/* sv_phys.c @description@ Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA */ #ifdef HAVE_CONFIG_H # include "config.h" #endif #include "QF/cvar.h" #include "QF/sys.h" #include "world.h" #include "nq/include/server.h" #include "nq/include/sv_progs.h" /* 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. onground is set for toss objects when they come to a complete rest. it is set for steping or walking objects doors, plats, etc are SOLID_BSP, and MOVETYPE_PUSH bonus items are SOLID_TRIGGER touch, and MOVETYPE_TOSS corpses are SOLID_NOT and MOVETYPE_TOSS crates are SOLID_BBOX and MOVETYPE_TOSS walking monsters are SOLID_SLIDEBOX and MOVETYPE_STEP flying/floating monsters are SOLID_SLIDEBOX and MOVETYPE_FLY solid_edge items clip against only bsp models. */ float sv_friction; static cvar_t sv_friction_cvar = { .name = "sv_friction", .description = "Sets the friction value for the players", .default_value = "4", .flags = CVAR_SERVERINFO, .value = { .type = &cexpr_float, .value = &sv_friction }, }; float sv_gravity; static cvar_t sv_gravity_cvar = { .name = "sv_gravity", .description = "Sets the global value for the amount of gravity", .default_value = "800", .flags = CVAR_SERVERINFO, .value = { .type = &cexpr_float, .value = &sv_gravity }, }; int sv_jump_any; static cvar_t sv_jump_any_cvar = { .name = "sv_jump_any", .description = "None", .default_value = "1", .flags = CVAR_NONE, .value = { .type = &cexpr_int, .value = &sv_jump_any }, }; float sv_maxvelocity; static cvar_t sv_maxvelocity_cvar = { .name = "sv_maxvelocity", .description = "Sets the maximum velocity an object can travel", .default_value = "2000", .flags = CVAR_NONE, .value = { .type = &cexpr_float, .value = &sv_maxvelocity }, }; float sv_stopspeed; static cvar_t sv_stopspeed_cvar = { .name = "sv_stopspeed", .description = "Sets the value that determines how fast the player should come to a " "complete stop", .default_value = "100", .flags = CVAR_NONE, .value = { .type = &cexpr_float, .value = &sv_stopspeed }, }; #define MOVE_EPSILON 0.01 #if 0 static void SV_CheckAllEnts (void) { edict_t *check; int e; // see if any solid entities are inside the final position check = NEXT_EDICT (&sv_pr_state, sv.edicts); for (e = 1; e < sv.num_edicts; e++, check = NEXT_EDICT (&sv_pr_state, check)) { if (check->free) continue; if (SVfloat (check, movetype) == MOVETYPE_PUSH || SVfloat (check, movetype) == MOVETYPE_NONE || SVfloat (check, movetype) == MOVETYPE_NOCLIP) continue; if (SV_TestEntityPosition (check)) Sys_Printf ("entity in invalid position\n"); } } #endif void SV_CheckVelocity (edict_t *ent) { float wishspeed; // bound velocity #if 0 for (int i = 0; i < 3; i++) { if (isnan (SVvector (ent, velocity)[i])) { Sys_Printf ("Got a NaN velocity on %s\n", PR_GetString (&sv_pr_state, SVstring (ent, classname))); SVvector (ent, velocity)[i] = 0; } if (isnan (SVvector (ent, origin)[i])) { Sys_Printf ("Got a NaN origin on %s\n", PR_GetString (&sv_pr_state, SVstring (ent, classname))); SVvector (ent, origin)[i] = 0; } } #endif wishspeed = VectorLength (SVvector (ent, velocity)); if (wishspeed > sv_maxvelocity) { VectorScale (SVvector (ent, velocity), sv_maxvelocity / wishspeed, SVvector (ent, velocity)); } } /* SV_RunThink Runs thinking code if time. There is some play in the exact time the think function will be called, because it is called before any movement is done in a frame. Not used for pushmove objects, because they must be exact. Returns false if the entity removed itself. */ bool SV_RunThink (edict_t *ent) { float thinktime; do { thinktime = SVfloat (ent, nextthink); if (thinktime <= 0 || thinktime > sv.time + sv_frametime) return true; if (thinktime < sv.time) thinktime = sv.time; // don't let things stay in the past. // it is possible to start that way // by a trigger with a local time. SVfloat (ent, nextthink) = 0; *sv_globals.time = thinktime; sv_pr_think (ent); if (ent->free) return false; } while (SVfloat (ent, nextthink) > thinktime); return true; } /* SV_Impact Two entities have touched, so run their touch functions */ static void SV_Impact (edict_t *e1, edict_t *e2) { int old_self, old_other; old_self = *sv_globals.self; old_other = *sv_globals.other; *sv_globals.time = sv.time; if (SVfunc (e1, touch) && SVfloat (e1, solid) != SOLID_NOT) { sv_pr_touch (e1, e2); } if (SVfunc (e2, touch) && SVfloat (e2, solid) != SOLID_NOT) { sv_pr_touch (e2, e1); } *sv_globals.self = old_self; *sv_globals.other = old_other; } /* ClipVelocity Slide off of the impacting object returns the blocked flags (1 = floor, 2 = step / wall) */ static int ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce) { float backoff, change; int i, blocked; blocked = 0; if (normal[2] > 0) blocked |= 1; // floor if (!normal[2]) blocked |= 2; // step backoff = DotProduct (in, normal) * overbounce; for (i = 0; i < 3; i++) { change = normal[i] * backoff; out[i] = in[i] - change; if (out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON) out[i] = 0; } return blocked; } int SV_EntCanSupportJump (edict_t *ent) { int solid = SVfloat (ent, solid); if (solid == SOLID_BSP) return 1; if (!sv_jump_any) return 0; if (solid == SOLID_NOT || solid == SOLID_SLIDEBOX) return 0; return 1; } #define MAX_CLIP_PLANES 5 /* 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 */ int SV_FlyMove (edict_t *ent, float time, trace_t *steptrace) { float d, time_left; int blocked, bumpcount, numbumps, numplanes, i, j; trace_t trace; vec3_t dir, end; vec3_t planes[MAX_CLIP_PLANES]; vec3_t primal_velocity, original_velocity, new_velocity; numbumps = 4; blocked = 0; VectorCopy (SVvector (ent, velocity), original_velocity); VectorCopy (SVvector (ent, velocity), primal_velocity); numplanes = 0; time_left = time; for (bumpcount = 0; bumpcount < numbumps; bumpcount++) { if (VectorIsZero (SVvector (ent, velocity))) break; VectorMultAdd (SVvector (ent, origin), time_left, SVvector (ent, velocity), end); if (SVdata (ent)->add_grav) { SVdata (ent)->add_grav = false; SV_FinishGravity (ent, end); } trace = SV_Move (SVvector (ent, origin), SVvector (ent, mins), SVvector (ent, maxs), end, false, ent); if (trace.allsolid) { // entity is trapped in another solid VectorZero (SVvector (ent, velocity)); return 3; } if (trace.fraction > 0) { // actually covered some distance VectorCopy (trace.endpos, SVvector (ent, origin)); VectorCopy (SVvector (ent, velocity), original_velocity); numplanes = 0; } if (trace.fraction == 1) break; // moved the entire distance if (!trace.ent) Sys_Error ("SV_FlyMove: !trace.ent"); if (trace.plane.normal[2] > 0.7) { blocked |= 1; // floor if (SV_EntCanSupportJump (trace.ent)) { SVfloat (ent, flags) = (int) SVfloat (ent, flags) | FL_ONGROUND; SVentity (ent, groundentity) = EDICT_TO_PROG (&sv_pr_state, trace.ent); } } if (!trace.plane.normal[2]) { blocked |= 2; // step if (steptrace) *steptrace = trace; // save for player extrafriction } // run the impact function SV_Impact (ent, trace.ent); if (ent->free) 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 VectorZero (SVvector (ent, velocity)); return 3; } 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 VectorCopy (new_velocity, SVvector (ent, velocity)); } else { // go along the crease if (numplanes != 2) { VectorZero (SVvector (ent, velocity)); return 7; } CrossProduct (planes[0], planes[1], dir); d = DotProduct (dir, SVvector (ent, velocity)); VectorScale (dir, d, SVvector (ent, velocity)); } // if original velocity is against the original velocity, stop dead // to avoid tiny occilations in sloping corners if (DotProduct (SVvector (ent, velocity), primal_velocity) <= 0) { VectorZero (SVvector (ent, velocity)); return blocked; } } return blocked; } void SV_AddGravity (edict_t *ent) { float ent_grav; if (sv_fields.gravity != -1 && SVfloat (ent, gravity)) ent_grav = SVfloat (ent, gravity); else ent_grav = 1.0; SVvector (ent, velocity)[2] -= ent_grav * sv_gravity * sv_frametime; SVdata (ent)->add_grav = true; } void SV_FinishGravity (edict_t *ent, vec3_t move) { float ent_grav; if (sv_fields.gravity != -1 && SVfloat (ent, gravity)) ent_grav = SVfloat (ent, gravity); else ent_grav = 1.0; ent_grav *= sv_gravity; move[2] += ent_grav * sv_frametime * sv_frametime / 2; } /* PUSHMOVE */ /* SV_PushEntity Does not change the entities velocity at all */ trace_t SV_PushEntity (edict_t *ent, vec3_t push) { trace_t trace; vec3_t end; vec_t *e_origin, *e_mins, *e_maxs; int e_movetype, e_solid; e_origin = SVvector (ent, origin); e_mins = SVvector (ent, mins); e_maxs = SVvector (ent, maxs); e_movetype = SVfloat (ent, movetype); e_solid = SVfloat (ent, solid); VectorAdd (e_origin, push, end); if (e_movetype == MOVETYPE_FLYMISSILE) trace = SV_Move (e_origin, e_mins, e_maxs, end, MOVE_MISSILE, ent); else if (e_solid == SOLID_TRIGGER || e_solid == SOLID_NOT) // clip against only bmodels trace = SV_Move (e_origin, e_mins, e_maxs, end, MOVE_NOMONSTERS, ent); else trace = SV_Move (e_origin, e_mins, e_maxs, end, MOVE_NORMAL, ent); VectorCopy (trace.endpos, e_origin); SV_LinkEdict (ent, true); if (trace.ent) SV_Impact (ent, trace.ent); return trace; } static bool SV_Push (edict_t *pusher, const vec3_t tmove, const vec3_t amove) { float solid_save; int num_moved, i; edict_t *check, *block; edict_t **moved_edict; vec3_t move, org, org2; vec3_t mins, maxs, pushtorig, pushaorig; vec3_t *moved_from; vec3_t forward = {1, 0, 0}; vec3_t left = {0, 1, 0}; vec3_t up = {0, 0, 1}; size_t mark; int c_flags, c_movetype, c_groundentity, c_solid; vec_t *c_absmin, *c_absmax, *c_origin, *c_angles, *c_mins, *c_maxs; vec_t *p_origin, *p_angles; VectorAdd (SVvector (pusher, absmin), tmove, mins); VectorAdd (SVvector (pusher, absmax), tmove, maxs); if (!VectorIsZero (amove)) { vec3_t a; VectorSubtract (vec3_origin, amove, a); AngleVectors (a, forward, left, up); VectorNegate (left, left); // AngleVectors is right-handed } p_origin = SVvector (pusher, origin); p_angles = SVvector (pusher, angles); VectorCopy (p_origin, pushtorig); VectorCopy (p_angles, pushaorig); // move the pusher to it's final position VectorAdd (p_origin, tmove, p_origin); VectorAdd (p_angles, amove, p_angles); SV_LinkEdict (pusher, false); mark = Hunk_LowMark (0); moved_edict = Hunk_Alloc (0, sv.num_edicts * sizeof (edict_t *)); moved_from = Hunk_Alloc (0, sv.num_edicts * sizeof (vec_t)); // see if any solid entities are inside the final position num_moved = 0; check = NEXT_EDICT (&sv_pr_state, sv.edicts); for (unsigned e = 1; e < sv.num_edicts; e++, check = NEXT_EDICT (&sv_pr_state, check)) { if (check->free) continue; c_movetype = SVfloat (check, movetype); if (c_movetype == MOVETYPE_PUSH || c_movetype == MOVETYPE_NONE || c_movetype == MOVETYPE_NOCLIP) continue; // If the entity is in another solid, it's not free to move. Make the // pusher non-solid to ensure it doesn't interfere with the check. solid_save = SVfloat (pusher, solid); SVfloat (pusher, solid) = SOLID_NOT; block = SV_TestEntityPosition (check); SVfloat (pusher, solid) = solid_save; if (block) continue; // if the entity is standing on the pusher, it will definately be moved c_flags = SVfloat (check, flags); c_groundentity = SVentity (check, groundentity); if (!(c_flags & FL_ONGROUND) || PROG_TO_EDICT (&sv_pr_state, c_groundentity) != pusher) { // The entity is NOT standing on pusher, so check whether the // entity is inside the pusher's final position. // FIXME what if the pusher is moving so fast it skips past the // entity? c_absmin = SVvector (check, absmin); c_absmax = SVvector (check, absmax); if (VectorCompCompareAll (c_absmin, >=, maxs) || VectorCompCompareAll (c_absmax, <=, mins)) continue; if (!SV_TestEntityPosition (check)) continue; // The pusher and entity collide, so push the entity. } // remove the onground flag for non-players if (c_movetype != MOVETYPE_WALK) SVfloat (check, flags) = c_flags & ~FL_ONGROUND; c_origin = SVvector (check, origin); VectorCopy (c_origin, moved_from[num_moved]); moved_edict[num_moved] = check; num_moved++; // calculate destination position VectorSubtract (c_origin, p_origin, org); org2[0] = DotProduct (org, forward); org2[1] = DotProduct (org, left); org2[2] = DotProduct (org, up); VectorSubtract (org2, org, move); VectorAdd (move, tmove, move); // try moving the contacted entity solid_save = SVfloat (pusher, solid); SVfloat (pusher, solid) = SOLID_NOT; SV_PushEntity (check, move); SVfloat (pusher, solid) = solid_save; block = SV_TestEntityPosition (check); if (!block) { c_angles = SVvector (check, angles); VectorAdd (c_angles, amove, c_angles); continue; } // if it is still inside the pusher, block c_mins = SVvector (check, mins); c_maxs = SVvector (check, maxs); c_solid = SVfloat (check, solid); if (c_mins[0] == c_maxs[0] || c_solid == SOLID_NOT || c_solid == SOLID_TRIGGER) { // corpse c_mins[0] = c_mins[1] = 0; VectorCopy (c_mins, c_maxs); SV_LinkEdict (check, false); continue; } VectorCopy (pushtorig, p_origin); VectorCopy (pushaorig, p_angles); SV_LinkEdict (pusher, false); // if the pusher has a "blocked" function, call it // otherwise, just stay in place until the obstacle is gone if (SVfunc (pusher, blocked)) sv_pr_blocked (pusher, check); // move back any entities we already moved for (i = 0; i < num_moved; i++) { vec_t *m_origin = SVvector (moved_edict[i], origin); vec_t *m_angles = SVvector (moved_edict[i], angles); VectorCopy (moved_from[i], m_origin); VectorSubtract (m_angles, amove, m_angles); SV_LinkEdict (moved_edict[i], false); } Hunk_FreeToLowMark (0, mark); return false; } Hunk_FreeToLowMark (0, mark); return true; } static void SV_PushMove (edict_t *pusher, float movetime) { vec3_t move; vec3_t amove; if (VectorIsZero (SVvector (pusher, velocity)) && VectorIsZero (SVvector (pusher, avelocity))) { SVfloat (pusher, ltime) += movetime; return; } VectorScale (SVvector (pusher, velocity), movetime, move); //FIXME finish gravity VectorScale (SVvector (pusher, avelocity), movetime, amove); if (SV_Push (pusher, move, amove)) SVfloat (pusher, ltime) += movetime; } static void SV_Physics_Pusher (edict_t *ent) { float movetime, oldltime, thinktime; float l; vec3_t oldorg, move; oldltime = SVfloat (ent, ltime); thinktime = SVfloat (ent, nextthink); if (thinktime < SVfloat (ent, ltime) + sv_frametime) { movetime = thinktime - SVfloat (ent, ltime); if (movetime < 0) movetime = 0; } else movetime = sv_frametime; if (movetime) { SV_PushMove (ent, movetime); // advances SVfloat (ent, ltime) if not // blocked } if (thinktime > oldltime && thinktime <= SVfloat (ent, ltime)) { VectorCopy (SVvector (ent, origin), oldorg); SVfloat (ent, nextthink) = 0; *sv_globals.time = sv.time; sv_pr_think (ent); if (ent->free) return; VectorSubtract (SVvector (ent, origin), oldorg, move); l = VectorLength (move); if (l > (1.0 / 64.0)) { VectorCopy (oldorg, SVvector (ent, origin)); SV_Push (ent, move, vec3_origin); //FIXME angle } } } /* SV_Physics_None Non moving objects can only think */ static void SV_Physics_None (edict_t *ent) { // regular thinking if (SV_RunThink (ent)) SV_LinkEdict (ent, false); } /* SV_Physics_Noclip A moving object that doesn't obey physics */ static void SV_Physics_Noclip (edict_t *ent) { // regular thinking if (!SV_RunThink (ent)) return; VectorMultAdd (SVvector (ent, angles), sv_frametime, SVvector (ent, avelocity), SVvector (ent, angles)); VectorMultAdd (SVvector (ent, origin), sv_frametime, SVvector (ent, velocity), SVvector (ent, origin)); SV_LinkEdict (ent, false); } /* TOSS / BOUNCE */ static void SV_CheckWaterTransition (edict_t *ent) { int cont; cont = SV_PointContents (SVvector (ent, origin)); if (!SVfloat (ent, watertype)) { // just spawned here SVfloat (ent, watertype) = cont; SVfloat (ent, waterlevel) = 1; return; } if (cont <= CONTENTS_WATER) { if (SVfloat (ent, watertype) == CONTENTS_EMPTY) { // just crossed into water SV_StartSound (ent, 0, "misc/h2ohit1.wav", 255, 1); } SVfloat (ent, watertype) = cont; SVfloat (ent, waterlevel) = 1; } else { if (SVfloat (ent, watertype) != CONTENTS_EMPTY) { // just crossed into water SV_StartSound (ent, 0, "misc/h2ohit1.wav", 255, 1); } SVfloat (ent, watertype) = CONTENTS_EMPTY; SVfloat (ent, waterlevel) = cont; } } /* SV_Physics_Toss Toss, bounce, and fly movement. When onground, do nothing. */ void SV_Physics_Toss (edict_t *ent) { float backoff; trace_t trace; vec3_t move; // regular thinking if (!SV_RunThink (ent)) return; if (SVvector (ent, velocity)[2] > 0) SVfloat (ent, flags) = (int) SVfloat (ent, flags) & ~FL_ONGROUND; // if onground, return without moving if (((int) SVfloat (ent, flags) & FL_ONGROUND)) return; SV_CheckVelocity (ent); // add gravity if (SVfloat (ent, movetype) != MOVETYPE_FLY && SVfloat (ent, movetype) != MOVETYPE_FLYMISSILE) SV_AddGravity (ent); // move angles VectorMultAdd (SVvector (ent, angles), sv_frametime, SVvector (ent, avelocity), SVvector (ent, angles)); // move origin VectorScale (SVvector (ent, velocity), sv_frametime, move); if (SVdata (ent)->add_grav) { SVdata (ent)->add_grav = false; SV_FinishGravity (ent, move); } trace = SV_PushEntity (ent, move); if (trace.fraction == 1) return; if (ent->free) return; if (SVfloat (ent, movetype) == MOVETYPE_BOUNCE) backoff = 1.5; else backoff = 1; ClipVelocity (SVvector (ent, velocity), trace.plane.normal, SVvector (ent, velocity), backoff); // stop if on ground if (trace.plane.normal[2] > 0.7) { if (SVvector (ent, velocity)[2] < 60 || SVfloat (ent, movetype) != MOVETYPE_BOUNCE) { SVfloat (ent, flags) = (int) SVfloat (ent, flags) | FL_ONGROUND; SVentity (ent, groundentity) = EDICT_TO_PROG (&sv_pr_state, trace.ent); VectorZero (SVvector (ent, velocity)); VectorZero (SVvector (ent, avelocity)); } } // check for in water SV_CheckWaterTransition (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 SV_Physics_Step (edict_t *ent) { bool hitsound; // freefall if not on ground if (!((int) SVfloat (ent, flags) & (FL_ONGROUND | FL_FLY | FL_SWIM))) { if (SVvector (ent, velocity)[2] < sv_gravity * -0.1) hitsound = true; else hitsound = false; SV_AddGravity (ent); SV_CheckVelocity (ent); SV_FlyMove (ent, sv_frametime, NULL); SV_LinkEdict (ent, true); if ((int) SVfloat (ent, flags) & FL_ONGROUND) { // just hit ground if (hitsound) SV_StartSound (ent, 0, "demon/dland2.wav", 255, 1); } } // regular thinking SV_RunThink (ent); SV_CheckWaterTransition (ent); } void SV_ProgStartFrame (void) { // let the progs know that a new frame has started *sv_globals.self = EDICT_TO_PROG (&sv_pr_state, sv.edicts); *sv_globals.other = EDICT_TO_PROG (&sv_pr_state, sv.edicts); *sv_globals.time = sv.time; PR_ExecuteProgram (&sv_pr_state, sv_funcs.StartFrame); } static void SV_RunEntity (edict_t *ent) { if (sv_fields.lastruntime != -1) { if (SVfloat (ent, lastruntime) == (float) sv.time) return; SVfloat (ent, lastruntime) = (float) sv.time; } SVdata (ent)->add_grav = false; switch ((int) SVfloat (ent, movetype)) { case MOVETYPE_PUSH: SV_Physics_Pusher (ent); break; case MOVETYPE_NONE: SV_Physics_None (ent); break; case MOVETYPE_NOCLIP: SV_Physics_Noclip (ent); break; case MOVETYPE_STEP: SV_Physics_Step (ent); break; case MOVETYPE_TOSS: case MOVETYPE_BOUNCE: case MOVETYPE_FLY: case MOVETYPE_FLYMISSILE: SV_Physics_Toss (ent); break; default: Sys_Error ("SV_Physics: bad movetype %i", (int) SVfloat (ent, movetype)); } } void SV_RunNewmis (void) { edict_t *ent; if (sv_fields.lastruntime == -1 || !sv_globals.newmis || !*sv_globals.newmis) return; ent = PROG_TO_EDICT (&sv_pr_state, *sv_globals.newmis); sv_frametime = 0.05; *sv_globals.newmis = 0; SV_RunEntity (ent); } void SV_Physics (void) { edict_t *ent; SV_ProgStartFrame (); // treat each object in turn // even the world gets a chance to think ent = sv.edicts; for (unsigned i = 0; i < sv.num_edicts; i++, ent = NEXT_EDICT (&sv_pr_state, ent)) { if (ent->free) continue; if (*sv_globals.force_retouch) { SV_LinkEdict (ent, true); // force retouch even for stationary } if (i > 0 && i <= svs.maxclients) { if (svs.phys_client) svs.phys_client (ent, i); continue; } SV_RunEntity (ent); SV_RunNewmis (); } if (*sv_globals.force_retouch) (*sv_globals.force_retouch)--; if (sv_funcs.EndFrame) { // let the progs know that the frame has ended *sv_globals.self = EDICT_TO_PROG (&sv_pr_state, sv.edicts); *sv_globals.other = EDICT_TO_PROG (&sv_pr_state, sv.edicts); *sv_globals.time = sv.time; PR_ExecuteProgram (&sv_pr_state, sv_funcs.EndFrame); } } void SV_Physics_Init_Cvars (void) { Cvar_Register (&sv_friction_cvar, Cvar_Info, &sv_friction); Cvar_Register (&sv_gravity_cvar, Cvar_Info, &sv_gravity); Cvar_Register (&sv_jump_any_cvar, 0, 0); Cvar_Register (&sv_maxvelocity_cvar, 0, 0); Cvar_Register (&sv_stopspeed_cvar, 0, 0); }