void set_movetype(entity this, int mt)
{
this.move_movetype = mt;
- if (mt == MOVETYPE_PHYSICS /*|| mt == MOVETYPE_PUSH || mt == MOVETYPE_FAKEPUSH*/) {
+ if (mt == MOVETYPE_PHYSICS) {
this.move_qcphysics = false;
}
if(!IL_CONTAINS(g_moveables, this))
}
tracebox(stuckorigin, goodmins, goodmaxs, testorigin, MOVE_NOMONSTERS, this);
- if(trace_startsolid) // NOTE: this checks for bmodelstartsolid in the engine
+ if(trace_startsolid && trace_ent.solid == SOLID_BSP) // NOTE: this checks for bmodelstartsolid in the engine
{
-
// BAD BAD, can't fix that
return false;
}
// we hit something... let's move out of it
vector move = trace_endpos - testorigin;
- float nudge = (trace_plane_normal * move) + 0.03125f; // FIXME cvar this constant
+ float nudge = (trace_plane_normal * move) + 0.03125; // FIXME cvar this constant
stuckorigin = stuckorigin + nudge * trace_plane_normal;
}
if(dt <= 0)
return 0;
- int blocked = 0;
+ int blockedflag = 0;
int i, j, numplanes = 0;
float time_left = dt, grav = 0;
vector push;
{
// we got teleported by a touch function
// let's abort the move
- blocked |= 8;
+ blockedflag |= 8;
break;
}
if(trace_plane_normal.z > 0.7)
{
// floor
- blocked |= 1;
+ blockedflag |= 1;
if(!trace_ent)
{
if(!_Movetype_PushEntity(this, steppush, true, false))
{
- blocked |= 8;
+ blockedflag |= 8;
break;
}
if(!_Movetype_PushEntity(this, push, true, false))
{
- blocked |= 8;
+ blockedflag |= 8;
break;
}
float trace2_fraction = trace_fraction;
steppush = vec3(0, 0, org.z - this.origin_z);
if(!_Movetype_PushEntity(this, steppush, true, false))
{
- blocked |= 8;
+ blockedflag |= 8;
break;
}
else
{
// step - return it to caller
- blocked |= 2;
+ blockedflag |= 2;
// save the trace for player extrafriction
if(applystepnormal)
move_stepnormal = trace_plane_normal;
{
// this shouldn't really happen
this.velocity = '0 0 0';
- blocked = 3;
+ blockedflag = 3;
break;
}
if(numplanes != 2)
{
this.velocity = '0 0 0';
- blocked = 7;
+ blockedflag = 7;
break;
}
vector dir = cross(planes[0], planes[1]);
}
// LordHavoc: this came from QW and allows you to get out of water more easily
- if(GAMEPLAYFIX_EASIERWATERJUMP(this) && (this.flags & FL_WATERJUMP) && !(blocked & 8))
+ if(GAMEPLAYFIX_EASIERWATERJUMP(this) && (this.flags & FL_WATERJUMP) && !(blockedflag & 8))
this.velocity = primal_velocity;
- if(PHYS_WALLCLIP(this) && this.pm_time && !(this.flags & FL_WATERJUMP) && !(blocked & 8))
+ if(PHYS_WALLCLIP(this) && this.pm_time && !(this.flags & FL_WATERJUMP) && !(blockedflag & 8))
this.velocity = primal_velocity;
if(applygravity)
}
}
- return blocked;
+ return blockedflag;
}
void _Movetype_CheckVelocity(entity this) // SV_CheckVelocity
return (this.origin == last_origin); // false if teleported by touch
}
-
-.float ltime;
-.void() blocked;
-
void _Movetype_Physics_Frame(entity this, float movedt)
{
this.move_didgravity = -1;
this.angles = this.angles + movedt * this.avelocity;
break;
case MOVETYPE_STEP:
+ if (GAMEPLAYFIX_UNSTICKPLAYERS(this) == 2)
+ _Movetype_CheckStuck(this);
_Movetype_Physics_Step(this, movedt);
break;
case MOVETYPE_WALK:
case MOVETYPE_FLY:
case MOVETYPE_FLY_WORLDONLY:
+ if (movedt > 0 && GAMEPLAYFIX_UNSTICKPLAYERS(this) == 2)
+ _Movetype_CheckStuck(this);
_Movetype_Physics_Walk(this, movedt);
break;
case MOVETYPE_TOSS:
case MOVETYPE_BOUNCE:
case MOVETYPE_BOUNCEMISSILE:
case MOVETYPE_FLYMISSILE:
+ if (GAMEPLAYFIX_UNSTICKPLAYERS(this) == 2)
+ _Movetype_CheckStuck(this);
_Movetype_Physics_Toss(this, movedt);
break;
case MOVETYPE_PHYSICS: