X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fviewloc.qc;h=23b30792229f7e1e02f2720461e6fabb2720e644;hb=0d4395ecbae201842dcaba523da9017a78e922f8;hp=e992c4ddaa6a2c4b4da2df9900d7ed2182e0a446;hpb=18e2cd311a581f77ba8eb9c5421dd219ff5d760d;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/viewloc.qc b/qcsrc/common/viewloc.qc index e992c4dda..23b307922 100644 --- a/qcsrc/common/viewloc.qc +++ b/qcsrc/common/viewloc.qc @@ -9,70 +9,75 @@ #endif // client movement -void viewloc_PlayerPhysics() -{SELFPARAM(); - if(self.viewloc) +void viewloc_PlayerPhysics(entity this) +{ + if(this.viewloc) { - vector oldmovement = self.movement; - self.movement_x = oldmovement_y; - self.movement_y = 0; + vector old_movement = this.movement; + this.movement_x = old_movement_y; + this.movement_y = 0; - if(self.movement_x < 0) - self.movement_x = -self.movement_x; + if(this.movement_x < 0) + this.movement_x = -this.movement_x; vector level_start, level_end; - level_start = self.viewloc.enemy.origin; - level_end = self.viewloc.goalentity.origin; + level_start = this.viewloc.enemy.origin; + level_end = this.viewloc.goalentity.origin; vector forward, backward; forward = vectoangles(normalize(level_end - level_start)); backward = vectoangles(normalize(level_start - level_end)); - if(self.movement_x < 0) // left - self.angles_y = backward_y; - if(self.movement_x > 0) // right - self.angles_y = forward_y; + if(this.movement_x < 0) // left + this.angles_y = backward_y; + if(this.movement_x > 0) // right + this.angles_y = forward_y; - if(oldmovement_x > 0) + if(old_movement_x > 0) #ifdef CSQC input_angles_x = #endif - self.v_angle_x = self.angles_x = -50; - else if(oldmovement_x < 0) + this.v_angle_x = this.angles_x = -50; + else if(old_movement_x < 0) #ifdef CSQC input_angles_x = #endif - self.v_angle_x = self.angles_x = 50; + this.v_angle_x = this.angles_x = 50; - //if(!PHYS_INPUT_BUTTON_CROUCH(self) && !IS_DUCKED(self)) + //if(!PHYS_INPUT_BUTTON_CROUCH(this) && !IS_DUCKED(this)) #ifdef SVQC - //self.BUTTON_CROUCH = (oldmovement_x < 0); - if(oldmovement_x < 0) - self.BUTTON_CROUCH = true; + //PHYS_INPUT_BUTTON_CROUCH(this) = (old_movement_x < 0); + if (old_movement.x < 0) + PHYS_INPUT_BUTTON_CROUCH(this) = true; #elif defined(CSQC) - if(oldmovement_x < 0) { input_buttons |= 16; self.flags |= FL_DUCKED; } //else { input_buttons &= ~16; self.flags &= ~FL_DUCKED; } + if (old_movement.x < 0) + { + input_buttons |= BIT(4); + this.flags |= FL_DUCKED; + } + //else { input_buttons &= ~16; this.flags &= ~FL_DUCKED; } #endif } } #ifdef CSQC -void viewloc_SetTags() -{SELFPARAM(); - if(self.viewloc && wasfreed(self.viewloc)) - self.viewloc = world; +void viewloc_SetTags(entity this) +{ + if(this.viewloc && wasfreed(this.viewloc)) + this.viewloc = NULL; - if(self.viewloc.entnum != self.tag_networkviewloc) - if(self.tag_networkviewloc == 0) - self.viewloc = world; + if(this.viewloc.entnum != this.tag_networkviewloc) + if(this.tag_networkviewloc == 0) + this.viewloc = NULL; else - self.viewloc = findfloat(world, entnum, self.tag_networkviewloc); + this.viewloc = findfloat(NULL, entnum, this.tag_networkviewloc); } vector old_camera_angle = '0 0 0'; void viewloc_SetViewLocation() { - entity view = CSQCModel_server2csqc(player_localentnum); - if(!view) { return; } + entity view = CSQCModel_server2csqc(player_localentnum - 1); + if (!view) return; //NOTE: the "cam_" cvars sould probably be changed out with a spawnflag or an entity key. I have it like this for my testing -- Player_2 if(view.viewloc && !wasfreed(view.viewloc) && view.viewloc.enemy && view.viewloc.goalentity) {