mirror of
https://github.com/openmoh/openmohaa.git
synced 2025-04-28 13:47:58 +03:00
1668 lines
31 KiB
C++
1668 lines
31 KiB
C++
/*
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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_phys.cpp
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//
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#include "g_phys.h"
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#include "animate.h"
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#include "sentient.h"
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#include "actor.h"
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#include "player.h"
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/*
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pushmove objects do not obey gravity, and do not interact with each other or trigger fields, but block normal movement and push normal objects when they move.
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onground is set for toss objects when they come to a complete rest. it is set for steping or walking objects
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doors, plats, etc are SOLID_BSP, and MOVETYPE_PUSH
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bonus items are SOLID_TRIGGER touch, and MOVETYPE_TOSS
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corpses are SOLID_NOT and MOVETYPE_TOSS
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crates are SOLID_BBOX and MOVETYPE_TOSS
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walking monsters are SOLID_SLIDEBOX and MOVETYPE_STEP
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flying/floating monsters are SOLID_SLIDEBOX and MOVETYPE_FLY
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solid_edge items only clip against bsp models.
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*/
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pushed_t pushed[ MAX_GENTITIES ];
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pushed_t *pushed_p;
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Entity *obstacle;
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/*
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============
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G_FixEntityPosition
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============
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*/
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Entity *G_FixEntityPosition
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(
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Entity *ent
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)
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{
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int mask;
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trace_t trace;
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Vector start;
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float radius;
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if( ent->size.x > ent->size.z )
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{
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radius = ent->size.z * 0.5f;
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}
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else
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{
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radius = ent->size.x * 0.5f;
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}
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mask = ent->edict->clipmask;
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if( !mask )
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{
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mask = MASK_SOLID;
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}
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start = ent->origin;
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start.z += radius;
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if( ent->IsSubclassOfPlayer() )
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{
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trace = G_Trace( start, ent->mins, ent->maxs, ent->origin, ent, mask, true, "G_FixEntityPosition1" );
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}
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else
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{
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trace = G_Trace( start, ent->mins, ent->maxs, ent->origin, ent, mask, false, "G_FixEntityPosition2" );
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}
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if( trace.startsolid )
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{
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//return g_entities->entity;
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assert( trace.ent );
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assert( trace.ent->entity );
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return trace.ent->entity;
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}
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ent->setOrigin( trace.endpos );
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return NULL;
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}
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/*
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============
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G_TestEntityPosition
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============
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*/
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Entity *G_TestEntityPosition
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(
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Entity *ent
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)
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{
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int mask;
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trace_t trace;
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mask = ent->edict->clipmask;
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if( !mask )
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mask = MASK_SOLID;
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if( ent->IsSubclassOfPlayer() )
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{
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trace = G_Trace( ent->origin, ent->mins, ent->maxs, ent->origin, ent, mask, true, "G_TestEntityPosition1" );
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}
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else
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{
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trace = G_Trace( ent->origin, ent->mins, ent->maxs, ent->origin, ent, mask, false, "G_TestEntityPosition2" );
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}
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if( trace.startsolid )
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{
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//return g_entities->entity;
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assert( trace.ent );
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assert( trace.ent->entity );
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return trace.ent->entity;
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}
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return NULL;
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}
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/*
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================
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G_CheckVelocity
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================
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*/
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void G_CheckVelocity
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(
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Entity *ent
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)
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{
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int i;
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//
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// bound velocity
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//
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for( i = 0; i < 3; i++ )
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{
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if ( ent->velocity[ i ] > sv_maxvelocity->value )
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{
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ent->velocity[ i ] = sv_maxvelocity->value;
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}
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else if ( ent->velocity[ i ] < -sv_maxvelocity->value )
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{
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ent->velocity[ i ] = -sv_maxvelocity->value;
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}
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}
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}
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/*
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==================
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G_Impact
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Two entities have touched, so run their touch functions
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==================
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*/
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void G_Impact
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(
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Entity *e1,
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trace_t *trace
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)
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{
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gentity_t *e2;
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Event *ev;
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SafePtr< Entity > safe1;
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SafePtr< Entity > safe2;
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e2 = trace->ent;
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safe1 = e1;
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safe2 = e2->entity;
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level.impact_trace = *trace;
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// touch anything, including the world
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if( e1->edict->solid != SOLID_NOT )
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{
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ev = new Event( EV_Touch );
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ev->AddEntity( e2->entity );
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e1->ProcessEvent( ev );
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if( safe1 ) {
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safe1->Unregister( "touch" );
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}
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}
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// entity could have been removed, so check if he's in use before sending the event
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if(
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e2->entity &&
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( e2->solid != SOLID_NOT ) &&
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( !( e2->r.contents & CONTENTS_SHOOTONLY ) ) &&
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( e2->entity != world )
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)
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{
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ev = new Event( EV_Touch );
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ev->AddEntity( e1 );
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e2->entity->ProcessEvent( ev );
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if( safe2 ) {
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safe2->Unregister( "touch" );
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}
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}
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memset( &level.impact_trace, 0, sizeof( level.impact_trace ) );
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}
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/*
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============
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G_TestEntityPosition
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============
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*/
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Entity *G_TestEntityPosition
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(
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Entity *ent,
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Vector vOrg
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)
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{
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int mask;
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trace_t trace;
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mask = ent->edict->clipmask;
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if( !mask )
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mask = MASK_SOLID;
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if( ent->IsSubclassOfPlayer() )
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{
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trace = G_Trace( vOrg, ent->mins, ent->maxs, vOrg, ent, mask, true, "G_TestEntityPosition1" );
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}
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else
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{
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trace = G_Trace( vOrg, ent->mins, ent->maxs, vOrg, ent, mask, false, "G_TestEntityPosition2" );
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}
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if( trace.startsolid )
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{
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assert( trace.ent );
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assert( trace.ent->entity );
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return trace.ent->entity;
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}
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return NULL;
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}
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/*
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==================
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G_ClipVelocity
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Slide off of the impacting object
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returns the blocked flags (1 = floor, 2 = step / wall)
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==================
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*/
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#define STOP_EPSILON 0.1
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int G_ClipVelocity
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(
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Vector& in,
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Vector& normal,
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Vector& out,
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float overbounce
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)
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{
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int i;
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int blocked;
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float backoff;
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blocked = 0;
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if ( normal[ 2 ] > 0 )
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{
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// floor
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blocked |= 1;
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}
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if ( !normal[ 2 ] )
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{
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// step
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blocked |= 2;
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}
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backoff = ( in * normal ) * overbounce;
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out = in - normal * backoff;
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for( i = 0; i < 3; i++ )
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{
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if ( out[ i ] > -STOP_EPSILON && out[ i ] < STOP_EPSILON )
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{
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out[ i ] = 0;
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}
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}
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return blocked;
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}
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/*
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============
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G_FlyMove
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The basic solid body movement clip that slides along multiple planes
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Returns the clipflags if the velocity was modified (hit something solid)
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1 = floor
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2 = wall / step
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4 = dead stop
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============
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*/
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#define MAX_CLIP_PLANES 5
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int G_FlyMove
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(
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Entity *ent,
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Vector basevel,
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float time,
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int mask
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)
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{
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Entity *hit;
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gentity_t *edict;
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int bumpcount, numbumps;
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Vector 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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Vector primal_velocity, original_velocity, new_velocity;
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int i, j;
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trace_t trace;
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Vector end;
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float time_left;
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int blocked;
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#if 0
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Vector move;
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Vector v;
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#endif
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edict = ent->edict;
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numbumps = 4;
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blocked = 0;
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original_velocity = ent->velocity;
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primal_velocity = ent->velocity;
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numplanes = 0;
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#if 1
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time_left = time;
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#else
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time_left = 1.0;//time;
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v = ent->total_delta;
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v[ 1 ] = -v[ 1 ]; // sigh...
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MatrixTransformVector( v, ent->orientation, move );
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move += ent->velocity * time;
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ent->total_delta = vec_zero;
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#endif
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ent->groundentity = NULL;
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for( bumpcount = 0; bumpcount < numbumps; bumpcount++ )
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{
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#if 1
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end = ent->origin + time_left * ( ent->velocity + basevel );
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#else
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end = ent->origin + time_left * move;
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#endif
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trace = G_Trace( ent->origin, ent->mins, ent->maxs, end, ent, mask, false, "G_FlyMove" );
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if(
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( trace.allsolid ) ||
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(
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( trace.startsolid ) &&
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( ent->movetype == MOVETYPE_VEHICLE )
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)
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)
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{
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// entity is trapped in another solid
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ent->velocity = vec_zero;
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return 3;
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}
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if( trace.fraction > 0 )
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{
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// actually covered some distance
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ent->setOrigin( trace.endpos );
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original_velocity = ent->velocity;
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numplanes = 0;
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}
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if( trace.fraction == 1 )
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{
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// moved the entire distance
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break;
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}
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assert( trace.ent );
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hit = trace.ent->entity;
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if( trace.plane.normal[ 2 ] > 0.7 )
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{
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// floor
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blocked |= 1;
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if( hit->getSolidType() == SOLID_BSP )
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{
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ent->groundentity = hit->edict;
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ent->groundplane = trace.plane;
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ent->groundcontents = trace.contents;
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}
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}
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if( !trace.plane.normal[ 2 ] )
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{
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// step
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blocked |= 2;
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}
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//
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// run the impact function
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//
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G_Impact( ent, &trace );
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if( !edict->inuse )
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{
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break; // removed by the impact function
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}
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time_left -= time_left * trace.fraction;
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// cliped to another plane
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if( numplanes >= MAX_CLIP_PLANES )
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{
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// this shouldn't really happen
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ent->velocity = vec_zero;
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return 3;
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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 original_velocity so it parallels all of the clip planes
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//
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for( i = 0; i < numplanes; i++ )
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{
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Vector normal = planes[ i ];
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G_ClipVelocity( original_velocity, normal, new_velocity, 1.01f );
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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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{
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if( ( new_velocity * planes[ j ] ) < 0 )
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{
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// not ok
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break;
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}
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}
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}
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if( j == numplanes )
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{
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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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// go along this plane
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ent->velocity = new_velocity;
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}
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else
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{
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// go along the crease
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if( numplanes != 2 )
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{
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ent->velocity = vec_zero;
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return 7;
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}
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CrossProduct( planes[ 0 ], planes[ 1 ], dir );
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d = dir * ent->velocity;
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ent->velocity = dir * d;
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}
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//
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// if original velocity is against the original velocity, stop dead
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// to avoid tiny occilations in sloping corners
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//
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if( ( ent->velocity * primal_velocity ) <= 0 )
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{
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ent->velocity = vec_zero;
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return blocked;
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}
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}
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return blocked;
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}
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/*
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============
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G_AddGravity
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============
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*/
|
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void G_AddGravity
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(
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Entity *ent
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)
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{
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float grav;
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if ( ent->waterlevel > 2 )
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{
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grav = ent->gravity * 60 * level.frametime;
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}
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else
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{
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grav = ent->gravity * sv_gravity->value * level.frametime;
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}
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ent->velocity[ 2 ] -= grav;
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}
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/*
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===============================================================================
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|
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PUSHMOVE
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===============================================================================
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*/
|
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|
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/*
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============
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G_PushEntity
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|
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Does not change the entities velocity at all
|
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============
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*/
|
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trace_t G_PushEntity
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(
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Entity *ent,
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Vector push
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)
|
|
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{
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trace_t trace;
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Vector start;
|
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Vector end;
|
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int mask;
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gentity_t *edict;
|
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start = ent->origin;
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end = start + push;
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retry:
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if( ent->edict->clipmask )
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{
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mask = ent->edict->clipmask;
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}
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else
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{
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mask = MASK_SOLID;
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}
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trace = G_Trace( start, ent->mins, ent->maxs, end, ent, mask, false, "G_PushEntity" );
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edict = ent->edict;
|
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ent->setOrigin( trace.endpos );
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if( trace.fraction != 1.0 )
|
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{
|
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G_Impact( ent, &trace );
|
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|
|
// if the pushed entity went away and the pusher is still there
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if( ( !trace.ent || !trace.ent->inuse ) && edict->inuse )
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{
|
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// move the pusher back and try again
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ent->setOrigin( start );
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goto retry;
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}
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}
|
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|
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if( edict && ( edict != ent->edict ) )
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{
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if( ent->flags & FL_TOUCH_TRIGGERS )
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{
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G_TouchTriggers( ent );
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}
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}
|
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|
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return trace;
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}
|
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|
|
/*
|
|
============
|
|
G_SlideEntity
|
|
============
|
|
*/
|
|
trace_t G_SlideEntity
|
|
(
|
|
Entity *ent,
|
|
Vector push
|
|
)
|
|
|
|
{
|
|
trace_t trace;
|
|
Vector start;
|
|
Vector end;
|
|
int mask;
|
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|
|
start = ent->origin;
|
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end = start + push;
|
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|
|
if ( ent->edict->clipmask )
|
|
{
|
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mask = ent->edict->clipmask;
|
|
}
|
|
else
|
|
{
|
|
mask = MASK_SOLID;
|
|
}
|
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|
|
trace = G_Trace( start, ent->mins, ent->maxs, end, ent, mask, false, "G_SlideEntity" );
|
|
|
|
ent->setOrigin( trace.endpos );
|
|
|
|
return trace;
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
G_SnapPosition
|
|
|
|
================
|
|
*/
|
|
/*
|
|
qboolean G_SnapPosition
|
|
(
|
|
Entity *ent
|
|
)
|
|
|
|
{
|
|
int x, y, z;
|
|
Vector offset( 0, -1, 1 );
|
|
Vector base;
|
|
|
|
base = ent->origin;
|
|
for ( z = 0; z < 3; z++ )
|
|
{
|
|
ent->origin.z = base.z + offset[ z ];
|
|
for ( y = 0; y < 3; y++ )
|
|
{
|
|
ent->origin.y = base.y + offset[ y ];
|
|
for ( x = 0; x < 3; x++ )
|
|
{
|
|
ent->origin.x = base.x + offset[ x ];
|
|
if ( G_TestEntityPosition( ent ) )
|
|
{
|
|
ent->origin.x += offset[ x ];
|
|
ent->origin.y += offset[ y ];
|
|
ent->origin.z += offset[ z ];
|
|
ent->setOrigin( ent->origin );
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// can't find a good position, so put him back.
|
|
ent->origin = base;
|
|
|
|
return false;
|
|
}
|
|
*/
|
|
|
|
/*
|
|
============
|
|
G_Push
|
|
|
|
Objects need to be moved back on a failed push,
|
|
otherwise riders would continue to slide.
|
|
============
|
|
*/
|
|
qboolean G_Push
|
|
(
|
|
Entity *pusher,
|
|
Vector pushermove,
|
|
Vector pusheramove
|
|
)
|
|
|
|
{
|
|
Entity *check, *block;
|
|
gentity_t *edict;
|
|
Vector move, amove;
|
|
Vector mins, maxs;
|
|
Vector save;
|
|
pushed_t *p;
|
|
Vector org, org2, move2, neworg;
|
|
Vector norm;
|
|
float mat[ 3 ][ 3 ];
|
|
pushed_t *pusher_p;
|
|
float radius;
|
|
int i, num;
|
|
int touch[ MAX_GENTITIES ];
|
|
Event *ev;
|
|
|
|
// save the pusher's original position
|
|
pusher_p = pushed_p;
|
|
pushed_p->ent = pusher;
|
|
pushed_p->localorigin = pusher->localorigin;
|
|
pushed_p->origin = pusher->origin;
|
|
pushed_p->localangles = pusher->localangles;
|
|
pushed_p->angles = pusher->angles;
|
|
|
|
if( pusher->client )
|
|
{
|
|
pushed_p->deltayaw = pusher->client->ps.delta_angles[ YAW ];
|
|
}
|
|
|
|
pushed_p++;
|
|
|
|
if( pushed_p >= &pushed[ MAX_GENTITIES ] )
|
|
{
|
|
gi.Error( ERR_FATAL, "Pushed too many entities." );
|
|
}
|
|
|
|
if( pusher->IsSubclassOfPlayer() )
|
|
{
|
|
pusher->setAngles();
|
|
pusher->setOrigin();
|
|
}
|
|
else
|
|
{
|
|
// move the pusher to it's final position
|
|
pusher->addAngles( pusheramove );
|
|
pusher->addOrigin( pushermove );
|
|
}
|
|
|
|
|
|
if( pusher->edict->solid == SOLID_NOT )
|
|
{
|
|
// Doesn't push anything
|
|
return true;
|
|
}
|
|
|
|
// change the move to worldspace
|
|
move = pusher->origin - pusher_p->origin;
|
|
amove = pusher->angles - pusher_p->angles;
|
|
|
|
// we need this for pushing things later
|
|
AnglesToAxis( amove, mat );
|
|
|
|
// find the bounding box
|
|
mins = pusher->absmin;
|
|
maxs = pusher->absmax;
|
|
|
|
// Add in entities that are within the pusher
|
|
|
|
num = gi.AreaEntities( mins, maxs, touch, MAX_GENTITIES );
|
|
|
|
for( i = 0; i < num; i++ )
|
|
{
|
|
edict = &g_entities[ touch[ i ] ];
|
|
assert( edict );
|
|
assert( edict->inuse );
|
|
assert( edict->entity );
|
|
check = edict->entity;
|
|
|
|
if( ( check->movetype == MOVETYPE_PUSH ) ||
|
|
( check->movetype == MOVETYPE_STOP ) ||
|
|
( check->movetype == MOVETYPE_NONE ) ||
|
|
( check->movetype == MOVETYPE_NOCLIP ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if( check->edict->r.contents == CONTENTS_SHOOTONLY )
|
|
continue;
|
|
|
|
// if the entity is standing on the pusher, it will definitely be moved
|
|
if( check->groundentity != pusher->edict )
|
|
{
|
|
// Only move triggers and non-solid objects if they're sitting on a moving object
|
|
if( ( check->edict->solid == SOLID_TRIGGER ) || ( check->edict->solid == SOLID_NOT ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// see if the ent needs to be tested
|
|
if( ( check->absmin[ 0 ] >= maxs[ 0 ] ) ||
|
|
( check->absmin[ 1 ] >= maxs[ 1 ] ) ||
|
|
( check->absmin[ 2 ] >= maxs[ 2 ] ) ||
|
|
( check->absmax[ 0 ] <= mins[ 0 ] ) ||
|
|
( check->absmax[ 1 ] <= mins[ 1 ] ) ||
|
|
( check->absmax[ 2 ] <= mins[ 2 ] ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// see if the ent's bbox is inside the pusher's final position
|
|
if( !G_TestEntityPosition( check, check->origin ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
ev = new Event( EV_Touch );
|
|
ev->AddEntity( pusher );
|
|
check->ProcessEvent( ev );
|
|
|
|
ev = new Event( EV_Touch );
|
|
ev->AddEntity( check );
|
|
pusher->ProcessEvent( ev );
|
|
}
|
|
|
|
pushed_p->localorigin = check->localorigin;
|
|
pushed_p->localangles = check->localangles;
|
|
// move this entity
|
|
pushed_p->ent = check;
|
|
pushed_p->origin = check->origin;
|
|
pushed_p->angles = check->angles;
|
|
pushed_p++;
|
|
|
|
if( pushed_p >= &pushed[ MAX_GENTITIES ] )
|
|
{
|
|
gi.Error( ERR_FATAL, "Pushed too many entities." );
|
|
}
|
|
|
|
// save off the origin
|
|
save = check->localorigin;
|
|
|
|
// try moving the contacted entity
|
|
move2 = move;
|
|
|
|
// FIXME: doesn't rotate monsters?
|
|
/*if( check->client && amove[ YAW ] )
|
|
{
|
|
Sentient *sent = ( Sentient * )check;
|
|
Vector a = sent->GetViewAngles() + Vector( 0, amove[ YAW ], 0 );
|
|
sent->SetViewAngles( a );
|
|
}*/
|
|
|
|
// get the radius of the entity
|
|
if( check->size.x > check->size.z )
|
|
{
|
|
radius = check->size.z * 0.5f;
|
|
}
|
|
else
|
|
{
|
|
radius = check->size.x * 0.5f;
|
|
}
|
|
|
|
// figure movement due to the pusher's amove
|
|
org = check->origin - pusher->origin;
|
|
org.z += radius;
|
|
|
|
MatrixTransformVector( org, mat, org2 );
|
|
|
|
move2 += org2 - org;
|
|
|
|
neworg = move2 + check->origin;
|
|
|
|
/*
|
|
// This one seems to be better for the bind command
|
|
if( G_TestEntityPosition( check, check->origin ) )
|
|
{
|
|
trace_t trace;
|
|
|
|
if( check->IsSubclassOfPlayer() )
|
|
{
|
|
trace = G_Trace( check->origin, check->mins, check->maxs, pusher->origin, check, check->edict->clipmask, true, "G_Push" );
|
|
}
|
|
else
|
|
{
|
|
trace = G_Trace( check->origin, check->mins, check->maxs, pusher->origin, check, check->edict->clipmask, false, "G_Push" );
|
|
}
|
|
|
|
move2 = trace.endpos - check->origin;
|
|
}
|
|
*/
|
|
|
|
if( G_TestEntityPosition( check, neworg ) )
|
|
{
|
|
trace_t trace;
|
|
Vector end;
|
|
Vector fwd;
|
|
float length;
|
|
|
|
length = VectorNormalize2( move2, fwd );
|
|
|
|
end = check->origin + fwd * ( length + 64.0f );
|
|
|
|
if( check->IsSubclassOfPlayer() )
|
|
{
|
|
trace = G_Trace( check->origin, check->mins, check->maxs, end, check, check->edict->clipmask, true, "G_Push" );
|
|
}
|
|
else
|
|
{
|
|
trace = G_Trace( check->origin, check->mins, check->maxs, end, check, check->edict->clipmask, false, "G_Push" );
|
|
}
|
|
|
|
if( !trace.allsolid )
|
|
{
|
|
if( check->IsSubclassOfPlayer() )
|
|
{
|
|
trace = G_Trace( Vector( trace.endpos ), check->mins, check->maxs, neworg, check, check->edict->clipmask, true, "G_Push" );
|
|
}
|
|
else
|
|
{
|
|
trace = G_Trace( Vector( trace.endpos ), check->mins, check->maxs, neworg, check, check->edict->clipmask, false, "G_Push" );
|
|
}
|
|
|
|
move2 = trace.endpos - check->origin;
|
|
}
|
|
}
|
|
|
|
check->addOrigin( check->getParentVector( move2 ) );
|
|
|
|
// may have pushed them off an edge
|
|
if( check->groundentity )
|
|
{
|
|
if( check->groundentity != pusher->edict )
|
|
check->groundentity = NULL;
|
|
}
|
|
|
|
block = G_TestEntityPosition( check, check->origin );
|
|
if( block )
|
|
{
|
|
block = G_FixEntityPosition( check );
|
|
}
|
|
if( !block )
|
|
{
|
|
// pushed ok
|
|
check->link();
|
|
|
|
// impact?
|
|
continue;
|
|
}
|
|
|
|
// try to snap it to a good position
|
|
/*
|
|
if ( G_SnapPosition( check ) )
|
|
{
|
|
// snapped ok. we don't have to link since G_SnapPosition does it for us.
|
|
continue;
|
|
}
|
|
*/
|
|
|
|
// if it is ok to leave in the old position, do it
|
|
// this is only relevent for riding entities, not pushed
|
|
check->setLocalOrigin( save );
|
|
block = G_TestEntityPosition( check, check->origin );
|
|
if( !block )
|
|
{
|
|
pushed_p--;
|
|
continue;
|
|
}
|
|
|
|
if( check->edict->solid == SOLID_NOT )
|
|
continue;
|
|
|
|
// L: don't make the pusher teleport through anything that block
|
|
if( block != pusher )
|
|
{
|
|
pusher_p->ent->setOrigin( pusher_p->origin );
|
|
continue;
|
|
}
|
|
|
|
// save off the obstacle so we can call the block function
|
|
obstacle = check;
|
|
|
|
// move back any entities we already moved
|
|
// go backwards, so if the same entity was pushed
|
|
// twice, it goes back to the original position
|
|
for( p = pushed_p - 1; p >= pushed; p-- )
|
|
{
|
|
p->ent->angles = p->angles;
|
|
p->ent->origin = p->origin;
|
|
|
|
p->ent->localangles = p->localangles;
|
|
p->ent->localorigin = p->localorigin;
|
|
|
|
if( p->ent->client )
|
|
{
|
|
p->ent->client->ps.delta_angles[ YAW ] = ( int )p->deltayaw;
|
|
}
|
|
}
|
|
|
|
// Only "really" move it in order so that the bound coordinate system is correct
|
|
for( p = pushed; p < pushed_p; p++ )
|
|
{
|
|
p->ent->setAngles();
|
|
p->ent->setOrigin();
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//FIXME: is there a better way to handle this?
|
|
// see if anything we moved has touched a trigger
|
|
for( p = pushed_p - 1; p >= pushed; p-- )
|
|
{
|
|
if( p->ent->flags & FL_TOUCH_TRIGGERS )
|
|
{
|
|
G_TouchTriggers( p->ent );
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
================
|
|
G_PushMove
|
|
================
|
|
*/
|
|
qboolean G_PushMove( Entity *ent, Vector move, Vector amove )
|
|
{
|
|
Entity *part;
|
|
Vector m, a;
|
|
Event *ev;
|
|
|
|
m = move;
|
|
a = amove;
|
|
|
|
pushed_p = pushed;
|
|
|
|
part = ent;
|
|
|
|
while( part )
|
|
{
|
|
if( !G_Push( part, m, a ) )
|
|
{
|
|
// move was blocked
|
|
// call the pusher's "blocked" function
|
|
// otherwise, just stay in place until the obstacle is gone
|
|
ev = new Event( EV_Blocked );
|
|
ev->AddEntity( obstacle );
|
|
part->ProcessEvent( ev );
|
|
return false;
|
|
}
|
|
|
|
m = vec_zero;
|
|
a = vec_zero;
|
|
|
|
part = part->teamchain;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
================
|
|
G_Physics_Pusher
|
|
|
|
Bmodel objects don't interact with each other, but
|
|
push all box objects
|
|
================
|
|
*/
|
|
void G_Physics_Pusher
|
|
(
|
|
Entity *ent
|
|
)
|
|
|
|
{
|
|
Vector move, amove;
|
|
Entity *part, *mv;
|
|
Event *ev;
|
|
|
|
// team slaves are only moved by their captains
|
|
if( ent->flags & FL_TEAMSLAVE )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Check if anyone on the team is moving
|
|
for( part = ent; part; part = part->teamchain )
|
|
{
|
|
if( part->velocity != vec_zero || part->avelocity != vec_zero )
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
// make sure all team slaves can move before commiting
|
|
// any moves or calling any think functions
|
|
// if the move is blocked, all moved objects will be backed out
|
|
pushed_p = pushed;
|
|
while( part )
|
|
{
|
|
move = part->velocity * level.frametime;
|
|
amove = part->avelocity * level.frametime;
|
|
|
|
if( !G_Push( part, move, amove ) )
|
|
{
|
|
// move was blocked
|
|
break;
|
|
}
|
|
|
|
part = part->teamchain;
|
|
}
|
|
|
|
if( part )
|
|
{
|
|
// the move failed, bump all movedone times
|
|
for( mv = ent; mv; mv = mv->teamchain )
|
|
{
|
|
mv->PostponeEvent( EV_MoveDone, FRAMETIME );
|
|
}
|
|
|
|
// if the pusher has a "blocked" function, call it
|
|
// otherwise, just stay in place until the obstacle is gone
|
|
ev = new Event( EV_Blocked );
|
|
ev->AddEntity( obstacle );
|
|
part->ProcessEvent( ev );
|
|
}
|
|
|
|
ent->velocity += ent->accel;
|
|
ent->avelocity += ent->aaccel;
|
|
}
|
|
|
|
//==================================================================
|
|
|
|
/*
|
|
=============
|
|
G_Physics_Noclip
|
|
|
|
A moving object that doesn't obey physics
|
|
=============
|
|
*/
|
|
void G_Physics_Noclip
|
|
(
|
|
Entity *ent
|
|
)
|
|
|
|
{
|
|
ent->angles += ent->avelocity * level.frametime;
|
|
ent->origin += ent->velocity * level.frametime;
|
|
ent->link();
|
|
}
|
|
|
|
/*
|
|
==============================================================================
|
|
|
|
TOSS / BOUNCE
|
|
|
|
==============================================================================
|
|
*/
|
|
|
|
/*
|
|
=============
|
|
G_Physics_Toss
|
|
|
|
Toss, bounce, and fly movement. When onground, do nothing.
|
|
=============
|
|
*/
|
|
void G_Physics_Toss
|
|
(
|
|
Entity *ent
|
|
)
|
|
|
|
{
|
|
trace_t trace;
|
|
Vector move;
|
|
float backoff;
|
|
Entity *slave;
|
|
qboolean wasinwater;
|
|
qboolean isinwater;
|
|
Vector origin2;
|
|
Vector basevel;
|
|
gentity_t *edict;
|
|
qboolean onconveyor;
|
|
|
|
// if not a team captain, so movement will be handled elsewhere
|
|
if( ent->flags & FL_TEAMSLAVE )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if( ent->velocity[ 2 ] > 0 )
|
|
{
|
|
ent->groundentity = NULL;
|
|
}
|
|
|
|
// check for the groundentity going away
|
|
if( ent->groundentity && !ent->groundentity->inuse )
|
|
{
|
|
ent->groundentity = NULL;
|
|
}
|
|
|
|
onconveyor = ( basevel != vec_zero );
|
|
|
|
// if onground, return without moving
|
|
if( ent->groundentity && !onconveyor && ( ent->movetype != MOVETYPE_VEHICLE ) )
|
|
{
|
|
if( ent->avelocity.length() )
|
|
{
|
|
// move angles
|
|
ent->setAngles( ent->angles + ent->avelocity * level.frametime );
|
|
}
|
|
ent->velocity = vec_zero;
|
|
return;
|
|
}
|
|
|
|
origin2 = ent->origin;
|
|
|
|
G_CheckVelocity( ent );
|
|
|
|
// add gravity
|
|
if( !onconveyor && ent->movetype != MOVETYPE_FLY && ent->movetype != MOVETYPE_FLYMISSILE )
|
|
{
|
|
G_AddGravity( ent );
|
|
}
|
|
|
|
// move angles
|
|
ent->setAngles( ent->angles + ent->avelocity * level.frametime );
|
|
|
|
// move origin
|
|
move = ( ent->velocity + basevel ) * level.frametime;
|
|
|
|
edict = ent->edict;
|
|
if( ent->movetype == MOVETYPE_VEHICLE )
|
|
{
|
|
int mask;
|
|
|
|
if( ent->edict->clipmask )
|
|
{
|
|
mask = ent->edict->clipmask;
|
|
}
|
|
else
|
|
{
|
|
mask = MASK_MONSTERSOLID;
|
|
}
|
|
G_FlyMove( ent, basevel, FRAMETIME, mask );
|
|
if( ent->flags & FL_TOUCH_TRIGGERS )
|
|
{
|
|
G_TouchTriggers( ent );
|
|
}
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
trace = G_PushEntity( ent, move );
|
|
}
|
|
|
|
if( ( trace.fraction == 0 ) && ( ent->movetype == MOVETYPE_SLIDE ) )
|
|
{
|
|
// Check for slide by removing the downward velocity
|
|
Vector slide;
|
|
|
|
slide[ 0 ] = move[ 0 ] * 0.7f;
|
|
slide[ 1 ] = move[ 1 ] * 0.7f;
|
|
slide[ 2 ] = 0;
|
|
G_PushEntity( ent, slide );
|
|
}
|
|
|
|
if( !edict->inuse )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if( trace.fraction < 1 )
|
|
{
|
|
if( ent->movetype == MOVETYPE_BOUNCE || ent->movetype == MOVETYPE_GIB )
|
|
{
|
|
backoff = 1.5;
|
|
}
|
|
else
|
|
{
|
|
backoff = 1;
|
|
}
|
|
|
|
Vector normal = trace.plane.normal;
|
|
|
|
G_ClipVelocity( ent->velocity, normal, ent->velocity, backoff );
|
|
|
|
// stop if on ground
|
|
if( trace.plane.normal[ 2 ] > 0.7 )
|
|
{
|
|
if( ( ent->velocity[ 2 ] < 60 || ( ent->movetype != MOVETYPE_BOUNCE && ent->movetype != MOVETYPE_GIB ) ) &&
|
|
( ent->movetype != MOVETYPE_SLIDE ) )
|
|
{
|
|
ent->groundentity = trace.ent;
|
|
ent->groundplane = trace.plane;
|
|
ent->groundcontents = trace.contents;
|
|
ent->velocity = vec_zero;
|
|
ent->avelocity = vec_zero;
|
|
ent->ProcessEvent( EV_Stop );
|
|
}
|
|
else if( ent->movetype == MOVETYPE_GIB )
|
|
{
|
|
// Stop spinning after we bounce on the ground
|
|
ent->avelocity = vec_zero;
|
|
}
|
|
}
|
|
}
|
|
|
|
if( ( move[ 2 ] == 0 ) && onconveyor )
|
|
{
|
|
// Check if we still have a ground
|
|
ent->CheckGround();
|
|
}
|
|
|
|
// check for water transition
|
|
wasinwater = ( ent->watertype & MASK_WATER );
|
|
ent->watertype = gi.PointContents( ent->origin, 0 );
|
|
isinwater = ent->watertype & MASK_WATER;
|
|
|
|
if( isinwater )
|
|
{
|
|
ent->waterlevel = 1;
|
|
}
|
|
else
|
|
{
|
|
ent->waterlevel = 0;
|
|
}
|
|
|
|
if( ( edict->spawntime < ( level.time - FRAMETIME ) ) && ( ent->mass > 0 ) )
|
|
{
|
|
if( !wasinwater && isinwater )
|
|
{
|
|
ent->Sound( "impact_watersplash", CHAN_BODY, DEFAULT_VOL, DEFAULT_MIN_DIST, &origin2 );
|
|
}
|
|
else if( wasinwater && !isinwater )
|
|
{
|
|
ent->Sound( "impact_leavewater", CHAN_BODY, DEFAULT_VOL, DEFAULT_MIN_DIST, &origin2 );
|
|
}
|
|
}
|
|
|
|
// GAMEFIX - Is this necessary?
|
|
// move teamslaves
|
|
for( slave = ent->teamchain; slave; slave = slave->teamchain )
|
|
{
|
|
slave->setLocalOrigin( slave->localorigin );
|
|
slave->setAngles( slave->localangles );
|
|
}
|
|
|
|
if( ent->flags & FL_TOUCH_TRIGGERS )
|
|
{
|
|
G_TouchTriggers( ent );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
STEPPING MOVEMENT
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
void G_AddRotationalFriction
|
|
(
|
|
Entity *ent
|
|
)
|
|
|
|
{
|
|
int n;
|
|
float adjustment;
|
|
|
|
ent->angles += level.frametime * ent->avelocity;
|
|
adjustment = level.frametime * sv_stopspeed->value * sv_friction->value;
|
|
for( n = 0; n < 3; n++ )
|
|
{
|
|
if ( ent->avelocity[ n ] > 0)
|
|
{
|
|
ent->avelocity[ n ] -= adjustment;
|
|
if ( ent->avelocity[ n ] < 0 )
|
|
{
|
|
ent->avelocity[ n ] = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ent->avelocity[ n ] += adjustment;
|
|
if ( ent->avelocity[ n ] > 0 )
|
|
{
|
|
ent->avelocity[ n ] = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
G_CheckWater
|
|
|
|
=============
|
|
*/
|
|
|
|
void G_CheckWater
|
|
(
|
|
Entity *ent
|
|
)
|
|
|
|
{
|
|
ent->watertype = gi.PointContents( ent->origin, 0 );
|
|
if( ent->watertype & MASK_WATER )
|
|
{
|
|
ent->waterlevel = 1;
|
|
}
|
|
else
|
|
{
|
|
ent->waterlevel = 0;
|
|
}
|
|
|
|
}
|
|
|
|
/*
|
|
=============
|
|
G_Physics_Step
|
|
|
|
Monsters freefall when they don't have a ground entity, otherwise
|
|
all movement is done with discrete steps.
|
|
|
|
This is also used for objects that have become still on the ground, but
|
|
will fall if the floor is pulled out from under them.
|
|
FIXME: is this true?
|
|
=============
|
|
*/
|
|
|
|
void G_Physics_Step
|
|
(
|
|
Entity *ent
|
|
)
|
|
|
|
{
|
|
qboolean wasonground;
|
|
qboolean hitsound = false;
|
|
Vector vel;
|
|
float speed, newspeed, control;
|
|
float friction;
|
|
int mask;
|
|
Vector basevel;
|
|
|
|
// airborn monsters should always check for ground
|
|
if ( !ent->groundentity )
|
|
{
|
|
ent->CheckGround();
|
|
}
|
|
|
|
if ( ent->groundentity )
|
|
{
|
|
wasonground = true;
|
|
}
|
|
else
|
|
{
|
|
wasonground = false;
|
|
}
|
|
|
|
G_CheckVelocity( ent );
|
|
|
|
if ( ent->avelocity != vec_zero )
|
|
{
|
|
G_AddRotationalFriction( ent );
|
|
}
|
|
|
|
// add gravity except:
|
|
// flying monsters
|
|
// swimming monsters who are in the water
|
|
if ( !wasonground )
|
|
{
|
|
if( !( ent->flags & FL_FLY ) )
|
|
{
|
|
if( !( ( ent->flags & FL_SWIM ) && ( ent->waterlevel > 2 ) ) )
|
|
{
|
|
if ( ent->velocity[ 2 ] < sv_gravity->value * ent->gravity * -0.1f )
|
|
{
|
|
hitsound = true;
|
|
}
|
|
|
|
// Testing water gravity. If this doesn't work, just restore the uncommented lines
|
|
//if ( ent->waterlevel == 0 )
|
|
//{
|
|
G_AddGravity( ent );
|
|
//}
|
|
}
|
|
}
|
|
}
|
|
|
|
// friction for flying monsters that have been given vertical velocity
|
|
if( ( ent->flags & FL_FLY ) && ( ent->velocity.z != 0 ) )
|
|
{
|
|
speed = fabs( ent->velocity.z );
|
|
control = speed < sv_stopspeed->value ? sv_stopspeed->value : speed;
|
|
friction = sv_friction->value / 3;
|
|
newspeed = speed - ( level.frametime * control * friction );
|
|
if ( newspeed < 0 )
|
|
{
|
|
newspeed = 0;
|
|
}
|
|
newspeed /= speed;
|
|
ent->velocity.z *= newspeed;
|
|
}
|
|
|
|
// friction for flying monsters that have been given vertical velocity
|
|
if( ( ent->flags & FL_SWIM ) && ( ent->velocity.z != 0 ) )
|
|
{
|
|
speed = fabs( ent->velocity.z );
|
|
control = speed < sv_stopspeed->value ? sv_stopspeed->value : speed;
|
|
newspeed = speed - ( level.frametime * control * sv_waterfriction->value * ent->waterlevel );
|
|
if ( newspeed < 0 )
|
|
{
|
|
newspeed = 0;
|
|
}
|
|
newspeed /= speed;
|
|
ent->velocity.z *= newspeed;
|
|
}
|
|
|
|
if ( ent->velocity != vec_zero )
|
|
{
|
|
// apply friction
|
|
// let dead monsters who aren't completely onground slide
|
|
if( ( wasonground ) || ( ent->flags & ( FL_SWIM | FL_FLY ) ) )
|
|
{
|
|
if ( !( ent->health <= 0.0 && !M_CheckBottom( ent ) ) )
|
|
{
|
|
vel = ent->velocity;
|
|
vel.z = 0;
|
|
speed = vel.length();
|
|
if ( speed )
|
|
{
|
|
friction = sv_friction->value;
|
|
|
|
control = speed < sv_stopspeed->value ? sv_stopspeed->value : speed;
|
|
newspeed = speed - level.frametime * control * friction;
|
|
|
|
if ( newspeed < 0 )
|
|
{
|
|
newspeed = 0;
|
|
}
|
|
|
|
newspeed /= speed;
|
|
|
|
ent->velocity.x *= newspeed;
|
|
ent->velocity.y *= newspeed;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( ( basevel != vec_zero ) || ( ent->velocity != vec_zero ) )
|
|
{
|
|
mask = MASK_SOLID;
|
|
|
|
G_FlyMove( ent, basevel, level.frametime, mask );
|
|
|
|
ent->link();
|
|
|
|
G_CheckWater( ent );
|
|
if( ent->flags & FL_TOUCH_TRIGGERS )
|
|
{
|
|
G_TouchTriggers( ent );
|
|
}
|
|
|
|
if ( ent->groundentity && !wasonground && hitsound )
|
|
{
|
|
ent->Sound( "impact_softland", CHAN_BODY, 0.5f );
|
|
}
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
|
|
/*
|
|
================
|
|
G_RunEntity
|
|
|
|
================
|
|
*/
|
|
void G_RunEntity( Entity *ent )
|
|
{
|
|
gentity_t *edict;
|
|
|
|
edict = ent->edict;
|
|
|
|
if( !edict->inuse )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if( ent->flags & FL_ANIMATE )
|
|
{
|
|
ent->PreAnimate();
|
|
}
|
|
|
|
if( ent->flags & FL_THINK )
|
|
{
|
|
ent->Think();
|
|
}
|
|
|
|
if( ent->flags & FL_ANIMATE )
|
|
{
|
|
ent->PostAnimate();
|
|
}
|
|
|
|
// only run physics if in use and not bound and not immobilized
|
|
if( ( edict->s.parent == ENTITYNUM_NONE ) && !( ent->flags & FL_IMMOBILE ) && !( ent->flags & FL_PARTIAL_IMMOBILE ) )
|
|
{
|
|
switch( ent->movetype )
|
|
{
|
|
case MOVETYPE_NONE:
|
|
case MOVETYPE_STATIONARY:
|
|
case MOVETYPE_WALK:
|
|
case MOVETYPE_FLYMISSILE:
|
|
case MOVETYPE_SLIDE:
|
|
case MOVETYPE_GIB:
|
|
case MOVETYPE_VEHICLE:
|
|
case MOVETYPE_TURRET:
|
|
break;
|
|
case MOVETYPE_PUSH:
|
|
case MOVETYPE_STOP:
|
|
G_Physics_Pusher( ent );
|
|
break;
|
|
case MOVETYPE_NOCLIP:
|
|
G_Physics_Noclip( ent );
|
|
break;
|
|
case MOVETYPE_FLY:
|
|
G_FlyMove( ent, ent->velocity, level.frametime, MASK_LINE );
|
|
break;
|
|
case MOVETYPE_TOSS:
|
|
case MOVETYPE_BOUNCE:
|
|
G_Physics_Toss( ent );
|
|
break;
|
|
default:
|
|
gi.Error( ERR_DROP, "G_Physics: bad movetype %i", ent->movetype );
|
|
}
|
|
}
|
|
|
|
if( ent->flags & FL_POSTTHINK )
|
|
{
|
|
ent->Postthink();
|
|
}
|
|
}
|
|
|