continue;
if (SV_TestEntityPosition (check))
- Con_Printf ("entity in invalid position\n");
+ Con_Print("entity in invalid position\n");
}
}
{
if (IS_NAN(ent->v->velocity[i]))
{
- Con_Printf ("Got a NaN velocity on %s\n", PR_GetString(ent->v->classname));
+ Con_Printf("Got a NaN velocity on %s\n", PR_GetString(ent->v->classname));
ent->v->velocity[i] = 0;
}
if (IS_NAN(ent->v->origin[i]))
{
- Con_Printf ("Got a NaN origin on %s\n", PR_GetString(ent->v->classname));
+ Con_Printf("Got a NaN origin on %s\n", PR_GetString(ent->v->classname));
ent->v->origin[i] = 0;
}
}
}
}
-/*
-=============
-SV_RunThink
-
-Runs thinking code if time. There is some play in the exact time the think
-function will be called, because it is called before any movement is done
-in a frame. Not used for pushmove objects, because they must be exact.
-Returns false if the entity removed itself.
-=============
-*/
-qboolean SV_RunThink (edict_t *ent)
-{
- float thinktime;
-
- thinktime = ent->v->nextthink;
- if (thinktime <= 0 || thinktime > sv.time + sv.frametime)
- return true;
-
- // don't let things stay in the past.
- // it is possible to start that way by a trigger with a local time.
- if (thinktime < sv.time)
- thinktime = sv.time;
-
- ent->v->nextthink = 0;
- pr_global_struct->time = thinktime;
- pr_global_struct->self = EDICT_TO_PROG(ent);
- pr_global_struct->other = EDICT_TO_PROG(sv.edicts);
- PR_ExecuteProgram (ent->v->think, "NULL think function");
- return !ent->e->free;
-}
-
/*
==================
SV_Impact
{
pr_global_struct->self = EDICT_TO_PROG(e1);
pr_global_struct->other = EDICT_TO_PROG(e2);
- PR_ExecuteProgram (e1->v->touch, "");
+ PR_ExecuteProgram (e1->v->touch, "QC function self.touch is missing");
}
if (e2->v->touch && e2->v->solid != SOLID_NOT)
{
pr_global_struct->self = EDICT_TO_PROG(e2);
pr_global_struct->other = EDICT_TO_PROG(e1);
- PR_ExecuteProgram (e2->v->touch, "");
+ PR_ExecuteProgram (e2->v->touch, "QC function self.touch is missing");
}
pr_global_struct->self = old_self;
Con_Printf("entity %i bump %i: velocity %f %f %f trace %f", ent - sv.edicts, bumpcount, ent->v->velocity[0], ent->v->velocity[1], ent->v->velocity[2], trace.fraction);
if (trace.fraction < 1)
Con_Printf(" : %f %f %f", trace.plane.normal[0], trace.plane.normal[1], trace.plane.normal[2]);
- Con_Printf("\n");
+ Con_Print("\n");
#endif
/*
return blocked;
}
+int SV_SetOnGround (edict_t *ent)
+{
+ vec3_t end;
+ trace_t trace;
+ if ((int)ent->v->flags & FL_ONGROUND)
+ return 1;
+ VectorSet(end, ent->v->origin[0], ent->v->origin[1], ent->v->origin[2] - 1);
+ trace = SV_Move(ent->v->origin, ent->v->mins, ent->v->maxs, end, MOVE_NORMAL, ent);
+ if (trace.fraction < 1 && trace.plane.normal[2] >= 0.7)
+ {
+ ent->v->flags = (int)ent->v->flags | FL_ONGROUND;
+ ent->v->groundentity = EDICT_TO_PROG(trace.ent);
+ return 1;
+ }
+ return 0;
+}
/*
============
Does not change the entities velocity at all
============
*/
-trace_t SV_PushEntity (edict_t *ent, vec3_t push, vec3_t pushangles)
+trace_t SV_PushEntity (edict_t *ent, vec3_t push)
{
+ int type;
trace_t trace;
vec3_t end;
VectorAdd (ent->v->origin, push, end);
if (ent->v->movetype == MOVETYPE_FLYMISSILE)
- trace = SV_Move (ent->v->origin, ent->v->mins, ent->v->maxs, end, MOVE_MISSILE, ent);
+ type = MOVE_MISSILE;
else if (ent->v->solid == SOLID_TRIGGER || ent->v->solid == SOLID_NOT)
- // only clip against bmodels
- trace = SV_Move (ent->v->origin, ent->v->mins, ent->v->maxs, end, MOVE_NOMONSTERS, ent);
+ type = MOVE_NOMONSTERS; // only clip against bmodels
else
- trace = SV_Move (ent->v->origin, ent->v->mins, ent->v->maxs, end, MOVE_NORMAL, ent);
+ type = MOVE_NORMAL;
+
+ trace = SV_Move (ent->v->origin, ent->v->mins, ent->v->maxs, end, type, ent);
VectorCopy (trace.endpos, ent->v->origin);
- // FIXME: turn players specially
- ent->v->angles[1] += trace.fraction * pushangles[1];
SV_LinkEdict (ent, true);
if (trace.ent && (!((int)ent->v->flags & FL_ONGROUND) || ent->v->groundentity != EDICT_TO_PROG(trace.ent)))
float savesolid, movetime2, pushltime;
vec3_t mins, maxs, move, move1, moveangle, pushorig, pushang, a, forward, left, up, org, org2;
int num_moved;
+ int numcheckentities;
+ static edict_t *checkentities[MAX_EDICTS];
model_t *pushermodel;
+ trace_t trace;
if (!pusher->v->velocity[0] && !pusher->v->velocity[1] && !pusher->v->velocity[2] && !pusher->v->avelocity[0] && !pusher->v->avelocity[1] && !pusher->v->avelocity[2])
{
SV_LinkEdict (pusher, false);
return;
default:
- Host_Error("SV_PushMove: unrecognized solid type %f\n", pusher->v->solid);
+ Con_Printf("SV_PushMove: unrecognized solid type %f\n", pusher->v->solid);
+ return;
}
index = (int) pusher->v->modelindex;
if (index < 1 || index >= MAX_MODELS)
- Host_Error("SV_PushMove: invalid modelindex %f\n", pusher->v->modelindex);
+ {
+ Con_Printf("SV_PushMove: invalid modelindex %f\n", pusher->v->modelindex);
+ return;
+ }
pushermodel = sv.models[index];
movetime2 = movetime;
// see if any solid entities are inside the final position
num_moved = 0;
- check = NEXT_EDICT(sv.edicts);
- for (e = 1;e < sv.num_edicts;e++, check = NEXT_EDICT(check))
+
+ numcheckentities = SV_EntitiesInBox(mins, maxs, MAX_EDICTS, checkentities);
+ for (e = 1;e < numcheckentities;e++)
{
- if (check->e->free)
- continue;
+ check = checkentities[e];
if (check->v->movetype == MOVETYPE_PUSH
|| check->v->movetype == MOVETYPE_NONE
|| check->v->movetype == MOVETYPE_FOLLOW
// if the entity is standing on the pusher, it will definitely be moved
if (!(((int)check->v->flags & FL_ONGROUND) && PROG_TO_EDICT(check->v->groundentity) == pusher))
- {
- if (check->v->absmin[0] >= maxs[0]
- || check->v->absmax[0] <= mins[0]
- || check->v->absmin[1] >= maxs[1]
- || check->v->absmax[1] <= mins[1]
- || check->v->absmin[2] >= maxs[2]
- || check->v->absmax[2] <= mins[2])
- continue;
-
if (!SV_ClipMoveToEntity(pusher, check->v->origin, check->v->mins, check->v->maxs, check->v->origin).startsolid)
continue;
- }
if (forward[0] != 1) // quick way to check if any rotation is used
{
// try moving the contacted entity
pusher->v->solid = SOLID_NOT;
- SV_PushEntity (check, move, moveangle);
+ trace = SV_PushEntity (check, move);
+ // FIXME: turn players specially
+ check->v->angles[1] += trace.fraction * moveangle[1];
pusher->v->solid = savesolid; // was SOLID_BSP
// if it is still inside the pusher, block
// try moving the contacted entity a tiny bit further to account for precision errors
pusher->v->solid = SOLID_NOT;
VectorScale(move, 0.1, move);
- SV_PushEntity (check, move, vec3_origin);
+ SV_PushEntity (check, move);
pusher->v->solid = savesolid;
if (SV_ClipMoveToEntity(pusher, check->v->origin, check->v->mins, check->v->maxs, check->v->origin).startsolid)
{
{
pr_global_struct->self = EDICT_TO_PROG(pusher);
pr_global_struct->other = EDICT_TO_PROG(check);
- PR_ExecuteProgram (pusher->v->blocked, "");
+ PR_ExecuteProgram (pusher->v->blocked, "QC function self.blocked is missing");
}
break;
}
// advances ent->v->ltime if not blocked
SV_PushMove (ent, movetime);
+ /*
if (thinktime > oldltime && thinktime <= ent->v->ltime)
{
ent->v->nextthink = 0;
pr_global_struct->time = sv.time;
pr_global_struct->self = EDICT_TO_PROG(ent);
pr_global_struct->other = EDICT_TO_PROG(sv.edicts);
- PR_ExecuteProgram (ent->v->think, "NULL think function");
+ PR_ExecuteProgram (ent->v->think, "QC function self.think is missing");
}
+ */
}
VectorCopy (ent->v->oldorigin, ent->v->origin);
if (!SV_TestEntityPosition(ent))
{
- Con_DPrintf ("Unstuck.\n");
+ Con_DPrint("Unstuck.\n");
SV_LinkEdict (ent, true);
return;
}
ent->v->origin[2] = org[2] + z;
if (!SV_TestEntityPosition(ent))
{
- Con_DPrintf ("Unstuck.\n");
+ Con_DPrint("Unstuck.\n");
SV_LinkEdict (ent, true);
return;
}
}
VectorCopy (org, ent->v->origin);
- Con_DPrintf ("player is stuck.\n");
+ Con_DPrint("player is stuck.\n");
}
case 7: dir[0] = -2; dir[1] = -2; break;
}
- SV_PushEntity (ent, dir, vec3_origin);
+ SV_PushEntity (ent, dir);
// retry the original move
ent->v->velocity[0] = oldvel[0];
if (fabs(oldorg[1] - ent->v->origin[1]) > 4
|| fabs(oldorg[0] - ent->v->origin[0]) > 4)
{
- Con_DPrintf("TryUnstick - success.\n");
+ Con_DPrint("TryUnstick - success.\n");
return clip;
}
// still not moving
VectorClear (ent->v->velocity);
- Con_DPrintf("TryUnstick - failure.\n");
+ Con_DPrint("TryUnstick - failure.\n");
return 7;
}
void SV_WalkMove (edict_t *ent)
{
int clip, oldonground, originalmove_clip, originalmove_flags, originalmove_groundentity;
- vec3_t upmove, downmove, oldorg, oldvel, nosteporg, nostepvel, stepnormal, originalmove_origin, originalmove_velocity;
+ vec3_t upmove, downmove, start_origin, start_velocity, stepnormal, originalmove_origin, originalmove_velocity;
trace_t downtrace;
SV_CheckVelocity(ent);
oldonground = (int)ent->v->flags & FL_ONGROUND;
ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND;
- VectorCopy (ent->v->origin, oldorg);
- VectorCopy (ent->v->velocity, oldvel);
+ VectorCopy (ent->v->origin, start_origin);
+ VectorCopy (ent->v->velocity, start_velocity);
clip = SV_FlyMove (ent, sv.frametime, NULL);
+
+ SV_SetOnGround (ent);
+ SV_CheckVelocity(ent);
+
VectorCopy(ent->v->origin, originalmove_origin);
VectorCopy(ent->v->velocity, originalmove_velocity);
originalmove_clip = clip;
originalmove_flags = (int)ent->v->flags;
- originalmove_groundentity = ent->v->groundentity;
-
- SV_CheckVelocity(ent);
+ originalmove_groundentity = ent->v->groundentity;
- // if move didn't block on a step, return
- if ( !(clip & 2) )
+ if ((int)ent->v->flags & FL_WATERJUMP)
return;
- // if move was not trying to move into the step, return
- if (fabs(oldvel[0]) < 0.03125 && fabs(oldvel[1]) < 0.03125)
+ if (sv_nostep.integer)
return;
-
- if (ent->v->movetype != MOVETYPE_FLY)
+
+ // if move didn't block on a step, return
+ if (clip & 2)
{
- if (!oldonground && ent->v->waterlevel == 0 && !sv_jumpstep.integer)
- // don't stair up while jumping
+ // if move was not trying to move into the step, return
+ if (fabs(start_velocity[0]) < 0.03125 && fabs(start_velocity[1]) < 0.03125)
return;
-
- if (ent->v->movetype != MOVETYPE_WALK)
- // gibbed by a trigger
+
+ if (ent->v->movetype != MOVETYPE_FLY)
+ {
+ // return if gibbed by a trigger
+ if (ent->v->movetype != MOVETYPE_WALK)
+ return;
+
+ // only step up while jumping if that is enabled
+ if (!(sv_jumpstep.integer && sv_gameplayfix_stepwhilejumping.integer))
+ if (!oldonground && ent->v->waterlevel == 0)
+ return;
+ }
+
+ // try moving up and forward to go up a step
+ // back to start pos
+ VectorCopy (start_origin, ent->v->origin);
+ VectorCopy (start_velocity, ent->v->velocity);
+
+ // move up
+ VectorClear (upmove);
+ upmove[2] = sv_stepheight.value;
+ // FIXME: don't link?
+ SV_PushEntity(ent, upmove);
+
+ // move forward
+ ent->v->velocity[2] = 0;
+ clip = SV_FlyMove (ent, sv.frametime, stepnormal);
+ ent->v->velocity[2] += start_velocity[2];
+
+ SV_CheckVelocity(ent);
+
+ // check for stuckness, possibly due to the limited precision of floats
+ // in the clipping hulls
+ if (clip
+ && fabs(originalmove_origin[1] - ent->v->origin[1]) < 0.03125
+ && fabs(originalmove_origin[0] - ent->v->origin[0]) < 0.03125)
+ {
+ //Con_Printf("wall\n");
+ // stepping up didn't make any progress, revert to original move
+ VectorCopy(originalmove_origin, ent->v->origin);
+ VectorCopy(originalmove_velocity, ent->v->velocity);
+ //clip = originalmove_clip;
+ ent->v->flags = originalmove_flags;
+ ent->v->groundentity = originalmove_groundentity;
+ // now try to unstick if needed
+ //clip = SV_TryUnstick (ent, oldvel);
return;
- }
-
- SV_CheckVelocity(ent);
-
- if (sv_nostep.integer || (int)ent->v->flags & FL_WATERJUMP )
- return;
-
- VectorCopy (ent->v->origin, nosteporg);
- VectorCopy (ent->v->velocity, nostepvel);
-
- // try moving up and forward to go up a step
- // back to start pos
- VectorCopy (oldorg, ent->v->origin);
+ }
- VectorClear (upmove);
- VectorClear (downmove);
- upmove[2] = sv_stepheight.value;
- downmove[2] = -sv_stepheight.value + oldvel[2]*sv.frametime;
+ //Con_Printf("step - ");
- // move up
- // FIXME: don't link?
- SV_PushEntity(ent, upmove, vec3_origin);
-
- // move forward
- ent->v->velocity[0] = oldvel[0];
- ent->v->velocity[1] = oldvel[1];
- ent->v->velocity[2] = 0;
- clip = SV_FlyMove (ent, sv.frametime, stepnormal);
- ent->v->velocity[2] += oldvel[2];
-
- // check for stuckness, possibly due to the limited precision of floats
- // in the clipping hulls
- if (clip
- && fabs(oldorg[1] - ent->v->origin[1]) < 0.03125
- && fabs(oldorg[0] - ent->v->origin[0]) < 0.03125)
- {
- // stepping up didn't make any progress, revert to original move
- VectorCopy(originalmove_origin, ent->v->origin);
- VectorCopy(originalmove_velocity, ent->v->velocity);
- clip = originalmove_clip;
- ent->v->flags = originalmove_flags;
- ent->v->groundentity = originalmove_groundentity;
- // now try to unstick if needed
- //clip = SV_TryUnstick (ent, oldvel);
- return;
+ // extra friction based on view angle
+ if (clip & 2 && sv_wallfriction.integer)
+ SV_WallFriction (ent, stepnormal);
}
-
- // extra friction based on view angle
- if (clip & 2 && sv_wallfriction.integer)
- SV_WallFriction (ent, stepnormal);
+ // skip out if stepdown is enabled, moving downward, not in water, and the move started onground and ended offground
+ else if (!(sv_gameplayfix_stepdown.integer && ent->v->waterlevel < 2 && start_velocity[2] < (1.0 / 32.0) && oldonground && !((int)ent->v->flags & FL_ONGROUND)))
+ return;
// move down
+ VectorClear (downmove);
+ downmove[2] = -sv_stepheight.value + start_velocity[2]*sv.frametime;
// FIXME: don't link?
- downtrace = SV_PushEntity (ent, downmove, vec3_origin);
+ downtrace = SV_PushEntity (ent, downmove);
- if (downtrace.plane.normal[2] > 0.7)
+ if (downtrace.fraction < 1 && downtrace.plane.normal[2] > 0.7)
{
- // LordHavoc: disabled this so you can walk on monsters/players
+ // LordHavoc: disabled this check so you can walk on monsters/players
//if (ent->v->solid == SOLID_BSP)
{
+ //Con_Printf("onground\n");
ent->v->flags = (int)ent->v->flags | FL_ONGROUND;
ent->v->groundentity = EDICT_TO_PROG(downtrace.ent);
}
}
else
{
+ //Con_Printf("slope\n");
// if the push down didn't end up on good ground, use the move without
// the step up. This happens near wall / slope combinations, and can
// cause the player to hop up higher on a slope too steep to climb
- VectorCopy (nosteporg, ent->v->origin);
- VectorCopy (nostepvel, ent->v->velocity);
+ VectorCopy(originalmove_origin, ent->v->origin);
+ VectorCopy(originalmove_velocity, ent->v->velocity);
+ //clip = originalmove_clip;
+ ent->v->flags = originalmove_flags;
+ ent->v->groundentity = originalmove_groundentity;
}
+ SV_SetOnGround (ent);
SV_CheckVelocity(ent);
}
edict_t *e;
// regular thinking
- if (!SV_RunThink (ent))
- return;
-
// LordHavoc: implemented rotation on MOVETYPE_FOLLOW objects
e = PROG_TO_EDICT(ent->v->aiment);
if (e->v->angles[0] == ent->v->punchangle[0] && e->v->angles[1] == ent->v->punchangle[1] && e->v->angles[2] == ent->v->punchangle[2])
vec3_t move;
edict_t *groundentity;
- // regular thinking
- if (!SV_RunThink (ent))
- return;
+ // don't stick to ground if onground and moving upward
+ if (ent->v->velocity[2] >= (1.0 / 32.0) && ((int)ent->v->flags & FL_ONGROUND))
+ ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND;
// if onground, return without moving
if ((int)ent->v->flags & FL_ONGROUND)
{
+ if (!sv_gameplayfix_noairborncorpse.integer)
+ return;
if (ent->v->groundentity == 0)
return;
// if ent was supported by a brush model on previous frame,
// move origin
VectorScale (ent->v->velocity, sv.frametime, move);
- trace = SV_PushEntity (ent, move, vec3_origin);
+ trace = SV_PushEntity (ent, move);
if (ent->e->free)
return;
float d;
ClipVelocity (ent->v->velocity, trace.plane.normal, ent->v->velocity, 1.5);
// LordHavoc: fixed grenades not bouncing when fired down a slope
- d = DotProduct(trace.plane.normal, ent->v->velocity);
- if (trace.plane.normal[2] > 0.7 && fabs(d) < 60)
+ if (sv_gameplayfix_grenadebouncedownslopes.integer)
{
- ent->v->flags = (int)ent->v->flags | FL_ONGROUND;
- ent->v->groundentity = EDICT_TO_PROG(trace.ent);
- VectorClear (ent->v->velocity);
- VectorClear (ent->v->avelocity);
+ d = DotProduct(trace.plane.normal, ent->v->velocity);
+ if (trace.plane.normal[2] > 0.7 && fabs(d) < 60)
+ {
+ ent->v->flags = (int)ent->v->flags | FL_ONGROUND;
+ ent->v->groundentity = EDICT_TO_PROG(trace.ent);
+ VectorClear (ent->v->velocity);
+ VectorClear (ent->v->avelocity);
+ }
+ else
+ ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND;
}
else
- ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND;
+ {
+ if (trace.plane.normal[2] > 0.7 && ent->v->velocity[2] < 60)
+ {
+ ent->v->flags = (int)ent->v->flags | FL_ONGROUND;
+ ent->v->groundentity = EDICT_TO_PROG(trace.ent);
+ VectorClear (ent->v->velocity);
+ VectorClear (ent->v->avelocity);
+ }
+ else
+ ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND;
+ }
}
else
{
*/
void SV_Physics_Step (edict_t *ent)
{
+ // don't stick to ground if onground and moving upward
+ if (ent->v->velocity[2] >= (1.0 / 32.0) && ((int)ent->v->flags & FL_ONGROUND))
+ ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND;
+
// freefall if not onground/fly/swim
if (!((int)ent->v->flags & (FL_ONGROUND | FL_FLY | FL_SWIM)))
{
SV_StartSound(ent, 0, "demon/dland2.wav", 255, 1);
}
-// regular thinking
- SV_RunThink(ent);
-
SV_CheckWaterTransition(ent);
}
*/
void SV_Physics (void)
{
- int i;
+ int i, end, retouch;
+ float nexttime;
+ vec3_t oldorigin;
edict_t *ent;
// let the progs know that a new frame has started
pr_global_struct->time = sv.time;
PR_ExecuteProgram (pr_global_struct->StartFrame, "QC function StartFrame is missing");
-//
-// treat each object in turn
-//
- ent = sv.edicts;
- for (i=0 ; i<sv.num_edicts ; i++, ent = NEXT_EDICT(ent))
+ retouch = pr_global_struct->force_retouch > 0;
+ end = i = sv_freezenonclients.integer ? svs.maxclients + 1 : sv.num_edicts;
+ for (i = 0, ent = sv.edicts;i < end;i++, ent = NEXT_EDICT(ent))
{
- if (ent->e->free)
- continue;
-
- if (pr_global_struct->force_retouch)
- SV_LinkEdict (ent, true); // force retouch even for stationary
-
- if (i <= svs.maxclients)
- {
- if (i > 0)
- {
- if (!svs.clients[i-1].spawned)
- continue;
- // connected slot
- // call standard client pre-think
- SV_CheckVelocity (ent);
- pr_global_struct->time = sv.time;
- pr_global_struct->self = EDICT_TO_PROG(ent);
- PR_ExecuteProgram (pr_global_struct->PlayerPreThink, "QC function PlayerPreThink is missing");
- SV_CheckVelocity (ent);
- }
- }
- else if (sv_freezenonclients.integer)
+ if (ent->e->free || ent->v->movetype == MOVETYPE_NONE)
continue;
// LordHavoc: merged client and normal entity physics
+ VectorCopy(ent->v->origin, oldorigin);
+
switch ((int) ent->v->movetype)
{
case MOVETYPE_PUSH:
SV_Physics_Pusher (ent);
break;
case MOVETYPE_NONE:
- // LordHavoc: manually inlined the thinktime check here because MOVETYPE_NONE is used on so many objects
- if (ent->v->nextthink > 0 && ent->v->nextthink <= sv.time + sv.frametime)
- SV_RunThink (ent);
break;
case MOVETYPE_FOLLOW:
SV_Physics_Follow (ent);
break;
case MOVETYPE_NOCLIP:
- if (SV_RunThink(ent))
- {
- SV_CheckWater(ent);
- VectorMA(ent->v->origin, sv.frametime, ent->v->velocity, ent->v->origin);
- VectorMA(ent->v->angles, sv.frametime, ent->v->avelocity, ent->v->angles);
- }
- // relink normal entities here, players always get relinked so don't relink twice
- if (!(i > 0 && i <= svs.maxclients))
- SV_LinkEdict(ent, false);
+ SV_CheckWater(ent);
+ VectorMA(ent->v->origin, sv.frametime, ent->v->velocity, ent->v->origin);
+ VectorMA(ent->v->angles, sv.frametime, ent->v->avelocity, ent->v->angles);
break;
case MOVETYPE_STEP:
SV_Physics_Step (ent);
break;
case MOVETYPE_WALK:
- if (SV_RunThink (ent))
- {
- if (!SV_CheckWater (ent) && ! ((int)ent->v->flags & FL_WATERJUMP) )
- SV_AddGravity (ent);
- SV_CheckStuck (ent);
- SV_WalkMove (ent);
- // relink normal entities here, players always get relinked so don't relink twice
- if (!(i > 0 && i <= svs.maxclients))
- SV_LinkEdict (ent, true);
- }
+ if (!SV_CheckWater(ent) && ! ((int)ent->v->flags & FL_WATERJUMP) )
+ SV_AddGravity(ent);
+ SV_CheckStuck(ent);
+ SV_WalkMove(ent);
break;
case MOVETYPE_TOSS:
case MOVETYPE_BOUNCE:
case MOVETYPE_BOUNCEMISSILE:
case MOVETYPE_FLYMISSILE:
- SV_Physics_Toss (ent);
+ SV_Physics_Toss(ent);
break;
case MOVETYPE_FLY:
- if (i > 0 && i <= svs.maxclients)
+ if (i >= 1 && i <= svs.maxclients && svs.clients[i-1].spawned)
{
- if (SV_RunThink (ent))
- {
- SV_CheckWater (ent);
- SV_WalkMove (ent);
- }
+ SV_CheckWater(ent);
+ SV_WalkMove(ent);
}
else
- SV_Physics_Toss (ent);
+ SV_Physics_Toss(ent);
break;
default:
Host_Error ("SV_Physics: bad movetype %i", (int)ent->v->movetype);
break;
}
- if (i <= svs.maxclients && i > 0 && !ent->e->free)
- {
- SV_CheckVelocity (ent);
+ if (!VectorCompare(ent->v->origin, oldorigin) || retouch)
+ SV_LinkEdict(ent, true);
+ }
- // call standard player post-think
- SV_LinkEdict (ent, true);
+ for (i = 1, ent = NEXT_EDICT(sv.edicts);i <= svs.maxclients;i++, ent = NEXT_EDICT(ent))
+ {
+ if (ent->e->free || !svs.clients[i-1].spawned)
+ continue;
- SV_CheckVelocity (ent);
+ // call standard client pre-think
+ SV_CheckVelocity (ent);
+ pr_global_struct->time = sv.time;
+ pr_global_struct->self = EDICT_TO_PROG(ent);
+ PR_ExecuteProgram (pr_global_struct->PlayerPreThink, "QC function PlayerPreThink is missing");
+ SV_CheckVelocity (ent);
+ }
- pr_global_struct->time = sv.time;
- pr_global_struct->self = EDICT_TO_PROG(ent);
- PR_ExecuteProgram (pr_global_struct->PlayerPostThink, "QC function PlayerPostThink is missing");
+ nexttime = sv.time + sv.frametime;
+ end = i = sv_freezenonclients.integer ? svs.maxclients + 1 : sv.num_edicts;
+ for (i = 0, ent = sv.edicts;i < end;i++, ent = NEXT_EDICT(ent))
+ {
+ if (ent->e->free)
+ continue;
+
+ // LordHavoc: merged client and normal entity physics
+ switch ((int) ent->v->movetype)
+ {
+ case MOVETYPE_PUSH:
+ case MOVETYPE_FAKEPUSH:
+ if (ent->v->nextthink && ent->v->ltime > ent->v->nextthink)
+ {
+ ent->v->nextthink = 0;
+ pr_global_struct->time = sv.time;
+ pr_global_struct->self = EDICT_TO_PROG(ent);
+ pr_global_struct->other = EDICT_TO_PROG(sv.edicts);
+ PR_ExecuteProgram (ent->v->think, "QC function self.think is missing");
+ }
+ break;
+ case MOVETYPE_NONE:
+ case MOVETYPE_FOLLOW:
+ case MOVETYPE_NOCLIP:
+ case MOVETYPE_STEP:
+ case MOVETYPE_WALK:
+ case MOVETYPE_TOSS:
+ case MOVETYPE_BOUNCE:
+ case MOVETYPE_BOUNCEMISSILE:
+ case MOVETYPE_FLY:
+ case MOVETYPE_FLYMISSILE:
+ // LordHavoc: manually inlined SV_RunThink here
+ if (ent->v->nextthink && ent->v->nextthink <= nexttime)
+ {
+ /*
+ SV_RunThink
+ Runs thinking code if time. There is some play in the exact time the think
+ function will be called, because it is called before any movement is done
+ in a frame. Not used for pushmove objects, because they must be exact.
+ Returns false if the entity removed itself.
+ */
+ float thinktime = ent->v->nextthink;
+ if (thinktime && thinktime < sv.time + sv.frametime)
+ {
+ ent->v->nextthink = 0;
+ // don't let things stay in the past.
+ // it is possible to start that way by a trigger with a local time.
+ pr_global_struct->time = max(thinktime, sv.time);
+ pr_global_struct->self = EDICT_TO_PROG(ent);
+ pr_global_struct->other = EDICT_TO_PROG(sv.edicts);
+ PR_ExecuteProgram (ent->v->think, "QC function self.think is missing");
+ }
+ }
+ break;
+ default:
+ Host_Error ("SV_Physics: bad movetype %i", (int)ent->v->movetype);
+ break;
}
}
- if (pr_global_struct->force_retouch)
- pr_global_struct->force_retouch--;
+ for (i = 1, ent = NEXT_EDICT(sv.edicts);i <= svs.maxclients;i++, ent = NEXT_EDICT(ent))
+ {
+ if (ent->e->free || !svs.clients[i-1].spawned)
+ continue;
+
+ // call standard player post-think
+ SV_LinkEdict (ent, true);
+ SV_CheckVelocity (ent);
+ pr_global_struct->time = sv.time;
+ pr_global_struct->self = EDICT_TO_PROG(ent);
+ PR_ExecuteProgram (pr_global_struct->PlayerPostThink, "QC function PlayerPostThink is missing");
+ }
+
+ if (pr_global_struct->force_retouch > 0)
+ pr_global_struct->force_retouch = max(0, pr_global_struct->force_retouch - 1);
// LordHavoc: endframe support
if (EndFrameQC)
pr_global_struct->self = EDICT_TO_PROG(sv.edicts);
pr_global_struct->other = EDICT_TO_PROG(sv.edicts);
pr_global_struct->time = sv.time;
- PR_ExecuteProgram ((func_t)(EndFrameQC - pr_functions), "");
+ PR_ExecuteProgram ((func_t)(EndFrameQC - pr_functions), "QC function EndFrame is missing");
}
if (!sv_freezenonclients.integer)