X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fphysics%2Fmovetypes%2Fwalk.qc;h=13224f8a3443d022658aa9307dca2f522979d16f;hp=c20e82e8342825a9282142d288281ceffea2583d;hb=ba17f8c303822e20bf2de08d616b3884f00f9b1f;hpb=e424ba544c41fc40b241b17bd7c1d9c2fc930705 diff --git a/qcsrc/common/physics/movetypes/walk.qc b/qcsrc/common/physics/movetypes/walk.qc index c20e82e83..13224f8a3 100644 --- a/qcsrc/common/physics/movetypes/walk.qc +++ b/qcsrc/common/physics/movetypes/walk.qc @@ -1,14 +1,12 @@ #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)); @@ -20,7 +18,15 @@ void _Movetype_Physics_Walk(entity this, float dt) // SV_WalkMove 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)) { @@ -45,6 +51,8 @@ void _Movetype_Physics_Walk(entity this, float dt) // SV_WalkMove // 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); @@ -90,10 +98,7 @@ void _Movetype_Physics_Walk(entity this, float dt) // SV_WalkMove // 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; @@ -101,7 +106,7 @@ void _Movetype_Physics_Walk(entity this, float dt) // SV_WalkMove // 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) { @@ -135,7 +140,7 @@ void _Movetype_Physics_Walk(entity this, float dt) // SV_WalkMove // 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)) @@ -144,12 +149,9 @@ void _Movetype_Physics_Walk(entity this, float dt) // SV_WalkMove } // 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; @@ -159,6 +161,13 @@ void _Movetype_Physics_Walk(entity this, float dt) // SV_WalkMove { // 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 {