4420 lines
94 KiB
C++
4420 lines
94 KiB
C++
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// Copyright (C) 1997 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source is may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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// DESCRIPTION:
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// Base class for all enities that are controlled by Sin. If you have any
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// object that should be called on a periodic basis and it is not an entity,
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// then you have to have an dummy entity that calls it.
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//
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// An entity in Sin is any object that is not part of the world. Any non-world
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// object that is visible in Sin is an entity, although it is not required that
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// all entities be visible to the player. Some objects are basically just virtual
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// constructs that act as an instigator of certain actions, for example, some
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// triggers are invisible and cannot be touched, but when activated by other
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// objects can cause things to happen.
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//
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// All entities are capable of receiving messages from Sin or from other entities.
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// Messages received by an entity may be ignored, passed on to their superclass,
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// or acted upon by the entity itself. The programmer must decide on the proper
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// action for the entity to take to any message. There will be many messages
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// that are completely irrelevant to an entity and should be ignored. Some messages
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// may require certain states to exist and if they are received by an entity when
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// it these states don't exist may indicate a logic error on the part of the
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// programmer or map designer and should be reported as warnings (if the problem is
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// not severe enough for the game to be halted) or as errors (if the problem should
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// not be ignored at any cost).
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//
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#include "entity.h"
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#include "worldspawn.h"
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#include "scriptmaster.h"
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#include "sentient.h"
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#include "misc.h"
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#include "specialfx.h"
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#include "object.h"
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#include "player.h"
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CLASS_DECLARATION( Listener, Entity, NULL );
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// Player events
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Event EV_ClientConnect( "client_connect" );
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Event EV_ClientDisconnect( "client_disconnect" );
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Event EV_ClientKill( "client_kill" );
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Event EV_ClientMove( "client_move" );
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Event EV_ClientEndFrame( "client_endframe" );
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// Generic entity events
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Event EV_GetEntName( "getentname" );
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Event EV_Classname( "classname" );
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Event EV_Activate( "doActivate" );
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Event EV_Use( "doUse" );
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Event EV_PreciseUse( "doPreciseUse" ); //### precise use
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//Event EV_Footstep( "footstep" );
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Event EV_FadeOut( "fadeout" );
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Event EV_Fade( "fade" );
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Event EV_Killed( "killed" );
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Event EV_GotKill( "gotkill" );
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Event EV_Pain( "pain" );
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Event EV_Damage( "damage" );
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Event EV_Kill( "kill", EV_CONSOLE );
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Event EV_Gib( "gib" );
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Event EV_Hurt( "hurt" );
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Event EV_CourseAngles( "courseangles" );
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Event EV_SmoothAngles( "smoothangles" );
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Event EV_TakeDamage( "takedamage" );
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Event EV_NoDamage( "nodamage" );
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// Physics events
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Event EV_MoveDone( "movedone" );
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Event EV_Touch( "doTouch" );
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Event EV_Blocked( "doBlocked" );
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Event EV_UseBoundingBox( "usebbox" );
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// Animation events
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Event EV_NewAnim( "animChanged" );
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Event EV_LastFrame( "lastFrame" );
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Event EV_NextAnim( "nextanim" );
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Event EV_NextFrame( "nextframe" );
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Event EV_PrevFrame( "prevframe" );
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Event EV_SetFrame( "setframe" );
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Event EV_StopAnim( "stopanim" );
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Event EV_EndAnim( "endanim" );
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Event EV_ProcessInitCommands( "processinit" );
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Event EV_Attach( "attach" );
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Event EV_AttachModel( "attachmodel" );
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Event EV_Detach( "detach" );
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// script stuff
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Event EV_Model( "model" );
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Event EV_Hide( "hide" );
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Event EV_Show( "show" );
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Event EV_BecomeSolid( "solid" );
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Event EV_BecomeNonSolid( "notsolid" );
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Event EV_Ghost( "ghost" );
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Event EV_PlaySound( "playsound" );
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Event EV_PHSSound( "phssound" );
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Event EV_StopSound( "stopsound" );
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Event EV_GravityAxis( "gravityaxis", EV_CHEAT );
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Event EV_Bind( "bind" );
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Event EV_Unbind( "unbind" );
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Event EV_JoinTeam( "joinTeam" );
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Event EV_QuitTeam( "quitTeam" );
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Event EV_SetHealth( "health", EV_CHEAT );
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Event EV_SetScale( "scale" );
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Event EV_SetSize( "setsize" );
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Event EV_SetAlpha( "alpha" );
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Event EV_SetGroupAlpha( "groupalpha" ); //###
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Event EV_SetOrigin( "origin" );
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Event EV_SetTargetName( "targetname" );
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Event EV_SetTarget( "target" );
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Event EV_SetKillTarget( "killtarget" );
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Event EV_SetAngles( "angles" );
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Event EV_RegisterAlias( "alias" );
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Event EV_RegisterAliasAndCache( "aliascache" );
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Event EV_RandomSound( "randomsound" );
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Event EV_RandomPHSSound( "randomphssound" );
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Event EV_Tesselate( "shatter" );
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Event EV_SetMass( "mass" );
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//### extended targeting stuff
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Event EV_SetTargetName2( "targetname2" );
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Event EV_SetTarget2( "target2" );
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Event EV_SetTarget3( "target3" );
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Event EV_SetTarget4( "target4" );
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Event EV_SetKillTarget2( "killtarget2" );
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//###
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//HACK HACK
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Event EV_EntitySound( "ambientsound" );
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Event EV_RandomGlobalEntitySound( "randomglobalambientsound" );
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Event EV_RandomEntitySound( "randomambientsound" );
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Event EV_StopEntitySound( "stopambientsound" );
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Event EV_Anim( "anim" );
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Event EV_StartAnimating( "animate" );
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Event EV_GroupModelEvent( "group" );
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Event EV_DialogEvent( "dialog" );
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Event EV_SetSkin( "skin" );
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// AI sound events
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Event EV_WeaponSound( "weaponsound" );
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Event EV_MovementSound( "movementsound" );
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Event EV_PainSound( "painsound" );
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Event EV_DeathSound( "deathsound" );
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Event EV_BreakingSound( "breakingsound" );
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Event EV_DoorSound( "doorsound" );
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Event EV_MutantSound( "mutantsound" );
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Event EV_VoiceSound( "voicesound" );
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Event EV_MachineSound( "machinesound" );
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Event EV_RadioSound( "radiosound" );
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Event EV_HeardWeapon( "heardweapon" );
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Event EV_HeardMovement( "heardmovement" );
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Event EV_HeardPain( "heardpain" );
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Event EV_HeardDeath( "hearddeath" );
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Event EV_HeardBreaking( "heardbreaking" );
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Event EV_HeardDoor( "hearddoor" );
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Event EV_HeardMutant( "heardmutant" );
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Event EV_HeardVoice( "heardvoice" );
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Event EV_HeardMachine( "heardmachine" );
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Event EV_HeardRadio( "heardradio" );
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// Conditionals
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Event EV_IfSkill( "ifskill" );
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// Lighting
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Event EV_SetLight( "light" );
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Event EV_LightOn( "lightOn" );
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Event EV_LightOff( "lightOff" );
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Event EV_LightRed( "lightRed" );
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Event EV_LightGreen( "lightGreen" );
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Event EV_LightBlue( "lightBlue" );
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Event EV_LightRadius( "lightRadius" );
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Event EV_Lightoffset( "lightoffset" );
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Event EV_Minlight( "minlight" );
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Event EV_Gravity( "gravity" );
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// Entity flag specific
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Event EV_EntityFlags( "flags" );
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Event EV_EntityRenderEffects( "rendereffects" );
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Event EV_EntityEffects( "effects" );
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// Special Effects
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Event EV_SpawnParticles( "sparks" );
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// Tesselation setup events
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Event EV_Shatter_MinSize( "shatter_minsize" );
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Event EV_Shatter_MaxSize( "shatter_maxsize" );
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Event EV_Shatter_Thickness( "shatter_thickness" );
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Event EV_Shatter_Percentage( "shatter_percentage" );
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Event EV_Mutate( "mutate", EV_CHEAT );
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Event EV_Censor( "censor" );
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ResponseDef Entity::Responses[] =
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{
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{ &EV_Damage, ( Response )Entity::DamageEvent },
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{ &EV_Kill, ( Response )Entity::Kill },
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{ &EV_FadeOut, ( Response )Entity::FadeOut },
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{ &EV_Fade, ( Response )Entity::Fade },
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{ &EV_Hide, ( Response )Entity::EventHideModel },
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{ &EV_Show, ( Response )Entity::EventShowModel },
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{ &EV_BecomeSolid, ( Response )Entity::BecomeSolid },
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{ &EV_BecomeNonSolid, ( Response )Entity::BecomeNonSolid },
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{ &EV_Ghost, ( Response )Entity::Ghost },
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{ &EV_PlaySound, ( Response )Entity::PlaySound },
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{ &EV_StopSound, ( Response )Entity::StopSound },
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{ &EV_GravityAxis, ( Response )Entity::GravityAxisEvent },
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{ &EV_Bind, ( Response )Entity::BindEvent },
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{ &EV_Unbind, ( Response )Entity::EventUnbind },
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{ &EV_JoinTeam, ( Response )Entity::JoinTeam },
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{ &EV_QuitTeam, ( Response )Entity::EventQuitTeam },
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{ &EV_SetHealth, ( Response )Entity::SetHealth },
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{ &EV_SetSize, ( Response )Entity::SetSize },
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{ &EV_SetScale, ( Response )Entity::SetScale },
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{ &EV_SetAlpha, ( Response )Entity::SetAlpha },
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{ &EV_SetGroupAlpha, ( Response )Entity::SetGroupAlpha }, //###
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{ &EV_SetOrigin, ( Response )Entity::SetOrigin },
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{ &EV_SetTargetName, ( Response )Entity::SetTargetName },
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{ &EV_SetTarget, ( Response )Entity::SetTarget },
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{ &EV_SetKillTarget, ( Response )Entity::SetKillTarget },
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//### extended targeting stuff
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{ &EV_SetTargetName2, ( Response )Entity::SetTargetName2 },
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{ &EV_SetTarget2, ( Response )Entity::SetTarget2 },
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{ &EV_SetTarget3, ( Response )Entity::SetTarget3 },
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{ &EV_SetTarget4, ( Response )Entity::SetTarget4 },
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{ &EV_SetKillTarget2, ( Response )Entity::SetKillTarget2 },
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//###
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{ &EV_SetAngles, ( Response )Entity::SetAngles },
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{ &EV_SetMass, ( Response )Entity::SetMassEvent },
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{ &EV_CourseAngles, ( Response )Entity::CourseAnglesEvent },
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{ &EV_SmoothAngles, ( Response )Entity::SmoothAnglesEvent },
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{ &EV_RegisterAlias, ( Response )Entity::RegisterAlias },
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{ &EV_RegisterAliasAndCache, ( Response )Entity::RegisterAliasAndCache },
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{ &EV_RandomSound, ( Response )Entity::RandomSound },
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{ &EV_EntitySound, ( Response )Entity::EntitySound },
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{ &EV_RandomEntitySound,( Response )Entity::RandomEntitySound },
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{ &EV_RandomGlobalEntitySound, ( Response )Entity::RandomGlobalEntitySoundEvent },
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{ &EV_StopEntitySound, ( Response )Entity::StopEntitySound },
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{ &EV_Anim, ( Response )Entity::AnimEvent },
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{ &EV_StartAnimating, ( Response )Entity::StartAnimatingEvent },
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{ &EV_NextAnim, ( Response )Entity::NextAnimEvent },
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{ &EV_NextFrame, ( Response )Entity::NextFrameEvent },
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{ &EV_PrevFrame, ( Response )Entity::PrevFrameEvent },
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{ &EV_SetFrame, ( Response )Entity::SetFrameEvent },
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{ &EV_StopAnim, ( Response )Entity::StopAnimatingEvent },
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{ &EV_EndAnim, ( Response )Entity::EndAnimEvent },
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{ &EV_Model, ( Response )Entity::SetModelEvent },
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{ &EV_SetLight, ( Response )Entity::SetLight },
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{ &EV_LightOn, ( Response )Entity::LightOn },
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{ &EV_LightOff, ( Response )Entity::LightOff },
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{ &EV_LightRed, ( Response )Entity::LightRed },
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{ &EV_LightGreen, ( Response )Entity::LightGreen },
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{ &EV_LightBlue, ( Response )Entity::LightBlue },
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{ &EV_LightRadius, ( Response )Entity::LightRadius },
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{ &EV_Tesselate, ( Response )Entity::Tesselate },
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{ &EV_EntityFlags, ( Response )Entity::Flags },
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{ &EV_EntityEffects, ( Response )Entity::Effects },
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{ &EV_EntityRenderEffects, ( Response )Entity::RenderEffects },
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{ &EV_RandomPHSSound, ( Response )Entity::RandomPHSSound },
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{ &EV_PHSSound, ( Response )Entity::PHSSound },
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{ &EV_WeaponSound, ( Response )Entity::WeaponSound },
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{ &EV_MovementSound, ( Response )Entity::MovementSound },
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{ &EV_PainSound, ( Response )Entity::PainSound },
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{ &EV_DeathSound, ( Response )Entity::DeathSound },
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{ &EV_BreakingSound, ( Response )Entity::BreakingSound },
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{ &EV_DoorSound, ( Response )Entity::DoorSound },
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{ &EV_MutantSound, ( Response )Entity::MutantSound },
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{ &EV_VoiceSound, ( Response )Entity::VoiceSound },
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{ &EV_MachineSound, ( Response )Entity::MachineSound },
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{ &EV_RadioSound, ( Response )Entity::RadioSound },
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{ &EV_SpawnParticles, ( Response )Entity::SpawnParticles },
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{ &EV_GroupModelEvent, ( Response )Entity::GroupModelEvent },
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{ &EV_DialogEvent, ( Response )Entity::DialogEvent },
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{ &EV_ProcessInitCommands,( Response )Entity::ProcessInitCommandsEvent },
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{ &EV_Attach, ( Response )Entity::AttachEvent },
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{ &EV_AttachModel, ( Response )Entity::AttachModelEvent },
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{ &EV_Detach, ( Response )Entity::DetachEvent },
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{ &EV_TakeDamage, ( Response )Entity::TakeDamageEvent },
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{ &EV_NoDamage, ( Response )Entity::NoDamageEvent },
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{ &EV_SetSkin, ( Response )Entity::SetSkinEvent },
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{ &EV_Lightoffset, ( Response )Entity::Lightoffset },
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{ &EV_Minlight, ( Response )Entity::Minlight },
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{ &EV_Gravity, ( Response )Entity::Gravity },
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{ &EV_Shatter_MinSize, ( Response )Entity::SetShatterMinSize },
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{ &EV_Shatter_MaxSize, ( Response )Entity::SetShatterMaxSize },
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{ &EV_Shatter_Thickness,( Response )Entity::SetShatterThickness },
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{ &EV_Shatter_Percentage,( Response )Entity::SetShatterPercentage },
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{ &EV_UseBoundingBox, ( Response )Entity::UseBoundingBoxEvent },
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{ &EV_Hurt, ( Response )Entity::HurtEvent },
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{ &EV_IfSkill, ( Response )Entity::IfSkillEvent },
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{ &EV_GetEntName, ( Response )Entity::GetEntName },
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{ &EV_Censor, ( Response )Entity::Censor },
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{ NULL, NULL }
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};
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Entity::Entity()
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{
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const char *m;
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Event *ev;
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int minlight;
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classname = this->getClassname();
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if ( game.force_entnum )
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{
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game.force_entnum = false;
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edict = &g_edicts[ game.spawn_entnum ];
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LL_Remove( edict, next, prev );
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G_InitEdict( edict );
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LL_Add( &active_edicts, edict, next, prev );
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}
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else
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{
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edict = G_Spawn ();
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}
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client = edict->client;
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edict->entity = this;
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entnum = edict->s.number;
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m = G_GetSpawnArg( "classname" );
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if ( m )
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{
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strncpy( edict->entname, m, sizeof( edict->entname ) - 1 );
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}
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// spawning variables
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spawnflags = G_GetIntArg( "spawnflags" );
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if ( spawnflags & SPAWNFLAG_DETAIL )
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{
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edict->s.renderfx |= RF_DETAIL;
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}
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// rendering variables
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setAlpha( G_GetFloatArg( "alpha", 1.0f ) );
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setScale( G_GetFloatArg( "scale", 1.0f ) );
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minlight = G_GetIntArg( "minlight", 0 );
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if ( minlight )
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edict->s.renderfx |= RF_MINLIGHT;
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edict->s.lightofs = G_GetFloatArg( "lightoffset", 0 );
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if ( edict->s.lightofs )
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edict->s.renderfx |= RF_LIGHTOFFSET;
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viewheight = 0;
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light_level = 0;
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// Animation variables
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next_anim = -1;
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next_frame = -1;
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frame_delta = "0 0 0";
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next_anim_delta = "0 0 0";
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next_anim_time = 0;
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total_delta = "0 0 0";
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animDoneEvent = NULL;
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animating = false;
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last_frame_in_anim = 0;
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last_animation_time = -1;
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num_frames_in_gun_anim = 0;
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// team variables
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teamchain = NULL;
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teammaster = NULL;
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m = G_GetSpawnArg( "team" );
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if ( m )
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{
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|
moveteam = str( m );
|
||
|
}
|
||
|
|
||
|
// physics variables
|
||
|
contents = 0;
|
||
|
mass = 0;
|
||
|
gravity = 1.0;
|
||
|
groundentity = NULL;
|
||
|
groundsurface = NULL;
|
||
|
groundentity_linkcount = 0;
|
||
|
bindmaster = NULL;
|
||
|
velocity = vec_zero;
|
||
|
avelocity = vec_zero;
|
||
|
|
||
|
SetGravityAxis( G_GetIntArg( "gravityaxis", 0 ) );
|
||
|
|
||
|
// model binding variables
|
||
|
numchildren = 0;
|
||
|
memset( &children, 0, sizeof( children ) );
|
||
|
|
||
|
setOrigin( G_GetSpawnArg( "origin" ) );
|
||
|
worldorigin.copyTo( edict->s.old_origin );
|
||
|
|
||
|
setMoveType( MOVETYPE_NONE );
|
||
|
setSolidType( SOLID_NOT );
|
||
|
|
||
|
// targeting variables
|
||
|
SetTargetName( G_GetSpawnArg( "targetname" ) );
|
||
|
SetTarget( G_GetSpawnArg( "target" ) );
|
||
|
|
||
|
//### extended targeting stuff
|
||
|
SetTargetName2( G_GetSpawnArg( "targetname2" ) );
|
||
|
SetTarget2( G_GetSpawnArg( "target2" ) );
|
||
|
SetTarget3( G_GetSpawnArg( "target3" ) );
|
||
|
SetTarget4( G_GetSpawnArg( "target4" ) );
|
||
|
//###
|
||
|
|
||
|
// Character state
|
||
|
health = 0;
|
||
|
max_health = 0;
|
||
|
deadflag = DEAD_NO;
|
||
|
flags = 0;
|
||
|
|
||
|
// underwater variables
|
||
|
watertype = 0;
|
||
|
waterlevel = 0;
|
||
|
|
||
|
// Pain and damage variables
|
||
|
takedamage = DAMAGE_NO;
|
||
|
enemy = NULL;
|
||
|
pain_finished = 0;
|
||
|
damage_debounce_time = 0;
|
||
|
|
||
|
m = G_GetSpawnArg( "model" );
|
||
|
if ( m )
|
||
|
{
|
||
|
setModel( m );
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// see if we have a mins and maxs set for this model
|
||
|
//
|
||
|
if ( gi.IsModel( edict->s.modelindex ) && !mins.length() && !maxs.length())
|
||
|
{
|
||
|
vec3_t tempmins, tempmaxs;
|
||
|
gi.CalculateBounds( edict->s.modelindex, edict->s.scale, tempmins, tempmaxs );
|
||
|
setSize( tempmins, tempmaxs );
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// get the number of groups for this model
|
||
|
//
|
||
|
edict->s.numgroups = gi.NumGroups( edict->s.modelindex );
|
||
|
|
||
|
m = G_GetSpawnArg( "bind" );
|
||
|
if ( m )
|
||
|
{
|
||
|
str name;
|
||
|
|
||
|
ev = new Event( EV_Bind );
|
||
|
|
||
|
// construct an object name
|
||
|
name = "$";
|
||
|
name += m;
|
||
|
ev->AddString( name );
|
||
|
|
||
|
// Wait until all entities are spawned.
|
||
|
PostEvent( ev, 0 );
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// initialize tesselation variables
|
||
|
//
|
||
|
tess_max_size = size.length() / 4;
|
||
|
tess_min_size = tess_max_size / 3;
|
||
|
|
||
|
if ( tess_min_size < 8 )
|
||
|
{
|
||
|
tess_min_size = 8;
|
||
|
}
|
||
|
|
||
|
if ( tess_max_size <= tess_min_size )
|
||
|
{
|
||
|
tess_max_size = tess_min_size * 2;
|
||
|
}
|
||
|
|
||
|
tess_thickness = tess_min_size;
|
||
|
tess_percentage = TESS_DEFAULT_PERCENT;
|
||
|
}
|
||
|
|
||
|
Entity::~Entity()
|
||
|
{
|
||
|
Container<Entity *> bindlist;
|
||
|
Entity *ent;
|
||
|
int num;
|
||
|
int i;
|
||
|
|
||
|
// unbind any entities that are bound to me
|
||
|
// can't unbind within this loop, so make an array
|
||
|
// and unbind them outside of it.
|
||
|
num = 0;
|
||
|
for( ent = teamchain; ent; ent = ent->teamchain )
|
||
|
{
|
||
|
if ( ent->bindmaster == this )
|
||
|
{
|
||
|
bindlist.AddObject( ent );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
num = bindlist.NumObjects();
|
||
|
for( i = 1; i <= num; i++ )
|
||
|
{
|
||
|
bindlist.ObjectAt( i )->unbind();
|
||
|
}
|
||
|
|
||
|
bindlist.FreeObjectList();
|
||
|
|
||
|
unbind();
|
||
|
quitTeam();
|
||
|
detach();
|
||
|
|
||
|
//
|
||
|
// go through and set our children
|
||
|
//
|
||
|
num = numchildren;
|
||
|
for( i = 0; ( i < MAX_MODEL_CHILDREN ) && num; i++ )
|
||
|
{
|
||
|
if ( !children[ i ] )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
ent = ( Entity * )G_GetEntity( children[ i ] );
|
||
|
ent->PostEvent( EV_Remove, 0 );
|
||
|
num--;
|
||
|
}
|
||
|
|
||
|
if ( targetname.length() && world )
|
||
|
{
|
||
|
world->RemoveTargetEntity( targetname, this );
|
||
|
}
|
||
|
//### extended targeting stuff
|
||
|
if ( targetname2.length() && world )
|
||
|
{
|
||
|
world->RemoveTargetEntity( targetname2, this );
|
||
|
}
|
||
|
//###
|
||
|
|
||
|
this->CancelPendingEvents();
|
||
|
G_FreeEdict( edict );
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::SetEntNum
|
||
|
(
|
||
|
int num
|
||
|
)
|
||
|
|
||
|
{
|
||
|
if ( edict )
|
||
|
{
|
||
|
G_FreeEdict( edict );
|
||
|
}
|
||
|
|
||
|
edict = &g_edicts[ num ];
|
||
|
LL_Remove( edict, next, prev );
|
||
|
G_InitEdict( edict );
|
||
|
LL_Add( &active_edicts, edict, next, prev );
|
||
|
|
||
|
client = edict->client;
|
||
|
edict->entity = this;
|
||
|
entnum = num;
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::GetEntName
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
strncpy( edict->entname, getClassname(), sizeof( edict->entname ) - 1 );
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::SetTarget
|
||
|
(
|
||
|
const char *text
|
||
|
)
|
||
|
|
||
|
{
|
||
|
if ( text )
|
||
|
{
|
||
|
target = text;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
target = "";
|
||
|
}
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::SetTargetName
|
||
|
(
|
||
|
const char *text
|
||
|
)
|
||
|
|
||
|
{
|
||
|
if ( targetname.length() && world )
|
||
|
{
|
||
|
world->RemoveTargetEntity( targetname, this );
|
||
|
}
|
||
|
|
||
|
if ( text )
|
||
|
{
|
||
|
if ( text[ 0 ] == '$' )
|
||
|
text++;
|
||
|
targetname = text;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
targetname = "";
|
||
|
}
|
||
|
|
||
|
if ( targetname.length() && world )
|
||
|
{
|
||
|
world->AddTargetEntity( targetname, this );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::SetKillTarget
|
||
|
(
|
||
|
const char *text
|
||
|
)
|
||
|
|
||
|
{
|
||
|
if ( text )
|
||
|
{
|
||
|
killtarget = text;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
killtarget = "";
|
||
|
}
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL int Entity::modelIndex
|
||
|
(
|
||
|
const char *mdl
|
||
|
)
|
||
|
{
|
||
|
str name;
|
||
|
|
||
|
assert( mdl );
|
||
|
|
||
|
if ( !mdl )
|
||
|
{
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
// Prepend 'models/' to make things easier
|
||
|
if ( !strchr( mdl, '*' ) && !strchr( mdl, '\\' ) && !strchr( mdl, '/' ) )
|
||
|
{
|
||
|
name = "models/";
|
||
|
}
|
||
|
|
||
|
name += mdl;
|
||
|
|
||
|
return gi.modelindex( name.c_str() );
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::setModel
|
||
|
(
|
||
|
const char *mdl
|
||
|
)
|
||
|
|
||
|
{
|
||
|
str temp;
|
||
|
|
||
|
if ( !mdl )
|
||
|
{
|
||
|
mdl = "";
|
||
|
}
|
||
|
|
||
|
// Prepend 'models/' to make things easier
|
||
|
temp = "";
|
||
|
if ( !strchr( mdl, '*' ) && !strchr( mdl, '\\' ) && !strchr( mdl, '/' ) )
|
||
|
{
|
||
|
temp = "models/";
|
||
|
}
|
||
|
temp += mdl;
|
||
|
|
||
|
// we use a temp string so that if model was passed into here, we don't
|
||
|
// accidentally free up the string that we're using in the process.
|
||
|
model = temp;
|
||
|
|
||
|
gi.setmodel( edict, model.c_str() );
|
||
|
|
||
|
if ( gi.IsModel( edict->s.modelindex ) )
|
||
|
{
|
||
|
Event *ev;
|
||
|
|
||
|
edict->s.numgroups = gi.NumGroups( edict->s.modelindex );
|
||
|
|
||
|
if ( !LoadingSavegame )
|
||
|
{
|
||
|
CancelEventsOfType( EV_ProcessInitCommands );
|
||
|
|
||
|
ev = new Event( EV_ProcessInitCommands );
|
||
|
ev->AddInteger( edict->s.modelindex );
|
||
|
PostEvent( ev, 0 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Sanity check to see if we're expecting a B-Model
|
||
|
assert( !( ( edict->solid == SOLID_BSP ) && !edict->s.modelindex ) );
|
||
|
if ( ( edict->solid == SOLID_BSP ) && !edict->s.modelindex )
|
||
|
{
|
||
|
const char *name;
|
||
|
|
||
|
name = getClassID();
|
||
|
if ( !name )
|
||
|
{
|
||
|
name = getClassname();
|
||
|
}
|
||
|
gi.dprintf( "%s with SOLID_BSP and no model - '%s'(%d)\n", name, targetname.c_str(), entnum );
|
||
|
|
||
|
// Make it non-solid so that the collision code doesn't kick us out.
|
||
|
setSolidType( SOLID_NOT );
|
||
|
}
|
||
|
|
||
|
mins = edict->mins;
|
||
|
maxs = edict->maxs;
|
||
|
size = edict->size;
|
||
|
}
|
||
|
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::ProcessInitCommands
|
||
|
(
|
||
|
int index
|
||
|
)
|
||
|
|
||
|
{
|
||
|
sinmdl_cmd_t *cmds;
|
||
|
|
||
|
if ( LoadingSavegame )
|
||
|
{
|
||
|
// Don't process init commands when loading a savegame since
|
||
|
// it will cause items to be added to inventories unnecessarily.
|
||
|
// All variables affected by the init commands will be set
|
||
|
// by the unarchive functions.
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
cmds = gi.InitCommands( index );
|
||
|
if (cmds)
|
||
|
{
|
||
|
int i, j;
|
||
|
Event *event;
|
||
|
|
||
|
for (i=0;i<cmds->num_cmds;i++)
|
||
|
{
|
||
|
event = new Event( cmds->cmds[i].args[0] );
|
||
|
for(j=1;j<cmds->cmds[i].num_args;j++)
|
||
|
{
|
||
|
event->AddToken( cmds->cmds[i].args[j] );
|
||
|
}
|
||
|
ProcessEvent( event );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::ProcessInitCommandsEvent
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
int index;
|
||
|
|
||
|
index = ev->GetInteger( 1 );
|
||
|
ProcessInitCommands( index );
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::EventHideModel
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
hideModel();
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::EventShowModel
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
showModel();
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::setAlpha
|
||
|
(
|
||
|
float alpha
|
||
|
)
|
||
|
|
||
|
{
|
||
|
if ( alpha > 1.0f )
|
||
|
{
|
||
|
alpha = 1.0f;
|
||
|
}
|
||
|
if ( alpha < 0 )
|
||
|
{
|
||
|
alpha = 0;
|
||
|
}
|
||
|
translucence = 1.0f - alpha;
|
||
|
edict->s.alpha = alpha;
|
||
|
edict->s.renderfx &= ~RF_TRANSLUCENT;
|
||
|
|
||
|
if ( ( translucence > 0 ) && ( translucence <= 1.0 ) )
|
||
|
{
|
||
|
edict->s.renderfx |= RF_TRANSLUCENT;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::setScale
|
||
|
(
|
||
|
float scale
|
||
|
)
|
||
|
|
||
|
{
|
||
|
if ( scale > 255.0f )
|
||
|
{
|
||
|
scale = 255.0f;
|
||
|
}
|
||
|
if ( scale < 0.004f )
|
||
|
{
|
||
|
scale = 0.004f;
|
||
|
}
|
||
|
edict->s.scale = scale;
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::setSolidType
|
||
|
(
|
||
|
solid_t type
|
||
|
)
|
||
|
|
||
|
{
|
||
|
if (
|
||
|
( !LoadingSavegame ) &&
|
||
|
( type == SOLID_BSP ) &&
|
||
|
( this != world ) &&
|
||
|
(
|
||
|
!model.length() ||
|
||
|
(
|
||
|
( model[ 0 ] != '*' ) &&
|
||
|
( !strstr( model.c_str(), ".bsp" ) )
|
||
|
)
|
||
|
)
|
||
|
)
|
||
|
{
|
||
|
error( "setSolidType", "SOLID_BSP entity at x%.2f y%.2f z%.2f with no BSP model", worldorigin[ 0 ], worldorigin[ 1 ], worldorigin[ 2 ] );
|
||
|
}
|
||
|
edict->solid = type;
|
||
|
link();
|
||
|
|
||
|
edict->svflags &= ~SVF_NOCLIENT;
|
||
|
if ( hidden() )
|
||
|
{
|
||
|
edict->svflags |= SVF_NOCLIENT;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::setSize
|
||
|
(
|
||
|
Vector min,
|
||
|
Vector max
|
||
|
)
|
||
|
|
||
|
{
|
||
|
Vector delta;
|
||
|
|
||
|
if ( flags & FL_ROTATEDBOUNDS )
|
||
|
{
|
||
|
vec3_t tempmins, tempmaxs;
|
||
|
float mat[3][3];
|
||
|
|
||
|
//
|
||
|
// rotate the mins and maxs for the model
|
||
|
//
|
||
|
min.copyTo( tempmins );
|
||
|
max.copyTo( tempmaxs );
|
||
|
|
||
|
VectorCopy( orientation[ 0 ], mat[ 0 ] );
|
||
|
VectorNegate( orientation[ 1 ], mat[ 1 ] );
|
||
|
VectorCopy( orientation[ 2 ], mat[ 2 ] );
|
||
|
|
||
|
CalculateRotatedBounds2( mat, tempmins, tempmaxs );
|
||
|
|
||
|
mins = Vector( tempmins );
|
||
|
maxs = Vector( tempmaxs );
|
||
|
size = max - min;
|
||
|
|
||
|
mins.copyTo( edict->mins );
|
||
|
maxs.copyTo( edict->maxs );
|
||
|
size.copyTo( edict->size );
|
||
|
mins.copyTo( edict->fullmins );
|
||
|
maxs.copyTo( edict->fullmaxs );
|
||
|
edict->fullradius = size.length() * 0.5;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( ( min == edict->mins ) && ( max == edict->maxs ) )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
mins = min;
|
||
|
maxs = max;
|
||
|
size = max - min;
|
||
|
|
||
|
mins.copyTo( edict->mins );
|
||
|
maxs.copyTo( edict->maxs );
|
||
|
size.copyTo( edict->size );
|
||
|
|
||
|
//
|
||
|
// get the full mins and maxs for this model
|
||
|
//
|
||
|
if ( gi.IsModel( edict->s.modelindex ) )
|
||
|
{
|
||
|
Vector delta;
|
||
|
vec3_t fmins;
|
||
|
vec3_t fmaxs;
|
||
|
const gravityaxis_t &grav = gravity_axis[ gravaxis ];
|
||
|
|
||
|
gi.CalculateBounds( edict->s.modelindex, edict->s.scale, fmins, fmaxs );
|
||
|
edict->fullmins[ 0 ] = fmins[ grav.x ];
|
||
|
edict->fullmaxs[ 0 ] = fmaxs[ grav.x ];
|
||
|
|
||
|
if ( grav.sign > 0 )
|
||
|
{
|
||
|
edict->fullmins[ 1 ] = fmins[ grav.y ];
|
||
|
edict->fullmins[ 2 ] = fmins[ grav.z ];
|
||
|
edict->fullmaxs[ 1 ] = fmaxs[ grav.y ];
|
||
|
edict->fullmaxs[ 2 ] = fmaxs[ grav.z ];
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
edict->fullmins[ 1 ] = -fmaxs[ grav.y ];
|
||
|
edict->fullmins[ 2 ] = -fmaxs[ grav.z ];
|
||
|
edict->fullmaxs[ 1 ] = -fmins[ grav.y ];
|
||
|
edict->fullmaxs[ 2 ] = -fmins[ grav.z ];
|
||
|
}
|
||
|
|
||
|
delta = Vector( edict->fullmaxs ) - Vector( edict->fullmins );
|
||
|
edict->fullradius = delta.length() * 0.5f;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
mins.copyTo( edict->fullmins );
|
||
|
maxs.copyTo( edict->fullmaxs );
|
||
|
edict->fullradius = size.length() * 0.5;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
link();
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL Vector Entity::getLocalVector
|
||
|
(
|
||
|
Vector vec
|
||
|
)
|
||
|
|
||
|
{
|
||
|
Vector pos;
|
||
|
|
||
|
pos[ 0 ] = vec * orientation[ 0 ];
|
||
|
pos[ 1 ] = vec * orientation[ 1 ];
|
||
|
pos[ 2 ] = vec * orientation[ 2 ];
|
||
|
|
||
|
return pos;
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL Vector Entity::getParentVector
|
||
|
(
|
||
|
Vector vec
|
||
|
)
|
||
|
|
||
|
{
|
||
|
Vector pos;
|
||
|
|
||
|
if ( !bindmaster )
|
||
|
{
|
||
|
return vec;
|
||
|
}
|
||
|
|
||
|
pos[ 0 ] = vec * bindmaster->orientation[ 0 ];
|
||
|
pos[ 1 ] = vec * bindmaster->orientation[ 1 ];
|
||
|
pos[ 2 ] = vec * bindmaster->orientation[ 2 ];
|
||
|
|
||
|
return pos;
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::link
|
||
|
(
|
||
|
void
|
||
|
)
|
||
|
|
||
|
{
|
||
|
gi.linkentity( edict );
|
||
|
absmin = edict->absmin;
|
||
|
absmax = edict->absmax;
|
||
|
centroid = ( absmin + absmax ) * 0.5;
|
||
|
centroid.copyTo( edict->centroid );
|
||
|
|
||
|
// If this has a parent, then set the areanum the same
|
||
|
// as the parent's
|
||
|
if ( edict->s.parent )
|
||
|
{
|
||
|
edict->areanum = g_edicts[ edict->s.parent ].areanum;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::setOrigin
|
||
|
(
|
||
|
Vector org
|
||
|
)
|
||
|
|
||
|
{
|
||
|
Entity * ent;
|
||
|
int i, num;
|
||
|
|
||
|
origin = org;
|
||
|
if ( bindmaster )
|
||
|
{
|
||
|
MatrixTransformVector( origin.vec3(), bindmaster->orientation, worldorigin.vec3() );
|
||
|
worldorigin += bindmaster->worldorigin;
|
||
|
worldorigin.copyTo( edict->s.vieworigin );
|
||
|
}
|
||
|
else if ( edict->s.parent )
|
||
|
{
|
||
|
org.copyTo( edict->s.vieworigin );
|
||
|
ent = ( Entity * )G_GetEntity( edict->s.parent );
|
||
|
worldorigin = ent->centroid;
|
||
|
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
worldorigin = origin;
|
||
|
worldorigin.copyTo( edict->s.vieworigin );
|
||
|
}
|
||
|
|
||
|
worldorigin.copyTo( edict->s.origin );
|
||
|
link();
|
||
|
|
||
|
//
|
||
|
// go through and set our children
|
||
|
//
|
||
|
num = numchildren;
|
||
|
for( i = 0; ( i < MAX_MODEL_CHILDREN ) && num; i++ )
|
||
|
{
|
||
|
if ( !children[ i ] )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
ent = ( Entity * )G_GetEntity( children[ i ] );
|
||
|
ent->setOrigin( ent->origin );
|
||
|
num--;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL qboolean Entity::GetBone
|
||
|
(
|
||
|
const char *name,
|
||
|
Vector *pos,
|
||
|
Vector *forward,
|
||
|
Vector *right,
|
||
|
Vector *up
|
||
|
)
|
||
|
|
||
|
{
|
||
|
vec3_t trans[ 3 ];
|
||
|
vec3_t p1, p2;
|
||
|
vec3_t orient;
|
||
|
int groupindex;
|
||
|
int tri_num;
|
||
|
|
||
|
// get the bone information
|
||
|
if ( !gi.GetBoneInfo( edict->s.modelindex, name, &groupindex, &tri_num, orient) )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
if ( !gi.GetBoneTransform( edict->s.modelindex, groupindex, tri_num, orient, edict->s.anim, edict->s.frame,
|
||
|
edict->s.scale, trans, p1 ) )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( forward || right || up )
|
||
|
{
|
||
|
R_ConcatRotations( trans, orientation, trans );
|
||
|
}
|
||
|
|
||
|
if ( pos )
|
||
|
{
|
||
|
MatrixTransformVector( p1, orientation, p2 );
|
||
|
*pos = Vector( p2 );
|
||
|
}
|
||
|
if ( forward )
|
||
|
{
|
||
|
*forward = Vector( trans[ 0 ] );
|
||
|
}
|
||
|
if ( right )
|
||
|
{
|
||
|
*right = Vector( trans[ 1 ] );
|
||
|
}
|
||
|
if ( up )
|
||
|
{
|
||
|
*up = Vector( trans[ 2 ] );
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::setAngles
|
||
|
(
|
||
|
Vector ang
|
||
|
)
|
||
|
|
||
|
{
|
||
|
Entity * ent;
|
||
|
float mat[3][3];
|
||
|
int num,i;
|
||
|
|
||
|
angles[ 0 ] = angmod( ang[ 0 ] );
|
||
|
angles[ 1 ] = angmod( ang[ 1 ] );
|
||
|
angles[ 2 ] = angmod( ang[ 2 ] );
|
||
|
|
||
|
if ( bindmaster )
|
||
|
{
|
||
|
AnglesToMat( angles.vec3(), mat );
|
||
|
R_ConcatRotations( mat, bindmaster->orientation, orientation );
|
||
|
MatrixToEulerAngles( orientation, worldangles.vec3() );
|
||
|
worldangles.copyTo( edict->s.viewangles );
|
||
|
}
|
||
|
else if (edict->s.parent)
|
||
|
{
|
||
|
float trans[3][3];
|
||
|
float local_trans[3][3];
|
||
|
vec3_t p1;
|
||
|
|
||
|
ent = ( Entity * )G_GetEntity( edict->s.parent );
|
||
|
ang.copyTo( edict->s.viewangles );
|
||
|
|
||
|
//### added fake "origin" bone that acts like modelindexes in Quake2
|
||
|
if(edict->s.bone.tri_num == BONE_ORIGIN)
|
||
|
{
|
||
|
//gi.dprintf("fake 'origin' bone: setAngles\n");
|
||
|
// angles = ent->angles;
|
||
|
AnglesToMat(angles.vec3(), mat);
|
||
|
R_ConcatRotations(mat, ent->orientation, orientation);
|
||
|
MatrixToEulerAngles(orientation, worldangles.vec3());
|
||
|
// worldangles = angles;
|
||
|
// AnglesToMat(worldangles.vec3(), orientation);
|
||
|
// worldangles.copyTo(edict->s.viewangles);
|
||
|
}
|
||
|
// if ( gi.GetBoneTransform( ent->edict->s.modelindex, edict->s.bone.group_num, edict->s.bone.tri_num, edict->s.bone.orientation,
|
||
|
// ent->edict->s.anim, ent->edict->s.frame, ent->edict->s.scale, trans, p1 ) )
|
||
|
else if ( gi.GetBoneTransform( ent->edict->s.modelindex, edict->s.bone.group_num, edict->s.bone.tri_num, edict->s.bone.orientation,
|
||
|
ent->edict->s.anim, ent->edict->s.frame, ent->edict->s.scale, trans, p1 ) )
|
||
|
//###
|
||
|
{
|
||
|
AnglesToMat( angles.vec3(), mat );
|
||
|
R_ConcatRotations( mat, trans, local_trans );
|
||
|
R_ConcatRotations( local_trans, ent->orientation, orientation );
|
||
|
MatrixToEulerAngles( orientation, worldangles.vec3() );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
worldangles = angles;
|
||
|
AnglesToMat( worldangles.vec3(), orientation );
|
||
|
worldangles.copyTo( edict->s.viewangles );
|
||
|
}
|
||
|
|
||
|
worldangles.copyTo( edict->s.angles );
|
||
|
|
||
|
// Fill the edicts matrix
|
||
|
VectorCopy( orientation[ 0 ], edict->s.mat[ 0 ] );
|
||
|
VectorCopy( orientation[ 1 ], edict->s.mat[ 1 ] );
|
||
|
VectorCopy( orientation[ 2 ], edict->s.mat[ 2 ] );
|
||
|
|
||
|
//
|
||
|
// go through and set our children
|
||
|
//
|
||
|
num = numchildren;
|
||
|
for (i=0;(i < MAX_MODEL_CHILDREN) && num;i++)
|
||
|
{
|
||
|
if (!children[i])
|
||
|
continue;
|
||
|
ent = ( Entity * )G_GetEntity( children[i] );
|
||
|
ent->setAngles( ent->angles );
|
||
|
num--;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL qboolean Entity::droptofloor
|
||
|
(
|
||
|
float maxfall
|
||
|
)
|
||
|
|
||
|
{
|
||
|
trace_t trace;
|
||
|
Vector end;
|
||
|
|
||
|
end = origin;
|
||
|
end[ 2 ]-= maxfall;
|
||
|
origin += "0 0 1";
|
||
|
|
||
|
trace = G_Trace( origin, mins, maxs, end, this, MASK_SOLID, "Entity::droptofloor" );
|
||
|
if ( trace.fraction == 1 || trace.allsolid )
|
||
|
{
|
||
|
groundentity = NULL;
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
setOrigin( trace.endpos );
|
||
|
|
||
|
groundentity = trace.ent;
|
||
|
groundentity_linkcount = trace.ent->linkcount;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
void Entity::Damage
|
||
|
(
|
||
|
Entity *inflictor,
|
||
|
Entity *attacker,
|
||
|
int damage,
|
||
|
Vector position,
|
||
|
Vector direction,
|
||
|
Vector normal,
|
||
|
int knockback,
|
||
|
int dflags,
|
||
|
int meansofdeath,
|
||
|
int groupnum,
|
||
|
int trinum,
|
||
|
float damage_multiplier
|
||
|
)
|
||
|
|
||
|
{
|
||
|
Event *ev;
|
||
|
|
||
|
if ( !attacker )
|
||
|
{
|
||
|
attacker = world;
|
||
|
}
|
||
|
if ( !inflictor )
|
||
|
{
|
||
|
inflictor = world;
|
||
|
}
|
||
|
|
||
|
ev = new Event( EV_Damage );
|
||
|
ev->AddInteger( damage );
|
||
|
ev->AddEntity ( inflictor );
|
||
|
ev->AddEntity ( attacker );
|
||
|
ev->AddVector ( position );
|
||
|
ev->AddVector ( direction );
|
||
|
ev->AddVector ( normal );
|
||
|
ev->AddInteger( knockback );
|
||
|
ev->AddInteger( dflags );
|
||
|
ev->AddInteger( meansofdeath );
|
||
|
ev->AddInteger( groupnum );
|
||
|
ev->AddInteger( trinum );
|
||
|
ev->AddFloat ( damage_multiplier );
|
||
|
ProcessEvent ( ev );
|
||
|
}
|
||
|
|
||
|
void Entity::DamageEvent
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
Entity *inflictor;
|
||
|
Entity *attacker;
|
||
|
int damage;
|
||
|
Vector dir;
|
||
|
Vector momentum;
|
||
|
Event *event;
|
||
|
float m;
|
||
|
|
||
|
if ( ( takedamage == DAMAGE_NO ) || ( movetype == MOVETYPE_NOCLIP ) )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
damage = ev->GetInteger( 1 );
|
||
|
inflictor = ev->GetEntity( 2 );
|
||
|
attacker = ev->GetEntity( 3 );
|
||
|
|
||
|
// figure momentum add
|
||
|
if ( ( inflictor != world ) &&
|
||
|
( movetype != MOVETYPE_NONE ) &&
|
||
|
( movetype != MOVETYPE_BOUNCE ) &&
|
||
|
( movetype != MOVETYPE_PUSH ) &&
|
||
|
( movetype != MOVETYPE_STOP ) )
|
||
|
{
|
||
|
dir = worldorigin - ( inflictor->worldorigin + ( inflictor->mins + inflictor->maxs ) * 0.5 );
|
||
|
dir.normalize();
|
||
|
|
||
|
if ( mass < 50)
|
||
|
{
|
||
|
m = 50;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m = mass;
|
||
|
}
|
||
|
|
||
|
momentum = dir * damage * ( 1700.0 / m );
|
||
|
velocity += momentum;
|
||
|
}
|
||
|
|
||
|
// check for godmode or invincibility
|
||
|
if ( flags & FL_GODMODE )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Forcefields make objects invulnerable
|
||
|
if ( flags & FL_FORCEFIELD )
|
||
|
{
|
||
|
float alpha;
|
||
|
float radius;
|
||
|
Entity *forcefield;
|
||
|
//
|
||
|
// spawn forcefield
|
||
|
//
|
||
|
forcefield = new Entity;
|
||
|
|
||
|
radius = ( centroid - worldorigin ).length();
|
||
|
forcefield->setModel( "sphere2.def" );
|
||
|
forcefield->setOrigin( centroid );
|
||
|
forcefield->worldorigin.copyTo(forcefield->edict->s.old_origin);
|
||
|
forcefield->setMoveType( MOVETYPE_NONE );
|
||
|
forcefield->setSolidType( SOLID_NOT );
|
||
|
forcefield->edict->s.scale = radius / 16;
|
||
|
alpha = damage / 100;
|
||
|
if ( alpha > 1 )
|
||
|
alpha = 1;
|
||
|
if ( alpha < 0.15f )
|
||
|
alpha = 0.15f;
|
||
|
forcefield->edict->s.alpha = alpha;
|
||
|
forcefield->edict->s.renderfx |= RF_TRANSLUCENT;
|
||
|
forcefield->PostEvent( EV_Remove, 0.1f );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// team play damage avoidance
|
||
|
//if ( ( global->teamplay == 1 ) && ( edict->team > 0 ) && ( edict->team == attacker->edict->team ) )
|
||
|
// {
|
||
|
// return;
|
||
|
// }
|
||
|
|
||
|
if ( !deathmatch->value && isSubclassOf( Player ) )
|
||
|
{
|
||
|
damage *= 0.15;
|
||
|
}
|
||
|
|
||
|
if ( deadflag )
|
||
|
{
|
||
|
// Check for gib.
|
||
|
if ( inflictor->isSubclassOf( Projectile ) )
|
||
|
{
|
||
|
Event *gibEv;
|
||
|
|
||
|
health -= damage;
|
||
|
|
||
|
gibEv = new Event( EV_Gib );
|
||
|
gibEv->AddEntity( this );
|
||
|
gibEv->AddFloat( health );
|
||
|
ProcessEvent( gibEv );
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// do the damage
|
||
|
health -= damage;
|
||
|
if ( health <= 0 )
|
||
|
{
|
||
|
if ( attacker )
|
||
|
{
|
||
|
event = new Event( EV_GotKill );
|
||
|
event->AddEntity( this );
|
||
|
event->AddInteger( damage );
|
||
|
event->AddEntity( inflictor );
|
||
|
// location based damage
|
||
|
event->AddString( ev->GetString( 4 ) );
|
||
|
event->AddInteger( ev->GetInteger( 9 ) );
|
||
|
event->AddInteger( 0 );
|
||
|
attacker->ProcessEvent( event );
|
||
|
}
|
||
|
|
||
|
event = new Event( EV_Killed );
|
||
|
event->AddEntity( attacker );
|
||
|
event->AddInteger( damage );
|
||
|
event->AddEntity( inflictor );
|
||
|
// location based damage
|
||
|
event->AddString( ev->GetString( 4 ) );
|
||
|
event->AddInteger( ev->GetInteger( 9 ) ); //### needed for the Hoverbike
|
||
|
ProcessEvent( event );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (flags & FL_TESSELATE)
|
||
|
{
|
||
|
TesselateModel
|
||
|
(
|
||
|
this,
|
||
|
tess_min_size,
|
||
|
tess_max_size,
|
||
|
dir,
|
||
|
damage,
|
||
|
tess_percentage*0.5f,
|
||
|
tess_thickness,
|
||
|
ev->GetVector( 5 )
|
||
|
);
|
||
|
}
|
||
|
|
||
|
if (flags & FL_DARKEN)
|
||
|
{
|
||
|
edict->s.renderfx |= RF_LIGHTOFFSET;
|
||
|
if ( max_health )
|
||
|
{
|
||
|
edict->s.lightofs = - ( 40.0f * ( (float)(max_health - health) / (float)max_health ) );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
edict->s.lightofs -= damage;
|
||
|
}
|
||
|
if ( edict->s.lightofs < -127 )
|
||
|
edict->s.lightofs = -127;
|
||
|
if ( edict->s.lightofs > 127 )
|
||
|
edict->s.lightofs = 127;
|
||
|
}
|
||
|
|
||
|
event = new Event( EV_Pain );
|
||
|
event->AddFloat( damage );
|
||
|
event->AddEntity( attacker );
|
||
|
// location based damage
|
||
|
event->AddString( ev->GetString( 4 ) );
|
||
|
ProcessEvent( event );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
CanDamage
|
||
|
|
||
|
Returns true if the inflictor can directly damage the target. Used for
|
||
|
explosions and melee attacks.
|
||
|
============
|
||
|
*/
|
||
|
qboolean Entity::CanDamage
|
||
|
(
|
||
|
Entity *target
|
||
|
)
|
||
|
|
||
|
{
|
||
|
trace_t trace;
|
||
|
Vector pos;
|
||
|
|
||
|
// bmodels need special checking because their origin is 0,0,0
|
||
|
if ( target->getMoveType() == MOVETYPE_PUSH )
|
||
|
{
|
||
|
pos = ( target->absmin + target->absmax ) * 0.5;
|
||
|
trace = G_Trace( origin, vec_origin, vec_origin, pos, this, MASK_SHOT, "Entity::CanDamage 1" );
|
||
|
if ( trace.fraction == 1 || trace.ent == target->edict )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
trace = G_Trace( origin, vec_origin, vec_origin, target->centroid, this, MASK_SHOT, "Entity::CanDamage 2" );
|
||
|
if ( trace.fraction == 1 || trace.ent == target->edict )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
pos = target->centroid + Vector( 15, 15, 0 );
|
||
|
trace = G_Trace( origin, vec_origin, vec_origin, pos, this, MASK_SHOT, "Entity::CanDamage 3" );
|
||
|
if ( trace.fraction == 1 || trace.ent == target->edict )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
pos = target->centroid + Vector( -15, 15, 0 );
|
||
|
trace = G_Trace( origin, vec_zero, vec_zero, pos, this, MASK_SHOT, "Entity::CanDamage 4" );
|
||
|
if ( trace.fraction == 1 || trace.ent == target->edict )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
pos = target->centroid + Vector( 15, -15, 0 );
|
||
|
trace = G_Trace( origin, vec_zero, vec_zero, pos, this, MASK_SHOT, "Entity::CanDamage 5" );
|
||
|
if ( trace.fraction == 1 || trace.ent == target->edict )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
pos = target->centroid + Vector( -15, -15, 0 );
|
||
|
trace = G_Trace( origin, vec_zero, vec_zero, pos, this, MASK_SHOT, "Entity::CanDamage 6" );
|
||
|
if ( trace.fraction == 1 || trace.ent == target->edict )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL qboolean Entity::IsTouching
|
||
|
(
|
||
|
Entity *e1
|
||
|
)
|
||
|
|
||
|
{
|
||
|
if ( e1->absmin.x > absmax.x )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
if ( e1->absmin.y > absmax.y )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
if ( e1->absmin.z > absmax.z )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
if ( e1->absmax.x < absmin.x )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
if ( e1->absmax.y < absmin.y )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
if ( e1->absmax.z < absmin.z )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
void Entity::StopAnimating
|
||
|
(
|
||
|
void
|
||
|
)
|
||
|
|
||
|
{
|
||
|
// Cancel all animating events
|
||
|
last_animation_time = -1;
|
||
|
animating = false;
|
||
|
total_delta = vec_zero;
|
||
|
if ( animDoneEvent )
|
||
|
{
|
||
|
CancelEventsOfType( animDoneEvent );
|
||
|
delete animDoneEvent;
|
||
|
animDoneEvent = NULL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void Entity::StartAnimating
|
||
|
(
|
||
|
void
|
||
|
)
|
||
|
|
||
|
{
|
||
|
// start animating
|
||
|
AnimateFrame();
|
||
|
animating = true;
|
||
|
}
|
||
|
|
||
|
void Entity::NextAnim
|
||
|
(
|
||
|
int animnum
|
||
|
)
|
||
|
|
||
|
{
|
||
|
if ( ( animnum >= 0 ) && ( animnum < gi.NumAnims( edict->s.modelindex ) ) )
|
||
|
{
|
||
|
next_anim = animnum;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// bad value
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// get the next anim delta
|
||
|
gi.Anim_Delta( edict->s.modelindex, next_anim, next_anim_delta.vec3() );
|
||
|
next_anim_delta *= edict->s.scale;
|
||
|
|
||
|
// get the next anim time
|
||
|
next_anim_time = gi.Anim_Time( edict->s.modelindex, next_anim );
|
||
|
NextFrame( 0 );
|
||
|
}
|
||
|
|
||
|
void Entity::NextFrame
|
||
|
(
|
||
|
int framenum
|
||
|
)
|
||
|
|
||
|
{
|
||
|
if ( ( framenum >= 0 ) && ( framenum <= last_frame_in_anim ) )
|
||
|
{
|
||
|
next_frame = framenum;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// bad value
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void Entity::AnimateFrame
|
||
|
(
|
||
|
void
|
||
|
)
|
||
|
|
||
|
{
|
||
|
float delta;
|
||
|
sinmdl_cmd_t * cmds;
|
||
|
Event *ev;
|
||
|
int i;
|
||
|
int j;
|
||
|
|
||
|
//
|
||
|
// see if we have already animated this frame
|
||
|
//
|
||
|
if (
|
||
|
( level.time == last_animation_time ) &&
|
||
|
( next_anim < 0 ) &&
|
||
|
( next_frame == edict->s.frame + 1 )
|
||
|
)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// see if we have an anim change pending
|
||
|
if (next_anim >= 0)
|
||
|
{
|
||
|
edict->s.anim = next_anim;
|
||
|
last_frame_in_anim = gi.Anim_NumFrames( edict->s.modelindex, edict->s.anim ) - 1;
|
||
|
next_anim = -1;
|
||
|
if ( edict->s.gunmodelindex )
|
||
|
{
|
||
|
const char * animname;
|
||
|
animname = gi.Anim_NameForNum( edict->s.modelindex, edict->s.anim );
|
||
|
//
|
||
|
// see if the anim exists in the world model
|
||
|
//
|
||
|
edict->s.gunanim = gi.Anim_Random( edict->s.gunmodelindex, animname );
|
||
|
if ( edict->s.gunanim < 0 )
|
||
|
{
|
||
|
//
|
||
|
// see if at least we have an idle
|
||
|
//
|
||
|
edict->s.gunanim = gi.Anim_Random( edict->s.gunmodelindex, "idle" );
|
||
|
}
|
||
|
if ( edict->s.gunanim >= 0 )
|
||
|
{
|
||
|
num_frames_in_gun_anim = gi.Anim_NumFrames( edict->s.gunmodelindex, edict->s.gunanim );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
edict->s.gunanim = 0;
|
||
|
num_frames_in_gun_anim = 0;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// see if we have a frame change pending
|
||
|
if (next_frame >= 0)
|
||
|
{
|
||
|
edict->s.frame = next_frame;
|
||
|
next_frame = -1;
|
||
|
}
|
||
|
#if 0
|
||
|
{
|
||
|
const char * animname;
|
||
|
animname = gi.Anim_NameForNum( edict->s.modelindex, edict->s.anim );
|
||
|
warning( "aframe", "%d anim %s frame %d", entnum, animname, edict->s.frame );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
delta = gi.Frame_Time( edict->s.modelindex, edict->s.anim, edict->s.frame );
|
||
|
if ( !delta )
|
||
|
{
|
||
|
delta = FRAMETIME;
|
||
|
}
|
||
|
next_frame = edict->s.frame + ( int )( ( float )FRAMETIME / delta );
|
||
|
|
||
|
// should never be greater...but just in case
|
||
|
if ( ( edict->s.frame >= last_frame_in_anim ) || ( next_frame > last_frame_in_anim ) )
|
||
|
{
|
||
|
PostEvent( EV_LastFrame, 0 );
|
||
|
if ( animDoneEvent )
|
||
|
{
|
||
|
PostEvent( animDoneEvent, 0 );
|
||
|
animDoneEvent = NULL;
|
||
|
}
|
||
|
next_frame -= last_frame_in_anim+1;
|
||
|
}
|
||
|
|
||
|
// get the current frame delta
|
||
|
gi.Frame_Delta( edict->s.modelindex, edict->s.anim, edict->s.frame, frame_delta.vec3() );
|
||
|
total_delta += frame_delta * edict->s.scale;
|
||
|
cmds = gi.Frame_Commands( edict->s.modelindex, edict->s.anim, edict->s.frame );
|
||
|
if ( cmds )
|
||
|
{
|
||
|
for( i = 0; i < cmds->num_cmds; i++ )
|
||
|
{
|
||
|
ev = new Event( cmds->cmds[ i ].args[ 0 ] );
|
||
|
for( j = 1; j < cmds->cmds[ i ].num_args; j++ )
|
||
|
{
|
||
|
ev->AddToken( cmds->cmds[ i ].args[ j ] );
|
||
|
}
|
||
|
ProcessEvent( ev );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
last_animation_time = level.time;
|
||
|
//
|
||
|
// check to see if we have a secondary animation system going on here
|
||
|
//
|
||
|
if ( edict->s.gunmodelindex )
|
||
|
{
|
||
|
if ( num_frames_in_gun_anim > 1 )
|
||
|
{
|
||
|
edict->s.gunframe = ( edict->s.frame * num_frames_in_gun_anim ) / ( last_frame_in_anim + 1 );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
edict->s.gunframe = 0;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void Entity::RandomAnimate
|
||
|
(
|
||
|
const char *animname,
|
||
|
Event *endevent
|
||
|
)
|
||
|
|
||
|
{
|
||
|
int num;
|
||
|
|
||
|
num = gi.Anim_Random( edict->s.modelindex, animname );
|
||
|
|
||
|
//
|
||
|
// if we have an event that hasn't been processed, kill the current one
|
||
|
//
|
||
|
if ( animDoneEvent )
|
||
|
{
|
||
|
CancelEventsOfType( animDoneEvent );
|
||
|
delete animDoneEvent;
|
||
|
animDoneEvent = NULL;
|
||
|
}
|
||
|
//
|
||
|
// see if we even have a valid animation at all
|
||
|
//
|
||
|
if ( num == -1 )
|
||
|
{
|
||
|
if ( endevent )
|
||
|
{
|
||
|
PostEvent( endevent, FRAMETIME );
|
||
|
}
|
||
|
|
||
|
animDoneEvent = NULL;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
NextAnim( num );
|
||
|
|
||
|
animDoneEvent = endevent;
|
||
|
if ( !animating )
|
||
|
{
|
||
|
StartAnimating();
|
||
|
}
|
||
|
last_animation_time = -1;
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::joinTeam
|
||
|
(
|
||
|
Entity *teammember
|
||
|
)
|
||
|
|
||
|
{
|
||
|
Entity *ent;
|
||
|
Entity *master;
|
||
|
Entity *prev;
|
||
|
Entity *next;
|
||
|
|
||
|
if ( teammaster && ( teammaster != this ) )
|
||
|
{
|
||
|
quitTeam();
|
||
|
}
|
||
|
|
||
|
assert( teammember );
|
||
|
if ( !teammember )
|
||
|
{
|
||
|
warning( "joinTeam", "Null entity" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
master = teammember->teammaster;
|
||
|
if ( !master )
|
||
|
{
|
||
|
master = teammember;
|
||
|
teammember->teammaster = teammember;
|
||
|
teammember->teamchain = this;
|
||
|
|
||
|
// make anyone who's bound to me part of the new team
|
||
|
for( ent = teamchain; ent != NULL; ent = ent->teamchain )
|
||
|
{
|
||
|
ent->teammaster = master;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// skip past the chain members bound to the entity we're teaming up with
|
||
|
prev = teammember;
|
||
|
next = teammember->teamchain;
|
||
|
if ( bindmaster )
|
||
|
{
|
||
|
// if we have a bindmaster, joing after any entities bound to the entity
|
||
|
// we're joining
|
||
|
while( next && next->isBoundTo( teammember ) )
|
||
|
{
|
||
|
prev = next;
|
||
|
next = next->teamchain;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// if we're not bound to someone, then put us at the end of the team
|
||
|
while( next )
|
||
|
{
|
||
|
prev = next;
|
||
|
next = next->teamchain;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// make anyone who's bound to me part of the new team and
|
||
|
// also find the last member of my team
|
||
|
for( ent = this; ent->teamchain != NULL; ent = ent->teamchain )
|
||
|
{
|
||
|
ent->teamchain->teammaster = master;
|
||
|
}
|
||
|
|
||
|
prev->teamchain = this;
|
||
|
ent->teamchain = next;
|
||
|
}
|
||
|
|
||
|
teammaster = master;
|
||
|
flags |= FL_TEAMSLAVE;
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::quitTeam
|
||
|
(
|
||
|
void
|
||
|
)
|
||
|
|
||
|
{
|
||
|
Entity *ent;
|
||
|
|
||
|
if ( !teammaster )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( teammaster == this )
|
||
|
{
|
||
|
if ( !teamchain->teamchain )
|
||
|
{
|
||
|
teamchain->teammaster = NULL;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// make next teammate the teammaster
|
||
|
for( ent = teamchain; ent; ent = ent->teamchain )
|
||
|
{
|
||
|
ent->teammaster = teamchain;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
teamchain->flags &= ~FL_TEAMSLAVE;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
assert( flags & FL_TEAMSLAVE );
|
||
|
assert( teammaster->teamchain );
|
||
|
|
||
|
ent = teammaster;
|
||
|
while( ent->teamchain != this )
|
||
|
{
|
||
|
// this should never happen
|
||
|
assert( ent->teamchain );
|
||
|
|
||
|
ent = ent->teamchain;
|
||
|
}
|
||
|
|
||
|
ent->teamchain = teamchain;
|
||
|
|
||
|
if ( !teammaster->teamchain )
|
||
|
{
|
||
|
teammaster->teammaster = NULL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
teammaster = NULL;
|
||
|
teamchain = NULL;
|
||
|
flags &= ~FL_TEAMSLAVE;
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::EventQuitTeam
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
quitTeam();
|
||
|
}
|
||
|
|
||
|
qboolean Entity::isBoundTo
|
||
|
(
|
||
|
Entity *master
|
||
|
)
|
||
|
|
||
|
{
|
||
|
Entity *ent;
|
||
|
|
||
|
for( ent = bindmaster; ent != NULL; ent = ent->bindmaster )
|
||
|
{
|
||
|
if ( ent == master )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::bind
|
||
|
(
|
||
|
Entity *master
|
||
|
)
|
||
|
|
||
|
{
|
||
|
float mat[ 3 ][ 3 ];
|
||
|
float local[ 3 ][ 3 ];
|
||
|
Vector ang;
|
||
|
|
||
|
assert( master );
|
||
|
if ( !master )
|
||
|
{
|
||
|
warning( "bind", "Null master entity" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( master == this )
|
||
|
{
|
||
|
warning( "bind", "Trying to bind to oneself." );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// unbind myself from my master
|
||
|
unbind();
|
||
|
|
||
|
bindmaster = master;
|
||
|
|
||
|
// We are now separated from our previous team and are either
|
||
|
// an individual, or have a team of our own. Now we can join
|
||
|
// the new bindmaster's team. Bindmaster must be set before
|
||
|
// joining the team, or we will be placed in the wrong position
|
||
|
// on the team.
|
||
|
joinTeam( master );
|
||
|
|
||
|
// calculate local angles
|
||
|
TransposeMatrix( bindmaster->orientation, mat );
|
||
|
R_ConcatRotations( mat, orientation, local );
|
||
|
MatrixToEulerAngles( local, ang.vec3() );
|
||
|
setAngles( ang );
|
||
|
|
||
|
setOrigin( getParentVector( origin - bindmaster->worldorigin ) );
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::unbind
|
||
|
(
|
||
|
void
|
||
|
)
|
||
|
|
||
|
{
|
||
|
Entity *prev;
|
||
|
Entity *next;
|
||
|
Entity *last;
|
||
|
Entity *ent;
|
||
|
|
||
|
if ( !bindmaster )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
//bindmaster = NULL;
|
||
|
|
||
|
origin = Vector( edict->s.origin );
|
||
|
angles = Vector( edict->s.angles );
|
||
|
|
||
|
if ( !teammaster )
|
||
|
{
|
||
|
bindmaster = NULL;
|
||
|
//Teammaster already has been freed
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// We're still part of a team, so that means I have to extricate myself
|
||
|
// and any entities that are bound to me from the old team.
|
||
|
// Find the node previous to me in the team
|
||
|
prev = teammaster;
|
||
|
|
||
|
for( ent = teammaster->teamchain; ent && ( ent != this ); ent = ent->teamchain )
|
||
|
{
|
||
|
prev = ent;
|
||
|
}
|
||
|
|
||
|
// If ent is not pointing to me, then something is very wrong.
|
||
|
assert( ent );
|
||
|
if ( !ent )
|
||
|
{
|
||
|
error( "unbind", "corrupt team chain\n" );
|
||
|
}
|
||
|
|
||
|
// Find the last node in my team that is bound to me.
|
||
|
// Also find the first node not bound to me, if one exists.
|
||
|
last = this;
|
||
|
for( next = teamchain; next != NULL; next = next->teamchain )
|
||
|
{
|
||
|
if ( !next->isBoundTo( this ) )
|
||
|
{
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
// Tell them I'm now the teammaster
|
||
|
next->teammaster = this;
|
||
|
last = next;
|
||
|
}
|
||
|
|
||
|
// disconnect the last member of our team from the old team
|
||
|
last->teamchain = NULL;
|
||
|
|
||
|
// connect up the previous member of the old team to the node that
|
||
|
// follow the last node bound to me (if one exists).
|
||
|
if ( teammaster != this )
|
||
|
{
|
||
|
prev->teamchain = next;
|
||
|
if ( !next && ( teammaster == prev ) )
|
||
|
{
|
||
|
prev->teammaster = NULL;
|
||
|
}
|
||
|
}
|
||
|
else if ( next )
|
||
|
{
|
||
|
// If we were the teammaster, then the nodes that were not bound to me are now
|
||
|
// a disconnected chain. Make them into their own team.
|
||
|
for( ent = next; ent->teamchain != NULL; ent = ent->teamchain )
|
||
|
{
|
||
|
ent->teammaster = next;
|
||
|
}
|
||
|
next->teammaster = next;
|
||
|
next->flags &= ~FL_TEAMSLAVE;
|
||
|
}
|
||
|
|
||
|
// If we don't have anyone on our team, then clear the team variables.
|
||
|
if ( teamchain )
|
||
|
{
|
||
|
// make myself my own team
|
||
|
teammaster = this;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// no longer a team
|
||
|
teammaster = NULL;
|
||
|
}
|
||
|
|
||
|
flags &= ~FL_TEAMSLAVE;
|
||
|
bindmaster = NULL;
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::EventUnbind
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
unbind();
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::FadeOut
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
PostEvent( EV_FadeOut, 0.1f );
|
||
|
|
||
|
edict->s.renderfx |= RF_TRANSLUCENT;
|
||
|
translucence += 0.03f;
|
||
|
if ( translucence >= 0.96f )
|
||
|
{
|
||
|
PostEvent( EV_Remove, 0 );
|
||
|
}
|
||
|
|
||
|
setAlpha( 1.0f - translucence );
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::Fade
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
float rate = ev->GetFloat( 1 );
|
||
|
|
||
|
edict->s.renderfx |= RF_TRANSLUCENT;
|
||
|
translucence += rate;
|
||
|
setAlpha( 1.0f - translucence );
|
||
|
|
||
|
if ( translucence <= 1 )
|
||
|
PostEvent( EV_FadeOut, 0.1f );
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::SetMassEvent
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
mass = ev->GetFloat( 1 );
|
||
|
}
|
||
|
|
||
|
void Entity::CheckGround
|
||
|
(
|
||
|
void
|
||
|
)
|
||
|
|
||
|
{
|
||
|
Vector point;
|
||
|
trace_t trace;
|
||
|
const gravityaxis_t &grav = gravity_axis[ gravaxis ];
|
||
|
|
||
|
if ( flags & ( FL_SWIM | FL_FLY ) )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( velocity[ grav.z ] > 100 )
|
||
|
{
|
||
|
groundentity = NULL;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// if the hull point one-quarter unit down is solid the entity is on ground
|
||
|
point = worldorigin;
|
||
|
point[ grav.z ] -= 0.25 * grav.sign;
|
||
|
trace = G_Trace( worldorigin, mins, maxs, point, this, MASK_MONSTERSOLID, "Entity::CheckGround" );
|
||
|
|
||
|
// check steepness
|
||
|
if ( ( ( trace.plane.normal[ grav.z ] * grav.sign ) <= 0.7 ) && !trace.startsolid )
|
||
|
{
|
||
|
groundentity = NULL;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
groundentity = trace.ent;
|
||
|
groundentity_linkcount = trace.ent->linkcount;
|
||
|
groundplane = trace.plane;
|
||
|
groundsurface = trace.surface;
|
||
|
groundcontents = trace.contents;
|
||
|
|
||
|
if ( !trace.startsolid && !trace.allsolid )
|
||
|
{
|
||
|
setOrigin( trace.endpos );
|
||
|
velocity[ grav.z ] = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//###
|
||
|
// NOTE: Didn't bother to make it work with gravaxis
|
||
|
void Entity::CheckCeilingGround (void)
|
||
|
{
|
||
|
Vector point;
|
||
|
trace_t trace;
|
||
|
// const gravityaxis_t &grav = gravity_axis[ gravaxis ];
|
||
|
|
||
|
if ( flags & ( FL_SWIM | FL_FLY ) )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// if ( velocity[ grav.z ] < -100 )
|
||
|
if ( velocity.z < -100 )
|
||
|
{
|
||
|
groundentity = NULL;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// if the hull point one-quarter unit down is solid the entity is on ground
|
||
|
point = worldorigin;
|
||
|
// point[ grav.z ] -= 0.25 * grav.sign;
|
||
|
point.z += 0.25;
|
||
|
trace = G_Trace( worldorigin, mins, maxs, point, this, MASK_MONSTERSOLID, "Entity::CheckCeilingGround" );
|
||
|
|
||
|
// check steepness
|
||
|
// if ( ( ( trace.plane.normal[ grav.z ] * grav.sign ) <= 0.7 ) && !trace.startsolid )
|
||
|
if(((trace.plane.normal[2]) >= -0.7 ) && !trace.startsolid)
|
||
|
{
|
||
|
groundentity = NULL;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
groundentity = trace.ent;
|
||
|
groundentity_linkcount = trace.ent->linkcount;
|
||
|
groundplane = trace.plane;
|
||
|
groundsurface = trace.surface;
|
||
|
groundcontents = trace.contents;
|
||
|
|
||
|
if ( !trace.startsolid && !trace.allsolid )
|
||
|
{
|
||
|
setOrigin( trace.endpos );
|
||
|
// velocity[ grav.z ] = 0;
|
||
|
velocity.z = 0;
|
||
|
}
|
||
|
}
|
||
|
//###
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::BecomeSolid
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
if ( ( model.length() ) && ( ( model[ 0 ] == '*' ) || ( strstr( model.c_str(), ".bsp" ) ) ) )
|
||
|
{
|
||
|
setSolidType( SOLID_BSP );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
setSolidType( SOLID_BBOX );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::BecomeNonSolid
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
setSolidType( SOLID_NOT );
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::Ghost
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
// Make not solid, but send still send over whether it is hidden or not
|
||
|
setSolidType( SOLID_NOT );
|
||
|
edict->svflags &= ~SVF_NOCLIENT;
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::PlaySound
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
char name[ 128 ];
|
||
|
float volume;
|
||
|
int channel;
|
||
|
float attenuation;
|
||
|
float pitch;
|
||
|
float timeofs;
|
||
|
float fadetime;
|
||
|
int flags;
|
||
|
int i;
|
||
|
|
||
|
//
|
||
|
// set defaults
|
||
|
//
|
||
|
name[0] = 0;
|
||
|
volume = 1.0f;
|
||
|
channel = CHAN_BODY;
|
||
|
attenuation = ATTN_NORM;
|
||
|
pitch = 1.0f;
|
||
|
timeofs = 0;
|
||
|
fadetime = 0;
|
||
|
flags = SOUND_SYNCH;
|
||
|
for ( i = 1 ; i <= ev->NumArgs() ; i++ )
|
||
|
{
|
||
|
switch (i-1)
|
||
|
{
|
||
|
case 0:
|
||
|
strcpy( name, ev->GetString( i ) );
|
||
|
break;
|
||
|
case 1:
|
||
|
volume = ev->GetFloat( i );
|
||
|
break;
|
||
|
case 2:
|
||
|
channel = ev->GetInteger( i );
|
||
|
break;
|
||
|
case 3:
|
||
|
attenuation = ev->GetFloat( i );
|
||
|
break;
|
||
|
case 4:
|
||
|
pitch = ev->GetFloat( i );
|
||
|
break;
|
||
|
case 5:
|
||
|
timeofs = ev->GetFloat( i );
|
||
|
break;
|
||
|
case 6:
|
||
|
fadetime = ev->GetFloat( i );
|
||
|
break;
|
||
|
case 7:
|
||
|
flags = ev->GetInteger( i );
|
||
|
break;
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
channel |= CHAN_NO_PHS_ADD;
|
||
|
sound( name, volume, channel, attenuation, pitch, timeofs, fadetime, flags );
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::StopSound
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
if (ev->NumArgs() < 1)
|
||
|
stopsound( CHAN_BODY );
|
||
|
else
|
||
|
stopsound( ev->GetInteger( 1 ) );
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::SetGravityAxis
|
||
|
(
|
||
|
int axis
|
||
|
)
|
||
|
|
||
|
{
|
||
|
Vector min;
|
||
|
Vector max;
|
||
|
|
||
|
if ( ( axis < 0 ) || ( axis > 5 ) )
|
||
|
{
|
||
|
axis = 0;
|
||
|
}
|
||
|
|
||
|
// don't do anything if the axis has been already set
|
||
|
if ( axis == gravaxis )
|
||
|
return;
|
||
|
|
||
|
edict->s.effects &= ~( EF_GRAVITY_AXIS_0 | EF_GRAVITY_AXIS_1 | EF_GRAVITY_AXIS_2 );
|
||
|
edict->s.effects |= GRAVITYAXIS_TO_EFFECTS( axis );
|
||
|
gravaxis = EFFECTS_TO_GRAVITYAXIS( edict->s.effects );
|
||
|
groundentity = NULL;
|
||
|
|
||
|
const gravityaxis_t &grav = gravity_axis[ gravaxis ];
|
||
|
|
||
|
min[ grav.x ] = mins[ 0 ];
|
||
|
min[ grav.y ] = mins[ 1 ] * grav.sign;
|
||
|
min[ grav.z ] = mins[ 2 ] * grav.sign;
|
||
|
max[ grav.x ] = maxs[ 0 ];
|
||
|
max[ grav.y ] = maxs[ 1 ] * grav.sign;
|
||
|
max[ grav.z ] = maxs[ 2 ] * grav.sign;
|
||
|
|
||
|
setSize( min, max );
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::GravityAxisEvent
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
SetGravityAxis( ev->GetInteger( 1 ) );
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::BindEvent
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
Entity *ent;
|
||
|
|
||
|
ent = ev->GetEntity( 1 );
|
||
|
if ( ent )
|
||
|
{
|
||
|
bind( ent );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::JoinTeam
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
Entity *ent;
|
||
|
|
||
|
ent = ev->GetEntity( 1 );
|
||
|
if ( ent )
|
||
|
{
|
||
|
joinTeam( ent );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::SetLight
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
edict->s.renderfx |= RF_DLIGHT;
|
||
|
edict->s.color_r = ev->GetFloat( 1 );
|
||
|
edict->s.color_g = ev->GetFloat( 2 );
|
||
|
edict->s.color_b = ev->GetFloat( 3 );
|
||
|
edict->s.radius = ev->GetFloat( 4 );
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::LightOn
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
edict->s.renderfx |= RF_DLIGHT;
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::LightOff
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
edict->s.renderfx &= ~RF_DLIGHT;
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::LightRed
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
edict->s.renderfx |= RF_DLIGHT;
|
||
|
edict->s.color_r = ev->GetFloat( 1 );
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::LightGreen
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
edict->s.renderfx |= RF_DLIGHT;
|
||
|
edict->s.color_g = ev->GetFloat( 1 );
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::LightBlue
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
edict->s.renderfx |= RF_DLIGHT;
|
||
|
edict->s.color_b = ev->GetFloat( 1 );
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::LightRadius
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
edict->s.renderfx |= RF_DLIGHT;
|
||
|
edict->s.radius = ev->GetFloat( 1 );
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::SetHealth
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
health = ev->GetFloat( 1 );
|
||
|
max_health = health;
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::SetSize
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
Vector min, max;
|
||
|
|
||
|
min = ev->GetVector( 1 );
|
||
|
max = ev->GetVector( 2 );
|
||
|
setSize( min, max );
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::SetScale
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
setScale( ev->GetFloat( 1 ) );
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::SetAlpha
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
setAlpha( ev->GetFloat( 1 ) );
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::SetOrigin
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
setOrigin( ev->GetVector( 1 ) );
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::SetTargetName
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
SetTargetName( ev->GetString( 1 ) );
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::SetTarget
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
SetTarget( ev->GetString( 1 ) );
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::SetKillTarget
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
SetKillTarget( ev->GetString( 1 ) );
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::SetAngles
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
setAngles( ev->GetVector( 1 ) );
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::CourseAnglesEvent
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
// Angles will be sent over the net as 8-bit values (default)
|
||
|
edict->s.effects &= ~EF_SMOOTHANGLES;
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::SmoothAnglesEvent
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
// Angles will be sent over the net as 16-bit values for smoother rotation (or slow rotation)
|
||
|
edict->s.effects |= EF_SMOOTHANGLES;
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::RegisterAlias
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
if ( ev->NumArgs() < 3 )
|
||
|
{
|
||
|
gi.Alias_Add( edict->s.modelindex, ev->GetString( 1 ), ev->GetString( 2 ), 1 );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
gi.Alias_Add( edict->s.modelindex, ev->GetString( 1 ), ev->GetString( 2 ), ev->GetInteger( 3 ) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::RegisterAliasAndCache
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
int length;
|
||
|
str realname;
|
||
|
const char * ptr;
|
||
|
|
||
|
realname = ev->GetString( 2 );
|
||
|
|
||
|
if ( ev->NumArgs() < 3 )
|
||
|
{
|
||
|
gi.Alias_Add( edict->s.modelindex, ev->GetString( 1 ), realname.c_str(), 1 );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
gi.Alias_Add( edict->s.modelindex, ev->GetString( 1 ), realname.c_str(), ev->GetInteger( 3 ) );
|
||
|
}
|
||
|
|
||
|
length = realname.length();
|
||
|
ptr = realname.c_str();
|
||
|
ptr += length - 4;
|
||
|
if ( ( length > 4 ) && ( !strcmpi( ptr, ".wav" ) ) )
|
||
|
{
|
||
|
gi.soundindex( realname.c_str() );
|
||
|
}
|
||
|
else if ( ( length > 4 ) && ( !strcmpi( ptr, ".def" ) ) )
|
||
|
{
|
||
|
gi.modelindex( realname.c_str() );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::positioned_sound
|
||
|
(
|
||
|
Vector origin,
|
||
|
str soundname,
|
||
|
float volume,
|
||
|
int channel,
|
||
|
int attenuation,
|
||
|
float pitch,
|
||
|
float timeofs,
|
||
|
float fadetime,
|
||
|
int flags
|
||
|
)
|
||
|
|
||
|
{
|
||
|
if ( soundname.length() )
|
||
|
{
|
||
|
gi.positioned_sound( worldorigin.vec3(), edict, channel, gi.soundindex( soundname.c_str() ),
|
||
|
volume, attenuation, timeofs, pitch, fadetime, flags );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
warning( "sound", "Null sample pointer" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::RandomPositionedSound
|
||
|
(
|
||
|
Vector origin,
|
||
|
str soundname,
|
||
|
float volume,
|
||
|
int channel,
|
||
|
int attenuation,
|
||
|
float pitch,
|
||
|
float timeofs,
|
||
|
float fadetime,
|
||
|
int flags
|
||
|
)
|
||
|
|
||
|
{
|
||
|
const char * name;
|
||
|
|
||
|
name = gi.GlobalAlias_FindRandom( soundname.c_str() );
|
||
|
if ( name )
|
||
|
{
|
||
|
positioned_sound( worldorigin, name, volume, channel, attenuation, pitch, timeofs, fadetime, flags );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
warning( "RandomPositionedSound", "Couldn't find alias for %s", soundname.c_str() );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::sound
|
||
|
(
|
||
|
str soundname,
|
||
|
float volume,
|
||
|
int channel,
|
||
|
int attenuation,
|
||
|
float pitch,
|
||
|
float timeofs,
|
||
|
float fadetime,
|
||
|
int flags
|
||
|
)
|
||
|
|
||
|
{
|
||
|
if ( soundname.length() )
|
||
|
{
|
||
|
gi.sound( edict, channel, gi.soundindex( soundname.c_str() ), volume,
|
||
|
attenuation, timeofs, pitch, fadetime, flags );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
warning( "sound", "Null sample pointer" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::RandomGlobalSound
|
||
|
(
|
||
|
str soundname,
|
||
|
float volume,
|
||
|
int channel,
|
||
|
int attenuation,
|
||
|
float pitch,
|
||
|
float timeofs,
|
||
|
float fadetime,
|
||
|
int flags
|
||
|
)
|
||
|
|
||
|
{
|
||
|
const char * name;
|
||
|
|
||
|
name = gi.GlobalAlias_FindRandom( soundname.c_str() );
|
||
|
if ( name )
|
||
|
{
|
||
|
sound( name, volume, channel, attenuation, pitch, timeofs, fadetime, flags );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
warning( "RandomGlobalSound", "Couldn't find alias for %s", soundname.c_str() );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::RandomSound
|
||
|
(
|
||
|
str soundname,
|
||
|
float volume,
|
||
|
int channel,
|
||
|
int attenuation,
|
||
|
float pitch,
|
||
|
float timeofs,
|
||
|
float fadetime,
|
||
|
int flags
|
||
|
)
|
||
|
|
||
|
{
|
||
|
str realname;
|
||
|
|
||
|
realname = GetRandomAlias( soundname );
|
||
|
sound( realname, volume, channel, attenuation, pitch, timeofs, fadetime, flags );
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::RandomSound
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
str name;
|
||
|
float volume;
|
||
|
int channel;
|
||
|
float attenuation;
|
||
|
float pitch;
|
||
|
float timeofs;
|
||
|
float fadetime;
|
||
|
int flags;
|
||
|
int i;
|
||
|
|
||
|
//
|
||
|
// set defaults
|
||
|
//
|
||
|
volume = 1.0f;
|
||
|
channel = CHAN_BODY;
|
||
|
attenuation = ATTN_NORM;
|
||
|
pitch = 1.0f;
|
||
|
timeofs = 0;
|
||
|
fadetime = 0;
|
||
|
flags = SOUND_SYNCH;
|
||
|
for ( i = 1 ; i <= ev->NumArgs() ; i++ )
|
||
|
{
|
||
|
switch (i-1)
|
||
|
{
|
||
|
case 0:
|
||
|
name = ev->GetString( i );
|
||
|
break;
|
||
|
case 1:
|
||
|
volume = ev->GetFloat( i );
|
||
|
break;
|
||
|
case 2:
|
||
|
channel = ev->GetInteger( i );
|
||
|
break;
|
||
|
case 3:
|
||
|
attenuation = ev->GetFloat( i );
|
||
|
break;
|
||
|
case 4:
|
||
|
pitch = ev->GetFloat( i );
|
||
|
break;
|
||
|
case 5:
|
||
|
timeofs = ev->GetFloat( i );
|
||
|
break;
|
||
|
case 6:
|
||
|
fadetime = ev->GetFloat( i );
|
||
|
break;
|
||
|
case 7:
|
||
|
flags = ev->GetInteger( i );
|
||
|
break;
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
channel |= CHAN_NO_PHS_ADD;
|
||
|
RandomSound( name, volume, channel, attenuation, pitch, timeofs, fadetime, flags );
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::RandomPHSSound
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
str name;
|
||
|
float volume;
|
||
|
int channel;
|
||
|
float attenuation;
|
||
|
float pitch;
|
||
|
float timeofs;
|
||
|
float fadetime;
|
||
|
int flags;
|
||
|
int i;
|
||
|
|
||
|
//
|
||
|
// set defaults
|
||
|
//
|
||
|
volume = 1.0f;
|
||
|
channel = CHAN_BODY;
|
||
|
attenuation = ATTN_NORM;
|
||
|
pitch = 1.0f;
|
||
|
timeofs = 0;
|
||
|
fadetime = 0;
|
||
|
flags = SOUND_SYNCH;
|
||
|
for ( i = 1 ; i <= ev->NumArgs() ; i++ )
|
||
|
{
|
||
|
switch (i-1)
|
||
|
{
|
||
|
case 0:
|
||
|
name = ev->GetString( i );
|
||
|
break;
|
||
|
case 1:
|
||
|
volume = ev->GetFloat( i );
|
||
|
break;
|
||
|
case 2:
|
||
|
channel = ev->GetInteger( i );
|
||
|
break;
|
||
|
case 3:
|
||
|
attenuation = ev->GetFloat( i );
|
||
|
break;
|
||
|
case 4:
|
||
|
pitch = ev->GetFloat( i );
|
||
|
break;
|
||
|
case 5:
|
||
|
timeofs = ev->GetFloat( i );
|
||
|
break;
|
||
|
case 6:
|
||
|
fadetime = ev->GetFloat( i );
|
||
|
break;
|
||
|
case 7:
|
||
|
flags = ev->GetInteger( i );
|
||
|
break;
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
RandomSound( name, volume, channel, attenuation, pitch, timeofs, fadetime, flags );
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::PHSSound
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
char name[ 128 ];
|
||
|
float volume;
|
||
|
int channel;
|
||
|
float attenuation;
|
||
|
float pitch;
|
||
|
float timeofs;
|
||
|
float fadetime;
|
||
|
int flags;
|
||
|
int i;
|
||
|
|
||
|
//
|
||
|
// set defaults
|
||
|
//
|
||
|
name[0] = 0;
|
||
|
volume = 1.0f;
|
||
|
channel = CHAN_BODY;
|
||
|
attenuation = ATTN_NORM;
|
||
|
pitch = 1.0f;
|
||
|
timeofs = 0;
|
||
|
fadetime = 0;
|
||
|
flags = SOUND_SYNCH;
|
||
|
for ( i = 1 ; i <= ev->NumArgs() ; i++ )
|
||
|
{
|
||
|
switch (i-1)
|
||
|
{
|
||
|
case 0:
|
||
|
strcpy( name, ev->GetString( i ) );
|
||
|
break;
|
||
|
case 1:
|
||
|
volume = ev->GetFloat( i );
|
||
|
break;
|
||
|
case 2:
|
||
|
channel = ev->GetInteger( i );
|
||
|
break;
|
||
|
case 3:
|
||
|
attenuation = ev->GetFloat( i );
|
||
|
break;
|
||
|
case 4:
|
||
|
pitch = ev->GetFloat( i );
|
||
|
break;
|
||
|
case 5:
|
||
|
timeofs = ev->GetFloat( i );
|
||
|
break;
|
||
|
case 6:
|
||
|
fadetime = ev->GetFloat( i );
|
||
|
break;
|
||
|
case 7:
|
||
|
flags = ev->GetInteger( i );
|
||
|
break;
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
sound( name, volume, channel, attenuation, pitch, timeofs, fadetime, flags );
|
||
|
}
|
||
|
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::EntitySound
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
edict->s.sound = gi.soundindex( ev->GetString( 1 ) );
|
||
|
if ( ev->NumArgs() > 1 )
|
||
|
{
|
||
|
int attenuation;
|
||
|
attenuation = ev->GetInteger( 2 );
|
||
|
if (attenuation > 3) attenuation = 3;
|
||
|
if (attenuation < 0) attenuation = 0;
|
||
|
edict->s.sound |= attenuation<<14;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
edict->s.sound |= ATTN_IDLE<<14;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::StopEntitySound
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
edict->s.sound = 0;
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::RandomEntitySound
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
const char * alias;
|
||
|
const char * soundname;
|
||
|
|
||
|
alias = ev->GetString( 1 );
|
||
|
|
||
|
soundname = gi.Alias_FindRandom( edict->s.modelindex, alias );
|
||
|
edict->s.sound = gi.soundindex( soundname );
|
||
|
if ( ev->NumArgs() > 1 )
|
||
|
{
|
||
|
int attenuation;
|
||
|
attenuation = ev->GetInteger( 2 );
|
||
|
if (attenuation > 3) attenuation = 3;
|
||
|
if (attenuation < 0) attenuation = 0;
|
||
|
edict->s.sound |= attenuation<<14;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
edict->s.sound |= ATTN_IDLE<<14;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::RandomGlobalEntitySound
|
||
|
(
|
||
|
str soundname,
|
||
|
int attenuation
|
||
|
)
|
||
|
|
||
|
{
|
||
|
const char * name;
|
||
|
|
||
|
name = gi.GlobalAlias_FindRandom( soundname.c_str() );
|
||
|
if ( name )
|
||
|
{
|
||
|
edict->s.sound = gi.soundindex( name );
|
||
|
|
||
|
bound( attenuation, 0, 3 );
|
||
|
edict->s.sound |= attenuation<<14;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
warning( "RandomGlobalEntitySound", "Couldn't find alias for %s", soundname.c_str() );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::RandomGlobalEntitySoundEvent
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
const char *alias;
|
||
|
int attenuation;
|
||
|
|
||
|
alias = ev->GetString( 1 );
|
||
|
|
||
|
attenuation = ATTN_IDLE;
|
||
|
if ( ev->NumArgs() > 1 )
|
||
|
{
|
||
|
attenuation = ev->GetInteger( 2 );
|
||
|
}
|
||
|
|
||
|
RandomGlobalEntitySound( alias, attenuation );
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL qboolean Entity::attach
|
||
|
(
|
||
|
int parent_entity_num,
|
||
|
int group_num,
|
||
|
int tri_num,
|
||
|
Vector orient
|
||
|
)
|
||
|
|
||
|
{
|
||
|
int i;
|
||
|
Entity * parent;
|
||
|
|
||
|
if ( entnum == parent_entity_num )
|
||
|
{
|
||
|
warning("attach","Trying to attach to oneself." );
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if (edict->s.parent)
|
||
|
detach();
|
||
|
//
|
||
|
// get the parent
|
||
|
//
|
||
|
parent = ( Entity * )G_GetEntity( parent_entity_num );
|
||
|
|
||
|
if (parent->numchildren < MAX_MODEL_CHILDREN)
|
||
|
{
|
||
|
//
|
||
|
// find a free spot in the parent
|
||
|
//
|
||
|
for ( i=0; i < MAX_MODEL_CHILDREN; i++ )
|
||
|
if (!parent->children[i])
|
||
|
{
|
||
|
break;
|
||
|
}
|
||
|
parent->children[i] = entnum;
|
||
|
parent->numchildren++;
|
||
|
edict->s.parent = parent_entity_num;
|
||
|
edict->s.bone.group_num = group_num;
|
||
|
edict->s.bone.tri_num = tri_num;
|
||
|
VectorCopy( orient.vec3(), edict->s.bone.orientation );
|
||
|
setOrigin( origin );
|
||
|
return true;
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::detach
|
||
|
(
|
||
|
void
|
||
|
)
|
||
|
|
||
|
{
|
||
|
int i;
|
||
|
int num;
|
||
|
Entity * parent;
|
||
|
|
||
|
if (!edict->s.parent)
|
||
|
return;
|
||
|
parent = ( Entity * )G_GetEntity( edict->s.parent );
|
||
|
if (!parent)
|
||
|
return;
|
||
|
for ( i=0,num = parent->numchildren; i < MAX_MODEL_CHILDREN; i++ )
|
||
|
{
|
||
|
if (!parent->children[i])
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
if (parent->children[i] == entnum)
|
||
|
{
|
||
|
parent->children[i] = 0;
|
||
|
parent->numchildren--;
|
||
|
break;
|
||
|
}
|
||
|
num--;
|
||
|
if (!num)
|
||
|
break;
|
||
|
}
|
||
|
edict->s.parent = 0;
|
||
|
|
||
|
//
|
||
|
// i don't think we want to do this automatically, we might later, but for right now lets not
|
||
|
//
|
||
|
//setOrigin( edict->origin + parent->origin );
|
||
|
}
|
||
|
|
||
|
void Entity::AnimEvent
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
int num;
|
||
|
|
||
|
num = gi.Anim_Random( edict->s.modelindex, ev->GetString( 1 ) );
|
||
|
NextAnim( num );
|
||
|
if ( !animating )
|
||
|
{
|
||
|
StartAnimating();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void Entity::StartAnimatingEvent
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
StartAnimating();
|
||
|
}
|
||
|
|
||
|
void Entity::StopAnimatingEvent
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
StopAnimating();
|
||
|
}
|
||
|
|
||
|
void Entity::EndAnimEvent
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
PostEvent( EV_LastFrame, 0 );
|
||
|
if ( animDoneEvent )
|
||
|
{
|
||
|
PostEvent( animDoneEvent, 0 );
|
||
|
animDoneEvent = NULL;
|
||
|
}
|
||
|
next_frame = 0;
|
||
|
}
|
||
|
|
||
|
void Entity::NextAnimEvent
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
int num;
|
||
|
|
||
|
num = gi.Anim_Random( edict->s.modelindex, ev->GetString( 1 ) );
|
||
|
NextAnim( num );
|
||
|
}
|
||
|
|
||
|
void Entity::NextFrameEvent
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
NextFrame( ev->GetInteger( 1 ) );
|
||
|
}
|
||
|
|
||
|
void Entity::PrevFrameEvent
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
edict->s.prevframe = ev->GetInteger( 1 );
|
||
|
}
|
||
|
|
||
|
void Entity::SetFrameEvent
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
int framenum;
|
||
|
|
||
|
framenum = ev->GetInteger( 1 );
|
||
|
edict->s.frame = framenum;
|
||
|
NextFrame( framenum + 1 );
|
||
|
}
|
||
|
|
||
|
void Entity::Tesselate(Event *ev)
|
||
|
{
|
||
|
Vector origin, dir, temp;
|
||
|
Entity * ent;
|
||
|
int i, power, min_size, max_size, thickness;
|
||
|
float percentage;
|
||
|
|
||
|
// dir is 1
|
||
|
// power is 2
|
||
|
// minsize is 3
|
||
|
// maxsize is 4
|
||
|
// percentage is 5
|
||
|
// thickness 6
|
||
|
// entity is 7
|
||
|
// origin 8
|
||
|
|
||
|
//
|
||
|
// initialize some variables
|
||
|
//
|
||
|
ent = this;
|
||
|
min_size = TESS_DEFAULT_MIN_SIZE;
|
||
|
max_size = TESS_DEFAULT_MIN_SIZE;
|
||
|
thickness = min_size;
|
||
|
percentage = TESS_DEFAULT_PERCENT;
|
||
|
VectorCopy( vec3_origin, origin );
|
||
|
VectorCopy( vec3_origin, dir );
|
||
|
|
||
|
for ( i = 1; i <= ev->NumArgs(); i++ )
|
||
|
{
|
||
|
switch( i )
|
||
|
{
|
||
|
case 1:
|
||
|
temp = ev->GetVector( i );
|
||
|
temp.AngleVectors( &dir, NULL, NULL );
|
||
|
break;
|
||
|
case 2:
|
||
|
power = ev->GetInteger( i );
|
||
|
break;
|
||
|
case 3:
|
||
|
min_size = ev->GetInteger( i );
|
||
|
break;
|
||
|
case 4:
|
||
|
max_size = ev->GetInteger( i );
|
||
|
break;
|
||
|
case 5:
|
||
|
percentage = ev->GetFloat( i );
|
||
|
break;
|
||
|
case 6:
|
||
|
thickness = ev->GetInteger( i );
|
||
|
break;
|
||
|
case 7:
|
||
|
ent = ev->GetEntity( i );
|
||
|
break;
|
||
|
case 8:
|
||
|
origin = ev->GetVector( i );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
TesselateModel
|
||
|
(
|
||
|
ent,
|
||
|
min_size,
|
||
|
max_size,
|
||
|
dir,
|
||
|
power,
|
||
|
percentage,
|
||
|
thickness,
|
||
|
origin
|
||
|
);
|
||
|
}
|
||
|
|
||
|
void Entity::SetShatterMinSize( Event *ev )
|
||
|
{
|
||
|
tess_min_size = ev->GetInteger( 1 );
|
||
|
}
|
||
|
|
||
|
void Entity::SetShatterMaxSize( Event *ev )
|
||
|
{
|
||
|
tess_max_size = ev->GetInteger( 1 );
|
||
|
}
|
||
|
|
||
|
void Entity::SetShatterThickness( Event *ev )
|
||
|
{
|
||
|
tess_thickness = ev->GetInteger( 1 );
|
||
|
}
|
||
|
|
||
|
void Entity::SetShatterPercentage( Event *ev )
|
||
|
{
|
||
|
tess_percentage = ev->GetFloat( 1 ) / 100.0f;;
|
||
|
}
|
||
|
|
||
|
void Entity::Flags( Event *ev )
|
||
|
{
|
||
|
const char *flag;
|
||
|
int mask;
|
||
|
int action;
|
||
|
int i;
|
||
|
|
||
|
#define FLAG_IGNORE 0
|
||
|
#define FLAG_SET 1
|
||
|
#define FLAG_CLEAR 2
|
||
|
#define FLAG_ADD 3
|
||
|
|
||
|
for ( i = 1; i <= ev->NumArgs(); i++ )
|
||
|
{
|
||
|
action = FLAG_IGNORE;
|
||
|
flag = ev->GetString( i );
|
||
|
switch( flag[0] )
|
||
|
{
|
||
|
case '+':
|
||
|
action = FLAG_ADD;
|
||
|
flag++;
|
||
|
break;
|
||
|
case '-':
|
||
|
action = FLAG_CLEAR;
|
||
|
flag++;
|
||
|
break;
|
||
|
default:
|
||
|
action = FLAG_SET;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if ( !stricmp( flag, "blood" ) )
|
||
|
mask = FL_BLOOD;
|
||
|
else if ( !stricmp( flag, "sparks" ) )
|
||
|
mask = FL_SPARKS;
|
||
|
else if ( !stricmp( flag, "shatter" ) )
|
||
|
mask = FL_TESSELATE;
|
||
|
else if ( !stricmp( flag, "blast" ) )
|
||
|
mask = FL_BLASTMARK;
|
||
|
else if ( !stricmp( flag, "die_shatter" ) )
|
||
|
mask = FL_DIE_TESSELATE;
|
||
|
else if ( !stricmp( flag, "explode" ) )
|
||
|
mask = FL_DIE_EXPLODE;
|
||
|
else if ( !stricmp( flag, "die_gibs" ) )
|
||
|
mask = FL_DIE_GIBS;
|
||
|
else if ( !stricmp( flag, "darken" ) )
|
||
|
mask = FL_DARKEN;
|
||
|
else if ( !stricmp( flag, "forcefield" ) )
|
||
|
mask = FL_FORCEFIELD;
|
||
|
else if ( !stricmp( flag, "stealth" ) )
|
||
|
mask = FL_STEALTH;
|
||
|
else
|
||
|
{
|
||
|
action = FLAG_IGNORE;
|
||
|
ev->Error( "Unknown flag '%s'", flag );
|
||
|
}
|
||
|
switch (action)
|
||
|
{
|
||
|
case FLAG_SET:
|
||
|
// preserver non-configurable bits
|
||
|
flags &= (FL_BLOOD - 1);
|
||
|
case FLAG_ADD:
|
||
|
flags |= mask;
|
||
|
break;
|
||
|
case FLAG_CLEAR:
|
||
|
flags &= ~mask;
|
||
|
break;
|
||
|
case FLAG_IGNORE:
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
if ( parentmode->value )
|
||
|
{
|
||
|
if ( flags & (FL_BLOOD|FL_DIE_GIBS) )
|
||
|
{
|
||
|
flags &= ~FL_BLOOD;
|
||
|
flags &= ~FL_DIE_GIBS;
|
||
|
edict->s.effects &= ~EF_WARM; //###
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void Entity::Effects( Event *ev )
|
||
|
{
|
||
|
const char *flag;
|
||
|
int mask=0;
|
||
|
int action;
|
||
|
int i;
|
||
|
|
||
|
#define FLAG_IGNORE 0
|
||
|
#define FLAG_SET 1
|
||
|
#define FLAG_CLEAR 2
|
||
|
#define FLAG_ADD 3
|
||
|
for ( i = 1; i <= ev->NumArgs(); i++ )
|
||
|
{
|
||
|
action = 0;
|
||
|
flag = ev->GetString( i );
|
||
|
switch( flag[0] )
|
||
|
{
|
||
|
case '+':
|
||
|
action = FLAG_ADD;
|
||
|
flag++;
|
||
|
break;
|
||
|
case '-':
|
||
|
action = FLAG_CLEAR;
|
||
|
flag++;
|
||
|
break;
|
||
|
default:
|
||
|
action = FLAG_SET;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if ( !stricmp( flag, "rotate" ) )
|
||
|
mask = EF_ROTATE;
|
||
|
else if ( !stricmp( flag, "rocket" ) )
|
||
|
mask = EF_ROCKET;
|
||
|
else if ( !stricmp( flag, "gib" ) )
|
||
|
mask = EF_GIB;
|
||
|
else if ( !stricmp( flag, "pulse" ) )
|
||
|
mask = EF_PULSE;
|
||
|
else if ( !stricmp( flag, "everyframe" ) )
|
||
|
mask = EF_EVERYFRAME;
|
||
|
else if ( !stricmp( flag, "autoanimate" ) )
|
||
|
mask = EF_AUTO_ANIMATE;
|
||
|
//###
|
||
|
else if ( !stricmp( flag, "warm" ) )
|
||
|
mask = EF_WARM;
|
||
|
else if ( !stricmp( flag, "stingerrocket" ) )
|
||
|
mask = EF_ANIMEROCKET;
|
||
|
else if ( !stricmp( flag, "flames" ) )
|
||
|
mask = EF_FLAMES;
|
||
|
else if ( !stricmp( flag, "plasma1" ) )
|
||
|
mask = EF_PLASMATRAIL1;
|
||
|
else if ( !stricmp( flag, "plasma2" ) )
|
||
|
mask = EF_PLASMATRAIL2;
|
||
|
else if ( !stricmp( flag, "thruster" ) )
|
||
|
mask = EF_HOVERTHRUST;
|
||
|
else if ( !stricmp( flag, "turbo" ) )
|
||
|
mask = EF_HOVERTURBO;
|
||
|
//###
|
||
|
else
|
||
|
{
|
||
|
action = FLAG_IGNORE;
|
||
|
ev->Error( "Unknown token %s.", flag );
|
||
|
}
|
||
|
|
||
|
switch (action)
|
||
|
{
|
||
|
case FLAG_SET:
|
||
|
case FLAG_ADD:
|
||
|
edict->s.effects |= mask;
|
||
|
break;
|
||
|
case FLAG_CLEAR:
|
||
|
edict->s.effects &= ~mask;
|
||
|
break;
|
||
|
case FLAG_IGNORE:
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void Entity::RenderEffects( Event *ev )
|
||
|
{
|
||
|
const char *flag;
|
||
|
int mask=0;
|
||
|
int action;
|
||
|
int i;
|
||
|
|
||
|
#define FLAG_IGNORE 0
|
||
|
#define FLAG_SET 1
|
||
|
#define FLAG_CLEAR 2
|
||
|
#define FLAG_ADD 3
|
||
|
|
||
|
for ( i = 1; i <= ev->NumArgs(); i++ )
|
||
|
{
|
||
|
action = 0;
|
||
|
flag = ev->GetString( i );
|
||
|
switch( flag[0] )
|
||
|
{
|
||
|
case '+':
|
||
|
action = FLAG_ADD;
|
||
|
flag++;
|
||
|
break;
|
||
|
case '-':
|
||
|
action = FLAG_CLEAR;
|
||
|
flag++;
|
||
|
break;
|
||
|
default:
|
||
|
action = FLAG_SET;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if ( !stricmp( flag, "minlight" ) )
|
||
|
mask = RF_MINLIGHT;
|
||
|
else if ( !stricmp( flag, "fullbright" ) )
|
||
|
mask = RF_FULLBRIGHT;
|
||
|
else if ( !stricmp( flag, "envmapped" ) )
|
||
|
mask = RF_ENVMAPPED;
|
||
|
else if ( !stricmp( flag, "glow" ) )
|
||
|
mask = RF_GLOW;
|
||
|
else if ( !stricmp( flag, "dontdraw" ) )
|
||
|
mask = RF_DONTDRAW;
|
||
|
else
|
||
|
{
|
||
|
action = FLAG_IGNORE;
|
||
|
ev->Error( "Unknown token %s.", flag );
|
||
|
}
|
||
|
|
||
|
switch (action)
|
||
|
{
|
||
|
case FLAG_SET:
|
||
|
case FLAG_ADD:
|
||
|
edict->s.renderfx |= mask;
|
||
|
break;
|
||
|
case FLAG_CLEAR:
|
||
|
edict->s.renderfx &= ~mask;
|
||
|
break;
|
||
|
case FLAG_IGNORE:
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void Entity::BroadcastSound
|
||
|
(
|
||
|
Event *soundevent,
|
||
|
int channel,
|
||
|
Event &event,
|
||
|
float radius
|
||
|
)
|
||
|
|
||
|
{
|
||
|
Sentient *ent;
|
||
|
Vector delta;
|
||
|
Event *ev;
|
||
|
str name;
|
||
|
float r2;
|
||
|
float dist2;
|
||
|
float volume;
|
||
|
float attenuation;
|
||
|
float pitch;
|
||
|
float timeofs;
|
||
|
float fadetime;
|
||
|
int flags;
|
||
|
int i;
|
||
|
int n;
|
||
|
#if 0
|
||
|
int count;
|
||
|
|
||
|
count = 0;
|
||
|
#endif
|
||
|
|
||
|
if ( ( ( int )event != ( int )NullEvent ) && !( this->flags & FL_NOTARGET ) )
|
||
|
{
|
||
|
r2 = radius * radius;
|
||
|
n = SentientList.NumObjects();
|
||
|
for( i = 1; i <= n; i++ )
|
||
|
{
|
||
|
ent = SentientList.ObjectAt( i );
|
||
|
if ( ent->deadflag || ( ent == this ) )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
delta = centroid - ent->centroid;
|
||
|
|
||
|
// dot product returns length squared
|
||
|
dist2 = delta * delta;
|
||
|
if (
|
||
|
( dist2 <= r2 ) &&
|
||
|
(
|
||
|
( edict->areanum == ent->edict->areanum ) ||
|
||
|
( gi.AreasConnected( edict->areanum, ent->edict->areanum ) )
|
||
|
)
|
||
|
)
|
||
|
|
||
|
{
|
||
|
ev = new Event( event );
|
||
|
ev->AddEntity( this );
|
||
|
ev->AddVector( worldorigin );
|
||
|
ent->PostEvent( ev, 0 );
|
||
|
#if 0
|
||
|
count++;
|
||
|
#endif
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#if 0
|
||
|
gi.dprintf( "Broadcast sound to %d entities\n", count );
|
||
|
#endif
|
||
|
|
||
|
if ( !soundevent->NumArgs() )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// set defaults
|
||
|
//
|
||
|
volume = 1.0f;
|
||
|
attenuation = ATTN_NORM;
|
||
|
pitch = 1.0f;
|
||
|
timeofs = 0;
|
||
|
fadetime = 0;
|
||
|
flags = 0;
|
||
|
for ( i = 1 ; i <= soundevent->NumArgs() ; i++ )
|
||
|
{
|
||
|
switch (i-1)
|
||
|
{
|
||
|
case 0:
|
||
|
name = soundevent->GetString( i );
|
||
|
break;
|
||
|
case 1:
|
||
|
volume = soundevent->GetFloat( i );
|
||
|
break;
|
||
|
case 2:
|
||
|
attenuation = soundevent->GetFloat( i );
|
||
|
break;
|
||
|
case 3:
|
||
|
pitch = soundevent->GetFloat( i );
|
||
|
break;
|
||
|
case 4:
|
||
|
timeofs = soundevent->GetFloat( i );
|
||
|
break;
|
||
|
case 5:
|
||
|
fadetime = soundevent->GetFloat( i );
|
||
|
break;
|
||
|
case 6:
|
||
|
flags = soundevent->GetInteger( i );
|
||
|
break;
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
RandomSound( name.c_str(), volume, channel, attenuation, pitch, timeofs, fadetime, flags );
|
||
|
}
|
||
|
|
||
|
void Entity::WeaponSound
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
BroadcastSound( ev, CHAN_WEAPON, EV_HeardWeapon, SOUND_WEAPON_RADIUS );
|
||
|
}
|
||
|
|
||
|
void Entity::MovementSound
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
static int movement_count = 0;
|
||
|
//
|
||
|
// movement sounds now happen very infrequently, unless this is a client
|
||
|
//
|
||
|
if ( isClient() || ( movement_count++ > 15 ) )
|
||
|
{
|
||
|
BroadcastSound( ev, CHAN_BODY, EV_HeardMovement, SOUND_MOVEMENT_RADIUS );
|
||
|
if ( movement_count > 15 )
|
||
|
movement_count = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void Entity::PainSound
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
BroadcastSound( ev, CHAN_VOICE, EV_HeardPain, SOUND_PAIN_RADIUS );
|
||
|
}
|
||
|
|
||
|
void Entity::DeathSound
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
BroadcastSound( ev, CHAN_VOICE, EV_HeardDeath, SOUND_DEATH_RADIUS );
|
||
|
}
|
||
|
|
||
|
void Entity::BreakingSound
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
BroadcastSound( ev, CHAN_AUTO, EV_HeardBreaking, SOUND_BREAKING_RADIUS );
|
||
|
}
|
||
|
|
||
|
void Entity::DoorSound
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
BroadcastSound( ev, CHAN_AUTO, EV_HeardDoor, SOUND_DOOR_RADIUS );
|
||
|
}
|
||
|
|
||
|
void Entity::MutantSound
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
BroadcastSound( ev, CHAN_VOICE, EV_HeardMutant, SOUND_MUTANT_RADIUS );
|
||
|
}
|
||
|
|
||
|
void Entity::VoiceSound
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
BroadcastSound( ev, CHAN_VOICE, EV_HeardVoice, SOUND_VOICE_RADIUS );
|
||
|
}
|
||
|
|
||
|
void Entity::MachineSound
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
BroadcastSound( ev, CHAN_AUTO, EV_HeardMachine, SOUND_MACHINE_RADIUS );
|
||
|
}
|
||
|
|
||
|
void Entity::RadioSound
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
BroadcastSound( ev, CHAN_VOICE, EV_HeardRadio, SOUND_RADIO_RADIUS );
|
||
|
}
|
||
|
|
||
|
void Entity::SpawnParticles
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
int i;
|
||
|
Vector norm;
|
||
|
int count;
|
||
|
int lightstyle;
|
||
|
|
||
|
norm = orientation[0];
|
||
|
count = 4;
|
||
|
lightstyle = 122;
|
||
|
for ( i = 1 ; i <= ev->NumArgs() ; i++ )
|
||
|
{
|
||
|
switch( i )
|
||
|
{
|
||
|
case 1:
|
||
|
norm = ev->GetVector( 1 );
|
||
|
break;
|
||
|
case 2:
|
||
|
count = ev->GetInteger( 2 );
|
||
|
break;
|
||
|
case 3:
|
||
|
lightstyle = ev->GetInteger( 3 );
|
||
|
break;
|
||
|
case 4:
|
||
|
flags = ev->GetInteger( 4 );
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
Particles( worldorigin, norm, count, lightstyle, flags );
|
||
|
}
|
||
|
|
||
|
void Entity::Prethink
|
||
|
(
|
||
|
void
|
||
|
)
|
||
|
|
||
|
{
|
||
|
}
|
||
|
|
||
|
void Entity::Postthink
|
||
|
(
|
||
|
void
|
||
|
)
|
||
|
|
||
|
{
|
||
|
}
|
||
|
|
||
|
void Entity::SetWaterType
|
||
|
(
|
||
|
void
|
||
|
)
|
||
|
|
||
|
{
|
||
|
qboolean isinwater;
|
||
|
|
||
|
watertype = gi.pointcontents( worldorigin.vec3() );
|
||
|
isinwater = watertype & MASK_WATER;
|
||
|
|
||
|
if ( isinwater )
|
||
|
{
|
||
|
waterlevel = 1;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
waterlevel = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void Entity::DamageSkin
|
||
|
(
|
||
|
trace_t * trace,
|
||
|
float damage
|
||
|
)
|
||
|
|
||
|
{
|
||
|
int group;
|
||
|
|
||
|
group = trace->intersect.parentgroup;
|
||
|
if ( !edict->s.groups[ group ] )
|
||
|
{
|
||
|
edict->s.groups[ group ]++;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void Entity::Kill
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
health = 0;
|
||
|
Damage( this, this, 10, worldorigin, vec_zero, vec_zero, 0, 0, MOD_SUICIDE, -1, -1, 1.0f );
|
||
|
}
|
||
|
|
||
|
|
||
|
void Entity::GroupModelEvent
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
const char * group_name;
|
||
|
const char * token;
|
||
|
int i, group_num, argnum, flags;
|
||
|
int mask;
|
||
|
int action;
|
||
|
qboolean do_all;
|
||
|
|
||
|
#define FLAG_IGNORE 0
|
||
|
#define FLAG_SET 1
|
||
|
#define FLAG_CLEAR 2
|
||
|
#define FLAG_ADD 3
|
||
|
|
||
|
do_all = false;
|
||
|
// "group" is first
|
||
|
group_name = ev->GetString( 1 );
|
||
|
if ( str( group_name ) != str( "all" ) )
|
||
|
{
|
||
|
group_num = gi.Group_NameToNum( edict->s.modelindex, group_name );
|
||
|
if (group_num < 0)
|
||
|
{
|
||
|
ev->Error( "group %s not found.", group_name );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
group_num = 0;
|
||
|
do_all = true;
|
||
|
}
|
||
|
flags = 0;
|
||
|
argnum = 2;
|
||
|
for ( i = argnum; i <= ev->NumArgs() ; i++ )
|
||
|
{
|
||
|
token = ev->GetString( i );
|
||
|
action = 0;
|
||
|
switch( token[0] )
|
||
|
{
|
||
|
case '+':
|
||
|
action = FLAG_ADD;
|
||
|
token++;
|
||
|
break;
|
||
|
case '-':
|
||
|
action = FLAG_CLEAR;
|
||
|
token++;
|
||
|
break;
|
||
|
default:
|
||
|
action = FLAG_SET;
|
||
|
break;
|
||
|
}
|
||
|
if (!strcmpi( token, "skin1"))
|
||
|
{
|
||
|
mask = MDL_GROUP_SKINOFFSET_BIT0;
|
||
|
}
|
||
|
else if (!strcmpi (token, "skin2"))
|
||
|
{
|
||
|
mask = MDL_GROUP_SKINOFFSET_BIT1;
|
||
|
}
|
||
|
else if (!strcmpi (token, "nodraw"))
|
||
|
{
|
||
|
mask = MDL_GROUP_NODRAW;
|
||
|
}
|
||
|
else if (!strcmpi (token, "envmapped"))
|
||
|
{
|
||
|
mask = MDL_GROUP_ENVMAPPED_SILVER;
|
||
|
}
|
||
|
else if (!strcmpi (token, "goldenvmapped"))
|
||
|
{
|
||
|
mask = MDL_GROUP_ENVMAPPED_GOLD;
|
||
|
}
|
||
|
else if (!strcmpi (token, "translucent33"))
|
||
|
{
|
||
|
mask = MDL_GROUP_TRANSLUCENT_33;
|
||
|
}
|
||
|
else if (!strcmpi (token, "translucent66"))
|
||
|
{
|
||
|
mask = MDL_GROUP_TRANSLUCENT_66;
|
||
|
}
|
||
|
else if (!strcmpi (token, "fullbright"))
|
||
|
{
|
||
|
mask = MDL_GROUP_FULLBRIGHT;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ev->Error( "Unknown token %s.", token );
|
||
|
action = FLAG_IGNORE;
|
||
|
}
|
||
|
for( ; group_num < edict->s.numgroups ; group_num++ )
|
||
|
{
|
||
|
switch (action)
|
||
|
{
|
||
|
case FLAG_SET:
|
||
|
// clear out group
|
||
|
edict->s.groups[ group_num ] = 0;
|
||
|
case FLAG_ADD:
|
||
|
edict->s.groups[ group_num ] |= mask;
|
||
|
break;
|
||
|
case FLAG_CLEAR:
|
||
|
edict->s.groups[ group_num ] &= ~mask;
|
||
|
break;
|
||
|
case FLAG_IGNORE:
|
||
|
break;
|
||
|
}
|
||
|
if ( !do_all )
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void Entity::DialogEvent
|
||
|
(
|
||
|
Event * ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
str name;
|
||
|
float volume;
|
||
|
int channel;
|
||
|
float attenuation;
|
||
|
float pitch;
|
||
|
float timeofs;
|
||
|
float fadetime;
|
||
|
int flags;
|
||
|
int i;
|
||
|
str icon_name;
|
||
|
str dialog_text;
|
||
|
|
||
|
if ( ( dialog->value == 1 ) || ( dialog->value == 3 ) )
|
||
|
{
|
||
|
icon_name = ev->GetString( 1 );
|
||
|
dialog_text = ev->GetString( 2 );
|
||
|
SendDialog( icon_name.c_str(), dialog_text.c_str() );
|
||
|
}
|
||
|
|
||
|
if ( ( dialog->value == 0 ) || ( dialog->value == 1 ) )
|
||
|
return;
|
||
|
|
||
|
//
|
||
|
// set defaults
|
||
|
//
|
||
|
volume = 1.0f;
|
||
|
channel = CHAN_DIALOG_SECONDARY | CHAN_NO_PHS_ADD;
|
||
|
attenuation = ATTN_NORM;
|
||
|
pitch = 1.0f;
|
||
|
timeofs = 0;
|
||
|
fadetime = 0;
|
||
|
flags = SOUND_SYNCH;
|
||
|
for ( i = 3 ; i <= ev->NumArgs() ; i++ )
|
||
|
{
|
||
|
switch (i-3)
|
||
|
{
|
||
|
case 0:
|
||
|
name = ev->GetString( i );
|
||
|
break;
|
||
|
case 1:
|
||
|
volume = ev->GetFloat( i );
|
||
|
break;
|
||
|
case 2:
|
||
|
channel = ev->GetInteger( i );
|
||
|
break;
|
||
|
case 3:
|
||
|
attenuation = ev->GetFloat( i );
|
||
|
break;
|
||
|
case 4:
|
||
|
pitch = ev->GetFloat( i );
|
||
|
break;
|
||
|
case 5:
|
||
|
timeofs = ev->GetFloat( i );
|
||
|
break;
|
||
|
case 6:
|
||
|
fadetime = ev->GetFloat( i );
|
||
|
break;
|
||
|
case 7:
|
||
|
flags = ev->GetInteger( i );
|
||
|
break;
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
sound( name, volume, channel, attenuation, pitch, timeofs, fadetime, flags );
|
||
|
}
|
||
|
|
||
|
void Entity::AttachEvent
|
||
|
(
|
||
|
Event * ev
|
||
|
)
|
||
|
{
|
||
|
Entity * parent;
|
||
|
const char * bone;
|
||
|
int groupindex;
|
||
|
int tri_num;
|
||
|
vec3_t orient;
|
||
|
|
||
|
parent = ev->GetEntity( 1 );
|
||
|
bone = ev->GetString( 2 );
|
||
|
|
||
|
if ( !parent )
|
||
|
return;
|
||
|
|
||
|
if ( gi.GetBoneInfo( parent->edict->s.modelindex, bone, &groupindex, &tri_num, orient ) )
|
||
|
{
|
||
|
attach( parent->entnum, groupindex, tri_num, Vector(orient) );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
warning( "AttachEvent", "GetBoneInfo failed for bone %s", bone );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void Entity::AttachModelEvent
|
||
|
(
|
||
|
Event * ev
|
||
|
)
|
||
|
{
|
||
|
ThrowObject * tobj;
|
||
|
const char * bone;
|
||
|
int groupindex;
|
||
|
int tri_num;
|
||
|
vec3_t orient;
|
||
|
str modelname;
|
||
|
|
||
|
tobj = new ThrowObject;
|
||
|
|
||
|
modelname = ev->GetString( 1 );
|
||
|
bone = ev->GetString( 2 );
|
||
|
if ( ev->NumArgs() > 2 )
|
||
|
{
|
||
|
tobj->SetTargetName( ev->GetString( 3 ) );
|
||
|
}
|
||
|
|
||
|
tobj->setModel( modelname );
|
||
|
|
||
|
if ( gi.GetBoneInfo( edict->s.modelindex, bone, &groupindex, &tri_num, orient ) )
|
||
|
{
|
||
|
tobj->attach( this->entnum, groupindex, tri_num, Vector(orient) );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
warning( "AttachModelEvent", "GetBoneInfo failed for bone %s", bone );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void Entity::DetachEvent
|
||
|
(
|
||
|
Event * ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
float trans[ 3 ][ 3 ];
|
||
|
Entity * ent;
|
||
|
vec3_t p1, p2;
|
||
|
|
||
|
if ( edict->s.parent <= 0 )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
ent = ( Entity * )G_GetEntity( edict->s.parent );
|
||
|
|
||
|
if ( gi.GetBoneTransform( ent->edict->s.modelindex, edict->s.bone.group_num, edict->s.bone.tri_num, edict->s.bone.orientation,
|
||
|
ent->edict->s.anim, ent->edict->s.frame, ent->edict->s.scale, trans, p1 ) )
|
||
|
{
|
||
|
VectorAdd( p1, origin.vec3(), p1 );
|
||
|
MatrixTransformVector( p1, ent->orientation, p2 );
|
||
|
VectorAdd( p2, ent->worldorigin, p2 );
|
||
|
}
|
||
|
|
||
|
detach();
|
||
|
|
||
|
setOrigin( p2 );
|
||
|
worldorigin.copyTo( edict->s.old_origin );
|
||
|
}
|
||
|
|
||
|
void Entity::TakeDamageEvent
|
||
|
(
|
||
|
Event * ev
|
||
|
)
|
||
|
{
|
||
|
takedamage = DAMAGE_YES;
|
||
|
}
|
||
|
|
||
|
void Entity::NoDamageEvent
|
||
|
(
|
||
|
Event * ev
|
||
|
)
|
||
|
{
|
||
|
takedamage = DAMAGE_NO;
|
||
|
}
|
||
|
|
||
|
void Entity::SetSkinEvent
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
int num;
|
||
|
|
||
|
num = gi.Skin_NumForName( edict->s.modelindex, ev->GetString( 1 ) );
|
||
|
if ( num >= 0 )
|
||
|
{
|
||
|
edict->s.skinnum = num;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ev->Error( "Could not find %s as a skin name.\n", ev->GetString( 1 ) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void Entity::Lightoffset
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
edict->s.lightofs = ev->GetFloat( 1 );
|
||
|
|
||
|
if ( edict->s.lightofs != 0 )
|
||
|
edict->s.renderfx |= RF_LIGHTOFFSET;
|
||
|
else
|
||
|
edict->s.renderfx &= ~RF_LIGHTOFFSET;
|
||
|
}
|
||
|
|
||
|
void Entity::Gravity
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
gravity = ev->GetFloat( 1 );
|
||
|
}
|
||
|
|
||
|
void Entity::Minlight
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
|
||
|
if ( ev->GetInteger( 1 ) )
|
||
|
edict->s.renderfx |= RF_MINLIGHT;
|
||
|
else
|
||
|
edict->s.renderfx &= ~RF_MINLIGHT;
|
||
|
}
|
||
|
|
||
|
void Entity::UseBoundingBoxEvent
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
{
|
||
|
edict->svflags |= SVF_USEBBOX;
|
||
|
}
|
||
|
|
||
|
void Entity::HurtEvent
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
{
|
||
|
Vector normal;
|
||
|
float dmg;
|
||
|
|
||
|
if ( ev->NumArgs() < 1 )
|
||
|
{
|
||
|
dmg = 50;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
dmg = ev->GetFloat( 1 );
|
||
|
}
|
||
|
normal = Vector( orientation[ 0 ] );
|
||
|
Damage( world, world, dmg, worldorigin, vec_zero, normal, dmg, 0, MOD_CRUSH, -1, -1, 1.0f );
|
||
|
}
|
||
|
|
||
|
void Entity::IfSkillEvent
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
float skilllevel;
|
||
|
|
||
|
skilllevel = ev->GetFloat( 1 );
|
||
|
|
||
|
if ( skill->value == skilllevel )
|
||
|
{
|
||
|
int argc;
|
||
|
int numargs;
|
||
|
Event *event;
|
||
|
int i;
|
||
|
|
||
|
numargs = ev->NumArgs();
|
||
|
argc = numargs - 2 + 1;
|
||
|
|
||
|
event = new Event( ev->GetToken( 2 ) );
|
||
|
|
||
|
for( i = 1; i < argc; i++ )
|
||
|
{
|
||
|
event->AddToken( ev->GetToken( 2 + i ) );
|
||
|
}
|
||
|
ProcessEvent( event );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void Entity::Censor
|
||
|
(
|
||
|
Event *ev
|
||
|
)
|
||
|
|
||
|
{
|
||
|
Vector delta;
|
||
|
float oldsize;
|
||
|
float newsize;
|
||
|
|
||
|
if ( !parentmode->value )
|
||
|
return;
|
||
|
|
||
|
oldsize = size.length();
|
||
|
setSolidType( SOLID_NOT );
|
||
|
setModel( "censored.def" );
|
||
|
gi.CalculateBounds( edict->s.modelindex, 1, mins.vec3(), maxs.vec3() );
|
||
|
delta = maxs - mins;
|
||
|
newsize = delta.length();
|
||
|
edict->s.scale = oldsize / newsize;
|
||
|
mins *= edict->s.scale;
|
||
|
maxs *= edict->s.scale;
|
||
|
setSize( mins, maxs );
|
||
|
setOrigin( origin );
|
||
|
}
|
||
|
|
||
|
//===============================================================
|
||
|
//### 2015 added stuff
|
||
|
|
||
|
// extended targeting stuff
|
||
|
EXPORT_FROM_DLL void Entity::SetTarget2 (const char *text)
|
||
|
{
|
||
|
if ( text )
|
||
|
{
|
||
|
target2 = text;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
target2 = "";
|
||
|
}
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::SetTarget3 (const char *text)
|
||
|
{
|
||
|
if ( text )
|
||
|
{
|
||
|
target3 = text;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
target3 = "";
|
||
|
}
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::SetTarget4 (const char *text)
|
||
|
{
|
||
|
if ( text )
|
||
|
{
|
||
|
target4 = text;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
target4 = "";
|
||
|
}
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::SetTargetName2 (const char *text)
|
||
|
{
|
||
|
if ( targetname2.length() && world )
|
||
|
{
|
||
|
world->RemoveTargetEntity( targetname2, this );
|
||
|
}
|
||
|
|
||
|
if ( text )
|
||
|
{
|
||
|
targetname2 = text;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
targetname2 = "";
|
||
|
}
|
||
|
|
||
|
if ( targetname2.length() && world )
|
||
|
{
|
||
|
world->AddTargetEntity( targetname2, this );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::SetKillTarget2 (const char *text)
|
||
|
{
|
||
|
if ( text )
|
||
|
{
|
||
|
killtarget2 = text;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
killtarget2 = "";
|
||
|
}
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::SetTargetName2 (Event *ev)
|
||
|
{
|
||
|
SetTargetName2( ev->GetString( 1 ) );
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::SetTarget2 (Event *ev)
|
||
|
{
|
||
|
SetTarget2( ev->GetString( 1 ) );
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::SetTarget3 (Event *ev)
|
||
|
{
|
||
|
SetTarget3( ev->GetString( 1 ) );
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::SetTarget4 (Event *ev)
|
||
|
{
|
||
|
SetTarget4( ev->GetString( 1 ) );
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::SetKillTarget2 (Event *ev)
|
||
|
{
|
||
|
SetKillTarget2( ev->GetString( 1 ) );
|
||
|
}
|
||
|
|
||
|
EXPORT_FROM_DLL void Entity::SetGroupAlpha (Event *ev)
|
||
|
{
|
||
|
float alpha;
|
||
|
|
||
|
alpha = ev->GetFloat(1);
|
||
|
|
||
|
if ( alpha > 1.0f )
|
||
|
{
|
||
|
alpha = 1.0f;
|
||
|
}
|
||
|
if ( alpha < 0 )
|
||
|
{
|
||
|
alpha = 0;
|
||
|
}
|
||
|
translucence = 1.0f - alpha;
|
||
|
edict->s.alpha = alpha;
|
||
|
edict->s.renderfx &= ~RF_TRANSLUCENT;
|
||
|
|
||
|
// if ( ( translucence > 0 ) && ( translucence <= 1.0 ) )
|
||
|
// {
|
||
|
// edict->s.renderfx |= RF_TRANSLUCENT;
|
||
|
// }
|
||
|
}
|