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645
code/game/g_vmove.cpp
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645
code/game/g_vmove.cpp
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/*
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===========================================================================
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Copyright (C) 2015 the OpenMoHAA team
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||||
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||||
This file is part of OpenMoHAA source code.
|
||||
|
||||
OpenMoHAA source code 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.
|
||||
|
||||
OpenMoHAA source code 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 OpenMoHAA source code; if not, write to the Free Software
|
||||
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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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 )
|
||||
{
|
||||
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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backoff = DotProduct( in, normal );
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|
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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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|
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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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|
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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 )
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
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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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|
||||
{
|
||||
int bumpcount;
|
||||
vec3_t dir;
|
||||
float d;
|
||||
int numplanes;
|
||||
vec3_t planes[ 5 ];
|
||||
vec3_t clipVelocity;
|
||||
int i;
|
||||
int j;
|
||||
int k;
|
||||
trace_t trace;
|
||||
vec3_t end;
|
||||
float time_left;
|
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|
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if( gravity )
|
||||
{
|
||||
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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|
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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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|
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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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|
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for( bumpcount = 0; bumpcount < 4; bumpcount++ )
|
||||
{
|
||||
// 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 );
|
||||
|
||||
if( trace.allsolid )
|
||||
break;
|
||||
|
||||
if( trace.fraction > 0 ) {
|
||||
// actually covered some distance
|
||||
VectorCopy( trace.endpos, vm->vs->origin );
|
||||
}
|
||||
|
||||
if( trace.fraction == 1 )
|
||||
return bumpcount != 0;
|
||||
|
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memcpy( &vm->vs->groundTrace, &trace, sizeof( vm->vs->groundTrace ) );
|
||||
vml.validGroundTrace = true;
|
||||
|
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// save entity for contact
|
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VM_AddTouchEnt( trace.entityNum );
|
||||
|
||||
time_left -= time_left * trace.fraction;
|
||||
|
||||
if( numplanes >= MAX_CLIP_PLANES )
|
||||
{
|
||||
VectorClear( vm->vs->velocity );
|
||||
return qtrue;
|
||||
}
|
||||
|
||||
//
|
||||
// if this is the same plane we hit before, nudge velocity
|
||||
// out along it, which fixes some epsilon issues with
|
||||
// non-axial planes
|
||||
//
|
||||
for( i = 0; i < numplanes; i++ )
|
||||
{
|
||||
if( DotProduct( trace.plane.normal, planes[ i ] ) > 0.99 )
|
||||
{
|
||||
VectorAdd( trace.plane.normal, vm->vs->velocity, vm->vs->velocity );
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if( i >= numplanes )
|
||||
{
|
||||
//
|
||||
// modify velocity so it parallels all of the clip planes
|
||||
//
|
||||
|
||||
// find a plane that it enters
|
||||
for( i = 0; i < numplanes; i++ )
|
||||
{
|
||||
if( DotProduct( vm->vs->velocity, planes[ i ] ) >= 0.1 ) {
|
||||
continue; // move doesn't interact with the plane
|
||||
}
|
||||
|
||||
// slide along the plane
|
||||
VM_ClipVelocity( vm->vs->velocity, planes[ i ], clipVelocity, OVERCLIP );
|
||||
|
||||
// see if there is a second plane that the new move enters
|
||||
for( j = 0; j < numplanes; j++ )
|
||||
{
|
||||
if( j == i ) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// slide along the plane
|
||||
VM_ClipVelocity( vm->vs->velocity, planes[ j ], clipVelocity, OVERCLIP );
|
||||
|
||||
if( DotProduct( clipVelocity, planes[ j ] ) >= 0.0f ) {
|
||||
continue; // move doesn't interact with the plane
|
||||
}
|
||||
|
||||
// slide the original velocity along the crease
|
||||
CrossProduct( planes[ i ], planes[ j ], dir );
|
||||
VectorNormalize( dir );
|
||||
d = DotProduct( dir, vm->vs->velocity );
|
||||
VectorScale( dir, d, clipVelocity );
|
||||
|
||||
// see if there is a third plane the the new move enters
|
||||
for( k = 0; k < numplanes; k++ )
|
||||
{
|
||||
if( k == i || k == j ) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if( DotProduct( clipVelocity, planes[ k ] ) >= 0.1f ) {
|
||||
continue; // move doesn't interact with the plane
|
||||
}
|
||||
|
||||
// stop dead at a tripple plane interaction
|
||||
VectorClear( vm->vs->velocity );
|
||||
return qtrue;
|
||||
}
|
||||
}
|
||||
|
||||
// if we have fixed all interactions, try another move
|
||||
VectorCopy( clipVelocity, vm->vs->velocity );
|
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break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if( vm->vs->velocity[ 0 ] || vm->vs->velocity[ 1 ] )
|
||||
{
|
||||
if( vm->vs->groundPlane )
|
||||
{
|
||||
VectorCopy( vm->vs->velocity, dir );
|
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VectorNegate( dir, dir );
|
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VectorNormalize( dir );
|
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|
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VM_AddTouchEnt( trace.entityNum );
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VectorAdd( vm->vs->obstacle_normal, dir, vm->vs->obstacle_normal );
|
||||
}
|
||||
|
||||
VectorClear( vm->vs->velocity );
|
||||
return true;
|
||||
}
|
||||
|
||||
vm->vs->velocity[ 2 ] = 0;
|
||||
return false;
|
||||
}
|
||||
|
||||
static void VM_GroundTraceInternal2( void );
|
||||
|
||||
void VM_GroundTraceInternal
|
||||
(
|
||||
void
|
||||
)
|
||||
|
||||
{
|
||||
VM_GroundTraceInternal2();
|
||||
VM_AddTouchEnt( vm->vs->groundTrace.entityNum );
|
||||
}
|
||||
|
||||
void VM_GroundTraceInternal2
|
||||
(
|
||||
void
|
||||
)
|
||||
|
||||
{
|
||||
if( vm->vs->groundTrace.fraction == 1.0f )
|
||||
{
|
||||
vm->vs->groundEntityNum = ENTITYNUM_NONE;
|
||||
vm->vs->groundPlane = qfalse;
|
||||
vm->vs->walking = qfalse;
|
||||
return;
|
||||
}
|
||||
|
||||
if( vm->vs->velocity[ 2 ] > 0.0f )
|
||||
{
|
||||
if( DotProduct( vm->vs->velocity, vm->vs->groundTrace.plane.normal ) > 10.0f )
|
||||
{
|
||||
vm->vs->groundEntityNum = ENTITYNUM_NONE;
|
||||
vm->vs->groundPlane = qfalse;
|
||||
vm->vs->walking = qfalse;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// slopes that are too steep will not be considered onground
|
||||
if( vm->vs->groundTrace.plane.normal[ 2 ] < MIN_WALK_NORMAL )
|
||||
{
|
||||
vec3_t oldvel;
|
||||
float d;
|
||||
|
||||
VectorCopy( vm->vs->velocity, oldvel );
|
||||
VectorSet( vm->vs->velocity, 0, 0, -1.0f / vm->frametime );
|
||||
VM_SlideMove( qfalse );
|
||||
|
||||
d = VectorLength( vm->vs->velocity );
|
||||
VectorCopy( oldvel, vm->vs->velocity );
|
||||
|
||||
if( d > ( 0.1f / vm->frametime ) )
|
||||
{
|
||||
vm->vs->groundEntityNum = ENTITYNUM_NONE;
|
||||
vm->vs->groundPlane = qtrue;
|
||||
vm->vs->walking = qfalse;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
vm->vs->groundPlane = qtrue;
|
||||
vm->vs->walking = qtrue;
|
||||
vm->vs->groundEntityNum = vm->vs->groundTrace.entityNum;
|
||||
}
|
||||
|
||||
void VM_GroundTrace
|
||||
(
|
||||
void
|
||||
)
|
||||
|
||||
{
|
||||
float point[ 3 ];
|
||||
|
||||
point[ 0 ] = vm->vs->origin[ 0 ];
|
||||
point[ 1 ] = vm->vs->origin[ 1 ];
|
||||
point[ 2 ] = vm->vs->origin[ 2 ] - 0.25f;
|
||||
|
||||
gi.Trace( &vm->vs->groundTrace, vm->vs->origin, vm->mins, vm->maxs, point, vm->vs->entityNum, vm->tracemask, qtrue, qfalse );
|
||||
VM_GroundTraceInternal();
|
||||
}
|
||||
|
||||
void VM_StepSlideMove
|
||||
(
|
||||
void
|
||||
)
|
||||
|
||||
{
|
||||
vec3_t start_o;
|
||||
vec3_t start_v;
|
||||
vec3_t nostep_o;
|
||||
vec3_t nostep_v;
|
||||
trace_t trace;
|
||||
qboolean bWasOnGoodGround;
|
||||
vec3_t up;
|
||||
vec3_t down;
|
||||
qboolean start_hit_wall;
|
||||
vec3_t start_wall_normal;
|
||||
qboolean first_hit_wall;
|
||||
vec3_t first_wall_normal;
|
||||
vec3_t start_hit_origin;
|
||||
vec3_t first_hit_origin;
|
||||
trace_t nostep_groundTrace;
|
||||
|
||||
VectorCopy( vm->vs->origin, start_o );
|
||||
VectorCopy( vm->vs->velocity, start_v );
|
||||
start_hit_wall = vm->vs->hit_obstacle;
|
||||
VectorCopy( vm->vs->hit_origin, start_hit_origin );
|
||||
VectorCopy( vm->vs->obstacle_normal, start_wall_normal );
|
||||
|
||||
if( VM_SlideMove( qtrue ) == 0 )
|
||||
{
|
||||
if( !vml.validGroundTrace )
|
||||
VM_GroundTrace();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
VectorCopy( start_o, down );
|
||||
down[ 2 ] -= STEPSIZE;
|
||||
gi.Trace( &trace, start_o, vm->mins, vm->maxs, down, vm->vs->entityNum, vm->tracemask, qtrue, qfalse );
|
||||
VectorSet( up, 0, 0, 1 );
|
||||
|
||||
// never step up when you still have up velocity
|
||||
if( vm->vs->velocity[ 2 ] > 0 && ( trace.fraction == 1.0f ||
|
||||
DotProduct( trace.plane.normal, up ) < MIN_WALK_NORMAL ) )
|
||||
{
|
||||
if( !vml.validGroundTrace )
|
||||
VM_GroundTrace();
|
||||
else
|
||||
VM_GroundTraceInternal();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
if( vm->vs->groundPlane && vm->vs->groundTrace.plane.normal[ 2 ] >= MIN_WALK_NORMAL )
|
||||
bWasOnGoodGround = qtrue;
|
||||
else
|
||||
bWasOnGoodGround = qfalse;
|
||||
|
||||
VectorCopy( vm->vs->origin, nostep_o );
|
||||
VectorCopy( vm->vs->velocity, nostep_v );
|
||||
memcpy( &nostep_groundTrace, &vm->vs->groundTrace, sizeof( trace_t ) );
|
||||
|
||||
VectorCopy( start_o, vm->vs->origin );
|
||||
VectorCopy( start_v, vm->vs->velocity );
|
||||
|
||||
first_hit_wall = vm->vs->hit_obstacle;
|
||||
VectorCopy( vm->vs->hit_origin, first_hit_origin );
|
||||
VectorCopy( vm->vs->obstacle_normal, first_wall_normal );
|
||||
|
||||
vm->vs->hit_obstacle = start_hit_wall;
|
||||
VectorCopy( start_hit_origin, vm->vs->hit_origin );
|
||||
VectorCopy( start_wall_normal, vm->vs->obstacle_normal );
|
||||
VM_SlideMove( qtrue );
|
||||
|
||||
VectorCopy( vm->vs->origin, down );
|
||||
down[ 2 ] -= STEPSIZE * 2;
|
||||
|
||||
// test the player position if they were a stepheight higher
|
||||
gi.Trace( &trace, up, vm->mins, vm->maxs, up, vm->vs->entityNum, vm->tracemask, qtrue, qfalse );
|
||||
if( trace.entityNum > ENTITYNUM_NONE )
|
||||
{
|
||||
VectorCopy( nostep_o, vm->vs->origin );
|
||||
VectorCopy( nostep_v, vm->vs->velocity );
|
||||
memcpy( &vm->vs->groundTrace, &nostep_groundTrace, sizeof( vm->vs->groundTrace ) );
|
||||
vm->vs->hit_obstacle = first_hit_wall;
|
||||
VectorCopy( first_hit_origin, vm->vs->hit_origin );
|
||||
VectorCopy( first_wall_normal, vm->vs->obstacle_normal );
|
||||
|
||||
if( !vml.validGroundTrace )
|
||||
VM_GroundTrace();
|
||||
else
|
||||
VM_GroundTraceInternal();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
if( !trace.allsolid )
|
||||
{
|
||||
memcpy( &vm->vs->groundTrace, &trace, sizeof( vm->vs->groundTrace ) );
|
||||
vml.validGroundTrace = qtrue;
|
||||
|
||||
if( bWasOnGoodGround && trace.fraction && trace.plane.normal[ 2 ] < MIN_WALK_NORMAL )
|
||||
{
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Loading…
Add table
Add a link
Reference in a new issue