mirror of
https://github.com/ioquake/jedi-academy.git
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1076 lines
32 KiB
C
1076 lines
32 KiB
C
// Copyright (C) 1999-2000 Id Software, Inc.
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//
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// bg_slidemove.c -- part of bg_pmove functionality
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#include "q_shared.h"
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#include "bg_public.h"
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#include "bg_local.h"
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#ifdef QAGAME //yeah, this is kind of bad
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#include "g_local.h"
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#endif
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/*
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input: origin, velocity, bounds, groundPlane, trace function
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output: origin, velocity, impacts, stairup boolean
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*/
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//do vehicle impact stuff
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// slight rearrangement by BTO (VV) so that we only have one namespace include
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#ifdef QAGAME
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extern void G_FlyVehicleSurfaceDestruction(gentity_t *veh, trace_t *trace, int magnitude, qboolean force ); //g_vehicle.c
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extern qboolean G_CanBeEnemy(gentity_t *self, gentity_t *enemy); //w_saber.c
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#endif
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extern qboolean BG_UnrestrainedPitchRoll( playerState_t *ps, Vehicle_t *pVeh );
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#include "../namespace_begin.h"
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extern bgEntity_t *pm_entSelf;
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extern bgEntity_t *pm_entVeh;
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//vehicle impact stuff continued...
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#ifndef QAGAME //kind of hacky
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extern void trap_FX_PlayEffectID( int id, vec3_t org, vec3_t fwd, int vol, int rad );
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#endif
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#ifdef QAGAME
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extern qboolean FighterIsLanded( Vehicle_t *pVeh, playerState_t *parentPS );
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extern void G_DamageFromKiller( gentity_t *pEnt, gentity_t *pVehEnt, gentity_t *attacker, vec3_t org, int damage, int dflags, int mod );
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#endif
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extern void PM_SetPMViewAngle(playerState_t *ps, vec3_t angle, usercmd_t *ucmd);
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#define MAX_IMPACT_TURN_ANGLE 45.0f
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void PM_VehicleImpact(bgEntity_t *pEnt, trace_t *trace)
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{
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// See if the vehicle has crashed into the ground.
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Vehicle_t *pSelfVeh = pEnt->m_pVehicle;
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float magnitude = VectorLength( pm->ps->velocity ) * pSelfVeh->m_pVehicleInfo->mass / 50.0f;
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qboolean forceSurfDestruction = qfalse;
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#ifdef QAGAME
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gentity_t *hitEnt = trace!=NULL?&g_entities[trace->entityNum]:NULL;
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if (!hitEnt || //nothing to hit
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(pSelfVeh && pSelfVeh->m_pPilot &&//I'm a piloted vehicle
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hitEnt && hitEnt->s.eType == ET_MISSILE && hitEnt->inuse &&//that hit a missile
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hitEnt->r.ownerNum == pSelfVeh->m_pPilot->s.number)//and the missile is owned by my pilot
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)
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{//don't hit it
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return;
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}
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if ( pSelfVeh//I have a vehicle struct
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&& pSelfVeh->m_iRemovedSurfaces )//vehicle has bits removed
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{//spiralling to our deaths, explode on any solid impact
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if ( hitEnt->s.NPC_class == CLASS_VEHICLE )
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{//hit another vehicle, explode!
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//Give credit to whoever got me into this death spiral state
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G_DamageFromKiller( (gentity_t *)pEnt, (gentity_t *)pSelfVeh->m_pParentEntity, (gentity_t *)hitEnt, pm->ps->origin, 999999, DAMAGE_NO_ARMOR, MOD_COLLISION );
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return;
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}
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else if ( !VectorCompare( trace->plane.normal, vec3_origin )
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&& (trace->entityNum == ENTITYNUM_WORLD || hitEnt->r.bmodel ) )
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{//have a valid hit plane and we hit a solid brush
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vec3_t moveDir;
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float impactDot;
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VectorCopy( pm->ps->velocity, moveDir );
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VectorNormalize( moveDir );
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impactDot = DotProduct( moveDir, trace->plane.normal );
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if ( impactDot <= -0.7f )//hit rather head-on and hard
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{// Just DIE now
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//Give credit to whoever got me into this death spiral state
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G_DamageFromKiller( (gentity_t *)pEnt, (gentity_t *)pSelfVeh->m_pParentEntity, (gentity_t *)hitEnt, pm->ps->origin, 999999, DAMAGE_NO_ARMOR, MOD_FALLING );
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return;
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}
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}
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}
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if ( trace->entityNum < ENTITYNUM_WORLD
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&& hitEnt->s.eType == ET_MOVER
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&& hitEnt->s.apos.trType != TR_STATIONARY//rotating
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&& (hitEnt->spawnflags&16) //IMPACT
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&& Q_stricmp( "func_rotating", hitEnt->classname ) == 0 )
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{//hit a func_rotating that is supposed to destroy anything it touches!
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//guarantee the hit will happen, thereby taking off a piece of the ship
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forceSurfDestruction = qtrue;
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}
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else if ( (fabs(pm->ps->velocity[0])+fabs(pm->ps->velocity[1])) < 100.0f
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&& pm->ps->velocity[2] > -100.0f )
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#else
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if ( (fabs(pm->ps->velocity[0])+fabs(pm->ps->velocity[1])) < 100.0f
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&& pm->ps->velocity[2] > -100.0f )
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#endif
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/*
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if ( (pSelfVeh->m_ulFlags&VEH_GEARSOPEN)
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&& trace->plane.normal[2] > 0.7f
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&& fabs(pSelfVeh->m_vOrientation[PITCH]) < 0.2f
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&& fabs(pSelfVeh->m_vOrientation[ROLL]) < 0.2f )*/
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{//we're landing, we're cool
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//FIXME: some sort of landing "thump", not the impactFX
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/*
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if ( pSelfVeh->m_pVehicleInfo->iImpactFX )
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{
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vec3_t up = {0,0,1};
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#ifdef QAGAME
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G_PlayEffectID( pSelfVeh->m_pVehicleInfo->iImpactFX, pm->ps->origin, up );
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#else
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trap_FX_PlayEffectID( pSelfVeh->m_pVehicleInfo->iImpactFX, pm->ps->origin, up, -1, -1 );
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#endif
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}
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*/
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//this was annoying me -rww
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//FIXME: this shouldn't even be getting called when the vehicle is at rest!
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#ifdef QAGAME
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if (hitEnt && (hitEnt->s.eType == ET_PLAYER || hitEnt->s.eType == ET_NPC) && pSelfVeh->m_pVehicleInfo->type == VH_FIGHTER)
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{ //always smack players
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}
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else
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#endif
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{
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return;
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}
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}
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if ( pSelfVeh &&
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(pSelfVeh->m_pVehicleInfo->type == VH_SPEEDER || pSelfVeh->m_pVehicleInfo->type == VH_FIGHTER) && //this is kind of weird on tauntauns and atst's..
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(magnitude >= 100||forceSurfDestruction) )
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{
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if ( pEnt->m_pVehicle->m_iHitDebounce < pm->cmd.serverTime
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|| forceSurfDestruction )
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{//a bit of a hack, may conflict with getting shot, but...
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//FIXME: impact sound and effect should be gotten from g_vehicleInfo...?
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//FIXME: should pass in trace.endpos and trace.plane.normal
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vec3_t vehUp;
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#ifdef QAGAME
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qboolean noDamage = qfalse;
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#else
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bgEntity_t *hitEnt;
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#endif
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if ( trace && !pSelfVeh->m_iRemovedSurfaces && !forceSurfDestruction )
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{
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qboolean turnFromImpact = qfalse, turnHitEnt = qfalse;
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float l = pm->ps->speed*0.5f;
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vec3_t bounceDir;
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#ifndef QAGAME
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bgEntity_t *hitEnt = PM_BGEntForNum(trace->entityNum);
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#endif
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if ( (trace->entityNum == ENTITYNUM_WORLD || hitEnt->s.solid == SOLID_BMODEL)//bounce off any brush
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&& !VectorCompare(trace->plane.normal, vec3_origin) )//have a valid plane to bounce off of
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{ //bounce off in the opposite direction of the impact
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if (pSelfVeh->m_pVehicleInfo->type == VH_SPEEDER)
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{
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pm->ps->speed *= pml.frametime;
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VectorCopy(trace->plane.normal, bounceDir);
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}
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else if ( trace->plane.normal[2] >= MIN_LANDING_SLOPE//flat enough to land on
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&& pSelfVeh->m_LandTrace.fraction < 1.0f //ground present
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&& pm->ps->speed <= MIN_LANDING_SPEED )
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{//could land here, don't bounce off, in fact, return altogether!
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return;
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}
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else
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{
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if (pSelfVeh->m_pVehicleInfo->type == VH_FIGHTER)
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{
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turnFromImpact = qtrue;
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}
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VectorCopy(trace->plane.normal, bounceDir);
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}
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}
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else if ( pSelfVeh->m_pVehicleInfo->type == VH_FIGHTER )
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{//check for impact with another fighter
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#ifndef QAGAME
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bgEntity_t *hitEnt = PM_BGEntForNum(trace->entityNum);
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#endif
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if ( hitEnt->s.NPC_class == CLASS_VEHICLE
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&& hitEnt->m_pVehicle
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&& hitEnt->m_pVehicle->m_pVehicleInfo
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&& hitEnt->m_pVehicle->m_pVehicleInfo->type == VH_FIGHTER )
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{//two vehicles hit each other, turn away from the impact
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turnFromImpact = qtrue;
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turnHitEnt = qtrue;
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#ifndef QAGAME
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VectorSubtract( pm->ps->origin, hitEnt->s.origin, bounceDir );
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#else
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VectorSubtract( pm->ps->origin, hitEnt->r.currentOrigin, bounceDir );
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#endif
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VectorNormalize( bounceDir );
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}
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}
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if ( turnFromImpact )
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{//bounce off impact surf and turn away
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vec3_t pushDir={0}, turnAwayAngles, turnDelta;
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float turnStrength, pitchTurnStrength, yawTurnStrength;
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vec3_t moveDir;
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float bounceDot, turnDivider;
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//bounce
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if ( !turnHitEnt )
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{//hit wall
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VectorScale(bounceDir, (pm->ps->speed*0.25f/pSelfVeh->m_pVehicleInfo->mass), pushDir);
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}
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else
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{//hit another fighter
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#ifndef QAGAME
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VectorScale( bounceDir, (pm->ps->speed+hitEnt->s.speed)*0.5f, bounceDir );
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#else
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if ( hitEnt->client )
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{
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VectorScale( bounceDir, (pm->ps->speed+hitEnt->client->ps.speed)*0.5f, pushDir );
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}
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else
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{
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VectorScale( bounceDir, (pm->ps->speed+hitEnt->s.speed)*0.5f, pushDir );
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}
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#endif
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VectorScale(pushDir, (l/pSelfVeh->m_pVehicleInfo->mass), pushDir);
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VectorScale(pushDir, 0.1f, pushDir);
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}
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VectorNormalize2( pm->ps->velocity, moveDir );
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bounceDot = DotProduct( moveDir, bounceDir )*-1;
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if ( bounceDot < 0.1f )
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{
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bounceDot = 0.1f;
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}
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VectorScale( pushDir, bounceDot, pushDir );
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VectorAdd(pm->ps->velocity, pushDir, pm->ps->velocity);
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//turn
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turnDivider = (pSelfVeh->m_pVehicleInfo->mass/400.0f);
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if ( turnHitEnt )
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{//don't turn as much when hit another ship
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turnDivider *= 4.0f;
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}
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if ( turnDivider < 0.5f )
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{
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turnDivider = 0.5f;
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}
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turnStrength = (magnitude/2000.0f);
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if ( turnStrength < 0.1f )
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{
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turnStrength = 0.1f;
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}
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else if ( turnStrength > 2.0f )
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{
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turnStrength = 2.0f;
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}
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//get the angles we are going to turn towards
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vectoangles( bounceDir, turnAwayAngles );
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//get the delta from our current angles to those new angles
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AnglesSubtract( turnAwayAngles, pSelfVeh->m_vOrientation, turnDelta );
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//now do pitch
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if ( !bounceDir[2] )
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{//shouldn't be any pitch
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}
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else
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{
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pitchTurnStrength = turnStrength*turnDelta[PITCH];
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if ( pitchTurnStrength > MAX_IMPACT_TURN_ANGLE )
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{
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pitchTurnStrength = MAX_IMPACT_TURN_ANGLE;
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}
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else if ( pitchTurnStrength < -MAX_IMPACT_TURN_ANGLE )
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{
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pitchTurnStrength = -MAX_IMPACT_TURN_ANGLE;
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}
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//pSelfVeh->m_vOrientation[PITCH] = AngleNormalize180(pSelfVeh->m_vOrientation[PITCH]+pitchTurnStrength/turnDivider*pSelfVeh->m_fTimeModifier);
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pSelfVeh->m_vFullAngleVelocity[PITCH] = AngleNormalize180(pSelfVeh->m_vOrientation[PITCH]+pitchTurnStrength/turnDivider*pSelfVeh->m_fTimeModifier);
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}
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//now do yaw
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if ( !bounceDir[0]
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&& !bounceDir[1] )
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{//shouldn't be any yaw
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}
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else
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{
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yawTurnStrength = turnStrength*turnDelta[YAW];
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if ( yawTurnStrength > MAX_IMPACT_TURN_ANGLE )
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{
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yawTurnStrength = MAX_IMPACT_TURN_ANGLE;
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}
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else if ( yawTurnStrength < -MAX_IMPACT_TURN_ANGLE )
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{
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yawTurnStrength = -MAX_IMPACT_TURN_ANGLE;
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}
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//pSelfVeh->m_vOrientation[ROLL] = AngleNormalize180(pSelfVeh->m_vOrientation[ROLL]-yawTurnStrength/turnDivider*pSelfVeh->m_fTimeModifier);
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pSelfVeh->m_vFullAngleVelocity[ROLL] = AngleNormalize180(pSelfVeh->m_vOrientation[ROLL]-yawTurnStrength/turnDivider*pSelfVeh->m_fTimeModifier);
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}
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/*
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PM_SetPMViewAngle(pm->ps, pSelfVeh->m_vOrientation, &pSelfVeh->m_ucmd);
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if ( pm_entVeh )
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{//I'm a vehicle, so pm_entVeh is actually my pilot
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bgEntity_t *pilot = pm_entVeh;
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if ( !BG_UnrestrainedPitchRoll( pilot->playerState, pSelfVeh ) )
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{
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//set the rider's viewangles to the vehicle's viewangles
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PM_SetPMViewAngle(pilot->playerState, pSelfVeh->m_vOrientation, &pSelfVeh->m_ucmd);
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}
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}
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*/
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#ifdef QAGAME//server-side, turn the guy we hit away from us, too
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if ( turnHitEnt//make the other guy turn and get pushed
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&& hitEnt->client //must be a valid client
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&& !FighterIsLanded( hitEnt->m_pVehicle, &hitEnt->client->ps )//but not if landed
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&& !(hitEnt->spawnflags&2) )//and not if suspended
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{
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l = hitEnt->client->ps.speed;
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//now bounce *them* away and turn them
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//flip the bounceDir
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VectorScale( bounceDir, -1, bounceDir );
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//do bounce
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VectorScale( bounceDir, (pm->ps->speed+l)*0.5f, pushDir );
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VectorScale(pushDir, (l*0.5f/hitEnt->m_pVehicle->m_pVehicleInfo->mass), pushDir);
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VectorNormalize2( hitEnt->client->ps.velocity, moveDir );
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bounceDot = DotProduct( moveDir, bounceDir )*-1;
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if ( bounceDot < 0.1f )
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{
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bounceDot = 0.1f;
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}
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VectorScale( pushDir, bounceDot, pushDir );
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VectorAdd(hitEnt->client->ps.velocity, pushDir, hitEnt->client->ps.velocity);
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//turn
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turnDivider = (hitEnt->m_pVehicle->m_pVehicleInfo->mass/400.0f);
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if ( turnHitEnt )
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{//don't turn as much when hit another ship
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turnDivider *= 4.0f;
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}
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if ( turnDivider < 0.5f )
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{
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turnDivider = 0.5f;
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}
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//get the angles we are going to turn towards
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vectoangles( bounceDir, turnAwayAngles );
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//get the delta from our current angles to those new angles
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AnglesSubtract( turnAwayAngles, hitEnt->m_pVehicle->m_vOrientation, turnDelta );
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//now do pitch
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if ( !bounceDir[2] )
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{//shouldn't be any pitch
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}
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else
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{
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pitchTurnStrength = turnStrength*turnDelta[PITCH];
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if ( pitchTurnStrength > MAX_IMPACT_TURN_ANGLE )
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{
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pitchTurnStrength = MAX_IMPACT_TURN_ANGLE;
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}
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else if ( pitchTurnStrength < -MAX_IMPACT_TURN_ANGLE )
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{
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pitchTurnStrength = -MAX_IMPACT_TURN_ANGLE;
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}
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//hitEnt->m_pVehicle->m_vOrientation[PITCH] = AngleNormalize180(hitEnt->m_pVehicle->m_vOrientation[PITCH]+pitchTurnStrength/turnDivider*pSelfVeh->m_fTimeModifier);
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hitEnt->m_pVehicle->m_vFullAngleVelocity[PITCH] = AngleNormalize180(hitEnt->m_pVehicle->m_vOrientation[PITCH]+pitchTurnStrength/turnDivider*pSelfVeh->m_fTimeModifier);
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}
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//now do yaw
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if ( !bounceDir[0]
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&& !bounceDir[1] )
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{//shouldn't be any yaw
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}
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else
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{
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yawTurnStrength = turnStrength*turnDelta[YAW];
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if ( yawTurnStrength > MAX_IMPACT_TURN_ANGLE )
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{
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yawTurnStrength = MAX_IMPACT_TURN_ANGLE;
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}
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else if ( yawTurnStrength < -MAX_IMPACT_TURN_ANGLE )
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{
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yawTurnStrength = -MAX_IMPACT_TURN_ANGLE;
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}
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//hitEnt->m_pVehicle->m_vOrientation[ROLL] = AngleNormalize180(hitEnt->m_pVehicle->m_vOrientation[ROLL]-yawTurnStrength/turnDivider*pSelfVeh->m_fTimeModifier);
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hitEnt->m_pVehicle->m_vFullAngleVelocity[ROLL] = AngleNormalize180(hitEnt->m_pVehicle->m_vOrientation[ROLL]-yawTurnStrength/turnDivider*pSelfVeh->m_fTimeModifier);
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}
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//NOTE: will these angle changes stick or will they be stomped
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// when the vehicle goes through its own update and re-grabs
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// its angles from its pilot...? Should we do a
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// SetClientViewAngles on the pilot?
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/*
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SetClientViewAngle( hitEnt, hitEnt->m_pVehicle->m_vOrientation );
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if ( hitEnt->m_pVehicle->m_pPilot
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&& ((gentity_t *)hitEnt->m_pVehicle->m_pPilot)->client )
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{
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SetClientViewAngle( (gentity_t *)hitEnt->m_pVehicle->m_pPilot, hitEnt->m_pVehicle->m_vOrientation );
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}
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*/
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}
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#endif
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}
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}
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#ifdef QAGAME
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if (!hitEnt)
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{
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return;
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}
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AngleVectors( pSelfVeh->m_vOrientation, NULL, NULL, vehUp );
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if ( pSelfVeh->m_pVehicleInfo->iImpactFX )
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{
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//G_PlayEffectID( pSelfVeh->m_pVehicleInfo->iImpactFX, pm->ps->origin, vehUp );
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//tempent use bad!
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G_AddEvent((gentity_t *)pEnt, EV_PLAY_EFFECT_ID, pSelfVeh->m_pVehicleInfo->iImpactFX);
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}
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pEnt->m_pVehicle->m_iHitDebounce = pm->cmd.serverTime + 200;
|
|
magnitude /= pSelfVeh->m_pVehicleInfo->toughness * 50.0f;
|
|
|
|
if (hitEnt
|
|
&& (hitEnt->s.eType != ET_TERRAIN || !(hitEnt->spawnflags & 1) || pSelfVeh->m_pVehicleInfo->type == VH_FIGHTER))
|
|
{ //don't damage the vehicle from terrain that doesn't want to damage vehicles
|
|
gentity_t *killer = NULL;
|
|
if (pSelfVeh->m_pVehicleInfo->type == VH_FIGHTER)
|
|
{ //increase the damage...
|
|
float mult = (pSelfVeh->m_vOrientation[PITCH]*0.1f);
|
|
if (mult < 1.0f)
|
|
{
|
|
mult = 1.0f;
|
|
}
|
|
if (hitEnt->inuse && hitEnt->takedamage)
|
|
{ //if the other guy takes damage, don't hurt us a lot for ramming him
|
|
//unless it's a vehicle, then we get 1.5 times damage
|
|
if (hitEnt->s.eType == ET_NPC &&
|
|
hitEnt->s.NPC_class == CLASS_VEHICLE &&
|
|
hitEnt->m_pVehicle)
|
|
{
|
|
mult = 1.5f;
|
|
}
|
|
else
|
|
{
|
|
mult = 0.5f;
|
|
}
|
|
}
|
|
|
|
magnitude *= mult;
|
|
}
|
|
pSelfVeh->m_iLastImpactDmg = magnitude;
|
|
//FIXME: what about proper death credit to the guy who shot you down?
|
|
//FIXME: actually damage part of the ship that impacted?
|
|
if ( hitEnt->s.eType == ET_MISSILE )//missile
|
|
{
|
|
//FIX: NEVER do or take impact damage from a missile...
|
|
noDamage = qtrue;
|
|
if ( (hitEnt->s.eFlags&EF_JETPACK_ACTIVE)//vehicle missile
|
|
&& ((gentity_t *)hitEnt)->r.ownerNum < MAX_CLIENTS )//valid client owner
|
|
{//I ran into a missile and died because of the impact, give credit to the missile's owner (PROBLEM: might this ever accidently give improper credit to client 0?)
|
|
/*
|
|
if ( ((gentity_t *)hitEnt)->r.ownerNum == pEnt->s.number )
|
|
{//hit our own missile? Don't damage ourselves or it... (so we don't kill ourselves!) if it hits *us*, then fine, but not here
|
|
noDamage = qtrue;
|
|
}
|
|
*/
|
|
killer = &g_entities[((gentity_t *)hitEnt)->r.ownerNum];
|
|
}
|
|
}
|
|
if ( !noDamage )
|
|
{
|
|
G_Damage( (gentity_t *)pEnt, ((gentity_t*)hitEnt), killer!=NULL?killer:((gentity_t *)hitEnt), NULL, pm->ps->origin, magnitude*5, DAMAGE_NO_ARMOR, (hitEnt->s.NPC_class==CLASS_VEHICLE?MOD_COLLISION:MOD_FALLING) );//FIXME: MOD_IMPACT
|
|
}
|
|
|
|
if (pSelfVeh->m_pVehicleInfo->surfDestruction)
|
|
{
|
|
G_FlyVehicleSurfaceDestruction((gentity_t *)pEnt, trace, magnitude, forceSurfDestruction );
|
|
}
|
|
|
|
pSelfVeh->m_ulFlags |= VEH_CRASHING;
|
|
}
|
|
|
|
if (hitEnt &&
|
|
hitEnt->inuse &&
|
|
hitEnt->takedamage)
|
|
{ //damage this guy because we hit him
|
|
float pmult = 1.0f;
|
|
int finalD;
|
|
gentity_t *attackEnt;
|
|
|
|
if ( (hitEnt->s.eType == ET_PLAYER && hitEnt->s.number < MAX_CLIENTS) ||
|
|
(hitEnt->s.eType == ET_NPC && hitEnt->s.NPC_class != CLASS_VEHICLE) )
|
|
{ //probably a humanoid, or something
|
|
if (pSelfVeh->m_pVehicleInfo->type == VH_FIGHTER)
|
|
{ //player die good.. if me fighter
|
|
pmult = 2000.0f;
|
|
}
|
|
else
|
|
{
|
|
pmult = 40.0f;
|
|
}
|
|
|
|
if (hitEnt->client &&
|
|
BG_KnockDownable(&hitEnt->client->ps) &&
|
|
G_CanBeEnemy((gentity_t *)pEnt, hitEnt))
|
|
{ //smash!
|
|
if (hitEnt->client->ps.forceHandExtend != HANDEXTEND_KNOCKDOWN)
|
|
{
|
|
hitEnt->client->ps.forceHandExtend = HANDEXTEND_KNOCKDOWN;
|
|
hitEnt->client->ps.forceHandExtendTime = pm->cmd.serverTime + 1100;
|
|
hitEnt->client->ps.forceDodgeAnim = 0; //this toggles between 1 and 0, when it's 1 we should play the get up anim
|
|
}
|
|
|
|
hitEnt->client->ps.otherKiller = pEnt->s.number;
|
|
hitEnt->client->ps.otherKillerTime = pm->cmd.serverTime + 5000;
|
|
hitEnt->client->ps.otherKillerDebounceTime = pm->cmd.serverTime + 100;
|
|
hitEnt->client->otherKillerMOD = MOD_COLLISION;
|
|
hitEnt->client->otherKillerVehWeapon = 0;
|
|
hitEnt->client->otherKillerWeaponType = WP_NONE;
|
|
|
|
//add my velocity into his to force him along in the correct direction from impact
|
|
VectorAdd(hitEnt->client->ps.velocity, pm->ps->velocity, hitEnt->client->ps.velocity);
|
|
//upward thrust
|
|
hitEnt->client->ps.velocity[2] += 200.0f;
|
|
}
|
|
}
|
|
|
|
if (pSelfVeh->m_pPilot)
|
|
{
|
|
attackEnt = (gentity_t *)pSelfVeh->m_pPilot;
|
|
}
|
|
else
|
|
{
|
|
attackEnt = (gentity_t *)pEnt;
|
|
}
|
|
|
|
finalD = magnitude*pmult;
|
|
if (finalD < 1)
|
|
{
|
|
finalD = 1;
|
|
}
|
|
if ( !noDamage )
|
|
{
|
|
G_Damage( hitEnt, attackEnt, attackEnt, NULL, pm->ps->origin, finalD, 0, (hitEnt->s.NPC_class==CLASS_VEHICLE?MOD_COLLISION:MOD_FALLING/*MOD_MELEE*/) );//FIXME: MOD_IMPACT
|
|
}
|
|
}
|
|
#else //this is gonna result in "double effects" for the client doing the prediction.
|
|
//it doesn't look bad though. could just use predicted events, but I'm too lazy.
|
|
hitEnt = PM_BGEntForNum(trace->entityNum);
|
|
|
|
if (!hitEnt || hitEnt->s.owner != pEnt->s.number)
|
|
{ //don't hit your own missiles!
|
|
AngleVectors( pSelfVeh->m_vOrientation, NULL, NULL, vehUp );
|
|
pEnt->m_pVehicle->m_iHitDebounce = pm->cmd.serverTime + 200;
|
|
trap_FX_PlayEffectID( pSelfVeh->m_pVehicleInfo->iImpactFX, pm->ps->origin, vehUp, -1, -1 );
|
|
|
|
pSelfVeh->m_ulFlags |= VEH_CRASHING;
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
|
|
qboolean PM_GroundSlideOkay( float zNormal )
|
|
{
|
|
if ( zNormal > 0 )
|
|
{
|
|
if ( pm->ps->velocity[2] > 0 )
|
|
{
|
|
if ( pm->ps->legsAnim == BOTH_WALL_RUN_RIGHT
|
|
|| pm->ps->legsAnim == BOTH_WALL_RUN_LEFT
|
|
|| pm->ps->legsAnim == BOTH_WALL_RUN_RIGHT_STOP
|
|
|| pm->ps->legsAnim == BOTH_WALL_RUN_LEFT_STOP
|
|
|| pm->ps->legsAnim == BOTH_FORCEWALLRUNFLIP_START
|
|
|| pm->ps->legsAnim == BOTH_FORCELONGLEAP_START
|
|
|| pm->ps->legsAnim == BOTH_FORCELONGLEAP_ATTACK
|
|
|| pm->ps->legsAnim == BOTH_FORCELONGLEAP_LAND
|
|
|| BG_InReboundJump( pm->ps->legsAnim ))
|
|
{
|
|
return qfalse;
|
|
}
|
|
}
|
|
}
|
|
return qtrue;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
qboolean PM_ClientImpact( trace_t *trace, qboolean damageSelf )
|
|
|
|
===============
|
|
*/
|
|
#ifdef QAGAME
|
|
extern void Client_CheckImpactBBrush( gentity_t *self, gentity_t *other );
|
|
qboolean PM_ClientImpact( trace_t *trace )
|
|
{
|
|
//don't try to predict this
|
|
gentity_t *traceEnt;
|
|
int otherEntityNum = trace->entityNum;
|
|
|
|
if ( !pm_entSelf )
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
if ( otherEntityNum >= ENTITYNUM_WORLD )
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
traceEnt = &g_entities[otherEntityNum];
|
|
|
|
if( VectorLength( pm->ps->velocity ) >= 100
|
|
&& pm_entSelf->s.NPC_class != CLASS_VEHICLE
|
|
&& pm->ps->lastOnGround+100 < level.time )
|
|
//&& pm->ps->groundEntityNum == ENTITYNUM_NONE )
|
|
{
|
|
Client_CheckImpactBBrush( (gentity_t *)(pm_entSelf), &g_entities[otherEntityNum] );
|
|
}
|
|
|
|
if ( !traceEnt
|
|
|| !(traceEnt->r.contents&pm->tracemask) )
|
|
{//it's dead or not in my way anymore, don't clip against it
|
|
return qtrue;
|
|
}
|
|
|
|
return qfalse;
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
==================
|
|
PM_SlideMove
|
|
|
|
Returns qtrue if the velocity was clipped in some way
|
|
==================
|
|
*/
|
|
#define MAX_CLIP_PLANES 5
|
|
qboolean PM_SlideMove( qboolean gravity ) {
|
|
int bumpcount, numbumps;
|
|
vec3_t dir;
|
|
float d;
|
|
int numplanes;
|
|
vec3_t normal, planes[MAX_CLIP_PLANES];
|
|
vec3_t primal_velocity;
|
|
vec3_t clipVelocity;
|
|
int i, j, k;
|
|
trace_t trace;
|
|
vec3_t end;
|
|
float time_left;
|
|
float into;
|
|
vec3_t endVelocity;
|
|
vec3_t endClipVelocity;
|
|
//qboolean damageSelf = qtrue;
|
|
|
|
numbumps = 4;
|
|
|
|
VectorCopy (pm->ps->velocity, primal_velocity);
|
|
|
|
if ( gravity ) {
|
|
VectorCopy( pm->ps->velocity, endVelocity );
|
|
endVelocity[2] -= pm->ps->gravity * pml.frametime;
|
|
pm->ps->velocity[2] = ( pm->ps->velocity[2] + endVelocity[2] ) * 0.5;
|
|
primal_velocity[2] = endVelocity[2];
|
|
if ( pml.groundPlane ) {
|
|
if ( PM_GroundSlideOkay( pml.groundTrace.plane.normal[2] ) )
|
|
{// slide along the ground plane
|
|
PM_ClipVelocity (pm->ps->velocity, pml.groundTrace.plane.normal,
|
|
pm->ps->velocity, OVERCLIP );
|
|
}
|
|
}
|
|
}
|
|
|
|
time_left = pml.frametime;
|
|
|
|
// never turn against the ground plane
|
|
if ( pml.groundPlane ) {
|
|
numplanes = 1;
|
|
VectorCopy( pml.groundTrace.plane.normal, planes[0] );
|
|
if ( !PM_GroundSlideOkay( planes[0][2] ) )
|
|
{
|
|
planes[0][2] = 0;
|
|
VectorNormalize( planes[0] );
|
|
}
|
|
} else {
|
|
numplanes = 0;
|
|
}
|
|
|
|
// never turn against original velocity
|
|
VectorNormalize2( pm->ps->velocity, planes[numplanes] );
|
|
numplanes++;
|
|
|
|
for ( bumpcount=0 ; bumpcount < numbumps ; bumpcount++ ) {
|
|
|
|
// calculate position we are trying to move to
|
|
VectorMA( pm->ps->origin, time_left, pm->ps->velocity, end );
|
|
|
|
// see if we can make it there
|
|
pm->trace ( &trace, pm->ps->origin, pm->mins, pm->maxs, end, pm->ps->clientNum, pm->tracemask);
|
|
|
|
if (trace.allsolid) {
|
|
// entity is completely trapped in another solid
|
|
pm->ps->velocity[2] = 0; // don't build up falling damage, but allow sideways acceleration
|
|
return qtrue;
|
|
}
|
|
|
|
if (trace.fraction > 0) {
|
|
// actually covered some distance
|
|
VectorCopy (trace.endpos, pm->ps->origin);
|
|
}
|
|
|
|
if (trace.fraction == 1) {
|
|
break; // moved the entire distance
|
|
}
|
|
|
|
// save entity for contact
|
|
PM_AddTouchEnt( trace.entityNum );
|
|
|
|
if (pm->ps->clientNum >= MAX_CLIENTS)
|
|
{
|
|
bgEntity_t *pEnt = pm_entSelf;
|
|
|
|
if (pEnt && pEnt->s.eType == ET_NPC && pEnt->s.NPC_class == CLASS_VEHICLE &&
|
|
pEnt->m_pVehicle)
|
|
{ //do vehicle impact stuff then
|
|
PM_VehicleImpact(pEnt, &trace);
|
|
}
|
|
}
|
|
#ifdef QAGAME
|
|
else
|
|
{
|
|
if ( PM_ClientImpact( &trace ) )
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
time_left -= time_left * trace.fraction;
|
|
|
|
if (numplanes >= MAX_CLIP_PLANES) {
|
|
// this shouldn't really happen
|
|
VectorClear( pm->ps->velocity );
|
|
return qtrue;
|
|
}
|
|
|
|
VectorCopy( trace.plane.normal, normal );
|
|
|
|
if ( !PM_GroundSlideOkay( normal[2] ) )
|
|
{//wall-running
|
|
//never push up off a sloped wall
|
|
normal[2] = 0;
|
|
VectorNormalize( normal );
|
|
}
|
|
//
|
|
// if this is the same plane we hit before, nudge velocity
|
|
// out along it, which fixes some epsilon issues with
|
|
// non-axial planes
|
|
//
|
|
if ( !(pm->ps->pm_flags&PMF_STUCK_TO_WALL) )
|
|
{//no sliding if stuck to wall!
|
|
for ( i = 0 ; i < numplanes ; i++ ) {
|
|
if ( VectorCompare( normal, planes[i] ) ) {//DotProduct( normal, planes[i] ) > 0.99 ) {
|
|
VectorAdd( normal, pm->ps->velocity, pm->ps->velocity );
|
|
break;
|
|
}
|
|
}
|
|
if ( i < numplanes ) {
|
|
continue;
|
|
}
|
|
}
|
|
VectorCopy (normal, planes[numplanes]);
|
|
numplanes++;
|
|
|
|
//
|
|
// modify velocity so it parallels all of the clip planes
|
|
//
|
|
|
|
// find a plane that it enters
|
|
for ( i = 0 ; i < numplanes ; i++ ) {
|
|
into = DotProduct( pm->ps->velocity, planes[i] );
|
|
if ( into >= 0.1 ) {
|
|
continue; // move doesn't interact with the plane
|
|
}
|
|
|
|
// see how hard we are hitting things
|
|
if ( -into > pml.impactSpeed ) {
|
|
pml.impactSpeed = -into;
|
|
}
|
|
|
|
// slide along the plane
|
|
PM_ClipVelocity (pm->ps->velocity, planes[i], clipVelocity, OVERCLIP );
|
|
|
|
// slide along the plane
|
|
PM_ClipVelocity (endVelocity, planes[i], endClipVelocity, OVERCLIP );
|
|
|
|
// see if there is a second plane that the new move enters
|
|
for ( j = 0 ; j < numplanes ; j++ ) {
|
|
if ( j == i ) {
|
|
continue;
|
|
}
|
|
if ( DotProduct( clipVelocity, planes[j] ) >= 0.1 ) {
|
|
continue; // move doesn't interact with the plane
|
|
}
|
|
|
|
// try clipping the move to the plane
|
|
PM_ClipVelocity( clipVelocity, planes[j], clipVelocity, OVERCLIP );
|
|
PM_ClipVelocity( endClipVelocity, planes[j], endClipVelocity, OVERCLIP );
|
|
|
|
// see if it goes back into the first clip plane
|
|
if ( DotProduct( clipVelocity, planes[i] ) >= 0 ) {
|
|
continue;
|
|
}
|
|
|
|
// slide the original velocity along the crease
|
|
CrossProduct (planes[i], planes[j], dir);
|
|
VectorNormalize( dir );
|
|
d = DotProduct( dir, pm->ps->velocity );
|
|
VectorScale( dir, d, clipVelocity );
|
|
|
|
CrossProduct (planes[i], planes[j], dir);
|
|
VectorNormalize( dir );
|
|
d = DotProduct( dir, endVelocity );
|
|
VectorScale( dir, d, endClipVelocity );
|
|
|
|
// see if there is a third plane the the new move enters
|
|
for ( k = 0 ; k < numplanes ; k++ ) {
|
|
if ( k == i || k == j ) {
|
|
continue;
|
|
}
|
|
if ( DotProduct( clipVelocity, planes[k] ) >= 0.1 ) {
|
|
continue; // move doesn't interact with the plane
|
|
}
|
|
|
|
// stop dead at a triple plane interaction
|
|
VectorClear( pm->ps->velocity );
|
|
return qtrue;
|
|
}
|
|
}
|
|
|
|
// if we have fixed all interactions, try another move
|
|
VectorCopy( clipVelocity, pm->ps->velocity );
|
|
VectorCopy( endClipVelocity, endVelocity );
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ( gravity ) {
|
|
VectorCopy( endVelocity, pm->ps->velocity );
|
|
}
|
|
|
|
// don't change velocity if in a timer (FIXME: is this correct?)
|
|
if ( pm->ps->pm_time ) {
|
|
VectorCopy( primal_velocity, pm->ps->velocity );
|
|
}
|
|
|
|
return ( bumpcount != 0 );
|
|
}
|
|
|
|
/*
|
|
==================
|
|
PM_StepSlideMove
|
|
|
|
==================
|
|
*/
|
|
void PM_StepSlideMove( qboolean gravity ) {
|
|
vec3_t start_o, start_v;
|
|
vec3_t down_o, down_v;
|
|
trace_t trace;
|
|
// float down_dist, up_dist;
|
|
// vec3_t delta, delta2;
|
|
vec3_t up, down;
|
|
float stepSize;
|
|
qboolean isGiant = qfalse;
|
|
bgEntity_t *pEnt;
|
|
qboolean skipStep = qfalse;
|
|
|
|
VectorCopy (pm->ps->origin, start_o);
|
|
VectorCopy (pm->ps->velocity, start_v);
|
|
|
|
if ( BG_InReboundHold( pm->ps->legsAnim ) )
|
|
{
|
|
gravity = qfalse;
|
|
}
|
|
|
|
if ( PM_SlideMove( gravity ) == 0 ) {
|
|
return; // we got exactly where we wanted to go first try
|
|
}
|
|
|
|
pEnt = pm_entSelf;
|
|
|
|
if (pm->ps->clientNum >= MAX_CLIENTS)
|
|
{
|
|
if (pEnt && pEnt->s.NPC_class == CLASS_VEHICLE &&
|
|
pEnt->m_pVehicle && pEnt->m_pVehicle->m_pVehicleInfo->hoverHeight > 0)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
VectorCopy(start_o, down);
|
|
down[2] -= STEPSIZE;
|
|
pm->trace (&trace, start_o, pm->mins, pm->maxs, down, pm->ps->clientNum, pm->tracemask);
|
|
VectorSet(up, 0, 0, 1);
|
|
// never step up when you still have up velocity
|
|
if ( pm->ps->velocity[2] > 0 && (trace.fraction == 1.0 ||
|
|
DotProduct(trace.plane.normal, up) < 0.7))
|
|
{
|
|
return;
|
|
}
|
|
|
|
VectorCopy (pm->ps->origin, down_o);
|
|
VectorCopy (pm->ps->velocity, down_v);
|
|
|
|
VectorCopy (start_o, up);
|
|
|
|
if (pm->ps->clientNum >= MAX_CLIENTS)
|
|
{
|
|
// apply ground friction, even if on ladder
|
|
if (pEnt &&
|
|
pEnt->s.NPC_class == CLASS_ATST ||
|
|
(pEnt->s.NPC_class == CLASS_VEHICLE &&
|
|
pEnt->m_pVehicle &&
|
|
pEnt->m_pVehicle->m_pVehicleInfo->type == VH_WALKER)
|
|
)
|
|
{//AT-STs can step high
|
|
up[2] += 66.0f;
|
|
isGiant = qtrue;
|
|
}
|
|
else if ( pEnt && pEnt->s.NPC_class == CLASS_RANCOR )
|
|
{//also can step up high
|
|
up[2] += 64.0f;
|
|
isGiant = qtrue;
|
|
}
|
|
else
|
|
{
|
|
up[2] += STEPSIZE;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
up[2] += STEPSIZE;
|
|
}
|
|
|
|
// test the player position if they were a stepheight higher
|
|
pm->trace (&trace, start_o, pm->mins, pm->maxs, up, pm->ps->clientNum, pm->tracemask);
|
|
if ( trace.allsolid ) {
|
|
if ( pm->debugLevel ) {
|
|
Com_Printf("%i:bend can't step\n", c_pmove);
|
|
}
|
|
return; // can't step up
|
|
}
|
|
|
|
stepSize = trace.endpos[2] - start_o[2];
|
|
// try slidemove from this position
|
|
VectorCopy (trace.endpos, pm->ps->origin);
|
|
VectorCopy (start_v, pm->ps->velocity);
|
|
|
|
PM_SlideMove( gravity );
|
|
|
|
// push down the final amount
|
|
VectorCopy (pm->ps->origin, down);
|
|
down[2] -= stepSize;
|
|
pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, down, pm->ps->clientNum, pm->tracemask);
|
|
|
|
if ( pm->stepSlideFix )
|
|
{
|
|
if ( pm->ps->clientNum < MAX_CLIENTS
|
|
&& trace.plane.normal[2] < MIN_WALK_NORMAL )
|
|
{//normal players cannot step up slopes that are too steep to walk on!
|
|
vec3_t stepVec;
|
|
//okay, the step up ends on a slope that it too steep to step up onto,
|
|
//BUT:
|
|
//If the step looks like this:
|
|
// (B)\__
|
|
// \_____(A)
|
|
//Then it might still be okay, so we figure out the slope of the entire move
|
|
//from (A) to (B) and if that slope is walk-upabble, then it's okay
|
|
VectorSubtract( trace.endpos, down_o, stepVec );
|
|
VectorNormalize( stepVec );
|
|
if ( stepVec[2] > (1.0f-MIN_WALK_NORMAL) )
|
|
{
|
|
skipStep = qtrue;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( !trace.allsolid
|
|
&& !skipStep ) //normal players cannot step up slopes that are too steep to walk on!
|
|
{
|
|
if ( pm->ps->clientNum >= MAX_CLIENTS//NPC
|
|
&& isGiant
|
|
&& trace.entityNum < MAX_CLIENTS
|
|
&& pEnt
|
|
&& pEnt->s.NPC_class == CLASS_RANCOR )
|
|
{//Rancor don't step on clients
|
|
if ( pm->stepSlideFix )
|
|
{
|
|
VectorCopy (down_o, pm->ps->origin);
|
|
VectorCopy (down_v, pm->ps->velocity);
|
|
}
|
|
else
|
|
{
|
|
VectorCopy (start_o, pm->ps->origin);
|
|
VectorCopy (start_v, pm->ps->velocity);
|
|
}
|
|
}
|
|
/*
|
|
else if ( pm->ps->clientNum >= MAX_CLIENTS//NPC
|
|
&& isGiant
|
|
&& trace.entityNum < MAX_CLIENTS
|
|
&& pEnt
|
|
&& pEnt->s.NPC_class == CLASS_ATST
|
|
&& OnSameTeam( pEnt, traceEnt) )
|
|
{//NPC AT-ST's don't step up on allies
|
|
VectorCopy (start_o, pm->ps->origin);
|
|
VectorCopy (start_v, pm->ps->velocity);
|
|
}
|
|
*/
|
|
else
|
|
{
|
|
VectorCopy (trace.endpos, pm->ps->origin);
|
|
if ( pm->stepSlideFix )
|
|
{
|
|
if ( trace.fraction < 1.0 ) {
|
|
PM_ClipVelocity( pm->ps->velocity, trace.plane.normal, pm->ps->velocity, OVERCLIP );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( pm->stepSlideFix )
|
|
{
|
|
VectorCopy (down_o, pm->ps->origin);
|
|
VectorCopy (down_v, pm->ps->velocity);
|
|
}
|
|
}
|
|
if ( !pm->stepSlideFix )
|
|
{
|
|
if ( trace.fraction < 1.0 ) {
|
|
PM_ClipVelocity( pm->ps->velocity, trace.plane.normal, pm->ps->velocity, OVERCLIP );
|
|
}
|
|
}
|
|
|
|
#if 0
|
|
// if the down trace can trace back to the original position directly, don't step
|
|
pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, start_o, pm->ps->clientNum, pm->tracemask);
|
|
if ( trace.fraction == 1.0 ) {
|
|
// use the original move
|
|
VectorCopy (down_o, pm->ps->origin);
|
|
VectorCopy (down_v, pm->ps->velocity);
|
|
if ( pm->debugLevel ) {
|
|
Com_Printf("%i:bend\n", c_pmove);
|
|
}
|
|
} else
|
|
#endif
|
|
{
|
|
// use the step move
|
|
float delta;
|
|
|
|
delta = pm->ps->origin[2] - start_o[2];
|
|
if ( delta > 2 ) {
|
|
if ( delta < 7 ) {
|
|
PM_AddEvent( EV_STEP_4 );
|
|
} else if ( delta < 11 ) {
|
|
PM_AddEvent( EV_STEP_8 );
|
|
} else if ( delta < 15 ) {
|
|
PM_AddEvent( EV_STEP_12 );
|
|
} else {
|
|
PM_AddEvent( EV_STEP_16 );
|
|
}
|
|
}
|
|
if ( pm->debugLevel ) {
|
|
Com_Printf("%i:stepped\n", c_pmove);
|
|
}
|
|
}
|
|
}
|
|
|
|
#include "../namespace_end.h"
|
|
|