void SV_CheckWaterTransition (prvm_edict_t *ent)
{
int cont;
- cont = SV_PointQ1Contents(ent->fields.server->origin);
+ cont = Mod_Q1BSP_NativeContentsFromSuperContents(NULL, SV_PointSuperContents(ent->fields.server->origin));
if (!ent->fields.server->watertype)
{
// just spawned here
//============================================================================
-void SV_Physics_Entity (prvm_edict_t *ent, qboolean runmove)
+static void SV_Physics_Entity (prvm_edict_t *ent, qboolean runmove)
{
- int i = ent - prog->edicts;
- if (i >= 1 && i <= svs.maxclients)
+ switch ((int) ent->fields.server->movetype)
{
- // make sure the velocity is sane (not a NaN)
- SV_CheckVelocity(ent);
- // LordHavoc: QuakeC replacement for SV_ClientThink (player movement)
- if (SV_PlayerPhysicsQC && sv_playerphysicsqc.integer)
+ 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->fields.server->nextthink > 0 && ent->fields.server->nextthink <= sv.time + sv.frametime)
+ SV_RunThink (ent);
+ break;
+ case MOVETYPE_FOLLOW:
+ SV_Physics_Follow (ent);
+ break;
+ case MOVETYPE_NOCLIP:
+ if (SV_RunThink(ent))
{
- prog->globals.server->time = sv.time;
- prog->globals.server->self = PRVM_EDICT_TO_PROG(ent);
- PRVM_ExecuteProgram ((func_t)(SV_PlayerPhysicsQC - prog->functions), "QC function SV_PlayerPhysics is missing");
+ SV_CheckWater(ent);
+ VectorMA(ent->fields.server->origin, sv.frametime, ent->fields.server->velocity, ent->fields.server->origin);
+ VectorMA(ent->fields.server->angles, sv.frametime, ent->fields.server->avelocity, ent->fields.server->angles);
}
- 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->fields.server->velocity, ent->fields.server->velocity) < 0.0001)
- VectorClear(ent->fields.server->velocity);
- // call standard client pre-think
+ 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->fields.server->flags & FL_WATERJUMP) )
+ SV_AddGravity (ent);
+ SV_CheckStuck (ent);
+ SV_WalkMove (ent);
+ SV_LinkEdict (ent, true);
+ }
+ break;
+ case MOVETYPE_TOSS:
+ case MOVETYPE_BOUNCE:
+ case MOVETYPE_BOUNCEMISSILE:
+ case MOVETYPE_FLYMISSILE:
+ case MOVETYPE_FLY:
+ // regular thinking
+ if (SV_RunThink (ent) && runmove)
+ SV_Physics_Toss (ent);
+ break;
+ default:
+ Con_Printf ("SV_Physics: bad movetype %i", (int)ent->fields.server->movetype);
+ break;
+ }
+}
+
+void SV_Physics_ClientEntity (prvm_edict_t *ent)
+{
+ // make sure the velocity is sane (not a NaN)
+ SV_CheckVelocity(ent);
+ // LordHavoc: QuakeC replacement for SV_ClientThink (player movement)
+ if (SV_PlayerPhysicsQC && sv_playerphysicsqc.integer)
+ {
prog->globals.server->time = sv.time;
prog->globals.server->self = PRVM_EDICT_TO_PROG(ent);
- PRVM_ExecuteProgram (prog->globals.server->PlayerPreThink, "QC function PlayerPreThink is missing");
- SV_CheckVelocity (ent);
+ PRVM_ExecuteProgram ((func_t)(SV_PlayerPhysicsQC - prog->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->fields.server->velocity, ent->fields.server->velocity) < 0.0001)
+ VectorClear(ent->fields.server->velocity);
+ // call standard client pre-think
+ prog->globals.server->time = sv.time;
+ prog->globals.server->self = PRVM_EDICT_TO_PROG(ent);
+ PRVM_ExecuteProgram (prog->globals.server->PlayerPreThink, "QC function PlayerPreThink is missing");
+ SV_CheckVelocity (ent);
- // LordHavoc: merged client and normal entity physics
switch ((int) ent->fields.server->movetype)
{
case MOVETYPE_PUSH:
VectorMA(ent->fields.server->origin, sv.frametime, ent->fields.server->velocity, ent->fields.server->origin);
VectorMA(ent->fields.server->angles, sv.frametime, ent->fields.server->avelocity, ent->fields.server->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);
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_BOUNCEMISSILE:
case MOVETYPE_FLYMISSILE:
// regular thinking
- if (SV_RunThink (ent) && runmove)
+ if (SV_RunThink (ent))
SV_Physics_Toss (ent);
break;
case MOVETYPE_FLY:
- if (SV_RunThink (ent) && runmove)
+ if (SV_RunThink (ent))
{
- if (i > 0 && i <= svs.maxclients)
- {
- SV_CheckWater (ent);
- SV_WalkMove (ent);
- }
- else
- SV_Physics_Toss (ent);
+ SV_CheckWater (ent);
+ SV_WalkMove (ent);
}
break;
default:
- Con_Printf ("SV_Physics: bad movetype %i", (int)ent->fields.server->movetype);
+ Con_Printf ("SV_Physics_ClientEntity: bad movetype %i", (int)ent->fields.server->movetype);
break;
}
- if (i >= 1 && i <= svs.maxclients)
- {
- SV_CheckVelocity (ent);
+ SV_CheckVelocity (ent);
- // call standard player post-think
- SV_LinkEdict (ent, true);
+ // call standard player post-think
+ SV_LinkEdict (ent, true);
- SV_CheckVelocity (ent);
+ SV_CheckVelocity (ent);
- prog->globals.server->time = sv.time;
- prog->globals.server->self = PRVM_EDICT_TO_PROG(ent);
- PRVM_ExecuteProgram (prog->globals.server->PlayerPostThink, "QC function PlayerPostThink is missing");
- }
+ prog->globals.server->time = sv.time;
+ prog->globals.server->self = PRVM_EDICT_TO_PROG(ent);
+ PRVM_ExecuteProgram (prog->globals.server->PlayerPostThink, "QC function PlayerPostThink is missing");
}
-
/*
================
SV_Physics
prog->globals.server->frametime = sv.frametime;
PRVM_ExecuteProgram (prog->globals.server->StartFrame, "QC function StartFrame is missing");
+ // don't run a move on newly spawned projectiles as it messes up movement
+ // interpolation and rocket trails
newnum_edicts = 0;
for (i = 0, ent = prog->edicts;i < prog->num_edicts;i++, ent = PRVM_NEXT_EDICT(ent))
if ((runmove[i] = !ent->priv.server->free))
// treat each object in turn
//
- for (i = 0, ent = prog->edicts;i < prog->num_edicts;i++, ent = PRVM_NEXT_EDICT(ent))
- {
- if (ent->priv.server->free)
- continue;
-
- if (prog->globals.server->force_retouch)
- SV_LinkEdict (ent, true); // force retouch even for stationary
+ // if force_retouch, relink all the entities
+ if (prog->globals.server->force_retouch > 0)
+ for (i = 1, ent = PRVM_EDICT_NUM(i);i < prog->num_edicts;i++, ent = PRVM_NEXT_EDICT(ent))
+ if (!ent->priv.server->free)
+ SV_LinkEdict (ent, true); // force retouch even for stationary
- if (i >= 1 && i <= svs.maxclients)
+ // run physics on the client entities
+ for (i = 1, ent = PRVM_EDICT_NUM(i), host_client = svs.clients;i <= svs.maxclients;i++, ent = PRVM_NEXT_EDICT(ent), host_client++)
+ {
+ if (!ent->priv.server->free)
{
- host_client = svs.clients + i - 1;
// don't do physics on disconnected clients, FrikBot relies on this
if (!host_client->spawned)
- {
memset(&host_client->cmd, 0, sizeof(host_client->cmd));
- continue;
- }
- // connected slot
- if (host_client->movesequence)
- continue; // return if running asynchronously
+ // don't run physics here if running asynchronously
+ else if (!host_client->movesequence)
+ SV_Physics_ClientEntity(ent);
}
- else if (sv_freezenonclients.integer)
- continue;
-
- SV_Physics_Entity(ent, runmove[i]);
}
+ // run physics on all the non-client entities
+ if (!sv_freezenonclients.integer)
+ for (;i < prog->num_edicts;i++, ent = PRVM_NEXT_EDICT(ent))
+ if (!ent->priv.server->free)
+ SV_Physics_Entity(ent, runmove[i]);
+
if (prog->globals.server->force_retouch > 0)
prog->globals.server->force_retouch = max(0, prog->globals.server->force_retouch - 1);