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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
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a17d24062b
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1 changed files with 141 additions and 150 deletions
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@ -223,32 +223,6 @@ void() place_fire =
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self.nextthink = time + random()+0.1;
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};
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void() place_model =
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{
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#ifdef HANDHELD
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if (self.spawnflags & 2)
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remove(self);
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#endif // HANDHELD
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self.model = convert_old_asset_path(self.model);
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precache_model (self.model);
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setmodel (self, self.model);
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setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX);
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self.angles = self.angles;
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self.solid = SOLID_NOT;
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self.frame = self.sequence;
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if (self.spawnflags & 1)
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self.effects = self.effects | EF_FULLBRIGHT;
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};
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void () buy_weapon_touch =
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{
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entity oldent;
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@ -745,89 +719,125 @@ void() func_ending =
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self.touch = touch_ending;
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};
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/*
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askasdklasdjalskdjaklsdjaklsdjaklsjdklasjdklasjdklasjdklasjdklasjdklasjdklasjdklasjdklasjdklasjdlaks
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klsdjflsdjflskdjfslkdfjskldfjsdklfjskldfjskldjfklsdjfklsdjfklsdjfklsdjfklsdjfklsdjfklsdjfklsdjfklsfj
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////////////////////////////////////////////////////////////////////////////////////////////////////
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----------------------------------------MISC_MODEL--------------------------------------------------
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////////////////////////////////////////////////////////////////////////////////////////////////////
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klsjakljsdklasjdklasjdaklsdjaklsdjaklsdjaklsdjaklsdjaklsjdaskljaskljdaklsjdlaskjdklasjklasjdklasjdkl
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aklsjdklasjdklasjdaklsjdklasjdaklsjdklasjdaskldjlaskdjaklsdjaskldjaskldjaskldjaskldjaklsdjaklsdjalsd
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*/
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//
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// ============================================================
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// misc_model()
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// Entity for prop/other model placement, derived from
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// progs_dump. Deprecates place_model.
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// ============================================================
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// Modifications from stock:
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// - Added new spawnflag 64 for fullbright.
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// - 'model' is now the preffered model field instead of 'mdl'.
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//
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/*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
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{
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model ({"path" : mdl, "skin" : skin, "frame": frame});
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}
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An entity for displaying models. A frame range can be given to animate the
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model.
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// Spawnflags
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#define MISC_MODEL_GRAVITY 1
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#define MISC_MODEL_SOLID 2
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#define MISC_MODEL_BACK_AND_FORTH 4
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#define MISC_MODEL_ONLY_ONCE 8
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#define MISC_MODEL_PLAY_COUNT 16
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#define MISC_MODEL_STARTOFF 32
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#define MISC_MODEL_FULLBRIGHT 64
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mdl: The model to display. Can be of type mdl, bsp, or spr.
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// States
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#define STATE_ACTIVE 0
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#define STATE_INACTIVE 1
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#define STATE_INVISIBLE 8
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frame: The frame to display. Can be used to offset the animation.
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first_frame: The starting frame of the animation.
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last_frame: The last frame of the animation.
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*/
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// The starting frame of the animation
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.float first_frame;
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// The ending frame of the animation
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.float last_frame;
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// Forward declarations
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void() misc_model_think;
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float MISC_MODEL_GRAVITY = 1;
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float MISC_MODEL_SOLID = 2;
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float MISC_MODEL_BACK_AND_FORTH = 4;
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float MISC_MODEL_ONLY_ONCE = 8;
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float MISC_MODEL_PLAY_COUNT = 16;
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float MISC_MODEL_STARTOFF = 32;
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//misc_model decs
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// Entity fields
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.float first_frame; // The starting frame of the animation
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.float last_frame; // The ending frame of the animation
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.string mdl;
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.vector mdlsz;
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.vector centeroffset;
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.float count; // for counting triggers
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.float cnt; // misc flag
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float STATE_ACTIVE = 0;
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float STATE_INACTIVE = 1;
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float STATE_INVISIBLE = 8;
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void() misc_model_use =
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{
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// Make invisible
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if (self.state == STATE_ACTIVE) {
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if (self.spawnflags & MISC_MODEL_SOLID) self.solid = SOLID_NOT;
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self.oldmodel = self.model;
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self.model = "";
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self.state = STATE_INVISIBLE;
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setorigin(self, self.origin);
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}
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// Have it appear again
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else {
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if (self.spawnflags & MISC_MODEL_SOLID) self.solid = SOLID_BBOX;
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self.model = self.mdl;
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self.model = self.oldmodel;
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self.state = STATE_ACTIVE;
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setorigin(self, self.origin);
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}
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};
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void() misc_model_think =
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{
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self.nextthink = time + fabs(self.speed);
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if (self.state != STATE_ACTIVE)
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return;
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self.frame = self.frame + sign(self.speed);
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if (self.spawnflags & MISC_MODEL_BACK_AND_FORTH && self.frame < self.first_frame) {
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self.speed = -1 * self.speed;
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self.frame += 2;
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} else if (self.spawnflags & MISC_MODEL_BACK_AND_FORTH && self.frame > self.last_frame) {
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self.speed = -1 * self.speed;
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self.frame-=2;
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}
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else
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self.frame = wrap(self.frame, self.first_frame, self.last_frame);
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if (self.spawnflags & MISC_MODEL_ONLY_ONCE && self.frame == self.last_frame && self.last_frame != self.first_frame)
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self.nextthink = -1;
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if (self.spawnflags & MISC_MODEL_PLAY_COUNT && self.frame == self.last_frame && self.last_frame != self.first_frame)
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{
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if (!self.count)
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objerror ("Error: set count to the number of animation cycles!");
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self.cnt = self.cnt +1;
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dprint (ftos(self.cnt));
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dprint ("\n");
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if (self.cnt != self.count)
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return FALSE;
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else
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self.nextthink = -1;
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}
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};
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void() misc_model =
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{
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if (!self.mdl || self.mdl == "")
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{
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if (!self.mdl || self.mdl == "") {
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// NZP: Check for .model instead
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if (!self.model || self.model == "")
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objerror("Model not defined");
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} else {
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// Convert to .model instead of .mdl
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self.model = self.mdl;
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}
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if(!self.centeroffset) self.centeroffset = '0 0 0';
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if(!self.mdlsz) self.mdlsz = '32 32 32';
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//
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// Set default stats.
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//
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// Center offset.
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if(!self.centeroffset)
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self.centeroffset = '0 0 0';
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// Custom Bounding Box.
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if(!self.mdlsz)
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self.mdlsz = '32 32 32';
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// Generate Proper Bounding Box size.
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vector vmin, vmax;
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vmin_x = self.centeroffset_x - (self.mdlsz_x / 2);
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vmin_y = self.centeroffset_y - (self.mdlsz_y / 2);
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vmin_z = self.centeroffset_z - (self.mdlsz_z / 2);
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@ -835,41 +845,41 @@ void() misc_model =
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vmax_x = self.centeroffset_x + (self.mdlsz_x / 2);
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vmax_y = self.centeroffset_y + (self.mdlsz_y / 2);
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vmax_z = self.centeroffset_z + (self.mdlsz_z / 2);
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precache_model(self.mdl);
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setmodel(self, self.mdl);
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setsize (self, vmin, vmax);
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if(self.spawnflags & MISC_MODEL_SOLID) self.solid = SOLID_BBOX;
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else self.solid = SOLID_NOT;
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// Set our model
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precache_model(self.model);
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setmodel(self, self.model);
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if(self.spawnflags & 1) self.movetype = MOVETYPE_TOSS;
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else self.movetype = MOVETYPE_NONE;
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// Model has collision box
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if (self.spawnflags & MISC_MODEL_SOLID)
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self.solid = SOLID_BBOX;
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else
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self.solid = SOLID_NOT;
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// Model has gravity
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if (self.spawnflags & MISC_MODEL_GRAVITY)
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self.movetype = MOVETYPE_TOSS;
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else
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self.movetype = MOVETYPE_NONE;
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// Model is fullbright
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if (self.spawnflags & MISC_MODEL_FULLBRIGHT)
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self.effects = self.effects | EF_FULLBRIGHT;
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self.use = misc_model_use;
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if (!self.frame) {
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if (!self.frame)
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self.frame = self.first_frame;
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}
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// Make static (not animate) if not given a frame range, and not affected by gravity
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// also remains active if it has a targetname (so it can be killtargeted/toggled)
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if (!self.last_frame
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&& !(self.spawnflags & 1)
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&& !(self.spawnflags & MISC_MODEL_SOLID)
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&& !self.targetname)
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{
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if (!self.last_frame && !(self.spawnflags & 1) && !(self.spawnflags & MISC_MODEL_SOLID) && !self.targetname)
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makestatic(self);
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}
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// Make static (not animate) if not given a frame range, and not affected by gravity
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//changed by bmFbr
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// if (!self.last_frame && !(self.spawnflags & MISC_MODEL_GRAVITY)) {
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// makestatic(self);
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// return;
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// }
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if (self.last_frame) { // if it as a custom animation range
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// if it as a custom animation range
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if (self.last_frame) {
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// Default animation speed to 10 fps
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if (!self.speed) {
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self.speed = 0.1;
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@ -878,55 +888,36 @@ void() misc_model =
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self.think = misc_model_think;
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}
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if (self.spawnflags & 32)
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// Start hidden
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if (self.spawnflags & MISC_MODEL_STARTOFF)
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self.state = STATE_ACTIVE;
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else
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self.state = STATE_INVISIBLE;
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misc_model_use();
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};
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/*
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* misc_model_think
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*
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* Handles animation for misc_model entity.
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*/
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void() misc_model_think =
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//
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// place_model()
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// Converts old place_model entities to use misc_model instead.
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//
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void() place_model =
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{
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self.nextthink = time + fabs(self.speed);
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if (self.state != STATE_ACTIVE) return;
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// Grab an updated model path.
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self.model = convert_old_asset_path(self.model);
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self.frame = self.frame + sign(self.speed);
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// Convert the VEC_HULL bounds to match mdlsz.
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self.mdlsz = '64 64 88';
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if (self.spawnflags & MISC_MODEL_BACK_AND_FORTH && self.frame < self.first_frame)
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{
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self.speed = -1 * self.speed;
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self.frame+=2;
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}
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else if (self.spawnflags & MISC_MODEL_BACK_AND_FORTH && self.frame > self.last_frame)
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{
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self.speed = -1 * self.speed;
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self.frame-=2;
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}
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// misc_model just uses frame plainly.
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self.frame = self.sequence;
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// Move fullbright spawnflag to the new param.
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if (self.spawnflags & 1)
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self.spawnflags = 64;
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else
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self.frame = wrap(self.frame, self.first_frame, self.last_frame);
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self.spawnflags = 0;
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if(self.spawnflags & MISC_MODEL_ONLY_ONCE && self.frame==self.last_frame && self.last_frame!=self.first_frame)
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self.nextthink = -1;
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if(self.spawnflags & MISC_MODEL_PLAY_COUNT && self.frame==self.last_frame && self.last_frame!=self.first_frame)
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{
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if !(self.count)
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objerror ("Error: set count to the number of animation cycles!");
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self.cnt = self.cnt +1;
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dprint (ftos(self.cnt));
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dprint ("\n");
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if (self.cnt != self.count)
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return FALSE;
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else
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self.nextthink = -1;
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}
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// Now just execute the misc_model spawn function.
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misc_model();
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};
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