488 lines
13 KiB
C
488 lines
13 KiB
C
//=======================================================================
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// Copyright XashXT Group 2007 ©
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// sv_move.c - monsters movement
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//=======================================================================
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#include "common.h"
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#include "mathlib.h"
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#include "matrixlib.h"
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#include "server.h"
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#include "const.h"
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/*
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=============
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SV_CheckBottom
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Returns false if any part of the bottom of the entity is off an edge that
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is not a staircase.
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=============
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*/
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bool SV_CheckBottom( edict_t *ent )
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{
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vec3_t mins, maxs, start, stop;
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float mid, bottom;
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trace_t trace;
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int x, y;
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VectorAdd (ent->progs.sv->origin, ent->progs.sv->mins, mins);
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VectorAdd (ent->progs.sv->origin, ent->progs.sv->maxs, maxs);
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// if all of the points under the corners are solid world, don't bother
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// with the tougher checks
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// the corners must be within 16 of the midpoint
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start[2] = mins[2] - 1;
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for( x = 0; x <= 1; x++ )
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{
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for( y = 0; y <= 1; y++ )
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{
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start[0] = x ? maxs[0] : mins[0];
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start[1] = y ? maxs[1] : mins[1];
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if(!(SV_PointContents( start ) & (CONTENTS_SOLID | CONTENTS_BODY)))
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goto realcheck;
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}
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}
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return true; // we got out easy
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realcheck:
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// check it for real...
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start[2] = mins[2];
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// the midpoint must be within 16 of the bottom
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start[0] = stop[0] = (mins[0] + maxs[0]) * 0.5f;
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start[1] = stop[1] = (mins[1] + maxs[1]) * 0.5f;
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stop[2] = start[2] - 2 * sv_stepheight->value;
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trace = SV_Trace( start, vec3_origin, vec3_origin, stop, MOVE_NOMONSTERS, ent, SV_ContentsMask(ent));
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if( trace.fraction == 1.0 )
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return false;
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mid = bottom = trace.endpos[2];
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// the corners must be within 16 of the midpoint
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for( x = 0; x <= 1; x++ )
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{
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for( y = 0; y <= 1; y++ )
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{
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start[0] = stop[0] = x ? maxs[0] : mins[0];
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start[1] = stop[1] = y ? maxs[1] : mins[1];
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trace = SV_Trace( start, vec3_origin, vec3_origin, stop, MOVE_NOMONSTERS, ent, SV_ContentsMask(ent));
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if( trace.fraction != 1.0 && trace.endpos[2] > bottom )
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bottom = trace.endpos[2];
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if( trace.fraction == 1.0 || mid - trace.endpos[2] > sv_stepheight->value )
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return false;
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}
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}
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return true;
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}
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/*
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=============
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SV_movestep
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Called by monster program code.
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The move will be adjusted for slopes and stairs, but if the move isn't
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possible, no move is done and false is returned
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=============
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*/
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bool SV_movestep( edict_t *ent, vec3_t move, bool relink, bool noenemy, bool settrace )
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{
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float dz;
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vec3_t oldorg, neworg, end, traceendpos;
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edict_t *enemy;
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trace_t trace;
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int i;
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// try the move
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VectorCopy (ent->progs.sv->origin, oldorg);
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VectorAdd (ent->progs.sv->origin, move, neworg);
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// flying monsters don't step up
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if((int)ent->progs.sv->aiflags & (AI_SWIM|AI_FLY))
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{
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// try one move with vertical motion, then one without
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for( i = 0; i < 2; i++ )
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{
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VectorAdd( ent->progs.sv->origin, move, neworg );
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if( noenemy ) enemy = prog->edicts;
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else
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{
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enemy = PRVM_PROG_TO_EDICT( ent->progs.sv->enemy );
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if( i == 0 && enemy != prog->edicts )
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{
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dz = ent->progs.sv->origin[2] - PRVM_PROG_TO_EDICT(ent->progs.sv->enemy)->progs.sv->origin[2];
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if( dz > 40 ) neworg[2] -= 8;
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if( dz < 30 ) neworg[2] += 8;
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}
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}
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trace = SV_Trace( ent->progs.sv->origin, ent->progs.sv->mins, ent->progs.sv->maxs, neworg, MOVE_NORMAL, ent, SV_ContentsMask(ent));
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if( trace.fraction == 1 )
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{
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VectorCopy( trace.endpos, traceendpos );
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if(((int)ent->progs.sv->aiflags & AI_SWIM) && !(SV_PointContents(traceendpos) & MASK_WATER))
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return false; // swim monster left water
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VectorCopy( traceendpos, ent->progs.sv->origin );
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if( relink ) SV_LinkEdict( ent );
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return true;
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}
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if( enemy == prog->edicts ) break;
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}
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return false;
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}
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// push down from a step height above the wished position
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neworg[2] += sv_stepheight->value;
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VectorCopy( neworg, end );
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end[2] -= sv_stepheight->value * 2;
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trace = SV_Trace( neworg, ent->progs.sv->mins, ent->progs.sv->maxs, end, MOVE_NORMAL, ent, SV_ContentsMask(ent));
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if( trace.startsolid )
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{
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neworg[2] -= sv_stepheight->value;
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trace = SV_Trace( neworg, ent->progs.sv->mins, ent->progs.sv->maxs, end, MOVE_NORMAL, ent, SV_ContentsMask(ent));
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if( trace.startsolid ) return false;
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}
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if( trace.fraction == 1 )
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{
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// if monster had the ground pulled out, go ahead and fall
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if((int)ent->progs.sv->aiflags & AI_PARTIALONGROUND )
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{
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VectorAdd( ent->progs.sv->origin, move, ent->progs.sv->origin );
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if (relink) SV_LinkEdict( ent );
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ent->progs.sv->aiflags = (int)ent->progs.sv->aiflags & ~AI_ONGROUND;
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return true;
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}
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return false; // walked off an edge
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}
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// check point traces down for dangling corners
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VectorCopy( trace.endpos, ent->progs.sv->origin );
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if(!SV_CheckBottom( ent ))
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{
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if((int)ent->progs.sv->aiflags & AI_PARTIALONGROUND )
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{
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// entity had floor mostly pulled out from underneath it
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// and is trying to correct
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if( relink ) SV_LinkEdict( ent );
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return true;
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}
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VectorCopy( oldorg, ent->progs.sv->origin );
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return false;
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}
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if((int)ent->progs.sv->aiflags & AI_PARTIALONGROUND )
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ent->progs.sv->flags = (int)ent->progs.sv->flags & ~AI_PARTIALONGROUND;
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ent->progs.sv->groundentity = PRVM_EDICT_TO_PROG( trace.ent );
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// the move is ok
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if( relink ) SV_LinkEdict( ent );
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return true;
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}
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//============================================================================
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/*
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======================
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SV_StepDirection
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Turns to the movement direction, and walks the current distance if
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facing it.
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======================
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*/
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bool SV_StepDirection( edict_t *ent, float yaw, float dist )
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{
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vec3_t move, oldorigin;
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float delta, current;
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ent->progs.sv->ideal_yaw = yaw;
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current = anglemod( ent->progs.sv->angles[1] );
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ent->progs.sv->angles[1] = SV_AngleMod( ent->progs.sv->ideal_yaw, current, ent->progs.sv->yaw_speed );
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yaw = yaw * M_PI*2 / 360;
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move[0] = cos(yaw)*dist;
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move[1] = sin(yaw)*dist;
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move[2] = 0;
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VectorCopy( ent->progs.sv->origin, oldorigin );
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if(SV_movestep( ent, move, false, false, false ))
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{
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delta = ent->progs.sv->angles[YAW] - ent->progs.sv->ideal_yaw;
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if( delta > 45 && delta < 315 )
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{
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// not turned far enough, so don't take the step
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VectorCopy( oldorigin, ent->progs.sv->origin );
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}
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SV_LinkEdict( ent );
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return true;
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}
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SV_LinkEdict( ent );
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return false;
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}
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/*
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======================
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SV_FixCheckBottom
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======================
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*/
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void SV_FixCheckBottom( edict_t *ent )
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{
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ent->progs.sv->flags = (int)ent->progs.sv->aiflags | AI_PARTIALONGROUND;
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}
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/*
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================
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SV_NewChaseDir
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================
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*/
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void SV_NewChaseDir( edict_t *actor, edict_t *enemy, float dist )
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{
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float deltax, deltay;
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float d[3], tdir, olddir, turnaround;
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olddir = anglemod((int)(actor->progs.sv->ideal_yaw/45) * 45);
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turnaround = anglemod( olddir - 180 );
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deltax = enemy->progs.sv->origin[0] - actor->progs.sv->origin[0];
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deltay = enemy->progs.sv->origin[1] - actor->progs.sv->origin[1];
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if( deltax > 10 ) d[1]= 0;
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else if( deltax < -10 ) d[1] = 180;
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else d[1] = -1;
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if( deltay < -10 ) d[2] = 270;
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else if( deltay > 10 ) d[2] = 90;
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else d[2] = -1;
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// try direct route
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if( d[1] != -1 && d[2] != -1 )
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{
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if( d[1] == 0 ) tdir = d[2] == 90 ? 45 : 315;
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else tdir = d[2] == 90 ? 135 : 215;
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if( tdir != turnaround && SV_StepDirection( actor, tdir, dist ))
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return;
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}
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// try other directions
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if(((rand()&3) & 1) || fabs(deltay) > fabs(deltax))
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{
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tdir = d[1];
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d[1] = d[2];
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d[2] = tdir;
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}
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if( d[1] != -1 && d[1] != turnaround && SV_StepDirection( actor, d[1], dist ))
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return;
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if( d[2] != -1 && d[2] != turnaround && SV_StepDirection( actor, d[2], dist ))
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return;
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// there is no direct path to the player, so pick another direction
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if( olddir != -1 && SV_StepDirection( actor, olddir, dist ))
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return;
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// randomly determine direction of search
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if( rand() & 1 )
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{
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for( tdir = 0; tdir <= 315; tdir += 45 )
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if( tdir != turnaround && SV_StepDirection( actor, tdir, dist ))
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return;
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}
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else
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{
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for( tdir = 315; tdir >= 0; tdir -= 45 )
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if( tdir != turnaround && SV_StepDirection( actor, tdir, dist ))
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return;
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}
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if( turnaround != -1 && SV_StepDirection( actor, turnaround, dist ))
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return;
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actor->progs.sv->ideal_yaw = olddir; // can't move
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// if a bridge was pulled out from underneath a monster, it may not have
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// a valid standing position at all
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if(!SV_CheckBottom( actor )) SV_FixCheckBottom( actor );
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}
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/*
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======================
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SV_CloseEnough
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======================
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*/
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bool SV_CloseEnough( edict_t *ent, edict_t *goal, float dist )
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{
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int i;
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for( i = 0; i < 3; i++ )
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{
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if( goal->progs.sv->absmin[i] > ent->progs.sv->absmax[i] + dist )
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return false;
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if( goal->progs.sv->absmax[i] < ent->progs.sv->absmin[i] - dist )
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return false;
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}
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return true;
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}
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/*
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======================
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SV_MoveToGoal
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======================
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*/
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void SV_MoveToGoal( void )
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{
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edict_t *ent, *goal;
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float dist;
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if(!VM_ValidateArgs( "movetogoal", 1 ))
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return;
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ent = PRVM_PROG_TO_EDICT( prog->globals.sv->pev );
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goal = PRVM_PROG_TO_EDICT( ent->progs.sv->goalentity );
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dist = PRVM_G_FLOAT( OFS_PARM0 );
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if(!((int)ent->progs.sv->aiflags & (AI_ONGROUND|AI_FLY|AI_SWIM)))
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{
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PRVM_G_FLOAT(OFS_RETURN) = 0;
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return;
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}
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// if the next step hits the enemy, return immediately
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if(PRVM_PROG_TO_EDICT(ent->progs.sv->enemy) != prog->edicts && SV_CloseEnough( ent, goal, dist))
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return;
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// bump around...
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if(( rand() & 3) == 1 || !SV_StepDirection( ent, ent->progs.sv->ideal_yaw, dist ))
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{
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SV_NewChaseDir( ent, goal, dist );
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}
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}
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// g-cont: my stupid callbacks
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cmodel_t *SV_GetModelPtr( edict_t *ent )
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{
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return pe->RegisterModel( sv.configstrings[CS_MODELS + (int)ent->progs.sv->modelindex] );
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}
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float *SV_GetModelVerts( sv_edict_t *ed, int *numvertices )
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{
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cmodel_t *cmod;
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edict_t *ent;
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ent = PRVM_EDICT_NUM(ed->serialnumber);
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cmod = pe->RegisterModel( sv.configstrings[CS_MODELS + (int)ent->progs.sv->modelindex] );
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if( cmod )
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{
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int i = (int)ent->progs.sv->body;
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i = bound( 0, i, cmod->numbodies ); // make sure what body exist
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if( cmod->col[i] )
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{
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*numvertices = cmod->col[i]->numverts;
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return (float *)cmod->col[i]->verts;
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}
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}
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return NULL;
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}
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void SV_Transform( sv_edict_t *ed, matrix4x3 transform )
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{
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edict_t *edict;
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vec3_t origin, angles;
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matrix4x4 objmatrix;
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if(!ed) return;
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edict = PRVM_EDICT_NUM( ed->serialnumber );
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// save matrix (fourth value will be reset on save\load)
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VectorCopy( transform[0], edict->progs.sv->m_pmatrix[0] );
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VectorCopy( transform[1], edict->progs.sv->m_pmatrix[1] );
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VectorCopy( transform[2], edict->progs.sv->m_pmatrix[2] );
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VectorCopy( transform[3], edict->progs.sv->m_pmatrix[3] );
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Matrix4x4_LoadIdentity( objmatrix );
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VectorCopy( transform[0], objmatrix[0] );
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VectorCopy( transform[1], objmatrix[1] );
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VectorCopy( transform[2], objmatrix[2] );
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VectorCopy( transform[3], objmatrix[3] );
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MatrixAngles( objmatrix, origin, angles );
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VectorCopy( origin, edict->progs.sv->origin );
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VectorCopy( angles, edict->progs.sv->angles );
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// refresh force and torque
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pe->GetForce( ed->physbody, edict->progs.sv->velocity, edict->progs.sv->avelocity, edict->progs.sv->force, edict->progs.sv->torque );
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pe->GetMassCentre( ed->physbody, edict->progs.sv->m_pcentre );
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}
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/*
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==============
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SV_ClientMove
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grab user cmd from player state
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send it to transform callback
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==============
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*/
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void SV_PlayerMove( sv_edict_t *ed )
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{
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pmove_t pm;
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sv_client_t *client;
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edict_t *player;
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client = ed->client;
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player = PRVM_PROG_TO_EDICT( ed->serialnumber );
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memset( &pm, 0, sizeof(pm) );
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if( player->progs.sv->movetype == MOVETYPE_NOCLIP )
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player->priv.sv->s.pm_type = PM_SPECTATOR;
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else player->priv.sv->s.pm_type = PM_NORMAL;
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player->priv.sv->s.gravity = sv_gravity->value;
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if( player->progs.sv->teleport_time )
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player->priv.sv->s.pm_flags |= PMF_TIME_TELEPORT;
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else player->priv.sv->s.pm_flags &= ~PMF_TIME_TELEPORT;
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pm.ps = player->priv.sv->s;
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pm.cmd = client->lastcmd;
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pm.body = ed->physbody; // member body ptr
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VectorCopy( player->progs.sv->origin, pm.ps.origin );
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VectorCopy( player->progs.sv->velocity, pm.ps.velocity );
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pe->PlayerMove( &pm, false ); // server move
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// save results of pmove
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player->priv.sv->s = pm.ps;
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VectorCopy(pm.ps.origin, player->progs.sv->origin);
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VectorCopy(pm.ps.velocity, player->progs.sv->velocity);
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VectorCopy(pm.mins, player->progs.sv->mins);
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VectorCopy(pm.maxs, player->progs.sv->maxs);
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VectorCopy(pm.ps.viewangles, player->priv.sv->s.viewangles );
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}
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void SV_PlaySound( sv_edict_t *ed, float volume, const char *sample )
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{
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float vol = bound( 0.0f, volume/255.0f, 255.0f );
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int sound_idx = SV_SoundIndex( sample );
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edict_t *ent;
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if( !ed ) ed = prog->edicts->priv.sv;
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ent = PRVM_PROG_TO_EDICT( ed->serialnumber );
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//SV_StartSound( ent->progs.sv->origin, ent, CHAN_BODY, sound_idx, vol, 1.0f, 0 );
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} |