5144 lines
115 KiB
C++
5144 lines
115 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Quake 2 Engine/Sin/code/game/entity.cpp $
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// $Revision:: 297 $
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// $Author:: Aldie $
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// $Date:: 3/18/99 6:44p $
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//
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// Copyright (C) 1997 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source is may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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// $Log:: /Quake 2 Engine/Sin/code/game/entity.cpp $
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//
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// 297 3/18/99 6:44p Aldie
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// CancelPendingEvents when removiiung
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//
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// 296 11/18/98 5:22a Jimdose
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// CheckGround properly checks normal an alternate grav axis
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//
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// 295 11/18/98 3:03a Jimdose
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// made EV_Mutate a cheat
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//
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// 294 11/18/98 12:22a Jimdose
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// fixed fullmins and fullmaxs when gravaxis is non-0 in setSize
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//
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// 293 11/15/98 11:31p Markd
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// make sure all our children are deleted when removing
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//
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// 292 11/14/98 5:29p Jimdose
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// Made BroadcastSound search through the SentientList instead of using
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// findradius. This way, fewer entities are checked.
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//
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// 291 11/13/98 10:20p Aldie
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// Fix crash bug in attachevent
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//
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// 290 11/13/98 1:47a Markd
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// Don't set gravaxis if the same as before
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//
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// 289 11/10/98 8:03p Jimdose
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// made setSize and SetGravityAxis change fullmins and fullmaxs appropriately
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//
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// 288 11/08/98 6:33p Jimdose
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// added FLAG_IGNORE to the flag modifaction functions, making sure that
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// illegal values don't cause flags to be modified
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//
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// 287 11/04/98 8:40p Jimdose
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// Made it so the Flags event will not screw the flags if the string is not
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// recognized.
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//
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// 286 10/26/98 9:41p Markd
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// Fixed gotkill message not passing in gibbed parameter
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//
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// 285 10/26/98 4:26p Aldie
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// Added ghost command for models that are notsolid, and notvisible, but still
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// need to get sent over.
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//
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// 284 10/25/98 4:38a Aldie
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// Moved link()
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//
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// 283 10/25/98 12:01a Markd
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// put in censored support
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//
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// 282 10/24/98 5:43p Markd
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// Fixed IfSkillEvent
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//
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// 281 10/24/98 12:42a Markd
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// changed origins to worldorigins where appropriate
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//
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// 280 10/23/98 11:50p Jimdose
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// fixed usagage of model as a temporary variable in AttachModelEvent
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//
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// 279 10/23/98 5:38a Jimdose
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// Added SetMassEvent
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//
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// 278 10/22/98 4:57p Aldie
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// Removed blastscale_z values
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//
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// 277 10/22/98 1:40a Markd
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// Added stealth mode
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//
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// 276 10/21/98 1:29a Jimdose
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// fixed crash bug with binding/unbinding and teams
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//
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// 275 10/20/98 11:29p Markd
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// Revamped Broadcast sound
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//
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// 274 10/20/98 4:00p Aldie
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// Put in teammaster checkwhen unbinding
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//
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// 273 10/20/98 3:32a Jimdose
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// Made setSolidType not error out when loading savegames
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// added isBoundTo to test is an entity is affected by another entity via
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// binding
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// binding is no longer order dependent
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//
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// 272 10/19/98 8:55p Markd
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// Put check in setSolidType
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//
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// 271 10/19/98 5:29p Aldie
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// Zero out total_delta when stop animating is called
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//
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// 270 10/19/98 12:07a Jimdose
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// made all code use fast checks for inheritance (no text lookups when
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// possible)
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// isSubclassOf no longer requires ::_classinfo()
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//
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// 269 10/18/98 8:40p Jimdose
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// Added GetEntName
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// Made setModel check if it's SOLID_BSP when it has no model
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//
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// 268 10/17/98 11:02p Markd
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// Added ifskill
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//
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// 267 10/17/98 8:11p Jimdose
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// Changed Damage to DamgeEvent
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//
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// 266 10/15/98 3:39p Markd
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// added forcefield ability
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//
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// 265 10/14/98 10:21p Markd
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// Added debug code for AnimateFrame
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//
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// 264 10/13/98 11:13p Markd
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// Added hurt and mutate support
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//
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// 263 10/13/98 5:25p Markd
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// Added UseBoundingBoxEvent
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//
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// 262 10/11/98 8:50p Jimdose
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// Added RandomGlobalEntitySound and RandomGlobalEntitySoundEvent
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//
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// 261 10/10/98 10:37p Markd
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// made it so that targetnames with "$" could not be entered
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//
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// 260 10/10/98 9:13p Markd
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// Took out SetAliasPrefix
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//
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// 259 10/10/98 3:24a Jimdose
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// changed team to moveteam
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//
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// 258 10/09/98 10:18p Jimdose
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// made setSize check mins and maxs in the edict instead of the shadow
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// variables in Entity to check if it should change the size
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//
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// 257 10/09/98 8:58p Aldie
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// Move air_finished to player
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//
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// 256 10/09/98 8:02p Jimdose
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// made SetModel only post processinitcommands when LoadingSavegame is false
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//
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// 255 10/08/98 7:40p Aldie
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// Added minlight
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//
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// 254 10/08/98 7:25p Aldie
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// minlight, gravity, lightoffset
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//
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// 253 10/07/98 11:46p Jimdose
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// Disabled ProcessInitCommands when loading savegames
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// made setModel use str instead of char array
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//
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// 252 10/06/98 9:59p Aldie
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// Added an oxygenator
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//
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// 251 10/06/98 9:39p Markd
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// removed last_origin
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//
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// 250 10/05/98 11:30p Markd
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// Changed sound radius to header
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//
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// 249 10/04/98 10:28p Aldie
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// Added multiple weapon changes. Damage, flashes, quantum stuff
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//
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// 248 10/03/98 1:09p Aldie
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// Added rendereffects flag
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//
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// 247 10/02/98 10:59p Jimdose
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// Added SetEntNum
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//
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// 246 10/01/98 7:59p Markd
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// Made dialog use NO_PHS
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//
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// 245 9/23/98 11:00p Markd
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// put in some garbage collection on stuff that wasn't freed up
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//
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// 244 9/22/98 5:11p Jimdose
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// Changed the radius of most of the sound events
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//
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// 243 9/22/98 3:21p Markd
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// put in parentmode lockout for blood and gibs
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//
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// 242 9/22/98 2:59p Aldie
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// Added effects command
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//
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// 241 9/20/98 7:11p Aldie
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// Added flags to particles
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//
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// 240 9/20/98 3:45p Markd
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// Changed default dialog channel from CHAN_DIALOG to CHAN_DIALOG_SECONDARY
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//
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// 239 9/17/98 6:19p Jimdose
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// Made BroadcastSound use centroid instead of worldorigin for basing it's
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// radius and phs checks
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//
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// 238 9/17/98 10:50a Markd
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// fixed gun entity not being shown
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//
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// 237 9/15/98 6:37p Markd
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// Added RotatedBounds flag support
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//
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// 236 9/12/98 11:27a Markd
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// fixed check in Animateframe to go to the next animation
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//
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// 235 9/11/98 11:25p Markd
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// cleared out last_animation_time when stopanimating is called
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//
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// 234 9/09/98 6:49p Markd
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// forgot to check to see if num_frames_in_gun_anim was greater than one
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//
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// 233 9/09/98 6:45p Markd
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// put in world weapon model animations
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//
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// 232 9/08/98 11:31p Jimdose
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// Added AnimEvent
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//
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// 231 9/08/98 8:11p Markd
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// Fixed Animation timing so frames weren't skipped
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//
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// 230 9/07/98 8:28p Markd
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// Added fullradius
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//
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// 229 8/29/98 9:40p Jimdose
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// Added call info to G_Trace
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//
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// 228 8/29/98 5:27p Markd
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// added specialfx, replaced misc with specialfx where appropriate
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//
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// 227 8/28/98 7:03p Markd
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// Fixed Broadcast Sound
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//
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// 226 8/28/98 4:13p Markd
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// Increased VoiceSound radius
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//
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// 225 8/27/98 9:04p Jimdose
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// Moved a lot of small functions to the header as inline
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// Made Centroid a variable
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//
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// 224 8/24/98 6:51p Jimdose
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// Added SetGravityAxis
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//
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// 223 8/22/98 9:36p Jimdose
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// Renamed spawn arg
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//
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// 222 8/22/98 8:55p Jimdose
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// Added support for alternate gravity axis
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//
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// 221 8/21/98 3:48p Markd
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// Added new group "all" behavior
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//
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// 220 8/19/98 8:48p Aldie
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// Reduce lag for weapons and fixed assertion
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//
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// 219 8/18/98 11:08p Markd
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// Added new Alias System
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//
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// 218 8/18/98 11:12a Markd
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// Added "skin" event
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//
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// 217 8/15/98 5:30p Jimdose
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// Made RegisterAlias and RegisterAliasAndCache use a str for storing the name
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// so we don't have any name length crashes
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//
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// 216 8/09/98 5:52p Markd
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// Attached models are ThrowObjects by default
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//
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// 215 8/08/98 8:36p Markd
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// forgot to return a value in attach function
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//
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// 214 8/08/98 8:27p Markd
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// Added attach and bind check for self binding/attaching
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//
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// 213 8/08/98 7:50p Jimdose
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// changed realWorld to world
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//
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// 212 8/07/98 4:21p Aldie
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// Allow kill from the console.
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//
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// 211 8/06/98 10:53p Aldie
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// Added weapon tweaks and kickback. Also modified blast radius damage and
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// rocket jumping.
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//
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// 210 8/04/98 6:05p Aldie
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// Added RF_DETAIL flag and removed some dead code
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//
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// 209 7/31/98 8:08p Jimdose
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// Script commands now include flags to indicate cheats and console commands
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//
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// 208 7/29/98 2:31p Aldie
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// Changed health to a float
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//
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// 207 7/26/98 1:14a Markd
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// rename entityflags to flags because we wern't using entityflags in any def
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// files
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//
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// 206 7/25/98 8:18p Markd
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// Fixed animation bug
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//
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// 205 7/25/98 3:57p Markd
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// Added EV_GotKill
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//
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// 204 7/24/98 6:18p Markd
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// changed some CHAN_AUTO's to CHAN_BODY, changed CHAN_VOICE in dialog to
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// CHAN_DIALOG
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//
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// 203 7/24/98 6:17p Aldie
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// Dialog checking
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//
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// 202 7/23/98 6:17p Aldie
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// Updated damage system and fixed some damage related bugs. Also put tracers
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// back to the way they were, and added gib event to funcscriptmodels
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//
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// 201 7/22/98 10:41p Aldie
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// Fixed tracers
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//
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// 200 7/21/98 10:42p Markd
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// Fixed entity tesselation
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//
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// 199 7/21/98 10:04p Markd
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// Added DIE_EXPLODE stuff to entity flags
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//
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// 198 7/21/98 9:34p Jimdose
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// Added AliasExists and PrefixAliasExists
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//
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// 197 7/21/98 1:10p Aldie
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// Added meansofdeath to obituaries
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//
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// 196 7/20/98 3:52p Aldie
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// Made a ProcessInitCommands which is called from the event.
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//
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// 195 7/19/98 8:27p Jimdose
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// Made setModel cancel any EV_ProcessInitCommands events
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//
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// 194 7/18/98 11:16p Markd
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// Added takedamage and nodamage events
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//
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// 193 7/18/98 8:05p Markd
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// Fixed bug with attached models
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//
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// 192 7/18/98 4:05p Markd
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// Added movetype events to attach, detach and attachmodel
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//
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// 191 7/18/98 3:52p Markd
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// Added attach, detach and attach model commands
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//
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// 190 7/17/98 3:50p Markd
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// Added HasAnim method
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//
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// 189 7/15/98 11:22p Markd
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// Added ProcessInitCommands when setting model
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//
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// 188 7/14/98 11:35p Markd
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// Added PHSSound and RandomPHSSound
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//
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// 187 7/14/98 4:35p Markd
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// fixed animation bug
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//
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// 186 7/14/98 3:53p Markd
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// Added proper frame 0 animation if immediately animating when calling
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// RandomAnimate
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//
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// 185 7/13/98 4:59p Aldie
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// Added dead player bodies with gibbing
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//
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// 184 7/11/98 2:48p Markd
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// Added dialog event
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//
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// 183 7/11/98 2:25p Markd
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// Removed dialog event
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//
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// 182 7/10/98 11:11p Markd
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// Added DialogEvent
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//
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// 181 7/09/98 11:52p Markd
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// fixed greater than 10FPS support
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//
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// 180 7/09/98 9:37p Jimdose
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// Added getParentVector, since some calls to getLocalVector needed the
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// transform in terms of the parent, and some to the local vector. phew...
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// hope that's that! :)
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//
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// 179 7/09/98 12:55a Markd
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// put in arbitrary frames per second support for models
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//
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// 178 7/09/98 12:41a Markd
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// Added support for greater than 10FPS
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//
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// 177 7/09/98 12:18a Jimdose
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// As soon as I checked in the file, I realized that getLocalVector was only
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// incorrect in returning the vector untouched when it didn't have a
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// bindmaster. getLocalVector is independent of binding, so I fixed that and
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// returned the bind call to getLocalVector to its original (correct) state.
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// For binding, either way is correct, but getLocalVector is used in the
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// physics for calculating a delta move in the coordinate system of the object,
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// so this is more correct.
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//
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// 176 7/09/98 12:11a Jimdose
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// fixed getLocalVector to do the dot products agains the bindmaster's
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// orientation instead of the object's. This fixes a bug with binding to
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// objects that are oriented.
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//
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// 175 7/08/98 12:55p Jimdose
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// Added classname event to clear up warnings when loading def files
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//
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// 174 7/03/98 12:00p Aldie
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// Fixed random animate to post endevent frametime in the future if anim not
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// found
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//
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// 173 6/27/98 2:17p Aldie
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// Updated CanDamage
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//
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// 172 6/25/98 4:58p Markd
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// Fixed tesselation bug
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//
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// 171 6/24/98 12:39p Markd
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// Added default tesselation percentage
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//
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// 170 6/20/98 7:49p Markd
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// Added location to Killed and Pain events
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//
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// 169 6/20/98 3:42p Markd
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// Changed default damage tesselation
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//
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// 168 6/19/98 7:24p Markd
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// took out initialization of groups by setModel
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//
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// 167 6/19/98 4:45p Jimdose
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// Added Centroid, DistanceTo, and WithinDistance
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//
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// 166 6/19/98 10:56a Markd
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// re-ordered tesselation event
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//
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// 165 6/18/98 8:46p Jimdose
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// Added better event error handling
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// Added source info to events
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//
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// 164 6/18/98 6:14p Markd
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// forgot to remove a warning
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//
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// 163 6/18/98 2:00p Markd
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// rewrote tesselation code
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//
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// 162 6/17/98 7:34p Markd
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// Fixed weird bug when world has targetname set!
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//
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// 161 6/17/98 6:16p Markd
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// Fixed broadcast sound NumArgs bug
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//
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// 160 6/17/98 3:03p Markd
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// Changed NumArgs back to previous behavior
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//
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// 159 6/15/98 8:04p Markd
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// put in Group_Flags support
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//
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// 158 6/13/98 7:32p Markd
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// put in default tesselation of 10 thick
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//
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// 157 6/10/98 7:53p Markd
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// Made NumArgs behave correctly like argc
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//
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// 156 6/10/98 2:10p Aldie
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// Updated damage function.
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//
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// 155 6/09/98 6:41p Markd
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// made static sounds default to ATTN_IDLE instead of ATTN_STATIC
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//
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// 154 6/09/98 4:40p Markd
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// Added additonal environment mapped effect
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//
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// 153 6/08/98 8:20p Markd
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// When RandomAnimate fails, the animdone event is still posted
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//
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// 152 6/08/98 7:21p Aldie
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// Fixed group command parsing
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//
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// 151 6/08/98 5:18p Markd
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// made group events use '+' and '-' behavior
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//
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// 150 6/08/98 5:17p Aldie
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// Moved defines to qshared.
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//
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// 149 6/08/98 4:58p Markd
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// Added GroupModelEvent for model dynamic modifications
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//
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// 148 6/08/98 2:37p Markd
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// changed some static sound stuff
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//
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// 147 6/08/98 1:54p Jimdose
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// Made sure that animdoneevent was freed if the animation was stopped or
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// changed
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//
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// 146 6/05/98 6:23p Aldie
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// Added a location string to Damage
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//
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// 145 6/04/98 4:36p Markd
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// made all script sounds not use PHS so that sounds would be sent over no
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// matter what
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//
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// 144 5/27/98 8:35p Markd
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// decreased health quotient
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//
|
|
// 143 5/27/98 7:34p Markd
|
|
// reduce damage on player by 50%
|
|
//
|
|
// 142 5/27/98 4:55p Markd
|
|
// Added Inflictor message to Killed
|
|
//
|
|
// 141 5/26/98 10:54p Markd
|
|
// Made sound flags SOUND_SYNCH default
|
|
//
|
|
// 140 5/26/98 9:40p Markd
|
|
// Made damage appear instantly
|
|
//
|
|
// 139 5/26/98 9:25p Aldie
|
|
// Added kill event
|
|
//
|
|
// 138 5/26/98 8:45p Markd
|
|
// Initilialize number of groups for model
|
|
//
|
|
// 137 5/26/98 4:22p Markd
|
|
// Added Target registration stuff
|
|
//
|
|
// 136 5/26/98 1:29a Markd
|
|
// fixed rotated bounding boxes
|
|
//
|
|
// 135 5/25/98 12:22p Aldie
|
|
// Inited waterlevel and watertype
|
|
//
|
|
// 134 5/25/98 8:50p Markd
|
|
// Increased damage momentum for E3
|
|
//
|
|
// 133 5/25/98 7:59p Markd
|
|
// Added RandomPositionedSound
|
|
//
|
|
// 132 5/25/98 6:46p Jimdose
|
|
// Made animateframe, prethink and posthink into functions built into the base
|
|
// entity class
|
|
//
|
|
// 131 5/25/98 4:43p Markd
|
|
// Added SpawnParticles to entity
|
|
//
|
|
// 130 5/24/98 8:55p Jimdose
|
|
// Changed classname to a const char *
|
|
//
|
|
// 129 5/24/98 8:46p Jimdose
|
|
// Made a lot of functions more str-friendly.
|
|
// Got rid of a lot of char * based strings
|
|
// Cleaned up get spawn arg functions and sound functions
|
|
// sound functions now use consistant syntax
|
|
//
|
|
// 128 5/24/98 4:48p Jimdose
|
|
// Made char *'s const
|
|
//
|
|
// 127 5/24/98 2:47p Markd
|
|
// Made char *'s into const char *'s
|
|
//
|
|
// 126 5/24/98 1:06a Jimdose
|
|
// Added sound events for ai
|
|
//
|
|
// 125 5/23/98 6:47p Aldie
|
|
// Fixed FADE_OUT
|
|
//
|
|
// 124 5/20/98 1:42p Markd
|
|
// Added proper stopsound behavior
|
|
//
|
|
// 123 5/20/98 11:11a Markd
|
|
// removed char * dependency
|
|
//
|
|
// 122 5/15/98 6:46p Markd
|
|
// patched FLAGS command, also set max_health
|
|
//
|
|
// 121 5/13/98 4:44p Jimdose
|
|
// Changed remove time in FadeOut
|
|
// Damage checks if inflictor or attacker are NULL.
|
|
//
|
|
// 120 5/11/98 5:53p Markd
|
|
// Added aliascache command
|
|
//
|
|
// 119 5/11/98 2:19p Markd
|
|
// Fixed randomsound stuff
|
|
//
|
|
// 118 5/09/98 7:11p Markd
|
|
// Removed sound parameter from tesselate command
|
|
//
|
|
// 117 5/08/98 7:00p Markd
|
|
// Added FL_DARKEN Support
|
|
//
|
|
// 116 5/08/98 2:55p Markd
|
|
// Put in an additional randomsound method
|
|
//
|
|
// 115 5/07/98 11:32p Markd
|
|
// Removed footstep event and command
|
|
//
|
|
// 114 5/06/98 11:22a Markd
|
|
// Fixed up some sound stuff
|
|
//
|
|
// 113 5/04/98 8:31p Markd
|
|
// Removed cachemodel and cachesound
|
|
//
|
|
// 112 5/03/98 8:09p Markd
|
|
// Fixed calculate bounds bug in creator and also added precaching to
|
|
// modelindex and soundindex
|
|
//
|
|
// 111 5/03/98 7:13p Markd
|
|
// Added precache to alias event
|
|
//
|
|
// 110 5/03/98 4:31p Jimdose
|
|
// Changed Vector class. No longer includes PointsTo
|
|
//
|
|
// 109 5/03/98 2:41p Jimdose
|
|
// no change
|
|
//
|
|
// 107 5/02/98 8:41p Markd
|
|
// Added cachemodel and cachesound and also entityflags events
|
|
//
|
|
// 106 5/02/98 12:49a Jimdose
|
|
// added scale event
|
|
//
|
|
// 105 5/01/98 8:32p Markd
|
|
// Added some precache comments
|
|
//
|
|
// 104 5/01/98 8:17p Jimdose
|
|
// Init groundsurface to NULL
|
|
//
|
|
// 103 5/01/98 7:39p Markd
|
|
// changed entsound and related functions to ambientsound etc.
|
|
//
|
|
// 102 5/01/98 7:32p Jimdose
|
|
// Added groundplane, groundsurface, groundcontents
|
|
//
|
|
// 101 5/01/98 5:02p Markd
|
|
// temporarily commented out setting of children in setorigin
|
|
//
|
|
// 100 5/01/98 11:09a Markd
|
|
// Added sound to tesselation event
|
|
//
|
|
// 99 4/29/98 10:44p Markd
|
|
// Added positioned_sound and random_sound with more parameters
|
|
//
|
|
// 98 4/29/98 5:55p Jimdose
|
|
// Added "bind" spawn key to allow binding without using scripts
|
|
//
|
|
// 97 4/16/98 1:59p Jimdose
|
|
// Added EndAnimEvent and PrevFrameEvent
|
|
//
|
|
// 96 4/14/98 6:55p Markd
|
|
// Moved SetModel in Entity Constructor, added thickness to tesselation
|
|
// parameter
|
|
//
|
|
// 95 4/14/98 5:25p Markd
|
|
// Fixed setsize support
|
|
//
|
|
// 94 4/10/98 4:55p Jimdose
|
|
// fixed bug in tesselate
|
|
// damage no longer affects people in noclip mode
|
|
//
|
|
// 93 4/10/98 1:22a Markd
|
|
// Added FL_TESSELATE damage func
|
|
//
|
|
// 92 4/10/98 12:34a Jimdose
|
|
// RandomSound now uses CHAN_BODY
|
|
// Got rid of damage_inflictor
|
|
//
|
|
// 91 4/09/98 8:45p Jimdose
|
|
// Made channel non-specific sound functions use CHAN_AUTO instead of
|
|
// CHAN_VOICE
|
|
//
|
|
// 90 4/09/98 1:40p Markd
|
|
// Added a NextAnim(0) which I accidentally took out before, needed for single
|
|
// animation stuff
|
|
//
|
|
// 89 4/08/98 6:03p Jimdose
|
|
// Changed momentum from damage
|
|
//
|
|
// 88 4/07/98 8:00p Markd
|
|
// removed defhandle, changed all SINMDL calls to modelindex calls, removed
|
|
// SINMDL prefix
|
|
//
|
|
// 87 4/07/98 5:40p Jimdose
|
|
// Made animdone events be posted 0 time in future instead of FRAMETIME / 2
|
|
//
|
|
// 86 4/06/98 8:25p Markd
|
|
// Can't use centroid fix with B-models, only A-models
|
|
//
|
|
// 85 4/06/98 7:21p Markd
|
|
// Fixed PVS tesselation bug, fixed it by sending over centroid instead.
|
|
//
|
|
// 84 4/06/98 6:40p Jimdose
|
|
// BecomeSolid and BecomeNonSolid no longer change the movetype
|
|
// BecomeSolid now handles a-model and b-model entities
|
|
//
|
|
// 83 4/06/98 5:44p Jimdose
|
|
// Moved the "angles" stuff to Object and Sentient
|
|
//
|
|
// 82 4/06/98 12:02a Markd
|
|
// Grabbed a float as an integer instead
|
|
//
|
|
// 81 4/05/98 10:42p Markd
|
|
// Added Tesselate Event
|
|
//
|
|
// 80 4/05/98 10:17p Jimdose
|
|
// added lastorigin
|
|
//
|
|
// 79 4/05/98 9:41p Markd
|
|
// Added "angles" and "angle" support
|
|
//
|
|
// 78 4/05/98 7:19p Aldie
|
|
// Added dynamic lights.
|
|
//
|
|
// 77 4/05/98 1:55a Jimdose
|
|
// Added SetModelEvent
|
|
//
|
|
// 76 4/04/98 7:51p Jimdose
|
|
// Oops! trace->surface->surfaceinfo is NULL if it's an a-model! :)
|
|
//
|
|
// 75 4/04/98 7:29p Jimdose
|
|
// Added HitSky that takes a generic trace
|
|
//
|
|
// 74 4/04/98 6:03p Jimdose
|
|
// Added HitSky and RandomSound
|
|
//
|
|
// 73 4/02/98 4:51p Jimdose
|
|
// Added animation control events
|
|
// Made RandomSound default volume to 1
|
|
// Made droptofloor accept the max distance to fall
|
|
//
|
|
// 72 3/31/98 5:40p Markd
|
|
// Added StartAnimatingEvent
|
|
//
|
|
// 71 3/31/98 4:21p Jimdose
|
|
// Fixed angle mod
|
|
//
|
|
// 70 3/31/98 3:03p Markd
|
|
// Fixed CalculateBounds and set proper solidtype for models
|
|
//
|
|
// 69 3/31/98 2:26p Jimdose
|
|
// Got rid of some unneeded R_ConcatRotations
|
|
//
|
|
// 68 3/31/98 2:04p Jimdose
|
|
// Fixed binding bug
|
|
//
|
|
// 67 3/30/98 11:39p Markd
|
|
// Added modelIndex function
|
|
//
|
|
// 66 3/30/98 11:20p Markd
|
|
// Added scale support to entity
|
|
//
|
|
// 65 3/30/98 11:17p Markd
|
|
// Added sound and random sound support
|
|
//
|
|
// 64 3/30/98 9:14p Markd
|
|
// Fixed attenuation of footstep sounds
|
|
//
|
|
// 63 3/30/98 9:54p Jimdose
|
|
// Setmodel now prepends "models/" to model names.
|
|
//
|
|
// 62 3/30/98 7:30p Markd
|
|
// Added FootStep method
|
|
//
|
|
// 61 3/30/98 3:09p Jimdose
|
|
// made total_delta based on the entity's scale
|
|
//
|
|
// 60 3/29/98 9:01p Markd
|
|
// Added Frame events and Init Events
|
|
//
|
|
// 59 3/29/98 9:38p Jimdose
|
|
// Changed Killed and Pain to events
|
|
// Added damage event
|
|
// last_frame_in_anim wasn't being initialized when the entity was allocated
|
|
//
|
|
// 58 3/27/98 7:01p Markd
|
|
// Added vieworigin and viewangle
|
|
//
|
|
// 57 3/26/98 8:24p Jimdose
|
|
// Added GetBone (not working yet)
|
|
// Changed groundentity to an edict_t *
|
|
//
|
|
// 56 3/25/98 7:13p Markd
|
|
// Added detach to free event and made sure that parents exist when detaching
|
|
//
|
|
// 55 3/25/98 3:24p Markd
|
|
// Added attach, detach, model binding variables and modified setorigin
|
|
//
|
|
// 54 3/24/98 4:54p Jimdose
|
|
// Changed usage of GetToken to GetString so that script variables can be used
|
|
//
|
|
// 53 3/23/98 1:31p Jimdose
|
|
// Revamped event and command system
|
|
//
|
|
// 52 3/18/98 7:49p Jimdose
|
|
// Updated sound for new sound system
|
|
//
|
|
// 51 3/18/98 7:19p Jimdose
|
|
// Added RandomAnimate
|
|
// Tweaked animation code
|
|
//
|
|
// 50 3/11/98 6:51p Aldie
|
|
// Added alpha to the render state for an entity.
|
|
//
|
|
// 49 3/11/98 11:32a Markd
|
|
// Added total_delta variable
|
|
//
|
|
// 48 3/09/98 2:57p Aldie
|
|
// Fixed some alpha calculations in entity.
|
|
//
|
|
// 47 3/09/98 2:49p Jimdose
|
|
// Working on euler-quat stuff
|
|
//
|
|
// 46 3/07/98 2:04p Markd
|
|
// Got animation system up and running (no pun intended)
|
|
//
|
|
// 45 3/05/98 2:49p Jimdose
|
|
// Made playsound command work again.
|
|
//
|
|
// 44 3/02/98 8:49p Jimdose
|
|
// Changed the classid parameter of CLASS_DECLARATION to a quoted string so
|
|
// that you could have a NULL classid.
|
|
//
|
|
// 43 3/02/98 5:51p Jimdose
|
|
// Added entname to edict_t.
|
|
// Copy classname into entname
|
|
// No longer set default targetname to edict#
|
|
//
|
|
// 42 2/18/98 8:08p Jimdose
|
|
// Changed calls to getEntityFromScript to GetObject calls
|
|
//
|
|
// 41 2/17/98 6:58p Jimdose
|
|
// Gave entities a default target name.
|
|
// no longer pass script into interpretCommand
|
|
//
|
|
// 40 2/16/98 2:33p Jimdose
|
|
// Fixed bug in bind where an uninitialized pointer was referenced.
|
|
//
|
|
// 39 2/16/98 1:58p Jimdose
|
|
// Added object teams
|
|
// Added true hierarchial binding
|
|
// Fixed bug with spawning using specific edicts.
|
|
//
|
|
// 38 2/06/98 5:47p Jimdose
|
|
// Added link and unlink
|
|
// Removed touch and think functions
|
|
// Removed Spawn (all spawning done in constructor)
|
|
// Added client pointer
|
|
// No longer initialize mins and maxs to '0 0 0' since it screws up bmodels.
|
|
//
|
|
// 37 2/03/98 10:57a Jimdose
|
|
// Updated to work with Quake 2 engine
|
|
// Moved initialization to constructor and removed Init function
|
|
//
|
|
// 35 12/15/97 11:56a Markd
|
|
// zeroed out velocity in "notsolid"
|
|
//
|
|
// 34 12/15/97 1:34a Jimdose
|
|
// Decreased the momentum added from damage
|
|
//
|
|
// 33 12/13/97 5:42p Markd
|
|
// Made it so that ProcessNoteCommands no longer uses a static Script variable
|
|
//
|
|
// 32 12/12/97 7:19p Markd
|
|
// Fixed model spawning stuff for decals and *models
|
|
//
|
|
// 31 12/12/97 4:27p Markd
|
|
// Added "soundprefix"
|
|
//
|
|
// 30 12/12/97 2:10p Markd
|
|
// Only calls animcallback if animate is still true
|
|
//
|
|
// 29 12/12/97 1:19p Markd
|
|
// Moved model setArg to before setModel
|
|
//
|
|
// 28 12/12/97 1:00p Jimdose
|
|
// Added warning to AnimateThink when no animation is set
|
|
//
|
|
// 27 12/11/97 7:41p Markd
|
|
// moved note processing into setmodel
|
|
//
|
|
// 26 12/11/97 3:34p Markd
|
|
// Fixed SetArg for "model", set "model" to "" when it was processed
|
|
// checked for global_loading in registersound
|
|
//
|
|
// 25 12/08/97 4:28p Aldie
|
|
// Changed FadeOut factors so that the blood splats look ok.
|
|
//
|
|
// 24 12/06/97 4:54p Markd
|
|
// Added default spawing behavior
|
|
// Added alpha, target, targetname, spawnflags, model, origin, angle, angles to
|
|
// interpretCommand
|
|
//
|
|
// 23 12/05/97 3:03p Jimdose
|
|
// Now responds to EVENT_REMOVE.
|
|
// Made it so that if "model" is set when spawned then it precaches that model.
|
|
//
|
|
// 22 12/03/97 6:40p Markd
|
|
// changed how alias stuff works for sounds
|
|
//
|
|
// 21 11/24/97 6:54p Markd
|
|
// Added Register Sound and Random Sound, added Setsize
|
|
//
|
|
// 20 11/18/97 5:30p Markd
|
|
// Added weighting in RandomAnimate, also commented out warnings in
|
|
// InterpretCommands (they were debug messages)
|
|
//
|
|
// 19 11/17/97 5:45p Markd
|
|
// Added $owner command to ProcessFrameNotes routine
|
|
//
|
|
// 18 11/15/97 6:53p Markd
|
|
// Added ProcessNoteCommands, Added RandomAnimate, added animloop_ variables
|
|
// for animation loop processing
|
|
//
|
|
// 17 11/15/97 2:48p Jimdose
|
|
// Added ProcessEvent call which calls System->ProcessEvent
|
|
//
|
|
// 16 11/14/97 4:44p Jimdose
|
|
// Added PostEvent
|
|
//
|
|
// 15 10/30/97 7:42p Jimdose
|
|
// In Damage, now only add momentum if not a bsp model
|
|
//
|
|
// 14 10/29/97 4:19p Jimdose
|
|
// Added FadeOut.
|
|
//
|
|
// 13 10/28/97 4:13p Jimdose
|
|
// Added interpretCommand to make Entity be controllable by scripts via
|
|
// ScriptMaster.
|
|
//
|
|
// 12 10/27/97 3:30p Jimdose
|
|
// Removed dependency on quakedef.h
|
|
//
|
|
// 11 10/08/97 8:52p Jimdose
|
|
// Added EVENT_USE to Event()
|
|
//
|
|
// 10 10/08/97 6:03p Jimdose
|
|
// Began vehicle support.
|
|
//
|
|
// 9 10/01/97 10:27a Markd
|
|
// forgot to put break statement next to zero time animation
|
|
//
|
|
// 8 10/01/97 10:23a Markd
|
|
// Fixed Animate bug, some animations had ZERO length animation times, still
|
|
// investigating that problem
|
|
//
|
|
// 7 9/30/97 9:59p Markd
|
|
// Fixed AnimTime stuff
|
|
//
|
|
// 6 9/30/97 5:55p Jimdose
|
|
// Damaged entities now get velocity from inflictor
|
|
//
|
|
// 5 9/30/97 2:39p Markd
|
|
// Fixed Animate stuff
|
|
//
|
|
// 4 9/29/97 6:18p Markd
|
|
// working on animate
|
|
//
|
|
// 3 9/26/97 6:13p Jimdose
|
|
// Added standard Ritual headers
|
|
//
|
|
// DESCRIPTION:
|
|
// Base class for all enities that are controlled by Sin. If you have any
|
|
// object that should be called on a periodic basis and it is not an entity,
|
|
// then you have to have an dummy entity that calls it.
|
|
//
|
|
// An entity in Sin is any object that is not part of the world. Any non-world
|
|
// object that is visible in Sin is an entity, although it is not required that
|
|
// all entities be visible to the player. Some objects are basically just virtual
|
|
// constructs that act as an instigator of certain actions, for example, some
|
|
// triggers are invisible and cannot be touched, but when activated by other
|
|
// objects can cause things to happen.
|
|
//
|
|
// All entities are capable of receiving messages from Sin or from other entities.
|
|
// Messages received by an entity may be ignored, passed on to their superclass,
|
|
// or acted upon by the entity itself. The programmer must decide on the proper
|
|
// action for the entity to take to any message. There will be many messages
|
|
// that are completely irrelevant to an entity and should be ignored. Some messages
|
|
// may require certain states to exist and if they are received by an entity when
|
|
// it these states don't exist may indicate a logic error on the part of the
|
|
// programmer or map designer and should be reported as warnings (if the problem is
|
|
// not severe enough for the game to be halted) or as errors (if the problem should
|
|
// not be ignored at any cost).
|
|
//
|
|
|
|
#include "entity.h"
|
|
#include "worldspawn.h"
|
|
#include "scriptmaster.h"
|
|
#include "sentient.h"
|
|
#include "misc.h"
|
|
#include "specialfx.h"
|
|
#include "object.h"
|
|
#include "player.h"
|
|
|
|
CLASS_DECLARATION( Listener, Entity, NULL );
|
|
|
|
// Player events
|
|
Event EV_ClientConnect( "client_connect" );
|
|
Event EV_ClientDisconnect( "client_disconnect" );
|
|
Event EV_ClientKill( "client_kill" );
|
|
Event EV_ClientMove( "client_move" );
|
|
Event EV_ClientEndFrame( "client_endframe" );
|
|
|
|
// Generic entity events
|
|
Event EV_GetEntName( "getentname" );
|
|
Event EV_Classname( "classname" );
|
|
Event EV_Activate( "doActivate" );
|
|
Event EV_Use( "doUse" );
|
|
//Event EV_Footstep( "footstep" );
|
|
Event EV_FadeOut( "fadeout" );
|
|
Event EV_Fade( "fade" );
|
|
Event EV_Killed( "killed" );
|
|
Event EV_GotKill( "gotkill" );
|
|
Event EV_Pain( "pain" );
|
|
Event EV_Damage( "damage" );
|
|
Event EV_Kill( "kill", EV_CONSOLE );
|
|
Event EV_Gib( "gib" );
|
|
Event EV_Hurt( "hurt" );
|
|
|
|
Event EV_CourseAngles( "courseangles" );
|
|
Event EV_SmoothAngles( "smoothangles" );
|
|
Event EV_TakeDamage( "takedamage" );
|
|
Event EV_NoDamage( "nodamage" );
|
|
|
|
// Physics events
|
|
Event EV_MoveDone( "movedone" );
|
|
Event EV_Touch( "doTouch" );
|
|
Event EV_Blocked( "doBlocked" );
|
|
Event EV_UseBoundingBox( "usebbox" );
|
|
|
|
// Animation events
|
|
Event EV_NewAnim( "animChanged" );
|
|
Event EV_LastFrame( "lastFrame" );
|
|
Event EV_NextAnim( "nextanim" );
|
|
Event EV_NextFrame( "nextframe" );
|
|
Event EV_PrevFrame( "prevframe" );
|
|
Event EV_SetFrame( "setframe" );
|
|
Event EV_StopAnim( "stopanim" );
|
|
Event EV_EndAnim( "endanim" );
|
|
Event EV_ProcessInitCommands( "processinit" );
|
|
Event EV_Attach( "attach" );
|
|
Event EV_AttachModel( "attachmodel" );
|
|
Event EV_Detach( "detach" );
|
|
|
|
// script stuff
|
|
Event EV_Model( "model" );
|
|
Event EV_Hide( "hide" );
|
|
Event EV_Show( "show" );
|
|
Event EV_BecomeSolid( "solid" );
|
|
Event EV_BecomeNonSolid( "notsolid" );
|
|
Event EV_Ghost( "ghost" );
|
|
Event EV_PlaySound( "playsound" );
|
|
Event EV_PHSSound( "phssound" );
|
|
Event EV_StopSound( "stopsound" );
|
|
Event EV_GravityAxis( "gravityaxis", EV_CHEAT );
|
|
Event EV_Bind( "bind" );
|
|
Event EV_Unbind( "unbind" );
|
|
Event EV_JoinTeam( "joinTeam" );
|
|
Event EV_QuitTeam( "quitTeam" );
|
|
Event EV_SetHealth( "health", EV_CHEAT );
|
|
Event EV_SetScale( "scale" );
|
|
Event EV_SetSize( "setsize" );
|
|
Event EV_SetAlpha( "alpha" );
|
|
Event EV_SetOrigin( "origin" );
|
|
Event EV_SetTargetName( "targetname" );
|
|
Event EV_SetTarget( "target" );
|
|
Event EV_SetKillTarget( "killtarget" );
|
|
Event EV_SetAngles( "angles" );
|
|
Event EV_RegisterAlias( "alias" );
|
|
Event EV_RegisterAliasAndCache( "aliascache" );
|
|
Event EV_RandomSound( "randomsound" );
|
|
Event EV_RandomPHSSound( "randomphssound" );
|
|
Event EV_Tesselate( "shatter" );
|
|
Event EV_SetMass( "mass" );
|
|
|
|
//HACK HACK
|
|
Event EV_EntitySound( "ambientsound" );
|
|
Event EV_RandomGlobalEntitySound( "randomglobalambientsound" );
|
|
Event EV_RandomEntitySound( "randomambientsound" );
|
|
Event EV_StopEntitySound( "stopambientsound" );
|
|
Event EV_Anim( "anim" );
|
|
Event EV_StartAnimating( "animate" );
|
|
Event EV_GroupModelEvent( "group" );
|
|
Event EV_DialogEvent( "dialog" );
|
|
Event EV_SetSkin( "skin" );
|
|
|
|
// AI sound events
|
|
Event EV_WeaponSound( "weaponsound" );
|
|
Event EV_MovementSound( "movementsound" );
|
|
Event EV_PainSound( "painsound" );
|
|
Event EV_DeathSound( "deathsound" );
|
|
Event EV_BreakingSound( "breakingsound" );
|
|
Event EV_DoorSound( "doorsound" );
|
|
Event EV_MutantSound( "mutantsound" );
|
|
Event EV_VoiceSound( "voicesound" );
|
|
Event EV_MachineSound( "machinesound" );
|
|
Event EV_RadioSound( "radiosound" );
|
|
|
|
Event EV_HeardWeapon( "heardweapon" );
|
|
Event EV_HeardMovement( "heardmovement" );
|
|
Event EV_HeardPain( "heardpain" );
|
|
Event EV_HeardDeath( "hearddeath" );
|
|
Event EV_HeardBreaking( "heardbreaking" );
|
|
Event EV_HeardDoor( "hearddoor" );
|
|
Event EV_HeardMutant( "heardmutant" );
|
|
Event EV_HeardVoice( "heardvoice" );
|
|
Event EV_HeardMachine( "heardmachine" );
|
|
Event EV_HeardRadio( "heardradio" );
|
|
|
|
// Conditionals
|
|
Event EV_IfSkill( "ifskill" );
|
|
|
|
// Lighting
|
|
Event EV_SetLight( "light" );
|
|
Event EV_LightOn( "lightOn" );
|
|
Event EV_LightOff( "lightOff" );
|
|
Event EV_LightRed( "lightRed" );
|
|
Event EV_LightGreen( "lightGreen" );
|
|
Event EV_LightBlue( "lightBlue" );
|
|
Event EV_LightRadius( "lightRadius" );
|
|
|
|
Event EV_Lightoffset( "lightoffset" );
|
|
Event EV_Minlight( "minlight" );
|
|
Event EV_Gravity( "gravity" );
|
|
|
|
// Entity flag specific
|
|
Event EV_EntityFlags( "flags" );
|
|
Event EV_EntityRenderEffects( "rendereffects" );
|
|
Event EV_EntityEffects( "effects" );
|
|
|
|
// Special Effects
|
|
Event EV_SpawnParticles( "sparks" );
|
|
|
|
// Tesselation setup events
|
|
Event EV_Shatter_MinSize( "shatter_minsize" );
|
|
Event EV_Shatter_MaxSize( "shatter_maxsize" );
|
|
Event EV_Shatter_Thickness( "shatter_thickness" );
|
|
Event EV_Shatter_Percentage( "shatter_percentage" );
|
|
|
|
Event EV_Mutate( "mutate", EV_CHEAT );
|
|
Event EV_Censor( "censor" );
|
|
|
|
ResponseDef Entity::Responses[] =
|
|
{
|
|
{ &EV_Damage, ( Response )Entity::DamageEvent },
|
|
{ &EV_Kill, ( Response )Entity::Kill },
|
|
{ &EV_FadeOut, ( Response )Entity::FadeOut },
|
|
{ &EV_Fade, ( Response )Entity::Fade },
|
|
{ &EV_Hide, ( Response )Entity::EventHideModel },
|
|
{ &EV_Show, ( Response )Entity::EventShowModel },
|
|
{ &EV_BecomeSolid, ( Response )Entity::BecomeSolid },
|
|
{ &EV_BecomeNonSolid, ( Response )Entity::BecomeNonSolid },
|
|
{ &EV_Ghost, ( Response )Entity::Ghost },
|
|
{ &EV_PlaySound, ( Response )Entity::PlaySound },
|
|
{ &EV_StopSound, ( Response )Entity::StopSound },
|
|
{ &EV_GravityAxis, ( Response )Entity::GravityAxisEvent },
|
|
{ &EV_Bind, ( Response )Entity::BindEvent },
|
|
{ &EV_Unbind, ( Response )Entity::EventUnbind },
|
|
{ &EV_JoinTeam, ( Response )Entity::JoinTeam },
|
|
{ &EV_QuitTeam, ( Response )Entity::EventQuitTeam },
|
|
{ &EV_SetHealth, ( Response )Entity::SetHealth },
|
|
{ &EV_SetSize, ( Response )Entity::SetSize },
|
|
{ &EV_SetScale, ( Response )Entity::SetScale },
|
|
{ &EV_SetAlpha, ( Response )Entity::SetAlpha },
|
|
{ &EV_SetOrigin, ( Response )Entity::SetOrigin },
|
|
{ &EV_SetTargetName, ( Response )Entity::SetTargetName },
|
|
{ &EV_SetTarget, ( Response )Entity::SetTarget },
|
|
{ &EV_SetKillTarget, ( Response )Entity::SetKillTarget },
|
|
{ &EV_SetAngles, ( Response )Entity::SetAngles },
|
|
{ &EV_SetMass, ( Response )Entity::SetMassEvent },
|
|
|
|
{ &EV_CourseAngles, ( Response )Entity::CourseAnglesEvent },
|
|
{ &EV_SmoothAngles, ( Response )Entity::SmoothAnglesEvent },
|
|
|
|
{ &EV_RegisterAlias, ( Response )Entity::RegisterAlias },
|
|
{ &EV_RegisterAliasAndCache, ( Response )Entity::RegisterAliasAndCache },
|
|
{ &EV_RandomSound, ( Response )Entity::RandomSound },
|
|
{ &EV_EntitySound, ( Response )Entity::EntitySound },
|
|
{ &EV_RandomEntitySound,( Response )Entity::RandomEntitySound },
|
|
{ &EV_RandomGlobalEntitySound, ( Response )Entity::RandomGlobalEntitySoundEvent },
|
|
{ &EV_StopEntitySound, ( Response )Entity::StopEntitySound },
|
|
{ &EV_Anim, ( Response )Entity::AnimEvent },
|
|
{ &EV_StartAnimating, ( Response )Entity::StartAnimatingEvent },
|
|
{ &EV_NextAnim, ( Response )Entity::NextAnimEvent },
|
|
{ &EV_NextFrame, ( Response )Entity::NextFrameEvent },
|
|
{ &EV_PrevFrame, ( Response )Entity::PrevFrameEvent },
|
|
{ &EV_SetFrame, ( Response )Entity::SetFrameEvent },
|
|
{ &EV_StopAnim, ( Response )Entity::StopAnimatingEvent },
|
|
{ &EV_EndAnim, ( Response )Entity::EndAnimEvent },
|
|
{ &EV_Model, ( Response )Entity::SetModelEvent },
|
|
{ &EV_SetLight, ( Response )Entity::SetLight },
|
|
{ &EV_LightOn, ( Response )Entity::LightOn },
|
|
{ &EV_LightOff, ( Response )Entity::LightOff },
|
|
{ &EV_LightRed, ( Response )Entity::LightRed },
|
|
{ &EV_LightGreen, ( Response )Entity::LightGreen },
|
|
{ &EV_LightBlue, ( Response )Entity::LightBlue },
|
|
{ &EV_LightRadius, ( Response )Entity::LightRadius },
|
|
{ &EV_Tesselate, ( Response )Entity::Tesselate },
|
|
{ &EV_EntityFlags, ( Response )Entity::Flags },
|
|
{ &EV_EntityEffects, ( Response )Entity::Effects },
|
|
{ &EV_EntityRenderEffects, ( Response )Entity::RenderEffects },
|
|
{ &EV_RandomPHSSound, ( Response )Entity::RandomPHSSound },
|
|
{ &EV_PHSSound, ( Response )Entity::PHSSound },
|
|
|
|
{ &EV_WeaponSound, ( Response )Entity::WeaponSound },
|
|
{ &EV_MovementSound, ( Response )Entity::MovementSound },
|
|
{ &EV_PainSound, ( Response )Entity::PainSound },
|
|
{ &EV_DeathSound, ( Response )Entity::DeathSound },
|
|
{ &EV_BreakingSound, ( Response )Entity::BreakingSound },
|
|
{ &EV_DoorSound, ( Response )Entity::DoorSound },
|
|
{ &EV_MutantSound, ( Response )Entity::MutantSound },
|
|
{ &EV_VoiceSound, ( Response )Entity::VoiceSound },
|
|
{ &EV_MachineSound, ( Response )Entity::MachineSound },
|
|
{ &EV_RadioSound, ( Response )Entity::RadioSound },
|
|
{ &EV_SpawnParticles, ( Response )Entity::SpawnParticles },
|
|
{ &EV_GroupModelEvent, ( Response )Entity::GroupModelEvent },
|
|
{ &EV_DialogEvent, ( Response )Entity::DialogEvent },
|
|
{ &EV_ProcessInitCommands,( Response )Entity::ProcessInitCommandsEvent },
|
|
{ &EV_Attach, ( Response )Entity::AttachEvent },
|
|
{ &EV_AttachModel, ( Response )Entity::AttachModelEvent },
|
|
{ &EV_Detach, ( Response )Entity::DetachEvent },
|
|
{ &EV_TakeDamage, ( Response )Entity::TakeDamageEvent },
|
|
{ &EV_NoDamage, ( Response )Entity::NoDamageEvent },
|
|
{ &EV_SetSkin, ( Response )Entity::SetSkinEvent },
|
|
{ &EV_Lightoffset, ( Response )Entity::Lightoffset },
|
|
{ &EV_Minlight, ( Response )Entity::Minlight },
|
|
{ &EV_Gravity, ( Response )Entity::Gravity },
|
|
|
|
{ &EV_Shatter_MinSize, ( Response )Entity::SetShatterMinSize },
|
|
{ &EV_Shatter_MaxSize, ( Response )Entity::SetShatterMaxSize },
|
|
{ &EV_Shatter_Thickness,( Response )Entity::SetShatterThickness },
|
|
{ &EV_Shatter_Percentage,( Response )Entity::SetShatterPercentage },
|
|
|
|
{ &EV_UseBoundingBox, ( Response )Entity::UseBoundingBoxEvent },
|
|
{ &EV_Hurt, ( Response )Entity::HurtEvent },
|
|
{ &EV_IfSkill, ( Response )Entity::IfSkillEvent },
|
|
|
|
{ &EV_GetEntName, ( Response )Entity::GetEntName },
|
|
{ &EV_Censor, ( Response )Entity::Censor },
|
|
|
|
{ NULL, NULL }
|
|
};
|
|
|
|
Entity::Entity()
|
|
{
|
|
const char *m;
|
|
Event *ev;
|
|
int minlight;
|
|
|
|
classname = this->getClassname();
|
|
|
|
if ( game.force_entnum )
|
|
{
|
|
game.force_entnum = false;
|
|
edict = &g_edicts[ game.spawn_entnum ];
|
|
LL_Remove( edict, next, prev );
|
|
G_InitEdict( edict );
|
|
LL_Add( &active_edicts, edict, next, prev );
|
|
}
|
|
else
|
|
{
|
|
edict = G_Spawn ();
|
|
}
|
|
|
|
client = edict->client;
|
|
edict->entity = this;
|
|
entnum = edict->s.number;
|
|
|
|
m = G_GetSpawnArg( "classname" );
|
|
if ( m )
|
|
{
|
|
strncpy( edict->entname, m, sizeof( edict->entname ) - 1 );
|
|
}
|
|
|
|
// spawning variables
|
|
spawnflags = G_GetIntArg( "spawnflags" );
|
|
if ( spawnflags & SPAWNFLAG_DETAIL )
|
|
{
|
|
edict->s.renderfx |= RF_DETAIL;
|
|
}
|
|
|
|
// rendering variables
|
|
setAlpha( G_GetFloatArg( "alpha", 1.0f ) );
|
|
setScale( G_GetFloatArg( "scale", 1.0f ) );
|
|
|
|
minlight = G_GetIntArg( "minlight", 0 );
|
|
if ( minlight )
|
|
edict->s.renderfx |= RF_MINLIGHT;
|
|
|
|
edict->s.lightofs = G_GetFloatArg( "lightoffset", 0 );
|
|
if ( edict->s.lightofs )
|
|
edict->s.renderfx |= RF_LIGHTOFFSET;
|
|
|
|
viewheight = 0;
|
|
light_level = 0;
|
|
|
|
// Animation variables
|
|
next_anim = -1;
|
|
next_frame = -1;
|
|
frame_delta = "0 0 0";
|
|
next_anim_delta = "0 0 0";
|
|
next_anim_time = 0;
|
|
total_delta = "0 0 0";
|
|
animDoneEvent = NULL;
|
|
animating = false;
|
|
last_frame_in_anim = 0;
|
|
last_animation_time = -1;
|
|
num_frames_in_gun_anim = 0;
|
|
|
|
// team variables
|
|
teamchain = NULL;
|
|
teammaster = NULL;
|
|
m = G_GetSpawnArg( "team" );
|
|
if ( m )
|
|
{
|
|
moveteam = str( m );
|
|
}
|
|
|
|
// physics variables
|
|
contents = 0;
|
|
mass = 0;
|
|
gravity = 1.0;
|
|
groundentity = NULL;
|
|
groundsurface = NULL;
|
|
groundentity_linkcount = 0;
|
|
bindmaster = NULL;
|
|
velocity = vec_zero;
|
|
avelocity = vec_zero;
|
|
|
|
SetGravityAxis( G_GetIntArg( "gravityaxis", 0 ) );
|
|
|
|
// model binding variables
|
|
numchildren = 0;
|
|
memset( &children, 0, sizeof( children ) );
|
|
|
|
setOrigin( G_GetSpawnArg( "origin" ) );
|
|
worldorigin.copyTo( edict->s.old_origin );
|
|
|
|
setMoveType( MOVETYPE_NONE );
|
|
setSolidType( SOLID_NOT );
|
|
|
|
// targeting variables
|
|
SetTargetName( G_GetSpawnArg( "targetname" ) );
|
|
SetTarget( G_GetSpawnArg( "target" ) );
|
|
|
|
// Character state
|
|
health = 0;
|
|
max_health = 0;
|
|
deadflag = DEAD_NO;
|
|
flags = 0;
|
|
|
|
// underwater variables
|
|
watertype = 0;
|
|
waterlevel = 0;
|
|
|
|
// Pain and damage variables
|
|
takedamage = DAMAGE_NO;
|
|
enemy = NULL;
|
|
pain_finished = 0;
|
|
damage_debounce_time = 0;
|
|
|
|
m = G_GetSpawnArg( "model" );
|
|
if ( m )
|
|
{
|
|
setModel( m );
|
|
}
|
|
|
|
//
|
|
// see if we have a mins and maxs set for this model
|
|
//
|
|
if ( gi.IsModel( edict->s.modelindex ) && !mins.length() && !maxs.length())
|
|
{
|
|
vec3_t tempmins, tempmaxs;
|
|
gi.CalculateBounds( edict->s.modelindex, edict->s.scale, tempmins, tempmaxs );
|
|
setSize( tempmins, tempmaxs );
|
|
}
|
|
|
|
//
|
|
// get the number of groups for this model
|
|
//
|
|
edict->s.numgroups = gi.NumGroups( edict->s.modelindex );
|
|
|
|
m = G_GetSpawnArg( "bind" );
|
|
if ( m )
|
|
{
|
|
str name;
|
|
|
|
ev = new Event( EV_Bind );
|
|
|
|
// construct an object name
|
|
name = "$";
|
|
name += m;
|
|
ev->AddString( name );
|
|
|
|
// Wait until all entities are spawned.
|
|
PostEvent( ev, 0 );
|
|
}
|
|
|
|
//
|
|
// initialize tesselation variables
|
|
//
|
|
tess_max_size = size.length() / 4;
|
|
tess_min_size = tess_max_size / 3;
|
|
|
|
if ( tess_min_size < 8 )
|
|
{
|
|
tess_min_size = 8;
|
|
}
|
|
|
|
if ( tess_max_size <= tess_min_size )
|
|
{
|
|
tess_max_size = tess_min_size * 2;
|
|
}
|
|
|
|
tess_thickness = tess_min_size;
|
|
tess_percentage = TESS_DEFAULT_PERCENT;
|
|
}
|
|
|
|
Entity::~Entity()
|
|
{
|
|
Container<Entity *> bindlist;
|
|
Entity *ent;
|
|
int num;
|
|
int i;
|
|
|
|
// unbind any entities that are bound to me
|
|
// can't unbind within this loop, so make an array
|
|
// and unbind them outside of it.
|
|
num = 0;
|
|
for( ent = teamchain; ent; ent = ent->teamchain )
|
|
{
|
|
if ( ent->bindmaster == this )
|
|
{
|
|
bindlist.AddObject( ent );
|
|
}
|
|
}
|
|
|
|
num = bindlist.NumObjects();
|
|
for( i = 1; i <= num; i++ )
|
|
{
|
|
bindlist.ObjectAt( i )->unbind();
|
|
}
|
|
|
|
bindlist.FreeObjectList();
|
|
|
|
unbind();
|
|
quitTeam();
|
|
detach();
|
|
|
|
//
|
|
// go through and set our children
|
|
//
|
|
num = numchildren;
|
|
for( i = 0; ( i < MAX_MODEL_CHILDREN ) && num; i++ )
|
|
{
|
|
if ( !children[ i ] )
|
|
{
|
|
continue;
|
|
}
|
|
ent = ( Entity * )G_GetEntity( children[ i ] );
|
|
ent->PostEvent( EV_Remove, 0 );
|
|
num--;
|
|
}
|
|
|
|
if ( targetname.length() && world )
|
|
{
|
|
world->RemoveTargetEntity( targetname, this );
|
|
}
|
|
|
|
this->CancelPendingEvents();
|
|
G_FreeEdict( edict );
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::SetEntNum
|
|
(
|
|
int num
|
|
)
|
|
|
|
{
|
|
if ( edict )
|
|
{
|
|
G_FreeEdict( edict );
|
|
}
|
|
|
|
edict = &g_edicts[ num ];
|
|
LL_Remove( edict, next, prev );
|
|
G_InitEdict( edict );
|
|
LL_Add( &active_edicts, edict, next, prev );
|
|
|
|
client = edict->client;
|
|
edict->entity = this;
|
|
entnum = num;
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::GetEntName
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
strncpy( edict->entname, getClassname(), sizeof( edict->entname ) - 1 );
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::SetTarget
|
|
(
|
|
const char *text
|
|
)
|
|
|
|
{
|
|
if ( text )
|
|
{
|
|
target = text;
|
|
}
|
|
else
|
|
{
|
|
target = "";
|
|
}
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::SetTargetName
|
|
(
|
|
const char *text
|
|
)
|
|
|
|
{
|
|
if ( targetname.length() && world )
|
|
{
|
|
world->RemoveTargetEntity( targetname, this );
|
|
}
|
|
|
|
if ( text )
|
|
{
|
|
if ( text[ 0 ] == '$' )
|
|
text++;
|
|
targetname = text;
|
|
}
|
|
else
|
|
{
|
|
targetname = "";
|
|
}
|
|
|
|
if ( targetname.length() && world )
|
|
{
|
|
world->AddTargetEntity( targetname, this );
|
|
}
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::SetKillTarget
|
|
(
|
|
const char *text
|
|
)
|
|
|
|
{
|
|
if ( text )
|
|
{
|
|
killtarget = text;
|
|
}
|
|
else
|
|
{
|
|
killtarget = "";
|
|
}
|
|
}
|
|
|
|
EXPORT_FROM_DLL int Entity::modelIndex
|
|
(
|
|
const char *mdl
|
|
)
|
|
{
|
|
str name;
|
|
|
|
assert( mdl );
|
|
|
|
if ( !mdl )
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
// Prepend 'models/' to make things easier
|
|
if ( !strchr( mdl, '*' ) && !strchr( mdl, '\\' ) && !strchr( mdl, '/' ) )
|
|
{
|
|
name = "models/";
|
|
}
|
|
|
|
name += mdl;
|
|
|
|
return gi.modelindex( name.c_str() );
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::setModel
|
|
(
|
|
const char *mdl
|
|
)
|
|
|
|
{
|
|
str temp;
|
|
|
|
if ( !mdl )
|
|
{
|
|
mdl = "";
|
|
}
|
|
|
|
// Prepend 'models/' to make things easier
|
|
temp = "";
|
|
if ( !strchr( mdl, '*' ) && !strchr( mdl, '\\' ) && !strchr( mdl, '/' ) )
|
|
{
|
|
temp = "models/";
|
|
}
|
|
temp += mdl;
|
|
|
|
// we use a temp string so that if model was passed into here, we don't
|
|
// accidentally free up the string that we're using in the process.
|
|
model = temp;
|
|
|
|
gi.setmodel( edict, model.c_str() );
|
|
|
|
if ( gi.IsModel( edict->s.modelindex ) )
|
|
{
|
|
Event *ev;
|
|
|
|
edict->s.numgroups = gi.NumGroups( edict->s.modelindex );
|
|
|
|
if ( !LoadingSavegame )
|
|
{
|
|
CancelEventsOfType( EV_ProcessInitCommands );
|
|
|
|
ev = new Event( EV_ProcessInitCommands );
|
|
ev->AddInteger( edict->s.modelindex );
|
|
PostEvent( ev, 0 );
|
|
}
|
|
}
|
|
|
|
// Sanity check to see if we're expecting a B-Model
|
|
assert( !( ( edict->solid == SOLID_BSP ) && !edict->s.modelindex ) );
|
|
if ( ( edict->solid == SOLID_BSP ) && !edict->s.modelindex )
|
|
{
|
|
const char *name;
|
|
|
|
name = getClassID();
|
|
if ( !name )
|
|
{
|
|
name = getClassname();
|
|
}
|
|
gi.dprintf( "%s with SOLID_BSP and no model - '%s'(%d)\n", name, targetname.c_str(), entnum );
|
|
|
|
// Make it non-solid so that the collision code doesn't kick us out.
|
|
setSolidType( SOLID_NOT );
|
|
}
|
|
|
|
mins = edict->mins;
|
|
maxs = edict->maxs;
|
|
size = edict->size;
|
|
}
|
|
|
|
|
|
EXPORT_FROM_DLL void Entity::ProcessInitCommands
|
|
(
|
|
int index
|
|
)
|
|
|
|
{
|
|
sinmdl_cmd_t *cmds;
|
|
|
|
if ( LoadingSavegame )
|
|
{
|
|
// Don't process init commands when loading a savegame since
|
|
// it will cause items to be added to inventories unnecessarily.
|
|
// All variables affected by the init commands will be set
|
|
// by the unarchive functions.
|
|
return;
|
|
}
|
|
|
|
cmds = gi.InitCommands( index );
|
|
if (cmds)
|
|
{
|
|
int i, j;
|
|
Event *event;
|
|
|
|
for (i=0;i<cmds->num_cmds;i++)
|
|
{
|
|
event = new Event( cmds->cmds[i].args[0] );
|
|
for(j=1;j<cmds->cmds[i].num_args;j++)
|
|
{
|
|
event->AddToken( cmds->cmds[i].args[j] );
|
|
}
|
|
ProcessEvent( event );
|
|
}
|
|
}
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::ProcessInitCommandsEvent
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
int index;
|
|
|
|
index = ev->GetInteger( 1 );
|
|
ProcessInitCommands( index );
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::EventHideModel
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
hideModel();
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::EventShowModel
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
showModel();
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::setAlpha
|
|
(
|
|
float alpha
|
|
)
|
|
|
|
{
|
|
if ( alpha > 1.0f )
|
|
{
|
|
alpha = 1.0f;
|
|
}
|
|
if ( alpha < 0 )
|
|
{
|
|
alpha = 0;
|
|
}
|
|
translucence = 1.0f - alpha;
|
|
edict->s.alpha = alpha;
|
|
edict->s.renderfx &= ~RF_TRANSLUCENT;
|
|
|
|
if ( ( translucence > 0 ) && ( translucence <= 1.0 ) )
|
|
{
|
|
edict->s.renderfx |= RF_TRANSLUCENT;
|
|
}
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::setScale
|
|
(
|
|
float scale
|
|
)
|
|
|
|
{
|
|
if ( scale > 255.0f )
|
|
{
|
|
scale = 255.0f;
|
|
}
|
|
if ( scale < 0.004f )
|
|
{
|
|
scale = 0.004f;
|
|
}
|
|
edict->s.scale = scale;
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::setSolidType
|
|
(
|
|
solid_t type
|
|
)
|
|
|
|
{
|
|
if (
|
|
( !LoadingSavegame ) &&
|
|
( type == SOLID_BSP ) &&
|
|
( this != world ) &&
|
|
(
|
|
!model.length() ||
|
|
(
|
|
( model[ 0 ] != '*' ) &&
|
|
( !strstr( model.c_str(), ".bsp" ) )
|
|
)
|
|
)
|
|
)
|
|
{
|
|
error( "setSolidType", "SOLID_BSP entity at x%.2f y%.2f z%.2f with no BSP model", worldorigin[ 0 ], worldorigin[ 1 ], worldorigin[ 2 ] );
|
|
}
|
|
edict->solid = type;
|
|
link();
|
|
|
|
edict->svflags &= ~SVF_NOCLIENT;
|
|
if ( hidden() )
|
|
{
|
|
edict->svflags |= SVF_NOCLIENT;
|
|
}
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::setSize
|
|
(
|
|
Vector min,
|
|
Vector max
|
|
)
|
|
|
|
{
|
|
Vector delta;
|
|
|
|
if ( flags & FL_ROTATEDBOUNDS )
|
|
{
|
|
vec3_t tempmins, tempmaxs;
|
|
float mat[3][3];
|
|
|
|
//
|
|
// rotate the mins and maxs for the model
|
|
//
|
|
min.copyTo( tempmins );
|
|
max.copyTo( tempmaxs );
|
|
|
|
VectorCopy( orientation[ 0 ], mat[ 0 ] );
|
|
VectorNegate( orientation[ 1 ], mat[ 1 ] );
|
|
VectorCopy( orientation[ 2 ], mat[ 2 ] );
|
|
|
|
CalculateRotatedBounds2( mat, tempmins, tempmaxs );
|
|
|
|
mins = Vector( tempmins );
|
|
maxs = Vector( tempmaxs );
|
|
size = max - min;
|
|
|
|
mins.copyTo( edict->mins );
|
|
maxs.copyTo( edict->maxs );
|
|
size.copyTo( edict->size );
|
|
mins.copyTo( edict->fullmins );
|
|
maxs.copyTo( edict->fullmaxs );
|
|
edict->fullradius = size.length() * 0.5;
|
|
}
|
|
else
|
|
{
|
|
if ( ( min == edict->mins ) && ( max == edict->maxs ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
mins = min;
|
|
maxs = max;
|
|
size = max - min;
|
|
|
|
mins.copyTo( edict->mins );
|
|
maxs.copyTo( edict->maxs );
|
|
size.copyTo( edict->size );
|
|
|
|
//
|
|
// get the full mins and maxs for this model
|
|
//
|
|
if ( gi.IsModel( edict->s.modelindex ) )
|
|
{
|
|
Vector delta;
|
|
vec3_t fmins;
|
|
vec3_t fmaxs;
|
|
const gravityaxis_t &grav = gravity_axis[ gravaxis ];
|
|
|
|
gi.CalculateBounds( edict->s.modelindex, edict->s.scale, fmins, fmaxs );
|
|
edict->fullmins[ 0 ] = fmins[ grav.x ];
|
|
edict->fullmaxs[ 0 ] = fmaxs[ grav.x ];
|
|
|
|
if ( grav.sign > 0 )
|
|
{
|
|
edict->fullmins[ 1 ] = fmins[ grav.y ];
|
|
edict->fullmins[ 2 ] = fmins[ grav.z ];
|
|
edict->fullmaxs[ 1 ] = fmaxs[ grav.y ];
|
|
edict->fullmaxs[ 2 ] = fmaxs[ grav.z ];
|
|
}
|
|
else
|
|
{
|
|
edict->fullmins[ 1 ] = -fmaxs[ grav.y ];
|
|
edict->fullmins[ 2 ] = -fmaxs[ grav.z ];
|
|
edict->fullmaxs[ 1 ] = -fmins[ grav.y ];
|
|
edict->fullmaxs[ 2 ] = -fmins[ grav.z ];
|
|
}
|
|
|
|
delta = Vector( edict->fullmaxs ) - Vector( edict->fullmins );
|
|
edict->fullradius = delta.length() * 0.5f;
|
|
}
|
|
else
|
|
{
|
|
mins.copyTo( edict->fullmins );
|
|
maxs.copyTo( edict->fullmaxs );
|
|
edict->fullradius = size.length() * 0.5;
|
|
}
|
|
}
|
|
|
|
link();
|
|
}
|
|
|
|
EXPORT_FROM_DLL Vector Entity::getLocalVector
|
|
(
|
|
Vector vec
|
|
)
|
|
|
|
{
|
|
Vector pos;
|
|
|
|
pos[ 0 ] = vec * orientation[ 0 ];
|
|
pos[ 1 ] = vec * orientation[ 1 ];
|
|
pos[ 2 ] = vec * orientation[ 2 ];
|
|
|
|
return pos;
|
|
}
|
|
|
|
EXPORT_FROM_DLL Vector Entity::getParentVector
|
|
(
|
|
Vector vec
|
|
)
|
|
|
|
{
|
|
Vector pos;
|
|
|
|
if ( !bindmaster )
|
|
{
|
|
return vec;
|
|
}
|
|
|
|
pos[ 0 ] = vec * bindmaster->orientation[ 0 ];
|
|
pos[ 1 ] = vec * bindmaster->orientation[ 1 ];
|
|
pos[ 2 ] = vec * bindmaster->orientation[ 2 ];
|
|
|
|
return pos;
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::link
|
|
(
|
|
void
|
|
)
|
|
|
|
{
|
|
gi.linkentity( edict );
|
|
absmin = edict->absmin;
|
|
absmax = edict->absmax;
|
|
centroid = ( absmin + absmax ) * 0.5;
|
|
centroid.copyTo( edict->centroid );
|
|
|
|
// If this has a parent, then set the areanum the same
|
|
// as the parent's
|
|
if ( edict->s.parent )
|
|
{
|
|
edict->areanum = g_edicts[ edict->s.parent ].areanum;
|
|
}
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::setOrigin
|
|
(
|
|
Vector org
|
|
)
|
|
|
|
{
|
|
Entity * ent;
|
|
int i, num;
|
|
|
|
origin = org;
|
|
if ( bindmaster )
|
|
{
|
|
MatrixTransformVector( origin.vec3(), bindmaster->orientation, worldorigin.vec3() );
|
|
worldorigin += bindmaster->worldorigin;
|
|
worldorigin.copyTo( edict->s.vieworigin );
|
|
}
|
|
else if ( edict->s.parent )
|
|
{
|
|
org.copyTo( edict->s.vieworigin );
|
|
ent = ( Entity * )G_GetEntity( edict->s.parent );
|
|
worldorigin = ent->centroid;
|
|
|
|
}
|
|
else
|
|
{
|
|
worldorigin = origin;
|
|
worldorigin.copyTo( edict->s.vieworigin );
|
|
}
|
|
|
|
worldorigin.copyTo( edict->s.origin );
|
|
link();
|
|
|
|
//
|
|
// go through and set our children
|
|
//
|
|
num = numchildren;
|
|
for( i = 0; ( i < MAX_MODEL_CHILDREN ) && num; i++ )
|
|
{
|
|
if ( !children[ i ] )
|
|
{
|
|
continue;
|
|
}
|
|
ent = ( Entity * )G_GetEntity( children[ i ] );
|
|
ent->setOrigin( ent->origin );
|
|
num--;
|
|
}
|
|
}
|
|
|
|
EXPORT_FROM_DLL qboolean Entity::GetBone
|
|
(
|
|
const char *name,
|
|
Vector *pos,
|
|
Vector *forward,
|
|
Vector *right,
|
|
Vector *up
|
|
)
|
|
|
|
{
|
|
vec3_t trans[ 3 ];
|
|
vec3_t p1, p2;
|
|
vec3_t orient;
|
|
int groupindex;
|
|
int tri_num;
|
|
|
|
// get the bone information
|
|
if ( !gi.GetBoneInfo( edict->s.modelindex, name, &groupindex, &tri_num, orient) )
|
|
{
|
|
return false;
|
|
}
|
|
if ( !gi.GetBoneTransform( edict->s.modelindex, groupindex, tri_num, orient, edict->s.anim, edict->s.frame,
|
|
edict->s.scale, trans, p1 ) )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if ( forward || right || up )
|
|
{
|
|
R_ConcatRotations( trans, orientation, trans );
|
|
}
|
|
|
|
if ( pos )
|
|
{
|
|
MatrixTransformVector( p1, orientation, p2 );
|
|
*pos = Vector( p2 );
|
|
}
|
|
if ( forward )
|
|
{
|
|
*forward = Vector( trans[ 0 ] );
|
|
}
|
|
if ( right )
|
|
{
|
|
*right = Vector( trans[ 1 ] );
|
|
}
|
|
if ( up )
|
|
{
|
|
*up = Vector( trans[ 2 ] );
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::setAngles
|
|
(
|
|
Vector ang
|
|
)
|
|
|
|
{
|
|
Entity * ent;
|
|
float mat[3][3];
|
|
int num,i;
|
|
|
|
angles[ 0 ] = angmod( ang[ 0 ] );
|
|
angles[ 1 ] = angmod( ang[ 1 ] );
|
|
angles[ 2 ] = angmod( ang[ 2 ] );
|
|
|
|
if ( bindmaster )
|
|
{
|
|
AnglesToMat( angles.vec3(), mat );
|
|
R_ConcatRotations( mat, bindmaster->orientation, orientation );
|
|
MatrixToEulerAngles( orientation, worldangles.vec3() );
|
|
worldangles.copyTo( edict->s.viewangles );
|
|
}
|
|
else if (edict->s.parent)
|
|
{
|
|
float trans[3][3];
|
|
float local_trans[3][3];
|
|
vec3_t p1;
|
|
|
|
ent = ( Entity * )G_GetEntity( edict->s.parent );
|
|
ang.copyTo( edict->s.viewangles );
|
|
|
|
if ( gi.GetBoneTransform( ent->edict->s.modelindex, edict->s.bone.group_num, edict->s.bone.tri_num, edict->s.bone.orientation,
|
|
ent->edict->s.anim, ent->edict->s.frame, ent->edict->s.scale, trans, p1 ) )
|
|
{
|
|
AnglesToMat( angles.vec3(), mat );
|
|
R_ConcatRotations( mat, trans, local_trans );
|
|
R_ConcatRotations( local_trans, ent->orientation, orientation );
|
|
MatrixToEulerAngles( orientation, worldangles.vec3() );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
worldangles = angles;
|
|
AnglesToMat( worldangles.vec3(), orientation );
|
|
worldangles.copyTo( edict->s.viewangles );
|
|
}
|
|
|
|
worldangles.copyTo( edict->s.angles );
|
|
|
|
// Fill the edicts matrix
|
|
VectorCopy( orientation[ 0 ], edict->s.mat[ 0 ] );
|
|
VectorCopy( orientation[ 1 ], edict->s.mat[ 1 ] );
|
|
VectorCopy( orientation[ 2 ], edict->s.mat[ 2 ] );
|
|
|
|
//
|
|
// go through and set our children
|
|
//
|
|
num = numchildren;
|
|
for (i=0;(i < MAX_MODEL_CHILDREN) && num;i++)
|
|
{
|
|
if (!children[i])
|
|
continue;
|
|
ent = ( Entity * )G_GetEntity( children[i] );
|
|
ent->setAngles( ent->angles );
|
|
num--;
|
|
}
|
|
}
|
|
|
|
EXPORT_FROM_DLL qboolean Entity::droptofloor
|
|
(
|
|
float maxfall
|
|
)
|
|
|
|
{
|
|
trace_t trace;
|
|
Vector end;
|
|
|
|
end = origin;
|
|
end[ 2 ]-= maxfall;
|
|
origin += "0 0 1";
|
|
|
|
trace = G_Trace( origin, mins, maxs, end, this, MASK_SOLID, "Entity::droptofloor" );
|
|
if ( trace.fraction == 1 || trace.allsolid )
|
|
{
|
|
groundentity = NULL;
|
|
return false;
|
|
}
|
|
|
|
setOrigin( trace.endpos );
|
|
|
|
groundentity = trace.ent;
|
|
groundentity_linkcount = trace.ent->linkcount;
|
|
|
|
return true;
|
|
}
|
|
|
|
void Entity::Damage
|
|
(
|
|
Entity *inflictor,
|
|
Entity *attacker,
|
|
int damage,
|
|
Vector position,
|
|
Vector direction,
|
|
Vector normal,
|
|
int knockback,
|
|
int dflags,
|
|
int meansofdeath,
|
|
int groupnum,
|
|
int trinum,
|
|
float damage_multiplier
|
|
)
|
|
|
|
{
|
|
Event *ev;
|
|
|
|
if ( !attacker )
|
|
{
|
|
attacker = world;
|
|
}
|
|
if ( !inflictor )
|
|
{
|
|
inflictor = world;
|
|
}
|
|
|
|
ev = new Event( EV_Damage );
|
|
ev->AddInteger( damage );
|
|
ev->AddEntity ( inflictor );
|
|
ev->AddEntity ( attacker );
|
|
ev->AddVector ( position );
|
|
ev->AddVector ( direction );
|
|
ev->AddVector ( normal );
|
|
ev->AddInteger( knockback );
|
|
ev->AddInteger( dflags );
|
|
ev->AddInteger( meansofdeath );
|
|
ev->AddInteger( groupnum );
|
|
ev->AddInteger( trinum );
|
|
ev->AddFloat ( damage_multiplier );
|
|
ProcessEvent ( ev );
|
|
}
|
|
|
|
void Entity::DamageEvent
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
Entity *inflictor;
|
|
Entity *attacker;
|
|
int damage;
|
|
Vector dir;
|
|
Vector momentum;
|
|
Event *event;
|
|
float m;
|
|
|
|
if ( ( takedamage == DAMAGE_NO ) || ( movetype == MOVETYPE_NOCLIP ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
damage = ev->GetInteger( 1 );
|
|
inflictor = ev->GetEntity( 2 );
|
|
attacker = ev->GetEntity( 3 );
|
|
|
|
// figure momentum add
|
|
if ( ( inflictor != world ) &&
|
|
( movetype != MOVETYPE_NONE ) &&
|
|
( movetype != MOVETYPE_BOUNCE ) &&
|
|
( movetype != MOVETYPE_PUSH ) &&
|
|
( movetype != MOVETYPE_STOP ) )
|
|
{
|
|
dir = worldorigin - ( inflictor->worldorigin + ( inflictor->mins + inflictor->maxs ) * 0.5 );
|
|
dir.normalize();
|
|
|
|
if ( mass < 50)
|
|
{
|
|
m = 50;
|
|
}
|
|
else
|
|
{
|
|
m = mass;
|
|
}
|
|
|
|
momentum = dir * damage * ( 1700.0 / m );
|
|
velocity += momentum;
|
|
}
|
|
|
|
// check for godmode or invincibility
|
|
if ( flags & FL_GODMODE )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Forcefields make objects invulnerable
|
|
if ( flags & FL_FORCEFIELD )
|
|
{
|
|
float alpha;
|
|
float radius;
|
|
Entity *forcefield;
|
|
//
|
|
// spawn forcefield
|
|
//
|
|
forcefield = new Entity;
|
|
|
|
radius = ( centroid - worldorigin ).length();
|
|
forcefield->setModel( "sphere2.def" );
|
|
forcefield->setOrigin( centroid );
|
|
forcefield->worldorigin.copyTo(forcefield->edict->s.old_origin);
|
|
forcefield->setMoveType( MOVETYPE_NONE );
|
|
forcefield->setSolidType( SOLID_NOT );
|
|
forcefield->edict->s.scale = radius / 16;
|
|
alpha = damage / 100;
|
|
if ( alpha > 1 )
|
|
alpha = 1;
|
|
if ( alpha < 0.15f )
|
|
alpha = 0.15f;
|
|
forcefield->edict->s.alpha = alpha;
|
|
forcefield->edict->s.renderfx |= RF_TRANSLUCENT;
|
|
forcefield->PostEvent( EV_Remove, 0.1f );
|
|
return;
|
|
}
|
|
|
|
// team play damage avoidance
|
|
//if ( ( global->teamplay == 1 ) && ( edict->team > 0 ) && ( edict->team == attacker->edict->team ) )
|
|
// {
|
|
// return;
|
|
// }
|
|
|
|
if ( !deathmatch->value && isSubclassOf( Player ) )
|
|
{
|
|
damage *= 0.15;
|
|
}
|
|
|
|
if ( deadflag )
|
|
{
|
|
// Check for gib.
|
|
if ( inflictor->isSubclassOf( Projectile ) )
|
|
{
|
|
Event *gibEv;
|
|
|
|
health -= damage;
|
|
|
|
gibEv = new Event( EV_Gib );
|
|
gibEv->AddEntity( this );
|
|
gibEv->AddFloat( health );
|
|
ProcessEvent( gibEv );
|
|
}
|
|
return;
|
|
}
|
|
|
|
// do the damage
|
|
health -= damage;
|
|
if ( health <= 0 )
|
|
{
|
|
if ( attacker )
|
|
{
|
|
event = new Event( EV_GotKill );
|
|
event->AddEntity( this );
|
|
event->AddInteger( damage );
|
|
event->AddEntity( inflictor );
|
|
// location based damage
|
|
event->AddString( ev->GetString( 4 ) );
|
|
event->AddInteger( ev->GetInteger( 9 ) );
|
|
event->AddInteger( 0 );
|
|
attacker->ProcessEvent( event );
|
|
}
|
|
|
|
event = new Event( EV_Killed );
|
|
event->AddEntity( attacker );
|
|
event->AddInteger( damage );
|
|
event->AddEntity( inflictor );
|
|
// location based damage
|
|
event->AddString( ev->GetString( 4 ) );
|
|
ProcessEvent( event );
|
|
return;
|
|
}
|
|
|
|
if (flags & FL_TESSELATE)
|
|
{
|
|
TesselateModel
|
|
(
|
|
this,
|
|
tess_min_size,
|
|
tess_max_size,
|
|
dir,
|
|
damage,
|
|
tess_percentage*0.5f,
|
|
tess_thickness,
|
|
ev->GetVector( 5 )
|
|
);
|
|
}
|
|
|
|
if (flags & FL_DARKEN)
|
|
{
|
|
edict->s.renderfx |= RF_LIGHTOFFSET;
|
|
if ( max_health )
|
|
{
|
|
edict->s.lightofs = - ( 40.0f * ( (float)(max_health - health) / (float)max_health ) );
|
|
}
|
|
else
|
|
{
|
|
edict->s.lightofs -= damage;
|
|
}
|
|
if ( edict->s.lightofs < -127 )
|
|
edict->s.lightofs = -127;
|
|
if ( edict->s.lightofs > 127 )
|
|
edict->s.lightofs = 127;
|
|
}
|
|
|
|
event = new Event( EV_Pain );
|
|
event->AddFloat( damage );
|
|
event->AddEntity( attacker );
|
|
// location based damage
|
|
event->AddString( ev->GetString( 4 ) );
|
|
ProcessEvent( event );
|
|
}
|
|
|
|
/*
|
|
============
|
|
CanDamage
|
|
|
|
Returns true if the inflictor can directly damage the target. Used for
|
|
explosions and melee attacks.
|
|
============
|
|
*/
|
|
qboolean Entity::CanDamage
|
|
(
|
|
Entity *target
|
|
)
|
|
|
|
{
|
|
trace_t trace;
|
|
Vector pos;
|
|
|
|
// bmodels need special checking because their origin is 0,0,0
|
|
if ( target->getMoveType() == MOVETYPE_PUSH )
|
|
{
|
|
pos = ( target->absmin + target->absmax ) * 0.5;
|
|
trace = G_Trace( origin, vec_origin, vec_origin, pos, this, MASK_SHOT, "Entity::CanDamage 1" );
|
|
if ( trace.fraction == 1 || trace.ent == target->edict )
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
trace = G_Trace( origin, vec_origin, vec_origin, target->centroid, this, MASK_SHOT, "Entity::CanDamage 2" );
|
|
if ( trace.fraction == 1 || trace.ent == target->edict )
|
|
{
|
|
return true;
|
|
}
|
|
pos = target->centroid + Vector( 15, 15, 0 );
|
|
trace = G_Trace( origin, vec_origin, vec_origin, pos, this, MASK_SHOT, "Entity::CanDamage 3" );
|
|
if ( trace.fraction == 1 || trace.ent == target->edict )
|
|
{
|
|
return true;
|
|
}
|
|
pos = target->centroid + Vector( -15, 15, 0 );
|
|
trace = G_Trace( origin, vec_zero, vec_zero, pos, this, MASK_SHOT, "Entity::CanDamage 4" );
|
|
if ( trace.fraction == 1 || trace.ent == target->edict )
|
|
{
|
|
return true;
|
|
}
|
|
pos = target->centroid + Vector( 15, -15, 0 );
|
|
trace = G_Trace( origin, vec_zero, vec_zero, pos, this, MASK_SHOT, "Entity::CanDamage 5" );
|
|
if ( trace.fraction == 1 || trace.ent == target->edict )
|
|
{
|
|
return true;
|
|
}
|
|
pos = target->centroid + Vector( -15, -15, 0 );
|
|
trace = G_Trace( origin, vec_zero, vec_zero, pos, this, MASK_SHOT, "Entity::CanDamage 6" );
|
|
if ( trace.fraction == 1 || trace.ent == target->edict )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
EXPORT_FROM_DLL qboolean Entity::IsTouching
|
|
(
|
|
Entity *e1
|
|
)
|
|
|
|
{
|
|
if ( e1->absmin.x > absmax.x )
|
|
{
|
|
return false;
|
|
}
|
|
if ( e1->absmin.y > absmax.y )
|
|
{
|
|
return false;
|
|
}
|
|
if ( e1->absmin.z > absmax.z )
|
|
{
|
|
return false;
|
|
}
|
|
if ( e1->absmax.x < absmin.x )
|
|
{
|
|
return false;
|
|
}
|
|
if ( e1->absmax.y < absmin.y )
|
|
{
|
|
return false;
|
|
}
|
|
if ( e1->absmax.z < absmin.z )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void Entity::StopAnimating
|
|
(
|
|
void
|
|
)
|
|
|
|
{
|
|
// Cancel all animating events
|
|
last_animation_time = -1;
|
|
animating = false;
|
|
total_delta = vec_zero;
|
|
if ( animDoneEvent )
|
|
{
|
|
CancelEventsOfType( animDoneEvent );
|
|
delete animDoneEvent;
|
|
animDoneEvent = NULL;
|
|
}
|
|
}
|
|
|
|
void Entity::StartAnimating
|
|
(
|
|
void
|
|
)
|
|
|
|
{
|
|
// start animating
|
|
AnimateFrame();
|
|
animating = true;
|
|
}
|
|
|
|
void Entity::NextAnim
|
|
(
|
|
int animnum
|
|
)
|
|
|
|
{
|
|
if ( ( animnum >= 0 ) && ( animnum < gi.NumAnims( edict->s.modelindex ) ) )
|
|
{
|
|
next_anim = animnum;
|
|
}
|
|
else
|
|
{
|
|
// bad value
|
|
return;
|
|
}
|
|
|
|
// get the next anim delta
|
|
gi.Anim_Delta( edict->s.modelindex, next_anim, next_anim_delta.vec3() );
|
|
next_anim_delta *= edict->s.scale;
|
|
|
|
// get the next anim time
|
|
next_anim_time = gi.Anim_Time( edict->s.modelindex, next_anim );
|
|
NextFrame( 0 );
|
|
}
|
|
|
|
void Entity::NextFrame
|
|
(
|
|
int framenum
|
|
)
|
|
|
|
{
|
|
if ( ( framenum >= 0 ) && ( framenum <= last_frame_in_anim ) )
|
|
{
|
|
next_frame = framenum;
|
|
}
|
|
else
|
|
{
|
|
// bad value
|
|
return;
|
|
}
|
|
}
|
|
|
|
void Entity::AnimateFrame
|
|
(
|
|
void
|
|
)
|
|
|
|
{
|
|
float delta;
|
|
sinmdl_cmd_t * cmds;
|
|
Event *ev;
|
|
int i;
|
|
int j;
|
|
|
|
//
|
|
// see if we have already animated this frame
|
|
//
|
|
if (
|
|
( level.time == last_animation_time ) &&
|
|
( next_anim < 0 ) &&
|
|
( next_frame == edict->s.frame + 1 )
|
|
)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// see if we have an anim change pending
|
|
if (next_anim >= 0)
|
|
{
|
|
edict->s.anim = next_anim;
|
|
last_frame_in_anim = gi.Anim_NumFrames( edict->s.modelindex, edict->s.anim ) - 1;
|
|
next_anim = -1;
|
|
if ( edict->s.gunmodelindex )
|
|
{
|
|
const char * animname;
|
|
animname = gi.Anim_NameForNum( edict->s.modelindex, edict->s.anim );
|
|
//
|
|
// see if the anim exists in the world model
|
|
//
|
|
edict->s.gunanim = gi.Anim_Random( edict->s.gunmodelindex, animname );
|
|
if ( edict->s.gunanim < 0 )
|
|
{
|
|
//
|
|
// see if at least we have an idle
|
|
//
|
|
edict->s.gunanim = gi.Anim_Random( edict->s.gunmodelindex, "idle" );
|
|
}
|
|
if ( edict->s.gunanim >= 0 )
|
|
{
|
|
num_frames_in_gun_anim = gi.Anim_NumFrames( edict->s.gunmodelindex, edict->s.gunanim );
|
|
}
|
|
else
|
|
{
|
|
edict->s.gunanim = 0;
|
|
num_frames_in_gun_anim = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
// see if we have a frame change pending
|
|
if (next_frame >= 0)
|
|
{
|
|
edict->s.frame = next_frame;
|
|
next_frame = -1;
|
|
}
|
|
#if 0
|
|
{
|
|
const char * animname;
|
|
animname = gi.Anim_NameForNum( edict->s.modelindex, edict->s.anim );
|
|
warning( "aframe", "%d anim %s frame %d", entnum, animname, edict->s.frame );
|
|
}
|
|
#endif
|
|
|
|
delta = gi.Frame_Time( edict->s.modelindex, edict->s.anim, edict->s.frame );
|
|
if ( !delta )
|
|
{
|
|
delta = FRAMETIME;
|
|
}
|
|
next_frame = edict->s.frame + ( int )( ( float )FRAMETIME / delta );
|
|
|
|
// should never be greater...but just in case
|
|
if ( ( edict->s.frame >= last_frame_in_anim ) || ( next_frame > last_frame_in_anim ) )
|
|
{
|
|
PostEvent( EV_LastFrame, 0 );
|
|
if ( animDoneEvent )
|
|
{
|
|
PostEvent( animDoneEvent, 0 );
|
|
animDoneEvent = NULL;
|
|
}
|
|
next_frame -= last_frame_in_anim+1;
|
|
}
|
|
|
|
// get the current frame delta
|
|
gi.Frame_Delta( edict->s.modelindex, edict->s.anim, edict->s.frame, frame_delta.vec3() );
|
|
total_delta += frame_delta * edict->s.scale;
|
|
cmds = gi.Frame_Commands( edict->s.modelindex, edict->s.anim, edict->s.frame );
|
|
if ( cmds )
|
|
{
|
|
for( i = 0; i < cmds->num_cmds; i++ )
|
|
{
|
|
ev = new Event( cmds->cmds[ i ].args[ 0 ] );
|
|
for( j = 1; j < cmds->cmds[ i ].num_args; j++ )
|
|
{
|
|
ev->AddToken( cmds->cmds[ i ].args[ j ] );
|
|
}
|
|
ProcessEvent( ev );
|
|
}
|
|
}
|
|
|
|
last_animation_time = level.time;
|
|
//
|
|
// check to see if we have a secondary animation system going on here
|
|
//
|
|
if ( edict->s.gunmodelindex )
|
|
{
|
|
if ( num_frames_in_gun_anim > 1 )
|
|
{
|
|
edict->s.gunframe = ( edict->s.frame * num_frames_in_gun_anim ) / ( last_frame_in_anim + 1 );
|
|
}
|
|
else
|
|
{
|
|
edict->s.gunframe = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
void Entity::RandomAnimate
|
|
(
|
|
const char *animname,
|
|
Event *endevent
|
|
)
|
|
|
|
{
|
|
int num;
|
|
|
|
num = gi.Anim_Random( edict->s.modelindex, animname );
|
|
|
|
//
|
|
// if we have an event that hasn't been processed, kill the current one
|
|
//
|
|
if ( animDoneEvent )
|
|
{
|
|
CancelEventsOfType( animDoneEvent );
|
|
delete animDoneEvent;
|
|
animDoneEvent = NULL;
|
|
}
|
|
//
|
|
// see if we even have a valid animation at all
|
|
//
|
|
if ( num == -1 )
|
|
{
|
|
if ( endevent )
|
|
{
|
|
PostEvent( endevent, FRAMETIME );
|
|
}
|
|
|
|
animDoneEvent = NULL;
|
|
return;
|
|
}
|
|
|
|
NextAnim( num );
|
|
|
|
animDoneEvent = endevent;
|
|
if ( !animating )
|
|
{
|
|
StartAnimating();
|
|
}
|
|
last_animation_time = -1;
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::joinTeam
|
|
(
|
|
Entity *teammember
|
|
)
|
|
|
|
{
|
|
Entity *ent;
|
|
Entity *master;
|
|
Entity *prev;
|
|
Entity *next;
|
|
|
|
if ( teammaster && ( teammaster != this ) )
|
|
{
|
|
quitTeam();
|
|
}
|
|
|
|
assert( teammember );
|
|
if ( !teammember )
|
|
{
|
|
warning( "joinTeam", "Null entity" );
|
|
return;
|
|
}
|
|
|
|
master = teammember->teammaster;
|
|
if ( !master )
|
|
{
|
|
master = teammember;
|
|
teammember->teammaster = teammember;
|
|
teammember->teamchain = this;
|
|
|
|
// make anyone who's bound to me part of the new team
|
|
for( ent = teamchain; ent != NULL; ent = ent->teamchain )
|
|
{
|
|
ent->teammaster = master;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// skip past the chain members bound to the entity we're teaming up with
|
|
prev = teammember;
|
|
next = teammember->teamchain;
|
|
if ( bindmaster )
|
|
{
|
|
// if we have a bindmaster, joing after any entities bound to the entity
|
|
// we're joining
|
|
while( next && next->isBoundTo( teammember ) )
|
|
{
|
|
prev = next;
|
|
next = next->teamchain;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// if we're not bound to someone, then put us at the end of the team
|
|
while( next )
|
|
{
|
|
prev = next;
|
|
next = next->teamchain;
|
|
}
|
|
}
|
|
|
|
// make anyone who's bound to me part of the new team and
|
|
// also find the last member of my team
|
|
for( ent = this; ent->teamchain != NULL; ent = ent->teamchain )
|
|
{
|
|
ent->teamchain->teammaster = master;
|
|
}
|
|
|
|
prev->teamchain = this;
|
|
ent->teamchain = next;
|
|
}
|
|
|
|
teammaster = master;
|
|
flags |= FL_TEAMSLAVE;
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::quitTeam
|
|
(
|
|
void
|
|
)
|
|
|
|
{
|
|
Entity *ent;
|
|
|
|
if ( !teammaster )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( teammaster == this )
|
|
{
|
|
if ( !teamchain->teamchain )
|
|
{
|
|
teamchain->teammaster = NULL;
|
|
}
|
|
else
|
|
{
|
|
// make next teammate the teammaster
|
|
for( ent = teamchain; ent; ent = ent->teamchain )
|
|
{
|
|
ent->teammaster = teamchain;
|
|
}
|
|
}
|
|
|
|
teamchain->flags &= ~FL_TEAMSLAVE;
|
|
}
|
|
else
|
|
{
|
|
assert( flags & FL_TEAMSLAVE );
|
|
assert( teammaster->teamchain );
|
|
|
|
ent = teammaster;
|
|
while( ent->teamchain != this )
|
|
{
|
|
// this should never happen
|
|
assert( ent->teamchain );
|
|
|
|
ent = ent->teamchain;
|
|
}
|
|
|
|
ent->teamchain = teamchain;
|
|
|
|
if ( !teammaster->teamchain )
|
|
{
|
|
teammaster->teammaster = NULL;
|
|
}
|
|
}
|
|
|
|
teammaster = NULL;
|
|
teamchain = NULL;
|
|
flags &= ~FL_TEAMSLAVE;
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::EventQuitTeam
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
quitTeam();
|
|
}
|
|
|
|
qboolean Entity::isBoundTo
|
|
(
|
|
Entity *master
|
|
)
|
|
|
|
{
|
|
Entity *ent;
|
|
|
|
for( ent = bindmaster; ent != NULL; ent = ent->bindmaster )
|
|
{
|
|
if ( ent == master )
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::bind
|
|
(
|
|
Entity *master
|
|
)
|
|
|
|
{
|
|
float mat[ 3 ][ 3 ];
|
|
float local[ 3 ][ 3 ];
|
|
Vector ang;
|
|
|
|
assert( master );
|
|
if ( !master )
|
|
{
|
|
warning( "bind", "Null master entity" );
|
|
return;
|
|
}
|
|
|
|
if ( master == this )
|
|
{
|
|
warning( "bind", "Trying to bind to oneself." );
|
|
return;
|
|
}
|
|
|
|
// unbind myself from my master
|
|
unbind();
|
|
|
|
bindmaster = master;
|
|
|
|
// We are now separated from our previous team and are either
|
|
// an individual, or have a team of our own. Now we can join
|
|
// the new bindmaster's team. Bindmaster must be set before
|
|
// joining the team, or we will be placed in the wrong position
|
|
// on the team.
|
|
joinTeam( master );
|
|
|
|
// calculate local angles
|
|
TransposeMatrix( bindmaster->orientation, mat );
|
|
R_ConcatRotations( mat, orientation, local );
|
|
MatrixToEulerAngles( local, ang.vec3() );
|
|
setAngles( ang );
|
|
|
|
setOrigin( getParentVector( origin - bindmaster->worldorigin ) );
|
|
|
|
return;
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::unbind
|
|
(
|
|
void
|
|
)
|
|
|
|
{
|
|
Entity *prev;
|
|
Entity *next;
|
|
Entity *last;
|
|
Entity *ent;
|
|
|
|
if ( !bindmaster )
|
|
{
|
|
return;
|
|
}
|
|
|
|
//bindmaster = NULL;
|
|
|
|
origin = Vector( edict->s.origin );
|
|
angles = Vector( edict->s.angles );
|
|
|
|
if ( !teammaster )
|
|
{
|
|
bindmaster = NULL;
|
|
//Teammaster already has been freed
|
|
return;
|
|
}
|
|
|
|
// We're still part of a team, so that means I have to extricate myself
|
|
// and any entities that are bound to me from the old team.
|
|
// Find the node previous to me in the team
|
|
prev = teammaster;
|
|
|
|
for( ent = teammaster->teamchain; ent && ( ent != this ); ent = ent->teamchain )
|
|
{
|
|
prev = ent;
|
|
}
|
|
|
|
// If ent is not pointing to me, then something is very wrong.
|
|
assert( ent );
|
|
if ( !ent )
|
|
{
|
|
error( "unbind", "corrupt team chain\n" );
|
|
}
|
|
|
|
// Find the last node in my team that is bound to me.
|
|
// Also find the first node not bound to me, if one exists.
|
|
last = this;
|
|
for( next = teamchain; next != NULL; next = next->teamchain )
|
|
{
|
|
if ( !next->isBoundTo( this ) )
|
|
{
|
|
break;
|
|
}
|
|
|
|
// Tell them I'm now the teammaster
|
|
next->teammaster = this;
|
|
last = next;
|
|
}
|
|
|
|
// disconnect the last member of our team from the old team
|
|
last->teamchain = NULL;
|
|
|
|
// connect up the previous member of the old team to the node that
|
|
// follow the last node bound to me (if one exists).
|
|
if ( teammaster != this )
|
|
{
|
|
prev->teamchain = next;
|
|
if ( !next && ( teammaster == prev ) )
|
|
{
|
|
prev->teammaster = NULL;
|
|
}
|
|
}
|
|
else if ( next )
|
|
{
|
|
// If we were the teammaster, then the nodes that were not bound to me are now
|
|
// a disconnected chain. Make them into their own team.
|
|
for( ent = next; ent->teamchain != NULL; ent = ent->teamchain )
|
|
{
|
|
ent->teammaster = next;
|
|
}
|
|
next->teammaster = next;
|
|
next->flags &= ~FL_TEAMSLAVE;
|
|
}
|
|
|
|
// If we don't have anyone on our team, then clear the team variables.
|
|
if ( teamchain )
|
|
{
|
|
// make myself my own team
|
|
teammaster = this;
|
|
}
|
|
else
|
|
{
|
|
// no longer a team
|
|
teammaster = NULL;
|
|
}
|
|
|
|
flags &= ~FL_TEAMSLAVE;
|
|
bindmaster = NULL;
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::EventUnbind
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
unbind();
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::FadeOut
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
PostEvent( EV_FadeOut, 0.1f );
|
|
|
|
edict->s.renderfx |= RF_TRANSLUCENT;
|
|
translucence += 0.03f;
|
|
if ( translucence >= 0.96f )
|
|
{
|
|
PostEvent( EV_Remove, 0 );
|
|
}
|
|
|
|
setAlpha( 1.0f - translucence );
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::Fade
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
float rate = ev->GetFloat( 1 );
|
|
|
|
edict->s.renderfx |= RF_TRANSLUCENT;
|
|
translucence += rate;
|
|
setAlpha( 1.0f - translucence );
|
|
|
|
if ( translucence <= 1 )
|
|
PostEvent( EV_FadeOut, 0.1f );
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::SetMassEvent
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
mass = ev->GetFloat( 1 );
|
|
}
|
|
|
|
void Entity::CheckGround
|
|
(
|
|
void
|
|
)
|
|
|
|
{
|
|
Vector point;
|
|
trace_t trace;
|
|
const gravityaxis_t &grav = gravity_axis[ gravaxis ];
|
|
|
|
if ( flags & ( FL_SWIM | FL_FLY ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( velocity[ grav.z ] > 100 )
|
|
{
|
|
groundentity = NULL;
|
|
return;
|
|
}
|
|
|
|
// if the hull point one-quarter unit down is solid the entity is on ground
|
|
point = worldorigin;
|
|
point[ grav.z ] -= 0.25 * grav.sign;
|
|
trace = G_Trace( worldorigin, mins, maxs, point, this, MASK_MONSTERSOLID, "Entity::CheckGround" );
|
|
|
|
// check steepness
|
|
if ( ( ( trace.plane.normal[ grav.z ] * grav.sign ) <= 0.7 ) && !trace.startsolid )
|
|
{
|
|
groundentity = NULL;
|
|
return;
|
|
}
|
|
|
|
groundentity = trace.ent;
|
|
groundentity_linkcount = trace.ent->linkcount;
|
|
groundplane = trace.plane;
|
|
groundsurface = trace.surface;
|
|
groundcontents = trace.contents;
|
|
|
|
if ( !trace.startsolid && !trace.allsolid )
|
|
{
|
|
setOrigin( trace.endpos );
|
|
velocity[ grav.z ] = 0;
|
|
}
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::BecomeSolid
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
if ( ( model.length() ) && ( ( model[ 0 ] == '*' ) || ( strstr( model.c_str(), ".bsp" ) ) ) )
|
|
{
|
|
setSolidType( SOLID_BSP );
|
|
}
|
|
else
|
|
{
|
|
setSolidType( SOLID_BBOX );
|
|
}
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::BecomeNonSolid
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
setSolidType( SOLID_NOT );
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::Ghost
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
// Make not solid, but send still send over whether it is hidden or not
|
|
setSolidType( SOLID_NOT );
|
|
edict->svflags &= ~SVF_NOCLIENT;
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::PlaySound
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
char name[ 128 ];
|
|
float volume;
|
|
int channel;
|
|
float attenuation;
|
|
float pitch;
|
|
float timeofs;
|
|
float fadetime;
|
|
int flags;
|
|
int i;
|
|
|
|
//
|
|
// set defaults
|
|
//
|
|
name[0] = 0;
|
|
volume = 1.0f;
|
|
channel = CHAN_BODY;
|
|
attenuation = ATTN_NORM;
|
|
pitch = 1.0f;
|
|
timeofs = 0;
|
|
fadetime = 0;
|
|
flags = SOUND_SYNCH;
|
|
for ( i = 1 ; i <= ev->NumArgs() ; i++ )
|
|
{
|
|
switch (i-1)
|
|
{
|
|
case 0:
|
|
strcpy( name, ev->GetString( i ) );
|
|
break;
|
|
case 1:
|
|
volume = ev->GetFloat( i );
|
|
break;
|
|
case 2:
|
|
channel = ev->GetInteger( i );
|
|
break;
|
|
case 3:
|
|
attenuation = ev->GetFloat( i );
|
|
break;
|
|
case 4:
|
|
pitch = ev->GetFloat( i );
|
|
break;
|
|
case 5:
|
|
timeofs = ev->GetFloat( i );
|
|
break;
|
|
case 6:
|
|
fadetime = ev->GetFloat( i );
|
|
break;
|
|
case 7:
|
|
flags = ev->GetInteger( i );
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
channel |= CHAN_NO_PHS_ADD;
|
|
sound( name, volume, channel, attenuation, pitch, timeofs, fadetime, flags );
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::StopSound
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
if (ev->NumArgs() < 1)
|
|
stopsound( CHAN_BODY );
|
|
else
|
|
stopsound( ev->GetInteger( 1 ) );
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::SetGravityAxis
|
|
(
|
|
int axis
|
|
)
|
|
|
|
{
|
|
Vector min;
|
|
Vector max;
|
|
|
|
if ( ( axis < 0 ) || ( axis > 5 ) )
|
|
{
|
|
axis = 0;
|
|
}
|
|
|
|
// don't do anything if the axis has been already set
|
|
if ( axis == gravaxis )
|
|
return;
|
|
|
|
edict->s.effects &= ~( EF_GRAVITY_AXIS_0 | EF_GRAVITY_AXIS_1 | EF_GRAVITY_AXIS_2 );
|
|
edict->s.effects |= GRAVITYAXIS_TO_EFFECTS( axis );
|
|
gravaxis = EFFECTS_TO_GRAVITYAXIS( edict->s.effects );
|
|
groundentity = NULL;
|
|
|
|
const gravityaxis_t &grav = gravity_axis[ gravaxis ];
|
|
|
|
min[ grav.x ] = mins[ 0 ];
|
|
min[ grav.y ] = mins[ 1 ] * grav.sign;
|
|
min[ grav.z ] = mins[ 2 ] * grav.sign;
|
|
max[ grav.x ] = maxs[ 0 ];
|
|
max[ grav.y ] = maxs[ 1 ] * grav.sign;
|
|
max[ grav.z ] = maxs[ 2 ] * grav.sign;
|
|
|
|
setSize( min, max );
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::GravityAxisEvent
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
SetGravityAxis( ev->GetInteger( 1 ) );
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::BindEvent
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
Entity *ent;
|
|
|
|
ent = ev->GetEntity( 1 );
|
|
if ( ent )
|
|
{
|
|
bind( ent );
|
|
}
|
|
}
|
|
|
|
|
|
EXPORT_FROM_DLL void Entity::JoinTeam
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
Entity *ent;
|
|
|
|
ent = ev->GetEntity( 1 );
|
|
if ( ent )
|
|
{
|
|
joinTeam( ent );
|
|
}
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::SetLight
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
edict->s.renderfx |= RF_DLIGHT;
|
|
edict->s.color_r = ev->GetFloat( 1 );
|
|
edict->s.color_g = ev->GetFloat( 2 );
|
|
edict->s.color_b = ev->GetFloat( 3 );
|
|
edict->s.radius = ev->GetFloat( 4 );
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::LightOn
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
edict->s.renderfx |= RF_DLIGHT;
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::LightOff
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
edict->s.renderfx &= ~RF_DLIGHT;
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::LightRed
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
edict->s.renderfx |= RF_DLIGHT;
|
|
edict->s.color_r = ev->GetFloat( 1 );
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::LightGreen
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
edict->s.renderfx |= RF_DLIGHT;
|
|
edict->s.color_g = ev->GetFloat( 1 );
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::LightBlue
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
edict->s.renderfx |= RF_DLIGHT;
|
|
edict->s.color_b = ev->GetFloat( 1 );
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::LightRadius
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
edict->s.renderfx |= RF_DLIGHT;
|
|
edict->s.radius = ev->GetFloat( 1 );
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::SetHealth
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
health = ev->GetFloat( 1 );
|
|
max_health = health;
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::SetSize
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
Vector min, max;
|
|
|
|
min = ev->GetVector( 1 );
|
|
max = ev->GetVector( 2 );
|
|
setSize( min, max );
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::SetScale
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
setScale( ev->GetFloat( 1 ) );
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::SetAlpha
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
setAlpha( ev->GetFloat( 1 ) );
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::SetOrigin
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
setOrigin( ev->GetVector( 1 ) );
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::SetTargetName
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
SetTargetName( ev->GetString( 1 ) );
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::SetTarget
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
SetTarget( ev->GetString( 1 ) );
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::SetKillTarget
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
SetKillTarget( ev->GetString( 1 ) );
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::SetAngles
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
setAngles( ev->GetVector( 1 ) );
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::CourseAnglesEvent
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
// Angles will be sent over the net as 8-bit values (default)
|
|
edict->s.effects &= ~EF_SMOOTHANGLES;
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::SmoothAnglesEvent
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
// Angles will be sent over the net as 16-bit values for smoother rotation (or slow rotation)
|
|
edict->s.effects |= EF_SMOOTHANGLES;
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::RegisterAlias
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
if ( ev->NumArgs() < 3 )
|
|
{
|
|
gi.Alias_Add( edict->s.modelindex, ev->GetString( 1 ), ev->GetString( 2 ), 1 );
|
|
}
|
|
else
|
|
{
|
|
gi.Alias_Add( edict->s.modelindex, ev->GetString( 1 ), ev->GetString( 2 ), ev->GetInteger( 3 ) );
|
|
}
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::RegisterAliasAndCache
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
int length;
|
|
str realname;
|
|
const char * ptr;
|
|
|
|
realname = ev->GetString( 2 );
|
|
|
|
if ( ev->NumArgs() < 3 )
|
|
{
|
|
gi.Alias_Add( edict->s.modelindex, ev->GetString( 1 ), realname.c_str(), 1 );
|
|
}
|
|
else
|
|
{
|
|
gi.Alias_Add( edict->s.modelindex, ev->GetString( 1 ), realname.c_str(), ev->GetInteger( 3 ) );
|
|
}
|
|
|
|
length = realname.length();
|
|
ptr = realname.c_str();
|
|
ptr += length - 4;
|
|
if ( ( length > 4 ) && ( !strcmpi( ptr, ".wav" ) ) )
|
|
{
|
|
gi.soundindex( realname.c_str() );
|
|
}
|
|
else if ( ( length > 4 ) && ( !strcmpi( ptr, ".def" ) ) )
|
|
{
|
|
gi.modelindex( realname.c_str() );
|
|
}
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::positioned_sound
|
|
(
|
|
Vector origin,
|
|
str soundname,
|
|
float volume,
|
|
int channel,
|
|
int attenuation,
|
|
float pitch,
|
|
float timeofs,
|
|
float fadetime,
|
|
int flags
|
|
)
|
|
|
|
{
|
|
if ( soundname.length() )
|
|
{
|
|
gi.positioned_sound( worldorigin.vec3(), edict, channel, gi.soundindex( soundname.c_str() ),
|
|
volume, attenuation, timeofs, pitch, fadetime, flags );
|
|
}
|
|
else
|
|
{
|
|
warning( "sound", "Null sample pointer" );
|
|
}
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::RandomPositionedSound
|
|
(
|
|
Vector origin,
|
|
str soundname,
|
|
float volume,
|
|
int channel,
|
|
int attenuation,
|
|
float pitch,
|
|
float timeofs,
|
|
float fadetime,
|
|
int flags
|
|
)
|
|
|
|
{
|
|
const char * name;
|
|
|
|
name = gi.GlobalAlias_FindRandom( soundname.c_str() );
|
|
if ( name )
|
|
{
|
|
positioned_sound( worldorigin, name, volume, channel, attenuation, pitch, timeofs, fadetime, flags );
|
|
}
|
|
else
|
|
{
|
|
warning( "RandomPositionedSound", "Couldn't find alias for %s", soundname.c_str() );
|
|
}
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::sound
|
|
(
|
|
str soundname,
|
|
float volume,
|
|
int channel,
|
|
int attenuation,
|
|
float pitch,
|
|
float timeofs,
|
|
float fadetime,
|
|
int flags
|
|
)
|
|
|
|
{
|
|
if ( soundname.length() )
|
|
{
|
|
gi.sound( edict, channel, gi.soundindex( soundname.c_str() ), volume,
|
|
attenuation, timeofs, pitch, fadetime, flags );
|
|
}
|
|
else
|
|
{
|
|
warning( "sound", "Null sample pointer" );
|
|
}
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::RandomGlobalSound
|
|
(
|
|
str soundname,
|
|
float volume,
|
|
int channel,
|
|
int attenuation,
|
|
float pitch,
|
|
float timeofs,
|
|
float fadetime,
|
|
int flags
|
|
)
|
|
|
|
{
|
|
const char * name;
|
|
|
|
name = gi.GlobalAlias_FindRandom( soundname.c_str() );
|
|
if ( name )
|
|
{
|
|
sound( name, volume, channel, attenuation, pitch, timeofs, fadetime, flags );
|
|
}
|
|
else
|
|
{
|
|
warning( "RandomGlobalSound", "Couldn't find alias for %s", soundname.c_str() );
|
|
}
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::RandomSound
|
|
(
|
|
str soundname,
|
|
float volume,
|
|
int channel,
|
|
int attenuation,
|
|
float pitch,
|
|
float timeofs,
|
|
float fadetime,
|
|
int flags
|
|
)
|
|
|
|
{
|
|
str realname;
|
|
|
|
realname = GetRandomAlias( soundname );
|
|
sound( realname, volume, channel, attenuation, pitch, timeofs, fadetime, flags );
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::RandomSound
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
str name;
|
|
float volume;
|
|
int channel;
|
|
float attenuation;
|
|
float pitch;
|
|
float timeofs;
|
|
float fadetime;
|
|
int flags;
|
|
int i;
|
|
|
|
//
|
|
// set defaults
|
|
//
|
|
volume = 1.0f;
|
|
channel = CHAN_BODY;
|
|
attenuation = ATTN_NORM;
|
|
pitch = 1.0f;
|
|
timeofs = 0;
|
|
fadetime = 0;
|
|
flags = SOUND_SYNCH;
|
|
for ( i = 1 ; i <= ev->NumArgs() ; i++ )
|
|
{
|
|
switch (i-1)
|
|
{
|
|
case 0:
|
|
name = ev->GetString( i );
|
|
break;
|
|
case 1:
|
|
volume = ev->GetFloat( i );
|
|
break;
|
|
case 2:
|
|
channel = ev->GetInteger( i );
|
|
break;
|
|
case 3:
|
|
attenuation = ev->GetFloat( i );
|
|
break;
|
|
case 4:
|
|
pitch = ev->GetFloat( i );
|
|
break;
|
|
case 5:
|
|
timeofs = ev->GetFloat( i );
|
|
break;
|
|
case 6:
|
|
fadetime = ev->GetFloat( i );
|
|
break;
|
|
case 7:
|
|
flags = ev->GetInteger( i );
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
channel |= CHAN_NO_PHS_ADD;
|
|
RandomSound( name, volume, channel, attenuation, pitch, timeofs, fadetime, flags );
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::RandomPHSSound
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
str name;
|
|
float volume;
|
|
int channel;
|
|
float attenuation;
|
|
float pitch;
|
|
float timeofs;
|
|
float fadetime;
|
|
int flags;
|
|
int i;
|
|
|
|
//
|
|
// set defaults
|
|
//
|
|
volume = 1.0f;
|
|
channel = CHAN_BODY;
|
|
attenuation = ATTN_NORM;
|
|
pitch = 1.0f;
|
|
timeofs = 0;
|
|
fadetime = 0;
|
|
flags = SOUND_SYNCH;
|
|
for ( i = 1 ; i <= ev->NumArgs() ; i++ )
|
|
{
|
|
switch (i-1)
|
|
{
|
|
case 0:
|
|
name = ev->GetString( i );
|
|
break;
|
|
case 1:
|
|
volume = ev->GetFloat( i );
|
|
break;
|
|
case 2:
|
|
channel = ev->GetInteger( i );
|
|
break;
|
|
case 3:
|
|
attenuation = ev->GetFloat( i );
|
|
break;
|
|
case 4:
|
|
pitch = ev->GetFloat( i );
|
|
break;
|
|
case 5:
|
|
timeofs = ev->GetFloat( i );
|
|
break;
|
|
case 6:
|
|
fadetime = ev->GetFloat( i );
|
|
break;
|
|
case 7:
|
|
flags = ev->GetInteger( i );
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
RandomSound( name, volume, channel, attenuation, pitch, timeofs, fadetime, flags );
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::PHSSound
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
char name[ 128 ];
|
|
float volume;
|
|
int channel;
|
|
float attenuation;
|
|
float pitch;
|
|
float timeofs;
|
|
float fadetime;
|
|
int flags;
|
|
int i;
|
|
|
|
//
|
|
// set defaults
|
|
//
|
|
name[0] = 0;
|
|
volume = 1.0f;
|
|
channel = CHAN_BODY;
|
|
attenuation = ATTN_NORM;
|
|
pitch = 1.0f;
|
|
timeofs = 0;
|
|
fadetime = 0;
|
|
flags = SOUND_SYNCH;
|
|
for ( i = 1 ; i <= ev->NumArgs() ; i++ )
|
|
{
|
|
switch (i-1)
|
|
{
|
|
case 0:
|
|
strcpy( name, ev->GetString( i ) );
|
|
break;
|
|
case 1:
|
|
volume = ev->GetFloat( i );
|
|
break;
|
|
case 2:
|
|
channel = ev->GetInteger( i );
|
|
break;
|
|
case 3:
|
|
attenuation = ev->GetFloat( i );
|
|
break;
|
|
case 4:
|
|
pitch = ev->GetFloat( i );
|
|
break;
|
|
case 5:
|
|
timeofs = ev->GetFloat( i );
|
|
break;
|
|
case 6:
|
|
fadetime = ev->GetFloat( i );
|
|
break;
|
|
case 7:
|
|
flags = ev->GetInteger( i );
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
sound( name, volume, channel, attenuation, pitch, timeofs, fadetime, flags );
|
|
}
|
|
|
|
|
|
EXPORT_FROM_DLL void Entity::EntitySound
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
edict->s.sound = gi.soundindex( ev->GetString( 1 ) );
|
|
if ( ev->NumArgs() > 1 )
|
|
{
|
|
int attenuation;
|
|
attenuation = ev->GetInteger( 2 );
|
|
if (attenuation > 3) attenuation = 3;
|
|
if (attenuation < 0) attenuation = 0;
|
|
edict->s.sound |= attenuation<<14;
|
|
}
|
|
else
|
|
{
|
|
edict->s.sound |= ATTN_IDLE<<14;
|
|
}
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::StopEntitySound
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
edict->s.sound = 0;
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::RandomEntitySound
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
const char * alias;
|
|
const char * soundname;
|
|
|
|
alias = ev->GetString( 1 );
|
|
|
|
soundname = gi.Alias_FindRandom( edict->s.modelindex, alias );
|
|
edict->s.sound = gi.soundindex( soundname );
|
|
if ( ev->NumArgs() > 1 )
|
|
{
|
|
int attenuation;
|
|
attenuation = ev->GetInteger( 2 );
|
|
if (attenuation > 3) attenuation = 3;
|
|
if (attenuation < 0) attenuation = 0;
|
|
edict->s.sound |= attenuation<<14;
|
|
}
|
|
else
|
|
{
|
|
edict->s.sound |= ATTN_IDLE<<14;
|
|
}
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::RandomGlobalEntitySound
|
|
(
|
|
str soundname,
|
|
int attenuation
|
|
)
|
|
|
|
{
|
|
const char * name;
|
|
|
|
name = gi.GlobalAlias_FindRandom( soundname.c_str() );
|
|
if ( name )
|
|
{
|
|
edict->s.sound = gi.soundindex( name );
|
|
|
|
bound( attenuation, 0, 3 );
|
|
edict->s.sound |= attenuation<<14;
|
|
}
|
|
else
|
|
{
|
|
warning( "RandomGlobalEntitySound", "Couldn't find alias for %s", soundname.c_str() );
|
|
}
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::RandomGlobalEntitySoundEvent
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
const char *alias;
|
|
int attenuation;
|
|
|
|
alias = ev->GetString( 1 );
|
|
|
|
attenuation = ATTN_IDLE;
|
|
if ( ev->NumArgs() > 1 )
|
|
{
|
|
attenuation = ev->GetInteger( 2 );
|
|
}
|
|
|
|
RandomGlobalEntitySound( alias, attenuation );
|
|
}
|
|
|
|
EXPORT_FROM_DLL qboolean Entity::attach
|
|
(
|
|
int parent_entity_num,
|
|
int group_num,
|
|
int tri_num,
|
|
Vector orient
|
|
)
|
|
|
|
{
|
|
int i;
|
|
Entity * parent;
|
|
|
|
if ( entnum == parent_entity_num )
|
|
{
|
|
warning("attach","Trying to attach to oneself." );
|
|
return false;
|
|
}
|
|
|
|
if (edict->s.parent)
|
|
detach();
|
|
//
|
|
// get the parent
|
|
//
|
|
parent = ( Entity * )G_GetEntity( parent_entity_num );
|
|
|
|
if (parent->numchildren < MAX_MODEL_CHILDREN)
|
|
{
|
|
//
|
|
// find a free spot in the parent
|
|
//
|
|
for ( i=0; i < MAX_MODEL_CHILDREN; i++ )
|
|
if (!parent->children[i])
|
|
{
|
|
break;
|
|
}
|
|
parent->children[i] = entnum;
|
|
parent->numchildren++;
|
|
edict->s.parent = parent_entity_num;
|
|
edict->s.bone.group_num = group_num;
|
|
edict->s.bone.tri_num = tri_num;
|
|
VectorCopy( orient.vec3(), edict->s.bone.orientation );
|
|
setOrigin( origin );
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
EXPORT_FROM_DLL void Entity::detach
|
|
(
|
|
void
|
|
)
|
|
|
|
{
|
|
int i;
|
|
int num;
|
|
Entity * parent;
|
|
|
|
if (!edict->s.parent)
|
|
return;
|
|
parent = ( Entity * )G_GetEntity( edict->s.parent );
|
|
if (!parent)
|
|
return;
|
|
for ( i=0,num = parent->numchildren; i < MAX_MODEL_CHILDREN; i++ )
|
|
{
|
|
if (!parent->children[i])
|
|
{
|
|
continue;
|
|
}
|
|
if (parent->children[i] == entnum)
|
|
{
|
|
parent->children[i] = 0;
|
|
parent->numchildren--;
|
|
break;
|
|
}
|
|
num--;
|
|
if (!num)
|
|
break;
|
|
}
|
|
edict->s.parent = 0;
|
|
|
|
//
|
|
// i don't think we want to do this automatically, we might later, but for right now lets not
|
|
//
|
|
//setOrigin( edict->origin + parent->origin );
|
|
}
|
|
|
|
void Entity::AnimEvent
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
int num;
|
|
|
|
num = gi.Anim_Random( edict->s.modelindex, ev->GetString( 1 ) );
|
|
NextAnim( num );
|
|
if ( !animating )
|
|
{
|
|
StartAnimating();
|
|
}
|
|
}
|
|
|
|
void Entity::StartAnimatingEvent
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
StartAnimating();
|
|
}
|
|
|
|
void Entity::StopAnimatingEvent
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
StopAnimating();
|
|
}
|
|
|
|
void Entity::EndAnimEvent
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
PostEvent( EV_LastFrame, 0 );
|
|
if ( animDoneEvent )
|
|
{
|
|
PostEvent( animDoneEvent, 0 );
|
|
animDoneEvent = NULL;
|
|
}
|
|
next_frame = 0;
|
|
}
|
|
|
|
void Entity::NextAnimEvent
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
int num;
|
|
|
|
num = gi.Anim_Random( edict->s.modelindex, ev->GetString( 1 ) );
|
|
NextAnim( num );
|
|
}
|
|
|
|
void Entity::NextFrameEvent
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
NextFrame( ev->GetInteger( 1 ) );
|
|
}
|
|
|
|
void Entity::PrevFrameEvent
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
edict->s.prevframe = ev->GetInteger( 1 );
|
|
}
|
|
|
|
void Entity::SetFrameEvent
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
int framenum;
|
|
|
|
framenum = ev->GetInteger( 1 );
|
|
edict->s.frame = framenum;
|
|
NextFrame( framenum + 1 );
|
|
}
|
|
|
|
void Entity::Tesselate(Event *ev)
|
|
{
|
|
Vector origin, dir, temp;
|
|
Entity * ent;
|
|
int i, power, min_size, max_size, thickness;
|
|
float percentage;
|
|
|
|
// dir is 1
|
|
// power is 2
|
|
// minsize is 3
|
|
// maxsize is 4
|
|
// percentage is 5
|
|
// thickness 6
|
|
// entity is 7
|
|
// origin 8
|
|
|
|
//
|
|
// initialize some variables
|
|
//
|
|
ent = this;
|
|
min_size = TESS_DEFAULT_MIN_SIZE;
|
|
max_size = TESS_DEFAULT_MIN_SIZE;
|
|
thickness = min_size;
|
|
percentage = TESS_DEFAULT_PERCENT;
|
|
VectorCopy( vec3_origin, origin );
|
|
VectorCopy( vec3_origin, dir );
|
|
|
|
for ( i = 1; i <= ev->NumArgs(); i++ )
|
|
{
|
|
switch( i )
|
|
{
|
|
case 1:
|
|
temp = ev->GetVector( i );
|
|
temp.AngleVectors( &dir, NULL, NULL );
|
|
break;
|
|
case 2:
|
|
power = ev->GetInteger( i );
|
|
break;
|
|
case 3:
|
|
min_size = ev->GetInteger( i );
|
|
break;
|
|
case 4:
|
|
max_size = ev->GetInteger( i );
|
|
break;
|
|
case 5:
|
|
percentage = ev->GetFloat( i );
|
|
break;
|
|
case 6:
|
|
thickness = ev->GetInteger( i );
|
|
break;
|
|
case 7:
|
|
ent = ev->GetEntity( i );
|
|
break;
|
|
case 8:
|
|
origin = ev->GetVector( i );
|
|
break;
|
|
}
|
|
}
|
|
TesselateModel
|
|
(
|
|
ent,
|
|
min_size,
|
|
max_size,
|
|
dir,
|
|
power,
|
|
percentage,
|
|
thickness,
|
|
origin
|
|
);
|
|
}
|
|
|
|
void Entity::SetShatterMinSize( Event *ev )
|
|
{
|
|
tess_min_size = ev->GetInteger( 1 );
|
|
}
|
|
|
|
void Entity::SetShatterMaxSize( Event *ev )
|
|
{
|
|
tess_max_size = ev->GetInteger( 1 );
|
|
}
|
|
|
|
void Entity::SetShatterThickness( Event *ev )
|
|
{
|
|
tess_thickness = ev->GetInteger( 1 );
|
|
}
|
|
|
|
void Entity::SetShatterPercentage( Event *ev )
|
|
{
|
|
tess_percentage = ev->GetFloat( 1 ) / 100.0f;;
|
|
}
|
|
|
|
void Entity::Flags( Event *ev )
|
|
{
|
|
const char *flag;
|
|
int mask;
|
|
int action;
|
|
int i;
|
|
|
|
#define FLAG_IGNORE 0
|
|
#define FLAG_SET 1
|
|
#define FLAG_CLEAR 2
|
|
#define FLAG_ADD 3
|
|
|
|
for ( i = 1; i <= ev->NumArgs(); i++ )
|
|
{
|
|
action = FLAG_IGNORE;
|
|
flag = ev->GetString( i );
|
|
switch( flag[0] )
|
|
{
|
|
case '+':
|
|
action = FLAG_ADD;
|
|
flag++;
|
|
break;
|
|
case '-':
|
|
action = FLAG_CLEAR;
|
|
flag++;
|
|
break;
|
|
default:
|
|
action = FLAG_SET;
|
|
break;
|
|
}
|
|
|
|
if ( !stricmp( flag, "blood" ) )
|
|
mask = FL_BLOOD;
|
|
else if ( !stricmp( flag, "sparks" ) )
|
|
mask = FL_SPARKS;
|
|
else if ( !stricmp( flag, "shatter" ) )
|
|
mask = FL_TESSELATE;
|
|
else if ( !stricmp( flag, "blast" ) )
|
|
mask = FL_BLASTMARK;
|
|
else if ( !stricmp( flag, "die_shatter" ) )
|
|
mask = FL_DIE_TESSELATE;
|
|
else if ( !stricmp( flag, "explode" ) )
|
|
mask = FL_DIE_EXPLODE;
|
|
else if ( !stricmp( flag, "die_gibs" ) )
|
|
mask = FL_DIE_GIBS;
|
|
else if ( !stricmp( flag, "darken" ) )
|
|
mask = FL_DARKEN;
|
|
else if ( !stricmp( flag, "forcefield" ) )
|
|
mask = FL_FORCEFIELD;
|
|
else if ( !stricmp( flag, "stealth" ) )
|
|
mask = FL_STEALTH;
|
|
else
|
|
{
|
|
action = FLAG_IGNORE;
|
|
ev->Error( "Unknown flag '%s'", flag );
|
|
}
|
|
switch (action)
|
|
{
|
|
case FLAG_SET:
|
|
// preserver non-configurable bits
|
|
flags &= (FL_BLOOD - 1);
|
|
case FLAG_ADD:
|
|
flags |= mask;
|
|
break;
|
|
case FLAG_CLEAR:
|
|
flags &= ~mask;
|
|
break;
|
|
case FLAG_IGNORE:
|
|
break;
|
|
}
|
|
}
|
|
if ( parentmode->value )
|
|
{
|
|
if ( flags & (FL_BLOOD|FL_DIE_GIBS) )
|
|
{
|
|
flags &= ~FL_BLOOD;
|
|
flags &= ~FL_DIE_GIBS;
|
|
}
|
|
}
|
|
}
|
|
|
|
void Entity::Effects( Event *ev )
|
|
{
|
|
const char *flag;
|
|
int mask=0;
|
|
int action;
|
|
int i;
|
|
|
|
#define FLAG_IGNORE 0
|
|
#define FLAG_SET 1
|
|
#define FLAG_CLEAR 2
|
|
#define FLAG_ADD 3
|
|
for ( i = 1; i <= ev->NumArgs(); i++ )
|
|
{
|
|
action = 0;
|
|
flag = ev->GetString( i );
|
|
switch( flag[0] )
|
|
{
|
|
case '+':
|
|
action = FLAG_ADD;
|
|
flag++;
|
|
break;
|
|
case '-':
|
|
action = FLAG_CLEAR;
|
|
flag++;
|
|
break;
|
|
default:
|
|
action = FLAG_SET;
|
|
break;
|
|
}
|
|
|
|
if ( !stricmp( flag, "rotate" ) )
|
|
mask = EF_ROTATE;
|
|
else if ( !stricmp( flag, "rocket" ) )
|
|
mask = EF_ROCKET;
|
|
else if ( !stricmp( flag, "gib" ) )
|
|
mask = EF_GIB;
|
|
else if ( !stricmp( flag, "pulse" ) )
|
|
mask = EF_PULSE;
|
|
else if ( !stricmp( flag, "everyframe" ) )
|
|
mask = EF_EVERYFRAME;
|
|
else if ( !stricmp( flag, "autoanimate" ) )
|
|
mask = EF_AUTO_ANIMATE;
|
|
else
|
|
{
|
|
action = FLAG_IGNORE;
|
|
ev->Error( "Unknown token %s.", flag );
|
|
}
|
|
|
|
switch (action)
|
|
{
|
|
case FLAG_SET:
|
|
case FLAG_ADD:
|
|
edict->s.effects |= mask;
|
|
break;
|
|
case FLAG_CLEAR:
|
|
edict->s.effects &= ~mask;
|
|
break;
|
|
case FLAG_IGNORE:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void Entity::RenderEffects( Event *ev )
|
|
{
|
|
const char *flag;
|
|
int mask=0;
|
|
int action;
|
|
int i;
|
|
|
|
#define FLAG_IGNORE 0
|
|
#define FLAG_SET 1
|
|
#define FLAG_CLEAR 2
|
|
#define FLAG_ADD 3
|
|
|
|
for ( i = 1; i <= ev->NumArgs(); i++ )
|
|
{
|
|
action = 0;
|
|
flag = ev->GetString( i );
|
|
switch( flag[0] )
|
|
{
|
|
case '+':
|
|
action = FLAG_ADD;
|
|
flag++;
|
|
break;
|
|
case '-':
|
|
action = FLAG_CLEAR;
|
|
flag++;
|
|
break;
|
|
default:
|
|
action = FLAG_SET;
|
|
break;
|
|
}
|
|
|
|
if ( !stricmp( flag, "minlight" ) )
|
|
mask = RF_MINLIGHT;
|
|
else if ( !stricmp( flag, "fullbright" ) )
|
|
mask = RF_FULLBRIGHT;
|
|
else if ( !stricmp( flag, "envmapped" ) )
|
|
mask = RF_ENVMAPPED;
|
|
else if ( !stricmp( flag, "glow" ) )
|
|
mask = RF_GLOW;
|
|
else if ( !stricmp( flag, "dontdraw" ) )
|
|
mask = RF_DONTDRAW;
|
|
else
|
|
{
|
|
action = FLAG_IGNORE;
|
|
ev->Error( "Unknown token %s.", flag );
|
|
}
|
|
|
|
switch (action)
|
|
{
|
|
case FLAG_SET:
|
|
case FLAG_ADD:
|
|
edict->s.renderfx |= mask;
|
|
break;
|
|
case FLAG_CLEAR:
|
|
edict->s.renderfx &= ~mask;
|
|
break;
|
|
case FLAG_IGNORE:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void Entity::BroadcastSound
|
|
(
|
|
Event *soundevent,
|
|
int channel,
|
|
Event &event,
|
|
float radius
|
|
)
|
|
|
|
{
|
|
Sentient *ent;
|
|
Vector delta;
|
|
Event *ev;
|
|
str name;
|
|
float r2;
|
|
float dist2;
|
|
float volume;
|
|
float attenuation;
|
|
float pitch;
|
|
float timeofs;
|
|
float fadetime;
|
|
int flags;
|
|
int i;
|
|
int n;
|
|
#if 0
|
|
int count;
|
|
|
|
count = 0;
|
|
#endif
|
|
|
|
if ( ( ( int )event != ( int )NullEvent ) && !( this->flags & FL_NOTARGET ) )
|
|
{
|
|
r2 = radius * radius;
|
|
n = SentientList.NumObjects();
|
|
for( i = 1; i <= n; i++ )
|
|
{
|
|
ent = SentientList.ObjectAt( i );
|
|
if ( ent->deadflag || ( ent == this ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
delta = centroid - ent->centroid;
|
|
|
|
// dot product returns length squared
|
|
dist2 = delta * delta;
|
|
if (
|
|
( dist2 <= r2 ) &&
|
|
(
|
|
( edict->areanum == ent->edict->areanum ) ||
|
|
( gi.AreasConnected( edict->areanum, ent->edict->areanum ) )
|
|
)
|
|
)
|
|
|
|
{
|
|
ev = new Event( event );
|
|
ev->AddEntity( this );
|
|
ev->AddVector( worldorigin );
|
|
ent->PostEvent( ev, 0 );
|
|
#if 0
|
|
count++;
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
|
|
#if 0
|
|
gi.dprintf( "Broadcast sound to %d entities\n", count );
|
|
#endif
|
|
|
|
if ( !soundevent->NumArgs() )
|
|
{
|
|
return;
|
|
}
|
|
|
|
//
|
|
// set defaults
|
|
//
|
|
volume = 1.0f;
|
|
attenuation = ATTN_NORM;
|
|
pitch = 1.0f;
|
|
timeofs = 0;
|
|
fadetime = 0;
|
|
flags = 0;
|
|
for ( i = 1 ; i <= soundevent->NumArgs() ; i++ )
|
|
{
|
|
switch (i-1)
|
|
{
|
|
case 0:
|
|
name = soundevent->GetString( i );
|
|
break;
|
|
case 1:
|
|
volume = soundevent->GetFloat( i );
|
|
break;
|
|
case 2:
|
|
attenuation = soundevent->GetFloat( i );
|
|
break;
|
|
case 3:
|
|
pitch = soundevent->GetFloat( i );
|
|
break;
|
|
case 4:
|
|
timeofs = soundevent->GetFloat( i );
|
|
break;
|
|
case 5:
|
|
fadetime = soundevent->GetFloat( i );
|
|
break;
|
|
case 6:
|
|
flags = soundevent->GetInteger( i );
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
RandomSound( name.c_str(), volume, channel, attenuation, pitch, timeofs, fadetime, flags );
|
|
}
|
|
|
|
void Entity::WeaponSound
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
BroadcastSound( ev, CHAN_WEAPON, EV_HeardWeapon, SOUND_WEAPON_RADIUS );
|
|
}
|
|
|
|
void Entity::MovementSound
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
static int movement_count = 0;
|
|
//
|
|
// movement sounds now happen very infrequently, unless this is a client
|
|
//
|
|
if ( isClient() || ( movement_count++ > 15 ) )
|
|
{
|
|
BroadcastSound( ev, CHAN_BODY, EV_HeardMovement, SOUND_MOVEMENT_RADIUS );
|
|
if ( movement_count > 15 )
|
|
movement_count = 0;
|
|
}
|
|
}
|
|
|
|
void Entity::PainSound
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
BroadcastSound( ev, CHAN_VOICE, EV_HeardPain, SOUND_PAIN_RADIUS );
|
|
}
|
|
|
|
void Entity::DeathSound
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
BroadcastSound( ev, CHAN_VOICE, EV_HeardDeath, SOUND_DEATH_RADIUS );
|
|
}
|
|
|
|
void Entity::BreakingSound
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
BroadcastSound( ev, CHAN_AUTO, EV_HeardBreaking, SOUND_BREAKING_RADIUS );
|
|
}
|
|
|
|
void Entity::DoorSound
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
BroadcastSound( ev, CHAN_AUTO, EV_HeardDoor, SOUND_DOOR_RADIUS );
|
|
}
|
|
|
|
void Entity::MutantSound
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
BroadcastSound( ev, CHAN_VOICE, EV_HeardMutant, SOUND_MUTANT_RADIUS );
|
|
}
|
|
|
|
void Entity::VoiceSound
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
BroadcastSound( ev, CHAN_VOICE, EV_HeardVoice, SOUND_VOICE_RADIUS );
|
|
}
|
|
|
|
void Entity::MachineSound
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
BroadcastSound( ev, CHAN_AUTO, EV_HeardMachine, SOUND_MACHINE_RADIUS );
|
|
}
|
|
|
|
void Entity::RadioSound
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
BroadcastSound( ev, CHAN_VOICE, EV_HeardRadio, SOUND_RADIO_RADIUS );
|
|
}
|
|
|
|
void Entity::SpawnParticles
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
int i;
|
|
Vector norm;
|
|
int count;
|
|
int lightstyle;
|
|
|
|
norm = orientation[0];
|
|
count = 4;
|
|
lightstyle = 122;
|
|
for ( i = 1 ; i <= ev->NumArgs() ; i++ )
|
|
{
|
|
switch( i )
|
|
{
|
|
case 1:
|
|
norm = ev->GetVector( 1 );
|
|
break;
|
|
case 2:
|
|
count = ev->GetInteger( 2 );
|
|
break;
|
|
case 3:
|
|
lightstyle = ev->GetInteger( 3 );
|
|
break;
|
|
case 4:
|
|
flags = ev->GetInteger( 4 );
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
Particles( worldorigin, norm, count, lightstyle, flags );
|
|
}
|
|
|
|
void Entity::Prethink
|
|
(
|
|
void
|
|
)
|
|
|
|
{
|
|
}
|
|
|
|
void Entity::Postthink
|
|
(
|
|
void
|
|
)
|
|
|
|
{
|
|
}
|
|
|
|
void Entity::SetWaterType
|
|
(
|
|
void
|
|
)
|
|
|
|
{
|
|
qboolean isinwater;
|
|
|
|
watertype = gi.pointcontents( worldorigin.vec3() );
|
|
isinwater = watertype & MASK_WATER;
|
|
|
|
if ( isinwater )
|
|
{
|
|
waterlevel = 1;
|
|
}
|
|
else
|
|
{
|
|
waterlevel = 0;
|
|
}
|
|
}
|
|
|
|
void Entity::DamageSkin
|
|
(
|
|
trace_t * trace,
|
|
float damage
|
|
)
|
|
|
|
{
|
|
int group;
|
|
|
|
group = trace->intersect.parentgroup;
|
|
if ( !edict->s.groups[ group ] )
|
|
{
|
|
edict->s.groups[ group ]++;
|
|
}
|
|
}
|
|
|
|
void Entity::Kill
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
health = 0;
|
|
Damage( this, this, 10, worldorigin, vec_zero, vec_zero, 0, 0, MOD_SUICIDE, -1, -1, 1.0f );
|
|
}
|
|
|
|
|
|
void Entity::GroupModelEvent
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
const char * group_name;
|
|
const char * token;
|
|
int i, group_num, argnum, flags;
|
|
int mask;
|
|
int action;
|
|
qboolean do_all;
|
|
|
|
#define FLAG_IGNORE 0
|
|
#define FLAG_SET 1
|
|
#define FLAG_CLEAR 2
|
|
#define FLAG_ADD 3
|
|
|
|
do_all = false;
|
|
// "group" is first
|
|
group_name = ev->GetString( 1 );
|
|
if ( str( group_name ) != str( "all" ) )
|
|
{
|
|
group_num = gi.Group_NameToNum( edict->s.modelindex, group_name );
|
|
if (group_num < 0)
|
|
{
|
|
ev->Error( "group %s not found.", group_name );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
group_num = 0;
|
|
do_all = true;
|
|
}
|
|
flags = 0;
|
|
argnum = 2;
|
|
for ( i = argnum; i <= ev->NumArgs() ; i++ )
|
|
{
|
|
token = ev->GetString( i );
|
|
action = 0;
|
|
switch( token[0] )
|
|
{
|
|
case '+':
|
|
action = FLAG_ADD;
|
|
token++;
|
|
break;
|
|
case '-':
|
|
action = FLAG_CLEAR;
|
|
token++;
|
|
break;
|
|
default:
|
|
action = FLAG_SET;
|
|
break;
|
|
}
|
|
if (!strcmpi( token, "skin1"))
|
|
{
|
|
mask = MDL_GROUP_SKINOFFSET_BIT0;
|
|
}
|
|
else if (!strcmpi (token, "skin2"))
|
|
{
|
|
mask = MDL_GROUP_SKINOFFSET_BIT1;
|
|
}
|
|
else if (!strcmpi (token, "nodraw"))
|
|
{
|
|
mask = MDL_GROUP_NODRAW;
|
|
}
|
|
else if (!strcmpi (token, "envmapped"))
|
|
{
|
|
mask = MDL_GROUP_ENVMAPPED_SILVER;
|
|
}
|
|
else if (!strcmpi (token, "goldenvmapped"))
|
|
{
|
|
mask = MDL_GROUP_ENVMAPPED_GOLD;
|
|
}
|
|
else if (!strcmpi (token, "translucent33"))
|
|
{
|
|
mask = MDL_GROUP_TRANSLUCENT_33;
|
|
}
|
|
else if (!strcmpi (token, "translucent66"))
|
|
{
|
|
mask = MDL_GROUP_TRANSLUCENT_66;
|
|
}
|
|
else if (!strcmpi (token, "fullbright"))
|
|
{
|
|
mask = MDL_GROUP_FULLBRIGHT;
|
|
}
|
|
else
|
|
{
|
|
ev->Error( "Unknown token %s.", token );
|
|
action = FLAG_IGNORE;
|
|
}
|
|
for( ; group_num < edict->s.numgroups ; group_num++ )
|
|
{
|
|
switch (action)
|
|
{
|
|
case FLAG_SET:
|
|
// clear out group
|
|
edict->s.groups[ group_num ] = 0;
|
|
case FLAG_ADD:
|
|
edict->s.groups[ group_num ] |= mask;
|
|
break;
|
|
case FLAG_CLEAR:
|
|
edict->s.groups[ group_num ] &= ~mask;
|
|
break;
|
|
case FLAG_IGNORE:
|
|
break;
|
|
}
|
|
if ( !do_all )
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void Entity::DialogEvent
|
|
(
|
|
Event * ev
|
|
)
|
|
|
|
{
|
|
str name;
|
|
float volume;
|
|
int channel;
|
|
float attenuation;
|
|
float pitch;
|
|
float timeofs;
|
|
float fadetime;
|
|
int flags;
|
|
int i;
|
|
str icon_name;
|
|
str dialog_text;
|
|
|
|
if ( ( dialog->value == 1 ) || ( dialog->value == 3 ) )
|
|
{
|
|
icon_name = ev->GetString( 1 );
|
|
dialog_text = ev->GetString( 2 );
|
|
SendDialog( icon_name.c_str(), dialog_text.c_str() );
|
|
}
|
|
|
|
if ( ( dialog->value == 0 ) || ( dialog->value == 1 ) )
|
|
return;
|
|
|
|
//
|
|
// set defaults
|
|
//
|
|
volume = 1.0f;
|
|
channel = CHAN_DIALOG_SECONDARY | CHAN_NO_PHS_ADD;
|
|
attenuation = ATTN_NORM;
|
|
pitch = 1.0f;
|
|
timeofs = 0;
|
|
fadetime = 0;
|
|
flags = SOUND_SYNCH;
|
|
for ( i = 3 ; i <= ev->NumArgs() ; i++ )
|
|
{
|
|
switch (i-3)
|
|
{
|
|
case 0:
|
|
name = ev->GetString( i );
|
|
break;
|
|
case 1:
|
|
volume = ev->GetFloat( i );
|
|
break;
|
|
case 2:
|
|
channel = ev->GetInteger( i );
|
|
break;
|
|
case 3:
|
|
attenuation = ev->GetFloat( i );
|
|
break;
|
|
case 4:
|
|
pitch = ev->GetFloat( i );
|
|
break;
|
|
case 5:
|
|
timeofs = ev->GetFloat( i );
|
|
break;
|
|
case 6:
|
|
fadetime = ev->GetFloat( i );
|
|
break;
|
|
case 7:
|
|
flags = ev->GetInteger( i );
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
sound( name, volume, channel, attenuation, pitch, timeofs, fadetime, flags );
|
|
}
|
|
|
|
void Entity::AttachEvent
|
|
(
|
|
Event * ev
|
|
)
|
|
{
|
|
Entity * parent;
|
|
const char * bone;
|
|
int groupindex;
|
|
int tri_num;
|
|
vec3_t orient;
|
|
|
|
parent = ev->GetEntity( 1 );
|
|
bone = ev->GetString( 2 );
|
|
|
|
if ( !parent )
|
|
return;
|
|
|
|
if ( gi.GetBoneInfo( parent->edict->s.modelindex, bone, &groupindex, &tri_num, orient ) )
|
|
{
|
|
attach( parent->entnum, groupindex, tri_num, Vector(orient) );
|
|
}
|
|
else
|
|
{
|
|
warning( "AttachEvent", "GetBoneInfo failed for bone %s", bone );
|
|
}
|
|
}
|
|
|
|
void Entity::AttachModelEvent
|
|
(
|
|
Event * ev
|
|
)
|
|
{
|
|
ThrowObject * tobj;
|
|
const char * bone;
|
|
int groupindex;
|
|
int tri_num;
|
|
vec3_t orient;
|
|
str modelname;
|
|
|
|
tobj = new ThrowObject;
|
|
|
|
modelname = ev->GetString( 1 );
|
|
bone = ev->GetString( 2 );
|
|
if ( ev->NumArgs() > 2 )
|
|
{
|
|
tobj->SetTargetName( ev->GetString( 3 ) );
|
|
}
|
|
|
|
tobj->setModel( modelname );
|
|
|
|
if ( gi.GetBoneInfo( edict->s.modelindex, bone, &groupindex, &tri_num, orient ) )
|
|
{
|
|
tobj->attach( this->entnum, groupindex, tri_num, Vector(orient) );
|
|
}
|
|
else
|
|
{
|
|
warning( "AttachModelEvent", "GetBoneInfo failed for bone %s", bone );
|
|
}
|
|
}
|
|
|
|
void Entity::DetachEvent
|
|
(
|
|
Event * ev
|
|
)
|
|
|
|
{
|
|
float trans[ 3 ][ 3 ];
|
|
Entity * ent;
|
|
vec3_t p1, p2;
|
|
|
|
if ( edict->s.parent <= 0 )
|
|
{
|
|
return;
|
|
}
|
|
|
|
ent = ( Entity * )G_GetEntity( edict->s.parent );
|
|
|
|
if ( gi.GetBoneTransform( ent->edict->s.modelindex, edict->s.bone.group_num, edict->s.bone.tri_num, edict->s.bone.orientation,
|
|
ent->edict->s.anim, ent->edict->s.frame, ent->edict->s.scale, trans, p1 ) )
|
|
{
|
|
VectorAdd( p1, origin.vec3(), p1 );
|
|
MatrixTransformVector( p1, ent->orientation, p2 );
|
|
VectorAdd( p2, ent->worldorigin, p2 );
|
|
}
|
|
|
|
detach();
|
|
|
|
setOrigin( p2 );
|
|
worldorigin.copyTo( edict->s.old_origin );
|
|
}
|
|
|
|
void Entity::TakeDamageEvent
|
|
(
|
|
Event * ev
|
|
)
|
|
{
|
|
takedamage = DAMAGE_YES;
|
|
}
|
|
|
|
void Entity::NoDamageEvent
|
|
(
|
|
Event * ev
|
|
)
|
|
{
|
|
takedamage = DAMAGE_NO;
|
|
}
|
|
|
|
void Entity::SetSkinEvent
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
int num;
|
|
|
|
num = gi.Skin_NumForName( edict->s.modelindex, ev->GetString( 1 ) );
|
|
if ( num >= 0 )
|
|
{
|
|
edict->s.skinnum = num;
|
|
}
|
|
else
|
|
{
|
|
ev->Error( "Could not find %s as a skin name.\n", ev->GetString( 1 ) );
|
|
}
|
|
}
|
|
|
|
void Entity::Lightoffset
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
edict->s.lightofs = ev->GetFloat( 1 );
|
|
|
|
if ( edict->s.lightofs != 0 )
|
|
edict->s.renderfx |= RF_LIGHTOFFSET;
|
|
else
|
|
edict->s.renderfx &= ~RF_LIGHTOFFSET;
|
|
}
|
|
|
|
void Entity::Gravity
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
gravity = ev->GetFloat( 1 );
|
|
}
|
|
|
|
void Entity::Minlight
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
|
|
if ( ev->GetInteger( 1 ) )
|
|
edict->s.renderfx |= RF_MINLIGHT;
|
|
else
|
|
edict->s.renderfx &= ~RF_MINLIGHT;
|
|
}
|
|
|
|
void Entity::UseBoundingBoxEvent
|
|
(
|
|
Event *ev
|
|
)
|
|
{
|
|
edict->svflags |= SVF_USEBBOX;
|
|
}
|
|
|
|
void Entity::HurtEvent
|
|
(
|
|
Event *ev
|
|
)
|
|
{
|
|
Vector normal;
|
|
float dmg;
|
|
|
|
if ( ev->NumArgs() < 1 )
|
|
{
|
|
dmg = 50;
|
|
}
|
|
else
|
|
{
|
|
dmg = ev->GetFloat( 1 );
|
|
}
|
|
normal = Vector( orientation[ 0 ] );
|
|
Damage( world, world, dmg, worldorigin, vec_zero, normal, dmg, 0, MOD_CRUSH, -1, -1, 1.0f );
|
|
}
|
|
|
|
void Entity::IfSkillEvent
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
float skilllevel;
|
|
|
|
skilllevel = ev->GetFloat( 1 );
|
|
|
|
if ( skill->value == skilllevel )
|
|
{
|
|
int argc;
|
|
int numargs;
|
|
Event *event;
|
|
int i;
|
|
|
|
numargs = ev->NumArgs();
|
|
argc = numargs - 2 + 1;
|
|
|
|
event = new Event( ev->GetToken( 2 ) );
|
|
|
|
for( i = 1; i < argc; i++ )
|
|
{
|
|
event->AddToken( ev->GetToken( 2 + i ) );
|
|
}
|
|
ProcessEvent( event );
|
|
}
|
|
}
|
|
|
|
void Entity::Censor
|
|
(
|
|
Event *ev
|
|
)
|
|
|
|
{
|
|
Vector delta;
|
|
float oldsize;
|
|
float newsize;
|
|
|
|
if ( !parentmode->value )
|
|
return;
|
|
|
|
oldsize = size.length();
|
|
setSolidType( SOLID_NOT );
|
|
setModel( "censored.def" );
|
|
gi.CalculateBounds( edict->s.modelindex, 1, mins.vec3(), maxs.vec3() );
|
|
delta = maxs - mins;
|
|
newsize = delta.length();
|
|
edict->s.scale = oldsize / newsize;
|
|
mins *= edict->s.scale;
|
|
maxs *= edict->s.scale;
|
|
setSize( mins, maxs );
|
|
setOrigin( origin );
|
|
}
|