]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - sv_phys.c
changed FL_ONGROUND handling for pushers (lifts for example) so you now ride down...
[xonotic/darkplaces.git] / sv_phys.c
index 3a02f1e4ed7a96d117243d6a27378ccb3e8a4dc3..0999bcb37d672f9e1e3c086c01a7ca806915b178 100644 (file)
--- a/sv_phys.c
+++ b/sv_phys.c
@@ -102,6 +102,8 @@ int SV_GenericHitSuperContentsMask(const prvm_edict_t *passedict)
                }
                else if (passedict->fields.server->solid == SOLID_CORPSE)
                        return SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY;
+               else if (passedict->fields.server->solid == SOLID_TRIGGER)
+                       return SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY;
                else
                        return SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_CORPSE;
        }
@@ -807,13 +809,7 @@ int SV_FlyMove (prvm_edict_t *ent, float time, float *stepnormal, int hitsuperco
                        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;
-               }
+               impact = !((int) ent->fields.server->flags & FL_ONGROUND) || ent->fields.server->groundentity != PRVM_EDICT_TO_PROG(trace.ent);
 
                if (trace.plane.normal[2])
                {
@@ -1153,15 +1149,10 @@ void SV_PushMove (prvm_edict_t *pusher, float movetime)
                        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 standing on the pusher, but is in the pusher's
+               // final position, move it
+               if (!((int)check->fields.server->flags & FL_ONGROUND) || PRVM_PROG_TO_EDICT(check->fields.server->groundentity) != pusher)
                {
-                       // 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;
-               }
-               else
-               {
-                       // if the entity is not inside the pusher's final position, leave it alone
                        Collision_ClipToGenericEntity(&trace, pushermodel, pusher->fields.server->frame, pusher->fields.server->mins, pusher->fields.server->maxs, SUPERCONTENTS_BODY, &pusherfinalmatrix, &pusherfinalimatrix, check->fields.server->origin, check->fields.server->mins, check->fields.server->maxs, check->fields.server->origin, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY);
                        if (!trace.startsolid)
                                continue;
@@ -1193,6 +1184,11 @@ void SV_PushMove (prvm_edict_t *pusher, float movetime)
                pusher->fields.server->solid = savesolid; // was SOLID_BSP
                //Con_Printf("%s:%d frac %f startsolid %d bmodelstartsolid %d allsolid %d\n", __FILE__, __LINE__, trace.fraction, trace.startsolid, trace.bmodelstartsolid, trace.allsolid);
 
+               // this check is for items riding platforms that are passing under (or
+               // through) walls intended to knock the items off
+               if (trace.fraction < 1 && check->fields.server->movetype != MOVETYPE_WALK)
+                       check->fields.server->flags = (int)check->fields.server->flags & ~FL_ONGROUND;
+
                // if it is still inside the pusher, block
                Collision_ClipToGenericEntity(&trace, pushermodel, pusher->fields.server->frame, pusher->fields.server->mins, pusher->fields.server->maxs, SUPERCONTENTS_BODY, &pusherfinalmatrix, &pusherfinalimatrix, check->fields.server->origin, check->fields.server->mins, check->fields.server->maxs, check->fields.server->origin, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY);
                if (trace.startsolid)
@@ -1546,13 +1542,16 @@ void SV_WalkMove (prvm_edict_t *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, hitsupercontentsmask);
 
+       // if the move did not hit the ground at any point, we're not on ground
+       if (!(clip & 1))
+               ent->fields.server->flags = (int)ent->fields.server->flags & ~FL_ONGROUND;
+
        SV_CheckVelocity(ent);
 
        VectorCopy(ent->fields.server->origin, originalmove_origin);
@@ -1628,8 +1627,8 @@ void SV_WalkMove (prvm_edict_t *ent)
                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)))
+       // don't do the down move if stepdown is disabled, moving upward, not in water, or the move started offground or ended onground
+       else if (!sv_gameplayfix_stepdown.integer || ent->fields.server->waterlevel >= 3 || start_velocity[2] >= (1.0 / 32.0) || !oldonground || ((int)ent->fields.server->flags & FL_ONGROUND))
                return;
 
        // move down
@@ -1641,7 +1640,7 @@ void SV_WalkMove (prvm_edict_t *ent)
        if (downtrace.fraction < 1 && downtrace.plane.normal[2] > 0.7)
        {
                // this has been disabled so that you can't jump when you are stepping
-               // up while already jumping (also known as the Quake2 stair jump bug)
+               // up while already jumping (also known as the Quake2 double jump bug)
 #if 0
                // LordHavoc: disabled this check so you can walk on monsters/players
                //if (ent->fields.server->solid == SOLID_BSP)