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-rw-r--r--src/cgame/cg_draw.c10
-rw-r--r--src/cgame/cg_view.c4
-rw-r--r--src/game/bg_pmove.c4
-rw-r--r--src/game/g_buildable.c4
-rw-r--r--src/game/g_cmds.c2
-rw-r--r--src/game/g_combat.c2
-rw-r--r--src/game/g_weapon.c58
-rw-r--r--src/game/tremulous.h6
-rw-r--r--src/ui/ui_shared.c2
9 files changed, 42 insertions, 50 deletions
diff --git a/src/cgame/cg_draw.c b/src/cgame/cg_draw.c
index 4c18e4c4..57e6f25f 100644
--- a/src/cgame/cg_draw.c
+++ b/src/cgame/cg_draw.c
@@ -400,7 +400,7 @@ static void CG_DrawPlayerStaminaBolt( rectDef_t *rect, vec4_t backColor,
if( stamina < 0 )
Vector4Copy( backColor, color );
else if( cg.predictedPlayerState.stats[ STAT_STATE ] & SS_SPEEDBOOST )
- Vector4Lerp( ( sin( cg.time / 150.f ) + 1 ) / 2,
+ Vector4Lerp( ( sin( cg.time / 150.0f ) + 1 ) / 2,
backColor, foreColor, color );
else
Vector4Copy( foreColor, color );
@@ -814,10 +814,10 @@ static void CG_DrawPlayerHealthCross( rectDef_t *rect, vec4_t ref_color )
// Fade the icon during transition
if( cg.lastHealthCross != shader )
{
- cg.healthCrossFade += cg.frametime / 500.f;
- if( cg.healthCrossFade > 1.f )
+ cg.healthCrossFade += cg.frametime / 500.0f;
+ if( cg.healthCrossFade > 1.0f )
{
- cg.healthCrossFade = 0.f;
+ cg.healthCrossFade = 0.0f;
cg.lastHealthCross = shader;
}
else
@@ -826,7 +826,7 @@ static void CG_DrawPlayerHealthCross( rectDef_t *rect, vec4_t ref_color )
color[ 3 ] = ref_alpha * cg.healthCrossFade;
trap_R_SetColor( color );
CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader );
- color[ 3 ] = ref_alpha * ( 1.f - cg.healthCrossFade );
+ color[ 3 ] = ref_alpha * ( 1.0f - cg.healthCrossFade );
trap_R_SetColor( color );
CG_DrawPic( rect->x, rect->y, rect->w, rect->h, cg.lastHealthCross );
trap_R_SetColor( NULL );
diff --git a/src/cgame/cg_view.c b/src/cgame/cg_view.c
index bc331133..e419ba33 100644
--- a/src/cgame/cg_view.c
+++ b/src/cgame/cg_view.c
@@ -1334,8 +1334,8 @@ static int CG_CalcViewValues( void )
ps->velocity[ 1 ] * ps->velocity[ 1 ] );
// the bob velocity should't get too fast to avoid jerking
- if( cg.xyspeed > 300.f )
- cg.xyspeed = 300.f;
+ if( cg.xyspeed > 300.0f )
+ cg.xyspeed = 300.0f;
VectorCopy( ps->origin, cg.refdef.vieworg );
diff --git a/src/game/bg_pmove.c b/src/game/bg_pmove.c
index 0a6f1923..59269469 100644
--- a/src/game/bg_pmove.c
+++ b/src/game/bg_pmove.c
@@ -291,8 +291,8 @@ static void PM_Friction( void )
// when landing a dodge, extra friction
if( pm->ps->pm_flags & PMF_TIME_LAND )
- friction *= 1.f + HUMAN_LAND_FRICTION *
- pm->ps->pm_time / HUMAN_DODGE_TIMEOUT;
+ friction *= 1.0f + HUMAN_LAND_FRICTION *
+ pm->ps->pm_time / HUMAN_DODGE_TIMEOUT;
control = speed < stopSpeed ? stopSpeed : speed;
drop += control * friction * pml.frametime;
diff --git a/src/game/g_buildable.c b/src/game/g_buildable.c
index 889836cc..8d77267a 100644
--- a/src/game/g_buildable.c
+++ b/src/game/g_buildable.c
@@ -940,7 +940,7 @@ void ABarricade_Shrink( gentity_t *self, qboolean shrink )
trap_Trace( &tr, self->s.origin, self->r.mins, self->r.maxs,
self->s.origin, self->s.number, MASK_PLAYERSOLID );
- if ( tr.startsolid || tr.fraction < 1.f )
+ if ( tr.startsolid || tr.fraction < 1.0f )
{
self->r.maxs[ 2 ] = (int)( self->r.maxs[ 2 ] * BARRICADE_SHRINKPROP );
return;
@@ -3178,7 +3178,7 @@ itemBuildError_t G_CanBuild( gentity_t *ent, buildable_t buildable, int distance
}
//this item does not fit here
- if( reason == IBE_NONE && ( tr2.fraction < 1.0 || tr3.fraction < 1.0 ) )
+ if( reason == IBE_NONE && ( tr2.fraction < 1.0f || tr3.fraction < 1.0f ) )
reason = IBE_NOROOM;
if( reason != IBE_NONE )
diff --git a/src/game/g_cmds.c b/src/game/g_cmds.c
index ec00c8a4..812f5a83 100644
--- a/src/game/g_cmds.c
+++ b/src/game/g_cmds.c
@@ -3045,7 +3045,7 @@ void Cmd_Damage_f( gentity_t *ent )
{
vec3_t point;
char arg[ 16 ];
- float dx = 0.f, dy = 0.f, dz = 100.f;
+ float dx = 0.0f, dy = 0.0f, dz = 100.0f;
int damage = 100;
qboolean nonloc = qtrue;
diff --git a/src/game/g_combat.c b/src/game/g_combat.c
index 2e359ab7..ff1af0bf 100644
--- a/src/game/g_combat.c
+++ b/src/game/g_combat.c
@@ -685,7 +685,7 @@ Returns the damage region given an angle and a height proportion
static float GetPointDamageModifier( gentity_t *targ, damageRegion_t *regions,
int len, float angle, float height )
{
- float modifier = 1.f;
+ float modifier = 1.0f;
int i;
for( i = 0; i < len; i++ )
diff --git a/src/game/g_weapon.c b/src/game/g_weapon.c
index 123679da..a7c30d02 100644
--- a/src/game/g_weapon.c
+++ b/src/game/g_weapon.c
@@ -144,54 +144,46 @@ static void G_WideTrace( trace_t *tr, gentity_t *ent, float range,
vec3_t mins, maxs;
vec3_t end;
- VectorSet( mins, -width, -width, -width );
+ VectorSet( mins, -width, -width, -height );
VectorSet( maxs, width, width, width );
- mins[ 2 ] -= height - width;
*target = NULL;
if( !ent->client )
return;
- // Set aiming directions
- VectorMA( muzzle, range, forward, end );
+ // Try a linear trace first
+ VectorMA( muzzle, range + width, forward, end );
- G_UnlaggedOn( ent, muzzle, range );
+ G_UnlaggedOn( ent, muzzle, range + width );
- //prefer the target in the crosshairs
- trap_Trace( tr, muzzle, NULL, NULL, end, ent->s.number, CONTENTS_BODY );
-
- // Trace against entities
- if( tr->entityNum == ENTITYNUM_NONE )
- trap_Trace( tr, muzzle, mins, maxs, end, ent->s.number, CONTENTS_BODY );
+ trap_Trace( tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT );
+ if( tr->entityNum != ENTITYNUM_NONE )
+ {
+ // We hit something with the linear trace
+ *target = &g_entities[ tr->entityNum ];
+ }
else
- //if the first trace hit, we need to set width to 0 to avoid
- //"missing" in some rare cases
- width = 0;
-
- // If we started in a solid that means someone is within our muzzle box,
- // the trace didn't give us the entity number though so do a trace
- // from the entity origin to the muzzle
- if( tr->startsolid )
{
- trap_Trace( tr, ent->client->ps.origin, mins, maxs, muzzle,
- ent->s.number, CONTENTS_BODY );
+ // The linear trace didn't hit anything, so retry with a wide trace
+ VectorMA( muzzle, range, forward, end );
+
+ // Trace against entities
+ trap_Trace( tr, muzzle, mins, maxs, end, ent->s.number, CONTENTS_BODY );
if( tr->entityNum != ENTITYNUM_NONE )
+ {
*target = &g_entities[ tr->entityNum ];
- }
- else if( tr->entityNum != ENTITYNUM_NONE )
- {
- *target = &g_entities[ tr->entityNum ];
- // Set range to the trace length plus the width, so that the end of the
- // LOS trace is close to the exterior of the target's bounding box
- range = Distance( muzzle, tr->endpos ) + width;
- VectorMA( muzzle, range, forward, end );
+ // Set range to the trace length plus the width, so that the end of the
+ // LOS trace is close to the exterior of the target's bounding box
+ range = Distance( muzzle, tr->endpos ) + width;
+ VectorMA( muzzle, range, forward, end );
- // Trace for line of sight against the world
- trap_Trace( tr, muzzle, NULL, NULL, end, 0, CONTENTS_SOLID );
- if( tr->fraction < 1.0f )
- *target = NULL;
+ // Trace for line of sight against the world
+ trap_Trace( tr, muzzle, NULL, NULL, end, 0, CONTENTS_SOLID );
+ if( tr->fraction < 1.0f )
+ *target = NULL;
+ }
}
G_UnlaggedOff( );
diff --git a/src/game/tremulous.h b/src/game/tremulous.h
index 45a64979..7859173e 100644
--- a/src/game/tremulous.h
+++ b/src/game/tremulous.h
@@ -389,8 +389,8 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
#define PAINSAW_K_SCALE 1.0f
#define PAINSAW_DAMAGE HDM(11)
#define PAINSAW_RANGE 64.0f
-#define PAINSAW_WIDTH 0.f
-#define PAINSAW_HEIGHT 8.f
+#define PAINSAW_WIDTH 0.0f
+#define PAINSAW_HEIGHT 8.0f
#define GRENADE_PRICE 200
#define GRENADE_REPEAT 0
@@ -628,7 +628,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
#define HUMAN_DODGE_SIDE_MODIFIER 2.9f
#define HUMAN_DODGE_UP_MODIFIER 0.5f
#define HUMAN_DODGE_TIMEOUT 500
-#define HUMAN_LAND_FRICTION 3.f
+#define HUMAN_LAND_FRICTION 3.0f
#define STAMINA_STOP_RESTORE 25
#define STAMINA_WALK_RESTORE 15
diff --git a/src/ui/ui_shared.c b/src/ui/ui_shared.c
index de433a85..75abe046 100644
--- a/src/ui/ui_shared.c
+++ b/src/ui/ui_shared.c
@@ -1628,7 +1628,7 @@ void Script_ConditionalOpen( itemDef_t *item, char **args )
{
val = DC->getCVarValue( cvar );
- if( val == 0.f )
+ if( val == 0.0f )
Menus_ActivateByName( name2 );
else
Menus_ActivateByName( name1 );