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1 #include "movetypes.qh"
2
3 #ifdef SVQC
4 void set_movetype(entity this, int mt)
5 {
6         this.move_movetype = mt;
7         if (mt == MOVETYPE_PHYSICS) {
8                 this.move_qcphysics = false;
9         } else if (autocvar_sv_qcphysics == 2) {
10                 this.move_qcphysics = true;
11         }
12         if(!IL_CONTAINS(g_moveables, this))
13                 IL_PUSH(g_moveables, this); // add it to the moveable entities list (even if it doesn't move!) logic: if an object never sets its movetype, we assume it never does anything notable
14         this.movetype = (this.move_qcphysics) ? MOVETYPE_QCENTITY : mt;
15 }
16 #elif defined(CSQC)
17 void set_movetype(entity this, int mt)
18 {
19         this.move_movetype = mt;
20 }
21 #endif
22
23 bool _Movetype_NudgeOutOfSolid_PivotIsKnownGood(entity this, vector pivot) // SV_NudgeOutOfSolid_PivotIsKnownGood
24 {
25         vector stuckorigin = this.origin;
26         vector goodmins = pivot, goodmaxs = pivot;
27         for(int bump = 0; bump < 6; bump++)
28         {
29                 int coord = 2 - (bump >> 1);
30                 int dir = (bump & 1);
31
32                 for(int subbump = 0; ; ++subbump)
33                 {
34                         vector testorigin = stuckorigin;
35                         if(dir)
36                         {
37                                 // pushing maxs
38                                 switch(coord)
39                                 {
40                                         case 0: testorigin.x += this.maxs_x - goodmaxs.x; break;
41                                         case 1: testorigin.y += this.maxs_y - goodmaxs.y; break;
42                                         case 2: testorigin.z += this.maxs_z - goodmaxs.z; break;
43                                 }
44                         }
45                         else
46                         {
47                                 // pushing mins
48                                 switch(coord)
49                                 {
50                                         case 0: testorigin.x += this.mins_x - goodmins.x; break;
51                                         case 1: testorigin.y += this.mins_y - goodmins.y; break;
52                                         case 2: testorigin.z += this.mins_z - goodmins.z; break;
53                                 }
54                         }
55
56                         tracebox(stuckorigin, goodmins, goodmaxs, testorigin, MOVE_NOMONSTERS, this);
57                         if(trace_startsolid && trace_ent.solid == SOLID_BSP) // NOTE: this checks for bmodelstartsolid in the engine
58                         {
59                                 // BAD BAD, can't fix that
60                                 return false;
61                         }
62
63                         if(trace_fraction >= 1)
64                                 break; // it WORKS!
65
66                         if(subbump >= 10)
67                         {
68                                 // BAD BAD, can't fix that
69                                 return false;
70                         }
71
72                         // we hit something... let's move out of it
73                         vector move = trace_endpos - testorigin;
74                         float nudge = (trace_plane_normal * move) + 0.03125; // FIXME cvar this constant
75                         stuckorigin = stuckorigin + nudge * trace_plane_normal;
76                 }
77
78                 if(dir)
79                 {
80                         // pushing maxs
81                         switch(coord)
82                         {
83                                 case 0: goodmaxs.x = this.maxs_x; break;
84                                 case 1: goodmaxs.y = this.maxs_y; break;
85                                 case 2: goodmaxs.z = this.maxs_z; break;
86                         }
87                 }
88                 else
89                 {
90                         // pushing mins
91                         switch(coord)
92                         {
93                                 case 0: goodmins.x = this.mins_x; break;
94                                 case 1: goodmins.y = this.mins_y; break;
95                                 case 2: goodmins.z = this.mins_z; break;
96                         }
97                 }
98         }
99
100         // WE WIN
101         this.origin = stuckorigin;
102
103         return true;
104 }
105
106 void _Movetype_WallFriction(entity this, vector stepnormal)  // SV_WallFriction
107 {
108         /*float d, i;
109         vector into, side;
110         makevectors(this.v_angle);
111         d = (stepnormal * v_forward) + 0.5;
112
113         if(d < 0)
114         {
115             i = (stepnormal * this.velocity);
116             into = i * stepnormal;
117             side = this.velocity - into;
118             this.velocity_x = side.x * (1 * d);
119             this.velocity_y = side.y * (1 * d);
120         }*/
121 }
122
123 vector planes[MAX_CLIP_PLANES];
124 int _Movetype_FlyMove(entity this, float dt, bool applygravity, bool applystepnormal, float stepheight) // SV_FlyMove
125 {
126         move_stepnormal = '0 0 0';
127
128         if(dt <= 0)
129                 return 0;
130
131         int blockedflag = 0;
132         int i, j, numplanes = 0;
133         float time_left = dt, grav = 0;
134         vector push;
135         vector primal_velocity, original_velocity;
136         vector restore_velocity = this.velocity;
137
138         for(i = 0; i < MAX_CLIP_PLANES; ++i)
139                 planes[i] = '0 0 0';
140
141         if(applygravity)
142         {
143                 this.move_didgravity = 1;
144                 grav = dt * (this.gravity ? this.gravity : 1) * PHYS_GRAVITY(this);
145
146                 if(!GAMEPLAYFIX_NOGRAVITYONGROUND || !IS_ONGROUND(this))
147                 {
148                         if(GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
149                                 this.velocity_z -= grav * 0.5;
150                         else
151                                 this.velocity_z -= grav;
152                 }
153         }
154
155         original_velocity = primal_velocity = this.velocity;
156
157         for(int bumpcount = 0;bumpcount < MAX_CLIP_PLANES;bumpcount++)
158         {
159                 if(this.velocity == '0 0 0')
160                         break;
161
162                 push = this.velocity * time_left;
163                 if(!_Movetype_PushEntity(this, push, true, false))
164                 {
165                         // we got teleported by a touch function
166                         // let's abort the move
167                         blockedflag |= 8;
168                         break;
169                 }
170
171                 // this code is used by MOVETYPE_WALK and MOVETYPE_STEP and SV_UnstickEntity
172                 // abort move if we're stuck in the world (and didn't make it out)
173                 if(trace_startsolid && trace_allsolid)
174                 {
175                         this.velocity = restore_velocity;
176                         return 3;
177                 }
178
179                 if(trace_fraction == 1)
180                         break;
181
182                 time_left *= 1 - trace_fraction;
183
184                 float my_trace_fraction = trace_fraction;
185                 vector my_trace_plane_normal = trace_plane_normal;
186
187                 if(trace_plane_normal.z)
188                 {
189                         if(trace_plane_normal.z > 0.7)
190                         {
191                                 // floor
192                                 blockedflag |= 1;
193
194                                 if(!trace_ent)
195                                 {
196                                         //dprint("_Movetype_FlyMove: !trace_ent\n");
197                                         trace_ent = NULL;
198                                 }
199
200                                 SET_ONGROUND(this);
201                                 this.groundentity = trace_ent;
202                         }
203                 }
204                 else if(stepheight)
205                 {
206                         // step - handle it immediately
207                         vector org = this.origin;
208                         vector steppush = '0 0 1' * stepheight;
209                         push = this.velocity * time_left;
210
211                         if(!_Movetype_PushEntity(this, steppush, true, false))
212                         {
213                                 blockedflag |= 8;
214                                 break;
215                         }
216                         if(!_Movetype_PushEntity(this, push, true, false))
217                         {
218                                 blockedflag |= 8;
219                                 break;
220                         }
221                         float trace2_fraction = trace_fraction;
222                         steppush = vec3(0, 0, org.z - this.origin_z);
223                         if(!_Movetype_PushEntity(this, steppush, true, false))
224                         {
225                                 blockedflag |= 8;
226                                 break;
227                         }
228
229                         // accept the new position if it made some progress...
230                         // previously this checked if absolute distance >= 0.03125 which made stepping up unreliable
231                         if(this.origin_x - org.x || this.origin_y - org.y)
232                         {
233                                 trace_endpos = this.origin;
234                                 time_left *= 1 - trace2_fraction;
235                                 numplanes = 0;
236                                 continue;
237                         }
238                         else
239                                 this.origin = org;
240                 }
241                 else
242                 {
243                         // step - return it to caller
244                         blockedflag |= 2;
245                         // save the trace for player extrafriction
246                         if(applystepnormal)
247                                 move_stepnormal = trace_plane_normal;
248                 }
249
250                 if(my_trace_fraction >= 0.001)
251                 {
252                         // actually covered some distance
253                         original_velocity = this.velocity;
254                         numplanes = 0;
255                 }
256
257                 // clipped to another plane
258                 if(numplanes >= MAX_CLIP_PLANES)
259                 {
260                         // this shouldn't really happen
261                         this.velocity = '0 0 0';
262                         blockedflag = 3;
263                         break;
264                 }
265
266                 planes[numplanes] = my_trace_plane_normal;
267                 numplanes++;
268
269                 // modify original_velocity so it parallels all of the clip planes
270                 vector new_velocity = '0 0 0';
271                 for (i = 0;i < numplanes;i++)
272                 {
273                         new_velocity = _Movetype_ClipVelocity(original_velocity, planes[i], 1);
274                         for (j = 0;j < numplanes;j++)
275                         {
276                                 if(j != i)
277                                 {
278                                         // not ok
279                                         if((new_velocity * planes[j]) < 0)
280                                                 break;
281                                 }
282                         }
283                         if(j == numplanes)
284                                 break;
285                 }
286
287                 if(i != numplanes)
288                 {
289                         // go along this plane
290                         this.velocity = new_velocity;
291                 }
292                 else
293                 {
294                         // go along the crease
295                         if(numplanes != 2)
296                         {
297                                 this.velocity = '0 0 0';
298                                 blockedflag = 7;
299                                 break;
300                         }
301                         vector dir = cross(planes[0], planes[1]);
302                         // LordHavoc: thanks to taniwha of QuakeForge for pointing out this fix for slowed falling in corners
303                         float ilength = sqrt((dir * dir));
304                         if(ilength)
305                                 ilength = 1.0 / ilength;
306                         dir.x *= ilength;
307                         dir.y *= ilength;
308                         dir.z *= ilength;
309                         float d = (dir * this.velocity);
310                         this.velocity = dir * d;
311                 }
312
313                 // if current velocity is against the original velocity,
314                 // stop dead to avoid tiny occilations in sloping corners
315                 if((this.velocity * primal_velocity) <= 0)
316                 {
317                         this.velocity = '0 0 0';
318                         break;
319                 }
320         }
321
322         // LordHavoc: this came from QW and allows you to get out of water more easily
323         if(GAMEPLAYFIX_EASIERWATERJUMP(this) && (this.flags & FL_WATERJUMP) && !(blockedflag & 8))
324                 this.velocity = primal_velocity;
325
326         if(PHYS_WALLCLIP(this) && this.pm_time && !(this.flags & FL_WATERJUMP) && !(blockedflag & 8))
327                 this.velocity = primal_velocity;
328
329         if(applygravity)
330         {
331                 if(!GAMEPLAYFIX_NOGRAVITYONGROUND || !IS_ONGROUND(this))
332                 {
333                         if(GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
334                                 this.velocity_z -= grav * 0.5f;
335                 }
336         }
337
338         return blockedflag;
339 }
340
341 void _Movetype_CheckVelocity(entity this)  // SV_CheckVelocity
342 {
343         // if(vlen(this.velocity) < 0.0001)
344         // this.velocity = '0 0 0';
345 }
346
347 bool _Movetype_CheckWater(entity this)  // SV_CheckWater
348 {
349         vector point = this.origin;
350         point.z += this.mins.z + 1;
351
352         int nativecontents = pointcontents(point);
353         if(this.watertype && this.watertype != nativecontents)
354         {
355                 // dprintf("_Movetype_CheckWater(): Original: '%d', New: '%d'\n", this.watertype, nativecontents);
356                 if(this.contentstransition)
357                         this.contentstransition(this.watertype, nativecontents);
358         }
359
360         this.waterlevel = WATERLEVEL_NONE;
361         this.watertype = CONTENT_EMPTY;
362
363         int supercontents = Mod_Q1BSP_SuperContentsFromNativeContents(nativecontents);
364         if(supercontents & DPCONTENTS_LIQUIDSMASK)
365         {
366                 this.watertype = nativecontents;
367                 this.waterlevel = WATERLEVEL_WETFEET;
368                 point.z = this.origin.z + (this.mins.z + this.maxs.z) * 0.5;
369                 if(Mod_Q1BSP_SuperContentsFromNativeContents(pointcontents(point)) & DPCONTENTS_LIQUIDSMASK)
370                 {
371                         this.waterlevel = WATERLEVEL_SWIMMING;
372                         point.z = this.origin.z + this.view_ofs.z;
373                         if(Mod_Q1BSP_SuperContentsFromNativeContents(pointcontents(point)) & DPCONTENTS_LIQUIDSMASK)
374                                 this.waterlevel = WATERLEVEL_SUBMERGED;
375                 }
376         }
377
378         return this.waterlevel > 1;
379 }
380
381 void _Movetype_CheckWaterTransition(entity ent)  // SV_CheckWaterTransition
382 {
383         int contents = pointcontents(ent.origin);
384
385         if(!ent.watertype)
386         {
387                 // just spawned here
388                 if(!GAMEPLAYFIX_WATERTRANSITION(ent))
389                 {
390                         ent.watertype = contents;
391                         ent.waterlevel = 1;
392                         return;
393                 }
394         }
395         else if(ent.watertype != contents)
396         {
397                 // dprintf("_Movetype_CheckWaterTransition(): Origin: %s, Direct: '%d', Original: '%d', New: '%d'\n", vtos(ent.origin), pointcontents(ent.origin), ent.watertype, contents);
398                 if(ent.contentstransition)
399                         ent.contentstransition(ent.watertype, contents);
400         }
401
402         if(contents <= CONTENT_WATER)
403         {
404                 ent.watertype = contents;
405                 ent.waterlevel = 1;
406         }
407         else
408         {
409                 ent.watertype = CONTENT_EMPTY;
410                 ent.waterlevel = (GAMEPLAYFIX_WATERTRANSITION(ent) ? 0 : contents);
411         }
412 }
413
414 void _Movetype_Impact(entity this, entity oth)  // SV_Impact
415 {
416         if(!this && !oth)
417                 return;
418
419         // due to a lack of pointers in QC, we must save the trace values and restore them for other functions
420         bool save_trace_allsolid = trace_allsolid;
421         bool save_trace_startsolid = trace_startsolid;
422         float save_trace_fraction = trace_fraction;
423         bool save_trace_inwater = trace_inwater;
424         bool save_trace_inopen = trace_inopen;
425         vector save_trace_endpos = trace_endpos;
426         vector save_trace_plane_normal = trace_plane_normal;
427         float save_trace_plane_dist = trace_plane_dist;
428         entity save_trace_ent = trace_ent;
429         int save_trace_dpstartcontents = trace_dpstartcontents;
430         int save_trace_dphitcontents = trace_dphitcontents;
431         int save_trace_dphitq3surfaceflags = trace_dphitq3surfaceflags;
432         string save_trace_dphittexturename = trace_dphittexturename;
433
434         if(this.solid != SOLID_NOT && gettouch(this))
435                 gettouch(this)(this, oth);
436
437         if(oth.solid != SOLID_NOT && gettouch(oth))
438                 gettouch(oth)(oth, this);
439
440         trace_allsolid = save_trace_allsolid;
441         trace_startsolid = save_trace_startsolid;
442         trace_fraction = save_trace_fraction;
443         trace_inwater = save_trace_inwater;
444         trace_inopen = save_trace_inopen;
445         trace_endpos = save_trace_endpos;
446         trace_plane_normal = save_trace_plane_normal;
447         trace_plane_dist = save_trace_plane_dist;
448         trace_ent = save_trace_ent;
449         trace_dpstartcontents = save_trace_dpstartcontents;
450         trace_dphitcontents = save_trace_dphitcontents;
451         trace_dphitq3surfaceflags = save_trace_dphitq3surfaceflags;
452         trace_dphittexturename = save_trace_dphittexturename;
453 }
454
455 void _Movetype_LinkEdict_TouchAreaGrid(entity this)  // SV_LinkEdict_TouchAreaGrid
456 {
457         if(this.solid == SOLID_NOT)
458                 return;
459
460         // due to a lack of pointers in QC, we must save the trace values and restore them for other functions
461         bool save_trace_allsolid = trace_allsolid;
462         bool save_trace_startsolid = trace_startsolid;
463         float save_trace_fraction = trace_fraction;
464         bool save_trace_inwater = trace_inwater;
465         bool save_trace_inopen = trace_inopen;
466         vector save_trace_endpos = trace_endpos;
467         vector save_trace_plane_normal = trace_plane_normal;
468         float save_trace_plane_dist = trace_plane_dist;
469         entity save_trace_ent = trace_ent;
470         int save_trace_dpstartcontents = trace_dpstartcontents;
471         int save_trace_dphitcontents = trace_dphitcontents;
472         int save_trace_dphitq3surfaceflags = trace_dphitq3surfaceflags;
473         string save_trace_dphittexturename = trace_dphittexturename;
474
475     FOREACH_ENTITY_RADIUS_ORDERED(0.5 * (this.absmin + this.absmax), 0.5 * vlen(this.absmax - this.absmin), true, {
476                 if (it.solid == SOLID_TRIGGER && it != this)
477                 if (it.move_nomonsters != MOVE_NOMONSTERS && it.move_nomonsters != MOVE_WORLDONLY)
478                 if (gettouch(it) && boxesoverlap(it.absmin, it.absmax, this.absmin, this.absmax))
479                 {
480                         trace_allsolid = false;
481                         trace_startsolid = false;
482                         trace_fraction = 1;
483                         trace_inwater = false;
484                         trace_inopen = true;
485                         trace_endpos = it.origin;
486                         trace_plane_normal = '0 0 1';
487                         trace_plane_dist = 0;
488                         trace_ent = this;
489                         trace_dpstartcontents = 0;
490                         trace_dphitcontents = 0;
491                         trace_dphitq3surfaceflags = 0;
492                         trace_dphittexturename = string_null;
493
494                         gettouch(it)(it, this);
495                 }
496     });
497
498         trace_allsolid = save_trace_allsolid;
499         trace_startsolid = save_trace_startsolid;
500         trace_fraction = save_trace_fraction;
501         trace_inwater = save_trace_inwater;
502         trace_inopen = save_trace_inopen;
503         trace_endpos = save_trace_endpos;
504         trace_plane_normal = save_trace_plane_normal;
505         trace_plane_dist = save_trace_plane_dist;
506         trace_ent = save_trace_ent;
507         trace_dpstartcontents = save_trace_dpstartcontents;
508         trace_dphitcontents = save_trace_dphitcontents;
509         trace_dphitq3surfaceflags = save_trace_dphitq3surfaceflags;
510         trace_dphittexturename = save_trace_dphittexturename;
511 }
512
513 bool autocvar__movetype_debug = false;
514 void _Movetype_LinkEdict(entity this, bool touch_triggers)  // SV_LinkEdict
515 {
516         if(autocvar__movetype_debug)
517         {
518                 vector mi, ma;
519                 if(this.solid == SOLID_BSP)
520                 {
521                         // TODO set the absolute bbox
522                         mi = this.mins;
523                         ma = this.maxs;
524                 }
525                 else
526                 {
527                         mi = this.mins;
528                         ma = this.maxs;
529                 }
530                 mi += this.origin;
531                 ma += this.origin;
532
533                 if(this.flags & FL_ITEM)
534                 {
535                         mi -= '15 15 1';
536                         ma += '15 15 1';
537                 }
538                 else
539                 {
540                         mi -= '1 1 1';
541                         ma += '1 1 1';
542                 }
543
544                 this.absmin = mi;
545                 this.absmax = ma;
546         }
547         else
548         {
549                 setorigin(this, this.origin); // calls SV_LinkEdict
550         #ifdef CSQC
551                 // NOTE: CSQC's version of setorigin doesn't expand
552                 this.absmin -= '1 1 1';
553                 this.absmax += '1 1 1';
554         #endif
555         }
556
557         if(touch_triggers)
558                 _Movetype_LinkEdict_TouchAreaGrid(this);
559 }
560
561 int _Movetype_ContentsMask(entity this)  // SV_GenericHitSuperContentsMask
562 {
563         if(this)
564         {
565                 if(this.dphitcontentsmask)
566                         return this.dphitcontentsmask;
567                 else if(this.solid == SOLID_SLIDEBOX)
568                 {
569                         if(this.flags & FL_MONSTER)
570                                 return DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_MONSTERCLIP;
571                         else
572                                 return DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
573                 }
574                 else if(this.solid == SOLID_CORPSE)
575                         return DPCONTENTS_SOLID | DPCONTENTS_BODY;
576                 else if(this.solid == SOLID_TRIGGER)
577                         return DPCONTENTS_SOLID | DPCONTENTS_BODY;
578                 else
579                         return DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
580         }
581         else
582                 return DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
583 }
584
585 entity _Movetype_TestEntityPosition_ent;
586 bool _Movetype_TestEntityPosition(vector ofs)  // SV_TestEntityPosition
587 {
588     entity this = _Movetype_TestEntityPosition_ent;
589         vector org = this.origin + ofs;
590
591         //int cont = this.dphitcontentsmask;
592         //this.dphitcontentsmask = DPCONTENTS_SOLID;
593         tracebox(org, this.mins, this.maxs, this.origin, ((this.move_movetype == MOVETYPE_FLY_WORLDONLY) ? MOVE_WORLDONLY : MOVE_NOMONSTERS), this);
594         //this.dphitcontentsmask = cont;
595         if(trace_dpstartcontents & _Movetype_ContentsMask(this))
596                 return true;
597
598         if(vlen2(trace_endpos - this.origin) >= 0.0001)
599         {
600                 tracebox(trace_endpos, this.mins, this.maxs, trace_endpos, MOVE_NOMONSTERS, this);
601                 if(!trace_startsolid)
602                         this.origin = trace_endpos;
603         }
604         return false;
605 }
606
607 bool _Movetype_TestEntityPosition_Offset(int offset)
608 {
609         // NOTE: expects _Movetype_TestEntityPosition_ent to be set to the correct entity
610         // returns true if stuck
611
612     // start at 2, since the first position has already been checked
613     for(int j = 2; j <= offset; ++j)
614     {
615         if(!_Movetype_TestEntityPosition('0 0 -1' * j))
616                 return false;
617         if(!_Movetype_TestEntityPosition('0 0 1' * j))
618                 return false;
619     }
620
621         return true;
622 }
623
624 int _Movetype_UnstickEntity(entity this)  // SV_UnstickEntity
625 {
626     _Movetype_TestEntityPosition_ent = this;
627         if (!_Movetype_TestEntityPosition(' 0  0  0')) {
628             return UNSTICK_FINE;
629         }
630         #define X(v) if (_Movetype_TestEntityPosition(v))
631         X('0  0  -1') X(' 0  0  1')
632         X('-1  0  0') X(' 1  0  0')
633         X(' 0 -1  0') X(' 0  1  0')
634         X('-1 -1  0') X(' 1 -1  0')
635         X('-1  1  0') X(' 1  1  0')
636         #undef X
637         {
638         if(_Movetype_TestEntityPosition_Offset(rint((this.maxs.z - this.mins.z) * 0.36)))
639         {
640             LOG_DEBUGF("Can't unstick an entity (edict: %d, classname: %s, origin: %s)",
641                 etof(this), this.classname, vtos(this.origin));
642             return UNSTICK_STUCK;
643         }
644         }
645         LOG_DEBUGF("Sucessfully unstuck an entity (edict: %d, classname: %s, origin: %s)",
646                 etof(this), this.classname, vtos(this.origin));
647         _Movetype_LinkEdict(this, false);
648         return UNSTICK_FIXED;
649 }
650
651 void _Movetype_CheckStuck(entity this)  // SV_CheckStuck
652 {
653         int unstick = _Movetype_UnstickEntity(this); // sets test position entity
654         switch(unstick)
655         {
656                 case UNSTICK_FINE:
657                         this.oldorigin = this.origin;
658                         break;
659                 case UNSTICK_FIXED:
660                         break; // already sorted
661                 case UNSTICK_STUCK:
662                         vector offset = this.oldorigin - this.origin;
663                         if(!_Movetype_TestEntityPosition(offset))
664                                 _Movetype_LinkEdict(this, false);
665                         // couldn't unstick, should we warn about this?
666                         break;
667         }
668 }
669
670 vector _Movetype_ClipVelocity(vector vel, vector norm, float f)  // ClipVelocity
671 {
672         vel -= ((vel * norm) * norm) * f;
673
674         if(vel.x > -0.1 && vel.x < 0.1) vel.x = 0;
675         if(vel.y > -0.1 && vel.y < 0.1) vel.y = 0;
676         if(vel.z > -0.1 && vel.z < 0.1) vel.z = 0;
677
678         return vel;
679 }
680
681 void _Movetype_PushEntityTrace(entity this, vector push)
682 {
683         vector end = this.origin + push;
684         int type;
685         if(this.move_nomonsters)
686                 type = max(0, this.move_nomonsters);
687         else if(this.move_movetype == MOVETYPE_FLYMISSILE)
688                 type = MOVE_MISSILE;
689         else if(this.move_movetype == MOVETYPE_FLY_WORLDONLY)
690                 type = MOVE_WORLDONLY;
691         else if(this.solid == SOLID_TRIGGER || this.solid == SOLID_NOT)
692                 type = MOVE_NOMONSTERS;
693         else
694                 type = MOVE_NORMAL;
695
696         tracebox(this.origin, this.mins, this.maxs, end, type, this);
697 }
698
699 bool _Movetype_PushEntity(entity this, vector push, bool failonstartsolid, bool dolink)  // SV_PushEntity
700 {
701         _Movetype_PushEntityTrace(this, push);
702
703         // NOTE: this is a workaround for the QC's lack of a worldstartsolid trace parameter
704         if(trace_startsolid && failonstartsolid)
705         {
706                 int oldtype = this.move_nomonsters;
707                 this.move_nomonsters = MOVE_WORLDONLY;
708                 _Movetype_PushEntityTrace(this, push);
709                 this.move_nomonsters = oldtype;
710                 if(trace_startsolid)
711                         return true;
712         }
713
714         this.origin = trace_endpos;
715
716         vector last_origin = this.origin;
717
718         _Movetype_LinkEdict(this, dolink);
719
720         if((this.solid >= SOLID_TRIGGER && trace_fraction < 1 && (!IS_ONGROUND(this) || this.groundentity != trace_ent)))
721                 _Movetype_Impact(this, trace_ent);
722
723         return (this.origin == last_origin); // false if teleported by touch
724 }
725
726 void _Movetype_Physics_Frame(entity this, float movedt)
727 {
728         this.move_didgravity = -1;
729         switch (this.move_movetype)
730         {
731                 case MOVETYPE_PUSH:
732                 case MOVETYPE_FAKEPUSH:
733                         _Movetype_Physics_Push(this, movedt);
734                         break;
735                 case MOVETYPE_NONE:
736                         break;
737                 case MOVETYPE_FOLLOW:
738                         _Movetype_Physics_Follow(this);
739                         break;
740                 case MOVETYPE_NOCLIP:
741                         _Movetype_CheckWater(this);
742                         this.origin = this.origin + movedt * this.velocity;
743                         this.angles = this.angles + movedt * this.avelocity;
744                         _Movetype_LinkEdict(this, false);
745                         break;
746                 case MOVETYPE_STEP:
747                         _Movetype_Physics_Step(this, movedt);
748                         break;
749                 case MOVETYPE_WALK:
750                         _Movetype_Physics_Walk(this, movedt);
751                         break;
752                 case MOVETYPE_TOSS:
753                 case MOVETYPE_BOUNCE:
754                 case MOVETYPE_BOUNCEMISSILE:
755                 case MOVETYPE_FLYMISSILE:
756                 case MOVETYPE_FLY:
757                 case MOVETYPE_FLY_WORLDONLY:
758                         _Movetype_Physics_Toss(this, movedt);
759                         break;
760                 case MOVETYPE_PHYSICS:
761                         break;
762         }
763 }
764
765 void _Movetype_Physics_ClientFrame(entity this, float movedt)
766 {
767         this.move_didgravity = -1;
768         switch (this.move_movetype)
769         {
770                 case MOVETYPE_PUSH:
771                 case MOVETYPE_FAKEPUSH:
772                         LOG_DEBUG("Physics: Lacking QuakeC support for Push movetype, FIX ME by using engine physics!");
773                         break;
774                 case MOVETYPE_NONE:
775                         break;
776                 case MOVETYPE_FOLLOW:
777                         _Movetype_Physics_Follow(this);
778                         break;
779                 case MOVETYPE_NOCLIP:
780                         _Movetype_CheckWater(this);
781                         this.origin = this.origin + movedt * this.velocity;
782                         this.angles = this.angles + movedt * this.avelocity;
783                         break;
784                 case MOVETYPE_STEP:
785                         _Movetype_Physics_Step(this, movedt);
786                         break;
787                 case MOVETYPE_WALK:
788                 case MOVETYPE_FLY:
789                 case MOVETYPE_FLY_WORLDONLY:
790                         _Movetype_Physics_Walk(this, movedt);
791                         break;
792                 case MOVETYPE_TOSS:
793                 case MOVETYPE_BOUNCE:
794                 case MOVETYPE_BOUNCEMISSILE:
795                 case MOVETYPE_FLYMISSILE:
796                         if (GAMEPLAYFIX_UNSTICKPLAYERS(this) == 2)
797                                 _Movetype_CheckStuck(this);
798                         _Movetype_Physics_Toss(this, movedt);
799                         break;
800                 case MOVETYPE_PHYSICS:
801                         break;
802         }
803
804         //_Movetype_CheckVelocity(this);
805
806         _Movetype_LinkEdict(this, true);
807
808         //_Movetype_CheckVelocity(this);
809 }
810
811 void Movetype_Physics_NoMatchTicrate(entity this, float movedt, bool isclient)  // to be run every move frame
812 {
813         bool didmove = (this.move_time != 0);
814         this.move_time = time;
815
816         if(isclient)
817                 _Movetype_Physics_ClientFrame(this, movedt);
818         else
819         {
820                 // this doesn't apply to clients, and only applies to unmatched entities
821                 // don't run think/move on newly spawned projectiles as it messes up
822                 // movement interpolation and rocket trails, and is inconsistent with
823                 // respect to entities spawned in the same frame
824                 // (if an ent spawns a higher numbered ent, it moves in the same frame,
825                 //  but if it spawns a lower numbered ent, it doesn't - this never moves
826                 //  ents in the first frame regardless)
827                 if(!didmove && GAMEPLAYFIX_DELAYPROJECTILES(this) > 0)
828                         return;
829                 _Movetype_Physics_Frame(this, movedt);
830         }
831         if(wasfreed(this))
832                 return;
833
834         setorigin(this, this.origin);
835 }
836
837 void Movetype_Physics_NoMatchServer(entity this)  // optimized
838 {
839         float movedt = time - this.move_time;
840         this.move_time = time;
841
842         _Movetype_Physics_Frame(this, movedt);
843         if(wasfreed(this))
844                 return;
845
846         setorigin(this, this.origin);
847 }
848
849 void Movetype_Physics_MatchServer(entity this, bool sloppy)
850 {
851         Movetype_Physics_MatchTicrate(this, TICRATE, sloppy);
852 }
853
854 // saved .move_*
855 .vector tic_origin;
856 .vector tic_velocity;
857 .int tic_flags;
858 .vector tic_avelocity;
859 .vector tic_angles;
860
861 // saved .*
862 .vector tic_saved_origin;
863 .vector tic_saved_velocity;
864 .int tic_saved_flags;
865 .vector tic_saved_avelocity;
866 .vector tic_saved_angles;
867 void Movetype_Physics_MatchTicrate(entity this, float tr, bool sloppy)  // SV_Physics_Entity
868 {
869         // this hack exists to contain the physics feature
870         // (so entities can place themselves in the world and not need to update .tic_* themselves)
871 #define X(s) \
872         if(this.(s) != this.tic_saved_##s) \
873                 this.tic_##s = this.(s)
874
875         X(origin);
876         X(velocity);
877         X(flags);
878         X(avelocity);
879         X(angles);
880 #undef X
881
882         this.flags = this.tic_flags;
883         this.velocity = this.tic_velocity;
884         setorigin(this, this.tic_origin);
885         this.avelocity = this.tic_avelocity;
886         this.angles = this.tic_angles;
887
888         if(tr <= 0)
889         {
890                 Movetype_Physics_NoMatchServer(this);
891
892                 this.tic_saved_flags = this.tic_flags = this.flags;
893                 this.tic_saved_velocity = this.tic_velocity = this.velocity;
894                 this.tic_saved_origin = this.tic_origin = this.origin;
895                 this.tic_saved_avelocity = this.tic_avelocity = this.avelocity;
896                 this.tic_saved_angles = this.tic_angles = this.angles;
897                 return;
898         }
899
900         float dt = time - this.move_time;
901
902         int n = bound(0, floor(dt / tr), 32); // limit the number of frames to 32 (CL_MAX_USERCMDS, using DP_SMALLMEMORY value for consideration of QC's limitations)
903         dt -= n * tr;
904         this.move_time += n * tr;
905
906         if(!this.move_didgravity)
907                 this.move_didgravity = ((this.move_movetype == MOVETYPE_BOUNCE || this.move_movetype == MOVETYPE_TOSS) && !(this.tic_flags & FL_ONGROUND));
908
909         for (int j = 0; j < n; ++j)
910         {
911                 _Movetype_Physics_Frame(this, tr);
912                 if(wasfreed(this))
913                         return;
914         }
915
916         // update the physics fields
917         this.tic_origin = this.origin;
918         this.tic_velocity = this.velocity;
919         this.tic_avelocity = this.avelocity;
920         this.tic_angles = this.angles;
921         this.tic_flags = this.flags;
922
923         // restore their actual values
924         this.flags = this.tic_saved_flags;
925         this.velocity = this.tic_saved_velocity;
926         setorigin(this, this.tic_saved_origin);
927         //this.avelocity = this.tic_saved_avelocity;
928         this.angles = this.tic_saved_angles;
929
930         this.avelocity = this.tic_avelocity;
931
932         if(dt > 0 && this.move_movetype != MOVETYPE_NONE && !(this.tic_flags & FL_ONGROUND))
933         {
934                 // now continue the move from move_time to time
935                 this.velocity = this.tic_velocity;
936
937                 if(this.move_didgravity > 0)
938                 {
939                         this.velocity_z -= (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE ? 0.5 : 1)
940                             * dt
941                             * ((this.gravity) ? this.gravity : 1)
942                             * PHYS_GRAVITY(this);
943                 }
944
945                 this.angles = this.tic_angles + dt * this.avelocity;
946
947                 if(sloppy || this.move_movetype == MOVETYPE_NOCLIP)
948                 {
949                         setorigin(this, this.tic_origin + dt * this.velocity);
950                 }
951                 else
952                 {
953                         setorigin(this, this.tic_origin);
954                         _Movetype_PushEntityTrace(this, dt * this.velocity);
955                         if(!trace_startsolid)
956                                 setorigin(this, trace_endpos);
957                         else
958                                 setorigin(this, this.tic_saved_origin);
959                 }
960
961                 if(this.move_didgravity > 0 && GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
962                         this.velocity_z -= 0.5 * dt * ((this.gravity) ? this.gravity : 1) * PHYS_GRAVITY(this);
963         }
964         else
965         {
966                 this.velocity = this.tic_velocity;
967                 this.angles = this.tic_angles;
968                 setorigin(this, this.tic_origin);
969         }
970
971         this.flags = this.tic_flags;
972
973         this.tic_saved_flags = this.flags;
974         this.tic_saved_velocity = this.velocity;
975         this.tic_saved_origin = this.origin;
976         this.tic_saved_avelocity = this.avelocity;
977         this.tic_saved_angles = this.angles;
978 }