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[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / physics / movetypes / walk.qc
1 #include "walk.qh"
2
3 void _Movetype_Physics_Walk(entity this, float dt)  // SV_WalkMove
4 {
5         // if frametime is 0 (due to client sending the same timestamp twice), don't move
6         if (dt <= 0)
7                 return;
8
9         if (GAMEPLAYFIX_UNSTICKPLAYERS(this))
10                 _Movetype_CheckStuck(this);
11
12         bool applygravity = (!_Movetype_CheckWater(this) && this.move_movetype == MOVETYPE_WALK && !(this.flags & FL_WATERJUMP));
13
14         _Movetype_CheckVelocity(this);
15
16         // do a regular slide move unless it looks like you ran into a step
17         bool oldonground = IS_ONGROUND(this);
18
19         vector start_origin = this.origin;
20         vector start_velocity = this.velocity;
21
22         if(PHYS_WALLCLIP(this) && this.pm_time)
23         {
24                 if(dt >= this.pm_time || (this.flags & FL_WATERJUMP))
25                         this.pm_time = 0;
26                 else
27                         this.pm_time -= dt;
28         }
29
30         int clip = _Movetype_FlyMove(this, dt, applygravity, false, GAMEPLAYFIX_STEPMULTIPLETIMES(this) ? PHYS_STEPHEIGHT(this) : 0);
31
32         if (GAMEPLAYFIX_DOWNTRACEONGROUND(this) && !(clip & 1))
33         {
34                 // only try this if there was no floor in the way in the trace (no,
35                 // this check seems to be not REALLY necessary, because if clip & 1,
36                 // our trace will hit that thing too)
37                 vector upmove = this.origin + '0 0 1';
38                 vector downmove = this.origin - '0 0 1';
39                 int type;
40                 if (this.move_movetype == MOVETYPE_FLYMISSILE)
41                         type = MOVE_MISSILE;
42                 else if (this.move_movetype == MOVETYPE_FLY_WORLDONLY)
43                         type = MOVE_WORLDONLY;
44                 else if (this.solid == SOLID_TRIGGER || this.solid == SOLID_NOT)
45                         type = MOVE_NOMONSTERS;
46                 else type = MOVE_NORMAL;
47                 tracebox(upmove, this.mins, this.maxs, downmove, type, this);
48                 if (trace_fraction < 1 && trace_plane_normal.z > 0.7)
49                 {
50                         clip |= 1;  // but we HAVE found a floor
51                         // set groundentity so we get carried when walking onto a mover
52                         this.groundentity = trace_ent;
53                 }
54         }
55
56         // if the move did not hit the ground at any point, we're not on ground
57         if (!(clip & 1))
58                 UNSET_ONGROUND(this);
59         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
60                 this.pm_time = 0.25;
61
62         _Movetype_CheckVelocity(this);
63         _Movetype_LinkEdict(this, true);
64
65         if (clip & 8)  // teleport
66                 return;
67
68         if (this.flags & FL_WATERJUMP)
69                 return;
70
71         if (PHYS_NOSTEP(this))
72                 return;
73
74         vector originalorigin = this.origin;
75         vector originalvelocity = this.velocity;
76         // originalmove_clip = clip;
77         int originalflags = this.flags;
78         entity originalmove_groundentity = this.groundentity;
79
80         // if move didn't block on a step, return
81         if (clip & 2)
82         {
83                 // if move was not trying to move into the step, return
84                 if (fabs(start_velocity.x) < 0.03125 && fabs(start_velocity.y) < 0.03125)
85                         return;
86
87                 if (this.move_movetype != MOVETYPE_FLY)
88                 {
89                         // return if gibbed by a trigger
90                         if (this.move_movetype != MOVETYPE_WALK)
91                                 return;
92
93                         // return if attempting to jump while airborn (unless sv_jumpstep)
94                         if (!PHYS_JUMPSTEP(this))
95                                 if (!oldonground && this.waterlevel == 0)
96                                         return;
97                 }
98
99                 // try moving up and forward to go up a step
100                 // back to start pos
101                 this.origin = start_origin;
102                 this.velocity = start_velocity;
103
104                 // move up
105                 vector upmove = '0 0 1' * PHYS_STEPHEIGHT(this);
106                 if(!_Movetype_PushEntity(this, upmove, true, true))
107                 {
108                         // we got teleported when upstepping... must abort the move
109                         return;
110                 }
111
112                 // move forward
113                 this.velocity_z = 0;
114                 clip = _Movetype_FlyMove(this, dt, applygravity, true, 0);
115                 this.velocity_z += start_velocity.z;
116                 if (clip & 8)
117                 {
118                         // we got teleported when upstepping... must abort the move
119                         // note that z velocity handling may not be what QC expects here, but we cannot help it
120                         return;
121                 }
122
123                 _Movetype_CheckVelocity(this);
124                 _Movetype_LinkEdict(this, true);
125
126                 // check for stuckness, possibly due to the limited precision of floats
127                 // in the clipping hulls
128                 if (clip
129                     && fabs(originalorigin.y - this.origin.y) < 0.03125
130                     && fabs(originalorigin.x - this.origin.x) < 0.03125)
131                 {
132                         // Con_Printf("wall\n");
133                         // stepping up didn't make any progress, revert to original move
134                         this.origin = originalorigin;
135                         this.velocity = originalvelocity;
136                         // clip = originalmove_clip;
137                         this.flags = originalflags;
138                         this.groundentity = originalmove_groundentity;
139                         // now try to unstick if needed
140                         // clip = SV_TryUnstick (ent, oldvel);
141                         return;
142                 }
143
144                 // Con_Printf("step - ");
145
146                 // extra friction based on view angle
147                 if ((clip & 2) && PHYS_WALLFRICTION(this))
148                         _Movetype_WallFriction(this, move_stepnormal);
149         }
150         // don't do the down move if stepdown is disabled, moving upward, not in water, or the move started offground or ended onground
151         else if (!GAMEPLAYFIX_STEPDOWN(this) || this.waterlevel >= 3 || start_velocity.z >= (1.0 / 32.0) 
152                                 || !oldonground || IS_ONGROUND(this) || (GAMEPLAYFIX_STEPDOWN_MAXSPEED(this) && vdist(start_velocity, >=, GAMEPLAYFIX_STEPDOWN_MAXSPEED(this)) && !IS_ONSLICK(this)))
153         {
154                 return;
155         }
156
157         // move down
158         vector downmove = '0 0 0';
159         downmove.z = -PHYS_STEPHEIGHT(this) + start_velocity.z * dt;
160         if(!_Movetype_PushEntity(this, downmove, true, true))
161         {
162                 // we got teleported when downstepping... must abort the move
163                 return;
164         }
165
166         if (trace_fraction < 1 && trace_plane_normal.z > 0.7)
167         {
168                 // this has been disabled so that you can't jump when you are stepping
169                 // up while already jumping (also known as the Quake2 double jump bug)
170                 // LordHavoc: disabled this check so you can walk on monsters/players
171                 //if (PRVM_serveredictfloat(ent, solid) == SOLID_BSP)
172                 if(GAMEPLAYFIX_STEPDOWN(this) == 2)
173                 {
174                         SET_ONGROUND(this);
175                         this.groundentity = trace_ent;
176                 }
177         }
178         else
179         {
180                 // Con_Printf("slope\n");
181                 // if the push down didn't end up on good ground, use the move without
182                 // the step up.  This happens near wall / slope combinations, and can
183                 // cause the player to hop up higher on a slope too steep to climb
184                 this.origin = originalorigin;
185                 this.velocity = originalvelocity;
186                 this.flags = originalflags;
187                 this.groundentity = originalmove_groundentity;
188         }
189
190         _Movetype_CheckVelocity(this);
191         _Movetype_LinkEdict(this, true);
192 }