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-rw-r--r--src/game/server/game_server.cpp14
-rw-r--r--src/game/server/game_server.h38
2 files changed, 25 insertions, 27 deletions
diff --git a/src/game/server/game_server.cpp b/src/game/server/game_server.cpp
index ddb3d9ab..f7bf976e 100644
--- a/src/game/server/game_server.cpp
+++ b/src/game/server/game_server.cpp
@@ -8,10 +8,8 @@
 
 data_container *data = 0x0;
 
-using namespace baselib;
-
 // --------- DEBUG STUFF ---------
-const int debug_bots = 0;
+const int debug_bots = 3;
 
 // --------- PHYSICS TWEAK! --------
 const float ground_control_speed = 7.0f;
@@ -653,7 +651,7 @@ void projectile::snap(int snapping_client)
 //////////////////////////////////////////////////
 // projectile_backpackrocket
 //////////////////////////////////////////////////
-projectile_backpackrocket::projectile_backpackrocket(baselib::vec2 pos, baselib::vec2 target, int owner, entity* powner)
+projectile_backpackrocket::projectile_backpackrocket(vec2 pos, vec2 target, int owner, entity* powner)
 : projectile(WEAPON_PROJECTILETYPE_ROCKET, owner, pos, vec2(0,0), 100, powner, 0, 0, 0, -1, WEAPON_ROCKET_BACKPACK)
 {
 	stage = 0;
@@ -1157,7 +1155,7 @@ void player::tick()
 {
 	// do latency stuff
 	{
-		client_info info;
+		CLIENT_INFO info;
 		if(server_getclientinfo(client_id, &info))
 		{
 			latency_accum += info.latency;
@@ -1201,9 +1199,9 @@ void player::tick()
 	
 	if(!grounded && vel.y > 0)
 	{
-		if(col_check_point((int)(pos.x-phys_size/2)-4, (int)(pos.y)))
+		if(input.left && col_check_point((int)(pos.x-phys_size/2)-4, (int)(pos.y)))
 			wall_sliding = -1;
-		if(col_check_point((int)(pos.x+phys_size/2)+4, (int)(pos.y)))
+		if(input.right && col_check_point((int)(pos.x+phys_size/2)+4, (int)(pos.y)))
 			wall_sliding = 1;
 	}
 
@@ -2037,7 +2035,7 @@ void mods_client_enter(int client_id)
 	world.insert_entity(&players[client_id]);
 	players[client_id].respawn();
 	
-	client_info info; // fetch login name
+	CLIENT_INFO info; // fetch login name
 	if(server_getclientinfo(client_id, &info))
 	{
 		strcpy(players[client_id].name, info.name);
diff --git a/src/game/server/game_server.h b/src/game/server/game_server.h
index 6361b3ea..3722713b 100644
--- a/src/game/server/game_server.h
+++ b/src/game/server/game_server.h
@@ -42,7 +42,7 @@ public:
 	float proximity_radius;
 	unsigned flags;
 	int objtype;
-	baselib::vec2 pos;
+	vec2 pos;
 
 	enum
 	{
@@ -65,7 +65,7 @@ public:
 		
 	virtual void snap(int snapping_client) {}
 		
-	virtual bool take_damage(baselib::vec2 force, int dmg, int from, int weapon) { return true; }
+	virtual bool take_damage(vec2 force, int dmg, int from, int weapon) { return true; }
 };
 
 
@@ -86,8 +86,8 @@ public:
 	bool reset_requested;
 	
 	game_world();
-	int find_entities(baselib::vec2 pos, float radius, entity **ents, int max);
-	int find_entities(baselib::vec2 pos, float radius, entity **ents, int max, const int* types, int maxtypes);
+	int find_entities(vec2 pos, float radius, entity **ents, int max);
+	int find_entities(vec2 pos, float radius, entity **ents, int max, const int* types, int maxtypes);
 
 	void insert_entity(entity *ent);
 	void destroy_entity(entity *ent);
@@ -156,7 +156,7 @@ public:
 		WEAPON_PROJECTILETYPE_SHOTGUN	= 2,
 	};
 	
-	baselib::vec2 vel;
+	vec2 vel;
 	entity *powner; // this is nasty, could be removed when client quits
 	int lifespan;
 	int owner;
@@ -168,7 +168,7 @@ public:
 	int bounce;
 	float force;
 	
-	projectile(int type, int owner, baselib::vec2 pos, baselib::vec2 vel, int span, entity* powner,
+	projectile(int type, int owner, vec2 pos, vec2 vel, int span, entity* powner,
 		int damage, int flags, float force, int sound_impact, int weapon);
 	virtual void reset();
 	virtual void tick();
@@ -180,12 +180,12 @@ class projectile_backpackrocket : public projectile
 	int stage;
 	int start_tick;
 	int deply_ticks;
-	baselib::vec2 target;
-	baselib::vec2 start;
-	baselib::vec2 midpoint;
-	baselib::vec2 direction;
+	vec2 target;
+	vec2 start;
+	vec2 midpoint;
+	vec2 direction;
 public:
-	projectile_backpackrocket(baselib::vec2 pos, baselib::vec2 target, int owner, entity* powner);
+	projectile_backpackrocket(vec2 pos, vec2 target, int owner, entity* powner);
 	virtual void tick();
 };
 
@@ -225,9 +225,9 @@ public:
 	int last_action;
 	
 	// we need a defered position so we can handle the physics correctly
-	baselib::vec2 defered_pos;
-	baselib::vec2 vel;
-	baselib::vec2 direction;
+	vec2 defered_pos;
+	vec2 vel;
+	vec2 direction;
 
 	//
 	int client_id;
@@ -244,7 +244,7 @@ public:
 	int armor;
 
 	// ninja
-	baselib::vec2 activationdir;
+	vec2 activationdir;
 	int ninjaactivationtick;
 	int extrapowerflags;
 	int currentcooldown;
@@ -278,8 +278,8 @@ public:
 	int hook_state;
 	int hook_tick;
 	player *hooked_player;
-	baselib::vec2 hook_pos;
-	baselib::vec2 hook_dir;
+	vec2 hook_pos;
+	vec2 hook_dir;
 
 	//
 	player();
@@ -305,7 +305,7 @@ public:
 	
 	void die(int killer, int weapon);
 	
-	virtual bool take_damage(baselib::vec2 force, int dmg, int from, int weapon);
+	virtual bool take_damage(vec2 force, int dmg, int from, int weapon);
 	virtual void snap(int snaping_client);
 };
 
@@ -317,7 +317,7 @@ class flag : public entity
 public:
 	static const int phys_size = 14;
 	player *carrying_player;
-	baselib::vec2 vel;
+	vec2 vel;
 	
 	int team;
 	int spawntick;