}
}
+/*
+=============
+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
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, end, retouch;
- float nexttime;
- vec3_t oldorigin;
+ int i;
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");
- 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))
+//
+// treat each object in turn
+//
+ ent = sv.edicts;
+ for (i=0 ; i<sv.num_edicts ; i++, ent = NEXT_EDICT(ent))
{
- if (ent->e->free || ent->v->movetype == MOVETYPE_NONE)
+ if (ent->e->free)
continue;
- // LordHavoc: merged client and normal entity physics
- VectorCopy(ent->v->origin, oldorigin);
+ 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)
+ continue;
+ // LordHavoc: merged client and normal entity physics
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:
- 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);
+ 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);
break;
case MOVETYPE_STEP:
SV_Physics_Step (ent);
break;
case MOVETYPE_WALK:
- if (!SV_CheckWater(ent) && ! ((int)ent->v->flags & FL_WATERJUMP) )
- SV_AddGravity(ent);
- SV_CheckStuck(ent);
- SV_WalkMove(ent);
+ 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);
+ }
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 >= 1 && i <= svs.maxclients && svs.clients[i-1].spawned)
+ if (i > 0 && i <= svs.maxclients)
{
- SV_CheckWater(ent);
- SV_WalkMove(ent);
+ if (SV_RunThink (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 (!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;
+ if (i >= 1 && i <= svs.maxclients && svs.clients[i-1].spawned)
+ {
+ SV_CheckVelocity (ent);
- // 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);
- }
+ // call standard player post-think
+ SV_LinkEdict (ent, true);
- 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;
+ SV_CheckVelocity (ent);
- // LordHavoc: merged client and normal entity physics
- switch ((int) ent->v->movetype)
- {
- case MOVETYPE_PUSH:
- case MOVETYPE_FAKEPUSH:
- // push thinks are called from SV_Physics_Pusher
- 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 > 0 && 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;
+ 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");
}
}
- 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);