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Check to make sure neither entity has been freed when calling touch functions, fixes...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / physics / movetypes / movetypes.qc
1 #include "movetypes.qh"
2
3 #ifdef SVQC
4 void set_movetype(entity this, int mt)
5 {
6         this.move_movetype = mt;
7         this.move_qcphysics = (mt != MOVETYPE_PHYSICS && !use_engine_physics);
8         if(!IL_CONTAINS(g_moveables, this))
9                 IL_PUSH(g_moveables, this); // add it to the moveable entities list (even if it doesn't move!) logic: if an object never sets its movetype, we assume it never does anything notable
10         this.movetype = (this.move_qcphysics) ? MOVETYPE_QCENTITY : mt;
11 }
12 #elif defined(CSQC)
13 void set_movetype(entity this, int mt)
14 {
15         this.move_movetype = mt;
16 }
17 #endif
18
19 bool _Movetype_NudgeOutOfSolid_PivotIsKnownGood(entity this, vector pivot) // SV_NudgeOutOfSolid_PivotIsKnownGood
20 {
21         vector stuckorigin = this.origin;
22         vector goodmins = pivot, goodmaxs = pivot;
23         for(int bump = 0; bump < 6; bump++)
24         {
25                 int coord = 2 - (bump >> 1);
26                 int dir = (bump & 1);
27
28                 for(int subbump = 0; ; ++subbump)
29                 {
30                         vector testorigin = stuckorigin;
31                         if(dir)
32                         {
33                                 // pushing maxs
34                                 switch(coord)
35                                 {
36                                         case 0: testorigin.x += this.maxs_x - goodmaxs.x; break;
37                                         case 1: testorigin.y += this.maxs_y - goodmaxs.y; break;
38                                         case 2: testorigin.z += this.maxs_z - goodmaxs.z; break;
39                                 }
40                         }
41                         else
42                         {
43                                 // pushing mins
44                                 switch(coord)
45                                 {
46                                         case 0: testorigin.x += this.mins_x - goodmins.x; break;
47                                         case 1: testorigin.y += this.mins_y - goodmins.y; break;
48                                         case 2: testorigin.z += this.mins_z - goodmins.z; break;
49                                 }
50                         }
51
52                         tracebox(stuckorigin, goodmins, goodmaxs, testorigin, MOVE_NOMONSTERS, this);
53                         if(trace_startsolid && trace_ent.solid == SOLID_BSP) // NOTE: this checks for bmodelstartsolid in the engine
54                         {
55                                 // BAD BAD, can't fix that
56                                 return false;
57                         }
58
59                         if(trace_fraction >= 1)
60                                 break; // it WORKS!
61
62                         if(subbump >= 10)
63                         {
64                                 // BAD BAD, can't fix that
65                                 return false;
66                         }
67
68                         // we hit something... let's move out of it
69                         vector move = trace_endpos - testorigin;
70                         float nudge = (trace_plane_normal * move) + 0.03125; // FIXME cvar this constant
71                         stuckorigin = stuckorigin + nudge * trace_plane_normal;
72                 }
73
74                 if(dir)
75                 {
76                         // pushing maxs
77                         switch(coord)
78                         {
79                                 case 0: goodmaxs.x = this.maxs_x; break;
80                                 case 1: goodmaxs.y = this.maxs_y; break;
81                                 case 2: goodmaxs.z = this.maxs_z; break;
82                         }
83                 }
84                 else
85                 {
86                         // pushing mins
87                         switch(coord)
88                         {
89                                 case 0: goodmins.x = this.mins_x; break;
90                                 case 1: goodmins.y = this.mins_y; break;
91                                 case 2: goodmins.z = this.mins_z; break;
92                         }
93                 }
94         }
95
96         // WE WIN
97         this.origin = stuckorigin;
98
99         return true;
100 }
101
102 void _Movetype_WallFriction(entity this, vector stepnormal)  // SV_WallFriction
103 {
104         /*float d, i;
105         vector into, side;
106         makevectors(this.v_angle);
107         d = (stepnormal * v_forward) + 0.5;
108
109         if(d < 0)
110         {
111             i = (stepnormal * this.velocity);
112             into = i * stepnormal;
113             side = this.velocity - into;
114             this.velocity_x = side.x * (1 * d);
115             this.velocity_y = side.y * (1 * d);
116         }*/
117 }
118
119 vector planes[MAX_CLIP_PLANES];
120 int _Movetype_FlyMove(entity this, float dt, bool applygravity, bool applystepnormal, float stepheight) // SV_FlyMove
121 {
122         move_stepnormal = '0 0 0';
123
124         if(dt <= 0)
125                 return 0;
126
127         int blockedflag = 0;
128         int numplanes = 0;
129         float time_left = dt, grav = 0;
130         vector push;
131         vector primal_velocity, original_velocity;
132         vector restore_velocity = this.velocity;
133
134         for(int j = 0; j < MAX_CLIP_PLANES; ++j)
135                 planes[j] = '0 0 0';
136
137         if(applygravity)
138         {
139                 this.move_didgravity = 1;
140                 grav = dt * (this.gravity ? this.gravity : 1) * PHYS_GRAVITY(this);
141
142                 if(!GAMEPLAYFIX_NOGRAVITYONGROUND || !IS_ONGROUND(this))
143                 {
144                         if(GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
145                                 this.velocity_z -= grav * 0.5;
146                         else
147                                 this.velocity_z -= grav;
148                 }
149         }
150
151         original_velocity = primal_velocity = this.velocity;
152
153         for(int bumpcount = 0;bumpcount < MAX_CLIP_PLANES;bumpcount++)
154         {
155                 if(this.velocity == '0 0 0')
156                         break;
157
158                 push = this.velocity * time_left;
159                 if(!_Movetype_PushEntity(this, push, false))
160                 {
161                         // we got teleported by a touch function
162                         // let's abort the move
163                         blockedflag |= 8;
164                         break;
165                 }
166
167                 // this code is used by MOVETYPE_WALK and MOVETYPE_STEP and SV_UnstickEntity
168                 // abort move if we're stuck in the world (and didn't make it out)
169                 if(trace_startsolid && trace_allsolid)
170                 {
171                         this.velocity = restore_velocity;
172                         return 3;
173                 }
174
175                 if(trace_fraction == 1)
176                         break;
177
178                 time_left *= 1 - trace_fraction;
179
180                 float my_trace_fraction = trace_fraction;
181                 vector my_trace_plane_normal = trace_plane_normal;
182
183                 if(trace_plane_normal.z)
184                 {
185                         if(trace_plane_normal.z > 0.7)
186                         {
187                                 // floor
188                                 blockedflag |= 1;
189
190                                 if(!trace_ent)
191                                 {
192                                         //dprint("_Movetype_FlyMove: !trace_ent\n");
193                                         trace_ent = NULL;
194                                 }
195
196                                 SET_ONGROUND(this);
197                                 this.groundentity = trace_ent;
198                         }
199                 }
200                 else if(stepheight)
201                 {
202                         // step - handle it immediately
203                         vector org = this.origin;
204                         vector steppush = vec3(0, 0, stepheight);
205                         push = this.velocity * time_left;
206
207                         if(!_Movetype_PushEntity(this, steppush, false))
208                         {
209                                 blockedflag |= 8;
210                                 break;
211                         }
212                         if(!_Movetype_PushEntity(this, push, false))
213                         {
214                                 blockedflag |= 8;
215                                 break;
216                         }
217                         float trace2_fraction = trace_fraction;
218                         steppush = vec3(0, 0, org.z - this.origin_z);
219                         if(!_Movetype_PushEntity(this, steppush, false))
220                         {
221                                 blockedflag |= 8;
222                                 break;
223                         }
224
225                         // accept the new position if it made some progress...
226                         // previously this checked if absolute distance >= 0.03125 which made stepping up unreliable
227                         if(this.origin_x - org.x || this.origin_y - org.y)
228                         {
229                                 trace_endpos = this.origin;
230                                 time_left *= 1 - trace2_fraction;
231                                 numplanes = 0;
232                                 continue;
233                         }
234                         else
235                                 this.origin = org;
236                 }
237                 else
238                 {
239                         // step - return it to caller
240                         blockedflag |= 2;
241                         // save the trace for player extrafriction
242                         if(applystepnormal)
243                                 move_stepnormal = trace_plane_normal;
244                 }
245
246                 if(my_trace_fraction >= 0.001)
247                 {
248                         // actually covered some distance
249                         original_velocity = this.velocity;
250                         numplanes = 0;
251                 }
252
253                 // clipped to another plane
254                 if(numplanes >= MAX_CLIP_PLANES)
255                 {
256                         // this shouldn't really happen
257                         this.velocity = '0 0 0';
258                         blockedflag = 3;
259                         break;
260                 }
261
262                 planes[numplanes] = my_trace_plane_normal;
263                 numplanes++;
264
265                 // modify original_velocity so it parallels all of the clip planes
266                 vector new_velocity = '0 0 0';
267                 int plane;
268                 for (plane = 0;plane < numplanes;plane++)
269                 {
270                         int newplane;
271                         new_velocity = _Movetype_ClipVelocity(original_velocity, planes[plane], 1);
272                         for (newplane = 0;newplane < numplanes;newplane++)
273                         {
274                                 if(newplane != plane)
275                                 {
276                                         // not ok
277                                         if((new_velocity * planes[newplane]) < 0)
278                                                 break;
279                                 }
280                         }
281                         if(newplane == numplanes)
282                                 break;
283                 }
284
285                 if(plane != numplanes)
286                 {
287                         // go along this plane
288                         this.velocity = new_velocity;
289                 }
290                 else
291                 {
292                         // go along the crease
293                         if(numplanes != 2)
294                         {
295                                 this.velocity = '0 0 0';
296                                 blockedflag = 7;
297                                 break;
298                         }
299                         vector dir = cross(planes[0], planes[1]);
300                         // LordHavoc: thanks to taniwha of QuakeForge for pointing out this fix for slowed falling in corners
301                         dir = normalize(dir);
302                         float d = (dir * this.velocity);
303                         this.velocity = dir * d;
304                 }
305
306                 // if current velocity is against the original velocity,
307                 // stop dead to avoid tiny occilations in sloping corners
308                 if((this.velocity * primal_velocity) <= 0)
309                 {
310                         this.velocity = '0 0 0';
311                         break;
312                 }
313         }
314
315         // LordHavoc: this came from QW and allows you to get out of water more easily
316         if(GAMEPLAYFIX_EASIERWATERJUMP(this) && (this.flags & FL_WATERJUMP) && !(blockedflag & 8))
317                 this.velocity = primal_velocity;
318
319         if(PHYS_WALLCLIP(this) && this.pm_time && !(this.flags & FL_WATERJUMP) && !(blockedflag & 8))
320                 this.velocity = primal_velocity;
321
322         if(applygravity)
323         {
324                 if(!GAMEPLAYFIX_NOGRAVITYONGROUND || !IS_ONGROUND(this))
325                 {
326                         if(GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
327                                 this.velocity_z -= grav * 0.5f;
328                 }
329         }
330
331         return blockedflag;
332 }
333
334 void _Movetype_CheckVelocity(entity this)  // SV_CheckVelocity
335 {
336         // if(vlen(this.velocity) < 0.0001)
337         // this.velocity = '0 0 0';
338 }
339
340 bool _Movetype_CheckWater(entity this)  // SV_CheckWater
341 {
342         vector point = this.origin;
343         point.z += this.mins.z + 1;
344
345         int nativecontents = pointcontents(point);
346         if(this.watertype && this.watertype != nativecontents)
347         {
348                 // dprintf("_Movetype_CheckWater(): Original: '%d', New: '%d'\n", this.watertype, nativecontents);
349                 if(this.contentstransition)
350                         this.contentstransition(this.watertype, nativecontents);
351         }
352
353         this.waterlevel = WATERLEVEL_NONE;
354         this.watertype = CONTENT_EMPTY;
355
356         int supercontents = Mod_Q1BSP_SuperContentsFromNativeContents(nativecontents);
357         if(supercontents & DPCONTENTS_LIQUIDSMASK)
358         {
359                 this.watertype = nativecontents;
360                 this.waterlevel = WATERLEVEL_WETFEET;
361                 point.z = this.origin.z + (this.mins.z + this.maxs.z) * 0.5;
362                 if(Mod_Q1BSP_SuperContentsFromNativeContents(pointcontents(point)) & DPCONTENTS_LIQUIDSMASK)
363                 {
364                         this.waterlevel = WATERLEVEL_SWIMMING;
365                         point.z = this.origin.z + this.view_ofs.z;
366                         if(Mod_Q1BSP_SuperContentsFromNativeContents(pointcontents(point)) & DPCONTENTS_LIQUIDSMASK)
367                                 this.waterlevel = WATERLEVEL_SUBMERGED;
368                 }
369         }
370
371         return this.waterlevel > 1;
372 }
373
374 void _Movetype_CheckWaterTransition(entity ent)  // SV_CheckWaterTransition
375 {
376         int contents = pointcontents(ent.origin);
377
378         if(!ent.watertype)
379         {
380                 // just spawned here
381                 if(!GAMEPLAYFIX_WATERTRANSITION(ent))
382                 {
383                         ent.watertype = contents;
384                         ent.waterlevel = 1;
385                         return;
386                 }
387         }
388         else if(ent.watertype != contents)
389         {
390                 // dprintf("_Movetype_CheckWaterTransition(): Origin: %s, Direct: '%d', Original: '%d', New: '%d'\n", vtos(ent.origin), pointcontents(ent.origin), ent.watertype, contents);
391                 if(ent.contentstransition)
392                         ent.contentstransition(ent.watertype, contents);
393         }
394
395         if(contents <= CONTENT_WATER)
396         {
397                 ent.watertype = contents;
398                 ent.waterlevel = 1;
399         }
400         else
401         {
402                 ent.watertype = CONTENT_EMPTY;
403                 ent.waterlevel = (GAMEPLAYFIX_WATERTRANSITION(ent) ? 0 : contents);
404         }
405 }
406
407 void _Movetype_Impact(entity this, entity toucher)  // SV_Impact
408 {
409         // due to a lack of pointers in QC, we must save the trace values and restore them for other functions
410         bool save_trace_allsolid = trace_allsolid;
411         bool save_trace_startsolid = trace_startsolid;
412         float save_trace_fraction = trace_fraction;
413         bool save_trace_inwater = trace_inwater;
414         bool save_trace_inopen = trace_inopen;
415         vector save_trace_endpos = trace_endpos;
416         vector save_trace_plane_normal = trace_plane_normal;
417         float save_trace_plane_dist = trace_plane_dist;
418         entity save_trace_ent = trace_ent;
419         int save_trace_dpstartcontents = trace_dpstartcontents;
420         int save_trace_dphitcontents = trace_dphitcontents;
421         int save_trace_dphitq3surfaceflags = trace_dphitq3surfaceflags;
422         string save_trace_dphittexturename = trace_dphittexturename;
423
424         if(this.solid != SOLID_NOT && gettouch(this) && !wasfreed(this) && !wasfreed(toucher))
425                 gettouch(this)(this, toucher);
426
427         if(toucher.solid != SOLID_NOT && gettouch(toucher) && !wasfreed(this) && !wasfreed(toucher))
428         {
429                 trace_endpos = toucher.origin;
430                 trace_plane_dist = -trace_plane_dist;
431                 trace_ent = this;
432                 trace_dpstartcontents = 0;
433                 trace_dphitcontents = 0;
434                 trace_dphitq3surfaceflags = 0;
435                 trace_dphittexturename = string_null;
436                 gettouch(toucher)(toucher, this);
437         }
438
439         trace_allsolid = save_trace_allsolid;
440         trace_startsolid = save_trace_startsolid;
441         trace_fraction = save_trace_fraction;
442         trace_inwater = save_trace_inwater;
443         trace_inopen = save_trace_inopen;
444         trace_endpos = save_trace_endpos;
445         trace_plane_normal = save_trace_plane_normal;
446         trace_plane_dist = save_trace_plane_dist;
447         trace_ent = save_trace_ent;
448         trace_dpstartcontents = save_trace_dpstartcontents;
449         trace_dphitcontents = save_trace_dphitcontents;
450         trace_dphitq3surfaceflags = save_trace_dphitq3surfaceflags;
451         trace_dphittexturename = save_trace_dphittexturename;
452 }
453
454 void _Movetype_LinkEdict_TouchAreaGrid(entity this)  // SV_LinkEdict_TouchAreaGrid
455 {
456         if(this.solid == SOLID_NOT)
457                 return;
458
459         // due to a lack of pointers in QC, we must save the trace values and restore them for other functions
460         bool save_trace_allsolid = trace_allsolid;
461         bool save_trace_startsolid = trace_startsolid;
462         float save_trace_fraction = trace_fraction;
463         bool save_trace_inwater = trace_inwater;
464         bool save_trace_inopen = trace_inopen;
465         vector save_trace_endpos = trace_endpos;
466         vector save_trace_plane_normal = trace_plane_normal;
467         float save_trace_plane_dist = trace_plane_dist;
468         entity save_trace_ent = trace_ent;
469         int save_trace_dpstartcontents = trace_dpstartcontents;
470         int save_trace_dphitcontents = trace_dphitcontents;
471         int save_trace_dphitq3surfaceflags = trace_dphitq3surfaceflags;
472         string save_trace_dphittexturename = trace_dphittexturename;
473
474     FOREACH_ENTITY_RADIUS_ORDERED(0.5 * (this.absmin + this.absmax), 0.5 * vlen(this.absmax - this.absmin), true, {
475                 if (it.solid == SOLID_TRIGGER && it != this)
476                 if (it.move_nomonsters != MOVE_NOMONSTERS && it.move_nomonsters != MOVE_WORLDONLY)
477                 if (gettouch(it) && boxesoverlap(it.absmin, it.absmax, this.absmin, this.absmax))
478                 {
479                         trace_allsolid = false;
480                         trace_startsolid = false;
481                         trace_fraction = 1;
482                         trace_inwater = false;
483                         trace_inopen = true;
484                         trace_endpos = it.origin;
485                         trace_plane_normal = '0 0 1';
486                         trace_plane_dist = 0;
487                         trace_ent = this;
488                         trace_dpstartcontents = 0;
489                         trace_dphitcontents = 0;
490                         trace_dphitq3surfaceflags = 0;
491                         trace_dphittexturename = string_null;
492
493                         gettouch(it)(it, this);
494                 }
495     });
496
497         trace_allsolid = save_trace_allsolid;
498         trace_startsolid = save_trace_startsolid;
499         trace_fraction = save_trace_fraction;
500         trace_inwater = save_trace_inwater;
501         trace_inopen = save_trace_inopen;
502         trace_endpos = save_trace_endpos;
503         trace_plane_normal = save_trace_plane_normal;
504         trace_plane_dist = save_trace_plane_dist;
505         trace_ent = save_trace_ent;
506         trace_dpstartcontents = save_trace_dpstartcontents;
507         trace_dphitcontents = save_trace_dphitcontents;
508         trace_dphitq3surfaceflags = save_trace_dphitq3surfaceflags;
509         trace_dphittexturename = save_trace_dphittexturename;
510 }
511
512 bool autocvar__movetype_debug = false;
513 void _Movetype_LinkEdict(entity this, bool touch_triggers)  // SV_LinkEdict
514 {
515         if(autocvar__movetype_debug)
516         {
517                 vector mi, ma;
518                 if(this.solid == SOLID_BSP)
519                 {
520                         // TODO set the absolute bbox
521                         mi = this.mins;
522                         ma = this.maxs;
523                 }
524                 else
525                 {
526                         mi = this.mins;
527                         ma = this.maxs;
528                 }
529                 mi += this.origin;
530                 ma += this.origin;
531
532                 if(this.flags & FL_ITEM)
533                 {
534                         mi -= '15 15 1';
535                         ma += '15 15 1';
536                 }
537                 else
538                 {
539                         mi -= '1 1 1';
540                         ma += '1 1 1';
541                 }
542
543                 this.absmin = mi;
544                 this.absmax = ma;
545         }
546         else
547         {
548                 setorigin(this, this.origin); // calls SV_LinkEdict
549         #ifdef CSQC
550                 // NOTE: CSQC's version of setorigin doesn't expand
551                 this.absmin -= '1 1 1';
552                 this.absmax += '1 1 1';
553         #endif
554         }
555
556         if(touch_triggers)
557                 _Movetype_LinkEdict_TouchAreaGrid(this);
558 }
559
560 int _Movetype_ContentsMask(entity this)  // SV_GenericHitSuperContentsMask
561 {
562         if(this)
563         {
564                 if(this.dphitcontentsmask)
565                         return this.dphitcontentsmask;
566                 else if(this.solid == SOLID_SLIDEBOX)
567                 {
568                         if(this.flags & FL_MONSTER)
569                                 return DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_MONSTERCLIP;
570                         else
571                                 return DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
572                 }
573                 else if(this.solid == SOLID_CORPSE)
574                         return DPCONTENTS_SOLID | DPCONTENTS_BODY;
575                 else if(this.solid == SOLID_TRIGGER)
576                         return DPCONTENTS_SOLID | DPCONTENTS_BODY;
577                 else
578                         return DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
579         }
580         else
581                 return DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
582 }
583
584 entity _Movetype_TestEntityPosition_ent;
585 bool _Movetype_TestEntityPosition(vector ofs)  // SV_TestEntityPosition
586 {
587     entity this = _Movetype_TestEntityPosition_ent;
588         vector org = this.origin + ofs;
589
590         //int cont = this.dphitcontentsmask;
591         //this.dphitcontentsmask = DPCONTENTS_SOLID;
592         tracebox(org, this.mins, this.maxs, this.origin, ((this.move_movetype == MOVETYPE_FLY_WORLDONLY) ? MOVE_WORLDONLY : MOVE_NOMONSTERS), this);
593         //this.dphitcontentsmask = cont;
594         if(trace_dpstartcontents & _Movetype_ContentsMask(this))
595                 return true;
596
597         if(vlen2(trace_endpos - this.origin) >= 0.0001)
598         {
599                 tracebox(trace_endpos, this.mins, this.maxs, trace_endpos, MOVE_NOMONSTERS, this);
600                 if(!trace_startsolid)
601                         this.origin = trace_endpos;
602         }
603         return false;
604 }
605
606 bool _Movetype_TestEntityPosition_Offset(int offset)
607 {
608         // NOTE: expects _Movetype_TestEntityPosition_ent to be set to the correct entity
609         // returns true if stuck
610
611     // start at 2, since the first position has already been checked
612     for(int j = 2; j <= offset; ++j)
613     {
614         if(!_Movetype_TestEntityPosition('0 0 -1' * j))
615                 return false;
616         if(!_Movetype_TestEntityPosition('0 0 1' * j))
617                 return false;
618     }
619
620         return true;
621 }
622
623 int _Movetype_UnstickEntity(entity this)  // SV_UnstickEntity
624 {
625     _Movetype_TestEntityPosition_ent = this;
626         if (!_Movetype_TestEntityPosition(' 0  0  0')) {
627             return UNSTICK_FINE;
628         }
629         #define X(v) if (_Movetype_TestEntityPosition(v))
630         X('0  0  -1') X(' 0  0  1')
631         X('-1  0  0') X(' 1  0  0')
632         X(' 0 -1  0') X(' 0  1  0')
633         X('-1 -1  0') X(' 1 -1  0')
634         X('-1  1  0') X(' 1  1  0')
635         #undef X
636         {
637         if(_Movetype_TestEntityPosition_Offset(rint((this.maxs.z - this.mins.z) * 0.36)))
638         {
639             LOG_DEBUGF("Can't unstick an entity (edict: %d, classname: %s, origin: %s)",
640                 etof(this), this.classname, vtos(this.origin));
641             return UNSTICK_STUCK;
642         }
643         }
644         LOG_DEBUGF("Sucessfully unstuck an entity (edict: %d, classname: %s, origin: %s)",
645                 etof(this), this.classname, vtos(this.origin));
646         _Movetype_LinkEdict(this, false);
647         return UNSTICK_FIXED;
648 }
649
650 void _Movetype_CheckStuck(entity this)  // SV_CheckStuck
651 {
652         int unstick = _Movetype_UnstickEntity(this); // sets test position entity
653         switch(unstick)
654         {
655                 case UNSTICK_FINE:
656                         this.oldorigin = this.origin;
657                         break;
658                 case UNSTICK_FIXED:
659                         break; // already sorted
660                 case UNSTICK_STUCK:
661                         vector offset = this.oldorigin - this.origin;
662                         if(!_Movetype_TestEntityPosition(offset))
663                                 _Movetype_LinkEdict(this, false);
664                         // couldn't unstick, should we warn about this?
665                         break;
666         }
667 }
668
669 vector _Movetype_ClipVelocity(vector vel, vector norm, float f)  // ClipVelocity
670 {
671         vel -= ((vel * norm) * norm) * f;
672
673         if(vel.x > -0.1 && vel.x < 0.1) vel.x = 0;
674         if(vel.y > -0.1 && vel.y < 0.1) vel.y = 0;
675         if(vel.z > -0.1 && vel.z < 0.1) vel.z = 0;
676
677         return vel;
678 }
679
680 void _Movetype_PushEntityTrace(entity this, vector push)
681 {
682         vector end = this.origin + push;
683         int type;
684         if(this.move_nomonsters)
685                 type = max(0, this.move_nomonsters);
686         else if(this.move_movetype == MOVETYPE_FLYMISSILE)
687                 type = MOVE_MISSILE;
688         else if(this.move_movetype == MOVETYPE_FLY_WORLDONLY)
689                 type = MOVE_WORLDONLY;
690         else if(this.solid == SOLID_TRIGGER || this.solid == SOLID_NOT)
691                 type = MOVE_NOMONSTERS;
692         else
693                 type = MOVE_NORMAL;
694
695         tracebox(this.origin, this.mins, this.maxs, end, type, this);
696 }
697
698 bool _Movetype_PushEntity(entity this, vector push, bool dolink)  // SV_PushEntity
699 {
700         _Movetype_PushEntityTrace(this, push);
701
702         // NOTE: this is a workaround for the QC's lack of a worldstartsolid trace parameter
703         if(trace_startsolid)
704         {
705                 int oldtype = this.move_nomonsters;
706                 this.move_nomonsters = MOVE_WORLDONLY;
707                 _Movetype_PushEntityTrace(this, push);
708                 this.move_nomonsters = oldtype;
709                 if(trace_startsolid)
710                         return true;
711         }
712
713         this.origin = trace_endpos;
714
715         vector last_origin = this.origin;
716
717         _Movetype_LinkEdict(this, dolink);
718
719         if((this.solid >= SOLID_TRIGGER && trace_fraction < 1 && (!IS_ONGROUND(this) || this.groundentity != trace_ent)))
720                 _Movetype_Impact(this, trace_ent);
721
722         return (this.origin == last_origin); // false if teleported by touch
723 }
724
725 void _Movetype_Physics_Frame(entity this, float movedt)
726 {
727         this.move_didgravity = -1;
728         switch (this.move_movetype)
729         {
730                 case MOVETYPE_PUSH:
731                 case MOVETYPE_FAKEPUSH:
732                         _Movetype_Physics_Push(this, movedt);
733                         break;
734                 case MOVETYPE_NONE:
735                         break;
736                 case MOVETYPE_FOLLOW:
737                         _Movetype_Physics_Follow(this);
738                         break;
739                 case MOVETYPE_NOCLIP:
740                         _Movetype_CheckWater(this);
741                         this.origin = this.origin + movedt * this.velocity;
742                         this.angles = this.angles + movedt * this.avelocity;
743                         _Movetype_LinkEdict(this, false);
744                         break;
745                 case MOVETYPE_STEP:
746                         _Movetype_Physics_Step(this, movedt);
747                         break;
748                 case MOVETYPE_WALK:
749                         _Movetype_Physics_Walk(this, movedt);
750                         break;
751                 case MOVETYPE_TOSS:
752                 case MOVETYPE_BOUNCE:
753                 case MOVETYPE_BOUNCEMISSILE:
754                 case MOVETYPE_FLYMISSILE:
755                 case MOVETYPE_FLY:
756                 case MOVETYPE_FLY_WORLDONLY:
757                         _Movetype_Physics_Toss(this, movedt);
758                         break;
759                 case MOVETYPE_PHYSICS:
760                         break;
761         }
762 }
763
764 void _Movetype_Physics_ClientFrame(entity this, float movedt)
765 {
766         this.move_didgravity = -1;
767         switch (this.move_movetype)
768         {
769                 case MOVETYPE_PUSH:
770                 case MOVETYPE_FAKEPUSH:
771                         LOG_DEBUG("Physics: Lacking QuakeC support for Push movetype, FIX ME by using engine physics!");
772                         break;
773                 case MOVETYPE_NONE:
774                         break;
775                 case MOVETYPE_FOLLOW:
776                         _Movetype_Physics_Follow(this);
777                         break;
778                 case MOVETYPE_NOCLIP:
779                         _Movetype_CheckWater(this);
780                         this.origin = this.origin + movedt * this.velocity;
781                         this.angles = this.angles + movedt * this.avelocity;
782                         break;
783                 case MOVETYPE_STEP:
784                         _Movetype_Physics_Step(this, movedt);
785                         break;
786                 case MOVETYPE_WALK:
787                 case MOVETYPE_FLY:
788                 case MOVETYPE_FLY_WORLDONLY:
789                         _Movetype_Physics_Walk(this, movedt);
790                         break;
791                 case MOVETYPE_TOSS:
792                 case MOVETYPE_BOUNCE:
793                 case MOVETYPE_BOUNCEMISSILE:
794                 case MOVETYPE_FLYMISSILE:
795                         if (GAMEPLAYFIX_UNSTICKPLAYERS(this) == 2)
796                                 _Movetype_CheckStuck(this);
797                         _Movetype_Physics_Toss(this, movedt);
798                         break;
799                 case MOVETYPE_PHYSICS:
800                         break;
801         }
802
803         //_Movetype_CheckVelocity(this);
804
805         _Movetype_LinkEdict(this, true);
806
807         //_Movetype_CheckVelocity(this);
808 }
809
810 void Movetype_Physics_NoMatchTicrate(entity this, float movedt, bool isclient)  // to be run every move frame
811 {
812         bool didmove = (this.move_time != 0);
813         this.move_time = time;
814
815         if(isclient)
816                 _Movetype_Physics_ClientFrame(this, movedt);
817         else
818         {
819                 // this doesn't apply to clients, and only applies to unmatched entities
820                 // don't run think/move on newly spawned projectiles as it messes up
821                 // movement interpolation and rocket trails, and is inconsistent with
822                 // respect to entities spawned in the same frame
823                 // (if an ent spawns a higher numbered ent, it moves in the same frame,
824                 //  but if it spawns a lower numbered ent, it doesn't - this never moves
825                 //  ents in the first frame regardless)
826                 if(!didmove && GAMEPLAYFIX_DELAYPROJECTILES(this) > 0)
827                         return;
828                 _Movetype_Physics_Frame(this, movedt);
829         }
830         if(wasfreed(this))
831                 return;
832
833         setorigin(this, this.origin);
834 }
835
836 void Movetype_Physics_NoMatchServer(entity this)  // optimized
837 {
838         float movedt = time - this.move_time;
839         this.move_time = time;
840
841         _Movetype_Physics_Frame(this, movedt);
842         if(wasfreed(this))
843                 return;
844
845         setorigin(this, this.origin);
846 }
847
848 void Movetype_Physics_MatchServer(entity this, bool sloppy)
849 {
850         Movetype_Physics_MatchTicrate(this, TICRATE, sloppy);
851 }
852
853 // saved .move_*
854 .vector tic_origin;
855 .vector tic_velocity;
856 .int tic_flags;
857 .vector tic_avelocity;
858 .vector tic_angles;
859
860 // saved .*
861 .vector tic_saved_origin;
862 .vector tic_saved_velocity;
863 .int tic_saved_flags;
864 .vector tic_saved_avelocity;
865 .vector tic_saved_angles;
866 void Movetype_Physics_MatchTicrate(entity this, float tr, bool sloppy)  // SV_Physics_Entity
867 {
868         // this hack exists to contain the physics feature
869         // (so entities can place themselves in the world and not need to update .tic_* themselves)
870 #define X(s) \
871         if(this.(s) != this.tic_saved_##s) \
872                 this.tic_##s = this.(s)
873
874         X(origin);
875         X(velocity);
876         X(flags);
877         X(avelocity);
878         X(angles);
879 #undef X
880
881         this.flags = this.tic_flags;
882         this.velocity = this.tic_velocity;
883         setorigin(this, this.tic_origin);
884         this.avelocity = this.tic_avelocity;
885         this.angles = this.tic_angles;
886
887         if(tr <= 0)
888         {
889                 Movetype_Physics_NoMatchServer(this);
890
891                 this.tic_saved_flags = this.tic_flags = this.flags;
892                 this.tic_saved_velocity = this.tic_velocity = this.velocity;
893                 this.tic_saved_origin = this.tic_origin = this.origin;
894                 this.tic_saved_avelocity = this.tic_avelocity = this.avelocity;
895                 this.tic_saved_angles = this.tic_angles = this.angles;
896                 return;
897         }
898
899         float dt = time - this.move_time;
900
901         int n = bound(0, floor(dt / tr), 32); // limit the number of frames to 32 (CL_MAX_USERCMDS, using DP_SMALLMEMORY value for consideration of QC's limitations)
902         dt -= n * tr;
903         this.move_time += n * tr;
904
905         if(!this.move_didgravity)
906                 this.move_didgravity = ((this.move_movetype == MOVETYPE_BOUNCE || this.move_movetype == MOVETYPE_TOSS) && !(this.tic_flags & FL_ONGROUND));
907
908         for (int j = 0; j < n; ++j)
909         {
910                 _Movetype_Physics_Frame(this, tr);
911                 if(wasfreed(this))
912                         return;
913         }
914
915         // update the physics fields
916         this.tic_origin = this.origin;
917         this.tic_velocity = this.velocity;
918         this.tic_avelocity = this.avelocity;
919         this.tic_angles = this.angles;
920         this.tic_flags = this.flags;
921
922         // restore their actual values
923         this.flags = this.tic_saved_flags;
924         this.velocity = this.tic_saved_velocity;
925         setorigin(this, this.tic_saved_origin);
926         //this.avelocity = this.tic_saved_avelocity;
927         this.angles = this.tic_saved_angles;
928
929         this.avelocity = this.tic_avelocity;
930
931         if(dt > 0 && this.move_movetype != MOVETYPE_NONE && !(this.tic_flags & FL_ONGROUND))
932         {
933                 // now continue the move from move_time to time
934                 this.velocity = this.tic_velocity;
935
936                 if(this.move_didgravity > 0)
937                 {
938                         this.velocity_z -= (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE ? 0.5 : 1)
939                             * dt
940                             * ((this.gravity) ? this.gravity : 1)
941                             * PHYS_GRAVITY(this);
942                 }
943
944                 this.angles = this.tic_angles + dt * this.avelocity;
945
946                 if(sloppy || this.move_movetype == MOVETYPE_NOCLIP)
947                 {
948                         setorigin(this, this.tic_origin + dt * this.velocity);
949                 }
950                 else
951                 {
952                         setorigin(this, this.tic_origin);
953                         _Movetype_PushEntityTrace(this, dt * this.velocity);
954                         if(!trace_startsolid)
955                                 setorigin(this, trace_endpos);
956                         else
957                                 setorigin(this, this.tic_saved_origin);
958                 }
959
960                 if(this.move_didgravity > 0 && GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
961                         this.velocity_z -= 0.5 * dt * ((this.gravity) ? this.gravity : 1) * PHYS_GRAVITY(this);
962         }
963         else
964         {
965                 this.velocity = this.tic_velocity;
966                 this.angles = this.tic_angles;
967                 setorigin(this, this.tic_origin);
968         }
969
970         this.flags = this.tic_flags;
971
972         this.tic_saved_flags = this.flags;
973         this.tic_saved_velocity = this.velocity;
974         this.tic_saved_origin = this.origin;
975         this.tic_saved_avelocity = this.avelocity;
976         this.tic_saved_angles = this.angles;
977 }