#if defined(CSQC)
#elif defined(MENUQC)
#elif defined(SVQC)
+ #include "pathlib/utility.qh"
#endif
/**
vector wander_point;
wander_point = v_forward - oldpoint;
- if (vlen(wander_point) > tresh)
+ if (vdist(wander_point, >, tresh))
return oldpoint;
range = bound(0,range,1);
return normalize(leftwish + rightwish + frontwish);
}
-bool beamsweep_badpoint(vector point, bool waterok)
-{
- if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)
- return true;
-
- int pc = pointcontents(point);
- int pc2 = pointcontents(point - '0 0 1');
-
- if(pc == CONTENT_EMPTY && pc2 == CONTENT_SOLID)
- return false;
- if(pc == CONTENT_EMPTY && pc2 == CONTENT_WATER && waterok)
- return false;
- if(pc == CONTENT_WATER && waterok)
- return false;
- return true;
-
- /*switch(pc)
- {
- case CONTENT_SOLID: break;
- case CONTENT_SLIME: break;
- case CONTENT_LAVA: break;
-
- case CONTENT_SKY:
- return true;
-
- case CONTENT_EMPTY:
- if (pc2 == CONTENT_SOLID)
- return 0;
-
- if (pc2 == CONTENT_WATER)
- if(waterok)
- return 0;
-
- break;
-
- case CONTENT_WATER:
- if(waterok)
- return 0;
-
- break;
- }
-
- return true;*/
-}
-
//#define BEAMSTEER_VISUAL
float beamsweep(entity this, vector from, vector dir,float length, float step,float step_up, float step_down)
{
if(trace_fraction == 1.0)
return 0;
- if(beamsweep_badpoint(trace_endpos,0))
+ if(!location_isok(trace_endpos, false, false))
return 0;
a = trace_endpos;
if(trace_fraction == 1.0)
return i / length;
- if(beamsweep_badpoint(trace_endpos,0))
+ if(!location_isok(trace_endpos, false, false))
return i / length;
#ifdef BEAMSTEER_VISUAL
te_lightning1(NULL,a+u,b+u);
flocker.health = 10;
flocker.pos1 = normalize(flocker.velocity + randomvec() * 0.1);
+ IL_PUSH(g_flockers, flocker);
+
this.cnt = this.cnt -1;
}
if(!this.enemy)
{
- FOREACH_ENTITY_FLOAT(flock_id, this.flock_id,
+ IL_EACH(g_flockers, it.flock_id == this.flock_id,
{
if(it == this.owner || it == ee)
continue;
this.enemy.nextthink = time + 10;
this.enemy.flock_id = this.flock_id;
this.enemy.owner = this;
+
+ IL_PUSH(g_flockers, this);
+ IL_PUSH(g_flockers, this.enemy);
}
#endif