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slap some grease on those corners. This fixes the sticking on angled corners
bug. The DIST_EPSILON shifts have been removed from PM_RecursiveHullCheck and only one DIST_EPSILON shift is done in PM_PlayerMove now. This might even give a very slight speedup.
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08fc75fd32
commit
2be320d66f
1 changed files with 13 additions and 8 deletions
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@ -232,13 +232,9 @@ PM_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1,
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num = node->children[1];
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goto loc0;
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}
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// put the crosspoint DIST_EPSILON pixels on the near side so that both
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// p1 and mid are on the same side of the plane
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side = (t1 < 0);
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if (side)
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frac = bound (0, (t1 + DIST_EPSILON) / (t1 - t2), 1);
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else
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frac = bound (0, (t1 - DIST_EPSILON) / (t1 - t2), 1);
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frac = bound (0, t1 / (t1 - t2), 1);
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midf = p1f + (p2f - p1f) * frac;
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for (i = 0; i < 3; i++)
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@ -368,7 +364,6 @@ PM_PlayerMove (vec3_t start, vec3_t end)
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hull = PM_HullForBox (mins, maxs);
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}
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// PM_HullForEntity (ent, mins, maxs, offset);
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VectorCopy (pe->origin, offset);
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VectorSubtract (start, offset, start_l);
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@ -379,7 +374,6 @@ PM_PlayerMove (vec3_t start, vec3_t end)
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trace.fraction = 1;
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trace.allsolid = true;
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// trace.startsolid = true;
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VectorCopy (end, trace.endpos);
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// trace a line through the apropriate clipping hull
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@ -400,6 +394,17 @@ PM_PlayerMove (vec3_t start, vec3_t end)
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}
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}
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/* if the fraction and endpos are not brought in a bit, the player cannot
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slide along a wall */
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if (total.fraction && total.fraction < 1.0) {
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vec3_t v;
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float l, f;
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VectorSubtract (total.endpos, start, v);
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l = VectorNormalize (v);
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f = l - DIST_EPSILON;
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VectorMA (start, f, v, total.endpos);
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total.fraction *= f/l;
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}
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return total;
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}
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