1 void _Movetype_Physics_Walk(entity this, float dt) // SV_WalkMove
3 vector stepnormal = '0 0 0';
5 // if frametime is 0 (due to client sending the same timestamp twice), don't move
9 if (GAMEPLAYFIX_UNSTICKPLAYERS(this))
10 _Movetype_UnstickEntity(this);
12 bool applygravity = (!_Movetype_CheckWater(this) && this.move_movetype == MOVETYPE_WALK && !(this.flags & FL_WATERJUMP));
14 _Movetype_CheckVelocity(this);
16 // do a regular slide move unless it looks like you ran into a step
17 bool oldonground = IS_ONGROUND(this);
19 vector start_origin = this.origin;
20 vector start_velocity = this.velocity;
22 int clip = _Movetype_FlyMove(this, dt, applygravity, stepnormal, GAMEPLAYFIX_STEPMULTIPLETIMES(this) ? PHYS_STEPHEIGHT(this) : 0);
24 if (GAMEPLAYFIX_DOWNTRACEONGROUND(this) && !(clip & 1))
26 // only try this if there was no floor in the way in the trace (no,
27 // this check seems to be not REALLY necessary, because if clip & 1,
28 // our trace will hit that thing too)
29 vector upmove = this.origin + '0 0 1';
30 vector downmove = this.origin - '0 0 1';
32 if (this.move_movetype == MOVETYPE_FLYMISSILE)
34 else if (this.move_movetype == MOVETYPE_FLY_WORLDONLY)
35 type = MOVE_WORLDONLY;
36 else if (this.solid == SOLID_TRIGGER || this.solid == SOLID_NOT)
37 type = MOVE_NOMONSTERS;
38 else type = MOVE_NORMAL;
39 tracebox(upmove, this.mins, this.maxs, downmove, type, this);
40 if (trace_fraction < 1 && trace_plane_normal.z > 0.7)
41 clip |= 1; // but we HAVE found a floor
44 // if the move did not hit the ground at any point, we're not on ground
48 _Movetype_CheckVelocity(this);
49 _Movetype_LinkEdict(this, true);
51 if (clip & 8) // teleport
54 if (this.flags & FL_WATERJUMP)
57 if (PHYS_NOSTEP(this))
60 vector originalorigin = this.origin;
61 vector originalvelocity = this.velocity;
62 // originalmove_clip = clip;
63 int originalflags = this.flags;
64 entity originalmove_groundentity = this.groundentity;
66 // if move didn't block on a step, return
69 // if move was not trying to move into the step, return
70 if (fabs(start_velocity.x) < 0.03125 && fabs(start_velocity.y) < 0.03125)
73 if (this.move_movetype != MOVETYPE_FLY)
75 // return if gibbed by a trigger
76 if (this.move_movetype != MOVETYPE_WALK)
79 // return if attempting to jump while airborn (unless sv_jumpstep)
80 if (!PHYS_JUMPSTEP(this))
81 if (!oldonground && this.waterlevel == 0)
85 // try moving up and forward to go up a step
87 this.origin = start_origin;
88 this.velocity = start_velocity;
91 vector upmove = '0 0 1' * PHYS_STEPHEIGHT(this);
92 _Movetype_PushEntity(this, upmove, true);
97 // we got teleported when upstepping... must abort the move
103 clip = _Movetype_FlyMove(this, dt, applygravity, stepnormal, 0);
104 this.velocity_z += start_velocity.z;
107 // we got teleported when upstepping... must abort the move
108 // note that z velocity handling may not be what QC expects here, but we cannot help it
112 _Movetype_CheckVelocity(this);
113 _Movetype_LinkEdict(this, true);
115 // check for stuckness, possibly due to the limited precision of floats
116 // in the clipping hulls
118 && fabs(originalorigin.y - this.origin.y) < 0.03125
119 && fabs(originalorigin.x - this.origin.x) < 0.03125)
121 // Con_Printf("wall\n");
122 // stepping up didn't make any progress, revert to original move
123 this.origin = originalorigin;
124 this.velocity = originalvelocity;
125 // clip = originalmove_clip;
126 this.flags = originalflags;
127 this.groundentity = originalmove_groundentity;
128 // now try to unstick if needed
129 // clip = SV_TryUnstick (ent, oldvel);
133 // Con_Printf("step - ");
135 // extra friction based on view angle
136 if ((clip & 2) && PHYS_WALLFRICTION(this))
137 _Movetype_WallFriction(this, stepnormal);
139 // don't do the down move if stepdown is disabled, moving upward, not in water, or the move started offground or ended onground
140 else if (!GAMEPLAYFIX_STEPDOWN(this) || this.waterlevel >= 3 || start_velocity.z >= (1.0 / 32.0) || !oldonground || IS_ONGROUND(this))
146 vector downmove = '0 0 1' * (-PHYS_STEPHEIGHT(this) + start_velocity.z * dt);
147 _Movetype_PushEntity(this, downmove, true);
153 // we got teleported when downstepping... must abort the move
157 if (trace_fraction < 1 && trace_plane_normal.z > 0.7)
159 // this has been disabled so that you can't jump when you are stepping
160 // up while already jumping (also known as the Quake2 double jump bug)
164 // Con_Printf("slope\n");
165 // if the push down didn't end up on good ground, use the move without
166 // the step up. This happens near wall / slope combinations, and can
167 // cause the player to hop up higher on a slope too steep to climb
168 this.origin = originalorigin;
169 this.velocity = originalvelocity;
170 this.flags = originalflags;
171 this.groundentity = originalmove_groundentity;
174 _Movetype_CheckVelocity(this);
175 _Movetype_LinkEdict(this, true);