pr_global_struct->self = EDICT_TO_PROG(ent);
pr_global_struct->other = EDICT_TO_PROG(sv.edicts);
PR_ExecuteProgram (ent->v->think, "NULL think function");
- if (ent->e->free)
- return;
}
-
}
vec3_t forward, into, side;
AngleVectors (ent->v->v_angle, forward, NULL, NULL);
- d = DotProduct (stepnormal, forward);
-
- d += 0.5;
- if (d >= 0)
- return;
-
- // cut the tangential velocity
- i = DotProduct (stepnormal, ent->v->velocity);
- VectorScale (stepnormal, i, into);
- VectorSubtract (ent->v->velocity, into, side);
-
- ent->v->velocity[0] = side[0] * (1 + d);
- ent->v->velocity[1] = side[1] * (1 + d);
+ if ((d = DotProduct (stepnormal, forward) + 0.5) < 0)
+ {
+ // cut the tangential velocity
+ i = DotProduct (stepnormal, ent->v->velocity);
+ VectorScale (stepnormal, i, into);
+ VectorSubtract (ent->v->velocity, into, side);
+ ent->v->velocity[0] = side[0] * (1 + d);
+ ent->v->velocity[1] = side[1] * (1 + d);
+ }
}
/*
// if onground, return without moving
if ((int)ent->v->flags & FL_ONGROUND)
{
- VectorClear(ent->v->velocity);
if (ent->v->groundentity == 0)
return;
// if ent was supported by a brush model on previous frame,
*/
void SV_Physics_Step (edict_t *ent)
{
- int flags, fall, hitsound;
-
- // freefall if not fly/swim
- fall = true;
- flags = (int)ent->v->flags;
- if (flags & (FL_FLY | FL_SWIM))
+ // freefall if not onground/fly/swim
+ if (!((int)ent->v->flags & (FL_ONGROUND | FL_FLY | FL_SWIM)))
{
- if (flags & FL_FLY)
- fall = false;
- else if ((flags & FL_SWIM) && Mod_PointContents(ent->v->origin, sv.worldmodel) != CONTENTS_EMPTY)
- fall = false;
- }
- if (fall && (flags & FL_ONGROUND) && ent->v->groundentity == 0)
- fall = false;
-
- if (fall)
- {
- if (ent->v->velocity[2] < sv_gravity.value*-0.1)
- {
- hitsound = true;
- if (flags & FL_ONGROUND)
- hitsound = false;
- }
- else
- hitsound = false;
+ int hitsound = ent->v->velocity[2] < sv_gravity.value * -0.1;
- SV_AddGravity (ent);
- SV_CheckVelocity (ent);
- SV_FlyMove (ent, sv.frametime, NULL);
- SV_LinkEdict (ent, false);
+ SV_AddGravity(ent);
+ SV_CheckVelocity(ent);
+ SV_FlyMove(ent, sv.frametime, NULL);
+ SV_LinkEdict(ent, false);
// just hit ground
- if ((int)ent->v->flags & FL_ONGROUND)
- {
- VectorClear(ent->v->velocity);
- if (hitsound)
- SV_StartSound (ent, 0, "demon/dland2.wav", 255, 1);
- }
+ if (hitsound && (int)ent->v->flags & FL_ONGROUND)
+ SV_StartSound(ent, 0, "demon/dland2.wav", 255, 1);
}
// regular thinking
- SV_RunThink (ent);
+ SV_RunThink(ent);
- SV_CheckWaterTransition (ent);
+ SV_CheckWaterTransition(ent);
}
//============================================================================