cvar_t sv_stepheight = {CVAR_NOTIFY, "sv_stepheight", "18"};
cvar_t sv_jumpstep = {CVAR_NOTIFY, "sv_jumpstep", "1"};
cvar_t sv_wallfriction = {CVAR_NOTIFY, "sv_wallfriction", "1"};
+cvar_t sv_newflymove = {CVAR_NOTIFY, "sv_newflymove", "1"};
+cvar_t sv_freezenonclients = {CVAR_NOTIFY, "sv_freezenonclients", "0"};
#define MOVE_EPSILON 0.01
Cvar_RegisterVariable(&sv_stepheight);
Cvar_RegisterVariable(&sv_jumpstep);
Cvar_RegisterVariable(&sv_wallfriction);
+ Cvar_RegisterVariable(&sv_newflymove);
+ Cvar_RegisterVariable(&sv_freezenonclients);
}
/*
check = NEXT_EDICT(sv.edicts);
for (e = 1;e < sv.num_edicts;e++, check = NEXT_EDICT(check))
{
- if (check->free)
+ if (check->e->free)
continue;
- if (check->v.movetype == MOVETYPE_PUSH
- || check->v.movetype == MOVETYPE_NONE
- || check->v.movetype == MOVETYPE_FOLLOW
- || check->v.movetype == MOVETYPE_NOCLIP)
+ if (check->v->movetype == MOVETYPE_PUSH
+ || check->v->movetype == MOVETYPE_NONE
+ || check->v->movetype == MOVETYPE_FOLLOW
+ || check->v->movetype == MOVETYPE_NOCLIP)
continue;
if (SV_TestEntityPosition (check))
- Con_Printf ("entity in invalid position\n");
+ Con_Print("entity in invalid position\n");
}
}
//
for (i=0 ; i<3 ; i++)
{
- if (IS_NAN(ent->v.velocity[i]))
+ if (IS_NAN(ent->v->velocity[i]))
{
- Con_Printf ("Got a NaN velocity on %s\n", pr_strings + ent->v.classname);
- ent->v.velocity[i] = 0;
+ Con_Printf("Got a NaN velocity on %s\n", PR_GetString(ent->v->classname));
+ ent->v->velocity[i] = 0;
}
- if (IS_NAN(ent->v.origin[i]))
+ if (IS_NAN(ent->v->origin[i]))
{
- Con_Printf ("Got a NaN origin on %s\n", pr_strings + ent->v.classname);
- ent->v.origin[i] = 0;
+ Con_Printf("Got a NaN origin on %s\n", PR_GetString(ent->v->classname));
+ ent->v->origin[i] = 0;
}
}
// LordHavoc: max velocity fix, inspired by Maddes's source fixes, but this is faster
- wishspeed = DotProduct(ent->v.velocity, ent->v.velocity);
+ wishspeed = DotProduct(ent->v->velocity, ent->v->velocity);
if (wishspeed > sv_maxvelocity.value * sv_maxvelocity.value)
{
wishspeed = sv_maxvelocity.value / sqrt(wishspeed);
- ent->v.velocity[0] *= wishspeed;
- ent->v.velocity[1] *= wishspeed;
- ent->v.velocity[2] *= wishspeed;
+ ent->v->velocity[0] *= wishspeed;
+ ent->v->velocity[1] *= wishspeed;
+ ent->v->velocity[2] *= wishspeed;
}
}
{
float thinktime;
- thinktime = ent->v.nextthink;
+ thinktime = ent->v->nextthink;
if (thinktime <= 0 || thinktime > sv.time + sv.frametime)
return true;
if (thinktime < sv.time)
thinktime = sv.time;
- ent->v.nextthink = 0;
+ ent->v->nextthink = 0;
pr_global_struct->time = thinktime;
pr_global_struct->self = EDICT_TO_PROG(ent);
pr_global_struct->other = EDICT_TO_PROG(sv.edicts);
- PR_ExecuteProgram (ent->v.think, "NULL think function");
- return !ent->free;
+ PR_ExecuteProgram (ent->v->think, "NULL think function");
+ return !ent->e->free;
}
/*
old_other = pr_global_struct->other;
pr_global_struct->time = sv.time;
- if (e1->v.touch && e1->v.solid != SOLID_NOT)
+ if (e1->v->touch && e1->v->solid != SOLID_NOT)
{
pr_global_struct->self = EDICT_TO_PROG(e1);
pr_global_struct->other = EDICT_TO_PROG(e2);
- PR_ExecuteProgram (e1->v.touch, "");
+ PR_ExecuteProgram (e1->v->touch, "");
}
- if (e2->v.touch && e2->v.solid != SOLID_NOT)
+ if (e2->v->touch && e2->v->solid != SOLID_NOT)
{
pr_global_struct->self = EDICT_TO_PROG(e2);
pr_global_struct->other = EDICT_TO_PROG(e1);
- PR_ExecuteProgram (e2->v.touch, "");
+ PR_ExecuteProgram (e2->v->touch, "");
}
pr_global_struct->self = old_self;
==================
*/
#define STOP_EPSILON 0.1
-int ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce)
+void ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce)
{
- int i, blocked;
- float backoff, change;
-
- blocked = 0;
- // flag if it's a floor
- if (normal[2] > 0)
- blocked |= 1;
- // flag if it's a step
- if (!normal[2])
- blocked |= 2;
+ int i;
+ float backoff;
- backoff = DotProduct (in, normal) * overbounce;
+ backoff = -DotProduct (in, normal) * overbounce;
+ VectorMA(in, backoff, normal, out);
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;
}
1 = floor
2 = wall / step
4 = dead stop
-If steptrace is not NULL, the trace of any vertical wall hit will be stored
+If stepnormal is not NULL, the plane normal of any vertical wall hit will be stored
============
*/
// LordHavoc: increased from 5 to 20
#define MAX_CLIP_PLANES 20
-int SV_FlyMove (edict_t *ent, float time, trace_t *steptrace)
+int SV_FlyMove (edict_t *ent, float time, float *stepnormal)
{
- int i, j, blocked, impact, numplanes, bumpcount, numbumps;
+ int blocked, bumpcount;
+ edict_t *hackongroundentity;
+ int i, j, impact, numplanes;
float d, time_left;
vec3_t dir, end, planes[MAX_CLIP_PLANES], primal_velocity, original_velocity, new_velocity;
trace_t trace;
-
- numbumps = 4;
-
blocked = 0;
- VectorCopy (ent->v.velocity, original_velocity);
- VectorCopy (ent->v.velocity, primal_velocity);
+ VectorCopy(ent->v->velocity, original_velocity);
+ VectorCopy(ent->v->velocity, primal_velocity);
numplanes = 0;
-
time_left = time;
-
- for (bumpcount=0 ; bumpcount<numbumps ; bumpcount++)
+ hackongroundentity = NULL;
+ for (bumpcount = 0;bumpcount < 8;bumpcount++)
{
- if (!ent->v.velocity[0] && !ent->v.velocity[1] && !ent->v.velocity[2])
+ if (!ent->v->velocity[0] && !ent->v->velocity[1] && !ent->v->velocity[2])
break;
- for (i=0 ; i<3 ; i++)
- end[i] = ent->v.origin[i] + time_left * ent->v.velocity[i];
+ VectorMA(ent->v->origin, time_left, ent->v->velocity, end);
+ trace = SV_Move(ent->v->origin, ent->v->mins, ent->v->maxs, end, MOVE_NORMAL, ent);
+#if 0
+ //if (trace.fraction < 0.002)
+ {
+#if 1
+ vec3_t start;
+ trace_t testtrace;
+ VectorCopy(ent->v->origin, start);
+ start[2] += 3;//0.03125;
+ VectorMA(ent->v->origin, time_left, ent->v->velocity, end);
+ end[2] += 3;//0.03125;
+ testtrace = SV_Move(start, ent->v->mins, ent->v->maxs, end, MOVE_NORMAL, ent);
+ if (trace.fraction < testtrace.fraction && !testtrace.startsolid && (testtrace.fraction == 1 || DotProduct(trace.plane.normal, ent->v->velocity) < DotProduct(testtrace.plane.normal, ent->v->velocity)))
+ {
+ Con_Printf("got further (new %f > old %f)\n", testtrace.fraction, trace.fraction);
+ trace = testtrace;
+ }
+#endif
+#if 0
+ //j = -1;
+ for (i = 0;i < numplanes;i++)
+ {
+ VectorCopy(ent->v->origin, start);
+ VectorMA(ent->v->origin, time_left, ent->v->velocity, end);
+ VectorMA(start, 3, planes[i], start);
+ VectorMA(end, 3, planes[i], end);
+ testtrace = SV_Move(start, ent->v->mins, ent->v->maxs, end, MOVE_NORMAL, ent);
+ if (trace.fraction < testtrace.fraction)
+ {
+ trace = testtrace;
+ VectorCopy(start, ent->v->origin);
+ //j = i;
+ }
+ }
+ //if (j >= 0)
+ // VectorAdd(ent->v->origin, planes[j], start);
+#endif
+ }
+#endif
- trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_NORMAL, ent);
+#if 0
+ Con_Printf("entity %i bump %i: velocity %f %f %f trace %f", ent - sv.edicts, bumpcount, ent->v->velocity[0], ent->v->velocity[1], ent->v->velocity[2], trace.fraction);
+ if (trace.fraction < 1)
+ Con_Printf(" : %f %f %f", trace.plane.normal[0], trace.plane.normal[1], trace.plane.normal[2]);
+ Con_Print("\n");
+#endif
- if (trace.allsolid)
+ /*
+ if (trace.startsolid)
{
// LordHavoc: note: this code is what makes entities stick in place if embedded in another object (which can be the world)
// entity is trapped in another solid
- VectorClear(ent->v.velocity);
+ VectorClear(ent->v->velocity);
return 3;
}
-
- if (trace.fraction > 0)
- {
- // actually covered some distance
- VectorCopy (trace.endpos, ent->v.origin);
- VectorCopy (ent->v.velocity, original_velocity);
- numplanes = 0;
- }
+ */
// break if it moved the entire distance
if (trace.fraction == 1)
- break;
+ {
+ VectorCopy(trace.endpos, ent->v->origin);
+ break;
+ }
if (!trace.ent)
- Host_Error ("SV_FlyMove: !trace.ent");
+ Host_Error("SV_FlyMove: !trace.ent");
- if ((int) ent->v.flags & FL_ONGROUND)
+ if ((int) ent->v->flags & FL_ONGROUND)
{
- if (ent->v.groundentity == EDICT_TO_PROG(trace.ent))
+ if (ent->v->groundentity == EDICT_TO_PROG(trace.ent))
impact = false;
else
{
- ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND;
+ ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND;
impact = true;
}
}
else
impact = true;
- if (trace.plane.normal[2] > 0.7)
+ if (trace.plane.normal[2])
{
- // floor
- blocked |= 1;
- ent->v.flags = (int)ent->v.flags | FL_ONGROUND;
- ent->v.groundentity = EDICT_TO_PROG(trace.ent);
+ if (trace.plane.normal[2] > 0.7)
+ {
+ // floor
+ blocked |= 1;
+ ent->v->flags = (int)ent->v->flags | FL_ONGROUND;
+ ent->v->groundentity = EDICT_TO_PROG(trace.ent);
+ }
+ else if (trace.fraction < 0.001)
+ hackongroundentity = trace.ent;
}
- if (!trace.plane.normal[2])
+ else
{
// step
blocked |= 2;
// save the trace for player extrafriction
- if (steptrace)
- *steptrace = trace;
+ if (stepnormal)
+ VectorCopy(trace.plane.normal, stepnormal);
+ }
+
+ if (trace.fraction >= 0.001)
+ {
+ // actually covered some distance
+ VectorCopy(trace.endpos, ent->v->origin);
+ VectorCopy(ent->v->velocity, original_velocity);
+ numplanes = 0;
}
// run the impact function
if (impact)
{
- SV_Impact (ent, trace.ent);
+ SV_Impact(ent, trace.ent);
// break if removed by the impact function
- if (ent->free)
+ if (ent->e->free)
break;
}
-
- time_left -= time_left * trace.fraction;
+ time_left *= 1 - trace.fraction;
// clipped to another plane
if (numplanes >= MAX_CLIP_PLANES)
{
// this shouldn't really happen
- VectorClear(ent->v.velocity);
- return 3;
+ VectorClear(ent->v->velocity);
+ blocked = 3;
+ break;
}
- VectorCopy (trace.plane.normal, planes[numplanes]);
+ /*
+ for (i = 0;i < numplanes;i++)
+ if (DotProduct(trace.plane.normal, planes[i]) > 0.99)
+ break;
+ if (i < numplanes)
+ {
+ VectorAdd(ent->v->velocity, trace.plane.normal, ent->v->velocity);
+ continue;
+ }
+ */
+
+ VectorCopy(trace.plane.normal, planes[numplanes]);
numplanes++;
- // modify original_velocity so it parallels all of the clip planes
- for (i=0 ; i<numplanes ; i++)
+ if (sv_newflymove.integer)
+ ClipVelocity(ent->v->velocity, trace.plane.normal, ent->v->velocity, 1);
+ else
{
- ClipVelocity (original_velocity, planes[i], new_velocity, 1);
- for (j=0 ; j<numplanes ; j++)
- if (j != i)
+ // 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++)
{
- // not ok
- if (DotProduct (new_velocity, planes[j]) < 0)
- break;
+ if (j != i)
+ {
+ // not ok
+ if (DotProduct(new_velocity, planes[j]) < 0)
+ break;
+ }
}
- if (j == numplanes)
- break;
- }
+ if (j == numplanes)
+ break;
+ }
- if (i != numplanes)
- {
- // go along this plane
- VectorCopy (new_velocity, ent->v.velocity);
- }
- else
- {
- // go along the crease
- if (numplanes != 2)
+ if (i != numplanes)
+ {
+ // go along this plane
+ VectorCopy(new_velocity, ent->v->velocity);
+ }
+ else
{
- VectorClear(ent->v.velocity);
- return 7;
+ // go along the crease
+ if (numplanes != 2)
+ {
+ VectorClear(ent->v->velocity);
+ blocked = 7;
+ break;
+ }
+ CrossProduct(planes[0], planes[1], dir);
+ // LordHavoc: thanks to taniwha of QuakeForge for pointing out this fix for slowed falling in corners
+ VectorNormalize(dir);
+ d = DotProduct(dir, ent->v->velocity);
+ VectorScale(dir, d, ent->v->velocity);
}
- CrossProduct (planes[0], planes[1], dir);
- // LordHavoc: thanks to taniwha of QuakeForge for pointing out this fix for slowed falling in corners
- VectorNormalize(dir);
- d = DotProduct (dir, ent->v.velocity);
- VectorScale (dir, d, ent->v.velocity);
}
// if original velocity is against the original velocity,
// stop dead to avoid tiny occilations in sloping corners
- if (DotProduct (ent->v.velocity, primal_velocity) <= 0)
+ if (DotProduct(ent->v->velocity, primal_velocity) <= 0)
{
- VectorClear(ent->v.velocity);
- return blocked;
+ VectorClear(ent->v->velocity);
+ break;
}
}
+ //Con_Printf("entity %i final: blocked %i velocity %f %f %f\n", ent - sv.edicts, blocked, ent->v->velocity[0], ent->v->velocity[1], ent->v->velocity[2]);
+
+ /*
+ // FIXME: this doesn't work well at all, find another solution
+ // if player is ontop of a non-onground floor and made no progress,
+ // set onground anyway (this tends to happen if standing in a wedge)
+ if (bumpcount == 8 && hackongroundentity)
+ {
+ blocked |= 1;
+ ent->v->flags = (int)ent->v->flags | FL_ONGROUND;
+ ent->v->groundentity = EDICT_TO_PROG(hackongroundentity);
+ }
+ */
+
+ /*
+ if ((blocked & 1) == 0 && bumpcount > 1)
+ {
+ // LordHavoc: fix the 'fall to your death in a wedge corner' glitch
+ // flag ONGROUND if there's ground under it
+ trace = SV_Move(ent->v->origin, ent->v->mins, ent->v->maxs, end, MOVE_NORMAL, ent);
+ }
+ */
return blocked;
}
ent_gravity = val->_float;
else
ent_gravity = 1.0;
- ent->v.velocity[2] -= ent_gravity * sv_gravity.value * sv.frametime;
+ ent->v->velocity[2] -= ent_gravity * sv_gravity.value * sv.frametime;
}
trace_t trace;
vec3_t end;
- VectorAdd (ent->v.origin, push, end);
+ VectorAdd (ent->v->origin, push, end);
- if (ent->v.movetype == MOVETYPE_FLYMISSILE)
- trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_MISSILE, ent);
- else if (ent->v.solid == SOLID_TRIGGER || ent->v.solid == SOLID_NOT)
+ if (ent->v->movetype == MOVETYPE_FLYMISSILE)
+ trace = SV_Move (ent->v->origin, ent->v->mins, ent->v->maxs, end, MOVE_MISSILE, ent);
+ else if (ent->v->solid == SOLID_TRIGGER || ent->v->solid == SOLID_NOT)
// only clip against bmodels
- trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_NOMONSTERS, ent);
+ trace = SV_Move (ent->v->origin, ent->v->mins, ent->v->maxs, end, MOVE_NOMONSTERS, ent);
else
- trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_NORMAL, ent);
+ trace = SV_Move (ent->v->origin, ent->v->mins, ent->v->maxs, end, MOVE_NORMAL, ent);
- VectorCopy (trace.endpos, ent->v.origin);
+ VectorCopy (trace.endpos, ent->v->origin);
// FIXME: turn players specially
- ent->v.angles[1] += trace.fraction * pushangles[1];
+ 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.ent && (!((int)ent->v->flags & FL_ONGROUND) || ent->v->groundentity != EDICT_TO_PROG(trace.ent)))
SV_Impact (ent, trace.ent);
return trace;
}
trace_t SV_ClipMoveToEntity (edict_t *ent, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end);
void SV_PushMove (edict_t *pusher, float movetime)
{
- int i, e, index;
- edict_t *check;
- float savesolid, movetime2, pushltime;
- vec3_t mins, maxs, move, move1, moveangle, pushorig, pushang, a, forward, left, up, org, org2;
- int num_moved;
- edict_t *moved_edict[MAX_EDICTS];
- vec3_t moved_from[MAX_EDICTS], moved_fromangles[MAX_EDICTS];
- model_t *pushermodel;
- trace_t trace;
-
- switch ((int) pusher->v.solid)
+ int i, e, index;
+ edict_t *check, *ed;
+ float savesolid, movetime2, pushltime;
+ vec3_t mins, maxs, move, move1, moveangle, pushorig, pushang, a, forward, left, up, org, org2;
+ int num_moved;
+ model_t *pushermodel;
+
+ if (!pusher->v->velocity[0] && !pusher->v->velocity[1] && !pusher->v->velocity[2] && !pusher->v->avelocity[0] && !pusher->v->avelocity[1] && !pusher->v->avelocity[2])
+ {
+ pusher->v->ltime += movetime;
+ return;
+ }
+
+ switch ((int) pusher->v->solid)
{
// LordHavoc: valid pusher types
case SOLID_BSP:
// LordHavoc: no collisions
case SOLID_NOT:
case SOLID_TRIGGER:
- VectorMA (pusher->v.origin, movetime, pusher->v.velocity, pusher->v.origin);
- VectorMA (pusher->v.angles, movetime, pusher->v.avelocity, pusher->v.angles);
- pusher->v.ltime += movetime;
+ VectorMA (pusher->v->origin, movetime, pusher->v->velocity, pusher->v->origin);
+ VectorMA (pusher->v->angles, movetime, pusher->v->avelocity, pusher->v->angles);
+ pusher->v->angles[0] -= 360.0 * floor(pusher->v->angles[0] * (1.0 / 360.0));
+ pusher->v->angles[1] -= 360.0 * floor(pusher->v->angles[1] * (1.0 / 360.0));
+ pusher->v->angles[2] -= 360.0 * floor(pusher->v->angles[2] * (1.0 / 360.0));
+ pusher->v->ltime += movetime;
SV_LinkEdict (pusher, false);
return;
default:
- Host_Error("SV_PushMove: unrecognized solid type %f\n", pusher->v.solid);
+ Con_DPrintf("SV_PushMove: unrecognized solid type %f\n", pusher->v->solid);
+ return;
}
- if (!pusher->v.velocity[0] && !pusher->v.velocity[1] && !pusher->v.velocity[2] && !pusher->v.avelocity[0] && !pusher->v.avelocity[1] && !pusher->v.avelocity[2])
+ index = (int) pusher->v->modelindex;
+ if (index < 1 || index >= MAX_MODELS)
{
- pusher->v.ltime += movetime;
+ Con_DPrintf("SV_PushMove: invalid modelindex %f\n", pusher->v->modelindex);
return;
}
- index = (int) pusher->v.modelindex;
- if (index < 1 || index >= MAX_MODELS)
- Host_Error("SV_PushMove: invalid modelindex %f\n", pusher->v.modelindex);
pushermodel = sv.models[index];
movetime2 = movetime;
- VectorScale(pusher->v.velocity, movetime2, move1);
- VectorScale(pusher->v.avelocity, movetime2, moveangle);
+ VectorScale(pusher->v->velocity, movetime2, move1);
+ VectorScale(pusher->v->avelocity, movetime2, moveangle);
if (moveangle[0] || moveangle[2])
{
for (i = 0;i < 3;i++)
{
if (move1[i] > 0)
{
- mins[i] = pushermodel->rotatedmins[i] + pusher->v.origin[i] - 1;
- maxs[i] = pushermodel->rotatedmaxs[i] + move1[i] + pusher->v.origin[i] + 1;
+ mins[i] = pushermodel->rotatedmins[i] + pusher->v->origin[i] - 1;
+ maxs[i] = pushermodel->rotatedmaxs[i] + move1[i] + pusher->v->origin[i] + 1;
}
else
{
- mins[i] = pushermodel->rotatedmins[i] + move1[i] + pusher->v.origin[i] - 1;
- maxs[i] = pushermodel->rotatedmaxs[i] + pusher->v.origin[i] + 1;
+ mins[i] = pushermodel->rotatedmins[i] + move1[i] + pusher->v->origin[i] - 1;
+ maxs[i] = pushermodel->rotatedmaxs[i] + pusher->v->origin[i] + 1;
}
}
}
{
if (move1[i] > 0)
{
- mins[i] = pushermodel->yawmins[i] + pusher->v.origin[i] - 1;
- maxs[i] = pushermodel->yawmaxs[i] + move1[i] + pusher->v.origin[i] + 1;
+ mins[i] = pushermodel->yawmins[i] + pusher->v->origin[i] - 1;
+ maxs[i] = pushermodel->yawmaxs[i] + move1[i] + pusher->v->origin[i] + 1;
}
else
{
- mins[i] = pushermodel->yawmins[i] + move1[i] + pusher->v.origin[i] - 1;
- maxs[i] = pushermodel->yawmaxs[i] + pusher->v.origin[i] + 1;
+ mins[i] = pushermodel->yawmins[i] + move1[i] + pusher->v->origin[i] - 1;
+ maxs[i] = pushermodel->yawmaxs[i] + pusher->v->origin[i] + 1;
}
}
}
{
if (move1[i] > 0)
{
- mins[i] = pushermodel->normalmins[i] + pusher->v.origin[i] - 1;
- maxs[i] = pushermodel->normalmaxs[i] + move1[i] + pusher->v.origin[i] + 1;
+ mins[i] = pushermodel->normalmins[i] + pusher->v->origin[i] - 1;
+ maxs[i] = pushermodel->normalmaxs[i] + move1[i] + pusher->v->origin[i] + 1;
}
else
{
- mins[i] = pushermodel->normalmins[i] + move1[i] + pusher->v.origin[i] - 1;
- maxs[i] = pushermodel->normalmaxs[i] + pusher->v.origin[i] + 1;
+ mins[i] = pushermodel->normalmins[i] + move1[i] + pusher->v->origin[i] - 1;
+ maxs[i] = pushermodel->normalmaxs[i] + pusher->v->origin[i] + 1;
}
}
}
VectorNegate (moveangle, a);
AngleVectorsFLU (a, forward, left, up);
- VectorCopy (pusher->v.origin, pushorig);
- VectorCopy (pusher->v.angles, pushang);
- pushltime = pusher->v.ltime;
+ VectorCopy (pusher->v->origin, pushorig);
+ VectorCopy (pusher->v->angles, pushang);
+ pushltime = pusher->v->ltime;
// move the pusher to it's final position
- VectorMA (pusher->v.origin, movetime, pusher->v.velocity, pusher->v.origin);
- VectorMA (pusher->v.angles, movetime, pusher->v.avelocity, pusher->v.angles);
- pusher->v.ltime += movetime;
+ VectorMA (pusher->v->origin, movetime, pusher->v->velocity, pusher->v->origin);
+ VectorMA (pusher->v->angles, movetime, pusher->v->avelocity, pusher->v->angles);
+ pusher->v->ltime += movetime;
SV_LinkEdict (pusher, false);
- savesolid = pusher->v.solid;
+ savesolid = pusher->v->solid;
// see if any solid entities are inside the final position
num_moved = 0;
check = NEXT_EDICT(sv.edicts);
for (e = 1;e < sv.num_edicts;e++, check = NEXT_EDICT(check))
{
- if (check->free)
+ if (check->e->free)
continue;
- if (check->v.movetype == MOVETYPE_PUSH
- || check->v.movetype == MOVETYPE_NONE
- || check->v.movetype == MOVETYPE_FOLLOW
- || check->v.movetype == MOVETYPE_NOCLIP)
+ if (check->v->movetype == MOVETYPE_PUSH
+ || check->v->movetype == MOVETYPE_NONE
+ || check->v->movetype == MOVETYPE_FOLLOW
+ || check->v->movetype == MOVETYPE_NOCLIP
+ || check->v->movetype == MOVETYPE_FAKEPUSH)
continue;
// if the entity is standing on the pusher, it will definitely be moved
- if (!(((int)check->v.flags & FL_ONGROUND) && PROG_TO_EDICT(check->v.groundentity) == pusher))
+ if (!(((int)check->v->flags & FL_ONGROUND) && PROG_TO_EDICT(check->v->groundentity) == pusher))
{
- if (check->v.absmin[0] >= maxs[0]
- || check->v.absmax[0] <= mins[0]
- || check->v.absmin[1] >= maxs[1]
- || check->v.absmax[1] <= mins[1]
- || check->v.absmin[2] >= maxs[2]
- || check->v.absmax[2] <= mins[2])
+ if (check->v->absmin[0] >= maxs[0]
+ || check->v->absmax[0] <= mins[0]
+ || check->v->absmin[1] >= maxs[1]
+ || check->v->absmax[1] <= mins[1]
+ || check->v->absmin[2] >= maxs[2]
+ || check->v->absmax[2] <= mins[2])
continue;
- trace = SV_ClipMoveToEntity (pusher, check->v.origin, check->v.mins, check->v.maxs, check->v.origin);
- if (!trace.startsolid)
+ if (!SV_ClipMoveToEntity(pusher, check->v->origin, check->v->mins, check->v->maxs, check->v->origin).startsolid)
continue;
}
- if (forward[0] < 0.999f) // quick way to check if any rotation is used
+ if (forward[0] != 1) // quick way to check if any rotation is used
{
- VectorSubtract (check->v.origin, pusher->v.origin, org);
+ VectorSubtract (check->v->origin, pusher->v->origin, org);
org2[0] = DotProduct (org, forward);
org2[1] = DotProduct (org, left);
org2[2] = DotProduct (org, up);
VectorCopy (move1, move);
// remove the onground flag for non-players
- if (check->v.movetype != MOVETYPE_WALK)
- check->v.flags = (int)check->v.flags & ~FL_ONGROUND;
+ if (check->v->movetype != MOVETYPE_WALK)
+ check->v->flags = (int)check->v->flags & ~FL_ONGROUND;
- VectorCopy (check->v.origin, moved_from[num_moved]);
- VectorCopy (check->v.angles, moved_fromangles[num_moved]);
- moved_edict[num_moved++] = check;
+ VectorCopy (check->v->origin, check->e->moved_from);
+ VectorCopy (check->v->angles, check->e->moved_fromangles);
+ sv.moved_edicts[num_moved++] = check;
// try moving the contacted entity
- pusher->v.solid = SOLID_NOT;
- trace = SV_PushEntity (check, move, moveangle);
- pusher->v.solid = savesolid; // was SOLID_BSP
+ pusher->v->solid = SOLID_NOT;
+ SV_PushEntity (check, move, moveangle);
+ pusher->v->solid = savesolid; // was SOLID_BSP
// if it is still inside the pusher, block
- if (SV_TestEntityPosition (check))
+ if (SV_ClipMoveToEntity(pusher, check->v->origin, check->v->mins, check->v->maxs, check->v->origin).startsolid)
{
// try moving the contacted entity a tiny bit further to account for precision errors
- pusher->v.solid = SOLID_NOT;
+ pusher->v->solid = SOLID_NOT;
VectorScale(move, 0.1, move);
- trace = SV_PushEntity (check, move, vec3_origin);
- pusher->v.solid = savesolid;
- if (SV_TestEntityPosition (check))
+ SV_PushEntity (check, move, vec3_origin);
+ pusher->v->solid = savesolid;
+ if (SV_ClipMoveToEntity(pusher, check->v->origin, check->v->mins, check->v->maxs, check->v->origin).startsolid)
{
// still inside pusher, so it's really blocked
// fail the move
- if (check->v.mins[0] == check->v.maxs[0])
+ if (check->v->mins[0] == check->v->maxs[0])
continue;
- if (check->v.solid == SOLID_NOT || check->v.solid == SOLID_TRIGGER)
+ if (check->v->solid == SOLID_NOT || check->v->solid == SOLID_TRIGGER)
{
// corpse
- check->v.mins[0] = check->v.mins[1] = 0;
- VectorCopy (check->v.mins, check->v.maxs);
+ check->v->mins[0] = check->v->mins[1] = 0;
+ VectorCopy (check->v->mins, check->v->maxs);
continue;
}
- VectorCopy (pushorig, pusher->v.origin);
- VectorCopy (pushang, pusher->v.angles);
- pusher->v.ltime = pushltime;
+ VectorCopy (pushorig, pusher->v->origin);
+ VectorCopy (pushang, pusher->v->angles);
+ pusher->v->ltime = pushltime;
SV_LinkEdict (pusher, false);
// move back any entities we already moved
- for (i=0 ; i<num_moved ; i++)
+ for (i = 0;i < num_moved;i++)
{
- VectorCopy (moved_from[i], moved_edict[i]->v.origin);
- VectorCopy (moved_fromangles[i], moved_edict[i]->v.angles);
- SV_LinkEdict (moved_edict[i], false);
+ ed = sv.moved_edicts[i];
+ VectorCopy (ed->e->moved_from, ed->v->origin);
+ VectorCopy (ed->e->moved_fromangles, ed->v->angles);
+ SV_LinkEdict (ed, false);
}
// if the pusher has a "blocked" function, call it, otherwise just stay in place until the obstacle is gone
- if (pusher->v.blocked)
+ if (pusher->v->blocked)
{
pr_global_struct->self = EDICT_TO_PROG(pusher);
pr_global_struct->other = EDICT_TO_PROG(check);
- PR_ExecuteProgram (pusher->v.blocked, "");
+ PR_ExecuteProgram (pusher->v->blocked, "");
}
- return;
+ break;
}
}
}
+ pusher->v->angles[0] -= 360.0 * floor(pusher->v->angles[0] * (1.0 / 360.0));
+ pusher->v->angles[1] -= 360.0 * floor(pusher->v->angles[1] * (1.0 / 360.0));
+ pusher->v->angles[2] -= 360.0 * floor(pusher->v->angles[2] * (1.0 / 360.0));
}
/*
{
float thinktime, oldltime, movetime;
- oldltime = ent->v.ltime;
+ oldltime = ent->v->ltime;
- thinktime = ent->v.nextthink;
- if (thinktime < ent->v.ltime + sv.frametime)
+ thinktime = ent->v->nextthink;
+ if (thinktime < ent->v->ltime + sv.frametime)
{
- movetime = thinktime - ent->v.ltime;
+ movetime = thinktime - ent->v->ltime;
if (movetime < 0)
movetime = 0;
}
movetime = sv.frametime;
if (movetime)
- // advances ent->v.ltime if not blocked
+ // advances ent->v->ltime if not blocked
SV_PushMove (ent, movetime);
- if (thinktime > oldltime && thinktime <= ent->v.ltime)
+ if (thinktime > oldltime && thinktime <= ent->v->ltime)
{
- ent->v.nextthink = 0;
+ ent->v->nextthink = 0;
pr_global_struct->time = sv.time;
pr_global_struct->self = EDICT_TO_PROG(ent);
pr_global_struct->other = EDICT_TO_PROG(sv.edicts);
- PR_ExecuteProgram (ent->v.think, "NULL think function");
- if (ent->free)
- return;
+ PR_ExecuteProgram (ent->v->think, "NULL think function");
}
-
}
if (!SV_TestEntityPosition(ent))
{
- VectorCopy (ent->v.origin, ent->v.oldorigin);
+ VectorCopy (ent->v->origin, ent->v->oldorigin);
return;
}
- VectorCopy (ent->v.origin, org);
- VectorCopy (ent->v.oldorigin, ent->v.origin);
+ VectorCopy (ent->v->origin, org);
+ VectorCopy (ent->v->oldorigin, ent->v->origin);
if (!SV_TestEntityPosition(ent))
{
- Con_DPrintf ("Unstuck.\n");
+ Con_DPrint("Unstuck.\n");
SV_LinkEdict (ent, true);
return;
}
for (i=-1 ; i <= 1 ; i++)
for (j=-1 ; j <= 1 ; j++)
{
- ent->v.origin[0] = org[0] + i;
- ent->v.origin[1] = org[1] + j;
- ent->v.origin[2] = org[2] + z;
+ ent->v->origin[0] = org[0] + i;
+ ent->v->origin[1] = org[1] + j;
+ ent->v->origin[2] = org[2] + z;
if (!SV_TestEntityPosition(ent))
{
- Con_DPrintf ("Unstuck.\n");
+ Con_DPrint("Unstuck.\n");
SV_LinkEdict (ent, true);
return;
}
}
- VectorCopy (org, ent->v.origin);
- Con_DPrintf ("player is stuck.\n");
+ VectorCopy (org, ent->v->origin);
+ Con_DPrint("player is stuck.\n");
}
int cont;
vec3_t point;
- point[0] = ent->v.origin[0];
- point[1] = ent->v.origin[1];
- point[2] = ent->v.origin[2] + ent->v.mins[2] + 1;
+ point[0] = ent->v->origin[0];
+ point[1] = ent->v->origin[1];
+ point[2] = ent->v->origin[2] + ent->v->mins[2] + 1;
- ent->v.waterlevel = 0;
- ent->v.watertype = CONTENTS_EMPTY;
- cont = Mod_PointContents(point, sv.worldmodel);
+ ent->v->waterlevel = 0;
+ ent->v->watertype = CONTENTS_EMPTY;
+ 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 = Mod_PointContents(point, sv.worldmodel);
+ 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_PointQ1Contents(point);
if (cont <= CONTENTS_WATER)
{
- ent->v.waterlevel = 2;
- point[2] = ent->v.origin[2] + ent->v.view_ofs[2];
- cont = Mod_PointContents(point, sv.worldmodel);
+ ent->v->waterlevel = 2;
+ point[2] = ent->v->origin[2] + ent->v->view_ofs[2];
+ cont = SV_PointQ1Contents(point);
if (cont <= CONTENTS_WATER)
- ent->v.waterlevel = 3;
+ ent->v->waterlevel = 3;
}
}
- return ent->v.waterlevel > 1;
+ return ent->v->waterlevel > 1;
}
/*
============
*/
-void SV_WallFriction (edict_t *ent, trace_t *trace)
+void SV_WallFriction (edict_t *ent, float *stepnormal)
{
float d, i;
vec3_t forward, into, side;
- AngleVectors (ent->v.v_angle, forward, NULL, NULL);
- d = DotProduct (trace->plane.normal, forward);
-
- d += 0.5;
- if (d >= 0)
- return;
-
- // cut the tangential velocity
- i = DotProduct (trace->plane.normal, ent->v.velocity);
- VectorScale (trace->plane.normal, i, into);
- VectorSubtract (ent->v.velocity, into, side);
-
- ent->v.velocity[0] = side[0] * (1 + d);
- ent->v.velocity[1] = side[1] * (1 + d);
+ AngleVectors (ent->v->v_angle, forward, NULL, NULL);
+ if ((d = DotProduct (stepnormal, forward) + 0.5) < 0)
+ {
+ // cut the tangential velocity
+ i = DotProduct (stepnormal, ent->v->velocity);
+ VectorScale (stepnormal, i, into);
+ VectorSubtract (ent->v->velocity, into, side);
+ ent->v->velocity[0] = side[0] * (1 + d);
+ ent->v->velocity[1] = side[1] * (1 + d);
+ }
}
/*
{
int i, clip;
vec3_t oldorg, dir;
- trace_t steptrace;
- VectorCopy (ent->v.origin, oldorg);
+ VectorCopy (ent->v->origin, oldorg);
VectorClear (dir);
for (i=0 ; i<8 ; i++)
SV_PushEntity (ent, dir, vec3_origin);
// retry the original move
- ent->v.velocity[0] = oldvel[0];
- ent->v.velocity[1] = oldvel[1];
- ent->v.velocity[2] = 0;
- clip = SV_FlyMove (ent, 0.1, &steptrace);
+ ent->v->velocity[0] = oldvel[0];
+ ent->v->velocity[1] = oldvel[1];
+ ent->v->velocity[2] = 0;
+ clip = SV_FlyMove (ent, 0.1, NULL);
- if (fabs(oldorg[1] - ent->v.origin[1]) > 4
- || fabs(oldorg[0] - ent->v.origin[0]) > 4)
+ if (fabs(oldorg[1] - ent->v->origin[1]) > 4
+ || fabs(oldorg[0] - ent->v->origin[0]) > 4)
+ {
+ Con_DPrint("TryUnstick - success.\n");
return clip;
+ }
// go back to the original pos and try again
- VectorCopy (oldorg, ent->v.origin);
+ VectorCopy (oldorg, ent->v->origin);
}
// still not moving
- VectorClear (ent->v.velocity);
+ VectorClear (ent->v->velocity);
+ Con_DPrint("TryUnstick - failure.\n");
return 7;
}
*/
void SV_WalkMove (edict_t *ent)
{
- int clip, oldonground;
- vec3_t upmove, downmove, oldorg, oldvel, nosteporg, nostepvel;
- trace_t steptrace, downtrace;
+ int clip, oldonground, originalmove_clip, originalmove_flags, originalmove_groundentity;
+ vec3_t upmove, downmove, oldorg, oldvel, nosteporg, nostepvel, stepnormal, originalmove_origin, originalmove_velocity;
+ 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;
+ oldonground = (int)ent->v->flags & FL_ONGROUND;
+ ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND;
- VectorCopy (ent->v.origin, oldorg);
- VectorCopy (ent->v.velocity, oldvel);
+ VectorCopy (ent->v->origin, oldorg);
+ VectorCopy (ent->v->velocity, oldvel);
- clip = SV_FlyMove (ent, sv.frametime, &steptrace);
+ clip = SV_FlyMove (ent, sv.frametime, NULL);
+ VectorCopy(ent->v->origin, originalmove_origin);
+ VectorCopy(ent->v->velocity, originalmove_velocity);
+ originalmove_clip = clip;
+ originalmove_flags = (int)ent->v->flags;
+ originalmove_groundentity = ent->v->groundentity;
+
+ SV_CheckVelocity(ent);
// if move didn't block on a step, return
if ( !(clip & 2) )
return;
- if (ent->v.movetype != MOVETYPE_FLY)
+ // if move was not trying to move into the step, return
+ if (fabs(oldvel[0]) < 0.03125 && fabs(oldvel[1]) < 0.03125)
+ return;
+
+ if (ent->v->movetype != MOVETYPE_FLY)
{
- if (!oldonground && ent->v.waterlevel == 0 && !sv_jumpstep.integer)
+ if (!oldonground && ent->v->waterlevel == 0 && (!sv_jumpstep.integer || !sv_gameplayfix_stepwhilejumping.integer))
// don't stair up while jumping
return;
- if (ent->v.movetype != MOVETYPE_WALK)
+ if (ent->v->movetype != MOVETYPE_WALK)
// gibbed by a trigger
return;
}
- if (sv_nostep.integer)
- return;
+ SV_CheckVelocity(ent);
- if ( (int)sv_player->v.flags & FL_WATERJUMP )
+ if (sv_nostep.integer || (int)ent->v->flags & FL_WATERJUMP )
return;
- VectorCopy (ent->v.origin, nosteporg);
- VectorCopy (ent->v.velocity, nostepvel);
+ VectorCopy (ent->v->origin, nosteporg);
+ VectorCopy (ent->v->velocity, nostepvel);
// try moving up and forward to go up a step
// back to start pos
- VectorCopy (oldorg, ent->v.origin);
+ VectorCopy (oldorg, ent->v->origin);
VectorClear (upmove);
VectorClear (downmove);
// move up
// FIXME: don't link?
- SV_PushEntity (ent, upmove, vec3_origin);
+ SV_PushEntity(ent, upmove, vec3_origin);
// move forward
- ent->v.velocity[0] = oldvel[0];
- ent->v.velocity[1] = oldvel[1];
- ent->v.velocity[2] = 0;
- clip = SV_FlyMove (ent, sv.frametime, &steptrace);
- ent->v.velocity[2] += oldvel[2];
+ ent->v->velocity[0] = oldvel[0];
+ ent->v->velocity[1] = oldvel[1];
+ ent->v->velocity[2] = 0;
+ clip = SV_FlyMove (ent, sv.frametime, stepnormal);
+ ent->v->velocity[2] += oldvel[2];
// check for stuckness, possibly due to the limited precision of floats
// in the clipping hulls
if (clip
- && fabs(oldorg[1] - ent->v.origin[1]) < 0.03125
- && fabs(oldorg[0] - ent->v.origin[0]) < 0.03125)
- // stepping up didn't make any progress
- clip = SV_TryUnstick (ent, oldvel);
+ && fabs(oldorg[1] - ent->v->origin[1]) < 0.03125
+ && fabs(oldorg[0] - ent->v->origin[0]) < 0.03125)
+ {
+ // stepping up didn't make any progress, revert to original move
+ VectorCopy(originalmove_origin, ent->v->origin);
+ VectorCopy(originalmove_velocity, ent->v->velocity);
+ clip = originalmove_clip;
+ ent->v->flags = originalmove_flags;
+ ent->v->groundentity = originalmove_groundentity;
+ // now try to unstick if needed
+ //clip = SV_TryUnstick (ent, oldvel);
+ return;
+ }
// extra friction based on view angle
if (clip & 2 && sv_wallfriction.integer)
- SV_WallFriction (ent, &steptrace);
+ SV_WallFriction (ent, stepnormal);
// move down
// FIXME: don't link?
if (downtrace.plane.normal[2] > 0.7)
{
// LordHavoc: disabled this so you can walk on monsters/players
- //if (ent->v.solid == SOLID_BSP)
+ //if (ent->v->solid == SOLID_BSP)
{
- ent->v.flags = (int)ent->v.flags | FL_ONGROUND;
- ent->v.groundentity = EDICT_TO_PROG(downtrace.ent);
+ ent->v->flags = (int)ent->v->flags | FL_ONGROUND;
+ ent->v->groundentity = EDICT_TO_PROG(downtrace.ent);
}
}
else
// if the push down didn't end up on good ground, use the move without
// the step up. This happens near wall / slope combinations, and can
// cause the player to hop up higher on a slope too steep to climb
- VectorCopy (nosteporg, ent->v.origin);
- VectorCopy (nostepvel, ent->v.velocity);
- }
-}
-
-
-/*
-================
-SV_Physics_Client
-
-Player character actions
-================
-*/
-void SV_Physics_Client (edict_t *ent, int num)
-{
- if (!svs.clients[num-1].active)
- return; // unconnected slot
-
- // call standard client pre-think
- pr_global_struct->time = sv.time;
- pr_global_struct->self = EDICT_TO_PROG(ent);
- PR_ExecuteProgram (pr_global_struct->PlayerPreThink, "QC function PlayerPreThink is missing");
-
- // do a move
- SV_CheckVelocity (ent);
-
- // decide which move function to call
- switch ((int)ent->v.movetype)
- {
- case MOVETYPE_NONE:
- if (!SV_RunThink (ent))
- return;
- break;
-
- case MOVETYPE_WALK:
- if (!SV_RunThink (ent))
- return;
- if (!SV_CheckWater (ent) && ! ((int)ent->v.flags & FL_WATERJUMP) )
- SV_AddGravity (ent);
- SV_CheckStuck (ent);
- SV_WalkMove (ent);
- break;
-
- case MOVETYPE_TOSS:
- case MOVETYPE_BOUNCE:
- SV_Physics_Toss (ent);
- break;
-
- case MOVETYPE_FLY:
- if (!SV_RunThink (ent))
- return;
- SV_CheckWater (ent);
- //SV_FlyMove (ent, sv.frametime, NULL);
- SV_WalkMove (ent);
- break;
-
- case MOVETYPE_NOCLIP:
- if (!SV_RunThink (ent))
- return;
- 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);
- break;
-
- default:
- Host_Error ("SV_Physics_client: bad movetype %i", (int)ent->v.movetype);
+ VectorCopy (nosteporg, ent->v->origin);
+ VectorCopy (nostepvel, ent->v->velocity);
}
- // call standard player post-think
- SV_LinkEdict (ent, true);
-
- pr_global_struct->time = sv.time;
- pr_global_struct->self = EDICT_TO_PROG(ent);
- PR_ExecuteProgram (pr_global_struct->PlayerPostThink, "QC function PlayerPostThink is missing");
+ SV_CheckVelocity(ent);
}
//============================================================================
return;
// LordHavoc: implemented rotation on MOVETYPE_FOLLOW objects
- e = PROG_TO_EDICT(ent->v.aiment);
- if (e->v.angles[0] == ent->v.punchangle[0] && e->v.angles[1] == ent->v.punchangle[1] && e->v.angles[2] == ent->v.punchangle[2])
+ e = PROG_TO_EDICT(ent->v->aiment);
+ if (e->v->angles[0] == ent->v->punchangle[0] && e->v->angles[1] == ent->v->punchangle[1] && e->v->angles[2] == ent->v->punchangle[2])
{
// quick case for no rotation
- VectorAdd(e->v.origin, ent->v.view_ofs, ent->v.origin);
+ VectorAdd(e->v->origin, ent->v->view_ofs, ent->v->origin);
}
else
{
- angles[0] = -ent->v.punchangle[0];
- angles[1] = ent->v.punchangle[1];
- angles[2] = ent->v.punchangle[2];
+ angles[0] = -ent->v->punchangle[0];
+ angles[1] = ent->v->punchangle[1];
+ angles[2] = ent->v->punchangle[2];
AngleVectors (angles, vf, vr, vu);
- v[0] = ent->v.view_ofs[0] * vf[0] + ent->v.view_ofs[1] * vr[0] + ent->v.view_ofs[2] * vu[0];
- v[1] = ent->v.view_ofs[0] * vf[1] + ent->v.view_ofs[1] * vr[1] + ent->v.view_ofs[2] * vu[1];
- v[2] = ent->v.view_ofs[0] * vf[2] + ent->v.view_ofs[1] * vr[2] + ent->v.view_ofs[2] * vu[2];
- angles[0] = -e->v.angles[0];
- angles[1] = e->v.angles[1];
- angles[2] = e->v.angles[2];
+ v[0] = ent->v->view_ofs[0] * vf[0] + ent->v->view_ofs[1] * vr[0] + ent->v->view_ofs[2] * vu[0];
+ v[1] = ent->v->view_ofs[0] * vf[1] + ent->v->view_ofs[1] * vr[1] + ent->v->view_ofs[2] * vu[1];
+ v[2] = ent->v->view_ofs[0] * vf[2] + ent->v->view_ofs[1] * vr[2] + ent->v->view_ofs[2] * vu[2];
+ angles[0] = -e->v->angles[0];
+ angles[1] = e->v->angles[1];
+ angles[2] = e->v->angles[2];
AngleVectors (angles, vf, vr, vu);
- ent->v.origin[0] = v[0] * vf[0] + v[1] * vf[1] + v[2] * vf[2] + e->v.origin[0];
- ent->v.origin[1] = v[0] * vr[0] + v[1] * vr[1] + v[2] * vr[2] + e->v.origin[1];
- ent->v.origin[2] = v[0] * vu[0] + v[1] * vu[1] + v[2] * vu[2] + e->v.origin[2];
+ ent->v->origin[0] = v[0] * vf[0] + v[1] * vf[1] + v[2] * vf[2] + e->v->origin[0];
+ ent->v->origin[1] = v[0] * vr[0] + v[1] * vr[1] + v[2] * vr[2] + e->v->origin[1];
+ ent->v->origin[2] = v[0] * vu[0] + v[1] * vu[1] + v[2] * vu[2] + e->v->origin[2];
}
- VectorAdd (e->v.angles, ent->v.v_angle, ent->v.angles);
+ VectorAdd (e->v->angles, ent->v->v_angle, ent->v->angles);
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 = Mod_PointContents(ent->v.origin, sv.worldmodel);
- if (!ent->v.watertype)
+ cont = SV_PointQ1Contents(ent->v->origin);
+ if (!ent->v->watertype)
{
// just spawned here
- ent->v.watertype = cont;
- ent->v.waterlevel = 1;
+ ent->v->watertype = cont;
+ ent->v->waterlevel = 1;
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;
+ 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->watertype = CONTENTS_EMPTY;
+ ent->v->waterlevel = 0;
}
}
return;
// if onground, return without moving
- if ((int)ent->v.flags & FL_ONGROUND)
+ if ((int)ent->v->flags & FL_ONGROUND)
{
- VectorClear(ent->v.velocity);
- if (ent->v.groundentity == 0)
+ if (!sv_gameplayfix_noairborncorpse.integer)
+ return;
+ if (ent->v->groundentity == 0)
return;
// if ent was supported by a brush model on previous frame,
// and groundentity is now freed, set groundentity to 0 (floating)
- groundentity = PROG_TO_EDICT(ent->v.groundentity);
- if (groundentity->v.solid == SOLID_BSP)
+ groundentity = PROG_TO_EDICT(ent->v->groundentity);
+ if (groundentity->v->solid == SOLID_BSP)
{
- ent->suspendedinairflag = true;
+ ent->e->suspendedinairflag = true;
return;
}
- else if (ent->suspendedinairflag && groundentity->free)
+ else if (ent->e->suspendedinairflag && groundentity->e->free)
{
// leave it suspended in the air
- ent->v.groundentity = 0;
- ent->suspendedinairflag = false;
+ ent->v->groundentity = 0;
+ ent->e->suspendedinairflag = false;
return;
}
}
- ent->suspendedinairflag = false;
+ ent->e->suspendedinairflag = false;
SV_CheckVelocity (ent);
// add gravity
- if (ent->v.movetype == MOVETYPE_TOSS || ent->v.movetype == MOVETYPE_BOUNCE)
+ if (ent->v->movetype == MOVETYPE_TOSS || ent->v->movetype == MOVETYPE_BOUNCE)
SV_AddGravity (ent);
// move angles
- VectorMA (ent->v.angles, sv.frametime, ent->v.avelocity, ent->v.angles);
+ VectorMA (ent->v->angles, sv.frametime, ent->v->avelocity, ent->v->angles);
// move origin
- VectorScale (ent->v.velocity, sv.frametime, move);
+ VectorScale (ent->v->velocity, sv.frametime, move);
trace = SV_PushEntity (ent, move, vec3_origin);
- if (ent->free)
+ if (ent->e->free)
return;
if (trace.fraction < 1)
{
- if (ent->v.movetype == MOVETYPE_BOUNCEMISSILE)
+ if (ent->v->movetype == MOVETYPE_BOUNCEMISSILE)
{
- ClipVelocity (ent->v.velocity, trace.plane.normal, ent->v.velocity, 2.0);
- ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND;
+ ClipVelocity (ent->v->velocity, trace.plane.normal, ent->v->velocity, 2.0);
+ ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND;
}
- else if (ent->v.movetype == MOVETYPE_BOUNCE)
+ else if (ent->v->movetype == MOVETYPE_BOUNCE)
{
- ClipVelocity (ent->v.velocity, trace.plane.normal, ent->v.velocity, 1.5);
+ float d;
+ ClipVelocity (ent->v->velocity, trace.plane.normal, ent->v->velocity, 1.5);
// LordHavoc: fixed grenades not bouncing when fired down a slope
- if (trace.plane.normal[2] > 0.7 && DotProduct(trace.plane.normal, ent->v.velocity) < 60)
+ if (sv_gameplayfix_grenadebouncedownslopes.integer)
{
- ent->v.flags = (int)ent->v.flags | FL_ONGROUND;
- ent->v.groundentity = EDICT_TO_PROG(trace.ent);
- VectorClear (ent->v.velocity);
- VectorClear (ent->v.avelocity);
+ d = DotProduct(trace.plane.normal, ent->v->velocity);
+ if (trace.plane.normal[2] > 0.7 && fabs(d) < 60)
+ {
+ ent->v->flags = (int)ent->v->flags | FL_ONGROUND;
+ ent->v->groundentity = EDICT_TO_PROG(trace.ent);
+ VectorClear (ent->v->velocity);
+ VectorClear (ent->v->avelocity);
+ }
+ else
+ ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND;
}
else
- ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND;
+ {
+ if (trace.plane.normal[2] > 0.7 && ent->v->velocity[2] < 60)
+ {
+ ent->v->flags = (int)ent->v->flags | FL_ONGROUND;
+ ent->v->groundentity = EDICT_TO_PROG(trace.ent);
+ VectorClear (ent->v->velocity);
+ VectorClear (ent->v->avelocity);
+ }
+ else
+ ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND;
+ }
}
else
{
- ClipVelocity (ent->v.velocity, trace.plane.normal, ent->v.velocity, 1.0);
+ ClipVelocity (ent->v->velocity, trace.plane.normal, ent->v->velocity, 1.0);
if (trace.plane.normal[2] > 0.7)
{
- ent->v.flags = (int)ent->v.flags | FL_ONGROUND;
- ent->v.groundentity = EDICT_TO_PROG(trace.ent);
- VectorClear (ent->v.velocity);
- VectorClear (ent->v.avelocity);
+ ent->v->flags = (int)ent->v->flags | FL_ONGROUND;
+ ent->v->groundentity = EDICT_TO_PROG(trace.ent);
+ VectorClear (ent->v->velocity);
+ VectorClear (ent->v->avelocity);
}
else
- ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND;
+ ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND;
}
}
*/
void SV_Physics_Step (edict_t *ent)
{
- int flags, fall, hitsound;
-
- // freefall if not fly/swim
- fall = true;
- flags = (int)ent->v.flags;
- if (flags & (FL_FLY | FL_SWIM))
+ // freefall if not onground/fly/swim
+ if (!((int)ent->v->flags & (FL_ONGROUND | FL_FLY | FL_SWIM)))
{
- if (flags & FL_FLY)
- fall = false;
- else if ((flags & FL_SWIM) && Mod_PointContents(ent->v.origin, sv.worldmodel) != CONTENTS_EMPTY)
- fall = false;
- }
- if (fall && (flags & FL_ONGROUND) && ent->v.groundentity == 0)
- fall = false;
-
- if (fall)
- {
- if (ent->v.velocity[2] < sv_gravity.value*-0.1)
- {
- hitsound = true;
- if (flags & FL_ONGROUND)
- hitsound = false;
- }
- else
- hitsound = false;
+ int hitsound = ent->v->velocity[2] < sv_gravity.value * -0.1;
- SV_AddGravity (ent);
- SV_CheckVelocity (ent);
- SV_FlyMove (ent, sv.frametime, NULL);
- SV_LinkEdict (ent, false);
+ SV_AddGravity(ent);
+ SV_CheckVelocity(ent);
+ SV_FlyMove(ent, sv.frametime, NULL);
+ SV_LinkEdict(ent, true);
// just hit ground
- if ((int)ent->v.flags & FL_ONGROUND)
- {
- VectorClear(ent->v.velocity);
- if (hitsound)
- SV_StartSound (ent, 0, "demon/dland2.wav", 255, 1);
- }
+ if (hitsound && (int)ent->v->flags & FL_ONGROUND)
+ SV_StartSound(ent, 0, "demon/dland2.wav", 255, 1);
}
// regular thinking
- SV_RunThink (ent);
+ SV_RunThink(ent);
- SV_CheckWaterTransition (ent);
+ SV_CheckWaterTransition(ent);
}
//============================================================================
ent = sv.edicts;
for (i=0 ; i<sv.num_edicts ; i++, ent = NEXT_EDICT(ent))
{
- if (ent->free)
+ if (ent->e->free)
continue;
if (pr_global_struct->force_retouch)
SV_LinkEdict (ent, true); // force retouch even for stationary
- if (i > 0 && i <= svs.maxclients)
+ if (i <= svs.maxclients)
{
- SV_Physics_Client (ent, i);
- continue;
+ if (i > 0)
+ {
+ if (!svs.clients[i-1].spawned)
+ continue;
+ // connected slot
+ // call standard client pre-think
+ SV_CheckVelocity (ent);
+ pr_global_struct->time = sv.time;
+ pr_global_struct->self = EDICT_TO_PROG(ent);
+ PR_ExecuteProgram (pr_global_struct->PlayerPreThink, "QC function PlayerPreThink is missing");
+ SV_CheckVelocity (ent);
+ }
}
+ else if (sv_freezenonclients.integer)
+ continue;
- switch ((int) ent->v.movetype)
+ // LordHavoc: merged client and normal entity physics
+ switch ((int) ent->v->movetype)
{
case MOVETYPE_PUSH:
+ case MOVETYPE_FAKEPUSH:
SV_Physics_Pusher (ent);
break;
case MOVETYPE_NONE:
// LordHavoc: manually inlined the thinktime check here because MOVETYPE_NONE is used on so many objects
- if (ent->v.nextthink > 0 && ent->v.nextthink <= sv.time + sv.frametime)
+ if (ent->v->nextthink > 0 && ent->v->nextthink <= sv.time + sv.frametime)
SV_RunThink (ent);
break;
case MOVETYPE_FOLLOW:
SV_Physics_Follow (ent);
break;
case MOVETYPE_NOCLIP:
- SV_Physics_Noclip (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);
+ }
+ // 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);
break;
- // LordHavoc: added support for MOVETYPE_WALK on normal entities! :)
case MOVETYPE_WALK:
if (SV_RunThink (ent))
{
- if (!SV_CheckWater (ent) && ! ((int)ent->v.flags & FL_WATERJUMP) )
+ if (!SV_CheckWater (ent) && ! ((int)ent->v->flags & FL_WATERJUMP) )
SV_AddGravity (ent);
SV_CheckStuck (ent);
SV_WalkMove (ent);
- SV_LinkEdict (ent, true);
+ // relink normal entities here, players always get relinked so don't relink twice
+ if (!(i > 0 && i <= svs.maxclients))
+ SV_LinkEdict (ent, true);
}
break;
case MOVETYPE_TOSS:
case MOVETYPE_BOUNCE:
case MOVETYPE_BOUNCEMISSILE:
- case MOVETYPE_FLY:
case MOVETYPE_FLYMISSILE:
SV_Physics_Toss (ent);
break;
+ case MOVETYPE_FLY:
+ if (i > 0 && i <= svs.maxclients)
+ {
+ if (SV_RunThink (ent))
+ {
+ SV_CheckWater (ent);
+ SV_WalkMove (ent);
+ }
+ }
+ else
+ SV_Physics_Toss (ent);
+ break;
default:
- Host_Error ("SV_Physics: bad movetype %i", (int)ent->v.movetype);
+ Host_Error ("SV_Physics: bad movetype %i", (int)ent->v->movetype);
break;
}
+
+ if (i <= svs.maxclients && i > 0 && !ent->e->free)
+ {
+ SV_CheckVelocity (ent);
+
+ // call standard player post-think
+ SV_LinkEdict (ent, true);
+
+ SV_CheckVelocity (ent);
+
+ pr_global_struct->time = sv.time;
+ pr_global_struct->self = EDICT_TO_PROG(ent);
+ PR_ExecuteProgram (pr_global_struct->PlayerPostThink, "QC function PlayerPostThink is missing");
+ }
}
if (pr_global_struct->force_retouch)
PR_ExecuteProgram ((func_t)(EndFrameQC - pr_functions), "");
}
- sv.time += sv.frametime;
+ if (!sv_freezenonclients.integer)
+ sv.time += sv.frametime;
}
float gravity, savesolid;
vec3_t move, end;
edict_t tempent, *tent;
+ entvars_t vars;
eval_t *val;
trace_t trace;
- memcpy(&tempent, tossent, sizeof(edict_t));
+ // copy the vars over
+ memcpy(&vars, tossent->v, sizeof(entvars_t));
+ // set up the temp entity to point to the copied vars
tent = &tempent;
- savesolid = tossent->v.solid;
- tossent->v.solid = SOLID_NOT;
+ tent->v = &vars;
+
+ savesolid = tossent->v->solid;
+ tossent->v->solid = SOLID_NOT;
// this has to fetch the field from the original edict, since our copy is truncated
val = GETEDICTFIELDVALUE(tossent, eval_gravity);
for (i = 0;i < 200;i++) // LordHavoc: sanity check; never trace more than 10 seconds
{
SV_CheckVelocity (tent);
- tent->v.velocity[2] -= gravity;
- VectorMA (tent->v.angles, 0.05, tent->v.avelocity, tent->v.angles);
- VectorScale (tent->v.velocity, 0.05, move);
- VectorAdd (tent->v.origin, move, end);
- trace = SV_Move (tent->v.origin, tent->v.mins, tent->v.maxs, end, MOVE_NORMAL, tent);
- VectorCopy (trace.endpos, tent->v.origin);
-
- if (trace.fraction < 1 && trace.ent)
- if (trace.ent != ignore)
- break;
+ tent->v->velocity[2] -= gravity;
+ VectorMA (tent->v->angles, 0.05, tent->v->avelocity, tent->v->angles);
+ VectorScale (tent->v->velocity, 0.05, move);
+ VectorAdd (tent->v->origin, move, end);
+ trace = SV_Move (tent->v->origin, tent->v->mins, tent->v->maxs, end, MOVE_NORMAL, tent);
+ VectorCopy (trace.endpos, tent->v->origin);
+
+ if (trace.fraction < 1 && trace.ent && trace.ent != ignore)
+ break;
}
- tossent->v.solid = savesolid;
+ tossent->v->solid = savesolid;
trace.fraction = 0; // not relevant
return trace;
}