void AddLinksToPmove ( areanode_t *node ) { link_t *l, *next; edict_t *check; int pl; int i; physent_t *pe; pl = EDICT_TO_PROG(sv_player); // touch linked edicts for (l = node->solid_edicts.next ; l != &node->solid_edicts ; l = next) { next = l->next; check = EDICT_FROM_AREA(l); if (check->v.owner == pl) continue; // player's own missile if (check->v.solid == SOLID_BSP || check->v.solid == SOLID_BBOX || check->v.solid == SOLID_SLIDEBOX) { if (check == sv_player) continue; for (i=0 ; i<3 ; i++) if (check->v.absmin[i] > pmove_maxs[i] || check->v.absmax[i] < pmove_mins[i]) break; if (i != 3) continue; if (pmove.numphysent == MAX_PHYSENTS) return; pe = &pmove.physents[pmove.numphysent]; pmove.numphysent++; VectorCopy (check->v.origin, pe->origin); pe->info = NUM_FOR_EDICT(check); if (check->v.solid == SOLID_BSP) pe->model = sv.models[(int)(check->v.modelindex)]; else { pe->model = NULL; VectorCopy (check->v.mins, pe->mins); VectorCopy (check->v.maxs, pe->maxs); } } } // recurse down both sides if (node->axis == -1) return; if ( pmove_maxs[node->axis] > node->dist ) AddLinksToPmove ( node->children[0] ); if ( pmove_mins[node->axis] < node->dist ) AddLinksToPmove ( node->children[1] ); }
/* =========== SV_RunCmd =========== */ static void SV_RunCmd (usercmd_t *ucmd) { edict_t *ent; int i, n; int oldmsec; cmd = *ucmd; // chop up very long commands if (cmd.msec > 50) { oldmsec = ucmd->msec; cmd.msec = oldmsec/2; SV_RunCmd (&cmd); cmd.msec = oldmsec/2; cmd.impulse = 0; SV_RunCmd (&cmd); return; } if (!sv_player->v.fixangle) VectorCopy (ucmd->angles, sv_player->v.v_angle); sv_player->v.button0 = ucmd->buttons & 1; sv_player->v.button2 = (ucmd->buttons & 2)>>1; if (ucmd->buttons & 4 || sv_player->v.playerclass == CLASS_DWARF) // crouched? sv_player->v.flags2 = ((int)sv_player->v.flags2) | FL2_CROUCHED; else sv_player->v.flags2 = ((int)sv_player->v.flags2) & (~FL2_CROUCHED); if (ucmd->impulse) sv_player->v.impulse = ucmd->impulse; // // angles // show 1/3 the pitch angle and all the roll angle if (sv_player->v.health > 0) { if (!sv_player->v.fixangle) { sv_player->v.angles[PITCH] = -sv_player->v.v_angle[PITCH]/3; sv_player->v.angles[YAW] = sv_player->v.v_angle[YAW]; } sv_player->v.angles[ROLL] = V_CalcRoll (sv_player->v.angles, sv_player->v.velocity)*4; } host_frametime = ucmd->msec * 0.001; if (host_frametime > HX_FRAME_TIME) host_frametime = HX_FRAME_TIME; if (!host_client->spectator) { pr_global_struct->frametime = host_frametime; pr_global_struct->time = sv.time; pr_global_struct->self = EDICT_TO_PROG(sv_player); PR_ExecuteProgram (pr_global_struct->PlayerPreThink); SV_RunThink (sv_player); } for (i = 0; i < 3; i++) pmove.origin[i] = sv_player->v.origin[i] + (sv_player->v.mins[i] - player_mins[i]); VectorCopy (sv_player->v.velocity, pmove.velocity); VectorCopy (sv_player->v.v_angle, pmove.angles); pmove.spectator = host_client->spectator; // pmove.waterjumptime = sv_player->v.teleport_time; pmove.numphysent = 1; pmove.physents[0].model = sv.worldmodel; pmove.cmd = *ucmd; pmove.dead = sv_player->v.health <= 0; pmove.oldbuttons = host_client->oldbuttons; pmove.hasted = sv_player->v.hasted; pmove.movetype = sv_player->v.movetype; pmove.crouched = (sv_player->v.hull == HULL_CROUCH); pmove.teleport_time = realtime + (sv_player->v.teleport_time - sv.time); // movevars.entgravity = host_client->entgravity; movevars.entgravity = sv_player->v.gravity; movevars.maxspeed = host_client->maxspeed; for (i = 0; i < 3; i++) { pmove_mins[i] = pmove.origin[i] - 256; pmove_maxs[i] = pmove.origin[i] + 256; } #if 1 AddLinksToPmove ( sv_areanodes ); #else AddAllEntsToPmove (); #endif #if 0 { int before, after; before = PM_TestPlayerPosition (pmove.origin); PlayerMove (); after = PM_TestPlayerPosition (pmove.origin); if (sv_player->v.health > 0 && before && !after ) Con_Printf ("player %s got stuck in playermove!!!!\n", host_client->name); } #else PlayerMove (); #endif host_client->oldbuttons = pmove.oldbuttons; // sv_player->v.teleport_time = pmove.waterjumptime; sv_player->v.waterlevel = waterlevel; sv_player->v.watertype = watertype; if (onground != -1) { sv_player->v.flags = (int)sv_player->v.flags | FL_ONGROUND; sv_player->v.groundentity = EDICT_TO_PROG(EDICT_NUM(pmove.physents[onground].info)); } else sv_player->v.flags = (int)sv_player->v.flags & ~FL_ONGROUND; for (i = 0; i < 3; i++) sv_player->v.origin[i] = pmove.origin[i] - (sv_player->v.mins[i] - player_mins[i]); #if 0 // truncate velocity the same way the net protocol will for (i = 0; i < 3; i++) sv_player->v.velocity[i] = (int)pmove.velocity[i]; #else VectorCopy (pmove.velocity, sv_player->v.velocity); #endif VectorCopy (pmove.angles, sv_player->v.v_angle); if (!host_client->spectator) { // link into place and touch triggers SV_LinkEdict (sv_player, true); // touch other objects for (i = 0; i < pmove.numtouch; i++) { n = pmove.physents[pmove.touchindex[i]].info; ent = EDICT_NUM(n); // Why not just do an SV_Impact here? // SV_Impact(sv_player,ent); if (sv_player->v.touch) { pr_global_struct->self = EDICT_TO_PROG(sv_player); pr_global_struct->other = EDICT_TO_PROG(ent); PR_ExecuteProgram (sv_player->v.touch); } if (!ent->v.touch || (playertouch[n/8]&(1<<(n%8)))) continue; pr_global_struct->self = EDICT_TO_PROG(ent); pr_global_struct->other = EDICT_TO_PROG(sv_player); PR_ExecuteProgram (ent->v.touch); playertouch[n/8] |= 1 << (n%8); } } }