]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - sv_phys.c
added sv_gameplayfix_consistentplayerprethink which defaults on - this
[xonotic/darkplaces.git] / sv_phys.c
index 91fbbccad2e85c15bc27ef2fb4bfff384dd437eb..6a2979cac23ea64486b92f5da968027c597e3ef3 100644 (file)
--- a/sv_phys.c
+++ b/sv_phys.c
@@ -1025,6 +1025,12 @@ void SV_CheckVelocity (prvm_edict_t *ent)
                }
        }
 
+       // LordHavoc: a hack to ensure that the (rather silly) id1 quakec
+       // player_run/player_stand1 does not horribly malfunction if the
+       // velocity becomes a denormalized float
+       if (VectorLength2(ent->fields.server->velocity) < 0.0001)
+               VectorClear(ent->fields.server->velocity);
+
        // LordHavoc: max velocity fix, inspired by Maddes's source fixes, but this is faster
        wishspeed = DotProduct(ent->fields.server->velocity, ent->fields.server->velocity);
        if (wishspeed > sv_maxvelocity.value * sv_maxvelocity.value)
@@ -2672,12 +2678,6 @@ void SV_Physics_ClientMove(void)
 
        // make sure the velocity is sane (not a NaN)
        SV_CheckVelocity(ent);
-       // LordHavoc: a hack to ensure that the (rather silly) id1 quakec
-       // player_run/player_stand1 does not horribly malfunction if the
-       // velocity becomes a number that is both == 0 and != 0
-       // (sounds to me like NaN but to be absolutely safe...)
-       if (DotProduct(ent->fields.server->velocity, ent->fields.server->velocity) < 0.0001)
-               VectorClear(ent->fields.server->velocity);
 
        // perform MOVETYPE_WALK behavior
        SV_WalkMove (ent);
@@ -2701,14 +2701,14 @@ void SV_Physics_ClientMove(void)
        }
 }
 
-void SV_Physics_ClientEntity(prvm_edict_t *ent)
+static void SV_Physics_ClientEntity_PreThink(prvm_edict_t *ent)
 {
        // don't do physics on disconnected clients, FrikBot relies on this
        if (!host_client->spawned)
-       {
-               memset(&host_client->cmd, 0, sizeof(host_client->cmd));
                return;
-       }
+
+       // make sure the velocity is sane (not a NaN)
+       SV_CheckVelocity(ent);
 
        // don't run physics here if running asynchronously
        if (host_client->clmovement_inputtimeout <= 0)
@@ -2717,20 +2717,61 @@ void SV_Physics_ClientEntity(prvm_edict_t *ent)
                //host_client->cmd.time = max(host_client->cmd.time, sv.time);
        }
 
-       // make sure the velocity is sane (not a NaN)
+       // make sure the velocity is still sane (not a NaN)
        SV_CheckVelocity(ent);
-       // LordHavoc: a hack to ensure that the (rather silly) id1 quakec
-       // player_run/player_stand1 does not horribly malfunction if the
-       // velocity becomes a number that is both == 0 and != 0
-       // (sounds to me like NaN but to be absolutely safe...)
-       if (DotProduct(ent->fields.server->velocity, ent->fields.server->velocity) < 0.0001)
-               VectorClear(ent->fields.server->velocity);
 
        // call standard client pre-think
        prog->globals.server->time = sv.time;
        prog->globals.server->self = PRVM_EDICT_TO_PROG(ent);
-       PRVM_ExecuteProgram (prog->globals.server->PlayerPreThink, "QC function PlayerPreThink is missing");
-       SV_CheckVelocity (ent);
+       PRVM_ExecuteProgram(prog->globals.server->PlayerPreThink, "QC function PlayerPreThink is missing");
+
+       // make sure the velocity is still sane (not a NaN)
+       SV_CheckVelocity(ent);
+}
+
+static void SV_Physics_ClientEntity_PostThink(prvm_edict_t *ent)
+{
+       // make sure the velocity is sane (not a NaN)
+       SV_CheckVelocity(ent);
+
+       // call standard player post-think
+       prog->globals.server->time = sv.time;
+       prog->globals.server->self = PRVM_EDICT_TO_PROG(ent);
+       PRVM_ExecuteProgram(prog->globals.server->PlayerPostThink, "QC function PlayerPostThink is missing");
+
+       // make sure the velocity is still sane (not a NaN)
+       SV_CheckVelocity(ent);
+
+       if(ent->fields.server->fixangle)
+       {
+               // angle fixing was requested by physics code...
+               // so store the current angles for later use
+               memcpy(host_client->fixangle_angles, ent->fields.server->angles, sizeof(host_client->fixangle_angles));
+               host_client->fixangle_angles_set = TRUE;
+
+               // and clear fixangle for the next frame
+               ent->fields.server->fixangle = 0;
+       }
+
+       // decrement the countdown variable used to decide when to go back to
+       // synchronous physics
+       if (host_client->clmovement_inputtimeout > sv.frametime)
+               host_client->clmovement_inputtimeout -= sv.frametime;
+       else
+               host_client->clmovement_inputtimeout = 0;
+}
+
+static void SV_Physics_ClientEntity(prvm_edict_t *ent)
+{
+       // don't do physics on disconnected clients, FrikBot relies on this
+       if (!host_client->spawned)
+       {
+               memset(&host_client->cmd, 0, sizeof(host_client->cmd));
+               return;
+       }
+
+       // make sure the velocity is sane (not a NaN)
+       SV_CheckVelocity(ent);
 
        switch ((int) ent->fields.server->movetype)
        {
@@ -2778,35 +2819,12 @@ void SV_Physics_ClientEntity(prvm_edict_t *ent)
                break;
        }
 
-       // decrement the countdown variable used to decide when to go back to
-       // synchronous physics
-       if (host_client->clmovement_inputtimeout > sv.frametime)
-               host_client->clmovement_inputtimeout -= sv.frametime;
-       else
-               host_client->clmovement_inputtimeout = 0;
-
        SV_CheckVelocity (ent);
 
        SV_LinkEdict(ent);
        SV_LinkEdict_TouchAreaGrid(ent);
 
        SV_CheckVelocity (ent);
-
-       // call standard player post-think
-       prog->globals.server->time = sv.time;
-       prog->globals.server->self = PRVM_EDICT_TO_PROG(ent);
-       PRVM_ExecuteProgram (prog->globals.server->PlayerPostThink, "QC function PlayerPostThink is missing");
-
-       if(ent->fields.server->fixangle)
-       {
-               // angle fixing was requested by physics code...
-               // so store the current angles for later use
-               memcpy(host_client->fixangle_angles, ent->fields.server->angles, sizeof(host_client->fixangle_angles));
-               host_client->fixangle_angles_set = TRUE;
-
-               // and clear fixangle for the next frame
-               ent->fields.server->fixangle = 0;
-       }
 }
 
 /*
@@ -2837,11 +2855,35 @@ void SV_Physics (void)
                        if (!ent->priv.server->free)
                                SV_LinkEdict_TouchAreaGrid(ent); // force retouch even for stationary
 
-       // run physics on the client entities
-       for (i = 1, ent = PRVM_EDICT_NUM(i), host_client = svs.clients;i <= svs.maxclients;i++, ent = PRVM_NEXT_EDICT(ent), host_client++)
-               if (!ent->priv.server->free)
+       if (sv_gameplayfix_consistentplayerprethink.integer)
+       {
+               // run physics on the client entities in 3 stages
+               for (i = 1, ent = PRVM_EDICT_NUM(i), host_client = svs.clients;i <= svs.maxclients;i++, ent = PRVM_NEXT_EDICT(ent), host_client++)
+                       if (!ent->priv.server->free)
+                               SV_Physics_ClientEntity_PreThink(ent);
+
+               for (i = 1, ent = PRVM_EDICT_NUM(i), host_client = svs.clients;i <= svs.maxclients;i++, ent = PRVM_NEXT_EDICT(ent), host_client++)
+                       if (!ent->priv.server->free)
                                SV_Physics_ClientEntity(ent);
 
+               for (i = 1, ent = PRVM_EDICT_NUM(i), host_client = svs.clients;i <= svs.maxclients;i++, ent = PRVM_NEXT_EDICT(ent), host_client++)
+                       if (!ent->priv.server->free)
+                               SV_Physics_ClientEntity_PostThink(ent);
+       }
+       else
+       {
+               // run physics on the client entities
+               for (i = 1, ent = PRVM_EDICT_NUM(i), host_client = svs.clients;i <= svs.maxclients;i++, ent = PRVM_NEXT_EDICT(ent), host_client++)
+               {
+                       if (!ent->priv.server->free)
+                       {
+                               SV_Physics_ClientEntity_PreThink(ent);
+                               SV_Physics_ClientEntity(ent);
+                               SV_Physics_ClientEntity_PostThink(ent);
+                       }
+               }
+       }
+
        // run physics on all the non-client entities
        if (!sv_freezenonclients.integer)
        {