}
}
-/*
-=============
-SV_RunThink
-
-Runs thinking code if time. There is some play in the exact time the think
-function will be called, because it is called before any movement is done
-in a frame. Not used for pushmove objects, because they must be exact.
-Returns false if the entity removed itself.
-=============
-*/
-qboolean SV_RunThink (edict_t *ent)
-{
- float thinktime;
-
- thinktime = ent->v->nextthink;
- if (thinktime <= 0 || thinktime > sv.time + sv.frametime)
- return true;
-
- // don't let things stay in the past.
- // it is possible to start that way by a trigger with a local time.
- if (thinktime < sv.time)
- thinktime = sv.time;
-
- ent->v->nextthink = 0;
- pr_global_struct->time = thinktime;
- pr_global_struct->self = EDICT_TO_PROG(ent);
- pr_global_struct->other = EDICT_TO_PROG(sv.edicts);
- PR_ExecuteProgram (ent->v->think, "QC function self.think is missing");
- return !ent->e->free;
-}
-
/*
==================
SV_Impact
float savesolid, movetime2, pushltime;
vec3_t mins, maxs, move, move1, moveangle, pushorig, pushang, a, forward, left, up, org, org2;
int num_moved;
+ int numcheckentities;
+ static edict_t *checkentities[MAX_EDICTS];
model_t *pushermodel;
trace_t trace;
// see if any solid entities are inside the final position
num_moved = 0;
- check = NEXT_EDICT(sv.edicts);
- for (e = 1;e < sv.num_edicts;e++, check = NEXT_EDICT(check))
+
+ numcheckentities = SV_EntitiesInBox(mins, maxs, MAX_EDICTS, checkentities);
+ for (e = 1;e < numcheckentities;e++)
{
- if (check->e->free)
- continue;
+ check = checkentities[e];
if (check->v->movetype == MOVETYPE_PUSH
|| check->v->movetype == MOVETYPE_NONE
|| check->v->movetype == MOVETYPE_FOLLOW
// if the entity is standing on the pusher, it will definitely be moved
if (!(((int)check->v->flags & FL_ONGROUND) && PROG_TO_EDICT(check->v->groundentity) == pusher))
- {
- if (check->v->absmin[0] >= maxs[0]
- || check->v->absmax[0] <= mins[0]
- || check->v->absmin[1] >= maxs[1]
- || check->v->absmax[1] <= mins[1]
- || check->v->absmin[2] >= maxs[2]
- || check->v->absmax[2] <= mins[2])
- continue;
-
if (!SV_ClipMoveToEntity(pusher, check->v->origin, check->v->mins, check->v->maxs, check->v->origin).startsolid)
continue;
- }
if (forward[0] != 1) // quick way to check if any rotation is used
{
// advances ent->v->ltime if not blocked
SV_PushMove (ent, movetime);
+ /*
if (thinktime > oldltime && thinktime <= ent->v->ltime)
{
ent->v->nextthink = 0;
pr_global_struct->other = EDICT_TO_PROG(sv.edicts);
PR_ExecuteProgram (ent->v->think, "QC function self.think is missing");
}
+ */
}
edict_t *e;
// regular thinking
- if (!SV_RunThink (ent))
- return;
-
// LordHavoc: implemented rotation on MOVETYPE_FOLLOW objects
e = PROG_TO_EDICT(ent->v->aiment);
if (e->v->angles[0] == ent->v->punchangle[0] && e->v->angles[1] == ent->v->punchangle[1] && e->v->angles[2] == ent->v->punchangle[2])
vec3_t move;
edict_t *groundentity;
- // regular thinking
- if (!SV_RunThink (ent))
- return;
-
// don't stick to ground if onground and moving upward
if (ent->v->velocity[2] >= (1.0 / 32.0) && ((int)ent->v->flags & FL_ONGROUND))
ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND;
SV_StartSound(ent, 0, "demon/dland2.wav", 255, 1);
}
-// regular thinking
- SV_RunThink(ent);
-
SV_CheckWaterTransition(ent);
}
*/
void SV_Physics (void)
{
- int i;
+ int i, end, retouch;
+ float nexttime;
+ vec3_t oldorigin;
edict_t *ent;
// let the progs know that a new frame has started
pr_global_struct->time = sv.time;
PR_ExecuteProgram (pr_global_struct->StartFrame, "QC function StartFrame is missing");
-//
-// treat each object in turn
-//
- ent = sv.edicts;
- for (i=0 ; i<sv.num_edicts ; i++, ent = NEXT_EDICT(ent))
+ retouch = pr_global_struct->force_retouch > 0;
+ end = i = sv_freezenonclients.integer ? svs.maxclients + 1 : sv.num_edicts;
+ for (i = 0, ent = sv.edicts;i < end;i++, ent = NEXT_EDICT(ent))
{
- if (ent->e->free)
- continue;
-
- if (pr_global_struct->force_retouch)
- SV_LinkEdict (ent, true); // force retouch even for stationary
-
- if (i >= 1 && i <= svs.maxclients && svs.clients[i-1].spawned)
- {
- // connected slot
- // call standard client pre-think
- SV_CheckVelocity (ent);
- pr_global_struct->time = sv.time;
- pr_global_struct->self = EDICT_TO_PROG(ent);
- PR_ExecuteProgram (pr_global_struct->PlayerPreThink, "QC function PlayerPreThink is missing");
- SV_CheckVelocity (ent);
- }
- else if (sv_freezenonclients.integer)
+ if (ent->e->free || ent->v->movetype == MOVETYPE_NONE)
continue;
// LordHavoc: merged client and normal entity physics
+ VectorCopy(ent->v->origin, oldorigin);
+
switch ((int) ent->v->movetype)
{
case MOVETYPE_PUSH:
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->v->nextthink > 0 && ent->v->nextthink <= sv.time + sv.frametime)
- SV_RunThink (ent);
break;
case MOVETYPE_FOLLOW:
SV_Physics_Follow (ent);
break;
case MOVETYPE_NOCLIP:
- if (SV_RunThink(ent))
- {
- SV_CheckWater(ent);
- VectorMA(ent->v->origin, sv.frametime, ent->v->velocity, ent->v->origin);
- VectorMA(ent->v->angles, sv.frametime, ent->v->avelocity, ent->v->angles);
- }
- // relink normal entities here, players always get relinked so don't relink twice
- if (!(i > 0 && i <= svs.maxclients))
- SV_LinkEdict(ent, false);
+ SV_CheckWater(ent);
+ VectorMA(ent->v->origin, sv.frametime, ent->v->velocity, ent->v->origin);
+ VectorMA(ent->v->angles, sv.frametime, ent->v->avelocity, ent->v->angles);
break;
case MOVETYPE_STEP:
SV_Physics_Step (ent);
break;
case MOVETYPE_WALK:
- if (SV_RunThink (ent))
- {
- if (!SV_CheckWater (ent) && ! ((int)ent->v->flags & FL_WATERJUMP) )
- 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);
- }
+ if (!SV_CheckWater(ent) && ! ((int)ent->v->flags & FL_WATERJUMP) )
+ SV_AddGravity(ent);
+ SV_CheckStuck(ent);
+ SV_WalkMove(ent);
break;
case MOVETYPE_TOSS:
case MOVETYPE_BOUNCE:
case MOVETYPE_BOUNCEMISSILE:
case MOVETYPE_FLYMISSILE:
- SV_Physics_Toss (ent);
+ SV_Physics_Toss(ent);
break;
case MOVETYPE_FLY:
- if (i > 0 && i <= svs.maxclients)
+ if (i >= 1 && i <= svs.maxclients && svs.clients[i-1].spawned)
{
- if (SV_RunThink (ent))
- {
- SV_CheckWater (ent);
- SV_WalkMove (ent);
- }
+ SV_CheckWater(ent);
+ SV_WalkMove(ent);
}
else
- SV_Physics_Toss (ent);
+ SV_Physics_Toss(ent);
break;
default:
Host_Error ("SV_Physics: bad movetype %i", (int)ent->v->movetype);
break;
}
- if (i >= 1 && i <= svs.maxclients && svs.clients[i-1].spawned)
- {
- SV_CheckVelocity (ent);
+ if (!VectorCompare(ent->v->origin, oldorigin) || retouch)
+ SV_LinkEdict(ent, true);
+ }
+
+ for (i = 1, ent = NEXT_EDICT(sv.edicts);i <= svs.maxclients;i++, ent = NEXT_EDICT(ent))
+ {
+ if (ent->e->free || !svs.clients[i-1].spawned)
+ continue;
- // call standard player post-think
- SV_LinkEdict (ent, true);
+ // call standard client pre-think
+ SV_CheckVelocity (ent);
+ pr_global_struct->time = sv.time;
+ pr_global_struct->self = EDICT_TO_PROG(ent);
+ PR_ExecuteProgram (pr_global_struct->PlayerPreThink, "QC function PlayerPreThink is missing");
+ SV_CheckVelocity (ent);
+ }
- SV_CheckVelocity (ent);
+ nexttime = sv.time + sv.frametime;
+ end = i = sv_freezenonclients.integer ? svs.maxclients + 1 : sv.num_edicts;
+ for (i = 0, ent = sv.edicts;i < end;i++, ent = NEXT_EDICT(ent))
+ {
+ if (ent->e->free)
+ continue;
- pr_global_struct->time = sv.time;
- pr_global_struct->self = EDICT_TO_PROG(ent);
- PR_ExecuteProgram (pr_global_struct->PlayerPostThink, "QC function PlayerPostThink is missing");
+ // LordHavoc: merged client and normal entity physics
+ switch ((int) ent->v->movetype)
+ {
+ case MOVETYPE_PUSH:
+ case MOVETYPE_FAKEPUSH:
+ if (ent->v->nextthink && ent->v->ltime > ent->v->nextthink)
+ {
+ ent->v->nextthink = 0;
+ pr_global_struct->time = sv.time;
+ pr_global_struct->self = EDICT_TO_PROG(ent);
+ pr_global_struct->other = EDICT_TO_PROG(sv.edicts);
+ PR_ExecuteProgram (ent->v->think, "QC function self.think is missing");
+ }
+ break;
+ case MOVETYPE_NONE:
+ case MOVETYPE_FOLLOW:
+ case MOVETYPE_NOCLIP:
+ case MOVETYPE_STEP:
+ case MOVETYPE_WALK:
+ case MOVETYPE_TOSS:
+ case MOVETYPE_BOUNCE:
+ case MOVETYPE_BOUNCEMISSILE:
+ case MOVETYPE_FLY:
+ case MOVETYPE_FLYMISSILE:
+ // LordHavoc: manually inlined SV_RunThink here
+ if (ent->v->nextthink && ent->v->nextthink <= nexttime)
+ {
+ /*
+ SV_RunThink
+ Runs thinking code if time. There is some play in the exact time the think
+ function will be called, because it is called before any movement is done
+ in a frame. Not used for pushmove objects, because they must be exact.
+ Returns false if the entity removed itself.
+ */
+ float thinktime = ent->v->nextthink;
+ if (thinktime && thinktime < sv.time + sv.frametime)
+ {
+ ent->v->nextthink = 0;
+ // don't let things stay in the past.
+ // it is possible to start that way by a trigger with a local time.
+ pr_global_struct->time = max(thinktime, sv.time);
+ pr_global_struct->self = EDICT_TO_PROG(ent);
+ pr_global_struct->other = EDICT_TO_PROG(sv.edicts);
+ PR_ExecuteProgram (ent->v->think, "QC function self.think is missing");
+ }
+ }
+ break;
+ default:
+ Host_Error ("SV_Physics: bad movetype %i", (int)ent->v->movetype);
+ break;
}
}
- if (pr_global_struct->force_retouch)
- pr_global_struct->force_retouch--;
+ for (i = 1, ent = NEXT_EDICT(sv.edicts);i <= svs.maxclients;i++, ent = NEXT_EDICT(ent))
+ {
+ if (ent->e->free || !svs.clients[i-1].spawned)
+ continue;
+
+ // call standard player post-think
+ SV_LinkEdict (ent, true);
+ SV_CheckVelocity (ent);
+ pr_global_struct->time = sv.time;
+ pr_global_struct->self = EDICT_TO_PROG(ent);
+ PR_ExecuteProgram (pr_global_struct->PlayerPostThink, "QC function PlayerPostThink is missing");
+ }
+
+ if (pr_global_struct->force_retouch > 0)
+ pr_global_struct->force_retouch = max(0, pr_global_struct->force_retouch - 1);
// LordHavoc: endframe support
if (EndFrameQC)