/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // sv_phys.c #include "quakedef.h" /* 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. onground is set for toss objects when they come to a complete rest. it is set for steping or walking objects doors, plats, etc are SOLID_BSP, and MOVETYPE_PUSH bonus items are SOLID_TRIGGER touch, and MOVETYPE_TOSS corpses are SOLID_NOT and MOVETYPE_TOSS crates are SOLID_BBOX and MOVETYPE_TOSS walking monsters are SOLID_SLIDEBOX and MOVETYPE_STEP flying/floating monsters are SOLID_SLIDEBOX and MOVETYPE_FLY solid_edge items only clip against bsp models. */ cvar_t sv_friction = {CVAR_NOTIFY, "sv_friction","4"}; cvar_t sv_stopspeed = {CVAR_NOTIFY, "sv_stopspeed","100"}; cvar_t sv_gravity = {CVAR_NOTIFY, "sv_gravity","800"}; cvar_t sv_maxvelocity = {CVAR_NOTIFY, "sv_maxvelocity","2000"}; cvar_t sv_nostep = {CVAR_NOTIFY, "sv_nostep","0"}; cvar_t sv_stepheight = {CVAR_NOTIFY, "sv_stepheight", "18"}; cvar_t sv_jumpstep = {CVAR_NOTIFY, "sv_jumpstep", "1"}; cvar_t sv_wallfriction = {CVAR_NOTIFY, "sv_wallfriction", "1"}; cvar_t sv_newflymove = {CVAR_NOTIFY, "sv_newflymove", "0"}; cvar_t sv_freezenonclients = {CVAR_NOTIFY, "sv_freezenonclients", "0"}; cvar_t sv_playerphysicsqc = {CVAR_NOTIFY, "sv_playerphysicsqc", "1"}; #define MOVE_EPSILON 0.01 void SV_Physics_Toss (prvm_edict_t *ent); void SV_Phys_Init (void) { Cvar_RegisterVariable(&sv_stepheight); Cvar_RegisterVariable(&sv_jumpstep); Cvar_RegisterVariable(&sv_wallfriction); Cvar_RegisterVariable(&sv_newflymove); Cvar_RegisterVariable(&sv_freezenonclients); Cvar_RegisterVariable(&sv_playerphysicsqc); } /* ================ SV_CheckAllEnts ================ */ void SV_CheckAllEnts (void) { int e; prvm_edict_t *check; // see if any solid entities are inside the final position check = PRVM_NEXT_EDICT(prog->edicts); for (e = 1;e < prog->num_edicts;e++, check = PRVM_NEXT_EDICT(check)) { if (check->priv.server->free) continue; if (check->fields.server->movetype == MOVETYPE_PUSH || check->fields.server->movetype == MOVETYPE_NONE || check->fields.server->movetype == MOVETYPE_FOLLOW || check->fields.server->movetype == MOVETYPE_NOCLIP) continue; if (SV_TestEntityPosition (check)) Con_Print("entity in invalid position\n"); } } /* ================ SV_CheckVelocity ================ */ void SV_CheckVelocity (prvm_edict_t *ent) { int i; float wishspeed; // // bound velocity // for (i=0 ; i<3 ; i++) { if (IS_NAN(ent->fields.server->velocity[i])) { Con_Printf("Got a NaN velocity on %s\n", PRVM_GetString(ent->fields.server->classname)); ent->fields.server->velocity[i] = 0; } if (IS_NAN(ent->fields.server->origin[i])) { Con_Printf("Got a NaN origin on %s\n", PRVM_GetString(ent->fields.server->classname)); ent->fields.server->origin[i] = 0; } } // LordHavoc: max velocity fix, inspired by Maddes's source fixes, but this is faster wishspeed = DotProduct(ent->fields.server->velocity, ent->fields.server->velocity); if (wishspeed > sv_maxvelocity.value * sv_maxvelocity.value) { wishspeed = sv_maxvelocity.value / sqrt(wishspeed); ent->fields.server->velocity[0] *= wishspeed; ent->fields.server->velocity[1] *= wishspeed; ent->fields.server->velocity[2] *= wishspeed; } } /* ============= SV_RunThink Runs thinking code if time. There is some play in the exact time the think function will be called, because it is called before any movement is done in a frame. Not used for pushmove objects, because they must be exact. Returns false if the entity removed itself. ============= */ qboolean SV_RunThink (prvm_edict_t *ent) { float thinktime; thinktime = ent->fields.server->nextthink; if (thinktime <= 0 || thinktime > sv.time + sv.frametime) return true; // don't let things stay in the past. // it is possible to start that way by a trigger with a local time. if (thinktime < sv.time) thinktime = sv.time; ent->fields.server->nextthink = 0; prog->globals.server->time = thinktime; prog->globals.server->self = PRVM_EDICT_TO_PROG(ent); prog->globals.server->other = PRVM_EDICT_TO_PROG(prog->edicts); PRVM_ExecuteProgram (ent->fields.server->think, "QC function self.think is missing"); return !ent->priv.server->free; } /* ================== SV_Impact Two entities have touched, so run their touch functions ================== */ void SV_Impact (prvm_edict_t *e1, prvm_edict_t *e2) { int old_self, old_other; old_self = prog->globals.server->self; old_other = prog->globals.server->other; prog->globals.server->time = sv.time; if (e1->fields.server->touch && e1->fields.server->solid != SOLID_NOT) { prog->globals.server->self = PRVM_EDICT_TO_PROG(e1); prog->globals.server->other = PRVM_EDICT_TO_PROG(e2); PRVM_ExecuteProgram (e1->fields.server->touch, "QC function self.touch is missing"); } if (e2->fields.server->touch && e2->fields.server->solid != SOLID_NOT) { prog->globals.server->self = PRVM_EDICT_TO_PROG(e2); prog->globals.server->other = PRVM_EDICT_TO_PROG(e1); PRVM_ExecuteProgram (e2->fields.server->touch, "QC function self.touch is missing"); } prog->globals.server->self = old_self; prog->globals.server->other = old_other; } /* ================== ClipVelocity Slide off of the impacting object returns the blocked flags (1 = floor, 2 = step / wall) ================== */ #define STOP_EPSILON 0.1 void ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce) { int i; float backoff; backoff = -DotProduct (in, normal) * overbounce; VectorMA(in, backoff, normal, out); for (i = 0;i < 3;i++) if (out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON) out[i] = 0; } /* ============ SV_FlyMove The basic solid body movement clip that slides along multiple planes Returns the clipflags if the velocity was modified (hit something solid) 1 = floor 2 = wall / step 4 = dead stop If stepnormal is not NULL, the plane normal of any vertical wall hit will be stored ============ */ // LordHavoc: increased from 5 to 32 #define MAX_CLIP_PLANES 32 int SV_FlyMove (prvm_edict_t *ent, float time, float *stepnormal) { int blocked, bumpcount; int i, j, impact, numplanes; float d, time_left; vec3_t dir, end, planes[MAX_CLIP_PLANES], primal_velocity, original_velocity, new_velocity; trace_t trace; blocked = 0; VectorCopy(ent->fields.server->velocity, original_velocity); VectorCopy(ent->fields.server->velocity, primal_velocity); numplanes = 0; time_left = time; for (bumpcount = 0;bumpcount < MAX_CLIP_PLANES;bumpcount++) { if (!ent->fields.server->velocity[0] && !ent->fields.server->velocity[1] && !ent->fields.server->velocity[2]) break; VectorMA(ent->fields.server->origin, time_left, ent->fields.server->velocity, end); trace = SV_Move(ent->fields.server->origin, ent->fields.server->mins, ent->fields.server->maxs, end, MOVE_NORMAL, ent); #if 0 //if (trace.fraction < 0.002) { #if 1 vec3_t start; trace_t testtrace; VectorCopy(ent->fields.server->origin, start); start[2] += 3;//0.03125; VectorMA(ent->fields.server->origin, time_left, ent->fields.server->velocity, end); end[2] += 3;//0.03125; testtrace = SV_Move(start, ent->fields.server->mins, ent->fields.server->maxs, end, MOVE_NORMAL, ent); if (trace.fraction < testtrace.fraction && !testtrace.startsolid && (testtrace.fraction == 1 || DotProduct(trace.plane.normal, ent->fields.server->velocity) < DotProduct(testtrace.plane.normal, ent->fields.server->velocity))) { Con_Printf("got further (new %f > old %f)\n", testtrace.fraction, trace.fraction); trace = testtrace; } #endif #if 0 //j = -1; for (i = 0;i < numplanes;i++) { VectorCopy(ent->fields.server->origin, start); VectorMA(ent->fields.server->origin, time_left, ent->fields.server->velocity, end); VectorMA(start, 3, planes[i], start); VectorMA(end, 3, planes[i], end); testtrace = SV_Move(start, ent->fields.server->mins, ent->fields.server->maxs, end, MOVE_NORMAL, ent); if (trace.fraction < testtrace.fraction) { trace = testtrace; VectorCopy(start, ent->fields.server->origin); //j = i; } } //if (j >= 0) // VectorAdd(ent->fields.server->origin, planes[j], start); #endif } #endif #if 0 Con_Printf("entity %i bump %i: velocity %f %f %f trace %f", ent - prog->edicts, bumpcount, ent->fields.server->velocity[0], ent->fields.server->velocity[1], ent->fields.server->velocity[2], trace.fraction); if (trace.fraction < 1) Con_Printf(" : %f %f %f", trace.plane.normal[0], trace.plane.normal[1], trace.plane.normal[2]); Con_Print("\n"); #endif /* if (trace.startsolid) { // LordHavoc: note: this code is what makes entities stick in place if embedded in another object (which can be the world) // entity is trapped in another solid VectorClear(ent->fields.server->velocity); return 3; } */ // break if it moved the entire distance if (trace.fraction == 1) { VectorCopy(trace.endpos, ent->fields.server->origin); break; } if (!trace.ent) { Con_Printf ("SV_FlyMove: !trace.ent"); trace.ent = prog->edicts; } if (((int) ent->fields.server->flags & FL_ONGROUND) && ent->fields.server->groundentity == PRVM_EDICT_TO_PROG(trace.ent)) impact = false; else { ent->fields.server->flags = (int)ent->fields.server->flags & ~FL_ONGROUND; impact = true; } if (trace.plane.normal[2]) { if (trace.plane.normal[2] > 0.7) { // floor blocked |= 1; ent->fields.server->flags = (int)ent->fields.server->flags | FL_ONGROUND; ent->fields.server->groundentity = PRVM_EDICT_TO_PROG(trace.ent); } } else { // step blocked |= 2; // save the trace for player extrafriction if (stepnormal) VectorCopy(trace.plane.normal, stepnormal); } if (trace.fraction >= 0.001) { // actually covered some distance VectorCopy(trace.endpos, ent->fields.server->origin); VectorCopy(ent->fields.server->velocity, original_velocity); numplanes = 0; } // run the impact function if (impact) { SV_Impact(ent, trace.ent); // break if removed by the impact function if (ent->priv.server->free) break; } time_left *= 1 - trace.fraction; // clipped to another plane if (numplanes >= MAX_CLIP_PLANES) { // this shouldn't really happen VectorClear(ent->fields.server->velocity); blocked = 3; break; } /* for (i = 0;i < numplanes;i++) if (DotProduct(trace.plane.normal, planes[i]) > 0.99) break; if (i < numplanes) { VectorAdd(ent->fields.server->velocity, trace.plane.normal, ent->fields.server->velocity); continue; } */ VectorCopy(trace.plane.normal, planes[numplanes]); numplanes++; if (sv_newflymove.integer) ClipVelocity(ent->fields.server->velocity, trace.plane.normal, ent->fields.server->velocity, 1); else { // modify original_velocity so it parallels all of the clip planes for (i = 0;i < numplanes;i++) { ClipVelocity(original_velocity, planes[i], new_velocity, 1); for (j = 0;j < numplanes;j++) { if (j != i) { // not ok if (DotProduct(new_velocity, planes[j]) < 0) break; } } if (j == numplanes) break; } if (i != numplanes) { // go along this plane VectorCopy(new_velocity, ent->fields.server->velocity); } else { // go along the crease if (numplanes != 2) { VectorClear(ent->fields.server->velocity); blocked = 7; break; } CrossProduct(planes[0], planes[1], dir); // LordHavoc: thanks to taniwha of QuakeForge for pointing out this fix for slowed falling in corners VectorNormalize(dir); d = DotProduct(dir, ent->fields.server->velocity); VectorScale(dir, d, ent->fields.server->velocity); } } // if current velocity is against the original velocity, // stop dead to avoid tiny occilations in sloping corners if (DotProduct(ent->fields.server->velocity, primal_velocity) <= 0) { VectorClear(ent->fields.server->velocity); break; } } //Con_Printf("entity %i final: blocked %i velocity %f %f %f\n", ent - prog->edicts, blocked, ent->fields.server->velocity[0], ent->fields.server->velocity[1], ent->fields.server->velocity[2]); /* if ((blocked & 1) == 0 && bumpcount > 1) { // LordHavoc: fix the 'fall to your death in a wedge corner' glitch // flag ONGROUND if there's ground under it trace = SV_Move(ent->fields.server->origin, ent->fields.server->mins, ent->fields.server->maxs, end, MOVE_NORMAL, ent); } */ return blocked; } /* ============ SV_AddGravity ============ */ void SV_AddGravity (prvm_edict_t *ent) { float ent_gravity; prvm_eval_t *val; val = PRVM_GETEDICTFIELDVALUE(ent, eval_gravity); if (val!=0 && val->_float) ent_gravity = val->_float; else ent_gravity = 1.0; ent->fields.server->velocity[2] -= ent_gravity * sv_gravity.value * sv.frametime; } /* =============================================================================== PUSHMOVE =============================================================================== */ /* ============ SV_PushEntity Does not change the entities velocity at all ============ */ trace_t SV_PushEntity (prvm_edict_t *ent, vec3_t push) { int type; trace_t trace; vec3_t end; VectorAdd (ent->fields.server->origin, push, end); if (ent->fields.server->movetype == MOVETYPE_FLYMISSILE) type = MOVE_MISSILE; else if (ent->fields.server->solid == SOLID_TRIGGER || ent->fields.server->solid == SOLID_NOT) type = MOVE_NOMONSTERS; // only clip against bmodels else type = MOVE_NORMAL; trace = SV_Move (ent->fields.server->origin, ent->fields.server->mins, ent->fields.server->maxs, end, type, ent); VectorCopy (trace.endpos, ent->fields.server->origin); SV_LinkEdict (ent, true); if (trace.ent && (!((int)ent->fields.server->flags & FL_ONGROUND) || ent->fields.server->groundentity != PRVM_EDICT_TO_PROG(trace.ent))) SV_Impact (ent, trace.ent); return trace; } /* ============ SV_PushMove ============ */ trace_t SV_ClipMoveToEntity (prvm_edict_t *ent, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end); void SV_PushMove (prvm_edict_t *pusher, float movetime) { int i, e, index; prvm_edict_t *check, *ed; float savesolid, movetime2, pushltime; vec3_t mins, maxs, move, move1, moveangle, pushorig, pushang, a, forward, left, up, org, org2; int num_moved; int numcheckentities; static prvm_edict_t *checkentities[MAX_EDICTS]; model_t *pushermodel; trace_t trace; if (!pusher->fields.server->velocity[0] && !pusher->fields.server->velocity[1] && !pusher->fields.server->velocity[2] && !pusher->fields.server->avelocity[0] && !pusher->fields.server->avelocity[1] && !pusher->fields.server->avelocity[2]) { pusher->fields.server->ltime += movetime; return; } switch ((int) pusher->fields.server->solid) { // LordHavoc: valid pusher types case SOLID_BSP: case SOLID_BBOX: case SOLID_SLIDEBOX: case SOLID_CORPSE: // LordHavoc: this would be weird... break; // LordHavoc: no collisions case SOLID_NOT: case SOLID_TRIGGER: VectorMA (pusher->fields.server->origin, movetime, pusher->fields.server->velocity, pusher->fields.server->origin); VectorMA (pusher->fields.server->angles, movetime, pusher->fields.server->avelocity, pusher->fields.server->angles); pusher->fields.server->angles[0] -= 360.0 * floor(pusher->fields.server->angles[0] * (1.0 / 360.0)); pusher->fields.server->angles[1] -= 360.0 * floor(pusher->fields.server->angles[1] * (1.0 / 360.0)); pusher->fields.server->angles[2] -= 360.0 * floor(pusher->fields.server->angles[2] * (1.0 / 360.0)); pusher->fields.server->ltime += movetime; SV_LinkEdict (pusher, false); return; default: Con_Printf("SV_PushMove: unrecognized solid type %f\n", pusher->fields.server->solid); return; } index = (int) pusher->fields.server->modelindex; if (index < 1 || index >= MAX_MODELS) { Con_Printf("SV_PushMove: invalid modelindex %f\n", pusher->fields.server->modelindex); return; } pushermodel = sv.models[index]; movetime2 = movetime; VectorScale(pusher->fields.server->velocity, movetime2, move1); VectorScale(pusher->fields.server->avelocity, movetime2, moveangle); if (moveangle[0] || moveangle[2]) { for (i = 0;i < 3;i++) { if (move1[i] > 0) { mins[i] = pushermodel->rotatedmins[i] + pusher->fields.server->origin[i] - 1; maxs[i] = pushermodel->rotatedmaxs[i] + move1[i] + pusher->fields.server->origin[i] + 1; } else { mins[i] = pushermodel->rotatedmins[i] + move1[i] + pusher->fields.server->origin[i] - 1; maxs[i] = pushermodel->rotatedmaxs[i] + pusher->fields.server->origin[i] + 1; } } } else if (moveangle[1]) { for (i = 0;i < 3;i++) { if (move1[i] > 0) { mins[i] = pushermodel->yawmins[i] + pusher->fields.server->origin[i] - 1; maxs[i] = pushermodel->yawmaxs[i] + move1[i] + pusher->fields.server->origin[i] + 1; } else { mins[i] = pushermodel->yawmins[i] + move1[i] + pusher->fields.server->origin[i] - 1; maxs[i] = pushermodel->yawmaxs[i] + pusher->fields.server->origin[i] + 1; } } } else { for (i = 0;i < 3;i++) { if (move1[i] > 0) { mins[i] = pushermodel->normalmins[i] + pusher->fields.server->origin[i] - 1; maxs[i] = pushermodel->normalmaxs[i] + move1[i] + pusher->fields.server->origin[i] + 1; } else { mins[i] = pushermodel->normalmins[i] + move1[i] + pusher->fields.server->origin[i] - 1; maxs[i] = pushermodel->normalmaxs[i] + pusher->fields.server->origin[i] + 1; } } } VectorNegate (moveangle, a); AngleVectorsFLU (a, forward, left, up); VectorCopy (pusher->fields.server->origin, pushorig); VectorCopy (pusher->fields.server->angles, pushang); pushltime = pusher->fields.server->ltime; // move the pusher to it's final position VectorMA (pusher->fields.server->origin, movetime, pusher->fields.server->velocity, pusher->fields.server->origin); VectorMA (pusher->fields.server->angles, movetime, pusher->fields.server->avelocity, pusher->fields.server->angles); pusher->fields.server->ltime += movetime; SV_LinkEdict (pusher, false); savesolid = pusher->fields.server->solid; // see if any solid entities are inside the final position num_moved = 0; numcheckentities = SV_EntitiesInBox(mins, maxs, MAX_EDICTS, checkentities); for (e = 0;e < numcheckentities;e++) { check = checkentities[e]; if (check->fields.server->movetype == MOVETYPE_PUSH || check->fields.server->movetype == MOVETYPE_NONE || check->fields.server->movetype == MOVETYPE_FOLLOW || check->fields.server->movetype == MOVETYPE_NOCLIP || check->fields.server->movetype == MOVETYPE_FAKEPUSH) continue; // if the entity is standing on the pusher, it will definitely be moved if (!(((int)check->fields.server->flags & FL_ONGROUND) && PRVM_PROG_TO_EDICT(check->fields.server->groundentity) == pusher)) { // if the entity is not inside the pusher's final position, leave it alone if (!SV_ClipMoveToEntity(pusher, check->fields.server->origin, check->fields.server->mins, check->fields.server->maxs, check->fields.server->origin).startsolid) continue; } if (forward[0] != 1 || left[1] != 1) // quick way to check if any rotation is used { VectorSubtract (check->fields.server->origin, pusher->fields.server->origin, org); org2[0] = DotProduct (org, forward); org2[1] = DotProduct (org, left); org2[2] = DotProduct (org, up); VectorSubtract (org2, org, move); VectorAdd (move, move1, move); } else VectorCopy (move1, move); // remove the onground flag for non-players if (check->fields.server->movetype != MOVETYPE_WALK) check->fields.server->flags = (int)check->fields.server->flags & ~FL_ONGROUND; VectorCopy (check->fields.server->origin, check->priv.server->moved_from); VectorCopy (check->fields.server->angles, check->priv.server->moved_fromangles); sv.moved_edicts[num_moved++] = check; // try moving the contacted entity pusher->fields.server->solid = SOLID_NOT; trace = SV_PushEntity (check, move); // FIXME: turn players specially check->fields.server->angles[1] += trace.fraction * moveangle[1]; pusher->fields.server->solid = savesolid; // was SOLID_BSP // if it is still inside the pusher, block if (SV_ClipMoveToEntity(pusher, check->fields.server->origin, check->fields.server->mins, check->fields.server->maxs, check->fields.server->origin).startsolid) { // try moving the contacted entity a tiny bit further to account for precision errors pusher->fields.server->solid = SOLID_NOT; VectorScale(move, 0.1, move); SV_PushEntity (check, move); pusher->fields.server->solid = savesolid; if (SV_ClipMoveToEntity(pusher, check->fields.server->origin, check->fields.server->mins, check->fields.server->maxs, check->fields.server->origin).startsolid) { // still inside pusher, so it's really blocked // fail the move if (check->fields.server->mins[0] == check->fields.server->maxs[0]) continue; if (check->fields.server->solid == SOLID_NOT || check->fields.server->solid == SOLID_TRIGGER) { // corpse check->fields.server->mins[0] = check->fields.server->mins[1] = 0; VectorCopy (check->fields.server->mins, check->fields.server->maxs); continue; } VectorCopy (pushorig, pusher->fields.server->origin); VectorCopy (pushang, pusher->fields.server->angles); pusher->fields.server->ltime = pushltime; SV_LinkEdict (pusher, false); // move back any entities we already moved for (i = 0;i < num_moved;i++) { ed = sv.moved_edicts[i]; VectorCopy (ed->priv.server->moved_from, ed->fields.server->origin); VectorCopy (ed->priv.server->moved_fromangles, ed->fields.server->angles); SV_LinkEdict (ed, false); } // if the pusher has a "blocked" function, call it, otherwise just stay in place until the obstacle is gone if (pusher->fields.server->blocked) { prog->globals.server->self = PRVM_EDICT_TO_PROG(pusher); prog->globals.server->other = PRVM_EDICT_TO_PROG(check); PRVM_ExecuteProgram (pusher->fields.server->blocked, "QC function self.blocked is missing"); } break; } } } pusher->fields.server->angles[0] -= 360.0 * floor(pusher->fields.server->angles[0] * (1.0 / 360.0)); pusher->fields.server->angles[1] -= 360.0 * floor(pusher->fields.server->angles[1] * (1.0 / 360.0)); pusher->fields.server->angles[2] -= 360.0 * floor(pusher->fields.server->angles[2] * (1.0 / 360.0)); } /* ================ SV_Physics_Pusher ================ */ void SV_Physics_Pusher (prvm_edict_t *ent) { float thinktime, oldltime, movetime; oldltime = ent->fields.server->ltime; thinktime = ent->fields.server->nextthink; if (thinktime < ent->fields.server->ltime + sv.frametime) { movetime = thinktime - ent->fields.server->ltime; if (movetime < 0) movetime = 0; } else movetime = sv.frametime; if (movetime) // advances ent->fields.server->ltime if not blocked SV_PushMove (ent, movetime); if (thinktime > oldltime && thinktime <= ent->fields.server->ltime) { ent->fields.server->nextthink = 0; prog->globals.server->time = sv.time; prog->globals.server->self = PRVM_EDICT_TO_PROG(ent); prog->globals.server->other = PRVM_EDICT_TO_PROG(prog->edicts); PRVM_ExecuteProgram (ent->fields.server->think, "QC function self.think is missing"); } } /* =============================================================================== CLIENT MOVEMENT =============================================================================== */ /* ============= SV_CheckStuck This is a big hack to try and fix the rare case of getting stuck in the world clipping hull. ============= */ void SV_CheckStuck (prvm_edict_t *ent) { int i, j, z; vec3_t org; if (!SV_TestEntityPosition(ent)) { VectorCopy (ent->fields.server->origin, ent->fields.server->oldorigin); return; } VectorCopy (ent->fields.server->origin, org); VectorCopy (ent->fields.server->oldorigin, ent->fields.server->origin); if (!SV_TestEntityPosition(ent)) { Con_DPrint("Unstuck.\n"); SV_LinkEdict (ent, true); return; } for (z=0 ; z< 18 ; z++) for (i=-1 ; i <= 1 ; i++) for (j=-1 ; j <= 1 ; j++) { ent->fields.server->origin[0] = org[0] + i; ent->fields.server->origin[1] = org[1] + j; ent->fields.server->origin[2] = org[2] + z; if (!SV_TestEntityPosition(ent)) { Con_DPrint("Unstuck.\n"); SV_LinkEdict (ent, true); return; } } VectorCopy (org, ent->fields.server->origin); Con_DPrint("player is stuck.\n"); } /* ============= SV_CheckWater ============= */ qboolean SV_CheckWater (prvm_edict_t *ent) { int cont; vec3_t point; point[0] = ent->fields.server->origin[0]; point[1] = ent->fields.server->origin[1]; point[2] = ent->fields.server->origin[2] + ent->fields.server->mins[2] + 1; ent->fields.server->waterlevel = 0; ent->fields.server->watertype = CONTENTS_EMPTY; cont = SV_PointSuperContents(point); if (cont & (SUPERCONTENTS_LIQUIDSMASK)) { ent->fields.server->watertype = Mod_Q1BSP_NativeContentsFromSuperContents(NULL, cont); ent->fields.server->waterlevel = 1; point[2] = ent->fields.server->origin[2] + (ent->fields.server->mins[2] + ent->fields.server->maxs[2])*0.5; if (SV_PointSuperContents(point) & (SUPERCONTENTS_LIQUIDSMASK)) { ent->fields.server->waterlevel = 2; point[2] = ent->fields.server->origin[2] + ent->fields.server->view_ofs[2]; if (SV_PointSuperContents(point) & (SUPERCONTENTS_LIQUIDSMASK)) ent->fields.server->waterlevel = 3; } } return ent->fields.server->waterlevel > 1; } /* ============ SV_WallFriction ============ */ void SV_WallFriction (prvm_edict_t *ent, float *stepnormal) { float d, i; vec3_t forward, into, side; AngleVectors (ent->fields.server->v_angle, forward, NULL, NULL); if ((d = DotProduct (stepnormal, forward) + 0.5) < 0) { // cut the tangential velocity i = DotProduct (stepnormal, ent->fields.server->velocity); VectorScale (stepnormal, i, into); VectorSubtract (ent->fields.server->velocity, into, side); ent->fields.server->velocity[0] = side[0] * (1 + d); ent->fields.server->velocity[1] = side[1] * (1 + d); } } /* ===================== SV_TryUnstick Player has come to a dead stop, possibly due to the problem with limited float precision at some angle joins in the BSP hull. Try fixing by pushing one pixel in each direction. This is a hack, but in the interest of good gameplay... ====================== */ int SV_TryUnstick (prvm_edict_t *ent, vec3_t oldvel) { int i, clip; vec3_t oldorg, dir; VectorCopy (ent->fields.server->origin, oldorg); VectorClear (dir); for (i=0 ; i<8 ; i++) { // try pushing a little in an axial direction switch (i) { case 0: dir[0] = 2; dir[1] = 0; break; case 1: dir[0] = 0; dir[1] = 2; break; case 2: dir[0] = -2; dir[1] = 0; break; case 3: dir[0] = 0; dir[1] = -2; break; case 4: dir[0] = 2; dir[1] = 2; break; case 5: dir[0] = -2; dir[1] = 2; break; case 6: dir[0] = 2; dir[1] = -2; break; case 7: dir[0] = -2; dir[1] = -2; break; } SV_PushEntity (ent, dir); // retry the original move ent->fields.server->velocity[0] = oldvel[0]; ent->fields.server->velocity[1] = oldvel[1]; ent->fields.server->velocity[2] = 0; clip = SV_FlyMove (ent, 0.1, NULL); if (fabs(oldorg[1] - ent->fields.server->origin[1]) > 4 || fabs(oldorg[0] - ent->fields.server->origin[0]) > 4) { Con_DPrint("TryUnstick - success.\n"); return clip; } // go back to the original pos and try again VectorCopy (oldorg, ent->fields.server->origin); } // still not moving VectorClear (ent->fields.server->velocity); Con_DPrint("TryUnstick - failure.\n"); return 7; } /* ===================== SV_WalkMove Only used by players ====================== */ void SV_WalkMove (prvm_edict_t *ent) { int clip, oldonground, originalmove_clip, originalmove_flags, originalmove_groundentity; vec3_t upmove, downmove, start_origin, start_velocity, stepnormal, originalmove_origin, originalmove_velocity; trace_t downtrace; SV_CheckVelocity(ent); // do a regular slide move unless it looks like you ran into a step oldonground = (int)ent->fields.server->flags & FL_ONGROUND; ent->fields.server->flags = (int)ent->fields.server->flags & ~FL_ONGROUND; VectorCopy (ent->fields.server->origin, start_origin); VectorCopy (ent->fields.server->velocity, start_velocity); clip = SV_FlyMove (ent, sv.frametime, NULL); SV_CheckVelocity(ent); VectorCopy(ent->fields.server->origin, originalmove_origin); VectorCopy(ent->fields.server->velocity, originalmove_velocity); originalmove_clip = clip; originalmove_flags = (int)ent->fields.server->flags; originalmove_groundentity = ent->fields.server->groundentity; if ((int)ent->fields.server->flags & FL_WATERJUMP) return; if (sv_nostep.integer) return; // if move didn't block on a step, return if (clip & 2) { // if move was not trying to move into the step, return if (fabs(start_velocity[0]) < 0.03125 && fabs(start_velocity[1]) < 0.03125) return; if (ent->fields.server->movetype != MOVETYPE_FLY) { // return if gibbed by a trigger if (ent->fields.server->movetype != MOVETYPE_WALK) return; // only step up while jumping if that is enabled if (!(sv_jumpstep.integer && sv_gameplayfix_stepwhilejumping.integer)) if (!oldonground && ent->fields.server->waterlevel == 0) return; } // try moving up and forward to go up a step // back to start pos VectorCopy (start_origin, ent->fields.server->origin); VectorCopy (start_velocity, ent->fields.server->velocity); // move up VectorClear (upmove); upmove[2] = sv_stepheight.value; // FIXME: don't link? SV_PushEntity(ent, upmove); // move forward ent->fields.server->velocity[2] = 0; clip = SV_FlyMove (ent, sv.frametime, stepnormal); ent->fields.server->velocity[2] += start_velocity[2]; SV_CheckVelocity(ent); // check for stuckness, possibly due to the limited precision of floats // in the clipping hulls if (clip && fabs(originalmove_origin[1] - ent->fields.server->origin[1]) < 0.03125 && fabs(originalmove_origin[0] - ent->fields.server->origin[0]) < 0.03125) { //Con_Printf("wall\n"); // stepping up didn't make any progress, revert to original move VectorCopy(originalmove_origin, ent->fields.server->origin); VectorCopy(originalmove_velocity, ent->fields.server->velocity); //clip = originalmove_clip; ent->fields.server->flags = originalmove_flags; ent->fields.server->groundentity = originalmove_groundentity; // now try to unstick if needed //clip = SV_TryUnstick (ent, oldvel); return; } //Con_Printf("step - "); // extra friction based on view angle if (clip & 2 && sv_wallfriction.integer) SV_WallFriction (ent, stepnormal); } // skip out if stepdown is enabled, moving downward, not in water, and the move started onground and ended offground else if (!(sv_gameplayfix_stepdown.integer && ent->fields.server->waterlevel < 2 && start_velocity[2] < (1.0 / 32.0) && oldonground && !((int)ent->fields.server->flags & FL_ONGROUND))) return; // move down VectorClear (downmove); downmove[2] = -sv_stepheight.value + start_velocity[2]*sv.frametime; // FIXME: don't link? downtrace = SV_PushEntity (ent, downmove); if (downtrace.fraction < 1 && downtrace.plane.normal[2] > 0.7) { // LordHavoc: disabled this check so you can walk on monsters/players //if (ent->fields.server->solid == SOLID_BSP) { //Con_Printf("onground\n"); ent->fields.server->flags = (int)ent->fields.server->flags | FL_ONGROUND; ent->fields.server->groundentity = PRVM_EDICT_TO_PROG(downtrace.ent); } } else { //Con_Printf("slope\n"); // if the push down didn't end up on good ground, use the move without // the step up. This happens near wall / slope combinations, and can // cause the player to hop up higher on a slope too steep to climb VectorCopy(originalmove_origin, ent->fields.server->origin); VectorCopy(originalmove_velocity, ent->fields.server->velocity); //clip = originalmove_clip; ent->fields.server->flags = originalmove_flags; ent->fields.server->groundentity = originalmove_groundentity; } SV_CheckVelocity(ent); } //============================================================================ /* ============= SV_Physics_Follow Entities that are "stuck" to another entity ============= */ void SV_Physics_Follow (prvm_edict_t *ent) { vec3_t vf, vr, vu, angles, v; prvm_edict_t *e; // regular thinking if (!SV_RunThink (ent)) return; // LordHavoc: implemented rotation on MOVETYPE_FOLLOW objects e = PRVM_PROG_TO_EDICT(ent->fields.server->aiment); if (e->fields.server->angles[0] == ent->fields.server->punchangle[0] && e->fields.server->angles[1] == ent->fields.server->punchangle[1] && e->fields.server->angles[2] == ent->fields.server->punchangle[2]) { // quick case for no rotation VectorAdd(e->fields.server->origin, ent->fields.server->view_ofs, ent->fields.server->origin); } else { angles[0] = -ent->fields.server->punchangle[0]; angles[1] = ent->fields.server->punchangle[1]; angles[2] = ent->fields.server->punchangle[2]; AngleVectors (angles, vf, vr, vu); v[0] = ent->fields.server->view_ofs[0] * vf[0] + ent->fields.server->view_ofs[1] * vr[0] + ent->fields.server->view_ofs[2] * vu[0]; v[1] = ent->fields.server->view_ofs[0] * vf[1] + ent->fields.server->view_ofs[1] * vr[1] + ent->fields.server->view_ofs[2] * vu[1]; v[2] = ent->fields.server->view_ofs[0] * vf[2] + ent->fields.server->view_ofs[1] * vr[2] + ent->fields.server->view_ofs[2] * vu[2]; angles[0] = -e->fields.server->angles[0]; angles[1] = e->fields.server->angles[1]; angles[2] = e->fields.server->angles[2]; AngleVectors (angles, vf, vr, vu); ent->fields.server->origin[0] = v[0] * vf[0] + v[1] * vf[1] + v[2] * vf[2] + e->fields.server->origin[0]; ent->fields.server->origin[1] = v[0] * vr[0] + v[1] * vr[1] + v[2] * vr[2] + e->fields.server->origin[1]; ent->fields.server->origin[2] = v[0] * vu[0] + v[1] * vu[1] + v[2] * vu[2] + e->fields.server->origin[2]; } VectorAdd (e->fields.server->angles, ent->fields.server->v_angle, ent->fields.server->angles); SV_LinkEdict (ent, true); } /* ============================================================================== TOSS / BOUNCE ============================================================================== */ /* ============= SV_CheckWaterTransition ============= */ void SV_CheckWaterTransition (prvm_edict_t *ent) { int cont; cont = SV_PointQ1Contents(ent->fields.server->origin); if (!ent->fields.server->watertype) { // just spawned here ent->fields.server->watertype = cont; ent->fields.server->waterlevel = 1; return; } // check if the entity crossed into or out of water if (gamemode != GAME_NEXUIZ && ((ent->fields.server->watertype == CONTENTS_WATER || ent->fields.server->watertype == CONTENTS_SLIME) != (cont == CONTENTS_WATER || cont == CONTENTS_SLIME))) SV_StartSound (ent, 0, "misc/h2ohit1.wav", 255, 1); if (cont <= CONTENTS_WATER) { ent->fields.server->watertype = cont; ent->fields.server->waterlevel = 1; } else { ent->fields.server->watertype = CONTENTS_EMPTY; ent->fields.server->waterlevel = 0; } } /* ============= SV_Physics_Toss Toss, bounce, and fly movement. When onground, do nothing. ============= */ void SV_Physics_Toss (prvm_edict_t *ent) { trace_t trace; vec3_t move; // don't stick to ground if onground and moving upward if (ent->fields.server->velocity[2] >= (1.0 / 32.0) && ((int)ent->fields.server->flags & FL_ONGROUND)) ent->fields.server->flags = (int)ent->fields.server->flags & ~FL_ONGROUND; // if onground, return without moving if ((int)ent->fields.server->flags & FL_ONGROUND) { if (ent->fields.server->groundentity == 0 || sv_gameplayfix_noairborncorpse.integer) return; // if ent was supported by a brush model on previous frame, // and groundentity is now freed, set groundentity to 0 (floating) if (ent->priv.server->suspendedinairflag && PRVM_PROG_TO_EDICT(ent->fields.server->groundentity)->priv.server->free) { // leave it suspended in the air ent->fields.server->groundentity = 0; return; } } ent->priv.server->suspendedinairflag = false; SV_CheckVelocity (ent); // add gravity if (ent->fields.server->movetype == MOVETYPE_TOSS || ent->fields.server->movetype == MOVETYPE_BOUNCE) SV_AddGravity (ent); // move angles VectorMA (ent->fields.server->angles, sv.frametime, ent->fields.server->avelocity, ent->fields.server->angles); // move origin VectorScale (ent->fields.server->velocity, sv.frametime, move); trace = SV_PushEntity (ent, move); if (ent->priv.server->free) return; if (trace.fraction < 1) { if (ent->fields.server->movetype == MOVETYPE_BOUNCEMISSILE) { ClipVelocity (ent->fields.server->velocity, trace.plane.normal, ent->fields.server->velocity, 2.0); ent->fields.server->flags = (int)ent->fields.server->flags & ~FL_ONGROUND; } else if (ent->fields.server->movetype == MOVETYPE_BOUNCE) { float d; ClipVelocity (ent->fields.server->velocity, trace.plane.normal, ent->fields.server->velocity, 1.5); // LordHavoc: fixed grenades not bouncing when fired down a slope if (sv_gameplayfix_grenadebouncedownslopes.integer) { d = DotProduct(trace.plane.normal, ent->fields.server->velocity); if (trace.plane.normal[2] > 0.7 && fabs(d) < 60) { ent->fields.server->flags = (int)ent->fields.server->flags | FL_ONGROUND; ent->fields.server->groundentity = PRVM_EDICT_TO_PROG(trace.ent); VectorClear (ent->fields.server->velocity); VectorClear (ent->fields.server->avelocity); } else ent->fields.server->flags = (int)ent->fields.server->flags & ~FL_ONGROUND; } else { if (trace.plane.normal[2] > 0.7 && ent->fields.server->velocity[2] < 60) { ent->fields.server->flags = (int)ent->fields.server->flags | FL_ONGROUND; ent->fields.server->groundentity = PRVM_EDICT_TO_PROG(trace.ent); VectorClear (ent->fields.server->velocity); VectorClear (ent->fields.server->avelocity); } else ent->fields.server->flags = (int)ent->fields.server->flags & ~FL_ONGROUND; } } else { ClipVelocity (ent->fields.server->velocity, trace.plane.normal, ent->fields.server->velocity, 1.0); if (trace.plane.normal[2] > 0.7) { ent->fields.server->flags = (int)ent->fields.server->flags | FL_ONGROUND; ent->fields.server->groundentity = PRVM_EDICT_TO_PROG(trace.ent); if (((prvm_edict_t *)trace.ent)->fields.server->solid == SOLID_BSP) ent->priv.server->suspendedinairflag = true; VectorClear (ent->fields.server->velocity); VectorClear (ent->fields.server->avelocity); } else ent->fields.server->flags = (int)ent->fields.server->flags & ~FL_ONGROUND; } } // check for in water SV_CheckWaterTransition (ent); } /* =============================================================================== STEPPING MOVEMENT =============================================================================== */ /* ============= SV_Physics_Step Monsters freefall when they don't have a ground entity, otherwise all movement is done with discrete steps. This is also used for objects that have become still on the ground, but will fall if the floor is pulled out from under them. ============= */ void SV_Physics_Step (prvm_edict_t *ent) { // don't stick to ground if onground and moving upward if (ent->fields.server->velocity[2] >= (1.0 / 32.0) && ((int)ent->fields.server->flags & FL_ONGROUND)) ent->fields.server->flags = (int)ent->fields.server->flags & ~FL_ONGROUND; // freefall if not onground/fly/swim if (!((int)ent->fields.server->flags & (FL_ONGROUND | FL_FLY | FL_SWIM))) { int hitsound = ent->fields.server->velocity[2] < sv_gravity.value * -0.1; SV_AddGravity(ent); SV_CheckVelocity(ent); SV_FlyMove(ent, sv.frametime, NULL); SV_LinkEdict(ent, true); // just hit ground if (hitsound && (int)ent->fields.server->flags & FL_ONGROUND && gamemode != GAME_NEXUIZ) SV_StartSound(ent, 0, "demon/dland2.wav", 255, 1); } // regular thinking SV_RunThink(ent); SV_CheckWaterTransition(ent); } //============================================================================ void SV_Physics_Entity (prvm_edict_t *ent, qboolean runmove) { int i = ent - prog->edicts; if (i >= 1 && i <= svs.maxclients) { // make sure the velocity is sane (not a NaN) SV_CheckVelocity(ent); // LordHavoc: QuakeC replacement for SV_ClientThink (player movement) if (SV_PlayerPhysicsQC && sv_playerphysicsqc.integer) { prog->globals.server->time = sv.time; prog->globals.server->self = PRVM_EDICT_TO_PROG(ent); PRVM_ExecuteProgram ((func_t)(SV_PlayerPhysicsQC - prog->functions), "QC function SV_PlayerPhysics is missing"); } else SV_ClientThink (); // make sure the velocity is sane (not a NaN) SV_CheckVelocity(ent); // LordHavoc: a hack to ensure that the (rather silly) id1 quakec // player_run/player_stand1 does not horribly malfunction if the // velocity becomes a number that is both == 0 and != 0 // (sounds to me like NaN but to be absolutely safe...) if (DotProduct(ent->fields.server->velocity, ent->fields.server->velocity) < 0.0001) VectorClear(ent->fields.server->velocity); // call standard client pre-think prog->globals.server->time = sv.time; prog->globals.server->self = PRVM_EDICT_TO_PROG(ent); PRVM_ExecuteProgram (prog->globals.server->PlayerPreThink, "QC function PlayerPreThink is missing"); SV_CheckVelocity (ent); } // LordHavoc: merged client and normal entity physics switch ((int) ent->fields.server->movetype) { case MOVETYPE_PUSH: case MOVETYPE_FAKEPUSH: SV_Physics_Pusher (ent); break; case MOVETYPE_NONE: // LordHavoc: manually inlined the thinktime check here because MOVETYPE_NONE is used on so many objects if (ent->fields.server->nextthink > 0 && ent->fields.server->nextthink <= sv.time + sv.frametime) SV_RunThink (ent); break; case MOVETYPE_FOLLOW: SV_Physics_Follow (ent); break; case MOVETYPE_NOCLIP: if (SV_RunThink(ent)) { SV_CheckWater(ent); VectorMA(ent->fields.server->origin, sv.frametime, ent->fields.server->velocity, ent->fields.server->origin); VectorMA(ent->fields.server->angles, sv.frametime, ent->fields.server->avelocity, ent->fields.server->angles); } // relink normal entities here, players always get relinked so don't relink twice if (!(i > 0 && i <= svs.maxclients)) SV_LinkEdict(ent, false); break; case MOVETYPE_STEP: SV_Physics_Step (ent); break; case MOVETYPE_WALK: if (SV_RunThink (ent)) { if (!SV_CheckWater (ent) && ! ((int)ent->fields.server->flags & FL_WATERJUMP) ) SV_AddGravity (ent); SV_CheckStuck (ent); SV_WalkMove (ent); // relink normal entities here, players always get relinked so don't relink twice if (!(i > 0 && i <= svs.maxclients)) SV_LinkEdict (ent, true); } break; case MOVETYPE_TOSS: case MOVETYPE_BOUNCE: case MOVETYPE_BOUNCEMISSILE: case MOVETYPE_FLYMISSILE: // regular thinking if (SV_RunThink (ent) && runmove) SV_Physics_Toss (ent); break; case MOVETYPE_FLY: if (SV_RunThink (ent) && runmove) { if (i > 0 && i <= svs.maxclients) { SV_CheckWater (ent); SV_WalkMove (ent); } else SV_Physics_Toss (ent); } break; default: Con_Printf ("SV_Physics: bad movetype %i", (int)ent->fields.server->movetype); break; } if (i >= 1 && i <= svs.maxclients) { SV_CheckVelocity (ent); // call standard player post-think SV_LinkEdict (ent, true); SV_CheckVelocity (ent); prog->globals.server->time = sv.time; prog->globals.server->self = PRVM_EDICT_TO_PROG(ent); PRVM_ExecuteProgram (prog->globals.server->PlayerPostThink, "QC function PlayerPostThink is missing"); } } /* ================ SV_Physics ================ */ void SV_Physics (void) { int i, newnum_edicts; prvm_edict_t *ent; qbyte runmove[MAX_EDICTS]; // let the progs know that a new frame has started prog->globals.server->self = PRVM_EDICT_TO_PROG(prog->edicts); prog->globals.server->other = PRVM_EDICT_TO_PROG(prog->edicts); prog->globals.server->time = sv.time; prog->globals.server->frametime = sv.frametime; PRVM_ExecuteProgram (prog->globals.server->StartFrame, "QC function StartFrame is missing"); newnum_edicts = 0; for (i = 0, ent = prog->edicts;i < prog->num_edicts;i++, ent = PRVM_NEXT_EDICT(ent)) if ((runmove[i] = !ent->priv.server->free)) newnum_edicts = i + 1; prog->num_edicts = max(svs.maxclients + 1, newnum_edicts); // // treat each object in turn // for (i = 0, ent = prog->edicts;i < prog->num_edicts;i++, ent = PRVM_NEXT_EDICT(ent)) { if (ent->priv.server->free) continue; if (prog->globals.server->force_retouch) SV_LinkEdict (ent, true); // force retouch even for stationary if (i >= 1 && i <= svs.maxclients) { host_client = svs.clients + i - 1; // don't do physics on disconnected clients, FrikBot relies on this if (!host_client->spawned) { memset(&host_client->cmd, 0, sizeof(host_client->cmd)); continue; } // connected slot if (host_client->movesequence) continue; // return if running asynchronously } else if (sv_freezenonclients.integer) continue; SV_Physics_Entity(ent, runmove[i]); } if (prog->globals.server->force_retouch > 0) prog->globals.server->force_retouch = max(0, prog->globals.server->force_retouch - 1); // LordHavoc: endframe support if (EndFrameQC) { prog->globals.server->self = PRVM_EDICT_TO_PROG(prog->edicts); prog->globals.server->other = PRVM_EDICT_TO_PROG(prog->edicts); prog->globals.server->time = sv.time; PRVM_ExecuteProgram ((func_t)(EndFrameQC - prog->functions), "QC function EndFrame is missing"); } if (!sv_freezenonclients.integer) sv.time += sv.frametime; } trace_t SV_Trace_Toss (prvm_edict_t *tossent, prvm_edict_t *ignore) { int i; float gravity, savesolid; vec3_t move, end; prvm_edict_t tempent, *tent; entvars_t vars; prvm_eval_t *val; trace_t trace; // copy the vars over memcpy(&vars, tossent->fields.server, sizeof(entvars_t)); // set up the temp entity to point to the copied vars tent = &tempent; tent->fields.server = &vars; savesolid = tossent->fields.server->solid; tossent->fields.server->solid = SOLID_NOT; // this has to fetch the field from the original edict, since our copy is truncated val = PRVM_GETEDICTFIELDVALUE(tossent, eval_gravity); if (val != NULL && val->_float != 0) gravity = val->_float; else gravity = 1.0; gravity *= sv_gravity.value * 0.05; for (i = 0;i < 200;i++) // LordHavoc: sanity check; never trace more than 10 seconds { SV_CheckVelocity (tent); tent->fields.server->velocity[2] -= gravity; VectorMA (tent->fields.server->angles, 0.05, tent->fields.server->avelocity, tent->fields.server->angles); VectorScale (tent->fields.server->velocity, 0.05, move); VectorAdd (tent->fields.server->origin, move, end); trace = SV_Move (tent->fields.server->origin, tent->fields.server->mins, tent->fields.server->maxs, end, MOVE_NORMAL, tent); VectorCopy (trace.endpos, tent->fields.server->origin); if (trace.fraction < 1 && trace.ent && trace.ent != ignore) break; } tossent->fields.server->solid = savesolid; trace.fraction = 0; // not relevant return trace; }