+#include "walk.qh"
void _Movetype_Physics_Walk(entity this, float dt) // SV_WalkMove
{
- vector stepnormal = '0 0 0';
-
// if frametime is 0 (due to client sending the same timestamp twice), don't move
if (dt <= 0)
return;
if (GAMEPLAYFIX_UNSTICKPLAYERS(this))
- _Movetype_UnstickEntity(this);
+ _Movetype_CheckStuck(this);
bool applygravity = (!_Movetype_CheckWater(this) && this.move_movetype == MOVETYPE_WALK && !(this.flags & FL_WATERJUMP));
vector start_origin = this.origin;
vector start_velocity = this.velocity;
- int clip = _Movetype_FlyMove(this, dt, applygravity, stepnormal, GAMEPLAYFIX_STEPMULTIPLETIMES(this) ? PHYS_STEPHEIGHT(this) : 0);
+ if(PHYS_WALLCLIP(this) && this.pm_time)
+ {
+ if(dt >= this.pm_time || (this.flags & FL_WATERJUMP))
+ this.pm_time = 0;
+ else
+ this.pm_time -= dt;
+ }
+
+ int clip = _Movetype_FlyMove(this, dt, applygravity, false, GAMEPLAYFIX_STEPMULTIPLETIMES(this) ? PHYS_STEPHEIGHT(this) : 0);
if (GAMEPLAYFIX_DOWNTRACEONGROUND(this) && !(clip & 1))
{
// if the move did not hit the ground at any point, we're not on ground
if (!(clip & 1))
UNSET_ONGROUND(this);
+ 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
+ this.pm_time = 0.25;
_Movetype_CheckVelocity(this);
_Movetype_LinkEdict(this, true);
// move up
vector upmove = '0 0 1' * PHYS_STEPHEIGHT(this);
- _Movetype_PushEntity(this, upmove, true);
- if(wasfreed(this))
- return;
- if(trace_startsolid)
+ if(!_Movetype_PushEntity(this, upmove, true, true))
{
// we got teleported when upstepping... must abort the move
return;
// move forward
this.velocity_z = 0;
- clip = _Movetype_FlyMove(this, dt, applygravity, stepnormal, 0);
+ clip = _Movetype_FlyMove(this, dt, applygravity, true, 0);
this.velocity_z += start_velocity.z;
if (clip & 8)
{
// extra friction based on view angle
if ((clip & 2) && PHYS_WALLFRICTION(this))
- _Movetype_WallFriction(this, stepnormal);
+ _Movetype_WallFriction(this, move_stepnormal);
}
// don't do the down move if stepdown is disabled, moving upward, not in water, or the move started offground or ended onground
- else if (!GAMEPLAYFIX_STEPDOWN(this) || this.waterlevel >= 3 || start_velocity.z >= (1.0 / 32.0) || !oldonground || IS_ONGROUND(this))
+ else if (!GAMEPLAYFIX_STEPDOWN(this) || this.waterlevel >= 3 || start_velocity.z >= (1.0 / 32.0)
+ || !oldonground || IS_ONGROUND(this) || (GAMEPLAYFIX_STEPDOWN_MAXSPEED(this) && vdist(start_velocity, >=, GAMEPLAYFIX_STEPDOWN_MAXSPEED(this)) && !IS_ONSLICK(this)))
{
return;
}
// move down
- vector downmove = '0 0 1' * (-PHYS_STEPHEIGHT(this) + start_velocity.z * dt);
- _Movetype_PushEntity(this, downmove, true);
- if(wasfreed(this))
- return;
-
- if(trace_startsolid)
+ vector downmove = '0 0 0';
+ downmove.z = -PHYS_STEPHEIGHT(this) + start_velocity.z * dt;
+ if(!_Movetype_PushEntity(this, downmove, true, true))
{
// we got teleported when downstepping... must abort the move
return;
{
// this has been disabled so that you can't jump when you are stepping
// up while already jumping (also known as the Quake2 double jump bug)
+ // LordHavoc: disabled this check so you can walk on monsters/players
+ //if (PRVM_serveredictfloat(ent, solid) == SOLID_BSP)
+ if(GAMEPLAYFIX_STEPDOWN(this) == 2)
+ {
+ SET_ONGROUND(this);
+ this.groundentity = trace_ent;
+ }
}
else
{