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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // sv_phys.c
21
22 #include "quakedef.h"
23
24 /*
25
26
27 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.
28
29 onground is set for toss objects when they come to a complete rest.  it is set for steping or walking objects
30
31 doors, plats, etc are SOLID_BSP, and MOVETYPE_PUSH
32 bonus items are SOLID_TRIGGER touch, and MOVETYPE_TOSS
33 corpses are SOLID_NOT and MOVETYPE_TOSS
34 crates are SOLID_BBOX and MOVETYPE_TOSS
35 walking monsters are SOLID_SLIDEBOX and MOVETYPE_STEP
36 flying/floating monsters are SOLID_SLIDEBOX and MOVETYPE_FLY
37
38 solid_edge items only clip against bsp models.
39
40 */
41
42 cvar_t sv_friction = {CVAR_NOTIFY, "sv_friction","4"};
43 cvar_t sv_stopspeed = {CVAR_NOTIFY, "sv_stopspeed","100"};
44 cvar_t sv_gravity = {CVAR_NOTIFY, "sv_gravity","800"};
45 cvar_t sv_maxvelocity = {CVAR_NOTIFY, "sv_maxvelocity","2000"};
46 cvar_t sv_nostep = {CVAR_NOTIFY, "sv_nostep","0"};
47 cvar_t sv_stepheight = {CVAR_NOTIFY, "sv_stepheight", "18"};
48 cvar_t sv_jumpstep = {CVAR_NOTIFY, "sv_jumpstep", "1"};
49 cvar_t sv_wallfriction = {CVAR_NOTIFY, "sv_wallfriction", "1"};
50 cvar_t sv_newflymove = {CVAR_NOTIFY, "sv_newflymove", "1"};
51
52 #define MOVE_EPSILON    0.01
53
54 void SV_Physics_Toss (edict_t *ent);
55
56 void SV_Phys_Init (void)
57 {
58         Cvar_RegisterVariable(&sv_stepheight);
59         Cvar_RegisterVariable(&sv_jumpstep);
60         Cvar_RegisterVariable(&sv_wallfriction);
61         Cvar_RegisterVariable(&sv_newflymove);
62 }
63
64 /*
65 ================
66 SV_CheckAllEnts
67 ================
68 */
69 void SV_CheckAllEnts (void)
70 {
71         int e;
72         edict_t *check;
73
74         // see if any solid entities are inside the final position
75         check = NEXT_EDICT(sv.edicts);
76         for (e = 1;e < sv.num_edicts;e++, check = NEXT_EDICT(check))
77         {
78                 if (check->e->free)
79                         continue;
80                 if (check->v->movetype == MOVETYPE_PUSH
81                  || check->v->movetype == MOVETYPE_NONE
82                  || check->v->movetype == MOVETYPE_FOLLOW
83                  || check->v->movetype == MOVETYPE_NOCLIP)
84                         continue;
85
86                 if (SV_TestEntityPosition (check))
87                         Con_Printf ("entity in invalid position\n");
88         }
89 }
90
91 /*
92 ================
93 SV_CheckVelocity
94 ================
95 */
96 void SV_CheckVelocity (edict_t *ent)
97 {
98         int i;
99         float wishspeed;
100
101 //
102 // bound velocity
103 //
104         for (i=0 ; i<3 ; i++)
105         {
106                 if (IS_NAN(ent->v->velocity[i]))
107                 {
108                         Con_Printf ("Got a NaN velocity on %s\n", PR_GetString(ent->v->classname));
109                         ent->v->velocity[i] = 0;
110                 }
111                 if (IS_NAN(ent->v->origin[i]))
112                 {
113                         Con_Printf ("Got a NaN origin on %s\n", PR_GetString(ent->v->classname));
114                         ent->v->origin[i] = 0;
115                 }
116         }
117
118         // LordHavoc: max velocity fix, inspired by Maddes's source fixes, but this is faster
119         wishspeed = DotProduct(ent->v->velocity, ent->v->velocity);
120         if (wishspeed > sv_maxvelocity.value * sv_maxvelocity.value)
121         {
122                 wishspeed = sv_maxvelocity.value / sqrt(wishspeed);
123                 ent->v->velocity[0] *= wishspeed;
124                 ent->v->velocity[1] *= wishspeed;
125                 ent->v->velocity[2] *= wishspeed;
126         }
127 }
128
129 /*
130 =============
131 SV_RunThink
132
133 Runs thinking code if time.  There is some play in the exact time the think
134 function will be called, because it is called before any movement is done
135 in a frame.  Not used for pushmove objects, because they must be exact.
136 Returns false if the entity removed itself.
137 =============
138 */
139 qboolean SV_RunThink (edict_t *ent)
140 {
141         float thinktime;
142
143         thinktime = ent->v->nextthink;
144         if (thinktime <= 0 || thinktime > sv.time + sv.frametime)
145                 return true;
146
147         // don't let things stay in the past.
148         // it is possible to start that way by a trigger with a local time.
149         if (thinktime < sv.time)
150                 thinktime = sv.time;
151
152         ent->v->nextthink = 0;
153         pr_global_struct->time = thinktime;
154         pr_global_struct->self = EDICT_TO_PROG(ent);
155         pr_global_struct->other = EDICT_TO_PROG(sv.edicts);
156         PR_ExecuteProgram (ent->v->think, "NULL think function");
157         return !ent->e->free;
158 }
159
160 /*
161 ==================
162 SV_Impact
163
164 Two entities have touched, so run their touch functions
165 ==================
166 */
167 void SV_Impact (edict_t *e1, edict_t *e2)
168 {
169         int old_self, old_other;
170
171         old_self = pr_global_struct->self;
172         old_other = pr_global_struct->other;
173
174         pr_global_struct->time = sv.time;
175         if (e1->v->touch && e1->v->solid != SOLID_NOT)
176         {
177                 pr_global_struct->self = EDICT_TO_PROG(e1);
178                 pr_global_struct->other = EDICT_TO_PROG(e2);
179                 PR_ExecuteProgram (e1->v->touch, "");
180         }
181
182         if (e2->v->touch && e2->v->solid != SOLID_NOT)
183         {
184                 pr_global_struct->self = EDICT_TO_PROG(e2);
185                 pr_global_struct->other = EDICT_TO_PROG(e1);
186                 PR_ExecuteProgram (e2->v->touch, "");
187         }
188
189         pr_global_struct->self = old_self;
190         pr_global_struct->other = old_other;
191 }
192
193
194 /*
195 ==================
196 ClipVelocity
197
198 Slide off of the impacting object
199 returns the blocked flags (1 = floor, 2 = step / wall)
200 ==================
201 */
202 #define STOP_EPSILON 0.1
203 void ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce)
204 {
205         int i;
206         float backoff;
207
208         backoff = -DotProduct (in, normal) * overbounce;
209         VectorMA(in, backoff, normal, out);
210
211         for (i = 0;i < 3;i++)
212                 if (out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON)
213                         out[i] = 0;
214 }
215
216
217 /*
218 ============
219 SV_FlyMove
220
221 The basic solid body movement clip that slides along multiple planes
222 Returns the clipflags if the velocity was modified (hit something solid)
223 1 = floor
224 2 = wall / step
225 4 = dead stop
226 If stepnormal is not NULL, the plane normal of any vertical wall hit will be stored
227 ============
228 */
229 // LordHavoc: increased from 5 to 20
230 #define MAX_CLIP_PLANES 20
231 int SV_FlyMove (edict_t *ent, float time, float *stepnormal)
232 {
233         if (sv_newflymove.integer)
234         {
235                 int blocked, impact, bumpcount;
236                 vec3_t end, primal_velocity;
237                 trace_t trace;
238
239                 blocked = 0;
240                 VectorCopy (ent->v->velocity, primal_velocity);
241
242                 for (bumpcount = 0;bumpcount < 4;bumpcount++)
243                 {
244                         if (!ent->v->velocity[0] && !ent->v->velocity[1] && !ent->v->velocity[2])
245                                 break;
246
247                         VectorMA(ent->v->origin, time, ent->v->velocity, end);
248                         trace = SV_Move (ent->v->origin, ent->v->mins, ent->v->maxs, end, MOVE_NORMAL, ent);
249                         //Con_Printf("trace %f %f %f : %f : %f %f %f\n", trace.endpos[0], trace.endpos[1], trace.endpos[2], trace.fraction, trace.plane.normal[0], trace.plane.normal[1], trace.plane.normal[2]);
250
251                         if (trace.allsolid)
252                         {
253                                 // LordHavoc: note: this code is what makes entities stick in place if embedded in another object (which can be the world)
254                                 // entity is trapped in another solid
255                                 VectorClear(ent->v->velocity);
256                                 return 3;
257                         }
258
259                         if (trace.fraction > 0)
260                         {
261                                 // actually covered some distance
262                                 VectorCopy (trace.endpos, ent->v->origin);
263                         }
264
265                         // break if it moved the entire distance
266                         if (trace.fraction == 1)
267                                 break;
268
269                         if (!trace.ent)
270                                 Host_Error ("SV_FlyMove: !trace.ent");
271
272                         if ((int) ent->v->flags & FL_ONGROUND)
273                         {
274                                 if (ent->v->groundentity == EDICT_TO_PROG(trace.ent))
275                                         impact = false;
276                                 else
277                                 {
278                                         ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND;
279                                         impact = true;
280                                 }
281                         }
282                         else
283                                 impact = true;
284
285                         if (trace.plane.normal[2] > 0.7)
286                         {
287                                 // floor
288                                 blocked |= 1;
289                                 ent->v->flags = (int)ent->v->flags | FL_ONGROUND;
290                                 ent->v->groundentity = EDICT_TO_PROG(trace.ent);
291                         }
292                         if (!trace.plane.normal[2])
293                         {
294                                 // step
295                                 blocked |= 2;
296                                 // save the trace for player extrafriction
297                                 if (stepnormal)
298                                         VectorCopy(trace.plane.normal, stepnormal);
299                         }
300
301                         // run the impact function
302                         if (impact)
303                         {
304                                 SV_Impact (ent, trace.ent);
305
306                                 // break if removed by the impact function
307                                 if (ent->e->free)
308                                         break;
309                         }
310
311                         time *= 1 - trace.fraction;
312
313                         ClipVelocity (ent->v->velocity, trace.plane.normal, ent->v->velocity, 1);
314                 }
315
316                 return blocked;
317         }
318         else
319         {
320                 int i, j, blocked, impact, numplanes, bumpcount, numbumps;
321                 float d, time_left;
322                 vec3_t dir, end, planes[MAX_CLIP_PLANES], primal_velocity, original_velocity, new_velocity;
323                 trace_t trace;
324
325                 numbumps = 4;
326
327                 blocked = 0;
328                 VectorCopy (ent->v->velocity, original_velocity);
329                 VectorCopy (ent->v->velocity, primal_velocity);
330                 numplanes = 0;
331
332                 time_left = time;
333
334                 for (bumpcount=0 ; bumpcount<numbumps ; bumpcount++)
335                 {
336                         if (!ent->v->velocity[0] && !ent->v->velocity[1] && !ent->v->velocity[2])
337                                 break;
338
339                         for (i=0 ; i<3 ; i++)
340                                 end[i] = ent->v->origin[i] + time_left * ent->v->velocity[i];
341
342                         trace = SV_Move (ent->v->origin, ent->v->mins, ent->v->maxs, end, MOVE_NORMAL, ent);
343
344                         if (trace.allsolid)
345                         {
346                                 // LordHavoc: note: this code is what makes entities stick in place if embedded in another object (which can be the world)
347                                 // entity is trapped in another solid
348                                 VectorClear(ent->v->velocity);
349                                 return 3;
350                         }
351
352                         if (trace.fraction > 0)
353                         {
354                                 // actually covered some distance
355                                 VectorCopy (trace.endpos, ent->v->origin);
356                                 VectorCopy (ent->v->velocity, original_velocity);
357                                 numplanes = 0;
358                         }
359
360                         // break if it moved the entire distance
361                         if (trace.fraction == 1)
362                                 break;
363
364                         if (!trace.ent)
365                                 Host_Error ("SV_FlyMove: !trace.ent");
366
367                         if ((int) ent->v->flags & FL_ONGROUND)
368                         {
369                                 if (ent->v->groundentity == EDICT_TO_PROG(trace.ent))
370                                         impact = false;
371                                 else
372                                 {
373                                         ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND;
374                                         impact = true;
375                                 }
376                         }
377                         else
378                                 impact = true;
379
380                         if (trace.plane.normal[2] > 0.7)
381                         {
382                                 // floor
383                                 blocked |= 1;
384                                 ent->v->flags = (int)ent->v->flags | FL_ONGROUND;
385                                 ent->v->groundentity = EDICT_TO_PROG(trace.ent);
386                         }
387                         if (!trace.plane.normal[2])
388                         {
389                                 // step
390                                 blocked |= 2;
391                                 // save the trace for player extrafriction
392                                 if (stepnormal)
393                                         VectorCopy(trace.plane.normal, stepnormal);
394                         }
395
396                         // run the impact function
397                         if (impact)
398                         {
399                                 SV_Impact (ent, trace.ent);
400
401                                 // break if removed by the impact function
402                                 if (ent->e->free)
403                                         break;
404                         }
405
406
407                         time_left -= time_left * trace.fraction;
408
409                         // clipped to another plane
410                         if (numplanes >= MAX_CLIP_PLANES)
411                         {
412                                 // this shouldn't really happen
413                                 VectorClear(ent->v->velocity);
414                                 return 3;
415                         }
416
417                         VectorCopy (trace.plane.normal, planes[numplanes]);
418                         numplanes++;
419
420                         // modify original_velocity so it parallels all of the clip planes
421                         for (i=0 ; i<numplanes ; i++)
422                         {
423                                 ClipVelocity (original_velocity, planes[i], new_velocity, 1);
424                                 for (j=0 ; j<numplanes ; j++)
425                                         if (j != i)
426                                         {
427                                                 // not ok
428                                                 if (DotProduct (new_velocity, planes[j]) < 0)
429                                                         break;
430                                         }
431                                 if (j == numplanes)
432                                         break;
433                         }
434
435                         if (i != numplanes)
436                         {
437                                 // go along this plane
438                                 VectorCopy (new_velocity, ent->v->velocity);
439                         }
440                         else
441                         {
442                                 // go along the crease
443                                 if (numplanes != 2)
444                                 {
445                                         VectorClear(ent->v->velocity);
446                                         return 7;
447                                 }
448                                 CrossProduct (planes[0], planes[1], dir);
449                                 // LordHavoc: thanks to taniwha of QuakeForge for pointing out this fix for slowed falling in corners
450                                 VectorNormalize(dir);
451                                 d = DotProduct (dir, ent->v->velocity);
452                                 VectorScale (dir, d, ent->v->velocity);
453                         }
454
455                         // if original velocity is against the original velocity,
456                         // stop dead to avoid tiny occilations in sloping corners
457                         if (DotProduct (ent->v->velocity, primal_velocity) <= 0)
458                         {
459                                 VectorClear(ent->v->velocity);
460                                 return blocked;
461                         }
462                 }
463
464                 return blocked;
465         }
466 }
467
468
469 /*
470 ============
471 SV_AddGravity
472
473 ============
474 */
475 void SV_AddGravity (edict_t *ent)
476 {
477         float ent_gravity;
478         eval_t *val;
479
480         val = GETEDICTFIELDVALUE(ent, eval_gravity);
481         if (val!=0 && val->_float)
482                 ent_gravity = val->_float;
483         else
484                 ent_gravity = 1.0;
485         ent->v->velocity[2] -= ent_gravity * sv_gravity.value * sv.frametime;
486 }
487
488
489 /*
490 ===============================================================================
491
492 PUSHMOVE
493
494 ===============================================================================
495 */
496
497 /*
498 ============
499 SV_PushEntity
500
501 Does not change the entities velocity at all
502 ============
503 */
504 trace_t SV_PushEntity (edict_t *ent, vec3_t push, vec3_t pushangles)
505 {
506         trace_t trace;
507         vec3_t end;
508
509         VectorAdd (ent->v->origin, push, end);
510
511         if (ent->v->movetype == MOVETYPE_FLYMISSILE)
512                 trace = SV_Move (ent->v->origin, ent->v->mins, ent->v->maxs, end, MOVE_MISSILE, ent);
513         else if (ent->v->solid == SOLID_TRIGGER || ent->v->solid == SOLID_NOT)
514                 // only clip against bmodels
515                 trace = SV_Move (ent->v->origin, ent->v->mins, ent->v->maxs, end, MOVE_NOMONSTERS, ent);
516         else
517                 trace = SV_Move (ent->v->origin, ent->v->mins, ent->v->maxs, end, MOVE_NORMAL, ent);
518
519         VectorCopy (trace.endpos, ent->v->origin);
520         // FIXME: turn players specially
521         ent->v->angles[1] += trace.fraction * pushangles[1];
522         SV_LinkEdict (ent, true);
523
524         if (trace.fraction < 1 && trace.ent && (!((int)ent->v->flags & FL_ONGROUND) || ent->v->groundentity != EDICT_TO_PROG(trace.ent)))
525                 SV_Impact (ent, trace.ent);
526         return trace;
527 }
528
529
530 /*
531 ============
532 SV_PushMove
533
534 ============
535 */
536 trace_t SV_ClipMoveToEntity (edict_t *ent, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end);
537 void SV_PushMove (edict_t *pusher, float movetime)
538 {
539         int i, e, index;
540         edict_t *check, *ed;
541         float savesolid, movetime2, pushltime;
542         vec3_t mins, maxs, move, move1, moveangle, pushorig, pushang, a, forward, left, up, org, org2;
543         int num_moved;
544         model_t *pushermodel;
545         trace_t trace;
546
547         switch ((int) pusher->v->solid)
548         {
549         // LordHavoc: valid pusher types
550         case SOLID_BSP:
551         case SOLID_BBOX:
552         case SOLID_SLIDEBOX:
553         case SOLID_CORPSE: // LordHavoc: this would be weird...
554                 break;
555         // LordHavoc: no collisions
556         case SOLID_NOT:
557         case SOLID_TRIGGER:
558                 VectorMA (pusher->v->origin, movetime, pusher->v->velocity, pusher->v->origin);
559                 VectorMA (pusher->v->angles, movetime, pusher->v->avelocity, pusher->v->angles);
560                 pusher->v->ltime += movetime;
561                 SV_LinkEdict (pusher, false);
562                 return;
563         default:
564                 Host_Error("SV_PushMove: unrecognized solid type %f\n", pusher->v->solid);
565         }
566         if (!pusher->v->velocity[0] && !pusher->v->velocity[1] && !pusher->v->velocity[2] && !pusher->v->avelocity[0] && !pusher->v->avelocity[1] && !pusher->v->avelocity[2])
567         {
568                 pusher->v->ltime += movetime;
569                 return;
570         }
571         index = (int) pusher->v->modelindex;
572         if (index < 1 || index >= MAX_MODELS)
573                 Host_Error("SV_PushMove: invalid modelindex %f\n", pusher->v->modelindex);
574         pushermodel = sv.models[index];
575
576         movetime2 = movetime;
577         VectorScale(pusher->v->velocity, movetime2, move1);
578         VectorScale(pusher->v->avelocity, movetime2, moveangle);
579         if (moveangle[0] || moveangle[2])
580         {
581                 for (i = 0;i < 3;i++)
582                 {
583                         if (move1[i] > 0)
584                         {
585                                 mins[i] = pushermodel->rotatedmins[i] + pusher->v->origin[i] - 1;
586                                 maxs[i] = pushermodel->rotatedmaxs[i] + move1[i] + pusher->v->origin[i] + 1;
587                         }
588                         else
589                         {
590                                 mins[i] = pushermodel->rotatedmins[i] + move1[i] + pusher->v->origin[i] - 1;
591                                 maxs[i] = pushermodel->rotatedmaxs[i] + pusher->v->origin[i] + 1;
592                         }
593                 }
594         }
595         else if (moveangle[1])
596         {
597                 for (i = 0;i < 3;i++)
598                 {
599                         if (move1[i] > 0)
600                         {
601                                 mins[i] = pushermodel->yawmins[i] + pusher->v->origin[i] - 1;
602                                 maxs[i] = pushermodel->yawmaxs[i] + move1[i] + pusher->v->origin[i] + 1;
603                         }
604                         else
605                         {
606                                 mins[i] = pushermodel->yawmins[i] + move1[i] + pusher->v->origin[i] - 1;
607                                 maxs[i] = pushermodel->yawmaxs[i] + pusher->v->origin[i] + 1;
608                         }
609                 }
610         }
611         else
612         {
613                 for (i = 0;i < 3;i++)
614                 {
615                         if (move1[i] > 0)
616                         {
617                                 mins[i] = pushermodel->normalmins[i] + pusher->v->origin[i] - 1;
618                                 maxs[i] = pushermodel->normalmaxs[i] + move1[i] + pusher->v->origin[i] + 1;
619                         }
620                         else
621                         {
622                                 mins[i] = pushermodel->normalmins[i] + move1[i] + pusher->v->origin[i] - 1;
623                                 maxs[i] = pushermodel->normalmaxs[i] + pusher->v->origin[i] + 1;
624                         }
625                 }
626         }
627
628         VectorNegate (moveangle, a);
629         AngleVectorsFLU (a, forward, left, up);
630
631         VectorCopy (pusher->v->origin, pushorig);
632         VectorCopy (pusher->v->angles, pushang);
633         pushltime = pusher->v->ltime;
634
635 // move the pusher to it's final position
636
637         VectorMA (pusher->v->origin, movetime, pusher->v->velocity, pusher->v->origin);
638         VectorMA (pusher->v->angles, movetime, pusher->v->avelocity, pusher->v->angles);
639         pusher->v->ltime += movetime;
640         SV_LinkEdict (pusher, false);
641
642         savesolid = pusher->v->solid;
643
644 // see if any solid entities are inside the final position
645         num_moved = 0;
646         check = NEXT_EDICT(sv.edicts);
647         for (e = 1;e < sv.num_edicts;e++, check = NEXT_EDICT(check))
648         {
649                 if (check->e->free)
650                         continue;
651                 if (check->v->movetype == MOVETYPE_PUSH
652                  || check->v->movetype == MOVETYPE_NONE
653                  || check->v->movetype == MOVETYPE_FOLLOW
654                  || check->v->movetype == MOVETYPE_NOCLIP)
655                         continue;
656
657                 // if the entity is standing on the pusher, it will definitely be moved
658                 if (!(((int)check->v->flags & FL_ONGROUND) && PROG_TO_EDICT(check->v->groundentity) == pusher))
659                 {
660                         if (check->v->absmin[0] >= maxs[0]
661                          || check->v->absmax[0] <= mins[0]
662                          || check->v->absmin[1] >= maxs[1]
663                          || check->v->absmax[1] <= mins[1]
664                          || check->v->absmin[2] >= maxs[2]
665                          || check->v->absmax[2] <= mins[2])
666                                 continue;
667
668                         trace = SV_ClipMoveToEntity (pusher, check->v->origin, check->v->mins, check->v->maxs, check->v->origin);
669                         if (!trace.startsolid)
670                                 continue;
671                 }
672
673                 if (forward[0] < 0.999f) // quick way to check if any rotation is used
674                 {
675                         VectorSubtract (check->v->origin, pusher->v->origin, org);
676                         org2[0] = DotProduct (org, forward);
677                         org2[1] = DotProduct (org, left);
678                         org2[2] = DotProduct (org, up);
679                         VectorSubtract (org2, org, move);
680                         VectorAdd (move, move1, move);
681                 }
682                 else
683                         VectorCopy (move1, move);
684
685                 // remove the onground flag for non-players
686                 if (check->v->movetype != MOVETYPE_WALK)
687                         check->v->flags = (int)check->v->flags & ~FL_ONGROUND;
688
689                 VectorCopy (check->v->origin, check->e->moved_from);
690                 VectorCopy (check->v->angles, check->e->moved_fromangles);
691                 sv.moved_edicts[num_moved++] = check;
692
693                 // try moving the contacted entity
694                 pusher->v->solid = SOLID_NOT;
695                 trace = SV_PushEntity (check, move, moveangle);
696                 pusher->v->solid = savesolid; // was SOLID_BSP
697
698                 // if it is still inside the pusher, block
699                 if (SV_TestEntityPosition (check))
700                 {
701                         // try moving the contacted entity a tiny bit further to account for precision errors
702                         pusher->v->solid = SOLID_NOT;
703                         VectorScale(move, 0.1, move);
704                         trace = SV_PushEntity (check, move, vec3_origin);
705                         pusher->v->solid = savesolid;
706                         if (SV_TestEntityPosition (check))
707                         {
708                                 // still inside pusher, so it's really blocked
709
710                                 // fail the move
711                                 if (check->v->mins[0] == check->v->maxs[0])
712                                         continue;
713                                 if (check->v->solid == SOLID_NOT || check->v->solid == SOLID_TRIGGER)
714                                 {
715                                         // corpse
716                                         check->v->mins[0] = check->v->mins[1] = 0;
717                                         VectorCopy (check->v->mins, check->v->maxs);
718                                         continue;
719                                 }
720
721                                 VectorCopy (pushorig, pusher->v->origin);
722                                 VectorCopy (pushang, pusher->v->angles);
723                                 pusher->v->ltime = pushltime;
724                                 SV_LinkEdict (pusher, false);
725
726                                 // move back any entities we already moved
727                                 for (i = 0;i < num_moved;i++)
728                                 {
729                                         ed = sv.moved_edicts[i];
730                                         VectorCopy (ed->e->moved_from, ed->v->origin);
731                                         VectorCopy (ed->e->moved_fromangles, ed->v->angles);
732                                         SV_LinkEdict (ed, false);
733                                 }
734
735                                 // if the pusher has a "blocked" function, call it, otherwise just stay in place until the obstacle is gone
736                                 if (pusher->v->blocked)
737                                 {
738                                         pr_global_struct->self = EDICT_TO_PROG(pusher);
739                                         pr_global_struct->other = EDICT_TO_PROG(check);
740                                         PR_ExecuteProgram (pusher->v->blocked, "");
741                                 }
742                                 return;
743                         }
744                 }
745         }
746 }
747
748 /*
749 ================
750 SV_Physics_Pusher
751
752 ================
753 */
754 void SV_Physics_Pusher (edict_t *ent)
755 {
756         float thinktime, oldltime, movetime;
757
758         oldltime = ent->v->ltime;
759
760         thinktime = ent->v->nextthink;
761         if (thinktime < ent->v->ltime + sv.frametime)
762         {
763                 movetime = thinktime - ent->v->ltime;
764                 if (movetime < 0)
765                         movetime = 0;
766         }
767         else
768                 movetime = sv.frametime;
769
770         if (movetime)
771                 // advances ent->v->ltime if not blocked
772                 SV_PushMove (ent, movetime);
773
774         if (thinktime > oldltime && thinktime <= ent->v->ltime)
775         {
776                 ent->v->nextthink = 0;
777                 pr_global_struct->time = sv.time;
778                 pr_global_struct->self = EDICT_TO_PROG(ent);
779                 pr_global_struct->other = EDICT_TO_PROG(sv.edicts);
780                 PR_ExecuteProgram (ent->v->think, "NULL think function");
781         }
782 }
783
784
785 /*
786 ===============================================================================
787
788 CLIENT MOVEMENT
789
790 ===============================================================================
791 */
792
793 /*
794 =============
795 SV_CheckStuck
796
797 This is a big hack to try and fix the rare case of getting stuck in the world
798 clipping hull.
799 =============
800 */
801 void SV_CheckStuck (edict_t *ent)
802 {
803         int i, j, z;
804         vec3_t org;
805
806         if (!SV_TestEntityPosition(ent))
807         {
808                 VectorCopy (ent->v->origin, ent->v->oldorigin);
809                 return;
810         }
811
812         VectorCopy (ent->v->origin, org);
813         VectorCopy (ent->v->oldorigin, ent->v->origin);
814         if (!SV_TestEntityPosition(ent))
815         {
816                 Con_DPrintf ("Unstuck.\n");
817                 SV_LinkEdict (ent, true);
818                 return;
819         }
820
821         for (z=0 ; z< 18 ; z++)
822                 for (i=-1 ; i <= 1 ; i++)
823                         for (j=-1 ; j <= 1 ; j++)
824                         {
825                                 ent->v->origin[0] = org[0] + i;
826                                 ent->v->origin[1] = org[1] + j;
827                                 ent->v->origin[2] = org[2] + z;
828                                 if (!SV_TestEntityPosition(ent))
829                                 {
830                                         Con_DPrintf ("Unstuck.\n");
831                                         SV_LinkEdict (ent, true);
832                                         return;
833                                 }
834                         }
835
836         VectorCopy (org, ent->v->origin);
837         Con_DPrintf ("player is stuck.\n");
838 }
839
840
841 /*
842 =============
843 SV_CheckWater
844 =============
845 */
846 qboolean SV_CheckWater (edict_t *ent)
847 {
848         int cont;
849         vec3_t point;
850
851         point[0] = ent->v->origin[0];
852         point[1] = ent->v->origin[1];
853         point[2] = ent->v->origin[2] + ent->v->mins[2] + 1;
854
855         ent->v->waterlevel = 0;
856         ent->v->watertype = CONTENTS_EMPTY;
857         cont = SV_PointQ1Contents(point);
858         if (cont <= CONTENTS_WATER)
859         {
860                 ent->v->watertype = cont;
861                 ent->v->waterlevel = 1;
862                 point[2] = ent->v->origin[2] + (ent->v->mins[2] + ent->v->maxs[2])*0.5;
863                 cont = SV_PointQ1Contents(point);
864                 if (cont <= CONTENTS_WATER)
865                 {
866                         ent->v->waterlevel = 2;
867                         point[2] = ent->v->origin[2] + ent->v->view_ofs[2];
868                         cont = SV_PointQ1Contents(point);
869                         if (cont <= CONTENTS_WATER)
870                                 ent->v->waterlevel = 3;
871                 }
872         }
873
874         return ent->v->waterlevel > 1;
875 }
876
877 /*
878 ============
879 SV_WallFriction
880
881 ============
882 */
883 void SV_WallFriction (edict_t *ent, float *stepnormal)
884 {
885         float d, i;
886         vec3_t forward, into, side;
887
888         AngleVectors (ent->v->v_angle, forward, NULL, NULL);
889         if ((d = DotProduct (stepnormal, forward) + 0.5) < 0)
890         {
891                 // cut the tangential velocity
892                 i = DotProduct (stepnormal, ent->v->velocity);
893                 VectorScale (stepnormal, i, into);
894                 VectorSubtract (ent->v->velocity, into, side);
895                 ent->v->velocity[0] = side[0] * (1 + d);
896                 ent->v->velocity[1] = side[1] * (1 + d);
897         }
898 }
899
900 /*
901 =====================
902 SV_TryUnstick
903
904 Player has come to a dead stop, possibly due to the problem with limited
905 float precision at some angle joins in the BSP hull.
906
907 Try fixing by pushing one pixel in each direction.
908
909 This is a hack, but in the interest of good gameplay...
910 ======================
911 */
912 int SV_TryUnstick (edict_t *ent, vec3_t oldvel)
913 {
914         int i, clip;
915         vec3_t oldorg, dir;
916
917         VectorCopy (ent->v->origin, oldorg);
918         VectorClear (dir);
919
920         for (i=0 ; i<8 ; i++)
921         {
922                 // try pushing a little in an axial direction
923                 switch (i)
924                 {
925                         case 0: dir[0] = 2; dir[1] = 0; break;
926                         case 1: dir[0] = 0; dir[1] = 2; break;
927                         case 2: dir[0] = -2; dir[1] = 0; break;
928                         case 3: dir[0] = 0; dir[1] = -2; break;
929                         case 4: dir[0] = 2; dir[1] = 2; break;
930                         case 5: dir[0] = -2; dir[1] = 2; break;
931                         case 6: dir[0] = 2; dir[1] = -2; break;
932                         case 7: dir[0] = -2; dir[1] = -2; break;
933                 }
934
935                 SV_PushEntity (ent, dir, vec3_origin);
936
937                 // retry the original move
938                 ent->v->velocity[0] = oldvel[0];
939                 ent->v->velocity[1] = oldvel[1];
940                 ent->v->velocity[2] = 0;
941                 clip = SV_FlyMove (ent, 0.1, NULL);
942
943                 if (fabs(oldorg[1] - ent->v->origin[1]) > 4
944                  || fabs(oldorg[0] - ent->v->origin[0]) > 4)
945                         return clip;
946
947                 // go back to the original pos and try again
948                 VectorCopy (oldorg, ent->v->origin);
949         }
950
951         // still not moving
952         VectorClear (ent->v->velocity);
953         return 7;
954 }
955
956 /*
957 =====================
958 SV_WalkMove
959
960 Only used by players
961 ======================
962 */
963 void SV_WalkMove (edict_t *ent)
964 {
965         int clip, oldonground;
966         vec3_t upmove, downmove, oldorg, oldvel, nosteporg, nostepvel, stepnormal;
967         trace_t downtrace;
968
969         // do a regular slide move unless it looks like you ran into a step
970         oldonground = (int)ent->v->flags & FL_ONGROUND;
971         ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND;
972
973         VectorCopy (ent->v->origin, oldorg);
974         VectorCopy (ent->v->velocity, oldvel);
975
976         clip = SV_FlyMove (ent, sv.frametime, NULL);
977
978         // if move didn't block on a step, return
979         if ( !(clip & 2) )
980                 return;
981
982         if (ent->v->movetype != MOVETYPE_FLY)
983         {
984                 if (!oldonground && ent->v->waterlevel == 0 && !sv_jumpstep.integer)
985                         // don't stair up while jumping
986                         return;
987
988                 if (ent->v->movetype != MOVETYPE_WALK)
989                         // gibbed by a trigger
990                         return;
991         }
992
993         if (sv_nostep.integer)
994                 return;
995
996         if ( (int)ent->v->flags & FL_WATERJUMP )
997                 return;
998
999         VectorCopy (ent->v->origin, nosteporg);
1000         VectorCopy (ent->v->velocity, nostepvel);
1001
1002         // try moving up and forward to go up a step
1003         // back to start pos
1004         VectorCopy (oldorg, ent->v->origin);
1005
1006         VectorClear (upmove);
1007         VectorClear (downmove);
1008         upmove[2] = sv_stepheight.value;
1009         downmove[2] = -sv_stepheight.value + oldvel[2]*sv.frametime;
1010
1011         // move up
1012         // FIXME: don't link?
1013         SV_PushEntity (ent, upmove, vec3_origin);
1014
1015         // move forward
1016         ent->v->velocity[0] = oldvel[0];
1017         ent->v->velocity[1] = oldvel[1];
1018         ent->v->velocity[2] = 0;
1019         clip = SV_FlyMove (ent, sv.frametime, stepnormal);
1020         ent->v->velocity[2] += oldvel[2];
1021
1022         // check for stuckness, possibly due to the limited precision of floats
1023         // in the clipping hulls
1024         if (clip
1025          && fabs(oldorg[1] - ent->v->origin[1]) < 0.03125
1026          && fabs(oldorg[0] - ent->v->origin[0]) < 0.03125)
1027                 // stepping up didn't make any progress
1028                 clip = SV_TryUnstick (ent, oldvel);
1029
1030         // extra friction based on view angle
1031         if (clip & 2 && sv_wallfriction.integer)
1032                 SV_WallFriction (ent, stepnormal);
1033
1034         // move down
1035         // FIXME: don't link?
1036         downtrace = SV_PushEntity (ent, downmove, vec3_origin);
1037
1038         if (downtrace.plane.normal[2] > 0.7)
1039         {
1040                 // LordHavoc: disabled this so you can walk on monsters/players
1041                 //if (ent->v->solid == SOLID_BSP)
1042                 {
1043                         ent->v->flags = (int)ent->v->flags | FL_ONGROUND;
1044                         ent->v->groundentity = EDICT_TO_PROG(downtrace.ent);
1045                 }
1046         }
1047         else
1048         {
1049                 // if the push down didn't end up on good ground, use the move without
1050                 // the step up.  This happens near wall / slope combinations, and can
1051                 // cause the player to hop up higher on a slope too steep to climb
1052                 VectorCopy (nosteporg, ent->v->origin);
1053                 VectorCopy (nostepvel, ent->v->velocity);
1054         }
1055 }
1056
1057 //============================================================================
1058
1059 /*
1060 =============
1061 SV_Physics_Follow
1062
1063 Entities that are "stuck" to another entity
1064 =============
1065 */
1066 void SV_Physics_Follow (edict_t *ent)
1067 {
1068         vec3_t vf, vr, vu, angles, v;
1069         edict_t *e;
1070
1071         // regular thinking
1072         if (!SV_RunThink (ent))
1073                 return;
1074
1075         // LordHavoc: implemented rotation on MOVETYPE_FOLLOW objects
1076         e = PROG_TO_EDICT(ent->v->aiment);
1077         if (e->v->angles[0] == ent->v->punchangle[0] && e->v->angles[1] == ent->v->punchangle[1] && e->v->angles[2] == ent->v->punchangle[2])
1078         {
1079                 // quick case for no rotation
1080                 VectorAdd(e->v->origin, ent->v->view_ofs, ent->v->origin);
1081         }
1082         else
1083         {
1084                 angles[0] = -ent->v->punchangle[0];
1085                 angles[1] =  ent->v->punchangle[1];
1086                 angles[2] =  ent->v->punchangle[2];
1087                 AngleVectors (angles, vf, vr, vu);
1088                 v[0] = ent->v->view_ofs[0] * vf[0] + ent->v->view_ofs[1] * vr[0] + ent->v->view_ofs[2] * vu[0];
1089                 v[1] = ent->v->view_ofs[0] * vf[1] + ent->v->view_ofs[1] * vr[1] + ent->v->view_ofs[2] * vu[1];
1090                 v[2] = ent->v->view_ofs[0] * vf[2] + ent->v->view_ofs[1] * vr[2] + ent->v->view_ofs[2] * vu[2];
1091                 angles[0] = -e->v->angles[0];
1092                 angles[1] =  e->v->angles[1];
1093                 angles[2] =  e->v->angles[2];
1094                 AngleVectors (angles, vf, vr, vu);
1095                 ent->v->origin[0] = v[0] * vf[0] + v[1] * vf[1] + v[2] * vf[2] + e->v->origin[0];
1096                 ent->v->origin[1] = v[0] * vr[0] + v[1] * vr[1] + v[2] * vr[2] + e->v->origin[1];
1097                 ent->v->origin[2] = v[0] * vu[0] + v[1] * vu[1] + v[2] * vu[2] + e->v->origin[2];
1098         }
1099         VectorAdd (e->v->angles, ent->v->v_angle, ent->v->angles);
1100         SV_LinkEdict (ent, true);
1101 }
1102
1103 /*
1104 ==============================================================================
1105
1106 TOSS / BOUNCE
1107
1108 ==============================================================================
1109 */
1110
1111 /*
1112 =============
1113 SV_CheckWaterTransition
1114
1115 =============
1116 */
1117 void SV_CheckWaterTransition (edict_t *ent)
1118 {
1119         int cont;
1120         cont = SV_PointQ1Contents(ent->v->origin);
1121         if (!ent->v->watertype)
1122         {
1123                 // just spawned here
1124                 ent->v->watertype = cont;
1125                 ent->v->waterlevel = 1;
1126                 return;
1127         }
1128
1129         if (cont <= CONTENTS_WATER)
1130         {
1131                 if (ent->v->watertype == CONTENTS_EMPTY && cont != CONTENTS_LAVA)
1132                         // just crossed into water
1133                         SV_StartSound (ent, 0, "misc/h2ohit1.wav", 255, 1);
1134
1135                 ent->v->watertype = cont;
1136                 ent->v->waterlevel = 1;
1137         }
1138         else
1139         {
1140                 if (ent->v->watertype != CONTENTS_EMPTY && ent->v->watertype != CONTENTS_LAVA)
1141                         // just crossed into water
1142                         SV_StartSound (ent, 0, "misc/h2ohit1.wav", 255, 1);
1143
1144                 ent->v->watertype = CONTENTS_EMPTY;
1145                 ent->v->waterlevel = 0;
1146         }
1147 }
1148
1149 /*
1150 =============
1151 SV_Physics_Toss
1152
1153 Toss, bounce, and fly movement.  When onground, do nothing.
1154 =============
1155 */
1156 void SV_Physics_Toss (edict_t *ent)
1157 {
1158         trace_t trace;
1159         vec3_t move;
1160         edict_t *groundentity;
1161
1162         // regular thinking
1163         if (!SV_RunThink (ent))
1164                 return;
1165
1166 // if onground, return without moving
1167         if ((int)ent->v->flags & FL_ONGROUND)
1168         {
1169                 if (ent->v->groundentity == 0)
1170                         return;
1171                 // if ent was supported by a brush model on previous frame,
1172                 // and groundentity is now freed, set groundentity to 0 (floating)
1173                 groundentity = PROG_TO_EDICT(ent->v->groundentity);
1174                 if (groundentity->v->solid == SOLID_BSP)
1175                 {
1176                         ent->e->suspendedinairflag = true;
1177                         return;
1178                 }
1179                 else if (ent->e->suspendedinairflag && groundentity->e->free)
1180                 {
1181                         // leave it suspended in the air
1182                         ent->v->groundentity = 0;
1183                         ent->e->suspendedinairflag = false;
1184                         return;
1185                 }
1186         }
1187         ent->e->suspendedinairflag = false;
1188
1189         SV_CheckVelocity (ent);
1190
1191 // add gravity
1192         if (ent->v->movetype == MOVETYPE_TOSS || ent->v->movetype == MOVETYPE_BOUNCE)
1193                 SV_AddGravity (ent);
1194
1195 // move angles
1196         VectorMA (ent->v->angles, sv.frametime, ent->v->avelocity, ent->v->angles);
1197
1198 // move origin
1199         VectorScale (ent->v->velocity, sv.frametime, move);
1200         trace = SV_PushEntity (ent, move, vec3_origin);
1201         if (ent->e->free)
1202                 return;
1203
1204         if (trace.fraction < 1)
1205         {
1206                 if (ent->v->movetype == MOVETYPE_BOUNCEMISSILE)
1207                 {
1208                         ClipVelocity (ent->v->velocity, trace.plane.normal, ent->v->velocity, 2.0);
1209                         ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND;
1210                 }
1211                 else if (ent->v->movetype == MOVETYPE_BOUNCE)
1212                 {
1213                         ClipVelocity (ent->v->velocity, trace.plane.normal, ent->v->velocity, 1.5);
1214                         // LordHavoc: fixed grenades not bouncing when fired down a slope
1215                         if (trace.plane.normal[2] > 0.7 && DotProduct(trace.plane.normal, ent->v->velocity) < 60)
1216                         {
1217                                 ent->v->flags = (int)ent->v->flags | FL_ONGROUND;
1218                                 ent->v->groundentity = EDICT_TO_PROG(trace.ent);
1219                                 VectorClear (ent->v->velocity);
1220                                 VectorClear (ent->v->avelocity);
1221                         }
1222                         else
1223                                 ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND;
1224                 }
1225                 else
1226                 {
1227                         ClipVelocity (ent->v->velocity, trace.plane.normal, ent->v->velocity, 1.0);
1228                         if (trace.plane.normal[2] > 0.7)
1229                         {
1230                                 ent->v->flags = (int)ent->v->flags | FL_ONGROUND;
1231                                 ent->v->groundentity = EDICT_TO_PROG(trace.ent);
1232                                 VectorClear (ent->v->velocity);
1233                                 VectorClear (ent->v->avelocity);
1234                         }
1235                         else
1236                                 ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND;
1237                 }
1238         }
1239
1240 // check for in water
1241         SV_CheckWaterTransition (ent);
1242 }
1243
1244 /*
1245 ===============================================================================
1246
1247 STEPPING MOVEMENT
1248
1249 ===============================================================================
1250 */
1251
1252 /*
1253 =============
1254 SV_Physics_Step
1255
1256 Monsters freefall when they don't have a ground entity, otherwise
1257 all movement is done with discrete steps.
1258
1259 This is also used for objects that have become still on the ground, but
1260 will fall if the floor is pulled out from under them.
1261 =============
1262 */
1263 void SV_Physics_Step (edict_t *ent)
1264 {
1265         // freefall if not onground/fly/swim
1266         if (!((int)ent->v->flags & (FL_ONGROUND | FL_FLY | FL_SWIM)))
1267         {
1268                 int hitsound = ent->v->velocity[2] < sv_gravity.value * -0.1;
1269
1270                 SV_AddGravity(ent);
1271                 SV_CheckVelocity(ent);
1272                 SV_FlyMove(ent, sv.frametime, NULL);
1273                 SV_LinkEdict(ent, false);
1274
1275                 // just hit ground
1276                 if (hitsound && (int)ent->v->flags & FL_ONGROUND)
1277                         SV_StartSound(ent, 0, "demon/dland2.wav", 255, 1);
1278         }
1279
1280 // regular thinking
1281         SV_RunThink(ent);
1282
1283         SV_CheckWaterTransition(ent);
1284 }
1285
1286 //============================================================================
1287
1288 /*
1289 ================
1290 SV_Physics
1291
1292 ================
1293 */
1294 void SV_Physics (void)
1295 {
1296         int i;
1297         edict_t *ent;
1298
1299 // let the progs know that a new frame has started
1300         pr_global_struct->self = EDICT_TO_PROG(sv.edicts);
1301         pr_global_struct->other = EDICT_TO_PROG(sv.edicts);
1302         pr_global_struct->time = sv.time;
1303         PR_ExecuteProgram (pr_global_struct->StartFrame, "QC function StartFrame is missing");
1304
1305 //
1306 // treat each object in turn
1307 //
1308         ent = sv.edicts;
1309         for (i=0 ; i<sv.num_edicts ; i++, ent = NEXT_EDICT(ent))
1310         {
1311                 if (ent->e->free)
1312                         continue;
1313
1314                 if (pr_global_struct->force_retouch)
1315                         SV_LinkEdict (ent, true);       // force retouch even for stationary
1316
1317                 if (i > 0 && i <= svs.maxclients)
1318                 {
1319                         if (!svs.clients[i-1].spawned)
1320                                 continue;
1321                         // connected slot
1322                         // call standard client pre-think
1323                         SV_CheckVelocity (ent);
1324                         pr_global_struct->time = sv.time;
1325                         pr_global_struct->self = EDICT_TO_PROG(ent);
1326                         PR_ExecuteProgram (pr_global_struct->PlayerPreThink, "QC function PlayerPreThink is missing");
1327                         SV_CheckVelocity (ent);
1328                 }
1329
1330                 // LordHavoc: merged client and normal entity physics
1331                 switch ((int) ent->v->movetype)
1332                 {
1333                 case MOVETYPE_PUSH:
1334                         SV_Physics_Pusher (ent);
1335                         break;
1336                 case MOVETYPE_NONE:
1337                         // LordHavoc: manually inlined the thinktime check here because MOVETYPE_NONE is used on so many objects
1338                         if (ent->v->nextthink > 0 && ent->v->nextthink <= sv.time + sv.frametime)
1339                                 SV_RunThink (ent);
1340                         break;
1341                 case MOVETYPE_FOLLOW:
1342                         SV_Physics_Follow (ent);
1343                         break;
1344                 case MOVETYPE_NOCLIP:
1345                         if (SV_RunThink(ent))
1346                         {
1347                                 SV_CheckWater(ent);
1348                                 VectorMA(ent->v->origin, sv.frametime, ent->v->velocity, ent->v->origin);
1349                                 VectorMA(ent->v->angles, sv.frametime, ent->v->avelocity, ent->v->angles);
1350                         }
1351                         // relink normal entities here, players always get relinked so don't relink twice
1352                         if (!(i > 0 && i <= svs.maxclients))
1353                                 SV_LinkEdict(ent, false);
1354                         break;
1355                 case MOVETYPE_STEP:
1356                         SV_Physics_Step (ent);
1357                         break;
1358                 case MOVETYPE_WALK:
1359                         if (SV_RunThink (ent))
1360                         {
1361                                 if (!SV_CheckWater (ent) && ! ((int)ent->v->flags & FL_WATERJUMP) )
1362                                         SV_AddGravity (ent);
1363                                 SV_CheckStuck (ent);
1364                                 SV_WalkMove (ent);
1365                                 SV_LinkEdict (ent, true);
1366                         }
1367                         break;
1368                 case MOVETYPE_TOSS:
1369                 case MOVETYPE_BOUNCE:
1370                 case MOVETYPE_BOUNCEMISSILE:
1371                 case MOVETYPE_FLYMISSILE:
1372                         SV_Physics_Toss (ent);
1373                         break;
1374                 case MOVETYPE_FLY:
1375                         if (i > 0 && i <= svs.maxclients)
1376                         {
1377                                 if (SV_RunThink (ent))
1378                                 {
1379                                         SV_CheckWater (ent);
1380                                         SV_WalkMove (ent);
1381                                 }
1382                         }
1383                         else
1384                                 SV_Physics_Toss (ent);
1385                         break;
1386                 default:
1387                         Host_Error ("SV_Physics: bad movetype %i", (int)ent->v->movetype);
1388                         break;
1389                 }
1390
1391                 if (i > 0 && i <= svs.maxclients && !ent->e->free)
1392                 {
1393                         SV_CheckVelocity (ent);
1394
1395                         // call standard player post-think
1396                         SV_LinkEdict (ent, true);
1397
1398                         SV_CheckVelocity (ent);
1399
1400                         pr_global_struct->time = sv.time;
1401                         pr_global_struct->self = EDICT_TO_PROG(ent);
1402                         PR_ExecuteProgram (pr_global_struct->PlayerPostThink, "QC function PlayerPostThink is missing");
1403                 }
1404         }
1405
1406         if (pr_global_struct->force_retouch)
1407                 pr_global_struct->force_retouch--;
1408
1409         // LordHavoc: endframe support
1410         if (EndFrameQC)
1411         {
1412                 pr_global_struct->self = EDICT_TO_PROG(sv.edicts);
1413                 pr_global_struct->other = EDICT_TO_PROG(sv.edicts);
1414                 pr_global_struct->time = sv.time;
1415                 PR_ExecuteProgram ((func_t)(EndFrameQC - pr_functions), "");
1416         }
1417
1418         sv.time += sv.frametime;
1419 }
1420
1421
1422 trace_t SV_Trace_Toss (edict_t *tossent, edict_t *ignore)
1423 {
1424         int i;
1425         float gravity, savesolid;
1426         vec3_t move, end;
1427         edict_t tempent, *tent;
1428         entvars_t vars;
1429         eval_t *val;
1430         trace_t trace;
1431
1432         // copy the vars over
1433         memcpy(&vars, tossent->v, sizeof(entvars_t));
1434         // set up the temp entity to point to the copied vars
1435         tent = &tempent;
1436         tent->v = &vars;
1437
1438         savesolid = tossent->v->solid;
1439         tossent->v->solid = SOLID_NOT;
1440
1441         // this has to fetch the field from the original edict, since our copy is truncated
1442         val = GETEDICTFIELDVALUE(tossent, eval_gravity);
1443         if (val != NULL && val->_float != 0)
1444                 gravity = val->_float;
1445         else
1446                 gravity = 1.0;
1447         gravity *= sv_gravity.value * 0.05;
1448
1449         for (i = 0;i < 200;i++) // LordHavoc: sanity check; never trace more than 10 seconds
1450         {
1451                 SV_CheckVelocity (tent);
1452                 tent->v->velocity[2] -= gravity;
1453                 VectorMA (tent->v->angles, 0.05, tent->v->avelocity, tent->v->angles);
1454                 VectorScale (tent->v->velocity, 0.05, move);
1455                 VectorAdd (tent->v->origin, move, end);
1456                 trace = SV_Move (tent->v->origin, tent->v->mins, tent->v->maxs, end, MOVE_NORMAL, tent);
1457                 VectorCopy (trace.endpos, tent->v->origin);
1458
1459                 if (trace.fraction < 1 && trace.ent)
1460                         if (trace.ent != ignore)
1461                                 break;
1462         }
1463         tossent->v->solid = savesolid;
1464         trace.fraction = 0; // not relevant
1465         return trace;
1466 }
1467