2 void _Movetype_Physics_Walk(entity this, float dt) // SV_WalkMove
4 // if frametime is 0 (due to client sending the same timestamp twice), don't move
8 if (GAMEPLAYFIX_UNSTICKPLAYERS(this) == 1)
9 _Movetype_CheckStuck(this);
11 bool applygravity = (!_Movetype_CheckWater(this) && this.move_movetype == MOVETYPE_WALK && !(this.flags & FL_WATERJUMP));
13 _Movetype_CheckVelocity(this);
15 // do a regular slide move unless it looks like you ran into a step
16 bool oldonground = IS_ONGROUND(this);
18 vector start_origin = this.origin;
19 vector start_velocity = this.velocity;
21 if(PHYS_WALLCLIP(this) && this.pm_time)
23 if(dt >= this.pm_time || (this.flags & FL_WATERJUMP))
29 int clip = _Movetype_FlyMove(this, dt, applygravity, false, GAMEPLAYFIX_STEPMULTIPLETIMES(this) ? PHYS_STEPHEIGHT(this) : 0);
31 if (GAMEPLAYFIX_DOWNTRACEONGROUND(this) && !(clip & 1))
33 // only try this if there was no floor in the way in the trace (no,
34 // this check seems to be not REALLY necessary, because if clip & 1,
35 // our trace will hit that thing too)
36 vector upmove = this.origin + '0 0 1';
37 vector downmove = this.origin - '0 0 1';
39 if (this.move_movetype == MOVETYPE_FLYMISSILE)
41 else if (this.move_movetype == MOVETYPE_FLY_WORLDONLY)
42 type = MOVE_WORLDONLY;
43 else if (this.solid == SOLID_TRIGGER || this.solid == SOLID_NOT)
44 type = MOVE_NOMONSTERS;
45 else type = MOVE_NORMAL;
46 tracebox(upmove, this.mins, this.maxs, downmove, type, this);
47 if (trace_fraction < 1 && trace_plane_normal.z > 0.7)
48 clip |= 1; // but we HAVE found a floor
51 // if the move did not hit the ground at any point, we're not on ground
54 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
57 _Movetype_CheckVelocity(this);
58 _Movetype_LinkEdict(this, true);
60 if (clip & 8) // teleport
63 if (this.flags & FL_WATERJUMP)
66 if (PHYS_NOSTEP(this))
69 vector originalorigin = this.origin;
70 vector originalvelocity = this.velocity;
71 // originalmove_clip = clip;
72 int originalflags = this.flags;
73 entity originalmove_groundentity = this.groundentity;
75 // if move didn't block on a step, return
78 // if move was not trying to move into the step, return
79 if (fabs(start_velocity.x) < 0.03125 && fabs(start_velocity.y) < 0.03125)
82 if (this.move_movetype != MOVETYPE_FLY)
84 // return if gibbed by a trigger
85 if (this.move_movetype != MOVETYPE_WALK)
88 // return if attempting to jump while airborn (unless sv_jumpstep)
89 if (!PHYS_JUMPSTEP(this))
90 if (!oldonground && this.waterlevel == 0)
94 // try moving up and forward to go up a step
96 this.origin = start_origin;
97 this.velocity = start_velocity;
100 vector upmove = '0 0 1' * PHYS_STEPHEIGHT(this);
101 if(!_Movetype_PushEntity(this, upmove, true, true))
103 // we got teleported when upstepping... must abort the move
109 clip = _Movetype_FlyMove(this, dt, applygravity, true, 0);
110 this.velocity_z += start_velocity.z;
113 // we got teleported when upstepping... must abort the move
114 // note that z velocity handling may not be what QC expects here, but we cannot help it
118 _Movetype_CheckVelocity(this);
119 _Movetype_LinkEdict(this, true);
121 // check for stuckness, possibly due to the limited precision of floats
122 // in the clipping hulls
124 && fabs(originalorigin.y - this.origin.y) < 0.03125
125 && fabs(originalorigin.x - this.origin.x) < 0.03125)
127 // Con_Printf("wall\n");
128 // stepping up didn't make any progress, revert to original move
129 this.origin = originalorigin;
130 this.velocity = originalvelocity;
131 // clip = originalmove_clip;
132 this.flags = originalflags;
133 this.groundentity = originalmove_groundentity;
134 // now try to unstick if needed
135 // clip = SV_TryUnstick (ent, oldvel);
139 // Con_Printf("step - ");
141 // extra friction based on view angle
142 if ((clip & 2) && PHYS_WALLFRICTION(this))
143 _Movetype_WallFriction(this, move_stepnormal);
145 // don't do the down move if stepdown is disabled, moving upward, not in water, or the move started offground or ended onground
146 else if (!GAMEPLAYFIX_STEPDOWN(this) || this.waterlevel >= 3 || start_velocity.z >= (1.0 / 32.0)
147 || !oldonground || IS_ONGROUND(this) || (GAMEPLAYFIX_STEPDOWN_MAXSPEED(this) && vdist(start_velocity, >=, GAMEPLAYFIX_STEPDOWN_MAXSPEED(this)) && !IS_ONSLICK(this)))
153 vector downmove = '0 0 0';
154 downmove.z = -PHYS_STEPHEIGHT(this) + start_velocity.z * dt;
155 if(!_Movetype_PushEntity(this, downmove, true, true))
157 // we got teleported when downstepping... must abort the move
161 if (trace_fraction < 1 && trace_plane_normal.z > 0.7)
163 // this has been disabled so that you can't jump when you are stepping
164 // up while already jumping (also known as the Quake2 double jump bug)
165 // LordHavoc: disabled this check so you can walk on monsters/players
166 //if (PRVM_serveredictfloat(ent, solid) == SOLID_BSP)
167 if(GAMEPLAYFIX_STEPDOWN(this) == 2)
170 this.groundentity = trace_ent;
175 // Con_Printf("slope\n");
176 // if the push down didn't end up on good ground, use the move without
177 // the step up. This happens near wall / slope combinations, and can
178 // cause the player to hop up higher on a slope too steep to climb
179 this.origin = originalorigin;
180 this.velocity = originalvelocity;
181 this.flags = originalflags;
182 this.groundentity = originalmove_groundentity;
185 _Movetype_CheckVelocity(this);
186 _Movetype_LinkEdict(this, true);