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/*
Copyright ( C ) 1996 - 1997 Id Software , Inc .
This program is free software ; you can redistribute it and / or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation ; either version 2
of the License , or ( at your option ) any later version .
This program is distributed in the hope that it will be useful ,
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 .
You should have received a copy of the GNU General Public License
along with this program ; if not , write to the Free Software
Foundation , Inc . , 59 Temple Place - Suite 330 , Boston , MA 02111 - 1307 , USA .
*/
// sv_phys.c
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# include "quakedef.h"
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# if !defined(CLIENTONLY) || defined(CSQC_DAT)
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Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
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# include "pr_common.h"
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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
bonus items are SOLID_TRIGGER touch , and MOVETYPE_TOSS
corpses are SOLID_NOT and MOVETYPE_TOSS
crates are SOLID_BBOX and MOVETYPE_TOSS
walking monsters are SOLID_SLIDEBOX and MOVETYPE_STEP
flying / floating monsters are SOLID_SLIDEBOX and MOVETYPE_FLY
solid_edge items only clip against bsp models .
*/
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cvar_t sv_maxvelocity = CVAR ( " sv_maxvelocity " , " 10000 " ) ;
cvar_t sv_gravity = CVAR ( " sv_gravity " , " 800 " ) ;
cvar_t sv_stopspeed = CVAR ( " sv_stopspeed " , " 100 " ) ;
cvar_t sv_maxspeed = CVAR ( " sv_maxspeed " , " 320 " ) ;
cvar_t sv_spectatormaxspeed = CVAR ( " sv_spectatormaxspeed " , " 500 " ) ;
cvar_t sv_accelerate = CVAR ( " sv_accelerate " , " 10 " ) ;
cvar_t sv_airaccelerate = CVAR ( " sv_airaccelerate " , " 0.7 " ) ;
cvar_t sv_wateraccelerate = CVAR ( " sv_wateraccelerate " , " 10 " ) ;
cvar_t sv_friction = CVAR ( " sv_friction " , " 4 " ) ;
cvar_t sv_waterfriction = CVAR ( " sv_waterfriction " , " 4 " ) ;
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cvar_t sv_wallfriction = CVARD ( " sv_wallfriction " , " 1 " , " Additional friction when running into walls " ) ;
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cvar_t sv_gameplayfix_noairborncorpse = CVAR ( " sv_gameplayfix_noairborncorpse " , " 0 " ) ;
cvar_t sv_gameplayfix_multiplethinks = CVARAD ( " sv_gameplayfix_multiplethinks " , " 1 " , /*dp*/ " sv_gameplayfix_multiplethinksperframe " , " Enables multiple thinks per entity per frame so small nextthink times are accurate. QuakeWorld mods expect a value of 1, while NQ expects 0. " ) ;
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cvar_t sv_gameplayfix_stepdown = CVARD ( " sv_gameplayfix_stepdown " , " 0 " , " Attempt to step down steps, instead of only up them. Affects non-predicted movetype_walk. " ) ;
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cvar_t sv_gameplayfix_bouncedownslopes = CVARD ( " sv_gameplayfix_grenadebouncedownslopes " , " 0 " , " MOVETYPE_BOUNCE speeds are calculated relative to the impacted surface, instead of the vertical, reducing the chance of grenades just sitting there on slopes. " ) ;
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cvar_t sv_gameplayfix_trappedwithin = CVARD ( " sv_gameplayfix_trappedwithin " , " 0 " , " Blocks further entity movement when an entity is already inside another entity. This ensures that bsp precision issues cannot allow the entity to completely pass through eg the world. " ) ;
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//cvar_t sv_gameplayfix_radialmaxvelocity = CVARD( "sv_gameplayfix_radialmaxvelocity", "0", "Applies maxvelocity radially instead of axially.");
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# if !defined(CLIENTONLY) && defined(NQPROT) && defined(HAVE_LEGACY)
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cvar_t sv_gameplayfix_spawnbeforethinks = CVARD ( " sv_gameplayfix_spawnbeforethinks " , " 0 " , " Fixes an issue where player thinks (including Pre+Post) can be called before PutClientInServer. Unfortunately at least one mod depends upon PreThink being called first in order to correctly determine spawn positions. " ) ;
# endif
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cvar_t dpcompat_noretouchground = CVARD ( " dpcompat_noretouchground " , " 0 " , " Prevents entities that are already standing on an entity from touching the same entity again. " ) ;
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cvar_t sv_sound_watersplash = CVAR ( " sv_sound_watersplash " , " misc/h2ohit1.wav " ) ;
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cvar_t sv_sound_land = CVAR ( " sv_sound_land " , " demon/dland2.wav " ) ;
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cvar_t sv_stepheight = CVARAFD ( " pm_stepheight " , " " , /*dp*/ " sv_stepheight " , CVAR_SERVERINFO , " If empty, the value " STRINGIFY ( PM_DEFAULTSTEPHEIGHT ) " will be used instead. This is the size of the step you can step up or down. " ) ;
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cvar_t pm_ktjump = CVARF ( " pm_ktjump " , " " , CVAR_SERVERINFO ) ;
cvar_t pm_bunnyspeedcap = CVARFD ( " pm_bunnyspeedcap " , " " , CVAR_SERVERINFO , " 0 or 1, ish. If the player is traveling faster than this speed while turning, their velocity will be gracefully reduced to match their current maxspeed. You can still rocket-jump to gain high velocity, but turning will reduce your speed back to the max. This can be used to disable bunny hopping. " ) ;
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cvar_t pm_watersinkspeed = CVARFD ( " pm_watersinkspeed " , " " , CVAR_SERVERINFO , " This is the speed that players will sink at while inactive in water. Empty means 60. " ) ;
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cvar_t pm_flyfriction = CVARFD ( " pm_flyfriction " , " " , CVAR_SERVERINFO , " Amount of friction that applies in fly or 6dof mode. Empty means 4. " ) ;
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cvar_t pm_slidefix = CVARFD ( " pm_slidefix " , " " , CVAR_SERVERINFO , " Fixes an issue when walking down slopes (ie: so they act more like slopes and not a series of steps) " ) ;
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cvar_t pm_slidyslopes = CVARFD ( " pm_slidyslopes " , " " , CVAR_SERVERINFO , " Replicates NQ behaviour, where players will slowly slide down ramps " ) ;
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cvar_t pm_autobunny = CVARFD ( " pm_autobunny " , " " , CVAR_SERVERINFO , " Players will continue jumping without needing to release the jump button. " ) ;
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cvar_t pm_airstep = CVARAFD ( " pm_airstep " , " " , /*dp*/ " sv_jumpstep " , CVAR_SERVERINFO , " Allows players to step up while jumping. This makes stairs more graceful but also increases potential jump heights. " ) ;
cvar_t pm_pground = CVARFD ( " pm_pground " , " " , CVAR_SERVERINFO , " Use persisten onground state instead of recalculating every frame. " CON_WARNING " Do NOT use with nq mods, as most nq mods will interfere with onground state, resulting in glitches. " ) ;
cvar_t pm_stepdown = CVARFD ( " pm_stepdown " , " " , CVAR_SERVERINFO , " Causes physics to stick to the ground, instead of constantly losing traction whiloe going down steps. " ) ;
cvar_t pm_walljump = CVARFD ( " pm_walljump " , " " , CVAR_SERVERINFO , " Allows the player to bounce off walls while arborne. " ) ;
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cvar_t pm_edgefriction = CVARAFD ( " pm_edgefriction " , " " , /*nq*/ " edgefriction " , CVAR_SERVERINFO , " Default value of 2 " ) ;
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# define cvargroup_serverphysics "server physics variables"
void WPhys_Init ( void )
{
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Cvar_Register ( & sv_maxvelocity , cvargroup_serverphysics ) ;
Cvar_Register ( & sv_gravity , cvargroup_serverphysics ) ;
Cvar_Register ( & sv_stopspeed , cvargroup_serverphysics ) ;
Cvar_Register ( & sv_maxspeed , cvargroup_serverphysics ) ;
Cvar_Register ( & sv_spectatormaxspeed , cvargroup_serverphysics ) ;
Cvar_Register ( & sv_accelerate , cvargroup_serverphysics ) ;
Cvar_Register ( & sv_airaccelerate , cvargroup_serverphysics ) ;
Cvar_Register ( & sv_wateraccelerate , cvargroup_serverphysics ) ;
Cvar_Register ( & sv_friction , cvargroup_serverphysics ) ;
Cvar_Register ( & sv_waterfriction , cvargroup_serverphysics ) ;
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Cvar_Register ( & sv_wallfriction , cvargroup_serverphysics ) ;
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Cvar_Register ( & sv_sound_watersplash , cvargroup_serverphysics ) ;
Cvar_Register ( & sv_sound_land , cvargroup_serverphysics ) ;
Cvar_Register ( & sv_stepheight , cvargroup_serverphysics ) ;
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Cvar_Register ( & sv_gameplayfix_noairborncorpse , cvargroup_serverphysics ) ;
Cvar_Register ( & sv_gameplayfix_multiplethinks , cvargroup_serverphysics ) ;
Cvar_Register ( & sv_gameplayfix_stepdown , cvargroup_serverphysics ) ;
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Cvar_Register ( & sv_gameplayfix_bouncedownslopes , cvargroup_serverphysics ) ;
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Cvar_Register ( & sv_gameplayfix_trappedwithin , cvargroup_serverphysics ) ;
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Cvar_Register ( & dpcompat_noretouchground , cvargroup_serverphysics ) ;
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# if !defined(CLIENTONLY) && defined(NQPROT) && defined(HAVE_LEGACY)
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Cvar_Register ( & sv_gameplayfix_spawnbeforethinks , cvargroup_serverphysics ) ;
# endif
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}
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# define MOVE_EPSILON 0.01
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static void WPhys_Physics_Toss ( world_t * w , wedict_t * ent ) ;
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/*
= = = = = = = = = = = = = = = =
SV_CheckAllEnts
= = = = = = = = = = = = = = = =
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static void SV_CheckAllEnts ( void )
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{
int e ;
edict_t * check ;
// see if any solid entities are inside the final position
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for ( e = 1 ; e < sv . world . num_edicts ; e + + )
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{
check = EDICT_NUM ( svprogfuncs , e ) ;
if ( check - > isfree )
continue ;
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if ( check - > v - > movetype = = MOVETYPE_PUSH
| | check - > v - > movetype = = MOVETYPE_NONE
| | check - > v - > movetype = = MOVETYPE_FOLLOW
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| | check - > v - > movetype = = MOVETYPE_NOCLIP
| | check - > v - > movetype = = MOVETYPE_ANGLENOCLIP )
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continue ;
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if ( World_TestEntityPosition ( & sv . world , ( wedict_t * ) check ) )
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Con_Printf ( " entity in invalid position \n " ) ;
}
}
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*/
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/*
= = = = = = = = = = = = = = = =
SV_CheckVelocity
= = = = = = = = = = = = = = = =
*/
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void WPhys_CheckVelocity ( world_t * w , wedict_t * ent )
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{
int i ;
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# ifdef HAVE_SERVER
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extern cvar_t sv_nqplayerphysics ;
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if ( sv_nqplayerphysics . ival )
{ //bound axially (like vanilla)
for ( i = 0 ; i < 3 ; i + + )
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{
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if ( IS_NAN ( ent - > v - > velocity [ i ] ) )
{
Con_DPrintf ( " Got a NaN velocity on entity %i (%s) \n " , ent - > entnum , PR_GetString ( w - > progs , ent - > v - > classname ) ) ;
ent - > v - > velocity [ i ] = 0 ;
}
if ( IS_NAN ( ent - > v - > origin [ i ] ) )
{
Con_Printf ( " Got a NaN origin on entity %i (%s) \n " , ent - > entnum , PR_GetString ( w - > progs , ent - > v - > classname ) ) ;
ent - > v - > origin [ i ] = 0 ;
}
if ( ent - > v - > velocity [ i ] > sv_maxvelocity . value )
ent - > v - > velocity [ i ] = sv_maxvelocity . value ;
else if ( ent - > v - > velocity [ i ] < - sv_maxvelocity . value )
ent - > v - > velocity [ i ] = - sv_maxvelocity . value ;
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}
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}
else
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# endif
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{ //bound radially (for sanity)
for ( i = 0 ; i < 3 ; i + + )
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{
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if ( IS_NAN ( ent - > v - > velocity [ i ] ) )
{
Con_DPrintf ( " Got a NaN velocity on entity %i (%s) \n " , ent - > entnum , PR_GetString ( w - > progs , ent - > v - > classname ) ) ;
ent - > v - > velocity [ i ] = 0 ;
}
if ( IS_NAN ( ent - > v - > origin [ i ] ) )
{
Con_Printf ( " Got a NaN origin on entity %i (%s) \n " , ent - > entnum , PR_GetString ( w - > progs , ent - > v - > classname ) ) ;
ent - > v - > origin [ i ] = 0 ;
}
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}
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if ( Length ( ent - > v - > velocity ) > sv_maxvelocity . value )
{
// Con_DPrintf("Slowing %s\n", PR_GetString(w->progs, ent->v->classname));
VectorScale ( ent - > v - > velocity , sv_maxvelocity . value / Length ( ent - > v - > velocity ) , ent - > v - > velocity ) ;
}
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}
}
/*
= = = = = = = = = = = = =
SV_RunThink
Runs thinking code if time . There is some play in the exact time the think
function will be called , because it is called before any movement is done
in a frame . Not used for pushmove objects , because they must be exact .
Returns false if the entity removed itself .
= = = = = = = = = = = = =
*/
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qboolean WPhys_RunThink ( world_t * w , wedict_t * ent )
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{
float thinktime ;
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if ( ! sv_gameplayfix_multiplethinks . ival ) //try and imitate nq as closeley as possible
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{
thinktime = ent - > v - > nextthink ;
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if ( thinktime < = 0 | | thinktime > w - > physicstime + host_frametime )
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return true ;
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if ( thinktime < w - > physicstime )
thinktime = w - > physicstime ; // don't let things stay in the past.
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// it is possible to start that way
// by a trigger with a local time.
ent - > v - > nextthink = 0 ;
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* w - > g . time = thinktime ;
w - > Event_Think ( w , ent ) ;
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return ! ED_ISFREE ( ent ) ;
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}
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do
{
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thinktime = ent - > v - > nextthink ;
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if ( thinktime < = 0 )
return true ;
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if ( thinktime > w - > physicstime + host_frametime )
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return true ;
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if ( thinktime < w - > physicstime )
thinktime = w - > physicstime ; // don't let things stay in the past.
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// it is possible to start that way
// by a trigger with a local time.
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ent - > v - > nextthink = 0 ;
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* w - > g . time = thinktime ;
w - > Event_Think ( w , ent ) ;
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if ( ED_ISFREE ( ent ) )
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return false ;
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if ( ent - > v - > nextthink < = thinktime ) //hmm... infinate loop was possible here.. Quite a few non-QW mods do this.
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return true ;
} while ( 1 ) ;
return true ;
}
/*
= = = = = = = = = = = = = = = = = =
SV_Impact
Two entities have touched , so run their touch functions
= = = = = = = = = = = = = = = = = =
*/
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static void WPhys_Impact ( world_t * w , wedict_t * e1 , trace_t * trace )
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{
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wedict_t * e2 = trace - > ent ;
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* w - > g . time = w - > physicstime ;
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if ( e1 - > v - > touch & & e1 - > v - > solid ! = SOLID_NOT )
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{
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w - > Event_Touch ( w , e1 , e2 , trace ) ;
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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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w - > Event_Touch ( w , e2 , e1 , trace ) ;
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}
}
/*
= = = = = = = = = = = = = = = = = =
ClipVelocity
Slide off of the impacting object
= = = = = = = = = = = = = = = = = =
*/
# define STOP_EPSILON 0.1
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//courtesy of darkplaces, it's just more efficient.
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static void ClipVelocity ( vec3_t in , vec3_t normal , vec3_t out , float overbounce )
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{
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int i ;
float backoff ;
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backoff = - DotProduct ( in , normal ) * overbounce ;
VectorMA ( in , backoff , normal , out ) ;
for ( i = 0 ; i < 3 ; i + + )
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if ( out [ i ] > - STOP_EPSILON & & out [ i ] < STOP_EPSILON )
out [ i ] = 0 ;
}
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static void WPhys_PortalTransform ( world_t * w , wedict_t * ent , wedict_t * portal , vec3_t org , vec3_t move )
{
int oself = * w - > g . self ;
void * pr_globals = PR_globals ( w - > progs , PR_CURRENT ) ;
* w - > g . self = EDICT_TO_PROG ( w - > progs , portal ) ;
//transform origin+velocity etc
VectorCopy ( org , G_VECTOR ( OFS_PARM0 ) ) ;
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VectorCopy ( ent - > v - > angles , G_VECTOR ( OFS_PARM1 ) ) ;
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VectorCopy ( ent - > v - > velocity , w - > g . v_forward ) ;
VectorCopy ( move , w - > g . v_right ) ;
VectorCopy ( ent - > xv - > gravitydir , w - > g . v_up ) ;
if ( ! DotProduct ( w - > g . v_up , w - > g . v_up ) )
w - > g . v_up [ 2 ] = - 1 ;
PR_ExecuteProgram ( w - > progs , portal - > xv - > camera_transform ) ;
VectorCopy ( G_VECTOR ( OFS_RETURN ) , org ) ;
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VectorCopy ( w - > g . v_forward , ent - > v - > velocity ) ;
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VectorCopy ( w - > g . v_right , move ) ;
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// VectorCopy(w->g.v_up, ent->xv->gravitydir);
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//monsters get their gravitydir set if it isn't already, to ensure that they still work (angle issues).
if ( ( int ) ent - > v - > flags & FL_MONSTER )
if ( ! ent - > xv - > gravitydir [ 0 ] & & ! ent - > xv - > gravitydir [ 1 ] & & ! ent - > xv - > gravitydir [ 2 ] )
ent - > xv - > gravitydir [ 2 ] = - 1 ;
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//transform the angles too
VectorCopy ( org , G_VECTOR ( OFS_PARM0 ) ) ;
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# ifndef CLIENTONLY
if ( w = = & sv . world & & ent - > entnum < = svs . allocated_client_slots )
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{
VectorCopy ( ent - > v - > v_angle , ent - > v - > angles ) ;
}
else
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# endif
added r_meshpitch cvar that allows for fixing the unfixable mesh pitch bug from vanilla... needs a better name... do note that this will break pretty much any mod, so this is really only for TCs designed to use it. Its likely that I missed places.
nqsv: added support for spectators with nq clients. the angles are a bit rough, but hey. need to do something about frags so nq clients know who's a spectator. use 'cmd observe' to get an nq client to spectate on an fte server (then attack/jump behave the same as in qw clients).
nqsv: rewrote EF_MUZZLEFLASH handling, so svc_muzzleflash is now translated properly to EF_MUZZLEFLASH, and vice versa. No more missing muzzleflashes!
added screenshot_cubemap, so you can actually pre-generate cubemaps with fte (which can be used for reflections or whatever).
misc fixes (server crash, a couple of other less important ones).
external files based on a model's name will now obey r_replacemodels properly, instead of needing to use foo.mdl_0.skin for foo.md3.
identify <playernum> should now use the correct masked ip, instead of abrubtly failing (reported by kt)
vid_toggle console command should now obey vid_width and vid_height when switching to fullscreen, but only if vid_fullscreen is actually set, which should make it seem better behaved (reported by kt).
qcc: cleaned up sym->symboldata[sym->ofs] to be more consistent at all stages.
qcc: typedef float vec4[4]; now works to define a float array with 4 elements (however, it will be passed by-value rather than by-reference).
qcc: cleaned up optional vs __out ordering issues.
qccgui: shift+f3 searches backwards
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5064 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-02-27 09:34:35 +00:00
ent - > v - > angles [ 0 ] * = r_meshpitch . value ;
2014-01-13 02:42:25 +00:00
VectorCopy ( ent - > v - > angles , G_VECTOR ( OFS_PARM1 ) ) ;
2013-12-29 22:48:28 +00:00
AngleVectors ( ent - > v - > angles , w - > g . v_forward , w - > g . v_right , w - > g . v_up ) ;
PR_ExecuteProgram ( w - > progs , portal - > xv - > camera_transform ) ;
added r_meshpitch cvar that allows for fixing the unfixable mesh pitch bug from vanilla... needs a better name... do note that this will break pretty much any mod, so this is really only for TCs designed to use it. Its likely that I missed places.
nqsv: added support for spectators with nq clients. the angles are a bit rough, but hey. need to do something about frags so nq clients know who's a spectator. use 'cmd observe' to get an nq client to spectate on an fte server (then attack/jump behave the same as in qw clients).
nqsv: rewrote EF_MUZZLEFLASH handling, so svc_muzzleflash is now translated properly to EF_MUZZLEFLASH, and vice versa. No more missing muzzleflashes!
added screenshot_cubemap, so you can actually pre-generate cubemaps with fte (which can be used for reflections or whatever).
misc fixes (server crash, a couple of other less important ones).
external files based on a model's name will now obey r_replacemodels properly, instead of needing to use foo.mdl_0.skin for foo.md3.
identify <playernum> should now use the correct masked ip, instead of abrubtly failing (reported by kt)
vid_toggle console command should now obey vid_width and vid_height when switching to fullscreen, but only if vid_fullscreen is actually set, which should make it seem better behaved (reported by kt).
qcc: cleaned up sym->symboldata[sym->ofs] to be more consistent at all stages.
qcc: typedef float vec4[4]; now works to define a float array with 4 elements (however, it will be passed by-value rather than by-reference).
qcc: cleaned up optional vs __out ordering issues.
qccgui: shift+f3 searches backwards
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5064 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-02-27 09:34:35 +00:00
VectorAngles ( w - > g . v_forward , w - > g . v_up , ent - > v - > angles , true ) ;
2014-10-05 20:04:11 +00:00
# ifndef CLIENTONLY
2014-06-21 17:58:17 +00:00
if ( ent - > entnum > 0 & & ent - > entnum < = svs . allocated_client_slots )
{
client_t * cl = & svs . clients [ ent - > entnum - 1 ] ;
added r_meshpitch cvar that allows for fixing the unfixable mesh pitch bug from vanilla... needs a better name... do note that this will break pretty much any mod, so this is really only for TCs designed to use it. Its likely that I missed places.
nqsv: added support for spectators with nq clients. the angles are a bit rough, but hey. need to do something about frags so nq clients know who's a spectator. use 'cmd observe' to get an nq client to spectate on an fte server (then attack/jump behave the same as in qw clients).
nqsv: rewrote EF_MUZZLEFLASH handling, so svc_muzzleflash is now translated properly to EF_MUZZLEFLASH, and vice versa. No more missing muzzleflashes!
added screenshot_cubemap, so you can actually pre-generate cubemaps with fte (which can be used for reflections or whatever).
misc fixes (server crash, a couple of other less important ones).
external files based on a model's name will now obey r_replacemodels properly, instead of needing to use foo.mdl_0.skin for foo.md3.
identify <playernum> should now use the correct masked ip, instead of abrubtly failing (reported by kt)
vid_toggle console command should now obey vid_width and vid_height when switching to fullscreen, but only if vid_fullscreen is actually set, which should make it seem better behaved (reported by kt).
qcc: cleaned up sym->symboldata[sym->ofs] to be more consistent at all stages.
qcc: typedef float vec4[4]; now works to define a float array with 4 elements (however, it will be passed by-value rather than by-reference).
qcc: cleaned up optional vs __out ordering issues.
qccgui: shift+f3 searches backwards
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5064 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-02-27 09:34:35 +00:00
ent - > v - > angles [ 0 ] * = r_meshpitch . value ;
2014-06-21 17:58:17 +00:00
VectorCopy ( ent - > v - > angles , ent - > v - > v_angle ) ;
added r_meshpitch cvar that allows for fixing the unfixable mesh pitch bug from vanilla... needs a better name... do note that this will break pretty much any mod, so this is really only for TCs designed to use it. Its likely that I missed places.
nqsv: added support for spectators with nq clients. the angles are a bit rough, but hey. need to do something about frags so nq clients know who's a spectator. use 'cmd observe' to get an nq client to spectate on an fte server (then attack/jump behave the same as in qw clients).
nqsv: rewrote EF_MUZZLEFLASH handling, so svc_muzzleflash is now translated properly to EF_MUZZLEFLASH, and vice versa. No more missing muzzleflashes!
added screenshot_cubemap, so you can actually pre-generate cubemaps with fte (which can be used for reflections or whatever).
misc fixes (server crash, a couple of other less important ones).
external files based on a model's name will now obey r_replacemodels properly, instead of needing to use foo.mdl_0.skin for foo.md3.
identify <playernum> should now use the correct masked ip, instead of abrubtly failing (reported by kt)
vid_toggle console command should now obey vid_width and vid_height when switching to fullscreen, but only if vid_fullscreen is actually set, which should make it seem better behaved (reported by kt).
qcc: cleaned up sym->symboldata[sym->ofs] to be more consistent at all stages.
qcc: typedef float vec4[4]; now works to define a float array with 4 elements (however, it will be passed by-value rather than by-reference).
qcc: cleaned up optional vs __out ordering issues.
qccgui: shift+f3 searches backwards
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5064 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-02-27 09:34:35 +00:00
ent - > v - > angles [ 0 ] * = r_meshpitch . value ;
2020-10-26 06:30:35 +00:00
SV_SendFixAngle ( cl , NULL , FIXANGLE_AUTO , true ) ;
2014-06-21 17:58:17 +00:00
}
2014-10-05 20:04:11 +00:00
# endif
2013-12-29 22:48:28 +00:00
/*
avelocity is horribly dependant upon eular angles . trying to treat it as a matrix is folly .
if ( DotProduct ( ent - > v - > avelocity , ent - > v - > avelocity ) )
{
added r_meshpitch cvar that allows for fixing the unfixable mesh pitch bug from vanilla... needs a better name... do note that this will break pretty much any mod, so this is really only for TCs designed to use it. Its likely that I missed places.
nqsv: added support for spectators with nq clients. the angles are a bit rough, but hey. need to do something about frags so nq clients know who's a spectator. use 'cmd observe' to get an nq client to spectate on an fte server (then attack/jump behave the same as in qw clients).
nqsv: rewrote EF_MUZZLEFLASH handling, so svc_muzzleflash is now translated properly to EF_MUZZLEFLASH, and vice versa. No more missing muzzleflashes!
added screenshot_cubemap, so you can actually pre-generate cubemaps with fte (which can be used for reflections or whatever).
misc fixes (server crash, a couple of other less important ones).
external files based on a model's name will now obey r_replacemodels properly, instead of needing to use foo.mdl_0.skin for foo.md3.
identify <playernum> should now use the correct masked ip, instead of abrubtly failing (reported by kt)
vid_toggle console command should now obey vid_width and vid_height when switching to fullscreen, but only if vid_fullscreen is actually set, which should make it seem better behaved (reported by kt).
qcc: cleaned up sym->symboldata[sym->ofs] to be more consistent at all stages.
qcc: typedef float vec4[4]; now works to define a float array with 4 elements (however, it will be passed by-value rather than by-reference).
qcc: cleaned up optional vs __out ordering issues.
qccgui: shift+f3 searches backwards
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5064 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-02-27 09:34:35 +00:00
ent - > v - > avelocity [ 0 ] * = r_meshpitch . value ;
2013-12-29 22:48:28 +00:00
AngleVectors ( ent - > v - > avelocity , w - > g . v_forward , w - > g . v_right , w - > g . v_up ) ;
PR_ExecuteProgram ( w - > progs , portal - > xv - > camera_transform ) ;
VectorAngles ( w - > g . v_forward , w - > g . v_up , ent - > v - > avelocity ) ;
added r_meshpitch cvar that allows for fixing the unfixable mesh pitch bug from vanilla... needs a better name... do note that this will break pretty much any mod, so this is really only for TCs designed to use it. Its likely that I missed places.
nqsv: added support for spectators with nq clients. the angles are a bit rough, but hey. need to do something about frags so nq clients know who's a spectator. use 'cmd observe' to get an nq client to spectate on an fte server (then attack/jump behave the same as in qw clients).
nqsv: rewrote EF_MUZZLEFLASH handling, so svc_muzzleflash is now translated properly to EF_MUZZLEFLASH, and vice versa. No more missing muzzleflashes!
added screenshot_cubemap, so you can actually pre-generate cubemaps with fte (which can be used for reflections or whatever).
misc fixes (server crash, a couple of other less important ones).
external files based on a model's name will now obey r_replacemodels properly, instead of needing to use foo.mdl_0.skin for foo.md3.
identify <playernum> should now use the correct masked ip, instead of abrubtly failing (reported by kt)
vid_toggle console command should now obey vid_width and vid_height when switching to fullscreen, but only if vid_fullscreen is actually set, which should make it seem better behaved (reported by kt).
qcc: cleaned up sym->symboldata[sym->ofs] to be more consistent at all stages.
qcc: typedef float vec4[4]; now works to define a float array with 4 elements (however, it will be passed by-value rather than by-reference).
qcc: cleaned up optional vs __out ordering issues.
qccgui: shift+f3 searches backwards
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5064 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-02-27 09:34:35 +00:00
ent - > v - > avelocity [ 0 ] * = r_meshpitch . value ;
2013-12-29 22:48:28 +00:00
}
*/
* w - > g . self = oself ;
}
2004-08-23 00:15:46 +00:00
2004-09-22 15:29:33 +00:00
2004-08-23 00:15:46 +00:00
/*
= = = = = = = = = = = =
SV_FlyMove
The basic solid body movement clip that slides along multiple planes
Returns the clipflags if the velocity was modified ( hit something solid )
1 = floor
2 = wall / step
4 = dead stop
If steptrace is not NULL , the trace of any vertical wall hit will be stored
= = = = = = = = = = = =
*/
# define MAX_CLIP_PLANES 5
2012-02-17 01:12:37 +00:00
static int WPhys_FlyMove ( world_t * w , wedict_t * ent , const vec3_t gravitydir , float time , trace_t * steptrace )
2004-08-23 00:15:46 +00:00
{
int bumpcount , numbumps ;
vec3_t dir ;
float d ;
int numplanes ;
vec3_t planes [ MAX_CLIP_PLANES ] ;
vec3_t primal_velocity , original_velocity , new_velocity ;
int i , j ;
trace_t trace ;
vec3_t end ;
float time_left ;
int blocked ;
2013-12-29 22:48:28 +00:00
wedict_t * impact ;
2004-11-19 17:43:55 +00:00
vec3_t diff ;
2005-05-15 18:49:04 +00:00
2004-08-23 00:15:46 +00:00
numbumps = 4 ;
2006-02-17 19:54:47 +00:00
2004-08-23 00:15:46 +00:00
blocked = 0 ;
2005-03-28 00:11:59 +00:00
VectorCopy ( ent - > v - > velocity , original_velocity ) ;
VectorCopy ( ent - > v - > velocity , primal_velocity ) ;
2004-08-23 00:15:46 +00:00
numplanes = 0 ;
2006-02-17 19:54:47 +00:00
2004-08-23 00:15:46 +00:00
time_left = time ;
for ( bumpcount = 0 ; bumpcount < numbumps ; bumpcount + + )
{
for ( i = 0 ; i < 3 ; i + + )
2005-03-28 00:11:59 +00:00
end [ i ] = ent - > v - > origin [ i ] + time_left * ent - > v - > velocity [ i ] ;
2004-08-23 00:15:46 +00:00
2013-12-29 22:48:28 +00:00
trace = World_Move ( w , ent - > v - > origin , ent - > v - > mins , ent - > v - > maxs , end , MOVE_NORMAL , ( wedict_t * ) ent ) ;
impact = trace . ent ;
if ( impact & & impact - > v - > solid = = SOLID_PORTAL )
{
vec3_t move ;
vec3_t from ;
2014-01-13 02:42:25 +00:00
2013-12-29 22:48:28 +00:00
VectorCopy ( trace . endpos , from ) ; //just in case
VectorSubtract ( end , trace . endpos , move ) ;
2014-01-13 02:42:25 +00:00
WPhys_PortalTransform ( w , ent , impact , from , move ) ;
VectorAdd ( from , move , end ) ;
2014-06-25 03:53:11 +00:00
2014-01-13 02:42:25 +00:00
//if we follow the portal, then we basically need to restart from the other side.
time_left - = time_left * trace . fraction ;
VectorCopy ( ent - > v - > velocity , primal_velocity ) ;
VectorCopy ( ent - > v - > velocity , original_velocity ) ;
numplanes = 0 ;
2014-06-25 03:53:11 +00:00
2013-12-29 22:48:28 +00:00
trace = World_Move ( w , from , ent - > v - > mins , ent - > v - > maxs , end , MOVE_NORMAL , ( wedict_t * ) ent ) ;
2014-06-25 03:53:11 +00:00
impact = trace . ent ;
2013-12-29 22:48:28 +00:00
}
2004-08-23 00:15:46 +00:00
2016-01-18 05:22:07 +00:00
if ( trace . allsolid ) //should be (trace.startsolid), but that breaks compat. *sigh*
2004-08-23 00:15:46 +00:00
{ // entity is trapped in another solid
2006-05-29 04:50:24 +00:00
VectorClear ( ent - > v - > velocity ) ;
2004-08-23 00:15:46 +00:00
return 3 ;
}
if ( trace . fraction > 0 )
{ // actually covered some distance
2005-03-28 00:11:59 +00:00
VectorCopy ( trace . endpos , ent - > v - > origin ) ;
VectorCopy ( ent - > v - > velocity , original_velocity ) ;
2004-08-23 00:15:46 +00:00
numplanes = 0 ;
}
if ( trace . fraction = = 1 )
break ; // moved the entire distance
if ( ! trace . ent )
2011-10-29 19:01:33 +00:00
Host_Error ( " SV_FlyMove: !trace.ent " ) ;
2004-08-23 00:15:46 +00:00
2019-01-29 07:18:07 +00:00
if ( dpcompat_noretouchground . ival )
{ //note: also sets onground AFTER the touch event.
if ( ! ( ( int ) ent - > v - > flags & FL_ONGROUND ) | | ent - > v - > groundentity ! = EDICT_TO_PROG ( w - > progs , trace . ent ) )
WPhys_Impact ( w , ent , & trace ) ;
}
2012-02-17 01:12:37 +00:00
if ( - DotProduct ( gravitydir , trace . plane . normal ) > 0.7 )
2004-08-23 00:15:46 +00:00
{
blocked | = 1 ; // floor
Too many changes, sorry.
Change revision displays, use the SVN commit date instead of using __DATE__ (when there's no local changes). This should allow reproducible builds.
Added s_al_disable cvar, to block openal and all the various problems people have had with it, without having to name an explicit fallback (which would vary by system).
Add mastervolume cvar (for ss).
Add r_shadows 2 (aka fake shadows - for ss).
Add scr_loadingscreen_aspect -1 setting, to disable levelshots entirely, also disables the progress bar (for ss).
Better support for some effectinfo hacks (for ss).
Added dpcompat_nocsqcwarnings (because of lazy+buggy mods like ss).
Rework the dpcsqc versions of project+unproject builtins for better compat (for ss).
Added dpcompat_csqcinputeventtypes to block unexpected csqc input events (for ss).
Better compat with DP's loadfont console command (for ss).
Added dpcompat_smallerfonts cvar to replicate a DP bug (for ss).
Detect dp's m_draw extension, to work around it (for ss).
Cvar dpcompat_ignoremodificationtimes added. A value of 0 favour the most recently modified file, 1 will use DP-like alphabetically sorted preferences (for ss).
loadfont builtin can now accept outline=1 in the sizes arg for slightly more readable fonts.
Fix bbox calcs for rotated entities, fix needed for r_ignorenetpvs 0.
Hackily parse emoji.json to provide :poop: etc suggestions.
Skip prediction entirely when there's no local entity info. This fixes stair-smoothing in xonotic.
screenshot_cubemap will now capture half-float images when saving to ktx or dds files.
Fix support for xcf files larger than 4gb, mostly to avoid compiler warnings.
Fixed size of gfx/loading.lmp when replacement textures are used.
Added mipmap support for rg8 and l8a8 textures.
r_hdr_framebuffer cvar updated to support format names instead of random negative numbers. Description updated to name some interesting ones.
Perform autoupdate _checks_ ONLY with explicit user confirmation (actual updating already needed user confirmation, but this extra step should reduce the chances of us getting wrongly accused of exfiltrating user data if we're run in a sandbox - we ONLY ever included the updating engine's version in the checks, though there's nothing we can do to avoid sending the user's router's IP).
Removed the 'summon satan all over your harddrive' quit message, in case paranoid security researchers are idiots and don't bother doing actual research.
Removed the triptohell.info and fte.triptohell.info certificates, they really need to stop being self-signed. The updates domain is still self-signed for autoupdates.
Video drivers are now able to report supported video resolutions, visible to menuqc. Currently only works with SDL2 builds.
Added setmousepos builtin. Should work with glx+win32 build.
VF_SKYROOM_CAMERA can now accept an extra two args, setviewprop(VF_SKYROOM_CAMERA, org, axis, degrees).
Removed v_skyroom_origin+v_skyroom_orientation cvars in favour just v_skyroom, which should make it behave more like the 'fog' command (used when csqc isn't overriding).
Added R_EndPolygonRibbon builtin to make it faster+easier to generate textured ribbon/cable/etc wide lines (for TW).
sdl: Fix up sys_sdl.c's file enumeration to support wildcards in directories.
edit command now displays end1.bin/end2.bin correctly, because we can.
Finally add support for f_modified - though ruleset_allow_larger_models and ruleset_allow_overlong_sounds generally make it redundant.
Fix threading race condition in sha1 lookups.
Updated f_ruleset to include the same extra flags reported by ezquake.
A mod's default.fmf file can now contain an eg 'mainconfig config.cfg' line (to explicitly set the main config saved with cfg_save_auto 1 etc).
fmf: basegame steam:GameName/GameDir can be used to try to load a mod directory from an installed steam game. The resulting gamedir will be read-only.
HOMEDIR CHANGE: use homedirs only if the basedir cannot be written or a homedir already exists, which should further reduce the probability of microsoft randomly uploading our data to their cloud (but mostly because its annoying to never know where your data is written).
Fixed buf_cvarlist, should work in xonotic now, and without segfaults.
Added an extra arg to URI_Get_Callback calls - the response size, also changed the tempstring to contain all bytes of the response, you need to be careful about nulls though.
Try to work around nvidia's forced-panning bug on x11 when changing video modes. This might screw with other programs.
sdl: support custom icons.
sdl: support choosing a specific display.
Added some documentation to menuqc builtins.
menusys: use outlines for slightly more readable fonts.
menusys: switch vid_width and vid_height combos into a single video mode combo to set both according to reported video modes.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5581 fc73d0e0-1445-4013-8a0c-d673dee63da5
2019-11-20 03:09:50 +00:00
if ( ( ( wedict_t * ) trace . ent ) - > v - > solid = = SOLID_BSP | | dpcompat_noretouchground . ival )
2004-08-23 00:15:46 +00:00
{
2005-03-28 00:11:59 +00:00
ent - > v - > flags = ( int ) ent - > v - > flags | FL_ONGROUND ;
2011-09-03 03:49:43 +00:00
ent - > v - > groundentity = EDICT_TO_PROG ( w - > progs , trace . ent ) ;
2004-08-23 00:15:46 +00:00
}
}
2012-02-17 01:12:37 +00:00
if ( ! DotProduct ( gravitydir , trace . plane . normal ) )
2004-08-23 00:15:46 +00:00
{
blocked | = 2 ; // step
if ( steptrace )
* steptrace = trace ; // save for player extrafriction
}
//
// run the impact function
//
2019-01-29 07:18:07 +00:00
if ( ! dpcompat_noretouchground . ival )
WPhys_Impact ( w , ent , & trace ) ;
2016-07-21 19:27:59 +00:00
if ( ED_ISFREE ( ent ) )
2004-08-23 00:15:46 +00:00
break ; // removed by the impact function
2006-02-17 19:54:47 +00:00
2004-08-23 00:15:46 +00:00
time_left - = time_left * trace . fraction ;
2006-02-17 19:54:47 +00:00
2004-08-23 00:15:46 +00:00
// cliped to another plane
if ( numplanes > = MAX_CLIP_PLANES )
{ // this shouldn't really happen
2006-05-29 04:50:24 +00:00
VectorClear ( ent - > v - > velocity ) ;
2004-11-19 17:43:55 +00:00
if ( steptrace )
* steptrace = trace ; // save for player extrafriction
2004-08-23 00:15:46 +00:00
return 3 ;
}
2004-10-03 22:52:02 +00:00
if ( 0 )
2004-08-23 00:15:46 +00:00
{
2005-03-28 00:11:59 +00:00
ClipVelocity ( ent - > v - > velocity , trace . plane . normal , ent - > v - > velocity , 1 ) ;
2004-09-22 15:29:33 +00:00
break ;
2004-08-23 00:15:46 +00:00
}
else
2004-09-22 15:29:33 +00:00
{
2004-12-24 09:10:39 +00:00
if ( numplanes )
{
VectorSubtract ( planes [ 0 ] , trace . plane . normal , diff ) ;
if ( Length ( diff ) < 0.01 )
continue ; //hit this plane already
}
2004-11-19 17:43:55 +00:00
2004-09-22 15:29:33 +00:00
VectorCopy ( trace . plane . normal , planes [ numplanes ] ) ;
numplanes + + ;
//
// modify original_velocity so it parallels all of the clip planes
//
for ( i = 0 ; i < numplanes ; i + + )
2004-08-23 00:15:46 +00:00
{
2004-09-22 15:29:33 +00:00
ClipVelocity ( original_velocity , planes [ i ] , new_velocity , 1 ) ;
for ( j = 0 ; j < numplanes ; j + + )
if ( j ! = i )
{
if ( DotProduct ( new_velocity , planes [ j ] ) < 0 )
break ; // not ok
}
if ( j = = numplanes )
break ;
}
2004-11-19 17:43:55 +00:00
2004-09-22 15:29:33 +00:00
if ( i ! = numplanes )
{ // go along this plane
2005-03-28 00:11:59 +00:00
// Con_Printf ("%5.1f %5.1f %5.1f ",ent->v->velocity[0], ent->v->velocity[1], ent->v->velocity[2]);
VectorCopy ( new_velocity , ent - > v - > velocity ) ;
// Con_Printf ("%5.1f %5.1f %5.1f\n",ent->v->velocity[0], ent->v->velocity[1], ent->v->velocity[2]);
2004-09-22 15:29:33 +00:00
}
else
{ // go along the crease
if ( numplanes ! = 2 )
{
2004-10-18 10:50:23 +00:00
// Con_Printf ("clip velocity, numplanes == %i\n",numplanes);
2005-03-28 00:11:59 +00:00
// Con_Printf ("%5.1f %5.1f %5.1f ",ent->v->velocity[0], ent->v->velocity[1], ent->v->velocity[2]);
2006-05-29 04:50:24 +00:00
VectorClear ( ent - > v - > velocity ) ;
2005-03-28 00:11:59 +00:00
// Con_Printf ("%5.1f %5.1f %5.1f\n",ent->v->velocity[0], ent->v->velocity[1], ent->v->velocity[2]);
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return 7 ;
}
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// Con_Printf ("%5.1f %5.1f %5.1f ",ent->v->velocity[0], ent->v->velocity[1], ent->v->velocity[2]);
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CrossProduct ( planes [ 0 ] , planes [ 1 ] , dir ) ;
VectorNormalize ( dir ) ; //fixes slow falling in corners
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d = DotProduct ( dir , ent - > v - > velocity ) ;
VectorScale ( dir , d , ent - > v - > velocity ) ;
// Con_Printf ("%5.1f %5.1f %5.1f\n",ent->v->velocity[0], ent->v->velocity[1], ent->v->velocity[2]);
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}
}
//
// if original velocity is against the original velocity, stop dead
// to avoid tiny occilations in sloping corners
//
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if ( DotProduct ( ent - > v - > velocity , primal_velocity ) < = 0 )
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{
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VectorClear ( ent - > v - > velocity ) ;
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return blocked ;
}
}
return blocked ;
}
/*
= = = = = = = = = = = =
SV_AddGravity
= = = = = = = = = = = =
*/
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static void WPhys_AddGravity ( world_t * w , wedict_t * ent , const float * gravitydir )
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{
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float scale = ent - > xv - > gravity ;
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if ( ! scale )
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scale = 1.0 ;
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VectorMA ( ent - > v - > velocity , scale * movevars . gravity * host_frametime , gravitydir , ent - > v - > velocity ) ;
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}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
PUSHMOVE
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
/*
= = = = = = = = = = = =
SV_PushEntity
Does not change the entities velocity at all
= = = = = = = = = = = =
*/
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static trace_t WPhys_PushEntity ( world_t * w , wedict_t * ent , vec3_t push , unsigned int traceflags )
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{
trace_t trace ;
vec3_t end ;
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wedict_t * impact ;
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VectorAdd ( ent - > v - > origin , push , end ) ;
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if ( ( int ) ent - > v - > flags & FLQW_LAGGEDMOVE )
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traceflags | = MOVE_LAGGED ;
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if ( ent - > v - > movetype = = MOVETYPE_FLYMISSILE )
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traceflags | = MOVE_MISSILE ;
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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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traceflags | = MOVE_NOMONSTERS ;
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else
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traceflags | = MOVE_NORMAL ;
trace = World_Move ( w , ent - > v - > origin , ent - > v - > mins , ent - > v - > maxs , end , traceflags , ( wedict_t * ) ent ) ;
impact = trace . ent ;
if ( impact & & impact - > v - > solid = = SOLID_PORTAL )
{
vec3_t move ;
vec3_t from ;
float firstfrac = trace . fraction ;
VectorCopy ( trace . endpos , from ) ; //just in case
VectorSubtract ( end , trace . endpos , move ) ;
WPhys_PortalTransform ( w , ent , impact , from , move ) ;
VectorAdd ( from , move , end ) ;
trace = World_Move ( w , from , ent - > v - > mins , ent - > v - > maxs , end , traceflags , ( wedict_t * ) ent ) ;
trace . fraction = firstfrac + ( 1 - firstfrac ) * trace . fraction ;
}
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/*hexen2's movetype_swim does not allow swimming entities to move out of water. this implementation is quite hacky, but matches hexen2 well enough*/
if ( ent - > v - > movetype = = MOVETYPE_H2SWIM )
{
if ( ! ( w - > worldmodel - > funcs . PointContents ( w - > worldmodel , NULL , trace . endpos ) & ( FTECONTENTS_WATER | FTECONTENTS_SLIME | FTECONTENTS_LAVA ) ) )
{
VectorCopy ( ent - > v - > origin , trace . endpos ) ;
trace . fraction = 0 ;
trace . ent = w - > edicts ;
}
}
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// if (trace.ent)
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// VectorMA(trace.endpos, sv_impactpush.value, trace.plane.normal, ent->v->origin);
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// else
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VectorCopy ( trace . endpos , ent - > v - > origin ) ;
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World_LinkEdict ( w , ent , true ) ;
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if ( trace . ent )
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WPhys_Impact ( w , ent , & trace ) ;
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return trace ;
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}
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typedef struct
{
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wedict_t * ent ;
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vec3_t origin ;
vec3_t angles ;
// float deltayaw;
} pushed_t ;
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static pushed_t pushed [ 1024 ] , * pushed_p ;
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/*
= = = = = = = = = = = =
SV_Push
Objects need to be moved back on a failed push ,
otherwise riders would continue to slide .
= = = = = = = = = = = =
*/
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static qboolean WPhys_PushAngles ( world_t * w , wedict_t * pusher , vec3_t move , vec3_t amove )
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{
int i , e ;
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wedict_t * check , * block ;
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vec3_t mins , maxs ;
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//float oldsolid;
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pushed_t * p ;
vec3_t org , org2 , move2 , forward , right , up ;
pushed_p = pushed ;
// find the bounding box
for ( i = 0 ; i < 3 ; i + + )
{
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mins [ i ] = pusher - > v - > absmin [ i ] + move [ i ] ;
maxs [ i ] = pusher - > v - > absmax [ i ] + move [ i ] ;
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}
// we need this for pushing things later
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VectorNegate ( amove , org ) ;
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AngleVectors ( org , forward , right , up ) ;
// save the pusher's original position
pushed_p - > ent = pusher ;
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VectorCopy ( pusher - > v - > origin , pushed_p - > origin ) ;
VectorCopy ( pusher - > v - > angles , pushed_p - > angles ) ;
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pushed_p + + ;
// move the pusher to it's final position
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VectorAdd ( pusher - > v - > origin , move , pusher - > v - > origin ) ;
VectorAdd ( pusher - > v - > angles , amove , pusher - > v - > angles ) ;
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World_LinkEdict ( w , pusher , false ) ;
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// see if any solid entities are inside the final position
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if ( pusher - > v - > movetype ! = MOVETYPE_H2PUSHPULL )
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for ( e = 1 ; e < w - > num_edicts ; e + + )
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{
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check = WEDICT_NUM_PB ( w - > progs , e ) ;
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if ( ED_ISFREE ( check ) )
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continue ;
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if ( check - > v - > movetype = = MOVETYPE_PUSH
| | check - > v - > movetype = = MOVETYPE_NONE
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| | check - > v - > movetype = = MOVETYPE_NOCLIP
| | check - > v - > movetype = = MOVETYPE_ANGLENOCLIP )
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continue ;
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/*
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oldsolid = pusher - > v - > solid ;
pusher - > v - > solid = SOLID_NOT ;
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block = World_TestEntityPosition ( w , check ) ;
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pusher - > v - > solid = oldsolid ;
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if ( block )
continue ;
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*/
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// if the entity is standing on the pusher, it will definitely be moved
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if ( ! ( ( ( int ) check - > v - > flags & FL_ONGROUND )
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& & PROG_TO_WEDICT ( w - > progs , check - > v - > groundentity ) = = pusher ) )
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{
// see if the ent needs to be tested
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if ( check - > v - > absmin [ 0 ] > = maxs [ 0 ]
| | check - > v - > absmin [ 1 ] > = maxs [ 1 ]
| | check - > v - > absmin [ 2 ] > = maxs [ 2 ]
| | check - > v - > absmax [ 0 ] < = mins [ 0 ]
| | check - > v - > absmax [ 1 ] < = mins [ 1 ]
| | check - > v - > absmax [ 2 ] < = mins [ 2 ] )
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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 ( ! World_TestEntityPosition ( w , ( wedict_t * ) check ) )
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continue ;
}
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if ( ( pusher - > v - > movetype = = MOVETYPE_PUSH ) | | ( PROG_TO_WEDICT ( w - > progs , check - > v - > groundentity ) = = pusher ) )
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{
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if ( pushed_p = = ( pushed + ( sizeof ( pushed ) / sizeof ( pushed [ 0 ] ) ) ) )
continue ;
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// move this entity
pushed_p - > ent = check ;
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VectorCopy ( check - > v - > origin , pushed_p - > origin ) ;
VectorCopy ( check - > v - > angles , pushed_p - > angles ) ;
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pushed_p + + ;
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// try moving the contacted entity
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VectorAdd ( check - > v - > origin , move , check - > v - > origin ) ;
VectorAdd ( check - > v - > angles , amove , check - > v - > angles ) ;
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// figure movement due to the pusher's amove
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VectorSubtract ( check - > v - > origin , pusher - > v - > origin , org ) ;
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org2 [ 0 ] = DotProduct ( org , forward ) ;
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org2 [ 1 ] = - DotProduct ( org , right ) ;
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org2 [ 2 ] = DotProduct ( org , up ) ;
VectorSubtract ( org2 , org , move2 ) ;
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VectorAdd ( check - > v - > origin , move2 , check - > v - > origin ) ;
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if ( check - > v - > movetype ! = MOVETYPE_WALK )
check - > v - > flags = ( int ) check - > v - > flags & ~ FL_ONGROUND ;
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// may have pushed them off an edge
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if ( PROG_TO_WEDICT ( w - > progs , check - > v - > groundentity ) ! = pusher )
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check - > v - > groundentity = 0 ;
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block = World_TestEntityPosition ( w , check ) ;
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if ( ! block )
{ // pushed ok
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World_LinkEdict ( w , check , false ) ;
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// impact?
continue ;
}
// if it is ok to leave in the old position, do it
// this is only relevent for riding entities, not pushed
// FIXME: this doesn't acount for rotation
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VectorCopy ( pushed_p [ - 1 ] . origin , check - > v - > origin ) ;
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block = World_TestEntityPosition ( w , check ) ;
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if ( ! block )
{
pushed_p - - ;
continue ;
}
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//okay, that didn't work, try pushing the against stuff
WPhys_PushEntity ( w , check , move , 0 ) ;
block = World_TestEntityPosition ( w , check ) ;
if ( ! block )
continue ;
VectorCopy ( check - > v - > origin , move ) ;
for ( i = 0 ; i < 8 & & block ; i + + )
{
//precision errors can strike when you least expect it. lets try and reduce them.
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check - > v - > origin [ 0 ] = move [ 0 ] + ( ( i & 1 ) ? - 1 : 1 ) / 8.0 ;
check - > v - > origin [ 1 ] = move [ 1 ] + ( ( i & 2 ) ? - 1 : 1 ) / 8.0 ;
check - > v - > origin [ 2 ] = move [ 2 ] + ( ( i & 4 ) ? - 1 : 1 ) / 8.0 ;
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block = World_TestEntityPosition ( w , check ) ;
}
if ( ! block )
{
World_LinkEdict ( w , check , false ) ;
continue ;
}
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}
// if it is sitting on top. Do not block.
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if ( check - > v - > mins [ 0 ] = = check - > v - > maxs [ 0 ] )
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{
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World_LinkEdict ( w , check , false ) ;
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continue ;
}
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//some pushers are contents brushes, and are not solid. water cannot crush. the player just enters the water.
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//but, the player will be moved along with the water if possible.
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if ( pusher - > v - > skin < 0 )
continue ;
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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 ) ;
World_LinkEdict ( w , check , false ) ;
continue ;
}
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// Con_Printf("Pusher hit %s\n", PR_GetString(w->progs, check->v->classname));
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if ( pusher - > v - > blocked )
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{
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* w - > g . self = EDICT_TO_PROG ( w - > progs , pusher ) ;
* w - > g . other = EDICT_TO_PROG ( w - > progs , check ) ;
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# ifdef VM_Q1
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if ( w = = & sv . world & & svs . gametype = = GT_Q1QVM )
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Q1QVM_Blocked ( ) ;
else
# endif
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PR_ExecuteProgram ( w - > progs , pusher - > v - > blocked ) ;
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}
// move back any entities we already moved
// go backwards, so if the same entity was pushed
// twice, it goes back to the original position
for ( p = pushed_p - 1 ; p > = pushed ; p - - )
{
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VectorCopy ( p - > origin , p - > ent - > v - > origin ) ;
VectorCopy ( p - > angles , p - > ent - > v - > angles ) ;
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World_LinkEdict ( w , p - > ent , false ) ;
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}
return false ;
}
//FIXME: is there a better way to handle this?
// see if anything we moved has touched a trigger
for ( p = pushed_p - 1 ; p > = pushed ; p - - )
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World_TouchAllLinks ( w , p - > ent ) ;
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return true ;
}
/*
= = = = = = = = = = = =
SV_Push
= = = = = = = = = = = =
*/
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qboolean WPhys_Push ( world_t * w , wedict_t * pusher , vec3_t move , vec3_t amove )
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{
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# define PUSHABLE_LIMIT 8192
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int i , e ;
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wedict_t * check , * block ;
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vec3_t mins , maxs ;
vec3_t pushorig ;
int num_moved ;
------------------------------------------------------------------------
r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines
removed MAX_VISEDICTS limit.
PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default.
TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW.
added android multitouch emulation for windows/rawinput (in_simulatemultitouch).
split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature.
now using utf-8 for windows consoles.
qcc warnings/errors now give clickable console links for quick+easy editing.
disabled menutint when the currently active item changes contrast or gamma (for OneManClan).
Added support for drawfont/drawfontscale.
tweaked the qcvm a little to reduce the number of pointers.
.doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up.
windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings.
fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen.
editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts.
Added support for .framegroups files for psk(psa) and iqm formats.
True support for ezquake's colour codes. Mutually exclusive with background colours.
path command output slightly more readable.
added support for digest_hex (MD4, SHA1, CRC16).
skingroups now colourmap correctly.
Fix terrain colour hints, and litdata from the wrong bsp.
fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported).
remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother.
fix v *= v.x and similar opcodes.
fteqcc: fixed support for áéÃóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported.
fteqcc: fixed '#if 1 == 3 && 4' parsing.
fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable.
fteqcc: copyright message now includes compile date instead.
fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile.
fteqccgui: the output window is now focused and scrolls down as compilation progresses.
pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue.
rewrote prespawn/modelist/soundlist code. server tracks progress now.
------------------------------------------------------------------------
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
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wedict_t * moved_edict [ PUSHABLE_LIMIT ] ;
vec3_t moved_from [ PUSHABLE_LIMIT ] ;
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float oldsolid ;
if ( amove [ 0 ] | | amove [ 1 ] | | amove [ 2 ] )
{
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return WPhys_PushAngles ( w , pusher , move , amove ) ;
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}
for ( i = 0 ; i < 3 ; i + + )
{
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mins [ i ] = pusher - > v - > absmin [ i ] + move [ i ] - ( 1 / 32.0 ) ;
maxs [ i ] = pusher - > v - > absmax [ i ] + move [ i ] + ( 1 / 32.0 ) ;
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}
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VectorCopy ( pusher - > v - > origin , pushorig ) ;
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2004-08-23 00:15:46 +00:00
// move the pusher to it's final position
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VectorAdd ( pusher - > v - > origin , move , pusher - > v - > origin ) ;
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World_LinkEdict ( w , pusher , false ) ;
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// see if any solid entities are inside the final position
num_moved = 0 ;
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for ( e = 1 ; e < w - > num_edicts ; e + + )
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{
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check = WEDICT_NUM_PB ( w - > progs , e ) ;
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if ( ED_ISFREE ( check ) )
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continue ;
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if ( check - > v - > movetype = = MOVETYPE_PUSH
| | check - > v - > movetype = = MOVETYPE_NONE
| | check - > v - > movetype = = MOVETYPE_FOLLOW
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| | check - > v - > movetype = = MOVETYPE_NOCLIP
| | check - > v - > movetype = = MOVETYPE_ANGLENOCLIP )
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continue ;
// 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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& &
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PROG_TO_WEDICT ( w - > progs , check - > v - > groundentity ) = = pusher ) )
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{
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if ( check - > v - > absmin [ 0 ] > = maxs [ 0 ]
| | check - > v - > absmin [ 1 ] > = maxs [ 1 ]
| | check - > v - > absmin [ 2 ] > = maxs [ 2 ]
| | check - > v - > absmax [ 0 ] < = mins [ 0 ]
| | check - > v - > absmax [ 1 ] < = mins [ 1 ]
| | check - > v - > absmax [ 2 ] < = mins [ 2 ] )
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continue ;
// see if the ent's bbox is inside the pusher's final position
2011-09-03 03:49:43 +00:00
if ( ! World_TestEntityPosition ( w , check ) )
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continue ;
}
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oldsolid = pusher - > v - > solid ;
pusher - > v - > solid = SOLID_NOT ;
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block = World_TestEntityPosition ( w , check ) ;
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pusher - > v - > solid = oldsolid ;
if ( block )
continue ;
------------------------------------------------------------------------
r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines
removed MAX_VISEDICTS limit.
PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default.
TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW.
added android multitouch emulation for windows/rawinput (in_simulatemultitouch).
split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature.
now using utf-8 for windows consoles.
qcc warnings/errors now give clickable console links for quick+easy editing.
disabled menutint when the currently active item changes contrast or gamma (for OneManClan).
Added support for drawfont/drawfontscale.
tweaked the qcvm a little to reduce the number of pointers.
.doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up.
windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings.
fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen.
editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts.
Added support for .framegroups files for psk(psa) and iqm formats.
True support for ezquake's colour codes. Mutually exclusive with background colours.
path command output slightly more readable.
added support for digest_hex (MD4, SHA1, CRC16).
skingroups now colourmap correctly.
Fix terrain colour hints, and litdata from the wrong bsp.
fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported).
remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother.
fix v *= v.x and similar opcodes.
fteqcc: fixed support for áéÃóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported.
fteqcc: fixed '#if 1 == 3 && 4' parsing.
fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable.
fteqcc: copyright message now includes compile date instead.
fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile.
fteqccgui: the output window is now focused and scrolls down as compilation progresses.
pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue.
rewrote prespawn/modelist/soundlist code. server tracks progress now.
------------------------------------------------------------------------
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
if ( num_moved = = PUSHABLE_LIMIT )
break ;
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VectorCopy ( check - > v - > origin , moved_from [ num_moved ] ) ;
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moved_edict [ num_moved ] = check ;
num_moved + + ;
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if ( check - > v - > groundentity ! = pusher - > entnum )
check - > v - > flags = ( int ) check - > v - > flags & ~ FL_ONGROUND ;
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// try moving the contacted entity
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VectorAdd ( check - > v - > origin , move , check - > v - > origin ) ;
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if ( pusher - > v - > skin < 0 )
{
pusher - > v - > solid = SOLID_NOT ;
block = World_TestEntityPosition ( w , check ) ;
pusher - > v - > solid = oldsolid ;
}
else
block = World_TestEntityPosition ( w , check ) ;
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if ( ! block )
{ // pushed ok
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World_LinkEdict ( w , check , false ) ;
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continue ;
}
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if ( block )
{
//try to nudge it forward by an epsilon to avoid precision issues
float movelen = VectorLength ( move ) ;
VectorMA ( check - > v - > origin , ( 1 / 8.0 ) / movelen , move , check - > v - > origin ) ;
block = World_TestEntityPosition ( w , check ) ;
if ( ! block )
{ //okay, that got it. we're all good.
World_LinkEdict ( w , check , false ) ;
continue ;
}
}
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// if it is ok to leave in the old position, do it
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VectorCopy ( moved_from [ num_moved - 1 ] , check - > v - > origin ) ;
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block = World_TestEntityPosition ( w , check ) ;
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if ( ! block )
{
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//if leaving it where it was, allow it to drop to the floor again (useful for plats that move downward)
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if ( check - > v - > movetype ! = MOVETYPE_WALK )
check - > v - > flags = ( int ) check - > v - > flags & ~ FL_ONGROUND ;
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num_moved - - ;
continue ;
}
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// its blocking us. this is probably a problem.
//corpses
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if ( check - > v - > mins [ 0 ] = = check - > v - > maxs [ 0 ] )
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{
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World_LinkEdict ( w , check , false ) ;
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continue ;
}
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if ( check - > v - > solid = = SOLID_NOT | | check - > v - > solid = = SOLID_TRIGGER )
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{ // corpse
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check - > v - > mins [ 0 ] = check - > v - > mins [ 1 ] = 0 ;
VectorCopy ( check - > v - > mins , check - > v - > maxs ) ;
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World_LinkEdict ( w , check , false ) ;
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continue ;
}
2006-02-17 19:54:47 +00:00
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//these pushers are contents brushes, and are not solid. water cannot crush. the player just enters the water.
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//but, the player will be moved along with the water.
if ( pusher - > v - > skin < 0 )
continue ;
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VectorCopy ( pushorig , pusher - > v - > origin ) ;
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World_LinkEdict ( w , pusher , false ) ;
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// if the pusher has a "blocked" function, call it
// otherwise, just stay in place until the obstacle is gone
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if ( pusher - > v - > blocked )
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{
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* w - > g . self = EDICT_TO_PROG ( w - > progs , pusher ) ;
* w - > g . other = EDICT_TO_PROG ( w - > progs , check ) ;
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# ifdef VM_Q1
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if ( w = = & sv . world & & svs . gametype = = GT_Q1QVM )
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Q1QVM_Blocked ( ) ;
else
# endif
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PR_ExecuteProgram ( w - > progs , pusher - > v - > blocked ) ;
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} else {
* w - > g . other = 0 ;
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}
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// move back any entities we already moved
for ( i = 0 ; i < num_moved ; i + + )
{
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VectorCopy ( moved_from [ i ] , moved_edict [ i ] - > v - > origin ) ;
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World_LinkEdict ( w , moved_edict [ i ] , false ) ;
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}
return false ;
}
return true ;
}
/*
= = = = = = = = = = = =
SV_PushMove
= = = = = = = = = = = =
*/
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static void WPhys_PushMove ( world_t * w , wedict_t * pusher , float movetime )
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{
int i ;
vec3_t move ;
vec3_t amove ;
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if ( ! pusher - > v - > velocity [ 0 ] & & ! pusher - > v - > velocity [ 1 ] & & ! pusher - > v - > velocity [ 2 ]
& & ! pusher - > v - > avelocity [ 0 ] & & ! pusher - > v - > avelocity [ 1 ] & & ! pusher - > v - > avelocity [ 2 ] )
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{
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pusher - > v - > ltime + = movetime ;
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return ;
}
for ( i = 0 ; i < 3 ; i + + )
{
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move [ i ] = pusher - > v - > velocity [ i ] * movetime ;
amove [ i ] = pusher - > v - > avelocity [ i ] * movetime ;
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}
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if ( WPhys_Push ( w , pusher , move , amove ) )
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pusher - > v - > ltime + = movetime ;
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}
/*
= = = = = = = = = = = = = = = =
SV_Physics_Pusher
= = = = = = = = = = = = = = = =
*/
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static void WPhys_Physics_Pusher ( world_t * w , wedict_t * ent )
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{
float thinktime ;
float oldltime ;
float movetime ;
vec3_t oldorg , move ;
vec3_t oldang , amove ;
float l ;
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oldltime = ent - > v - > ltime ;
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thinktime = ent - > v - > nextthink ;
if ( thinktime < ent - > v - > ltime + host_frametime )
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{
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movetime = thinktime - ent - > v - > ltime ;
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if ( movetime < 0 )
movetime = 0 ;
}
else
movetime = host_frametime ;
if ( movetime )
{
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WPhys_PushMove ( w , ent , movetime ) ; // advances ent->v->ltime if not blocked
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}
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if ( thinktime > oldltime & & thinktime < = ent - > v - > ltime )
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{
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VectorCopy ( ent - > v - > origin , oldorg ) ;
VectorCopy ( ent - > v - > angles , oldang ) ;
ent - > v - > nextthink = 0 ;
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# if 1
* w - > g . time = w - > physicstime ;
w - > Event_Think ( w , ent ) ;
# else
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pr_global_struct - > time = sv . world . physicstime ;
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pr_global_struct - > self = EDICT_TO_PROG ( w - > progs , ent ) ;
pr_global_struct - > other = EDICT_TO_PROG ( w - > progs , w - > edicts ) ;
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# ifdef VM_Q1
if ( svs . gametype = = GT_Q1QVM )
Q1QVM_Think ( ) ;
else
# endif
PR_ExecuteProgram ( svprogfuncs , ent - > v - > think ) ;
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# endif
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if ( ED_ISFREE ( ent ) )
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return ;
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VectorSubtract ( ent - > v - > origin , oldorg , move ) ;
VectorSubtract ( ent - > v - > angles , oldang , amove ) ;
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l = Length ( move ) + Length ( amove ) ;
if ( l > 1.0 / 64 )
{
// Con_Printf ("**** snap: %f\n", Length (l));
2005-03-28 00:11:59 +00:00
VectorCopy ( oldorg , ent - > v - > origin ) ;
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
VectorCopy ( oldang , ent - > v - > angles ) ;
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WPhys_Push ( w , ent , move , amove ) ;
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}
}
}
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/*
= = = = = = = = = = = = =
SV_Physics_Follow
Entities that are " stuck " to another entity
= = = = = = = = = = = = =
*/
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static void WPhys_Physics_Follow ( world_t * w , wedict_t * ent )
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{
vec3_t vf , vr , vu , angles , v ;
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wedict_t * e ;
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// regular thinking
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if ( ! WPhys_RunThink ( w , ent ) )
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return ;
// LordHavoc: implemented rotation on MOVETYPE_FOLLOW objects
2011-09-03 03:49:43 +00:00
e = PROG_TO_WEDICT ( w - > progs , ent - > v - > aiment ) ;
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if ( e - > v - > angles [ 0 ] = = ent - > xv - > punchangle [ 0 ] & & e - > v - > angles [ 1 ] = = ent - > xv - > punchangle [ 1 ] & & e - > v - > angles [ 2 ] = = ent - > xv - > punchangle [ 2 ] )
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{
// quick case for no rotation
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VectorAdd ( e - > v - > origin , ent - > v - > view_ofs , ent - > v - > origin ) ;
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}
else
{
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angles [ 0 ] = ent - > xv - > punchangle [ 0 ] * r_meshpitch . value ;
angles [ 1 ] = ent - > xv - > punchangle [ 1 ] ;
angles [ 2 ] = ent - > xv - > punchangle [ 2 ] * r_meshroll . value ;
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AngleVectors ( angles , vf , vr , vu ) ;
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v [ 0 ] = ent - > v - > view_ofs [ 0 ] * vf [ 0 ] + ent - > v - > view_ofs [ 1 ] * vr [ 0 ] + ent - > v - > view_ofs [ 2 ] * vu [ 0 ] ;
v [ 1 ] = ent - > v - > view_ofs [ 0 ] * vf [ 1 ] + ent - > v - > view_ofs [ 1 ] * vr [ 1 ] + ent - > v - > view_ofs [ 2 ] * vu [ 1 ] ;
v [ 2 ] = ent - > v - > view_ofs [ 0 ] * vf [ 2 ] + ent - > v - > view_ofs [ 1 ] * vr [ 2 ] + ent - > v - > view_ofs [ 2 ] * vu [ 2 ] ;
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angles [ 0 ] = e - > v - > angles [ 0 ] * r_meshpitch . value ;
angles [ 1 ] = e - > v - > angles [ 1 ] ;
angles [ 2 ] = e - > v - > angles [ 2 ] * r_meshroll . value ;
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AngleVectors ( angles , vf , vr , vu ) ;
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ent - > v - > origin [ 0 ] = v [ 0 ] * vf [ 0 ] + v [ 1 ] * vf [ 1 ] + v [ 2 ] * vf [ 2 ] + e - > v - > origin [ 0 ] ;
ent - > v - > origin [ 1 ] = v [ 0 ] * vr [ 0 ] + v [ 1 ] * vr [ 1 ] + v [ 2 ] * vr [ 2 ] + e - > v - > origin [ 1 ] ;
ent - > v - > origin [ 2 ] = v [ 0 ] * vu [ 0 ] + v [ 1 ] * vu [ 1 ] + v [ 2 ] * vu [ 2 ] + e - > v - > origin [ 2 ] ;
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}
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VectorAdd ( e - > v - > angles , ent - > v - > v_angle , ent - > v - > angles ) ;
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World_LinkEdict ( w , ent , true ) ;
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}
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/*
= = = = = = = = = = = = =
SV_Physics_Noclip
A moving object that doesn ' t obey physics
= = = = = = = = = = = = =
*/
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static void WPhys_Physics_Noclip ( world_t * w , wedict_t * ent )
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{
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vec3_t end ;
trace_t trace ;
wedict_t * impact ;
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// regular thinking
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if ( ! WPhys_RunThink ( w , 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 , end ) ;
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# ifndef CLIENTONLY
//allow spectators to no-clip through portals without bogging down sock's mods.
if ( ent - > entnum > 0 & & ent - > entnum < = sv . allocated_client_slots & & w = = & sv . world )
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{
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trace = World_Move ( w , ent - > v - > origin , ent - > v - > mins , ent - > v - > maxs , end , MOVE_NOMONSTERS , ( wedict_t * ) ent ) ;
impact = trace . ent ;
if ( impact & & impact - > v - > solid = = SOLID_PORTAL )
{
vec3_t move ;
vec3_t from ;
VectorCopy ( trace . endpos , from ) ; //just in case
VectorSubtract ( end , trace . endpos , move ) ;
WPhys_PortalTransform ( w , ent , impact , from , move ) ;
VectorAdd ( from , move , end ) ;
}
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}
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# endif
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VectorCopy ( end , ent - > v - > origin ) ;
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World_LinkEdict ( w , ( wedict_t * ) ent , false ) ;
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}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
TOSS / BOUNCE
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
/*
= = = = = = = = = = = = =
SV_CheckWaterTransition
= = = = = = = = = = = = =
*/
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static void WPhys_CheckWaterTransition ( world_t * w , wedict_t * ent )
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{
int cont ;
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cont = World_PointContentsWorldOnly ( w , ent - > v - > origin ) ;
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2007-10-05 18:08:47 +00:00
//needs to be q1 progs compatible
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if ( cont & FTECONTENTS_LAVA )
cont = Q1CONTENTS_LAVA ;
else if ( cont & FTECONTENTS_SLIME )
cont = Q1CONTENTS_SLIME ;
else if ( cont & FTECONTENTS_WATER )
cont = Q1CONTENTS_WATER ;
else
cont = Q1CONTENTS_EMPTY ;
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if ( ! ent - > v - > watertype )
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{ // just spawned here
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ent - > v - > watertype = cont ;
ent - > v - > waterlevel = 1 ;
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return ;
}
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if ( ent - > v - > watertype ! = cont & & w - > Event_ContentsTransition ( w , ent , ent - > v - > watertype , cont ) )
{
ent - > v - > watertype = cont ;
ent - > v - > waterlevel = 1 ;
}
else if ( cont < = Q1CONTENTS_WATER )
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{
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if ( ent - > v - > watertype = = Q1CONTENTS_EMPTY & & * sv_sound_watersplash . string )
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{ // just crossed into water
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w - > Event_Sound ( NULL , ent , 0 , sv_sound_watersplash . string , 255 , 1 , 0 , 0 , 0 ) ;
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}
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ent - > v - > watertype = cont ;
ent - > v - > waterlevel = 1 ;
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}
else
{
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if ( ent - > v - > watertype ! = Q1CONTENTS_EMPTY & & * sv_sound_watersplash . string )
2004-08-23 00:15:46 +00:00
{ // just crossed into open
2015-07-27 08:21:34 +00:00
w - > Event_Sound ( NULL , ent , 0 , sv_sound_watersplash . string , 255 , 1 , 0 , 0 , 0 ) ;
2006-02-17 19:54:47 +00:00
}
2005-03-28 00:11:59 +00:00
ent - > v - > watertype = Q1CONTENTS_EMPTY ;
ent - > v - > waterlevel = cont ;
2004-08-23 00:15:46 +00:00
}
}
/*
= = = = = = = = = = = = =
SV_Physics_Toss
Toss , bounce , and fly movement . When onground , do nothing .
= = = = = = = = = = = = =
*/
2011-09-03 03:49:43 +00:00
static void WPhys_Physics_Toss ( world_t * w , wedict_t * ent )
2004-08-23 00:15:46 +00:00
{
trace_t trace ;
vec3_t move ;
float backoff ;
2011-10-29 19:01:33 +00:00
int fl ;
2012-02-17 01:12:37 +00:00
const float * gravitydir ;
2005-05-15 18:49:04 +00:00
2011-09-03 03:49:43 +00:00
WPhys_CheckVelocity ( w , ent ) ;
2004-08-23 00:15:46 +00:00
// regular thinking
2011-09-03 03:49:43 +00:00
if ( ! WPhys_RunThink ( w , ent ) )
2004-08-23 00:15:46 +00:00
return ;
2012-02-17 01:12:37 +00:00
if ( ent - > xv - > gravitydir [ 2 ] | | ent - > xv - > gravitydir [ 1 ] | | ent - > xv - > gravitydir [ 0 ] )
gravitydir = ent - > xv - > gravitydir ;
else
2015-10-27 15:20:15 +00:00
gravitydir = w - > g . defaultgravitydir ;
2012-02-17 01:12:37 +00:00
2004-08-23 00:15:46 +00:00
// if onground, return without moving
2005-03-28 00:11:59 +00:00
if ( ( ( int ) ent - > v - > flags & FL_ONGROUND ) )
2006-02-17 19:54:47 +00:00
{
2012-02-17 01:12:37 +00:00
if ( - DotProduct ( gravitydir , ent - > v - > velocity ) > = ( 1.0f / 32.0f ) )
2006-02-17 19:54:47 +00:00
ent - > v - > flags = ( int ) ent - > v - > flags & ~ FL_ONGROUND ;
2006-02-17 19:59:43 +00:00
else
2006-02-17 19:54:47 +00:00
{
if ( sv_gameplayfix_noairborncorpse . value )
{
2011-09-03 03:49:43 +00:00
wedict_t * onent ;
onent = PROG_TO_WEDICT ( w - > progs , ent - > v - > groundentity ) ;
2016-07-21 19:27:59 +00:00
if ( ! ED_ISFREE ( onent ) )
2006-02-17 19:54:47 +00:00
return ; //don't drop if our fround is still valid
}
else
return ; //don't drop, even if the item we were on was removed (certain dm maps do this for q3 style stuff).
}
}
2004-08-23 00:15:46 +00:00
// add gravity
2005-03-28 00:11:59 +00:00
if ( ent - > v - > movetype ! = MOVETYPE_FLY
2017-08-29 02:29:06 +00:00
& & ent - > v - > movetype ! = MOVETYPE_FLY_WORLDONLY
2005-03-28 00:11:59 +00:00
& & ent - > v - > movetype ! = MOVETYPE_FLYMISSILE
& & ent - > v - > movetype ! = MOVETYPE_BOUNCEMISSILE
2010-08-11 23:55:35 +00:00
& & ent - > v - > movetype ! = MOVETYPE_H2SWIM )
2017-07-31 17:15:37 +00:00
WPhys_AddGravity ( w , ent , gravitydir ) ;
2004-08-23 00:15:46 +00:00
// move angles
2005-03-28 00:11:59 +00:00
VectorMA ( ent - > v - > angles , host_frametime , ent - > v - > avelocity , ent - > v - > angles ) ;
2004-08-23 00:15:46 +00:00
// move origin
2005-03-28 00:11:59 +00:00
VectorScale ( ent - > v - > velocity , host_frametime , move ) ;
2012-02-12 05:18:31 +00:00
if ( ! DotProduct ( move , move ) )
2015-08-20 03:17:47 +00:00
{
//rogue buzzsaws are vile and jerkily move via setorigin, and need to be relinked so that they can touch path corners.
if ( ent - > v - > solid & & ent - > v - > nextthink )
World_LinkEdict ( w , ent , true ) ;
2012-02-12 05:18:31 +00:00
return ;
2015-08-20 03:17:47 +00:00
}
2009-11-04 21:16:50 +00:00
2011-10-29 19:01:33 +00:00
fl = 0 ;
# ifndef CLIENTONLY
/*doesn't affect csqc, as it has no lagged ents registered anywhere*/
if ( sv_antilag . ival = = 2 )
fl | = MOVE_LAGGED ;
# endif
trace = WPhys_PushEntity ( w , ent , move , fl ) ;
2005-07-16 00:53:08 +00:00
2019-05-10 09:31:21 +00:00
if ( trace . allsolid & & sv_gameplayfix_trappedwithin . ival & & ent - > v - > solid ! = SOLID_NOT & & ent - > v - > solid ! = SOLID_TRIGGER )
2012-02-12 05:18:31 +00:00
{
2019-05-10 09:31:21 +00:00
trace . fraction = 0 ; //traces that start in solid report a fraction of 0. this is to prevent things from dropping out of the world completely. at least this way they ought to still be shootable etc
2012-02-12 05:18:31 +00:00
2012-02-17 01:12:37 +00:00
# pragma warningmsg("The following line might help boost framerates a lot in rmq, not sure if they violate expected behaviour in other mods though - check that they're safe.")
VectorNegate ( gravitydir , trace . plane . normal ) ;
2012-02-12 05:18:31 +00:00
}
2017-07-28 01:49:25 +00:00
if ( trace . fraction = = 1 | | ! trace . ent )
2004-08-23 00:15:46 +00:00
return ;
2016-07-21 19:27:59 +00:00
if ( ED_ISFREE ( ent ) )
2004-08-23 00:15:46 +00:00
return ;
VectorCopy ( trace . endpos , move ) ;
2006-02-17 19:54:47 +00:00
2005-03-28 00:11:59 +00:00
if ( ent - > v - > movetype = = MOVETYPE_BOUNCE )
2017-12-28 16:24:50 +00:00
{
if ( ent - > xv - > bouncefactor )
backoff = 1 + ent - > xv - > bouncefactor ;
else
backoff = 1.5 ;
}
2005-03-28 00:11:59 +00:00
else if ( ent - > v - > movetype = = MOVETYPE_BOUNCEMISSILE )
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
{
2017-12-28 16:24:50 +00:00
if ( ent - > xv - > bouncefactor )
backoff = 1 + ent - > xv - > bouncefactor ;
// else if (progstype == PROG_H2 && ent->v->solid == SOLID_PHASEH2 && ((int)((wedict_t*)trace.ent)->v->flags & (FL_MONSTER|FL_CLIENT)))
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
// backoff = 0;
2017-12-28 16:24:50 +00:00
else
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
backoff = 2 ;
}
2004-08-23 00:15:46 +00:00
else
backoff = 1 ;
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
if ( backoff )
ClipVelocity ( ent - > v - > velocity , trace . plane . normal , ent - > v - > velocity , backoff ) ;
2004-08-23 00:15:46 +00:00
// stop if on ground
2012-02-17 01:12:37 +00:00
if ( ( - DotProduct ( gravitydir , trace . plane . normal ) > 0.7 ) & & ( ent - > v - > movetype ! = MOVETYPE_BOUNCEMISSILE ) )
2006-02-17 19:54:47 +00:00
{
2017-12-28 16:24:50 +00:00
float bouncespeed ;
float bouncestop = ent - > xv - > bouncestop ;
if ( ! bouncestop )
bouncestop = 60 ;
2018-09-29 17:31:58 +00:00
else
bouncestop * = movevars . gravity * ( ent - > xv - > gravity ? ent - > xv - > gravity : 1 ) ;
2017-12-28 16:24:50 +00:00
if ( sv_gameplayfix_bouncedownslopes . ival )
bouncespeed = DotProduct ( trace . plane . normal , ent - > v - > velocity ) ;
else
bouncespeed = - DotProduct ( gravitydir , ent - > v - > velocity ) ;
if ( bouncespeed < bouncestop | | ent - > v - > movetype ! = MOVETYPE_BOUNCE )
2004-08-23 00:15:46 +00:00
{
2005-03-28 00:11:59 +00:00
ent - > v - > flags = ( int ) ent - > v - > flags | FL_ONGROUND ;
2011-09-03 03:49:43 +00:00
ent - > v - > groundentity = EDICT_TO_PROG ( w - > progs , trace . ent ) ;
2006-05-29 04:50:24 +00:00
VectorClear ( ent - > v - > velocity ) ;
VectorClear ( ent - > v - > avelocity ) ;
2004-08-23 00:15:46 +00:00
}
}
2006-02-17 19:54:47 +00:00
2004-08-23 00:15:46 +00:00
// check for in water
2011-09-03 03:49:43 +00:00
WPhys_CheckWaterTransition ( w , ent ) ;
2004-08-23 00:15:46 +00:00
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
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 .
FIXME : is this true ?
= = = = = = = = = = = = =
*/
2011-09-03 03:49:43 +00:00
static void WPhys_Physics_Step ( world_t * w , wedict_t * ent )
2004-08-23 00:15:46 +00:00
{
qboolean hitsound ;
2010-08-16 02:03:02 +00:00
qboolean freefall ;
int fl = ent - > v - > flags ;
2012-02-17 01:12:37 +00:00
const float * gravitydir ;
2015-04-14 23:12:17 +00:00
vec3_t oldorg ;
VectorCopy ( ent - > v - > origin , oldorg ) ;
2012-02-17 01:12:37 +00:00
if ( ent - > xv - > gravitydir [ 2 ] | | ent - > xv - > gravitydir [ 1 ] | | ent - > xv - > gravitydir [ 0 ] )
gravitydir = ent - > xv - > gravitydir ;
else
2015-10-27 15:20:15 +00:00
gravitydir = w - > g . defaultgravitydir ;
2004-08-23 00:15:46 +00:00
2012-02-17 01:12:37 +00:00
if ( - DotProduct ( gravitydir , ent - > v - > velocity ) > = ( 1.0 / 32.0 ) & & ( fl & FL_ONGROUND ) )
2010-08-16 02:03:02 +00:00
{
fl & = ~ FL_ONGROUND ;
ent - > v - > flags = fl ;
}
2005-05-26 12:55:34 +00:00
2004-08-23 00:15:46 +00:00
// frefall if not onground
2010-08-16 02:03:02 +00:00
if ( fl & ( FL_ONGROUND | FL_FLY ) )
freefall = false ;
else
freefall = true ;
if ( fl & FL_SWIM )
2010-12-18 17:02:47 +00:00
freefall = ent - > v - > waterlevel < = 0 ;
2010-08-16 02:03:02 +00:00
if ( freefall )
2004-08-23 00:15:46 +00:00
{
2012-02-17 01:12:37 +00:00
hitsound = - DotProduct ( gravitydir , ent - > v - > velocity ) < movevars . gravity * - 0.1 ;
2004-08-23 00:15:46 +00:00
2017-07-31 17:15:37 +00:00
WPhys_AddGravity ( w , ent , gravitydir ) ;
2011-09-03 03:49:43 +00:00
WPhys_CheckVelocity ( w , ent ) ;
2012-02-17 01:12:37 +00:00
WPhys_FlyMove ( w , ent , gravitydir , host_frametime , NULL ) ;
2011-09-03 03:49:43 +00:00
World_LinkEdict ( w , ent , true ) ;
2004-08-23 00:15:46 +00:00
2005-03-28 00:11:59 +00:00
if ( ( int ) ent - > v - > flags & FL_ONGROUND ) // just hit ground
2004-08-23 00:15:46 +00:00
{
2012-07-05 19:42:36 +00:00
if ( hitsound & & * sv_sound_land . string )
2004-10-13 06:35:27 +00:00
{
2015-07-27 08:21:34 +00:00
w - > Event_Sound ( NULL , ent , 0 , sv_sound_land . string , 255 , 1 , 0 , 0 , 0 ) ;
2004-10-13 06:35:27 +00:00
}
2004-08-23 00:15:46 +00:00
}
}
// regular thinking
2011-09-03 03:49:43 +00:00
WPhys_RunThink ( w , ent ) ;
2006-02-17 19:54:47 +00:00
2015-04-14 23:12:17 +00:00
if ( ! VectorEquals ( ent - > v - > origin , oldorg ) )
WPhys_CheckWaterTransition ( w , ent ) ;
2004-08-23 00:15:46 +00:00
}
//============================================================================
2011-10-29 19:01:33 +00:00
# ifndef CLIENTONLY
2004-08-23 00:15:46 +00:00
void SV_ProgStartFrame ( void )
{
// let the progs know that a new frame has started
2009-11-04 21:16:50 +00:00
pr_global_struct - > self = EDICT_TO_PROG ( svprogfuncs , sv . world . edicts ) ;
pr_global_struct - > other = EDICT_TO_PROG ( svprogfuncs , sv . world . edicts ) ;
pr_global_struct - > time = sv . world . physicstime ;
2007-09-02 19:55:17 +00:00
# ifdef VM_Q1
if ( svs . gametype = = GT_Q1QVM )
2017-10-13 17:50:28 +00:00
Q1QVM_StartFrame ( false ) ;
2007-09-02 19:55:17 +00:00
else
# endif
2011-12-05 15:23:40 +00:00
{
if ( pr_global_ptrs - > StartFrame )
PR_ExecuteProgram ( svprogfuncs , * pr_global_ptrs - > StartFrame ) ;
}
2004-08-23 00:15:46 +00:00
}
2011-10-29 19:01:33 +00:00
# endif
2004-08-23 00:15:46 +00:00
/*
= = = = = = = = = = = = =
SV_CheckStuck
This is a big hack to try and fix the rare case of getting stuck in the world
clipping hull .
= = = = = = = = = = = = =
*/
2011-09-03 03:49:43 +00:00
static void WPhys_CheckStuck ( world_t * w , wedict_t * ent )
2004-08-23 00:15:46 +00:00
{
int i , j ;
int z ;
vec3_t org ;
//return;
2011-09-03 03:49:43 +00:00
if ( ! World_TestEntityPosition ( w , ent ) )
2004-08-23 00:15:46 +00:00
{
2005-03-28 00:11:59 +00:00
VectorCopy ( ent - > v - > origin , ent - > v - > oldorigin ) ;
2004-08-23 00:15:46 +00:00
return ;
}
2005-03-28 00:11:59 +00:00
VectorCopy ( ent - > v - > origin , org ) ;
VectorCopy ( ent - > v - > oldorigin , ent - > v - > origin ) ;
2011-09-03 03:49:43 +00:00
if ( ! World_TestEntityPosition ( w , ent ) )
2004-08-23 00:15:46 +00:00
{
Con_DPrintf ( " Unstuck. \n " ) ;
2011-09-03 03:49:43 +00:00
World_LinkEdict ( w , ent , true ) ;
2004-08-23 00:15:46 +00:00
return ;
}
2006-02-17 19:54:47 +00:00
2007-06-20 00:02:54 +00:00
for ( z = 0 ; z < movevars . stepheight ; z + + )
2004-08-23 00:15:46 +00:00
for ( i = - 1 ; i < = 1 ; i + + )
for ( j = - 1 ; j < = 1 ; j + + )
{
2005-03-28 00:11:59 +00:00
ent - > v - > origin [ 0 ] = org [ 0 ] + i ;
ent - > v - > origin [ 1 ] = org [ 1 ] + j ;
ent - > v - > origin [ 2 ] = org [ 2 ] + z ;
2011-09-03 03:49:43 +00:00
if ( ! World_TestEntityPosition ( w , ent ) )
2004-08-23 00:15:46 +00:00
{
Con_DPrintf ( " Unstuck. \n " ) ;
2011-09-03 03:49:43 +00:00
World_LinkEdict ( w , ent , true ) ;
2004-08-23 00:15:46 +00:00
return ;
}
}
2006-02-17 19:54:47 +00:00
2005-03-28 00:11:59 +00:00
VectorCopy ( org , ent - > v - > origin ) ;
2004-08-23 00:15:46 +00:00
Con_DPrintf ( " player is stuck. \n " ) ;
}
/*
= = = = = = = = = = = = =
SV_CheckWater
= = = = = = = = = = = = =
2019-09-17 19:49:39 +00:00
for players
2004-08-23 00:15:46 +00:00
*/
2011-09-03 03:49:43 +00:00
static qboolean WPhys_CheckWater ( world_t * w , wedict_t * ent )
2004-08-23 00:15:46 +00:00
{
vec3_t point ;
int cont ;
2019-09-17 19:49:39 +00:00
int hc ;
trace_t tr ;
//check if we're on a ladder, and if so fire a trace forwards to ensure its a valid ladder instead of a random volume
hc = ent - > xv - > hitcontentsmaski ; //lame
ent - > xv - > hitcontentsmaski = ~ 0 ;
tr = World_Move ( w , ent - > v - > origin , ent - > v - > mins , ent - > v - > maxs , ent - > v - > origin , 0 , ent ) ;
ent - > xv - > hitcontentsmaski = hc ;
if ( tr . contents & FTECONTENTS_LADDER )
{
vec3_t flatforward ;
flatforward [ 0 ] = cos ( ( M_PI / 180 ) * ent - > v - > angles [ 1 ] ) ;
flatforward [ 1 ] = sin ( ( M_PI / 180 ) * ent - > v - > angles [ 1 ] ) ;
flatforward [ 2 ] = 0 ;
VectorMA ( ent - > v - > origin , 24 , flatforward , point ) ;
tr = World_Move ( w , ent - > v - > origin , ent - > v - > mins , ent - > v - > maxs , point , 0 , ent ) ;
if ( tr . fraction < 1 )
ent - > xv - > pmove_flags = ( int ) ent - > xv - > pmove_flags | PMF_LADDER ;
else if ( ( int ) ent - > xv - > pmove_flags & PMF_LADDER )
ent - > xv - > pmove_flags - = PMF_LADDER ;
}
else if ( ( int ) ent - > xv - > pmove_flags & PMF_LADDER )
ent - > xv - > pmove_flags - = PMF_LADDER ;
2004-08-23 00:15:46 +00:00
2005-03-28 00:11:59 +00:00
point [ 0 ] = ent - > v - > origin [ 0 ] ;
point [ 1 ] = ent - > v - > origin [ 1 ] ;
2006-02-17 19:54:47 +00:00
point [ 2 ] = ent - > v - > origin [ 2 ] + ent - > v - > mins [ 2 ] + 1 ;
2004-08-23 00:15:46 +00:00
2005-03-28 00:11:59 +00:00
ent - > v - > waterlevel = 0 ;
ent - > v - > watertype = Q1CONTENTS_EMPTY ;
2019-09-17 19:49:39 +00:00
cont = World_PointContentsAllBSPs ( w , point ) ;
2004-08-23 00:15:46 +00:00
if ( cont & FTECONTENTS_FLUID )
{
if ( cont & FTECONTENTS_LAVA )
2005-03-28 00:11:59 +00:00
ent - > v - > watertype = Q1CONTENTS_LAVA ;
2004-08-23 00:15:46 +00:00
else if ( cont & FTECONTENTS_SLIME )
2005-03-28 00:11:59 +00:00
ent - > v - > watertype = Q1CONTENTS_SLIME ;
2004-08-23 00:15:46 +00:00
else if ( cont & FTECONTENTS_WATER )
2005-03-28 00:11:59 +00:00
ent - > v - > watertype = Q1CONTENTS_WATER ;
2006-02-17 19:54:47 +00:00
else
2005-03-28 00:11:59 +00:00
ent - > v - > watertype = Q1CONTENTS_SKY ;
ent - > v - > waterlevel = 1 ;
point [ 2 ] = ent - > v - > origin [ 2 ] + ( ent - > v - > mins [ 2 ] + ent - > v - > maxs [ 2 ] ) * 0.5 ;
2019-09-17 19:49:39 +00:00
cont = World_PointContentsAllBSPs ( w , point ) ;
2004-08-23 00:15:46 +00:00
if ( cont & FTECONTENTS_FLUID )
{
2005-03-28 00:11:59 +00:00
ent - > v - > waterlevel = 2 ;
point [ 2 ] = ent - > v - > origin [ 2 ] + ent - > v - > view_ofs [ 2 ] ;
2019-09-17 19:49:39 +00:00
cont = World_PointContentsAllBSPs ( w , point ) ;
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if ( cont & FTECONTENTS_FLUID )
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ent - > v - > waterlevel = 3 ;
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}
}
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return ent - > v - > waterlevel > 1 ;
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}
/*
= = = = = = = = = = = =
SV_WallFriction
= = = = = = = = = = = =
*/
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static void WPhys_WallFriction ( wedict_t * ent , trace_t * trace )
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{
vec3_t forward , right , up ;
float d , i ;
vec3_t into , side ;
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2005-03-28 00:11:59 +00:00
AngleVectors ( ent - > v - > v_angle , forward , right , up ) ;
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d = DotProduct ( trace - > plane . normal , forward ) ;
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2004-08-23 00:15:46 +00:00
d + = 0.5 ;
if ( d > = 0 | | IS_NAN ( d ) )
return ;
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// cut the tangential velocity
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i = DotProduct ( trace - > plane . normal , ent - > v - > velocity ) ;
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VectorScale ( trace - > plane . normal , i , into ) ;
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VectorSubtract ( ent - > v - > velocity , into , side ) ;
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2005-03-28 00:11:59 +00:00
ent - > v - > velocity [ 0 ] = side [ 0 ] * ( 1 + d ) ;
ent - > v - > velocity [ 1 ] = side [ 1 ] * ( 1 + d ) ;
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}
/*
= = = = = = = = = = = = = = = = = = = = =
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 . . .
= = = = = = = = = = = = = = = = = = = = = =
2011-05-15 13:23:13 +00:00
2010-07-11 10:53:13 +00:00
static int SV_TryUnstick ( edict_t * ent , vec3_t oldvel )
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{
int i ;
vec3_t oldorg ;
vec3_t dir ;
int clip ;
trace_t steptrace ;
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2005-03-28 00:11:59 +00:00
VectorCopy ( ent - > v - > origin , oldorg ) ;
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VectorClear ( dir ) ;
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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 ;
}
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2009-11-04 21:16:50 +00:00
SV_PushEntity ( ent , dir , MOVE_NORMAL ) ;
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// retry the original move
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ent - > v - > velocity [ 0 ] = oldvel [ 0 ] ;
ent - > v - > velocity [ 1 ] = oldvel [ 1 ] ;
ent - > v - > velocity [ 2 ] = 0 ;
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clip = SV_FlyMove ( ent , 0.1 , & steptrace ) ;
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if ( fabs ( oldorg [ 1 ] - ent - > v - > origin [ 1 ] ) > 4
| | fabs ( oldorg [ 0 ] - ent - > v - > origin [ 0 ] ) > 4 )
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{
//Con_DPrintf ("unstuck!\n");
return clip ;
}
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2004-08-23 00:15:46 +00:00
// go back to the original pos and try again
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VectorCopy ( oldorg , ent - > v - > origin ) ;
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}
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2006-05-29 04:50:24 +00:00
VectorClear ( ent - > v - > velocity ) ;
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return 7 ; // still not moving
}
2011-05-15 13:23:13 +00:00
*/
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/*
= = = = = = = = = = = = = = = = = = = = =
SV_WalkMove
Only used by players
= = = = = = = = = = = = = = = = = = = = = =
*/
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#if 0
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# define SMSTEPSIZE 4
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static void SV_WalkMove ( edict_t * ent )
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{
vec3_t upmove , downmove ;
vec3_t oldorg , oldvel ;
vec3_t nosteporg , nostepvel ;
int clip ;
int oldonground ;
trace_t steptrace , downtrace ;
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//
// do a regular slide move unless it looks like you ran into a step
//
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oldonground = ( int ) ent - > v - > flags & FL_ONGROUND ;
ent - > v - > flags = ( int ) ent - > v - > flags & ~ FL_ONGROUND ;
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VectorCopy ( ent - > v - > origin , oldorg ) ;
VectorCopy ( ent - > v - > velocity , oldvel ) ;
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clip = SV_FlyMove ( ent , host_frametime , & steptrace ) ;
if ( ! ( clip & 2 ) )
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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// if (sv_nostep.value)
// return;
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if ( ( int ) ent - > v - > flags & FL_WATERJUMP )
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return ;
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VectorCopy ( ent - > v - > origin , nosteporg ) ;
VectorCopy ( ent - > v - > velocity , nostepvel ) ;
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//
// try moving up and forward to go up a step
//
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VectorCopy ( oldorg , ent - > v - > origin ) ; // back to start pos
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VectorCopy ( vec3_origin , upmove ) ;
VectorCopy ( vec3_origin , downmove ) ;
2007-06-20 00:02:54 +00:00
upmove [ 2 ] = movevars . stepheight ;
downmove [ 2 ] = - movevars . stepheight + oldvel [ 2 ] * host_frametime ;
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// move up
SV_PushEntity ( ent , upmove ) ; // FIXME: don't link?
// move forward
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ent - > v - > velocity [ 0 ] = oldvel [ 0 ] ;
ent - > v - > velocity [ 1 ] = oldvel [ 1 ] ;
ent - > v - > velocity [ 2 ] = 0 ;
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clip = SV_FlyMove ( ent , host_frametime , & steptrace ) ;
// check for stuckness, possibly due to the limited precision of floats
// in the clipping hulls
if ( clip )
{
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if ( fabs ( oldorg [ 1 ] - ent - > v - > origin [ 1 ] ) < 0.03125
& & fabs ( oldorg [ 0 ] - ent - > v - > origin [ 0 ] ) < 0.03125 )
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{ // stepping up didn't make any progress
clip = SV_TryUnstick ( ent , oldvel ) ;
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// Con_Printf("Try unstick fwd\n");
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}
}
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// extra friction based on view angle
if ( clip & 2 )
{
vec3_t lastpos , lastvel , lastdown ;
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// Con_Printf("couldn't do it\n");
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//retry with a smaller step (allows entering smaller areas with a step of 4)
VectorCopy ( downmove , lastdown ) ;
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VectorCopy ( ent - > v - > origin , lastpos ) ;
VectorCopy ( ent - > v - > velocity , lastvel ) ;
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//
// try moving up and forward to go up a step
//
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VectorCopy ( oldorg , ent - > v - > origin ) ; // back to start pos
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VectorCopy ( vec3_origin , upmove ) ;
VectorCopy ( vec3_origin , downmove ) ;
upmove [ 2 ] = SMSTEPSIZE ;
downmove [ 2 ] = - SMSTEPSIZE + oldvel [ 2 ] * host_frametime ;
// move up
SV_PushEntity ( ent , upmove ) ; // FIXME: don't link?
// move forward
2005-03-28 00:11:59 +00:00
ent - > v - > velocity [ 0 ] = oldvel [ 0 ] ;
ent - > v - > velocity [ 1 ] = oldvel [ 1 ] ;
ent - > v - > velocity [ 2 ] = 0 ;
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clip = SV_FlyMove ( ent , host_frametime , & steptrace ) ;
// check for stuckness, possibly due to the limited precision of floats
// in the clipping hulls
if ( clip )
{
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if ( fabs ( oldorg [ 1 ] - ent - > v - > origin [ 1 ] ) < 0.03125
& & fabs ( oldorg [ 0 ] - ent - > v - > origin [ 0 ] ) < 0.03125 )
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{ // stepping up didn't make any progress
clip = SV_TryUnstick ( ent , oldvel ) ;
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// Con_Printf("Try unstick up\n");
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}
}
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if ( fabs ( oldorg [ 1 ] - ent - > v - > origin [ 1 ] ) + fabs ( oldorg [ 0 ] - ent - > v - > origin [ 0 ] ) < fabs ( oldorg [ 1 ] - lastpos [ 1 ] ) + fabs ( oldorg [ 1 ] - lastpos [ 1 ] ) )
2004-08-23 00:15:46 +00:00
{ // stepping up didn't make any progress
//go back
VectorCopy ( lastdown , downmove ) ;
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VectorCopy ( lastpos , ent - > v - > origin ) ;
VectorCopy ( lastvel , ent - > v - > velocity ) ;
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SV_WallFriction ( ent , & steptrace ) ;
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// Con_Printf("wall friction\n");
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}
else if ( clip & 2 )
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{
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SV_WallFriction ( ent , & steptrace ) ;
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// Con_Printf("wall friction 2\n");
}
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}
// move down
downtrace = SV_PushEntity ( ent , downmove ) ; // FIXME: don't link?
if ( downtrace . plane . normal [ 2 ] > 0.7 )
{
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if ( ent - > v - > solid = = SOLID_BSP )
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{
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ent - > v - > flags = ( int ) ent - > v - > flags | FL_ONGROUND ;
ent - > v - > groundentity = EDICT_TO_PROG ( svprogfuncs , downtrace . ent ) ;
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}
}
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
2006-02-17 19:54:47 +00:00
// cause the player to hop up higher on a slope too steep to climb
2005-03-28 00:11:59 +00:00
VectorCopy ( nosteporg , ent - > v - > origin ) ;
VectorCopy ( nostepvel , ent - > v - > velocity ) ;
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// Con_Printf("down not good\n");
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}
}
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# else
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2005-06-14 04:52:10 +00:00
// 1/32 epsilon to keep floating point happy
2018-10-23 07:09:06 +00:00
/*#define DIST_EPSILON (0.03125)
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static int WPhys_SetOnGround ( world_t * w , wedict_t * ent , const float * gravitydir )
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{
vec3_t end ;
trace_t trace ;
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if ( ( int ) ent - > v - > flags & FL_ONGROUND )
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return 1 ;
2012-02-17 01:12:37 +00:00
VectorMA ( ent - > v - > origin , 1 , gravitydir , end ) ;
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trace = World_Move ( w , ent - > v - > origin , ent - > v - > mins , ent - > v - > maxs , end , MOVE_NORMAL , ( wedict_t * ) ent ) ;
2018-10-23 07:09:06 +00:00
if ( DotProduct ( trace . plane . normal , ent - > v - > velocity ) > 0 )
return 0 ; //velocity is away from the plane normal, so this does not count as a contact.
2012-02-17 01:12:37 +00:00
if ( trace . fraction < = DIST_EPSILON & & - DotProduct ( gravitydir , trace . plane . normal ) > = 0.7 )
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{
2005-03-28 00:11:59 +00:00
ent - > v - > flags = ( int ) ent - > v - > flags | FL_ONGROUND ;
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ent - > v - > groundentity = EDICT_TO_PROG ( w - > progs , trace . ent ) ;
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return 1 ;
}
return 0 ;
2018-10-23 07:09:06 +00:00
} */
2012-02-17 01:12:37 +00:00
static void WPhys_WalkMove ( world_t * w , wedict_t * ent , const float * gravitydir )
2004-11-19 17:43:55 +00:00
{
2013-05-11 05:03:07 +00:00
//int originalmove_clip;
int clip , oldonground , originalmove_flags , originalmove_groundentity ;
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vec3_t upmove , downmove , start_origin , start_velocity , originalmove_origin , originalmove_velocity ;
trace_t downtrace , steptrace ;
2011-09-03 03:49:43 +00:00
WPhys_CheckVelocity ( w , ent ) ;
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// do a regular slide move unless it looks like you ran into a step
2005-03-28 00:11:59 +00:00
oldonground = ( int ) ent - > v - > flags & FL_ONGROUND ;
ent - > v - > flags = ( int ) ent - > v - > flags & ~ FL_ONGROUND ;
2004-11-19 17:43:55 +00:00
2005-03-28 00:11:59 +00:00
VectorCopy ( ent - > v - > origin , start_origin ) ;
VectorCopy ( ent - > v - > velocity , start_velocity ) ;
2004-11-19 17:43:55 +00:00
2012-02-17 01:12:37 +00:00
clip = WPhys_FlyMove ( w , ent , gravitydir , host_frametime , NULL ) ;
2004-11-19 17:43:55 +00:00
2018-10-23 07:09:06 +00:00
// WPhys_SetOnGround (w, ent, gravitydir);
2011-09-03 03:49:43 +00:00
WPhys_CheckVelocity ( w , ent ) ;
2004-11-19 17:43:55 +00:00
2005-03-28 00:11:59 +00:00
VectorCopy ( ent - > v - > origin , originalmove_origin ) ;
VectorCopy ( ent - > v - > velocity , originalmove_velocity ) ;
2013-05-11 05:03:07 +00:00
//originalmove_clip = clip;
2005-03-28 00:11:59 +00:00
originalmove_flags = ( int ) ent - > v - > flags ;
originalmove_groundentity = ent - > v - > groundentity ;
2004-11-19 17:43:55 +00:00
2005-03-28 00:11:59 +00:00
if ( ( int ) ent - > v - > flags & FL_WATERJUMP )
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return ;
// if (sv_nostep.value)
// return;
2006-02-17 19:54:47 +00:00
2004-11-19 17:43:55 +00:00
// if move didn't block on a step, return
if ( clip & 2 )
{
// if move was not trying to move into the step, return
if ( fabs ( start_velocity [ 0 ] ) < 0.03125 & & fabs ( start_velocity [ 1 ] ) < 0.03125 )
return ;
2006-02-17 19:54:47 +00:00
2017-12-28 16:24:50 +00:00
if ( ent - > v - > movetype ! = MOVETYPE_FLY & & ent - > v - > movetype ! = MOVETYPE_FLY_WORLDONLY )
2004-11-19 17:43:55 +00:00
{
// return if gibbed by a trigger
2005-03-28 00:11:59 +00:00
if ( ent - > v - > movetype ! = MOVETYPE_WALK )
2004-11-19 17:43:55 +00:00
return ;
2006-02-17 19:54:47 +00:00
2004-11-19 17:43:55 +00:00
// only step up while jumping if that is enabled
2018-10-23 07:09:06 +00:00
if ( ! pm_airstep . value )
2005-03-28 00:11:59 +00:00
if ( ! oldonground & & ent - > v - > waterlevel = = 0 )
2004-11-19 17:43:55 +00:00
return ;
}
2006-02-17 19:54:47 +00:00
2004-11-19 17:43:55 +00:00
// try moving up and forward to go up a step
// back to start pos
2005-03-28 00:11:59 +00:00
VectorCopy ( start_origin , ent - > v - > origin ) ;
VectorCopy ( start_velocity , ent - > v - > velocity ) ;
2006-02-17 19:54:47 +00:00
2004-11-19 17:43:55 +00:00
// move up
2012-02-17 01:12:37 +00:00
VectorScale ( gravitydir , - movevars . stepheight , upmove ) ;
2004-11-19 17:43:55 +00:00
// FIXME: don't link?
2011-09-03 03:49:43 +00:00
WPhys_PushEntity ( w , ent , upmove , MOVE_NORMAL ) ;
2005-05-15 18:49:04 +00:00
2004-11-19 17:43:55 +00:00
// move forward
2018-10-23 07:09:06 +00:00
VectorMA ( ent - > v - > velocity , - DotProduct ( gravitydir , ent - > v - > velocity ) , gravitydir , ent - > v - > velocity ) ; //ent->v->velocity[2] = 0;
2012-02-17 01:12:37 +00:00
clip = WPhys_FlyMove ( w , ent , gravitydir , host_frametime , & steptrace ) ;
2018-10-23 07:09:06 +00:00
VectorMA ( ent - > v - > velocity , DotProduct ( gravitydir , start_velocity ) , gravitydir , ent - > v - > velocity ) ; //ent->v->velocity[2] += start_velocity[2];
2006-02-17 19:54:47 +00:00
2011-09-03 03:49:43 +00:00
WPhys_CheckVelocity ( w , ent ) ;
2006-02-17 19:54:47 +00:00
2004-11-19 17:43:55 +00:00
// check for stuckness, possibly due to the limited precision of floats
// in the clipping hulls
if ( clip
2005-03-28 00:11:59 +00:00
& & fabs ( originalmove_origin [ 1 ] - ent - > v - > origin [ 1 ] ) < 0.03125
& & fabs ( originalmove_origin [ 0 ] - ent - > v - > origin [ 0 ] ) < 0.03125 )
2004-11-19 17:43:55 +00:00
{
// Con_Printf("wall\n");
// stepping up didn't make any progress, revert to original move
2005-03-28 00:11:59 +00:00
VectorCopy ( originalmove_origin , ent - > v - > origin ) ;
VectorCopy ( originalmove_velocity , ent - > v - > velocity ) ;
2004-11-19 17:43:55 +00:00
//clip = originalmove_clip;
2005-03-28 00:11:59 +00:00
ent - > v - > flags = originalmove_flags ;
2006-02-17 19:54:47 +00:00
ent - > v - > groundentity = originalmove_groundentity ;
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// now try to unstick if needed
//clip = SV_TryUnstick (ent, oldvel);
return ;
}
//Con_Printf("step - ");
// extra friction based on view angle
2018-10-23 07:09:06 +00:00
if ( ( clip & 2 ) & & sv_wallfriction . value )
2004-11-19 17:43:55 +00:00
{
// Con_Printf("wall\n");
2011-09-03 03:49:43 +00:00
WPhys_WallFriction ( ent , & steptrace ) ;
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}
}
2018-10-23 07:09:06 +00:00
else if ( ! sv_gameplayfix_stepdown . ival | | ! oldonground | | - DotProduct ( gravitydir , start_velocity ) > 0 | | ( ( int ) ent - > v - > flags & FL_ONGROUND ) | | ent - > v - > waterlevel > = 2 )
2004-11-19 17:43:55 +00:00
return ;
// move down
2018-10-23 07:09:06 +00:00
VectorScale ( gravitydir , movevars . stepheight + ( 1 / 32.0 ) - DotProduct ( gravitydir , start_velocity ) * host_frametime , downmove ) ;
2004-11-19 17:43:55 +00:00
// FIXME: don't link?
2011-09-03 03:49:43 +00:00
downtrace = WPhys_PushEntity ( w , ent , downmove , MOVE_NORMAL ) ;
2004-11-19 17:43:55 +00:00
2012-02-17 01:12:37 +00:00
if ( downtrace . fraction < 1 & & - DotProduct ( gravitydir , downtrace . plane . normal ) > 0.7 )
2004-11-19 17:43:55 +00:00
{
2018-10-23 07:09:06 +00:00
if ( DotProduct ( downtrace . plane . normal , ent - > v - > velocity ) < = 0 ) //Spike: moving away from the surface should not count as onground.
2004-11-19 17:43:55 +00:00
// LordHavoc: disabled this check so you can walk on monsters/players
//if (ent->v->solid == SOLID_BSP)
{
//Con_Printf("onground\n");
2005-03-28 00:11:59 +00:00
ent - > v - > flags = ( int ) ent - > v - > flags | FL_ONGROUND ;
2011-09-03 03:49:43 +00:00
ent - > v - > groundentity = EDICT_TO_PROG ( w - > progs , downtrace . ent ) ;
2004-11-19 17:43:55 +00:00
}
}
else
{
//Con_Printf("slope\n");
// 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
2005-03-28 00:11:59 +00:00
VectorCopy ( originalmove_origin , ent - > v - > origin ) ;
VectorCopy ( originalmove_velocity , ent - > v - > velocity ) ;
2004-11-19 17:43:55 +00:00
//clip = originalmove_clip;
2005-03-28 00:11:59 +00:00
ent - > v - > flags = originalmove_flags ;
2006-02-17 19:54:47 +00:00
ent - > v - > groundentity = originalmove_groundentity ;
2004-11-19 17:43:55 +00:00
}
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// WPhys_SetOnGround (w, ent, gravitydir);
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WPhys_CheckVelocity ( w , ent ) ;
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}
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# endif
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# ifdef HEXEN2
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void WPhys_MoveChain ( world_t * w , wedict_t * ent , wedict_t * movechain , float * initial_origin , float * initial_angle )
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{
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qboolean orgunchanged ;
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vec3_t moveorg , moveang ;
VectorSubtract ( ent - > v - > origin , initial_origin , moveorg ) ;
VectorSubtract ( ent - > v - > angles , initial_angle , moveang ) ;
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orgunchanged = ! DotProduct ( moveorg , moveorg ) ;
if ( ! orgunchanged | | DotProduct ( moveang , moveang ) )
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{
int i ;
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for ( i = 16 ; i & & movechain ! = w - > edicts & & ! ED_ISFREE ( movechain ) ; i - - , movechain = PROG_TO_WEDICT ( w - > progs , movechain - > xv - > movechain ) )
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{
if ( ( int ) movechain - > v - > flags & FL_MOVECHAIN_ANGLE )
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VectorAdd ( movechain - > v - > angles , moveang , movechain - > v - > angles ) ; //FIXME: axial only
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if ( ! orgunchanged )
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{
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VectorAdd ( movechain - > v - > origin , moveorg , movechain - > v - > origin ) ;
World_LinkEdict ( w , movechain , false ) ;
//chainmoved is called only for origin changes, not angle ones, apparently.
if ( movechain - > xv - > chainmoved )
{
* w - > g . self = EDICT_TO_PROG ( w - > progs , movechain ) ;
* w - > g . other = EDICT_TO_PROG ( w - > progs , ent ) ;
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# ifdef VM_Q1
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if ( svs . gametype = = GT_Q1QVM & & w = = & sv . world )
Q1QVM_ChainMoved ( ) ;
else
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# endif
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PR_ExecuteProgram ( w - > progs , movechain - > xv - > chainmoved ) ;
}
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}
}
}
}
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# endif
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/*
= = = = = = = = = = = = = = = =
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SV_RunEntity
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= = = = = = = = = = = = = = = =
*/
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void WPhys_RunEntity ( world_t * w , wedict_t * ent )
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{
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# ifdef HEXEN2
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wedict_t * movechain ;
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vec3_t initial_origin = { 0 } , initial_angle = { 0 } ;
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# endif
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const float * gravitydir ;
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# ifndef CLIENTONLY
edict_t * svent = ( edict_t * ) ent ;
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if ( ent - > entnum > 0 & & ent - > entnum < = sv . allocated_client_slots & & w = = & sv . world )
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{ //a client woo.
qboolean readyforjump = false ;
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# if defined(NQPROT) && defined(HAVE_LEGACY)
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if ( svs . clients [ ent - > entnum - 1 ] . state = = cs_connected )
{ //nq is buggy and calls playerprethink/etc while the player is still connecting.
//some mods depend on this, hopefully unintentionally (as is the case with Arcane Dimensions).
//so don't do anything if we're qw, but use crappy behaviour for nq+h2.
if ( progstype ! = PROG_NQ | | sv_gameplayfix_spawnbeforethinks . ival )
return ;
}
else
# endif
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{
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if ( svs . clients [ ent - > entnum - 1 ] . state < cs_spawned )
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return ; // unconnected slot
}
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if ( svs . clients [ ent - > entnum - 1 ] . protocol = = SCP_BAD )
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svent - > v - > fixangle = FIXANGLE_NO ; //bots never get fixangle cleared otherwise
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host_client = & svs . clients [ ent - > entnum - 1 ] ;
SV_ClientThink ( ) ;
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if ( ! host_client - > spectator )
{
if ( progstype = = PROG_QW ) //detect if the mod should do a jump
if ( svent - > v - > button2 )
if ( ( int ) svent - > v - > flags & FL_JUMPRELEASED )
readyforjump = true ;
//
// call standard client pre-think
//
pr_global_struct - > time = sv . world . physicstime ;
pr_global_struct - > self = EDICT_TO_PROG ( svprogfuncs , ent ) ;
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# ifdef VM_Q1
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if ( svs . gametype = = GT_Q1QVM )
Q1QVM_PlayerPreThink ( ) ;
else
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# endif
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if ( pr_global_ptrs - > PlayerPreThink )
PR_ExecuteProgram ( svprogfuncs , * pr_global_ptrs - > PlayerPreThink ) ;
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if ( readyforjump ) //qw progs can't jump for themselves...
{
if ( ! svent - > v - > button2 & & ! ( ( int ) ent - > v - > flags & FL_JUMPRELEASED ) & & ent - > v - > velocity [ 2 ] < = 0 )
svent - > v - > velocity [ 2 ] + = 270 ;
}
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}
}
else
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# endif
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{
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if ( ent - > lastruntime = = w - > framenum )
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return ;
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ent - > lastruntime = w - > framenum ;
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# ifndef CLIENTONLY
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if ( progstype = = PROG_QW & & w = = & sv . world ) //we don't use the field any more, but qw mods might.
ent - > v - > lastruntime = w - > physicstime ;
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svent = NULL ;
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# endif
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}
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# ifdef HEXEN2
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movechain = PROG_TO_WEDICT ( w - > progs , ent - > xv - > movechain ) ;
if ( movechain ! = w - > edicts )
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{
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VectorCopy ( ent - > v - > origin , initial_origin ) ;
VectorCopy ( ent - > v - > angles , initial_angle ) ;
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}
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# endif
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if ( ent - > xv - > customphysics )
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{
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* w - > g . time = w - > physicstime ;
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* w - > g . self = EDICT_TO_PROG ( w - > progs , ent ) ;
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PR_ExecuteProgram ( w - > progs , ent - > xv - > customphysics ) ;
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}
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else switch ( ( int ) ent - > v - > movetype )
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{
case MOVETYPE_PUSH :
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WPhys_Physics_Pusher ( w , ent ) ;
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break ;
case MOVETYPE_NONE :
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if ( ! WPhys_RunThink ( w , ent ) )
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return ;
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break ;
case MOVETYPE_NOCLIP :
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case MOVETYPE_ANGLENOCLIP :
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WPhys_Physics_Noclip ( w , ent ) ;
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break ;
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case MOVETYPE_H2PUSHPULL :
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# if defined(HEXEN2) && !defined(CLIENTONLY)
if ( w = = & sv . world & & progstype = = PROG_H2 )
WPhys_Physics_Step ( w , ent ) ; //hexen2 pushable object (basically exactly movetype_step)
else
# endif
WPhys_Physics_Pusher ( w , ent ) ; //non-solid pusher, for tenebrae compat
break ;
case MOVETYPE_STEP :
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WPhys_Physics_Step ( w , ent ) ;
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break ;
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case MOVETYPE_FOLLOW :
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WPhys_Physics_Follow ( w , ent ) ;
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break ;
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case MOVETYPE_FLY_WORLDONLY :
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case MOVETYPE_FLY :
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# ifndef CLIENTONLY
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if ( svent )
{ //NQ players with movetype_fly are not like non-players.
if ( ! WPhys_RunThink ( w , ent ) )
return ;
if ( ent - > xv - > gravitydir [ 2 ] | | ent - > xv - > gravitydir [ 1 ] | | ent - > xv - > gravitydir [ 0 ] )
gravitydir = ent - > xv - > gravitydir ;
else
gravitydir = w - > g . defaultgravitydir ;
WPhys_CheckStuck ( w , ent ) ;
WPhys_WalkMove ( w , ent , gravitydir ) ;
break ;
}
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# endif
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//fallthrough
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case MOVETYPE_H2SWIM :
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case MOVETYPE_TOSS :
case MOVETYPE_BOUNCE :
case MOVETYPE_BOUNCEMISSILE :
case MOVETYPE_FLYMISSILE :
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WPhys_Physics_Toss ( w , ent ) ;
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break ;
case MOVETYPE_WALK :
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if ( ! WPhys_RunThink ( w , ent ) )
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return ;
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if ( ent - > xv - > gravitydir [ 2 ] | | ent - > xv - > gravitydir [ 1 ] | | ent - > xv - > gravitydir [ 0 ] )
gravitydir = ent - > xv - > gravitydir ;
else
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gravitydir = w - > g . defaultgravitydir ;
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if ( ! WPhys_CheckWater ( w , ent ) & & ! ( ( int ) ent - > v - > flags & FL_WATERJUMP ) ) //Vanilla Bug: the QC checks waterlevel inside PlayerPreThink, with waterlevel from a different position from the origin.
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if ( ! ( ( int ) ent - > xv - > pmove_flags & PMF_LADDER ) )
WPhys_AddGravity ( w , ent , gravitydir ) ;
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WPhys_CheckStuck ( w , ent ) ;
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WPhys_WalkMove ( w , ent , gravitydir ) ;
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# ifndef CLIENTONLY
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if ( ! svent )
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# endif
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World_LinkEdict ( w , ent , true ) ;
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break ;
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# ifdef USERBE
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case MOVETYPE_PHYSICS :
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if ( WPhys_RunThink ( w , ent ) )
World_LinkEdict ( w , ent , true ) ;
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w - > rbe_hasphysicsents = true ;
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break ;
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# endif
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default :
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// SV_Error ("SV_Physics: bad movetype %i on %s", (int)ent->v->movetype, PR_GetString(w->progs, ent->v->classname));
break ;
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}
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# ifdef HEXEN2
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if ( movechain ! = w - > edicts )
WPhys_MoveChain ( w , ent , movechain , initial_origin , initial_angle ) ;
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# endif
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# ifndef CLIENTONLY
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if ( svent )
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{
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World_LinkEdict ( w , ent , true ) ;
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if ( ! host_client - > spectator )
{
pr_global_struct - > time = w - > physicstime ;
pr_global_struct - > self = EDICT_TO_PROG ( w - > progs , ent ) ;
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# ifdef VM_Q1
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if ( svs . gametype = = GT_Q1QVM )
Q1QVM_PostThink ( ) ;
else
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# endif
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{
if ( pr_global_ptrs - > PlayerPostThink )
PR_ExecuteProgram ( w - > progs , * pr_global_ptrs - > PlayerPostThink ) ;
}
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}
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}
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# endif
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}
/*
= = = = = = = = = = = = = = = =
SV_RunNewmis
= = = = = = = = = = = = = = = =
*/
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void WPhys_RunNewmis ( world_t * w )
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{
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wedict_t * ent ;
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if ( ! w - > g . newmis ) //newmis variable is not exported.
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return ;
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if ( ! sv_gameplayfix_multiplethinks . ival )
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return ;
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if ( ! * w - > g . newmis )
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return ;
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ent = PROG_TO_WEDICT ( w - > progs , * w - > g . newmis ) ;
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host_frametime = 0.05 ;
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* w - > g . newmis = 0 ;
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WPhys_RunEntity ( w , ent ) ;
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host_frametime = * w - > g . frametime ;
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}
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trace_t WPhys_Trace_Toss ( world_t * w , wedict_t * tossent , wedict_t * ignore )
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{
int i ;
float gravity ;
vec3_t move , end ;
trace_t trace ;
vec3_t origin , velocity ;
// this has to fetch the field from the original edict, since our copy is truncated
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gravity = tossent - > xv - > gravity ;
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if ( ! gravity )
gravity = 1.0 ;
gravity * = sv_gravity . value * 0.05 ;
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VectorCopy ( tossent - > v - > origin , origin ) ;
VectorCopy ( tossent - > v - > velocity , velocity ) ;
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WPhys_CheckVelocity ( w , tossent ) ;
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for ( i = 0 ; i < 200 ; i + + ) // LordHavoc: sanity check; never trace more than 10 seconds
{
velocity [ 2 ] - = gravity ;
VectorScale ( velocity , 0.05 , move ) ;
VectorAdd ( origin , move , end ) ;
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trace = World_Move ( w , origin , tossent - > v - > mins , tossent - > v - > maxs , end , MOVE_NORMAL , tossent ) ;
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VectorCopy ( trace . endpos , origin ) ;
if ( trace . fraction < 1 & & trace . ent & & trace . ent ! = ignore )
break ;
if ( Length ( velocity ) > sv_maxvelocity . value )
{
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// Con_DPrintf("Slowing %s\n", PR_GetString(w->progs, tossent->v->classname));
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VectorScale ( velocity , sv_maxvelocity . value / Length ( velocity ) , velocity ) ;
}
}
trace . fraction = 0 ; // not relevant
return trace ;
}
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/*
Run an individual physics frame . This might be run multiple times in one frame if we ' re running slow , or not at all .
*/
void World_Physics_Frame ( world_t * w )
{
int i ;
qboolean retouch ;
wedict_t * ent ;
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extern cvar_t sv_nqplayerphysics ;
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w - > framenum + + ;
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i = * w - > g . physics_mode ;
if ( i = = 0 )
{
/*physics mode 0 = none*/
return ;
}
if ( i = = 1 )
{
/*physics mode 1 = thinks only*/
for ( i = 0 ; i < w - > num_edicts ; i + + )
{
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ent = ( wedict_t * ) EDICT_NUM_PB ( w - > progs , i ) ;
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if ( ED_ISFREE ( ent ) )
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continue ;
WPhys_RunThink ( w , ent ) ;
}
return ;
}
/*physics mode 2 = normal movetypes*/
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retouch = ( w - > g . force_retouch & & ( * w - > g . force_retouch > = 1 ) ) ;
//
// treat each object in turn
// even the world gets a chance to think
//
for ( i = 0 ; i < w - > num_edicts ; i + + )
{
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ent = ( wedict_t * ) EDICT_NUM_PB ( w - > progs , i ) ;
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if ( ED_ISFREE ( ent ) )
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continue ;
if ( retouch )
World_LinkEdict ( w , ent , true ) ; // force retouch even for stationary
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# ifndef CLIENTONLY
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if ( i > 0 & & i < = sv . allocated_client_slots & & w = = & sv . world )
{
if ( ! svs . clients [ i - 1 ] . isindependant )
{
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if ( sv_nqplayerphysics . ival | | SV_PlayerPhysicsQC | | svs . clients [ i - 1 ] . state < cs_spawned )
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{
WPhys_RunEntity ( w , ent ) ;
WPhys_RunNewmis ( w ) ;
}
else
{
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unsigned int newt ;
unsigned int delt ;
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newt = sv . time * 1000 ;
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delt = newt - svs . clients [ i - 1 ] . lastruncmd ;
if ( delt > ( int ) ( 1000 / 77.0 ) | | delt < - 10 )
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{
float ft = host_frametime ;
host_client = & svs . clients [ i - 1 ] ;
sv_player = svs . clients [ i - 1 ] . edict ;
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SV_PreRunCmd ( ) ;
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# ifndef NEWSPEEDCHEATPROT
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svs . clients [ i - 1 ] . last_check = 0 ;
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# endif
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svs . clients [ i - 1 ] . lastcmd . msec = bound ( 0 , delt , 255 ) ;
SV_RunCmd ( & svs . clients [ i - 1 ] . lastcmd , true ) ;
svs . clients [ i - 1 ] . lastcmd . impulse = 0 ;
SV_PostRunCmd ( ) ;
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host_client - > lastruncmd = sv . time * 1000 ;
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* w - > g . frametime = host_frametime = ft ;
}
}
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}
// else
// World_LinkEdict(w, (wedict_t*)ent, true);
continue ; // clients are run directly from packets
}
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# endif
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WPhys_RunEntity ( w , ent ) ;
WPhys_RunNewmis ( w ) ;
}
if ( retouch )
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* w - > g . force_retouch - = 1 ;
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}
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# ifndef CLIENTONLY
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/*
= = = = = = = = = = = = = = = =
SV_Physics
= = = = = = = = = = = = = = = =
*/
qboolean SV_Physics ( void )
{
int i ;
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qboolean moved = false ;
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int maxtics ;
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double trueframetime = host_frametime ;
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double maxtic = sv_maxtic . value ;
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double mintic = sv_mintic . value ;
extern cvar_t sv_nqplayerphysics ;
if ( sv_nqplayerphysics . ival )
if ( mintic < 0.013 )
mintic = 0.013 ; //NQ physics can't cope with low rates and just generally bugs out.
if ( maxtic < mintic )
maxtic = mintic ;
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//keep gravity tracking the cvar properly
movevars . gravity = sv_gravity . value ;
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if ( svs . gametype ! = GT_PROGS & & svs . gametype ! = GT_Q1QVM & & svs . gametype ! = GT_HALFLIFE
# ifdef VM_LUA
& & svs . gametype ! = GT_LUA
# endif
) //make tics multiples of sv_maxtic (defaults to 0.1)
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{
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if ( svs . gametype = = GT_QUAKE2 )
maxtic = 0.1 ; //fucking fuckity fuck. we should warn about this.
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host_frametime = sv . time - sv . world . physicstime ;
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if ( host_frametime < 0 )
{
if ( host_frametime < - 1 )
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sv . world . physicstime = sv . time ;
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host_frametime = 0 ;
}
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if ( svs . gametype ! = GT_QUAKE3 )
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if ( host_frametime < maxtic & & realtime )
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{
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// sv.time+=host_frametime;
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host_frametime = trueframetime ;
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return false ; //don't bother with the whole server thing for a bit longer
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}
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if ( host_frametime > maxtic )
host_frametime = maxtic ;
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sv . world . physicstime = sv . time ;
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switch ( svs . gametype )
{
# ifdef Q2SERVER
case GT_QUAKE2 :
ge - > RunFrame ( ) ;
break ;
# endif
# ifdef Q3SERVER
case GT_QUAKE3 :
SVQ3_RunFrame ( ) ;
break ;
# endif
default :
break ;
}
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host_frametime = trueframetime ;
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return true ;
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}
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if ( svs . gametype ! = GT_HALFLIFE & & /*sv.botsonthemap &&*/ progstype = = PROG_QW )
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{
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//DP_SV_BOTCLIENT - make the bots move with qw physics.
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//They only move when there arn't any players on the server, but they should move at the right kind of speed if there are... hopefully
//they might just be a bit lagged. they will at least be as smooth as other players are.
usercmd_t ucmd ;
client_t * oldhost ;
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edict_t * oldplayer ;
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# ifdef VM_Q1
if ( svs . gametype = = GT_Q1QVM )
{
pr_global_struct - > self = EDICT_TO_PROG ( svprogfuncs , sv . world . edicts ) ;
pr_global_struct - > other = EDICT_TO_PROG ( svprogfuncs , sv . world . edicts ) ;
pr_global_struct - > time = sv . world . physicstime ;
Q1QVM_StartFrame ( true ) ;
}
# endif
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if ( 1 )
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{
memset ( & ucmd , 0 , sizeof ( ucmd ) ) ;
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for ( i = 0 ; i < sv . allocated_client_slots ; i + + )
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{
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if ( svs . clients [ i ] . state > cs_zombie & & svs . clients [ i ] . protocol = = SCP_BAD & & svs . clients [ i ] . msecs > = 1000 / 77 )
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{ //then this is a bot
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oldhost = host_client ;
oldplayer = sv_player ;
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host_client = & svs . clients [ i ] ;
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host_client - > isindependant = true ;
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sv_player = host_client - > edict ;
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host_client - > localtime = sv . time ;
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SV_PreRunCmd ( ) ;
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if ( svs . gametype = = GT_Q1QVM )
{
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ucmd = svs . clients [ i ] . lastcmd ;
ucmd . msec = svs . clients [ i ] . msecs ;
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}
else
{
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ucmd . msec = svs . clients [ i ] . msecs ;
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ucmd . angles [ 0 ] = ( short ) ( sv_player - > v - > v_angle [ 0 ] * ( 65535 / 360.0f ) ) ;
ucmd . angles [ 1 ] = ( short ) ( sv_player - > v - > v_angle [ 1 ] * ( 65535 / 360.0f ) ) ;
ucmd . angles [ 2 ] = ( short ) ( sv_player - > v - > v_angle [ 2 ] * ( 65535 / 360.0f ) ) ;
ucmd . forwardmove = sv_player - > xv - > movement [ 0 ] ;
ucmd . sidemove = sv_player - > xv - > movement [ 1 ] ;
ucmd . upmove = sv_player - > xv - > movement [ 2 ] ;
ucmd . buttons = ( sv_player - > v - > button0 ? 1 : 0 ) | ( sv_player - > v - > button2 ? 2 : 0 ) ;
}
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ucmd . msec = min ( ucmd . msec , 250 ) ;
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SV_RunCmd ( & ucmd , false ) ;
SV_PostRunCmd ( ) ;
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host_client - > lastcmd = ucmd ; //allow the other clients to predict this bot.
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host_client = oldhost ;
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sv_player = oldplayer ;
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}
}
}
}
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maxtics = sv_limittics . ival ;
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if ( sv . spawned_observer_slots = = 0 & & sv . spawned_client_slots = = 0 )
maxtics = 1 ; //no players on the server. let timings slide
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// don't bother running a frame if sys_ticrate seconds haven't passed
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while ( 1 )
{
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host_frametime = sv . time - sv . world . physicstime ;
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if ( host_frametime < 0 )
{
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sv . world . physicstime = sv . time ;
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break ;
}
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if ( host_frametime < = 0 | | host_frametime < mintic )
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break ;
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if ( host_frametime > maxtic & & maxtic > 0 )
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{
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
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if ( maxtics - - < = 0 )
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{
//timewarp, as we're running too slowly
sv . world . physicstime = sv . time ;
break ;
}
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host_frametime = maxtic ;
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}
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if ( ! host_frametime )
continue ;
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moved = true ;
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# ifdef HLSERVER
if ( svs . gametype = = GT_HALFLIFE )
{
SVHL_RunFrame ( ) ;
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sv . world . physicstime + = host_frametime ;
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continue ;
}
# endif
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pr_global_struct - > frametime = host_frametime ;
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SV_ProgStartFrame ( ) ;
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PRSV_RunThreads ( ) ;
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# ifdef USERBE
if ( sv . world . rbe )
{
# ifdef RAGDOLL
rag_doallanimations ( & sv . world ) ;
# endif
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sv . world . rbe - > RunFrame ( & sv . world , host_frametime , sv_gravity . value ) ;
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}
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# endif
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World_Physics_Frame ( & sv . world ) ;
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# ifdef VM_Q1
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if ( svs . gametype = = GT_Q1QVM )
{
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pr_global_struct - > self = EDICT_TO_PROG ( svprogfuncs , sv . world . edicts ) ;
pr_global_struct - > other = EDICT_TO_PROG ( svprogfuncs , sv . world . edicts ) ;
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pr_global_struct - > time = sv . world . physicstime + host_frametime ;
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Q1QVM_EndFrame ( ) ;
}
else
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# endif
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if ( EndFrameQC )
{
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pr_global_struct - > self = EDICT_TO_PROG ( svprogfuncs , sv . world . edicts ) ;
pr_global_struct - > other = EDICT_TO_PROG ( svprogfuncs , sv . world . edicts ) ;
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pr_global_struct - > time = sv . world . physicstime + host_frametime ;
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PR_ExecuteProgram ( svprogfuncs , EndFrameQC ) ;
}
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# ifdef NETPREPARSE
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NPP_Flush ( ) ; //flush it just in case there was an error and we stopped preparsing. This is only really needed while debugging.
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# endif
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sv . world . physicstime + = host_frametime ;
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}
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host_frametime = trueframetime ;
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return moved ;
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}
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# endif
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void SV_SetMoveVars ( void )
{
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movevars . stopspeed = sv_stopspeed . value ;
movevars . maxspeed = sv_maxspeed . value ;
movevars . spectatormaxspeed = sv_spectatormaxspeed . value ;
movevars . accelerate = sv_accelerate . value ;
movevars . airaccelerate = sv_airaccelerate . value ;
movevars . wateraccelerate = sv_wateraccelerate . value ;
movevars . friction = sv_friction . value ;
movevars . waterfriction = sv_waterfriction . value ;
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movevars . entgravity = 1.0 ;
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movevars . stepheight = * sv_stepheight . string ? sv_stepheight . value : PM_DEFAULTSTEPHEIGHT ;
movevars . watersinkspeed = * pm_watersinkspeed . string ? pm_watersinkspeed . value : 60 ;
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movevars . flyfriction = * pm_flyfriction . string ? pm_flyfriction . value : 4 ;
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movevars . edgefriction = * pm_edgefriction . string ? pm_edgefriction . value : 2 ;
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movevars . flags = MOVEFLAG_VALID | MOVEFLAG_NOGRAVITYONGROUND | ( * pm_edgefriction . string ? 0 : MOVEFLAG_QWEDGEBOX ) ;
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}
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# endif