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/*
Copyright ( C ) 1996 - 1997 Id Software , Inc .
This program is free software ; you can redistribute it and / or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation ; either version 2
of the License , or ( at your option ) any later version .
This program is distributed in the hope that it will be useful ,
but WITHOUT ANY WARRANTY ; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE .
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See the GNU General Public License for more details .
You should have received a copy of the GNU General Public License
along with this program ; if not , write to the Free Software
Foundation , Inc . , 59 Temple Place - Suite 330 , Boston , MA 02111 - 1307 , USA .
*/
// sv_phys.c
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# include "quakedef.h"
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# if !defined(CLIENTONLY) || defined(CSQC_DAT)
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Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
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# include "pr_common.h"
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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
bonus items are SOLID_TRIGGER touch , and MOVETYPE_TOSS
corpses are SOLID_NOT and MOVETYPE_TOSS
crates are SOLID_BBOX and MOVETYPE_TOSS
walking monsters are SOLID_SLIDEBOX and MOVETYPE_STEP
flying / floating monsters are SOLID_SLIDEBOX and MOVETYPE_FLY
solid_edge items only clip against bsp models .
*/
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cvar_t sv_maxvelocity = SCVAR ( " sv_maxvelocity " , " 2000 " ) ;
cvar_t sv_gravity = SCVAR ( " sv_gravity " , " 800 " ) ;
cvar_t sv_stopspeed = SCVAR ( " sv_stopspeed " , " 100 " ) ;
cvar_t sv_maxspeed = SCVAR ( " sv_maxspeed " , " 320 " ) ;
cvar_t sv_spectatormaxspeed = SCVAR ( " sv_spectatormaxspeed " , " 500 " ) ;
cvar_t sv_accelerate = SCVAR ( " sv_accelerate " , " 10 " ) ;
cvar_t sv_airaccelerate = SCVAR ( " sv_airaccelerate " , " 0.7 " ) ;
cvar_t sv_wateraccelerate = SCVAR ( " sv_wateraccelerate " , " 10 " ) ;
cvar_t sv_friction = SCVAR ( " sv_friction " , " 4 " ) ;
cvar_t sv_waterfriction = SCVAR ( " sv_waterfriction " , " 4 " ) ;
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cvar_t sv_gameplayfix_noairborncorpse = SCVAR ( " sv_gameplayfix_noairborncorpse " , " 0 " ) ;
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cvar_t sv_gameplayfix_multiplethinks = CVARD ( " sv_gameplayfix_multiplethinks " , " 1 " , " Enables multiple thinks per entity per frame so small nextthink times are accurate. QuakeWorld mods expect a value of 1. " ) ;
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cvar_t sv_sound_watersplash = CVAR ( " sv_sound_watersplash " , " misc/h2ohit1.wav " ) ;
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cvar_t sv_sound_land = CVAR ( " sv_sound_land " , " demon/dland2.wav " ) ;
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cvar_t sv_stepheight = CVARAFD ( " pm_stepheight " , " " ,
" sv_stepheight " , CVAR_SERVERINFO , " If empty, the value 18 will be used instead. " ) ;
cvar_t pm_ktjump = SCVARF ( " pm_ktjump " , " " , CVAR_SERVERINFO ) ;
cvar_t pm_bunnyspeedcap = SCVARF ( " pm_bunnyspeedcap " , " " , CVAR_SERVERINFO ) ;
cvar_t pm_slidefix = SCVARF ( " pm_slidefix " , " " , CVAR_SERVERINFO ) ;
cvar_t pm_slidyslopes = SCVARF ( " pm_slidyslopes " , " " , CVAR_SERVERINFO ) ;
cvar_t pm_airstep = SCVARF ( " pm_airstep " , " " , CVAR_SERVERINFO ) ;
cvar_t pm_walljump = SCVARF ( " pm_walljump " , " " , CVAR_SERVERINFO ) ;
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# define cvargroup_serverphysics "server physics variables"
void WPhys_Init ( void )
{
------------------------------------------------------------------------
r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines
removed MAX_VISEDICTS limit.
PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default.
TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW.
added android multitouch emulation for windows/rawinput (in_simulatemultitouch).
split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature.
now using utf-8 for windows consoles.
qcc warnings/errors now give clickable console links for quick+easy editing.
disabled menutint when the currently active item changes contrast or gamma (for OneManClan).
Added support for drawfont/drawfontscale.
tweaked the qcvm a little to reduce the number of pointers.
.doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up.
windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings.
fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen.
editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts.
Added support for .framegroups files for psk(psa) and iqm formats.
True support for ezquake's colour codes. Mutually exclusive with background colours.
path command output slightly more readable.
added support for digest_hex (MD4, SHA1, CRC16).
skingroups now colourmap correctly.
Fix terrain colour hints, and litdata from the wrong bsp.
fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported).
remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother.
fix v *= v.x and similar opcodes.
fteqcc: fixed support for áéÃóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported.
fteqcc: fixed '#if 1 == 3 && 4' parsing.
fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable.
fteqcc: copyright message now includes compile date instead.
fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile.
fteqccgui: the output window is now focused and scrolls down as compilation progresses.
pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue.
rewrote prespawn/modelist/soundlist code. server tracks progress now.
------------------------------------------------------------------------
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
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Cvar_Register ( & sv_maxvelocity , cvargroup_serverphysics ) ;
Cvar_Register ( & sv_gravity , cvargroup_serverphysics ) ;
Cvar_Register ( & sv_stopspeed , cvargroup_serverphysics ) ;
Cvar_Register ( & sv_maxspeed , cvargroup_serverphysics ) ;
Cvar_Register ( & sv_spectatormaxspeed , cvargroup_serverphysics ) ;
Cvar_Register ( & sv_accelerate , cvargroup_serverphysics ) ;
Cvar_Register ( & sv_airaccelerate , cvargroup_serverphysics ) ;
Cvar_Register ( & sv_wateraccelerate , cvargroup_serverphysics ) ;
Cvar_Register ( & sv_friction , cvargroup_serverphysics ) ;
Cvar_Register ( & sv_waterfriction , cvargroup_serverphysics ) ;
Cvar_Register ( & sv_sound_watersplash , cvargroup_serverphysics ) ;
Cvar_Register ( & sv_sound_land , cvargroup_serverphysics ) ;
Cvar_Register ( & sv_stepheight , cvargroup_serverphysics ) ;
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Cvar_Register ( & sv_gameplayfix_noairborncorpse , cvargroup_serverphysics ) ;
Cvar_Register ( & sv_gameplayfix_multiplethinks , cvargroup_serverphysics ) ;
}
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# define MOVE_EPSILON 0.01
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static void WPhys_Physics_Toss ( world_t * w , wedict_t * ent ) ;
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const vec3_t standardgravity = { 0 , 0 , - 1 } ;
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// warning: <20> SV_CheckAllEnts<74> defined but not used
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/*
= = = = = = = = = = = = = = = =
SV_CheckAllEnts
= = = = = = = = = = = = = = = =
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static void SV_CheckAllEnts ( void )
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{
int e ;
edict_t * check ;
// see if any solid entities are inside the final position
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for ( e = 1 ; e < sv . world . num_edicts ; e + + )
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{
check = EDICT_NUM ( svprogfuncs , e ) ;
if ( check - > isfree )
continue ;
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if ( check - > v - > movetype = = MOVETYPE_PUSH
| | check - > v - > movetype = = MOVETYPE_NONE
| | check - > v - > movetype = = MOVETYPE_FOLLOW
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| | check - > v - > movetype = = MOVETYPE_NOCLIP
| | check - > v - > movetype = = MOVETYPE_ANGLENOCLIP )
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continue ;
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if ( World_TestEntityPosition ( & sv . world , ( wedict_t * ) check ) )
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Con_Printf ( " entity in invalid position \n " ) ;
}
}
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*/
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/*
= = = = = = = = = = = = = = = =
SV_CheckVelocity
= = = = = = = = = = = = = = = =
*/
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void WPhys_CheckVelocity ( world_t * w , wedict_t * ent )
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{
int i ;
//
// bound velocity
//
for ( i = 0 ; i < 3 ; i + + )
{
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if ( IS_NAN ( ent - > v - > velocity [ i ] ) )
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{
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Con_DPrintf ( " Got a NaN velocity on %s \n " , PR_GetString ( w - > progs , ent - > v - > classname ) ) ;
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ent - > v - > velocity [ i ] = 0 ;
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}
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if ( IS_NAN ( ent - > v - > origin [ i ] ) )
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{
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Con_Printf ( " Got a NaN origin on %s \n " , PR_GetString ( w - > progs , ent - > v - > classname ) ) ;
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ent - > v - > origin [ i ] = 0 ;
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}
}
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if ( Length ( ent - > v - > velocity ) > sv_maxvelocity . value )
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{
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// Con_DPrintf("Slowing %s\n", PR_GetString(w->progs, ent->v->classname));
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VectorScale ( ent - > v - > velocity , sv_maxvelocity . value / Length ( ent - > v - > velocity ) , ent - > v - > velocity ) ;
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}
}
/*
= = = = = = = = = = = = =
SV_RunThink
Runs thinking code if time . There is some play in the exact time the think
function will be called , because it is called before any movement is done
in a frame . Not used for pushmove objects , because they must be exact .
Returns false if the entity removed itself .
= = = = = = = = = = = = =
*/
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qboolean WPhys_RunThink ( world_t * w , wedict_t * ent )
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{
float thinktime ;
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if ( ! sv_gameplayfix_multiplethinks . ival ) //try and imitate nq as closeley as possible
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{
thinktime = ent - > v - > nextthink ;
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if ( thinktime < = 0 | | thinktime > w - > physicstime + host_frametime )
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return true ;
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if ( thinktime < w - > physicstime )
thinktime = w - > physicstime ; // don't let things stay in the past.
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// it is possible to start that way
// by a trigger with a local time.
ent - > v - > nextthink = 0 ;
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* w - > g . time = thinktime ;
w - > Event_Think ( w , ent ) ;
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return ! ent - > isfree ;
}
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do
{
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thinktime = ent - > v - > nextthink ;
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if ( thinktime < = 0 )
return true ;
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if ( thinktime > w - > physicstime + host_frametime )
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return true ;
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if ( thinktime < w - > physicstime )
thinktime = w - > physicstime ; // don't let things stay in the past.
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// it is possible to start that way
// by a trigger with a local time.
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ent - > v - > nextthink = 0 ;
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* w - > g . time = thinktime ;
w - > Event_Think ( w , ent ) ;
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if ( ent - > isfree )
return false ;
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if ( ent - > v - > nextthink < = thinktime ) //hmm... infinate loop was possible here.. Quite a few non-QW mods do this.
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return true ;
} while ( 1 ) ;
return true ;
}
/*
= = = = = = = = = = = = = = = = = =
SV_Impact
Two entities have touched , so run their touch functions
= = = = = = = = = = = = = = = = = =
*/
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static void WPhys_Impact ( world_t * w , wedict_t * e1 , wedict_t * e2 )
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{
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* w - > g . time = w - > physicstime ;
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if ( e1 - > v - > touch & & e1 - > v - > solid ! = SOLID_NOT )
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{
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w - > Event_Touch ( w , e1 , e2 ) ;
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}
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if ( e2 - > v - > touch & & e2 - > v - > solid ! = SOLID_NOT )
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{
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w - > Event_Touch ( w , e2 , e1 ) ;
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}
}
/*
= = = = = = = = = = = = = = = = = =
ClipVelocity
Slide off of the impacting object
= = = = = = = = = = = = = = = = = =
*/
# define STOP_EPSILON 0.1
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//courtesy of darkplaces, it's just more efficient.
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static void ClipVelocity ( vec3_t in , vec3_t normal , vec3_t out , float overbounce )
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{
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int i ;
float backoff ;
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backoff = - DotProduct ( in , normal ) * overbounce ;
VectorMA ( in , backoff , normal , out ) ;
for ( i = 0 ; i < 3 ; i + + )
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if ( out [ i ] > - STOP_EPSILON & & out [ i ] < STOP_EPSILON )
out [ i ] = 0 ;
}
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static void WPhys_PortalTransform ( world_t * w , wedict_t * ent , wedict_t * portal , vec3_t org , vec3_t move )
{
int oself = * w - > g . self ;
void * pr_globals = PR_globals ( w - > progs , PR_CURRENT ) ;
* w - > g . self = EDICT_TO_PROG ( w - > progs , portal ) ;
//transform origin+velocity etc
VectorCopy ( org , G_VECTOR ( OFS_PARM0 ) ) ;
VectorAngles ( ent - > v - > angles , vup , G_VECTOR ( OFS_PARM1 ) ) ;
VectorCopy ( ent - > v - > velocity , w - > g . v_forward ) ;
VectorCopy ( move , w - > g . v_right ) ;
VectorCopy ( ent - > xv - > gravitydir , w - > g . v_up ) ;
if ( ! DotProduct ( w - > g . v_up , w - > g . v_up ) )
w - > g . v_up [ 2 ] = - 1 ;
PR_ExecuteProgram ( w - > progs , portal - > xv - > camera_transform ) ;
VectorCopy ( G_VECTOR ( OFS_RETURN ) , org ) ;
// VectorCopy(w->g.v_forward, ent->v->velocity);
VectorCopy ( w - > g . v_right , move ) ;
// VectorCopy(w->g.v_up, ent->xv->gravitydir);
//transform the angles too
VectorCopy ( org , G_VECTOR ( OFS_PARM0 ) ) ;
if ( ent - > entnum < = svs . allocated_client_slots )
{
VectorCopy ( ent - > v - > v_angle , ent - > v - > angles ) ;
ent - > v - > fixangle = true ;
}
else
ent - > v - > angles [ 0 ] * = - 1 ;
VectorAngles ( ent - > v - > angles , vup , G_VECTOR ( OFS_PARM1 ) ) ;
AngleVectors ( ent - > v - > angles , w - > g . v_forward , w - > g . v_right , w - > g . v_up ) ;
PR_ExecuteProgram ( w - > progs , portal - > xv - > camera_transform ) ;
VectorAngles ( w - > g . v_forward , w - > g . v_up , ent - > v - > angles ) ;
if ( ent - > entnum < = svs . allocated_client_slots )
ent - > v - > angles [ 0 ] * = - 1 ;
/*
avelocity is horribly dependant upon eular angles . trying to treat it as a matrix is folly .
if ( DotProduct ( ent - > v - > avelocity , ent - > v - > avelocity ) )
{
ent - > v - > avelocity [ 0 ] * = - 1 ;
AngleVectors ( ent - > v - > avelocity , w - > g . v_forward , w - > g . v_right , w - > g . v_up ) ;
PR_ExecuteProgram ( w - > progs , portal - > xv - > camera_transform ) ;
VectorAngles ( w - > g . v_forward , w - > g . v_up , ent - > v - > avelocity ) ;
ent - > v - > avelocity [ 0 ] * = - 1 ;
}
*/
* w - > g . self = oself ;
}
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/*
= = = = = = = = = = = =
SV_FlyMove
The basic solid body movement clip that slides along multiple planes
Returns the clipflags if the velocity was modified ( hit something solid )
1 = floor
2 = wall / step
4 = dead stop
If steptrace is not NULL , the trace of any vertical wall hit will be stored
= = = = = = = = = = = =
*/
# define MAX_CLIP_PLANES 5
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static int WPhys_FlyMove ( world_t * w , wedict_t * ent , const vec3_t gravitydir , float time , trace_t * steptrace )
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{
int bumpcount , numbumps ;
vec3_t dir ;
float d ;
int numplanes ;
vec3_t planes [ MAX_CLIP_PLANES ] ;
vec3_t primal_velocity , original_velocity , new_velocity ;
int i , j ;
trace_t trace ;
vec3_t end ;
float time_left ;
int blocked ;
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wedict_t * impact ;
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vec3_t diff ;
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numbumps = 4 ;
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blocked = 0 ;
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VectorCopy ( ent - > v - > velocity , original_velocity ) ;
VectorCopy ( ent - > v - > velocity , primal_velocity ) ;
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numplanes = 0 ;
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time_left = time ;
for ( bumpcount = 0 ; bumpcount < numbumps ; bumpcount + + )
{
for ( i = 0 ; i < 3 ; i + + )
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end [ i ] = ent - > v - > origin [ i ] + time_left * ent - > v - > velocity [ i ] ;
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trace = World_Move ( w , ent - > v - > origin , ent - > v - > mins , ent - > v - > maxs , end , MOVE_NORMAL , ( wedict_t * ) ent ) ;
impact = trace . ent ;
if ( impact & & impact - > v - > solid = = SOLID_PORTAL )
{
vec3_t move ;
vec3_t from ;
float firstfrac = trace . fraction ;
Con_Printf ( " Player hit portal %i \n " , impact - > entnum ) ;
VectorCopy ( trace . endpos , from ) ; //just in case
VectorSubtract ( end , trace . endpos , move ) ;
WPhys_PortalTransform ( w , ent , impact , trace . endpos , move ) ;
VectorAdd ( trace . endpos , move , end ) ;
trace = World_Move ( w , from , ent - > v - > mins , ent - > v - > maxs , end , MOVE_NORMAL , ( wedict_t * ) ent ) ;
trace . fraction = firstfrac + ( 1 - firstfrac ) * trace . fraction ;
//if we follow the portal, then we need to fix up some velocities.
if ( trace . fraction > 0 )
VectorCopy ( ent - > v - > velocity , primal_velocity ) ;
}
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if ( trace . startsolid )
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{ // entity is trapped in another solid
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VectorClear ( ent - > v - > velocity ) ;
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return 3 ;
}
if ( trace . fraction > 0 )
{ // actually covered some distance
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VectorCopy ( trace . endpos , ent - > v - > origin ) ;
VectorCopy ( ent - > v - > velocity , original_velocity ) ;
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numplanes = 0 ;
}
if ( trace . fraction = = 1 )
break ; // moved the entire distance
if ( ! trace . ent )
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Host_Error ( " SV_FlyMove: !trace.ent " ) ;
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if ( - DotProduct ( gravitydir , trace . plane . normal ) > 0.7 )
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{
blocked | = 1 ; // floor
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if ( ( ( wedict_t * ) trace . ent ) - > v - > solid = = SOLID_BSP )
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{
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ent - > v - > flags = ( int ) ent - > v - > flags | FL_ONGROUND ;
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ent - > v - > groundentity = EDICT_TO_PROG ( w - > progs , trace . ent ) ;
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}
}
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if ( ! DotProduct ( gravitydir , trace . plane . normal ) )
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{
blocked | = 2 ; // step
if ( steptrace )
* steptrace = trace ; // save for player extrafriction
}
//
// run the impact function
//
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WPhys_Impact ( w , ent , trace . ent ) ;
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if ( ent - > isfree )
break ; // removed by the impact function
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time_left - = time_left * trace . fraction ;
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// cliped to another plane
if ( numplanes > = MAX_CLIP_PLANES )
{ // this shouldn't really happen
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VectorClear ( ent - > v - > velocity ) ;
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if ( steptrace )
* steptrace = trace ; // save for player extrafriction
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return 3 ;
}
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if ( 0 )
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{
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ClipVelocity ( ent - > v - > velocity , trace . plane . normal , ent - > v - > velocity , 1 ) ;
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break ;
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}
else
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{
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if ( numplanes )
{
VectorSubtract ( planes [ 0 ] , trace . plane . normal , diff ) ;
if ( Length ( diff ) < 0.01 )
continue ; //hit this plane already
}
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VectorCopy ( trace . plane . normal , planes [ numplanes ] ) ;
numplanes + + ;
//
// modify original_velocity so it parallels all of the clip planes
//
for ( i = 0 ; i < numplanes ; i + + )
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{
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ClipVelocity ( original_velocity , planes [ i ] , new_velocity , 1 ) ;
for ( j = 0 ; j < numplanes ; j + + )
if ( j ! = i )
{
if ( DotProduct ( new_velocity , planes [ j ] ) < 0 )
break ; // not ok
}
if ( j = = numplanes )
break ;
}
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if ( i ! = numplanes )
{ // go along this plane
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// Con_Printf ("%5.1f %5.1f %5.1f ",ent->v->velocity[0], ent->v->velocity[1], ent->v->velocity[2]);
VectorCopy ( new_velocity , ent - > v - > velocity ) ;
// Con_Printf ("%5.1f %5.1f %5.1f\n",ent->v->velocity[0], ent->v->velocity[1], ent->v->velocity[2]);
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}
else
{ // go along the crease
if ( numplanes ! = 2 )
{
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// Con_Printf ("clip velocity, numplanes == %i\n",numplanes);
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// Con_Printf ("%5.1f %5.1f %5.1f ",ent->v->velocity[0], ent->v->velocity[1], ent->v->velocity[2]);
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VectorClear ( ent - > v - > velocity ) ;
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// Con_Printf ("%5.1f %5.1f %5.1f\n",ent->v->velocity[0], ent->v->velocity[1], ent->v->velocity[2]);
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return 7 ;
}
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// Con_Printf ("%5.1f %5.1f %5.1f ",ent->v->velocity[0], ent->v->velocity[1], ent->v->velocity[2]);
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CrossProduct ( planes [ 0 ] , planes [ 1 ] , dir ) ;
VectorNormalize ( dir ) ; //fixes slow falling in corners
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d = DotProduct ( dir , ent - > v - > velocity ) ;
VectorScale ( dir , d , ent - > v - > velocity ) ;
// Con_Printf ("%5.1f %5.1f %5.1f\n",ent->v->velocity[0], ent->v->velocity[1], ent->v->velocity[2]);
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}
}
//
// if original velocity is against the original velocity, stop dead
// to avoid tiny occilations in sloping corners
//
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if ( DotProduct ( ent - > v - > velocity , primal_velocity ) < = 0 )
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{
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VectorClear ( ent - > v - > velocity ) ;
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return blocked ;
}
}
return blocked ;
}
/*
= = = = = = = = = = = =
SV_AddGravity
= = = = = = = = = = = =
*/
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static void WPhys_AddGravity ( world_t * w , wedict_t * ent , const float * gravitydir , float scale )
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{
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if ( ! scale )
scale = w - > defaultgravityscale ;
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VectorMA ( ent - > v - > velocity , scale * movevars . gravity * host_frametime , gravitydir , ent - > v - > velocity ) ;
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}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
PUSHMOVE
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
/*
= = = = = = = = = = = =
SV_PushEntity
Does not change the entities velocity at all
= = = = = = = = = = = =
*/
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static trace_t WPhys_PushEntity ( world_t * w , wedict_t * ent , vec3_t push , unsigned int traceflags )
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{
trace_t trace ;
vec3_t end ;
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wedict_t * impact ;
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VectorAdd ( ent - > v - > origin , push , end ) ;
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if ( ( int ) ent - > v - > flags & FLQW_LAGGEDMOVE )
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traceflags | = MOVE_LAGGED ;
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if ( ent - > v - > movetype = = MOVETYPE_FLYMISSILE )
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traceflags | = MOVE_MISSILE ;
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else if ( ent - > v - > solid = = SOLID_TRIGGER | | ent - > v - > solid = = SOLID_NOT )
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// only clip against bmodels
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traceflags | = MOVE_NOMONSTERS ;
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else
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traceflags | = MOVE_NORMAL ;
trace = World_Move ( w , ent - > v - > origin , ent - > v - > mins , ent - > v - > maxs , end , traceflags , ( wedict_t * ) ent ) ;
impact = trace . ent ;
if ( impact & & impact - > v - > solid = = SOLID_PORTAL )
{
vec3_t move ;
vec3_t from ;
float firstfrac = trace . fraction ;
VectorCopy ( trace . endpos , from ) ; //just in case
VectorSubtract ( end , trace . endpos , move ) ;
WPhys_PortalTransform ( w , ent , impact , from , move ) ;
VectorAdd ( from , move , end ) ;
trace = World_Move ( w , from , ent - > v - > mins , ent - > v - > maxs , end , traceflags , ( wedict_t * ) ent ) ;
trace . fraction = firstfrac + ( 1 - firstfrac ) * trace . fraction ;
}
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/*hexen2's movetype_swim does not allow swimming entities to move out of water. this implementation is quite hacky, but matches hexen2 well enough*/
if ( ent - > v - > movetype = = MOVETYPE_H2SWIM )
{
if ( ! ( w - > worldmodel - > funcs . PointContents ( w - > worldmodel , NULL , trace . endpos ) & ( FTECONTENTS_WATER | FTECONTENTS_SLIME | FTECONTENTS_LAVA ) ) )
{
VectorCopy ( ent - > v - > origin , trace . endpos ) ;
trace . fraction = 0 ;
trace . ent = w - > edicts ;
}
}
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// if (trace.ent)
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// VectorMA(trace.endpos, sv_impactpush.value, trace.plane.normal, ent->v->origin);
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// else
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VectorCopy ( trace . endpos , ent - > v - > origin ) ;
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World_LinkEdict ( w , ent , true ) ;
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if ( trace . ent )
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WPhys_Impact ( w , ent , trace . ent ) ;
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return trace ;
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}
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typedef struct
{
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wedict_t * ent ;
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vec3_t origin ;
vec3_t angles ;
// float deltayaw;
} pushed_t ;
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static pushed_t pushed [ 1024 ] , * pushed_p ;
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/*
= = = = = = = = = = = =
SV_Push
Objects need to be moved back on a failed push ,
otherwise riders would continue to slide .
= = = = = = = = = = = =
*/
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static qboolean WPhys_PushAngles ( world_t * w , wedict_t * pusher , vec3_t move , vec3_t amove )
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{
int i , e ;
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wedict_t * check , * block ;
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vec3_t mins , maxs ;
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//float oldsolid;
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pushed_t * p ;
vec3_t org , org2 , move2 , forward , right , up ;
pushed_p = pushed ;
// find the bounding box
for ( i = 0 ; i < 3 ; i + + )
{
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mins [ i ] = pusher - > v - > absmin [ i ] + move [ i ] ;
maxs [ i ] = pusher - > v - > absmax [ i ] + move [ i ] ;
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}
// we need this for pushing things later
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VectorNegate ( amove , org ) ;
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AngleVectors ( org , forward , right , up ) ;
// save the pusher's original position
pushed_p - > ent = pusher ;
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VectorCopy ( pusher - > v - > origin , pushed_p - > origin ) ;
VectorCopy ( pusher - > v - > angles , pushed_p - > angles ) ;
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pushed_p + + ;
// move the pusher to it's final position
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VectorAdd ( pusher - > v - > origin , move , pusher - > v - > origin ) ;
VectorAdd ( pusher - > v - > angles , amove , pusher - > v - > angles ) ;
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World_LinkEdict ( w , pusher , false ) ;
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// see if any solid entities are inside the final position
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for ( e = 1 ; e < w - > num_edicts ; e + + )
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{
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check = WEDICT_NUM ( w - > progs , e ) ;
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if ( check - > isfree )
continue ;
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if ( check - > v - > movetype = = MOVETYPE_PUSH
| | check - > v - > movetype = = MOVETYPE_NONE
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| | check - > v - > movetype = = MOVETYPE_NOCLIP
| | check - > v - > movetype = = MOVETYPE_ANGLENOCLIP )
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continue ;
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/*
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oldsolid = pusher - > v - > solid ;
pusher - > v - > solid = SOLID_NOT ;
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block = World_TestEntityPosition ( w , check ) ;
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pusher - > v - > solid = oldsolid ;
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if ( block )
continue ;
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*/
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// if the entity is standing on the pusher, it will definitely be moved
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if ( ! ( ( ( int ) check - > v - > flags & FL_ONGROUND )
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& & PROG_TO_WEDICT ( w - > progs , check - > v - > groundentity ) = = pusher ) )
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{
// see if the ent needs to be tested
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if ( check - > v - > absmin [ 0 ] > = maxs [ 0 ]
| | check - > v - > absmin [ 1 ] > = maxs [ 1 ]
| | check - > v - > absmin [ 2 ] > = maxs [ 2 ]
| | check - > v - > absmax [ 0 ] < = mins [ 0 ]
| | check - > v - > absmax [ 1 ] < = mins [ 1 ]
| | check - > v - > absmax [ 2 ] < = mins [ 2 ] )
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continue ;
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// see if the ent's bbox is inside the pusher's final position
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if ( ! World_TestEntityPosition ( w , ( wedict_t * ) check ) )
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continue ;
}
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if ( ( pusher - > v - > movetype = = MOVETYPE_PUSH ) | | ( PROG_TO_WEDICT ( w - > progs , check - > v - > groundentity ) = = pusher ) )
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{
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if ( pushed_p = = ( pushed + ( sizeof ( pushed ) / sizeof ( pushed [ 0 ] ) ) ) )
continue ;
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// move this entity
pushed_p - > ent = check ;
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VectorCopy ( check - > v - > origin , pushed_p - > origin ) ;
VectorCopy ( check - > v - > angles , pushed_p - > angles ) ;
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pushed_p + + ;
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// try moving the contacted entity
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VectorAdd ( check - > v - > origin , move , check - > v - > origin ) ;
VectorAdd ( check - > v - > angles , amove , check - > v - > angles ) ;
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// figure movement due to the pusher's amove
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VectorSubtract ( check - > v - > origin , pusher - > v - > origin , org ) ;
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org2 [ 0 ] = DotProduct ( org , forward ) ;
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org2 [ 1 ] = - DotProduct ( org , right ) ;
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org2 [ 2 ] = DotProduct ( org , up ) ;
VectorSubtract ( org2 , org , move2 ) ;
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VectorAdd ( check - > v - > origin , move2 , check - > v - > origin ) ;
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check - > v - > flags = ( int ) check - > v - > flags & ~ FL_ONGROUND ;
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// may have pushed them off an edge
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if ( PROG_TO_WEDICT ( w - > progs , check - > v - > groundentity ) ! = pusher )
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check - > v - > groundentity = 0 ;
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block = World_TestEntityPosition ( w , check ) ;
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if ( ! block )
{ // pushed ok
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World_LinkEdict ( w , check , false ) ;
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// 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
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VectorSubtract ( check - > v - > origin , move , check - > v - > origin ) ;
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block = World_TestEntityPosition ( w , check ) ;
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if ( ! block )
{
pushed_p - - ;
continue ;
}
}
// if it is sitting on top. Do not block.
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if ( check - > v - > mins [ 0 ] = = check - > v - > maxs [ 0 ] )
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{
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World_LinkEdict ( w , check , false ) ;
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continue ;
}
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//these pushes are contents brushes, and are not solid. water cannot crush. the player just enters the water.
//but, the player will be moved along with the water.
if ( pusher - > v - > skin < 0 )
continue ;
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// Con_Printf("Pusher hit %s\n", PR_GetString(w->progs, check->v->classname));
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if ( pusher - > v - > blocked )
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{
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* w - > g . self = EDICT_TO_PROG ( w - > progs , pusher ) ;
* w - > g . other = EDICT_TO_PROG ( w - > progs , check ) ;
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# ifdef VM_Q1
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if ( w = = & sv . world & & svs . gametype = = GT_Q1QVM )
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Q1QVM_Blocked ( ) ;
else
# endif
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PR_ExecuteProgram ( w - > progs , pusher - > v - > blocked ) ;
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}
// 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 - - )
{
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VectorCopy ( p - > origin , p - > ent - > v - > origin ) ;
VectorCopy ( p - > angles , p - > ent - > v - > angles ) ;
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World_LinkEdict ( w , p - > ent , false ) ;
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}
return false ;
}
//FIXME: is there a better way to handle this?
// see if anything we moved has touched a trigger
for ( p = pushed_p - 1 ; p > = pushed ; p - - )
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World_TouchLinks ( w , p - > ent , w - > areanodes ) ;
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return true ;
}
/*
= = = = = = = = = = = =
SV_Push
= = = = = = = = = = = =
*/
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static qboolean WPhys_Push ( world_t * w , wedict_t * pusher , vec3_t move , vec3_t amove )
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{
------------------------------------------------------------------------
r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines
removed MAX_VISEDICTS limit.
PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default.
TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW.
added android multitouch emulation for windows/rawinput (in_simulatemultitouch).
split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature.
now using utf-8 for windows consoles.
qcc warnings/errors now give clickable console links for quick+easy editing.
disabled menutint when the currently active item changes contrast or gamma (for OneManClan).
Added support for drawfont/drawfontscale.
tweaked the qcvm a little to reduce the number of pointers.
.doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up.
windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings.
fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen.
editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts.
Added support for .framegroups files for psk(psa) and iqm formats.
True support for ezquake's colour codes. Mutually exclusive with background colours.
path command output slightly more readable.
added support for digest_hex (MD4, SHA1, CRC16).
skingroups now colourmap correctly.
Fix terrain colour hints, and litdata from the wrong bsp.
fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported).
remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother.
fix v *= v.x and similar opcodes.
fteqcc: fixed support for áéÃóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported.
fteqcc: fixed '#if 1 == 3 && 4' parsing.
fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable.
fteqcc: copyright message now includes compile date instead.
fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile.
fteqccgui: the output window is now focused and scrolls down as compilation progresses.
pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue.
rewrote prespawn/modelist/soundlist code. server tracks progress now.
------------------------------------------------------------------------
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
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# define PUSHABLE_LIMIT 32768
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int i , e ;
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wedict_t * check , * block ;
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vec3_t mins , maxs ;
vec3_t pushorig ;
int num_moved ;
------------------------------------------------------------------------
r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines
removed MAX_VISEDICTS limit.
PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default.
TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW.
added android multitouch emulation for windows/rawinput (in_simulatemultitouch).
split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature.
now using utf-8 for windows consoles.
qcc warnings/errors now give clickable console links for quick+easy editing.
disabled menutint when the currently active item changes contrast or gamma (for OneManClan).
Added support for drawfont/drawfontscale.
tweaked the qcvm a little to reduce the number of pointers.
.doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up.
windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings.
fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen.
editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts.
Added support for .framegroups files for psk(psa) and iqm formats.
True support for ezquake's colour codes. Mutually exclusive with background colours.
path command output slightly more readable.
added support for digest_hex (MD4, SHA1, CRC16).
skingroups now colourmap correctly.
Fix terrain colour hints, and litdata from the wrong bsp.
fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported).
remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother.
fix v *= v.x and similar opcodes.
fteqcc: fixed support for áéÃóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported.
fteqcc: fixed '#if 1 == 3 && 4' parsing.
fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable.
fteqcc: copyright message now includes compile date instead.
fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile.
fteqccgui: the output window is now focused and scrolls down as compilation progresses.
pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue.
rewrote prespawn/modelist/soundlist code. server tracks progress now.
------------------------------------------------------------------------
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
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wedict_t * moved_edict [ PUSHABLE_LIMIT ] ;
vec3_t moved_from [ PUSHABLE_LIMIT ] ;
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float oldsolid ;
if ( amove [ 0 ] | | amove [ 1 ] | | amove [ 2 ] )
{
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return WPhys_PushAngles ( w , pusher , move , amove ) ;
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}
for ( i = 0 ; i < 3 ; i + + )
{
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mins [ i ] = pusher - > v - > absmin [ i ] + move [ i ] ;
maxs [ i ] = pusher - > v - > absmax [ i ] + move [ i ] ;
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}
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VectorCopy ( pusher - > v - > origin , pushorig ) ;
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// move the pusher to it's final position
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VectorAdd ( pusher - > v - > origin , move , pusher - > v - > origin ) ;
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World_LinkEdict ( w , pusher , false ) ;
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// see if any solid entities are inside the final position
num_moved = 0 ;
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for ( e = 1 ; e < w - > num_edicts ; e + + )
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{
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check = WEDICT_NUM ( w - > progs , e ) ;
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if ( check - > isfree )
continue ;
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if ( check - > v - > movetype = = MOVETYPE_PUSH
| | check - > v - > movetype = = MOVETYPE_NONE
| | check - > v - > movetype = = MOVETYPE_FOLLOW
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| | check - > v - > movetype = = MOVETYPE_NOCLIP
| | check - > v - > movetype = = MOVETYPE_ANGLENOCLIP )
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continue ;
// if the entity is standing on the pusher, it will definately be moved
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if ( ! ( ( ( int ) check - > v - > flags & FL_ONGROUND )
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& &
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PROG_TO_WEDICT ( w - > progs , check - > v - > groundentity ) = = pusher ) )
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{
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if ( check - > v - > absmin [ 0 ] > = maxs [ 0 ]
| | check - > v - > absmin [ 1 ] > = maxs [ 1 ]
| | check - > v - > absmin [ 2 ] > = maxs [ 2 ]
| | check - > v - > absmax [ 0 ] < = mins [ 0 ]
| | check - > v - > absmax [ 1 ] < = mins [ 1 ]
| | check - > v - > absmax [ 2 ] < = mins [ 2 ] )
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continue ;
// see if the ent's bbox is inside the pusher's final position
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if ( ! World_TestEntityPosition ( w , check ) )
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continue ;
}
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oldsolid = pusher - > v - > solid ;
pusher - > v - > solid = SOLID_NOT ;
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block = World_TestEntityPosition ( w , check ) ;
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pusher - > v - > solid = oldsolid ;
if ( block )
continue ;
------------------------------------------------------------------------
r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines
removed MAX_VISEDICTS limit.
PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default.
TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW.
added android multitouch emulation for windows/rawinput (in_simulatemultitouch).
split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature.
now using utf-8 for windows consoles.
qcc warnings/errors now give clickable console links for quick+easy editing.
disabled menutint when the currently active item changes contrast or gamma (for OneManClan).
Added support for drawfont/drawfontscale.
tweaked the qcvm a little to reduce the number of pointers.
.doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up.
windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings.
fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen.
editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts.
Added support for .framegroups files for psk(psa) and iqm formats.
True support for ezquake's colour codes. Mutually exclusive with background colours.
path command output slightly more readable.
added support for digest_hex (MD4, SHA1, CRC16).
skingroups now colourmap correctly.
Fix terrain colour hints, and litdata from the wrong bsp.
fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported).
remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother.
fix v *= v.x and similar opcodes.
fteqcc: fixed support for áéÃóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported.
fteqcc: fixed '#if 1 == 3 && 4' parsing.
fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable.
fteqcc: copyright message now includes compile date instead.
fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile.
fteqccgui: the output window is now focused and scrolls down as compilation progresses.
pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue.
rewrote prespawn/modelist/soundlist code. server tracks progress now.
------------------------------------------------------------------------
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
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if ( num_moved = = PUSHABLE_LIMIT )
break ;
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VectorCopy ( check - > v - > origin , moved_from [ num_moved ] ) ;
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moved_edict [ num_moved ] = check ;
num_moved + + ;
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// check->v->flags = (int)check->v->flags & ~FL_ONGROUND;
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// try moving the contacted entity
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VectorAdd ( check - > v - > origin , move , check - > v - > origin ) ;
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if ( pusher - > v - > skin < 0 )
{
pusher - > v - > solid = SOLID_NOT ;
block = World_TestEntityPosition ( w , check ) ;
pusher - > v - > solid = oldsolid ;
}
else
block = World_TestEntityPosition ( w , check ) ;
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if ( ! block )
{ // pushed ok
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World_LinkEdict ( w , check , false ) ;
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continue ;
}
// if it is ok to leave in the old position, do it
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VectorSubtract ( check - > v - > origin , move , check - > v - > origin ) ;
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block = World_TestEntityPosition ( w , check ) ;
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if ( ! block )
{
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//if leaving it where it was, allow it to drop to the floor again (useful for plats that move downward)
check - > v - > flags = ( int ) check - > v - > flags & ~ FL_ONGROUND ;
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num_moved - - ;
continue ;
}
// if it is still inside the pusher, block
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if ( check - > v - > mins [ 0 ] = = check - > v - > maxs [ 0 ] )
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{
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World_LinkEdict ( w , check , false ) ;
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continue ;
}
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if ( check - > v - > solid = = SOLID_NOT | | check - > v - > solid = = SOLID_TRIGGER )
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{ // corpse
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check - > v - > mins [ 0 ] = check - > v - > mins [ 1 ] = 0 ;
VectorCopy ( check - > v - > mins , check - > v - > maxs ) ;
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World_LinkEdict ( w , check , false ) ;
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continue ;
}
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//these pushes are contents brushes, and are not solid. water cannot crush. the player just enters the water.
//but, the player will be moved along with the water.
if ( pusher - > v - > skin < 0 )
continue ;
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VectorCopy ( pushorig , pusher - > v - > origin ) ;
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World_LinkEdict ( w , pusher , false ) ;
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// if the pusher has a "blocked" function, call it
// otherwise, just stay in place until the obstacle is gone
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if ( pusher - > v - > blocked )
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{
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* w - > g . self = EDICT_TO_PROG ( w - > progs , pusher ) ;
* w - > g . other = EDICT_TO_PROG ( w - > progs , check ) ;
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# ifdef VM_Q1
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if ( w = = & sv . world & & svs . gametype = = GT_Q1QVM )
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Q1QVM_Blocked ( ) ;
else
# endif
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PR_ExecuteProgram ( w - > progs , pusher - > v - > blocked ) ;
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}
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// move back any entities we already moved
for ( i = 0 ; i < num_moved ; i + + )
{
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VectorCopy ( moved_from [ i ] , moved_edict [ i ] - > v - > origin ) ;
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World_LinkEdict ( w , moved_edict [ i ] , false ) ;
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}
return false ;
}
return true ;
}
/*
= = = = = = = = = = = =
SV_PushMove
= = = = = = = = = = = =
*/
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static void WPhys_PushMove ( world_t * w , wedict_t * pusher , float movetime )
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{
int i ;
vec3_t move ;
vec3_t amove ;
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if ( ! pusher - > v - > velocity [ 0 ] & & ! pusher - > v - > velocity [ 1 ] & & ! pusher - > v - > velocity [ 2 ]
& & ! pusher - > v - > avelocity [ 0 ] & & ! pusher - > v - > avelocity [ 1 ] & & ! pusher - > v - > avelocity [ 2 ] )
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{
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pusher - > v - > ltime + = movetime ;
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return ;
}
for ( i = 0 ; i < 3 ; i + + )
{
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move [ i ] = pusher - > v - > velocity [ i ] * movetime ;
amove [ i ] = pusher - > v - > avelocity [ i ] * movetime ;
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}
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if ( WPhys_Push ( w , pusher , move , amove ) )
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pusher - > v - > ltime + = movetime ;
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}
/*
= = = = = = = = = = = = = = = =
SV_Physics_Pusher
= = = = = = = = = = = = = = = =
*/
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static void WPhys_Physics_Pusher ( world_t * w , wedict_t * ent )
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{
float thinktime ;
float oldltime ;
float movetime ;
vec3_t oldorg , move ;
vec3_t oldang , amove ;
float l ;
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oldltime = ent - > v - > ltime ;
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thinktime = ent - > v - > nextthink ;
if ( thinktime < ent - > v - > ltime + host_frametime )
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{
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movetime = thinktime - ent - > v - > ltime ;
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if ( movetime < 0 )
movetime = 0 ;
}
else
movetime = host_frametime ;
if ( movetime )
{
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WPhys_PushMove ( w , ent , movetime ) ; // advances ent->v->ltime if not blocked
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}
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if ( thinktime > oldltime & & thinktime < = ent - > v - > ltime )
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{
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VectorCopy ( ent - > v - > origin , oldorg ) ;
VectorCopy ( ent - > v - > angles , oldang ) ;
ent - > v - > nextthink = 0 ;
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# if 1
* w - > g . time = w - > physicstime ;
w - > Event_Think ( w , ent ) ;
# else
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pr_global_struct - > time = sv . world . physicstime ;
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pr_global_struct - > self = EDICT_TO_PROG ( w - > progs , ent ) ;
pr_global_struct - > other = EDICT_TO_PROG ( w - > progs , w - > edicts ) ;
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# ifdef VM_Q1
if ( svs . gametype = = GT_Q1QVM )
Q1QVM_Think ( ) ;
else
# endif
PR_ExecuteProgram ( svprogfuncs , ent - > v - > think ) ;
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# endif
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if ( ent - > isfree )
return ;
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VectorSubtract ( ent - > v - > origin , oldorg , move ) ;
VectorSubtract ( ent - > v - > angles , oldang , amove ) ;
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l = Length ( move ) + Length ( amove ) ;
if ( l > 1.0 / 64 )
{
// Con_Printf ("**** snap: %f\n", Length (l));
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VectorCopy ( oldorg , ent - > v - > origin ) ;
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
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VectorCopy ( oldang , ent - > v - > angles ) ;
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WPhys_Push ( w , ent , move , amove ) ;
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}
}
}
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/*
= = = = = = = = = = = = =
SV_Physics_Follow
Entities that are " stuck " to another entity
= = = = = = = = = = = = =
*/
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static void WPhys_Physics_Follow ( world_t * w , wedict_t * ent )
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{
vec3_t vf , vr , vu , angles , v ;
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wedict_t * e ;
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// regular thinking
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if ( ! WPhys_RunThink ( w , ent ) )
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return ;
// LordHavoc: implemented rotation on MOVETYPE_FOLLOW objects
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e = PROG_TO_WEDICT ( w - > progs , ent - > v - > aiment ) ;
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if ( e - > v - > angles [ 0 ] = = ent - > xv - > punchangle [ 0 ] & & e - > v - > angles [ 1 ] = = ent - > xv - > punchangle [ 1 ] & & e - > v - > angles [ 2 ] = = ent - > xv - > punchangle [ 2 ] )
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{
// quick case for no rotation
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VectorAdd ( e - > v - > origin , ent - > v - > view_ofs , ent - > v - > origin ) ;
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}
else
{
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angles [ 0 ] = - ent - > xv - > punchangle [ 0 ] ;
angles [ 1 ] = ent - > xv - > punchangle [ 1 ] ;
angles [ 2 ] = ent - > xv - > punchangle [ 2 ] ;
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AngleVectors ( angles , vf , vr , vu ) ;
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v [ 0 ] = ent - > v - > view_ofs [ 0 ] * vf [ 0 ] + ent - > v - > view_ofs [ 1 ] * vr [ 0 ] + ent - > v - > view_ofs [ 2 ] * vu [ 0 ] ;
v [ 1 ] = ent - > v - > view_ofs [ 0 ] * vf [ 1 ] + ent - > v - > view_ofs [ 1 ] * vr [ 1 ] + ent - > v - > view_ofs [ 2 ] * vu [ 1 ] ;
v [ 2 ] = ent - > v - > view_ofs [ 0 ] * vf [ 2 ] + ent - > v - > view_ofs [ 1 ] * vr [ 2 ] + ent - > v - > view_ofs [ 2 ] * vu [ 2 ] ;
angles [ 0 ] = - e - > v - > angles [ 0 ] ;
angles [ 1 ] = e - > v - > angles [ 1 ] ;
angles [ 2 ] = e - > v - > angles [ 2 ] ;
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AngleVectors ( angles , vf , vr , vu ) ;
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ent - > v - > origin [ 0 ] = v [ 0 ] * vf [ 0 ] + v [ 1 ] * vf [ 1 ] + v [ 2 ] * vf [ 2 ] + e - > v - > origin [ 0 ] ;
ent - > v - > origin [ 1 ] = v [ 0 ] * vr [ 0 ] + v [ 1 ] * vr [ 1 ] + v [ 2 ] * vr [ 2 ] + e - > v - > origin [ 1 ] ;
ent - > v - > origin [ 2 ] = v [ 0 ] * vu [ 0 ] + v [ 1 ] * vu [ 1 ] + v [ 2 ] * vu [ 2 ] + e - > v - > origin [ 2 ] ;
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}
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VectorAdd ( e - > v - > angles , ent - > v - > v_angle , ent - > v - > angles ) ;
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World_LinkEdict ( w , ent , true ) ;
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}
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/*
= = = = = = = = = = = = =
SV_Physics_Noclip
A moving object that doesn ' t obey physics
= = = = = = = = = = = = =
*/
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static void WPhys_Physics_Noclip ( world_t * w , wedict_t * ent )
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{
// regular thinking
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if ( ! WPhys_RunThink ( w , ent ) )
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return ;
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VectorMA ( ent - > v - > angles , host_frametime , ent - > v - > avelocity , ent - > v - > angles ) ;
VectorMA ( ent - > v - > origin , host_frametime , ent - > v - > velocity , ent - > v - > origin ) ;
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World_LinkEdict ( w , ( wedict_t * ) ent , false ) ;
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}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
TOSS / BOUNCE
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
/*
= = = = = = = = = = = = =
SV_CheckWaterTransition
= = = = = = = = = = = = =
*/
2011-09-03 03:49:43 +00:00
static void WPhys_CheckWaterTransition ( world_t * w , wedict_t * ent )
2004-08-23 00:15:46 +00:00
{
int cont ;
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cont = World_PointContents ( w , ent - > v - > origin ) ;
2004-08-23 00:15:46 +00:00
2007-10-05 18:08:47 +00:00
//needs to be q1 progs compatible
2004-08-23 00:15:46 +00:00
if ( cont & FTECONTENTS_LAVA )
cont = Q1CONTENTS_LAVA ;
else if ( cont & FTECONTENTS_SLIME )
cont = Q1CONTENTS_SLIME ;
else if ( cont & FTECONTENTS_WATER )
cont = Q1CONTENTS_WATER ;
else
cont = Q1CONTENTS_EMPTY ;
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if ( ! ent - > v - > watertype )
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{ // just spawned here
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ent - > v - > watertype = cont ;
ent - > v - > waterlevel = 1 ;
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return ;
}
2006-02-17 19:54:47 +00:00
2012-07-05 19:42:36 +00:00
if ( ent - > v - > watertype ! = cont & & w - > Event_ContentsTransition ( w , ent , ent - > v - > watertype , cont ) )
{
ent - > v - > watertype = cont ;
ent - > v - > waterlevel = 1 ;
}
else if ( cont < = Q1CONTENTS_WATER )
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{
2010-12-18 17:02:47 +00:00
if ( ent - > v - > watertype = = Q1CONTENTS_EMPTY & & * sv_sound_watersplash . string )
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{ // just crossed into water
2013-03-12 23:24:15 +00:00
w - > Event_Sound ( NULL , ent , 0 , sv_sound_watersplash . string , 255 , 1 , 0 ) ;
2006-02-17 19:54:47 +00:00
}
2005-03-28 00:11:59 +00:00
ent - > v - > watertype = cont ;
ent - > v - > waterlevel = 1 ;
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}
else
{
2010-12-18 17:02:47 +00:00
if ( ent - > v - > watertype ! = Q1CONTENTS_EMPTY & & * sv_sound_watersplash . string )
2004-08-23 00:15:46 +00:00
{ // just crossed into open
2013-03-12 23:24:15 +00:00
w - > Event_Sound ( NULL , ent , 0 , sv_sound_watersplash . string , 255 , 1 , 0 ) ;
2006-02-17 19:54:47 +00:00
}
2005-03-28 00:11:59 +00:00
ent - > v - > watertype = Q1CONTENTS_EMPTY ;
ent - > v - > waterlevel = cont ;
2004-08-23 00:15:46 +00:00
}
}
/*
= = = = = = = = = = = = =
SV_Physics_Toss
Toss , bounce , and fly movement . When onground , do nothing .
= = = = = = = = = = = = =
*/
2011-09-03 03:49:43 +00:00
static void WPhys_Physics_Toss ( world_t * w , wedict_t * ent )
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{
trace_t trace ;
vec3_t move ;
float backoff ;
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int fl ;
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const float * gravitydir ;
2005-05-15 18:49:04 +00:00
2011-09-03 03:49:43 +00:00
WPhys_CheckVelocity ( w , ent ) ;
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// regular thinking
2011-09-03 03:49:43 +00:00
if ( ! WPhys_RunThink ( w , ent ) )
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return ;
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if ( ent - > xv - > gravitydir [ 2 ] | | ent - > xv - > gravitydir [ 1 ] | | ent - > xv - > gravitydir [ 0 ] )
gravitydir = ent - > xv - > gravitydir ;
else
gravitydir = standardgravity ;
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// if onground, return without moving
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if ( ( ( int ) ent - > v - > flags & FL_ONGROUND ) )
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{
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if ( - DotProduct ( gravitydir , ent - > v - > velocity ) > = ( 1.0f / 32.0f ) )
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ent - > v - > flags = ( int ) ent - > v - > flags & ~ FL_ONGROUND ;
2006-02-17 19:59:43 +00:00
else
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{
if ( sv_gameplayfix_noairborncorpse . value )
{
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wedict_t * onent ;
onent = PROG_TO_WEDICT ( w - > progs , ent - > v - > groundentity ) ;
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if ( ! onent - > isfree )
return ; //don't drop if our fround is still valid
}
else
return ; //don't drop, even if the item we were on was removed (certain dm maps do this for q3 style stuff).
}
}
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// add gravity
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if ( ent - > v - > movetype ! = MOVETYPE_FLY
& & ent - > v - > movetype ! = MOVETYPE_FLYMISSILE
& & ent - > v - > movetype ! = MOVETYPE_BOUNCEMISSILE
2010-08-11 23:55:35 +00:00
& & ent - > v - > movetype ! = MOVETYPE_H2SWIM )
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WPhys_AddGravity ( w , ent , gravitydir , 1.0 ) ;
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// move angles
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VectorMA ( ent - > v - > angles , host_frametime , ent - > v - > avelocity , ent - > v - > angles ) ;
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// move origin
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VectorScale ( ent - > v - > velocity , host_frametime , move ) ;
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if ( ! DotProduct ( move , move ) )
return ;
2009-11-04 21:16:50 +00:00
2011-10-29 19:01:33 +00:00
fl = 0 ;
# ifndef CLIENTONLY
/*doesn't affect csqc, as it has no lagged ents registered anywhere*/
if ( sv_antilag . ival = = 2 )
fl | = MOVE_LAGGED ;
# endif
trace = WPhys_PushEntity ( w , ent , move , fl ) ;
2005-07-16 00:53:08 +00:00
2005-05-15 18:49:04 +00:00
if ( trace . allsolid )
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{
2005-05-15 18:49:04 +00:00
trace . fraction = 0 ;
2012-02-12 05:18:31 +00:00
2012-02-17 01:12:37 +00:00
# pragma warningmsg("The following line might help boost framerates a lot in rmq, not sure if they violate expected behaviour in other mods though - check that they're safe.")
VectorNegate ( gravitydir , trace . plane . normal ) ;
2012-02-12 05:18:31 +00:00
}
2004-08-23 00:15:46 +00:00
if ( trace . fraction = = 1 )
return ;
if ( ent - > isfree )
return ;
VectorCopy ( trace . endpos , move ) ;
2006-02-17 19:54:47 +00:00
2005-03-28 00:11:59 +00:00
if ( ent - > v - > movetype = = MOVETYPE_BOUNCE )
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backoff = 1.5 ;
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else if ( ent - > v - > movetype = = MOVETYPE_BOUNCEMISSILE )
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
{
// if (progstype == PROG_H2 && ent->v->solid == SOLID_PHASEH2 && ((int)((wedict_t*)trace.ent)->v->flags & (FL_MONSTER|FL_CLIENT)))
// backoff = 0;
// else
backoff = 2 ;
}
2004-08-23 00:15:46 +00:00
else
backoff = 1 ;
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
if ( backoff )
ClipVelocity ( ent - > v - > velocity , trace . plane . normal , ent - > v - > velocity , backoff ) ;
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// stop if on ground
2012-02-17 01:12:37 +00:00
if ( ( - DotProduct ( gravitydir , trace . plane . normal ) > 0.7 ) & & ( ent - > v - > movetype ! = MOVETYPE_BOUNCEMISSILE ) )
2006-02-17 19:54:47 +00:00
{
2012-02-17 01:12:37 +00:00
if ( - DotProduct ( gravitydir , ent - > v - > velocity ) < 60 | | ent - > v - > movetype ! = MOVETYPE_BOUNCE )
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{
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ent - > v - > flags = ( int ) ent - > v - > flags | FL_ONGROUND ;
2011-09-03 03:49:43 +00:00
ent - > v - > groundentity = EDICT_TO_PROG ( w - > progs , trace . ent ) ;
2006-05-29 04:50:24 +00:00
VectorClear ( ent - > v - > velocity ) ;
VectorClear ( ent - > v - > avelocity ) ;
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}
}
2006-02-17 19:54:47 +00:00
2004-08-23 00:15:46 +00:00
// check for in water
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WPhys_CheckWaterTransition ( w , ent ) ;
2004-08-23 00:15:46 +00:00
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
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 ?
= = = = = = = = = = = = =
*/
2011-09-03 03:49:43 +00:00
static void WPhys_Physics_Step ( world_t * w , wedict_t * ent )
2004-08-23 00:15:46 +00:00
{
qboolean hitsound ;
2010-08-16 02:03:02 +00:00
qboolean freefall ;
int fl = ent - > v - > flags ;
2012-02-17 01:12:37 +00:00
const float * gravitydir ;
if ( ent - > xv - > gravitydir [ 2 ] | | ent - > xv - > gravitydir [ 1 ] | | ent - > xv - > gravitydir [ 0 ] )
gravitydir = ent - > xv - > gravitydir ;
else
gravitydir = standardgravity ;
2004-08-23 00:15:46 +00:00
2012-02-17 01:12:37 +00:00
if ( - DotProduct ( gravitydir , ent - > v - > velocity ) > = ( 1.0 / 32.0 ) & & ( fl & FL_ONGROUND ) )
2010-08-16 02:03:02 +00:00
{
fl & = ~ FL_ONGROUND ;
ent - > v - > flags = fl ;
}
2005-05-26 12:55:34 +00:00
2004-08-23 00:15:46 +00:00
// frefall if not onground
2010-08-16 02:03:02 +00:00
if ( fl & ( FL_ONGROUND | FL_FLY ) )
freefall = false ;
else
freefall = true ;
if ( fl & FL_SWIM )
2010-12-18 17:02:47 +00:00
freefall = ent - > v - > waterlevel < = 0 ;
2010-08-16 02:03:02 +00:00
if ( freefall )
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{
2012-02-17 01:12:37 +00:00
hitsound = - DotProduct ( gravitydir , ent - > v - > velocity ) < movevars . gravity * - 0.1 ;
2004-08-23 00:15:46 +00:00
2012-02-17 01:12:37 +00:00
WPhys_AddGravity ( w , ent , gravitydir , 1.0 ) ;
2011-09-03 03:49:43 +00:00
WPhys_CheckVelocity ( w , ent ) ;
2012-02-17 01:12:37 +00:00
WPhys_FlyMove ( w , ent , gravitydir , host_frametime , NULL ) ;
2011-09-03 03:49:43 +00:00
World_LinkEdict ( w , ent , true ) ;
2004-08-23 00:15:46 +00:00
2005-03-28 00:11:59 +00:00
if ( ( int ) ent - > v - > flags & FL_ONGROUND ) // just hit ground
2004-08-23 00:15:46 +00:00
{
2012-07-05 19:42:36 +00:00
if ( hitsound & & * sv_sound_land . string )
2004-10-13 06:35:27 +00:00
{
2013-03-12 23:24:15 +00:00
w - > Event_Sound ( NULL , ent , 0 , sv_sound_land . string , 255 , 1 , 0 ) ;
2004-10-13 06:35:27 +00:00
}
2004-08-23 00:15:46 +00:00
}
}
// regular thinking
2011-09-03 03:49:43 +00:00
WPhys_RunThink ( w , ent ) ;
2006-02-17 19:54:47 +00:00
2011-09-03 03:49:43 +00:00
WPhys_CheckWaterTransition ( w , ent ) ;
2004-08-23 00:15:46 +00:00
}
//============================================================================
2011-10-29 19:01:33 +00:00
# ifndef CLIENTONLY
2004-08-23 00:15:46 +00:00
void SV_ProgStartFrame ( void )
{
// let the progs know that a new frame has started
2009-11-04 21:16:50 +00:00
pr_global_struct - > self = EDICT_TO_PROG ( svprogfuncs , sv . world . edicts ) ;
pr_global_struct - > other = EDICT_TO_PROG ( svprogfuncs , sv . world . edicts ) ;
pr_global_struct - > time = sv . world . physicstime ;
2007-09-02 19:55:17 +00:00
# ifdef VM_Q1
if ( svs . gametype = = GT_Q1QVM )
Q1QVM_StartFrame ( ) ;
else
# endif
2011-12-05 15:23:40 +00:00
{
if ( pr_global_ptrs - > StartFrame )
PR_ExecuteProgram ( svprogfuncs , * pr_global_ptrs - > StartFrame ) ;
}
2004-08-23 00:15:46 +00:00
}
2011-10-29 19:01:33 +00:00
# endif
2004-08-23 00:15:46 +00:00
/*
= = = = = = = = = = = = =
SV_CheckStuck
This is a big hack to try and fix the rare case of getting stuck in the world
clipping hull .
= = = = = = = = = = = = =
*/
2011-09-03 03:49:43 +00:00
static void WPhys_CheckStuck ( world_t * w , wedict_t * ent )
2004-08-23 00:15:46 +00:00
{
int i , j ;
int z ;
vec3_t org ;
//return;
2011-09-03 03:49:43 +00:00
if ( ! World_TestEntityPosition ( w , ent ) )
2004-08-23 00:15:46 +00:00
{
2005-03-28 00:11:59 +00:00
VectorCopy ( ent - > v - > origin , ent - > v - > oldorigin ) ;
2004-08-23 00:15:46 +00:00
return ;
}
2005-03-28 00:11:59 +00:00
VectorCopy ( ent - > v - > origin , org ) ;
VectorCopy ( ent - > v - > oldorigin , ent - > v - > origin ) ;
2011-09-03 03:49:43 +00:00
if ( ! World_TestEntityPosition ( w , ent ) )
2004-08-23 00:15:46 +00:00
{
Con_DPrintf ( " Unstuck. \n " ) ;
2011-09-03 03:49:43 +00:00
World_LinkEdict ( w , ent , true ) ;
2004-08-23 00:15:46 +00:00
return ;
}
2006-02-17 19:54:47 +00:00
2007-06-20 00:02:54 +00:00
for ( z = 0 ; z < movevars . stepheight ; z + + )
2004-08-23 00:15:46 +00:00
for ( i = - 1 ; i < = 1 ; i + + )
for ( j = - 1 ; j < = 1 ; j + + )
{
2005-03-28 00:11:59 +00:00
ent - > v - > origin [ 0 ] = org [ 0 ] + i ;
ent - > v - > origin [ 1 ] = org [ 1 ] + j ;
ent - > v - > origin [ 2 ] = org [ 2 ] + z ;
2011-09-03 03:49:43 +00:00
if ( ! World_TestEntityPosition ( w , ent ) )
2004-08-23 00:15:46 +00:00
{
Con_DPrintf ( " Unstuck. \n " ) ;
2011-09-03 03:49:43 +00:00
World_LinkEdict ( w , ent , true ) ;
2004-08-23 00:15:46 +00:00
return ;
}
}
2006-02-17 19:54:47 +00:00
2005-03-28 00:11:59 +00:00
VectorCopy ( org , ent - > v - > origin ) ;
2004-08-23 00:15:46 +00:00
Con_DPrintf ( " player is stuck. \n " ) ;
}
/*
= = = = = = = = = = = = =
SV_CheckWater
= = = = = = = = = = = = =
*/
2011-09-03 03:49:43 +00:00
static qboolean WPhys_CheckWater ( world_t * w , wedict_t * ent )
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{
vec3_t point ;
int cont ;
2005-03-28 00:11:59 +00:00
point [ 0 ] = ent - > v - > origin [ 0 ] ;
point [ 1 ] = ent - > v - > origin [ 1 ] ;
2006-02-17 19:54:47 +00:00
point [ 2 ] = ent - > v - > origin [ 2 ] + ent - > v - > mins [ 2 ] + 1 ;
2004-08-23 00:15:46 +00:00
2005-03-28 00:11:59 +00:00
ent - > v - > waterlevel = 0 ;
ent - > v - > watertype = Q1CONTENTS_EMPTY ;
2011-09-03 03:49:43 +00:00
cont = World_PointContents ( w , point ) ;
2004-08-23 00:15:46 +00:00
if ( cont & FTECONTENTS_FLUID )
{
if ( cont & FTECONTENTS_LAVA )
2005-03-28 00:11:59 +00:00
ent - > v - > watertype = Q1CONTENTS_LAVA ;
2004-08-23 00:15:46 +00:00
else if ( cont & FTECONTENTS_SLIME )
2005-03-28 00:11:59 +00:00
ent - > v - > watertype = Q1CONTENTS_SLIME ;
2004-08-23 00:15:46 +00:00
else if ( cont & FTECONTENTS_WATER )
2005-03-28 00:11:59 +00:00
ent - > v - > watertype = Q1CONTENTS_WATER ;
2006-02-17 19:54:47 +00:00
else
2005-03-28 00:11:59 +00:00
ent - > v - > watertype = Q1CONTENTS_SKY ;
ent - > v - > waterlevel = 1 ;
point [ 2 ] = ent - > v - > origin [ 2 ] + ( ent - > v - > mins [ 2 ] + ent - > v - > maxs [ 2 ] ) * 0.5 ;
2011-09-03 03:49:43 +00:00
cont = World_PointContents ( w , point ) ;
2004-08-23 00:15:46 +00:00
if ( cont & FTECONTENTS_FLUID )
{
2005-03-28 00:11:59 +00:00
ent - > v - > waterlevel = 2 ;
point [ 2 ] = ent - > v - > origin [ 2 ] + ent - > v - > view_ofs [ 2 ] ;
2011-09-03 03:49:43 +00:00
cont = World_PointContents ( w , point ) ;
2004-08-23 00:15:46 +00:00
if ( cont & FTECONTENTS_FLUID )
2005-03-28 00:11:59 +00:00
ent - > v - > waterlevel = 3 ;
2004-08-23 00:15:46 +00:00
}
}
2006-02-17 19:54:47 +00:00
2005-03-28 00:11:59 +00:00
return ent - > v - > waterlevel > 1 ;
2004-08-23 00:15:46 +00:00
}
/*
= = = = = = = = = = = =
SV_WallFriction
= = = = = = = = = = = =
*/
2011-09-03 03:49:43 +00:00
static void WPhys_WallFriction ( wedict_t * ent , trace_t * trace )
2004-08-23 00:15:46 +00:00
{
vec3_t forward , right , up ;
float d , i ;
vec3_t into , side ;
2006-02-17 19:54:47 +00:00
2005-03-28 00:11:59 +00:00
AngleVectors ( ent - > v - > v_angle , forward , right , up ) ;
2004-08-23 00:15:46 +00:00
d = DotProduct ( trace - > plane . normal , forward ) ;
2006-02-17 19:54:47 +00:00
2004-08-23 00:15:46 +00:00
d + = 0.5 ;
if ( d > = 0 | | IS_NAN ( d ) )
return ;
2006-02-17 19:54:47 +00:00
2004-08-23 00:15:46 +00:00
// cut the tangential velocity
2005-03-28 00:11:59 +00:00
i = DotProduct ( trace - > plane . normal , ent - > v - > velocity ) ;
2004-08-23 00:15:46 +00:00
VectorScale ( trace - > plane . normal , i , into ) ;
2005-03-28 00:11:59 +00:00
VectorSubtract ( ent - > v - > velocity , into , side ) ;
2006-02-17 19:54:47 +00:00
2005-03-28 00:11:59 +00:00
ent - > v - > velocity [ 0 ] = side [ 0 ] * ( 1 + d ) ;
ent - > v - > velocity [ 1 ] = side [ 1 ] * ( 1 + d ) ;
2004-08-23 00:15:46 +00:00
}
2011-05-15 13:23:13 +00:00
// warning: <20> SV_TryUnstick<63> defined but not used
2004-08-23 00:15:46 +00:00
/*
= = = = = = = = = = = = = = = = = = = = =
SV_TryUnstick
Player has come to a dead stop , possibly due to the problem with limited
float precision at some angle joins in the BSP hull .
Try fixing by pushing one pixel in each direction .
This is a hack , but in the interest of good gameplay . . .
= = = = = = = = = = = = = = = = = = = = = =
2011-05-15 13:23:13 +00:00
2010-07-11 10:53:13 +00:00
static int SV_TryUnstick ( edict_t * ent , vec3_t oldvel )
2004-08-23 00:15:46 +00:00
{
int i ;
vec3_t oldorg ;
vec3_t dir ;
int clip ;
trace_t steptrace ;
2006-02-17 19:54:47 +00:00
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VectorCopy ( ent - > v - > origin , oldorg ) ;
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VectorClear ( dir ) ;
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for ( i = 0 ; i < 8 ; i + + )
{
// try pushing a little in an axial direction
switch ( i )
{
case 0 : dir [ 0 ] = 2 ; dir [ 1 ] = 0 ; break ;
case 1 : dir [ 0 ] = 0 ; dir [ 1 ] = 2 ; break ;
case 2 : dir [ 0 ] = - 2 ; dir [ 1 ] = 0 ; break ;
case 3 : dir [ 0 ] = 0 ; dir [ 1 ] = - 2 ; break ;
case 4 : dir [ 0 ] = 2 ; dir [ 1 ] = 2 ; break ;
case 5 : dir [ 0 ] = - 2 ; dir [ 1 ] = 2 ; break ;
case 6 : dir [ 0 ] = 2 ; dir [ 1 ] = - 2 ; break ;
case 7 : dir [ 0 ] = - 2 ; dir [ 1 ] = - 2 ; break ;
}
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SV_PushEntity ( ent , dir , MOVE_NORMAL ) ;
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// retry the original move
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ent - > v - > velocity [ 0 ] = oldvel [ 0 ] ;
ent - > v - > velocity [ 1 ] = oldvel [ 1 ] ;
ent - > v - > velocity [ 2 ] = 0 ;
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clip = SV_FlyMove ( ent , 0.1 , & steptrace ) ;
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if ( fabs ( oldorg [ 1 ] - ent - > v - > origin [ 1 ] ) > 4
| | fabs ( oldorg [ 0 ] - ent - > v - > origin [ 0 ] ) > 4 )
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{
//Con_DPrintf ("unstuck!\n");
return clip ;
}
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// go back to the original pos and try again
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VectorCopy ( oldorg , ent - > v - > origin ) ;
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}
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VectorClear ( ent - > v - > velocity ) ;
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return 7 ; // still not moving
}
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*/
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/*
= = = = = = = = = = = = = = = = = = = = =
SV_WalkMove
Only used by players
= = = = = = = = = = = = = = = = = = = = = =
*/
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#if 0
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# define SMSTEPSIZE 4
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static void SV_WalkMove ( edict_t * ent )
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{
vec3_t upmove , downmove ;
vec3_t oldorg , oldvel ;
vec3_t nosteporg , nostepvel ;
int clip ;
int oldonground ;
trace_t steptrace , downtrace ;
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//
// do a regular slide move unless it looks like you ran into a step
//
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oldonground = ( int ) ent - > v - > flags & FL_ONGROUND ;
ent - > v - > flags = ( int ) ent - > v - > flags & ~ FL_ONGROUND ;
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VectorCopy ( ent - > v - > origin , oldorg ) ;
VectorCopy ( ent - > v - > velocity , oldvel ) ;
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clip = SV_FlyMove ( ent , host_frametime , & steptrace ) ;
if ( ! ( clip & 2 ) )
return ; // move didn't block on a step
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if ( ! oldonground & & ent - > v - > waterlevel = = 0 )
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return ; // don't stair up while jumping
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if ( ent - > v - > movetype ! = MOVETYPE_WALK )
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return ; // gibbed by a trigger
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// if (sv_nostep.value)
// return;
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if ( ( int ) ent - > v - > flags & FL_WATERJUMP )
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return ;
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VectorCopy ( ent - > v - > origin , nosteporg ) ;
VectorCopy ( ent - > v - > velocity , nostepvel ) ;
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//
// try moving up and forward to go up a step
//
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VectorCopy ( oldorg , ent - > v - > origin ) ; // back to start pos
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VectorCopy ( vec3_origin , upmove ) ;
VectorCopy ( vec3_origin , downmove ) ;
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upmove [ 2 ] = movevars . stepheight ;
downmove [ 2 ] = - movevars . stepheight + oldvel [ 2 ] * host_frametime ;
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// move up
SV_PushEntity ( ent , upmove ) ; // FIXME: don't link?
// move forward
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ent - > v - > velocity [ 0 ] = oldvel [ 0 ] ;
ent - > v - > velocity [ 1 ] = oldvel [ 1 ] ;
ent - > v - > velocity [ 2 ] = 0 ;
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clip = SV_FlyMove ( ent , host_frametime , & steptrace ) ;
// check for stuckness, possibly due to the limited precision of floats
// in the clipping hulls
if ( clip )
{
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if ( fabs ( oldorg [ 1 ] - ent - > v - > origin [ 1 ] ) < 0.03125
& & fabs ( oldorg [ 0 ] - ent - > v - > origin [ 0 ] ) < 0.03125 )
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{ // stepping up didn't make any progress
clip = SV_TryUnstick ( ent , oldvel ) ;
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// Con_Printf("Try unstick fwd\n");
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}
}
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// extra friction based on view angle
if ( clip & 2 )
{
vec3_t lastpos , lastvel , lastdown ;
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// Con_Printf("couldn't do it\n");
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//retry with a smaller step (allows entering smaller areas with a step of 4)
VectorCopy ( downmove , lastdown ) ;
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VectorCopy ( ent - > v - > origin , lastpos ) ;
VectorCopy ( ent - > v - > velocity , lastvel ) ;
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//
// try moving up and forward to go up a step
//
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VectorCopy ( oldorg , ent - > v - > origin ) ; // back to start pos
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VectorCopy ( vec3_origin , upmove ) ;
VectorCopy ( vec3_origin , downmove ) ;
upmove [ 2 ] = SMSTEPSIZE ;
downmove [ 2 ] = - SMSTEPSIZE + oldvel [ 2 ] * host_frametime ;
// move up
SV_PushEntity ( ent , upmove ) ; // FIXME: don't link?
// move forward
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ent - > v - > velocity [ 0 ] = oldvel [ 0 ] ;
ent - > v - > velocity [ 1 ] = oldvel [ 1 ] ;
ent - > v - > velocity [ 2 ] = 0 ;
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clip = SV_FlyMove ( ent , host_frametime , & steptrace ) ;
// check for stuckness, possibly due to the limited precision of floats
// in the clipping hulls
if ( clip )
{
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if ( fabs ( oldorg [ 1 ] - ent - > v - > origin [ 1 ] ) < 0.03125
& & fabs ( oldorg [ 0 ] - ent - > v - > origin [ 0 ] ) < 0.03125 )
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{ // stepping up didn't make any progress
clip = SV_TryUnstick ( ent , oldvel ) ;
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// Con_Printf("Try unstick up\n");
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}
}
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if ( fabs ( oldorg [ 1 ] - ent - > v - > origin [ 1 ] ) + fabs ( oldorg [ 0 ] - ent - > v - > origin [ 0 ] ) < fabs ( oldorg [ 1 ] - lastpos [ 1 ] ) + fabs ( oldorg [ 1 ] - lastpos [ 1 ] ) )
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{ // stepping up didn't make any progress
//go back
VectorCopy ( lastdown , downmove ) ;
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VectorCopy ( lastpos , ent - > v - > origin ) ;
VectorCopy ( lastvel , ent - > v - > velocity ) ;
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SV_WallFriction ( ent , & steptrace ) ;
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// Con_Printf("wall friction\n");
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}
else if ( clip & 2 )
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{
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SV_WallFriction ( ent , & steptrace ) ;
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// Con_Printf("wall friction 2\n");
}
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}
// move down
downtrace = SV_PushEntity ( ent , downmove ) ; // FIXME: don't link?
if ( downtrace . plane . normal [ 2 ] > 0.7 )
{
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if ( ent - > v - > solid = = SOLID_BSP )
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{
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ent - > v - > flags = ( int ) ent - > v - > flags | FL_ONGROUND ;
ent - > v - > groundentity = EDICT_TO_PROG ( svprogfuncs , downtrace . ent ) ;
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}
}
else
{
// 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
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// cause the player to hop up higher on a slope too steep to climb
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VectorCopy ( nosteporg , ent - > v - > origin ) ;
VectorCopy ( nostepvel , ent - > v - > velocity ) ;
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// Con_Printf("down not good\n");
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}
}
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# else
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// 1/32 epsilon to keep floating point happy
# define DIST_EPSILON (0.03125)
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static int WPhys_SetOnGround ( world_t * w , wedict_t * ent , const float * gravitydir )
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{
vec3_t end ;
trace_t trace ;
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if ( ( int ) ent - > v - > flags & FL_ONGROUND )
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return 1 ;
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VectorMA ( ent - > v - > origin , 1 , gravitydir , end ) ;
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trace = World_Move ( w , ent - > v - > origin , ent - > v - > mins , ent - > v - > maxs , end , MOVE_NORMAL , ( wedict_t * ) ent ) ;
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if ( trace . fraction < = DIST_EPSILON & & - DotProduct ( gravitydir , trace . plane . normal ) > = 0.7 )
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{
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ent - > v - > flags = ( int ) ent - > v - > flags | FL_ONGROUND ;
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ent - > v - > groundentity = EDICT_TO_PROG ( w - > progs , trace . ent ) ;
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return 1 ;
}
return 0 ;
}
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static void WPhys_WalkMove ( world_t * w , wedict_t * ent , const float * gravitydir )
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{
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//int originalmove_clip;
int clip , oldonground , originalmove_flags , originalmove_groundentity ;
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vec3_t upmove , downmove , start_origin , start_velocity , originalmove_origin , originalmove_velocity ;
trace_t downtrace , steptrace ;
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WPhys_CheckVelocity ( w , ent ) ;
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// do a regular slide move unless it looks like you ran into a step
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oldonground = ( int ) ent - > v - > flags & FL_ONGROUND ;
ent - > v - > flags = ( int ) ent - > v - > flags & ~ FL_ONGROUND ;
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2005-03-28 00:11:59 +00:00
VectorCopy ( ent - > v - > origin , start_origin ) ;
VectorCopy ( ent - > v - > velocity , start_velocity ) ;
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2012-02-17 01:12:37 +00:00
clip = WPhys_FlyMove ( w , ent , gravitydir , host_frametime , NULL ) ;
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2012-02-17 01:12:37 +00:00
WPhys_SetOnGround ( w , ent , gravitydir ) ;
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WPhys_CheckVelocity ( w , ent ) ;
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VectorCopy ( ent - > v - > origin , originalmove_origin ) ;
VectorCopy ( ent - > v - > velocity , originalmove_velocity ) ;
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//originalmove_clip = clip;
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originalmove_flags = ( int ) ent - > v - > flags ;
originalmove_groundentity = ent - > v - > groundentity ;
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if ( ( int ) ent - > v - > flags & FL_WATERJUMP )
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return ;
// if (sv_nostep.value)
// return;
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2004-11-19 17:43:55 +00:00
// 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 [ 0 ] ) < 0.03125 & & fabs ( start_velocity [ 1 ] ) < 0.03125 )
return ;
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if ( ent - > v - > movetype ! = MOVETYPE_FLY )
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{
// return if gibbed by a trigger
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if ( ent - > v - > movetype ! = MOVETYPE_WALK )
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return ;
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2004-11-19 17:43:55 +00:00
// only step up while jumping if that is enabled
// if (!(sv_jumpstep.value && sv_gameplayfix_stepwhilejumping.value))
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if ( ! oldonground & & ent - > v - > waterlevel = = 0 )
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return ;
}
2006-02-17 19:54:47 +00:00
2004-11-19 17:43:55 +00:00
// try moving up and forward to go up a step
// back to start pos
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VectorCopy ( start_origin , ent - > v - > origin ) ;
VectorCopy ( start_velocity , ent - > v - > velocity ) ;
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2004-11-19 17:43:55 +00:00
// move up
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VectorScale ( gravitydir , - movevars . stepheight , upmove ) ;
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// FIXME: don't link?
2011-09-03 03:49:43 +00:00
WPhys_PushEntity ( w , ent , upmove , MOVE_NORMAL ) ;
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2004-11-19 17:43:55 +00:00
// move forward
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ent - > v - > velocity [ 2 ] = 0 ;
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clip = WPhys_FlyMove ( w , ent , gravitydir , host_frametime , & steptrace ) ;
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ent - > v - > velocity [ 2 ] + = start_velocity [ 2 ] ;
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2011-09-03 03:49:43 +00:00
WPhys_CheckVelocity ( w , ent ) ;
2006-02-17 19:54:47 +00:00
2004-11-19 17:43:55 +00:00
// check for stuckness, possibly due to the limited precision of floats
// in the clipping hulls
if ( clip
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& & fabs ( originalmove_origin [ 1 ] - ent - > v - > origin [ 1 ] ) < 0.03125
& & fabs ( originalmove_origin [ 0 ] - ent - > v - > origin [ 0 ] ) < 0.03125 )
2004-11-19 17:43:55 +00:00
{
// Con_Printf("wall\n");
// stepping up didn't make any progress, revert to original move
2005-03-28 00:11:59 +00:00
VectorCopy ( originalmove_origin , ent - > v - > origin ) ;
VectorCopy ( originalmove_velocity , ent - > v - > velocity ) ;
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//clip = originalmove_clip;
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ent - > v - > flags = originalmove_flags ;
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ent - > v - > groundentity = originalmove_groundentity ;
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// now try to unstick if needed
//clip = SV_TryUnstick (ent, oldvel);
return ;
}
//Con_Printf("step - ");
// extra friction based on view angle
if ( clip & 2 ) // && sv_wallfriction.value)
{
// Con_Printf("wall\n");
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WPhys_WallFriction ( ent , & steptrace ) ;
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}
}
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else if ( /*!sv_gameplayfix_stepdown.integer || */ ! oldonground | | start_velocity [ 2 ] > 0 | | ( ( int ) ent - > v - > flags & FL_ONGROUND ) | | ent - > v - > waterlevel > = 2 )
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return ;
// move down
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VectorScale ( gravitydir , - ( - movevars . stepheight + start_velocity [ 2 ] * host_frametime ) , downmove ) ;
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// FIXME: don't link?
2011-09-03 03:49:43 +00:00
downtrace = WPhys_PushEntity ( w , ent , downmove , MOVE_NORMAL ) ;
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2012-02-17 01:12:37 +00:00
if ( downtrace . fraction < 1 & & - DotProduct ( gravitydir , downtrace . plane . normal ) > 0.7 )
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{
// LordHavoc: disabled this check so you can walk on monsters/players
//if (ent->v->solid == SOLID_BSP)
{
//Con_Printf("onground\n");
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ent - > v - > flags = ( int ) ent - > v - > flags | FL_ONGROUND ;
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ent - > v - > groundentity = EDICT_TO_PROG ( w - > progs , downtrace . ent ) ;
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}
}
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
2005-03-28 00:11:59 +00:00
VectorCopy ( originalmove_origin , ent - > v - > origin ) ;
VectorCopy ( originalmove_velocity , ent - > v - > velocity ) ;
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//clip = originalmove_clip;
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ent - > v - > flags = originalmove_flags ;
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ent - > v - > groundentity = originalmove_groundentity ;
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}
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WPhys_SetOnGround ( w , ent , gravitydir ) ;
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WPhys_CheckVelocity ( w , ent ) ;
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}
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# endif
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2012-01-17 07:57:46 +00:00
void WPhys_MoveChain ( world_t * w , wedict_t * ent , wedict_t * movechain , float * initial_origin , float * initial_angle )
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{
qboolean callfunc ;
if ( ( callfunc = DotProduct ( ent - > v - > origin , initial_origin ) ) | | DotProduct ( ent - > v - > angles , initial_angle ) )
{
vec3_t moveang , moveorg ;
int i ;
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VectorSubtract ( ent - > v - > angles , initial_angle , moveang ) ;
VectorSubtract ( ent - > v - > origin , initial_origin , moveorg ) ;
2008-11-09 22:29:28 +00:00
2011-09-03 03:49:43 +00:00
for ( i = 16 ; i & & movechain ! = w - > edicts & & ! movechain - > isfree ; i - - , movechain = PROG_TO_WEDICT ( w - > progs , movechain - > xv - > movechain ) )
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{
if ( ( int ) movechain - > v - > flags & FL_MOVECHAIN_ANGLE )
VectorAdd ( movechain - > v - > angles , moveang , movechain - > v - > angles ) ;
VectorAdd ( movechain - > v - > origin , moveorg , movechain - > v - > origin ) ;
if ( movechain - > xv - > chainmoved & & callfunc )
{
2011-10-29 19:01:33 +00:00
* w - > g . self = EDICT_TO_PROG ( w - > progs , movechain ) ;
* w - > g . other = EDICT_TO_PROG ( w - > progs , ent ) ;
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# ifdef VM_Q1
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if ( svs . gametype = = GT_Q1QVM & & w = = & sv . world )
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Q1QVM_ChainMoved ( ) ;
else
# endif
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PR_ExecuteProgram ( w - > progs , movechain - > xv - > chainmoved ) ;
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}
}
}
}
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/*
= = = = = = = = = = = = = = = =
2005-06-22 17:10:13 +00:00
SV_RunEntity
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= = = = = = = = = = = = = = = =
*/
2011-09-03 03:49:43 +00:00
void WPhys_RunEntity ( world_t * w , wedict_t * ent )
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{
2011-09-03 03:49:43 +00:00
wedict_t * movechain ;
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vec3_t initial_origin = { 0 } , initial_angle = { 0 } ; // warning: <20> initial_?[?]<5D> may be used uninitialized in this function
2012-02-17 01:12:37 +00:00
const float * gravitydir ;
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2011-10-29 19:01:33 +00:00
# ifndef CLIENTONLY
edict_t * svent = ( edict_t * ) ent ;
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if ( ent - > entnum > 0 & & ent - > entnum < = sv . allocated_client_slots & & w = = & sv . world )
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{ //a client woo.
qboolean readyforjump = false ;
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2005-06-22 17:10:13 +00:00
if ( svs . clients [ ent - > entnum - 1 ] . state < cs_spawned )
return ; // unconnected slot
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2004-09-22 15:29:33 +00:00
2008-12-06 02:07:04 +00:00
if ( svs . clients [ ent - > entnum - 1 ] . protocol = = SCP_BAD )
2011-09-03 03:49:43 +00:00
svent - > v - > fixangle = 0 ; //bots never get fixangle cleared otherwise
2008-12-06 02:07:04 +00:00
2005-06-22 17:10:13 +00:00
host_client = & svs . clients [ ent - > entnum - 1 ] ;
SV_ClientThink ( ) ;
2004-08-23 00:15:46 +00:00
2005-06-22 17:10:13 +00:00
if ( progstype = = PROG_QW ) //detect if the mod should do a jump
2011-09-03 03:49:43 +00:00
if ( svent - > v - > button2 )
if ( ( int ) svent - > v - > flags & FL_JUMPRELEASED )
2005-06-22 17:10:13 +00:00
readyforjump = true ;
2004-08-23 00:15:46 +00:00
2005-06-22 17:10:13 +00:00
//
// call standard client pre-think
2006-02-17 19:54:47 +00:00
//
2009-11-04 21:16:50 +00:00
pr_global_struct - > time = sv . world . physicstime ;
2005-06-22 17:10:13 +00:00
pr_global_struct - > self = EDICT_TO_PROG ( svprogfuncs , ent ) ;
2007-09-02 19:55:17 +00:00
# ifdef VM_Q1
if ( svs . gametype = = GT_Q1QVM )
Q1QVM_PlayerPreThink ( ) ;
else
# endif
2011-12-05 15:23:40 +00:00
if ( pr_global_ptrs - > PlayerPreThink )
PR_ExecuteProgram ( svprogfuncs , * pr_global_ptrs - > PlayerPreThink ) ;
2006-02-17 19:54:47 +00:00
2005-06-22 17:10:13 +00:00
if ( readyforjump ) //qw progs can't jump for themselves...
{
2011-09-03 03:49:43 +00:00
if ( ! svent - > v - > button2 & & ! ( ( int ) ent - > v - > flags & FL_JUMPRELEASED ) & & ent - > v - > velocity [ 2 ] < = 0 )
svent - > v - > velocity [ 2 ] + = 270 ;
2005-06-22 17:10:13 +00:00
}
}
else
2011-10-29 19:01:33 +00:00
# endif
2005-06-22 17:10:13 +00:00
{
2011-10-29 19:01:33 +00:00
if ( ( unsigned int ) ent - > v - > lastruntime = = w - > framenum )
2004-08-23 00:15:46 +00:00
return ;
2011-10-29 19:01:33 +00:00
ent - > v - > lastruntime = w - > framenum ;
# ifndef CLIENTONLY
2011-09-03 03:49:43 +00:00
svent = NULL ;
2011-10-29 19:01:33 +00:00
# endif
2004-08-23 00:15:46 +00:00
}
2011-09-03 03:49:43 +00:00
movechain = PROG_TO_WEDICT ( w - > progs , ent - > xv - > movechain ) ;
if ( movechain ! = w - > edicts )
2004-08-23 00:15:46 +00:00
{
2005-06-22 17:10:13 +00:00
VectorCopy ( ent - > v - > origin , initial_origin ) ;
VectorCopy ( ent - > v - > angles , initial_angle ) ;
2004-08-23 00:15:46 +00:00
}
2005-03-28 00:11:59 +00:00
switch ( ( int ) ent - > v - > movetype )
2004-08-23 00:15:46 +00:00
{
case MOVETYPE_PUSH :
2011-09-03 03:49:43 +00:00
WPhys_Physics_Pusher ( w , ent ) ;
2004-08-23 00:15:46 +00:00
break ;
case MOVETYPE_NONE :
2011-09-03 03:49:43 +00:00
if ( ! WPhys_RunThink ( w , ent ) )
2005-06-22 17:10:13 +00:00
return ;
2004-08-23 00:15:46 +00:00
break ;
case MOVETYPE_NOCLIP :
2011-02-27 15:01:56 +00:00
case MOVETYPE_ANGLENOCLIP :
2011-09-03 03:49:43 +00:00
WPhys_Physics_Noclip ( w , ent ) ;
2004-08-23 00:15:46 +00:00
break ;
case MOVETYPE_STEP :
2010-08-11 23:55:35 +00:00
case MOVETYPE_H2PUSHPULL :
2011-09-03 03:49:43 +00:00
WPhys_Physics_Step ( w , ent ) ;
2004-08-23 00:15:46 +00:00
break ;
2004-10-10 06:32:29 +00:00
case MOVETYPE_FOLLOW :
2011-09-03 03:49:43 +00:00
WPhys_Physics_Follow ( w , ent ) ;
2004-10-10 06:32:29 +00:00
break ;
2010-08-16 02:03:02 +00:00
case MOVETYPE_FLY :
case MOVETYPE_H2SWIM :
2004-08-23 00:15:46 +00:00
case MOVETYPE_TOSS :
case MOVETYPE_BOUNCE :
case MOVETYPE_BOUNCEMISSILE :
case MOVETYPE_FLYMISSILE :
2011-09-03 03:49:43 +00:00
WPhys_Physics_Toss ( w , ent ) ;
2004-08-23 00:15:46 +00:00
break ;
case MOVETYPE_WALK :
2011-09-03 03:49:43 +00:00
if ( ! WPhys_RunThink ( w , ent ) )
2004-08-23 00:15:46 +00:00
return ;
2012-02-17 01:12:37 +00:00
if ( ent - > xv - > gravitydir [ 2 ] | | ent - > xv - > gravitydir [ 1 ] | | ent - > xv - > gravitydir [ 0 ] )
gravitydir = ent - > xv - > gravitydir ;
else
gravitydir = standardgravity ;
2011-09-03 03:49:43 +00:00
if ( ! WPhys_CheckWater ( w , ent ) & & ! ( ( int ) ent - > v - > flags & FL_WATERJUMP ) )
2012-02-17 01:12:37 +00:00
WPhys_AddGravity ( w , ent , gravitydir , ent - > xv - > gravity ) ;
2011-09-03 03:49:43 +00:00
WPhys_CheckStuck ( w , ent ) ;
2004-08-23 00:15:46 +00:00
2012-02-17 01:12:37 +00:00
WPhys_WalkMove ( w , ent , gravitydir ) ;
2004-08-23 00:15:46 +00:00
2011-10-29 19:01:33 +00:00
# ifndef CLIENTONLY
if ( ! ( ent - > entnum > 0 & & ent - > entnum < = sv . allocated_client_slots ) & & w = = & sv . world )
2011-09-03 03:49:43 +00:00
World_LinkEdict ( w , ent , true ) ;
2011-10-29 19:01:33 +00:00
# endif
2005-05-26 12:55:34 +00:00
2004-08-23 00:15:46 +00:00
break ;
2009-11-04 21:16:50 +00:00
case MOVETYPE_PHYSICS :
2011-09-03 03:49:43 +00:00
if ( WPhys_RunThink ( w , ent ) )
World_LinkEdict ( w , ent , true ) ;
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# ifdef USEODE
2012-09-30 05:52:03 +00:00
w - > ode . hasodeents = true ;
2013-10-08 17:18:44 +00:00
# endif
2009-11-04 21:16:50 +00:00
break ;
2004-08-23 00:15:46 +00:00
default :
2011-10-27 16:16:29 +00:00
// SV_Error ("SV_Physics: bad movetype %i on %s", (int)ent->v->movetype, PR_GetString(w->progs, ent->v->classname));
break ;
2004-08-23 00:15:46 +00:00
}
2011-09-03 03:49:43 +00:00
if ( movechain ! = w - > edicts )
2004-08-23 00:15:46 +00:00
{
2011-09-03 03:49:43 +00:00
WPhys_MoveChain ( w , ent , movechain , initial_origin , initial_angle ) ;
2004-08-23 00:15:46 +00:00
}
2005-06-22 17:10:13 +00:00
2011-10-29 19:01:33 +00:00
# ifndef CLIENTONLY
2011-09-03 03:49:43 +00:00
if ( svent )
2005-06-22 17:10:13 +00:00
{
2011-09-03 03:49:43 +00:00
World_LinkEdict ( w , ( wedict_t * ) svent , true ) ;
2005-06-22 17:10:13 +00:00
2011-09-03 03:49:43 +00:00
pr_global_struct - > time = w - > physicstime ;
pr_global_struct - > self = EDICT_TO_PROG ( w - > progs , ent ) ;
2007-09-02 19:55:17 +00:00
# ifdef VM_Q1
if ( svs . gametype = = GT_Q1QVM )
Q1QVM_PostThink ( ) ;
else
# endif
{
2011-12-05 15:23:40 +00:00
if ( pr_global_ptrs - > PlayerPostThink )
PR_ExecuteProgram ( w - > progs , * pr_global_ptrs - > PlayerPostThink ) ;
2007-09-02 19:55:17 +00:00
}
2005-06-22 17:10:13 +00:00
}
2011-10-29 19:01:33 +00:00
# endif
2004-08-23 00:15:46 +00:00
}
/*
= = = = = = = = = = = = = = = =
SV_RunNewmis
= = = = = = = = = = = = = = = =
*/
2011-09-03 03:49:43 +00:00
void WPhys_RunNewmis ( world_t * w )
2004-08-23 00:15:46 +00:00
{
2011-09-03 03:49:43 +00:00
wedict_t * ent ;
2004-08-23 00:15:46 +00:00
2011-09-03 03:49:43 +00:00
if ( ! w - > g . newmis ) //newmis variable is not exported.
2004-08-23 00:15:46 +00:00
return ;
2011-10-29 19:01:33 +00:00
if ( ! sv_gameplayfix_multiplethinks . ival )
2004-08-23 00:15:46 +00:00
return ;
2011-09-03 03:49:43 +00:00
if ( ! * w - > g . newmis )
2004-08-23 00:15:46 +00:00
return ;
2011-09-03 03:49:43 +00:00
ent = PROG_TO_WEDICT ( w - > progs , * w - > g . newmis ) ;
2004-08-23 00:15:46 +00:00
host_frametime = 0.05 ;
2011-09-03 03:49:43 +00:00
* w - > g . newmis = 0 ;
2006-02-17 19:54:47 +00:00
2011-09-03 03:49:43 +00:00
WPhys_RunEntity ( w , ent ) ;
2006-02-17 19:54:47 +00:00
2011-09-03 03:49:43 +00:00
host_frametime = * w - > g . frametime ;
2004-08-23 00:15:46 +00:00
}
2011-09-03 03:49:43 +00:00
trace_t WPhys_Trace_Toss ( world_t * w , wedict_t * tossent , wedict_t * ignore )
2004-10-13 06:35:27 +00:00
{
int i ;
float gravity ;
vec3_t move , end ;
trace_t trace ;
vec3_t origin , velocity ;
// this has to fetch the field from the original edict, since our copy is truncated
2007-09-02 19:55:17 +00:00
gravity = tossent - > xv - > gravity ;
2004-10-13 06:35:27 +00:00
if ( ! gravity )
gravity = 1.0 ;
gravity * = sv_gravity . value * 0.05 ;
2005-03-28 00:11:59 +00:00
VectorCopy ( tossent - > v - > origin , origin ) ;
VectorCopy ( tossent - > v - > velocity , velocity ) ;
2004-10-13 06:35:27 +00:00
2011-09-03 03:49:43 +00:00
WPhys_CheckVelocity ( w , tossent ) ;
2004-10-13 06:35:27 +00:00
for ( i = 0 ; i < 200 ; i + + ) // LordHavoc: sanity check; never trace more than 10 seconds
{
velocity [ 2 ] - = gravity ;
VectorScale ( velocity , 0.05 , move ) ;
VectorAdd ( origin , move , end ) ;
2011-09-03 03:49:43 +00:00
trace = World_Move ( w , origin , tossent - > v - > mins , tossent - > v - > maxs , end , MOVE_NORMAL , tossent ) ;
2004-10-13 06:35:27 +00:00
VectorCopy ( trace . endpos , origin ) ;
if ( trace . fraction < 1 & & trace . ent & & trace . ent ! = ignore )
break ;
if ( Length ( velocity ) > sv_maxvelocity . value )
{
2011-09-03 03:49:43 +00:00
// Con_DPrintf("Slowing %s\n", PR_GetString(w->progs, tossent->v->classname));
2004-10-13 06:35:27 +00:00
VectorScale ( velocity , sv_maxvelocity . value / Length ( velocity ) , velocity ) ;
}
}
trace . fraction = 0 ; // not relevant
return trace ;
}
2011-09-03 03:49:43 +00:00
/*
Run an individual physics frame . This might be run multiple times in one frame if we ' re running slow , or not at all .
*/
void World_Physics_Frame ( world_t * w )
{
int i ;
qboolean retouch ;
wedict_t * ent ;
2013-03-12 22:53:23 +00:00
extern cvar_t sv_nqplayerphysics ;
2011-09-03 03:49:43 +00:00
2011-10-29 19:01:33 +00:00
w - > framenum + + ;
2011-10-27 16:16:29 +00:00
i = * w - > g . physics_mode ;
if ( i = = 0 )
{
/*physics mode 0 = none*/
return ;
}
if ( i = = 1 )
{
/*physics mode 1 = thinks only*/
for ( i = 0 ; i < w - > num_edicts ; i + + )
{
ent = ( wedict_t * ) EDICT_NUM ( w - > progs , i ) ;
if ( ent - > isfree )
continue ;
WPhys_RunThink ( w , ent ) ;
}
return ;
}
/*physics mode 2 = normal movetypes*/
2011-09-03 03:49:43 +00:00
retouch = ( w - > g . force_retouch & & ( * w - > g . force_retouch > = 1 ) ) ;
//
// treat each object in turn
// even the world gets a chance to think
//
for ( i = 0 ; i < w - > num_edicts ; i + + )
{
ent = ( wedict_t * ) EDICT_NUM ( w - > progs , i ) ;
if ( ent - > isfree )
continue ;
if ( retouch )
World_LinkEdict ( w , ent , true ) ; // force retouch even for stationary
2011-10-29 19:01:33 +00:00
# ifndef CLIENTONLY
2011-09-03 03:49:43 +00:00
if ( i > 0 & & i < = sv . allocated_client_slots & & w = = & sv . world )
{
if ( ! svs . clients [ i - 1 ] . isindependant )
{
2013-03-12 22:53:23 +00:00
if ( sv_nqplayerphysics . ival | | svs . clients [ i - 1 ] . state < cs_spawned )
{
WPhys_RunEntity ( w , ent ) ;
WPhys_RunNewmis ( w ) ;
}
else
{
2013-09-06 22:57:44 +00:00
float newt ;
float delt ;
2013-03-12 22:53:23 +00:00
newt = sv . time * 1000 ;
delt = newt - svs . clients [ i - 1 ] . msecs ;
2013-09-06 22:57:44 +00:00
if ( delt > 1000 / 77.0 | | delt < - 10 )
2013-03-12 22:53:23 +00:00
{
float ft = host_frametime ;
host_client = & svs . clients [ i - 1 ] ;
sv_player = svs . clients [ i - 1 ] . edict ;
svs . clients [ i - 1 ] . msecs = newt ;
SV_PreRunCmd ( ) ;
svs . clients [ i - 1 ] . last_check = 0 ;
svs . clients [ i - 1 ] . lastcmd . msec = bound ( 0 , delt , 255 ) ;
SV_RunCmd ( & svs . clients [ i - 1 ] . lastcmd , true ) ;
svs . clients [ i - 1 ] . lastcmd . impulse = 0 ;
SV_PostRunCmd ( ) ;
* w - > g . frametime = host_frametime = ft ;
}
}
2011-09-03 03:49:43 +00:00
}
// else
// World_LinkEdict(w, (wedict_t*)ent, true);
continue ; // clients are run directly from packets
}
2011-10-29 19:01:33 +00:00
# endif
2011-09-03 03:49:43 +00:00
WPhys_RunEntity ( w , ent ) ;
WPhys_RunNewmis ( w ) ;
}
if ( retouch )
2011-10-27 16:16:29 +00:00
* w - > g . force_retouch - = 1 ;
2011-09-03 03:49:43 +00:00
}
2011-10-29 19:01:33 +00:00
# ifndef CLIENTONLY
2004-08-23 00:15:46 +00:00
/*
= = = = = = = = = = = = = = = =
SV_Physics
= = = = = = = = = = = = = = = =
*/
qboolean SV_Physics ( void )
{
int i ;
2009-11-04 21:16:50 +00:00
qboolean moved = false ;
2009-11-15 03:20:17 +00:00
int maxtics ;
2004-08-23 00:15:46 +00:00
2012-02-12 05:18:31 +00:00
//keep gravity tracking the cvar properly
movevars . gravity = sv_gravity . value ;
2005-03-07 08:58:26 +00:00
2009-03-03 01:52:30 +00:00
if ( svs . gametype ! = GT_PROGS & & svs . gametype ! = GT_Q1QVM & & svs . gametype ! = GT_HALFLIFE ) //make tics multiples of sv_maxtic (defaults to 0.1)
2004-08-23 00:15:46 +00:00
{
2009-11-04 21:16:50 +00:00
host_frametime = sv . time - sv . world . physicstime ;
2005-08-11 04:14:33 +00:00
if ( host_frametime < 0 )
{
if ( host_frametime < - 1 )
2009-11-04 21:16:50 +00:00
sv . world . physicstime = sv . time ;
2005-08-11 04:14:33 +00:00
host_frametime = 0 ;
}
2006-09-17 00:59:22 +00:00
if ( svs . gametype ! = GT_QUAKE3 )
2004-08-23 00:15:46 +00:00
if ( host_frametime < sv_maxtic . value & & realtime )
{
2005-08-11 04:14:33 +00:00
// sv.time+=host_frametime;
2009-11-04 21:16:50 +00:00
return false ; //don't bother with the whole server thing for a bit longer
2004-08-23 00:15:46 +00:00
}
if ( host_frametime > sv_maxtic . value )
host_frametime = sv_maxtic . value ;
2009-11-04 21:16:50 +00:00
sv . world . physicstime = sv . time ;
2004-08-23 00:15:46 +00:00
2005-03-07 08:58:26 +00:00
switch ( svs . gametype )
{
# ifdef Q2SERVER
case GT_QUAKE2 :
ge - > RunFrame ( ) ;
break ;
# endif
# ifdef Q3SERVER
case GT_QUAKE3 :
SVQ3_RunFrame ( ) ;
break ;
# endif
default :
break ;
}
2009-11-04 21:16:50 +00:00
return true ;
2004-08-23 00:15:46 +00:00
}
2005-03-07 08:58:26 +00:00
2009-03-03 01:52:30 +00:00
if ( svs . gametype ! = GT_HALFLIFE & & /*sv.botsonthemap &&*/ progstype = = PROG_QW )
2007-10-02 15:17:22 +00:00
{
2007-10-14 01:52:42 +00:00
//DP_SV_BOTCLIENT - make the bots move with qw physics.
2007-10-02 15:17:22 +00:00
//They only move when there arn't any players on the server, but they should move at the right kind of speed if there are... hopefully
//they might just be a bit lagged. they will at least be as smooth as other players are.
usercmd_t ucmd ;
static int old_bot_time ; //I hate using floats for timers.
2011-10-27 16:16:29 +00:00
int newbottime , ms ;
2007-10-02 15:17:22 +00:00
client_t * oldhost ;
2007-10-05 10:44:36 +00:00
edict_t * oldplayer ;
2007-10-02 15:25:26 +00:00
host_frametime = ( Sys_Milliseconds ( ) - old_bot_time ) / 1000.0f ;
2007-10-02 15:17:22 +00:00
if ( 1 | | host_frametime > = 1 / 72.0f )
{
memset ( & ucmd , 0 , sizeof ( ucmd ) ) ;
2011-10-27 16:16:29 +00:00
newbottime = Sys_Milliseconds ( ) ;
ms = newbottime - old_bot_time ;
old_bot_time = newbottime ;
2007-10-02 15:17:22 +00:00
for ( i = 1 ; i < = sv . allocated_client_slots ; i + + )
{
if ( svs . clients [ i - 1 ] . state & & svs . clients [ i - 1 ] . protocol = = SCP_BAD )
{ //then this is a bot
2007-10-05 10:44:36 +00:00
oldhost = host_client ;
oldplayer = sv_player ;
host_client = & svs . clients [ i - 1 ] ;
2011-10-27 16:16:29 +00:00
host_client - > isindependant = true ;
2007-10-05 10:44:36 +00:00
sv_player = host_client - > edict ;
2007-10-08 12:23:55 +00:00
SV_PreRunCmd ( ) ;
2007-10-05 10:44:36 +00:00
2011-10-27 16:16:29 +00:00
ucmd . msec = ms ;
ucmd . angles [ 0 ] = ( int ) ( sv_player - > v - > v_angle [ 0 ] * ( 65535 / 360.0f ) ) ;
ucmd . angles [ 1 ] = ( int ) ( sv_player - > v - > v_angle [ 1 ] * ( 65535 / 360.0f ) ) ;
ucmd . angles [ 2 ] = ( int ) ( sv_player - > v - > v_angle [ 2 ] * ( 65535 / 360.0f ) ) ;
2007-10-05 10:44:36 +00:00
ucmd . forwardmove = sv_player - > xv - > movement [ 0 ] ;
ucmd . sidemove = sv_player - > xv - > movement [ 1 ] ;
ucmd . upmove = sv_player - > xv - > movement [ 2 ] ;
ucmd . buttons = ( sv_player - > v - > button0 ? 1 : 0 ) | ( sv_player - > v - > button2 ? 2 : 0 ) ;
2007-10-02 15:17:22 +00:00
svs . clients [ i - 1 ] . lastcmd = ucmd ; //allow the other clients to predict this bot.
SV_RunCmd ( & ucmd , false ) ;
SV_PostRunCmd ( ) ;
2007-10-11 13:31:31 +00:00
2007-10-02 15:17:22 +00:00
host_client = oldhost ;
2007-10-05 10:44:36 +00:00
sv_player = oldplayer ;
2007-10-02 15:17:22 +00:00
}
}
old_bot_time = Sys_Milliseconds ( ) ;
}
}
2009-11-15 03:20:17 +00:00
maxtics = sv_limittics . ival ;
2004-08-23 00:15:46 +00:00
// don't bother running a frame if sys_ticrate seconds haven't passed
2009-03-03 01:52:30 +00:00
while ( 1 )
{
2009-11-04 21:16:50 +00:00
host_frametime = sv . time - sv . world . physicstime ;
2009-03-03 01:52:30 +00:00
if ( host_frametime < 0 )
{
2009-11-04 21:16:50 +00:00
sv . world . physicstime = sv . time ;
2009-03-03 01:52:30 +00:00
break ;
}
if ( host_frametime < = 0 | | host_frametime < sv_mintic . value )
break ;
2009-11-15 03:20:17 +00:00
if ( host_frametime > sv_maxtic . value )
2009-03-03 01:52:30 +00:00
{
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
if ( maxtics - - < = 0 )
2009-11-15 03:20:17 +00:00
{
//timewarp, as we're running too slowly
sv . world . physicstime = sv . time ;
break ;
}
2009-03-03 01:52:30 +00:00
host_frametime = sv_maxtic . value ;
}
2010-07-25 15:09:13 +00:00
if ( ! host_frametime )
continue ;
2009-11-15 03:20:17 +00:00
sv . world . physicstime + = host_frametime ;
2005-05-26 12:55:34 +00:00
2009-11-04 21:16:50 +00:00
moved = true ;
2009-03-03 01:52:30 +00:00
# ifdef HLSERVER
if ( svs . gametype = = GT_HALFLIFE )
{
SVHL_RunFrame ( ) ;
continue ;
}
# endif
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pr_global_struct - > frametime = host_frametime ;
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SV_ProgStartFrame ( ) ;
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PRSV_RunThreads ( ) ;
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# ifdef USEODE
World_ODE_Frame ( & sv . world , host_frametime , sv_gravity . value ) ;
# endif
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World_Physics_Frame ( & sv . world ) ;
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# ifdef VM_Q1
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if ( svs . gametype = = GT_Q1QVM )
{
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pr_global_struct - > self = EDICT_TO_PROG ( svprogfuncs , sv . world . edicts ) ;
pr_global_struct - > other = EDICT_TO_PROG ( svprogfuncs , sv . world . edicts ) ;
pr_global_struct - > time = sv . world . physicstime ;
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Q1QVM_EndFrame ( ) ;
}
else
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# endif
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if ( EndFrameQC )
{
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pr_global_struct - > self = EDICT_TO_PROG ( svprogfuncs , sv . world . edicts ) ;
pr_global_struct - > other = EDICT_TO_PROG ( svprogfuncs , sv . world . edicts ) ;
pr_global_struct - > time = sv . world . physicstime ;
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PR_ExecuteProgram ( svprogfuncs , EndFrameQC ) ;
}
NPP_Flush ( ) ; //flush it just in case there was an error and we stopped preparsing. This is only really needed while debugging.
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}
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return moved ;
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}
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# endif
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void SV_SetMoveVars ( void )
{
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movevars . stopspeed = sv_stopspeed . value ;
movevars . maxspeed = sv_maxspeed . value ;
movevars . spectatormaxspeed = sv_spectatormaxspeed . value ;
movevars . accelerate = sv_accelerate . value ;
movevars . airaccelerate = sv_airaccelerate . value ;
movevars . wateraccelerate = sv_wateraccelerate . value ;
movevars . friction = sv_friction . value ;
movevars . waterfriction = sv_waterfriction . value ;
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movevars . entgravity = 1.0 ;
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if ( * sv_stepheight . string )
movevars . stepheight = sv_stepheight . value ;
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else
movevars . stepheight = PM_DEFAULTSTEPHEIGHT ;
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}
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# endif