qboolean SV_CheckBottom (prvm_edict_t *ent)
{
+ prvm_prog_t *prog = SVVM_prog;
vec3_t mins, maxs, start, stop;
trace_t trace;
int x, y;
*/
qboolean SV_movestep (prvm_edict_t *ent, vec3_t move, qboolean relink, qboolean noenemy, qboolean settrace)
{
+ prvm_prog_t *prog = SVVM_prog;
float dz;
vec3_t oldorg, neworg, end, traceendpos;
trace_t trace;
======================
*/
-void VM_changeyaw (void);
-qboolean SV_StepDirection (prvm_edict_t *ent, float yaw, float dist)
+static qboolean SV_StepDirection (prvm_edict_t *ent, float yaw, float dist)
{
+ prvm_prog_t *prog = SVVM_prog;
vec3_t move, oldorigin;
float delta;
PRVM_serveredictfloat(ent, ideal_yaw) = yaw;
- VM_changeyaw();
+ VM_changeyaw(prog);
yaw = yaw*M_PI*2 / 360;
move[0] = cos(yaw)*dist;
======================
*/
-void SV_FixCheckBottom (prvm_edict_t *ent)
+static void SV_FixCheckBottom (prvm_edict_t *ent)
{
+ prvm_prog_t *prog = SVVM_prog;
PRVM_serveredictfloat(ent, flags) = (int)PRVM_serveredictfloat(ent, flags) | FL_PARTIALGROUND;
}
================
*/
#define DI_NODIR -1
-void SV_NewChaseDir (prvm_edict_t *actor, prvm_edict_t *enemy, float dist)
+static void SV_NewChaseDir (prvm_edict_t *actor, prvm_edict_t *enemy, float dist)
{
+ prvm_prog_t *prog = SVVM_prog;
float deltax,deltay;
float d[3];
float tdir, olddir, turnaround;
======================
*/
-qboolean SV_CloseEnough (prvm_edict_t *ent, prvm_edict_t *goal, float dist)
+static qboolean SV_CloseEnough (prvm_edict_t *ent, prvm_edict_t *goal, float dist)
{
int i;
======================
*/
-void SV_MoveToGoal (void)
+void VM_SV_MoveToGoal(prvm_prog_t *prog)
{
prvm_edict_t *ent, *goal;
float dist;