mirror of
https://github.com/nzp-team/quakec.git
synced 2024-11-22 03:41:15 +00:00
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:
parent
a17d24062b
commit
78b2247546
1 changed files with 141 additions and 150 deletions
|
@ -223,32 +223,6 @@ void() place_fire =
|
|||
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 =
|
||||
{
|
||||
entity oldent;
|
||||
|
@ -745,167 +719,74 @@ void() func_ending =
|
|||
self.touch = touch_ending;
|
||||
};
|
||||
|
||||
/*
|
||||
askasdklasdjalskdjaklsdjaklsdjaklsjdklasjdklasjdklasjdklasjdklasjdklasjdklasjdklasjdklasjdklasjdlaks
|
||||
klsdjflsdjflskdjfslkdfjskldfjsdklfjskldfjskldjfklsdjfklsdjfklsdjfklsdjfklsdjfklsdjfklsdjfklsdjfklsfj
|
||||
////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
----------------------------------------MISC_MODEL--------------------------------------------------
|
||||
////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
klsjakljsdklasjdklasjdaklsdjaklsdjaklsdjaklsdjaklsdjaklsjdaskljaskljdaklsjdlaskjdklasjklasjdklasjdkl
|
||||
aklsjdklasjdklasjdaklsjdklasjdaklsjdklasjdaskldjlaskdjaklsdjaskldjaskldjaskldjaskldjaklsdjaklsdjalsd
|
||||
*/
|
||||
//
|
||||
// ============================================================
|
||||
// misc_model()
|
||||
// Entity for prop/other model placement, derived from
|
||||
// progs_dump. Deprecates place_model.
|
||||
// ============================================================
|
||||
// Modifications from stock:
|
||||
// - 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
|
||||
{
|
||||
model ({"path" : mdl, "skin" : skin, "frame": frame});
|
||||
}
|
||||
An entity for displaying models. A frame range can be given to animate the
|
||||
model.
|
||||
// Spawnflags
|
||||
#define MISC_MODEL_GRAVITY 1
|
||||
#define MISC_MODEL_SOLID 2
|
||||
#define MISC_MODEL_BACK_AND_FORTH 4
|
||||
#define MISC_MODEL_ONLY_ONCE 8
|
||||
#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.
|
||||
|
||||
first_frame: The starting 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
|
||||
// Entity fields
|
||||
.float first_frame; // The starting frame of the animation
|
||||
.float last_frame; // The ending frame of the animation
|
||||
.string mdl;
|
||||
.vector mdlsz;
|
||||
.vector centeroffset;
|
||||
.float count; // for counting triggers
|
||||
.float cnt; // misc flag
|
||||
float STATE_ACTIVE = 0;
|
||||
float STATE_INACTIVE = 1;
|
||||
float STATE_INVISIBLE = 8;
|
||||
|
||||
|
||||
void() misc_model_use =
|
||||
{
|
||||
// Make invisible
|
||||
if (self.state == STATE_ACTIVE) {
|
||||
if (self.spawnflags & MISC_MODEL_SOLID) self.solid = SOLID_NOT;
|
||||
self.oldmodel = self.model;
|
||||
self.model = "";
|
||||
|
||||
self.state = STATE_INVISIBLE;
|
||||
setorigin(self, self.origin);
|
||||
}
|
||||
// Have it appear again
|
||||
else {
|
||||
if (self.spawnflags & MISC_MODEL_SOLID) self.solid = SOLID_BBOX;
|
||||
self.model = self.mdl;
|
||||
self.model = self.oldmodel;
|
||||
|
||||
self.state = STATE_ACTIVE;
|
||||
setorigin(self, self.origin);
|
||||
}
|
||||
};
|
||||
|
||||
void() misc_model =
|
||||
{
|
||||
if (!self.mdl || self.mdl == "")
|
||||
{
|
||||
objerror("Model not defined");
|
||||
}
|
||||
|
||||
if(!self.centeroffset) self.centeroffset = '0 0 0';
|
||||
if(!self.mdlsz) self.mdlsz = '32 32 32';
|
||||
|
||||
vector vmin, vmax;
|
||||
|
||||
vmin_x = self.centeroffset_x - (self.mdlsz_x / 2);
|
||||
vmin_y = self.centeroffset_y - (self.mdlsz_y / 2);
|
||||
vmin_z = self.centeroffset_z - (self.mdlsz_z / 2);
|
||||
|
||||
vmax_x = self.centeroffset_x + (self.mdlsz_x / 2);
|
||||
vmax_y = self.centeroffset_y + (self.mdlsz_y / 2);
|
||||
vmax_z = self.centeroffset_z + (self.mdlsz_z / 2);
|
||||
|
||||
precache_model(self.mdl);
|
||||
setmodel(self, self.mdl);
|
||||
|
||||
setsize (self, vmin, vmax);
|
||||
|
||||
if(self.spawnflags & MISC_MODEL_SOLID) self.solid = SOLID_BBOX;
|
||||
else self.solid = SOLID_NOT;
|
||||
|
||||
if(self.spawnflags & 1) self.movetype = MOVETYPE_TOSS;
|
||||
else self.movetype = MOVETYPE_NONE;
|
||||
|
||||
self.use = misc_model_use;
|
||||
|
||||
if (!self.frame) {
|
||||
self.frame = self.first_frame;
|
||||
}
|
||||
|
||||
// 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)
|
||||
if (!self.last_frame
|
||||
&& !(self.spawnflags & 1)
|
||||
&& !(self.spawnflags & MISC_MODEL_SOLID)
|
||||
&& !self.targetname)
|
||||
{
|
||||
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
|
||||
// Default animation speed to 10 fps
|
||||
if (!self.speed) {
|
||||
self.speed = 0.1;
|
||||
}
|
||||
self.nextthink = time + self.speed;
|
||||
self.think = misc_model_think;
|
||||
}
|
||||
|
||||
if (self.spawnflags & 32)
|
||||
self.state = STATE_ACTIVE;
|
||||
else
|
||||
self.state = STATE_INVISIBLE;
|
||||
|
||||
misc_model_use();
|
||||
|
||||
};
|
||||
|
||||
/*
|
||||
* misc_model_think
|
||||
*
|
||||
* Handles animation for misc_model entity.
|
||||
*/
|
||||
void() misc_model_think =
|
||||
{
|
||||
self.nextthink = time + fabs(self.speed);
|
||||
if (self.state != STATE_ACTIVE) return;
|
||||
|
||||
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)
|
||||
{
|
||||
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)
|
||||
{
|
||||
} else if (self.spawnflags & MISC_MODEL_BACK_AND_FORTH && self.frame > self.last_frame) {
|
||||
self.speed = -1 * self.speed;
|
||||
self.frame-=2;
|
||||
}
|
||||
|
@ -917,11 +798,14 @@ void() misc_model_think =
|
|||
|
||||
if (self.spawnflags & MISC_MODEL_PLAY_COUNT && self.frame == self.last_frame && self.last_frame != self.first_frame)
|
||||
{
|
||||
if !(self.count)
|
||||
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
|
||||
|
@ -929,4 +813,111 @@ void() misc_model_think =
|
|||
}
|
||||
};
|
||||
|
||||
void() misc_model =
|
||||
{
|
||||
if (!self.mdl || self.mdl == "") {
|
||||
// NZP: Check for .model instead
|
||||
if (!self.model || self.model == "")
|
||||
objerror("Model not defined");
|
||||
} else {
|
||||
// Convert to .model instead of .mdl
|
||||
self.model = self.mdl;
|
||||
}
|
||||
|
||||
//
|
||||
// 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;
|
||||
vmin_x = self.centeroffset_x - (self.mdlsz_x / 2);
|
||||
vmin_y = self.centeroffset_y - (self.mdlsz_y / 2);
|
||||
vmin_z = self.centeroffset_z - (self.mdlsz_z / 2);
|
||||
|
||||
vmax_x = self.centeroffset_x + (self.mdlsz_x / 2);
|
||||
vmax_y = self.centeroffset_y + (self.mdlsz_y / 2);
|
||||
vmax_z = self.centeroffset_z + (self.mdlsz_z / 2);
|
||||
setsize (self, vmin, vmax);
|
||||
|
||||
// Set our model
|
||||
precache_model(self.model);
|
||||
setmodel(self, self.model);
|
||||
|
||||
// Model has collision box
|
||||
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;
|
||||
|
||||
|
||||
if (!self.frame)
|
||||
self.frame = self.first_frame;
|
||||
|
||||
// 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)
|
||||
if (!self.last_frame && !(self.spawnflags & 1) && !(self.spawnflags & MISC_MODEL_SOLID) && !self.targetname)
|
||||
makestatic(self);
|
||||
|
||||
// if it as a custom animation range
|
||||
if (self.last_frame) {
|
||||
// Default animation speed to 10 fps
|
||||
if (!self.speed) {
|
||||
self.speed = 0.1;
|
||||
}
|
||||
self.nextthink = time + self.speed;
|
||||
self.think = misc_model_think;
|
||||
}
|
||||
|
||||
// Start hidden
|
||||
if (self.spawnflags & MISC_MODEL_STARTOFF)
|
||||
self.state = STATE_ACTIVE;
|
||||
else
|
||||
self.state = STATE_INVISIBLE;
|
||||
|
||||
misc_model_use();
|
||||
};
|
||||
|
||||
//
|
||||
// place_model()
|
||||
// Converts old place_model entities to use misc_model instead.
|
||||
//
|
||||
void() place_model =
|
||||
{
|
||||
// Grab an updated model path.
|
||||
self.model = convert_old_asset_path(self.model);
|
||||
|
||||
// Convert the VEC_HULL bounds to match mdlsz.
|
||||
self.mdlsz = '64 64 88';
|
||||
|
||||
// misc_model just uses frame plainly.
|
||||
self.frame = self.sequence;
|
||||
|
||||
// Move fullbright spawnflag to the new param.
|
||||
if (self.spawnflags & 1)
|
||||
self.spawnflags = 64;
|
||||
else
|
||||
self.spawnflags = 0;
|
||||
|
||||
// Now just execute the misc_model spawn function.
|
||||
misc_model();
|
||||
};
|
Loading…
Reference in a new issue