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 edict_t *checkentities[MAX_EDICTS];
model_t *pushermodel;
trace_t trace;
// see if any solid entities are inside the final position
num_moved = 0;
- check = NEXT_EDICT(sv.edicts);
- for (e = 1;e < sv.num_edicts;e++, check = NEXT_EDICT(check))
+
+ numcheckentities = SV_EntitiesInBox(mins, maxs, MAX_EDICTS, checkentities);
+ for (e = 1;e < numcheckentities;e++)
{
- if (check->e->free)
- continue;
+ check = checkentities[e];
if (check->v->movetype == MOVETYPE_PUSH
|| check->v->movetype == MOVETYPE_NONE
|| check->v->movetype == MOVETYPE_FOLLOW
// if the entity is standing on the pusher, it will definitely be moved
if (!(((int)check->v->flags & FL_ONGROUND) && PROG_TO_EDICT(check->v->groundentity) == pusher))
- {
- if (check->v->absmin[0] >= maxs[0]
- || check->v->absmax[0] <= mins[0]
- || check->v->absmin[1] >= maxs[1]
- || check->v->absmax[1] <= mins[1]
- || check->v->absmin[2] >= maxs[2]
- || check->v->absmax[2] <= mins[2])
- continue;
-
if (!SV_ClipMoveToEntity(pusher, check->v->origin, check->v->mins, check->v->maxs, check->v->origin).startsolid)
continue;
- }
if (forward[0] != 1) // quick way to check if any rotation is used
{
vec3_t move;
edict_t *groundentity;
- // regular thinking
- if (!SV_RunThink (ent))
- return;
-
// don't stick to ground if onground and moving upward
if (ent->v->velocity[2] >= (1.0 / 32.0) && ((int)ent->v->flags & FL_ONGROUND))
ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND;
*/
void SV_Physics (void)
{
- int i;
+ int i, newnum_edicts;
edict_t *ent;
+ qbyte runmove[MAX_EDICTS];
// let the progs know that a new frame has started
pr_global_struct->self = EDICT_TO_PROG(sv.edicts);
pr_global_struct->time = sv.time;
PR_ExecuteProgram (pr_global_struct->StartFrame, "QC function StartFrame is missing");
+ newnum_edicts = 0;
+ for (i = 0, ent = sv.edicts;i < sv.num_edicts;i++, ent = NEXT_EDICT(ent))
+ if ((runmove[i] = !ent->e->free))
+ newnum_edicts = i + 1;
+ sv.num_edicts = max(svs.maxclients + 1, newnum_edicts);
+
//
// treat each object in turn
//
- ent = sv.edicts;
- for (i=0 ; i<sv.num_edicts ; i++, ent = NEXT_EDICT(ent))
+
+ for (i = 0, ent = sv.edicts;i < sv.num_edicts;i++, ent = NEXT_EDICT(ent))
{
if (ent->e->free)
continue;
case MOVETYPE_BOUNCE:
case MOVETYPE_BOUNCEMISSILE:
case MOVETYPE_FLYMISSILE:
- SV_Physics_Toss (ent);
+ // regular thinking
+ if (SV_RunThink (ent) && runmove[i])
+ SV_Physics_Toss (ent);
break;
case MOVETYPE_FLY:
- if (i > 0 && i <= svs.maxclients)
+ if (SV_RunThink (ent) && runmove[i])
{
- if (SV_RunThink (ent))
+ if (i > 0 && i <= svs.maxclients)
{
SV_CheckWater (ent);
SV_WalkMove (ent);
}
+ else
+ SV_Physics_Toss (ent);
}
- else
- SV_Physics_Toss (ent);
break;
default:
Host_Error ("SV_Physics: bad movetype %i", (int)ent->v->movetype);
}
}
- if (pr_global_struct->force_retouch)
- pr_global_struct->force_retouch--;
+ if (pr_global_struct->force_retouch > 0)
+ pr_global_struct->force_retouch = max(0, pr_global_struct->force_retouch - 1);
// LordHavoc: endframe support
if (EndFrameQC)