// g_model.c //CW: This turret code is taken from the Lazarus mod source (version 2.1), // which David Hyde released on 22-Sep-01 for public use. // See 'http://planetquake.com/lazarus' for more information. // ---------------------------------------------------------------------------- // // mappack stuff by mr. ed, modified extensively for Tremor by dwh // //Spawns a user defined model, you can specify whether its solid, if so how big the box is, and apply nearly //any effect to the entity. // // PLAYER set this if you want to use a player model // // Note : These flags override any frame settings you may have enterered // ANIM01 cycle between frames 0 and 1 at 2 hz // ANIM23 cycle between frames 2 and 3 at 2 hz // ANIM_ALL cycle through all frames at 2hz // ANIM_ALLFAST cycle through all frames at 10hz // // START_OFF Start inactive, when triggered display the model // TOGGLE Start active, when triggered become inactive // NO_MODEL Don't use a model. Usefull for placeing particle effects and // dynamic lights on their own // // "usermodel" = The model to load (models/ is already coded) // "startframe" = The starting frame : default 0 // "userframes" = The number of frames you want to display after startframe // "solidstate" = 1 : SOLID_NOT - not solid at all // 2 : SOLID_BBOX - solid and affected by gravity // 3 : NO DROP - solid but not affected by gravity // 4 : SOLID_NOT, but affect by gravity // // NOTE : if you want the model to be solid then you must enter vector values into the following fields : // "bleft" = the point that is at the bottom left of the models bounding box in a model editor // "tright" = the point that is at the top left of the models bounding box in a model editor // #include "g_local.h" #define TOGGLE 2 #define PLAYER_MODEL 8 #define NO_MODEL 16 #define ANIM_ONCE 32 void model_spawn_use(edict_t *self, edict_t *other, edict_t *activator); void modelspawn_think (edict_t *self) { self->s.frame++; if (self->s.frame >= self->framenumbers) { self->s.frame = self->startframe; if(self->spawnflags & ANIM_ONCE) { model_spawn_use(self,world,world); return; } } self->nextthink = level.time + FRAMETIME; gi.linkentity(self); } void model_spawn_use (edict_t *self, edict_t *other, edict_t *activator) { if (self->delay) //we started off { self->svflags &= ~SVF_NOCLIENT; self->delay = 0; if(self->framenumbers > 1) { self->think = modelspawn_think; self->nextthink = level.time + FRAMETIME; } self->s.sound = self->noise_index; #ifdef LOOP_SOUND_ATTENUATION self->s.attenuation = self->attenuation; #endif } else //we started active { self->svflags |= SVF_NOCLIENT; self->delay = 1; self->use = model_spawn_use; self->think = NULL; self->nextthink = 0; self->s.sound = 0; } } void model_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) { /* edict_t *e, *next; e = self->movewith_next; while(e) { next = e->movewith_next; if(e->solid == SOLID_NOT) { e->nextthink = 0; G_FreeEdict(e); } else BecomeExplosion1 (e); e = next; } */ BecomeExplosion1(self); } #define ANIM_MASK (EF_ANIM01|EF_ANIM23|EF_ANIM_ALL|EF_ANIM_ALLFAST) void SP_model_spawn (edict_t *ent) { char modelname[256]; //paranoia checks if ((!ent->usermodel) && !(ent->spawnflags & NO_MODEL) && !(ent->spawnflags & PLAYER_MODEL)) { gi.dprintf("%s without a model at %s\n", ent->classname, vtos(ent->s.origin)); G_FreeEdict(ent); return; } switch (ent->solidstate) { case 1 : ent->solid = SOLID_NOT; ent->movetype = MOVETYPE_NONE; break; case 2 : ent->solid = SOLID_BBOX; ent->movetype = MOVETYPE_TOSS; break; case 3 : ent->solid = SOLID_BBOX; ent->movetype = MOVETYPE_NONE; break; case 4 : ent->solid = SOLID_NOT; ent->movetype = MOVETYPE_TOSS; break; default: ent->solid = SOLID_NOT; ent->movetype = MOVETYPE_NONE; break; } if (ent->solid != SOLID_NOT ) { if (ent->health > 0) { ent->die = model_die; ent->takedamage = DAMAGE_YES; } } switch (ent->style) { case 1 : ent->s.effects |= EF_ANIM01; break; case 2 : ent->s.effects |= EF_ANIM23; break; case 3 : ent->s.effects |= EF_ANIM_ALL; break; case 4 : ent->s.effects |= EF_ANIM_ALLFAST; break; } // DWH: Rather than use one value (renderfx) we use the // actual values for effects and renderfx. All may // be combined. ent->s.effects |= ent->effects; ent->s.renderfx |= ent->renderfx; if (ent->startframe < 0) ent->startframe = 0; if (!ent->framenumbers) ent->framenumbers = 1; // Change framenumbers to last frame to play ent->framenumbers += ent->startframe; if (ent->bleft) { VectorCopy (ent->bleft, ent->mins); } else { if (ent->solid != SOLID_NOT) { gi.dprintf("%s solid with no bleft vector at %s\n", ent->classname, vtos(ent->s.origin)); ent->solid = SOLID_NOT; } } if (ent->tright) { VectorCopy (ent->tright, ent->maxs); } else { if (ent->solid != SOLID_NOT) { gi.dprintf("%s solid with no tright vector at %s\n", ent->classname, vtos(ent->s.origin)); ent->solid = SOLID_NOT; } } // if (ent->movewith && (ent->solid == SOLID_BBOX)) // if (ent->movewith) // ent->movetype = MOVETYPE_PUSH; if (ent->solid != SOLID_NOT) ent->clipmask = CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_MONSTERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER; if (ent->spawnflags & NO_MODEL) { // For rendering effects to work, we MUST use a model ent->s.modelindex = gi.modelindex ("sprites/point.sp2"); ent->movetype = MOVETYPE_NOCLIP; } else { if (ent->spawnflags & PLAYER_MODEL) { if (!ent->usermodel || !strlen(ent->usermodel)) ent->s.modelindex = MAX_MODELS-1; else { if (strstr(ent->usermodel,"tris.md2")) Com_sprintf(modelname, sizeof(modelname), "players/%s", ent->usermodel); else Com_sprintf(modelname, sizeof(modelname), "players/%s/tris.md2", ent->usermodel); ent->s.modelindex = gi.modelindex(modelname); } } else { if (strstr(ent->usermodel,".sp2")) { // Knightmare- check for "sprites/" already in path if ( !strncmp(ent->usermodel, "sprites/", 8) ) Com_sprintf(modelname, sizeof(modelname), "%s", ent->usermodel); else Com_sprintf(modelname, sizeof(modelname), "sprites/%s", ent->usermodel); } else { // Knightmare- check for "models/" already in path if ( !strncmp(ent->usermodel, "models/", 7) ) Com_sprintf(modelname, sizeof(modelname), "%s", ent->usermodel); else Com_sprintf(modelname, sizeof(modelname), "models/%s", ent->usermodel); } ent->s.modelindex = gi.modelindex (modelname); } ent->s.frame = ent->startframe; } if (st.noise) ent->noise_index = gi.soundindex (st.noise); ent->s.sound = ent->noise_index; #ifdef LOOP_SOUND_ATTENUATION ent->s.attenuation = ent->attenuation; #endif if (ent->skinnum) // Knightmare- selectable skin ent->s.skinnum = ent->skinnum; if (ent->spawnflags & ANIM_ONCE) ent->spawnflags |= TOGGLE; if (ent->spawnflags & TOGGLE) { ent->delay = 0; ent->use = model_spawn_use; } if (!(ent->s.effects & ANIM_MASK) && (ent->framenumbers > 1)) { ent->think = modelspawn_think; ent->nextthink = level.time + 2*FRAMETIME; } gi.linkentity (ent); }