Get rid of an useless trace and like 1000 instructions each frame and player.
authorRudolf Polzer <divverent@xonotic.org>
Thu, 17 Oct 2013 19:44:56 +0000 (21:44 +0200)
committerRudolf Polzer <divverent@xonotic.org>
Thu, 17 Oct 2013 19:50:47 +0000 (21:50 +0200)
qcsrc/server/cheats.qc

index f04fc84..53c1853 100644 (file)
@@ -718,7 +718,7 @@ float CheatCommand(float argc)
        END_CHEAT_FUNCTION();
 }
 
-float Drag(entity e, float grab, float ischeat);
+float Drag(float force_allow_pick, float ischeat);
 void Drag_Begin(entity dragger, entity draggee, vector touchpoint);
 void Drag_Finish(entity dragger);
 float Drag_IsDraggable(entity draggee);
@@ -748,40 +748,11 @@ float CheatFrame()
                        {
                                // use cheat dragging if cheats are enabled
                                crosshair_trace_plusvisibletriggers(self);
-                               Drag(trace_ent, TRUE, TRUE);
+                               Drag(TRUE, TRUE);
                        }
                        else
                        {
-                               // drag is TRUE if the object can be picked up. While an object is being carried, the Drag() function
-                               // must execute for it either way, otherwise it would cause bugs if it went out of the player's trace.
-                               // This also makes sure that an object can only pe picked up if in range, but does not get dropped if
-                               // it goes out of range while slinging it around.
-
-                               float drag;
-                               crosshair_trace_plusvisibletriggers(self);
-                               drag = FALSE;
-                               if(vlen(self.origin - trace_ent.origin) <= autocvar_g_grab_range)
-                               {
-                                       switch(trace_ent.grab)
-                                       {
-                                               case 0: // can't grab
-                                                       break;
-                                               case 1: // owner can grab
-                                                       if(trace_ent.owner == self || trace_ent.realowner == self)
-                                                               drag = TRUE;
-                                                       break;
-                                               case 2: // owner and team mates can grab
-                                                       if(SAME_TEAM(trace_ent.owner, self) || SAME_TEAM(trace_ent.realowner, self) || trace_ent.team == self.team)
-                                                               drag = TRUE;
-                                                       break;
-                                               case 3: // anyone can grab
-                                                       drag = TRUE;
-                                                       break;
-                                               default:
-                                                       break;
-                                       }
-                               }
-                               Drag(trace_ent, drag, FALSE); // execute dragging
+                               Drag(FALSE, FALSE); // execute dragging
                        }
                        break;
        }
@@ -795,7 +766,7 @@ float CheatFrame()
 
 // ENTITY DRAGGING
 
-float Drag(entity e, float pick, float ischeat)
+float Drag(float force_allow_pick, float ischeat)
 {
        BEGIN_CHEAT_FUNCTION();
 
@@ -840,9 +811,42 @@ float Drag(entity e, float pick, float ischeat)
                        else
                        {
                                if(Drag_CanDrag(self))
-                                       if(self.BUTTON_DRAG && pick)
+                                       if(self.BUTTON_DRAG)
                                        {
-                                               if(e)
+                                               crosshair_trace_plusvisibletriggers(self);
+                                               entity e = trace_ent;
+                                               float pick = force_allow_pick;
+                                               if (e && !pick)
+                                               {
+                                                       // pick is TRUE if the object can be picked up. While an object is being carried, the Drag() function
+                                                       // must execute for it either way, otherwise it would cause bugs if it went out of the player's trace.
+                                                       // This also makes sure that an object can only pe picked up if in range, but does not get dropped if
+                                                       // it goes out of range while slinging it around.
+
+                                                       if(vlen(self.origin - e.origin) <= autocvar_g_grab_range)
+                                                       {
+                                                               switch(e.grab)
+                                                               {
+                                                                       case 0: // can't grab
+                                                                               break;
+                                                                       case 1: // owner can grab
+                                                                               if(e.owner == self || e.realowner == self)
+                                                                                       pick = TRUE;
+                                                                               break;
+                                                                       case 2: // owner and team mates can grab
+                                                                               if(SAME_TEAM(e.owner, self) || SAME_TEAM(e.realowner, self) || e.team == self.team)
+                                                                                       pick = TRUE;
+                                                                               break;
+                                                                       case 3: // anyone can grab
+                                                                               pick = TRUE;
+                                                                               break;
+                                                                       default:
+                                                                               break;
+                                                               }
+                                                       }
+                                               }
+                                               // Find e and pick
+                                               if(e && pick)
                                                        if(Drag_IsDraggable(e))
                                                        {
                                                                if(ischeat)