void SV_Physics_Toss (prvm_edict_t *ent);
+int SV_GetPitchSign(prvm_edict_t *ent)
+{
+ dp_model_t *model;
+ int modelindex;
+ if (
+ ((modelindex = (int)ent->fields.server->modelindex) >= 1 && modelindex < MAX_MODELS && (model = sv.models[modelindex]))
+ ?
+ model->type == mod_alias
+ :
+ (
+ (((unsigned char)PRVM_EDICTFIELDVALUE(ent, prog->fieldoffsets.pflags)->_float) & PFLAGS_FULLDYNAMIC)
+ ||
+ ((gamemode == GAME_TENEBRAE) && ((unsigned int)ent->fields.server->effects & (16 | 32)))
+ )
+ )
+ return -1;
+ return 1;
+}
+
/*
===============================================================================
int numtouchedicts;
prvm_edict_t *touchedicts[MAX_EDICTS];
+ //return SV_TraceBox(start, vec3_origin, vec3_origin, end, type, passedict, hitsupercontentsmask);
+
VectorCopy(start, clipstart);
VectorClear(clipmins2);
VectorClear(clipmaxs2);
// if the modelindex is 0, it shouldn't be SOLID_BSP!
if (modelindex > 0 && modelindex < MAX_MODELS)
model = sv.models[(int)touch->fields.server->modelindex];
- //pitchsign = 1;
- if (
- ((modelindex = (int)touch->fields.server->modelindex) >= 1 && modelindex < MAX_MODELS && (model = sv.models[(int)touch->fields.server->modelindex]))
- ?
- model->type == mod_alias
- :
- (
- (((unsigned char)PRVM_EDICTFIELDVALUE(touch, prog->fieldoffsets.pflags)->_float) & PFLAGS_FULLDYNAMIC)
- ||
- ((gamemode == GAME_TENEBRAE) && ((unsigned int)touch->fields.server->effects & (16 | 32)))
- )
- )
- pitchsign = -1;
+ pitchsign = SV_GetPitchSign(touch);
}
if (model)
Matrix4x4_CreateFromQuakeEntity(&matrix, touch->fields.server->origin[0], touch->fields.server->origin[1], touch->fields.server->origin[2], pitchsign * touch->fields.server->angles[0], touch->fields.server->angles[1], touch->fields.server->angles[2], 1);
else
Matrix4x4_CreateTranslate(&matrix, touch->fields.server->origin[0], touch->fields.server->origin[1], touch->fields.server->origin[2]);
Matrix4x4_Invert_Simple(&imatrix, &matrix);
- if ((int)touch->fields.server->flags & FL_MONSTER)
+ if (type == MOVE_MISSILE && (int)touch->fields.server->flags & FL_MONSTER)
Collision_ClipToGenericEntity(&trace, model, (int) touch->fields.server->frame, touch->fields.server->mins, touch->fields.server->maxs, bodysupercontents, &matrix, &imatrix, clipstart, clipmins2, clipmaxs2, clipstart, hitsupercontentsmask);
else
Collision_ClipPointToGenericEntity(&trace, model, (int) touch->fields.server->frame, touch->fields.server->mins, touch->fields.server->maxs, bodysupercontents, &matrix, &imatrix, clipstart, hitsupercontentsmask);
VectorCopy(pEnd, end);
#endif
+ //return SV_TraceBox(start, vec3_origin, vec3_origin, end, type, passedict, hitsupercontentsmask);
+
if (VectorCompare(start, end))
return SV_TracePoint(start, type, passedict, hitsupercontentsmask);
// if the modelindex is 0, it shouldn't be SOLID_BSP!
if (modelindex > 0 && modelindex < MAX_MODELS)
model = sv.models[(int)touch->fields.server->modelindex];
- //pitchsign = 1;
- if (
- ((modelindex = (int)touch->fields.server->modelindex) >= 1 && modelindex < MAX_MODELS && (model = sv.models[(int)touch->fields.server->modelindex]))
- ?
- model->type == mod_alias
- :
- (
- (((unsigned char)PRVM_EDICTFIELDVALUE(touch, prog->fieldoffsets.pflags)->_float) & PFLAGS_FULLDYNAMIC)
- ||
- ((gamemode == GAME_TENEBRAE) && ((unsigned int)touch->fields.server->effects & (16 | 32)))
- )
- )
- pitchsign = -1;
+ pitchsign = SV_GetPitchSign(touch);
}
if (model)
Matrix4x4_CreateFromQuakeEntity(&matrix, touch->fields.server->origin[0], touch->fields.server->origin[1], touch->fields.server->origin[2], pitchsign * touch->fields.server->angles[0], touch->fields.server->angles[1], touch->fields.server->angles[2], 1);
VectorAdd(start, mins, shiftstart);
VectorAdd(end, mins, shiftend);
if (VectorCompare(start, end))
- return SV_TracePoint(shiftstart, type, passedict, hitsupercontentsmask);
+ trace = SV_TracePoint(shiftstart, type, passedict, hitsupercontentsmask);
else
- {
trace = SV_TraceLine(shiftstart, shiftend, type, passedict, hitsupercontentsmask);
- VectorSubtract(trace.endpos, mins, trace.endpos);
- return trace;
- }
+ VectorSubtract(trace.endpos, mins, trace.endpos);
+ return trace;
}
VectorCopy(start, clipstart);
if (modelindex > 0 && modelindex < MAX_MODELS)
model = sv.models[(int)touch->fields.server->modelindex];
//pitchsign = 1;
- if (
- ((modelindex = (int)touch->fields.server->modelindex) >= 1 && modelindex < MAX_MODELS && (model = sv.models[(int)touch->fields.server->modelindex]))
- ?
- model->type == mod_alias
- :
- (
- (((unsigned char)PRVM_EDICTFIELDVALUE(touch, prog->fieldoffsets.pflags)->_float) & PFLAGS_FULLDYNAMIC)
- ||
- ((gamemode == GAME_TENEBRAE) && ((unsigned int)touch->fields.server->effects & (16 | 32)))
- )
- )
- pitchsign = -1;
+ pitchsign = SV_GetPitchSign(touch);
}
if (model)
Matrix4x4_CreateFromQuakeEntity(&matrix, touch->fields.server->origin[0], touch->fields.server->origin[1], touch->fields.server->origin[2], pitchsign * touch->fields.server->angles[0], touch->fields.server->angles[1], touch->fields.server->angles[2], 1);
else
Matrix4x4_CreateTranslate(&matrix, touch->fields.server->origin[0], touch->fields.server->origin[1], touch->fields.server->origin[2]);
Matrix4x4_Invert_Simple(&imatrix, &matrix);
- if ((int)touch->fields.server->flags & FL_MONSTER)
+ if (type == MOVE_MISSILE && (int)touch->fields.server->flags & FL_MONSTER)
Collision_ClipToGenericEntity(&trace, model, (int) touch->fields.server->frame, touch->fields.server->mins, touch->fields.server->maxs, bodysupercontents, &matrix, &imatrix, clipstart, clipmins2, clipmaxs2, clipend, hitsupercontentsmask);
else
Collision_ClipToGenericEntity(&trace, model, (int) touch->fields.server->frame, touch->fields.server->mins, touch->fields.server->maxs, bodysupercontents, &matrix, &imatrix, clipstart, clipmins, clipmaxs, clipend, hitsupercontentsmask);
===============================================================================
*/
+void SV_LinkEdict_TouchAreaGrid_Call(prvm_edict_t *touch, prvm_edict_t *ent)
+{
+ prvm_eval_t *val;
+ prog->globals.server->self = PRVM_EDICT_TO_PROG(touch);
+ prog->globals.server->other = PRVM_EDICT_TO_PROG(ent);
+ prog->globals.server->time = sv.time;
+ prog->globals.server->trace_allsolid = false;
+ prog->globals.server->trace_startsolid = false;
+ prog->globals.server->trace_fraction = 1;
+ prog->globals.server->trace_inwater = false;
+ prog->globals.server->trace_inopen = true;
+ VectorCopy (touch->fields.server->origin, prog->globals.server->trace_endpos);
+ VectorSet (prog->globals.server->trace_plane_normal, 0, 0, 1);
+ prog->globals.server->trace_plane_dist = 0;
+ prog->globals.server->trace_ent = PRVM_EDICT_TO_PROG(ent);
+ if ((val = PRVM_GLOBALFIELDVALUE(prog->globaloffsets.trace_dpstartcontents)))
+ val->_float = 0;
+ if ((val = PRVM_GLOBALFIELDVALUE(prog->globaloffsets.trace_dphitcontents)))
+ val->_float = 0;
+ if ((val = PRVM_GLOBALFIELDVALUE(prog->globaloffsets.trace_dphitq3surfaceflags)))
+ val->_float = 0;
+ if ((val = PRVM_GLOBALFIELDVALUE(prog->globaloffsets.trace_dphittexturename)))
+ val->string = 0;
+ PRVM_ExecuteProgram (touch->fields.server->touch, "QC function self.touch is missing");
+}
+
void SV_LinkEdict_TouchAreaGrid(prvm_edict_t *ent)
{
int i, numtouchedicts, old_self, old_other;
prvm_edict_t *touch, *touchedicts[MAX_EDICTS];
+ if (ent == prog->edicts)
+ return; // don't add the world
+
+ if (ent->priv.server->free)
+ return;
+
+ if (ent->fields.server->solid == SOLID_NOT)
+ return;
+
// build a list of edicts to touch, because the link loop can be corrupted
// by IncreaseEdicts called during touch functions
numtouchedicts = World_EntitiesInBox(&sv.world, ent->priv.server->areamins, ent->priv.server->areamaxs, MAX_EDICTS, touchedicts);
touch = touchedicts[i];
if (touch != ent && (int)touch->fields.server->solid == SOLID_TRIGGER && touch->fields.server->touch)
{
- prvm_eval_t *val;
- prog->globals.server->self = PRVM_EDICT_TO_PROG(touch);
- prog->globals.server->other = PRVM_EDICT_TO_PROG(ent);
- prog->globals.server->time = sv.time;
- prog->globals.server->trace_allsolid = false;
- prog->globals.server->trace_startsolid = false;
- prog->globals.server->trace_fraction = 1;
- prog->globals.server->trace_inwater = false;
- prog->globals.server->trace_inopen = true;
- VectorCopy (touch->fields.server->origin, prog->globals.server->trace_endpos);
- VectorSet (prog->globals.server->trace_plane_normal, 0, 0, 1);
- prog->globals.server->trace_plane_dist = 0;
- prog->globals.server->trace_ent = PRVM_EDICT_TO_PROG(ent);
- if ((val = PRVM_GLOBALFIELDVALUE(prog->globaloffsets.trace_dpstartcontents)))
- val->_float = 0;
- if ((val = PRVM_GLOBALFIELDVALUE(prog->globaloffsets.trace_dphitcontents)))
- val->_float = 0;
- if ((val = PRVM_GLOBALFIELDVALUE(prog->globaloffsets.trace_dphitq3surfaceflags)))
- val->_float = 0;
- if ((val = PRVM_GLOBALFIELDVALUE(prog->globaloffsets.trace_dphittexturename)))
- val->string = 0;
- PRVM_ExecuteProgram (touch->fields.server->touch, "QC function self.touch is missing");
+ SV_LinkEdict_TouchAreaGrid_Call(touch, ent);
}
}
prog->globals.server->self = old_self;
prog->globals.server->other = old_other;
}
+static void RotateBBox(const vec3_t mins, const vec3_t maxs, const vec3_t angles, vec3_t rotatedmins, vec3_t rotatedmaxs)
+{
+ vec3_t v, u;
+ matrix4x4_t m;
+ Matrix4x4_CreateFromQuakeEntity(&m, 0, 0, 0, angles[PITCH], angles[YAW], angles[ROLL], 1.0);
+
+ v[0] = mins[0]; v[1] = mins[1]; v[2] = mins[2]; Matrix4x4_Transform(&m, v, u);
+ VectorCopy(u, rotatedmins); VectorCopy(u, rotatedmaxs);
+ v[0] = maxs[0]; v[1] = mins[1]; v[2] = mins[2]; Matrix4x4_Transform(&m, v, u);
+ if(rotatedmins[0] > u[0]) rotatedmins[0] = u[0]; if(rotatedmins[1] > u[1]) rotatedmins[1] = u[1]; if(rotatedmins[2] > u[2]) rotatedmins[2] = u[2];
+ if(rotatedmaxs[0] < u[0]) rotatedmaxs[0] = u[0]; if(rotatedmaxs[1] < u[1]) rotatedmaxs[1] = u[1]; if(rotatedmaxs[2] < u[2]) rotatedmaxs[2] = u[2];
+ v[0] = mins[0]; v[1] = maxs[1]; v[2] = mins[2]; Matrix4x4_Transform(&m, v, u);
+ if(rotatedmins[0] > u[0]) rotatedmins[0] = u[0]; if(rotatedmins[1] > u[1]) rotatedmins[1] = u[1]; if(rotatedmins[2] > u[2]) rotatedmins[2] = u[2];
+ if(rotatedmaxs[0] < u[0]) rotatedmaxs[0] = u[0]; if(rotatedmaxs[1] < u[1]) rotatedmaxs[1] = u[1]; if(rotatedmaxs[2] < u[2]) rotatedmaxs[2] = u[2];
+ v[0] = maxs[0]; v[1] = maxs[1]; v[2] = mins[2]; Matrix4x4_Transform(&m, v, u);
+ if(rotatedmins[0] > u[0]) rotatedmins[0] = u[0]; if(rotatedmins[1] > u[1]) rotatedmins[1] = u[1]; if(rotatedmins[2] > u[2]) rotatedmins[2] = u[2];
+ if(rotatedmaxs[0] < u[0]) rotatedmaxs[0] = u[0]; if(rotatedmaxs[1] < u[1]) rotatedmaxs[1] = u[1]; if(rotatedmaxs[2] < u[2]) rotatedmaxs[2] = u[2];
+ v[0] = mins[0]; v[1] = mins[1]; v[2] = maxs[2]; Matrix4x4_Transform(&m, v, u);
+ if(rotatedmins[0] > u[0]) rotatedmins[0] = u[0]; if(rotatedmins[1] > u[1]) rotatedmins[1] = u[1]; if(rotatedmins[2] > u[2]) rotatedmins[2] = u[2];
+ if(rotatedmaxs[0] < u[0]) rotatedmaxs[0] = u[0]; if(rotatedmaxs[1] < u[1]) rotatedmaxs[1] = u[1]; if(rotatedmaxs[2] < u[2]) rotatedmaxs[2] = u[2];
+ v[0] = maxs[0]; v[1] = mins[1]; v[2] = maxs[2]; Matrix4x4_Transform(&m, v, u);
+ if(rotatedmins[0] > u[0]) rotatedmins[0] = u[0]; if(rotatedmins[1] > u[1]) rotatedmins[1] = u[1]; if(rotatedmins[2] > u[2]) rotatedmins[2] = u[2];
+ if(rotatedmaxs[0] < u[0]) rotatedmaxs[0] = u[0]; if(rotatedmaxs[1] < u[1]) rotatedmaxs[1] = u[1]; if(rotatedmaxs[2] < u[2]) rotatedmaxs[2] = u[2];
+ v[0] = mins[0]; v[1] = maxs[1]; v[2] = maxs[2]; Matrix4x4_Transform(&m, v, u);
+ if(rotatedmins[0] > u[0]) rotatedmins[0] = u[0]; if(rotatedmins[1] > u[1]) rotatedmins[1] = u[1]; if(rotatedmins[2] > u[2]) rotatedmins[2] = u[2];
+ if(rotatedmaxs[0] < u[0]) rotatedmaxs[0] = u[0]; if(rotatedmaxs[1] < u[1]) rotatedmaxs[1] = u[1]; if(rotatedmaxs[2] < u[2]) rotatedmaxs[2] = u[2];
+ v[0] = maxs[0]; v[1] = maxs[1]; v[2] = maxs[2]; Matrix4x4_Transform(&m, v, u);
+ if(rotatedmins[0] > u[0]) rotatedmins[0] = u[0]; if(rotatedmins[1] > u[1]) rotatedmins[1] = u[1]; if(rotatedmins[2] > u[2]) rotatedmins[2] = u[2];
+ if(rotatedmaxs[0] < u[0]) rotatedmaxs[0] = u[0]; if(rotatedmaxs[1] < u[1]) rotatedmaxs[1] = u[1]; if(rotatedmaxs[2] < u[2]) rotatedmaxs[2] = u[2];
+}
+
/*
===============
SV_LinkEdict
===============
*/
-void SV_LinkEdict (prvm_edict_t *ent, qboolean touch_triggers)
+void SV_LinkEdict (prvm_edict_t *ent)
{
dp_model_t *model;
vec3_t mins, maxs;
// set the abs box
- if (ent->fields.server->solid == SOLID_BSP)
+ if (ent->fields.server->movetype == MOVETYPE_PHYSICS)
+ {
+ // TODO maybe should do this for rotating SOLID_BSP too? Would behave better with rotating doors
+ // TODO special handling for spheres?
+ RotateBBox(ent->fields.server->mins, ent->fields.server->maxs, ent->fields.server->angles, mins, maxs);
+ VectorAdd(ent->fields.server->origin, mins, mins);
+ VectorAdd(ent->fields.server->origin, maxs, maxs);
+ }
+ else if (ent->fields.server->solid == SOLID_BSP)
{
int modelindex = (int)ent->fields.server->modelindex;
if (modelindex < 0 || modelindex >= MAX_MODELS)
VectorCopy(maxs, ent->fields.server->absmax);
World_LinkEdict(&sv.world, ent, mins, maxs);
-
- // if touch_triggers, call touch on all entities overlapping this box
- if (touch_triggers && ent->fields.server->solid != SOLID_NOT)
- SV_LinkEdict_TouchAreaGrid(ent);
}
/*
}
}
+ // LordHavoc: a hack to ensure that the (rather silly) id1 quakec
+ // player_run/player_stand1 does not horribly malfunction if the
+ // velocity becomes a denormalized float
+ if (VectorLength2(ent->fields.server->velocity) < 0.0001)
+ VectorClear(ent->fields.server->velocity);
+
// LordHavoc: max velocity fix, inspired by Maddes's source fixes, but this is faster
wishspeed = DotProduct(ent->fields.server->velocity, ent->fields.server->velocity);
if (wishspeed > sv_maxvelocity.value * sv_maxvelocity.value)
static qboolean SV_PushEntity (trace_t *trace, prvm_edict_t *ent, vec3_t push, qboolean failonbmodelstartsolid, qboolean dolink)
{
int type;
+ int bump;
+ vec3_t original;
vec3_t end;
- qboolean impact;
+ VectorCopy(ent->fields.server->origin, original);
VectorAdd (ent->fields.server->origin, push, end);
if (ent->fields.server->movetype == MOVETYPE_FLYMISSILE)
type = MOVE_NORMAL;
*trace = SV_TraceBox(ent->fields.server->origin, ent->fields.server->mins, ent->fields.server->maxs, end, type, ent, SV_GenericHitSuperContentsMask(ent));
+ bump = 0;
+ while (trace->startsolid && sv_gameplayfix_nudgeoutofsolid.integer)
+ {
+ vec_t nudge = -trace->startdepth + sv_gameplayfix_nudgeoutofsolid_bias.value;
+ VectorMA(ent->fields.server->origin, nudge, trace->startdepthnormal, ent->fields.server->origin);
+ *trace = SV_TraceBox(ent->fields.server->origin, ent->fields.server->mins, ent->fields.server->maxs, end, type, ent, SV_GenericHitSuperContentsMask(ent));
+ bump++;
+ if (bump > 10)
+ {
+ VectorCopy(original, ent->fields.server->origin);
+ break;
+ }
+ }
if (trace->bmodelstartsolid && failonbmodelstartsolid)
return true;
+
VectorCopy (trace->endpos, ent->fields.server->origin);
+ SV_LinkEdict(ent);
#if 0
if(!trace->startsolid)
}
#endif
- impact = (ent->fields.server->solid >= SOLID_TRIGGER && trace->ent && (!((int)ent->fields.server->flags & FL_ONGROUND) || ent->fields.server->groundentity != PRVM_EDICT_TO_PROG(trace->ent)));
+ if (dolink)
+ SV_LinkEdict_TouchAreaGrid(ent);
- if(impact)
- {
- SV_LinkEdict (ent, dolink);
+ if((ent->fields.server->solid >= SOLID_TRIGGER && trace->ent && (!((int)ent->fields.server->flags & FL_ONGROUND) || ent->fields.server->groundentity != PRVM_EDICT_TO_PROG(trace->ent))))
return SV_Impact (ent, trace);
- }
- else if(dolink)
- SV_LinkEdict (ent, true);
return true;
}
pusher->fields.server->angles[1] -= 360.0 * floor(pusher->fields.server->angles[1] * (1.0 / 360.0));
pusher->fields.server->angles[2] -= 360.0 * floor(pusher->fields.server->angles[2] * (1.0 / 360.0));
pusher->fields.server->ltime += movetime;
- SV_LinkEdict (pusher, false);
+ SV_LinkEdict(pusher);
return;
default:
Con_Printf("SV_PushMove: entity #%i, unrecognized solid type %f\n", PRVM_NUM_FOR_EDICT(pusher), pusher->fields.server->solid);
VectorMA (pusher->fields.server->origin, movetime, pusher->fields.server->velocity, pusher->fields.server->origin);
VectorMA (pusher->fields.server->angles, movetime, pusher->fields.server->avelocity, pusher->fields.server->angles);
pusher->fields.server->ltime += movetime;
- SV_LinkEdict (pusher, false);
+ SV_LinkEdict(pusher);
pushermodel = NULL;
if (pusher->fields.server->modelindex >= 1 && pusher->fields.server->modelindex < MAX_MODELS)
for (e = 0;e < numcheckentities;e++)
{
prvm_edict_t *check = checkentities[e];
- if (check->fields.server->movetype == MOVETYPE_NONE
- || check->fields.server->movetype == MOVETYPE_PUSH
- || check->fields.server->movetype == MOVETYPE_FOLLOW
- || check->fields.server->movetype == MOVETYPE_NOCLIP
- || check->fields.server->movetype == MOVETYPE_FAKEPUSH)
+ int movetype = (int)check->fields.server->movetype;
+ switch(movetype)
+ {
+ case MOVETYPE_NONE:
+ case MOVETYPE_PUSH:
+ case MOVETYPE_FOLLOW:
+ case MOVETYPE_NOCLIP:
+ case MOVETYPE_FAKEPUSH:
continue;
+ default:
+ break;
+ }
if (check->fields.server->owner == pusherprog)
continue;
VectorCopy (check->fields.server->angles, check->priv.server->moved_fromangles);
moved_edicts[num_moved++] = PRVM_NUM_FOR_EDICT(check);
+ // physics objects need better collisions than this code can do
+ if (movetype == MOVETYPE_PHYSICS)
+ {
+ VectorAdd(check->fields.server->origin, move, check->fields.server->origin);
+ SV_LinkEdict(check);
+ SV_LinkEdict_TouchAreaGrid(check);
+ continue;
+ }
+
// try moving the contacted entity
pusher->fields.server->solid = SOLID_NOT;
if(!SV_PushEntity (&trace, check, move, true, true))
VectorCopy (pushorig, pusher->fields.server->origin);
VectorCopy (pushang, pusher->fields.server->angles);
pusher->fields.server->ltime = pushltime;
- SV_LinkEdict (pusher, false);
+ SV_LinkEdict(pusher);
// move back any entities we already moved
for (i = 0;i < num_moved;i++)
prvm_edict_t *ed = PRVM_EDICT_NUM(moved_edicts[i]);
VectorCopy (ed->priv.server->moved_from, ed->fields.server->origin);
VectorCopy (ed->priv.server->moved_fromangles, ed->fields.server->angles);
- SV_LinkEdict (ed, false);
+ SV_LinkEdict(ed);
}
// if the pusher has a "blocked" function, call it, otherwise just stay in place until the obstacle is gone
if (!SV_TestEntityPosition(ent, unstickoffsets + i))
{
VectorCopy(unstickoffsets + i, offset);
- SV_LinkEdict (ent, true);
+ SV_LinkEdict(ent);
+ //SV_LinkEdict_TouchAreaGrid(ent);
return UNSTICK_UNSTUCK;
}
}
offset[2] = -i;
if (!SV_TestEntityPosition(ent, offset))
{
- SV_LinkEdict (ent, true);
+ SV_LinkEdict(ent);
+ //SV_LinkEdict_TouchAreaGrid(ent);
return UNSTICK_UNSTUCK;
}
offset[2] = i;
if (!SV_TestEntityPosition(ent, offset))
{
- SV_LinkEdict (ent, true);
+ SV_LinkEdict(ent);
+ //SV_LinkEdict_TouchAreaGrid(ent);
return UNSTICK_UNSTUCK;
}
}
if (!SV_TestEntityPosition(ent, offset))
{
Con_DPrintf("Unstuck player entity %i (classname \"%s\") by restoring oldorigin.\n", (int)PRVM_EDICT_TO_PROG(ent), PRVM_GetString(ent->fields.server->classname));
- SV_LinkEdict (ent, true);
+ SV_LinkEdict(ent);
+ //SV_LinkEdict_TouchAreaGrid(ent);
}
else
Con_DPrintf("Stuck player entity %i (classname \"%s\").\n", (int)PRVM_EDICT_TO_PROG(ent), PRVM_GetString(ent->fields.server->classname));
ent->fields.server->flags = (int)ent->fields.server->flags & ~FL_ONGROUND;
SV_CheckVelocity(ent);
- SV_LinkEdict (ent, true);
+ SV_LinkEdict(ent);
+ SV_LinkEdict_TouchAreaGrid(ent);
if(clip & 8) // teleport
return;
}
SV_CheckVelocity(ent);
- SV_LinkEdict (ent, true);
+ SV_LinkEdict(ent);
+ SV_LinkEdict_TouchAreaGrid(ent);
// check for stuckness, possibly due to the limited precision of floats
// in the clipping hulls
}
SV_CheckVelocity(ent);
- SV_LinkEdict (ent, true);
+ SV_LinkEdict(ent);
+ SV_LinkEdict_TouchAreaGrid(ent);
}
//============================================================================
ent->fields.server->origin[2] = v[0] * vu[0] + v[1] * vu[1] + v[2] * vu[2] + e->fields.server->origin[2];
}
VectorAdd (e->fields.server->angles, ent->fields.server->v_angle, ent->fields.server->angles);
- SV_LinkEdict (ent, true);
+ SV_LinkEdict(ent);
+ //SV_LinkEdict_TouchAreaGrid(ent);
}
/*
vec3_t move;
vec_t movetime;
int bump;
+ prvm_edict_t *groundentity;
// if onground, return without moving
if ((int)ent->fields.server->flags & FL_ONGROUND)
{
+ groundentity = PRVM_PROG_TO_EDICT(ent->fields.server->groundentity);
if (ent->fields.server->velocity[2] >= (1.0 / 32.0) && sv_gameplayfix_upwardvelocityclearsongroundflag.integer)
{
// don't stick to ground if onground and moving upward
// we can trust FL_ONGROUND if groundentity is world because it never moves
return;
}
- else if (ent->priv.server->suspendedinairflag && PRVM_PROG_TO_EDICT(ent->fields.server->groundentity)->priv.server->free)
+ else if (ent->priv.server->suspendedinairflag && groundentity->priv.server->free)
{
// if ent was supported by a brush model on previous frame,
// and groundentity is now freed, set groundentity to 0 (world)
if (sv_gameplayfix_noairborncorpse_allowsuspendeditems.integer)
return;
}
+ else if (BoxesOverlap(ent->priv.server->cullmins, ent->priv.server->cullmaxs, groundentity->priv.server->cullmins, groundentity->priv.server->cullmaxs))
+ {
+ // don't slide if still touching the groundentity
+ return;
+ }
}
ent->priv.server->suspendedinairflag = false;
movetime *= 1 - min(1, trace.fraction);
if (ent->fields.server->movetype == MOVETYPE_BOUNCEMISSILE)
{
- ClipVelocity (ent->fields.server->velocity, trace.plane.normal, ent->fields.server->velocity, 2.0);
+ prvm_eval_t *val;
+ float bouncefactor = 1.0f;
+ val = PRVM_EDICTFIELDVALUE(ent, prog->fieldoffsets.bouncefactor);
+ if (val!=0 && val->_float)
+ bouncefactor = val->_float;
+
+ ClipVelocity (ent->fields.server->velocity, trace.plane.normal, ent->fields.server->velocity, 1 + bouncefactor);
ent->fields.server->flags = (int)ent->fields.server->flags & ~FL_ONGROUND;
}
else if (ent->fields.server->movetype == MOVETYPE_BOUNCE)
{
// freefall if onground and moving upward
// freefall if not standing on a world surface (it may be a lift or trap door)
- if ((ent->fields.server->velocity[2] >= (1.0 / 32.0) && sv_gameplayfix_upwardvelocityclearsongroundflag.integer) || ent->fields.server->groundentity)
+ if (ent->fields.server->velocity[2] >= (1.0 / 32.0) && sv_gameplayfix_upwardvelocityclearsongroundflag.integer)
{
ent->fields.server->flags -= FL_ONGROUND;
SV_CheckVelocity(ent);
SV_FlyMove(ent, sv.frametime, true, NULL, SV_GenericHitSuperContentsMask(ent));
- SV_LinkEdict(ent, true);
+ SV_LinkEdict(ent);
+ SV_LinkEdict_TouchAreaGrid(ent);
ent->priv.server->waterposition_forceupdate = true;
}
}
SV_CheckVelocity(ent);
SV_FlyMove(ent, sv.frametime, true, NULL, SV_GenericHitSuperContentsMask(ent));
- SV_LinkEdict(ent, true);
+ SV_LinkEdict(ent);
+ SV_LinkEdict_TouchAreaGrid(ent);
// just hit ground
if (hitsound && (int)ent->fields.server->flags & FL_ONGROUND)
VectorMA(ent->fields.server->origin, sv.frametime, ent->fields.server->velocity, ent->fields.server->origin);
VectorMA(ent->fields.server->angles, sv.frametime, ent->fields.server->avelocity, ent->fields.server->angles);
}
- SV_LinkEdict(ent, false);
+ SV_LinkEdict(ent);
break;
case MOVETYPE_STEP:
SV_Physics_Step (ent);
if (SV_RunThink (ent))
SV_Physics_Toss (ent);
break;
+ case MOVETYPE_PHYSICS:
+ if (SV_RunThink(ent))
+ {
+ SV_LinkEdict(ent);
+ SV_LinkEdict_TouchAreaGrid(ent);
+ }
+ break;
default:
Con_Printf ("SV_Physics: bad movetype %i\n", (int)ent->fields.server->movetype);
break;
// make sure the velocity is sane (not a NaN)
SV_CheckVelocity(ent);
- // LordHavoc: a hack to ensure that the (rather silly) id1 quakec
- // player_run/player_stand1 does not horribly malfunction if the
- // velocity becomes a number that is both == 0 and != 0
- // (sounds to me like NaN but to be absolutely safe...)
- if (DotProduct(ent->fields.server->velocity, ent->fields.server->velocity) < 0.0001)
- VectorClear(ent->fields.server->velocity);
// perform MOVETYPE_WALK behavior
SV_WalkMove (ent);
}
}
-void SV_Physics_ClientEntity(prvm_edict_t *ent)
+static void SV_Physics_ClientEntity_PreThink(prvm_edict_t *ent)
{
// don't do physics on disconnected clients, FrikBot relies on this
if (!host_client->spawned)
- {
- memset(&host_client->cmd, 0, sizeof(host_client->cmd));
return;
- }
+
+ // make sure the velocity is sane (not a NaN)
+ SV_CheckVelocity(ent);
// don't run physics here if running asynchronously
if (host_client->clmovement_inputtimeout <= 0)
//host_client->cmd.time = max(host_client->cmd.time, sv.time);
}
- // make sure the velocity is sane (not a NaN)
+ // make sure the velocity is still sane (not a NaN)
SV_CheckVelocity(ent);
- // LordHavoc: a hack to ensure that the (rather silly) id1 quakec
- // player_run/player_stand1 does not horribly malfunction if the
- // velocity becomes a number that is both == 0 and != 0
- // (sounds to me like NaN but to be absolutely safe...)
- if (DotProduct(ent->fields.server->velocity, ent->fields.server->velocity) < 0.0001)
- VectorClear(ent->fields.server->velocity);
// call standard client pre-think
prog->globals.server->time = sv.time;
prog->globals.server->self = PRVM_EDICT_TO_PROG(ent);
- PRVM_ExecuteProgram (prog->globals.server->PlayerPreThink, "QC function PlayerPreThink is missing");
- SV_CheckVelocity (ent);
+ PRVM_ExecuteProgram(prog->globals.server->PlayerPreThink, "QC function PlayerPreThink is missing");
+
+ // make sure the velocity is still sane (not a NaN)
+ SV_CheckVelocity(ent);
+}
+
+static void SV_Physics_ClientEntity_PostThink(prvm_edict_t *ent)
+{
+ // don't do physics on disconnected clients, FrikBot relies on this
+ if (!host_client->spawned)
+ return;
+
+ // make sure the velocity is sane (not a NaN)
+ SV_CheckVelocity(ent);
+
+ // call standard player post-think
+ prog->globals.server->time = sv.time;
+ prog->globals.server->self = PRVM_EDICT_TO_PROG(ent);
+ PRVM_ExecuteProgram(prog->globals.server->PlayerPostThink, "QC function PlayerPostThink is missing");
+
+ // make sure the velocity is still sane (not a NaN)
+ SV_CheckVelocity(ent);
+
+ if(ent->fields.server->fixangle)
+ {
+ // angle fixing was requested by physics code...
+ // so store the current angles for later use
+ memcpy(host_client->fixangle_angles, ent->fields.server->angles, sizeof(host_client->fixangle_angles));
+ host_client->fixangle_angles_set = TRUE;
+
+ // and clear fixangle for the next frame
+ ent->fields.server->fixangle = 0;
+ }
+
+ // decrement the countdown variable used to decide when to go back to
+ // synchronous physics
+ if (host_client->clmovement_inputtimeout > sv.frametime)
+ host_client->clmovement_inputtimeout -= sv.frametime;
+ else
+ host_client->clmovement_inputtimeout = 0;
+}
+
+static void SV_Physics_ClientEntity(prvm_edict_t *ent)
+{
+ // don't do physics on disconnected clients, FrikBot relies on this
+ if (!host_client->spawned)
+ {
+ memset(&host_client->cmd, 0, sizeof(host_client->cmd));
+ return;
+ }
+
+ // make sure the velocity is sane (not a NaN)
+ SV_CheckVelocity(ent);
switch ((int) ent->fields.server->movetype)
{
SV_RunThink (ent);
SV_WalkMove (ent);
break;
+ case MOVETYPE_PHYSICS:
+ SV_RunThink (ent);
+ break;
default:
Con_Printf ("SV_Physics_ClientEntity: bad movetype %i\n", (int)ent->fields.server->movetype);
break;
}
- // decrement the countdown variable used to decide when to go back to
- // synchronous physics
- if (host_client->clmovement_inputtimeout > sv.frametime)
- host_client->clmovement_inputtimeout -= sv.frametime;
- else
- host_client->clmovement_inputtimeout = 0;
-
SV_CheckVelocity (ent);
- SV_LinkEdict (ent, true);
+ SV_LinkEdict(ent);
+ SV_LinkEdict_TouchAreaGrid(ent);
SV_CheckVelocity (ent);
-
- // call standard player post-think
- prog->globals.server->time = sv.time;
- prog->globals.server->self = PRVM_EDICT_TO_PROG(ent);
- PRVM_ExecuteProgram (prog->globals.server->PlayerPostThink, "QC function PlayerPostThink is missing");
-
- if(ent->fields.server->fixangle)
- {
- // angle fixing was requested by physics code...
- // so store the current angles for later use
- memcpy(host_client->fixangle_angles, ent->fields.server->angles, sizeof(host_client->fixangle_angles));
- host_client->fixangle_angles_set = TRUE;
-
- // and clear fixangle for the next frame
- ent->fields.server->fixangle = 0;
- }
}
/*
prog->globals.server->frametime = sv.frametime;
PRVM_ExecuteProgram (prog->globals.server->StartFrame, "QC function StartFrame is missing");
+ // run physics engine
+ World_Physics_Frame(&sv.world, sv.frametime, sv_gravity.value);
+
//
// treat each object in turn
//
if (prog->globals.server->force_retouch > 0)
for (i = 1, ent = PRVM_EDICT_NUM(i);i < prog->num_edicts;i++, ent = PRVM_NEXT_EDICT(ent))
if (!ent->priv.server->free)
- SV_LinkEdict (ent, true); // force retouch even for stationary
+ SV_LinkEdict_TouchAreaGrid(ent); // force retouch even for stationary
+
+ if (sv_gameplayfix_consistentplayerprethink.integer)
+ {
+ // run physics on the client entities in 3 stages
+ for (i = 1, ent = PRVM_EDICT_NUM(i), host_client = svs.clients;i <= svs.maxclients;i++, ent = PRVM_NEXT_EDICT(ent), host_client++)
+ if (!ent->priv.server->free)
+ SV_Physics_ClientEntity_PreThink(ent);
+
+ for (i = 1, ent = PRVM_EDICT_NUM(i), host_client = svs.clients;i <= svs.maxclients;i++, ent = PRVM_NEXT_EDICT(ent), host_client++)
+ if (!ent->priv.server->free)
+ SV_Physics_ClientEntity(ent);
- // run physics on the client entities
- for (i = 1, ent = PRVM_EDICT_NUM(i), host_client = svs.clients;i <= svs.maxclients;i++, ent = PRVM_NEXT_EDICT(ent), host_client++)
- if (!ent->priv.server->free)
+ for (i = 1, ent = PRVM_EDICT_NUM(i), host_client = svs.clients;i <= svs.maxclients;i++, ent = PRVM_NEXT_EDICT(ent), host_client++)
+ if (!ent->priv.server->free)
+ SV_Physics_ClientEntity_PostThink(ent);
+ }
+ else
+ {
+ // run physics on the client entities
+ for (i = 1, ent = PRVM_EDICT_NUM(i), host_client = svs.clients;i <= svs.maxclients;i++, ent = PRVM_NEXT_EDICT(ent), host_client++)
+ {
+ if (!ent->priv.server->free)
+ {
+ SV_Physics_ClientEntity_PreThink(ent);
SV_Physics_ClientEntity(ent);
+ SV_Physics_ClientEntity_PostThink(ent);
+ }
+ }
+ }
// run physics on all the non-client entities
if (!sv_freezenonclients.integer)