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637 lines
14 KiB
C++
637 lines
14 KiB
C++
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/*
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===========================================================================
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Copyright (C) 2015 the OpenMoHAA team
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This file is part of OpenMoHAA source code.
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OpenMoHAA 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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OpenMoHAA 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 OpenMoHAA 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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// g_vmove.cpp : Vehicle movement code
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//
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#include "g_local.h"
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#include "entity.h"
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#include "movegrid.h"
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typedef struct {
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qboolean validGroundTrace;
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float previous_origin[ 3 ];
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float previous_velocity[ 3 ];
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} vml_t;
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vmove_t *vm;
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vml_t vml;
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void VM_ClipVelocity
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(
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float *in,
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float *normal,
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float *out,
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float overbounce
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)
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{
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float backoff;
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float dir_z;
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float normal2[ 3 ];
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if( normal[ 2 ] >= 0.70f )
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{
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if( in[ 0 ] == 0.0f && in[ 1 ] == 0.0f )
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{
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VectorClear( out );
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return;
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}
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normal2[ 0 ] = in[ 0 ] + DotProduct2D( in, normal );
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normal2[ 1 ] = in[ 1 ] + DotProduct2D( in, normal );
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normal2[ 2 ] = normal[ 2 ] * DotProduct2D( in, in );
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VectorNormalize( normal2 );
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dir_z = -normal2[ 2 ];
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out[ 0 ] = in[ 0 ];
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out[ 1 ] = in[ 1 ];
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out[ 2 ] = DotProduct2D( in, normal2 ) / dir_z;
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}
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else
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{
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backoff = DotProduct( in, normal );
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if( backoff < 0 )
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backoff *= overbounce;
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else
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backoff /= overbounce;
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out[ 0 ] = in[ 0 ] - normal[ 0 ] * backoff;
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out[ 1 ] = in[ 1 ] - normal[ 1 ] * backoff;
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out[ 2 ] = in[ 2 ] - normal[ 2 ] * backoff;
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}
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}
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void VM_AddTouchEnt
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(
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int entityNum
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)
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{
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int i;
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if( entityNum == ENTITYNUM_NONE || entityNum == ENTITYNUM_WORLD )
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{
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return;
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}
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if( vm->numtouch > 32 )
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{
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return;
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}
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// see if it is already added
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for( i = 0; i < vm->numtouch; i++ )
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{
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if( vm->touchents[ i ] == entityNum )
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return;
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}
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// add it
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vm->touchents[ vm->numtouch ] = entityNum;
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vm->numtouch++;
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}
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qboolean VM_SlideMove
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(
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qboolean gravity
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)
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{
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int bumpcount;
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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[ 5 ];
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vec3_t clipVelocity;
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int i;
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int j;
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int 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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if( gravity )
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{
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vm->vs->velocity[ 2 ] = vm->vs->velocity[ 2 ] - vm->frametime * sv_gravity->integer;
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if( vm->vs->groundPlane )
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VM_ClipVelocity( vm->vs->velocity, vm->vs->groundTrace.plane.normal, vm->vs->velocity, OVERCLIP );
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}
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time_left = vm->frametime;
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if( vm->vs->groundPlane ) {
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numplanes = 1;
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VectorCopy( vm->vs->groundTrace.plane.normal, planes[ 0 ] );
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}
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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( vm->vs->velocity, planes[ numplanes ] );
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numplanes++;
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for( bumpcount = 0; bumpcount < 4; bumpcount++ )
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{
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// calculate position we are trying to move to
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VectorMA( vm->vs->origin, time_left, vm->vs->velocity, end );
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// see if we can make it there
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gi.Trace( &trace, vm->vs->origin, vm->mins, vm->maxs, end, vm->vs->entityNum, vm->tracemask, qtrue, qfalse );
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if( trace.allsolid )
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break;
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if( trace.fraction > 0 ) {
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// actually covered some distance
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VectorCopy( trace.endpos, vm->vs->origin );
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}
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if( trace.fraction == 1 )
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return bumpcount != 0;
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memcpy( &vm->vs->groundTrace, &trace, sizeof( vm->vs->groundTrace ) );
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vml.validGroundTrace = true;
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// save entity for contact
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VM_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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{
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VectorClear( vm->vs->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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{
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if( DotProduct( trace.plane.normal, planes[ i ] ) > 0.99 )
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{
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VectorAdd( trace.plane.normal, vm->vs->velocity, vm->vs->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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{
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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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{
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if( DotProduct( vm->vs->velocity, planes[ i ] ) >= 0.1 ) {
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continue; // move doesn't interact with the plane
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}
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// slide along the plane
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VM_ClipVelocity( vm->vs->velocity, planes[ i ], clipVelocity, 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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{
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if( j == i ) {
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continue;
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}
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// slide along the plane
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VM_ClipVelocity( vm->vs->velocity, planes[ j ], clipVelocity, OVERCLIP );
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if( DotProduct( clipVelocity, planes[ j ] ) >= 0.0f ) {
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continue; // move doesn't interact with the plane
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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, vm->vs->velocity );
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VectorScale( dir, d, clipVelocity );
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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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{
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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 ] ) >= 0.1f ) {
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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( vm->vs->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, vm->vs->velocity );
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break;
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}
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}
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}
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if( vm->vs->velocity[ 0 ] || vm->vs->velocity[ 1 ] )
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{
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if( vm->vs->groundPlane )
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{
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VectorCopy( vm->vs->velocity, dir );
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VectorNegate( dir, dir );
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VectorNormalize( dir );
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VM_AddTouchEnt( trace.entityNum );
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VectorAdd( vm->vs->obstacle_normal, dir, vm->vs->obstacle_normal );
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}
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VectorClear( vm->vs->velocity );
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return true;
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}
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vm->vs->velocity[ 2 ] = 0;
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return false;
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}
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static void VM_GroundTraceInternal2( void );
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void VM_GroundTraceInternal
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(
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void
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)
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{
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VM_GroundTraceInternal2();
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VM_AddTouchEnt( vm->vs->groundTrace.entityNum );
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}
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void VM_GroundTraceInternal2
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(
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void
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)
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{
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if( vm->vs->groundTrace.fraction == 1.0f )
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{
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vm->vs->groundEntityNum = ENTITYNUM_NONE;
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vm->vs->groundPlane = qfalse;
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vm->vs->walking = qfalse;
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return;
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}
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if( vm->vs->velocity[ 2 ] > 0.0f )
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{
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if( DotProduct( vm->vs->velocity, vm->vs->groundTrace.plane.normal ) > 10.0f )
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{
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vm->vs->groundEntityNum = ENTITYNUM_NONE;
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vm->vs->groundPlane = qfalse;
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vm->vs->walking = qfalse;
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return;
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}
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}
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// slopes that are too steep will not be considered onground
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if( vm->vs->groundTrace.plane.normal[ 2 ] < MIN_WALK_NORMAL )
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{
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vec3_t oldvel;
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float d;
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VectorCopy( vm->vs->velocity, oldvel );
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VectorSet( vm->vs->velocity, 0, 0, -1.0f / vm->frametime );
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VM_SlideMove( qfalse );
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d = VectorLength( vm->vs->velocity );
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VectorCopy( oldvel, vm->vs->velocity );
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if( d > ( 0.1f / vm->frametime ) )
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{
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vm->vs->groundEntityNum = ENTITYNUM_NONE;
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vm->vs->groundPlane = qtrue;
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vm->vs->walking = qfalse;
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return;
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}
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}
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vm->vs->groundPlane = qtrue;
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vm->vs->walking = qtrue;
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vm->vs->groundEntityNum = vm->vs->groundTrace.entityNum;
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}
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void VM_GroundTrace
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(
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void
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)
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{
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float point[ 3 ];
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point[ 0 ] = vm->vs->origin[ 0 ];
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point[ 1 ] = vm->vs->origin[ 1 ];
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point[ 2 ] = vm->vs->origin[ 2 ] - 0.25f;
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gi.Trace( &vm->vs->groundTrace, vm->vs->origin, vm->mins, vm->maxs, point, vm->vs->entityNum, vm->tracemask, qtrue, qfalse );
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VM_GroundTraceInternal();
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}
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void VM_StepSlideMove
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(
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void
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)
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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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qboolean start_hit_wall;
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vec3_t start_wall_normal;
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qboolean first_hit_wall;
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vec3_t first_wall_normal;
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vec3_t start_hit_origin;
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vec3_t first_hit_origin;
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trace_t nostep_groundTrace;
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VectorCopy( vm->vs->origin, start_o );
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VectorCopy( vm->vs->velocity, start_v );
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start_hit_wall = vm->vs->hit_obstacle;
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VectorCopy( vm->vs->hit_origin, start_hit_origin );
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VectorCopy( vm->vs->obstacle_normal, start_wall_normal );
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if( VM_SlideMove( qtrue ) == 0 )
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{
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if( !vml.validGroundTrace )
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VM_GroundTrace();
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return;
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}
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VectorCopy( start_o, down );
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down[ 2 ] -= STEPSIZE;
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gi.Trace( &trace, start_o, vm->mins, vm->maxs, down, vm->vs->entityNum, vm->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( vm->vs->velocity[ 2 ] > 0 && ( trace.fraction == 1.0f ||
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DotProduct( trace.plane.normal, up ) < MIN_WALK_NORMAL ) )
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{
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if( !vml.validGroundTrace )
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VM_GroundTrace();
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else
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VM_GroundTraceInternal();
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return;
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}
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if( vm->vs->groundPlane && vm->vs->groundTrace.plane.normal[ 2 ] >= MIN_WALK_NORMAL )
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bWasOnGoodGround = qtrue;
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else
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bWasOnGoodGround = qfalse;
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VectorCopy( vm->vs->origin, nostep_o );
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VectorCopy( vm->vs->velocity, nostep_v );
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memcpy( &nostep_groundTrace, &vm->vs->groundTrace, sizeof( trace_t ) );
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VectorCopy( start_o, vm->vs->origin );
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VectorCopy( start_v, vm->vs->velocity );
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first_hit_wall = vm->vs->hit_obstacle;
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VectorCopy( vm->vs->hit_origin, first_hit_origin );
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VectorCopy( vm->vs->obstacle_normal, first_wall_normal );
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vm->vs->hit_obstacle = start_hit_wall;
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VectorCopy( start_hit_origin, vm->vs->hit_origin );
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VectorCopy( start_wall_normal, vm->vs->obstacle_normal );
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VM_SlideMove( qtrue );
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VectorCopy( vm->vs->origin, down );
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down[ 2 ] -= STEPSIZE * 2;
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// test the player position if they were a stepheight higher
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gi.Trace( &trace, up, vm->mins, vm->maxs, up, vm->vs->entityNum, vm->tracemask, qtrue, qfalse );
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if( trace.entityNum > ENTITYNUM_NONE )
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{
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VectorCopy( nostep_o, vm->vs->origin );
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VectorCopy( nostep_v, vm->vs->velocity );
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memcpy( &vm->vs->groundTrace, &nostep_groundTrace, sizeof( vm->vs->groundTrace ) );
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vm->vs->hit_obstacle = first_hit_wall;
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VectorCopy( first_hit_origin, vm->vs->hit_origin );
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VectorCopy( first_wall_normal, vm->vs->obstacle_normal );
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if( !vml.validGroundTrace )
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VM_GroundTrace();
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else
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VM_GroundTraceInternal();
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return;
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}
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if( !trace.allsolid )
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{
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memcpy( &vm->vs->groundTrace, &trace, sizeof( vm->vs->groundTrace ) );
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vml.validGroundTrace = qtrue;
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if( bWasOnGoodGround && trace.fraction && trace.plane.normal[ 2 ] < MIN_WALK_NORMAL )
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{
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VectorCopy( nostep_o, vm->vs->origin );
|
||
|
VectorCopy( nostep_v, vm->vs->velocity );
|
||
|
|
||
|
if( first_hit_wall )
|
||
|
{
|
||
|
vm->vs->hit_obstacle = first_hit_wall;
|
||
|
VectorCopy( first_hit_origin, vm->vs->hit_origin );
|
||
|
VectorCopy( first_wall_normal, vm->vs->obstacle_normal );
|
||
|
}
|
||
|
|
||
|
VM_GroundTraceInternal();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
VectorCopy( trace.endpos, vm->vs->origin );
|
||
|
}
|
||
|
|
||
|
if( trace.fraction < 1.0f )
|
||
|
VM_ClipVelocity( vm->vs->velocity, trace.plane.normal, vm->vs->velocity, OVERCLIP );
|
||
|
|
||
|
if( !vml.validGroundTrace )
|
||
|
VM_GroundTrace();
|
||
|
else
|
||
|
VM_GroundTraceInternal();
|
||
|
}
|
||
|
|
||
|
void VM_Friction( void ) {
|
||
|
vec3_t vec;
|
||
|
float *vel;
|
||
|
float speed, newspeed, control;
|
||
|
float drop;
|
||
|
|
||
|
vel = vm->vs->velocity;
|
||
|
|
||
|
VectorCopy( vel, vec );
|
||
|
if( vm->vs->walking )
|
||
|
{
|
||
|
// ignore slope movement
|
||
|
vec[ 2 ] = 0;
|
||
|
}
|
||
|
|
||
|
speed = VectorLength( vec );
|
||
|
if( speed < 1 )
|
||
|
{
|
||
|
// allow sinking underwater
|
||
|
vel[ 0 ] = 0;
|
||
|
vel[ 1 ] = 0;
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
drop = 0;
|
||
|
|
||
|
if( vm->vs->walking )
|
||
|
{
|
||
|
control = ( speed < 50.0f ) ? 50.0f : speed;
|
||
|
|
||
|
// if getting knocked back, no friction
|
||
|
drop += control * 6.0f * vm->frametime;
|
||
|
}
|
||
|
|
||
|
// scale the velocity
|
||
|
newspeed = speed - drop;
|
||
|
if( newspeed < 0 )
|
||
|
{
|
||
|
newspeed = 0;
|
||
|
}
|
||
|
|
||
|
newspeed /= speed;
|
||
|
|
||
|
vel[ 0 ] = vel[ 0 ] * newspeed;
|
||
|
vel[ 1 ] = vel[ 1 ] * newspeed;
|
||
|
vel[ 2 ] = vel[ 2 ] * newspeed;
|
||
|
}
|
||
|
|
||
|
void VM_ClipVelocity2D
|
||
|
(
|
||
|
float *in,
|
||
|
float *normal,
|
||
|
float *out,
|
||
|
float overbounce
|
||
|
)
|
||
|
{
|
||
|
float backoff;
|
||
|
float dir_z;
|
||
|
float normal2[ 3 ];
|
||
|
|
||
|
if( normal[ 2 ] >= 0.70f )
|
||
|
{
|
||
|
if( in[ 0 ] == 0.0f && in[ 1 ] == 0.0f )
|
||
|
{
|
||
|
VectorClear( out );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
normal2[ 0 ] = in[ 0 ] + DotProduct2D( in, normal );
|
||
|
normal2[ 1 ] = in[ 1 ] + DotProduct2D( in, normal );
|
||
|
normal2[ 2 ] = normal[ 2 ] * DotProduct2D( in, in );
|
||
|
|
||
|
VectorNormalize( normal2 );
|
||
|
|
||
|
dir_z = -normal2[ 2 ];
|
||
|
|
||
|
out[ 0 ] = in[ 0 ];
|
||
|
out[ 1 ] = in[ 1 ];
|
||
|
out[ 2 ] = DotProduct2D( in, normal2 ) / -normal2[ 2 ];
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
backoff = DotProduct2D( in, normal );
|
||
|
|
||
|
if( backoff < 0 )
|
||
|
backoff *= overbounce;
|
||
|
else
|
||
|
backoff /= overbounce;
|
||
|
|
||
|
out[ 0 ] = in[ 0 ] - normal[ 0 ] * backoff;
|
||
|
out[ 1 ] = in[ 1 ] - normal[ 1 ] * backoff;
|
||
|
out[ 2 ] = -( backoff * normal[ 2 ] );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void VmoveSingle
|
||
|
(
|
||
|
vmove_t *vmove
|
||
|
)
|
||
|
{
|
||
|
float point[ 3 ];
|
||
|
trace_t trace;
|
||
|
|
||
|
vm = vmove;
|
||
|
|
||
|
vmove->numtouch = 0;
|
||
|
vmove->vs->hit_obstacle = false;
|
||
|
VectorCopy( vec_origin, vmove->vs->obstacle_normal );
|
||
|
|
||
|
memset( &vml, 0, sizeof( vml_t ) );
|
||
|
|
||
|
VectorCopy( vmove->vs->origin, vml.previous_origin );
|
||
|
VectorCopy( vmove->vs->velocity, vml.previous_velocity );
|
||
|
|
||
|
VM_GroundTraceInternal2();
|
||
|
|
||
|
if( vmove->vs->walking )
|
||
|
{
|
||
|
float wishdir[ 3 ];
|
||
|
|
||
|
VM_Friction();
|
||
|
VM_ClipVelocity2D( vm->vs->desired_dir, vm->vs->groundTrace.plane.normal, wishdir, OVERCLIP );
|
||
|
VectorNormalize( wishdir );
|
||
|
|
||
|
vm->vs->velocity[ 0 ] = vm->desired_speed * wishdir[ 0 ];
|
||
|
vm->vs->velocity[ 1 ] = vm->desired_speed * wishdir[ 1 ];
|
||
|
}
|
||
|
else if( vmove->vs->groundPlane )
|
||
|
{
|
||
|
VM_ClipVelocity( vm->vs->velocity, vm->vs->groundTrace.plane.normal, vm->vs->velocity, OVERCLIP );
|
||
|
}
|
||
|
|
||
|
VM_StepSlideMove();
|
||
|
|
||
|
if( !vm->vs->walking && vml.previous_velocity[ 2 ] >= 0.0f && vm->vs->velocity[ 2 ] <= 0.0f )
|
||
|
{
|
||
|
point[ 0 ] = vm->vs->origin[ 0 ];
|
||
|
point[ 1 ] = vm->vs->origin[ 1 ];
|
||
|
point[ 2 ] = vm->vs->origin[ 2 ] - 18.0f;
|
||
|
|
||
|
gi.Trace( &trace, vm->vs->origin, vm->mins, vm->maxs, point, vm->vs->entityNum, vm->tracemask, qtrue, qfalse );
|
||
|
|
||
|
if( trace.fraction < 1.0f && !trace.allsolid )
|
||
|
{
|
||
|
VM_GroundTrace();
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|