+#if defined(CSQC)
+#elif defined(MENUQC)
+#elif defined(SVQC)
+ #include "../dpdefs/progsdefs.qh"
+ #include "../dpdefs/dpextensions.qh"
+ #include "../warpzonelib/anglestransform.qh"
+ #include "../warpzonelib/util_server.qh"
+ #include "../common/constants.qh"
+ #include "../common/util.qh"
+ #include "../common/weapons/weapons.qh"
+ #include "autocvars.qh"
+ #include "defs.qh"
+ #include "../common/notifications.qh"
+ #include "../common/deathtypes.qh"
+ #include "mutators/mutators_include.qh"
+ #include "../csqcmodellib/sv_model.qh"
+ #include "portals.qh"
+ #include "g_hook.qh"
+#endif
+
#define PORTALS_ARE_NOT_SOLID
const vector SAFENUDGE = '1 1 1';
{
vector vbest;
- if(v.x < 0) vbest_x = p.mins.x; else vbest_x = p.maxs.x;
- if(v.y < 0) vbest_y = p.mins.y; else vbest_y = p.maxs.y;
- if(v.z < 0) vbest_z = p.mins.z; else vbest_z = p.maxs.z;
+ if(v.x < 0) vbest.x = p.mins.x; else vbest.x = p.maxs.x;
+ if(v.y < 0) vbest.y = p.mins.y; else vbest.y = p.maxs.y;
+ if(v.z < 0) vbest.z = p.mins.z; else vbest.z = p.maxs.z;
return vbest * v;
}
// PLAYERS use different math
#ifndef POSITIVE_PITCH_IS_DOWN
- ang_x = -ang.x;
+ ang.x = -ang.x;
#endif
//print("reference: ", vtos(AnglesTransform_ApplyToVAngles(transform, ang)), "\n");
ang = fixedvectoangles(new_forward); // this still gets us a nice pitch value...
if(new_up * new_yawforward < 0)
new_up = -1 * new_up;
- ang_y = vectoyaw(new_up); // this vector is the yaw we want
+ ang.y = vectoyaw(new_up); // this vector is the yaw we want
//print("UP/DOWN path: ", vtos(ang), "\n");
}
else
}
#ifndef POSITIVE_PITCH_IS_DOWN
- ang_x = -ang.x;
+ ang.x = -ang.x;
#endif
- ang_z = vangle.z;
+ ang.z = vangle.z;
return ang;
}