-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
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);
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;
float c;
c = 0;
- for(0;;)
+ for (;;)
{
if(pos * dir >= v2 * dir)
{
if (c & 1)
{
h = vec.y;
- vec_y = vec.x;
- vec_x = vec.z;
- vec_z = h;
+ 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;