3 void _Movetype_Physics_Walk(entity this, float dt) // SV_WalkMove
5 // if frametime is 0 (due to client sending the same timestamp twice), don't move
9 if (GAMEPLAYFIX_UNSTICKPLAYERS(this))
10 _Movetype_CheckStuck(this);
12 bool applygravity = (!_Movetype_CheckWater(this) && this.move_movetype == MOVETYPE_WALK && !(this.flags & FL_WATERJUMP));
14 _Movetype_CheckVelocity(this);
16 // do a regular slide move unless it looks like you ran into a step
17 bool oldonground = IS_ONGROUND(this);
19 vector start_origin = this.origin;
20 vector start_velocity = this.velocity;
22 if(PHYS_WALLCLIP(this) && this.pm_time)
24 if(dt >= this.pm_time || (this.flags & FL_WATERJUMP))
30 int clip = _Movetype_FlyMove(this, dt, applygravity, false, GAMEPLAYFIX_STEPMULTIPLETIMES(this) ? PHYS_STEPHEIGHT(this) : 0);
32 if (GAMEPLAYFIX_DOWNTRACEONGROUND(this) && !(clip & 1))
34 // only try this if there was no floor in the way in the trace (no,
35 // this check seems to be not REALLY necessary, because if clip & 1,
36 // our trace will hit that thing too)
37 vector upmove = this.origin + '0 0 1';
38 vector downmove = this.origin - '0 0 1';
40 if (this.move_movetype == MOVETYPE_FLYMISSILE)
42 else if (this.move_movetype == MOVETYPE_FLY_WORLDONLY)
43 type = MOVE_WORLDONLY;
44 else if (this.solid == SOLID_TRIGGER || this.solid == SOLID_NOT)
45 type = MOVE_NOMONSTERS;
46 else type = MOVE_NORMAL;
47 tracebox(upmove, this.mins, this.maxs, downmove, type, this);
48 if (trace_fraction < 1 && trace_plane_normal.z > 0.7)
50 clip |= 1; // but we HAVE found a floor
51 // set groundentity so we get carried when walking onto a mover
52 this.groundentity = trace_ent;
56 // if the move did not hit the ground at any point, we're not on ground
59 else if(PHYS_WALLCLIP(this) && !this.groundentity && (PHYS_WALLCLIP(this) == 2 || start_velocity.z < -200)) // don't do landing time if we were just going down a slope
62 _Movetype_CheckVelocity(this);
63 _Movetype_LinkEdict(this, true);
65 if (clip & 8) // teleport
68 if (this.flags & FL_WATERJUMP)
71 if (PHYS_NOSTEP(this))
74 vector originalorigin = this.origin;
75 vector originalvelocity = this.velocity;
76 // originalmove_clip = clip;
77 int originalflags = this.flags;
78 entity originalmove_groundentity = this.groundentity;
80 // if move didn't block on a step, return
83 // if move was not trying to move into the step, return
84 if (fabs(start_velocity.x) < 0.03125 && fabs(start_velocity.y) < 0.03125)
87 if (this.move_movetype != MOVETYPE_FLY)
89 // return if gibbed by a trigger
90 if (this.move_movetype != MOVETYPE_WALK)
93 // return if attempting to jump while airborn (unless sv_jumpstep)
94 if (!PHYS_JUMPSTEP(this))
95 if (!oldonground && this.waterlevel == 0)
99 // try moving up and forward to go up a step
101 this.origin = start_origin;
102 this.velocity = start_velocity;
105 vector upmove = '0 0 1' * PHYS_STEPHEIGHT(this);
106 if(!_Movetype_PushEntity(this, upmove, true, true))
108 // we got teleported when upstepping... must abort the move
114 clip = _Movetype_FlyMove(this, dt, applygravity, true, 0);
115 this.velocity_z += start_velocity.z;
118 // we got teleported when upstepping... must abort the move
119 // note that z velocity handling may not be what QC expects here, but we cannot help it
123 _Movetype_CheckVelocity(this);
124 _Movetype_LinkEdict(this, true);
126 // check for stuckness, possibly due to the limited precision of floats
127 // in the clipping hulls
129 && fabs(originalorigin.y - this.origin.y) < 0.03125
130 && fabs(originalorigin.x - this.origin.x) < 0.03125)
132 // Con_Printf("wall\n");
133 // stepping up didn't make any progress, revert to original move
134 this.origin = originalorigin;
135 this.velocity = originalvelocity;
136 // clip = originalmove_clip;
137 this.flags = originalflags;
138 this.groundentity = originalmove_groundentity;
139 // now try to unstick if needed
140 // clip = SV_TryUnstick (ent, oldvel);
144 // Con_Printf("step - ");
146 // extra friction based on view angle
147 if ((clip & 2) && PHYS_WALLFRICTION(this))
148 _Movetype_WallFriction(this, move_stepnormal);
150 // don't do the down move if stepdown is disabled, moving upward, not in water, or the move started offground or ended onground
151 else if (!GAMEPLAYFIX_STEPDOWN(this) || this.waterlevel >= 3 || start_velocity.z >= (1.0 / 32.0)
152 || !oldonground || IS_ONGROUND(this) || (GAMEPLAYFIX_STEPDOWN_MAXSPEED(this) && vdist(start_velocity, >=, GAMEPLAYFIX_STEPDOWN_MAXSPEED(this)) && !IS_ONSLICK(this)))
158 vector downmove = '0 0 0';
159 downmove.z = -PHYS_STEPHEIGHT(this) + start_velocity.z * dt;
160 if(!_Movetype_PushEntity(this, downmove, true, true))
162 // we got teleported when downstepping... must abort the move
166 if (trace_fraction < 1 && trace_plane_normal.z > 0.7)
168 // this has been disabled so that you can't jump when you are stepping
169 // up while already jumping (also known as the Quake2 double jump bug)
170 // LordHavoc: disabled this check so you can walk on monsters/players
171 //if (PRVM_serveredictfloat(ent, solid) == SOLID_BSP)
172 if(GAMEPLAYFIX_STEPDOWN(this) == 2)
175 this.groundentity = trace_ent;
180 // Con_Printf("slope\n");
181 // if the push down didn't end up on good ground, use the move without
182 // the step up. This happens near wall / slope combinations, and can
183 // cause the player to hop up higher on a slope too steep to climb
184 this.origin = originalorigin;
185 this.velocity = originalvelocity;
186 this.flags = originalflags;
187 this.groundentity = originalmove_groundentity;
190 _Movetype_CheckVelocity(this);
191 _Movetype_LinkEdict(this, true);