-void SUB_NullThink(void) { }
+#include "g_subs.qh"
-void() SUB_CalcMoveDone;
-void() SUB_CalcAngleMoveDone;
-//void() SUB_UseTargets;
-void() SUB_Remove;
+void SUB_NullThink(void) { }
void spawnfunc_info_null (void)
{
if (!anim)
return; // no animation was given to us! We can't use this.
- if (anim_x == e.animstate_startframe)
- if (anim_y == e.animstate_numframes)
- if (anim_z == e.animstate_framerate)
+ if (anim.x == e.animstate_startframe)
+ if (anim.y == e.animstate_numframes)
+ if (anim.z == e.animstate_framerate)
{
if(restart)
{
if(restart > 0)
- if(anim_y == 1) // ZYM animation
+ if(anim.y == 1) // ZYM animation
BITXOR_ASSIGN(e.effects, EF_RESTARTANIM_BIT);
}
else
return;
}
- e.animstate_startframe = anim_x;
- e.animstate_numframes = anim_y;
- e.animstate_framerate = anim_z;
+ e.animstate_startframe = anim.x;
+ e.animstate_numframes = anim.y;
+ e.animstate_framerate = anim.z;
e.animstate_starttime = servertime - 0.1 * serverframetime; // shift it a little bit into the past to prevent float inaccuracy hiccups
e.animstate_endtime = e.animstate_starttime + e.animstate_numframes / e.animstate_framerate;
e.animstate_looping = looping;
e.animstate_starttime = e.animstate_endtime;
e.animstate_endtime = e.animstate_starttime + e.animstate_numframes / e.animstate_framerate;
}
- e.animstate_override = FALSE;
+ e.animstate_override = false;
}
e.frame = e.animstate_startframe + bound(0, (time - e.animstate_starttime) * e.animstate_framerate, e.animstate_numframes - 1);
//print(ftos(time), " -> ", ftos(e.frame), "\n");
Applies some friction to self
==================
*/
-.float friction;
void SUB_Friction (void)
{
self.nextthink = time;
self.think1 ();
}
-.float platmovetype_turn;
void SUB_CalcMove_controller_think (void)
{
entity oldself;
vector destangle;
destangle = delta + 2 * delta2 * phasepos;
destangle = vectoangles(destangle);
- destangle_x = -destangle_x; // flip up / down orientation
+ destangle.x = -destangle.x; // flip up / down orientation
// take the shortest distance for the angles
- self.owner.angles_x -= 360 * floor((self.owner.angles_x - destangle_x) / 360 + 0.5);
- self.owner.angles_y -= 360 * floor((self.owner.angles_y - destangle_y) / 360 + 0.5);
- self.owner.angles_z -= 360 * floor((self.owner.angles_z - destangle_z) / 360 + 0.5);
+ self.owner.angles_x -= 360 * floor((self.owner.angles.x - destangle.x) / 360 + 0.5);
+ self.owner.angles_y -= 360 * floor((self.owner.angles.y - destangle.y) / 360 + 0.5);
+ self.owner.angles_z -= 360 * floor((self.owner.angles.z - destangle.z) / 360 + 0.5);
angloc = destangle - self.owner.angles;
angloc = angloc * (1 / sys_frametime); // so it arrives for the next frame
self.owner.avelocity = angloc;
controller.destvec2 = '0 0 0';
}
-float TSPEED_TIME = -1;
-float TSPEED_LINEAR = 0;
-float TSPEED_START = 1;
-float TSPEED_END = 2;
-// TODO average too?
-
void SUB_CalcMove_Bezier (vector tcontrol, vector tdest, float tspeedtype, float tspeed, void() func)
{
float traveltime;
objerror ("No speed is defined!");
// take the shortest distance for the angles
- self.angles_x -= 360 * floor((self.angles_x - destangle_x) / 360 + 0.5);
- self.angles_y -= 360 * floor((self.angles_y - destangle_y) / 360 + 0.5);
- self.angles_z -= 360 * floor((self.angles_z - destangle_z) / 360 + 0.5);
+ self.angles_x -= 360 * floor((self.angles.x - destangle.x) / 360 + 0.5);
+ self.angles_y -= 360 * floor((self.angles.y - destangle.y) / 360 + 0.5);
+ self.angles_z -= 360 * floor((self.angles.z - destangle.z) / 360 + 0.5);
delta = destangle - self.angles;
switch(tspeedtype)
FOR_EACH_PLAYER(player)
if(player != forent)
antilag_takeback(player, time - lag);
+ FOR_EACH_MONSTER(player)
+ antilag_takeback(player, time - lag);
}
// do the trace
FOR_EACH_PLAYER(player)
if(player != forent)
antilag_restore(player);
+ FOR_EACH_MONSTER(player)
+ antilag_restore(player);
}
// restore shooter solid type
}
void traceline_antilag_force (entity source, vector v1, vector v2, float nomonst, entity forent, float lag)
{
- tracebox_antilag_force_wz(source, v1, '0 0 0', '0 0 0', v2, nomonst, forent, lag, FALSE);
+ tracebox_antilag_force_wz(source, v1, '0 0 0', '0 0 0', v2, nomonst, forent, lag, false);
}
void traceline_antilag (entity source, vector v1, vector v2, float nomonst, entity forent, float lag)
{
{
if (autocvar_g_antilag != 2 || source.cvar_cl_noantilag)
lag = 0;
- tracebox_antilag_force_wz(source, v1, mi, ma, v2, nomonst, forent, lag, FALSE);
+ tracebox_antilag_force_wz(source, v1, mi, ma, v2, nomonst, forent, lag, false);
}
void WarpZone_traceline_antilag_force (entity source, vector v1, vector v2, float nomonst, entity forent, float lag)
{
- tracebox_antilag_force_wz(source, v1, '0 0 0', '0 0 0', v2, nomonst, forent, lag, TRUE);
+ tracebox_antilag_force_wz(source, v1, '0 0 0', '0 0 0', v2, nomonst, forent, lag, true);
}
void WarpZone_traceline_antilag (entity source, vector v1, vector v2, float nomonst, entity forent, float lag)
{
{
if (autocvar_g_antilag != 2 || source.cvar_cl_noantilag)
lag = 0;
- tracebox_antilag_force_wz(source, v1, mi, ma, v2, nomonst, forent, lag, TRUE);
+ tracebox_antilag_force_wz(source, v1, mi, ma, v2, nomonst, forent, lag, true);
}
-float tracebox_inverted (vector v1, vector mi, vector ma, vector v2, float nomonsters, entity forent, float stopatentity) // returns the number of traces done, for benchmarking
+float tracebox_inverted (vector v1, vector mi, vector ma, vector v2, float nomonsters, entity forent, float stopatentity, entity ignorestopatentity) // returns the number of traces done, for benchmarking
{
vector pos, dir, t;
float nudge;
float c;
c = 0;
- for(;;)
+ for (;;)
{
- if((pos - v1) * dir >= (v2 - v1) * dir)
+ if(pos * dir >= v2 * dir)
{
// went too far
trace_fraction = 1;
pos = t + dir * nudge;
// but if we hit an entity, stop RIGHT before it
- if(stopatentity && stopentity)
+ if(stopatentity && stopentity && stopentity != ignorestopatentity)
{
trace_ent = stopentity;
trace_endpos = t;
}
}
-void traceline_inverted (vector v1, vector v2, float nomonsters, entity forent, float stopatentity)
+void traceline_inverted (vector v1, vector v2, float nomonsters, entity forent, float stopatentity, entity ignorestopatentity)
{
- tracebox_inverted(v1, '0 0 0', '0 0 0', v2, nomonsters, forent, stopatentity);
+ tracebox_inverted(v1, '0 0 0', '0 0 0', v2, nomonsters, forent, stopatentity, ignorestopatentity);
}
/*
c = 0;
while (c < 6)
{
- traceline (org, org + vec, TRUE, world);
+ traceline (org, org + vec, true, world);
vec = vec * -1;
if (trace_fraction < 1)
{
loc = trace_endpos;
- traceline (loc, loc + vec, TRUE, world);
+ traceline (loc, loc + vec, true, world);
if (trace_fraction >= 1)
org = loc + vec;
}
if (c & 1)
{
- h = vec_y;
- vec_y = vec_x;
- vec_x = vec_z;
- vec_z = h;
+ h = vec.y;
+ vec.y = vec.x;
+ vec.x = vec.z;
+ vec.z = h;
}
c = c + 1;
}
return a;
}
-.string lodtarget1;
-.string lodtarget2;
-.string lodmodel1;
-.string lodmodel2;
-.float lodmodelindex0;
-.float lodmodelindex1;
-.float lodmodelindex2;
-.float loddistance1;
-.float loddistance2;
-
float LOD_customize()
{
float d;
self.modelindex = self.lodmodelindex1;
else // if(d == 3)
self.modelindex = self.lodmodelindex2;
- return TRUE;
+ return true;
}
// TODO csqc network this so it only gets sent once
else
self.modelindex = self.lodmodelindex2;
- return TRUE;
+ return true;
}
void LOD_uncustomize()
void ApplyMinMaxScaleAngles(entity e)
{
- if(e.angles_x != 0 || e.angles_z != 0 || self.avelocity_x != 0 || self.avelocity_z != 0) // "weird" rotation
+ if(e.angles.x != 0 || e.angles.z != 0 || self.avelocity.x != 0 || self.avelocity.z != 0) // "weird" rotation
{
e.maxs = '1 1 1' * vlen(
- '1 0 0' * max(-e.mins_x, e.maxs_x) +
- '0 1 0' * max(-e.mins_y, e.maxs_y) +
- '0 0 1' * max(-e.mins_z, e.maxs_z)
+ '1 0 0' * max(-e.mins.x, e.maxs.x) +
+ '0 1 0' * max(-e.mins.y, e.maxs.y) +
+ '0 0 1' * max(-e.mins.z, e.maxs.z)
);
e.mins = -e.maxs;
}
- else if(e.angles_y != 0 || self.avelocity_y != 0) // yaw only is a bit better
+ else if(e.angles.y != 0 || self.avelocity.y != 0) // yaw only is a bit better
{
e.maxs_x = vlen(
- '1 0 0' * max(-e.mins_x, e.maxs_x) +
- '0 1 0' * max(-e.mins_y, e.maxs_y)
+ '1 0 0' * max(-e.mins.x, e.maxs.x) +
+ '0 1 0' * max(-e.mins.y, e.maxs.y)
);
- e.maxs_y = e.maxs_x;
- e.mins_x = -e.maxs_x;
- e.mins_y = -e.maxs_x;
+ e.maxs_y = e.maxs.x;
+ e.mins_x = -e.maxs.x;
+ e.mins_y = -e.maxs.x;
}
if(e.scale)
setsize(e, e.mins * e.scale, e.maxs * e.scale);