float collision_run()
{
- vector vtmp, vmin, vmax, vrot, vforce;
+ vector vtmp, vmin, vmax, vrot, vforce, vtmp2, vtmp3;
float i, fvel, bcol;
vtmp = vmax; vtmp_z = vmin_z; bb1[7] = vtmp;
makevectors(self.angles + '-2 0 0' * self.angles_x);
- bcol = FALSE;
+ bcol = 0;
+
// Pass1: Transform by rotation, ajust points by impact/s
for(i = 8; i >= 0; --i)
{
te_lightning1(world,self.origin,vtmp);
if(trace_fraction != 1.0)
{
- //bb2[i] = trace_endpos;
vforce += (trace_endpos - vtmp);
- bcol = TRUE;
+ vtmp3 = self.origin + self.velocity * frametime;
+ vtmp2 = vectoangles(normalize(vtmp - vtmp3));
+ vrot += (vectoangles(normalize(trace_endpos - vtmp3)) - vtmp2);
+ bcol += 1;
}
- else
- bb2[i] = bb1[i];
}
if(bcol)
{
- //self.angles += vectoangles(vrot) * frametime;
- //self.angles -= (self.velocity - vectoangles(normalize(vforce))) * frametime;
vtmp = self.origin + self.velocity * frametime;
- vrot = self.origin + vforce * frametime;
- //self.angles += vectoangles(normalize(vtmp - vrot)) * frametime;
+ self.angles += vrot * frametime;
self.velocity += vforce * frametime;
}
-
-// Extract the 8 bbox corners from mins/maxs for self
-/*
- bb1[0] = self.absmax;
- vtmp = self.absmax; vtmp_x = self.absmin_x; bb1[1] = vtmp;
- vtmp = self.absmax; vtmp_y = self.absmin_y; bb1[2] = vtmp;
- vtmp = self.absmin; vtmp_z = self.absmax_z; bb1[3] = vtmp;
- bb1[4] = self.absmin;
- vtmp = self.absmin; vtmp_x = self.absmax_x; bb1[5] = vtmp;
- vtmp = self.absmin; vtmp_y = self.absmax_y; bb1[6] = vtmp;
- vtmp = self.absmax; vtmp_z = self.absmin_z; bb1[7] = vtmp;
-
-
-// Extract the 8 bbox corners from mins/maxs for other
- bb1[0] = other.absmax;
- vtmp = other.absmax; vtmp_x = other.absmin_x; bb2[1] = vtmp;
- vtmp = other.absmax; vtmp_y = other.absmin_y; bb2[2] = vtmp;
- vtmp = other.absmin; vtmp_z = other.absmax_z; bb2[3] = vtmp;
- bb2[4] = other.absmin;
- vtmp = other.absmin; vtmp_x = other.absmax_x; bb2[5] = vtmp;
- vtmp = other.absmin; vtmp_y = other.absmax_y; bb2[6] = vtmp;
- vtmp = other.absmax; vtmp_z = other.absmin_z; bb2[7] = vtmp;
-*/
}