if (vmpartspawner.verified == false)
{
VM_Warning(prog, "VM_CL_SpawnParticle: particle spawner not initialized\n");
- PRVM_G_FLOAT(OFS_RETURN) = 0;
+ PRVM_G_FLOAT(OFS_RETURN) = 0;
return;
}
VectorCopy(PRVM_G_VECTOR(OFS_PARM0), org);
VectorCopy(PRVM_G_VECTOR(OFS_PARM1), dir);
-
+
if (prog->argc < 3) // global-set particle
{
part = CL_NewParticle(org,
NULL);
if (!part)
{
- PRVM_G_FLOAT(OFS_RETURN) = 0;
+ PRVM_G_FLOAT(OFS_RETURN) = 0;
return;
}
if (PRVM_clientglobalfloat(particle_delayspawn))
if (themenum <= 0 || themenum >= vmpartspawner.max_themes)
{
VM_Warning(prog, "VM_CL_SpawnParticle: bad theme number %i\n", themenum);
- PRVM_G_FLOAT(OFS_RETURN) = 0;
+ PRVM_G_FLOAT(OFS_RETURN) = 0;
return;
}
theme = &vmpartspawner.themes[themenum];
NULL);
if (!part)
{
- PRVM_G_FLOAT(OFS_RETURN) = 0;
+ PRVM_G_FLOAT(OFS_RETURN) = 0;
return;
}
if (theme->delayspawn)
//if (theme->delaycollision)
// part->delayedcollisions = cl.time + theme->delaycollision;
}
- PRVM_G_FLOAT(OFS_RETURN) = 1;
+ PRVM_G_FLOAT(OFS_RETURN) = 1;
}
// float(vector org, vector dir, float spawndelay, float collisiondelay, [float theme]) delayedparticle
if (vmpartspawner.verified == false)
{
VM_Warning(prog, "VM_CL_SpawnParticleDelayed: particle spawner not initialized\n");
- PRVM_G_FLOAT(OFS_RETURN) = 0;
+ PRVM_G_FLOAT(OFS_RETURN) = 0;
return;
}
VectorCopy(PRVM_G_VECTOR(OFS_PARM0), org);
if (themenum <= 0 || themenum >= vmpartspawner.max_themes)
{
VM_Warning(prog, "VM_CL_SpawnParticleDelayed: bad theme number %i\n", themenum);
- PRVM_G_FLOAT(OFS_RETURN) = 0;
+ PRVM_G_FLOAT(OFS_RETURN) = 0;
return;
}
theme = &vmpartspawner.themes[themenum];
theme->spin,
NULL);
}
- if (!part)
- {
- PRVM_G_FLOAT(OFS_RETURN) = 0;
- return;
+ if (!part)
+ {
+ PRVM_G_FLOAT(OFS_RETURN) = 0;
+ return;
}
part->delayedspawn = cl.time + PRVM_G_FLOAT(OFS_PARM2);
//part->delayedcollisions = cl.time + PRVM_G_FLOAT(OFS_PARM3);
case 1: // origin
Matrix4x4_OriginFromMatrix(&cl.entities[entnum].render.matrix, org);
VectorCopy(org, PRVM_G_VECTOR(OFS_RETURN));
- break;
+ break;
case 2: // forward
Matrix4x4_ToVectors(&cl.entities[entnum].render.matrix, forward, left, up, org);
VectorCopy(forward, PRVM_G_VECTOR(OFS_RETURN));
break;
case 5: // scale
PRVM_G_FLOAT(OFS_RETURN) = Matrix4x4_ScaleFromMatrix(&cl.entities[entnum].render.matrix);
- break;
+ break;
case 6: // origin + v_forward, v_right, v_up
Matrix4x4_ToVectors(&cl.entities[entnum].render.matrix, forward, left, up, org);
VectorCopy(forward, PRVM_clientglobalvector(v_forward));
VectorNegate(left, PRVM_clientglobalvector(v_right));
VectorCopy(up, PRVM_clientglobalvector(v_up));
VectorCopy(org, PRVM_G_VECTOR(OFS_RETURN));
- break;
+ break;
case 7: // alpha
PRVM_G_FLOAT(OFS_RETURN) = cl.entities[entnum].render.alpha;
- break;
+ break;
case 8: // colormor
VectorCopy(cl.entities[entnum].render.colormod, PRVM_G_VECTOR(OFS_RETURN));
break;
break;
case 11: // skinnum
PRVM_G_FLOAT(OFS_RETURN) = cl.entities[entnum].render.skinnum;
- break;
+ break;
case 12: // mins
- VectorCopy(cl.entities[entnum].render.mins, PRVM_G_VECTOR(OFS_RETURN));
- break;
+ VectorCopy(cl.entities[entnum].render.mins, PRVM_G_VECTOR(OFS_RETURN));
+ break;
case 13: // maxs
- VectorCopy(cl.entities[entnum].render.maxs, PRVM_G_VECTOR(OFS_RETURN));
- break;
+ VectorCopy(cl.entities[entnum].render.maxs, PRVM_G_VECTOR(OFS_RETURN));
+ break;
case 14: // absmin
Matrix4x4_OriginFromMatrix(&cl.entities[entnum].render.matrix, org);
- VectorAdd(cl.entities[entnum].render.mins, org, PRVM_G_VECTOR(OFS_RETURN));
- break;
+ VectorAdd(cl.entities[entnum].render.mins, org, PRVM_G_VECTOR(OFS_RETURN));
+ break;
case 15: // absmax
Matrix4x4_OriginFromMatrix(&cl.entities[entnum].render.matrix, org);
- VectorAdd(cl.entities[entnum].render.maxs, org, PRVM_G_VECTOR(OFS_RETURN));
+ VectorAdd(cl.entities[entnum].render.maxs, org, PRVM_G_VECTOR(OFS_RETURN));
break;
case 16: // light
VectorMA(cl.entities[entnum].render.render_modellight_ambient, 0.5, cl.entities[entnum].render.render_modellight_diffuse, PRVM_G_VECTOR(OFS_RETURN));
- break;
+ break;
default:
PRVM_G_FLOAT(OFS_RETURN) = 0;
break;
VM_drawsetcliparea, // #324 void(float x, float y, float width, float height) drawsetcliparea
VM_drawresetcliparea, // #325 void(void) drawresetcliparea
VM_drawcolorcodedstring, // #326 float drawcolorcodedstring(vector position, string text, vector scale, vector rgb, float alpha, float flag) (EXT_CSQC)
-VM_stringwidth, // #327 // FIXME is this okay?
+VM_stringwidth, // #327 // FIXME is this okay?
VM_drawsubpic, // #328 // FIXME is this okay?
VM_drawrotpic, // #329 // FIXME is this okay?
VM_CL_getstatf, // #330 float(float stnum) getstatf (EXT_CSQC)
cvar_t sv_stepheight = {CF_SERVER | CF_NOTIFY, "sv_stepheight", "18", "how high you can step up (TW_SV_STEPCONTROL extension)"};
cvar_t sv_stopspeed = {CF_SERVER | CF_NOTIFY, "sv_stopspeed","100", "how fast you come to a complete stop"};
cvar_t sv_wallfriction = {CF_SERVER | CF_NOTIFY, "sv_wallfriction", "1", "how much you slow down when sliding along a wall"};
-cvar_t sv_wateraccelerate = {CF_SERVER, "sv_wateraccelerate", "-1", "rate at which a player accelerates to sv_maxspeed while in the air, if less than 0 the sv_accelerate variable is used instead"};
-cvar_t sv_waterfriction = {CF_SERVER | CF_NOTIFY, "sv_waterfriction","-1", "how fast you slow down, if less than 0 the sv_friction variable is used instead"};
+cvar_t sv_wateraccelerate = {CF_SERVER, "sv_wateraccelerate", "-1", "rate at which a player accelerates to sv_maxspeed while in water, if less than 0 the sv_accelerate variable is used instead"};
+cvar_t sv_waterfriction = {CF_SERVER | CF_NOTIFY, "sv_waterfriction","-1", "how fast you slow down in water, if less than 0 the sv_friction variable is used instead"};
cvar_t sv_warsowbunny_airforwardaccel = {CF_SERVER, "sv_warsowbunny_airforwardaccel", "1.00001", "how fast you accelerate until you reach sv_maxspeed"};
cvar_t sv_warsowbunny_accel = {CF_SERVER, "sv_warsowbunny_accel", "0.1585", "how fast you accelerate until after reaching sv_maxspeed (it gets harder as you near sv_warsowbunny_topspeed)"};
cvar_t sv_warsowbunny_topspeed = {CF_SERVER, "sv_warsowbunny_topspeed", "925", "soft speed limit (can get faster with rjs and on ramps)"};