VectorMA(ent->v->origin, time, ent->v->velocity, end);
trace = SV_Move (ent->v->origin, ent->v->mins, ent->v->maxs, end, MOVE_NORMAL, ent);
//Con_Printf("trace %f %f %f : %f : %f %f %f\n", trace.endpos[0], trace.endpos[1], trace.endpos[2], trace.fraction, trace.plane.normal[0], trace.plane.normal[1], trace.plane.normal[2]);
+#if COLLISIONPARANOID >= 1
+ {
+ int endstuck;
+ vec3_t temp;
+ VectorCopy(trace.endpos, temp);
+ endstuck = SV_Move(temp, ent->v->mins, ent->v->maxs, temp, MOVE_WORLDONLY, ent).startsolid;
+#if COLLISIONPARANOID < 2
+ if (trace.startsolid || endstuck)
+#endif
+ {
+ Con_Printf("%s{e%i:%i:%f %f %f:%f %f %f:%f:%f %f %f%s%s}\n", (trace.startsolid || endstuck) ? "\002" : "", ent - sv.edicts, bumpcount, ent->v->origin[0], ent->v->origin[1], ent->v->origin[2], end[0] - ent->v->origin[0], end[1] - ent->v->origin[1], end[2] - ent->v->origin[2], trace.fraction, trace.endpos[0] - ent->v->origin[0], trace.endpos[1] - ent->v->origin[1], trace.endpos[2] - ent->v->origin[2], trace.startsolid ? " startstuck" : "", endstuck ? " endstuck" : "");
+ //Con_Printf("trace %f %f %f : %f : %f %f %f\n", trace.endpos[0], trace.endpos[1], trace.endpos[2], trace.fraction, trace.plane.normal[0], trace.plane.normal[1], trace.plane.normal[2]);
+ if (endstuck)
+ Cbuf_AddText("disconnect\n");
+ }
+ }
+#endif
- if (trace.allsolid)
+ /*
+ 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->v->velocity);
return 3;
}
+ */
- if (trace.fraction > 0)
+ if (trace.fraction >= 0.001)
{
// actually covered some distance
VectorCopy (trace.endpos, ent->v->origin);
trace = SV_Move (ent->v->origin, ent->v->mins, ent->v->maxs, end, MOVE_NORMAL, ent);
- if (trace.allsolid)
+ /*
+ 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->v->velocity);
return 3;
}
+ */
if (trace.fraction > 0)
{
trace = SV_Move (ent->v->origin, ent->v->mins, ent->v->maxs, end, MOVE_NOMONSTERS, ent);
else
trace = SV_Move (ent->v->origin, ent->v->mins, ent->v->maxs, end, MOVE_NORMAL, ent);
+#if COLLISIONPARANOID >= 1
+ {
+ int endstuck;
+ vec3_t temp;
+ VectorCopy(trace.endpos, temp);
+ endstuck = SV_Move(temp, ent->v->mins, ent->v->maxs, temp, MOVE_WORLDONLY, ent).startsolid;
+#if COLLISIONPARANOID < 2
+ if (trace.startsolid || endstuck)
+#endif
+ {
+ Con_Printf("%s{e%i:%f %f %f:%f %f %f:%f:%f %f %f%s%s}\n", (trace.startsolid || endstuck) ? "\002" : "", ent - sv.edicts, ent->v->origin[0], ent->v->origin[1], ent->v->origin[2], end[0] - ent->v->origin[0], end[1] - ent->v->origin[1], end[2] - ent->v->origin[2], trace.fraction, trace.endpos[0] - ent->v->origin[0], trace.endpos[1] - ent->v->origin[1], trace.endpos[2] - ent->v->origin[2], trace.startsolid ? " startstuck" : "", endstuck ? " endstuck" : "");
+ //Con_Printf("trace %f %f %f : %f : %f %f %f\n", trace.endpos[0], trace.endpos[1], trace.endpos[2], trace.fraction, trace.plane.normal[0], trace.plane.normal[1], trace.plane.normal[2]);
+ if (endstuck)
+ Cbuf_AddText("disconnect\n");
+ }
+ }
+#endif
VectorCopy (trace.endpos, ent->v->origin);
// FIXME: turn players specially
ent->v->angles[1] += trace.fraction * pushangles[1];
SV_LinkEdict (ent, true);
- if (trace.ent && (!((int)ent->v->flags & FL_ONGROUND) || ent->v->groundentity != EDICT_TO_PROG(trace.ent)))
+ if (trace.fraction < 1 && trace.ent && (!((int)ent->v->flags & FL_ONGROUND) || ent->v->groundentity != EDICT_TO_PROG(trace.ent)))
SV_Impact (ent, trace.ent);
return trace;
}
vec3_t mins, maxs, move, move1, moveangle, pushorig, pushang, a, forward, left, up, org, org2;
int num_moved;
model_t *pushermodel;
- trace_t trace;
switch ((int) pusher->v->solid)
{
|| check->v->absmax[2] <= mins[2])
continue;
- trace = SV_ClipMoveToEntity (pusher, check->v->origin, check->v->mins, check->v->maxs, check->v->origin);
- if (!trace.startsolid)
+ if (!SV_ClipMoveToEntity(pusher, check->v->origin, check->v->mins, check->v->maxs, check->v->origin).startsolid)
continue;
}
- if (forward[0] < 0.999f) // quick way to check if any rotation is used
+ if (forward[0] != 1) // quick way to check if any rotation is used
{
VectorSubtract (check->v->origin, pusher->v->origin, org);
org2[0] = DotProduct (org, forward);
// try moving the contacted entity
pusher->v->solid = SOLID_NOT;
- trace = SV_PushEntity (check, move, moveangle);
+ SV_PushEntity (check, move, moveangle);
pusher->v->solid = savesolid; // was SOLID_BSP
// if it is still inside the pusher, block
- if (SV_TestEntityPosition (check))
+ if (SV_ClipMoveToEntity(pusher, check->v->origin, check->v->mins, check->v->maxs, check->v->origin).startsolid)
{
// try moving the contacted entity a tiny bit further to account for precision errors
pusher->v->solid = SOLID_NOT;
VectorScale(move, 0.1, move);
- trace = SV_PushEntity (check, move, vec3_origin);
+ SV_PushEntity (check, move, vec3_origin);
pusher->v->solid = savesolid;
- if (SV_TestEntityPosition (check))
+ if (SV_ClipMoveToEntity(pusher, check->v->origin, check->v->mins, check->v->maxs, check->v->origin).startsolid)
{
// still inside pusher, so it's really blocked
ent->v->waterlevel = 0;
ent->v->watertype = CONTENTS_EMPTY;
- cont = SV_PointContents(point);
+ cont = SV_PointQ1Contents(point);
if (cont <= CONTENTS_WATER)
{
ent->v->watertype = cont;
ent->v->waterlevel = 1;
point[2] = ent->v->origin[2] + (ent->v->mins[2] + ent->v->maxs[2])*0.5;
- cont = SV_PointContents(point);
+ cont = SV_PointQ1Contents(point);
if (cont <= CONTENTS_WATER)
{
ent->v->waterlevel = 2;
point[2] = ent->v->origin[2] + ent->v->view_ofs[2];
- cont = SV_PointContents(point);
+ cont = SV_PointQ1Contents(point);
if (cont <= CONTENTS_WATER)
ent->v->waterlevel = 3;
}
if (fabs(oldorg[1] - ent->v->origin[1]) > 4
|| fabs(oldorg[0] - ent->v->origin[0]) > 4)
+ {
+ Con_DPrintf("TryUnstick - success.\n");
return clip;
+ }
// go back to the original pos and try again
VectorCopy (oldorg, ent->v->origin);
// still not moving
VectorClear (ent->v->velocity);
+ Con_Printf("TryUnstick - failure.\n");
return 7;
}
vec3_t upmove, downmove, oldorg, oldvel, nosteporg, nostepvel, stepnormal;
trace_t downtrace;
+ SV_CheckVelocity(ent);
+
// do a regular slide move unless it looks like you ran into a step
oldonground = (int)ent->v->flags & FL_ONGROUND;
ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND;
clip = SV_FlyMove (ent, sv.frametime, NULL);
+ SV_CheckVelocity(ent);
+
// if move didn't block on a step, return
if ( !(clip & 2) )
return;
return;
}
- if (sv_nostep.integer)
- return;
+ SV_CheckVelocity(ent);
- if ( (int)ent->v->flags & FL_WATERJUMP )
+ if (sv_nostep.integer || (int)ent->v->flags & FL_WATERJUMP )
return;
VectorCopy (ent->v->origin, nosteporg);
VectorCopy (nosteporg, ent->v->origin);
VectorCopy (nostepvel, ent->v->velocity);
}
+
+ SV_CheckVelocity(ent);
}
//============================================================================
void SV_CheckWaterTransition (edict_t *ent)
{
int cont;
- cont = SV_PointContents(ent->v->origin);
+ cont = SV_PointQ1Contents(ent->v->origin);
if (!ent->v->watertype)
{
// just spawned here
return;
}
+ // check if the entity crossed into or out of water
+ if ((ent->v->watertype == CONTENTS_WATER || ent->v->watertype == CONTENTS_SLIME) != (cont == CONTENTS_WATER || cont == CONTENTS_SLIME))
+ SV_StartSound (ent, 0, "misc/h2ohit1.wav", 255, 1);
+
if (cont <= CONTENTS_WATER)
{
- if (ent->v->watertype == CONTENTS_EMPTY && cont != CONTENTS_LAVA)
- // just crossed into water
- SV_StartSound (ent, 0, "misc/h2ohit1.wav", 255, 1);
-
ent->v->watertype = cont;
ent->v->waterlevel = 1;
}
else
{
- if (ent->v->watertype != CONTENTS_EMPTY && ent->v->watertype != CONTENTS_LAVA)
- // just crossed into water
- SV_StartSound (ent, 0, "misc/h2ohit1.wav", 255, 1);
-
ent->v->watertype = CONTENTS_EMPTY;
- ent->v->waterlevel = cont;
+ ent->v->waterlevel = 0;
}
}
if (pr_global_struct->force_retouch)
SV_LinkEdict (ent, true); // force retouch even for stationary
- if (i > 0 && i <= MAX_SCOREBOARD)
+ if (i > 0 && i <= svs.maxclients)
{
- if (!svs.connectedclients[i-1])
+ if (!svs.clients[i-1].spawned)
continue;
// connected slot
// call standard client pre-think
VectorMA(ent->v->angles, sv.frametime, ent->v->avelocity, ent->v->angles);
}
// relink normal entities here, players always get relinked so don't relink twice
- if (!(i > 0 && i <= MAX_SCOREBOARD))
+ if (!(i > 0 && i <= svs.maxclients))
SV_LinkEdict(ent, false);
break;
case MOVETYPE_STEP:
SV_Physics_Toss (ent);
break;
case MOVETYPE_FLY:
- if (i > 0 && i <= MAX_SCOREBOARD)
+ if (i > 0 && i <= svs.maxclients)
{
if (SV_RunThink (ent))
{
break;
}
- if (i > 0 && i <= MAX_SCOREBOARD && !ent->e->free)
+ if (i > 0 && i <= svs.maxclients && !ent->e->free)
{
SV_CheckVelocity (ent);