thirtyflightsofloving/game/g_misc.c

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2019-03-13 19:20:07 +00:00
/*
===========================================================================
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Copyright (C) 1997-2001 Id Software, Inc.
Copyright (C) 2000-2002 Mr. Hyde and Mad Dog
This file is part of Lazarus Quake 2 Mod source code.
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Lazarus Quake 2 Mod source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
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Lazarus Quake 2 Mod source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
along with Lazarus Quake 2 Mod source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
2019-03-13 19:20:07 +00:00
*/
// g_misc.c
#include "g_local.h"
int gibsthisframe = 0;
int lastgibframe = 0;
#define GIB_METAL 1
#define GIB_GLASS 2
#define GIB_BARREL 3
#define GIB_CRATE 4
#define GIB_ROCK 5
#define GIB_CRYSTAL 6
#define GIB_MECH 7
#define GIB_WOOD 8
#define GIB_TECH 9
/*void FadeThink(edict_t *ent)
{
ent->count++;
if (ent->count==2)
{
G_FreeEdict(ent);
return;
}
ent->s.effects |= EF_SPHERETRANS;
ent->nextthink=level.time+0.5;
gi.linkentity(ent);
}
void FadeDieThink (edict_t *ent)
{
ent->s.renderfx = RF_TRANSLUCENT;
ent->think = FadeThink;
ent->nextthink = level.time+0.5;
ent->count = 0;
gi.linkentity(ent);
}*/
/*QUAKED func_group (0 0 0) ?
Used to group brushes together just for editor convenience.
*/
//=====================================================
void Use_Areaportal (edict_t *ent, edict_t *other, edict_t *activator)
{
ent->count ^= 1; // toggle state
// gi.dprintf ("portalstate: %i = %i\n", ent->style, ent->count);
gi.SetAreaPortalState (ent->style, ent->count);
}
/*QUAKED func_areaportal (0 0 0) ?
This is a non-visible object that divides the world into
areas that are seperated when this portal is not activated.
Usually enclosed in the middle of a door.
*/
void SP_func_areaportal (edict_t *ent)
{
ent->class_id = ENTITY_FUNC_AREAPORTAL;
ent->use = Use_Areaportal;
ent->count = 0; // always start closed;
}
//=====================================================
/*
=================
Misc functions
=================
*/
void VelocityForDamage (int damage, vec3_t v)
{
v[0] = 100.0 * crandom();
v[1] = 100.0 * crandom();
v[2] = 200.0 + 100.0 * random();
if (damage < 50)
VectorScale (v, 0.7, v);
else
VectorScale (v, 1.2, v);
}
void ClipGibVelocity (edict_t *ent)
{
if (ent->velocity[0] < -300)
ent->velocity[0] = -300;
else if (ent->velocity[0] > 300)
ent->velocity[0] = 300;
if (ent->velocity[1] < -300)
ent->velocity[1] = -300;
else if (ent->velocity[1] > 300)
ent->velocity[1] = 300;
if (ent->velocity[2] < 200)
ent->velocity[2] = 200; // always some upwards
else if (ent->velocity[2] > 500)
ent->velocity[2] = 500;
}
/*
=================
gibs
=================
*/
//Knightmare- gib fade
#ifdef KMQUAKE2_ENGINE_MOD
void gib_fade2 (edict_t *self);
void gib_fade (edict_t *self)
{
if (self->s.effects & EF_BLASTER) // Remove glow from gekk gibs
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{
self->s.effects &= ~EF_BLASTER;
self->s.renderfx &= ~RF_NOSHADOW;
}
if (self->s.renderfx & RF_TRANSLUCENT)
self->s.alpha = 0.70f;
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else if (self->s.effects & EF_SPHERETRANS)
self->s.alpha = 0.30f;
else if ( !(self->s.alpha) || (self->s.alpha <= 0.0f) || (self->s.alpha > 1.0f) )
self->s.alpha = 1.00f;
// gib_fade2 (self);
self->nextthink = level.time + 0.2;
self->think = gib_fade2;
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}
void gib_fade2 (edict_t *self)
{
self->s.alpha -= 0.05f;
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self->s.alpha = max(self->s.alpha, 1/255);
if (self->s.alpha <= 1/255)
{
G_FreeEdict (self);
return;
}
self->nextthink = level.time + 0.2;
self->think = gib_fade2;
gi.linkentity (self);
}
#else
void gib_fade2 (edict_t *self);
void gib_fade (edict_t *self)
{
if (self->s.effects & EF_BLASTER) // Remove glow from gekk gibs
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self->s.effects &= ~EF_BLASTER;
self->s.renderfx = RF_TRANSLUCENT;
self->nextthink = level.time + 2;
self->think = gib_fade2;
gi.linkentity(self);
}
void gib_fade2 (edict_t *self)
{
self->s.effects |= EF_SPHERETRANS;
self->s.renderfx &= ~RF_TRANSLUCENT;
self->nextthink = level.time + 2;
self->think = G_FreeEdict;
gi.linkentity(self);
}
#endif
void gib_think (edict_t *self)
{
self->s.frame++;
self->nextthink = level.time + FRAMETIME;
if (self->s.frame == 10)
{
self->think = G_FreeEdict;
self->nextthink = level.time + 8 + random()*10;
}
}
void gib_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
vec3_t normal_angles, right;
if (!self->groundentity)
return;
self->touch = NULL;
if (plane)
{
gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/fhit3.wav"), 1, ATTN_NORM, 0);
vectoangles (plane->normal, normal_angles);
AngleVectors (normal_angles, NULL, right, NULL);
vectoangles (right, self->s.angles);
if (self->s.modelindex == sm_meat_index)
{
self->s.frame++;
self->think = gib_think;
self->nextthink = level.time + FRAMETIME;
}
}
}
void gib_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
G_FreeEdict (self);
}
void ThrowGib (edict_t *self, char *gibname, int frame, int skinnum, int damage, int type)
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{
edict_t *gib;
vec3_t vd;
vec3_t origin;
vec3_t size;
float vscale;
char modelname[256];
char *p;
size_t nameSize, msgSize;
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// Lazarus: Prevent gib showers (generally due to firing BFG in a crowd) from
// causing SZ_GetSpace: overflow
if (level.framenum > lastgibframe)
{
gibsthisframe = 0;
lastgibframe = level.framenum;
}
gibsthisframe++;
if (gibsthisframe > sv_maxgibs->value)
return;
gib = G_Spawn();
// gib->classname = "gib";
nameSize = 4;
gib->classname = gi.TagMalloc (nameSize, TAG_LEVEL);
// strncpy(gib->classname, "gib");
Q_strncpyz (gib->classname, nameSize, "gib");
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// Lazarus: mapper-definable gib class
// strncpy(modelname, gibname);
Q_strncpyz(modelname, sizeof(modelname), gibname);
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p = strstr(modelname,"models/objects/gibs/");
if (p && self->gib_type)
{
p += 18;
p[0] = (char)((int)'0' + (self->gib_type % 10));
}
// Save gibname and type for level transition gibs
msgSize = strlen(modelname)+1;
gib->key_message = gi.TagMalloc (msgSize, TAG_LEVEL);
// strncpy(gib->key_message, modelname);
Q_strncpyz (gib->key_message, msgSize, modelname);
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gib->style = type;
VectorScale (self->size, 0.5, size);
VectorAdd (self->absmin, size, origin);
gib->s.origin[0] = origin[0] + crandom() * size[0];
gib->s.origin[1] = origin[1] + crandom() * size[1];
gib->s.origin[2] = origin[2] + crandom() * size[2];
gi.setmodel (gib, modelname);
gib->s.frame = frame; // Knightmare added
gib->s.skinnum = skinnum; // Knightmare added
gib->clipmask = MASK_SHOT;
VectorSet (gib->mins, -4, -4, -4);
VectorSet (gib->maxs, 4, 4, 4);
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gib->solid = SOLID_TRIGGER; // Knightmare- was SOLID_NOT
if (self->blood_type == 1)
{
gib->s.effects |= EF_GREENGIB|EF_BLASTER;
gib->s.renderfx |= RF_NOSHADOW;
}
else if (self->blood_type == 2)
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gib->s.effects |= EF_GRENADE;
else
gib->s.effects |= EF_GIB;
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// inherit translucency flags from parent entity
if (self->s.renderfx & RF_TRANSLUCENT)
gib->s.renderfx |= RF_TRANSLUCENT;
if (self->s.effects & EF_SPHERETRANS)
gib->s.effects |= EF_SPHERETRANS;
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#ifdef KMQUAKE2_ENGINE_MOD
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// Knightmare- translucent monsters throw translucent gibs
if ( (self->s.alpha) && (self->s.alpha > 0.0f) && (self->s.alpha < 1.0f) )
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gib->s.alpha = self->s.alpha;
#endif
gib->flags |= FL_NO_KNOCKBACK;
gib->svflags |= SVF_GIB; // Knightmare- gib flag
gib->takedamage = DAMAGE_NO; // was DAMAGE_YES;
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gib->die = gib_die;
if (type == GIB_ORGANIC)
{
if (deathmatch->value && mega_gibs->value)
gib->movetype = MOVETYPE_BOUNCE;
else
gib->movetype = MOVETYPE_TOSS;
gib->touch = gib_touch;
vscale = 0.5;
}
else
{
gib->movetype = MOVETYPE_BOUNCE;
vscale = 1.0;
}
VelocityForDamage (damage, vd);
VectorMA (self->velocity, vscale, vd, gib->velocity);
ClipGibVelocity (gib);
gib->avelocity[0] = random()*600;
gib->avelocity[1] = random()*600;
gib->avelocity[2] = random()*600;
gib->think = gib_fade; //Knightmare- gib fade, was G_FreeEdict
gib->nextthink = level.time + 10 + random()*10;
gib->s.renderfx |= RF_IR_VISIBLE;
self->class_id = ENTITY_GIB;
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gi.linkentity (gib);
}
// NOTE: SP_gib is ONLY intended to be used for gibs that change maps
// via trigger_transition. It should NOT be used for map entities
void gib_delayed_start (edict_t *gib)
{
if (g_edicts[1].linkcount)
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{
if (gib->count > 0)
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{
gib->think = gib_fade; // was FadeThink
gib->nextthink = level.time + FRAMETIME;
}
else
{
gib->think = gib_fade; // was FadeDieThink
gib->nextthink = level.time + 8 + random()*10;
}
}
else
{
gib->nextthink = level.time + FRAMETIME;
}
}
void SP_gib (edict_t *gib)
{
if (gib->key_message)
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gi.setmodel (gib, gib->key_message);
else
gi.setmodel (gib, "models/objects/gibs/sm_meat/tris.md2");
gib->die = gib_die;
if (gib->style == GIB_ORGANIC)
gib->touch = gib_touch;
gib->think = gib_delayed_start;
gib->nextthink = level.time + FRAMETIME;
gi.linkentity (gib);
}
void ThrowHead (edict_t *self, char *gibname, int frame, int skinnum, int damage, int type)
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{
vec3_t vd;
float vscale;
char modelname[256];
char *p;
size_t msgSize;
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self->s.skinnum = skinnum; // was 0
self->s.frame = frame; // was 0
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VectorClear (self->mins);
VectorClear (self->maxs);
DeleteReflection (self, -1);
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// strncpy(modelname, gibname);
Q_strncpyz(modelname, sizeof(modelname), gibname);
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p = strstr(modelname,"models/objects/gibs/");
if (p && self->gib_type)
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{
p += 18;
p[0] = (char)((int)'0' + (self->gib_type % 10));
}
// Save gibname and type for level transition gibs
msgSize = strlen(modelname)+1;
self->key_message = gi.TagMalloc (msgSize, TAG_LEVEL);
// strncpy(self->key_message, modelname);
Q_strncpyz (self->key_message, msgSize, modelname);
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self->style = type;
self->s.modelindex2 = 0;
gi.setmodel (self, modelname);
self->clipmask = MASK_SHOT;
if (self->blood_type == 1)
{
VectorSet (self->mins, -4, -4, -4);
VectorSet (self->maxs, 4, 4, 4);
}
else
{
VectorSet (self->mins, -4, -4, 0);
VectorSet (self->maxs, 4, 4, 8);
}
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self->solid = SOLID_TRIGGER; // Knightmare- was SOLID_NOT
if (self->blood_type == 1)
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{
self->s.effects |= EF_GREENGIB|EF_BLASTER;
self->s.renderfx |= RF_NOSHADOW;
}
else if (self->blood_type == 2)
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self->s.effects |= EF_GRENADE;
else
self->s.effects |= EF_GIB;
self->s.effects &= ~EF_FLIES;
self->s.sound = 0;
self->flags |= FL_NO_KNOCKBACK;
self->svflags &= ~SVF_MONSTER;
self->svflags |= SVF_GIB; // Knightmare- gib flag
self->takedamage = DAMAGE_NO; // was DAMAGE_YES;
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// Lazarus: Disassociate this head with its monster
self->targetname = NULL;
self->die = gib_die;
self->dmgteam = NULL; // Prevent gibs from becoming angry if their buddies are hurt
self->postthink = NULL; // Knightmare- stop lava check
if (type == GIB_ORGANIC)
{
self->movetype = MOVETYPE_TOSS;
self->touch = gib_touch;
vscale = 0.5;
}
else
{
self->movetype = MOVETYPE_BOUNCE;
vscale = 1.0;
}
VelocityForDamage (damage, vd);
VectorMA (self->velocity, vscale, vd, self->velocity);
ClipGibVelocity (self);
self->avelocity[YAW] = crandom()*600;
self->think = gib_fade; //Knightmare- gib fade, was G_FreeEdict
self->nextthink = level.time + 10 + random()*10;
// Lazarus: If head owner was part of a movewith chain,
// remove from the chain and repair the chain
// if necessary
if (self->movewith)
{
edict_t *e;
edict_t *parent=NULL;
int i;
for (i=1; i<globals.num_edicts && !parent; i++)
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{
e = g_edicts + i;
if (e->movewith_next == self) parent=e;
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}
if (parent) parent->movewith_next = self->movewith_next;
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}
self->s.renderfx |= RF_IR_VISIBLE;
self->class_id = ENTITY_GIBHEAD;
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gi.linkentity (self);
}
void SP_gibhead (edict_t *gib)
{
if (gib->key_message)
gi.setmodel (gib, gib->key_message);
else
gi.setmodel (gib, "models/objects/gibs/head2/tris.md2");
if (gib->style == GIB_ORGANIC)
gib->touch = gib_touch;
gib->think = gib_delayed_start;
gib->nextthink = level.time + FRAMETIME;
gi.linkentity (gib);
}
void ThrowClientHead (edict_t *self, int damage)
{
vec3_t vd;
char *gibname;
if (rand()&1)
{
gibname = "models/objects/gibs/head2/tris.md2";
self->s.skinnum = 1; // second skin is player
}
else
{
gibname = "models/objects/gibs/skull/tris.md2";
self->s.skinnum = 0;
}
self->s.origin[2] += 32;
self->s.frame = 0;
gi.setmodel (self, gibname);
// VectorSet (self->mins, -16, -16, 0);
// VectorSet (self->maxs, 16, 16, 16);
VectorSet (self->mins, -4, -4, -4);
VectorSet (self->maxs, 4, 4, 4);
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self->takedamage = DAMAGE_NO;
self->solid = SOLID_TRIGGER; // Knightmare- was SOLID_NOT
self->s.effects = EF_GIB;
self->s.sound = 0;
self->flags |= FL_NO_KNOCKBACK;
self->svflags |= SVF_GIB; // Knightmare- gib flag
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self->movetype = MOVETYPE_BOUNCE;
VelocityForDamage (damage, vd);
VectorAdd (self->velocity, vd, self->velocity);
if (self->client) // bodies in the queue don't have a client anymore
{
self->client->anim_priority = ANIM_DEATH;
self->client->anim_end = self->s.frame;
}
else
{
self->think = NULL;
self->nextthink = 0;
}
gi.linkentity (self);
}
/*
=================
debris
=================
*/
void debris_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
G_FreeEdict (self);
}
void ThrowDebris (edict_t *self, char *modelname, float speed, vec3_t origin, int frame, int skin, int effects)
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{
edict_t *chunk;
vec3_t v;
// size_t msgSize;
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// Lazarus: Prevent gib showers (generally due to firing BFG in a crowd) from
// causing SZ_GetSpace: overflow
if (level.framenum > lastgibframe)
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{
gibsthisframe = 0;
lastgibframe = level.framenum;
}
gibsthisframe++;
if (gibsthisframe > sv_maxgibs->value)
return;
chunk = G_Spawn();
VectorCopy (origin, chunk->s.origin);
gi.setmodel (chunk, modelname);
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// inherit translucency flags from parent entity
if (self->s.renderfx & RF_TRANSLUCENT)
chunk->s.renderfx |= RF_TRANSLUCENT;
if (self->s.effects & EF_SPHERETRANS)
chunk->s.effects |= EF_SPHERETRANS;
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#ifdef KMQUAKE2_ENGINE_MOD
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// Knightmare- translucent entities throw translucent debris
if ( (self->s.alpha) && (self->s.alpha > 0.0f) && (self->s.alpha < 1.0f) )
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chunk->s.alpha = self->s.alpha;
#endif
v[0] = 100 * crandom();
v[1] = 100 * crandom();
v[2] = 100 + 100 * crandom();
VectorMA (self->velocity, speed, v, chunk->velocity);
chunk->movetype = MOVETYPE_BOUNCE;
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VectorSet (chunk->mins, -1, -1, -1);
VectorSet (chunk->maxs, 1, 1, 1);
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chunk->solid = SOLID_TRIGGER; // Knightmare- was SOLID_NOT
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chunk->avelocity[0] = random()*600;
chunk->avelocity[1] = random()*600;
chunk->avelocity[2] = random()*600;
chunk->think = gib_fade; // Knightmare- gib fade, was G_FreeEdict
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chunk->nextthink = level.time + 8 + random()*10;
// chunk->s.frame = 0;
chunk->s.frame = frame; // Knightmare added
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chunk->flags = 0;
chunk->classname = "debris";
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chunk->svflags |= SVF_GIB; // Knightmare- gib flag
chunk->takedamage = DAMAGE_NO; // was DAMAGE_YES
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chunk->die = debris_die;
// Lazarus: Preserve model name for level changes:
// msgSize = strlen(modelname)+1;
// chunk->message = gi.TagMalloc (msgSize, TAG_LEVEL);
// Q_strncpyz (chunk->message, msgSize, modelname);
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// Lazarus: skin number and effects
chunk->s.skinnum = skin;
chunk->s.effects |= effects;
chunk->class_id = ENTITY_DEBRIS;
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gi.linkentity (chunk);
}
// NOTE: SP_debris is ONLY intended to be used for debris chunks that change maps
// via trigger_transition. It should NOT be used for map entities
void debris_delayed_start (edict_t *debris)
{
if (g_edicts[1].linkcount)
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{
debris->think = gib_fade;
debris->nextthink = level.time + 8 + random()*5;
}
else
{
debris->nextthink = level.time + FRAMETIME;
}
}
void SP_debris (edict_t *debris)
{
if (debris->message)
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gi.setmodel (debris, debris->message);
else
gi.setmodel (debris, "models/objects/debris2/tris.md2");
debris->think = debris_delayed_start;
debris->nextthink = level.time + FRAMETIME;
debris->die = debris_die;
gi.linkentity (debris);
}
void BecomeExplosion1 (edict_t *self)
{
//ZOID
//flags are important
if (strcmp(self->classname, "item_flag_team1") == 0) {
CTFResetFlag(CTF_TEAM1); // this will free self!
safe_bprintf(PRINT_HIGH, "The %s flag has returned!\n",
CTFTeamName(CTF_TEAM1));
return;
}
if (strcmp(self->classname, "item_flag_team2") == 0) {
CTFResetFlag(CTF_TEAM2); // this will free self!
safe_bprintf(PRINT_HIGH, "The %s flag has returned!\n",
CTFTeamName(CTF_TEAM2));
return;
}
// Knightmare added
if (strcmp(self->classname, "item_flag_team3") == 0) {
CTFResetFlag(CTF_TEAM3); // this will free self!
safe_bprintf(PRINT_HIGH, "The %s flag has returned!\n",
CTFTeamName(CTF_TEAM3));
return;
}
// techs are important too
if (self->item && (self->item->flags & IT_TECH)) {
CTFRespawnTech(self); // this frees self!
return;
}
// Knightmare- reset grapple
if ((strcmp(self->classname, "grapple") == 0) && self->owner)
{
CTFPlayerResetGrapple(self->owner);
return;
}
//ZOID
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_EXPLOSION1);
gi.WritePosition (self->s.origin);
gi.multicast (self->s.origin, MULTICAST_PVS);
if (level.num_reflectors)
ReflectExplosion (TE_EXPLOSION1, self->s.origin);
G_FreeEdict (self);
}
void BecomeExplosion2 (edict_t *self)
{
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_EXPLOSION2);
gi.WritePosition (self->s.origin);
gi.multicast (self->s.origin, MULTICAST_PVS);
if (level.num_reflectors)
ReflectExplosion (TE_EXPLOSION2, self->s.origin);
G_FreeEdict (self);
}
void BecomeExplosion3 (edict_t *self)
{
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_EXPLOSION1_BIG);
gi.WritePosition (self->s.origin);
gi.multicast (self->s.origin, MULTICAST_PVS);
if (level.num_reflectors)
ReflectExplosion (TE_EXPLOSION1_BIG, self->s.origin);
G_FreeEdict (self);
}
/*QUAKED path_corner (.5 .3 0) (-8 -8 -8) (8 8 8) TELEPORT
Target: next path corner
Pathtarget: gets used when an entity that has
this path_corner targeted touches it
*/
void path_corner_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
vec3_t v;
edict_t *next;
if (other->movetarget != self)
return;
if (other->enemy)
return;
if (self->pathtarget)
{
char *savetarget;
savetarget = self->target;
self->target = self->pathtarget;
G_UseTargets (self, other);
self->target = savetarget;
}
if (self->target)
next = G_PickTarget(self->target);
else
next = NULL;
// Lazarus: Distinguish between path_corner and target_actor, or target_actor
// with JUMP spawnflag will result in teleport. Ack!
if ((next) && (next->spawnflags & 1) && !Q_stricmp(next->classname,"path_corner"))
{
VectorCopy (next->s.origin, v);
v[2] += next->mins[2];
v[2] -= other->mins[2];
VectorCopy (v, other->s.origin);
next = G_PickTarget(next->target);
other->s.event = EV_OTHER_TELEPORT;
}
other->goalentity = other->movetarget = next;
if (self->wait > 0)
{
other->monsterinfo.pausetime = level.time + self->wait;
other->monsterinfo.stand (other);
}
else if (self->wait < 0)
{
other->monsterinfo.pausetime = level.time + 100000000;
other->monsterinfo.stand (other);
}
else
{
if (!other->movetarget)
{
other->monsterinfo.pausetime = level.time + 100000000;
other->monsterinfo.stand (other);
}
else
{
VectorSubtract (other->goalentity->s.origin, other->s.origin, v);
other->ideal_yaw = vectoyaw (v);
}
}
self->count--;
if (!self->count) {
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self->think = G_FreeEdict;
self->nextthink = level.time + 1;
}
}
void SP_path_corner (edict_t *self)
{
if (!self->targetname)
{
gi.dprintf ("path_corner with no targetname at %s\n", vtos(self->s.origin));
G_FreeEdict (self);
return;
}
self->class_id = ENTITY_PATH_CORNER;
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self->solid = SOLID_TRIGGER;
self->touch = path_corner_touch;
VectorSet (self->mins, -8, -8, -8);
VectorSet (self->maxs, 8, 8, 8);
self->svflags |= SVF_NOCLIENT;
if (!self->count) self->count = -1;
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gi.linkentity (self);
}
/*QUAKED point_combat (0.5 0.3 0) (-8 -8 -8) (8 8 8) Hold
Makes this the target of a monster and it will head here
when first activated before going after the activator. If
hold is selected, it will stay here.
*/
void tracktrain_drive(edict_t *train, edict_t *other);
void point_combat_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
edict_t *activator;
if (other->movetarget != self)
return;
self->count--;
if (!self->count) {
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self->think = G_FreeEdict;
self->nextthink = level.time + self->delay + 1;
}
if (self->target)
{
other->target = self->target;
other->goalentity = other->movetarget = G_PickTarget(other->target);
if (!other->goalentity)
{
gi.dprintf("%s at %s target %s does not exist\n", self->classname, vtos(self->s.origin), self->target);
other->movetarget = self;
}
// Lazarus: NO NO NO! This makes the pc's target accessible once and only once
//self->target = NULL;
}
else if ((self->spawnflags & 1) && !(other->flags & (FL_SWIM|FL_FLY)))
{
other->monsterinfo.pausetime = level.time + 100000000;
other->monsterinfo.aiflags |= AI_STAND_GROUND;
other->monsterinfo.stand (other);
}
if (other->movetarget == self)
{
other->target = NULL;
other->movetarget = NULL;
other->goalentity = other->enemy;
other->monsterinfo.aiflags &= ~AI_COMBAT_POINT;
}
if (self->pathtarget)
{
if (self->spawnflags & 2)
{
edict_t *train;
train = G_PickTarget(self->pathtarget);
if (train)
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tracktrain_drive(train,other);
}
else
{
char *savetarget;
savetarget = self->target;
self->target = self->pathtarget;
if (other->enemy && other->enemy->client)
activator = other->enemy;
else if (other->oldenemy && other->oldenemy->client)
activator = other->oldenemy;
else if (other->activator && other->activator->client)
activator = other->activator;
else
activator = other;
G_UseTargets (self, activator);
self->target = savetarget;
}
}
}
void SP_point_combat (edict_t *self)
{
if (deathmatch->value)
{
G_FreeEdict (self);
return;
}
self->class_id = ENTITY_POINT_COMBAT;
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self->solid = SOLID_TRIGGER;
self->touch = point_combat_touch;
VectorSet (self->mins, -8, -8, -16);
VectorSet (self->maxs, 8, 8, 16);
self->svflags = SVF_NOCLIENT;
// Point_combat usage count is handled a bit differently than other
// entities. Since the standard Q2 point_combat can only be used once,
// the default behavior should be to delete the point_combat after
// one use.
if (!self->count) self->count = 1;
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gi.linkentity (self);
};
/*QUAKED viewthing (0 .5 .8) (-8 -8 -8) (8 8 8)
Just for the debugging level. Don't use
*/
void TH_viewthing(edict_t *ent)
{
ent->s.frame = (ent->s.frame + 1) % 7;
ent->nextthink = level.time + FRAMETIME;
}
void SP_viewthing(edict_t *ent)
{
gi.dprintf ("viewthing spawned\n");
ent->class_id = ENTITY_VIEWTHING;
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ent->movetype = MOVETYPE_NONE;
ent->solid = SOLID_BBOX;
ent->s.renderfx = RF_FRAMELERP;
VectorSet (ent->mins, -16, -16, -24);
VectorSet (ent->maxs, 16, 16, 32);
ent->s.modelindex = gi.modelindex ("models/objects/banner/tris.md2");
gi.linkentity (ent);
ent->nextthink = level.time + 0.5;
ent->think = TH_viewthing;
return;
}
/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4)
Used as a positional target for spotlights, etc.
*/
void SP_info_null (edict_t *self)
{
G_FreeEdict (self);
};
/*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4)
Used as a positional target for lightning.
*/
void SP_info_notnull (edict_t *self)
{
self->class_id = ENTITY_INFO_NOTNULL;
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VectorCopy (self->s.origin, self->absmin);
VectorCopy (self->s.origin, self->absmax);
};
/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
Non-displayed light.
Default light value is 300.
Default style is 0.
If targeted, will toggle between on and off.
Default _cone value is 10 (used to set size of light for spotlights)
*/
#define START_OFF 1
/*static*/ void light_use (edict_t *self, edict_t *other, edict_t *activator)
{
if (self->spawnflags & START_OFF)
{
gi.configstring (CS_LIGHTS+self->style, "m");
self->spawnflags &= ~START_OFF;
}
else
{
gi.configstring (CS_LIGHTS+self->style, "a");
self->spawnflags |= START_OFF;
self->count--;
if (!self->count) {
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self->think = G_FreeEdict;
self->nextthink = level.time + 1;
}
}
}
void SP_light (edict_t *self)
{
// no targeted lights in deathmatch, because they cause global messages
if (!self->targetname || deathmatch->value)
{
G_FreeEdict (self);
return;
}
self->class_id = ENTITY_LIGHT;
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if (self->style >= 32)
{
self->use = light_use;
if (self->spawnflags & START_OFF)
gi.configstring (CS_LIGHTS+self->style, "a");
else
gi.configstring (CS_LIGHTS+self->style, "m");
}
}
/*QUAKED func_wall (0 .5 .8) ? TRIGGER_SPAWN TOGGLE START_ON ANIMATED ANIMATED_FAST
This is just a solid wall if not inhibited
TRIGGER_SPAWN the wall will not be present until triggered
it will then blink in to existance; it will
kill anything that was in it's way
TOGGLE only valid for TRIGGER_SPAWN walls
this allows the wall to be turned on and off
START_ON only valid for TRIGGER_SPAWN walls
the wall will initially be present
*/
void func_wall_use (edict_t *self, edict_t *other, edict_t *activator)
{
if (self->solid == SOLID_NOT)
{
self->solid = SOLID_BSP;
self->svflags &= ~SVF_NOCLIENT;
KillBox (self);
}
else
{
self->solid = SOLID_NOT;
self->svflags |= SVF_NOCLIENT;
self->count--;
if (!self->count) {
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self->think = G_FreeEdict;
self->nextthink = level.time + 1;
return;
}
}
gi.linkentity (self);
if (!(self->spawnflags & 2))
self->use = NULL;
}
void SP_func_wall (edict_t *self)
{
self->class_id = ENTITY_FUNC_WALL;
self->movetype = MOVETYPE_PUSH;
gi.setmodel (self, self->model);
if (self->spawnflags & 8)
self->s.effects |= EF_ANIM_ALL;
if (self->spawnflags & 16)
self->s.effects |= EF_ANIM_ALLFAST;
// just a wall
if ((self->spawnflags & 7) == 0)
{
self->solid = SOLID_BSP;
gi.linkentity (self);
return;
}
// it must be TRIGGER_SPAWN
if (!(self->spawnflags & 1))
{
// gi.dprintf("func_wall missing TRIGGER_SPAWN\n");
self->spawnflags |= 1;
}
// yell if the spawnflags are odd
if (self->spawnflags & 4)
{
if (!(self->spawnflags & 2))
{
gi.dprintf("func_wall START_ON without TOGGLE\n");
self->spawnflags |= 2;
}
}
self->use = func_wall_use;
if (self->spawnflags & 4)
{
self->solid = SOLID_BSP;
}
else
{
self->solid = SOLID_NOT;
self->svflags |= SVF_NOCLIENT;
}
gi.linkentity (self);
}
/*QUAKED func_object (0 .5 .8) ? TRIGGER_SPAWN ANIMATED ANIMATED_FAST
This is solid bmodel that will fall if it's support it removed.
*/
void func_object_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
// only squash thing we fall on top of
if (!plane)
return;
if (plane->normal[2] < 1.0)
return;
if (other->takedamage == DAMAGE_NO)
return;
T_Damage (other, self, self, vec3_origin, self->s.origin, vec3_origin, self->dmg, 1, 0, MOD_CRUSH);
}
void func_object_release (edict_t *self)
{
self->movetype = MOVETYPE_TOSS;
self->touch = func_object_touch;
}
void func_object_use (edict_t *self, edict_t *other, edict_t *activator)
{
self->solid = SOLID_BSP;
self->svflags &= ~SVF_NOCLIENT;
self->use = NULL;
KillBox (self);
func_object_release (self);
}
void SP_func_object (edict_t *self)
{
gi.setmodel (self, self->model);
self->class_id = ENTITY_FUNC_OBJECT;
2019-03-13 19:20:07 +00:00
self->mins[0] += 1;
self->mins[1] += 1;
self->mins[2] += 1;
self->maxs[0] -= 1;
self->maxs[1] -= 1;
self->maxs[2] -= 1;
if (!self->dmg)
self->dmg = 100;
if (self->spawnflags == 0)
{
self->solid = SOLID_BSP;
self->movetype = MOVETYPE_PUSH;
self->think = func_object_release;
self->nextthink = level.time + 2 * FRAMETIME;
}
else
{
self->solid = SOLID_NOT;
self->movetype = MOVETYPE_PUSH;
self->use = func_object_use;
self->svflags |= SVF_NOCLIENT;
}
if (self->spawnflags & 2)
self->s.effects |= EF_ANIM_ALL;
if (self->spawnflags & 4)
self->s.effects |= EF_ANIM_ALLFAST;
self->clipmask = MASK_MONSTERSOLID;
self->class_id = ENTITY_FUNC_OBJECT;
2019-03-13 19:20:07 +00:00
gi.linkentity (self);
}
/*QUAKED func_explosive (0 .5 .8) ? Trigger_Spawn ANIMATED ANIMATED_FAST INACTIVE EXPLOSIVE_ONLY
Any brush that you want to explode or break apart. If you want an
ex0plosion, set dmg and it will do a radius explosion of that amount
at the center of the bursh.
If targeted it will not be shootable.
health defaults to 100.
mass defaults to 75. This determines how much debris is emitted when
it explodes. You get one large chunk per 100 of mass (up to 8) and
one small chunk per 25 of mass (up to 16). So 800 gives the most.
Lazarus:
SF 8 EXPLOSIVES_ONLY Func_explosive may ONLY be damaged by explosions
*/
void func_explosive_use(edict_t *self, edict_t *other, edict_t *activator);
void func_explosive_respawn(edict_t *self)
{
KillBox(self);
self->solid = SOLID_BSP;
self->svflags &= ~SVF_NOCLIENT;
self->health = self->max_health;
self->takedamage = DAMAGE_YES;
self->use = func_explosive_use;
gi.linkentity(self);
}
void func_explosive_explode (edict_t *self)
{
vec3_t origin;
vec3_t chunkorigin;
vec3_t size;
int count;
int mass;
// bmodel origins are (0 0 0), we need to adjust that here
VectorScale (self->size, 0.5, size);
VectorAdd (self->absmin, size, origin);
VectorCopy (origin, self->s.origin);
self->takedamage = DAMAGE_NO;
if (self->dmg)
T_RadiusDamage (self, self->activator, self->dmg, NULL, self->dmg+40, MOD_EXPLOSIVE, -0.5);
if (self->item) //Knightmare- added item dropping
{
Drop_Item (self, self->item);
self->item = NULL;
}
VectorSubtract (self->s.origin, self->enemy->s.origin, self->velocity);
VectorNormalize (self->velocity);
VectorScale (self->velocity, 150, self->velocity);
// start chunks towards the center
VectorScale (size, 0.5, size);
mass = self->mass;
if (!mass)
mass = 75;
// Lazarus: Use traditional debris for gib_type=0, but non-zero gib_type gives equal
// weight to all models.
if ( (self->gib_type > 0) && (self->gib_type < 10))
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{
int r;
count = mass/25;
if (count > 64) // Knightmare- was 16
count = 64;
while (count--)
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{
r = (rand() % 5) + 1;
chunkorigin[0] = origin[0] + crandom() * size[0];
chunkorigin[1] = origin[1] + crandom() * size[1];
chunkorigin[2] = origin[2] + crandom() * size[2];
switch (self->gib_type) {
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case GIB_METAL:
ThrowDebris (self, va("models/objects/metal_gibs/gib%i.md2",r), 2, chunkorigin, 0, self->s.skinnum, 0); break;
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case GIB_GLASS:
ThrowDebris (self, va("models/objects/glass_gibs/gib%i.md2",r), 2, chunkorigin, 0, self->s.skinnum, EF_SPHERETRANS); break;
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case GIB_BARREL:
ThrowDebris (self, va("models/objects/barrel_gibs/gib%i.md2",r), 2, chunkorigin, 0, self->s.skinnum, 0); break;
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case GIB_CRATE:
ThrowDebris (self, va("models/objects/crate_gibs/gib%i.md2",r), 2, chunkorigin, 0, self->s.skinnum, 0); break;
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case GIB_ROCK:
ThrowDebris (self, va("models/objects/rock_gibs/gib%i.md2",r), 2, chunkorigin, 0, self->s.skinnum, 0); break;
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case GIB_CRYSTAL:
ThrowDebris (self, va("models/objects/crystal_gibs/gib%i.md2",r), 2, chunkorigin, 0, self->s.skinnum, 0); break;
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case GIB_MECH:
ThrowDebris (self, va("models/objects/mech_gibs/gib%i.md2",r), 2, chunkorigin, 0, self->s.skinnum, 0); break;
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case GIB_WOOD:
ThrowDebris (self, va("models/objects/wood_gibs/gib%i.md2",r), 2, chunkorigin, 0, self->s.skinnum, 0); break;
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case GIB_TECH:
ThrowDebris (self, va("models/objects/tech_gibs/gib%i.md2",r), 2, chunkorigin, 0, self->s.skinnum, 0); break;
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}
}
}
else
{
// big chunks
if (mass >= 100)
{
count = mass / 100;
if (count > 32) // Knightmare- was 8
count = 32;
while (count--)
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{
chunkorigin[0] = origin[0] + crandom() * size[0];
chunkorigin[1] = origin[1] + crandom() * size[1];
chunkorigin[2] = origin[2] + crandom() * size[2];
ThrowDebris (self, "models/objects/debris1/tris.md2", 1, chunkorigin, 0, 0, 0);
2019-03-13 19:20:07 +00:00
}
}
// small chunks
count = mass / 25;
if (count > 64) // Knightmare- was 16
count = 64;
while (count--)
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{
chunkorigin[0] = origin[0] + crandom() * size[0];
chunkorigin[1] = origin[1] + crandom() * size[1];
chunkorigin[2] = origin[2] + crandom() * size[2];
ThrowDebris (self, "models/objects/debris2/tris.md2", 2, chunkorigin, 0, 0, 0);
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}
}
G_UseTargets (self, self->activator);
// Respawnable func_explosive. If desired, replace these lines....
if (self->dmg)
{
if (mass >= 400)
BecomeExplosion3 (self);
else
BecomeExplosion1 (self);
}
else
G_FreeEdict (self);
/* with these:
if (self->dmg)
{
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_EXPLOSION1);
gi.WritePosition (self->s.origin);
gi.multicast (self->s.origin, MULTICAST_PVS);
}
VectorClear(self->s.origin);
VectorClear(self->velocity);
self->solid = SOLID_NOT;
self->svflags |= SVF_NOCLIENT;
self->think = func_explosive_respawn;
self->nextthink = level.time + 10; // substitute whatever value you want here
self->use = NULL;
gi.linkentity(self); */
}
void func_explosive_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
self->enemy = inflictor;
self->activator = attacker;
if (self->delay > 0)
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{
self->think = func_explosive_explode;
self->nextthink = level.time + self->delay;
}
else
func_explosive_explode(self);
}
void func_explosive_use(edict_t *self, edict_t *other, edict_t *activator)
{
func_explosive_die (self, self, other, self->health, vec3_origin);
}
// Knightmare- function to make shootable
void func_explosive_makeshootable (edict_t *self, edict_t *other, edict_t *activator)
{
qboolean ok = false;
if (other && other->target)
{
if (!strcmp(other->target, self->targetname))
ok = true;
}
if (!ok && activator && activator->target)
{
if (!strcmp(activator->target, self->targetname))
ok = true;
}
if (!ok)
return;
self->use = func_explosive_use;
if (!self->health)
self->health = 100;
self->die = func_explosive_die;
self->takedamage = DAMAGE_YES;
}
void func_explosive_spawn (edict_t *self, edict_t *other, edict_t *activator)
{
self->solid = SOLID_BSP;
self->svflags &= ~SVF_NOCLIENT;
self->use = NULL;
KillBox (self);
gi.linkentity (self);
}
// Lazarus func_explosive can be damaged by impact
void func_explosive_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
int damage;
float delta;
float mass;
vec3_t dir, impact_v;
if (!self->health) return;
if (other->mass <= 200) return;
if (VectorLength(other->velocity)==0) return;
// Check for impact damage
if (self->health > 0)
{
VectorSubtract(other->velocity,self->velocity,impact_v);
delta = VectorLength(impact_v);
delta = delta*delta*0.0001;
mass = self->mass;
if (!mass) mass = 200;
delta *= (float)(other->mass)/mass;
if (delta > 30)
{
damage = (delta-30)/2;
if (damage > 0)
{
VectorSubtract(self->s.origin,other->s.origin,dir);
VectorNormalize(dir);
T_Damage (self, other, other, dir, self->s.origin, vec3_origin, damage, 0, 0, MOD_FALLING);
}
}
}
}
void SP_func_explosive (edict_t *self)
{
if (deathmatch->value)
{ // auto-remove for deathmatch
G_FreeEdict (self);
return;
}
self->class_id = ENTITY_FUNC_EXPLOSIVE;
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self->movetype = MOVETYPE_PUSH;
PrecacheDebris(self->gib_type);
gi.setmodel (self, self->model);
if (self->spawnflags & 1)
{
self->svflags |= SVF_NOCLIENT;
self->solid = SOLID_NOT;
self->use = func_explosive_spawn;
}
// Knightmare- start non-shootable
else if (self->spawnflags & 8)
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{
self->solid = SOLID_BSP;
if (self->targetname)
self->use = func_explosive_makeshootable;
}
else
{
self->solid = SOLID_BSP;
if (self->targetname)
self->use = func_explosive_use;
}
if (self->spawnflags & 2)
self->s.effects |= EF_ANIM_ALL;
if (self->spawnflags & 4)
self->s.effects |= EF_ANIM_ALLFAST;
if ((self->use != func_explosive_use) && (self->use != func_explosive_makeshootable))
{
if (!self->health)
self->health = 100;
self->die = func_explosive_die;
self->takedamage = DAMAGE_YES;
}
if (st.item) // Knightmare- item support
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{
self->item = FindItemByClassname (st.item);
if (!self->item)
gi.dprintf("%s at %s has bad item: %s\n", self->classname, vtos(self->s.origin), st.item);
}
// Lazarus: added touch function for impact damage
self->touch = func_explosive_touch;
// Lazarus: for respawning func_explosives
self->max_health = self->health;
gi.linkentity (self);
}
// Knightmare- func_breakaway is a brush model that breaks away from its
// surroundings (masonry, boulders, etc.), and changes from
// SOLID_BSP MOVETYPE_PUSH to SOLID_BBOX MOVETYPE_DEBRIS.
#define BREAKAWAY_TRIGGER_SPAWN 1
#define BREAKAWAY_ANIM 2
#define BREAKAWAY_ANIM_FAST 4
#define BREAKAWAY_INACTIVE 8
#define BREAKAWAY_FADE 16
#define BREAKAWAY_ALWAYS_SHOOT 32
#define BREAKAWAY_TARGET_ANGLE 64
/*QUAKED func_breakaway (0 .5 .8) ? Trigger_Spawn Animated Animated_Fast Inactive Fade AlwaysShoot TargAngle
Any brush model that you want to break away from its surroundings (masonry, boulders, etc.).
Needs an origin brush unless its center is at the map origin.
If targeted it will not be shootable, unless the inactive flag is set.
Inactive - Specifies that the entity is not shootable until triggered.
Fade - Specifies that the entity will fade away after coming to a rest.
Time to fade is specified by "fadeout". Default: 30 seconds.
AlwaysShoot- Damagable even if targeted.
TargAngle- Will rotate toward "move_angles" when dislodged. Useful for objects that fall over flat. Use "duration" for how many seconds the rotation takes. Default: 5, will also always be > "wait"
"health" Defaults to 100.
"health2" How much health to destroy the brush after it has come to a stop.
"mass" Defaults to 500. This determines how much damage the falling boulder does.
"speed" Defaults to 100. This sets how fast the brush will move (only if triggered).
"angles" Sets the initial angle that the brush will move at. Use pitch, yaw, and roll.
"delay" How long to wait before breaking away, default 0.
"wait" How long before it becomes SOLID_BBOX after being dislodged, default 0.3.
"fadeout" If the Fade flag is set, this is how long until it fades away.
"noise" Sound to play when it hits.
"count" Number of times to play impact sound
"target" Will fire all entities with this targetname when it breaks free.
"deathtarget" Will fire all entities with this targetname when it breaks free.
"destroytarget" Will fire all entities with this targetname when it is destroyed after coming to a rest.
"gib_type" Set to 1 for metal, 2 for glass, 3 for barrel, 4 for crate, 5 for rock, 6 for crystal
7 for mechanical, 8 for wood, 9 for tech gibs.
"bleft" Min b-box coords XYZ. Default = -16 -16 -16
"tright" Max b-box coords XYZ. Default = 16 16 16
To have other entities move with the brush, set the door pieces' movewith values to the same as the brush's targetname and they will move in
unison, and will also fade away in unison if the Fade spawnflag is set. Be sure to use the AlwaysShoot spawnflag if you want it to be shootable.
NOTE: All the pieces must be created after the brush entity, otherwise they will move ahead of it.
*/
void func_breakaway_hit (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
if (surf && (surf->flags & SURF_SKY))
{
G_FreeEdict (self);
return;
}
if (plane->normal)
{
//roll in direction of movement
if (!(self->spawnflags & BREAKAWAY_TARGET_ANGLE))
{
vectoangles (self->velocity, self->avelocity);
VectorNormalize (self->avelocity);
VectorScale (self->avelocity, ((400+random()*20*self->speed) / (self->mass * 0.05)), self->avelocity);
}
if (self->noise_index && !(self->waterlevel))
{
gi.sound (self, CHAN_AUTO, self->noise_index, 1.0, ATTN_NORM, 0);
self->count--;
if (self->count == 0)
self->noise_index = 0;
}
}
}
void func_breakaway_think (edict_t *self)
{
vec3_t move;
if (self->spawnflags & BREAKAWAY_TARGET_ANGLE)
{
if (level.time >= self->timestamp) //we should be done rotating by now
{
if (self->style & 1) //if done rotating
{
VectorClear (self->avelocity);
VectorCopy (self->move_angles, self->s.angles);
}
else //set up final rotation
{
VectorSubtract (self->move_angles, self->s.angles, move);
VectorScale (move, 1.0/FRAMETIME, self->avelocity);
self->style |= 1;
}
}
else
VectorCopy (self->relative_avelocity, self->avelocity);
}
// Don't become immobile until we're on solid ground
if (!VectorLength(self->velocity) && self->groundentity && self->groundentity == world)
{
VectorClear (self->velocity);
VectorClear (self->avelocity);
if (self->spawnflags & BREAKAWAY_FADE)
{
self->think = gib_fade;
self->nextthink = level.time + (int)self->fadeout;
return;
}
self->movetype = MOVETYPE_PUSH;
VectorClear (self->mins);
VectorClear (self->maxs);
gi.setmodel (self, self->model);
self->solid = SOLID_BSP;
self->nextthink = 0;
gi.linkentity (self);
}
else
self->nextthink = level.time + FRAMETIME;
}
void func_breakaway_makesolid (edict_t *self)
{
self->solid = SOLID_BBOX;
VectorCopy (self->bleft, self->mins);
VectorCopy (self->tright, self->maxs);
if (self->health2)
{
self->health = self->health2;
self->die = func_explosive_die;
self->takedamage = DAMAGE_YES;
self->delay = 0;
}
self->think = func_breakaway_think;
self->nextthink = level.time + FRAMETIME;
}
void func_breakaway_fall (edict_t *self)
{
vec_t var = self->speed/5;
//int i;
self->use = NULL;
self->velocity[0] = self->speed * self->movedir[0] + var * crandom();
self->velocity[1] = self->speed * self->movedir[1] + var * crandom();
self->velocity[2] = self->speed * self->movedir[2] + var * crandom();
if (!(self->spawnflags & BREAKAWAY_TARGET_ANGLE))
{
vectoangles (self->movedir, self->avelocity);
VectorNormalize (self->avelocity);
VectorScale (self->avelocity, ((400+random()*20*self->speed) / (self->mass * 0.05)), self->avelocity);
/*for (i = 0; i < 3; i++)
{
self->avelocity[i] = (random()*600) / (self->mass * 0.05);
if (random() > 0.5)
self->avelocity[i] *= -1;
}*/
}
else //get difference in current and target angles, divide by time to get avelocity
{
VectorSubtract (self->move_angles, self->s.angles, self->avelocity);
VectorScale (self->avelocity, (1/self->duration), self->avelocity);
VectorCopy (self->avelocity, self->relative_avelocity);
self->timestamp = level.time + self->duration; //save when we started rotating
self->style &= ~1; //flag for whether to stop movement
}
self->attenuation = 0.5;
self->movetype = MOVETYPE_DEBRIS;
self->solid = SOLID_NOT; //make not solid to not clip with world
self->touch = func_breakaway_hit;
self->think = func_breakaway_makesolid; //make solid again after wait
self->nextthink = level.time + self->wait;
G_UseTargets (self, self->activator);
if (self->deathtarget)
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{
self->target = self->deathtarget;
G_UseTargets (self, self->activator);
}
self->target = NULL;
gi.linkentity (self);
}
void func_breakaway_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
self->enemy = inflictor;
self->activator = attacker;
self->speed = max(damage, self->speed);
self->takedamage = DAMAGE_NO;
self->die = NULL;
if (self->delay > 0)
{ //Knightmare- clean up child movement stuff here
VectorClear(self->avelocity);
self->movewith = "";
self->movewith_ent = NULL;
self->postthink = NULL;
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self->think = func_breakaway_fall;
self->nextthink = level.time + self->delay;
}
else
func_breakaway_fall (self);
}
void func_breakaway_use (edict_t *self, edict_t *other, edict_t *activator)
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{
func_breakaway_die (self, self, other, self->speed, vec3_origin);
}
void func_breakaway_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
int damage;
float delta;
float mass;
vec3_t dir, impact_v;
if (!self->health) return;
if (other->mass <= 200) return;
if (VectorLength(other->velocity)==0) return;
// Check for impact damage
if (self->health > 0)
{
VectorSubtract(other->velocity,self->velocity,impact_v);
delta = VectorLength(impact_v);
delta = delta*delta*0.0001;
mass = self->mass;
if (!mass) mass = 200;
delta *= (float)(other->mass)/mass;
if (delta > 30)
{
damage = (delta-30)/2;
if (damage > 0)
{
VectorSubtract(self->s.origin,other->s.origin,dir);
VectorNormalize(dir);
T_Damage (self, other, other, dir, self->s.origin, vec3_origin, damage, 0, 0, MOD_FALLING);
}
}
}
}
void func_breakaway_spawn (edict_t *self, edict_t *other, edict_t *activator)
{
self->solid = SOLID_BSP;
self->svflags &= ~SVF_NOCLIENT;
self->svflags |= SVF_DAMAGEABLE;
self->use = func_breakaway_use;
KillBox (self);
gi.linkentity (self);
}
void func_breakaway_activate(edict_t *self, edict_t *other, edict_t *activator)
{
if (!self->health)
self->health = 100;
self->die = func_breakaway_die;
self->takedamage = DAMAGE_YES;
self->use = func_breakaway_use;
}
void SP_func_breakaway (edict_t *self)
{
self->class_id = ENTITY_FUNC_BREAKAWAY;
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self->movetype = MOVETYPE_PUSH;
gi.setmodel (self, self->model);
G_SetMovedir (self->s.angles, self->movedir);
// precache debris if destroyable
if (self->health2)
PrecacheDebris(self->gib_type);
if ( (!VectorLength(self->bleft)) && (!VectorLength(self->tright)) )
{
VectorSet(self->bleft, -16, -16, -16);
VectorSet(self->tright, 16, 16, 16);
}
if (!self->mass)
self->mass = 500;
if (!self->speed)
self->speed = 100;
if ((self->spawnflags & BREAKAWAY_FADE) && !self->fadeout)
self->fadeout = 30;
if (!self->wait)
self->wait = 0.3;
if (self->spawnflags & BREAKAWAY_TARGET_ANGLE)
{
if (!self->duration)
self->duration = 5.0;
// must stop rotating AFTER becoming solid
if (self->duration <= self->wait)
self->duration = self->wait + FRAMETIME;
}
if (st.noise)
self->noise_index = gi.soundindex (st.noise);
if (self->spawnflags & BREAKAWAY_TRIGGER_SPAWN)
{
self->svflags |= SVF_NOCLIENT;
self->solid = SOLID_NOT;
self->use = func_breakaway_spawn;
}
else if (self->spawnflags & BREAKAWAY_INACTIVE)
{
self->solid = SOLID_BSP;
if (self->targetname)
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self->use = func_breakaway_activate;
}
else
{
self->solid = SOLID_BSP;
if (self->targetname)
self->use = func_breakaway_use;
}
if (self->spawnflags & BREAKAWAY_ANIM)
self->s.effects |= EF_ANIM_ALL;
if (self->spawnflags & BREAKAWAY_ANIM_FAST)
self->s.effects |= EF_ANIM_ALLFAST;
if ((self->spawnflags & BREAKAWAY_ALWAYS_SHOOT) || ((self->use != func_breakaway_use) && (self->use != func_breakaway_activate)))
{
if (!self->health)
self->health = 100;
self->die = func_breakaway_die;
self->takedamage = DAMAGE_YES;
}
#ifdef POSTTHINK_CHILD_MOVEMENT
self->postthink = set_child_movement; // Knightmare- supports movewith
#endif // POSTTHINK_CHILD_MOVEMENT
// touch function for impact damage
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self->touch = func_breakaway_touch;
gi.linkentity (self);
}
/*QUAKED misc_explobox (0 .5 .8) (-16 -16 0) (16 16 40)
Large exploding box. You can override its mass (100),
health (80), and dmg (150).
gib_type- Set to 3 for barrel-specific gibs.
*/
void barrel_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
float ratio;
vec3_t v;
if ((!other->groundentity) || (other->groundentity == self))
return;
ratio = (float)other->mass / (float)self->mass;
VectorSubtract (self->s.origin, other->s.origin, v);
M_walkmove (self, vectoyaw(v), 20 * ratio * FRAMETIME);
}
void barrel_explode (edict_t *self)
{
vec3_t org;
float spd;
vec3_t save;
vec3_t size;
int i;
/*if (self->gib_type == GIB_BARREL)
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{ //Knightmare- cap mass at 399 to avoid large explosion
if (self->mass >= 400)
self->mass = 399;
func_explosive_explode (self);
return;
}*/
VectorCopy (self->s.origin, save);
VectorMA (self->absmin, 0.5, self->size, self->s.origin);
T_RadiusDamage (self, self->activator, self->dmg, NULL, self->dmg+40, MOD_BARREL, -0.5);
// Lazarus: Nice catch by Argh! For years now, explobox chunks have
// gone through the floor. This is very noticeable if the floor
// is transparent. Like func_explosive, shrink size box so that
// debris has an initial standoff from the floor.
VectorScale(self->size,0.5,size);
// Knightmare- new gib code
if (self->gib_type && self->gib_type == GIB_BARREL)
{
// top
spd = 1.5 * (float)self->dmg / 200.0;
VectorCopy (self->s.origin, org);
org[2] = self->absmax[2];
ThrowDebris (self, "models/objects/barrel_gibs/gib2.md2", spd, org, 0, 0, 0);
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// side pieces
for (i = 0; i < 8; i++)
{
org[0] = self->s.origin[0] + crandom() * size[0];
org[1] = self->s.origin[1] + crandom() * size[1];
org[2] = self->s.origin[2] + crandom() * size[2];
ThrowDebris (self, "models/objects/barrel_gibs/gib4.md2", spd, org, 0, 0, 0);
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}
// bottom corners
spd = 1.75 * (float)self->dmg / 200.0;
VectorCopy (self->absmin, org);
org[1] += self->size[1];
ThrowDebris (self, "models/objects/barrel_gibs/gib1.md2", spd, org, 0, 0, 0);
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org[0] += self->size[0] * 2;
ThrowDebris (self, "models/objects/barrel_gibs/gib1.md2", spd, org, 0, 0, 0);
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// top corners
VectorCopy (self->absmax, org);
org[1] += self->size[1];
ThrowDebris (self, "models/objects/barrel_gibs/gib3.md2", spd, org, 0, 0, 0);
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org[0] += self->size[0] * 2;
ThrowDebris (self, "models/objects/barrel_gibs/gib3.md2", spd, org, 0, 0, 0);
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// a bunch of little chunks
spd = 2 * self->dmg / 200;
for (i = 0; i < 8; i++)
{
org[0] = self->s.origin[0] + crandom() * size[0];
org[1] = self->s.origin[1] + crandom() * size[1];
org[2] = self->s.origin[2] + crandom() * size[2];
ThrowDebris (self, "models/objects/barrel_gibs/gib5.md2", spd, org, 0, 0, 0);
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}
}
else
{
// a few big chunks
spd = 1.5 * (float)self->dmg / 200.0;
org[0] = self->s.origin[0] + crandom() * size[0];
org[1] = self->s.origin[1] + crandom() * size[1];
org[2] = self->s.origin[2] + crandom() * size[2];
ThrowDebris (self, "models/objects/debris1/tris.md2", spd, org, 0, 0, 0);
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org[0] = self->s.origin[0] + crandom() * size[0];
org[1] = self->s.origin[1] + crandom() * size[1];
org[2] = self->s.origin[2] + crandom() * size[2];
ThrowDebris (self, "models/objects/debris1/tris.md2", spd, org, 0, 0, 0);
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// bottom corners
spd = 1.75 * (float)self->dmg / 200.0;
VectorCopy (self->absmin, org);
org[2] += 2;
ThrowDebris (self, "models/objects/debris3/tris.md2", spd, org, 0, 0, 0);
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VectorCopy (self->absmin, org);
org[0] += self->size[0];
org[2] += 2;
ThrowDebris (self, "models/objects/debris3/tris.md2", spd, org, 0, 0, 0);
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VectorCopy (self->absmin, org);
org[1] += self->size[1];
org[2] += 2;
ThrowDebris (self, "models/objects/debris3/tris.md2", spd, org, 0, 0, 0);
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VectorCopy (self->absmin, org);
org[0] += self->size[0];
org[1] += self->size[1];
org[2] += 2;
ThrowDebris (self, "models/objects/debris3/tris.md2", spd, org, 0, 0, 0);
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// a bunch of little chunks
spd = 2 * self->dmg / 200;
org[0] = self->s.origin[0] + crandom() * size[0];
org[1] = self->s.origin[1] + crandom() * size[1];
org[2] = self->s.origin[2] + crandom() * size[2];
ThrowDebris (self, "models/objects/debris2/tris.md2", spd, org, 0, 0, 0);
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org[0] = self->s.origin[0] + crandom() * size[0];
org[1] = self->s.origin[1] + crandom() * size[1];
org[2] = self->s.origin[2] + crandom() * size[2];
ThrowDebris (self, "models/objects/debris2/tris.md2", spd, org, 0, 0, 0);
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org[0] = self->s.origin[0] + crandom() * size[0];
org[1] = self->s.origin[1] + crandom() * size[1];
org[2] = self->s.origin[2] + crandom() * size[2];
ThrowDebris (self, "models/objects/debris2/tris.md2", spd, org, 0, 0, 0);
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org[0] = self->s.origin[0] + crandom() * size[0];
org[1] = self->s.origin[1] + crandom() * size[1];
org[2] = self->s.origin[2] + crandom() * size[2];
ThrowDebris (self, "models/objects/debris2/tris.md2", spd, org, 0, 0, 0);
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org[0] = self->s.origin[0] + crandom() * size[0];
org[1] = self->s.origin[1] + crandom() * size[1];
org[2] = self->s.origin[2] + crandom() * size[2];
ThrowDebris (self, "models/objects/debris2/tris.md2", spd, org, 0, 0, 0);
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org[0] = self->s.origin[0] + crandom() * size[0];
org[1] = self->s.origin[1] + crandom() * size[1];
org[2] = self->s.origin[2] + crandom() * size[2];
ThrowDebris (self, "models/objects/debris2/tris.md2", spd, org, 0, 0, 0);
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org[0] = self->s.origin[0] + crandom() * size[0];
org[1] = self->s.origin[1] + crandom() * size[1];
org[2] = self->s.origin[2] + crandom() * size[2];
ThrowDebris (self, "models/objects/debris2/tris.md2", spd, org, 0, 0, 0);
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org[0] = self->s.origin[0] + crandom() * size[0];
org[1] = self->s.origin[1] + crandom() * size[1];
org[2] = self->s.origin[2] + crandom() * size[2];
ThrowDebris (self, "models/objects/debris2/tris.md2", spd, org, 0, 0, 0);
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}
// Lazarus: use targets
G_UseTargets (self, self->activator);
// Lazarus: added case for no damage
if (self->dmg) {
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if (self->groundentity) {
self->s.origin[2] = self->absmin[2] + 2;
BecomeExplosion2 (self);
} else
BecomeExplosion1 (self);
} else {
gi.sound (self, CHAN_VOICE, gi.soundindex ("tank/thud.wav"), 1, ATTN_NORM, 0);
G_FreeEdict (self);
}
}
void barrel_delay (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
self->takedamage = DAMAGE_NO;
self->nextthink = level.time + 2 * FRAMETIME;
self->think = barrel_explode;
self->activator = attacker;
}
void SP_misc_explobox (edict_t *self)
{
int i;
if (deathmatch->value)
{ // auto-remove for deathmatch
G_FreeEdict (self);
return;
}
// Knightmare- barrel-specific gibs, since we have the higher limit
#ifdef KMQUAKE2_ENGINE_MOD
self->gib_type = GIB_BARREL;
for (i=1; i<=5; i++)
gi.modelindex(va("models/objects/barrel_gibs/gib%i.md2",i));
#else
// Lazarus: can use actual barrel parts for debris:
if ((self->spawnflags & 1) || (self->gib_type == GIB_BARREL))
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{
self->gib_type = GIB_BARREL;
for (i=1; i<=5; i++)
gi.modelindex(va("models/objects/barrel_gibs/gib%i.md2",i));
}
else
{
gi.modelindex ("models/objects/debris1/tris.md2");
gi.modelindex ("models/objects/debris2/tris.md2");
gi.modelindex ("models/objects/debris3/tris.md2");
}
#endif
self->solid = SOLID_BBOX;
self->clipmask = MASK_MONSTERSOLID | MASK_PLAYERSOLID;
self->movetype = MOVETYPE_STEP;
self->model = "models/objects/barrels/tris.md2";
self->s.modelindex = gi.modelindex (self->model);
VectorSet (self->mins, -16, -16, 0);
VectorSet (self->maxs, 16, 16, 40);
if (!self->mass)
self->mass = 400;
if (!self->health)
self->health = 10;
if (!self->dmg)
self->dmg = 150;
self->die = barrel_delay;
self->takedamage = DAMAGE_YES;
self->monsterinfo.aiflags = AI_NOSTEP;
self->touch = barrel_touch;
// Lazarus: this isn't necessary, as MOVETYPE_STEP is already
// effected by gravity anyway. Adding this in has the effect
// of doubling gravity, which is OK for normally placed
// misc_explobox but sucks if it is spawned from above the floor
// by a target_spawner or target_clone.
//self->think = M_droptofloor;
//self->nextthink = level.time + 2 * FRAMETIME;
self->common_name = "Exploding Barrel";
self->class_id = ENTITY_MISC_EXPLOBOX;
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gi.linkentity (self);
}
//
// miscellaneous specialty items
//
/*QUAKED misc_blackhole (1 .5 0) (-8 -8 -8) (8 8 8)
*/
void misc_blackhole_use (edict_t *ent, edict_t *other, edict_t *activator)
{
/*
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_BOSSTPORT);
gi.WritePosition (ent->s.origin);
gi.multicast (ent->s.origin, MULTICAST_PVS);
*/
G_FreeEdict (ent);
}
void misc_blackhole_think (edict_t *self)
{
if (++self->s.frame < 19)
self->nextthink = level.time + FRAMETIME;
else
{
self->s.frame = 0;
self->nextthink = level.time + FRAMETIME;
}
}
void misc_blackhole_transparent (edict_t *ent)
{
// Lazarus: This avoids the problem mentioned below.
ent->s.renderfx = RF_TRANSLUCENT|RF_NOSHADOW;
ent->prethink = NULL;
gi.linkentity(ent);
}
void SP_misc_blackhole (edict_t *ent)
{
ent->class_id = ENTITY_MISC_BLACKHOLE;
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ent->movetype = MOVETYPE_NONE;
ent->solid = SOLID_NOT;
VectorSet (ent->mins, -64, -64, 0);
VectorSet (ent->maxs, 64, 64, 8);
ent->s.modelindex = gi.modelindex ("models/objects/black/tris.md2");
// ent->s.renderfx = RF_TRANSLUCENT; // Lazarus: For some oddball reason if this is set
// here, blackhole generator will be
// invisible. Rogue MP has the same problem.
ent->use = misc_blackhole_use;
ent->think = misc_blackhole_think;
ent->prethink = misc_blackhole_transparent;
ent->nextthink = level.time + 2 * FRAMETIME;
gi.linkentity (ent);
}
/*QUAKED misc_eastertank (1 .5 0) (-32 -32 -16) (32 32 32) NOT_SOLID COMMANDER
*/
void misc_eastertank_think (edict_t *self)
{
if (++self->s.frame < 293)
self->nextthink = level.time + FRAMETIME;
else
{
self->s.frame = 254;
self->nextthink = level.time + FRAMETIME;
}
}
void SP_misc_eastertank (edict_t *ent)
{
ent->class_id = ENTITY_MISC_EASTERTANK;
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ent->movetype = MOVETYPE_NONE;
// Lazarus - nonsolid
if (ent->spawnflags & 1)
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ent->solid = SOLID_NOT;
else
{
ent->solid = SOLID_BBOX;
VectorSet (ent->mins, -32, -32, -16);
VectorSet (ent->maxs, 32, 32, 32);
}
ent->s.modelindex = gi.modelindex ("models/monsters/tank/tris.md2");
ent->s.frame = 254;
if (ent->spawnflags & 2) // Knightmare- commander skin
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ent->s.skinnum = 2;
ent->think = misc_eastertank_think;
ent->nextthink = level.time + 2 * FRAMETIME;
gi.linkentity (ent);
}
/*QUAKED misc_easterchick (1 .5 0) (-32 -32 0) (32 32 32)
*/
void misc_easterchick_think (edict_t *self)
{
if (++self->s.frame < 247)
self->nextthink = level.time + FRAMETIME;
else
{
self->s.frame = 208;
self->nextthink = level.time + FRAMETIME;
}
}
void SP_misc_easterchick (edict_t *ent)
{
ent->class_id = ENTITY_MISC_EASTERCHICK;
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ent->movetype = MOVETYPE_NONE;
// Lazarus - nonsolid
if (ent->spawnflags & 1)
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ent->solid = SOLID_NOT;
else
{
ent->solid = SOLID_BBOX;
VectorSet (ent->mins, -32, -32, 0);
VectorSet (ent->maxs, 32, 32, 32);
}
ent->s.modelindex = gi.modelindex ("models/monsters/bitch/tris.md2");
ent->s.frame = 208;
ent->think = misc_easterchick_think;
ent->nextthink = level.time + 2 * FRAMETIME;
gi.linkentity (ent);
}
/*QUAKED misc_easterchick2 (1 .5 0) (-32 -32 0) (32 32 32)
*/
void misc_easterchick2_think (edict_t *self)
{
if (++self->s.frame < 287)
self->nextthink = level.time + FRAMETIME;
else
{
self->s.frame = 248;
self->nextthink = level.time + FRAMETIME;
}
}
void SP_misc_easterchick2 (edict_t *ent)
{
ent->class_id = ENTITY_MISC_EASTERCHICK2;
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ent->movetype = MOVETYPE_NONE;
// Lazarus - nonsolid
if (ent->spawnflags & 1)
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ent->solid = SOLID_NOT;
else
{
ent->solid = SOLID_BBOX;
VectorSet (ent->mins, -32, -32, 0);
VectorSet (ent->maxs, 32, 32, 32);
}
ent->s.modelindex = gi.modelindex ("models/monsters/bitch/tris.md2");
ent->s.frame = 248;
ent->think = misc_easterchick2_think;
ent->nextthink = level.time + 2 * FRAMETIME;
gi.linkentity (ent);
}
/*QUAKED monster_commander_body (1 .5 0) (-32 -32 0) (32 32 48)
Not really a monster, this is the Tank Commander's decapitated body.
There should be a item_commander_head that has this as it's target.
*/
void commander_body_think (edict_t *self)
{
if (++self->s.frame < 24)
self->nextthink = level.time + FRAMETIME;
else
self->nextthink = 0;
if (self->s.frame == 22)
gi.sound (self, CHAN_BODY, gi.soundindex ("tank/thud.wav"), 1, ATTN_NORM, 0);
}
void commander_body_use (edict_t *self, edict_t *other, edict_t *activator)
{
self->think = commander_body_think;
self->nextthink = level.time + FRAMETIME;
gi.sound (self, CHAN_BODY, gi.soundindex ("tank/pain.wav"), 1, ATTN_NORM, 0);
}
void commander_body_drop (edict_t *self)
{
self->movetype = MOVETYPE_TOSS;
self->s.origin[2] += 2;
if (!(self->spawnflags & SF_MONSTER_FLIES))
return;
if (self->waterlevel)
return;
self->s.effects |= EF_FLIES;
self->s.sound = gi.soundindex ("infantry/inflies1.wav");
}
void SP_monster_commander_body (edict_t *self)
{
self->class_id = ENTITY_MONSTER_COMMANDER_BODY;
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self->movetype = MOVETYPE_NONE;
self->solid = SOLID_BBOX;
self->model = "models/monsters/commandr/tris.md2";
self->s.modelindex = gi.modelindex (self->model);
VectorSet (self->mins, -32, -32, 0);
VectorSet (self->maxs, 32, 32, 48);
self->use = commander_body_use;
self->takedamage = DAMAGE_YES;
self->flags = FL_GODMODE;
self->s.renderfx |= RF_FRAMELERP;
gi.linkentity (self);
gi.soundindex ("tank/thud.wav");
gi.soundindex ("tank/pain.wav");
self->think = commander_body_drop;
self->nextthink = level.time + 5 * FRAMETIME;
}
/*QUAKED misc_banner (1 .5 0) (-4 -4 -4) (4 4 4)
The origin is the bottom of the banner.
The banner is 128 tall.
*/
void misc_banner_think (edict_t *ent)
{
ent->s.frame = (ent->s.frame + 1) % 16;
ent->nextthink = level.time + FRAMETIME;
}
void SP_misc_banner (edict_t *ent)
{
ent->class_id = ENTITY_MISC_BANNER;
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ent->movetype = MOVETYPE_NONE;
ent->solid = SOLID_NOT;
ent->s.modelindex = gi.modelindex ("models/objects/banner/tris.md2");
ent->s.renderfx |= RF_NOSHADOW;
ent->s.frame = rand() % 16;
gi.linkentity (ent);
ent->think = misc_banner_think;
ent->nextthink = level.time + FRAMETIME;
}
/*QUAKED misc_deadsoldier (1 .5 0) (-16 -16 0) (16 16 16) ON_BACK ON_STOMACH BACK_DECAP FETAL_POS SIT_DECAP IMPALED
This is the dead player model. Comes in 6 exciting different poses!
*/
void misc_deadsoldier_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
int n;
if (self->health > -80)
return;
// Lazarus
self->s.effects &= ~EF_FLIES;
self->s.sound = 0;
gi.sound (self, CHAN_BODY, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
for (n= 0; n < 4; n++)
ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", 0, 0, damage, GIB_ORGANIC);
ThrowHead (self, "models/objects/gibs/head2/tris.md2", 0, 0, damage, GIB_ORGANIC);
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}
void misc_deadsoldier_flieson(edict_t *self)
{
if (!(self->spawnflags & 64))
return;
if (self->waterlevel)
return;
self->s.effects |= EF_FLIES;
self->s.sound = gi.soundindex ("infantry/inflies1.wav");
}
int PatchDeadSoldier (void);
void SP_misc_deadsoldier (edict_t *ent)
{
if (deathmatch->value)
{ // auto-remove for deathmatch
G_FreeEdict (ent);
return;
}
ent->movetype = MOVETYPE_NONE;
ent->solid = SOLID_BBOX;
ent->s.modelindex=gi.modelindex ("models/deadbods/dude/tris.md2");
// Defaults to frame 0
if (ent->spawnflags & 2)
ent->s.frame = 1;
else if (ent->spawnflags & 4)
ent->s.frame = 2;
else if (ent->spawnflags & 8)
ent->s.frame = 3;
else if (ent->spawnflags & 16)
ent->s.frame = 4;
else if (ent->spawnflags & 32)
ent->s.frame = 5;
else
ent->s.frame = 0;
// Lazarus
if (ent->spawnflags & 64) {
// postpone turning on flies till we figure out whether dude is submerged
ent->think = misc_deadsoldier_flieson;
ent->nextthink = level.time + FRAMETIME;
}
VectorSet (ent->mins, -16, -16, 0);
VectorSet (ent->maxs, 16, 16, 16);
ent->deadflag = DEAD_DEAD;
ent->takedamage = DAMAGE_YES;
ent->svflags |= SVF_MONSTER|SVF_DEADMONSTER;
ent->die = misc_deadsoldier_die;
ent->monsterinfo.aiflags |= AI_GOOD_GUY;
if (ent->style)
{
PatchDeadSoldier ();
ent->s.skinnum = ent->style;
}
ent->common_name = "Dead Marine";
ent->class_id = ENTITY_MISC_DEADSOLDIER;
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gi.linkentity (ent);
}
/*QUAKED misc_viper (1 .5 0) (-16 -16 0) (16 16 32)
This is the Viper for the flyby bombing.
It is trigger_spawned, so you must have something use it for it to show up.
There must be a path for it to follow once it is activated.
"speed" How fast the Viper should fly
*/
extern void train_use (edict_t *self, edict_t *other, edict_t *activator);
extern void func_train_find (edict_t *self);
void viper_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point )
{
edict_t *e, *next;
if (self->deathtarget)
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{
self->target = self->deathtarget;
G_UseTargets (self, attacker);
}
e = self->movewith_next;
while (e)
{
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next = e->movewith_next;
if (e->solid == SOLID_NOT) {
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e->nextthink = 0;
G_FreeEdict(e);
}
else
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BecomeExplosion1 (e);
e = next;
}
self->enemy = inflictor;
self->activator = attacker;
func_explosive_explode (self);
}
void misc_viper_use (edict_t *self, edict_t *other, edict_t *activator)
{
self->svflags &= ~SVF_NOCLIENT;
self->use = train_use;
train_use (self, other, activator);
}
void SP_misc_viper (edict_t *ent)
{
if (!ent->target)
{
gi.dprintf ("misc_viper without a target at %s\n", vtos(ent->absmin));
G_FreeEdict (ent);
return;
}
ent->class_id = ENTITY_MISC_VIPER;
if (!ent->speed)
ent->speed = 300;
ent->movetype = MOVETYPE_PUSH;
ent->s.modelindex = gi.modelindex ("models/ships/viper/tris.md2");
// Lazarus - allow ship to be destroyed if positive health value
if (ent->health > 0)
{
ent->solid = SOLID_BBOX;
VectorSet (ent->mins, -32, -24, -12);
VectorSet (ent->maxs, 32, 24, 16);
ent->takedamage = DAMAGE_YES;
ent->die = viper_die;
if (!ent->dmg)
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ent->dmg = 200;
if (!ent->mass)
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ent->mass = 800;
}
else
{
ent->solid = SOLID_NOT;
VectorSet (ent->mins, -16, -16, 0);
VectorSet (ent->maxs, 16, 16, 32);
}
// Lazarus - TRAIN_SMOOTH forces trains to go directly to Move_Done from
// Move_Final rather than slowing down (if necessary) for one
// frame.
if (ent->spawnflags & TRAIN_SMOOTH)
ent->smooth_movement = true;
else
ent->smooth_movement = false;
ent->think = func_train_find;
ent->nextthink = level.time + FRAMETIME;
if (ent->spawnflags & TRAIN_START_ON)
ent->use = train_use;
else
{
ent->use = misc_viper_use;
ent->svflags |= SVF_NOCLIENT;
}
// Knightmare- change both rotate flags to spline flag
if ((ent->spawnflags & TRAIN_ROTATE) && (ent->spawnflags & TRAIN_ROTATE_CONSTANT))
{
ent->spawnflags &= ~(TRAIN_ROTATE | TRAIN_ROTATE_CONSTANT);
ent->spawnflags |= TRAIN_SPLINE;
}
ent->moveinfo.accel = ent->moveinfo.decel = ent->moveinfo.speed = ent->speed;
ent->common_name = "Viper";
gi.linkentity (ent);
}
void SP_misc_viper_origin (edict_t *ent)
{
ent->spawnflags |= TRAIN_ORIGIN;
SP_misc_viper (ent);
}
/*QUAKED misc_bigviper (1 .5 0) (-176 -120 -24) (176 120 72)
This is a large stationary viper as seen in Paul's intro
*/
void SP_misc_bigviper (edict_t *ent)
{
ent->class_id = ENTITY_MISC_BIGVIPER;
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ent->movetype = MOVETYPE_NONE;
ent->solid = SOLID_BBOX;
VectorSet (ent->mins, -176, -120, -24);
VectorSet (ent->maxs, 176, 120, 72);
ent->s.modelindex = gi.modelindex ("models/ships/bigviper/tris.md2");
ent->common_name = "Viper";
gi.linkentity (ent);
}
/*QUAKED misc_viper_bomb (1 0 0) (-8 -8 -8) (8 8 8)
"dmg" how much boom should the bomb make?
*/
void misc_viper_bomb_use (edict_t *, edict_t *, edict_t *);
void misc_viper_bomb_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
G_UseTargets (self, self->activator);
self->s.origin[2] = self->absmin[2] + 1;
T_RadiusDamage (self, self, self->dmg, NULL, self->dmg+40, MOD_BOMB, -0.5);
self->count--;
if (!self->count)
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self->spawnflags &= ~1;
if (self->spawnflags & 1)
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{
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_EXPLOSION2);
gi.WritePosition (self->s.origin);
gi.multicast (self->s.origin, MULTICAST_PVS);
if (level.num_reflectors)
ReflectExplosion (TE_EXPLOSION2, self->s.origin);
self->svflags |= SVF_NOCLIENT;
self->solid = SOLID_NOT;
self->use = misc_viper_bomb_use;
self->s.effects = 0;
self->movetype = MOVETYPE_NONE;
self->nextthink = 0;
self->think = NULL;
VectorCopy(self->pos1,self->s.origin);
VectorCopy(self->pos2,self->s.angles);
VectorClear(self->velocity);
gi.linkentity(self);
}
else
BecomeExplosion2 (self);
}
void misc_viper_bomb_prethink (edict_t *self)
{
vec3_t v;
float diff;
self->groundentity = NULL;
diff = self->timestamp - level.time;
if (diff < -1.0)
diff = -1.0;
VectorScale (self->moveinfo.dir, 1.0 + diff, v);
v[2] = diff;
diff = self->s.angles[2];
vectoangles (v, self->s.angles);
self->s.angles[2] = diff + 10;
}
void viper_bomb_think(edict_t *self)
{
if (readout->value) {
gi.dprintf("bomb velocity=%g,%g,%g\n",self->velocity[0],self->velocity[1],self->velocity[2]);
gi.dprintf("bomb position=%g,%g,%g\n",self->s.origin[0],self->s.origin[1],self->s.origin[2]);
}
self->nextthink = level.time + FRAMETIME;
}
void misc_viper_bomb_use (edict_t *self, edict_t *other, edict_t *activator)
{
edict_t *viper;
if (self->solid != SOLID_NOT) // Already in use
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return;
self->solid = SOLID_BBOX;
self->svflags &= ~SVF_NOCLIENT;
self->s.effects |= EF_ROCKET;
self->use = NULL;
self->movetype = MOVETYPE_TOSS;
self->prethink = misc_viper_bomb_prethink;
self->touch = misc_viper_bomb_touch;
self->activator = activator;
VectorCopy(self->pos1,self->s.origin);
VectorCopy(self->pos2,self->s.angles);
if (self->pathtarget)
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{
if (!Q_stricmp(self->pathtarget,self->targetname))
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{
VectorScale(self->movedir,self->speed,self->velocity);
VectorCopy(self->movedir,self->moveinfo.dir);
}
else
{
viper = G_Find(NULL, FOFS(targetname), self->pathtarget);
if (!viper)
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return;
VectorScale (viper->moveinfo.dir, viper->moveinfo.speed, self->velocity);
VectorCopy (viper->moveinfo.dir, self->moveinfo.dir);
}
}
else
{
viper = G_Find (NULL, FOFS(classname), "misc_viper");
if (!viper)
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return;
VectorScale (viper->moveinfo.dir, viper->moveinfo.speed, self->velocity);
VectorCopy (viper->moveinfo.dir, self->moveinfo.dir);
}
self->timestamp = level.time;
self->think = viper_bomb_think;
self->nextthink = level.time + FRAMETIME;
}
void SP_misc_viper_bomb (edict_t *self)
{
vec3_t angles;
self->movetype = MOVETYPE_NONE;
self->solid = SOLID_NOT;
VectorSet (self->mins, -8, -8, -8);
VectorSet (self->maxs, 8, 8, 8);
self->s.modelindex = gi.modelindex ("models/objects/bomb/tris.md2");
// Lazarus: Preserve angles in movedir and initial placement
// for case of targeting self
VectorCopy(self->s.angles,angles);
G_SetMovedir (angles,self->movedir);
VectorCopy(self->s.origin,self->pos1);
VectorCopy(self->s.angles,self->pos2);
if (!self->dmg)
self->dmg = 1000;
self->use = misc_viper_bomb_use;
self->svflags |= SVF_NOCLIENT;
self->common_name = "Bomb";
self->class_id = ENTITY_MISC_VIPER_BOMB;
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gi.linkentity (self);
}
/*QUAKED misc_strogg_ship (1 .5 0) (-16 -16 0) (16 16 32)
This is a Storgg ship for the flybys.
It is trigger_spawned, so you must have something use it for it to show up.
There must be a path for it to follow once it is activated.
"speed" How fast it should fly
*/
extern void train_use (edict_t *self, edict_t *other, edict_t *activator);
extern void func_train_find (edict_t *self);
void misc_strogg_ship_use (edict_t *self, edict_t *other, edict_t *activator)
{
self->svflags &= ~SVF_NOCLIENT;
self->use = train_use;
train_use (self, other, activator);
}
void SP_misc_strogg_ship (edict_t *ent)
{
if (!ent->target)
{
gi.dprintf ("%s without a target at %s\n", ent->classname, vtos(ent->absmin));
G_FreeEdict (ent);
return;
}
ent->class_id = ENTITY_MISC_STROGG_SHIP;
ent->class_id = ENTITY_MISC_STROGG_SHIP;
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if (!ent->speed)
ent->speed = 300;
ent->movetype = MOVETYPE_PUSH;
ent->s.modelindex = gi.modelindex ("models/ships/strogg1/tris.md2");
// Lazarus - allow ship to be destroyed if positive health value
if (ent->health > 0)
{
ent->solid = SOLID_BBOX;
VectorSet (ent->mins, -58, -60, -40);
VectorSet (ent->maxs, 72, 60, 38);
ent->takedamage = DAMAGE_YES;
ent->die = viper_die;
if (!ent->dmg)
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ent->dmg = 200;
if (!ent->mass)
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ent->mass = 1200;
}
else
{
ent->solid = SOLID_NOT;
VectorSet (ent->mins, -16, -16, 0);
VectorSet (ent->maxs, 16, 16, 32);
}
// Lazarus - TRAIN_SMOOTH forces trains to go directly to Move_Done from
// Move_Final rather than slowing down (if necessary) for one
// frame.
if (ent->spawnflags & TRAIN_SMOOTH)
ent->smooth_movement = true;
else
ent->smooth_movement = false;
ent->think = func_train_find;
ent->nextthink = level.time + FRAMETIME;
if (ent->spawnflags & TRAIN_START_ON)
ent->use = train_use;
else
{
ent->use = misc_strogg_ship_use;
ent->svflags |= SVF_NOCLIENT;
}
// Knightmare- change both rotate flags to spline flag
if ((ent->spawnflags & TRAIN_ROTATE) && (ent->spawnflags & TRAIN_ROTATE_CONSTANT))
{
ent->spawnflags &= ~(TRAIN_ROTATE | TRAIN_ROTATE_CONSTANT);
ent->spawnflags |= TRAIN_SPLINE;
}
ent->moveinfo.accel = ent->moveinfo.decel = ent->moveinfo.speed = ent->speed;
ent->common_name = "Strogg Ship";
gi.linkentity (ent);
}
void SP_misc_strogg_ship_origin (edict_t *ent)
{
ent->spawnflags |= TRAIN_ORIGIN;
SP_misc_strogg_ship (ent);
}
/*QUAKED misc_satellite_dish (1 .5 0) (-64 -64 0) (64 64 128)
*/
void misc_satellite_dish_think (edict_t *self)
{
self->s.frame++;
if (self->s.frame < 38)
self->nextthink = level.time + FRAMETIME;
}
void misc_satellite_dish_use (edict_t *self, edict_t *other, edict_t *activator)
{
self->s.frame = 0;
self->think = misc_satellite_dish_think;
self->nextthink = level.time + FRAMETIME;
}
void SP_misc_satellite_dish (edict_t *ent)
{
ent->class_id = ENTITY_MISC_SATELLITE_DISH;
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ent->movetype = MOVETYPE_NONE;
ent->solid = SOLID_BBOX;
VectorSet (ent->mins, -64, -64, 0);
VectorSet (ent->maxs, 64, 64, 128);
ent->s.modelindex = gi.modelindex ("models/objects/satellite/tris.md2");
ent->use = misc_satellite_dish_use;
ent->common_name = "Satellite Dish";
gi.linkentity (ent);
}
/*QUAKED light_mine1 (0 1 0) (-2 -2 -12) (2 2 12)
*/
void SP_light_mine1 (edict_t *ent)
{
ent->class_id = ENTITY_LIGHT_MINE1;
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ent->movetype = MOVETYPE_NONE;
ent->solid = SOLID_BBOX;
ent->s.modelindex = gi.modelindex ("models/objects/minelite/light1/tris.md2");
ent->s.renderfx |= RF_NOSHADOW;
gi.linkentity (ent);
}
/*QUAKED light_mine2 (0 1 0) (-2 -2 -12) (2 2 12)
*/
void SP_light_mine2 (edict_t *ent)
{
ent->class_id = ENTITY_LIGHT_MINE2;
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ent->movetype = MOVETYPE_NONE;
ent->solid = SOLID_BBOX;
ent->s.modelindex = gi.modelindex ("models/objects/minelite/light2/tris.md2");
ent->s.renderfx |= RF_NOSHADOW;
gi.linkentity (ent);
}
/*QUAKED misc_gib_arm (1 0 0) (-8 -8 -8) (8 8 8)
Intended for use with the target_spawner
*/
void SP_misc_gib_arm (edict_t *ent)
{
ent->class_id = ENTITY_MISC_GIB_ARM;
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gi.setmodel (ent, "models/objects/gibs/arm/tris.md2");
ent->solid = SOLID_NOT;
ent->s.effects |= EF_GIB;
ent->takedamage = DAMAGE_YES;
ent->die = gib_die;
ent->movetype = MOVETYPE_TOSS;
ent->svflags |= SVF_MONSTER;
ent->deadflag = DEAD_DEAD;
ent->avelocity[0] = random()*200;
ent->avelocity[1] = random()*200;
ent->avelocity[2] = random()*200;
ent->think = G_FreeEdict;
ent->nextthink = level.time + 30;
gi.linkentity (ent);
}
/*QUAKED misc_gib_leg (1 0 0) (-8 -8 -8) (8 8 8)
Intended for use with the target_spawner
*/
void SP_misc_gib_leg (edict_t *ent)
{
ent->class_id = ENTITY_MISC_GIB_LEG;
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gi.setmodel (ent, "models/objects/gibs/leg/tris.md2");
ent->solid = SOLID_NOT;
ent->s.effects |= EF_GIB;
ent->takedamage = DAMAGE_YES;
ent->die = gib_die;
ent->movetype = MOVETYPE_TOSS;
ent->svflags |= SVF_MONSTER;
ent->deadflag = DEAD_DEAD;
ent->avelocity[0] = random()*200;
ent->avelocity[1] = random()*200;
ent->avelocity[2] = random()*200;
ent->think = G_FreeEdict;
ent->nextthink = level.time + 30;
gi.linkentity (ent);
}
/*QUAKED misc_gib_head (1 0 0) (-8 -8 -8) (8 8 8)
Intended for use with the target_spawner
*/
void SP_misc_gib_head (edict_t *ent)
{
ent->class_id = ENTITY_MISC_GIB_HEAD;
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gi.setmodel (ent, "models/objects/gibs/head/tris.md2");
ent->solid = SOLID_NOT;
ent->s.effects |= EF_GIB;
ent->takedamage = DAMAGE_YES;
ent->die = gib_die;
ent->movetype = MOVETYPE_TOSS;
ent->svflags |= SVF_MONSTER;
ent->deadflag = DEAD_DEAD;
ent->avelocity[0] = random()*200;
ent->avelocity[1] = random()*200;
ent->avelocity[2] = random()*200;
ent->think = G_FreeEdict;
ent->nextthink = level.time + 30;
gi.linkentity (ent);
}
//=====================================================
/*QUAKED target_character (0 0 1) ?
used with target_string (must be on same "team")
"count" is position in the string (starts at 1)
*/
void SP_target_character (edict_t *self)
{
self->class_id = ENTITY_TARGET_CHARACTER;
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self->movetype = MOVETYPE_PUSH;
gi.setmodel (self, self->model);
self->solid = SOLID_BSP;
self->s.frame = 12;
gi.linkentity (self);
return;
}
/*QUAKED target_string (0 0 1) (-8 -8 -8) (8 8 8)
*/
void target_string_use (edict_t *self, edict_t *other, edict_t *activator)
{
edict_t *e;
int n, l;
char c;
l = (int)strlen(self->message);
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for (e = self->teammaster; e; e = e->teamchain)
{
if (!e->count)
continue;
n = e->count - 1;
if (n > l)
{
e->s.frame = 12;
continue;
}
c = self->message[n];
if (c >= '0' && c <= '9')
e->s.frame = c - '0';
else if (c == '-')
e->s.frame = 10;
else if (c == ':')
e->s.frame = 11;
else
e->s.frame = 12;
}
}
void SP_target_string (edict_t *self)
{
if (!self->message)
self->message = "";
self->use = target_string_use;
self->class_id = ENTITY_TARGET_STRING;
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}
/*QUAKED func_clock (0 0 1) (-8 -8 -8) (8 8 8) TIMER_UP TIMER_DOWN START_OFF MULTI_USE
target a target_string with this
The default is to be a time of day clock
TIMER_UP and TIMER_DOWN run for "count" seconds and the fire "pathtarget"
If START_OFF, this entity must be used before it starts
"style" 0 "xx"
1 "xx:xx"
2 "xx:xx:xx"
*/
#define CLOCK_MESSAGE_SIZE 16
// don't let field width of any clock messages change, or it
// could cause an overwrite after a game load
/*static*/ void func_clock_reset (edict_t *self)
{
self->activator = NULL;
if (self->spawnflags & 1)
{
self->health = 0;
self->wait = self->count;
}
else if (self->spawnflags & 2)
{
self->health = self->count;
self->wait = 0;
}
}
// Skuller's hack to fix crash on exiting biggun
typedef struct zhead_s {
struct zhead_s *prev, *next;
short magic;
short tag; // for group free
int size;
} zhead_t;
/*static*/ void func_clock_format_countdown (edict_t *self)
{
zhead_t *z = ( zhead_t * )self->message - 1;
int size = z->size - sizeof (zhead_t);
if (size < CLOCK_MESSAGE_SIZE) {
gi.TagFree (self->message);
self->message = gi.TagMalloc (CLOCK_MESSAGE_SIZE, TAG_LEVEL);
//gi.dprintf ("WARNING: func_clock_format_countdown: self->message is too small: %i\n", size);
}
// end Skuller's hack
if (self->style == 0)
{
Com_sprintf (self->message, CLOCK_MESSAGE_SIZE, "%2i", self->health);
return;
}
if (self->style == 1)
{
Com_sprintf(self->message, CLOCK_MESSAGE_SIZE, "%2i:%2i", self->health / 60, self->health % 60);
if (self->message[3] == ' ')
self->message[3] = '0';
return;
}
if (self->style == 2)
{
Com_sprintf(self->message, CLOCK_MESSAGE_SIZE, "%2i:%2i:%2i", self->health / 3600, (self->health - (self->health / 3600) * 3600) / 60, self->health % 60);
if (self->message[3] == ' ')
self->message[3] = '0';
if (self->message[6] == ' ')
self->message[6] = '0';
return;
}
}
void func_clock_think (edict_t *self)
{
if (!self->enemy)
{
self->enemy = G_Find (NULL, FOFS(targetname), self->target);
if (!self->enemy)
return;
}
if (self->spawnflags & 1)
{
func_clock_format_countdown (self);
self->health++;
}
else if (self->spawnflags & 2)
{
func_clock_format_countdown (self);
self->health--;
}
else
{
struct tm *ltime;
time_t gmtime;
time(&gmtime);
ltime = localtime(&gmtime);
Com_sprintf (self->message, CLOCK_MESSAGE_SIZE, "%2i:%2i:%2i", ltime->tm_hour, ltime->tm_min, ltime->tm_sec);
if (self->message[3] == ' ')
self->message[3] = '0';
if (self->message[6] == ' ')
self->message[6] = '0';
}
self->enemy->message = self->message;
self->enemy->use (self->enemy, self, self);
if (((self->spawnflags & 1) && (self->health > self->wait)) ||
((self->spawnflags & 2) && (self->health < self->wait)))
{
if (self->pathtarget)
{
char *savetarget;
char *savemessage;
savetarget = self->target;
savemessage = self->message;
self->target = self->pathtarget;
self->message = NULL;
G_UseTargets (self, self->activator);
self->target = savetarget;
self->message = savemessage;
}
if (!(self->spawnflags & 8)) {
// Lazarus: Can't be used again, so get rid of it
self->think = G_FreeEdict;
self->nextthink = level.time + 1;
return;
}
func_clock_reset (self);
if (self->spawnflags & 4)
return;
}
self->nextthink = level.time + 1;
}
void func_clock_use (edict_t *self, edict_t *other, edict_t *activator)
{
if (!(self->spawnflags & 8))
self->use = NULL;
if (self->activator)
return;
self->activator = activator;
self->think (self);
}
void SP_func_clock (edict_t *self)
{
if (!self->target)
{
gi.dprintf("%s with no target at %s\n", self->classname, vtos(self->s.origin));
G_FreeEdict (self);
return;
}
if ((self->spawnflags & 2) && (!self->count))
{
gi.dprintf("%s with no count at %s\n", self->classname, vtos(self->s.origin));
G_FreeEdict (self);
return;
}
if ((self->spawnflags & 1) && (!self->count))
self->count = 60*60;;
func_clock_reset (self);
self->message = gi.TagMalloc (CLOCK_MESSAGE_SIZE, TAG_LEVEL);
self->think = func_clock_think;
if (self->spawnflags & 4)
self->use = func_clock_use;
else
self->nextthink = level.time + 1;
self->class_id = ENTITY_FUNC_CLOCK;
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}
/*==================================================================
Lazarus changes to misc_teleporter:
START_OFF (=1) If set, misc_teleporter must be targeted to work
TOGGLE (=2) If set, misc_teleporter is toggled on/off each time
it is targeted
NO_MODEL (=4) If set, teleporter does not use the normal teleporter
base or splash effect
LANDMARK (=64) If set, player angles and speed are preserved
misc_teleporter selects a random pick from up to 8 targets for a
destination
trigger_transition with same name as teleporter can be used to
teleport multiple non-player entities
================================================================== */
void teleport_transition_ents (edict_t *transition, edict_t *teleporter, edict_t *destination)
{
extern entlist_t DoNotMove;
int i, j;
int total=0;
qboolean nogo=false;
edict_t *ent;
entlist_t *p;
vec3_t angles, forward, right, v;
vec3_t start;
angles[YAW] = destination->s.angles[YAW] - teleporter->s.angles[YAW];
angles[PITCH] = angles[ROLL] = 0;
AngleVectors(angles,forward,right,NULL);
VectorNegate(right,right);
if (teleporter->solid == SOLID_TRIGGER)
VectorMA(teleporter->absmin,0.5,teleporter->size,start);
else
VectorCopy(teleporter->s.origin,start);
for (i=game.maxclients+1; i<globals.num_edicts; i++)
{
ent = &g_edicts[i];
ent->id = 0;
if (!ent->inuse) continue;
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// Pass up owned entities not owned by the player on this pass...
// get 'em next pass so we'll know whether owner is in our list
if (ent->owner && !ent->owner->client) continue;
if (ent->movewith) continue;
if (ent->solid == SOLID_BSP) continue;
if ((ent->solid == SOLID_TRIGGER) && !FindItemByClassname(ent->classname)) continue;
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// Do not under any circumstances move these entities:
for (p=&DoNotMove, nogo=false; p->name && !nogo; p++)
if (!Q_stricmp(ent->classname,p->name))
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nogo = true;
if (nogo) continue;
if (!HasSpawnFunction(ent)) continue;
if (ent->s.origin[0] > transition->maxs[0]) continue;
if (ent->s.origin[1] > transition->maxs[1]) continue;
if (ent->s.origin[2] > transition->maxs[2]) continue;
if (ent->s.origin[0] < transition->mins[0]) continue;
if (ent->s.origin[1] < transition->mins[1]) continue;
if (ent->s.origin[2] < transition->mins[2]) continue;
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total++;
ent->id = total;
if (ent->owner)
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ent->owner_id = -(ent->owner - g_edicts);
else
ent->owner_id = 0;
if (angles[YAW])
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{
vec3_t spawn_offset;
VectorSubtract(ent->s.origin,start,spawn_offset);
VectorCopy(spawn_offset,v);
G_ProjectSource (vec3_origin, v, forward, right, spawn_offset);
VectorCopy(spawn_offset,ent->s.origin);
VectorCopy(ent->velocity,v);
G_ProjectSource (vec3_origin, v, forward, right, ent->velocity);
ent->s.angles[YAW] += angles[YAW];
}
else
{
VectorSubtract(ent->s.origin,teleporter->s.origin,ent->s.origin);
}
VectorAdd(ent->s.origin,destination->s.origin,ent->s.origin);
gi.linkentity(ent);
}
// Repeat, ONLY for ents owned by non-players
for (i=game.maxclients+1; i<globals.num_edicts; i++)
{
ent = &g_edicts[i];
if (!ent->inuse) continue;
if (!ent->owner) continue;
if (ent->owner->client) continue;
if (ent->movewith) continue;
if (ent->solid == SOLID_BSP) continue;
if ((ent->solid == SOLID_TRIGGER) && !FindItemByClassname(ent->classname)) continue;
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// Do not under any circumstances move these entities:
for (p=&DoNotMove, nogo=false; p->name && !nogo; p++)
if (!Q_stricmp(ent->classname,p->name))
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nogo = true;
if (nogo) continue;
if (!HasSpawnFunction(ent)) continue;
if (ent->s.origin[0] > transition->maxs[0]) continue;
if (ent->s.origin[1] > transition->maxs[1]) continue;
if (ent->s.origin[2] > transition->maxs[2]) continue;
if (ent->s.origin[0] < transition->mins[0]) continue;
if (ent->s.origin[1] < transition->mins[1]) continue;
if (ent->s.origin[2] < transition->mins[2]) continue;
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ent->owner_id = 0;
for (j=game.maxclients+1; j<globals.num_edicts && !ent->owner_id; j++)
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{
if (ent->owner == &g_edicts[j])
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ent->owner_id = g_edicts[j].id;
}
if (!ent->owner_id) continue;
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total++;
ent->id = total;
if (angles[YAW])
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{
vec3_t spawn_offset;
VectorSubtract(ent->s.origin,start,spawn_offset);
VectorCopy(spawn_offset,v);
G_ProjectSource (vec3_origin, v, forward, right, spawn_offset);
VectorCopy(spawn_offset,ent->s.origin);
VectorCopy(ent->velocity,v);
G_ProjectSource (vec3_origin, v, forward, right, ent->velocity);
ent->s.angles[YAW] += angles[YAW];
}
else
{
VectorSubtract(ent->s.origin,teleporter->s.origin,ent->s.origin);
}
VectorAdd(ent->s.origin,destination->s.origin,ent->s.origin);
gi.linkentity(ent);
}
}
// G_PickDestination is identical to G_PickTarget, but w/o the
// obnoxious error message.
#define MAXCHOICES 8
static edict_t *G_PickDestination (char *targetname)
{
edict_t *ent = NULL;
int num_choices = 0;
edict_t *choice[MAXCHOICES];
if (!targetname)
{
gi.dprintf("G_PickDestination called with NULL targetname\n");
return NULL;
}
while (1)
{
ent = G_Find (ent, FOFS(targetname), targetname);
if (!ent)
break;
choice[num_choices++] = ent;
if (num_choices == MAXCHOICES)
break;
}
if (!num_choices)
return NULL;
return choice[rand() % num_choices];
}
//=================================================================================
void teleporter_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
edict_t *dest;
edict_t *teleporter;
qboolean landmark;
int i;
// Lazarus: teleporters with MONSTER spawnflag can be used by monsters
if (!other->client && (!(self->spawnflags & 8) || !(other->svflags & SVF_MONSTER)))
return;
// Lazarus: Use G_PickTarget instead so we can have multiple destinations
//dest = G_Find (NULL, FOFS(targetname), self->target);
dest = G_PickDestination(self->target);
if (!dest)
{
gi.dprintf ("Couldn't find destination\n");
return;
}
//ZOID
CTFPlayerResetGrapple(other);
//ZOID
if (self->owner)
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teleporter = self->owner;
else
teleporter = self;
// unlink to make sure it can't possibly interfere with KillBox
gi.unlinkentity (other);
VectorCopy (dest->s.origin, other->s.origin);
VectorCopy (dest->s.origin, other->s.old_origin);
other->s.origin[2] += 10;
// clear the velocity and hold them in place briefly
landmark = (teleporter->spawnflags & 64 ? true : false);
if (landmark)
{
vec3_t angles, forward, right, v;
VectorSubtract(dest->s.angles,teleporter->s.angles,angles);
AngleVectors(angles,forward,right,NULL);
VectorNegate(right,right);
VectorCopy(other->velocity,v);
G_ProjectSource (vec3_origin,
v, forward, right,
other->velocity);
}
else
VectorClear (other->velocity);
if (other->client) {
other->client->ps.pmove.pm_time = 160>>3; // hold time
other->client->ps.pmove.pm_flags |= PMF_TIME_TELEPORT;
}
if (self->owner)
self->owner->s.event = EV_PLAYER_TELEPORT;
else
{
// This must be a trigger_teleporter
vec3_t origin;
VectorMA(self->mins,0.5,self->size,origin);
if (!(self->spawnflags & 16))
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{
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_TELEPORT_EFFECT);
gi.WritePosition(origin);
gi.multicast(origin, MULTICAST_PHS);
}
gi.positioned_sound(origin,self,CHAN_AUTO,self->noise_index,1,1,0);
}
other->s.event = EV_PLAYER_TELEPORT;
// set angles
if (landmark)
{
edict_t *transition;
// LANDMARK
if (other->client)
{
other->s.angles[ROLL] = 0;
for (i=0 ; i<3 ; i++)
other->client->ps.pmove.delta_angles[i] = ANGLE2SHORT(dest->s.angles[i] - teleporter->s.angles[i] + other->s.angles[i] - other->client->resp.cmd_angles[i]);
VectorClear (other->client->ps.viewangles);
VectorClear (other->client->v_angle);
VectorClear (other->s.angles);
}
else
{
VectorSubtract(other->s.angles,teleporter->s.angles,other->s.angles);
VectorAdd(other->s.angles,dest->s.angles,other->s.angles);
}
transition = G_Find(NULL,FOFS(classname),"trigger_transition");
while (transition)
{
if (!Q_stricmp(transition->targetname,teleporter->targetname))
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teleport_transition_ents(transition,teleporter,dest);
transition = G_Find(transition,FOFS(classname),"trigger_transition");
}
}
else
{
if (other->client)
{
for (i=0 ; i<3 ; i++)
other->client->ps.pmove.delta_angles[i] = ANGLE2SHORT(dest->s.angles[i] - other->client->resp.cmd_angles[i]);
VectorClear (other->client->ps.viewangles);
VectorClear (other->client->v_angle);
VectorClear (other->s.angles);
} else
VectorCopy (dest->s.angles,other->s.angles);
}
// kill anything at the destination
KillBox (other);
if (!self->owner)
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{
// this is a trigger_teleporter
self->count--;
if (!self->count)
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G_FreeEdict(self);
}
gi.linkentity (other);
}
void use_teleporter (edict_t *self, edict_t *other, edict_t *activator)
{
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if (!(self->spawnflags & 1))
{
if (!(self->spawnflags & 2))
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return;
self->spawnflags |= 1;
self->s.effects &= ~EF_TELEPORTER;
self->target_ent->solid = SOLID_NOT;
self->s.sound = 0;
}
else
{
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self->spawnflags &= ~1;
if (!(self->spawnflags & 4))
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self->s.effects |= EF_TELEPORTER;
self->target_ent->solid = SOLID_TRIGGER;
self->s.sound = gi.soundindex ("world/amb10.wav");
}
gi.linkentity(self);
gi.linkentity(self->target_ent);
}
/*QUAKED misc_teleporter (1 0 0) (-32 -32 -24) (32 32 -16)
Stepping onto this disc will teleport players to the targeted misc_teleporter_dest object.
*/
void SP_misc_teleporter (edict_t *ent)
{
edict_t *trig;
if (!ent->target)
{
gi.dprintf ("teleporter without a target.\n");
G_FreeEdict (ent);
return;
}
if (!(ent->spawnflags & 4))
{
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gi.setmodel (ent, "models/objects/dmspot/tris.md2");
ent->s.skinnum = 1;
if (!(ent->spawnflags & 1)) {
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ent->s.effects = EF_TELEPORTER;
ent->s.sound = gi.soundindex ("world/amb10.wav");
}
}
if (ent->spawnflags & 3)
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ent->use = use_teleporter;
if (ent->spawnflags & 4) {
ent->solid = SOLID_NOT;
}
else {
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ent->solid = SOLID_BBOX;
VectorSet (ent->mins, -32, -32, -24);
VectorSet (ent->maxs, 32, 32, -16);
}
ent->common_name = "Teleporter";
ent->class_id = ENTITY_MISC_TELEPORTER;
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gi.linkentity (ent);
trig = G_Spawn ();
ent->target_ent = trig;
trig->touch = teleporter_touch;
trig->spawnflags = ent->spawnflags & 8; // Lazarus: Monster-usable
if (ent->spawnflags & 1)
trig->solid = SOLID_NOT;
else
trig->solid = SOLID_TRIGGER;
trig->target = ent->target;
trig->owner = ent;
// Lazarus
trig->movewith = ent->movewith;
VectorCopy (ent->s.origin, trig->s.origin);
VectorSet (trig->mins, -8, -8, 8);
VectorSet (trig->maxs, 8, 8, 24);
gi.linkentity (trig);
}
void trigger_teleporter_use (edict_t *self, edict_t *other, edict_t *activator)
{
if (self->solid == SOLID_NOT)
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self->solid = SOLID_TRIGGER;
else
self->solid = SOLID_NOT;
gi.linkentity(self);
}
// trigger_teleporter
// spawnflags
// 2 = TRIGGERED
// 8 = MONSTER
// 16 = NO EFFECT
// 32 = CUSTOM
void SP_trigger_teleporter (edict_t *self)
{
if (!self->target)
{
gi.dprintf ("trigger_teleporter without a target.\n");
G_FreeEdict (self);
return;
}
if (!(self->spawnflags & 48))
self->noise_index = gi.soundindex("misc/tele1.wav");
else if (self->spawnflags & 32)
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{
if (st.noise)
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self->noise_index = gi.soundindex(st.noise);
else
self->noise_index = 0;
}
else
self->noise_index = 0;
gi.setmodel (self, self->model);
self->touch = teleporter_touch;
self->svflags = SVF_NOCLIENT;
if (self->spawnflags & 2)
self->solid = SOLID_NOT;
else
self->solid = SOLID_TRIGGER;
self->class_id = ENTITY_TRIGGER_TELEPORTER;
gi.linkentity (self);
}
/*QUAKED trigger_teleporter_bbox (.5 .5 .5) (-8 -8 -8) (8 8 8) x Triggered x Monster NoEffects Sound Landmark
Teleporter field that can transport monsters or players
Use the 'SOUND' spawnflag and then choose your own custom sound.
"noise" (path/file.wav)
"target" destination
bleft Min b-box coords XYZ. Default = -16 -16 -16
tright Max b-box coords XYZ. Default = 16 16 16
*/
void SP_trigger_teleporter_bbox (edict_t *self)
{
if (!self->target)
{
gi.dprintf ("trigger_teleporter_bbox without a target at %s\n", vtos(self->s.origin));
G_FreeEdict (self);
return;
}
if (!(self->spawnflags & 48))
self->noise_index = gi.soundindex("misc/tele1.wav");
else if (self->spawnflags & 32)
{
if (st.noise)
self->noise_index = gi.soundindex(st.noise);
else
self->noise_index = 0;
}
else
self->noise_index = 0;
if ( (!VectorLength(self->bleft)) && (!VectorLength(self->tright)) )
{
VectorSet(self->bleft, -16, -16, -16);
VectorSet(self->tright, 16, 16, 16);
}
VectorCopy (self->bleft, self->mins);
VectorCopy (self->tright, self->maxs);
self->touch = teleporter_touch;
self->use = trigger_teleporter_use;
self->svflags = SVF_NOCLIENT;
if (self->spawnflags & 2)
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self->solid = SOLID_NOT;
else
self->solid = SOLID_TRIGGER;
self->class_id = ENTITY_TRIGGER_TELEPORTER;
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gi.linkentity (self);
}
/*QUAKED misc_teleporter_dest (1 0 0) (-32 -32 -24) (32 32 -16)
Point teleporters at these.
*/
void SP_misc_teleporter_dest (edict_t *ent)
{
gi.setmodel (ent, "models/objects/dmspot/tris.md2");
ent->s.skinnum = 0;
ent->solid = SOLID_BBOX;
VectorSet (ent->mins, -32, -32, -24);
VectorSet (ent->maxs, 32, 32, -16);
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ent->common_name = "Teleporter Destination";
ent->class_id = ENTITY_MISC_TELEPORTER_DEST;
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gi.linkentity (ent);
}
// Lazarus new entities
void misc_light_think (edict_t *self)
{
if (self->spawnflags & START_OFF) return;
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gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_FLASHLIGHT);
gi.WritePosition (self->s.origin);
gi.WriteShort (self - g_edicts);
gi.multicast (self->s.origin, MULTICAST_PVS);
self->nextthink = level.time + FRAMETIME;
}
void misc_light_use (edict_t *self, edict_t *other, edict_t *activator)
{
if (self->spawnflags & START_OFF) {
self->spawnflags &= ~START_OFF;
self->nextthink = level.time + FRAMETIME;
} else
self->spawnflags |= START_OFF;
}
void SP_misc_light (edict_t *self)
{
self->class_id = ENTITY_MISC_LIGHT;
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self->use = misc_light_use;
if (self->movewith)
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self->movetype = MOVETYPE_PUSH;
else
self->movetype = MOVETYPE_NONE;
self->think = misc_light_think;
if (!(self->spawnflags & START_OFF))
self->nextthink = level.time + 2*FRAMETIME;
}
/*=============================================================
TARGET_PRECIPITATION
==============================================================*/
#define SF_WEATHER_STARTON 1
#define SF_WEATHER_SPLASH 2
#define SF_WEATHER_GRAVITY_BOUNCE 4
#define SF_WEATHER_FIRE_ONCE 8
#define SF_WEATHER_START_FADE 16
#define STYLE_WEATHER_RAIN 0
#define STYLE_WEATHER_BIGRAIN 1
#define STYLE_WEATHER_SNOW 2
#define STYLE_WEATHER_LEAF 3
#define STYLE_WEATHER_USER 4
void drop_add_to_chain(edict_t *drop)
{
edict_t *owner = drop->owner;
edict_t *parent;
if (!owner || !owner->inuse || !(owner->spawnflags & SF_WEATHER_STARTON))
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{
G_FreeEdict(drop);
return;
}
parent = owner;
while (parent->child)
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parent = parent->child;
parent->child = drop;
drop->child = NULL;
drop->svflags |= SVF_NOCLIENT;
drop->s.effects &= ~EF_SPHERETRANS;
drop->s.renderfx &= ~RF_TRANSLUCENT;
VectorClear(drop->velocity);
VectorClear(drop->avelocity);
gi.linkentity(drop);
}
void drop_splash(edict_t *drop)
{
vec3_t up = {0,0,1};
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_LASER_SPARKS);
gi.WriteByte (drop->owner->mass2);
gi.WritePosition (drop->s.origin);
gi.WriteDir (up);
gi.WriteByte (drop->owner->sounds);
gi.multicast (drop->s.origin, MULTICAST_PVS);
drop_add_to_chain(drop);
}
void leaf_fade2(edict_t *ent)
{
ent->count++;
if (ent->count == 1)
{
ent->s.effects |= EF_SPHERETRANS;
ent->nextthink=level.time+0.5;
gi.linkentity(ent);
}
else
drop_add_to_chain(ent);
}
void leaf_fade (edict_t *ent)
{
ent->s.renderfx = RF_TRANSLUCENT;
ent->think = leaf_fade2;
ent->nextthink = level.time+0.5;
ent->count = 0;
gi.linkentity(ent);
}
void drop_touch(edict_t *drop, edict_t *other, cplane_t *plane, csurface_t *surf)
{
if (drop->owner->spawnflags & SF_WEATHER_START_FADE)
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return;
else if (drop->fadeout > 0)
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{
if ( (drop->spawnflags & SF_WEATHER_GRAVITY_BOUNCE) && (drop->owner->gravity > 0))
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{
drop->movetype = MOVETYPE_DEBRIS;
drop->gravity = drop->owner->gravity;
}
drop->think = leaf_fade;
drop->nextthink = level.time + drop->fadeout;
}
else if (drop->spawnflags & SF_WEATHER_SPLASH)
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drop_splash(drop);
else
drop_add_to_chain(drop);
}
void spawn_precipitation(edict_t *self, vec3_t org, vec3_t dir, float speed)
{
edict_t *drop;
if (self->child)
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{
// Then we already have a currently unused, invisible drop available
drop = self->child;
self->child = drop->child;
drop->child = NULL;
drop->svflags &= ~SVF_NOCLIENT;
drop->groundentity = NULL;
}
else
{
drop = G_Spawn();
if (self->style == STYLE_WEATHER_BIGRAIN)
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drop->s.modelindex = gi.modelindex ("models/objects/drop/heavy.md2");
else if (self->style == STYLE_WEATHER_SNOW)
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drop->s.modelindex = gi.modelindex ("models/objects/snow/tris.md2");
else if (self->style == STYLE_WEATHER_LEAF)
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{
float r=random();
if (r < 0.33)
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drop->s.modelindex = gi.modelindex ("models/objects/leaf1/tris.md2");
else if (r < 0.66)
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drop->s.modelindex = gi.modelindex ("models/objects/leaf2/tris.md2");
else
drop->s.modelindex = gi.modelindex ("models/objects/leaf3/tris.md2");
VectorSet(drop->mins,-1,-1,-1);
VectorSet(drop->maxs, 1, 1, 1);
}
else if (self->style == STYLE_WEATHER_USER)
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drop->s.modelindex = gi.modelindex(self->usermodel);
else
drop->s.modelindex = gi.modelindex ("models/objects/drop/tris.md2");
drop->classname = "rain drop";
}
if (self->gravity > 0. || self->attenuation > 0 )
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drop->movetype = MOVETYPE_DEBRIS;
else
drop->movetype = MOVETYPE_RAIN;
drop->touch = drop_touch;
if (self->style == STYLE_WEATHER_USER)
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drop->clipmask = MASK_MONSTERSOLID;
else if ((self->fadeout > 0) && (self->gravity == 0.))
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drop->clipmask = MASK_SOLID | CONTENTS_WATER;
else
drop->clipmask = MASK_MONSTERSOLID | CONTENTS_WATER;
drop->solid = SOLID_BBOX;
drop->svflags = SVF_DEADMONSTER;
VectorSet(drop->mins,-1,-1,-1);
VectorSet(drop->maxs, 1, 1, 1);
if (self->spawnflags & SF_WEATHER_GRAVITY_BOUNCE)
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drop->gravity = self->gravity;
else
drop->gravity = 0.;
drop->attenuation = self->attenuation;
drop->mass = self->mass;
drop->spawnflags = self->spawnflags;
drop->fadeout = self->fadeout;
drop->owner = self;
VectorCopy (org, drop->s.origin);
vectoangles(dir, drop->s.angles);
drop->s.angles[PITCH] -= 90;
VectorScale (dir, speed, drop->velocity);
if (self->style == STYLE_WEATHER_LEAF)
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{
drop->avelocity[PITCH] = crandom() * 360;
drop->avelocity[YAW] = crandom() * 360;
drop->avelocity[ROLL] = crandom() * 360;
}
else if (self->style == STYLE_WEATHER_USER)
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{
drop->s.effects = self->effects;
drop->s.renderfx = self->renderfx;
drop->avelocity[PITCH] = crandom() * self->pitch_speed;
drop->avelocity[YAW] = crandom() * self->yaw_speed;
drop->avelocity[ROLL] = crandom() * self->roll_speed;
}
else
{
drop->s.effects |= EF_SPHERETRANS;
drop->avelocity[YAW] = self->yaw_speed;
}
if (self->spawnflags & SF_WEATHER_START_FADE)
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{
drop->think = leaf_fade;
drop->nextthink = level.time + self->fadeout;
}
gi.linkentity(drop);
}
void target_precipitation_think (edict_t *self)
{
vec3_t center;
vec3_t org;
int r, i;
float u, v, z;
float temp;
qboolean can_see_me;
self->nextthink = level.time + FRAMETIME;
// Don't start raining until player is in the game. The following
// takes care of both initial map load conditions and restored saved games.
// This is a gross abuse of groundentity_linkcount. Sue me.
if (g_edicts[1].linkcount == self->groundentity_linkcount)
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return;
else
self->groundentity_linkcount = g_edicts[1].linkcount;
// Don't spawn drops if player can't see us. This SEEMS like an obvious
// thing to do, but can cause visual problems if mapper isn't careful.
// For example, placing target_precipitation where it isn't in the PVS
// of the player's current position, but the result (rain) IS in the
// PVS. In any case, this step is necessary to prevent overflows when
// player suddenly encounters rain.
can_see_me = false;
for (i=1; i<=game.maxclients && !can_see_me; i++)
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{
if (!g_edicts[i].inuse) continue;
if (gi.inPVS(g_edicts[i].s.origin,self->s.origin))
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can_see_me = true;
}
if (!can_see_me) return;
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// Count is models/second. We accumulate a probability of a model
// falling this frame in ->density. Yeah its a misnomer but density isn't
// used for anything else so it works fine.
temp = 0.1*(self->density + crandom()*self->random);
r = (int)(temp);
if (r > 0)
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self->density = self->count + (temp-(float)r)*10;
else
self->density += (temp*10);
if (r < 1) return;
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VectorAdd(self->bleft,self->tright,center);
VectorMA(self->s.origin,0.5,center,center);
for (i=0; i<r; i++)
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{
u = crandom() * (self->tright[0] - self->bleft[0])/2;
v = crandom() * (self->tright[1] - self->bleft[1])/2;
z = crandom() * (self->tright[2] - self->bleft[2])/2;
VectorCopy(center, org);
org[0] += u;
org[1] += v;
org[2] += z;
spawn_precipitation(self, org, self->movedir, self->speed);
}
}
void target_precipitation_use (edict_t *ent, edict_t *other, edict_t *activator)
{
if (ent->spawnflags & SF_WEATHER_STARTON)
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{
// already on; turn it off
ent->nextthink = 0;
ent->spawnflags &= ~SF_WEATHER_STARTON;
if (ent->child)
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{
edict_t *child, *parent;
child = ent->child;
ent->child = NULL;
while (child)
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{
parent = child;
child = parent->child;
G_FreeEdict(parent);
}
}
}
else
{
ent->density = ent->count;
ent->think = target_precipitation_think;
ent->spawnflags |= SF_WEATHER_STARTON;
ent->think(ent);
}
}
void target_precipitation_delayed_use (edict_t *self)
{
// Since target_precipitation tends to be a processor hog,
// for START_ON we wait until the player has spawned into the
// game to ease the startup burden somewhat
if (g_edicts[1].linkcount)
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{
self->think = target_precipitation_think;
self->think(self);
}
else
self->nextthink = level.time + FRAMETIME;
}
void SP_target_precipitation (edict_t *ent)
{
if (deathmatch->value || coop->value)
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{
G_FreeEdict(ent);
return;
}
ent->class_id = ENTITY_TARGET_PRECIPITATION;
ent->movetype = MOVETYPE_NONE;
ent->solid = SOLID_NOT;
if (ent->spawnflags & SF_WEATHER_STARTON)
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{
ent->think = target_precipitation_delayed_use;
ent->nextthink = level.time + 1;
}
if (ent->style == STYLE_WEATHER_USER)
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{
char *buffer;
size_t bufSize;
if (!ent->usermodel)
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{
gi.dprintf("target_precipitation style=user\nwith no usermodel.\n");
G_FreeEdict(ent);
return;
}
// Knightmare- check for "models/" or "sprites/" already in path
if ( strncmp(ent->usermodel, "models/", 7) && strncmp(ent->usermodel, "sprites/", 8) )
{
bufSize = strlen(ent->usermodel)+10;
buffer = gi.TagMalloc(bufSize, TAG_LEVEL);
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if (strstr(ent->usermodel,".sp2"))
Com_sprintf (buffer, bufSize, "sprites/%s", ent->usermodel);
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else
Com_sprintf (buffer, bufSize, "models/%s", ent->usermodel);
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ent->usermodel = buffer;
}
if (st.gravity)
ent->gravity = atof(st.gravity);
else
ent->gravity = 0.;
}
else
{
ent->gravity = 0.;
ent->attenuation = 0.;
}
// If not rain or "user", turn off splash. Yeah I know goofy mapper
// might WANT splash, but we're enforcing good taste here :)
if (ent->style > STYLE_WEATHER_BIGRAIN && ent->style != STYLE_WEATHER_USER)
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ent->spawnflags &= ~SF_WEATHER_SPLASH;
ent->use = target_precipitation_use;
if (!ent->count)
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ent->count = 1;
if (!ent->sounds)
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ent->sounds = 2; // blue splash
if (!ent->mass2)
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ent->mass2 = 8; // 8 particles in splash
if ((ent->style < STYLE_WEATHER_RAIN) || (ent->style > STYLE_WEATHER_USER))
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ent->style = STYLE_WEATHER_RAIN; // single rain drop model
if (ent->speed <= 0)
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{
switch (ent->style)
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{
case STYLE_WEATHER_SNOW: ent->speed = 50; break;
case STYLE_WEATHER_LEAF: ent->speed = 50; break;
default: ent->speed = 300;
}
}
if ((VectorLength(ent->bleft) == 0.) && (VectorLength(ent->tright) == 0.))
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{
// Default distribution places raindrops vertically for
// full coverage, to help avoid "lumps"
VectorSet(ent->bleft,-512,-512, -ent->speed*0.05);
VectorSet(ent->tright,512, 512, ent->speed*0.05);
}
if (VectorLength(ent->s.angles) > 0)
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G_SetMovedir(ent->s.angles,ent->movedir);
else
VectorSet(ent->movedir,0,0,-1);
ent->density = ent->count;
gi.linkentity (ent);
}
//=============================================================================
// TARGET_FOUNTAIN is identical to TARGET_PRECIPITATION, with these exceptions:
// ALL styles are "user-defined" (no predefined rain, snow, etc.)
// Models are spawned from a point source, and bleft/tright form a box within
// which the target point is found.
//=============================================================================
void target_fountain_think (edict_t *self)
{
vec3_t center;
vec3_t org;
vec3_t dir;
int r, i;
float u, v, z;
float temp;
qboolean can_see_me;
if (!(self->spawnflags & SF_WEATHER_FIRE_ONCE))
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self->nextthink = level.time + FRAMETIME;
// Don't start raining until player is in the game. The following
// takes care of both initial map load conditions and restored saved games.
// This is a gross abuse of groundentity_linkcount. Sue me.
if (g_edicts[1].linkcount == self->groundentity_linkcount)
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return;
else
self->groundentity_linkcount = g_edicts[1].linkcount;
// Don't spawn drops if player can't see us. This SEEMS like an obvious
// thing to do, but can cause visual problems if mapper isn't careful.
// For example, placing target_precipitation where it isn't in the PVS
// of the player's current position, but the result (rain) IS in the
// PVS. In any case, this step is necessary to prevent overflows when
// player suddenly encounters rain.
can_see_me = false;
for (i=1; i<=game.maxclients && !can_see_me; i++)
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{
if (!g_edicts[i].inuse) continue;
if (gi.inPVS(g_edicts[i].s.origin,self->s.origin))
2019-03-13 19:20:07 +00:00
can_see_me = true;
}
if (!can_see_me) return;
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// Count is models/second. We accumulate a probability of a model
// falling this frame in ->density. Yeah its a misnomer but density isn't
// used for anything else so it works fine.
temp = 0.1*(self->density + crandom()*self->random);
r = (int)(temp);
if (r > 0)
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self->density = self->count;
else
self->density += (temp*10);
if (r < 1) return;
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VectorAdd(self->bleft,self->tright,center);
VectorMA(self->s.origin,0.5,center,center);
for (i=0; i<r; i++)
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{
u = crandom() * (self->tright[0] - self->bleft[0])/2;
v = crandom() * (self->tright[1] - self->bleft[1])/2;
z = crandom() * (self->tright[2] - self->bleft[2])/2;
VectorCopy(center, org);
org[0] += u;
org[1] += v;
org[2] += z;
VectorSubtract(org,self->s.origin,dir);
VectorNormalize(dir);
spawn_precipitation(self, self->s.origin, dir, self->speed);
}
}
void target_fountain_use (edict_t *ent, edict_t *other, edict_t *activator)
{
if ((ent->spawnflags & SF_WEATHER_STARTON) && !(ent->spawnflags & SF_WEATHER_FIRE_ONCE))
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{
// already on; turn it off
ent->nextthink = 0;
ent->spawnflags &= ~SF_WEATHER_STARTON;
if (ent->child)
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{
edict_t *child, *parent;
child = ent->child;
ent->child = NULL;
while (child)
2019-03-13 19:20:07 +00:00
{
parent = child;
child = parent->child;
G_FreeEdict(parent);
}
}
}
else
{
ent->density = ent->count;
ent->think = target_fountain_think;
ent->spawnflags |= SF_WEATHER_STARTON;
ent->think(ent);
}
}
void target_fountain_delayed_use (edict_t *self)
{
// Since target_fountain tends to be a processor hog,
// for START_ON we wait until the player has spawned into the
// game to ease the startup burden somewhat
if (g_edicts[1].linkcount)
2019-03-13 19:20:07 +00:00
{
self->think = target_fountain_think;
self->think(self);
}
else
self->nextthink = level.time + FRAMETIME;
}
2019-03-13 19:20:07 +00:00
void SP_target_fountain (edict_t *ent)
{
char *buffer;
size_t bufSize;
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if (deathmatch->value || coop->value)
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{
G_FreeEdict(ent);
return;
}
ent->class_id = ENTITY_TARGET_FOUNTAIN;
ent->movetype = MOVETYPE_NONE;
ent->solid = SOLID_NOT;
if (ent->spawnflags & SF_WEATHER_STARTON)
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{
ent->think = target_fountain_delayed_use;
ent->nextthink = level.time + 1;
}
ent->style = STYLE_WEATHER_USER;
if (!ent->usermodel)
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{
gi.dprintf("target_fountain with no usermodel.\n");
G_FreeEdict(ent);
return;
}
// Knightmare- check for "models/" or "sprites/" already in path
if ( strncmp(ent->usermodel, "models/", 7) && strncmp(ent->usermodel, "sprites/", 8) )
{
bufSize = strlen(ent->usermodel)+10;
buffer = gi.TagMalloc(bufSize, TAG_LEVEL);
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if (strstr(ent->usermodel,".sp2"))
Com_sprintf(buffer, bufSize, "sprites/%s", ent->usermodel);
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else
Com_sprintf(buffer, bufSize, "models/%s", ent->usermodel);
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ent->usermodel = buffer;
}
if (st.gravity)
ent->gravity = atof(st.gravity);
else
ent->gravity = 0.;
ent->use = target_fountain_use;
if (!ent->count)
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ent->count = 1;
if (!ent->sounds)
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ent->sounds = 2; // blue splash
if (!ent->mass2)
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ent->mass2 = 8; // 8 particles in splash
if (ent->speed <= 0)
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ent->speed = 300;
if ((VectorLength(ent->bleft) == 0.) && (VectorLength(ent->tright) == 0.))
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{
// Default distribution places raindrops vertically for
// full coverage, to help avoid "lumps"
VectorSet(ent->bleft,-32, -32, 64);
VectorSet(ent->tright,32, 32,128);
}
ent->density = ent->count;
gi.linkentity (ent);
}
//
/*=============================================================================
MISC_DEADSOLDIER MODEL PATCH
==============================================================================*/
#define NUM_SKINS 16
#define MAX_SKINNAME 64
#define DEADSOLDIER_MODEL "models/deadbods/dude/tris.md2"
#include "pak.h"
int PatchDeadSoldier (void)
{
cvar_t *gamedir;
char skins[NUM_SKINS][MAX_SKINNAME]; // skin entries
char infilename[MAX_OSPATH];
char outfilename[MAX_OSPATH];
char tempname[MAX_OSPATH];
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int j;
// char *p;
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FILE *infile;
FILE *outfile;
dmdl_t model; // model header
byte *data; // model data
int datasize; // model data size (bytes)
int newoffset; // model data offset (after skins)
// get game (moddir) name
gamedir = gi.cvar("game", "", 0);
if (!*gamedir->string)
return 0; // we're in baseq2
// Com_sprintf (outfilename, sizeof(outfilename), "%s/%s", gamedir->string, DEADSOLDIER_MODEL);
Com_sprintf (tempname, sizeof(tempname), DEADSOLDIER_MODEL);
SavegameDirRelativePath (tempname, outfilename, sizeof(outfilename));
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if (outfile = fopen (outfilename, "rb"))
{
// output file already exists, move along
fclose (outfile);
// gi.dprintf ("PatchDeadSoldier: Could not save %s, file already exists\n", outfilename);
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return 0;
}
for (j = 0; j < NUM_SKINS; j++)
memset (skins[j], 0, MAX_SKINNAME);
Com_sprintf (skins[0], sizeof(skins[0]), "models/deadbods/dude/dead1.pcx");
Com_sprintf (skins[1], sizeof(skins[1]), "players/male/cipher.pcx");
Com_sprintf (skins[2], sizeof(skins[2]), "players/male/claymore.pcx");
Com_sprintf (skins[3], sizeof(skins[3]), "players/male/flak.pcx");
Com_sprintf (skins[4], sizeof(skins[4]), "players/male/grunt.pcx");
Com_sprintf (skins[5], sizeof(skins[5]), "players/male/howitzer.pcx");
Com_sprintf (skins[6], sizeof(skins[6]), "players/male/major.pcx");
Com_sprintf (skins[7], sizeof(skins[7]), "players/male/nightops.pcx");
Com_sprintf (skins[8], sizeof(skins[8]), "players/male/pointman.pcx");
Com_sprintf (skins[9], sizeof(skins[9]), "players/male/psycho.pcx");
Com_sprintf (skins[10], sizeof(skins[10]), "players/male/rampage.pcx");
Com_sprintf (skins[11], sizeof(skins[11]), "players/male/razor.pcx");
Com_sprintf (skins[12], sizeof(skins[12]), "players/male/recon.pcx");
Com_sprintf (skins[13], sizeof(skins[13]), "players/male/scout.pcx");
Com_sprintf (skins[14], sizeof(skins[14]), "players/male/sniper.pcx");
Com_sprintf (skins[15], sizeof(skins[15]), "players/male/viper.pcx");
// load original model
// sprintf (infilename, "baseq2/%s", DEADSOLDIER_MODEL);
Com_sprintf (infilename, sizeof(infilename), "baseq2/%s", DEADSOLDIER_MODEL);
if ( !(infile = fopen (infilename, "rb")) )
{
// If file doesn't exist on user's hard disk, it must be in
// pak0.pak
pak_header_t pakheader;
pak_item_t pakitem;
FILE *fpak;
int k, numitems;
fpak = fopen("baseq2/pak0.pak","rb");
if (!fpak)
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{
cvar_t *cddir;
char pakfile[MAX_OSPATH];
cddir = gi.cvar("cddir", "", 0);
// sprintf(pakfile,"%s/baseq2/pak0.pak",cddir->string);
Com_sprintf(pakfile, sizeof(pakfile), "%s/baseq2/pak0.pak",cddir->string);
fpak = fopen(pakfile,"rb");
if (!fpak)
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{
gi.dprintf("PatchDeadSoldier: Cannot find pak0.pak\n");
return 0;
}
}
fread(&pakheader,1,sizeof(pak_header_t),fpak);
numitems = pakheader.dsize/sizeof(pak_item_t);
fseek(fpak,pakheader.dstart,SEEK_SET);
data = NULL;
for (k=0; k<numitems && !data; k++)
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{
fread(&pakitem,1,sizeof(pak_item_t),fpak);
if (!Q_stricmp(pakitem.name,DEADSOLDIER_MODEL))
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{
fseek(fpak,pakitem.start,SEEK_SET);
fread(&model, sizeof(dmdl_t), 1, fpak);
datasize = model.ofs_end - model.ofs_skins;
if ( !(data = malloc (datasize)) ) // make sure freed locally
{
fclose(fpak);
gi.dprintf ("PatchDeadSoldier: Could not allocate memory for model\n");
return 0;
}
fread (data, sizeof (byte), datasize, fpak);
}
}
fclose(fpak);
if (!data)
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{
gi.dprintf("PatchDeadSoldier: Could not find %s in baseq2/pak0.pak\n",DEADSOLDIER_MODEL);
return 0;
}
}
else
{
fread (&model, sizeof (dmdl_t), 1, infile);
datasize = model.ofs_end - model.ofs_skins;
if ( !(data = malloc (datasize)) ) // make sure freed locally
{
gi.dprintf ("PatchMonsterModel: Could not allocate memory for model\n");
return 0;
}
fread (data, sizeof (byte), datasize, infile);
fclose (infile);
}
// update model info
model.num_skins = NUM_SKINS;
// Already had 1 skin, so new offset doesn't include that one
// newoffset = (model.num_skins-1) * MAX_SKINNAME;
newoffset = model.num_skins * MAX_SKINNAME;
model.ofs_st += newoffset;
model.ofs_tris += newoffset;
model.ofs_frames += newoffset;
model.ofs_glcmds += newoffset;
model.ofs_end += newoffset;
// save new model
/* Com_sprintf (outfilename, sizeof(outfilename), "%s/models", gamedir->string); // make some dirs if needed
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_mkdir (outfilename);
Q_strncatz (outfilename, sizeof(outfilename), "/deadbods");
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_mkdir (outfilename);
Q_strncatz (outfilename, sizeof(outfilename), "/dude");
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_mkdir (outfilename);
Com_sprintf (outfilename, sizeof(outfilename), "%s/%s", gamedir->string, DEADSOLDIER_MODEL);
p = strstr(outfilename,"/tris.md2");
*p = 0;
_mkdir (outfilename);
Com_sprintf (outfilename, sizeof(outfilename), "%s/%s", gamedir->string, DEADSOLDIER_MODEL);
*/
Com_sprintf (tempname, sizeof(tempname), DEADSOLDIER_MODEL);
SavegameDirRelativePath (tempname, outfilename, sizeof(outfilename));
CreatePath (outfilename);
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if ( !(outfile = fopen (outfilename, "wb")) )
{
// file couldn't be created for some other reason
gi.dprintf ("PatchDeadSoldier: Could not save %s\n", outfilename);
free (data);
return 0;
}
fwrite (&model, sizeof (dmdl_t), 1, outfile);
// fwrite (skins, sizeof (char), model.num_skins*MAX_SKINNAME, outfile);
fwrite (skins, sizeof (char), newoffset, outfile);
// data += MAX_SKINNAME;
fwrite (data, sizeof (byte), datasize, outfile);
fclose (outfile);
gi.dprintf ("PatchDeadSoldier: Saved %s\n", outfilename);
free (data);
return 1;
}
void PrecacheDebris(int type)
{
int i;
switch (type)
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{
case 0:
gi.modelindex ("models/objects/debris1/tris.md2");
gi.modelindex ("models/objects/debris2/tris.md2");
gi.modelindex ("models/objects/debris3/tris.md2");
break;
case GIB_METAL:
for (i=1;i<=5;i++)
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gi.modelindex(va("models/objects/metal_gibs/gib%i.md2",i));
break;
case GIB_GLASS:
for (i=1;i<=5;i++)
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gi.modelindex(va("models/objects/glass_gibs/gib%i.md2",i));
break;
case GIB_BARREL:
for (i=1;i<=5;i++)
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gi.modelindex(va("models/objects/barrel_gibs/gib%i.md2",i));
break;
case GIB_CRATE:
for (i=1;i<=5;i++)
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gi.modelindex(va("models/objects/crate_gibs/gib%i.md2",i));
break;
case GIB_ROCK:
for (i=1;i<=5;i++)
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gi.modelindex(va("models/objects/rock_gibs/gib%i.md2",i));
break;
case GIB_CRYSTAL:
for (i=1;i<=5;i++)
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gi.modelindex(va("models/objects/crystal_gibs/gib%i.md2",i));
break;
case GIB_MECH:
for (i=1;i<=5;i++)
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gi.modelindex(va("models/objects/mech_gibs/gib%i.md2",i));
break;
case GIB_WOOD:
for (i=1;i<=5;i++)
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gi.modelindex(va("models/objects/wood_gibs/gib%i.md2",i));
break;
case GIB_TECH:
for (i=1;i<=5;i++)
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gi.modelindex(va("models/objects/tech_gibs/gib%i.md2",i));
break;
}
}