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authorGreYFoXGTi <GreYFoXGTi@GMaiL.CoM>2011-02-13 08:47:51 +0200
committeroy <Tom_Adams@web.de>2011-02-13 12:57:10 +0100
commit68a1a29db8641348937548fea1cb32dab2317a0c (patch)
treeb183103f2269e095b2a3180d34ea97e9dd75d03e
parent7bfbe24a1c55613219caa2ab59da7558207d9e82 (diff)
downloadzcatch-68a1a29db8641348937548fea1cb32dab2317a0c.tar.gz
zcatch-68a1a29db8641348937548fea1cb32dab2317a0c.zip
Reverted 1 Letter Refactoring or Edited it to a full name.
-rw-r--r--src/game/collision.cpp18
-rw-r--r--src/game/collision.h6
-rw-r--r--src/game/editor/ed_popups.cpp18
-rw-r--r--src/game/gamecore.cpp36
-rw-r--r--src/game/gamecore.h22
-rw-r--r--src/game/server/gamecontext.cpp24
6 files changed, 62 insertions, 62 deletions
diff --git a/src/game/collision.cpp b/src/game/collision.cpp
index 43df0be6..9b6d6faa 100644
--- a/src/game/collision.cpp
+++ b/src/game/collision.cpp
@@ -51,30 +51,30 @@ void CCollision::Init(class CLayers *pLayers)
 	}
 }
 
-int CCollision::GetTile(int X, int Y)
+int CCollision::GetTile(int x, int y)
 {
-	int Nx = clamp(X/32, 0, m_Width-1);
-	int Ny = clamp(Y/32, 0, m_Height-1);
+	int Nx = clamp(x/32, 0, m_Width-1);
+	int Ny = clamp(y/32, 0, m_Height-1);
 	
 	return m_pTiles[Ny*m_Width+Nx].m_Index > 128 ? 0 : m_pTiles[Ny*m_Width+Nx].m_Index;
 }
 
-bool CCollision::IsTileSolid(int X, int Y)
+bool CCollision::IsTileSolid(int x, int y)
 {
-	return GetTile(X, Y)&COLFLAG_SOLID;
+	return GetTile(x, y)&COLFLAG_SOLID;
 }
 
 // TODO: rewrite this smarter!
 int CCollision::IntersectLine(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision)
 {
-	float D = distance(Pos0, Pos1);
-	int End(D+1);
+	float Distance = distance(Pos0, Pos1);
+	int End(Distance+1);
 	vec2 Last = Pos0;
 	
 	for(int i = 0; i < End; i++)
 	{
-		float A = i/D;
-		vec2 Pos = mix(Pos0, Pos1, A);
+		float PointOnLine = i/Distance;
+		vec2 Pos = mix(Pos0, Pos1, PointOnLine);
 		if(CheckPoint(Pos.x, Pos.y))
 		{
 			if(pOutCollision)
diff --git a/src/game/collision.h b/src/game/collision.h
index 3a0a490a..d16f2d56 100644
--- a/src/game/collision.h
+++ b/src/game/collision.h
@@ -25,9 +25,9 @@ public:
 
 	CCollision();
 	void Init(class CLayers *pLayers);
-	bool CheckPoint(float X, float Y) { return IsTileSolid(round(X), round(Y)); }
-	bool CheckPoint(vec2 P) { return CheckPoint(P.x, P.y); }
-	int GetCollisionAt(float X, float Y) { return GetTile(round(X), round(Y)); }
+	bool CheckPoint(float x, float y) { return IsTileSolid(round(x), round(y)); }
+	bool CheckPoint(vec2 Pos) { return CheckPoint(Pos.x, Pos.y); }
+	int GetCollisionAt(float x, float y) { return GetTile(round(x), round(y)); }
 	int GetWidth() { return m_Width; };
 	int GetHeight() { return m_Height; };
 	int IntersectLine(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision);
diff --git a/src/game/editor/ed_popups.cpp b/src/game/editor/ed_popups.cpp
index e43c6c91..3ab4ab49 100644
--- a/src/game/editor/ed_popups.cpp
+++ b/src/game/editor/ed_popups.cpp
@@ -20,19 +20,19 @@ static struct
 
 static int g_UiNumPopups = 0;
 
-void CEditor::UiInvokePopupMenu(void *pID, int Flags, float X, float Y, float W, float H, int (*pfnFunc)(CEditor *pEditor, CUIRect Rect), void *pExtra)
+void CEditor::UiInvokePopupMenu(void *pID, int Flags, float x, float y, float Width, float Height, int (*pfnFunc)(CEditor *pEditor, CUIRect Rect), void *pExtra)
 {
 	Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "editor", "invoked");
-	if(X + W > UI()->Screen()->w)
-		X -= W;
-	if(Y + H > UI()->Screen()->h)
-		Y -= H;
+	if(x + Width > UI()->Screen()->w)
+		x -= Width;
+	if(y + Height > UI()->Screen()->h)
+		y -= Height;
 	s_UiPopups[g_UiNumPopups].m_pId = pID;
 	s_UiPopups[g_UiNumPopups].m_IsMenu = Flags;
-	s_UiPopups[g_UiNumPopups].m_Rect.x = X;
-	s_UiPopups[g_UiNumPopups].m_Rect.y = Y;
-	s_UiPopups[g_UiNumPopups].m_Rect.w = W;
-	s_UiPopups[g_UiNumPopups].m_Rect.h = H;
+	s_UiPopups[g_UiNumPopups].m_Rect.x = x;
+	s_UiPopups[g_UiNumPopups].m_Rect.y = y;
+	s_UiPopups[g_UiNumPopups].m_Rect.w = Width;
+	s_UiPopups[g_UiNumPopups].m_Rect.h = Height;
 	s_UiPopups[g_UiNumPopups].m_pfnFunc = pfnFunc;
 	s_UiPopups[g_UiNumPopups].m_pExtra = pExtra;
 	g_UiNumPopups++;
diff --git a/src/game/gamecore.cpp b/src/game/gamecore.cpp
index a3d3e6c9..52b9b558 100644
--- a/src/game/gamecore.cpp
+++ b/src/game/gamecore.cpp
@@ -43,9 +43,9 @@ bool CTuningParams::Get(const char *pName, float *pValue)
 	return false;
 }
 
-float HermiteBasis1(float V)
+float HermiteBasis1(float v)
 {
-	return 2*V*V*V - 3*V*V+1;
+	return 2*v*v*v - 3*v*v+1;
 }
 
 float VelocityRamp(float Value, float Start, float Range, float Curvature)
@@ -100,16 +100,16 @@ void CCharacterCore::Tick(bool UseInput)
 		m_Direction = m_Input.m_Direction;
 
 		// setup angle
-		float A = 0;
+		float a = 0;
 		if(m_Input.m_TargetX == 0)
-			A = atanf((float)m_Input.m_TargetY);
+			a = atanf((float)m_Input.m_TargetY);
 		else
-			A = atanf((float)m_Input.m_TargetY/(float)m_Input.m_TargetX);
+			a = atanf((float)m_Input.m_TargetY/(float)m_Input.m_TargetX);
 			
 		if(m_Input.m_TargetX < 0)
-			A = A+pi;
+			a = a+pi;
 			
-		m_Angle = (int)(A*256.0f);
+		m_Angle = (int)(a*256.0f);
 
 		// handle jump
 		if(m_Input.m_Jump)
@@ -209,7 +209,7 @@ void CCharacterCore::Tick(bool UseInput)
 		// Check against other players first
 		if(m_pWorld && m_pWorld->m_Tuning.m_PlayerHooking)
 		{
-			float Dist = 0.0f;
+			float Distance = 0.0f;
 			for(int i = 0; i < MAX_CLIENTS; i++)
 			{
 				CCharacterCore *pCharCore = m_pWorld->m_apCharacters[i];
@@ -219,12 +219,12 @@ void CCharacterCore::Tick(bool UseInput)
 				vec2 ClosestPoint = closest_point_on_line(m_HookPos, NewPos, pCharCore->m_Pos);
 				if(distance(pCharCore->m_Pos, ClosestPoint) < PhysSize+2.0f)
 				{
-					if (m_HookedPlayer == -1 || distance(m_HookPos, pCharCore->m_Pos) < Dist)
+					if (m_HookedPlayer == -1 || distance(m_HookPos, pCharCore->m_Pos) < Distance)
 					{
 						m_TriggeredEvents |= COREEVENT_HOOK_ATTACH_PLAYER;
 						m_HookState = HOOK_GRABBED;
 						m_HookedPlayer = i;
-						Dist = distance(m_HookPos, pCharCore->m_Pos);
+						Distance = distance(m_HookPos, pCharCore->m_Pos);
 					}
 				}
 			}
@@ -315,28 +315,28 @@ void CCharacterCore::Tick(bool UseInput)
 				continue; // make sure that we don't nudge our self
 			
 			// handle player <-> player collision
-			float D = distance(m_Pos, pCharCore->m_Pos);
+			float Distance = distance(m_Pos, pCharCore->m_Pos);
 			vec2 Dir = normalize(m_Pos - pCharCore->m_Pos);
-			if(D < PhysSize*1.25f && D > 1.0f)
+			if(Distance < PhysSize*1.25f && Distance > 1.0f)
 			{
-				float A = (PhysSize*1.45f - D);
-				float V = 0.5f;
+				float a = (PhysSize*1.45f - Distance);
+				float Velocity = 0.5f;
 
 				// make sure that we don't add excess force by checking the
 				// direction against the current velocity. if not zero.
 				if (length(m_Vel) > 0.0001)
-					V = 1-(dot(normalize(m_Vel), Dir)+1)/2;
+					Velocity = 1-(dot(normalize(m_Vel), Dir)+1)/2;
 
-				m_Vel += Dir*A*(V*0.75f);
+				m_Vel += Dir*a*(Velocity*0.75f);
 				m_Vel *= 0.85f;
 			}
 			
 			// handle hook influence
 			if(m_HookedPlayer == i)
 			{
-				if(D > PhysSize*1.50f) // TODO: fix tweakable variable
+				if(Distance > PhysSize*1.50f) // TODO: fix tweakable variable
 				{
-					float Accel = m_pWorld->m_Tuning.m_HookDragAccel * (D/m_pWorld->m_Tuning.m_HookLength);
+					float Accel = m_pWorld->m_Tuning.m_HookDragAccel * (Distance/m_pWorld->m_Tuning.m_HookLength);
 					float DragSpeed = m_pWorld->m_Tuning.m_HookDragSpeed;
 					
 					// add force to the hooked player
diff --git a/src/game/gamecore.h b/src/game/gamecore.h
index 6e86d988..9e9ccf4d 100644
--- a/src/game/gamecore.h
+++ b/src/game/gamecore.h
@@ -54,19 +54,19 @@ inline vec2 GetDirection(int Angle)
 	return vec2(cosf(a), sinf(a));
 }
 
-inline vec2 GetDir(float A)
+inline vec2 GetDir(float Angle)
 {
-	return vec2(cosf(A), sinf(A));
+	return vec2(cosf(Angle), sinf(Angle));
 }
 
 inline float GetAngle(vec2 Dir)
 {
 	if(Dir.x == 0 && Dir.y == 0)
 		return 0.0f;
-	float A = atanf(Dir.y/Dir.x);
+	float a = atanf(Dir.y/Dir.x);
 	if(Dir.x < 0)
-		A = A+pi;
-	return A;
+		a = a+pi;
+	return a;
 }
 
 inline void StrToInts(int *pInts, int Num, const char *pStr)
@@ -105,13 +105,13 @@ inline void IntsToStr(const int *pInts, int Num, char *pStr)
 
 
 
-inline vec2 CalcPos(vec2 P, vec2 V, float Curvature, float Speed, float T)
+inline vec2 CalcPos(vec2 Pos, vec2 Velocity, float Curvature, float Speed, float Time)
 {
-	vec2 N;
-	T *= Speed;
-	N.x = P.x + V.x*T;
-	N.y = P.y + V.y*T + Curvature/10000*(T*T);
-	return N;
+	vec2 n;
+	Time *= Speed;
+	n.x = Pos.x + Velocity.x*Time;
+	n.y = Pos.y + Velocity.y*Time + Curvature/10000*(Time*Time);
+	return n;
 }
 
 
diff --git a/src/game/server/gamecontext.cpp b/src/game/server/gamecontext.cpp
index 5b82b785..cffa2f9e 100644
--- a/src/game/server/gamecontext.cpp
+++ b/src/game/server/gamecontext.cpp
@@ -83,19 +83,19 @@ class CCharacter *CGameContext::GetPlayerChar(int ClientID)
 
 void CGameContext::CreateDamageInd(vec2 Pos, float Angle, int Amount)
 {
-	float A = 3 * 3.14159f / 2 + Angle;
+	float a = 3 * 3.14159f / 2 + Angle;
 	//float a = get_angle(dir);
-	float S = A-pi/3;
-	float E = A+pi/3;
+	float s = a-pi/3;
+	float e = a+pi/3;
 	for(int i = 0; i < Amount; i++)
 	{
-		float F = mix(S, E, float(i+1)/float(Amount+2));
+		float f = mix(s, e, float(i+1)/float(Amount+2));
 		NETEVENT_DAMAGEIND *pEvent = (NETEVENT_DAMAGEIND *)m_Events.Create(NETEVENTTYPE_DAMAGEIND, sizeof(NETEVENT_DAMAGEIND));
 		if(pEvent)
 		{
 			pEvent->m_X = (int)Pos.x;
 			pEvent->m_Y = (int)Pos.y;
-			pEvent->m_Angle = (int)(F*256.0f);
+			pEvent->m_Angle = (int)(f*256.0f);
 		}
 	}
 }
@@ -145,14 +145,14 @@ void CGameContext::CreateExplosion(vec2 Pos, int Owner, int Weapon, bool NoDamag
 }
 
 /*
-void create_smoke(vec2 P)
+void create_smoke(vec2 Pos)
 {
 	// create the event
 	EV_EXPLOSION *pEvent = (EV_EXPLOSION *)events.create(EVENT_SMOKE, sizeof(EV_EXPLOSION));
 	if(pEvent)
 	{
-		pEvent->x = (int)P.x;
-		pEvent->y = (int)P.y;
+		pEvent->x = (int)Pos.x;
+		pEvent->y = (int)Pos.y;
 	}
 }*/
 
@@ -853,9 +853,9 @@ void CGameContext::ConTuneDump(IConsole::IResult *pResult, void *pUserData)
 	char aBuf[256];
 	for(int i = 0; i < pSelf->Tuning()->Num(); i++)
 	{
-		float V;
-		pSelf->Tuning()->Get(i, &V);
-		str_format(aBuf, sizeof(aBuf), "%s %.2f", pSelf->Tuning()->m_apNames[i], V);
+		float v;
+		pSelf->Tuning()->Get(i, &v);
+		str_format(aBuf, sizeof(aBuf), "%s %.2f", pSelf->Tuning()->m_apNames[i], v);
 		pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "tuning", aBuf);
 	}
 }
@@ -1133,4 +1133,4 @@ void CGameContext::OnPostSnap()
 const char *CGameContext::Version() { return GAME_VERSION; }
 const char *CGameContext::NetVersion() { return GAME_NETVERSION; }
 
-IGameServer *CreateGameServer() { return new CGameContext; }
+IGameServer *CreateGameServer() { return new CGameContext; }
\ No newline at end of file