Cube  Diff

Differences From Artifact [0149f2d0e3]:

To Artifact [bf839677bd]:


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		if (space < 0) {
			if (space > -0.01)
				// stick on step
				d.origin = OFMakeVector3D(
				    d.origin.x, d.origin.y, lo + d.eyeHeight);
			else if (space > -1.26f)
				// rise thru stair
				d.origin = OFAddVector3D(
				    d.origin, OFMakeVector3D(0, 0, rise));
			else
				return false;
		} else
			// gravity
			d.origin = OFSubtractVector3D(d.origin,
			    OFMakeVector3D(
			        0, 0, min(min(drop, space), headspace)));

		const float space2 = hi - (d.origin.z + d.aboveEye);
		if (space2 < 0) {
			if (space2 < -0.1)
				return false; // hack alert!







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		if (space < 0) {
			if (space > -0.01)
				// stick on step
				d.origin = OFMakeVector3D(
				    d.origin.x, d.origin.y, lo + d.eyeHeight);
			else if (space > -1.26f)
				// rise thru stair
				d.origin = OFAddVectors3D(
				    d.origin, OFMakeVector3D(0, 0, rise));
			else
				return false;
		} else
			// gravity
			d.origin = OFSubtractVectors3D(d.origin,
			    OFMakeVector3D(
			        0, 0, min(min(drop, space), headspace)));

		const float space2 = hi - (d.origin.z + d.aboveEye);
		if (space2 < 0) {
			if (space2 < -0.1)
				return false; // hack alert!
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		const float drop = dropf * curtime / gravity / 100 / moveres;
		// extra smoothness when lifting up stairs
		const float rise = speed / moveres / 1.2f;

		// discrete steps collision detection & sliding
		for (int i = 0; i < moveres; i++) {
			// try move forward
			pl.origin = OFAddVector3D(pl.origin,
			    OFMakeVector3D(f * d.x, f * d.y, f * d.z));
			if (collide(pl, false, drop, rise))
				continue;

			// player stuck, try slide along y axis
			pl.blocked = true;
			pl.origin = OFSubtractVector3D(
			    pl.origin, OFMakeVector3D(f * d.x, 0, 0));
			if (collide(pl, false, drop, rise)) {
				d.x = 0;
				continue;
			}

			// still stuck, try x axis
			pl.origin = OFAddVector3D(
			    pl.origin, OFMakeVector3D(f * d.x, -f * d.y, 0));
			if (collide(pl, false, drop, rise)) {
				d.y = 0;
				continue;
			}

			// try just dropping down
			pl.moving = false;
			pl.origin = OFSubtractVector3D(
			    pl.origin, OFMakeVector3D(f * d.x, 0, 0));
			if (collide(pl, false, drop, rise)) {
				d.y = d.x = 0;
				continue;
			}

			pl.origin = OFSubtractVector3D(
			    pl.origin, OFMakeVector3D(0, 0, f * d.z));
			break;
		}
	}

	// detect wether player is outside map, used for skipping zbuffer clear
	// mostly







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		const float drop = dropf * curtime / gravity / 100 / moveres;
		// extra smoothness when lifting up stairs
		const float rise = speed / moveres / 1.2f;

		// discrete steps collision detection & sliding
		for (int i = 0; i < moveres; i++) {
			// try move forward
			pl.origin = OFAddVectors3D(pl.origin,
			    OFMakeVector3D(f * d.x, f * d.y, f * d.z));
			if (collide(pl, false, drop, rise))
				continue;

			// player stuck, try slide along y axis
			pl.blocked = true;
			pl.origin = OFSubtractVectors3D(
			    pl.origin, OFMakeVector3D(f * d.x, 0, 0));
			if (collide(pl, false, drop, rise)) {
				d.x = 0;
				continue;
			}

			// still stuck, try x axis
			pl.origin = OFAddVectors3D(
			    pl.origin, OFMakeVector3D(f * d.x, -f * d.y, 0));
			if (collide(pl, false, drop, rise)) {
				d.y = 0;
				continue;
			}

			// try just dropping down
			pl.moving = false;
			pl.origin = OFSubtractVectors3D(
			    pl.origin, OFMakeVector3D(f * d.x, 0, 0));
			if (collide(pl, false, drop, rise)) {
				d.y = d.x = 0;
				continue;
			}

			pl.origin = OFSubtractVectors3D(
			    pl.origin, OFMakeVector3D(0, 0, f * d.z));
			break;
		}
	}

	// detect wether player is outside map, used for skipping zbuffer clear
	// mostly