cvar_t sv_stepheight = {CVAR_NOTIFY, "sv_stepheight", "18"};
cvar_t sv_jumpstep = {CVAR_NOTIFY, "sv_jumpstep", "1"};
cvar_t sv_wallfriction = {CVAR_NOTIFY, "sv_wallfriction", "1"};
-cvar_t sv_newflymove = {CVAR_NOTIFY, "sv_newflymove", "1"};
+cvar_t sv_newflymove = {CVAR_NOTIFY, "sv_newflymove", "0"};
cvar_t sv_freezenonclients = {CVAR_NOTIFY, "sv_freezenonclients", "0"};
#define MOVE_EPSILON 0.01
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, "NULL think function");
+ PR_ExecuteProgram (ent->v->think, "QC function self.think is missing");
return !ent->e->free;
}
{
pr_global_struct->self = EDICT_TO_PROG(e1);
pr_global_struct->other = EDICT_TO_PROG(e2);
- PR_ExecuteProgram (e1->v->touch, "");
+ PR_ExecuteProgram (e1->v->touch, "QC function self.touch is missing");
}
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_ExecuteProgram (e2->v->touch, "QC function self.touch is missing");
}
pr_global_struct->self = old_self;
If stepnormal is not NULL, the plane normal of any vertical wall hit will be stored
============
*/
-// LordHavoc: increased from 5 to 20
-#define MAX_CLIP_PLANES 20
+// LordHavoc: increased from 5 to 32
+#define MAX_CLIP_PLANES 32
int SV_FlyMove (edict_t *ent, float time, float *stepnormal)
{
int blocked, bumpcount;
- edict_t *hackongroundentity;
int i, j, impact, numplanes;
float d, time_left;
vec3_t dir, end, planes[MAX_CLIP_PLANES], primal_velocity, original_velocity, new_velocity;
VectorCopy(ent->v->velocity, primal_velocity);
numplanes = 0;
time_left = time;
- hackongroundentity = NULL;
- for (bumpcount = 0;bumpcount < 8;bumpcount++)
+ for (bumpcount = 0;bumpcount < MAX_CLIP_PLANES;bumpcount++)
{
if (!ent->v->velocity[0] && !ent->v->velocity[1] && !ent->v->velocity[2])
break;
if (!trace.ent)
Host_Error("SV_FlyMove: !trace.ent");
- if ((int) ent->v->flags & FL_ONGROUND)
- {
- if (ent->v->groundentity == EDICT_TO_PROG(trace.ent))
- impact = false;
- else
- {
- ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND;
- impact = true;
- }
- }
+ if (((int) ent->v->flags & FL_ONGROUND) && ent->v->groundentity == EDICT_TO_PROG(trace.ent))
+ impact = false;
else
+ {
+ ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND;
impact = true;
+ }
if (trace.plane.normal[2])
{
ent->v->flags = (int)ent->v->flags | FL_ONGROUND;
ent->v->groundentity = EDICT_TO_PROG(trace.ent);
}
- else if (trace.fraction < 0.001)
- hackongroundentity = trace.ent;
}
else
{
}
}
- // if original velocity is against the original velocity,
+ // if current velocity is against the original velocity,
// stop dead to avoid tiny occilations in sloping corners
if (DotProduct(ent->v->velocity, primal_velocity) <= 0)
{
//Con_Printf("entity %i final: blocked %i velocity %f %f %f\n", ent - sv.edicts, blocked, ent->v->velocity[0], ent->v->velocity[1], ent->v->velocity[2]);
- /*
- // FIXME: this doesn't work well at all, find another solution
- // if player is ontop of a non-onground floor and made no progress,
- // set onground anyway (this tends to happen if standing in a wedge)
- if (bumpcount == 8 && hackongroundentity)
- {
- blocked |= 1;
- ent->v->flags = (int)ent->v->flags | FL_ONGROUND;
- ent->v->groundentity = EDICT_TO_PROG(hackongroundentity);
- }
- */
-
/*
if ((blocked & 1) == 0 && bumpcount > 1)
{
float savesolid, movetime2, pushltime;
vec3_t mins, maxs, move, move1, moveangle, pushorig, pushang, a, forward, left, up, org, org2;
int num_moved;
+ int numcheckentities;
+ static edict_t *checkentities[MAX_EDICTS];
model_t *pushermodel;
trace_t trace;
SV_LinkEdict (pusher, false);
return;
default:
- Con_DPrintf("SV_PushMove: unrecognized solid type %f\n", pusher->v->solid);
+ Con_Printf("SV_PushMove: unrecognized solid type %f\n", pusher->v->solid);
return;
}
index = (int) pusher->v->modelindex;
if (index < 1 || index >= MAX_MODELS)
{
- Con_DPrintf("SV_PushMove: invalid modelindex %f\n", pusher->v->modelindex);
+ Con_Printf("SV_PushMove: invalid modelindex %f\n", pusher->v->modelindex);
return;
}
pushermodel = sv.models[index];
// 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))
+
+ numcheckentities = SV_EntitiesInBox(mins, maxs, MAX_EDICTS, checkentities);
+ for (e = 0;e < numcheckentities;e++)
{
- if (check->e->free)
- continue;
+ check = checkentities[e];
if (check->v->movetype == MOVETYPE_PUSH
|| check->v->movetype == MOVETYPE_NONE
|| check->v->movetype == MOVETYPE_FOLLOW
// if the entity is standing on the pusher, it will definitely 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->absmax[0] <= mins[0]
- || check->v->absmin[1] >= maxs[1]
- || check->v->absmax[1] <= mins[1]
- || check->v->absmin[2] >= maxs[2]
- || check->v->absmax[2] <= mins[2])
- continue;
-
if (!SV_ClipMoveToEntity(pusher, check->v->origin, check->v->mins, check->v->maxs, check->v->origin).startsolid)
continue;
- }
- if (forward[0] != 1) // quick way to check if any rotation is used
+ if (forward[0] != 1 || left[1] != 1) // quick way to check if any rotation is used
{
VectorSubtract (check->v->origin, pusher->v->origin, org);
org2[0] = DotProduct (org, forward);
{
pr_global_struct->self = EDICT_TO_PROG(pusher);
pr_global_struct->other = EDICT_TO_PROG(check);
- PR_ExecuteProgram (pusher->v->blocked, "");
+ PR_ExecuteProgram (pusher->v->blocked, "QC function self.blocked is missing");
}
break;
}
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, "NULL think function");
+ PR_ExecuteProgram (ent->v->think, "QC function self.think is missing");
}
}
ent->v->waterlevel = 0;
ent->v->watertype = CONTENTS_EMPTY;
- cont = SV_PointQ1Contents(point);
- if (cont <= CONTENTS_WATER)
+ cont = SV_PointSuperContents(point);
+ if (cont & (SUPERCONTENTS_LIQUIDSMASK))
{
- ent->v->watertype = cont;
+ ent->v->watertype = Mod_Q1BSP_NativeContentsFromSuperContents(NULL, cont);
ent->v->waterlevel = 1;
point[2] = ent->v->origin[2] + (ent->v->mins[2] + ent->v->maxs[2])*0.5;
- cont = SV_PointQ1Contents(point);
- if (cont <= CONTENTS_WATER)
+ if (SV_PointSuperContents(point) & (SUPERCONTENTS_LIQUIDSMASK))
{
ent->v->waterlevel = 2;
point[2] = ent->v->origin[2] + ent->v->view_ofs[2];
- cont = SV_PointQ1Contents(point);
- if (cont <= CONTENTS_WATER)
+ if (SV_PointSuperContents(point) & (SUPERCONTENTS_LIQUIDSMASK))
ent->v->waterlevel = 3;
}
}
if (sv_nostep.integer)
return;
-
+
// if move didn't block on a step, return
if (clip & 2)
{
// if move was not trying to move into the step, return
if (fabs(start_velocity[0]) < 0.03125 && fabs(start_velocity[1]) < 0.03125)
return;
-
+
if (ent->v->movetype != MOVETYPE_FLY)
{
// return if gibbed by a trigger
if (ent->v->movetype != MOVETYPE_WALK)
return;
-
+
// only step up while jumping if that is enabled
if (!(sv_jumpstep.integer && sv_gameplayfix_stepwhilejumping.integer))
if (!oldonground && ent->v->waterlevel == 0)
return;
}
-
+
// try moving up and forward to go up a step
// back to start pos
VectorCopy (start_origin, ent->v->origin);
VectorCopy (start_velocity, ent->v->velocity);
-
+
// move up
VectorClear (upmove);
upmove[2] = sv_stepheight.value;
// FIXME: don't link?
SV_PushEntity(ent, upmove);
-
+
// move forward
ent->v->velocity[2] = 0;
clip = SV_FlyMove (ent, sv.frametime, stepnormal);
ent->v->velocity[2] += start_velocity[2];
-
+
SV_CheckVelocity(ent);
-
+
// check for stuckness, possibly due to the limited precision of floats
// in the clipping hulls
if (clip
VectorCopy(originalmove_velocity, ent->v->velocity);
//clip = originalmove_clip;
ent->v->flags = originalmove_flags;
- ent->v->groundentity = originalmove_groundentity;
+ ent->v->groundentity = originalmove_groundentity;
// now try to unstick if needed
//clip = SV_TryUnstick (ent, oldvel);
return;
if (clip & 2 && sv_wallfriction.integer)
SV_WallFriction (ent, stepnormal);
}
- else if (!sv_gameplayfix_stepdown.integer || !oldonground || ((int)ent->v->flags & FL_ONGROUND) || ent->v->waterlevel >= 2)
+ // skip out if stepdown is enabled, moving downward, not in water, and the move started onground and ended offground
+ else if (!(sv_gameplayfix_stepdown.integer && ent->v->waterlevel < 2 && start_velocity[2] < (1.0 / 32.0) && oldonground && !((int)ent->v->flags & FL_ONGROUND)))
return;
// move down
VectorCopy(originalmove_velocity, ent->v->velocity);
//clip = originalmove_clip;
ent->v->flags = originalmove_flags;
- ent->v->groundentity = originalmove_groundentity;
+ ent->v->groundentity = originalmove_groundentity;
}
SV_SetOnGround (ent);
{
trace_t trace;
vec3_t move;
- edict_t *groundentity;
- // regular thinking
- if (!SV_RunThink (ent))
- return;
+ // don't stick to ground if onground and moving upward
+ if (ent->v->velocity[2] >= (1.0 / 32.0) && ((int)ent->v->flags & FL_ONGROUND))
+ ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND;
// if onground, return without moving
if ((int)ent->v->flags & FL_ONGROUND)
{
- if (!sv_gameplayfix_noairborncorpse.integer)
- return;
- if (ent->v->groundentity == 0)
+ if (ent->v->groundentity == 0 || sv_gameplayfix_noairborncorpse.integer)
return;
// if ent was supported by a brush model on previous frame,
// and groundentity is now freed, set groundentity to 0 (floating)
- groundentity = PROG_TO_EDICT(ent->v->groundentity);
- if (groundentity->v->solid == SOLID_BSP)
- {
- ent->e->suspendedinairflag = true;
- return;
- }
- else if (ent->e->suspendedinairflag && groundentity->e->free)
+ if (ent->e->suspendedinairflag && PROG_TO_EDICT(ent->v->groundentity)->e->free)
{
// leave it suspended in the air
ent->v->groundentity = 0;
- ent->e->suspendedinairflag = false;
return;
}
}
{
ent->v->flags = (int)ent->v->flags | FL_ONGROUND;
ent->v->groundentity = EDICT_TO_PROG(trace.ent);
+ if (((edict_t *)trace.ent)->v->solid == SOLID_BSP)
+ ent->e->suspendedinairflag = true;
VectorClear (ent->v->velocity);
VectorClear (ent->v->avelocity);
}
*/
void SV_Physics_Step (edict_t *ent)
{
+ // don't stick to ground if onground and moving upward
+ if (ent->v->velocity[2] >= (1.0 / 32.0) && ((int)ent->v->flags & FL_ONGROUND))
+ ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND;
+
// freefall if not onground/fly/swim
if (!((int)ent->v->flags & (FL_ONGROUND | FL_FLY | FL_SWIM)))
{
SV_LinkEdict(ent, true);
// just hit ground
- if (hitsound && (int)ent->v->flags & FL_ONGROUND)
+ if (hitsound && (int)ent->v->flags & FL_ONGROUND && gamemode != GAME_NEXUIZ)
SV_StartSound(ent, 0, "demon/dland2.wav", 255, 1);
}
//============================================================================
+void SV_Physics_Entity (edict_t *ent, qboolean runmove)
+{
+ int i = ent - sv.edicts;
+ if (i >= 1 && i <= svs.maxclients)
+ {
+ // apply the latest accepted move to the entity fields
+ SV_ApplyClientMove();
+ // make sure the velocity is sane (not a NaN)
+ SV_CheckVelocity(ent);
+ // LordHavoc: QuakeC replacement for SV_ClientThink (player movement)
+ if (SV_PlayerPhysicsQC)
+ {
+ pr_global_struct->time = sv.time;
+ pr_global_struct->self = EDICT_TO_PROG(ent);
+ PR_ExecuteProgram ((func_t)(SV_PlayerPhysicsQC - pr_functions), "QC function SV_PlayerPhysics is missing");
+ }
+ else
+ SV_ClientThink ();
+ // 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->v->velocity, ent->v->velocity) < 0.0001)
+ VectorClear(ent->v->velocity);
+ // 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, "QC function PlayerPreThink is missing");
+ SV_CheckVelocity (ent);
+ }
+
+ // LordHavoc: merged client and normal entity physics
+ switch ((int) ent->v->movetype)
+ {
+ case MOVETYPE_PUSH:
+ case MOVETYPE_FAKEPUSH:
+ SV_Physics_Pusher (ent);
+ break;
+ case MOVETYPE_NONE:
+ // LordHavoc: manually inlined the thinktime check here because MOVETYPE_NONE is used on so many objects
+ if (ent->v->nextthink > 0 && ent->v->nextthink <= sv.time + sv.frametime)
+ SV_RunThink (ent);
+ break;
+ case MOVETYPE_FOLLOW:
+ SV_Physics_Follow (ent);
+ break;
+ case MOVETYPE_NOCLIP:
+ if (SV_RunThink(ent))
+ {
+ SV_CheckWater(ent);
+ VectorMA(ent->v->origin, sv.frametime, ent->v->velocity, ent->v->origin);
+ VectorMA(ent->v->angles, sv.frametime, ent->v->avelocity, ent->v->angles);
+ }
+ // relink normal entities here, players always get relinked so don't relink twice
+ if (!(i > 0 && i <= svs.maxclients))
+ SV_LinkEdict(ent, false);
+ break;
+ case MOVETYPE_STEP:
+ SV_Physics_Step (ent);
+ break;
+ case MOVETYPE_WALK:
+ if (SV_RunThink (ent))
+ {
+ if (!SV_CheckWater (ent) && ! ((int)ent->v->flags & FL_WATERJUMP) )
+ SV_AddGravity (ent);
+ SV_CheckStuck (ent);
+ SV_WalkMove (ent);
+ // relink normal entities here, players always get relinked so don't relink twice
+ if (!(i > 0 && i <= svs.maxclients))
+ SV_LinkEdict (ent, true);
+ }
+ break;
+ case MOVETYPE_TOSS:
+ case MOVETYPE_BOUNCE:
+ case MOVETYPE_BOUNCEMISSILE:
+ case MOVETYPE_FLYMISSILE:
+ // regular thinking
+ if (SV_RunThink (ent) && runmove)
+ SV_Physics_Toss (ent);
+ break;
+ case MOVETYPE_FLY:
+ if (SV_RunThink (ent) && runmove)
+ {
+ if (i > 0 && i <= svs.maxclients)
+ {
+ SV_CheckWater (ent);
+ SV_WalkMove (ent);
+ }
+ else
+ SV_Physics_Toss (ent);
+ }
+ break;
+ default:
+ Host_Error ("SV_Physics: bad movetype %i", (int)ent->v->movetype);
+ break;
+ }
+
+ if (i >= 1 && i <= svs.maxclients)
+ {
+ SV_CheckVelocity (ent);
+
+ // call standard player post-think
+ SV_LinkEdict (ent, true);
+
+ SV_CheckVelocity (ent);
+
+ pr_global_struct->time = sv.time;
+ pr_global_struct->self = EDICT_TO_PROG(ent);
+ PR_ExecuteProgram (pr_global_struct->PlayerPostThink, "QC function PlayerPostThink is missing");
+ }
+}
+
+
/*
================
SV_Physics
*/
void SV_Physics (void)
{
- int i;
+ int i, newnum_edicts;
edict_t *ent;
+ qbyte runmove[MAX_EDICTS];
// 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_global_struct->frametime = sv.frametime;
PR_ExecuteProgram (pr_global_struct->StartFrame, "QC function StartFrame is missing");
+ newnum_edicts = 0;
+ for (i = 0, ent = sv.edicts;i < sv.num_edicts;i++, ent = NEXT_EDICT(ent))
+ if ((runmove[i] = !ent->e->free))
+ newnum_edicts = i + 1;
+ sv.num_edicts = max(svs.maxclients + 1, newnum_edicts);
+
//
// treat each object in turn
//
- ent = sv.edicts;
- for (i=0 ; i<sv.num_edicts ; i++, ent = NEXT_EDICT(ent))
+
+ for (i = 0, ent = sv.edicts;i < sv.num_edicts;i++, ent = NEXT_EDICT(ent))
{
if (ent->e->free)
continue;
if (pr_global_struct->force_retouch)
SV_LinkEdict (ent, true); // force retouch even for stationary
- if (i <= svs.maxclients)
+ if (i >= 1 && i <= svs.maxclients)
{
- if (i > 0)
+ host_client = svs.clients + i - 1;
+ // don't do physics on disconnected clients, FrikBot relies on this
+ if (!host_client->spawned)
{
- if (!svs.clients[i-1].spawned)
- continue;
- // connected slot
- // call standard client pre-think
- SV_CheckVelocity (ent);
- pr_global_struct->time = sv.time;
- pr_global_struct->self = EDICT_TO_PROG(ent);
- PR_ExecuteProgram (pr_global_struct->PlayerPreThink, "QC function PlayerPreThink is missing");
- SV_CheckVelocity (ent);
+ memset(&host_client->cmd, 0, sizeof(host_client->cmd));
+ continue;
}
+ // connected slot
+ if (host_client->movesequence)
+ continue; // return if running asynchronously
}
else if (sv_freezenonclients.integer)
continue;
- // LordHavoc: merged client and normal entity physics
- switch ((int) ent->v->movetype)
- {
- case MOVETYPE_PUSH:
- case MOVETYPE_FAKEPUSH:
- SV_Physics_Pusher (ent);
- break;
- case MOVETYPE_NONE:
- // LordHavoc: manually inlined the thinktime check here because MOVETYPE_NONE is used on so many objects
- if (ent->v->nextthink > 0 && ent->v->nextthink <= sv.time + sv.frametime)
- SV_RunThink (ent);
- break;
- case MOVETYPE_FOLLOW:
- SV_Physics_Follow (ent);
- break;
- case MOVETYPE_NOCLIP:
- if (SV_RunThink(ent))
- {
- SV_CheckWater(ent);
- VectorMA(ent->v->origin, sv.frametime, ent->v->velocity, ent->v->origin);
- VectorMA(ent->v->angles, sv.frametime, ent->v->avelocity, ent->v->angles);
- }
- // relink normal entities here, players always get relinked so don't relink twice
- if (!(i > 0 && i <= svs.maxclients))
- SV_LinkEdict(ent, false);
- break;
- case MOVETYPE_STEP:
- SV_Physics_Step (ent);
- break;
- case MOVETYPE_WALK:
- if (SV_RunThink (ent))
- {
- if (!SV_CheckWater (ent) && ! ((int)ent->v->flags & FL_WATERJUMP) )
- SV_AddGravity (ent);
- SV_CheckStuck (ent);
- SV_WalkMove (ent);
- // relink normal entities here, players always get relinked so don't relink twice
- if (!(i > 0 && i <= svs.maxclients))
- SV_LinkEdict (ent, true);
- }
- break;
- case MOVETYPE_TOSS:
- case MOVETYPE_BOUNCE:
- case MOVETYPE_BOUNCEMISSILE:
- case MOVETYPE_FLYMISSILE:
- SV_Physics_Toss (ent);
- break;
- case MOVETYPE_FLY:
- if (i > 0 && i <= svs.maxclients)
- {
- if (SV_RunThink (ent))
- {
- SV_CheckWater (ent);
- SV_WalkMove (ent);
- }
- }
- else
- SV_Physics_Toss (ent);
- break;
- default:
- Host_Error ("SV_Physics: bad movetype %i", (int)ent->v->movetype);
- break;
- }
-
- if (i <= svs.maxclients && i > 0 && !ent->e->free)
- {
- SV_CheckVelocity (ent);
-
- // call standard player post-think
- SV_LinkEdict (ent, true);
-
- SV_CheckVelocity (ent);
-
- pr_global_struct->time = sv.time;
- pr_global_struct->self = EDICT_TO_PROG(ent);
- PR_ExecuteProgram (pr_global_struct->PlayerPostThink, "QC function PlayerPostThink is missing");
- }
+ SV_Physics_Entity(ent, runmove[i]);
}
- if (pr_global_struct->force_retouch)
- pr_global_struct->force_retouch--;
+ if (pr_global_struct->force_retouch > 0)
+ pr_global_struct->force_retouch = max(0, pr_global_struct->force_retouch - 1);
// LordHavoc: endframe support
if (EndFrameQC)
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 ((func_t)(EndFrameQC - pr_functions), "");
+ PR_ExecuteProgram ((func_t)(EndFrameQC - pr_functions), "QC function EndFrame is missing");
}
if (!sv_freezenonclients.integer)