-void SUB_Null() {};
+void SUB_Null() {}
float SUB_True() { return 1; }
float SUB_False() { return 0; }
e.animstate_override = override;
e.frame = e.animstate_startframe;
e.frame1time = servertime;
-};
+}
void updateanim(entity e)
{
}
e.frame = e.animstate_startframe + bound(0, (time - e.animstate_starttime) * e.animstate_framerate, e.animstate_numframes - 1);
//print(ftos(time), " -> ", ftos(e.frame), "\n");
-};
+}
vector animfixfps(entity e, vector a)
{
return a;
}
+vector animfixfps2(entity e, vector a, vector b)
+{
+ // multi-frame anim: keep as-is
+ float dur;
+ dur = frameduration(e.modelindex, a_x);
+ if(dur <= 0)
+ {
+ a = b;
+ dur = frameduration(e.modelindex, a_x);
+ }
+ if(a_y == 1)
+ {
+ if(dur > 0)
+ a_z = 1.0 / dur;
+ }
+ return a;
+}
+
/*
==================
SUB_Remove
*/
void tracebox_antilag_force_wz (entity source, vector v1, vector mi, vector ma, vector v2, float nomonst, entity forent, float lag, float wz)
{
- local entity player;
- local float oldsolid;
+ entity player;
+ float oldsolid;
// check whether antilagged traces are enabled
if (lag < 0.001)
if (lag)
{
// take players back into the past
- player = player_list;
- while (player)
- {
- antilag_takeback(player, time - lag);
- player = player.nextplayer;
- }
+ FOR_EACH_PLAYER(player)
+ if(player != forent)
+ antilag_takeback(player, time - lag);
}
// do the trace
// restore players to current positions
if (lag)
{
- player = player_list;
- while (player)
- {
- antilag_restore(player);
- player = player.nextplayer;
- }
+ FOR_EACH_PLAYER(player)
+ if(player != forent)
+ antilag_restore(player);
}
// restore shooter solid type
}
self.angles = '0 0 0';
-};
+}
void InitTrigger()
{
self.movetype = MOVETYPE_NONE;
self.modelindex = 0;
self.model = "";
-};
+}
void InitSolidBSPTrigger()
{
self.movetype = MOVETYPE_NONE; // why was this PUSH? -div0
// self.modelindex = 0;
self.model = "";
-};
+}
float InitMovingBrushTrigger()
{
return 0;
}
return 1;
-};
+}