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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // sv_phys.c
21
22 #include "quakedef.h"
23
24 /*
25
26
27 pushmove objects do not obey gravity, and do not interact with each other or trigger fields, but block normal movement and push normal objects when they move.
28
29 onground is set for toss objects when they come to a complete rest.  it is set for steping or walking objects
30
31 doors, plats, etc are SOLID_BSP, and MOVETYPE_PUSH
32 bonus items are SOLID_TRIGGER touch, and MOVETYPE_TOSS
33 corpses are SOLID_NOT and MOVETYPE_TOSS
34 crates are SOLID_BBOX and MOVETYPE_TOSS
35 walking monsters are SOLID_SLIDEBOX and MOVETYPE_STEP
36 flying/floating monsters are SOLID_SLIDEBOX and MOVETYPE_FLY
37
38 solid_edge items only clip against bsp models.
39
40 */
41
42 cvar_t sv_friction = {CVAR_NOTIFY, "sv_friction","4"};
43 cvar_t sv_stopspeed = {CVAR_NOTIFY, "sv_stopspeed","100"};
44 cvar_t sv_gravity = {CVAR_NOTIFY, "sv_gravity","800"};
45 cvar_t sv_maxvelocity = {CVAR_NOTIFY, "sv_maxvelocity","2000"};
46 cvar_t sv_nostep = {CVAR_NOTIFY, "sv_nostep","0"};
47 cvar_t sv_stepheight = {CVAR_NOTIFY, "sv_stepheight", "18"};
48 cvar_t sv_jumpstep = {CVAR_NOTIFY, "sv_jumpstep", "1"};
49 cvar_t sv_wallfriction = {CVAR_NOTIFY, "sv_wallfriction", "1"};
50 cvar_t sv_newflymove = {CVAR_NOTIFY, "sv_newflymove", "1"};
51
52 #define MOVE_EPSILON    0.01
53
54 void SV_Physics_Toss (edict_t *ent);
55
56 void SV_Phys_Init (void)
57 {
58         Cvar_RegisterVariable(&sv_stepheight);
59         Cvar_RegisterVariable(&sv_jumpstep);
60         Cvar_RegisterVariable(&sv_wallfriction);
61         Cvar_RegisterVariable(&sv_newflymove);
62 }
63
64 /*
65 ================
66 SV_CheckAllEnts
67 ================
68 */
69 void SV_CheckAllEnts (void)
70 {
71         int e;
72         edict_t *check;
73
74         // see if any solid entities are inside the final position
75         check = NEXT_EDICT(sv.edicts);
76         for (e = 1;e < sv.num_edicts;e++, check = NEXT_EDICT(check))
77         {
78                 if (check->free)
79                         continue;
80                 if (check->v->movetype == MOVETYPE_PUSH
81                  || check->v->movetype == MOVETYPE_NONE
82                  || check->v->movetype == MOVETYPE_FOLLOW
83                  || check->v->movetype == MOVETYPE_NOCLIP)
84                         continue;
85
86                 if (SV_TestEntityPosition (check))
87                         Con_Printf ("entity in invalid position\n");
88         }
89 }
90
91 /*
92 ================
93 SV_CheckVelocity
94 ================
95 */
96 void SV_CheckVelocity (edict_t *ent)
97 {
98         int i;
99         float wishspeed;
100
101 //
102 // bound velocity
103 //
104         for (i=0 ; i<3 ; i++)
105         {
106                 if (IS_NAN(ent->v->velocity[i]))
107                 {
108                         Con_Printf ("Got a NaN velocity on %s\n", PR_GetString(ent->v->classname));
109                         ent->v->velocity[i] = 0;
110                 }
111                 if (IS_NAN(ent->v->origin[i]))
112                 {
113                         Con_Printf ("Got a NaN origin on %s\n", PR_GetString(ent->v->classname));
114                         ent->v->origin[i] = 0;
115                 }
116         }
117
118         // LordHavoc: max velocity fix, inspired by Maddes's source fixes, but this is faster
119         wishspeed = DotProduct(ent->v->velocity, ent->v->velocity);
120         if (wishspeed > sv_maxvelocity.value * sv_maxvelocity.value)
121         {
122                 wishspeed = sv_maxvelocity.value / sqrt(wishspeed);
123                 ent->v->velocity[0] *= wishspeed;
124                 ent->v->velocity[1] *= wishspeed;
125                 ent->v->velocity[2] *= wishspeed;
126         }
127 }
128
129 /*
130 =============
131 SV_RunThink
132
133 Runs thinking code if time.  There is some play in the exact time the think
134 function will be called, because it is called before any movement is done
135 in a frame.  Not used for pushmove objects, because they must be exact.
136 Returns false if the entity removed itself.
137 =============
138 */
139 qboolean SV_RunThink (edict_t *ent)
140 {
141         float thinktime;
142
143         thinktime = ent->v->nextthink;
144         if (thinktime <= 0 || thinktime > sv.time + sv.frametime)
145                 return true;
146
147         // don't let things stay in the past.
148         // it is possible to start that way by a trigger with a local time.
149         if (thinktime < sv.time)
150                 thinktime = sv.time;
151
152         ent->v->nextthink = 0;
153         pr_global_struct->time = thinktime;
154         pr_global_struct->self = EDICT_TO_PROG(ent);
155         pr_global_struct->other = EDICT_TO_PROG(sv.edicts);
156         PR_ExecuteProgram (ent->v->think, "NULL think function");
157         return !ent->free;
158 }
159
160 /*
161 ==================
162 SV_Impact
163
164 Two entities have touched, so run their touch functions
165 ==================
166 */
167 void SV_Impact (edict_t *e1, edict_t *e2)
168 {
169         int old_self, old_other;
170
171         old_self = pr_global_struct->self;
172         old_other = pr_global_struct->other;
173
174         pr_global_struct->time = sv.time;
175         if (e1->v->touch && e1->v->solid != SOLID_NOT)
176         {
177                 pr_global_struct->self = EDICT_TO_PROG(e1);
178                 pr_global_struct->other = EDICT_TO_PROG(e2);
179                 PR_ExecuteProgram (e1->v->touch, "");
180         }
181
182         if (e2->v->touch && e2->v->solid != SOLID_NOT)
183         {
184                 pr_global_struct->self = EDICT_TO_PROG(e2);
185                 pr_global_struct->other = EDICT_TO_PROG(e1);
186                 PR_ExecuteProgram (e2->v->touch, "");
187         }
188
189         pr_global_struct->self = old_self;
190         pr_global_struct->other = old_other;
191 }
192
193
194 /*
195 ==================
196 ClipVelocity
197
198 Slide off of the impacting object
199 returns the blocked flags (1 = floor, 2 = step / wall)
200 ==================
201 */
202 #define STOP_EPSILON 0.1
203 void ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce)
204 {
205         int i;
206         float backoff;
207
208         backoff = -DotProduct (in, normal) * overbounce;
209         VectorMA(in, backoff, normal, out);
210
211         for (i = 0;i < 3;i++)
212                 if (out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON)
213                         out[i] = 0;
214 }
215
216
217 /*
218 ============
219 SV_FlyMove
220
221 The basic solid body movement clip that slides along multiple planes
222 Returns the clipflags if the velocity was modified (hit something solid)
223 1 = floor
224 2 = wall / step
225 4 = dead stop
226 If stepnormal is not NULL, the plane normal of any vertical wall hit will be stored
227 ============
228 */
229 // LordHavoc: increased from 5 to 20
230 #define MAX_CLIP_PLANES 20
231 int SV_FlyMove (edict_t *ent, float time, float *stepnormal)
232 {
233         if (sv_newflymove.integer)
234         {
235                 int blocked, impact, bumpcount;
236                 vec3_t end, primal_velocity;
237                 trace_t trace;
238
239                 blocked = 0;
240                 VectorCopy (ent->v->velocity, primal_velocity);
241
242                 for (bumpcount = 0;bumpcount < 4;bumpcount++)
243                 {
244                         if (!ent->v->velocity[0] && !ent->v->velocity[1] && !ent->v->velocity[2])
245                                 break;
246
247                         VectorMA(ent->v->origin, time, ent->v->velocity, end);
248                         trace = SV_Move (ent->v->origin, ent->v->mins, ent->v->maxs, end, MOVE_NORMAL, ent);
249                         //Con_Printf("trace %f %f %f : %f : %f %f %f\n", trace.endpos[0], trace.endpos[1], trace.endpos[2], trace.fraction, trace.plane.normal[0], trace.plane.normal[1], trace.plane.normal[2]);
250
251                         if (trace.allsolid)
252                         {
253                                 // LordHavoc: note: this code is what makes entities stick in place if embedded in another object (which can be the world)
254                                 // entity is trapped in another solid
255                                 VectorClear(ent->v->velocity);
256                                 return 3;
257                         }
258
259                         if (trace.fraction > 0)
260                         {
261                                 // actually covered some distance
262                                 VectorCopy (trace.endpos, ent->v->origin);
263                         }
264
265                         // break if it moved the entire distance
266                         if (trace.fraction == 1)
267                                 break;
268
269                         if (!trace.ent)
270                                 Host_Error ("SV_FlyMove: !trace.ent");
271
272                         if ((int) ent->v->flags & FL_ONGROUND)
273                         {
274                                 if (ent->v->groundentity == EDICT_TO_PROG(trace.ent))
275                                         impact = false;
276                                 else
277                                 {
278                                         ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND;
279                                         impact = true;
280                                 }
281                         }
282                         else
283                                 impact = true;
284
285                         if (trace.plane.normal[2] > 0.7)
286                         {
287                                 // floor
288                                 blocked |= 1;
289                                 ent->v->flags = (int)ent->v->flags | FL_ONGROUND;
290                                 ent->v->groundentity = EDICT_TO_PROG(trace.ent);
291                         }
292                         if (!trace.plane.normal[2])
293                         {
294                                 // step
295                                 blocked |= 2;
296                                 // save the trace for player extrafriction
297                                 if (stepnormal)
298                                         VectorCopy(trace.plane.normal, stepnormal);
299                         }
300
301                         // run the impact function
302                         if (impact)
303                         {
304                                 SV_Impact (ent, trace.ent);
305
306                                 // break if removed by the impact function
307                                 if (ent->free)
308                                         break;
309                         }
310
311                         time *= 1 - trace.fraction;
312
313                         ClipVelocity (ent->v->velocity, trace.plane.normal, ent->v->velocity, 1);
314                 }
315
316                 return blocked;
317         }
318         else
319         {
320                 int i, j, blocked, impact, numplanes, bumpcount, numbumps;
321                 float d, time_left;
322                 vec3_t dir, end, planes[MAX_CLIP_PLANES], primal_velocity, original_velocity, new_velocity;
323                 trace_t trace;
324
325                 numbumps = 4;
326
327                 blocked = 0;
328                 VectorCopy (ent->v->velocity, original_velocity);
329                 VectorCopy (ent->v->velocity, primal_velocity);
330                 numplanes = 0;
331
332                 time_left = time;
333
334                 for (bumpcount=0 ; bumpcount<numbumps ; bumpcount++)
335                 {
336                         if (!ent->v->velocity[0] && !ent->v->velocity[1] && !ent->v->velocity[2])
337                                 break;
338
339                         for (i=0 ; i<3 ; i++)
340                                 end[i] = ent->v->origin[i] + time_left * ent->v->velocity[i];
341
342                         trace = SV_Move (ent->v->origin, ent->v->mins, ent->v->maxs, end, MOVE_NORMAL, ent);
343
344                         if (trace.allsolid)
345                         {
346                                 // LordHavoc: note: this code is what makes entities stick in place if embedded in another object (which can be the world)
347                                 // entity is trapped in another solid
348                                 VectorClear(ent->v->velocity);
349                                 return 3;
350                         }
351
352                         if (trace.fraction > 0)
353                         {
354                                 // actually covered some distance
355                                 VectorCopy (trace.endpos, ent->v->origin);
356                                 VectorCopy (ent->v->velocity, original_velocity);
357                                 numplanes = 0;
358                         }
359
360                         // break if it moved the entire distance
361                         if (trace.fraction == 1)
362                                 break;
363
364                         if (!trace.ent)
365                                 Host_Error ("SV_FlyMove: !trace.ent");
366
367                         if ((int) ent->v->flags & FL_ONGROUND)
368                         {
369                                 if (ent->v->groundentity == EDICT_TO_PROG(trace.ent))
370                                         impact = false;
371                                 else
372                                 {
373                                         ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND;
374                                         impact = true;
375                                 }
376                         }
377                         else
378                                 impact = true;
379
380                         if (trace.plane.normal[2] > 0.7)
381                         {
382                                 // floor
383                                 blocked |= 1;
384                                 ent->v->flags = (int)ent->v->flags | FL_ONGROUND;
385                                 ent->v->groundentity = EDICT_TO_PROG(trace.ent);
386                         }
387                         if (!trace.plane.normal[2])
388                         {
389                                 // step
390                                 blocked |= 2;
391                                 // save the trace for player extrafriction
392                                 if (stepnormal)
393                                         VectorCopy(trace.plane.normal, stepnormal);
394                         }
395
396                         // run the impact function
397                         if (impact)
398                         {
399                                 SV_Impact (ent, trace.ent);
400
401                                 // break if removed by the impact function
402                                 if (ent->free)
403                                         break;
404                         }
405
406
407                         time_left -= time_left * trace.fraction;
408
409                         // clipped to another plane
410                         if (numplanes >= MAX_CLIP_PLANES)
411                         {
412                                 // this shouldn't really happen
413                                 VectorClear(ent->v->velocity);
414                                 return 3;
415                         }
416
417                         VectorCopy (trace.plane.normal, planes[numplanes]);
418                         numplanes++;
419
420                         // modify original_velocity so it parallels all of the clip planes
421                         for (i=0 ; i<numplanes ; i++)
422                         {
423                                 ClipVelocity (original_velocity, planes[i], new_velocity, 1);
424                                 for (j=0 ; j<numplanes ; j++)
425                                         if (j != i)
426                                         {
427                                                 // not ok
428                                                 if (DotProduct (new_velocity, planes[j]) < 0)
429                                                         break;
430                                         }
431                                 if (j == numplanes)
432                                         break;
433                         }
434
435                         if (i != numplanes)
436                         {
437                                 // go along this plane
438                                 VectorCopy (new_velocity, ent->v->velocity);
439                         }
440                         else
441                         {
442                                 // go along the crease
443                                 if (numplanes != 2)
444                                 {
445                                         VectorClear(ent->v->velocity);
446                                         return 7;
447                                 }
448                                 CrossProduct (planes[0], planes[1], dir);
449                                 // LordHavoc: thanks to taniwha of QuakeForge for pointing out this fix for slowed falling in corners
450                                 VectorNormalize(dir);
451                                 d = DotProduct (dir, ent->v->velocity);
452                                 VectorScale (dir, d, ent->v->velocity);
453                         }
454
455                         // if original velocity is against the original velocity,
456                         // stop dead to avoid tiny occilations in sloping corners
457                         if (DotProduct (ent->v->velocity, primal_velocity) <= 0)
458                         {
459                                 VectorClear(ent->v->velocity);
460                                 return blocked;
461                         }
462                 }
463
464                 return blocked;
465         }
466 }
467
468
469 /*
470 ============
471 SV_AddGravity
472
473 ============
474 */
475 void SV_AddGravity (edict_t *ent)
476 {
477         float ent_gravity;
478         eval_t *val;
479
480         val = GETEDICTFIELDVALUE(ent, eval_gravity);
481         if (val!=0 && val->_float)
482                 ent_gravity = val->_float;
483         else
484                 ent_gravity = 1.0;
485         ent->v->velocity[2] -= ent_gravity * sv_gravity.value * sv.frametime;
486 }
487
488
489 /*
490 ===============================================================================
491
492 PUSHMOVE
493
494 ===============================================================================
495 */
496
497 /*
498 ============
499 SV_PushEntity
500
501 Does not change the entities velocity at all
502 ============
503 */
504 trace_t SV_PushEntity (edict_t *ent, vec3_t push, vec3_t pushangles)
505 {
506         trace_t trace;
507         vec3_t end;
508
509         VectorAdd (ent->v->origin, push, end);
510
511         if (ent->v->movetype == MOVETYPE_FLYMISSILE)
512                 trace = SV_Move (ent->v->origin, ent->v->mins, ent->v->maxs, end, MOVE_MISSILE, ent);
513         else if (ent->v->solid == SOLID_TRIGGER || ent->v->solid == SOLID_NOT)
514                 // only clip against bmodels
515                 trace = SV_Move (ent->v->origin, ent->v->mins, ent->v->maxs, end, MOVE_NOMONSTERS, ent);
516         else
517                 trace = SV_Move (ent->v->origin, ent->v->mins, ent->v->maxs, end, MOVE_NORMAL, ent);
518
519         VectorCopy (trace.endpos, ent->v->origin);
520         // FIXME: turn players specially
521         ent->v->angles[1] += trace.fraction * pushangles[1];
522         SV_LinkEdict (ent, true);
523
524         if (trace.ent && (!((int)ent->v->flags & FL_ONGROUND) || ent->v->groundentity != EDICT_TO_PROG(trace.ent)))
525                 SV_Impact (ent, trace.ent);
526         return trace;
527 }
528
529
530 /*
531 ============
532 SV_PushMove
533
534 ============
535 */
536 trace_t SV_ClipMoveToEntity (edict_t *ent, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end);
537 void SV_PushMove (edict_t *pusher, float movetime)
538 {
539         int i, e, index;
540         edict_t *check, *ed;
541         float savesolid, movetime2, pushltime;
542         vec3_t mins, maxs, move, move1, moveangle, pushorig, pushang, a, forward, left, up, org, org2;
543         int num_moved;
544         model_t *pushermodel;
545         trace_t trace;
546
547         switch ((int) pusher->v->solid)
548         {
549         // LordHavoc: valid pusher types
550         case SOLID_BSP:
551         case SOLID_BBOX:
552         case SOLID_SLIDEBOX:
553         case SOLID_CORPSE: // LordHavoc: this would be weird...
554                 break;
555         // LordHavoc: no collisions
556         case SOLID_NOT:
557         case SOLID_TRIGGER:
558                 VectorMA (pusher->v->origin, movetime, pusher->v->velocity, pusher->v->origin);
559                 VectorMA (pusher->v->angles, movetime, pusher->v->avelocity, pusher->v->angles);
560                 pusher->v->ltime += movetime;
561                 SV_LinkEdict (pusher, false);
562                 return;
563         default:
564                 Host_Error("SV_PushMove: unrecognized solid type %f\n", pusher->v->solid);
565         }
566         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])
567         {
568                 pusher->v->ltime += movetime;
569                 return;
570         }
571         index = (int) pusher->v->modelindex;
572         if (index < 1 || index >= MAX_MODELS)
573                 Host_Error("SV_PushMove: invalid modelindex %f\n", pusher->v->modelindex);
574         pushermodel = sv.models[index];
575
576         movetime2 = movetime;
577         VectorScale(pusher->v->velocity, movetime2, move1);
578         VectorScale(pusher->v->avelocity, movetime2, moveangle);
579         if (moveangle[0] || moveangle[2])
580         {
581                 for (i = 0;i < 3;i++)
582                 {
583                         if (move1[i] > 0)
584                         {
585                                 mins[i] = pushermodel->rotatedmins[i] + pusher->v->origin[i] - 1;
586                                 maxs[i] = pushermodel->rotatedmaxs[i] + move1[i] + pusher->v->origin[i] + 1;
587                         }
588                         else
589                         {
590                                 mins[i] = pushermodel->rotatedmins[i] + move1[i] + pusher->v->origin[i] - 1;
591                                 maxs[i] = pushermodel->rotatedmaxs[i] + pusher->v->origin[i] + 1;
592                         }
593                 }
594         }
595         else if (moveangle[1])
596         {
597                 for (i = 0;i < 3;i++)
598                 {
599                         if (move1[i] > 0)
600                         {
601                                 mins[i] = pushermodel->yawmins[i] + pusher->v->origin[i] - 1;
602                                 maxs[i] = pushermodel->yawmaxs[i] + move1[i] + pusher->v->origin[i] + 1;
603                         }
604                         else
605                         {
606                                 mins[i] = pushermodel->yawmins[i] + move1[i] + pusher->v->origin[i] - 1;
607                                 maxs[i] = pushermodel->yawmaxs[i] + pusher->v->origin[i] + 1;
608                         }
609                 }
610         }
611         else
612         {
613                 for (i = 0;i < 3;i++)
614                 {
615                         if (move1[i] > 0)
616                         {
617                                 mins[i] = pushermodel->normalmins[i] + pusher->v->origin[i] - 1;
618                                 maxs[i] = pushermodel->normalmaxs[i] + move1[i] + pusher->v->origin[i] + 1;
619                         }
620                         else
621                         {
622                                 mins[i] = pushermodel->normalmins[i] + move1[i] + pusher->v->origin[i] - 1;
623                                 maxs[i] = pushermodel->normalmaxs[i] + pusher->v->origin[i] + 1;
624                         }
625                 }
626         }
627
628         VectorNegate (moveangle, a);
629         AngleVectorsFLU (a, forward, left, up);
630
631         VectorCopy (pusher->v->origin, pushorig);
632         VectorCopy (pusher->v->angles, pushang);
633         pushltime = pusher->v->ltime;
634
635 // move the pusher to it's final position
636
637         VectorMA (pusher->v->origin, movetime, pusher->v->velocity, pusher->v->origin);
638         VectorMA (pusher->v->angles, movetime, pusher->v->avelocity, pusher->v->angles);
639         pusher->v->ltime += movetime;
640         SV_LinkEdict (pusher, false);
641
642         savesolid = pusher->v->solid;
643
644 // see if any solid entities are inside the final position
645         num_moved = 0;
646         check = NEXT_EDICT(sv.edicts);
647         for (e = 1;e < sv.num_edicts;e++, check = NEXT_EDICT(check))
648         {
649                 if (check->free)
650                         continue;
651                 if (check->v->movetype == MOVETYPE_PUSH
652                  || check->v->movetype == MOVETYPE_NONE
653                  || check->v->movetype == MOVETYPE_FOLLOW
654                  || check->v->movetype == MOVETYPE_NOCLIP)
655                         continue;
656
657                 // if the entity is standing on the pusher, it will definitely be moved
658                 if (!(((int)check->v->flags & FL_ONGROUND) && PROG_TO_EDICT(check->v->groundentity) == pusher))
659                 {
660                         if (check->v->absmin[0] >= maxs[0]
661                          || check->v->absmax[0] <= mins[0]
662                          || check->v->absmin[1] >= maxs[1]
663                          || check->v->absmax[1] <= mins[1]
664                          || check->v->absmin[2] >= maxs[2]
665                          || check->v->absmax[2] <= mins[2])
666                                 continue;
667
668                         trace = SV_ClipMoveToEntity (pusher, check->v->origin, check->v->mins, check->v->maxs, check->v->origin);
669                         if (!trace.startsolid)
670                                 continue;
671                 }
672
673                 if (forward[0] < 0.999f) // quick way to check if any rotation is used
674                 {
675                         VectorSubtract (check->v->origin, pusher->v->origin, org);
676                         org2[0] = DotProduct (org, forward);
677                         org2[1] = DotProduct (org, left);
678                         org2[2] = DotProduct (org, up);
679                         VectorSubtract (org2, org, move);
680                         VectorAdd (move, move1, move);
681                 }
682                 else
683                         VectorCopy (move1, move);
684
685                 // remove the onground flag for non-players
686                 if (check->v->movetype != MOVETYPE_WALK)
687                         check->v->flags = (int)check->v->flags & ~FL_ONGROUND;
688
689                 VectorCopy (check->v->origin, check->moved_from);
690                 VectorCopy (check->v->angles, check->moved_fromangles);
691                 sv.moved_edicts[num_moved++] = check;
692
693                 // try moving the contacted entity
694                 pusher->v->solid = SOLID_NOT;
695                 trace = SV_PushEntity (check, move, moveangle);
696                 pusher->v->solid = savesolid; // was SOLID_BSP
697
698                 // if it is still inside the pusher, block
699                 if (SV_TestEntityPosition (check))
700                 {
701                         // try moving the contacted entity a tiny bit further to account for precision errors
702                         pusher->v->solid = SOLID_NOT;
703                         VectorScale(move, 0.1, move);
704                         trace = SV_PushEntity (check, move, vec3_origin);
705                         pusher->v->solid = savesolid;
706                         if (SV_TestEntityPosition (check))
707                         {
708                                 // still inside pusher, so it's really blocked
709
710                                 // fail the move
711                                 if (check->v->mins[0] == check->v->maxs[0])
712                                         continue;
713                                 if (check->v->solid == SOLID_NOT || check->v->solid == SOLID_TRIGGER)
714                                 {
715                                         // corpse
716                                         check->v->mins[0] = check->v->mins[1] = 0;
717                                         VectorCopy (check->v->mins, check->v->maxs);
718                                         continue;
719                                 }
720
721                                 VectorCopy (pushorig, pusher->v->origin);
722                                 VectorCopy (pushang, pusher->v->angles);
723                                 pusher->v->ltime = pushltime;
724                                 SV_LinkEdict (pusher, false);
725
726                                 // move back any entities we already moved
727                                 for (i = 0;i < num_moved;i++)
728                                 {
729                                         ed = sv.moved_edicts[i];
730                                         VectorCopy (ed->moved_from, ed->v->origin);
731                                         VectorCopy (ed->moved_fromangles, ed->v->angles);
732                                         SV_LinkEdict (ed, false);
733                                 }
734
735                                 // if the pusher has a "blocked" function, call it, otherwise just stay in place until the obstacle is gone
736                                 if (pusher->v->blocked)
737                                 {
738                                         pr_global_struct->self = EDICT_TO_PROG(pusher);
739                                         pr_global_struct->other = EDICT_TO_PROG(check);
740                                         PR_ExecuteProgram (pusher->v->blocked, "");
741                                 }
742                                 return;
743                         }
744                 }
745         }
746 }
747
748 /*
749 ================
750 SV_Physics_Pusher
751
752 ================
753 */
754 void SV_Physics_Pusher (edict_t *ent)
755 {
756         float thinktime, oldltime, movetime;
757
758         oldltime = ent->v->ltime;
759
760         thinktime = ent->v->nextthink;
761         if (thinktime < ent->v->ltime + sv.frametime)
762         {
763                 movetime = thinktime - ent->v->ltime;
764                 if (movetime < 0)
765                         movetime = 0;
766         }
767         else
768                 movetime = sv.frametime;
769
770         if (movetime)
771                 // advances ent->v->ltime if not blocked
772                 SV_PushMove (ent, movetime);
773
774         if (thinktime > oldltime && thinktime <= ent->v->ltime)
775         {
776                 ent->v->nextthink = 0;
777                 pr_global_struct->time = sv.time;
778                 pr_global_struct->self = EDICT_TO_PROG(ent);
779                 pr_global_struct->other = EDICT_TO_PROG(sv.edicts);
780                 PR_ExecuteProgram (ent->v->think, "NULL think function");
781                 if (ent->free)
782                         return;
783         }
784
785 }
786
787
788 /*
789 ===============================================================================
790
791 CLIENT MOVEMENT
792
793 ===============================================================================
794 */
795
796 /*
797 =============
798 SV_CheckStuck
799
800 This is a big hack to try and fix the rare case of getting stuck in the world
801 clipping hull.
802 =============
803 */
804 void SV_CheckStuck (edict_t *ent)
805 {
806         int i, j, z;
807         vec3_t org;
808
809         if (!SV_TestEntityPosition(ent))
810         {
811                 VectorCopy (ent->v->origin, ent->v->oldorigin);
812                 return;
813         }
814
815         VectorCopy (ent->v->origin, org);
816         VectorCopy (ent->v->oldorigin, ent->v->origin);
817         if (!SV_TestEntityPosition(ent))
818         {
819                 Con_DPrintf ("Unstuck.\n");
820                 SV_LinkEdict (ent, true);
821                 return;
822         }
823
824         for (z=0 ; z< 18 ; z++)
825                 for (i=-1 ; i <= 1 ; i++)
826                         for (j=-1 ; j <= 1 ; j++)
827                         {
828                                 ent->v->origin[0] = org[0] + i;
829                                 ent->v->origin[1] = org[1] + j;
830                                 ent->v->origin[2] = org[2] + z;
831                                 if (!SV_TestEntityPosition(ent))
832                                 {
833                                         Con_DPrintf ("Unstuck.\n");
834                                         SV_LinkEdict (ent, true);
835                                         return;
836                                 }
837                         }
838
839         VectorCopy (org, ent->v->origin);
840         Con_DPrintf ("player is stuck.\n");
841 }
842
843
844 /*
845 =============
846 SV_CheckWater
847 =============
848 */
849 qboolean SV_CheckWater (edict_t *ent)
850 {
851         int cont;
852         vec3_t point;
853
854         point[0] = ent->v->origin[0];
855         point[1] = ent->v->origin[1];
856         point[2] = ent->v->origin[2] + ent->v->mins[2] + 1;
857
858         ent->v->waterlevel = 0;
859         ent->v->watertype = CONTENTS_EMPTY;
860         cont = Mod_PointContents(point, sv.worldmodel);
861         if (cont <= CONTENTS_WATER)
862         {
863                 ent->v->watertype = cont;
864                 ent->v->waterlevel = 1;
865                 point[2] = ent->v->origin[2] + (ent->v->mins[2] + ent->v->maxs[2])*0.5;
866                 cont = Mod_PointContents(point, sv.worldmodel);
867                 if (cont <= CONTENTS_WATER)
868                 {
869                         ent->v->waterlevel = 2;
870                         point[2] = ent->v->origin[2] + ent->v->view_ofs[2];
871                         cont = Mod_PointContents(point, sv.worldmodel);
872                         if (cont <= CONTENTS_WATER)
873                                 ent->v->waterlevel = 3;
874                 }
875         }
876
877         return ent->v->waterlevel > 1;
878 }
879
880 /*
881 ============
882 SV_WallFriction
883
884 ============
885 */
886 void SV_WallFriction (edict_t *ent, float *stepnormal)
887 {
888         float d, i;
889         vec3_t forward, into, side;
890
891         AngleVectors (ent->v->v_angle, forward, NULL, NULL);
892         d = DotProduct (stepnormal, forward);
893
894         d += 0.5;
895         if (d >= 0)
896                 return;
897
898         // cut the tangential velocity
899         i = DotProduct (stepnormal, ent->v->velocity);
900         VectorScale (stepnormal, i, into);
901         VectorSubtract (ent->v->velocity, into, side);
902
903         ent->v->velocity[0] = side[0] * (1 + d);
904         ent->v->velocity[1] = side[1] * (1 + d);
905 }
906
907 /*
908 =====================
909 SV_TryUnstick
910
911 Player has come to a dead stop, possibly due to the problem with limited
912 float precision at some angle joins in the BSP hull.
913
914 Try fixing by pushing one pixel in each direction.
915
916 This is a hack, but in the interest of good gameplay...
917 ======================
918 */
919 int SV_TryUnstick (edict_t *ent, vec3_t oldvel)
920 {
921         int i, clip;
922         vec3_t oldorg, dir;
923
924         VectorCopy (ent->v->origin, oldorg);
925         VectorClear (dir);
926
927         for (i=0 ; i<8 ; i++)
928         {
929                 // try pushing a little in an axial direction
930                 switch (i)
931                 {
932                         case 0: dir[0] = 2; dir[1] = 0; break;
933                         case 1: dir[0] = 0; dir[1] = 2; break;
934                         case 2: dir[0] = -2; dir[1] = 0; break;
935                         case 3: dir[0] = 0; dir[1] = -2; break;
936                         case 4: dir[0] = 2; dir[1] = 2; break;
937                         case 5: dir[0] = -2; dir[1] = 2; break;
938                         case 6: dir[0] = 2; dir[1] = -2; break;
939                         case 7: dir[0] = -2; dir[1] = -2; break;
940                 }
941
942                 SV_PushEntity (ent, dir, vec3_origin);
943
944                 // retry the original move
945                 ent->v->velocity[0] = oldvel[0];
946                 ent->v->velocity[1] = oldvel[1];
947                 ent->v->velocity[2] = 0;
948                 clip = SV_FlyMove (ent, 0.1, NULL);
949
950                 if (fabs(oldorg[1] - ent->v->origin[1]) > 4
951                  || fabs(oldorg[0] - ent->v->origin[0]) > 4)
952                         return clip;
953
954                 // go back to the original pos and try again
955                 VectorCopy (oldorg, ent->v->origin);
956         }
957
958         // still not moving
959         VectorClear (ent->v->velocity);
960         return 7;
961 }
962
963 /*
964 =====================
965 SV_WalkMove
966
967 Only used by players
968 ======================
969 */
970 void SV_WalkMove (edict_t *ent)
971 {
972         int clip, oldonground;
973         vec3_t upmove, downmove, oldorg, oldvel, nosteporg, nostepvel, stepnormal;
974         trace_t downtrace;
975
976         // do a regular slide move unless it looks like you ran into a step
977         oldonground = (int)ent->v->flags & FL_ONGROUND;
978         ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND;
979
980         VectorCopy (ent->v->origin, oldorg);
981         VectorCopy (ent->v->velocity, oldvel);
982
983         clip = SV_FlyMove (ent, sv.frametime, NULL);
984
985         // if move didn't block on a step, return
986         if ( !(clip & 2) )
987                 return;
988
989         if (ent->v->movetype != MOVETYPE_FLY)
990         {
991                 if (!oldonground && ent->v->waterlevel == 0 && !sv_jumpstep.integer)
992                         // don't stair up while jumping
993                         return;
994
995                 if (ent->v->movetype != MOVETYPE_WALK)
996                         // gibbed by a trigger
997                         return;
998         }
999
1000         if (sv_nostep.integer)
1001                 return;
1002
1003         if ( (int)sv_player->v->flags & FL_WATERJUMP )
1004                 return;
1005
1006         VectorCopy (ent->v->origin, nosteporg);
1007         VectorCopy (ent->v->velocity, nostepvel);
1008
1009         // try moving up and forward to go up a step
1010         // back to start pos
1011         VectorCopy (oldorg, ent->v->origin);
1012
1013         VectorClear (upmove);
1014         VectorClear (downmove);
1015         upmove[2] = sv_stepheight.value;
1016         downmove[2] = -sv_stepheight.value + oldvel[2]*sv.frametime;
1017
1018         // move up
1019         // FIXME: don't link?
1020         SV_PushEntity (ent, upmove, vec3_origin);
1021
1022         // move forward
1023         ent->v->velocity[0] = oldvel[0];
1024         ent->v->velocity[1] = oldvel[1];
1025         ent->v->velocity[2] = 0;
1026         clip = SV_FlyMove (ent, sv.frametime, stepnormal);
1027         ent->v->velocity[2] += oldvel[2];
1028
1029         // check for stuckness, possibly due to the limited precision of floats
1030         // in the clipping hulls
1031         if (clip
1032          && fabs(oldorg[1] - ent->v->origin[1]) < 0.03125
1033          && fabs(oldorg[0] - ent->v->origin[0]) < 0.03125)
1034                 // stepping up didn't make any progress
1035                 clip = SV_TryUnstick (ent, oldvel);
1036
1037         // extra friction based on view angle
1038         if (clip & 2 && sv_wallfriction.integer)
1039                 SV_WallFriction (ent, stepnormal);
1040
1041         // move down
1042         // FIXME: don't link?
1043         downtrace = SV_PushEntity (ent, downmove, vec3_origin);
1044
1045         if (downtrace.plane.normal[2] > 0.7)
1046         {
1047                 // LordHavoc: disabled this so you can walk on monsters/players
1048                 //if (ent->v->solid == SOLID_BSP)
1049                 {
1050                         ent->v->flags = (int)ent->v->flags | FL_ONGROUND;
1051                         ent->v->groundentity = EDICT_TO_PROG(downtrace.ent);
1052                 }
1053         }
1054         else
1055         {
1056                 // if the push down didn't end up on good ground, use the move without
1057                 // the step up.  This happens near wall / slope combinations, and can
1058                 // cause the player to hop up higher on a slope too steep to climb
1059                 VectorCopy (nosteporg, ent->v->origin);
1060                 VectorCopy (nostepvel, ent->v->velocity);
1061         }
1062 }
1063
1064
1065 /*
1066 ================
1067 SV_Physics_Client
1068
1069 Player character actions
1070 ================
1071 */
1072 void SV_Physics_Client (edict_t *ent, int num)
1073 {
1074         if (!svs.clients[num-1].active)
1075                 return;         // unconnected slot
1076
1077         // call standard client pre-think
1078         pr_global_struct->time = sv.time;
1079         pr_global_struct->self = EDICT_TO_PROG(ent);
1080         PR_ExecuteProgram (pr_global_struct->PlayerPreThink, "QC function PlayerPreThink is missing");
1081
1082         // do a move
1083         SV_CheckVelocity (ent);
1084
1085         // decide which move function to call
1086         switch ((int)ent->v->movetype)
1087         {
1088         case MOVETYPE_NONE:
1089                 if (!SV_RunThink (ent))
1090                         return;
1091                 break;
1092
1093         case MOVETYPE_WALK:
1094                 if (!SV_RunThink (ent))
1095                         return;
1096                 if (!SV_CheckWater (ent) && ! ((int)ent->v->flags & FL_WATERJUMP) )
1097                         SV_AddGravity (ent);
1098                 SV_CheckStuck (ent);
1099                 SV_WalkMove (ent);
1100                 break;
1101
1102         case MOVETYPE_TOSS:
1103         case MOVETYPE_BOUNCE:
1104                 SV_Physics_Toss (ent);
1105                 break;
1106
1107         case MOVETYPE_FLY:
1108                 if (!SV_RunThink (ent))
1109                         return;
1110                 SV_CheckWater (ent);
1111                 //SV_FlyMove (ent, sv.frametime, NULL);
1112                 SV_WalkMove (ent);
1113                 break;
1114
1115         case MOVETYPE_NOCLIP:
1116                 if (!SV_RunThink (ent))
1117                         return;
1118                 SV_CheckWater (ent);
1119                 VectorMA (ent->v->origin, sv.frametime, ent->v->velocity, ent->v->origin);
1120                 VectorMA (ent->v->angles, sv.frametime, ent->v->avelocity, ent->v->angles);
1121                 break;
1122
1123         default:
1124                 Host_Error ("SV_Physics_client: bad movetype %i", (int)ent->v->movetype);
1125         }
1126
1127         // call standard player post-think
1128         SV_LinkEdict (ent, true);
1129
1130         pr_global_struct->time = sv.time;
1131         pr_global_struct->self = EDICT_TO_PROG(ent);
1132         PR_ExecuteProgram (pr_global_struct->PlayerPostThink, "QC function PlayerPostThink is missing");
1133 }
1134
1135 //============================================================================
1136
1137 /*
1138 =============
1139 SV_Physics_Follow
1140
1141 Entities that are "stuck" to another entity
1142 =============
1143 */
1144 void SV_Physics_Follow (edict_t *ent)
1145 {
1146         vec3_t vf, vr, vu, angles, v;
1147         edict_t *e;
1148
1149         // regular thinking
1150         if (!SV_RunThink (ent))
1151                 return;
1152
1153         // LordHavoc: implemented rotation on MOVETYPE_FOLLOW objects
1154         e = PROG_TO_EDICT(ent->v->aiment);
1155         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])
1156         {
1157                 // quick case for no rotation
1158                 VectorAdd(e->v->origin, ent->v->view_ofs, ent->v->origin);
1159         }
1160         else
1161         {
1162                 angles[0] = -ent->v->punchangle[0];
1163                 angles[1] =  ent->v->punchangle[1];
1164                 angles[2] =  ent->v->punchangle[2];
1165                 AngleVectors (angles, vf, vr, vu);
1166                 v[0] = ent->v->view_ofs[0] * vf[0] + ent->v->view_ofs[1] * vr[0] + ent->v->view_ofs[2] * vu[0];
1167                 v[1] = ent->v->view_ofs[0] * vf[1] + ent->v->view_ofs[1] * vr[1] + ent->v->view_ofs[2] * vu[1];
1168                 v[2] = ent->v->view_ofs[0] * vf[2] + ent->v->view_ofs[1] * vr[2] + ent->v->view_ofs[2] * vu[2];
1169                 angles[0] = -e->v->angles[0];
1170                 angles[1] =  e->v->angles[1];
1171                 angles[2] =  e->v->angles[2];
1172                 AngleVectors (angles, vf, vr, vu);
1173                 ent->v->origin[0] = v[0] * vf[0] + v[1] * vf[1] + v[2] * vf[2] + e->v->origin[0];
1174                 ent->v->origin[1] = v[0] * vr[0] + v[1] * vr[1] + v[2] * vr[2] + e->v->origin[1];
1175                 ent->v->origin[2] = v[0] * vu[0] + v[1] * vu[1] + v[2] * vu[2] + e->v->origin[2];
1176         }
1177         VectorAdd (e->v->angles, ent->v->v_angle, ent->v->angles);
1178         SV_LinkEdict (ent, true);
1179 }
1180
1181 /*
1182 =============
1183 SV_Physics_Noclip
1184
1185 A moving object that doesn't obey physics
1186 =============
1187 */
1188 void SV_Physics_Noclip (edict_t *ent)
1189 {
1190         // regular thinking
1191         if (!SV_RunThink (ent))
1192                 return;
1193
1194         VectorMA (ent->v->angles, sv.frametime, ent->v->avelocity, ent->v->angles);
1195         VectorMA (ent->v->origin, sv.frametime, ent->v->velocity, ent->v->origin);
1196
1197         SV_LinkEdict (ent, false);
1198 }
1199
1200 /*
1201 ==============================================================================
1202
1203 TOSS / BOUNCE
1204
1205 ==============================================================================
1206 */
1207
1208 /*
1209 =============
1210 SV_CheckWaterTransition
1211
1212 =============
1213 */
1214 void SV_CheckWaterTransition (edict_t *ent)
1215 {
1216         int cont;
1217         cont = Mod_PointContents(ent->v->origin, sv.worldmodel);
1218         if (!ent->v->watertype)
1219         {
1220                 // just spawned here
1221                 ent->v->watertype = cont;
1222                 ent->v->waterlevel = 1;
1223                 return;
1224         }
1225
1226         if (cont <= CONTENTS_WATER)
1227         {
1228                 if (ent->v->watertype == CONTENTS_EMPTY && cont != CONTENTS_LAVA)
1229                         // just crossed into water
1230                         SV_StartSound (ent, 0, "misc/h2ohit1.wav", 255, 1);
1231
1232                 ent->v->watertype = cont;
1233                 ent->v->waterlevel = 1;
1234         }
1235         else
1236         {
1237                 if (ent->v->watertype != CONTENTS_EMPTY && ent->v->watertype != CONTENTS_LAVA)
1238                         // just crossed into water
1239                         SV_StartSound (ent, 0, "misc/h2ohit1.wav", 255, 1);
1240
1241                 ent->v->watertype = CONTENTS_EMPTY;
1242                 ent->v->waterlevel = cont;
1243         }
1244 }
1245
1246 /*
1247 =============
1248 SV_Physics_Toss
1249
1250 Toss, bounce, and fly movement.  When onground, do nothing.
1251 =============
1252 */
1253 void SV_Physics_Toss (edict_t *ent)
1254 {
1255         trace_t trace;
1256         vec3_t move;
1257         edict_t *groundentity;
1258
1259         // regular thinking
1260         if (!SV_RunThink (ent))
1261                 return;
1262
1263 // if onground, return without moving
1264         if ((int)ent->v->flags & FL_ONGROUND)
1265         {
1266                 VectorClear(ent->v->velocity);
1267                 if (ent->v->groundentity == 0)
1268                         return;
1269                 // if ent was supported by a brush model on previous frame,
1270                 // and groundentity is now freed, set groundentity to 0 (floating)
1271                 groundentity = PROG_TO_EDICT(ent->v->groundentity);
1272                 if (groundentity->v->solid == SOLID_BSP)
1273                 {
1274                         ent->suspendedinairflag = true;
1275                         return;
1276                 }
1277                 else if (ent->suspendedinairflag && groundentity->free)
1278                 {
1279                         // leave it suspended in the air
1280                         ent->v->groundentity = 0;
1281                         ent->suspendedinairflag = false;
1282                         return;
1283                 }
1284         }
1285         ent->suspendedinairflag = false;
1286
1287         SV_CheckVelocity (ent);
1288
1289 // add gravity
1290         if (ent->v->movetype == MOVETYPE_TOSS || ent->v->movetype == MOVETYPE_BOUNCE)
1291                 SV_AddGravity (ent);
1292
1293 // move angles
1294         VectorMA (ent->v->angles, sv.frametime, ent->v->avelocity, ent->v->angles);
1295
1296 // move origin
1297         VectorScale (ent->v->velocity, sv.frametime, move);
1298         trace = SV_PushEntity (ent, move, vec3_origin);
1299         if (ent->free)
1300                 return;
1301
1302         if (trace.fraction < 1)
1303         {
1304                 if (ent->v->movetype == MOVETYPE_BOUNCEMISSILE)
1305                 {
1306                         ClipVelocity (ent->v->velocity, trace.plane.normal, ent->v->velocity, 2.0);
1307                         ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND;
1308                 }
1309                 else if (ent->v->movetype == MOVETYPE_BOUNCE)
1310                 {
1311                         ClipVelocity (ent->v->velocity, trace.plane.normal, ent->v->velocity, 1.5);
1312                         // LordHavoc: fixed grenades not bouncing when fired down a slope
1313                         if (trace.plane.normal[2] > 0.7 && DotProduct(trace.plane.normal, ent->v->velocity) < 60)
1314                         {
1315                                 ent->v->flags = (int)ent->v->flags | FL_ONGROUND;
1316                                 ent->v->groundentity = EDICT_TO_PROG(trace.ent);
1317                                 VectorClear (ent->v->velocity);
1318                                 VectorClear (ent->v->avelocity);
1319                         }
1320                         else
1321                                 ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND;
1322                 }
1323                 else
1324                 {
1325                         ClipVelocity (ent->v->velocity, trace.plane.normal, ent->v->velocity, 1.0);
1326                         if (trace.plane.normal[2] > 0.7)
1327                         {
1328                                 ent->v->flags = (int)ent->v->flags | FL_ONGROUND;
1329                                 ent->v->groundentity = EDICT_TO_PROG(trace.ent);
1330                                 VectorClear (ent->v->velocity);
1331                                 VectorClear (ent->v->avelocity);
1332                         }
1333                         else
1334                                 ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND;
1335                 }
1336         }
1337
1338 // check for in water
1339         SV_CheckWaterTransition (ent);
1340 }
1341
1342 /*
1343 ===============================================================================
1344
1345 STEPPING MOVEMENT
1346
1347 ===============================================================================
1348 */
1349
1350 /*
1351 =============
1352 SV_Physics_Step
1353
1354 Monsters freefall when they don't have a ground entity, otherwise
1355 all movement is done with discrete steps.
1356
1357 This is also used for objects that have become still on the ground, but
1358 will fall if the floor is pulled out from under them.
1359 =============
1360 */
1361 void SV_Physics_Step (edict_t *ent)
1362 {
1363         int flags, fall, hitsound;
1364
1365         // freefall if not fly/swim
1366         fall = true;
1367         flags = (int)ent->v->flags;
1368         if (flags & (FL_FLY | FL_SWIM))
1369         {
1370                 if (flags & FL_FLY)
1371                         fall = false;
1372                 else if ((flags & FL_SWIM) && Mod_PointContents(ent->v->origin, sv.worldmodel) != CONTENTS_EMPTY)
1373                         fall = false;
1374         }
1375         if (fall && (flags & FL_ONGROUND) && ent->v->groundentity == 0)
1376                 fall = false;
1377
1378         if (fall)
1379         {
1380                 if (ent->v->velocity[2] < sv_gravity.value*-0.1)
1381                 {
1382                         hitsound = true;
1383                         if (flags & FL_ONGROUND)
1384                                 hitsound = false;
1385                 }
1386                 else
1387                         hitsound = false;
1388
1389                 SV_AddGravity (ent);
1390                 SV_CheckVelocity (ent);
1391                 SV_FlyMove (ent, sv.frametime, NULL);
1392                 SV_LinkEdict (ent, false);
1393
1394                 // just hit ground
1395                 if ((int)ent->v->flags & FL_ONGROUND)
1396                 {
1397                         VectorClear(ent->v->velocity);
1398                         if (hitsound)
1399                                 SV_StartSound (ent, 0, "demon/dland2.wav", 255, 1);
1400                 }
1401         }
1402
1403 // regular thinking
1404         SV_RunThink (ent);
1405
1406         SV_CheckWaterTransition (ent);
1407 }
1408
1409 //============================================================================
1410
1411 /*
1412 ================
1413 SV_Physics
1414
1415 ================
1416 */
1417 void SV_Physics (void)
1418 {
1419         int i;
1420         edict_t *ent;
1421
1422 // let the progs know that a new frame has started
1423         pr_global_struct->self = EDICT_TO_PROG(sv.edicts);
1424         pr_global_struct->other = EDICT_TO_PROG(sv.edicts);
1425         pr_global_struct->time = sv.time;
1426         PR_ExecuteProgram (pr_global_struct->StartFrame, "QC function StartFrame is missing");
1427
1428 //
1429 // treat each object in turn
1430 //
1431         ent = sv.edicts;
1432         for (i=0 ; i<sv.num_edicts ; i++, ent = NEXT_EDICT(ent))
1433         {
1434                 if (ent->free)
1435                         continue;
1436
1437                 if (pr_global_struct->force_retouch)
1438                         SV_LinkEdict (ent, true);       // force retouch even for stationary
1439
1440                 if (i > 0 && i <= svs.maxclients)
1441                 {
1442                         SV_Physics_Client (ent, i);
1443                         continue;
1444                 }
1445
1446                 switch ((int) ent->v->movetype)
1447                 {
1448                 case MOVETYPE_PUSH:
1449                         SV_Physics_Pusher (ent);
1450                         break;
1451                 case MOVETYPE_NONE:
1452                         // LordHavoc: manually inlined the thinktime check here because MOVETYPE_NONE is used on so many objects
1453                         if (ent->v->nextthink > 0 && ent->v->nextthink <= sv.time + sv.frametime)
1454                                 SV_RunThink (ent);
1455                         break;
1456                 case MOVETYPE_FOLLOW:
1457                         SV_Physics_Follow (ent);
1458                         break;
1459                 case MOVETYPE_NOCLIP:
1460                         SV_Physics_Noclip (ent);
1461                         break;
1462                 case MOVETYPE_STEP:
1463                         SV_Physics_Step (ent);
1464                         break;
1465                 // LordHavoc: added support for MOVETYPE_WALK on normal entities! :)
1466                 case MOVETYPE_WALK:
1467                         if (SV_RunThink (ent))
1468                         {
1469                                 if (!SV_CheckWater (ent) && ! ((int)ent->v->flags & FL_WATERJUMP) )
1470                                         SV_AddGravity (ent);
1471                                 SV_CheckStuck (ent);
1472                                 SV_WalkMove (ent);
1473                                 SV_LinkEdict (ent, true);
1474                         }
1475                         break;
1476                 case MOVETYPE_TOSS:
1477                 case MOVETYPE_BOUNCE:
1478                 case MOVETYPE_BOUNCEMISSILE:
1479                 case MOVETYPE_FLY:
1480                 case MOVETYPE_FLYMISSILE:
1481                         SV_Physics_Toss (ent);
1482                         break;
1483                 default:
1484                         Host_Error ("SV_Physics: bad movetype %i", (int)ent->v->movetype);
1485                         break;
1486                 }
1487         }
1488
1489         if (pr_global_struct->force_retouch)
1490                 pr_global_struct->force_retouch--;
1491
1492         // LordHavoc: endframe support
1493         if (EndFrameQC)
1494         {
1495                 pr_global_struct->self = EDICT_TO_PROG(sv.edicts);
1496                 pr_global_struct->other = EDICT_TO_PROG(sv.edicts);
1497                 pr_global_struct->time = sv.time;
1498                 PR_ExecuteProgram ((func_t)(EndFrameQC - pr_functions), "");
1499         }
1500
1501         sv.time += sv.frametime;
1502 }
1503
1504
1505 trace_t SV_Trace_Toss (edict_t *tossent, edict_t *ignore)
1506 {
1507         int i;
1508         float gravity, savesolid;
1509         vec3_t move, end;
1510         edict_t tempent, *tent;
1511         entvars_t vars;
1512         eval_t *val;
1513         trace_t trace;
1514
1515         // copy the vars over
1516         memcpy(&vars, tossent->v, sizeof(entvars_t));
1517         // set up the temp entity to point to the copied vars
1518         tent = &tempent;
1519         tent->v = &vars;
1520
1521         savesolid = tossent->v->solid;
1522         tossent->v->solid = SOLID_NOT;
1523
1524         // this has to fetch the field from the original edict, since our copy is truncated
1525         val = GETEDICTFIELDVALUE(tossent, eval_gravity);
1526         if (val != NULL && val->_float != 0)
1527                 gravity = val->_float;
1528         else
1529                 gravity = 1.0;
1530         gravity *= sv_gravity.value * 0.05;
1531
1532         for (i = 0;i < 200;i++) // LordHavoc: sanity check; never trace more than 10 seconds
1533         {
1534                 SV_CheckVelocity (tent);
1535                 tent->v->velocity[2] -= gravity;
1536                 VectorMA (tent->v->angles, 0.05, tent->v->avelocity, tent->v->angles);
1537                 VectorScale (tent->v->velocity, 0.05, move);
1538                 VectorAdd (tent->v->origin, move, end);
1539                 trace = SV_Move (tent->v->origin, tent->v->mins, tent->v->maxs, end, MOVE_NORMAL, tent);
1540                 VectorCopy (trace.endpos, tent->v->origin);
1541
1542                 if (trace.fraction < 1 && trace.ent)
1543                         if (trace.ent != ignore)
1544                                 break;
1545         }
1546         tossent->v->solid = savesolid;
1547         trace.fraction = 0; // not relevant
1548         return trace;
1549 }
1550