**/
#endif
-void movelib_groundalign4point(float spring_length, float spring_up, float blendrate, float _max)
-{SELFPARAM();
+void movelib_groundalign4point(entity this, float spring_length, float spring_up, float blendrate, float _max)
+{
vector a, b, c, d, e, r, push_angle, ahead, side;
push_angle.y = 0;
- r = (self.absmax + self.absmin) * 0.5 + (v_up * spring_up);
+ r = (this.absmax + this.absmin) * 0.5 + (v_up * spring_up);
e = v_up * spring_length;
// Put springs slightly inside bbox
- ahead = v_forward * (self.maxs.x * 0.8);
- side = v_right * (self.maxs.y * 0.8);
+ ahead = v_forward * (this.maxs.x * 0.8);
+ side = v_right * (this.maxs.y * 0.8);
a = r + ahead + side;
b = r + ahead - side;
c = r - ahead + side;
d = r - ahead - side;
- traceline(a, a - e,MOVE_NORMAL,self);
+ traceline(a, a - e,MOVE_NORMAL,this);
a.z = (1 - trace_fraction);
r = trace_endpos;
- traceline(b, b - e,MOVE_NORMAL,self);
+ traceline(b, b - e,MOVE_NORMAL,this);
b.z = (1 - trace_fraction);
r += trace_endpos;
- traceline(c, c - e,MOVE_NORMAL,self);
+ traceline(c, c - e,MOVE_NORMAL,this);
c.z = (1 - trace_fraction);
r += trace_endpos;
- traceline(d, d - e,MOVE_NORMAL,self);
+ traceline(d, d - e,MOVE_NORMAL,this);
d.z = (1 - trace_fraction);
r += trace_endpos;
a.x = r.z;
- r = self.origin;
+ r = this.origin;
r.z = r.z;
push_angle.x = (a.z - c.z) * _max;
push_angle.z = (b.z - a.z) * _max;
push_angle.z += (d.z - c.z) * _max;
- //self.angles_x += push_angle_x * 0.95;
- //self.angles_z += push_angle_z * 0.95;
+ //this.angles_x += push_angle_x * 0.95;
+ //this.angles_z += push_angle_z * 0.95;
- self.angles_x = ((1-blendrate) * self.angles.x) + (push_angle.x * blendrate);
- self.angles_z = ((1-blendrate) * self.angles.z) + (push_angle.z * blendrate);
+ this.angles_x = ((1-blendrate) * this.angles.x) + (push_angle.x * blendrate);
+ this.angles_z = ((1-blendrate) * this.angles.z) + (push_angle.z * blendrate);
- //a = self.origin;
- setorigin(self,r);
+ //a = this.origin;
+ setorigin(this,r);
}