X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=sv_phys.c;h=08e8aea87c51fee46e55efb034e4b8fb78276669;hb=018792046effbf5f5743d6ef9569f6c3a2480ae9;hp=6ce4f9e11c0c418eaff7ba952aada09ccc1fe0ff;hpb=629cab8d573bc8269c9b91cbd88904bcad51aaef;p=xonotic%2Fdarkplaces.git diff --git a/sv_phys.c b/sv_phys.c index 6ce4f9e1..08e8aea8 100644 --- a/sv_phys.c +++ b/sv_phys.c @@ -1999,20 +1999,75 @@ static void SV_Physics_Entity (prvm_edict_t *ent) } } -void SV_Physics_ClientEntity (prvm_edict_t *ent) +void SV_Physics_ClientMove(void) { - SV_ApplyClientMove(); + prvm_edict_t *ent; + ent = host_client->edict; + + // call player physics, this needs the proper frametime + prog->globals.server->frametime = sv.frametime; + SV_ClientThink(); + + // call standard client pre-think, with frametime = 0 + prog->globals.server->time = sv.time; + prog->globals.server->frametime = 0; + prog->globals.server->self = PRVM_EDICT_TO_PROG(ent); + PRVM_ExecuteProgram (prog->globals.server->PlayerPreThink, "QC function PlayerPreThink is missing"); + prog->globals.server->frametime = sv.frametime; + // make sure the velocity is sane (not a NaN) SV_CheckVelocity(ent); - // LordHavoc: QuakeC replacement for SV_ClientThink (player movement) - if (prog->funcoffsets.SV_PlayerPhysics && sv_playerphysicsqc.integer) + // LordHavoc: a hack to ensure that the (rather silly) id1 quakec + // player_run/player_stand1 does not horribly malfunction if the + // velocity becomes a number that is both == 0 and != 0 + // (sounds to me like NaN but to be absolutely safe...) + if (DotProduct(ent->fields.server->velocity, ent->fields.server->velocity) < 0.0001) + VectorClear(ent->fields.server->velocity); + + // perform MOVETYPE_WALK behavior + if (!SV_CheckWater (ent) && ! ((int)ent->fields.server->flags & FL_WATERJUMP) ) + SV_AddGravity (ent); + SV_CheckStuck (ent); + SV_WalkMove (ent); + + SV_CheckVelocity (ent); + + SV_LinkEdict (ent, true); + + SV_CheckVelocity (ent); + + // call standard player post-think, with frametime = 0 + prog->globals.server->time = sv.time; + prog->globals.server->frametime = 0; + prog->globals.server->self = PRVM_EDICT_TO_PROG(ent); + PRVM_ExecuteProgram (prog->globals.server->PlayerPostThink, "QC function PlayerPostThink is missing"); + prog->globals.server->frametime = sv.frametime; + + if(ent->fields.server->fixangle) { - prog->globals.server->time = sv.time; - prog->globals.server->self = PRVM_EDICT_TO_PROG(ent); - PRVM_ExecuteProgram (prog->funcoffsets.SV_PlayerPhysics, "QC function SV_PlayerPhysics is missing"); + // angle fixing was requested by physics code... + // so store the current angles for later use + memcpy(host_client->fixangle_angles, ent->fields.server->angles, sizeof(host_client->fixangle_angles)); + host_client->fixangle_angles_set = TRUE; + + // and clear fixangle for the next frame + ent->fields.server->fixangle = 0; } - else - SV_ClientThink (); +} + +void SV_Physics_ClientEntity(prvm_edict_t *ent) +{ + // don't do physics on disconnected clients, FrikBot relies on this + if (!host_client->spawned) + { + memset(&host_client->cmd, 0, sizeof(host_client->cmd)); + return; + } + + // don't run physics here if running asynchronously + if (host_client->clmovement_skipphysicsframes <= 0) + SV_ClientThink(); + // make sure the velocity is sane (not a NaN) SV_CheckVelocity(ent); // LordHavoc: a hack to ensure that the (rather silly) id1 quakec @@ -2021,6 +2076,7 @@ void SV_Physics_ClientEntity (prvm_edict_t *ent) // (sounds to me like NaN but to be absolutely safe...) if (DotProduct(ent->fields.server->velocity, ent->fields.server->velocity) < 0.0001) VectorClear(ent->fields.server->velocity); + // call standard client pre-think prog->globals.server->time = sv.time; prog->globals.server->self = PRVM_EDICT_TO_PROG(ent); @@ -2042,18 +2098,18 @@ void SV_Physics_ClientEntity (prvm_edict_t *ent) SV_Physics_Follow (ent); break; case MOVETYPE_NOCLIP: - if (SV_RunThink(ent)) - { - SV_CheckWater(ent); - VectorMA(ent->fields.server->origin, sv.frametime, ent->fields.server->velocity, ent->fields.server->origin); - VectorMA(ent->fields.server->angles, sv.frametime, ent->fields.server->avelocity, ent->fields.server->angles); - } + SV_RunThink(ent); + SV_CheckWater(ent); + VectorMA(ent->fields.server->origin, sv.frametime, ent->fields.server->velocity, ent->fields.server->origin); + VectorMA(ent->fields.server->angles, sv.frametime, ent->fields.server->avelocity, ent->fields.server->angles); break; case MOVETYPE_STEP: SV_Physics_Step (ent); break; case MOVETYPE_WALK: - if (SV_RunThink (ent)) + SV_RunThink (ent); + // don't run physics here if running asynchronously + if (host_client->clmovement_skipphysicsframes <= 0) { if (!SV_CheckWater (ent) && ! ((int)ent->fields.server->flags & FL_WATERJUMP) ) SV_AddGravity (ent); @@ -2066,28 +2122,31 @@ void SV_Physics_ClientEntity (prvm_edict_t *ent) case MOVETYPE_BOUNCEMISSILE: case MOVETYPE_FLYMISSILE: // regular thinking - if (SV_RunThink (ent)) - SV_Physics_Toss (ent); + SV_RunThink (ent); + SV_Physics_Toss (ent); break; case MOVETYPE_FLY: - if (SV_RunThink (ent)) - { - SV_CheckWater (ent); - SV_WalkMove (ent); - } + SV_RunThink (ent); + SV_CheckWater (ent); + SV_WalkMove (ent); break; default: Con_Printf ("SV_Physics_ClientEntity: bad movetype %i\n", (int)ent->fields.server->movetype); break; } + // decrement the countdown variable used to decide when to go back to + // synchronous physics + if (host_client->clmovement_skipphysicsframes > 0) + host_client->clmovement_skipphysicsframes--; + SV_CheckVelocity (ent); - // call standard player post-think SV_LinkEdict (ent, true); SV_CheckVelocity (ent); + // call standard player post-think prog->globals.server->time = sv.time; prog->globals.server->self = PRVM_EDICT_TO_PROG(ent); PRVM_ExecuteProgram (prog->globals.server->PlayerPostThink, "QC function PlayerPostThink is missing"); @@ -2134,19 +2193,8 @@ void SV_Physics (void) // run physics on the client entities for (i = 1, ent = PRVM_EDICT_NUM(i), host_client = svs.clients;i <= svs.maxclients;i++, ent = PRVM_NEXT_EDICT(ent), host_client++) - { if (!ent->priv.server->free) - { - // don't do physics on disconnected clients, FrikBot relies on this - if (!host_client->spawned) - memset(&host_client->cmd, 0, sizeof(host_client->cmd)); - // don't run physics here if running asynchronously - else if (host_client->clmovement_skipphysicsframes > 0) - host_client->clmovement_skipphysicsframes--; - else SV_Physics_ClientEntity(ent); - } - } // run physics on all the non-client entities if (!sv_freezenonclients.integer)