New physics

This commit is contained in:
Bryce Hutchings 2002-02-04 00:30:35 +00:00
parent a8559fde12
commit 5e77f417fa
2 changed files with 354 additions and 231 deletions

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.56 2002/02/04 00:30:35 niceass
// New physics
//
// Revision 1.55 2002/01/24 14:20:53 jbravo
// Adding func_explosive and a few new surfaceparms
//
@ -43,6 +46,7 @@ float pm_duckScale = 0.25f;
float pm_swimScale = 0.50f;
float pm_wadeScale = 0.70f;
float pm_ladderScale = 0.75f; // more c3a ladders
float pm_maxspeed = 300;
float pm_accelerate = 10.0f;
float pm_airaccelerate = 1.0f;
@ -324,23 +328,9 @@ Handles user intended acceleration
==============
*/
static void PM_Accelerate( vec3_t wishdir, float wishspeed, float accel ) {
#if 1
// q2 style
int i;
float addspeed, accelspeed, currentspeed;
//Blaze: New ramp move code
//vec3_t point;
//trace_t trace;
float normal;
float temp;
normal = pml.groundTrace.plane.normal[2];
if (normal > 0)
{
temp = wishspeed;
wishspeed *= (2 - normal);
}
//Blaze: end new ramp jump code
currentspeed = DotProduct (pm->ps->velocity, wishdir);
addspeed = wishspeed - currentspeed;
if (addspeed <= 0) {
@ -354,46 +344,7 @@ static void PM_Accelerate( vec3_t wishdir, float wishspeed, float accel ) {
for (i=0 ; i<3 ; i++) {
pm->ps->velocity[i] += accelspeed*wishdir[i];
}
#else
// proper way (avoids strafe jump maxspeed bug), but feels bad
vec3_t wishVelocity;
vec3_t pushDir;
float pushLen;
float canPush;
//Blaze: New ramp move code
//vec3_t point;
//trace_t trace;
float normal;
float temp;
//point[0] = pm->ps->origin[0];
//point[1] = pm->ps->origin[1];
//point[2] = pm->ps->origin[2] - 0.25;
//pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask);
normal = pml.groundTrace.plane.normal[2];
if (normal > 0)
{
// Com_Printf("(%f)",wishspeed);
temp = wishspeed;
wishspeed *= (2 - normal);
// Com_Printf(" (%f) (%f)\n", wishspeed-temp, normal);
}
//Blaze: end new ramp jump code
VectorScale( wishdir, wishspeed, wishVelocity );
VectorSubtract( wishVelocity, pm->ps->velocity, pushDir );
pushLen = VectorNormalize( pushDir );
canPush = accel*pml.frametime*wishspeed;
if (canPush > pushLen) {
canPush = pushLen;
}
VectorMA( pm->ps->velocity, canPush, pushDir, pm->ps->velocity );
#endif
}
/*
============
@ -427,7 +378,6 @@ static float PM_CmdScale( usercmd_t *cmd ) {
return scale;
}
/*
================
PM_SetMovementDir
@ -513,6 +463,8 @@ static qboolean PM_CheckJump( void ) {
//Com_Printf("%i:CPM->Double Jump, after %ims\n", c_pmove, (pm->jumpTime - pm->ps->stats[STAT_JUMPTIME]));
} else {
pm->ps->velocity[2] += JUMP_VELOCITY;
if (pm->ps->velocity[2] < JUMP_VELOCITY)
pm->ps->velocity[2] = JUMP_VELOCITY;
}
// Time that the second jump is within to get the higher jump
@ -671,15 +623,12 @@ static void PM_WaterMove( void ) {
if ( pml.groundPlane && DotProduct( pm->ps->velocity, pml.groundTrace.plane.normal ) < 0 ) {
vel = VectorLength(pm->ps->velocity);
// slide along the ground plane
//Blaze: Ramp jump test
PM_ClipVelocity (pm->ps->velocity, pml.groundTrace.plane.normal,
pm->ps->velocity, OVERCLIP );
VectorNormalize(pm->ps->velocity);
VectorScale(pm->ps->velocity, vel, pm->ps->velocity);
}
PM_SlideMove( qfalse );
PM_StepSlideMove( qfalse );
}
#ifdef MISSIONPACK
@ -753,57 +702,41 @@ static void PM_AirMove( void ) {
vec3_t wishdir;
float wishspeed;
float scale;
usercmd_t cmd;
float maxspeed;
PM_Friction();
fmove = pm->cmd.forwardmove;
smove = pm->cmd.rightmove;
cmd = pm->cmd;
scale = PM_CmdScale( &cmd );
scale = PM_CmdScale( &pm->cmd );
// set the movementDir so clients can rotate the legs for strafing
PM_SetMovementDir();
// project moves down to flat plane
pml.forward[2] = 0;
pml.right[2] = 0;
VectorNormalize (pml.forward);
VectorNormalize (pml.right);
for ( i = 0 ; i < 2 ; i++ ) {
wishvel[i] = pml.forward[i]*fmove + pml.right[i]*smove;
wishvel[i] = scale*pml.forward[i]*fmove + scale*pml.right[i]*smove;
}
wishvel[2] = 0;
VectorCopy (wishvel, wishdir);
wishspeed = VectorNormalize(wishdir);
wishspeed *= scale;
if (pm->ps->pm_flags & PMF_DUCKED)
maxspeed = 100; // the ducking speed
else
maxspeed = pm_maxspeed;
if (wishspeed > maxspeed) {
VectorScale (wishvel, maxspeed/wishspeed, wishvel);
wishspeed = maxspeed;
}
// not on ground, so little effect on velocity
PM_Accelerate (wishdir, wishspeed, pm_airaccelerate);
// we may have a ground plane that is very steep, even
// though we don't have a groundentity
// slide along the steep plane
//Blaze: ramp jump test
if ( pml.groundPlane ) {
PM_ClipVelocity (pm->ps->velocity, pml.groundTrace.plane.normal,
pm->ps->velocity, OVERCLIP );
}
#if 0
//ZOID: If we are on the grapple, try stair-stepping
//this allows a player to use the grapple to pull himself
//over a ledge
if (pm->ps->pm_flags & PMF_GRAPPLE_PULL)
PM_StepSlideMove ( qtrue );
else
PM_SlideMove ( qtrue );
#endif
PM_StepSlideMove ( qtrue );
pm->ps->velocity[2] -= pm->ps->gravity * pml.frametime;
PM_StepSlideMove ( qfalse );
}
/*
@ -978,32 +911,14 @@ static void PM_WalkMove( void ) {
float scale;
usercmd_t cmd;
float accelerate;
float vel;
//Blaze: New ramp move code
/* vec3_t point;
trace_t trace;
// float vel;
point[0] = pm->ps->origin[0];
point[1] = pm->ps->origin[1];
point[2] = pm->ps->origin[2] - 0.25;
pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask);
*/
//Com_Printf("(%f)",trace.plane.normal[2]);
//Blaze: end new ramp jump code
if ( pm->waterlevel > 2 && DotProduct( pml.forward, pml.groundTrace.plane.normal ) > 0 ) {
// begin swimming
PM_WaterMove();
return;
}
/* if ( (pm->ps->stats[STAT_RQ3] & RQ3_LEGDAMAGE) == RQ3_LEGDAMAGE)
{
PM_LimpMove();
return;
}
*/
//Blaze: Cant jump while someone has leg damage
if ( !((pm->ps->stats[STAT_RQ3] & RQ3_LEGDAMAGE) == RQ3_LEGDAMAGE) && PM_CheckJump () ) {
// jumped away
@ -1026,35 +941,13 @@ static void PM_WalkMove( void ) {
// set the movementDir so clients can rotate the legs for strafing
PM_SetMovementDir();
// project moves down to flat plane
//Blaze: ram jump test
pml.forward[2] = 0;
pml.right[2] = 0;
// project the forward and right directions onto the ground plane
//Blaze: ramp jumping test
PM_ClipVelocity (pml.forward, pml.groundTrace.plane.normal, pml.forward, OVERCLIP );
PM_ClipVelocity (pml.right, pml.groundTrace.plane.normal, pml.right, OVERCLIP );
//
//Blaze: Ramp jump test
VectorNormalize (pml.forward);
VectorNormalize (pml.right);
for ( i = 0 ; i < 3 ; i++ ) {
wishvel[i] = pml.forward[i]*fmove + pml.right[i]*smove;
wishvel[i] = scale*pml.forward[i]*fmove + scale*pml.right[i]*smove;
}
// when going up or down slopes the wish velocity should Not be zero
// wishvel[2] = 0;
wishvel[2] = 0;
VectorCopy (wishvel, wishdir);
wishspeed = VectorNormalize(wishdir);
wishspeed *= scale;
//Blaze: Some ramp jump stuff here
// if ( 2 - trace.plane.normal[2] > 1.00f) Com_Printf("(%f)\n",2 - trace.plane.normal[2]);
// wishspeed *= 2 - trace.plane.normal[2];
//End blaze ramp jumping stuff
// clamp the speed lower if ducking
if ( pm->ps->pm_flags & PMF_DUCKED ) {
@ -1082,6 +975,8 @@ static void PM_WalkMove( void ) {
accelerate = pm_accelerate;
}
pm->ps->velocity[2] = 0;
PM_Accelerate (wishdir, wishspeed, accelerate);
//Com_Printf("velocity = %1.1f %1.1f %1.1f\n", pm->ps->velocity[0], pm->ps->velocity[1], pm->ps->velocity[2]);
@ -1089,21 +984,10 @@ static void PM_WalkMove( void ) {
if ( ( pml.groundTrace.surfaceFlags & SURF_SLICK ) || pm->ps->pm_flags & PMF_TIME_KNOCKBACK ) {
pm->ps->velocity[2] -= pm->ps->gravity * pml.frametime;
} else {
// don't reset the z velocity for slopes
// pm->ps->velocity[2] = 0;
}
vel = VectorLength(pm->ps->velocity);
// Com_Printf("(%f)\n", vel);
// slide along the ground plane
//Blaze: ramp jump test
PM_ClipVelocity (pm->ps->velocity, pml.groundTrace.plane.normal,
pm->ps->velocity, OVERCLIP );
// don't decrease velocity when going up or down a slope
VectorNormalize(pm->ps->velocity);
VectorScale(pm->ps->velocity, vel, pm->ps->velocity);
if (pm->ps->gravity < 0)
pm->ps->velocity[2] -= pm->ps->gravity * pml.frametime;
// don't do anything if standing still
if (!pm->ps->velocity[0] && !pm->ps->velocity[1]) {
@ -1111,10 +995,6 @@ static void PM_WalkMove( void ) {
}
PM_StepSlideMove( qfalse );
//Com_Printf("velocity2 = %1.1f\n", VectorLength(pm->ps->velocity));
}
@ -1502,6 +1382,14 @@ static void PM_GroundTrace( void ) {
vec3_t point;
trace_t trace;
if (pm->ps->velocity[2] > 180)
{ // NiceAss: This is here for slope acceleration!
pml.groundPlane = qfalse;
pm->ps->groundEntityNum = ENTITYNUM_NONE;
pml.walking = qfalse; // Maybe not needed?
return;
}
point[0] = pm->ps->origin[0];
point[1] = pm->ps->origin[1];
point[2] = pm->ps->origin[2] - 0.25;
@ -1554,7 +1442,8 @@ static void PM_GroundTrace( void ) {
// FIXME: if they can't slide down the slope, let them
// walk (sharp crevices)
pm->ps->groundEntityNum = ENTITYNUM_NONE;
pml.groundPlane = qtrue;
// pml.groundPlane = qtrue; // NiceAss
pml.groundPlane = qfalse;
pml.walking = qfalse;
return;
}
@ -3438,7 +3327,7 @@ static void PM_LadderMove( void ) {
VectorScale(pm->ps->velocity, vel, pm->ps->velocity);
}
PM_SlideMove( qfalse ); // move without gravity
PM_StepSlideMove( qfalse ); // move without gravity
// Elder: stop legs from animating
PM_ForceLegsAnim( LEGS_JUMP );
}

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.8 2002/02/04 00:30:35 niceass
// New physics
//
// Revision 1.7 2002/01/11 19:48:30 jbravo
// Formatted the source in non DOS format.
//
@ -29,15 +32,105 @@ output: origin, velocity, impacts, stairup boolean
*/
/*
==================
PM_SlideMove
Returns qtrue if the velocity was clipped in some way
==================
*/
#define MIN_STEP_NORMAL 0.7 // can't step up onto very steep slopes
#define MAX_CLIP_PLANES 5
qboolean PM_SlideMove( qboolean gravity ) {
void PM_StepSlideMove_ ( void ) {
int bumpcount, numbumps;
vec3_t dir;
float d;
int numplanes;
vec3_t planes[MAX_CLIP_PLANES];
vec3_t primal_velocity;
int i, j;
trace_t trace;
vec3_t end;
float time_left;
numbumps = 4;
numplanes = 0;
time_left = pml.frametime;
VectorCopy(pm->ps->velocity, primal_velocity);
for (bumpcount=0 ; bumpcount<numbumps ; bumpcount++) {
VectorMA(pm->ps->origin, time_left, pm->ps->velocity, end);
pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, end, pm->ps->clientNum, pm->tracemask);
if (trace.allsolid) {
//Com_Printf("case1");
// entity is completely trapped in another solid
pm->ps->velocity[2] = 0; // don't build up falling damage, but allow sideways acceleration
return qtrue;
}
if (trace.fraction > 0) {
// actually covered some distance
VectorCopy (trace.endpos, pm->ps->origin);
numplanes = 0;
}
if (trace.fraction == 1) {
break; // moved the entire distance
}
// save entity for contact
PM_AddTouchEnt( trace.entityNum );
time_left -= time_left * trace.fraction;
if (numplanes >= MAX_CLIP_PLANES) {
Com_Printf("case2");
// this shouldn't really happen
VectorClear( pm->ps->velocity );
break;
}
VectorCopy (trace.plane.normal, planes[numplanes]);
numplanes++;
for (i=0 ; i < numplanes ; i++)
{
PM_ClipVelocity(pm->ps->velocity, planes[i], pm->ps->velocity, OVERCLIP); //1.01);
for (j = 0; j < numplanes; j++)
if (DotProduct (pm->ps->velocity, planes[j]) < 0 && j != i) break;
// Get through all planes okay? Then stop clipping the velocity.
if (j == numplanes) break;
}
// Com_Printf("%d ", i);
// Clipped velocity against all planes
if (i == numplanes) {
if (numplanes != 2) {
VectorClear(pm->ps->velocity);
//Com_Printf("!");
break;
}
else {
//Com_Printf("2");
CrossProduct (planes[0], planes[1], dir);
d = DotProduct (dir, pm->ps->velocity);
VectorScale (dir, d, pm->ps->velocity);
}
}
if (DotProduct (pm->ps->velocity, primal_velocity) <= 0) {
//Com_Printf("?");
VectorClear(pm->ps->velocity);
break;
}
}
if (pm->ps->pm_time) {
VectorCopy (primal_velocity, pm->ps->velocity);
}
}
/*
qboolean PM_StepSlideMove_ ( void ) {
int bumpcount, numbumps;
vec3_t dir;
float d;
@ -57,18 +150,168 @@ qboolean PM_SlideMove( qboolean gravity ) {
VectorCopy (pm->ps->velocity, primal_velocity);
if ( gravity ) {
VectorCopy( pm->ps->velocity, endVelocity );
endVelocity[2] -= pm->ps->gravity * pml.frametime;
pm->ps->velocity[2] = ( pm->ps->velocity[2] + endVelocity[2] ) * 0.5;
primal_velocity[2] = endVelocity[2];
time_left = pml.frametime;
// never turn against the ground plane
if ( pml.groundPlane ) {
// slide along the ground plane
//Blaze: ramp jump test
PM_ClipVelocity (pm->ps->velocity, pml.groundTrace.plane.normal,
pm->ps->velocity, OVERCLIP );
numplanes = 1;
VectorCopy( pml.groundTrace.plane.normal, planes[0] );
} else {
numplanes = 0;
}
// never turn against original velocity
VectorNormalize2( pm->ps->velocity, planes[numplanes] );
numplanes++;
for ( bumpcount=0 ; bumpcount < numbumps ; bumpcount++ ) {
// calculate position we are trying to move to
VectorMA( pm->ps->origin, time_left, pm->ps->velocity, end );
// see if we can make it there
pm->trace ( &trace, pm->ps->origin, pm->mins, pm->maxs, end, pm->ps->clientNum, pm->tracemask);
if (trace.allsolid) {
// entity is completely trapped in another solid
pm->ps->velocity[2] = 0; // don't build up falling damage, but allow sideways acceleration
Com_Printf("no");
return qtrue;
}
if (trace.fraction > 0) {
// actually covered some distance
VectorCopy (trace.endpos, pm->ps->origin);
}
if (trace.fraction == 1) {
break; // moved the entire distance
}
// save entity for contact
PM_AddTouchEnt( trace.entityNum );
time_left -= time_left * trace.fraction;
if (numplanes >= MAX_CLIP_PLANES) {
// this shouldn't really happen
VectorClear( pm->ps->velocity );
return qtrue;
}
//
// if this is the same plane we hit before, nudge velocity
// out along it, which fixes some epsilon issues with
// non-axial planes
//
for ( i = 0 ; i < numplanes ; i++ ) {
if ( DotProduct( trace.plane.normal, planes[i] ) > 0.99 ) {
VectorAdd( trace.plane.normal, pm->ps->velocity, pm->ps->velocity );
break;
}
}
if ( i < numplanes ) {
continue;
}
VectorCopy (trace.plane.normal, planes[numplanes]);
numplanes++;
//
// modify velocity so it parallels all of the clip planes
//
// find a plane that it enters
for ( i = 0 ; i < numplanes ; i++ ) {
into = DotProduct( pm->ps->velocity, planes[i] );
if ( into >= 0.1 ) {
continue; // move doesn't interact with the plane
}
// see how hard we are hitting things
if ( -into > pml.impactSpeed ) {
pml.impactSpeed = -into;
}
// slide along the plane
PM_ClipVelocity (pm->ps->velocity, planes[i], clipVelocity, OVERCLIP );
PM_ClipVelocity (endVelocity, planes[i], endClipVelocity, OVERCLIP );
// see if there is a second plane that the new move enters
for ( j = 0 ; j < numplanes ; j++ ) {
if ( j == i ) {
continue;
}
if ( DotProduct( clipVelocity, planes[j] ) >= 0.1 ) {
continue; // move doesn't interact with the plane
}
// try clipping the move to the plane
PM_ClipVelocity( clipVelocity, planes[j], clipVelocity, OVERCLIP );
PM_ClipVelocity( endClipVelocity, planes[j], endClipVelocity, OVERCLIP );
// see if it goes back into the first clip plane
if ( DotProduct( clipVelocity, planes[i] ) >= 0 ) {
continue;
}
// slide the original velocity along the crease
CrossProduct (planes[i], planes[j], dir);
VectorNormalize( dir );
d = DotProduct( dir, pm->ps->velocity );
VectorScale( dir, d, clipVelocity );
CrossProduct (planes[i], planes[j], dir);
VectorNormalize( dir );
d = DotProduct( dir, endVelocity );
VectorScale( dir, d, endClipVelocity );
// see if there is a third plane the the new move enters
for ( k = 0 ; k < numplanes ; k++ ) {
if ( k == i || k == j ) {
continue;
}
if ( DotProduct( clipVelocity, planes[k] ) >= 0.1 ) {
continue; // move doesn't interact with the plane
}
// stop dead at a tripple plane interaction
VectorClear( pm->ps->velocity );
return qtrue;
}
}
// if we have fixed all interactions, try another move
VectorCopy( clipVelocity, pm->ps->velocity );
VectorCopy( endClipVelocity, endVelocity );
break;
}
}
// don't change velocity if in a timer (FIXME: is this correct?)
if ( pm->ps->pm_time ) {
VectorCopy( primal_velocity, pm->ps->velocity );
}
return ( bumpcount != 0 );
}
*/
/*
qboolean PM_StepSlideMove_ ( void ) {
int bumpcount, numbumps;
vec3_t dir;
float d;
int numplanes;
vec3_t planes[MAX_CLIP_PLANES];
vec3_t primal_velocity;
vec3_t clipVelocity;
int i, j, k;
trace_t trace;
vec3_t end;
float time_left;
float into;
vec3_t endVelocity;
vec3_t endClipVelocity;
numbumps = 4;
VectorCopy (pm->ps->velocity, primal_velocity);
time_left = pml.frametime;
@ -140,7 +383,6 @@ qboolean PM_SlideMove( qboolean gravity ) {
//
// find a plane that it enters
for ( i = 0 ; i < numplanes ; i++ ) {
into = DotProduct( pm->ps->velocity, planes[i] );
if ( into >= 0.1 ) {
@ -153,11 +395,9 @@ qboolean PM_SlideMove( qboolean gravity ) {
}
// slide along the plane
//Blaze: Ramp jump test
PM_ClipVelocity (pm->ps->velocity, planes[i], clipVelocity, OVERCLIP );
// slide along the plane
//Blaze: Ramp jump test
PM_ClipVelocity (endVelocity, planes[i], endClipVelocity, OVERCLIP );
// see if there is a second plane that the new move enters
@ -170,7 +410,6 @@ qboolean PM_SlideMove( qboolean gravity ) {
}
// try clipping the move to the plane
//Blaze: Ramp jump test
PM_ClipVelocity( clipVelocity, planes[j], clipVelocity, OVERCLIP );
PM_ClipVelocity( endClipVelocity, planes[j], endClipVelocity, OVERCLIP );
@ -210,11 +449,6 @@ qboolean PM_SlideMove( qboolean gravity ) {
VectorCopy( endClipVelocity, endVelocity );
break;
}
}
if ( gravity ) {
VectorCopy( endVelocity, pm->ps->velocity );
}
// don't change velocity if in a timer (FIXME: is this correct?)
@ -224,42 +458,33 @@ qboolean PM_SlideMove( qboolean gravity ) {
return ( bumpcount != 0 );
}
*/
/*
==================
PM_StepSlideMove
==================
*/
void PM_StepSlideMove( qboolean gravity ) {
void PM_StepSlideMove ( qboolean gravity )
{
vec3_t start_o, start_v;
vec3_t down_o, down_v;
trace_t trace;
// float down_dist, up_dist;
// vec3_t delta, delta2;
float DistanceDown, DistanceUp;
vec3_t up, down;
float stepSize;
// use the step move
vec3_t old_normal;
float delta0;
float delta1;
float delta2;
vec3_t tmp_o;
VectorCopy (pm->ps->origin, start_o);
VectorCopy (pm->ps->velocity, start_v);
if ( PM_SlideMove( gravity ) == 0 ) {
return; // we got exactly where we wanted to go first try
}
VectorCopy(start_o, down);
down[2] -= STEPSIZE;
pm->trace (&trace, start_o, pm->mins, pm->maxs, down, pm->ps->clientNum, pm->tracemask);
VectorSet(up, 0, 0, 1);
// never step up when you still have up velocity
if ( pm->ps->velocity[2] > 0 && (trace.fraction == 1.0 ||
DotProduct(trace.plane.normal, up) < 0.7)) {
/* if ( pm->ps->stats[STAT_JUMPTIME] <= 0) //Blaze: Removed to stop a little skip, it used to nead this, but mabey 1.27 fixed this
{
Com_Printf("Jump Check\n");
return; // Blaze RE: Allow step up or second jump while jumping
}*/
}
PM_StepSlideMove_ ();
VectorCopy (pm->ps->origin, down_o);
VectorCopy (pm->ps->velocity, down_v);
@ -267,50 +492,60 @@ void PM_StepSlideMove( qboolean gravity ) {
VectorCopy (start_o, up);
up[2] += STEPSIZE;
// test the player position if they were a stepheight higher
pm->trace (&trace, start_o, pm->mins, pm->maxs, up, pm->ps->clientNum, pm->tracemask);
pm->trace (&trace, up, pm->mins, pm->maxs, up, pm->ps->clientNum, pm->tracemask);
if (trace.allsolid) {
if ( pm->debugLevel ) {
Com_Printf("%i:bend can't step\n", c_pmove);
}
return; // can't step up
}
stepSize = trace.endpos[2] - start_o[2];
// try slidemove from this position
VectorCopy (trace.endpos, pm->ps->origin);
// try sliding above
VectorCopy (up, pm->ps->origin);
VectorCopy (start_v, pm->ps->velocity);
PM_SlideMove( gravity );
PM_StepSlideMove_ ();
// push down the final amount
VectorCopy (pm->ps->origin, down);
down[2] -= stepSize;
down[2] -= STEPSIZE;
pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, down, pm->ps->clientNum, pm->tracemask);
if ( !trace.allsolid ) {
if (!trace.allsolid)
{
VectorCopy (trace.endpos, pm->ps->origin);
}
if ( trace.fraction < 1.0 ) {
PM_ClipVelocity( pm->ps->velocity, trace.plane.normal, pm->ps->velocity, OVERCLIP );
}
#if 0
// if the down trace can trace back to the original position directly, don't step
pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, start_o, pm->ps->clientNum, pm->tracemask);
if ( trace.fraction == 1.0 ) {
// use the original move
VectorCopy(pm->ps->origin, up);
VectorSubtract(down_o, start_o, tmp_o);
DistanceDown = tmp_o[0]*tmp_o[0] + tmp_o[1]*tmp_o[1];
VectorSubtract(up, start_o, tmp_o);
DistanceUp = tmp_o[0]*tmp_o[0] + tmp_o[1]*tmp_o[1];
//Com_Printf("%f ", trace.plane.normal[2]);
if (DistanceDown > DistanceUp || trace.plane.normal[2] < MIN_STEP_NORMAL) {
VectorCopy (down_o, pm->ps->origin);
VectorCopy (down_v, pm->ps->velocity);
if ( pm->debugLevel ) {
Com_Printf("%i:bend\n", c_pmove);
return;
}
} else
#endif
{
// Flat/walking up:
else {
//!! Special case
// if we were walking along a plane, then we need to copy the Z over
pm->ps->velocity[2] = down_v[2];
}
// NiceAss Move the origin up a little... Seems hackish but needed.
VectorCopy(pm->ps->origin, tmp_o);
tmp_o[2] += 0.01f;
start_o[2] += 0.01f;
// if the trace can trace back to the original position directly, don't step
pm->trace ( &trace, tmp_o, pm->mins, pm->maxs, start_o, pm->ps->clientNum, pm->tracemask);
// If it didn't make it all the way..
if ( trace.fraction != 1.0 ) {
// use the step move
float delta;
delta = pm->ps->origin[2] - start_o[2];
delta = tmp_o[2] - start_o[2];
if ( delta > 2 ) {
if ( delta < 7 ) {
PM_AddEvent( EV_STEP_4 );
@ -323,8 +558,7 @@ void PM_StepSlideMove( qboolean gravity ) {
}
}
if ( pm->debugLevel ) {
Com_Printf("%i:stepped\n", c_pmove);
Com_Printf("%d:stepped\n", c_pmove);
}
}
}