mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-25 13:41:34 +00:00
412 lines
12 KiB
C++
412 lines
12 KiB
C++
// Filename:- g_functions.cpp
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//
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// leave this line at the top for all g_xxxx.cpp files...
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#include "g_headers.h"
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// This file contains the 8 (so far) function calls that replace the 8 function ptrs in the gentity_t structure
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#include "g_local.h"
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#include "../cgame/cg_local.h"
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#include "g_functions.h"
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void GEntity_ThinkFunc(gentity_t *self)
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{
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//#define THINKCASE(blah) case thinkF_ ## blah: blah(self); OutputDebugString(va("%s\n",#blah));break;
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#define THINKCASE(blah) case thinkF_ ## blah: blah(self); break;
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switch (self->e_ThinkFunc)
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{
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case thinkF_NULL:
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break;
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THINKCASE( funcBBrushDieGo )
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THINKCASE( ExplodeDeath )
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THINKCASE( RespawnItem )
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THINKCASE( G_FreeEntity )
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THINKCASE( FinishSpawningItem )
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THINKCASE( locateCamera )
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THINKCASE( G_RunObject )
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THINKCASE( ReturnToPos1 )
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THINKCASE( Use_BinaryMover_Go )
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THINKCASE( Think_MatchTeam )
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THINKCASE( Think_BeginMoving )
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THINKCASE( Think_SetupTrainTargets )
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THINKCASE( Think_SpawnNewDoorTrigger )
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THINKCASE( ref_link )
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THINKCASE( Think_Target_Delay )
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THINKCASE( target_laser_think )
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THINKCASE( target_laser_start )
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THINKCASE( target_location_linkup )
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THINKCASE( scriptrunner_run )
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THINKCASE( multi_wait )
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THINKCASE( multi_trigger_run )
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THINKCASE( trigger_always_think )
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THINKCASE( AimAtTarget )
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THINKCASE( func_timer_think )
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THINKCASE( NPC_RemoveBody )
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THINKCASE( Disappear )
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THINKCASE( NPC_Think )
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THINKCASE( NPC_Spawn_Go )
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THINKCASE( NPC_Begin )
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THINKCASE( moverCallback )
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THINKCASE( anglerCallback )
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// This RemoveOwner need to exist here anymore???
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THINKCASE( RemoveOwner )
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THINKCASE( MakeOwnerInvis )
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THINKCASE( MakeOwnerEnergy )
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THINKCASE( func_usable_think )
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THINKCASE( misc_dlight_think )
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THINKCASE( health_think )
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THINKCASE( ammo_think )
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THINKCASE( trigger_teleporter_find_closest_portal )
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THINKCASE( thermalDetonatorExplode )
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THINKCASE( WP_ThermalThink )
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THINKCASE( trigger_hurt_reset )
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THINKCASE( turret_base_think )
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THINKCASE( turret_head_think )
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THINKCASE( laser_arm_fire )
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THINKCASE( laser_arm_start )
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THINKCASE( trigger_visible_check_player_visibility )
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THINKCASE( target_relay_use_go )
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THINKCASE( trigger_cleared_fire )
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THINKCASE( MoveOwner )
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THINKCASE( SolidifyOwner )
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THINKCASE( cycleCamera )
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THINKCASE( spawn_ammo_crystal_trigger )
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THINKCASE( NPC_ShySpawn )
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THINKCASE( func_wait_return_solid )
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THINKCASE( InflateOwner )
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THINKCASE( mega_ammo_think )
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THINKCASE( misc_replicator_item_finish_spawn )
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THINKCASE( fx_runner_link )
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THINKCASE( fx_runner_think )
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THINKCASE( fx_rain_think ) // delay flagging entities as portal entities (for sky portals)
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THINKCASE( removeBoltSurface)
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THINKCASE( set_MiscAnim)
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THINKCASE( LimbThink )
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THINKCASE( laserTrapThink )
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THINKCASE( TieFighterThink )
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THINKCASE( TieBomberThink )
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THINKCASE( rocketThink )
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THINKCASE( prox_mine_think )
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THINKCASE( emplaced_blow )
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THINKCASE( WP_Explode )
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THINKCASE( pas_think ) // personal assault sentry
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THINKCASE( ion_cannon_think )
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THINKCASE( maglock_link )
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THINKCASE( WP_flechette_alt_blow )
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THINKCASE( WP_prox_mine_think )
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THINKCASE( camera_aim )
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THINKCASE( fx_explosion_trail_link )
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THINKCASE( fx_explosion_trail_think )
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THINKCASE( fx_target_beam_link )
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THINKCASE( fx_target_beam_think )
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THINKCASE( spotlight_think )
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THINKCASE( spotlight_link )
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THINKCASE( trigger_push_checkclear )
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THINKCASE( DEMP2_AltDetonate )
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THINKCASE( DEMP2_AltRadiusDamage )
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THINKCASE( panel_turret_think )
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THINKCASE( welder_think )
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THINKCASE( gas_random_jet )
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THINKCASE( poll_converter ) // dumb loop sound handling
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THINKCASE( spawn_rack_goods ) // delay spawn of goods to help on ents
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THINKCASE( NoghriGasCloudThink )
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THINKCASE( G_PortalifyEntities ) // delay flagging entities as portal entities (for sky portals)
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THINKCASE( misc_weapon_shooter_aim )
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THINKCASE( misc_weapon_shooter_fire )
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THINKCASE( beacon_think )
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default:
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Com_Error(ERR_DROP, "GEntity_ThinkFunc: case %d not handled!\n",self->e_ThinkFunc);
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break;
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}
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}
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// note different switch-case code for CEntity as opposed to GEntity (CEntity goes through parent GEntity first)...
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//
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void CEntity_ThinkFunc(centity_s *cent)
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{
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//#define CLTHINKCASE(blah) case clThinkF_ ## blah: blah(cent); OutputDebugString(va("%s\n",#blah));break;
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#define CLTHINKCASE(blah) case clThinkF_ ## blah: blah(cent); break;
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switch (cent->gent->e_clThinkFunc)
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{
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case clThinkF_NULL:
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break;
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CLTHINKCASE( CG_DLightThink )
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CLTHINKCASE( CG_MatrixEffect )
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CLTHINKCASE( CG_Limb )
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default:
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Com_Error(ERR_DROP, "CEntity_ThinkFunc: case %d not handled!\n",cent->gent->e_clThinkFunc);
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break;
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}
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}
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void GEntity_ReachedFunc(gentity_t *self)
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{
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//#define REACHEDCASE(blah) case reachedF_ ## blah: blah(self); OutputDebugString(va("%s\n",#blah));break;
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#define REACHEDCASE(blah) case reachedF_ ## blah: blah(self); break;
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switch (self->e_ReachedFunc)
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{
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case reachedF_NULL:
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break;
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REACHEDCASE( Reached_BinaryMover )
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REACHEDCASE( Reached_Train )
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REACHEDCASE( moverCallback )
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REACHEDCASE( moveAndRotateCallback )
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default:
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Com_Error(ERR_DROP, "GEntity_ReachedFunc: case %d not handled!\n",self->e_ReachedFunc);
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break;
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}
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}
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void GEntity_BlockedFunc(gentity_t *self, gentity_t *other)
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{
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//#define BLOCKEDCASE(blah) case blockedF_ ## blah: blah(self,other); OutputDebugString(va("%s\n",#blah));break;
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#define BLOCKEDCASE(blah) case blockedF_ ## blah: blah(self,other); break;
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switch (self->e_BlockedFunc)
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{
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case blockedF_NULL:
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break;
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BLOCKEDCASE( Blocked_Door )
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BLOCKEDCASE( Blocked_Mover )
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default:
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Com_Error(ERR_DROP, "GEntity_BlockedFunc: case %d not handled!\n",self->e_BlockedFunc);
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break;
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}
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}
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void GEntity_TouchFunc(gentity_t *self, gentity_t *other, trace_t *trace)
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{
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//#define TOUCHCASE(blah) case touchF_ ## blah: blah(self,other,trace); OutputDebugString(va("%s\n",#blah));break;
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#define TOUCHCASE(blah) case touchF_ ## blah: blah(self,other,trace); break;
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switch (self->e_TouchFunc)
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{
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case touchF_NULL:
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break;
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TOUCHCASE( Touch_Item )
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TOUCHCASE( teleporter_touch )
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TOUCHCASE( charge_stick )
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TOUCHCASE( Touch_DoorTrigger )
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TOUCHCASE( Touch_PlatCenterTrigger )
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TOUCHCASE( Touch_Plat )
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TOUCHCASE( Touch_Button )
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TOUCHCASE( Touch_Multi )
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TOUCHCASE( trigger_push_touch )
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TOUCHCASE( trigger_teleporter_touch )
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TOUCHCASE( hurt_touch )
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TOUCHCASE( NPC_Touch )
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TOUCHCASE( touch_ammo_crystal_tigger )
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TOUCHCASE( funcBBrushTouch )
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TOUCHCASE( touchLaserTrap )
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TOUCHCASE( prox_mine_stick )
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TOUCHCASE( func_rotating_touch )
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TOUCHCASE( TouchTieBomb )
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default:
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Com_Error(ERR_DROP, "GEntity_TouchFunc: case %d not handled!\n",self->e_TouchFunc);
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}
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}
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void GEntity_UseFunc(gentity_t *self, gentity_t *other, gentity_t *activator)
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{
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if ( !self || (self->svFlags&SVF_INACTIVE) )
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{
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return;
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}
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//#define USECASE(blah) case useF_ ## blah: blah(self,other,activator); OutputDebugString(va("%s\n",#blah));break;
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#define USECASE(blah) case useF_ ## blah: blah(self,other,activator); break;
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switch (self->e_UseFunc)
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{
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case useF_NULL:
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break;
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USECASE( funcBBrushUse )
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USECASE( misc_model_use )
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USECASE( Use_Item )
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USECASE( Use_Shooter )
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USECASE( GoExplodeDeath )
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USECASE( Use_BinaryMover )
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USECASE( use_wall )
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USECASE( Use_Target_Give )
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USECASE( Use_Target_Delay )
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USECASE( Use_Target_Score )
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USECASE( Use_Target_Print )
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USECASE( Use_Target_Speaker )
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USECASE( target_laser_use )
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USECASE( target_relay_use )
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USECASE( target_kill_use )
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USECASE( target_counter_use )
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USECASE( target_random_use )
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USECASE( target_scriptrunner_use )
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USECASE( target_gravity_change_use )
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USECASE( target_friction_change_use )
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USECASE( target_teleporter_use )
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USECASE( Use_Multi )
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USECASE( Use_target_push )
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USECASE( hurt_use )
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USECASE( func_timer_use )
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USECASE( trigger_entdist_use )
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USECASE( func_usable_use )
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USECASE( target_activate_use )
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USECASE( target_deactivate_use )
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USECASE( NPC_Use )
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USECASE( NPC_Spawn )
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USECASE( misc_dlight_use )
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USECASE( health_use )
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USECASE( ammo_use )
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USECASE( mega_ammo_use )
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USECASE( target_level_change_use )
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USECASE( target_change_parm_use )
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USECASE( turret_base_use )
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USECASE( laser_arm_use )
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USECASE( func_static_use )
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USECASE( target_play_music_use )
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USECASE( misc_model_useup )
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USECASE( misc_portal_use )
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USECASE( target_autosave_use )
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USECASE( switch_models )
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USECASE( misc_replicator_item_spawn )
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USECASE( misc_replicator_item_remove )
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USECASE( target_secret_use)
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USECASE( func_bobbing_use )
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USECASE( func_rotating_use )
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USECASE( fx_runner_use )
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USECASE( funcGlassUse )
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USECASE( TrainUse )
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USECASE( misc_trip_mine_activate )
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USECASE( emplaced_gun_use )
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USECASE( shield_power_converter_use )
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USECASE( ammo_power_converter_use )
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USECASE( bomb_planted_use )
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USECASE( beacon_use )
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USECASE( security_panel_use )
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USECASE( ion_cannon_use )
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USECASE( camera_use )
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USECASE( fx_explosion_trail_use )
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USECASE( fx_target_beam_use )
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USECASE( sentry_use )
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USECASE( spotlight_use )
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USECASE( misc_atst_use )
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USECASE( panel_turret_use )
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USECASE( welder_use )
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USECASE( jabba_cam_use )
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USECASE( misc_use )
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USECASE( pas_use )
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USECASE( item_spawn_use )
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USECASE( NPC_VehicleSpawnUse )
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USECASE( misc_weapon_shooter_use )
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USECASE( eweb_use )
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USECASE( TieFighterUse );
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default:
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Com_Error(ERR_DROP, "GEntity_UseFunc: case %d not handled!\n",self->e_UseFunc);
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}
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}
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void GEntity_PainFunc(gentity_t *self, gentity_t *inflictor, gentity_t *attacker, const vec3_t point, int damage, int mod,int hitLoc)
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{
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//#define PAINCASE(blah) case painF_ ## blah: blah(self,attacker,damage); OutputDebugString(va("%s\n",#blah));break;
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#define PAINCASE(blah) case painF_ ## blah: blah(self,inflictor,attacker,point,damage,mod,hitLoc); break;
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switch (self->e_PainFunc)
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{
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case painF_NULL:
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break;
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PAINCASE( funcBBrushPain )
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PAINCASE( misc_model_breakable_pain )
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PAINCASE( NPC_Pain )
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PAINCASE( station_pain )
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PAINCASE( func_usable_pain )
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PAINCASE( NPC_ATST_Pain )
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PAINCASE( NPC_ST_Pain )
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PAINCASE( NPC_Jedi_Pain )
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PAINCASE( NPC_Droid_Pain )
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PAINCASE( NPC_Probe_Pain )
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PAINCASE( NPC_MineMonster_Pain )
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PAINCASE( NPC_Howler_Pain )
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PAINCASE( NPC_Rancor_Pain )
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PAINCASE( NPC_Wampa_Pain )
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PAINCASE( NPC_SandCreature_Pain )
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PAINCASE( NPC_Seeker_Pain )
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PAINCASE( NPC_Remote_Pain )
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PAINCASE( emplaced_gun_pain )
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PAINCASE( NPC_Mark1_Pain )
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PAINCASE( NPC_Sentry_Pain )
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PAINCASE( NPC_Mark2_Pain )
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PAINCASE( PlayerPain )
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PAINCASE( GasBurst )
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PAINCASE( CrystalCratePain )
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PAINCASE( TurretPain )
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PAINCASE( eweb_pain )
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default:
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Com_Error(ERR_DROP, "GEntity_PainFunc: case %d not handled!\n",self->e_PainFunc);
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}
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}
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void GEntity_DieFunc(gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod, int dFlags, int hitLoc)
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{
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//#define DIECASE(blah) case dieF_ ## blah: blah(self,inflictor,attacker,damage,mod); OutputDebugString(va("%s\n",#blah));break;
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#define DIECASE(blah) case dieF_ ## blah: blah(self,inflictor,attacker,damage,mod,dFlags,hitLoc); break;
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switch (self->e_DieFunc)
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{
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case dieF_NULL:
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break;
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DIECASE( funcBBrushDie )
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DIECASE( misc_model_breakable_die )
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DIECASE( misc_model_cargo_die )
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DIECASE( func_train_die )
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DIECASE( player_die )
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DIECASE( ExplodeDeath_Wait )
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DIECASE( ExplodeDeath )
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DIECASE( func_usable_die )
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DIECASE( turret_die )
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DIECASE( funcGlassDie )
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// DIECASE( laserTrapDelayedExplode )
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DIECASE( emplaced_gun_die )
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DIECASE( WP_ExplosiveDie )
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DIECASE( ion_cannon_die )
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DIECASE( maglock_die )
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DIECASE( camera_die )
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DIECASE( Mark1_die )
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DIECASE( Interrogator_die )
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DIECASE( misc_atst_die )
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DIECASE( misc_panel_turret_die )
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DIECASE( thermal_die )
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DIECASE( eweb_die )
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default:
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Com_Error(ERR_DROP, "GEntity_DieFunc: case %d not handled!\n",self->e_DieFunc);
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}
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}
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//////////////////// eof /////////////////////
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