d602e51e54
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5917 fc73d0e0-1445-4013-8a0c-d673dee63da5
1507 lines
39 KiB
C
1507 lines
39 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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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.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "quakedef.h"
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movevars_t movevars;
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playermove_t pmove;
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extern cvar_t pm_noround; //evile.
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#define movevars_dpflags MOVEFLAG_QWCOMPAT
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#define movevars_maxairspeed 30
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#define movevars_jumpspeed 270
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float frametime;
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vec3_t forward, right, up;
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void PM_Init (void)
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{
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PM_InitBoxHull();
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}
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#define MIN_STEP_NORMAL 0.7 // roughly 45 degrees
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#define STOP_EPSILON 0.1
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#define BLOCKED_FLOOR 1
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#define BLOCKED_STEP 2
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#define BLOCKED_OTHER 4
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#define BLOCKED_ANY 7
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/*
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** Add an entity to touch list, discarding duplicates
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*/
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static void PM_AddTouchedEnt (int num)
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{
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if (pmove.numtouch == MAX_PHYSENTS)
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return;
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if (pmove.numtouch)
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if (pmove.touchindex[pmove.numtouch - 1] == num)
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return; // already added
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pmove.touchindex[pmove.numtouch] = num;
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VectorCopy(pmove.velocity, pmove.touchvel[pmove.numtouch]);
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pmove.numtouch++;
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}
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/*
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==================
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PM_ClipVelocity
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Slide off of the impacting object
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==================
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*/
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void PM_ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce)
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{
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float backoff;
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float change;
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int i;
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backoff = DotProduct (in, normal) * overbounce;
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for (i=0 ; i<3 ; i++)
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{
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change = normal[i]*backoff;
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out[i] = in[i] - change;
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if (out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON)
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out[i] = 0;
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}
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}
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#include "pr_common.h"
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static qboolean PM_PortalTransform(world_t *w, int portalnum, vec3_t org, vec3_t move, vec3_t newang, vec3_t newvel)
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{
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vec3_t rounded;
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qboolean okay = true;
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wedict_t *portal = WEDICT_NUM_UB(w->progs, portalnum);
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int oself = *w->g.self;
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void *pr_globals = PR_globals(w->progs, PR_CURRENT);
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int i;
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int tmp;
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float f;
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*w->g.self = EDICT_TO_PROG(w->progs, portal);
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//transform origin+velocity etc
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VectorCopy(org, G_VECTOR(OFS_PARM0));
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VectorCopy(pmove.angles, G_VECTOR(OFS_PARM1));
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VectorCopy(pmove.velocity, w->g.v_forward);
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VectorCopy(move, w->g.v_right);
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VectorCopy(pmove.gravitydir, w->g.v_up);
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if (!DotProduct(w->g.v_up, w->g.v_up))
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w->g.v_up[2] = -1;
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PR_ExecuteProgram (w->progs, portal->xv->camera_transform);
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for (i = 0; i < 3; i++)
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{
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tmp = floor(G_VECTOR(OFS_RETURN)[i]*8 + 0.5);
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rounded[i] = tmp/8.0;
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}
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//make sure the new origin is okay for the player. back out if its invalid.
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if (!PM_TestPlayerPosition(rounded, true))
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okay = false;
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else
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{
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VectorCopy(rounded, org);
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VectorCopy(w->g.v_forward, newvel);
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VectorCopy(w->g.v_right, move);
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// VectorCopy(w->g.v_up, pmove.gravitydir);
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//floor+floor, ish
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if (DotProduct(w->g.v_up, pmove.gravitydir) < 0.7)
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{
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f = DotProduct(newvel, newvel);
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if (f < 200*200)
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{
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VectorScale(newvel, 200 / sqrt(f), newvel);
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}
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}
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//transform the angles too
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VectorCopy(org, G_VECTOR(OFS_PARM0));
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VectorCopy(pmove.angles, G_VECTOR(OFS_PARM1));
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AngleVectors(pmove.angles, w->g.v_forward, w->g.v_right, w->g.v_up);
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PR_ExecuteProgram (w->progs, portal->xv->camera_transform);
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VectorAngles(w->g.v_forward, w->g.v_up, newang, false);
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}
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*w->g.self = oself;
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return okay;
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}
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static trace_t PM_PlayerTracePortals(vec3_t start, vec3_t end, unsigned int solidmask, float *tookportal)
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{
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trace_t trace = PM_PlayerTrace (start, end, MASK_PLAYERSOLID);
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if (tookportal)
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*tookportal = 0;
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if (trace.entnum >= 0 && pmove.world)
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{
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physent_t *impact = &pmove.physents[trace.entnum];
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if (impact->isportal)
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{
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vec3_t move;
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vec3_t from;
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vec3_t newang, newvel = {0,0,0};
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VectorCopy(trace.endpos, from); //just in case
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VectorSubtract(end, trace.endpos, move);
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if (PM_PortalTransform(pmove.world, impact->info, from, move, newang, newvel))
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{
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trace_t exit;
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int i, tmp;
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VectorAdd(from, move, end);
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//if we follow the portal, then we basically need to restart from the other side.
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exit = PM_PlayerTrace (from, end, MASK_PLAYERSOLID);
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for (i = 0; i < 3; i++)
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{
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tmp = floor(exit.endpos[i]*8 + 0.5);
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exit.endpos[i] = tmp/8.0;
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}
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if (PM_TestPlayerPosition(exit.endpos, false))
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{
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if (tookportal)
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*tookportal = trace.fraction;
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VectorCopy(newang, pmove.angles);
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VectorCopy(newvel, pmove.velocity);
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return exit;
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}
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}
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}
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}
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return trace;
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}
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/*
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============
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PM_SlideMove
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The basic solid body movement clip that slides along multiple planes
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============
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*/
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#define MAX_CLIP_PLANES 5
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int PM_SlideMove (void)
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{
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int bumpcount, numbumps;
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vec3_t dir;
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float d;
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int numplanes;
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vec3_t planes[MAX_CLIP_PLANES];
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vec3_t primal_velocity, original_velocity;
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int i, j;
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trace_t trace;
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vec3_t end;
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float time_left;
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int blocked;
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float tookportal;
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vec3_t start;
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numbumps = 4;
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blocked = 0;
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VectorCopy (pmove.velocity, original_velocity);
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VectorCopy (pmove.velocity, primal_velocity);
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numplanes = 0;
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time_left = frametime;
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// VectorAdd(pmove.velocity, pmove.basevelocity, pmove.velocity);
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for (bumpcount=0 ; bumpcount<numbumps ; bumpcount++)
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{
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for (i=0 ; i<3 ; i++)
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end[i] = pmove.origin[i] + time_left * pmove.velocity[i];
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VectorCopy(pmove.origin, start);
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trace = PM_PlayerTracePortals (start, end, MASK_PLAYERSOLID, &tookportal);
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if (tookportal)
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{
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//made progress, but hit a portal
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time_left -= time_left * tookportal;
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VectorCopy (pmove.velocity, primal_velocity);
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VectorCopy (pmove.velocity, original_velocity);
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numplanes = 0;
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}
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if (trace.startsolid || trace.allsolid)
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{ // entity is trapped in another solid
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VectorClear (pmove.velocity);
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return 3;
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}
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if (trace.fraction > 0)
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{ // actually covered some distance
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VectorCopy (trace.endpos, pmove.origin);
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numplanes = 0;
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}
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if (trace.fraction == 1)
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break; // moved the entire distance
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// save entity for contact
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PM_AddTouchedEnt (trace.entnum);
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if (trace.plane.normal[2] >= MIN_STEP_NORMAL)
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blocked |= BLOCKED_FLOOR;
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else if (!trace.plane.normal[2])
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blocked |= BLOCKED_STEP;
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else
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blocked |= BLOCKED_OTHER;
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time_left -= time_left * trace.fraction;
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// cliped to another plane
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if (numplanes >= MAX_CLIP_PLANES)
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{ // this shouldn't really happen
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VectorClear (pmove.velocity);
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break;
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}
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VectorCopy (trace.plane.normal, planes[numplanes]);
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numplanes++;
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//
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// modify original_velocity so it parallels all of the clip planes
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//
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for (i=0 ; i<numplanes ; i++)
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{
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if (movevars.walljump == 2) //just bounce off!
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{ //pinball
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PM_ClipVelocity (original_velocity, planes[i], pmove.velocity, 2);
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return blocked;
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}
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//regular run at a wall and jump off
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if (movevars.walljump && planes[i][2] != 1 //not on floors
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&& Length(pmove.velocity)>200 && pmove.cmd.buttons & 2 && !pmove.jump_held && !pmove.waterjumptime)
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{
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PM_ClipVelocity (original_velocity, planes[i], pmove.velocity, 2);
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if (pmove.velocity[2] < movevars_jumpspeed)
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pmove.velocity[2] = movevars_jumpspeed;
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pmove.jump_msec = pmove.cmd.msec;
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pmove.jump_held = true;
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pmove.waterjumptime = 0;
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return blocked;
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}
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PM_ClipVelocity (original_velocity, planes[i], pmove.velocity, 1);
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for (j=0 ; j<numplanes ; j++)
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if (j != i)
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{
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if (DotProduct (pmove.velocity, planes[j]) < 0)
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break; // not ok
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}
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if (j == numplanes)
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break;
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}
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if (i != numplanes)
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{ // go along this plane
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}
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else
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{ // go along the crease
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if (numplanes != 2)
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{
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VectorClear (pmove.velocity);
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break;
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}
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CrossProduct (planes[0], planes[1], dir);
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d = DotProduct (dir, pmove.velocity);
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VectorScale (dir, d, pmove.velocity);
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}
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//
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// if velocity is against the original velocity, stop dead
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// to avoid tiny occilations in sloping corners
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//
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if (DotProduct (pmove.velocity, primal_velocity) <= 0)
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{
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VectorClear (pmove.velocity);
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break;
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}
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}
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if (pmove.waterjumptime)
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{
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VectorCopy (primal_velocity, pmove.velocity);
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}
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return blocked;
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}
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/*
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=============
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PM_StepSlideMove
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Each intersection will try to step over the obstruction instead of
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sliding along it.
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=============
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*/
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int PM_StepSlideMove (qboolean in_air)
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{
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vec3_t dest;
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trace_t trace;
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vec3_t original, originalvel, down, up, downvel;
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float downdist, updist;
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int blocked;
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float stepsize;
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// try sliding forward both on ground and up 16 pixels
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// take the move that goes farthest
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VectorCopy (pmove.origin, original);
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VectorCopy (pmove.velocity, originalvel);
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blocked = PM_SlideMove ();
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if (!blocked)
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{
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if (!in_air && movevars.stepdown)
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{ //if we were onground, try stepping down after the move to try to stay on said ground.
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VectorMA (pmove.origin, movevars.stepheight, pmove.gravitydir, dest);
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trace = PM_PlayerTracePortals (pmove.origin, dest, MASK_PLAYERSOLID, NULL);
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if (trace.fraction != 1 && -DotProduct(pmove.gravitydir, trace.plane.normal) > MIN_STEP_NORMAL)
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{
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if (!trace.startsolid && !trace.allsolid)
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VectorCopy (trace.endpos, pmove.origin);
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}
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}
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return blocked; // moved the entire distance
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}
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if (in_air)
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{
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// don't let us step up unless it's indeed a step we bumped in
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// (that is, there's solid ground below)
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float *org;
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if (!(blocked & BLOCKED_STEP))
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return blocked;
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org = (-DotProduct(pmove.gravitydir, originalvel) < 0) ? pmove.origin : original;
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VectorMA (org, movevars.stepheight, pmove.gravitydir, dest);
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trace = PM_PlayerTrace (org, dest, MASK_PLAYERSOLID);
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if (trace.fraction == 1 || -DotProduct(pmove.gravitydir, trace.plane.normal) < MIN_STEP_NORMAL)
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return blocked;
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// adjust stepsize, otherwise it would be possible to walk up a
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// a step higher than STEPSIZE
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//FIXME gravitydir, portals
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stepsize = movevars.stepheight - (org[2] - trace.endpos[2]);
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}
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else
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stepsize = movevars.stepheight;
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VectorCopy (pmove.origin, down);
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VectorCopy (pmove.velocity, downvel);
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VectorCopy (original, pmove.origin);
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VectorCopy (originalvel, pmove.velocity);
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// move up a stair height
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VectorMA (pmove.origin, -stepsize, pmove.gravitydir, dest);
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trace = PM_PlayerTracePortals (pmove.origin, dest, MASK_PLAYERSOLID, NULL);
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if (!trace.startsolid && !trace.allsolid)
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{
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VectorCopy (trace.endpos, pmove.origin);
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}
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if (in_air && -DotProduct(pmove.gravitydir, original) < 0)
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VectorMA(pmove.velocity, -DotProduct(pmove.velocity, pmove.gravitydir), pmove.gravitydir, pmove.velocity); //z=0
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PM_SlideMove ();
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// press down the stepheight
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VectorMA (pmove.origin, stepsize, pmove.gravitydir, dest);
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trace = PM_PlayerTracePortals (pmove.origin, dest, MASK_PLAYERSOLID, NULL);
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if (trace.fraction != 1 && -DotProduct(pmove.gravitydir, trace.plane.normal) < MIN_STEP_NORMAL)
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goto usedown;
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if (!trace.startsolid && !trace.allsolid)
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{
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VectorCopy (trace.endpos, pmove.origin);
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}
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if (-DotProduct(pmove.gravitydir, pmove.origin) < -DotProduct(pmove.gravitydir, original))
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goto usedown;
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VectorCopy (pmove.origin, up);
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// decide which one went farther (in the forwards direction regardless of step values)
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VectorSubtract(down, original, dest);
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VectorMA(dest, -DotProduct(dest, pmove.gravitydir), pmove.gravitydir, dest); //z=0
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downdist = DotProduct(dest, dest);
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VectorSubtract(up, original, dest);
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VectorMA(dest, -DotProduct(dest, pmove.gravitydir), pmove.gravitydir, dest); //z=0
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updist = DotProduct(dest, dest);
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if (downdist >= updist)
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{
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usedown:
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VectorCopy (down, pmove.origin);
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VectorCopy (downvel, pmove.velocity);
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return blocked;
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}
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// copy z value from slide move
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VectorMA(pmove.velocity, DotProduct(downvel, pmove.gravitydir)-DotProduct(pmove.velocity, pmove.gravitydir), pmove.gravitydir, pmove.velocity); //z=downvel
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if (!pmove.onground && pmove.waterlevel < 2 && (blocked & BLOCKED_STEP)) {
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float scale;
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// in pm_airstep mode, walking up a 16 unit high step
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// will kill 16% of horizontal velocity
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scale = 1 - 0.01*(pmove.origin[2] - original[2]);
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//FIXME gravitydir
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pmove.velocity[0] *= scale;
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pmove.velocity[1] *= scale;
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}
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return blocked;
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}
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/*
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==================
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PM_Friction
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Handles both ground friction and water friction
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==================
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*/
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void PM_Friction (void)
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{
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float speed, newspeed, control;
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float friction;
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float drop;
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vec3_t start, stop;
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trace_t trace;
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if (pmove.waterjumptime)
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return;
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speed = Length(pmove.velocity);
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if (speed < 1)
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{
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//fixme: gravitydir fix needed
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pmove.velocity[0] = 0;
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pmove.velocity[1] = 0;
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if (pmove.pm_type == PM_FLY || pmove.pm_type == PM_6DOF)
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pmove.velocity[2] = 0;
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return;
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}
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if (pmove.waterlevel >= 2)
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// apply water friction, even if in fly mode
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drop = speed*movevars.waterfriction*pmove.waterlevel*frametime;
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else if (pmove.pm_type == PM_FLY || pmove.pm_type == PM_6DOF) {
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// apply flymode friction
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drop = speed * movevars.flyfriction * frametime;
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}
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else if (pmove.onground) {
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// apply ground friction
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friction = movevars.friction;
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if (movevars.edgefriction != 1.0)
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{
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// if the leading edge is over a dropoff, increase friction
|
|
start[0] = stop[0] = pmove.origin[0] + pmove.velocity[0]/speed*16;
|
|
start[1] = stop[1] = pmove.origin[1] + pmove.velocity[1]/speed*16;
|
|
//FIXME: gravitydir.
|
|
//id quirk: this is a tracebox, NOT a traceline, yet still starts BELOW the player.
|
|
start[2] = pmove.origin[2] + pmove.player_mins[2];
|
|
stop[2] = start[2] - 34;
|
|
if (movevars.flags & MOVEFLAG_QWEDGEBOX) //vanilla qw behaviour is to use a tracebox, which makes edge friction almost unnoticable.
|
|
trace = PM_PlayerTrace (start, stop, MASK_PLAYERSOLID);
|
|
else
|
|
{ //traceline instead.
|
|
vec3_t min, max;
|
|
VectorCopy(pmove.player_mins, min);
|
|
VectorCopy(pmove.player_maxs, max);
|
|
VectorClear(pmove.player_mins);
|
|
VectorClear(pmove.player_maxs);
|
|
trace = PM_PlayerTrace (start, stop, MASK_PLAYERSOLID);
|
|
VectorCopy(min, pmove.player_mins);
|
|
VectorCopy(max, pmove.player_maxs);
|
|
}
|
|
if (trace.fraction == 1 && !trace.startsolid)
|
|
friction *= movevars.edgefriction;
|
|
}
|
|
control = speed < movevars.stopspeed ? movevars.stopspeed : speed;
|
|
drop = control*friction*frametime;
|
|
}
|
|
else if (pmove.onladder)
|
|
{
|
|
control = speed < movevars.stopspeed ? movevars.stopspeed : speed;
|
|
drop = control*movevars.friction*frametime*6;
|
|
}
|
|
else
|
|
return; // in air, no friction
|
|
|
|
// scale the velocity
|
|
newspeed = speed - drop;
|
|
if (newspeed < 0)
|
|
newspeed = 0;
|
|
|
|
VectorScale (pmove.velocity, newspeed / speed, pmove.velocity);
|
|
}
|
|
|
|
|
|
/*
|
|
==============
|
|
PM_Accelerate
|
|
==============
|
|
*/
|
|
void PM_Accelerate (vec3_t wishdir, float wishspeed, float accel)
|
|
{
|
|
int i;
|
|
float addspeed, accelspeed, currentspeed;
|
|
|
|
if (pmove.pm_type == PM_DEAD)
|
|
return;
|
|
if (pmove.waterjumptime)
|
|
return;
|
|
|
|
currentspeed = DotProduct (pmove.velocity, wishdir);
|
|
addspeed = wishspeed - currentspeed;
|
|
if (addspeed <= 0)
|
|
return;
|
|
accelspeed = accel*frametime*wishspeed;
|
|
if (accelspeed > addspeed)
|
|
accelspeed = addspeed;
|
|
|
|
for (i=0 ; i<3 ; i++)
|
|
pmove.velocity[i] += accelspeed*wishdir[i];
|
|
}
|
|
|
|
void PM_AirAccelerate (vec3_t wishdir, float wishspeed, float accel)
|
|
{
|
|
int i;
|
|
float addspeed, accelspeed, currentspeed, wishspd = wishspeed;
|
|
float originalspeed, newspeed, speedcap;
|
|
|
|
if (pmove.pm_type == PM_DEAD)
|
|
return;
|
|
if (pmove.waterjumptime)
|
|
return;
|
|
|
|
if (movevars.bunnyspeedcap > 0)
|
|
{
|
|
originalspeed = sqrt(pmove.velocity[0]*pmove.velocity[0] +
|
|
pmove.velocity[1]*pmove.velocity[1]);
|
|
}
|
|
else
|
|
originalspeed = 0; //shh compiler.
|
|
|
|
if (wishspd > movevars_maxairspeed)
|
|
wishspd = movevars_maxairspeed;
|
|
currentspeed = DotProduct (pmove.velocity, wishdir);
|
|
addspeed = wishspd - currentspeed;
|
|
if (addspeed <= 0)
|
|
return;
|
|
accelspeed = accel * wishspeed * frametime;
|
|
if (accelspeed > addspeed)
|
|
accelspeed = addspeed;
|
|
|
|
for (i=0 ; i<3 ; i++)
|
|
pmove.velocity[i] += accelspeed*wishdir[i];
|
|
|
|
if (movevars.bunnyspeedcap > 0)
|
|
{
|
|
newspeed = sqrt(pmove.velocity[0]*pmove.velocity[0] +
|
|
pmove.velocity[1]*pmove.velocity[1]);
|
|
if (newspeed > originalspeed)
|
|
{
|
|
speedcap = movevars.maxspeed * movevars.bunnyspeedcap;
|
|
if (newspeed > speedcap)
|
|
{
|
|
if (originalspeed < speedcap)
|
|
originalspeed = speedcap;
|
|
pmove.velocity[0] *= originalspeed / newspeed;
|
|
pmove.velocity[1] *= originalspeed / newspeed;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
===================
|
|
PM_WaterMove
|
|
===================
|
|
*/
|
|
void PM_WaterMove (void)
|
|
{
|
|
int i;
|
|
vec3_t wishvel;
|
|
float wishspeed;
|
|
vec3_t wishdir;
|
|
|
|
//
|
|
// user intentions
|
|
//
|
|
for (i=0 ; i<3 ; i++)
|
|
wishvel[i] = forward[i]*pmove.cmd.forwardmove + right[i]*pmove.cmd.sidemove;
|
|
|
|
if (pmove.pm_type != PM_FLY && !pmove.cmd.forwardmove && !pmove.cmd.sidemove && !pmove.cmd.upmove && !pmove.onladder)
|
|
{
|
|
VectorMA(wishvel, movevars.watersinkspeed, pmove.gravitydir, wishvel);
|
|
}
|
|
else
|
|
{
|
|
VectorMA(wishvel, -pmove.cmd.upmove, pmove.gravitydir, wishvel);
|
|
}
|
|
|
|
VectorCopy (wishvel, wishdir);
|
|
wishspeed = VectorNormalize(wishdir);
|
|
|
|
if (wishspeed > movevars.maxspeed) {
|
|
VectorScale (wishvel, movevars.maxspeed/wishspeed, wishvel);
|
|
wishspeed = movevars.maxspeed;
|
|
}
|
|
wishspeed *= 0.7;
|
|
|
|
//
|
|
// water acceleration
|
|
//
|
|
PM_Accelerate (wishdir, wishspeed, movevars.wateraccelerate);
|
|
|
|
PM_StepSlideMove (false);
|
|
}
|
|
|
|
|
|
/*
|
|
*/
|
|
void PM_FlyMove (void)
|
|
{
|
|
int i;
|
|
vec3_t wishvel;
|
|
float wishspeed;
|
|
vec3_t wishdir;
|
|
|
|
if (pmove.pm_type == PM_6DOF)
|
|
{
|
|
for (i=0 ; i<3 ; i++)
|
|
wishvel[i] = forward[i]*pmove.cmd.forwardmove + right[i]*pmove.cmd.sidemove + up[i]*pmove.cmd.upmove;
|
|
}
|
|
else
|
|
{
|
|
for (i=0 ; i<3 ; i++)
|
|
wishvel[i] = forward[i]*pmove.cmd.forwardmove + right[i]*pmove.cmd.sidemove;
|
|
|
|
VectorMA(wishvel, -pmove.cmd.upmove, pmove.gravitydir, wishvel);
|
|
}
|
|
|
|
VectorCopy (wishvel, wishdir);
|
|
wishspeed = VectorNormalize(wishdir);
|
|
|
|
if (wishspeed > movevars.maxspeed) {
|
|
VectorScale (wishvel, movevars.maxspeed/wishspeed, wishvel);
|
|
wishspeed = movevars.maxspeed;
|
|
}
|
|
|
|
PM_Accelerate (wishdir, wishspeed, movevars.accelerate);
|
|
|
|
PM_StepSlideMove (false);
|
|
}
|
|
|
|
void PM_LadderMove (void)
|
|
{
|
|
int i;
|
|
vec3_t wishvel;
|
|
float wishspeed;
|
|
vec3_t wishdir;
|
|
vec3_t start, dest;
|
|
trace_t trace;
|
|
|
|
//
|
|
// user intentions
|
|
//
|
|
for (i=0 ; i<3 ; i++)
|
|
wishvel[i] = forward[i]*pmove.cmd.forwardmove + right[i]*pmove.cmd.sidemove + up[i]*pmove.cmd.upmove;
|
|
|
|
if (wishvel[2] >= 100 || wishvel[2] <= -100) //large up/down move
|
|
wishvel[2]*=10;
|
|
|
|
if (pmove.cmd.buttons & 2)
|
|
{
|
|
VectorMA(wishvel, -movevars.maxspeed, pmove.gravitydir, wishvel);
|
|
}
|
|
|
|
VectorCopy (wishvel, wishdir);
|
|
wishspeed = VectorNormalize(wishdir);
|
|
|
|
if (wishspeed > movevars.maxspeed)
|
|
{
|
|
VectorScale (wishvel, movevars.maxspeed/wishspeed, wishvel);
|
|
wishspeed = movevars.maxspeed;
|
|
}
|
|
|
|
PM_Accelerate (wishdir, wishspeed, movevars.wateraccelerate);
|
|
|
|
// assume it is a stair or a slope, so press down from stepheight above
|
|
VectorMA (pmove.origin, frametime, pmove.velocity, dest);
|
|
VectorMA(dest, -(movevars.stepheight + 1), pmove.gravitydir, start);
|
|
trace = PM_PlayerTrace (start, dest, MASK_PLAYERSOLID);
|
|
if (!trace.startsolid && !trace.allsolid) // FIXME: check steep slope?
|
|
{ // walked up the step
|
|
VectorCopy (trace.endpos, pmove.origin);
|
|
return;
|
|
}
|
|
|
|
PM_FlyMove ();
|
|
|
|
}
|
|
|
|
/*
|
|
===================
|
|
PM_AirMove
|
|
|
|
===================
|
|
*/
|
|
void PM_AirMove (void)
|
|
{
|
|
int i;
|
|
float fmove, smove;
|
|
vec3_t wishdir;
|
|
float wishspeed;
|
|
|
|
if (pmove.gravitydir[2] == -1 && (pmove.angles[0] == 90 || pmove.angles[0] == -90))
|
|
{ //HACK: attempt to avoid a stupid numerical precision issue.
|
|
//You know its a hack because I'm comparing exact angles.
|
|
vec3_t tmp;
|
|
VectorSet(tmp, pmove.angles[0]*0.99, pmove.angles[1], pmove.angles[2]);
|
|
AngleVectors (tmp, forward, right, up);
|
|
}
|
|
|
|
fmove = pmove.cmd.forwardmove;
|
|
smove = pmove.cmd.sidemove;
|
|
VectorMA(forward, -DotProduct(forward, pmove.gravitydir), pmove.gravitydir, forward); //z=0
|
|
VectorMA(right, -DotProduct(right, pmove.gravitydir), pmove.gravitydir, right); //z=0
|
|
VectorNormalize (forward);
|
|
VectorNormalize (right);
|
|
|
|
for (i=0 ; i<3 ; i++)
|
|
wishdir[i] = forward[i]*fmove + right[i]*smove;
|
|
VectorMA(wishdir, -DotProduct(wishdir, pmove.gravitydir), pmove.gravitydir, wishdir); //z=0
|
|
|
|
wishspeed = VectorNormalize(wishdir);
|
|
|
|
//
|
|
// clamp to server defined max speed
|
|
//
|
|
if (wishspeed > movevars.maxspeed)
|
|
{
|
|
wishspeed = movevars.maxspeed;
|
|
}
|
|
|
|
if (pmove.onground)
|
|
{
|
|
if (movevars.slidefix)
|
|
{
|
|
if (DotProduct(pmove.velocity, pmove.gravitydir) < 0)
|
|
{
|
|
VectorMA(pmove.velocity, -DotProduct(pmove.velocity, pmove.gravitydir), pmove.gravitydir, pmove.velocity); //z=0
|
|
//pmove.velocity[2] = min(pmove.velocity[2], 0); // bound above by 0
|
|
}
|
|
PM_Accelerate (wishdir, wishspeed, movevars.accelerate);
|
|
// add gravity
|
|
VectorMA(pmove.velocity, movevars.entgravity * movevars.gravity * frametime, pmove.gravitydir, pmove.velocity);
|
|
}
|
|
else
|
|
{
|
|
VectorMA(pmove.velocity, -DotProduct(pmove.velocity, pmove.gravitydir), pmove.gravitydir, pmove.velocity); //z=0
|
|
PM_Accelerate (wishdir, wishspeed, movevars.accelerate);
|
|
}
|
|
|
|
//clear the z out, so we can test if we're moving horizontally relative to gravity
|
|
VectorMA(pmove.velocity, -DotProduct(pmove.velocity, pmove.gravitydir), pmove.gravitydir, wishdir);
|
|
if (!DotProduct(wishdir, wishdir) && !movevars.slidyslopes)
|
|
{
|
|
//clear z if we're not moving
|
|
VectorClear(pmove.velocity);
|
|
return;
|
|
}
|
|
else if (!movevars.slidefix && !movevars.slidyslopes)
|
|
VectorMA(pmove.velocity, -DotProduct(pmove.velocity, pmove.gravitydir), pmove.gravitydir, pmove.velocity); //z=0
|
|
|
|
PM_StepSlideMove(false);
|
|
}
|
|
else
|
|
{
|
|
int blocked;
|
|
|
|
// not on ground, so little effect on velocity
|
|
PM_AirAccelerate (wishdir, wishspeed, movevars.accelerate);
|
|
|
|
// add gravity
|
|
VectorMA(pmove.velocity, movevars.entgravity * movevars.gravity * frametime, pmove.gravitydir, pmove.velocity);
|
|
|
|
if (DotProduct(pmove.velocity,pmove.velocity) > 1000*1000)
|
|
{
|
|
//when in a windtunnel, step up from where we are rather than the actual ground in order to more closely match nq.
|
|
//this is needed for r1m5 (770 800 192), just beyond the silver key door.
|
|
blocked = PM_StepSlideMove (false);
|
|
}
|
|
else if (movevars.airstep)
|
|
blocked = PM_StepSlideMove (true);
|
|
else
|
|
blocked = PM_SlideMove ();
|
|
|
|
if (movevars.pground && (blocked & BLOCKED_FLOOR))
|
|
pmove.onground = true;
|
|
}
|
|
}
|
|
|
|
|
|
cplane_t groundplane;
|
|
|
|
/*
|
|
=============
|
|
PM_CategorizePosition
|
|
=============
|
|
*/
|
|
trace_t PM_TraceLine (vec3_t start, vec3_t end);
|
|
void PM_CategorizePosition (void)
|
|
{
|
|
vec3_t point;
|
|
int cont;
|
|
trace_t trace;
|
|
|
|
if (pmove.gravitydir[0] == 0 && pmove.gravitydir[1] == 0 && pmove.gravitydir[2] == 0)
|
|
{
|
|
pmove.gravitydir[0] = 0;
|
|
pmove.gravitydir[1] = 0;
|
|
pmove.gravitydir[2] = -1;
|
|
}
|
|
if (pmove.pm_type == PM_WALLWALK)
|
|
{
|
|
vec3_t tmin,tmax;
|
|
VectorCopy(pmove.player_mins, tmin);
|
|
VectorCopy(pmove.player_maxs, tmax);
|
|
|
|
// //try tracing forwards+down
|
|
// VectorMA(pmove.origin, -48, up, point);
|
|
// VectorMA(point, 48, forward, point);
|
|
// trace = PM_TraceLine(pmove.origin, point);
|
|
// trace.fraction = 1;
|
|
// if (1)//trace.fraction == 1)
|
|
{ //getting desparate
|
|
VectorMA(pmove.origin, -48, up, point);
|
|
VectorMA(point, 48, forward, point);
|
|
trace = PM_TraceLine(pmove.origin, point);
|
|
}
|
|
if (trace.fraction == 1)
|
|
{
|
|
//try tracing directly down only (we may be stepping off a cliff)
|
|
VectorMA(pmove.origin, -48, up, point);
|
|
trace = PM_TraceLine(pmove.origin, point);
|
|
}
|
|
if (trace.fraction == 1)
|
|
{
|
|
vec3_t point2;
|
|
//try tracing back from the cliff to see if we can find the ground beyond
|
|
VectorMA(point, 48, forward, point2);
|
|
VectorMA(point2, 48, forward, point);
|
|
trace = PM_TraceLine(point2, point);
|
|
}
|
|
if (trace.fraction == 1)
|
|
{ //getting desparate
|
|
VectorMA(pmove.origin, -48, up, point);
|
|
VectorMA(point, -48, forward, point);
|
|
trace = PM_TraceLine(pmove.origin, point);
|
|
}
|
|
|
|
VectorCopy(tmin, pmove.player_mins);
|
|
VectorCopy(tmax, pmove.player_maxs);
|
|
|
|
if (trace.fraction < 1)
|
|
VectorNegate(trace.plane.normal, pmove.gravitydir);
|
|
}
|
|
|
|
// if the player hull point one unit down is solid, the player
|
|
// is on ground
|
|
|
|
// see if standing on something solid
|
|
VectorAdd(pmove.origin, pmove.gravitydir, point);
|
|
trace.startsolid = trace.allsolid = true;
|
|
VectorClear(trace.endpos);
|
|
if (-DotProduct(pmove.gravitydir, pmove.velocity) > 180)
|
|
{
|
|
pmove.onground = false;
|
|
}
|
|
else if (!movevars.pground || pmove.onground)
|
|
{
|
|
trace = PM_PlayerTracePortals (pmove.origin, point, MASK_PLAYERSOLID, NULL);
|
|
if (!trace.startsolid && trace.fraction < 1 && -DotProduct(pmove.gravitydir, trace.plane.normal) < MIN_STEP_NORMAL)
|
|
{ //if the trace hit a slope, slide down the slope to see if we can find ground below. this should fix the 'base-of-slope-is-slide' bug.
|
|
vec3_t bounce;
|
|
PM_ClipVelocity (pmove.gravitydir, trace.plane.normal, bounce, 2);
|
|
VectorMA(trace.endpos, 1-trace.fraction, bounce, point);
|
|
trace = PM_PlayerTracePortals (trace.endpos, point, MASK_PLAYERSOLID, NULL);
|
|
}
|
|
|
|
if (!trace.startsolid && (trace.fraction == 1 || -DotProduct(pmove.gravitydir, trace.plane.normal) < MIN_STEP_NORMAL))
|
|
pmove.onground = false;
|
|
else
|
|
{
|
|
pmove.onground = !trace.startsolid;
|
|
pmove.groundent = trace.entnum;
|
|
groundplane = trace.plane;
|
|
pmove.waterjumptime = 0;
|
|
}
|
|
|
|
// standing on an entity other than the world
|
|
if (trace.entnum > 0)
|
|
PM_AddTouchedEnt (trace.entnum);
|
|
}
|
|
|
|
//
|
|
// get waterlevel
|
|
//
|
|
pmove.waterlevel = 0;
|
|
pmove.watertype = FTECONTENTS_EMPTY;
|
|
|
|
//FIXME: gravitydir
|
|
VectorCopy(pmove.origin, point);
|
|
point[2] = pmove.origin[2] + pmove.player_mins[2] + 1;
|
|
cont = PM_PointContents (point);
|
|
|
|
if (cont & FTECONTENTS_FLUID)
|
|
{
|
|
pmove.watertype = cont;
|
|
pmove.waterlevel = 1;
|
|
point[2] = pmove.origin[2] + (pmove.player_mins[2] + pmove.player_maxs[2])*0.5;
|
|
cont = PM_PointContents (point);
|
|
if (cont & FTECONTENTS_FLUID)
|
|
{
|
|
pmove.waterlevel = 2;
|
|
point[2] = pmove.origin[2] + pmove.player_mins[2]+24+DEFAULT_VIEWHEIGHT;
|
|
cont = PM_PointContents (point);
|
|
if (cont & FTECONTENTS_FLUID)
|
|
pmove.waterlevel = 3;
|
|
}
|
|
}
|
|
|
|
//bsp objects marked as ladders mark regions to stand in to be classed as on a ladder.
|
|
cont = PM_ExtraBoxContents(pmove.origin);
|
|
|
|
if (pmove.physents[0].model)
|
|
{
|
|
#ifdef Q3BSPS
|
|
//q3 has surfaceflag-based ladders
|
|
if (pmove.physents[0].model->fromgame == fg_quake3)
|
|
{
|
|
trace_t t;
|
|
vec3_t flatforward, fwd1;
|
|
|
|
flatforward[0] = forward[0];
|
|
flatforward[1] = forward[1];
|
|
flatforward[2] = 0;
|
|
VectorNormalize (flatforward);
|
|
|
|
VectorMA (pmove.origin, 24, flatforward, fwd1);
|
|
|
|
pmove.physents[0].model->funcs.NativeTrace(pmove.physents[0].model, 0, PE_FRAMESTATE, NULL, pmove.origin, fwd1, pmove.player_mins, pmove.player_maxs, pmove.capsule, MASK_PLAYERSOLID, &t);
|
|
if (t.surface && t.surface->flags & Q3SURFACEFLAG_LADDER)
|
|
{
|
|
pmove.onladder = true;
|
|
pmove.onground = false; // too steep
|
|
}
|
|
}
|
|
#endif
|
|
//q2 has contents-based ladders
|
|
if ((cont & FTECONTENTS_LADDER) || ((cont & Q2CONTENTS_LADDER) && pmove.physents[0].model->fromgame == fg_quake2))
|
|
{
|
|
trace_t t;
|
|
vec3_t flatforward, fwd1;
|
|
|
|
flatforward[0] = forward[0];
|
|
flatforward[1] = forward[1];
|
|
flatforward[2] = 0;
|
|
VectorNormalize (flatforward);
|
|
|
|
VectorMA (pmove.origin, 24, flatforward, fwd1);
|
|
|
|
//if we hit a wall when going forwards and we are in a ladder region, then we are on a ladder.
|
|
t = PM_PlayerTrace(pmove.origin, fwd1, MASK_PLAYERSOLID);
|
|
if (t.fraction < 1)
|
|
{
|
|
pmove.onladder = true;
|
|
pmove.onground = false; // too steep
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!movevars.pground && pmove.onground && pmove.pm_type != PM_FLY && pmove.waterlevel < 2)
|
|
{
|
|
// snap to ground so that we can't jump higher than we're supposed to
|
|
if (!trace.startsolid && !trace.allsolid)
|
|
VectorCopy (trace.endpos, pmove.origin);
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
PM_CheckJump
|
|
=============
|
|
*/
|
|
static void PM_CheckJump (void)
|
|
{
|
|
if (pmove.pm_type == PM_FLY)
|
|
return;
|
|
|
|
if (pmove.pm_type == PM_DEAD)
|
|
{
|
|
pmove.jump_held = true; // don't jump on respawn
|
|
return;
|
|
}
|
|
|
|
if (!(pmove.cmd.buttons & BUTTON_JUMP))
|
|
{
|
|
pmove.jump_held = false;
|
|
return;
|
|
}
|
|
|
|
if (pmove.waterjumptime)
|
|
return;
|
|
|
|
if (pmove.waterlevel >= 2)
|
|
{ // swimming, not jumping
|
|
float speed;
|
|
pmove.onground = false;
|
|
|
|
if (pmove.watertype == FTECONTENTS_WATER)
|
|
speed = 100;
|
|
else if (pmove.watertype == FTECONTENTS_SLIME)
|
|
speed = 80;
|
|
else
|
|
speed = 50;
|
|
|
|
VectorMA(pmove.velocity, -speed-DotProduct(pmove.velocity, pmove.gravitydir), pmove.gravitydir, pmove.velocity);
|
|
return;
|
|
}
|
|
|
|
if (!pmove.onground)
|
|
return; // in air, so no effect
|
|
|
|
if (pmove.jump_held && !pmove.jump_msec)
|
|
return; // don't pogo stick
|
|
|
|
// check for jump bug
|
|
// groundplane normal was set in the call to PM_CategorizePosition
|
|
if (!movevars.pground && -DotProduct(pmove.gravitydir, pmove.velocity) < 0 && DotProduct(pmove.velocity, groundplane.normal) < -0.1)
|
|
{
|
|
// pmove.velocity is pointing into the ground, clip it
|
|
PM_ClipVelocity (pmove.velocity, groundplane.normal, pmove.velocity, 1);
|
|
}
|
|
|
|
pmove.onground = false;
|
|
VectorMA(pmove.velocity, -movevars_jumpspeed, pmove.gravitydir, pmove.velocity);
|
|
|
|
if (movevars.ktjump > 0 && pmove.pm_type != PM_WALLWALK)
|
|
{
|
|
if (movevars.ktjump > 1)
|
|
movevars.ktjump = 1;
|
|
if (pmove.velocity[2] < movevars_jumpspeed)
|
|
pmove.velocity[2] = pmove.velocity[2] * (1 - movevars.ktjump)
|
|
+ movevars_jumpspeed * movevars.ktjump;
|
|
}
|
|
|
|
pmove.jump_held = true; // don't jump again until released
|
|
pmove.jump_msec = pmove.cmd.msec;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
PM_CheckWaterJump
|
|
=============
|
|
*/
|
|
static void PM_CheckWaterJump (void)
|
|
{
|
|
vec3_t spot, spot2;
|
|
// int cont;
|
|
vec3_t flatforward;
|
|
trace_t tr;
|
|
vec3_t oldmin, oldmax;
|
|
|
|
if (pmove.waterjumptime>0)
|
|
return;
|
|
if (pmove.pm_type == PM_DEAD)
|
|
return;
|
|
|
|
// don't hop out if we just jumped in
|
|
if (pmove.velocity[2] < -180)
|
|
return;
|
|
|
|
// see if near an edge
|
|
flatforward[0] = forward[0];
|
|
flatforward[1] = forward[1];
|
|
flatforward[2] = 0;
|
|
VectorNormalize (flatforward);
|
|
|
|
#if 1 //NQ does a traceline, which gives more permissive results. This is required for various maps that have awkward water jumps.
|
|
VectorCopy(pmove.player_mins, oldmin);
|
|
VectorCopy(pmove.player_maxs, oldmax);
|
|
VectorCopy(pmove.origin, spot);
|
|
spot[2] += 8 + 24+pmove.player_mins[2]; //hexen2 fix. calculated from the normal bottom of bbox
|
|
VectorMA (spot, 24, flatforward, spot2);
|
|
tr = PM_TraceLine(spot, spot2);
|
|
VectorCopy(oldmin, pmove.player_mins);
|
|
VectorCopy(oldmax, pmove.player_maxs);
|
|
if (tr.fraction == 1) //(possibly) give up if open at waist
|
|
{ //NQ bug workaround: NQ does waterjump checks inside prethink, and THEN sets waterlevel after.
|
|
//The player then moves to where waterlevel SHOULD be 3, except you're still allowed to waterjump because of last frame.
|
|
//Which is horrible buggy framerate-dependant behaviour...
|
|
//so lets just try again 2qu up.
|
|
//This'll cause slight prediction issues with other qw engines, and maybe some newly bugged maps, but those maps were probably already buggy with a low enough nq framerate.
|
|
spot[2] += 2;
|
|
spot2[2] += 2;
|
|
tr = PM_TraceLine(spot, spot2);
|
|
VectorCopy(oldmin, pmove.player_mins);
|
|
VectorCopy(oldmax, pmove.player_maxs);
|
|
if (tr.fraction == 1) //give up if open at waist
|
|
return;
|
|
}
|
|
spot[2] += 24;
|
|
spot2[2] += 24;
|
|
tr = PM_TraceLine(spot, spot2);
|
|
VectorCopy(oldmin, pmove.player_mins);
|
|
VectorCopy(oldmax, pmove.player_maxs);
|
|
if (tr.fraction < 1) //give up if blocked at eye
|
|
return;
|
|
#else
|
|
VectorMA (pmove.origin, 24, flatforward, spot);
|
|
spot[2] += 8 + 24+pmove.player_mins[2]; //hexen2 fix. calculated from the normal bottom of bbox
|
|
cont = PM_PointContents (spot);
|
|
if (!(cont & FTECONTENTS_SOLID))
|
|
return;
|
|
spot[2] += 24;
|
|
cont = PM_PointContents (spot);
|
|
if (cont != FTECONTENTS_EMPTY)
|
|
return;
|
|
#endif
|
|
// jump out of water
|
|
VectorScale (flatforward, 50, pmove.velocity);
|
|
pmove.velocity[2] = 310;
|
|
pmove.waterjumptime = 2; // safety net
|
|
pmove.jump_held = true; // don't jump again until released
|
|
}
|
|
|
|
/*
|
|
=================
|
|
PM_NudgePosition
|
|
|
|
If pmove.origin is in a solid position,
|
|
try nudging slightly on all axis to
|
|
allow for the cut precision of the net coordinates
|
|
=================
|
|
*/
|
|
static void PM_NudgePosition (void)
|
|
{
|
|
vec3_t base;
|
|
int x, y, z;
|
|
int i;
|
|
static float sign[] = {0, -1/8.0, 1/8.0};
|
|
|
|
//really we want to just use this here
|
|
//base[i] = MSG_FromCoord(MSG_ToCoord(pmove.origin[i], movevars.coordsize), movevars.coordsize);
|
|
//but it has overflow issues, so do things the painful way instead.
|
|
//this stuff is so annoying because we're trying to avoid biasing the position towards 0. you'll see the effects of that if you use a low forwardspeed or low sv_gamespeed etc, but its also noticable with default settings too.
|
|
if (
|
|
#ifdef HAVE_LEGACY
|
|
pm_noround.ival ||
|
|
#endif
|
|
movevars.coordtype == COORDTYPE_FLOAT_32) //float precision on the network. no need to truncate.
|
|
{
|
|
VectorCopy (pmove.origin, base);
|
|
}
|
|
else if (movevars.coordtype == COORDTYPE_FIXED_13_3) //1/8th precision, but don't truncate because that screws everything up.
|
|
{
|
|
for (i=0 ; i<3 ; i++)
|
|
{
|
|
if (pmove.velocity[i])
|
|
{ //round in the direction of velocity, which means we're less likely to get stuck.
|
|
if (pmove.velocity[i] >= 0)
|
|
base[i] = (qintptr_t)(pmove.origin[i]*8+0.5f) / 8.0;
|
|
else
|
|
base[i] = (qintptr_t)(pmove.origin[i]*8-0.5f) / 8.0;
|
|
}
|
|
else
|
|
{
|
|
if (pmove.origin[i] >= 0)
|
|
base[i] = (qintptr_t)(pmove.origin[i]*8+0.5f) / 8.0;
|
|
else
|
|
base[i] = (qintptr_t)(pmove.origin[i]*8-0.5f) / 8.0;
|
|
}
|
|
}
|
|
}
|
|
else for (i=0 ; i<3 ; i++)
|
|
base[i] = ((qintptr_t) (pmove.origin[i] * 8)) * 0.125; //legacy compat, which biases towards the origin.
|
|
|
|
// VectorCopy (base, pmove.origin);
|
|
|
|
//if we're moving, allow that spot without snapping to any grid
|
|
// if (pmove.velocity[0] || pmove.velocity[1] || pmove.velocity[2])
|
|
// if (PM_TestPlayerPosition (pmove.origin, false))
|
|
// return;
|
|
|
|
//this is potentially 27 tests, and required for qw compat...
|
|
//with unquantized floors it often succeeds only after 19 checks. which sucks.
|
|
for (z=0 ; z<countof(sign) ; z++)
|
|
{
|
|
for (x=0 ; x<countof(sign) ; x++)
|
|
{
|
|
for (y=0 ; y<countof(sign) ; y++)
|
|
{
|
|
pmove.origin[0] = base[0] + sign[x];
|
|
pmove.origin[1] = base[1] + sign[y];
|
|
pmove.origin[2] = base[2] + sign[z];
|
|
if (PM_TestPlayerPosition (pmove.origin, false))
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
//still not managed it... be more agressive axially.
|
|
for (z=0 ; z<3; z++)
|
|
{
|
|
VectorCopy(base, pmove.origin);
|
|
pmove.origin[z] = base[z] + (2/8.0);
|
|
if (PM_TestPlayerPosition (pmove.origin, false))
|
|
return;
|
|
|
|
VectorCopy(base, pmove.origin);
|
|
pmove.origin[z] = base[z] - (2/8.0);
|
|
if (PM_TestPlayerPosition (pmove.origin, false))
|
|
return;
|
|
}
|
|
|
|
//be more aggresssive at moving up, to match NQ
|
|
for (z=1 ; z<movevars.stepheight ; z++)
|
|
{
|
|
for (x=0 ; x<3 ; x++)
|
|
{
|
|
for (y=0 ; y<3 ; y++)
|
|
{
|
|
pmove.origin[0] = base[0] + sign[x];
|
|
pmove.origin[1] = base[1] + sign[y];
|
|
pmove.origin[2] = base[2] + z;
|
|
if (PM_TestPlayerPosition (pmove.origin, false))
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (pmove.safeorigin_known && PM_TestPlayerPosition(pmove.safeorigin, false))
|
|
VectorCopy (pmove.safeorigin, pmove.origin);
|
|
else
|
|
VectorCopy (base, pmove.origin);
|
|
// Con_DPrintf ("NudgePosition: stuck\n");
|
|
}
|
|
|
|
/*
|
|
===============
|
|
PM_SpectatorMove
|
|
===============
|
|
*/
|
|
void PM_SpectatorMove (void)
|
|
{
|
|
float speed, drop, friction, control, newspeed;
|
|
float currentspeed, addspeed, accelspeed;
|
|
int i;
|
|
vec3_t wishvel;
|
|
float fmove, smove;
|
|
vec3_t wishdir;
|
|
float wishspeed;
|
|
|
|
// friction
|
|
|
|
speed = Length (pmove.velocity);
|
|
if (speed < 1)
|
|
{
|
|
VectorClear (pmove.velocity);
|
|
}
|
|
else
|
|
{
|
|
drop = 0;
|
|
|
|
friction = movevars.friction*1.5; // extra friction
|
|
control = speed < movevars.stopspeed ? movevars.stopspeed : speed;
|
|
drop += control*friction*frametime;
|
|
|
|
// scale the velocity
|
|
newspeed = speed - drop;
|
|
if (newspeed < 0)
|
|
newspeed = 0;
|
|
newspeed /= speed;
|
|
|
|
VectorScale (pmove.velocity, newspeed, pmove.velocity);
|
|
}
|
|
|
|
// accelerate
|
|
fmove = pmove.cmd.forwardmove;
|
|
smove = pmove.cmd.sidemove;
|
|
|
|
VectorNormalize (forward);
|
|
VectorNormalize (right);
|
|
|
|
for (i=0 ; i<3 ; i++)
|
|
wishvel[i] = forward[i]*fmove + right[i]*smove;
|
|
wishvel[2] += pmove.cmd.upmove;
|
|
|
|
VectorCopy (wishvel, wishdir);
|
|
wishspeed = VectorNormalize(wishdir);
|
|
|
|
//
|
|
// clamp to server defined max speed
|
|
//
|
|
if (wishspeed > movevars.spectatormaxspeed)
|
|
{
|
|
VectorScale (wishvel, movevars.spectatormaxspeed/wishspeed, wishvel);
|
|
wishspeed = movevars.spectatormaxspeed;
|
|
}
|
|
|
|
currentspeed = DotProduct(pmove.velocity, wishdir);
|
|
addspeed = wishspeed - currentspeed;
|
|
|
|
// Buggy QW spectator mode, kept for compatibility
|
|
if (pmove.pm_type == PM_OLD_SPECTATOR)
|
|
{
|
|
if (addspeed <= 0)
|
|
return;
|
|
}
|
|
|
|
if (addspeed > 0) {
|
|
accelspeed = movevars.accelerate*frametime*wishspeed;
|
|
if (accelspeed > addspeed)
|
|
accelspeed = addspeed;
|
|
|
|
for (i=0 ; i<3 ; i++)
|
|
pmove.velocity[i] += accelspeed*wishdir[i];
|
|
}
|
|
|
|
// move
|
|
VectorMA (pmove.origin, frametime, pmove.velocity, pmove.origin);
|
|
}
|
|
|
|
/*
|
|
=============
|
|
PM_PlayerMove
|
|
|
|
Returns with origin, angles, and velocity modified in place.
|
|
|
|
Numtouch and touchindex[] will be set if any of the physents
|
|
were contacted during the move.
|
|
=============
|
|
*/
|
|
void PM_PlayerMove (float gamespeed)
|
|
{
|
|
// int i;
|
|
// int tmp; //for rounding
|
|
|
|
frametime = pmove.cmd.msec * 0.001*gamespeed;
|
|
pmove.numtouch = 0;
|
|
|
|
if (pmove.pm_type == PM_NONE || pmove.pm_type == PM_FREEZE)
|
|
{
|
|
PM_CategorizePosition ();
|
|
return;
|
|
}
|
|
|
|
// take angles directly from command
|
|
pmove.angles[0] = SHORT2ANGLE(pmove.cmd.angles[0]);
|
|
pmove.angles[1] = SHORT2ANGLE(pmove.cmd.angles[1]);
|
|
pmove.angles[2] = SHORT2ANGLE(pmove.cmd.angles[2]);
|
|
|
|
AngleVectors (pmove.angles, forward, right, up);
|
|
|
|
if (pmove.pm_type == PM_SPECTATOR || pmove.pm_type == PM_OLD_SPECTATOR)
|
|
{
|
|
PM_SpectatorMove ();
|
|
pmove.onground = false;
|
|
return;
|
|
}
|
|
|
|
PM_NudgePosition ();
|
|
|
|
// set onground, watertype, and waterlevel
|
|
PM_CategorizePosition ();
|
|
|
|
if (movevars.autobunny && !pmove.onground)
|
|
pmove.jump_held = false;
|
|
|
|
if (pmove.waterlevel == 2 && pmove.pm_type != PM_FLY)
|
|
PM_CheckWaterJump ();
|
|
|
|
if (-DotProduct(pmove.gravitydir, pmove.velocity) < 0 || pmove.pm_type == PM_DEAD)
|
|
pmove.waterjumptime = 0;
|
|
|
|
if (pmove.waterjumptime)
|
|
{
|
|
pmove.waterjumptime -= frametime;
|
|
if (pmove.waterjumptime < 0)
|
|
pmove.waterjumptime = 0;
|
|
}
|
|
|
|
if (pmove.jump_msec)
|
|
{
|
|
pmove.jump_msec += pmove.cmd.msec;
|
|
if (pmove.jump_msec > 50)
|
|
pmove.jump_msec = 0;
|
|
}
|
|
|
|
PM_CheckJump ();
|
|
|
|
PM_Friction ();
|
|
|
|
if (pmove.waterlevel >= 2)
|
|
PM_WaterMove ();
|
|
else if (pmove.pm_type == PM_FLY || pmove.pm_type == PM_6DOF)
|
|
PM_FlyMove ();
|
|
else if (pmove.onladder)
|
|
PM_LadderMove ();
|
|
else
|
|
PM_AirMove ();
|
|
|
|
/* //round to network precision
|
|
for (i = 0; i < 3; i++)
|
|
{
|
|
tmp = floor(pmove.velocity[i]*8 + 0.5);
|
|
pmove.velocity[i] = tmp/8.0;
|
|
tmp = floor(pmove.origin[i]*8 + 0.5);
|
|
pmove.origin[i] = tmp/8.0;
|
|
}
|
|
PM_NudgePosition ();
|
|
*/
|
|
// set onground, watertype, and waterlevel for final spot
|
|
PM_CategorizePosition ();
|
|
|
|
// this is to make sure landing sound is not played twice
|
|
// and falling damage is calculated correctly
|
|
if (!movevars.pground && pmove.onground && -DotProduct(pmove.gravitydir, pmove.velocity) < -300
|
|
&& DotProduct(pmove.velocity, groundplane.normal) < -0.1)
|
|
{
|
|
PM_ClipVelocity (pmove.velocity, groundplane.normal, pmove.velocity, 1);
|
|
}
|
|
}
|