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- /*
- Copyright (C) 1996-1997 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.
- */
- // sv_phys.c
- #include "quakedef.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.
- */
- cvar_t sv_friction = {"sv_friction","4",false,true};
- cvar_t sv_stopspeed = {"sv_stopspeed","100"};
- cvar_t sv_gravity = {"sv_gravity","800",false,true};
- cvar_t sv_maxvelocity = {"sv_maxvelocity","2000"};
- cvar_t sv_nostep = {"sv_nostep","0"};
- #ifdef QUAKE2
- static vec3_t vec_origin = {0.0, 0.0, 0.0};
- #endif
- #define MOVE_EPSILON 0.01
- void SV_Physics_Toss (edict_t *ent);
- /*
- ================
- SV_CheckAllEnts
- ================
- */
- void SV_CheckAllEnts (void)
- {
- int e;
- edict_t *check;
- // see if any solid entities are inside the final position
- 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
- #ifdef QUAKE2
- || check->v.movetype == MOVETYPE_FOLLOW
- #endif
- || check->v.movetype == MOVETYPE_NOCLIP)
- continue;
- if (SV_TestEntityPosition (check))
- Con_Printf ("entity in invalid position\n");
- }
- }
- /*
- ================
- SV_CheckVelocity
- ================
- */
- void SV_CheckVelocity (edict_t *ent)
- {
- int i;
- //
- // bound velocity
- //
- for (i=0 ; i<3 ; i++)
- {
- if (IS_NAN(ent->v.velocity[i]))
- {
- Con_Printf ("Got a NaN velocity on %s\n", pr_strings + 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_strings + ent->v.classname);
- ent->v.origin[i] = 0;
- }
- if (ent->v.velocity[i] > sv_maxvelocity.value)
- ent->v.velocity[i] = sv_maxvelocity.value;
- else if (ent->v.velocity[i] < -sv_maxvelocity.value)
- ent->v.velocity[i] = -sv_maxvelocity.value;
- }
- }
- /*
- =============
- 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 + host_frametime)
- return true;
-
- if (thinktime < sv.time)
- thinktime = sv.time; // don't let things stay in the past.
- // it is possible to start that way
- // by a trigger with a local 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);
- return !ent->free;
- }
- /*
- ==================
- SV_Impact
- Two entities have touched, so run their touch functions
- ==================
- */
- void SV_Impact (edict_t *e1, edict_t *e2)
- {
- int old_self, old_other;
-
- old_self = pr_global_struct->self;
- old_other = pr_global_struct->other;
-
- pr_global_struct->time = sv.time;
- if (e1->v.touch && e1->v.solid != SOLID_NOT)
- {
- pr_global_struct->self = EDICT_TO_PROG(e1);
- 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);
- pr_global_struct->other = EDICT_TO_PROG(e1);
- PR_ExecuteProgram (e2->v.touch);
- }
- pr_global_struct->self = old_self;
- pr_global_struct->other = old_other;
- }
- /*
- ==================
- 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
- If steptrace is not NULL, the trace of any vertical wall hit will be stored
- ============
- */
- #define MAX_CLIP_PLANES 5
- int SV_FlyMove (edict_t *ent, float time, trace_t *steptrace)
- {
- 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->v.velocity, original_velocity);
- VectorCopy (ent->v.velocity, primal_velocity);
- numplanes = 0;
-
- time_left = time;
- for (bumpcount=0 ; bumpcount<numbumps ; bumpcount++)
- {
- if (!ent->v.velocity[0] && !ent->v.velocity[1] && !ent->v.velocity[2])
- break;
- 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);
- if (trace.allsolid)
- { // entity is trapped in another solid
- VectorCopy (vec3_origin, ent->v.velocity);
- return 3;
- }
- if (trace.fraction > 0)
- { // actually covered some distance
- VectorCopy (trace.endpos, ent->v.origin);
- VectorCopy (ent->v.velocity, original_velocity);
- numplanes = 0;
- }
- if (trace.fraction == 1)
- break; // moved the entire distance
- if (!trace.ent)
- Sys_Error ("SV_FlyMove: !trace.ent");
- if (trace.plane.normal[2] > 0.7)
- {
- blocked |= 1; // floor
- if (trace.ent->v.solid == SOLID_BSP)
- {
- ent->v.flags = (int)ent->v.flags | FL_ONGROUND;
- ent->v.groundentity = EDICT_TO_PROG(trace.ent);
- }
- }
- if (!trace.plane.normal[2])
- {
- blocked |= 2; // step
- if (steptrace)
- *steptrace = trace; // save for player extrafriction
- }
- //
- // run the impact function
- //
- SV_Impact (ent, trace.ent);
- 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
- VectorCopy (vec3_origin, ent->v.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)
- {
- 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->v.velocity);
- }
- else
- { // go along the crease
- if (numplanes != 2)
- {
- // Con_Printf ("clip velocity, numplanes == %i\n",numplanes);
- VectorCopy (vec3_origin, ent->v.velocity);
- return 7;
- }
- CrossProduct (planes[0], planes[1], dir);
- d = DotProduct (dir, ent->v.velocity);
- VectorScale (dir, d, ent->v.velocity);
- }
- //
- // if original velocity is against the original velocity, stop dead
- // to avoid tiny occilations in sloping corners
- //
- if (DotProduct (ent->v.velocity, primal_velocity) <= 0)
- {
- VectorCopy (vec3_origin, ent->v.velocity);
- return blocked;
- }
- }
- return blocked;
- }
- /*
- ============
- SV_AddGravity
- ============
- */
- void SV_AddGravity (edict_t *ent)
- {
- float ent_gravity;
- #ifdef QUAKE2
- if (ent->v.gravity)
- ent_gravity = ent->v.gravity;
- else
- ent_gravity = 1.0;
- #else
- eval_t *val;
- val = GetEdictFieldValue(ent, "gravity");
- if (val && val->_float)
- ent_gravity = val->_float;
- else
- ent_gravity = 1.0;
- #endif
- ent->v.velocity[2] -= ent_gravity * sv_gravity.value * host_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 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);
- 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);
- else
- trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_NORMAL, ent);
-
- VectorCopy (trace.endpos, ent->v.origin);
- SV_LinkEdict (ent, true);
- if (trace.ent)
- SV_Impact (ent, trace.ent);
- return trace;
- }
- /*
- ============
- SV_PushMove
- ============
- */
- void SV_PushMove (edict_t *pusher, float movetime)
- {
- int i, e;
- edict_t *check, *block;
- vec3_t mins, maxs, move;
- vec3_t entorig, pushorig;
- int num_moved;
- edict_t *moved_edict[MAX_EDICTS];
- vec3_t moved_from[MAX_EDICTS];
- if (!pusher->v.velocity[0] && !pusher->v.velocity[1] && !pusher->v.velocity[2])
- {
- pusher->v.ltime += movetime;
- return;
- }
- for (i=0 ; i<3 ; i++)
- {
- move[i] = pusher->v.velocity[i] * movetime;
- mins[i] = pusher->v.absmin[i] + move[i];
- maxs[i] = pusher->v.absmax[i] + move[i];
- }
- VectorCopy (pusher->v.origin, pushorig);
-
- // move the pusher to it's final position
- VectorAdd (pusher->v.origin, move, pusher->v.origin);
- 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
- #ifdef QUAKE2
- || check->v.movetype == MOVETYPE_FOLLOW
- #endif
- || 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] >= maxs[0]
- || check->v.absmin[1] >= maxs[1]
- || check->v.absmin[2] >= maxs[2]
- || check->v.absmax[0] <= mins[0]
- || check->v.absmax[1] <= mins[1]
- || check->v.absmax[2] <= mins[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, entorig);
- VectorCopy (check->v.origin, moved_from[num_moved]);
- moved_edict[num_moved] = check;
- num_moved++;
- // try moving the contacted entity
- pusher->v.solid = SOLID_NOT;
- SV_PushEntity (check, move);
- pusher->v.solid = SOLID_BSP;
- // if it is still inside the pusher, block
- block = SV_TestEntityPosition (check);
- if (block)
- { // 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
- for (i=0 ; i<num_moved ; i++)
- {
- VectorCopy (moved_from[i], moved_edict[i]->v.origin);
- SV_LinkEdict (moved_edict[i], false);
- }
- return;
- }
- }
-
- }
- #ifdef QUAKE2
- /*
- ============
- SV_PushRotate
- ============
- */
- void SV_PushRotate (edict_t *pusher, float movetime)
- {
- int i, e;
- edict_t *check, *block;
- vec3_t move, a, amove;
- vec3_t entorig, pushorig;
- int num_moved;
- edict_t *moved_edict[MAX_EDICTS];
- vec3_t moved_from[MAX_EDICTS];
- vec3_t org, org2;
- vec3_t forward, right, up;
- 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;
- VectorSubtract (vec3_origin, amove, a);
- AngleVectors (a, forward, right, up);
- VectorCopy (pusher->v.angles, pushorig);
-
- // 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, entorig);
- VectorCopy (check->v.origin, moved_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);
- // try moving the contacted entity
- pusher->v.solid = SOLID_NOT;
- SV_PushEntity (check, move);
- pusher->v.solid = SOLID_BSP;
- // if it is still inside the pusher, block
- block = SV_TestEntityPosition (check);
- if (block)
- { // 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.angles);
- 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
- for (i=0 ; i<num_moved ; i++)
- {
- VectorCopy (moved_from[i], moved_edict[i]->v.origin);
- VectorSubtract (moved_edict[i]->v.angles, amove, moved_edict[i]->v.angles);
- SV_LinkEdict (moved_edict[i], false);
- }
- return;
- }
- else
- {
- VectorAdd (check->v.angles, amove, check->v.angles);
- }
- }
-
- }
- #endif
- /*
- ================
- SV_Physics_Pusher
- ================
- */
- void SV_Physics_Pusher (edict_t *ent)
- {
- float thinktime;
- float oldltime;
- float movetime;
- oldltime = ent->v.ltime;
-
- thinktime = ent->v.nextthink;
- if (thinktime < ent->v.ltime + host_frametime)
- {
- movetime = thinktime - ent->v.ltime;
- if (movetime < 0)
- movetime = 0;
- }
- else
- movetime = host_frametime;
- if (movetime)
- {
- #ifdef QUAKE2
- if (ent->v.avelocity[0] || ent->v.avelocity[1] || ent->v.avelocity[2])
- SV_PushRotate (ent, movetime);
- else
- #endif
- SV_PushMove (ent, movetime); // advances ent->v.ltime if not blocked
- }
-
- 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);
- if (ent->free)
- return;
- }
- }
- /*
- ===============================================================================
- CLIENT MOVEMENT
- ===============================================================================
- */
- /*
- =============
- SV_CheckStuck
- This is a big hack to try and fix the rare case of getting stuck in the world
- clipping hull.
- =============
- */
- void SV_CheckStuck (edict_t *ent)
- {
- int i, j;
- int z;
- vec3_t org;
- if (!SV_TestEntityPosition(ent))
- {
- VectorCopy (ent->v.origin, ent->v.oldorigin);
- return;
- }
- VectorCopy (ent->v.origin, org);
- VectorCopy (ent->v.oldorigin, ent->v.origin);
- if (!SV_TestEntityPosition(ent))
- {
- Con_DPrintf ("Unstuck.\n");
- SV_LinkEdict (ent, true);
- return;
- }
-
- for (z=0 ; z< 18 ; z++)
- for (i=-1 ; i <= 1 ; i++)
- for (j=-1 ; j <= 1 ; j++)
- {
- ent->v.origin[0] = org[0] + i;
- ent->v.origin[1] = org[1] + j;
- ent->v.origin[2] = org[2] + z;
- if (!SV_TestEntityPosition(ent))
- {
- Con_DPrintf ("Unstuck.\n");
- SV_LinkEdict (ent, true);
- return;
- }
- }
-
- VectorCopy (org, ent->v.origin);
- Con_DPrintf ("player is stuck.\n");
- }
- /*
- =============
- SV_CheckWater
- =============
- */
- qboolean SV_CheckWater (edict_t *ent)
- {
- vec3_t point;
- int cont;
- #ifdef QUAKE2
- int truecont;
- #endif
- point[0] = ent->v.origin[0];
- point[1] = ent->v.origin[1];
- point[2] = ent->v.origin[2] + ent->v.mins[2] + 1;
-
- ent->v.waterlevel = 0;
- ent->v.watertype = CONTENTS_EMPTY;
- cont = SV_PointContents (point);
- if (cont <= CONTENTS_WATER)
- {
- #ifdef QUAKE2
- truecont = SV_TruePointContents (point);
- #endif
- ent->v.watertype = cont;
- ent->v.waterlevel = 1;
- point[2] = ent->v.origin[2] + (ent->v.mins[2] + ent->v.maxs[2])*0.5;
- cont = SV_PointContents (point);
- if (cont <= CONTENTS_WATER)
- {
- ent->v.waterlevel = 2;
- point[2] = ent->v.origin[2] + ent->v.view_ofs[2];
- cont = SV_PointContents (point);
- if (cont <= CONTENTS_WATER)
- ent->v.waterlevel = 3;
- }
- #ifdef QUAKE2
- if (truecont <= CONTENTS_CURRENT_0 && truecont >= CONTENTS_CURRENT_DOWN)
- {
- static vec3_t current_table[] =
- {
- {1, 0, 0},
- {0, 1, 0},
- {-1, 0, 0},
- {0, -1, 0},
- {0, 0, 1},
- {0, 0, -1}
- };
- VectorMA (ent->v.basevelocity, 150.0*ent->v.waterlevel/3.0, current_table[CONTENTS_CURRENT_0 - truecont], ent->v.basevelocity);
- }
- #endif
- }
-
- return ent->v.waterlevel > 1;
- }
- /*
- ============
- SV_WallFriction
- ============
- */
- void SV_WallFriction (edict_t *ent, trace_t *trace)
- {
- vec3_t forward, right, up;
- float d, i;
- vec3_t into, side;
-
- AngleVectors (ent->v.v_angle, forward, right, up);
- d = DotProduct (trace->plane.normal, forward);
-
- 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);
- VectorSubtract (ent->v.velocity, into, side);
-
- ent->v.velocity[0] = side[0] * (1 + d);
- ent->v.velocity[1] = side[1] * (1 + d);
- }
- /*
- =====================
- SV_TryUnstick
- Player has come to a dead stop, possibly due to the problem with limited
- float precision at some angle joins in the BSP hull.
- Try fixing by pushing one pixel in each direction.
- This is a hack, but in the interest of good gameplay...
- ======================
- */
- int SV_TryUnstick (edict_t *ent, vec3_t oldvel)
- {
- int i;
- vec3_t oldorg;
- vec3_t dir;
- int clip;
- trace_t steptrace;
-
- VectorCopy (ent->v.origin, oldorg);
- VectorCopy (vec3_origin, dir);
- for (i=0 ; i<8 ; i++)
- {
- // try pushing a little in an axial direction
- switch (i)
- {
- case 0: dir[0] = 2; dir[1] = 0; break;
- case 1: dir[0] = 0; dir[1] = 2; break;
- case 2: dir[0] = -2; dir[1] = 0; break;
- case 3: dir[0] = 0; dir[1] = -2; break;
- case 4: dir[0] = 2; dir[1] = 2; break;
- case 5: dir[0] = -2; dir[1] = 2; break;
- case 6: dir[0] = 2; dir[1] = -2; break;
- case 7: dir[0] = -2; dir[1] = -2; break;
- }
-
- SV_PushEntity (ent, dir);
- // retry the original move
- ent->v.velocity[0] = oldvel[0];
- ent->v. velocity[1] = oldvel[1];
- ent->v. velocity[2] = 0;
- clip = SV_FlyMove (ent, 0.1, &steptrace);
- if ( fabs(oldorg[1] - ent->v.origin[1]) > 4
- || fabs(oldorg[0] - ent->v.origin[0]) > 4 )
- {
- //Con_DPrintf ("unstuck!\n");
- return clip;
- }
-
- // go back to the original pos and try again
- VectorCopy (oldorg, ent->v.origin);
- }
-
- VectorCopy (vec3_origin, ent->v.velocity);
- return 7; // still not moving
- }
- /*
- =====================
- SV_WalkMove
- Only used by players
- ======================
- */
- #define STEPSIZE 18
- void SV_WalkMove (edict_t *ent)
- {
- vec3_t upmove, downmove;
- vec3_t oldorg, oldvel;
- vec3_t nosteporg, nostepvel;
- int clip;
- int oldonground;
- trace_t steptrace, downtrace;
-
- //
- // do a regular slide move unless it looks like you ran into a step
- //
- 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);
-
- clip = SV_FlyMove (ent, host_frametime, &steptrace);
- if ( !(clip & 2) )
- return; // move didn't block on a step
- if (!oldonground && ent->v.waterlevel == 0)
- return; // don't stair up while jumping
-
- if (ent->v.movetype != MOVETYPE_WALK)
- return; // gibbed by a trigger
-
- if (sv_nostep.value)
- return;
-
- if ( (int)sv_player->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
- //
- VectorCopy (oldorg, ent->v.origin); // back to start pos
- VectorCopy (vec3_origin, upmove);
- VectorCopy (vec3_origin, downmove);
- upmove[2] = STEPSIZE;
- downmove[2] = -STEPSIZE + oldvel[2]*host_frametime;
- // move up
- SV_PushEntity (ent, upmove); // FIXME: don't link?
- // move forward
- ent->v.velocity[0] = oldvel[0];
- ent->v. velocity[1] = oldvel[1];
- ent->v. velocity[2] = 0;
- clip = SV_FlyMove (ent, host_frametime, &steptrace);
- // check for stuckness, possibly due to the limited precision of floats
- // in the clipping hulls
- if (clip)
- {
- if ( 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
- clip = SV_TryUnstick (ent, oldvel);
- }
- }
-
- // extra friction based on view angle
- if ( clip & 2 )
- SV_WallFriction (ent, &steptrace);
- // move down
- downtrace = SV_PushEntity (ent, downmove); // FIXME: don't link?
- if (downtrace.plane.normal[2] > 0.7)
- {
- if (ent->v.solid == SOLID_BSP)
- {
- ent->v.flags = (int)ent->v.flags | FL_ONGROUND;
- ent->v.groundentity = EDICT_TO_PROG(downtrace.ent);
- }
- }
- else
- {
- // 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);
- }
- }
- /*
- ================
- SV_Physics_Client
- Player character actions
- ================
- */
- void SV_Physics_Client (edict_t *ent, int num)
- {
- if ( ! svs.clients[num-1].active )
- return; // unconnected slot
- //
- // call standard client pre-think
- //
- pr_global_struct->time = sv.time;
- pr_global_struct->self = EDICT_TO_PROG(ent);
- PR_ExecuteProgram (pr_global_struct->PlayerPreThink);
-
- //
- // do a move
- //
- SV_CheckVelocity (ent);
- //
- // decide which move function to call
- //
- switch ((int)ent->v.movetype)
- {
- case MOVETYPE_NONE:
- if (!SV_RunThink (ent))
- return;
- break;
- case MOVETYPE_WALK:
- if (!SV_RunThink (ent))
- return;
- if (!SV_CheckWater (ent) && ! ((int)ent->v.flags & FL_WATERJUMP) )
- SV_AddGravity (ent);
- SV_CheckStuck (ent);
- #ifdef QUAKE2
- VectorAdd (ent->v.velocity, ent->v.basevelocity, ent->v.velocity);
- #endif
- SV_WalkMove (ent);
- #ifdef QUAKE2
- VectorSubtract (ent->v.velocity, ent->v.basevelocity, ent->v.velocity);
- #endif
- break;
-
- case MOVETYPE_TOSS:
- case MOVETYPE_BOUNCE:
- SV_Physics_Toss (ent);
- break;
- case MOVETYPE_FLY:
- if (!SV_RunThink (ent))
- return;
- SV_FlyMove (ent, host_frametime, NULL);
- break;
-
- case MOVETYPE_NOCLIP:
- if (!SV_RunThink (ent))
- return;
- VectorMA (ent->v.origin, host_frametime, ent->v.velocity, ent->v.origin);
- break;
-
- default:
- Sys_Error ("SV_Physics_client: bad movetype %i", (int)ent->v.movetype);
- }
- //
- // call standard player post-think
- //
- SV_LinkEdict (ent, true);
- pr_global_struct->time = sv.time;
- pr_global_struct->self = EDICT_TO_PROG(ent);
- PR_ExecuteProgram (pr_global_struct->PlayerPostThink);
- }
- //============================================================================
- /*
- =============
- SV_Physics_None
- Non moving objects can only think
- =============
- */
- void SV_Physics_None (edict_t *ent)
- {
- // regular thinking
- SV_RunThink (ent);
- }
- #ifdef QUAKE2
- /*
- =============
- SV_Physics_Follow
- Entities that are "stuck" to another entity
- =============
- */
- void SV_Physics_Follow (edict_t *ent)
- {
- // regular thinking
- SV_RunThink (ent);
- VectorAdd (PROG_TO_EDICT(ent->v.aiment)->v.origin, ent->v.v_angle, ent->v.origin);
- SV_LinkEdict (ent, true);
- }
- #endif
- /*
- =============
- 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->v.angles, host_frametime, ent->v.avelocity, ent->v.angles);
- VectorMA (ent->v.origin, host_frametime, ent->v.velocity, ent->v.origin);
- SV_LinkEdict (ent, false);
- }
- /*
- ==============================================================================
- TOSS / BOUNCE
- ==============================================================================
- */
- /*
- =============
- SV_CheckWaterTransition
- =============
- */
- void SV_CheckWaterTransition (edict_t *ent)
- {
- int cont;
- #ifdef QUAKE2
- vec3_t point;
-
- point[0] = ent->v.origin[0];
- point[1] = ent->v.origin[1];
- point[2] = ent->v.origin[2] + ent->v.mins[2] + 1;
- cont = SV_PointContents (point);
- #else
- cont = SV_PointContents (ent->v.origin);
- #endif
- if (!ent->v.watertype)
- { // just spawned here
- ent->v.watertype = cont;
- ent->v.waterlevel = 1;
- return;
- }
-
- if (cont <= CONTENTS_WATER)
- {
- if (ent->v.watertype == CONTENTS_EMPTY)
- { // just crossed into water
- SV_StartSound (ent, 0, "misc/h2ohit1.wav", 255, 1);
- }
- ent->v.watertype = cont;
- ent->v.waterlevel = 1;
- }
- else
- {
- if (ent->v.watertype != CONTENTS_EMPTY)
- { // just crossed into water
- SV_StartSound (ent, 0, "misc/h2ohit1.wav", 255, 1);
- }
- ent->v.watertype = CONTENTS_EMPTY;
- ent->v.waterlevel = cont;
- }
- }
- /*
- =============
- 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;
- #ifdef QUAKE2
- edict_t *groundentity;
- groundentity = PROG_TO_EDICT(ent->v.groundentity);
- if ((int)groundentity->v.flags & FL_CONVEYOR)
- VectorScale(groundentity->v.movedir, groundentity->v.speed, ent->v.basevelocity);
- else
- VectorCopy(vec_origin, ent->v.basevelocity);
- SV_CheckWater (ent);
- #endif
- // regular thinking
- if (!SV_RunThink (ent))
- return;
- #ifdef QUAKE2
- if (ent->v.velocity[2] > 0)
- ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND;
- if ( ((int)ent->v.flags & FL_ONGROUND) )
- //@@
- if (VectorCompare(ent->v.basevelocity, vec_origin))
- return;
- SV_CheckVelocity (ent);
- // add gravity
- if (! ((int)ent->v.flags & FL_ONGROUND)
- && ent->v.movetype != MOVETYPE_FLY
- && ent->v.movetype != MOVETYPE_BOUNCEMISSILE
- && ent->v.movetype != MOVETYPE_FLYMISSILE)
- SV_AddGravity (ent);
- #else
- // if onground, return without moving
- if ( ((int)ent->v.flags & FL_ONGROUND) )
- return;
- SV_CheckVelocity (ent);
- // add gravity
- if (ent->v.movetype != MOVETYPE_FLY
- && ent->v.movetype != MOVETYPE_FLYMISSILE)
- SV_AddGravity (ent);
- #endif
- // move angles
- VectorMA (ent->v.angles, host_frametime, ent->v.avelocity, ent->v.angles);
- // move origin
- #ifdef QUAKE2
- VectorAdd (ent->v.velocity, ent->v.basevelocity, ent->v.velocity);
- #endif
- VectorScale (ent->v.velocity, host_frametime, move);
- trace = SV_PushEntity (ent, move);
- #ifdef QUAKE2
- VectorSubtract (ent->v.velocity, ent->v.basevelocity, ent->v.velocity);
- #endif
- if (trace.fraction == 1)
- return;
- if (ent->free)
- return;
-
- if (ent->v.movetype == MOVETYPE_BOUNCE)
- backoff = 1.5;
- #ifdef QUAKE2
- else if (ent->v.movetype == MOVETYPE_BOUNCEMISSILE)
- backoff = 2.0;
- #endif
- else
- backoff = 1;
- ClipVelocity (ent->v.velocity, trace.plane.normal, ent->v.velocity, backoff);
- // stop if on ground
- if (trace.plane.normal[2] > 0.7)
- {
- #ifdef QUAKE2
- if (ent->v.velocity[2] < 60 || (ent->v.movetype != MOVETYPE_BOUNCE && ent->v.movetype != MOVETYPE_BOUNCEMISSILE))
- #else
- if (ent->v.velocity[2] < 60 || ent->v.movetype != MOVETYPE_BOUNCE)
- #endif
- {
- ent->v.flags = (int)ent->v.flags | FL_ONGROUND;
- ent->v.groundentity = EDICT_TO_PROG(trace.ent);
- VectorCopy (vec3_origin, ent->v.velocity);
- VectorCopy (vec3_origin, ent->v.avelocity);
- }
- }
-
- // check for in water
- SV_CheckWaterTransition (ent);
- }
- /*
- ===============================================================================
- 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.
- =============
- */
- #ifdef QUAKE2
- void SV_Physics_Step (edict_t *ent)
- {
- qboolean wasonground;
- qboolean inwater;
- qboolean hitsound = false;
- float *vel;
- float speed, newspeed, control;
- float friction;
- edict_t *groundentity;
- groundentity = PROG_TO_EDICT(ent->v.groundentity);
- if ((int)groundentity->v.flags & FL_CONVEYOR)
- VectorScale(groundentity->v.movedir, groundentity->v.speed, ent->v.basevelocity);
- else
- VectorCopy(vec_origin, ent->v.basevelocity);
- //@@
- pr_global_struct->time = sv.time;
- pr_global_struct->self = EDICT_TO_PROG(ent);
- PF_WaterMove();
- SV_CheckVelocity (ent);
- wasonground = (int)ent->v.flags & FL_ONGROUND;
- // ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND;
- // add gravity except:
- // flying monsters
- // swimming monsters who are in the water
- inwater = SV_CheckWater(ent);
- if (! wasonground)
- if (!((int)ent->v.flags & FL_FLY))
- if (!(((int)ent->v.flags & FL_SWIM) && (ent->v.waterlevel > 0)))
- {
- if (ent->v.velocity[2] < sv_gravity.value*-0.1)
- hitsound = true;
- if (!inwater)
- SV_AddGravity (ent);
- }
- if (!VectorCompare(ent->v.velocity, vec_origin) || !VectorCompare(ent->v.basevelocity, vec_origin))
- {
- ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND;
- // apply friction
- // let dead monsters who aren't completely onground slide
- if (wasonground)
- if (!(ent->v.health <= 0.0 && !SV_CheckBottom(ent)))
- {
- vel = ent->v.velocity;
- speed = sqrt(vel[0]*vel[0] +vel[1]*vel[1]);
- if (speed)
- {
- friction = sv_friction.value;
- control = speed < sv_stopspeed.value ? sv_stopspeed.value : speed;
- newspeed = speed - host_frametime*control*friction;
- if (newspeed < 0)
- newspeed = 0;
- newspeed /= speed;
- vel[0] = vel[0] * newspeed;
- vel[1] = vel[1] * newspeed;
- }
- }
- VectorAdd (ent->v.velocity, ent->v.basevelocity, ent->v.velocity);
- SV_FlyMove (ent, host_frametime, NULL);
- VectorSubtract (ent->v.velocity, ent->v.basevelocity, ent->v.velocity);
- // determine if it's on solid ground at all
- {
- vec3_t mins, maxs, point;
- int x, y;
-
- VectorAdd (ent->v.origin, ent->v.mins, mins);
- VectorAdd (ent->v.origin, ent->v.maxs, maxs);
- point[2] = mins[2] - 1;
- for (x=0 ; x<=1 ; x++)
- for (y=0 ; y<=1 ; y++)
- {
- point[0] = x ? maxs[0] : mins[0];
- point[1] = y ? maxs[1] : mins[1];
- if (SV_PointContents (point) == CONTENTS_SOLID)
- {
- ent->v.flags = (int)ent->v.flags | FL_ONGROUND;
- break;
- }
- }
- }
- SV_LinkEdict (ent, true);
- if ((int)ent->v.flags & FL_ONGROUND)
- if (!wasonground)
- if (hitsound)
- SV_StartSound (ent, 0, "demon/dland2.wav", 255, 1);
- }
- // regular thinking
- SV_RunThink (ent);
- SV_CheckWaterTransition (ent);
- }
- #else
- void SV_Physics_Step (edict_t *ent)
- {
- qboolean hitsound;
- // freefall if not onground
- if ( ! ((int)ent->v.flags & (FL_ONGROUND | FL_FLY | FL_SWIM) ) )
- {
- if (ent->v.velocity[2] < sv_gravity.value*-0.1)
- hitsound = true;
- else
- hitsound = false;
- SV_AddGravity (ent);
- SV_CheckVelocity (ent);
- SV_FlyMove (ent, host_frametime, NULL);
- SV_LinkEdict (ent, true);
- if ( (int)ent->v.flags & FL_ONGROUND ) // just hit ground
- {
- if (hitsound)
- SV_StartSound (ent, 0, "demon/dland2.wav", 255, 1);
- }
- }
- // regular thinking
- SV_RunThink (ent);
-
- SV_CheckWaterTransition (ent);
- }
- #endif
- //============================================================================
- /*
- ================
- SV_Physics
- ================
- */
- void SV_Physics (void)
- {
- int i;
- edict_t *ent;
- // let the progs know that a new frame has started
- 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 (pr_global_struct->StartFrame);
- //SV_CheckAllEnts ();
- //
- // treat each object in turn
- //
- ent = sv.edicts;
- for (i=0 ; i<sv.num_edicts ; i++, ent = NEXT_EDICT(ent))
- {
- if (ent->free)
- continue;
- if (pr_global_struct->force_retouch)
- {
- SV_LinkEdict (ent, true); // force retouch even for stationary
- }
- if (i > 0 && i <= svs.maxclients)
- SV_Physics_Client (ent, i);
- else if (ent->v.movetype == MOVETYPE_PUSH)
- SV_Physics_Pusher (ent);
- else if (ent->v.movetype == MOVETYPE_NONE)
- SV_Physics_None (ent);
- #ifdef QUAKE2
- else if (ent->v.movetype == MOVETYPE_FOLLOW)
- SV_Physics_Follow (ent);
- #endif
- else if (ent->v.movetype == MOVETYPE_NOCLIP)
- SV_Physics_Noclip (ent);
- else if (ent->v.movetype == MOVETYPE_STEP)
- SV_Physics_Step (ent);
- else if (ent->v.movetype == MOVETYPE_TOSS
- || ent->v.movetype == MOVETYPE_BOUNCE
- #ifdef QUAKE2
- || ent->v.movetype == MOVETYPE_BOUNCEMISSILE
- #endif
- || ent->v.movetype == MOVETYPE_FLY
- || ent->v.movetype == MOVETYPE_FLYMISSILE)
- SV_Physics_Toss (ent);
- else
- Sys_Error ("SV_Physics: bad movetype %i", (int)ent->v.movetype);
- }
-
- if (pr_global_struct->force_retouch)
- pr_global_struct->force_retouch--;
- sv.time += host_frametime;
- }
- #ifdef QUAKE2
- trace_t SV_Trace_Toss (edict_t *ent, edict_t *ignore)
- {
- edict_t tempent, *tent;
- trace_t trace;
- vec3_t move;
- vec3_t end;
- double save_frametime;
- // extern particle_t *active_particles, *free_particles;
- // particle_t *p;
- save_frametime = host_frametime;
- host_frametime = 0.05;
- memcpy(&tempent, ent, sizeof(edict_t));
- tent = &tempent;
- while (1)
- {
- SV_CheckVelocity (tent);
- SV_AddGravity (tent);
- VectorMA (tent->v.angles, host_frametime, tent->v.avelocity, tent->v.angles);
- VectorScale (tent->v.velocity, host_frametime, move);
- VectorAdd (tent->v.origin, move, end);
- trace = SV_Move (tent->v.origin, tent->v.mins, tent->v.maxs, end, MOVE_NORMAL, tent);
- VectorCopy (trace.endpos, tent->v.origin);
- // p = free_particles;
- // if (p)
- // {
- // free_particles = p->next;
- // p->next = active_particles;
- // active_particles = p;
- //
- // p->die = 256;
- // p->color = 15;
- // p->type = pt_static;
- // VectorCopy (vec3_origin, p->vel);
- // VectorCopy (tent->v.origin, p->org);
- // }
- if (trace.ent)
- if (trace.ent != ignore)
- break;
- }
- // p->color = 224;
- host_frametime = save_frametime;
- return trace;
- }
- #endif
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