Moved the PMove code into the base_player class, so mods can override

sections at will
This commit is contained in:
Marco Cawthorne 2021-06-08 15:30:47 +02:00
parent 3efae50481
commit 17368be5e7
8 changed files with 904 additions and 738 deletions

View File

@ -14,8 +14,6 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
void PMove_SetSize(entity targ);
/*
=================
Predict_EntityUpdate
@ -44,7 +42,7 @@ Predict_EntityUpdate(player pl, float new)
pl.customphysics = __NULL__;
}
PMove_SetSize(pl);
pl.Physics_SetViewParms();
pl.drawmask = MASK_ENGINE;
return;
}

View File

@ -1,7 +1,9 @@
#includelist
spectator.qc
pmove.qc
pmove_custom.qc
sound.qc
math.qc
player.qc
player_pmove.qc
#endlist

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@ -75,6 +75,18 @@ base_player
void(void) base_player;
virtual void(float) Physics_Fall;
virtual void(void) Physics_Crouch;
virtual void(void) Physics_Jump;
virtual void(float) Physics_CheckJump;
virtual void(void) Physics_SetViewParms;
virtual void(void) Physics_WaterJump;
virtual void(void) Physics_WaterMove;
virtual float(void) Physics_MaxSpeed;
virtual void(void) Physics_InputPreMove;
virtual void(void) Physics_InputPostMove;
virtual void(void) Physics_Run;
#ifdef CLIENT
int sequence;
float pitch;

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@ -35,7 +35,7 @@ base_player::ReceiveEntity(float new, float fl)
/* HACK: we need to make this more reliable */
if (fl == UPDATE_ALL) {
/* we respawned */
gravity = __NULL__;
gravity = 1.0f;
}
if (fl & PLAYER_MODELINDEX)
@ -344,5 +344,4 @@ base_player::SendEntity(entity ePEnt, float fChanged)
void
base_player::base_player(void)
{
}

320
src/shared/player_pmove.qc Normal file
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@ -0,0 +1,320 @@
void
base_player::Physics_Fall(float flDownforce)
{
if (flDownforce > 580) {
#ifdef SERVER
float fFallDamage = (flDownforce - 580) * (100 / (1024 - 580));
Damage_Apply(this, world, fFallDamage, 0, DMG_FALL);
Sound_Play(this, CHAN_VOICE, "player.fall");
#endif
punchangle += [15,0,(input_sequence & 1) ? 15 : -15];
} else if (flDownforce > 400) {
punchangle += [15,0,0];
#ifdef SERVER
Sound_Play(this, CHAN_VOICE, "player.lightfall");
#endif
}
}
void
base_player::Physics_Crouch(void)
{
int iFixCrouch = FALSE;
if (input_buttons & INPUT_BUTTON8) {
flags |= FL_CROUCHING;
} else {
// If we aren't holding down duck anymore and 'attempt' to stand up, prevent it
if (flags & FL_CROUCHING) {
if (PMove_IsStuck(this, [0,0,36], PHY_HULL_MIN, PHY_HULL_MAX) == FALSE) {
flags &= ~FL_CROUCHING;
iFixCrouch = TRUE;
}
} else {
flags &= ~FL_CROUCHING;
}
}
if (flags & FL_CROUCHING) {
setsize(this, PHY_HULL_CROUCHED_MIN, PHY_HULL_CROUCHED_MAX);
view_ofs = PHY_VIEWPOS_CROUCHED;
} else {
setsize(this, PHY_HULL_MIN, PHY_HULL_MAX);
if (iFixCrouch && PMove_IsStuck(this, [0,0,0], PHY_HULL_MIN, PHY_HULL_MAX)) {
for (int i = 0; i < 36; i++) {
origin[2] += 1;
if (PMove_IsStuck(this, [0,0,0], mins, maxs) == FALSE) {
break;
}
}
}
setorigin(this, origin);
view_ofs = PHY_VIEWPOS;
}
}
void
base_player::Physics_Jump(void)
{
/* climb out of substances when underwater */
if (waterlevel >= 2) {
if (watertype == CONTENT_WATER) {
velocity[2] = 100;
} else if (watertype == CONTENT_SLIME) {
velocity[2] = 80;
} else {
velocity[2] = 50;
}
} else {
if (flags & FL_ONGROUND)
velocity[2] += 240;
}
}
/* check if we're elligible to jump */
void
base_player::Physics_CheckJump(float premove)
{
/* unset jump-key whenever it's not set */
if (!(input_buttons & INPUT_BUTTON2)) {
flags |= FL_JUMPRELEASED;
return;
}
if (flags & FL_WATERJUMP)
return;
if (!(flags & FL_ONGROUND))
return;
if (!(flags & FL_JUMPRELEASED))
return;
if (input_buttons & INPUT_BUTTON2 && premove) {
if (velocity[2] < 0) {
velocity[2] = 0;
}
Physics_Jump();
flags &= ~FL_ONGROUND;
flags &= ~FL_JUMPRELEASED;
}
}
/* establish the right size and camera position */
void
base_player::Physics_SetViewParms(void)
{
if (flags & FL_CROUCHING) {
mins = PHY_HULL_CROUCHED_MIN;
maxs = PHY_HULL_CROUCHED_MAX;
view_ofs = PHY_VIEWPOS_CROUCHED;
} else {
mins = PHY_HULL_MIN;
maxs = PHY_HULL_MAX;
view_ofs = PHY_VIEWPOS;
}
setsize(this, mins, maxs);
}
void
base_player::Physics_WaterJump(void)
{
vector vStart;
vector vEnd;
makevectors(angles);
vStart = origin;
vStart[2] = vStart[2] + 8;
v_forward[2] = 0;
normalize(v_forward);
vEnd = vStart + (v_forward * 24);
traceline(vStart, vEnd, TRUE, this);
if (trace_fraction < 1) {
vStart[2] = vStart[2] + maxs[2];
vEnd = vStart + (v_forward * 24);
//movedir = trace_plane_normal * -50;
traceline(vStart, vEnd, TRUE, this);
if (trace_fraction == 1) {
flags |= FL_WATERJUMP;
velocity[2] = 350;
flags &= ~FL_JUMPRELEASED;
return;
}
}
}
/* handle your time underwater */
void
base_player::Physics_WaterMove(void)
{
if (movetype == MOVETYPE_NOCLIP) {
return;
}
#ifdef SERVER
if (health < 0) {
return;
}
/* we've just exited water */
if (waterlevel != 3) {
if (underwater_time < time) {
Sound_Play(this, CHAN_BODY, "player.gasplight");
} else if (underwater_time < time + 9) {
Sound_Play(this, CHAN_BODY, "player.gaspheavy");
}
underwater_time = time + 12;
} else if (underwater_time < time) {
/* we've been underwater... for too long. */
if (pain_time < time) {
Damage_Apply(this, world, 5, DMG_DROWN, 0);
pain_time = time + 1;
}
}
#endif
if (!waterlevel){
if (flags & FL_INWATER) {
#ifdef SERVER
Sound_Play(this, CHAN_BODY, "player.waterexit");
#endif
flags &= ~FL_INWATER;
}
return;
}
#ifdef SERVER
if (watertype == CONTENT_LAVA) {
if (pain_time < time) {
pain_time = time + 0.2;
Damage_Apply(this, world, 10*waterlevel, DMG_BURN, 0);
}
} else if (watertype == CONTENT_SLIME) {
if (pain_time < time) {
pain_time = time + 1;
Damage_Apply(this, world, 4*waterlevel, DMG_ACID, 0);
}
}
#endif
if (!(flags & FL_INWATER)) {
#ifdef SERVER
Sound_Play(this, CHAN_BODY, "player.waterenter");
pain_time = 0;
#endif
flags |= FL_INWATER;
}
/* we might need to apply extra-velocity to get out of water-volumes */
if (waterlevel >= 2) {
Physics_WaterJump();
}
}
float
base_player::Physics_MaxSpeed(void)
{
return (flags & FL_CROUCHING) ? 135 : 270;
}
void
base_player::Physics_InputPreMove(void)
{
/* when pressing the 'use' button, we also walk slower for precision */
if (input_buttons & INPUT_BUTTON5) {
input_movevalues *= 0.25;
}
if (flags & FL_FROZEN || movetype == MOVETYPE_NONE) {
input_movevalues = [0,0,0];
input_buttons &= ~INPUT_BUTTON2;
}
/* move camera up (noclip, fly) when holding jump */
if (input_buttons & INPUT_BUTTON2) {
input_movevalues[2] = 240;
}
/* move camera down (noclip, fly) when holding crouching */
if (input_buttons & INPUT_BUTTON8) {
input_movevalues[2] = -240;
}
}
/* timers get processed here after physics are run */
void
base_player::Physics_InputPostMove(void)
{
float punch;
/* timers, these are predicted and shared across client and server */
w_attack_next = max(0, w_attack_next - input_timelength);
w_idle_next = max(0, w_idle_next - input_timelength);
weapontime += input_timelength;
punch = max(0, 1.0f - (input_timelength * 4));
punchangle[0] *= punch;
punchangle[1] *= punch;
punchangle[2] *= punch;
/* player animation code */
Animation_TimerUpdate((player)this, input_timelength);
Animation_PlayerUpdate((player)this);
/* allow vehicles to prevent weapon logic from happening */
#ifdef SERVER
Vehicle_Input();
#endif
/* weapon/item logic of what the player controls */
Game_Input();
}
/* the main physics routine, the head */
void
base_player::Physics_Run(void)
{
float flFallVel = (flags & FL_ONGROUND) ? 0 : -velocity[2];
/* maxspeed changes when crouching, TODO: make this game-specific */
maxspeed = Physics_MaxSpeed();
/* give us a chance to manipulate input_ globals before running physics */
Physics_InputPreMove();
/* handle drowning and other environmental factors */
Physics_WaterMove();
/* grappling hook stuff */
#if 0
if (pl.hook.skin == 1) {
pl.velocity = (pl.hook.origin - pl.origin);
pl.velocity = (pl.velocity * (1 / (vlen(pl.velocity) / 750)));
}
#endif
Physics_SetViewParms();
Physics_Crouch();
Physics_CheckJump(TRUE);
#ifdef CUSTOMPLAYERPHYSICS
/* QuakeC powered physics (slow, but more customizable) */
PMoveCustom_RunPlayerPhysics(this);
#else
/* fast engine-side player physics */
runstandardplayerphysics(this);
#endif
Physics_CheckJump(FALSE);
if (waterlevel != 0) {
flFallVel = 0;
}
if ((flags & FL_ONGROUND) && movetype == MOVETYPE_WALK) {
Physics_Fall(flFallVel);
}
Physics_InputPostMove();
}

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@ -27,16 +27,5 @@ void PMove_StartFrame(void);
#endif
void PMove_Init(void);
int PMove_Contents(vector org);
float PMove_Gravity(entity ent);
void PMove_Categorize(void);
void PMove_CheckWaterJump(void);
int QPMove_IsStuck(entity eTarget, vector vOffset, vector vecMins, vector vecMaxs);
void PMove_AccelToss(float move_time, float premove);
void PMove_Crouch(float move_time, float premove);
void PMove_AccelWater(float move_time, float premove);
void PMove_AccelLadder(float move_time, float premove, vector wish_dir, float wish_speed);
void PMove_AccelFriction(float move_time, float premove, vector wish_dir, float wish_speed);
void PMove_AccelGravity(float move_time, float premove, vector wish_dir, float wish_speed);
void PMove_Jump(float move_time, float premove);
void PMove_Run(void);

View File

@ -1,5 +1,5 @@
/*
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
* Copyright (c) 2016-2021 Marco Hladik <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
@ -16,6 +16,13 @@
#define CUSTOMPLAYERPHYSICS
#ifdef CUSTOMPLAYERPHYSICS
void PMoveCustom_Init(void);
#ifdef SERVER
void PMoveCustom_StartFrame(void);
#endif
#endif
#ifndef PMOVE_STEPHEIGHT
#define PMOVE_STEPHEIGHT 18
#endif
@ -105,197 +112,27 @@ var float autocvar_sv_wateraccelerate = PMOVE_WATERACCELERATE;
var float autocvar_sv_accelerate = PMOVE_ACCELERATE;
var float autocvar_sv_maxspeed = PMOVE_MAXSPEED;
/* FIXME: jumptime should use the time global, as time intervals are not
* predictable - decrement it based upon input_timelength */
/* serverinfo keys are the only way both client and server are kept in sync
* about physics variables. so none of the traditional cvars will work.
* otherwise we could not have reliable prediction code for player movement.
*/
void
PMove_Init(void)
{
}
void
PMove_SetSize(entity targ)
{
if (targ.flags & FL_CROUCHING)
setsize(targ, PHY_HULL_CROUCHED_MIN, PHY_HULL_CROUCHED_MAX);
else
setsize(targ, PHY_HULL_MIN, PHY_HULL_MAX);
#ifdef CUSTOMPLAYERPHYSICS
PMoveCustom_Init();
#endif
}
#ifdef SERVER
/* we need to network our changes everytime cvars are updated */
void
PMove_UpdateVar(string info, string cv)
{
float d = cvar(cv);
if (serverkeyfloat(info) != d) {
readcmd(sprintf("serverinfo %s %d\n", info, d));
}
}
void
PMove_StartFrame(void)
{
PMove_UpdateVar("phy_stepheight", "sv_stepheight");
PMove_UpdateVar("phy_airstepheight", "sv_airstepheight");
PMove_UpdateVar("phy_friction", "sv_friction");
PMove_UpdateVar("phy_edgefriction", "sv_edgefriction");
PMove_UpdateVar("phy_stopspeed", "sv_stopspeed");
PMove_UpdateVar("phy_gravity", "sv_gravity");
PMove_UpdateVar("phy_airaccelerate", "sv_airaccelerate");
PMove_UpdateVar("phy_wateraccelerate", "sv_wateraccelerate");
PMove_UpdateVar("phy_accelerate", "sv_accelerate");
PMove_UpdateVar("phy_maxspeed", "sv_maxspeed");
#ifdef CUSTOMPLAYERPHYSICS
PMoveCustom_StartFrame();
#endif
}
#endif
/* pointcontents reimplementation, only way we can effectively trace
* against ladders and liquids that are defined in the game-logic.
*/
int
PMove_Contents(vector org)
{
int oldhitcontents = self.hitcontentsmaski;
self.hitcontentsmaski = -1;
traceline(org, org, TRUE, self);
self.hitcontentsmaski = oldhitcontents;
return trace_endcontentsi;
}
/* used for trigger_gravity type entities */
float
PMove_Gravity(entity ent)
{
if (ent.gravity) {
return serverkeyfloat("phy_gravity") * ent.gravity;
} else {
return serverkeyfloat("phy_gravity");
}
}
void
PMove_SetViewOfs(void)
{
if (self.flags & FL_CROUCHING) {
self.mins = PHY_HULL_CROUCHED_MIN;
self.maxs = PHY_HULL_CROUCHED_MAX;
self.view_ofs = PHY_VIEWPOS_CROUCHED;
} else {
self.mins = PHY_HULL_MIN;
self.maxs = PHY_HULL_MAX;
self.view_ofs = PHY_VIEWPOS;
}
setsize(self, self.mins, self.maxs);
}
/* figure out where we are in the geometry. void, solid, liquid, etc. */
void
PMove_Categorize(void)
{
int contents;
tracebox(self.origin, self.mins, self.maxs, self.origin - [0,0,1], MOVE_NORMAL, self);
if (!trace_startsolid) {
if ((trace_fraction < 1) && (trace_plane_normal[2] > 0.7)) {
self.flags |= FL_ONGROUND;
self.groundentity = trace_ent;
if (self.groundentity) {
self.basevelocity += self.groundentity.velocity;
}
} else {
self.flags &= ~FL_ONGROUND;
}
}
self.flags &= ~FL_WATERJUMP;
/*if (self.basevelocity[2] > 0)
self.flags &= ~FL_ONGROUND;*/
/* ladder content testing */
int oldhitcontents = self.hitcontentsmaski;
self.hitcontentsmaski = CONTENTBIT_FTELADDER;
tracebox(self.origin, self.mins, self.maxs, self.origin, MOVE_NORMAL, self);
self.hitcontentsmaski = oldhitcontents;
if (trace_endcontentsi & CONTENTBIT_FTELADDER) {
self.flags |= FL_ONLADDER;
} else {
self.flags &= ~FL_ONLADDER;
}
contents = PMove_Contents(self.origin + self.mins + [0,0,1]);
if (contents & CONTENTBIT_WATER) {
contents = CONTENT_WATER;
} else if (contents & CONTENTBIT_SLIME) {
contents = CONTENT_SLIME;
} else if (contents & CONTENTBIT_LAVA) {
contents = CONTENT_LAVA;
}
/* how far underwater are we? */
if (contents < CONTENT_SOLID && !(self.flags & FL_ONLADDER)) {
self.watertype = contents;
if (PMove_Contents(self.origin + (self.mins + self.maxs) * 0.5)
& CONTENTBITS_FLUID)
{
if (PMove_Contents(self.origin + self.maxs - '0 0 1')
& CONTENTBITS_FLUID)
{
self.waterlevel = 3;
} else {
self.waterlevel = 2;
}
} else {
self.waterlevel = 1;
}
} else {
self.watertype = CONTENT_EMPTY;
self.waterlevel = 0;
}
}
/* spammed whenever we're near a ledge, getting out of a pool or something */
void
PMove_CheckWaterJump(void)
{
vector vStart;
vector vEnd;
makevectors(self.angles);
vStart = self.origin;
vStart[2] = vStart[2] + 8;
v_forward[2] = 0;
normalize(v_forward);
vEnd = vStart + (v_forward * 24);
traceline(vStart, vEnd, TRUE, self);
if (trace_fraction < 1) {
vStart[2] = vStart[2] + self.maxs[2];
vEnd = vStart + (v_forward * 24);
//self.movedir = trace_plane_normal * -50;
traceline(vStart, vEnd, TRUE, self);
if (trace_fraction == 1) {
self.flags |= FL_WATERJUMP;
self.velocity[2] = 350;
self.flags &= ~FL_JUMPRELEASED;
return;
}
}
}
/* simple bounds check */
int
QPMove_IsStuck(entity eTarget, vector vOffset, vector vecMins, vector vecMaxs)
PMove_IsStuck(entity eTarget, vector vOffset, vector vecMins, vector vecMaxs)
{
vector bound;
@ -308,450 +145,6 @@ QPMove_IsStuck(entity eTarget, vector vOffset, vector vecMins, vector vecMaxs)
return trace_startsolid;
}
void
PMove_AccelToss(float move_time, float premove)
{
self.velocity[2] = self.velocity[2] - (PMove_Gravity(self) * move_time);
}
void
PMove_Crouch(float move_time, float premove)
{
int iFixCrouch = FALSE;
if (input_buttons & INPUT_BUTTON8) {
self.flags |= FL_CROUCHING;
} else {
// If we aren't holding down duck anymore and 'attempt' to stand up, prevent it
if (self.flags & FL_CROUCHING) {
if (QPMove_IsStuck(self, [0,0,36], PHY_HULL_MIN, PHY_HULL_MAX) == FALSE) {
self.flags &= ~FL_CROUCHING;
iFixCrouch = TRUE;
}
} else {
self.flags &= ~FL_CROUCHING;
}
}
if (self.flags & FL_CROUCHING) {
setsize(self, PHY_HULL_CROUCHED_MIN, PHY_HULL_CROUCHED_MAX);
self.view_ofs = PHY_VIEWPOS_CROUCHED;
} else {
setsize(self, PHY_HULL_MIN, PHY_HULL_MAX);
if (iFixCrouch && QPMove_IsStuck(self, [0,0,0], PHY_HULL_MIN, PHY_HULL_MAX)) {
for (int i = 0; i < 36; i++) {
self.origin[2] += 1;
if (QPMove_IsStuck(self, [0,0,0], self.mins, self.maxs) == FALSE) {
break;
}
}
}
setorigin(self, self.origin);
self.view_ofs = PHY_VIEWPOS;
}
}
void
PMove_AccelWater(float move_time, float premove)
{
float flFriction;
float wish_speed;
vector vecWishVel;
self.flags &= ~FL_ONGROUND;
if (input_movevalues == [0,0,0]) {
vecWishVel = [0,0,-60]; // drift towards bottom
} else {
vecWishVel = v_forward * input_movevalues[0];
vecWishVel += v_right * input_movevalues[1];
vecWishVel += v_up * input_movevalues[2];
}
wish_speed = vlen(vecWishVel);
if (wish_speed > self.maxspeed) {
wish_speed = self.maxspeed;
}
wish_speed = wish_speed * 0.7;
// water friction
if (self.velocity != [0,0,0]) {
flFriction = vlen(self.velocity) * (1 - move_time * serverkeyfloat("phy_friction"));
if (flFriction > 0) {
self.velocity = normalize(self.velocity) * flFriction;
} else {
self.velocity = [0,0,0];
}
} else {
flFriction = 0;
}
// water acceleration
if (wish_speed <= flFriction) {
return;
}
flFriction = min(wish_speed - flFriction, serverkeyfloat("phy_wateraccelerate") * wish_speed * move_time);
self.velocity = self.velocity + normalize(vecWishVel) * flFriction;
}
void
PMove_AccelLadder(float move_time, float premove, vector wish_dir, float wish_speed)
{
vector vPlayerVector;
makevectors(input_angles);
vPlayerVector = v_forward;
vPlayerVector = (vPlayerVector * 240);
if (input_movevalues[0] > 0) {
self.velocity = vPlayerVector;
} else {
self.velocity = [0,0,0];
}
}
void
PMove_AccelFriction(float move_time, float premove, vector wish_dir, float wish_speed)
{
float flApplyFriction;
float flFriction;
vector vecTemp;
flApplyFriction = serverkeyfloat("phy_friction");
/* per frame basis friction modifier */
if (self.friction != 0.0f) {
flApplyFriction /= self.friction;
self.friction = 0.0f;
}
/* apply friction */
if (self.velocity[0] || self.velocity[1]) {
vecTemp = self.velocity;
vecTemp[2] = 0;
flFriction = vlen(vecTemp);
// if the leading edge is over a dropoff, increase friction
vecTemp = self.origin + normalize(vecTemp) * 16 + '0 0 1' * PHY_HULL_MIN[2];
traceline(vecTemp, vecTemp + '0 0 -34', TRUE, self);
// apply friction
if (trace_fraction == 1.0) {
if (flFriction < serverkeyfloat("phy_stopspeed")) {
flFriction = 1 - move_time * (serverkeyfloat("phy_stopspeed") / flFriction) * flApplyFriction * serverkeyfloat("phy_edgefriction");
} else {
flFriction = 1 - move_time * flApplyFriction * serverkeyfloat("phy_edgefriction");
}
} else {
if (flFriction < serverkeyfloat("phy_stopspeed")) {
flFriction = 1 - move_time * (serverkeyfloat("phy_stopspeed") / flFriction) * flApplyFriction;
} else {
flFriction = 1 - move_time * flApplyFriction;
}
}
if (flFriction < 0) {
self.velocity = [0,0,0];
} else {
self.velocity = self.velocity * flFriction;
}
}
// acceleration
flFriction = wish_speed - (self.velocity * wish_dir);
if (flFriction > 0) {
self.velocity += wish_dir * min(flFriction, serverkeyfloat("phy_accelerate") * move_time * wish_speed);
}
}
void
PMove_AccelGravity(float move_time, float premove, vector wish_dir, float wish_speed)
{
float flFriction;
/* apply gravity */
self.velocity[2] = self.velocity[2] - (PMove_Gravity(self) * move_time);
if (wish_speed < 30) {
flFriction = wish_speed - (self.velocity * wish_dir);
} else {
flFriction = 30 - (self.velocity * wish_dir);
}
if (flFriction > 0) {
float fric;
fric = min(flFriction, serverkeyfloat("phy_airaccelerate") * wish_speed * move_time);
self.velocity += wish_dir * fric;
}
}
void
PMove_Jump(float move_time, float premove)
{
/* unset jump-key whenever it's not set */
if (!(input_buttons & INPUT_BUTTON2)) {
self.flags |= FL_JUMPRELEASED;
return;
}
if (self.flags & FL_WATERJUMP)
return;
if (!(self.flags & FL_ONGROUND))
return;
if (!(self.flags & FL_JUMPRELEASED))
return;
if (input_buttons & INPUT_BUTTON2 && premove) {
if (self.velocity[2] < 0) {
self.velocity[2] = 0;
}
GamePMove_Jump((player)self);
self.flags &= ~FL_ONGROUND;
self.flags &= ~FL_JUMPRELEASED;
}
}
#ifdef CUSTOMPLAYERPHYSICS
/* two-pass acceleration */
void
PMove_Acceleration(float move_time, float premove)
{
vector vecWishVel;
vector wish_dir;
float wish_speed;
self.jumptime -= move_time;
self.teleport_time -= move_time;
makevectors(input_angles);
/* figure out where we are in the world */
PMove_Categorize();
/* everything but MOVETYPE_NOCLIP has acceleration */
if (self.movetype != MOVETYPE_NOCLIP) {
if (self.movetype == MOVETYPE_TOSS) {
PMove_AccelToss(move_time, premove);
return;
}
if (self.waterlevel >= 2) {
PMove_AccelWater(move_time, premove);
return;
}
}
/*if (self.teleport_time > 0 && input_movevalues[0] < 0) {
vecWishVel = v_right * input_movevalues[1];
} else */ {
/* on the ground, only yaw matters in terms of direction */
if (self.flags & FL_ONGROUND) {
makevectors(input_angles[1] * [0,1,0]);
}
vecWishVel = v_forward * input_movevalues[0] + v_right * input_movevalues[1];
}
if (self.movetype != MOVETYPE_WALK) {
vecWishVel[2] += input_movevalues[2];
} else {
vecWishVel[2] = 0;
}
wish_dir = normalize(vecWishVel);
wish_speed = vlen(vecWishVel);
if (wish_speed > self.maxspeed) {
wish_speed = self.maxspeed;
}
if (self.movetype == MOVETYPE_NOCLIP) {
self.flags &= ~FL_ONGROUND;
self.velocity = wish_dir * wish_speed;
} else {
if (self.flags & FL_ONLADDER) {
PMove_AccelLadder(move_time, premove, wish_dir, wish_speed);
} else if (self.flags & FL_ONGROUND) {
PMove_AccelFriction(move_time, premove, wish_dir, wish_speed);
} else {
PMove_AccelGravity(move_time, premove, wish_dir, wish_speed);
}
}
}
/* touch other solid entities */
void
PMove_DoTouch(entity tother)
{
entity oself = self;
if (tother.touch) {
other = self;
self = tother;
self.touch();
}
self = oself;
}
/* bounce us back off a place normal */
static void
PMove_Rebound(vector normal)
{
self.velocity = self.velocity - normal * (self.velocity * normal);
if (normal[2] > 0.7) {
self.groundentity = trace_ent;
self.flags |= FL_ONGROUND;
}
}
/* brute force unstuck function */
float
PMove_Fix_Origin(void)
{
float x, y, z;
vector norg, oorg = self.origin;
for (z = 0; z < 3; z++) {
norg[2] = oorg[2] + ((z==2)?-1:z)*0.0125;
for (x = 0; x < 3; x++) {
norg[0] = oorg[0] + ((x==2)?-1:x)*0.0125;
for (y = 0; y < 3; y++) {
norg[1] = oorg[1] + ((y==2)?-1:y)*0.0125;
tracebox(norg, self.mins, self.maxs, norg, MOVE_NORMAL, self);
if (!trace_startsolid) {
self.origin = norg;
return (1);
}
}
}
}
return (0);
}
/* move the player based on the given acceleration */
void
PMove_Move(void)
{
vector dest;
vector saved_plane;
float stepped;
float move_time;
int i;
/* no friction for the deceased */
if (self.movetype == MOVETYPE_NOCLIP) {
self.origin = self.origin + self.velocity * input_timelength;
return;
}
/* hacky attempt at base-velocity, this needs to be cleared/wiped at the end */
if (!(self.flags & FL_ONGROUND)) {
self.basevelocity[2] = 0;
}
self.velocity += self.basevelocity;
/* we need to bounce off surfaces (in order to slide along them),
* so we need at 2 attempts */
for (i = 3, move_time = input_timelength; move_time > 0 && i; i--) {
dest = self.origin + (self.velocity * move_time);
tracebox(self.origin, self.mins, self.maxs, dest, MOVE_NORMAL, self);
if (trace_startsolid) {
if (!PMove_Fix_Origin()) {
return;
}
continue;
}
self.origin = trace_endpos;
if (trace_fraction > 1) {
break;
}
saved_plane = trace_plane_normal;
move_time -= move_time * trace_fraction;
if (move_time) {
/* step up if we can */
trace_endpos = self.origin;
if (self.flags & FL_ONGROUND) {
trace_endpos[2] += serverkeyfloat("phy_stepheight");
} else {
trace_endpos[2] += serverkeyfloat("phy_airstepheight");
}
tracebox(self.origin, self.mins, self.maxs, trace_endpos, MOVE_NORMAL, self);
stepped = trace_endpos[2] - self.origin[2];
float roof_fraction = trace_fraction;
vector roof_plane_normal = trace_plane_normal;
dest = trace_endpos + self.velocity*move_time;
dest[2] = trace_endpos[2]; /*only horizontally*/
/* move forwards */
tracebox(trace_endpos, self.mins, self.maxs, dest, MOVE_NORMAL, self);
/* if we got anywhere, make this raised-step move count */
if (trace_fraction != 0) {
float fwfrac = trace_fraction;
vector fwplane = trace_plane_normal;
/* move down */
dest = trace_endpos;
dest[2] -= stepped + 1;
tracebox(trace_endpos, self.mins, self.maxs, dest, MOVE_NORMAL, self);
if (trace_fraction < 1 && trace_plane_normal[2] > 0.7f) {
move_time -= move_time * fwfrac;
/* bounce off the ceiling */
if (roof_fraction < 1) {
PMove_Rebound(roof_plane_normal);
}
if (trace_fraction < 1) {
PMove_Rebound(trace_plane_normal);
} else if (fwfrac < 1) {
PMove_Rebound(fwplane);
}
self.origin = trace_endpos;
continue;
}
}
}
/* stepping failed, just bounce off */
PMove_Rebound(saved_plane);
PMove_DoTouch(trace_ent);
}
/* touch whatever is below */
if (self.flags & FL_ONGROUND) {
dest = self.origin;
dest[2] -= serverkeyfloat("phy_stepheight");
tracebox(self.origin, self.mins, self.maxs, dest, MOVE_NORMAL, self);
if (trace_fraction >= 1) {
return;
}
/*if (trace_startsolid) {
if (!PMove_Fix_Origin()) {
return;
}
}*/
PMove_DoTouch(trace_ent);
self.groundentity = trace_ent;
}
/* make sure that the basevelocity we've applied is discarded by next frame */
self.velocity -= self.basevelocity;
}
#endif
/* it all starts here, this function is called by both CLIENT and SERVER for
obvious prediction purposes. The SERVER will usually do this in the
Game_RunClientCommand function and the CLIENT will do so in both the
@ -759,104 +152,7 @@ PMove_Move(void)
void
PMove_Run(void)
{
float punch;
player pl = (player)self;
float flFallVel = (self.flags & FL_ONGROUND) ? 0 : -self.velocity[2];
/* maxspeed changes when crouching, TODO: make this game-specific */
self.maxspeed = GamePMove_Maxspeed((player)self);
/* when pressing the 'use' button, we also walk slower for precision */
if (input_buttons & INPUT_BUTTON5) {
input_movevalues *= 0.25;
}
if (pl.flags & FL_FROZEN || pl.movetype == MOVETYPE_NONE) {
input_movevalues = [0,0,0];
input_buttons &= ~INPUT_BUTTON2;
}
/* move camera up (noclip, fly) when holding jump */
if (input_buttons & INPUT_BUTTON2) {
input_movevalues[2] = 240;
}
/* move camera down (noclip, fly) when holding crouching */
if (input_buttons & INPUT_BUTTON8) {
input_movevalues[2] = -240;
}
/* establish which water elements we're dealing in */
GamePMove_WaterMove(pl);
/* we might need to apply extra-velocity to get out of water-volumes */
if (self.waterlevel >= 2) {
PMove_CheckWaterJump();
}
/* grappling hook stuff */
if (pl.hook.skin == 1) {
pl.velocity = (pl.hook.origin - pl.origin);
pl.velocity = (pl.velocity * (1 / (vlen(pl.velocity) / 750)));
}
PMove_SetViewOfs();
PMove_Crouch(input_timelength, TRUE);
PMove_Jump(input_timelength, TRUE);
/* call accelerate before and after the actual move,
* with half the move each time. this reduces framerate dependence.
* and makes controlling jumps slightly easier */
#ifdef CUSTOMPLAYERPHYSICS
PMove_Acceleration(input_timelength / 2, TRUE);
PMove_Move();
PMove_Acceleration(input_timelength / 2, FALSE);
/* NOTE: should clip to network precision here if lower than a float */
self.angles = input_angles;
self.angles[0] *= -0.333;
/* clear base-velocity and ground-entity */
self.basevelocity = [0,0,0];
self.groundentity = __NULL__;
/* activate any SOLID_TRIGGER entities */
touchtriggers();
#else
/* fix gravity */
if (self.gravity == 0.0f)
self.gravity = 1.0f;
/* fast engine-side player physics */
runstandardplayerphysics(self);
#endif
if (self.waterlevel != 0) {
flFallVel = 0;
}
if ((self.flags & FL_ONGROUND) && self.movetype == MOVETYPE_WALK) {
GamePMove_Fall((player)self, flFallVel);
}
/* timers, these are predicted and shared across client and server */
pl.w_attack_next = max(0, pl.w_attack_next - input_timelength);
pl.w_idle_next = max(0, pl.w_idle_next - input_timelength);
pl.weapontime += input_timelength;
punch = max(0, 1.0f - (input_timelength * 4));
pl.punchangle[0] *= punch;
pl.punchangle[1] *= punch;
pl.punchangle[2] *= punch;
/* player animation code */
Animation_TimerUpdate(pl, input_timelength);
Animation_PlayerUpdate(pl);
/* allow vehicles to prevent weapon logic from happening */
#ifdef SERVER
Vehicle_Input();
#endif
/* weapon/item logic of what the player controls */
Game_Input();
pl.Physics_Run();
}

550
src/shared/pmove_custom.qc Normal file
View File

@ -0,0 +1,550 @@
/*
* Copyright (c) 2016-2021 Marco Hladik <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
#ifdef CUSTOMPLAYERPHYSICS
void
PMoveCustom_Init(void)
{
}
#ifdef SERVER
/* we need to network our changes everytime cvars are updated */
void
PMoveCustom_UpdateVar(string info, string cv)
{
float d = cvar(cv);
if (serverkeyfloat(info) != d) {
readcmd(sprintf("serverinfo %s %d\n", info, d));
}
}
void
PMoveCustom_StartFrame(void)
{
PMoveCustom_UpdateVar("phy_stepheight", "sv_stepheight");
PMoveCustom_UpdateVar("phy_airstepheight", "sv_airstepheight");
PMoveCustom_UpdateVar("phy_friction", "sv_friction");
PMoveCustom_UpdateVar("phy_edgefriction", "sv_edgefriction");
PMoveCustom_UpdateVar("phy_stopspeed", "sv_stopspeed");
PMoveCustom_UpdateVar("phy_gravity", "sv_gravity");
PMoveCustom_UpdateVar("phy_airaccelerate", "sv_airaccelerate");
PMoveCustom_UpdateVar("phy_wateraccelerate", "sv_wateraccelerate");
PMoveCustom_UpdateVar("phy_accelerate", "sv_accelerate");
PMoveCustom_UpdateVar("phy_maxspeed", "sv_maxspeed");
}
#endif
/* pointcontents reimplementation, only way we can effectively trace
* against ladders and liquids that are defined in the game-logic.
*/
int
PMoveCustom_Contents(vector org)
{
int oldhitcontents = self.hitcontentsmaski;
self.hitcontentsmaski = -1;
traceline(org, org, TRUE, self);
self.hitcontentsmaski = oldhitcontents;
return trace_endcontentsi;
}
/* used for trigger_gravity type entities */
float
PMoveCustom_Gravity(entity ent)
{
if (ent.gravity) {
return serverkeyfloat("phy_gravity") * ent.gravity;
} else {
return serverkeyfloat("phy_gravity");
}
}
/* figure out where we are in the geometry. void, solid, liquid, etc. */
void
PMoveCustom_Categorize(void)
{
int contents;
tracebox(self.origin, self.mins, self.maxs, self.origin - [0,0,1], MOVE_NORMAL, self);
if (!trace_startsolid) {
if ((trace_fraction < 1) && (trace_plane_normal[2] > 0.7)) {
self.flags |= FL_ONGROUND;
self.groundentity = trace_ent;
if (self.groundentity) {
self.basevelocity += self.groundentity.velocity;
}
} else {
self.flags &= ~FL_ONGROUND;
}
}
self.flags &= ~FL_WATERJUMP;
/*if (self.basevelocity[2] > 0)
self.flags &= ~FL_ONGROUND;*/
/* ladder content testing */
int oldhitcontents = self.hitcontentsmaski;
self.hitcontentsmaski = CONTENTBIT_FTELADDER;
tracebox(self.origin, self.mins, self.maxs, self.origin, MOVE_NORMAL, self);
self.hitcontentsmaski = oldhitcontents;
if (trace_endcontentsi & CONTENTBIT_FTELADDER) {
self.flags |= FL_ONLADDER;
} else {
self.flags &= ~FL_ONLADDER;
}
contents = PMoveCustom_Contents(self.origin + self.mins + [0,0,1]);
if (contents & CONTENTBIT_WATER) {
contents = CONTENT_WATER;
} else if (contents & CONTENTBIT_SLIME) {
contents = CONTENT_SLIME;
} else if (contents & CONTENTBIT_LAVA) {
contents = CONTENT_LAVA;
}
/* how far underwater are we? */
if (contents < CONTENT_SOLID && !(self.flags & FL_ONLADDER)) {
self.watertype = contents;
if (PMoveCustom_Contents(self.origin + (self.mins + self.maxs) * 0.5)
& CONTENTBITS_FLUID)
{
if (PMoveCustom_Contents(self.origin + self.maxs - [0,0,1])
& CONTENTBITS_FLUID)
{
self.waterlevel = 3;
} else {
self.waterlevel = 2;
}
} else {
self.waterlevel = 1;
}
} else {
self.watertype = CONTENT_EMPTY;
self.waterlevel = 0;
}
}
void
PMoveCustom_AccelToss(float move_time, float premove)
{
self.velocity[2] = self.velocity[2] - (PMoveCustom_Gravity(self) * move_time);
}
void
PMoveCustom_AccelWater(float move_time, float premove)
{
float flFriction;
float wish_speed;
vector vecWishVel;
self.flags &= ~FL_ONGROUND;
if (input_movevalues == [0,0,0]) {
vecWishVel = [0,0,-60]; // drift towards bottom
} else {
vecWishVel = v_forward * input_movevalues[0];
vecWishVel += v_right * input_movevalues[1];
vecWishVel += v_up * input_movevalues[2];
}
wish_speed = vlen(vecWishVel);
if (wish_speed > self.maxspeed) {
wish_speed = self.maxspeed;
}
wish_speed = wish_speed * 0.7;
// water friction
if (self.velocity != [0,0,0]) {
flFriction = vlen(self.velocity) * (1 - move_time * serverkeyfloat("phy_friction"));
if (flFriction > 0) {
self.velocity = normalize(self.velocity) * flFriction;
} else {
self.velocity = [0,0,0];
}
} else {
flFriction = 0;
}
// water acceleration
if (wish_speed <= flFriction) {
return;
}
flFriction = min(wish_speed - flFriction, serverkeyfloat("phy_wateraccelerate") * wish_speed * move_time);
self.velocity = self.velocity + normalize(vecWishVel) * flFriction;
}
void
PMoveCustom_AccelLadder(float move_time, float premove, vector wish_dir, float wish_speed)
{
vector vPlayerVector;
makevectors(input_angles);
vPlayerVector = v_forward;
vPlayerVector = (vPlayerVector * 240);
if (input_movevalues[0] > 0) {
self.velocity = vPlayerVector;
} else {
self.velocity = [0,0,0];
}
}
void
PMoveCustom_AccelFriction(float move_time, float premove, vector wish_dir, float wish_speed)
{
float flApplyFriction;
float flFriction;
vector vecTemp;
flApplyFriction = serverkeyfloat("phy_friction");
/* per frame basis friction modifier */
if (self.friction != 0.0f) {
flApplyFriction /= self.friction;
self.friction = 0.0f;
}
/* apply friction */
if (self.velocity[0] || self.velocity[1]) {
vecTemp = self.velocity;
vecTemp[2] = 0;
flFriction = vlen(vecTemp);
// if the leading edge is over a dropoff, increase friction
vecTemp = self.origin + normalize(vecTemp) * 16 + [0,0,1] * PHY_HULL_MIN[2];
traceline(vecTemp, vecTemp + [0,0,-34], TRUE, self);
// apply friction
if (trace_fraction == 1.0) {
if (flFriction < serverkeyfloat("phy_stopspeed")) {
flFriction = 1 - move_time * (serverkeyfloat("phy_stopspeed") / flFriction) * flApplyFriction * serverkeyfloat("phy_edgefriction");
} else {
flFriction = 1 - move_time * flApplyFriction * serverkeyfloat("phy_edgefriction");
}
} else {
if (flFriction < serverkeyfloat("phy_stopspeed")) {
flFriction = 1 - move_time * (serverkeyfloat("phy_stopspeed") / flFriction) * flApplyFriction;
} else {
flFriction = 1 - move_time * flApplyFriction;
}
}
if (flFriction < 0) {
self.velocity = [0,0,0];
} else {
self.velocity = self.velocity * flFriction;
}
}
// acceleration
flFriction = wish_speed - (self.velocity * wish_dir);
if (flFriction > 0) {
self.velocity += wish_dir * min(flFriction, serverkeyfloat("phy_accelerate") * move_time * wish_speed);
}
}
void
PMoveCustom_AccelGravity(float move_time, float premove, vector wish_dir, float wish_speed)
{
float flFriction;
/* apply gravity */
self.velocity[2] = self.velocity[2] - (PMoveCustom_Gravity(self) * move_time);
if (wish_speed < 30) {
flFriction = wish_speed - (self.velocity * wish_dir);
} else {
flFriction = 30 - (self.velocity * wish_dir);
}
if (flFriction > 0) {
float fric;
fric = min(flFriction, serverkeyfloat("phy_airaccelerate") * wish_speed * move_time);
self.velocity += wish_dir * fric;
}
}
/* two-pass acceleration */
void
PMoveCustom_Acceleration(float move_time, float premove)
{
vector vecWishVel;
vector wish_dir;
float wish_speed;
self.jumptime -= move_time;
self.teleport_time -= move_time;
makevectors(input_angles);
/* figure out where we are in the world */
PMoveCustom_Categorize();
/* everything but MOVETYPE_NOCLIP has acceleration */
if (self.movetype != MOVETYPE_NOCLIP) {
if (self.movetype == MOVETYPE_TOSS) {
PMoveCustom_AccelToss(move_time, premove);
return;
}
if (self.waterlevel >= 2) {
PMoveCustom_AccelWater(move_time, premove);
return;
}
}
/*if (self.teleport_time > 0 && input_movevalues[0] < 0) {
vecWishVel = v_right * input_movevalues[1];
} else */ {
/* on the ground, only yaw matters in terms of direction */
if (self.flags & FL_ONGROUND) {
makevectors(input_angles[1] * [0,1,0]);
}
vecWishVel = v_forward * input_movevalues[0] + v_right * input_movevalues[1];
}
if (self.movetype != MOVETYPE_WALK) {
vecWishVel[2] += input_movevalues[2];
} else {
vecWishVel[2] = 0;
}
wish_dir = normalize(vecWishVel);
wish_speed = vlen(vecWishVel);
if (wish_speed > self.maxspeed) {
wish_speed = self.maxspeed;
}
if (self.movetype == MOVETYPE_NOCLIP) {
self.flags &= ~FL_ONGROUND;
self.velocity = wish_dir * wish_speed;
} else {
if (self.flags & FL_ONLADDER) {
PMoveCustom_AccelLadder(move_time, premove, wish_dir, wish_speed);
} else if (self.flags & FL_ONGROUND) {
PMoveCustom_AccelFriction(move_time, premove, wish_dir, wish_speed);
} else {
PMoveCustom_AccelGravity(move_time, premove, wish_dir, wish_speed);
}
}
}
/* touch other solid entities */
void
PMoveCustom_DoTouch(entity tother)
{
entity oself = self;
if (tother.touch) {
other = self;
self = tother;
self.touch();
}
self = oself;
}
/* bounce us back off a place normal */
static void
PMoveCustom_Rebound(vector normal)
{
self.velocity = self.velocity - normal * (self.velocity * normal);
if (normal[2] > 0.7) {
self.groundentity = trace_ent;
self.flags |= FL_ONGROUND;
}
}
/* brute force unstuck function */
float
PMoveCustom_Fix_Origin(void)
{
float x, y, z;
vector norg, oorg = self.origin;
for (z = 0; z < 3; z++) {
norg[2] = oorg[2] + ((z==2)?-1:z)*0.0125;
for (x = 0; x < 3; x++) {
norg[0] = oorg[0] + ((x==2)?-1:x)*0.0125;
for (y = 0; y < 3; y++) {
norg[1] = oorg[1] + ((y==2)?-1:y)*0.0125;
tracebox(norg, self.mins, self.maxs, norg, MOVE_NORMAL, self);
if (!trace_startsolid) {
self.origin = norg;
return (1);
}
}
}
}
return (0);
}
/* move the player based on the given acceleration */
void
PMoveCustom_Move(void)
{
vector dest;
vector saved_plane;
float stepped;
float move_time;
int i;
/* no friction for the deceased */
if (self.movetype == MOVETYPE_NOCLIP) {
self.origin = self.origin + self.velocity * input_timelength;
return;
}
/* hacky attempt at base-velocity, this needs to be cleared/wiped at the end */
if (!(self.flags & FL_ONGROUND)) {
self.basevelocity[2] = 0;
}
self.velocity += self.basevelocity;
/* we need to bounce off surfaces (in order to slide along them),
* so we need at 2 attempts */
for (i = 3, move_time = input_timelength; move_time > 0 && i; i--) {
dest = self.origin + (self.velocity * move_time);
tracebox(self.origin, self.mins, self.maxs, dest, MOVE_NORMAL, self);
if (trace_startsolid) {
if (!PMoveCustom_Fix_Origin()) {
return;
}
continue;
}
self.origin = trace_endpos;
if (trace_fraction > 1) {
break;
}
saved_plane = trace_plane_normal;
move_time -= move_time * trace_fraction;
if (move_time) {
/* step up if we can */
trace_endpos = self.origin;
if (self.flags & FL_ONGROUND) {
trace_endpos[2] += serverkeyfloat("phy_stepheight");
} else {
trace_endpos[2] += serverkeyfloat("phy_airstepheight");
}
tracebox(self.origin, self.mins, self.maxs, trace_endpos, MOVE_NORMAL, self);
stepped = trace_endpos[2] - self.origin[2];
float roof_fraction = trace_fraction;
vector roof_plane_normal = trace_plane_normal;
dest = trace_endpos + self.velocity*move_time;
dest[2] = trace_endpos[2]; /*only horizontally*/
/* move forwards */
tracebox(trace_endpos, self.mins, self.maxs, dest, MOVE_NORMAL, self);
/* if we got anywhere, make this raised-step move count */
if (trace_fraction != 0) {
float fwfrac = trace_fraction;
vector fwplane = trace_plane_normal;
/* move down */
dest = trace_endpos;
dest[2] -= stepped + 1;
tracebox(trace_endpos, self.mins, self.maxs, dest, MOVE_NORMAL, self);
if (trace_fraction < 1 && trace_plane_normal[2] > 0.7f) {
move_time -= move_time * fwfrac;
/* bounce off the ceiling */
if (roof_fraction < 1) {
PMoveCustom_Rebound(roof_plane_normal);
}
if (trace_fraction < 1) {
PMoveCustom_Rebound(trace_plane_normal);
} else if (fwfrac < 1) {
PMoveCustom_Rebound(fwplane);
}
self.origin = trace_endpos;
continue;
}
}
}
/* stepping failed, just bounce off */
PMoveCustom_Rebound(saved_plane);
PMoveCustom_DoTouch(trace_ent);
}
/* touch whatever is below */
if (self.flags & FL_ONGROUND) {
dest = self.origin;
dest[2] -= serverkeyfloat("phy_stepheight");
tracebox(self.origin, self.mins, self.maxs, dest, MOVE_NORMAL, self);
if (trace_fraction >= 1) {
return;
}
/*if (trace_startsolid) {
if (!PMoveCustom_Fix_Origin()) {
return;
}
}*/
PMoveCustom_DoTouch(trace_ent);
self.groundentity = trace_ent;
}
/* make sure that the basevelocity we've applied is discarded by next frame */
self.velocity -= self.basevelocity;
}
/* this is called for when we want to run the custom QC player physics */
void
PMoveCustom_RunPlayerPhysics(entity target)
{
entity oldself = self;
self = target;
/* call accelerate before and after the actual move,
* with half the move each time. this reduces framerate dependence.
* and makes controlling jumps slightly easier */
PMoveCustom_Acceleration(input_timelength / 2, TRUE);
PMoveCustom_Move();
PMoveCustom_Acceleration(input_timelength / 2, FALSE);
/* NOTE: should clip to network precision here if lower than a float */
self.angles = input_angles;
self.angles[0] *= -0.333;
/* clear base-velocity and ground-entity */
self.basevelocity = [0,0,0];
self.groundentity = __NULL__;
/* activate any SOLID_TRIGGER entities */
touchtriggers();
self = oldself;
}
#endif