1775 lines
44 KiB
C
1775 lines
44 KiB
C
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#include "g_local.h"
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typedef struct
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{
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char *name;
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void (*spawn)(edict_t *ent);
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} spawn_t;
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void SP_item_health (edict_t *self);
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void SP_item_health_small (edict_t *self);
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void SP_item_health_large (edict_t *self);
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void SP_item_health_mega (edict_t *self);
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void SP_info_player_start (edict_t *ent);
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void SP_info_player_deathmatch (edict_t *ent);
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void SP_info_player_coop (edict_t *ent);
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void SP_info_player_intermission (edict_t *ent);
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void SP_func_plat (edict_t *ent);
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void SP_func_rotating (edict_t *ent);
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void SP_func_button (edict_t *ent);
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void SP_func_door (edict_t *ent);
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void SP_func_door_secret (edict_t *ent);
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void SP_func_door_rotating (edict_t *ent);
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void SP_func_water (edict_t *ent);
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void SP_func_train (edict_t *ent);
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void SP_func_conveyor (edict_t *self);
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void SP_func_wall (edict_t *self);
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void SP_func_object (edict_t *self);
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void SP_func_explosive (edict_t *self);
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void SP_func_timer (edict_t *self);
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void SP_func_areaportal (edict_t *ent);
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void SP_func_clock (edict_t *ent);
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void SP_func_killbox (edict_t *ent);
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void SP_trigger_always (edict_t *ent);
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void SP_trigger_once (edict_t *ent);
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void SP_trigger_multiple (edict_t *ent);
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void SP_trigger_relay (edict_t *ent);
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void SP_trigger_push (edict_t *ent);
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void SP_trigger_hurt (edict_t *ent);
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void SP_trigger_key (edict_t *ent);
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void SP_trigger_counter (edict_t *ent);
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void SP_trigger_elevator (edict_t *ent);
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void SP_trigger_gravity (edict_t *ent);
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void SP_trigger_monsterjump (edict_t *ent);
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void SP_target_temp_entity (edict_t *ent);
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void SP_target_speaker (edict_t *ent);
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void SP_target_explosion (edict_t *ent);
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void SP_target_changelevel (edict_t *ent);
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void SP_target_secret (edict_t *ent);
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void SP_target_goal (edict_t *ent);
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void SP_target_splash (edict_t *ent);
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void SP_target_spawner (edict_t *ent);
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void SP_target_blaster (edict_t *ent);
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void SP_target_crosslevel_trigger (edict_t *ent);
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void SP_target_crosslevel_target (edict_t *ent);
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void SP_target_laser (edict_t *self);
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void SP_target_help (edict_t *ent);
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void SP_target_actor (edict_t *ent);
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void SP_target_lightramp (edict_t *self);
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void SP_target_earthquake (edict_t *ent);
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void SP_target_character (edict_t *ent);
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void SP_target_string (edict_t *ent);
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void SP_worldspawn (edict_t *ent);
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void SP_viewthing (edict_t *ent);
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void SP_light (edict_t *self);
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void SP_light_mine1 (edict_t *ent);
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void SP_light_mine2 (edict_t *ent);
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void SP_info_null (edict_t *self);
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void SP_info_notnull (edict_t *self);
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void SP_path_corner (edict_t *self);
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void SP_point_combat (edict_t *self);
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void SP_misc_explobox (edict_t *self);
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void SP_misc_banner (edict_t *self);
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void SP_misc_satellite_dish (edict_t *self);
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void SP_misc_actor (edict_t *self);
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void SP_misc_gib_arm (edict_t *self);
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void SP_misc_gib_leg (edict_t *self);
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void SP_misc_gib_head (edict_t *self);
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void SP_misc_insane (edict_t *self);
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void SP_misc_deadsoldier (edict_t *self);
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void SP_misc_viper (edict_t *self);
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void SP_misc_viper_bomb (edict_t *self);
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void SP_misc_bigviper (edict_t *self);
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void SP_misc_strogg_ship (edict_t *self);
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void SP_misc_teleporter (edict_t *self);
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void SP_misc_teleporter_dest (edict_t *self);
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void SP_misc_blackhole (edict_t *self);
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void SP_misc_eastertank (edict_t *self);
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void SP_misc_easterchick (edict_t *self);
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void SP_misc_easterchick2 (edict_t *self);
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void SP_monster_berserk (edict_t *self);
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void SP_monster_gladiator (edict_t *self);
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void SP_monster_gunner (edict_t *self);
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void SP_monster_infantry (edict_t *self);
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void SP_monster_soldier_light (edict_t *self);
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void SP_monster_soldier (edict_t *self);
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void SP_monster_soldier_ss (edict_t *self);
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void SP_monster_tank (edict_t *self);
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void SP_monster_medic (edict_t *self);
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void SP_monster_flipper (edict_t *self);
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void SP_monster_chick (edict_t *self);
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void SP_monster_parasite (edict_t *self);
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void SP_monster_flyer (edict_t *self);
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void SP_monster_brain (edict_t *self);
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void SP_monster_floater (edict_t *self);
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void SP_monster_hover (edict_t *self);
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void SP_monster_mutant (edict_t *self);
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void SP_monster_supertank (edict_t *self);
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void SP_monster_boss2 (edict_t *self);
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void SP_monster_jorg (edict_t *self);
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void SP_monster_boss3_stand (edict_t *self);
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void SP_monster_commander_body (edict_t *self);
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void SP_turret_breach (edict_t *self);
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void SP_turret_base (edict_t *self);
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void SP_turret_driver (edict_t *self);
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//===========
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//ROGUE
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void SP_func_plat2 (edict_t *ent);
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void SP_func_door_secret2(edict_t *ent);
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void SP_func_force_wall(edict_t *ent);
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void SP_info_player_coop_lava (edict_t *self);
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void SP_info_teleport_destination (edict_t *self);
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void SP_trigger_teleport (edict_t *self);
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void SP_trigger_disguise (edict_t *self);
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void SP_monster_stalker (edict_t *self);
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void SP_monster_turret (edict_t *self);
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void SP_target_steam (edict_t *self);
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void SP_target_anger (edict_t *self);
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void SP_target_killplayers (edict_t *self);
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// PMM - still experimental!
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void SP_target_blacklight (edict_t *self);
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void SP_target_orb (edict_t *self);
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// pmm
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//void SP_target_spawn (edict_t *self);
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void SP_hint_path (edict_t *self);
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void SP_monster_carrier (edict_t *self);
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void SP_monster_widow (edict_t *self);
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void SP_monster_widow2 (edict_t *self);
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void SP_dm_tag_token (edict_t *self);
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void SP_dm_dball_goal (edict_t *self);
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void SP_dm_dball_ball (edict_t *self);
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void SP_dm_dball_team1_start (edict_t *self);
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void SP_dm_dball_team2_start (edict_t *self);
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void SP_dm_dball_ball_start (edict_t *self);
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void SP_dm_dball_speed_change (edict_t *self);
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void SP_monster_kamikaze (edict_t *self);
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//void SP_monster_chick2 (edict_t *self);
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void SP_turret_invisible_brain (edict_t *self);
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void SP_xatrix_item (edict_t *self);
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void SP_misc_nuke_core (edict_t *self);
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//ROGUE
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//===========
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spawn_t spawns[] = {
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{"item_health", SP_item_health},
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{"item_health_small", SP_item_health_small},
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{"item_health_large", SP_item_health_large},
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{"item_health_mega", SP_item_health_mega},
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{"info_player_start", SP_info_player_start},
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{"info_player_deathmatch", SP_info_player_deathmatch},
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{"info_player_coop", SP_info_player_coop},
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{"info_player_intermission", SP_info_player_intermission},
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{"func_plat", SP_func_plat},
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{"func_button", SP_func_button},
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{"func_door", SP_func_door},
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{"func_door_secret", SP_func_door_secret},
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{"func_door_rotating", SP_func_door_rotating},
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{"func_rotating", SP_func_rotating},
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{"func_train", SP_func_train},
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{"func_water", SP_func_water},
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{"func_conveyor", SP_func_conveyor},
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{"func_areaportal", SP_func_areaportal},
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{"func_clock", SP_func_clock},
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{"func_wall", SP_func_wall},
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{"func_object", SP_func_object},
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{"func_timer", SP_func_timer},
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{"func_explosive", SP_func_explosive},
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{"func_killbox", SP_func_killbox},
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{"trigger_always", SP_trigger_always},
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{"trigger_once", SP_trigger_once},
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{"trigger_multiple", SP_trigger_multiple},
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{"trigger_relay", SP_trigger_relay},
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{"trigger_push", SP_trigger_push},
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{"trigger_hurt", SP_trigger_hurt},
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{"trigger_key", SP_trigger_key},
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{"trigger_counter", SP_trigger_counter},
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{"trigger_elevator", SP_trigger_elevator},
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{"trigger_gravity", SP_trigger_gravity},
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{"trigger_monsterjump", SP_trigger_monsterjump},
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{"target_temp_entity", SP_target_temp_entity},
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{"target_speaker", SP_target_speaker},
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{"target_explosion", SP_target_explosion},
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{"target_changelevel", SP_target_changelevel},
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{"target_secret", SP_target_secret},
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{"target_goal", SP_target_goal},
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{"target_splash", SP_target_splash},
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{"target_spawner", SP_target_spawner},
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{"target_blaster", SP_target_blaster},
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{"target_crosslevel_trigger", SP_target_crosslevel_trigger},
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{"target_crosslevel_target", SP_target_crosslevel_target},
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{"target_laser", SP_target_laser},
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{"target_help", SP_target_help},
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{"target_actor", SP_target_actor},
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{"target_lightramp", SP_target_lightramp},
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{"target_earthquake", SP_target_earthquake},
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{"target_character", SP_target_character},
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{"target_string", SP_target_string},
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{"worldspawn", SP_worldspawn},
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{"viewthing", SP_viewthing},
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{"light", SP_light},
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{"light_mine1", SP_light_mine1},
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{"light_mine2", SP_light_mine2},
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{"info_null", SP_info_null},
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{"func_group", SP_info_null},
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{"info_notnull", SP_info_notnull},
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{"path_corner", SP_path_corner},
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{"point_combat", SP_point_combat},
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{"misc_explobox", SP_misc_explobox},
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{"misc_banner", SP_misc_banner},
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{"misc_satellite_dish", SP_misc_satellite_dish},
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{"misc_actor", SP_misc_actor},
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{"misc_gib_arm", SP_misc_gib_arm},
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{"misc_gib_leg", SP_misc_gib_leg},
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{"misc_gib_head", SP_misc_gib_head},
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{"misc_insane", SP_misc_insane},
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{"misc_deadsoldier", SP_misc_deadsoldier},
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{"misc_viper", SP_misc_viper},
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{"misc_viper_bomb", SP_misc_viper_bomb},
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{"misc_bigviper", SP_misc_bigviper},
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{"misc_strogg_ship", SP_misc_strogg_ship},
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{"misc_teleporter", SP_misc_teleporter},
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{"misc_teleporter_dest", SP_misc_teleporter_dest},
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{"misc_blackhole", SP_misc_blackhole},
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{"misc_eastertank", SP_misc_eastertank},
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{"misc_easterchick", SP_misc_easterchick},
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{"misc_easterchick2", SP_misc_easterchick2},
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{"monster_berserk", SP_monster_berserk},
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{"monster_gladiator", SP_monster_gladiator},
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{"monster_gunner", SP_monster_gunner},
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{"monster_infantry", SP_monster_infantry},
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{"monster_soldier_light", SP_monster_soldier_light},
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{"monster_soldier", SP_monster_soldier},
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{"monster_soldier_ss", SP_monster_soldier_ss},
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{"monster_tank", SP_monster_tank},
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{"monster_tank_commander", SP_monster_tank},
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{"monster_medic", SP_monster_medic},
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{"monster_flipper", SP_monster_flipper},
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{"monster_chick", SP_monster_chick},
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{"monster_parasite", SP_monster_parasite},
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{"monster_flyer", SP_monster_flyer},
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{"monster_brain", SP_monster_brain},
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{"monster_floater", SP_monster_floater},
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{"monster_hover", SP_monster_hover},
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{"monster_mutant", SP_monster_mutant},
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{"monster_supertank", SP_monster_supertank},
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{"monster_boss2", SP_monster_boss2},
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{"monster_boss3_stand", SP_monster_boss3_stand},
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{"monster_jorg", SP_monster_jorg},
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{"monster_commander_body", SP_monster_commander_body},
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{"turret_breach", SP_turret_breach},
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{"turret_base", SP_turret_base},
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{"turret_driver", SP_turret_driver},
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//==============
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//ROGUE
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{"func_plat2", SP_func_plat2},
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{"func_door_secret2", SP_func_door_secret2},
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{"func_force_wall", SP_func_force_wall},
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{"trigger_teleport", SP_trigger_teleport},
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{"trigger_disguise", SP_trigger_disguise},
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{"info_teleport_destination", SP_info_teleport_destination},
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{"info_player_coop_lava", SP_info_player_coop_lava},
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{"monster_stalker", SP_monster_stalker},
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{"monster_turret", SP_monster_turret},
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{"target_steam", SP_target_steam},
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{"target_anger", SP_target_anger},
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// {"target_spawn", SP_target_spawn},
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{"target_killplayers", SP_target_killplayers},
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// PMM - experiment
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{"target_blacklight", SP_target_blacklight},
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{"target_orb", SP_target_orb},
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// pmm
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{"monster_daedalus", SP_monster_hover},
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{"hint_path", SP_hint_path},
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{"monster_carrier", SP_monster_carrier},
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{"monster_widow", SP_monster_widow},
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{"monster_widow2", SP_monster_widow2},
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{"monster_medic_commander", SP_monster_medic},
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{"dm_tag_token", SP_dm_tag_token},
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{"dm_dball_goal", SP_dm_dball_goal},
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{"dm_dball_ball", SP_dm_dball_ball},
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{"dm_dball_team1_start", SP_dm_dball_team1_start},
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{"dm_dball_team2_start", SP_dm_dball_team2_start},
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{"dm_dball_ball_start", SP_dm_dball_ball_start},
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{"dm_dball_speed_change", SP_dm_dball_speed_change},
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{"monster_kamikaze", SP_monster_kamikaze},
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// {"monster_chick2", SP_monster_chick2},
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{"turret_invisible_brain", SP_turret_invisible_brain},
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{"misc_nuke_core", SP_misc_nuke_core},
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{"ammo_magslug", SP_xatrix_item},
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{"ammo_trap", SP_xatrix_item},
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{"item_quadfire", SP_xatrix_item},
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{"weapon_boomer", SP_xatrix_item},
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{"weapon_phalanx", SP_xatrix_item},
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//ROGUE
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//==============
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{NULL, NULL}
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};
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/*
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===============
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ED_CallSpawn
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Finds the spawn function for the entity and calls it
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||
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===============
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||
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*/
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||
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void ED_CallSpawn (edict_t *ent)
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{
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spawn_t *s;
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gitem_t *item;
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int i;
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||
|
if (!ent->classname)
|
||
|
{
|
||
|
gi.dprintf ("ED_CallSpawn: NULL classname\n");
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
//PGM - do this before calling the spawn function so it can be overridden.
|
||
|
#ifdef ROGUE_GRAVITY
|
||
|
ent->gravityVector[0] = 0.0;
|
||
|
ent->gravityVector[1] = 0.0;
|
||
|
ent->gravityVector[2] = -1.0;
|
||
|
#endif
|
||
|
//PGM
|
||
|
|
||
|
// FIXME - PMM classnames hack
|
||
|
if (!strcmp(ent->classname, "weapon_nailgun"))
|
||
|
ent->classname = (FindItem("ETF Rifle"))->classname;
|
||
|
if (!strcmp(ent->classname, "ammo_nails"))
|
||
|
ent->classname = (FindItem("Flechettes"))->classname;
|
||
|
if (!strcmp(ent->classname, "weapon_heatbeam"))
|
||
|
ent->classname = (FindItem("Plasma Beam"))->classname;
|
||
|
// pmm
|
||
|
|
||
|
// check item spawn functions
|
||
|
for (i=0,item=itemlist ; i<game.num_items ; i++,item++)
|
||
|
{
|
||
|
if (!item->classname)
|
||
|
continue;
|
||
|
if (!strcmp(item->classname, ent->classname))
|
||
|
{ // found it
|
||
|
SpawnItem (ent, item);
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// check normal spawn functions
|
||
|
for (s=spawns ; s->name ; s++)
|
||
|
{
|
||
|
if (!strcmp(s->name, ent->classname))
|
||
|
{ // found it
|
||
|
s->spawn (ent);
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
gi.dprintf ("%s doesn't have a spawn function\n", ent->classname);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
ED_NewString
|
||
|
=============
|
||
|
*/
|
||
|
char *ED_NewString (char *string)
|
||
|
{
|
||
|
char *newb, *new_p;
|
||
|
int i,l;
|
||
|
|
||
|
l = strlen(string) + 1;
|
||
|
|
||
|
newb = gi.TagMalloc (l, TAG_LEVEL);
|
||
|
|
||
|
new_p = newb;
|
||
|
|
||
|
for (i=0 ; i< l ; i++)
|
||
|
{
|
||
|
if (string[i] == '\\' && i < l-1)
|
||
|
{
|
||
|
i++;
|
||
|
if (string[i] == 'n')
|
||
|
*new_p++ = '\n';
|
||
|
else
|
||
|
*new_p++ = '\\';
|
||
|
}
|
||
|
else
|
||
|
*new_p++ = string[i];
|
||
|
}
|
||
|
|
||
|
return newb;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
ED_ParseField
|
||
|
|
||
|
Takes a key/value pair and sets the binary values
|
||
|
in an edict
|
||
|
===============
|
||
|
*/
|
||
|
void ED_ParseField (char *key, char *value, edict_t *ent)
|
||
|
{
|
||
|
field_t *f;
|
||
|
byte *b;
|
||
|
float v;
|
||
|
vec3_t vec;
|
||
|
|
||
|
for (f=fields ; f->name ; f++)
|
||
|
{
|
||
|
if (!(f->flags & FFL_NOSPAWN) && !Q_stricmp(f->name, key))
|
||
|
{ // found it
|
||
|
if (f->flags & FFL_SPAWNTEMP)
|
||
|
b = (byte *)&st;
|
||
|
else
|
||
|
b = (byte *)ent;
|
||
|
|
||
|
switch (f->type)
|
||
|
{
|
||
|
case F_LSTRING:
|
||
|
*(char **)(b+f->ofs) = ED_NewString (value);
|
||
|
break;
|
||
|
case F_VECTOR:
|
||
|
sscanf (value, "%f %f %f", &vec[0], &vec[1], &vec[2]);
|
||
|
((float *)(b+f->ofs))[0] = vec[0];
|
||
|
((float *)(b+f->ofs))[1] = vec[1];
|
||
|
((float *)(b+f->ofs))[2] = vec[2];
|
||
|
break;
|
||
|
case F_INT:
|
||
|
*(int *)(b+f->ofs) = atoi(value);
|
||
|
break;
|
||
|
case F_FLOAT:
|
||
|
*(float *)(b+f->ofs) = atof(value);
|
||
|
break;
|
||
|
case F_ANGLEHACK:
|
||
|
v = atof(value);
|
||
|
((float *)(b+f->ofs))[0] = 0;
|
||
|
((float *)(b+f->ofs))[1] = v;
|
||
|
((float *)(b+f->ofs))[2] = 0;
|
||
|
break;
|
||
|
case F_IGNORE:
|
||
|
break;
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
gi.dprintf ("%s is not a field\n", key);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
====================
|
||
|
ED_ParseEdict
|
||
|
|
||
|
Parses an edict out of the given string, returning the new position
|
||
|
ed should be a properly initialized empty edict.
|
||
|
====================
|
||
|
*/
|
||
|
char *ED_ParseEdict (char *data, edict_t *ent)
|
||
|
{
|
||
|
qboolean init;
|
||
|
char keyname[256];
|
||
|
char *com_token;
|
||
|
|
||
|
init = false;
|
||
|
memset (&st, 0, sizeof(st));
|
||
|
|
||
|
// go through all the dictionary pairs
|
||
|
while (1)
|
||
|
{
|
||
|
// parse key
|
||
|
com_token = COM_Parse (&data);
|
||
|
if (com_token[0] == '}')
|
||
|
break;
|
||
|
if (!data)
|
||
|
gi.error ("ED_ParseEntity: EOF without closing brace");
|
||
|
|
||
|
strncpy (keyname, com_token, sizeof(keyname)-1);
|
||
|
|
||
|
// parse value
|
||
|
com_token = COM_Parse (&data);
|
||
|
if (!data)
|
||
|
gi.error ("ED_ParseEntity: EOF without closing brace");
|
||
|
|
||
|
if (com_token[0] == '}')
|
||
|
gi.error ("ED_ParseEntity: closing brace without data");
|
||
|
|
||
|
init = true;
|
||
|
|
||
|
// keynames with a leading underscore are used for utility comments,
|
||
|
// and are immediately discarded by quake
|
||
|
if (keyname[0] == '_')
|
||
|
continue;
|
||
|
|
||
|
ED_ParseField (keyname, com_token, ent);
|
||
|
}
|
||
|
|
||
|
if (!init)
|
||
|
memset (ent, 0, sizeof(*ent));
|
||
|
|
||
|
return data;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
G_FindTeams
|
||
|
|
||
|
Chain together all entities with a matching team field.
|
||
|
|
||
|
All but the first will have the FL_TEAMSLAVE flag set.
|
||
|
All but the last will have the teamchain field set to the next one
|
||
|
================
|
||
|
*/
|
||
|
void G_FixTeams (void)
|
||
|
{
|
||
|
edict_t *e, *e2, *chain;
|
||
|
int i, j;
|
||
|
int c, c2;
|
||
|
|
||
|
c = 0;
|
||
|
c2 = 0;
|
||
|
for (i=1, e=g_edicts+i ; i < globals.num_edicts ; i++,e++)
|
||
|
{
|
||
|
if (!e->inuse)
|
||
|
continue;
|
||
|
if (!e->team)
|
||
|
continue;
|
||
|
if (!strcmp(e->classname, "func_train"))
|
||
|
{
|
||
|
if(e->flags & FL_TEAMSLAVE)
|
||
|
{
|
||
|
chain = e;
|
||
|
e->teammaster = e;
|
||
|
e->teamchain = NULL;
|
||
|
e->flags &= ~FL_TEAMSLAVE;
|
||
|
c++;
|
||
|
c2++;
|
||
|
for (j=1, e2=g_edicts+j ; j < globals.num_edicts ; j++,e2++)
|
||
|
{
|
||
|
if (e2 == e)
|
||
|
continue;
|
||
|
if (!e2->inuse)
|
||
|
continue;
|
||
|
if (!e2->team)
|
||
|
continue;
|
||
|
if (!strcmp(e->team, e2->team))
|
||
|
{
|
||
|
c2++;
|
||
|
chain->teamchain = e2;
|
||
|
e2->teammaster = e;
|
||
|
e2->teamchain = NULL;
|
||
|
chain = e2;
|
||
|
e2->flags |= FL_TEAMSLAVE;
|
||
|
e2->movetype = MOVETYPE_PUSH;
|
||
|
e2->speed = e->speed;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
gi.dprintf ("%i teams repaired\n", c);
|
||
|
}
|
||
|
|
||
|
void G_FindTeams (void)
|
||
|
{
|
||
|
edict_t *e, *e2, *chain;
|
||
|
int i, j;
|
||
|
int c, c2;
|
||
|
|
||
|
c = 0;
|
||
|
c2 = 0;
|
||
|
for (i=1, e=g_edicts+i ; i < globals.num_edicts ; i++,e++)
|
||
|
{
|
||
|
if (!e->inuse)
|
||
|
continue;
|
||
|
if (!e->team)
|
||
|
continue;
|
||
|
if (e->flags & FL_TEAMSLAVE)
|
||
|
continue;
|
||
|
chain = e;
|
||
|
e->teammaster = e;
|
||
|
c++;
|
||
|
c2++;
|
||
|
for (j=i+1, e2=e+1 ; j < globals.num_edicts ; j++,e2++)
|
||
|
{
|
||
|
if (!e2->inuse)
|
||
|
continue;
|
||
|
if (!e2->team)
|
||
|
continue;
|
||
|
if (e2->flags & FL_TEAMSLAVE)
|
||
|
continue;
|
||
|
if (!strcmp(e->team, e2->team))
|
||
|
{
|
||
|
c2++;
|
||
|
chain->teamchain = e2;
|
||
|
e2->teammaster = e;
|
||
|
chain = e2;
|
||
|
e2->flags |= FL_TEAMSLAVE;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
G_FixTeams();
|
||
|
|
||
|
gi.dprintf ("%i teams with %i entities\n", c, c2);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
SpawnEntities
|
||
|
|
||
|
Creates a server's entity / program execution context by
|
||
|
parsing textual entity definitions out of an ent file.
|
||
|
==============
|
||
|
*/
|
||
|
void SpawnEntities (char *mapname, char *entities, char *spawnpoint)
|
||
|
{
|
||
|
edict_t *ent;
|
||
|
int inhibit;
|
||
|
char *com_token;
|
||
|
int i;
|
||
|
float skill_level;
|
||
|
|
||
|
skill_level = floor (skill->value);
|
||
|
if (skill_level < 0)
|
||
|
skill_level = 0;
|
||
|
if (skill_level > 3)
|
||
|
skill_level = 3;
|
||
|
if (skill->value != skill_level)
|
||
|
gi.cvar_forceset("skill", va("%f", skill_level));
|
||
|
|
||
|
SaveClientData ();
|
||
|
|
||
|
gi.FreeTags (TAG_LEVEL);
|
||
|
|
||
|
memset (&level, 0, sizeof(level));
|
||
|
memset (g_edicts, 0, game.maxentities * sizeof (g_edicts[0]));
|
||
|
|
||
|
strncpy (level.mapname, mapname, sizeof(level.mapname)-1);
|
||
|
strncpy (game.spawnpoint, spawnpoint, sizeof(game.spawnpoint)-1);
|
||
|
|
||
|
// set client fields on player ents
|
||
|
for (i=0 ; i<game.maxclients ; i++)
|
||
|
g_edicts[i+1].client = game.clients + i;
|
||
|
|
||
|
ent = NULL;
|
||
|
inhibit = 0;
|
||
|
|
||
|
// parse ents
|
||
|
while (1)
|
||
|
{
|
||
|
// parse the opening brace
|
||
|
com_token = COM_Parse (&entities);
|
||
|
if (!entities)
|
||
|
break;
|
||
|
if (com_token[0] != '{')
|
||
|
gi.error ("ED_LoadFromFile: found %s when expecting {",com_token);
|
||
|
|
||
|
if (!ent)
|
||
|
ent = g_edicts;
|
||
|
else
|
||
|
ent = G_Spawn ();
|
||
|
entities = ED_ParseEdict (entities, ent);
|
||
|
|
||
|
// yet another map hack
|
||
|
if (!Q_stricmp(level.mapname, "command") && !Q_stricmp(ent->classname, "trigger_once") && !Q_stricmp(ent->model, "*27"))
|
||
|
ent->spawnflags &= ~SPAWNFLAG_NOT_HARD;
|
||
|
|
||
|
// ROGUE
|
||
|
//ahh, the joys of map hacks ..
|
||
|
if (!Q_stricmp(level.mapname, "rhangar2") && !Q_stricmp(ent->classname, "func_door_rotating") && ent->targetname && !Q_stricmp(ent->targetname, "t265"))
|
||
|
ent->spawnflags &= ~SPAWNFLAG_NOT_COOP;
|
||
|
if (!Q_stricmp(level.mapname, "rhangar2") && !Q_stricmp(ent->classname, "trigger_always") && ent->target && !Q_stricmp(ent->target, "t265"))
|
||
|
ent->spawnflags |= SPAWNFLAG_NOT_COOP;
|
||
|
if (!Q_stricmp(level.mapname, "rhangar2") && !Q_stricmp(ent->classname, "func_wall") && !Q_stricmp(ent->model, "*15"))
|
||
|
ent->spawnflags |= SPAWNFLAG_NOT_COOP;
|
||
|
// rogue
|
||
|
|
||
|
// remove things (except the world) from different skill levels or deathmatch
|
||
|
if (ent != g_edicts)
|
||
|
{
|
||
|
if (deathmatch->value)
|
||
|
{
|
||
|
if ( ent->spawnflags & SPAWNFLAG_NOT_DEATHMATCH )
|
||
|
{
|
||
|
G_FreeEdict (ent);
|
||
|
inhibit++;
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
else if(coop->value)
|
||
|
{
|
||
|
if (ent->spawnflags & SPAWNFLAG_NOT_COOP)
|
||
|
{
|
||
|
G_FreeEdict (ent);
|
||
|
inhibit++;
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// stuff marked !easy & !med & !hard are coop only, all levels
|
||
|
if(!((ent->spawnflags & SPAWNFLAG_NOT_EASY) &&
|
||
|
(ent->spawnflags & SPAWNFLAG_NOT_MEDIUM) &&
|
||
|
(ent->spawnflags & SPAWNFLAG_NOT_HARD)) )
|
||
|
{
|
||
|
if( ((skill->value == 0) && (ent->spawnflags & SPAWNFLAG_NOT_EASY)) ||
|
||
|
((skill->value == 1) && (ent->spawnflags & SPAWNFLAG_NOT_MEDIUM)) ||
|
||
|
(((skill->value == 2) || (skill->value == 3)) && (ent->spawnflags & SPAWNFLAG_NOT_HARD))
|
||
|
)
|
||
|
{
|
||
|
G_FreeEdict (ent);
|
||
|
inhibit++;
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( /*((coop->value) && (ent->spawnflags & SPAWNFLAG_NOT_COOP)) || */
|
||
|
((skill->value == 0) && (ent->spawnflags & SPAWNFLAG_NOT_EASY)) ||
|
||
|
((skill->value == 1) && (ent->spawnflags & SPAWNFLAG_NOT_MEDIUM)) ||
|
||
|
(((skill->value == 2) || (skill->value == 3)) && (ent->spawnflags & SPAWNFLAG_NOT_HARD))
|
||
|
)
|
||
|
{
|
||
|
G_FreeEdict (ent);
|
||
|
inhibit++;
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
ent->spawnflags &= ~(SPAWNFLAG_NOT_EASY|SPAWNFLAG_NOT_MEDIUM|SPAWNFLAG_NOT_HARD|SPAWNFLAG_NOT_COOP|SPAWNFLAG_NOT_DEATHMATCH);
|
||
|
}
|
||
|
|
||
|
//PGM - do this before calling the spawn function so it can be overridden.
|
||
|
#ifdef ROGUE_GRAVITY
|
||
|
ent->gravityVector[0] = 0.0;
|
||
|
ent->gravityVector[1] = 0.0;
|
||
|
ent->gravityVector[2] = -1.0;
|
||
|
#endif
|
||
|
//PGM
|
||
|
ED_CallSpawn (ent);
|
||
|
|
||
|
ent->s.renderfx |= RF_IR_VISIBLE; //PGM
|
||
|
}
|
||
|
|
||
|
gi.dprintf ("%i entities inhibited\n", inhibit);
|
||
|
|
||
|
#ifdef DEBUG
|
||
|
i = 1;
|
||
|
ent = EDICT_NUM(i);
|
||
|
while (i < globals.num_edicts) {
|
||
|
if (ent->inuse != 0 || ent->inuse != 1)
|
||
|
Com_DPrintf("Invalid entity %d\n", i);
|
||
|
i++, ent++;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
G_FindTeams ();
|
||
|
|
||
|
PlayerTrail_Init ();
|
||
|
|
||
|
//ROGUE
|
||
|
if(deathmatch->value)
|
||
|
{
|
||
|
if(randomrespawn && randomrespawn->value)
|
||
|
PrecacheForRandomRespawn();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
InitHintPaths(); // if there aren't hintpaths on this map, enable quick aborts
|
||
|
}
|
||
|
//ROGUE
|
||
|
|
||
|
// ROGUE -- allow dm games to do init stuff right before game starts.
|
||
|
if(deathmatch->value && gamerules && gamerules->value)
|
||
|
{
|
||
|
if(DMGame.PostInitSetup)
|
||
|
DMGame.PostInitSetup ();
|
||
|
}
|
||
|
// ROGUE
|
||
|
}
|
||
|
|
||
|
|
||
|
//===================================================================
|
||
|
|
||
|
#if 0
|
||
|
// cursor positioning
|
||
|
xl <value>
|
||
|
xr <value>
|
||
|
yb <value>
|
||
|
yt <value>
|
||
|
xv <value>
|
||
|
yv <value>
|
||
|
|
||
|
// drawing
|
||
|
statpic <name>
|
||
|
pic <stat>
|
||
|
num <fieldwidth> <stat>
|
||
|
string <stat>
|
||
|
|
||
|
// control
|
||
|
if <stat>
|
||
|
ifeq <stat> <value>
|
||
|
ifbit <stat> <value>
|
||
|
endif
|
||
|
|
||
|
#endif
|
||
|
|
||
|
char *single_statusbar =
|
||
|
"yb -24 "
|
||
|
|
||
|
// health
|
||
|
"xv 0 "
|
||
|
"hnum "
|
||
|
"xv 50 "
|
||
|
"pic 0 "
|
||
|
|
||
|
// ammo
|
||
|
"if 2 "
|
||
|
" xv 100 "
|
||
|
" anum "
|
||
|
" xv 150 "
|
||
|
" pic 2 "
|
||
|
"endif "
|
||
|
|
||
|
// armor
|
||
|
"if 4 "
|
||
|
" xv 200 "
|
||
|
" rnum "
|
||
|
" xv 250 "
|
||
|
" pic 4 "
|
||
|
"endif "
|
||
|
|
||
|
// selected item
|
||
|
"if 6 "
|
||
|
" xv 296 "
|
||
|
" pic 6 "
|
||
|
"endif "
|
||
|
|
||
|
"yb -50 "
|
||
|
|
||
|
// picked up item
|
||
|
"if 7 "
|
||
|
" xv 0 "
|
||
|
" pic 7 "
|
||
|
" xv 26 "
|
||
|
" yb -42 "
|
||
|
" stat_string 8 "
|
||
|
" yb -50 "
|
||
|
"endif "
|
||
|
|
||
|
// timer
|
||
|
"if 9 "
|
||
|
" xv 262 "
|
||
|
" num 2 10 "
|
||
|
" xv 296 "
|
||
|
" pic 9 "
|
||
|
"endif "
|
||
|
|
||
|
// help / weapon icon
|
||
|
"if 11 "
|
||
|
" xv 148 "
|
||
|
" pic 11 "
|
||
|
"endif "
|
||
|
;
|
||
|
|
||
|
char *dm_statusbar =
|
||
|
"yb -24 "
|
||
|
|
||
|
// health
|
||
|
"xv 0 "
|
||
|
"hnum "
|
||
|
"xv 50 "
|
||
|
"pic 0 "
|
||
|
|
||
|
// ammo
|
||
|
"if 2 "
|
||
|
" xv 100 "
|
||
|
" anum "
|
||
|
" xv 150 "
|
||
|
" pic 2 "
|
||
|
"endif "
|
||
|
|
||
|
// armor
|
||
|
"if 4 "
|
||
|
" xv 200 "
|
||
|
" rnum "
|
||
|
" xv 250 "
|
||
|
" pic 4 "
|
||
|
"endif "
|
||
|
|
||
|
// selected item
|
||
|
"if 6 "
|
||
|
" xv 296 "
|
||
|
" pic 6 "
|
||
|
"endif "
|
||
|
|
||
|
"yb -50 "
|
||
|
|
||
|
// picked up item
|
||
|
"if 7 "
|
||
|
" xv 0 "
|
||
|
" pic 7 "
|
||
|
" xv 26 "
|
||
|
" yb -42 "
|
||
|
" stat_string 8 "
|
||
|
" yb -50 "
|
||
|
"endif "
|
||
|
|
||
|
// timer
|
||
|
"if 9 "
|
||
|
" xv 246 "
|
||
|
" num 2 10 "
|
||
|
" xv 296 "
|
||
|
" pic 9 "
|
||
|
"endif "
|
||
|
|
||
|
// help / weapon icon
|
||
|
"if 11 "
|
||
|
" xv 148 "
|
||
|
" pic 11 "
|
||
|
"endif "
|
||
|
|
||
|
// frags
|
||
|
"xr -50 "
|
||
|
"yt 2 "
|
||
|
"num 3 14 "
|
||
|
|
||
|
// spectator
|
||
|
"if 17 "
|
||
|
"xv 0 "
|
||
|
"yb -58 "
|
||
|
"string2 \"SPECTATOR MODE\" "
|
||
|
"endif "
|
||
|
|
||
|
// chase camera
|
||
|
"if 16 "
|
||
|
"xv 0 "
|
||
|
"yb -68 "
|
||
|
"string \"Chasing\" "
|
||
|
"xv 64 "
|
||
|
"stat_string 16 "
|
||
|
"endif "
|
||
|
;
|
||
|
|
||
|
|
||
|
/*QUAKED worldspawn (0 0 0) ?
|
||
|
|
||
|
Only used for the world.
|
||
|
"sky" environment map name
|
||
|
"skyaxis" vector axis for rotating sky
|
||
|
"skyrotate" speed of rotation in degrees/second
|
||
|
"sounds" music cd track number
|
||
|
"gravity" 800 is default gravity
|
||
|
"message" text to print at user logon
|
||
|
*/
|
||
|
void SP_worldspawn (edict_t *ent)
|
||
|
{
|
||
|
ent->movetype = MOVETYPE_PUSH;
|
||
|
ent->solid = SOLID_BSP;
|
||
|
ent->inuse = true; // since the world doesn't use G_Spawn()
|
||
|
ent->s.modelindex = 1; // world model is always index 1
|
||
|
|
||
|
//---------------
|
||
|
|
||
|
// reserve some spots for dead player bodies for coop / deathmatch
|
||
|
InitBodyQue ();
|
||
|
|
||
|
// set configstrings for items
|
||
|
SetItemNames ();
|
||
|
|
||
|
if (st.nextmap)
|
||
|
strcpy (level.nextmap, st.nextmap);
|
||
|
|
||
|
// make some data visible to the server
|
||
|
|
||
|
if (ent->message && ent->message[0])
|
||
|
{
|
||
|
gi.configstring (CS_NAME, ent->message);
|
||
|
strncpy (level.level_name, ent->message, sizeof(level.level_name));
|
||
|
}
|
||
|
else
|
||
|
strncpy (level.level_name, level.mapname, sizeof(level.level_name));
|
||
|
|
||
|
if (st.sky && st.sky[0])
|
||
|
gi.configstring (CS_SKY, st.sky);
|
||
|
else
|
||
|
gi.configstring (CS_SKY, "unit1_");
|
||
|
|
||
|
gi.configstring (CS_SKYROTATE, va("%f", st.skyrotate) );
|
||
|
|
||
|
gi.configstring (CS_SKYAXIS, va("%f %f %f",
|
||
|
st.skyaxis[0], st.skyaxis[1], st.skyaxis[2]) );
|
||
|
|
||
|
gi.configstring (CS_CDTRACK, va("%i", ent->sounds) );
|
||
|
|
||
|
gi.configstring (CS_MAXCLIENTS, va("%i", (int)(maxclients->value) ) );
|
||
|
|
||
|
// status bar program
|
||
|
if (deathmatch->value)
|
||
|
gi.configstring (CS_STATUSBAR, dm_statusbar);
|
||
|
else
|
||
|
gi.configstring (CS_STATUSBAR, single_statusbar);
|
||
|
|
||
|
//---------------
|
||
|
|
||
|
|
||
|
// help icon for statusbar
|
||
|
gi.imageindex ("i_help");
|
||
|
level.pic_health = gi.imageindex ("i_health");
|
||
|
gi.imageindex ("help");
|
||
|
gi.imageindex ("field_3");
|
||
|
|
||
|
if (!st.gravity)
|
||
|
gi.cvar_set("sv_gravity", "800");
|
||
|
else
|
||
|
gi.cvar_set("sv_gravity", st.gravity);
|
||
|
|
||
|
snd_fry = gi.soundindex ("player/fry.wav"); // standing in lava / slime
|
||
|
|
||
|
PrecacheItem (FindItem ("Blaster"));
|
||
|
|
||
|
gi.soundindex ("player/lava1.wav");
|
||
|
gi.soundindex ("player/lava2.wav");
|
||
|
|
||
|
gi.soundindex ("misc/pc_up.wav");
|
||
|
gi.soundindex ("misc/talk1.wav");
|
||
|
|
||
|
gi.soundindex ("misc/udeath.wav");
|
||
|
|
||
|
// gibs
|
||
|
gi.soundindex ("items/respawn1.wav");
|
||
|
|
||
|
// sexed sounds
|
||
|
gi.soundindex ("*death1.wav");
|
||
|
gi.soundindex ("*death2.wav");
|
||
|
gi.soundindex ("*death3.wav");
|
||
|
gi.soundindex ("*death4.wav");
|
||
|
gi.soundindex ("*fall1.wav");
|
||
|
gi.soundindex ("*fall2.wav");
|
||
|
gi.soundindex ("*gurp1.wav"); // drowning damage
|
||
|
gi.soundindex ("*gurp2.wav");
|
||
|
gi.soundindex ("*jump1.wav"); // player jump
|
||
|
gi.soundindex ("*pain25_1.wav");
|
||
|
gi.soundindex ("*pain25_2.wav");
|
||
|
gi.soundindex ("*pain50_1.wav");
|
||
|
gi.soundindex ("*pain50_2.wav");
|
||
|
gi.soundindex ("*pain75_1.wav");
|
||
|
gi.soundindex ("*pain75_2.wav");
|
||
|
gi.soundindex ("*pain100_1.wav");
|
||
|
gi.soundindex ("*pain100_2.wav");
|
||
|
|
||
|
// sexed models
|
||
|
// THIS ORDER MUST MATCH THE DEFINES IN g_local.h
|
||
|
// you can add more, max 19 (pete change)
|
||
|
// these models are only loaded in coop or deathmatch. not singleplayer.
|
||
|
if (coop->value || deathmatch->value)
|
||
|
{
|
||
|
gi.modelindex ("#w_blaster.md2");
|
||
|
gi.modelindex ("#w_shotgun.md2");
|
||
|
gi.modelindex ("#w_sshotgun.md2");
|
||
|
gi.modelindex ("#w_machinegun.md2");
|
||
|
gi.modelindex ("#w_chaingun.md2");
|
||
|
gi.modelindex ("#a_grenades.md2");
|
||
|
gi.modelindex ("#w_glauncher.md2");
|
||
|
gi.modelindex ("#w_rlauncher.md2");
|
||
|
gi.modelindex ("#w_hyperblaster.md2");
|
||
|
gi.modelindex ("#w_railgun.md2");
|
||
|
gi.modelindex ("#w_bfg.md2");
|
||
|
|
||
|
gi.modelindex ("#w_disrupt.md2"); // PGM
|
||
|
gi.modelindex ("#w_etfrifle.md2"); // PGM
|
||
|
gi.modelindex ("#w_plasma.md2"); // PGM
|
||
|
gi.modelindex ("#w_plauncher.md2"); // PGM
|
||
|
gi.modelindex ("#w_chainfist.md2"); // PGM
|
||
|
}
|
||
|
|
||
|
//-------------------
|
||
|
|
||
|
gi.soundindex ("player/gasp1.wav"); // gasping for air
|
||
|
gi.soundindex ("player/gasp2.wav"); // head breaking surface, not gasping
|
||
|
|
||
|
gi.soundindex ("player/watr_in.wav"); // feet hitting water
|
||
|
gi.soundindex ("player/watr_out.wav"); // feet leaving water
|
||
|
|
||
|
gi.soundindex ("player/watr_un.wav"); // head going underwater
|
||
|
|
||
|
gi.soundindex ("player/u_breath1.wav");
|
||
|
gi.soundindex ("player/u_breath2.wav");
|
||
|
|
||
|
gi.soundindex ("items/pkup.wav"); // bonus item pickup
|
||
|
gi.soundindex ("world/land.wav"); // landing thud
|
||
|
gi.soundindex ("misc/h2ohit1.wav"); // landing splash
|
||
|
|
||
|
gi.soundindex ("items/damage.wav");
|
||
|
// ROGUE - double damage
|
||
|
gi.soundindex ("misc/ddamage1.wav");
|
||
|
// rogue
|
||
|
gi.soundindex ("items/protect.wav");
|
||
|
gi.soundindex ("items/protect4.wav");
|
||
|
gi.soundindex ("weapons/noammo.wav");
|
||
|
|
||
|
gi.soundindex ("infantry/inflies1.wav");
|
||
|
|
||
|
sm_meat_index = gi.modelindex ("models/objects/gibs/sm_meat/tris.md2");
|
||
|
gi.modelindex ("models/objects/gibs/arm/tris.md2");
|
||
|
gi.modelindex ("models/objects/gibs/bone/tris.md2");
|
||
|
gi.modelindex ("models/objects/gibs/bone2/tris.md2");
|
||
|
gi.modelindex ("models/objects/gibs/chest/tris.md2");
|
||
|
gi.modelindex ("models/objects/gibs/skull/tris.md2");
|
||
|
gi.modelindex ("models/objects/gibs/head2/tris.md2");
|
||
|
|
||
|
//
|
||
|
// Setup light animation tables. 'a' is total darkness, 'z' is doublebright.
|
||
|
//
|
||
|
|
||
|
// 0 normal
|
||
|
gi.configstring(CS_LIGHTS+0, "m");
|
||
|
|
||
|
// 1 FLICKER (first variety)
|
||
|
gi.configstring(CS_LIGHTS+1, "mmnmmommommnonmmonqnmmo");
|
||
|
|
||
|
// 2 SLOW STRONG PULSE
|
||
|
gi.configstring(CS_LIGHTS+2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");
|
||
|
|
||
|
// 3 CANDLE (first variety)
|
||
|
gi.configstring(CS_LIGHTS+3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");
|
||
|
|
||
|
// 4 FAST STROBE
|
||
|
gi.configstring(CS_LIGHTS+4, "mamamamamama");
|
||
|
|
||
|
// 5 GENTLE PULSE 1
|
||
|
gi.configstring(CS_LIGHTS+5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj");
|
||
|
|
||
|
// 6 FLICKER (second variety)
|
||
|
gi.configstring(CS_LIGHTS+6, "nmonqnmomnmomomno");
|
||
|
|
||
|
// 7 CANDLE (second variety)
|
||
|
gi.configstring(CS_LIGHTS+7, "mmmaaaabcdefgmmmmaaaammmaamm");
|
||
|
|
||
|
// 8 CANDLE (third variety)
|
||
|
gi.configstring(CS_LIGHTS+8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa");
|
||
|
|
||
|
// 9 SLOW STROBE (fourth variety)
|
||
|
gi.configstring(CS_LIGHTS+9, "aaaaaaaazzzzzzzz");
|
||
|
|
||
|
// 10 FLUORESCENT FLICKER
|
||
|
gi.configstring(CS_LIGHTS+10, "mmamammmmammamamaaamammma");
|
||
|
|
||
|
// 11 SLOW PULSE NOT FADE TO BLACK
|
||
|
gi.configstring(CS_LIGHTS+11, "abcdefghijklmnopqrrqponmlkjihgfedcba");
|
||
|
|
||
|
// styles 32-62 are assigned by the light program for switchable lights
|
||
|
|
||
|
// 63 testing
|
||
|
gi.configstring(CS_LIGHTS+63, "a");
|
||
|
}
|
||
|
|
||
|
//
|
||
|
//ROGUE
|
||
|
//
|
||
|
|
||
|
//
|
||
|
// Monster spawning code
|
||
|
//
|
||
|
// Used by the carrier, the medic_commander, and the black widow
|
||
|
//
|
||
|
// The sequence to create a flying monster is:
|
||
|
//
|
||
|
// FindSpawnPoint - tries to find suitable spot to spawn the monster in
|
||
|
// CreateFlyMonster - this verifies the point as good and creates the monster
|
||
|
|
||
|
// To create a ground walking monster:
|
||
|
//
|
||
|
// FindSpawnPoint - same thing
|
||
|
// CreateGroundMonster - this checks the volume and makes sure the floor under the volume is suitable
|
||
|
//
|
||
|
|
||
|
// FIXME - for the black widow, if we want the stalkers coming in on the roof, we'll have to tweak some things
|
||
|
|
||
|
//
|
||
|
// CreateMonster
|
||
|
//
|
||
|
edict_t *CreateMonster(vec3_t origin, vec3_t angles, char *classname)
|
||
|
{
|
||
|
edict_t *newEnt;
|
||
|
|
||
|
newEnt = G_Spawn();
|
||
|
|
||
|
VectorCopy(origin, newEnt->s.origin);
|
||
|
VectorCopy(angles, newEnt->s.angles);
|
||
|
newEnt->classname = ED_NewString (classname);
|
||
|
newEnt->monsterinfo.aiflags |= AI_DO_NOT_COUNT;
|
||
|
|
||
|
VectorSet(newEnt->gravityVector, 0, 0, -1);
|
||
|
ED_CallSpawn(newEnt);
|
||
|
newEnt->s.renderfx |= RF_IR_VISIBLE;
|
||
|
|
||
|
return newEnt;
|
||
|
}
|
||
|
|
||
|
edict_t *CreateFlyMonster (vec3_t origin, vec3_t angles, vec3_t mins, vec3_t maxs, char *classname)
|
||
|
{
|
||
|
if (!mins || !maxs || VectorCompare (mins, vec3_origin) || VectorCompare (maxs, vec3_origin))
|
||
|
{
|
||
|
DetermineBBox (classname, mins, maxs);
|
||
|
}
|
||
|
|
||
|
if (!CheckSpawnPoint(origin, mins, maxs))
|
||
|
return NULL;
|
||
|
|
||
|
return (CreateMonster (origin, angles, classname));
|
||
|
}
|
||
|
|
||
|
// This is just a wrapper for CreateMonster that looks down height # of CMUs and sees if there
|
||
|
// are bad things down there or not
|
||
|
//
|
||
|
// this is from m_move.c
|
||
|
#define STEPSIZE 18
|
||
|
|
||
|
edict_t *CreateGroundMonster (vec3_t origin, vec3_t angles, vec3_t entMins, vec3_t entMaxs, char *classname, int height)
|
||
|
{
|
||
|
// trace_t tr;
|
||
|
edict_t *newEnt;
|
||
|
// vec3_t start, stop;
|
||
|
// int failure = 0;
|
||
|
// vec3_t mins, maxs;
|
||
|
// int x, y;
|
||
|
// float mid, bottom;
|
||
|
vec3_t mins, maxs;
|
||
|
|
||
|
// if they don't provide us a bounding box, figure it out
|
||
|
if (!entMins || !entMaxs || VectorCompare (entMins, vec3_origin) || VectorCompare (entMaxs, vec3_origin))
|
||
|
{
|
||
|
DetermineBBox (classname, mins, maxs);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
VectorCopy (entMins, mins);
|
||
|
VectorCopy (entMaxs, maxs);
|
||
|
}
|
||
|
|
||
|
// check the ground to make sure it's there, it's relatively flat, and it's not toxic
|
||
|
if (!CheckGroundSpawnPoint(origin, mins, maxs, height, -1))
|
||
|
return NULL;
|
||
|
|
||
|
newEnt = CreateMonster (origin, angles, classname);
|
||
|
if (!newEnt)
|
||
|
return NULL;
|
||
|
|
||
|
return newEnt;
|
||
|
}
|
||
|
|
||
|
|
||
|
// FindSpawnPoint
|
||
|
// PMM - this is used by the medic commander (possibly by the carrier) to find a good spawn point
|
||
|
// if the startpoint is bad, try above the startpoint for a bit
|
||
|
|
||
|
qboolean FindSpawnPoint (vec3_t startpoint, vec3_t mins, vec3_t maxs, vec3_t spawnpoint, float maxMoveUp)
|
||
|
{
|
||
|
trace_t tr;
|
||
|
float height;
|
||
|
vec3_t top;
|
||
|
|
||
|
height = maxs[2] - mins[2];
|
||
|
|
||
|
tr = gi.trace (startpoint, mins, maxs, startpoint, NULL, MASK_MONSTERSOLID|CONTENTS_PLAYERCLIP);
|
||
|
if((tr.startsolid || tr.allsolid) || (tr.ent != world))
|
||
|
{
|
||
|
// if ( ((tr.ent->svflags & SVF_MONSTER) && (tr.ent->health <= 0)) ||
|
||
|
// (tr.ent->svflags & SVF_DAMAGEABLE) )
|
||
|
// {
|
||
|
// T_Damage (tr.ent, self, self, vec3_origin, self->enemy->s.origin,
|
||
|
// pain_normal, hurt, 0, 0, MOD_UNKNOWN);
|
||
|
|
||
|
VectorCopy (startpoint, top);
|
||
|
top[2] += maxMoveUp;
|
||
|
/*
|
||
|
gi.WriteByte (svc_temp_entity);
|
||
|
gi.WriteByte (TE_DEBUGTRAIL);
|
||
|
gi.WritePosition (top);
|
||
|
gi.WritePosition (startpoint);
|
||
|
gi.multicast (startpoint, MULTICAST_ALL);
|
||
|
*/
|
||
|
tr = gi.trace (top, mins, maxs, startpoint, NULL, MASK_MONSTERSOLID);
|
||
|
if (tr.startsolid || tr.allsolid)
|
||
|
{
|
||
|
// if ((g_showlogic) && (g_showlogic->value))
|
||
|
// if (tr.ent)
|
||
|
// gi.dprintf("FindSpawnPoint: failed to find a point -- blocked by %s\n", tr.ent->classname);
|
||
|
// else
|
||
|
// gi.dprintf("FindSpawnPoint: failed to find a point\n");
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// if ((g_showlogic) && (g_showlogic->value))
|
||
|
// gi.dprintf ("FindSpawnPoint: %s -> %s\n", vtos (startpoint), vtos (tr.endpos));
|
||
|
VectorCopy (tr.endpos, spawnpoint);
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
VectorCopy (startpoint, spawnpoint);
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// FIXME - all of this needs to be tweaked to handle the new gravity rules
|
||
|
// if we ever want to spawn stuff on the roof
|
||
|
|
||
|
//
|
||
|
// CheckSpawnPoint
|
||
|
//
|
||
|
// PMM - checks volume to make sure we can spawn a monster there (is it solid?)
|
||
|
//
|
||
|
// This is all fliers should need
|
||
|
|
||
|
qboolean CheckSpawnPoint (vec3_t origin, vec3_t mins, vec3_t maxs)
|
||
|
{
|
||
|
trace_t tr;
|
||
|
|
||
|
if (!mins || !maxs || VectorCompare(mins, vec3_origin) || VectorCompare (maxs, vec3_origin))
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
tr = gi.trace (origin, mins, maxs, origin, NULL, MASK_MONSTERSOLID);
|
||
|
if(tr.startsolid || tr.allsolid)
|
||
|
{
|
||
|
// if ((g_showlogic) && (g_showlogic->value))
|
||
|
// gi.dprintf("createmonster in wall. removing\n");
|
||
|
return false;
|
||
|
}
|
||
|
if (tr.ent != world)
|
||
|
{
|
||
|
// if ((g_showlogic) && (g_showlogic->value))
|
||
|
// gi.dprintf("createmonster in entity %s\n", tr.ent->classname);
|
||
|
return false;
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// CheckGroundSpawnPoint
|
||
|
//
|
||
|
// PMM - used for walking monsters
|
||
|
// checks:
|
||
|
// 1) is there a ground within the specified height of the origin?
|
||
|
// 2) is the ground non-water?
|
||
|
// 3) is the ground flat enough to walk on?
|
||
|
//
|
||
|
|
||
|
qboolean CheckGroundSpawnPoint (vec3_t origin, vec3_t entMins, vec3_t entMaxs, float height, float gravity)
|
||
|
{
|
||
|
trace_t tr;
|
||
|
vec3_t start, stop;
|
||
|
int failure = 0;
|
||
|
vec3_t mins, maxs;
|
||
|
int x, y;
|
||
|
float mid, bottom;
|
||
|
|
||
|
if (!CheckSpawnPoint (origin, entMins, entMaxs))
|
||
|
return false;
|
||
|
|
||
|
// FIXME - this is too conservative about angled surfaces
|
||
|
|
||
|
VectorCopy (origin, stop);
|
||
|
// FIXME - gravity vector
|
||
|
stop[2] = origin[2] + entMins[2] - height;
|
||
|
|
||
|
/*
|
||
|
gi.WriteByte (svc_temp_entity);
|
||
|
gi.WriteByte (TE_DEBUGTRAIL);
|
||
|
gi.WritePosition (origin);
|
||
|
gi.WritePosition (stop);
|
||
|
gi.multicast (start, MULTICAST_ALL);
|
||
|
*/
|
||
|
|
||
|
tr = gi.trace (origin, entMins, entMaxs, stop, NULL, MASK_MONSTERSOLID | MASK_WATER);
|
||
|
// it's not going to be all solid or start solid, since that's checked above
|
||
|
|
||
|
if ((tr.fraction < 1) && (tr.contents & MASK_MONSTERSOLID))
|
||
|
{
|
||
|
// we found a non-water surface down there somewhere. now we need to check to make sure it's not too sloped
|
||
|
//
|
||
|
// algorithm straight out of m_move.c:M_CheckBottom()
|
||
|
//
|
||
|
|
||
|
// first, do the midpoint trace
|
||
|
|
||
|
VectorAdd (tr.endpos, entMins, mins);
|
||
|
VectorAdd (tr.endpos, entMaxs, maxs);
|
||
|
|
||
|
|
||
|
// first, do the easy flat check
|
||
|
//
|
||
|
#ifdef ROGUE_GRAVITY
|
||
|
// FIXME - this will only handle 0,0,1 and 0,0,-1 gravity vectors
|
||
|
if(gravity > 0)
|
||
|
start[2] = maxs[2] + 1;
|
||
|
else
|
||
|
start[2] = mins[2] - 1;
|
||
|
#else
|
||
|
start[2] = mins[2] - 1;
|
||
|
#endif
|
||
|
for (x=0 ; x<=1 ; x++)
|
||
|
{
|
||
|
for (y=0 ; y<=1 ; y++)
|
||
|
{
|
||
|
start[0] = x ? maxs[0] : mins[0];
|
||
|
start[1] = y ? maxs[1] : mins[1];
|
||
|
if (gi.pointcontents (start) != CONTENTS_SOLID)
|
||
|
goto realcheck;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// if it passed all four above checks, we're done
|
||
|
return true;
|
||
|
|
||
|
realcheck:
|
||
|
|
||
|
// check it for real
|
||
|
|
||
|
start[0] = stop[0] = (mins[0] + maxs[0])*0.5;
|
||
|
start[1] = stop[1] = (mins[1] + maxs[1])*0.5;
|
||
|
start[2] = mins[2];
|
||
|
|
||
|
tr = gi.trace (start, vec3_origin, vec3_origin, stop, NULL, MASK_MONSTERSOLID);
|
||
|
|
||
|
if (tr.fraction == 1.0)
|
||
|
return false;
|
||
|
mid = bottom = tr.endpos[2];
|
||
|
|
||
|
#ifdef ROGUE_GRAVITY
|
||
|
if(gravity < 0)
|
||
|
{
|
||
|
start[2] = mins[2];
|
||
|
stop[2] = start[2] - STEPSIZE - STEPSIZE;
|
||
|
mid = bottom = tr.endpos[2] + entMins[2];
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
start[2] = maxs[2];
|
||
|
stop[2] = start[2] + STEPSIZE + STEPSIZE;
|
||
|
mid = bottom = tr.endpos[2] - entMaxs[2];
|
||
|
}
|
||
|
#else
|
||
|
stop[2] = start[2] - 2*STEPSIZE;
|
||
|
mid = bottom = tr.endpos[2] + entMins[2];
|
||
|
#endif
|
||
|
|
||
|
for (x=0 ; x<=1 ; x++)
|
||
|
for (y=0 ; y<=1 ; y++)
|
||
|
{
|
||
|
start[0] = stop[0] = x ? maxs[0] : mins[0];
|
||
|
start[1] = stop[1] = y ? maxs[1] : mins[1];
|
||
|
|
||
|
/*
|
||
|
gi.WriteByte (svc_temp_entity);
|
||
|
gi.WriteByte (TE_DEBUGTRAIL);
|
||
|
gi.WritePosition (start);
|
||
|
gi.WritePosition (stop);
|
||
|
gi.multicast (start, MULTICAST_ALL);
|
||
|
*/
|
||
|
tr = gi.trace (start, vec3_origin, vec3_origin, stop, NULL, MASK_MONSTERSOLID);
|
||
|
|
||
|
//PGM
|
||
|
#ifdef ROGUE_GRAVITY
|
||
|
// FIXME - this will only handle 0,0,1 and 0,0,-1 gravity vectors
|
||
|
if(gravity > 0)
|
||
|
{
|
||
|
if (tr.fraction != 1.0 && tr.endpos[2] < bottom)
|
||
|
bottom = tr.endpos[2];
|
||
|
if (tr.fraction == 1.0 || tr.endpos[2] - mid > STEPSIZE)
|
||
|
{
|
||
|
// if ((g_showlogic) && (g_showlogic->value))
|
||
|
// gi.dprintf ("spawn - rejecting due to uneven ground\n");
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (tr.fraction != 1.0 && tr.endpos[2] > bottom)
|
||
|
bottom = tr.endpos[2];
|
||
|
if (tr.fraction == 1.0 || mid - tr.endpos[2] > STEPSIZE)
|
||
|
{
|
||
|
// if ((g_showlogic) && (g_showlogic->value))
|
||
|
// gi.dprintf ("spawn - rejecting due to uneven ground\n");
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
#else
|
||
|
if (tr.fraction != 1.0 && tr.endpos[2] > bottom)
|
||
|
bottom = tr.endpos[2];
|
||
|
if (tr.fraction == 1.0 || mid - tr.endpos[2] > STEPSIZE)
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
return true; // we can land on it, it's ok
|
||
|
}
|
||
|
|
||
|
// otherwise, it's either water (bad) or not there (too far)
|
||
|
// if we're here, it's bad below
|
||
|
// if ((g_showlogic) && (g_showlogic->value))
|
||
|
// {
|
||
|
// if (tr.fraction < 1)
|
||
|
// if ((g_showlogic) && (g_showlogic->value))
|
||
|
// gi.dprintf("groundmonster would fall into water/slime/lava\n");
|
||
|
// else
|
||
|
// if ((g_showlogic) && (g_showlogic->value))
|
||
|
// gi.dprintf("groundmonster would fall too far\n");
|
||
|
// }
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
void DetermineBBox (char *classname, vec3_t mins, vec3_t maxs)
|
||
|
{
|
||
|
// FIXME - cache this stuff
|
||
|
edict_t *newEnt;
|
||
|
|
||
|
newEnt = G_Spawn();
|
||
|
|
||
|
VectorCopy(vec3_origin, newEnt->s.origin);
|
||
|
VectorCopy(vec3_origin, newEnt->s.angles);
|
||
|
newEnt->classname = ED_NewString (classname);
|
||
|
newEnt->monsterinfo.aiflags |= AI_DO_NOT_COUNT;
|
||
|
|
||
|
ED_CallSpawn(newEnt);
|
||
|
|
||
|
VectorCopy (newEnt->mins, mins);
|
||
|
VectorCopy (newEnt->maxs, maxs);
|
||
|
|
||
|
G_FreeEdict (newEnt);
|
||
|
}
|
||
|
|
||
|
// ****************************
|
||
|
// SPAWNGROW stuff
|
||
|
// ****************************
|
||
|
|
||
|
#define SPAWNGROW_LIFESPAN 0.3
|
||
|
|
||
|
void spawngrow_think (edict_t *self)
|
||
|
{
|
||
|
int i;
|
||
|
|
||
|
for (i=0; i<2; i++)
|
||
|
{
|
||
|
self->s.angles[0] = rand()%360;
|
||
|
self->s.angles[1] = rand()%360;
|
||
|
self->s.angles[2] = rand()%360;
|
||
|
}
|
||
|
if ((level.time < self->wait) && (self->s.frame < 2))
|
||
|
self->s.frame++;
|
||
|
if (level.time >= self->wait)
|
||
|
{
|
||
|
if (self->s.effects & EF_SPHERETRANS)
|
||
|
{
|
||
|
G_FreeEdict (self);
|
||
|
return;
|
||
|
}
|
||
|
else if (self->s.frame > 0)
|
||
|
self->s.frame--;
|
||
|
else
|
||
|
{
|
||
|
G_FreeEdict (self);
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
self->nextthink += FRAMETIME;
|
||
|
}
|
||
|
|
||
|
void SpawnGrow_Spawn (vec3_t startpos, int size)
|
||
|
{
|
||
|
edict_t *ent;
|
||
|
int i;
|
||
|
float lifespan;
|
||
|
|
||
|
ent = G_Spawn();
|
||
|
VectorCopy(startpos, ent->s.origin);
|
||
|
for (i=0; i<2; i++)
|
||
|
{
|
||
|
ent->s.angles[0] = rand()%360;
|
||
|
ent->s.angles[1] = rand()%360;
|
||
|
ent->s.angles[2] = rand()%360;
|
||
|
}
|
||
|
ent->solid = SOLID_NOT;
|
||
|
// ent->s.renderfx = RF_FULLBRIGHT | RF_IR_VISIBLE;
|
||
|
ent->s.renderfx = RF_IR_VISIBLE;
|
||
|
ent->movetype = MOVETYPE_NONE;
|
||
|
ent->classname = "spawngro";
|
||
|
|
||
|
if (size <= 1)
|
||
|
{
|
||
|
lifespan = SPAWNGROW_LIFESPAN;
|
||
|
ent->s.modelindex = gi.modelindex("models/items/spawngro2/tris.md2");
|
||
|
}
|
||
|
else if (size == 2)
|
||
|
{
|
||
|
ent->s.modelindex = gi.modelindex("models/items/spawngro3/tris.md2");
|
||
|
lifespan = 2;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ent->s.modelindex = gi.modelindex("models/items/spawngro/tris.md2");
|
||
|
lifespan = SPAWNGROW_LIFESPAN;
|
||
|
}
|
||
|
|
||
|
ent->think = spawngrow_think;
|
||
|
|
||
|
ent->wait = level.time + lifespan;
|
||
|
ent->nextthink = level.time + FRAMETIME;
|
||
|
if (size != 2)
|
||
|
ent->s.effects |= EF_SPHERETRANS;
|
||
|
gi.linkentity (ent);
|
||
|
}
|
||
|
|
||
|
|
||
|
// ****************************
|
||
|
// WidowLeg stuff
|
||
|
// ****************************
|
||
|
|
||
|
#define MAX_LEGSFRAME 23
|
||
|
#define LEG_WAIT_TIME 1
|
||
|
|
||
|
void ThrowMoreStuff (edict_t *self, vec3_t point);
|
||
|
void ThrowSmallStuff (edict_t *self, vec3_t point);
|
||
|
void ThrowWidowGibLoc (edict_t *self, char *gibname, int damage, int type, vec3_t startpos, qboolean fade);
|
||
|
void ThrowWidowGibSized (edict_t *self, char *gibname, int damage, int type, vec3_t startpos, int hitsound, qboolean fade);
|
||
|
|
||
|
void widowlegs_think (edict_t *self)
|
||
|
{
|
||
|
vec3_t offset;
|
||
|
vec3_t point;
|
||
|
vec3_t f,r,u;
|
||
|
|
||
|
if (self->s.frame == 17)
|
||
|
{
|
||
|
VectorSet (offset, 11.77, -7.24, 23.31);
|
||
|
AngleVectors (self->s.angles, f, r, u);
|
||
|
G_ProjectSource2 (self->s.origin, offset, f, r, u, point);
|
||
|
gi.WriteByte (svc_temp_entity);
|
||
|
gi.WriteByte (TE_EXPLOSION1);
|
||
|
gi.WritePosition (point);
|
||
|
gi.multicast (point, MULTICAST_ALL);
|
||
|
ThrowSmallStuff (self, point);
|
||
|
}
|
||
|
|
||
|
if (self->s.frame < MAX_LEGSFRAME)
|
||
|
{
|
||
|
self->s.frame++;
|
||
|
self->nextthink = level.time + FRAMETIME;
|
||
|
return;
|
||
|
}
|
||
|
else if (self->wait == 0)
|
||
|
{
|
||
|
self->wait = level.time + LEG_WAIT_TIME;
|
||
|
}
|
||
|
if (level.time > self->wait)
|
||
|
{
|
||
|
AngleVectors (self->s.angles, f, r, u);
|
||
|
|
||
|
VectorSet (offset, -65.6, -8.44, 28.59);
|
||
|
G_ProjectSource2 (self->s.origin, offset, f, r, u, point);
|
||
|
gi.WriteByte (svc_temp_entity);
|
||
|
gi.WriteByte (TE_EXPLOSION1);
|
||
|
gi.WritePosition (point);
|
||
|
gi.multicast (point, MULTICAST_ALL);
|
||
|
ThrowSmallStuff (self, point);
|
||
|
|
||
|
ThrowWidowGibSized (self, "models/monsters/blackwidow/gib1/tris.md2", 80 + (int)(random()*20.0), GIB_METALLIC, point, 0, true);
|
||
|
ThrowWidowGibSized (self, "models/monsters/blackwidow/gib2/tris.md2", 80 + (int)(random()*20.0), GIB_METALLIC, point, 0, true);
|
||
|
|
||
|
VectorSet (offset, -1.04, -51.18, 7.04);
|
||
|
G_ProjectSource2 (self->s.origin, offset, f, r, u, point);
|
||
|
gi.WriteByte (svc_temp_entity);
|
||
|
gi.WriteByte (TE_EXPLOSION1);
|
||
|
gi.WritePosition (point);
|
||
|
gi.multicast (point, MULTICAST_ALL);
|
||
|
ThrowSmallStuff (self, point);
|
||
|
|
||
|
ThrowWidowGibSized (self, "models/monsters/blackwidow/gib1/tris.md2", 80 + (int)(random()*20.0), GIB_METALLIC, point, 0, true);
|
||
|
ThrowWidowGibSized (self, "models/monsters/blackwidow/gib2/tris.md2", 80 + (int)(random()*20.0), GIB_METALLIC, point, 0, true);
|
||
|
ThrowWidowGibSized (self, "models/monsters/blackwidow/gib3/tris.md2", 80 + (int)(random()*20.0), GIB_METALLIC, point, 0, true);
|
||
|
|
||
|
G_FreeEdict (self);
|
||
|
return;
|
||
|
}
|
||
|
if ((level.time > (self->wait - 0.5)) && (self->count == 0))
|
||
|
{
|
||
|
self->count = 1;
|
||
|
AngleVectors (self->s.angles, f, r, u);
|
||
|
|
||
|
VectorSet (offset, 31, -88.7, 10.96);
|
||
|
G_ProjectSource2 (self->s.origin, offset, f, r, u, point);
|
||
|
gi.WriteByte (svc_temp_entity);
|
||
|
gi.WriteByte (TE_EXPLOSION1);
|
||
|
gi.WritePosition (point);
|
||
|
gi.multicast (point, MULTICAST_ALL);
|
||
|
// ThrowSmallStuff (self, point);
|
||
|
|
||
|
VectorSet (offset, -12.67, -4.39, 15.68);
|
||
|
G_ProjectSource2 (self->s.origin, offset, f, r, u, point);
|
||
|
gi.WriteByte (svc_temp_entity);
|
||
|
gi.WriteByte (TE_EXPLOSION1);
|
||
|
gi.WritePosition (point);
|
||
|
gi.multicast (point, MULTICAST_ALL);
|
||
|
// ThrowSmallStuff (self, point);
|
||
|
|
||
|
self->nextthink = level.time + FRAMETIME;
|
||
|
return;
|
||
|
}
|
||
|
self->nextthink = level.time + FRAMETIME;
|
||
|
}
|
||
|
|
||
|
void Widowlegs_Spawn (vec3_t startpos, vec3_t angles)
|
||
|
{
|
||
|
edict_t *ent;
|
||
|
|
||
|
ent = G_Spawn();
|
||
|
VectorCopy(startpos, ent->s.origin);
|
||
|
VectorCopy(angles, ent->s.angles);
|
||
|
ent->solid = SOLID_NOT;
|
||
|
ent->s.renderfx = RF_IR_VISIBLE;
|
||
|
ent->movetype = MOVETYPE_NONE;
|
||
|
ent->classname = "widowlegs";
|
||
|
|
||
|
ent->s.modelindex = gi.modelindex("models/monsters/legs/tris.md2");
|
||
|
ent->think = widowlegs_think;
|
||
|
|
||
|
ent->nextthink = level.time + FRAMETIME;
|
||
|
gi.linkentity (ent);
|
||
|
}
|