]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Merge branch 'master' into Melanosuchus/minigames
authorMario <zacjardine@y7mail.com>
Thu, 26 Mar 2015 13:29:59 +0000 (00:29 +1100)
committerMario <zacjardine@y7mail.com>
Thu, 26 Mar 2015 13:29:59 +0000 (00:29 +1100)
20 files changed:
defaultXonotic.cfg
qcsrc/client/effects.qc
qcsrc/client/hud.qc
qcsrc/common/util.qc
qcsrc/common/util.qh
qcsrc/common/weapons/w_shockwave.qc
qcsrc/menu/xonotic/slider_resolution.qc
qcsrc/server/cl_client.qc
qcsrc/server/command/cmd.qc
qcsrc/server/command/vote.qc
qcsrc/server/defs.qh
qcsrc/server/func_breakable.qc
qcsrc/server/g_world.qc
qcsrc/server/mutators/gamemode_ctf.qc
qcsrc/server/mutators/mutator_overkill.qc
qcsrc/server/target_spawn.qc
qcsrc/warpzonelib/mathlib.qc
qcsrc/warpzonelib/mathlib.qh
qcsrc/warpzonelib/server.qc
qcsrc/warpzonelib/util_server.qc

index ff481316e13f0b289187f78b554283cbdc9ebe72..47f5c508b51215edde4860bc7587279889027828 100644 (file)
@@ -545,6 +545,7 @@ gl_picmip_other 1 // so, picmip -1 is best possible quality
 r_mipsprites 1
 r_mipskins 1
 r_shadow_realtime_world_lightmaps 1
+r_shadow_realtime_world_importlightentitiesfrommap 0 // Whether build process uses keepLights is nontransparent and may change, so better make keepLights not matter.
 cl_decals_fadetime 5
 cl_decals_time 1
 seta cl_gunalign 3 "Gun alignment; 1 = center (if allowed by g_shootfromclient) or right, 2 = center (if allowed by g_shootfromclient) or left, 3 = right only, 4 = left only"
index df688465739685158b99a52f0346115d2012818b..95623505b83e297d2a7e63e12a4f78e378838d5b 100644 (file)
@@ -46,7 +46,9 @@ void cl_effects_lightningarc(vector from, vector to,float seglength,float drifts
     if(length < 1)
         return;
 
-    steps      = floor(length / seglength);
+    // Use at most 16 te_lightning1 segments, as these eat up beam list segments.
+    // TODO: Change this to R_BeginPolygon code, then we no longer have this limit.
+    steps      = min(16, floor(length / seglength));
     if(steps < 1)
     {
         te_lightning1(world,from,to);
@@ -64,8 +66,9 @@ void cl_effects_lightningarc(vector from, vector to,float seglength,float drifts
             dirnew = normalize(direction * (1 - drift) + randomvec() * drift);
             pos = pos_l +  dirnew * steplength;
             te_lightning1(world,pos_l,pos);
-            if(random() < branchfactor)
-                cl_effects_lightningarc(pos, pos + (dirnew * length * 0.25),seglength,drifts,drifte,min(branchfactor + branchfactor_add,1),branchfactor_add);
+            // WTF endless recursion if branchfactor is 1.0 (possibly due to adding branchfactor_add). FIXME
+            // if(random() < branchfactor)
+            //     cl_effects_lightningarc(pos, pos + (dirnew * length * 0.25),seglength,drifts,drifte,min(branchfactor + branchfactor_add,1),branchfactor_add);
 
             pos_l = pos;
         }
index 2b75edc946115417aa343b8a296db728658a7ed0..7cf8ee6df267bebda52aa62d9894f60fb3bedd9e 100644 (file)
@@ -146,6 +146,46 @@ float HUD_GetRowCount(float item_count, vector size, float item_aspect)
        return bound(1, floor((sqrt(4 * item_aspect * aspect * item_count + aspect * aspect) + aspect + 0.5) / 2), item_count);
 }
 
+vector HUD_GetTableSize(float item_count, vector psize, float item_aspect)
+{
+       float columns, rows;
+       float ratio, best_ratio = 0;
+       float best_columns = 1, best_rows = 1;
+       bool vertical = (psize.x / psize.y >= item_aspect);
+       if(vertical)
+       {
+               psize = eX * psize.y + eY * psize.x;
+               item_aspect = 1 / item_aspect;
+       }
+
+       rows = ceil(sqrt(item_count));
+       columns = ceil(item_count/rows);
+       while(columns >= 1)
+       {
+               ratio = (psize.x/columns) / (psize.y/rows);
+               if(ratio > item_aspect)
+                       ratio = item_aspect * item_aspect / ratio;
+
+               if(ratio <= best_ratio)
+                       break; // ratio starts decreasing by now, skip next configurations
+
+               best_columns = columns;
+               best_rows = rows;
+               best_ratio = ratio;
+
+               if(columns == 1)
+                       break;
+
+               --columns;
+               rows = ceil(item_count/columns);
+       }
+
+       if(vertical)
+               return eX * best_rows + eY * best_columns;
+       else
+               return eX * best_columns + eY * best_rows;
+}
+
 float stringwidth_colors(string s, vector theSize)
 {
        return stringwidth(s, true, theSize);
@@ -430,7 +470,8 @@ void HUD_Weapons(void)
        float screen_ar;
        vector center = '0 0 0';
        float weapon_count, weapon_id;
-       float row, column, rows = 0, columns;
+       float row, column, rows = 0, columns = 0;
+       bool vertical_order = true;
        float aspect = autocvar_hud_panel_weapons_aspect;
 
        float timeout = autocvar_hud_panel_weapons_timeout;
@@ -505,6 +546,17 @@ void HUD_Weapons(void)
                if(!weapons_stat)
                        for(i = WEP_FIRST; i <= WEP_LAST; i += floor((WEP_LAST-WEP_FIRST)/5))
                                weapons_stat |= WepSet_FromWeapon(i);
+
+               #if 0
+               /// debug code
+               if(cvar("wep_add"))
+               {
+                       weapons_stat = '0 0 0';
+                       float countw = 1 + floor((floor(time * cvar("wep_add"))) % WEP_COUNT);
+                       for(i = WEP_FIRST; i <= countw; ++i)
+                               weapons_stat |= WepSet_FromWeapon(i);
+               }
+               #endif
        }
 
        // determine which weapons are going to be shown
@@ -522,6 +574,7 @@ void HUD_Weapons(void)
                        if((weapons_stat & WepSet_FromWeapon(weaponorder[i].weapon)) || (weaponorder[i].weapon == complain_weapon))
                                ++weapon_count;
 
+
                // might as well commit suicide now, no reason to live ;)
                if (weapon_count == 0)
                {
@@ -533,27 +586,32 @@ void HUD_Weapons(void)
                vector padded_panel_size = panel_size - '2 2 0' * panel_bg_padding;
 
                // get the all-weapons layout
-               rows = HUD_GetRowCount(WEP_COUNT, padded_panel_size, aspect);
-               columns = ceil(WEP_COUNT / rows);
+               vector table_size = HUD_GetTableSize(WEP_COUNT, padded_panel_size, aspect);
+               columns = table_size.x;
+               rows = table_size.y;
                weapon_size.x = padded_panel_size.x / columns;
                weapon_size.y = padded_panel_size.y / rows;
 
-               // reduce rows and columns as needed
                // NOTE: although weapons should aways look the same even if onlyowned is enabled,
                // we enlarge them a bit when possible to better match the desired aspect ratio
-               if(padded_panel_size.y > padded_panel_size.x)
+               if(padded_panel_size.x / padded_panel_size.y < aspect)
                {
-                       columns = ceil(weapon_count / rows);
+                       // maximum number of rows that allows to display items with the desired aspect ratio
+                       float max_rows = floor(padded_panel_size.y / (weapon_size.x / aspect));
+                       columns = min(columns, ceil(weapon_count / max_rows));
                        rows = ceil(weapon_count / columns);
                        weapon_size.y = min(padded_panel_size.y / rows, weapon_size.x / aspect);
                        weapon_size.x = min(padded_panel_size.x / columns, aspect * weapon_size.y);
+                       vertical_order = false;
                }
                else
                {
-                       rows = ceil(weapon_count / columns);
+                       float max_columns = floor(padded_panel_size.x / (weapon_size.y * aspect));
+                       rows = min(rows, ceil(weapon_count / max_columns));
                        columns = ceil(weapon_count / rows);
                        weapon_size.x = min(padded_panel_size.x / columns, aspect * weapon_size.y);
                        weapon_size.y = min(padded_panel_size.y / rows, weapon_size.x / aspect);
+                       vertical_order = true;
                }
 
                // reduce size of the panel
@@ -691,9 +749,12 @@ void HUD_Weapons(void)
 
        if(!rows) // if rows is > 0 onlyowned code has already updated these vars
        {
-               rows = HUD_GetRowCount(weapon_count, panel_size, aspect);
-               columns = ceil(weapon_count/rows);
-               weapon_size = eX * panel_size.x*(1/columns) + eY * panel_size.y*(1/rows);
+               vector table_size = HUD_GetTableSize(WEP_COUNT, panel_size, aspect);
+               columns = table_size.x;
+               rows = table_size.y;
+               weapon_size.x = panel_size.x / columns;
+               weapon_size.y = panel_size.y / rows;
+               vertical_order = (panel_size.x / panel_size.y >= aspect);
        }
 
        // calculate position/size for visual bar displaying ammount of ammo status
@@ -850,12 +911,33 @@ void HUD_Weapons(void)
                        drawstring_aspect(weapon_pos + '1 1 0' * padding, s, weapon_size - '2 2 0' * padding, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
                }
 
+               #if 0
+               /// debug code
+               if(!autocvar_hud_panel_weapons_onlyowned)
+               {
+                       drawfill(weapon_pos + '1 1 0', weapon_size - '2 2 0', '1 1 1', panel_fg_alpha * 0.2, DRAWFLAG_NORMAL);
+                       drawstring(weapon_pos, ftos(i + 1), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
+               }
+               #endif
+
                // continue with new position for the next weapon
-               ++row;
-               if(row >= rows)
+               if(vertical_order)
                {
-                       row = 0;
                        ++column;
+                       if(column >= columns)
+                       {
+                               column = 0;
+                               ++row;
+                       }
+               }
+               else
+               {
+                       ++row;
+                       if(row >= rows)
+                       {
+                               row = 0;
+                               ++column;
+                       }
                }
        }
 
index 99fecda0bbfc2855600c02a3ec2629845511f730..49d707f077be45adc59a7867322022ed9be41d96 100644 (file)
@@ -500,19 +500,6 @@ string ScoreString(int pFlags, float pValue)
        return valstr;
 }
 
-float dotproduct(vector a, vector b)
-{
-       return a.x * b.x + a.y * b.y + a.z * b.z;
-}
-
-vector cross(vector a, vector b)
-{
-       return
-               '1 0 0' * (a.y * b.z - a.z * b.y)
-       +       '0 1 0' * (a.z * b.x - a.x * b.z)
-       +       '0 0 1' * (a.x * b.y - a.y * b.x);
-}
-
 // compressed vector format:
 // like MD3, just even shorter
 //   4 bit pitch (16 angles), 0 is -90, 8 is 0, 16 would be 90
index 4de610f26fcc2113587a64019db6b55fb71ae647..b2cdf8dcaf2232be15fb675e2140d4018d686b64 100644 (file)
@@ -109,9 +109,6 @@ const float TIME_FACTOR = 100;
 
 string ScoreString(float vflags, float value);
 
-float dotproduct(vector a, vector b);
-vector cross(vector a, vector b);
-
 void compressShortVector_init();
 vector decompressShortVector(float data);
 float compressShortVector(vector vec);
index 24b8634b91dd1a6b6eb04defa40d2f8f8cecd466..3f40c5397fcfb8d34b96f4db4e0132c8b07bc5d1 100644 (file)
@@ -553,13 +553,11 @@ void W_Shockwave_Attack(void)
                        center = CENTER_OR_VIEWOFS(head);
 
                        // find the closest point on the enemy to the center of the attack
-                       float ang; // angle between shotdir and h
                        float h; // hypotenuse, which is the distance between attacker to head
                        float a; // adjacent side, which is the distance between attacker and the point on w_shotdir that is closest to head.origin
 
                        h = vlen(center - self.origin);
-                       ang = acos(dotproduct(normalize(center - self.origin), w_shotdir));
-                       a = h * cos(ang);
+                       a = h * (normalize(center - self.origin) * w_shotdir);
                        // WEAPONTODO: replace with simpler method
 
                        vector nearest_on_line = (w_shotorg + a * w_shotdir);
index 476c441ed1a96a40afc2e3fcb2d7ff9b70a17d75..c1443628106e7b4b2947d8a86c669d6c2a2a5e88 100644 (file)
@@ -7,6 +7,8 @@ CLASS(XonoticResolutionSlider) EXTENDS(XonoticTextSlider)
        METHOD(XonoticResolutionSlider, saveCvars, void(entity))
        METHOD(XonoticResolutionSlider, draw, void(entity))
        ATTRIB(XonoticResolutionSlider, vid_fullscreen, float, -1)
+       ATTRIB(XonoticResolutionSlider, maxAllowedWidth, float, 0)
+       ATTRIB(XonoticResolutionSlider, maxAllowedHeight, float, 0)
 ENDCLASS(XonoticResolutionSlider)
 entity makeXonoticResolutionSlider();
 float updateConwidths(float width, float height, float pixelheight);
@@ -87,6 +89,10 @@ entity makeXonoticResolutionSlider()
 }
 void XonoticResolutionSlider_addResolution(entity me, float w, float h, float pixelheight)
 {
+       if (me.maxAllowedWidth && w > me.maxAllowedWidth)
+               return;
+       if (me.maxAllowedHeight && h > me.maxAllowedHeight)
+               return;
        float i;
        for (i = 0; i < me.nValues; ++i)
        {
@@ -138,6 +144,8 @@ void XonoticResolutionSlider_loadResolutions(entity me, float fullscreen)
        }
        // NOW we can safely clear.
        me.clearValues(me);
+       me.maxAllowedWidth = 0;
+       me.maxAllowedHeight = 0;
 
        if (fullscreen)
        {
@@ -161,6 +169,21 @@ void XonoticResolutionSlider_loadResolutions(entity me, float fullscreen)
 
        if(me.nValues == 0)
        {
+               // Get workarea.
+               r = getresolution(-2);
+               // If workarea is not supported, get desktop size.
+               if(r.x == 0 && r.y == 0)
+                       r = getresolution(-1);
+
+               // Add it, and limit all other resolutions to the workarea/desktop size.
+               if(r.x != 0 || r.y != 0)
+               {
+                       me.maxAllowedWidth = r.x;
+                       me.maxAllowedHeight = r.y;
+                       me.addResolution(me, r.x, r.y, r.z);
+               }
+
+               // Add nice hardcoded defaults.
                me.addResolution(me, 640, 480, 1); // pc res
 #if 0
                me.addResolution(me, 720, 480, 1.125); // DVD NTSC 4:3
index 95c62ea37e41fe4bb874352376d65646f12cd24b..243053ec9d4cbdec032e8a1ede2612e5183cd360 100644 (file)
@@ -1251,6 +1251,13 @@ void ClientConnect (void)
        if(IS_REAL_CLIENT(self))
                sv_notice_join();
 
+       for (entity e = world; (e = findfloat(e, init_for_player_needed, 1)); ) {
+               entity oldself = self;
+               self = e;
+               e.init_for_player(oldself);
+               self = oldself;
+       }
+
        MUTATOR_CALLHOOK(ClientConnect);
 }
 /*
index 7b74e48bf9fa306d7a8dc690dbc998be87017d46..65571e652ac5b7590d29a998038fdba24cc3531c 100644 (file)
@@ -826,6 +826,15 @@ void ClientCommand_macro_write_aliases(float fh)
 
 void SV_ParseClientCommand(string command)
 {
+       // If invalid UTF-8, don't even parse it
+       string command2 = "";
+       float len = strlen(command);
+       float i;
+       for (i = 0; i < len; ++i)
+               command2 = strcat(command2, chr2str(str2chr(command, i)));
+       if (command != command2)
+               return;
+
        // if we're banned, don't even parse the command
        if(Ban_MaybeEnforceBanOnce(self))
                return;
index 6edccafb156f8a48a40a325ff67438b533c88282..61fd2f3a2d44d423b8a2a1792aec5f635a7ae420 100644 (file)
@@ -235,7 +235,7 @@ void VoteCount(float first_count)
                switch(tmp_player.vote_selection)
                {
                        case VOTE_SELECT_REJECT: { ++vote_reject_count; { if(IS_PLAYER(tmp_player)) ++vote_real_reject_count; } break; }
-                       case VOTE_SELECT_ACCEPT: { ++vote_accept_count; { if(IS_PLAYER(tmp_player)) ++vote_real_reject_count; } break; }
+                       case VOTE_SELECT_ACCEPT: { ++vote_accept_count; { if(IS_PLAYER(tmp_player)) ++vote_real_accept_count; } break; }
                        case VOTE_SELECT_ABSTAIN: { ++vote_abstain_count; { if(IS_PLAYER(tmp_player)) ++vote_real_abstain_count; } break; }
                        default: break;
                }
index 175179b50797d5a5ede5cffd8352f19eb602cfc3..822c5163c384c1476656d825ab0a009f549ac406 100644 (file)
@@ -623,4 +623,8 @@ const int MIF_GUIDED_TAG = 128;
 .string playernick;
 .float elos;
 .float ranks;
+
+.float init_for_player_needed;
+.void(entity) init_for_player;
+
 #endif
index c0e54d11671093d0201ed5d51cd389d4d4859406..be6104f1fa6d2c653cc6acb25bc3f818cab46840 100644 (file)
@@ -91,7 +91,7 @@ void func_breakable_look_destroyed()
                self.dropped_origin = self.origin;
 
        if(self.mdl_dead == "")
-               self.model = "";
+               self.effects |= EF_NODRAW;
        else {
                if (self.origin == '0 0 0')     {       // probably no origin brush, so don't spawn in the middle of the map..
                        floorZ = self.absmin.z;
@@ -99,16 +99,24 @@ void func_breakable_look_destroyed()
                        self.origin_z = floorZ;
                }
                setmodel(self, self.mdl_dead);
+               self.effects &= ~EF_NODRAW;
        }
 
+       CSQCMODEL_AUTOUPDATE();
+
        self.solid = SOLID_NOT;
 }
 
 void func_breakable_look_restore()
 {
        setmodel(self, self.mdl);
+       self.effects &= ~EF_NODRAW;
+
        if(self.mdl_dead != "") // only do this if we use mdl_dead, to behave better with misc_follow
                setorigin(self, self.dropped_origin);
+
+       CSQCMODEL_AUTOUPDATE();
+
        self.solid = SOLID_BSP;
 }
 
@@ -120,6 +128,8 @@ void func_breakable_behave_destroyed()
        self.event_damage = func_null;
        self.state = 1;
        func_breakable_colormod();
+       if (self.noise1)
+               stopsound (self, CH_TRIGGER_SINGLE);
 }
 
 void func_breakable_behave_restore()
@@ -136,6 +146,17 @@ void func_breakable_behave_restore()
        self.state = 0;
        self.nextthink = 0; // cancel auto respawn
        func_breakable_colormod();
+       if (self.noise1)
+               sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
+}
+
+void func_breakable_init_for_player(entity player)
+{
+       if (self.noise1 && self.state == 0 && clienttype(player) == CLIENTTYPE_REAL)
+       {
+               msg_entity = player;
+               soundto (MSG_ONE, self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
+       }
 }
 
 void func_breakable_destroyed()
@@ -270,6 +291,8 @@ void spawnfunc_func_breakable() {
                precache_model(argv(i));
        if(self.noise)
                precache_sound(self.noise);
+       if(self.noise1)
+               precache_sound(self.noise1);
 
        self.team_saved = self.team;
        self.dropped_origin = self.origin;
@@ -277,6 +300,9 @@ void spawnfunc_func_breakable() {
        self.reset = func_breakable_reset;
        func_breakable_reset();
 
+       self.init_for_player_needed = 1;
+       self.init_for_player = func_breakable_init_for_player;
+
        CSQCMODEL_AUTOINIT();
 }
 
index 7b427c4562095a91e2c9abc97124162147e80359..62798bdb2b3ff5c3b74111be7ae3eccda1914f09 100644 (file)
@@ -314,15 +314,21 @@ void cvar_changes_init()
                // does nothing visible
                BADCVAR("captureleadlimit_override");
                BADCVAR("g_balance_kill_delay");
+               BADCVAR("g_ca_point_limit");
                BADCVAR("g_ca_point_leadlimit");
                BADCVAR("g_ctf_captimerecord_always");
                BADCVAR("g_ctf_flag_glowtrails");
                BADCVAR("g_ctf_flag_pickup_verbosename");
                BADCVAR("g_domination_point_leadlimit");
                BADCVAR("g_forced_respawn");
+               BADCVAR("g_freezetag_point_limit");
+               BADCVAR("g_freezetag_point_leadlimit");
                BADCVAR("g_keyhunt_point_leadlimit");
                BADPREFIX("g_mod_");
+               BADCVAR("g_invasion_point_limit");
                BADCVAR("g_nexball_goalleadlimit");
+               BADCVAR("g_tdm_point_limit");
+               BADCVAR("g_tdm_point_leadlimit");
                BADCVAR("leadlimit_and_fraglimit");
                BADCVAR("leadlimit_override");
                BADCVAR("pausable");
index 2e6eb4ff732533e927fc4359459ea5fec9f940f6..5ea2924cc4a40184fc80f9197ac49cebdb0dfab0 100644 (file)
@@ -89,13 +89,11 @@ float ctf_CheckPassDirection(vector head_center, vector passer_center, vector pa
                makevectors(passer_angle);
 
                // find the closest point on the enemy to the center of the attack
-               float ang; // angle between shotdir and h
                float h; // hypotenuse, which is the distance between attacker to head
                float a; // adjacent side, which is the distance between attacker and the point on w_shotdir that is closest to head.origin
 
                h = vlen(head_center - passer_center);
-               ang = acos(dotproduct(normalize(head_center - passer_center), v_forward));
-               a = h * cos(ang);
+               a = h * (normalize(head_center - passer_center) * v_forward);
 
                vector nearest_on_line = (passer_center + a * v_forward);
                float distance_from_line = vlen(nearest_to_passer - nearest_on_line);
index 1d151fc3ea980bc13849398e9580a273431329da..6818b456486bf3bec2e43e8cb3868c3d57329eed 100644 (file)
@@ -64,6 +64,7 @@ MUTATOR_HOOKFUNCTION(ok_PlayerDamage_SplitHealthArmor)
 MUTATOR_HOOKFUNCTION(ok_PlayerDies)
 {
        entity oldself = self;
+       entity targ = ((frag_attacker) ? frag_attacker : frag_target);
 
        if(self.flags & FL_MONSTER)
        {
@@ -80,7 +81,7 @@ MUTATOR_HOOKFUNCTION(ok_PlayerDies)
        self.gravity = 1;
        self.reset = SUB_Remove;
        setorigin(self, frag_target.origin + '0 0 32');
-       self.velocity = '0 0 200' + normalize(frag_attacker.origin - self.origin) * 500;
+       self.velocity = '0 0 200' + normalize(targ.origin - self.origin) * 500;
        self.classname = "droppedweapon"; // hax
        SUB_SetFade(self, time + 5, 1);
        self = oldself;
index 28145a2934669877af6e0b0ac054afcb952bd457..b4b9b1830509f846efa7aa64f3d701600a07974b 100644 (file)
@@ -229,6 +229,9 @@ void target_spawn_edit_entity(entity e, string msg, entity kt, entity t2, entity
 
                        self = oldself;
                        activator = oldactivator;
+
+                       // We called an external function, so we have to re-tokenize msg.
+                       n = tokenize_console(msg);
                }
                else
                {
index d86af8a00ec786760c15a9440b525a7160d4a0ab..c9cde9072c34210fb2f387f137569dfa35f71d9e 100644 (file)
@@ -290,3 +290,11 @@ int isunordered(float x, float y)
 {
        return !(x < y || x == y || x > y);
 }
+
+vector cross(vector a, vector b)
+{
+       return
+               '1 0 0' * (a.y * b.z - a.z * b.y)
+       +       '0 1 0' * (a.z * b.x - a.x * b.z)
+       +       '0 0 1' * (a.x * b.y - a.y * b.x);
+}
index a37ba63de6c63b87ed3dad63d12ea1ad4637fe52..ddd494de5b8422e5560cb68301d5fada7b43d73d 100644 (file)
@@ -112,4 +112,8 @@ const float M_2_PI     = 0.63661977236758134308;  /* 2/pi */
 const float M_2_SQRTPI = 1.12837916709551257390;  /* 2/sqrt(pi) */
 const float M_SQRT2    = 1.41421356237309504880;  /* sqrt(2) */
 const float M_SQRT1_2  = 0.70710678118654752440;  /* 1/sqrt(2) */
+
+// Non-<math.h> stuff follows here.
+vector cross(vector a, vector b);
+
 #endif
index 5d529c12e215ab78c66f85c48d7c79a8f3800147..c4dc7287f1c182e79ac96e009a8000902678043c 100644 (file)
@@ -537,7 +537,7 @@ void WarpZone_InitStep_UpdateTransform()
 {
        vector org, ang, norm, point;
        float area;
-       vector tri, a, b, c, p, q, n;
+       vector tri, a, b, c, n;
        float i_s, i_t, n_t;
        string tex;
 
@@ -561,11 +561,7 @@ void WarpZone_InitStep_UpdateTransform()
                        a = getsurfacepoint(self, i_s, tri.x);
                        b = getsurfacepoint(self, i_s, tri.y);
                        c = getsurfacepoint(self, i_s, tri.z);
-                       p = b - a;
-                       q = c - a;
-                       n =     '1 0 0' * (q.y * p.z - q.z * p.y)
-                       +       '0 1 0' * (q.z * p.x - q.x * p.z)
-                       +       '0 0 1' * (q.x * p.y - q.y * p.x);
+                       n = cross(c - a, b - a);
                        area = area + vlen(n);
                        norm = norm + n;
                        point = point + vlen(n) * (a + b + c);
index 79cff0174a3a98f3c046a68777de6c07e3bb7eee..b94eafbdafd4e422af7dd6eb5c31933156dbb988 100644 (file)
@@ -77,8 +77,12 @@ void WarpZoneLib_ExactTrigger_Init()
                makevectors (self.angles);
                self.movedir = v_forward;
        }
-       self.warpzone_isboxy = 1;
-       if(self.model != "")
+       if(self.model == "")
+       {
+               // It's a box! No need to match with exacttriggers.
+               self.warpzone_isboxy = 1;
+       }
+       else
        {
                mi = self.mins;
                ma = self.maxs;
@@ -87,11 +91,11 @@ void WarpZoneLib_ExactTrigger_Init()
                // let mapper-set mins/maxs override the model's bounds if set
                if(mi != '0 0 0' || ma != '0 0 0')
                {
+                       // It's a box! No need to match with exacttriggers.
                        self.mins = mi;
                        self.maxs = ma;
+                       self.warpzone_isboxy = 1;
                }
-               else
-                       self.warpzone_isboxy = 0; // enable exacttrigger matching
        }
        setorigin(self, self.origin);
        if(self.scale)