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