SERVER: Convert old place_model entities to misc_model, add fullbright

flag.

Removes dead place_model code and instead converts the entity to work
well with the new misc_model code. Also does a bit of tidying it up to
make it fit better with the rest of our source
This commit is contained in:
Steam Deck User 2023-02-03 17:02:27 -05:00
parent a17d24062b
commit 78b2247546

View file

@ -223,32 +223,6 @@ void() place_fire =
self.nextthink = time + random()+0.1; self.nextthink = time + random()+0.1;
}; };
void() place_model =
{
#ifdef HANDHELD
if (self.spawnflags & 2)
remove(self);
#endif // HANDHELD
self.model = convert_old_asset_path(self.model);
precache_model (self.model);
setmodel (self, self.model);
setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX);
self.angles = self.angles;
self.solid = SOLID_NOT;
self.frame = self.sequence;
if (self.spawnflags & 1)
self.effects = self.effects | EF_FULLBRIGHT;
};
void () buy_weapon_touch = void () buy_weapon_touch =
{ {
entity oldent; entity oldent;
@ -745,89 +719,125 @@ void() func_ending =
self.touch = touch_ending; self.touch = touch_ending;
}; };
/* //
askasdklasdjalskdjaklsdjaklsdjaklsjdklasjdklasjdklasjdklasjdklasjdklasjdklasjdklasjdklasjdklasjdlaks // ============================================================
klsdjflsdjflskdjfslkdfjskldfjsdklfjskldfjskldjfklsdjfklsdjfklsdjfklsdjfklsdjfklsdjfklsdjfklsdjfklsfj // misc_model()
//////////////////////////////////////////////////////////////////////////////////////////////////// // Entity for prop/other model placement, derived from
----------------------------------------MISC_MODEL-------------------------------------------------- // progs_dump. Deprecates place_model.
//////////////////////////////////////////////////////////////////////////////////////////////////// // ============================================================
klsjakljsdklasjdklasjdaklsdjaklsdjaklsdjaklsdjaklsdjaklsjdaskljaskljdaklsjdlaskjdklasjklasjdklasjdkl // Modifications from stock:
aklsjdklasjdklasjdaklsjdklasjdaklsjdklasjdaskldjlaskdjaklsdjaskldjaskldjaskldjaskldjaklsdjaklsdjalsd // - Added new spawnflag 64 for fullbright.
*/ // - 'model' is now the preffered model field instead of 'mdl'.
//
/*QUAKED misc_model (0 0.5 0.8) (-8 -8 -8) (8 8 8) X X X X X X X X NOT_ON_EASY NOT_ON_NORMAL NOT_ON_HARD_OR_NIGHTMARE NOT_IN_DEATHMATCH NOT_IN_COOP NOT_IN_SINGLEPLAYER X NOT_ON_HARD_ONLY NOT_ON_NIGHTMARE_ONLY // Spawnflags
{ #define MISC_MODEL_GRAVITY 1
model ({"path" : mdl, "skin" : skin, "frame": frame}); #define MISC_MODEL_SOLID 2
} #define MISC_MODEL_BACK_AND_FORTH 4
An entity for displaying models. A frame range can be given to animate the #define MISC_MODEL_ONLY_ONCE 8
model. #define MISC_MODEL_PLAY_COUNT 16
#define MISC_MODEL_STARTOFF 32
#define MISC_MODEL_FULLBRIGHT 64
mdl: The model to display. Can be of type mdl, bsp, or spr. // States
#define STATE_ACTIVE 0
#define STATE_INACTIVE 1
#define STATE_INVISIBLE 8
frame: The frame to display. Can be used to offset the animation. // Entity fields
.float first_frame; // The starting frame of the animation
first_frame: The starting frame of the animation. .float last_frame; // The ending frame of the animation
last_frame: The last frame of the animation.
*/
// The starting frame of the animation
.float first_frame;
// The ending frame of the animation
.float last_frame;
// Forward declarations
void() misc_model_think;
float MISC_MODEL_GRAVITY = 1;
float MISC_MODEL_SOLID = 2;
float MISC_MODEL_BACK_AND_FORTH = 4;
float MISC_MODEL_ONLY_ONCE = 8;
float MISC_MODEL_PLAY_COUNT = 16;
float MISC_MODEL_STARTOFF = 32;
//misc_model decs
.string mdl; .string mdl;
.vector mdlsz; .vector mdlsz;
.vector centeroffset; .vector centeroffset;
.float count; // for counting triggers .float count; // for counting triggers
.float cnt; // misc flag .float cnt; // misc flag
float STATE_ACTIVE = 0;
float STATE_INACTIVE = 1;
float STATE_INVISIBLE = 8;
void() misc_model_use = void() misc_model_use =
{ {
// Make invisible
if (self.state == STATE_ACTIVE) { if (self.state == STATE_ACTIVE) {
if (self.spawnflags & MISC_MODEL_SOLID) self.solid = SOLID_NOT; if (self.spawnflags & MISC_MODEL_SOLID) self.solid = SOLID_NOT;
self.oldmodel = self.model;
self.model = ""; self.model = "";
self.state = STATE_INVISIBLE; self.state = STATE_INVISIBLE;
setorigin(self, self.origin); setorigin(self, self.origin);
} }
// Have it appear again
else { else {
if (self.spawnflags & MISC_MODEL_SOLID) self.solid = SOLID_BBOX; if (self.spawnflags & MISC_MODEL_SOLID) self.solid = SOLID_BBOX;
self.model = self.mdl; self.model = self.oldmodel;
self.state = STATE_ACTIVE; self.state = STATE_ACTIVE;
setorigin(self, self.origin); setorigin(self, self.origin);
} }
}; };
void() misc_model_think =
{
self.nextthink = time + fabs(self.speed);
if (self.state != STATE_ACTIVE)
return;
self.frame = self.frame + sign(self.speed);
if (self.spawnflags & MISC_MODEL_BACK_AND_FORTH && self.frame < self.first_frame) {
self.speed = -1 * self.speed;
self.frame += 2;
} else if (self.spawnflags & MISC_MODEL_BACK_AND_FORTH && self.frame > self.last_frame) {
self.speed = -1 * self.speed;
self.frame-=2;
}
else
self.frame = wrap(self.frame, self.first_frame, self.last_frame);
if (self.spawnflags & MISC_MODEL_ONLY_ONCE && self.frame == self.last_frame && self.last_frame != self.first_frame)
self.nextthink = -1;
if (self.spawnflags & MISC_MODEL_PLAY_COUNT && self.frame == self.last_frame && self.last_frame != self.first_frame)
{
if (!self.count)
objerror ("Error: set count to the number of animation cycles!");
self.cnt = self.cnt +1;
dprint (ftos(self.cnt));
dprint ("\n");
if (self.cnt != self.count)
return FALSE;
else
self.nextthink = -1;
}
};
void() misc_model = void() misc_model =
{ {
if (!self.mdl || self.mdl == "") if (!self.mdl || self.mdl == "") {
{ // NZP: Check for .model instead
if (!self.model || self.model == "")
objerror("Model not defined"); objerror("Model not defined");
} else {
// Convert to .model instead of .mdl
self.model = self.mdl;
} }
if(!self.centeroffset) self.centeroffset = '0 0 0'; //
if(!self.mdlsz) self.mdlsz = '32 32 32'; // Set default stats.
//
// Center offset.
if(!self.centeroffset)
self.centeroffset = '0 0 0';
// Custom Bounding Box.
if(!self.mdlsz)
self.mdlsz = '32 32 32';
// Generate Proper Bounding Box size.
vector vmin, vmax; vector vmin, vmax;
vmin_x = self.centeroffset_x - (self.mdlsz_x / 2); vmin_x = self.centeroffset_x - (self.mdlsz_x / 2);
vmin_y = self.centeroffset_y - (self.mdlsz_y / 2); vmin_y = self.centeroffset_y - (self.mdlsz_y / 2);
vmin_z = self.centeroffset_z - (self.mdlsz_z / 2); vmin_z = self.centeroffset_z - (self.mdlsz_z / 2);
@ -835,41 +845,41 @@ void() misc_model =
vmax_x = self.centeroffset_x + (self.mdlsz_x / 2); vmax_x = self.centeroffset_x + (self.mdlsz_x / 2);
vmax_y = self.centeroffset_y + (self.mdlsz_y / 2); vmax_y = self.centeroffset_y + (self.mdlsz_y / 2);
vmax_z = self.centeroffset_z + (self.mdlsz_z / 2); vmax_z = self.centeroffset_z + (self.mdlsz_z / 2);
precache_model(self.mdl);
setmodel(self, self.mdl);
setsize (self, vmin, vmax); setsize (self, vmin, vmax);
if(self.spawnflags & MISC_MODEL_SOLID) self.solid = SOLID_BBOX; // Set our model
else self.solid = SOLID_NOT; precache_model(self.model);
setmodel(self, self.model);
if(self.spawnflags & 1) self.movetype = MOVETYPE_TOSS; // Model has collision box
else self.movetype = MOVETYPE_NONE; if (self.spawnflags & MISC_MODEL_SOLID)
self.solid = SOLID_BBOX;
else
self.solid = SOLID_NOT;
// Model has gravity
if (self.spawnflags & MISC_MODEL_GRAVITY)
self.movetype = MOVETYPE_TOSS;
else
self.movetype = MOVETYPE_NONE;
// Model is fullbright
if (self.spawnflags & MISC_MODEL_FULLBRIGHT)
self.effects = self.effects | EF_FULLBRIGHT;
self.use = misc_model_use; self.use = misc_model_use;
if (!self.frame) {
if (!self.frame)
self.frame = self.first_frame; self.frame = self.first_frame;
}
// Make static (not animate) if not given a frame range, and not affected by gravity // Make static (not animate) if not given a frame range, and not affected by gravity
// also remains active if it has a targetname (so it can be killtargeted/toggled) // also remains active if it has a targetname (so it can be killtargeted/toggled)
if (!self.last_frame if (!self.last_frame && !(self.spawnflags & 1) && !(self.spawnflags & MISC_MODEL_SOLID) && !self.targetname)
&& !(self.spawnflags & 1)
&& !(self.spawnflags & MISC_MODEL_SOLID)
&& !self.targetname)
{
makestatic(self); makestatic(self);
}
// Make static (not animate) if not given a frame range, and not affected by gravity
//changed by bmFbr
// if (!self.last_frame && !(self.spawnflags & MISC_MODEL_GRAVITY)) {
// makestatic(self);
// return;
// }
if (self.last_frame) { // if it as a custom animation range // if it as a custom animation range
if (self.last_frame) {
// Default animation speed to 10 fps // Default animation speed to 10 fps
if (!self.speed) { if (!self.speed) {
self.speed = 0.1; self.speed = 0.1;
@ -878,55 +888,36 @@ void() misc_model =
self.think = misc_model_think; self.think = misc_model_think;
} }
if (self.spawnflags & 32) // Start hidden
if (self.spawnflags & MISC_MODEL_STARTOFF)
self.state = STATE_ACTIVE; self.state = STATE_ACTIVE;
else else
self.state = STATE_INVISIBLE; self.state = STATE_INVISIBLE;
misc_model_use(); misc_model_use();
}; };
/* //
* misc_model_think // place_model()
* // Converts old place_model entities to use misc_model instead.
* Handles animation for misc_model entity. //
*/ void() place_model =
void() misc_model_think =
{ {
self.nextthink = time + fabs(self.speed); // Grab an updated model path.
if (self.state != STATE_ACTIVE) return; self.model = convert_old_asset_path(self.model);
self.frame = self.frame + sign(self.speed); // Convert the VEC_HULL bounds to match mdlsz.
self.mdlsz = '64 64 88';
if (self.spawnflags & MISC_MODEL_BACK_AND_FORTH && self.frame < self.first_frame) // misc_model just uses frame plainly.
{ self.frame = self.sequence;
self.speed = -1 * self.speed;
self.frame+=2; // Move fullbright spawnflag to the new param.
} if (self.spawnflags & 1)
else if (self.spawnflags & MISC_MODEL_BACK_AND_FORTH && self.frame > self.last_frame) self.spawnflags = 64;
{
self.speed = -1 * self.speed;
self.frame-=2;
}
else else
self.frame = wrap(self.frame, self.first_frame, self.last_frame); self.spawnflags = 0;
if(self.spawnflags & MISC_MODEL_ONLY_ONCE && self.frame==self.last_frame && self.last_frame!=self.first_frame) // Now just execute the misc_model spawn function.
self.nextthink = -1; misc_model();
if(self.spawnflags & MISC_MODEL_PLAY_COUNT && self.frame==self.last_frame && self.last_frame!=self.first_frame)
{
if !(self.count)
objerror ("Error: set count to the number of animation cycles!");
self.cnt = self.cnt +1;
dprint (ftos(self.cnt));
dprint ("\n");
if (self.cnt != self.count)
return FALSE;
else
self.nextthink = -1;
}
}; };