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https://github.com/nzp-team/dquakeplus.git
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1823 lines
42 KiB
C
1823 lines
42 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// 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",false,true};
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cvar_t sv_stopspeed = {"sv_stopspeed","100"};
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cvar_t sv_gravity = {"sv_gravity","800",false,true};
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cvar_t sv_maxvelocity = {"sv_maxvelocity","100000"};
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cvar_t sv_nostep = {"sv_nostep","0"};
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#define MOVE_EPSILON 0.01
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void SV_Physics_Toss (edict_t *ent);
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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(sv.edicts);
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for (e=1 ; e<sv.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_FOLLOW
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|| check->v.movetype == MOVETYPE_NOCLIP
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|| check->v.movetype == MOVETYPE_LARM
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|| check->v.movetype == MOVETYPE_RARM
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|| check->v.movetype == MOVETYPE_HEAD)
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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_strings + 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_strings + 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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thinktime = ent->v.nextthink;
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if (thinktime <= 0 || thinktime > sv.time + host_frametime)
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return true;
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if (thinktime < sv.time)
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thinktime = sv.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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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(sv.edicts);
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PR_ExecuteProgram (ent->v.think);
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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 = sv.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, MOVE_NOMONSTERS, ent);//Editted by blubs, we do want to ignore monsters in the trace
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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, eval_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 * host_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_AllowPushRotate
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Allows to change entity yaw?
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============
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*/
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qboolean SV_AllowPushRotate( edict_t *ent )
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{
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model_t *mod;
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mod = sv.models[ (int)ent->v.modelindex ];
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if(!mod || mod->type != mod_brush)
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return true;
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return /*(mod->flags & MODEL_HAS_ORIGIN) ? true :*/ false;
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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, vec3_t apush)
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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_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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if( trace.fraction != 0.0f )
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{
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VectorCopy( trace.endpos, ent->v.origin );
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if( apush[YAW] && ( (int)ent->v.flags & FL_CLIENT ))
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{
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ent->v.avelocity[1] += apush[1];
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ent->v.fixangle = 2;
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}
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// don't rotate pushables!
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if( SV_AllowPushRotate( ent ))
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ent->v.angles[YAW] += trace.fraction * apush[YAW];
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}
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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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edict_t *moved_edict[MAX_EDICTS];
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vec3_t moved_from[MAX_EDICTS];
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edict_t * SV_PushMove (edict_t *pusher, float movetime)
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{
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int i, e, oldsolid;
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edict_t *check, *block;
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vec3_t mins, maxs, move;
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vec3_t entorig, pushorig;
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int num_moved;
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if (!pusher->v.velocity[0] && !pusher->v.velocity[1] && !pusher->v.velocity[2])
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{
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pusher->v.ltime += movetime;
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return NULL;
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}
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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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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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VectorCopy (pusher->v.origin, pushorig);
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// move the pusher to it's final position
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VectorAdd (pusher->v.origin, move, pusher->v.origin);
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SV_LinkEdict (pusher, false);
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pusher->v.ltime += movetime;
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oldsolid = pusher->v.solid;
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// non-solid pushers can't push anything
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if( pusher->v.solid == SOLID_NOT )
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return NULL;
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// see if any solid entities are inside the final position
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num_moved = 0;
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check = NEXT_EDICT (sv.edicts);
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for (e = 1; e < sv.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 the entity is standing on the pusher, it will definately be moved
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if (!(((int) check->v.flags & FL_ONGROUND)
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&& PROG_TO_EDICT (check->v.groundentity) == pusher))
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{
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if (check->v.absmin[0] >= maxs[0]
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|| check->v.absmin[1] >= maxs[1]
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|| check->v.absmin[2] >= maxs[2]
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|| check->v.absmax[0] <= mins[0]
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|| check->v.absmax[1] <= mins[1]
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|| check->v.absmax[2] <= mins[2])
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continue;
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// see if the ent's bbox is inside the pusher's final position
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if (!SV_TestEntityPosition (check))
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continue;
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}
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// remove the onground flag for non-players
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if (check->v.movetype != MOVETYPE_WALK)
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check->v.flags = (int) check->v.flags & ~FL_ONGROUND;
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VectorCopy (check->v.origin, entorig);
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VectorCopy (check->v.origin, moved_from[num_moved]);
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moved_edict[num_moved] = check;
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num_moved++;
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// try moving the contacted entity
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pusher->v.solid = SOLID_NOT;
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SV_PushEntity (check, move, vec3_origin);
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pusher->v.solid = oldsolid;
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// if it is still inside the pusher, block
|
|
block = SV_TestEntityPosition (check);
|
|
|
|
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)
|
|
{
|
|
// 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], (moved_edict[i] == check) ? true : false);
|
|
}
|
|
return check;
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
|
|
/*
|
|
============
|
|
SV_PushRotate
|
|
|
|
============
|
|
*/
|
|
edict_t * SV_PushRotate (edict_t *pusher, float movetime)
|
|
{
|
|
int i, e, oldsolid;
|
|
matrix4x4 start_l, end_l;;
|
|
edict_t *check, *block;
|
|
vec3_t move, amove;
|
|
vec3_t entorig, pushorig;
|
|
int num_moved;
|
|
vec3_t org, org2, temp;
|
|
|
|
if (!pusher->v.avelocity[0] && !pusher->v.avelocity[1] && !pusher->v.avelocity[2])
|
|
{
|
|
pusher->v.ltime += movetime;
|
|
return NULL;
|
|
}
|
|
|
|
for (i = 0; i < 3; i++)
|
|
amove[i] = pusher->v.avelocity[i] * movetime;
|
|
|
|
// create pusher initial position
|
|
Matrix4x4_CreateFromEntity( start_l, pusher->v.angles, pusher->v.origin, 1.0f );
|
|
|
|
VectorCopy (pusher->v.angles, pushorig);
|
|
|
|
// move the pusher to it's final position
|
|
VectorAdd (pusher->v.angles, amove, pusher->v.angles);
|
|
pusher->v.ltime += movetime;
|
|
SV_LinkEdict (pusher, false);
|
|
oldsolid = pusher->v.solid;
|
|
|
|
// non-solid pushers can't push anything
|
|
if( pusher->v.solid == SOLID_NOT )
|
|
return NULL;
|
|
|
|
// create pusher final position
|
|
Matrix4x4_CreateFromEntity( end_l, pusher->v.angles, pusher->v.origin, 1.0f );
|
|
|
|
// see if any solid entities are inside the final position
|
|
num_moved = 0;
|
|
check = NEXT_EDICT (sv.edicts);
|
|
|
|
for (e = 1; e < sv.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_FOLLOW
|
|
|| check->v.movetype == MOVETYPE_NOCLIP
|
|
|| check->v.movetype == MOVETYPE_LARM
|
|
|| check->v.movetype == MOVETYPE_RARM
|
|
|| check->v.movetype == MOVETYPE_HEAD)
|
|
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] >= pusher->v.absmax[0]
|
|
|| check->v.absmin[1] >= pusher->v.absmax[1]
|
|
|| check->v.absmin[2] >= pusher->v.absmax[2]
|
|
|| check->v.absmax[0] <= pusher->v.absmin[0]
|
|
|| check->v.absmax[1] <= pusher->v.absmin[1]
|
|
|| check->v.absmax[2] <= pusher->v.absmin[2])
|
|
continue;
|
|
|
|
// see if the ent's bbox is inside the pusher's final position
|
|
if (!SV_TestEntityPosition (check))
|
|
continue;
|
|
}
|
|
|
|
// remove the onground flag for non-players
|
|
if (check->v.movetype != MOVETYPE_WALK)
|
|
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++;
|
|
|
|
// calculate destination position
|
|
//if( check->v.movetype == MOVETYPE_PUSHSTEP )
|
|
// VectorAverage( check->v.absmin, check->v.absmax, org );
|
|
//else
|
|
VectorCopy( check->v.origin, org );
|
|
|
|
Matrix4x4_VectorITransform( start_l, org, temp );
|
|
Matrix4x4_VectorTransform( end_l, temp, org2 );
|
|
VectorSubtract( org2, org, move );
|
|
|
|
// try moving the contacted entity
|
|
pusher->v.solid = SOLID_NOT;
|
|
SV_PushEntity (check, move, amove);
|
|
pusher->v.solid = oldsolid;
|
|
|
|
|
|
// if it is still inside the pusher, block
|
|
block = SV_TestEntityPosition (check);
|
|
|
|
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)
|
|
{
|
|
// 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.angles);
|
|
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);
|
|
VectorSubtract (moved_edict[i]->v.angles, amove, moved_edict[i]->v.angles);
|
|
SV_LinkEdict (moved_edict[i], (moved_edict[i] == check) ? true : false);
|
|
}
|
|
return check;
|
|
}
|
|
else
|
|
{
|
|
VectorAdd (check->v.angles, amove, check->v.angles);
|
|
}
|
|
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
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 + host_frametime)
|
|
{
|
|
movetime = thinktime - ent->v.ltime;
|
|
if (movetime < 0)
|
|
movetime = 0;
|
|
}
|
|
else
|
|
movetime = host_frametime;
|
|
|
|
|
|
|
|
if (ent->v.avelocity[0] || ent->v.avelocity[1] || ent->v.avelocity[2])
|
|
SV_PushRotate (ent, host_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 = sv.time;
|
|
pr_global_struct->self = EDICT_TO_PROG(ent);
|
|
pr_global_struct->other = EDICT_TO_PROG(sv.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;
|
|
|
|
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;
|
|
cont = SV_PointContents (point);
|
|
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_PointContents (point);
|
|
if (cont <= CONTENTS_WATER)
|
|
{
|
|
ent->v.waterlevel = 2;
|
|
point[2] = ent->v.origin[2] + ent->v.view_ofs[2];
|
|
cont = SV_PointContents (point);
|
|
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, vec3_origin);
|
|
|
|
// 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 ( fabsf(oldorg[1] - ent->v.origin[1]) > 4
|
|
|| fabsf(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, host_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)sv_player->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]*host_frametime;
|
|
|
|
// move up
|
|
SV_PushEntity (ent, upmove, vec3_origin); // 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, host_frametime, &steptrace);
|
|
|
|
// check for stuckness, possibly due to the limited precision of floats
|
|
// in the clipping hulls
|
|
if (clip)
|
|
{
|
|
if ( fabsf(oldorg[1] - ent->v.origin[1]) < 0.03125
|
|
&& fabsf(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, vec3_origin); // 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);
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
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SV_Physics_Walk
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Blubswillrule
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A physics/velocity based walking method for monsters (zombies)
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The following functions are duplicates from player modified for use by monsters
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========================================================================================================================================================
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*/
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/*
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============
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SV_PushMonsterEntity
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duplicate of SV_PushEntity: used for monster velocities.
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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_PushMonsterEntity (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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trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_NOMONSTERS, ent);
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VectorCopy (trace.endpos, ent->v.origin);
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//SV_LinkEdict (ent, true); we don't need to link it here
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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_MonsterWalkMove
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duplicate SV_WalkMove: Only used by monsters who move by velocity
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======================
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*/
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void SV_MonsterWalkMove (edict_t *ent)
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{
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vec3_t upmove, downmove;
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vec3_t oldorg, oldvel;
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vec3_t nosteporg, nostepvel;
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int clip;
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trace_t steptrace, downtrace;
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//
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// do a regular slide move unless it looks like you ran into a step
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//
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ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND;
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VectorCopy (ent->v.origin, oldorg);
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VectorCopy (ent->v.velocity, oldvel);
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clip = SV_FlyMove (ent, host_frametime, &steptrace);
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if ( !(clip & 2) )
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return; // move didn't block on a step
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//if (!oldonground && ent->v.waterlevel == 0)
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// return; // don't stair up while jumping
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if (ent->v.movetype != MOVETYPE_WALK)
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return; // gibbed by a trigger
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VectorCopy (ent->v.origin, nosteporg);
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VectorCopy (ent->v.velocity, nostepvel);
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//
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// try moving up and forward to go up a step
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//
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VectorCopy (oldorg, ent->v.origin); // back to start pos
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VectorCopy (vec3_origin, upmove);
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VectorCopy (vec3_origin, downmove);
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upmove[2] = STEPSIZE;
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downmove[2] = -STEPSIZE + oldvel[2]*host_frametime;
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// move up
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SV_PushMonsterEntity (ent, upmove); // FIXME: don't link?
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// move forward
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ent->v.velocity[0] = oldvel[0];
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ent->v. velocity[1] = oldvel[1];
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ent->v. velocity[2] = 0;
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clip = SV_FlyMove (ent, host_frametime, &steptrace);
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// check for stuckness, possibly due to the limited precision of floats
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// in the clipping hulls
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/*if (clip)
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{
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if ( fabsf(oldorg[1] - ent->v.origin[1]) < 0.03125 && fabsf(oldorg[0] - ent->v.origin[0]) < 0.03125 )
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{ // stepping up didn't make any progress
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clip = SV_TryUnstick (ent, oldvel);
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}
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}*/
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// extra friction based on view angle
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if ( clip & 2 )
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SV_WallFriction (ent, &steptrace);
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// move down
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downtrace = SV_PushMonsterEntity (ent, downmove); // FIXME: don't link?
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if (downtrace.plane.normal[2] > 0.7)
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{
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if (downtrace.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(downtrace.ent);
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}
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}
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else
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{
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// if the push down didn't end up on good ground, use the move without
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// the step up. This happens near wall / slope combinations, and can
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// cause the player to hop up higher on a slope too steep to climb
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VectorCopy (nosteporg, ent->v.origin);
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VectorCopy (nostepvel, ent->v.velocity);
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}
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}
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//Creating a duplicate SV_TestEntityPosition, one that does not check for monsters.
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//=============
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edict_t *SV_TestEntityPosition_NOMONSTERS(edict_t *ent)
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{
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trace_t trace;
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trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, ent->v.origin, MOVE_NOMONSTERS, ent);
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if (trace.startsolid)
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return sv.edicts;
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return NULL;
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}
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//=============
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//Creating a duplicate checkstuck that uses the above modified SV_TestEntityPosition_NOMONSTERS
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//Also adds checking of the entities v.zoom value
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//1: used setorigin, so don't adjust for a collision
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//0: not in collision
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//=============
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void SV_CheckStuck_IgnoreMonsters (edict_t *ent)
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{
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int i, j;
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int z;
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vec3_t org;
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if (!SV_TestEntityPosition_NOMONSTERS(ent))
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{
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VectorCopy (ent->v.origin, ent->v.oldorigin);
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ent->v.zoom = 0;
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return;
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}
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if(ent->v.zoom == 1)//if used setorigin
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{
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VectorCopy (ent->v.origin, ent->v.oldorigin);
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return;//we don't care to adjust for stuckness, whoever used setorigin in qc better handle that
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}
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VectorCopy (ent->v.origin, org);
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VectorCopy (ent->v.oldorigin, ent->v.origin);
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if (!SV_TestEntityPosition_NOMONSTERS(ent))
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{
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Con_DPrintf ("zombie unstuck from bsp hull or non-monster entity.\n");
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SV_LinkEdict (ent, true);
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return;
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}
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for (z=0 ; z< 18 ; z++)
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for (i=-1 ; i <= 1 ; i++)
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for (j=-1 ; j <= 1 ; j++)
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{
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ent->v.origin[0] = org[0] + i;
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ent->v.origin[1] = org[1] + j;
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ent->v.origin[2] = org[2] + z;
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if (!SV_TestEntityPosition_NOMONSTERS(ent))
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{
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Con_DPrintf ("zombie unstuck from bsp hull or non-monster entity.\n");
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SV_LinkEdict (ent, true);
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return;
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}
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}
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VectorCopy (org, ent->v.origin);
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Con_DPrintf ("zombie is stuck in bsp hull or non-monster entity.\n");
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}
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//=============================
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//PushAwayZombies
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//blubswillrule
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//Makes sure zombies are not inside of each other
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//glorified version of PF_FindRadius
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//=============================
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void SV_PushAwayZombies(edict_t *ent)
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{
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edict_t *other_ent;
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float rad = 23;//approx. length of bbox corner
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float *org = ent->v.origin;
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vec3_t eorg;
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int i, j;
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other_ent = NEXT_EDICT(sv.edicts);
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for (i=1 ; i<sv.num_edicts ; i++, ent = NEXT_EDICT(other_ent))
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{
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if (other_ent->free)
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continue;
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//if (ent->v.solid == SOLID_NOT)
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// continue;
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if( other_ent->v.solid != SOLID_SLIDEBOX)
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continue;
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if( other_ent->v.movetype != MOVETYPE_WALK)
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continue;
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for (j=0 ; j<3 ; j++)
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eorg[j] = org[j] - (other_ent->v.origin[j] + (other_ent->v.mins[j] + other_ent->v.maxs[j])*0.5);
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if (Length(eorg) > rad)
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continue;
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//Process nearby zombie
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for(j = 0; j < 2; j++)//only x & y
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other_ent->v.velocity[j] += (other_ent->v.origin[j] - ent->v.origin[j]) * 0.001;//push away other zombie
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//ent->v.velocity[j] += (ent->v.origin[j] - other_ent->v.origin[j]) * 0.01;//push away self
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}
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}
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//=============================
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void SV_Physics_Walk(edict_t *ent)
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{
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//if (!SV_CheckWater (ent) && ! ((int)ent->v.flags & FL_WATERJUMP) )
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// SV_AddGravity (ent);
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//Slight modification of AddGravity below
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//Zombie bbox is actually smaller, but the movement needs to pretend it is bigger
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vec3_t old_mins;
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vec3_t old_maxs;
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if(!SV_RunThink(ent))
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return;
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VectorCopy(ent->v.mins,old_mins);
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VectorCopy(ent->v.maxs,old_maxs);
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//'-16,-16,-32', '16,16,40'
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ent->v.mins[0] = -16; ent->v.mins[1] = -16; ent->v.mins[2] = -32;
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ent->v.maxs[0] = 16; ent->v.maxs[1] = 16; ent->v.maxs[2] = 40;
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//if (!((int)ent->v.flags & (FL_ONGROUND)))
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//{
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ent->v.velocity[2] -= 1.0 * sv_gravity.value * host_frametime;
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SV_CheckVelocity (ent);
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//}
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//SV_CheckStuck_IgnoreMonsters(ent);
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//PushAwayZombies causes too high of a drop in framerate
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//SV_PushAwayZombies(ent);
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SV_MonsterWalkMove(ent);
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//checking for ground beneath us
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trace_t downtrace;
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vec3_t groundlocation;
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VectorCopy(ent->v.origin,groundlocation);
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groundlocation[2] = -STEPSIZE + ent->v.velocity[2]*host_frametime;
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downtrace = SV_Move(ent->v.origin,ent->v.mins,ent->v.maxs,groundlocation, MOVE_NOMONSTERS,ent);
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if(!downtrace.allsolid && !downtrace.startsolid)
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{
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VectorCopy (downtrace.endpos, ent->v.origin);
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ent->v.flags = (int) ent->v.flags & ~FL_ONGROUND;
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if (downtrace.plane.normal[2] > 0.7)
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{
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if(downtrace.ent)
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{
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if (downtrace.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(downtrace.ent);
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ent->v.velocity[2] = 0;
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}
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}
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}
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}
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//restoring the bounding boxes
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VectorCopy(old_mins,ent->v.mins);
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VectorCopy(old_maxs,ent->v.maxs);
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SV_LinkEdict(ent,true);
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}
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/*
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================
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SV_Physics_Client
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Player character actions
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================
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*/
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void SV_Physics_Client (edict_t *ent, int num)
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{
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if ( ! svs.clients[num-1].active )
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return; // unconnected slot
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//
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// call standard client pre-think
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//
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pr_global_struct->time = sv.time;
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pr_global_struct->self = EDICT_TO_PROG(ent);
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PR_ExecuteProgram (pr_global_struct->PlayerPreThink);
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//
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// do a move
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//
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SV_CheckVelocity (ent);
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//
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// decide which move function to call
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//
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switch ((int)ent->v.movetype)
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{
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case MOVETYPE_NONE:
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if (!SV_RunThink (ent))
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return;
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break;
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case MOVETYPE_WALK:
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if (!SV_RunThink (ent))
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return;
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if (!SV_CheckWater (ent) && ! ((int)ent->v.flags & FL_WATERJUMP) )
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SV_AddGravity (ent);
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SV_CheckStuck (ent);
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SV_WalkMove (ent);
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break;
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case MOVETYPE_TOSS:
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case MOVETYPE_BOUNCE:
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SV_Physics_Toss (ent);
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break;
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case MOVETYPE_FLY:
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if (!SV_RunThink (ent))
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return;
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SV_FlyMove (ent, host_frametime, NULL);
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break;
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case MOVETYPE_NOCLIP:
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if (!SV_RunThink (ent))
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return;
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VectorMA (ent->v.origin, host_frametime, ent->v.velocity, ent->v.origin);
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break;
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default:
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Sys_Error ("SV_Physics_client: bad movetype %i", (int)ent->v.movetype);
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}
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//
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// call standard player post-think
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//
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SV_LinkEdict (ent, true);
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pr_global_struct->time = sv.time;
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pr_global_struct->self = EDICT_TO_PROG(ent);
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PR_ExecuteProgram (pr_global_struct->PlayerPostThink);
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}
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//============================================================================
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/*
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=============
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SV_Physics_None
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Non moving objects can only think
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=============
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*/
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void SV_Physics_None (edict_t *ent)
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{
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// regular thinking
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SV_RunThink (ent);
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}
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/*
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=============
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SV_Physics_Follow
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Entities that are "stuck" to another entity
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=============
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*/
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void SV_Physics_Follow (edict_t *ent)
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{
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// regular thinking
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SV_RunThink (ent);
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VectorAdd (PROG_TO_EDICT(ent->v.aiment)->v.origin, ent->v.v_angle, ent->v.origin);
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SV_LinkEdict (ent, true);
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}
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/*
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=============
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SV_Physics_Limbs
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Entities that are "stuck" to another entity
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=============
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*/
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void SV_Physics_Limbs (edict_t *ent)
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{
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// regular thinking
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SV_RunThink (ent);
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//VectorAdd (PROG_TO_EDICT(ent->v.aiment)->v.origin, ent->v.v_angle, ent->v.origin);
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SV_LinkEdict (ent, true);
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}
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/*
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=============
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SV_Physics_Noclip
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A moving object that doesn't obey physics
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=============
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*/
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void SV_Physics_Noclip (edict_t *ent)
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{
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// regular thinking
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if (!SV_RunThink (ent))
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return;
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VectorMA (ent->v.angles, host_frametime, ent->v.avelocity, ent->v.angles);
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VectorMA (ent->v.origin, host_frametime, ent->v.velocity, ent->v.origin);
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SV_LinkEdict (ent, false);
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}
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/*
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==============================================================================
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TOSS / BOUNCE
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==============================================================================
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*/
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|
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/*
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=============
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SV_CheckWaterTransition
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=============
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*/
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void SV_CheckWaterTransition (edict_t *ent)
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{
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int cont;
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cont = SV_PointContents (ent->v.origin);
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if (!ent->v.watertype)
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{ // just spawned here
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ent->v.watertype = cont;
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ent->v.waterlevel = 1;
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return;
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}
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if (cont <= CONTENTS_WATER)
|
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{
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/*if (ent->v.watertype == CONTENTS_EMPTY)
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{ // just crossed into water
|
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SV_StartSound (ent, 0, "misc/h2ohit1.wav", 255, 1);
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} */
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ent->v.watertype = cont;
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ent->v.waterlevel = 1;
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}
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else
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{/*
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if (ent->v.watertype != CONTENTS_EMPTY)
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{ // just crossed into water
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SV_StartSound (ent, 0, "misc/h2ohit1.wav", 255, 1);
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} */
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ent->v.watertype = CONTENTS_EMPTY;
|
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ent->v.waterlevel = cont;
|
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}
|
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}
|
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|
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/*
|
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=============
|
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SV_Physics_Toss
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Toss, bounce, and fly movement. When onground, do nothing.
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=============
|
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*/
|
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void SV_Physics_Toss (edict_t *ent)
|
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{
|
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trace_t trace;
|
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vec3_t move;
|
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float backoff;
|
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|
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#ifdef QUAKE2
|
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edict_t *groundentity;
|
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groundentity = PROG_TO_EDICT(ent->v.groundentity);
|
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if ((int)groundentity->v.flags & FL_CONVEYOR)
|
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VectorScale(groundentity->v.movedir, groundentity->v.speed, ent->v.basevelocity);
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else
|
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VectorCopy(vec_origin, ent->v.basevelocity);
|
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SV_CheckWater (ent);
|
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#endif
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|
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// regular thinking
|
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if (!SV_RunThink (ent))
|
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return;
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|
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#ifdef QUAKE2
|
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if (ent->v.velocity[2] > 0)
|
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ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND;
|
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|
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if ( ((int)ent->v.flags & FL_ONGROUND) )
|
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//@@
|
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if (VectorCompare(ent->v.basevelocity, vec_origin))
|
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return;
|
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|
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SV_CheckVelocity (ent);
|
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|
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// add gravity
|
|
if (! ((int)ent->v.flags & FL_ONGROUND)
|
|
&& ent->v.movetype != MOVETYPE_FLY
|
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&& ent->v.movetype != MOVETYPE_BOUNCEMISSILE
|
|
&& ent->v.movetype != MOVETYPE_FLYMISSILE)
|
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SV_AddGravity (ent);
|
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|
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#else
|
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// if onground, return without moving
|
|
if ( ((int)ent->v.flags & FL_ONGROUND) )
|
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return;
|
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|
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SV_CheckVelocity (ent);
|
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|
|
// add gravity
|
|
if (ent->v.movetype != MOVETYPE_FLY
|
|
&& ent->v.movetype != MOVETYPE_FLYMISSILE)
|
|
SV_AddGravity (ent);
|
|
#endif
|
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|
|
// move angles
|
|
VectorMA (ent->v.angles, host_frametime, ent->v.avelocity, ent->v.angles);
|
|
|
|
// move origin
|
|
#ifdef QUAKE2
|
|
VectorAdd (ent->v.velocity, ent->v.basevelocity, ent->v.velocity);
|
|
#endif
|
|
VectorScale (ent->v.velocity, host_frametime, move);
|
|
trace = SV_PushEntity (ent, move, vec3_origin);
|
|
#ifdef QUAKE2
|
|
VectorSubtract (ent->v.velocity, ent->v.basevelocity, ent->v.velocity);
|
|
#endif
|
|
if (trace.fraction == 1)
|
|
return;
|
|
if (ent->free)
|
|
return;
|
|
|
|
if (ent->v.movetype == MOVETYPE_BOUNCE)
|
|
backoff = 1.5;
|
|
#ifdef QUAKE2
|
|
else if (ent->v.movetype == MOVETYPE_BOUNCEMISSILE)
|
|
backoff = 2.0;
|
|
#endif
|
|
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)
|
|
{
|
|
#ifdef QUAKE2
|
|
if (ent->v.velocity[2] < 60 || (ent->v.movetype != MOVETYPE_BOUNCE && ent->v.movetype != MOVETYPE_BOUNCEMISSILE))
|
|
#else
|
|
if (ent->v.velocity[2] < 60 || ent->v.movetype != MOVETYPE_BOUNCE)
|
|
#endif
|
|
{
|
|
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);
|
|
}
|
|
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
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, host_frametime, NULL);
|
|
SV_LinkEdict (ent, true);
|
|
|
|
/*if ( (int)ent->v.flags & FL_ONGROUND ) // just hit ground
|
|
{
|
|
if (hitsound)
|
|
SV_StartSound (ent, 0, "demon/dland2.wav", 255, 1);
|
|
}*/
|
|
}
|
|
|
|
// regular thinking
|
|
SV_RunThink (ent);
|
|
|
|
SV_CheckWaterTransition (ent);
|
|
}
|
|
|
|
//============================================================================
|
|
|
|
/*
|
|
================
|
|
SV_Physics
|
|
|
|
================
|
|
*/
|
|
void SV_Physics (void)
|
|
{
|
|
int i;
|
|
edict_t *ent;
|
|
|
|
// let the progs know that a new frame has started
|
|
pr_global_struct->self = EDICT_TO_PROG(sv.edicts);
|
|
pr_global_struct->other = EDICT_TO_PROG(sv.edicts);
|
|
pr_global_struct->time = sv.time;
|
|
PR_ExecuteProgram (pr_global_struct->StartFrame);
|
|
|
|
//SV_CheckAllEnts ();
|
|
|
|
//
|
|
// treat each object in turn
|
|
//
|
|
ent = sv.edicts;
|
|
for (i=0 ; i<sv.num_edicts ; 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)
|
|
SV_Physics_Client (ent, i);
|
|
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_FOLLOW)
|
|
SV_Physics_Follow (ent);
|
|
else if(ent->v.movetype == MOVETYPE_WALK)
|
|
SV_Physics_Walk(ent);
|
|
else if (ent->v.movetype == MOVETYPE_HEAD || ent->v.movetype == MOVETYPE_RARM || ent->v.movetype == MOVETYPE_LARM)
|
|
SV_Physics_Limbs (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_BOUNCE
|
|
|| ent->v.movetype == MOVETYPE_BOUNCEMISSILE
|
|
|| ent->v.movetype == MOVETYPE_FLY
|
|
|| ent->v.movetype == MOVETYPE_FLYMISSILE)
|
|
SV_Physics_Toss (ent);
|
|
else
|
|
Sys_Error ("SV_Physics: bad movetype %i", (int)ent->v.movetype);
|
|
}
|
|
|
|
if (EndFrame)
|
|
{
|
|
// let the progs know that the frame has ended
|
|
pr_global_struct->self = EDICT_TO_PROG(sv.edicts);
|
|
pr_global_struct->other = EDICT_TO_PROG(sv.edicts);
|
|
pr_global_struct->time = sv.time;
|
|
PR_ExecuteProgram (EndFrame);
|
|
|
|
}
|
|
|
|
if (pr_global_struct->force_retouch)
|
|
pr_global_struct->force_retouch--;
|
|
|
|
sv.time += host_frametime;
|
|
}
|
|
|
|
trace_t SV_Trace_Toss (edict_t *ent, edict_t *ignore)
|
|
{
|
|
double save_frametime;
|
|
vec3_t move, end;
|
|
edict_t tempent, *tent;
|
|
trace_t trace;
|
|
|
|
save_frametime = host_frametime;
|
|
host_frametime = 0.05;
|
|
|
|
memcpy_vfpu(&tempent, ent, sizeof(edict_t));
|
|
tent = &tempent;
|
|
|
|
while (1)
|
|
{
|
|
SV_CheckVelocity (tent);
|
|
SV_AddGravity (tent);
|
|
VectorMA (tent->v.angles, host_frametime, tent->v.avelocity, tent->v.angles);
|
|
VectorScale (tent->v.velocity, host_frametime, move);
|
|
VectorAdd (tent->v.origin, move, end);
|
|
trace = SV_Move (tent->v.origin, tent->v.mins, tent->v.maxs, end, MOVE_NORMAL, tent);
|
|
VectorCopy (trace.endpos, tent->v.origin);
|
|
|
|
if (trace.ent)
|
|
if (trace.ent != ignore)
|
|
break;
|
|
}
|
|
host_frametime = save_frametime;
|
|
|
|
return trace;
|
|
}
|