mirror of
https://github.com/Shpoike/Quakespasm.git
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1655 lines
41 KiB
C
1655 lines
41 KiB
C
/*
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Copyright (C) 1996-2001 Id Software, Inc.
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Copyright (C) 2002-2009 John Fitzgibbons and others
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Copyright (C) 2010-2014 QuakeSpasm developers
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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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// sv_phys.c
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#include "quakedef.h"
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/*
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pushmove objects do not obey gravity, and do not interact with each other or trigger fields, but block normal movement and push normal objects when they move.
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onground is set for toss objects when they come to a complete rest. it is set for steping or walking objects
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doors, plats, etc are SOLID_BSP, and MOVETYPE_PUSH
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bonus items are SOLID_TRIGGER touch, and MOVETYPE_TOSS
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corpses are SOLID_NOT and MOVETYPE_TOSS
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crates are SOLID_BBOX and MOVETYPE_TOSS
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walking monsters are SOLID_SLIDEBOX and MOVETYPE_STEP
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flying/floating monsters are SOLID_SLIDEBOX and MOVETYPE_FLY
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solid_edge items only clip against bsp models.
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*/
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cvar_t sv_friction = {"sv_friction","4",CVAR_NOTIFY|CVAR_SERVERINFO};
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cvar_t sv_stopspeed = {"sv_stopspeed","100",CVAR_NONE};
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cvar_t sv_gravity = {"sv_gravity","800",CVAR_NOTIFY|CVAR_SERVERINFO};
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cvar_t sv_maxvelocity = {"sv_maxvelocity","2000",CVAR_NONE};
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cvar_t sv_nostep = {"sv_nostep","0",CVAR_NONE};
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cvar_t sv_freezenonclients = {"sv_freezenonclients","0",CVAR_NONE};
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cvar_t sv_gameplayfix_spawnbeforethinks = {"sv_gameplayfix_spawnbeforethinks","0",CVAR_NONE};
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cvar_t sv_gameplayfix_bouncedownslopes = {"sv_gameplayfix_bouncedownslopes","0",CVAR_NONE}; //fixes grenades making horrible noises on slopes.
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cvar_t sv_sound_watersplash = {"sv_sound_watersplash", "misc/h2ohit1.wav", CVAR_NONE};
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cvar_t sv_sound_land = {"sv_sound_land", "demon/dland2.wav", CVAR_NONE};
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#define MOVE_EPSILON 0.01
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void SV_Physics_Toss (edict_t *ent);
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static void World_StartSound (edict_t *entity, float *origin, int channel, const char *sample, int volume, float attenuation)
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{ //small helper function
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if (qcvm == &sv.qcvm)
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SV_StartSound(entity, origin, channel, sample, volume, attenuation);
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else
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{
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vec3_t mid;
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int i;
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if (!origin)
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{
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for (i = 0; i < 3; i++)
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mid[i] = entity->v.origin[i]+0.5*(entity->v.mins[i]+entity->v.maxs[i]);
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origin = mid;
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}
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S_StartSound(-NUM_FOR_EDICT(entity), channel, S_PrecacheSound(sample), origin, volume, attenuation);
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}
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}
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/*
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================
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SV_CheckAllEnts
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================
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*/
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void SV_CheckAllEnts (void)
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{
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int e;
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edict_t *check;
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// see if any solid entities are inside the final position
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check = NEXT_EDICT(qcvm->edicts);
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for (e=1 ; e<qcvm->num_edicts ; e++, check = NEXT_EDICT(check))
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{
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if (check->free)
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continue;
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if (check->v.movetype == MOVETYPE_PUSH
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|| check->v.movetype == MOVETYPE_NONE
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|| check->v.movetype == MOVETYPE_NOCLIP)
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continue;
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if (SV_TestEntityPosition (check))
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Con_Printf ("entity in invalid position\n");
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}
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}
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/*
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================
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SV_CheckVelocity
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================
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*/
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void SV_CheckVelocity (edict_t *ent)
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{
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int i;
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//
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// bound velocity
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//
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for (i=0 ; i<3 ; i++)
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{
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if (IS_NAN(ent->v.velocity[i]))
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{
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Con_Printf ("Got a NaN velocity on %s\n", PR_GetString(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(ent->v.classname));
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ent->v.origin[i] = 0;
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}
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if (ent->v.velocity[i] > sv_maxvelocity.value)
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ent->v.velocity[i] = sv_maxvelocity.value;
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else if (ent->v.velocity[i] < -sv_maxvelocity.value)
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ent->v.velocity[i] = -sv_maxvelocity.value;
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}
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}
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/*
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=============
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SV_RunThink
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Runs thinking code if time. There is some play in the exact time the think
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function will be called, because it is called before any movement is done
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in a frame. Not used for pushmove objects, because they must be exact.
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Returns false if the entity removed itself.
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=============
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*/
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qboolean SV_RunThink (edict_t *ent)
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{
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float thinktime;
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float oldframe; //johnfitz
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int i; //johnfitz
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thinktime = ent->v.nextthink;
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if (thinktime <= 0 || thinktime > qcvm->time + qcvm->frametime)
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return true;
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if (thinktime < qcvm->time)
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thinktime = qcvm->time; // don't let things stay in the past.
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// it is possible to start that way
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// by a trigger with a local time.
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oldframe = ent->v.frame; //johnfitz
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ent->v.nextthink = 0;
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pr_global_struct->time = thinktime;
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pr_global_struct->self = EDICT_TO_PROG(ent);
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pr_global_struct->other = EDICT_TO_PROG(qcvm->edicts);
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PR_ExecuteProgram (ent->v.think);
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//johnfitz -- PROTOCOL_FITZQUAKE
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//capture interval to nextthink here and send it to client for better
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//lerp timing, but only if interval is not 0.1 (which client assumes)
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ent->sendinterval = false;
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if (!ent->free && ent->v.nextthink && (ent->v.movetype == MOVETYPE_STEP || ent->v.frame != oldframe))
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{
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i = Q_rint((ent->v.nextthink-thinktime)*255);
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if (i >= 0 && i < 256 && i != 25 && i != 26) //25 and 26 are close enough to 0.1 to not send
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ent->sendinterval = true;
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}
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//johnfitz
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return !ent->free;
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}
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/*
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==================
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SV_Impact
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Two entities have touched, so run their touch functions
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==================
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*/
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void SV_Impact (edict_t *e1, edict_t *e2)
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{
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int old_self, old_other;
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old_self = pr_global_struct->self;
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old_other = pr_global_struct->other;
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pr_global_struct->time = qcvm->time;
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if (e1->v.touch && e1->v.solid != SOLID_NOT)
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{
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pr_global_struct->self = EDICT_TO_PROG(e1);
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pr_global_struct->other = EDICT_TO_PROG(e2);
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PR_ExecuteProgram (e1->v.touch);
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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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pr_global_struct->self = EDICT_TO_PROG(e2);
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pr_global_struct->other = EDICT_TO_PROG(e1);
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PR_ExecuteProgram (e2->v.touch);
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}
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pr_global_struct->self = old_self;
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pr_global_struct->other = old_other;
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}
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/*
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==================
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ClipVelocity
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Slide off of the impacting object
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returns the blocked flags (1 = floor, 2 = step / wall)
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==================
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*/
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#define STOP_EPSILON 0.1
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int ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce)
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{
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float backoff;
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float change;
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int i, 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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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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============
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SV_FlyMove
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The basic solid body movement clip that slides along multiple planes
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Returns the clipflags if the velocity was modified (hit something solid)
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1 = floor
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2 = wall / step
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4 = dead stop
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If steptrace is not NULL, the trace of any vertical wall hit will be stored
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============
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*/
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#define MAX_CLIP_PLANES 5
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int SV_FlyMove (edict_t *ent, float time, trace_t *steptrace)
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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, new_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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numbumps = 4;
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blocked = 0;
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VectorCopy (ent->v.velocity, original_velocity);
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VectorCopy (ent->v.velocity, primal_velocity);
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numplanes = 0;
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time_left = time;
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for (bumpcount=0 ; bumpcount<numbumps ; bumpcount++)
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{
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if (!ent->v.velocity[0] && !ent->v.velocity[1] && !ent->v.velocity[2])
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break;
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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 = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, false, ent);
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if (trace.allsolid)
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{ // entity is trapped in another solid
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VectorCopy (vec3_origin, ent->v.velocity);
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return 3;
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}
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if (trace.fraction > 0)
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{ // actually covered some distance
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VectorCopy (trace.endpos, ent->v.origin);
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VectorCopy (ent->v.velocity, original_velocity);
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numplanes = 0;
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}
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if (trace.fraction == 1)
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break; // moved the entire distance
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if (!trace.ent)
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Sys_Error ("SV_FlyMove: !trace.ent");
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if (trace.plane.normal[2] > 0.7)
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{
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blocked |= 1; // floor
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if (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(trace.ent);
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}
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}
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if (!trace.plane.normal[2])
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{
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blocked |= 2; // step
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if (steptrace)
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*steptrace = trace; // save for player extrafriction
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}
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//
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// run the impact function
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//
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SV_Impact (ent, trace.ent);
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if (ent->free)
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break; // removed by the impact function
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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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VectorCopy (vec3_origin, ent->v.velocity);
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return 3;
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}
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VectorCopy (trace.plane.normal, planes[numplanes]);
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numplanes++;
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//
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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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ClipVelocity (original_velocity, planes[i], new_velocity, 1);
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for (j=0 ; j<numplanes ; j++)
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if (j != i)
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{
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if (DotProduct (new_velocity, planes[j]) < 0)
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break; // not ok
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}
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if (j == numplanes)
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break;
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}
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if (i != numplanes)
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{ // go along this plane
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VectorCopy (new_velocity, ent->v.velocity);
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}
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else
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{ // go along the crease
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if (numplanes != 2)
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{
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// 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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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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// if original velocity is against the original velocity, stop dead
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// to avoid tiny occilations in sloping corners
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//
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if (DotProduct (ent->v.velocity, primal_velocity) <= 0)
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{
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VectorCopy (vec3_origin, ent->v.velocity);
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return blocked;
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}
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}
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return blocked;
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}
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/*
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============
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SV_AddGravity
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============
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*/
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void SV_AddGravity (edict_t *ent)
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{
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float ent_gravity;
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eval_t *val;
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val = GetEdictFieldValue(ent, qcvm->extfields.gravity);
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if (val && val->_float)
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ent_gravity = val->_float;
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else
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ent_gravity = 1.0;
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ent->v.velocity[2] -= ent_gravity * sv_gravity.value * qcvm->frametime;
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}
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/*
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===============================================================================
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PUSHMOVE
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===============================================================================
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*/
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/*
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============
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SV_PushEntity
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Does not change the entities velocity at all
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============
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*/
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trace_t SV_PushEntity (edict_t *ent, vec3_t push)
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{
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trace_t trace;
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vec3_t end;
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VectorAdd (ent->v.origin, push, end);
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if (ent->v.movetype == MOVETYPE_FLYMISSILE)
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trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_MISSILE, ent);
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else if (ent->v.solid == SOLID_TRIGGER || ent->v.solid == SOLID_EXT_BSPTRIGGER || ent->v.solid == SOLID_NOT)
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// only clip against bmodels
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trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_NOMONSTERS, ent);
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else
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trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_NORMAL, ent);
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VectorCopy (trace.endpos, ent->v.origin);
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SV_LinkEdict (ent, true);
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if (trace.ent)
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SV_Impact (ent, trace.ent);
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return trace;
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}
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/*
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============
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SV_PushMove
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============
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*/
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static qboolean SV_PushMoveAngles (edict_t *pusher, float movetime)
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{
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int i, e;
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edict_t *check, *block;
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vec3_t mins, maxs;
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//float oldsolid;
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vec3_t org, org2, move2, forward, right, up;
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vec3_t move, amove;
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struct {
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edict_t *ent;
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vec3_t origin;
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vec3_t angles;
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} *pushed, *pushed_p, *p;
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for (i=0 ; i<3 ; i++)
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{
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move[i] = pusher->v.velocity[i] * movetime;
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amove[i] = pusher->v.avelocity[i] * movetime;
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mins[i] = pusher->v.absmin[i] + move[i];
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maxs[i] = pusher->v.absmax[i] + move[i];
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}
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//using johnfitz's dynamic alloc strategy, consistent with SV_PushMove
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pushed_p = pushed = Hunk_Alloc (qcvm->num_edicts*sizeof(*pushed));
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// find the bounding box
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for (i=0 ; i<3 ; i++)
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{
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mins[i] = pusher->v.absmin[i] + move[i];
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maxs[i] = pusher->v.absmax[i] + move[i];
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}
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// we need this for pushing things later
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VectorSubtract(vec3_origin, amove, org);
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AngleVectors (org, forward, right, up);
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// save the pusher's original position
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pushed_p->ent = pusher;
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VectorCopy (pusher->v.origin, pushed_p->origin);
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VectorCopy (pusher->v.angles, pushed_p->angles);
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pushed_p++;
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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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VectorAdd (pusher->v.angles, amove, pusher->v.angles);
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SV_LinkEdict (pusher, false);
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// see if any solid entities are inside the final position
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check = NEXT_EDICT(qcvm->edicts);
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for (e = 1; e < qcvm->num_edicts; e++, check = NEXT_EDICT(check))
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{
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if (check->free)
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continue;
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|
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if (check->v.movetype == MOVETYPE_PUSH
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|| check->v.movetype == MOVETYPE_NONE
|
|
|| check->v.movetype == MOVETYPE_NOCLIP
|
|
|| check->v.movetype == MOVETYPE_ANGLENOCLIP)
|
|
continue;
|
|
/*
|
|
oldsolid = pusher->v->solid;
|
|
pusher->v->solid = SOLID_NOT;
|
|
block = World_TestEntityPosition (w, check);
|
|
pusher->v->solid = oldsolid;
|
|
if (block)
|
|
continue;
|
|
*/
|
|
// if the entity is standing on the pusher, it will definitely be moved
|
|
if ( ! ( ((int)check->v.flags & FL_ONGROUND)
|
|
&& PROG_TO_EDICT(check->v.groundentity) == pusher) )
|
|
{
|
|
// see if the ent needs to be tested
|
|
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] )
|
|
continue;
|
|
|
|
|
|
// see if the ent's bbox is inside the pusher's final position
|
|
if (!SV_TestEntityPosition (check))
|
|
continue;
|
|
}
|
|
|
|
if ((pusher->v.movetype == MOVETYPE_PUSH) || (PROG_TO_EDICT(check->v.groundentity) == pusher))
|
|
{
|
|
// move this entity
|
|
pushed_p->ent = check;
|
|
VectorCopy (check->v.origin, pushed_p->origin);
|
|
VectorCopy (check->v.angles, pushed_p->angles);
|
|
pushed_p++;
|
|
|
|
// try moving the contacted entity
|
|
VectorAdd (check->v.origin, move, check->v.origin);
|
|
VectorAdd (check->v.angles, amove, check->v.angles);
|
|
|
|
// figure movement due to the pusher's amove
|
|
VectorSubtract (check->v.origin, pusher->v.origin, org);
|
|
org2[0] = DotProduct (org, forward);
|
|
org2[1] = -DotProduct (org, right);
|
|
org2[2] = DotProduct (org, up);
|
|
VectorSubtract (org2, org, move2);
|
|
VectorAdd (check->v.origin, move2, check->v.origin);
|
|
|
|
if (check->v.movetype != MOVETYPE_WALK)
|
|
check->v.flags = (int)check->v.flags & ~FL_ONGROUND;
|
|
|
|
// may have pushed them off an edge
|
|
if (PROG_TO_EDICT(check->v.groundentity) != pusher)
|
|
check->v.groundentity = 0;
|
|
|
|
block = SV_TestEntityPosition (check);
|
|
if (!block)
|
|
{ // pushed ok
|
|
SV_LinkEdict (check, false);
|
|
// 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
|
|
VectorCopy (pushed_p[-1].origin, check->v.origin);
|
|
block = SV_TestEntityPosition (check);
|
|
if (!block)
|
|
{
|
|
pushed_p--;
|
|
continue;
|
|
}
|
|
|
|
//okay, that didn't work, try pushing the against stuff
|
|
SV_PushEntity(check, move);
|
|
block = SV_TestEntityPosition (check);
|
|
if (!block)
|
|
continue;
|
|
|
|
VectorCopy(check->v.origin, move);
|
|
for (i = 0; i < 8 && block; i++)
|
|
{
|
|
//precision errors can strike when you least expect it. lets try and reduce them.
|
|
check->v.origin[0] = move[0] + ((i&1)?-1:1)/8.0;
|
|
check->v.origin[1] = move[1] + ((i&2)?-1:1)/8.0;
|
|
check->v.origin[2] = move[2] + ((i&4)?-1:1)/8.0;
|
|
block = SV_TestEntityPosition (check);
|
|
}
|
|
if (!block)
|
|
{
|
|
SV_LinkEdict (check, false);
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// if it is sitting on top. Do not block.
|
|
if (check->v.mins[0] == check->v.maxs[0])
|
|
{
|
|
SV_LinkEdict (check, false);
|
|
continue;
|
|
}
|
|
|
|
//some pushers 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 possible.
|
|
if (pusher->v.skin < 0)
|
|
continue;
|
|
|
|
if (check->v.solid == SOLID_NOT || check->v.solid == SOLID_TRIGGER || check->v.solid == SOLID_EXT_BSPTRIGGER)
|
|
{ // corpse
|
|
check->v.mins[0] = check->v.mins[1] = 0;
|
|
VectorCopy (check->v.mins, check->v.maxs);
|
|
SV_LinkEdict (check, false);
|
|
continue;
|
|
}
|
|
|
|
// Con_Printf("Pusher hit %s\n", PR_GetString(w->progs, check->v->classname));
|
|
if (pusher->v.blocked)
|
|
{
|
|
pr_global_struct->self = EDICT_TO_PROG(pusher);
|
|
pr_global_struct->other = EDICT_TO_PROG(check);
|
|
PR_ExecuteProgram (pusher->v.blocked);
|
|
}
|
|
|
|
// move back any entities we already moved
|
|
// go backwards, so if the same entity was pushed
|
|
// twice, it goes back to the original position
|
|
for (p=pushed_p-1 ; p>=pushed ; p--)
|
|
{
|
|
VectorCopy (p->origin, p->ent->v.origin);
|
|
VectorCopy (p->angles, p->ent->v.angles);
|
|
SV_LinkEdict (p->ent, false);
|
|
}
|
|
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--)
|
|
SV_LinkEdict (p->ent, true);
|
|
|
|
return true;
|
|
}
|
|
|
|
void SV_PushMove (edict_t *pusher, float movetime)
|
|
{
|
|
int i, e;
|
|
edict_t *check, *block;
|
|
vec3_t mins, maxs, move;
|
|
vec3_t entorig, pushorig;
|
|
int num_moved;
|
|
edict_t **moved_edict; //johnfitz -- dynamically allocate
|
|
vec3_t *moved_from; //johnfitz -- dynamically allocate
|
|
int mark; //johnfitz
|
|
float solid_backup;
|
|
|
|
if ((pusher->v.avelocity[0] || pusher->v.avelocity[1] || pusher->v.avelocity[2]))
|
|
{
|
|
if (qcvm->rotatingbmodel)
|
|
{ //spike -- added this block for proper rotations
|
|
mark = Hunk_LowMark ();
|
|
if (SV_PushMoveAngles (pusher, movetime))
|
|
pusher->v.ltime += movetime;
|
|
Hunk_FreeToLowMark (mark);
|
|
return;
|
|
}
|
|
if (!qcvm->warned_rotatingbmodel)
|
|
{
|
|
Con_Warning("MOVETYPE_PUSH(\"%s\") has avelocity, but DP_SV_ROTATINGBMODEL is not enabled\n", PR_GetString(pusher->v.classname));
|
|
qcvm->warned_rotatingbmodel = true;
|
|
}
|
|
}
|
|
|
|
if (!pusher->v.velocity[0] && !pusher->v.velocity[1] && !pusher->v.velocity[2])
|
|
{
|
|
pusher->v.ltime += movetime;
|
|
return;
|
|
}
|
|
|
|
for (i=0 ; i<3 ; i++)
|
|
{
|
|
move[i] = pusher->v.velocity[i] * movetime;
|
|
mins[i] = pusher->v.absmin[i] + move[i];
|
|
maxs[i] = pusher->v.absmax[i] + move[i];
|
|
}
|
|
|
|
VectorCopy (pusher->v.origin, pushorig);
|
|
|
|
// move the pusher to it's final position
|
|
|
|
VectorAdd (pusher->v.origin, move, pusher->v.origin);
|
|
pusher->v.ltime += movetime;
|
|
SV_LinkEdict (pusher, false);
|
|
|
|
//johnfitz -- dynamically allocate
|
|
mark = Hunk_LowMark ();
|
|
moved_edict = (edict_t **) Hunk_Alloc (qcvm->num_edicts*sizeof(edict_t *));
|
|
moved_from = (vec3_t *) Hunk_Alloc (qcvm->num_edicts*sizeof(vec3_t));
|
|
//johnfitz
|
|
|
|
// see if any solid entities are inside the final position
|
|
num_moved = 0;
|
|
check = NEXT_EDICT(qcvm->edicts);
|
|
for (e=1 ; e<qcvm->num_edicts ; e++, check = NEXT_EDICT(check))
|
|
{
|
|
if (check->free)
|
|
continue;
|
|
if (check->v.movetype == MOVETYPE_PUSH
|
|
|| check->v.movetype == MOVETYPE_NONE
|
|
|| check->v.movetype == MOVETYPE_NOCLIP)
|
|
continue;
|
|
|
|
// if the entity is standing on the pusher, it will definately be moved
|
|
if ( ! ( ((int)check->v.flags & FL_ONGROUND)
|
|
&& PROG_TO_EDICT(check->v.groundentity) == pusher) )
|
|
{
|
|
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] )
|
|
continue;
|
|
|
|
// see if the ent's bbox is inside the pusher's final position
|
|
if (pusher->v.skin < 0)
|
|
{ //a more precise check...
|
|
if (!SV_ClipMoveToEntity (pusher, check->v.origin, check->v.mins, check->v.maxs, check->v.origin, CONTENTMASK_ANYSOLID).startsolid)
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
if (!SV_TestEntityPosition (check))
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// remove the onground flag for non-players
|
|
if (check->v.movetype != MOVETYPE_WALK)
|
|
if (!pr_checkextension.value || PROG_TO_EDICT(check->v.groundentity) != pusher) //unless they're already riding us (prevents grenade sound spam)
|
|
check->v.flags = (int)check->v.flags & ~FL_ONGROUND;
|
|
|
|
VectorCopy (check->v.origin, entorig);
|
|
VectorCopy (check->v.origin, moved_from[num_moved]);
|
|
moved_edict[num_moved] = check;
|
|
num_moved++;
|
|
|
|
//QIP fix for end.bsp
|
|
solid_backup = pusher->v.solid;
|
|
if ( solid_backup == SOLID_BSP // everything that blocks: bsp models = map brushes = doors, plats, etc.
|
|
|| solid_backup == SOLID_BBOX // normally boxes
|
|
|| solid_backup == SOLID_SLIDEBOX ) // normally monsters
|
|
{
|
|
// try moving the contacted entity
|
|
pusher->v.solid = SOLID_NOT;
|
|
SV_PushEntity (check, move);
|
|
|
|
// if it is still inside the pusher, block
|
|
if (pusher->v.skin < 0)
|
|
{ //if it has forced contents then do things in a slightly different order, so water can push properly.
|
|
block = SV_TestEntityPosition (check);
|
|
pusher->v.solid = solid_backup;
|
|
}
|
|
else
|
|
{
|
|
pusher->v.solid = solid_backup;
|
|
block = SV_TestEntityPosition (check);
|
|
}
|
|
}
|
|
else
|
|
block = NULL;
|
|
|
|
if (block)
|
|
{ // fail the move
|
|
if (check->v.mins[0] == check->v.maxs[0])
|
|
continue;
|
|
if (check->v.solid == SOLID_NOT || check->v.solid == SOLID_TRIGGER || check->v.solid == SOLID_EXT_BSPTRIGGER)
|
|
{ // corpse
|
|
check->v.mins[0] = check->v.mins[1] = 0;
|
|
VectorCopy (check->v.mins, check->v.maxs);
|
|
continue;
|
|
}
|
|
|
|
VectorCopy (entorig, check->v.origin);
|
|
SV_LinkEdict (check, true);
|
|
|
|
VectorCopy (pushorig, pusher->v.origin);
|
|
SV_LinkEdict (pusher, false);
|
|
pusher->v.ltime -= movetime;
|
|
|
|
// if the pusher has a "blocked" function, call it
|
|
// otherwise, just stay in place until the obstacle is gone
|
|
if (pusher->v.blocked)
|
|
{
|
|
pr_global_struct->self = EDICT_TO_PROG(pusher);
|
|
pr_global_struct->other = EDICT_TO_PROG(check);
|
|
PR_ExecuteProgram (pusher->v.blocked);
|
|
}
|
|
|
|
// move back any entities we already moved
|
|
for (i=0 ; i<num_moved ; i++)
|
|
{
|
|
VectorCopy (moved_from[i], moved_edict[i]->v.origin);
|
|
SV_LinkEdict (moved_edict[i], false);
|
|
}
|
|
Hunk_FreeToLowMark (mark); //johnfitz
|
|
return;
|
|
}
|
|
}
|
|
|
|
Hunk_FreeToLowMark (mark); //johnfitz
|
|
|
|
}
|
|
|
|
/*
|
|
================
|
|
SV_Physics_Pusher
|
|
|
|
================
|
|
*/
|
|
void SV_Physics_Pusher (edict_t *ent)
|
|
{
|
|
float thinktime;
|
|
float oldltime;
|
|
float movetime;
|
|
|
|
oldltime = ent->v.ltime;
|
|
|
|
thinktime = ent->v.nextthink;
|
|
if (thinktime < ent->v.ltime + qcvm->frametime)
|
|
{
|
|
movetime = thinktime - ent->v.ltime;
|
|
if (movetime < 0)
|
|
movetime = 0;
|
|
}
|
|
else
|
|
movetime = qcvm->frametime;
|
|
|
|
if (movetime)
|
|
{
|
|
SV_PushMove (ent, movetime); // advances ent->v.ltime if not blocked
|
|
}
|
|
|
|
if (thinktime > oldltime && thinktime <= ent->v.ltime)
|
|
{
|
|
ent->v.nextthink = 0;
|
|
pr_global_struct->time = qcvm->time;
|
|
pr_global_struct->self = EDICT_TO_PROG(ent);
|
|
pr_global_struct->other = EDICT_TO_PROG(qcvm->edicts);
|
|
PR_ExecuteProgram (ent->v.think);
|
|
if (ent->free)
|
|
return;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
CLIENT MOVEMENT
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
/*
|
|
=============
|
|
SV_CheckStuck
|
|
|
|
This is a big hack to try and fix the rare case of getting stuck in the world
|
|
clipping hull.
|
|
=============
|
|
*/
|
|
void SV_CheckStuck (edict_t *ent)
|
|
{
|
|
int i, j;
|
|
int z;
|
|
vec3_t org;
|
|
|
|
if (!SV_TestEntityPosition(ent))
|
|
{
|
|
VectorCopy (ent->v.origin, ent->v.oldorigin);
|
|
return;
|
|
}
|
|
|
|
VectorCopy (ent->v.origin, org);
|
|
VectorCopy (ent->v.oldorigin, ent->v.origin);
|
|
if (!SV_TestEntityPosition(ent))
|
|
{
|
|
Con_DPrintf ("Unstuck.\n");
|
|
SV_LinkEdict (ent, true);
|
|
return;
|
|
}
|
|
|
|
for (z=0 ; z< 18 ; z++)
|
|
for (i=-1 ; i <= 1 ; i++)
|
|
for (j=-1 ; j <= 1 ; j++)
|
|
{
|
|
ent->v.origin[0] = org[0] + i;
|
|
ent->v.origin[1] = org[1] + j;
|
|
ent->v.origin[2] = org[2] + z;
|
|
if (!SV_TestEntityPosition(ent))
|
|
{
|
|
Con_DPrintf ("Unstuck.\n");
|
|
SV_LinkEdict (ent, true);
|
|
return;
|
|
}
|
|
}
|
|
|
|
VectorCopy (org, ent->v.origin);
|
|
Con_DPrintf ("player is stuck.\n");
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
SV_CheckWater
|
|
=============
|
|
*/
|
|
qboolean SV_CheckWater (edict_t *ent)
|
|
{
|
|
vec3_t point;
|
|
int cont;
|
|
trace_t tr;
|
|
|
|
//Spike -- FTE_ENT_SKIN_CONTENTS -- check if we're on a ladder, and if so fire a trace forwards to ensure its a valid ladder instead of a random volume
|
|
tr = SV_Move(ent->v.origin, ent->v.mins, ent->v.maxs, ent->v.origin, MOVE_HITALLCONTENTS, ent);
|
|
if (tr.contents == CONTENTS_LADDER)
|
|
{
|
|
vec3_t flatforward;
|
|
flatforward[0] = cos((M_PI/180)*ent->v.angles[1]);
|
|
flatforward[1] = sin((M_PI/180)*ent->v.angles[1]);
|
|
flatforward[2] = 0;
|
|
VectorMA (ent->v.origin, 24, flatforward, point);
|
|
|
|
tr = SV_Move(ent->v.origin, ent->v.mins, ent->v.maxs, point, 0, ent);
|
|
if (tr.fraction < 1)
|
|
ent->onladder = true;
|
|
else
|
|
ent->onladder = false;
|
|
}
|
|
else
|
|
ent->onladder = false;
|
|
|
|
point[0] = ent->v.origin[0];
|
|
point[1] = ent->v.origin[1];
|
|
point[2] = ent->v.origin[2] + ent->v.mins[2] + 1;
|
|
|
|
ent->v.waterlevel = 0;
|
|
ent->v.watertype = CONTENTS_EMPTY;
|
|
//Spike -- FTE_ENT_SKIN_CONTENTS -- check submodels too, because we can.
|
|
cont = SV_PointContentsAllBsps (point, ent);
|
|
if (cont <= CONTENTS_WATER)
|
|
{
|
|
ent->v.watertype = cont;
|
|
ent->v.waterlevel = 1;
|
|
point[2] = ent->v.origin[2] + (ent->v.mins[2] + ent->v.maxs[2])*0.5;
|
|
cont = SV_PointContentsAllBsps (point, ent);
|
|
if (cont <= CONTENTS_WATER)
|
|
{
|
|
ent->v.waterlevel = 2;
|
|
point[2] = ent->v.origin[2] + ent->v.view_ofs[2];
|
|
cont = SV_PointContentsAllBsps (point, ent);
|
|
if (cont <= CONTENTS_WATER)
|
|
ent->v.waterlevel = 3;
|
|
}
|
|
}
|
|
|
|
return ent->v.waterlevel > 1;
|
|
}
|
|
|
|
/*
|
|
============
|
|
SV_WallFriction
|
|
|
|
============
|
|
*/
|
|
void SV_WallFriction (edict_t *ent, trace_t *trace)
|
|
{
|
|
vec3_t forward, right, up;
|
|
float d, i;
|
|
vec3_t into, side;
|
|
|
|
AngleVectors (ent->v.v_angle, forward, right, up);
|
|
d = DotProduct (trace->plane.normal, forward);
|
|
|
|
d += 0.5;
|
|
if (d >= 0)
|
|
return;
|
|
|
|
// cut the tangential velocity
|
|
i = DotProduct (trace->plane.normal, ent->v.velocity);
|
|
VectorScale (trace->plane.normal, i, into);
|
|
VectorSubtract (ent->v.velocity, into, side);
|
|
|
|
ent->v.velocity[0] = side[0] * (1 + d);
|
|
ent->v.velocity[1] = side[1] * (1 + d);
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
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...
|
|
======================
|
|
*/
|
|
int SV_TryUnstick (edict_t *ent, vec3_t oldvel)
|
|
{
|
|
int i;
|
|
vec3_t oldorg;
|
|
vec3_t dir;
|
|
int clip;
|
|
trace_t steptrace;
|
|
|
|
VectorCopy (ent->v.origin, oldorg);
|
|
VectorCopy (vec3_origin, dir);
|
|
|
|
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;
|
|
}
|
|
|
|
SV_PushEntity (ent, dir);
|
|
|
|
// retry the original move
|
|
ent->v.velocity[0] = oldvel[0];
|
|
ent->v. velocity[1] = oldvel[1];
|
|
ent->v. velocity[2] = 0;
|
|
clip = SV_FlyMove (ent, 0.1, &steptrace);
|
|
|
|
if ( fabs(oldorg[1] - ent->v.origin[1]) > 4
|
|
|| fabs(oldorg[0] - ent->v.origin[0]) > 4 )
|
|
{
|
|
// Con_DPrintf ("unstuck!\n");
|
|
return clip;
|
|
}
|
|
|
|
// go back to the original pos and try again
|
|
VectorCopy (oldorg, ent->v.origin);
|
|
}
|
|
|
|
VectorCopy (vec3_origin, ent->v.velocity);
|
|
return 7; // still not moving
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
SV_WalkMove
|
|
|
|
Only used by players
|
|
======================
|
|
*/
|
|
#define STEPSIZE 18
|
|
void SV_WalkMove (edict_t *ent)
|
|
{
|
|
vec3_t upmove, downmove;
|
|
vec3_t oldorg, oldvel;
|
|
vec3_t nosteporg, nostepvel;
|
|
int clip;
|
|
int oldonground;
|
|
trace_t steptrace, downtrace;
|
|
|
|
//
|
|
// do a regular slide move unless it looks like you ran into a step
|
|
//
|
|
oldonground = (int)ent->v.flags & FL_ONGROUND;
|
|
ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND;
|
|
|
|
VectorCopy (ent->v.origin, oldorg);
|
|
VectorCopy (ent->v.velocity, oldvel);
|
|
|
|
clip = SV_FlyMove (ent, qcvm->frametime, &steptrace);
|
|
|
|
if ( !(clip & 2) )
|
|
return; // move didn't block on a step
|
|
|
|
if (!oldonground && ent->v.waterlevel == 0)
|
|
return; // don't stair up while jumping
|
|
|
|
if (ent->v.movetype != MOVETYPE_WALK)
|
|
return; // gibbed by a trigger
|
|
|
|
if (sv_nostep.value)
|
|
return;
|
|
|
|
if ( (int)ent->v.flags & FL_WATERJUMP )
|
|
return;
|
|
|
|
VectorCopy (ent->v.origin, nosteporg);
|
|
VectorCopy (ent->v.velocity, nostepvel);
|
|
|
|
//
|
|
// try moving up and forward to go up a step
|
|
//
|
|
VectorCopy (oldorg, ent->v.origin); // back to start pos
|
|
|
|
VectorCopy (vec3_origin, upmove);
|
|
VectorCopy (vec3_origin, downmove);
|
|
upmove[2] = STEPSIZE;
|
|
downmove[2] = -STEPSIZE + oldvel[2]*qcvm->frametime;
|
|
|
|
// move up
|
|
SV_PushEntity (ent, upmove); // FIXME: don't link?
|
|
|
|
// move forward
|
|
ent->v.velocity[0] = oldvel[0];
|
|
ent->v. velocity[1] = oldvel[1];
|
|
ent->v. velocity[2] = 0;
|
|
clip = SV_FlyMove (ent, qcvm->frametime, &steptrace);
|
|
|
|
// check for stuckness, possibly due to the limited precision of floats
|
|
// in the clipping hulls
|
|
if (clip)
|
|
{
|
|
if ( fabs(oldorg[1] - ent->v.origin[1]) < 0.03125
|
|
&& fabs(oldorg[0] - ent->v.origin[0]) < 0.03125 )
|
|
{ // stepping up didn't make any progress
|
|
clip = SV_TryUnstick (ent, oldvel);
|
|
}
|
|
}
|
|
|
|
// extra friction based on view angle
|
|
if ( clip & 2 )
|
|
SV_WallFriction (ent, &steptrace);
|
|
|
|
// move down
|
|
downtrace = SV_PushEntity (ent, downmove); // FIXME: don't link?
|
|
|
|
if (downtrace.plane.normal[2] > 0.7)
|
|
{
|
|
if (ent->v.solid == SOLID_BSP)
|
|
{
|
|
ent->v.flags = (int)ent->v.flags | FL_ONGROUND;
|
|
ent->v.groundentity = EDICT_TO_PROG(downtrace.ent);
|
|
}
|
|
}
|
|
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
|
|
// cause the player to hop up higher on a slope too steep to climb
|
|
VectorCopy (nosteporg, ent->v.origin);
|
|
VectorCopy (nostepvel, ent->v.velocity);
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
SV_Physics_Client
|
|
|
|
Player character actions
|
|
================
|
|
*/
|
|
void SV_Physics_Client (edict_t *ent, int num)
|
|
{
|
|
eval_t *val;
|
|
|
|
if ( ! svs.clients[num-1].active )
|
|
return; // unconnected slot
|
|
|
|
if (svs.clients[num-1].usingpmove)
|
|
return; //we're doing independant player physics with this mod, so clientside prediction can do its thing.
|
|
if (!svs.clients[num-1].knowntoqc && sv_gameplayfix_spawnbeforethinks.value)
|
|
return; //don't spam prethinks before we called putclientinserver.
|
|
|
|
//
|
|
// call standard client pre-think
|
|
//
|
|
pr_global_struct->time = qcvm->time;
|
|
pr_global_struct->self = EDICT_TO_PROG(ent);
|
|
PR_ExecuteProgram (pr_global_struct->PlayerPreThink);
|
|
|
|
//
|
|
// do a move
|
|
//
|
|
SV_CheckVelocity (ent);
|
|
|
|
//
|
|
// decide which move function to call
|
|
//
|
|
if ((val = GetEdictFieldValue(ent, qcvm->extfields.customphysics)) && val->function)
|
|
{
|
|
pr_global_struct->time = qcvm->time;
|
|
pr_global_struct->self = EDICT_TO_PROG(ent);
|
|
PR_ExecuteProgram (val->function);
|
|
}
|
|
else switch ((int)ent->v.movetype)
|
|
{
|
|
case MOVETYPE_NONE:
|
|
if (!SV_RunThink (ent))
|
|
return;
|
|
break;
|
|
|
|
case MOVETYPE_WALK:
|
|
if (!SV_RunThink (ent))
|
|
return;
|
|
if (!SV_CheckWater (ent) && ! ((int)ent->v.flags & FL_WATERJUMP) )
|
|
if (!sv_player->onladder)
|
|
SV_AddGravity (ent);
|
|
SV_CheckStuck (ent);
|
|
SV_WalkMove (ent);
|
|
break;
|
|
|
|
case MOVETYPE_TOSS:
|
|
case MOVETYPE_BOUNCE:
|
|
case MOVETYPE_EXT_BOUNCEMISSILE:
|
|
SV_Physics_Toss (ent);
|
|
break;
|
|
|
|
case MOVETYPE_FLY:
|
|
if (!SV_RunThink (ent))
|
|
return;
|
|
SV_FlyMove (ent, qcvm->frametime, NULL);
|
|
break;
|
|
|
|
case MOVETYPE_NOCLIP:
|
|
if (!SV_RunThink (ent))
|
|
return;
|
|
VectorMA (ent->v.origin, qcvm->frametime, ent->v.velocity, ent->v.origin);
|
|
break;
|
|
|
|
default:
|
|
Host_EndGame ("SV_Physics_client: bad movetype %i", (int)ent->v.movetype);
|
|
}
|
|
|
|
//
|
|
// call standard player post-think
|
|
//
|
|
SV_LinkEdict (ent, true);
|
|
|
|
pr_global_struct->time = qcvm->time;
|
|
pr_global_struct->self = EDICT_TO_PROG(ent);
|
|
PR_ExecuteProgram (pr_global_struct->PlayerPostThink);
|
|
}
|
|
|
|
//============================================================================
|
|
|
|
/*
|
|
=============
|
|
SV_Physics_None
|
|
|
|
Non moving objects can only think
|
|
=============
|
|
*/
|
|
void SV_Physics_None (edict_t *ent)
|
|
{
|
|
// regular thinking
|
|
SV_RunThink (ent);
|
|
}
|
|
|
|
/*
|
|
=============
|
|
SV_Physics_Noclip
|
|
|
|
A moving object that doesn't obey physics
|
|
=============
|
|
*/
|
|
void SV_Physics_Noclip (edict_t *ent)
|
|
{
|
|
// regular thinking
|
|
if (!SV_RunThink (ent))
|
|
return;
|
|
|
|
VectorMA (ent->v.angles, qcvm->frametime, ent->v.avelocity, ent->v.angles);
|
|
VectorMA (ent->v.origin, qcvm->frametime, ent->v.velocity, ent->v.origin);
|
|
|
|
SV_LinkEdict (ent, false);
|
|
}
|
|
|
|
/*
|
|
==============================================================================
|
|
|
|
TOSS / BOUNCE
|
|
|
|
==============================================================================
|
|
*/
|
|
|
|
/*
|
|
=============
|
|
SV_CheckWaterTransition
|
|
|
|
=============
|
|
*/
|
|
void SV_CheckWaterTransition (edict_t *ent)
|
|
{
|
|
int cont;
|
|
|
|
cont = SV_PointContents (ent->v.origin);
|
|
|
|
if (!ent->v.watertype)
|
|
{ // just spawned here
|
|
ent->v.watertype = cont;
|
|
ent->v.waterlevel = 1;
|
|
return;
|
|
}
|
|
|
|
if (cont <= CONTENTS_WATER)
|
|
{
|
|
if (ent->v.watertype == CONTENTS_EMPTY && *sv_sound_watersplash.string)
|
|
{ // just crossed into water
|
|
World_StartSound (ent, NULL, 0, sv_sound_watersplash.string, 255, 1);
|
|
}
|
|
ent->v.watertype = cont;
|
|
ent->v.waterlevel = 1;
|
|
}
|
|
else
|
|
{
|
|
if (ent->v.watertype != CONTENTS_EMPTY && *sv_sound_watersplash.string)
|
|
{ // just crossed into water
|
|
World_StartSound (ent, NULL, 0, sv_sound_watersplash.string, 255, 1);
|
|
}
|
|
ent->v.watertype = CONTENTS_EMPTY;
|
|
ent->v.waterlevel = cont;
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
SV_Physics_Toss
|
|
|
|
Toss, bounce, and fly movement. When onground, do nothing.
|
|
=============
|
|
*/
|
|
void SV_Physics_Toss (edict_t *ent)
|
|
{
|
|
trace_t trace;
|
|
vec3_t move;
|
|
float backoff;
|
|
int movetype;
|
|
|
|
// regular thinking
|
|
if (!SV_RunThink (ent))
|
|
return;
|
|
|
|
// if onground, return without moving
|
|
if ( ((int)ent->v.flags & FL_ONGROUND) )
|
|
return;
|
|
|
|
SV_CheckVelocity (ent);
|
|
|
|
// add gravity
|
|
movetype = ent->v.movetype; if (movetype == MOVETYPE_EXT_BOUNCEMISSILE && qcvm->brokenbouncemissile) movetype = MOVETYPE_BOUNCE;
|
|
if (ent->v.movetype != MOVETYPE_FLY
|
|
&& ent->v.movetype != MOVETYPE_FLYMISSILE)
|
|
SV_AddGravity (ent);
|
|
|
|
// move angles
|
|
VectorMA (ent->v.angles, qcvm->frametime, ent->v.avelocity, ent->v.angles);
|
|
|
|
// move origin
|
|
VectorScale (ent->v.velocity, qcvm->frametime, move);
|
|
trace = SV_PushEntity (ent, move);
|
|
if (trace.fraction == 1)
|
|
return;
|
|
if (ent->free)
|
|
return;
|
|
|
|
movetype = ent->v.movetype; if (movetype == MOVETYPE_EXT_BOUNCEMISSILE && qcvm->brokenbouncemissile) movetype = MOVETYPE_BOUNCE;
|
|
if (movetype == MOVETYPE_BOUNCE)
|
|
backoff = 1.5;
|
|
else if (movetype == MOVETYPE_EXT_BOUNCEMISSILE)
|
|
backoff = 2; //bouncemissile.
|
|
else
|
|
backoff = 1;
|
|
|
|
ClipVelocity (ent->v.velocity, trace.plane.normal, ent->v.velocity, backoff);
|
|
|
|
// stop if on ground
|
|
if (trace.plane.normal[2] > 0.7)
|
|
{
|
|
if (ent->v.movetype != MOVETYPE_BOUNCE || (sv_gameplayfix_bouncedownslopes.value?DotProduct(trace.plane.normal, ent->v.velocity):ent->v.velocity[2]) < 60)
|
|
{
|
|
ent->v.flags = (int)ent->v.flags | FL_ONGROUND;
|
|
ent->v.groundentity = EDICT_TO_PROG(trace.ent);
|
|
VectorCopy (vec3_origin, ent->v.velocity);
|
|
VectorCopy (vec3_origin, ent->v.avelocity);
|
|
}
|
|
}
|
|
|
|
// check for in water
|
|
SV_CheckWaterTransition (ent);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
=============
|
|
SV_Physics_Follow
|
|
|
|
Entities that are "stuck" to another entity
|
|
=============
|
|
*/
|
|
static void SV_Physics_Follow (edict_t *ent)
|
|
{
|
|
vec3_t vf, vr, vu, angles, v;
|
|
edict_t *e;
|
|
|
|
// regular thinking
|
|
if (!SV_RunThink (ent))
|
|
return;
|
|
|
|
// LordHavoc: implemented rotation on MOVETYPE_FOLLOW objects
|
|
e = PROG_TO_EDICT(ent->v.aiment);
|
|
if (e->v.angles[0] == ent->v.punchangle[0] && e->v.angles[1] == ent->v.punchangle[1] && e->v.angles[2] == ent->v.punchangle[2])
|
|
{
|
|
// quick case for no rotation
|
|
VectorAdd(e->v.origin, ent->v.view_ofs, ent->v.origin);
|
|
}
|
|
else
|
|
{
|
|
angles[0] = -ent->v.punchangle[0];
|
|
angles[1] = ent->v.punchangle[1];
|
|
angles[2] = ent->v.punchangle[2];
|
|
AngleVectors (angles, vf, vr, vu);
|
|
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];
|
|
AngleVectors (angles, vf, vr, vu);
|
|
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];
|
|
}
|
|
VectorAdd (e->v.angles, ent->v.v_angle, ent->v.angles);
|
|
SV_LinkEdict (ent, true);
|
|
}
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
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.
|
|
=============
|
|
*/
|
|
void SV_Physics_Step (edict_t *ent)
|
|
{
|
|
qboolean hitsound;
|
|
|
|
// freefall if not onground
|
|
if ( ! ((int)ent->v.flags & (FL_ONGROUND | FL_FLY | FL_SWIM) ) )
|
|
{
|
|
if (ent->v.velocity[2] < sv_gravity.value*-0.1)
|
|
hitsound = true;
|
|
else
|
|
hitsound = false;
|
|
|
|
SV_AddGravity (ent);
|
|
SV_CheckVelocity (ent);
|
|
SV_FlyMove (ent, qcvm->frametime, NULL);
|
|
SV_LinkEdict (ent, true);
|
|
|
|
if ( (int)ent->v.flags & FL_ONGROUND ) // just hit ground
|
|
{
|
|
if (hitsound && *sv_sound_land.string)
|
|
World_StartSound (ent, NULL, 0, sv_sound_land.string, 255, 1);
|
|
}
|
|
}
|
|
|
|
// regular thinking
|
|
SV_RunThink (ent);
|
|
|
|
SV_CheckWaterTransition (ent);
|
|
}
|
|
|
|
|
|
//============================================================================
|
|
|
|
/*
|
|
================
|
|
SV_Physics
|
|
|
|
================
|
|
*/
|
|
void SV_Physics (double frametime)
|
|
{
|
|
int i;
|
|
int entity_cap; // For sv_freezenonclients
|
|
edict_t *ent;
|
|
eval_t *val;
|
|
|
|
int physics_mode;
|
|
if (qcvm->extglobals.physics_mode)
|
|
physics_mode = *qcvm->extglobals.physics_mode;
|
|
else
|
|
physics_mode = (qcvm==&cl.qcvm)?0:2; //csqc doesn't run thinks by default. it was meant to simplify implementations, but we just force fields to match ssqc so its not that large a burden.
|
|
|
|
if (frametime < 0)
|
|
frametime = 0; //no, just no. stoopid float precision.
|
|
pr_global_struct->time = qcvm->time;
|
|
pr_global_struct->frametime = qcvm->frametime = frametime;
|
|
|
|
if (!physics_mode)
|
|
{
|
|
qcvm->time += frametime;
|
|
return;
|
|
}
|
|
else if (physics_mode==1)
|
|
{ //for dp compat. note that this violates MOVETYPE_PUSH.
|
|
for (i=0, ent = qcvm->edicts; i<qcvm->num_edicts ; i++, ent = NEXT_EDICT(ent))
|
|
{
|
|
if (ent->free)
|
|
continue;
|
|
SV_RunThink(ent);
|
|
}
|
|
qcvm->time += frametime;
|
|
return;
|
|
}
|
|
// else if (physics_mode==2) standard quake physics
|
|
|
|
// let the progs know that a new frame has started
|
|
if (pr_global_struct->StartFrame)
|
|
{
|
|
pr_global_struct->self = EDICT_TO_PROG(qcvm->edicts);
|
|
pr_global_struct->other = EDICT_TO_PROG(qcvm->edicts);
|
|
pr_global_struct->time = qcvm->time;
|
|
PR_ExecuteProgram (pr_global_struct->StartFrame);
|
|
}
|
|
|
|
//SV_CheckAllEnts ();
|
|
|
|
//
|
|
// treat each object in turn
|
|
//
|
|
ent = qcvm->edicts;
|
|
|
|
if (sv_freezenonclients.value && qcvm == &sv.qcvm)
|
|
entity_cap = svs.maxclients + 1; // Only run physics on clients and the world
|
|
else
|
|
entity_cap = qcvm->num_edicts;
|
|
|
|
//for (i=0 ; i<sv.num_edicts ; i++, ent = NEXT_EDICT(ent))
|
|
for (i=0 ; i<entity_cap ; i++, ent = NEXT_EDICT(ent))
|
|
{
|
|
if (ent->free)
|
|
continue;
|
|
|
|
if (pr_global_struct->force_retouch)
|
|
{
|
|
SV_LinkEdict (ent, true); // force retouch even for stationary
|
|
}
|
|
|
|
if (i > 0 && i <= svs.maxclients && qcvm == &sv.qcvm)
|
|
SV_Physics_Client (ent, i);
|
|
else if ((val = GetEdictFieldValue(ent, qcvm->extfields.customphysics)) && val->function)
|
|
{
|
|
pr_global_struct->time = qcvm->time;
|
|
pr_global_struct->self = EDICT_TO_PROG(ent);
|
|
PR_ExecuteProgram (val->function);
|
|
}
|
|
else if (ent->v.movetype == MOVETYPE_PUSH)
|
|
SV_Physics_Pusher (ent);
|
|
else if (ent->v.movetype == MOVETYPE_NONE)
|
|
SV_Physics_None (ent);
|
|
else if (ent->v.movetype == MOVETYPE_NOCLIP)
|
|
SV_Physics_Noclip (ent);
|
|
else if (ent->v.movetype == MOVETYPE_STEP)
|
|
SV_Physics_Step (ent);
|
|
else if (ent->v.movetype == MOVETYPE_TOSS
|
|
|| ent->v.movetype == MOVETYPE_EXT_BOUNCEMISSILE
|
|
|| ent->v.movetype == MOVETYPE_BOUNCE
|
|
|| ent->v.movetype == MOVETYPE_FLY
|
|
|| ent->v.movetype == MOVETYPE_FLYMISSILE)
|
|
SV_Physics_Toss (ent);
|
|
else if (ent->v.movetype == MOVETYPE_EXT_FOLLOW)
|
|
SV_Physics_Follow (ent);
|
|
else if (ent->v.movetype == MOVETYPE_WALK)
|
|
{
|
|
if (SV_RunThink (ent))
|
|
{
|
|
if (!SV_CheckWater (ent) && ! ((int)ent->v.flags & FL_WATERJUMP) )
|
|
SV_AddGravity (ent);
|
|
SV_CheckStuck (ent);
|
|
SV_WalkMove (ent);
|
|
}
|
|
}
|
|
else
|
|
Host_EndGame ("SV_Physics: bad movetype %i", (int)ent->v.movetype);
|
|
}
|
|
|
|
if (pr_global_struct->force_retouch)
|
|
pr_global_struct->force_retouch--;
|
|
|
|
|
|
if (qcvm->extfuncs.EndFrame)
|
|
{
|
|
pr_global_struct->self = EDICT_TO_PROG(qcvm->edicts);
|
|
pr_global_struct->other = EDICT_TO_PROG(qcvm->edicts);
|
|
pr_global_struct->time = qcvm->time;
|
|
PR_ExecuteProgram (qcvm->extfuncs.EndFrame);
|
|
}
|
|
|
|
if (!(sv_freezenonclients.value && qcvm == &sv.qcvm)) //FIXME: this breaks input_timelength
|
|
qcvm->time += frametime;
|
|
}
|