//============================================================================
+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
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;
continue;
}
// connected slot
- // 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);
+ 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:
- // regular thinking
- if (SV_RunThink (ent) && runmove[i])
- SV_Physics_Toss (ent);
- break;
- case MOVETYPE_FLY:
- if (SV_RunThink (ent) && runmove[i])
- {
- 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_Entity(ent, runmove[i]);
}
if (pr_global_struct->force_retouch > 0)