]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/physics/movetypes/walk.qc
Some minor tweaks to the QC physics logic
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / physics / movetypes / walk.qc
index cd33ebc826fc347efd83037ece2fcd20f2c94bd5..868bf6d35873192a3ffffd39a29aab4dfb80836c 100644 (file)
@@ -1,11 +1,12 @@
 #include "walk.qh"
+
 void _Movetype_Physics_Walk(entity this, float dt)  // SV_WalkMove
 {
        // if frametime is 0 (due to client sending the same timestamp twice), don't move
        if (dt <= 0)
                return;
 
-       if (GAMEPLAYFIX_UNSTICKPLAYERS(this) == 1)
+       if (GAMEPLAYFIX_UNSTICKPLAYERS(this))
                _Movetype_CheckStuck(this);
 
        bool applygravity = (!_Movetype_CheckWater(this) && this.move_movetype == MOVETYPE_WALK && !(this.flags & FL_WATERJUMP));
@@ -36,16 +37,23 @@ void _Movetype_Physics_Walk(entity this, float dt)  // SV_WalkMove
                vector upmove = this.origin + '0 0 1';
                vector downmove = this.origin - '0 0 1';
                int type;
-               if (this.move_movetype == MOVETYPE_FLYMISSILE)
+               if (this.move_nomonsters)
+                       type = max(0, this.move_nomonsters);
+               else if (this.move_movetype == MOVETYPE_FLYMISSILE)
                        type = MOVE_MISSILE;
                else if (this.move_movetype == MOVETYPE_FLY_WORLDONLY)
                        type = MOVE_WORLDONLY;
                else if (this.solid == SOLID_TRIGGER || this.solid == SOLID_NOT)
                        type = MOVE_NOMONSTERS;
-               else type = MOVE_NORMAL;
+               else
+                       type = MOVE_NORMAL;
                tracebox(upmove, this.mins, this.maxs, downmove, type, this);
                if (trace_fraction < 1 && trace_plane_normal.z > 0.7)
+               {
                        clip |= 1;  // but we HAVE found a floor
+                       // set groundentity so we get carried when walking onto a mover
+                       this.groundentity = trace_ent;
+               }
        }
 
        // if the move did not hit the ground at any point, we're not on ground
@@ -98,7 +106,7 @@ void _Movetype_Physics_Walk(entity this, float dt)  // SV_WalkMove
 
                // move up
                vector upmove = '0 0 1' * PHYS_STEPHEIGHT(this);
-               if(!_Movetype_PushEntity(this, upmove, true, true))
+               if(!_Movetype_PushEntity(this, upmove, true))
                {
                        // we got teleported when upstepping... must abort the move
                        return;
@@ -152,7 +160,7 @@ void _Movetype_Physics_Walk(entity this, float dt)  // SV_WalkMove
        // move down
        vector downmove = '0 0 0';
        downmove.z = -PHYS_STEPHEIGHT(this) + start_velocity.z * dt;
-       if(!_Movetype_PushEntity(this, downmove, true, true))
+       if(!_Movetype_PushEntity(this, downmove, true))
        {
                // we got teleported when downstepping... must abort the move
                return;