]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/portals.qc
Remove for-loop workaround
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / portals.qc
index 16fde19550129f6cf9b6cfcd72a21c81ac6cc356..53c77ecceefc089e6215e93fd2d9bc771205bc3a 100644 (file)
@@ -1,3 +1,23 @@
+#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';
@@ -13,9 +33,9 @@ float PlayerEdgeDistance(entity p, vector v)
 {
        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;
 }
@@ -36,7 +56,7 @@ vector Portal_ApplyTransformToPlayerAngle(vector transform, vector vangle)
 
        // 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");
@@ -66,7 +86,7 @@ vector Portal_ApplyTransformToPlayerAngle(vector transform, vector vangle)
                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
@@ -77,9 +97,9 @@ vector Portal_ApplyTransformToPlayerAngle(vector transform, vector vangle)
        }
 
 #ifndef POSITIVE_PITCH_IS_DOWN
-       ang_x = -ang.x;
+       ang.x = -ang.x;
 #endif
-       ang_z = vangle.z;
+       ang.z = vangle.z;
        return ang;
 }