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-rw-r--r--QW/client/pmove.c904
1 files changed, 904 insertions, 0 deletions
diff --git a/QW/client/pmove.c b/QW/client/pmove.c
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+/*
+Copyright (C) 1996-1997 Id Software, Inc.
+
+This program 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.
+
+This program 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 this program; if not, write to the Free Software
+Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+
+*/
+
+#include "quakedef.h"
+
+
+movevars_t movevars;
+
+playermove_t pmove;
+
+int onground;
+int waterlevel;
+int watertype;
+
+float frametime;
+
+vec3_t forward, right, up;
+
+vec3_t player_mins = {-16, -16, -24};
+vec3_t player_maxs = {16, 16, 32};
+
+// #define PM_GRAVITY 800
+// #define PM_STOPSPEED 100
+// #define PM_MAXSPEED 320
+// #define PM_SPECTATORMAXSPEED 500
+// #define PM_ACCELERATE 10
+// #define PM_AIRACCELERATE 0.7
+// #define PM_WATERACCELERATE 10
+// #define PM_FRICTION 6
+// #define PM_WATERFRICTION 1
+
+void PM_InitBoxHull (void);
+
+void Pmove_Init (void)
+{
+ PM_InitBoxHull ();
+}
+
+#define STEPSIZE 18
+
+
+#define BUTTON_JUMP 2
+
+
+/*
+==================
+PM_ClipVelocity
+
+Slide off of the impacting object
+returns the blocked flags (1 = floor, 2 = step / wall)
+==================
+*/
+#define STOP_EPSILON 0.1
+
+int PM_ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce)
+{
+ float backoff;
+ float change;
+ int i, blocked;
+
+ blocked = 0;
+ if (normal[2] > 0)
+ blocked |= 1; // floor
+ if (!normal[2])
+ blocked |= 2; // step
+
+ backoff = DotProduct (in, normal) * overbounce;
+
+ for (i=0 ; i<3 ; i++)
+ {
+ change = normal[i]*backoff;
+ out[i] = in[i] - change;
+ if (out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON)
+ out[i] = 0;
+ }
+
+ return blocked;
+}
+
+
+/*
+============
+PM_FlyMove
+
+The basic solid body movement clip that slides along multiple planes
+============
+*/
+#define MAX_CLIP_PLANES 5
+
+int PM_FlyMove (void)
+{
+ int bumpcount, numbumps;
+ vec3_t dir;
+ float d;
+ int numplanes;
+ vec3_t planes[MAX_CLIP_PLANES];
+ vec3_t primal_velocity, original_velocity;
+ int i, j;
+ pmtrace_t trace;
+ vec3_t end;
+ float time_left;
+ int blocked;
+
+ numbumps = 4;
+
+ blocked = 0;
+ VectorCopy (pmove.velocity, original_velocity);
+ VectorCopy (pmove.velocity, primal_velocity);
+ numplanes = 0;
+
+ time_left = frametime;
+
+ for (bumpcount=0 ; bumpcount<numbumps ; bumpcount++)
+ {
+ for (i=0 ; i<3 ; i++)
+ end[i] = pmove.origin[i] + time_left * pmove.velocity[i];
+
+ trace = PM_PlayerMove (pmove.origin, end);
+
+ if (trace.startsolid || trace.allsolid)
+ { // entity is trapped in another solid
+ VectorCopy (vec3_origin, pmove.velocity);
+ return 3;
+ }
+
+ if (trace.fraction > 0)
+ { // actually covered some distance
+ VectorCopy (trace.endpos, pmove.origin);
+ numplanes = 0;
+ }
+
+ if (trace.fraction == 1)
+ break; // moved the entire distance
+
+ // save entity for contact
+ pmove.touchindex[pmove.numtouch] = trace.ent;
+ pmove.numtouch++;
+
+ if (trace.plane.normal[2] > 0.7)
+ {
+ blocked |= 1; // floor
+ }
+ if (!trace.plane.normal[2])
+ {
+ blocked |= 2; // step
+ }
+
+ time_left -= time_left * trace.fraction;
+
+ // cliped to another plane
+ if (numplanes >= MAX_CLIP_PLANES)
+ { // this shouldn't really happen
+ VectorCopy (vec3_origin, pmove.velocity);
+ break;
+ }
+
+ VectorCopy (trace.plane.normal, planes[numplanes]);
+ numplanes++;
+
+//
+// modify original_velocity so it parallels all of the clip planes
+//
+ for (i=0 ; i<numplanes ; i++)
+ {
+ PM_ClipVelocity (original_velocity, planes[i], pmove.velocity, 1);
+ for (j=0 ; j<numplanes ; j++)
+ if (j != i)
+ {
+ if (DotProduct (pmove.velocity, planes[j]) < 0)
+ break; // not ok
+ }
+ if (j == numplanes)
+ break;
+ }
+
+ if (i != numplanes)
+ { // go along this plane
+ }
+ else
+ { // go along the crease
+ if (numplanes != 2)
+ {
+// Con_Printf ("clip velocity, numplanes == %i\n",numplanes);
+ VectorCopy (vec3_origin, pmove.velocity);
+ break;
+ }
+ CrossProduct (planes[0], planes[1], dir);
+ d = DotProduct (dir, pmove.velocity);
+ VectorScale (dir, d, pmove.velocity);
+ }
+
+//
+// if original velocity is against the original velocity, stop dead
+// to avoid tiny occilations in sloping corners
+//
+ if (DotProduct (pmove.velocity, primal_velocity) <= 0)
+ {
+ VectorCopy (vec3_origin, pmove.velocity);
+ break;
+ }
+ }
+
+ if (pmove.waterjumptime)
+ {
+ VectorCopy (primal_velocity, pmove.velocity);
+ }
+ return blocked;
+}
+
+/*
+=============
+PM_GroundMove
+
+Player is on ground, with no upwards velocity
+=============
+*/
+void PM_GroundMove (void)
+{
+ vec3_t start, dest;
+ pmtrace_t trace;
+ vec3_t original, originalvel, down, up, downvel;
+ float downdist, updist;
+
+ pmove.velocity[2] = 0;
+ if (!pmove.velocity[0] && !pmove.velocity[1] && !pmove.velocity[2])
+ return;
+
+ // first try just moving to the destination
+ dest[0] = pmove.origin[0] + pmove.velocity[0]*frametime;
+ dest[1] = pmove.origin[1] + pmove.velocity[1]*frametime;
+ dest[2] = pmove.origin[2];
+
+ // first try moving directly to the next spot
+ VectorCopy (dest, start);
+ trace = PM_PlayerMove (pmove.origin, dest);
+ if (trace.fraction == 1)
+ {
+ VectorCopy (trace.endpos, pmove.origin);
+ return;
+ }
+
+ // try sliding forward both on ground and up 16 pixels
+ // take the move that goes farthest
+ VectorCopy (pmove.origin, original);
+ VectorCopy (pmove.velocity, originalvel);
+
+ // slide move
+ PM_FlyMove ();
+
+ VectorCopy (pmove.origin, down);
+ VectorCopy (pmove.velocity, downvel);
+
+ VectorCopy (original, pmove.origin);
+ VectorCopy (originalvel, pmove.velocity);
+
+// move up a stair height
+ VectorCopy (pmove.origin, dest);
+ dest[2] += STEPSIZE;
+ trace = PM_PlayerMove (pmove.origin, dest);
+ if (!trace.startsolid && !trace.allsolid)
+ {
+ VectorCopy (trace.endpos, pmove.origin);
+ }
+
+// slide move
+ PM_FlyMove ();
+
+// press down the stepheight
+ VectorCopy (pmove.origin, dest);
+ dest[2] -= STEPSIZE;
+ trace = PM_PlayerMove (pmove.origin, dest);
+ if ( trace.plane.normal[2] < 0.7)
+ goto usedown;
+ if (!trace.startsolid && !trace.allsolid)
+ {
+ VectorCopy (trace.endpos, pmove.origin);
+ }
+ VectorCopy (pmove.origin, up);
+
+ // decide which one went farther
+ downdist = (down[0] - original[0])*(down[0] - original[0])
+ + (down[1] - original[1])*(down[1] - original[1]);
+ updist = (up[0] - original[0])*(up[0] - original[0])
+ + (up[1] - original[1])*(up[1] - original[1]);
+
+ if (downdist > updist)
+ {
+usedown:
+ VectorCopy (down, pmove.origin);
+ VectorCopy (downvel, pmove.velocity);
+ } else // copy z value from slide move
+ pmove.velocity[2] = downvel[2];
+
+// if at a dead stop, retry the move with nudges to get around lips
+
+}
+
+
+
+/*
+==================
+PM_Friction
+
+Handles both ground friction and water friction
+==================
+*/
+void PM_Friction (void)
+{
+ float *vel;
+ float speed, newspeed, control;
+ float friction;
+ float drop;
+ vec3_t start, stop;
+ pmtrace_t trace;
+
+ if (pmove.waterjumptime)
+ return;
+
+ vel = pmove.velocity;
+
+ speed = sqrt(vel[0]*vel[0] +vel[1]*vel[1] + vel[2]*vel[2]);
+ if (speed < 1)
+ {
+ vel[0] = 0;
+ vel[1] = 0;
+ return;
+ }
+
+ friction = movevars.friction;
+
+// if the leading edge is over a dropoff, increase friction
+ if (onground != -1) {
+ start[0] = stop[0] = pmove.origin[0] + vel[0]/speed*16;
+ start[1] = stop[1] = pmove.origin[1] + vel[1]/speed*16;
+ start[2] = pmove.origin[2] + player_mins[2];
+ stop[2] = start[2] - 34;
+
+ trace = PM_PlayerMove (start, stop);
+
+ if (trace.fraction == 1) {
+ friction *= 2;
+ }
+ }
+
+ drop = 0;
+
+ if (waterlevel >= 2) // apply water friction
+ drop += speed*movevars.waterfriction*waterlevel*frametime;
+ else if (onground != -1) // apply ground friction
+ {
+ control = speed < movevars.stopspeed ? movevars.stopspeed : speed;
+ drop += control*friction*frametime;
+ }
+
+
+// scale the velocity
+ newspeed = speed - drop;
+ if (newspeed < 0)
+ newspeed = 0;
+ newspeed /= speed;
+
+ vel[0] = vel[0] * newspeed;
+ vel[1] = vel[1] * newspeed;
+ vel[2] = vel[2] * newspeed;
+}
+
+
+/*
+==============
+PM_Accelerate
+==============
+*/
+void PM_Accelerate (vec3_t wishdir, float wishspeed, float accel)
+{
+ int i;
+ float addspeed, accelspeed, currentspeed;
+
+ if (pmove.dead)
+ return;
+ if (pmove.waterjumptime)
+ return;
+
+ currentspeed = DotProduct (pmove.velocity, wishdir);
+ addspeed = wishspeed - currentspeed;
+ if (addspeed <= 0)
+ return;
+ accelspeed = accel*frametime*wishspeed;
+ if (accelspeed > addspeed)
+ accelspeed = addspeed;
+
+ for (i=0 ; i<3 ; i++)
+ pmove.velocity[i] += accelspeed*wishdir[i];
+}
+
+void PM_AirAccelerate (vec3_t wishdir, float wishspeed, float accel)
+{
+ int i;
+ float addspeed, accelspeed, currentspeed, wishspd = wishspeed;
+
+ if (pmove.dead)
+ return;
+ if (pmove.waterjumptime)
+ return;
+
+ if (wishspd > 30)
+ wishspd = 30;
+ currentspeed = DotProduct (pmove.velocity, wishdir);
+ addspeed = wishspd - currentspeed;
+ if (addspeed <= 0)
+ return;
+ accelspeed = accel * wishspeed * frametime;
+ if (accelspeed > addspeed)
+ accelspeed = addspeed;
+
+ for (i=0 ; i<3 ; i++)
+ pmove.velocity[i] += accelspeed*wishdir[i];
+}
+
+
+
+/*
+===================
+PM_WaterMove
+
+===================
+*/
+void PM_WaterMove (void)
+{
+ int i;
+ vec3_t wishvel;
+ float wishspeed;
+ vec3_t wishdir;
+ vec3_t start, dest;
+ pmtrace_t trace;
+
+//
+// user intentions
+//
+ for (i=0 ; i<3 ; i++)
+ wishvel[i] = forward[i]*pmove.cmd.forwardmove + right[i]*pmove.cmd.sidemove;
+
+ if (!pmove.cmd.forwardmove && !pmove.cmd.sidemove && !pmove.cmd.upmove)
+ wishvel[2] -= 60; // drift towards bottom
+ else
+ wishvel[2] += pmove.cmd.upmove;
+
+ VectorCopy (wishvel, wishdir);
+ wishspeed = VectorNormalize(wishdir);
+
+ if (wishspeed > movevars.maxspeed)
+ {
+ VectorScale (wishvel, movevars.maxspeed/wishspeed, wishvel);
+ wishspeed = movevars.maxspeed;
+ }
+ wishspeed *= 0.7;
+
+//
+// water acceleration
+//
+// if (pmove.waterjumptime)
+// Con_Printf ("wm->%f, %f, %f\n", pmove.velocity[0], pmove.velocity[1], pmove.velocity[2]);
+ PM_Accelerate (wishdir, wishspeed, movevars.wateraccelerate);
+
+// assume it is a stair or a slope, so press down from stepheight above
+ VectorMA (pmove.origin, frametime, pmove.velocity, dest);
+ VectorCopy (dest, start);
+ start[2] += STEPSIZE + 1;
+ trace = PM_PlayerMove (start, dest);
+ if (!trace.startsolid && !trace.allsolid) // FIXME: check steep slope?
+ { // walked up the step
+ VectorCopy (trace.endpos, pmove.origin);
+ return;
+ }
+
+ PM_FlyMove ();
+// if (pmove.waterjumptime)
+// Con_Printf ("<-wm%f, %f, %f\n", pmove.velocity[0], pmove.velocity[1], pmove.velocity[2]);
+}
+
+
+/*
+===================
+PM_AirMove
+
+===================
+*/
+void PM_AirMove (void)
+{
+ int i;
+ vec3_t wishvel;
+ float fmove, smove;
+ vec3_t wishdir;
+ float wishspeed;
+
+ fmove = pmove.cmd.forwardmove;
+ smove = pmove.cmd.sidemove;
+
+ forward[2] = 0;
+ right[2] = 0;
+ VectorNormalize (forward);
+ VectorNormalize (right);
+
+ for (i=0 ; i<2 ; i++)
+ wishvel[i] = forward[i]*fmove + right[i]*smove;
+ wishvel[2] = 0;
+
+ VectorCopy (wishvel, wishdir);
+ wishspeed = VectorNormalize(wishdir);
+
+//
+// clamp to server defined max speed
+//
+ if (wishspeed > movevars.maxspeed)
+ {
+ VectorScale (wishvel, movevars.maxspeed/wishspeed, wishvel);
+ wishspeed = movevars.maxspeed;
+ }
+
+// if (pmove.waterjumptime)
+// Con_Printf ("am->%f, %f, %f\n", pmove.velocity[0], pmove.velocity[1], pmove.velocity[2]);
+
+ if ( onground != -1)
+ {
+ pmove.velocity[2] = 0;
+ PM_Accelerate (wishdir, wishspeed, movevars.accelerate);
+ pmove.velocity[2] -= movevars.entgravity * movevars.gravity * frametime;
+ PM_GroundMove ();
+ }
+ else
+ { // not on ground, so little effect on velocity
+ PM_AirAccelerate (wishdir, wishspeed, movevars.accelerate);
+
+ // add gravity
+ pmove.velocity[2] -= movevars.entgravity * movevars.gravity * frametime;
+
+ PM_FlyMove ();
+
+ }
+
+//Con_Printf("airmove:vec: %4.2f %4.2f %4.2f\n",
+// pmove.velocity[0],
+// pmove.velocity[1],
+// pmove.velocity[2]);
+//
+
+// if (pmove.waterjumptime)
+// Con_Printf ("<-am%f, %f, %f\n", pmove.velocity[0], pmove.velocity[1], pmove.velocity[2]);
+}
+
+
+
+/*
+=============
+PM_CatagorizePosition
+=============
+*/
+void PM_CatagorizePosition (void)
+{
+ vec3_t point;
+ int cont;
+ pmtrace_t tr;
+
+// if the player hull point one unit down is solid, the player
+// is on ground
+
+// see if standing on something solid
+ point[0] = pmove.origin[0];
+ point[1] = pmove.origin[1];
+ point[2] = pmove.origin[2] - 1;
+ if (pmove.velocity[2] > 180)
+ {
+ onground = -1;
+ }
+ else
+ {
+ tr = PM_PlayerMove (pmove.origin, point);
+ if ( tr.plane.normal[2] < 0.7)
+ onground = -1; // too steep
+ else
+ onground = tr.ent;
+ if (onground != -1)
+ {
+ pmove.waterjumptime = 0;
+ if (!tr.startsolid && !tr.allsolid)
+ VectorCopy (tr.endpos, pmove.origin);
+ }
+
+ // standing on an entity other than the world
+ if (tr.ent > 0)
+ {
+ pmove.touchindex[pmove.numtouch] = tr.ent;
+ pmove.numtouch++;
+ }
+ }
+
+//
+// get waterlevel
+//
+ waterlevel = 0;
+ watertype = CONTENTS_EMPTY;
+
+ point[2] = pmove.origin[2] + player_mins[2] + 1;
+ cont = PM_PointContents (point);
+
+ if (cont <= CONTENTS_WATER)
+ {
+ watertype = cont;
+ waterlevel = 1;
+ point[2] = pmove.origin[2] + (player_mins[2] + player_maxs[2])*0.5;
+ cont = PM_PointContents (point);
+ if (cont <= CONTENTS_WATER)
+ {
+ waterlevel = 2;
+ point[2] = pmove.origin[2] + 22;
+ cont = PM_PointContents (point);
+ if (cont <= CONTENTS_WATER)
+ waterlevel = 3;
+ }
+ }
+}
+
+
+/*
+=============
+JumpButton
+=============
+*/
+void JumpButton (void)
+{
+ if (pmove.dead)
+ {
+ pmove.oldbuttons |= BUTTON_JUMP; // don't jump again until released
+ return;
+ }
+
+ if (pmove.waterjumptime)
+ {
+ pmove.waterjumptime -= frametime;
+ if (pmove.waterjumptime < 0)
+ pmove.waterjumptime = 0;
+ return;
+ }
+
+ if (waterlevel >= 2)
+ { // swimming, not jumping
+ onground = -1;
+
+ if (watertype == CONTENTS_WATER)
+ pmove.velocity[2] = 100;
+ else if (watertype == CONTENTS_SLIME)
+ pmove.velocity[2] = 80;
+ else
+ pmove.velocity[2] = 50;
+ return;
+ }
+
+ if (onground == -1)
+ return; // in air, so no effect
+
+ if ( pmove.oldbuttons & BUTTON_JUMP )
+ return; // don't pogo stick
+
+ onground = -1;
+ pmove.velocity[2] += 270;
+
+ pmove.oldbuttons |= BUTTON_JUMP; // don't jump again until released
+}
+
+/*
+=============
+CheckWaterJump
+=============
+*/
+void CheckWaterJump (void)
+{
+ vec3_t spot;
+ int cont;
+ vec3_t flatforward;
+
+ if (pmove.waterjumptime)
+ return;
+
+ // ZOID, don't hop out if we just jumped in
+ if (pmove.velocity[2] < -180)
+ return; // only hop out if we are moving up
+
+ // see if near an edge
+ flatforward[0] = forward[0];
+ flatforward[1] = forward[1];
+ flatforward[2] = 0;
+ VectorNormalize (flatforward);
+
+ VectorMA (pmove.origin, 24, flatforward, spot);
+ spot[2] += 8;
+ cont = PM_PointContents (spot);
+ if (cont != CONTENTS_SOLID)
+ return;
+ spot[2] += 24;
+ cont = PM_PointContents (spot);
+ if (cont != CONTENTS_EMPTY)
+ return;
+ // jump out of water
+ VectorScale (flatforward, 50, pmove.velocity);
+ pmove.velocity[2] = 310;
+ pmove.waterjumptime = 2; // safety net
+ pmove.oldbuttons |= BUTTON_JUMP; // don't jump again until released
+}
+
+/*
+=================
+NudgePosition
+
+If pmove.origin is in a solid position,
+try nudging slightly on all axis to
+allow for the cut precision of the net coordinates
+=================
+*/
+void NudgePosition (void)
+{
+ vec3_t base;
+ int x, y, z;
+ int i;
+ static int sign[3] = {0, -1, 1};
+
+ VectorCopy (pmove.origin, base);
+
+ for (i=0 ; i<3 ; i++)
+ pmove.origin[i] = ((int)(pmove.origin[i]*8)) * 0.125;
+// pmove.origin[2] += 0.124;
+
+// if (pmove.dead)
+// return; // might be a squished point, so don'y bother
+// if (PM_TestPlayerPosition (pmove.origin) )
+// return;
+
+ for (z=0 ; z<=2 ; z++)
+ {
+ for (x=0 ; x<=2 ; x++)
+ {
+ for (y=0 ; y<=2 ; y++)
+ {
+ pmove.origin[0] = base[0] + (sign[x] * 1.0/8);
+ pmove.origin[1] = base[1] + (sign[y] * 1.0/8);
+ pmove.origin[2] = base[2] + (sign[z] * 1.0/8);
+ if (PM_TestPlayerPosition (pmove.origin))
+ return;
+ }
+ }
+ }
+ VectorCopy (base, pmove.origin);
+// Con_DPrintf ("NudgePosition: stuck\n");
+}
+
+/*
+===============
+SpectatorMove
+===============
+*/
+void SpectatorMove (void)
+{
+ float speed, drop, friction, control, newspeed, accel;
+ float currentspeed, addspeed, accelspeed;
+ int i;
+ vec3_t wishvel;
+ float fmove, smove;
+ vec3_t wishdir;
+ float wishspeed;
+#ifndef SERVERONLY
+ extern float server_version; // version of server we connected to
+#endif
+
+ // friction
+
+ speed = Length (pmove.velocity);
+ if (speed < 1)
+ {
+ VectorCopy (vec3_origin, pmove.velocity)
+ }
+ else
+ {
+ drop = 0;
+
+ friction = movevars.friction*1.5; // extra friction
+ control = speed < movevars.stopspeed ? movevars.stopspeed : speed;
+ drop += control*friction*frametime;
+
+ // scale the velocity
+ newspeed = speed - drop;
+ if (newspeed < 0)
+ newspeed = 0;
+ newspeed /= speed;
+
+ VectorScale (pmove.velocity, newspeed, pmove.velocity);
+ }
+
+ // accelerate
+ fmove = pmove.cmd.forwardmove;
+ smove = pmove.cmd.sidemove;
+
+ VectorNormalize (forward);
+ VectorNormalize (right);
+
+ for (i=0 ; i<3 ; i++)
+ wishvel[i] = forward[i]*fmove + right[i]*smove;
+ wishvel[2] += pmove.cmd.upmove;
+
+ VectorCopy (wishvel, wishdir);
+ wishspeed = VectorNormalize(wishdir);
+
+ //
+ // clamp to server defined max speed
+ //
+ if (wishspeed > movevars.spectatormaxspeed)
+ {
+ VectorScale (wishvel, movevars.spectatormaxspeed/wishspeed, wishvel);
+ wishspeed = movevars.spectatormaxspeed;
+ }
+
+ currentspeed = DotProduct(pmove.velocity, wishdir);
+ addspeed = wishspeed - currentspeed;
+ if (addspeed <= 0)
+ return;
+ accelspeed = movevars.accelerate*frametime*wishspeed;
+ if (accelspeed > addspeed)
+ accelspeed = addspeed;
+
+ for (i=0 ; i<3 ; i++)
+ pmove.velocity[i] += accelspeed*wishdir[i];
+
+
+ // move
+ VectorMA (pmove.origin, frametime, pmove.velocity, pmove.origin);
+}
+
+/*
+=============
+PlayerMove
+
+Returns with origin, angles, and velocity modified in place.
+
+Numtouch and touchindex[] will be set if any of the physents
+were contacted during the move.
+=============
+*/
+void PlayerMove (void)
+{
+ frametime = pmove.cmd.msec * 0.001;
+ pmove.numtouch = 0;
+
+ AngleVectors (pmove.angles, forward, right, up);
+
+ if (pmove.spectator)
+ {
+ SpectatorMove ();
+ return;
+ }
+
+ NudgePosition ();
+
+ // take angles directly from command
+ VectorCopy (pmove.cmd.angles, pmove.angles);
+
+ // set onground, watertype, and waterlevel
+ PM_CatagorizePosition ();
+
+ if (waterlevel == 2)
+ CheckWaterJump ();
+
+ if (pmove.velocity[2] < 0)
+ pmove.waterjumptime = 0;
+
+ if (pmove.cmd.buttons & BUTTON_JUMP)
+ JumpButton ();
+ else
+ pmove.oldbuttons &= ~BUTTON_JUMP;
+
+ PM_Friction ();
+
+ if (waterlevel >= 2)
+ PM_WaterMove ();
+ else
+ PM_AirMove ();
+
+ // set onground, watertype, and waterlevel for final spot
+ PM_CatagorizePosition ();
+}
+