mirror of
https://github.com/nzp-team/quakec.git
synced 2025-02-16 09:01:41 +00:00
Merge pull request #38 from ScatterBox/main
This commit is contained in:
commit
7d842bc720
5 changed files with 417 additions and 26 deletions
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@ -11,6 +11,7 @@
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../source/server/nzdparser.qc
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../source/server/main.qc
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../source/server/utilities/command_parser.qc
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../source/server/utilities/math.qc
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../source/server/player.qc
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../source/server/damage.qc
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@ -15,6 +15,7 @@
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../source/server/nzdparser.qc
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../source/server/main.qc
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../source/server/utilities/command_parser.qc
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../source/server/utilities/math.qc
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../source/server/player.qc
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../source/server/damage.qc
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@ -15,6 +15,7 @@
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../source/server/nzdparser.qc
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../source/server/main.qc
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../source/server/utilities/command_parser.qc
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../source/server/utilities/math.qc
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../source/server/player.qc
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../source/server/damage.qc
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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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@ -744,3 +718,206 @@ void() func_ending =
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self.touch = touch_ending;
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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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// 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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// 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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// 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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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.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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// 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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//
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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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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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setsize (self, vmin, vmax);
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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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// 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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self.frame = self.first_frame;
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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 && !(self.spawnflags & 1) && !(self.spawnflags & MISC_MODEL_SOLID) && !self.targetname)
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makestatic(self);
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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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}
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self.nextthink = time + self.speed;
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self.think = misc_model_think;
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}
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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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// 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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// Grab an updated model path.
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self.model = convert_old_asset_path(self.model);
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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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// 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.spawnflags = 0;
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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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211
source/server/utilities/math.qc
Normal file
211
source/server/utilities/math.qc
Normal file
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@ -0,0 +1,211 @@
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/*
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* math.qc
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*
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* Author: Joshua Skelton joshua.skelton@gmail.com
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*
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* A collection of helpful math functions.
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*/
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// Forward declarations
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float(float value, float minValue, float maxValue) clamp;
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float(float a, float b) mod;
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float(float x) sign;
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float(float value, float minValue, float maxValue) wrap;
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/*
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* clamp
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*
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* Limits the given value to the given range.
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*
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* value: A number
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*
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* minValue: The minimum value of the range
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*
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* maxValue: The maximum value of the range
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*
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* Returns: A number within the given range.
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*/
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float(float value, float minValue, float maxValue) clamp = {
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if (value < minValue) {
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return minValue;
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}
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else if (value > maxValue) {
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return maxValue;
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}
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return value;
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};
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/*
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* mod
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*
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* Returns the remainder after the division of a by n
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*
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* a: The dividend
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*
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* b: The divisor
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*
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* Returns: The remainder of a divided by n
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*/
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#ifndef PC
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float(float a, float n) mod = {
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return a - (n * floor(a / n));
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};
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#endif
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/*
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* sign
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*
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* Returns an indication of the sign of the given number.
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*
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* x: A number
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*
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* Returns: -1 if x < 0, 0 if x == 0, 1 if x > 0.
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*/
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float(float x) sign = {
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if (x > 0) {
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return 1;
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}
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else if (x < 0) {
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return -1;
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}
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return 0;
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};
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/*
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* wrap
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*
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* Limits the given value to the given range and will wrap the value to the
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* the other end of the range if exceeded.
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*
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* value: A number
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*
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* minValue: The minimum value of the range
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*
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* maxValue: The maximum value of the range
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*
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* Returns: A number within the given range.
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*/
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float(float value, float minValue, float maxValue) wrap = {
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local float range = maxValue - minValue;
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return mod(value - minValue, range + 1) + minValue;
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};
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float(float a, float b, float mix) lerp =
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{
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if (mix <= 0) return a;
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if (mix >= 1) return b;
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return (b * mix + a * ( 1 - mix ) );
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}
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vector(vector a, vector b, float mix) lerpVector =
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{
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if (mix <= 0) return a;
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if (mix >= 1) return b;
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return (b * mix + a * ( 1 - mix ) );
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}
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// for a relaxing lerp: hermite lerp.
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float(float a, float b, float mix) lerpHermite =
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{
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if (mix <= 0) return a;
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if (mix >= 1) return b;
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local float h01;
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h01 = mix * mix;
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h01 *= 3 - 2 * mix;
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return (b * h01 + a * ( 1 - h01 ) );
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}
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vector(vector a, vector b, float mix) lerpVectorHermite =
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{
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if (mix <= 0) return a;
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if (mix >= 1) return b;
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local float h01;
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h01 = mix * mix;
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h01 *= 3 - 2 * mix;
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return (b * h01 + a * ( 1 - h01 ) );
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}
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float(float anga, float angb) angledif =
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{
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float dif;
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dif = fabs(anga - angb);
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if (dif > 180)
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dif = 360 - dif;
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return dif;
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}
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float(vector ang, vector base_ang, vector offset) isInAngle = {
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if (angledif(ang_x, base_ang_x) > offset_x || angledif(ang_y, base_ang_y) > offset_y)
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return FALSE;
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else
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return TRUE;
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};
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// normalizes an angle vector to the 0/+359 range
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vector(vector ang) normalizeAngles = {
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ang_x = ang_x - floor(ang_x/360) * 360;
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ang_y = ang_y - floor(ang_y/360) * 360;
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ang_z = ang_z - floor(ang_z/360) * 360;
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/*
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while (ang_x > 360)
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ang_x = ang_x - 360;
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while (ang_x < 0)
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ang_x = ang_x + 360;
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while (ang_y > 360)
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ang_y = ang_y - 360;
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while (ang_y < 0)
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ang_y = ang_y + 360;
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while (ang_z > 360)
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ang_z = ang_z - 360;
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while (ang_z < 0)
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ang_z = ang_z + 360;
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*/
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return ang;
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};
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// normalizes an angle vector to the -180/+179 range
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vector(vector ang) normalizeAngles180 = {
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ang_x = ((ang_x+180) - floor((ang_x+180)/360) * 360) - 180;
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ang_y = ((ang_y+180) - floor((ang_y+180)/360) * 360) - 180;
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ang_z = ((ang_z+180) - floor((ang_z+180)/360) * 360) - 180;
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/*
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while (ang_x > 180)
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ang_x = ang_x - 360;
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while (ang_x < -180)
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ang_x = ang_x + 360;
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|
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while (ang_y > 180)
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ang_y = ang_y - 360;
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while (ang_y < -180)
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ang_y = ang_y + 360;
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while (ang_z > 180)
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ang_z = ang_z - 360;
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while (ang_z < -180)
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ang_z = ang_z + 360;
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*/
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return ang;
|
||||
};
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