#include "util.qh"
#if defined(CSQC)
- #include "../dpdefs/csprogsdefs.qh"
#include "../client/defs.qh"
#include "constants.qh"
#elif defined(MENUQC)
#endif
// client movement
-void viewloc_PlayerPhysics()
+void viewloc_PlayerPhysics(entity this)
{
- if(self.viewloc)
+ if(this.viewloc)
{
- vector oldmovement = self.movement;
- self.movement_x = oldmovement_y;
- self.movement_y = 0;
+ vector old_movement = this.movement;
+ this.movement_x = old_movement_y;
+ this.movement_y = 0;
- if(self.movement_x < 0)
- self.movement_x = -self.movement_x;
+ if(this.movement_x < 0)
+ this.movement_x = -this.movement_x;
vector level_start, level_end;
- level_start = self.viewloc.enemy.origin;
- level_end = self.viewloc.goalentity.origin;
+ level_start = this.viewloc.enemy.origin;
+ level_end = this.viewloc.goalentity.origin;
vector forward, backward;
forward = vectoangles(normalize(level_end - level_start));
backward = vectoangles(normalize(level_start - level_end));
- if(self.movement_x < 0) // left
- self.angles_y = backward_y;
- if(self.movement_x > 0) // right
- self.angles_y = forward_y;
+ if(this.movement_x < 0) // left
+ this.angles_y = backward_y;
+ if(this.movement_x > 0) // right
+ this.angles_y = forward_y;
- if(oldmovement_x > 0)
+ if(old_movement_x > 0)
#ifdef CSQC
input_angles_x =
#endif
- self.v_angle_x = self.angles_x = -50;
- else if(oldmovement_x < 0)
+ this.v_angle_x = this.angles_x = -50;
+ else if(old_movement_x < 0)
#ifdef CSQC
input_angles_x =
#endif
- self.v_angle_x = self.angles_x = 50;
+ this.v_angle_x = this.angles_x = 50;
- //if(!PHYS_INPUT_BUTTON_CROUCH(self) && !IS_DUCKED(self))
+ //if(!PHYS_INPUT_BUTTON_CROUCH(this) && !IS_DUCKED(this))
#ifdef SVQC
- //self.BUTTON_CROUCH = (oldmovement_x < 0);
- if(oldmovement_x < 0)
- self.BUTTON_CROUCH = true;
+ //this.BUTTON_CROUCH = (old_movement_x < 0);
+ if (old_movement.x < 0)
+ this.BUTTON_CROUCH = true;
#elif defined(CSQC)
- if(oldmovement_x < 0) { input_buttons |= 16; self.flags |= FL_DUCKED; } //else { input_buttons &= ~16; self.flags &= ~FL_DUCKED; }
+ if (old_movement.x < 0)
+ {
+ input_buttons |= BIT(4);
+ this.flags |= FL_DUCKED;
+ }
+ //else { input_buttons &= ~16; this.flags &= ~FL_DUCKED; }
#endif
}
}
#ifdef CSQC
-void viewloc_SetTags()
+void viewloc_SetTags(entity this)
{
- if(self.viewloc && wasfreed(self.viewloc))
- self.viewloc = world;
+ if(this.viewloc && wasfreed(this.viewloc))
+ this.viewloc = world;
- if(self.viewloc.entnum != self.tag_networkviewloc)
- if(self.tag_networkviewloc == 0)
- self.viewloc = world;
+ if(this.viewloc.entnum != this.tag_networkviewloc)
+ if(this.tag_networkviewloc == 0)
+ this.viewloc = world;
else
- self.viewloc = findfloat(world, entnum, self.tag_networkviewloc);
+ this.viewloc = findfloat(world, entnum, this.tag_networkviewloc);
}
vector old_camera_angle = '0 0 0';
void viewloc_SetViewLocation()
{
- entity view = CSQCModel_server2csqc(player_localentnum);
- if(!view) { return; }
+ entity view = CSQCModel_server2csqc(player_localentnum - 1);
+ if (!view) return;
//NOTE: the "cam_" cvars sould probably be changed out with a spawnflag or an entity key. I have it like this for my testing -- Player_2
if(view.viewloc && !wasfreed(view.viewloc) && view.viewloc.enemy && view.viewloc.goalentity)
{