diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/game/bg_local.h | 4 | ||||
-rw-r--r-- | src/game/bg_pmove.c | 48 | ||||
-rw-r--r-- | src/game/bg_slidemove.c | 13 |
3 files changed, 19 insertions, 46 deletions
diff --git a/src/game/bg_local.h b/src/game/bg_local.h index 200ad9b2..38874b5a 100644 --- a/src/game/bg_local.h +++ b/src/game/bg_local.h @@ -31,8 +31,6 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA #define TIMER_GESTURE (34*66+50) #define TIMER_ATTACK 500 //nonsegmented models -#define OVERCLIP 1.001f - #define FALLING_THRESHOLD -900.0f //what vertical speed to start falling sound at @@ -77,7 +75,7 @@ extern float pm_spectatorfriction; extern int c_pmove; -void PM_ClipVelocity( vec3_t in, vec3_t normal, vec3_t out, float overbounce ); +void PM_ClipVelocity( vec3_t in, vec3_t normal, vec3_t out ); void PM_AddTouchEnt( int entityNum ); void PM_AddEvent( int newEvent ); diff --git a/src/game/bg_pmove.c b/src/game/bg_pmove.c index 2590b4cd..894d7faa 100644 --- a/src/game/bg_pmove.c +++ b/src/game/bg_pmove.c @@ -217,29 +217,10 @@ PM_ClipVelocity Slide off of the impacting surface ================== */ -void PM_ClipVelocity( vec3_t in, vec3_t normal, vec3_t out, float overbounce ) +void PM_ClipVelocity( vec3_t in, vec3_t normal, vec3_t out ) { - float backoff; - float change; - int i; - - backoff = DotProduct( in, normal ); - - //Com_Printf( "%1.0f ", backoff ); - - if( backoff < 0 ) - backoff *= overbounce; - else - backoff /= overbounce; - - for( i = 0; i < 3; i++ ) - { - change = normal[ i ] * backoff; - //Com_Printf( "%1.0f ", change ); - out[ i ] = in[ i ] - change; - } - - //Com_Printf( " " ); + float t = -DotProduct( in, normal ); + VectorMA( in, t, normal, out ); } @@ -1096,8 +1077,7 @@ static void PM_WaterMove( void ) { vel = VectorLength( pm->ps->velocity ); // slide along the ground plane - PM_ClipVelocity( pm->ps->velocity, pml.groundTrace.plane.normal, - pm->ps->velocity, OVERCLIP ); + PM_ClipVelocity( pm->ps->velocity, pml.groundTrace.plane.normal, pm->ps->velocity ); VectorNormalize( pm->ps->velocity ); VectorScale( pm->ps->velocity, vel, pm->ps->velocity ); @@ -1249,8 +1229,7 @@ static void PM_AirMove( void ) // though we don't have a groundentity // slide along the steep plane if( pml.groundPlane ) - PM_ClipVelocity( pm->ps->velocity, pml.groundTrace.plane.normal, - pm->ps->velocity, OVERCLIP ); + PM_ClipVelocity( pm->ps->velocity, pml.groundTrace.plane.normal, pm->ps->velocity ); PM_StepSlideMove( qtrue, qfalse ); } @@ -1304,8 +1283,8 @@ static void PM_ClimbMove( void ) PM_SetMovementDir( ); // project the forward and right directions onto the ground plane - PM_ClipVelocity( pml.forward, pml.groundTrace.plane.normal, pml.forward, OVERCLIP ); - PM_ClipVelocity( pml.right, pml.groundTrace.plane.normal, pml.right, OVERCLIP ); + PM_ClipVelocity( pml.forward, pml.groundTrace.plane.normal, pml.forward ); + PM_ClipVelocity( pml.right, pml.groundTrace.plane.normal, pml.right ); // VectorNormalize( pml.forward ); VectorNormalize( pml.right ); @@ -1353,8 +1332,7 @@ static void PM_ClimbMove( void ) vel = VectorLength( pm->ps->velocity ); // slide along the ground plane - PM_ClipVelocity( pm->ps->velocity, pml.groundTrace.plane.normal, - pm->ps->velocity, OVERCLIP ); + PM_ClipVelocity( pm->ps->velocity, pml.groundTrace.plane.normal, pm->ps->velocity ); // don't decrease velocity when going up or down a slope VectorNormalize( pm->ps->velocity ); @@ -1422,8 +1400,8 @@ static void PM_WalkMove( void ) pml.right[ 2 ] = 0; // project the forward and right directions onto the ground plane - PM_ClipVelocity( pml.forward, pml.groundTrace.plane.normal, pml.forward, OVERCLIP ); - PM_ClipVelocity( pml.right, pml.groundTrace.plane.normal, pml.right, OVERCLIP ); + PM_ClipVelocity( pml.forward, pml.groundTrace.plane.normal, pml.forward ); + PM_ClipVelocity( pml.right, pml.groundTrace.plane.normal, pml.right ); // VectorNormalize( pml.forward ); VectorNormalize( pml.right ); @@ -1477,8 +1455,7 @@ static void PM_WalkMove( void ) } // slide along the ground plane - PM_ClipVelocity( pm->ps->velocity, pml.groundTrace.plane.normal, - pm->ps->velocity, OVERCLIP ); + PM_ClipVelocity( pm->ps->velocity, pml.groundTrace.plane.normal, pm->ps->velocity ); // don't do anything if standing still if( !pm->ps->velocity[ 0 ] && !pm->ps->velocity[ 1 ] ) @@ -1530,8 +1507,7 @@ static void PM_LadderMove( void ) vel = VectorLength( pm->ps->velocity ); // slide along the ground plane - PM_ClipVelocity( pm->ps->velocity, pml.groundTrace.plane.normal, - pm->ps->velocity, OVERCLIP ); + PM_ClipVelocity( pm->ps->velocity, pml.groundTrace.plane.normal, pm->ps->velocity ); VectorNormalize( pm->ps->velocity ); VectorScale( pm->ps->velocity, vel, pm->ps->velocity ); diff --git a/src/game/bg_slidemove.c b/src/game/bg_slidemove.c index f396ba66..cd770589 100644 --- a/src/game/bg_slidemove.c +++ b/src/game/bg_slidemove.c @@ -74,8 +74,7 @@ qboolean PM_SlideMove( qboolean gravity ) if( pml.groundPlane ) { // slide along the ground plane - PM_ClipVelocity( pm->ps->velocity, pml.groundTrace.plane.normal, - pm->ps->velocity, OVERCLIP ); + PM_ClipVelocity( pm->ps->velocity, pml.groundTrace.plane.normal, pm->ps->velocity ); } } @@ -166,10 +165,10 @@ qboolean PM_SlideMove( qboolean gravity ) pml.impactSpeed = -into; // slide along the plane - PM_ClipVelocity( pm->ps->velocity, planes[ i ], clipVelocity, OVERCLIP ); + PM_ClipVelocity( pm->ps->velocity, planes[ i ], clipVelocity ); // slide along the plane - PM_ClipVelocity( endVelocity, planes[ i ], endClipVelocity, OVERCLIP ); + PM_ClipVelocity( endVelocity, planes[ i ], endClipVelocity ); // see if there is a second plane that the new move enters for( j = 0; j < numplanes; j++ ) @@ -181,8 +180,8 @@ qboolean PM_SlideMove( qboolean gravity ) continue; // move doesn't interact with the plane // try clipping the move to the plane - PM_ClipVelocity( clipVelocity, planes[ j ], clipVelocity, OVERCLIP ); - PM_ClipVelocity( endClipVelocity, planes[ j ], endClipVelocity, OVERCLIP ); + PM_ClipVelocity( clipVelocity, planes[ j ], clipVelocity ); + PM_ClipVelocity( endClipVelocity, planes[ j ], endClipVelocity ); // see if it goes back into the first clip plane if( DotProduct( clipVelocity, planes[ i ] ) >= 0 ) @@ -369,7 +368,7 @@ qboolean PM_StepSlideMove( qboolean gravity, qboolean predictive ) VectorCopy( trace.endpos, pm->ps->origin ); if( trace.fraction < 1.0f ) - PM_ClipVelocity( pm->ps->velocity, trace.plane.normal, pm->ps->velocity, OVERCLIP ); + PM_ClipVelocity( pm->ps->velocity, trace.plane.normal, pm->ps->velocity ); } if( !predictive && stepped ) |