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https://github.com/openmoh/openmohaa.git
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323 lines
8.4 KiB
C++
323 lines
8.4 KiB
C++
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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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#define MAX_CLIP_PLANES 5
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qboolean PM_SlideMove( qboolean gravity )
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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 primal_velocity;
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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, primal_velocity );
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if( gravity ) {
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VectorCopy( pm->ps->velocity, endVelocity );
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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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primal_velocity[ 2 ] = endVelocity[ 2 ];
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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,
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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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}
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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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{
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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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}
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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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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 ||
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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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{
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bWasOnGoodGround = true;
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}
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else
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{
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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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{
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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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{
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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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{
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if( bWasOnGoodGround && trace.fraction < 1.0 && trace.plane.normal[ 2 ] < MIN_WALK_NORMAL )
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{
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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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}
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