]> de.git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
cleaned up all standing in a sloped corner and getting hurt glitches by adding an...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 25 Aug 2004 06:11:21 +0000 (06:11 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 25 Aug 2004 06:11:21 +0000 (06:11 +0000)
added stair stepdown (instead of going flying off stairs)
added stair stepdown smoothing

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@4373 d7cf8633-e32d-0410-b094-e92efae38249

server.h
sv_main.c
sv_phys.c
view.c

index d7cfd72751feaafd981d85f74b80824312d5119a..656781d3636554eba418909bb1df22782b58979d 100644 (file)
--- a/server.h
+++ b/server.h
@@ -259,6 +259,7 @@ extern cvar_t sv_jumpstep;
 
 extern cvar_t sv_gameplayfix_grenadebouncedownslopes;
 extern cvar_t sv_gameplayfix_noairborncorpse;
+extern cvar_t sv_gameplayfix_stepdown;
 extern cvar_t sv_gameplayfix_stepwhilejumping;
 extern cvar_t sv_gameplayfix_swiminbmodels;
 
@@ -306,6 +307,7 @@ void SV_BroadcastPrintf(const char *fmt, ...);
 
 void SV_Physics (void);
 
+qboolean SV_PlayerCheckGround (edict_t *ent);
 qboolean SV_CheckBottom (edict_t *ent);
 qboolean SV_movestep (edict_t *ent, vec3_t move, qboolean relink);
 
index 4dda855c158404f308b97fcdc82990bc6339af1a..34622ddfdbf50bdaa1a5fc71dd197e1b017facba 100644 (file)
--- a/sv_main.c
+++ b/sv_main.c
@@ -28,6 +28,7 @@ static cvar_t sv_entpatch = {0, "sv_entpatch", "1"};
 
 cvar_t sv_gameplayfix_grenadebouncedownslopes = {0, "sv_gameplayfix_grenadebouncedownslopes", "1"};
 cvar_t sv_gameplayfix_noairborncorpse = {0, "sv_gameplayfix_noairborncorpse", "1"};
+cvar_t sv_gameplayfix_stepdown = {0, "sv_gameplayfix_stepdown", "1"};
 cvar_t sv_gameplayfix_stepwhilejumping = {0, "sv_gameplayfix_stepwhilejumping", "1"};
 cvar_t sv_gameplayfix_swiminbmodels = {0, "sv_gameplayfix_swiminbmodels", "1"};
 
@@ -71,6 +72,7 @@ void SV_Init (void)
        Cvar_RegisterVariable (&sv_entpatch);
        Cvar_RegisterVariable (&sv_gameplayfix_grenadebouncedownslopes);
        Cvar_RegisterVariable (&sv_gameplayfix_noairborncorpse);
+       Cvar_RegisterVariable (&sv_gameplayfix_stepdown);
        Cvar_RegisterVariable (&sv_gameplayfix_stepwhilejumping);
        Cvar_RegisterVariable (&sv_gameplayfix_swiminbmodels);
 
index 909dbb4cbfc8c38e51c0fa6de53a9d3a9d1a9896..b25bc527af729dfd6a4fc22e9e4285eb81a032d3 100644 (file)
--- a/sv_phys.c
+++ b/sv_phys.c
@@ -471,6 +471,22 @@ int SV_FlyMove (edict_t *ent, float time, float *stepnormal)
        return blocked;
 }
 
+int SV_SetOnGround (edict_t *ent)
+{
+       vec3_t end;
+       trace_t trace;
+       if ((int)ent->v->flags & FL_ONGROUND)
+               return 1;
+       VectorSet(end, ent->v->origin[0], ent->v->origin[1], ent->v->origin[2] - 1);
+       trace = SV_Move(ent->v->origin, ent->v->mins, ent->v->maxs, end, MOVE_NORMAL, ent);
+       if (trace.fraction < 1 && trace.plane.normal[2] >= 0.7)
+       {
+               ent->v->flags = (int)ent->v->flags | FL_ONGROUND;
+               ent->v->groundentity = EDICT_TO_PROG(trace.ent);
+               return 1;
+       }
+       return 0;
+}
 
 /*
 ============
@@ -507,24 +523,24 @@ SV_PushEntity
 Does not change the entities velocity at all
 ============
 */
-trace_t SV_PushEntity (edict_t *ent, vec3_t push, vec3_t pushangles)
+trace_t SV_PushEntity (edict_t *ent, vec3_t push)
 {
+       int type;
        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);
+               type = MOVE_MISSILE;
        else if (ent->v->solid == SOLID_TRIGGER || ent->v->solid == SOLID_NOT)
-               // only clip against bmodels
-               trace = SV_Move (ent->v->origin, ent->v->mins, ent->v->maxs, end, MOVE_NOMONSTERS, ent);
+               type = MOVE_NOMONSTERS; // only clip against bmodels
        else
-               trace = SV_Move (ent->v->origin, ent->v->mins, ent->v->maxs, end, MOVE_NORMAL, ent);
+               type = MOVE_NORMAL;
+
+       trace = SV_Move (ent->v->origin, ent->v->mins, ent->v->maxs, end, type, 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 && (!((int)ent->v->flags & FL_ONGROUND) || ent->v->groundentity != EDICT_TO_PROG(trace.ent)))
@@ -548,6 +564,7 @@ void SV_PushMove (edict_t *pusher, float movetime)
        vec3_t mins, maxs, move, move1, moveangle, pushorig, pushang, a, forward, left, up, org, org2;
        int num_moved;
        model_t *pushermodel;
+       trace_t trace;
 
        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])
        {
@@ -705,7 +722,9 @@ void SV_PushMove (edict_t *pusher, float movetime)
 
                // try moving the contacted entity
                pusher->v->solid = SOLID_NOT;
-               SV_PushEntity (check, move, moveangle);
+               trace = SV_PushEntity (check, move);
+               // FIXME: turn players specially
+               check->v->angles[1] += trace.fraction * moveangle[1];
                pusher->v->solid = savesolid; // was SOLID_BSP
 
                // if it is still inside the pusher, block
@@ -714,7 +733,7 @@ void SV_PushMove (edict_t *pusher, float movetime)
                        // try moving the contacted entity a tiny bit further to account for precision errors
                        pusher->v->solid = SOLID_NOT;
                        VectorScale(move, 0.1, move);
-                       SV_PushEntity (check, move, vec3_origin);
+                       SV_PushEntity (check, move);
                        pusher->v->solid = savesolid;
                        if (SV_ClipMoveToEntity(pusher, check->v->origin, check->v->mins, check->v->maxs, check->v->origin).startsolid)
                        {
@@ -948,7 +967,7 @@ int SV_TryUnstick (edict_t *ent, vec3_t oldvel)
                        case 7: dir[0] = -2; dir[1] = -2; break;
                }
 
-               SV_PushEntity (ent, dir, vec3_origin);
+               SV_PushEntity (ent, dir);
 
                // retry the original move
                ent->v->velocity[0] = oldvel[0];
@@ -983,7 +1002,7 @@ Only used by players
 void SV_WalkMove (edict_t *ent)
 {
        int clip, oldonground, originalmove_clip, originalmove_flags, originalmove_groundentity;
-       vec3_t upmove, downmove, oldorg, oldvel, nosteporg, nostepvel, stepnormal, originalmove_origin, originalmove_velocity;
+       vec3_t upmove, downmove, start_origin, start_velocity, stepnormal, originalmove_origin, originalmove_velocity;
        trace_t downtrace;
 
        SV_CheckVelocity(ent);
@@ -992,108 +1011,120 @@ void SV_WalkMove (edict_t *ent)
        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);
+       VectorCopy (ent->v->origin, start_origin);
+       VectorCopy (ent->v->velocity, start_velocity);
 
        clip = SV_FlyMove (ent, sv.frametime, NULL);
+
+       SV_SetOnGround (ent);
+       SV_CheckVelocity(ent);
+
        VectorCopy(ent->v->origin, originalmove_origin);
        VectorCopy(ent->v->velocity, originalmove_velocity);
        originalmove_clip = clip;
        originalmove_flags = (int)ent->v->flags;
-       originalmove_groundentity = ent->v->groundentity; 
-
-       SV_CheckVelocity(ent);
+       originalmove_groundentity = ent->v->groundentity;
 
        // if move didn't block on a step, return
-       if ( !(clip & 2) )
-               return;
-
-       // if move was not trying to move into the step, return
-       if (fabs(oldvel[0]) < 0.03125 && fabs(oldvel[1]) < 0.03125)
-               return;
-
-       if (ent->v->movetype != MOVETYPE_FLY)
+       if (clip & 2)
        {
-               if (!oldonground && ent->v->waterlevel == 0 && (!sv_jumpstep.integer || !sv_gameplayfix_stepwhilejumping.integer))
-                       // don't stair up while jumping
+               // 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_WALK)
-                       // gibbed by a trigger
+       
+               if (sv_nostep.integer)
                        return;
-       }
-
-       SV_CheckVelocity(ent);
-
-       if (sv_nostep.integer || (int)ent->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
-       // back to start pos
-       VectorCopy (oldorg, ent->v->origin);
+               
+               if ((int)ent->v->flags & FL_WATERJUMP)
+                       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
+                && fabs(originalmove_origin[1] - ent->v->origin[1]) < 0.03125
+                && fabs(originalmove_origin[0] - ent->v->origin[0]) < 0.03125)
+               {
+                       //Con_Printf("wall\n");
+                       // stepping up didn't make any progress, revert to original move
+                       VectorCopy(originalmove_origin, ent->v->origin);
+                       VectorCopy(originalmove_velocity, ent->v->velocity);
+                       //clip = originalmove_clip;
+                       ent->v->flags = originalmove_flags;
+                       ent->v->groundentity = originalmove_groundentity; 
+                       // now try to unstick if needed
+                       //clip = SV_TryUnstick (ent, oldvel);
+                       return;
+               }
 
-       VectorClear (upmove);
-       VectorClear (downmove);
-       upmove[2] = sv_stepheight.value;
-       downmove[2] = -sv_stepheight.value + oldvel[2]*sv.frametime;
+               //Con_Printf("step - ");
 
-       // move up
-       // FIXME: don't link?
-       SV_PushEntity(ent, upmove, vec3_origin);
-
-       // move forward
-       ent->v->velocity[0] = oldvel[0];
-       ent->v->velocity[1] = oldvel[1];
-       ent->v->velocity[2] = 0;
-       clip = SV_FlyMove (ent, sv.frametime, stepnormal);
-       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, revert to original move
-               VectorCopy(originalmove_origin, ent->v->origin);
-               VectorCopy(originalmove_velocity, ent->v->velocity);
-               clip = originalmove_clip;
-               ent->v->flags = originalmove_flags;
-               ent->v->groundentity = originalmove_groundentity; 
-               // now try to unstick if needed
-               //clip = SV_TryUnstick (ent, oldvel);
-               return;
+               // extra friction based on view angle
+               if (clip & 2 && sv_wallfriction.integer)
+                       SV_WallFriction (ent, stepnormal);
        }
-
-       // extra friction based on view angle
-       if (clip & 2 && sv_wallfriction.integer)
-               SV_WallFriction (ent, stepnormal);
+       else if (!sv_gameplayfix_stepdown.integer || !oldonground || ((int)ent->v->flags & FL_ONGROUND))
+               return;
 
        // move down
+       VectorClear (downmove);
+       downmove[2] = -sv_stepheight.value + start_velocity[2]*sv.frametime;
        // FIXME: don't link?
-       downtrace = SV_PushEntity (ent, downmove, vec3_origin);
+       downtrace = SV_PushEntity (ent, downmove);
 
-       if (downtrace.plane.normal[2] > 0.7)
+       if (downtrace.fraction < 1 && downtrace.plane.normal[2] > 0.7)
        {
-               // LordHavoc: disabled this so you can walk on monsters/players
+               // LordHavoc: disabled this check so you can walk on monsters/players
                //if (ent->v->solid == SOLID_BSP)
                {
+                       //Con_Printf("onground\n");
                        ent->v->flags = (int)ent->v->flags | FL_ONGROUND;
                        ent->v->groundentity = EDICT_TO_PROG(downtrace.ent);
                }
        }
        else
        {
+               //Con_Printf("slope\n");
                // 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);
+               VectorCopy(originalmove_origin, ent->v->origin);
+               VectorCopy(originalmove_velocity, ent->v->velocity);
+               //clip = originalmove_clip;
+               ent->v->flags = originalmove_flags;
+               ent->v->groundentity = originalmove_groundentity; 
        }
 
+       SV_SetOnGround (ent);
        SV_CheckVelocity(ent);
 }
 
@@ -1238,7 +1269,7 @@ void SV_Physics_Toss (edict_t *ent)
 
 // move origin
        VectorScale (ent->v->velocity, sv.frametime, move);
-       trace = SV_PushEntity (ent, move, vec3_origin);
+       trace = SV_PushEntity (ent, move);
        if (ent->e->free)
                return;
 
diff --git a/view.c b/view.c
index b47112d6fa3eb69f09c683bea9c75cee066d06a2..78ac5d30038276219da41e3d1e9de3fff6db8aba 100644 (file)
--- a/view.c
+++ b/view.c
@@ -334,11 +334,17 @@ void V_CalcRefdef (void)
                        VectorCopy(cl.viewangles, viewangles);
 
                        // stair smoothing
+                       //Con_Printf("cl.onground %i oldz %f newz %f\n", cl.onground, oldz, vieworg[2]);
                        if (cl.onground && oldz < vieworg[2])
                        {
                                oldz += (cl.time - cl.oldtime) * cl_stairsmoothspeed.value;
                                oldz = vieworg[2] = bound(vieworg[2] - 16, oldz, vieworg[2]);
                        }
+                       else if (cl.onground && oldz > vieworg[2])
+                       {
+                               oldz -= (cl.time - cl.oldtime) * cl_stairsmoothspeed.value;
+                               oldz = vieworg[2] = bound(vieworg[2], oldz, vieworg[2] + 16);
+                       }
                        else
                                oldz = vieworg[2];