ent->v->groundentity = EDICT_TO_PROG(hackongroundentity);
}
*/
-
+
/*
if ((blocked & 1) == 0 && bumpcount > 1)
{
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;
SV_LinkEdict (pusher, false);
return;
default:
- Con_DPrintf("SV_PushMove: unrecognized solid type %f\n", pusher->v->solid);
+ Con_Printf("SV_PushMove: unrecognized solid type %f\n", pusher->v->solid);
return;
}
index = (int) pusher->v->modelindex;
if (index < 1 || index >= MAX_MODELS)
{
- Con_DPrintf("SV_PushMove: invalid modelindex %f\n", pusher->v->modelindex);
+ Con_Printf("SV_PushMove: invalid modelindex %f\n", pusher->v->modelindex);
return;
}
pushermodel = sv.models[index];
// 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
{
ent->v->waterlevel = 0;
ent->v->watertype = CONTENTS_EMPTY;
- cont = SV_PointQ1Contents(point);
- if (cont <= CONTENTS_WATER)
+ cont = SV_PointSuperContents(point);
+ if (cont & (SUPERCONTENTS_LIQUIDSMASK))
{
- ent->v->watertype = cont;
+ ent->v->watertype = Mod_Q1BSP_NativeContentsFromSuperContents(NULL, cont);
ent->v->waterlevel = 1;
point[2] = ent->v->origin[2] + (ent->v->mins[2] + ent->v->maxs[2])*0.5;
- cont = SV_PointQ1Contents(point);
- if (cont <= CONTENTS_WATER)
+ if (SV_PointSuperContents(point) & (SUPERCONTENTS_LIQUIDSMASK))
{
ent->v->waterlevel = 2;
point[2] = ent->v->origin[2] + ent->v->view_ofs[2];
- cont = SV_PointQ1Contents(point);
- if (cont <= CONTENTS_WATER)
+ if (SV_PointSuperContents(point) & (SUPERCONTENTS_LIQUIDSMASK))
ent->v->waterlevel = 3;
}
}
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->v->movetype != MOVETYPE_FLY)
{
// return if gibbed by a trigger
if (ent->v->movetype != MOVETYPE_WALK)
return;
-
+
// only step up while jumping if that is enabled
if (!(sv_jumpstep.integer && sv_gameplayfix_stepwhilejumping.integer))
if (!oldonground && ent->v->waterlevel == 0)
return;
}
-
+
// try moving up and forward to go up a step
// back to start pos
VectorCopy (start_origin, ent->v->origin);
VectorCopy (start_velocity, ent->v->velocity);
-
+
// move up
VectorClear (upmove);
upmove[2] = sv_stepheight.value;
// FIXME: don't link?
SV_PushEntity(ent, upmove);
-
+
// move forward
ent->v->velocity[2] = 0;
clip = SV_FlyMove (ent, sv.frametime, stepnormal);
ent->v->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
VectorCopy(originalmove_velocity, ent->v->velocity);
//clip = originalmove_clip;
ent->v->flags = originalmove_flags;
- ent->v->groundentity = originalmove_groundentity;
+ ent->v->groundentity = originalmove_groundentity;
// now try to unstick if needed
//clip = SV_TryUnstick (ent, oldvel);
return;
VectorCopy(originalmove_velocity, ent->v->velocity);
//clip = originalmove_clip;
ent->v->flags = originalmove_flags;
- ent->v->groundentity = originalmove_groundentity;
+ ent->v->groundentity = originalmove_groundentity;
}
SV_SetOnGround (ent);
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;
if (pr_global_struct->force_retouch)
SV_LinkEdict (ent, true); // force retouch even for stationary
- if (i <= svs.maxclients)
+ if (i >= 1 && i <= svs.maxclients && svs.clients[i-1].spawned)
{
- if (i > 0)
- {
- // connected slot
- // call standard client pre-think
- SV_CheckVelocity (ent);
- pr_global_struct->time = sv.time;
- pr_global_struct->self = EDICT_TO_PROG(ent);
- PR_ExecuteProgram (pr_global_struct->PlayerPreThink, "QC function PlayerPreThink is missing");
- SV_CheckVelocity (ent);
- }
+ // connected slot
+ // call standard client pre-think
+ SV_CheckVelocity (ent);
+ pr_global_struct->time = sv.time;
+ pr_global_struct->self = EDICT_TO_PROG(ent);
+ PR_ExecuteProgram (pr_global_struct->PlayerPreThink, "QC function PlayerPreThink is missing");
+ SV_CheckVelocity (ent);
}
else if (sv_freezenonclients.integer)
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);
break;
}
- if (i <= svs.maxclients && i > 0 && !ent->e->free)
+ if (i >= 1 && i <= svs.maxclients && svs.clients[i-1].spawned)
{
SV_CheckVelocity (ent);
}
}
- 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)