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-rw-r--r--src/cgame/cg_event.c79
-rw-r--r--src/cgame/cg_view.c59
-rw-r--r--src/game/bg_local.h5
-rw-r--r--src/game/bg_misc.c9
-rw-r--r--src/game/bg_pmove.c90
-rw-r--r--src/game/bg_public.h5
-rw-r--r--src/game/bg_slidemove.c264
7 files changed, 337 insertions, 174 deletions
diff --git a/src/cgame/cg_event.c b/src/cgame/cg_event.c
index 1da5612c..06cd169e 100644
--- a/src/cgame/cg_event.c
+++ b/src/cgame/cg_event.c
@@ -581,41 +581,56 @@ void CG_EntityEvent( centity_t *cent, vec3_t position )
}
break;
- case EV_STEP_4:
- case EV_STEP_8:
- case EV_STEP_12:
- case EV_STEP_16: // smooth out step up transitions
- DEBUGNAME("EV_STEP");
- {
- float oldStep;
- int delta;
- int step;
+ case EV_STEP_4:
+ case EV_STEP_8:
+ case EV_STEP_12:
+ case EV_STEP_16: // smooth out step up transitions
+ case EV_STEPDN_4:
+ case EV_STEPDN_8:
+ case EV_STEPDN_12:
+ case EV_STEPDN_16: // smooth out step up transitions
+ DEBUGNAME("EV_STEP");
+ {
+ float oldStep;
+ int delta;
+ int step;
+
+ if( clientNum != cg.predictedPlayerState.clientNum )
+ break;
+
+ // if we are interpolating, we don't need to smooth steps
+ if( cg.demoPlayback || ( cg.snap->ps.pm_flags & PMF_FOLLOW ) ||
+ cg_nopredict.integer || cg_synchronousClients.integer )
+ break;
+
+ // check for stepping up before a previous step is completed
+ delta = cg.time - cg.stepTime;
+
+ if( delta < STEP_TIME )
+ oldStep = cg.stepChange * ( STEP_TIME - delta ) / STEP_TIME;
+ else
+ oldStep = 0;
- if ( clientNum != cg.predictedPlayerState.clientNum ) {
- break;
- }
- // if we are interpolating, we don't need to smooth steps
- if ( cg.demoPlayback || (cg.snap->ps.pm_flags & PMF_FOLLOW) ||
- cg_nopredict.integer || cg_synchronousClients.integer ) {
- break;
- }
- // check for stepping up before a previous step is completed
- delta = cg.time - cg.stepTime;
- if (delta < steptime) {
- oldStep = cg.stepChange * (steptime - delta) / steptime;
- } else {
- oldStep = 0;
+ // add this amount
+ if( event >= EV_STEPDN_4 )
+ {
+ step = 4 * ( event - EV_STEPDN_4 + 1 );
+ cg.stepChange = oldStep - step;
}
-
- // add this amount
- step = 4 * (event - EV_STEP_4 + 1 );
- cg.stepChange = oldStep + step;
- if ( cg.stepChange > MAX_STEP_CHANGE ) {
- cg.stepChange = MAX_STEP_CHANGE;
+ else
+ {
+ step = 4 * ( event - EV_STEP_4 + 1 );
+ cg.stepChange = oldStep + step;
}
- cg.stepTime = cg.time;
- break;
- }
+
+ if( cg.stepChange > MAX_STEP_CHANGE )
+ cg.stepChange = MAX_STEP_CHANGE;
+ else if( cg.stepChange < -MAX_STEP_CHANGE )
+ cg.stepChange = -MAX_STEP_CHANGE;
+
+ cg.stepTime = cg.time;
+ break;
+ }
case EV_JUMP_PAD:
DEBUGNAME("EV_JUMP_PAD");
diff --git a/src/cgame/cg_view.c b/src/cgame/cg_view.c
index 46d8d822..ed59c526 100644
--- a/src/cgame/cg_view.c
+++ b/src/cgame/cg_view.c
@@ -292,20 +292,38 @@ static void CG_OffsetThirdPersonView( void ) {
// this causes a compiler bug on mac MrC compiler
-static void CG_StepOffset( void ) {
- int timeDelta;
- int steptime;
-
- steptime = BG_FindSteptimeForClass( cg.predictedPlayerState.stats[ STAT_PCLASS ] );
-
- // smooth out stair climbing
- timeDelta = cg.time - cg.stepTime;
- if ( timeDelta < steptime ) {
- cg.refdef.vieworg[2] -= cg.stepChange
- * (steptime - timeDelta) / steptime;
+static void CG_StepOffset( void )
+{
+ float steptime;
+ int timeDelta;
+ vec3_t normal;
+ playerState_t *ps = &cg.predictedPlayerState;
+
+ if( ps->stats[ STAT_STATE ] & SS_WALLCLIMBING )
+ {
+ if( ps->stats[ STAT_STATE ] & SS_WALLCLIMBINGCEILING )
+ VectorSet( normal, 0.0f, 0.0f, -1.0f );
+ else
+ VectorCopy( ps->grapplePoint, normal );
}
-}
+ else
+ VectorSet( normal, 0.0f, 0.0f, 1.0f );
+
+ steptime = BG_FindSteptimeForClass( ps->stats[ STAT_PCLASS ] );
+
+ // smooth out stair climbing
+ timeDelta = cg.time - cg.stepTime;
+ if( timeDelta < steptime )
+ {
+ float stepChange = cg.stepChange
+ * (steptime - timeDelta) / steptime;
+ if( ps->stats[ STAT_STATE ] & SS_WALLCLIMBING )
+ VectorMA( cg.refdef.vieworg, -stepChange, normal, cg.refdef.vieworg );
+ else
+ cg.refdef.vieworg[2] -= stepChange;
+ }
+}
/*
===============
CG_OffsetFirstPersonView
@@ -323,6 +341,19 @@ static void CG_OffsetFirstPersonView( void ) {
vec3_t predictedVelocity;
int timeDelta;
float bob2;
+ vec3_t normal;
+ playerState_t *ps = &cg.predictedPlayerState;
+
+ if( ps->stats[ STAT_STATE ] & SS_WALLCLIMBING )
+ {
+ if( ps->stats[ STAT_STATE ] & SS_WALLCLIMBINGCEILING )
+ VectorSet( normal, 0.0f, 0.0f, -1.0f );
+ else
+ VectorCopy( ps->grapplePoint, normal );
+ }
+ else
+ VectorSet( normal, 0.0f, 0.0f, 1.0f );
+
if ( cg.snap->ps.pm_type == PM_INTERMISSION ) {
return;
@@ -497,7 +528,7 @@ static void CG_OffsetFirstPersonView( void ) {
// add view height
//TA: when wall climbing the viewheight is not straight up
if( cg.predictedPlayerState.stats[ STAT_STATE ] & SS_WALLCLIMBING )
- VectorMA( origin, cg.predictedPlayerState.viewheight, cg.predictedPlayerState.grapplePoint, origin );
+ VectorMA( origin, ps->viewheight, normal, origin );
else
origin[2] += cg.predictedPlayerState.viewheight;
@@ -516,7 +547,7 @@ static void CG_OffsetFirstPersonView( void ) {
//TA: likewise for bob
if( cg.predictedPlayerState.stats[ STAT_STATE ] & SS_WALLCLIMBING )
- VectorMA( origin, bob, cg.predictedPlayerState.grapplePoint, origin );
+ VectorMA( origin, bob, normal, origin );
else
origin[2] += bob;
diff --git a/src/game/bg_local.h b/src/game/bg_local.h
index 790a38df..da4987ac 100644
--- a/src/game/bg_local.h
+++ b/src/game/bg_local.h
@@ -71,5 +71,6 @@ void PM_AddTouchEnt( int entityNum );
void PM_AddEvent( int newEvent );
qboolean PM_SlideMove( qboolean gravity );
-void PM_StepSlideMove( qboolean gravity );
-
+void PM_StepEvent( vec3_t from, vec3_t to, vec3_t normal );
+qboolean PM_StepSlideMove( qboolean gravity, qboolean predictive );
+qboolean PM_PredictStepMove( );
diff --git a/src/game/bg_misc.c b/src/game/bg_misc.c
index 2ffb8407..95887e9b 100644
--- a/src/game/bg_misc.c
+++ b/src/game/bg_misc.c
@@ -369,8 +369,8 @@ buildableAttributes_t bg_buildableList[ ] =
{ "models/buildables/mgturret/turret_base.md3",
"models/buildables/mgturret/turret_barrel.md3",
"models/buildables/mgturret/turret_top.md3", 0 },
- { -36, -36, -30 }, //vec3_t mins;
- { 36, 36, 30 }, //vec3_t maxs;
+ { -25, -25, -20 }, //vec3_t mins;
+ { 25, 25, 20 }, //vec3_t maxs;
TR_GRAVITY, //trType_t traj;
0.0, //float bounce;
80, //int buildPoints;
@@ -3004,6 +3004,11 @@ char *eventnames[] = {
"EV_STEP_12",
"EV_STEP_16",
+ "EV_STEPDN_4",
+ "EV_STEPDN_8",
+ "EV_STEPDN_12",
+ "EV_STEPDN_16",
+
"EV_FALL_SHORT",
"EV_FALL_MEDIUM",
"EV_FALL_FAR",
diff --git a/src/game/bg_pmove.c b/src/game/bg_pmove.c
index ce976a8e..9460600b 100644
--- a/src/game/bg_pmove.c
+++ b/src/game/bg_pmove.c
@@ -568,7 +568,7 @@ Flying out of the water
static void PM_WaterJumpMove( void ) {
// waterjump has no control, but falls
- PM_StepSlideMove( qtrue );
+ PM_StepSlideMove( qtrue, qfalse );
pm->ps->velocity[2] -= pm->ps->gravity * pml.frametime;
if (pm->ps->velocity[2] < 0) {
@@ -690,7 +690,7 @@ static void PM_FlyMove( void ) {
PM_Accelerate (wishdir, wishspeed, pm_flyaccelerate);
- PM_StepSlideMove( qfalse );
+ PM_StepSlideMove( qfalse, qfalse );
}
@@ -756,7 +756,7 @@ static void PM_AirMove( void ) {
PM_SlideMove ( qtrue );
#endif
- PM_StepSlideMove ( qtrue );
+ PM_StepSlideMove ( qtrue, qfalse );
}
/*
@@ -895,7 +895,7 @@ static void PM_ClimbMove( void ) {
return;
}
- PM_SlideMove( qfalse );
+ PM_StepSlideMove( qfalse, qfalse );
}
@@ -1018,7 +1018,7 @@ static void PM_WalkMove( void ) {
return;
}
- PM_StepSlideMove( qfalse );
+ PM_StepSlideMove( qfalse, qfalse );
//Com_Printf("velocity2 = %1.1f\n", VectorLength(pm->ps->velocity));
@@ -1357,50 +1357,68 @@ static void PM_GroundClimbTrace( void )
VectorNegate( movedir, movedir );
}
-
- for(i = 0; i <= 3; i++)
+ for(i = 0; i <= 4; i++)
{
-
switch ( i )
{
- case 0:
- //trace into direction we are moving
- VectorMA( pm->ps->origin, 0.25f, movedir, point );
- pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask);
- break;
+ case 0:
+ //we are going to step this frame so skip the transition test
+ if( PM_PredictStepMove( ) )
+ continue;
- case 1:
- //trace straight down anto "ground" surface
- VectorMA( pm->ps->origin, -0.25f, surfNormal, point );
- pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask);
- break;
+ //trace into direction we are moving
+ VectorMA( pm->ps->origin, 0.25f, movedir, point );
+ pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask);
+ break;
- case 2:
- //trace "underneath" BBOX so we can traverse angles > 180deg
- //TA: I can't believe this actually works :0 - its gotta be messing with something
- // I would like a better way if one exists...
- if( pml.groundPlane != qfalse )
- {
- VectorMA( pm->ps->origin, -16.0f, surfNormal, point );
- VectorMA( point, -16.0f, movedir, point );
+ case 1:
+ //trace straight down anto "ground" surface
+ VectorMA( pm->ps->origin, -0.25f, surfNormal, point );
pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask);
- }
- break;
+ break;
- case 3:
- //fall back so we don't have to modify PM_GroundTrace too much
- VectorCopy( pm->ps->origin, point );
- point[2] = pm->ps->origin[2] - 0.25f;
- pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask);
- break;
+ case 2:
+ if( pml.groundPlane != qfalse && PM_PredictStepMove( ) )
+ {
+ //step down
+ VectorMA( pm->ps->origin, -STEPSIZE, surfNormal, point );
+ pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask );
+ }
+ else
+ continue;
+ break;
+
+ case 3:
+ //trace "underneath" BBOX so we can traverse angles > 180deg
+ if( pml.groundPlane != qfalse )
+ {
+ VectorMA( pm->ps->origin, -16.0f, surfNormal, point );
+ VectorMA( point, -16.0f, movedir, point );
+ pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask);
+ }
+ else
+ continue;
+ break;
+
+ case 4:
+ //fall back so we don't have to modify PM_GroundTrace too much
+ VectorCopy( pm->ps->origin, point );
+ point[2] = pm->ps->origin[2] - 0.25f;
+ pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, point, pm->ps->clientNum, pm->tracemask);
+ break;
}
//if we hit something
if( trace.fraction < 1.0 && !( trace.surfaceFlags & ( SURF_SKY | SURF_SLICK ) ) &&
- !( trace.entityNum != ENTITYNUM_WORLD && i != 3 ) )
+ !( trace.entityNum != ENTITYNUM_WORLD && i != 4 ) )
{
- if( i == 2 )
+ if( i == 2 || i == 3 )
+ {
+ if( i == 2 )
+ PM_StepEvent( pm->ps->origin, trace.endpos, surfNormal );
+
VectorCopy( trace.endpos, pm->ps->origin );
+ }
//calculate a bunch of stuff...
CrossProduct( trace.plane.normal, surfNormal, traceCROSSsurf );
diff --git a/src/game/bg_public.h b/src/game/bg_public.h
index 72a1ae11..793ca64a 100644
--- a/src/game/bg_public.h
+++ b/src/game/bg_public.h
@@ -468,6 +468,11 @@ typedef enum {
EV_STEP_12,
EV_STEP_16,
+ EV_STEPDN_4,
+ EV_STEPDN_8,
+ EV_STEPDN_12,
+ EV_STEPDN_16,
+
EV_FALL_SHORT,
EV_FALL_MEDIUM,
EV_FALL_FAR,
diff --git a/src/game/bg_slidemove.c b/src/game/bg_slidemove.c
index 9f8ce37d..b3ee8fa7 100644
--- a/src/game/bg_slidemove.c
+++ b/src/game/bg_slidemove.c
@@ -219,99 +219,187 @@ qboolean PM_SlideMove( qboolean gravity ) {
/*
==================
-PM_StepSlideMove
+PM_StepEvent
+==================
+*/
+void PM_StepEvent( vec3_t from, vec3_t to, vec3_t normal )
+{
+ float size;
+ vec3_t delta, dNormal;
+
+ VectorSubtract( from, to, delta );
+ VectorCopy( delta, dNormal );
+ VectorNormalize( dNormal );
+
+ size = DotProduct( normal, dNormal ) * VectorLength( delta );
+
+ if( size > 0.0f )
+ {
+ if( size > 2.0f )
+ {
+ if( size < 7.0f )
+ PM_AddEvent( EV_STEPDN_4 );
+ else if( size < 11.0f )
+ PM_AddEvent( EV_STEPDN_8 );
+ else if( size < 15.0f )
+ PM_AddEvent( EV_STEPDN_12 );
+ else
+ PM_AddEvent( EV_STEPDN_16 );
+ }
+ }
+ else
+ {
+ size = fabs( size );
+
+ if( size > 2.0f )
+ {
+ if( size < 7.0f )
+ PM_AddEvent( EV_STEP_4 );
+ else if( size < 11.0f )
+ PM_AddEvent( EV_STEP_8 );
+ else if( size < 15.0f )
+ PM_AddEvent( EV_STEP_12 );
+ else
+ PM_AddEvent( EV_STEP_16 );
+ }
+ }
+
+ if( pm->debugLevel )
+ Com_Printf( "%i:stepped\n", c_pmove );
+}
+/*
+==================
+PM_StepSlideMove
==================
*/
-void PM_StepSlideMove( qboolean gravity ) {
+qboolean PM_StepSlideMove( qboolean gravity, qboolean predictive )
+{
vec3_t start_o, start_v;
vec3_t down_o, down_v;
trace_t trace;
-// float down_dist, up_dist;
-// vec3_t delta, delta2;
- vec3_t up, down;
- float stepSize;
-
- VectorCopy (pm->ps->origin, start_o);
- VectorCopy (pm->ps->velocity, start_v);
-
- if ( PM_SlideMove( gravity ) == 0 ) {
- return; // we got exactly where we wanted to go first try
- }
-
- VectorCopy(start_o, down);
- down[2] -= STEPSIZE;
- pm->trace (&trace, start_o, pm->mins, pm->maxs, down, pm->ps->clientNum, pm->tracemask);
- VectorSet(up, 0, 0, 1);
- // never step up when you still have up velocity
- if ( pm->ps->velocity[2] > 0 && (trace.fraction == 1.0 ||
- DotProduct(trace.plane.normal, up) < 0.7)) {
- return;
- }
-
- VectorCopy (pm->ps->origin, down_o);
- VectorCopy (pm->ps->velocity, down_v);
-
- VectorCopy (start_o, up);
- up[2] += STEPSIZE;
-
- // test the player position if they were a stepheight higher
- pm->trace (&trace, start_o, pm->mins, pm->maxs, up, pm->ps->clientNum, pm->tracemask);
- if ( trace.allsolid ) {
- if ( pm->debugLevel ) {
- Com_Printf("%i:bend can't step\n", c_pmove);
- }
- return; // can't step up
- }
-
- stepSize = trace.endpos[2] - start_o[2];
- // try slidemove from this position
- VectorCopy (trace.endpos, pm->ps->origin);
- VectorCopy (start_v, pm->ps->velocity);
-
- PM_SlideMove( gravity );
-
- // push down the final amount
- VectorCopy (pm->ps->origin, down);
- down[2] -= stepSize;
- pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, down, pm->ps->clientNum, pm->tracemask);
- if ( !trace.allsolid ) {
- VectorCopy (trace.endpos, pm->ps->origin);
- }
- if ( trace.fraction < 1.0 ) {
- PM_ClipVelocity( pm->ps->velocity, trace.plane.normal, pm->ps->velocity, OVERCLIP );
- }
+ vec3_t normal;
+ vec3_t step_v, step_vNormal;
+ vec3_t up, down;
+ float stepSize;
+ qboolean stepped = qfalse;
+
+ if( pm->ps->stats[ STAT_STATE ] & SS_WALLCLIMBING )
+ {
+ if( pm->ps->stats[ STAT_STATE ] & SS_WALLCLIMBINGCEILING )
+ VectorSet( normal, 0.0f, 0.0f, -1.0f );
+ else
+ VectorCopy( pm->ps->grapplePoint, normal );
+ }
+ else
+ VectorSet( normal, 0.0f, 0.0f, 1.0f );
+
+ VectorCopy( pm->ps->origin, start_o );
+ VectorCopy( pm->ps->velocity, start_v );
+
+ if( PM_SlideMove( gravity ) == 0 )
+ {
+ if( pm->ps->stats[ STAT_STATE ] & SS_WALLCLIMBING )
+ {
+ VectorCopy(start_o, down);
+ VectorMA( down, -STEPSIZE, normal, down );
+ pm->trace( &trace, start_o, pm->mins, pm->maxs, down, pm->ps->clientNum, pm->tracemask );
+
+ //we can step down
+ if( trace.fraction > 0.01f && trace.fraction < 1.0f &&
+ !trace.allsolid && pml.groundPlane != qfalse )
+ {
+ if( pm->debugLevel )
+ Com_Printf( "%d: step down\n", c_pmove );
+
+ stepped = qtrue;
+ }
+ }
+ }
+ else
+ {
+ VectorCopy( start_o, down );
+ VectorMA( down, -STEPSIZE, normal, down );
+ pm->trace( &trace, start_o, pm->mins, pm->maxs, down, pm->ps->clientNum, pm->tracemask );
+ // never step up when you still have up velocity
+ if( DotProduct( trace.plane.normal, pm->ps->velocity ) > 0 &&
+ ( trace.fraction == 1.0 || DotProduct( trace.plane.normal, normal ) < 0.7 ) )
+ {
+ return stepped;
+ }
+
+ VectorCopy( pm->ps->origin, down_o );
+ VectorCopy( pm->ps->velocity, down_v );
+
+ VectorCopy( start_o, up );
+ VectorMA( up, STEPSIZE, normal, up );
+
+ // test the player position if they were a stepheight higher
+ pm->trace( &trace, start_o, pm->mins, pm->maxs, up, pm->ps->clientNum, pm->tracemask );
+ if( trace.allsolid )
+ {
+ if( pm->debugLevel )
+ Com_Printf( "%i:bend can't step\n", c_pmove );
+
+ return stepped; // can't step up
+ }
+
+ VectorSubtract( trace.endpos, start_o, step_v );
+ VectorCopy( step_v, step_vNormal );
+ VectorNormalize( step_vNormal );
+
+ stepSize = DotProduct( normal, step_vNormal ) * VectorLength( step_v );
+ // try slidemove from this position
+ VectorCopy( trace.endpos, pm->ps->origin );
+ VectorCopy( start_v, pm->ps->velocity );
+
+ if( PM_SlideMove( gravity ) == 0 )
+ {
+ if( pm->debugLevel )
+ Com_Printf( "%d: step up\n", c_pmove );
+
+ stepped = qtrue;
+ }
+
+ // push down the final amount
+ VectorCopy( pm->ps->origin, down );
+ VectorMA( down, -stepSize, normal, down );
+ pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, down, pm->ps->clientNum, pm->tracemask );
+
+ if( !trace.allsolid )
+ VectorCopy( trace.endpos, pm->ps->origin );
+
+ if( trace.fraction < 1.0 )
+ PM_ClipVelocity( pm->ps->velocity, trace.plane.normal, pm->ps->velocity, OVERCLIP );
+ }
+
+ if( !predictive && stepped )
+ PM_StepEvent( start_o, pm->ps->origin, normal );
+
+ return stepped;
+}
-#if 0
- // if the down trace can trace back to the original position directly, don't step
- pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, start_o, pm->ps->clientNum, pm->tracemask);
- if ( trace.fraction == 1.0 ) {
- // use the original move
- VectorCopy (down_o, pm->ps->origin);
- VectorCopy (down_v, pm->ps->velocity);
- if ( pm->debugLevel ) {
- Com_Printf("%i:bend\n", c_pmove);
- }
- } else
-#endif
- {
- // use the step move
- float delta;
-
- delta = pm->ps->origin[2] - start_o[2];
- if ( delta > 2 ) {
- if ( delta < 7 ) {
- PM_AddEvent( EV_STEP_4 );
- } else if ( delta < 11 ) {
- PM_AddEvent( EV_STEP_8 );
- } else if ( delta < 15 ) {
- PM_AddEvent( EV_STEP_12 );
- } else {
- PM_AddEvent( EV_STEP_16 );
- }
- }
- if ( pm->debugLevel ) {
- Com_Printf("%i:stepped\n", c_pmove);
- }
- }
+/*
+==================
+PM_PredictStepMove
+==================
+*/
+qboolean PM_PredictStepMove( )
+{
+ vec3_t velocity, origin;
+ float impactSpeed;
+ qboolean stepped = qfalse;
+
+ VectorCopy( pm->ps->velocity, velocity );
+ VectorCopy( pm->ps->origin, origin );
+ impactSpeed = pml.impactSpeed;
+
+ if( PM_StepSlideMove( qfalse, qtrue ) )
+ stepped = qtrue;
+
+ VectorCopy( velocity, pm->ps->velocity );
+ VectorCopy( origin, pm->ps->origin );
+ pml.impactSpeed = impactSpeed;
+
+ return stepped;
}