mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-14 00:10:46 +00:00
432bc96456
HTTP client code now tracks the reason for failure better (so we can distinguish between dns, no response, disconnects, and tls cert issues). Downloads menu shows reasons for failure for its various sources. make hexen2's +infoplaque button work even when tab isn't held! Yes! usability! who'd a thought it? Try to clean up some client-only build issues. Added 'librequake' as a recognised game name (mostly so that we can reuse the quake-specific engine compat settings. .map support now supports patches enough to query+create(+network)+select them. Collisions are basically defective though. qcc: Remove char as default keyword. qcc: Fix some recent regressions. sv: Add 'sv_protocol csqc' setting to force csqc protocols on clients that disabled handshakes, for mods that NEED csqc support. other options include 'fte1' and 'fte2', if you want to force extra stuff. Engines that don't support the selected protocols will crash out so only set these if your mod/map always requires it. sv: default to qw physics whenever a mod defines the SV_RunClientCommand, even if its an nq mod. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5775 fc73d0e0-1445-4013-8a0c-d673dee63da5
2760 lines
76 KiB
C
2760 lines
76 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// sv_phys.c
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#include "quakedef.h"
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#if !defined(CLIENTONLY) || defined(CSQC_DAT)
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#include "pr_common.h"
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/*
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pushmove objects do not obey gravity, and do not interact with each other or trigger fields, but block normal movement and push normal objects when they move.
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onground is set for toss objects when they come to a complete rest. it is set for steping or walking objects
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doors, plats, etc are SOLID_BSP, and MOVETYPE_PUSH
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bonus items are SOLID_TRIGGER touch, and MOVETYPE_TOSS
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corpses are SOLID_NOT and MOVETYPE_TOSS
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crates are SOLID_BBOX and MOVETYPE_TOSS
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walking monsters are SOLID_SLIDEBOX and MOVETYPE_STEP
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flying/floating monsters are SOLID_SLIDEBOX and MOVETYPE_FLY
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solid_edge items only clip against bsp models.
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*/
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cvar_t sv_maxvelocity = CVAR("sv_maxvelocity","10000");
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cvar_t sv_gravity = CVAR( "sv_gravity", "800");
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cvar_t sv_stopspeed = CVAR( "sv_stopspeed", "100");
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cvar_t sv_maxspeed = CVAR( "sv_maxspeed", "320");
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cvar_t sv_spectatormaxspeed = CVAR( "sv_spectatormaxspeed", "500");
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cvar_t sv_accelerate = CVAR( "sv_accelerate", "10");
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cvar_t sv_airaccelerate = CVAR( "sv_airaccelerate", "0.7");
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cvar_t sv_wateraccelerate = CVAR( "sv_wateraccelerate", "10");
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cvar_t sv_friction = CVAR( "sv_friction", "4");
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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");
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cvar_t sv_gameplayfix_multiplethinks = CVARD( "sv_gameplayfix_multiplethinks", "1", "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.");
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#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);
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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_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.");
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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.");
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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.");
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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"
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void WPhys_Init(void)
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{
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Cvar_Register (&sv_maxvelocity, cvargroup_serverphysics);
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Cvar_Register (&sv_gravity, cvargroup_serverphysics);
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Cvar_Register (&sv_stopspeed, cvargroup_serverphysics);
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Cvar_Register (&sv_maxspeed, cvargroup_serverphysics);
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Cvar_Register (&sv_spectatormaxspeed, cvargroup_serverphysics);
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Cvar_Register (&sv_accelerate, cvargroup_serverphysics);
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Cvar_Register (&sv_airaccelerate, cvargroup_serverphysics);
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Cvar_Register (&sv_wateraccelerate, cvargroup_serverphysics);
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Cvar_Register (&sv_friction, cvargroup_serverphysics);
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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);
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Cvar_Register (&sv_sound_land, cvargroup_serverphysics);
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Cvar_Register (&sv_stepheight, cvargroup_serverphysics);
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Cvar_Register (&sv_gameplayfix_noairborncorpse, cvargroup_serverphysics);
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Cvar_Register (&sv_gameplayfix_multiplethinks, cvargroup_serverphysics);
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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);
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#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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/*
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================
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SV_CheckAllEnts
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================
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static void SV_CheckAllEnts (void)
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{
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int e;
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edict_t *check;
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// see if any solid entities are inside the final position
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for (e=1 ; e<sv.world.num_edicts ; e++)
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{
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check = EDICT_NUM(svprogfuncs, e);
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if (check->isfree)
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continue;
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if (check->v->movetype == MOVETYPE_PUSH
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|| check->v->movetype == MOVETYPE_NONE
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|| check->v->movetype == MOVETYPE_FOLLOW
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|| check->v->movetype == MOVETYPE_NOCLIP
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|| check->v->movetype == MOVETYPE_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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}
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*/
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/*
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================
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SV_CheckVelocity
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================
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*/
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void WPhys_CheckVelocity (world_t *w, wedict_t *ent)
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{
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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)
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{ //bound axially (like vanilla)
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for (i=0 ; i<3 ; i++)
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{
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if (IS_NAN(ent->v->velocity[i]))
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{
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Con_DPrintf ("Got a NaN velocity on entity %i (%s)\n", ent->entnum, PR_GetString(w->progs, ent->v->classname));
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ent->v->velocity[i] = 0;
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}
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if (IS_NAN(ent->v->origin[i]))
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{
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Con_Printf ("Got a NaN origin on entity %i (%s)\n", ent->entnum, PR_GetString(w->progs, ent->v->classname));
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ent->v->origin[i] = 0;
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}
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if (ent->v->velocity[i] > sv_maxvelocity.value)
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ent->v->velocity[i] = sv_maxvelocity.value;
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else if (ent->v->velocity[i] < -sv_maxvelocity.value)
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ent->v->velocity[i] = -sv_maxvelocity.value;
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}
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}
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else
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#endif
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{ //bound radially (for sanity)
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for (i=0 ; i<3 ; i++)
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{
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if (IS_NAN(ent->v->velocity[i]))
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{
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Con_DPrintf ("Got a NaN velocity on entity %i (%s)\n", ent->entnum, PR_GetString(w->progs, ent->v->classname));
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ent->v->velocity[i] = 0;
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}
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if (IS_NAN(ent->v->origin[i]))
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{
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Con_Printf ("Got a NaN origin on entity %i (%s)\n", ent->entnum, PR_GetString(w->progs, ent->v->classname));
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ent->v->origin[i] = 0;
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}
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}
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if (Length(ent->v->velocity) > sv_maxvelocity.value)
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{
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// Con_DPrintf("Slowing %s\n", PR_GetString(w->progs, ent->v->classname));
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VectorScale (ent->v->velocity, sv_maxvelocity.value/Length(ent->v->velocity), ent->v->velocity);
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}
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}
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}
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/*
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=============
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SV_RunThink
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Runs thinking code if time. There is some play in the exact time the think
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function will be called, because it is called before any movement is done
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in a frame. Not used for pushmove objects, because they must be exact.
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Returns false if the entity removed itself.
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=============
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*/
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qboolean WPhys_RunThink (world_t *w, wedict_t *ent)
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{
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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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{
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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)
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thinktime = w->physicstime; // don't let things stay in the past.
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// it is possible to start that way
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// by a trigger with a local time.
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ent->v->nextthink = 0;
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*w->g.time = thinktime;
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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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{
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thinktime = ent->v->nextthink;
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if (thinktime <= 0)
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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)
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thinktime = w->physicstime; // don't let things stay in the past.
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// it is possible to start that way
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// by a trigger with a local time.
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ent->v->nextthink = 0;
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*w->g.time = thinktime;
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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;
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} while (1);
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return true;
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}
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/*
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==================
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SV_Impact
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Two entities have touched, so run their touch functions
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==================
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*/
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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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}
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}
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/*
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==================
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ClipVelocity
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Slide off of the impacting object
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==================
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*/
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#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;
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float backoff;
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backoff = -DotProduct (in, normal) * overbounce;
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VectorMA(in, backoff, normal, out);
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for (i = 0;i < 3;i++)
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if (out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON)
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out[i] = 0;
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}
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static void WPhys_PortalTransform(world_t *w, wedict_t *ent, wedict_t *portal, vec3_t org, vec3_t move)
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{
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int oself = *w->g.self;
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void *pr_globals = PR_globals(w->progs, PR_CURRENT);
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*w->g.self = EDICT_TO_PROG(w->progs, portal);
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//transform origin+velocity etc
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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);
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VectorCopy(move, w->g.v_right);
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VectorCopy(ent->xv->gravitydir, w->g.v_up);
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if (!DotProduct(w->g.v_up, w->g.v_up))
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w->g.v_up[2] = -1;
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PR_ExecuteProgram (w->progs, portal->xv->camera_transform);
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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).
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if ((int)ent->v->flags & FL_MONSTER)
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if (!ent->xv->gravitydir[0] && !ent->xv->gravitydir[1] && !ent->xv->gravitydir[2])
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ent->xv->gravitydir[2] = -1;
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//transform the angles too
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VectorCopy(org, G_VECTOR(OFS_PARM0));
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#ifndef CLIENTONLY
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if (w == &sv.world && ent->entnum <= svs.allocated_client_slots)
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{
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VectorCopy(ent->v->v_angle, ent->v->angles);
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}
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else
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#endif
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ent->v->angles[0] *= r_meshpitch.value;
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VectorCopy(ent->v->angles, G_VECTOR(OFS_PARM1));
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AngleVectors(ent->v->angles, w->g.v_forward, w->g.v_right, w->g.v_up);
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PR_ExecuteProgram (w->progs, portal->xv->camera_transform);
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VectorAngles(w->g.v_forward, w->g.v_up, ent->v->angles, true);
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#ifndef CLIENTONLY
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if (ent->entnum > 0 && ent->entnum <= svs.allocated_client_slots)
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{
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client_t *cl = &svs.clients[ent->entnum-1];
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int i;
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vec3_t delta;
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ent->v->angles[0] *= r_meshpitch.value;
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if (!cl->lockangles && (cl->fteprotocolextensions2 & PEXT2_SETANGLEDELTA))
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{
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cl = ClientReliableWrite_BeginSplit(cl, svcfte_setangledelta, 7);
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VectorSubtract(ent->v->angles, ent->v->v_angle, delta);
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delta[2] = anglemod(delta[2]);
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if (delta[2] > 90 && delta[2] < 270)
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{
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delta[2] -= 180;
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delta[1] -= 180;
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delta[0] -= -180;
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}
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for (i=0 ; i < 3 ; i++)
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ClientReliableWrite_Angle16 (cl, delta[i]);
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}
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else
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{
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cl = ClientReliableWrite_BeginSplit (cl, svc_setangle, 7);
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for (i=0 ; i < 3 ; i++)
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ClientReliableWrite_Angle (cl, ent->v->angles[i]);
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}
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VectorCopy(ent->v->angles, ent->v->v_angle);
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ent->v->angles[0] *= r_meshpitch.value;
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}
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#endif
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/*
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avelocity is horribly dependant upon eular angles. trying to treat it as a matrix is folly.
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if (DotProduct(ent->v->avelocity, ent->v->avelocity))
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{
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ent->v->avelocity[0] *= r_meshpitch.value;
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|
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);
|
|
ent->v->avelocity[0] *= r_meshpitch.value;
|
|
}
|
|
*/
|
|
|
|
*w->g.self = oself;
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
============
|
|
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
|
|
static int WPhys_FlyMove (world_t *w, wedict_t *ent, const vec3_t gravitydir, float time, trace_t *steptrace)
|
|
{
|
|
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;
|
|
wedict_t *impact;
|
|
vec3_t diff;
|
|
|
|
numbumps = 4;
|
|
|
|
blocked = 0;
|
|
VectorCopy (ent->v->velocity, original_velocity);
|
|
VectorCopy (ent->v->velocity, primal_velocity);
|
|
numplanes = 0;
|
|
|
|
time_left = time;
|
|
|
|
for (bumpcount=0 ; bumpcount<numbumps ; bumpcount++)
|
|
{
|
|
for (i=0 ; i<3 ; i++)
|
|
end[i] = ent->v->origin[i] + time_left * ent->v->velocity[i];
|
|
|
|
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;
|
|
|
|
VectorCopy(trace.endpos, from); //just in case
|
|
VectorSubtract(end, trace.endpos, move);
|
|
WPhys_PortalTransform(w, ent, impact, from, move);
|
|
VectorAdd(from, move, end);
|
|
|
|
//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;
|
|
|
|
trace = World_Move (w, from, ent->v->mins, ent->v->maxs, end, MOVE_NORMAL, (wedict_t*)ent);
|
|
impact = trace.ent;
|
|
}
|
|
|
|
if (trace.allsolid)//should be (trace.startsolid), but that breaks compat. *sigh*
|
|
{ // entity is trapped in another solid
|
|
VectorClear (ent->v->velocity);
|
|
return 3;
|
|
}
|
|
|
|
if (trace.fraction > 0)
|
|
{ // actually covered some distance
|
|
VectorCopy (trace.endpos, ent->v->origin);
|
|
VectorCopy (ent->v->velocity, original_velocity);
|
|
numplanes = 0;
|
|
}
|
|
|
|
if (trace.fraction == 1)
|
|
break; // moved the entire distance
|
|
|
|
if (!trace.ent)
|
|
Host_Error ("SV_FlyMove: !trace.ent");
|
|
|
|
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);
|
|
}
|
|
|
|
if (-DotProduct(gravitydir, trace.plane.normal) > 0.7)
|
|
{
|
|
blocked |= 1; // floor
|
|
if (((wedict_t *)trace.ent)->v->solid == SOLID_BSP || dpcompat_noretouchground.ival)
|
|
{
|
|
ent->v->flags = (int)ent->v->flags | FL_ONGROUND;
|
|
ent->v->groundentity = EDICT_TO_PROG(w->progs, trace.ent);
|
|
}
|
|
}
|
|
if (!DotProduct(gravitydir, trace.plane.normal))
|
|
{
|
|
blocked |= 2; // step
|
|
if (steptrace)
|
|
*steptrace = trace; // save for player extrafriction
|
|
}
|
|
|
|
//
|
|
// run the impact function
|
|
//
|
|
if (!dpcompat_noretouchground.ival)
|
|
WPhys_Impact (w, ent, &trace);
|
|
if (ED_ISFREE(ent))
|
|
break; // removed by the impact function
|
|
|
|
|
|
time_left -= time_left * trace.fraction;
|
|
|
|
// cliped to another plane
|
|
if (numplanes >= MAX_CLIP_PLANES)
|
|
{ // this shouldn't really happen
|
|
VectorClear (ent->v->velocity);
|
|
if (steptrace)
|
|
*steptrace = trace; // save for player extrafriction
|
|
return 3;
|
|
}
|
|
|
|
if (0)
|
|
{
|
|
ClipVelocity(ent->v->velocity, trace.plane.normal, ent->v->velocity, 1);
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
if (numplanes)
|
|
{
|
|
VectorSubtract(planes[0], trace.plane.normal, diff);
|
|
if (Length(diff) < 0.01)
|
|
continue; //hit this plane already
|
|
}
|
|
|
|
VectorCopy (trace.plane.normal, planes[numplanes]);
|
|
numplanes++;
|
|
|
|
//
|
|
// modify original_velocity so it parallels all of the clip planes
|
|
//
|
|
for (i=0 ; i<numplanes ; i++)
|
|
{
|
|
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;
|
|
}
|
|
|
|
if (i != numplanes)
|
|
{ // go along this plane
|
|
// 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]);
|
|
}
|
|
else
|
|
{ // go along the crease
|
|
if (numplanes != 2)
|
|
{
|
|
// Con_Printf ("clip velocity, numplanes == %i\n",numplanes);
|
|
// Con_Printf ("%5.1f %5.1f %5.1f ",ent->v->velocity[0], ent->v->velocity[1], ent->v->velocity[2]);
|
|
VectorClear (ent->v->velocity);
|
|
// Con_Printf ("%5.1f %5.1f %5.1f\n",ent->v->velocity[0], ent->v->velocity[1], ent->v->velocity[2]);
|
|
return 7;
|
|
}
|
|
// Con_Printf ("%5.1f %5.1f %5.1f ",ent->v->velocity[0], ent->v->velocity[1], ent->v->velocity[2]);
|
|
CrossProduct (planes[0], planes[1], dir);
|
|
VectorNormalize(dir); //fixes slow falling in corners
|
|
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]);
|
|
}
|
|
}
|
|
|
|
//
|
|
// if original velocity is against the original velocity, stop dead
|
|
// to avoid tiny occilations in sloping corners
|
|
//
|
|
if (DotProduct (ent->v->velocity, primal_velocity) <= 0)
|
|
{
|
|
VectorClear (ent->v->velocity);
|
|
return blocked;
|
|
}
|
|
}
|
|
|
|
return blocked;
|
|
}
|
|
|
|
|
|
/*
|
|
============
|
|
SV_AddGravity
|
|
|
|
============
|
|
*/
|
|
static void WPhys_AddGravity (world_t *w, wedict_t *ent, const float *gravitydir)
|
|
{
|
|
float scale = ent->xv->gravity;
|
|
if (!scale)
|
|
scale = 1.0;
|
|
|
|
VectorMA(ent->v->velocity, scale * movevars.gravity * host_frametime, gravitydir, ent->v->velocity);
|
|
}
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
PUSHMOVE
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
/*
|
|
============
|
|
SV_PushEntity
|
|
|
|
Does not change the entities velocity at all
|
|
============
|
|
*/
|
|
static trace_t WPhys_PushEntity (world_t *w, wedict_t *ent, vec3_t push, unsigned int traceflags)
|
|
{
|
|
trace_t trace;
|
|
vec3_t end;
|
|
wedict_t *impact;
|
|
|
|
VectorAdd (ent->v->origin, push, end);
|
|
|
|
if ((int)ent->v->flags&FLQW_LAGGEDMOVE)
|
|
traceflags |= MOVE_LAGGED;
|
|
|
|
if (ent->v->movetype == MOVETYPE_FLYMISSILE)
|
|
traceflags |= MOVE_MISSILE;
|
|
else if (ent->v->solid == SOLID_TRIGGER || ent->v->solid == SOLID_NOT)
|
|
// only clip against bmodels
|
|
traceflags |= MOVE_NOMONSTERS;
|
|
else
|
|
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;
|
|
}
|
|
|
|
/*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;
|
|
}
|
|
}
|
|
|
|
// if (trace.ent)
|
|
// VectorMA(trace.endpos, sv_impactpush.value, trace.plane.normal, ent->v->origin);
|
|
// else
|
|
VectorCopy (trace.endpos, ent->v->origin);
|
|
World_LinkEdict (w, ent, true);
|
|
|
|
if (trace.ent)
|
|
WPhys_Impact (w, ent, &trace);
|
|
|
|
return trace;
|
|
}
|
|
|
|
|
|
|
|
|
|
typedef struct
|
|
{
|
|
wedict_t *ent;
|
|
vec3_t origin;
|
|
vec3_t angles;
|
|
// float deltayaw;
|
|
} pushed_t;
|
|
static pushed_t pushed[1024], *pushed_p;
|
|
|
|
/*
|
|
============
|
|
SV_Push
|
|
|
|
Objects need to be moved back on a failed push,
|
|
otherwise riders would continue to slide.
|
|
============
|
|
*/
|
|
static qboolean WPhys_PushAngles (world_t *w, wedict_t *pusher, vec3_t move, vec3_t amove)
|
|
{
|
|
int i, e;
|
|
wedict_t *check, *block;
|
|
vec3_t mins, maxs;
|
|
//float oldsolid;
|
|
pushed_t *p;
|
|
vec3_t org, org2, move2, forward, right, up;
|
|
|
|
pushed_p = pushed;
|
|
|
|
// find the bounding box
|
|
for (i=0 ; i<3 ; i++)
|
|
{
|
|
mins[i] = pusher->v->absmin[i] + move[i];
|
|
maxs[i] = pusher->v->absmax[i] + move[i];
|
|
}
|
|
|
|
// we need this for pushing things later
|
|
VectorNegate (amove, org);
|
|
AngleVectors (org, forward, right, up);
|
|
|
|
// save the pusher's original position
|
|
pushed_p->ent = pusher;
|
|
VectorCopy (pusher->v->origin, pushed_p->origin);
|
|
VectorCopy (pusher->v->angles, pushed_p->angles);
|
|
pushed_p++;
|
|
|
|
// move the pusher to it's final position
|
|
VectorAdd (pusher->v->origin, move, pusher->v->origin);
|
|
VectorAdd (pusher->v->angles, amove, pusher->v->angles);
|
|
World_LinkEdict (w, pusher, false);
|
|
|
|
// see if any solid entities are inside the final position
|
|
if (pusher->v->movetype != MOVETYPE_H2PUSHPULL)
|
|
for (e = 1; e < w->num_edicts; e++)
|
|
{
|
|
check = WEDICT_NUM_PB(w->progs, e);
|
|
if (ED_ISFREE(check))
|
|
continue;
|
|
|
|
if (check->v->movetype == MOVETYPE_PUSH
|
|
|| check->v->movetype == MOVETYPE_NONE
|
|
|| check->v->movetype == MOVETYPE_NOCLIP
|
|
|| check->v->movetype == MOVETYPE_ANGLENOCLIP)
|
|
continue;
|
|
/*
|
|
oldsolid = pusher->v->solid;
|
|
pusher->v->solid = SOLID_NOT;
|
|
block = World_TestEntityPosition (w, check);
|
|
pusher->v->solid = oldsolid;
|
|
if (block)
|
|
continue;
|
|
*/
|
|
// if the entity is standing on the pusher, it will definitely be moved
|
|
if ( ! ( ((int)check->v->flags & FL_ONGROUND)
|
|
&& PROG_TO_WEDICT(w->progs, check->v->groundentity) == pusher) )
|
|
{
|
|
// see if the ent needs to be tested
|
|
if ( check->v->absmin[0] >= maxs[0]
|
|
|| check->v->absmin[1] >= maxs[1]
|
|
|| check->v->absmin[2] >= maxs[2]
|
|
|| check->v->absmax[0] <= mins[0]
|
|
|| check->v->absmax[1] <= mins[1]
|
|
|| check->v->absmax[2] <= mins[2] )
|
|
continue;
|
|
|
|
|
|
// see if the ent's bbox is inside the pusher's final position
|
|
if (!World_TestEntityPosition (w, (wedict_t*)check))
|
|
continue;
|
|
}
|
|
|
|
if ((pusher->v->movetype == MOVETYPE_PUSH) || (PROG_TO_WEDICT(w->progs, check->v->groundentity) == pusher))
|
|
{
|
|
if (pushed_p == (pushed+(sizeof(pushed)/sizeof(pushed[0]))))
|
|
continue;
|
|
// move this entity
|
|
pushed_p->ent = check;
|
|
VectorCopy (check->v->origin, pushed_p->origin);
|
|
VectorCopy (check->v->angles, pushed_p->angles);
|
|
pushed_p++;
|
|
|
|
// try moving the contacted entity
|
|
VectorAdd (check->v->origin, move, check->v->origin);
|
|
VectorAdd (check->v->angles, amove, check->v->angles);
|
|
|
|
// figure movement due to the pusher's amove
|
|
VectorSubtract (check->v->origin, pusher->v->origin, org);
|
|
org2[0] = DotProduct (org, forward);
|
|
org2[1] = -DotProduct (org, right);
|
|
org2[2] = DotProduct (org, up);
|
|
VectorSubtract (org2, org, move2);
|
|
VectorAdd (check->v->origin, move2, check->v->origin);
|
|
|
|
if (check->v->movetype != MOVETYPE_WALK)
|
|
check->v->flags = (int)check->v->flags & ~FL_ONGROUND;
|
|
|
|
// may have pushed them off an edge
|
|
if (PROG_TO_WEDICT(w->progs, check->v->groundentity) != pusher)
|
|
check->v->groundentity = 0;
|
|
|
|
block = World_TestEntityPosition (w, check);
|
|
if (!block)
|
|
{ // pushed ok
|
|
World_LinkEdict (w, check, false);
|
|
// impact?
|
|
continue;
|
|
}
|
|
|
|
|
|
|
|
// if it is ok to leave in the old position, do it
|
|
// this is only relevent for riding entities, not pushed
|
|
// FIXME: this doesn't acount for rotation
|
|
VectorCopy (pushed_p[-1].origin, check->v->origin);
|
|
block = World_TestEntityPosition (w, check);
|
|
if (!block)
|
|
{
|
|
pushed_p--;
|
|
continue;
|
|
}
|
|
|
|
//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.
|
|
check->v->origin[0] = move[0] + ((i&1)?-1:1)/8.0;
|
|
check->v->origin[1] = move[1] + ((i&2)?-1:1)/8.0;
|
|
check->v->origin[2] = move[2] + ((i&4)?-1:1)/8.0;
|
|
block = World_TestEntityPosition (w, check);
|
|
}
|
|
if (!block)
|
|
{
|
|
World_LinkEdict (w, check, false);
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// if it is sitting on top. Do not block.
|
|
if (check->v->mins[0] == check->v->maxs[0])
|
|
{
|
|
World_LinkEdict (w, check, false);
|
|
continue;
|
|
}
|
|
|
|
//some pushers are contents brushes, and are not solid. water cannot crush. the player just enters the water.
|
|
//but, the player will be moved along with the water if possible.
|
|
if (pusher->v->skin < 0)
|
|
continue;
|
|
|
|
if (check->v->solid == SOLID_NOT || check->v->solid == SOLID_TRIGGER)
|
|
{ // corpse
|
|
check->v->mins[0] = check->v->mins[1] = 0;
|
|
VectorCopy (check->v->mins, check->v->maxs);
|
|
World_LinkEdict (w, check, false);
|
|
continue;
|
|
}
|
|
|
|
// Con_Printf("Pusher hit %s\n", PR_GetString(w->progs, check->v->classname));
|
|
if (pusher->v->blocked)
|
|
{
|
|
*w->g.self = EDICT_TO_PROG(w->progs, pusher);
|
|
*w->g.other = EDICT_TO_PROG(w->progs, check);
|
|
#ifdef VM_Q1
|
|
if (w==&sv.world && svs.gametype == GT_Q1QVM)
|
|
Q1QVM_Blocked();
|
|
else
|
|
#endif
|
|
PR_ExecuteProgram (w->progs, pusher->v->blocked);
|
|
}
|
|
|
|
// move back any entities we already moved
|
|
// go backwards, so if the same entity was pushed
|
|
// twice, it goes back to the original position
|
|
for (p=pushed_p-1 ; p>=pushed ; p--)
|
|
{
|
|
VectorCopy (p->origin, p->ent->v->origin);
|
|
VectorCopy (p->angles, p->ent->v->angles);
|
|
World_LinkEdict (w, p->ent, false);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//FIXME: is there a better way to handle this?
|
|
// see if anything we moved has touched a trigger
|
|
for (p=pushed_p-1 ; p>=pushed ; p--)
|
|
World_TouchAllLinks (w, p->ent);
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
============
|
|
SV_Push
|
|
|
|
============
|
|
*/
|
|
qboolean WPhys_Push (world_t *w, wedict_t *pusher, vec3_t move, vec3_t amove)
|
|
{
|
|
#define PUSHABLE_LIMIT 8192
|
|
int i, e;
|
|
wedict_t *check, *block;
|
|
vec3_t mins, maxs;
|
|
vec3_t pushorig;
|
|
int num_moved;
|
|
wedict_t *moved_edict[PUSHABLE_LIMIT];
|
|
vec3_t moved_from[PUSHABLE_LIMIT];
|
|
float oldsolid;
|
|
|
|
if (amove[0] || amove[1] || amove[2])
|
|
{
|
|
return WPhys_PushAngles(w, pusher, move, amove);
|
|
}
|
|
|
|
for (i=0 ; i<3 ; i++)
|
|
{
|
|
mins[i] = pusher->v->absmin[i] + move[i]-(1/32.0);
|
|
maxs[i] = pusher->v->absmax[i] + move[i]+(1/32.0);
|
|
}
|
|
|
|
VectorCopy (pusher->v->origin, pushorig);
|
|
|
|
// move the pusher to it's final position
|
|
|
|
VectorAdd (pusher->v->origin, move, pusher->v->origin);
|
|
World_LinkEdict (w, pusher, false);
|
|
|
|
// see if any solid entities are inside the final position
|
|
num_moved = 0;
|
|
for (e=1 ; e<w->num_edicts ; e++)
|
|
{
|
|
check = WEDICT_NUM_PB(w->progs, e);
|
|
if (ED_ISFREE(check))
|
|
continue;
|
|
if (check->v->movetype == MOVETYPE_PUSH
|
|
|| check->v->movetype == MOVETYPE_NONE
|
|
|| check->v->movetype == MOVETYPE_FOLLOW
|
|
|| check->v->movetype == MOVETYPE_NOCLIP
|
|
|| check->v->movetype == MOVETYPE_ANGLENOCLIP)
|
|
continue;
|
|
|
|
// if the entity is standing on the pusher, it will definately be moved
|
|
if ( ! ( ((int)check->v->flags & FL_ONGROUND)
|
|
&&
|
|
PROG_TO_WEDICT(w->progs, check->v->groundentity) == pusher) )
|
|
{
|
|
if ( check->v->absmin[0] >= maxs[0]
|
|
|| check->v->absmin[1] >= maxs[1]
|
|
|| check->v->absmin[2] >= maxs[2]
|
|
|| check->v->absmax[0] <= mins[0]
|
|
|| check->v->absmax[1] <= mins[1]
|
|
|| check->v->absmax[2] <= mins[2] )
|
|
continue;
|
|
|
|
// see if the ent's bbox is inside the pusher's final position
|
|
if (!World_TestEntityPosition (w, check))
|
|
continue;
|
|
}
|
|
|
|
oldsolid = pusher->v->solid;
|
|
pusher->v->solid = SOLID_NOT;
|
|
block = World_TestEntityPosition (w, check);
|
|
pusher->v->solid = oldsolid;
|
|
if (block)
|
|
continue;
|
|
|
|
if (num_moved == PUSHABLE_LIMIT)
|
|
break;
|
|
|
|
VectorCopy (check->v->origin, moved_from[num_moved]);
|
|
moved_edict[num_moved] = check;
|
|
num_moved++;
|
|
|
|
if (check->v->groundentity != pusher->entnum)
|
|
check->v->flags = (int)check->v->flags & ~FL_ONGROUND;
|
|
|
|
// try moving the contacted entity
|
|
VectorAdd (check->v->origin, move, check->v->origin);
|
|
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);
|
|
if (!block)
|
|
{ // pushed ok
|
|
World_LinkEdict (w, check, false);
|
|
continue;
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
// if it is ok to leave in the old position, do it
|
|
VectorCopy (moved_from[num_moved-1], check->v->origin);
|
|
block = World_TestEntityPosition (w, check);
|
|
if (!block)
|
|
{
|
|
//if leaving it where it was, allow it to drop to the floor again (useful for plats that move downward)
|
|
if (check->v->movetype != MOVETYPE_WALK)
|
|
check->v->flags = (int)check->v->flags & ~FL_ONGROUND;
|
|
|
|
num_moved--;
|
|
continue;
|
|
}
|
|
|
|
// its blocking us. this is probably a problem.
|
|
|
|
//corpses
|
|
if (check->v->mins[0] == check->v->maxs[0])
|
|
{
|
|
World_LinkEdict (w, check, false);
|
|
continue;
|
|
}
|
|
if (check->v->solid == SOLID_NOT || check->v->solid == SOLID_TRIGGER)
|
|
{ // corpse
|
|
check->v->mins[0] = check->v->mins[1] = 0;
|
|
VectorCopy (check->v->mins, check->v->maxs);
|
|
World_LinkEdict (w, check, false);
|
|
continue;
|
|
}
|
|
|
|
//these pushers are contents brushes, and are not solid. water cannot crush. the player just enters the water.
|
|
//but, the player will be moved along with the water.
|
|
if (pusher->v->skin < 0)
|
|
continue;
|
|
|
|
VectorCopy (pushorig, pusher->v->origin);
|
|
World_LinkEdict (w, pusher, false);
|
|
|
|
// if the pusher has a "blocked" function, call it
|
|
// otherwise, just stay in place until the obstacle is gone
|
|
if (pusher->v->blocked)
|
|
{
|
|
*w->g.self = EDICT_TO_PROG(w->progs, pusher);
|
|
*w->g.other = EDICT_TO_PROG(w->progs, check);
|
|
#ifdef VM_Q1
|
|
if (w==&sv.world && svs.gametype == GT_Q1QVM)
|
|
Q1QVM_Blocked();
|
|
else
|
|
#endif
|
|
PR_ExecuteProgram (w->progs, pusher->v->blocked);
|
|
} else {
|
|
*w->g.other = 0;
|
|
}
|
|
|
|
// move back any entities we already moved
|
|
for (i=0 ; i<num_moved ; i++)
|
|
{
|
|
VectorCopy (moved_from[i], moved_edict[i]->v->origin);
|
|
World_LinkEdict (w, moved_edict[i], false);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
/*
|
|
============
|
|
SV_PushMove
|
|
|
|
============
|
|
*/
|
|
static void WPhys_PushMove (world_t *w, wedict_t *pusher, float movetime)
|
|
{
|
|
int i;
|
|
vec3_t move;
|
|
vec3_t amove;
|
|
|
|
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])
|
|
{
|
|
pusher->v->ltime += movetime;
|
|
return;
|
|
}
|
|
|
|
for (i=0 ; i<3 ; i++)
|
|
{
|
|
move[i] = pusher->v->velocity[i] * movetime;
|
|
amove[i] = pusher->v->avelocity[i] * movetime;
|
|
}
|
|
|
|
if (WPhys_Push (w, pusher, move, amove))
|
|
pusher->v->ltime += movetime;
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
SV_Physics_Pusher
|
|
|
|
================
|
|
*/
|
|
static void WPhys_Physics_Pusher (world_t *w, wedict_t *ent)
|
|
{
|
|
float thinktime;
|
|
float oldltime;
|
|
float movetime;
|
|
vec3_t oldorg, move;
|
|
vec3_t oldang, amove;
|
|
float l;
|
|
|
|
oldltime = ent->v->ltime;
|
|
|
|
thinktime = ent->v->nextthink;
|
|
if (thinktime < ent->v->ltime + host_frametime)
|
|
{
|
|
movetime = thinktime - ent->v->ltime;
|
|
if (movetime < 0)
|
|
movetime = 0;
|
|
}
|
|
else
|
|
movetime = host_frametime;
|
|
|
|
if (movetime)
|
|
{
|
|
WPhys_PushMove (w, ent, movetime); // advances ent->v->ltime if not blocked
|
|
}
|
|
|
|
if (thinktime > oldltime && thinktime <= ent->v->ltime)
|
|
{
|
|
VectorCopy (ent->v->origin, oldorg);
|
|
VectorCopy (ent->v->angles, oldang);
|
|
ent->v->nextthink = 0;
|
|
#if 1
|
|
*w->g.time = w->physicstime;
|
|
w->Event_Think(w, ent);
|
|
#else
|
|
pr_global_struct->time = sv.world.physicstime;
|
|
pr_global_struct->self = EDICT_TO_PROG(w->progs, ent);
|
|
pr_global_struct->other = EDICT_TO_PROG(w->progs, w->edicts);
|
|
#ifdef VM_Q1
|
|
if (svs.gametype == GT_Q1QVM)
|
|
Q1QVM_Think();
|
|
else
|
|
#endif
|
|
PR_ExecuteProgram (svprogfuncs, ent->v->think);
|
|
#endif
|
|
if (ED_ISFREE(ent))
|
|
return;
|
|
VectorSubtract (ent->v->origin, oldorg, move);
|
|
VectorSubtract (ent->v->angles, oldang, amove);
|
|
|
|
l = Length(move)+Length(amove);
|
|
if (l > 1.0/64)
|
|
{
|
|
// Con_Printf ("**** snap: %f\n", Length (l));
|
|
VectorCopy (oldorg, ent->v->origin);
|
|
VectorCopy (oldang, ent->v->angles);
|
|
WPhys_Push (w, ent, move, amove);
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
SV_Physics_Follow
|
|
|
|
Entities that are "stuck" to another entity
|
|
=============
|
|
*/
|
|
static void WPhys_Physics_Follow (world_t *w, wedict_t *ent)
|
|
{
|
|
vec3_t vf, vr, vu, angles, v;
|
|
wedict_t *e;
|
|
|
|
// regular thinking
|
|
if (!WPhys_RunThink (w, ent))
|
|
return;
|
|
|
|
// LordHavoc: implemented rotation on MOVETYPE_FOLLOW objects
|
|
e = PROG_TO_WEDICT(w->progs, ent->v->aiment);
|
|
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])
|
|
{
|
|
// quick case for no rotation
|
|
VectorAdd(e->v->origin, ent->v->view_ofs, ent->v->origin);
|
|
}
|
|
else
|
|
{
|
|
angles[0] = -ent->xv->punchangle[0];
|
|
angles[1] = ent->xv->punchangle[1];
|
|
angles[2] = ent->xv->punchangle[2];
|
|
AngleVectors (angles, vf, vr, vu);
|
|
v[0] = ent->v->view_ofs[0] * vf[0] + ent->v->view_ofs[1] * vr[0] + ent->v->view_ofs[2] * vu[0];
|
|
v[1] = ent->v->view_ofs[0] * vf[1] + ent->v->view_ofs[1] * vr[1] + ent->v->view_ofs[2] * vu[1];
|
|
v[2] = ent->v->view_ofs[0] * vf[2] + ent->v->view_ofs[1] * vr[2] + ent->v->view_ofs[2] * vu[2];
|
|
angles[0] = -e->v->angles[0];
|
|
angles[1] = e->v->angles[1];
|
|
angles[2] = e->v->angles[2];
|
|
AngleVectors (angles, vf, vr, vu);
|
|
ent->v->origin[0] = v[0] * vf[0] + v[1] * vf[1] + v[2] * vf[2] + e->v->origin[0];
|
|
ent->v->origin[1] = v[0] * vr[0] + v[1] * vr[1] + v[2] * vr[2] + e->v->origin[1];
|
|
ent->v->origin[2] = v[0] * vu[0] + v[1] * vu[1] + v[2] * vu[2] + e->v->origin[2];
|
|
}
|
|
VectorAdd (e->v->angles, ent->v->v_angle, ent->v->angles);
|
|
World_LinkEdict (w, ent, true);
|
|
}
|
|
|
|
/*
|
|
=============
|
|
SV_Physics_Noclip
|
|
|
|
A moving object that doesn't obey physics
|
|
=============
|
|
*/
|
|
static void WPhys_Physics_Noclip (world_t *w, wedict_t *ent)
|
|
{
|
|
vec3_t end;
|
|
trace_t trace;
|
|
wedict_t *impact;
|
|
|
|
// regular thinking
|
|
if (!WPhys_RunThink (w, ent))
|
|
return;
|
|
|
|
VectorMA (ent->v->angles, host_frametime, ent->v->avelocity, ent->v->angles);
|
|
VectorMA (ent->v->origin, host_frametime, ent->v->velocity, end);
|
|
|
|
#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)
|
|
{
|
|
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);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
VectorCopy(end, ent->v->origin);
|
|
|
|
World_LinkEdict (w, (wedict_t*)ent, false);
|
|
}
|
|
|
|
/*
|
|
==============================================================================
|
|
|
|
TOSS / BOUNCE
|
|
|
|
==============================================================================
|
|
*/
|
|
|
|
/*
|
|
=============
|
|
SV_CheckWaterTransition
|
|
|
|
=============
|
|
*/
|
|
static void WPhys_CheckWaterTransition (world_t *w, wedict_t *ent)
|
|
{
|
|
int cont;
|
|
|
|
cont = World_PointContentsWorldOnly (w, ent->v->origin);
|
|
|
|
//needs to be q1 progs compatible
|
|
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;
|
|
|
|
if (!ent->v->watertype)
|
|
{ // just spawned here
|
|
ent->v->watertype = cont;
|
|
ent->v->waterlevel = 1;
|
|
return;
|
|
}
|
|
|
|
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)
|
|
{
|
|
if (ent->v->watertype == Q1CONTENTS_EMPTY && *sv_sound_watersplash.string)
|
|
{ // just crossed into water
|
|
w->Event_Sound(NULL, ent, 0, sv_sound_watersplash.string, 255, 1, 0, 0, 0);
|
|
}
|
|
ent->v->watertype = cont;
|
|
ent->v->waterlevel = 1;
|
|
}
|
|
else
|
|
{
|
|
if (ent->v->watertype != Q1CONTENTS_EMPTY && *sv_sound_watersplash.string)
|
|
{ // just crossed into open
|
|
w->Event_Sound(NULL, ent, 0, sv_sound_watersplash.string, 255, 1, 0, 0, 0);
|
|
}
|
|
ent->v->watertype = Q1CONTENTS_EMPTY;
|
|
ent->v->waterlevel = cont;
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
SV_Physics_Toss
|
|
|
|
Toss, bounce, and fly movement. When onground, do nothing.
|
|
=============
|
|
*/
|
|
static void WPhys_Physics_Toss (world_t *w, wedict_t *ent)
|
|
{
|
|
trace_t trace;
|
|
vec3_t move;
|
|
float backoff;
|
|
|
|
int fl;
|
|
const float *gravitydir;
|
|
|
|
WPhys_CheckVelocity (w, ent);
|
|
|
|
// regular thinking
|
|
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;
|
|
|
|
// if onground, return without moving
|
|
if ( ((int)ent->v->flags & FL_ONGROUND) )
|
|
{
|
|
if (-DotProduct(gravitydir, ent->v->velocity) >= (1.0f/32.0f))
|
|
ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND;
|
|
else
|
|
{
|
|
if (sv_gameplayfix_noairborncorpse.value)
|
|
{
|
|
wedict_t *onent;
|
|
onent = PROG_TO_WEDICT(w->progs, ent->v->groundentity);
|
|
if (!ED_ISFREE(onent))
|
|
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).
|
|
}
|
|
}
|
|
|
|
// add gravity
|
|
if (ent->v->movetype != MOVETYPE_FLY
|
|
&& ent->v->movetype != MOVETYPE_FLY_WORLDONLY
|
|
&& ent->v->movetype != MOVETYPE_FLYMISSILE
|
|
&& ent->v->movetype != MOVETYPE_BOUNCEMISSILE
|
|
&& ent->v->movetype != MOVETYPE_H2SWIM)
|
|
WPhys_AddGravity (w, ent, gravitydir);
|
|
|
|
// move angles
|
|
VectorMA (ent->v->angles, host_frametime, ent->v->avelocity, ent->v->angles);
|
|
|
|
// move origin
|
|
VectorScale (ent->v->velocity, host_frametime, move);
|
|
if (!DotProduct(move, move))
|
|
{
|
|
//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);
|
|
return;
|
|
}
|
|
|
|
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);
|
|
|
|
if (trace.allsolid && sv_gameplayfix_trappedwithin.ival && ent->v->solid != SOLID_NOT && ent->v->solid != SOLID_TRIGGER)
|
|
{
|
|
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
|
|
|
|
#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);
|
|
}
|
|
if (trace.fraction == 1 || !trace.ent)
|
|
return;
|
|
if (ED_ISFREE(ent))
|
|
return;
|
|
|
|
VectorCopy(trace.endpos, move);
|
|
|
|
if (ent->v->movetype == MOVETYPE_BOUNCE)
|
|
{
|
|
if (ent->xv->bouncefactor)
|
|
backoff = 1 + ent->xv->bouncefactor;
|
|
else
|
|
backoff = 1.5;
|
|
}
|
|
else if (ent->v->movetype == MOVETYPE_BOUNCEMISSILE)
|
|
{
|
|
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)))
|
|
// backoff = 0;
|
|
else
|
|
backoff = 2;
|
|
}
|
|
else
|
|
backoff = 1;
|
|
|
|
if (backoff)
|
|
ClipVelocity (ent->v->velocity, trace.plane.normal, ent->v->velocity, backoff);
|
|
|
|
|
|
// stop if on ground
|
|
if ((-DotProduct(gravitydir, trace.plane.normal) > 0.7) && (ent->v->movetype != MOVETYPE_BOUNCEMISSILE))
|
|
{
|
|
float bouncespeed;
|
|
float bouncestop = ent->xv->bouncestop;
|
|
if (!bouncestop)
|
|
bouncestop = 60;
|
|
else
|
|
bouncestop *= movevars.gravity * (ent->xv->gravity?ent->xv->gravity:1);
|
|
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 )
|
|
{
|
|
ent->v->flags = (int)ent->v->flags | FL_ONGROUND;
|
|
ent->v->groundentity = EDICT_TO_PROG(w->progs, trace.ent);
|
|
VectorClear (ent->v->velocity);
|
|
VectorClear (ent->v->avelocity);
|
|
}
|
|
}
|
|
|
|
// check for in water
|
|
WPhys_CheckWaterTransition (w, ent);
|
|
}
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
STEPPING MOVEMENT
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
/*
|
|
=============
|
|
SV_Physics_Step
|
|
|
|
Monsters freefall when they don't have a ground entity, otherwise
|
|
all movement is done with discrete steps.
|
|
|
|
This is also used for objects that have become still on the ground, but
|
|
will fall if the floor is pulled out from under them.
|
|
FIXME: is this true?
|
|
=============
|
|
*/
|
|
static void WPhys_Physics_Step (world_t *w, wedict_t *ent)
|
|
{
|
|
qboolean hitsound;
|
|
qboolean freefall;
|
|
int fl = ent->v->flags;
|
|
const float *gravitydir;
|
|
vec3_t oldorg;
|
|
VectorCopy(ent->v->origin, oldorg);
|
|
|
|
if (ent->xv->gravitydir[2] || ent->xv->gravitydir[1] || ent->xv->gravitydir[0])
|
|
gravitydir = ent->xv->gravitydir;
|
|
else
|
|
gravitydir = w->g.defaultgravitydir;
|
|
|
|
if (-DotProduct(gravitydir, ent->v->velocity) >= (1.0 / 32.0) && (fl & FL_ONGROUND))
|
|
{
|
|
fl &= ~FL_ONGROUND;
|
|
ent->v->flags = fl;
|
|
}
|
|
|
|
// frefall if not onground
|
|
if (fl & (FL_ONGROUND | FL_FLY))
|
|
freefall = false;
|
|
else
|
|
freefall = true;
|
|
if (fl & FL_SWIM)
|
|
freefall = ent->v->waterlevel <= 0;
|
|
if (freefall)
|
|
{
|
|
hitsound = -DotProduct(gravitydir, ent->v->velocity) < movevars.gravity*-0.1;
|
|
|
|
WPhys_AddGravity (w, ent, gravitydir);
|
|
WPhys_CheckVelocity (w, ent);
|
|
WPhys_FlyMove (w, ent, gravitydir, host_frametime, NULL);
|
|
World_LinkEdict (w, ent, true);
|
|
|
|
if ( (int)ent->v->flags & FL_ONGROUND ) // just hit ground
|
|
{
|
|
if (hitsound && *sv_sound_land.string)
|
|
{
|
|
w->Event_Sound(NULL, ent, 0, sv_sound_land.string, 255, 1, 0, 0, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
// regular thinking
|
|
WPhys_RunThink (w, ent);
|
|
|
|
if (!VectorEquals(ent->v->origin, oldorg))
|
|
WPhys_CheckWaterTransition (w, ent);
|
|
}
|
|
|
|
//============================================================================
|
|
|
|
#ifndef CLIENTONLY
|
|
void SV_ProgStartFrame (void)
|
|
{
|
|
|
|
// let the progs know that a new frame has started
|
|
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;
|
|
#ifdef VM_Q1
|
|
if (svs.gametype == GT_Q1QVM)
|
|
Q1QVM_StartFrame(false);
|
|
else
|
|
#endif
|
|
{
|
|
if (pr_global_ptrs->StartFrame)
|
|
PR_ExecuteProgram (svprogfuncs, *pr_global_ptrs->StartFrame);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
=============
|
|
SV_CheckStuck
|
|
|
|
This is a big hack to try and fix the rare case of getting stuck in the world
|
|
clipping hull.
|
|
=============
|
|
*/
|
|
static void WPhys_CheckStuck (world_t *w, wedict_t *ent)
|
|
{
|
|
int i, j;
|
|
int z;
|
|
vec3_t org;
|
|
//return;
|
|
if (!World_TestEntityPosition (w, ent))
|
|
{
|
|
VectorCopy (ent->v->origin, ent->v->oldorigin);
|
|
return;
|
|
}
|
|
|
|
VectorCopy (ent->v->origin, org);
|
|
VectorCopy (ent->v->oldorigin, ent->v->origin);
|
|
if (!World_TestEntityPosition (w, ent))
|
|
{
|
|
Con_DPrintf ("Unstuck.\n");
|
|
World_LinkEdict (w, ent, true);
|
|
return;
|
|
}
|
|
|
|
for (z=0 ; z < movevars.stepheight ; z++)
|
|
for (i=-1 ; i <= 1 ; i++)
|
|
for (j=-1 ; j <= 1 ; j++)
|
|
{
|
|
ent->v->origin[0] = org[0] + i;
|
|
ent->v->origin[1] = org[1] + j;
|
|
ent->v->origin[2] = org[2] + z;
|
|
if (!World_TestEntityPosition (w, ent))
|
|
{
|
|
Con_DPrintf ("Unstuck.\n");
|
|
World_LinkEdict (w, ent, true);
|
|
return;
|
|
}
|
|
}
|
|
|
|
VectorCopy (org, ent->v->origin);
|
|
Con_DPrintf ("player is stuck.\n");
|
|
}
|
|
|
|
/*
|
|
=============
|
|
SV_CheckWater
|
|
=============
|
|
|
|
for players
|
|
*/
|
|
static qboolean WPhys_CheckWater (world_t *w, wedict_t *ent)
|
|
{
|
|
vec3_t point;
|
|
int cont;
|
|
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;
|
|
|
|
|
|
point[0] = ent->v->origin[0];
|
|
point[1] = ent->v->origin[1];
|
|
point[2] = ent->v->origin[2] + ent->v->mins[2] + 1;
|
|
|
|
ent->v->waterlevel = 0;
|
|
ent->v->watertype = Q1CONTENTS_EMPTY;
|
|
cont = World_PointContentsAllBSPs (w, point);
|
|
if (cont & FTECONTENTS_FLUID)
|
|
{
|
|
if (cont & FTECONTENTS_LAVA)
|
|
ent->v->watertype = Q1CONTENTS_LAVA;
|
|
else if (cont & FTECONTENTS_SLIME)
|
|
ent->v->watertype = Q1CONTENTS_SLIME;
|
|
else if (cont & FTECONTENTS_WATER)
|
|
ent->v->watertype = Q1CONTENTS_WATER;
|
|
else
|
|
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;
|
|
cont = World_PointContentsAllBSPs (w, point);
|
|
if (cont & FTECONTENTS_FLUID)
|
|
{
|
|
ent->v->waterlevel = 2;
|
|
point[2] = ent->v->origin[2] + ent->v->view_ofs[2];
|
|
cont = World_PointContentsAllBSPs (w, point);
|
|
if (cont & FTECONTENTS_FLUID)
|
|
ent->v->waterlevel = 3;
|
|
}
|
|
}
|
|
|
|
return ent->v->waterlevel > 1;
|
|
}
|
|
|
|
|
|
/*
|
|
============
|
|
SV_WallFriction
|
|
|
|
============
|
|
*/
|
|
static void WPhys_WallFriction (wedict_t *ent, trace_t *trace)
|
|
{
|
|
vec3_t forward, right, up;
|
|
float d, i;
|
|
vec3_t into, side;
|
|
|
|
AngleVectors (ent->v->v_angle, forward, right, up);
|
|
d = DotProduct (trace->plane.normal, forward);
|
|
|
|
d += 0.5;
|
|
if (d >= 0 || IS_NAN(d))
|
|
return;
|
|
|
|
// cut the tangential velocity
|
|
i = DotProduct (trace->plane.normal, ent->v->velocity);
|
|
VectorScale (trace->plane.normal, i, into);
|
|
VectorSubtract (ent->v->velocity, into, side);
|
|
|
|
ent->v->velocity[0] = side[0] * (1 + d);
|
|
ent->v->velocity[1] = side[1] * (1 + d);
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
SV_TryUnstick
|
|
|
|
Player has come to a dead stop, possibly due to the problem with limited
|
|
float precision at some angle joins in the BSP hull.
|
|
|
|
Try fixing by pushing one pixel in each direction.
|
|
|
|
This is a hack, but in the interest of good gameplay...
|
|
======================
|
|
|
|
static int SV_TryUnstick (edict_t *ent, vec3_t oldvel)
|
|
{
|
|
int i;
|
|
vec3_t oldorg;
|
|
vec3_t dir;
|
|
int clip;
|
|
trace_t steptrace;
|
|
|
|
VectorCopy (ent->v->origin, oldorg);
|
|
VectorClear (dir);
|
|
|
|
for (i=0 ; i<8 ; i++)
|
|
{
|
|
// try pushing a little in an axial direction
|
|
switch (i)
|
|
{
|
|
case 0: dir[0] = 2; dir[1] = 0; break;
|
|
case 1: dir[0] = 0; dir[1] = 2; break;
|
|
case 2: dir[0] = -2; dir[1] = 0; break;
|
|
case 3: dir[0] = 0; dir[1] = -2; break;
|
|
case 4: dir[0] = 2; dir[1] = 2; break;
|
|
case 5: dir[0] = -2; dir[1] = 2; break;
|
|
case 6: dir[0] = 2; dir[1] = -2; break;
|
|
case 7: dir[0] = -2; dir[1] = -2; break;
|
|
}
|
|
|
|
SV_PushEntity (ent, dir, MOVE_NORMAL);
|
|
|
|
// retry the original move
|
|
ent->v->velocity[0] = oldvel[0];
|
|
ent->v-> velocity[1] = oldvel[1];
|
|
ent->v-> velocity[2] = 0;
|
|
clip = SV_FlyMove (ent, 0.1, &steptrace);
|
|
|
|
if ( fabs(oldorg[1] - ent->v->origin[1]) > 4
|
|
|| fabs(oldorg[0] - ent->v->origin[0]) > 4 )
|
|
{
|
|
//Con_DPrintf ("unstuck!\n");
|
|
return clip;
|
|
}
|
|
|
|
// go back to the original pos and try again
|
|
VectorCopy (oldorg, ent->v->origin);
|
|
}
|
|
|
|
VectorClear (ent->v->velocity);
|
|
return 7; // still not moving
|
|
}
|
|
*/
|
|
|
|
/*
|
|
=====================
|
|
SV_WalkMove
|
|
|
|
Only used by players
|
|
======================
|
|
*/
|
|
#if 0
|
|
#define SMSTEPSIZE 4
|
|
static void SV_WalkMove (edict_t *ent)
|
|
{
|
|
vec3_t upmove, downmove;
|
|
vec3_t oldorg, oldvel;
|
|
vec3_t nosteporg, nostepvel;
|
|
int clip;
|
|
int oldonground;
|
|
trace_t steptrace, downtrace;
|
|
|
|
//
|
|
// do a regular slide move unless it looks like you ran into a step
|
|
//
|
|
oldonground = (int)ent->v->flags & FL_ONGROUND;
|
|
ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND;
|
|
|
|
VectorCopy (ent->v->origin, oldorg);
|
|
VectorCopy (ent->v->velocity, oldvel);
|
|
|
|
clip = SV_FlyMove (ent, host_frametime, &steptrace);
|
|
|
|
if ( !(clip & 2) )
|
|
return; // move didn't block on a step
|
|
|
|
if (!oldonground && ent->v->waterlevel == 0)
|
|
return; // don't stair up while jumping
|
|
|
|
if (ent->v->movetype != MOVETYPE_WALK)
|
|
return; // gibbed by a trigger
|
|
|
|
// if (sv_nostep.value)
|
|
// return;
|
|
|
|
if ( (int)ent->v->flags & FL_WATERJUMP )
|
|
return;
|
|
|
|
VectorCopy (ent->v->origin, nosteporg);
|
|
VectorCopy (ent->v->velocity, nostepvel);
|
|
|
|
//
|
|
// try moving up and forward to go up a step
|
|
//
|
|
VectorCopy (oldorg, ent->v->origin); // back to start pos
|
|
|
|
VectorCopy (vec3_origin, upmove);
|
|
VectorCopy (vec3_origin, downmove);
|
|
upmove[2] = movevars.stepheight;
|
|
downmove[2] = -movevars.stepheight + oldvel[2]*host_frametime;
|
|
|
|
// move up
|
|
SV_PushEntity (ent, upmove); // FIXME: don't link?
|
|
|
|
// move forward
|
|
ent->v->velocity[0] = oldvel[0];
|
|
ent->v->velocity[1] = oldvel[1];
|
|
ent->v->velocity[2] = 0;
|
|
clip = SV_FlyMove (ent, host_frametime, &steptrace);
|
|
|
|
// check for stuckness, possibly due to the limited precision of floats
|
|
// in the clipping hulls
|
|
if (clip)
|
|
{
|
|
if ( fabs(oldorg[1] - ent->v->origin[1]) < 0.03125
|
|
&& fabs(oldorg[0] - ent->v->origin[0]) < 0.03125 )
|
|
{ // stepping up didn't make any progress
|
|
clip = SV_TryUnstick (ent, oldvel);
|
|
|
|
// Con_Printf("Try unstick fwd\n");
|
|
}
|
|
}
|
|
|
|
// extra friction based on view angle
|
|
if ( clip & 2 )
|
|
{
|
|
vec3_t lastpos, lastvel, lastdown;
|
|
|
|
// Con_Printf("couldn't do it\n");
|
|
|
|
//retry with a smaller step (allows entering smaller areas with a step of 4)
|
|
VectorCopy (downmove, lastdown);
|
|
VectorCopy (ent->v->origin, lastpos);
|
|
VectorCopy (ent->v->velocity, lastvel);
|
|
|
|
//
|
|
// try moving up and forward to go up a step
|
|
//
|
|
VectorCopy (oldorg, ent->v->origin); // back to start pos
|
|
|
|
VectorCopy (vec3_origin, upmove);
|
|
VectorCopy (vec3_origin, downmove);
|
|
upmove[2] = SMSTEPSIZE;
|
|
downmove[2] = -SMSTEPSIZE + oldvel[2]*host_frametime;
|
|
|
|
// move up
|
|
SV_PushEntity (ent, upmove); // FIXME: don't link?
|
|
|
|
// move forward
|
|
ent->v->velocity[0] = oldvel[0];
|
|
ent->v->velocity[1] = oldvel[1];
|
|
ent->v->velocity[2] = 0;
|
|
clip = SV_FlyMove (ent, host_frametime, &steptrace);
|
|
|
|
// check for stuckness, possibly due to the limited precision of floats
|
|
// in the clipping hulls
|
|
if (clip)
|
|
{
|
|
if ( fabs(oldorg[1] - ent->v->origin[1]) < 0.03125
|
|
&& fabs(oldorg[0] - ent->v->origin[0]) < 0.03125 )
|
|
{ // stepping up didn't make any progress
|
|
clip = SV_TryUnstick (ent, oldvel);
|
|
|
|
// Con_Printf("Try unstick up\n");
|
|
}
|
|
}
|
|
|
|
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]))
|
|
{ // stepping up didn't make any progress
|
|
//go back
|
|
VectorCopy (lastdown, downmove);
|
|
VectorCopy (lastpos, ent->v->origin);
|
|
VectorCopy (lastvel, ent->v->velocity);
|
|
|
|
SV_WallFriction (ent, &steptrace);
|
|
|
|
// Con_Printf("wall friction\n");
|
|
}
|
|
|
|
else if (clip & 2)
|
|
{
|
|
SV_WallFriction (ent, &steptrace);
|
|
// Con_Printf("wall friction 2\n");
|
|
}
|
|
}
|
|
|
|
// move down
|
|
downtrace = SV_PushEntity (ent, downmove); // FIXME: don't link?
|
|
|
|
if (downtrace.plane.normal[2] > 0.7)
|
|
{
|
|
if (ent->v->solid == SOLID_BSP)
|
|
{
|
|
ent->v->flags = (int)ent->v->flags | FL_ONGROUND;
|
|
ent->v->groundentity = EDICT_TO_PROG(svprogfuncs, downtrace.ent);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// if the push down didn't end up on good ground, use the move without
|
|
// the step up. This happens near wall / slope combinations, and can
|
|
// cause the player to hop up higher on a slope too steep to climb
|
|
VectorCopy (nosteporg, ent->v->origin);
|
|
VectorCopy (nostepvel, ent->v->velocity);
|
|
|
|
// Con_Printf("down not good\n");
|
|
}
|
|
}
|
|
#else
|
|
|
|
// 1/32 epsilon to keep floating point happy
|
|
/*#define DIST_EPSILON (0.03125)
|
|
static int WPhys_SetOnGround (world_t *w, wedict_t *ent, const float *gravitydir)
|
|
{
|
|
vec3_t end;
|
|
trace_t trace;
|
|
if ((int)ent->v->flags & FL_ONGROUND)
|
|
return 1;
|
|
VectorMA(ent->v->origin, 1, gravitydir, end);
|
|
trace = World_Move(w, ent->v->origin, ent->v->mins, ent->v->maxs, end, MOVE_NORMAL, (wedict_t*)ent);
|
|
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.
|
|
if (trace.fraction <= DIST_EPSILON && -DotProduct(gravitydir, trace.plane.normal) >= 0.7)
|
|
{
|
|
ent->v->flags = (int)ent->v->flags | FL_ONGROUND;
|
|
ent->v->groundentity = EDICT_TO_PROG(w->progs, trace.ent);
|
|
return 1;
|
|
}
|
|
return 0;
|
|
}*/
|
|
static void WPhys_WalkMove (world_t *w, wedict_t *ent, const float *gravitydir)
|
|
{
|
|
//int originalmove_clip;
|
|
int clip, oldonground, originalmove_flags, originalmove_groundentity;
|
|
vec3_t upmove, downmove, start_origin, start_velocity, originalmove_origin, originalmove_velocity;
|
|
trace_t downtrace, steptrace;
|
|
|
|
WPhys_CheckVelocity(w, ent);
|
|
|
|
// do a regular slide move unless it looks like you ran into a step
|
|
oldonground = (int)ent->v->flags & FL_ONGROUND;
|
|
ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND;
|
|
|
|
VectorCopy (ent->v->origin, start_origin);
|
|
VectorCopy (ent->v->velocity, start_velocity);
|
|
|
|
clip = WPhys_FlyMove (w, ent, gravitydir, host_frametime, NULL);
|
|
|
|
// WPhys_SetOnGround (w, ent, gravitydir);
|
|
WPhys_CheckVelocity(w, ent);
|
|
|
|
VectorCopy(ent->v->origin, originalmove_origin);
|
|
VectorCopy(ent->v->velocity, originalmove_velocity);
|
|
//originalmove_clip = clip;
|
|
originalmove_flags = (int)ent->v->flags;
|
|
originalmove_groundentity = ent->v->groundentity;
|
|
|
|
if ((int)ent->v->flags & FL_WATERJUMP)
|
|
return;
|
|
|
|
// if (sv_nostep.value)
|
|
// return;
|
|
|
|
// 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;
|
|
|
|
if (ent->v->movetype != MOVETYPE_FLY && ent->v->movetype != MOVETYPE_FLY_WORLDONLY)
|
|
{
|
|
// return if gibbed by a trigger
|
|
if (ent->v->movetype != MOVETYPE_WALK)
|
|
return;
|
|
|
|
// only step up while jumping if that is enabled
|
|
if (!pm_airstep.value)
|
|
if (!oldonground && ent->v->waterlevel == 0)
|
|
return;
|
|
}
|
|
|
|
// try moving up and forward to go up a step
|
|
// back to start pos
|
|
VectorCopy (start_origin, ent->v->origin);
|
|
VectorCopy (start_velocity, ent->v->velocity);
|
|
|
|
// move up
|
|
VectorScale(gravitydir, -movevars.stepheight, upmove);
|
|
// FIXME: don't link?
|
|
WPhys_PushEntity(w, ent, upmove, MOVE_NORMAL);
|
|
|
|
// move forward
|
|
VectorMA(ent->v->velocity, -DotProduct(gravitydir, ent->v->velocity), gravitydir, ent->v->velocity); //ent->v->velocity[2] = 0;
|
|
clip = WPhys_FlyMove (w, ent, gravitydir, host_frametime, &steptrace);
|
|
VectorMA(ent->v->velocity, DotProduct(gravitydir, start_velocity), gravitydir, ent->v->velocity); //ent->v->velocity[2] += start_velocity[2];
|
|
|
|
WPhys_CheckVelocity(w, ent);
|
|
|
|
// check for stuckness, possibly due to the limited precision of floats
|
|
// in the clipping hulls
|
|
if (clip
|
|
&& fabs(originalmove_origin[1] - ent->v->origin[1]) < 0.03125
|
|
&& fabs(originalmove_origin[0] - ent->v->origin[0]) < 0.03125)
|
|
{
|
|
// Con_Printf("wall\n");
|
|
// stepping up didn't make any progress, revert to original move
|
|
VectorCopy(originalmove_origin, ent->v->origin);
|
|
VectorCopy(originalmove_velocity, ent->v->velocity);
|
|
//clip = originalmove_clip;
|
|
ent->v->flags = originalmove_flags;
|
|
ent->v->groundentity = originalmove_groundentity;
|
|
// now try to unstick if needed
|
|
//clip = SV_TryUnstick (ent, oldvel);
|
|
return;
|
|
}
|
|
|
|
//Con_Printf("step - ");
|
|
|
|
// extra friction based on view angle
|
|
if ((clip & 2) && sv_wallfriction.value)
|
|
{
|
|
// Con_Printf("wall\n");
|
|
WPhys_WallFriction (ent, &steptrace);
|
|
}
|
|
}
|
|
else if (!sv_gameplayfix_stepdown.ival || !oldonground || -DotProduct(gravitydir,start_velocity) > 0 || ((int)ent->v->flags & FL_ONGROUND) || ent->v->waterlevel >= 2)
|
|
return;
|
|
|
|
// move down
|
|
VectorScale(gravitydir, movevars.stepheight + (1/32.0) - DotProduct(gravitydir,start_velocity)*host_frametime, downmove);
|
|
// FIXME: don't link?
|
|
downtrace = WPhys_PushEntity (w, ent, downmove, MOVE_NORMAL);
|
|
|
|
if (downtrace.fraction < 1 && -DotProduct(gravitydir, downtrace.plane.normal) > 0.7)
|
|
{
|
|
if (DotProduct(downtrace.plane.normal, ent->v->velocity)<=0) //Spike: moving away from the surface should not count as onground.
|
|
// LordHavoc: disabled this check so you can walk on monsters/players
|
|
//if (ent->v->solid == SOLID_BSP)
|
|
{
|
|
//Con_Printf("onground\n");
|
|
ent->v->flags = (int)ent->v->flags | FL_ONGROUND;
|
|
ent->v->groundentity = EDICT_TO_PROG(w->progs, downtrace.ent);
|
|
}
|
|
}
|
|
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
|
|
VectorCopy(originalmove_origin, ent->v->origin);
|
|
VectorCopy(originalmove_velocity, ent->v->velocity);
|
|
//clip = originalmove_clip;
|
|
ent->v->flags = originalmove_flags;
|
|
ent->v->groundentity = originalmove_groundentity;
|
|
}
|
|
|
|
// WPhys_SetOnGround (w, ent, gravitydir);
|
|
WPhys_CheckVelocity(w, ent);
|
|
}
|
|
#endif
|
|
|
|
#ifdef HEXEN2
|
|
void WPhys_MoveChain(world_t *w, wedict_t *ent, wedict_t *movechain, float *initial_origin, float *initial_angle)
|
|
{
|
|
qboolean orgunchanged;
|
|
vec3_t moveorg, moveang;
|
|
VectorSubtract(ent->v->origin, initial_origin, moveorg);
|
|
VectorSubtract(ent->v->angles, initial_angle, moveang);
|
|
orgunchanged=!DotProduct(moveorg,moveorg);
|
|
if (!orgunchanged || DotProduct(moveang,moveang))
|
|
{
|
|
int i;
|
|
for(i=16; i && movechain != w->edicts && !ED_ISFREE(movechain); i--, movechain = PROG_TO_WEDICT(w->progs, movechain->xv->movechain))
|
|
{
|
|
if ((int)movechain->v->flags & FL_MOVECHAIN_ANGLE)
|
|
VectorAdd(movechain->v->angles, moveang, movechain->v->angles); //FIXME: axial only
|
|
if (!orgunchanged)
|
|
{
|
|
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);
|
|
#ifdef VM_Q1
|
|
if (svs.gametype == GT_Q1QVM && w == &sv.world)
|
|
Q1QVM_ChainMoved();
|
|
else
|
|
#endif
|
|
PR_ExecuteProgram(w->progs, movechain->xv->chainmoved);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
================
|
|
SV_RunEntity
|
|
|
|
================
|
|
*/
|
|
void WPhys_RunEntity (world_t *w, wedict_t *ent)
|
|
{
|
|
#ifdef HEXEN2
|
|
wedict_t *movechain;
|
|
vec3_t initial_origin = {0},initial_angle = {0};
|
|
#endif
|
|
const float *gravitydir;
|
|
|
|
#ifndef CLIENTONLY
|
|
edict_t *svent = (edict_t*)ent;
|
|
if (ent->entnum > 0 && ent->entnum <= sv.allocated_client_slots && w == &sv.world)
|
|
{ //a client woo.
|
|
qboolean readyforjump = false;
|
|
|
|
#if defined(NQPROT) && defined(HAVE_LEGACY)
|
|
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
|
|
{
|
|
if (svs.clients[ent->entnum-1].state < cs_spawned)
|
|
return; // unconnected slot
|
|
}
|
|
|
|
if (svs.clients[ent->entnum-1].protocol == SCP_BAD)
|
|
svent->v->fixangle = FIXANGLE_NO; //bots never get fixangle cleared otherwise
|
|
|
|
host_client = &svs.clients[ent->entnum-1];
|
|
SV_ClientThink();
|
|
|
|
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);
|
|
#ifdef VM_Q1
|
|
if (svs.gametype == GT_Q1QVM)
|
|
Q1QVM_PlayerPreThink();
|
|
else
|
|
#endif
|
|
if (pr_global_ptrs->PlayerPreThink)
|
|
PR_ExecuteProgram (svprogfuncs, *pr_global_ptrs->PlayerPreThink);
|
|
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
if (ent->lastruntime == w->framenum)
|
|
return;
|
|
ent->lastruntime = w->framenum;
|
|
#ifndef CLIENTONLY
|
|
if (progstype == PROG_QW && w == &sv.world) //we don't use the field any more, but qw mods might.
|
|
ent->v->lastruntime = w->physicstime;
|
|
svent = NULL;
|
|
#endif
|
|
}
|
|
|
|
|
|
#ifdef HEXEN2
|
|
movechain = PROG_TO_WEDICT(w->progs, ent->xv->movechain);
|
|
if (movechain != w->edicts)
|
|
{
|
|
VectorCopy(ent->v->origin,initial_origin);
|
|
VectorCopy(ent->v->angles,initial_angle);
|
|
}
|
|
#endif
|
|
|
|
|
|
if (ent->xv->customphysics)
|
|
{
|
|
*w->g.time = w->physicstime;
|
|
*w->g.self = EDICT_TO_PROG(w->progs, ent);
|
|
PR_ExecuteProgram (w->progs, ent->xv->customphysics);
|
|
}
|
|
else switch ( (int)ent->v->movetype)
|
|
{
|
|
case MOVETYPE_PUSH:
|
|
WPhys_Physics_Pusher (w, ent);
|
|
break;
|
|
case MOVETYPE_NONE:
|
|
if (!WPhys_RunThink (w, ent))
|
|
return;
|
|
break;
|
|
case MOVETYPE_NOCLIP:
|
|
case MOVETYPE_ANGLENOCLIP:
|
|
WPhys_Physics_Noclip (w, ent);
|
|
break;
|
|
case MOVETYPE_H2PUSHPULL:
|
|
#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:
|
|
WPhys_Physics_Step (w, ent);
|
|
break;
|
|
case MOVETYPE_FOLLOW:
|
|
WPhys_Physics_Follow (w, ent);
|
|
break;
|
|
case MOVETYPE_FLY_WORLDONLY:
|
|
case MOVETYPE_FLY:
|
|
#ifndef CLIENTONLY
|
|
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;
|
|
}
|
|
#endif
|
|
//fallthrough
|
|
case MOVETYPE_H2SWIM:
|
|
case MOVETYPE_TOSS:
|
|
case MOVETYPE_BOUNCE:
|
|
case MOVETYPE_BOUNCEMISSILE:
|
|
case MOVETYPE_FLYMISSILE:
|
|
WPhys_Physics_Toss (w, ent);
|
|
break;
|
|
case MOVETYPE_WALK:
|
|
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;
|
|
|
|
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.
|
|
if (!((int)ent->xv->pmove_flags & PMF_LADDER))
|
|
WPhys_AddGravity (w, ent, gravitydir);
|
|
WPhys_CheckStuck (w, ent);
|
|
|
|
WPhys_WalkMove (w, ent, gravitydir);
|
|
|
|
#ifndef CLIENTONLY
|
|
if (!svent)
|
|
#endif
|
|
World_LinkEdict (w, ent, true);
|
|
break;
|
|
#ifdef USERBE
|
|
case MOVETYPE_PHYSICS:
|
|
if (WPhys_RunThink(w, ent))
|
|
World_LinkEdict (w, ent, true);
|
|
w->rbe_hasphysicsents = true;
|
|
break;
|
|
#endif
|
|
default:
|
|
// SV_Error ("SV_Physics: bad movetype %i on %s", (int)ent->v->movetype, PR_GetString(w->progs, ent->v->classname));
|
|
break;
|
|
}
|
|
|
|
#ifdef HEXEN2
|
|
if (movechain != w->edicts)
|
|
WPhys_MoveChain(w, ent, movechain, initial_origin, initial_angle);
|
|
#endif
|
|
|
|
#ifndef CLIENTONLY
|
|
if (svent)
|
|
{
|
|
World_LinkEdict (w, ent, true);
|
|
|
|
if (!host_client->spectator)
|
|
{
|
|
pr_global_struct->time = w->physicstime;
|
|
pr_global_struct->self = EDICT_TO_PROG(w->progs, ent);
|
|
#ifdef VM_Q1
|
|
if (svs.gametype == GT_Q1QVM)
|
|
Q1QVM_PostThink();
|
|
else
|
|
#endif
|
|
{
|
|
if (pr_global_ptrs->PlayerPostThink)
|
|
PR_ExecuteProgram (w->progs, *pr_global_ptrs->PlayerPostThink);
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
================
|
|
SV_RunNewmis
|
|
|
|
================
|
|
*/
|
|
void WPhys_RunNewmis (world_t *w)
|
|
{
|
|
wedict_t *ent;
|
|
|
|
if (!w->g.newmis) //newmis variable is not exported.
|
|
return;
|
|
|
|
if (!sv_gameplayfix_multiplethinks.ival)
|
|
return;
|
|
|
|
if (!*w->g.newmis)
|
|
return;
|
|
ent = PROG_TO_WEDICT(w->progs, *w->g.newmis);
|
|
host_frametime = 0.05;
|
|
*w->g.newmis = 0;
|
|
|
|
WPhys_RunEntity (w, ent);
|
|
|
|
host_frametime = *w->g.frametime;
|
|
}
|
|
|
|
trace_t WPhys_Trace_Toss (world_t *w, wedict_t *tossent, wedict_t *ignore)
|
|
{
|
|
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
|
|
gravity = tossent->xv->gravity;
|
|
if (!gravity)
|
|
gravity = 1.0;
|
|
gravity *= sv_gravity.value * 0.05;
|
|
|
|
VectorCopy (tossent->v->origin, origin);
|
|
VectorCopy (tossent->v->velocity, velocity);
|
|
|
|
WPhys_CheckVelocity (w, tossent);
|
|
|
|
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);
|
|
trace = World_Move (w, origin, tossent->v->mins, tossent->v->maxs, end, MOVE_NORMAL, tossent);
|
|
VectorCopy (trace.endpos, origin);
|
|
|
|
if (trace.fraction < 1 && trace.ent && trace.ent != ignore)
|
|
break;
|
|
|
|
if (Length(velocity) > sv_maxvelocity.value)
|
|
{
|
|
// Con_DPrintf("Slowing %s\n", PR_GetString(w->progs, tossent->v->classname));
|
|
VectorScale (velocity, sv_maxvelocity.value/Length(velocity), velocity);
|
|
}
|
|
}
|
|
|
|
trace.fraction = 0; // not relevant
|
|
return trace;
|
|
}
|
|
|
|
/*
|
|
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;
|
|
extern cvar_t sv_nqplayerphysics;
|
|
|
|
w->framenum++;
|
|
|
|
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++)
|
|
{
|
|
ent = (wedict_t*)EDICT_NUM_PB(w->progs, i);
|
|
if (ED_ISFREE(ent))
|
|
continue;
|
|
|
|
WPhys_RunThink (w, ent);
|
|
}
|
|
return;
|
|
}
|
|
/*physics mode 2 = normal movetypes*/
|
|
|
|
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++)
|
|
{
|
|
ent = (wedict_t*)EDICT_NUM_PB(w->progs, i);
|
|
if (ED_ISFREE(ent))
|
|
continue;
|
|
|
|
if (retouch)
|
|
World_LinkEdict (w, ent, true); // force retouch even for stationary
|
|
|
|
#ifndef CLIENTONLY
|
|
if (i > 0 && i <= sv.allocated_client_slots && w == &sv.world)
|
|
{
|
|
if (!svs.clients[i-1].isindependant)
|
|
{
|
|
if (sv_nqplayerphysics.ival || SV_PlayerPhysicsQC || svs.clients[i-1].state < cs_spawned)
|
|
{
|
|
WPhys_RunEntity (w, ent);
|
|
WPhys_RunNewmis (w);
|
|
}
|
|
else
|
|
{
|
|
unsigned int newt;
|
|
unsigned int delt;
|
|
newt = sv.time*1000;
|
|
delt = newt - svs.clients[i-1].lastruncmd;
|
|
if (delt > (int)(1000/77.0) || delt < -10)
|
|
{
|
|
float ft = host_frametime;
|
|
host_client = &svs.clients[i-1];
|
|
sv_player = svs.clients[i-1].edict;
|
|
|
|
SV_PreRunCmd();
|
|
#ifndef NEWSPEEDCHEATPROT
|
|
svs.clients[i-1].last_check = 0;
|
|
#endif
|
|
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();
|
|
host_client->lastruncmd = sv.time*1000;
|
|
*w->g.frametime = host_frametime = ft;
|
|
}
|
|
}
|
|
}
|
|
// else
|
|
// World_LinkEdict(w, (wedict_t*)ent, true);
|
|
continue; // clients are run directly from packets
|
|
}
|
|
#endif
|
|
|
|
WPhys_RunEntity (w, ent);
|
|
WPhys_RunNewmis (w);
|
|
}
|
|
|
|
if (retouch)
|
|
*w->g.force_retouch-=1;
|
|
}
|
|
|
|
#ifndef CLIENTONLY
|
|
/*
|
|
================
|
|
SV_Physics
|
|
|
|
================
|
|
*/
|
|
qboolean SV_Physics (void)
|
|
{
|
|
int i;
|
|
qboolean moved = false;
|
|
int maxtics;
|
|
double trueframetime = host_frametime;
|
|
double maxtic = sv_maxtic.value;
|
|
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;
|
|
|
|
//keep gravity tracking the cvar properly
|
|
movevars.gravity = sv_gravity.value;
|
|
|
|
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)
|
|
{
|
|
if (svs.gametype == GT_QUAKE2)
|
|
maxtic = 0.1; //fucking fuckity fuck. we should warn about this.
|
|
|
|
host_frametime = sv.time - sv.world.physicstime;
|
|
if (host_frametime<0)
|
|
{
|
|
if (host_frametime < -1)
|
|
sv.world.physicstime = sv.time;
|
|
host_frametime = 0;
|
|
}
|
|
if (svs.gametype != GT_QUAKE3)
|
|
if (host_frametime < maxtic && realtime)
|
|
{
|
|
// sv.time+=host_frametime;
|
|
host_frametime = trueframetime;
|
|
return false; //don't bother with the whole server thing for a bit longer
|
|
}
|
|
if (host_frametime > maxtic)
|
|
host_frametime = maxtic;
|
|
sv.world.physicstime = sv.time;
|
|
|
|
switch(svs.gametype)
|
|
{
|
|
#ifdef Q2SERVER
|
|
case GT_QUAKE2:
|
|
ge->RunFrame();
|
|
break;
|
|
#endif
|
|
#ifdef Q3SERVER
|
|
case GT_QUAKE3:
|
|
SVQ3_RunFrame();
|
|
break;
|
|
#endif
|
|
default:
|
|
break;
|
|
}
|
|
host_frametime = trueframetime;
|
|
return true;
|
|
}
|
|
|
|
if (svs.gametype != GT_HALFLIFE && /*sv.botsonthemap &&*/ progstype == PROG_QW)
|
|
{
|
|
//DP_SV_BOTCLIENT - make the bots move with qw physics.
|
|
//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;
|
|
edict_t *oldplayer;
|
|
|
|
#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
|
|
if (1)
|
|
{
|
|
memset(&ucmd, 0, sizeof(ucmd));
|
|
for (i = 0; i < sv.allocated_client_slots; i++)
|
|
{
|
|
if (svs.clients[i].state > cs_zombie && svs.clients[i].protocol == SCP_BAD && svs.clients[i].msecs >= 1000/77)
|
|
{ //then this is a bot
|
|
oldhost = host_client;
|
|
oldplayer = sv_player;
|
|
host_client = &svs.clients[i];
|
|
host_client->isindependant = true;
|
|
sv_player = host_client->edict;
|
|
host_client->localtime = sv.time;
|
|
|
|
SV_PreRunCmd();
|
|
|
|
if (svs.gametype == GT_Q1QVM)
|
|
{
|
|
ucmd = svs.clients[i].lastcmd;
|
|
ucmd.msec = svs.clients[i].msecs;
|
|
}
|
|
else
|
|
{
|
|
ucmd.msec = svs.clients[i].msecs;
|
|
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);
|
|
}
|
|
ucmd.msec = min(ucmd.msec, 250);
|
|
|
|
SV_RunCmd(&ucmd, false);
|
|
SV_PostRunCmd();
|
|
|
|
host_client->lastcmd = ucmd; //allow the other clients to predict this bot.
|
|
|
|
host_client = oldhost;
|
|
sv_player = oldplayer;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
maxtics = sv_limittics.ival;
|
|
if (sv.spawned_observer_slots==0&&sv.spawned_client_slots==0)
|
|
maxtics = 1; //no players on the server. let timings slide
|
|
|
|
// don't bother running a frame if sys_ticrate seconds haven't passed
|
|
while (1)
|
|
{
|
|
host_frametime = sv.time - sv.world.physicstime;
|
|
if (host_frametime < 0)
|
|
{
|
|
sv.world.physicstime = sv.time;
|
|
break;
|
|
}
|
|
if (host_frametime <= 0 || host_frametime < mintic)
|
|
break;
|
|
if (host_frametime > maxtic)
|
|
{
|
|
if (maxtics-- <= 0)
|
|
{
|
|
//timewarp, as we're running too slowly
|
|
sv.world.physicstime = sv.time;
|
|
break;
|
|
}
|
|
host_frametime = maxtic;
|
|
}
|
|
if (!host_frametime)
|
|
continue;
|
|
|
|
moved = true;
|
|
|
|
#ifdef HLSERVER
|
|
if (svs.gametype == GT_HALFLIFE)
|
|
{
|
|
SVHL_RunFrame();
|
|
sv.world.physicstime += host_frametime;
|
|
continue;
|
|
}
|
|
#endif
|
|
|
|
pr_global_struct->frametime = host_frametime;
|
|
|
|
SV_ProgStartFrame ();
|
|
|
|
PRSV_RunThreads();
|
|
|
|
#ifdef USERBE
|
|
if (sv.world.rbe)
|
|
{
|
|
#ifdef RAGDOLL
|
|
rag_doallanimations(&sv.world);
|
|
#endif
|
|
sv.world.rbe->RunFrame(&sv.world, host_frametime, sv_gravity.value);
|
|
}
|
|
#endif
|
|
|
|
|
|
World_Physics_Frame(&sv.world);
|
|
|
|
#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+host_frametime;
|
|
Q1QVM_EndFrame();
|
|
}
|
|
else
|
|
#endif
|
|
if (EndFrameQC)
|
|
{
|
|
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+host_frametime;
|
|
PR_ExecuteProgram (svprogfuncs, EndFrameQC);
|
|
}
|
|
|
|
#ifdef NETPREPARSE
|
|
NPP_Flush(); //flush it just in case there was an error and we stopped preparsing. This is only really needed while debugging.
|
|
#endif
|
|
|
|
sv.world.physicstime += host_frametime;
|
|
}
|
|
host_frametime = trueframetime;
|
|
return moved;
|
|
}
|
|
#endif
|
|
|
|
void SV_SetMoveVars(void)
|
|
{
|
|
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;
|
|
movevars.entgravity = 1.0;
|
|
movevars.stepheight = *sv_stepheight.string?sv_stepheight.value:PM_DEFAULTSTEPHEIGHT;
|
|
movevars.watersinkspeed = *pm_watersinkspeed.string?pm_watersinkspeed.value:60;
|
|
movevars.flyfriction = *pm_flyfriction.string?pm_flyfriction.value:4;
|
|
movevars.edgefriction = *pm_edgefriction.string?pm_edgefriction.value:2;
|
|
movevars.flags = MOVEFLAG_VALID|MOVEFLAG_NOGRAVITYONGROUND|(*pm_edgefriction.string?0:MOVEFLAG_QWEDGEBOX);
|
|
}
|
|
#endif
|