Whitespace, codingstyle, and other QFisms.

This commit is contained in:
Ragnvald Maartmann-Moe IV 2004-02-08 07:34:17 +00:00
parent 12b2ce3787
commit 88fcbcbcfd
34 changed files with 1004 additions and 769 deletions

View file

@ -9,7 +9,7 @@ CPP=cpp
CPPFLAGS=-I. -Iweapons -Imdl -Iact -Imapents CPPFLAGS=-I. -Iweapons -Imdl -Iact -Imapents
QFCC=qfcc QFCC=qfcc
QFCCFLAGS=-q --warn all,error --code v6only $(CPPFLAGS) QFCCFLAGS=-q --warn all,error $(CPPFLAGS)
############################################### ###############################################

View file

@ -11,46 +11,53 @@
float _bodyque_current; float _bodyque_current;
entity bodyque_head; entity bodyque_head;
void() bodyque_init = { void ()
bodyque_init =
{
local float i; local float i;
local entity e; local entity e;
e = bodyque_head = spawn("BODYQUE"); e = bodyque_head = spawn ("BODYQUE");
bodyque_head.owner = bodyque_head; bodyque_head.owner = bodyque_head;
for (i = 1; i < CONFIG_BODYQUE_MAX; i = i + 1) { for (i = 1; i < CONFIG_BODYQUE_MAX; i++) {
bodyque_head.owner = spawn("BODYQUE"); bodyque_head.owner = spawn ("BODYQUE");
bodyque_head.owner.chain = bodyque_head; bodyque_head.owner.chain = bodyque_head;
bodyque_head = bodyque_head.owner; bodyque_head = bodyque_head.owner;
} }
e.chain = bodyque_head; e.chain = bodyque_head;
bodyque_head.owner = e; bodyque_head.owner = e;
precache_sound("zombie/z_miss.wav"); precache_sound ("zombie/z_miss.wav");
precache_sound("player/gib.wav"); precache_sound ("player/gib.wav");
precache_sound("player/udeath.wav"); precache_sound ("player/udeath.wav");
}; };
void() _bodyque_fade_think = { void ()
_bodyque_fade_think =
{
local vector org; local vector org;
if (self.mdl_think) { if (self.mdl_think) {
if (!self.mdl_thought) self.mdl_think(); if (!self.mdl_thought)
self.mdl_think ();
self.mdl_thought = FALSE; self.mdl_thought = FALSE;
} }
org = self.origin; org = self.origin;
org_z = org_z + self.maxs_z; org_z = org_z + self.maxs_z;
if (pointcontents(org) == CONTENT_SOLID) { if (pointcontents (org) == CONTENT_SOLID) {
_bodyque_current = _bodyque_current - 1; _bodyque_current = _bodyque_current - 1;
remove(self); remove (self);
return; return;
} }
self.nextthink = time + 0.1; self.nextthink = time + 0.1;
}; };
void() _bodyque_fade_from_reality = { void ()
_bodyque_fade_from_reality =
{
local entity new_bodyque; local entity new_bodyque;
if (_bodyque_current >= CONFIG_BODYQUE_FADE_MAX) if (_bodyque_current >= CONFIG_BODYQUE_FADE_MAX)
@ -81,20 +88,25 @@ void() _bodyque_fade_from_reality = {
_bodyque_current = _bodyque_current + 1; _bodyque_current = _bodyque_current + 1;
}; };
void() _bodyque_think = { void ()
_bodyque_think =
{
if (self.mdl_think) { if (self.mdl_think) {
if (!self.mdl_thought) self.mdl_think(); if (!self.mdl_thought)
self.mdl_think ();
self.mdl_thought = FALSE; self.mdl_thought = FALSE;
} }
self.nextthink = time + 0.1; self.nextthink = time + 0.1;
}; };
entity(entity body) bodyque_que = { entity (entity body)
bodyque_que =
{
local entity ret; local entity ret;
if (bodyque_head.count) if (bodyque_head.count)
_bodyque_fade_from_reality(); _bodyque_fade_from_reality ();
ret = bodyque_head; ret = bodyque_head;

View file

@ -2,10 +2,8 @@
#define BODYQUE_qh 1 #define BODYQUE_qh 1
@extern { @extern {
void () bodyque_init;
void() bodyque_init; entity (entity body) bodyque_que;
entity(entity body) bodyque_que;
}; };
#endif #endif

View file

@ -22,36 +22,44 @@
#include "teleport.qh" #include "teleport.qh"
void() client_init = { void ()
precache_model("progs/player.mdl"); client_init =
precache_model("progs/eyes.mdl"); {
precache_model ("progs/player.mdl");
precache_model ("progs/eyes.mdl");
}; };
// This is the first function called by C code for a new player. // This is the first function called by C code for a new player.
void() SetNewParms = { void ()
SetNewParms =
{
parm1 = CONFIG_START_CURRENCY; parm1 = CONFIG_START_CURRENCY;
parm2 = parm3 = parm4 = parm5 = 0; parm2 = parm3 = parm4 = parm5 = 0;
parm6 = CONFIG_START_HEALTH + CONFIG_START_ARMOR*999; parm6 = CONFIG_START_HEALTH + CONFIG_START_ARMOR * 999;
parm7 = CONFIG_START_ARMOR_TYPE; parm7 = CONFIG_START_ARMOR_TYPE;
parm8 = CONFIG_MAX_HEALTH + CONFIG_MAX_ARMOR*999; parm8 = CONFIG_MAX_HEALTH + CONFIG_MAX_ARMOR * 999;
parm9 = CONFIG_START_SHELLS + CONFIG_START_NAILS*999; parm9 = CONFIG_START_SHELLS + CONFIG_START_NAILS * 999;
parm10 = CONFIG_START_ROCKETS + CONFIG_START_CELLS*999; parm10 = CONFIG_START_ROCKETS + CONFIG_START_CELLS * 999;
parm11 = CONFIG_MAX_SHELLS + CONFIG_MAX_NAILS*999; parm11 = CONFIG_MAX_SHELLS + CONFIG_MAX_NAILS * 999;
parm12 = CONFIG_MAX_ROCKETS + CONFIG_MAX_CELLS*999; parm12 = CONFIG_MAX_ROCKETS + CONFIG_MAX_CELLS * 999;
parm15 = weapon_player_parm1_default(); parm15 = weapon_player_parm1_default ();
parm16 = EQUIP_STATE_CHOOSE; parm16 = EQUIP_STATE_CHOOSE;
}; };
void() SetDeadParms = { void ()
SetDeadParms =
{
SetNewParms(); SetNewParms();
}; };
// Called when about to change maps // Called when about to change maps
void() SetChangeParms = { void ()
SetChangeParms =
{
/* Currency */ /* Currency */
parm1 = self.currency; parm1 = self.currency;
@ -62,28 +70,31 @@ void() SetChangeParms = {
parm5 = self.itemfield_4; parm5 = self.itemfield_4;
/* Health and such */ /* Health and such */
if (self.health < 0) self.health = 0; if (self.health < 0)
self.health = 0;
parm6 = self.health + self.armorvalue*999; parm6 = self.health + self.armorvalue * 999;
parm7 = self.armortype; parm7 = self.armortype;
parm8 = self.max_health + self.max_armor*999; parm8 = self.max_health + self.max_armor * 999;
/* Ammo */ /* Ammo */
parm9 = self.ammo_shells + self.ammo_nails*999; parm9 = self.ammo_shells + self.ammo_nails * 999;
parm10 = self.ammo_rockets + self.ammo_cells*999; parm10 = self.ammo_rockets + self.ammo_cells * 999;
parm11 = self.max_ammo_shells + self.max_ammo_nails*999; parm11 = self.max_ammo_shells + self.max_ammo_nails * 999;
parm12 = self.max_ammo_rockets + self.max_ammo_cells*999; parm12 = self.max_ammo_rockets + self.max_ammo_cells * 999;
/* Wheeee */ /* Wheeee */
parm15 = weapon_player_parm1(); parm15 = weapon_player_parm1 ();
parm16 = self.equip_state; parm16 = self.equip_state;
/* H4x0r */ /* H4x0r */
if (self.deadflag) if (self.deadflag)
SetDeadParms(); SetDeadParms ();
}; };
void() DecodeParms = { void ()
DecodeParms =
{
/* Currency */ /* Currency */
self.currency = parm1; self.currency = parm1;
@ -96,52 +107,56 @@ void() DecodeParms = {
equip_grant(self, EQUIPID_SHOTGUN); equip_grant(self, EQUIPID_SHOTGUN);
/* Health and such */ /* Health and such */
self.armorvalue = floor(parm6 / 999); self.armorvalue = floor (parm6 / 999);
self.armortype = parm7; self.armortype = parm7;
self.health = parm6 - self.armorvalue*999; self.health = parm6 - self.armorvalue * 999;
self.max_armor = floor(parm8 / 999); self.max_armor = floor (parm8 / 999);
self.max_health = parm8 - self.max_armor*999; self.max_health = parm8 - self.max_armor * 999;
/* Ammo */ /* Ammo */
self.ammo_nails = floor(parm9 / 999); self.ammo_nails = floor (parm9 / 999);
self.ammo_shells = parm9 - self.ammo_nails*999; self.ammo_shells = parm9 - self.ammo_nails * 999;
self.ammo_rockets = floor(parm10 / 999); self.ammo_rockets = floor (parm10 / 999);
self.ammo_cells = parm10 - self.ammo_rockets*999; self.ammo_cells = parm10 - self.ammo_rockets * 999;
self.max_ammo_nails = floor(parm11 / 999); self.max_ammo_nails = floor (parm11 / 999);
self.max_ammo_shells = parm11 - self.max_ammo_nails*999; self.max_ammo_shells = parm11 - self.max_ammo_nails * 999;
self.max_ammo_rockets = floor(parm12 / 999); self.max_ammo_rockets = floor (parm12 / 999);
self.max_ammo_cells = parm12 - self.max_ammo_rockets*999; self.max_ammo_cells = parm12 - self.max_ammo_rockets * 999;
/* Wheeee */ /* Wheeee */
weapon_player_parm1_decode(parm15); weapon_player_parm1_decode (parm15);
self.equip_state = parm16; self.equip_state = parm16;
SetDeadParms(); SetDeadParms ();
}; };
void() RemoveClientFromGame = { void ()
RemoveClientFromGame =
{
self.classname = "player_outofgame"; self.classname = "player_outofgame";
mdl_setup_void(); mdl_setup_void ();
act_setup_dead(); act_setup_dead ();
}; };
void() PutClientInGame = { void ()
PutClientInGame =
{
local entity ent; local entity ent;
local float spawncount; local float spawncount;
menu_set(NOTHING_function); menu_set (NOTHING_function);
self.classname = "player"; self.classname = "player";
DecodeParms(); DecodeParms ();
mdl_setup_player(); mdl_setup_player ();
act_setup_player(); act_setup_player ();
self.velocity = '0 0 0'; self.velocity = '0 0 0';
self.flags &= ~FL_INWATER; self.flags &= ~FL_INWATER;
@ -151,8 +166,8 @@ void() PutClientInGame = {
/* Select a spawn point.. */ /* Select a spawn point.. */
for (spawncount = 5; spawncount > 0; spawncount--) { for (spawncount = 5; spawncount > 0; spawncount--) {
spawn_head = random_enemy_chain(spawn_head); spawn_head = random_enemy_chain (spawn_head);
ent = findradius(spawn_head.origin, 100); ent = findradius (spawn_head.origin, 100);
while (ent) { while (ent) {
if (ent.classname == "player") if (ent.classname == "player")
break; break;
@ -163,70 +178,87 @@ void() PutClientInGame = {
break; break;
} }
teleport(self, spawn_head); teleport (self, spawn_head);
}; };
// Called right after ClientConnect, and on new maps. // Called right after ClientConnect, and on new maps.
void() PutClientInServer = { void ()
PutClientInServer =
{
local entity spot; local entity spot;
/* Hack to get pmodel for servers that check it */ /* Hack to get pmodel for servers that check it */
self.model = "progs/player.mdl"; self.model = "progs/player.mdl";
self.modelindex = 0; self.modelindex = 0;
intermission_head = spot = random_enemy_chain(intermission_head); intermission_head = spot = random_enemy_chain (intermission_head);
self.origin = spot.origin; self.origin = spot.origin;
self.angles = spot.angles; self.angles = spot.angles;
self.fixangle = TRUE; self.fixangle = TRUE;
self.velocity = '0 0 0'; self.velocity = '0 0 0';
weapon_player_init(); weapon_player_init ();
menu_set(menu_intro); menu_set (menu_intro);
RemoveClientFromGame(); RemoveClientFromGame ();
}; };
void() _deathmsg_suicide = { void ()
_deathmsg_suicide =
{
local float r; local float r;
local string nname; local string nname;
nname = name(self); nname = name (self);
r = random(); r = random();
if (r < 0.25) bprint(PRINT_DEATH, nname, " says good bye to this cruel world.\n"); if (r < 0.25)
else if (r < 0.5) bprint(PRINT_DEATH, nname, " takes the easy way out.\n"); bprint (PRINT_DEATH, nname, " says good bye to this cruel world.\n");
else if (r < 0.75) bprint(PRINT_DEATH, nname, " suicides.\n"); else if (r < 0.5)
else bprint(PRINT_DEATH, nname, " stands at the wrong end of his shotgun.\n"); bprint (PRINT_DEATH, nname, " takes the easy way out.\n");
else if (r < 0.75)
bprint (PRINT_DEATH, nname, " suicides.\n");
else
bprint (PRINT_DEATH, nname,
" stands at the wrong end of his shotgun.\n");
}; };
// C Code calls this when the player issues a 'kill' command. // C Code calls this when the player issues a 'kill' command.
void() void ()
ClientKill = { ClientKill = {
damage(self, self, self, DAMAGE_MUSTDIE, _deathmsg_suicide); damage (self, self, self, DAMAGE_MUSTDIE, _deathmsg_suicide);
}; };
void() _client_th_kill = { void ()
if (other == self) self.frags--; _client_th_kill =
else self.frags++; {
logfrag(self, other); if (other == self)
self.frags--;
else
self.frags++;
logfrag (self, other);
}; };
// Called after the client is fully connected // Called after the client is fully connected
void() ClientConnect = { void ()
bprint(PRINT_HIGH, name(self), " connected\n"); ClientConnect = {
bprint (PRINT_HIGH, name (self), " connected\n");
self.flags |= FL_CLIENT; self.flags |= FL_CLIENT;
override_set_th_kill(self, _client_th_kill); override_set_th_kill (self, _client_th_kill);
}; };
// Called when the client disconnects // Called when the client disconnects
void() ClientDisconnect = { void ()
ClientDisconnect =
{
self.flags = 0; self.flags = 0;
bprint(PRINT_HIGH, name(self), " disconnected with ", ftos(self.frags), " frags\n"); bprint (PRINT_HIGH, name(self), " disconnected with ", ftos(self.frags),
" frags\n");
override_set_th_kill(self, NOTHING_function); override_set_th_kill (self, NOTHING_function);
self.deathmsg1 = NIL; self.deathmsg1 = NIL;
damage(self, self, self, DAMAGE_MUSTDIE, NOTHING_function); damage (self, self, self, DAMAGE_MUSTDIE, NOTHING_function);
}; };

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@ -2,15 +2,13 @@
#define CLIENT_qh 1 #define CLIENT_qh 1
@extern { @extern {
void () client_init;
void() client_init; void () RemoveClientFromGame;
void () PutClientInGame;
void() RemoveClientFromGame;
void() PutClientInGame;
void() ClientConnect;
void() ClientDisconnect;
void () ClientConnect;
void () ClientDisconnect;
}; };
#endif #endif

View file

@ -7,33 +7,37 @@
.entity dmg_attacker; .entity dmg_attacker;
.void() deathmsg; .void () deathmsg;
.string deathmsg1, deathmsg2, deathmsg3, deathmsg4, deathmsg5, deathmsg6; .string deathmsg1, deathmsg2, deathmsg3, deathmsg4, deathmsg5, deathmsg6;
// You _MUST_ have th_takedamage if you .takedamage! // You _MUST_ have th_takedamage if you .takedamage!
// Return TRUE if you were damaged, FALSE otherwise. // Return TRUE if you were damaged, FALSE otherwise.
.float(float dmg) th_takedamage; .float (float dmg) th_takedamage;
/* Allows you to globally override damage you deal */ /* Allows you to globally override damage you deal */
/* self = you, other = target */ /* self = you, other = target */
/* returns new amount of damage, or < 0 for don't */ /* returns new amount of damage, or < 0 for don't */
.float(float dmg) th_dealdamage; .float (float dmg) th_dealdamage;
.void(entity missile) th_attack; .void (entity missile) th_attack;
/* Update frags in these. */ /* Update frags in these. */
.void() th_die; .void () th_die;
.void() th_kill; .void () th_kill;
.float(entity missile) th_projectile; .float (entity missile) th_projectile;
entity ghost_inflictor; entity ghost_inflictor;
void() damage_init = { void ()
ghost_inflictor = spawn("GHOST_INFLICTOR"); damage_init =
{
ghost_inflictor = spawn ("GHOST_INFLICTOR");
}; };
void(entity from, entity to) deathmsg_copy = { void (entity from, entity to)
deathmsg_copy =
{
to.deathmsg1 = from.deathmsg1; to.deathmsg1 = from.deathmsg1;
to.deathmsg2 = from.deathmsg2; to.deathmsg2 = from.deathmsg2;
to.deathmsg3 = from.deathmsg3; to.deathmsg3 = from.deathmsg3;
@ -42,42 +46,56 @@ void(entity from, entity to) deathmsg_copy = {
to.deathmsg6 = from.deathmsg6; to.deathmsg6 = from.deathmsg6;
}; };
string(entity e, string s) _deathmsg_custom_str = { string (entity e, string s) _deathmsg_custom_str = {
if (s == "name(self)") return name(self); if (s == "name(self)")
if (s == "name(attacker)") return name(self.dmg_attacker); return name(self);
if (s == "name(inflictor)") return name(self.dmg_inflictor); if (s == "name(attacker)")
return name (self.dmg_attacker);
if (s == "name(inflictor)")
return name (self.dmg_inflictor);
return s; return s;
}; };
void() _deathmsg_custom = { void ()
_deathmsg_custom =
{
local string s1, s2, s3, s4, s5, s6; local string s1, s2, s3, s4, s5, s6;
s1 = s2 = s3 = s4 = s5 = s6 = ""; s1 = s2 = s3 = s4 = s5 = s6 = "";
s1 = _deathmsg_custom_str(self, self.deathmsg1); s1 = _deathmsg_custom_str (self, self.deathmsg1);
if (s1) s2 = _deathmsg_custom_str(self, self.deathmsg2); if (s1)
if (s2) s3 = _deathmsg_custom_str(self, self.deathmsg3); s2 = _deathmsg_custom_str (self, self.deathmsg2);
if (s3) s4 = _deathmsg_custom_str(self, self.deathmsg4); if (s2)
if (s4) s5 = _deathmsg_custom_str(self, self.deathmsg5); s3 = _deathmsg_custom_str (self, self.deathmsg3);
if (s5) s6 = _deathmsg_custom_str(self, self.deathmsg6); if (s3)
s4 = _deathmsg_custom_str (self, self.deathmsg4);
if (s4)
s5 = _deathmsg_custom_str (self, self.deathmsg5);
if (s5)
s6 = _deathmsg_custom_str (self, self.deathmsg6);
// I don't use separate bprints, because iD in all its wisdom // I don't use separate bprints, because iD in all its wisdom
// made them unreliable -- I'd rather lose the whole thing than parts. // made them unreliable -- I'd rather lose the whole thing than parts.
bprint(PRINT_DEATH, s1, s2, s3, s4, s5, s6); bprint (PRINT_DEATH, s1, s2, s3, s4, s5, s6);
}; };
void() deathmsg_nodisplay = { void ()
//XXX refcount_dec(self.dmg_attacker); deathmsg_nodisplay =
//XXX refcount_dec(self.dmg_inflictor); {
// refcount_dec (self.dmg_attacker);
// refcount_dec (self.dmg_inflictor);
self.dmg_attacker = world; self.dmg_attacker = world;
self.dmg_inflictor = world; self.dmg_inflictor = world;
self.deathmsg = NOTHING_function; self.deathmsg = NOTHING_function;
}; };
void() deathmsg_display = { void ()
deathmsg_display =
{
if (self.th_die) if (self.th_die)
self.th_die(); self.th_die ();
if (other.th_kill) { if (other.th_kill) {
local entity oldself, oldother; local entity oldself, oldother;
@ -88,17 +106,18 @@ void() deathmsg_display = {
self = oldother; self = oldother;
other = oldself; other = oldself;
self.th_kill(); self.th_kill ();
self = oldself; self = oldself;
other = oldother; other = oldother;
} }
self.deathmsg(); self.deathmsg ();
deathmsg_nodisplay(); deathmsg_nodisplay ();
}; };
float(float d) damage_armor = { float (float d)
damage_armor = {
local float adamg, rest; local float adamg, rest;
adamg = d * self.armortype; adamg = d * self.armortype;
@ -116,20 +135,22 @@ float(float d) damage_armor = {
return rest; return rest;
}; };
void(float d) damage_push = { void (float d)
damage_push =
{
local vector vel; local vector vel;
if (self.mass == 0) { if (self.mass == 0) {
d = 0; d = 0;
} else { } else {
if (self.dmg_attacker == self) if (self.dmg_attacker == self)
d = (self.dmg_inflictor.mass + d*rocket_jump) / self.mass; d = (self.dmg_inflictor.mass + d * rocket_jump) / self.mass;
else else
d = self.dmg_inflictor.mass / self.mass; d = self.dmg_inflictor.mass / self.mass;
} }
if (self.dmg_inflictor.velocity == '0 0 0') { if (self.dmg_inflictor.velocity == '0 0 0') {
vel = normalize(self.origin - self.dmg_inflictor.origin); vel = normalize (self.origin - self.dmg_inflictor.origin);
vel *= self.dmg_inflictor.speed; vel *= self.dmg_inflictor.speed;
} else { } else {
vel = self.dmg_inflictor.velocity; vel = self.dmg_inflictor.velocity;
@ -139,8 +160,10 @@ void(float d) damage_push = {
}; };
// deathmessage _IS_ overridden if inflictor.deathmsg1 // deathmessage _IS_ overridden if inflictor.deathmsg1
float(entity ent, entity attacker, entity inflictor, float d, void() deathmessage) float (entity ent, entity attacker, entity inflictor, float d,
damage = { void() deathmessage)
damage =
{
local entity oldself, oldother; local entity oldself, oldother;
local float wasdamaged; local float wasdamaged;
@ -153,8 +176,8 @@ damage = {
ent.dmg_attacker = attacker; ent.dmg_attacker = attacker;
ent.dmg_inflictor = inflictor; ent.dmg_inflictor = inflictor;
//XXX refcount_inc(ent.dmg_attacker); // refcount_inc (ent.dmg_attacker);
//XXX refcount_inc(ent.dmg_inflictor); // refcount_inc (ent.dmg_inflictor);
if (inflictor.deathmsg1) if (inflictor.deathmsg1)
ent.deathmsg = _deathmsg_custom; ent.deathmsg = _deathmsg_custom;
@ -170,7 +193,8 @@ damage = {
self = oldself; self = oldself;
other = oldother; other = oldother;
if (d < 0) return FALSE; if (d < 0)
return FALSE;
} }
self = ent; self = ent;
@ -184,52 +208,59 @@ damage = {
return wasdamaged; return wasdamaged;
}; };
float(vector org, entity e) _damage_radius_can_hit = { float (vector org, entity e)
_damage_radius_can_hit =
{
if (e.movetype == MOVETYPE_PUSH) { if (e.movetype == MOVETYPE_PUSH) {
traceline(org, center(e), TRUE, world); traceline (org, center (e), TRUE, world);
if (trace_fraction == 1 || trace_ent == e) if (trace_fraction == 1 || trace_ent == e)
return TRUE; return TRUE;
return FALSE; return FALSE;
} }
traceline(org, e.origin, TRUE, self); traceline (org, e.origin, TRUE, self);
if (trace_fraction == 1) return TRUE; if (trace_fraction == 1)
traceline(org, e.origin + '15 15 0', TRUE, self); return TRUE;
if (trace_fraction == 1) return TRUE; traceline (org, e.origin + '15 15 0', TRUE, self);
traceline(org, e.origin + '15 -15 0', TRUE, self); if (trace_fraction == 1)
if (trace_fraction == 1) return TRUE; return TRUE;
traceline(org, e.origin + '-15 15 0', TRUE, self); traceline (org, e.origin + '15 -15 0', TRUE, self);
if (trace_fraction == 1) return TRUE; if (trace_fraction == 1)
traceline(org, e.origin + '-15 -15 0', TRUE, self); return TRUE;
if (trace_fraction == 1) return TRUE; traceline (org, e.origin + '-15 15 0', TRUE, self);
if (trace_fraction == 1)
return TRUE;
traceline (org, e.origin + '-15 -15 0', TRUE, self);
if (trace_fraction == 1)
return TRUE;
return FALSE; return FALSE;
}; };
void(entity ignore, entity attacker, entity inflictor, void() deathmessage) void (entity ignore, entity attacker, entity inflictor, void () deathmessage)
damage_radius = { damage_radius =
{
local entity head; local entity head;
local vector iorg, org; local vector iorg, org;
local float points; local float points, d, m, r;
local float d, m, r;
d = inflictor.dmg; d = inflictor.dmg;
m = inflictor.mass; m = inflictor.mass;
r = inflictor.lip; r = inflictor.lip;
iorg = center(inflictor); iorg = center (inflictor);
for (head = findradius(iorg, r + 40); head; head = head.chain) { for (head = findradius (iorg, r + 40); head; head = head.chain) {
if (head == ignore) if (head == ignore)
continue; continue;
if (!_damage_radius_can_hit(iorg, head)) if (!_damage_radius_can_hit (iorg, head))
continue; continue;
org = center(head); org = center(head);
points = r - (0.5 * vlen(iorg - org)); points = r - (0.5 * vlen (iorg - org));
if (points <= 0) if (points <= 0)
continue; continue;
@ -239,6 +270,6 @@ damage_radius = {
inflictor.dmg = (points * d) / r; inflictor.dmg = (points * d) / r;
inflictor.mass = (points * m) / r; inflictor.mass = (points * m) / r;
damage(head, attacker, inflictor, inflictor.dmg, deathmessage); damage (head, attacker, inflictor, inflictor.dmg, deathmessage);
} }
}; };

View file

@ -2,35 +2,34 @@
#define DAMAGE_qh 1 #define DAMAGE_qh 1
@extern { @extern {
#define DAMAGE_SHOULDDIE 16777214 #define DAMAGE_SHOULDDIE 16777214
#define DAMAGE_MUSTDIE 16777215 #define DAMAGE_MUSTDIE 16777215
.entity dmg_attacker; .entity dmg_attacker;
.void() deathmsg; .void () deathmsg;
.string deathmsg1, deathmsg2, deathmsg3, deathmsg4, deathmsg5, deathmsg6; .string deathmsg1, deathmsg2, deathmsg3, deathmsg4, deathmsg5, deathmsg6;
// You _MUST_ have th_takedamage if you .takedamage! // You _MUST_ have th_takedamage if you .takedamage!
// Return TRUE if you were damaged, FALSE otherwise. // Return TRUE if you were damaged, FALSE otherwise.
.float(float dmg) th_takedamage; .float (float dmg) th_takedamage;
/* Allows you to globally override damage you deal */ /* Allows you to globally override damage you deal */
/* self = you, other = target */ /* self = you, other = target */
/* returns new amount of damage, or < 0 for don't */ /* returns new amount of damage, or < 0 for don't */
.float(float dmg) th_dealdamage; .float (float dmg) th_dealdamage;
/* Use this when you attack something. It may modify missile. */ /* Use this when you attack something. It may modify missile. */
/* You should have at least classname, velocity, dmg, and mass */ /* You should have at least classname, velocity, dmg, and mass */
#define damage_attack(missile) do{ if (self.th_attack) self.th_attack(missile); }while(0) #define damage_attack(missile) do { if (self.th_attack) self.th_attack (missile); } while (0)
.void(entity missile) th_attack; .void (entity missile) th_attack;
/* Update frags in these. */ /* Update frags in these. */
.void() th_die; .void () th_die;
.void() th_kill; .void () th_kill;
.float(entity missile) th_projectile; .float (entity missile) th_projectile;
/* ghost_inflictor is for radius and bullets... /* ghost_inflictor is for radius and bullets...
Only guaranteed to have: Only guaranteed to have:
@ -40,21 +39,20 @@
*/ */
entity ghost_inflictor; entity ghost_inflictor;
void() damage_init; void () damage_init;
void(entity from, entity to) deathmsg_copy; void (entity from, entity to) deathmsg_copy;
void() deathmsg_display; void () deathmsg_display;
void() deathmsg_nodisplay; void () deathmsg_nodisplay;
float(float d) damage_armor; float (float d) damage_armor;
void(float d) damage_push; void (float d) damage_push;
float(entity ent, entity attacker, entity inflictor, float d, void() deathmessage) damage; float (entity ent, entity attacker, entity inflictor, float d, void () deathmessage) damage;
/* Fill in appropriate fields, inflictor _WILL_ be modified. */ /* Fill in appropriate fields, inflictor _WILL_ be modified. */
void(entity ignore, entity attacker, entity inflictor, void() deathmessage) damage_radius; void (entity ignore, entity attacker, entity inflictor, void () deathmessage) damage_radius;
float(vector org, entity e) _damage_radius_can_hit;
float (vector org, entity e) _damage_radius_can_hit;
}; };
#endif #endif

View file

@ -1,12 +1,13 @@
#include "common.qh" #include "common.qh"
#include "debug.qh" #include "debug.qh"
void() debug_impulse = { void ()
debug_impulse =
{
local float imp; local float imp;
imp = self.impulse; imp = self.impulse;
self.impulse = 0; self.impulse = 0;
{ {
self.impulse = imp; self.impulse = imp;
} }

View file

@ -2,9 +2,7 @@
#define DEBUG_qh 1 #define DEBUG_qh 1
@extern { @extern {
void () debug_impulse;
void() debug_impulse;
}; };
#endif #endif

View file

@ -14,37 +14,37 @@
// edict.flags // edict.flags
#define FL_FLY 1 #define FL_FLY 1
#define FL_SWIM 2 #define FL_SWIM 2
#define FL_CLIENT 8 /* set for all client edicts */ #define FL_CLIENT 8 /* set for all client edicts */
#define FL_INWATER 16 /* for enter / leave water splash */ #define FL_INWATER 16 /* for enter / leave water splash */
#define FL_MONSTER 32 #define FL_MONSTER 32
#define FL_GODMODE 64 /* player cheat */ #define FL_GODMODE 64 /* player cheat */
#define FL_NOTARGET 128 /* player cheat */ #define FL_NOTARGET 128 /* player cheat */
#define FL_ITEM 256 /* extra wide size for bonus items */ #define FL_ITEM 256 /* extra wide size for bonus items */
#define FL_ONGROUND 512 /* standing on something */ #define FL_ONGROUND 512 /* standing on something */
#define FL_PARTIALGROUND 1024 /* not all corners are valid */ #define FL_PARTIALGROUND 1024 /* not all corners are valid */
#define FL_WATERJUMP 2048 /* player jumping out of water */ #define FL_WATERJUMP 2048 /* player jumping out of water */
#define FL_JUMPRELEASED 4096 /* for jump debouncing */ #define FL_JUMPRELEASED 4096 /* for jump debouncing */
// edict.movetype values // edict.movetype values
#define MOVETYPE_NONE 0 /* never moves */ #define MOVETYPE_NONE 0 /* never moves */
#define MOVETYPE_ANGLENOCLIP 1 /* NO LONGER SUPPORTED. */ #define MOVETYPE_ANGLENOCLIP 1 /* NO LONGER SUPPORTED. */
#define MOVETYPE_ANGLECLIP 2 /* NO LONGER SUPPORTED. */ #define MOVETYPE_ANGLECLIP 2 /* NO LONGER SUPPORTED. */
#define MOVETYPE_WALK 3 /* players only */ #define MOVETYPE_WALK 3 /* players only */
#define MOVETYPE_STEP 4 /* discrete, not real time unless fall */ #define MOVETYPE_STEP 4 /* discrete, not real time unless fall */
#define MOVETYPE_FLY 5 #define MOVETYPE_FLY 5
#define MOVETYPE_TOSS 6 /* gravity */ #define MOVETYPE_TOSS 6 /* gravity */
#define MOVETYPE_PUSH 7 /* no clip to world, push and crush */ #define MOVETYPE_PUSH 7 /* no clip to world, push and crush */
#define MOVETYPE_NOCLIP 8 #define MOVETYPE_NOCLIP 8
#define MOVETYPE_FLYMISSILE 9 /* fly with extra size against monsters */ #define MOVETYPE_FLYMISSILE 9 /* fly with extra size against monsters */
#define MOVETYPE_BOUNCE 10 #define MOVETYPE_BOUNCE 10
#define MOVETYPE_BOUNCEMISSILE 11 /* bounce with extra size */ #define MOVETYPE_BOUNCEMISSILE 11 /* bounce with extra size */
// edict.solid values // edict.solid values
#define SOLID_NOT 0 /* no interaction with other objects */ #define SOLID_NOT 0 /* no interaction with other objects */
#define SOLID_TRIGGER 1 /* touch on edge, but not blocking */ #define SOLID_TRIGGER 1 /* touch on edge, but not blocking */
#define SOLID_BBOX 2 /* touch on edge, block */ #define SOLID_BBOX 2 /* touch on edge, block */
#define SOLID_SLIDEBOX 3 /* touch on edge, but not an onground */ #define SOLID_SLIDEBOX 3 /* touch on edge, but not an onground */
#define SOLID_BSP 4 /* bsp clip, touch on edge, block */ #define SOLID_BSP 4 /* bsp clip, touch on edge, block */
// items // items
#define IT_AXE 4096 #define IT_AXE 4096
@ -99,7 +99,7 @@
#define CHAN_VOICE 2 #define CHAN_VOICE 2
#define CHAN_ITEM 3 #define CHAN_ITEM 3
#define CHAN_BODY 4 #define CHAN_BODY 4
#define CHAN_NO_PHS_ADD 8 /* ie: CHAN_BODY | CHAN_NO_PHS_ADD */ #define CHAN_NO_PHS_ADD 8 /* ie: CHAN_BODY | CHAN_NO_PHS_ADD */
#define ATTN_NONE 0 #define ATTN_NONE 0
#define ATTN_NORM 1 #define ATTN_NORM 1
@ -114,33 +114,33 @@
#define EF_FLAG1 16 #define EF_FLAG1 16
#define EF_FLAG2 32 #define EF_FLAG2 32
// GLQuakeWorld Stuff // GLQuakeWorld Stuff
#define EF_BLUE 64 /* Blue Globe effect for Quad */ #define EF_BLUE 64 /* Blue Globe effect for Quad */
#define EF_RED 128 /* Red Globe effect for Pentagram */ #define EF_RED 128 /* Red Globe effect for Pentagram */
// messages // messages
#define MSG_BROADCAST 0 /* unreliable to all */ #define MSG_BROADCAST 0 /* unreliable to all */
#define MSG_ONE 1 /* reliable to one (msg_entity) */ #define MSG_ONE 1 /* reliable to one (msg_entity) */
#define MSG_ALL 2 /* reliable to all */ #define MSG_ALL 2 /* reliable to all */
#define MSG_INIT 3 /* write to the init string */ #define MSG_INIT 3 /* write to the init string */
#define MSG_MULTICAST 4 /* for multicast() call */ #define MSG_MULTICAST 4 /* for multicast () call */
// message levels // message levels
#define PRINT_LOW 0 /* pickup messages */ #define PRINT_LOW 0 /* pickup messages */
#define PRINT_MEDIUM 1 #define PRINT_MEDIUM 1
#define PRINT_DEATH 1 /* death messages */ #define PRINT_DEATH 1 /* death messages */
#define PRINT_HIGH 2 /* critical messages */ #define PRINT_HIGH 2 /* critical messages */
#define PRINT_CHAT 3 /* also goes to chat console */ #define PRINT_CHAT 3 /* also goes to chat console */
// multicast sets // multicast sets
#define MULTICAST_ALL 0 /* every client */ #define MULTICAST_ALL 0 /* every client */
#define MULTICAST_PHS 1 /* within hearing */ #define MULTICAST_PHS 1 /* within hearing */
#define MULTICAST_PVS 2 /* within sight */ #define MULTICAST_PVS 2 /* within sight */
#define MULTICAST_ALL_R 3 /* every client, reliable */ #define MULTICAST_ALL_R 3 /* every client, reliable */
#define MULTICAST_PHS_R 4 /* within hearing, reliable */ #define MULTICAST_PHS_R 4 /* within hearing, reliable */
#define MULTICAST_PVS_R 5 /* within sight, reliable */ #define MULTICAST_PVS_R 5 /* within sight, reliable */
// ========================================================================== // // ========================================================================= //
// ========================================================================== // // ========================================================================= //
// takedamage values // takedamage values
#define DAMAGE_NO 0 #define DAMAGE_NO 0

View file

@ -14,7 +14,7 @@
.float delay_time, delay_last_change; .float delay_time, delay_last_change;
#define all_func(func) \ #define all_func(func) \
void() func##_all = { \ void () func##_all = { \
local entity oldself; \ local entity oldself; \
local float i; \ local float i; \
\ \
@ -22,19 +22,17 @@ void() func##_all = { \
\ \
self = world; \ self = world; \
for (i = 0; i < max_clients; i++) { \ for (i = 0; i < max_clients; i++) { \
self = nextent(self); \ self = nextent (self); \
\ \
if (!is_cl(self)) \ if (!is_cl (self)) \
continue; \ continue; \
\ \
func(); \ func (); \
} \ } \
\ \
self = oldself; \ self = oldself; \
} }
#define do_fields() \ #define do_fields() \
do_(health); \ do_(health); \
do_(armorvalue); \ do_(armorvalue); \
@ -44,29 +42,33 @@ void() func##_all = { \
do_(ammo_shells); \ do_(ammo_shells); \
do_(ammo_nails); \ do_(ammo_nails); \
do_(ammo_rockets); \ do_(ammo_rockets); \
do_(ammo_cells) do_(ammo_cells);
void() delays_swapin_stats = { void ()
delays_swapin_stats =
{
local float tmp; local float tmp;
#define do_(field) \ #define do_(field) \
tmp = self.field; \ tmp = self.field; \
self.field = self.delay_##field; \ self.field = self.delay_##field; \
self.delay_##field = tmp self.delay_##field = tmp;
do_fields(); do_fields ();
#undef do_ #undef do_
}; };
all_func(delays_swapin_stats); all_func (delays_swapin_stats);
// ===================================================================== // // ===================================================================== //
float() delays_changed = { float ()
delays_changed =
{
#define do_(field) \ #define do_(field) \
if (floor(self.field) != floor(self.delay_##field)) \ if (floor (self.field) != floor (self.delay_##field)) \
return TRUE return TRUE
do_fields(); do_fields ();
#undef do_ #undef do_
return FALSE; return FALSE;
@ -74,39 +76,47 @@ float() delays_changed = {
// ===================================================================== // // ===================================================================== //
void() delays_force_update = { void ()
delays_force_update =
{
self.delay_time = 0; self.delay_time = 0;
}; };
all_func (delays_force_update);
all_func(delays_force_update);
// ===================================================================== // // ===================================================================== //
void() delays_swapout_stats = { void ()
if (delays_changed()) delays_swapout_stats =
{
if (delays_changed ())
self.delay_last_change = time; self.delay_last_change = time;
self.delay_dmg_take += self.dmg_take; self.dmg_take = 0; self.delay_dmg_take += self.dmg_take;
self.delay_dmg_save += self.dmg_save; self.dmg_save = 0; self.dmg_take = 0;
self.delay_dmg_save += self.dmg_save;
self.dmg_save = 0;
if (time < self.delay_time) { if (time < self.delay_time) {
delays_swapin_stats(); delays_swapin_stats ();
return; return;
} }
#define do_(field) self.delay_##field = self.field #define do_(field) self.delay_##field = self.field
do_fields(); do_fields ();
#undef do_ #undef do_
self.dmg_take = ceil(self.delay_dmg_take); self.delay_dmg_take = 0; self.dmg_take = ceil (self.delay_dmg_take);
if (self.dmg_take > 255) self.dmg_take = 255; self.delay_dmg_take = 0;
if (self.dmg_take > 255)
self.dmg_take = 255;
self.dmg_save = ceil(self.delay_dmg_save); self.delay_dmg_save = 0; self.dmg_save = ceil(self.delay_dmg_save); self.delay_dmg_save = 0;
if (self.dmg_save > 255) self.dmg_save = 255; if (self.dmg_save > 255)
self.dmg_save = 255;
if ((self.delay_last_change - time) >= -CONFIG_STATS_DELAY) if ((self.delay_last_change - time) >= -CONFIG_STATS_DELAY)
self.delay_time = time + CONFIG_STATS_DELAY; self.delay_time = time + CONFIG_STATS_DELAY;
}; };
all_func(delays_swapout_stats); all_func (delays_swapout_stats);

View file

@ -2,16 +2,14 @@
#define DELAYS_qh 1 #define DELAYS_qh 1
@extern { @extern {
void () delays_swapin_stats;
void () delays_swapout_stats;
void() delays_swapin_stats; void () delays_force_update;
void() delays_swapout_stats;
void() delays_force_update;
void() delays_swapin_stats_all;
void() delays_swapout_stats_all;
void() delays_force_update_all;
void () delays_swapin_stats_all;
void () delays_swapout_stats_all;
void () delays_force_update_all;
}; };
#endif #endif

View file

@ -2,16 +2,14 @@
#define EFFECT_qh 1 #define EFFECT_qh 1
@extern { @extern {
void () effect_muzzleflash;
void() effect_muzzleflash; void (entity e) effect_smallkick;
void(entity e) effect_smallkick; void (vector org, vector dir, float d) effect_blood;
void(vector org, vector dir, float d) effect_blood; void (vector org, vector vel, float d) effect_gun_spark;
void(vector org, vector vel, float d) effect_gun_spark; void (vector org, vector vel) effect_nail_spark;
void(vector org, vector vel) effect_nail_spark; void (vector org) effect_explosion;
void(vector org) effect_explosion; void (vector org) effect_teleport_fog;
void(vector org) effect_teleport_fog; void (entity from, vector p1, vector p2) effect_lightning2;
void(entity from, vector p1, vector p2) effect_lightning2;
}; };
#endif #endif

View file

@ -10,7 +10,9 @@
.float itemfield_3; .float itemfield_3;
.float itemfield_4; .float itemfield_4;
float(entity e, float eid) equip_flag = { float (entity e, float eid)
equip_flag =
{
if (eid < 24) { if (eid < 24) {
e.itemfield = itemfield_1; e.itemfield = itemfield_1;
} else if (eid < 48) { } else if (eid < 48) {
@ -24,11 +26,13 @@ float(entity e, float eid) equip_flag = {
eid -= 72; eid -= 72;
} }
return shl(1, eid); /* FIXME: use (1 << eid) when the compiler isn't b0rk */ return (1 << eid);
}; };
float(entity e, float eid) equip_query = { float (entity e, float eid)
eid = equip_flag(e, eid); equip_query =
{
eid = equip_flag (e, eid);
if (e.(e.itemfield) & eid) if (e.(e.itemfield) & eid)
return TRUE; return TRUE;
@ -36,8 +40,10 @@ float(entity e, float eid) equip_query = {
return FALSE; return FALSE;
}; };
float(entity e, float eid) equip_grant = { float (entity e, float eid)
eid = equip_flag(e, eid); equip_grant =
{
eid = equip_flag (e, eid);
if (e.(e.itemfield) & eid) if (e.(e.itemfield) & eid)
return FALSE; return FALSE;
@ -47,8 +53,10 @@ float(entity e, float eid) equip_grant = {
return TRUE; return TRUE;
}; };
float(entity e, float eid) equip_remove = { float (entity e, float eid)
eid = equip_flag(e, eid); equip_remove =
{
eid = equip_flag (e, eid);
if (e.(e.itemfield) & eid) { if (e.(e.itemfield) & eid) {
e.(e.itemfield) -= eid; e.(e.itemfield) -= eid;
@ -60,7 +68,9 @@ float(entity e, float eid) equip_remove = {
float _equip_iter_id; float _equip_iter_id;
/* Returns EQUIPID_* or -1 when done */ /* Returns EQUIPID_* or -1 when done */
float(entity iteme) equip_iter = { float (entity iteme)
equip_iter =
{
local float ret, flag; local float ret, flag;
while (1) { while (1) {
@ -69,7 +79,7 @@ float(entity iteme) equip_iter = {
return -1; return -1;
} }
flag = equip_flag(iteme, _equip_iter_id); flag = equip_flag (iteme, _equip_iter_id);
ret = _equip_iter_id; ret = _equip_iter_id;
_equip_iter_id++; _equip_iter_id++;

View file

@ -4,28 +4,26 @@
#include "equipid.qh" #include "equipid.qh"
@extern { @extern {
#define EQUIP_STATE_CHOOSE 0
#define EQUIP_STATE_CHOSEN 1
#define EQUIP_STATE_CHOOSE 0 .float equip_state;
#define EQUIP_STATE_CHOSEN 1
.float equip_state; ..float itemfield;
.float itemfield_1;
.float itemfield_2;
.float itemfield_3;
.float itemfield_4;
..float itemfield; float (entity e, float eid) equip_flag;
.float itemfield_1;
.float itemfield_2;
.float itemfield_3;
.float itemfield_4;
float(entity e, float eid) equip_flag; float (entity e, float eid) equip_query;
float (entity e, float eid) equip_grant;
float (entity e, float eid) equip_remove;
float(entity e, float eid) equip_query; float (entity iteme) equip_iter;
float(entity e, float eid) equip_grant;
float(entity e, float eid) equip_remove;
float(entity iteme) equip_iter;
string(float eid) equip_id_to_string;
string (float eid) equip_id_to_string;
}; };
#endif #endif

View file

@ -2,20 +2,52 @@
#include "builtins.qh" #include "builtins.qh"
/* Ugh. QuakeC doesn't include these ops. */ /* Ugh. QuakeC doesn't include these ops. */
float(float num, float bits) shl = { float (float num, float bits)
if (bits >= 16) { num *= 65536; bits -= 16; } shl =
if (bits >= 8) { num *= 256; bits -= 8; } {
if (bits >= 4) { num *= 16; bits -= 4; } if (bits >= 16) {
if (bits >= 2) { num *= 4; bits -= 2; } num *= 65536;
if (bits >= 1) { num *= 2; } bits -= 16;
}
if (bits >= 8) {
num *= 256;
bits -= 8;
}
if (bits >= 4) {
num *= 16;
bits -= 4;
}
if (bits >= 2) {
num *= 4;
bits -= 2;
}
if (bits >= 1) {
num *= 2;
}
return num; return num;
}; };
float(float num, float bits) shr = { float (float num, float bits)
if (bits >= 16) { num /= 65536; bits -= 16; } shr =
if (bits >= 8) { num /= 256; bits -= 8; } {
if (bits >= 4) { num /= 16; bits -= 4; } if (bits >= 16) {
if (bits >= 2) { num /= 4; bits -= 2; } num /= 65536;
if (bits >= 1) { num /= 2; } bits -= 16;
return floor(num); }
if (bits >= 8) {
num /= 256;
bits -= 8;
}
if (bits >= 4) {
num /= 16;
bits -= 4;
}
if (bits >= 2) {
num /= 4;
bits -= 2;
}
if (bits >= 1) {
num /= 2;
}
return floor (num);
}; };

View file

@ -2,13 +2,11 @@
#define MATH_qh 1 #define MATH_qh 1
@extern { @extern {
float (float num, float bits) shl;
float (float num, float bits) shr;
float(float num, float bits) shl; #define min(a, b) ((a)>(b)?(b):(a))
float(float num, float bits) shr; #define max(a, b) ((a)>(b)?(a):(b))
#define min(a, b) ((a)>(b)?(b):(a))
#define max(a, b) ((a)>(b)?(a):(b))
}; };
#endif #endif

View file

@ -3,15 +3,19 @@
.float menu_state; .float menu_state;
.float menu_time; .float menu_time;
.void() menu_think; .void () menu_think;
void(void() menu_func) menu_set = { void (void () menu_func)
menu_set =
{
self.menu_state = 0; self.menu_state = 0;
self.menu_time = 0; self.menu_time = 0;
self.menu_think = menu_func; self.menu_think = menu_func;
}; };
float() util_menu_needs_print = { float ()
util_menu_needs_print =
{
if (time > self.menu_time) { if (time > self.menu_time) {
self.menu_time = time + 1.4; self.menu_time = time + 1.4;
return TRUE; return TRUE;

View file

@ -5,9 +5,9 @@
@extern .float menu_state; @extern .float menu_state;
@extern .float menu_time; @extern .float menu_time;
@extern .void() menu_think; @extern .void () menu_think;
@extern void(void() menu_func) menu_set; @extern void (void() menu_func) menu_set;
@extern float() util_menu_needs_print; @extern float () util_menu_needs_print;
#endif #endif

View file

@ -4,27 +4,29 @@
#include "misc.qh" #include "misc.qh"
/* /*
void() menu_team = { void ()
if (team_ischosen(self)) menu_team =
menu_set(menu_equip); {
if (team_ischosen (self))
menu_set (menu_equip);
if (util_menu_needs_print() && is_cl(self)) { if (util_menu_needs_print () && is_cl (self)) {
centerprint(self, centerprint (self,
"Team\n" "Team\n"
"\<\-\-\-\-\>\n" "\<\-\-\-\-\>\n"
"1\b.\b Red\n" "1\b.\b Red\n"
"2\b.\b Blue\n" "2\b.\b Blue\n"
"\n" "\n"
"0\b.\b Auto\n" "0\b.\b Auto\n");
);
} }
if (self.impulse == 1) { if (self.impulse == 1) {
team_join(TEAM_RED); team_join (TEAM_RED);
} else if (self.impulse == 2) { } else if (self.impulse == 2) {
team_join(TEAM_BLUE); team_join (TEAM_BLUE);
} else if (self.impulse == 10 || self.button0 || self.button1 || self.button2) { } else if (self.impulse == 10 || self.button0 || self.button1
team_join_auto(); || self.button2) {
team_join_auto ();
} }
self.impulse = 0; self.impulse = 0;
@ -36,20 +38,19 @@ void() menu_intro = {
if (!self.menu_state) if (!self.menu_state)
self.menu_state = time + 3; self.menu_state = time + 3;
else if (time >= self.menu_state) { else if (time >= self.menu_state) {
if (is_cl(self)) if (is_cl (self))
centerprint(self, ""); centerprint (self, "");
PutClientInGame(); PutClientInGame ();
return; return;
} }
if (util_menu_needs_print()) { if (util_menu_needs_print ()) {
if (is_cl(self)) if (is_cl (self))
centerprint(self, centerprint (self,
"\[ This server is running Klik 0.0.7 \]\n" "\[ This server is running Klik 0.0.7 \]\n"
"\[ by Zinx Verituse \]\n" "\[ by Zinx Verituse \]\n"
"\[ http://staff.xmms.org/zinx/klik \]\n" "\[ http://staff.xmms.org/zinx/klik \]\n"
"\n" "\n"
"\<[ It's a Quake World. ]\>\n" "\<[ It's a Quake World. ]\>\n");
);
} }
}; };

View file

@ -1,6 +1,6 @@
#ifndef MENUS_qh #ifndef MENUS_qh
#define MENUS_qh 1 #define MENUS_qh 1
@extern void() menu_intro; @extern void () menu_intro;
#endif #endif

View file

@ -9,10 +9,12 @@
// ===================================================================== // // ===================================================================== //
entity(string clname) spawn = { entity (string clname)
spawn =
{
local entity e; local entity e;
e = BUILTIN_spawn(); e = BUILTIN_spawn ();
e.classname = clname; e.classname = clname;
return e; return e;
@ -20,9 +22,15 @@ entity(string clname) spawn = {
// ===================================================================== // // ===================================================================== //
void() SUB_remove = { remove(self); }; void ()
SUB_remove =
{
remove (self);
};
void(entity e) safe_remove = { void (entity e)
safe_remove =
{
e.takedamage = DAMAGE_NO; e.takedamage = DAMAGE_NO;
e.solid = SOLID_NOT; e.solid = SOLID_NOT;
e.model = NIL; e.model = NIL;
@ -34,11 +42,17 @@ void(entity e) safe_remove = {
// ===================================================================== // // ===================================================================== //
void() SUB_makestatic = { makestatic(self); }; void ()
SUB_makestatic =
{
makestatic (self);
};
void(entity e) safe_makestatic = { void (entity e)
safe_makestatic =
{
if (sv_spawning) { if (sv_spawning) {
makestatic(self); makestatic (self);
return; return;
} }
@ -51,11 +65,16 @@ void(entity e) safe_makestatic = {
// ===================================================================== // // ===================================================================== //
void() _sound_vector_think = { void ()
sound(self, CHAN_VOICE, self.noise1, self.volume, self.attenuation); _sound_vector_think =
remove(self); {
sound (self, CHAN_VOICE, self.noise1, self.volume, self.attenuation);
remove (self);
}; };
void(vector org, string samp, float vol, float atten) sound_vector = {
void (vector org, string samp, float vol, float atten)
sound_vector =
{
local entity e; local entity e;
e = spawn("SOUND"); e = spawn("SOUND");
@ -70,47 +89,60 @@ void(vector org, string samp, float vol, float atten) sound_vector = {
// ===================================================================== // // ===================================================================== //
float(vector org) _missile_th_teleport = { float (vector org)
_missile_th_teleport =
{
self.owner = world; self.owner = world;
return TRUE; return TRUE;
}; };
void(entity mis) missile_check_teleport; void (entity mis) missile_check_teleport;
void() _missile_always_trigger = {
void ()
_missile_always_trigger =
{
self.think = SUB_remove; self.think = SUB_remove;
self.nextthink = self.attack_finished; self.nextthink = self.attack_finished;
if (self.movetype != MOVETYPE_FLYMISSILE && self.movetype != MOVETYPE_FLY) if ((self.movetype != MOVETYPE_FLYMISSILE)
&& (self.movetype != MOVETYPE_FLY))
return; return;
tl_proj_begin(); tl_proj_begin ();
/* Make sure we're still going to hit the thing */ /* Make sure we're still going to hit the thing */
traceline(self.origin, self.origin + self.velocity * sv_maxtic*2, FALSE, self); traceline (self.origin, self.origin + self.velocity * sv_maxtic * 2, FALSE,
if (trace_ent == self.enemy) tl_touch(trace_ent, self); self);
else self.enemy = world; if (trace_ent == self.enemy)
tl_proj_end(); tl_touch (trace_ent, self);
else
self.enemy = world;
tl_proj_end ();
missile_check_teleport(self); missile_check_teleport (self);
}; };
void(entity mis) missile_check_teleport = { void (entity mis)
missile_check_teleport =
{
local float duration; local float duration;
tl_proj_begin(); tl_proj_begin ();
trace_ent = mis; trace_ent = mis;
trace_endpos = mis.origin; trace_endpos = mis.origin;
duration = mis.attack_finished - time; duration = mis.attack_finished - time;
while (duration > sv_maxtic) { while (duration > sv_maxtic) {
traceline(trace_endpos, trace_endpos + mis.velocity*duration, FALSE, trace_ent); traceline (trace_endpos, trace_endpos + mis.velocity * duration,
FALSE, trace_ent);
if (!trace_ent || trace_ent.solid == SOLID_BSP) { if (!trace_ent || trace_ent.solid == SOLID_BSP) {
/* Don't bother tracing through BSP, it won't happen. */ /* Don't bother tracing through BSP, it won't happen. */
break; break;
} }
if (tl_issolid(trace_ent) || mis.enemy == trace_ent || (duration*trace_fraction) <= sv_maxtic) { if (tl_issolid (trace_ent) || mis.enemy == trace_ent
|| (duration * trace_fraction) <= sv_maxtic) {
/* We hit a triggered trigger, /* We hit a triggered trigger,
a solid ent, or something we _just_ hit */ a solid ent, or something we _just_ hit */
if (trace_fraction == 0) { if (trace_fraction == 0) {
@ -118,22 +150,24 @@ void(entity mis) missile_check_teleport = {
break; break;
} }
/* Trace on past it. */ /* Trace on past it. */
duration -= duration*trace_fraction; duration -= duration * trace_fraction;
continue; continue;
} }
/* Reached a [new] trigger */ /* Reached a [new] trigger */
mis.enemy = trace_ent; mis.enemy = trace_ent;
mis.think = _missile_always_trigger; mis.think = _missile_always_trigger;
mis.nextthink = time + duration*trace_fraction - sv_maxtic; mis.nextthink = time + duration * trace_fraction - sv_maxtic;
break; break;
} }
tl_proj_end(); tl_proj_end ();
}; };
entity(string clname, string mod, vector org, vector dir, float spd) spawn_missile = { entity (string clname, string mod, vector org, vector dir, float spd)
newmis = spawn(clname); spawn_missile =
{
newmis = spawn (clname);
newmis.owner = self; newmis.owner = self;
newmis.goalentity = self; newmis.goalentity = self;
@ -144,11 +178,11 @@ entity(string clname, string mod, vector org, vector dir, float spd) spawn_missi
newmis.th_teleport = _missile_th_teleport; newmis.th_teleport = _missile_th_teleport;
setmodel(newmis, mod); setmodel (newmis, mod);
setsize(newmis, '0 0 0', '0 0 0'); setsize (newmis, '0 0 0', '0 0 0');
setorigin(newmis, org); setorigin (newmis, org);
newmis.angles = vectoangles(dir); newmis.angles = vectoangles (dir);
newmis.speed = spd; newmis.speed = spd;
newmis.velocity = dir * spd; newmis.velocity = dir * spd;
@ -157,7 +191,7 @@ entity(string clname, string mod, vector org, vector dir, float spd) spawn_missi
newmis.think = SUB_remove; newmis.think = SUB_remove;
newmis.nextthink = newmis.attack_finished; newmis.nextthink = newmis.attack_finished;
missile_check_teleport(newmis); missile_check_teleport (newmis);
return newmis; return newmis;
}; };
@ -166,11 +200,13 @@ entity(string clname, string mod, vector org, vector dir, float spd) spawn_missi
entity tl_first; entity tl_first;
.entity tl_next; .entity tl_next;
void() tl_proj_begin = { void ()
tl_proj_begin =
{
local entity walk; local entity walk;
tl_first = world; tl_first = world;
for (walk = nextent(world); walk; walk = nextent(walk)) { for (walk = nextent (world); walk; walk = nextent (walk)) {
if (walk.solid != SOLID_TRIGGER) if (walk.solid != SOLID_TRIGGER)
continue; continue;
@ -179,27 +215,31 @@ void() tl_proj_begin = {
walk.solid = SOLID_BBOX; walk.solid = SOLID_BBOX;
walk.tl_notsolid = TRUE; walk.tl_notsolid = TRUE;
setorigin(walk, walk.origin); // relink setorigin (walk, walk.origin); // relink
} }
}; };
void() tl_proj_end = { void ()
tl_proj_end =
{
local entity walk; local entity walk;
for (walk = tl_first; walk; walk = walk.tl_next) { for (walk = tl_first; walk; walk = walk.tl_next) {
walk.solid = SOLID_TRIGGER; walk.solid = SOLID_TRIGGER;
walk.tl_notsolid = FALSE; walk.tl_notsolid = FALSE;
setorigin(walk, walk.origin); // relink setorigin (walk, walk.origin); // relink
} }
}; };
void(entity trigger, entity fake_proj) tl_touch = { void (entity trigger, entity fake_proj)
tl_touch =
{
local entity oldself, oldother; local entity oldself, oldother;
if (!trigger.touch) if (!trigger.touch)
return; return;
tl_proj_end(); tl_proj_end ();
oldself = self; oldself = self;
oldother = other; oldother = other;
@ -207,19 +247,23 @@ void(entity trigger, entity fake_proj) tl_touch = {
self = trigger; self = trigger;
other = fake_proj; other = fake_proj;
self.touch(); self.touch ();
self = oldself; self = oldself;
other = oldother; other = oldother;
tl_proj_begin(); tl_proj_begin ();
}; };
// ===================================================================== // // ===================================================================== //
string(entity e) name = { string (entity e)
if (e.netname) return e.netname; name =
if (e.classname) return e.classname; {
if (e.netname)
return e.netname;
if (e.classname)
return e.classname;
if (e.velocity) if (e.velocity)
return "an unidentified flying object"; return "an unidentified flying object";
@ -228,33 +272,39 @@ string(entity e) name = {
// ===================================================================== // // ===================================================================== //
void(.string fld, string match, void(entity e) func) foreach = { void (.string fld, string match, void (entity e) func)
foreach =
{
local entity ent; local entity ent;
ent = world; ent = world;
while ((ent = find(ent, fld, match))) { while ((ent = find (ent, fld, match))) {
if (!func) { if (!func) {
dprint("NULL function in foreach, classname: ", ent.classname, "\n"); dprint ("NULL function in foreach, classname: ", ent.classname,
"\n");
continue; continue;
} }
func(ent); func (ent);
} }
}; };
void(.string fld, string match, .void() func) foreach_field = { void (.string fld, string match, .void () func)
foreach_field =
{
local entity oldself; local entity oldself;
oldself = self; oldself = self;
self = world; self = world;
while ((self = find(self, fld, match))) { while ((self = find (self, fld, match))) {
if (!self.func) { if (!self.func) {
dprint("NULL function in foreach_field, classname: ", self.classname, "\n"); dprint ("NULL function in foreach_field, classname: ",
self.classname, "\n");
continue; continue;
} }
self.func(); self.func ();
} }
self = oldself; self = oldself;
@ -262,7 +312,8 @@ void(.string fld, string match, .void() func) foreach_field = {
// ===================================================================== // // ===================================================================== //
float(entity newself, entity newother, float() func) switcheroo = { float (entity newself, entity newother, float () func)
switcheroo = {
local entity oldself, oldother; local entity oldself, oldother;
local float ret; local float ret;
@ -272,7 +323,7 @@ float(entity newself, entity newother, float() func) switcheroo = {
self = newself; self = newself;
other = newother; other = newother;
ret = func(); ret = func ();
self = oldself; self = oldself;
other = oldother; other = oldother;
@ -282,19 +333,25 @@ float(entity newself, entity newother, float() func) switcheroo = {
// ===================================================================== // // ===================================================================== //
float(float current, float increment, float max) increase_bound = { float (float current, float increment, float max)
increase_bound =
{
local float diff; local float diff;
diff = max - current; diff = max - current;
if (diff <= 0) return current; if (diff <= 0)
if (diff > increment) diff = increment; return current;
if (diff > increment)
diff = increment;
return current + diff; return current + diff;
}; };
float(.float fld, float increment, float max) increase_field = { float (.float fld, float increment, float max)
increase_field =
{
local float new; local float new;
new = increase_bound(self.fld, increment, max); new = increase_bound (self.fld, increment, max);
if (new == self.fld) if (new == self.fld)
return FALSE; return FALSE;
@ -306,7 +363,9 @@ float(.float fld, float increment, float max) increase_field = {
// ===================================================================== // // ===================================================================== //
/* Not to be confused with maxspeed */ /* Not to be confused with maxspeed */
float(entity e) calc_max_speed = { float (entity e)
calc_max_speed =
{
local float spd; local float spd;
spd = e.maxspeed; spd = e.maxspeed;
@ -325,41 +384,48 @@ float(entity e) calc_max_speed = {
entity _xprint_client; entity _xprint_client;
float _xprint_level; float _xprint_level;
void(entity client, float level) xprint_start = { void (entity client, float level)
xprint_start =
{
_xprint_client = client; _xprint_client = client;
_xprint_level = level; _xprint_level = level;
}; };
void(string str) xprint_str = { void (string str)
xprint_str =
{
msg_entity = _xprint_client; msg_entity = _xprint_client;
WriteByte(MSG_ONE, SVC_PRINT); WriteBytes (MSG_ONE, (float) SVC_PRINT, _xprint_level);
WriteByte(MSG_ONE, _xprint_level); WriteString (MSG_ONE, str);
WriteString(MSG_ONE, str);
}; };
// ===================================================================== // // ===================================================================== //
entity(.string fld, string str) find_random = { entity (.string fld, string str)
find_random =
{
local float r, numents; local float r, numents;
local entity ent; local entity ent;
numents = 0; numents = 0;
r = floor(random() * 512); r = floor (random () * 512);
while (1) { while (1) {
ent = find(world, fld, str); ent = find (world, fld, str);
if (!ent) return world; if (!ent)
return world;
while (ent) { while (ent) {
numents++; numents++;
r--; r--;
if (r <= 0) return ent; if (r <= 0)
return ent;
ent = find(ent, fld, str); ent = find (ent, fld, str);
} }
r -= numents * floor(r / numents); r -= numents * floor (r / numents);
} }
return world; return world;
@ -367,11 +433,13 @@ entity(.string fld, string str) find_random = {
// ===================================================================== // // ===================================================================== //
entity(entity ech) random_enemy_chain = { entity (entity ech)
random_enemy_chain =
{
local entity walk; local entity walk;
local float tot, r; local float tot, r;
r = floor(random()*64) + 1; r = floor (random () * 64) + 1;
tot = 1; tot = 1;
for (walk = ech.enemy; walk != ech; walk = walk.enemy) { for (walk = ech.enemy; walk != ech; walk = walk.enemy) {
@ -386,7 +454,7 @@ entity(entity ech) random_enemy_chain = {
return ech; return ech;
/* Ok, only look at half the remaining ones */ /* Ok, only look at half the remaining ones */
tot = floor(tot * 0.5); tot = floor (tot * 0.5);
if (!tot) if (!tot)
return ech.enemy; return ech.enemy;
@ -401,6 +469,3 @@ entity(entity ech) random_enemy_chain = {
return world; return world;
}; };
// ===================================================================== //

View file

@ -4,70 +4,68 @@
/* Random miscellaneous functions */ /* Random miscellaneous functions */
@extern { @extern {
entity (string clname) spawn;
entity(string clname) spawn; string (entity e) name; /* Returns the pretty entity name */
string(entity e) name; /* Returns the pretty entity name */ #define crandom() (2.0 * (random () - 0.5))
#define crandom() (2.0*(random() - 0.5)) void (entity e) makestatic;
void (vector pos, string samp, float vol, float atten) ambientsound;
void(entity e) makestatic; void () SUB_remove;
void(vector pos, string samp, float vol, float atten) ambientsound; void (entity e) safe_remove;
void() SUB_remove; void () SUB_makestatic;
void(entity e) safe_remove; void (entity e) safe_makestatic;
void() SUB_makestatic; void (vector org, string samp, float vol, float atten) sound_vector;
void(entity e) safe_makestatic; entity (string clname, string mod, vector org, vector dir, float speed) spawn_missile;
void(vector org, string samp, float vol, float atten) sound_vector; /* :) */
entity(string clname, string mod, vector org, vector dir, float speed) spawn_missile; void (.string fld, string match, void (entity e) func) foreach;
void (.string fld, string match, .void () func) foreach_field;
/* :) */ /* swaps self/other temporarily */
void(.string fld, string match, void(entity e) func) foreach; float (entity newself, entity newother, float() func) switcheroo;
void(.string fld, string match, .void() func) foreach_field;
/* swaps self/other temporarily */ /* Returns new value */
float(entity newself, entity newother, float() func) switcheroo; float (float current, float increment, float max) increase_bound;
/* Returns new value */ /* Returns FALSE if not increased */
float(float current, float increment, float max) increase_bound; float (.float fld, float increment, float max) increase_field;
/* Returns FALSE if not increased */ /* Calculate the player's current maximum speed, taking water/air in to account */
float(.float fld, float increment, float max) increase_field; float (entity e) calc_max_speed;
/* Calculate the player's current maximum speed, taking water/air in to account */ /* sprint one string at a time, and get them all to the destination */
float(entity e) calc_max_speed; void (entity client, float level) xprint_start;
void (string str) xprint_str;
/* sprint one string at a time, and get them all to the destination */ #define is_activeplayer(e) (e.flags & FL_CLIENT)
void(entity client, float level) xprint_start;
void(string str) xprint_str;
#define is_activeplayer(e) (e.flags & FL_CLIENT) #define is_cl(e) (e.flags & FL_CLIENT)
#define is_autothink(e) (e.flags & FL_AUTOTHINK)
#define is_cl(e) (e.flags & FL_CLIENT) /* Return a random entity that matches, or world */
#define is_autothink(e) (e.flags & FL_AUTOTHINK) entity (.string fld, string str) find_random;
/* Return a random entity that matches, or world */ /* Return something from the .enemy chain */
entity(.string fld, string str) find_random; entity (entity ech) random_enemy_chain;
/* Return something from the .enemy chain */ #define vieworigin(e) (e.origin + e.view_ofs)
entity(entity ech) random_enemy_chain; #define center(e) ((e.absmin + e.absmax) * 0.5)
#define vieworigin(e) (e.origin + e.view_ofs) /* FIXME: Make this an mdl func? */
#define center(e) ((e.absmin + e.absmax) * 0.5) #define shootorigin(e) (vieworigin(e) - '0 0 6')
/* FIXME: Make this an mdl func? */ /* Stuff for traceline "projectiles" to hit triggers like normal projectiles */
#define shootorigin(e) (vieworigin(e) - '0 0 6') void () tl_proj_begin;
void () tl_proj_end;
/* Stuff for traceline "projectiles" to hit triggers like normal projectiles */ void (entity trigger, entity fake_proj) tl_touch;
void() tl_proj_begin;
void() tl_proj_end;
void(entity trigger, entity fake_proj) tl_touch;
.float tl_notsolid;
#define tl_issolid(ent) (!ent.tl_notsolid)
.float tl_notsolid;
#define tl_issolid(ent) (!ent.tl_notsolid)
}; };
#endif #endif

View file

@ -16,32 +16,32 @@
/* Let's make my life simpler when I add new ones, mmmkay? */ /* Let's make my life simpler when I add new ones, mmmkay? */
#define all_funcs() \ #define all_funcs() \
one_func(float(), f_v, th_takeitem, (), return, FALSE); \ one_func(float (), f_v, th_takeitem, (), return, FALSE); \
\ \
one_func(void(entity missile), v_e, th_attack, (missile), , ); \ one_func(void (entity missile), v_e, th_attack, (missile), , ); \
\ \
one_func(float(float dmg), f_f, th_takedamage, (dmg), return, FALSE); \ one_func(float (float dmg), f_f, th_takedamage, (dmg), return, FALSE); \
one_func(float(float dmg), f_f, th_dealdamage, (dmg), return, dmg); \ one_func(float (float dmg), f_f, th_dealdamage, (dmg), return, dmg); \
\ \
one_func(void(), v_v, th_die, (), , ); \ one_func(void (), v_v, th_die, (), , ); \
one_func(void(), v_v, th_kill, (), , ); \ one_func(void (), v_v, th_kill, (), , ); \
\ \
one_func(void(), v_v, prethink, (), , ); \ one_func(void (), v_v, prethink, (), , ); \
one_func(void(), v_v, actthink, (), , ); \ one_func(void (), v_v, actthink, (), , ); \
one_func(void(), v_v, postthink, (), , ); \ one_func(void (), v_v, postthink, (), , ); \
\ \
one_func(float(vector org), f_c, th_teleport, (org), return, TRUE); \ one_func(float (vector org), f_c, th_teleport, (org), return, TRUE); \
\ \
one_func(float(entity missile), f_e, th_projectile, (missile), return, TRUE) one_func(float (entity missile), f_e, th_projectile, (missile), return, TRUE)
#define all_types() \ #define all_types() \
one_type(void(), v_v); \ one_type (void (), v_v); \
one_type(float(), f_v); \ one_type (float (), f_v); \
one_type(void(entity ent), v_e); \ one_type (void (entity ent), v_e); \
one_type(float(float flt), f_f); \ one_type (float (float flt), f_f); \
one_type(float(vector vec), f_c); \ one_type (float (vector vec), f_c); \
one_type(float(entity ent), f_e) one_type (float (entity ent), f_e)
// ===================================================================== // // ===================================================================== //
@ -49,7 +49,7 @@
#define one_func(type1,type2,func,args,return,val) \ #define one_func(type1,type2,func,args,return,val) \
type1 _passthru_##func = { \ type1 _passthru_##func = { \
local entity ovr; \ local entity ovr; \
ovr = override_findself(); \ ovr = override_findself (); \
if (ovr.func) \ if (ovr.func) \
return ovr.func args; \ return ovr.func args; \
return val; \ return val; \
@ -61,45 +61,49 @@ all_funcs();
/* for the override_set_FUNCTION macros in override.qh */ /* for the override_set_FUNCTION macros in override.qh */
#define one_type(type1,type2) \ #define one_type(type1,type2) \
void(entity e, .type1 fld, type1 func) override_set_##type2 = {\ void(entity e, .type1 fld, type1 func) override_set_##type2 = { \
if (e.overrider) \ if (e.overrider) \
e.overrider.fld = func; \ e.overrider.fld = func; \
else \ else \
e.fld = func; \ e.fld = func; \
} }
all_types(); all_types ();
#undef one_type #undef one_type
// ===================================================================== // // ===================================================================== //
void(entity e1, entity e2) _override_swap = { void (entity e1, entity e2)
_override_swap =
{
#define one_type(type1,type2) local type1 t_##type2 #define one_type(type1,type2) local type1 t_##type2
all_types(); all_types();
#undef one_type #undef one_type
/* Swap all the functions */ /* Swap all the functions */
#define one_func(type1,type2,func,args,return,val) \ #define one_func(type1,type2,func,args,return,val) \
t_##type2 = e1.func; \ t_##type2 = e1.func; \
e1.func = e2.func; \ e1.func = e2.func; \
e2.func = t_##type2 e2.func = t_##type2
all_funcs(); all_funcs();
#undef one_func #undef one_func
}; };
// ===================================================================== // // ===================================================================== //
entity(entity e, string override_class, float priority) override_create = { entity (entity e, string override_class, float priority)
override_create =
{
local entity ovr, ovr2; local entity ovr, ovr2;
for (ovr = e.overrider; ovr; ovr = ovr.overrider) { for (ovr = e.overrider; ovr; ovr = ovr.overrider) {
if (ovr.classname == override_class) { if (ovr.classname == override_class) {
ovr2 = ovr.overrider; ovr2 = ovr.overrider;
if (!ovr2) ovr2 = e; if (!ovr2)
_override_swap(ovr, ovr2); ovr2 = e;
_override_swap (ovr, ovr2);
return ovr; return ovr;
} }
} }
@ -114,9 +118,11 @@ entity(entity e, string override_class, float priority) override_create = {
ovr.overrider = spawn(override_class); ovr.overrider = spawn(override_class);
ovr.overrider.owner = ovr; ovr.overrider.owner = ovr;
ovr.overrider.overrider = ovr2; ovr.overrider.overrider = ovr2;
if (ovr2) ovr2.owner = ovr.overrider;
if (!ovr2) ovr2 = e; if (ovr2)
ovr2.owner = ovr.overrider;
if (!ovr2)
ovr2 = e;
ovr = ovr.overrider; ovr = ovr.overrider;
ovr.overrider_priority = priority; ovr.overrider_priority = priority;
@ -124,26 +130,30 @@ entity(entity e, string override_class, float priority) override_create = {
/* Set default passthru funcs for ovr */ /* Set default passthru funcs for ovr */
#define one_func(type1,type2,func,args,return,val) \ #define one_func(type1,type2,func,args,return,val) \
ovr.func = _passthru_##func ovr.func = _passthru_##func
all_funcs();
all_funcs ();
#undef one_func #undef one_func
return ovr; return ovr;
}; };
void(entity ovr) override_finalize = { void (entity ovr)
_override_swap(ovr, ovr.goalentity); override_finalize =
{
_override_swap (ovr, ovr.goalentity);
}; };
entity() override_findself = { entity ()
override_findself =
{
local entity ovrself; local entity ovrself;
ovrself = self.overrider_self; ovrself = self.overrider_self;
if (!ovrself) { if (!ovrself) {
/* Move to the end of the list */ /* Move to the end of the list */
for (ovrself = self.overrider; ovrself.overrider; ovrself = ovrself.overrider) ; for (ovrself = self.overrider; ovrself.overrider;
ovrself = ovrself.overrider);
} }
self.overrider_self = ovrself.owner; self.overrider_self = ovrself.owner;
@ -153,25 +163,30 @@ entity() override_findself = {
return ovrself; return ovrself;
}; };
void() override_halt = { void ()
override_halt =
{
self.overrider_self = world; self.overrider_self = world;
}; };
void(entity e, entity ovr) override_destroy = { void (entity e, entity ovr)
override_destroy =
{
local entity ovr2; local entity ovr2;
ovr2 = ovr.overrider; ovr2 = ovr.overrider;
if (!ovr2) ovr2 = e; if (!ovr2)
ovr2 = e;
/* Copy the funcs from ovr to ovr2 */ /* Copy the funcs from ovr to ovr2 */
#define one_func(type1,type2,func,args,return,val) \ #define one_func(type1,type2,func,args,return,val) \
ovr2.func = ovr.func ovr2.func = ovr.func
all_funcs(); all_funcs();
#undef one_func #undef one_func
if (ovr.overrider) ovr.overrider.owner = ovr.owner; if (ovr.overrider)
ovr.overrider.owner = ovr.owner;
ovr.owner.overrider = ovr.overrider; ovr.owner.overrider = ovr.overrider;
ovr.think = SUB_remove; ovr.think = SUB_remove;

View file

@ -2,48 +2,40 @@
#define OVERRIDE_qh 1 #define OVERRIDE_qh 1
@extern { @extern {
/* Returns an overrider with matching class, creating one if needed */
entity (entity e, string override_class, float priority) override_create;
/* Returns an overrider with matching class, creating one if needed */ /* Finalizes the above, call this once you set what you want to override. */
entity(entity e, string override_class, float priority) override_create; void (entity ovr) override_finalize;
/* Finalizes the above, call this once you set what you want to override. */ /* Use this in your overrider to get your entity. Call it _EXACTLY ONCE_ per overrider */
void(entity ovr) override_finalize; entity () override_findself;
/* Use this in your overrider to get your entity. Call it _EXACTLY ONCE_ per overrider */ /* This _MUST_ be called if you don't continue down the chain! */
entity() override_findself; void () override_halt;
/* This _MUST_ be called if you don't continue down the chain! */ /* Guess. */
void() override_halt; void (entity e, entity ovr) override_destroy;
/* Guess. */ /* FIXME: Use 'any' type when compiler supports it */
void(entity e, entity ovr) override_destroy; void (entity e, .void () fld, void () func) override_set_v_v;
void (entity e, .float (entity ent) fld, float (entity ent) func) override_set_f_e;
/* FIXME: Use 'any' type when compiler supports it */ void (entity e, .float (float flt) fld, float (float flt) func) override_set_f_f;
void(entity e, .void() fld, void() func) override_set_v_v; void (entity e, .float () fld, float () func) override_set_f_v;
void(entity e, .float(entity ent) fld, float(entity ent) func) override_set_f_e; void (entity e, .float (vector vec) fld, float (vector vec) func) override_set_f_c;
void(entity e, .float(float flt) fld, float(float flt) func) override_set_f_f; void (entity e, .float (entity ent) fld, float (entity ent) func) override_set_f_e;
void(entity e, .float() fld, float() func) override_set_f_v;
void(entity e, .float(vector vec) fld, float(vector vec) func) override_set_f_c;
void(entity e, .float(entity ent) fld, float(entity ent) func) override_set_f_e;
#define override_set_th_takeitem(e, func) override_set_f_v(e, th_takeitem, func)
#define override_set_th_attack(e, func) override_set_f_e(e, th_attack, func)
#define override_set_th_takedamage(e, func) override_set_f_f(e, th_takedamage, func)
#define override_set_th_dealdamage(e, func) override_set_f_f(e, th_dealdamage, func)
#define override_set_th_die(e, func) override_set_v_v(e, th_die, func)
#define override_set_th_kill(e, func) override_set_v_v(e, th_kill, func)
#define override_set_prethink(e, func) override_set_v_v(e, prethink, func)
#define override_set_actthink(e, func) override_set_v_v(e, actthink, func)
#define override_set_postthink(e, func) override_set_v_v(e, postthink, func)
#define override_set_th_teleport(e, func) override_set_f_c(e, th_teleport, func)
#define override_set_th_projectile(e, func) override_set_f_e(e, th_projectile, func)
#define override_set_th_takeitem(e, func) override_set_f_v(e, th_takeitem, func)
#define override_set_th_attack(e, func) override_set_f_e(e, th_attack, func)
#define override_set_th_takedamage(e, func) override_set_f_f(e, th_takedamage, func)
#define override_set_th_dealdamage(e, func) override_set_f_f(e, th_dealdamage, func)
#define override_set_th_die(e, func) override_set_v_v(e, th_die, func)
#define override_set_th_kill(e, func) override_set_v_v(e, th_kill, func)
#define override_set_prethink(e, func) override_set_v_v(e, prethink, func)
#define override_set_actthink(e, func) override_set_v_v(e, actthink, func)
#define override_set_postthink(e, func) override_set_v_v(e, postthink, func)
#define override_set_th_teleport(e, func) override_set_f_c(e, th_teleport, func)
#define override_set_th_projectile(e, func) override_set_f_e(e, th_projectile, func)
}; };
#endif #endif

View file

@ -1,96 +1,99 @@
/* Builtin functions */ /* Builtin functions */
entity() BUILTIN_spawn = #14; entity () BUILTIN_spawn = #14;
void(entity e) remove = #15; void (entity e) remove = #15;
void(entity e, vector o) setorigin = #2; void (entity e, vector o) setorigin = #2;
void(entity e, string m) setmodel = #3; // set movetype and solid first void (entity e, string m) setmodel = #3; // set movetype and solid first
void(entity e, vector min, vector max) setsize = #4; void (entity e, vector min, vector max) setsize = #4;
string(string s) precache_sound = #19; string (string s) precache_sound = #19;
string(string s) precache_model = #20; string (string s) precache_model = #20;
string(string s) precache_file = #68; // no effect except for -copy string (string s) precache_file = #68; // no effect except for -copy
string(string s) precache_sound2 = #76; // registered version only string (string s) precache_sound2 = #76; // registered version only
string(string s) precache_model2 = #75; // registered version only string (string s) precache_model2 = #75; // registered version only
string(string s) precache_file2 = #77; // registered version only string (string s) precache_file2 = #77; // registered version only
void(float style, string value) lightstyle = #35; void (float style, string value) lightstyle = #35;
// debug functions // debug functions
void() BUILTIN_break = #6; // shatter progs void () BUILTIN_break = #6; // shatter progs
void(string e, ...) error = #10; void (string e, ...) error = #10;
void(string e, ...) objerror = #11; void (string e, ...) objerror = #11;
void() coredump = #28; // prints all edicts void () coredump = #28; // prints all edicts
void() traceon = #29; // turns statment trace on void () traceon = #29; // turns statment trace on
void() traceoff = #30; void () traceoff = #30;
void(entity e, float chan, string samp, float vol, float atten) sound = #8; void (entity e, float chan, string samp, float vol, float atten) sound = #8;
void(vector ang) makevectors = #1; // sets v_forward, etc globals void (vector ang) makevectors = #1; // sets v_forward, etc globals
vector(vector v) normalize = #9; vector (vector v) normalize = #9;
float(vector v) vlen = #12; float (vector v) vlen = #12;
float(vector v) vectoyaw = #13; float (vector v) vectoyaw = #13;
vector(vector v) vectoangles = #51; vector (vector v) vectoangles = #51;
vector(entity e, float speed) aim = #44; // returns the shooting vector vector (entity e, float speed) aim = #44; // returns the shooting vector
float() random = #7; // returns 0 - 1 float () random = #7; // returns 0 - 1
string(float f) ftos = #26; string (float f) ftos = #26;
float(string s) stof = #81; // convert string to float float (string s) stof = #81; // convert string to float
string(vector v) vtos = #27; string (vector v) vtos = #27;
float(float v) rint = #36; // round to nearest int float (float v) rint = #36; // round to nearest int
float(float v) floor = #37; // largest integer <= v float (float v) floor = #37; // largest integer <= v
float(float v) ceil = #38; // smallest integer >= v float (float v) ceil = #38; // smallest integer >= v
float(float f) fabs = #43; float (float f) fabs = #43;
// sets trace_* globals // sets trace_* globals
// nomonsters can be: // nomonsters can be:
// An entity will also be ignored for testing if forent == test, // An entity will also be ignored for testing if forent == test,
// forent->owner == test, or test->owner == forent // forent->owner == test, or test->owner == forent
// a forent of world is ignored // a forent of world is ignored
void(vector v1, vector v2, float nomonsters, entity forent) traceline = #16; void (vector v1, vector v2, float nomonsters, entity forent) traceline = #16;
float(vector v) pointcontents = #41; // returns a CONTENT_* float (vector v) pointcontents = #41; // returns a CONTENT_*
float(entity e) checkbottom = #40; // true if self is on ground float (entity e) checkbottom = #40; // true if self is on ground
float() droptofloor = #34; // TRUE if landed on floor float () droptofloor = #34; // TRUE if landed on floor
float(float yaw, float dist) walkmove = #32; // returns TRUE or FALSE float (float yaw, float dist) walkmove = #32; // returns TRUE or FALSE
void(float step) movetogoal = #67; void (float step) movetogoal = #67;
entity() checkclient = #17; // returns a client to look for entity () checkclient = #17; // returns a client to look for
entity(entity start, .string fld, string match) find = #18; entity (entity start, .string fld, string match) find = #18;
entity(vector org, float rad) findradius = #22; entity (vector org, float rad) findradius = #22;
entity(entity e) nextent = #47; // for looping through all ents entity (entity e) nextent = #47; // for looping through all ents
void(float level, string s, ...) bprint = #23; void (float level, string s, ...) bprint = #23;
void(entity client, float level, string s, ...) sprint = #24; void (entity client, float level, string s, ...) sprint = #24;
void(entity client, string s, ...) centerprint = #73; // sprint, but in middle void (entity client, string s, ...) centerprint = #73; // sprint, but centered
void(string s, ...) dprint = #25; void (string s, ...) dprint = #25;
void(entity e) eprint = #31; // prints an entire edict void (entity e) eprint = #31; // prints an entire edict
float(string s) cvar = #45; // return cvar.value float (string s) cvar = #45; // return cvar.value
void(string var, string val) cvar_set = #72; // sets cvar.value void (string var, string val) cvar_set = #72; // sets cvar.value
string(entity e, string key) infokey = #80; // get a key value (world = serverinfo) string (entity e, string key) infokey = #80; // get a key value (world = serverinfo)
void(string s1, ...) localcmd = #46; // put string into local que void (string s1, ...) localcmd = #46; // put string into local que
void(entity client, string s) stuffcmd = #21; void (entity client, string s) stuffcmd = #21;
void() ChangeYaw = #49; // turn towards self.ideal_yaw void () ChangeYaw = #49; // turn towards self.ideal_yaw
// at self.yaw_speed // at self.yaw_speed
// direct client message generation // direct client message generation
void(float to, float f) WriteByte = #52; void (float to, vector v) WriteAngleV = #0;
void(float to, float f) WriteChar = #53; void (float to, vector v) WriteCoordV = #0;
void(float to, float f) WriteShort = #54; void (float to, ...) WriteBytes = #0;
void(float to, float f) WriteLong = #55; void (float to, float f) WriteByte = #52;
void(float to, float f) WriteCoord = #56; void (float to, float f) WriteChar = #53;
void(float to, float f) WriteAngle = #57; void (float to, float f) WriteShort = #54;
void(float to, string s) WriteString = #58; void (float to, float f) WriteLong = #55;
void(float to, entity s) WriteEntity = #59; void (float to, float f) WriteCoord = #56;
void(vector where, float set) multicast = #82; // sends the temp message to a set void (float to, float f) WriteAngle = #57;
void (float to, string s) WriteString = #58;
void (float to, entity s) WriteEntity = #59;
void (vector where, float set) multicast = #82; // sends the temp message to a set
void(entity e) BUILTIN_makestatic = #69; void (entity e) BUILTIN_makestatic = #69;
void(string s) changelevel = #70; void (string s) changelevel = #70;
void(vector pos, string samp, float vol, float atten) BUILTIN_ambientsound = #74; void (vector pos, string samp, float vol, float atten) BUILTIN_ambientsound = #74;
void(entity e) setspawnparms = #78; // set parm1... to the void (entity e) setspawnparms = #78; // set parm1... to the
// values at level start // values at level start
// for coop respawn // for coop respawn
void(entity killer, entity killee) logfrag = #79; // add to stats void (entity killer, entity killee) logfrag = #79; // add to stats

View file

@ -33,73 +33,81 @@ float cl_rollangle, cl_rollspeed;
#define SV_FRAMES_BEFORE_SPAWN 3 #define SV_FRAMES_BEFORE_SPAWN 3
void() main = { void ()
main =
{
local entity walk; local entity walk;
/* Must be first. */ /* Must be first. */
max_clients = 0; max_clients = 0;
walk = world; walk = world;
while ((walk = nextent(walk))) max_clients++; while ((walk = nextent(walk)))
max_clients++;
sv_spawning = SV_FRAMES_BEFORE_SPAWN; sv_spawning = SV_FRAMES_BEFORE_SPAWN;
damage_init(); damage_init ();
bodyque_init(); bodyque_init ();
weapon_init(); weapon_init ();
client_init(); client_init ();
SZ_init(); SZ_init ();
mdl_player_init(); mdl_player_init ();
mdl_eyes_init(); mdl_eyes_init ();
act_player_init(); act_player_init ();
}; };
float players_frame_started; float players_frame_started;
void() StartFrame = { void ()
StartFrame =
{
if (sv_spawning) { if (sv_spawning) {
sv_spawning = sv_spawning - 1; sv_spawning--;
if (!sv_spawning) { if (!sv_spawning) {
if (!intermission_head) if (!intermission_head)
intermission_head = spawn_head; intermission_head = spawn_head;
if (!spawn_head) if (!spawn_head)
error("Unable to find a spawn point.\n"); error ("Unable to find a spawn point.\n");
} }
} }
SZ_frame(); SZ_frame ();
rocket_jump = stof(infokey(world, "rj")); rocket_jump = stof (infokey (world, "rj"));
if (rocket_jump <= 1) rocket_jump = 0; if (rocket_jump <= 1)
rocket_jump = 0;
sv_mintic = cvar("sv_mintic"); sv_mintic = cvar ("sv_mintic");
sv_maxtic = cvar("sv_maxtic"); sv_maxtic = cvar ("sv_maxtic");
sv_gravity = cvar("sv_gravity"); sv_gravity = cvar ("sv_gravity");
sv_stopspeed = cvar("sv_stopspeed"); sv_stopspeed = cvar ("sv_stopspeed");
sv_maxspeed = cvar("sv_maxspeed"); sv_maxspeed = cvar ("sv_maxspeed");
sv_spectatormaxspeed = cvar("sv_spectatormaxspeed"); sv_spectatormaxspeed = cvar ("sv_spectatormaxspeed");
sv_accelerate = cvar("sv_accelerate"); sv_accelerate = cvar ("sv_accelerate");
sv_airaccelerate = cvar("sv_airaccelerate"); sv_airaccelerate = cvar ("sv_airaccelerate");
sv_wateraccelerate = cvar("sv_wateraccelerate"); sv_wateraccelerate = cvar ("sv_wateraccelerate");
sv_friction = cvar("sv_friction"); sv_friction = cvar ("sv_friction");
sv_waterfriction = cvar("sv_waterfriction"); sv_waterfriction = cvar ("sv_waterfriction");
cl_rollangle = cvar("cl_rollangle"); cl_rollangle = cvar ("cl_rollangle");
cl_rollspeed = cvar("cl_rollspeed"); cl_rollspeed = cvar ("cl_rollspeed");
PlayerStartFrame(); PlayerStartFrame ();
players_frame_started = -1; players_frame_started = -1;
}; };
/* This is really called by QSG engines */ /* This is really called by QSG engines */
// void() EndFrame = { }; // void () EndFrame = {};
void() PlayerStartFrame = { void ()
PlayerStartFrame =
{
if (players_frame_started == -1) { if (players_frame_started == -1) {
/* First player after StartFrame */ /* First player after StartFrame */
players_frame_started = TRUE; players_frame_started = TRUE;
@ -111,17 +119,19 @@ void() PlayerStartFrame = {
players_frame_started = TRUE; players_frame_started = TRUE;
delays_swapin_stats_all(); delays_swapin_stats_all ();
}; };
void() PlayerEndFrame = { void ()
PlayerEndFrame =
{
/* Unfortunately, a newmis can us damage this frame, /* Unfortunately, a newmis can us damage this frame,
after our postthink has been called. Damn. */ after our postthink has been called. Damn. */
/* We just force an update this frame for now. */ /* We just force an update this frame for now. */
if (newmis) { if (newmis) {
delays_force_update_all(); delays_force_update_all ();
} else { } else {
players_frame_started = FALSE; players_frame_started = FALSE;
delays_swapout_stats_all(); delays_swapout_stats_all ();
} }
}; };

View file

@ -2,26 +2,24 @@
#define SERVER_qh 1 #define SERVER_qh 1
@extern { @extern {
float max_clients;
float max_clients; // Various cvars [possibly] referenced by QC
float rocket_jump;
// Various cvars [possibly] referenced by QC float sv_mintic, sv_maxtic;
float rocket_jump;
float sv_mintic, sv_maxtic; float sv_gravity;
float sv_stopspeed, sv_maxspeed, sv_spectatormaxspeed;
float sv_accelerate, sv_airaccelerate, sv_wateraccelerate;
float sv_friction, sv_waterfriction;
float sv_gravity; float cl_rollangle, cl_rollspeed;
float sv_stopspeed, sv_maxspeed, sv_spectatormaxspeed;
float sv_accelerate, sv_airaccelerate, sv_wateraccelerate;
float sv_friction, sv_waterfriction;
float cl_rollangle, cl_rollspeed; void () StartFrame;
void() StartFrame;
void() PlayerStartFrame;
void() PlayerEndFrame;
void () PlayerStartFrame;
void () PlayerEndFrame;
}; };
#endif #endif

View file

@ -1,16 +1,22 @@
#include "common.qh" #include "common.qh"
// Called when a spectator connects // Called when a spectator connects
void() SpectatorConnect = { void ()
bprint(PRINT_MEDIUM, "Spectator ", self.netname, " entered the game.\n"); SpectatorConnect =
{
bprint (PRINT_MEDIUM, "Spectator ", self.netname, " entered the game.\n");
}; };
// Called when a spectator disconnects // Called when a spectator disconnects
void() SpectatorDisconnect = { void ()
bprint(PRINT_MEDIUM, "Spectator ", self.netname, " left the game.\n"); SpectatorDisconnect =
{
bprint (PRINT_MEDIUM, "Spectator ", self.netname, " left the game.\n");
}; };
// Called around the same time as player thinks? // Called around the same time as player thinks?
void() SpectatorThink = { void ()
SpectatorThink =
{
self.impulse = 0; self.impulse = 0;
}; };

View file

@ -1,7 +1,7 @@
void() NOTHING_function = {}; void () NOTHING_function = {};
// ========================================================================== // // ========================================================================= //
// ========================================================================== // // ========================================================================= //
/* Fields in maps */ /* Fields in maps */
@ -43,8 +43,8 @@ void() NOTHING_function = {};
.string noise5, noise6; // can't activate, can activate. .string noise5, noise6; // can't activate, can activate.
.string noise7; // for items, respawn .string noise7; // for items, respawn
// ========================================================================== // // ========================================================================= //
// ========================================================================== // // ========================================================================= //
#if 0 #if 0
// used by QSG engines // used by QSG engines
@ -61,8 +61,8 @@ void() NOTHING_function = {};
.float gravity; // Gravity Multiplier (0 to 1.0) .float gravity; // Gravity Multiplier (0 to 1.0)
.float maxspeed; // Used to set Maxspeed on a player .float maxspeed; // Used to set Maxspeed on a player
// ========================================================================== // // ========================================================================= //
// ========================================================================== // // ========================================================================= //
.float mass; // for projectile collisions .float mass; // for projectile collisions
@ -79,5 +79,5 @@ void() NOTHING_function = {};
.float water_finished; // swim sound .float water_finished; // swim sound
.float pain_finished; // pain sound .float pain_finished; // pain sound
// ========================================================================== // // ========================================================================= //
// ========================================================================== // // ========================================================================= //

View file

@ -5,21 +5,27 @@
#include "misc.qh" #include "misc.qh"
#include "teleport.qh" #include "teleport.qh"
.float(vector org) th_teleport; .float (vector org) th_teleport;
void() _deathmsg_teleport = { void ()
_deathmsg_teleport =
{
local string att_nname, def_nname; local string att_nname, def_nname;
def_nname = name(self); def_nname = name (self);
att_nname = name(self.dmg_attacker); att_nname = name (self.dmg_attacker);
if (self.dmg_inflictor.owner == self) if (self.dmg_inflictor.owner == self)
bprint(PRINT_DEATH, "Satan's power deflects ", att_nname, "'s telefrag.\n"); bprint (PRINT_DEATH, "Satan's power deflects ", att_nname,
"'s telefrag.\n");
else else
bprint(PRINT_DEATH, def_nname, " was telefragged by ", att_nname, ".\n"); bprint (PRINT_DEATH, def_nname, " was telefragged by ", att_nname,
".\n");
}; };
void() _teleport_death_touch = { void ()
_teleport_death_touch =
{
if (self.owner == other) if (self.owner == other)
return; return;
@ -33,17 +39,20 @@ void() _teleport_death_touch = {
ghost_inflictor.speed = 1000; ghost_inflictor.speed = 1000;
ghost_inflictor.owner = self.owner; ghost_inflictor.owner = self.owner;
damage(other, self.owner, ghost_inflictor, DAMAGE_SHOULDDIE, _deathmsg_teleport); damage (other, self.owner, ghost_inflictor, DAMAGE_SHOULDDIE,
_deathmsg_teleport);
}; };
void(vector org, entity death_owner) _teleport_death_spawn = { void (vector org, entity death_owner)
_teleport_death_spawn =
{
local entity death; local entity death;
death = spawn("TELEDEATH"); death = spawn ("TELEDEATH");
death.owner = death_owner; death.owner = death_owner;
death.solid = SOLID_TRIGGER; death.solid = SOLID_TRIGGER;
setsize(death, death_owner.mins - '1 1 1', death_owner.maxs + '1 1 1'); setsize (death, death_owner.mins - '1 1 1', death_owner.maxs + '1 1 1');
setorigin(death, org); setorigin (death, org);
death.touch = _teleport_death_touch; death.touch = _teleport_death_touch;
@ -53,7 +62,9 @@ void(vector org, entity death_owner) _teleport_death_spawn = {
force_retouch = 2; force_retouch = 2;
}; };
void(entity e, entity spot) teleport = { void (entity e, entity spot)
teleport =
{
local float spd; local float spd;
if (e.th_teleport) { if (e.th_teleport) {
@ -66,7 +77,7 @@ void(entity e, entity spot) teleport = {
self = e; self = e;
other = spot; other = spot;
do_teleport = self.th_teleport(other.origin); do_teleport = self.th_teleport (other.origin);
self = oldself; self = oldself;
other = oldother; other = oldother;
@ -75,20 +86,20 @@ void(entity e, entity spot) teleport = {
return; return;
} }
spd = vlen(e.velocity); spd = vlen (e.velocity);
if (spd < 200) if (spd < 200)
spd = 200; spd = 200;
setorigin(e, spot.origin); setorigin (e, spot.origin);
e.angles = spot.angles; e.angles = spot.angles;
e.fixangle = TRUE; e.fixangle = TRUE;
e.teleport_time = 0.1; e.teleport_time = 0.1;
makevectors(e.angles); makevectors (e.angles);
e.velocity = v_forward*spd; e.velocity = v_forward*spd;
if (is_living(e)) if (is_living (e))
_teleport_death_spawn(spot.origin, e); _teleport_death_spawn (spot.origin, e);
effect_teleport_fog(spot.origin); effect_teleport_fog (spot.origin);
}; };

View file

@ -2,11 +2,9 @@
#define TELEPORT_qh 1 #define TELEPORT_qh 1
@extern { @extern {
.float(vector org) th_teleport;
.float(vector org) th_teleport; void (entity e, entity spot) teleport;
void(entity e, entity spot) teleport;
}; };
#endif #endif

View file

@ -6,48 +6,62 @@
#include "effect.qh" #include "effect.qh"
void() _w_axe_deathmsg = { void ()
_w_axe_deathmsg =
{
local float r; local float r;
local string att_nname, def_nname; local string att_nname, def_nname;
r = random(); r = random ();
def_nname = name(self); def_nname = name (self);
att_nname = name(self.dmg_attacker); att_nname = name (self.dmg_attacker);
if (r < 0.25) bprint(PRINT_DEATH, def_nname, " gets chopped down to size by ", att_nname, ".\n"); if (r < 0.25)
else if (r < 0.5) bprint(PRINT_DEATH, att_nname, " mames ", def_nname, " with a rusty axe.\n"); bprint (PRINT_DEATH, def_nname, " gets chopped down to size by ",
else if (r < 0.75) bprint(PRINT_DEATH, def_nname, " loses his scalp to ", att_nname, ".\n"); att_nname, ".\n");
else bprint(PRINT_DEATH, att_nname, "'s axe penetrates ", def_nname, " straight to the bone.\n"); else if (r < 0.5)
bprint (PRINT_DEATH, att_nname, " mames ", def_nname,
" with a rusty axe.\n");
else if (r < 0.75)
bprint (PRINT_DEATH, def_nname, " loses his scalp to ", att_nname,
".\n");
else
bprint (PRINT_DEATH, att_nname, "'s axe penetrates ", def_nname,
" straight to the bone.\n");
}; };
void() _w_axe_fire = void ()
_w_axe_fire =
{ {
local vector source; local vector source;
source = shootorigin(self); source = shootorigin (self);
makevectors (self.v_angle); makevectors (self.v_angle);
traceline (source, source + v_forward*64, FALSE, self); traceline (source, source + v_forward * 64, FALSE, self);
if (trace_fraction == 1.0) if (trace_fraction == 1.0)
return; return;
ghost_inflictor.classname = "AXE"; ghost_inflictor.classname = "AXE";
ghost_inflictor.dmg = 20; ghost_inflictor.dmg = 20;
ghost_inflictor.mass = ghost_inflictor.mass * 8; ghost_inflictor.mass = ghost_inflictor.mass * 8;
ghost_inflictor.velocity = v_forward*1000; ghost_inflictor.velocity = v_forward * 1000;
damage_attack(ghost_inflictor); damage_attack (ghost_inflictor);
if (!damage(trace_ent, self, ghost_inflictor, ghost_inflictor.dmg, _w_axe_deathmsg)) { if (!damage (trace_ent, self, ghost_inflictor, ghost_inflictor.dmg,
_w_axe_deathmsg)) {
/* We hit the world. */ /* We hit the world. */
sound(self, CHAN_WEAPON, "player/axhit2.wav", 1, ATTN_NORM); sound (self, CHAN_WEAPON, "player/axhit2.wav", 1, ATTN_NORM);
effect_gun_spark(trace_endpos, v_forward * 250, 3); effect_gun_spark (trace_endpos, v_forward * 250, 3);
} }
}; };
void() _w_axe_think_1 = { void ()
self.weaponframe = self.weaponframe + 1; _w_axe_think_1 =
{
self.weaponframe++;
if (self.weaponframe == 3) if (self.weaponframe == 3)
_w_axe_fire(); _w_axe_fire();
if (self.weaponframe <= 1 || self.weaponframe > 4) { if (self.weaponframe <= 1 || self.weaponframe > 4) {
@ -56,8 +70,10 @@ void() _w_axe_think_1 = {
} }
}; };
void() _w_axe_think_2 = { void ()
self.weaponframe = self.weaponframe + 1; _w_axe_think_2 =
{
self.weaponframe++;
if (self.weaponframe == 7) if (self.weaponframe == 7)
_w_axe_fire(); _w_axe_fire();
if (self.weaponframe <= 5 || self.weaponframe > 8) { if (self.weaponframe <= 5 || self.weaponframe > 8) {
@ -67,15 +83,17 @@ void() _w_axe_think_2 = {
}; };
/* WEAPON 1 axe */ /* WEAPON 1 axe */
float(float action) float (float action)
w_axe = { w_axe =
if (action == WEAPON_AMMO) { {
switch (action) {
case WEAPON_AMMO:
return 0; return 0;
} else if (action == WEAPON_WEIGHT) { case WEAPON_WEIGHT:
return 1; return 1;
} else if (action == WEAPON_SELECTABLE) { case WEAPON_SELECTABLE:
return TRUE; return TRUE;
} else if (action == WEAPON_FIRE) { case WEAPON_FIRE:
self.attack_finished = time + 0.5; self.attack_finished = time + 0.5;
sound (self, CHAN_WEAPON, "weapons/ax1.wav", 1, ATTN_NORM); sound (self, CHAN_WEAPON, "weapons/ax1.wav", 1, ATTN_NORM);
@ -88,18 +106,20 @@ w_axe = {
} }
self.w_thought = TRUE; self.w_thought = TRUE;
self.mdl_func(MDL_FUNC_FIRE, 0); self.mdl_func (MDL_FUNC_FIRE, 0);
} else if (action == WEAPON_SELECT) { break;
case WEAPON_SELECT:
self.weaponmodel = "progs/v_axe.mdl"; self.weaponmodel = "progs/v_axe.mdl";
self.weaponframe = 0; self.weaponframe = 0;
self.mdl_mod = (self.mdl_mod & ~MDL_MOD_WEP_MASK) | MDL_MOD_WEP_AXE; self.mdl_mod = (self.mdl_mod & ~MDL_MOD_WEP_MASK) | MDL_MOD_WEP_AXE;
weaponprint ("Axe");
weaponprint("Axe"); break;
} else if (action == WEAPON_INIT) { case WEAPON_INIT:
precache_model("progs/v_axe.mdl"); precache_model ("progs/v_axe.mdl");
precache_sound("player/axhit1.wav"); precache_sound ("player/axhit1.wav");
precache_sound("player/axhit2.wav"); precache_sound ("player/axhit2.wav");
precache_sound("weapons/ax1.wav"); precache_sound ("weapons/ax1.wav");
break;
} }
return 0; return 0;

View file

@ -1,57 +1,59 @@
#include "common.qh" #include "common.qh"
void() worldspawn = { void ()
worldspawn =
{
/* These are used be the server C code, but not precached. Bad iD. */ /* These are used be the server C code, but not precached. Bad iD. */
precache_sound("misc/h2ohit1.wav"); precache_sound ("misc/h2ohit1.wav");
precache_sound("demon/dland2.wav"); precache_sound ("demon/dland2.wav");
precache_sound("misc/r_tele1.wav"); precache_sound ("misc/r_tele1.wav");
precache_sound("misc/r_tele2.wav"); precache_sound ("misc/r_tele2.wav");
precache_sound("misc/r_tele3.wav"); precache_sound ("misc/r_tele3.wav");
precache_sound("misc/r_tele4.wav"); precache_sound ("misc/r_tele4.wav");
precache_sound("misc/r_tele5.wav"); precache_sound ("misc/r_tele5.wav");
/* Compatibility :) */ /* Compatibility :) */
if (self.model == "maps/e1m8.bsp") if (self.model == "maps/e1m8.bsp")
cvar_set("sv_gravity", "100"); cvar_set ("sv_gravity", "100");
// Setup light animation tables. 'a' is total darkness, 'z' is maxbright. // Setup light animation tables. 'a' is total darkness, 'z' is maxbright.
// 0 normal // 0 normal
lightstyle(0, "m"); lightstyle (0, "m");
// 1 FLICKER (first variety) // 1 FLICKER (first variety)
lightstyle(1, "mmnmmommommnonmmonqnmmo"); lightstyle (1, "mmnmmommommnonmmonqnmmo");
// 2 SLOW STRONG PULSE // 2 SLOW STRONG PULSE
lightstyle(2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba"); lightstyle (2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");
// 3 CANDLE (first variety) // 3 CANDLE (first variety)
lightstyle(3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg"); lightstyle (3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");
// 4 FAST STROBE // 4 FAST STROBE
lightstyle(4, "ma"); lightstyle (4, "ma");
// 5 GENTLE PULSE 1 // 5 GENTLE PULSE 1
lightstyle(5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj"); lightstyle (5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj");
// 6 FLICKER (second variety) // 6 FLICKER (second variety)
lightstyle(6, "nmonqnmomnmomomno"); lightstyle (6, "nmonqnmomnmomomno");
// 7 CANDLE (second variety) // 7 CANDLE (second variety)
lightstyle(7, "mmmaaaabcdefgmmmmaaaammmaamm"); lightstyle (7, "mmmaaaabcdefgmmmmaaaammmaamm");
// 8 CANDLE (third variety) // 8 CANDLE (third variety)
lightstyle(8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa"); lightstyle (8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa");
// 9 SLOW STROBE (fourth variety) // 9 SLOW STROBE (fourth variety)
lightstyle(9, "aaaaaaaazzzzzzzz"); lightstyle (9, "aaaaaaaazzzzzzzz");
// 10 FLUORESCENT FLICKER // 10 FLUORESCENT FLICKER
lightstyle(10, "mmamammmmammamamaaamammma"); lightstyle (10, "mmamammmmammamamaaamammma");
// 11 SLOW PULSE NOT FADE TO BLACK // 11 SLOW PULSE NOT FADE TO BLACK
lightstyle(11, "abcdefghijklmnopqrrqponmlkjihgfedcba"); lightstyle (11, "abcdefghijklmnopqrrqponmlkjihgfedcba");
// styles 32-62 are assigned by the light program for switchable lights // styles 32-62 are assigned by the light program for switchable lights
main(); main ();
}; };