mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-15 00:41:21 +00:00
4433 lines
113 KiB
C
4433 lines
113 KiB
C
/*
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===========================================================================
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Copyright (C) 1997-2001 Id Software, Inc.
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Copyright (C) 2000-2002 Mr. Hyde and Mad Dog
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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
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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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
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Lazarus Quake 2 Mod source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// g_misc.c
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#include "g_local.h"
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int gibsthisframe = 0;
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int lastgibframe = 0;
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#define GIB_METAL 1
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#define GIB_GLASS 2
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#define GIB_BARREL 3
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#define GIB_CRATE 4
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#define GIB_ROCK 5
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#define GIB_CRYSTAL 6
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#define GIB_MECH 7
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#define GIB_WOOD 8
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#define GIB_TECH 9
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/*void FadeThink(edict_t *ent)
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{
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ent->count++;
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if (ent->count==2)
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{
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G_FreeEdict(ent);
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return;
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}
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ent->s.effects |= EF_SPHERETRANS;
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ent->nextthink=level.time+0.5;
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gi.linkentity(ent);
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}
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void FadeDieThink (edict_t *ent)
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{
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ent->s.renderfx = RF_TRANSLUCENT;
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ent->think = FadeThink;
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ent->nextthink = level.time+0.5;
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ent->count = 0;
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gi.linkentity(ent);
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}*/
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/*QUAKED func_group (0 0 0) ?
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Used to group brushes together just for editor convenience.
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*/
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//=====================================================
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void Use_Areaportal (edict_t *ent, edict_t *other, edict_t *activator)
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{
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ent->count ^= 1; // toggle state
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// gi.dprintf ("portalstate: %i = %i\n", ent->style, ent->count);
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gi.SetAreaPortalState (ent->style, ent->count);
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}
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/*QUAKED func_areaportal (0 0 0) ?
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This is a non-visible object that divides the world into
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areas that are seperated when this portal is not activated.
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Usually enclosed in the middle of a door.
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*/
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void SP_func_areaportal (edict_t *ent)
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{
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ent->class_id = ENTITY_FUNC_AREAPORTAL;
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ent->use = Use_Areaportal;
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ent->count = 0; // always start closed;
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}
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//=====================================================
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/*
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=================
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Misc functions
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=================
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*/
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void VelocityForDamage (int damage, vec3_t v)
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{
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v[0] = 100.0 * crandom();
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v[1] = 100.0 * crandom();
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v[2] = 200.0 + 100.0 * random();
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if (damage < 50)
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VectorScale (v, 0.7, v);
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else
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VectorScale (v, 1.2, v);
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}
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void ClipGibVelocity (edict_t *ent)
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{
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if (ent->velocity[0] < -300)
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ent->velocity[0] = -300;
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else if (ent->velocity[0] > 300)
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ent->velocity[0] = 300;
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if (ent->velocity[1] < -300)
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ent->velocity[1] = -300;
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else if (ent->velocity[1] > 300)
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ent->velocity[1] = 300;
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if (ent->velocity[2] < 200)
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ent->velocity[2] = 200; // always some upwards
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else if (ent->velocity[2] > 500)
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ent->velocity[2] = 500;
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}
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/*
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=================
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gibs
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=================
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*/
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//Knightmare- gib fade
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#ifdef KMQUAKE2_ENGINE_MOD
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void gib_fade2 (edict_t *self);
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void gib_fade (edict_t *self)
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{
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if (self->s.effects & EF_BLASTER) // Remove glow from gekk gibs
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{
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self->s.effects &= ~EF_BLASTER;
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self->s.renderfx &= ~RF_NOSHADOW;
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}
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if (self->s.renderfx & RF_TRANSLUCENT)
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self->s.alpha = 0.70f;
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else if (self->s.effects & EF_SPHERETRANS)
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self->s.alpha = 0.30f;
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else if ( !(self->s.alpha) || (self->s.alpha <= 0.0f) || (self->s.alpha > 1.0f) )
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self->s.alpha = 1.00f;
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// gib_fade2 (self);
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self->nextthink = level.time + 0.2;
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self->think = gib_fade2;
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}
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void gib_fade2 (edict_t *self)
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{
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self->s.alpha -= 0.05f;
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self->s.alpha = max(self->s.alpha, 1/255);
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if (self->s.alpha <= 1/255)
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{
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G_FreeEdict (self);
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return;
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}
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self->nextthink = level.time + 0.2;
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self->think = gib_fade2;
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gi.linkentity (self);
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}
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#else
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void gib_fade2 (edict_t *self);
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void gib_fade (edict_t *self)
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{
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if (self->s.effects & EF_BLASTER) //Remove glow from gekk gibs
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self->s.effects &= ~EF_BLASTER;
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self->s.renderfx = RF_TRANSLUCENT;
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self->nextthink = level.time + 2;
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self->think = gib_fade2;
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gi.linkentity(self);
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}
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void gib_fade2 (edict_t *self)
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{
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self->s.effects |= EF_SPHERETRANS;
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self->s.renderfx &= ~RF_TRANSLUCENT;
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self->nextthink = level.time + 2;
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self->think = G_FreeEdict;
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gi.linkentity(self);
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}
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#endif
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void gib_think (edict_t *self)
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{
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self->s.frame++;
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self->nextthink = level.time + FRAMETIME;
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if (self->s.frame == 10)
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{
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self->think = G_FreeEdict;
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self->nextthink = level.time + 8 + random()*10;
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}
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}
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void gib_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
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{
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vec3_t normal_angles, right;
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if (!self->groundentity)
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return;
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self->touch = NULL;
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if (plane)
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{
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gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/fhit3.wav"), 1, ATTN_NORM, 0);
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vectoangles (plane->normal, normal_angles);
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AngleVectors (normal_angles, NULL, right, NULL);
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vectoangles (right, self->s.angles);
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if (self->s.modelindex == sm_meat_index)
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{
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self->s.frame++;
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self->think = gib_think;
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self->nextthink = level.time + FRAMETIME;
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}
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}
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}
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void gib_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
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{
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G_FreeEdict (self);
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}
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void ThrowGib (edict_t *self, char *gibname, int damage, int type)
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{
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edict_t *gib;
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vec3_t vd;
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vec3_t origin;
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vec3_t size;
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float vscale;
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char modelname[256];
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char *p;
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// Lazarus: Prevent gib showers (generally due to firing BFG in a crowd) from
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// causing SZ_GetSpace: overflow
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if (level.framenum > lastgibframe)
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{
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gibsthisframe = 0;
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lastgibframe = level.framenum;
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}
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gibsthisframe++;
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if (gibsthisframe > sv_maxgibs->value)
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return;
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gib = G_Spawn();
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gib->classname = "gib";
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//gib->classname = gi.TagMalloc (4,TAG_LEVEL);
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//strcpy(gib->classname,"gib");
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// Lazarus: mapper-definable gib class
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// strncpy(modelname, gibname);
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Q_strncpyz(modelname, gibname, sizeof(modelname));
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p = strstr(modelname,"models/objects/gibs/");
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if (p && self->gib_type)
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{
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p += 18;
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p[0] = (char)((int)'0' + (self->gib_type % 10));
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}
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// Save gibname and type for level transition gibs
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gib->key_message = gi.TagMalloc (strlen(modelname)+1,TAG_LEVEL);
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strcpy(gib->key_message, modelname);
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gib->style = type;
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VectorScale (self->size, 0.5, size);
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VectorAdd (self->absmin, size, origin);
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gib->s.origin[0] = origin[0] + crandom() * size[0];
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gib->s.origin[1] = origin[1] + crandom() * size[1];
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gib->s.origin[2] = origin[2] + crandom() * size[2];
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gi.setmodel (gib, modelname);
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gib->clipmask = MASK_SHOT;
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VectorSet (gib->mins, -4, -4, -4);
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VectorSet (gib->maxs, 4, 4, 4);
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gib->solid = SOLID_TRIGGER; // Knightmare- was SOLID_NOT
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if (self->blood_type == 1)
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{
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gib->s.effects |= EF_GREENGIB|EF_BLASTER;
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gib->s.renderfx |= RF_NOSHADOW;
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}
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else if(self->blood_type == 2)
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gib->s.effects |= EF_GRENADE;
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else
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gib->s.effects |= EF_GIB;
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// inherit translucency flags from parent entity
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if (self->s.renderfx & RF_TRANSLUCENT)
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gib->s.renderfx |= RF_TRANSLUCENT;
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if (self->s.effects & EF_SPHERETRANS)
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gib->s.effects |= EF_SPHERETRANS;
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#ifdef KMQUAKE2_ENGINE_MOD
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// Knightmare- translucent monsters throw translucent gibs
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if ( (self->s.alpha) && (self->s.alpha > 0.0f) && (self->s.alpha < 1.0f) )
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gib->s.alpha = self->s.alpha;
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#endif
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gib->flags |= FL_NO_KNOCKBACK;
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gib->svflags |= SVF_GIB; // Knightmare- gib flag
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gib->takedamage = DAMAGE_NO; // was DAMAGE_YES;
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gib->die = gib_die;
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if (type == GIB_ORGANIC)
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{
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if (deathmatch->value && mega_gibs->value)
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gib->movetype = MOVETYPE_BOUNCE;
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else
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gib->movetype = MOVETYPE_TOSS;
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gib->touch = gib_touch;
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vscale = 0.5;
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}
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else
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{
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gib->movetype = MOVETYPE_BOUNCE;
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vscale = 1.0;
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}
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VelocityForDamage (damage, vd);
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VectorMA (self->velocity, vscale, vd, gib->velocity);
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ClipGibVelocity (gib);
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gib->avelocity[0] = random()*600;
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gib->avelocity[1] = random()*600;
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gib->avelocity[2] = random()*600;
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gib->think = gib_fade; //Knightmare- gib fade, was G_FreeEdict
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gib->nextthink = level.time + 10 + random()*10;
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gib->s.renderfx |= RF_IR_VISIBLE;
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gi.linkentity (gib);
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}
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// NOTE: SP_gib is ONLY intended to be used for gibs that change maps
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// via trigger_transition. It should NOT be used for map entities
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void gib_delayed_start (edict_t *gib)
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{
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if(g_edicts[1].linkcount)
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{
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if(gib->count > 0)
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{
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gib->think = gib_fade; // was FadeThink
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gib->nextthink = level.time + FRAMETIME;
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}
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else
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{
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gib->think = gib_fade; // was FadeDieThink
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gib->nextthink = level.time + 8 + random()*10;
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}
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}
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else
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{
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gib->nextthink = level.time + FRAMETIME;
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}
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}
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void SP_gib (edict_t *gib)
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{
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if(gib->key_message)
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gi.setmodel (gib, gib->key_message);
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else
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gi.setmodel (gib, "models/objects/gibs/sm_meat/tris.md2");
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gib->die = gib_die;
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if (gib->style == GIB_ORGANIC)
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gib->touch = gib_touch;
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gib->think = gib_delayed_start;
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gib->nextthink = level.time + FRAMETIME;
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gi.linkentity (gib);
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}
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void ThrowHead (edict_t *self, char *gibname, int damage, int type)
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{
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vec3_t vd;
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float vscale;
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char modelname[256];
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char *p;
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self->s.skinnum = 0;
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self->s.frame = 0;
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VectorClear (self->mins);
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VectorClear (self->maxs);
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DeleteReflection(self,-1);
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// strncpy(modelname, gibname);
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Q_strncpyz(modelname, gibname, sizeof(modelname));
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p = strstr(modelname,"models/objects/gibs/");
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if(p && self->gib_type)
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{
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p += 18;
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p[0] = (char)((int)'0' + (self->gib_type % 10));
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}
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// Save gibname and type for level transition gibs
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self->key_message = gi.TagMalloc (strlen(modelname)+1,TAG_LEVEL);
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strcpy(self->key_message, modelname);
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self->style = type;
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self->s.modelindex2 = 0;
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gi.setmodel (self, modelname);
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self->clipmask = MASK_SHOT;
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if (self->blood_type == 1)
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{
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VectorSet (self->mins, -4, -4, -4);
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VectorSet (self->maxs, 4, 4, 4);
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}
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else
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{
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VectorSet (self->mins, -4, -4, 0);
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VectorSet (self->maxs, 4, 4, 8);
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}
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self->solid = SOLID_TRIGGER; // Knightmare- was SOLID_NOT
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if(self->blood_type == 1)
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{
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self->s.effects |= EF_GREENGIB|EF_BLASTER;
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self->s.renderfx |= RF_NOSHADOW;
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}
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else if(self->blood_type == 2)
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self->s.effects |= EF_GRENADE;
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else
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self->s.effects |= EF_GIB;
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self->s.effects &= ~EF_FLIES;
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self->s.sound = 0;
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self->flags |= FL_NO_KNOCKBACK;
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self->svflags &= ~SVF_MONSTER;
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self->svflags |= SVF_GIB; // Knightmare- gib flag
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self->takedamage = DAMAGE_NO; // was DAMAGE_YES;
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// Lazarus: Disassociate this head with its monster
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self->targetname = NULL;
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self->die = gib_die;
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self->dmgteam = NULL; // Prevent gibs from becoming angry if their buddies are hurt
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self->postthink = NULL; // Knightmare- stop lava check
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if (type == GIB_ORGANIC)
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{
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self->movetype = MOVETYPE_TOSS;
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self->touch = gib_touch;
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vscale = 0.5;
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}
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else
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{
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self->movetype = MOVETYPE_BOUNCE;
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vscale = 1.0;
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}
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VelocityForDamage (damage, vd);
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VectorMA (self->velocity, vscale, vd, self->velocity);
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ClipGibVelocity (self);
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self->avelocity[YAW] = crandom()*600;
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self->think = gib_fade; //Knightmare- gib fade, was G_FreeEdict
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self->nextthink = level.time + 10 + random()*10;
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// Lazarus: If head owner was part of a movewith chain,
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// remove from the chain and repair the chain
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// if necessary
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if (self->movewith)
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{
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edict_t *e;
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edict_t *parent=NULL;
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int i;
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for(i=1; i<globals.num_edicts && !parent; i++)
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{
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e = g_edicts + i;
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if(e->movewith_next == self) parent=e;
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}
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if(parent) parent->movewith_next = self->movewith_next;
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}
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self->s.renderfx |= RF_IR_VISIBLE;
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gi.linkentity (self);
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}
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void SP_gibhead (edict_t *gib)
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{
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if (gib->key_message)
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gi.setmodel (gib, gib->key_message);
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else
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gi.setmodel (gib, "models/objects/gibs/head2/tris.md2");
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if (gib->style == GIB_ORGANIC)
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gib->touch = gib_touch;
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gib->think = gib_delayed_start;
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gib->nextthink = level.time + FRAMETIME;
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gi.linkentity (gib);
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}
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void ThrowClientHead (edict_t *self, int damage)
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{
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vec3_t vd;
|
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char *gibname;
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if (rand()&1)
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|
{
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gibname = "models/objects/gibs/head2/tris.md2";
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self->s.skinnum = 1; // second skin is player
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}
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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);
|
|
|
|
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
|
|
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 skin, int effects)
|
|
{
|
|
edict_t *chunk;
|
|
vec3_t v;
|
|
|
|
// 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;
|
|
|
|
chunk = G_Spawn();
|
|
VectorCopy (origin, chunk->s.origin);
|
|
gi.setmodel (chunk, modelname);
|
|
|
|
// 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;
|
|
|
|
#ifdef KMQUAKE2_ENGINE_MOD
|
|
// Knightmare- translucent entities throw translucent debris
|
|
if ( (self->s.alpha) && (self->s.alpha > 0.0f) && (self->s.alpha < 1.0f) )
|
|
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;
|
|
VectorSet (chunk->mins, -1, -1, -1);
|
|
VectorSet (chunk->maxs, 1, 1, 1);
|
|
chunk->solid = SOLID_TRIGGER; // Knightmare- was SOLID_NOT
|
|
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
|
|
chunk->nextthink = level.time + 8 + random()*10;
|
|
chunk->s.frame = 0;
|
|
chunk->flags = 0;
|
|
chunk->classname = "debris";
|
|
chunk->svflags |= SVF_GIB; // Knightmare- gib flag
|
|
chunk->takedamage = DAMAGE_NO; // was DAMAGE_YES
|
|
chunk->die = debris_die;
|
|
|
|
// Lazarus: Preserve model name for level changes:
|
|
//chunk->message = gi.TagMalloc (strlen(modelname)+1,TAG_LEVEL);
|
|
//strcpy(chunk->message, modelname);
|
|
|
|
// Lazarus: skin number and effects
|
|
chunk->s.skinnum = skin;
|
|
chunk->s.effects |= effects;
|
|
|
|
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)
|
|
{
|
|
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)
|
|
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) {
|
|
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->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;
|
|
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) {
|
|
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)
|
|
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->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;
|
|
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->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)
|
|
{
|
|
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) {
|
|
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;
|
|
}
|
|
|
|
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) {
|
|
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->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;
|
|
|
|
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))
|
|
{
|
|
int r;
|
|
|
|
count = mass/25;
|
|
if(count > 16)
|
|
count = 16;
|
|
while(count--)
|
|
{
|
|
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) {
|
|
case GIB_METAL:
|
|
ThrowDebris (self, va("models/objects/metal_gibs/gib%i.md2",r), 2, chunkorigin, self->s.skinnum, 0); break;
|
|
case GIB_GLASS:
|
|
ThrowDebris (self, va("models/objects/glass_gibs/gib%i.md2",r), 2, chunkorigin, self->s.skinnum, EF_SPHERETRANS); break;
|
|
case GIB_BARREL:
|
|
ThrowDebris (self, va("models/objects/barrel_gibs/gib%i.md2",r), 2, chunkorigin, self->s.skinnum, 0); break;
|
|
case GIB_CRATE:
|
|
ThrowDebris (self, va("models/objects/crate_gibs/gib%i.md2",r), 2, chunkorigin, self->s.skinnum, 0); break;
|
|
case GIB_ROCK:
|
|
ThrowDebris (self, va("models/objects/rock_gibs/gib%i.md2",r), 2, chunkorigin, self->s.skinnum, 0); break;
|
|
case GIB_CRYSTAL:
|
|
ThrowDebris (self, va("models/objects/crystal_gibs/gib%i.md2",r), 2, chunkorigin, self->s.skinnum, 0); break;
|
|
case GIB_MECH:
|
|
ThrowDebris (self, va("models/objects/mech_gibs/gib%i.md2",r), 2, chunkorigin, self->s.skinnum, 0); break;
|
|
case GIB_WOOD:
|
|
ThrowDebris (self, va("models/objects/wood_gibs/gib%i.md2",r), 2, chunkorigin, self->s.skinnum, 0); break;
|
|
case GIB_TECH:
|
|
ThrowDebris (self, va("models/objects/tech_gibs/gib%i.md2",r), 2, chunkorigin, self->s.skinnum, 0); break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// big chunks
|
|
if (mass >= 100)
|
|
{
|
|
count = mass / 100;
|
|
if (count > 8)
|
|
count = 8;
|
|
while(count--)
|
|
{
|
|
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);
|
|
}
|
|
}
|
|
|
|
// small chunks
|
|
count = mass / 25;
|
|
if (count > 16)
|
|
count = 16;
|
|
while(count--)
|
|
{
|
|
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);
|
|
}
|
|
}
|
|
|
|
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)
|
|
{
|
|
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->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)
|
|
{
|
|
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
|
|
{
|
|
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)
|
|
{
|
|
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->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)
|
|
{
|
|
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->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)
|
|
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;
|
|
}
|
|
|
|
//touch function for impact damage
|
|
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)
|
|
{ //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);
|
|
|
|
// 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);
|
|
}
|
|
|
|
// 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);
|
|
org[0] += self->size[0] * 2;
|
|
ThrowDebris (self, "models/objects/barrel_gibs/gib1.md2", spd, org, 0, 0);
|
|
|
|
// top corners
|
|
VectorCopy (self->absmax, org);
|
|
org[1] += self->size[1];
|
|
ThrowDebris (self, "models/objects/barrel_gibs/gib3.md2", spd, org, 0, 0);
|
|
org[0] += self->size[0] * 2;
|
|
ThrowDebris (self, "models/objects/barrel_gibs/gib3.md2", spd, org, 0, 0);
|
|
|
|
// 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);
|
|
}
|
|
}
|
|
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);
|
|
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);
|
|
|
|
// 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);
|
|
VectorCopy (self->absmin, org);
|
|
org[0] += self->size[0];
|
|
org[2] += 2;
|
|
ThrowDebris (self, "models/objects/debris3/tris.md2", spd, org, 0, 0);
|
|
VectorCopy (self->absmin, org);
|
|
org[1] += self->size[1];
|
|
org[2] += 2;
|
|
ThrowDebris (self, "models/objects/debris3/tris.md2", spd, org, 0, 0);
|
|
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);
|
|
|
|
// 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);
|
|
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);
|
|
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);
|
|
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);
|
|
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);
|
|
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);
|
|
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);
|
|
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);
|
|
}
|
|
// Lazarus: use targets
|
|
G_UseTargets (self, self->activator);
|
|
|
|
// Lazarus: added case for no damage
|
|
if(self->dmg) {
|
|
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))
|
|
{
|
|
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 Box";
|
|
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->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->movetype = MOVETYPE_NONE;
|
|
// Lazarus - nonsolid
|
|
if(ent->spawnflags & 1)
|
|
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
|
|
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->movetype = MOVETYPE_NONE;
|
|
// Lazarus - nonsolid
|
|
if(ent->spawnflags & 1)
|
|
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->movetype = MOVETYPE_NONE;
|
|
// Lazarus - nonsolid
|
|
if(ent->spawnflags & 1)
|
|
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->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->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", damage, GIB_ORGANIC);
|
|
ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
|
|
}
|
|
|
|
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";
|
|
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)
|
|
{
|
|
self->target = self->deathtarget;
|
|
G_UseTargets (self, attacker);
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
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)
|
|
ent->dmg = 200;
|
|
if(!ent->mass)
|
|
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->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)
|
|
self->spawnflags &= ~1;
|
|
|
|
if(self->spawnflags & 1)
|
|
{
|
|
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
|
|
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)
|
|
{
|
|
if(!Q_stricmp(self->pathtarget,self->targetname))
|
|
{
|
|
VectorScale(self->movedir,self->speed,self->velocity);
|
|
VectorCopy(self->movedir,self->moveinfo.dir);
|
|
}
|
|
else
|
|
{
|
|
viper = G_Find(NULL, FOFS(targetname), self->pathtarget);
|
|
if(!viper)
|
|
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)
|
|
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";
|
|
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;
|
|
|
|
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)
|
|
ent->dmg = 200;
|
|
if(!ent->mass)
|
|
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->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->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->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)
|
|
{
|
|
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)
|
|
{
|
|
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)
|
|
{
|
|
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->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);
|
|
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;
|
|
}
|
|
|
|
|
|
/*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;
|
|
}
|
|
/*==================================================================
|
|
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;
|
|
// 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;
|
|
// Do not under any circumstances move these entities:
|
|
for(p=&DoNotMove, nogo=false; p->name && !nogo; p++)
|
|
if(!Q_stricmp(ent->classname,p->name))
|
|
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;
|
|
total++;
|
|
ent->id = total;
|
|
if(ent->owner)
|
|
ent->owner_id = -(ent->owner - g_edicts);
|
|
else
|
|
ent->owner_id = 0;
|
|
if(angles[YAW])
|
|
{
|
|
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;
|
|
// Do not under any circumstances move these entities:
|
|
for(p=&DoNotMove, nogo=false; p->name && !nogo; p++)
|
|
if(!Q_stricmp(ent->classname,p->name))
|
|
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;
|
|
ent->owner_id = 0;
|
|
for(j=game.maxclients+1; j<globals.num_edicts && !ent->owner_id; j++)
|
|
{
|
|
if(ent->owner == &g_edicts[j])
|
|
ent->owner_id = g_edicts[j].id;
|
|
}
|
|
if(!ent->owner_id) continue;
|
|
total++;
|
|
ent->id = total;
|
|
if(angles[YAW])
|
|
{
|
|
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)
|
|
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))
|
|
{
|
|
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))
|
|
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)
|
|
{
|
|
// this is a trigger_teleporter
|
|
self->count--;
|
|
if(!self->count)
|
|
G_FreeEdict(self);
|
|
}
|
|
gi.linkentity (other);
|
|
}
|
|
|
|
void use_teleporter (edict_t *self, edict_t *other, edict_t *activator)
|
|
{
|
|
|
|
if (!(self->spawnflags & 1))
|
|
{
|
|
if(!(self->spawnflags & 2))
|
|
return;
|
|
self->spawnflags |= 1;
|
|
self->s.effects &= ~EF_TELEPORTER;
|
|
self->target_ent->solid = SOLID_NOT;
|
|
self->s.sound = 0;
|
|
}
|
|
else
|
|
{
|
|
self->spawnflags &= ~1;
|
|
if(!(self->spawnflags & 4))
|
|
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))
|
|
{
|
|
gi.setmodel (ent, "models/objects/dmspot/tris.md2");
|
|
ent->s.skinnum = 1;
|
|
if(!(ent->spawnflags & 1)) {
|
|
ent->s.effects = EF_TELEPORTER;
|
|
ent->s.sound = gi.soundindex ("world/amb10.wav");
|
|
}
|
|
}
|
|
|
|
if (ent->spawnflags & 3)
|
|
ent->use = use_teleporter;
|
|
|
|
if (ent->spawnflags & 4) {
|
|
ent->solid = SOLID_NOT;
|
|
}
|
|
else {
|
|
ent->solid = SOLID_BBOX;
|
|
VectorSet (ent->mins, -32, -32, -24);
|
|
VectorSet (ent->maxs, 32, 32, -16);
|
|
}
|
|
ent->common_name = "Teleporter";
|
|
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)
|
|
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)
|
|
{
|
|
if(st.noise)
|
|
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;
|
|
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);
|
|
ent->common_name = "Teleporter Destination";
|
|
gi.linkentity (ent);
|
|
}
|
|
|
|
// Lazarus new entities
|
|
|
|
void misc_light_think (edict_t *self)
|
|
{
|
|
if(self->spawnflags & START_OFF) return;
|
|
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->use = misc_light_use;
|
|
if(self->movewith)
|
|
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))
|
|
{
|
|
G_FreeEdict(drop);
|
|
return;
|
|
}
|
|
parent = owner;
|
|
while(parent->child)
|
|
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)
|
|
return;
|
|
else if(drop->fadeout > 0)
|
|
{
|
|
if( (drop->spawnflags & SF_WEATHER_GRAVITY_BOUNCE) && (drop->owner->gravity > 0))
|
|
{
|
|
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)
|
|
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)
|
|
{
|
|
// 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)
|
|
drop->s.modelindex = gi.modelindex ("models/objects/drop/heavy.md2");
|
|
else if(self->style == STYLE_WEATHER_SNOW)
|
|
drop->s.modelindex = gi.modelindex ("models/objects/snow/tris.md2");
|
|
else if(self->style == STYLE_WEATHER_LEAF)
|
|
{
|
|
float r=random();
|
|
if(r < 0.33)
|
|
drop->s.modelindex = gi.modelindex ("models/objects/leaf1/tris.md2");
|
|
else if(r < 0.66)
|
|
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)
|
|
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 )
|
|
drop->movetype = MOVETYPE_DEBRIS;
|
|
else
|
|
drop->movetype = MOVETYPE_RAIN;
|
|
|
|
drop->touch = drop_touch;
|
|
if(self->style == STYLE_WEATHER_USER)
|
|
drop->clipmask = MASK_MONSTERSOLID;
|
|
else if((self->fadeout > 0) && (self->gravity == 0.))
|
|
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)
|
|
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)
|
|
{
|
|
drop->avelocity[PITCH] = crandom() * 360;
|
|
drop->avelocity[YAW] = crandom() * 360;
|
|
drop->avelocity[ROLL] = crandom() * 360;
|
|
}
|
|
else if(self->style == STYLE_WEATHER_USER)
|
|
{
|
|
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)
|
|
{
|
|
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)
|
|
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++)
|
|
{
|
|
if(!g_edicts[i].inuse) continue;
|
|
if(gi.inPVS(g_edicts[i].s.origin,self->s.origin))
|
|
can_see_me = true;
|
|
}
|
|
if(!can_see_me) return;
|
|
|
|
// 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)
|
|
self->density = self->count + (temp-(float)r)*10;
|
|
else
|
|
self->density += (temp*10);
|
|
if(r < 1) return;
|
|
|
|
VectorAdd(self->bleft,self->tright,center);
|
|
VectorMA(self->s.origin,0.5,center,center);
|
|
|
|
for(i=0; i<r; i++)
|
|
{
|
|
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)
|
|
{
|
|
// already on; turn it off
|
|
ent->nextthink = 0;
|
|
ent->spawnflags &= ~SF_WEATHER_STARTON;
|
|
if(ent->child)
|
|
{
|
|
edict_t *child, *parent;
|
|
child = ent->child;
|
|
ent->child = NULL;
|
|
while(child)
|
|
{
|
|
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)
|
|
{
|
|
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)
|
|
{
|
|
G_FreeEdict(ent);
|
|
return;
|
|
}
|
|
|
|
ent->class_id = ENTITY_TARGET_PRECIPITATION;
|
|
|
|
ent->movetype = MOVETYPE_NONE;
|
|
ent->solid = SOLID_NOT;
|
|
|
|
if(ent->spawnflags & SF_WEATHER_STARTON)
|
|
{
|
|
ent->think = target_precipitation_delayed_use;
|
|
ent->nextthink = level.time + 1;
|
|
}
|
|
|
|
if(ent->style == STYLE_WEATHER_USER)
|
|
{
|
|
char *buffer;
|
|
if(!ent->usermodel)
|
|
{
|
|
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) )
|
|
{
|
|
buffer = gi.TagMalloc(strlen(ent->usermodel)+10,TAG_LEVEL);
|
|
if (strstr(ent->usermodel,".sp2"))
|
|
sprintf(buffer, "sprites/%s", ent->usermodel);
|
|
else
|
|
sprintf(buffer, "models/%s", ent->usermodel);
|
|
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)
|
|
ent->spawnflags &= ~SF_WEATHER_SPLASH;
|
|
|
|
ent->use = target_precipitation_use;
|
|
|
|
if(!ent->count)
|
|
ent->count = 1;
|
|
|
|
if(!ent->sounds)
|
|
ent->sounds = 2; // blue splash
|
|
|
|
if(!ent->mass2)
|
|
ent->mass2 = 8; // 8 particles in splash
|
|
|
|
if((ent->style < STYLE_WEATHER_RAIN) || (ent->style > STYLE_WEATHER_USER))
|
|
ent->style = STYLE_WEATHER_RAIN; // single rain drop model
|
|
|
|
if(ent->speed <= 0)
|
|
{
|
|
switch(ent->style)
|
|
{
|
|
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.))
|
|
{
|
|
// 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)
|
|
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))
|
|
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)
|
|
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++)
|
|
{
|
|
if(!g_edicts[i].inuse) continue;
|
|
if(gi.inPVS(g_edicts[i].s.origin,self->s.origin))
|
|
can_see_me = true;
|
|
}
|
|
if(!can_see_me) return;
|
|
|
|
// 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)
|
|
self->density = self->count;
|
|
else
|
|
self->density += (temp*10);
|
|
if(r < 1) return;
|
|
|
|
VectorAdd(self->bleft,self->tright,center);
|
|
VectorMA(self->s.origin,0.5,center,center);
|
|
|
|
for(i=0; i<r; i++)
|
|
{
|
|
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))
|
|
{
|
|
// already on; turn it off
|
|
ent->nextthink = 0;
|
|
ent->spawnflags &= ~SF_WEATHER_STARTON;
|
|
if(ent->child)
|
|
{
|
|
edict_t *child, *parent;
|
|
child = ent->child;
|
|
ent->child = NULL;
|
|
while(child)
|
|
{
|
|
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)
|
|
{
|
|
self->think = target_fountain_think;
|
|
self->think(self);
|
|
}
|
|
else
|
|
self->nextthink = level.time + FRAMETIME;
|
|
}
|
|
void SP_target_fountain (edict_t *ent)
|
|
{
|
|
char *buffer;
|
|
|
|
if(deathmatch->value || coop->value)
|
|
{
|
|
G_FreeEdict(ent);
|
|
return;
|
|
}
|
|
|
|
ent->class_id = ENTITY_TARGET_FOUNTAIN;
|
|
|
|
ent->movetype = MOVETYPE_NONE;
|
|
ent->solid = SOLID_NOT;
|
|
|
|
if(ent->spawnflags & SF_WEATHER_STARTON)
|
|
{
|
|
ent->think = target_fountain_delayed_use;
|
|
ent->nextthink = level.time + 1;
|
|
}
|
|
|
|
ent->style = STYLE_WEATHER_USER;
|
|
if(!ent->usermodel)
|
|
{
|
|
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) )
|
|
{
|
|
buffer = gi.TagMalloc(strlen(ent->usermodel)+10,TAG_LEVEL);
|
|
if (strstr(ent->usermodel,".sp2"))
|
|
sprintf(buffer, "sprites/%s", ent->usermodel);
|
|
else
|
|
sprintf(buffer, "models/%s", ent->usermodel);
|
|
ent->usermodel = buffer;
|
|
}
|
|
|
|
if (st.gravity)
|
|
ent->gravity = atof(st.gravity);
|
|
else
|
|
ent->gravity = 0.;
|
|
|
|
ent->use = target_fountain_use;
|
|
|
|
if(!ent->count)
|
|
ent->count = 1;
|
|
|
|
if(!ent->sounds)
|
|
ent->sounds = 2; // blue splash
|
|
|
|
if(!ent->mass2)
|
|
ent->mass2 = 8; // 8 particles in splash
|
|
|
|
if(ent->speed <= 0)
|
|
ent->speed = 300;
|
|
|
|
if((VectorLength(ent->bleft) == 0.) && (VectorLength(ent->tright) == 0.))
|
|
{
|
|
// 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];
|
|
int j;
|
|
// char *p;
|
|
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));
|
|
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);
|
|
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)
|
|
{
|
|
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)
|
|
{
|
|
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++)
|
|
{
|
|
fread(&pakitem,1,sizeof(pak_item_t),fpak);
|
|
if (!Q_stricmp(pakitem.name,DEADSOLDIER_MODEL))
|
|
{
|
|
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)
|
|
{
|
|
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
|
|
_mkdir (outfilename);
|
|
Q_strncatz (outfilename, "/deadbods", sizeof(outfilename));
|
|
_mkdir (outfilename);
|
|
Q_strncatz (outfilename, "/dude", sizeof(outfilename));
|
|
_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);
|
|
|
|
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)
|
|
{
|
|
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++)
|
|
gi.modelindex(va("models/objects/metal_gibs/gib%i.md2",i));
|
|
break;
|
|
case GIB_GLASS:
|
|
for(i=1;i<=5;i++)
|
|
gi.modelindex(va("models/objects/glass_gibs/gib%i.md2",i));
|
|
break;
|
|
case GIB_BARREL:
|
|
for(i=1;i<=5;i++)
|
|
gi.modelindex(va("models/objects/barrel_gibs/gib%i.md2",i));
|
|
break;
|
|
case GIB_CRATE:
|
|
for(i=1;i<=5;i++)
|
|
gi.modelindex(va("models/objects/crate_gibs/gib%i.md2",i));
|
|
break;
|
|
case GIB_ROCK:
|
|
for(i=1;i<=5;i++)
|
|
gi.modelindex(va("models/objects/rock_gibs/gib%i.md2",i));
|
|
break;
|
|
case GIB_CRYSTAL:
|
|
for(i=1;i<=5;i++)
|
|
gi.modelindex(va("models/objects/crystal_gibs/gib%i.md2",i));
|
|
break;
|
|
case GIB_MECH:
|
|
for(i=1;i<=5;i++)
|
|
gi.modelindex(va("models/objects/mech_gibs/gib%i.md2",i));
|
|
break;
|
|
case GIB_WOOD:
|
|
for(i=1;i<=5;i++)
|
|
gi.modelindex(va("models/objects/wood_gibs/gib%i.md2",i));
|
|
break;
|
|
case GIB_TECH:
|
|
for(i=1;i<=5;i++)
|
|
gi.modelindex(va("models/objects/tech_gibs/gib%i.md2",i));
|
|
break;
|
|
}
|
|
}
|