return blocked;
}
+int SV_SetOnGround (edict_t *ent)
+{
+ vec3_t end;
+ trace_t trace;
+ if ((int)ent->v->flags & FL_ONGROUND)
+ return 1;
+ VectorSet(end, ent->v->origin[0], ent->v->origin[1], ent->v->origin[2] - 1);
+ trace = SV_Move(ent->v->origin, ent->v->mins, ent->v->maxs, end, MOVE_NORMAL, ent);
+ if (trace.fraction < 1 && trace.plane.normal[2] >= 0.7)
+ {
+ ent->v->flags = (int)ent->v->flags | FL_ONGROUND;
+ ent->v->groundentity = EDICT_TO_PROG(trace.ent);
+ return 1;
+ }
+ return 0;
+}
/*
============
Does not change the entities velocity at all
============
*/
-trace_t SV_PushEntity (edict_t *ent, vec3_t push, vec3_t pushangles)
+trace_t SV_PushEntity (edict_t *ent, vec3_t push)
{
+ int type;
trace_t trace;
vec3_t end;
VectorAdd (ent->v->origin, push, end);
if (ent->v->movetype == MOVETYPE_FLYMISSILE)
- trace = SV_Move (ent->v->origin, ent->v->mins, ent->v->maxs, end, MOVE_MISSILE, ent);
+ type = MOVE_MISSILE;
else if (ent->v->solid == SOLID_TRIGGER || ent->v->solid == SOLID_NOT)
- // only clip against bmodels
- trace = SV_Move (ent->v->origin, ent->v->mins, ent->v->maxs, end, MOVE_NOMONSTERS, ent);
+ type = MOVE_NOMONSTERS; // only clip against bmodels
else
- trace = SV_Move (ent->v->origin, ent->v->mins, ent->v->maxs, end, MOVE_NORMAL, ent);
+ type = MOVE_NORMAL;
+
+ trace = SV_Move (ent->v->origin, ent->v->mins, ent->v->maxs, end, type, ent);
VectorCopy (trace.endpos, ent->v->origin);
- // FIXME: turn players specially
- ent->v->angles[1] += trace.fraction * pushangles[1];
SV_LinkEdict (ent, true);
if (trace.ent && (!((int)ent->v->flags & FL_ONGROUND) || ent->v->groundentity != EDICT_TO_PROG(trace.ent)))
vec3_t mins, maxs, move, move1, moveangle, pushorig, pushang, a, forward, left, up, org, org2;
int num_moved;
model_t *pushermodel;
+ trace_t trace;
if (!pusher->v->velocity[0] && !pusher->v->velocity[1] && !pusher->v->velocity[2] && !pusher->v->avelocity[0] && !pusher->v->avelocity[1] && !pusher->v->avelocity[2])
{
// try moving the contacted entity
pusher->v->solid = SOLID_NOT;
- SV_PushEntity (check, move, moveangle);
+ trace = SV_PushEntity (check, move);
+ // FIXME: turn players specially
+ check->v->angles[1] += trace.fraction * moveangle[1];
pusher->v->solid = savesolid; // was SOLID_BSP
// if it is still inside the pusher, block
// try moving the contacted entity a tiny bit further to account for precision errors
pusher->v->solid = SOLID_NOT;
VectorScale(move, 0.1, move);
- SV_PushEntity (check, move, vec3_origin);
+ SV_PushEntity (check, move);
pusher->v->solid = savesolid;
if (SV_ClipMoveToEntity(pusher, check->v->origin, check->v->mins, check->v->maxs, check->v->origin).startsolid)
{
case 7: dir[0] = -2; dir[1] = -2; break;
}
- SV_PushEntity (ent, dir, vec3_origin);
+ SV_PushEntity (ent, dir);
// retry the original move
ent->v->velocity[0] = oldvel[0];
void SV_WalkMove (edict_t *ent)
{
int clip, oldonground, originalmove_clip, originalmove_flags, originalmove_groundentity;
- vec3_t upmove, downmove, oldorg, oldvel, nosteporg, nostepvel, stepnormal, originalmove_origin, originalmove_velocity;
+ vec3_t upmove, downmove, start_origin, start_velocity, stepnormal, originalmove_origin, originalmove_velocity;
trace_t downtrace;
SV_CheckVelocity(ent);
oldonground = (int)ent->v->flags & FL_ONGROUND;
ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND;
- VectorCopy (ent->v->origin, oldorg);
- VectorCopy (ent->v->velocity, oldvel);
+ VectorCopy (ent->v->origin, start_origin);
+ VectorCopy (ent->v->velocity, start_velocity);
clip = SV_FlyMove (ent, sv.frametime, NULL);
+
+ SV_SetOnGround (ent);
+ SV_CheckVelocity(ent);
+
VectorCopy(ent->v->origin, originalmove_origin);
VectorCopy(ent->v->velocity, originalmove_velocity);
originalmove_clip = clip;
originalmove_flags = (int)ent->v->flags;
- originalmove_groundentity = ent->v->groundentity;
-
- SV_CheckVelocity(ent);
+ originalmove_groundentity = ent->v->groundentity;
// if move didn't block on a step, return
- if ( !(clip & 2) )
- return;
-
- // if move was not trying to move into the step, return
- if (fabs(oldvel[0]) < 0.03125 && fabs(oldvel[1]) < 0.03125)
- return;
-
- if (ent->v->movetype != MOVETYPE_FLY)
+ if (clip & 2)
{
- if (!oldonground && ent->v->waterlevel == 0 && (!sv_jumpstep.integer || !sv_gameplayfix_stepwhilejumping.integer))
- // don't stair up while jumping
+ // if move was not trying to move into the step, return
+ if (fabs(start_velocity[0]) < 0.03125 && fabs(start_velocity[1]) < 0.03125)
return;
-
- if (ent->v->movetype != MOVETYPE_WALK)
- // gibbed by a trigger
+
+ if (sv_nostep.integer)
return;
- }
-
- SV_CheckVelocity(ent);
-
- if (sv_nostep.integer || (int)ent->v->flags & FL_WATERJUMP )
- return;
-
- VectorCopy (ent->v->origin, nosteporg);
- VectorCopy (ent->v->velocity, nostepvel);
-
- // try moving up and forward to go up a step
- // back to start pos
- VectorCopy (oldorg, ent->v->origin);
+
+ if ((int)ent->v->flags & FL_WATERJUMP)
+ return;
+
+ if (ent->v->movetype != MOVETYPE_FLY)
+ {
+ // return if gibbed by a trigger
+ if (ent->v->movetype != MOVETYPE_WALK)
+ return;
+
+ // only step up while jumping if that is enabled
+ if (!(sv_jumpstep.integer && sv_gameplayfix_stepwhilejumping.integer))
+ if (!oldonground && ent->v->waterlevel == 0)
+ return;
+ }
+
+ // try moving up and forward to go up a step
+ // back to start pos
+ VectorCopy (start_origin, ent->v->origin);
+ VectorCopy (start_velocity, ent->v->velocity);
+
+ // move up
+ VectorClear (upmove);
+ upmove[2] = sv_stepheight.value;
+ // FIXME: don't link?
+ SV_PushEntity(ent, upmove);
+
+ // move forward
+ ent->v->velocity[2] = 0;
+ clip = SV_FlyMove (ent, sv.frametime, stepnormal);
+ ent->v->velocity[2] += start_velocity[2];
+
+ SV_CheckVelocity(ent);
+
+ // check for stuckness, possibly due to the limited precision of floats
+ // in the clipping hulls
+ if (clip
+ && fabs(originalmove_origin[1] - ent->v->origin[1]) < 0.03125
+ && fabs(originalmove_origin[0] - ent->v->origin[0]) < 0.03125)
+ {
+ //Con_Printf("wall\n");
+ // stepping up didn't make any progress, revert to original move
+ VectorCopy(originalmove_origin, ent->v->origin);
+ VectorCopy(originalmove_velocity, ent->v->velocity);
+ //clip = originalmove_clip;
+ ent->v->flags = originalmove_flags;
+ ent->v->groundentity = originalmove_groundentity;
+ // now try to unstick if needed
+ //clip = SV_TryUnstick (ent, oldvel);
+ return;
+ }
- VectorClear (upmove);
- VectorClear (downmove);
- upmove[2] = sv_stepheight.value;
- downmove[2] = -sv_stepheight.value + oldvel[2]*sv.frametime;
+ //Con_Printf("step - ");
- // move up
- // FIXME: don't link?
- SV_PushEntity(ent, upmove, vec3_origin);
-
- // move forward
- ent->v->velocity[0] = oldvel[0];
- ent->v->velocity[1] = oldvel[1];
- ent->v->velocity[2] = 0;
- clip = SV_FlyMove (ent, sv.frametime, stepnormal);
- ent->v->velocity[2] += oldvel[2];
-
- // check for stuckness, possibly due to the limited precision of floats
- // in the clipping hulls
- if (clip
- && fabs(oldorg[1] - ent->v->origin[1]) < 0.03125
- && fabs(oldorg[0] - ent->v->origin[0]) < 0.03125)
- {
- // stepping up didn't make any progress, revert to original move
- VectorCopy(originalmove_origin, ent->v->origin);
- VectorCopy(originalmove_velocity, ent->v->velocity);
- clip = originalmove_clip;
- ent->v->flags = originalmove_flags;
- ent->v->groundentity = originalmove_groundentity;
- // now try to unstick if needed
- //clip = SV_TryUnstick (ent, oldvel);
- return;
+ // extra friction based on view angle
+ if (clip & 2 && sv_wallfriction.integer)
+ SV_WallFriction (ent, stepnormal);
}
-
- // extra friction based on view angle
- if (clip & 2 && sv_wallfriction.integer)
- SV_WallFriction (ent, stepnormal);
+ else if (!sv_gameplayfix_stepdown.integer || !oldonground || ((int)ent->v->flags & FL_ONGROUND))
+ return;
// move down
+ VectorClear (downmove);
+ downmove[2] = -sv_stepheight.value + start_velocity[2]*sv.frametime;
// FIXME: don't link?
- downtrace = SV_PushEntity (ent, downmove, vec3_origin);
+ downtrace = SV_PushEntity (ent, downmove);
- if (downtrace.plane.normal[2] > 0.7)
+ if (downtrace.fraction < 1 && downtrace.plane.normal[2] > 0.7)
{
- // LordHavoc: disabled this so you can walk on monsters/players
+ // LordHavoc: disabled this check so you can walk on monsters/players
//if (ent->v->solid == SOLID_BSP)
{
+ //Con_Printf("onground\n");
ent->v->flags = (int)ent->v->flags | FL_ONGROUND;
ent->v->groundentity = EDICT_TO_PROG(downtrace.ent);
}
}
else
{
+ //Con_Printf("slope\n");
// if the push down didn't end up on good ground, use the move without
// the step up. This happens near wall / slope combinations, and can
// cause the player to hop up higher on a slope too steep to climb
- VectorCopy (nosteporg, ent->v->origin);
- VectorCopy (nostepvel, ent->v->velocity);
+ VectorCopy(originalmove_origin, ent->v->origin);
+ VectorCopy(originalmove_velocity, ent->v->velocity);
+ //clip = originalmove_clip;
+ ent->v->flags = originalmove_flags;
+ ent->v->groundentity = originalmove_groundentity;
}
+ SV_SetOnGround (ent);
SV_CheckVelocity(ent);
}
// move origin
VectorScale (ent->v->velocity, sv.frametime, move);
- trace = SV_PushEntity (ent, move, vec3_origin);
+ trace = SV_PushEntity (ent, move);
if (ent->e->free)
return;