mirror of
https://github.com/DrBeef/JKXR.git
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4597b03873
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
595 lines
16 KiB
C++
595 lines
16 KiB
C++
/*
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===========================================================================
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Copyright (C) 1999 - 2005, Id Software, Inc.
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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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. See the
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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, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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#include "common_headers.h"
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#include "../qcommon/q_shared.h"
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#include "bg_public.h"
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#include "bg_local.h"
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#include "g_vehicles.h"
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extern qboolean PM_ClientImpact( trace_t *trace, qboolean damageSelf );
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extern qboolean PM_ControlledByPlayer( void );
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extern qboolean PM_InReboundHold( int anim );
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extern cvar_t *g_stepSlideFix;
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/*
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input: origin, velocity, bounds, groundPlane, trace function
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output: origin, velocity, impacts, stairup boolean
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*/
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/*
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==================
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PM_SlideMove
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Returns qtrue if the velocity was clipped in some way
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==================
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*/
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#define MAX_CLIP_PLANES 5
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extern qboolean PM_GroundSlideOkay( float zNormal );
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extern qboolean PM_InSpecialJump( int anim );
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qboolean PM_SlideMove( float gravMod ) {
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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 normal, 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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qboolean damageSelf = qtrue;
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int slideMoveContents = pm->tracemask;
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if ( pm->ps->clientNum >= MAX_CLIENTS
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&& !PM_ControlledByPlayer() )
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{//a non-player client, not an NPC under player control
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if ( pml.walking //walking on the ground
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|| (pm->ps->groundEntityNum != ENTITYNUM_NONE //in air
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&& PM_InSpecialJump( pm->ps->legsAnim )//in a special jump
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&& !(pm->ps->eFlags&EF_FORCE_GRIPPED)//not being gripped
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&& !(pm->ps->pm_flags&PMF_TIME_KNOCKBACK)
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&& pm->gent
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&& pm->gent->forcePushTime < level.time) )//not being pushed
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{//
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// If we're a vehicle, ignore this if we're being driven
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if ( !pm->gent //not an game ent
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|| !pm->gent->client //not a client
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|| pm->gent->client->NPC_class != CLASS_VEHICLE//not a vehicle
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|| !pm->gent->m_pVehicle //no vehicle
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|| !pm->gent->m_pVehicle->m_pPilot//no pilot
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|| pm->gent->m_pVehicle->m_pPilot->s.number >= MAX_CLIENTS )//pilot is not the player
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{//then treat do not enter brushes as SOLID
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slideMoveContents |= CONTENTS_BOTCLIP;
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}
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}
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}
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numbumps = 4;
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VectorCopy (pm->ps->velocity, primal_velocity);
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VectorCopy (pm->ps->velocity, endVelocity);
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if ( gravMod )
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{
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if ( !(pm->ps->eFlags&EF_FORCE_GRIPPED) && !(pm->ps->eFlags&EF_FORCE_DRAINED) )
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{
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endVelocity[2] -= pm->ps->gravity * pml.frametime * gravMod;
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}
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pm->ps->velocity[2] = ( pm->ps->velocity[2] + endVelocity[2] ) * 0.5;
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primal_velocity[2] = endVelocity[2];
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if ( pml.groundPlane )
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{
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if ( PM_GroundSlideOkay( pml.groundTrace.plane.normal[2] ) )
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{// slide along the ground plane
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PM_ClipVelocity( pm->ps->velocity, pml.groundTrace.plane.normal,
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pm->ps->velocity, OVERCLIP );
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}
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}
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}
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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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{
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numplanes = 1;
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VectorCopy( pml.groundTrace.plane.normal, planes[0] );
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if ( !PM_GroundSlideOkay( planes[0][2] ) )
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{
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planes[0][2] = 0;
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VectorNormalize( planes[0] );
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}
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}
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else
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{
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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, slideMoveContents, (EG2_Collision)0, 0 );
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if ( (trace.contents&CONTENTS_BOTCLIP)
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&& (slideMoveContents&CONTENTS_BOTCLIP) )
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{//hit a do not enter brush
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if ( trace.allsolid || trace.startsolid )//inside the botclip
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{//crap, we're in a do not enter brush, take it out for the remainder of the traces and re-trace this one right now without it
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slideMoveContents &= ~CONTENTS_BOTCLIP;
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pm->trace ( &trace, pm->ps->origin, pm->mins, pm->maxs, end, pm->ps->clientNum, slideMoveContents, (EG2_Collision)0, 0 );
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}
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else if ( trace.plane.normal[2] > 0.0f )
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{//on top of a do not enter brush, it, just redo this one trace without it
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pm->trace ( &trace, pm->ps->origin, pm->mins, pm->maxs, end, pm->ps->clientNum, (slideMoveContents&~CONTENTS_BOTCLIP), (EG2_Collision)0, 0 );
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}
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}
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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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{
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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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//Hit it
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if ( trace.surfaceFlags&SURF_NODAMAGE )
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{
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damageSelf = qfalse;
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}
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else if ( trace.entityNum == ENTITYNUM_WORLD && trace.plane.normal[2] > 0.5f )
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{//if we land on the ground, let falling damage do it's thing itself, otherwise do impact damage
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damageSelf = qfalse;
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}
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else
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{
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damageSelf = qtrue;
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}
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if ( PM_ClientImpact( &trace, damageSelf ) )
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{
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continue;
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}
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if (pm->gent->client &&
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pm->gent->client->NPC_class == CLASS_VEHICLE &&
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trace.plane.normal[2]<pm->gent->m_pVehicle->m_pVehicleInfo->maxSlope
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)
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{
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pm->ps->pm_flags |= PMF_BUMPED;
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}
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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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VectorCopy( trace.plane.normal, normal );
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if ( !PM_GroundSlideOkay( normal[2] ) )
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{//wall-running
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//never push up off a sloped wall
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normal[2] = 0;
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VectorNormalize( normal );
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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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if ( !(pm->ps->pm_flags&PMF_STUCK_TO_WALL) )
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{//no sliding if stuck to wall!
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for ( i = 0 ; i < numplanes ; i++ ) {
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if ( DotProduct( normal, planes[i] ) > 0.99 ) {
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VectorAdd( 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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}
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VectorCopy( 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 triple 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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if ( gravMod ) {
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VectorCopy( endVelocity, pm->ps->velocity );
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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 (qboolean)( 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 PM_StepSlideMove( float gravMod )
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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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vec3_t slideMove, stepUpMove;
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trace_t trace;
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vec3_t up, down;
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qboolean /*cantStepUpFwd, */isGiant = qfalse;;
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int stepSize = STEPSIZE;
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VectorCopy (pm->ps->origin, start_o);
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VectorCopy (pm->ps->velocity, start_v);
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if ( PM_InReboundHold( pm->ps->legsAnim ) )
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{
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gravMod = 0.0f;
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}
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if ( PM_SlideMove( gravMod ) == 0 ) {
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return; // we got exactly where we wanted to go first try
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}//else Bumped into something, see if we can step over it
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if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_VEHICLE && pm->gent->m_pVehicle->m_pVehicleInfo->hoverHeight > 0 )
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{//Hovering vehicles don't do steps
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//FIXME: maybe make hovering vehicles go up steps, but not down them?
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return;
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}
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if ( pm->gent
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&& pm->gent->client
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&& (pm->gent->client->NPC_class == CLASS_ATST||pm->gent->client->NPC_class == CLASS_RANCOR) )
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{
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isGiant = qtrue;
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if ( pm->gent->client->NPC_class == CLASS_RANCOR )
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{
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if ( (pm->gent->spawnflags&1) )
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{
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stepSize = 64;//hack for Mutant Rancor stepping
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}
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else
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{
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stepSize = 48;//hack for Rancor stepping
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}
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}
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else
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{
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stepSize = 70;//hack for AT-ST stepping, slightly taller than a standing stormtrooper
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}
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}
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else if ( pm->maxs[2] <= 0 )
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{//short little guys can't go up steps... FIXME: just make this a flag for certain NPCs- especially ones that roll?
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stepSize = 4;
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}
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//Q3Final addition...
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VectorCopy(start_o, down);
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down[2] -= stepSize;
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pm->trace (&trace, start_o, pm->mins, pm->maxs, down, pm->ps->clientNum, pm->tracemask, (EG2_Collision)0, 0);
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VectorSet(up, 0, 0, 1);
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// never step up when you still have up velocity
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if ( pm->ps->velocity[2] > 0 && (trace.fraction == 1.0 ||
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DotProduct(trace.plane.normal, up) < 0.7)) {
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return;
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}
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if ( !pm->ps->velocity[0] && !pm->ps->velocity[1] )
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{//All our velocity was cancelled sliding
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return;
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}
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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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// test the player position if they were a stepheight higher
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pm->trace (&trace, start_o, pm->mins, pm->maxs, up, pm->ps->clientNum, pm->tracemask, (EG2_Collision)0, 0);
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if ( trace.allsolid || trace.startsolid || trace.fraction == 0) {
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if ( pm->debugLevel ) {
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Com_Printf("%i:bend can't step\n", c_pmove);
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}
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return; // can't step up
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}
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if ( pm->debugLevel )
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{
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G_DebugLine(start_o,trace.endpos,2000,0xffffff,qtrue);
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}
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//===Another slidemove forward================================================================================
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// try slidemove from this position
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VectorCopy( trace.endpos, pm->ps->origin );
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VectorCopy( start_v, pm->ps->velocity );
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/*cantStepUpFwd = */PM_SlideMove( gravMod );
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//===Another slidemove forward================================================================================
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if ( pm->debugLevel )
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{
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G_DebugLine(trace.endpos,pm->ps->origin,2000,0xffffff,qtrue);
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}
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//compare the initial slidemove and this slidemove from a step up position
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VectorSubtract( down_o, start_o, slideMove );
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VectorSubtract( trace.endpos, pm->ps->origin, stepUpMove );
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if ( fabs(stepUpMove[0]) < 0.1 && fabs(stepUpMove[1]) < 0.1 && VectorLengthSquared( slideMove ) > VectorLengthSquared( stepUpMove ) )
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{
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//slideMove was better, use it
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VectorCopy (down_o, pm->ps->origin);
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VectorCopy (down_v, pm->ps->velocity);
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}
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else
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{
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qboolean skipStep = qfalse;
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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, (EG2_Collision)0, 0);
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if ( pm->debugLevel )
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{
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G_DebugLine(pm->ps->origin,trace.endpos,2000,0xffffff,qtrue);
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}
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if ( g_stepSlideFix->integer )
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{
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if ( pm->ps->clientNum < MAX_CLIENTS
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&& trace.plane.normal[2] < MIN_WALK_NORMAL )
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{//normal players cannot step up slopes that are too steep to walk on!
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vec3_t stepVec;
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//okay, the step up ends on a slope that it too steep to step up onto,
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//BUT:
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//If the step looks like this:
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// (B)\__
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// \_____(A)
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//Then it might still be okay, so we figure out the slope of the entire move
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//from (A) to (B) and if that slope is walk-upabble, then it's okay
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VectorSubtract( trace.endpos, down_o, stepVec );
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VectorNormalize( stepVec );
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if ( stepVec[2] > (1.0f-MIN_WALK_NORMAL) )
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{
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if ( pm->debugLevel )
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{
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G_DebugLine(down_o,trace.endpos,2000,0x0000ff,qtrue);
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}
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skipStep = qtrue;
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}
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}
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}
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if ( !trace.allsolid
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&& !skipStep ) //normal players cannot step up slopes that are too steep to walk on!
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{
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if ( pm->ps->clientNum
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&& isGiant
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&& g_entities[trace.entityNum].client
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&& pm->gent
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&& pm->gent->client
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&& pm->gent->client->NPC_class == CLASS_RANCOR )
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{//Rancor don't step on clients
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if ( g_stepSlideFix->integer )
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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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|
}
|
|
else
|
|
{
|
|
VectorCopy (start_o, pm->ps->origin);
|
|
VectorCopy (start_v, pm->ps->velocity);
|
|
}
|
|
}
|
|
else if ( pm->ps->clientNum
|
|
&& isGiant
|
|
&& g_entities[trace.entityNum].client
|
|
&& g_entities[trace.entityNum].client->playerTeam == pm->gent->client->playerTeam )
|
|
{//AT-ST's don't step up on allies
|
|
if ( g_stepSlideFix->integer )
|
|
{
|
|
VectorCopy (down_o, pm->ps->origin);
|
|
VectorCopy (down_v, pm->ps->velocity);
|
|
}
|
|
else
|
|
{
|
|
VectorCopy (start_o, pm->ps->origin);
|
|
VectorCopy (start_v, pm->ps->velocity);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
VectorCopy( trace.endpos, pm->ps->origin );
|
|
if ( g_stepSlideFix->integer )
|
|
{
|
|
if ( trace.fraction < 1.0 )
|
|
{
|
|
PM_ClipVelocity( pm->ps->velocity, trace.plane.normal, pm->ps->velocity, OVERCLIP );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( g_stepSlideFix->integer )
|
|
{
|
|
VectorCopy (down_o, pm->ps->origin);
|
|
VectorCopy (down_v, pm->ps->velocity);
|
|
}
|
|
}
|
|
if ( !g_stepSlideFix->integer )
|
|
{
|
|
if ( trace.fraction < 1.0 )
|
|
{
|
|
PM_ClipVelocity( pm->ps->velocity, trace.plane.normal, pm->ps->velocity, OVERCLIP );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
if(cantStepUpFwd && pm->ps->origin[2] < start_o[2] + stepSize && pm->ps->origin[2] >= start_o[2])
|
|
{//We bumped into something we could not step up
|
|
pm->ps->pm_flags |= PMF_BLOCKED;
|
|
}
|
|
else
|
|
{//We did step up, clear the bumped flag
|
|
}
|
|
*/
|
|
#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 (down_o, pm->ps->origin);
|
|
VectorCopy (down_v, pm->ps->velocity);
|
|
if ( pm->debugLevel ) {
|
|
Com_Printf("%i:bend\n", c_pmove);
|
|
}
|
|
} else
|
|
#endif
|
|
{
|
|
// use the step move
|
|
float delta;
|
|
|
|
delta = pm->ps->origin[2] - start_o[2];
|
|
if ( delta > 2 ) {
|
|
if ( delta < 7 ) {
|
|
PM_AddEvent( EV_STEP_4 );
|
|
} else if ( delta < 11 ) {
|
|
PM_AddEvent( EV_STEP_8 );
|
|
} else if ( delta < 15 ) {
|
|
PM_AddEvent( EV_STEP_12 );
|
|
} else {
|
|
PM_AddEvent( EV_STEP_16 );
|
|
}
|
|
}
|
|
if ( pm->debugLevel ) {
|
|
Com_Printf("%i:stepped\n", c_pmove);
|
|
}
|
|
}
|
|
}
|
|
|