ent->v.velocity[0] *= wishspeed;
ent->v.velocity[1] *= wishspeed;
ent->v.velocity[2] *= wishspeed;
- wishspeed = sv_maxvelocity.value;
}
}
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);
if (out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON)
out[i] = 0;
}
-
+
return blocked;
}
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)
{
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++)
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
if (j == numplanes)
break;
}
-
+
if (i != numplanes)
{ // go along this plane
VectorCopy (new_velocity, ent->v.velocity);
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);
}
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)
// 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;
-}
+}
/*
*/
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)
{
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])
+ {
+ for (i = 0;i < 3;i++)
+ {
+ mins[i] = pushermodel->yawmins[i] + move1[i] - 32;
+ maxs[i] = pushermodel->yawmaxs[i] + move1[i] + 32;
+ }
+ }
+ else
{
- 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->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;
// 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)
- {
- // 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;
- }
- }
- }
-
-
-}
-
-/*
-============
-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 (forward[0] > 0.999f) // quick way to check if any rotation is used
{
- 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;
+ 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);
}
+ else
+ VectorCopy (move1, move);
- // 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++;
-
- // 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
-
- VectorAdd (check->v.angles, amove, check->v.angles);
+ SV_PushEntity (check, move, moveangle);
+ pusher->v.solid = savesolid; // was SOLID_BSP
- // 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)
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;
float movetime;
oldltime = ent->v.ltime;
-
+
thinktime = ent->v.nextthink;
if (thinktime < ent->v.ltime + sv.frametime)
{
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;
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);
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];
VectorCopy (ent->v.origin, oldorg);
VectorCopy (ent->v.velocity, oldvel);
-
+
clip = SV_FlyMove (ent, sv.frametime, &steptrace);
if ( !(clip & 2) )
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 )
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];
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)
{
{
// 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);
}
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);
// 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)
// 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);
}
// regular thinking
SV_RunThink (ent);
-
+
SV_CheckWaterTransition (ent);
}
}
-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;
}