2002-05-24 00:00:00 +00:00
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// Copyright (C) 2001-2002 Raven Software.
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//
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// g_utils.c -- misc utility functions for game module
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#include "g_local.h"
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typedef struct
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{
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char oldShader[MAX_QPATH];
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char newShader[MAX_QPATH];
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float timeOffset;
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} shaderRemap_t;
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#define MAX_SHADER_REMAPS 128
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int remapCount = 0;
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shaderRemap_t remappedShaders[MAX_SHADER_REMAPS];
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void AddRemap(const char *oldShader, const char *newShader, float timeOffset)
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{
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int i;
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for (i = 0; i < remapCount; i++)
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{
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if (Q_stricmp(oldShader, remappedShaders[i].oldShader) == 0)
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{
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// found it, just update this one
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strcpy(remappedShaders[i].newShader,newShader);
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remappedShaders[i].timeOffset = timeOffset;
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return;
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}
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}
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if (remapCount < MAX_SHADER_REMAPS)
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{
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strcpy(remappedShaders[remapCount].newShader,newShader);
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strcpy(remappedShaders[remapCount].oldShader,oldShader);
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remappedShaders[remapCount].timeOffset = timeOffset;
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remapCount++;
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}
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}
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const char *BuildShaderStateConfig(void)
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{
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static char buff[MAX_STRING_CHARS*4];
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char out[(MAX_QPATH * 2) + 5];
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int i;
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memset(buff, 0, MAX_STRING_CHARS);
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for (i = 0; i < remapCount; i++) {
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Com_sprintf(out, (MAX_QPATH * 2) + 5, "%s=%s:%5.2f@", remappedShaders[i].oldShader, remappedShaders[i].newShader, remappedShaders[i].timeOffset);
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Q_strcat( buff, sizeof( buff ), out);
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}
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return buff;
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}
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/*
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================
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G_FindConfigstringIndex
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================
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*/
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int G_FindConfigstringIndex( char *name, int start, int max, qboolean create )
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{
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int i;
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char s[MAX_STRING_CHARS];
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if ( !name || !name[0] )
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{
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return 0;
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}
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for ( i=1 ; i<max ; i++ )
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{
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trap_GetConfigstring( start + i, s, sizeof( s ) );
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if ( !s[0] )
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{
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break;
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}
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if ( !strcmp( s, name ) )
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{
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return i;
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}
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}
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if ( !create )
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{
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return 0;
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}
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if ( i == max )
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{
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Com_Error( ERR_FATAL, "G_FindConfigstringIndex: overflow" );
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}
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trap_SetConfigstring( start + i, name );
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return i;
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}
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int G_ModelIndex( char *name )
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{
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return G_FindConfigstringIndex (name, CS_MODELS, MAX_MODELS, qtrue);
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}
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int G_SoundIndex( char *name )
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{
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return G_FindConfigstringIndex (name, CS_SOUNDS, MAX_SOUNDS, qtrue);
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}
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int G_AmbientSoundSetIndex( char *name )
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{
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return G_FindConfigstringIndex (name, CS_AMBIENT_SOUNDSETS, MAX_AMBIENT_SOUNDSETS, qtrue);
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}
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int G_IconIndex( char *name )
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{
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return G_FindConfigstringIndex (name, CS_ICONS, MAX_ICONS, qtrue);
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}
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int G_EffectIndex( char *name )
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{
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return G_FindConfigstringIndex (name, CS_EFFECTS, MAX_FX, qtrue);
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}
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int G_BSPIndex( char *name )
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{
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return G_FindConfigstringIndex (name, CS_BSP_MODELS, MAX_SUB_BSP, qtrue);
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}
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/*
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================
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G_TeamCommand
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Broadcasts a command to only a specific team
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================
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*/
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void G_TeamCommand( team_t team, char *cmd )
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{
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int i;
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for ( i = 0 ; i < level.maxclients ; i++ )
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{
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if ( level.clients[i].pers.connected == CON_CONNECTED )
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{
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if ( level.clients[i].sess.team == team )
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{
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trap_SendServerCommand( i, va("%s", cmd ));
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}
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}
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}
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}
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/*
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=============
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G_Find
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Searches all active entities for the next one that holds
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the matching string at fieldofs (use the FOFS() macro) in the structure.
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Searches beginning at the entity after from, or the beginning if NULL
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NULL will be returned if the end of the list is reached.
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=============
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*/
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gentity_t *G_Find (gentity_t *from, int fieldofs, const char *match)
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{
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char *s;
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if (!from)
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from = g_entities;
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else
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from++;
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for ( ; from < &g_entities[level.num_entities] ; from++)
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{
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if (!from->inuse)
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continue;
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s = *(char **) ((byte *)from + fieldofs);
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if (!s)
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continue;
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if (!Q_stricmp (s, match))
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return from;
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}
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return NULL;
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}
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/*
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=============
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G_PickTarget
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Selects a random entity from among the targets
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=============
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*/
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#define MAXCHOICES 32
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gentity_t *G_PickTarget (char *targetname)
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{
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gentity_t *ent = NULL;
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int num_choices = 0;
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gentity_t *choice[MAXCHOICES];
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if (!targetname)
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{
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Com_Printf("G_PickTarget called with NULL targetname\n");
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return NULL;
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}
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while(1)
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{
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ent = G_Find (ent, FOFS(targetname), targetname);
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if (!ent)
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{
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break;
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}
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choice[num_choices++] = ent;
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if (num_choices == MAXCHOICES)
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{
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break;
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}
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}
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if (!num_choices)
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{
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Com_Printf("G_PickTarget: target %s not found\n", targetname);
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return NULL;
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}
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return choice[rand() % num_choices];
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}
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void G_UseTargetsByName( const char* name, gentity_t* other, gentity_t *activator )
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{
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gentity_t* t;
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// Look for an entity
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t = NULL;
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while ( (t = G_Find (t, FOFS(targetname), name)) != NULL )
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{
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if ( t == other )
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{
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Com_Printf ("WARNING: Entity used itself.\n");
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}
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else
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{
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if ( t->use )
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{
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t->use (t, other, activator);
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}
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}
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2002-07-15 00:00:00 +00:00
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if ( other && !other->inuse )
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2002-05-24 00:00:00 +00:00
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{
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Com_Printf("entity was removed while using targets\n");
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return;
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}
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}
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}
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/*
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==============================
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G_UseTargets
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"activator" should be set to the entity that initiated the firing.
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Search for (string)targetname in all entities that
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match (string)self.target and call their .use function
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==============================
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*/
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void G_UseTargets( gentity_t *ent, gentity_t *activator )
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{
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if ( !ent )
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{
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return;
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}
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if (ent->targetShaderName && ent->targetShaderNewName)
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{
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float f = level.time * 0.001;
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AddRemap(ent->targetShaderName, ent->targetShaderNewName, f);
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trap_SetConfigstring(CS_SHADERSTATE, BuildShaderStateConfig());
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}
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if ( !ent->target )
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{
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return;
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}
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G_UseTargetsByName ( ent->target, ent, activator );
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}
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/*
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=============
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TempVector
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This is just a convenience function
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for making temporary vectors for function calls
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=============
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*/
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float *tv( float x, float y, float z ) {
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static int index;
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static vec3_t vecs[8];
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float *v;
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// use an array so that multiple tempvectors won't collide
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// for a while
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v = vecs[index];
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index = (index + 1)&7;
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v[0] = x;
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v[1] = y;
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v[2] = z;
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return v;
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}
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/*
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=============
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VectorToString
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This is just a convenience function
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for printing vectors
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=============
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*/
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char *vtos( const vec3_t v ) {
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static int index;
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static char str[8][32];
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char *s;
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// use an array so that multiple vtos won't collide
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s = str[index];
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index = (index + 1)&7;
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Com_sprintf (s, 32, "(%i %i %i)", (int)v[0], (int)v[1], (int)v[2]);
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return s;
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}
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/*
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===============
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G_SetMovedir
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The editor only specifies a single value for angles (yaw),
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but we have special constants to generate an up or down direction.
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Angles will be cleared, because it is being used to represent a direction
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instead of an orientation.
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===============
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*/
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void G_SetMovedir( vec3_t angles, vec3_t movedir ) {
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static vec3_t VEC_UP = {0, -1, 0};
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static vec3_t MOVEDIR_UP = {0, 0, 1};
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static vec3_t VEC_DOWN = {0, -2, 0};
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static vec3_t MOVEDIR_DOWN = {0, 0, -1};
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if ( VectorCompare (angles, VEC_UP) ) {
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VectorCopy (MOVEDIR_UP, movedir);
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} else if ( VectorCompare (angles, VEC_DOWN) ) {
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VectorCopy (MOVEDIR_DOWN, movedir);
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} else {
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AngleVectors (angles, movedir, NULL, NULL);
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}
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VectorClear( angles );
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}
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float vectoyaw( const vec3_t vec ) {
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float yaw;
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if (vec[YAW] == 0 && vec[PITCH] == 0) {
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yaw = 0;
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} else {
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if (vec[PITCH]) {
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yaw = ( atan2( vec[YAW], vec[PITCH]) * 180 / M_PI );
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} else if (vec[YAW] > 0) {
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yaw = 90;
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} else {
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yaw = 270;
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}
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if (yaw < 0) {
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yaw += 360;
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}
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}
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return yaw;
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}
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void G_InitGentity( gentity_t *e )
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{
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e->inuse = qtrue;
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e->classname = "noclass";
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e->s.number = e - g_entities;
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e->r.ownerNum = ENTITYNUM_NONE;
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}
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/*
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=================
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G_Spawn
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Either finds a free entity, or allocates a new one.
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The slots from 0 to MAX_CLIENTS-1 are always reserved for clients, and will
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never be used by anything else.
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Try to avoid reusing an entity that was recently freed, because it
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can cause the client to think the entity morphed into something else
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instead of being removed and recreated, which can cause interpolated
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angles and bad trails.
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=================
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*/
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gentity_t* G_Spawn( void )
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{
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int i, force;
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|
gentity_t *e;
|
|
|
|
|
|
|
|
e = NULL; // shut up warning
|
|
|
|
i = 0; // shut up warning
|
|
|
|
for ( force = 0 ; force < 2 ; force++ )
|
|
|
|
{
|
|
|
|
// if we go through all entities and can't find one to free,
|
|
|
|
// override the normal minimum times before use
|
|
|
|
e = &g_entities[MAX_CLIENTS];
|
|
|
|
for ( i = MAX_CLIENTS ; i<level.num_entities ; i++, e++)
|
|
|
|
{
|
|
|
|
if ( e->inuse )
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
// the first couple seconds of server time can involve a lot of
|
|
|
|
// freeing and allocating, so relax the replacement policy
|
|
|
|
if ( !force && e->freetime > level.startTime + 2000 && level.time - e->freetime < 1000 )
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
// reuse this slot
|
|
|
|
G_InitGentity( e );
|
|
|
|
return e;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( i != MAX_GENTITIES )
|
|
|
|
{
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( i == ENTITYNUM_MAX_NORMAL )
|
|
|
|
{
|
|
|
|
for (i = 0; i < MAX_GENTITIES; i++)
|
|
|
|
{
|
|
|
|
Com_Printf("%4i: %s\n", i, g_entities[i].classname);
|
|
|
|
}
|
|
|
|
|
|
|
|
Com_Error( ERR_FATAL, "G_Spawn: no free entities" );
|
|
|
|
}
|
|
|
|
|
|
|
|
// open up a new slot
|
|
|
|
level.num_entities++;
|
|
|
|
|
|
|
|
// let the server system know that there are more entities
|
|
|
|
trap_LocateGameData( level.gentities, level.num_entities, sizeof( gentity_t ),
|
|
|
|
&level.clients[0].ps, sizeof( level.clients[0] ) );
|
|
|
|
|
|
|
|
G_InitGentity( e );
|
|
|
|
return e;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
=================
|
|
|
|
G_EntitiesFree
|
|
|
|
=================
|
|
|
|
*/
|
|
|
|
qboolean G_EntitiesFree( void )
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
gentity_t *e;
|
|
|
|
|
|
|
|
e = &g_entities[MAX_CLIENTS];
|
|
|
|
for ( i = MAX_CLIENTS; i < level.num_entities; i++, e++)
|
|
|
|
{
|
|
|
|
if ( e->inuse )
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
// slot available
|
|
|
|
return qtrue;
|
|
|
|
}
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
=================
|
|
|
|
G_FreeEntity
|
|
|
|
|
|
|
|
Marks the entity as free
|
|
|
|
=================
|
|
|
|
*/
|
|
|
|
void G_FreeEntity( gentity_t *ed )
|
|
|
|
{
|
|
|
|
trap_UnlinkEntity (ed);
|
|
|
|
|
|
|
|
if ( ed->neverFree )
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
memset (ed, 0, sizeof(*ed));
|
|
|
|
ed->classname = "freed";
|
|
|
|
ed->freetime = level.time;
|
|
|
|
ed->inuse = qfalse;
|
|
|
|
}
|
|
|
|
|
2002-09-24 00:00:00 +00:00
|
|
|
/*
|
|
|
|
=================
|
|
|
|
G_FreeEnitityChildren
|
|
|
|
|
|
|
|
Frees any entity that is a child of the given entity
|
|
|
|
=================
|
|
|
|
*/
|
|
|
|
void G_FreeEnitityChildren( gentity_t* ent )
|
|
|
|
{
|
|
|
|
gentity_t* from;
|
|
|
|
|
|
|
|
for ( from = g_entities; from < &g_entities[level.num_entities] ; from++)
|
|
|
|
{
|
|
|
|
if ( !from->inuse )
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( from->parent != ent )
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
G_FreeEntity ( from );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2002-05-24 00:00:00 +00:00
|
|
|
/*
|
|
|
|
=================
|
|
|
|
G_TempEntity
|
|
|
|
|
|
|
|
Spawns an event entity that will be auto-removed
|
|
|
|
The origin will be snapped to save net bandwidth, so care
|
|
|
|
must be taken if the origin is right on a surface (snap towards start vector first)
|
|
|
|
=================
|
|
|
|
*/
|
|
|
|
gentity_t *G_TempEntity( vec3_t origin, int event )
|
|
|
|
{
|
|
|
|
gentity_t *e;
|
|
|
|
vec3_t snapped;
|
|
|
|
|
|
|
|
e = G_Spawn();
|
|
|
|
e->s.eType = ET_EVENTS + event;
|
|
|
|
|
|
|
|
e->classname = "tempEntity";
|
|
|
|
e->eventTime = level.time;
|
|
|
|
e->freeAfterEvent = qtrue;
|
|
|
|
|
|
|
|
VectorCopy( origin, snapped );
|
|
|
|
SnapVector( snapped ); // save network bandwidth
|
|
|
|
G_SetOrigin( e, snapped );
|
|
|
|
|
|
|
|
// find cluster for PVS
|
|
|
|
trap_LinkEntity( e );
|
|
|
|
|
|
|
|
return e;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
==============================================================================
|
|
|
|
|
|
|
|
Kill box
|
|
|
|
|
|
|
|
==============================================================================
|
|
|
|
*/
|
|
|
|
|
|
|
|
/*
|
|
|
|
=================
|
|
|
|
G_KillBox
|
|
|
|
|
|
|
|
Kills all entities that would touch the proposed new positioning
|
|
|
|
of ent. Ent should be unlinked before calling this!
|
|
|
|
=================
|
|
|
|
*/
|
|
|
|
void G_KillBox (gentity_t *ent) {
|
|
|
|
int i, num;
|
|
|
|
int touch[MAX_GENTITIES];
|
|
|
|
gentity_t *hit;
|
|
|
|
vec3_t mins, maxs;
|
|
|
|
|
|
|
|
VectorAdd( ent->client->ps.origin, ent->r.mins, mins );
|
|
|
|
VectorAdd( ent->client->ps.origin, ent->r.maxs, maxs );
|
|
|
|
num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );
|
|
|
|
|
|
|
|
for ( i = 0; i < num ; i++ )
|
|
|
|
{
|
|
|
|
hit = &g_entities[touch[i]];
|
|
|
|
if ( !hit->client )
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Dont kill yourself if this should ever happen
|
|
|
|
if ( hit == ent )
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
// nail it
|
|
|
|
G_Damage ( hit, ent, ent, NULL, NULL, 100000, DAMAGE_NO_PROTECTION, MOD_TELEFRAG, HL_NONE );
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
//==============================================================================
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
G_AddPredictableEvent
|
|
|
|
|
|
|
|
Use for non-pmove events that would also be predicted on the
|
|
|
|
client side: jumppads and item pickups
|
|
|
|
Adds an event+parm and twiddles the event counter
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void G_AddPredictableEvent( gentity_t *ent, int event, int eventParm ) {
|
|
|
|
if ( !ent->client ) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
BG_AddPredictableEventToPlayerstate( event, eventParm, &ent->client->ps );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
G_AddEvent
|
|
|
|
|
|
|
|
Adds an event+parm and twiddles the event counter
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void G_AddEvent( gentity_t *ent, int event, int eventParm ) {
|
|
|
|
int bits;
|
|
|
|
|
|
|
|
if ( !event ) {
|
|
|
|
Com_Printf( "G_AddEvent: zero event added for entity %i\n", ent->s.number );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// clients need to add the event in playerState_t instead of entityState_t
|
|
|
|
if ( ent->client ) {
|
|
|
|
bits = ent->client->ps.externalEvent & EV_EVENT_BITS;
|
|
|
|
bits = ( bits + EV_EVENT_BIT1 ) & EV_EVENT_BITS;
|
|
|
|
ent->client->ps.externalEvent = event | bits;
|
|
|
|
ent->client->ps.externalEventParm = eventParm;
|
|
|
|
ent->client->ps.externalEventTime = level.time;
|
|
|
|
} else {
|
|
|
|
bits = ent->s.event & EV_EVENT_BITS;
|
|
|
|
bits = ( bits + EV_EVENT_BIT1 ) & EV_EVENT_BITS;
|
|
|
|
ent->s.event = event | bits;
|
|
|
|
ent->s.eventParm = eventParm;
|
|
|
|
}
|
|
|
|
ent->eventTime = level.time;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
=============
|
|
|
|
G_PlayEffect
|
|
|
|
=============
|
|
|
|
*/
|
|
|
|
void G_PlayEffect(int fxID, vec3_t org, vec3_t ang)
|
|
|
|
{
|
|
|
|
gentity_t *te;
|
|
|
|
|
|
|
|
te = G_TempEntity( org, EV_PLAY_EFFECT );
|
|
|
|
VectorCopy(ang, te->s.angles);
|
|
|
|
VectorCopy(org, te->s.origin);
|
|
|
|
te->s.eventParm = fxID;
|
|
|
|
}
|
|
|
|
|
2002-07-15 00:00:00 +00:00
|
|
|
/*
|
|
|
|
=============
|
|
|
|
G_SetHUDIcon
|
|
|
|
=============
|
|
|
|
*/
|
|
|
|
void G_SetHUDIcon ( int index, int icon )
|
|
|
|
{
|
|
|
|
trap_SetConfigstring ( CS_HUDICONS + index, va("%i", icon ) );
|
|
|
|
}
|
|
|
|
|
2002-05-24 00:00:00 +00:00
|
|
|
/*
|
|
|
|
=============
|
|
|
|
G_Sound
|
|
|
|
=============
|
|
|
|
*/
|
|
|
|
void G_Sound( gentity_t *ent, int channel, int soundIndex ) {
|
|
|
|
gentity_t *te;
|
|
|
|
|
|
|
|
te = G_TempEntity( ent->r.currentOrigin, EV_GENERAL_SOUND );
|
|
|
|
te->s.eventParm = soundIndex;
|
|
|
|
te->s.otherEntityNum = channel;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
=============
|
|
|
|
G_SoundAtLoc
|
|
|
|
=============
|
|
|
|
*/
|
|
|
|
void G_SoundAtLoc( vec3_t loc, int channel, int soundIndex ) {
|
|
|
|
gentity_t *te;
|
|
|
|
|
|
|
|
te = G_TempEntity( loc, EV_GENERAL_SOUND );
|
|
|
|
te->s.eventParm = soundIndex;
|
2002-09-24 00:00:00 +00:00
|
|
|
te->r.svFlags |= SVF_BROADCAST;
|
2002-05-24 00:00:00 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
=============
|
|
|
|
G_EntitySound
|
|
|
|
=============
|
|
|
|
*/
|
|
|
|
void G_EntitySound( gentity_t *ent, int channel, int soundIndex ) {
|
|
|
|
gentity_t *te;
|
|
|
|
|
|
|
|
te = G_TempEntity( ent->r.currentOrigin, EV_ENTITY_SOUND );
|
|
|
|
te->s.eventParm = soundIndex;
|
|
|
|
te->s.weapon = ent->s.number;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//==============================================================================
|
|
|
|
|
|
|
|
qboolean G_PointInBounds( vec3_t point, vec3_t mins, vec3_t maxs )
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
|
|
|
|
for(i = 0; i < 3; i++ )
|
|
|
|
{
|
|
|
|
if ( point[i] < mins[i] )
|
|
|
|
{
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
if ( point[i] > maxs[i] )
|
|
|
|
{
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return qtrue;
|
|
|
|
}
|
|
|
|
|
|
|
|
qboolean G_BoxInBounds( vec3_t point, vec3_t mins, vec3_t maxs, vec3_t boundsMins, vec3_t boundsMaxs )
|
|
|
|
{
|
|
|
|
vec3_t boxMins;
|
|
|
|
vec3_t boxMaxs;
|
|
|
|
|
|
|
|
VectorAdd( point, mins, boxMins );
|
|
|
|
VectorAdd( point, maxs, boxMaxs );
|
|
|
|
|
|
|
|
if(boxMaxs[0]>boundsMaxs[0])
|
|
|
|
return qfalse;
|
|
|
|
|
|
|
|
if(boxMaxs[1]>boundsMaxs[1])
|
|
|
|
return qfalse;
|
|
|
|
|
|
|
|
if(boxMaxs[2]>boundsMaxs[2])
|
|
|
|
return qfalse;
|
|
|
|
|
|
|
|
if(boxMins[0]<boundsMins[0])
|
|
|
|
return qfalse;
|
|
|
|
|
|
|
|
if(boxMins[1]<boundsMins[1])
|
|
|
|
return qfalse;
|
|
|
|
|
|
|
|
if(boxMins[2]<boundsMins[2])
|
|
|
|
return qfalse;
|
|
|
|
|
|
|
|
//box is completely contained within bounds
|
|
|
|
return qtrue;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void G_SetAngles( gentity_t *ent, vec3_t angles )
|
|
|
|
{
|
|
|
|
VectorCopy( angles, ent->r.currentAngles );
|
|
|
|
VectorCopy( angles, ent->s.angles );
|
|
|
|
VectorCopy( angles, ent->s.apos.trBase );
|
|
|
|
}
|
|
|
|
|
|
|
|
qboolean G_ClearTrace( vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int ignore, int clipmask )
|
|
|
|
{
|
|
|
|
static trace_t tr;
|
|
|
|
|
|
|
|
trap_Trace( &tr, start, mins, maxs, end, ignore, clipmask );
|
|
|
|
|
|
|
|
if ( tr.allsolid || tr.startsolid || tr.fraction < 1.0 )
|
|
|
|
{
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
|
|
|
|
return qtrue;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
================
|
|
|
|
G_SetOrigin
|
|
|
|
|
|
|
|
Sets the pos trajectory for a fixed position
|
|
|
|
================
|
|
|
|
*/
|
|
|
|
void G_SetOrigin( gentity_t *ent, vec3_t origin ) {
|
|
|
|
VectorCopy( origin, ent->s.pos.trBase );
|
|
|
|
ent->s.pos.trType = TR_STATIONARY;
|
|
|
|
ent->s.pos.trTime = 0;
|
|
|
|
ent->s.pos.trDuration = 0;
|
|
|
|
VectorClear( ent->s.pos.trDelta );
|
|
|
|
|
|
|
|
VectorCopy( origin, ent->r.currentOrigin );
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
================
|
|
|
|
DebugLine
|
|
|
|
|
|
|
|
debug polygons only work when running a local game
|
|
|
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with r_debugSurface set to 2
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================
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*/
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int DebugLine(vec3_t start, vec3_t end, int color) {
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vec3_t points[4], dir, cross, up = {0, 0, 1};
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float dot;
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VectorCopy(start, points[0]);
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VectorCopy(start, points[1]);
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//points[1][2] -= 2;
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VectorCopy(end, points[2]);
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//points[2][2] -= 2;
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VectorCopy(end, points[3]);
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VectorSubtract(end, start, dir);
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VectorNormalize(dir);
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dot = DotProduct(dir, up);
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if (dot > 0.99 || dot < -0.99) VectorSet(cross, 1, 0, 0);
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else CrossProduct(dir, up, cross);
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VectorNormalize(cross);
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VectorMA(points[0], 2, cross, points[0]);
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VectorMA(points[1], -2, cross, points[1]);
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VectorMA(points[2], -2, cross, points[2]);
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VectorMA(points[3], 2, cross, points[3]);
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return trap_DebugPolygonCreate(color, 4, points);
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}
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