2016-03-27 11:49:47 +02:00
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/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, 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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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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//
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// bg_slidemove.c -- part of bg_pmove functionality
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#include "../qcommon/q_shared.h"
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#include "bg_public.h"
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#include "bg_local.h"
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/*
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input: origin, velocity, bounds, groundPlane, trace function
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output: origin, velocity, impacts, stairup boolean
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*/
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/*
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==================
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PM_SlideMove
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Returns qtrue if the velocity was clipped in some way
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==================
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*/
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2024-10-02 14:09:36 +02:00
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#define MAX_CLIP_PLANES 5
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qboolean PM_SlideMove(qboolean gravity)
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2016-03-27 11:49:47 +02:00
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{
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int bumpcount, numbumps;
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vec3_t dir;
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float d;
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int numplanes;
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vec3_t planes[MAX_CLIP_PLANES];
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vec3_t clipVelocity;
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int i, j, k;
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trace_t trace;
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vec3_t end;
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float time_left;
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float into;
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vec3_t endVelocity;
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vec3_t endClipVelocity;
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numbumps = 4;
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VectorCopy(pm->ps->velocity, endVelocity);
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if (gravity) {
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endVelocity[2] -= pm->ps->gravity * pml.frametime;
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pm->ps->velocity[2] = (pm->ps->velocity[2] + endVelocity[2]) * 0.5;
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if (pml.groundPlane) {
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// slide along the ground plane
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PM_ClipVelocity(pm->ps->velocity, pml.groundTrace.plane.normal, pm->ps->velocity, OVERCLIP);
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}
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}
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time_left = pml.frametime;
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// never turn against the ground plane
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if (pml.groundPlane) {
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numplanes = 1;
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VectorCopy(pml.groundTrace.plane.normal, planes[0]);
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} else {
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numplanes = 0;
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}
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// never turn against original velocity
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VectorNormalize2(pm->ps->velocity, planes[numplanes]);
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numplanes++;
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for (bumpcount = 0; bumpcount < numbumps; bumpcount++) {
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// calculate position we are trying to move to
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VectorMA(pm->ps->origin, time_left, pm->ps->velocity, end);
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// see if we can make it there
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pm->trace(&trace, pm->ps->origin, pm->mins, pm->maxs, end, pm->ps->clientNum, pm->tracemask, qtrue, qfalse);
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if (trace.allsolid) {
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// entity is completely trapped in another solid
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pm->ps->velocity[2] = 0; // don't build up falling damage, but allow sideways acceleration
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return qtrue;
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}
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if (trace.fraction > 0) {
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// actually covered some distance
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VectorCopy(trace.endpos, pm->ps->origin);
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}
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if (trace.fraction == 1) {
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break; // moved the entire distance
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}
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if ((trace.plane.normal[2] < MIN_WALK_NORMAL) && (trace.plane.normal[2] > 0)
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&& DotProduct(trace.plane.normal, pm->ps->velocity) <= 0) {
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// treat steep walls as vertical
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trace.plane.normal[2] = 0;
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VectorNormalizeFast(trace.plane.normal);
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}
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// save entity for contact
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PM_AddTouchEnt(trace.entityNum);
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time_left -= time_left * trace.fraction;
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if (numplanes >= MAX_CLIP_PLANES) {
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// this shouldn't really happen
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VectorClear(pm->ps->velocity);
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return qtrue;
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}
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//
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// if this is the same plane we hit before, nudge velocity
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// out along it, which fixes some epsilon issues with
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// non-axial planes
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//
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for (i = 0; i < numplanes; i++) {
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if (DotProduct(trace.plane.normal, planes[i]) > 0.99) {
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VectorAdd(trace.plane.normal, pm->ps->velocity, pm->ps->velocity);
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break;
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}
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}
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if (i < numplanes) {
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continue;
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}
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VectorCopy(trace.plane.normal, planes[numplanes]);
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numplanes++;
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//
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// modify velocity so it parallels all of the clip planes
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//
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// find a plane that it enters
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for (i = 0; i < numplanes; i++) {
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into = DotProduct(pm->ps->velocity, planes[i]);
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if (into >= 0.1) {
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continue; // move doesn't interact with the plane
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}
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// see how hard we are hitting things
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if (-into > pml.impactSpeed) {
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pml.impactSpeed = -into;
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}
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// slide along the plane
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PM_ClipVelocity(pm->ps->velocity, planes[i], clipVelocity, OVERCLIP);
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// slide along the plane
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PM_ClipVelocity(endVelocity, planes[i], endClipVelocity, OVERCLIP);
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// see if there is a second plane that the new move enters
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for (j = 0; j < numplanes; j++) {
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if (j == i) {
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continue;
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}
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if (DotProduct(clipVelocity, planes[j]) >= 0.1) {
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continue; // move doesn't interact with the plane
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}
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// try clipping the move to the plane
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PM_ClipVelocity(clipVelocity, planes[j], clipVelocity, OVERCLIP);
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PM_ClipVelocity(endClipVelocity, planes[j], endClipVelocity, OVERCLIP);
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// see if it goes back into the first clip plane
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if (DotProduct(clipVelocity, planes[i]) >= 0) {
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continue;
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}
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// slide the original velocity along the crease
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CrossProduct(planes[i], planes[j], dir);
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VectorNormalize(dir);
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d = DotProduct(dir, pm->ps->velocity);
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VectorScale(dir, d, clipVelocity);
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CrossProduct(planes[i], planes[j], dir);
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VectorNormalize(dir);
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d = DotProduct(dir, endVelocity);
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VectorScale(dir, d, endClipVelocity);
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// see if there is a third plane the the new move enters
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for (k = 0; k < numplanes; k++) {
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if (k == i || k == j) {
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continue;
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}
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if (DotProduct(clipVelocity, planes[k]) >= 0.1) {
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continue; // move doesn't interact with the plane
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}
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// stop dead at a tripple plane interaction
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VectorClear(pm->ps->velocity);
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return qtrue;
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}
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}
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// if we have fixed all interactions, try another move
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VectorCopy(clipVelocity, pm->ps->velocity);
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VectorCopy(endClipVelocity, endVelocity);
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break;
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}
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}
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if (gravity) {
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VectorCopy(endVelocity, pm->ps->velocity);
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}
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return (bumpcount != 0);
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2016-03-27 11:49:47 +02:00
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}
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/*
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==================
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PM_StepSlideMove
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==================
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*/
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2024-10-02 14:09:36 +02:00
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void PM_StepSlideMove(qboolean gravity)
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{
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vec3_t start_o;
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vec3_t start_v;
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vec3_t nostep_o;
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vec3_t nostep_v;
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trace_t trace;
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qboolean bWasOnGoodGround;
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vec3_t up;
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vec3_t down;
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VectorCopy(pm->ps->origin, start_o);
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VectorCopy(pm->ps->velocity, start_v);
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if (PM_SlideMove(gravity) == 0) {
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return; // we got exactly where we wanted to go first try
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}
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VectorCopy(start_o, down);
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down[2] -= STEPSIZE;
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pm->trace(&trace, start_o, pm->mins, pm->maxs, down, pm->ps->clientNum, pm->tracemask, qtrue, qfalse);
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VectorSet(up, 0, 0, 1);
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// never step up when you still have up velocity
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if (pm->ps->velocity[2] > 0 && (trace.fraction == 1.0f || DotProduct(trace.plane.normal, up) < MIN_WALK_NORMAL)) {
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return;
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}
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if (pml.groundPlane && pml.groundTrace.plane.normal[2] >= MIN_WALK_NORMAL) {
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bWasOnGoodGround = true;
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} else {
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bWasOnGoodGround = false;
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}
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VectorCopy(start_o, up);
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up[2] += STEPSIZE;
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// test the player position if they were a stepheight higher
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pm->trace(&trace, up, pm->mins, pm->maxs, up, pm->ps->clientNum, pm->tracemask, qtrue, qfalse);
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if (trace.allsolid) {
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up[2] -= 9.0f;
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pm->trace(&trace, up, pm->mins, pm->maxs, up, pm->ps->clientNum, pm->tracemask, qtrue, qfalse);
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if (trace.allsolid) {
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return;
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}
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}
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VectorCopy(pm->ps->origin, nostep_o);
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VectorCopy(pm->ps->velocity, nostep_v);
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// try slidemove from this position
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VectorCopy(up, pm->ps->origin);
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VectorCopy(start_v, pm->ps->velocity);
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PM_SlideMove(gravity);
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// push down the final amount
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VectorCopy(pm->ps->origin, down);
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down[2] -= STEPSIZE;
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pm->trace(&trace, pm->ps->origin, pm->mins, pm->maxs, down, pm->ps->clientNum, pm->tracemask, qtrue, qfalse);
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if (!trace.allsolid) {
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if (bWasOnGoodGround && trace.fraction < 1.0 && trace.plane.normal[2] < MIN_WALK_NORMAL) {
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VectorCopy(nostep_o, pm->ps->origin);
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VectorCopy(nostep_v, pm->ps->velocity);
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return;
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}
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VectorCopy(trace.endpos, pm->ps->origin);
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}
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if (trace.fraction < 1.0f) {
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PM_ClipVelocity(pm->ps->velocity, trace.plane.normal, pm->ps->velocity, OVERCLIP);
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}
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pm->stepped = qtrue;
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2016-03-27 11:49:47 +02:00
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}
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