Bewegungscode aufgeräumt

This commit is contained in:
Yamagi Burmeister 2009-10-07 09:40:04 +00:00
parent 261c58d154
commit 3d80fd35eb

View file

@ -25,9 +25,9 @@ qboolean M_CheckBottom (edict_t *ent)
VectorAdd (ent->s.origin, ent->mins, mins);
VectorAdd (ent->s.origin, ent->maxs, maxs);
// if all of the points under the corners are solid world, don't bother
// with the tougher checks
// the corners must be within 16 of the midpoint
// if all of the points under the corners are solid world, don't bother
// with the tougher checks
// the corners must be within 16 of the midpoint
start[2] = mins[2] - 1;
for (x=0 ; x<=1 ; x++)
for (y=0 ; y<=1 ; y++)
@ -43,12 +43,12 @@ qboolean M_CheckBottom (edict_t *ent)
realcheck:
c_no++;
//
// check it for real...
//
//
// check it for real...
//
start[2] = mins[2];
// the midpoint must be within 16 of the bottom
// the midpoint must be within 16 of the bottom
start[0] = stop[0] = (mins[0] + maxs[0])*0.5;
start[1] = stop[1] = (mins[1] + maxs[1])*0.5;
stop[2] = start[2] - 2*STEPSIZE;
@ -58,7 +58,7 @@ realcheck:
return false;
mid = bottom = trace.endpos[2];
// the corners must be within 16 of the midpoint
// the corners must be within 16 of the midpoint
for (x=0 ; x<=1 ; x++)
for (y=0 ; y<=1 ; y++)
{
@ -100,11 +100,11 @@ qboolean SV_movestep (edict_t *ent, vec3_t move, qboolean relink)
vec3_t test;
int contents;
// try the move
// try the move
VectorCopy (ent->s.origin, oldorg);
VectorAdd (ent->s.origin, move, neworg);
// flying monsters don't step up
// flying monsters don't step up
if ( ent->flags & (FL_SWIM | FL_FLY) )
{
// try one move with vertical motion, then one without
@ -184,7 +184,7 @@ qboolean SV_movestep (edict_t *ent, vec3_t move, qboolean relink)
return false;
}
// push down from a step height above the wished position
// push down from a step height above the wished position
if (!(ent->monsterinfo.aiflags & AI_NOSTEP))
stepsize = STEPSIZE;
else
@ -250,7 +250,7 @@ qboolean SV_movestep (edict_t *ent, vec3_t move, qboolean relink)
return false; // walked off an edge
}
// check point traces down for dangling corners
// check point traces down for dangling corners
VectorCopy (trace.endpos, ent->s.origin);
if (!M_CheckBottom (ent))
@ -286,7 +286,7 @@ qboolean SV_movestep (edict_t *ent, vec3_t move, qboolean relink)
ent->groundentity = trace.ent;
ent->groundentity_linkcount = trace.ent->linkcount;
// the move is ok
// the move is ok
if (relink)
{
gi.linkentity (ent);
@ -409,7 +409,7 @@ void SV_NewChaseDir (edict_t *actor, edict_t *enemy, float dist)
float d[3];
float tdir, olddir, turnaround;
// how did we get here without an enemy?
//FIXME: how did we get here with no enemy
if (!enemy)
return;
@ -431,7 +431,7 @@ void SV_NewChaseDir (edict_t *actor, edict_t *enemy, float dist)
else
d[2]= DI_NODIR;
// try direct route
// try direct route
if (d[1] != DI_NODIR && d[2] != DI_NODIR)
{
if (d[1] == 0)
@ -443,7 +443,7 @@ void SV_NewChaseDir (edict_t *actor, edict_t *enemy, float dist)
return;
}
// try other directions
// try other directions
if ( ((rand()&3) & 1) || abs(deltay)>abs(deltax))
{
tdir=d[1];
@ -459,7 +459,7 @@ void SV_NewChaseDir (edict_t *actor, edict_t *enemy, float dist)
&& SV_StepDirection(actor, d[2], dist))
return;
/* there is no direct path to the player, so pick another direction */
/* there is no direct path to the player, so pick another direction */
if (olddir!=DI_NODIR && SV_StepDirection(actor, olddir, dist))
return;
@ -482,8 +482,8 @@ void SV_NewChaseDir (edict_t *actor, edict_t *enemy, float dist)
actor->ideal_yaw = olddir; // can't move
// if a bridge was pulled out from underneath a monster, it may not have
// a valid standing position at all
// if a bridge was pulled out from underneath a monster, it may not have
// a valid standing position at all
if (!M_CheckBottom (actor))
SV_FixCheckBottom (actor);
@ -509,6 +509,7 @@ qboolean SV_CloseEnough (edict_t *ent, edict_t *goal, float dist)
return true;
}
/*
======================
M_MoveToGoal
@ -523,11 +524,11 @@ void M_MoveToGoal (edict_t *ent, float dist)
if (!ent->groundentity && !(ent->flags & (FL_FLY|FL_SWIM)))
return;
// if the next step hits the enemy, return immediately
// if the next step hits the enemy, return immediately
if (ent->enemy && SV_CloseEnough (ent, ent->enemy, dist) )
return;
// bump around...
// bump around...
if ( (rand()&3)==1 || !SV_StepDirection (ent, ent->ideal_yaw, dist))
{
if (ent->inuse)
@ -589,14 +590,14 @@ qboolean M_MoveAwayFromFlare(edict_t *self, float dist)
AngleVectors(self->s.angles, forward, NULL, NULL);
VectorMA(self->s.origin, 128, forward, goal->s.origin);
}
else /* e != NULL */
else
{
VectorSubtract(self->s.origin, e->s.origin, delta);
VectorNormalize(delta);
VectorMA(self->s.origin, 128, delta, goal->s.origin);
}
if (rand() & 7 == 1)
if (rand() & (7 == 1))
{
// set the ideal_yaw
VectorSubtract(goal->s.origin, self->s.origin, delta);
@ -613,3 +614,4 @@ qboolean M_MoveAwayFromFlare(edict_t *self, float dist)
return true;
}