]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cl_physics.qc
Replace more `vector_[xyz]` with `vector.[xyz]`
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_physics.qc
index 7ec183d1a58259d02121775f0cdd44225343351b..c022172ed136a40760f47d37b62ed35e4ab323c2 100644 (file)
@@ -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));
                        }