mirror of
https://github.com/FWGS/xash3d-fwgs
synced 2024-11-22 09:56:22 +01:00
2164 lines
49 KiB
C
2164 lines
49 KiB
C
/*
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sv_phys.c - server physic
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Copyright (C) 2007 Uncle Mike
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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*/
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#include "common.h"
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#include "server.h"
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#include "const.h"
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#include "library.h"
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#include "triangleapi.h"
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#include "ref_common.h"
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typedef int (*PHYSICAPI)( int, server_physics_api_t*, physics_interface_t* );
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#if !XASH_DEDICATED
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extern triangleapi_t gTriApi;
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#endif
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/*
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pushmove objects do not obey gravity, and do not interact with each other or trigger fields,
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but block normal movement and push normal objects when they move.
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onground is set for toss objects when they come to a complete rest. it is set for steping or walking objects
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doors, plats, etc are SOLID_BSP, and MOVETYPE_PUSH
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bonus items are SOLID_TRIGGER touch, and MOVETYPE_TOSS
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corpses are SOLID_NOT and MOVETYPE_TOSS
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crates are SOLID_BBOX and MOVETYPE_TOSS
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walking monsters are SOLID_BBOX and MOVETYPE_STEP
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flying/floating monsters are SOLID_BBOX and MOVETYPE_FLY
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solid_edge items only clip against bsp models.
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*/
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#define MOVE_EPSILON 0.01f
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#define MAX_CLIP_PLANES 5
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static const vec3_t current_table[] =
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{
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{ 1, 0, 0 },
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{ 0, 1, 0 },
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{-1, 0, 0 },
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{ 0, -1, 0 },
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{ 0, 0, 1 },
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{ 0, 0, -1}
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};
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/*
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===============================================================================
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Utility functions
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===============================================================================
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*/
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/*
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================
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SV_CheckAllEnts
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================
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*/
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static void SV_CheckAllEnts( void )
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{
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static double nextcheck;
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edict_t *e;
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int i;
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if( !sv_check_errors.value || sv.state != ss_active )
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return;
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if(( nextcheck - Sys_DoubleTime()) > 0.0 )
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return;
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// don't check entities every frame (but every 5 secs)
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nextcheck = Sys_DoubleTime() + 5.0;
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// check edicts errors
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for( i = svs.maxclients + 1; i < svgame.numEntities; i++ )
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{
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e = EDICT_NUM( i );
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if( e->free && e->pvPrivateData != NULL )
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{
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Con_Printf( S_ERROR "Freed entity %s (%i) has private data.\n", SV_ClassName( e ), i );
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continue;
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}
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if( !SV_IsValidEdict( e ))
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continue;
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if( !e->v.pContainingEntity || e->v.pContainingEntity != e )
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{
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Con_Printf( S_ERROR "Entity %s (%i) has invalid container, fixed.\n", SV_ClassName( e ), i );
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e->v.pContainingEntity = e;
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continue;
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}
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if( !e->pvPrivateData || !Mem_IsAllocatedExt( svgame.mempool, e->pvPrivateData ))
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{
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Con_Printf( S_ERROR "Entity %s (%i) trashed private data.\n", SV_ClassName( e ), i );
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e->pvPrivateData = NULL;
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continue;
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}
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SV_CheckVelocity( e );
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}
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}
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/*
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================
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SV_CheckVelocity
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================
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*/
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void SV_CheckVelocity( edict_t *ent )
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{
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float wishspd;
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float maxspd;
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int i;
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// bound velocity
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for( i = 0; i < 3; i++ )
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{
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if( IS_NAN( ent->v.velocity[i] ))
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{
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if( sv_check_errors.value )
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Con_Printf( "Got a NaN velocity on %s\n", STRING( ent->v.classname ));
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ent->v.velocity[i] = 0.0f;
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}
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if( IS_NAN( ent->v.origin[i] ))
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{
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if( sv_check_errors.value )
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Con_Printf( "Got a NaN origin on %s\n", STRING( ent->v.classname ));
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ent->v.origin[i] = 0.0f;
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}
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}
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wishspd = DotProduct( ent->v.velocity, ent->v.velocity );
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maxspd = sv_maxvelocity.value * sv_maxvelocity.value * 1.73f; // half-diagonal
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if( wishspd > maxspd )
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{
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wishspd = sqrt( wishspd );
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if( sv_check_errors.value )
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Con_Printf( "Got a velocity too high on %s ( %.2f > %.2f )\n", STRING( ent->v.classname ), wishspd, sqrt( maxspd ));
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wishspd = sv_maxvelocity.value / wishspd;
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VectorScale( ent->v.velocity, wishspd, ent->v.velocity );
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}
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}
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/*
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================
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SV_UpdateBaseVelocity
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================
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*/
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void SV_UpdateBaseVelocity( edict_t *ent )
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{
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if( ent->v.flags & FL_ONGROUND )
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{
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edict_t *groundentity = ent->v.groundentity;
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if( SV_IsValidEdict( groundentity ))
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{
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// On conveyor belt that's moving?
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if( groundentity->v.flags & FL_CONVEYOR )
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{
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vec3_t new_basevel;
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VectorScale( groundentity->v.movedir, groundentity->v.speed, new_basevel );
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if( ent->v.flags & FL_BASEVELOCITY )
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VectorAdd( new_basevel, ent->v.basevelocity, new_basevel );
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ent->v.flags |= FL_BASEVELOCITY;
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VectorCopy( new_basevel, ent->v.basevelocity );
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}
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}
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}
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}
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/*
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============
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SV_TestEntityPosition
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returns true if the entity is in solid currently
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============
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*/
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static qboolean SV_TestEntityPosition( edict_t *ent, edict_t *blocker )
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{
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qboolean monsterClip = FBitSet( ent->v.flags, FL_MONSTERCLIP ) ? true : false;
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trace_t trace;
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if( FBitSet( ent->v.flags, FL_CLIENT|FL_FAKECLIENT ))
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{
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// to avoid falling through tracktrain update client mins\maxs here
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if( FBitSet( ent->v.flags, FL_DUCKING ))
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SV_SetMinMaxSize( ent, host.player_mins[1], host.player_maxs[1], true );
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else SV_SetMinMaxSize( ent, host.player_mins[0], host.player_maxs[0], true );
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}
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trace = SV_Move( ent->v.origin, ent->v.mins, ent->v.maxs, ent->v.origin, MOVE_NORMAL, ent, monsterClip );
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if( SV_IsValidEdict( blocker ) && SV_IsValidEdict( trace.ent ))
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{
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if( trace.ent->v.movetype == MOVETYPE_PUSH || trace.ent == blocker )
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return trace.startsolid;
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return false;
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}
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return trace.startsolid;
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}
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/*
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=============
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SV_RunThink
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Runs thinking code if time. There is some play in the exact time the think
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function will be called, because it is called before any movement is done
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in a frame. Not used for pushmove objects, because they must be exact.
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Returns false if the entity removed itself.
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=============
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*/
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static qboolean SV_RunThink( edict_t *ent )
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{
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float thinktime;
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if( !FBitSet( ent->v.flags, FL_KILLME ))
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{
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thinktime = ent->v.nextthink;
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if( thinktime <= 0.0f || thinktime > (sv.time + sv.frametime))
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return true;
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if( thinktime < sv.time )
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thinktime = sv.time; // don't let things stay in the past.
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// it is possible to start that way
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// by a trigger with a local time.
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ent->v.nextthink = 0.0f;
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svgame.globals->time = thinktime;
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svgame.dllFuncs.pfnThink( ent );
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}
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if( FBitSet( ent->v.flags, FL_KILLME ))
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SV_FreeEdict( ent );
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return !ent->free;
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}
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/*
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=============
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SV_PlayerRunThink
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Runs thinking code if player time. There is some play in the exact time the think
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function will be called, because it is called before any movement is done
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in a frame. Not used for pushmove objects, because they must be exact.
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Returns false if the entity removed itself.
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=============
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*/
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qboolean SV_PlayerRunThink( edict_t *ent, float frametime, double time )
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{
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float thinktime;
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if( svgame.physFuncs.SV_PlayerThink )
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return svgame.physFuncs.SV_PlayerThink( ent, frametime, time );
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if( !FBitSet( ent->v.flags, FL_KILLME|FL_DORMANT ))
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{
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thinktime = ent->v.nextthink;
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if( thinktime <= 0.0f || thinktime > (time + frametime))
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return true;
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if( thinktime < time )
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thinktime = time; // don't let things stay in the past.
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// it is possible to start that way
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// by a trigger with a local time.
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ent->v.nextthink = 0.0f;
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svgame.globals->time = thinktime;
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svgame.dllFuncs.pfnThink( ent );
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}
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if( FBitSet( ent->v.flags, FL_KILLME ))
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ClearBits( ent->v.flags, FL_KILLME );
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return !ent->free;
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}
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/*
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==================
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SV_Impact
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Two entities have touched, so run their touch functions
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==================
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*/
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void SV_Impact( edict_t *e1, edict_t *e2, trace_t *trace )
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{
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svgame.globals->time = sv.time;
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if(( e1->v.flags|e2->v.flags ) & FL_KILLME )
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return;
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if( e1->v.groupinfo && e2->v.groupinfo )
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{
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if( svs.groupop == GROUP_OP_AND && !FBitSet( e1->v.groupinfo, e2->v.groupinfo ))
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return;
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if( svs.groupop == GROUP_OP_NAND && FBitSet( e1->v.groupinfo, e2->v.groupinfo ))
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return;
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}
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if( e1->v.solid != SOLID_NOT )
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{
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SV_CopyTraceToGlobal( trace );
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svgame.dllFuncs.pfnTouch( e1, e2 );
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}
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if( e2->v.solid != SOLID_NOT )
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{
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SV_CopyTraceToGlobal( trace );
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svgame.dllFuncs.pfnTouch( e2, e1 );
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}
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}
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/*
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=============
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SV_AngularMove
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may use friction for smooth stopping
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=============
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*/
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static void SV_AngularMove( edict_t *ent, float frametime, float friction )
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{
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float adjustment;
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int i;
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VectorMA( ent->v.angles, frametime, ent->v.avelocity, ent->v.angles );
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if( friction == 0.0f ) return;
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adjustment = frametime * (sv_stopspeed.value / 10.0f) * sv_friction.value * fabs( friction );
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for( i = 0; i < 3; i++ )
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{
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if( ent->v.avelocity[i] > 0.0f )
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{
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ent->v.avelocity[i] -= adjustment;
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if( ent->v.avelocity[i] < 0.0f )
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ent->v.avelocity[i] = 0.0f;
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}
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else
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{
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ent->v.avelocity[i] += adjustment;
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if( ent->v.avelocity[i] > 0.0f )
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ent->v.avelocity[i] = 0.0f;
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}
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}
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}
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/*
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=============
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SV_LinearMove
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use friction for smooth stopping
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=============
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*/
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static void SV_LinearMove( edict_t *ent, float frametime, float friction )
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{
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int i;
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float adjustment;
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VectorMA( ent->v.origin, frametime, ent->v.velocity, ent->v.origin );
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if( friction == 0.0f ) return;
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adjustment = frametime * (sv_stopspeed.value / 10.0f) * sv_friction.value * fabs( friction );
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for( i = 0; i < 3; i++ )
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{
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if( ent->v.velocity[i] > 0.0f )
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{
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ent->v.velocity[i] -= adjustment;
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if( ent->v.velocity[i] < 0.0f )
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ent->v.velocity[i] = 0.0f;
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}
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else
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{
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ent->v.velocity[i] += adjustment;
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if( ent->v.velocity[i] > 0.0f )
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ent->v.velocity[i] = 0.0f;
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}
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}
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}
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/*
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=============
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SV_RecursiveWaterLevel
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recursively recalculating the middle
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=============
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*/
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static float SV_RecursiveWaterLevel( vec3_t origin, float out, float in, int count )
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{
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vec3_t point;
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float offset;
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offset = ((out - in) * 0.5f) + in;
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if( ++count > 5 ) return offset;
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VectorSet( point, origin[0], origin[1], origin[2] + offset );
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if( SV_PointContents( point ) == CONTENTS_WATER )
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return SV_RecursiveWaterLevel( origin, out, offset, count );
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return SV_RecursiveWaterLevel( origin, offset, in, count );
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}
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/*
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=============
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SV_Submerged
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determine how deep the entity is
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=============
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*/
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static float SV_Submerged( edict_t *ent )
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{
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float start, bottom;
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vec3_t point;
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vec3_t center;
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VectorAverage( ent->v.absmin, ent->v.absmax, center );
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start = ent->v.absmin[2] - center[2];
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switch( ent->v.waterlevel )
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{
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case 1:
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bottom = SV_RecursiveWaterLevel( center, 0.0f, start, 0 );
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return bottom - start;
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case 3:
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VectorSet( point, center[0], center[1], ent->v.absmax[2] );
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svs.groupmask = ent->v.groupinfo;
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if( SV_PointContents( point ) == CONTENTS_WATER )
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return (ent->v.maxs[2] - ent->v.mins[2]);
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// intentionally fallthrough
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case 2:
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bottom = SV_RecursiveWaterLevel( center, ent->v.absmax[2] - center[2], 0.0f, 0 );
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return bottom - start;
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}
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return 0.0f;
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}
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/*
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=============
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SV_CheckWater
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=============
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*/
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static qboolean SV_CheckWater( edict_t *ent )
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{
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int cont, truecont;
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vec3_t point;
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point[0] = (ent->v.absmax[0] + ent->v.absmin[0]) * 0.5f;
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point[1] = (ent->v.absmax[1] + ent->v.absmin[1]) * 0.5f;
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point[2] = (ent->v.absmin[2] + 1.0f);
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ent->v.watertype = CONTENTS_EMPTY;
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svs.groupmask = ent->v.groupinfo;
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ent->v.waterlevel = 0;
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cont = SV_PointContents( point );
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if( cont <= CONTENTS_WATER && cont > CONTENTS_TRANSLUCENT )
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{
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svs.groupmask = ent->v.groupinfo;
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truecont = SV_TruePointContents( point );
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ent->v.watertype = cont;
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ent->v.waterlevel = 1;
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if( ent->v.absmin[2] != ent->v.absmax[2] )
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{
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point[2] = (ent->v.absmin[2] + ent->v.absmax[2]) * 0.5f;
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svs.groupmask = ent->v.groupinfo;
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cont = SV_PointContents( point );
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if( cont <= CONTENTS_WATER && cont > CONTENTS_TRANSLUCENT )
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{
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ent->v.waterlevel = 2;
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VectorAdd( point, ent->v.view_ofs, point );
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svs.groupmask = ent->v.groupinfo;
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cont = SV_PointContents( point );
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if( cont <= CONTENTS_WATER && cont > CONTENTS_TRANSLUCENT )
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ent->v.waterlevel = 3;
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}
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}
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else
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{
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// a point entity
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ent->v.waterlevel = 3;
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}
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// Quake2 feature. Probably never was used in Half-Life...
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if( truecont <= CONTENTS_CURRENT_0 && truecont >= CONTENTS_CURRENT_DOWN )
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{
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float speed = 150.0f * ent->v.waterlevel / 3.0f;
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const float *dir = current_table[CONTENTS_CURRENT_0 - truecont];
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VectorMA( ent->v.basevelocity, speed, dir, ent->v.basevelocity );
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}
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}
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return (ent->v.waterlevel > 1);
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}
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/*
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=============
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SV_CheckMover
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test thing (applies the friction to pushables while standing on moving platform)
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=============
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*/
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static qboolean SV_CheckMover( edict_t *ent )
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{
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edict_t *gnd = ent->v.groundentity;
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if( !SV_IsValidEdict( gnd ))
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return false;
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if( gnd->v.movetype != MOVETYPE_PUSH )
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return false;
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if( VectorIsNull( gnd->v.velocity ) && VectorIsNull( gnd->v.avelocity ))
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return false;
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|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
SV_ClipVelocity
|
|
|
|
Slide off of the impacting object
|
|
==================
|
|
*/
|
|
static int SV_ClipVelocity( vec3_t in, vec3_t normal, vec3_t out, float overbounce )
|
|
{
|
|
float backoff;
|
|
float change;
|
|
int i, blocked;
|
|
|
|
blocked = 0;
|
|
if( normal[2] > 0.0f ) blocked |= 1; // floor
|
|
if( !normal[2] ) blocked |= 2; // step
|
|
|
|
backoff = DotProduct( in, normal ) * overbounce;
|
|
|
|
for( i = 0; i < 3; i++ )
|
|
{
|
|
change = normal[i] * backoff;
|
|
out[i] = in[i] - change;
|
|
|
|
if( out[i] > -1.0f && out[i] < 1.0f )
|
|
out[i] = 0.0f;
|
|
}
|
|
|
|
return blocked;
|
|
}
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
FLYING MOVEMENT CODE
|
|
|
|
===============================================================================
|
|
*/
|
|
/*
|
|
============
|
|
SV_FlyMove
|
|
|
|
The basic solid body movement clip that slides along multiple planes
|
|
*steptrace - if not NULL, the trace results of any vertical wall hit will be stored
|
|
Returns the clipflags if the velocity was modified (hit something solid)
|
|
1 = floor
|
|
2 = wall / step
|
|
4 = dead stop
|
|
============
|
|
*/
|
|
static int SV_FlyMove( edict_t *ent, float time, trace_t *steptrace )
|
|
{
|
|
int i, j, numplanes, bumpcount, blocked;
|
|
vec3_t dir, end, planes[MAX_CLIP_PLANES];
|
|
vec3_t primal_velocity, original_velocity, new_velocity;
|
|
float d, time_left, allFraction;
|
|
qboolean monsterClip;
|
|
trace_t trace;
|
|
|
|
blocked = 0;
|
|
monsterClip = FBitSet( ent->v.flags, FL_MONSTERCLIP ) ? true : false;
|
|
VectorCopy( ent->v.velocity, original_velocity );
|
|
VectorCopy( ent->v.velocity, primal_velocity );
|
|
numplanes = 0;
|
|
|
|
allFraction = 0.0f;
|
|
time_left = time;
|
|
|
|
for( bumpcount = 0; bumpcount < MAX_CLIP_PLANES - 1; bumpcount++ )
|
|
{
|
|
if( VectorIsNull( ent->v.velocity ))
|
|
break;
|
|
|
|
VectorMA( ent->v.origin, time_left, ent->v.velocity, end );
|
|
trace = SV_Move( ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_NORMAL, ent, monsterClip );
|
|
|
|
allFraction += trace.fraction;
|
|
|
|
if( trace.allsolid )
|
|
{
|
|
// entity is trapped in another solid
|
|
VectorClear( ent->v.velocity );
|
|
return 4;
|
|
}
|
|
|
|
if( trace.fraction > 0.0f )
|
|
{
|
|
// actually covered some distance
|
|
VectorCopy( trace.endpos, ent->v.origin );
|
|
VectorCopy( ent->v.velocity, original_velocity );
|
|
numplanes = 0;
|
|
}
|
|
|
|
if( trace.fraction == 1.0f )
|
|
break; // moved the entire distance
|
|
|
|
if( !SV_IsValidEdict( trace.ent ))
|
|
break; // g-cont. this should never happens
|
|
|
|
if( trace.plane.normal[2] > 0.7f )
|
|
{
|
|
blocked |= 1; // floor
|
|
|
|
if( trace.ent->v.solid == SOLID_BSP || trace.ent->v.solid == SOLID_SLIDEBOX ||
|
|
trace.ent->v.movetype == MOVETYPE_PUSHSTEP || (trace.ent->v.flags & FL_CLIENT))
|
|
{
|
|
SetBits( ent->v.flags, FL_ONGROUND );
|
|
ent->v.groundentity = trace.ent;
|
|
}
|
|
}
|
|
|
|
if( trace.plane.normal[2] == 0.0f )
|
|
{
|
|
blocked |= 2; // step
|
|
if( steptrace ) *steptrace = trace; // save for player extrafriction
|
|
}
|
|
|
|
// run the impact function
|
|
SV_Impact( ent, trace.ent, &trace );
|
|
|
|
// break if removed by the impact function
|
|
if( ent->free ) break;
|
|
|
|
time_left -= time_left * trace.fraction;
|
|
|
|
// clipped to another plane
|
|
if( numplanes >= MAX_CLIP_PLANES )
|
|
{
|
|
// this shouldn't really happen
|
|
VectorClear( ent->v.velocity );
|
|
break;
|
|
}
|
|
|
|
VectorCopy( trace.plane.normal, planes[numplanes] );
|
|
numplanes++;
|
|
|
|
// modify original_velocity so it parallels all of the clip planes
|
|
for( i = 0; i < numplanes; i++ )
|
|
{
|
|
SV_ClipVelocity( original_velocity, planes[i], new_velocity, 1.0f );
|
|
|
|
for( j = 0; j < numplanes; j++ )
|
|
{
|
|
if( j != i )
|
|
{
|
|
if( DotProduct( new_velocity, planes[j] ) < 0.0f )
|
|
break; // not ok
|
|
}
|
|
}
|
|
|
|
if( j == numplanes )
|
|
break;
|
|
}
|
|
|
|
if( i != numplanes )
|
|
{
|
|
// go along this plane
|
|
VectorCopy( new_velocity, ent->v.velocity );
|
|
}
|
|
else
|
|
{
|
|
// go along the crease
|
|
if( numplanes != 2 )
|
|
{
|
|
VectorClear( ent->v.velocity );
|
|
break;
|
|
}
|
|
|
|
CrossProduct( planes[0], planes[1], dir );
|
|
d = DotProduct( dir, ent->v.velocity );
|
|
VectorScale( dir, d, ent->v.velocity );
|
|
}
|
|
|
|
// if current velocity is against the original velocity,
|
|
// stop dead to avoid tiny occilations in sloping corners
|
|
if( DotProduct( ent->v.velocity, primal_velocity ) <= 0.0f )
|
|
{
|
|
VectorClear( ent->v.velocity );
|
|
break;
|
|
}
|
|
}
|
|
|
|
if( allFraction == 0.0f )
|
|
VectorClear( ent->v.velocity );
|
|
|
|
return blocked;
|
|
}
|
|
|
|
/*
|
|
============
|
|
SV_AddGravity
|
|
|
|
============
|
|
*/
|
|
static void SV_AddGravity( edict_t *ent )
|
|
{
|
|
float ent_gravity;
|
|
|
|
if( ent->v.gravity )
|
|
ent_gravity = ent->v.gravity;
|
|
else ent_gravity = 1.0f;
|
|
|
|
// add gravity incorrectly
|
|
ent->v.velocity[2] -= ( ent_gravity * sv_gravity.value * sv.frametime );
|
|
ent->v.velocity[2] += ( ent->v.basevelocity[2] * sv.frametime );
|
|
ent->v.basevelocity[2] = 0.0f;
|
|
|
|
// bound velocity
|
|
SV_CheckVelocity( ent );
|
|
}
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
PUSHMOVE
|
|
|
|
===============================================================================
|
|
*/
|
|
/*
|
|
============
|
|
SV_AllowPushRotate
|
|
|
|
Allows to change entity yaw?
|
|
============
|
|
*/
|
|
static qboolean SV_AllowPushRotate( edict_t *ent )
|
|
{
|
|
model_t *mod;
|
|
|
|
mod = SV_ModelHandle( ent->v.modelindex );
|
|
|
|
if( !mod || mod->type != mod_brush )
|
|
return true;
|
|
|
|
if( !FBitSet( host.features, ENGINE_PHYSICS_PUSHER_EXT ))
|
|
return false;
|
|
|
|
if( FBitSet( mod->flags, MODEL_HAS_ORIGIN ))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
============
|
|
SV_PushEntity
|
|
|
|
Does not change the entities velocity at all
|
|
============
|
|
*/
|
|
static trace_t SV_PushEntity( edict_t *ent, const vec3_t lpush, const vec3_t apush, int *blocked, float flDamage )
|
|
{
|
|
trace_t trace;
|
|
qboolean monsterBlock;
|
|
qboolean monsterClip;
|
|
int type;
|
|
vec3_t end;
|
|
|
|
monsterClip = FBitSet( ent->v.flags, FL_MONSTERCLIP ) ? true : false;
|
|
VectorAdd( ent->v.origin, lpush, end );
|
|
|
|
if( ent->v.movetype == MOVETYPE_FLYMISSILE )
|
|
type = MOVE_MISSILE;
|
|
else if( ent->v.solid == SOLID_TRIGGER || ent->v.solid == SOLID_NOT )
|
|
type = MOVE_NOMONSTERS; // only clip against bmodels
|
|
else type = MOVE_NORMAL;
|
|
|
|
trace = SV_Move( ent->v.origin, ent->v.mins, ent->v.maxs, end, type, ent, monsterClip );
|
|
|
|
if( trace.fraction != 0.0f )
|
|
{
|
|
VectorCopy( trace.endpos, ent->v.origin );
|
|
|
|
if( sv.state == ss_active && apush[YAW] && ( ent->v.flags & FL_CLIENT ))
|
|
{
|
|
ent->v.avelocity[1] += apush[1];
|
|
ent->v.fixangle = 2;
|
|
}
|
|
|
|
// don't rotate pushables!
|
|
if( SV_AllowPushRotate( ent ))
|
|
ent->v.angles[YAW] += trace.fraction * apush[YAW];
|
|
}
|
|
|
|
SV_LinkEdict( ent, true );
|
|
|
|
if( ent->v.movetype == MOVETYPE_WALK || ent->v.movetype == MOVETYPE_STEP || ent->v.movetype == MOVETYPE_PUSHSTEP )
|
|
monsterBlock = true;
|
|
else monsterBlock = false;
|
|
|
|
if( blocked )
|
|
{
|
|
// more accuracy blocking code
|
|
if( monsterBlock )
|
|
*blocked = !VectorCompareEpsilon( ent->v.origin, end, ON_EPSILON ); // can't move full distance
|
|
else *blocked = true;
|
|
}
|
|
|
|
// so we can run impact function afterwards.
|
|
if( SV_IsValidEdict( trace.ent ))
|
|
SV_Impact( ent, trace.ent, &trace );
|
|
|
|
return trace;
|
|
}
|
|
|
|
/*
|
|
============
|
|
SV_CanPushed
|
|
|
|
filter entities for push
|
|
============
|
|
*/
|
|
static qboolean SV_CanPushed( edict_t *ent )
|
|
{
|
|
// filter movetypes to collide with
|
|
switch( ent->v.movetype )
|
|
{
|
|
case MOVETYPE_NONE:
|
|
case MOVETYPE_PUSH:
|
|
case MOVETYPE_FOLLOW:
|
|
case MOVETYPE_NOCLIP:
|
|
case MOVETYPE_COMPOUND:
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
============
|
|
SV_CanBlock
|
|
|
|
allow entity to block pusher?
|
|
============
|
|
*/
|
|
static qboolean SV_CanBlock( edict_t *ent )
|
|
{
|
|
if( ent->v.mins[0] == ent->v.maxs[0] )
|
|
return false;
|
|
|
|
if( ent->v.solid == SOLID_NOT || ent->v.solid == SOLID_TRIGGER )
|
|
{
|
|
// clear bounds for deadbody
|
|
ent->v.mins[0] = ent->v.mins[1] = 0;
|
|
VectorCopy( ent->v.mins, ent->v.maxs );
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
============
|
|
SV_PushMove
|
|
|
|
============
|
|
*/
|
|
static edict_t *SV_PushMove( edict_t *pusher, float movetime )
|
|
{
|
|
int i, e, block;
|
|
int num_moved, oldsolid;
|
|
vec3_t mins, maxs, lmove;
|
|
sv_pushed_t *p, *pushed_p;
|
|
edict_t *check;
|
|
|
|
if( svgame.globals->changelevel || VectorIsNull( pusher->v.velocity ))
|
|
{
|
|
pusher->v.ltime += movetime;
|
|
return NULL;
|
|
}
|
|
|
|
for( i = 0; i < 3; i++ )
|
|
{
|
|
lmove[i] = pusher->v.velocity[i] * movetime;
|
|
mins[i] = pusher->v.absmin[i] + lmove[i];
|
|
maxs[i] = pusher->v.absmax[i] + lmove[i];
|
|
}
|
|
|
|
pushed_p = svgame.pushed;
|
|
|
|
// save the pusher's original position
|
|
pushed_p->ent = pusher;
|
|
VectorCopy( pusher->v.origin, pushed_p->origin );
|
|
VectorCopy( pusher->v.angles, pushed_p->angles );
|
|
pushed_p++;
|
|
|
|
// move the pusher to it's final position
|
|
SV_LinearMove( pusher, movetime, 0.0f );
|
|
SV_LinkEdict( pusher, false );
|
|
pusher->v.ltime += movetime;
|
|
oldsolid = pusher->v.solid;
|
|
|
|
// non-solid pushers can't push anything
|
|
if( pusher->v.solid == SOLID_NOT )
|
|
return NULL;
|
|
|
|
// see if any solid entities are inside the final position
|
|
num_moved = 0;
|
|
|
|
for( e = 1; e < svgame.numEntities; e++ )
|
|
{
|
|
check = EDICT_NUM( e );
|
|
if( !SV_IsValidEdict( check )) continue;
|
|
|
|
// filter movetypes to collide with
|
|
if( !SV_CanPushed( check ))
|
|
continue;
|
|
|
|
pusher->v.solid = SOLID_NOT;
|
|
block = SV_TestEntityPosition( check, pusher );
|
|
pusher->v.solid = oldsolid;
|
|
if( block ) continue;
|
|
|
|
// if the entity is standing on the pusher, it will definately be moved
|
|
if( !( FBitSet( check->v.flags, FL_ONGROUND ) && check->v.groundentity == pusher ))
|
|
{
|
|
if( check->v.absmin[0] >= maxs[0]
|
|
|| check->v.absmin[1] >= maxs[1]
|
|
|| check->v.absmin[2] >= maxs[2]
|
|
|| check->v.absmax[0] <= mins[0]
|
|
|| check->v.absmax[1] <= mins[1]
|
|
|| check->v.absmax[2] <= mins[2] )
|
|
continue;
|
|
|
|
// see if the ent's bbox is inside the pusher's final position
|
|
if( !SV_TestEntityPosition( check, NULL ))
|
|
continue;
|
|
}
|
|
|
|
// remove the onground flag for non-players
|
|
if( check->v.movetype != MOVETYPE_WALK )
|
|
check->v.flags &= ~FL_ONGROUND;
|
|
|
|
// save original position of contacted entity
|
|
pushed_p->ent = check;
|
|
VectorCopy( check->v.origin, pushed_p->origin );
|
|
VectorCopy( check->v.angles, pushed_p->angles );
|
|
pushed_p++;
|
|
|
|
// try moving the contacted entity
|
|
pusher->v.solid = SOLID_NOT;
|
|
SV_PushEntity( check, lmove, vec3_origin, &block, pusher->v.dmg );
|
|
pusher->v.solid = oldsolid;
|
|
|
|
// if it is still inside the pusher, block
|
|
if( SV_TestEntityPosition( check, NULL ) && block )
|
|
{
|
|
if( !SV_CanBlock( check ))
|
|
continue;
|
|
|
|
pusher->v.ltime -= movetime;
|
|
|
|
// move back any entities we already moved
|
|
// go backwards, so if the same entity was pushed
|
|
// twice, it goes back to the original position
|
|
for( p = pushed_p - 1; p >= svgame.pushed; p-- )
|
|
{
|
|
VectorCopy( p->origin, p->ent->v.origin );
|
|
VectorCopy( p->angles, p->ent->v.angles );
|
|
SV_LinkEdict( p->ent, (p->ent == check) ? true : false );
|
|
}
|
|
return check;
|
|
}
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
/*
|
|
============
|
|
SV_PushRotate
|
|
|
|
============
|
|
*/
|
|
static edict_t *SV_PushRotate( edict_t *pusher, float movetime )
|
|
{
|
|
int i, e, block, oldsolid;
|
|
matrix4x4 start_l, end_l;
|
|
vec3_t lmove, amove;
|
|
sv_pushed_t *p, *pushed_p;
|
|
vec3_t org, org2, temp;
|
|
edict_t *check;
|
|
|
|
if( svgame.globals->changelevel || VectorIsNull( pusher->v.avelocity ))
|
|
{
|
|
pusher->v.ltime += movetime;
|
|
return NULL;
|
|
}
|
|
|
|
for( i = 0; i < 3; i++ )
|
|
amove[i] = pusher->v.avelocity[i] * movetime;
|
|
|
|
// create pusher initial position
|
|
Matrix4x4_CreateFromEntity( start_l, pusher->v.angles, pusher->v.origin, 1.0f );
|
|
|
|
pushed_p = svgame.pushed;
|
|
|
|
// save the pusher's original position
|
|
pushed_p->ent = pusher;
|
|
VectorCopy( pusher->v.origin, pushed_p->origin );
|
|
VectorCopy( pusher->v.angles, pushed_p->angles );
|
|
pushed_p++;
|
|
|
|
// move the pusher to it's final position
|
|
SV_AngularMove( pusher, movetime, pusher->v.friction );
|
|
SV_LinkEdict( pusher, false );
|
|
pusher->v.ltime += movetime;
|
|
oldsolid = pusher->v.solid;
|
|
|
|
// non-solid pushers can't push anything
|
|
if( pusher->v.solid == SOLID_NOT )
|
|
return NULL;
|
|
|
|
// create pusher final position
|
|
Matrix4x4_CreateFromEntity( end_l, pusher->v.angles, pusher->v.origin, 1.0f );
|
|
|
|
// see if any solid entities are inside the final position
|
|
for( e = 1; e < svgame.numEntities; e++ )
|
|
{
|
|
check = EDICT_NUM( e );
|
|
if( !SV_IsValidEdict( check ))
|
|
continue;
|
|
|
|
// filter movetypes to collide with
|
|
if( !SV_CanPushed( check ))
|
|
continue;
|
|
|
|
pusher->v.solid = SOLID_NOT;
|
|
block = SV_TestEntityPosition( check, pusher );
|
|
pusher->v.solid = oldsolid;
|
|
if( block ) continue;
|
|
|
|
// if the entity is standing on the pusher, it will definately be moved
|
|
if( !(( check->v.flags & FL_ONGROUND ) && check->v.groundentity == pusher ))
|
|
{
|
|
if( check->v.absmin[0] >= pusher->v.absmax[0]
|
|
|| check->v.absmin[1] >= pusher->v.absmax[1]
|
|
|| check->v.absmin[2] >= pusher->v.absmax[2]
|
|
|| check->v.absmax[0] <= pusher->v.absmin[0]
|
|
|| check->v.absmax[1] <= pusher->v.absmin[1]
|
|
|| check->v.absmax[2] <= pusher->v.absmin[2] )
|
|
continue;
|
|
|
|
// see if the ent's bbox is inside the pusher's final position
|
|
if( !SV_TestEntityPosition( check, NULL ))
|
|
continue;
|
|
}
|
|
|
|
// save original position of contacted entity
|
|
pushed_p->ent = check;
|
|
VectorCopy( check->v.origin, pushed_p->origin );
|
|
VectorCopy( check->v.angles, pushed_p->angles );
|
|
pushed_p->fixangle = check->v.fixangle;
|
|
pushed_p++;
|
|
|
|
// calculate destination position
|
|
if( check->v.movetype == MOVETYPE_PUSHSTEP || check->v.movetype == MOVETYPE_STEP )
|
|
VectorAverage( check->v.absmin, check->v.absmax, org );
|
|
else VectorCopy( check->v.origin, org );
|
|
|
|
Matrix4x4_VectorITransform( start_l, org, temp );
|
|
Matrix4x4_VectorTransform( end_l, temp, org2 );
|
|
VectorSubtract( org2, org, lmove );
|
|
|
|
// i can't clear FL_ONGROUND in all cases because many bad things may be happen
|
|
if( check->v.movetype != MOVETYPE_WALK )
|
|
{
|
|
if( lmove[2] != 0.0f ) check->v.flags &= ~FL_ONGROUND;
|
|
if( lmove[2] < 0.0f && !pusher->v.dmg )
|
|
lmove[2] = 0.0f; // let's the free falling
|
|
}
|
|
|
|
// try moving the contacted entity
|
|
pusher->v.solid = SOLID_NOT;
|
|
SV_PushEntity( check, lmove, amove, &block, pusher->v.dmg );
|
|
pusher->v.solid = oldsolid;
|
|
|
|
// pushed entity blocked by wall
|
|
if( block && check->v.movetype != MOVETYPE_WALK )
|
|
check->v.flags &= ~FL_ONGROUND;
|
|
|
|
// if it is still inside the pusher, block
|
|
if( SV_TestEntityPosition( check, NULL ) && block )
|
|
{
|
|
if( !SV_CanBlock( check ))
|
|
continue;
|
|
|
|
pusher->v.ltime -= movetime;
|
|
|
|
// move back any entities we already moved
|
|
// go backwards, so if the same entity was pushed
|
|
// twice, it goes back to the original position
|
|
for( p = pushed_p - 1; p >= svgame.pushed; p-- )
|
|
{
|
|
VectorCopy( p->origin, p->ent->v.origin );
|
|
VectorCopy( p->angles, p->ent->v.angles );
|
|
SV_LinkEdict( p->ent, (p->ent == check) ? true : false );
|
|
p->ent->v.fixangle = p->fixangle;
|
|
}
|
|
return check;
|
|
}
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
/*
|
|
================
|
|
SV_Physics_Pusher
|
|
|
|
================
|
|
*/
|
|
static void SV_Physics_Pusher( edict_t *ent )
|
|
{
|
|
float oldtime, oldtime2;
|
|
float thinktime, movetime;
|
|
edict_t *pBlocker;
|
|
int i;
|
|
|
|
pBlocker = NULL;
|
|
oldtime = ent->v.ltime;
|
|
thinktime = ent->v.nextthink;
|
|
|
|
if( thinktime < oldtime + sv.frametime )
|
|
{
|
|
movetime = thinktime - oldtime;
|
|
if( movetime < 0.0f ) movetime = 0.0f;
|
|
}
|
|
else movetime = sv.frametime;
|
|
|
|
if( movetime )
|
|
{
|
|
if( !VectorIsNull( ent->v.avelocity ))
|
|
{
|
|
if( !VectorIsNull( ent->v.velocity ))
|
|
{
|
|
pBlocker = SV_PushRotate( ent, movetime );
|
|
|
|
if( !pBlocker )
|
|
{
|
|
oldtime2 = ent->v.ltime;
|
|
|
|
// reset the local time to what it was before we rotated
|
|
ent->v.ltime = oldtime;
|
|
pBlocker = SV_PushMove( ent, movetime );
|
|
if( ent->v.ltime < oldtime2 )
|
|
ent->v.ltime = oldtime2;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
pBlocker = SV_PushRotate( ent, movetime );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
pBlocker = SV_PushMove( ent, movetime );
|
|
}
|
|
}
|
|
|
|
// if the pusher has a "blocked" function, call it
|
|
// otherwise, just stay in place until the obstacle is gone
|
|
if( pBlocker ) svgame.dllFuncs.pfnBlocked( ent, pBlocker );
|
|
|
|
for( i = 0; i < 3; i++ )
|
|
{
|
|
if( ent->v.angles[i] < -3600.0f || ent->v.angles[i] > 3600.0f )
|
|
ent->v.angles[i] = fmod( ent->v.angles[i], 3600.0f );
|
|
}
|
|
|
|
if( thinktime > oldtime && (( ent->v.flags & FL_ALWAYSTHINK ) || thinktime <= ent->v.ltime ))
|
|
{
|
|
ent->v.nextthink = 0.0f;
|
|
svgame.globals->time = sv.time;
|
|
svgame.dllFuncs.pfnThink( ent );
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
/*
|
|
=============
|
|
SV_Physics_Follow
|
|
|
|
just copy angles and origin of parent
|
|
=============
|
|
*/
|
|
static void SV_Physics_Follow( edict_t *ent )
|
|
{
|
|
edict_t *parent;
|
|
|
|
// regular thinking
|
|
if( !SV_RunThink( ent )) return;
|
|
|
|
parent = ent->v.aiment;
|
|
|
|
if( !SV_IsValidEdict( parent ))
|
|
{
|
|
ent->v.movetype = MOVETYPE_NONE;
|
|
return;
|
|
}
|
|
|
|
VectorAdd( parent->v.origin, ent->v.v_angle, ent->v.origin );
|
|
VectorCopy( parent->v.angles, ent->v.angles );
|
|
|
|
SV_LinkEdict( ent, true );
|
|
}
|
|
|
|
/*
|
|
=============
|
|
SV_Physics_Compound
|
|
|
|
a glue two entities together
|
|
=============
|
|
*/
|
|
static void SV_Physics_Compound( edict_t *ent )
|
|
{
|
|
edict_t *parent;
|
|
|
|
// regular thinking
|
|
if( !SV_RunThink( ent )) return;
|
|
|
|
parent = ent->v.aiment;
|
|
|
|
if( !SV_IsValidEdict( parent ))
|
|
{
|
|
ent->v.movetype = MOVETYPE_NONE;
|
|
return;
|
|
}
|
|
|
|
if( ent->v.solid != SOLID_TRIGGER )
|
|
ent->v.solid = SOLID_NOT;
|
|
|
|
switch( parent->v.movetype )
|
|
{
|
|
case MOVETYPE_PUSH:
|
|
case MOVETYPE_PUSHSTEP:
|
|
break;
|
|
default: return;
|
|
}
|
|
|
|
// not initialized ?
|
|
if( ent->v.ltime == 0.0f )
|
|
{
|
|
VectorCopy( parent->v.origin, ent->v.oldorigin );
|
|
VectorCopy( parent->v.angles, ent->v.avelocity );
|
|
ent->v.ltime = sv.frametime;
|
|
return;
|
|
}
|
|
|
|
if( !VectorCompare( parent->v.origin, ent->v.oldorigin ) || !VectorCompare( parent->v.angles, ent->v.avelocity ))
|
|
{
|
|
matrix4x4 start_l, end_l, temp_l, child;
|
|
|
|
// create parent old position
|
|
Matrix4x4_CreateFromEntity( temp_l, ent->v.avelocity, ent->v.oldorigin, 1.0f );
|
|
Matrix4x4_Invert_Simple( start_l, temp_l );
|
|
|
|
// create parent actual position
|
|
Matrix4x4_CreateFromEntity( end_l, parent->v.angles, parent->v.origin, 1.0f );
|
|
|
|
// stupid quake bug!!!
|
|
if( !( host.features & ENGINE_COMPENSATE_QUAKE_BUG ))
|
|
ent->v.angles[PITCH] = -ent->v.angles[PITCH];
|
|
|
|
// create child actual position
|
|
Matrix4x4_CreateFromEntity( child, ent->v.angles, ent->v.origin, 1.0f );
|
|
|
|
// transform child from start to end
|
|
Matrix4x4_ConcatTransforms( temp_l, start_l, child );
|
|
Matrix4x4_ConcatTransforms( child, end_l, temp_l );
|
|
|
|
// create child final position
|
|
Matrix4x4_ConvertToEntity( child, ent->v.angles, ent->v.origin );
|
|
|
|
// stupid quake bug!!!
|
|
if( !( host.features & ENGINE_COMPENSATE_QUAKE_BUG ))
|
|
ent->v.angles[PITCH] = -ent->v.angles[PITCH];
|
|
}
|
|
|
|
// notsolid ents never touch triggers
|
|
SV_LinkEdict( ent, (ent->v.solid == SOLID_NOT) ? false : true );
|
|
|
|
// shuffle states
|
|
VectorCopy( parent->v.origin, ent->v.oldorigin );
|
|
VectorCopy( parent->v.angles, ent->v.avelocity );
|
|
}
|
|
|
|
/*
|
|
=============
|
|
SV_PhysicsNoclip
|
|
|
|
A moving object that doesn't obey physics
|
|
=============
|
|
*/
|
|
static void SV_Physics_Noclip( edict_t *ent )
|
|
{
|
|
// regular thinking
|
|
if( !SV_RunThink( ent )) return;
|
|
|
|
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 );
|
|
|
|
// noclip ents never touch triggers
|
|
SV_LinkEdict( ent, false );
|
|
}
|
|
|
|
/*
|
|
==============================================================================
|
|
|
|
TOSS / BOUNCE
|
|
|
|
==============================================================================
|
|
*/
|
|
/*
|
|
=============
|
|
SV_CheckWaterTransition
|
|
|
|
=============
|
|
*/
|
|
static void SV_CheckWaterTransition( edict_t *ent )
|
|
{
|
|
vec3_t point;
|
|
int cont;
|
|
|
|
point[0] = (ent->v.absmax[0] + ent->v.absmin[0]) * 0.5f;
|
|
point[1] = (ent->v.absmax[1] + ent->v.absmin[1]) * 0.5f;
|
|
point[2] = (ent->v.absmin[2] + 1.0f);
|
|
|
|
svs.groupmask = ent->v.groupinfo;
|
|
cont = SV_PointContents( point );
|
|
|
|
if( !ent->v.watertype )
|
|
{
|
|
// just spawned here
|
|
ent->v.watertype = cont;
|
|
ent->v.waterlevel = 1;
|
|
return;
|
|
}
|
|
|
|
if( cont <= CONTENTS_WATER && cont > CONTENTS_TRANSLUCENT )
|
|
{
|
|
if( ent->v.watertype == CONTENTS_EMPTY )
|
|
{
|
|
// just crossed into water
|
|
const char *snd = SoundList_GetRandom( PlayerWaterEnter );
|
|
if( snd )
|
|
SV_StartSound( ent, CHAN_AUTO, snd, 1.0f, ATTN_NORM, 0, 100 );
|
|
ent->v.velocity[2] *= 0.5f;
|
|
}
|
|
|
|
ent->v.watertype = cont;
|
|
ent->v.waterlevel = 1;
|
|
|
|
if( ent->v.absmin[2] != ent->v.absmax[2] )
|
|
{
|
|
point[2] = (ent->v.absmin[2] + ent->v.absmax[2]) * 0.5f;
|
|
svs.groupmask = ent->v.groupinfo;
|
|
cont = SV_PointContents( point );
|
|
|
|
if( cont <= CONTENTS_WATER && cont > CONTENTS_TRANSLUCENT )
|
|
{
|
|
ent->v.waterlevel = 2;
|
|
VectorAdd( point, ent->v.view_ofs, point );
|
|
svs.groupmask = ent->v.groupinfo;
|
|
cont = SV_PointContents( point );
|
|
if( cont <= CONTENTS_WATER && cont > CONTENTS_TRANSLUCENT )
|
|
ent->v.waterlevel = 3;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// point entity
|
|
ent->v.waterlevel = 3;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if( ent->v.watertype != CONTENTS_EMPTY )
|
|
{
|
|
// just crossed into water
|
|
const char *snd = SoundList_GetRandom( PlayerWaterExit );
|
|
if( snd )
|
|
SV_StartSound( ent, CHAN_AUTO, snd, 1.0f, ATTN_NORM, 0, 100 );
|
|
}
|
|
ent->v.watertype = CONTENTS_EMPTY;
|
|
ent->v.waterlevel = 0;
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
SV_Physics_Toss
|
|
|
|
Toss, bounce, and fly movement. When onground, do nothing.
|
|
=============
|
|
*/
|
|
static void SV_Physics_Toss( edict_t *ent )
|
|
{
|
|
trace_t trace;
|
|
vec3_t move;
|
|
float backoff;
|
|
edict_t *ground;
|
|
|
|
SV_CheckWater( ent );
|
|
|
|
// regular thinking
|
|
if( !SV_RunThink( ent )) return;
|
|
|
|
ground = ent->v.groundentity;
|
|
|
|
if( ent->v.velocity[2] > 0 )
|
|
ClearBits( ent->v.flags, FL_ONGROUND );
|
|
|
|
if( !SV_IsValidEdict( ground ) || FBitSet( ground->v.flags, FL_MONSTER|FL_CLIENT ))
|
|
ClearBits( ent->v.flags, FL_ONGROUND );
|
|
|
|
// if on ground and not moving, return.
|
|
if( FBitSet( ent->v.flags, FL_ONGROUND ) && VectorIsNull( ent->v.velocity ))
|
|
{
|
|
VectorClear( ent->v.avelocity );
|
|
|
|
if( VectorIsNull( ent->v.basevelocity ))
|
|
return; // at rest
|
|
}
|
|
|
|
SV_CheckVelocity( ent );
|
|
|
|
// add gravity
|
|
switch( ent->v.movetype )
|
|
{
|
|
case MOVETYPE_FLY:
|
|
case MOVETYPE_FLYMISSILE:
|
|
case MOVETYPE_BOUNCEMISSILE:
|
|
break;
|
|
default:
|
|
SV_AddGravity( ent );
|
|
break;
|
|
}
|
|
|
|
// move angles (with friction)
|
|
switch( ent->v.movetype )
|
|
{
|
|
case MOVETYPE_TOSS:
|
|
case MOVETYPE_BOUNCE:
|
|
SV_AngularMove( ent, sv.frametime, ent->v.friction );
|
|
break;
|
|
default:
|
|
SV_AngularMove( ent, sv.frametime, 0.0f );
|
|
break;
|
|
}
|
|
|
|
// move origin
|
|
// Base velocity is not properly accounted for since this entity will move again
|
|
// after the bounce without taking it into account
|
|
VectorAdd( ent->v.velocity, ent->v.basevelocity, ent->v.velocity );
|
|
|
|
SV_CheckVelocity( ent );
|
|
VectorScale( ent->v.velocity, sv.frametime, move );
|
|
|
|
VectorSubtract( ent->v.velocity, ent->v.basevelocity, ent->v.velocity );
|
|
|
|
trace = SV_PushEntity( ent, move, vec3_origin, NULL, 0.0f );
|
|
if( ent->free ) return;
|
|
|
|
SV_CheckVelocity( ent );
|
|
|
|
if( trace.allsolid )
|
|
{
|
|
// entity is trapped in another solid
|
|
VectorClear( ent->v.avelocity );
|
|
VectorClear( ent->v.velocity );
|
|
return;
|
|
}
|
|
|
|
if( trace.fraction == 1.0f )
|
|
{
|
|
SV_CheckWaterTransition( ent );
|
|
return;
|
|
}
|
|
|
|
if( ent->v.movetype == MOVETYPE_BOUNCE )
|
|
backoff = 2.0f - ent->v.friction;
|
|
else if( ent->v.movetype == MOVETYPE_BOUNCEMISSILE )
|
|
backoff = 2.0f;
|
|
else backoff = 1.0f;
|
|
|
|
SV_ClipVelocity( ent->v.velocity, trace.plane.normal, ent->v.velocity, backoff );
|
|
|
|
// stop if on ground
|
|
if( trace.plane.normal[2] > 0.7f )
|
|
{
|
|
float vel;
|
|
|
|
VectorAdd( ent->v.velocity, ent->v.basevelocity, move );
|
|
vel = DotProduct( move, move );
|
|
|
|
if( ent->v.velocity[2] < sv_gravity.value * sv.frametime )
|
|
{
|
|
// we're rolling on the ground, add static friction.
|
|
ent->v.groundentity = trace.ent;
|
|
ent->v.flags |= FL_ONGROUND;
|
|
ent->v.velocity[2] = 0.0f;
|
|
}
|
|
|
|
if( vel < 900.0f || ( ent->v.movetype != MOVETYPE_BOUNCE && ent->v.movetype != MOVETYPE_BOUNCEMISSILE ))
|
|
{
|
|
ent->v.flags |= FL_ONGROUND;
|
|
ent->v.groundentity = trace.ent;
|
|
VectorClear( ent->v.avelocity );
|
|
VectorClear( ent->v.velocity );
|
|
}
|
|
else
|
|
{
|
|
VectorScale( ent->v.velocity, (1.0f - trace.fraction) * sv.frametime * 0.9f, move );
|
|
VectorMA( move, (1.0f - trace.fraction) * sv.frametime * 0.9f, ent->v.basevelocity, move );
|
|
trace = SV_PushEntity( ent, move, vec3_origin, NULL, 0.0f );
|
|
if( ent->free ) return;
|
|
}
|
|
}
|
|
|
|
// check for in water
|
|
SV_CheckWaterTransition( ent );
|
|
}
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
STEPPING MOVEMENT
|
|
|
|
===============================================================================
|
|
*/
|
|
/*
|
|
=============
|
|
SV_Physics_Step
|
|
|
|
Monsters freefall when they don't have a ground entity, otherwise
|
|
all movement is done with discrete steps.
|
|
|
|
This is also used for objects that have become still on the ground, but
|
|
will fall if the floor is pulled out from under them.
|
|
=============
|
|
*/
|
|
static void SV_Physics_Step( edict_t *ent )
|
|
{
|
|
qboolean inwater;
|
|
qboolean wasonground;
|
|
qboolean wasonmover;
|
|
vec3_t mins, maxs;
|
|
vec3_t point;
|
|
trace_t trace;
|
|
int x, y;
|
|
|
|
SV_WaterMove( ent );
|
|
SV_CheckVelocity( ent );
|
|
|
|
wasonground = (ent->v.flags & FL_ONGROUND);
|
|
wasonmover = SV_CheckMover( ent );
|
|
inwater = SV_CheckWater( ent );
|
|
|
|
if( FBitSet( ent->v.flags, FL_FLOAT ) && ent->v.waterlevel > 0 )
|
|
{
|
|
float buoyancy = SV_Submerged( ent ) * ent->v.skin * sv.frametime;
|
|
|
|
SV_AddGravity( ent );
|
|
ent->v.velocity[2] += buoyancy;
|
|
}
|
|
|
|
if( !wasonground )
|
|
{
|
|
if( !FBitSet( ent->v.flags, FL_FLY ))
|
|
{
|
|
if( !FBitSet( ent->v.flags, FL_SWIM ) || ( ent->v.waterlevel <= 0 ))
|
|
{
|
|
if( !inwater )
|
|
SV_AddGravity( ent );
|
|
}
|
|
}
|
|
}
|
|
|
|
if( !VectorIsNull( ent->v.velocity ) || !VectorIsNull( ent->v.basevelocity ))
|
|
{
|
|
ent->v.flags &= ~FL_ONGROUND;
|
|
|
|
if(( wasonground || wasonmover ) && ( ent->v.health > 0 || SV_CheckBottom( ent, MOVE_NORMAL )))
|
|
{
|
|
float *vel = ent->v.velocity;
|
|
float control, speed, newspeed;
|
|
float friction;
|
|
|
|
speed = sqrt(( vel[0] * vel[0] ) + ( vel[1] * vel[1] )); // DotProduct2D
|
|
|
|
if( speed )
|
|
{
|
|
friction = sv_friction.value * ent->v.friction; // factor
|
|
ent->v.friction = 1.0f; // g-cont. ???
|
|
if( wasonmover ) friction *= 0.5f; // add a little friction
|
|
|
|
control = (speed < sv_stopspeed.value) ? sv_stopspeed.value : speed;
|
|
newspeed = speed - (sv.frametime * control * friction);
|
|
if( newspeed < 0 ) newspeed = 0;
|
|
newspeed /= speed;
|
|
|
|
vel[0] = vel[0] * newspeed;
|
|
vel[1] = vel[1] * newspeed;
|
|
}
|
|
}
|
|
|
|
VectorAdd( ent->v.velocity, ent->v.basevelocity, ent->v.velocity );
|
|
SV_CheckVelocity( ent );
|
|
|
|
SV_FlyMove( ent, sv.frametime, NULL );
|
|
if( ent->free ) return;
|
|
|
|
SV_CheckVelocity( ent );
|
|
VectorSubtract( ent->v.velocity, ent->v.basevelocity, ent->v.velocity );
|
|
SV_CheckVelocity( ent );
|
|
|
|
VectorAdd( ent->v.origin, ent->v.mins, mins );
|
|
VectorAdd( ent->v.origin, ent->v.maxs, maxs );
|
|
|
|
point[2] = mins[2] - 1.0f;
|
|
|
|
for( x = 0; x <= 1; x++ )
|
|
{
|
|
if( FBitSet( ent->v.flags, FL_ONGROUND ))
|
|
break;
|
|
|
|
for( y = 0; y <= 1; y++ )
|
|
{
|
|
point[0] = x ? maxs[0] : mins[0];
|
|
point[1] = y ? maxs[1] : mins[1];
|
|
|
|
trace = SV_Move( point, vec3_origin, vec3_origin, point, MOVE_NORMAL, ent, false );
|
|
|
|
if( trace.startsolid )
|
|
{
|
|
SetBits( ent->v.flags, FL_ONGROUND );
|
|
ent->v.groundentity = trace.ent;
|
|
ent->v.friction = 1.0f;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
SV_LinkEdict( ent, true );
|
|
}
|
|
else
|
|
{
|
|
if( svgame.globals->force_retouch != 0 )
|
|
{
|
|
qboolean monsterClip = FBitSet( ent->v.flags, FL_MONSTERCLIP ) ? true : false;
|
|
trace = SV_Move( ent->v.origin, ent->v.mins, ent->v.maxs, ent->v.origin, MOVE_NORMAL, ent, monsterClip );
|
|
|
|
// hentacle impact code
|
|
if(( trace.fraction < 1.0f || trace.startsolid ) && SV_IsValidEdict( trace.ent ))
|
|
{
|
|
SV_Impact( ent, trace.ent, &trace );
|
|
if( ent->free ) return;
|
|
}
|
|
}
|
|
}
|
|
|
|
if( !SV_RunThink( ent )) return;
|
|
SV_CheckWaterTransition( ent );
|
|
|
|
}
|
|
|
|
/*
|
|
=============
|
|
SV_PhysicsNone
|
|
|
|
Non moving objects can only think
|
|
=============
|
|
*/
|
|
static void SV_Physics_None( edict_t *ent )
|
|
{
|
|
SV_RunThink( ent );
|
|
}
|
|
|
|
//============================================================================
|
|
static void SV_Physics_Entity( edict_t *ent )
|
|
{
|
|
// user dll can override movement type (Xash3D extension)
|
|
if( svgame.physFuncs.SV_PhysicsEntity && svgame.physFuncs.SV_PhysicsEntity( ent ))
|
|
return; // overrided
|
|
|
|
SV_UpdateBaseVelocity( ent );
|
|
|
|
if( !FBitSet( ent->v.flags, FL_BASEVELOCITY ) && !VectorIsNull( ent->v.basevelocity ))
|
|
{
|
|
// Apply momentum (add in half of the previous frame of velocity first)
|
|
VectorMA( ent->v.velocity, 1.0f + (sv.frametime * 0.5f), ent->v.basevelocity, ent->v.velocity );
|
|
VectorClear( ent->v.basevelocity );
|
|
}
|
|
|
|
ent->v.flags &= ~FL_BASEVELOCITY;
|
|
|
|
if( svgame.globals->force_retouch != 0.0f )
|
|
{
|
|
// force retouch even for stationary
|
|
SV_LinkEdict( ent, true );
|
|
}
|
|
|
|
switch( ent->v.movetype )
|
|
{
|
|
case MOVETYPE_NONE:
|
|
SV_Physics_None( ent );
|
|
break;
|
|
case MOVETYPE_NOCLIP:
|
|
SV_Physics_Noclip( ent );
|
|
break;
|
|
case MOVETYPE_FOLLOW:
|
|
SV_Physics_Follow( ent );
|
|
break;
|
|
case MOVETYPE_COMPOUND:
|
|
SV_Physics_Compound( ent );
|
|
break;
|
|
case MOVETYPE_STEP:
|
|
case MOVETYPE_PUSHSTEP:
|
|
SV_Physics_Step( ent );
|
|
break;
|
|
case MOVETYPE_FLY:
|
|
case MOVETYPE_TOSS:
|
|
case MOVETYPE_BOUNCE:
|
|
case MOVETYPE_FLYMISSILE:
|
|
case MOVETYPE_BOUNCEMISSILE:
|
|
SV_Physics_Toss( ent );
|
|
break;
|
|
case MOVETYPE_PUSH:
|
|
SV_Physics_Pusher( ent );
|
|
break;
|
|
case MOVETYPE_WALK:
|
|
Host_Error( "%s: bad movetype %i\n", __func__, ent->v.movetype );
|
|
break;
|
|
}
|
|
|
|
// g-cont. don't alow free entities during loading because
|
|
// this produce a corrupted baselines
|
|
if( sv.state == ss_active && FBitSet( ent->v.flags, FL_KILLME ))
|
|
SV_FreeEdict( ent );
|
|
}
|
|
|
|
static void SV_RunLightStyles( void )
|
|
{
|
|
int i, ofs;
|
|
lightstyle_t *ls;
|
|
float scale;
|
|
|
|
scale = 1.0f;
|
|
|
|
// run lightstyles animation
|
|
for( i = 0, ls = sv.lightstyles; i < MAX_LIGHTSTYLES; i++, ls++ )
|
|
{
|
|
ls->time += sv.frametime;
|
|
ofs = (ls->time * 10);
|
|
|
|
if( ls->length == 0 ) ls->value = scale; // disable this light
|
|
else if( ls->length == 1 ) ls->value = ( ls->map[0] / 12.0f ) * scale;
|
|
else ls->value = ( ls->map[ofs % ls->length] / 12.0f ) * scale;
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
SV_Physics
|
|
|
|
================
|
|
*/
|
|
void SV_Physics( void )
|
|
{
|
|
edict_t *ent;
|
|
int i;
|
|
|
|
SV_CheckAllEnts ();
|
|
|
|
svgame.globals->time = sv.time;
|
|
|
|
// let the progs know that a new frame has started
|
|
svgame.dllFuncs.pfnStartFrame();
|
|
|
|
// treat each object in turn
|
|
for( i = 0; i < svgame.numEntities; i++ )
|
|
{
|
|
ent = EDICT_NUM( i );
|
|
|
|
if( !SV_IsValidEdict( ent ))
|
|
continue;
|
|
|
|
if( i > 0 && i <= svs.maxclients )
|
|
continue;
|
|
|
|
SV_Physics_Entity( ent );
|
|
}
|
|
|
|
if( svgame.globals->force_retouch != 0.0f )
|
|
svgame.globals->force_retouch--;
|
|
|
|
if( svgame.physFuncs.SV_EndFrame != NULL )
|
|
svgame.physFuncs.SV_EndFrame();
|
|
|
|
// animate lightstyles (used for GetEntityIllum)
|
|
SV_RunLightStyles ();
|
|
|
|
// increase framecount
|
|
sv.framecount++;
|
|
|
|
#if 0 // figure out why this causes memory corruption
|
|
// decrement svgame.numEntities if the highest number entities died
|
|
for( ; ( ent = EDICT_NUM( svgame.numEntities - 1 )) && ent->free; svgame.numEntities-- );
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
================
|
|
SV_GetServerTime
|
|
|
|
Inplementation for new physics interface
|
|
================
|
|
*/
|
|
static double GAME_EXPORT SV_GetServerTime( void )
|
|
{
|
|
return sv.time;
|
|
}
|
|
|
|
/*
|
|
================
|
|
SV_GetFrameTime
|
|
|
|
Inplementation for new physics interface
|
|
================
|
|
*/
|
|
static double GAME_EXPORT SV_GetFrameTime( void )
|
|
{
|
|
return sv.frametime;
|
|
}
|
|
|
|
/*
|
|
================
|
|
SV_GetHeadNode
|
|
|
|
Inplementation for new physics interface
|
|
================
|
|
*/
|
|
static areanode_t *GAME_EXPORT SV_GetHeadNode( void )
|
|
{
|
|
return sv_areanodes;
|
|
}
|
|
|
|
/*
|
|
================
|
|
SV_ServerState
|
|
|
|
Inplementation for new physics interface
|
|
================
|
|
*/
|
|
static int GAME_EXPORT SV_ServerState( void )
|
|
{
|
|
return sv.state;
|
|
}
|
|
|
|
/*
|
|
================
|
|
SV_DrawDebugTriangles
|
|
|
|
Called from renderer for debug purposes
|
|
================
|
|
*/
|
|
void SV_DrawDebugTriangles( void )
|
|
{
|
|
if( host.type != HOST_NORMAL )
|
|
return;
|
|
|
|
if( svgame.physFuncs.DrawNormalTriangles != NULL )
|
|
{
|
|
// draw solid overlay
|
|
svgame.physFuncs.DrawNormalTriangles ();
|
|
}
|
|
|
|
if( svgame.physFuncs.DrawDebugTriangles != NULL )
|
|
{
|
|
#if 0
|
|
// debug draws only
|
|
pglDisable( GL_BLEND );
|
|
pglDepthMask( GL_FALSE );
|
|
pglDisable( GL_TEXTURE_2D );
|
|
#endif
|
|
// draw wireframe overlay
|
|
svgame.physFuncs.DrawDebugTriangles ();
|
|
#if 0
|
|
pglEnable( GL_TEXTURE_2D );
|
|
pglDepthMask( GL_TRUE );
|
|
pglEnable( GL_BLEND );
|
|
#endif
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
SV_DrawOrthoTriangles
|
|
|
|
Called from renderer for debug purposes
|
|
================
|
|
*/
|
|
void SV_DrawOrthoTriangles( void )
|
|
{
|
|
if( host.type != HOST_NORMAL )
|
|
return;
|
|
|
|
if( svgame.physFuncs.DrawOrthoTriangles != NULL )
|
|
{
|
|
// draw solid overlay
|
|
svgame.physFuncs.DrawOrthoTriangles ();
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
SV_GetLightStyle
|
|
|
|
needs to get correct working SV_LightPoint
|
|
==================
|
|
*/
|
|
static const char *GAME_EXPORT SV_GetLightStyle( int style )
|
|
{
|
|
if( style < 0 ) style = 0;
|
|
if( style >= MAX_LIGHTSTYLES )
|
|
Host_Error( "%s: style: %i >= %d", __func__, style, MAX_LIGHTSTYLES );
|
|
|
|
return sv.lightstyles[style].pattern;
|
|
}
|
|
|
|
static void GAME_EXPORT SV_UpdateFogSettings( unsigned int packed_fog )
|
|
{
|
|
svgame.movevars.fog_settings = packed_fog;
|
|
host.movevars_changed = true; // force to transmit
|
|
}
|
|
|
|
/*
|
|
=========
|
|
pfnGetFilesList
|
|
|
|
=========
|
|
*/
|
|
static char **GAME_EXPORT pfnGetFilesList( const char *pattern, int *numFiles, int gamedironly )
|
|
{
|
|
static search_t *t = NULL;
|
|
|
|
if( t ) Mem_Free( t ); // release prev search
|
|
|
|
t = FS_Search( pattern, true, gamedironly );
|
|
|
|
if( !t )
|
|
{
|
|
if( numFiles ) *numFiles = 0;
|
|
return NULL;
|
|
}
|
|
|
|
if( numFiles ) *numFiles = t->numfilenames;
|
|
return t->filenames;
|
|
}
|
|
|
|
static void *GAME_EXPORT pfnMem_Alloc( size_t cb, const char *filename, const int fileline )
|
|
{
|
|
return _Mem_Alloc( svgame.mempool, cb, true, filename, fileline );
|
|
}
|
|
|
|
static void GAME_EXPORT pfnMem_Free( void *mem, const char *filename, const int fileline )
|
|
{
|
|
if( !mem ) return;
|
|
_Mem_Free( mem, filename, fileline );
|
|
}
|
|
|
|
/*
|
|
=============
|
|
pfnPointContents
|
|
|
|
=============
|
|
*/
|
|
static int GAME_EXPORT pfnPointContents( const float *pos, int groupmask )
|
|
{
|
|
int oldmask, cont;
|
|
|
|
if( !pos ) return CONTENTS_NONE;
|
|
oldmask = svs.groupmask;
|
|
|
|
svs.groupmask = groupmask;
|
|
cont = SV_PointContents( pos );
|
|
svs.groupmask = oldmask; // restore old mask
|
|
|
|
return cont;
|
|
}
|
|
|
|
static trace_t GAME_EXPORT SV_MoveNormal( const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end, int type, edict_t *e )
|
|
{
|
|
return SV_Move( start, mins, maxs, end, type, e, false );
|
|
}
|
|
|
|
/*
|
|
=============
|
|
pfnWriteBytes
|
|
|
|
=============
|
|
*/
|
|
static void GAME_EXPORT pfnWriteBytes( const byte *bytes, int count )
|
|
{
|
|
MSG_WriteBytes( &sv.multicast, bytes, count );
|
|
if( svgame.msg_trace ) Con_Printf( "\t^3%s( %i )\n", __func__, count );
|
|
svgame.msg_realsize += count;
|
|
}
|
|
|
|
static const byte *GAME_EXPORT pfnLoadImagePixels( const char *filename, int *width, int *height )
|
|
{
|
|
rgbdata_t *pic = FS_LoadImage( filename, NULL, 0 );
|
|
byte *buffer;
|
|
|
|
if( !pic ) return NULL;
|
|
|
|
buffer = Mem_Malloc( svgame.mempool, pic->size );
|
|
if( buffer ) memcpy( buffer, pic->buffer, pic->size );
|
|
if( width ) *width = pic->width;
|
|
if( height ) *height = pic->height;
|
|
FS_FreeImage( pic );
|
|
|
|
return buffer;
|
|
}
|
|
|
|
static const char *GAME_EXPORT pfnGetModelName( int modelindex )
|
|
{
|
|
if( modelindex < 0 || modelindex >= MAX_MODELS )
|
|
return NULL;
|
|
return sv.model_precache[modelindex];
|
|
}
|
|
|
|
static const byte *GAME_EXPORT GL_TextureData( unsigned int texnum )
|
|
{
|
|
#if !XASH_DEDICATED
|
|
return Host_IsDedicated() ? NULL : ref.dllFuncs.GL_TextureData( texnum );
|
|
#else // XASH_DEDICATED
|
|
return NULL;
|
|
#endif // XASH_DEDICATED
|
|
}
|
|
|
|
static server_physics_api_t gPhysicsAPI =
|
|
{
|
|
SV_LinkEdict,
|
|
SV_GetServerTime,
|
|
SV_GetFrameTime,
|
|
(void*)SV_ModelHandle,
|
|
SV_GetHeadNode,
|
|
SV_ServerState,
|
|
Host_Error,
|
|
#if !XASH_DEDICATED
|
|
&gTriApi, // ouch!
|
|
pfnDrawConsoleString,
|
|
pfnDrawSetTextColor,
|
|
pfnDrawConsoleStringLen,
|
|
#else
|
|
NULL, // ouch! ouch!
|
|
NULL, // ouch! ouch!
|
|
NULL, // ouch! ouch!
|
|
NULL, // ouch! ouch!
|
|
#endif
|
|
Con_NPrintf,
|
|
Con_NXPrintf,
|
|
SV_GetLightStyle,
|
|
SV_UpdateFogSettings,
|
|
pfnGetFilesList,
|
|
SV_TraceSurface,
|
|
GL_TextureData,
|
|
pfnMem_Alloc,
|
|
pfnMem_Free,
|
|
pfnPointContents,
|
|
SV_MoveNormal,
|
|
SV_MoveNoEnts,
|
|
(void*)SV_BoxInPVS,
|
|
pfnWriteBytes,
|
|
Mod_CheckLump,
|
|
Mod_ReadLump,
|
|
Mod_SaveLump,
|
|
COM_SaveFile,
|
|
pfnLoadImagePixels,
|
|
pfnGetModelName,
|
|
Sys_GetNativeObject
|
|
};
|
|
|
|
/*
|
|
===============
|
|
SV_InitPhysicsAPI
|
|
|
|
Initialize server external physics
|
|
===============
|
|
*/
|
|
qboolean SV_InitPhysicsAPI( void )
|
|
{
|
|
static PHYSICAPI pPhysIface;
|
|
|
|
pPhysIface = (PHYSICAPI)COM_GetProcAddress( svgame.hInstance, "Server_GetPhysicsInterface" );
|
|
if( pPhysIface )
|
|
{
|
|
if( pPhysIface( SV_PHYSICS_INTERFACE_VERSION, &gPhysicsAPI, &svgame.physFuncs ))
|
|
{
|
|
Con_Reportf( "%s: ^2initailized extended PhysicAPI ^7ver. %i\n", __func__, SV_PHYSICS_INTERFACE_VERSION );
|
|
|
|
if( svgame.physFuncs.SV_CheckFeatures != NULL )
|
|
{
|
|
// grab common engine features (it will be shared across the network)
|
|
Host_ValidateEngineFeatures( ENGINE_FEATURES_MASK, svgame.physFuncs.SV_CheckFeatures( ));
|
|
}
|
|
return true;
|
|
}
|
|
|
|
// make sure what physic functions is cleared
|
|
memset( &svgame.physFuncs, 0, sizeof( svgame.physFuncs ));
|
|
Host_ValidateEngineFeatures( ENGINE_FEATURES_MASK, 0 );
|
|
return false; // just tell user about problems
|
|
}
|
|
|
|
// physic interface is missed
|
|
Host_ValidateEngineFeatures( ENGINE_FEATURES_MASK, 0 );
|
|
return true;
|
|
}
|