]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - sv_phys.c
Modified 3 casts to get rid of a few warnings in MSVC6.
[xonotic/darkplaces.git] / sv_phys.c
index 33f6434485aac1b182cf6899e116baaf36a66db2..f0fe06421ab47ef18385acd88fa7573bfbfd5e02 100644 (file)
--- a/sv_phys.c
+++ b/sv_phys.c
@@ -118,7 +118,6 @@ void SV_CheckVelocity (edict_t *ent)
                ent->v.velocity[0] *= wishspeed;
                ent->v.velocity[1] *= wishspeed;
                ent->v.velocity[2] *= wishspeed;
-               wishspeed = sv_maxvelocity.value;
        }
 }
 
@@ -173,7 +172,7 @@ void SV_Impact (edict_t *e1, edict_t *e2)
                pr_global_struct->other = EDICT_TO_PROG(e2);
                PR_ExecuteProgram (e1->v.touch, "");
        }
-       
+
        if (e2->v.touch && e2->v.solid != SOLID_NOT)
        {
                pr_global_struct->self = EDICT_TO_PROG(e2);
@@ -217,7 +216,7 @@ int ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce)
                if (out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON)
                        out[i] = 0;
        }
-       
+
        return blocked;
 }
 
@@ -234,10 +233,7 @@ Returns the clipflags if the velocity was modified (hit something solid)
 If steptrace is not NULL, the trace of any vertical wall hit will be stored
 ============
 */
-// LordHavoc: increased from 5 to 20, to partially fix angled corner sticking
-// (example - start.bsp hall to e1m4, leading to the pool there are two
-//  angled corners, which you could get stuck on, now they are just a one
-//  frame hiccup)
+// LordHavoc: increased from 5 to 20
 #define        MAX_CLIP_PLANES 20
 int SV_FlyMove (edict_t *ent, float time, trace_t *steptrace)
 {
@@ -252,14 +248,14 @@ int SV_FlyMove (edict_t *ent, float time, trace_t *steptrace)
        vec3_t          end;
        float           time_left;
        int                     blocked;
-       
+
        numbumps = 4;
-       
+
        blocked = 0;
        VectorCopy (ent->v.velocity, original_velocity);
        VectorCopy (ent->v.velocity, primal_velocity);
        numplanes = 0;
-       
+
        time_left = time;
 
        for (bumpcount=0 ; bumpcount<numbumps ; bumpcount++)
@@ -270,7 +266,7 @@ int SV_FlyMove (edict_t *ent, float time, trace_t *steptrace)
                for (i=0 ; i<3 ; i++)
                        end[i] = ent->v.origin[i] + time_left * ent->v.velocity[i];
 
-               trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, false, ent);
+               trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_NORMAL, ent);
 
                if (trace.allsolid)
                {       // entity is trapped in another solid
@@ -314,9 +310,9 @@ int SV_FlyMove (edict_t *ent, float time, trace_t *steptrace)
                if (ent->free)
                        break;          // removed by the impact function
 
-               
+
                time_left -= time_left * trace.fraction;
-               
+
        // cliped to another plane
                if (numplanes >= MAX_CLIP_PLANES)
                {       // this shouldn't really happen
@@ -342,7 +338,7 @@ int SV_FlyMove (edict_t *ent, float time, trace_t *steptrace)
                        if (j == numplanes)
                                break;
                }
-               
+
                if (i != numplanes)
                {       // go along this plane
                        VectorCopy (new_velocity, ent->v.velocity);
@@ -356,6 +352,8 @@ int SV_FlyMove (edict_t *ent, float time, trace_t *steptrace)
                                return 7;
                        }
                        CrossProduct (planes[0], planes[1], dir);
+                       // LordHavoc: thanks to taniwha of QuakeForge for pointing out this fix for slowed falling in corners
+                       VectorNormalize(dir);
                        d = DotProduct (dir, ent->v.velocity);
                        VectorScale (dir, d, ent->v.velocity);
                }
@@ -411,11 +409,11 @@ SV_PushEntity
 Does not change the entities velocity at all
 ============
 */
-trace_t SV_PushEntity (edict_t *ent, vec3_t push)
+trace_t SV_PushEntity (edict_t *ent, vec3_t push, vec3_t pushangles)
 {
        trace_t trace;
        vec3_t  end;
-               
+
        VectorAdd (ent->v.origin, push, end);
 
        if (ent->v.movetype == MOVETYPE_FLYMISSILE)
@@ -424,16 +422,18 @@ trace_t SV_PushEntity (edict_t *ent, vec3_t push)
        // only clip against bmodels
                trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_NOMONSTERS, ent);
        else
-               trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_NORMAL, ent);       
-       
+               trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_NORMAL, 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)
-               SV_Impact (ent, trace.ent);             
+               SV_Impact (ent, trace.ent);
 
        return trace;
-}                                      
+}
 
 
 /*
@@ -444,14 +444,14 @@ SV_PushMove
 */
 void SV_PushMove (edict_t *pusher, float movetime)
 {
-       int                     i, e;
+       int                     i, e, index;
        edict_t         *check;
-       vec3_t          mins, maxs, move;
-       vec3_t          entorig, pushorig;
+       float           savesolid, movetime2, pushltime;
+       vec3_t          mins, maxs, move, move1, moveangle, entorig, entang, pushorig, pushang, a, forward, left, up, org, org2;
        int                     num_moved;
        edict_t         *moved_edict[MAX_EDICTS];
-       vec3_t          moved_from[MAX_EDICTS];
-       float           savesolid;
+       vec3_t          moved_from[MAX_EDICTS], moved_fromangles[MAX_EDICTS];
+       model_t         *pushermodel;
 
        switch ((int) pusher->v.solid)
        {
@@ -465,33 +465,70 @@ void SV_PushMove (edict_t *pusher, float movetime)
        case SOLID_NOT:
        case SOLID_TRIGGER:
                VectorMA (pusher->v.origin, movetime, pusher->v.velocity, pusher->v.origin);
+               VectorMA (pusher->v.angles, movetime, pusher->v.avelocity, pusher->v.angles);
                pusher->v.ltime += movetime;
                SV_LinkEdict (pusher, false);
                return;
        default:
                Host_Error("SV_PushMove: unrecognized solid type %f\n", pusher->v.solid);
        }
-       if (!pusher->v.velocity[0] && !pusher->v.velocity[1] && !pusher->v.velocity[2])
+       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])
        {
                pusher->v.ltime += movetime;
                return;
        }
-
-       for (i=0 ; i<3 ; i++)
+       index = (int) pusher->v.modelindex;
+       if (index < 1 || index >= MAX_MODELS)
+               Host_Error("SV_PushMove: invalid modelindex %f\n", pusher->v.modelindex);
+       pushermodel = sv.models[index];
+
+       // LordHavoc: round up by a small epsilon
+       movetime2 = movetime; // + (1.0 / 256.0);
+       for (i = 0;i < 3;i++)
+       {
+               move1[i] = pusher->v.velocity[i] * movetime2;
+               moveangle[i] = pusher->v.avelocity[i] * movetime2;
+       }
+       if (moveangle[0] || moveangle[2])
+       {
+               for (i = 0;i < 3;i++)
+               {
+                       mins[i] = pushermodel->rotatedmins[i] + move1[i] - 32;
+                       maxs[i] = pushermodel->rotatedmaxs[i] + move1[i] + 32;
+               }
+       }
+       else if (moveangle[1])
        {
-               move[i] = pusher->v.velocity[i] * movetime;
-               mins[i] = pusher->v.absmin[i] + move[i];
-               maxs[i] = pusher->v.absmax[i] + move[i];
+               for (i = 0;i < 3;i++)
+               {
+                       mins[i] = pushermodel->yawmins[i] + move1[i] - 32;
+                       maxs[i] = pushermodel->yawmaxs[i] + move1[i] + 32;
+               }
+       }
+       else
+       {
+               for (i = 0;i < 3;i++)
+               {
+                       mins[i] = pushermodel->normalmins[i] + move1[i] - 32;
+                       maxs[i] = pushermodel->normalmaxs[i] + move1[i] + 32;
+               }
        }
 
+       VectorNegate (moveangle, a);
+       AngleVectorsFLU (a, forward, left, up);
+
        VectorCopy (pusher->v.origin, pushorig);
-       
+       VectorCopy (pusher->v.angles, pushang);
+       pushltime = pusher->v.ltime;
+
 // move the pusher to it's final position
 
-       VectorAdd (pusher->v.origin, move, pusher->v.origin);
+       VectorMA (pusher->v.origin, movetime, pusher->v.velocity, pusher->v.origin);
+       VectorMA (pusher->v.angles, movetime, pusher->v.avelocity, pusher->v.angles);
        pusher->v.ltime += movetime;
        SV_LinkEdict (pusher, false);
 
+       savesolid = pusher->v.solid;
 
 // see if any solid entities are inside the final position
        num_moved = 0;
@@ -525,198 +562,57 @@ void SV_PushMove (edict_t *pusher, float movetime)
                // remove the onground flag for non-players
                if (check->v.movetype != MOVETYPE_WALK)
                        check->v.flags = (int)check->v.flags & ~FL_ONGROUND;
-               
+
                VectorCopy (check->v.origin, entorig);
+               VectorCopy (check->v.angles, entang);
                VectorCopy (check->v.origin, moved_from[num_moved]);
+               VectorCopy (check->v.angles, moved_fromangles[num_moved]);
                moved_edict[num_moved] = check;
                num_moved++;
 
-               // LordHavoc: pusher fixes (teleport train bug, etc)
-               savesolid = pusher->v.solid;
-               if (savesolid == SOLID_BSP || savesolid == SOLID_BBOX || savesolid == SOLID_SLIDEBOX)
+               if (forward[0] > 0.999f) // quick way to check if any rotation is used
                {
-                       // try moving the contacted entity
-                       pusher->v.solid = SOLID_NOT;
-                       SV_PushEntity (check, move);
-                       pusher->v.solid = savesolid; // was SOLID_BSP
-
-                       // if it is still inside the pusher, block
-                       if (SV_TestEntityPosition (check))
-                       {       // fail the move
-                               if (check->v.mins[0] == check->v.maxs[0])
-                                       continue;
-                               if (check->v.solid == SOLID_NOT || check->v.solid == SOLID_TRIGGER)
-                               {       // corpse
-                                       check->v.mins[0] = check->v.mins[1] = 0;
-                                       VectorCopy (check->v.mins, check->v.maxs);
-                                       continue;
-                               }
-                               
-                               VectorCopy (entorig, check->v.origin);
-                               SV_LinkEdict (check, true);
-
-                               VectorCopy (pushorig, pusher->v.origin);
-                               SV_LinkEdict (pusher, false);
-                               pusher->v.ltime -= movetime;
-
-                               // if the pusher has a "blocked" function, call it, otherwise just stay in place until the obstacle is gone
-                               if (pusher->v.blocked)
-                               {
-                                       pr_global_struct->self = EDICT_TO_PROG(pusher);
-                                       pr_global_struct->other = EDICT_TO_PROG(check);
-                                       PR_ExecuteProgram (pusher->v.blocked, "");
-                               }
-                               
-                               // move back any entities we already moved
-                               num_moved--; // LordHavoc: pop off check, because it was already restored
-                               for (i=0 ; i<num_moved ; i++)
-                               {
-                                       VectorCopy (moved_from[i], moved_edict[i]->v.origin);
-                                       SV_LinkEdict (moved_edict[i], false);
-                               }
-                               return;
-                       }       
+                       VectorSubtract (check->v.origin, pusher->v.origin, org);
+                       org2[0] = DotProduct (org, forward);
+                       org2[1] = DotProduct (org, left);
+                       org2[2] = DotProduct (org, up);
+                       VectorSubtract (org2, org, move);
+                       VectorAdd (move, move1, move);
                }
-       }
-
-       
-}
-
-/*
-============
-SV_PushRotate
-
-============
-*/
-void SV_PushRotate (edict_t *pusher, float movetime)
-{
-       int                     i, e;
-       edict_t         *check;
-       vec3_t          move, a, amove;
-       vec3_t          entorigin, entangles, pushorigin, pushangles;
-       int                     num_moved;
-       edict_t         *moved_edict[MAX_EDICTS];
-       vec3_t          moved_from[MAX_EDICTS];
-       vec3_t          angled_from[MAX_EDICTS];
-       vec3_t          org, org2;
-       vec3_t          forward, right, up;
-       float           savesolid;
-
-       switch ((int) pusher->v.solid)
-       {
-       // LordHavoc: valid pusher types
-       case SOLID_BSP:
-       case SOLID_BBOX:
-       case SOLID_SLIDEBOX:
-       case SOLID_CORPSE: // LordHavoc: this would be weird...
-               break;
-       // LordHavoc: no collisions
-       case SOLID_NOT:
-       case SOLID_TRIGGER:
-               VectorMA (pusher->v.angles, movetime, pusher->v.avelocity, pusher->v.angles);
-               pusher->v.ltime += movetime;
-               SV_LinkEdict (pusher, false);
-               return;
-       default:
-               Host_Error("SV_PushRotate: unrecognized solid type %f\n", pusher->v.solid);
-       }
-       if (!pusher->v.avelocity[0] && !pusher->v.avelocity[1] && !pusher->v.avelocity[2])
-       {
-               pusher->v.ltime += movetime;
-               return;
-       }
-
-       for (i=0 ; i<3 ; i++)
-               amove[i] = pusher->v.avelocity[i] * movetime;
-
-       VectorNegate (amove, a);
-       AngleVectors (a, forward, right, up);
-
-       VectorCopy (pusher->v.origin, pushorigin);
-       VectorCopy (pusher->v.angles, pushangles);
-       
-// move the pusher to it's final position
-
-       VectorAdd (pusher->v.angles, amove, pusher->v.angles);
-       pusher->v.ltime += movetime;
-       SV_LinkEdict (pusher, false);
-
-
-// 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))
-       {
-               if (check->free)
-                       continue;
-               if (check->v.movetype == MOVETYPE_PUSH
-                || check->v.movetype == MOVETYPE_NONE
-                || check->v.movetype == MOVETYPE_FOLLOW
-                || check->v.movetype == MOVETYPE_NOCLIP)
-                       continue;
-
-       // if the entity is standing on the pusher, it will definately be moved
-               if (!(((int)check->v.flags & FL_ONGROUND) && PROG_TO_EDICT(check->v.groundentity) == pusher))
-               {
-                       if (check->v.absmin[0] >= pusher->v.absmax[0]
-                        || check->v.absmin[1] >= pusher->v.absmax[1]
-                        || check->v.absmin[2] >= pusher->v.absmax[2]
-                        || check->v.absmax[0] <= pusher->v.absmin[0]
-                        || check->v.absmax[1] <= pusher->v.absmin[1]
-                        || check->v.absmax[2] <= pusher->v.absmin[2])
-                               continue;
-
-               // see if the ent's bbox is inside the pusher's final position
-                       if (!SV_TestEntityPosition (check))
-                               continue;
-               }
-
-       // remove the onground flag for non-players
-               if (check->v.movetype != MOVETYPE_WALK)
-                       check->v.flags = (int)check->v.flags & ~FL_ONGROUND;
-               
-               VectorCopy (check->v.origin, entorigin);
-               VectorCopy (check->v.origin, moved_from[num_moved]);
-               VectorCopy (check->v.angles, entangles);
-               VectorCopy (check->v.angles, angled_from[num_moved]);
-               moved_edict[num_moved] = check;
-               num_moved++;
+               else
+                       VectorCopy (move1, move);
 
-               // calculate destination position
-               VectorSubtract (check->v.origin, pusher->v.origin, org);
-               org2[0] = DotProduct (org, forward);
-               org2[1] = -DotProduct (org, right);
-               org2[2] = DotProduct (org, up);
-               VectorSubtract (org2, org, move);
+               // LordHavoc: debugging
+               //VectorAdd(entorig, move, org2);
+               //CL_RocketTrail2 (entorig, org2, 238, NULL);
 
-               // try moving the contacted entity 
-               savesolid = pusher->v.solid; // LordHavoc: restore to correct solid type
+               // try moving the contacted entity
                pusher->v.solid = SOLID_NOT;
-               SV_PushEntity (check, move);
-               pusher->v.solid = savesolid; // LordHavoc: restore to correct solid type
+               SV_PushEntity (check, move, moveangle);
+               pusher->v.solid = savesolid; // was SOLID_BSP
 
-               VectorAdd (check->v.angles, amove, check->v.angles);
-
-       // if it is still inside the pusher, block
+               // if it is still inside the pusher, block
                if (SV_TestEntityPosition (check))
-               {       // fail the move
+               {
+                       // fail the move
                        if (check->v.mins[0] == check->v.maxs[0])
                                continue;
                        if (check->v.solid == SOLID_NOT || check->v.solid == SOLID_TRIGGER)
-                       {       // corpse
+                       {
+                               // corpse
                                check->v.mins[0] = check->v.mins[1] = 0;
                                VectorCopy (check->v.mins, check->v.maxs);
                                continue;
                        }
-                       
-                       VectorCopy (entorigin, check->v.origin);
-                       VectorCopy (entangles, check->v.angles);
+
+                       VectorCopy (entorig, check->v.origin);
+                       VectorCopy (entang, check->v.angles);
                        SV_LinkEdict (check, true);
 
-                       VectorCopy (pushorigin, pusher->v.origin);
-                       VectorCopy (pushangles, pusher->v.angles);
+                       VectorCopy (pushorig, pusher->v.origin);
+                       VectorCopy (pushang, pusher->v.angles);
+                       pusher->v.ltime = pushltime;
                        SV_LinkEdict (pusher, false);
-                       pusher->v.ltime -= movetime;
 
                        // if the pusher has a "blocked" function, call it, otherwise just stay in place until the obstacle is gone
                        if (pusher->v.blocked)
@@ -725,13 +621,13 @@ void SV_PushRotate (edict_t *pusher, float movetime)
                                pr_global_struct->other = EDICT_TO_PROG(check);
                                PR_ExecuteProgram (pusher->v.blocked, "");
                        }
-                       
-               // move back any entities we already moved
+
+                       // move back any entities we already moved
                        num_moved--; // LordHavoc: pop off check, because it was already restored
                        for (i=0 ; i<num_moved ; i++)
                        {
                                VectorCopy (moved_from[i], moved_edict[i]->v.origin);
-                               VectorCopy (angled_from[i], moved_edict[i]->v.angles);
+                               VectorCopy (moved_fromangles[i], moved_edict[i]->v.angles);
                                SV_LinkEdict (moved_edict[i], false);
                        }
                        return;
@@ -752,7 +648,7 @@ void SV_Physics_Pusher (edict_t *ent)
        float   movetime;
 
        oldltime = ent->v.ltime;
-       
+
        thinktime = ent->v.nextthink;
        if (thinktime < ent->v.ltime + sv.frametime)
        {
@@ -764,13 +660,8 @@ void SV_Physics_Pusher (edict_t *ent)
                movetime = sv.frametime;
 
        if (movetime)
-       {
-               if (ent->v.avelocity[0] || ent->v.avelocity[1] || ent->v.avelocity[2])
-                       SV_PushRotate (ent, movetime);
-               else
-                       SV_PushMove (ent, movetime);    // advances ent->v.ltime if not blocked
-       }
-               
+               SV_PushMove (ent, movetime);    // advances ent->v.ltime if not blocked
+
        if (thinktime > oldltime && thinktime <= ent->v.ltime)
        {
                ent->v.nextthink = 0;
@@ -896,7 +787,7 @@ void SV_WallFriction (edict_t *ent, trace_t *trace)
        d += 0.5;
        if (d >= 0)
                return;
-               
+
 // cut the tangential velocity
        i = DotProduct (trace->plane.normal, ent->v.velocity);
        VectorScale (trace->plane.normal, i, into);
@@ -944,7 +835,7 @@ int SV_TryUnstick (edict_t *ent, vec3_t oldvel)
                        case 7: dir[0] = -2; dir[1] = -2; break;
                }
                
-               SV_PushEntity (ent, dir);
+               SV_PushEntity (ent, dir, vec3_origin);
 
 // retry the original move
                ent->v.velocity[0] = oldvel[0];
@@ -992,7 +883,7 @@ void SV_WalkMove (edict_t *ent)
        
        VectorCopy (ent->v.origin, oldorg);
        VectorCopy (ent->v.velocity, oldvel);
-       
+
        clip = SV_FlyMove (ent, sv.frametime, &steptrace);
 
        if ( !(clip & 2) )
@@ -1004,7 +895,7 @@ void SV_WalkMove (edict_t *ent)
        if (ent->v.movetype != MOVETYPE_WALK)
                return;         // gibbed by a trigger
        
-       if (sv_nostep.value)
+       if (sv_nostep.integer)
                return;
        
        if ( (int)sv_player->v.flags & FL_WATERJUMP )
@@ -1024,7 +915,7 @@ void SV_WalkMove (edict_t *ent)
        downmove[2] = -STEPSIZE + oldvel[2]*sv.frametime;
 
 // move up
-       SV_PushEntity (ent, upmove);    // FIXME: don't link?
+       SV_PushEntity (ent, upmove, vec3_origin);       // FIXME: don't link?
 
 // move forward
        ent->v.velocity[0] = oldvel[0];
@@ -1048,7 +939,7 @@ void SV_WalkMove (edict_t *ent)
                SV_WallFriction (ent, &steptrace);
 
 // move down
-       downtrace = SV_PushEntity (ent, downmove);      // FIXME: don't link?
+       downtrace = SV_PushEntity (ent, downmove, vec3_origin); // FIXME: don't link?
 
        if (downtrace.plane.normal[2] > 0.7)
        {
@@ -1062,7 +953,7 @@ void SV_WalkMove (edict_t *ent)
        {
 // 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     
+// cause the player to hop up higher on a slope too steep to climb
                VectorCopy (nosteporg, ent->v.origin);
                VectorCopy (nostepvel, ent->v.velocity);
        }
@@ -1287,13 +1178,23 @@ void SV_Physics_Toss (edict_t *ent)
        trace_t trace;
        vec3_t  move;
        float   backoff;
+       edict_t *groundentity;
        // regular thinking
        if (!SV_RunThink (ent))
                return;
 
 // if onground, return without moving
        if ( ((int)ent->v.flags & FL_ONGROUND) )
-               return;
+       {
+               // LordHavoc: fall if the groundentity was removed
+               if (ent->v.groundentity)
+               {
+                       groundentity = PROG_TO_EDICT(ent->v.groundentity);
+                       if (groundentity && groundentity->v.solid != SOLID_NOT && groundentity->v.solid != SOLID_TRIGGER)
+                               return;
+               }
+       }
+       ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND;
 
        SV_CheckVelocity (ent);
 
@@ -1308,12 +1209,12 @@ void SV_Physics_Toss (edict_t *ent)
 
 // move origin
        VectorScale (ent->v.velocity, sv.frametime, move);
-       trace = SV_PushEntity (ent, move);
+       trace = SV_PushEntity (ent, move, vec3_origin);
        if (trace.fraction == 1)
                return;
        if (ent->free)
                return;
-       
+
        if (ent->v.movetype == MOVETYPE_BOUNCE)
                backoff = 1.5;
        else if (ent->v.movetype == MOVETYPE_BOUNCEMISSILE)
@@ -1325,16 +1226,22 @@ void SV_Physics_Toss (edict_t *ent)
 
 // stop if on ground
        if (trace.plane.normal[2] > 0.7)
-       {               
-               if (ent->v.velocity[2] < 60 || (ent->v.movetype != MOVETYPE_BOUNCE && ent->v.movetype != MOVETYPE_BOUNCEMISSILE))
+       {
+               // LordHavoc: fixed grenades not bouncing when fired down a slope
+               if (fabs(ent->v.velocity[2]) < 60 || (ent->v.movetype != MOVETYPE_BOUNCE && ent->v.movetype != MOVETYPE_BOUNCEMISSILE))
+               //if (ent->v.velocity[2] < 60 || (ent->v.movetype != MOVETYPE_BOUNCE && ent->v.movetype != MOVETYPE_BOUNCEMISSILE))
                {
                        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;
+
 // check for in water
        SV_CheckWaterTransition (ent);
 }
@@ -1384,7 +1291,7 @@ void SV_Physics_Step (edict_t *ent)
 
 // regular thinking
        SV_RunThink (ent);
-       
+
        SV_CheckWaterTransition (ent);
 }
 
@@ -1487,31 +1394,44 @@ void SV_Physics (void)
 }
 
 
-trace_t SV_Trace_Toss (edict_t *ent, edict_t *ignore)
+trace_t SV_Trace_Toss (edict_t *tossent, edict_t *ignore)
 {
        int i;
        edict_t tempent, *tent;
        trace_t trace;
        vec3_t  move;
        vec3_t  end;
+       float   gravity, savesolid;
+       eval_t  *val;
 
-       memcpy(&tempent, ent, sizeof(edict_t));
+       memcpy(&tempent, tossent, sizeof(edict_t));
        tent = &tempent;
+       savesolid = tossent->v.solid;
+       tossent->v.solid = SOLID_NOT;
+
+       // this has to fetch the field from the original edict, since our copy is truncated
+       val = GETEDICTFIELDVALUE(tossent, eval_gravity);
+       if (val != NULL && val->_float != 0)
+               gravity = val->_float;
+       else
+               gravity = 1.0;
+       gravity *= sv_gravity.value * 0.05;
 
        for (i = 0;i < 200;i++) // LordHavoc: sanity check; never trace more than 10 seconds
        {
                SV_CheckVelocity (tent);
-               SV_AddGravity (tent);
+               tent->v.velocity[2] -= gravity;
                VectorMA (tent->v.angles, 0.05, tent->v.avelocity, tent->v.angles);
                VectorScale (tent->v.velocity, 0.05, move);
                VectorAdd (tent->v.origin, move, end);
-               trace = SV_Move (tent->v.origin, tent->v.mins, tent->v.maxs, end, MOVE_NORMAL, tent);   
+               trace = SV_Move (tent->v.origin, tent->v.mins, tent->v.maxs, end, MOVE_NORMAL, tent);
                VectorCopy (trace.endpos, tent->v.origin);
 
-               if (trace.ent)
+               if (trace.fraction < 1 && trace.ent)
                        if (trace.ent != ignore)
                                break;
        }
+       tossent->v.solid = savesolid;
        trace.fraction = 0; // not relevant
        return trace;
 }