QL step jump with master gate and projected validation

Add full QL-style PM_StepSlideMove with:
- Master gate: trace from start to final position filters micro-bumps
- Projected position validation: trace down at where player would be
  without collision, rejects walls (startsolid) and confirms stairs
- Air-step friction: 3% horizontal penalty on airborne step-ups
- PM_Jump() call when all gates pass on valid stair geometry

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
serge_shubin 2026-03-21 20:58:11 +08:00
parent 9b0bd3c03f
commit ba1c1b5a60

View file

@ -234,9 +234,8 @@ void PM_StepSlideMove( qboolean gravity ) {
vec3_t start_o, start_v;
vec3_t down_o, down_v;
trace_t trace;
// float down_dist, up_dist;
// vec3_t delta, delta2;
vec3_t up, down;
vec3_t projected;
float stepSize;
VectorCopy (pm->ps->origin, start_o);
@ -246,6 +245,9 @@ void PM_StepSlideMove( qboolean gravity ) {
return; // we got exactly where we wanted to go first try
}
// QL: compute projected position (where player would be without collision)
VectorMA( start_o, pml.frametime, start_v, projected );
// QL pm_airSteps: allow step-ups with upward velocity.
// Q3 blocked step-ups during jumps unless ground was directly below.
// This prevented smooth stair traversal while bunny-hopping.
@ -289,23 +291,19 @@ void PM_StepSlideMove( qboolean gravity ) {
}
}
#if 0
// if the down trace can trace back to the original position directly, don't step
pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, start_o, pm->ps->clientNum, pm->tracemask);
if ( trace.fraction == 1.0 ) {
// use the original move
VectorCopy (down_o, pm->ps->origin);
VectorCopy (down_v, pm->ps->velocity);
if ( pm->debugLevel ) {
Com_Printf("%i:bend\n", c_pmove);
}
} else
#endif
{
// use the step move
// QL master gate: trace from original position to final position.
// If the trace hits geometry (fraction < 1.0), a real step was crossed.
// On flat ground with micro-bumps, the trace is clear and this entire
// block is skipped — filtering out false positives.
pm->trace( &trace, start_o, pm->mins, pm->maxs, pm->ps->origin,
pm->ps->clientNum, pm->tracemask );
if ( trace.fraction < 1.0 ) {
float delta;
delta = pm->ps->origin[2] - start_o[2];
// step sound events
if ( delta > 2 ) {
if ( delta < 7 ) {
PM_AddEvent( EV_STEP_4 );
@ -317,6 +315,35 @@ void PM_StepSlideMove( qboolean gravity ) {
PM_AddEvent( EV_STEP_16 );
}
}
// QL air-step friction: 3% horizontal speed penalty per airborne step-up
if ( !pml.groundPlane && delta > 0 && start_v[2] > 0 ) {
pm->ps->velocity[0] *= 0.97f;
pm->ps->velocity[1] *= 0.97f;
}
// QL step jump gate: validate stair geometry at projected position.
// Traces DOWN at where the player would be without collision.
// Walls fail (startsolid), flat ground fails (delta<=0), stairs pass.
if ( delta > 0 && pm->ps->pm_type == PM_NORMAL
&& pm->waterlevel < 2 && PM_CanJump() ) {
vec3_t stepStart, stepEnd;
trace_t stepTrace;
VectorCopy( projected, stepStart );
VectorCopy( projected, stepEnd );
stepStart[2] += STEPSIZE;
stepEnd[2] -= STEPSIZE;
pm->trace( &stepTrace, stepStart, pm->mins, pm->maxs,
stepEnd, pm->ps->clientNum, pm->tracemask );
if ( !stepTrace.startsolid && !stepTrace.allsolid
&& stepTrace.plane.normal[2] >= MIN_WALK_NORMAL ) {
PM_Jump();
}
}
if ( pm->debugLevel ) {
Com_Printf("%i:stepped\n", c_pmove);
}