]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/g_subs.qc
Fix curvetarget rename, and remove useless commented out code of the old platform...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / g_subs.qc
index 4b8ca48b38640c8617e0f04bb8d4e9d97375dc99..0c1eff197d6e21134f0489f3920c8ee263bd26b5 100644 (file)
@@ -170,7 +170,7 @@ void SUB_CalcMoveDone (void)
                self.think1 ();
 }
 
-.float bezier_turn;
+.float platmovetype_turn;
 void SUB_CalcMove_controller_think (void)
 {
        entity oldself;
@@ -188,37 +188,7 @@ void SUB_CalcMove_controller_think (void)
 
                traveltime = self.animstate_endtime - self.animstate_starttime;
                phasepos = (nexttick - self.animstate_starttime) / traveltime; // range: [0, 1]
-               if(!self.platmovetype)
-                       self.platmovetype = 2; // default
-               switch(self.platmovetype)
-               {
-                       case 1: // linear
-                               break;
-                               // phasepos = cubic_speedfunc(1, 1, phasepos); // identity
-                       case 2: // cosine
-                               /* old version, good for mathematical reference
-                               phasepos = 3.14159265 + (phasepos * 3.14159265); // range: [pi, 2pi]
-                               phasepos = cos(phasepos); // cos [pi, 2pi] is in [-1, 1]
-                               phasepos = phasepos + 1; // correct range to [0, 2]
-                               phasepos = phasepos / 2; // correct range to [0, 1]
-                               */
-
-                               // phasepos = (1 - cos(phasepos * 3.14159265)) / 2;
-                               phasepos = cubic_speedfunc(0, 0, phasepos);
-                               break;
-                       case 3: // inverted cosine
-                               // phasepos = acos(1 - phasepos * 2) / 3.14159265;
-                               phasepos = cubic_speedfunc(2, 2, phasepos);
-                               break;
-                       case 4: // half cosine
-                               // phasepos = (1 - cos(phasepos * (3.14159265 / 2)));
-                               phasepos = cubic_speedfunc(0, 1.5, phasepos);
-                               break;
-                       case 5: // inverted half cosine
-                               // phasepos = sin(phasepos * (3.14159265 / 2));
-                               phasepos = cubic_speedfunc(1.5, 0, phasepos);
-                               break;
-               }
+               phasepos = cubic_speedfunc(self.platmovetype_start, self.platmovetype_end, phasepos);
                nextpos = self.origin + (delta * phasepos) + (delta2 * phasepos * phasepos);
                // derivative: delta + 2 * delta2 * phasepos (e.g. for angle positioning)
 
@@ -230,7 +200,7 @@ void SUB_CalcMove_controller_think (void)
                        veloc = veloc * (1 / sys_frametime); // so it arrives for the next frame
                }
                self.owner.velocity = veloc;
-               if(self.owner.bezier_turn)
+               if(self.owner.platmovetype_turn)
                {
                        vector vel;
                        vel = delta + 2 * delta2 * phasepos;
@@ -323,6 +293,8 @@ void SUB_CalcMove_Bezier (vector tcontrol, vector tdest, float tspeedtype, float
        controller.classname = "SUB_CalcMove_controller";
        controller.owner = self;
        controller.platmovetype = self.platmovetype;
+       controller.platmovetype_start = self.platmovetype_start;
+       controller.platmovetype_end = self.platmovetype_end;
        SUB_CalcMove_controller_setbezier(controller, self.origin, tcontrol, tdest);
        controller.finaldest = (tdest + '0 0 0.125'); // where do we want to end? Offset to overshoot a bit.
        controller.animstate_starttime = time;
@@ -378,7 +350,7 @@ void SUB_CalcMove (vector tdest, float tspeedtype, float tspeed, void() func)
        // of controlled animation, so let's just use linear movement.
        // Alternatively entities can choose to specify non-controlled movement.
         // The only currently implemented alternative movement is linear (value 1)
-       if (traveltime < 0.15 || self.platmovetype < 2)
+       if (traveltime < 0.15 || (self.platmovetype_start == 1 && self.platmovetype_end == 1)) // is this correct?
        {
                self.velocity = delta * (1/traveltime); // QuakeC doesn't allow vector/float division
                self.nextthink = self.ltime + traveltime;