From b34a94915acbf7469b611e9da624e57db8a588d5 Mon Sep 17 00:00:00 2001
From: Wolfgang (Blub) Bumiller <blub@speed.at>
Date: Thu, 8 Apr 2010 11:13:54 +0200
Subject: [PATCH] Compiles with make now, this should work better

---
 qcsrc/client/Defs.qc       |    2 +-
 qcsrc/client/player.qc     |   16 ++++++++--------
 qcsrc/client/prediction.qc |    6 +++---
 qcsrc/server/defs.qh       |   19 +++++++++++++++++++
 qcsrc/server/progs.src     |    2 +-
 5 files changed, 32 insertions(+), 13 deletions(-)

diff --git a/qcsrc/client/Defs.qc b/qcsrc/client/Defs.qc
index 5c941c5..beab83e 100644
--- a/qcsrc/client/Defs.qc
+++ b/qcsrc/client/Defs.qc
@@ -257,7 +257,7 @@ vector angles_held;
 .float scale;
 .float waterjumptime;
 .vector movement;
-.float bCanJump
+.float bCanJump;
 
 
 float		movevar_stepheight;
diff --git a/qcsrc/client/player.qc b/qcsrc/client/player.qc
index d8f40a7..7b3f2ee 100644
--- a/qcsrc/client/player.qc
+++ b/qcsrc/client/player.qc
@@ -418,7 +418,7 @@ void DestroyWeaponAttachment()
 	// Spawn casings
 	if (casingType >= 0)
 	{
-		for (numIterations=0 ; numIterations<totalShots ; numIterations++)
+		for (numIterations=0 ; numIterations<totalShots ; ++numIterations)
 		{
 			vector casingVel;
 			casingVel = casingRight * (random()*50 + 50);
@@ -575,7 +575,7 @@ void Player_SetupSkeleton()
 			float bTorsoParseFailure;
 
 			// Default to all bones being affected because it's easier to mark what bones are unaffected than which ones are
-			for (BoneNum=0 ; BoneNum<self.NumSkeletonBones ; BoneNum++)
+			for (BoneNum=0 ; BoneNum<self.NumSkeletonBones ; ++BoneNum)
 			{
 				self.(TorsoBoneWeights[BoneNum]) = 1.0;
 			}
@@ -611,7 +611,7 @@ void Player_SetupSkeleton()
 			if (bTorsoParseFailure)
 			{
 				// Clear torso bone weights
-				for (BoneNum=0 ; BoneNum<self.NumSkeletonBones ; BoneNum++)
+				for (BoneNum=0 ; BoneNum<self.NumSkeletonBones ; ++BoneNum)
 				{
 					self.(TorsoBoneWeights[BoneNum]) = 0.0;
 				}
@@ -620,7 +620,7 @@ void Player_SetupSkeleton()
 		else
 		{
 			print("^3WARNING: failed to find torsoweights file '", torsoweightsname, "', torso-only animations will be disabled!\n");
-			for (BoneNum=0 ; BoneNum<self.NumSkeletonBones ; BoneNum++)
+			for (BoneNum=0 ; BoneNum<self.NumSkeletonBones ; ++BoneNum)
 			{
 				self.(TorsoBoneWeights[BoneNum]) = 0.0;
 			}
@@ -945,13 +945,13 @@ void Player_BuildSkeleton()
 		}
 		else
 		{
-			for (BoneNum=0 ; BoneNum<self.NumSkeletonBones ; BoneNum++)
+			for (BoneNum=0 ; BoneNum<self.NumSkeletonBones ; ++BoneNum)
 			{
-				for (LastBone=BoneNum+1 ; LastBone<self.NumSkeletonBones ; LastBone++)
+				for (LastBone=BoneNum+1 ; LastBone<self.NumSkeletonBones ; ++LastBone)
 				{
 					if (self.TorsoBoneWeights[BoneNum] != self.TorsoBoneWeights[LastBone])
 					{
-						LastBone--;
+						--LastBone;
 						break;
 					}
 				}
@@ -987,7 +987,7 @@ void Player_BuildSkeleton()
 
 		// Apply to aim adjust bones
 		vector Scratch;
-		for (BoneNum=0 ; BoneNum<self.NumAimAdjustBones ; BoneNum++)
+		for (BoneNum=0 ; BoneNum<self.NumAimAdjustBones ; ++BoneNum)
 		{
 			skel_get_boneabs(self.skeletonindex, self.AimAdjustBoneNums[BoneNum]);
 
diff --git a/qcsrc/client/prediction.qc b/qcsrc/client/prediction.qc
index 27d43dc..f61a442 100644
--- a/qcsrc/client/prediction.qc
+++ b/qcsrc/client/prediction.qc
@@ -72,7 +72,7 @@ void Prediction_UnStuckPlayer()
 	float i;
 	vector TestLoc;
 
-	for (i=0 ; i<NUM_NUDGE_OFFSETS ; i++)
+	for (i=0 ; i<NUM_NUDGE_OFFSETS ; ++i)
 	{
 		TestLoc = self.origin + NudgeOffsets[i];
 		tracebox(TestLoc, PlayerCrouchingMins, PlayerCrouchingMaxs, TestLoc, MOVE_NORMAL, self);
@@ -213,7 +213,7 @@ void Prediction_PostMove(float ButtonsDown)
 	Prediction_CategorizePosition(ButtonsDown);
 
 	PrimalVelocity = self.velocity;
-	for (Bump=0, Time=frametime ; Bump<NUM_PREDICTION_POSTMOVE_BUMPS && self.velocity != '0 0 0' ; Bump++)
+	for (Bump=0, Time=frametime ; Bump<NUM_PREDICTION_POSTMOVE_BUMPS && self.velocity != '0 0 0' ; ++Bump)
 	{
 		NewOrigin = self.origin + (self.velocity * Time);
 		tracebox(self.origin, self.mins, self.maxs, NewOrigin, MOVE_NORMAL, self);
@@ -702,7 +702,7 @@ void CL_RunPlayerPrediction()
 	// Iterate over local movement commands
 	// Oldest (last one sent to server) to newest (last created by client)
 	float Movement;
-	for (Movement=0, Sequence=servercommandframe+1 ; Sequence<=clientcommandframe ; Sequence++, Movement++)
+	for (Movement=0, Sequence=servercommandframe+1 ; Sequence<=clientcommandframe ; ++Sequence, ++Movement)
 	{
 		if (getinputstate(Sequence))
 		if (input_timelength > MIN_PREDICTION_FRAMETIME)
diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh
index 8a53f34..5a6d4ac 100644
--- a/qcsrc/server/defs.qh
+++ b/qcsrc/server/defs.qh
@@ -640,3 +640,22 @@ string deathmessage;
 
 .float cvar_cl_weaponimpulsemode;
 .float selectweapon; // last selected weapon of the player
+
+float sv_gravity;
+float sv_maxairspeed;
+float sv_friction;
+float sv_accelerate;
+float sv_stopspeed;
+float sv_airaccelerate;
+float sv_airaccel_qw;
+float sv_airstopaccelerate;
+float sv_maxairstrafespeed;
+float sv_airstrafeaccelerate;
+float sv_warsowbunny_turnaccel;
+float sv_airaccel_sideways_friction;
+float sv_aircontrol;
+float sv_warsowbunny_airforwardaccel;
+float sv_warsowbunny_backtosideratio;
+float sv_warsowbunny_topspeed;
+float sv_warsowbunny_turnaccel;
+float sv_warsowbunny_accel;
diff --git a/qcsrc/server/progs.src b/qcsrc/server/progs.src
index 2deb58b..c6f5c87 100644
--- a/qcsrc/server/progs.src
+++ b/qcsrc/server/progs.src
@@ -77,8 +77,8 @@ g_damage.qc
 
 teamplay.qc
 
-cl_physics.qc
 ../common/playerphysics.qc
+cl_physics.qc
 
 // tZork's libs
 verbstack.qc
-- 
1.6.6.1


