- if (q->crouch)
- {
- // wants to crouch, this always works...
- if (!crouch)
- crouch = true;
- }
- else
- {
- // wants to stand, if currently crouching we need to check for a
- // low ceiling first
- if (crouch)
- {
- trace = CL_TraceBox(currentorigin, cl.playerstandmins, cl.playerstandmaxs, currentorigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
- if (!trace.startsolid)
- crouch = false;
- }
- }
- if (crouch)
- {
- playermins = cl.playercrouchmins;
- playermaxs = cl.playercrouchmaxs;
- }
- else
- {
- playermins = cl.playerstandmins;
- playermaxs = cl.playerstandmaxs;
- }
- // change velocity according to q->viewangles and q->move
- contents = CL_PointSuperContents(currentorigin);
- if (contents & SUPERCONTENTS_LIQUIDSMASK)
- {
- // swim
- AngleVectors(q->viewangles, forward, right, up);
- VectorSet(up, 0, 0, 1);
- VectorMAMAM(q->move[0], forward, q->move[1], right, q->move[2], up, wishvel);
- wishspeed = VectorLength(wishvel);
- if (wishspeed)
- VectorScale(wishvel, 1 / wishspeed, wishdir);
- else
- VectorSet( wishdir, 0.0, 0.0, 0.0 );
- wishspeed = min(wishspeed, movevars_maxspeed) * 0.6;
- if (crouch)
- wishspeed *= 0.5;
- VectorScale(currentvelocity, (1 - frametime * movevars_waterfriction), currentvelocity);
- f = wishspeed - DotProduct(currentvelocity, wishdir);
- if (f > 0)
- {
- f = min(f, movevars_wateraccelerate * frametime * wishspeed);
- VectorMA(currentvelocity, f, wishdir, currentvelocity);
- }
- if (q->jump)
- {
- if (contents & SUPERCONTENTS_LAVA)
- currentvelocity[2] = 50;
- else if (contents & SUPERCONTENTS_SLIME)
- currentvelocity[2] = 80;
- else
- {
- if (gamemode == GAME_NEXUIZ)
- currentvelocity[2] = 200;
- else
- currentvelocity[2] = 100;
- }
- }
- }
- else
- {
- // walk
- if (onground && q->jump && canjump)
- {
- currentvelocity[2] += movevars_jumpvelocity;
- onground = false;
- canjump = false;
- }
- if (!q->jump)
- canjump = true;
- VectorSet(yawangles, 0, q->viewangles[1], 0);
- AngleVectors(yawangles, forward, right, up);
- VectorMAM(q->move[0], forward, q->move[1], right, wishvel);
- wishspeed = VectorLength(wishvel);
- if (wishspeed)
- VectorScale(wishvel, 1 / wishspeed, wishdir);
- else
- VectorSet( wishdir, 0.0, 0.0, 0.0 );
- wishspeed = min(wishspeed, movevars_maxspeed);
- if (crouch)
- wishspeed *= 0.5;
- // check if onground
- if (onground)
- {
- // apply ground friction
- f = sqrt(currentvelocity[0] * currentvelocity[0] + currentvelocity[1] * currentvelocity[1]);
- edgefriction = 1;
- if (f > 0)
- {
- VectorSet(currentorigin2, currentorigin[0] + currentvelocity[0]*(16/f), currentorigin[1] + currentvelocity[1]*(16/f), currentorigin[2] + playermins[2]);
- VectorSet(neworigin2, currentorigin2[0], currentorigin2[1], currentorigin2[2] - 34);
- trace = CL_TraceBox(currentorigin2, vec3_origin, vec3_origin, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
- if (trace.fraction == 1)
- edgefriction = movevars_edgefriction;
- }
- // apply friction
- f = 1 - frametime * edgefriction * ((f < movevars_stopspeed) ? (movevars_stopspeed / f) : 1) * movevars_friction;
- f = max(f, 0);
- VectorScale(currentvelocity, f, currentvelocity);
- }
- else
- {
- // apply air speed limit
- wishspeed = min(wishspeed, movevars_maxairspeed);
- }
- if (gamemode == GAME_NEXUIZ)
- addspeed = wishspeed;
- else
- addspeed = wishspeed - DotProduct(currentvelocity, wishdir);
- if (addspeed > 0)
- {
- accelspeed = min(movevars_accelerate * frametime * wishspeed, addspeed);
- VectorMA(currentvelocity, accelspeed, wishdir, currentvelocity);
- }
- currentvelocity[2] -= cl_gravity.value * frametime;
- }
- }
- //if (i < cl.movement_numqueue - 1 || (cl_movement.integer & 4))
- {
- if (crouch)
- {
- playermins = cl.playercrouchmins;
- playermaxs = cl.playercrouchmaxs;
- }
- else
- {
- playermins = cl.playerstandmins;
- playermaxs = cl.playerstandmaxs;
- }
- onground = false;
- for (bump = 0, t = frametime;bump < 8 && VectorLength2(currentvelocity) > 0;bump++)
- {
- VectorMA(currentorigin, t, currentvelocity, neworigin);
- trace = CL_TraceBox(currentorigin, playermins, playermaxs, neworigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
- if (trace.fraction < 1 && trace.plane.normal[2] == 0)
- {
- // may be a step or wall, try stepping up
- // first move forward at a higher level
- VectorSet(currentorigin2, currentorigin[0], currentorigin[1], currentorigin[2] + movevars_stepheight);
- VectorSet(neworigin2, neworigin[0], neworigin[1], currentorigin[2] + movevars_stepheight);
- trace2 = CL_TraceBox(currentorigin2, playermins, playermaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
- // then move down from there
- VectorCopy(trace2.endpos, currentorigin2);
- VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], currentorigin[2]);
- trace3 = CL_TraceBox(currentorigin2, playermins, playermaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
- //Con_Printf("%f %f %f %f : %f %f %f %f : %f %f %f %f\n", trace.fraction, trace.endpos[0], trace.endpos[1], trace.endpos[2], trace2.fraction, trace2.endpos[0], trace2.endpos[1], trace2.endpos[2], trace3.fraction, trace3.endpos[0], trace3.endpos[1], trace3.endpos[2]);
- // accept the new trace if it made some progress
- if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
- {
- trace = trace2;
- VectorCopy(trace3.endpos, trace.endpos);
- }
- }
- if (trace.fraction == 1)
- {
- VectorCopy(trace.endpos, currentorigin);
- break;
- }
- if (trace.plane.normal[2] > 0.7)
- onground = true;
- t *= 1 - trace.fraction;
- if (trace.fraction >= 0.001)
- VectorCopy(trace.endpos, currentorigin);
- f = DotProduct(currentvelocity, trace.plane.normal);
- VectorMA(currentvelocity, -f, trace.plane.normal, currentvelocity);
- }