return 0;
int blockedflag = 0;
- int i, j, numplanes = 0;
+ int numplanes = 0;
float time_left = dt, grav = 0;
vector push;
vector primal_velocity, original_velocity;
vector restore_velocity = this.velocity;
- for(i = 0; i < MAX_CLIP_PLANES; ++i)
- planes[i] = '0 0 0';
+ for(int j = 0; j < MAX_CLIP_PLANES; ++j)
+ planes[j] = '0 0 0';
if(applygravity)
{
break;
push = this.velocity * time_left;
- if(!_Movetype_PushEntity(this, push, true, false))
+ if(!_Movetype_PushEntity(this, push, false))
{
// we got teleported by a touch function
// let's abort the move
{
// step - handle it immediately
vector org = this.origin;
- vector steppush = '0 0 1' * stepheight;
+ vector steppush = vec3(0, 0, stepheight);
push = this.velocity * time_left;
- if(!_Movetype_PushEntity(this, steppush, true, false))
+ if(!_Movetype_PushEntity(this, steppush, false))
{
blockedflag |= 8;
break;
}
- if(!_Movetype_PushEntity(this, push, true, false))
+ if(!_Movetype_PushEntity(this, push, false))
{
blockedflag |= 8;
break;
}
float trace2_fraction = trace_fraction;
steppush = vec3(0, 0, org.z - this.origin_z);
- if(!_Movetype_PushEntity(this, steppush, true, false))
+ if(!_Movetype_PushEntity(this, steppush, false))
{
blockedflag |= 8;
break;
// modify original_velocity so it parallels all of the clip planes
vector new_velocity = '0 0 0';
- for (i = 0;i < numplanes;i++)
+ int plane;
+ for (plane = 0;plane < numplanes;plane++)
{
- new_velocity = _Movetype_ClipVelocity(original_velocity, planes[i], 1);
- for (j = 0;j < numplanes;j++)
+ int newplane;
+ new_velocity = _Movetype_ClipVelocity(original_velocity, planes[plane], 1);
+ for (newplane = 0;newplane < numplanes;newplane++)
{
- if(j != i)
+ if(newplane != plane)
{
// not ok
- if((new_velocity * planes[j]) < 0)
+ if((new_velocity * planes[newplane]) < 0)
break;
}
}
- if(j == numplanes)
+ if(newplane == numplanes)
break;
}
- if(i != numplanes)
+ if(plane != numplanes)
{
// go along this plane
this.velocity = new_velocity;
}
vector dir = cross(planes[0], planes[1]);
// LordHavoc: thanks to taniwha of QuakeForge for pointing out this fix for slowed falling in corners
- float ilength = sqrt((dir * dir));
- if(ilength)
- ilength = 1.0 / ilength;
- dir.x *= ilength;
- dir.y *= ilength;
- dir.z *= ilength;
+ dir = normalize(dir);
float d = (dir * this.velocity);
this.velocity = dir * d;
}
tracebox(this.origin, this.mins, this.maxs, end, type, this);
}
-bool _Movetype_PushEntity(entity this, vector push, bool failonstartsolid, bool dolink) // SV_PushEntity
+bool _Movetype_PushEntity(entity this, vector push, bool dolink) // SV_PushEntity
{
_Movetype_PushEntityTrace(this, push);
// NOTE: this is a workaround for the QC's lack of a worldstartsolid trace parameter
- if(trace_startsolid && failonstartsolid)
+ if(trace_startsolid)
{
int oldtype = this.move_nomonsters;
this.move_nomonsters = MOVE_WORLDONLY;