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[client] Use vec4_t in entity_state_t
And clean up the mess (sort of:P)
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parent
36761192a6
commit
8466de2325
25 changed files with 106 additions and 94 deletions
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@ -221,7 +221,7 @@ Cam_TryFlyby (player_state_t * self, player_state_t * player, vec3_t vec,
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VectorMultAdd (player->pls.es.origin, 800, vec, v);
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// v is endpos
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// fake a player move
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trace = Cam_DoTrace (player->pls.es.origin, v);
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trace = Cam_DoTrace (&player->pls.es.origin[0], v);//FIXME
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if ( /* trace.inopen || */ trace.inwater)
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return 9999;
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VectorCopy (trace.endpos, vec);
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@ -230,7 +230,7 @@ Cam_TryFlyby (player_state_t * self, player_state_t * player, vec3_t vec,
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if (len < 32 || len > 800)
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return 9999;
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if (checkvis) {
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trace = Cam_DoTrace (self->pls.es.origin, vec);
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trace = Cam_DoTrace (&self->pls.es.origin[0], vec);//FIXME
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if (trace.fraction != 1 || trace.inwater)
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return 9999;
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@ -242,13 +242,13 @@ Cam_TryFlyby (player_state_t * self, player_state_t * player, vec3_t vec,
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// Is player visible?
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static qboolean
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Cam_IsVisible (player_state_t * player, vec3_t vec)
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Cam_IsVisible (player_state_t *player, vec3_t vec)
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{
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float d;
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trace_t trace;
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vec3_t v;
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trace = Cam_DoTrace (player->pls.es.origin, vec);
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trace = Cam_DoTrace (&player->pls.es.origin[0], vec);//FIXME
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if (trace.fraction != 1 || /* trace.inopen || */ trace.inwater)
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return false;
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// check distance, don't let the player get too far away or too close
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