]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/physics/movetypes/movetypes.qc
Merge branch 'master' into martin-t/dmgtext2
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / physics / movetypes / movetypes.qc
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 || mt == MOVETYPE_PUSH || mt == MOVETYPE_FAKEPUSH) {
8                 this.move_qcphysics = false;
9         }
10         this.movetype = (this.move_qcphysics) ? MOVETYPE_NONE : mt;
11 }
12 #elif defined(CSQC)
13 void set_movetype(entity this, int mt)
14 {
15         this.move_movetype = mt;
16 }
17 #endif
18
19 void _Movetype_WallFriction(entity this, vector stepnormal)  // SV_WallFriction
20 {
21         /*float d, i;
22         vector into, side;
23         makevectors(this.v_angle);
24         d = (stepnormal * v_forward) + 0.5;
25
26         if(d < 0)
27         {
28             i = (stepnormal * this.velocity);
29             into = i * stepnormal;
30             side = this.velocity - into;
31             this.velocity_x = side.x * (1 * d);
32             this.velocity_y = side.y * (1 * d);
33         }*/
34 }
35
36 vector planes[MAX_CLIP_PLANES];
37 int _Movetype_FlyMove(entity this, float dt, bool applygravity, vector stepnormal, float stepheight) // SV_FlyMove
38 {
39         int blocked = 0;
40         int i, j, numplanes = 0;
41         float time_left = dt, grav = 0;
42         vector push;
43         vector primal_velocity, original_velocity, restore_velocity;
44
45         for(i = 0; i < MAX_CLIP_PLANES; ++i)
46                 planes[i] = '0 0 0';
47
48         if(applygravity)
49         {
50                 this.move_didgravity = 1;
51                 grav = dt * (PHYS_ENTGRAVITY(this) ? PHYS_ENTGRAVITY(this) : 1) * PHYS_GRAVITY(this);
52
53                 if(!GAMEPLAYFIX_NOGRAVITYONGROUND || !IS_ONGROUND(this))
54                 {
55                         if(GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
56                                 this.velocity_z -= grav * 0.5;
57                         else
58                                 this.velocity_z -= grav;
59                 }
60         }
61
62         original_velocity = primal_velocity = restore_velocity = this.velocity;
63
64         for(int bumpcount = 0;bumpcount < MAX_CLIP_PLANES;bumpcount++)
65         {
66                 if(this.velocity == '0 0 0')
67                         break;
68
69                 push = this.velocity * time_left;
70                 _Movetype_PushEntity(this, push, true);
71                 if(trace_startsolid)
72                 {
73                         // we got teleported by a touch function
74                         // let's abort the move
75                         blocked |= 8;
76                         break;
77                 }
78
79                 // this code is used by MOVETYPE_WALK and MOVETYPE_STEP and SV_UnstickEntity
80                 // abort move if we're stuck in the world (and didn't make it out)
81                 if(trace_startsolid && trace_allsolid)
82                 {
83                         this.velocity = restore_velocity;
84                         return 3;
85                 }
86
87                 if(trace_fraction == 1)
88                         break;
89
90                 float my_trace_fraction = trace_fraction;
91                 vector my_trace_plane_normal = trace_plane_normal;
92
93                 if(trace_plane_normal.z)
94                 {
95                         if(trace_plane_normal.z > 0.7)
96                         {
97                                 // floor
98                                 blocked |= 1;
99
100                                 if(!trace_ent)
101                                 {
102                                         //dprint("_Movetype_FlyMove: !trace_ent\n");
103                                         trace_ent = NULL;
104                                 }
105
106                                 SET_ONGROUND(this);
107                                 this.groundentity = trace_ent;
108                         }
109                 }
110                 else if(stepheight)
111                 {
112                         // step - handle it immediately
113                         vector org = this.origin;
114                         vector steppush = '0 0 1' * stepheight;
115
116                         _Movetype_PushEntity(this, steppush, true);
117                         if(trace_startsolid)
118                         {
119                                 blocked |= 8;
120                                 break;
121                         }
122                         _Movetype_PushEntity(this, push, true);
123                         if(trace_startsolid)
124                         {
125                                 blocked |= 8;
126                                 break;
127                         }
128                         float trace2_fraction = trace_fraction;
129                         steppush = '0 0 1' * (org.z - this.origin_z);
130                         _Movetype_PushEntity(this, steppush, true);
131                         if(trace_startsolid)
132                         {
133                                 blocked |= 8;
134                                 break;
135                         }
136
137                         // accept the new position if it made some progress...
138                         if(fabs(this.origin_x - org.x) >= 0.03125 || fabs(this.origin_y - org.y) >= 0.03125)
139                         {
140                                 trace_endpos = this.origin;
141                                 time_left *= 1 - trace2_fraction;
142                                 numplanes = 0;
143                                 continue;
144                         }
145                         else
146                                 this.origin = org;
147                 }
148                 else
149                 {
150                         // step - return it to caller
151                         blocked |= 2;
152                         // save the trace for player extrafriction
153                         if(stepnormal)
154                                 stepnormal = trace_plane_normal;
155                 }
156
157                 if(my_trace_fraction >= 0.001)
158                 {
159                         // actually covered some distance
160                         original_velocity = this.velocity;
161                         numplanes = 0;
162                 }
163
164                 time_left *= 1 - my_trace_fraction;
165
166                 // clipped to another plane
167                 if(numplanes >= MAX_CLIP_PLANES)
168                 {
169                         // this shouldn't really happen
170                         this.velocity = '0 0 0';
171                         blocked = 3;
172                         break;
173                 }
174
175                 planes[numplanes] = my_trace_plane_normal;
176                 numplanes++;
177
178                 // modify original_velocity so it parallels all of the clip planes
179                 vector new_velocity = '0 0 0';
180                 for (i = 0;i < numplanes;i++)
181                 {
182                         new_velocity = _Movetype_ClipVelocity(original_velocity, planes[i], 1);
183                         for (j = 0;j < numplanes;j++)
184                         {
185                                 if(j != i)
186                                 {
187                                         // not ok
188                                         if((new_velocity * planes[j]) < 0)
189                                                 break;
190                                 }
191                         }
192                         if(j == numplanes)
193                                 break;
194                 }
195
196                 if(i != numplanes)
197                 {
198                         // go along this plane
199                         this.velocity = new_velocity;
200                 }
201                 else
202                 {
203                         // go along the crease
204                         if(numplanes != 2)
205                         {
206                                 this.velocity = '0 0 0';
207                                 blocked = 7;
208                                 break;
209                         }
210                         vector dir = cross(planes[0], planes[1]);
211                         // LordHavoc: thanks to taniwha of QuakeForge for pointing out this fix for slowed falling in corners
212                         float ilength = sqrt((dir * dir));
213                         if(ilength)
214                                 ilength = 1.0 / ilength;
215                         dir.x *= ilength;
216                         dir.y *= ilength;
217                         dir.z *= ilength;
218                         float d = (dir * this.velocity);
219                         this.velocity = dir * d;
220                 }
221
222                 // if current velocity is against the original velocity,
223                 // stop dead to avoid tiny occilations in sloping corners
224                 if((this.velocity * primal_velocity) <= 0)
225                 {
226                         this.velocity = '0 0 0';
227                         break;
228                 }
229         }
230
231         // LordHavoc: this came from QW and allows you to get out of water more easily
232         if(GAMEPLAYFIX_EASIERWATERJUMP(this) && (this.flags & FL_WATERJUMP) && !(blocked & 8))
233                 this.velocity = primal_velocity;
234
235         if(applygravity)
236         {
237                 if(!GAMEPLAYFIX_NOGRAVITYONGROUND || !IS_ONGROUND(this))
238                 {
239                         if(GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
240                                 this.velocity_z -= grav * 0.5f;
241                 }
242         }
243
244         return blocked;
245 }
246
247 void _Movetype_CheckVelocity(entity this)  // SV_CheckVelocity
248 {
249         // if(vlen(this.velocity) < 0.0001)
250         // this.velocity = '0 0 0';
251 }
252
253 bool _Movetype_CheckWater(entity this)  // SV_CheckWater
254 {
255         vector point = this.origin;
256         point.z += this.mins.z + 1;
257
258         int nativecontents = pointcontents(point);
259         if(this.watertype && this.watertype != nativecontents)
260         {
261                 // dprintf("_Movetype_CheckWater(): Original: '%d', New: '%d'\n", this.watertype, nativecontents);
262                 if(this.contentstransition)
263                         this.contentstransition(this.watertype, nativecontents);
264         }
265
266         this.waterlevel = WATERLEVEL_NONE;
267         this.watertype = CONTENT_EMPTY;
268
269         int supercontents = Mod_Q1BSP_SuperContentsFromNativeContents(nativecontents);
270         if(supercontents & DPCONTENTS_LIQUIDSMASK)
271         {
272                 this.watertype = nativecontents;
273                 this.waterlevel = WATERLEVEL_WETFEET;
274                 point.z = this.origin.z + (this.mins.z + this.maxs.z) * 0.5;
275                 if(Mod_Q1BSP_SuperContentsFromNativeContents(pointcontents(point)) & DPCONTENTS_LIQUIDSMASK)
276                 {
277                         this.waterlevel = WATERLEVEL_SWIMMING;
278                         point.z = this.origin.z + this.view_ofs.z;
279                         if(Mod_Q1BSP_SuperContentsFromNativeContents(pointcontents(point)) & DPCONTENTS_LIQUIDSMASK)
280                                 this.waterlevel = WATERLEVEL_SUBMERGED;
281                 }
282         }
283
284         return this.waterlevel > 1;
285 }
286
287 void _Movetype_CheckWaterTransition(entity ent)  // SV_CheckWaterTransition
288 {
289         int contents = pointcontents(ent.origin);
290
291         if(!ent.watertype)
292         {
293                 // just spawned here
294                 if(!GAMEPLAYFIX_WATERTRANSITION(ent))
295                 {
296                         ent.watertype = contents;
297                         ent.waterlevel = 1;
298                         return;
299                 }
300         }
301         else if(ent.watertype != contents)
302         {
303                 // dprintf("_Movetype_CheckWaterTransition(): Origin: %s, Direct: '%d', Original: '%d', New: '%d'\n", vtos(ent.origin), pointcontents(ent.origin), ent.watertype, contents);
304                 if(ent.contentstransition)
305                         ent.contentstransition(ent.watertype, contents);
306         }
307
308         if(contents <= CONTENT_WATER)
309         {
310                 ent.watertype = contents;
311                 ent.waterlevel = 1;
312         }
313         else
314         {
315                 ent.watertype = CONTENT_EMPTY;
316                 ent.waterlevel = (GAMEPLAYFIX_WATERTRANSITION(ent) ? 0 : contents);
317         }
318 }
319
320 void _Movetype_Impact(entity this, entity oth)  // SV_Impact
321 {
322         if(gettouch(this))
323                 gettouch(this)(this, oth);
324
325         if(gettouch(oth))
326                 gettouch(oth)(oth, this);
327 }
328
329 void _Movetype_LinkEdict_TouchAreaGrid(entity this)  // SV_LinkEdict_TouchAreaGrid
330 {
331         if(this.solid == SOLID_NOT)
332                 return;
333
334     FOREACH_ENTITY_RADIUS(0.5 * (this.absmin + this.absmax), 0.5 * vlen(this.absmax - this.absmin), true, {
335                 if (it.solid == SOLID_TRIGGER && it != this)
336                 if (it.move_nomonsters != MOVE_NOMONSTERS && it.move_nomonsters != MOVE_WORLDONLY)
337                 if (gettouch(it) && boxesoverlap(it.absmin, it.absmax, this.absmin, this.absmax))
338                 {
339                         trace_allsolid = false;
340                         trace_startsolid = false;
341                         trace_fraction = 1;
342                         trace_inwater = false;
343                         trace_inopen = true;
344                         trace_endpos = it.origin;
345                         trace_plane_normal = '0 0 1';
346                         trace_plane_dist = 0;
347                         trace_ent = this;
348
349                         gettouch(it)(it, this);
350                 }
351     });
352 }
353
354 void _Movetype_LinkEdict(entity this, bool touch_triggers)  // SV_LinkEdict
355 {
356         vector mi, ma;
357         if(this.solid == SOLID_BSP)
358         {
359                 // TODO set the absolute bbox
360                 mi = this.mins;
361                 ma = this.maxs;
362         }
363         else
364         {
365                 mi = this.mins;
366                 ma = this.maxs;
367         }
368         mi += this.origin;
369         ma += this.origin;
370
371         if(this.flags & FL_ITEM)
372         {
373                 mi -= '15 15 1';
374                 ma += '15 15 1';
375         }
376         else
377         {
378                 mi -= '1 1 1';
379                 ma += '1 1 1';
380         }
381
382         this.absmin = mi;
383         this.absmax = ma;
384
385         if(touch_triggers)
386                 _Movetype_LinkEdict_TouchAreaGrid(this);
387 }
388
389 entity _Movetype_TestEntityPosition_ent;
390 bool _Movetype_TestEntityPosition(vector ofs)  // SV_TestEntityPosition
391 {
392     entity this = _Movetype_TestEntityPosition_ent;
393 //      vector org = this.origin + ofs;
394
395         int cont = this.dphitcontentsmask;
396         this.dphitcontentsmask = DPCONTENTS_SOLID;
397         tracebox(this.origin, this.mins, this.maxs, this.origin, ((this.move_movetype == MOVETYPE_FLY_WORLDONLY) ? MOVE_WORLDONLY : MOVE_NOMONSTERS), this);
398         this.dphitcontentsmask = cont;
399
400         if(trace_startsolid)
401                 return true;
402
403         if(vdist(trace_endpos - this.origin, >, 0.0001))
404                 this.origin = trace_endpos;
405         return false;
406 }
407
408 bool _Movetype_UnstickEntity(entity this)  // SV_UnstickEntity
409 {
410     _Movetype_TestEntityPosition_ent = this;
411         if (!_Movetype_TestEntityPosition(' 0  0  0')) {
412             return true;
413         }
414         #define X(v) if (_Movetype_TestEntityPosition(v))
415         X('-1  0  0') X(' 1  0  0')
416         X(' 0 -1  0') X(' 0  1  0')
417         X('-1 -1  0') X(' 1 -1  0')
418         X('-1  1  0') X(' 1  1  0')
419         #undef X
420         {
421         #define X(i) \
422             if (_Movetype_TestEntityPosition('0 0 -1' * i)) \
423             if (_Movetype_TestEntityPosition('0 0 1' * i))
424         X(01) X(02) X(03) X(04) X(05) X(06) X(07) X(08)
425         X(09) X(10) X(11) X(12) X(13) X(14) X(15) X(16)
426         X(17)
427         #undef X
428         {
429             LOG_DEBUGF("Can't unstick an entity (edict: %d, classname: %s, origin: %s)",
430                 etof(this), this.classname, vtos(this.origin));
431             return false;
432         }
433         }
434         LOG_DEBUGF("Sucessfully unstuck an entity (edict: %d, classname: %s, origin: %s)",
435                 etof(this), this.classname, vtos(this.origin));
436         _Movetype_LinkEdict(this, true);
437         return true;
438 }
439
440 vector _Movetype_ClipVelocity(vector vel, vector norm, float f)  // SV_ClipVelocity
441 {
442         vel -= ((vel * norm) * norm) * f;
443
444         if(vel.x > -0.1 && vel.x < 0.1) vel.x = 0;
445         if(vel.y > -0.1 && vel.y < 0.1) vel.y = 0;
446         if(vel.z > -0.1 && vel.z < 0.1) vel.z = 0;
447
448         return vel;
449 }
450
451 void _Movetype_PushEntityTrace(entity this, vector push)
452 {
453         vector end = this.origin + push;
454         int type;
455         if(this.move_nomonsters)
456                 type = max(0, this.move_nomonsters);
457         else if(this.move_movetype == MOVETYPE_FLYMISSILE)
458                 type = MOVE_MISSILE;
459         else if(this.move_movetype == MOVETYPE_FLY_WORLDONLY)
460                 type = MOVE_WORLDONLY;
461         else if(this.solid == SOLID_TRIGGER || this.solid == SOLID_NOT)
462                 type = MOVE_NOMONSTERS;
463         else
464                 type = MOVE_NORMAL;
465
466         tracebox(this.origin, this.mins, this.maxs, end, type, this);
467 }
468
469 float _Movetype_PushEntity(entity this, vector push, bool failonstartsolid)  // SV_PushEntity
470 {
471         _Movetype_PushEntityTrace(this, push);
472
473         if(trace_startsolid && failonstartsolid)
474                 return trace_fraction;
475
476         this.origin = trace_endpos;
477
478         if(trace_fraction < 1)
479                 if(this.solid >= SOLID_TRIGGER && (!IS_ONGROUND(this) || (this.groundentity != trace_ent)))
480                         _Movetype_Impact(this, trace_ent);
481
482         return trace_fraction;
483 }
484
485
486 .float ltime;
487 .void() blocked;
488
489 void _Movetype_Physics_Frame(entity this, float movedt)
490 {
491         this.move_didgravity = -1;
492         switch (this.move_movetype)
493         {
494                 case MOVETYPE_PUSH:
495                 case MOVETYPE_FAKEPUSH:
496                         LOG_DEBUGF("Physics: Lacking QuakeC support for Push movetype, FIX ME by using engine physics!");
497                         break;
498                 case MOVETYPE_NONE:
499                         break;
500                 case MOVETYPE_FOLLOW:
501                         _Movetype_Physics_Follow(this);
502                         break;
503                 case MOVETYPE_NOCLIP:
504                         _Movetype_CheckWater(this);
505                         this.origin = this.origin + movedt * this.velocity;
506                         this.angles = this.angles + movedt * this.avelocity;
507                         _Movetype_LinkEdict(this, false);
508                         break;
509                 case MOVETYPE_STEP:
510                         _Movetype_Physics_Step(this, movedt);
511                         break;
512                 case MOVETYPE_WALK:
513                         _Movetype_Physics_Walk(this, movedt);
514                         break;
515                 case MOVETYPE_TOSS:
516                 case MOVETYPE_BOUNCE:
517                 case MOVETYPE_BOUNCEMISSILE:
518                 case MOVETYPE_FLYMISSILE:
519                 case MOVETYPE_FLY:
520                 case MOVETYPE_FLY_WORLDONLY:
521                         _Movetype_Physics_Toss(this, movedt);
522                         _Movetype_LinkEdict(this, true);
523                         break;
524                 case MOVETYPE_PHYSICS:
525                         break;
526         }
527 }
528
529 void _Movetype_Physics_ClientFrame(entity this, float movedt)
530 {
531         this.move_didgravity = -1;
532         switch (this.move_movetype)
533         {
534                 case MOVETYPE_PUSH:
535                 case MOVETYPE_FAKEPUSH:
536                         LOG_DEBUGF("Physics: Lacking QuakeC support for Push movetype, FIX ME by using engine physics!");
537                         break;
538                 case MOVETYPE_NONE:
539                         break;
540                 case MOVETYPE_FOLLOW:
541                         _Movetype_Physics_Follow(this);
542                         break;
543                 case MOVETYPE_NOCLIP:
544                         _Movetype_CheckWater(this);
545                         this.origin = this.origin + movedt * this.velocity;
546                         this.angles = this.angles + movedt * this.avelocity;
547                         _Movetype_LinkEdict(this, false);
548                         break;
549                 case MOVETYPE_STEP:
550                         _Movetype_Physics_Step(this, movedt);
551                         break;
552                 case MOVETYPE_WALK:
553                 case MOVETYPE_FLY:
554                 case MOVETYPE_FLY_WORLDONLY:
555                         _Movetype_Physics_Walk(this, movedt);
556                         break;
557                 case MOVETYPE_TOSS:
558                 case MOVETYPE_BOUNCE:
559                 case MOVETYPE_BOUNCEMISSILE:
560                 case MOVETYPE_FLYMISSILE:
561                         _Movetype_Physics_Toss(this, movedt);
562                         break;
563                 case MOVETYPE_PHYSICS:
564                         break;
565         }
566 }
567
568 void Movetype_Physics_NoMatchTicrate(entity this, float movedt, bool isclient)  // to be run every move frame
569 {
570         this.move_time = time;
571
572         if(isclient)
573                 _Movetype_Physics_ClientFrame(this, movedt);
574         else
575                 _Movetype_Physics_Frame(this, movedt);
576         if(wasfreed(this))
577                 return;
578
579         setorigin(this, this.origin);
580 }
581
582 void Movetype_Physics_NoMatchServer(entity this)  // optimized
583 {
584         float movedt = time - this.move_time;
585         this.move_time = time;
586
587         _Movetype_Physics_Frame(this, movedt);
588         if(wasfreed(this))
589                 return;
590
591         setorigin(this, this.origin);
592 }
593
594 void Movetype_Physics_MatchServer(entity this, bool sloppy)
595 {
596         Movetype_Physics_MatchTicrate(this, TICRATE, sloppy);
597 }
598
599 .vector tic_origin;
600 .vector tic_velocity;
601 .int tic_flags;
602 .vector tic_avelocity;
603 .vector tic_angles;
604
605 .vector tic_saved_origin;
606 .vector tic_saved_velocity;
607 .int tic_saved_flags;
608 .vector tic_saved_avelocity;
609 .vector tic_saved_angles;
610 void Movetype_Physics_MatchTicrate(entity this, float tr, bool sloppy)  // SV_Physics_Entity
611 {
612 #define X(s) \
613         if(this.(s) != this.tic_saved_##s) \
614                 this.tic_##s = this.(s)
615
616         X(origin);
617         X(velocity);
618         X(flags);
619         X(avelocity);
620         X(angles);
621 #undef X
622
623         if(tr <= 0)
624         {
625                 this.flags = this.tic_flags;
626                 this.velocity = this.tic_velocity;
627                 this.origin = this.tic_origin;
628                 this.avelocity = this.tic_avelocity;
629                 this.angles = this.tic_angles;
630                 Movetype_Physics_NoMatchServer(this);
631                 this.tic_origin = this.origin;
632                 this.tic_velocity = this.velocity;
633                 this.tic_avelocity = this.avelocity;
634                 this.tic_angles = this.angles;
635                 this.tic_flags = this.flags;
636
637                 this.tic_saved_flags = this.flags;
638                 this.tic_saved_velocity = this.velocity;
639                 this.tic_saved_origin = this.origin;
640                 this.tic_saved_avelocity = this.avelocity;
641                 this.tic_saved_angles = this.angles;
642                 return;
643         }
644
645         float dt = time - this.move_time;
646
647         int n = max(0, floor(dt / tr));
648         dt -= n * tr;
649         this.move_time += n * tr;
650
651         if(!this.move_didgravity)
652                 this.move_didgravity = ((this.move_movetype == MOVETYPE_BOUNCE || this.move_movetype == MOVETYPE_TOSS) && !(this.tic_flags & FL_ONGROUND));
653
654         for (int i = 0; i < n; ++i)
655         {
656                 this.flags = this.tic_flags;
657                 this.velocity = this.tic_velocity;
658                 setorigin(this, this.tic_origin);
659                 this.avelocity = this.tic_avelocity;
660                 this.angles = this.tic_angles;
661                 _Movetype_Physics_Frame(this, tr);
662                 this.tic_origin = this.origin;
663                 this.tic_velocity = this.velocity;
664                 this.tic_avelocity = this.avelocity;
665                 this.tic_angles = this.angles;
666                 this.tic_flags = this.flags;
667                 if(wasfreed(this))
668                         return;
669         }
670
671         this.avelocity = this.tic_avelocity;
672
673         if(dt > 0 && this.move_movetype != MOVETYPE_NONE && !(this.tic_flags & FL_ONGROUND))
674         {
675                 // now continue the move from move_time to time
676                 this.velocity = this.tic_velocity;
677
678                 if(this.move_didgravity > 0)
679                 {
680                         this.velocity_z -= (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE ? 0.5 : 1)
681                             * dt
682                             * (this.gravity ? this.gravity : 1)
683                             * PHYS_GRAVITY(this);
684                 }
685
686                 this.angles = this.tic_angles + dt * this.avelocity;
687
688                 if(sloppy || this.move_movetype == MOVETYPE_NOCLIP)
689                 {
690                         setorigin(this, this.tic_origin + dt * this.velocity);
691                 }
692                 else
693                 {
694                         vector oldorg = this.origin;
695                         this.origin = this.tic_origin;
696                         _Movetype_PushEntityTrace(this, dt * this.velocity);
697                         this.origin = oldorg;
698                         if(!trace_startsolid)
699                                 setorigin(this, trace_endpos);
700                 }
701
702                 if(this.move_didgravity > 0 && GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
703                         this.velocity_z -= 0.5 * dt * (this.gravity ? this.gravity : 1) * PHYS_GRAVITY(this);
704         }
705         else
706         {
707                 this.velocity = this.tic_velocity;
708                 this.angles = this.tic_angles;
709                 setorigin(this, this.tic_origin);
710         }
711
712         this.tic_saved_flags = this.flags;
713         this.tic_saved_velocity = this.velocity;
714         this.tic_saved_origin = this.origin;
715         this.tic_saved_avelocity = this.avelocity;
716         this.tic_saved_angles = this.angles;
717 }