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diff --git a/src/game/g_physics.c b/src/game/g_physics.c
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+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+Copyright (C) 2000-2006 Tim Angus
+
+This file is part of Tremulous.
+
+Tremulous 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.
+
+Tremulous 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 Tremulous; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+
+#include "g_local.h"
+
+/*
+================
+G_Bounce
+
+================
+*/
+static void G_Bounce( gentity_t *ent, trace_t *trace )
+{
+ vec3_t velocity;
+ float dot;
+ int hitTime;
+ float minNormal;
+ qboolean invert = qfalse;
+
+ // reflect the velocity on the trace plane
+ hitTime = level.previousTime + ( level.time - level.previousTime ) * trace->fraction;
+ BG_EvaluateTrajectoryDelta( &ent->s.pos, hitTime, velocity );
+ dot = DotProduct( velocity, trace->plane.normal );
+ VectorMA( velocity, -2*dot, trace->plane.normal, ent->s.pos.trDelta );
+
+ if( ent->s.eType == ET_BUILDABLE )
+ {
+ minNormal = BG_FindMinNormalForBuildable( ent->s.modelindex );
+ invert = BG_FindInvertNormalForBuildable( ent->s.modelindex );
+ }
+ else
+ minNormal = 0.707f;
+
+ // cut the velocity to keep from bouncing forever
+/* ROTAXfun
+ if( ( trace->plane.normal[ 2 ] >= minNormal ||
+ ( invert && trace->plane.normal[ 2 ] <= -minNormal ) ) &&
+ trace->entityNum == ENTITYNUM_WORLD )
+*/
+ if( ( trace->plane.normal[ 2 ] >= minNormal ||
+ ( invert && trace->plane.normal[ 2 ] <= -minNormal ) ) )
+ VectorScale( ent->s.pos.trDelta, ent->physicsBounce, ent->s.pos.trDelta );
+ else
+ VectorScale( ent->s.pos.trDelta, 0.3f, ent->s.pos.trDelta );
+
+ if( VectorLength( ent->s.pos.trDelta ) < 10 )
+ {
+ VectorMA( trace->endpos, 0.5f, trace->plane.normal, trace->endpos ); // make sure it is off ground
+ G_SetOrigin( ent, trace->endpos );
+ ent->s.groundEntityNum = trace->entityNum;
+ VectorCopy( trace->plane.normal, ent->s.origin2 );
+ VectorSet( ent->s.pos.trDelta, 0.0f, 0.0f, 0.0f );
+ return;
+ }
+
+ VectorCopy( ent->r.currentOrigin, ent->s.pos.trBase );
+ VectorAdd( ent->r.currentOrigin, trace->plane.normal, ent->r.currentOrigin);
+ ent->s.pos.trTime = level.time;
+}
+
+#define PHYSICS_TIME 200
+
+/*
+================
+G_Physics
+
+================
+*/
+void G_Physics( gentity_t *ent, int msec )
+{
+ vec3_t origin;
+ trace_t tr;
+ int contents;
+ int mask;
+
+ // if groundentity has been set to -1, it may have been pushed off an edge
+ if( ent->s.groundEntityNum == -1 )
+ {
+ if( ent->s.eType == ET_BUILDABLE )
+ {
+ if( ent->s.pos.trType != BG_FindTrajectoryForBuildable( ent->s.modelindex ) )
+ {
+ ent->s.pos.trType = BG_FindTrajectoryForBuildable( ent->s.modelindex );
+ ent->s.pos.trTime = level.time;
+ }
+ }
+ else if( ent->s.pos.trType != TR_GRAVITY )
+ {
+ ent->s.pos.trType = TR_GRAVITY;
+ ent->s.pos.trTime = level.time;
+ }
+ }
+
+ // trace a line from the previous position to the current position
+ if( ent->clipmask )
+ mask = ent->clipmask;
+ else
+ mask = MASK_PLAYERSOLID & ~CONTENTS_BODY;//MASK_SOLID;
+
+ if( ent->s.pos.trType == TR_STATIONARY )
+ {
+ // check think function
+ G_RunThink( ent );
+
+ //check floor infrequently
+ if( ent->nextPhysicsTime < level.time )
+ {
+ VectorCopy( ent->r.currentOrigin, origin );
+
+ VectorMA( origin, -2.0f, ent->s.origin2, origin );
+
+ trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, origin, ent->s.number, mask );
+
+ if( tr.fraction == 1.0f )
+ ent->s.groundEntityNum = -1;
+
+ ent->nextPhysicsTime = level.time + PHYSICS_TIME;
+ }
+
+ return;
+ }
+
+ // get current position
+ BG_EvaluateTrajectory( &ent->s.pos, level.time, origin );
+
+ trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, origin, ent->s.number, mask );
+
+ VectorCopy( tr.endpos, ent->r.currentOrigin );
+
+ if( tr.startsolid )
+ tr.fraction = 0;
+
+ trap_LinkEntity( ent ); // FIXME: avoid this for stationary?
+
+ // check think function
+ G_RunThink( ent );
+
+ if( tr.fraction == 1.0f )
+ return;
+
+ // if it is in a nodrop volume, remove it
+ contents = trap_PointContents( ent->r.currentOrigin, -1 );
+ if( contents & CONTENTS_NODROP )
+ {
+ G_FreeEntity( ent );
+ return;
+ }
+
+ G_Bounce( ent, &tr );
+} \ No newline at end of file