-#ifndef MOVELIB_H
-#define MOVELIB_H
+#pragma once
#ifdef SVQC
.vector moveto;
/**
Simulate drag
- self.velocity = movelib_dragvec(self.velocity,0.02,0.5);
+ this.velocity = movelib_dragvec(this.velocity,0.02,0.5);
**/
-vector movelib_dragvec(float drag, float exp_);
+vector movelib_dragvec(entity this, float drag, float exp_);
/**
Simulate drag
- self.velocity *= movelib_dragflt(somespeed,0.01,0.7);
+ this.velocity *= movelib_dragflt(somespeed,0.01,0.7);
**/
float movelib_dragflt(float fspeed,float drag,float exp_);
/**
Do a inertia simulation based on velocity.
Basicaly, this allows you to simulate loss of steering with higher speed.
- self.velocity = movelib_inertmove_byspeed(self.velocity,newvel,1000,0.1,0.9);
+ this.velocity = movelib_inertmove_byspeed(this.velocity,newvel,1000,0.1,0.9);
**/
-vector movelib_inertmove_byspeed(vector vel_new, float vel_max,float newmin,float oldmax);
+vector movelib_inertmove_byspeed(entity this, vector vel_new, float vel_max, float newmin, float oldmax);
-vector movelib_inertmove(vector new_vel,float new_bias);
+vector movelib_inertmove(entity this, vector new_vel, float new_bias);
.float movelib_lastupdate;
-void movelib_move(vector force,float max_velocity,float drag,float theMass,float breakforce);
+void movelib_move(entity this, vector force, float max_velocity, float drag, float theMass, float breakforce);
/*
void movelib_move_simple(vector newdir,float velo,float blendrate)
{
- self.velocity = self.velocity * (1 - blendrate) + (newdir * blendrate) * velo;
+ this.velocity = this.velocity * (1 - blendrate) + (newdir * blendrate) * velo;
}
*/
#define movelib_move_simple(e,newdir,velo,blendrate) \
#endif
void movelib_groundalign4point(entity this, float spring_length, float spring_up, float blendrate, float _max);
-
-#endif