]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/g_subs.qc
Replace more `vector_[xyz]` with `vector.[xyz]`
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / g_subs.qc
index f5fd6b438baae8e121d34cc5edf040ed4f1073b7..a7cedc80710fe6710955647e3bd486dff2ffd944 100644 (file)
@@ -13,14 +13,14 @@ void setanim(entity e, vector anim, float looping, float override, float restart
        if (!anim)
                return; // no animation was given to us! We can't use this.
 
-       if (anim_x == e.animstate_startframe)
-       if (anim_y == e.animstate_numframes)
-       if (anim_z == e.animstate_framerate)
+       if (anim.x == e.animstate_startframe)
+       if (anim.y == e.animstate_numframes)
+       if (anim.z == e.animstate_framerate)
        {
                if(restart)
                {
                        if(restart > 0)
-                       if(anim_y == 1) // ZYM animation
+                       if(anim.y == 1) // ZYM animation
                                BITXOR_ASSIGN(e.effects, EF_RESTARTANIM_BIT);
                }
                else
@@ -175,7 +175,7 @@ void SUB_CalcMove_controller_think (void)
                        vector destangle;
                        destangle = delta + 2 * delta2 * phasepos;
                        destangle = vectoangles(destangle);
-                       destangle_x = -destangle.x; // flip up / down orientation
+                       destangle.x = -destangle.x; // flip up / down orientation
 
                        // take the shortest distance for the angles
                        self.owner.angles_x -= 360 * floor((self.owner.angles.x - destangle.x) / 360 + 0.5);
@@ -641,9 +641,9 @@ vector findbetterlocation (vector org, float mindist)
                if (c & 1)
                {
                        h = vec.y;
-                       vec_y = vec.x;
-                       vec_x = vec.z;
-                       vec_z = h;
+                       vec.y = vec.x;
+                       vec.x = vec.z;
+                       vec.z = h;
                }
                c = c + 1;
        }