]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/ecs/systems/physics.qc
Make the slick flag usable outside of applygravity
[xonotic/xonotic-data.pk3dir.git] / qcsrc / ecs / systems / physics.qc
index 2fbb9d9d02862d1fe86712700987b759b96c8ae3..a5af98d2ce9ac5ce8ee5a5d2c9abffa10f35da95 100644 (file)
@@ -193,7 +193,8 @@ void sys_phys_simulate(entity this, float dt)
                // this mimics quakeworld code
                if (this.com_in_jump && this.waterlevel == WATERLEVEL_SWIMMING && this.velocity_z >= -180 && !this.viewloc) {
                        vector yawangles = '0 1 0' * this.v_angle.y;
-                       MAKE_VECTORS_NEW(yawangles, forward, right, up);
+                       vector forward, right, up;
+                       MAKE_VECTORS(yawangles, forward, right, up);
                        vector spot = this.origin + 24 * forward;
                        spot_z += 8;
                        traceline(spot, spot, MOVE_NOMONSTERS, this);
@@ -210,7 +211,8 @@ void sys_phys_simulate(entity this, float dt)
                }
        }
 
-       MAKE_VECTORS_NEW(vmul(this.v_angle, (this.com_phys_vel_2d ? '0 1 0' : '1 1 1')), forward, right, up);
+       vector forward, right, up;
+       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
@@ -358,11 +360,9 @@ void sys_phys_simulate(entity this, float dt)
                        // apply edge friction
                        const float f2 = vlen2(vec2(this.velocity));
                        if (f2 > 0) {
-                               trace_dphitq3surfaceflags = 0;
-                               tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 1', MOVE_NOMONSTERS, this);
                                // TODO: apply edge friction
                                // apply ground friction
-                               const int realfriction = (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK)
+                               const int realfriction = (IS_ONSLICK(this))
                                    ? PHYS_FRICTION_SLICK(this)
                                        : PHYS_FRICTION(this);