cvar_t sv_gameplayfix_multiplethinksperframe = {CF_SERVER, "sv_gameplayfix_multiplethinksperframe", "1", "allows entities to think more often than the server framerate, primarily useful for very high fire rate weapons"};
cvar_t sv_gameplayfix_noairborncorpse = {CF_SERVER, "sv_gameplayfix_noairborncorpse", "1", "causes entities (corpses, items, etc) sitting ontop of moving entities (players) to fall when the moving entity (player) is no longer supporting them"};
cvar_t sv_gameplayfix_noairborncorpse_allowsuspendeditems = {CF_SERVER, "sv_gameplayfix_noairborncorpse_allowsuspendeditems", "1", "causes entities sitting ontop of objects that are instantaneously remove to float in midair (special hack to allow a common level design trick for floating items)"};
-cvar_t sv_gameplayfix_nudgeoutofsolid = {CF_SERVER, "sv_gameplayfix_nudgeoutofsolid", "0", "attempts to fix physics errors (where an object ended up in solid for some reason)"};
+cvar_t sv_gameplayfix_nudgeoutofsolid = {CF_SERVER, "sv_gameplayfix_nudgeoutofsolid", "1", "attempts to fix physics errors where an object ended up in solid for some reason, supersedes sv_gameplayfix_unstickentities"};
cvar_t sv_gameplayfix_nudgeoutofsolid_separation = {CF_SERVER, "sv_gameplayfix_nudgeoutofsolid_separation", "0.03125", "keep objects this distance apart to prevent collision issues on seams"};
cvar_t sv_gameplayfix_q2airaccelerate = {CF_SERVER, "sv_gameplayfix_q2airaccelerate", "0", "Quake2-style air acceleration"};
cvar_t sv_gameplayfix_nogravityonground = {CF_SERVER, "sv_gameplayfix_nogravityonground", "0", "turn off gravity when on ground (to get rid of sliding)"};
cvar_t sv_gameplayfix_upwardvelocityclearsongroundflag = {CF_SERVER, "sv_gameplayfix_upwardvelocityclearsongroundflag", "1", "prevents monsters, items, and most other objects from being stuck to the floor when pushed around by damage, and other situations in mods"};
cvar_t sv_gameplayfix_downtracesupportsongroundflag = {CF_SERVER, "sv_gameplayfix_downtracesupportsongroundflag", "1", "prevents very short moves from clearing onground (which may make the player stick to the floor at high netfps), fixes groundentity not being set when walking onto a mover with sv_gameplayfix_nogravityonground"};
cvar_t sv_gameplayfix_q1bsptracelinereportstexture = {CF_SERVER, "sv_gameplayfix_q1bsptracelinereportstexture", "1", "enables mods to get accurate trace_texture results on q1bsp by using a surface-hitting traceline implementation rather than the standard solidbsp method, q3bsp always reports texture accurately"};
-cvar_t sv_gameplayfix_unstickplayers = {CF_SERVER, "sv_gameplayfix_unstickplayers", "1", "big hack to try and fix the rare case of MOVETYPE_WALK entities getting stuck in the world clipping hull."};
-cvar_t sv_gameplayfix_unstickentities = {CF_SERVER, "sv_gameplayfix_unstickentities", "1", "hack to check if entities are crossing world collision hull and try to move them to the right position"};
+cvar_t sv_gameplayfix_unstickplayers = {CF_SERVER, "sv_gameplayfix_unstickplayers", "0", "big hack to try and fix the rare case of MOVETYPE_WALK entities getting stuck in the world clipping hull."};
+cvar_t sv_gameplayfix_unstickentities = {CF_SERVER, "sv_gameplayfix_unstickentities", "1", "hack to check if entities are crossing world collision hull and try to move them to the right position, superseded by sv_gameplayfix_nudgeoutofsolid"};
cvar_t sv_gameplayfix_fixedcheckwatertransition = {CF_SERVER, "sv_gameplayfix_fixedcheckwatertransition", "1", "fix two very stupid bugs in SV_CheckWaterTransition when watertype is CONTENTS_EMPTY (the bugs causes waterlevel to be 1 on first frame, -1 on second frame - the fix makes it 0 on both frames)"};
cvar_t sv_gameplayfix_customstats = {CF_SERVER, "sv_gameplayfix_customstats", "0", "Disable stats higher than 220, for use by certain games such as Xonotic"};
cvar_t sv_gravity = {CF_SERVER | CF_NOTIFY, "sv_gravity","800", "how fast you fall (512 = roughly earth gravity)"};
============
*/
static float SV_Gravity (prvm_edict_t *ent);
-static qbool SV_PushEntity (trace_t *trace, prvm_edict_t *ent, vec3_t push, qbool dolink);
+static qbool SV_PushEntity (trace_t *trace, prvm_edict_t *ent, vec3_t push, qbool dolink, qbool checkstuck);
#define MAX_CLIP_PLANES 5
static int SV_FlyMove (prvm_edict_t *ent, float time, qbool applygravity, float *stepnormal, int hitsupercontentsmask, int skipsupercontentsmask, int skipmaterialflagsmask, float stepheight)
{
break;
VectorScale(PRVM_serveredictvector(ent, velocity), time_left, push);
- if(!SV_PushEntity(&trace, ent, push, false))
+ if(!SV_PushEntity(&trace, ent, push, false, true))
{
// we got teleported by a touch function
// let's abort the move
// this code is used by MOVETYPE_WALK and MOVETYPE_STEP and SV_UnstickEntity
// abort move if we're stuck in the world (and didn't make it out)
- if (trace.worldstartsolid && trace.allsolid)
+ if (trace.worldstartsolid && trace.allsolid && trace.startdepth < 0)
{
VectorCopy(restore_velocity, PRVM_serveredictvector(ent, velocity));
return 3;
VectorSet(steppush, 0, 0, stepheight);
VectorScale(PRVM_serveredictvector(ent, velocity), time_left, push);
VectorCopy(PRVM_serveredictvector(ent, origin), org);
- if(!SV_PushEntity(&steptrace, ent, steppush, false))
+ if(!SV_PushEntity(&steptrace, ent, steppush, false, true))
{
blocked |= 8;
break;
}
//Con_Printf("%f %f %f : ", PRVM_serveredictvector(ent, origin)[0], PRVM_serveredictvector(ent, origin)[1], PRVM_serveredictvector(ent, origin)[2]);
- if(!SV_PushEntity(&steptrace2, ent, push, false))
+ if(!SV_PushEntity(&steptrace2, ent, push, false, true))
{
blocked |= 8;
break;
}
//Con_Printf("%f %f %f : ", PRVM_serveredictvector(ent, origin)[0], PRVM_serveredictvector(ent, origin)[1], PRVM_serveredictvector(ent, origin)[2]);
VectorSet(steppush, 0, 0, org[2] - PRVM_serveredictvector(ent, origin)[2]);
- if(!SV_PushEntity(&steptrace3, ent, steppush, false))
+ if(!SV_PushEntity(&steptrace3, ent, steppush, false, true))
{
blocked |= 8;
break;
Returns true if the push did not result in the entity being teleported by QC code.
============
*/
-static qbool SV_PushEntity (trace_t *trace, prvm_edict_t *ent, vec3_t push, qbool dolink)
+static qbool SV_PushEntity (trace_t *trace, prvm_edict_t *ent, vec3_t push, qbool dolink, qbool checkstuck)
{
prvm_prog_t *prog = SVVM_prog;
int solid;
VectorCopy(PRVM_serveredictvector(ent, mins), mins);
VectorCopy(PRVM_serveredictvector(ent, maxs), maxs);
- // move start position out of solids
- if (sv_gameplayfix_nudgeoutofsolid.integer && sv_gameplayfix_nudgeoutofsolid_separation.value >= 0)
- {
- PHYS_NudgeOutOfSolid(prog, ent);
- }
-
VectorCopy(PRVM_serveredictvector(ent, origin), start);
VectorAdd(start, push, end);
type = MOVE_NORMAL;
*trace = SV_TraceBox(start, mins, maxs, end, type, ent, SV_GenericHitSuperContentsMask(ent), 0, 0, collision_extendmovelength.value);
- // fail the move if stuck in world
- if (trace->worldstartsolid)
- return true;
+ // abort move if we're stuck in the world (and didn't make it out)
+ if (trace->worldstartsolid && trace->allsolid && trace->startdepth < 0 && checkstuck)
+ {
+ // checking startdepth eliminates many false positives on Q1BSP with mod_q1bsp_polygoncollisions 0
+ // but it's still not guaranteed that we're stuck in a bmodel at this point
+ if (sv_gameplayfix_nudgeoutofsolid.integer && sv_gameplayfix_nudgeoutofsolid_separation.value >= 0)
+ {
+ switch (PHYS_NudgeOutOfSolid(prog, ent))
+ {
+ case 0:
+ Con_Printf(CON_WARN "NudgeOutOfSolid couldn't fix stuck entity %i (classname \"%s\").\n", (int)PRVM_EDICT_TO_PROG(ent), PRVM_GetString(prog, PRVM_serveredictstring(ent, classname)));
+ return true; // definitely stuck in a bmodel
+ case 1:
+ Con_DPrintf("NudgeOutOfSolid fixed stuck entity %i (classname \"%s\") with offset %f %f %f.\n", (int)PRVM_EDICT_TO_PROG(ent), PRVM_GetString(prog, PRVM_serveredictstring(ent, classname)), PRVM_serveredictvector(ent, origin)[0] - start[0], PRVM_serveredictvector(ent, origin)[1] - start[1], PRVM_serveredictvector(ent, origin)[2] - start[2]);
+ VectorCopy(PRVM_serveredictvector(ent, origin), start);
+ VectorAdd(start, push, end);
+ *trace = SV_TraceBox(start, mins, maxs, end, type, ent, SV_GenericHitSuperContentsMask(ent), 0, 0, collision_extendmovelength.value);
+
+ // definitely not stuck in a bmodel, move may proceed
+ }
+ }
+ else if (sv_gameplayfix_unstickentities.integer && SV_UnstickEntity(ent))
+ {
+ // bones_was_here: pretty sure we can deprecate sv_gameplayfix_unstickentities, sv_gameplayfix_nudgeoutofsolid is much nicer
+ VectorCopy(PRVM_serveredictvector(ent, origin), start);
+ VectorAdd(start, push, end);
+ *trace = SV_TraceBox(start, mins, maxs, end, type, ent, SV_GenericHitSuperContentsMask(ent), 0, 0, collision_extendmovelength.value);
+ }
+ else
+ return true; // assuming stuck, bones_was_here TODO: always use PHYS_NudgeOutOfSolid (remove sv_gameplayfix_nudgeoutofsolid)?
+ }
VectorCopy(trace->endpos, PRVM_serveredictvector(ent, origin));
// try moving the contacted entity
PRVM_serveredictfloat(pusher, solid) = SOLID_NOT;
- if(!SV_PushEntity (&trace, check, move, true))
+ if(!SV_PushEntity(&trace, check, move, true, true))
{
// entity "check" got teleported
PRVM_serveredictvector(check, angles)[1] += trace.fraction * moveangle[1];
{
// hack to invoke all necessary movement triggers
VectorClear(move2);
- if(!SV_PushEntity(&trace2, check, move2, true))
+ if(!SV_PushEntity(&trace2, check, move2, true, true))
{
// entity "check" got teleported
continue;
// move up
VectorClear (upmove);
upmove[2] = sv_stepheight.value;
- if(!SV_PushEntity(&trace, ent, upmove, true))
+ if(!SV_PushEntity(&trace, ent, upmove, true, true))
{
// we got teleported when upstepping... must abort the move
return;
// move down
VectorClear (downmove);
downmove[2] = -sv_stepheight.value + start_velocity[2]*sv.frametime;
- if(!SV_PushEntity (&downtrace, ent, downmove, true))
+ if(!SV_PushEntity(&downtrace, ent, downmove, true, true))
{
// we got teleported when downstepping... must abort the move
return;
{
// move origin
VectorScale(PRVM_serveredictvector(ent, velocity), movetime, move);
- if(!SV_PushEntity(&trace, ent, move, true))
+ // The buzzsaw traps in r2m6 and r2m7 use MOVETYPE_FLY and rely on moving while stuck in the world.
+ // Quake movetypes checked allsolid only in SV_FlyMove().
+ if(!SV_PushEntity(&trace, ent, move, true, PRVM_serveredictfloat(ent, movetype) != MOVETYPE_FLY))
return; // teleported
if (ent->free)
return;
- if (trace.bmodelstartsolid && sv_gameplayfix_unstickentities.integer)
- {
- // try to unstick the entity
- SV_UnstickEntity(ent);
- if(!SV_PushEntity(&trace, ent, move, true))
- return; // teleported
- if (ent->free)
- return;
- }
if (trace.fraction == 1)
break;
movetime *= 1 - min(1, trace.fraction);