[client] Use vec4_t in entity_state_t

And clean up the mess (sort of:P)
This commit is contained in:
Bill Currie 2021-03-11 16:19:49 +09:00
parent 36761192a6
commit 8466de2325
25 changed files with 106 additions and 94 deletions

View file

@ -221,7 +221,7 @@ Cam_TryFlyby (player_state_t * self, player_state_t * player, vec3_t vec,
VectorMultAdd (player->pls.es.origin, 800, vec, v);
// v is endpos
// fake a player move
trace = Cam_DoTrace (player->pls.es.origin, v);
trace = Cam_DoTrace (&player->pls.es.origin[0], v);//FIXME
if ( /* trace.inopen || */ trace.inwater)
return 9999;
VectorCopy (trace.endpos, vec);
@ -230,7 +230,7 @@ Cam_TryFlyby (player_state_t * self, player_state_t * player, vec3_t vec,
if (len < 32 || len > 800)
return 9999;
if (checkvis) {
trace = Cam_DoTrace (self->pls.es.origin, vec);
trace = Cam_DoTrace (&self->pls.es.origin[0], vec);//FIXME
if (trace.fraction != 1 || trace.inwater)
return 9999;
@ -242,13 +242,13 @@ Cam_TryFlyby (player_state_t * self, player_state_t * player, vec3_t vec,
// Is player visible?
static qboolean
Cam_IsVisible (player_state_t * player, vec3_t vec)
Cam_IsVisible (player_state_t *player, vec3_t vec)
{
float d;
trace_t trace;
vec3_t v;
trace = Cam_DoTrace (player->pls.es.origin, vec);
trace = Cam_DoTrace (&player->pls.es.origin[0], vec);//FIXME
if (trace.fraction != 1 || /* trace.inopen || */ trace.inwater)
return false;
// check distance, don't let the player get too far away or too close