1 void _Movetype_Physics_Walk(entity this, float dt) // SV_WalkMove
3 vector stepnormal = '0 0 0';
5 // if frametime is 0 (due to client sending the same timestamp twice), don't move
9 if (GAMEPLAYFIX_UNSTICKPLAYERS)
10 _Movetype_UnstickEntity(this);
12 bool applygravity = (!_Movetype_CheckWater(this) && this.move_movetype == MOVETYPE_WALK && !(this.move_flags & FL_WATERJUMP));
14 _Movetype_CheckVelocity(this);
16 // do a regular slide move unless it looks like you ran into a step
17 bool oldonground = (this.move_flags & FL_ONGROUND);
19 vector start_origin = this.move_origin;
20 vector start_velocity = this.move_velocity;
22 int clip = _Movetype_FlyMove(this, dt, applygravity, stepnormal, GAMEPLAYFIX_STEPMULTIPLETIMES ? PHYS_STEPHEIGHT : 0);
24 if (GAMEPLAYFIX_DOWNTRACEONGROUND && !(clip & 1))
26 // only try this if there was no floor in the way in the trace (no,
27 // this check seems to be not REALLY necessary, because if clip & 1,
28 // our trace will hit that thing too)
29 vector upmove = this.move_origin + '0 0 1';
30 vector downmove = this.move_origin - '0 0 1';
32 if (this.move_movetype == MOVETYPE_FLYMISSILE)
34 else if (this.move_movetype == MOVETYPE_FLY_WORLDONLY)
35 type = MOVE_WORLDONLY;
36 else if (this.solid == SOLID_TRIGGER || this.solid == SOLID_NOT)
37 type = MOVE_NOMONSTERS;
38 else type = MOVE_NORMAL;
39 tracebox(upmove, this.mins, this.maxs, downmove, type, this);
40 if (trace_fraction < 1 && trace_plane_normal.z > 0.7)
41 clip |= 1; // but we HAVE found a floor
44 // if the move did not hit the ground at any point, we're not on ground
46 this.move_flags &= ~FL_ONGROUND;
48 _Movetype_CheckVelocity(this);
49 _Movetype_LinkEdict(this, true);
51 if (clip & 8) // teleport
54 if (this.move_flags & FL_WATERJUMP)
60 vector originalmove_origin = this.move_origin;
61 vector originalmove_velocity = this.move_velocity;
62 // originalmove_clip = clip;
63 int originalmove_flags = this.move_flags;
64 entity originalmove_groundentity = this.move_groundentity;
66 // if move didn't block on a step, return
69 // if move was not trying to move into the step, return
70 if (fabs(start_velocity.x) < 0.03125 && fabs(start_velocity.y) < 0.03125)
73 if (this.move_movetype != MOVETYPE_FLY)
75 // return if gibbed by a trigger
76 if (this.move_movetype != MOVETYPE_WALK)
79 // return if attempting to jump while airborn (unless sv_jumpstep)
81 if (!oldonground && this.move_waterlevel == 0)
85 // try moving up and forward to go up a step
87 this.move_origin = start_origin;
88 this.move_velocity = start_velocity;
91 vector upmove = '0 0 1' * PHYS_STEPHEIGHT;
92 vector prev_origin = this.move_origin;
93 _Movetype_PushEntity(this, upmove, true);
96 if(trace_startsolid && this.move_origin != prev_origin)
98 // we got teleported when upstepping... must abort the move
103 this.move_velocity_z = 0;
104 clip = _Movetype_FlyMove(this, dt, applygravity, stepnormal, 0);
105 this.move_velocity_z += start_velocity.z;
108 // we got teleported when upstepping... must abort the move
109 // note that z velocity handling may not be what QC expects here, but we cannot help it
113 _Movetype_CheckVelocity(this);
114 _Movetype_LinkEdict(this, true);
116 // check for stuckness, possibly due to the limited precision of floats
117 // in the clipping hulls
119 && fabs(originalmove_origin.y - this.move_origin.y) < 0.03125
120 && fabs(originalmove_origin.x - this.move_origin.x) < 0.03125)
122 // Con_Printf("wall\n");
123 // stepping up didn't make any progress, revert to original move
124 this.move_origin = originalmove_origin;
125 this.move_velocity = originalmove_velocity;
126 // clip = originalmove_clip;
127 this.move_flags = originalmove_flags;
128 this.move_groundentity = originalmove_groundentity;
129 // now try to unstick if needed
130 // clip = SV_TryUnstick (ent, oldvel);
134 // Con_Printf("step - ");
136 // extra friction based on view angle
137 if ((clip & 2) && PHYS_WALLFRICTION)
138 _Movetype_WallFriction(this, stepnormal);
140 // don't do the down move if stepdown is disabled, moving upward, not in water, or the move started offground or ended onground
141 else if (!GAMEPLAYFIX_STEPDOWN || this.move_waterlevel >= 3 || start_velocity.z >= (1.0 / 32.0) || !oldonground || (this.move_flags & FL_ONGROUND))
147 vector downmove = '0 0 1' * (-PHYS_STEPHEIGHT + start_velocity.z * dt);
148 vector prev_origin = this.move_origin;
149 _Movetype_PushEntity(this, downmove, true);
153 if(trace_startsolid && this.move_origin != prev_origin)
155 // we got teleported when downstepping... must abort the move
159 if (trace_fraction < 1 && trace_plane_normal.z > 0.7)
161 // this has been disabled so that you can't jump when you are stepping
162 // up while already jumping (also known as the Quake2 double jump bug)
166 // Con_Printf("slope\n");
167 // if the push down didn't end up on good ground, use the move without
168 // the step up. This happens near wall / slope combinations, and can
169 // cause the player to hop up higher on a slope too steep to climb
170 this.move_origin = originalmove_origin;
171 this.move_velocity = originalmove_velocity;
172 this.move_flags = originalmove_flags;
173 this.move_groundentity = originalmove_groundentity;
176 _Movetype_CheckVelocity(this);
177 _Movetype_LinkEdict(this, true);