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Q2 style physics
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3 changed files with 285 additions and 4 deletions
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@ -94,3 +94,5 @@ void PM_AddEvent2(int newEvent, int eventParm);
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qboolean PM_SlideMove(qboolean gravity);
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void PM_StepSlideMove(qboolean gravity);
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qboolean Q2_PM_SlideMove(qboolean gravity);
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void Q2_PM_StepSlideMove(qboolean gravity);
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@ -159,6 +159,9 @@ pml_t pml;
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//Elder: reduce x-y speed on ladders by this factor so it 'feels' more like Q2
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#define PM_LADDER_MOVE_REDUCTION 10
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#define STOP_EPSILON 0.1f
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//#define Q2PHYSICS
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// movement parameters
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float pm_stopspeed = 100.0f;
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float pm_duckScale = 0.25f;
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@ -334,6 +337,16 @@ void PM_ClipVelocity(vec3_t in, vec3_t normal, vec3_t out, float overbounce)
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float change;
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int i;
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#ifdef Q2PHYSICS
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backoff = DotProduct(in, normal) * overbounce;
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for (i = 0; i < 3; i++) {
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change = normal[i] * backoff;
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out[i] = in[i] - change;
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if ( out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON)
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out[i] = 0;
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}
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#else
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backoff = DotProduct(in, normal);
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if (backoff < 0) {
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@ -346,6 +359,7 @@ void PM_ClipVelocity(vec3_t in, vec3_t normal, vec3_t out, float overbounce)
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change = normal[i] * backoff;
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out[i] = in[i] - change;
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}
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#endif
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}
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/*
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@ -618,8 +632,11 @@ Flying out of the water
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static void PM_WaterJumpMove(void)
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{
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// waterjump has no control, but falls
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#ifdef Q2PHYSICS
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Q2_PM_StepSlideMove(qtrue);
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#else
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PM_StepSlideMove(qtrue);
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#endif
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pm->ps->velocity[2] -= pm->ps->gravity * pml.frametime;
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if (pm->ps->velocity[2] < 0) {
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@ -685,8 +702,11 @@ static void PM_WaterMove(void)
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VectorNormalize(pm->ps->velocity);
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VectorScale(pm->ps->velocity, vel, pm->ps->velocity);
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}
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#ifdef Q2PHYSICS
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Q2_PM_StepSlideMove(qfalse);
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#else
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PM_StepSlideMove(qfalse);
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#endif
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}
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/*
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@ -729,7 +749,11 @@ static void PM_FlyMove(void)
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PM_Accelerate(wishdir, wishspeed, pm_flyaccelerate);
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#ifdef Q2PHYSICS
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Q2_PM_StepSlideMove(qfalse);
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#else
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PM_StepSlideMove(qfalse);
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#endif
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}
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/*
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@ -787,8 +811,11 @@ static void PM_AirMove(void)
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pm->ps->velocity, OVERCLIP );
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}
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*/
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#ifdef Q2PHYSICS
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Q2_PM_StepSlideMove(qtrue);
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#else
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PM_StepSlideMove(qtrue);
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#endif
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}
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/*
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@ -920,8 +947,11 @@ static void PM_WalkMove(void)
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if (!pm->ps->velocity[0] && !pm->ps->velocity[1]) {
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return;
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}
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#ifdef Q2PHYSICS
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Q2_PM_StepSlideMove(qfalse);
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#else
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PM_StepSlideMove(qfalse);
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#endif
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}
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@ -54,6 +54,255 @@
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#include "bg_public.h"
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#include "bg_local.h"
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/* QUAKE 2 Style */
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/*
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==================
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PM_StepSlideMove
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Each intersection will try to step over the obstruction instead of
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sliding along it.
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Returns a new origin, velocity, and contact entity
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Does not modify any world state?
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==================
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*/
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#define MIN_STEP_NORMAL 0.7 // can't step up onto very steep slopes
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#define MAX_CLIP_PLANES 5
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qboolean Q2_PM_SlideMove (qboolean gravity)
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{
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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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int i, j;
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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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vec3_t endVelocity;
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numbumps = 4;
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VectorCopy (pm->ps->velocity, primal_velocity);
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if ( gravity ) {
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VectorCopy(pm->ps->velocity, endVelocity);
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endVelocity[2] -= pm->ps->gravity * pml.frametime;
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pm->ps->velocity[2] = (pm->ps->velocity[2] + endVelocity[2]) * 0.5f;
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primal_velocity[2] = endVelocity[2];
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}
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numplanes = 0;
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time_left = pml.frametime;
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for (bumpcount=0 ; bumpcount<numbumps ; bumpcount++)
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{
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for (i=0 ; i<3 ; i++)
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end[i] = pm->ps->origin[i] + time_left * pm->ps->velocity[i];
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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 trapped in another solid
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pm->ps->velocity[2] = 0; // don't build up falling damage
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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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numplanes = 0;
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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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// 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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// slide along this plane
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if (numplanes >= MAX_CLIP_PLANES)
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{ // this shouldn't really happen
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VectorCopy (vec3_origin, pm->ps->velocity);
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break;
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}
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VectorCopy (trace.plane.normal, planes[numplanes]);
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numplanes++;
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#if 0
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float rub;
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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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if (numplanes == 1)
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{ // go along this plane
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VectorCopy (pml.velocity, dir);
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VectorNormalize (dir);
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rub = 1.0 + 0.5 * DotProduct (dir, planes[0]);
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// slide along the plane
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PM_ClipVelocity (pml.velocity, planes[0], pml.velocity, 1.01);
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// rub some extra speed off on xy axis
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// not on Z, or you can scrub down walls
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pml.velocity[0] *= rub;
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pml.velocity[1] *= rub;
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pml.velocity[2] *= rub;
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}
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else if (numplanes == 2)
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{ // go along the crease
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VectorCopy (pml.velocity, dir);
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VectorNormalize (dir);
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rub = 1.0 + 0.5 * DotProduct (dir, planes[0]);
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// slide along the plane
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CrossProduct (planes[0], planes[1], dir);
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d = DotProduct (dir, pml.velocity);
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VectorScale (dir, d, pml.velocity);
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// rub some extra speed off
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VectorScale (pml.velocity, rub, pml.velocity);
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}
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else
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{
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// Con_Printf ("clip velocity, numplanes == %i\n",numplanes);
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VectorCopy (vec3_origin, pml.velocity);
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break;
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}
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#else
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//
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// modify original_velocity so it parallels all of the clip planes
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//
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for (i=0 ; i<numplanes ; i++)
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{
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PM_ClipVelocity (pm->ps->velocity, planes[i], pm->ps->velocity, 1.01);
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for (j=0 ; j<numplanes ; j++)
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if (j != i)
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{
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if (DotProduct (pm->ps->velocity, planes[j]) < 0)
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break; // not ok
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}
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if (j == numplanes)
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break;
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}
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if (i != numplanes)
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{ // go along this plane
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}
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else
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{ // go along the crease
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if (numplanes != 2)
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{
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// Con_Printf ("clip velocity, numplanes == %i\n",numplanes);
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VectorCopy (vec3_origin, pm->ps->velocity);
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break;
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}
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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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}
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#endif
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//
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// if velocity is against the original velocity, stop dead
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// to avoid tiny occilations in sloping corners
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//
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if (DotProduct (pm->ps->velocity, primal_velocity) <= 0)
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{
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VectorCopy (vec3_origin, pm->ps->velocity);
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break;
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}
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}
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if ( gravity ) {
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VectorCopy(endVelocity, pm->ps->velocity);
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}
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if (pm->ps->pm_time)
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{
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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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PM_StepSlideMove
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==================
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*/
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void Q2_PM_StepSlideMove (qboolean gravity)
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{
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vec3_t start_o, start_v;
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vec3_t down_o, down_v;
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trace_t trace;
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float down_dist, up_dist;
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// vec3_t delta;
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vec3_t up, down;
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VectorCopy (pm->ps->origin, start_o);
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VectorCopy (pm->ps->velocity, start_v);
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Q2_PM_SlideMove(gravity);
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VectorCopy (pm->ps->origin, down_o);
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VectorCopy (pm->ps->velocity, down_v);
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VectorCopy (start_o, up);
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up[2] += STEPSIZE;
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pm->trace (&trace, up, pm->mins, pm->maxs, up, pm->ps->clientNum, pm->tracemask);
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if (trace.allsolid)
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return; // can't step up
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// try sliding above
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VectorCopy (up, pm->ps->origin);
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VectorCopy (start_v, pm->ps->velocity);
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Q2_PM_SlideMove(gravity);
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// push down the final amount
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VectorCopy (pm->ps->origin, down);
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down[2] -= STEPSIZE;
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pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, down, pm->ps->clientNum, pm->tracemask);
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if (!trace.allsolid)
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{
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VectorCopy (trace.endpos, pm->ps->origin);
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}
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#if 0
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VectorSubtract (pml.origin, up, delta);
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up_dist = DotProduct (delta, start_v);
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VectorSubtract (down_o, start_o, delta);
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down_dist = DotProduct (delta, start_v);
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#else
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VectorCopy(pm->ps->origin, up);
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// decide which one went farther
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down_dist = (down_o[0] - start_o[0])*(down_o[0] - start_o[0])
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+ (down_o[1] - start_o[1])*(down_o[1] - start_o[1]);
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up_dist = (up[0] - start_o[0])*(up[0] - start_o[0])
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+ (up[1] - start_o[1])*(up[1] - start_o[1]);
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#endif
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if (down_dist > up_dist || trace.plane.normal[2] < MIN_STEP_NORMAL)
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{
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VectorCopy (down_o, pm->ps->origin);
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VectorCopy (down_v, pm->ps->velocity);
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return;
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}
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//!! Special case
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// if we were walking along a plane, then we need to copy the Z over
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pm->ps->velocity[2] = down_v[2];
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if ( gravity ) {
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pm->ps->velocity[2] -= pm->ps->gravity * pml.frametime;
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}
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}
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/*
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input: origin, velocity, bounds, groundPlane, trace function
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