2 void _Movetype_Physics_Walk(entity this, float dt) // SV_WalkMove
4 vector stepnormal = '0 0 0';
6 // if frametime is 0 (due to client sending the same timestamp twice), don't move
10 if (GAMEPLAYFIX_UNSTICKPLAYERS(this))
11 _Movetype_UnstickEntity(this);
13 bool applygravity = (!_Movetype_CheckWater(this) && this.move_movetype == MOVETYPE_WALK && !(this.flags & FL_WATERJUMP));
15 _Movetype_CheckVelocity(this);
17 // do a regular slide move unless it looks like you ran into a step
18 bool oldonground = IS_ONGROUND(this);
20 vector start_origin = this.origin;
21 vector start_velocity = this.velocity;
23 if(PHYS_WALLCLIP(this) && this.pm_time)
25 if(dt >= this.pm_time || (this.flags & FL_WATERJUMP))
31 int clip = _Movetype_FlyMove(this, dt, applygravity, stepnormal, GAMEPLAYFIX_STEPMULTIPLETIMES(this) ? PHYS_STEPHEIGHT(this) : 0);
33 if (GAMEPLAYFIX_DOWNTRACEONGROUND(this) && !(clip & 1))
35 // only try this if there was no floor in the way in the trace (no,
36 // this check seems to be not REALLY necessary, because if clip & 1,
37 // our trace will hit that thing too)
38 vector upmove = this.origin + '0 0 1';
39 vector downmove = this.origin - '0 0 1';
41 if (this.move_movetype == MOVETYPE_FLYMISSILE)
43 else if (this.move_movetype == MOVETYPE_FLY_WORLDONLY)
44 type = MOVE_WORLDONLY;
45 else if (this.solid == SOLID_TRIGGER || this.solid == SOLID_NOT)
46 type = MOVE_NOMONSTERS;
47 else type = MOVE_NORMAL;
48 tracebox(upmove, this.mins, this.maxs, downmove, type, this);
49 if (trace_fraction < 1 && trace_plane_normal.z > 0.7)
50 clip |= 1; // but we HAVE found a floor
53 // if the move did not hit the ground at any point, we're not on ground
56 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
59 _Movetype_CheckVelocity(this);
60 _Movetype_LinkEdict(this, true);
62 if (clip & 8) // teleport
65 if (this.flags & FL_WATERJUMP)
68 if (PHYS_NOSTEP(this))
71 vector originalorigin = this.origin;
72 vector originalvelocity = this.velocity;
73 // originalmove_clip = clip;
74 int originalflags = this.flags;
75 entity originalmove_groundentity = this.groundentity;
77 // if move didn't block on a step, return
80 // if move was not trying to move into the step, return
81 if (fabs(start_velocity.x) < 0.03125 && fabs(start_velocity.y) < 0.03125)
84 if (this.move_movetype != MOVETYPE_FLY)
86 // return if gibbed by a trigger
87 if (this.move_movetype != MOVETYPE_WALK)
90 // return if attempting to jump while airborn (unless sv_jumpstep)
91 if (!PHYS_JUMPSTEP(this))
92 if (!oldonground && this.waterlevel == 0)
96 // try moving up and forward to go up a step
98 this.origin = start_origin;
99 this.velocity = start_velocity;
102 vector upmove = '0 0 1' * PHYS_STEPHEIGHT(this);
103 _Movetype_PushEntity(this, upmove, true);
108 // we got teleported when upstepping... must abort the move
114 clip = _Movetype_FlyMove(this, dt, applygravity, stepnormal, 0);
115 this.velocity_z += start_velocity.z;
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
123 _Movetype_CheckVelocity(this);
124 _Movetype_LinkEdict(this, true);
126 // check for stuckness, possibly due to the limited precision of floats
127 // in the clipping hulls
129 && fabs(originalorigin.y - this.origin.y) < 0.03125
130 && fabs(originalorigin.x - this.origin.x) < 0.03125)
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);
144 // Con_Printf("step - ");
146 // extra friction based on view angle
147 if ((clip & 2) && PHYS_WALLFRICTION(this))
148 _Movetype_WallFriction(this, stepnormal);
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) || !oldonground || IS_ONGROUND(this))
157 vector downmove = '0 0 0';
158 downmove.z = -PHYS_STEPHEIGHT(this) + start_velocity.z * dt;
159 _Movetype_PushEntity(this, downmove, true);
165 // we got teleported when downstepping... must abort the move
169 if (trace_fraction < 1 && trace_plane_normal.z > 0.7)
171 // this has been disabled so that you can't jump when you are stepping
172 // up while already jumping (also known as the Quake2 double jump bug)
176 // Con_Printf("slope\n");
177 // if the push down didn't end up on good ground, use the move without
178 // the step up. This happens near wall / slope combinations, and can
179 // cause the player to hop up higher on a slope too steep to climb
180 this.origin = originalorigin;
181 this.velocity = originalvelocity;
182 this.flags = originalflags;
183 this.groundentity = originalmove_groundentity;
186 _Movetype_CheckVelocity(this);
187 _Movetype_LinkEdict(this, true);