tmin = self.absmin + '25 25 0';
tmax = self.absmax - '25 25 -8';
- tmin_z = tmax.z - (self.pos1_z - self.pos2_z + 8);
+ tmin.z = tmax.z - (self.pos1_z - self.pos2_z + 8);
if (self.spawnflags & PLAT_LOW_TRIGGER)
- tmax_z = tmin.z + 8;
+ tmax.z = tmin.z + 8;
if (self.size.x <= 50)
{
- tmin_x = (self.mins.x + self.maxs.x) / 2;
- tmax_x = tmin.x + 1;
+ tmin.x = (self.mins.x + self.maxs.x) / 2;
+ tmax.x = tmin.x + 1;
}
if (self.size.y <= 50)
{
- tmin_y = (self.mins.y + self.maxs.y) / 2;
- tmax_y = tmin.y + 1;
+ tmin.y = (self.mins.y + self.maxs.y) / 2;
+ tmax.y = tmin.y + 1;
}
if(tmin.x < tmax.x)
else // linear movement
ang = targ.origin - (self.origin - self.view_ofs); // use the origin of the next path_corner
ang = vectoangles(ang);
- ang_x = -ang.x; // flip up / down orientation
+ ang.x = -ang.x; // flip up / down orientation
if(self.wait > 0) // slow turning
SUB_CalcAngleMove(ang, TSPEED_TIME, self.ltime - time + self.wait, train_wait);
if((t.message != "") && (self.message == ""))
self.message = t.message;
if (t.absmin.x < cmins.x)
- cmins_x = t.absmin.x;
+ cmins.x = t.absmin.x;
if (t.absmin.y < cmins.y)
- cmins_y = t.absmin.y;
+ cmins.y = t.absmin.y;
if (t.absmin.z < cmins.z)
- cmins_z = t.absmin.z;
+ cmins.z = t.absmin.z;
if (t.absmax.x > cmaxs.x)
- cmaxs_x = t.absmax.x;
+ cmaxs.x = t.absmax.x;
if (t.absmax.y > cmaxs.y)
- cmaxs_y = t.absmax.y;
+ cmaxs.y = t.absmax.y;
if (t.absmax.z > cmaxs.z)
- cmaxs_z = t.absmax.z;
+ cmaxs.z = t.absmax.z;
if(t.enemy == self)
break;
}
else // Z
self.movedir = '0 1 0';
- if (self.angles_y ==0) self.angles_y = 90;
+ if (self.angles.y ==0) self.angles.y = 90;
self.movedir = self.movedir * self.angles.y;
self.angles = '0 0 0';