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- /*
- Copyright (C) 1996-1997 Id Software, Inc.
- This program is free software; you can redistribute it and/or
- modify it under the terms of the GNU General Public License
- as published by the Free Software Foundation; either version 2
- of the License, or (at your option) any later version.
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
- See the GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with this program; if not, write to the Free Software
- Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
- */
- #include "quakedef.h"
- movevars_t movevars;
- playermove_t pmove;
- int onground;
- int waterlevel;
- int watertype;
- float frametime;
- vec3_t forward, right, up;
- vec3_t player_mins = {-16, -16, -24};
- vec3_t player_maxs = {16, 16, 32};
- // #define PM_GRAVITY 800
- // #define PM_STOPSPEED 100
- // #define PM_MAXSPEED 320
- // #define PM_SPECTATORMAXSPEED 500
- // #define PM_ACCELERATE 10
- // #define PM_AIRACCELERATE 0.7
- // #define PM_WATERACCELERATE 10
- // #define PM_FRICTION 6
- // #define PM_WATERFRICTION 1
- void PM_InitBoxHull (void);
- void Pmove_Init (void)
- {
- PM_InitBoxHull ();
- }
- #define STEPSIZE 18
- #define BUTTON_JUMP 2
- /*
- ==================
- PM_ClipVelocity
- Slide off of the impacting object
- returns the blocked flags (1 = floor, 2 = step / wall)
- ==================
- */
- #define STOP_EPSILON 0.1
- int PM_ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce)
- {
- float backoff;
- float change;
- int i, blocked;
-
- blocked = 0;
- if (normal[2] > 0)
- blocked |= 1; // floor
- if (!normal[2])
- blocked |= 2; // step
-
- backoff = DotProduct (in, normal) * overbounce;
- for (i=0 ; i<3 ; i++)
- {
- change = normal[i]*backoff;
- out[i] = in[i] - change;
- if (out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON)
- out[i] = 0;
- }
-
- return blocked;
- }
- /*
- ============
- PM_FlyMove
- The basic solid body movement clip that slides along multiple planes
- ============
- */
- #define MAX_CLIP_PLANES 5
- int PM_FlyMove (void)
- {
- int bumpcount, numbumps;
- vec3_t dir;
- float d;
- int numplanes;
- vec3_t planes[MAX_CLIP_PLANES];
- vec3_t primal_velocity, original_velocity;
- int i, j;
- pmtrace_t trace;
- vec3_t end;
- float time_left;
- int blocked;
-
- numbumps = 4;
-
- blocked = 0;
- VectorCopy (pmove.velocity, original_velocity);
- VectorCopy (pmove.velocity, primal_velocity);
- numplanes = 0;
-
- time_left = frametime;
- for (bumpcount=0 ; bumpcount<numbumps ; bumpcount++)
- {
- for (i=0 ; i<3 ; i++)
- end[i] = pmove.origin[i] + time_left * pmove.velocity[i];
- trace = PM_PlayerMove (pmove.origin, end);
- if (trace.startsolid || trace.allsolid)
- { // entity is trapped in another solid
- VectorCopy (vec3_origin, pmove.velocity);
- return 3;
- }
- if (trace.fraction > 0)
- { // actually covered some distance
- VectorCopy (trace.endpos, pmove.origin);
- numplanes = 0;
- }
- if (trace.fraction == 1)
- break; // moved the entire distance
- // save entity for contact
- pmove.touchindex[pmove.numtouch] = trace.ent;
- pmove.numtouch++;
- if (trace.plane.normal[2] > 0.7)
- {
- blocked |= 1; // floor
- }
- if (!trace.plane.normal[2])
- {
- blocked |= 2; // step
- }
- time_left -= time_left * trace.fraction;
-
- // cliped to another plane
- if (numplanes >= MAX_CLIP_PLANES)
- { // this shouldn't really happen
- VectorCopy (vec3_origin, pmove.velocity);
- break;
- }
- VectorCopy (trace.plane.normal, planes[numplanes]);
- numplanes++;
- //
- // modify original_velocity so it parallels all of the clip planes
- //
- for (i=0 ; i<numplanes ; i++)
- {
- PM_ClipVelocity (original_velocity, planes[i], pmove.velocity, 1);
- for (j=0 ; j<numplanes ; j++)
- if (j != i)
- {
- if (DotProduct (pmove.velocity, planes[j]) < 0)
- break; // not ok
- }
- if (j == numplanes)
- break;
- }
-
- if (i != numplanes)
- { // go along this plane
- }
- else
- { // go along the crease
- if (numplanes != 2)
- {
- // Con_Printf ("clip velocity, numplanes == %i\n",numplanes);
- VectorCopy (vec3_origin, pmove.velocity);
- break;
- }
- CrossProduct (planes[0], planes[1], dir);
- d = DotProduct (dir, pmove.velocity);
- VectorScale (dir, d, pmove.velocity);
- }
- //
- // if original velocity is against the original velocity, stop dead
- // to avoid tiny occilations in sloping corners
- //
- if (DotProduct (pmove.velocity, primal_velocity) <= 0)
- {
- VectorCopy (vec3_origin, pmove.velocity);
- break;
- }
- }
- if (pmove.waterjumptime)
- {
- VectorCopy (primal_velocity, pmove.velocity);
- }
- return blocked;
- }
- /*
- =============
- PM_GroundMove
- Player is on ground, with no upwards velocity
- =============
- */
- void PM_GroundMove (void)
- {
- vec3_t start, dest;
- pmtrace_t trace;
- vec3_t original, originalvel, down, up, downvel;
- float downdist, updist;
- pmove.velocity[2] = 0;
- if (!pmove.velocity[0] && !pmove.velocity[1] && !pmove.velocity[2])
- return;
- // first try just moving to the destination
- dest[0] = pmove.origin[0] + pmove.velocity[0]*frametime;
- dest[1] = pmove.origin[1] + pmove.velocity[1]*frametime;
- dest[2] = pmove.origin[2];
- // first try moving directly to the next spot
- VectorCopy (dest, start);
- trace = PM_PlayerMove (pmove.origin, dest);
- if (trace.fraction == 1)
- {
- VectorCopy (trace.endpos, pmove.origin);
- return;
- }
- // try sliding forward both on ground and up 16 pixels
- // take the move that goes farthest
- VectorCopy (pmove.origin, original);
- VectorCopy (pmove.velocity, originalvel);
- // slide move
- PM_FlyMove ();
- VectorCopy (pmove.origin, down);
- VectorCopy (pmove.velocity, downvel);
- VectorCopy (original, pmove.origin);
- VectorCopy (originalvel, pmove.velocity);
- // move up a stair height
- VectorCopy (pmove.origin, dest);
- dest[2] += STEPSIZE;
- trace = PM_PlayerMove (pmove.origin, dest);
- if (!trace.startsolid && !trace.allsolid)
- {
- VectorCopy (trace.endpos, pmove.origin);
- }
- // slide move
- PM_FlyMove ();
- // press down the stepheight
- VectorCopy (pmove.origin, dest);
- dest[2] -= STEPSIZE;
- trace = PM_PlayerMove (pmove.origin, dest);
- if ( trace.plane.normal[2] < 0.7)
- goto usedown;
- if (!trace.startsolid && !trace.allsolid)
- {
- VectorCopy (trace.endpos, pmove.origin);
- }
- VectorCopy (pmove.origin, up);
- // decide which one went farther
- downdist = (down[0] - original[0])*(down[0] - original[0])
- + (down[1] - original[1])*(down[1] - original[1]);
- updist = (up[0] - original[0])*(up[0] - original[0])
- + (up[1] - original[1])*(up[1] - original[1]);
- if (downdist > updist)
- {
- usedown:
- VectorCopy (down, pmove.origin);
- VectorCopy (downvel, pmove.velocity);
- } else // copy z value from slide move
- pmove.velocity[2] = downvel[2];
- // if at a dead stop, retry the move with nudges to get around lips
- }
- /*
- ==================
- PM_Friction
- Handles both ground friction and water friction
- ==================
- */
- void PM_Friction (void)
- {
- float *vel;
- float speed, newspeed, control;
- float friction;
- float drop;
- vec3_t start, stop;
- pmtrace_t trace;
-
- if (pmove.waterjumptime)
- return;
- vel = pmove.velocity;
-
- speed = sqrt(vel[0]*vel[0] +vel[1]*vel[1] + vel[2]*vel[2]);
- if (speed < 1)
- {
- vel[0] = 0;
- vel[1] = 0;
- return;
- }
- friction = movevars.friction;
- // if the leading edge is over a dropoff, increase friction
- if (onground != -1) {
- start[0] = stop[0] = pmove.origin[0] + vel[0]/speed*16;
- start[1] = stop[1] = pmove.origin[1] + vel[1]/speed*16;
- start[2] = pmove.origin[2] + player_mins[2];
- stop[2] = start[2] - 34;
- trace = PM_PlayerMove (start, stop);
- if (trace.fraction == 1) {
- friction *= 2;
- }
- }
- drop = 0;
- if (waterlevel >= 2) // apply water friction
- drop += speed*movevars.waterfriction*waterlevel*frametime;
- else if (onground != -1) // apply ground friction
- {
- control = speed < movevars.stopspeed ? movevars.stopspeed : speed;
- drop += control*friction*frametime;
- }
- // scale the velocity
- newspeed = speed - drop;
- if (newspeed < 0)
- newspeed = 0;
- newspeed /= speed;
- vel[0] = vel[0] * newspeed;
- vel[1] = vel[1] * newspeed;
- vel[2] = vel[2] * newspeed;
- }
- /*
- ==============
- PM_Accelerate
- ==============
- */
- void PM_Accelerate (vec3_t wishdir, float wishspeed, float accel)
- {
- int i;
- float addspeed, accelspeed, currentspeed;
- if (pmove.dead)
- return;
- if (pmove.waterjumptime)
- return;
- currentspeed = DotProduct (pmove.velocity, wishdir);
- addspeed = wishspeed - currentspeed;
- if (addspeed <= 0)
- return;
- accelspeed = accel*frametime*wishspeed;
- if (accelspeed > addspeed)
- accelspeed = addspeed;
-
- for (i=0 ; i<3 ; i++)
- pmove.velocity[i] += accelspeed*wishdir[i];
- }
- void PM_AirAccelerate (vec3_t wishdir, float wishspeed, float accel)
- {
- int i;
- float addspeed, accelspeed, currentspeed, wishspd = wishspeed;
-
- if (pmove.dead)
- return;
- if (pmove.waterjumptime)
- return;
- if (wishspd > 30)
- wishspd = 30;
- currentspeed = DotProduct (pmove.velocity, wishdir);
- addspeed = wishspd - currentspeed;
- if (addspeed <= 0)
- return;
- accelspeed = accel * wishspeed * frametime;
- if (accelspeed > addspeed)
- accelspeed = addspeed;
-
- for (i=0 ; i<3 ; i++)
- pmove.velocity[i] += accelspeed*wishdir[i];
- }
- /*
- ===================
- PM_WaterMove
- ===================
- */
- void PM_WaterMove (void)
- {
- int i;
- vec3_t wishvel;
- float wishspeed;
- vec3_t wishdir;
- vec3_t start, dest;
- pmtrace_t trace;
- //
- // user intentions
- //
- for (i=0 ; i<3 ; i++)
- wishvel[i] = forward[i]*pmove.cmd.forwardmove + right[i]*pmove.cmd.sidemove;
- if (!pmove.cmd.forwardmove && !pmove.cmd.sidemove && !pmove.cmd.upmove)
- wishvel[2] -= 60; // drift towards bottom
- else
- wishvel[2] += pmove.cmd.upmove;
- VectorCopy (wishvel, wishdir);
- wishspeed = VectorNormalize(wishdir);
- if (wishspeed > movevars.maxspeed)
- {
- VectorScale (wishvel, movevars.maxspeed/wishspeed, wishvel);
- wishspeed = movevars.maxspeed;
- }
- wishspeed *= 0.7;
- //
- // water acceleration
- //
- // if (pmove.waterjumptime)
- // Con_Printf ("wm->%f, %f, %f\n", pmove.velocity[0], pmove.velocity[1], pmove.velocity[2]);
- PM_Accelerate (wishdir, wishspeed, movevars.wateraccelerate);
- // assume it is a stair or a slope, so press down from stepheight above
- VectorMA (pmove.origin, frametime, pmove.velocity, dest);
- VectorCopy (dest, start);
- start[2] += STEPSIZE + 1;
- trace = PM_PlayerMove (start, dest);
- if (!trace.startsolid && !trace.allsolid) // FIXME: check steep slope?
- { // walked up the step
- VectorCopy (trace.endpos, pmove.origin);
- return;
- }
-
- PM_FlyMove ();
- // if (pmove.waterjumptime)
- // Con_Printf ("<-wm%f, %f, %f\n", pmove.velocity[0], pmove.velocity[1], pmove.velocity[2]);
- }
- /*
- ===================
- PM_AirMove
- ===================
- */
- void PM_AirMove (void)
- {
- int i;
- vec3_t wishvel;
- float fmove, smove;
- vec3_t wishdir;
- float wishspeed;
- fmove = pmove.cmd.forwardmove;
- smove = pmove.cmd.sidemove;
-
- forward[2] = 0;
- right[2] = 0;
- VectorNormalize (forward);
- VectorNormalize (right);
- for (i=0 ; i<2 ; i++)
- wishvel[i] = forward[i]*fmove + right[i]*smove;
- wishvel[2] = 0;
- VectorCopy (wishvel, wishdir);
- wishspeed = VectorNormalize(wishdir);
- //
- // clamp to server defined max speed
- //
- if (wishspeed > movevars.maxspeed)
- {
- VectorScale (wishvel, movevars.maxspeed/wishspeed, wishvel);
- wishspeed = movevars.maxspeed;
- }
-
- // if (pmove.waterjumptime)
- // Con_Printf ("am->%f, %f, %f\n", pmove.velocity[0], pmove.velocity[1], pmove.velocity[2]);
- if ( onground != -1)
- {
- pmove.velocity[2] = 0;
- PM_Accelerate (wishdir, wishspeed, movevars.accelerate);
- pmove.velocity[2] -= movevars.entgravity * movevars.gravity * frametime;
- PM_GroundMove ();
- }
- else
- { // not on ground, so little effect on velocity
- PM_AirAccelerate (wishdir, wishspeed, movevars.accelerate);
- // add gravity
- pmove.velocity[2] -= movevars.entgravity * movevars.gravity * frametime;
- PM_FlyMove ();
- }
- //Con_Printf("airmove:vec: %4.2f %4.2f %4.2f\n",
- // pmove.velocity[0],
- // pmove.velocity[1],
- // pmove.velocity[2]);
- //
- // if (pmove.waterjumptime)
- // Con_Printf ("<-am%f, %f, %f\n", pmove.velocity[0], pmove.velocity[1], pmove.velocity[2]);
- }
- /*
- =============
- PM_CatagorizePosition
- =============
- */
- void PM_CatagorizePosition (void)
- {
- vec3_t point;
- int cont;
- pmtrace_t tr;
- // if the player hull point one unit down is solid, the player
- // is on ground
- // see if standing on something solid
- point[0] = pmove.origin[0];
- point[1] = pmove.origin[1];
- point[2] = pmove.origin[2] - 1;
- if (pmove.velocity[2] > 180)
- {
- onground = -1;
- }
- else
- {
- tr = PM_PlayerMove (pmove.origin, point);
- if ( tr.plane.normal[2] < 0.7)
- onground = -1; // too steep
- else
- onground = tr.ent;
- if (onground != -1)
- {
- pmove.waterjumptime = 0;
- if (!tr.startsolid && !tr.allsolid)
- VectorCopy (tr.endpos, pmove.origin);
- }
- // standing on an entity other than the world
- if (tr.ent > 0)
- {
- pmove.touchindex[pmove.numtouch] = tr.ent;
- pmove.numtouch++;
- }
- }
- //
- // get waterlevel
- //
- waterlevel = 0;
- watertype = CONTENTS_EMPTY;
- point[2] = pmove.origin[2] + player_mins[2] + 1;
- cont = PM_PointContents (point);
- if (cont <= CONTENTS_WATER)
- {
- watertype = cont;
- waterlevel = 1;
- point[2] = pmove.origin[2] + (player_mins[2] + player_maxs[2])*0.5;
- cont = PM_PointContents (point);
- if (cont <= CONTENTS_WATER)
- {
- waterlevel = 2;
- point[2] = pmove.origin[2] + 22;
- cont = PM_PointContents (point);
- if (cont <= CONTENTS_WATER)
- waterlevel = 3;
- }
- }
- }
- /*
- =============
- JumpButton
- =============
- */
- void JumpButton (void)
- {
- if (pmove.dead)
- {
- pmove.oldbuttons |= BUTTON_JUMP; // don't jump again until released
- return;
- }
- if (pmove.waterjumptime)
- {
- pmove.waterjumptime -= frametime;
- if (pmove.waterjumptime < 0)
- pmove.waterjumptime = 0;
- return;
- }
- if (waterlevel >= 2)
- { // swimming, not jumping
- onground = -1;
- if (watertype == CONTENTS_WATER)
- pmove.velocity[2] = 100;
- else if (watertype == CONTENTS_SLIME)
- pmove.velocity[2] = 80;
- else
- pmove.velocity[2] = 50;
- return;
- }
- if (onground == -1)
- return; // in air, so no effect
- if ( pmove.oldbuttons & BUTTON_JUMP )
- return; // don't pogo stick
- onground = -1;
- pmove.velocity[2] += 270;
- pmove.oldbuttons |= BUTTON_JUMP; // don't jump again until released
- }
- /*
- =============
- CheckWaterJump
- =============
- */
- void CheckWaterJump (void)
- {
- vec3_t spot;
- int cont;
- vec3_t flatforward;
- if (pmove.waterjumptime)
- return;
- // ZOID, don't hop out if we just jumped in
- if (pmove.velocity[2] < -180)
- return; // only hop out if we are moving up
- // see if near an edge
- flatforward[0] = forward[0];
- flatforward[1] = forward[1];
- flatforward[2] = 0;
- VectorNormalize (flatforward);
- VectorMA (pmove.origin, 24, flatforward, spot);
- spot[2] += 8;
- cont = PM_PointContents (spot);
- if (cont != CONTENTS_SOLID)
- return;
- spot[2] += 24;
- cont = PM_PointContents (spot);
- if (cont != CONTENTS_EMPTY)
- return;
- // jump out of water
- VectorScale (flatforward, 50, pmove.velocity);
- pmove.velocity[2] = 310;
- pmove.waterjumptime = 2; // safety net
- pmove.oldbuttons |= BUTTON_JUMP; // don't jump again until released
- }
- /*
- =================
- NudgePosition
- If pmove.origin is in a solid position,
- try nudging slightly on all axis to
- allow for the cut precision of the net coordinates
- =================
- */
- void NudgePosition (void)
- {
- vec3_t base;
- int x, y, z;
- int i;
- static int sign[3] = {0, -1, 1};
- VectorCopy (pmove.origin, base);
- for (i=0 ; i<3 ; i++)
- pmove.origin[i] = ((int)(pmove.origin[i]*8)) * 0.125;
- // pmove.origin[2] += 0.124;
- // if (pmove.dead)
- // return; // might be a squished point, so don'y bother
- // if (PM_TestPlayerPosition (pmove.origin) )
- // return;
- for (z=0 ; z<=2 ; z++)
- {
- for (x=0 ; x<=2 ; x++)
- {
- for (y=0 ; y<=2 ; y++)
- {
- pmove.origin[0] = base[0] + (sign[x] * 1.0/8);
- pmove.origin[1] = base[1] + (sign[y] * 1.0/8);
- pmove.origin[2] = base[2] + (sign[z] * 1.0/8);
- if (PM_TestPlayerPosition (pmove.origin))
- return;
- }
- }
- }
- VectorCopy (base, pmove.origin);
- // Con_DPrintf ("NudgePosition: stuck\n");
- }
- /*
- ===============
- SpectatorMove
- ===============
- */
- void SpectatorMove (void)
- {
- float speed, drop, friction, control, newspeed, accel;
- float currentspeed, addspeed, accelspeed;
- int i;
- vec3_t wishvel;
- float fmove, smove;
- vec3_t wishdir;
- float wishspeed;
- #ifndef SERVERONLY
- extern float server_version; // version of server we connected to
- #endif
- // friction
- speed = Length (pmove.velocity);
- if (speed < 1)
- {
- VectorCopy (vec3_origin, pmove.velocity)
- }
- else
- {
- drop = 0;
- friction = movevars.friction*1.5; // extra friction
- control = speed < movevars.stopspeed ? movevars.stopspeed : speed;
- drop += control*friction*frametime;
- // scale the velocity
- newspeed = speed - drop;
- if (newspeed < 0)
- newspeed = 0;
- newspeed /= speed;
- VectorScale (pmove.velocity, newspeed, pmove.velocity);
- }
- // accelerate
- fmove = pmove.cmd.forwardmove;
- smove = pmove.cmd.sidemove;
-
- VectorNormalize (forward);
- VectorNormalize (right);
- for (i=0 ; i<3 ; i++)
- wishvel[i] = forward[i]*fmove + right[i]*smove;
- wishvel[2] += pmove.cmd.upmove;
- VectorCopy (wishvel, wishdir);
- wishspeed = VectorNormalize(wishdir);
- //
- // clamp to server defined max speed
- //
- if (wishspeed > movevars.spectatormaxspeed)
- {
- VectorScale (wishvel, movevars.spectatormaxspeed/wishspeed, wishvel);
- wishspeed = movevars.spectatormaxspeed;
- }
- currentspeed = DotProduct(pmove.velocity, wishdir);
- addspeed = wishspeed - currentspeed;
- if (addspeed <= 0)
- return;
- accelspeed = movevars.accelerate*frametime*wishspeed;
- if (accelspeed > addspeed)
- accelspeed = addspeed;
-
- for (i=0 ; i<3 ; i++)
- pmove.velocity[i] += accelspeed*wishdir[i];
- // move
- VectorMA (pmove.origin, frametime, pmove.velocity, pmove.origin);
- }
- /*
- =============
- PlayerMove
- Returns with origin, angles, and velocity modified in place.
- Numtouch and touchindex[] will be set if any of the physents
- were contacted during the move.
- =============
- */
- void PlayerMove (void)
- {
- frametime = pmove.cmd.msec * 0.001;
- pmove.numtouch = 0;
- AngleVectors (pmove.angles, forward, right, up);
- if (pmove.spectator)
- {
- SpectatorMove ();
- return;
- }
- NudgePosition ();
- // take angles directly from command
- VectorCopy (pmove.cmd.angles, pmove.angles);
- // set onground, watertype, and waterlevel
- PM_CatagorizePosition ();
- if (waterlevel == 2)
- CheckWaterJump ();
- if (pmove.velocity[2] < 0)
- pmove.waterjumptime = 0;
- if (pmove.cmd.buttons & BUTTON_JUMP)
- JumpButton ();
- else
- pmove.oldbuttons &= ~BUTTON_JUMP;
- PM_Friction ();
- if (waterlevel >= 2)
- PM_WaterMove ();
- else
- PM_AirMove ();
- // set onground, watertype, and waterlevel for final spot
- PM_CatagorizePosition ();
- }
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