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Remove the hardcoded 0.5sec buff shield assigned to newly spawned players
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / physics / movetypes / walk.qc
1 #include "walk.qh"
2 void _Movetype_Physics_Walk(entity this, float dt)  // SV_WalkMove
3 {
4         vector stepnormal = '0 0 0';
5
6         // if frametime is 0 (due to client sending the same timestamp twice), don't move
7         if (dt <= 0)
8                 return;
9
10         if (GAMEPLAYFIX_UNSTICKPLAYERS(this))
11                 _Movetype_CheckStuck(this);
12
13         bool applygravity = (!_Movetype_CheckWater(this) && this.move_movetype == MOVETYPE_WALK && !(this.flags & FL_WATERJUMP));
14
15         _Movetype_CheckVelocity(this);
16
17         // do a regular slide move unless it looks like you ran into a step
18         bool oldonground = IS_ONGROUND(this);
19
20         vector start_origin = this.origin;
21         vector start_velocity = this.velocity;
22
23         if(PHYS_WALLCLIP(this) && this.pm_time)
24         {
25                 if(dt >= this.pm_time || (this.flags & FL_WATERJUMP))
26                         this.pm_time = 0;
27                 else
28                         this.pm_time -= dt;
29         }
30
31         int clip = _Movetype_FlyMove(this, dt, applygravity, stepnormal, GAMEPLAYFIX_STEPMULTIPLETIMES(this) ? PHYS_STEPHEIGHT(this) : 0);
32
33         if (GAMEPLAYFIX_DOWNTRACEONGROUND(this) && !(clip & 1))
34         {
35                 // only try this if there was no floor in the way in the trace (no,
36                 // this check seems to be not REALLY necessary, because if clip & 1,
37                 // our trace will hit that thing too)
38                 vector upmove = this.origin + '0 0 1';
39                 vector downmove = this.origin - '0 0 1';
40                 int type;
41                 if (this.move_movetype == MOVETYPE_FLYMISSILE)
42                         type = MOVE_MISSILE;
43                 else if (this.move_movetype == MOVETYPE_FLY_WORLDONLY)
44                         type = MOVE_WORLDONLY;
45                 else if (this.solid == SOLID_TRIGGER || this.solid == SOLID_NOT)
46                         type = MOVE_NOMONSTERS;
47                 else type = MOVE_NORMAL;
48                 tracebox(upmove, this.mins, this.maxs, downmove, type, this);
49                 if (trace_fraction < 1 && trace_plane_normal.z > 0.7)
50                         clip |= 1;  // but we HAVE found a floor
51         }
52
53         // if the move did not hit the ground at any point, we're not on ground
54         if (!(clip & 1))
55                 UNSET_ONGROUND(this);
56         else if(PHYS_WALLCLIP(this) && !this.groundentity && (PHYS_WALLCLIP(this) == 2 || start_velocity.z < -200)) // don't do landing time if we were just going down a slope
57                 this.pm_time = 0.25;
58
59         _Movetype_CheckVelocity(this);
60         _Movetype_LinkEdict(this, true);
61
62         if (clip & 8)  // teleport
63                 return;
64
65         if (this.flags & FL_WATERJUMP)
66                 return;
67
68         if (PHYS_NOSTEP(this))
69                 return;
70
71         vector originalorigin = this.origin;
72         vector originalvelocity = this.velocity;
73         // originalmove_clip = clip;
74         int originalflags = this.flags;
75         entity originalmove_groundentity = this.groundentity;
76
77         // if move didn't block on a step, return
78         if (clip & 2)
79         {
80                 // if move was not trying to move into the step, return
81                 if (fabs(start_velocity.x) < 0.03125 && fabs(start_velocity.y) < 0.03125)
82                         return;
83
84                 if (this.move_movetype != MOVETYPE_FLY)
85                 {
86                         // return if gibbed by a trigger
87                         if (this.move_movetype != MOVETYPE_WALK)
88                                 return;
89
90                         // return if attempting to jump while airborn (unless sv_jumpstep)
91                         if (!PHYS_JUMPSTEP(this))
92                                 if (!oldonground && this.waterlevel == 0)
93                                         return;
94                 }
95
96                 // try moving up and forward to go up a step
97                 // back to start pos
98                 this.origin = start_origin;
99                 this.velocity = start_velocity;
100
101                 // move up
102                 vector upmove = '0 0 1' * PHYS_STEPHEIGHT(this);
103                 if(!_Movetype_PushEntity(this, upmove, true, true))
104                 {
105                         // we got teleported when upstepping... must abort the move
106                         return;
107                 }
108
109                 // move forward
110                 this.velocity_z = 0;
111                 clip = _Movetype_FlyMove(this, dt, applygravity, stepnormal, 0);
112                 this.velocity_z += start_velocity.z;
113                 if (clip & 8)
114                 {
115                         // we got teleported when upstepping... must abort the move
116                         // note that z velocity handling may not be what QC expects here, but we cannot help it
117                         return;
118                 }
119
120                 _Movetype_CheckVelocity(this);
121                 _Movetype_LinkEdict(this, true);
122
123                 // check for stuckness, possibly due to the limited precision of floats
124                 // in the clipping hulls
125                 if (clip
126                     && fabs(originalorigin.y - this.origin.y) < 0.03125
127                     && fabs(originalorigin.x - this.origin.x) < 0.03125)
128                 {
129                         // Con_Printf("wall\n");
130                         // stepping up didn't make any progress, revert to original move
131                         this.origin = originalorigin;
132                         this.velocity = originalvelocity;
133                         // clip = originalmove_clip;
134                         this.flags = originalflags;
135                         this.groundentity = originalmove_groundentity;
136                         // now try to unstick if needed
137                         // clip = SV_TryUnstick (ent, oldvel);
138                         return;
139                 }
140
141                 // Con_Printf("step - ");
142
143                 // extra friction based on view angle
144                 if ((clip & 2) && PHYS_WALLFRICTION(this))
145                         _Movetype_WallFriction(this, stepnormal);
146         }
147         // don't do the down move if stepdown is disabled, moving upward, not in water, or the move started offground or ended onground
148         else if (!GAMEPLAYFIX_STEPDOWN(this) || this.waterlevel >= 3 || start_velocity.z >= (1.0 / 32.0) || !oldonground || IS_ONGROUND(this))
149         {
150                 return;
151         }
152
153         // move down
154         vector downmove = '0 0 0';
155         downmove.z = -PHYS_STEPHEIGHT(this) + start_velocity.z * dt;
156         if(!_Movetype_PushEntity(this, downmove, true, true))
157         {
158                 // we got teleported when downstepping... must abort the move
159                 return;
160         }
161
162         if (trace_fraction < 1 && trace_plane_normal.z > 0.7)
163         {
164                 // this has been disabled so that you can't jump when you are stepping
165                 // up while already jumping (also known as the Quake2 double jump bug)
166                 // LordHavoc: disabled this check so you can walk on monsters/players
167                 //if (PRVM_serveredictfloat(ent, solid) == SOLID_BSP)
168                 if(GAMEPLAYFIX_STEPDOWN(this) == 2)
169                 {
170                         SET_ONGROUND(this);
171                         this.groundentity = trace_ent;
172                 }
173         }
174         else
175         {
176                 // Con_Printf("slope\n");
177                 // if the push down didn't end up on good ground, use the move without
178                 // the step up.  This happens near wall / slope combinations, and can
179                 // cause the player to hop up higher on a slope too steep to climb
180                 this.origin = originalorigin;
181                 this.velocity = originalvelocity;
182                 this.flags = originalflags;
183                 this.groundentity = originalmove_groundentity;
184         }
185
186         _Movetype_CheckVelocity(this);
187         _Movetype_LinkEdict(this, true);
188 }