mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-26 22:01:50 +00:00
ed54ed2dcf
gravitydir on monsters should now be workable (qc needs to be careful with ideal_yaw, which is now relative to the gravitydir rather than the xy plane). fix an issue where shaders were not loaded after gamedir switches. added 6dof command (and player movetype). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4689 fc73d0e0-1445-4013-8a0c-d673dee63da5
636 lines
15 KiB
C
636 lines
15 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// sv_move.c -- monster movement
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#include "quakedef.h"
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#include "pr_common.h"
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#if defined(CSQC_DAT) || !defined(CLIENTONLY)
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/*
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=============
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SV_CheckBottom
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Returns false if any part of the bottom of the entity is off an edge that
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is not a staircase.
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=============
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*/
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int c_yes, c_no;
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hull_t *Q1BSP_ChooseHull(model_t *model, int hullnum, vec3_t mins, vec3_t maxs, vec3_t offset);
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//this function is axial. major axis determines ground. if it switches slightly, a new axis may become the ground...
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qboolean World_CheckBottom (world_t *world, wedict_t *ent, vec3_t up)
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{
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int savedhull;
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vec3_t mins, maxs, start, stop;
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trace_t trace;
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int x, y;
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float mid;
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int a0,a1,a2; //logical x, y, z
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int sign;
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mins[0] = fabs(up[0]);
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mins[1] = fabs(up[1]);
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mins[2] = fabs(up[2]);
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if (mins[2] > mins[0] && mins[2] > mins[1])
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{
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a0 = 0;
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a1 = 1;
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a2 = 2;
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}
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else
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{
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a2 = mins[1] > mins[0];
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a0 = 1 - a2;
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a1 = 2;
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}
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sign = (up[a2]>0)?1:-1;
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VectorAdd (ent->v->origin, ent->v->mins, mins);
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if (world->worldmodel->fromgame == fg_quake)
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{
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//quake's hulls are weird. sizes are defined as from mins to mins+hullsize. the actual maxs is ignored other than for its size.
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hull_t *hull;
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hull = Q1BSP_ChooseHull(world->worldmodel, ent->xv->hull, ent->v->mins, ent->v->maxs, start);
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VectorAdd (mins, start, mins);
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VectorSubtract (mins, hull->clip_mins, maxs);
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VectorAdd (maxs, hull->clip_maxs, maxs);
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}
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else
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VectorAdd (ent->v->origin, ent->v->maxs, maxs);
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// if all of the points under the corners are solid world, don't bother
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// with the tougher checks
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// the corners must be within 16 of the midpoint
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start[a2] = (sign<0)?maxs[a2]:mins[a2] - sign;
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for (x=0 ; x<=1 ; x++)
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for (y=0 ; y<=1 ; y++)
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{
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start[a0] = x ? maxs[a0] : mins[a0];
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start[a1] = y ? maxs[a1] : mins[a1];
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if (!(World_PointContents (world, start) & FTECONTENTS_SOLID))
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goto realcheck;
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}
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c_yes++;
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return true; // we got out easy
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realcheck:
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c_no++;
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//
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// check it for real...
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//
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start[a2] = (sign<0)?maxs[a2]:mins[a2];
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// the midpoint must be within 16 of the bottom
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start[a0] = stop[a0] = (mins[a0] + maxs[a0])*0.5;
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start[a1] = stop[a1] = (mins[a1] + maxs[a1])*0.5;
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stop[a2] = start[a2] - 2*movevars.stepheight*sign;
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savedhull = ent->xv->hull;
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ent->xv->hull = 0; //stop the hull from breaking tracelines
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trace = World_Move (world, start, vec3_origin, vec3_origin, stop, true, ent);
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if (trace.fraction == 1.0)
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{
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ent->xv->hull = savedhull;
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return false;
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}
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mid = trace.endpos[2];
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mid = (mid-start[a2]-(movevars.stepheight*sign)) / (stop[a2]-start[a2]);
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// the corners must be within 16 of the midpoint
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for (x=0 ; x<=1 ; x++)
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for (y=0 ; y<=1 ; y++)
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{
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start[a0] = stop[a0] = x ? maxs[a0] : mins[a0];
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start[a1] = stop[a1] = y ? maxs[a1] : mins[a1];
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trace = World_Move (world, start, vec3_origin, vec3_origin, stop, true, ent);
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if (trace.fraction == 1.0 || trace.fraction > mid)//mid - trace.endpos[2] > movevars.stepheight)
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{
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ent->xv->hull = savedhull;
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return false;
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}
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}
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c_yes++;
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ent->xv->hull = savedhull;
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return true;
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}
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/*
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=============
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SV_movestep
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Called by monster program code.
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The move will be adjusted for slopes and stairs, but if the move isn't
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possible, no move is done, false is returned, and
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pr_global_struct->trace_normal is set to the normal of the blocking wall
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=============
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*/
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qboolean World_movestep (world_t *world, wedict_t *ent, vec3_t move, vec3_t axis[3], qboolean relink, qboolean noenemy, void (*set_move_trace)(trace_t *trace, struct globalvars_s *pr_globals), struct globalvars_s *set_trace_globs)
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{
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float dz;
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vec3_t oldorg, neworg, end;
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trace_t trace;
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int i;
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wedict_t *enemy = world->edicts;
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int eflags = ent->v->flags;
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vec3_t eaxis[3];
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if (!axis)
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{
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//fixme?
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World_GetEntGravityAxis(ent, eaxis);
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axis = eaxis;
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}
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#ifndef CLIENTONLY
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if (progstype != PROG_H2 || world != &sv.world)
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#endif
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eflags &= ~FLH2_NOZ|FLH2_HUNTFACE;
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// try the move
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VectorCopy (ent->v->origin, oldorg);
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VectorAdd (ent->v->origin, move, neworg);
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// flying monsters don't step up
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if ((eflags & (FL_SWIM | FL_FLY)) && !(eflags & (FLH2_NOZ|FLH2_HUNTFACE)))
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{
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// try one move with vertical motion, then one without
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for (i=0 ; i<2 ; i++)
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{
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VectorAdd (ent->v->origin, move, neworg);
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if (!noenemy)
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{
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enemy = (wedict_t*)PROG_TO_EDICT(world->progs, ent->v->enemy);
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if (i == 0 && enemy->entnum)
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{
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VectorSubtract(ent->v->origin, ((wedict_t*)PROG_TO_EDICT(world->progs, ent->v->enemy))->v->origin, end);
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dz = DotProduct(end, axis[2]);
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if (eflags & FLH2_HUNTFACE) /*get the ent's origin_z to match its victims face*/
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dz += ((wedict_t*)PROG_TO_EDICT(world->progs, ent->v->enemy))->v->view_ofs[2];
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if (dz > 40)
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VectorMA(neworg, -8, axis[2], neworg);
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if (dz < 30)
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VectorMA(neworg, 8, axis[2], neworg);
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}
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}
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trace = World_Move (world, ent->v->origin, ent->v->mins, ent->v->maxs, neworg, false, ent);
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if (set_move_trace)
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set_move_trace(&trace, set_trace_globs);
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if (trace.fraction == 1)
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{
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if ( (eflags & FL_SWIM) && !(World_PointContents(world, trace.endpos) & FTECONTENTS_FLUID))
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continue; // swim monster left water
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VectorCopy (trace.endpos, ent->v->origin);
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if (relink)
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World_LinkEdict (world, ent, true);
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return true;
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}
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if (noenemy || !enemy->entnum)
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break;
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}
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return false;
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}
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// push down from a step height above the wished position
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VectorMA(neworg, movevars.stepheight, axis[2], neworg);
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VectorMA(neworg, movevars.stepheight*-2, axis[2], end);
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trace = World_Move (world, neworg, ent->v->mins, ent->v->maxs, end, false, ent);
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if (set_move_trace)
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set_move_trace(&trace, set_trace_globs);
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if (trace.allsolid)
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return false;
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if (trace.startsolid)
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{
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//move up by an extra step, if needed
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VectorMA(neworg, -movevars.stepheight, axis[2], neworg);
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trace = World_Move (world, neworg, ent->v->mins, ent->v->maxs, end, false, ent);
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if (set_move_trace)
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set_move_trace(&trace, set_trace_globs);
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if (trace.allsolid || trace.startsolid)
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return false;
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}
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if (trace.fraction == 1)
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{
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// if monster had the ground pulled out, go ahead and fall
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if ( (int)ent->v->flags & FL_PARTIALGROUND )
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{
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VectorAdd (ent->v->origin, move, ent->v->origin);
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if (relink)
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World_LinkEdict (world, ent, true);
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ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND;
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// Con_Printf ("fall down\n");
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return true;
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}
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return false; // walked off an edge
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}
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// check point traces down for dangling corners
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VectorCopy (trace.endpos, ent->v->origin);
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if (!World_CheckBottom (world, ent, axis[2]))
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{
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if ( (int)ent->v->flags & FL_PARTIALGROUND )
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{ // entity had floor mostly pulled out from underneath it
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// and is trying to correct
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if (relink)
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World_LinkEdict (world, ent, true);
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return true;
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}
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VectorCopy (oldorg, ent->v->origin);
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return false;
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}
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if ( (int)ent->v->flags & FL_PARTIALGROUND )
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{
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// Con_Printf ("back on ground\n");
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ent->v->flags = (int)ent->v->flags & ~FL_PARTIALGROUND;
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}
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ent->v->groundentity = EDICT_TO_PROG(world->progs, trace.ent);
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// the move is ok
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if (relink)
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World_LinkEdict (world, ent, true);
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return true;
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}
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//============================================================================
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qboolean World_GetEntGravityAxis(wedict_t *ent, vec3_t axis[3])
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{
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if (ent->xv->gravitydir[0] || ent->xv->gravitydir[1] || ent->xv->gravitydir[2])
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{
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void PerpendicularVector( vec3_t dst, const vec3_t src );
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VectorNegate(ent->xv->gravitydir, axis[2]);
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VectorNormalize(axis[2]);
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PerpendicularVector(axis[0], axis[2]);
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VectorNormalize(axis[0]);
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CrossProduct(axis[2], axis[0], axis[1]);
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VectorNormalize(axis[1]);
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return true;
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}
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else
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{
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VectorSet(axis[0], 1, 0, 0);
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VectorSet(axis[1], 0, 1, 0);
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VectorSet(axis[2], 0, 0, 1);
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return false;
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}
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}
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/*
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==============
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PF_changeyaw
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This was a major timewaster in progs, so it was converted to C
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==============
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*/
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float World_changeyaw (wedict_t *ent)
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{
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float ideal, current, move, speed;
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vec3_t surf[3];
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if (World_GetEntGravityAxis(ent, surf))
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{
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//complex matrix stuff
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float mat[16];
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float surfm[16], invsurfm[16];
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float viewm[16];
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vec3_t view[4];
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vec3_t vang;
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/*calc current view matrix relative to the surface*/
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ent->v->angles[PITCH] *= -1;
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AngleVectors(ent->v->angles, view[0], view[1], view[2]);
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VectorNegate(view[1], view[1]);
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World_GetEntGravityAxis(ent, surf);
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Matrix4x4_RM_FromVectors(surfm, surf[0], surf[1], surf[2], vec3_origin);
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Matrix3x4_InvertTo4x4_Simple(surfm, invsurfm);
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/*calc current view matrix relative to the surface*/
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Matrix4x4_RM_FromVectors(viewm, view[0], view[1], view[2], vec3_origin);
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Matrix4_Multiply(viewm, invsurfm, mat);
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/*convert that back to angles*/
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Matrix3x4_RM_ToVectors(mat, view[0], view[1], view[2], view[3]);
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VectorAngles(view[0], view[2], vang);
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/*edit it*/
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ideal = ent->v->ideal_yaw;
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speed = ent->v->yaw_speed;
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move = ideal - anglemod(vang[YAW]);
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if (move > 180)
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move -= 360;
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else if (move < -180)
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move += 360;
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if (move > 0)
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{
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if (move > speed)
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move = speed;
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}
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else
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{
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if (move < -speed)
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move = -speed;
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}
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vang[YAW] = anglemod(vang[YAW] + move);
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/*clamp pitch, kill roll. monsters don't pitch/roll.*/
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vang[PITCH] = 0;
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vang[ROLL] = 0;
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move = ideal - vang[YAW];
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/*turn those angles back to a matrix*/
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AngleVectors(vang, view[0], view[1], view[2]);
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VectorNegate(view[1], view[1]);
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Matrix4x4_RM_FromVectors(mat, view[0], view[1], view[2], vec3_origin);
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/*rotate back into world space*/
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Matrix4_Multiply(mat, surfm, viewm);
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/*and figure out the final result*/
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Matrix3x4_RM_ToVectors(viewm, view[0], view[1], view[2], view[3]);
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VectorAngles(view[0], view[2], ent->v->angles);
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//make sure everything is sane
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ent->v->angles[PITCH] = anglemod(ent->v->angles[PITCH]);
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ent->v->angles[YAW] = anglemod(ent->v->angles[YAW]);
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ent->v->angles[ROLL] = anglemod(ent->v->angles[ROLL]);
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return move;
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}
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//FIXME: gravitydir. reorient the angles to change the yaw with respect to the current ground surface.
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current = anglemod( ent->v->angles[1] );
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ideal = ent->v->ideal_yaw;
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speed = ent->v->yaw_speed;
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if (current == ideal)
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return 0;
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move = ideal - current;
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if (ideal > current)
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{
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if (move >= 180)
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move = move - 360;
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}
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else
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{
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if (move <= -180)
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move = move + 360;
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}
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if (move > 0)
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{
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if (move > speed)
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move = speed;
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}
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else
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{
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if (move < -speed)
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move = -speed;
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}
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ent->v->angles[1] = anglemod (current + move);
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return ideal - ent->v->angles[1];
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}
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/*
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======================
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SV_StepDirection
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Turns to the movement direction, and walks the current distance if
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facing it.
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======================
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*/
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qboolean World_StepDirection (world_t *world, wedict_t *ent, float yaw, float dist, vec3_t axis[3])
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{
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vec3_t move, oldorigin;
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float delta, s;
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ent->v->ideal_yaw = yaw;
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delta = World_changeyaw(ent);
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yaw = yaw*M_PI*2 / 360;
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s = cos(yaw)*dist;
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VectorScale(axis[0], s, move);
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s = sin(yaw)*dist;
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VectorMA(move, s, axis[1], move);
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//FIXME: Hexen2: ent flags & FL_SET_TRACE
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VectorCopy (ent->v->origin, oldorigin);
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if (World_movestep (world, ent, move, axis, false, false, NULL, NULL))
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{
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delta = anglemod(delta);
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if (delta > 45 && delta < 315)
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{ // not turned far enough, so don't take the step
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//FIXME: surely this is noticably inefficient?
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VectorCopy (oldorigin, ent->v->origin);
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}
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World_LinkEdict (world, ent, true);
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return true;
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}
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World_LinkEdict (world, ent, true);
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return false;
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}
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/*
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======================
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SV_FixCheckBottom
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======================
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*/
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void World_FixCheckBottom (wedict_t *ent)
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{
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// Con_Printf ("SV_FixCheckBottom\n");
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ent->v->flags = (int)ent->v->flags | FL_PARTIALGROUND;
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}
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/*
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================
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SV_NewChaseDir
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================
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*/
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#define DI_NODIR -1
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void World_NewChaseDir (world_t *world, wedict_t *actor, wedict_t *enemy, float dist, vec3_t axis[3])
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{
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float deltax,deltay;
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float d[3];
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float tdir, olddir, turnaround;
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olddir = anglemod( (int)(actor->v->ideal_yaw/45)*45 );
|
|
turnaround = anglemod(olddir - 180);
|
|
|
|
VectorSubtract(enemy->v->origin, actor->v->origin, d);
|
|
deltax = DotProduct(d, axis[0]);
|
|
deltay = DotProduct(d, axis[1]);
|
|
if (deltax>10)
|
|
d[1]= 0;
|
|
else if (deltax<-10)
|
|
d[1]= 180;
|
|
else
|
|
d[1]= DI_NODIR;
|
|
if (deltay<-10)
|
|
d[2]= 270;
|
|
else if (deltay>10)
|
|
d[2]= 90;
|
|
else
|
|
d[2]= DI_NODIR;
|
|
|
|
// try direct route
|
|
if (d[1] != DI_NODIR && d[2] != DI_NODIR)
|
|
{
|
|
if (d[1] == 0)
|
|
tdir = d[2] == 90 ? 45 : 315;
|
|
else
|
|
tdir = d[2] == 90 ? 135 : 215;
|
|
|
|
if (tdir != turnaround && World_StepDirection(world, actor, tdir, dist, axis))
|
|
return;
|
|
}
|
|
|
|
// try other directions
|
|
if ( ((rand()&3) & 1) || abs(deltay)>abs(deltax))
|
|
{
|
|
tdir=d[1];
|
|
d[1]=d[2];
|
|
d[2]=tdir;
|
|
}
|
|
|
|
if (d[1]!=DI_NODIR && d[1]!=turnaround
|
|
&& World_StepDirection(world, actor, d[1], dist, axis))
|
|
return;
|
|
|
|
if (d[2]!=DI_NODIR && d[2]!=turnaround
|
|
&& World_StepDirection(world, actor, d[2], dist, axis))
|
|
return;
|
|
|
|
/* there is no direct path to the player, so pick another direction */
|
|
|
|
if (olddir!=DI_NODIR && World_StepDirection(world, actor, olddir, dist, axis))
|
|
return;
|
|
|
|
if (rand()&1) /*randomly determine direction of search*/
|
|
{
|
|
for (tdir=0 ; tdir<=315 ; tdir += 45)
|
|
if (tdir!=turnaround && World_StepDirection(world, actor, tdir, dist, axis) )
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
for (tdir=315 ; tdir >=0 ; tdir -= 45)
|
|
if (tdir!=turnaround && World_StepDirection(world, actor, tdir, dist, axis) )
|
|
return;
|
|
}
|
|
|
|
if (turnaround != DI_NODIR && World_StepDirection(world, actor, turnaround, dist, axis) )
|
|
return;
|
|
|
|
actor->v->ideal_yaw = olddir; // can't move
|
|
|
|
// if a bridge was pulled out from underneath a monster, it may not have
|
|
// a valid standing position at all
|
|
|
|
if (!World_CheckBottom (world, actor, axis[2]))
|
|
World_FixCheckBottom (actor);
|
|
|
|
}
|
|
|
|
/*
|
|
======================
|
|
SV_CloseEnough
|
|
|
|
======================
|
|
*/
|
|
qboolean World_CloseEnough (wedict_t *ent, wedict_t *goal, float dist)
|
|
{
|
|
int i;
|
|
|
|
for (i=0 ; i<3 ; i++)
|
|
{
|
|
if (goal->v->absmin[i] > ent->v->absmax[i] + dist)
|
|
return false;
|
|
if (goal->v->absmax[i] < ent->v->absmin[i] - dist)
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
======================
|
|
SV_MoveToGoal
|
|
|
|
======================
|
|
*/
|
|
qboolean World_MoveToGoal (world_t *world, wedict_t *ent, float dist)
|
|
{
|
|
wedict_t *goal;
|
|
vec3_t axis[3];
|
|
|
|
ent = (wedict_t*)PROG_TO_EDICT(world->progs, *world->g.self);
|
|
goal = (wedict_t*)PROG_TO_EDICT(world->progs, ent->v->goalentity);
|
|
|
|
if ( !( (int)ent->v->flags & (FL_ONGROUND|FL_FLY|FL_SWIM) ) )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// if the next step hits the enemy, return immediately
|
|
if ( PROG_TO_EDICT(world->progs, ent->v->enemy) != (edict_t*)world->edicts && World_CloseEnough (ent, goal, dist) )
|
|
return true;
|
|
|
|
|
|
World_GetEntGravityAxis(ent, axis);
|
|
|
|
// bump around...
|
|
if ( (rand()&3)==1 ||
|
|
!World_StepDirection (world, ent, ent->v->ideal_yaw, dist, axis))
|
|
{
|
|
World_NewChaseDir (world, ent, goal, dist, axis);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
#endif
|