// TODO: check if this is what is causing the glitchiness when switching between them
float dt = time - this.move_time;
this.move_time = time;
- if(dt <= 0) { return; }
+ if (dt <= 0) { return; }
#endif
// set myself as current conveyor where possible
IL_REMOVE(g_conveyed, it);
});
- if(this.state)
- {
+ if (this.state) {
FOREACH_ENTITY_RADIUS((this.absmin + this.absmax) * 0.5, vlen(this.absmax - this.absmin) * 0.5 + 1, !it.conveyor.state && isPushable(it),
{
vector emin = it.absmin;
vector emax = it.absmax;
- if(this.solid == SOLID_BSP)
- {
+ if (this.solid == SOLID_BSP) {
emin -= '1 1 1';
emax += '1 1 1';
}
- if(boxesoverlap(emin, emax, this.absmin, this.absmax)) // quick
- if(WarpZoneLib_BoxTouchesBrush(emin, emax, this, it)) // accurate
- {
- if(!it.conveyor)
+ if (boxesoverlap(emin, emax, this.absmin, this.absmax)) { // quick
+ if (WarpZoneLib_BoxTouchesBrush(emin, emax, this, it)) { // accurate
+ if (!it.conveyor) {
IL_PUSH(g_conveyed, it);
+ }
it.conveyor = this;
}
+ }
});
IL_EACH(g_conveyed, it.conveyor == this,
{
- if(IS_CLIENT(it)) // doing it via velocity has quite some advantages
+ if (IS_CLIENT(it)) { // doing it via velocity has quite some advantages
continue; // done in SV_PlayerPhysics continue;
-
+ }
setorigin(it, it.origin + this.movedir * PHYS_INPUT_FRAMETIME);
move_out_of_solid(it);
#ifdef SVQC
// stupid conveyor code
tracebox(it.origin, it.mins, it.maxs, it.origin + this.movedir * sys_frametime, MOVE_NORMAL, it);
if(trace_fraction > 0)
- setorigin(it, trace_endpos);
+ setorigin(it, trace_endpos);
*/
});
}
WriteHeader(MSG_ENTITY, ENT_CLIENT_CONVEYOR);
WriteByte(MSG_ENTITY, sf);
- if(sf & 1)
- {
+ if (sf & 1) {
WriteByte(MSG_ENTITY, this.warpzone_isboxy);
WriteCoord(MSG_ENTITY, this.origin_x);
WriteCoord(MSG_ENTITY, this.origin_y);
WriteString(MSG_ENTITY, this.target);
}
- if(sf & 2)
+ if (sf & 2) {
WriteByte(MSG_ENTITY, this.state);
+ }
return true;
}
void conveyor_init(entity this)
{
- if (!this.speed) this.speed = 200;
+ if (!this.speed) { this.speed = 200; }
this.movedir *= this.speed;
setthink(this, conveyor_think);
this.nextthink = time;
- if(THIS_TARGETED)
- {
+ if (THIS_TARGETED) {
this.use = conveyor_use;
this.reset = conveyor_reset;
this.reset(this);
- }
- else
+ } else {
this.state = 1;
+ }
FixSize(this);
void conveyor_init(entity this, bool isnew)
{
- if(isnew)
+ if (isnew) {
IL_PUSH(g_drawables, this);
+ }
this.draw = conveyor_draw;
this.drawmask = MASK_NORMAL;
{
int sf = ReadByte();
- if(sf & 1)
- {
+ if (sf & 1) {
this.warpzone_isboxy = ReadByte();
this.origin_x = ReadCoord();
this.origin_y = ReadCoord();
conveyor_init(this, isnew);
}
- if(sf & 2)
+ if (sf & 2) {
this.state = ReadByte();
+ }
return true;
}