X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=sv_phys.c;h=94f2bdf0fa4f44f27a5333f2c88203d3ddbadfdb;hp=afe020c9a22037e655d88e07d74cdbea34b40160;hb=0998b6a27a82b92779880d21fa3e3ea8161dc6dd;hpb=a71156e14d3f1144f73e52ca14a2925c2420cfd0 diff --git a/sv_phys.c b/sv_phys.c index afe020c9..94f2bdf0 100644 --- a/sv_phys.c +++ b/sv_phys.c @@ -8,7 +8,7 @@ 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. +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. @@ -26,7 +26,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. 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 +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 @@ -39,16 +39,26 @@ solid_edge items only clip against bsp models. */ -cvar_t sv_friction = {"sv_friction","4",false,true}; -cvar_t sv_stopspeed = {"sv_stopspeed","100"}; -cvar_t sv_gravity = {"sv_gravity","800",false,true}; -cvar_t sv_maxvelocity = {"sv_maxvelocity","2000"}; -cvar_t sv_nostep = {"sv_nostep","0"}; +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"}; #define MOVE_EPSILON 0.01 void SV_Physics_Toss (edict_t *ent); +void SV_Phys_Init (void) +{ + Cvar_RegisterVariable(&sv_stepheight); + Cvar_RegisterVariable(&sv_jumpstep); + Cvar_RegisterVariable(&sv_wallfriction); +} + /* ================ SV_CheckAllEnts @@ -56,19 +66,19 @@ SV_CheckAllEnts */ void SV_CheckAllEnts (void) { - int e; - edict_t *check; + int e; + edict_t *check; -// see if any solid entities are inside the final position + // see if any solid entities are inside the final position check = NEXT_EDICT(sv.edicts); - for (e=1 ; efree) continue; if (check->v.movetype == MOVETYPE_PUSH - || check->v.movetype == MOVETYPE_NONE - || check->v.movetype == MOVETYPE_FOLLOW - || check->v.movetype == MOVETYPE_NOCLIP) + || check->v.movetype == MOVETYPE_NONE + || check->v.movetype == MOVETYPE_FOLLOW + || check->v.movetype == MOVETYPE_NOCLIP) continue; if (SV_TestEntityPosition (check)) @@ -83,8 +93,8 @@ SV_CheckVelocity */ void SV_CheckVelocity (edict_t *ent) { - int i; - float wishspeed; + int i; + float wishspeed; // // bound velocity @@ -101,13 +111,6 @@ void SV_CheckVelocity (edict_t *ent) Con_Printf ("Got a NaN origin on %s\n", pr_strings + ent->v.classname); ent->v.origin[i] = 0; } - // LordHavoc: maxvelocity fix, see below -/* - if (ent->v.velocity[i] > sv_maxvelocity.value) - ent->v.velocity[i] = sv_maxvelocity.value; - else if (ent->v.velocity[i] < -sv_maxvelocity.value) - ent->v.velocity[i] = -sv_maxvelocity.value; -*/ } // LordHavoc: max velocity fix, inspired by Maddes's source fixes, but this is faster @@ -118,7 +121,6 @@ void SV_CheckVelocity (edict_t *ent) ent->v.velocity[0] *= wishspeed; ent->v.velocity[1] *= wishspeed; ent->v.velocity[2] *= wishspeed; - wishspeed = sv_maxvelocity.value; } } @@ -134,16 +136,17 @@ Returns false if the entity removed itself. */ qboolean SV_RunThink (edict_t *ent) { - float thinktime; + float thinktime; thinktime = ent->v.nextthink; - if (thinktime <= 0 || thinktime > sv.time + host_frametime) + 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; // don't let things stay in the past. - // it is possible to start that way - // by a trigger with a local time. + thinktime = sv.time; + ent->v.nextthink = 0; pr_global_struct->time = thinktime; pr_global_struct->self = EDICT_TO_PROG(ent); @@ -161,11 +164,11 @@ Two entities have touched, so run their touch functions */ void SV_Impact (edict_t *e1, edict_t *e2) { - int old_self, old_other; - + int old_self, old_other; + old_self = pr_global_struct->self; old_other = pr_global_struct->other; - + pr_global_struct->time = sv.time; if (e1->v.touch && e1->v.solid != SOLID_NOT) { @@ -173,7 +176,7 @@ void SV_Impact (edict_t *e1, edict_t *e2) pr_global_struct->other = EDICT_TO_PROG(e2); PR_ExecuteProgram (e1->v.touch, ""); } - + if (e2->v.touch && e2->v.solid != SOLID_NOT) { pr_global_struct->self = EDICT_TO_PROG(e2); @@ -194,30 +197,30 @@ Slide off of the impacting object returns the blocked flags (1 = floor, 2 = step / wall) ================== */ -#define STOP_EPSILON 0.1 - +#define STOP_EPSILON 0.1 int ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce) { - float backoff; - float change; - int i, blocked; - + int i, blocked; + float backoff, change; + blocked = 0; + // flag if it's a floor if (normal[2] > 0) - blocked |= 1; // floor + blocked |= 1; + // flag if it's a step if (!normal[2]) - blocked |= 2; // step - + blocked |= 2; + backoff = DotProduct (in, normal) * overbounce; - for (i=0 ; i<3 ; i++) + for (i = 0;i < 3;i++) { - change = normal[i]*backoff; + change = normal[i] * backoff; out[i] = in[i] - change; if (out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON) out[i] = 0; } - + return blocked; } @@ -234,32 +237,22 @@ Returns the clipflags if the velocity was modified (hit something solid) If steptrace is not NULL, the trace of any vertical wall hit will be stored ============ */ -// LordHavoc: increased from 5 to 20, to partially fix angled corner sticking -// (example - start.bsp hall to e1m4, leading to the pool there are two -// angled corners, which you could get stuck on, now they are just a one -// frame hiccup) -#define MAX_CLIP_PLANES 20 +// LordHavoc: increased from 5 to 20 +#define MAX_CLIP_PLANES 20 int SV_FlyMove (edict_t *ent, float time, trace_t *steptrace) { - int bumpcount, numbumps; - vec3_t dir; - float d; - int numplanes; - vec3_t planes[MAX_CLIP_PLANES]; - vec3_t primal_velocity, original_velocity, new_velocity; - int i, j; - trace_t trace; - vec3_t end; - float time_left; - int blocked; - + int i, j, blocked, impact, numplanes, bumpcount, numbumps; + float d, time_left; + vec3_t dir, end, planes[MAX_CLIP_PLANES], primal_velocity, original_velocity, new_velocity; + trace_t trace; + numbumps = 4; - + blocked = 0; VectorCopy (ent->v.velocity, original_velocity); VectorCopy (ent->v.velocity, primal_velocity); numplanes = 0; - + time_left = time; for (bumpcount=0 ; bumpcountv.origin[i] + time_left * ent->v.velocity[i]; - trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, false, ent); + trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_NORMAL, ent); if (trace.allsolid) - { // entity is trapped in another solid + { + // 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) - { // actually covered some distance + { + // actually covered some distance VectorCopy (trace.endpos, ent->v.origin); VectorCopy (ent->v.velocity, original_velocity); numplanes = 0; } + // break if it moved the entire distance if (trace.fraction == 1) - break; // moved the entire distance + break; if (!trace.ent) Host_Error ("SV_FlyMove: !trace.ent"); - if (trace.plane.normal[2] > 0.7) + if ((int) ent->v.flags & FL_ONGROUND) { - blocked |= 1; // floor - if (trace.ent->v.solid == SOLID_BSP) + if (ent->v.groundentity == EDICT_TO_PROG(trace.ent)) + impact = false; + else { - ent->v.flags = (int)ent->v.flags | FL_ONGROUND; - ent->v.groundentity = EDICT_TO_PROG(trace.ent); + ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND; + impact = true; } } + else + impact = true; + + if (trace.plane.normal[2] > 0.7) + { + // floor + blocked |= 1; + ent->v.flags = (int)ent->v.flags | FL_ONGROUND; + ent->v.groundentity = EDICT_TO_PROG(trace.ent); + } if (!trace.plane.normal[2]) { - blocked |= 2; // step + // step + blocked |= 2; + // save the trace for player extrafriction if (steptrace) - *steptrace = trace; // save for player extrafriction + *steptrace = trace; + } + + // run the impact function + if (impact) + { + SV_Impact (ent, trace.ent); + + // break if removed by the impact function + if (ent->free) + break; } -// -// run the impact function -// - SV_Impact (ent, trace.ent); - if (ent->free) - break; // removed by the impact function - time_left -= time_left * trace.fraction; - - // cliped to another plane + + // clipped to another plane if (numplanes >= MAX_CLIP_PLANES) - { // this shouldn't really happen + { + // this shouldn't really happen VectorClear(ent->v.velocity); return 3; } @@ -327,43 +341,43 @@ int SV_FlyMove (edict_t *ent, float time, trace_t *steptrace) VectorCopy (trace.plane.normal, planes[numplanes]); numplanes++; -// -// modify original_velocity so it parallels all of the clip planes -// + // modify original_velocity so it parallels all of the clip planes for (i=0 ; iv.velocity); } else - { // go along the crease + { + // go along the crease if (numplanes != 2) { -// Con_Printf ("clip velocity, numplanes == %i\n",numplanes); VectorClear(ent->v.velocity); return 7; } 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->v.velocity); VectorScale (dir, d, ent->v.velocity); } -// -// if original velocity is against the original velocity, stop dead -// to avoid tiny occilations in sloping corners -// + // if original velocity is against the original velocity, + // stop dead to avoid tiny occilations in sloping corners if (DotProduct (ent->v.velocity, primal_velocity) <= 0) { VectorClear(ent->v.velocity); @@ -383,16 +397,15 @@ SV_AddGravity */ void SV_AddGravity (edict_t *ent) { - float ent_gravity; - - eval_t *val; + float ent_gravity; + eval_t *val; val = GETEDICTFIELDVALUE(ent, eval_gravity); if (val!=0 && val->_float) ent_gravity = val->_float; else ent_gravity = 1.0; - ent->v.velocity[2] -= ent_gravity * sv_gravity.value * host_frametime; + ent->v.velocity[2] -= ent_gravity * sv_gravity.value * sv.frametime; } @@ -411,29 +424,30 @@ SV_PushEntity Does not change the entities velocity at all ============ */ -trace_t SV_PushEntity (edict_t *ent, vec3_t push) +trace_t SV_PushEntity (edict_t *ent, vec3_t push, vec3_t pushangles) { - trace_t trace; - vec3_t end; - + trace_t trace; + vec3_t end; + VectorAdd (ent->v.origin, push, end); if (ent->v.movetype == MOVETYPE_FLYMISSILE) trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_MISSILE, ent); else if (ent->v.solid == SOLID_TRIGGER || ent->v.solid == SOLID_NOT) - // only clip against bmodels + // only clip against bmodels 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); - + trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_NORMAL, ent); + 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) - SV_Impact (ent, trace.ent); - + if (trace.ent && (!((int)ent->v.flags & FL_ONGROUND) || ent->v.groundentity != EDICT_TO_PROG(trace.ent))) + SV_Impact (ent, trace.ent); return trace; -} +} /* @@ -442,16 +456,18 @@ SV_PushMove ============ */ +trace_t SV_ClipMoveToEntity (edict_t *ent, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end); void SV_PushMove (edict_t *pusher, float movetime) { - int i, e; + int i, e, index; edict_t *check; - vec3_t mins, maxs, move; - vec3_t entorig, pushorig; + float savesolid, movetime2, pushltime; + vec3_t mins, maxs, move, move1, moveangle, pushorig, pushang, a, forward, left, up, org, org2; int num_moved; edict_t *moved_edict[MAX_EDICTS]; - vec3_t moved_from[MAX_EDICTS]; - float savesolid; + vec3_t moved_from[MAX_EDICTS], moved_fromangles[MAX_EDICTS]; + model_t *pushermodel; + trace_t trace; switch ((int) pusher->v.solid) { @@ -465,33 +481,90 @@ void SV_PushMove (edict_t *pusher, float movetime) case SOLID_NOT: case SOLID_TRIGGER: VectorMA (pusher->v.origin, movetime, pusher->v.velocity, pusher->v.origin); + VectorMA (pusher->v.angles, movetime, pusher->v.avelocity, pusher->v.angles); pusher->v.ltime += movetime; SV_LinkEdict (pusher, false); return; default: Host_Error("SV_PushMove: unrecognized solid type %f\n", pusher->v.solid); } - if (!pusher->v.velocity[0] && !pusher->v.velocity[1] && !pusher->v.velocity[2]) + if (!pusher->v.velocity[0] && !pusher->v.velocity[1] && !pusher->v.velocity[2] && !pusher->v.avelocity[0] && !pusher->v.avelocity[1] && !pusher->v.avelocity[2]) { pusher->v.ltime += movetime; return; } - - for (i=0 ; i<3 ; i++) + index = (int) pusher->v.modelindex; + if (index < 1 || index >= MAX_MODELS) + Host_Error("SV_PushMove: invalid modelindex %f\n", pusher->v.modelindex); + pushermodel = sv.models[index]; + + movetime2 = movetime; + VectorScale(pusher->v.velocity, movetime2, move1); + VectorScale(pusher->v.avelocity, movetime2, moveangle); + if (moveangle[0] || moveangle[2]) { - move[i] = pusher->v.velocity[i] * movetime; - mins[i] = pusher->v.absmin[i] + move[i]; - maxs[i] = pusher->v.absmax[i] + move[i]; + for (i = 0;i < 3;i++) + { + if (move1[i] > 0) + { + mins[i] = pushermodel->rotatedmins[i] + pusher->v.origin[i] - 1; + maxs[i] = pushermodel->rotatedmaxs[i] + move1[i] + pusher->v.origin[i] + 1; + } + else + { + mins[i] = pushermodel->rotatedmins[i] + move1[i] + pusher->v.origin[i] - 1; + maxs[i] = pushermodel->rotatedmaxs[i] + pusher->v.origin[i] + 1; + } + } + } + else if (moveangle[1]) + { + for (i = 0;i < 3;i++) + { + if (move1[i] > 0) + { + mins[i] = pushermodel->yawmins[i] + pusher->v.origin[i] - 1; + maxs[i] = pushermodel->yawmaxs[i] + move1[i] + pusher->v.origin[i] + 1; + } + else + { + mins[i] = pushermodel->yawmins[i] + move1[i] + pusher->v.origin[i] - 1; + maxs[i] = pushermodel->yawmaxs[i] + pusher->v.origin[i] + 1; + } + } + } + else + { + for (i = 0;i < 3;i++) + { + if (move1[i] > 0) + { + mins[i] = pushermodel->normalmins[i] + pusher->v.origin[i] - 1; + maxs[i] = pushermodel->normalmaxs[i] + move1[i] + pusher->v.origin[i] + 1; + } + else + { + mins[i] = pushermodel->normalmins[i] + move1[i] + pusher->v.origin[i] - 1; + maxs[i] = pushermodel->normalmaxs[i] + pusher->v.origin[i] + 1; + } + } } + VectorNegate (moveangle, a); + AngleVectorsFLU (a, forward, left, up); + VectorCopy (pusher->v.origin, pushorig); - + VectorCopy (pusher->v.angles, pushang); + pushltime = pusher->v.ltime; + // move the pusher to it's final position - VectorAdd (pusher->v.origin, move, pusher->v.origin); + VectorMA (pusher->v.origin, movetime, pusher->v.velocity, pusher->v.origin); + VectorMA (pusher->v.angles, movetime, pusher->v.avelocity, pusher->v.angles); pusher->v.ltime += movetime; SV_LinkEdict (pusher, false); + savesolid = pusher->v.solid; // see if any solid entities are inside the final position num_moved = 0; @@ -510,213 +583,69 @@ void SV_PushMove (edict_t *pusher, float movetime) if (!(((int)check->v.flags & FL_ONGROUND) && PROG_TO_EDICT(check->v.groundentity) == pusher)) { if (check->v.absmin[0] >= maxs[0] - || check->v.absmin[1] >= maxs[1] - || check->v.absmin[2] >= maxs[2] || 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; - // see if the ent's bbox is inside the pusher's final position - if (!SV_TestEntityPosition (check)) + trace = SV_ClipMoveToEntity (pusher, check->v.origin, check->v.mins, check->v.maxs, check->v.origin); + if (!trace.startsolid) continue; } - // remove the onground flag for non-players - if (check->v.movetype != MOVETYPE_WALK) - check->v.flags = (int)check->v.flags & ~FL_ONGROUND; - - VectorCopy (check->v.origin, entorig); - VectorCopy (check->v.origin, moved_from[num_moved]); - moved_edict[num_moved] = check; - num_moved++; - - // LordHavoc: pusher fixes (teleport train bug, etc) - savesolid = pusher->v.solid; - if (savesolid == SOLID_BSP || savesolid == SOLID_BBOX || savesolid == SOLID_SLIDEBOX) - { - // try moving the contacted entity - pusher->v.solid = SOLID_NOT; - SV_PushEntity (check, move); - pusher->v.solid = savesolid; // was SOLID_BSP - - // if it is still inside the pusher, block - if (SV_TestEntityPosition (check)) - { // fail the move - if (check->v.mins[0] == check->v.maxs[0]) - continue; - if (check->v.solid == SOLID_NOT || check->v.solid == SOLID_TRIGGER) - { // corpse - check->v.mins[0] = check->v.mins[1] = 0; - VectorCopy (check->v.mins, check->v.maxs); - continue; - } - - VectorCopy (entorig, check->v.origin); - SV_LinkEdict (check, true); - - VectorCopy (pushorig, pusher->v.origin); - SV_LinkEdict (pusher, false); - pusher->v.ltime -= movetime; - - // if the pusher has a "blocked" function, call it, otherwise just stay in place until the obstacle is gone - if (pusher->v.blocked) - { - pr_global_struct->self = EDICT_TO_PROG(pusher); - pr_global_struct->other = EDICT_TO_PROG(check); - PR_ExecuteProgram (pusher->v.blocked, ""); - } - - // move back any entities we already moved - num_moved--; // LordHavoc: pop off check, because it was already restored - for (i=0 ; iv.origin); - SV_LinkEdict (moved_edict[i], false); - } - return; - } - } - } - - -} - -/* -============ -SV_PushRotate - -============ -*/ -void SV_PushRotate (edict_t *pusher, float movetime) -{ - int i, e; - edict_t *check; - vec3_t move, a, amove; - vec3_t entorigin, entangles, pushorigin, pushangles; - int num_moved; - edict_t *moved_edict[MAX_EDICTS]; - vec3_t moved_from[MAX_EDICTS]; - vec3_t angled_from[MAX_EDICTS]; - vec3_t org, org2; - vec3_t forward, right, up; - float savesolid; - - switch ((int) pusher->v.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->v.angles, movetime, pusher->v.avelocity, pusher->v.angles); - pusher->v.ltime += movetime; - SV_LinkEdict (pusher, false); - return; - default: - Host_Error("SV_PushRotate: unrecognized solid type %f\n", pusher->v.solid); - } - if (!pusher->v.avelocity[0] && !pusher->v.avelocity[1] && !pusher->v.avelocity[2]) - { - pusher->v.ltime += movetime; - return; - } - - for (i=0 ; i<3 ; i++) - amove[i] = pusher->v.avelocity[i] * movetime; - - VectorNegate (amove, a); - AngleVectors (a, forward, right, up); - - VectorCopy (pusher->v.origin, pushorigin); - VectorCopy (pusher->v.angles, pushangles); - -// move the pusher to it's final position - - VectorAdd (pusher->v.angles, amove, pusher->v.angles); - pusher->v.ltime += movetime; - SV_LinkEdict (pusher, false); - - -// see if any solid entities are inside the final position - num_moved = 0; - check = NEXT_EDICT(sv.edicts); - for (e=1 ; efree) - continue; - if (check->v.movetype == MOVETYPE_PUSH - || check->v.movetype == MOVETYPE_NONE - || check->v.movetype == MOVETYPE_FOLLOW - || check->v.movetype == MOVETYPE_NOCLIP) - continue; - - // if the entity is standing on the pusher, it will definately be moved - if (!(((int)check->v.flags & FL_ONGROUND) && PROG_TO_EDICT(check->v.groundentity) == pusher)) + if (forward[0] < 0.999f) // quick way to check if any rotation is used { - if (check->v.absmin[0] >= pusher->v.absmax[0] - || check->v.absmin[1] >= pusher->v.absmax[1] - || check->v.absmin[2] >= pusher->v.absmax[2] - || check->v.absmax[0] <= pusher->v.absmin[0] - || check->v.absmax[1] <= pusher->v.absmin[1] - || check->v.absmax[2] <= pusher->v.absmin[2]) - continue; - - // see if the ent's bbox is inside the pusher's final position - if (!SV_TestEntityPosition (check)) - continue; + VectorSubtract (check->v.origin, pusher->v.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 + // remove the onground flag for non-players if (check->v.movetype != MOVETYPE_WALK) check->v.flags = (int)check->v.flags & ~FL_ONGROUND; - - VectorCopy (check->v.origin, entorigin); + VectorCopy (check->v.origin, moved_from[num_moved]); - VectorCopy (check->v.angles, entangles); - VectorCopy (check->v.angles, angled_from[num_moved]); - moved_edict[num_moved] = check; - num_moved++; - - // calculate destination position - VectorSubtract (check->v.origin, pusher->v.origin, org); - org2[0] = DotProduct (org, forward); - org2[1] = -DotProduct (org, right); - org2[2] = DotProduct (org, up); - VectorSubtract (org2, org, move); - - // try moving the contacted entity - savesolid = pusher->v.solid; // LordHavoc: restore to correct solid type - pusher->v.solid = SOLID_NOT; - SV_PushEntity (check, move); - pusher->v.solid = savesolid; // LordHavoc: restore to correct solid type + VectorCopy (check->v.angles, moved_fromangles[num_moved]); + moved_edict[num_moved++] = check; - VectorAdd (check->v.angles, amove, check->v.angles); + // try moving the contacted entity + pusher->v.solid = SOLID_NOT; + trace = SV_PushEntity (check, move, moveangle); + pusher->v.solid = savesolid; // was SOLID_BSP - // if it is still inside the pusher, block + // if it is still inside the pusher, block if (SV_TestEntityPosition (check)) - { // fail the move + { + // fail the move if (check->v.mins[0] == check->v.maxs[0]) continue; if (check->v.solid == SOLID_NOT || check->v.solid == SOLID_TRIGGER) - { // corpse + { + // corpse check->v.mins[0] = check->v.mins[1] = 0; VectorCopy (check->v.mins, check->v.maxs); continue; } - - VectorCopy (entorigin, check->v.origin); - VectorCopy (entangles, check->v.angles); - SV_LinkEdict (check, true); - VectorCopy (pushorigin, pusher->v.origin); - VectorCopy (pushangles, pusher->v.angles); + VectorCopy (pushorig, pusher->v.origin); + VectorCopy (pushang, pusher->v.angles); + pusher->v.ltime = pushltime; SV_LinkEdict (pusher, false); - pusher->v.ltime -= movetime; + + // move back any entities we already moved + for (i=0 ; iv.origin); + VectorCopy (moved_fromangles[i], moved_edict[i]->v.angles); + SV_LinkEdict (moved_edict[i], false); + } // if the pusher has a "blocked" function, call it, otherwise just stay in place until the obstacle is gone if (pusher->v.blocked) @@ -725,15 +654,6 @@ void SV_PushRotate (edict_t *pusher, float movetime) pr_global_struct->other = EDICT_TO_PROG(check); PR_ExecuteProgram (pusher->v.blocked, ""); } - - // move back any entities we already moved - num_moved--; // LordHavoc: pop off check, because it was already restored - for (i=0 ; iv.origin); - VectorCopy (angled_from[i], moved_edict[i]->v.angles); - SV_LinkEdict (moved_edict[i], false); - } return; } } @@ -747,30 +667,24 @@ SV_Physics_Pusher */ void SV_Physics_Pusher (edict_t *ent) { - float thinktime; - float oldltime; - float movetime; + float thinktime, oldltime, movetime; oldltime = ent->v.ltime; - + thinktime = ent->v.nextthink; - if (thinktime < ent->v.ltime + host_frametime) + if (thinktime < ent->v.ltime + sv.frametime) { movetime = thinktime - ent->v.ltime; if (movetime < 0) movetime = 0; } else - movetime = host_frametime; + movetime = sv.frametime; if (movetime) - { - if (ent->v.avelocity[0] || ent->v.avelocity[1] || ent->v.avelocity[2]) - SV_PushRotate (ent, movetime); - else - SV_PushMove (ent, movetime); // advances ent->v.ltime if not blocked - } - + // advances ent->v.ltime if not blocked + SV_PushMove (ent, movetime); + if (thinktime > oldltime && thinktime <= ent->v.ltime) { ent->v.nextthink = 0; @@ -803,9 +717,8 @@ clipping hull. */ void SV_CheckStuck (edict_t *ent) { - int i, j; - int z; - vec3_t org; + int i, j, z; + vec3_t org; if (!SV_TestEntityPosition(ent)) { @@ -821,7 +734,7 @@ void SV_CheckStuck (edict_t *ent) SV_LinkEdict (ent, true); return; } - + for (z=0 ; z< 18 ; z++) for (i=-1 ; i <= 1 ; i++) for (j=-1 ; j <= 1 ; j++) @@ -836,7 +749,7 @@ void SV_CheckStuck (edict_t *ent) return; } } - + VectorCopy (org, ent->v.origin); Con_DPrintf ("player is stuck.\n"); } @@ -849,32 +762,32 @@ SV_CheckWater */ qboolean SV_CheckWater (edict_t *ent) { - vec3_t point; - int cont; + int cont; + vec3_t point; point[0] = ent->v.origin[0]; point[1] = ent->v.origin[1]; - point[2] = ent->v.origin[2] + ent->v.mins[2] + 1; - + point[2] = ent->v.origin[2] + ent->v.mins[2] + 1; + ent->v.waterlevel = 0; ent->v.watertype = CONTENTS_EMPTY; - cont = SV_PointContents (point); + cont = Mod_PointInLeaf(point, sv.worldmodel)->contents; 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 = Mod_PointInLeaf(point, sv.worldmodel)->contents; if (cont <= CONTENTS_WATER) { ent->v.waterlevel = 2; point[2] = ent->v.origin[2] + ent->v.view_ofs[2]; - cont = SV_PointContents (point); + cont = Mod_PointInLeaf(point, sv.worldmodel)->contents; if (cont <= CONTENTS_WATER) ent->v.waterlevel = 3; } } - + return ent->v.waterlevel > 1; } @@ -886,22 +799,21 @@ SV_WallFriction */ void SV_WallFriction (edict_t *ent, trace_t *trace) { - vec3_t forward, right, up; - float d, i; - vec3_t into, side; - - AngleVectors (ent->v.v_angle, forward, right, up); + float d, i; + vec3_t forward, into, side; + + AngleVectors (ent->v.v_angle, forward, NULL, NULL); d = DotProduct (trace->plane.normal, forward); - + d += 0.5; if (d >= 0) return; - -// cut the tangential velocity + + // cut the tangential velocity i = DotProduct (trace->plane.normal, ent->v.velocity); VectorScale (trace->plane.normal, i, into); VectorSubtract (ent->v.velocity, into, side); - + ent->v.velocity[0] = side[0] * (1 + d); ent->v.velocity[1] = side[1] * (1 + d); } @@ -920,51 +832,47 @@ This is a hack, but in the interest of good gameplay... */ int SV_TryUnstick (edict_t *ent, vec3_t oldvel) { - int i; - vec3_t oldorg; - vec3_t dir; - int clip; - trace_t steptrace; - + int i, clip; + vec3_t oldorg, dir; + trace_t steptrace; + VectorCopy (ent->v.origin, oldorg); VectorClear (dir); for (i=0 ; i<8 ; i++) { -// try pushing a little in an axial direction + // 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; + 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 + SV_PushEntity (ent, dir, vec3_origin); + + // retry the original move ent->v.velocity[0] = oldvel[0]; - ent->v. velocity[1] = oldvel[1]; - ent->v. velocity[2] = 0; + ent->v.velocity[1] = oldvel[1]; + ent->v.velocity[2] = 0; clip = SV_FlyMove (ent, 0.1, &steptrace); - if ( fabs(oldorg[1] - ent->v.origin[1]) > 4 - || fabs(oldorg[0] - ent->v.origin[0]) > 4 ) - { -//Con_DPrintf ("unstuck!\n"); + if (fabs(oldorg[1] - ent->v.origin[1]) > 4 + || fabs(oldorg[0] - ent->v.origin[0]) > 4) return clip; - } - -// go back to the original pos and try again + + // go back to the original pos and try again VectorCopy (oldorg, ent->v.origin); } - + + // still not moving VectorClear (ent->v.velocity); - return 7; // still not moving + return 7; } /* @@ -974,85 +882,84 @@ SV_WalkMove Only used by players ====================== */ -#define STEPSIZE 18 void SV_WalkMove (edict_t *ent) { - vec3_t upmove, downmove; - vec3_t oldorg, oldvel; - vec3_t nosteporg, nostepvel; - int clip; - int oldonground; - trace_t steptrace, downtrace; - -// -// do a regular slide move unless it looks like you ran into a step -// + int clip, oldonground; + vec3_t upmove, downmove, oldorg, oldvel, nosteporg, nostepvel; + trace_t steptrace, downtrace; + + // 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; - + VectorCopy (ent->v.origin, oldorg); VectorCopy (ent->v.velocity, oldvel); - - clip = SV_FlyMove (ent, host_frametime, &steptrace); + clip = SV_FlyMove (ent, sv.frametime, &steptrace); + + // if move didn't block on a step, return if ( !(clip & 2) ) - return; // move didn't block on a step - - if (!oldonground && ent->v.waterlevel == 0) - return; // don't stair up while jumping - - if (ent->v.movetype != MOVETYPE_WALK) - return; // gibbed by a trigger - - if (sv_nostep.value) return; - + + if (ent->v.movetype != MOVETYPE_FLY) + { + if (!oldonground && ent->v.waterlevel == 0 && !sv_jumpstep.integer) + // don't stair up while jumping + return; + + if (ent->v.movetype != MOVETYPE_WALK) + // gibbed by a trigger + return; + } + + if (sv_nostep.integer) + return; + if ( (int)sv_player->v.flags & FL_WATERJUMP ) return; VectorCopy (ent->v.origin, nosteporg); VectorCopy (ent->v.velocity, nostepvel); -// -// try moving up and forward to go up a step -// - VectorCopy (oldorg, ent->v.origin); // back to start pos + // try moving up and forward to go up a step + // back to start pos + VectorCopy (oldorg, ent->v.origin); VectorClear (upmove); VectorClear (downmove); - upmove[2] = STEPSIZE; - downmove[2] = -STEPSIZE + oldvel[2]*host_frametime; + upmove[2] = sv_stepheight.value; + downmove[2] = -sv_stepheight.value + oldvel[2]*sv.frametime; -// move up - SV_PushEntity (ent, upmove); // FIXME: don't link? + // move up + // FIXME: don't link? + SV_PushEntity (ent, upmove, vec3_origin); -// move forward + // move forward ent->v.velocity[0] = oldvel[0]; - ent->v. velocity[1] = oldvel[1]; - ent->v. velocity[2] = 0; - clip = SV_FlyMove (ent, host_frametime, &steptrace); - -// check for stuckness, possibly due to the limited precision of floats -// in the clipping hulls - if (clip) - { - if ( fabs(oldorg[1] - ent->v.origin[1]) < 0.03125 - && fabs(oldorg[0] - ent->v.origin[0]) < 0.03125 ) - { // stepping up didn't make any progress - clip = SV_TryUnstick (ent, oldvel); - } - } - -// extra friction based on view angle - if ( clip & 2 ) + ent->v.velocity[1] = oldvel[1]; + ent->v.velocity[2] = 0; + clip = SV_FlyMove (ent, sv.frametime, &steptrace); + ent->v.velocity[2] += oldvel[2]; + + // check for stuckness, possibly due to the limited precision of floats + // in the clipping hulls + if (clip + && fabs(oldorg[1] - ent->v.origin[1]) < 0.03125 + && fabs(oldorg[0] - ent->v.origin[0]) < 0.03125) + // stepping up didn't make any progress + clip = SV_TryUnstick (ent, oldvel); + + // extra friction based on view angle + if (clip & 2 && sv_wallfriction.integer) SV_WallFriction (ent, &steptrace); -// move down - downtrace = SV_PushEntity (ent, downmove); // FIXME: don't link? + // move down + // FIXME: don't link? + downtrace = SV_PushEntity (ent, downmove, vec3_origin); if (downtrace.plane.normal[2] > 0.7) { - if (ent->v.solid == SOLID_BSP) + //if (ent->v.solid == SOLID_BSP) { ent->v.flags = (int)ent->v.flags | FL_ONGROUND; ent->v.groundentity = EDICT_TO_PROG(downtrace.ent); @@ -1060,9 +967,9 @@ void SV_WalkMove (edict_t *ent) } else { -// 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 + // 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 (nosteporg, ent->v.origin); VectorCopy (nostepvel, ent->v.velocity); } @@ -1083,11 +990,11 @@ void SV_Physics_Client (edict_t *ent, int num) // // call standard client pre-think -// +// 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"); - + // // do a move // @@ -1111,7 +1018,7 @@ void SV_Physics_Client (edict_t *ent, int num) SV_CheckStuck (ent); SV_WalkMove (ent); break; - + case MOVETYPE_TOSS: case MOVETYPE_BOUNCE: SV_Physics_Toss (ent); @@ -1121,23 +1028,25 @@ void SV_Physics_Client (edict_t *ent, int num) if (!SV_RunThink (ent)) return; SV_CheckWater (ent); - SV_FlyMove (ent, host_frametime, NULL); + //SV_FlyMove (ent, sv.frametime, NULL); + SV_WalkMove (ent); break; - + case MOVETYPE_NOCLIP: if (!SV_RunThink (ent)) return; SV_CheckWater (ent); - VectorMA (ent->v.origin, host_frametime, ent->v.velocity, ent->v.origin); + VectorMA (ent->v.origin, sv.frametime, ent->v.velocity, ent->v.origin); + VectorMA (ent->v.angles, sv.frametime, ent->v.avelocity, ent->v.angles); break; - + default: Host_Error ("SV_Physics_client: bad movetype %i", (int)ent->v.movetype); } // // call standard player post-think -// +// SV_LinkEdict (ent, true); pr_global_struct->time = sv.time; @@ -1147,19 +1056,6 @@ void SV_Physics_Client (edict_t *ent, int num) //============================================================================ -/* -============= -SV_Physics_None - -Non moving objects can only think -============= -*/ -void SV_Physics_None (edict_t *ent) -{ -// regular thinking - SV_RunThink (ent); -} - /* ============= SV_Physics_Follow @@ -1171,9 +1067,11 @@ void SV_Physics_Follow (edict_t *ent) { vec3_t vf, vr, vu, angles, v; edict_t *e; -// regular thinking + + // regular thinking if (!SV_RunThink (ent)) return; + // LordHavoc: implemented rotation on MOVETYPE_FOLLOW objects e = PROG_TO_EDICT(ent->v.aiment); if (e->v.angles[0] == ent->v.punchangle[0] && e->v.angles[1] == ent->v.punchangle[1] && e->v.angles[2] == ent->v.punchangle[2]) @@ -1197,14 +1095,8 @@ void SV_Physics_Follow (edict_t *ent) ent->v.origin[0] = v[0] * vf[0] + v[1] * vf[1] + v[2] * vf[2] + e->v.origin[0]; ent->v.origin[1] = v[0] * vr[0] + v[1] * vr[1] + v[2] * vr[2] + e->v.origin[1]; ent->v.origin[2] = v[0] * vu[0] + v[1] * vu[1] + v[2] * vu[2] + e->v.origin[2]; - /* - ent->v.origin[0] = ent->v.view_ofs[0] * vf[0] + ent->v.view_ofs[0] * vf[1] + ent->v.view_ofs[0] * vf[2] + e->v.origin[0]; - ent->v.origin[1] = ent->v.view_ofs[1] * vr[0] + ent->v.view_ofs[1] * vr[1] + ent->v.view_ofs[1] * vr[2] + e->v.origin[1]; - ent->v.origin[2] = ent->v.view_ofs[2] * vu[0] + ent->v.view_ofs[2] * vu[1] + ent->v.view_ofs[2] * vu[2] + e->v.origin[2]; - */ } VectorAdd (e->v.angles, ent->v.v_angle, ent->v.angles); -// VectorAdd (PROG_TO_EDICT(ent->v.aiment)->v.origin, ent->v.v_angle, ent->v.origin); SV_LinkEdict (ent, true); } @@ -1217,12 +1109,12 @@ A moving object that doesn't obey physics */ void SV_Physics_Noclip (edict_t *ent) { -// regular thinking + // regular thinking if (!SV_RunThink (ent)) return; - - VectorMA (ent->v.angles, host_frametime, ent->v.avelocity, ent->v.angles); - VectorMA (ent->v.origin, host_frametime, ent->v.velocity, ent->v.origin); + + VectorMA (ent->v.angles, sv.frametime, ent->v.avelocity, ent->v.angles); + VectorMA (ent->v.origin, sv.frametime, ent->v.velocity, ent->v.origin); SV_LinkEdict (ent, false); } @@ -1244,29 +1136,30 @@ SV_CheckWaterTransition void SV_CheckWaterTransition (edict_t *ent) { int cont; - cont = SV_PointContents (ent->v.origin); + cont = Mod_PointInLeaf(ent->v.origin, sv.worldmodel)->contents; if (!ent->v.watertype) - { // just spawned here + { + // just spawned here ent->v.watertype = cont; ent->v.waterlevel = 1; return; } - + if (cont <= CONTENTS_WATER) { - if (ent->v.watertype == CONTENTS_EMPTY) - { // just crossed into 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) - { // just crossed into water + 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; } @@ -1281,57 +1174,89 @@ Toss, bounce, and fly movement. When onground, do nothing. */ void SV_Physics_Toss (edict_t *ent) { - trace_t trace; - vec3_t move; - float backoff; + trace_t trace; + vec3_t move; + edict_t *groundentity; + // regular thinking if (!SV_RunThink (ent)) return; // if onground, return without moving - if ( ((int)ent->v.flags & FL_ONGROUND) ) - return; + if ((int)ent->v.flags & FL_ONGROUND) + { + VectorClear(ent->v.velocity); + if (ent->v.groundentity == 0) + return; + // if ent was supported by a brush model on previous frame, + // and groundentity is now freed, set groundentity to 0 (floating) + groundentity = PROG_TO_EDICT(ent->v.groundentity); + if (groundentity->v.solid == SOLID_BSP) + { + ent->suspendedinairflag = true; + return; + } + else if (ent->suspendedinairflag && groundentity->free) + { + // leave it suspended in the air + ent->v.groundentity = 0; + ent->suspendedinairflag = false; + return; + } + } + ent->suspendedinairflag = false; SV_CheckVelocity (ent); // add gravity - if (ent->v.movetype != MOVETYPE_FLY - && ent->v.movetype != MOVETYPE_BOUNCEMISSILE // LordHavoc: enabled MOVETYPE_BOUNCEMISSILE - && ent->v.movetype != MOVETYPE_FLYMISSILE) + if (ent->v.movetype == MOVETYPE_TOSS || ent->v.movetype == MOVETYPE_BOUNCE) SV_AddGravity (ent); // move angles - VectorMA (ent->v.angles, host_frametime, ent->v.avelocity, ent->v.angles); + VectorMA (ent->v.angles, sv.frametime, ent->v.avelocity, ent->v.angles); // move origin - VectorScale (ent->v.velocity, host_frametime, move); - trace = SV_PushEntity (ent, move); - if (trace.fraction == 1) - return; + VectorScale (ent->v.velocity, sv.frametime, move); + trace = SV_PushEntity (ent, move, vec3_origin); if (ent->free) return; - - if (ent->v.movetype == MOVETYPE_BOUNCE) - backoff = 1.5; - else if (ent->v.movetype == MOVETYPE_BOUNCEMISSILE) - backoff = 2.0; - else - backoff = 1; - - ClipVelocity (ent->v.velocity, trace.plane.normal, ent->v.velocity, backoff); -// stop if on ground - if (trace.plane.normal[2] > 0.7) - { - if (ent->v.velocity[2] < 60 || (ent->v.movetype != MOVETYPE_BOUNCE && ent->v.movetype != MOVETYPE_BOUNCEMISSILE)) + if (trace.fraction < 1) + { + if (ent->v.movetype == MOVETYPE_BOUNCEMISSILE) { - ent->v.flags = (int)ent->v.flags | FL_ONGROUND; - ent->v.groundentity = EDICT_TO_PROG(trace.ent); - VectorClear (ent->v.velocity); - VectorClear (ent->v.avelocity); + ClipVelocity (ent->v.velocity, trace.plane.normal, ent->v.velocity, 2.0); + ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND; + } + else if (ent->v.movetype == MOVETYPE_BOUNCE) + { + ClipVelocity (ent->v.velocity, trace.plane.normal, ent->v.velocity, 1.5); + // LordHavoc: fixed grenades not bouncing when fired down a slope + if (trace.plane.normal[2] > 0.7 && DotProduct(trace.plane.normal, ent->v.velocity) < 60) + { + ent->v.flags = (int)ent->v.flags | FL_ONGROUND; + ent->v.groundentity = EDICT_TO_PROG(trace.ent); + VectorClear (ent->v.velocity); + VectorClear (ent->v.avelocity); + } + else + ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND; + } + else + { + ClipVelocity (ent->v.velocity, trace.plane.normal, ent->v.velocity, 1.0); + if (trace.plane.normal[2] > 0.7) + { + ent->v.flags = (int)ent->v.flags | FL_ONGROUND; + ent->v.groundentity = EDICT_TO_PROG(trace.ent); + VectorClear (ent->v.velocity); + VectorClear (ent->v.avelocity); + } + else + ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND; } } - + // check for in water SV_CheckWaterTransition (ent); } @@ -1357,23 +1282,41 @@ will fall if the floor is pulled out from under them. */ void SV_Physics_Step (edict_t *ent) { - qboolean hitsound; + int flags, fall, hitsound; -// freefall if not onground - if ( ! ((int)ent->v.flags & (FL_ONGROUND | FL_FLY | FL_SWIM) ) ) + // freefall if not fly/swim + fall = true; + flags = (int)ent->v.flags; + if (flags & (FL_FLY | FL_SWIM)) + { + if (flags & FL_FLY) + fall = false; + else if ((flags & FL_SWIM) && Mod_PointInLeaf(ent->v.origin, sv.worldmodel)->contents != CONTENTS_EMPTY) + fall = false; + } + if (fall && (flags & FL_ONGROUND) && ent->v.groundentity == 0) + fall = false; + + if (fall) { if (ent->v.velocity[2] < sv_gravity.value*-0.1) + { hitsound = true; + if (flags & FL_ONGROUND) + hitsound = false; + } else hitsound = false; SV_AddGravity (ent); SV_CheckVelocity (ent); - SV_FlyMove (ent, host_frametime, NULL); - SV_LinkEdict (ent, true); + SV_FlyMove (ent, sv.frametime, NULL); + SV_LinkEdict (ent, false); - if ( (int)ent->v.flags & FL_ONGROUND ) // just hit ground + // just hit ground + if ((int)ent->v.flags & FL_ONGROUND) { + VectorClear(ent->v.velocity); if (hitsound) SV_StartSound (ent, 0, "demon/dland2.wav", 255, 1); } @@ -1381,7 +1324,7 @@ void SV_Physics_Step (edict_t *ent) // regular thinking SV_RunThink (ent); - + SV_CheckWaterTransition (ent); } @@ -1393,11 +1336,10 @@ SV_Physics ================ */ -extern dfunction_t *EndFrameQC; void SV_Physics (void) { - int i; - edict_t *ent; + int i; + edict_t *ent; // let the progs know that a new frame has started pr_global_struct->self = EDICT_TO_PROG(sv.edicts); @@ -1405,8 +1347,6 @@ void SV_Physics (void) pr_global_struct->time = sv.time; PR_ExecuteProgram (pr_global_struct->StartFrame, "QC function StartFrame is missing"); -//SV_CheckAllEnts (); - // // treat each object in turn // @@ -1431,7 +1371,9 @@ void SV_Physics (void) SV_Physics_Pusher (ent); break; case MOVETYPE_NONE: - SV_Physics_None (ent); + // LordHavoc: manually inlined the thinktime check here because MOVETYPE_NONE is used on so many objects + if (ent->v.nextthink > 0 && ent->v.nextthink <= sv.time + sv.frametime) + SV_RunThink (ent); break; case MOVETYPE_FOLLOW: SV_Physics_Follow (ent); @@ -1450,6 +1392,7 @@ void SV_Physics (void) SV_AddGravity (ent); SV_CheckStuck (ent); SV_WalkMove (ent); + SV_LinkEdict (ent, true); } break; case MOVETYPE_TOSS: @@ -1464,9 +1407,9 @@ void SV_Physics (void) break; } } - + if (pr_global_struct->force_retouch) - pr_global_struct->force_retouch--; + pr_global_struct->force_retouch--; // LordHavoc: endframe support if (EndFrameQC) @@ -1477,39 +1420,48 @@ void SV_Physics (void) PR_ExecuteProgram ((func_t)(EndFrameQC - pr_functions), ""); } - sv.time += host_frametime; + sv.time += sv.frametime; } -trace_t SV_Trace_Toss (edict_t *ent, edict_t *ignore) +trace_t SV_Trace_Toss (edict_t *tossent, edict_t *ignore) { int i; - edict_t tempent, *tent; - trace_t trace; - vec3_t move; - vec3_t end; - double save_frametime; + float gravity, savesolid; + vec3_t move, end; + edict_t tempent, *tent; + eval_t *val; + trace_t trace; - save_frametime = host_frametime; - host_frametime = 0.05; - - memcpy(&tempent, ent, sizeof(edict_t)); + memcpy(&tempent, tossent, sizeof(edict_t)); tent = &tempent; + savesolid = tossent->v.solid; + tossent->v.solid = SOLID_NOT; + + // this has to fetch the field from the original edict, since our copy is truncated + val = 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); - SV_AddGravity (tent); - VectorMA (tent->v.angles, host_frametime, tent->v.avelocity, tent->v.angles); - VectorScale (tent->v.velocity, host_frametime, move); + tent->v.velocity[2] -= gravity; + VectorMA (tent->v.angles, 0.05, tent->v.avelocity, tent->v.angles); + VectorScale (tent->v.velocity, 0.05, move); VectorAdd (tent->v.origin, move, end); - trace = SV_Move (tent->v.origin, tent->v.mins, tent->v.maxs, end, MOVE_NORMAL, tent); + trace = SV_Move (tent->v.origin, tent->v.mins, tent->v.maxs, end, MOVE_NORMAL, tent); VectorCopy (trace.endpos, tent->v.origin); - if (trace.ent) + if (trace.fraction < 1 && trace.ent) if (trace.ent != ignore) break; } - host_frametime = save_frametime; + tossent->v.solid = savesolid; + trace.fraction = 0; // not relevant return trace; } +