1 vector collision_force;
2 vector collision_angle;
9 vector vtmp, vmin, vmax, vrot, vforce, vtmp2, vtmp3;
13 // Extract the 8 bbox corners from mins/maxs for self
17 vtmp = vmax; vtmp_x = vmin_x; bb1[1] = vtmp;
18 vtmp = vmax; vtmp_y = vmin_y; bb1[2] = vtmp;
19 vtmp = vmin; vtmp_z = vmax_z; bb1[3] = vtmp;
21 vtmp = vmin; vtmp_x = vmax_x; bb1[5] = vtmp;
22 vtmp = vmin; vtmp_y = vmax_y; bb1[6] = vtmp;
23 vtmp = vmax; vtmp_z = vmin_z; bb1[7] = vtmp;
25 makevectors(self.angles + '-2 0 0' * self.angles_x);
28 // Pass1: Transform by rotation, ajust points by impact/s
29 for(i = 8; i >= 0; --i)
32 vtmp = self.origin + vtmp_x * v_forward - vtmp_y * v_right + vtmp_z * v_up;
33 traceline(self.origin, vtmp, MOVE_WORLDONLY, self);
34 te_lightning1(world,self.origin,vtmp);
35 if(trace_fraction != 1.0)
37 vforce += (trace_endpos - vtmp);
38 vtmp3 = self.origin + self.velocity * frametime;
39 vtmp2 = vectoangles(normalize(vtmp - vtmp3));
40 vrot += (vectoangles(normalize(trace_endpos - vtmp3)) - vtmp2);
48 vtmp = self.origin + self.velocity * frametime;
49 self.angles += vrot * frametime;
50 self.velocity += vforce * frametime;