]> de.git.xonotic.org Git - xonotic/darkplaces.git/blob - sv_phys.c
63017431dca850034138274398abfde344048119
[xonotic/darkplaces.git] / sv_phys.c
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
51 #define MOVE_EPSILON    0.01
52
53 void SV_Physics_Toss (edict_t *ent);
54
55 void SV_Phys_Init (void)
56 {
57         Cvar_RegisterVariable(&sv_stepheight);
58         Cvar_RegisterVariable(&sv_jumpstep);
59         Cvar_RegisterVariable(&sv_wallfriction);
60 }
61
62 /*
63 ================
64 SV_CheckAllEnts
65 ================
66 */
67 void SV_CheckAllEnts (void)
68 {
69         int e;
70         edict_t *check;
71
72         // see if any solid entities are inside the final position
73         check = NEXT_EDICT(sv.edicts);
74         for (e = 1;e < sv.num_edicts;e++, check = NEXT_EDICT(check))
75         {
76                 if (check->free)
77                         continue;
78                 if (check->v.movetype == MOVETYPE_PUSH
79                  || check->v.movetype == MOVETYPE_NONE
80                  || check->v.movetype == MOVETYPE_FOLLOW
81                  || check->v.movetype == MOVETYPE_NOCLIP)
82                         continue;
83
84                 if (SV_TestEntityPosition (check))
85                         Con_Printf ("entity in invalid position\n");
86         }
87 }
88
89 /*
90 ================
91 SV_CheckVelocity
92 ================
93 */
94 void SV_CheckVelocity (edict_t *ent)
95 {
96         int i;
97         float wishspeed;
98
99 //
100 // bound velocity
101 //
102         for (i=0 ; i<3 ; i++)
103         {
104                 if (IS_NAN(ent->v.velocity[i]))
105                 {
106                         Con_Printf ("Got a NaN velocity on %s\n", pr_strings + ent->v.classname);
107                         ent->v.velocity[i] = 0;
108                 }
109                 if (IS_NAN(ent->v.origin[i]))
110                 {
111                         Con_Printf ("Got a NaN origin on %s\n", pr_strings + ent->v.classname);
112                         ent->v.origin[i] = 0;
113                 }
114         }
115
116         // LordHavoc: max velocity fix, inspired by Maddes's source fixes, but this is faster
117         wishspeed = DotProduct(ent->v.velocity, ent->v.velocity);
118         if (wishspeed > sv_maxvelocity.value * sv_maxvelocity.value)
119         {
120                 wishspeed = sv_maxvelocity.value / sqrt(wishspeed);
121                 ent->v.velocity[0] *= wishspeed;
122                 ent->v.velocity[1] *= wishspeed;
123                 ent->v.velocity[2] *= wishspeed;
124         }
125 }
126
127 /*
128 =============
129 SV_RunThink
130
131 Runs thinking code if time.  There is some play in the exact time the think
132 function will be called, because it is called before any movement is done
133 in a frame.  Not used for pushmove objects, because they must be exact.
134 Returns false if the entity removed itself.
135 =============
136 */
137 qboolean SV_RunThink (edict_t *ent)
138 {
139         float thinktime;
140
141         thinktime = ent->v.nextthink;
142         if (thinktime <= 0 || thinktime > sv.time + sv.frametime)
143                 return true;
144
145         // don't let things stay in the past.
146         // it is possible to start that way by a trigger with a local time.
147         if (thinktime < sv.time)
148                 thinktime = sv.time;
149
150         ent->v.nextthink = 0;
151         pr_global_struct->time = thinktime;
152         pr_global_struct->self = EDICT_TO_PROG(ent);
153         pr_global_struct->other = EDICT_TO_PROG(sv.edicts);
154         PR_ExecuteProgram (ent->v.think, "NULL think function");
155         return !ent->free;
156 }
157
158 /*
159 ==================
160 SV_Impact
161
162 Two entities have touched, so run their touch functions
163 ==================
164 */
165 void SV_Impact (edict_t *e1, edict_t *e2)
166 {
167         int old_self, old_other;
168
169         old_self = pr_global_struct->self;
170         old_other = pr_global_struct->other;
171
172         pr_global_struct->time = sv.time;
173         if (e1->v.touch && e1->v.solid != SOLID_NOT)
174         {
175                 pr_global_struct->self = EDICT_TO_PROG(e1);
176                 pr_global_struct->other = EDICT_TO_PROG(e2);
177                 PR_ExecuteProgram (e1->v.touch, "");
178         }
179
180         if (e2->v.touch && e2->v.solid != SOLID_NOT)
181         {
182                 pr_global_struct->self = EDICT_TO_PROG(e2);
183                 pr_global_struct->other = EDICT_TO_PROG(e1);
184                 PR_ExecuteProgram (e2->v.touch, "");
185         }
186
187         pr_global_struct->self = old_self;
188         pr_global_struct->other = old_other;
189 }
190
191
192 /*
193 ==================
194 ClipVelocity
195
196 Slide off of the impacting object
197 returns the blocked flags (1 = floor, 2 = step / wall)
198 ==================
199 */
200 #define STOP_EPSILON 0.1
201 int ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce)
202 {
203         int i, blocked;
204         float backoff, change;
205
206         blocked = 0;
207         // flag if it's a floor
208         if (normal[2] > 0)
209                 blocked |= 1;
210         // flag if it's a step
211         if (!normal[2])
212                 blocked |= 2;
213
214         backoff = DotProduct (in, normal) * overbounce;
215
216         for (i = 0;i < 3;i++)
217         {
218                 change = normal[i] * backoff;
219                 out[i] = in[i] - change;
220                 if (out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON)
221                         out[i] = 0;
222         }
223
224         return blocked;
225 }
226
227
228 /*
229 ============
230 SV_FlyMove
231
232 The basic solid body movement clip that slides along multiple planes
233 Returns the clipflags if the velocity was modified (hit something solid)
234 1 = floor
235 2 = wall / step
236 4 = dead stop
237 If steptrace is not NULL, the trace of any vertical wall hit will be stored
238 ============
239 */
240 // LordHavoc: increased from 5 to 20
241 #define MAX_CLIP_PLANES 20
242 int SV_FlyMove (edict_t *ent, float time, trace_t *steptrace)
243 {
244         int i, j, blocked, impact, numplanes, bumpcount, numbumps;
245         float d, time_left;
246         vec3_t dir, end, planes[MAX_CLIP_PLANES], primal_velocity, original_velocity, new_velocity;
247         trace_t trace;
248
249         numbumps = 4;
250
251         blocked = 0;
252         VectorCopy (ent->v.velocity, original_velocity);
253         VectorCopy (ent->v.velocity, primal_velocity);
254         numplanes = 0;
255
256         time_left = time;
257
258         for (bumpcount=0 ; bumpcount<numbumps ; bumpcount++)
259         {
260                 if (!ent->v.velocity[0] && !ent->v.velocity[1] && !ent->v.velocity[2])
261                         break;
262
263                 for (i=0 ; i<3 ; i++)
264                         end[i] = ent->v.origin[i] + time_left * ent->v.velocity[i];
265
266                 trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_NORMAL, ent);
267
268                 if (trace.allsolid)
269                 {
270                         // LordHavoc: note: this code is what makes entities stick in place if embedded in another object (which can be the world)
271                         // entity is trapped in another solid
272                         VectorClear(ent->v.velocity);
273                         return 3;
274                 }
275
276                 if (trace.fraction > 0)
277                 {
278                         // actually covered some distance
279                         VectorCopy (trace.endpos, ent->v.origin);
280                         VectorCopy (ent->v.velocity, original_velocity);
281                         numplanes = 0;
282                 }
283
284                 // break if it moved the entire distance
285                 if (trace.fraction == 1)
286                          break;
287
288                 if (!trace.ent)
289                         Host_Error ("SV_FlyMove: !trace.ent");
290
291                 if ((int) ent->v.flags & FL_ONGROUND)
292                 {
293                         if (ent->v.groundentity == EDICT_TO_PROG(trace.ent))
294                                 impact = false;
295                         else
296                         {
297                                 ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND;
298                                 impact = true;
299                         }
300                 }
301                 else
302                         impact = true;
303
304                 if (trace.plane.normal[2] > 0.7)
305                 {
306                         // floor
307                         blocked |= 1;
308                         ent->v.flags =  (int)ent->v.flags | FL_ONGROUND;
309                         ent->v.groundentity = EDICT_TO_PROG(trace.ent);
310                 }
311                 if (!trace.plane.normal[2])
312                 {
313                         // step
314                         blocked |= 2;
315                         // save the trace for player extrafriction
316                         if (steptrace)
317                                 *steptrace = trace;
318                 }
319
320                 // run the impact function
321                 if (impact)
322                 {
323                         SV_Impact (ent, trace.ent);
324
325                         // break if removed by the impact function
326                         if (ent->free)
327                                 break;
328                 }
329
330
331                 time_left -= time_left * trace.fraction;
332
333                 // clipped to another plane
334                 if (numplanes >= MAX_CLIP_PLANES)
335                 {
336                         // this shouldn't really happen
337                         VectorClear(ent->v.velocity);
338                         return 3;
339                 }
340
341                 VectorCopy (trace.plane.normal, planes[numplanes]);
342                 numplanes++;
343
344                 // modify original_velocity so it parallels all of the clip planes
345                 for (i=0 ; i<numplanes ; i++)
346                 {
347                         ClipVelocity (original_velocity, planes[i], new_velocity, 1);
348                         for (j=0 ; j<numplanes ; j++)
349                                 if (j != i)
350                                 {
351                                         // not ok
352                                         if (DotProduct (new_velocity, planes[j]) < 0)
353                                                 break;
354                                 }
355                         if (j == numplanes)
356                                 break;
357                 }
358
359                 if (i != numplanes)
360                 {
361                         // go along this plane
362                         VectorCopy (new_velocity, ent->v.velocity);
363                 }
364                 else
365                 {
366                         // go along the crease
367                         if (numplanes != 2)
368                         {
369                                 VectorClear(ent->v.velocity);
370                                 return 7;
371                         }
372                         CrossProduct (planes[0], planes[1], dir);
373                         // LordHavoc: thanks to taniwha of QuakeForge for pointing out this fix for slowed falling in corners
374                         VectorNormalize(dir);
375                         d = DotProduct (dir, ent->v.velocity);
376                         VectorScale (dir, d, ent->v.velocity);
377                 }
378
379                 // if original velocity is against the original velocity,
380                 // stop dead to avoid tiny occilations in sloping corners
381                 if (DotProduct (ent->v.velocity, primal_velocity) <= 0)
382                 {
383                         VectorClear(ent->v.velocity);
384                         return blocked;
385                 }
386         }
387
388         return blocked;
389 }
390
391
392 /*
393 ============
394 SV_AddGravity
395
396 ============
397 */
398 void SV_AddGravity (edict_t *ent)
399 {
400         float ent_gravity;
401         eval_t *val;
402
403         val = GETEDICTFIELDVALUE(ent, eval_gravity);
404         if (val!=0 && val->_float)
405                 ent_gravity = val->_float;
406         else
407                 ent_gravity = 1.0;
408         ent->v.velocity[2] -= ent_gravity * sv_gravity.value * sv.frametime;
409 }
410
411
412 /*
413 ===============================================================================
414
415 PUSHMOVE
416
417 ===============================================================================
418 */
419
420 /*
421 ============
422 SV_PushEntity
423
424 Does not change the entities velocity at all
425 ============
426 */
427 trace_t SV_PushEntity (edict_t *ent, vec3_t push, vec3_t pushangles)
428 {
429         trace_t trace;
430         vec3_t end;
431
432         VectorAdd (ent->v.origin, push, end);
433
434         if (ent->v.movetype == MOVETYPE_FLYMISSILE)
435                 trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_MISSILE, ent);
436         else if (ent->v.solid == SOLID_TRIGGER || ent->v.solid == SOLID_NOT)
437                 // only clip against bmodels
438                 trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_NOMONSTERS, ent);
439         else
440                 trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_NORMAL, ent);
441
442         VectorCopy (trace.endpos, ent->v.origin);
443         // FIXME: turn players specially
444         ent->v.angles[1] += trace.fraction * pushangles[1];
445         SV_LinkEdict (ent, true);
446
447         if (trace.ent && (!((int)ent->v.flags & FL_ONGROUND) || ent->v.groundentity != EDICT_TO_PROG(trace.ent)))
448                 SV_Impact (ent, trace.ent);
449         return trace;
450 }
451
452
453 /*
454 ============
455 SV_PushMove
456
457 ============
458 */
459 trace_t SV_ClipMoveToEntity (edict_t *ent, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end);
460 void SV_PushMove (edict_t *pusher, float movetime)
461 {
462         int                     i, e, index;
463         edict_t         *check;
464         float           savesolid, movetime2, pushltime;
465         vec3_t          mins, maxs, move, move1, moveangle, pushorig, pushang, a, forward, left, up, org, org2;
466         int                     num_moved;
467         edict_t         *moved_edict[MAX_EDICTS];
468         vec3_t          moved_from[MAX_EDICTS], moved_fromangles[MAX_EDICTS];
469         model_t         *pushermodel;
470         trace_t         trace;
471
472         switch ((int) pusher->v.solid)
473         {
474         // LordHavoc: valid pusher types
475         case SOLID_BSP:
476         case SOLID_BBOX:
477         case SOLID_SLIDEBOX:
478         case SOLID_CORPSE: // LordHavoc: this would be weird...
479                 break;
480         // LordHavoc: no collisions
481         case SOLID_NOT:
482         case SOLID_TRIGGER:
483                 VectorMA (pusher->v.origin, movetime, pusher->v.velocity, pusher->v.origin);
484                 VectorMA (pusher->v.angles, movetime, pusher->v.avelocity, pusher->v.angles);
485                 pusher->v.ltime += movetime;
486                 SV_LinkEdict (pusher, false);
487                 return;
488         default:
489                 Host_Error("SV_PushMove: unrecognized solid type %f\n", pusher->v.solid);
490         }
491         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])
492         {
493                 pusher->v.ltime += movetime;
494                 return;
495         }
496         index = (int) pusher->v.modelindex;
497         if (index < 1 || index >= MAX_MODELS)
498                 Host_Error("SV_PushMove: invalid modelindex %f\n", pusher->v.modelindex);
499         pushermodel = sv.models[index];
500
501         movetime2 = movetime;
502         VectorScale(pusher->v.velocity, movetime2, move1);
503         VectorScale(pusher->v.avelocity, movetime2, moveangle);
504         if (moveangle[0] || moveangle[2])
505         {
506                 for (i = 0;i < 3;i++)
507                 {
508                         if (move1[i] > 0)
509                         {
510                                 mins[i] = pushermodel->rotatedmins[i] + pusher->v.origin[i] - 1;
511                                 maxs[i] = pushermodel->rotatedmaxs[i] + move1[i] + pusher->v.origin[i] + 1;
512                         }
513                         else
514                         {
515                                 mins[i] = pushermodel->rotatedmins[i] + move1[i] + pusher->v.origin[i] - 1;
516                                 maxs[i] = pushermodel->rotatedmaxs[i] + pusher->v.origin[i] + 1;
517                         }
518                 }
519         }
520         else if (moveangle[1])
521         {
522                 for (i = 0;i < 3;i++)
523                 {
524                         if (move1[i] > 0)
525                         {
526                                 mins[i] = pushermodel->yawmins[i] + pusher->v.origin[i] - 1;
527                                 maxs[i] = pushermodel->yawmaxs[i] + move1[i] + pusher->v.origin[i] + 1;
528                         }
529                         else
530                         {
531                                 mins[i] = pushermodel->yawmins[i] + move1[i] + pusher->v.origin[i] - 1;
532                                 maxs[i] = pushermodel->yawmaxs[i] + pusher->v.origin[i] + 1;
533                         }
534                 }
535         }
536         else
537         {
538                 for (i = 0;i < 3;i++)
539                 {
540                         if (move1[i] > 0)
541                         {
542                                 mins[i] = pushermodel->normalmins[i] + pusher->v.origin[i] - 1;
543                                 maxs[i] = pushermodel->normalmaxs[i] + move1[i] + pusher->v.origin[i] + 1;
544                         }
545                         else
546                         {
547                                 mins[i] = pushermodel->normalmins[i] + move1[i] + pusher->v.origin[i] - 1;
548                                 maxs[i] = pushermodel->normalmaxs[i] + pusher->v.origin[i] + 1;
549                         }
550                 }
551         }
552
553         VectorNegate (moveangle, a);
554         AngleVectorsFLU (a, forward, left, up);
555
556         VectorCopy (pusher->v.origin, pushorig);
557         VectorCopy (pusher->v.angles, pushang);
558         pushltime = pusher->v.ltime;
559
560 // move the pusher to it's final position
561
562         VectorMA (pusher->v.origin, movetime, pusher->v.velocity, pusher->v.origin);
563         VectorMA (pusher->v.angles, movetime, pusher->v.avelocity, pusher->v.angles);
564         pusher->v.ltime += movetime;
565         SV_LinkEdict (pusher, false);
566
567         savesolid = pusher->v.solid;
568
569 // see if any solid entities are inside the final position
570         num_moved = 0;
571         check = NEXT_EDICT(sv.edicts);
572         for (e = 1;e < sv.num_edicts;e++, check = NEXT_EDICT(check))
573         {
574                 if (check->free)
575                         continue;
576                 if (check->v.movetype == MOVETYPE_PUSH
577                  || check->v.movetype == MOVETYPE_NONE
578                  || check->v.movetype == MOVETYPE_FOLLOW
579                  || check->v.movetype == MOVETYPE_NOCLIP)
580                         continue;
581
582                 // if the entity is standing on the pusher, it will definitely be moved
583                 if (!(((int)check->v.flags & FL_ONGROUND) && PROG_TO_EDICT(check->v.groundentity) == pusher))
584                 {
585                         if (check->v.absmin[0] >= maxs[0]
586                          || check->v.absmax[0] <= mins[0]
587                          || check->v.absmin[1] >= maxs[1]
588                          || check->v.absmax[1] <= mins[1]
589                          || check->v.absmin[2] >= maxs[2]
590                          || check->v.absmax[2] <= mins[2])
591                                 continue;
592
593                         trace = SV_ClipMoveToEntity (pusher, check->v.origin, check->v.mins, check->v.maxs, check->v.origin);
594                         if (!trace.startsolid)
595                                 continue;
596                 }
597
598                 if (forward[0] < 0.999f) // quick way to check if any rotation is used
599                 {
600                         VectorSubtract (check->v.origin, pusher->v.origin, org);
601                         org2[0] = DotProduct (org, forward);
602                         org2[1] = DotProduct (org, left);
603                         org2[2] = DotProduct (org, up);
604                         VectorSubtract (org2, org, move);
605                         VectorAdd (move, move1, move);
606                 }
607                 else
608                         VectorCopy (move1, move);
609
610                 // remove the onground flag for non-players
611                 if (check->v.movetype != MOVETYPE_WALK)
612                         check->v.flags = (int)check->v.flags & ~FL_ONGROUND;
613
614                 VectorCopy (check->v.origin, moved_from[num_moved]);
615                 VectorCopy (check->v.angles, moved_fromangles[num_moved]);
616                 moved_edict[num_moved++] = check;
617
618                 // try moving the contacted entity
619                 pusher->v.solid = SOLID_NOT;
620                 trace = SV_PushEntity (check, move, moveangle);
621                 pusher->v.solid = savesolid; // was SOLID_BSP
622
623                 // if it is still inside the pusher, block
624                 if (SV_TestEntityPosition (check))
625                 {
626                         // fail the move
627                         if (check->v.mins[0] == check->v.maxs[0])
628                                 continue;
629                         if (check->v.solid == SOLID_NOT || check->v.solid == SOLID_TRIGGER)
630                         {
631                                 // corpse
632                                 check->v.mins[0] = check->v.mins[1] = 0;
633                                 VectorCopy (check->v.mins, check->v.maxs);
634                                 continue;
635                         }
636
637                         VectorCopy (pushorig, pusher->v.origin);
638                         VectorCopy (pushang, pusher->v.angles);
639                         pusher->v.ltime = pushltime;
640                         SV_LinkEdict (pusher, false);
641
642                         // move back any entities we already moved
643                         for (i=0 ; i<num_moved ; i++)
644                         {
645                                 VectorCopy (moved_from[i], moved_edict[i]->v.origin);
646                                 VectorCopy (moved_fromangles[i], moved_edict[i]->v.angles);
647                                 SV_LinkEdict (moved_edict[i], false);
648                         }
649
650                         // if the pusher has a "blocked" function, call it, otherwise just stay in place until the obstacle is gone
651                         if (pusher->v.blocked)
652                         {
653                                 pr_global_struct->self = EDICT_TO_PROG(pusher);
654                                 pr_global_struct->other = EDICT_TO_PROG(check);
655                                 PR_ExecuteProgram (pusher->v.blocked, "");
656                         }
657                         return;
658                 }
659         }
660 }
661
662 /*
663 ================
664 SV_Physics_Pusher
665
666 ================
667 */
668 void SV_Physics_Pusher (edict_t *ent)
669 {
670         float thinktime, oldltime, movetime;
671
672         oldltime = ent->v.ltime;
673
674         thinktime = ent->v.nextthink;
675         if (thinktime < ent->v.ltime + sv.frametime)
676         {
677                 movetime = thinktime - ent->v.ltime;
678                 if (movetime < 0)
679                         movetime = 0;
680         }
681         else
682                 movetime = sv.frametime;
683
684         if (movetime)
685                 // advances ent->v.ltime if not blocked
686                 SV_PushMove (ent, movetime);
687
688         if (thinktime > oldltime && thinktime <= ent->v.ltime)
689         {
690                 ent->v.nextthink = 0;
691                 pr_global_struct->time = sv.time;
692                 pr_global_struct->self = EDICT_TO_PROG(ent);
693                 pr_global_struct->other = EDICT_TO_PROG(sv.edicts);
694                 PR_ExecuteProgram (ent->v.think, "NULL think function");
695                 if (ent->free)
696                         return;
697         }
698
699 }
700
701
702 /*
703 ===============================================================================
704
705 CLIENT MOVEMENT
706
707 ===============================================================================
708 */
709
710 /*
711 =============
712 SV_CheckStuck
713
714 This is a big hack to try and fix the rare case of getting stuck in the world
715 clipping hull.
716 =============
717 */
718 void SV_CheckStuck (edict_t *ent)
719 {
720         int i, j, z;
721         vec3_t org;
722
723         if (!SV_TestEntityPosition(ent))
724         {
725                 VectorCopy (ent->v.origin, ent->v.oldorigin);
726                 return;
727         }
728
729         VectorCopy (ent->v.origin, org);
730         VectorCopy (ent->v.oldorigin, ent->v.origin);
731         if (!SV_TestEntityPosition(ent))
732         {
733                 Con_DPrintf ("Unstuck.\n");
734                 SV_LinkEdict (ent, true);
735                 return;
736         }
737
738         for (z=0 ; z< 18 ; z++)
739                 for (i=-1 ; i <= 1 ; i++)
740                         for (j=-1 ; j <= 1 ; j++)
741                         {
742                                 ent->v.origin[0] = org[0] + i;
743                                 ent->v.origin[1] = org[1] + j;
744                                 ent->v.origin[2] = org[2] + z;
745                                 if (!SV_TestEntityPosition(ent))
746                                 {
747                                         Con_DPrintf ("Unstuck.\n");
748                                         SV_LinkEdict (ent, true);
749                                         return;
750                                 }
751                         }
752
753         VectorCopy (org, ent->v.origin);
754         Con_DPrintf ("player is stuck.\n");
755 }
756
757
758 /*
759 =============
760 SV_CheckWater
761 =============
762 */
763 qboolean SV_CheckWater (edict_t *ent)
764 {
765         int cont;
766         vec3_t point;
767
768         point[0] = ent->v.origin[0];
769         point[1] = ent->v.origin[1];
770         point[2] = ent->v.origin[2] + ent->v.mins[2] + 1;
771
772         ent->v.waterlevel = 0;
773         ent->v.watertype = CONTENTS_EMPTY;
774         cont = Mod_PointInLeaf(point, sv.worldmodel)->contents;
775         if (cont <= CONTENTS_WATER)
776         {
777                 ent->v.watertype = cont;
778                 ent->v.waterlevel = 1;
779                 point[2] = ent->v.origin[2] + (ent->v.mins[2] + ent->v.maxs[2])*0.5;
780                 cont = Mod_PointInLeaf(point, sv.worldmodel)->contents;
781                 if (cont <= CONTENTS_WATER)
782                 {
783                         ent->v.waterlevel = 2;
784                         point[2] = ent->v.origin[2] + ent->v.view_ofs[2];
785                         cont = Mod_PointInLeaf(point, sv.worldmodel)->contents;
786                         if (cont <= CONTENTS_WATER)
787                                 ent->v.waterlevel = 3;
788                 }
789         }
790
791         return ent->v.waterlevel > 1;
792 }
793
794 /*
795 ============
796 SV_WallFriction
797
798 ============
799 */
800 void SV_WallFriction (edict_t *ent, trace_t *trace)
801 {
802         float d, i;
803         vec3_t forward, into, side;
804
805         AngleVectors (ent->v.v_angle, forward, NULL, NULL);
806         d = DotProduct (trace->plane.normal, forward);
807
808         d += 0.5;
809         if (d >= 0)
810                 return;
811
812         // cut the tangential velocity
813         i = DotProduct (trace->plane.normal, ent->v.velocity);
814         VectorScale (trace->plane.normal, i, into);
815         VectorSubtract (ent->v.velocity, into, side);
816
817         ent->v.velocity[0] = side[0] * (1 + d);
818         ent->v.velocity[1] = side[1] * (1 + d);
819 }
820
821 /*
822 =====================
823 SV_TryUnstick
824
825 Player has come to a dead stop, possibly due to the problem with limited
826 float precision at some angle joins in the BSP hull.
827
828 Try fixing by pushing one pixel in each direction.
829
830 This is a hack, but in the interest of good gameplay...
831 ======================
832 */
833 int SV_TryUnstick (edict_t *ent, vec3_t oldvel)
834 {
835         int i, clip;
836         vec3_t oldorg, dir;
837         trace_t steptrace;
838
839         VectorCopy (ent->v.origin, oldorg);
840         VectorClear (dir);
841
842         for (i=0 ; i<8 ; i++)
843         {
844                 // try pushing a little in an axial direction
845                 switch (i)
846                 {
847                         case 0: dir[0] = 2; dir[1] = 0; break;
848                         case 1: dir[0] = 0; dir[1] = 2; break;
849                         case 2: dir[0] = -2; dir[1] = 0; break;
850                         case 3: dir[0] = 0; dir[1] = -2; break;
851                         case 4: dir[0] = 2; dir[1] = 2; break;
852                         case 5: dir[0] = -2; dir[1] = 2; break;
853                         case 6: dir[0] = 2; dir[1] = -2; break;
854                         case 7: dir[0] = -2; dir[1] = -2; break;
855                 }
856
857                 SV_PushEntity (ent, dir, vec3_origin);
858
859                 // retry the original move
860                 ent->v.velocity[0] = oldvel[0];
861                 ent->v.velocity[1] = oldvel[1];
862                 ent->v.velocity[2] = 0;
863                 clip = SV_FlyMove (ent, 0.1, &steptrace);
864
865                 if (fabs(oldorg[1] - ent->v.origin[1]) > 4
866                  || fabs(oldorg[0] - ent->v.origin[0]) > 4)
867                         return clip;
868
869                 // go back to the original pos and try again
870                 VectorCopy (oldorg, ent->v.origin);
871         }
872
873         // still not moving
874         VectorClear (ent->v.velocity);
875         return 7;
876 }
877
878 /*
879 =====================
880 SV_WalkMove
881
882 Only used by players
883 ======================
884 */
885 void SV_WalkMove (edict_t *ent)
886 {
887         int clip, oldonground;
888         vec3_t upmove, downmove, oldorg, oldvel, nosteporg, nostepvel;
889         trace_t steptrace, downtrace;
890
891         // do a regular slide move unless it looks like you ran into a step
892         oldonground = (int)ent->v.flags & FL_ONGROUND;
893         ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND;
894
895         VectorCopy (ent->v.origin, oldorg);
896         VectorCopy (ent->v.velocity, oldvel);
897
898         clip = SV_FlyMove (ent, sv.frametime, &steptrace);
899
900         // if move didn't block on a step, return
901         if ( !(clip & 2) )
902                 return;
903
904         if (ent->v.movetype != MOVETYPE_FLY)
905         {
906                 if (!oldonground && ent->v.waterlevel == 0 && !sv_jumpstep.integer)
907                         // don't stair up while jumping
908                         return;
909
910                 if (ent->v.movetype != MOVETYPE_WALK)
911                         // gibbed by a trigger
912                         return;
913         }
914
915         if (sv_nostep.integer)
916                 return;
917
918         if ( (int)sv_player->v.flags & FL_WATERJUMP )
919                 return;
920
921         VectorCopy (ent->v.origin, nosteporg);
922         VectorCopy (ent->v.velocity, nostepvel);
923
924         // try moving up and forward to go up a step
925         // back to start pos
926         VectorCopy (oldorg, ent->v.origin);
927
928         VectorClear (upmove);
929         VectorClear (downmove);
930         upmove[2] = sv_stepheight.value;
931         downmove[2] = -sv_stepheight.value + oldvel[2]*sv.frametime;
932
933         // move up
934         // FIXME: don't link?
935         SV_PushEntity (ent, upmove, vec3_origin);
936
937         // move forward
938         ent->v.velocity[0] = oldvel[0];
939         ent->v.velocity[1] = oldvel[1];
940         ent->v.velocity[2] = 0;
941         clip = SV_FlyMove (ent, sv.frametime, &steptrace);
942         ent->v.velocity[2] += oldvel[2];
943
944         // check for stuckness, possibly due to the limited precision of floats
945         // in the clipping hulls
946         /*
947         if (clip
948          && fabs(oldorg[1] - ent->v.origin[1]) < 0.03125
949          && fabs(oldorg[0] - ent->v.origin[0]) < 0.03125)
950                 // stepping up didn't make any progress
951                 clip = SV_TryUnstick (ent, oldvel);
952         */
953
954         // extra friction based on view angle
955         if (clip & 2 && sv_wallfriction.integer)
956                 SV_WallFriction (ent, &steptrace);
957
958         // move down
959         // FIXME: don't link?
960         downtrace = SV_PushEntity (ent, downmove, vec3_origin);
961
962         if (downtrace.plane.normal[2] > 0.7)
963         {
964                 if (ent->v.solid == SOLID_BSP)
965                 {
966                         ent->v.flags =  (int)ent->v.flags | FL_ONGROUND;
967                         ent->v.groundentity = EDICT_TO_PROG(downtrace.ent);
968                 }
969         }
970         else
971         {
972                 // if the push down didn't end up on good ground, use the move without
973                 // the step up.  This happens near wall / slope combinations, and can
974                 // cause the player to hop up higher on a slope too steep to climb
975                 VectorCopy (nosteporg, ent->v.origin);
976                 VectorCopy (nostepvel, ent->v.velocity);
977         }
978 }
979
980
981 /*
982 ================
983 SV_Physics_Client
984
985 Player character actions
986 ================
987 */
988 void SV_Physics_Client (edict_t *ent, int num)
989 {
990         if ( ! svs.clients[num-1].active )
991                 return;         // unconnected slot
992
993 //
994 // call standard client pre-think
995 //
996         pr_global_struct->time = sv.time;
997         pr_global_struct->self = EDICT_TO_PROG(ent);
998         PR_ExecuteProgram (pr_global_struct->PlayerPreThink, "QC function PlayerPreThink is missing");
999
1000 //
1001 // do a move
1002 //
1003         SV_CheckVelocity (ent);
1004
1005 //
1006 // decide which move function to call
1007 //
1008         switch ((int)ent->v.movetype)
1009         {
1010         case MOVETYPE_NONE:
1011                 if (!SV_RunThink (ent))
1012                         return;
1013                 break;
1014
1015         case MOVETYPE_WALK:
1016                 if (!SV_RunThink (ent))
1017                         return;
1018                 if (!SV_CheckWater (ent) && ! ((int)ent->v.flags & FL_WATERJUMP) )
1019                         SV_AddGravity (ent);
1020                 SV_CheckStuck (ent);
1021                 SV_WalkMove (ent);
1022                 break;
1023
1024         case MOVETYPE_TOSS:
1025         case MOVETYPE_BOUNCE:
1026                 SV_Physics_Toss (ent);
1027                 break;
1028
1029         case MOVETYPE_FLY:
1030                 if (!SV_RunThink (ent))
1031                         return;
1032                 SV_CheckWater (ent);
1033                 //SV_FlyMove (ent, sv.frametime, NULL);
1034                 SV_WalkMove (ent);
1035                 break;
1036
1037         case MOVETYPE_NOCLIP:
1038                 if (!SV_RunThink (ent))
1039                         return;
1040                 SV_CheckWater (ent);
1041                 VectorMA (ent->v.origin, sv.frametime, ent->v.velocity, ent->v.origin);
1042                 break;
1043
1044         default:
1045                 Host_Error ("SV_Physics_client: bad movetype %i", (int)ent->v.movetype);
1046         }
1047
1048 //
1049 // call standard player post-think
1050 //
1051         SV_LinkEdict (ent, true);
1052
1053         pr_global_struct->time = sv.time;
1054         pr_global_struct->self = EDICT_TO_PROG(ent);
1055         PR_ExecuteProgram (pr_global_struct->PlayerPostThink, "QC function PlayerPostThink is missing");
1056 }
1057
1058 //============================================================================
1059
1060 /*
1061 =============
1062 SV_Physics_Follow
1063
1064 Entities that are "stuck" to another entity
1065 =============
1066 */
1067 void SV_Physics_Follow (edict_t *ent)
1068 {
1069         vec3_t vf, vr, vu, angles, v;
1070         edict_t *e;
1071
1072         // regular thinking
1073         if (!SV_RunThink (ent))
1074                 return;
1075
1076         // LordHavoc: implemented rotation on MOVETYPE_FOLLOW objects
1077         e = PROG_TO_EDICT(ent->v.aiment);
1078         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])
1079         {
1080                 // quick case for no rotation
1081                 VectorAdd(e->v.origin, ent->v.view_ofs, ent->v.origin);
1082         }
1083         else
1084         {
1085                 angles[0] = -ent->v.punchangle[0];
1086                 angles[1] =  ent->v.punchangle[1];
1087                 angles[2] =  ent->v.punchangle[2];
1088                 AngleVectors (angles, vf, vr, vu);
1089                 v[0] = ent->v.view_ofs[0] * vf[0] + ent->v.view_ofs[1] * vr[0] + ent->v.view_ofs[2] * vu[0];
1090                 v[1] = ent->v.view_ofs[0] * vf[1] + ent->v.view_ofs[1] * vr[1] + ent->v.view_ofs[2] * vu[1];
1091                 v[2] = ent->v.view_ofs[0] * vf[2] + ent->v.view_ofs[1] * vr[2] + ent->v.view_ofs[2] * vu[2];
1092                 angles[0] = -e->v.angles[0];
1093                 angles[1] =  e->v.angles[1];
1094                 angles[2] =  e->v.angles[2];
1095                 AngleVectors (angles, vf, vr, vu);
1096                 ent->v.origin[0] = v[0] * vf[0] + v[1] * vf[1] + v[2] * vf[2] + e->v.origin[0];
1097                 ent->v.origin[1] = v[0] * vr[0] + v[1] * vr[1] + v[2] * vr[2] + e->v.origin[1];
1098                 ent->v.origin[2] = v[0] * vu[0] + v[1] * vu[1] + v[2] * vu[2] + e->v.origin[2];
1099         }
1100         VectorAdd (e->v.angles, ent->v.v_angle, ent->v.angles);
1101         SV_LinkEdict (ent, true);
1102 }
1103
1104 /*
1105 =============
1106 SV_Physics_Noclip
1107
1108 A moving object that doesn't obey physics
1109 =============
1110 */
1111 void SV_Physics_Noclip (edict_t *ent)
1112 {
1113         // regular thinking
1114         if (!SV_RunThink (ent))
1115                 return;
1116
1117         VectorMA (ent->v.angles, sv.frametime, ent->v.avelocity, ent->v.angles);
1118         VectorMA (ent->v.origin, sv.frametime, ent->v.velocity, ent->v.origin);
1119
1120         SV_LinkEdict (ent, false);
1121 }
1122
1123 /*
1124 ==============================================================================
1125
1126 TOSS / BOUNCE
1127
1128 ==============================================================================
1129 */
1130
1131 /*
1132 =============
1133 SV_CheckWaterTransition
1134
1135 =============
1136 */
1137 void SV_CheckWaterTransition (edict_t *ent)
1138 {
1139         int             cont;
1140         cont = Mod_PointInLeaf(ent->v.origin, sv.worldmodel)->contents;
1141         if (!ent->v.watertype)
1142         {
1143                 // just spawned here
1144                 ent->v.watertype = cont;
1145                 ent->v.waterlevel = 1;
1146                 return;
1147         }
1148
1149         if (cont <= CONTENTS_WATER)
1150         {
1151                 if (ent->v.watertype == CONTENTS_EMPTY)
1152                         // just crossed into water
1153                         SV_StartSound (ent, 0, "misc/h2ohit1.wav", 255, 1);
1154
1155                 ent->v.watertype = cont;
1156                 ent->v.waterlevel = 1;
1157         }
1158         else
1159         {
1160                 if (ent->v.watertype != CONTENTS_EMPTY)
1161                         // just crossed into water
1162                         SV_StartSound (ent, 0, "misc/h2ohit1.wav", 255, 1);
1163
1164                 ent->v.watertype = CONTENTS_EMPTY;
1165                 ent->v.waterlevel = cont;
1166         }
1167 }
1168
1169 /*
1170 =============
1171 SV_Physics_Toss
1172
1173 Toss, bounce, and fly movement.  When onground, do nothing.
1174 =============
1175 */
1176 void SV_Physics_Toss (edict_t *ent)
1177 {
1178         trace_t trace;
1179         vec3_t move;
1180         edict_t *groundentity;
1181
1182         // regular thinking
1183         if (!SV_RunThink (ent))
1184                 return;
1185
1186 // if onground, return without moving
1187         if ((int)ent->v.flags & FL_ONGROUND)
1188         {
1189                 if (ent->v.groundentity == 0)
1190                         return;
1191                 groundentity = PROG_TO_EDICT(ent->v.groundentity);
1192                 if (groundentity != NULL && groundentity->v.solid == SOLID_BSP)
1193                         ent->suspendedinairflag = true;
1194                 else if (ent->suspendedinairflag && (groundentity == NULL || groundentity->free))
1195                 {
1196                         // leave it suspended in the air
1197                         ent->v.groundentity = 0;
1198                         ent->suspendedinairflag = false;
1199                         return;
1200                 }
1201         }
1202         ent->suspendedinairflag = false;
1203
1204         SV_CheckVelocity (ent);
1205
1206 // add gravity
1207         if (ent->v.movetype != MOVETYPE_FLY
1208          && ent->v.movetype != MOVETYPE_BOUNCEMISSILE // LordHavoc: enabled MOVETYPE_BOUNCEMISSILE
1209          && ent->v.movetype != MOVETYPE_FLYMISSILE)
1210                 SV_AddGravity (ent);
1211
1212 // move angles
1213         VectorMA (ent->v.angles, sv.frametime, ent->v.avelocity, ent->v.angles);
1214
1215 // move origin
1216         VectorScale (ent->v.velocity, sv.frametime, move);
1217         trace = SV_PushEntity (ent, move, vec3_origin);
1218         if (ent->free)
1219                 return;
1220         if (trace.fraction == 1)
1221                 return;
1222
1223         if (ent->v.movetype == MOVETYPE_BOUNCEMISSILE)
1224         {
1225                 ClipVelocity (ent->v.velocity, trace.plane.normal, ent->v.velocity, 2.0);
1226                 ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND;
1227         }
1228         else if (ent->v.movetype == MOVETYPE_BOUNCE)
1229         {
1230                 ClipVelocity (ent->v.velocity, trace.plane.normal, ent->v.velocity, 1.5);
1231                 // LordHavoc: fixed grenades not bouncing when fired down a slope
1232                 if (trace.plane.normal[2] > 0.7 && DotProduct(trace.plane.normal, ent->v.velocity) < 60)
1233                 {
1234                         ent->v.flags = (int)ent->v.flags | FL_ONGROUND;
1235                         ent->v.groundentity = EDICT_TO_PROG(trace.ent);
1236                         VectorClear (ent->v.velocity);
1237                         VectorClear (ent->v.avelocity);
1238                 }
1239                 else
1240                         ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND;
1241         }
1242         else
1243         {
1244                 ClipVelocity (ent->v.velocity, trace.plane.normal, ent->v.velocity, 1.0);
1245                 if (trace.plane.normal[2] > 0.7)
1246                 {
1247                         ent->v.flags = (int)ent->v.flags | FL_ONGROUND;
1248                         ent->v.groundentity = EDICT_TO_PROG(trace.ent);
1249                         VectorClear (ent->v.velocity);
1250                         VectorClear (ent->v.avelocity);
1251                 }
1252                 else
1253                         ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND;
1254         }
1255
1256 // check for in water
1257         SV_CheckWaterTransition (ent);
1258 }
1259
1260 /*
1261 ===============================================================================
1262
1263 STEPPING MOVEMENT
1264
1265 ===============================================================================
1266 */
1267
1268 /*
1269 =============
1270 SV_Physics_Step
1271
1272 Monsters freefall when they don't have a ground entity, otherwise
1273 all movement is done with discrete steps.
1274
1275 This is also used for objects that have become still on the ground, but
1276 will fall if the floor is pulled out from under them.
1277 =============
1278 */
1279 void SV_Physics_Step (edict_t *ent)
1280 {
1281         int flags, fall, hitsound;
1282
1283         // freefall if not fly/swim
1284         fall = true;
1285         flags = (int)ent->v.flags;
1286         if (flags & (FL_FLY | FL_SWIM))
1287         {
1288                 if (flags & FL_FLY)
1289                         fall = false;
1290                 else if ((flags & FL_SWIM) && Mod_PointInLeaf(ent->v.origin, sv.worldmodel)->contents != CONTENTS_EMPTY)
1291                         fall = false;
1292         }
1293         if (fall && (flags & FL_ONGROUND) && ent->v.groundentity == 0)
1294                 fall = false;
1295
1296         if (fall)
1297         {
1298                 if (ent->v.velocity[2] < sv_gravity.value*-0.1)
1299                 {
1300                         hitsound = true;
1301                         if (flags & FL_ONGROUND)
1302                                 hitsound = false;
1303                 }
1304                 else
1305                         hitsound = false;
1306
1307                 SV_AddGravity (ent);
1308                 SV_CheckVelocity (ent);
1309                 SV_FlyMove (ent, sv.frametime, NULL);
1310                 SV_LinkEdict (ent, false);
1311
1312                 // just hit ground
1313                 if ((int)ent->v.flags & FL_ONGROUND)
1314                 {
1315                         VectorClear(ent->v.velocity);
1316                         if (hitsound)
1317                                 SV_StartSound (ent, 0, "demon/dland2.wav", 255, 1);
1318                 }
1319         }
1320
1321 // regular thinking
1322         SV_RunThink (ent);
1323
1324         SV_CheckWaterTransition (ent);
1325 }
1326
1327 //============================================================================
1328
1329 /*
1330 ================
1331 SV_Physics
1332
1333 ================
1334 */
1335 void SV_Physics (void)
1336 {
1337         int i;
1338         edict_t *ent;
1339
1340 // let the progs know that a new frame has started
1341         pr_global_struct->self = EDICT_TO_PROG(sv.edicts);
1342         pr_global_struct->other = EDICT_TO_PROG(sv.edicts);
1343         pr_global_struct->time = sv.time;
1344         PR_ExecuteProgram (pr_global_struct->StartFrame, "QC function StartFrame is missing");
1345
1346 //
1347 // treat each object in turn
1348 //
1349         ent = sv.edicts;
1350         for (i=0 ; i<sv.num_edicts ; i++, ent = NEXT_EDICT(ent))
1351         {
1352                 if (ent->free)
1353                         continue;
1354
1355                 if (pr_global_struct->force_retouch)
1356                         SV_LinkEdict (ent, true);       // force retouch even for stationary
1357
1358                 if (i > 0 && i <= svs.maxclients)
1359                 {
1360                         SV_Physics_Client (ent, i);
1361                         continue;
1362                 }
1363
1364                 switch ((int) ent->v.movetype)
1365                 {
1366                 case MOVETYPE_PUSH:
1367                         SV_Physics_Pusher (ent);
1368                         break;
1369                 case MOVETYPE_NONE:
1370                         // LordHavoc: manually inlined the thinktime check here because MOVETYPE_NONE is used on so many objects
1371                         if (ent->v.nextthink > 0 && ent->v.nextthink <= sv.time + sv.frametime)
1372                                 SV_RunThink (ent);
1373                         break;
1374                 case MOVETYPE_FOLLOW:
1375                         SV_Physics_Follow (ent);
1376                         break;
1377                 case MOVETYPE_NOCLIP:
1378                         SV_Physics_Noclip (ent);
1379                         break;
1380                 case MOVETYPE_STEP:
1381                         SV_Physics_Step (ent);
1382                         break;
1383                 // LordHavoc: added support for MOVETYPE_WALK on normal entities! :)
1384                 case MOVETYPE_WALK:
1385                         if (SV_RunThink (ent))
1386                         {
1387                                 if (!SV_CheckWater (ent) && ! ((int)ent->v.flags & FL_WATERJUMP) )
1388                                         SV_AddGravity (ent);
1389                                 SV_CheckStuck (ent);
1390                                 SV_WalkMove (ent);
1391                                 SV_LinkEdict (ent, true);
1392                         }
1393                         break;
1394                 case MOVETYPE_TOSS:
1395                 case MOVETYPE_BOUNCE:
1396                 case MOVETYPE_BOUNCEMISSILE:
1397                 case MOVETYPE_FLY:
1398                 case MOVETYPE_FLYMISSILE:
1399                         SV_Physics_Toss (ent);
1400                         break;
1401                 default:
1402                         Host_Error ("SV_Physics: bad movetype %i", (int)ent->v.movetype);
1403                         break;
1404                 }
1405         }
1406
1407         if (pr_global_struct->force_retouch)
1408                 pr_global_struct->force_retouch--;
1409
1410         // LordHavoc: endframe support
1411         if (EndFrameQC)
1412         {
1413                 pr_global_struct->self = EDICT_TO_PROG(sv.edicts);
1414                 pr_global_struct->other = EDICT_TO_PROG(sv.edicts);
1415                 pr_global_struct->time = sv.time;
1416                 PR_ExecuteProgram ((func_t)(EndFrameQC - pr_functions), "");
1417         }
1418
1419         sv.time += sv.frametime;
1420 }
1421
1422
1423 trace_t SV_Trace_Toss (edict_t *tossent, edict_t *ignore)
1424 {
1425         int i;
1426         float gravity, savesolid;
1427         vec3_t move, end;
1428         edict_t tempent, *tent;
1429         eval_t *val;
1430         trace_t trace;
1431
1432         memcpy(&tempent, tossent, sizeof(edict_t));
1433         tent = &tempent;
1434         savesolid = tossent->v.solid;
1435         tossent->v.solid = SOLID_NOT;
1436
1437         // this has to fetch the field from the original edict, since our copy is truncated
1438         val = GETEDICTFIELDVALUE(tossent, eval_gravity);
1439         if (val != NULL && val->_float != 0)
1440                 gravity = val->_float;
1441         else
1442                 gravity = 1.0;
1443         gravity *= sv_gravity.value * 0.05;
1444
1445         for (i = 0;i < 200;i++) // LordHavoc: sanity check; never trace more than 10 seconds
1446         {
1447                 SV_CheckVelocity (tent);
1448                 tent->v.velocity[2] -= gravity;
1449                 VectorMA (tent->v.angles, 0.05, tent->v.avelocity, tent->v.angles);
1450                 VectorScale (tent->v.velocity, 0.05, move);
1451                 VectorAdd (tent->v.origin, move, end);
1452                 trace = SV_Move (tent->v.origin, tent->v.mins, tent->v.maxs, end, MOVE_NORMAL, tent);
1453                 VectorCopy (trace.endpos, tent->v.origin);
1454
1455                 if (trace.fraction < 1 && trace.ent)
1456                         if (trace.ent != ignore)
1457                                 break;
1458         }
1459         tossent->v.solid = savesolid;
1460         trace.fraction = 0; // not relevant
1461         return trace;
1462 }
1463