whitespace and convert SV_Physics_Client to using switch

This commit is contained in:
Bill Currie 2003-03-05 21:12:56 +00:00
parent 8afe673da1
commit 64fa70d359

View file

@ -65,6 +65,7 @@ void() CL_KeyMove = // CL_BaseMove + CL_AdjustAngles
{
local float anglespeed;
local vector view;
if (self.keys != self.oldkeys) {
self.movevect = '0 0 0';
self.movevect_y = self.movevect_y + (350 * CL_KeyState(KEY_MOVERIGHT));
@ -136,7 +137,7 @@ void() SV_UserFriction =
local vector vel, start, stop;
local float sped, friction, newspeed;
vel = self.velocity;
vel = self.velocity;
vel_z =0;
sped = vlen(vel);
vel = self.velocity;
@ -156,8 +157,8 @@ void() SV_UserFriction =
if (trace_fraction == 1)
friction = sv_friction * 2; // 2 is default edgefriction, removed for QW compatability
else
friction = sv_friction;
if (sped < sv_stopspeed)
friction = sv_friction;
if (sped < sv_stopspeed)
newspeed = sped - real_frametime * sv_stopspeed * friction;
else
newspeed = sped - real_frametime * sped * friction;
@ -169,6 +170,7 @@ void() SV_UserFriction =
self.velocity_y = vel_y * newspeed;
self.velocity_x = vel_x * newspeed;
};
void() SV_WaterJump =
{
if (time > self.teleport_time || !self.waterlevel) {
@ -182,6 +184,7 @@ void() SV_WaterJump =
void() DropPunchAngle =
{
local float len;
len = vlen(self.punchangle);
self.punchangle = normalize(self.punchangle);
len = len - 10 * real_frametime;
@ -190,7 +193,6 @@ void() DropPunchAngle =
self.punchangle = self.punchangle * len;
};
void(vector wishvel) SV_AirAccelerate =
{
local float addspeed, wishspd, accelspeed, currentspeed;
@ -227,10 +229,12 @@ void(vector wishvel) SV_Accelerate =
self.velocity = self.velocity + accelspeed * wishvel;
};
void() SV_WaterMove =
{
local vector wishvel;
local float wishspeed, addspeed, cspeed, newspeed;
makevectors(self.v_angle);
wishvel = v_right * self.movevect_y + v_forward * self.movevect_x;
@ -250,7 +254,7 @@ void() SV_WaterMove =
newspeed = cspeed - (real_frametime * cspeed * sv_friction);
if (newspeed < 0)
newspeed = 0;
self.velocity = self.velocity * (newspeed / cspeed);
self.velocity = self.velocity * (newspeed / cspeed);
} else
newspeed = 0;
@ -266,6 +270,7 @@ void() SV_WaterMove =
cspeed = addspeed;
self.velocity = self.velocity + cspeed * wishvel;
};
void() SV_AirMove =
{
local vector wishvel, vangle;
@ -282,8 +287,8 @@ void() SV_AirMove =
wishvel_z = self.movevect_z;
else
wishvel_z = 0;
if (vlen(wishvel) > sv_maxspeed)
wishvel = normalize(wishvel) * sv_maxspeed;
if (vlen(wishvel) > sv_maxspeed)
wishvel = normalize(wishvel) * sv_maxspeed;
if (self.movetype == MOVETYPE_NOCLIP)
self.velocity = wishvel;
else if (self.flags & FL_ONGROUND) {
@ -323,6 +328,7 @@ void() SV_ClientThink =
SV_AirMove();
};
/*
=========================================
@ -334,6 +340,7 @@ Stuff mimicking sv_phys.c
float() SV_RunThink =
{
local float thinktime, bkuptime;
thinktime = self.nextthink;
bkuptime = time;
if (thinktime <= 0 || thinktime > (time + real_frametime))
@ -381,9 +388,11 @@ float() SV_CheckWater =
return (self.waterlevel > 1) ? 1.0 : 0.0;
};
void() RemoveThud = // well sometimes
{
local entity oself;
if (other == NIL) {
if (self.flags & FL_ONGROUND) {
self.flags = self.flags - FL_ONGROUND;
@ -407,11 +416,13 @@ void() RemoveThud = // well sometimes
}
};
void() SV_CheckOnGround =
{
local vector org, v;
org = self.origin;
local float currentflags;
org = self.origin;
currentflags = self.flags;
self.flags = self.flags | FL_ONGROUND | FL_PARTIALGROUND;
walkmove(0,0); // perform C touch function
@ -435,12 +446,14 @@ void() SV_CheckOnGround =
self.flags = self.flags - FL_ONGROUND;
setorigin(self, org);
};
// Thanks to Alan Kivlin for this function
// modified heavily by me
float(vector dir) botCheckForStep =
{
local vector currentorigin, v;
local float currentflags, yaw, stepdistance, movedistance;
currentorigin = self.origin;
currentflags = self.flags;
self.flags = FL_ONGROUND | FL_PARTIALGROUND;
@ -463,6 +476,7 @@ float(vector dir) botCheckForStep =
setorigin(self, currentorigin);
return 0;
};
// this is merely here to fix a problem with e3m5
void(vector dir) BruteForceStep =
{
@ -544,9 +558,9 @@ void() PostPhysics =
self.dmg_take = self.dmg_save = 0;
};
// Avoid calling BotAI and the physics at the same time
// Can trip the runaway loop counter
void() SV_FlyMove =
{
// This is nothing like the Quake function.
@ -577,7 +591,6 @@ void() SV_FlyMove =
self.phys_obj.nextthink = time;
};
void() SV_Physics_Toss =
{
if (!SV_RunThink())
@ -593,39 +606,49 @@ void() SV_Physics_Toss =
SV_FlyMove();
};
void() SV_Physics_Client =
{
PlayerPreThink();
if (self.movetype == MOVETYPE_NONE) {
switch (self.movetype) {
case MOVETYPE_NONE:
if (!SV_RunThink())
return;
PlayerPostThink();
BotAI();
break;
} else if ((self.movetype == MOVETYPE_WALK) || (self.movetype == MOVETYPE_STEP)) {
case MOVETYPE_WALK:
case MOVETYPE_STEP:
if (!SV_RunThink())
return;
if (!(SV_CheckWater()) && (!(self.flags & FL_WATERJUMP)))
if (!(SV_CheckWater()) && (!(self.flags & FL_WATERJUMP)))
SV_AddGravity(1);
SV_FlyMove();
} else if ((self.movetype == MOVETYPE_TOSS) || (self.movetype == MOVETYPE_BOUNCE)) {
break;
case MOVETYPE_TOSS:
case MOVETYPE_BOUNCE:
SV_Physics_Toss();
} else if (self.movetype == MOVETYPE_FLY) {
break;
case MOVETYPE_FLY:
if (!SV_RunThink())
return;
SV_FlyMove();
} else if (self.movetype == MOVETYPE_NOCLIP) {
break;
case MOVETYPE_NOCLIP:
if (!SV_RunThink())
return;
self.origin = self.origin + real_frametime * self.velocity;
PlayerPostThink();
BotAI();
} else
break;
default:
error ("SV_Physics_Client: Bad Movetype (BOT)");
break;
}
};