Convert more files to pure Objective-C
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14 changed files with 176 additions and 162 deletions
419
src/physics.m
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419
src/physics.m
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// physics.cpp: no physics books were hurt nor consulted in the construction of
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// this code. All physics computations and constants were invented on the fly
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// and simply tweaked until they "felt right", and have no basis in reality.
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// Collision detection is simplistic but very robust (uses discrete steps at
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// fixed fps).
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#include "cube.h"
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#import "DynamicEntity.h"
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#import "Entity.h"
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#import "MapModelInfo.h"
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// collide with player or monster
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static bool
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plcollide(
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DynamicEntity *d, DynamicEntity *o, float *headspace, float *hi, float *lo)
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{
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if (o.state != CS_ALIVE)
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return true;
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const float r = o.radius + d.radius;
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if (fabs(o.o.x - d.o.x) < r && fabs(o.o.y - d.o.y) < r) {
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if (d.o.z - d.eyeheight < o.o.z - o.eyeheight) {
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if (o.o.z - o.eyeheight < *hi)
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*hi = o.o.z - o.eyeheight - 1;
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} else if (o.o.z + o.aboveeye > *lo)
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*lo = o.o.z + o.aboveeye + 1;
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if (fabs(o.o.z - d.o.z) < o.aboveeye + d.eyeheight)
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return false;
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if (d.monsterstate)
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return false; // hack
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*headspace = d.o.z - o.o.z - o.aboveeye - d.eyeheight;
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if (*headspace < 0)
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*headspace = 10;
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}
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return true;
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}
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// recursively collide with a mipmapped corner cube
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static bool
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cornertest(int mip, int x, int y, int dx, int dy, int *bx, int *by, int *bs)
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{
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struct sqr *w = wmip[mip];
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int sz = ssize >> mip;
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bool stest =
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SOLID(SWS(w, x + dx, y, sz)) && SOLID(SWS(w, x, y + dy, sz));
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mip++;
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x /= 2;
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y /= 2;
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if (SWS(wmip[mip], x, y, ssize >> mip)->type == CORNER) {
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*bx = x << mip;
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*by = y << mip;
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*bs = 1 << mip;
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return cornertest(mip, x, y, dx, dy, bx, by, bs);
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}
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return stest;
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}
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// collide with a mapmodel
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static void
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mmcollide(DynamicEntity *d, float *hi, float *lo)
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{
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for (Entity *e in ents) {
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if (e.type != MAPMODEL)
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continue;
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MapModelInfo *mmi = getmminfo(e.attr2);
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if (mmi == nil || !mmi.h)
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continue;
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const float r = mmi.rad + d.radius;
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if (fabs(e.x - d.o.x) < r && fabs(e.y - d.o.y) < r) {
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float mmz =
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(float)(S(e.x, e.y)->floor + mmi.zoff + e.attr3);
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if (d.o.z - d.eyeheight < mmz) {
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if (mmz < *hi)
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*hi = mmz;
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} else if (mmz + mmi.h > *lo)
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*lo = mmz + mmi.h;
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}
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}
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}
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// all collision happens here
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// spawn is a dirty side effect used in spawning
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// drop & rise are supplied by the physics below to indicate gravity/push for
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// current mini-timestep
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bool
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collide(DynamicEntity *d, bool spawn, float drop, float rise)
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{
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// figure out integer cube rectangle this entity covers in map
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const float fx1 = d.o.x - d.radius;
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const float fy1 = d.o.y - d.radius;
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const float fx2 = d.o.x + d.radius;
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const float fy2 = d.o.y + d.radius;
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const int x1 = fast_f2nat(fx1);
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const int y1 = fast_f2nat(fy1);
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const int x2 = fast_f2nat(fx2);
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const int y2 = fast_f2nat(fy2);
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float hi = 127, lo = -128;
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// big monsters are afraid of heights, unless angry :)
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float minfloor = (d.monsterstate && !spawn && d.health > 100)
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? d.o.z - d.eyeheight - 4.5f
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: -1000.0f;
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for (int x = x1; x <= x2; x++)
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for (int y = y1; y <= y2; y++) {
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// collide with map
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if (OUTBORD(x, y))
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return false;
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struct sqr *s = S(x, y);
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float ceil = s->ceil;
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float floor = s->floor;
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switch (s->type) {
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case SOLID:
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return false;
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case CORNER: {
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int bx = x, by = y, bs = 1;
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if (x == x1 && y == y1 &&
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cornertest(
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0, x, y, -1, -1, &bx, &by, &bs) &&
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fx1 - bx + fy1 - by <= bs ||
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x == x2 && y == y1 &&
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cornertest(
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0, x, y, 1, -1, &bx, &by, &bs) &&
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fx2 - bx >= fy1 - by ||
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x == x1 && y == y2 &&
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cornertest(
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0, x, y, -1, 1, &bx, &by, &bs) &&
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fx1 - bx <= fy2 - by ||
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x == x2 && y == y2 &&
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cornertest(
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0, x, y, 1, 1, &bx, &by, &bs) &&
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fx2 - bx + fy2 - by >= bs)
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return false;
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break;
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}
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case FHF: // FIXME: too simplistic collision with
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// slopes, makes it feels like tiny stairs
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floor -= (s->vdelta + S(x + 1, y)->vdelta +
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S(x, y + 1)->vdelta +
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S(x + 1, y + 1)->vdelta) /
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16.0f;
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break;
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case CHF:
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ceil += (s->vdelta + S(x + 1, y)->vdelta +
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S(x, y + 1)->vdelta +
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S(x + 1, y + 1)->vdelta) /
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16.0f;
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}
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if (ceil < hi)
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hi = ceil;
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if (floor > lo)
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lo = floor;
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if (floor < minfloor)
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return false;
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}
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if (hi - lo < d.eyeheight + d.aboveeye)
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return false;
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float headspace = 10;
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for (id player in players) {
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if (player == [OFNull null] || player == d)
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continue;
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if (!plcollide(d, player, &headspace, &hi, &lo))
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return false;
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}
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if (d != player1)
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if (!plcollide(d, player1, &headspace, &hi, &lo))
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return false;
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// this loop can be a performance bottleneck with many monster on a slow
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// cpu, should replace with a blockmap but seems mostly fast enough
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for (DynamicEntity *monster in getmonsters())
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if (!vreject(d.o, monster.o, 7.0f) && d != monster &&
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!plcollide(d, monster, &headspace, &hi, &lo))
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return false;
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headspace -= 0.01f;
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mmcollide(d, &hi, &lo); // collide with map models
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if (spawn) {
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// just drop to floor (sideeffect)
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d.o = OFMakeVector3D(d.o.x, d.o.y, lo + d.eyeheight);
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d.onfloor = true;
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} else {
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const float space = d.o.z - d.eyeheight - lo;
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if (space < 0) {
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if (space > -0.01)
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// stick on step
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d.o = OFMakeVector3D(
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d.o.x, d.o.y, lo + d.eyeheight);
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else if (space > -1.26f)
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// rise thru stair
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d.o =
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OFMakeVector3D(d.o.x, d.o.y, d.o.z + rise);
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else
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return false;
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} else
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// gravity
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d.o = OFMakeVector3D(d.o.x, d.o.y,
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d.o.z - min(min(drop, space), headspace));
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const float space2 = hi - (d.o.z + d.aboveeye);
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if (space2 < 0) {
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if (space2 < -0.1)
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return false; // hack alert!
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// glue to ceiling
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d.o = OFMakeVector3D(d.o.x, d.o.y, hi - d.aboveeye);
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// cancel out jumping velocity
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d.vel = OFMakeVector3D(d.vel.x, d.vel.y, 0);
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}
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d.onfloor = d.o.z - d.eyeheight - lo < 0.001f;
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}
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return true;
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}
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float
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rad(float x)
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{
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return x * 3.14159f / 180;
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}
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VARP(maxroll, 0, 3, 20);
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int physicsfraction = 0, physicsrepeat = 0;
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const int MINFRAMETIME = 20; // physics always simulated at 50fps or better
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void
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physicsframe() // optimally schedule physics frames inside the graphics frames
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{
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if (curtime >= MINFRAMETIME) {
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int faketime = curtime + physicsfraction;
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physicsrepeat = faketime / MINFRAMETIME;
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physicsfraction = faketime - physicsrepeat * MINFRAMETIME;
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} else {
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physicsrepeat = 1;
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}
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}
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// main physics routine, moves a player/monster for a curtime step
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// moveres indicated the physics precision (which is lower for monsters and
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// multiplayer prediction) local is false for multiplayer prediction
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static void
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moveplayer4(DynamicEntity *pl, int moveres, bool local, int curtime)
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{
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const bool water = hdr.waterlevel > pl.o.z - 0.5f;
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const bool floating = (editmode && local) || pl.state == CS_EDITING;
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OFVector3D d; // vector of direction we ideally want to move in
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d.x = (float)(pl.move * cos(rad(pl.yaw - 90)));
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d.y = (float)(pl.move * sin(rad(pl.yaw - 90)));
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d.z = 0;
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if (floating || water) {
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d.x *= (float)cos(rad(pl.pitch));
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d.y *= (float)cos(rad(pl.pitch));
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d.z = (float)(pl.move * sin(rad(pl.pitch)));
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}
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d.x += (float)(pl.strafe * cos(rad(pl.yaw - 180)));
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d.y += (float)(pl.strafe * sin(rad(pl.yaw - 180)));
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const float speed = curtime / (water ? 2000.0f : 1000.0f) * pl.maxspeed;
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const float friction =
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water ? 20.0f : (pl.onfloor || floating ? 6.0f : 30.0f);
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const float fpsfric = friction / curtime * 20.0f;
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// slowly apply friction and direction to
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// velocity, gives a smooth movement
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vmul(pl.vel, fpsfric - 1);
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vadd(pl.vel, d);
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vdiv(pl.vel, fpsfric);
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d = pl.vel;
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vmul(d, speed); // d is now frametime based velocity vector
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pl.blocked = false;
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pl.moving = true;
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if (floating) {
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// just apply velocity
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vadd(pl.o, d);
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if (pl.jumpnext) {
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pl.jumpnext = false;
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pl.vel = OFMakeVector3D(pl.vel.x, pl.vel.y, 2);
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}
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} else {
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// apply velocity with collision
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if (pl.onfloor || water) {
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if (pl.jumpnext) {
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pl.jumpnext = false;
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// physics impulse upwards
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pl.vel =
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OFMakeVector3D(pl.vel.x, pl.vel.y, 1.7);
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// dampen velocity change even harder, gives
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// correct water feel
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if (water)
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pl.vel = OFMakeVector3D(pl.vel.x / 8,
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pl.vel.y / 8, pl.vel.z);
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if (local)
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playsoundc(S_JUMP);
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else if (pl.monsterstate) {
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OFVector3D loc = pl.o;
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playsound(S_JUMP, &loc);
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}
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} else if (pl.timeinair > 800) {
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// if we land after long time must have been a
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// high jump, make thud sound
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if (local)
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playsoundc(S_LAND);
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else if (pl.monsterstate) {
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OFVector3D loc = pl.o;
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playsound(S_LAND, &loc);
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}
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}
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pl.timeinair = 0;
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} else
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pl.timeinair += curtime;
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const float gravity = 20;
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const float f = 1.0f / moveres;
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// incorrect, but works fine
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float dropf = ((gravity - 1) + pl.timeinair / 15.0f);
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// float slowly down in water
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if (water) {
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dropf = 5;
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pl.timeinair = 0;
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}
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// at high fps, gravity kicks in too fast
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const float drop = dropf * curtime / gravity / 100 / moveres;
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// extra smoothness when lifting up stairs
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const float rise = speed / moveres / 1.2f;
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loopi(moveres) // discrete steps collision detection & sliding
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{
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// try move forward
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pl.o = OFMakeVector3D(pl.o.x + f * d.x,
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pl.o.y + f * d.y, pl.o.z + f * d.z);
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if (collide(pl, false, drop, rise))
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continue;
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// player stuck, try slide along y axis
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pl.blocked = true;
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pl.o = OFMakeVector3D(pl.o.x - f * d.x, pl.o.y, pl.o.z);
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if (collide(pl, false, drop, rise)) {
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d.x = 0;
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continue;
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}
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// still stuck, try x axis
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pl.o = OFMakeVector3D(
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pl.o.x + f * d.x, pl.o.y - f * d.y, pl.o.z);
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if (collide(pl, false, drop, rise)) {
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d.y = 0;
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continue;
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}
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// try just dropping down
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pl.moving = false;
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pl.o = OFMakeVector3D(pl.o.x - f * d.x, pl.o.y, pl.o.z);
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if (collide(pl, false, drop, rise)) {
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d.y = d.x = 0;
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continue;
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}
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pl.o = OFMakeVector3D(pl.o.x, pl.o.y, pl.o.z - f * d.z);
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break;
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}
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}
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// detect wether player is outside map, used for skipping zbuffer clear
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// mostly
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if (pl.o.x < 0 || pl.o.x >= ssize || pl.o.y < 0 || pl.o.y > ssize)
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pl.outsidemap = true;
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else {
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struct sqr *s = S((int)pl.o.x, (int)pl.o.y);
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pl.outsidemap = SOLID(s) ||
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pl.o.z < s->floor - (s->type == FHF ? s->vdelta / 4 : 0) ||
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pl.o.z > s->ceil + (s->type == CHF ? s->vdelta / 4 : 0);
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}
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// automatically apply smooth roll when strafing
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if (pl.strafe == 0)
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pl.roll = pl.roll / (1 + (float)sqrt((float)curtime) / 25);
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else {
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pl.roll += pl.strafe * curtime / -30.0f;
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if (pl.roll > maxroll)
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pl.roll = (float)maxroll;
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if (pl.roll < -maxroll)
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pl.roll = (float)-maxroll;
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}
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// play sounds on water transitions
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if (!pl.inwater && water) {
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OFVector3D loc = pl.o;
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playsound(S_SPLASH2, &loc);
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pl.vel = OFMakeVector3D(pl.vel.x, pl.vel.y, 0);
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} else if (pl.inwater && !water) {
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OFVector3D loc = pl.o;
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playsound(S_SPLASH1, &loc);
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}
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pl.inwater = water;
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}
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void
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moveplayer(DynamicEntity *pl, int moveres, bool local)
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{
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loopi(physicsrepeat) moveplayer4(pl, moveres, local,
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i ? curtime / physicsrepeat
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: curtime - curtime / physicsrepeat * (physicsrepeat - 1));
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}
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