]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
phisics.qc: fix indentation; sv_onslaught.qc: move clientcamera_send next to cam...
authorterencehill <piuntn@gmail.com>
Mon, 29 Apr 2024 23:20:57 +0000 (01:20 +0200)
committerterencehill <piuntn@gmail.com>
Mon, 29 Apr 2024 23:20:57 +0000 (01:20 +0200)
qcsrc/common/gamemodes/gamemode/onslaught/sv_onslaught.qc
qcsrc/ecs/systems/physics.qc

index 8d9ad2e11b7c653effa52b745f8147b404d44146..b285d17f4d96077384a1595f0190471965d305fd 100644 (file)
@@ -36,23 +36,10 @@ float autocvar_g_onslaught_teleport_radius;
 float autocvar_g_onslaught_spawn_choose;
 float autocvar_g_onslaught_click_radius;
 
-entity cam;
-
 // =======================
 // CaptureShield Functions
 // =======================
 
-bool clientcamera_send(entity this, entity to, int sf)
-{
-       WriteHeader(MSG_ENTITY, ENT_ONSCAMERA);
-
-       WriteVector(MSG_ENTITY, this.origin);
-
-       WriteAngleVector(MSG_ENTITY, this.angles);
-
-       return true;
-}
-
 bool ons_CaptureShield_Customize(entity this, entity client)
 {
        entity e = WaypointSprite_getviewentity(client);
@@ -327,14 +314,15 @@ int ons_ControlPoint_CanBeLinked(entity cp, int teamnum)
        return 0;
 }
 
+// return values:
+// -2: SAME TEAM, attackable by enemy!
+// -1: SAME TEAM!
+// 0: off limits
+// 1: attack it
+// 2: touch it
+// 3: attack it (HIGH PRIO)
+// 4: touch it (HIGH PRIO)
 int ons_ControlPoint_Attackable(entity cp, int teamnum)
-       // -2: SAME TEAM, attackable by enemy!
-       // -1: SAME TEAM!
-       // 0: off limits
-       // 1: attack it
-       // 2: touch it
-       // 3: attack it (HIGH PRIO)
-       // 4: touch it (HIGH PRIO)
 {
        int a;
 
@@ -854,6 +842,15 @@ void ons_Generator_UpdateSprite(entity e)
        }
 }
 
+entity cam;
+bool clientcamera_send(entity this, entity to, int sf)
+{
+       WriteHeader(MSG_ENTITY, ENT_ONSCAMERA);
+       WriteVector(MSG_ENTITY, this.origin);
+       WriteAngleVector(MSG_ENTITY, this.angles);
+       return true;
+}
+
 void ons_camSetup(entity this)
 {
        vector dir;
index a68faea4465c23bdd1601fccfd37e9c185d31c76..167b492356195e61f9d63d369b8443470a2a6e8a 100644 (file)
@@ -49,7 +49,7 @@ void sys_phys_update(entity this, float dt)
 
        float maxspeed_mod = 1;
 
-// conveyors: first fix velocity
+       // conveyors: first fix velocity
        if (this.conveyor.active) { this.velocity -= this.conveyor.movedir; }
        MUTATOR_CALLHOOK(PlayerPhysics, this, dt);
 
@@ -97,9 +97,10 @@ void sys_phys_update(entity this, float dt)
        } else if (MUTATOR_CALLHOOK(PM_Physics, this, maxspeed_mod, dt)) {
                // handled
        } else if (this.move_movetype == MOVETYPE_NOCLIP
-           || this.move_movetype == MOVETYPE_FLY
-           || this.move_movetype == MOVETYPE_FLY_WORLDONLY
-           || MUTATOR_CALLHOOK(IsFlying, this)) {
+               || this.move_movetype == MOVETYPE_FLY
+               || this.move_movetype == MOVETYPE_FLY_WORLDONLY
+               || MUTATOR_CALLHOOK(IsFlying, this))
+       {
                this.com_phys_friction = PHYS_FRICTION(this);
                this.com_phys_vel_max = PHYS_MAXSPEED(this) * maxspeed_mod;
                this.com_phys_acc_rate = PHYS_ACCELERATE(this) * maxspeed_mod;
@@ -163,7 +164,7 @@ void sys_phys_update(entity this, float dt)
 void sys_phys_postupdate(entity this)
 {
        if (IS_ONGROUND(this)) { this.lastground = time; }
-// conveyors: then break velocity again
+       // conveyors: then break velocity again
        if (this.conveyor.active) { this.velocity += this.conveyor.movedir; }
        this.lastflags = this.flags;
 
@@ -216,8 +217,8 @@ void sys_phys_simulate(entity this, float dt)
        MAKE_VECTORS(vmul(this.v_angle, (this.com_phys_vel_2d ? '0 1 0' : '1 1 1')), forward, right, up);
        // wishvel = forward * PHYS_CS(this).movement.x + right * PHYS_CS(this).movement.y + up * PHYS_CS(this).movement.z;
        vector wishvel = forward * PHYS_CS(this).movement.x
-           + right * PHYS_CS(this).movement.y
-           + '0 0 1' * PHYS_CS(this).movement.z * (this.com_phys_vel_2d ? 0 : 1);
+               + right * PHYS_CS(this).movement.y
+               + '0 0 1' * (PHYS_CS(this).movement.z * (this.com_phys_vel_2d ? 0 : 1));
        if (this.com_phys_water) {
                if (PHYS_FROZEN(this))
                {
@@ -296,8 +297,7 @@ void sys_phys_simulate(entity this, float dt)
                        // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
                        float strafity = IsMoveInDirection(PHYS_CS(this).movement, -90) + IsMoveInDirection(PHYS_CS(this).movement, +90);  // if one is nonzero, other is always zero
                        if (PHYS_MAXAIRSTRAFESPEED(this)) {
-                               wishspeed =
-                                   min(wishspeed,
+                               wishspeed = min(wishspeed,
                                        GeomLerp(this.com_phys_vel_max_air, strafity, this.com_phys_vel_max_air_strafe));
                        }
                        if (PHYS_AIRSTRAFEACCELERATE(this)) {
@@ -305,9 +305,9 @@ void sys_phys_simulate(entity this, float dt)
                        }
                        if (PHYS_AIRSTRAFEACCEL_QW(this)) {
                                airaccelqw =
-                                   (((strafity > 0.5 ? PHYS_AIRSTRAFEACCEL_QW(this) : PHYS_AIRACCEL_QW(this)) >= 0) ? +1 : -1)
-                                   *
-                                   (1 - GeomLerp(1 - fabs(PHYS_AIRACCEL_QW(this)), strafity, 1 - fabs(PHYS_AIRSTRAFEACCEL_QW(this))));
+                                       (((strafity > 0.5 ? PHYS_AIRSTRAFEACCEL_QW(this) : PHYS_AIRACCEL_QW(this)) >= 0) ? +1 : -1)
+                                       *
+                                       (1 - GeomLerp(1 - fabs(PHYS_AIRACCEL_QW(this)), strafity, 1 - fabs(PHYS_AIRSTRAFEACCEL_QW(this))));
                        }
                        // !CPM
 
@@ -373,12 +373,12 @@ void sys_phys_simulate(entity this, float dt)
                                // TODO: apply edge friction
                                // apply ground friction
                                const int realfriction = (IS_ONSLICK(this))
-                                   ? PHYS_FRICTION_SLICK(this)
+                                       ? PHYS_FRICTION_SLICK(this)
                                        : PHYS_FRICTION(this);
 
                                float f = sqrt(f2);
                                f = 1 - dt * realfriction
-                                   * ((f < PHYS_STOPSPEED(this)) ? (PHYS_STOPSPEED(this) / f) : 1);
+                                       * ((f < PHYS_STOPSPEED(this)) ? (PHYS_STOPSPEED(this) / f) : 1);
                                f = max(0, f);
                                this.velocity *= f;
                                /*