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;
};
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;
@ -745,89 +719,125 @@ 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_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 =
{
if (!self.mdl || self.mdl == "")
{
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;
}
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;
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);
@ -835,41 +845,41 @@ void() misc_model =
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;
// Set our model
precache_model(self.model);
setmodel(self, self.model);
if(self.spawnflags & 1) self.movetype = MOVETYPE_TOSS;
else self.movetype = MOVETYPE_NONE;
// 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) {
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)
{
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
// if it as a custom animation range
if (self.last_frame) {
// Default animation speed to 10 fps
if (!self.speed) {
self.speed = 0.1;
@ -878,55 +888,36 @@ void() misc_model =
self.think = misc_model_think;
}
if (self.spawnflags & 32)
// Start hidden
if (self.spawnflags & MISC_MODEL_STARTOFF)
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 =
//
// place_model()
// Converts old place_model entities to use misc_model instead.
//
void() place_model =
{
self.nextthink = time + fabs(self.speed);
if (self.state != STATE_ACTIVE) return;
// Grab an updated model path.
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)
{
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;
}
// 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.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)
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;
}
// Now just execute the misc_model spawn function.
misc_model();
};