}
move = end - start;
- move_z = 0;
+ move.z = 0;
org = start;
dist = totaldist = vlen(move);
dir = normalize(move);
// Movement loop
yaw = vectoyaw(move);
move = end - org;
- for(0;;)
+ for (;;)
{
if (boxesoverlap(end, end, org + m1 + '-1 -1 -1', org + m2 + '1 1 1'))
{
{
swimming = true;
org = trace_endpos - normalize(org - trace_endpos) * stepdist;
- for(0; org.z < end.z + self.maxs.z; org.z += stepdist)
+ for (; org.z < end.z + self.maxs.z; org.z += stepdist)
{
if(autocvar_bot_debug_tracewalk)
debugnode(org);
}
org = ent.origin + 0.5 * (ent.mins + ent.maxs);
- org_z = ent.origin.z + ent.mins.z - PL_MIN_z; // player height
+ org.z = ent.origin.z + ent.mins.z - PL_MIN_z; // player height
// TODO possibly make other code have the same support for bboxes
if(ent.tag_entity)
org = org + ent.tag_entity.origin;
vector wm1, wm2;
wm1 = w.origin + w.mins;
wm2 = w.origin + w.maxs;
- v_x = bound(wm1_x, org.x, wm2_x);
- v_y = bound(wm1_y, org.y, wm2_y);
- v_z = bound(wm1_z, org.z, wm2_z);
+ v.x = bound(wm1_x, org.x, wm2_x);
+ v.y = bound(wm1_y, org.y, wm2_y);
+ v.z = bound(wm1_z, org.z, wm2_z);
}
else
v = w.origin;
m1 = head.origin + head.mins;
m2 = head.origin + head.maxs;
v = self.origin;
- v_x = bound(m1_x, v.x, m2_x);
- v_y = bound(m1_y, v.y, m2_y);
- v_z = bound(m1_z, v.z, m2_z);
+ v.x = bound(m1_x, v.x, m2_x);
+ v.y = bound(m1_y, v.y, m2_y);
+ v.z = bound(m1_z, v.z, m2_z);
}
else
v = head.origin;
diff = v - self.origin;
- diff_z = max(0, diff.z);
+ diff.z = max(0, diff.z);
if (vlen(diff) < maxdist)
{
head.wpconsidered = true;
{
m1 = wp.absmin;
m2 = wp.absmax;
- v_x = bound(m1_x, p.x, m2_x);
- v_y = bound(m1_y, p.y, m2_y);
- v_z = bound(m1_z, p.z, m2_z);
+ v.x = bound(m1_x, p.x, m2_x);
+ v.y = bound(m1_y, p.y, m2_y);
+ v.z = bound(m1_z, p.z, m2_z);
}
else
v = wp.origin;
if(e == world)
return false;
- for(0;;)
+ for (;;)
{
// add the spawnfunc_waypoint to the path
navigation_pushroute(e);
while (head)
{
v = head.origin;
- v_x = bound(m1_x, v.x, m2_x);
- v_y = bound(m1_y, v.y, m2_y);
- v_z = bound(m1_z, v.z, m2_z);
+ v.x = bound(m1_x, v.x, m2_x);
+ v.y = bound(m1_y, v.y, m2_y);
+ v.z = bound(m1_z, v.z, m2_z);
o = (head.absmin + head.absmax) * 0.5;
d = head.bot_dodgerating - vlen(o - v);
if (d > 0)