mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-10 14:41:57 +00:00
654 lines
16 KiB
C++
654 lines
16 KiB
C++
/***********************************************
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* *
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* FrikBot Physics *
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* The near-perfect emulation of *
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* Client movement *
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* *
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* Special Thanks to: Asdf, Frog *
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* Alan "Strider" Kivlin *
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* *
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* *
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***********************************************/
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/*
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This program is in the Public Domain. My crack legal
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team would like to add:
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RYAN "FRIKAC" SMITH IS PROVIDING THIS SOFTWARE "AS IS"
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AND MAKES NO WARRANTY, EXPRESS OR IMPLIED, AS TO THE
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ACCURACY, CAPABILITY, EFFICIENCY, MERCHANTABILITY, OR
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FUNCTIONING OF THIS SOFTWARE AND/OR DOCUMENTATION. IN
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NO EVENT WILL RYAN "FRIKAC" SMITH BE LIABLE FOR ANY
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GENERAL, CONSEQUENTIAL, INDIRECT, INCIDENTAL,
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EXEMPLARY, OR SPECIAL DAMAGES, EVEN IF RYAN "FRIKAC"
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SMITH HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH
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DAMAGES, IRRESPECTIVE OF THE CAUSE OF SUCH DAMAGES.
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You accept this software on the condition that you
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indemnify and hold harmless Ryan "FrikaC" Smith from
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any and all liability or damages to third parties,
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including attorney fees, court costs, and other
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related costs and expenses, arising out of your use
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of this software irrespective of the cause of said
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liability.
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The export from the United States or the subsequent
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reexport of this software is subject to compliance
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with United States export control and munitions
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control restrictions. You agree that in the event you
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seek to export this software, you assume full
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responsibility for obtaining all necessary export
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licenses and approvals and for assuring compliance
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with applicable reexport restrictions.
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Any reproduction of this software must contain
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this notice in its entirety.
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*/
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#include "libfrikbot.h"
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/*
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=========================================
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Stuff mimicking cl_input.c code
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=========================================
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*/
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float(float key) CL_KeyState =
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{
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return ((self.keys & key) > 0) ? 1.0 : 0.0;
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};
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void() CL_KeyMove = // CL_BaseMove + CL_AdjustAngles
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{
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local float anglespeed;
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local vector view;
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if (self.keys != self.oldkeys) {
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self.movevect = '0 0 0';
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self.movevect_y = self.movevect_y + (350 * CL_KeyState(KEY_MOVERIGHT));
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// 350 is the default cl_sidespeed
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self.movevect_y = self.movevect_y - (350 * CL_KeyState(KEY_MOVELEFT));
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// 350 is the default cl_sidespeed
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self.movevect_x = self.movevect_x + (200 * CL_KeyState(KEY_MOVEFORWARD));
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// 200 is the default cl_forwardspeed
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self.movevect_x = self.movevect_x - (200 * CL_KeyState(KEY_MOVEBACK));
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// 200 is the default cl_backspeed
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self.movevect_z = self.movevect_z + (200 * CL_KeyState(KEY_MOVEUP));
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// 200 is the default cl_upspeed
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self.movevect_z = self.movevect_z - (200 * CL_KeyState(KEY_MOVEDOWN));
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// 200 is the default cl_upspeed
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if (!(self.b_aiflags & AI_PRECISION))
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self.movevect = self.movevect * 2;
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// 2 is the default cl_movespeedkey & bot always has +speed
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}
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self.oldkeys = self.keys;
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if (self.b_skill != 2) {
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// use mouse emulation
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anglespeed = 1.5 * real_frametime;
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// 1.5 is the default cl_anglespeedkey & bot always has +speed
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self.v_angle_y = self.v_angle_y + anglespeed * CL_KeyState(KEY_LOOKLEFT) * 140;
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// 140 is default cl_yawspeed
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self.v_angle_y = self.v_angle_y - anglespeed * CL_KeyState(KEY_LOOKRIGHT) * 140;
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// 140 is default cl_yawspeed
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self.v_angle_x = self.v_angle_x - anglespeed * CL_KeyState(KEY_LOOKUP) * 150;
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// 150 is default cl_pitchspeed
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self.v_angle_x = self.v_angle_x + anglespeed * CL_KeyState(KEY_LOOKDOWN) * 150;
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// 150 is default cl_pitchspeed
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} else {
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view_x = angcomp(self.b_angle_x, self.v_angle_x);
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view_y = angcomp(self.b_angle_y, self.v_angle_y);
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view_z = 0;
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if (vlen(view) > 30) {
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self.mouse_emu = self.mouse_emu + (view * 30);
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if (vlen(self.mouse_emu) > 180)
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self.mouse_emu = normalize(self.mouse_emu) * 180;
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} else
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self.mouse_emu = view * (1 / real_frametime);
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self.v_angle = self.v_angle + self.mouse_emu * real_frametime;
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}
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if (self.v_angle_x > 80)
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self.v_angle_x = 80;
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else if (self.v_angle_x < -70)
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self.v_angle_x = -70;
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if (self.v_angle_z > 50)
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self.v_angle_z = 50;
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else if (self.v_angle_z < -50)
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self.v_angle_z = -50;
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self.v_angle_y = frik_anglemod(self.v_angle_y);
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};
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/*
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=========================================
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Stuff mimicking sv_user.c
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=========================================
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*/
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void() SV_UserFriction =
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{
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local vector vel, start, stop;
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local float sped, friction, newspeed;
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vel = self.velocity;
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vel_z =0;
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sped = vlen(vel);
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vel = self.velocity;
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if (!sped)
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return;
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// if the leading edge is over a dropoff, increase friction
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start_x = stop_x = self.origin_x + vel_x / (sped * 16);
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start_y = stop_y = self.origin_y + vel_y / (sped * 16);
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start_z = self.origin_z + self.mins_z;
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stop_z = start_z - 34;
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traceline(start, stop, TRUE, self);
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if (trace_fraction == 1)
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friction = sv_friction * 2; // 2 is default edgefriction, removed for QW compatability
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else
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friction = sv_friction;
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if (sped < sv_stopspeed)
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newspeed = sped - real_frametime * sv_stopspeed * friction;
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else
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newspeed = sped - real_frametime * sped * friction;
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if (newspeed < 0)
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newspeed = 0;
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newspeed = newspeed / sped;
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self.velocity_y = vel_y * newspeed;
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self.velocity_x = vel_x * newspeed;
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};
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void() SV_WaterJump =
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{
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if (time > self.teleport_time || !self.waterlevel) {
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self.flags = self.flags - (self.flags & FL_WATERJUMP);
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self.teleport_time = 0;
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}
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self.velocity_x = self.movedir_x;
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self.velocity_y = self.movedir_y;
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};
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void() DropPunchAngle =
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{
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local float len;
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len = vlen(self.punchangle);
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self.punchangle = normalize(self.punchangle);
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len = len - 10 * real_frametime;
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if (len < 0)
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len = 0;
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self.punchangle = self.punchangle * len;
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};
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void(vector wishvel) SV_AirAccelerate =
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{
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local float addspeed, wishspd, accelspeed, currentspeed;
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wishspd = vlen(wishvel);
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wishvel = normalize(wishvel);
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if (wishspd > 30)
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wishspd = 30;
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currentspeed = self.velocity * wishvel;
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addspeed = wishspd - currentspeed;
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if (addspeed <= 0)
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return;
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accelspeed = 10 * sv_accelerate * wishspd * real_frametime;
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if (accelspeed > addspeed)
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accelspeed = addspeed;
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self.velocity = self.velocity + accelspeed * wishvel;
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};
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void(vector wishvel) SV_Accelerate =
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{
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local float addspeed, wishspd, accelspeed, currentspeed;
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wishspd = vlen(wishvel);
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wishvel = normalize(wishvel);
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currentspeed = self.velocity * wishvel;
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addspeed = wishspd - currentspeed;
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if (addspeed <= 0)
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return;
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accelspeed = sv_accelerate * wishspd * real_frametime;
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if (accelspeed > addspeed)
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accelspeed = addspeed;
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self.velocity = self.velocity + accelspeed * wishvel;
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};
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void() SV_WaterMove =
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{
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local vector wishvel;
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local float wishspeed, addspeed, cspeed, newspeed;
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makevectors(self.v_angle);
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wishvel = v_right * self.movevect_y + v_forward * self.movevect_x;
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if (self.movevect == '0 0 0')
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wishvel_z = wishvel_z - 60;
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else
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wishvel_z = wishvel_z + self.movevect_z;
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wishspeed = vlen(wishvel);
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if (wishspeed > sv_maxspeed) {
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wishvel = (sv_maxspeed / wishspeed) * wishvel;
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wishspeed = sv_maxspeed;
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}
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wishspeed = wishspeed * 0.7;
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cspeed = vlen(self.velocity);
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if (cspeed) {
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newspeed = cspeed - (real_frametime * cspeed * sv_friction);
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if (newspeed < 0)
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newspeed = 0;
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self.velocity = self.velocity * (newspeed / cspeed);
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} else
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newspeed = 0;
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if (!wishspeed)
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return;
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addspeed = wishspeed - newspeed;
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if (addspeed <= 0)
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return;
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wishvel = normalize(wishvel);
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cspeed = sv_accelerate * wishspeed * real_frametime;
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if (cspeed > addspeed)
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cspeed = addspeed;
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self.velocity = self.velocity + cspeed * wishvel;
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};
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void() SV_AirMove =
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{
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local vector wishvel, vangle;
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vangle = self.v_angle;
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vangle_x = vangle_z = 0;
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makevectors(vangle);
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if (time < self.teleport_time && (self.movevect_x < 0))
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self.movevect_x = 0;
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wishvel = v_right * self.movevect_y + v_forward * self.movevect_x;
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if (self.movetype != MOVETYPE_WALK)
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wishvel_z = self.movevect_z;
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else
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wishvel_z = 0;
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if (vlen(wishvel) > sv_maxspeed)
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wishvel = normalize(wishvel) * sv_maxspeed;
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if (self.movetype == MOVETYPE_NOCLIP)
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self.velocity = wishvel;
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else if (self.flags & FL_ONGROUND) {
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SV_UserFriction();
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SV_Accelerate(wishvel);
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} else
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SV_AirAccelerate (wishvel);
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};
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void() SV_ClientThink =
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{
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local vector vangle;
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if (self.movetype == MOVETYPE_NONE)
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return;
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DropPunchAngle();
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if (self.health <= 0)
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return;
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self.v_angle_z = 0; // V_CalcRoll removed, sucks
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self.angles_z = self.v_angle_z * 4;
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vangle = self.v_angle + self.punchangle;
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if (!self.fixangle) {
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self.angles_x = (vangle_x / -3);
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self.angles_y = vangle_y;
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} else {
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self.v_angle = self.angles;
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self.fixangle = 0;
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}
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if (self.flags & FL_WATERJUMP) {
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SV_WaterJump();
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return;
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}
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if ((self.waterlevel >= 2) && (self.movetype != MOVETYPE_NOCLIP)) {
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SV_WaterMove();
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return;
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}
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SV_AirMove();
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};
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/*
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=========================================
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Stuff mimicking sv_phys.c
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=========================================
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*/
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float() SV_RunThink =
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{
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local float thinktime, bkuptime;
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thinktime = self.nextthink;
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bkuptime = time;
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if (thinktime <= 0 || thinktime > (time + real_frametime))
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return TRUE;
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if (thinktime < time)
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thinktime = time;
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self.nextthink = 0;
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time = thinktime;
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other = NIL;
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makevectors(self.v_angle); // hack
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self.think();
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time = bkuptime;
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return TRUE;
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};
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void(float scale) SV_AddGravity =
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{
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self.velocity_z = self.velocity_z - (scale * sv_gravity * real_frametime);
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};
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float() SV_CheckWater =
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{
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local vector point;
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local float cont;
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point_x = self.origin_x;
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point_y = self.origin_y;
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self.waterlevel = 0;
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self.watertype = CONTENT_EMPTY;
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point_z = self.origin_z + self.mins_z + 1;
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cont = pointcontents(point);
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if (cont <= CONTENT_WATER) {
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self.watertype = cont;
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self.waterlevel = 1;
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point_z = self.origin_z + (self.mins_z + self.maxs_z) * 0.5;
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cont = pointcontents(point);
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if (cont <= CONTENT_WATER) {
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self.waterlevel = 2;
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point_z = self.origin_z + self.view_ofs_z;
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cont = pointcontents(point);
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if (cont <= CONTENT_WATER)
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self.waterlevel = 3;
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}
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}
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return (self.waterlevel > 1) ? 1.0 : 0.0;
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};
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void() RemoveThud = // well sometimes
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{
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local entity oself;
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if (other == NIL) {
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if (self.flags & FL_ONGROUND) {
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self.flags = self.flags - FL_ONGROUND;
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}
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} else {
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if (other.solid == SOLID_BSP && (self.flags & FL_ONGROUND)) {
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// RM: Does this break anything?
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// If not, then some more thuds have been removed.
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self.flags = self.flags - FL_ONGROUND;
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}
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if (other == self.owner)
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return;
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if (self.owner.solid == SOLID_NOT)
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return;
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oself = other;
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other = self.owner;
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self = oself;
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if (self.solid == SOLID_BSP)
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if (self.touch)
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self.touch();
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}
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};
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void() SV_CheckOnGround =
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{
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local vector org, v;
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local float currentflags;
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org = self.origin;
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currentflags = self.flags;
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self.flags = self.flags | FL_ONGROUND | FL_PARTIALGROUND;
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walkmove(0,0); // perform C touch function
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self.flags = currentflags | FL_ONGROUND;
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if ((org_x != self.origin_x) || (org_y != self.origin_y))
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org = self.origin;
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else
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self.origin = org;
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v = org;
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v_z = self.maxs_z + org_z + 1;
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traceline (org, v, TRUE, self);
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if ((self.waterlevel == 3) && (self.movetype == MOVETYPE_WALK))
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self.flags = self.flags - FL_ONGROUND;
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else if ((trace_plane_normal_z <= 0.7) && (trace_fraction != 1))
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self.flags = self.flags - FL_ONGROUND;
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else if (!droptofloor ())
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self.flags = self.flags - FL_ONGROUND;
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else if (org_z - self.origin_z < 2)
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self.flags = self.flags | FL_ONGROUND;
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else
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self.flags = self.flags - FL_ONGROUND;
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setorigin(self, org);
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};
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// Thanks to Alan Kivlin for this function
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// modified heavily by me
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float(vector dir) botCheckForStep =
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{
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local vector currentorigin, v;
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local float currentflags, yaw, stepdistance, movedistance;
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currentorigin = self.origin;
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currentflags = self.flags;
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self.flags = FL_ONGROUND | FL_PARTIALGROUND;
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dir = normalize(dir);
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dir_z = 0;
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yaw = vectoyaw(dir);
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if(walkmove(yaw, 3)) {
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if(droptofloor ()) {
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stepdistance = self.origin_z - currentorigin_z;
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v = self.origin - currentorigin;
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v_z = 0;
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movedistance = vlen(v);
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if((stepdistance > 0 && stepdistance <= 16) && movedistance != 0) {
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self.flags = currentflags | FL_PARTIALGROUND;
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return 1;
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}
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}
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}
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self.flags = currentflags;
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setorigin(self, currentorigin);
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return 0;
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};
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// this is merely here to fix a problem with e3m5
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void(vector dir) BruteForceStep =
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{
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local vector currentorigin;
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local float currentflags, i = 0, len;
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currentorigin = self.origin;
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currentflags = self.flags;
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len = vlen(dir);
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if (len > 16)
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dir = normalize(dir) * 16;
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setorigin(self, currentorigin + dir);
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while(i < 18 && !walkmove(0, 0)) {
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self.origin_z = currentorigin_z + i;
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i = i + 2;
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}
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self.flags = currentflags;
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if (i >=18)
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setorigin(self, currentorigin);
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};
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void() PostPhysics =
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{
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local vector obstr, org;
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local float back, dst,cflags;
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self = self.owner;
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self.velocity = self.velocity - self.phys_obj.dest1 + self.phys_obj.velocity;
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if (self.phys_obj.dest2 == self.origin) {
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setorigin(self, self.phys_obj.origin);
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// might've been moved during other person's physics
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// (teleporters / plats)
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if (self.movetype == MOVETYPE_WALK) {
|
|
|
|
if (self.phys_obj.dest1_x || self.phys_obj.dest1_y) {
|
|
if ((self.flags & FL_ONGROUND) || (self.waterlevel <= 2)) {
|
|
obstr = self.phys_obj.movedir - self.origin;
|
|
obstr_z = 0;
|
|
if (vlen(obstr) > 0.1) {
|
|
dst = vlen(obstr);
|
|
back = vectoyaw(obstr);
|
|
cflags = self.flags;
|
|
self.flags = self.flags | FL_PARTIALGROUND;
|
|
if(walkmove(back, dst)) {
|
|
self.flags = cflags;
|
|
self.phys_obj.dest1_z = 0;
|
|
self.velocity = self.velocity + self.phys_obj.dest1 - self.phys_obj.velocity;
|
|
} else {
|
|
if (dst > 1)
|
|
frik_obstructed(obstr, FALSE);
|
|
|
|
org = self.origin;
|
|
self.flags = cflags;
|
|
obstr = self.phys_obj.dest1;
|
|
obstr_x = 0;
|
|
if (!botCheckForStep(obstr)) {
|
|
obstr = self.phys_obj.dest1;
|
|
obstr_y = 0;
|
|
if (!botCheckForStep(obstr)) {
|
|
// if no steps were found, bot is really obstucted
|
|
BruteForceStep(self.phys_obj.dest1);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
SV_CheckOnGround();
|
|
|
|
PlayerPostThink();
|
|
BotAI();
|
|
self.dmg_take = self.dmg_save = 0;
|
|
|
|
};
|
|
|
|
// Avoid calling BotAI and the physics at the same time
|
|
// Can trip the runaway loop counter
|
|
void() SV_FlyMove =
|
|
{
|
|
// This is nothing like the Quake function.
|
|
|
|
if (self.phys_obj == NIL) {
|
|
self.phys_obj = find(NIL,classname,"phys_obj");
|
|
while (self.phys_obj.owner != self) {
|
|
self.phys_obj = find(self.phys_obj,classname,"phys_obj");
|
|
if (self.phys_obj == NIL) {
|
|
error("No physics entity spawned!\nMake sure BotInit was called\n");
|
|
}
|
|
}
|
|
}
|
|
|
|
setmodel (self.phys_obj, NIL);
|
|
self.phys_obj.movetype = MOVETYPE_STEP;
|
|
|
|
self.phys_obj.solid = SOLID_TRIGGER;
|
|
self.phys_obj.touch = RemoveThud;
|
|
setsize(self.phys_obj, self.mins, self.maxs);
|
|
self.phys_obj.dest2 = self.phys_obj.origin = self.origin;
|
|
self.phys_obj.watertype = 0;
|
|
self.phys_obj.movedir = self.origin + real_frametime * self.velocity;
|
|
self.phys_obj.dest1 = self.phys_obj.velocity = self.velocity;
|
|
self.phys_obj.velocity_z = self.phys_obj.velocity_z + sv_gravity * real_frametime;
|
|
self.phys_obj.flags = 0;
|
|
self.phys_obj.think = PostPhysics;
|
|
self.phys_obj.nextthink = time;
|
|
};
|
|
|
|
void() SV_Physics_Toss =
|
|
{
|
|
if (!SV_RunThink())
|
|
return;
|
|
if (self.flags & FL_ONGROUND) {
|
|
self.velocity = '0 0 0';
|
|
BotAI();
|
|
return;
|
|
}
|
|
if (self.movetype != MOVETYPE_FLY)
|
|
SV_AddGravity(1);
|
|
self.angles = self.angles + real_frametime * self.avelocity;
|
|
SV_FlyMove();
|
|
|
|
};
|
|
|
|
void() SV_Physics_Client =
|
|
{
|
|
PlayerPreThink();
|
|
|
|
switch (self.movetype) {
|
|
case MOVETYPE_NONE:
|
|
if (!SV_RunThink())
|
|
return;
|
|
PlayerPostThink();
|
|
BotAI();
|
|
break;
|
|
|
|
case MOVETYPE_WALK:
|
|
case MOVETYPE_STEP:
|
|
if (!SV_RunThink())
|
|
return;
|
|
if (!(SV_CheckWater()) && (!(self.flags & FL_WATERJUMP)))
|
|
SV_AddGravity(1);
|
|
SV_FlyMove();
|
|
break;
|
|
|
|
case MOVETYPE_TOSS:
|
|
case MOVETYPE_BOUNCE:
|
|
SV_Physics_Toss();
|
|
break;
|
|
|
|
case MOVETYPE_FLY:
|
|
if (!SV_RunThink())
|
|
return;
|
|
SV_FlyMove();
|
|
break;
|
|
|
|
case MOVETYPE_NOCLIP:
|
|
if (!SV_RunThink())
|
|
return;
|
|
self.origin = self.origin + real_frametime * self.velocity;
|
|
|
|
PlayerPostThink();
|
|
BotAI();
|
|
break;
|
|
default:
|
|
error ("SV_Physics_Client: Bad Movetype (BOT)");
|
|
break;
|
|
}
|
|
};
|