void sys_phys_simulate(entity this, float dt);
void sys_phys_simulate_simple(entity this, float dt);
+void sys_phys_postupdate(entity this);
+
void sys_phys_update(entity this, float dt)
{
if (!IS_CLIENT(this)) {
if (IS_SVQC) {
if (this.move_movetype == MOVETYPE_NONE) { return; }
// when we get here, disableclientprediction cannot be 2
- this.disableclientprediction = (this.move_qcphysics) ? -1 : 0;
+ if(this.move_movetype == MOVETYPE_FOLLOW) // not compatible with prediction
+ this.disableclientprediction = 1;
+ else if(this.move_qcphysics)
+ this.disableclientprediction = -1;
+ else
+ this.disableclientprediction = 0;
}
viewloc_PlayerPhysics(this);
// if(pointcontents(midpoint + '0 0 2') == CONTENT_WATER)
// { this.velocity_z = 70; }
}
- goto end;
+ sys_phys_postupdate(this);
+ return;
}
PM_check_slick(this);
this.com_phys_gravity = '0 0 0';
} else if (ITEMS_STAT(this) & IT_USING_JETPACK) {
PM_jetpack(this, maxspeed_mod, dt);
- } else if (IS_ONGROUND(this)) {
+ } else if (IS_ONGROUND(this) && (!IS_ONSLICK(this) || !PHYS_SLICK_APPLYGRAVITY(this))) {
if (!WAS_ONGROUND(this)) {
emit(phys_land, this);
if (this.lastground < time - 0.3) {
this.com_phys_air = false;
}
- LABEL(end)
+ sys_phys_postupdate(this);
+}
+
+void sys_phys_postupdate(entity this)
+{
if (IS_ONGROUND(this)) { this.lastground = time; }
// conveyors: then break velocity again
if (this.conveyor.active) { this.velocity += this.conveyor.movedir; }
// this mimics quakeworld code
if (this.com_in_jump && this.waterlevel == WATERLEVEL_SWIMMING && this.velocity_z >= -180 && !this.viewloc) {
vector yawangles = '0 1 0' * this.v_angle.y;
- makevectors(yawangles);
- vector forward = v_forward;
+ vector forward, right, up;
+ MAKE_VECTORS(yawangles, forward, right, up);
vector spot = this.origin + 24 * forward;
spot_z += 8;
traceline(spot, spot, MOVE_NOMONSTERS, this);
}
}
}
- makevectors(vmul(this.v_angle, (this.com_phys_vel_2d ? '0 1 0' : '1 1 1')));
- // wishvel = v_forward * PHYS_CS(this).movement.x + v_right * PHYS_CS(this).movement.y + v_up * PHYS_CS(this).movement.z;
- vector wishvel = v_forward * PHYS_CS(this).movement.x
- + v_right * PHYS_CS(this).movement.y
+
+ vector forward, right, up;
+ MAKE_VECTORS(vmul(this.v_angle, (this.com_phys_vel_2d ? '0 1 0' : '1 1 1')), forward, right, up);
+ // wishvel = forward * PHYS_CS(this).movement.x + right * PHYS_CS(this).movement.y + up * PHYS_CS(this).movement.z;
+ vector wishvel = forward * PHYS_CS(this).movement.x
+ + right * PHYS_CS(this).movement.y
+ '0 0 1' * PHYS_CS(this).movement.z * (this.com_phys_vel_2d ? 0 : 1);
if (this.com_phys_water) {
if (PHYS_INPUT_BUTTON_CROUCH(this)) {
// apply edge friction
const float f2 = vlen2(vec2(this.velocity));
if (f2 > 0) {
- trace_dphitq3surfaceflags = 0;
- tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 1', MOVE_NOMONSTERS, this);
// TODO: apply edge friction
// apply ground friction
- const int realfriction = (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK)
+ const int realfriction = (IS_ONSLICK(this))
? PHYS_FRICTION_SLICK(this)
: PHYS_FRICTION(this);