1/* 2Copyright (C) 1996-1997 Id Software, Inc. 3 4This program is free software; you can redistribute it and/or 5modify it under the terms of the GNU General Public License 6as published by the Free Software Foundation; either version 2 7of the License, or (at your option) any later version. 8 9This program is distributed in the hope that it will be useful, 10but WITHOUT ANY WARRANTY; without even the implied warranty of 11MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. 12 13See the GNU General Public License for more details. 14 15You should have received a copy of the GNU General Public License 16along with this program; if not, write to the Free Software 17Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. 18 19*/ 20 21#include "quakedef.h" 22 23 24movevars_t movevars; 25 26playermove_t pmove; 27 28int onground; 29int waterlevel; 30int watertype; 31 32float frametime; 33 34vec3_t forward, right, up; 35 36vec3_t player_mins = {-16, -16, -24}; 37vec3_t player_maxs = {16, 16, 32}; 38 39// #define PM_GRAVITY 800 40// #define PM_STOPSPEED 100 41// #define PM_MAXSPEED 320 42// #define PM_SPECTATORMAXSPEED 500 43// #define PM_ACCELERATE 10 44// #define PM_AIRACCELERATE 0.7 45// #define PM_WATERACCELERATE 10 46// #define PM_FRICTION 6 47// #define PM_WATERFRICTION 1 48 49void PM_InitBoxHull (void); 50 51void Pmove_Init (void) 52{ 53 PM_InitBoxHull (); 54} 55 56#define STEPSIZE 18 57 58 59#define BUTTON_JUMP 2 60 61 62/* 63================== 64PM_ClipVelocity 65 66Slide off of the impacting object 67returns the blocked flags (1 = floor, 2 = step / wall) 68================== 69*/ 70#define STOP_EPSILON 0.1 71 72int PM_ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce) 73{ 74 float backoff; 75 float change; 76 int i, blocked; 77 78 blocked = 0; 79 if (normal[2] > 0) 80 blocked |= 1; // floor 81 if (!normal[2]) 82 blocked |= 2; // step 83 84 backoff = DotProduct (in, normal) * overbounce; 85 86 for (i=0 ; i<3 ; i++) 87 { 88 change = normal[i]*backoff; 89 out[i] = in[i] - change; 90 if (out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON) 91 out[i] = 0; 92 } 93 94 return blocked; 95} 96 97 98/* 99============ 100PM_FlyMove 101 102The basic solid body movement clip that slides along multiple planes 103============ 104*/ 105#define MAX_CLIP_PLANES 5 106 107int PM_FlyMove (void) 108{ 109 int bumpcount, numbumps; 110 vec3_t dir; 111 float d; 112 int numplanes; 113 vec3_t planes[MAX_CLIP_PLANES]; 114 vec3_t primal_velocity, original_velocity; 115 int i, j; 116 pmtrace_t trace; 117 vec3_t end; 118 float time_left; 119 int blocked; 120 121 numbumps = 4; 122 123 blocked = 0; 124 VectorCopy (pmove.velocity, original_velocity); 125 VectorCopy (pmove.velocity, primal_velocity); 126 numplanes = 0; 127 128 time_left = frametime; 129 130 for (bumpcount=0 ; bumpcount<numbumps ; bumpcount++) 131 { 132 for (i=0 ; i<3 ; i++) 133 end[i] = pmove.origin[i] + time_left * pmove.velocity[i]; 134 135 trace = PM_PlayerMove (pmove.origin, end); 136 137 if (trace.startsolid || trace.allsolid) 138 { // entity is trapped in another solid 139 VectorCopy (vec3_origin, pmove.velocity); 140 return 3; 141 } 142 143 if (trace.fraction > 0) 144 { // actually covered some distance 145 VectorCopy (trace.endpos, pmove.origin); 146 numplanes = 0; 147 } 148 149 if (trace.fraction == 1) 150 break; // moved the entire distance 151 152 // save entity for contact 153 pmove.touchindex[pmove.numtouch] = trace.ent; 154 pmove.numtouch++; 155 156 if (trace.plane.normal[2] > 0.7) 157 { 158 blocked |= 1; // floor 159 } 160 if (!trace.plane.normal[2]) 161 { 162 blocked |= 2; // step 163 } 164 165 time_left -= time_left * trace.fraction; 166 167 // cliped to another plane 168 if (numplanes >= MAX_CLIP_PLANES) 169 { // this shouldn't really happen 170 VectorCopy (vec3_origin, pmove.velocity); 171 break; 172 } 173 174 VectorCopy (trace.plane.normal, planes[numplanes]); 175 numplanes++; 176 177// 178// modify original_velocity so it parallels all of the clip planes 179// 180 for (i=0 ; i<numplanes ; i++) 181 { 182 PM_ClipVelocity (original_velocity, planes[i], pmove.velocity, 1); 183 for (j=0 ; j<numplanes ; j++) 184 if (j != i) 185 { 186 if (DotProduct (pmove.velocity, planes[j]) < 0) 187 break; // not ok 188 } 189 if (j == numplanes) 190 break; 191 } 192 193 if (i != numplanes) 194 { // go along this plane 195 } 196 else 197 { // go along the crease 198 if (numplanes != 2) 199 { 200// Con_Printf ("clip velocity, numplanes == %i\n",numplanes); 201 VectorCopy (vec3_origin, pmove.velocity); 202 break; 203 } 204 CrossProduct (planes[0], planes[1], dir); 205 d = DotProduct (dir, pmove.velocity); 206 VectorScale (dir, d, pmove.velocity); 207 } 208 209// 210// if original velocity is against the original velocity, stop dead 211// to avoid tiny occilations in sloping corners 212// 213 if (DotProduct (pmove.velocity, primal_velocity) <= 0) 214 { 215 VectorCopy (vec3_origin, pmove.velocity); 216 break; 217 } 218 } 219 220 if (pmove.waterjumptime) 221 { 222 VectorCopy (primal_velocity, pmove.velocity); 223 } 224 return blocked; 225} 226 227/* 228============= 229PM_GroundMove 230 231Player is on ground, with no upwards velocity 232============= 233*/ 234void PM_GroundMove (void) 235{ 236 vec3_t start, dest; 237 pmtrace_t trace; 238 vec3_t original, originalvel, down, up, downvel; 239 float downdist, updist; 240 241 pmove.velocity[2] = 0; 242 if (!pmove.velocity[0] && !pmove.velocity[1] && !pmove.velocity[2]) 243 return; 244 245 // first try just moving to the destination 246 dest[0] = pmove.origin[0] + pmove.velocity[0]*frametime; 247 dest[1] = pmove.origin[1] + pmove.velocity[1]*frametime; 248 dest[2] = pmove.origin[2]; 249 250 // first try moving directly to the next spot 251 VectorCopy (dest, start); 252 trace = PM_PlayerMove (pmove.origin, dest); 253 if (trace.fraction == 1) 254 { 255 VectorCopy (trace.endpos, pmove.origin); 256 return; 257 } 258 259 // try sliding forward both on ground and up 16 pixels 260 // take the move that goes farthest 261 VectorCopy (pmove.origin, original); 262 VectorCopy (pmove.velocity, originalvel); 263 264 // slide move 265 PM_FlyMove (); 266 267 VectorCopy (pmove.origin, down); 268 VectorCopy (pmove.velocity, downvel); 269 270 VectorCopy (original, pmove.origin); 271 VectorCopy (originalvel, pmove.velocity); 272 273// move up a stair height 274 VectorCopy (pmove.origin, dest); 275 dest[2] += STEPSIZE; 276 trace = PM_PlayerMove (pmove.origin, dest); 277 if (!trace.startsolid && !trace.allsolid) 278 { 279 VectorCopy (trace.endpos, pmove.origin); 280 } 281 282// slide move 283 PM_FlyMove (); 284 285// press down the stepheight 286 VectorCopy (pmove.origin, dest); 287 dest[2] -= STEPSIZE; 288 trace = PM_PlayerMove (pmove.origin, dest); 289 if ( trace.plane.normal[2] < 0.7) 290 goto usedown; 291 if (!trace.startsolid && !trace.allsolid) 292 { 293 VectorCopy (trace.endpos, pmove.origin); 294 } 295 VectorCopy (pmove.origin, up); 296 297 // decide which one went farther 298 downdist = (down[0] - original[0])*(down[0] - original[0]) 299 + (down[1] - original[1])*(down[1] - original[1]); 300 updist = (up[0] - original[0])*(up[0] - original[0]) 301 + (up[1] - original[1])*(up[1] - original[1]); 302 303 if (downdist > updist) 304 { 305usedown: 306 VectorCopy (down, pmove.origin); 307 VectorCopy (downvel, pmove.velocity); 308 } else // copy z value from slide move 309 pmove.velocity[2] = downvel[2]; 310 311// if at a dead stop, retry the move with nudges to get around lips 312 313} 314 315 316 317/* 318================== 319PM_Friction 320 321Handles both ground friction and water friction 322================== 323*/ 324void PM_Friction (void) 325{ 326 float *vel; 327 float speed, newspeed, control; 328 float friction; 329 float drop; 330 vec3_t start, stop; 331 pmtrace_t trace; 332 333 if (pmove.waterjumptime) 334 return; 335 336 vel = pmove.velocity; 337 338 speed = sqrt(vel[0]*vel[0] +vel[1]*vel[1] + vel[2]*vel[2]); 339 if (speed < 1) 340 { 341 vel[0] = 0; 342 vel[1] = 0; 343 return; 344 } 345 346 friction = movevars.friction; 347 348// if the leading edge is over a dropoff, increase friction 349 if (onground != -1) { 350 start[0] = stop[0] = pmove.origin[0] + vel[0]/speed*16; 351 start[1] = stop[1] = pmove.origin[1] + vel[1]/speed*16; 352 start[2] = pmove.origin[2] + player_mins[2]; 353 stop[2] = start[2] - 34; 354 355 trace = PM_PlayerMove (start, stop); 356 357 if (trace.fraction == 1) { 358 friction *= 2; 359 } 360 } 361 362 drop = 0; 363 364 if (waterlevel >= 2) // apply water friction 365 drop += speed*movevars.waterfriction*waterlevel*frametime; 366 else if (onground != -1) // apply ground friction 367 { 368 control = speed < movevars.stopspeed ? movevars.stopspeed : speed; 369 drop += control*friction*frametime; 370 } 371 372 373// scale the velocity 374 newspeed = speed - drop; 375 if (newspeed < 0) 376 newspeed = 0; 377 newspeed /= speed; 378 379 vel[0] = vel[0] * newspeed; 380 vel[1] = vel[1] * newspeed; 381 vel[2] = vel[2] * newspeed; 382} 383 384 385/* 386============== 387PM_Accelerate 388============== 389*/ 390void PM_Accelerate (vec3_t wishdir, float wishspeed, float accel) 391{ 392 int i; 393 float addspeed, accelspeed, currentspeed; 394 395 if (pmove.dead) 396 return; 397 if (pmove.waterjumptime) 398 return; 399 400 currentspeed = DotProduct (pmove.velocity, wishdir); 401 addspeed = wishspeed - currentspeed; 402 if (addspeed <= 0) 403 return; 404 accelspeed = accel*frametime*wishspeed; 405 if (accelspeed > addspeed) 406 accelspeed = addspeed; 407 408 for (i=0 ; i<3 ; i++) 409 pmove.velocity[i] += accelspeed*wishdir[i]; 410} 411 412void PM_AirAccelerate (vec3_t wishdir, float wishspeed, float accel) 413{ 414 int i; 415 float addspeed, accelspeed, currentspeed, wishspd = wishspeed; 416 417 if (pmove.dead) 418 return; 419 if (pmove.waterjumptime) 420 return; 421 422 if (wishspd > 30) 423 wishspd = 30; 424 currentspeed = DotProduct (pmove.velocity, wishdir); 425 addspeed = wishspd - currentspeed; 426 if (addspeed <= 0) 427 return; 428 accelspeed = accel * wishspeed * frametime; 429 if (accelspeed > addspeed) 430 accelspeed = addspeed; 431 432 for (i=0 ; i<3 ; i++) 433 pmove.velocity[i] += accelspeed*wishdir[i]; 434} 435 436 437 438/* 439=================== 440PM_WaterMove 441 442=================== 443*/ 444void PM_WaterMove (void) 445{ 446 int i; 447 vec3_t wishvel; 448 float wishspeed; 449 vec3_t wishdir; 450 vec3_t start, dest; 451 pmtrace_t trace; 452 453// 454// user intentions 455// 456 for (i=0 ; i<3 ; i++) 457 wishvel[i] = forward[i]*pmove.cmd.forwardmove + right[i]*pmove.cmd.sidemove; 458 459 if (!pmove.cmd.forwardmove && !pmove.cmd.sidemove && !pmove.cmd.upmove) 460 wishvel[2] -= 60; // drift towards bottom 461 else 462 wishvel[2] += pmove.cmd.upmove; 463 464 VectorCopy (wishvel, wishdir); 465 wishspeed = VectorNormalize(wishdir); 466 467 if (wishspeed > movevars.maxspeed) 468 { 469 VectorScale (wishvel, movevars.maxspeed/wishspeed, wishvel); 470 wishspeed = movevars.maxspeed; 471 } 472 wishspeed *= 0.7; 473 474// 475// water acceleration 476// 477// if (pmove.waterjumptime) 478// Con_Printf ("wm->%f, %f, %f\n", pmove.velocity[0], pmove.velocity[1], pmove.velocity[2]); 479 PM_Accelerate (wishdir, wishspeed, movevars.wateraccelerate); 480 481// assume it is a stair or a slope, so press down from stepheight above 482 VectorMA (pmove.origin, frametime, pmove.velocity, dest); 483 VectorCopy (dest, start); 484 start[2] += STEPSIZE + 1; 485 trace = PM_PlayerMove (start, dest); 486 if (!trace.startsolid && !trace.allsolid) // FIXME: check steep slope? 487 { // walked up the step 488 VectorCopy (trace.endpos, pmove.origin); 489 return; 490 } 491 492 PM_FlyMove (); 493// if (pmove.waterjumptime) 494// Con_Printf ("<-wm%f, %f, %f\n", pmove.velocity[0], pmove.velocity[1], pmove.velocity[2]); 495} 496 497 498/* 499=================== 500PM_AirMove 501 502=================== 503*/ 504void PM_AirMove (void) 505{ 506 int i; 507 vec3_t wishvel; 508 float fmove, smove; 509 vec3_t wishdir; 510 float wishspeed; 511 512 fmove = pmove.cmd.forwardmove; 513 smove = pmove.cmd.sidemove; 514 515 forward[2] = 0; 516 right[2] = 0; 517 VectorNormalize (forward); 518 VectorNormalize (right); 519 520 for (i=0 ; i<2 ; i++) 521 wishvel[i] = forward[i]*fmove + right[i]*smove; 522 wishvel[2] = 0; 523 524 VectorCopy (wishvel, wishdir); 525 wishspeed = VectorNormalize(wishdir); 526 527// 528// clamp to server defined max speed 529// 530 if (wishspeed > movevars.maxspeed) 531 { 532 VectorScale (wishvel, movevars.maxspeed/wishspeed, wishvel); 533 wishspeed = movevars.maxspeed; 534 } 535 536// if (pmove.waterjumptime) 537// Con_Printf ("am->%f, %f, %f\n", pmove.velocity[0], pmove.velocity[1], pmove.velocity[2]); 538 539 if ( onground != -1) 540 { 541 pmove.velocity[2] = 0; 542 PM_Accelerate (wishdir, wishspeed, movevars.accelerate); 543 pmove.velocity[2] -= movevars.entgravity * movevars.gravity * frametime; 544 PM_GroundMove (); 545 } 546 else 547 { // not on ground, so little effect on velocity 548 PM_AirAccelerate (wishdir, wishspeed, movevars.accelerate); 549 550 // add gravity 551 pmove.velocity[2] -= movevars.entgravity * movevars.gravity * frametime; 552 553 PM_FlyMove (); 554 555 } 556 557//Con_Printf("airmove:vec: %4.2f %4.2f %4.2f\n", 558// pmove.velocity[0], 559// pmove.velocity[1], 560// pmove.velocity[2]); 561// 562 563// if (pmove.waterjumptime) 564// Con_Printf ("<-am%f, %f, %f\n", pmove.velocity[0], pmove.velocity[1], pmove.velocity[2]); 565} 566 567 568 569/* 570============= 571PM_CatagorizePosition 572============= 573*/ 574void PM_CatagorizePosition (void) 575{ 576 vec3_t point; 577 int cont; 578 pmtrace_t tr; 579 580// if the player hull point one unit down is solid, the player 581// is on ground 582 583// see if standing on something solid 584 point[0] = pmove.origin[0]; 585 point[1] = pmove.origin[1]; 586 point[2] = pmove.origin[2] - 1; 587 if (pmove.velocity[2] > 180) 588 { 589 onground = -1; 590 } 591 else 592 { 593 tr = PM_PlayerMove (pmove.origin, point); 594 if ( tr.plane.normal[2] < 0.7) 595 onground = -1; // too steep 596 else 597 onground = tr.ent; 598 if (onground != -1) 599 { 600 pmove.waterjumptime = 0; 601 if (!tr.startsolid && !tr.allsolid) 602 VectorCopy (tr.endpos, pmove.origin); 603 } 604 605 // standing on an entity other than the world 606 if (tr.ent > 0) 607 { 608 pmove.touchindex[pmove.numtouch] = tr.ent; 609 pmove.numtouch++; 610 } 611 } 612 613// 614// get waterlevel 615// 616 waterlevel = 0; 617 watertype = CONTENTS_EMPTY; 618 619 point[2] = pmove.origin[2] + player_mins[2] + 1; 620 cont = PM_PointContents (point); 621 622 if (cont <= CONTENTS_WATER) 623 { 624 watertype = cont; 625 waterlevel = 1; 626 point[2] = pmove.origin[2] + (player_mins[2] + player_maxs[2])*0.5; 627 cont = PM_PointContents (point); 628 if (cont <= CONTENTS_WATER) 629 { 630 waterlevel = 2; 631 point[2] = pmove.origin[2] + 22; 632 cont = PM_PointContents (point); 633 if (cont <= CONTENTS_WATER) 634 waterlevel = 3; 635 } 636 } 637} 638 639 640/* 641============= 642JumpButton 643============= 644*/ 645void JumpButton (void) 646{ 647 if (pmove.dead) 648 { 649 pmove.oldbuttons |= BUTTON_JUMP; // don't jump again until released 650 return; 651 } 652 653 if (pmove.waterjumptime) 654 { 655 pmove.waterjumptime -= frametime; 656 if (pmove.waterjumptime < 0) 657 pmove.waterjumptime = 0; 658 return; 659 } 660 661 if (waterlevel >= 2) 662 { // swimming, not jumping 663 onground = -1; 664 665 if (watertype == CONTENTS_WATER) 666 pmove.velocity[2] = 100; 667 else if (watertype == CONTENTS_SLIME) 668 pmove.velocity[2] = 80; 669 else 670 pmove.velocity[2] = 50; 671 return; 672 } 673 674 if (onground == -1) 675 return; // in air, so no effect 676 677 if ( pmove.oldbuttons & BUTTON_JUMP ) 678 return; // don't pogo stick 679 680 onground = -1; 681 pmove.velocity[2] += 270; 682 683 pmove.oldbuttons |= BUTTON_JUMP; // don't jump again until released 684} 685 686/* 687============= 688CheckWaterJump 689============= 690*/ 691void CheckWaterJump (void) 692{ 693 vec3_t spot; 694 int cont; 695 vec3_t flatforward; 696 697 if (pmove.waterjumptime) 698 return; 699 700 // ZOID, don't hop out if we just jumped in 701 if (pmove.velocity[2] < -180) 702 return; // only hop out if we are moving up 703 704 // see if near an edge 705 flatforward[0] = forward[0]; 706 flatforward[1] = forward[1]; 707 flatforward[2] = 0; 708 VectorNormalize (flatforward); 709 710 VectorMA (pmove.origin, 24, flatforward, spot); 711 spot[2] += 8; 712 cont = PM_PointContents (spot); 713 if (cont != CONTENTS_SOLID) 714 return; 715 spot[2] += 24; 716 cont = PM_PointContents (spot); 717 if (cont != CONTENTS_EMPTY) 718 return; 719 // jump out of water 720 VectorScale (flatforward, 50, pmove.velocity); 721 pmove.velocity[2] = 310; 722 pmove.waterjumptime = 2; // safety net 723 pmove.oldbuttons |= BUTTON_JUMP; // don't jump again until released 724} 725 726/* 727================= 728NudgePosition 729 730If pmove.origin is in a solid position, 731try nudging slightly on all axis to 732allow for the cut precision of the net coordinates 733================= 734*/ 735void NudgePosition (void) 736{ 737 vec3_t base; 738 int x, y, z; 739 int i; 740 static int sign[3] = {0, -1, 1}; 741 742 VectorCopy (pmove.origin, base); 743 744 for (i=0 ; i<3 ; i++) 745 pmove.origin[i] = ((int)(pmove.origin[i]*8)) * 0.125; 746// pmove.origin[2] += 0.124; 747 748// if (pmove.dead) 749// return; // might be a squished point, so don'y bother 750// if (PM_TestPlayerPosition (pmove.origin) ) 751// return; 752 753 for (z=0 ; z<=2 ; z++) 754 { 755 for (x=0 ; x<=2 ; x++) 756 { 757 for (y=0 ; y<=2 ; y++) 758 { 759 pmove.origin[0] = base[0] + (sign[x] * 1.0/8); 760 pmove.origin[1] = base[1] + (sign[y] * 1.0/8); 761 pmove.origin[2] = base[2] + (sign[z] * 1.0/8); 762 if (PM_TestPlayerPosition (pmove.origin)) 763 return; 764 } 765 } 766 } 767 VectorCopy (base, pmove.origin); 768// Con_DPrintf ("NudgePosition: stuck\n"); 769} 770 771/* 772=============== 773SpectatorMove 774=============== 775*/ 776void SpectatorMove (void) 777{ 778 float speed, drop, friction, control, newspeed, accel; 779 float currentspeed, addspeed, accelspeed; 780 int i; 781 vec3_t wishvel; 782 float fmove, smove; 783 vec3_t wishdir; 784 float wishspeed; 785#ifndef SERVERONLY 786 extern float server_version; // version of server we connected to 787#endif 788 789 // friction 790 791 speed = Length (pmove.velocity); 792 if (speed < 1) 793 { 794 VectorCopy (vec3_origin, pmove.velocity) 795 } 796 else 797 { 798 drop = 0; 799 800 friction = movevars.friction*1.5; // extra friction 801 control = speed < movevars.stopspeed ? movevars.stopspeed : speed; 802 drop += control*friction*frametime; 803 804 // scale the velocity 805 newspeed = speed - drop; 806 if (newspeed < 0) 807 newspeed = 0; 808 newspeed /= speed; 809 810 VectorScale (pmove.velocity, newspeed, pmove.velocity); 811 } 812 813 // accelerate 814 fmove = pmove.cmd.forwardmove; 815 smove = pmove.cmd.sidemove; 816 817 VectorNormalize (forward); 818 VectorNormalize (right); 819 820 for (i=0 ; i<3 ; i++) 821 wishvel[i] = forward[i]*fmove + right[i]*smove; 822 wishvel[2] += pmove.cmd.upmove; 823 824 VectorCopy (wishvel, wishdir); 825 wishspeed = VectorNormalize(wishdir); 826 827 // 828 // clamp to server defined max speed 829 // 830 if (wishspeed > movevars.spectatormaxspeed) 831 { 832 VectorScale (wishvel, movevars.spectatormaxspeed/wishspeed, wishvel); 833 wishspeed = movevars.spectatormaxspeed; 834 } 835 836 currentspeed = DotProduct(pmove.velocity, wishdir); 837 addspeed = wishspeed - currentspeed; 838 if (addspeed <= 0) 839 return; 840 accelspeed = movevars.accelerate*frametime*wishspeed; 841 if (accelspeed > addspeed) 842 accelspeed = addspeed; 843 844 for (i=0 ; i<3 ; i++) 845 pmove.velocity[i] += accelspeed*wishdir[i]; 846 847 848 // move 849 VectorMA (pmove.origin, frametime, pmove.velocity, pmove.origin); 850} 851 852/* 853============= 854PlayerMove 855 856Returns with origin, angles, and velocity modified in place. 857 858Numtouch and touchindex[] will be set if any of the physents 859were contacted during the move. 860============= 861*/ 862void PlayerMove (void) 863{ 864 frametime = pmove.cmd.msec * 0.001; 865 pmove.numtouch = 0; 866 867 AngleVectors (pmove.angles, forward, right, up); 868 869 if (pmove.spectator) 870 { 871 SpectatorMove (); 872 return; 873 } 874 875 NudgePosition (); 876 877 // take angles directly from command 878 VectorCopy (pmove.cmd.angles, pmove.angles); 879 880 // set onground, watertype, and waterlevel 881 PM_CatagorizePosition (); 882 883 if (waterlevel == 2) 884 CheckWaterJump (); 885 886 if (pmove.velocity[2] < 0) 887 pmove.waterjumptime = 0; 888 889 if (pmove.cmd.buttons & BUTTON_JUMP) 890 JumpButton (); 891 else 892 pmove.oldbuttons &= ~BUTTON_JUMP; 893 894 PM_Friction (); 895 896 if (waterlevel >= 2) 897 PM_WaterMove (); 898 else 899 PM_AirMove (); 900 901 // set onground, watertype, and waterlevel for final spot 902 PM_CatagorizePosition (); 903} 904 905