ent->v->angles[1] += trace.fraction * pushangles[1];
SV_LinkEdict (ent, true);
- if (trace.ent && (!((int)ent->v->flags & FL_ONGROUND) || ent->v->groundentity != EDICT_TO_PROG(trace.ent)))
+ if (trace.fraction < 1 && trace.ent && (!((int)ent->v->flags & FL_ONGROUND) || ent->v->groundentity != EDICT_TO_PROG(trace.ent)))
SV_Impact (ent, trace.ent);
return trace;
}
ent->v->waterlevel = 0;
ent->v->watertype = CONTENTS_EMPTY;
- cont = sv.worldmodel->brushq1.PointContents(sv.worldmodel, point);
+ cont = SV_PointQ1Contents(point);
if (cont <= CONTENTS_WATER)
{
ent->v->watertype = cont;
ent->v->waterlevel = 1;
point[2] = ent->v->origin[2] + (ent->v->mins[2] + ent->v->maxs[2])*0.5;
- cont = sv.worldmodel->brushq1.PointContents(sv.worldmodel, point);
+ cont = SV_PointQ1Contents(point);
if (cont <= CONTENTS_WATER)
{
ent->v->waterlevel = 2;
point[2] = ent->v->origin[2] + ent->v->view_ofs[2];
- cont = sv.worldmodel->brushq1.PointContents(sv.worldmodel, point);
+ cont = SV_PointQ1Contents(point);
if (cont <= CONTENTS_WATER)
ent->v->waterlevel = 3;
}
vec3_t upmove, downmove, oldorg, oldvel, nosteporg, nostepvel, stepnormal;
trace_t downtrace;
+ SV_CheckVelocity(ent);
+
// do a regular slide move unless it looks like you ran into a step
oldonground = (int)ent->v->flags & FL_ONGROUND;
ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND;
clip = SV_FlyMove (ent, sv.frametime, NULL);
+ SV_CheckVelocity(ent);
+
// if move didn't block on a step, return
if ( !(clip & 2) )
return;
return;
}
- if (sv_nostep.integer)
- return;
+ SV_CheckVelocity(ent);
- if ( (int)ent->v->flags & FL_WATERJUMP )
+ if (sv_nostep.integer || (int)ent->v->flags & FL_WATERJUMP )
return;
VectorCopy (ent->v->origin, nosteporg);
VectorCopy (nosteporg, ent->v->origin);
VectorCopy (nostepvel, ent->v->velocity);
}
+
+ SV_CheckVelocity(ent);
}
//============================================================================
SV_LinkEdict (ent, true);
}
-/*
-=============
-SV_Physics_Noclip
-
-A moving object that doesn't obey physics
-=============
-*/
-void SV_Physics_Noclip (edict_t *ent)
-{
- // regular thinking
- if (!SV_RunThink (ent))
- return;
-
- VectorMA (ent->v->angles, sv.frametime, ent->v->avelocity, ent->v->angles);
- VectorMA (ent->v->origin, sv.frametime, ent->v->velocity, ent->v->origin);
-
- SV_LinkEdict (ent, false);
-}
-
/*
==============================================================================
void SV_CheckWaterTransition (edict_t *ent)
{
int cont;
- cont = sv.worldmodel->brushq1.PointContents(sv.worldmodel, ent->v->origin);
+ cont = SV_PointQ1Contents(ent->v->origin);
if (!ent->v->watertype)
{
// just spawned here
return;
}
+ // check if the entity crossed into or out of water
+ if ((ent->v->watertype == CONTENTS_WATER || ent->v->watertype == CONTENTS_SLIME) != (cont == CONTENTS_WATER || cont == CONTENTS_SLIME))
+ SV_StartSound (ent, 0, "misc/h2ohit1.wav", 255, 1);
+
if (cont <= CONTENTS_WATER)
{
- if (ent->v->watertype == CONTENTS_EMPTY && cont != CONTENTS_LAVA)
- // just crossed into water
- SV_StartSound (ent, 0, "misc/h2ohit1.wav", 255, 1);
-
ent->v->watertype = cont;
ent->v->waterlevel = 1;
}
else
{
- if (ent->v->watertype != CONTENTS_EMPTY && ent->v->watertype != CONTENTS_LAVA)
- // just crossed into water
- SV_StartSound (ent, 0, "misc/h2ohit1.wav", 255, 1);
-
ent->v->watertype = CONTENTS_EMPTY;
- ent->v->waterlevel = cont;
+ ent->v->waterlevel = 0;
}
}
if (i > 0 && i <= svs.maxclients)
{
- if (!svs.clients[i-1].active)
+ if (!svs.clients[i-1].spawned)
continue;
// connected slot
// call standard client pre-think
SV_Physics_Follow (ent);
break;
case MOVETYPE_NOCLIP:
- if (i > 0 && i <= svs.maxclients)
+ if (SV_RunThink(ent))
{
- if (SV_RunThink (ent))
- {
- SV_CheckWater (ent);
- VectorMA (ent->v->origin, sv.frametime, ent->v->velocity, ent->v->origin);
- VectorMA (ent->v->angles, sv.frametime, ent->v->avelocity, ent->v->angles);
- }
+ SV_CheckWater(ent);
+ VectorMA(ent->v->origin, sv.frametime, ent->v->velocity, ent->v->origin);
+ VectorMA(ent->v->angles, sv.frametime, ent->v->avelocity, ent->v->angles);
}
- else
- SV_Physics_Noclip (ent);
+ // relink normal entities here, players always get relinked so don't relink twice
+ if (!(i > 0 && i <= svs.maxclients))
+ SV_LinkEdict(ent, false);
break;
case MOVETYPE_STEP:
SV_Physics_Step (ent);