That should make NQ physics (sv_nomsec 1) work a bit better. And yeah, slide works now, though QuakeRally seems to have too much gravity on slopes.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@236 fc73d0e0-1445-4013-8a0c-d673dee63da5
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2 changed files with 91 additions and 54 deletions
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@ -210,31 +210,20 @@ returns the blocked flags (1 = floor, 2 = step / wall)
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==================
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*/
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#define STOP_EPSILON 0.1
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int ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce)
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//courtesy of darkplaces, it's just more efficient.
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void ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce)
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{
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int i;
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float backoff;
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float change;
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int i, blocked;
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blocked = 0;
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if (normal[2] > 0)
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blocked |= 1; // floor
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if (!normal[2])
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blocked |= 2; // step
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backoff = DotProduct (in, normal) * overbounce;
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backoff = -DotProduct (in, normal) * overbounce;
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VectorMA(in, backoff, normal, out);
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for (i = 0;i < 3;i++)
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{
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change = normal[i]*backoff;
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out[i] = in[i] - change;
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if (out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON)
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out[i] = 0;
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}
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return blocked;
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}
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/*
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@ -332,6 +321,13 @@ int SV_FlyMove (edict_t *ent, float time, trace_t *steptrace)
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return 3;
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}
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if (1)
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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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}
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else
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{
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VectorCopy (trace.plane.normal, planes[numplanes]);
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numplanes++;
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@ -359,14 +355,16 @@ int SV_FlyMove (edict_t *ent, float time, trace_t *steptrace)
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{ // go along the crease
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if (numplanes != 2)
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{
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// Con_Printf ("clip velocity, numplanes == %i\n",numplanes);
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Con_Printf ("clip velocity, numplanes == %i\n",numplanes);
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VectorCopy (vec3_origin, ent->v.velocity);
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return 7;
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}
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CrossProduct (planes[0], planes[1], dir);
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VectorNormalize(dir); //fixes slow falling in corners
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d = DotProduct (dir, ent->v.velocity);
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VectorScale (dir, d, ent->v.velocity);
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}
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}
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//
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// if original velocity is against the original velocity, stop dead
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@ -1334,6 +1332,8 @@ void SV_WalkMove (edict_t *ent)
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&& fabs(oldorg[0] - ent->v.origin[0]) < 0.03125 )
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{ // stepping up didn't make any progress
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clip = SV_TryUnstick (ent, oldvel);
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// Con_Printf("Try unstick fwd\n");
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}
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}
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@ -1341,6 +1341,9 @@ void SV_WalkMove (edict_t *ent)
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if ( clip & 2 )
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{
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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)
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VectorCopy (downmove, lastdown);
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VectorCopy (ent->v.origin, lastpos);
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@ -1373,6 +1376,8 @@ void SV_WalkMove (edict_t *ent)
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&& fabs(oldorg[0] - ent->v.origin[0]) < 0.03125 )
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{ // stepping up didn't make any progress
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clip = SV_TryUnstick (ent, oldvel);
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// Con_Printf("Try unstick up\n");
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}
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}
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@ -1384,10 +1389,15 @@ void SV_WalkMove (edict_t *ent)
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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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}
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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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}
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}
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// move down
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@ -1408,6 +1418,8 @@ void SV_WalkMove (edict_t *ent)
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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);
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VectorCopy (nostepvel, ent->v.velocity);
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// Con_Printf("down not good\n");
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}
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}
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@ -1427,6 +1439,7 @@ From normal Quake in an attempt to fix physics in QuakeRally
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void SV_Physics_Client (edict_t *ent, int num)
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{
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qboolean readyforjump;
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float oldvel;
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if ( svs.clients[num-1].state < cs_spawned )
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return; // unconnected slot
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@ -1464,14 +1477,25 @@ void SV_Physics_Client (edict_t *ent, int num)
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break;
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case MOVETYPE_WALK:
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oldvel = ent->v.velocity[0];
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if (!SV_RunThink (ent))
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return;
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if (!SV_CheckWater (ent) && ! ((int)ent->v.flags & FL_WATERJUMP) )
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SV_AddGravity (ent, ent->v.gravity);
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if (fabs(oldvel - ent->v.velocity[0])> 100)
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Con_Printf("grav: %f -> %f\n", oldvel, ent->v.velocity[0]);
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SV_CheckStuck (ent);
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if (fabs(oldvel - ent->v.velocity[0])> 100)
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Con_Printf("stuck: %f -> %f\n", oldvel, ent->v.velocity[0]);
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SV_WalkMove (ent);
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if (fabs(oldvel - ent->v.velocity[0])> 100)
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Con_Printf("walk: %f -> %f\n", oldvel, ent->v.velocity[0]);
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break;
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case MOVETYPE_TOSS:
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@ -1671,6 +1695,19 @@ qboolean SV_Physics (void)
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pr_global_struct->frametime = host_frametime;
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for (i = 0; i < sv.allocated_client_slots; i++)
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{
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host_client = &svs.clients[i];
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if (host_client->state == cs_spawned)
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if (sv_nomsec.value || SV_PlayerPhysicsQC
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#ifndef NQPROT
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)
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#else
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|| (host_client->nqprot))
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#endif
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SV_ClientThink();
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}
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SV_ProgStartFrame ();
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PR_RunThreads();
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@ -3914,9 +3914,6 @@ haveannothergo:
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sv_player->v.button0 = newcmd.buttons & 1;
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sv_player->v.button2 = (newcmd.buttons & 2)>>1;
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cmd = newcmd;
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SV_ClientThink ();
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cl->lastcmd = newcmd;
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cl->lastcmd.buttons = 0; // avoid multiple fires on lag
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continue;
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@ -4104,7 +4101,7 @@ void SVQ2_ExecuteClientMessage (client_t *cl)
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if (!sv.paused)
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{
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if (sv_nomsec.value)
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/*if (sv_nomsec.value)
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{
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cmd = newcmd;
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SV_ClientThink ();
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@ -4112,7 +4109,7 @@ void SVQ2_ExecuteClientMessage (client_t *cl)
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cl->lastcmd = newcmd;
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cl->lastcmd.buttons = 0; // avoid multiple fires on lag
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break;
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}
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}*/
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SV_PreRunCmd();
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if (net_drop < 20)
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@ -4603,6 +4600,9 @@ void SV_ClientThink (void)
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{
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vec3_t v_angle;
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cmd = host_client->lastcmd;
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sv_player = host_client->edict;
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sv_player->v.movement[0] = cmd.forwardmove;
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sv_player->v.movement[1] = cmd.sidemove;
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sv_player->v.movement[2] = cmd.upmove;
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