X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fcl_physics.qc;h=c022172ed136a40760f47d37b62ed35e4ab323c2;hb=99facb38338832f539cec7022c414f7a6de458c3;hp=7ec183d1a58259d02121775f0cdd44225343351b;hpb=bb9450d7c9e2d77e39d5cfcce7a0a74b76de3cf5;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/cl_physics.qc b/qcsrc/server/cl_physics.qc index 7ec183d1a..c022172ed 100644 --- a/qcsrc/server/cl_physics.qc +++ b/qcsrc/server/cl_physics.qc @@ -158,14 +158,14 @@ void CheckWaterJump() // check for a jump-out-of-water makevectors (self.angles); start = self.origin; - start_z = start.z + 8; - v_forward_z = 0; + start.z = start.z + 8; + v_forward.z = 0; normalize(v_forward); end = start + v_forward*24; traceline (start, end, true, self); if (trace_fraction < 1) { // solid at waist - start_z = start.z + self.maxs.z - 8; + start.z = start.z + self.maxs.z - 8; end = start + v_forward*24; self.movedir = trace_plane_normal * -50; traceline (start, end, true, self); @@ -422,9 +422,9 @@ void RaceCarPhysics() { vector vel_local; - vel_local_x = v_forward * self.velocity; - vel_local_y = v_right * self.velocity; - vel_local_z = v_up * self.velocity; + vel_local.x = v_forward * self.velocity; + vel_local.y = v_right * self.velocity; + vel_local.z = v_up * self.velocity; self.angles_x = racecar_angle(vel_local.x, vel_local.z); self.angles_z = racecar_angle(-vel_local.y, vel_local.z); @@ -448,7 +448,7 @@ void RaceCarPhysics() float IsMoveInDirection(vector mv, float angle) // key mix factor { - if(mv_x == 0 && mv_y == 0) + if(mv.x == 0 && mv.y == 0) return 0; // avoid division by zero angle -= RAD2DEG * atan2(mv.y, mv.x); angle = remainder(angle, 360) / 45; @@ -610,7 +610,7 @@ void PM_AirAccelerate(vector wishdir, float wishspeed) return; curvel = self.velocity; - curvel_z = 0; + curvel.z = 0; curspeed = vlen(curvel); if(wishspeed > curspeed * 1.01) @@ -1084,10 +1084,10 @@ void SV_PlayerPhysics() // fix speedhacks :P wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1); // add the unused velocity as up component - wishvel_z = 0; + wishvel.z = 0; // if(self.BUTTON_JUMP) - wishvel_z = sqrt(max(0, 1 - wishvel * wishvel)); + wishvel.z = sqrt(max(0, 1 - wishvel * wishvel)); // it is now normalized, so... float a_side, a_up, a_add, a_diff; @@ -1149,7 +1149,7 @@ void SV_PlayerPhysics() wishvel.x *= fxy; wishvel.y *= fxy; - wishvel_z = (wishvel.z - autocvar_sv_gravity) * fz + autocvar_sv_gravity; + wishvel.z = (wishvel.z - autocvar_sv_gravity) * fz + autocvar_sv_gravity; float fvel; fvel = min(1, vlen(wishvel) / best); @@ -1194,7 +1194,7 @@ void SV_PlayerPhysics() } v = self.velocity; - v_z = 0; + v.z = 0; f = vlen(v); if(f > 0) { @@ -1285,7 +1285,7 @@ void SV_PlayerPhysics() { vector curdir; curdir = self.velocity; - curdir_z = 0; + curdir.z = 0; curdir = normalize(curdir); airaccel = airaccel + (autocvar_sv_airstopaccelerate*maxspd_mod - airaccel) * max(0, -(curdir * wishdir)); }