Added "misc_model" to Map Entities

This commit is contained in:
Tyler Young 2023-01-31 19:12:29 -05:00
parent 60d5c8f184
commit a17d24062b
5 changed files with 400 additions and 0 deletions

View file

@ -11,6 +11,7 @@
../source/server/nzdparser.qc ../source/server/nzdparser.qc
../source/server/main.qc ../source/server/main.qc
../source/server/utilities/command_parser.qc ../source/server/utilities/command_parser.qc
../source/server/utilities/math.qc
../source/server/player.qc ../source/server/player.qc
../source/server/damage.qc ../source/server/damage.qc

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@ -15,6 +15,7 @@
../source/server/nzdparser.qc ../source/server/nzdparser.qc
../source/server/main.qc ../source/server/main.qc
../source/server/utilities/command_parser.qc ../source/server/utilities/command_parser.qc
../source/server/utilities/math.qc
../source/server/player.qc ../source/server/player.qc
../source/server/damage.qc ../source/server/damage.qc

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@ -15,6 +15,7 @@
../source/server/nzdparser.qc ../source/server/nzdparser.qc
../source/server/main.qc ../source/server/main.qc
../source/server/utilities/command_parser.qc ../source/server/utilities/command_parser.qc
../source/server/utilities/math.qc
../source/server/player.qc ../source/server/player.qc
../source/server/damage.qc ../source/server/damage.qc

View file

@ -744,3 +744,189 @@ void() func_ending =
self.touch = touch_ending; self.touch = touch_ending;
}; };
/*
askasdklasdjalskdjaklsdjaklsdjaklsjdklasjdklasjdklasjdklasjdklasjdklasjdklasjdklasjdklasjdklasjdlaks
klsdjflsdjflskdjfslkdfjskldfjsdklfjskldfjskldjfklsdjfklsdjfklsdjfklsdjfklsdjfklsdjfklsdjfklsdjfklsfj
////////////////////////////////////////////////////////////////////////////////////////////////////
----------------------------------------MISC_MODEL--------------------------------------------------
////////////////////////////////////////////////////////////////////////////////////////////////////
klsjakljsdklasjdklasjdaklsdjaklsdjaklsdjaklsdjaklsdjaklsjdaskljaskljdaklsjdlaskjdklasjklasjdklasjdkl
aklsjdklasjdklasjdaklsjdklasjdaklsjdklasjdaskldjlaskdjaklsdjaskldjaskldjaskldjaskldjaklsdjaklsdjalsd
*/
/*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.
mdl: The model to display. Can be of type mdl, bsp, or spr.
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
.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 =
{
if (self.state == STATE_ACTIVE) {
if (self.spawnflags & MISC_MODEL_SOLID) self.solid = SOLID_NOT;
self.model = "";
self.state = STATE_INVISIBLE;
setorigin(self, self.origin);
}
else {
if (self.spawnflags & MISC_MODEL_SOLID) self.solid = SOLID_BBOX;
self.model = self.mdl;
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;
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;
}
};

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@ -0,0 +1,211 @@
/*
* math.qc
*
* Author: Joshua Skelton joshua.skelton@gmail.com
*
* A collection of helpful math functions.
*/
// Forward declarations
float(float value, float minValue, float maxValue) clamp;
float(float a, float b) mod;
float(float x) sign;
float(float value, float minValue, float maxValue) wrap;
/*
* clamp
*
* Limits the given value to the given range.
*
* value: A number
*
* minValue: The minimum value of the range
*
* maxValue: The maximum value of the range
*
* Returns: A number within the given range.
*/
float(float value, float minValue, float maxValue) clamp = {
if (value < minValue) {
return minValue;
}
else if (value > maxValue) {
return maxValue;
}
return value;
};
/*
* mod
*
* Returns the remainder after the division of a by n
*
* a: The dividend
*
* b: The divisor
*
* Returns: The remainder of a divided by n
*/
#ifndef PC
float(float a, float n) mod = {
return a - (n * floor(a / n));
};
#endif
/*
* sign
*
* Returns an indication of the sign of the given number.
*
* x: A number
*
* Returns: -1 if x < 0, 0 if x == 0, 1 if x > 0.
*/
float(float x) sign = {
if (x > 0) {
return 1;
}
else if (x < 0) {
return -1;
}
return 0;
};
/*
* wrap
*
* Limits the given value to the given range and will wrap the value to the
* the other end of the range if exceeded.
*
* value: A number
*
* minValue: The minimum value of the range
*
* maxValue: The maximum value of the range
*
* Returns: A number within the given range.
*/
float(float value, float minValue, float maxValue) wrap = {
local float range = maxValue - minValue;
return mod(value - minValue, range + 1) + minValue;
};
float(float a, float b, float mix) lerp =
{
if (mix <= 0) return a;
if (mix >= 1) return b;
return (b * mix + a * ( 1 - mix ) );
}
vector(vector a, vector b, float mix) lerpVector =
{
if (mix <= 0) return a;
if (mix >= 1) return b;
return (b * mix + a * ( 1 - mix ) );
}
// for a relaxing lerp: hermite lerp.
float(float a, float b, float mix) lerpHermite =
{
if (mix <= 0) return a;
if (mix >= 1) return b;
local float h01;
h01 = mix * mix;
h01 *= 3 - 2 * mix;
return (b * h01 + a * ( 1 - h01 ) );
}
vector(vector a, vector b, float mix) lerpVectorHermite =
{
if (mix <= 0) return a;
if (mix >= 1) return b;
local float h01;
h01 = mix * mix;
h01 *= 3 - 2 * mix;
return (b * h01 + a * ( 1 - h01 ) );
}
float(float anga, float angb) angledif =
{
float dif;
dif = fabs(anga - angb);
if (dif > 180)
dif = 360 - dif;
return dif;
}
float(vector ang, vector base_ang, vector offset) isInAngle = {
if (angledif(ang_x, base_ang_x) > offset_x || angledif(ang_y, base_ang_y) > offset_y)
return FALSE;
else
return TRUE;
};
// normalizes an angle vector to the 0/+359 range
vector(vector ang) normalizeAngles = {
ang_x = ang_x - floor(ang_x/360) * 360;
ang_y = ang_y - floor(ang_y/360) * 360;
ang_z = ang_z - floor(ang_z/360) * 360;
/*
while (ang_x > 360)
ang_x = ang_x - 360;
while (ang_x < 0)
ang_x = ang_x + 360;
while (ang_y > 360)
ang_y = ang_y - 360;
while (ang_y < 0)
ang_y = ang_y + 360;
while (ang_z > 360)
ang_z = ang_z - 360;
while (ang_z < 0)
ang_z = ang_z + 360;
*/
return ang;
};
// normalizes an angle vector to the -180/+179 range
vector(vector ang) normalizeAngles180 = {
ang_x = ((ang_x+180) - floor((ang_x+180)/360) * 360) - 180;
ang_y = ((ang_y+180) - floor((ang_y+180)/360) * 360) - 180;
ang_z = ((ang_z+180) - floor((ang_z+180)/360) * 360) - 180;
/*
while (ang_x > 180)
ang_x = ang_x - 360;
while (ang_x < -180)
ang_x = ang_x + 360;
while (ang_y > 180)
ang_y = ang_y - 360;
while (ang_y < -180)
ang_y = ang_y + 360;
while (ang_z > 180)
ang_z = ang_z - 360;
while (ang_z < -180)
ang_z = ang_z + 360;
*/
return ang;
};