
|
SV_CheckVelocity(ent);
|
|
|
|
if (groundentity)
|
|
wasonground = true;
|
|
else
|
|
wasonground = false;
|
|
|
|
if (ent->avelocity[0] || ent->avelocity[1] || ent->avelocity[2])
|
|
SV_AddRotationalFriction(ent);
|
|
|
|
// add gravity except:
|
|
// flying monsters
|
|
// swimming monsters who are in the water
|
|
if (!wasonground)
|
|
{
|
|
if (!(ent->flags & FL_FLY))
|
|
{
|
|
if (!((ent->flags & FL_SWIM) && (ent->waterlevel > 2)))
|
|
{
|
|
if (ent->velocity[2] < sv_gravity->value * -0.1)
|
|
hitsound = true;
|
|
|
|
if (ent->waterlevel == 0)
|
|
SV_AddGravity(ent);
|
|
}
|
|
}
|
|
}
|
|
|
|
// friction for flying monsters that have been given vertical velocity
|
|
if ((ent->flags & FL_FLY) && (ent->velocity[2] != 0))
|
|
{
|
|
speed = fabs(ent->velocity[2]);
|
|
control = (speed < sv_stopspeed) ? sv_stopspeed : speed;
|
|
friction = sv_friction / 3;
|
|
newspeed = speed - (FRAMETIME * control * friction);
|
|
if (newspeed < 0.0)
|
|
newspeed = 0.0;
|
|
newspeed /= speed;
|
|
ent->velocity[2] *= newspeed;
|
|
}
|
|
|
|
// friction for flying monsters that have been given vertical velocity
|
|
if ((ent->flags & FL_SWIM) && (ent->velocity[2] != 0))
|
|
{
|
|
speed = fabs(ent->velocity[2]);
|
|
control = (speed < sv_stopspeed) ? sv_stopspeed : speed;
|
|
newspeed = speed - (FRAMETIME * control * sv_waterfriction * ent->waterlevel);
|
|
if (newspeed < 0.0)
|
|
newspeed = 0.0;
|
|
newspeed /= speed;
|
|
ent->velocity[2] *= newspeed;
|
|
}
|
|
|
|
if (ent->velocity[2] || ent->velocity[1] || ent->velocity[0])
|
|
{
|
|
// apply friction
|
|
// let dead monsters who aren't completely onground slide
|
|
if ((wasonground) || (ent->flags & (FL_SWIM | FL_FLY)))
|
|
if (!(ent->health <= 0.0 && !M_CheckBottom(ent)))
|
|
{
|
|
vel = ent->velocity;
|
|
speed = sqrt((vel[0] * vel[0]) + (vel[1] * vel[1]));
|
|
if (speed)
|
|
{
|
|
friction = sv_friction;
|
|
control = (speed < sv_stopspeed) ? sv_stopspeed : speed;
|
|
newspeed = speed - (FRAMETIME * control * friction);
|
|
|
|
if (newspeed < 0.0)
|
|
newspeed = 0.0;
|
|
newspeed /= speed;
|
|
|
|
vel[0] *= newspeed;
|
|
vel[1] *= newspeed;
|
|
}
|
|
}
|
|
|
|
if (ent->svflags & SVF_MONSTER)
|
|
mask = MASK_MONSTERSOLID;
|
|
else
|
|
mask = MASK_SOLID;
|
|
|
|
SV_FlyMove(ent, FRAMETIME, mask);
|
|
|
|
gi.linkentity(ent);
|
|
G_TouchTriggers(ent);
|
|
|
|
if (ent->groundentity && !wasonground && hitsound && !ent->isabot) //CW
|
|
gi.sound(ent, 0, gi.soundindex("world/land.wav"), 1, ATTN_NORM, 0);
|
|
}
|
|
|
|
// Regular thinking.
|
|
|
|
SV_RunThink(ent);
|
|
}
|
|
|
|
//============================================================================
|
|
/*
|
|
================
|
|
G_RunEntity
|
|
================
|
|
*/
|
|
void G_RunEntity(edict_t *ent)
|
|
{
|
|
if (ent->prethink)
|
|
ent->prethink(ent);
|
|
|
|
switch ((int)ent->movetype)
|
|
{
|
|
case MOVETYPE_PUSH:
|
|
case MOVETYPE_STOP:
|
|
SV_Physics_Pusher(ent);
|
|
break;
|
|
|
|
case MOVETYPE_NONE:
|
|
SV_Physics_None(ent);
|
|
break;
|
|
|
|
case MOVETYPE_NOCLIP:
|
|
SV_Physics_Noclip(ent);
|
|
break;
|
|
|
|
case MOVETYPE_STEP:
|
|
SV_Physics_Step(ent);
|
|
break;
|
|
|
|
case MOVETYPE_TOSS:
|
|
case MOVETYPE_BOUNCE:
|
|
case MOVETYPE_FLY:
|
|
case MOVETYPE_FLYMISSILE:
|
|
SV_Physics_Toss(ent);
|
|
break;
|
|
|
|
//CW++
|
|
case MOVETYPE_FLYBOUNCE:
|
|
SV_Physics_FlyBounce(ent);
|
|
break;
|
|
//CW--
|
|
|
|
//DH++
|
|
case MOVETYPE_WALK:
|
|
SV_Physics_None(ent);
|
|
break;
|
|
//DH--
|
|
default:
|
|
gi.error("SV_Physics: bad movetype %i", (int)ent->movetype);
|
|
}
|
|
}
|