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-rw-r--r--samples/quake/jni/sv_phys.cpp1617
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diff --git a/samples/quake/jni/sv_phys.cpp b/samples/quake/jni/sv_phys.cpp
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--- a/samples/quake/jni/sv_phys.cpp
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-/*
-Copyright (C) 1996-1997 Id Software, Inc.
-
-This program is free software; you can redistribute it and/or
-modify it under the terms of the GNU General Public License
-as published by the Free Software Foundation; either version 2
-of the License, or (at your option) any later version.
-
-This program is distributed in the hope that it will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
-
-See the GNU General Public License for more details.
-
-You should have received a copy of the GNU General Public License
-along with this program; if not, write to the Free Software
-Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
-
-*/
-// sv_phys.c
-
-#include "quakedef.h"
-
-/*
-
-
-pushmove objects do not obey gravity, and do not interact with each other or trigger fields, but block normal movement and push normal objects when they move.
-
-onground is set for toss objects when they come to a complete rest. it is set for steping or walking objects
-
-doors, plats, etc are SOLID_BSP, and MOVETYPE_PUSH
-bonus items are SOLID_TRIGGER touch, and MOVETYPE_TOSS
-corpses are SOLID_NOT and MOVETYPE_TOSS
-crates are SOLID_BBOX and MOVETYPE_TOSS
-walking monsters are SOLID_SLIDEBOX and MOVETYPE_STEP
-flying/floating monsters are SOLID_SLIDEBOX and MOVETYPE_FLY
-
-solid_edge items only clip against bsp models.
-
-*/
-
-cvar_t sv_friction = CVAR4("sv_friction","4",false,true);
-cvar_t sv_stopspeed = CVAR2("sv_stopspeed","100");
-cvar_t sv_gravity = CVAR4("sv_gravity","800",false,true);
-cvar_t sv_maxvelocity = CVAR2("sv_maxvelocity","2000");
-cvar_t sv_nostep = CVAR2("sv_nostep","0");
-
-#ifdef QUAKE2
-static vec3_t vec_origin = {0.0, 0.0, 0.0};
-#endif
-
-#define MOVE_EPSILON 0.01
-
-void SV_Physics_Toss (edict_t *ent);
-
-/*
-================
-SV_CheckAllEnts
-================
-*/
-void SV_CheckAllEnts (void)
-{
- int e;
- edict_t *check;
-
-// see if any solid entities are inside the final position
- check = NEXT_EDICT(sv.edicts);
- for (e=1 ; e<sv.num_edicts ; e++, check = NEXT_EDICT(check))
- {
- if (check->free)
- continue;
- if (check->u.v.movetype == MOVETYPE_PUSH
- || check->u.v.movetype == MOVETYPE_NONE
-#ifdef QUAKE2
- || check->u.v.movetype == MOVETYPE_FOLLOW
-#endif
- || check->u.v.movetype == MOVETYPE_NOCLIP)
- continue;
-
- if (SV_TestEntityPosition (check))
- Con_Printf ("entity in invalid position\n");
- }
-}
-
-/*
-================
-SV_CheckVelocity
-================
-*/
-void SV_CheckVelocity (edict_t *ent)
-{
- int i;
-
-//
-// bound velocity
-//
- for (i=0 ; i<3 ; i++)
- {
- if (IS_NAN(ent->u.v.velocity[i]))
- {
- Con_Printf ("Got a NaN velocity on %s\n", pr_strings + ent->u.v.classname);
- ent->u.v.velocity[i] = 0;
- }
- if (IS_NAN(ent->u.v.origin[i]))
- {
- Con_Printf ("Got a NaN origin on %s\n", pr_strings + ent->u.v.classname);
- ent->u.v.origin[i] = 0;
- }
- if (ent->u.v.velocity[i] > sv_maxvelocity.value)
- ent->u.v.velocity[i] = sv_maxvelocity.value;
- else if (ent->u.v.velocity[i] < -sv_maxvelocity.value)
- ent->u.v.velocity[i] = -sv_maxvelocity.value;
- }
-}
-
-/*
-=============
-SV_RunThink
-
-Runs thinking code if time. There is some play in the exact time the think
-function will be called, because it is called before any movement is done
-in a frame. Not used for pushmove objects, because they must be exact.
-Returns false if the entity removed itself.
-=============
-*/
-qboolean SV_RunThink (edict_t *ent)
-{
- float thinktime;
-
- thinktime = ent->u.v.nextthink;
- if (thinktime <= 0 || thinktime > sv.time + host_frametime)
- return true;
-
- if (thinktime < sv.time)
- thinktime = sv.time; // don't let things stay in the past.
- // it is possible to start that way
- // by a trigger with a local time.
- ent->u.v.nextthink = 0;
- pr_global_struct->time = thinktime;
- pr_global_struct->self = EDICT_TO_PROG(ent);
- pr_global_struct->other = EDICT_TO_PROG(sv.edicts);
- PR_ExecuteProgram (ent->u.v.think);
- return !ent->free;
-}
-
-/*
-==================
-SV_Impact
-
-Two entities have touched, so run their touch functions
-==================
-*/
-void SV_Impact (edict_t *e1, edict_t *e2)
-{
- int old_self, old_other;
-
- old_self = pr_global_struct->self;
- old_other = pr_global_struct->other;
-
- pr_global_struct->time = sv.time;
- if (e1->u.v.touch && e1->u.v.solid != SOLID_NOT)
- {
- pr_global_struct->self = EDICT_TO_PROG(e1);
- pr_global_struct->other = EDICT_TO_PROG(e2);
- PR_ExecuteProgram (e1->u.v.touch);
- }
-
- if (e2->u.v.touch && e2->u.v.solid != SOLID_NOT)
- {
- pr_global_struct->self = EDICT_TO_PROG(e2);
- pr_global_struct->other = EDICT_TO_PROG(e1);
- PR_ExecuteProgram (e2->u.v.touch);
- }
-
- pr_global_struct->self = old_self;
- pr_global_struct->other = old_other;
-}
-
-
-/*
-==================
-ClipVelocity
-
-Slide off of the impacting object
-returns the blocked flags (1 = floor, 2 = step / wall)
-==================
-*/
-#define STOP_EPSILON 0.1
-
-int 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)
- 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] > -STOP_EPSILON && out[i] < STOP_EPSILON)
- out[i] = 0;
- }
-
- return blocked;
-}
-
-
-/*
-============
-SV_FlyMove
-
-The basic solid body movement clip that slides along multiple planes
-Returns the clipflags if the velocity was modified (hit something solid)
-1 = floor
-2 = wall / step
-4 = dead stop
-If steptrace is not NULL, the trace of any vertical wall hit will be stored
-============
-*/
-#define MAX_CLIP_PLANES 5
-int SV_FlyMove (edict_t *ent, float time, trace_t *steptrace)
-{
- int bumpcount, numbumps;
- vec3_t dir;
- float d;
- int numplanes;
- vec3_t planes[MAX_CLIP_PLANES];
- vec3_t primal_velocity, original_velocity, new_velocity;
- int i, j;
- trace_t trace;
- vec3_t end;
- float time_left;
- int blocked;
-
- numbumps = 4;
-
- blocked = 0;
- VectorCopy (ent->u.v.velocity, original_velocity);
- VectorCopy (ent->u.v.velocity, primal_velocity);
- numplanes = 0;
-
- time_left = time;
-
- for (bumpcount=0 ; bumpcount<numbumps ; bumpcount++)
- {
- if (!ent->u.v.velocity[0] && !ent->u.v.velocity[1] && !ent->u.v.velocity[2])
- break;
-
- for (i=0 ; i<3 ; i++)
- end[i] = ent->u.v.origin[i] + time_left * ent->u.v.velocity[i];
-
- trace = SV_Move (ent->u.v.origin, ent->u.v.mins, ent->u.v.maxs, end, false, ent);
-
- if (trace.allsolid)
- { // entity is trapped in another solid
- VectorCopy (vec3_origin, ent->u.v.velocity);
- return 3;
- }
-
- if (trace.fraction > 0)
- { // actually covered some distance
- VectorCopy (trace.endpos, ent->u.v.origin);
- VectorCopy (ent->u.v.velocity, original_velocity);
- numplanes = 0;
- }
-
- if (trace.fraction == 1)
- break; // moved the entire distance
-
- if (!trace.ent)
- Sys_Error ("SV_FlyMove: !trace.ent");
-
- if (trace.plane.normal[2] > 0.7)
- {
- blocked |= 1; // floor
- if (trace.ent->u.v.solid == SOLID_BSP)
- {
- ent->u.v.flags = (int)ent->u.v.flags | FL_ONGROUND;
- ent->u.v.groundentity = EDICT_TO_PROG(trace.ent);
- }
- }
- if (!trace.plane.normal[2])
- {
- blocked |= 2; // step
- if (steptrace)
- *steptrace = trace; // save for player extrafriction
- }
-
-//
-// run the impact function
-//
- SV_Impact (ent, trace.ent);
- if (ent->free)
- break; // removed by the impact function
-
-
- time_left -= time_left * trace.fraction;
-
- // cliped to another plane
- if (numplanes >= MAX_CLIP_PLANES)
- { // this shouldn't really happen
- VectorCopy (vec3_origin, ent->u.v.velocity);
- return 3;
- }
-
- VectorCopy (trace.plane.normal, planes[numplanes]);
- numplanes++;
-
-//
-// modify original_velocity so it parallels all of the clip planes
-//
- for (i=0 ; i<numplanes ; i++)
- {
- ClipVelocity (original_velocity, planes[i], new_velocity, 1);
- for (j=0 ; j<numplanes ; j++)
- if (j != i)
- {
- if (DotProduct (new_velocity, planes[j]) < 0)
- break; // not ok
- }
- if (j == numplanes)
- break;
- }
-
- if (i != numplanes)
- { // go along this plane
- VectorCopy (new_velocity, ent->u.v.velocity);
- }
- else
- { // go along the crease
- if (numplanes != 2)
- {
-// Con_Printf ("clip velocity, numplanes == %i\n",numplanes);
- VectorCopy (vec3_origin, ent->u.v.velocity);
- return 7;
- }
- CrossProduct (planes[0], planes[1], dir);
- d = DotProduct (dir, ent->u.v.velocity);
- VectorScale (dir, d, ent->u.v.velocity);
- }
-
-//
-// if original velocity is against the original velocity, stop dead
-// to avoid tiny occilations in sloping corners
-//
- if (DotProduct (ent->u.v.velocity, primal_velocity) <= 0)
- {
- VectorCopy (vec3_origin, ent->u.v.velocity);
- return blocked;
- }
- }
-
- return blocked;
-}
-
-
-/*
-============
-SV_AddGravity
-
-============
-*/
-void SV_AddGravity (edict_t *ent)
-{
- float ent_gravity;
-
-#ifdef QUAKE2
- if (ent->u.v.gravity)
- ent_gravity = ent->u.v.gravity;
- else
- ent_gravity = 1.0;
-#else
- eval_t *val;
-
- val = GetEdictFieldValue(ent, "gravity");
- if (val && val->_float)
- ent_gravity = val->_float;
- else
- ent_gravity = 1.0;
-#endif
- ent->u.v.velocity[2] -= ent_gravity * sv_gravity.value * host_frametime;
-}
-
-
-/*
-===============================================================================
-
-PUSHMOVE
-
-===============================================================================
-*/
-
-/*
-============
-SV_PushEntity
-
-Does not change the entities velocity at all
-============
-*/
-trace_t SV_PushEntity (edict_t *ent, vec3_t push)
-{
- trace_t trace;
- vec3_t end;
-
- VectorAdd (ent->u.v.origin, push, end);
-
- if (ent->u.v.movetype == MOVETYPE_FLYMISSILE)
- trace = SV_Move (ent->u.v.origin, ent->u.v.mins, ent->u.v.maxs, end, MOVE_MISSILE, ent);
- else if (ent->u.v.solid == SOLID_TRIGGER || ent->u.v.solid == SOLID_NOT)
- // only clip against bmodels
- trace = SV_Move (ent->u.v.origin, ent->u.v.mins, ent->u.v.maxs, end, MOVE_NOMONSTERS, ent);
- else
- trace = SV_Move (ent->u.v.origin, ent->u.v.mins, ent->u.v.maxs, end, MOVE_NORMAL, ent);
-
- VectorCopy (trace.endpos, ent->u.v.origin);
- SV_LinkEdict (ent, true);
-
- if (trace.ent)
- SV_Impact (ent, trace.ent);
-
- return trace;
-}
-
-
-/*
-============
-SV_PushMove
-
-============
-*/
-void SV_PushMove (edict_t *pusher, float movetime)
-{
- int i, e;
- edict_t *check, *block;
- vec3_t mins, maxs, move;
- vec3_t entorig, pushorig;
- int num_moved;
- edict_t *moved_edict[MAX_EDICTS];
- vec3_t moved_from[MAX_EDICTS];
-
- if (!pusher->u.v.velocity[0] && !pusher->u.v.velocity[1] && !pusher->u.v.velocity[2])
- {
- pusher->u.v.ltime += movetime;
- return;
- }
-
- for (i=0 ; i<3 ; i++)
- {
- move[i] = pusher->u.v.velocity[i] * movetime;
- mins[i] = pusher->u.v.absmin[i] + move[i];
- maxs[i] = pusher->u.v.absmax[i] + move[i];
- }
-
- VectorCopy (pusher->u.v.origin, pushorig);
-
-// move the pusher to it's final position
-
- VectorAdd (pusher->u.v.origin, move, pusher->u.v.origin);
- pusher->u.v.ltime += movetime;
- SV_LinkEdict (pusher, false);
-
-
-// see if any solid entities are inside the final position
- num_moved = 0;
- check = NEXT_EDICT(sv.edicts);
- for (e=1 ; e<sv.num_edicts ; e++, check = NEXT_EDICT(check))
- {
- if (check->free)
- continue;
- if (check->u.v.movetype == MOVETYPE_PUSH
- || check->u.v.movetype == MOVETYPE_NONE
-#ifdef QUAKE2
- || check->u.v.movetype == MOVETYPE_FOLLOW
-#endif
- || check->u.v.movetype == MOVETYPE_NOCLIP)
- continue;
-
- // if the entity is standing on the pusher, it will definately be moved
- if ( ! ( ((int)check->u.v.flags & FL_ONGROUND)
- && PROG_TO_EDICT(check->u.v.groundentity) == pusher) )
- {
- if ( check->u.v.absmin[0] >= maxs[0]
- || check->u.v.absmin[1] >= maxs[1]
- || check->u.v.absmin[2] >= maxs[2]
- || check->u.v.absmax[0] <= mins[0]
- || check->u.v.absmax[1] <= mins[1]
- || check->u.v.absmax[2] <= mins[2] )
- continue;
-
- // see if the ent's bbox is inside the pusher's final position
- if (!SV_TestEntityPosition (check))
- continue;
- }
-
- // remove the onground flag for non-players
- if (check->u.v.movetype != MOVETYPE_WALK)
- check->u.v.flags = (int)check->u.v.flags & ~FL_ONGROUND;
-
- VectorCopy (check->u.v.origin, entorig);
- VectorCopy (check->u.v.origin, moved_from[num_moved]);
- moved_edict[num_moved] = check;
- num_moved++;
-
- // try moving the contacted entity
- pusher->u.v.solid = SOLID_NOT;
- SV_PushEntity (check, move);
- pusher->u.v.solid = SOLID_BSP;
-
- // if it is still inside the pusher, block
- block = SV_TestEntityPosition (check);
- if (block)
- { // fail the move
- if (check->u.v.mins[0] == check->u.v.maxs[0])
- continue;
- if (check->u.v.solid == SOLID_NOT || check->u.v.solid == SOLID_TRIGGER)
- { // corpse
- check->u.v.mins[0] = check->u.v.mins[1] = 0;
- VectorCopy (check->u.v.mins, check->u.v.maxs);
- continue;
- }
-
- VectorCopy (entorig, check->u.v.origin);
- SV_LinkEdict (check, true);
-
- VectorCopy (pushorig, pusher->u.v.origin);
- SV_LinkEdict (pusher, false);
- pusher->u.v.ltime -= movetime;
-
- // if the pusher has a "blocked" function, call it
- // otherwise, just stay in place until the obstacle is gone
- if (pusher->u.v.blocked)
- {
- pr_global_struct->self = EDICT_TO_PROG(pusher);
- pr_global_struct->other = EDICT_TO_PROG(check);
- PR_ExecuteProgram (pusher->u.v.blocked);
- }
-
- // move back any entities we already moved
- for (i=0 ; i<num_moved ; i++)
- {
- VectorCopy (moved_from[i], moved_edict[i]->u.v.origin);
- SV_LinkEdict (moved_edict[i], false);
- }
- return;
- }
- }
-
-
-}
-
-#ifdef QUAKE2
-/*
-============
-SV_PushRotate
-
-============
-*/
-void SV_PushRotate (edict_t *pusher, float movetime)
-{
- int i, e;
- edict_t *check, *block;
- vec3_t move, a, amove;
- vec3_t entorig, pushorig;
- int num_moved;
- edict_t *moved_edict[MAX_EDICTS];
- vec3_t moved_from[MAX_EDICTS];
- vec3_t org, org2;
- vec3_t forward, right, up;
-
- if (!pusher->u.v.avelocity[0] && !pusher->u.v.avelocity[1] && !pusher->u.v.avelocity[2])
- {
- pusher->u.v.ltime += movetime;
- return;
- }
-
- for (i=0 ; i<3 ; i++)
- amove[i] = pusher->u.v.avelocity[i] * movetime;
-
- VectorSubtract (vec3_origin, amove, a);
- AngleVectors (a, forward, right, up);
-
- VectorCopy (pusher->u.v.angles, pushorig);
-
-// move the pusher to it's final position
-
- VectorAdd (pusher->u.v.angles, amove, pusher->u.v.angles);
- pusher->u.v.ltime += movetime;
- SV_LinkEdict (pusher, false);
-
-
-// see if any solid entities are inside the final position
- num_moved = 0;
- check = NEXT_EDICT(sv.edicts);
- for (e=1 ; e<sv.num_edicts ; e++, check = NEXT_EDICT(check))
- {
- if (check->free)
- continue;
- if (check->u.v.movetype == MOVETYPE_PUSH
- || check->u.v.movetype == MOVETYPE_NONE
- || check->u.v.movetype == MOVETYPE_FOLLOW
- || check->u.v.movetype == MOVETYPE_NOCLIP)
- continue;
-
- // if the entity is standing on the pusher, it will definately be moved
- if ( ! ( ((int)check->u.v.flags & FL_ONGROUND)
- && PROG_TO_EDICT(check->u.v.groundentity) == pusher) )
- {
- if ( check->u.v.absmin[0] >= pusher->u.v.absmax[0]
- || check->u.v.absmin[1] >= pusher->u.v.absmax[1]
- || check->u.v.absmin[2] >= pusher->u.v.absmax[2]
- || check->u.v.absmax[0] <= pusher->u.v.absmin[0]
- || check->u.v.absmax[1] <= pusher->u.v.absmin[1]
- || check->u.v.absmax[2] <= pusher->u.v.absmin[2] )
- continue;
-
- // see if the ent's bbox is inside the pusher's final position
- if (!SV_TestEntityPosition (check))
- continue;
- }
-
- // remove the onground flag for non-players
- if (check->u.v.movetype != MOVETYPE_WALK)
- check->u.v.flags = (int)check->u.v.flags & ~FL_ONGROUND;
-
- VectorCopy (check->u.v.origin, entorig);
- VectorCopy (check->u.v.origin, moved_from[num_moved]);
- moved_edict[num_moved] = check;
- num_moved++;
-
- // calculate destination position
- VectorSubtract (check->u.v.origin, pusher->u.v.origin, org);
- org2[0] = DotProduct (org, forward);
- org2[1] = -DotProduct (org, right);
- org2[2] = DotProduct (org, up);
- VectorSubtract (org2, org, move);
-
- // try moving the contacted entity
- pusher->u.v.solid = SOLID_NOT;
- SV_PushEntity (check, move);
- pusher->u.v.solid = SOLID_BSP;
-
- // if it is still inside the pusher, block
- block = SV_TestEntityPosition (check);
- if (block)
- { // fail the move
- if (check->u.v.mins[0] == check->u.v.maxs[0])
- continue;
- if (check->u.v.solid == SOLID_NOT || check->u.v.solid == SOLID_TRIGGER)
- { // corpse
- check->u.v.mins[0] = check->u.v.mins[1] = 0;
- VectorCopy (check->u.v.mins, check->u.v.maxs);
- continue;
- }
-
- VectorCopy (entorig, check->u.v.origin);
- SV_LinkEdict (check, true);
-
- VectorCopy (pushorig, pusher->u.v.angles);
- SV_LinkEdict (pusher, false);
- pusher->u.v.ltime -= movetime;
-
- // if the pusher has a "blocked" function, call it
- // otherwise, just stay in place until the obstacle is gone
- if (pusher->u.v.blocked)
- {
- pr_global_struct->self = EDICT_TO_PROG(pusher);
- pr_global_struct->other = EDICT_TO_PROG(check);
- PR_ExecuteProgram (pusher->u.v.blocked);
- }
-
- // move back any entities we already moved
- for (i=0 ; i<num_moved ; i++)
- {
- VectorCopy (moved_from[i], moved_edict[i]->u.v.origin);
- VectorSubtract (moved_edict[i]->u.v.angles, amove, moved_edict[i]->u.v.angles);
- SV_LinkEdict (moved_edict[i], false);
- }
- return;
- }
- else
- {
- VectorAdd (check->u.v.angles, amove, check->u.v.angles);
- }
- }
-
-
-}
-#endif
-
-/*
-================
-SV_Physics_Pusher
-
-================
-*/
-void SV_Physics_Pusher (edict_t *ent)
-{
- float thinktime;
- float oldltime;
- float movetime;
-
- oldltime = ent->u.v.ltime;
-
- thinktime = ent->u.v.nextthink;
- if (thinktime < ent->u.v.ltime + host_frametime)
- {
- movetime = thinktime - ent->u.v.ltime;
- if (movetime < 0)
- movetime = 0;
- }
- else
- movetime = host_frametime;
-
- if (movetime)
- {
-#ifdef QUAKE2
- if (ent->u.v.avelocity[0] || ent->u.v.avelocity[1] || ent->u.v.avelocity[2])
- SV_PushRotate (ent, movetime);
- else
-#endif
- SV_PushMove (ent, movetime); // advances ent->u.v.ltime if not blocked
- }
-
- if (thinktime > oldltime && thinktime <= ent->u.v.ltime)
- {
- ent->u.v.nextthink = 0;
- pr_global_struct->time = sv.time;
- pr_global_struct->self = EDICT_TO_PROG(ent);
- pr_global_struct->other = EDICT_TO_PROG(sv.edicts);
- PR_ExecuteProgram (ent->u.v.think);
- if (ent->free)
- return;
- }
-
-}
-
-
-/*
-===============================================================================
-
-CLIENT MOVEMENT
-
-===============================================================================
-*/
-
-/*
-=============
-SV_CheckStuck
-
-This is a big hack to try and fix the rare case of getting stuck in the world
-clipping hull.
-=============
-*/
-void SV_CheckStuck (edict_t *ent)
-{
- int i, j;
- int z;
- vec3_t org;
-
- if (!SV_TestEntityPosition(ent))
- {
- VectorCopy (ent->u.v.origin, ent->u.v.oldorigin);
- return;
- }
-
- VectorCopy (ent->u.v.origin, org);
- VectorCopy (ent->u.v.oldorigin, ent->u.v.origin);
- if (!SV_TestEntityPosition(ent))
- {
- Con_DPrintf ("Unstuck.\n");
- SV_LinkEdict (ent, true);
- return;
- }
-
- for (z=0 ; z< 18 ; z++)
- for (i=-1 ; i <= 1 ; i++)
- for (j=-1 ; j <= 1 ; j++)
- {
- ent->u.v.origin[0] = org[0] + i;
- ent->u.v.origin[1] = org[1] + j;
- ent->u.v.origin[2] = org[2] + z;
- if (!SV_TestEntityPosition(ent))
- {
- Con_DPrintf ("Unstuck.\n");
- SV_LinkEdict (ent, true);
- return;
- }
- }
-
- VectorCopy (org, ent->u.v.origin);
- Con_DPrintf ("player is stuck.\n");
-}
-
-
-/*
-=============
-SV_CheckWater
-=============
-*/
-qboolean SV_CheckWater (edict_t *ent)
-{
- vec3_t point;
- int cont;
-#ifdef QUAKE2
- int truecont;
-#endif
-
- point[0] = ent->u.v.origin[0];
- point[1] = ent->u.v.origin[1];
- point[2] = ent->u.v.origin[2] + ent->u.v.mins[2] + 1;
-
- ent->u.v.waterlevel = 0;
- ent->u.v.watertype = CONTENTS_EMPTY;
- cont = SV_PointContents (point);
- if (cont <= CONTENTS_WATER)
- {
-#ifdef QUAKE2
- truecont = SV_TruePointContents (point);
-#endif
- ent->u.v.watertype = cont;
- ent->u.v.waterlevel = 1;
- point[2] = ent->u.v.origin[2] + (ent->u.v.mins[2] + ent->u.v.maxs[2])*0.5;
- cont = SV_PointContents (point);
- if (cont <= CONTENTS_WATER)
- {
- ent->u.v.waterlevel = 2;
- point[2] = ent->u.v.origin[2] + ent->u.v.view_ofs[2];
- cont = SV_PointContents (point);
- if (cont <= CONTENTS_WATER)
- ent->u.v.waterlevel = 3;
- }
-#ifdef QUAKE2
- if (truecont <= CONTENTS_CURRENT_0 && truecont >= CONTENTS_CURRENT_DOWN)
- {
- static vec3_t current_table[] =
- {
- {1, 0, 0},
- {0, 1, 0},
- {-1, 0, 0},
- {0, -1, 0},
- {0, 0, 1},
- {0, 0, -1}
- };
-
- VectorMA (ent->u.v.basevelocity, 150.0*ent->u.v.waterlevel/3.0, current_table[CONTENTS_CURRENT_0 - truecont], ent->u.v.basevelocity);
- }
-#endif
- }
-
- return ent->u.v.waterlevel > 1;
-}
-
-/*
-============
-SV_WallFriction
-
-============
-*/
-void SV_WallFriction (edict_t *ent, trace_t *trace)
-{
- vec3_t forward, right, up;
- float d, i;
- vec3_t into, side;
-
- AngleVectors (ent->u.v.v_angle, forward, right, up);
- d = DotProduct (trace->plane.normal, forward);
-
- d += 0.5;
- if (d >= 0)
- return;
-
-// cut the tangential velocity
- i = DotProduct (trace->plane.normal, ent->u.v.velocity);
- VectorScale (trace->plane.normal, i, into);
- VectorSubtract (ent->u.v.velocity, into, side);
-
- ent->u.v.velocity[0] = side[0] * (1 + d);
- ent->u.v.velocity[1] = side[1] * (1 + d);
-}
-
-/*
-=====================
-SV_TryUnstick
-
-Player has come to a dead stop, possibly due to the problem with limited
-float precision at some angle joins in the BSP hull.
-
-Try fixing by pushing one pixel in each direction.
-
-This is a hack, but in the interest of good gameplay...
-======================
-*/
-int SV_TryUnstick (edict_t *ent, vec3_t oldvel)
-{
- int i;
- vec3_t oldorg;
- vec3_t dir;
- int clip;
- trace_t steptrace;
-
- VectorCopy (ent->u.v.origin, oldorg);
- VectorCopy (vec3_origin, dir);
-
- for (i=0 ; i<8 ; i++)
- {
-// try pushing a little in an axial direction
- switch (i)
- {
- case 0: dir[0] = 2; dir[1] = 0; break;
- case 1: dir[0] = 0; dir[1] = 2; break;
- case 2: dir[0] = -2; dir[1] = 0; break;
- case 3: dir[0] = 0; dir[1] = -2; break;
- case 4: dir[0] = 2; dir[1] = 2; break;
- case 5: dir[0] = -2; dir[1] = 2; break;
- case 6: dir[0] = 2; dir[1] = -2; break;
- case 7: dir[0] = -2; dir[1] = -2; break;
- }
-
- SV_PushEntity (ent, dir);
-
-// retry the original move
- ent->u.v.velocity[0] = oldvel[0];
- ent->u.v. velocity[1] = oldvel[1];
- ent->u.v. velocity[2] = 0;
- clip = SV_FlyMove (ent, 0.1, &steptrace);
-
- if ( fabs(oldorg[1] - ent->u.v.origin[1]) > 4
- || fabs(oldorg[0] - ent->u.v.origin[0]) > 4 )
- {
-//Con_DPrintf ("unstuck!\n");
- return clip;
- }
-
-// go back to the original pos and try again
- VectorCopy (oldorg, ent->u.v.origin);
- }
-
- VectorCopy (vec3_origin, ent->u.v.velocity);
- return 7; // still not moving
-}
-
-/*
-=====================
-SV_WalkMove
-
-Only used by players
-======================
-*/
-#define STEPSIZE 18
-void SV_WalkMove (edict_t *ent)
-{
- vec3_t upmove, downmove;
- vec3_t oldorg, oldvel;
- vec3_t nosteporg, nostepvel;
- int clip;
- int oldonground;
- trace_t steptrace, downtrace;
-
-//
-// do a regular slide move unless it looks like you ran into a step
-//
- oldonground = (int)ent->u.v.flags & FL_ONGROUND;
- ent->u.v.flags = (int)ent->u.v.flags & ~FL_ONGROUND;
-
- VectorCopy (ent->u.v.origin, oldorg);
- VectorCopy (ent->u.v.velocity, oldvel);
-
- clip = SV_FlyMove (ent, host_frametime, &steptrace);
-
- if ( !(clip & 2) )
- return; // move didn't block on a step
-
- if (!oldonground && ent->u.v.waterlevel == 0)
- return; // don't stair up while jumping
-
- if (ent->u.v.movetype != MOVETYPE_WALK)
- return; // gibbed by a trigger
-
- if (sv_nostep.value)
- return;
-
- if ( (int)sv_player->u.v.flags & FL_WATERJUMP )
- return;
-
- VectorCopy (ent->u.v.origin, nosteporg);
- VectorCopy (ent->u.v.velocity, nostepvel);
-
-//
-// try moving up and forward to go up a step
-//
- VectorCopy (oldorg, ent->u.v.origin); // back to start pos
-
- VectorCopy (vec3_origin, upmove);
- VectorCopy (vec3_origin, downmove);
- upmove[2] = STEPSIZE;
- downmove[2] = -STEPSIZE + oldvel[2]*host_frametime;
-
-// move up
- SV_PushEntity (ent, upmove); // FIXME: don't link?
-
-// move forward
- ent->u.v.velocity[0] = oldvel[0];
- ent->u.v. velocity[1] = oldvel[1];
- ent->u.v. velocity[2] = 0;
- clip = SV_FlyMove (ent, host_frametime, &steptrace);
-
-// check for stuckness, possibly due to the limited precision of floats
-// in the clipping hulls
- if (clip)
- {
- if ( fabs(oldorg[1] - ent->u.v.origin[1]) < 0.03125
- && fabs(oldorg[0] - ent->u.v.origin[0]) < 0.03125 )
- { // stepping up didn't make any progress
- clip = SV_TryUnstick (ent, oldvel);
- }
- }
-
-// extra friction based on view angle
- if ( clip & 2 )
- SV_WallFriction (ent, &steptrace);
-
-// move down
- downtrace = SV_PushEntity (ent, downmove); // FIXME: don't link?
-
- if (downtrace.plane.normal[2] > 0.7)
- {
- if (ent->u.v.solid == SOLID_BSP)
- {
- ent->u.v.flags = (int)ent->u.v.flags | FL_ONGROUND;
- ent->u.v.groundentity = EDICT_TO_PROG(downtrace.ent);
- }
- }
- else
- {
-// if the push down didn't end up on good ground, use the move without
-// the step up. This happens near wall / slope combinations, and can
-// cause the player to hop up higher on a slope too steep to climb
- VectorCopy (nosteporg, ent->u.v.origin);
- VectorCopy (nostepvel, ent->u.v.velocity);
- }
-}
-
-
-/*
-================
-SV_Physics_Client
-
-Player character actions
-================
-*/
-void SV_Physics_Client (edict_t *ent, int num)
-{
- if ( ! svs.clients[num-1].active )
- return; // unconnected slot
-
-//
-// call standard client pre-think
-//
- pr_global_struct->time = sv.time;
- pr_global_struct->self = EDICT_TO_PROG(ent);
- PR_ExecuteProgram (pr_global_struct->PlayerPreThink);
-
-//
-// do a move
-//
- SV_CheckVelocity (ent);
-
-//
-// decide which move function to call
-//
- switch ((int)ent->u.v.movetype)
- {
- case MOVETYPE_NONE:
- if (!SV_RunThink (ent))
- return;
- break;
-
- case MOVETYPE_WALK:
- if (!SV_RunThink (ent))
- return;
- if (!SV_CheckWater (ent) && ! ((int)ent->u.v.flags & FL_WATERJUMP) )
- SV_AddGravity (ent);
- SV_CheckStuck (ent);
-#ifdef QUAKE2
- VectorAdd (ent->u.v.velocity, ent->u.v.basevelocity, ent->u.v.velocity);
-#endif
- SV_WalkMove (ent);
-
-#ifdef QUAKE2
- VectorSubtract (ent->u.v.velocity, ent->u.v.basevelocity, ent->u.v.velocity);
-#endif
- break;
-
- case MOVETYPE_TOSS:
- case MOVETYPE_BOUNCE:
- SV_Physics_Toss (ent);
- break;
-
- case MOVETYPE_FLY:
- if (!SV_RunThink (ent))
- return;
- SV_FlyMove (ent, host_frametime, NULL);
- break;
-
- case MOVETYPE_NOCLIP:
- if (!SV_RunThink (ent))
- return;
- VectorMA (ent->u.v.origin, host_frametime, ent->u.v.velocity, ent->u.v.origin);
- break;
-
- default:
- Sys_Error ("SV_Physics_client: bad movetype %i", (int)ent->u.v.movetype);
- }
-
-//
-// call standard player post-think
-//
- SV_LinkEdict (ent, true);
-
- pr_global_struct->time = sv.time;
- pr_global_struct->self = EDICT_TO_PROG(ent);
- PR_ExecuteProgram (pr_global_struct->PlayerPostThink);
-}
-
-//============================================================================
-
-/*
-=============
-SV_Physics_None
-
-Non moving objects can only think
-=============
-*/
-void SV_Physics_None (edict_t *ent)
-{
-// regular thinking
- SV_RunThink (ent);
-}
-
-#ifdef QUAKE2
-/*
-=============
-SV_Physics_Follow
-
-Entities that are "stuck" to another entity
-=============
-*/
-void SV_Physics_Follow (edict_t *ent)
-{
-// regular thinking
- SV_RunThink (ent);
- VectorAdd (PROG_TO_EDICT(ent->u.v.aiment)->u.v.origin, ent->u.v.v_angle, ent->u.v.origin);
- SV_LinkEdict (ent, true);
-}
-#endif
-
-/*
-=============
-SV_Physics_Noclip
-
-A moving object that doesn't obey physics
-=============
-*/
-void SV_Physics_Noclip (edict_t *ent)
-{
-// regular thinking
- if (!SV_RunThink (ent))
- return;
-
- VectorMA (ent->u.v.angles, host_frametime, ent->u.v.avelocity, ent->u.v.angles);
- VectorMA (ent->u.v.origin, host_frametime, ent->u.v.velocity, ent->u.v.origin);
-
- SV_LinkEdict (ent, false);
-}
-
-/*
-==============================================================================
-
-TOSS / BOUNCE
-
-==============================================================================
-*/
-
-/*
-=============
-SV_CheckWaterTransition
-
-=============
-*/
-void SV_CheckWaterTransition (edict_t *ent)
-{
- int cont;
-#ifdef QUAKE2
- vec3_t point;
-
- point[0] = ent->u.v.origin[0];
- point[1] = ent->u.v.origin[1];
- point[2] = ent->u.v.origin[2] + ent->u.v.mins[2] + 1;
- cont = SV_PointContents (point);
-#else
- cont = SV_PointContents (ent->u.v.origin);
-#endif
- if (!ent->u.v.watertype)
- { // just spawned here
- ent->u.v.watertype = cont;
- ent->u.v.waterlevel = 1;
- return;
- }
-
- if (cont <= CONTENTS_WATER)
- {
- if (ent->u.v.watertype == CONTENTS_EMPTY)
- { // just crossed into water
- SV_StartSound (ent, 0, "misc/h2ohit1.wav", 255, 1);
- }
- ent->u.v.watertype = cont;
- ent->u.v.waterlevel = 1;
- }
- else
- {
- if (ent->u.v.watertype != CONTENTS_EMPTY)
- { // just crossed into water
- SV_StartSound (ent, 0, "misc/h2ohit1.wav", 255, 1);
- }
- ent->u.v.watertype = CONTENTS_EMPTY;
- ent->u.v.waterlevel = cont;
- }
-}
-
-/*
-=============
-SV_Physics_Toss
-
-Toss, bounce, and fly movement. When onground, do nothing.
-=============
-*/
-void SV_Physics_Toss (edict_t *ent)
-{
- trace_t trace;
- vec3_t move;
- float backoff;
-#ifdef QUAKE2
- edict_t *groundentity;
-
- groundentity = PROG_TO_EDICT(ent->u.v.groundentity);
- if ((int)groundentity->u.v.flags & FL_CONVEYOR)
- VectorScale(groundentity->u.v.movedir, groundentity->u.v.speed, ent->u.v.basevelocity);
- else
- VectorCopy(vec_origin, ent->u.v.basevelocity);
- SV_CheckWater (ent);
-#endif
- // regular thinking
- if (!SV_RunThink (ent))
- return;
-
-#ifdef QUAKE2
- if (ent->u.v.velocity[2] > 0)
- ent->u.v.flags = (int)ent->u.v.flags & ~FL_ONGROUND;
-
- if ( ((int)ent->u.v.flags & FL_ONGROUND) )
-//@@
- if (VectorCompare(ent->u.v.basevelocity, vec_origin))
- return;
-
- SV_CheckVelocity (ent);
-
-// add gravity
- if (! ((int)ent->u.v.flags & FL_ONGROUND)
- && ent->u.v.movetype != MOVETYPE_FLY
- && ent->u.v.movetype != MOVETYPE_BOUNCEMISSILE
- && ent->u.v.movetype != MOVETYPE_FLYMISSILE)
- SV_AddGravity (ent);
-
-#else
-// if onground, return without moving
- if ( ((int)ent->u.v.flags & FL_ONGROUND) )
- return;
-
- SV_CheckVelocity (ent);
-
-// add gravity
- if (ent->u.v.movetype != MOVETYPE_FLY
- && ent->u.v.movetype != MOVETYPE_FLYMISSILE)
- SV_AddGravity (ent);
-#endif
-
-// move angles
- VectorMA (ent->u.v.angles, host_frametime, ent->u.v.avelocity, ent->u.v.angles);
-
-// move origin
-#ifdef QUAKE2
- VectorAdd (ent->u.v.velocity, ent->u.v.basevelocity, ent->u.v.velocity);
-#endif
- VectorScale (ent->u.v.velocity, host_frametime, move);
- trace = SV_PushEntity (ent, move);
-#ifdef QUAKE2
- VectorSubtract (ent->u.v.velocity, ent->u.v.basevelocity, ent->u.v.velocity);
-#endif
- if (trace.fraction == 1)
- return;
- if (ent->free)
- return;
-
- if (ent->u.v.movetype == MOVETYPE_BOUNCE)
- backoff = 1.5;
-#ifdef QUAKE2
- else if (ent->u.v.movetype == MOVETYPE_BOUNCEMISSILE)
- backoff = 2.0;
-#endif
- else
- backoff = 1;
-
- ClipVelocity (ent->u.v.velocity, trace.plane.normal, ent->u.v.velocity, backoff);
-
-// stop if on ground
- if (trace.plane.normal[2] > 0.7)
- {
-#ifdef QUAKE2
- if (ent->u.v.velocity[2] < 60 || (ent->u.v.movetype != MOVETYPE_BOUNCE && ent->u.v.movetype != MOVETYPE_BOUNCEMISSILE))
-#else
- if (ent->u.v.velocity[2] < 60 || ent->u.v.movetype != MOVETYPE_BOUNCE)
-#endif
- {
- ent->u.v.flags = (int)ent->u.v.flags | FL_ONGROUND;
- ent->u.v.groundentity = EDICT_TO_PROG(trace.ent);
- VectorCopy (vec3_origin, ent->u.v.velocity);
- VectorCopy (vec3_origin, ent->u.v.avelocity);
- }
- }
-
-// 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.
-=============
-*/
-#ifdef QUAKE2
-void SV_Physics_Step (edict_t *ent)
-{
- qboolean wasonground;
- qboolean inwater;
- qboolean hitsound = false;
- float *vel;
- float speed, newspeed, control;
- float friction;
- edict_t *groundentity;
-
- groundentity = PROG_TO_EDICT(ent->u.v.groundentity);
- if ((int)groundentity->u.v.flags & FL_CONVEYOR)
- VectorScale(groundentity->u.v.movedir, groundentity->u.v.speed, ent->u.v.basevelocity);
- else
- VectorCopy(vec_origin, ent->u.v.basevelocity);
-//@@
- pr_global_struct->time = sv.time;
- pr_global_struct->self = EDICT_TO_PROG(ent);
- PF_WaterMove();
-
- SV_CheckVelocity (ent);
-
- wasonground = (int)ent->u.v.flags & FL_ONGROUND;
-// ent->u.v.flags = (int)ent->u.v.flags & ~FL_ONGROUND;
-
- // add gravity except:
- // flying monsters
- // swimming monsters who are in the water
- inwater = SV_CheckWater(ent);
- if (! wasonground)
- if (!((int)ent->u.v.flags & FL_FLY))
- if (!(((int)ent->u.v.flags & FL_SWIM) && (ent->u.v.waterlevel > 0)))
- {
- if (ent->u.v.velocity[2] < sv_gravity.value*-0.1)
- hitsound = true;
- if (!inwater)
- SV_AddGravity (ent);
- }
-
- if (!VectorCompare(ent->u.v.velocity, vec_origin) || !VectorCompare(ent->u.v.basevelocity, vec_origin))
- {
- ent->u.v.flags = (int)ent->u.v.flags & ~FL_ONGROUND;
- // apply friction
- // let dead monsters who aren't completely onground slide
- if (wasonground)
- if (!(ent->u.v.health <= 0.0 && !SV_CheckBottom(ent)))
- {
- vel = ent->u.v.velocity;
- speed = sqrt(vel[0]*vel[0] +vel[1]*vel[1]);
- if (speed)
- {
- friction = sv_friction.value;
-
- control = speed < sv_stopspeed.value ? sv_stopspeed.value : speed;
- newspeed = speed - host_frametime*control*friction;
-
- if (newspeed < 0)
- newspeed = 0;
- newspeed /= speed;
-
- vel[0] = vel[0] * newspeed;
- vel[1] = vel[1] * newspeed;
- }
- }
-
- VectorAdd (ent->u.v.velocity, ent->u.v.basevelocity, ent->u.v.velocity);
- SV_FlyMove (ent, host_frametime, NULL);
- VectorSubtract (ent->u.v.velocity, ent->u.v.basevelocity, ent->u.v.velocity);
-
- // determine if it's on solid ground at all
- {
- vec3_t mins, maxs, point;
- int x, y;
-
- VectorAdd (ent->u.v.origin, ent->u.v.mins, mins);
- VectorAdd (ent->u.v.origin, ent->u.v.maxs, maxs);
-
- point[2] = mins[2] - 1;
- for (x=0 ; x<=1 ; x++)
- for (y=0 ; y<=1 ; y++)
- {
- point[0] = x ? maxs[0] : mins[0];
- point[1] = y ? maxs[1] : mins[1];
- if (SV_PointContents (point) == CONTENTS_SOLID)
- {
- ent->u.v.flags = (int)ent->u.v.flags | FL_ONGROUND;
- break;
- }
- }
-
- }
-
- SV_LinkEdict (ent, true);
-
- if ((int)ent->u.v.flags & FL_ONGROUND)
- if (!wasonground)
- if (hitsound)
- SV_StartSound (ent, 0, "demon/dland2.wav", 255, 1);
- }
-
-// regular thinking
- SV_RunThink (ent);
- SV_CheckWaterTransition (ent);
-}
-#else
-void SV_Physics_Step (edict_t *ent)
-{
- qboolean hitsound;
-
-// freefall if not onground
- if ( ! ((int)ent->u.v.flags & (FL_ONGROUND | FL_FLY | FL_SWIM) ) )
- {
- if (ent->u.v.velocity[2] < sv_gravity.value*-0.1)
- hitsound = true;
- else
- hitsound = false;
-
- SV_AddGravity (ent);
- SV_CheckVelocity (ent);
- SV_FlyMove (ent, host_frametime, NULL);
- SV_LinkEdict (ent, true);
-
- if ( (int)ent->u.v.flags & FL_ONGROUND ) // just hit ground
- {
- if (hitsound)
- SV_StartSound (ent, 0, "demon/dland2.wav", 255, 1);
- }
- }
-
-// regular thinking
- SV_RunThink (ent);
-
- SV_CheckWaterTransition (ent);
-}
-#endif
-
-//============================================================================
-
-/*
-================
-SV_Physics
-
-================
-*/
-void SV_Physics (void)
-{
- int i;
- edict_t *ent;
-
-// let the progs know that a new frame has started
- pr_global_struct->self = EDICT_TO_PROG(sv.edicts);
- pr_global_struct->other = EDICT_TO_PROG(sv.edicts);
- pr_global_struct->time = sv.time;
- PR_ExecuteProgram (pr_global_struct->StartFrame);
-
-//SV_CheckAllEnts ();
-
-//
-// treat each object in turn
-//
- ent = sv.edicts;
- for (i=0 ; i<sv.num_edicts ; i++, ent = NEXT_EDICT(ent))
- {
- if (ent->free)
- continue;
-
- if (pr_global_struct->force_retouch)
- {
- SV_LinkEdict (ent, true); // force retouch even for stationary
- }
-
- if (i > 0 && i <= svs.maxclients)
- SV_Physics_Client (ent, i);
- else if (ent->u.v.movetype == MOVETYPE_PUSH)
- SV_Physics_Pusher (ent);
- else if (ent->u.v.movetype == MOVETYPE_NONE)
- SV_Physics_None (ent);
-#ifdef QUAKE2
- else if (ent->u.v.movetype == MOVETYPE_FOLLOW)
- SV_Physics_Follow (ent);
-#endif
- else if (ent->u.v.movetype == MOVETYPE_NOCLIP)
- SV_Physics_Noclip (ent);
- else if (ent->u.v.movetype == MOVETYPE_STEP)
- SV_Physics_Step (ent);
- else if (ent->u.v.movetype == MOVETYPE_TOSS
- || ent->u.v.movetype == MOVETYPE_BOUNCE
-#ifdef QUAKE2
- || ent->u.v.movetype == MOVETYPE_BOUNCEMISSILE
-#endif
- || ent->u.v.movetype == MOVETYPE_FLY
- || ent->u.v.movetype == MOVETYPE_FLYMISSILE)
- SV_Physics_Toss (ent);
- else
- Sys_Error ("SV_Physics: bad movetype %i", (int)ent->u.v.movetype);
- }
-
- if (pr_global_struct->force_retouch)
- pr_global_struct->force_retouch--;
-
- sv.time += host_frametime;
-}
-
-
-#ifdef QUAKE2
-trace_t SV_Trace_Toss (edict_t *ent, edict_t *ignore)
-{
- edict_t tempent, *tent;
- trace_t trace;
- vec3_t move;
- vec3_t end;
- double save_frametime;
-// extern particle_t *active_particles, *free_particles;
-// particle_t *p;
-
-
- save_frametime = host_frametime;
- host_frametime = 0.05;
-
- memcpy(&tempent, ent, sizeof(edict_t));
- tent = &tempent;
-
- while (1)
- {
- SV_CheckVelocity (tent);
- SV_AddGravity (tent);
- VectorMA (tent->u.v.angles, host_frametime, tent->u.v.avelocity, tent->u.v.angles);
- VectorScale (tent->u.v.velocity, host_frametime, move);
- VectorAdd (tent->u.v.origin, move, end);
- trace = SV_Move (tent->u.v.origin, tent->u.v.mins, tent->u.v.maxs, end, MOVE_NORMAL, tent);
- VectorCopy (trace.endpos, tent->u.v.origin);
-
-// p = free_particles;
-// if (p)
-// {
-// free_particles = p->next;
-// p->next = active_particles;
-// active_particles = p;
-//
-// p->die = 256;
-// p->color = 15;
-// p->type = pt_static;
-// VectorCopy (vec3_origin, p->vel);
-// VectorCopy (tent->u.v.origin, p->org);
-// }
-
- if (trace.ent)
- if (trace.ent != ignore)
- break;
- }
-// p->color = 224;
- host_frametime = save_frametime;
- return trace;
-}
-#endif