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1 #include "walk.qh"
2
3 void _Movetype_Physics_Walk(entity this, float dt)  // SV_WalkMove
4 {
5         // if frametime is 0 (due to client sending the same timestamp twice), don't move
6         if (dt <= 0)
7                 return;
8
9         if (GAMEPLAYFIX_UNSTICKPLAYERS(this) == 1)
10                 _Movetype_CheckStuck(this);
11
12         bool applygravity = (!_Movetype_CheckWater(this) && this.move_movetype == MOVETYPE_WALK && !(this.flags & FL_WATERJUMP));
13
14         _Movetype_CheckVelocity(this);
15
16         // do a regular slide move unless it looks like you ran into a step
17         bool oldonground = IS_ONGROUND(this);
18
19         vector start_origin = this.origin;
20         vector start_velocity = this.velocity;
21
22         if(PHYS_WALLCLIP(this) && this.pm_time)
23         {
24                 if(dt >= this.pm_time || (this.flags & FL_WATERJUMP))
25                         this.pm_time = 0;
26                 else
27                         this.pm_time -= dt;
28         }
29
30         int clip = _Movetype_FlyMove(this, dt, applygravity, false, GAMEPLAYFIX_STEPMULTIPLETIMES(this) ? PHYS_STEPHEIGHT(this) : 0);
31
32         if (GAMEPLAYFIX_DOWNTRACEONGROUND(this) && !(clip & 1))
33         {
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';
39                 int type;
40                 if (this.move_movetype == MOVETYPE_FLYMISSILE)
41                         type = MOVE_MISSILE;
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)
49                         clip |= 1;  // but we HAVE found a floor
50         }
51
52         // if the move did not hit the ground at any point, we're not on ground
53         if (!(clip & 1))
54                 UNSET_ONGROUND(this);
55         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
56                 this.pm_time = 0.25;
57
58         _Movetype_CheckVelocity(this);
59         _Movetype_LinkEdict(this, true);
60
61         if (clip & 8)  // teleport
62                 return;
63
64         if (this.flags & FL_WATERJUMP)
65                 return;
66
67         if (PHYS_NOSTEP(this))
68                 return;
69
70         vector originalorigin = this.origin;
71         vector originalvelocity = this.velocity;
72         // originalmove_clip = clip;
73         int originalflags = this.flags;
74         entity originalmove_groundentity = this.groundentity;
75
76         // if move didn't block on a step, return
77         if (clip & 2)
78         {
79                 // if move was not trying to move into the step, return
80                 if (fabs(start_velocity.x) < 0.03125 && fabs(start_velocity.y) < 0.03125)
81                         return;
82
83                 if (this.move_movetype != MOVETYPE_FLY)
84                 {
85                         // return if gibbed by a trigger
86                         if (this.move_movetype != MOVETYPE_WALK)
87                                 return;
88
89                         // return if attempting to jump while airborn (unless sv_jumpstep)
90                         if (!PHYS_JUMPSTEP(this))
91                                 if (!oldonground && this.waterlevel == 0)
92                                         return;
93                 }
94
95                 // try moving up and forward to go up a step
96                 // back to start pos
97                 this.origin = start_origin;
98                 this.velocity = start_velocity;
99
100                 // move up
101                 vector upmove = '0 0 1' * PHYS_STEPHEIGHT(this);
102                 if(!_Movetype_PushEntity(this, upmove, true, true))
103                 {
104                         // we got teleported when upstepping... must abort the move
105                         return;
106                 }
107
108                 // move forward
109                 this.velocity_z = 0;
110                 clip = _Movetype_FlyMove(this, dt, applygravity, true, 0);
111                 this.velocity_z += start_velocity.z;
112                 if (clip & 8)
113                 {
114                         // we got teleported when upstepping... must abort the move
115                         // note that z velocity handling may not be what QC expects here, but we cannot help it
116                         return;
117                 }
118
119                 _Movetype_CheckVelocity(this);
120                 _Movetype_LinkEdict(this, true);
121
122                 // check for stuckness, possibly due to the limited precision of floats
123                 // in the clipping hulls
124                 if (clip
125                     && fabs(originalorigin.y - this.origin.y) < 0.03125
126                     && fabs(originalorigin.x - this.origin.x) < 0.03125)
127                 {
128                         // Con_Printf("wall\n");
129                         // stepping up didn't make any progress, revert to original move
130                         this.origin = originalorigin;
131                         this.velocity = originalvelocity;
132                         // clip = originalmove_clip;
133                         this.flags = originalflags;
134                         this.groundentity = originalmove_groundentity;
135                         // now try to unstick if needed
136                         // clip = SV_TryUnstick (ent, oldvel);
137                         return;
138                 }
139
140                 // Con_Printf("step - ");
141
142                 // extra friction based on view angle
143                 if ((clip & 2) && PHYS_WALLFRICTION(this))
144                         _Movetype_WallFriction(this, move_stepnormal);
145         }
146         // don't do the down move if stepdown is disabled, moving upward, not in water, or the move started offground or ended onground
147         else if (!GAMEPLAYFIX_STEPDOWN(this) || this.waterlevel >= 3 || start_velocity.z >= (1.0 / 32.0) 
148                                 || !oldonground || IS_ONGROUND(this) || (GAMEPLAYFIX_STEPDOWN_MAXSPEED(this) && vdist(start_velocity, >=, GAMEPLAYFIX_STEPDOWN_MAXSPEED(this)) && !IS_ONSLICK(this)))
149         {
150                 return;
151         }
152
153         // move down
154         vector downmove = '0 0 0';
155         downmove.z = -PHYS_STEPHEIGHT(this) + start_velocity.z * dt;
156         if(!_Movetype_PushEntity(this, downmove, true, true))
157         {
158                 // we got teleported when downstepping... must abort the move
159                 return;
160         }
161
162         if (trace_fraction < 1 && trace_plane_normal.z > 0.7)
163         {
164                 // this has been disabled so that you can't jump when you are stepping
165                 // up while already jumping (also known as the Quake2 double jump bug)
166                 // LordHavoc: disabled this check so you can walk on monsters/players
167                 //if (PRVM_serveredictfloat(ent, solid) == SOLID_BSP)
168                 if(GAMEPLAYFIX_STEPDOWN(this) == 2)
169                 {
170                         SET_ONGROUND(this);
171                         this.groundentity = trace_ent;
172                 }
173         }
174         else
175         {
176                 // Con_Printf("slope\n");
177                 // if the push down didn't end up on good ground, use the move without
178                 // the step up.  This happens near wall / slope combinations, and can
179                 // cause the player to hop up higher on a slope too steep to climb
180                 this.origin = originalorigin;
181                 this.velocity = originalvelocity;
182                 this.flags = originalflags;
183                 this.groundentity = originalmove_groundentity;
184         }
185
186         _Movetype_CheckVelocity(this);
187         _Movetype_LinkEdict(this, true);
188 }