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- /*
- Copyright (C) 1997-2001 Id Software, Inc.
- This program is free software; you can redistribute it and/or
- modify it under the terms of the GNU General Public License
- as published by the Free Software Foundation; either version 2
- of the License, or (at your option) any later version.
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
- See the GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with this program; if not, write to the Free Software
- Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
- */
- // g_phys.c
- #include "g_local.h"
- /*
- pushmove objects do not obey gravity, and do not interact with each other or trigger fields, but block normal movement and push normal objects when they move.
- onground is set for toss objects when they come to a complete rest. it is set for steping or walking objects
- doors, plats, etc are SOLID_BSP, and MOVETYPE_PUSH
- bonus items are SOLID_TRIGGER touch, and MOVETYPE_TOSS
- corpses are SOLID_NOT and MOVETYPE_TOSS
- crates are SOLID_BBOX and MOVETYPE_TOSS
- walking monsters are SOLID_SLIDEBOX and MOVETYPE_STEP
- flying/floating monsters are SOLID_SLIDEBOX and MOVETYPE_FLY
- solid_edge items only clip against bsp models.
- */
- /*
- ============
- SV_TestEntityPosition
- ============
- */
- edict_t *SV_TestEntityPosition (edict_t *ent)
- {
- trace_t trace;
- int mask;
- if (ent->clipmask)
- mask = ent->clipmask;
- else
- mask = MASK_SOLID;
- trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, ent->s.origin, ent, mask);
-
- if (trace.startsolid)
- return g_edicts;
-
- return NULL;
- }
- /*
- ================
- SV_CheckVelocity
- ================
- */
- void SV_CheckVelocity (edict_t *ent)
- {
- int i;
- //
- // bound velocity
- //
- for (i=0 ; i<3 ; i++)
- {
- if (ent->velocity[i] > sv_maxvelocity->value)
- ent->velocity[i] = sv_maxvelocity->value;
- else if (ent->velocity[i] < -sv_maxvelocity->value)
- ent->velocity[i] = -sv_maxvelocity->value;
- }
- }
- /*
- =============
- SV_RunThink
- Runs thinking code for this frame if necessary
- =============
- */
- qboolean SV_RunThink (edict_t *ent)
- {
- float thinktime;
- thinktime = ent->nextthink;
- if (thinktime <= 0)
- return true;
- if (thinktime > level.time+0.001)
- return true;
-
- ent->nextthink = 0;
- if (!ent->think)
- gi.error ("NULL ent->think");
- ent->think (ent);
- return false;
- }
- /*
- ==================
- SV_Impact
- Two entities have touched, so run their touch functions
- ==================
- */
- void SV_Impact (edict_t *e1, trace_t *trace)
- {
- edict_t *e2;
- // cplane_t backplane;
- e2 = trace->ent;
- if (e1->touch && e1->solid != SOLID_NOT)
- e1->touch (e1, e2, &trace->plane, trace->surface);
-
- if (e2->touch && e2->solid != SOLID_NOT)
- e2->touch (e2, e1, NULL, NULL);
- }
- /*
- ==================
- ClipVelocity
- Slide off of the impacting object
- returns the blocked flags (1 = floor, 2 = step / wall)
- ==================
- */
- #define STOP_EPSILON 0.1
- int ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce)
- {
- float backoff;
- float change;
- int i, blocked;
-
- blocked = 0;
- if (normal[2] > 0)
- blocked |= 1; // floor
- if (!normal[2])
- blocked |= 2; // step
-
- backoff = DotProduct (in, normal) * overbounce;
- for (i=0 ; i<3 ; i++)
- {
- change = normal[i]*backoff;
- out[i] = in[i] - change;
- if (out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON)
- out[i] = 0;
- }
- return blocked;
- }
- /*
- ============
- SV_FlyMove
- The basic solid body movement clip that slides along multiple planes
- Returns the clipflags if the velocity was modified (hit something solid)
- 1 = floor
- 2 = wall / step
- 4 = dead stop
- ============
- */
- #define MAX_CLIP_PLANES 5
- int SV_FlyMove (edict_t *ent, float time, int mask)
- {
- edict_t *hit;
- int bumpcount, numbumps;
- vec3_t dir;
- float d;
- int numplanes;
- vec3_t planes[MAX_CLIP_PLANES];
- vec3_t primal_velocity, original_velocity, new_velocity;
- int i, j;
- trace_t trace;
- vec3_t end;
- float time_left;
- int blocked;
-
- numbumps = 4;
-
- blocked = 0;
- VectorCopy (ent->velocity, original_velocity);
- VectorCopy (ent->velocity, primal_velocity);
- numplanes = 0;
-
- time_left = time;
- ent->groundentity = NULL;
- for (bumpcount=0 ; bumpcount<numbumps ; bumpcount++)
- {
- for (i=0 ; i<3 ; i++)
- end[i] = ent->s.origin[i] + time_left * ent->velocity[i];
- trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, end, ent, mask);
- if (trace.allsolid)
- { // entity is trapped in another solid
- VectorCopy (vec3_origin, ent->velocity);
- return 3;
- }
- if (trace.fraction > 0)
- { // actually covered some distance
- VectorCopy (trace.endpos, ent->s.origin);
- VectorCopy (ent->velocity, original_velocity);
- numplanes = 0;
- }
- if (trace.fraction == 1)
- break; // moved the entire distance
- hit = trace.ent;
- if (trace.plane.normal[2] > 0.7)
- {
- blocked |= 1; // floor
- if ( hit->solid == SOLID_BSP)
- {
- ent->groundentity = hit;
- ent->groundentity_linkcount = hit->linkcount;
- }
- }
- if (!trace.plane.normal[2])
- {
- blocked |= 2; // step
- }
- //
- // run the impact function
- //
- SV_Impact (ent, &trace);
- if (!ent->inuse)
- 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
- VectorCopy (vec3_origin, ent->velocity);
- return 3;
- }
- VectorCopy (trace.plane.normal, planes[numplanes]);
- numplanes++;
- //
- // modify original_velocity so it parallels all of the clip planes
- //
- for (i=0 ; i<numplanes ; i++)
- {
- ClipVelocity (original_velocity, planes[i], new_velocity, 1);
- for (j=0 ; j<numplanes ; j++)
- if ((j != i) && !VectorCompare (planes[i], planes[j]))
- {
- if (DotProduct (new_velocity, planes[j]) < 0)
- break; // not ok
- }
- if (j == numplanes)
- break;
- }
-
- if (i != numplanes)
- { // go along this plane
- VectorCopy (new_velocity, ent->velocity);
- }
- else
- { // go along the crease
- if (numplanes != 2)
- {
- // gi.dprintf ("clip velocity, numplanes == %i\n",numplanes);
- VectorCopy (vec3_origin, ent->velocity);
- return 7;
- }
- CrossProduct (planes[0], planes[1], dir);
- d = DotProduct (dir, ent->velocity);
- VectorScale (dir, d, ent->velocity);
- }
- //
- // if original velocity is against the original velocity, stop dead
- // to avoid tiny occilations in sloping corners
- //
- if (DotProduct (ent->velocity, primal_velocity) <= 0)
- {
- VectorCopy (vec3_origin, ent->velocity);
- return blocked;
- }
- }
- return blocked;
- }
- /*
- ============
- SV_AddGravity
- ============
- */
- void SV_AddGravity (edict_t *ent)
- {
- ent->velocity[2] -= ent->gravity * sv_gravity->value * FRAMETIME;
- }
- /*
- ===============================================================================
- PUSHMOVE
- ===============================================================================
- */
- /*
- ============
- SV_PushEntity
- Does not change the entities velocity at all
- ============
- */
- trace_t SV_PushEntity (edict_t *ent, vec3_t push)
- {
- trace_t trace;
- vec3_t start;
- vec3_t end;
- int mask;
- VectorCopy (ent->s.origin, start);
- VectorAdd (start, push, end);
- retry:
- if (ent->clipmask)
- mask = ent->clipmask;
- else
- mask = MASK_SOLID;
- trace = gi.trace (start, ent->mins, ent->maxs, end, ent, mask);
-
- VectorCopy (trace.endpos, ent->s.origin);
- gi.linkentity (ent);
- if (trace.fraction != 1.0)
- {
- SV_Impact (ent, &trace);
- // if the pushed entity went away and the pusher is still there
- if (!trace.ent->inuse && ent->inuse)
- {
- // move the pusher back and try again
- VectorCopy (start, ent->s.origin);
- gi.linkentity (ent);
- goto retry;
- }
- }
- if (ent->inuse)
- G_TouchTriggers (ent);
- return trace;
- }
- typedef struct
- {
- edict_t *ent;
- vec3_t origin;
- vec3_t angles;
- float deltayaw;
- } pushed_t;
- pushed_t pushed[MAX_EDICTS], *pushed_p;
- edict_t *obstacle;
- /*
- ============
- SV_Push
- Objects need to be moved back on a failed push,
- otherwise riders would continue to slide.
- ============
- */
- qboolean SV_Push (edict_t *pusher, vec3_t move, vec3_t amove)
- {
- int i, e;
- edict_t *check, *block;
- vec3_t mins, maxs;
- pushed_t *p;
- vec3_t org, org2, move2, forward, right, up;
- // clamp the move to 1/8 units, so the position will
- // be accurate for client side prediction
- for (i=0 ; i<3 ; i++)
- {
- float temp;
- temp = move[i]*8.0;
- if (temp > 0.0)
- temp += 0.5;
- else
- temp -= 0.5;
- move[i] = 0.125 * (int)temp;
- }
- // find the bounding box
- for (i=0 ; i<3 ; i++)
- {
- mins[i] = pusher->absmin[i] + move[i];
- maxs[i] = pusher->absmax[i] + move[i];
- }
- // we need this for pushing things later
- VectorSubtract (vec3_origin, amove, org);
- AngleVectors (org, forward, right, up);
- // save the pusher's original position
- pushed_p->ent = pusher;
- VectorCopy (pusher->s.origin, pushed_p->origin);
- VectorCopy (pusher->s.angles, pushed_p->angles);
- if (pusher->client)
- pushed_p->deltayaw = pusher->client->ps.pmove.delta_angles[YAW];
- pushed_p++;
- // move the pusher to it's final position
- VectorAdd (pusher->s.origin, move, pusher->s.origin);
- VectorAdd (pusher->s.angles, amove, pusher->s.angles);
- gi.linkentity (pusher);
- // see if any solid entities are inside the final position
- check = g_edicts+1;
- for (e = 1; e < globals.num_edicts; e++, check++)
- {
- if (!check->inuse)
- continue;
- if (check->movetype == MOVETYPE_PUSH
- || check->movetype == MOVETYPE_STOP
- || check->movetype == MOVETYPE_NONE
- || check->movetype == MOVETYPE_NOCLIP)
- continue;
- if (!check->area.prev)
- continue; // not linked in anywhere
- // if the entity is standing on the pusher, it will definitely be moved
- if (check->groundentity != pusher)
- {
- // see if the ent needs to be tested
- if ( check->absmin[0] >= maxs[0]
- || check->absmin[1] >= maxs[1]
- || check->absmin[2] >= maxs[2]
- || check->absmax[0] <= mins[0]
- || check->absmax[1] <= mins[1]
- || check->absmax[2] <= mins[2] )
- continue;
- // see if the ent's bbox is inside the pusher's final position
- if (!SV_TestEntityPosition (check))
- continue;
- }
- if ((pusher->movetype == MOVETYPE_PUSH) || (check->groundentity == pusher))
- {
- // move this entity
- pushed_p->ent = check;
- VectorCopy (check->s.origin, pushed_p->origin);
- VectorCopy (check->s.angles, pushed_p->angles);
- pushed_p++;
- // try moving the contacted entity
- VectorAdd (check->s.origin, move, check->s.origin);
- if (check->client)
- { // FIXME: doesn't rotate monsters?
- check->client->ps.pmove.delta_angles[YAW] += amove[YAW];
- }
- // figure movement due to the pusher's amove
- VectorSubtract (check->s.origin, pusher->s.origin, org);
- org2[0] = DotProduct (org, forward);
- org2[1] = -DotProduct (org, right);
- org2[2] = DotProduct (org, up);
- VectorSubtract (org2, org, move2);
- VectorAdd (check->s.origin, move2, check->s.origin);
- // may have pushed them off an edge
- if (check->groundentity != pusher)
- check->groundentity = NULL;
- block = SV_TestEntityPosition (check);
- if (!block)
- { // pushed ok
- gi.linkentity (check);
- // impact?
- continue;
- }
- // if it is ok to leave in the old position, do it
- // this is only relevent for riding entities, not pushed
- // FIXME: this doesn't acount for rotation
- VectorSubtract (check->s.origin, move, check->s.origin);
- block = SV_TestEntityPosition (check);
- if (!block)
- {
- pushed_p--;
- continue;
- }
- }
-
- // save off the obstacle so we can call the block function
- obstacle = check;
- // move back any entities we already moved
- // go backwards, so if the same entity was pushed
- // twice, it goes back to the original position
- for (p=pushed_p-1 ; p>=pushed ; p--)
- {
- VectorCopy (p->origin, p->ent->s.origin);
- VectorCopy (p->angles, p->ent->s.angles);
- if (p->ent->client)
- {
- p->ent->client->ps.pmove.delta_angles[YAW] = p->deltayaw;
- }
- gi.linkentity (p->ent);
- }
- return false;
- }
- //FIXME: is there a better way to handle this?
- // see if anything we moved has touched a trigger
- for (p=pushed_p-1 ; p>=pushed ; p--)
- G_TouchTriggers (p->ent);
- return true;
- }
- /*
- ================
- SV_Physics_Pusher
- Bmodel objects don't interact with each other, but
- push all box objects
- ================
- */
- void SV_Physics_Pusher (edict_t *ent)
- {
- vec3_t move, amove;
- edict_t *part, *mv;
- // if not a team captain, so movement will be handled elsewhere
- if ( ent->flags & FL_TEAMSLAVE)
- return;
- // make sure all team slaves can move before commiting
- // any moves or calling any think functions
- // if the move is blocked, all moved objects will be backed out
- //retry:
- pushed_p = pushed;
- for (part = ent ; part ; part=part->teamchain)
- {
- if (part->velocity[0] || part->velocity[1] || part->velocity[2] ||
- part->avelocity[0] || part->avelocity[1] || part->avelocity[2]
- )
- { // object is moving
- VectorScale (part->velocity, FRAMETIME, move);
- VectorScale (part->avelocity, FRAMETIME, amove);
- if (!SV_Push (part, move, amove))
- break; // move was blocked
- }
- }
- if (pushed_p > &pushed[MAX_EDICTS])
- gi.error (ERR_FATAL, "pushed_p > &pushed[MAX_EDICTS], memory corrupted");
- if (part)
- {
- // the move failed, bump all nextthink times and back out moves
- for (mv = ent ; mv ; mv=mv->teamchain)
- {
- if (mv->nextthink > 0)
- mv->nextthink += FRAMETIME;
- }
- // if the pusher has a "blocked" function, call it
- // otherwise, just stay in place until the obstacle is gone
- if (part->blocked)
- part->blocked (part, obstacle);
- #if 0
- // if the pushed entity went away and the pusher is still there
- if (!obstacle->inuse && part->inuse)
- goto retry;
- #endif
- }
- else
- {
- // the move succeeded, so call all think functions
- for (part = ent ; part ; part=part->teamchain)
- {
- SV_RunThink (part);
- }
- }
- }
- //==================================================================
- /*
- =============
- SV_Physics_None
- Non moving objects can only think
- =============
- */
- void SV_Physics_None (edict_t *ent)
- {
- // regular thinking
- SV_RunThink (ent);
- }
- /*
- =============
- SV_Physics_Noclip
- A moving object that doesn't obey physics
- =============
- */
- void SV_Physics_Noclip (edict_t *ent)
- {
- // regular thinking
- if (!SV_RunThink (ent))
- return;
-
- VectorMA (ent->s.angles, FRAMETIME, ent->avelocity, ent->s.angles);
- VectorMA (ent->s.origin, FRAMETIME, ent->velocity, ent->s.origin);
- gi.linkentity (ent);
- }
- /*
- ==============================================================================
- TOSS / BOUNCE
- ==============================================================================
- */
- /*
- =============
- SV_Physics_Toss
- Toss, bounce, and fly movement. When onground, do nothing.
- =============
- */
- void SV_Physics_Toss (edict_t *ent)
- {
- trace_t trace;
- vec3_t move;
- float backoff;
- edict_t *slave;
- qboolean wasinwater;
- qboolean isinwater;
- vec3_t old_origin;
- // regular thinking
- SV_RunThink (ent);
- // if not a team captain, so movement will be handled elsewhere
- if ( ent->flags & FL_TEAMSLAVE)
- return;
- if (ent->velocity[2] > 0)
- ent->groundentity = NULL;
- // check for the groundentity going away
- if (ent->groundentity)
- if (!ent->groundentity->inuse)
- ent->groundentity = NULL;
- // if onground, return without moving
- if ( ent->groundentity )
- return;
- VectorCopy (ent->s.origin, old_origin);
- SV_CheckVelocity (ent);
- // add gravity
- if (ent->movetype != MOVETYPE_FLY
- && ent->movetype != MOVETYPE_FLYMISSILE)
- SV_AddGravity (ent);
- // move angles
- VectorMA (ent->s.angles, FRAMETIME, ent->avelocity, ent->s.angles);
- // move origin
- VectorScale (ent->velocity, FRAMETIME, move);
- trace = SV_PushEntity (ent, move);
- if (!ent->inuse)
- return;
- if (trace.fraction < 1)
- {
- if (ent->movetype == MOVETYPE_BOUNCE)
- backoff = 1.5;
- else
- backoff = 1;
- ClipVelocity (ent->velocity, trace.plane.normal, ent->velocity, backoff);
- // stop if on ground
- if (trace.plane.normal[2] > 0.7)
- {
- if (ent->velocity[2] < 60 || ent->movetype != MOVETYPE_BOUNCE )
- {
- ent->groundentity = trace.ent;
- ent->groundentity_linkcount = trace.ent->linkcount;
- VectorCopy (vec3_origin, ent->velocity);
- VectorCopy (vec3_origin, ent->avelocity);
- }
- }
- // if (ent->touch)
- // ent->touch (ent, trace.ent, &trace.plane, trace.surface);
- }
-
- // check for water transition
- wasinwater = (ent->watertype & MASK_WATER);
- ent->watertype = gi.pointcontents (ent->s.origin);
- isinwater = ent->watertype & MASK_WATER;
- if (isinwater)
- ent->waterlevel = 1;
- else
- ent->waterlevel = 0;
- if (!wasinwater && isinwater)
- gi.positioned_sound (old_origin, g_edicts, CHAN_AUTO, gi.soundindex("misc/h2ohit1.wav"), 1, 1, 0);
- else if (wasinwater && !isinwater)
- gi.positioned_sound (ent->s.origin, g_edicts, CHAN_AUTO, gi.soundindex("misc/h2ohit1.wav"), 1, 1, 0);
- // move teamslaves
- for (slave = ent->teamchain; slave; slave = slave->teamchain)
- {
- VectorCopy (ent->s.origin, slave->s.origin);
- gi.linkentity (slave);
- }
- }
- /*
- ===============================================================================
- STEPPING MOVEMENT
- ===============================================================================
- */
- /*
- =============
- SV_Physics_Step
- Monsters freefall when they don't have a ground entity, otherwise
- all movement is done with discrete steps.
- This is also used for objects that have become still on the ground, but
- will fall if the floor is pulled out from under them.
- FIXME: is this true?
- =============
- */
- //FIXME: hacked in for E3 demo
- #define sv_stopspeed 100
- #define sv_friction 6
- #define sv_waterfriction 1
- void SV_AddRotationalFriction (edict_t *ent)
- {
- int n;
- float adjustment;
- VectorMA (ent->s.angles, FRAMETIME, ent->avelocity, ent->s.angles);
- adjustment = FRAMETIME * sv_stopspeed * sv_friction;
- for (n = 0; n < 3; n++)
- {
- if (ent->avelocity[n] > 0)
- {
- ent->avelocity[n] -= adjustment;
- if (ent->avelocity[n] < 0)
- ent->avelocity[n] = 0;
- }
- else
- {
- ent->avelocity[n] += adjustment;
- if (ent->avelocity[n] > 0)
- ent->avelocity[n] = 0;
- }
- }
- }
- void SV_Physics_Step (edict_t *ent)
- {
- qboolean wasonground;
- qboolean hitsound = false;
- float *vel;
- float speed, newspeed, control;
- float friction;
- edict_t *groundentity;
- int mask;
- // airborn monsters should always check for ground
- if (!ent->groundentity)
- M_CheckGround (ent);
- groundentity = ent->groundentity;
- SV_CheckVelocity (ent);
- if (groundentity)
- wasonground = true;
- else
- wasonground = false;
-
- if (ent->avelocity[0] || ent->avelocity[1] || ent->avelocity[2])
- SV_AddRotationalFriction (ent);
- // add gravity except:
- // flying monsters
- // swimming monsters who are in the water
- if (! wasonground)
- if (!(ent->flags & FL_FLY))
- if (!((ent->flags & FL_SWIM) && (ent->waterlevel > 2)))
- {
- if (ent->velocity[2] < sv_gravity->value*-0.1)
- hitsound = true;
- if (ent->waterlevel == 0)
- SV_AddGravity (ent);
- }
- // friction for flying monsters that have been given vertical velocity
- if ((ent->flags & FL_FLY) && (ent->velocity[2] != 0))
- {
- speed = fabs(ent->velocity[2]);
- control = speed < sv_stopspeed ? sv_stopspeed : speed;
- friction = sv_friction/3;
- newspeed = speed - (FRAMETIME * control * friction);
- if (newspeed < 0)
- newspeed = 0;
- newspeed /= speed;
- ent->velocity[2] *= newspeed;
- }
- // friction for flying monsters that have been given vertical velocity
- if ((ent->flags & FL_SWIM) && (ent->velocity[2] != 0))
- {
- speed = fabs(ent->velocity[2]);
- control = speed < sv_stopspeed ? sv_stopspeed : speed;
- newspeed = speed - (FRAMETIME * control * sv_waterfriction * ent->waterlevel);
- if (newspeed < 0)
- newspeed = 0;
- newspeed /= speed;
- ent->velocity[2] *= newspeed;
- }
- if (ent->velocity[2] || ent->velocity[1] || ent->velocity[0])
- {
- // apply friction
- // let dead monsters who aren't completely onground slide
- if ((wasonground) || (ent->flags & (FL_SWIM|FL_FLY)))
- if (!(ent->health <= 0.0 && !M_CheckBottom(ent)))
- {
- vel = ent->velocity;
- speed = sqrt(vel[0]*vel[0] +vel[1]*vel[1]);
- if (speed)
- {
- friction = sv_friction;
- control = speed < sv_stopspeed ? sv_stopspeed : speed;
- newspeed = speed - FRAMETIME*control*friction;
- if (newspeed < 0)
- newspeed = 0;
- newspeed /= speed;
- vel[0] *= newspeed;
- vel[1] *= newspeed;
- }
- }
- if (ent->svflags & SVF_MONSTER)
- mask = MASK_MONSTERSOLID;
- else
- mask = MASK_SOLID;
- SV_FlyMove (ent, FRAMETIME, mask);
- gi.linkentity (ent);
- G_TouchTriggers (ent);
- if (!ent->inuse)
- return;
- if (ent->groundentity)
- if (!wasonground)
- if (hitsound)
- gi.sound (ent, 0, gi.soundindex("world/land.wav"), 1, 1, 0);
- }
- // regular thinking
- SV_RunThink (ent);
- }
- //============================================================================
- /*
- ================
- G_RunEntity
- ================
- */
- void G_RunEntity (edict_t *ent)
- {
- if (ent->prethink)
- ent->prethink (ent);
- switch ( (int)ent->movetype)
- {
- case MOVETYPE_PUSH:
- case MOVETYPE_STOP:
- SV_Physics_Pusher (ent);
- break;
- case MOVETYPE_NONE:
- SV_Physics_None (ent);
- break;
- case MOVETYPE_NOCLIP:
- SV_Physics_Noclip (ent);
- break;
- case MOVETYPE_STEP:
- SV_Physics_Step (ent);
- break;
- case MOVETYPE_TOSS:
- case MOVETYPE_BOUNCE:
- case MOVETYPE_FLY:
- case MOVETYPE_FLYMISSILE:
- SV_Physics_Toss (ent);
- break;
- default:
- gi.error ("SV_Physics: bad movetype %i", (int)ent->movetype);
- }
- }
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