// Copyright (c) ZeniMax Media Inc. // Licensed under the GNU General Public License 2.0. // g_phys.c #include "g_local.h" /* pushmove objects do not obey gravity, and do not interact with each other or trigger fields, but block normal movement and push normal objects when they move. onground is set for toss objects when they come to a complete rest. it is set for steping or walking objects doors, plats, etc are SOLID_BSP, and MOVETYPE_PUSH bonus items are SOLID_TRIGGER touch, and MOVETYPE_TOSS corpses are SOLID_NOT and MOVETYPE_TOSS crates are SOLID_BBOX and MOVETYPE_TOSS walking monsters are SOLID_SLIDEBOX and MOVETYPE_STEP flying/floating monsters are SOLID_SLIDEBOX and MOVETYPE_FLY solid_edge items only clip against bsp models. */ void SV_Physics_NewToss(edict_t *ent); // PGM // [Paril-KEX] fetch the clipmask for this entity; certain modifiers // affect the clipping behavior of objects. contents_t G_GetClipMask(edict_t *ent) { contents_t mask = ent->clipmask; // default masks if (!mask) { if (ent->svflags & SVF_MONSTER) mask = MASK_MONSTERSOLID; else if (ent->svflags & SVF_PROJECTILE) mask = MASK_PROJECTILE; else mask = MASK_SHOT & ~CONTENTS_DEADMONSTER; } // non-solid objects (items, etc) shouldn't try to clip // against players/monsters if (ent->solid == SOLID_NOT || ent->solid == SOLID_TRIGGER) mask &= ~(CONTENTS_MONSTER | CONTENTS_PLAYER); // monsters/players that are also dead shouldn't clip // against players/monsters if ((ent->svflags & (SVF_MONSTER | SVF_PLAYER)) && (ent->svflags & SVF_DEADMONSTER)) mask &= ~(CONTENTS_MONSTER | CONTENTS_PLAYER); return mask; } /* ============ SV_TestEntityPosition ============ */ edict_t *SV_TestEntityPosition(edict_t *ent) { trace_t trace; trace = gi.trace(ent->s.origin, ent->mins, ent->maxs, ent->s.origin, ent, G_GetClipMask(ent)); if (trace.startsolid) return g_edicts; return nullptr; } /* ================ SV_CheckVelocity ================ */ void SV_CheckVelocity(edict_t *ent) { // // bound velocity // float speed = ent->velocity.length(); if (speed > sv_maxvelocity->value) ent->velocity = (ent->velocity / speed) * sv_maxvelocity->value; } /* ============= SV_RunThink Runs thinking code for this frame if necessary ============= */ bool SV_RunThink(edict_t *ent) { gtime_t thinktime = ent->nextthink; if (thinktime <= 0_ms) return true; if (thinktime > level.time) return true; ent->nextthink = 0_ms; if (!ent->think) gi.Com_Error("nullptr ent->think"); ent->think(ent); return false; } /* ================== G_Impact Two entities have touched, so run their touch functions ================== */ void G_Impact(edict_t *e1, const trace_t &trace) { edict_t *e2 = trace.ent; if (e1->touch && (e1->solid != SOLID_NOT || (e1->flags & FL_ALWAYS_TOUCH))) e1->touch(e1, e2, trace, false); if (e2->touch && (e2->solid != SOLID_NOT || (e2->flags & FL_ALWAYS_TOUCH))) e2->touch(e2, e1, trace, true); } /* ============ SV_FlyMove The basic solid body movement clip that slides along multiple planes ============ */ void SV_FlyMove(edict_t *ent, float time, contents_t mask) { ent->groundentity = nullptr; touch_list_t touch; PM_StepSlideMove_Generic(ent->s.origin, ent->velocity, time, ent->mins, ent->maxs, touch, false, [&](const vec3_t &start, const vec3_t &mins, const vec3_t &maxs, const vec3_t &end) { return gi.trace(start, mins, maxs, end, ent, mask); }); for (size_t i = 0; i < touch.num; i++) { auto &trace = touch.traces[i]; if (trace.plane.normal[2] > 0.7f) { ent->groundentity = trace.ent; ent->groundentity_linkcount = trace.ent->linkcount; } // // run the impact function // G_Impact(ent, trace); // impact func requested velocity kill if (ent->flags & FL_KILL_VELOCITY) { ent->flags &= ~FL_KILL_VELOCITY; ent->velocity = {}; } } } /* ============ SV_AddGravity ============ */ void SV_AddGravity(edict_t *ent) { ent->velocity += ent->gravityVector * (ent->gravity * level.gravity * gi.frame_time_s); } /* =============================================================================== PUSHMOVE =============================================================================== */ /* ============ SV_PushEntity Does not change the entities velocity at all ============ */ trace_t SV_PushEntity(edict_t *ent, const vec3_t &push) { vec3_t start = ent->s.origin; vec3_t end = start + push; trace_t trace = gi.trace(start, ent->mins, ent->maxs, end, ent, G_GetClipMask(ent)); ent->s.origin = trace.endpos + (trace.plane.normal * .5f); gi.linkentity(ent); if (trace.fraction != 1.0f || trace.startsolid) { G_Impact(ent, trace); // if the pushed entity went away and the pusher is still there if (!trace.ent->inuse && ent->inuse) { // move the pusher back and try again ent->s.origin = start; gi.linkentity(ent); return SV_PushEntity(ent, push); } } // ================ // PGM // FIXME - is this needed? ent->gravity = 1.0; // PGM // ================ if (ent->inuse) G_TouchTriggers(ent); return trace; } struct pushed_t { edict_t *ent; vec3_t origin; vec3_t angles; bool rotated; float yaw; }; pushed_t pushed[MAX_EDICTS], *pushed_p; edict_t *obstacle; /* ============ SV_Push Objects need to be moved back on a failed push, otherwise riders would continue to slide. ============ */ bool SV_Push(edict_t *pusher, vec3_t &move, vec3_t &amove) { edict_t *check, *block = nullptr; vec3_t mins, maxs; pushed_t *p; vec3_t org, org2, move2, forward, right, up; // find the bounding box mins = pusher->absmin + move; maxs = pusher->absmax + move; // we need this for pushing things later org = -amove; AngleVectors(org, forward, right, up); // save the pusher's original position pushed_p->ent = pusher; pushed_p->origin = pusher->s.origin; pushed_p->angles = pusher->s.angles; pushed_p->rotated = false; pushed_p++; // move the pusher to it's final position pusher->s.origin += move; pusher->s.angles += amove; gi.linkentity(pusher); // see if any solid entities are inside the final position check = g_edicts + 1; for (uint32_t e = 1; e < globals.num_edicts; e++, check++) { if (!check->inuse) continue; if (check->movetype == MOVETYPE_PUSH || check->movetype == MOVETYPE_STOP || check->movetype == MOVETYPE_NONE || check->movetype == MOVETYPE_NOCLIP) continue; if (!check->linked) continue; // not linked in anywhere // if the entity is standing on the pusher, it will definitely be moved if (check->groundentity != pusher) { // see if the ent needs to be tested if (check->absmin[0] >= maxs[0] || check->absmin[1] >= maxs[1] || check->absmin[2] >= maxs[2] || check->absmax[0] <= mins[0] || check->absmax[1] <= mins[1] || check->absmax[2] <= mins[2]) continue; // see if the ent's bbox is inside the pusher's final position if (!SV_TestEntityPosition(check)) continue; } if ((pusher->movetype == MOVETYPE_PUSH) || (check->groundentity == pusher)) { // move this entity pushed_p->ent = check; pushed_p->origin = check->s.origin; pushed_p->angles = check->s.angles; pushed_p->rotated = !!amove[YAW]; if (pushed_p->rotated) pushed_p->yaw = pusher->client ? (float) pusher->client->ps.pmove.delta_angles[YAW] : pusher->s.angles[YAW]; pushed_p++; vec3_t old_position = check->s.origin; // try moving the contacted entity check->s.origin += move; if (check->client) { // Paril: disabled because in vanilla delta_angles are never // lerped. delta_angles can probably be lerped as long as event // isn't EV_PLAYER_TELEPORT or a new RDF flag is set // check->client->ps.pmove.delta_angles[YAW] += amove[YAW]; } else check->s.angles[YAW] += amove[YAW]; // figure movement due to the pusher's amove org = check->s.origin - pusher->s.origin; org2[0] = org.dot(forward); org2[1] = -(org.dot(right)); org2[2] = org.dot(up); move2 = org2 - org; check->s.origin += move2; // may have pushed them off an edge if (check->groundentity != pusher) check->groundentity = nullptr; block = SV_TestEntityPosition(check); // [Paril-KEX] this is a bit of a hack; allow dead player skulls // to be a blocker because otherwise elevators/doors get stuck if (block && check->client && !check->takedamage) { check->s.origin = old_position; block = nullptr; } if (!block) { // pushed ok gi.linkentity(check); // impact? continue; } // if it is ok to leave in the old position, do it. // this is only relevent for riding entities, not pushed check->s.origin = old_position; block = SV_TestEntityPosition(check); if (!block) { pushed_p--; continue; } } // save off the obstacle so we can call the block function obstacle = check; // move back any entities we already moved // go backwards, so if the same entity was pushed // twice, it goes back to the original position for (p = pushed_p - 1; p >= pushed; p--) { p->ent->s.origin = p->origin; p->ent->s.angles = p->angles; if (p->rotated) { //if (p->ent->client) // p->ent->client->ps.pmove.delta_angles[YAW] = p->yaw; //else p->ent->s.angles[YAW] = p->yaw; } gi.linkentity(p->ent); } return false; } // FIXME: is there a better way to handle this? // see if anything we moved has touched a trigger for (p = pushed_p - 1; p >= pushed; p--) G_TouchTriggers(p->ent); return true; } /* ================ SV_Physics_Pusher Bmodel objects don't interact with each other, but push all box objects ================ */ void SV_Physics_Pusher(edict_t *ent) { vec3_t move, amove; edict_t *part, *mv; // if not a team captain, so movement will be handled elsewhere if (ent->flags & FL_TEAMSLAVE) return; // make sure all team slaves can move before commiting // any moves or calling any think functions // if the move is blocked, all moved objects will be backed out retry: pushed_p = pushed; for (part = ent; part; part = part->teamchain) { if (part->velocity[0] || part->velocity[1] || part->velocity[2] || part->avelocity[0] || part->avelocity[1] || part->avelocity[2]) { // object is moving move = part->velocity * gi.frame_time_s; amove = part->avelocity * gi.frame_time_s; if (!SV_Push(part, move, amove)) break; // move was blocked } } if (pushed_p > &pushed[MAX_EDICTS]) gi.Com_Error("pushed_p > &pushed[MAX_EDICTS], memory corrupted"); if (part) { // if the pusher has a "blocked" function, call it // otherwise, just stay in place until the obstacle is gone if (part->moveinfo.blocked) part->moveinfo.blocked(part, obstacle); if (!obstacle->inuse) goto retry; // the move failed, bump all nextthink times and back out moves for (mv = ent; mv; mv = mv->teamchain) { if (mv->nextthink > 0_ms) mv->nextthink += FRAME_TIME_S; } } else { // the move succeeded, so call all think functions for (part = ent; part; part = part->teamchain) { // prevent entities that are on trains that have gone away from thinking! if (part->inuse) SV_RunThink(part); } } } //================================================================== /* ============= SV_Physics_None Non moving objects can only think ============= */ void SV_Physics_None(edict_t *ent) { // regular thinking SV_RunThink(ent); } /* ============= SV_Physics_Noclip A moving object that doesn't obey physics ============= */ void SV_Physics_Noclip(edict_t *ent) { // regular thinking if (!SV_RunThink(ent) || !ent->inuse) return; ent->s.angles += (ent->avelocity * gi.frame_time_s); ent->s.origin += (ent->velocity * gi.frame_time_s); gi.linkentity(ent); } /* ============================================================================== TOSS / BOUNCE ============================================================================== */ /* ============= SV_Physics_Toss Toss, bounce, and fly movement. When onground, do nothing. ============= */ void SV_Physics_Toss(edict_t *ent) { trace_t trace; vec3_t move; float backoff; edict_t *slave; bool wasinwater; bool isinwater; vec3_t old_origin; // regular thinking SV_RunThink(ent); if (!ent->inuse) return; // if not a team captain, so movement will be handled elsewhere if (ent->flags & FL_TEAMSLAVE) return; if (ent->velocity[2] > 0) ent->groundentity = nullptr; // check for the groundentity going away if (ent->groundentity) if (!ent->groundentity->inuse) ent->groundentity = nullptr; // if onground, return without moving if (ent->groundentity && ent->gravity > 0.0f) // PGM - gravity hack { if (ent->svflags & SVF_MONSTER) { M_CatagorizePosition(ent, ent->s.origin, ent->waterlevel, ent->watertype); M_WorldEffects(ent); } return; } old_origin = ent->s.origin; SV_CheckVelocity(ent); // add gravity if (ent->movetype != MOVETYPE_FLY && ent->movetype != MOVETYPE_FLYMISSILE // RAFAEL // move type for rippergun projectile && ent->movetype != MOVETYPE_WALLBOUNCE // RAFAEL ) SV_AddGravity(ent); // move angles ent->s.angles += (ent->avelocity * gi.frame_time_s); // move origin int num_tries = 5; float time_left = gi.frame_time_s; while (time_left) { if (num_tries == 0) break; num_tries--; move = ent->velocity * time_left; trace = SV_PushEntity(ent, move); if (!ent->inuse) return; if (trace.fraction == 1.f) break; // [Paril-KEX] don't build up velocity if we're stuck. // just assume that the object we hit is our ground. else if (trace.allsolid) { ent->groundentity = trace.ent; ent->groundentity_linkcount = trace.ent->linkcount; ent->velocity = {}; ent->avelocity = {}; break; } time_left -= time_left * trace.fraction; if (ent->movetype == MOVETYPE_TOSS) ent->velocity = SlideClipVelocity(ent->velocity, trace.plane.normal, 0.5f); else { // RAFAEL if (ent->movetype == MOVETYPE_WALLBOUNCE) backoff = 2.0f; // RAFAEL else backoff = 1.6f; ent->velocity = ClipVelocity(ent->velocity, trace.plane.normal, backoff); } // RAFAEL if (ent->movetype == MOVETYPE_WALLBOUNCE) ent->s.angles = vectoangles(ent->velocity); // RAFAEL // stop if on ground else { if (trace.plane.normal[2] > 0.7f) { if ((ent->movetype == MOVETYPE_TOSS && ent->velocity.length() < 60.f) || (ent->movetype != MOVETYPE_TOSS && ent->velocity.scaled(trace.plane.normal).length() < 60.f)) { if (!(ent->flags & FL_NO_STANDING) || trace.ent->solid == SOLID_BSP) { ent->groundentity = trace.ent; ent->groundentity_linkcount = trace.ent->linkcount; } ent->velocity = {}; ent->avelocity = {}; break; } // friction for tossing stuff (gibs, etc) if (ent->movetype == MOVETYPE_TOSS) { ent->velocity *= 0.75f; ent->avelocity *= 0.75f; } } } // only toss "slides" multiple times if (ent->movetype != MOVETYPE_TOSS) break; } // check for water transition wasinwater = (ent->watertype & MASK_WATER); ent->watertype = gi.pointcontents(ent->s.origin); isinwater = ent->watertype & MASK_WATER; if (isinwater) ent->waterlevel = WATER_FEET; else ent->waterlevel = WATER_NONE; if (ent->svflags & SVF_MONSTER) { M_CatagorizePosition(ent, ent->s.origin, ent->waterlevel, ent->watertype); M_WorldEffects(ent); } else { if (!wasinwater && isinwater) gi.positioned_sound(old_origin, g_edicts, CHAN_AUTO, gi.soundindex("misc/h2ohit1.wav"), 1, 1, 0); else if (wasinwater && !isinwater) gi.positioned_sound(ent->s.origin, g_edicts, CHAN_AUTO, gi.soundindex("misc/h2ohit1.wav"), 1, 1, 0); } // prevent softlocks from keys falling into slime/lava if (isinwater && ent->watertype & (CONTENTS_SLIME | CONTENTS_LAVA) && ent->item && (ent->item->flags & IF_KEY) && ent->spawnflags.has(SPAWNFLAG_ITEM_DROPPED)) ent->velocity = { crandom_open() * 300, crandom_open() * 300, 300.f + (crandom_open() * 300.f) }; // move teamslaves for (slave = ent->teamchain; slave; slave = slave->teamchain) { slave->s.origin = ent->s.origin; gi.linkentity(slave); } } /* =============================================================================== STEPPING MOVEMENT =============================================================================== */ /* ============= SV_Physics_Step Monsters freefall when they don't have a ground entity, otherwise all movement is done with discrete steps. This is also used for objects that have become still on the ground, but will fall if the floor is pulled out from under them. ============= */ void SV_AddRotationalFriction(edict_t *ent) { int n; float adjustment; ent->s.angles += (ent->avelocity * gi.frame_time_s); adjustment = gi.frame_time_s * sv_stopspeed->value * sv_friction; // PGM now a cvar for (n = 0; n < 3; n++) { if (ent->avelocity[n] > 0) { ent->avelocity[n] -= adjustment; if (ent->avelocity[n] < 0) ent->avelocity[n] = 0; } else { ent->avelocity[n] += adjustment; if (ent->avelocity[n] > 0) ent->avelocity[n] = 0; } } } void SV_Physics_Step(edict_t *ent) { bool wasonground; bool hitsound = false; float *vel; float speed, newspeed, control; float friction; edict_t *groundentity; contents_t mask = G_GetClipMask(ent); // airborne monsters should always check for ground if (!ent->groundentity) M_CheckGround(ent, mask); groundentity = ent->groundentity; SV_CheckVelocity(ent); if (groundentity) wasonground = true; else wasonground = false; if (ent->avelocity[0] || ent->avelocity[1] || ent->avelocity[2]) SV_AddRotationalFriction(ent); // FIXME: figure out how or why this is happening if (isnan(ent->velocity[0]) || isnan(ent->velocity[1]) || isnan(ent->velocity[2])) ent->velocity = {}; // add gravity except: // flying monsters // swimming monsters who are in the water if (!wasonground) if (!(ent->flags & FL_FLY)) if (!((ent->flags & FL_SWIM) && (ent->waterlevel > WATER_WAIST))) { if (ent->velocity[2] < level.gravity * -0.1f) hitsound = true; if (ent->waterlevel != WATER_UNDER) SV_AddGravity(ent); } // friction for flying monsters that have been given vertical velocity if ((ent->flags & FL_FLY) && (ent->velocity[2] != 0) && !(ent->monsterinfo.aiflags & AI_ALTERNATE_FLY)) { speed = fabsf(ent->velocity[2]); control = speed < sv_stopspeed->value ? sv_stopspeed->value : speed; friction = sv_friction / 3; newspeed = speed - (gi.frame_time_s * control * friction); if (newspeed < 0) newspeed = 0; newspeed /= speed; ent->velocity[2] *= newspeed; } // friction for flying monsters that have been given vertical velocity if ((ent->flags & FL_SWIM) && (ent->velocity[2] != 0) && !(ent->monsterinfo.aiflags & AI_ALTERNATE_FLY)) { speed = fabsf(ent->velocity[2]); control = speed < sv_stopspeed->value ? sv_stopspeed->value : speed; newspeed = speed - (gi.frame_time_s * control * sv_waterfriction * (float) ent->waterlevel); if (newspeed < 0) newspeed = 0; newspeed /= speed; ent->velocity[2] *= newspeed; } if (ent->velocity[2] || ent->velocity[1] || ent->velocity[0]) { // apply friction if ((wasonground || (ent->flags & (FL_SWIM | FL_FLY))) && !(ent->monsterinfo.aiflags & AI_ALTERNATE_FLY)) { vel = &ent->velocity.x; speed = sqrtf(vel[0] * vel[0] + vel[1] * vel[1]); if (speed) { friction = sv_friction; // Paril: lower friction for dead monsters if (ent->deadflag) friction *= 0.5f; control = speed < sv_stopspeed->value ? sv_stopspeed->value : speed; newspeed = speed - gi.frame_time_s * control * friction; if (newspeed < 0) newspeed = 0; newspeed /= speed; vel[0] *= newspeed; vel[1] *= newspeed; } } vec3_t old_origin = ent->s.origin; SV_FlyMove(ent, gi.frame_time_s, mask); G_TouchProjectiles(ent, old_origin); M_CheckGround(ent, mask); gi.linkentity(ent); // ======== // PGM - reset this every time they move. // G_touchtriggers will set it back if appropriate ent->gravity = 1.0; // ======== G_TouchTriggers(ent); if (!ent->inuse) return; if (ent->groundentity) if (!wasonground) if (hitsound) ent->s.event = EV_FOOTSTEP; } if (!ent->inuse) // PGM g_touchtrigger free problem return; if (ent->svflags & SVF_MONSTER) { M_CatagorizePosition(ent, ent->s.origin, ent->waterlevel, ent->watertype); M_WorldEffects(ent); // [Paril-KEX] last minute hack to fix Stalker upside down gravity if (wasonground != !!ent->groundentity) { if (ent->monsterinfo.physics_change) ent->monsterinfo.physics_change(ent); } } // regular thinking SV_RunThink(ent); } // [Paril-KEX] inline void G_RunBmodelAnimation(edict_t *ent) { auto &anim = ent->bmodel_anim; if (anim.currently_alternate != anim.alternate) { anim.currently_alternate = anim.alternate; anim.next_tick = 0_ms; } if (level.time < anim.next_tick) return; const auto &speed = anim.alternate ? anim.alt_speed : anim.speed; anim.next_tick = level.time + gtime_t::from_ms(speed); const auto &style = anim.alternate ? anim.alt_style : anim.style; const auto &start = anim.alternate ? anim.alt_start : anim.start; const auto &end = anim.alternate ? anim.alt_end : anim.end; switch (style) { case BMODEL_ANIM_FORWARDS: if (end >= start) ent->s.frame++; else ent->s.frame--; break; case BMODEL_ANIM_BACKWARDS: if (end >= start) ent->s.frame--; else ent->s.frame++; break; case BMODEL_ANIM_RANDOM: ent->s.frame = irandom(start, end + 1); break; } const auto &nowrap = anim.alternate ? anim.alt_nowrap : anim.nowrap; if (nowrap) { if (end >= start) ent->s.frame = clamp(ent->s.frame, start, end); else ent->s.frame = clamp(ent->s.frame, end, start); } else { if (ent->s.frame < start) ent->s.frame = end; else if (ent->s.frame > end) ent->s.frame = start; } } //============================================================================ /* ================ G_RunEntity ================ */ void G_RunEntity(edict_t *ent) { // PGM trace_t trace; vec3_t previous_origin; bool has_previous_origin = false; if (ent->movetype == MOVETYPE_STEP) { previous_origin = ent->s.origin; has_previous_origin = true; } // PGM if (ent->prethink) ent->prethink(ent); // bmodel animation stuff runs first, so custom entities // can override them if (ent->bmodel_anim.enabled) G_RunBmodelAnimation(ent); switch ((int) ent->movetype) { case MOVETYPE_PUSH: case MOVETYPE_STOP: SV_Physics_Pusher(ent); break; case MOVETYPE_NONE: SV_Physics_None(ent); break; case MOVETYPE_NOCLIP: SV_Physics_Noclip(ent); break; case MOVETYPE_STEP: SV_Physics_Step(ent); break; case MOVETYPE_TOSS: case MOVETYPE_BOUNCE: case MOVETYPE_FLY: case MOVETYPE_FLYMISSILE: // RAFAEL case MOVETYPE_WALLBOUNCE: // RAFAEL SV_Physics_Toss(ent); break; // ROGUE case MOVETYPE_NEWTOSS: SV_Physics_NewToss(ent); break; // ROGUE default: gi.Com_ErrorFmt("SV_Physics: bad movetype {}", (int32_t) ent->movetype); } // PGM if (has_previous_origin && ent->movetype == MOVETYPE_STEP) { // if we moved, check and fix origin if needed if (ent->s.origin != previous_origin) { trace = gi.trace(ent->s.origin, ent->mins, ent->maxs, previous_origin, ent, G_GetClipMask(ent)); if (trace.allsolid || trace.startsolid) ent->s.origin = previous_origin; } } // PGM #if 0 // disintegrator stuff; only for non-players if (ent->disintegrator_time) { if (ent->disintegrator_time > 100_sec) { gi.WriteByte(svc_temp_entity); gi.WriteByte(TE_BOSSTPORT); gi.WritePosition(ent->s.origin); gi.multicast(ent->s.origin, MULTICAST_PHS, false); Killed(ent, ent->disintegrator, ent->disintegrator, 999999, vec3_origin, MOD_NUKE); G_FreeEdict(ent); } ent->disintegrator_time = max(0_ms, ent->disintegrator_time - (15000_ms / gi.tick_rate)); if (ent->disintegrator_time) ent->s.alpha = max(1 / 255.f, 1.f - (ent->disintegrator_time.seconds() / 100.f)); else ent->s.alpha = 1; } #endif if (ent->postthink) ent->postthink(ent); }