]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/physics/movetypes/walk.qc
Remove .move_* fields and MOVETYPE_PUSH logic (doesn't work)
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / physics / movetypes / walk.qc
index e926246266c6761215058a7f293adc421e18562a..24c9c8c5ea64d6f8e171b85bd26ebe71c33bf311 100644 (file)
@@ -9,15 +9,15 @@ void _Movetype_Physics_Walk(entity this, float dt)  // SV_WalkMove
        if (GAMEPLAYFIX_UNSTICKPLAYERS(this))
                _Movetype_UnstickEntity(this);
 
-       bool applygravity = (!_Movetype_CheckWater(this) && this.move_movetype == MOVETYPE_WALK && !(this.move_flags & FL_WATERJUMP));
+       bool applygravity = (!_Movetype_CheckWater(this) && this.move_movetype == MOVETYPE_WALK && !(this.flags & FL_WATERJUMP));
 
        _Movetype_CheckVelocity(this);
 
        // do a regular slide move unless it looks like you ran into a step
-       bool oldonground = (this.move_flags & FL_ONGROUND);
+       bool oldonground = (this.flags & FL_ONGROUND);
 
-       vector start_origin = this.move_origin;
-       vector start_velocity = this.move_velocity;
+       vector start_origin = this.origin;
+       vector start_velocity = this.velocity;
 
        int clip = _Movetype_FlyMove(this, dt, applygravity, stepnormal, GAMEPLAYFIX_STEPMULTIPLETIMES(this) ? PHYS_STEPHEIGHT(this) : 0);
 
@@ -26,8 +26,8 @@ void _Movetype_Physics_Walk(entity this, float dt)  // SV_WalkMove
                // only try this if there was no floor in the way in the trace (no,
                // this check seems to be not REALLY necessary, because if clip & 1,
                // our trace will hit that thing too)
-               vector upmove = this.move_origin + '0 0 1';
-               vector downmove = this.move_origin - '0 0 1';
+               vector upmove = this.origin + '0 0 1';
+               vector downmove = this.origin - '0 0 1';
                int type;
                if (this.move_movetype == MOVETYPE_FLYMISSILE)
                        type = MOVE_MISSILE;
@@ -43,7 +43,7 @@ void _Movetype_Physics_Walk(entity this, float dt)  // SV_WalkMove
 
        // if the move did not hit the ground at any point, we're not on ground
        if (!(clip & 1))
-               this.move_flags &= ~FL_ONGROUND;
+               this.flags &= ~FL_ONGROUND;
 
        _Movetype_CheckVelocity(this);
        _Movetype_LinkEdict(this, true);
@@ -51,16 +51,16 @@ void _Movetype_Physics_Walk(entity this, float dt)  // SV_WalkMove
        if (clip & 8)  // teleport
                return;
 
-       if (this.move_flags & FL_WATERJUMP)
+       if (this.flags & FL_WATERJUMP)
                return;
 
        if (PHYS_NOSTEP(this))
                return;
 
-       vector originalmove_origin = this.move_origin;
-       vector originalmove_velocity = this.move_velocity;
+       vector originalorigin = this.origin;
+       vector originalvelocity = this.velocity;
        // originalmove_clip = clip;
-       int originalmove_flags = this.move_flags;
+       int originalflags = this.flags;
        entity originalmove_groundentity = this.move_groundentity;
 
        // if move didn't block on a step, return
@@ -78,14 +78,14 @@ void _Movetype_Physics_Walk(entity this, float dt)  // SV_WalkMove
 
                        // return if attempting to jump while airborn (unless sv_jumpstep)
                        if (!PHYS_JUMPSTEP(this))
-                               if (!oldonground && this.move_waterlevel == 0)
+                               if (!oldonground && this.waterlevel == 0)
                                        return;
                }
 
                // try moving up and forward to go up a step
                // back to start pos
-               this.move_origin = start_origin;
-               this.move_velocity = start_velocity;
+               this.origin = start_origin;
+               this.velocity = start_velocity;
 
                // move up
                vector upmove = '0 0 1' * PHYS_STEPHEIGHT(this);
@@ -99,9 +99,9 @@ void _Movetype_Physics_Walk(entity this, float dt)  // SV_WalkMove
                }
 
                // move forward
-               this.move_velocity_z = 0;
+               this.velocity_z = 0;
                clip = _Movetype_FlyMove(this, dt, applygravity, stepnormal, 0);
-               this.move_velocity_z += start_velocity.z;
+               this.velocity_z += start_velocity.z;
                if (clip & 8)
                {
                        // we got teleported when upstepping... must abort the move
@@ -115,15 +115,15 @@ void _Movetype_Physics_Walk(entity this, float dt)  // SV_WalkMove
                // check for stuckness, possibly due to the limited precision of floats
                // in the clipping hulls
                if (clip
-                   && fabs(originalmove_origin.y - this.move_origin.y) < 0.03125
-                   && fabs(originalmove_origin.x - this.move_origin.x) < 0.03125)
+                   && fabs(originalorigin.y - this.origin.y) < 0.03125
+                   && fabs(originalorigin.x - this.origin.x) < 0.03125)
                {
                        // Con_Printf("wall\n");
                        // stepping up didn't make any progress, revert to original move
-                       this.move_origin = originalmove_origin;
-                       this.move_velocity = originalmove_velocity;
+                       this.origin = originalorigin;
+                       this.velocity = originalvelocity;
                        // clip = originalmove_clip;
-                       this.move_flags = originalmove_flags;
+                       this.flags = originalflags;
                        this.move_groundentity = originalmove_groundentity;
                        // now try to unstick if needed
                        // clip = SV_TryUnstick (ent, oldvel);
@@ -137,7 +137,7 @@ void _Movetype_Physics_Walk(entity this, float dt)  // SV_WalkMove
                        _Movetype_WallFriction(this, stepnormal);
        }
        // don't do the down move if stepdown is disabled, moving upward, not in water, or the move started offground or ended onground
-       else if (!GAMEPLAYFIX_STEPDOWN(this) || this.move_waterlevel >= 3 || start_velocity.z >= (1.0 / 32.0) || !oldonground || (this.move_flags & FL_ONGROUND))
+       else if (!GAMEPLAYFIX_STEPDOWN(this) || this.waterlevel >= 3 || start_velocity.z >= (1.0 / 32.0) || !oldonground || (this.flags & FL_ONGROUND))
        {
                return;
        }
@@ -165,9 +165,9 @@ void _Movetype_Physics_Walk(entity this, float dt)  // SV_WalkMove
                // if the push down didn't end up on good ground, use the move without
                // the step up.  This happens near wall / slope combinations, and can
                // cause the player to hop up higher on a slope too steep to climb
-               this.move_origin = originalmove_origin;
-               this.move_velocity = originalmove_velocity;
-               this.move_flags = originalmove_flags;
+               this.origin = originalorigin;
+               this.velocity = originalvelocity;
+               this.flags = originalflags;
                this.move_groundentity = originalmove_groundentity;
        }