r5991 - in trunk/data: qcsrc/server scripts

DONOTREPLY at icculus.org DONOTREPLY at icculus.org
Thu Feb 26 12:56:02 EST 2009


Author: div0
Date: 2009-02-26 12:56:02 -0500 (Thu, 26 Feb 2009)
New Revision: 5991

Modified:
   trunk/data/qcsrc/server/sv_main.qc
   trunk/data/scripts/entities.def
Log:
also add "anglejitter" for convenience


Modified: trunk/data/qcsrc/server/sv_main.qc
===================================================================
--- trunk/data/qcsrc/server/sv_main.qc	2009-02-26 17:26:41 UTC (rev 5990)
+++ trunk/data/qcsrc/server/sv_main.qc	2009-02-26 17:56:02 UTC (rev 5991)
@@ -190,6 +190,7 @@
 
 .vector originjitter;
 .vector anglesjitter;
+.float anglejitter;
 .string gametypefilter;
 void SV_OnEntityPreSpawnFunction()
 {
@@ -206,4 +207,5 @@
 	self.angles_x = self.angles_x + (random() * 2 - 1) * self.anglesjitter_x;
 	self.angles_y = self.angles_y + (random() * 2 - 1) * self.anglesjitter_y;
 	self.angles_z = self.angles_z + (random() * 2 - 1) * self.anglesjitter_z;
+	self.angles_y = self.angles_y + (random() * 2 - 1) * self.anglejitter;
 }

Modified: trunk/data/scripts/entities.def
===================================================================
--- trunk/data/scripts/entities.def	2009-02-26 17:26:41 UTC (rev 5990)
+++ trunk/data/scripts/entities.def	2009-02-26 17:56:02 UTC (rev 5991)
@@ -642,8 +642,9 @@
 lodmodel1: file name of the first LOD model replacement
 lodmodel2: file name of the second LOD model replacement
 targetname: when invoking it by a button etc., it changes the color to the initiator of the action (e.g. the one pressing a button). In Onslaught, this can be used to color control points for team who owns them. In other game types, this can be used as a fun feature.
-originjitter: a vector describing a random offset this entity will be moved on initial spawn. Works on any non-q3map2-only entity.
-anglesjitter: a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among euler angles); the value 0 180 0 makes only the yaw angle entirely random (maybe good for items). Works on any non-q3map2-only entity.
+originjitter: a vector describing a random offset this entity will be moved on initial spawn. This corresponds to the "origin" field. Works on any non-q3map2-only entity.
+anglesjitter: a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among euler angles). This corresponds to the "angles" field. Works on any non-q3map2-only entity.
+anglejitter: a float describing a random yaw angle change on this entity on initial spawn. The value 180 makes the yaw angle entirely random (maybe good for items). This corresponds to the "angle" field. Works on any non-q3map2-only entity.
 gametypefilter: either a + sign and a comma separated list of game types or the aliases "teams" and "noteams" to ONLY show the entity in the listed game types, or a - sign and a comma separated list of game types or the aliases "teams" and "noteams" to NOT show the entity in the listed game types. The syntax is the same as in sbar_columns_set strings. Works on any non-q3map2-only entity.
 -------- Q3MAP2 KEYS --------
 _frame: frame of model to include (set equal to frame if _castshadows is set)




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