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oops =D
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5e77f417fa
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1 changed files with 3 additions and 337 deletions
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.9 2002/02/04 00:31:40 niceass
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// oops =D
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//
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// Revision 1.8 2002/02/04 00:30:35 niceass
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// New physics
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//
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@ -59,7 +62,6 @@ void PM_StepSlideMove_ ( void ) {
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pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, end, pm->ps->clientNum, pm->tracemask);
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if (trace.allsolid) {
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//Com_Printf("case1");
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// entity is completely trapped in another solid
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pm->ps->velocity[2] = 0; // don't build up falling damage, but allow sideways acceleration
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return qtrue;
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@ -81,7 +83,6 @@ void PM_StepSlideMove_ ( void ) {
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time_left -= time_left * trace.fraction;
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if (numplanes >= MAX_CLIP_PLANES) {
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Com_Printf("case2");
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// this shouldn't really happen
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VectorClear( pm->ps->velocity );
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break;
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@ -100,17 +101,13 @@ void PM_StepSlideMove_ ( void ) {
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if (j == numplanes) break;
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}
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// Com_Printf("%d ", i);
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// Clipped velocity against all planes
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if (i == numplanes) {
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if (numplanes != 2) {
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VectorClear(pm->ps->velocity);
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//Com_Printf("!");
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break;
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}
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else {
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//Com_Printf("2");
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CrossProduct (planes[0], planes[1], dir);
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d = DotProduct (dir, pm->ps->velocity);
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VectorScale (dir, d, pm->ps->velocity);
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@ -118,7 +115,6 @@ void PM_StepSlideMove_ ( void ) {
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}
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if (DotProduct (pm->ps->velocity, primal_velocity) <= 0) {
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//Com_Printf("?");
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VectorClear(pm->ps->velocity);
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break;
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}
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@ -129,336 +125,6 @@ void PM_StepSlideMove_ ( void ) {
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}
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}
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/*
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qboolean PM_StepSlideMove_ ( void ) {
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int bumpcount, numbumps;
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vec3_t dir;
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float d;
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int numplanes;
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vec3_t planes[MAX_CLIP_PLANES];
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vec3_t primal_velocity;
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vec3_t clipVelocity;
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int i, j, k;
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trace_t trace;
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vec3_t end;
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float time_left;
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float into;
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vec3_t endVelocity;
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vec3_t endClipVelocity;
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numbumps = 4;
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VectorCopy (pm->ps->velocity, primal_velocity);
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time_left = pml.frametime;
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// never turn against the ground plane
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if ( pml.groundPlane ) {
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numplanes = 1;
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VectorCopy( pml.groundTrace.plane.normal, planes[0] );
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} else {
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numplanes = 0;
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}
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// never turn against original velocity
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VectorNormalize2( pm->ps->velocity, planes[numplanes] );
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numplanes++;
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for ( bumpcount=0 ; bumpcount < numbumps ; bumpcount++ ) {
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// calculate position we are trying to move to
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VectorMA( pm->ps->origin, time_left, pm->ps->velocity, end );
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// see if we can make it there
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pm->trace ( &trace, pm->ps->origin, pm->mins, pm->maxs, end, pm->ps->clientNum, pm->tracemask);
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if (trace.allsolid) {
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// entity is completely trapped in another solid
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pm->ps->velocity[2] = 0; // don't build up falling damage, but allow sideways acceleration
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Com_Printf("no");
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return qtrue;
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}
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if (trace.fraction > 0) {
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// actually covered some distance
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VectorCopy (trace.endpos, pm->ps->origin);
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}
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if (trace.fraction == 1) {
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break; // moved the entire distance
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}
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// save entity for contact
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PM_AddTouchEnt( trace.entityNum );
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time_left -= time_left * trace.fraction;
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if (numplanes >= MAX_CLIP_PLANES) {
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// this shouldn't really happen
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VectorClear( pm->ps->velocity );
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return qtrue;
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}
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//
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// if this is the same plane we hit before, nudge velocity
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// out along it, which fixes some epsilon issues with
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// non-axial planes
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//
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for ( i = 0 ; i < numplanes ; i++ ) {
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if ( DotProduct( trace.plane.normal, planes[i] ) > 0.99 ) {
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VectorAdd( trace.plane.normal, pm->ps->velocity, pm->ps->velocity );
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break;
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}
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}
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if ( i < numplanes ) {
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continue;
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}
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VectorCopy (trace.plane.normal, planes[numplanes]);
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numplanes++;
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//
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// modify velocity so it parallels all of the clip planes
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//
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// find a plane that it enters
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for ( i = 0 ; i < numplanes ; i++ ) {
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into = DotProduct( pm->ps->velocity, planes[i] );
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if ( into >= 0.1 ) {
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continue; // move doesn't interact with the plane
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}
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// see how hard we are hitting things
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if ( -into > pml.impactSpeed ) {
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pml.impactSpeed = -into;
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}
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// slide along the plane
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PM_ClipVelocity (pm->ps->velocity, planes[i], clipVelocity, OVERCLIP );
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PM_ClipVelocity (endVelocity, planes[i], endClipVelocity, OVERCLIP );
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// see if there is a second plane that the new move enters
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for ( j = 0 ; j < numplanes ; j++ ) {
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if ( j == i ) {
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continue;
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}
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if ( DotProduct( clipVelocity, planes[j] ) >= 0.1 ) {
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continue; // move doesn't interact with the plane
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}
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// try clipping the move to the plane
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PM_ClipVelocity( clipVelocity, planes[j], clipVelocity, OVERCLIP );
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PM_ClipVelocity( endClipVelocity, planes[j], endClipVelocity, OVERCLIP );
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// see if it goes back into the first clip plane
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if ( DotProduct( clipVelocity, planes[i] ) >= 0 ) {
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continue;
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}
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// slide the original velocity along the crease
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CrossProduct (planes[i], planes[j], dir);
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VectorNormalize( dir );
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d = DotProduct( dir, pm->ps->velocity );
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VectorScale( dir, d, clipVelocity );
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CrossProduct (planes[i], planes[j], dir);
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VectorNormalize( dir );
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d = DotProduct( dir, endVelocity );
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VectorScale( dir, d, endClipVelocity );
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// see if there is a third plane the the new move enters
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for ( k = 0 ; k < numplanes ; k++ ) {
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if ( k == i || k == j ) {
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continue;
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}
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if ( DotProduct( clipVelocity, planes[k] ) >= 0.1 ) {
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continue; // move doesn't interact with the plane
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}
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// stop dead at a tripple plane interaction
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VectorClear( pm->ps->velocity );
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return qtrue;
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}
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}
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// if we have fixed all interactions, try another move
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VectorCopy( clipVelocity, pm->ps->velocity );
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VectorCopy( endClipVelocity, endVelocity );
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break;
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}
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}
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// don't change velocity if in a timer (FIXME: is this correct?)
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if ( pm->ps->pm_time ) {
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VectorCopy( primal_velocity, pm->ps->velocity );
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}
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return ( bumpcount != 0 );
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}
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*/
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/*
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qboolean PM_StepSlideMove_ ( void ) {
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int bumpcount, numbumps;
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vec3_t dir;
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float d;
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int numplanes;
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vec3_t planes[MAX_CLIP_PLANES];
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vec3_t primal_velocity;
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vec3_t clipVelocity;
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int i, j, k;
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trace_t trace;
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vec3_t end;
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float time_left;
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float into;
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vec3_t endVelocity;
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vec3_t endClipVelocity;
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numbumps = 4;
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VectorCopy (pm->ps->velocity, primal_velocity);
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time_left = pml.frametime;
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// never turn against the ground plane
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if ( pml.groundPlane ) {
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numplanes = 1;
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VectorCopy( pml.groundTrace.plane.normal, planes[0] );
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} else {
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numplanes = 0;
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}
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// never turn against original velocity
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VectorNormalize2( pm->ps->velocity, planes[numplanes] );
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numplanes++;
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for ( bumpcount=0 ; bumpcount < numbumps ; bumpcount++ ) {
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// calculate position we are trying to move to
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VectorMA( pm->ps->origin, time_left, pm->ps->velocity, end );
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// see if we can make it there
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pm->trace ( &trace, pm->ps->origin, pm->mins, pm->maxs, end, pm->ps->clientNum, pm->tracemask);
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if (trace.allsolid) {
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// entity is completely trapped in another solid
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pm->ps->velocity[2] = 0; // don't build up falling damage, but allow sideways acceleration
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return qtrue;
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}
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if (trace.fraction > 0) {
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// actually covered some distance
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VectorCopy (trace.endpos, pm->ps->origin);
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}
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if (trace.fraction == 1) {
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break; // moved the entire distance
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}
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// save entity for contact
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PM_AddTouchEnt( trace.entityNum );
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time_left -= time_left * trace.fraction;
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if (numplanes >= MAX_CLIP_PLANES) {
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// this shouldn't really happen
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VectorClear( pm->ps->velocity );
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return qtrue;
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}
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//
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// if this is the same plane we hit before, nudge velocity
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// out along it, which fixes some epsilon issues with
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// non-axial planes
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//
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for ( i = 0 ; i < numplanes ; i++ ) {
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if ( DotProduct( trace.plane.normal, planes[i] ) > 0.99 ) {
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VectorAdd( trace.plane.normal, pm->ps->velocity, pm->ps->velocity );
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break;
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}
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}
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if ( i < numplanes ) {
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continue;
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}
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VectorCopy (trace.plane.normal, planes[numplanes]);
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numplanes++;
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//
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// modify velocity so it parallels all of the clip planes
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//
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// find a plane that it enters
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for ( i = 0 ; i < numplanes ; i++ ) {
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into = DotProduct( pm->ps->velocity, planes[i] );
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if ( into >= 0.1 ) {
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continue; // move doesn't interact with the plane
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}
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// see how hard we are hitting things
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if ( -into > pml.impactSpeed ) {
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pml.impactSpeed = -into;
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}
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// slide along the plane
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PM_ClipVelocity (pm->ps->velocity, planes[i], clipVelocity, OVERCLIP );
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// slide along the plane
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PM_ClipVelocity (endVelocity, planes[i], endClipVelocity, OVERCLIP );
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// see if there is a second plane that the new move enters
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for ( j = 0 ; j < numplanes ; j++ ) {
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if ( j == i ) {
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continue;
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}
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if ( DotProduct( clipVelocity, planes[j] ) >= 0.1 ) {
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continue; // move doesn't interact with the plane
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}
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// try clipping the move to the plane
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PM_ClipVelocity( clipVelocity, planes[j], clipVelocity, OVERCLIP );
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PM_ClipVelocity( endClipVelocity, planes[j], endClipVelocity, OVERCLIP );
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// see if it goes back into the first clip plane
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if ( DotProduct( clipVelocity, planes[i] ) >= 0 ) {
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continue;
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}
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// slide the original velocity along the crease
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CrossProduct (planes[i], planes[j], dir);
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VectorNormalize( dir );
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d = DotProduct( dir, pm->ps->velocity );
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VectorScale( dir, d, clipVelocity );
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CrossProduct (planes[i], planes[j], dir);
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VectorNormalize( dir );
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d = DotProduct( dir, endVelocity );
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VectorScale( dir, d, endClipVelocity );
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// see if there is a third plane the the new move enters
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for ( k = 0 ; k < numplanes ; k++ ) {
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if ( k == i || k == j ) {
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continue;
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}
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if ( DotProduct( clipVelocity, planes[k] ) >= 0.1 ) {
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continue; // move doesn't interact with the plane
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}
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// stop dead at a tripple plane interaction
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VectorClear( pm->ps->velocity );
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return qtrue;
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}
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}
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// if we have fixed all interactions, try another move
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VectorCopy( clipVelocity, pm->ps->velocity );
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VectorCopy( endClipVelocity, endVelocity );
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break;
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}
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}
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// don't change velocity if in a timer (FIXME: is this correct?)
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if ( pm->ps->pm_time ) {
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VectorCopy( primal_velocity, pm->ps->velocity );
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}
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return ( bumpcount != 0 );
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}
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*/
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/*
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==================
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PM_StepSlideMove
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Reference in a new issue