Esempio n. 1
0
/*
=============
SV_CheckStuck

This is a big hack to try and fix the rare case of getting stuck in the world
clipping hull.
=============
*/
void SV_CheckStuck(edict_t * ent)
{
    int i, j;
    int z;
    vec3_t org;

    if (!SV_TestEntityPosition(ent)) {
	VectorCopy(ent->v.origin, ent->v.oldorigin);
	return;
    }

    VectorCopy(ent->v.origin, org);
    VectorCopy(ent->v.oldorigin, ent->v.origin);
    if (!SV_TestEntityPosition(ent)) {
	Con_Printf("Unstuck.\n");
	SV_LinkEdict(ent, true);
	return;
    }

    for (z = 0; z < 18; z++)
	for (i = -1; i <= 1; i++)
	    for (j = -1; j <= 1; j++) {
		ent->v.origin[0] = org[0] + i;
		ent->v.origin[1] = org[1] + j;
		ent->v.origin[2] = org[2] + z;
		if (!SV_TestEntityPosition(ent)) {
		    Con_DPrintf("Unstuck.\n");
		    SV_LinkEdict(ent, true);
		    return;
		}
	    }

    VectorCopy(org, ent->v.origin);
    Con_DPrintf("player is stuck.\n");
}
Esempio n. 2
0
/*
================
SV_CheckAllEnts
================
*/
void SV_CheckAllEnts(void)
{
    int e;
    edict_t *check;

// see if any solid entities are inside the final position
    check = NEXT_EDICT(sv.edicts);
    for (e = 1; e < sv.num_edicts; e++, check = NEXT_EDICT(check)) {
	if (check->free)
	    continue;
	if (check->v.movetype == MOVETYPE_PUSH
	    || check->v.movetype == MOVETYPE_NONE
	    || check->v.movetype == MOVETYPE_NOCLIP)
	    continue;

	if (SV_TestEntityPosition(check))
	    Con_Printf("entity in invalid position\n");
    }
}
Esempio n. 3
0
/*
============
SV_PushRotate

============
*/
void SV_PushRotate (edict_t *pusher, float movetime)
{
	int			i, e;
	edict_t		*check, *block;
	vec3_t		move, a, amove;
	vec3_t		entorig, pushorig;
	int			num_moved;
	edict_t		*moved_edict[MAX_EDICTS];
	vec3_t		moved_from[MAX_EDICTS];
	vec3_t		org, org2;
	vec3_t		forward, right, up;

	if (!pusher->v.avelocity[0] && !pusher->v.avelocity[1] && !pusher->v.avelocity[2])
	{
		pusher->v.ltime += movetime;
		return;
	}

	for (i=0 ; i<3 ; i++)
		amove[i] = pusher->v.avelocity[i] * movetime;

	VectorSubtract (vec3_origin, amove, a);
	AngleVectors (a, forward, right, up);

	VectorCopy (pusher->v.angles, pushorig);
	
// move the pusher to it's final position

	VectorAdd (pusher->v.angles, amove, pusher->v.angles);
	pusher->v.ltime += movetime;
	SV_LinkEdict (pusher, false);


// see if any solid entities are inside the final position
	num_moved = 0;
	check = NEXT_EDICT(sv.edicts);
	for (e=1 ; e<sv.num_edicts ; e++, check = NEXT_EDICT(check))
	{
		if (check->free)
			continue;
		if (check->v.movetype == MOVETYPE_PUSH
		|| check->v.movetype == MOVETYPE_NONE
#ifdef QUAKE2
		|| check->v.movetype == MOVETYPE_FOLLOW
#endif
		|| check->v.movetype == MOVETYPE_NOCLIP)
			continue;

	// if the entity is standing on the pusher, it will definately be moved
		if ( ! ( ((int)check->v.flags & FL_ONGROUND)
		&& PROG_TO_EDICT(check->v.groundentity) == pusher) )
		{
			if ( check->v.absmin[0] >= pusher->v.absmax[0]
			|| check->v.absmin[1] >= pusher->v.absmax[1]
			|| check->v.absmin[2] >= pusher->v.absmax[2]
			|| check->v.absmax[0] <= pusher->v.absmin[0]
			|| check->v.absmax[1] <= pusher->v.absmin[1]
			|| check->v.absmax[2] <= pusher->v.absmin[2] )
				continue;

		// see if the ent's bbox is inside the pusher's final position
			if (!SV_TestEntityPosition (check))
				continue;
		}

	// remove the onground flag for non-players
		if (check->v.movetype != MOVETYPE_WALK)
			check->v.flags = (int)check->v.flags & ~FL_ONGROUND;
		
		VectorCopy (check->v.origin, entorig);
		VectorCopy (check->v.origin, moved_from[num_moved]);
		moved_edict[num_moved] = check;
		num_moved++;

		// calculate destination position
		VectorSubtract (check->v.origin, pusher->v.origin, org);
		org2[0] = DotProduct (org, forward);
		org2[1] = -DotProduct (org, right);
		org2[2] = DotProduct (org, up);
		VectorSubtract (org2, org, move);

		// try moving the contacted entity 
		pusher->v.solid = SOLID_NOT;
		SV_PushEntity (check, move);
		pusher->v.solid = SOLID_BSP;

	// if it is still inside the pusher, block
		block = SV_TestEntityPosition (check);
		if (block)
		{	// fail the move
			if (check->v.mins[0] == check->v.maxs[0])
				continue;
			if (check->v.solid == SOLID_NOT || check->v.solid == SOLID_TRIGGER)
			{	// corpse
				check->v.mins[0] = check->v.mins[1] = 0;
				VectorCopy (check->v.mins, check->v.maxs);
				continue;
			}
			
			VectorCopy (entorig, check->v.origin);
			SV_LinkEdict (check, true);

			VectorCopy (pushorig, pusher->v.angles);
			SV_LinkEdict (pusher, false);
			pusher->v.ltime -= movetime;

			// if the pusher has a "blocked" function, call it
			// otherwise, just stay in place until the obstacle is gone
			if (pusher->v.blocked)
			{
				pr_global_struct->self = ((int)EDICT_TO_PROG(pusher));
				pr_global_struct->other = ((int)EDICT_TO_PROG(check));
				PR_ExecuteProgram (pusher->v.blocked);
			}
			
		// move back any entities we already moved
			for (i=0 ; i<num_moved ; i++)
			{
				VectorCopy (moved_from[i], moved_edict[i]->v.origin);
				VectorSubtract (moved_edict[i]->v.angles, amove, moved_edict[i]->v.angles);
				SV_LinkEdict (moved_edict[i], false);
			}
			return;
		}
		else
		{
			VectorAdd (check->v.angles, amove, check->v.angles);
		}
	}

	
}
Esempio n. 4
0
/*
============
SV_PushMove

============
*/
void SV_PushMove (edict_t *pusher, float movetime)
{
	int			i, e;
	edict_t		*check, *block;
	vec3_t		mins, maxs, move;
	vec3_t		entorig, pushorig;
	int			num_moved;
	edict_t		*moved_edict[MAX_EDICTS];
	vec3_t		moved_from[MAX_EDICTS];
	float		solid_backup; //movetype_push error fix - Eradicator

	if (!pusher->v.velocity[0] && !pusher->v.velocity[1] && !pusher->v.velocity[2])
	{
		pusher->v.ltime += movetime;
		return;
	}

	for (i=0 ; i<3 ; i++)
	{
		move[i] = pusher->v.velocity[i] * movetime;
		mins[i] = pusher->v.absmin[i] + move[i];
		maxs[i] = pusher->v.absmax[i] + move[i];
	}

	VectorCopy (pusher->v.origin, pushorig);
	
// move the pusher to it's final position

	VectorAdd (pusher->v.origin, move, pusher->v.origin);
	pusher->v.ltime += movetime;
	SV_LinkEdict (pusher, false);


// see if any solid entities are inside the final position
	num_moved = 0;
	check = NEXT_EDICT(sv.edicts);
	for (e=1 ; e<sv.num_edicts ; e++, check = NEXT_EDICT(check))
	{
		if (check->free)
			continue;
		if (check->v.movetype == MOVETYPE_PUSH
		|| check->v.movetype == MOVETYPE_NONE
#ifdef QUAKE2
		|| check->v.movetype == MOVETYPE_FOLLOW
#endif
		|| check->v.movetype == MOVETYPE_NOCLIP)
			continue;

	// if the entity is standing on the pusher, it will definately be moved
		if ( ! ( ((int)check->v.flags & FL_ONGROUND)
		&& PROG_TO_EDICT(check->v.groundentity) == pusher) )
		{
			if ( check->v.absmin[0] >= maxs[0]
			|| check->v.absmin[1] >= maxs[1]
			|| check->v.absmin[2] >= maxs[2]
			|| check->v.absmax[0] <= mins[0]
			|| check->v.absmax[1] <= mins[1]
			|| check->v.absmax[2] <= mins[2] )
				continue;

		// see if the ent's bbox is inside the pusher's final position
			if (!SV_TestEntityPosition (check))
				continue;
		}

	// remove the onground flag for non-players
		if (check->v.movetype != MOVETYPE_WALK)
			check->v.flags = (int)check->v.flags & ~FL_ONGROUND;
		
		VectorCopy (check->v.origin, entorig);
		VectorCopy (check->v.origin, moved_from[num_moved]);
		moved_edict[num_moved] = check;
		num_moved++;

		//START - movetype_push error fix - Eradicator
		solid_backup = pusher->v.solid;
		if ( solid_backup == SOLID_BSP
		  || solid_backup == SOLID_BBOX
		  || solid_backup == SOLID_SLIDEBOX )
		{
		//END - movetype_push error fix - Eradicator

		// try moving the contacted entity 
		pusher->v.solid = SOLID_NOT;
		SV_PushEntity (check, move);
		//pusher->v.solid = SOLID_BSP; //Old
		pusher->v.solid = solid_backup; //movetype_push error fix - Eradicator

	// if it is still inside the pusher, block
		block = SV_TestEntityPosition (check);
		} //movetype_push error fix - Eradicator
		else
			block = NULL;

		if (block)
		{	// fail the move
			if (check->v.mins[0] == check->v.maxs[0])
				continue;
			if (check->v.solid == SOLID_NOT || check->v.solid == SOLID_TRIGGER)
			{	// corpse
				check->v.mins[0] = check->v.mins[1] = 0;
				VectorCopy (check->v.mins, check->v.maxs);
				continue;
			}
			
			VectorCopy (entorig, check->v.origin);
			SV_LinkEdict (check, true);

			VectorCopy (pushorig, pusher->v.origin);
			SV_LinkEdict (pusher, false);
			pusher->v.ltime -= movetime;

			// if the pusher has a "blocked" function, call it
			// otherwise, just stay in place until the obstacle is gone
			if (pusher->v.blocked)
			{
				pr_global_struct->self = ((int)EDICT_TO_PROG(pusher));
				pr_global_struct->other = ((int)EDICT_TO_PROG(check));
				PR_ExecuteProgram (pusher->v.blocked);
			}
			
		// move back any entities we already moved
			for (i=0 ; i<num_moved ; i++)
			{
				VectorCopy (moved_from[i], moved_edict[i]->v.origin);
				SV_LinkEdict (moved_edict[i], false);
			}
			return;
		}	
	}

	
}
Esempio n. 5
0
/*
============
SV_Push

Objects need to be moved back on a failed push,
otherwise riders would continue to slide.
============
*/
qboolean SV_Push (edict_t *pusher, vec3_t move, vec3_t amove)
{
	int			i, e;
	edict_t		*check, *block;
	vec3_t		mins, maxs;
	pushed_t	*p;
	vec3_t		org, org2, move2, forward, right, up;

	// clamp the move to 1/8 units, so the position will
	// be accurate for client side prediction
	for (i=0 ; i<3 ; i++)
	{
		float	temp;
		temp = move[i]*8.0;
		if (temp > 0.0)
			temp += 0.5;
		else
			temp -= 0.5;
		move[i] = 0.125 * (int)temp;
	}

	// find the bounding box
	for (i=0 ; i<3 ; i++)
	{
		mins[i] = pusher->absmin[i] + move[i];
		maxs[i] = pusher->absmax[i] + move[i];
	}

// we need this for pushing things later
	VectorSubtract (vec3_origin, amove, org);
	AngleVectors (org, forward, right, up);

// save the pusher's original position
	pushed_p->ent = pusher;
	VectorCopy (pusher->s.origin, pushed_p->origin);
	VectorCopy (pusher->s.angles, pushed_p->angles);
	if (pusher->client)
		pushed_p->deltayaw = pusher->client->ps.pmove.delta_angles[YAW];
	pushed_p++;

// move the pusher to it's final position
	VectorAdd (pusher->s.origin, move, pusher->s.origin);
	VectorAdd (pusher->s.angles, amove, pusher->s.angles);
	gi.linkentity (pusher);

// see if any solid entities are inside the final position
	check = g_edicts+1;
	for (e = 1; e < globals.num_edicts; e++, check++)
	{
		if (!check->inuse)
			continue;
		if (check->movetype == MOVETYPE_PUSH
		|| check->movetype == MOVETYPE_STOP
		|| check->movetype == MOVETYPE_NONE
		|| check->movetype == MOVETYPE_NOCLIP)
			continue;

		if (!check->area.prev)
			continue;		// not linked in anywhere

	// if the entity is standing on the pusher, it will definitely be moved
		if (check->groundentity != pusher)
		{
			// see if the ent needs to be tested
			if ( check->absmin[0] >= maxs[0]
			|| check->absmin[1] >= maxs[1]
			|| check->absmin[2] >= maxs[2]
			|| check->absmax[0] <= mins[0]
			|| check->absmax[1] <= mins[1]
			|| check->absmax[2] <= mins[2] )
				continue;

			// see if the ent's bbox is inside the pusher's final position
			if (!SV_TestEntityPosition (check))
				continue;
		}

		if ((pusher->movetype == MOVETYPE_PUSH) || (check->groundentity == pusher))
		{
			// move this entity
			pushed_p->ent = check;
			VectorCopy (check->s.origin, pushed_p->origin);
			VectorCopy (check->s.angles, pushed_p->angles);
			pushed_p++;

			// try moving the contacted entity 
			VectorAdd (check->s.origin, move, check->s.origin);
			if (check->client)
			{	// FIXME: doesn't rotate monsters?
				check->client->ps.pmove.delta_angles[YAW] += amove[YAW];
			}

			// figure movement due to the pusher's amove
			VectorSubtract (check->s.origin, pusher->s.origin, org);
			org2[0] = DotProduct (org, forward);
			org2[1] = -DotProduct (org, right);
			org2[2] = DotProduct (org, up);
			VectorSubtract (org2, org, move2);
			VectorAdd (check->s.origin, move2, check->s.origin);

			// may have pushed them off an edge
			if (check->groundentity != pusher)
				check->groundentity = NULL;

			block = SV_TestEntityPosition (check);
			if (!block)
			{	// pushed ok
				gi.linkentity (check);
				// impact?
				continue;
			}

			// if it is ok to leave in the old position, do it
			// this is only relevent for riding entities, not pushed
			// FIXME: this doesn't acount for rotation
			VectorSubtract (check->s.origin, move, check->s.origin);
			block = SV_TestEntityPosition (check);
			if (!block)
			{
				pushed_p--;
				continue;
			}
		}
		
		// save off the obstacle so we can call the block function
		obstacle = check;

		// move back any entities we already moved
		// go backwards, so if the same entity was pushed
		// twice, it goes back to the original position
		for (p=pushed_p-1 ; p>=pushed ; p--)
		{
			VectorCopy (p->origin, p->ent->s.origin);
			VectorCopy (p->angles, p->ent->s.angles);
			if (p->ent->client)
			{
				p->ent->client->ps.pmove.delta_angles[YAW] = p->deltayaw;
			}
			gi.linkentity (p->ent);
		}
		return false;
	}

//FIXME: is there a better way to handle this?
	// see if anything we moved has touched a trigger
	for (p=pushed_p-1 ; p>=pushed ; p--)
		G_TouchTriggers (p->ent);

	return true;
}
Esempio n. 6
0
/*
============
SV_Push

============
*/
qboolean SV_Push (edict_t *pusher, vec3_t move)
{
	int			i, e;
	edict_t		*check, *block;
	vec3_t		mins, maxs;
	vec3_t		pushorig;
	int			num_moved;
	edict_t		*moved_edict[MAX_EDICTS];
	vec3_t		moved_from[MAX_EDICTS];

	for (i=0 ; i<3 ; i++)
	{
		mins[i] = pusher->v.absmin[i] + move[i];
		maxs[i] = pusher->v.absmax[i] + move[i];
	}

	VectorCopy (pusher->v.origin, pushorig);
	
// move the pusher to it's final position

	VectorAdd (pusher->v.origin, move, pusher->v.origin);
	SV_LinkEdict (pusher, false);

// see if any solid entities are inside the final position
	num_moved = 0;
	check = NEXT_EDICT(sv.edicts);
	for (e=1 ; e<sv.num_edicts ; e++, check = NEXT_EDICT(check))
	{
		if (check->free)
			continue;
		if (check->v.movetype == MOVETYPE_PUSH
		|| check->v.movetype == MOVETYPE_NONE
		|| check->v.movetype == MOVETYPE_NOCLIP)
			continue;

		pusher->v.solid = SOLID_NOT;
		block = SV_TestEntityPosition (check);
		pusher->v.solid = SOLID_BSP;
		if (block)
			continue;

	// if the entity is standing on the pusher, it will definately be moved
		if ( ! ( ((int)check->v.flags & FL_ONGROUND)
		&& PROG_TO_EDICT(check->v.groundentity) == pusher) )
		{
			if ( check->v.absmin[0] >= maxs[0]
			|| check->v.absmin[1] >= maxs[1]
			|| check->v.absmin[2] >= maxs[2]
			|| check->v.absmax[0] <= mins[0]
			|| check->v.absmax[1] <= mins[1]
			|| check->v.absmax[2] <= mins[2] )
				continue;

		// see if the ent's bbox is inside the pusher's final position
			if (!SV_TestEntityPosition (check))
				continue;
		}

		VectorCopy (check->v.origin, moved_from[num_moved]);
		moved_edict[num_moved] = check;
		num_moved++;

		// try moving the contacted entity 
		VectorAdd (check->v.origin, move, check->v.origin);
		block = SV_TestEntityPosition (check);
		if (!block)
		{	// pushed ok
			SV_LinkEdict (check, false);
			continue;
		}

		// if it is ok to leave in the old position, do it
		VectorSubtract (check->v.origin, move, check->v.origin);
		block = SV_TestEntityPosition (check);
		if (!block)
		{
			num_moved--;
			continue;
		}

	// if it is still inside the pusher, block
		if (check->v.mins[0] == check->v.maxs[0])
		{
			SV_LinkEdict (check, false);
			continue;
		}
		if (check->v.solid == SOLID_NOT || check->v.solid == SOLID_TRIGGER)
		{	// corpse
			check->v.mins[0] = check->v.mins[1] = 0;
			VectorCopy (check->v.mins, check->v.maxs);
			SV_LinkEdict (check, false);
			continue;
		}
		
		VectorCopy (pushorig, pusher->v.origin);
		SV_LinkEdict (pusher, false);

		// if the pusher has a "blocked" function, call it
		// otherwise, just stay in place until the obstacle is gone
		if (pusher->v.blocked)
		{
			pr_global_struct->self = EDICT_TO_PROG(pusher);
			pr_global_struct->other = EDICT_TO_PROG(check);
			PR_ExecuteProgram (pusher->v.blocked);
		}
		
	// move back any entities we already moved
		for (i=0 ; i<num_moved ; i++)
		{
			VectorCopy (moved_from[i], moved_edict[i]->v.origin);
			SV_LinkEdict (moved_edict[i], false);
		}
		return false;
	}

	return true;
}
Esempio n. 7
0
qboolean SV_Push (edict_t *pusher, vec3_t move, vec3_t amove)
{
	int			i, e;
	edict_t		*check, *block;
	vec3_t		mins, maxs;
	pushed_t	*p;
	vec3_t		org, org2, move2, forward, right, up;

	// clamp the move to 1/8 units, so the position will
	// be accurate for client side prediction
	for (i=0 ; i<3 ; i++)
	{
		float	temp;
		temp = move[i]*8.0;
		if (temp > 0.0)
			temp += 0.5;
		else
			temp -= 0.5;
		move[i] = 0.125 * (int)temp;
	}

	// find the bounding box
	for (i=0 ; i<3 ; i++)
	{
		mins[i] = pusher->absmin[i] + move[i];
		maxs[i] = pusher->absmax[i] + move[i];
	}

// we need this for pushing things later
	VectorSubtract (vec3_origin, amove, org);
	AngleVectors (org, forward, right, up);

// save the pusher's original position
	pushed_p->ent = pusher;
	VectorCopy (pusher->s.origin, pushed_p->origin);
	VectorCopy (pusher->s.angles, pushed_p->angles);
	if (pusher->client)
		pushed_p->deltayaw = pusher->client->ps.pmove.delta_angles[YAW];
	pushed_p++;

// move the pusher to it's final position
	VectorAdd (pusher->s.origin, move, pusher->s.origin);
	VectorAdd (pusher->s.angles, amove, pusher->s.angles);
	gi.linkentity (pusher);

// see if any solid entities are inside the final position
	check = g_edicts+1;
	for (e = 1; e < globals.num_edicts; e++, check++)
	{
		if (!check->inuse)
			continue;
		if (check->movetype == MOVETYPE_PUSH
		|| check->movetype == MOVETYPE_STOP
		|| check->movetype == MOVETYPE_NONE
		|| check->movetype == MOVETYPE_NOCLIP)
			continue;

		if (!check->area.prev)
			continue;		// not linked in anywhere

		// Ridah, dead monsters don't block door
		if (check->svflags & SVF_MONSTER && check->health <= 0)
		{
			//gi.dprintf( "SV_Push todo: Gib blocking characters\n");
			continue;
		}

		// Ridah, dead clients shouldn't block doors
		if (check->client && (check->health <= 0 || !check->solid))
			continue;

	// if the entity is standing on the pusher, it will definitely be moved
		if (check->groundentity != pusher)
		{
			// see if the ent needs to be tested
			if ( check->absmin[0] >= maxs[0]
			|| check->absmin[1] >= maxs[1]
			|| check->absmin[2] >= maxs[2]
			|| check->absmax[0] <= mins[0]
			|| check->absmax[1] <= mins[1]
			|| check->absmax[2] <= mins[2] )
				continue;

			// see if the ent's bbox is inside the pusher's final position
			if (!SV_TestEntityPosition (check))
				continue;
		}

		// Ridah, doors don't push
		if ((pusher->blocked == door_blocked) && !pusher->style && !(check->svflags & SVF_MONSTER))
		{
			// move it back
			VectorSubtract (pusher->s.origin, move, pusher->s.origin);
			VectorSubtract (pusher->s.angles, amove, pusher->s.angles);
			gi.linkentity (pusher);

			obstacle = check;
			return false;
		}

		if ((pusher->movetype == MOVETYPE_PUSH) || (check->groundentity == pusher))
		{
			// move to a visible node
			if ((check->svflags & SVF_MONSTER) && !check->goal_ent)
			{
				extern void AI_FreeAndClearGoalEnt( edict_t *self );
				node_t *node;

				if (node = NAV_GetClosestNode( check, VIS_PARTIAL, false, false ))
				{
					check->goal_ent = G_Spawn();
					check->goal_ent->owner = check;

					VectorCopy( node->origin, check->goal_ent->s.origin );

					check->goal_ent->think = AI_FreeAndClearGoalEnt;
					check->goal_ent->nextthink = level.time + 3;
					check->goal_ent->dmg_radius = 0;		// get real close to it

					if (check->cast_info.move_runwalk)
						check->cast_info.currentmove = check->cast_info.move_runwalk;
					else
						check->cast_info.currentmove = check->cast_info.move_run;

				}
			}

			// move this entity
			pushed_p->ent = check;
			VectorCopy (check->s.origin, pushed_p->origin);
			VectorCopy (check->s.angles, pushed_p->angles);
			pushed_p++;

			// try moving the contacted entity 
			VectorAdd (check->s.origin, move, check->s.origin);
			if (check->client)
			{	// FIXME: doesn't rotate monsters?
				check->client->ps.pmove.delta_angles[YAW] += amove[YAW];
				// JOSEPH 5-APR-99
				if (pusher->touch)
					pusher->touch(pusher, check, 0, 0);
				// END JOSEPH
			}

			// figure movement due to the pusher's amove
			VectorSubtract (check->s.origin, pusher->s.origin, org);
			org2[0] = DotProduct (org, forward);
			org2[1] = -DotProduct (org, right);
			org2[2] = DotProduct (org, up);
			VectorSubtract (org2, org, move2);
			VectorAdd (check->s.origin, move2, check->s.origin);

			// may have pushed them off an edge
			if (check->groundentity != pusher)
				check->groundentity = NULL;

			block = SV_TestEntityPosition (check);
			if (!block)
			{	// pushed ok
				gi.linkentity (check);
				// impact?
				continue;
			}

			// if it is ok to leave in the old position, do it
			// this is only relevent for riding entities, not pushed
			// FIXME: this doesn't acount for rotation
			VectorSubtract (check->s.origin, move, check->s.origin);
			block = SV_TestEntityPosition (check);
			if (!block)
			{
				pushed_p--;
				continue;
			}
		}
		
		// save off the obstacle so we can call the block function
		obstacle = check;

		// move back any entities we already moved
		// go backwards, so if the same entity was pushed
		// twice, it goes back to the original position
		for (p=pushed_p-1 ; p>=pushed ; p--)
		{
			VectorCopy (p->origin, p->ent->s.origin);
			VectorCopy (p->angles, p->ent->s.angles);
			if (p->ent->client)
			{
				p->ent->client->ps.pmove.delta_angles[YAW] = p->deltayaw;
			}
			gi.linkentity (p->ent);
		}
		return false;
	}

//FIXME: is there a better way to handle this?
	// see if anything we moved has touched a trigger
	for (p=pushed_p-1 ; p>=pushed ; p--)
		G_TouchTriggers (p->ent);

	return true;
}
Esempio n. 8
0
// [18/5/2013] TODO: Merge with SV_PushMove ~hogsy
static void Server_PushRotate(edict_t *pusher,float movetime)
{
	int		i,e,num_moved,slaves_moved;
	edict_t	*check,*block,*moved_edict[MAX_EDICTS],*ground,*slave,*master;
	vec3_t	move,a,amove,entorig,pushorig,moved_from[MAX_EDICTS],org,org2,forward,right,up;
	bool	bMoveIt;

	for (i = 0; i < 3; i++)
		amove[i] = pusher->v.avelocity[i] * movetime;

	Math_VectorNegate(amove,a);
	Math_AngleVectors(a,forward,right,up);

	Math_VectorCopy(pusher->v.angles,pushorig);

	// move the pusher to it's final position
	Math_VectorAdd(pusher->v.angles,amove,pusher->v.angles);

	pusher->v.ltime += movetime;
	SV_LinkEdict (pusher, false);

	slaves_moved = 0;
	master = pusher;
	while(master->v.aiment)
	{
		slave = PROG_TO_EDICT(master->v.aiment);

		slaves_moved++;
		Math_VectorCopy (slave->v.angles, moved_from[MAX_EDICTS - slaves_moved]);
		moved_edict[MAX_EDICTS - slaves_moved] = slave;

		if (slave->v.movedir[PITCH])
			slave->v.angles[PITCH] = master->v.angles[PITCH];
		else
			slave->v.angles[PITCH] += slave->v.avelocity[PITCH] * movetime;

		if (slave->v.movedir[YAW])
			slave->v.angles[YAW] = master->v.angles[YAW];
		else
			slave->v.angles[YAW] += slave->v.avelocity[YAW] * movetime;

		if (slave->v.movedir[ROLL])
			slave->v.angles[ROLL] = master->v.angles[ROLL];
		else
			slave->v.angles[ROLL] += slave->v.avelocity[ROLL] * movetime;

		slave->v.ltime = master->v.ltime;
		SV_LinkEdict(slave,false);

		master = slave;
	}

	// see if any solid entities are inside the final position
	num_moved = 0;
	check = NEXT_EDICT(sv.edicts);
	for (e = 1; e < sv.num_edicts; e++, check = NEXT_EDICT(check))
	{
		if (check->free)
			continue;
		if (check->v.movetype == MOVETYPE_PUSH || check->v.movetype == MOVETYPE_NONE || check->v.movetype == MOVETYPE_NOCLIP)
			continue;

		// if the entity is standing on the pusher, it will definitely be moved
		bMoveIt = false;
		ground = check->v.groundentity;
		if(check->v.flags & FL_ONGROUND)
		{
			if (ground == pusher)
				bMoveIt = true;
			else
			{
				for (i = 0; i < slaves_moved; i++)
				{
					if (ground == moved_edict[MAX_EDICTS - i - 1])
					{
						bMoveIt = true;
						break;
					}
				}
			}
		}

		if(!bMoveIt)
		{
			if(	check->v.absmin[0] >= pusher->v.absmax[0]
			||	check->v.absmin[1] >= pusher->v.absmax[1]
			||	check->v.absmin[2] >= pusher->v.absmax[2]
			||	check->v.absmax[0] <= pusher->v.absmin[0]
			||	check->v.absmax[1] <= pusher->v.absmin[1]
			||	check->v.absmax[2] <= pusher->v.absmin[2])
			{
				for (i = 0; i < slaves_moved; i++)
				{
					slave = moved_edict[MAX_EDICTS-i-1];
					if( check->v.absmin[0] >= slave->v.absmax[0]
					||	check->v.absmin[1] >= slave->v.absmax[1]
					||	check->v.absmin[2] >= slave->v.absmax[2]
					||	check->v.absmax[0] <= slave->v.absmin[0]
					||	check->v.absmax[1] <= slave->v.absmin[1]
					||	check->v.absmax[2] <= slave->v.absmin[2] )
						continue;
				}
				if (i == slaves_moved)
					continue;
			}

			// See if the ent's bbox is inside the pusher's final position
			if(!SV_TestEntityPosition(check))
				continue;
		}

		// remove the onground flag for non-players
		if(check->v.movetype != MOVETYPE_WALK)
			check->v.flags = check->v.flags & ~FL_ONGROUND;

		Math_VectorCopy(check->v.origin,entorig);
		Math_VectorCopy(check->v.origin,moved_from[num_moved]);
		moved_edict[num_moved] = check;
		num_moved++;

		// calculate destination position
		Math_VectorSubtract(check->v.origin,pusher->v.origin,org);
		org2[0] = Math_DotProduct(org,forward);
		org2[1] = -Math_DotProduct(org,right);
		org2[2] = Math_DotProduct(org,up);
		Math_VectorSubtract (org2,org,move);

		// try moving the contacted entity
		pusher->Physics.iSolid = SOLID_NOT;
		SV_PushEntity (check, move);
	//@@TODO: do we ever want to do anybody's angles?  maybe just yaw???
		if(check->monster.iType != 1)
		{
#if 0
			vec3_t	vYaw;
			
			vYaw[YAW] = Math_AngleMod(pusher->v.angles[YAW]+check->v.angles[YAW]);

			Con_Printf("%i %i\n",(int)check->v.angles[YAW],(int)vYaw[YAW]);
			//check->v.angles[YAW] = vYaw[YAW];
			//check->v.angles[YAW] = Math_AngleMod(vYaw[YAW]);
#endif
			// move back any entities we already moved
			for (i = 0; i < num_moved; i++)
			{
				Math_VectorAdd(moved_edict[i]->v.angles, amove, moved_edict[i]->v.angles);
				moved_edict[i]->v.angles[YAW] += amove[YAW]/2.0f;

				SV_LinkEdict(moved_edict[i],false);
			}
		}

		pusher->Physics.iSolid = SOLID_BSP;

		// If it is still inside the pusher, block
		block = SV_TestEntityPosition (check);
		if (block)
		{
			// fail the move
			if (check->v.mins[0] == check->v.maxs[0])
				continue;
			if (check->Physics.iSolid == SOLID_NOT || check->Physics.iSolid == SOLID_TRIGGER)
			{
				// corpse
				check->v.mins[0] = check->v.mins[1] = 0;
				Math_VectorCopy(check->v.mins,check->v.maxs);
				continue;
			}

			Math_VectorCopy(entorig,check->v.origin);
			SV_LinkEdict(check,true);

			Math_VectorCopy(pushorig,pusher->v.angles);
			SV_LinkEdict(pusher,false);
			pusher->v.ltime -= movetime;

			for(i = 0; i < slaves_moved; i++)
			{
				slave = moved_edict[MAX_EDICTS - i - 1];
				Math_VectorCopy(moved_from[MAX_EDICTS - i - 1], slave->v.angles);
				SV_LinkEdict(slave,false);
				slave->v.ltime -= movetime;
			}

			// if the pusher has a "blocked" function, call it
			// otherwise, just stay in place until the obstacle is gone
			if (pusher->v.blocked)
				pusher->v.blocked(pusher,check);

			// move back any entities we already moved
			for (i = 0; i < num_moved; i++)
			{
				Math_VectorCopy (moved_from[i], moved_edict[i]->v.origin);
			//@@TODO:: see above
			//	if (!((int)moved_edict[i]->v.flags & (FL_CLIENT | FL_MONSTER)))
				Math_VectorSubtract (moved_edict[i]->v.angles, amove, moved_edict[i]->v.angles);
				moved_edict[i]->v.angles[YAW] -= amove[YAW];

				SV_LinkEdict(moved_edict[i],false);
			}
			return;
		}
	}
}
Esempio n. 9
0
void SV_PushMove (edict_t *pusher, float movetime)
{
	int			i, e;
	edict_t		*check, *block;
	vec3_t		mins, maxs, move;
	vec3_t		entorig, pushorig;
	int			num_moved;
	edict_t		**moved_edict; //johnfitz -- dynamically allocate
	vec3_t		*moved_from; //johnfitz -- dynamically allocate
	int			mark; //johnfitz

	if(!pusher->v.velocity[0] && !pusher->v.velocity[1] && !pusher->v.velocity[2])
	{
		pusher->v.ltime += movetime;
		return;
	}

	for (i=0 ; i<3 ; i++)
	{
		move[i] = pusher->v.velocity[i] * movetime;
		mins[i] = pusher->v.absmin[i] + move[i];
		maxs[i] = pusher->v.absmax[i] + move[i];
	}

	Math_VectorCopy (pusher->v.origin, pushorig);

// move the pusher to it's final position

	Math_VectorAdd (pusher->v.origin, move, pusher->v.origin);
	pusher->v.ltime += movetime;
	SV_LinkEdict(pusher,false);

	//johnfitz -- dynamically allocate
	mark = Hunk_LowMark ();
	moved_edict = (edict_t**)Hunk_Alloc(sv.num_edicts*sizeof(edict_t*));
	moved_from	= (vec3_t(*))Hunk_Alloc (sv.num_edicts*sizeof(vec3_t));
	//johnfitz

// see if any solid entities are inside the final position
	num_moved = 0;
	check = NEXT_EDICT(sv.edicts);
	for (e=1 ; e<sv.num_edicts ; e++, check = NEXT_EDICT(check))
	{
		if (check->free)
			continue;
		if (check->v.movetype == MOVETYPE_PUSH
		|| check->v.movetype == MOVETYPE_NONE
		|| check->v.movetype == MOVETYPE_NOCLIP)
			continue;

	// if the entity is standing on the pusher, it will definately be moved
		if(!((check->v.flags & FL_ONGROUND)	&& check->v.groundentity == pusher))
		{
			if ( check->v.absmin[0] >= maxs[0]
			|| check->v.absmin[1] >= maxs[1]
			|| check->v.absmin[2] >= maxs[2]
			|| check->v.absmax[0] <= mins[0]
			|| check->v.absmax[1] <= mins[1]
			|| check->v.absmax[2] <= mins[2] )
				continue;

		// see if the ent's bbox is inside the pusher's final position
			if (!SV_TestEntityPosition (check))
				continue;
		}

	// remove the onground flag for non-players
		if (check->v.movetype != MOVETYPE_WALK)
			check->v.flags = check->v.flags & ~FL_ONGROUND;

		Math_VectorCopy(check->v.origin,entorig);
		Math_VectorCopy(check->v.origin,moved_from[num_moved]);
		moved_edict[num_moved] = check;
		num_moved++;

		// try moving the contacted entity
		pusher->Physics.iSolid = SOLID_NOT;
		SV_PushEntity (check, move);
		pusher->Physics.iSolid = SOLID_BSP;

	// if it is still inside the pusher, block
		block = SV_TestEntityPosition (check);
		if (block)
		{	// fail the move
			if (check->v.mins[0] == check->v.maxs[0])
				continue;
			if (check->Physics.iSolid == SOLID_NOT || check->Physics.iSolid == SOLID_TRIGGER)
			{	// corpse
				check->v.mins[0] = check->v.mins[1] = 0;
				Math_VectorCopy(check->v.mins,check->v.maxs);
				continue;
			}

			Math_VectorCopy(entorig,check->v.origin);
			SV_LinkEdict(check,true);

			Math_VectorCopy(pushorig,pusher->v.origin);
			SV_LinkEdict(pusher,false);
			pusher->v.ltime -= movetime;

			// if the pusher has a "blocked" function, call it
			// otherwise, just stay in place until the obstacle is gone
			if(pusher->v.blocked)
			{
				pr_global_struct.self	= EDICT_TO_PROG(pusher);
				pr_global_struct.eOther	= check;

				pusher->v.blocked(pusher,check);
			}

		// move back any entities we already moved
			for (i=0 ; i<num_moved ; i++)
			{
				Math_VectorCopy(moved_from[i],moved_edict[i]->v.origin);
				SV_LinkEdict (moved_edict[i], false);
			}
			Hunk_FreeToLowMark (mark); //johnfitz
			return;
		}
	}

	Hunk_FreeToLowMark (mark); //johnfitz
}
Esempio n. 10
0
/*
* SV_Push
*
* Objects need to be moved back on a failed push,
* otherwise riders would continue to slide.
*/
static bool SV_Push( edict_t *pusher, vec3_t move, vec3_t amove ) {
	int i, e;
	edict_t *check, *block;
	vec3_t mins, maxs;
	pushed_t *p;
	mat3_t axis;
	vec3_t org, org2, move2;

	// find the bounding box
	for( i = 0; i < 3; i++ ) {
		mins[i] = pusher->r.absmin[i] + move[i];
		maxs[i] = pusher->r.absmax[i] + move[i];
	}

	// we need this for pushing things later
	VectorNegate( amove, org );
	AnglesToAxis( org, axis );

	// save the pusher's original position
	pushed_p->ent = pusher;
	VectorCopy( pusher->s.origin, pushed_p->origin );
	VectorCopy( pusher->s.angles, pushed_p->angles );
	if( pusher->r.client ) {
		VectorCopy( pusher->r.client->ps.pmove.velocity, pushed_p->pmove_origin );
		pushed_p->yaw = pusher->r.client->ps.viewangles[YAW];
	}
	pushed_p++;

	// move the pusher to its final position
	VectorAdd( pusher->s.origin, move, pusher->s.origin );
	VectorAdd( pusher->s.angles, amove, pusher->s.angles );
	GClip_LinkEntity( pusher );

	// see if any solid entities are inside the final position
	check = game.edicts + 1;
	for( e = 1; e < game.numentities; e++, check++ ) {
		if( !check->r.inuse ) {
			continue;
		}
		if( check->movetype == MOVETYPE_PUSH
			|| check->movetype == MOVETYPE_STOP
			|| check->movetype == MOVETYPE_NONE
			|| check->movetype == MOVETYPE_NOCLIP ) {
			continue;
		}

		if( !check->areagrid[0].prev ) {
			continue; // not linked in anywhere

		}

		// if the entity is standing on the pusher, it will definitely be moved
		if( check->groundentity != pusher ) {
			// see if the ent needs to be tested
			if( check->r.absmin[0] >= maxs[0]
				|| check->r.absmin[1] >= maxs[1]
				|| check->r.absmin[2] >= maxs[2]
				|| check->r.absmax[0] <= mins[0]
				|| check->r.absmax[1] <= mins[1]
				|| check->r.absmax[2] <= mins[2] ) {
				continue;
			}

			// see if the ent's bbox is inside the pusher's final position
			if( !SV_TestEntityPosition( check ) ) {
				continue;
			}
		}

		if( ( pusher->movetype == MOVETYPE_PUSH ) || ( check->groundentity == pusher ) ) {
			// move this entity
			pushed_p->ent = check;
			VectorCopy( check->s.origin, pushed_p->origin );
			VectorCopy( check->s.angles, pushed_p->angles );
			pushed_p++;

			// try moving the contacted entity
			VectorAdd( check->s.origin, move, check->s.origin );
			if( check->r.client ) {
				// FIXME: doesn't rotate monsters?
				VectorAdd( check->r.client->ps.pmove.origin, move, check->r.client->ps.pmove.origin );
				check->r.client->ps.viewangles[YAW] += amove[YAW];
			}

			// figure movement due to the pusher's amove
			VectorSubtract( check->s.origin, pusher->s.origin, org );
			Matrix3_TransformVector( axis, org, org2 );
			VectorSubtract( org2, org, move2 );
			VectorAdd( check->s.origin, move2, check->s.origin );

			if( check->movetype != MOVETYPE_BOUNCEGRENADE ) {
				// may have pushed them off an edge
				if( check->groundentity != pusher ) {
					check->groundentity = NULL;
				}
			}

			block = SV_TestEntityPosition( check );
			if( !block ) {
				// pushed ok
				GClip_LinkEntity( check );

				// impact?
				continue;
			} else {
				// try to fix block
				// if it is ok to leave in the old position, do it
				// this is only relevant for riding entities, not pushed
				VectorSubtract( check->s.origin, move, check->s.origin );
				VectorSubtract( check->s.origin, move2, check->s.origin );
				block = SV_TestEntityPosition( check );
				if( !block ) {
					pushed_p--;
					continue;
				}
			}
		}

		// save off the obstacle so we can call the block function
		obstacle = check;

		// move back any entities we already moved
		// go backwards, so if the same entity was pushed
		// twice, it goes back to the original position
		for( p = pushed_p - 1; p >= pushed; p-- ) {
			VectorCopy( p->origin, p->ent->s.origin );
			VectorCopy( p->angles, p->ent->s.angles );
			if( p->ent->r.client ) {
				VectorCopy( p->pmove_origin, p->ent->r.client->ps.pmove.origin );
				p->ent->r.client->ps.viewangles[YAW] = p->yaw;
			}
			GClip_LinkEntity( p->ent );
		}
		return false;
	}

	//FIXME: is there a better way to handle this?
	// see if anything we moved has touched a trigger
	for( p = pushed_p - 1; p >= pushed; p-- )
		GClip_TouchTriggers( p->ent );

	return true;
}
Esempio n. 11
0
/*
============
SV_PushRotate

============
*/
static edict_t *SV_PushRotate( edict_t *pusher, float movetime )
{
	int		i, e, block, oldsolid;
	matrix4x4		start_l, end_l;
	vec3_t		lmove, amove;
	sv_pushed_t	*p, *pushed_p;
	vec3_t		org, org2, temp;
	edict_t		*check;

	if( svgame.globals->changelevel || VectorIsNull( pusher->v.avelocity ))
	{
		pusher->v.ltime += movetime;
		return NULL;
	}

	for( i = 0; i < 3; i++ )
		amove[i] = pusher->v.avelocity[i] * movetime;

	// create pusher initial position
	Matrix4x4_CreateFromEntity( start_l, pusher->v.angles, pusher->v.origin, 1.0f );

	pushed_p = svgame.pushed;

	// save the pusher's original position
	pushed_p->ent = pusher;
	VectorCopy( pusher->v.origin, pushed_p->origin );
	VectorCopy( pusher->v.angles, pushed_p->angles );
	pushed_p++;
	
	// move the pusher to it's final position
	SV_AngularMove( pusher, movetime, pusher->v.friction );
	SV_LinkEdict( pusher, false );
	pusher->v.ltime += movetime;
	oldsolid = pusher->v.solid;

	// non-solid pushers can't push anything
	if( pusher->v.solid == SOLID_NOT )
		return NULL;

	// create pusher final position
	Matrix4x4_CreateFromEntity( end_l, pusher->v.angles, pusher->v.origin, 1.0f );

	// see if any solid entities are inside the final position
	for( e = 1; e < svgame.numEntities; e++ )
	{
		check = EDICT_NUM( e );
		if( !SV_IsValidEdict( check ))
			continue;

		// filter movetypes to collide with
		if( !SV_CanPushed( check ))
			continue;

		pusher->v.solid = SOLID_NOT;
		block = SV_TestEntityPosition( check, pusher );
		pusher->v.solid = oldsolid;
		if( block ) continue;

		// if the entity is standing on the pusher, it will definately be moved
		if( !(( check->v.flags & FL_ONGROUND ) && check->v.groundentity == pusher ))
		{
			if( check->v.absmin[0] >= pusher->v.absmax[0]
			|| check->v.absmin[1] >= pusher->v.absmax[1]
			|| check->v.absmin[2] >= pusher->v.absmax[2]
			|| check->v.absmax[0] <= pusher->v.absmin[0]
			|| check->v.absmax[1] <= pusher->v.absmin[1]
			|| check->v.absmax[2] <= pusher->v.absmin[2] )
				continue;

			// see if the ent's bbox is inside the pusher's final position
			if( !SV_TestEntityPosition( check, NULL ))
				continue;
		}

		// save original position of contacted entity
		pushed_p->ent = check;
		VectorCopy( check->v.origin, pushed_p->origin );
		VectorCopy( check->v.angles, pushed_p->angles );
		pushed_p->fixangle = check->v.fixangle;
		pushed_p++;

		// calculate destination position
		if( check->v.movetype == MOVETYPE_PUSHSTEP || check->v.movetype == MOVETYPE_STEP )
			VectorAverage( check->v.absmin, check->v.absmax, org );
		else VectorCopy( check->v.origin, org );

		Matrix4x4_VectorITransform( start_l, org, temp );
		Matrix4x4_VectorTransform( end_l, temp, org2 );
		VectorSubtract( org2, org, lmove );

		// i can't clear FL_ONGROUND in all cases because many bad things may be happen
		if( check->v.movetype != MOVETYPE_WALK )
		{
			if( lmove[2] != 0.0f ) check->v.flags &= ~FL_ONGROUND;
			if( lmove[2] < 0.0f && !pusher->v.dmg )
				lmove[2] = 0.0f; // let's the free falling
		}

		// try moving the contacted entity 
		pusher->v.solid = SOLID_NOT;
		SV_PushEntity( check, lmove, amove, &block );
		pusher->v.solid = oldsolid;

		// pushed entity blocked by wall
		if( block && check->v.movetype != MOVETYPE_WALK )
			check->v.flags &= ~FL_ONGROUND;

		// if it is still inside the pusher, block
		if( SV_TestEntityPosition( check, NULL ) && block )
		{	
			if( !SV_CanBlock( check ))
				continue;

			pusher->v.ltime -= movetime;

			// move back any entities we already moved
			// go backwards, so if the same entity was pushed
			// twice, it goes back to the original position
			for( p = pushed_p - 1; p >= svgame.pushed; p-- )
			{
				VectorCopy( p->origin, p->ent->v.origin );
				VectorCopy( p->angles, p->ent->v.angles );
				SV_LinkEdict( p->ent, (p->ent == check) ? true : false );
				p->ent->v.fixangle = p->fixangle;
			}
			return check;
		}
	}

	return NULL;
}
Esempio n. 12
0
/*
============
SV_PushMove

============
*/
static edict_t *SV_PushMove( edict_t *pusher, float movetime )
{
	int		i, e, block;
	int		num_moved, oldsolid;
	vec3_t		mins, maxs, lmove;
	sv_pushed_t	*p, *pushed_p;
	edict_t		*check;	

	if( svgame.globals->changelevel || VectorIsNull( pusher->v.velocity ))
	{
		pusher->v.ltime += movetime;
		return NULL;
	}

	for( i = 0; i < 3; i++ )
	{
		lmove[i] = pusher->v.velocity[i] * movetime;
		mins[i] = pusher->v.absmin[i] + lmove[i];
		maxs[i] = pusher->v.absmax[i] + lmove[i];
	}

	pushed_p = svgame.pushed;

	// save the pusher's original position
	pushed_p->ent = pusher;
	VectorCopy( pusher->v.origin, pushed_p->origin );
	VectorCopy( pusher->v.angles, pushed_p->angles );
	pushed_p++;
	
	// move the pusher to it's final position
	SV_LinearMove( pusher, movetime, 0.0f );
	SV_LinkEdict( pusher, false );
	pusher->v.ltime += movetime;
	oldsolid = pusher->v.solid;

	// non-solid pushers can't push anything
	if( pusher->v.solid == SOLID_NOT )
		return NULL;

	// see if any solid entities are inside the final position
	num_moved = 0;

	for( e = 1; e < svgame.numEntities; e++ )
	{
		check = EDICT_NUM( e );
		if( !SV_IsValidEdict( check )) continue;

		// filter movetypes to collide with
		if( !SV_CanPushed( check ))
			continue;

		pusher->v.solid = SOLID_NOT;
		block = SV_TestEntityPosition( check, pusher );
		pusher->v.solid = oldsolid;
		if( block ) continue;

		// if the entity is standing on the pusher, it will definately be moved
		if( !(( check->v.flags & FL_ONGROUND ) && check->v.groundentity == pusher ))
		{
			if( check->v.absmin[0] >= maxs[0]
			 || check->v.absmin[1] >= maxs[1]
			 || check->v.absmin[2] >= maxs[2]
			 || check->v.absmax[0] <= mins[0]
			 || check->v.absmax[1] <= mins[1]
			 || check->v.absmax[2] <= mins[2] )
				continue;

			// see if the ent's bbox is inside the pusher's final position
			if( !SV_TestEntityPosition( check, NULL ))
				continue;
		}

		// remove the onground flag for non-players
		if( check->v.movetype != MOVETYPE_WALK )
			check->v.flags &= ~FL_ONGROUND;

		// save original position of contacted entity
		pushed_p->ent = check;
		VectorCopy( check->v.origin, pushed_p->origin );
		VectorCopy( check->v.angles, pushed_p->angles );
		pushed_p++;

		// try moving the contacted entity 
		pusher->v.solid = SOLID_NOT;
		SV_PushEntity( check, lmove, vec3_origin, &block );
		pusher->v.solid = oldsolid;

		// if it is still inside the pusher, block
		if( SV_TestEntityPosition( check, NULL ) && block )
		{	
			if( !SV_CanBlock( check ))
				continue;

			pusher->v.ltime -= movetime;

			// move back any entities we already moved
			// go backwards, so if the same entity was pushed
			// twice, it goes back to the original position
			for( p = pushed_p - 1; p >= svgame.pushed; p-- )
			{
				VectorCopy( p->origin, p->ent->v.origin );
				VectorCopy( p->angles, p->ent->v.angles );
				SV_LinkEdict( p->ent, (p->ent == check) ? true : false );
			}
			return check;
		}	
	}

	return NULL;
}
Esempio n. 13
0
/*
============
SV_PushMove

============
*/
void SV_PushMove (edict_t *pusher, float movetime)
{
	int			i, e;
	edict_t		*check, *block;
	vec3_t		mins, maxs, move;
	vec3_t		entorig, pushorig;
	int			num_moved;
// 2001-09-20 Configurable entity limits by Maddes  start
/*
	edict_t		*moved_edict[MAX_EDICTS];
	vec3_t		moved_from[MAX_EDICTS];
*/
// 2001-09-20 Configurable entity limits by Maddes  end
	float		solid_backup;		// 1999-10-07 MOVETYPE_PUSH fix by LordHavoc/Maddes

	if (!pusher->v.velocity[0] && !pusher->v.velocity[1] && !pusher->v.velocity[2])
	{
		pusher->v.ltime += movetime;
		return;
	}

// 2001-09-20 Configurable entity limits by Maddes  start
// FIXME: is this really necessary
	memset (moved_edict, 0, sv.max_edicts*sizeof(edict_t *));
	memset (moved_from, 0, sv.max_edicts*sizeof(vec3_t));
// 2001-09-20 Configurable entity limits by Maddes  end

	for (i=0 ; i<3 ; i++)
	{
		move[i] = pusher->v.velocity[i] * movetime;
		mins[i] = pusher->v.absmin[i] + move[i];
		maxs[i] = pusher->v.absmax[i] + move[i];
	}

	VectorCopy (pusher->v.origin, pushorig);

// move the pusher to it's final position

	VectorAdd (pusher->v.origin, move, pusher->v.origin);
	pusher->v.ltime += movetime;
	SV_LinkEdict (pusher, false);


// see if any solid entities are inside the final position
	num_moved = 0;
	check = NEXT_EDICT(sv.edicts);
	for (e=1 ; e<sv.num_edicts ; e++, check = NEXT_EDICT(check))
	{
		if (check->free)
			continue;
		if (check->v.movetype == MOVETYPE_PUSH
		|| check->v.movetype == MOVETYPE_NONE
		|| check->v.movetype == MOVETYPE_FOLLOW
		|| check->v.movetype == MOVETYPE_NOCLIP)
			continue;

	// if the entity is standing on the pusher, it will definately be moved
		if ( ! ( ((int)check->v.flags & FL_ONGROUND)
		&& PROG_TO_EDICT(check->v.groundentity) == pusher) )
		{
			if ( check->v.absmin[0] >= maxs[0]
			|| check->v.absmin[1] >= maxs[1]
			|| check->v.absmin[2] >= maxs[2]
			|| check->v.absmax[0] <= mins[0]
			|| check->v.absmax[1] <= mins[1]
			|| check->v.absmax[2] <= mins[2] )
				continue;

		// see if the ent's bbox is inside the pusher's final position
			if (!SV_TestEntityPosition (check))
				continue;
		}

	// remove the onground flag for non-players
		if (check->v.movetype != MOVETYPE_WALK)
			check->v.flags = (int)check->v.flags & ~FL_ONGROUND;

		VectorCopy (check->v.origin, entorig);
		VectorCopy (check->v.origin, moved_from[num_moved]);
		moved_edict[num_moved] = check;
		num_moved++;

// 1999-10-07 MOVETYPE_PUSH fix by LordHavoc/Maddes  start
		solid_backup = pusher->v.solid;
		if ( solid_backup == SOLID_BSP		// everything that blocks: bsp models==map brushes==doors,plats,etc.
		|| solid_backup == SOLID_BBOX		// normally boxes
		|| solid_backup == SOLID_SLIDEBOX )	// normally monsters
		{
// 1999-10-07 MOVETYPE_PUSH fix by LordHavoc/Maddes  end
			// try moving the contacted entity
			pusher->v.solid = SOLID_NOT;
			SV_PushEntity (check, move);
// 1999-10-07 MOVETYPE_PUSH fix by LordHavoc/Maddes  start
//			pusher->v.solid = SOLID_BSP;
			pusher->v.solid = solid_backup;
// 1999-10-07 MOVETYPE_PUSH fix by LordHavoc/Maddes  end

			// if it is still inside the pusher, block
// 1999-10-07 MOVETYPE_PUSH fix by LordHavoc/Maddes  start
			block = SV_TestEntityPosition (check);
		}
		else
			block = NULL;
// 1999-10-07 MOVETYPE_PUSH fix by LordHavoc/Maddes  end

		if (block)
		{	// fail the move
			if (check->v.mins[0] == check->v.maxs[0])
				continue;
			if (check->v.solid == SOLID_NOT || check->v.solid == SOLID_TRIGGER)
			{	// corpse
				check->v.mins[0] = check->v.mins[1] = 0;
				VectorCopy (check->v.mins, check->v.maxs);
				continue;
			}

			VectorCopy (entorig, check->v.origin);
			SV_LinkEdict (check, true);

			VectorCopy (pushorig, pusher->v.origin);
			SV_LinkEdict (pusher, false);
			pusher->v.ltime -= movetime;

			// if the pusher has a "blocked" function, call it
			// otherwise, just stay in place until the obstacle is gone
			if (pusher->v.blocked)
			{
				pr_global_struct->self = EDICT_TO_PROG(pusher);
				pr_global_struct->other = EDICT_TO_PROG(check);
				PR_ExecuteProgram (pusher->v.blocked);
			}

		// move back any entities we already moved
			for (i=0 ; i<num_moved ; i++)
			{
				VectorCopy (moved_from[i], moved_edict[i]->v.origin);
				SV_LinkEdict (moved_edict[i], false);
			}
			return;
		}
	}


}
Esempio n. 14
0
/*
============
SV_Push

Objects need to be moved back on a failed push,
otherwise riders would continue to slide.
============
*/
qboolean SV_Push (edict_t *pusher, vec3_t move, vec3_t amove)
{
	int i, e;
	edict_t *check, *block;
	pushed_t *p;
	vec3_t org, org2, move2, forward, right, up;
	vec3_t realmins, realmaxs;

	if (!pusher)
	{
		return false;
	}

	/* clamp the move to 1/8 units, so the position will
       be accurate for client side prediction */
	for (i = 0; i < 3; i++)
	{
		float temp;
		temp = move[i] * 8.0;

		if (temp > 0.0)
		{
			temp += 0.5;
		}
		else
		{
			temp -= 0.5;
		}

		move[i] = 0.125 * (int)temp;
	}

	/* we need this for pushing things later */
	VectorSubtract(vec3_origin, amove, org);
	AngleVectors(org, forward, right, up);

	/* save the pusher's original position */
	pushed_p->ent = pusher;
	VectorCopy(pusher->s.origin, pushed_p->origin);
	VectorCopy(pusher->s.angles, pushed_p->angles);

	if (pusher->client)
	{
		pushed_p->deltayaw = pusher->client->ps.pmove.delta_angles[YAW];
	}

	pushed_p++;

	/* move the pusher to it's final position */
	VectorAdd(pusher->s.origin, move, pusher->s.origin);
	VectorAdd(pusher->s.angles, amove, pusher->s.angles);
	gi.linkentity(pusher);

	/* Create a real bounding box for
	   rotating brush models. */
	SV_RealBoundingBox(pusher, realmins, realmaxs);

	/* see if any solid entities are inside the final position */
	check = g_edicts + 1;

	for (e = 1; e < globals.num_edicts; e++, check++)
	{
		if (!check->inuse)
		{
			continue;
		}

		if ((check->movetype == MOVETYPE_PUSH) ||
			(check->movetype == MOVETYPE_STOP) ||
			(check->movetype == MOVETYPE_NONE) ||
			(check->movetype == MOVETYPE_NOCLIP))
		{
			continue;
		}

		if (!check->area.prev)
		{
			continue; /* not linked in anywhere */
		}

		/* if the entity is standing on the pusher, it will definitely be moved */
		if (check->groundentity != pusher)
		{
			/* see if the ent needs to be tested */
			if ((check->absmin[0] >= realmaxs[0]) ||
				(check->absmin[1] >= realmaxs[1]) ||
				(check->absmin[2] >= realmaxs[2]) ||
				(check->absmax[0] <= realmins[0]) ||
				(check->absmax[1] <= realmins[1]) ||
				(check->absmax[2] <= realmins[2]))
			{
				continue;
			}

			/* see if the ent's bbox is inside the pusher's final position */
			if (!SV_TestEntityPosition(check))
			{
				continue;
			}
		}

		if ((pusher->movetype == MOVETYPE_PUSH) ||
			(check->groundentity == pusher))
		{
			// move this entity
			pushed_p->ent = check;
			VectorCopy (check->s.origin, pushed_p->origin);
			VectorCopy (check->s.angles, pushed_p->angles);
			pushed_p++;

			// try moving the contacted entity 
			VectorAdd (check->s.origin, move, check->s.origin);
			if (check->client)
			{	// FIXME: doesn't rotate monsters?
				check->client->ps.pmove.delta_angles[YAW] += amove[YAW];
			}

			/* figure movement due to the pusher's amove */
			VectorSubtract(check->s.origin, pusher->s.origin, org);
			org2[0] = DotProduct(org, forward);
			org2[1] = -DotProduct(org, right);

			/* Quirk for blocking Elevators when
			   running under amd64. This is most
			   likey  caused by a too high float
			   precision. -_-  */
			if (((pusher->s.number == 285) &&
				 (Q_strcasecmp(level.mapname, "xcompnd2") == 0)) ||
				((pusher->s.number == 520) &&
				 (Q_strcasecmp(level.mapname, "xsewer2") == 0)))
			{
				org2[2] = DotProduct(org, up) + 2;
			}
			else
			{
				org2[2] = DotProduct(org, up);
			}

			VectorSubtract(org2, org, move2);
			VectorAdd(check->s.origin, move2, check->s.origin);

			/* may have pushed them off an edge */
			if (check->groundentity != pusher)
			{
				check->groundentity = NULL;
			}

			block = SV_TestEntityPosition (check);
			if (!block)
			{	// pushed ok
				gi.linkentity (check);
				// impact?
				continue;
			}

			// if it is ok to leave in the old position, do it
			// this is only relevent for riding entities, not pushed
			// FIXME: this doesn't acount for rotation
			VectorSubtract (check->s.origin, move, check->s.origin);
			block = SV_TestEntityPosition (check);
			if (!block)
			{
				pushed_p--;
				continue;
			}
		}
		
		// save off the obstacle so we can call the block function
		obstacle = check;

		// move back any entities we already moved
		// go backwards, so if the same entity was pushed
		// twice, it goes back to the original position
		for (p=pushed_p-1 ; p>=pushed ; p--)
		{
			VectorCopy (p->origin, p->ent->s.origin);
			VectorCopy (p->angles, p->ent->s.angles);
			if (p->ent->client)
			{
				p->ent->client->ps.pmove.delta_angles[YAW] = p->deltayaw;
			}
			gi.linkentity (p->ent);
		}
		return false;
	}

//FIXME: is there a better way to handle this?
	// see if anything we moved has touched a trigger
	for (p=pushed_p-1 ; p>=pushed ; p--)
	{
		G_TouchTriggers (p->ent);
	}

	return true;
}
Esempio n. 15
0
/*
============
SV_PushRotate
============
*/
void SV_PushRotate (edict_t *pusher, float movetime)
{
	int			i, e, t, num_moved, slaves_moved;
	edict_t		*check, *block, *ground, *master, *slave;
	edict_t		*moved_edict[MAX_EDICTS];
	vec3_t		moved_from[MAX_EDICTS];
	vec3_t		move, a, amove, mins, maxs, move2, move3, testmove;
	vec3_t		entorig, pushorig, pushorigangles;
	vec3_t		org, org2, check_center;
	vec3_t		forward, right, up;
	qboolean	moveit;

	for (i=0 ; i<3 ; i++)
	{
		amove[i] = pusher->v.avelocity[i] * movetime;
		move[i] = pusher->v.velocity[i] * movetime;
		mins[i] = pusher->v.absmin[i] + move[i];
		maxs[i] = pusher->v.absmax[i] + move[i];
	}

	VectorSubtract (vec3_origin, amove, a);
	AngleVectors (a, forward, right, up);

	VectorCopy (pusher->v.origin, pushorig);
	VectorCopy (pusher->v.angles, pushorigangles);
	
// move the pusher to it's final position

	VectorAdd (pusher->v.origin, move, pusher->v.origin);
	VectorAdd (pusher->v.angles, amove, pusher->v.angles);

	pusher->v.ltime += movetime;
	SV_LinkEdict (pusher, false);

	master = pusher;
	slaves_moved = 0;

// see if any solid entities are inside the final position
	num_moved = 0;
	check = NEXT_EDICT(sv.edicts);
	for (e=1 ; e<sv.num_edicts ; e++, check = NEXT_EDICT(check))
	{
		if (check->free)
			continue;
		if (check->v.movetype == MOVETYPE_PUSH || check->v.movetype == MOVETYPE_NONE || 
		    check->v.movetype == MOVETYPE_FOLLOW || check->v.movetype == MOVETYPE_NOCLIP)
			continue;

		// if the entity is standing on the pusher, it will definitely be moved
		moveit = false;
		ground = PROG_TO_EDICT(check->v.groundentity);
		if ((int)check->v.flags & FL_ONGROUND)
		{
			if (ground == pusher)
			{
				moveit = true;
			}
			else
			{
				for (i=0; i<slaves_moved; i++)
				{
					if (ground == moved_edict[MAX_EDICTS - i - 1])
					{
						moveit = true;
						break;
					}
				}
			}
		}

		if (!moveit)
		{
			if ( check->v.absmin[0] >= maxs[0] || check->v.absmin[1] >= maxs[1] ||
				 check->v.absmin[2] >= maxs[2] || check->v.absmax[0] <= mins[0] ||
			     check->v.absmax[1] <= mins[1] || check->v.absmax[2] <= mins[2] )
			{
				for (i=0; i<slaves_moved; i++)
				{
					slave = moved_edict[MAX_EDICTS - i - 1];
					if ( check->v.absmin[0] >= slave->v.absmax[0]
					|| check->v.absmin[1] >= slave->v.absmax[1]
					|| check->v.absmin[2] >= slave->v.absmax[2]
					|| check->v.absmax[0] <= slave->v.absmin[0]
					|| check->v.absmax[1] <= slave->v.absmin[1]
					|| check->v.absmax[2] <= slave->v.absmin[2] )
						continue;
				}
				if (i == slaves_moved)
					continue;
			}

		// see if the ent's bbox is inside the pusher's final position
			if (!SV_TestEntityPosition (check))
				continue;
		}

		// remove the onground flag for non-players
		if (check->v.movetype != MOVETYPE_WALK)
			check->v.flags = (int)check->v.flags & ~FL_ONGROUND;
		
		VectorCopy (check->v.origin, entorig);
		VectorCopy (check->v.origin, moved_from[num_moved]);
		moved_edict[num_moved] = check;
		num_moved++;

//put check in first move spot
		VectorAdd (check->v.origin, move, check->v.origin);
//Use center of model, like in QUAKE!!!!  Our origins are on the bottom!!!
		for (i=0 ; i<3 ; i++)
			check_center[i] = (check->v.absmin[i] + check->v.absmax[i])/2;
// calculate destination position
		VectorSubtract (check_center, pusher->v.origin, org);
//put check back
		VectorSubtract (check->v.origin, move, check->v.origin);
		org2[0] = DotProduct (org, forward);
		org2[1] = -DotProduct (org, right);
		org2[2] = DotProduct (org, up);
		VectorSubtract (org2, org, move2);

		//Add all moves together
		VectorAdd(move,move2,move3);

		// try moving the contacted entity 
		for( t = 0; t < 13; t++)
		{
			switch(t)
			{
				case 0:
				//try x, y and z
					VectorCopy(move3,testmove);
					break;
				case 1:
				//Try xy only
					VectorSubtract(check->v.origin,testmove,check->v.origin);
					testmove[0]=move3[0];
					testmove[1]=move3[1];
					testmove[2]=0;
					break;
				case 2:
				//Try z only
					VectorSubtract(check->v.origin,testmove,check->v.origin);
					testmove[0]=0;
					testmove[1]=0;
					testmove[2]=move3[2];
					break;
				case 3:
				//Try none
					VectorSubtract(check->v.origin,testmove,check->v.origin);
					testmove[0]=0;
					testmove[1]=0;
					testmove[2]=0;
					break;
				case 4:
				//Try xy in opposite dir
					testmove[0]=move3[0]*-1;
					testmove[1]=move3[1]*-1;
					testmove[2]=move3[2];
					break;
				case 5:
				//Try z in opposite dir
					VectorSubtract(check->v.origin,testmove,check->v.origin);
					testmove[0]=move3[0];
					testmove[1]=move3[1];
					testmove[2]=move3[2]*-1;
					break;
				case 6:
				//Try xyz in opposite dir
					VectorSubtract(check->v.origin,testmove,check->v.origin);
					testmove[0]=move3[0]*-1;
					testmove[1]=move3[1]*-1;
					testmove[2]=move3[2]*-1;
					break;
				case 7:
				//Try move3 times 2
					VectorSubtract(check->v.origin,testmove,check->v.origin);
					VectorScale(move3,2,testmove);
					break;
				case 8:
				//Try normalized org
					VectorSubtract(check->v.origin,testmove,check->v.origin);
					VectorScale(org,movetime,org);//movetime*20?
					VectorCopy(org,testmove);
					break;
				case 9:
				//Try normalized org z * 3 only
					VectorSubtract(check->v.origin,testmove,check->v.origin);
					testmove[0]=0;
					testmove[1]=0;
					testmove[2]=org[2]*3;//was: +org[2]*(fastfabs(org[1])+fastfabs(org[2]));
					break;
				case 10:
				//Try normalized org xy * 2 only
					VectorSubtract(check->v.origin,testmove,check->v.origin);
					testmove[0]=org[0]*2;//was: +org[0]*fastfabs(org[2]);
					testmove[1]=org[1]*2;//was: +org[1]*fastfabs(org[2]);
					testmove[2]=0;
					break;
				case 11:
				//Try xy in opposite org dir
					VectorSubtract(check->v.origin,testmove,check->v.origin);
					testmove[0]=org[0]*-2;
					testmove[1]=org[1]*-2;
					testmove[2]=org[2];
					break;
				case 12:
				//Try z in opposite dir
					VectorSubtract(check->v.origin,testmove,check->v.origin);
					testmove[0]=org[0];
					testmove[1]=org[1];
					testmove[2]=org[2]*-3;
					break;
			}

			if(t!=3)
			{
				//THIS IS VERY BAD BAD HACK...
				pusher->v.solid = SOLID_NOT;
				SV_PushEntity (check, move3);
				//@@TODO: do we ever want to do anybody's angles?  maybe just yaw???
				//		if (!((int)check->v.flags & (FL_CLIENT | FL_MONSTER)))
				//			VectorAdd (check->v.angles, amove, check->v.angles);
				check->v.angles[YAW] += amove[YAW];
				pusher->v.solid = SOLID_BSP;
			}
			// if it is still inside the pusher, block
			block = SV_TestEntityPosition (check);
			if(!block)
				break;
		}

		if (block)
		{	// fail the move
			//			Con_DPrintf("Check blocked\n");
			if (check->v.mins[0] == check->v.maxs[0])
				continue;
			if (check->v.solid == SOLID_NOT || check->v.solid == SOLID_TRIGGER)
			{	// corpse
				check->v.mins[0] = check->v.mins[1] = 0;
				VectorCopy (check->v.mins, check->v.maxs);
				continue;
			}
			
			VectorCopy (entorig, check->v.origin);
			SV_LinkEdict (check, true);
			
			VectorCopy (pushorig, pusher->v.origin);
			VectorCopy (pushorigangles, pusher->v.angles);
			SV_LinkEdict (pusher, false);
			pusher->v.ltime -= movetime;
			
			for (i=0; i<slaves_moved; i++)
			{
				slave = moved_edict[MAX_EDICTS - i - 1];
				VectorCopy (moved_from[MAX_EDICTS - i - 1], slave->v.angles);
				SV_LinkEdict (slave, false);
				slave->v.ltime -= movetime;
			}
			
			// if the pusher has a "blocked" function, call it
			// otherwise, just stay in place until the obstacle is gone
			if (pusher->v.blocked)
			{
				*pr_global_ptrs.self = EDICT_TO_PROG(pusher);
				*pr_global_ptrs.other = EDICT_TO_PROG(check);
				PR_ExecuteProgram (pusher->v.blocked);
			}
			
			// move back any entities we already moved
			for (i=0 ; i<num_moved ; i++)
			{
				VectorCopy (moved_from[i], moved_edict[i]->v.origin);
				//@@TODO:: see above
				//				if (!((int)moved_edict[i]->v.flags & (FL_CLIENT | FL_MONSTER)))
				//					VectorSubtract (moved_edict[i]->v.angles, amove, moved_edict[i]->v.angles);
				moved_edict[i]->v.angles[YAW] -= amove[YAW];
				
				SV_LinkEdict (moved_edict[i], false);
			}
			return;
		}
	}
}
Esempio n. 16
0
/*
============
SV_PushMove

============
*/
void SV_PushMove (edict_t *pusher, float movetime)
{
	int			i, e;
	edict_t		*check, *block;
	vec3_t		mins, maxs, move;
	vec3_t		entorig, pushorig;
	int			num_moved;
	edict_t		*moved_edict[MAX_EDICTS];
	vec3_t		moved_from[MAX_EDICTS];

	if (!pusher->v.velocity[0] && !pusher->v.velocity[1] && !pusher->v.velocity[2])
	{
		pusher->v.ltime += movetime;
		return;
	}

	for (i=0 ; i<3 ; i++)
	{
		move[i] = pusher->v.velocity[i] * movetime;
		mins[i] = pusher->v.absmin[i] + move[i];
		maxs[i] = pusher->v.absmax[i] + move[i];
	}

	VectorCopy (pusher->v.origin, pushorig);
	
// move the pusher to it's final position
	VectorAdd (pusher->v.origin, move, pusher->v.origin);
	pusher->v.ltime += movetime;
	SV_LinkEdict (pusher, false);

// see if any solid entities are inside the final position
	num_moved = 0;
	check = NEXT_EDICT(sv.edicts);
	for (e=1 ; e<sv.num_edicts ; e++, check = NEXT_EDICT(check))
	{
		if (check->free)
			continue;
		if (check->v.movetype == MOVETYPE_PUSH
		|| check->v.movetype == MOVETYPE_NONE
		|| check->v.movetype == MOVETYPE_FOLLOW // Nehahra
		|| check->v.movetype == MOVETYPE_NOCLIP)
			continue;

	// if the entity is standing on the pusher, it will definately be moved
		if ( ! ( ((int)check->v.flags & FL_ONGROUND)
		&& PROG_TO_EDICT(check->v.groundentity) == pusher) )
		{
			if ( check->v.absmin[0] >= maxs[0]
			|| check->v.absmin[1] >= maxs[1]
			|| check->v.absmin[2] >= maxs[2]
			|| check->v.absmax[0] <= mins[0]
			|| check->v.absmax[1] <= mins[1]
			|| check->v.absmax[2] <= mins[2] )
				continue;

		// see if the ent's bbox is inside the pusher's final position
			if (!SV_TestEntityPosition (check))
				continue;
		}

	// remove the onground flag for non-players
		if (check->v.movetype != MOVETYPE_WALK)
			check->v.flags = (int)check->v.flags & ~FL_ONGROUND;

		VectorCopy (check->v.origin, entorig);
		VectorCopy (check->v.origin, moved_from[num_moved]);
		moved_edict[num_moved] = check;
		num_moved++;

		// only check for types that can block
		if (pusher->v.solid == SOLID_BSP // everything that blocks: bsp models, map brushes, doors, plats etc.
		|| pusher->v.solid == SOLID_BBOX // normally boxes
		|| pusher->v.solid == SOLID_SLIDEBOX) // normally monsters
		{	// store out the previous solid value because we're going to change it next
			float savepushervsolid = pusher->v.solid;

			// try moving the contacted entity
			pusher->v.solid = SOLID_NOT;
			SV_PushEntity (check, move);
			// restore from the stored solid
			pusher->v.solid = savepushervsolid;

			// if it is still inside the pusher, block
			block = SV_TestEntityPosition (check);
		}
		else
		{	// not blocked
			block = NULL;
		}

		if (block)
		{	// fail the move
			if (check->v.mins[0] == check->v.maxs[0])
				continue;
			if (check->v.solid == SOLID_NOT || check->v.solid == SOLID_TRIGGER)
			{	// corpse
				check->v.mins[0] = check->v.mins[1] = 0;
				VectorCopy (check->v.mins, check->v.maxs);
				continue;
			}

			VectorCopy (entorig, check->v.origin);
			SV_LinkEdict (check, true);

			VectorCopy (pushorig, pusher->v.origin);
			SV_LinkEdict (pusher, false);
			pusher->v.ltime -= movetime;

		// if the pusher has a "blocked" function, call it
		// otherwise, just stay in place until the obstacle is gone
			if (pusher->v.blocked)
			{
				pr_global_struct->self = EDICT_TO_PROG(pusher);
				pr_global_struct->other = EDICT_TO_PROG(check);
				PR_ExecuteProgram (pusher->v.blocked);
			}

		// move back any entities we already moved
			for (i=0 ; i<num_moved ; i++)
			{
				VectorCopy (moved_from[i], moved_edict[i]->v.origin);
				SV_LinkEdict (moved_edict[i], false);
			}
			return;
		}
	}
}