yquake2remaster/original/ctf/g_phys.c

1206 lines
23 KiB
C

/*
* Copyright (C) 1997-2001 Id Software, Inc.
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
*
* See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* =======================================================================
*
* Quake IIs legendary physic engine.
*
* =======================================================================
*/
#include "header/local.h"
/*
* pushmove objects do not obey gravity, and do not interact with
* each other or trigger fields, but block normal movement and push
* normal objects when they move.
*
* onground is set for toss objects when they come to a complete rest.
* It is set for steping or walking objects.
*
* doors, plats, etc are SOLID_BSP, and MOVETYPE_PUSH
* bonus items are SOLID_TRIGGER touch, and MOVETYPE_TOSS
* corpses are SOLID_NOT and MOVETYPE_TOSS
* crates are SOLID_BBOX and MOVETYPE_TOSS
* walking monsters are SOLID_SLIDEBOX and MOVETYPE_STEP
* flying/floating monsters are SOLID_SLIDEBOX and MOVETYPE_FLY
*
* solid_edge items only clip against bsp models.
*/
edict_t *
SV_TestEntityPosition(edict_t *ent)
{
trace_t trace;
int mask;
if (ent->clipmask)
{
mask = ent->clipmask;
}
else
{
mask = MASK_SOLID;
}
trace = gi.trace(ent->s.origin, ent->mins, ent->maxs,
ent->s.origin, ent, mask);
if (trace.startsolid)
{
return g_edicts;
}
return NULL;
}
void
SV_CheckVelocity(edict_t *ent)
{
int i;
/* bound velocity */
for (i = 0; i < 3; i++)
{
if (ent->velocity[i] > sv_maxvelocity->value)
{
ent->velocity[i] = sv_maxvelocity->value;
}
else if (ent->velocity[i] < -sv_maxvelocity->value)
{
ent->velocity[i] = -sv_maxvelocity->value;
}
}
}
/*
* Runs thinking code for this frame if necessary
*/
qboolean
SV_RunThink(edict_t *ent)
{
float thinktime;
thinktime = ent->nextthink;
if (thinktime <= 0)
{
return true;
}
if (thinktime > level.time + 0.001)
{
return true;
}
ent->nextthink = 0;
if (!ent->think)
{
gi.error("NULL ent->think");
}
ent->think(ent);
return false;
}
/*
* Two entities have touched, so run their touch functions
*/
void
SV_Impact(edict_t *e1, trace_t *trace)
{
edict_t *e2;
e2 = trace->ent;
if (e1->touch && (e1->solid != SOLID_NOT))
{
e1->touch(e1, e2, &trace->plane, trace->surface);
}
if (e2->touch && (e2->solid != SOLID_NOT))
{
e2->touch(e2, e1, NULL, NULL);
}
}
/*
* Slide off of the impacting object
* returns the blocked flags (1 = floor,
* 2 = step / wall)
*/
#define STOP_EPSILON 0.1
int
ClipVelocity(vec3_t in, vec3_t normal, vec3_t out, float overbounce)
{
float backoff;
float change;
int i, blocked;
blocked = 0;
if (normal[2] > 0)
{
blocked |= 1; /* floor */
}
if (!normal[2])
{
blocked |= 2; /* step */
}
backoff = DotProduct(in, normal) * overbounce;
for (i = 0; i < 3; i++)
{
change = normal[i] * backoff;
out[i] = in[i] - change;
if ((out[i] > -STOP_EPSILON) && (out[i] < STOP_EPSILON))
{
out[i] = 0;
}
}
return blocked;
}
/*
* The basic solid body movement clip that slides along multiple planes
* Returns the clipflags if the velocity was modified (hit something solid)
* 1 = floor
* 2 = wall / step
* 4 = dead stop
*/
#define MAX_CLIP_PLANES 5
int
SV_FlyMove(edict_t *ent, float time, int mask)
{
edict_t *hit;
int bumpcount, numbumps;
vec3_t dir;
float d;
int numplanes;
vec3_t planes[MAX_CLIP_PLANES];
vec3_t primal_velocity, original_velocity, new_velocity;
int i, j;
trace_t trace;
vec3_t end;
float time_left;
int blocked;
numbumps = 4;
blocked = 0;
VectorCopy(ent->velocity, original_velocity);
VectorCopy(ent->velocity, primal_velocity);
numplanes = 0;
time_left = time;
ent->groundentity = NULL;
for (bumpcount = 0; bumpcount < numbumps; bumpcount++)
{
for (i = 0; i < 3; i++)
{
end[i] = ent->s.origin[i] + time_left * ent->velocity[i];
}
trace = gi.trace(ent->s.origin, ent->mins, ent->maxs, end, ent, mask);
if (trace.allsolid)
{
/* entity is trapped in another solid */
VectorCopy(vec3_origin, ent->velocity);
return 3;
}
if (trace.fraction > 0)
{
/* actually covered some distance */
VectorCopy(trace.endpos, ent->s.origin);
VectorCopy(ent->velocity, original_velocity);
numplanes = 0;
}
if (trace.fraction == 1)
{
break; /* moved the entire distance */
}
hit = trace.ent;
if (trace.plane.normal[2] > 0.7)
{
blocked |= 1; /* floor */
if (hit->solid == SOLID_BSP)
{
ent->groundentity = hit;
ent->groundentity_linkcount = hit->linkcount;
}
}
if (!trace.plane.normal[2])
{
blocked |= 2; /* step */
}
/* run the impact function */
SV_Impact(ent, &trace);
if (!ent->inuse)
{
break; /* removed by the impact function */
}
time_left -= time_left * trace.fraction;
/* cliped to another plane */
if (numplanes >= MAX_CLIP_PLANES)
{
/* this shouldn't really happen */
VectorCopy(vec3_origin, ent->velocity);
return 3;
}
VectorCopy(trace.plane.normal, planes[numplanes]);
numplanes++;
/* modify original_velocity so it parallels all of the clip planes */
for (i = 0; i < numplanes; i++)
{
ClipVelocity(original_velocity, planes[i], new_velocity, 1);
for (j = 0; j < numplanes; j++)
{
if (j != i)
{
if (DotProduct(new_velocity, planes[j]) < 0)
{
break; /* not ok */
}
}
}
if (j == numplanes)
{
break;
}
}
if (i != numplanes)
{
/* go along this plane */
VectorCopy(new_velocity, ent->velocity);
}
else
{
/* go along the crease */
if (numplanes != 2)
{
VectorCopy(vec3_origin, ent->velocity);
return 7;
}
CrossProduct(planes[0], planes[1], dir);
d = DotProduct(dir, ent->velocity);
VectorScale(dir, d, ent->velocity);
}
/* if original velocity is against the original velocity,
stop dead to avoid tiny occilations in sloping corners */
if (DotProduct(ent->velocity, primal_velocity) <= 0)
{
VectorCopy(vec3_origin, ent->velocity);
return blocked;
}
}
return blocked;
}
void
SV_AddGravity(edict_t *ent)
{
ent->velocity[2] -= ent->gravity * sv_gravity->value * FRAMETIME;
}
/*
* Returns the actual bounding box of a bmodel.
* This is a big improvement over what q2 normally
* does with rotating bmodels - q2 sets absmin,
* absmax to a cube that will completely contain
* the bmodel at *any* rotation on *any* axis, whether
* the bmodel can actually rotate to that angle or not.
* This leads to a lot of false block tests in SV_Push
* if another bmodel is in the vicinity.
*/
void
RealBoundingBox(edict_t *ent, vec3_t mins, vec3_t maxs)
{
vec3_t forward, left, up, f1, l1, u1;
vec3_t p[8];
int i, j, k, j2, k4;
for (k = 0; k < 2; k++)
{
k4 = k * 4;
if (k)
{
p[k4][2] = ent->maxs[2];
}
else
{
p[k4][2] = ent->mins[2];
}
p[k4 + 1][2] = p[k4][2];
p[k4 + 2][2] = p[k4][2];
p[k4 + 3][2] = p[k4][2];
for (j = 0; j < 2; j++)
{
j2 = j * 2;
if (j)
{
p[j2 + k4][1] = ent->maxs[1];
}
else
{
p[j2 + k4][1] = ent->mins[1];
}
p[j2 + k4 + 1][1] = p[j2 + k4][1];
for (i = 0; i < 2; i++)
{
if (i)
{
p[i + j2 + k4][0] = ent->maxs[0];
}
else
{
p[i + j2 + k4][0] = ent->mins[0];
}
}
}
}
AngleVectors(ent->s.angles, forward, left, up);
for (i = 0; i < 8; i++)
{
VectorScale(forward, p[i][0], f1);
VectorScale(left, -p[i][1], l1);
VectorScale(up, p[i][2], u1);
VectorAdd(ent->s.origin, f1, p[i]);
VectorAdd(p[i], l1, p[i]);
VectorAdd(p[i], u1, p[i]);
}
VectorCopy(p[0], mins);
VectorCopy(p[0], maxs);
for (i = 1; i < 8; i++)
{
if (mins[0] > p[i][0])
{
mins[0] = p[i][0];
}
if (mins[1] > p[i][1])
{
mins[1] = p[i][1];
}
if (mins[2] > p[i][2])
{
mins[2] = p[i][2];
}
if (maxs[0] < p[i][0])
{
maxs[0] = p[i][0];
}
if (maxs[1] < p[i][1])
{
maxs[1] = p[i][1];
}
if (maxs[2] < p[i][2])
{
maxs[2] = p[i][2];
}
}
}
/*
* ===============================================================================
*
* PUSHMOVE
*
* ===============================================================================
*/
/*
* Does not change the entities velocity at all
*/
trace_t
SV_PushEntity(edict_t *ent, vec3_t push)
{
trace_t trace;
vec3_t start;
vec3_t end;
int mask;
VectorCopy(ent->s.origin, start);
VectorAdd(start, push, end);
retry:
if (ent->clipmask)
{
mask = ent->clipmask;
}
else
{
mask = MASK_SOLID;
}
trace = gi.trace(start, ent->mins, ent->maxs, end, ent, mask);
VectorCopy(trace.endpos, ent->s.origin);
gi.linkentity(ent);
/* Push slightly away from non-horizontal surfaces,
prevent origin stuck in the plane which causes
the entity to be rendered in full black. */
if (trace.plane.type != 2)
{
/* Limit the fix to gibs, debris and dead monsters.
Everything else may break existing maps. Items
may slide to unreachable locations, monsters may
get stuck, etc. */
if (((strncmp(ent->classname, "monster_", 8) == 0) && ent->health < 1) ||
(strcmp(ent->classname, "debris") == 0) || (ent->s.effects & EF_GIB))
{
VectorAdd(ent->s.origin, trace.plane.normal, ent->s.origin);
}
}
if (trace.fraction != 1.0)
{
SV_Impact(ent, &trace);
/* if the pushed entity went away and the pusher is still there */
if (!trace.ent->inuse && ent->inuse)
{
/* move the pusher back and try again */
VectorCopy(start, ent->s.origin);
gi.linkentity(ent);
goto retry;
}
}
if (ent->inuse)
{
G_TouchTriggers(ent);
}
return trace;
}
typedef struct
{
edict_t *ent;
vec3_t origin;
vec3_t angles;
float deltayaw;
} pushed_t;
pushed_t pushed[MAX_EDICTS], *pushed_p;
edict_t *obstacle;
/*
* Objects need to be moved back on a failed push,
* otherwise riders would continue to slide.
*/
qboolean
SV_Push(edict_t *pusher, vec3_t move, vec3_t amove)
{
int i, e;
edict_t *check, *block;
pushed_t *p;
vec3_t org, org2, move2, forward, right, up;
vec3_t realmins, realmaxs;
/* clamp the move to 1/8 units, so the position will
be accurate for client side prediction */
for (i = 0; i < 3; i++)
{
float temp;
temp = move[i] * 8.0;
if (temp > 0.0)
{
temp += 0.5;
}
else
{
temp -= 0.5;
}
move[i] = 0.125 * (int)temp;
}
/* we need this for pushing things later */
VectorSubtract(vec3_origin, amove, org);
AngleVectors(org, forward, right, up);
/* save the pusher's original position */
pushed_p->ent = pusher;
VectorCopy(pusher->s.origin, pushed_p->origin);
VectorCopy(pusher->s.angles, pushed_p->angles);
if (pusher->client)
{
pushed_p->deltayaw = pusher->client->ps.pmove.delta_angles[YAW];
}
pushed_p++;
/* move the pusher to it's final position */
VectorAdd(pusher->s.origin, move, pusher->s.origin);
VectorAdd(pusher->s.angles, amove, pusher->s.angles);
gi.linkentity(pusher);
/* Create a real bounding box for
rotating brush models. */
RealBoundingBox(pusher, realmins, realmaxs);
/* see if any solid entities are inside the final position */
check = g_edicts + 1;
for (e = 1; e < globals.num_edicts; e++, check++)
{
if (!check->inuse)
{
continue;
}
if ((check->movetype == MOVETYPE_PUSH) ||
(check->movetype == MOVETYPE_STOP) ||
(check->movetype == MOVETYPE_NONE) ||
(check->movetype == MOVETYPE_NOCLIP))
{
continue;
}
if (!check->area.prev)
{
continue; /* not linked in anywhere */
}
/* if the entity is standing on the pusher, it will definitely be moved */
if (check->groundentity != pusher)
{
/* see if the ent needs to be tested */
if ((check->absmin[0] >= realmaxs[0]) ||
(check->absmin[1] >= realmaxs[1]) ||
(check->absmin[2] >= realmaxs[2]) ||
(check->absmax[0] <= realmins[0]) ||
(check->absmax[1] <= realmins[1]) ||
(check->absmax[2] <= realmins[2]))
{
continue;
}
/* see if the ent's bbox is inside the pusher's final position */
if (!SV_TestEntityPosition(check))
{
continue;
}
}
if ((pusher->movetype == MOVETYPE_PUSH) ||
(check->groundentity == pusher))
{
/* move this entity */
pushed_p->ent = check;
VectorCopy(check->s.origin, pushed_p->origin);
VectorCopy(check->s.angles, pushed_p->angles);
pushed_p++;
/* try moving the contacted entity */
VectorAdd(check->s.origin, move, check->s.origin);
if (check->client)
{
check->client->ps.pmove.delta_angles[YAW] += amove[YAW];
}
/* figure movement due to the pusher's amove */
VectorSubtract(check->s.origin, pusher->s.origin, org);
org2[0] = DotProduct(org, forward);
org2[1] = -DotProduct(org, right);
org2[2] = DotProduct(org, up);
VectorSubtract(org2, org, move2);
VectorAdd(check->s.origin, move2, check->s.origin);
/* may have pushed them off an edge */
if (check->groundentity != pusher)
{
check->groundentity = NULL;
}
block = SV_TestEntityPosition(check);
if (!block)
{
/* pushed ok */
gi.linkentity(check);
continue;
}
/* if it is ok to leave in the old position, do it
this is only relevent for riding entities, not pushed */
VectorSubtract(check->s.origin, move, check->s.origin);
block = SV_TestEntityPosition(check);
if (!block)
{
pushed_p--;
continue;
}
}
/* save off the obstacle so we can call the block function */
obstacle = check;
/* move back any entities we already moved
go backwards, so if the same entity was pushed/
twice, it goes back to the original position */
for (p = pushed_p - 1; p >= pushed; p--)
{
VectorCopy(p->origin, p->ent->s.origin);
VectorCopy(p->angles, p->ent->s.angles);
if (p->ent->client)
{
p->ent->client->ps.pmove.delta_angles[YAW] = p->deltayaw;
}
gi.linkentity(p->ent);
}
return false;
}
/* see if anything we moved has touched a trigger */
for (p = pushed_p - 1; p >= pushed; p--)
{
G_TouchTriggers(p->ent);
}
return true;
}
/*
* Bmodel objects don't interact with each
* other, but push all box objects
*/
void
SV_Physics_Pusher(edict_t *ent)
{
vec3_t move, amove;
edict_t *part, *mv;
/* if not a team captain, so movement will be handled elsewhere */
if (ent->flags & FL_TEAMSLAVE)
{
return;
}
/* make sure all team slaves can move before commiting any moves
or calling any think functions if the move is blocked, all
moved objects will be backed out */
pushed_p = pushed;
for (part = ent; part; part = part->teamchain)
{
if (part->velocity[0] || part->velocity[1] || part->velocity[2] ||
part->avelocity[0] || part->avelocity[1] || part->avelocity[2])
{
/* object is moving */
VectorScale(part->velocity, FRAMETIME, move);
VectorScale(part->avelocity, FRAMETIME, amove);
if (!SV_Push(part, move, amove))
{
break; /* move was blocked */
}
}
}
if (pushed_p > &pushed[MAX_EDICTS-1])
{
gi.error("pushed_p > &pushed[MAX_EDICTS-1], memory corrupted");
}
if (part)
{
/* the move failed, bump all nextthink times and back out moves */
for (mv = ent; mv; mv = mv->teamchain)
{
if (mv->nextthink > 0)
{
mv->nextthink += FRAMETIME;
}
}
/* if the pusher has a "blocked" function, call it
otherwise, just stay in place until the obstacle
is gone */
if (part->blocked)
{
part->blocked(part, obstacle);
}
}
else
{
/* the move succeeded, so call all think functions */
for (part = ent; part; part = part->teamchain)
{
SV_RunThink(part);
}
}
}
/* ================================================================== */
/*
* Non moving objects can only think
*/
void
SV_Physics_None(edict_t *ent)
{
/* regular thinking */
SV_RunThink(ent);
}
/*
* A moving object that doesn't obey physics
*/
void
SV_Physics_Noclip(edict_t *ent)
{
/* regular thinking */
if (!SV_RunThink(ent))
{
return;
}
VectorMA(ent->s.angles, FRAMETIME, ent->avelocity, ent->s.angles);
VectorMA(ent->s.origin, FRAMETIME, ent->velocity, ent->s.origin);
gi.linkentity(ent);
}
/*
* ==============================================================================
*
* TOSS / BOUNCE
*
* ==============================================================================
*/
/*
* Toss, bounce, and fly movement. When onground, do nothing.
*/
void
SV_Physics_Toss(edict_t *ent)
{
trace_t trace;
vec3_t move;
float backoff;
edict_t *slave;
qboolean wasinwater;
qboolean isinwater;
vec3_t old_origin;
/* regular thinking */
SV_RunThink(ent);
/* if not a team captain, so movement will be handled elsewhere */
if (ent->flags & FL_TEAMSLAVE)
{
return;
}
if (ent->velocity[2] > 0)
{
ent->groundentity = NULL;
}
/* check for the groundentity going away */
if (ent->groundentity)
{
if (!ent->groundentity->inuse)
{
ent->groundentity = NULL;
}
}
/* if onground, return without moving */
if (ent->groundentity)
{
return;
}
VectorCopy(ent->s.origin, old_origin);
SV_CheckVelocity(ent);
/* add gravity */
if ((ent->movetype != MOVETYPE_FLY) &&
(ent->movetype != MOVETYPE_FLYMISSILE))
{
SV_AddGravity(ent);
}
/* move angles */
VectorMA(ent->s.angles, FRAMETIME, ent->avelocity, ent->s.angles);
/* move origin */
VectorScale(ent->velocity, FRAMETIME, move);
trace = SV_PushEntity(ent, move);
if (!ent->inuse)
{
return;
}
if (trace.fraction < 1)
{
if (ent->movetype == MOVETYPE_BOUNCE)
{
backoff = 1.5;
}
else
{
backoff = 1;
}
ClipVelocity(ent->velocity, trace.plane.normal, ent->velocity, backoff);
/* stop if on ground */
if (trace.plane.normal[2] > 0.7)
{
if ((ent->velocity[2] < 60) || (ent->movetype != MOVETYPE_BOUNCE))
{
ent->groundentity = trace.ent;
ent->groundentity_linkcount = trace.ent->linkcount;
VectorCopy(vec3_origin, ent->velocity);
VectorCopy(vec3_origin, ent->avelocity);
}
}
}
/* check for water transition */
wasinwater = (ent->watertype & MASK_WATER);
ent->watertype = gi.pointcontents(ent->s.origin);
isinwater = ent->watertype & MASK_WATER;
if (isinwater)
{
ent->waterlevel = 1;
}
else
{
ent->waterlevel = 0;
}
if (!wasinwater && isinwater)
{
gi.positioned_sound(old_origin, g_edicts, CHAN_AUTO,
gi.soundindex("misc/h2ohit1.wav"), 1, 1, 0);
}
else if (wasinwater && !isinwater)
{
gi.positioned_sound(ent->s.origin, g_edicts, CHAN_AUTO,
gi.soundindex("misc/h2ohit1.wav"), 1, 1, 0);
}
/* move teamslaves */
for (slave = ent->teamchain; slave; slave = slave->teamchain)
{
VectorCopy(ent->s.origin, slave->s.origin);
gi.linkentity(slave);
}
}
/*
* ===============================================================================
*
* STEPPING MOVEMENT
*
* ===============================================================================
*/
/*
* Monsters freefall when they don't have a ground entity, otherwise
* all movement is done with discrete steps.
*
* This is also used for objects that have become still on the ground, but
* will fall if the floor is pulled out from under them.
*/
#define sv_stopspeed 100
#define sv_friction 6
#define sv_waterfriction 1
void
SV_AddRotationalFriction(edict_t *ent)
{
int n;
float adjustment;
VectorMA(ent->s.angles, FRAMETIME, ent->avelocity, ent->s.angles);
adjustment = FRAMETIME * sv_stopspeed * sv_friction;
for (n = 0; n < 3; n++)
{
if (ent->avelocity[n] > 0)
{
ent->avelocity[n] -= adjustment;
if (ent->avelocity[n] < 0)
{
ent->avelocity[n] = 0;
}
}
else
{
ent->avelocity[n] += adjustment;
if (ent->avelocity[n] > 0)
{
ent->avelocity[n] = 0;
}
}
}
}
void
SV_Physics_Step(edict_t *ent)
{
qboolean wasonground;
qboolean hitsound = false;
float *vel;
float speed, newspeed, control;
float friction;
edict_t *groundentity;
int mask;
/* airborn monsters should always check for ground */
if (!ent->groundentity)
{
M_CheckGround(ent);
}
groundentity = ent->groundentity;
SV_CheckVelocity(ent);
if (groundentity)
{
wasonground = true;
}
else
{
wasonground = false;
}
if (ent->avelocity[0] || ent->avelocity[1] || ent->avelocity[2])
{
SV_AddRotationalFriction(ent);
}
/* add gravity except:
flying monsters
swimming monsters who are in the water */
if (!wasonground)
{
if (!(ent->flags & FL_FLY))
{
if (!((ent->flags & FL_SWIM) && (ent->waterlevel > 2)))
{
if (ent->velocity[2] < sv_gravity->value * -0.1)
{
hitsound = true;
}
if (ent->waterlevel == 0)
{
SV_AddGravity(ent);
}
}
}
}
/* friction for flying monsters that have been given vertical velocity */
if ((ent->flags & FL_FLY) && (ent->velocity[2] != 0))
{
speed = fabs(ent->velocity[2]);
control = speed < sv_stopspeed ? sv_stopspeed : speed;
friction = sv_friction / 3;
newspeed = speed - (FRAMETIME * control * friction);
if (newspeed < 0)
{
newspeed = 0;
}
newspeed /= speed;
ent->velocity[2] *= newspeed;
}
/* friction for flying monsters that have been given vertical velocity */
if ((ent->flags & FL_SWIM) && (ent->velocity[2] != 0))
{
speed = fabs(ent->velocity[2]);
control = speed < sv_stopspeed ? sv_stopspeed : speed;
newspeed = speed -
(FRAMETIME * control * sv_waterfriction * ent->waterlevel);
if (newspeed < 0)
{
newspeed = 0;
}
newspeed /= speed;
ent->velocity[2] *= newspeed;
}
if (ent->velocity[2] || ent->velocity[1] || ent->velocity[0])
{
/* apply friction let dead monsters who
aren't completely onground slide */
if ((wasonground) || (ent->flags & (FL_SWIM | FL_FLY)))
{
if (!((ent->health <= 0.0) && !M_CheckBottom(ent)))
{
vel = ent->velocity;
speed = sqrt(vel[0] * vel[0] + vel[1] * vel[1]);
if (speed)
{
friction = sv_friction;
control = speed < sv_stopspeed ? sv_stopspeed : speed;
newspeed = speed - FRAMETIME * control * friction;
if (newspeed < 0)
{
newspeed = 0;
}
newspeed /= speed;
vel[0] *= newspeed;
vel[1] *= newspeed;
}
}
}
if (ent->svflags & SVF_MONSTER)
{
mask = MASK_MONSTERSOLID;
}
else
{
mask = MASK_SOLID;
}
SV_FlyMove(ent, FRAMETIME, mask);
gi.linkentity(ent);
G_TouchTriggers(ent);
if (ent->groundentity)
{
if (!wasonground)
{
if (hitsound)
{
gi.sound(ent, 0, gi.soundindex("world/land.wav"), 1, 1, 0);
}
}
}
}
/* regular thinking */
SV_RunThink(ent);
}
/* ============================================================================ */
void
G_RunEntity(edict_t *ent)
{
if (ent->prethink)
{
ent->prethink(ent);
}
switch ((int)ent->movetype)
{
case MOVETYPE_PUSH:
case MOVETYPE_STOP:
SV_Physics_Pusher(ent);
break;
case MOVETYPE_NONE:
SV_Physics_None(ent);
break;
case MOVETYPE_NOCLIP:
SV_Physics_Noclip(ent);
break;
case MOVETYPE_STEP:
SV_Physics_Step(ent);
break;
case MOVETYPE_TOSS:
case MOVETYPE_BOUNCE:
case MOVETYPE_FLY:
case MOVETYPE_FLYMISSILE:
SV_Physics_Toss(ent);
break;
default:
gi.error("SV_Physics: bad movetype %i", (int)ent->movetype);
}
}