mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-26 22:31:05 +00:00
e6e1b10c58
Same as the rotating entities in NQ. Unfortunately, I have some problems with certain entities doing really weird things during collisions. I'll sort that out later.
666 lines
16 KiB
C
666 lines
16 KiB
C
/*
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cl_ents.c
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entity parsing and management
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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:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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static __attribute__ ((used)) const char rcsid[] =
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"$Id$";
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include "QF/cvar.h"
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#include "QF/locs.h"
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#include "QF/msg.h"
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#include "QF/render.h"
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#include "QF/skin.h"
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#include "QF/sys.h"
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#include "qw/msg_ucmd.h"
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#include "qw/bothdefs.h"
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#include "cl_cam.h"
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#include "cl_ents.h"
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#include "cl_main.h"
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#include "cl_parse.h"
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#include "cl_pred.h"
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#include "cl_tent.h"
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#include "compat.h"
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#include "d_iface.h"
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#include "host.h"
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#include "qw/pmove.h"
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#include "r_cvar.h"
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#include "r_dynamic.h"
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#include "clview.h"
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static struct predicted_player {
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int flags;
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qboolean active;
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vec3_t origin; // predicted origin
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} predicted_players[MAX_CLIENTS];
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// PACKET ENTITY PARSING / LINKING ============================================
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/*
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CL_ParseDelta
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Can go from either a baseline or a previous packet_entity
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*/
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static void
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CL_ParseDelta (entity_state_t *from, entity_state_t *to, int bits)
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{
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int i;
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// set everything to the state we are delta'ing from
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*to = *from;
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to->number = bits & 511;
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bits &= ~511;
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if (bits & U_MOREBITS) { // read in the low order bits
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i = MSG_ReadByte (net_message);
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bits |= i;
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}
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// LordHavoc: Endy neglected to mark this as being part of the QSG
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// version 2 stuff...
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if (bits & U_EXTEND1) {
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bits |= MSG_ReadByte (net_message) << 16;
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if (bits & U_EXTEND2)
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bits |= MSG_ReadByte (net_message) << 24;
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}
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to->flags = bits;
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if (bits & U_MODEL)
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to->modelindex = MSG_ReadByte (net_message);
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if (bits & U_FRAME)
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to->frame = MSG_ReadByte (net_message);
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if (bits & U_COLORMAP)
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to->colormap = MSG_ReadByte (net_message);
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if (bits & U_SKIN)
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to->skinnum = MSG_ReadByte (net_message);
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if (bits & U_EFFECTS)
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to->effects = MSG_ReadByte (net_message);
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if (bits & U_ORIGIN1)
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to->origin[0] = MSG_ReadCoord (net_message);
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if (bits & U_ANGLE1)
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to->angles[0] = MSG_ReadAngle (net_message);
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if (bits & U_ORIGIN2)
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to->origin[1] = MSG_ReadCoord (net_message);
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if (bits & U_ANGLE2)
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to->angles[1] = MSG_ReadAngle (net_message);
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if (bits & U_ORIGIN3)
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to->origin[2] = MSG_ReadCoord (net_message);
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if (bits & U_ANGLE3)
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to->angles[2] = MSG_ReadAngle (net_message);
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if (bits & U_SOLID) {
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// FIXME
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}
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if (!(bits & U_EXTEND1))
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return;
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// LordHavoc: Endy neglected to mark this as being part of the QSG
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// version 2 stuff... rearranged it and implemented missing effects
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// Ender (QSG - Begin)
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if (bits & U_ALPHA)
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to->alpha = MSG_ReadByte (net_message);
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if (bits & U_SCALE)
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to->scale = MSG_ReadByte (net_message);
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if (bits & U_EFFECTS2)
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to->effects = (to->effects & 0xFF) | (MSG_ReadByte (net_message) << 8);
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if (bits & U_GLOWSIZE)
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to->glow_size = MSG_ReadByte (net_message);
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if (bits & U_GLOWCOLOR)
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to->glow_color = MSG_ReadByte (net_message);
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if (bits & U_COLORMOD)
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to->colormod = MSG_ReadByte (net_message);
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if (!(bits & U_EXTEND2))
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return;
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if (bits & U_FRAME2)
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to->frame = (to->frame & 0xFF) | (MSG_ReadByte (net_message) << 8);
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// Ender (QSG - End)
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}
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static void
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FlushEntityPacket (void)
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{
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entity_state_t olde, newe;
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int word;
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Sys_MaskPrintf (SYS_DEV, "FlushEntityPacket\n");
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memset (&olde, 0, sizeof (olde));
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cl.validsequence = 0; // can't render a frame
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cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK].invalid = true;
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// read it all, but ignore it
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while (1) {
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word = MSG_ReadShort (net_message);
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if (net_message->badread) { // something didn't parse right...
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Host_Error ("msg_badread in packetentities");
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return;
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}
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if (!word)
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break; // done
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CL_ParseDelta (&olde, &newe, word);
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}
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}
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void
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CL_ParsePacketEntities (qboolean delta)
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{
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byte from;
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int oldindex, newindex, newnum, oldnum, oldpacket, newpacket, word;
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packet_entities_t *oldp, *newp, dummy;
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qboolean full;
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newpacket = cls.netchan.incoming_sequence & UPDATE_MASK;
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newp = &cl.frames[newpacket].packet_entities;
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cl.frames[newpacket].invalid = false;
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if (delta) {
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from = MSG_ReadByte (net_message);
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oldpacket = cl.frames[newpacket].delta_sequence;
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if (cls.demoplayback2)
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from = oldpacket = (cls.netchan.incoming_sequence - 1);
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if ((from & UPDATE_MASK) != (oldpacket & UPDATE_MASK))
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Sys_MaskPrintf (SYS_DEV, "WARNING: from mismatch\n");
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} else
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oldpacket = -1;
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full = false;
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if (oldpacket != -1) {
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if (cls.netchan.outgoing_sequence - oldpacket >= UPDATE_BACKUP - 1) {
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// we can't use this, it is too old
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FlushEntityPacket ();
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return;
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}
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cl.validsequence = cls.netchan.incoming_sequence;
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oldp = &cl.frames[oldpacket & UPDATE_MASK].packet_entities;
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} else { // a full update that we can start delta compressing from now
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oldp = &dummy;
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dummy.num_entities = 0;
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cl.validsequence = cls.netchan.incoming_sequence;
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full = true;
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}
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oldindex = 0;
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newindex = 0;
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newp->num_entities = 0;
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while (1) {
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word = MSG_ReadShort (net_message);
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if (net_message->badread) { // something didn't parse right...
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Host_Error ("msg_badread in packetentities");
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return;
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}
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if (!word) { // copy rest of ents from old packet
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while (oldindex < oldp->num_entities) {
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if (newindex >= MAX_DEMO_PACKET_ENTITIES)
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Host_Error ("CL_ParsePacketEntities: newindex == "
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"MAX_DEMO_PACKET_ENTITIES");
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newp->entities[newindex] = oldp->entities[oldindex];
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newindex++;
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oldindex++;
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}
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break;
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}
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newnum = word & 511;
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oldnum = oldindex >= oldp->num_entities ? 9999 :
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oldp->entities[oldindex].number;
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while (newnum > oldnum) {
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if (full) {
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Sys_Printf ("WARNING: oldcopy on full update");
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FlushEntityPacket ();
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return;
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}
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// copy one of the old entities over to the new packet unchanged
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if (newindex >= MAX_DEMO_PACKET_ENTITIES)
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Host_Error ("CL_ParsePacketEntities: newindex == "
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"MAX_DEMO_PACKET_ENTITIES");
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newp->entities[newindex] = oldp->entities[oldindex];
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newindex++;
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oldindex++;
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oldnum = oldindex >= oldp->num_entities ? 9999 :
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oldp->entities[oldindex].number;
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}
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if (newnum < oldnum) { // new from baseline
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if (word & U_REMOVE) {
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if (full) {
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cl.validsequence = 0;
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Sys_Printf ("WARNING: U_REMOVE on full update\n");
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FlushEntityPacket ();
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return;
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}
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continue;
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}
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if (newindex >= MAX_DEMO_PACKET_ENTITIES)
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Host_Error ("CL_ParsePacketEntities: newindex == "
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"MAX_DEMO_PACKET_ENTITIES");
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CL_ParseDelta (&cl_baselines[newnum], &newp->entities[newindex],
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word);
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newindex++;
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continue;
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}
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if (newnum == oldnum) { // delta from previous
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if (full) {
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cl.validsequence = 0;
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Sys_Printf ("WARNING: delta on full update");
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}
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if (word & U_REMOVE) { // Clear the entity
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entity_t *ent = &cl_packet_ents[newnum];
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if (ent->efrag)
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R_RemoveEfrags (ent);
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memset (ent, 0, sizeof (entity_t));
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oldindex++;
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continue;
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}
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CL_ParseDelta (&oldp->entities[oldindex],
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&newp->entities[newindex], word);
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newindex++;
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oldindex++;
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}
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}
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newp->num_entities = newindex;
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}
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static int
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TranslateFlags (int src)
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{
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int dst = 0;
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if (src & DF_EFFECTS)
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dst |= PF_EFFECTS;
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if (src & DF_SKINNUM)
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dst |= PF_SKINNUM;
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if (src & DF_DEAD)
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dst |= PF_DEAD;
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if (src & DF_GIB)
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dst |= PF_GIB;
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if (src & DF_WEAPONFRAME)
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dst |= PF_WEAPONFRAME;
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if (src & DF_MODEL)
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dst |= PF_MODEL;
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return dst;
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}
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static void
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CL_ParseDemoPlayerinfo (int num)
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{
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int flags, i;
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player_info_t *info;
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player_state_t *state, *prevstate;
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static player_state_t dummy;
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info = &cl.players[num];
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state = &cl.frames[parsecountmod].playerstate[num];
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state->pls.number = num;
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if (info->prevcount > cl.parsecount || !cl.parsecount) {
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prevstate = &dummy;
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} else {
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if (cl.parsecount - info->prevcount >= UPDATE_BACKUP-1)
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prevstate = &dummy;
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else
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prevstate = &cl.frames[info->prevcount
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& UPDATE_MASK].playerstate[num];
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}
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info->prevcount = cl.parsecount;
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if (cls.findtrack && info->stats[STAT_HEALTH] != 0) {
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autocam = CAM_TRACK;
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Cam_Lock (num);
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ideal_track = num;
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cls.findtrack = false;
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}
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memcpy (state, prevstate, sizeof (player_state_t));
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flags = MSG_ReadShort (net_message);
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state->pls.flags = TranslateFlags (flags);
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state->messagenum = cl.parsecount;
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state->pls.cmd.msec = 0;
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state->pls.frame = MSG_ReadByte (net_message);
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state->state_time = parsecounttime;
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for (i=0; i <3; i++)
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if (flags & (DF_ORIGIN << i))
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state->pls.origin[i] = MSG_ReadCoord (net_message);
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for (i=0; i <3; i++)
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if (flags & (DF_ANGLES << i))
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state->pls.cmd.angles[i] = MSG_ReadAngle16 (net_message);
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if (flags & DF_MODEL)
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state->pls.modelindex = MSG_ReadByte (net_message);
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if (flags & DF_SKINNUM)
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state->pls.skinnum = MSG_ReadByte (net_message);
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if (flags & DF_EFFECTS)
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state->pls.effects = MSG_ReadByte (net_message);
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if (flags & DF_WEAPONFRAME)
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state->pls.weaponframe = MSG_ReadByte (net_message);
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VectorCopy (state->pls.cmd.angles, state->viewangles);
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}
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void
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CL_ParsePlayerinfo (void)
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{
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int flags, msec, num, i;
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player_state_t *state;
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num = MSG_ReadByte (net_message);
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if (num > MAX_CLIENTS)
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Host_Error ("CL_ParsePlayerinfo: bad num");
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if (cls.demoplayback2) {
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CL_ParseDemoPlayerinfo (num);
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return;
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}
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state = &cl.frames[parsecountmod].playerstate[num];
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state->pls.number = num;
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flags = state->pls.flags = MSG_ReadShort (net_message);
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state->messagenum = cl.parsecount;
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MSG_ReadCoordV (net_message, state->pls.origin);
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state->pls.frame = MSG_ReadByte (net_message);
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// the other player's last move was likely some time
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// before the packet was sent out, so accurately track
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// the exact time it was valid at
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if (flags & PF_MSEC) {
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msec = MSG_ReadByte (net_message);
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state->state_time = parsecounttime - msec * 0.001;
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} else
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state->state_time = parsecounttime;
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if (flags & PF_COMMAND)
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MSG_ReadDeltaUsercmd (net_message, &nullcmd, &state->pls.cmd);
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for (i = 0; i < 3; i++) {
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if (flags & (PF_VELOCITY1 << i))
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state->pls.velocity[i] = (short) MSG_ReadShort (net_message);
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else
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state->pls.velocity[i] = 0;
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}
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if (flags & PF_MODEL)
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i = MSG_ReadByte (net_message);
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else
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i = cl_playerindex;
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state->pls.modelindex = i;
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if (flags & PF_SKINNUM)
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state->pls.skinnum = MSG_ReadByte (net_message);
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else
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state->pls.skinnum = 0;
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if (flags & PF_EFFECTS)
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state->pls.effects = MSG_ReadByte (net_message);
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else
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state->pls.effects = 0;
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if (flags & PF_WEAPONFRAME)
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state->pls.weaponframe = MSG_ReadByte (net_message);
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else
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state->pls.weaponframe = 0;
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VectorCopy (state->pls.cmd.angles, state->viewangles);
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if (cl.stdver >= 2.0 && (flags & PF_QF)) {
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// QSG2
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int bits;
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byte val;
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entity_t *ent;
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ent = &cl_player_ents[num];
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bits = MSG_ReadByte (net_message);
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if (bits & PF_ALPHA) {
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val = MSG_ReadByte (net_message);
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ent->colormod[3] = val / 255.0;
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}
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if (bits & PF_SCALE) {
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val = MSG_ReadByte (net_message);
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ent->scale = val / 16.0;
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}
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if (bits & PF_EFFECTS2) {
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state->pls.effects |= MSG_ReadByte (net_message) << 8;
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}
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if (bits & PF_GLOWSIZE) {
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state->pls.glow_size = MSG_ReadByte (net_message);
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}
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if (bits & PF_GLOWCOLOR) {
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state->pls.glow_color = MSG_ReadByte (net_message);
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}
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if (bits & PF_COLORMOD) {
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float r = 1.0, g = 1.0, b = 1.0;
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val = MSG_ReadByte (net_message);
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if (val != 255) {
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r = (float) ((val >> 5) & 7) * (1.0 / 7.0);
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g = (float) ((val >> 2) & 7) * (1.0 / 7.0);
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b = (float) (val & 3) * (1.0 / 3.0);
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}
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VectorSet (r, g, b, ent->colormod);
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}
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if (bits & PF_FRAME2) {
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state->pls.frame |= MSG_ReadByte (net_message) << 8;
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}
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}
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}
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/*
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CL_SetSolid
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Builds all the pmove physents for the current frame
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*/
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void
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CL_SetSolidEntities (void)
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{
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int i;
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entity_state_t *state;
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frame_t *frame;
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packet_entities_t *pak;
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pmove.physents[0].model = cl.worldmodel;
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VectorZero (pmove.physents[0].origin);
|
|
VectorZero (pmove.physents[0].angles);
|
|
pmove.physents[0].info = 0;
|
|
pmove.numphysent = 1;
|
|
|
|
frame = &cl.frames[parsecountmod];
|
|
pak = &frame->packet_entities;
|
|
|
|
for (i = 0; i < pak->num_entities; i++) {
|
|
state = &pak->entities[i];
|
|
|
|
if (!state->modelindex)
|
|
continue;
|
|
if (!cl.model_precache[state->modelindex])
|
|
continue;
|
|
if (cl.model_precache[state->modelindex]->hulls[1].firstclipnode
|
|
|| cl.model_precache[state->modelindex]->clipbox) {
|
|
if (pmove.numphysent == MAX_PHYSENTS) {
|
|
Sys_Printf ("WARNING: entity physent overflow, email "
|
|
"quakeforge-devel@lists.quakeforge.net\n");
|
|
break;
|
|
}
|
|
pmove.physents[pmove.numphysent].model =
|
|
cl.model_precache[state->modelindex];
|
|
VectorCopy (state->origin,
|
|
pmove.physents[pmove.numphysent].origin);
|
|
VectorCopy (state->angles,
|
|
pmove.physents[pmove.numphysent].angles);
|
|
pmove.numphysent++;
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
CL_ClearPredict (void)
|
|
{
|
|
memset (predicted_players, 0, sizeof (predicted_players));
|
|
//fixangle = 0;
|
|
}
|
|
|
|
/*
|
|
Calculate the new position of players, without other player clipping
|
|
|
|
We do this to set up real player prediction.
|
|
Players are predicted twice, first without clipping other players,
|
|
then with clipping against them.
|
|
This sets up the first phase.
|
|
*/
|
|
void
|
|
CL_SetUpPlayerPrediction (qboolean dopred)
|
|
{
|
|
double playertime;
|
|
frame_t *frame;
|
|
int msec, j;
|
|
player_state_t exact;
|
|
player_state_t *state;
|
|
struct predicted_player *pplayer;
|
|
|
|
playertime = realtime - cls.latency + 0.02;
|
|
if (playertime > realtime)
|
|
playertime = realtime;
|
|
|
|
frame = &cl.frames[cl.parsecount & UPDATE_MASK];
|
|
|
|
for (j = 0, pplayer = predicted_players, state = frame->playerstate;
|
|
j < MAX_CLIENTS; j++, pplayer++, state++) {
|
|
|
|
pplayer->active = false;
|
|
|
|
if (state->messagenum != cl.parsecount)
|
|
continue; // not present this frame
|
|
|
|
if (!state->pls.modelindex)
|
|
continue;
|
|
|
|
pplayer->active = true;
|
|
pplayer->flags = state->pls.flags;
|
|
|
|
// note that the local player is special, since he moves locally
|
|
// we use his last predicted postition
|
|
if (j == cl.playernum) {
|
|
VectorCopy (cl.frames[cls.netchan.outgoing_sequence & UPDATE_MASK].
|
|
playerstate[cl.playernum].pls.origin, pplayer->origin);
|
|
} else {
|
|
// predict only half the move to minimize overruns
|
|
msec = 500 * (playertime - state->state_time);
|
|
if (msec <= 0 || !dopred) {
|
|
VectorCopy (state->pls.origin, pplayer->origin);
|
|
// Sys_MaskPrintf (SYS_DEV, "nopredict\n");
|
|
} else {
|
|
// predict players movement
|
|
state->pls.cmd.msec = msec = min (msec, 255);
|
|
// Sys_MaskPrintf (SYS_DEV, "predict: %i\n", msec);
|
|
|
|
CL_PredictUsercmd (state, &exact, &state->pls.cmd, false);
|
|
VectorCopy (exact.pls.origin, pplayer->origin);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
CL_SetSolid
|
|
|
|
Builds all the pmove physents for the current frame
|
|
Note that CL_SetUpPlayerPrediction () must be called first!
|
|
pmove must be setup with world and solid entity hulls before calling
|
|
(via CL_PredictMove)
|
|
*/
|
|
void
|
|
CL_SetSolidPlayers (int playernum)
|
|
{
|
|
int j;
|
|
physent_t *pent;
|
|
struct predicted_player *pplayer;
|
|
|
|
if (!cl_solid_players->int_val)
|
|
return;
|
|
|
|
pent = pmove.physents + pmove.numphysent;
|
|
|
|
for (j = 0, pplayer = predicted_players; j < MAX_CLIENTS; j++, pplayer++) {
|
|
if (!pplayer->active)
|
|
continue; // not present this frame
|
|
|
|
// the player object never gets added
|
|
if (j == playernum)
|
|
continue;
|
|
|
|
if (pplayer->flags & PF_DEAD)
|
|
continue; // dead players aren't solid
|
|
|
|
if (pmove.numphysent == MAX_PHYSENTS) {
|
|
Sys_Printf ("WARNING: player physent overflow, email "
|
|
"quakeforge-devel@lists.quakeforge.net\n");
|
|
break;
|
|
}
|
|
|
|
pent->model = 0;
|
|
VectorCopy (pplayer->origin, pent->origin);
|
|
VectorCopy (player_mins, pent->mins);
|
|
VectorCopy (player_maxs, pent->maxs);
|
|
pmove.numphysent++;
|
|
pent++;
|
|
}
|
|
}
|