]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/physics/movetypes/movetypes.qc
Make sv_gameplayfix_delayprojectiles match the engine's behaviour of only running...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / physics / movetypes / movetypes.qc
index 7e7945e1c920d0f0bc19b487c96f94805bec5891..eb57922b9d81020b76001a51474194432202035a 100644 (file)
@@ -25,7 +25,7 @@ bool _Movetype_NudgeOutOfSolid_PivotIsKnownGood(entity this, vector pivot) // SV
        for(int bump = 0; bump < 6; bump++)
        {
                int coord = 2 - (bump >> 1);
-               bool dir = (bump & 1);
+               int dir = (bump & 1);
 
                for(int subbump = 0; ; ++subbump)
                {
@@ -54,7 +54,6 @@ bool _Movetype_NudgeOutOfSolid_PivotIsKnownGood(entity this, vector pivot) // SV
                        tracebox(stuckorigin, goodmins, goodmaxs, testorigin, MOVE_NOMONSTERS, this);
                        if(trace_startsolid && trace_ent.solid == SOLID_BSP) // NOTE: this checks for bmodelstartsolid in the engine
                        {
-                               
                                // BAD BAD, can't fix that
                                return false;
                        }
@@ -70,7 +69,7 @@ bool _Movetype_NudgeOutOfSolid_PivotIsKnownGood(entity this, vector pivot) // SV
 
                        // we hit something... let's move out of it
                        vector move = trace_endpos - testorigin;
-                       float nudge = (trace_plane_normal * move) + 0.03125f; // FIXME cvar this constant
+                       float nudge = (trace_plane_normal * move) + 0.03125; // FIXME cvar this constant
                        stuckorigin = stuckorigin + nudge * trace_plane_normal;
                }
 
@@ -505,7 +504,7 @@ int _Movetype_ContentsMask(entity this)  // SV_GenericHitSuperContentsMask
                        return this.dphitcontentsmask;
                else if(this.solid == SOLID_SLIDEBOX)
                {
-                       if(this.flags & 32) // TODO: FL_MONSTER
+                       if(this.flags & FL_MONSTER)
                                return DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_MONSTERCLIP;
                        else
                                return DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
@@ -724,17 +723,23 @@ void _Movetype_Physics_ClientFrame(entity this, float movedt)
                        this.angles = this.angles + movedt * this.avelocity;
                        break;
                case MOVETYPE_STEP:
+                       if (GAMEPLAYFIX_UNSTICKPLAYERS(this) == 2)
+                               _Movetype_CheckStuck(this);
                        _Movetype_Physics_Step(this, movedt);
                        break;
                case MOVETYPE_WALK:
                case MOVETYPE_FLY:
                case MOVETYPE_FLY_WORLDONLY:
+                       if (movedt > 0 && GAMEPLAYFIX_UNSTICKPLAYERS(this) == 2)
+                               _Movetype_CheckStuck(this);
                        _Movetype_Physics_Walk(this, movedt);
                        break;
                case MOVETYPE_TOSS:
                case MOVETYPE_BOUNCE:
                case MOVETYPE_BOUNCEMISSILE:
                case MOVETYPE_FLYMISSILE:
+                       if (GAMEPLAYFIX_UNSTICKPLAYERS(this) == 2)
+                               _Movetype_CheckStuck(this);
                        _Movetype_Physics_Toss(this, movedt);
                        break;
                case MOVETYPE_PHYSICS:
@@ -750,12 +755,24 @@ void _Movetype_Physics_ClientFrame(entity this, float movedt)
 
 void Movetype_Physics_NoMatchTicrate(entity this, float movedt, bool isclient)  // to be run every move frame
 {
+       bool didmove = (this.move_time != 0);
        this.move_time = time;
 
        if(isclient)
                _Movetype_Physics_ClientFrame(this, movedt);
        else
+       {
+               // this doesn't apply to clients, and only applies to unmatched entities
+               // don't run think/move on newly spawned projectiles as it messes up
+               // movement interpolation and rocket trails, and is inconsistent with
+               // respect to entities spawned in the same frame
+               // (if an ent spawns a higher numbered ent, it moves in the same frame,
+               //  but if it spawns a lower numbered ent, it doesn't - this never moves
+               //  ents in the first frame regardless)
+               if(!didmove && GAMEPLAYFIX_DELAYPROJECTILES(this) > 0)
+                       return;
                _Movetype_Physics_Frame(this, movedt);
+       }
        if(wasfreed(this))
                return;