mirror of
https://github.com/ReactionQuake3/reaction.git
synced 2024-11-22 12:22:12 +00:00
1681 lines
46 KiB
C
1681 lines
46 KiB
C
//-----------------------------------------------------------------------------
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//
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// $Id$
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//
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.86 2007/02/03 15:02:21 jbravo
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// Renamed RQ3 to Reaction, Dropped loading of various baseq3 media, disabled the follow command, fixed grenades killing teammates and some cleanups
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//
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// Revision 1.85 2006/07/24 17:15:56 makro
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// Got rid of the warnings lcc liked to share with the world
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//
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// Revision 1.84 2005/09/07 20:27:42 makro
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// Entity attachment trees
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//
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// Revision 1.83 2005/02/15 16:33:39 makro
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// Tons of updates (entity tree attachment system, UI vectors)
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//
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// Revision 1.82 2004/01/26 21:26:08 makro
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// no message
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//
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// Revision 1.81 2003/09/19 21:25:10 makro
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// Flares (again!). Doors that open away from players.
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//
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// Revision 1.80 2003/09/19 00:53:14 makro
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// Flares again
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//
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// Revision 1.79 2003/09/18 19:08:40 makro
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// Lens flares
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//
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// Revision 1.78 2003/09/18 00:05:05 makro
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// Lens flares. Opendoor trigger_multiple fixes
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//
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// Revision 1.77 2003/09/10 22:46:05 makro
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// Cooler breath puffs. Locked r_fastSky on maps with global fog.
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// Some other things I can't remember.
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//
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// Revision 1.76 2003/09/08 19:19:19 makro
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// New code for respawning entities in TP
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//
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// Revision 1.75 2003/09/07 20:02:51 makro
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// no message
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//
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// Revision 1.74 2003/08/31 14:48:33 jbravo
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// Code not compiling under linux fixed and a warning silenced.
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//
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// Revision 1.73 2003/08/10 20:13:26 makro
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// no message
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//
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// Revision 1.72 2003/07/30 16:05:46 makro
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// no message
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//
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// Revision 1.71 2003/04/26 22:33:06 jbravo
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// Wratted all calls to G_FreeEnt() to avoid crashing and provide debugging
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//
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// Revision 1.70 2003/04/19 15:27:31 jbravo
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// Backing out of most of unlagged. Only optimized prediction and smooth clients
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// remains.
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//
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// Revision 1.69 2003/04/03 17:18:25 makro
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// dlights
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//
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// Revision 1.68 2003/03/29 16:01:36 jbravo
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// _skin cvars now fully removed. dlight code from Makro added. cvar
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// defaults fixed.
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//
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// Revision 1.67 2003/03/22 20:29:26 jbravo
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// wrapping linkent and unlinkent calls
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//
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// Revision 1.66 2003/03/09 21:30:38 jbravo
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// Adding unlagged. Still needs work.
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//
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// Revision 1.65 2003/02/27 19:52:34 makro
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// dlights
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//
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// Revision 1.64 2003/02/13 21:19:50 makro
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// no message
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//
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// Revision 1.63 2003/01/11 17:42:18 makro
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// Fixed a bug in the sky portal code
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//
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// Revision 1.62 2002/08/30 00:00:16 makro
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// Sky portals
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//
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// Revision 1.61 2002/08/25 07:07:42 niceass
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// added "life" setting to func_pressure
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//
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// Revision 1.60 2002/08/21 02:56:08 blaze
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// added spawnflags 8 for breakables, lets mappers turn off kicking
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//
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// Revision 1.59 2002/07/13 22:43:59 makro
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// Semi-working fog hull, semi-working sky portals (cgame code commented out)
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// Basically, semi-working stuff :P
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//
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// Revision 1.58 2002/06/18 09:21:11 niceass
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// file exist function
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//
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// Revision 1.57 2002/06/16 20:06:14 jbravo
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// Reindented all the source files with "indent -kr -ut -i8 -l120 -lc120 -sob -bad -bap"
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//
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// Revision 1.56 2002/06/16 17:38:00 jbravo
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// Removed the MISSIONPACK ifdefs and missionpack only code.
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//
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// Revision 1.55 2002/06/09 05:16:58 niceass
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// pressure change
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//
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// Revision 1.54 2002/06/05 23:39:40 blaze
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// unbreakables work properly. Though I already commited this.
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//
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// Revision 1.53 2002/06/03 00:40:25 blaze
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// some more breakables fixes(ssg chips)
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//
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// Revision 1.52 2002/06/02 22:04:38 blaze
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// breakables act proper when triggered(explode if explosive, etc) also, spawnflags 8 will make the breakable so you cant kick it
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//
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// Revision 1.51 2002/06/02 19:22:12 blaze
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// my bad, breakables unlink when triggered now
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//
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// Revision 1.50 2002/05/30 21:18:28 makro
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// Bots should reload/bandage when roaming around
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// Added "pathtarget" key to all the entities
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//
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// Revision 1.49 2002/05/29 13:49:25 makro
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// Elevators/doors
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//
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// Revision 1.48 2002/05/27 06:51:20 niceass
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// pressure support for targets
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//
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// Revision 1.47 2002/05/26 05:16:56 niceass
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// pressure
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//
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// Revision 1.46 2002/05/25 16:31:18 blaze
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// moved breakable stuff over to config strings
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//
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// Revision 1.45 2002/05/23 18:37:50 makro
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// Bots should crouch more often when they attack with a SSG
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// Made this depend on skill. Also, elevator stuff
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//
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// Revision 1.44 2002/05/23 15:55:25 makro
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// Elevators
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//
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// Revision 1.43 2002/05/23 04:53:41 blaze
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// some func_breakable fixes. Explosives respawn on new rounds now .
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//
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// Revision 1.42 2002/05/21 14:19:26 makro
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// Printf's for misc_portal_surface setup errors
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//
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// Revision 1.41 2002/05/21 04:21:48 blaze
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// changed buoyancy to lift as per Sze
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//
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// Revision 1.40 2002/05/20 16:25:48 makro
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// Triggerable cameras
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//
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// Revision 1.39 2002/05/19 21:27:29 blaze
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// added force and buoyancy to breakables
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//
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// Revision 1.38 2002/05/12 13:37:25 makro
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// Bugs with entities
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//
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// Revision 1.37 2002/05/11 12:45:25 makro
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// Spectators can go through breakables and doors with
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// a targetname or health. Bots should crouch more/jump less
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// often when attacking at long range
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//
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// Revision 1.36 2002/05/11 00:38:47 blaze
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// trigger_push and target_push default to no noise when the noise flag is not set.
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//
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// Revision 1.35 2002/05/02 03:06:09 blaze
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// Fixed breakables crashing on vashes
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//
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// Revision 1.34 2002/05/02 02:28:36 blaze
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// Triggerable and targetable breakables
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//
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// Revision 1.33 2002/04/29 06:16:58 niceass
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// small change to pressure system
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//
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// Revision 1.32 2002/04/23 06:01:58 niceass
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// pressure stuff
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//
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// Revision 1.31 2002/04/22 16:43:34 blaze
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// Hey look, breakables explode now! :)
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//
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// Revision 1.30 2002/04/20 23:54:55 blaze
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// opps, breabable fix
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//
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// Revision 1.29 2002/04/08 20:14:34 blaze
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// func_breakable explode fix
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//
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// Revision 1.28 2002/04/05 06:50:25 blaze
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// breakables should now respawn when the round restarts( when g_teamplay:SpawnPlayers() is called to be exact)
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//
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// Revision 1.27 2002/04/03 04:41:33 blaze
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// woops, forgot one change in the breakable code
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//
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// Revision 1.26 2002/04/03 03:13:16 blaze
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// NEW BREAKABLE CODE - will break all old breakables(wont appear in maps)
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//
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// Revision 1.25 2002/03/31 03:31:24 jbravo
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// Compiler warning cleanups
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//
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// Revision 1.24 2002/03/20 22:58:54 blaze
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// changed dlight to light_d
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//
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// Revision 1.23 2002/03/16 08:46:32 niceass
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// spectator going through doors no longer reset viewangle
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//
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// Revision 1.22 2002/03/02 12:24:30 jbravo
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// Removed some debugging messages
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//
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// Revision 1.21 2002/02/23 16:55:09 jbravo
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// Added debugging to help find what was going with can't find item for weapon
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// error that crash the server.
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//
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// Revision 1.20 2002/02/08 18:00:34 jbravo
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// Fixing "No newline at end of file" Warnings Linux keeps giving me
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//
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// Revision 1.19 2002/01/14 01:20:45 niceass
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// No more default 800 gravity on items
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// Thrown knife+Glass fix - NiceAss
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//
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// Revision 1.18 2002/01/11 19:48:30 jbravo
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// Formatted the source in non DOS format.
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//
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// Revision 1.17 2001/12/31 16:28:42 jbravo
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// I made a Booboo with the Log tag.
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//
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//
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//-----------------------------------------------------------------------------
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// Copyright (C) 1999-2000 Id Software, Inc.
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//
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// g_misc.c
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#include "g_local.h"
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void G_ExplodeMissile(gentity_t * ent);
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//Makro - added
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void Think_SpawnNewDoorTrigger(gentity_t * ent);
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void InitMover(gentity_t * ent);
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void Use_Func_Train(gentity_t * ent, gentity_t * other, gentity_t * activator);
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void Think_BeginMoving(gentity_t * ent);
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void Reached_Train(gentity_t * ent);
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void Think_SetupTrainTargets(gentity_t * ent);
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/*QUAKED func_group (0 0 0) ?
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Used to group brushes together just for editor convenience. They are turned into normal brushes by the utilities.
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*/
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/*QUAKED info_camp (0 0.5 0) (-4 -4 -4) (4 4 4)
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Used as a positional target for calculations in the utilities (spotlights, etc), but removed during gameplay.
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*/
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void SP_info_camp(gentity_t * self)
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{
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G_SetOrigin(self, self->s.origin);
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}
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/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4)
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Used as a positional target for calculations in the utilities (spotlights, etc), but removed during gameplay.
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*/
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void SP_info_null(gentity_t * self)
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{
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G_FreeEntity(self);
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}
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/*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4)
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Used as a positional target for in-game calculation, like jumppad targets.
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target_position does the same thing
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*/
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void SP_info_notnull(gentity_t * self)
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{
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G_SetOrigin(self, self->s.origin);
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}
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/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) linear
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Non-displayed light.
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"light" overrides the default 300 intensity.
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Linear checbox gives linear falloff instead of inverse square
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Lights pointed at a target will be spotlights.
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"radius" overrides the default 64 unit radius of a spotlight at the target point.
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*/
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void SP_light(gentity_t * self)
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{
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G_FreeEntity(self);
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}
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/*QUAKED light_d (0 1 0) (-8 -8 -8) (8 8 8) ADDITIVE FLICKER PULSE STROBE START_OFF
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Dynamic light entity. Use sparingly.
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Q3 does not allow for manual light radius setup.
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Set the color key for the intended color
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"light" overrides the default 100 intensity.
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*/
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void use_dlight(gentity_t * ent, gentity_t * other, gentity_t * activator)
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{
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//if train
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if (ent->count == 2) {
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if (other->pathtarget && other->pathtarget[0]) {
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Use_Func_Train(ent, other, activator);
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return;
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}
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}
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ent->unbreakable ^= 1;
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if (other) {
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if (other->pathtarget) {
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if (!Q_stricmp(other->pathtarget, "off")) {
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ent->unbreakable = 0;
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} else if (!Q_stricmp(other->pathtarget, "on")) {
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ent->unbreakable = 1;
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}
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}
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}
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if (ent->unbreakable) {
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ent->r.svFlags |= SVF_NOCLIENT;
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ent->s.eFlags |= EF_NODRAW;
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} else {
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ent->r.svFlags &= ~SVF_NOCLIENT;
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ent->s.eFlags &= ~EF_NODRAW;
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}
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//G_Printf("\nUsing dlight: %d\n\n", ent->unbreakable);
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}
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void reset_dlight(gentity_t *ent)
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{
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ent->unbreakable = 0;
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if (ent->spawnflags & 8) {
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ent->unbreakable = 1;
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ent->use(ent, NULL, NULL);
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}
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}
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void SP_dlight(gentity_t * ent)
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{
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vec3_t color;
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char *s;
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float light;
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int r, g, b, i;
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G_SpawnFloat("light", "300", &light);
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G_SpawnVector("_color", "1 1 1", color);
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// - set style bits in eventParm
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if (ent->spawnflags & 1)
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ent->s.eventParm |= DLIGHT_ADDITIVE;
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if (ent->spawnflags & 2)
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ent->s.eventParm |= DLIGHT_FLICKER;
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if (ent->spawnflags & 4)
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ent->s.eventParm |= DLIGHT_PULSE;
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r = color[0] * 255;
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if (r > 255) {
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r = 255;
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}
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g = color[1] * 255;
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if (g > 255) {
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g = 255;
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}
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b = color[2] * 255;
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if (b > 255) {
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b = 255;
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}
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i = light / 8;
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if (i > 255) {
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i = 255;
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}
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ent->s.constantLight = r | (g << 8) | (b << 16) | (i << 24);
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//Makro - added frequency, phase and light2
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G_SpawnFloat("frequency", "2", &light);
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ent->s.powerups = light * 1000;
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G_SpawnFloat("phase", "0", &light);
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ent->s.otherEntityNum2 = light * 1000;
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G_SpawnFloat("light2", "0", &light);
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ent->s.weapon = light;
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if (G_SpawnString("style", "9", &s))
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{
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char info[MAX_INFO_STRING];
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int i, num;
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if (strlen(s) > 64)
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s[64] = 0;
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trap_GetConfigstring(CS_DLIGHT_STYLES, info, sizeof(info));
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num = atoi(Info_ValueForKey(info, "n"));
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for (i=0; i<num; i++)
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{
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char *key = va("%i", i);
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if (!Q_stricmp(Info_ValueForKey(info, key), s))
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break;
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}
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if (i >= num)
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{
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num = i+1;
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Info_SetValueForKey(info, va("%i", i), s);
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Info_SetValueForKey(info, "n", va("%i", num));
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trap_SetConfigstring(CS_DLIGHT_STYLES, info);
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}
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ent->s.eventParm |= ((i+1) & DLIGHT_CUSTOMSTYLE);
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}
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ent->s.pos.trType = TR_STATIONARY;
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VectorCopy(ent->s.origin, ent->r.currentOrigin);
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//Makro - added mover info
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if (G_SpawnString("movertype", "none", &s)) {
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if (!Q_stricmp(s, "bobbing")) {
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float height, heights[3];
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float phase2;
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int axis;
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//bobbing
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ent->count = 1;
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G_SpawnFloat("speed", "4", &ent->speed);
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G_SpawnFloat("height", "32", &height);
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G_SpawnFloat("moverphase", "0", &phase2);
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G_SpawnInt("axis", "2", &axis);
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InitMover(ent);
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VectorCopy(ent->s.origin, ent->s.pos.trBase);
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VectorCopy(ent->s.origin, ent->r.currentOrigin);
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ent->s.pos.trDuration = ent->speed * 1000;
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ent->s.pos.trTime = ent->s.pos.trDuration * phase2;
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ent->s.pos.trType = TR_SINE;
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// set the axis of bobbing
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if (G_SpawnVector("heights", "0 0 32", heights)) {
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VectorCopy(heights, ent->s.pos.trDelta);
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} else {
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ent->s.pos.trDelta[axis%3] = height;
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}
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} else if (!Q_stricmp(s, "train")) {
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//train
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ent->count = 2;
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VectorClear(ent->s.angles);
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if (!ent->speed) {
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ent->speed = 100;
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}
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if (!ent->target) {
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G_Printf("%s without a target at %s\n", ent->classname, vtos(ent->r.absmin));
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G_FreeEntity(ent);
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return;
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}
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InitMover(ent);
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ent->reached = Reached_Train;
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// start trains on the second frame, to make sure their targets have had
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// a chance to spawn
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ent->nextthink = level.time + FRAMETIME;
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ent->think = Think_SetupTrainTargets;
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}
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}
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ent->use = use_dlight;
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ent->reset = reset_dlight;
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//Makro - added START_OFF flag
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ent->unbreakable = 0;
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if (ent->spawnflags & 8) {
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ent->unbreakable = 1;
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ent->use(ent, NULL, NULL);
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}
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VectorCopy(ent->s.origin, ent->r.currentOrigin);
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VectorCopy(ent->s.origin, ent->s.pos.trBase);
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ent->s.eType = ET_DLIGHT;
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trap_LinkEntity(ent);
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}
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/*
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// Nothing significant to do
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void G_RunDlight(gentity_t * ent)
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{
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trap_LinkEntity(ent);
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}
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*/
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/*QUAKED misc_lens_flare (0 1 0) (-8 -8 -8) (8 8 8) ?
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*/
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|
|
void G_SetSunFlare(const vec3_t dir, int size, float alpha)
|
|
{
|
|
char info[MAX_INFO_STRING]={0};
|
|
|
|
trap_GetConfigstring(CS_SKYPORTAL, info, sizeof(info));
|
|
|
|
Info_SetValueForKey(info, "lx", va("%f", dir[0]));
|
|
Info_SetValueForKey(info, "ly", va("%f", dir[1]));
|
|
Info_SetValueForKey(info, "lz", va("%f", dir[2]));
|
|
|
|
Info_SetValueForKey(info, "lsun", va("%d", size));
|
|
Info_SetValueForKey(info, "lsa", va("%.2f", alpha));
|
|
|
|
trap_SetConfigstring(CS_SKYPORTAL, info);
|
|
}
|
|
|
|
void Think_SetupFlare(gentity_t *ent)
|
|
{
|
|
vec3_t dir;
|
|
|
|
ent->think = 0;
|
|
ent->nextthink = 0;
|
|
if (ent->target) {
|
|
ent->target_ent = G_PickTarget(ent->target);
|
|
if (!ent->target_ent) {
|
|
G_Printf(S_COLOR_YELLOW"Warning: misc_lens_flare with bad target at %s\n", vtos(ent->s.origin));
|
|
} else {
|
|
VectorSubtract(ent->s.origin, ent->target_ent->s.origin, dir);
|
|
}
|
|
} else {
|
|
VectorCopy(ent->s.origin2, dir);
|
|
}
|
|
VectorNormalize(dir);
|
|
|
|
G_SetSunFlare(dir, ent->mass, ent->speed);
|
|
|
|
/*
|
|
Info_SetValueForKey(info, "ln", va("%d", ent->count));
|
|
Info_SetValueForKey(info, "lx", va("%f", dir[0]));
|
|
Info_SetValueForKey(info, "ly", va("%f", dir[1]));
|
|
Info_SetValueForKey(info, "lz", va("%f", dir[2]));
|
|
Info_SetValueForKey(info, "lamin", va("%f", ent->health/1000.0f));
|
|
Info_SetValueForKey(info, "lamax", va("%f", ent->health_saved/1000.0f));
|
|
Info_SetValueForKey(info, "lsmin", va("%d", ent->damage));
|
|
Info_SetValueForKey(info, "lsmax", va("%d", ent->damage_radius));
|
|
Info_SetValueForKey(info, "lsun", va("%d", ent->mass));
|
|
Info_SetValueForKey(info, "lsa", va("%f", ent->speed));
|
|
trap_SetConfigstring(CS_SKYPORTAL, info);
|
|
*/
|
|
|
|
G_FreeEntity(ent);
|
|
}
|
|
|
|
void SP_misc_lens_flare(gentity_t *ent)
|
|
{
|
|
float f;
|
|
if (ent->count < 0) {
|
|
G_Printf(S_COLOR_YELLOW"Warning: misc_lens_flare with count <0 at %s\n", vtos(ent->s.origin));
|
|
ent->count = 4;
|
|
}
|
|
G_SpawnInt("sizemin", "16", &ent->damage);
|
|
G_SpawnInt("sizemax", "128", &ent->damage_radius);
|
|
|
|
G_SpawnFloat("alphamin", "0.5", &f);
|
|
if (f > 1)
|
|
f = 1;
|
|
else if (f < 0)
|
|
f = 0;
|
|
ent->health = f * 1000;
|
|
|
|
G_SpawnFloat("alphamax", "1", &f);
|
|
if (f > 1)
|
|
f = 1;
|
|
else if (f < 0)
|
|
f = 0;
|
|
ent->health_saved = f * 1000;
|
|
if (ent->health_saved < ent->health) {
|
|
int tmp = ent->health_saved;
|
|
ent->health_saved = ent->health;
|
|
ent->health = tmp;
|
|
}
|
|
|
|
G_SpawnInt("sunsize", "0", &ent->mass);
|
|
G_SpawnFloat("sunalpha", "0.5", &ent->speed);
|
|
|
|
if (!ent->target) {
|
|
if (!G_SpawnVector("direction", "0 0 1", ent->s.origin2)) {
|
|
AngleVectors(ent->s.angles, ent->s.origin2, NULL, NULL);
|
|
}
|
|
}
|
|
|
|
ent->think = Think_SetupFlare;
|
|
ent->nextthink = level.time + FRAMETIME;
|
|
}
|
|
|
|
|
|
/*QUAKED func_shadow (0 1 0) (-8 -8 -8) (8 8 8) ?
|
|
*/
|
|
|
|
void SP_func_shadow(gentity_t *ent)
|
|
{
|
|
char info[MAX_INFO_STRING];
|
|
//copied from InitTrigger
|
|
if (!VectorCompare(ent->s.angles, vec3_origin))
|
|
G_SetMovedir(ent->s.angles, ent->movedir);
|
|
|
|
trap_SetBrushModel(ent, ent->model);
|
|
ent->r.contents = CONTENTS_TRIGGER; // replaces the -1 from trap_SetBrushModel
|
|
//ent->r.svFlags = SVF_NOCLIENT;
|
|
ent->s.eFlags |= EF_NODRAW;
|
|
|
|
Info_SetValueForKey(info, "num", "1");
|
|
Info_SetValueForKey(info, "1", ent->pathtarget);
|
|
trap_SetConfigstring(CS_SHADOWS, info);
|
|
|
|
ent->s.eType = ET_SHADOW;
|
|
trap_LinkEntity(ent);
|
|
}
|
|
|
|
|
|
void SP_misc_corona(gentity_t *ent)
|
|
{
|
|
ent->s.eType = ET_CORONA;
|
|
//ent->r.svFlags = SVF_NOCLIENT;
|
|
trap_LinkEntity(ent);
|
|
}
|
|
|
|
|
|
/*
|
|
=================================================================================
|
|
|
|
TELEPORTERS
|
|
|
|
=================================================================================
|
|
*/
|
|
|
|
void TeleportPlayer(gentity_t * player, vec3_t origin, vec3_t angles)
|
|
{
|
|
gentity_t *tent;
|
|
qboolean noAngles;
|
|
|
|
noAngles = (angles[0] > 999999.0);
|
|
// use temp events at source and destination to prevent the effect
|
|
// from getting dropped by a second player event
|
|
if (player->client->sess.sessionTeam != TEAM_SPECTATOR) {
|
|
tent = G_TempEntity(player->client->ps.origin, EV_PLAYER_TELEPORT_OUT);
|
|
tent->s.clientNum = player->s.clientNum;
|
|
|
|
tent = G_TempEntity(origin, EV_PLAYER_TELEPORT_IN);
|
|
tent->s.clientNum = player->s.clientNum;
|
|
}
|
|
// unlink to make sure it can't possibly interfere with G_KillBox
|
|
trap_UnlinkEntity(player);
|
|
|
|
VectorCopy(origin, player->client->ps.origin);
|
|
player->client->ps.origin[2] += 1;
|
|
|
|
if (!noAngles) {
|
|
// spit the player out
|
|
// AngleVectors( angles, player->client->ps.velocity, NULL, NULL );
|
|
// VectorScale( player->client->ps.velocity, 400, player->client->ps.velocity );
|
|
player->client->ps.pm_time = 160; // hold time
|
|
player->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
|
|
}
|
|
// toggle the teleport bit so the client knows to not lerp
|
|
player->client->ps.eFlags ^= EF_TELEPORT_BIT;
|
|
|
|
// JBravo: unlagged
|
|
// G_ResetHistory(player);
|
|
|
|
// set angles
|
|
// SetClientViewAngle( player, angles );
|
|
|
|
// kill anything at the destination
|
|
if (player->client->sess.sessionTeam != TEAM_SPECTATOR) {
|
|
G_KillBox(player);
|
|
}
|
|
// save results of pmove
|
|
BG_PlayerStateToEntityState(&player->client->ps, &player->s, qtrue);
|
|
|
|
// use the precise origin for linking
|
|
VectorCopy(player->client->ps.origin, player->r.currentOrigin);
|
|
|
|
if (player->client->sess.sessionTeam != TEAM_SPECTATOR) {
|
|
trap_LinkEntity(player);
|
|
}
|
|
}
|
|
|
|
/*QUAKED misc_teleporter_dest (1 0 0) (-32 -32 -24) (32 32 -16)
|
|
Point teleporters at these.
|
|
Now that we don't have teleport destination pads, this is just
|
|
an info_notnull
|
|
*/
|
|
void SP_misc_teleporter_dest(gentity_t * ent)
|
|
{
|
|
}
|
|
|
|
//===========================================================
|
|
|
|
/*QUAKED misc_model (1 0 0) (-16 -16 -16) (16 16 16)
|
|
"model" arbitrary .md3 file to display
|
|
*/
|
|
void SP_misc_model(gentity_t * ent)
|
|
{
|
|
|
|
#if 0
|
|
ent->s.modelindex = G_ModelIndex(ent->model);
|
|
VectorSet(ent->mins, -16, -16, -16);
|
|
VectorSet(ent->maxs, 16, 16, 16);
|
|
trap_LinkEntity(ent);
|
|
|
|
G_SetOrigin(ent, ent->s.origin);
|
|
VectorCopy(ent->s.angles, ent->s.apos.trBase);
|
|
#else
|
|
G_FreeEntity(ent);
|
|
#endif
|
|
}
|
|
|
|
//===========================================================
|
|
|
|
void locateCamera(gentity_t * ent)
|
|
{
|
|
vec3_t dir;
|
|
gentity_t *target;
|
|
gentity_t *owner;
|
|
|
|
if (ent->spawnflags & 1) {
|
|
owner = G_Find(NULL, FOFS(targetname), va("%s%i", ent->target, ent->size + 1));
|
|
ent->size = (ent->size + 1) % ent->count;
|
|
} else {
|
|
owner = G_PickTarget(ent->target);
|
|
}
|
|
if (!owner) {
|
|
//Makro - fixed typo (misc_partal_surface)
|
|
G_Printf("Couldn't find target for misc_portal_surface\n");
|
|
G_FreeEntity(ent);
|
|
return;
|
|
}
|
|
ent->r.ownerNum = owner->s.number;
|
|
|
|
// frame holds the rotate speed
|
|
if (owner->spawnflags & 1) {
|
|
ent->s.frame = 25;
|
|
} else if (owner->spawnflags & 2) {
|
|
ent->s.frame = 75;
|
|
}
|
|
// swing camera ?
|
|
if (owner->spawnflags & 4) {
|
|
// set to 0 for no rotation at all
|
|
ent->s.powerups = 0;
|
|
} else {
|
|
ent->s.powerups = 1;
|
|
}
|
|
|
|
// clientNum holds the rotate offset
|
|
ent->s.clientNum = owner->s.clientNum;
|
|
|
|
VectorCopy(owner->s.origin, ent->s.origin2);
|
|
|
|
// see if the portal_camera has a target
|
|
target = G_PickTarget(owner->target);
|
|
if (target) {
|
|
VectorSubtract(target->s.origin, owner->s.origin, dir);
|
|
VectorNormalize(dir);
|
|
} else {
|
|
G_SetMovedir(owner->s.angles, dir);
|
|
}
|
|
|
|
ent->s.eventParm = DirToByte(dir);
|
|
}
|
|
|
|
void use_misc_portal_surface(gentity_t * ent, gentity_t * other, gentity_t * activator)
|
|
{
|
|
locateCamera(ent);
|
|
}
|
|
|
|
/*QUAKED misc_portal_surface (0 0 1) (-8 -8 -8) (8 8 8) CYCLE
|
|
The portal surface nearest this entity will show a view from the targeted misc_portal_camera, or a mirror view if untargeted.
|
|
This must be within 64 world units of the surface!
|
|
*/
|
|
void SP_misc_portal_surface(gentity_t * ent)
|
|
{
|
|
VectorClear(ent->r.mins);
|
|
VectorClear(ent->r.maxs);
|
|
trap_LinkEntity(ent);
|
|
|
|
ent->r.svFlags = SVF_PORTAL;
|
|
ent->s.eType = ET_PORTAL;
|
|
|
|
//Makro - option to cycle through targets
|
|
//size - current pos
|
|
//count - max pos
|
|
if (ent->spawnflags & 1) {
|
|
if (!G_SpawnInt("count", "0", &ent->count)) {
|
|
G_Printf("Cycling misc_portal_surface with no count at %s\n", vtos(ent->s.origin));
|
|
ent->spawnflags--;
|
|
} else {
|
|
if (ent->count < 2) {
|
|
G_Printf("Cycling misc_portal_surface with count < 2 at %s\n", vtos(ent->s.origin));
|
|
ent->spawnflags--;
|
|
} else {
|
|
ent->size = 0;
|
|
ent->use = use_misc_portal_surface;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!ent->target) {
|
|
VectorCopy(ent->s.origin, ent->s.origin2);
|
|
} else {
|
|
ent->think = locateCamera;
|
|
ent->nextthink = level.time + 100;
|
|
}
|
|
}
|
|
|
|
/*QUAKED misc_portal_camera (0 0 1) (-8 -8 -8) (8 8 8) slowrotate fastrotate noswing
|
|
The target for a misc_portal_director. You can set either angles or target another entity to determine the direction of view.
|
|
"roll" an angle modifier to orient the camera around the target vector;
|
|
*/
|
|
void SP_misc_portal_camera(gentity_t * ent)
|
|
{
|
|
float roll;
|
|
|
|
VectorClear(ent->r.mins);
|
|
VectorClear(ent->r.maxs);
|
|
trap_LinkEntity(ent);
|
|
|
|
G_SpawnFloat("roll", "0", &roll);
|
|
|
|
ent->s.clientNum = roll / 360.0 * 256;
|
|
}
|
|
|
|
//Makro - sky portals
|
|
void Think_SetupSkyPortal(gentity_t *ent)
|
|
{
|
|
char info[MAX_INFO_STRING]={0};
|
|
qboolean isSet = qfalse;
|
|
int n = 0;
|
|
|
|
trap_GetConfigstring(CS_SKYPORTAL, info, sizeof(info));
|
|
if (info[0]) {
|
|
n = atoi(Info_ValueForKey(info, "n"));
|
|
if (n)
|
|
isSet = qtrue;
|
|
}
|
|
if (!isSet) {
|
|
gentity_t *skyportal = G_Find(NULL, FOFS(targetname), ent->target);
|
|
|
|
//G_Printf("^1 SKY PORTAL !!!\n");
|
|
|
|
if (skyportal) {
|
|
//location
|
|
Info_SetValueForKey(info, "x", va("%f", skyportal->s.origin[0]));
|
|
Info_SetValueForKey(info, "y", va("%f", skyportal->s.origin[1]));
|
|
Info_SetValueForKey(info, "z", va("%f", skyportal->s.origin[2]));
|
|
//entity number
|
|
Info_SetValueForKey(info, "n", va("%i", skyportal->s.number));
|
|
//movement
|
|
Info_SetValueForKey(info, "mx", va("%f", skyportal->movedir[0]));
|
|
Info_SetValueForKey(info, "my", va("%f", skyportal->movedir[1]));
|
|
Info_SetValueForKey(info, "mz", va("%f", skyportal->movedir[2]));
|
|
//G_Printf("Sky portal origin: %s\n", vtos(skyportal->s.origin));
|
|
trap_SetConfigstring(CS_SKYPORTAL, info);
|
|
VectorCopy(skyportal->s.origin, ent->s.origin2);
|
|
ent->r.ownerNum = skyportal->s.number;
|
|
//ent->s.eType = ET_PORTAL;
|
|
//ent->r.svFlags |= SVF_BROADCAST;
|
|
} else {
|
|
G_Printf(S_COLOR_YELLOW "WARNING: misc_sky_portal entity with bad target at %s\n", vtos(ent->s.origin));
|
|
G_FreeEntity(ent);
|
|
}
|
|
} else {
|
|
ent->s.origin2[0] = atof(Info_ValueForKey(info, "x"));
|
|
ent->s.origin2[1] = atof(Info_ValueForKey(info, "y"));
|
|
ent->s.origin2[2] = atof(Info_ValueForKey(info, "z"));
|
|
ent->r.ownerNum = n;
|
|
}
|
|
|
|
ent->nextthink = 0;
|
|
ent->think = 0;
|
|
}
|
|
|
|
void SP_misc_sky_portal(gentity_t * ent)
|
|
{
|
|
ent->r.svFlags |= SVF_PORTAL;
|
|
VectorClear(ent->r.mins);
|
|
VectorClear(ent->r.maxs);
|
|
|
|
ent->think = Think_SetupSkyPortal;
|
|
ent->nextthink = level.time + FRAMETIME;
|
|
|
|
trap_LinkEntity(ent);
|
|
}
|
|
|
|
/*
|
|
======================================================================
|
|
|
|
SHOOTERS
|
|
|
|
======================================================================
|
|
*/
|
|
|
|
void Use_Shooter(gentity_t * ent, gentity_t * other, gentity_t * activator)
|
|
{
|
|
vec3_t dir;
|
|
float deg;
|
|
vec3_t up, right;
|
|
|
|
// see if we have a target
|
|
if (ent->enemy) {
|
|
VectorSubtract(ent->enemy->r.currentOrigin, ent->s.origin, dir);
|
|
VectorNormalize(dir);
|
|
} else {
|
|
VectorCopy(ent->movedir, dir);
|
|
}
|
|
|
|
// randomize a bit
|
|
PerpendicularVector(up, dir);
|
|
CrossProduct(up, dir, right);
|
|
|
|
deg = crandom() * ent->random;
|
|
VectorMA(dir, deg, up, dir);
|
|
|
|
deg = crandom() * ent->random;
|
|
VectorMA(dir, deg, right, dir);
|
|
|
|
VectorNormalize(dir);
|
|
//Blaze: Use_Shooter does the code for the projectile weapons, and we dont have any of those
|
|
/* switch ( ent->s.weapon ) {
|
|
case WP_GRENADE_LAUNCHER:
|
|
fire_grenade( ent, ent->s.origin, dir );
|
|
break;
|
|
case WP_ROCKET_LAUNCHER:
|
|
fire_rocket( ent, ent->s.origin, dir );
|
|
break;
|
|
case WP_PLASMAGUN:
|
|
fire_plasma( ent, ent->s.origin, dir );
|
|
break;
|
|
}
|
|
*/
|
|
G_AddEvent(ent, EV_FIRE_WEAPON, 0);
|
|
}
|
|
|
|
static void InitShooter_Finish(gentity_t * ent)
|
|
{
|
|
ent->enemy = G_PickTarget(ent->target);
|
|
ent->think = 0;
|
|
ent->nextthink = 0;
|
|
}
|
|
|
|
void InitShooter(gentity_t * ent, int weapon)
|
|
{
|
|
ent->use = Use_Shooter;
|
|
ent->s.weapon = weapon;
|
|
|
|
RegisterItem(BG_FindItemForWeapon(weapon));
|
|
|
|
G_SetMovedir(ent->s.angles, ent->movedir);
|
|
|
|
if (!ent->random) {
|
|
ent->random = 1.0;
|
|
}
|
|
ent->random = sin(M_PI * ent->random / 180);
|
|
// target might be a moving object, so we can't set movedir for it
|
|
if (ent->target) {
|
|
ent->think = InitShooter_Finish;
|
|
ent->nextthink = level.time + 500;
|
|
}
|
|
trap_LinkEntity(ent);
|
|
}
|
|
|
|
/*QUAKED shooter_rocket (1 0 0) (-16 -16 -16) (16 16 16)
|
|
Fires at either the target or the current direction.
|
|
"random" the number of degrees of deviance from the taget. (1.0 default)
|
|
*/
|
|
//Blaze: No need for this because no rocketlauncher
|
|
//void SP_shooter_rocket( gentity_t *ent ) {
|
|
// InitShooter( ent, WP_ROCKET_LAUNCHER );
|
|
//}
|
|
|
|
/*QUAKED shooter_plasma (1 0 0) (-16 -16 -16) (16 16 16)
|
|
Fires at either the target or the current direction.
|
|
"random" is the number of degrees of deviance from the taget. (1.0 default)
|
|
*/
|
|
//Blaze: No need for this because no plasma gun
|
|
//void SP_shooter_plasma( gentity_t *ent ) {
|
|
// InitShooter( ent, WP_PLASMAGUN);
|
|
//}
|
|
|
|
/*QUAKED shooter_grenade (1 0 0) (-16 -16 -16) (16 16 16)
|
|
Fires at either the target or the current direction.
|
|
"random" is the number of degrees of deviance from the taget. (1.0 default)
|
|
*/
|
|
//Blaze: No need for this because no grenade Launcher
|
|
//void SP_shooter_grenade( gentity_t *ent ) {
|
|
// InitShooter( ent, WP_GRENADE_LAUNCHER);
|
|
//}
|
|
// Blaze: adding for func_breakable explosions
|
|
void func_breakable_explode(gentity_t * self, vec3_t pos)
|
|
{
|
|
int eParam;
|
|
|
|
// GibEntity( self, 0 );
|
|
eParam = self->s.eventParm;
|
|
|
|
G_TempEntity2(pos, EV_EXPLODE_BREAKABLE, eParam);
|
|
|
|
// self->takedamage = qfalse;
|
|
// self->s.eType = ET_INVISIBLE;
|
|
self->exploded = qtrue;
|
|
}
|
|
|
|
// Blaze: adding for func_breakable explosions
|
|
|
|
void func_breakable_die(gentity_t * self, gentity_t * inflictor, gentity_t * attacker, int damage, int meansOfDeath, vec3_t impactPoint)
|
|
{
|
|
func_breakable_explode(self, impactPoint);
|
|
// G_ExplodeMissile(self);
|
|
//Makro - added check
|
|
if (self->damage > 0 && self->damage_radius > 0)
|
|
G_RadiusDamage(impactPoint, attacker, self->damage, self->damage_radius, self, meansOfDeath);
|
|
// radius damage
|
|
trap_UnlinkEntity(self);
|
|
|
|
}
|
|
|
|
void Use_Breakable(gentity_t * self, gentity_t * other, gentity_t * activator)
|
|
{
|
|
//G_UseTargets (self, activator);
|
|
// if (self->explosive)
|
|
// {
|
|
//func_breakable_die( self,activator,activator,self->damage,MOD_TRIGGER_HURT);
|
|
//}
|
|
//else
|
|
//{
|
|
//make sure it breaks
|
|
//Makro - added check
|
|
if (!self->exploded && self->health>0)
|
|
{
|
|
self->health = 0;
|
|
G_BreakGlass(self, activator, activator, self->s.origin, MOD_TRIGGER_HURT, self->health);
|
|
}
|
|
// }
|
|
}
|
|
|
|
//Elder: Breakable anything!* -- we define, that is
|
|
/*QUAKED func_breakable (0 .5 .8) CHIPPABLE UNBREAKABLE EXPLOSIVE UNKICKABLE TOUCHY
|
|
Breakable object entity that breaks, chips or explodes when damaged.
|
|
-------- KEYS --------
|
|
health : determines the strength of the glass (default 5).
|
|
id : a unique identification. Each type of breakable in a given map needs to have a separate id. Valid values are 0 through 63.
|
|
type : type of breakable. See notes below.
|
|
amount : sets the number of fragments to generate when the entity breaks. 0 ~ 10 pieces; 1 ~ 25 pieces; 2 ~ 50 pieces; 3 ~ lots of pieces (default 0).
|
|
damage : sets the amount of damage dealt to nearbly players if the entity is made to be explosive (default 100).
|
|
damage_radius : sets the maximum distance from the explosion players will take damage (default 128).
|
|
-------- SPAWNFLAGS --------
|
|
CHIPPABLE : little pieces will spawn when the entity is shot.
|
|
UNBREAKABLE : entity will never break. To make the entity chip, but never break, check the first two spawnflags. To make the entity chip and eventually break, only set the first spawnflag.
|
|
EXPLOSIVE : entity will explode.
|
|
TOUCHY : entity will break when touched. If damage is set to a non-zero value, it specifies the damage to be inflicted to the touching entity
|
|
-------- NOTES --------
|
|
Breakables are defined in sets by the 'type' key (e.g. type : glass, type : wood). Each type used in a map must be given a unique id number. Each entity of a particular type must have the same id number (i.e. if your first glass breakable has id : 1, then every glass breakable must have id : 1). To add custom breakables, use this format:
|
|
|
|
Models: breakables/type/models/break1.md3, breakables/type/models/break2.md3, breakables/type/models/break3.md3
|
|
Type is the value set in the type key. No more, no less than three models are required. The names must be break#. Texture/shader information is contained in the .md3 file just like regular mapobjects.
|
|
|
|
Sounds: breakables/type/sounds/break1.wav, breakables/type/sounds/break2.wav, breakables/type/sounds/break3.wav, breakables/type/sounds/explosion.wav
|
|
Type is the value set in the type key. No more, no less than three break sounds are required. The names must be break#. If the entity will be exploding (explosive : 1), then the explosion.wav sound must be included as well.
|
|
|
|
Explosion graphic: breakables/type/explosion/texture
|
|
Type is the value set in the type key. Texture is any texture(s) referenced by the explosion shader. The shader script should be added to yourmap.shader.
|
|
|
|
If you wish to add a custom breakable to your map, please include your mapname (or perhaps 3 letters of it) in the type name to prevent conflicts (i.e. don't use 'brick', use 'tequila_brick' or just 'teq_brick'). See the breakables folder included in Reaction for the proper format.
|
|
*/
|
|
|
|
void reset_breakable(gentity_t *ent)
|
|
{
|
|
trap_LinkEntity(ent);
|
|
|
|
ent->exploded = qfalse;
|
|
ent->takedamage = qtrue;
|
|
ent->s.eType = ET_BREAKABLE;
|
|
ent->health = ent->health_saved;
|
|
}
|
|
|
|
static void InitBreakable_Finish(gentity_t * ent)
|
|
{
|
|
char info[MAX_INFO_STRING];
|
|
|
|
ent->think = 0;
|
|
ent->nextthink = 0;
|
|
if (ent->s.weapon < 0 || ent->s.weapon >= RQ3_MAX_BREAKABLES) {
|
|
G_Printf(S_COLOR_RED "ERROR: Invalid func_breakable id (%d)\n", ent->s.weapon);
|
|
G_FreeEntity(ent);
|
|
}
|
|
trap_GetConfigstring(CS_BREAKABLES + ent->s.weapon, info, sizeof(info));
|
|
if (strlen(Info_ValueForKey(info, "type")) == 0) {
|
|
G_Printf(S_COLOR_RED "ERROR: Invalid func_breakable id (%d)\n", ent->s.weapon);
|
|
G_FreeEntity(ent);
|
|
}
|
|
ent->s.eventParm |= (ent->s.weapon & 0x0FFF);
|
|
ent->s.weapon = 0;
|
|
}
|
|
|
|
void Touch_Breakable(gentity_t * self, gentity_t * other, trace_t * trace)
|
|
{
|
|
if (!other->client)
|
|
return;
|
|
//Makro - FIXME: find out why trace->plane.normal is a null vector (q3map2 issue?)
|
|
//we really should be checking a dot product here and not the absolute length...
|
|
if (VectorLength(other->client->ps.velocity) < self->speed)
|
|
return;
|
|
if (self->damage)
|
|
{
|
|
//Makro - custom death message
|
|
if (self->methodOfDeath)
|
|
{
|
|
G_Damage(other, self, self, NULL, NULL, self->damage, 0, MOD_CUSTOM+self->methodOfDeath-1);
|
|
} else {
|
|
G_Damage(other, self, self, NULL, NULL, self->damage, 0, MOD_TRIGGER_HURT);
|
|
}
|
|
}
|
|
Use_Breakable(self, other, other);
|
|
}
|
|
|
|
//Makro - saves a custom death message index in "field"
|
|
void G_InitCustomDeathMessage(gentity_t *ent, int *field)
|
|
{
|
|
if (ent->message)
|
|
{
|
|
//go through all the existing messages and see if it has already been defined
|
|
int i;
|
|
for (i=0; i<level.numCustomDeathMsg; i++)
|
|
{
|
|
if (!strcmp(ent->message, level.customDeathMsg[i]))
|
|
{
|
|
*field = i+1;
|
|
return;
|
|
}
|
|
}
|
|
if (level.numCustomDeathMsg < MAX_CUSTOM_DEATH_MSG)
|
|
{
|
|
level.customDeathMsg[level.numCustomDeathMsg] = ent->message;
|
|
*field = ++level.numCustomDeathMsg;
|
|
return;
|
|
}
|
|
}
|
|
*field = 0;
|
|
}
|
|
|
|
void SP_func_breakable(gentity_t * ent)
|
|
{
|
|
int health;
|
|
int amount;
|
|
int temp;
|
|
int damage;
|
|
int damage_radius;
|
|
|
|
char *id;
|
|
char *velocity;
|
|
char *jump;
|
|
char *name;
|
|
char breakinfo[MAX_INFO_STRING];
|
|
|
|
// Make it appear as the brush
|
|
trap_SetBrushModel(ent, ent->model);
|
|
|
|
// Setup health of breakable
|
|
G_SpawnInt("health", "0", &health);
|
|
if (health <= 0) {
|
|
health = 5;
|
|
}
|
|
//G_Printf("Setting health to %d\n",health);
|
|
G_SpawnInt("damage", "170", &damage);
|
|
|
|
ent->damage = damage;
|
|
|
|
G_SpawnInt("damage_radius", "340", &damage_radius);
|
|
|
|
ent->damage_radius = damage_radius;
|
|
|
|
ent->exploded = qfalse;
|
|
// Setup amount type
|
|
G_SpawnInt("amount", "0", &temp);
|
|
//Com_Printf("Amount %d ", temp);
|
|
switch (temp) {
|
|
case 0:
|
|
amount = 0;
|
|
break;
|
|
case 1:
|
|
amount = RQ3_DEBRIS_MEDIUM;
|
|
break;
|
|
case 2:
|
|
amount = RQ3_DEBRIS_HIGH;
|
|
break;
|
|
case 3:
|
|
amount = RQ3_DEBRIS_MEDIUM | RQ3_DEBRIS_HIGH;
|
|
break;
|
|
default:
|
|
amount = RQ3_DEBRIS_MEDIUM;
|
|
break;
|
|
}
|
|
if (ent->spawnflags & 1) {
|
|
ent->chippable = qtrue;
|
|
//Com_Printf("Chippable ");
|
|
} else {
|
|
ent->chippable = qfalse;
|
|
}
|
|
|
|
if (ent->spawnflags & 2) {
|
|
ent->unbreakable = qtrue;
|
|
//Com_Printf("Unbreakable ");
|
|
} else {
|
|
ent->unbreakable = qfalse;
|
|
}
|
|
|
|
if (ent->spawnflags & 4) {
|
|
ent->explosive = qtrue;
|
|
} else {
|
|
ent->explosive = qfalse;
|
|
}
|
|
|
|
if (ent->spawnflags & 8) {
|
|
ent->unkickable = qtrue;
|
|
} else {
|
|
ent->unkickable = qfalse;
|
|
}
|
|
|
|
//Makro - added
|
|
if (ent->spawnflags & 16) {
|
|
ent->touch = Touch_Breakable;
|
|
} else {
|
|
ent->touch = 0;
|
|
}
|
|
|
|
if (!ent->damage_radius) {
|
|
ent->damage_radius = GRENADE_SPLASH_RADIUS;
|
|
}
|
|
ent->use = Use_Breakable;
|
|
ent->s.eventParm = amount << 6;
|
|
|
|
//Makro - new code
|
|
if (G_SpawnInt("type_id", "0", &ent->s.weapon)) {
|
|
ent->think = InitBreakable_Finish;
|
|
ent->nextthink = level.time + FRAMETIME;
|
|
} else {
|
|
G_SpawnString("id", "0", &id);
|
|
if (atoi(id) < 0 || atoi(id) >= RQ3_MAX_BREAKABLES) {
|
|
G_Printf("^2ERROR: ID too high\n");
|
|
G_FreeEntity(ent);
|
|
return;
|
|
}
|
|
//Com_Printf("ID (%d) ", id);
|
|
if (!G_SpawnString("type", "", &name)) {
|
|
G_Printf("^2ERROR: broken breakable name (%s)\n", name);
|
|
G_FreeEntity(ent);
|
|
return;
|
|
}
|
|
//Com_Printf("type (%s)\n",name);
|
|
G_SpawnString("force", "7", &velocity);
|
|
|
|
G_SpawnString("lift", "5", &jump);
|
|
//Elder: merge the bits
|
|
ent->s.eventParm |= (atoi(id) & 0x0FFF);
|
|
|
|
Info_SetValueForKey(breakinfo, "type", name);
|
|
Info_SetValueForKey(breakinfo, "velocity", velocity);
|
|
Info_SetValueForKey(breakinfo, "jump", jump);
|
|
//Makro - not needed
|
|
//Info_SetValueForKey(breakinfo, "id", id);
|
|
trap_SetConfigstring(CS_BREAKABLES + atoi(id), breakinfo);
|
|
}
|
|
|
|
ent->health = health;
|
|
ent->health_saved = health;
|
|
ent->takedamage = qtrue;
|
|
|
|
//Makro - custom death message
|
|
G_InitCustomDeathMessage(ent, &ent->methodOfDeath);
|
|
|
|
//Makro - commented out
|
|
//ent->s.origin[0] = ent->r.mins[0] + (0.5 * (ent->r.maxs[0] - ent->r.mins[0]));
|
|
//ent->s.origin[1] = ent->r.mins[1] + (0.5 * (ent->r.maxs[1] - ent->r.mins[1]));
|
|
//ent->s.origin[2] = ent->r.mins[2] + (0.5 * (ent->r.maxs[2] - ent->r.mins[2]));
|
|
|
|
// Let it know it is a breakable object
|
|
ent->s.eType = ET_BREAKABLE;
|
|
|
|
//Makro - reset function
|
|
ent->reset = reset_breakable;
|
|
|
|
// If the mapper gave it a model, use it
|
|
if (ent->model2) {
|
|
ent->s.modelindex2 = G_ModelIndex(ent->model2);
|
|
}
|
|
//Makro - added this so spectators can go through breakables
|
|
//ent->nextthink = level.time + FRAMETIME;
|
|
//ent->think = Think_SpawnNewDoorTrigger;
|
|
|
|
ent->r.svFlags |= SVF_USE_CURRENT_ORIGIN;
|
|
trap_LinkEntity(ent);
|
|
|
|
}
|
|
|
|
/*
|
|
=================
|
|
G_BreakGlass
|
|
|
|
Create/process a breakable event entity
|
|
Original by inolen, heavy modifications by Elder
|
|
=================
|
|
*/
|
|
void G_BreakGlass(gentity_t * ent, gentity_t * inflictor, gentity_t * attacker, vec3_t point, int mod, int damage)
|
|
{
|
|
vec3_t size;
|
|
vec3_t impactPoint;
|
|
|
|
//Elder: for the bit-shifting
|
|
int eParm;
|
|
int shiftCount = 0;
|
|
|
|
//Elder:
|
|
//eventParm can only transmit as a byte (8-bits/255)
|
|
//So if we receive a huge one, we can knock it down (shift-op)
|
|
//and count the number of times
|
|
//Once it's below 255, we can send a more appropriate event
|
|
//This way, the mappers can use a single func_breakable
|
|
//while we process it on the server-side.
|
|
//Places to stuff: eventParm
|
|
eParm = ent->s.eventParm;
|
|
|
|
if (ent->health <= 0) {
|
|
//G_Printf("Original eParm: %i \n", ent->s.eventParm);
|
|
//Copy the first four bits and strip them out of the original
|
|
/* eParm = ent->s.eventParm & 15;
|
|
ent->s.eventParm &= ~eParm;
|
|
|
|
//Shift-op loop
|
|
while (ent->s.eventParm > 255)
|
|
{
|
|
shiftCount++;
|
|
ent->s.eventParm = ent->s.eventParm >> 4;
|
|
}
|
|
|
|
eParm |= ent->s.eventParm;
|
|
*/
|
|
//eParm should now be under 1 byte and shiftCount >= 0
|
|
//G_Printf("New eParm: %i Shifts: %i\n", eParm, shiftCount);
|
|
|
|
// Tell the program based on the gun if it was caused by splash damage
|
|
switch (mod) {
|
|
//Elder: added + compacted
|
|
case MOD_KNIFE:
|
|
case MOD_KNIFE_THROWN:
|
|
case MOD_MP5:
|
|
case MOD_M4:
|
|
case MOD_M3:
|
|
case MOD_PISTOL:
|
|
case MOD_HANDCANNON:
|
|
case MOD_AKIMBO:
|
|
case MOD_SNIPER:
|
|
case MOD_GAUNTLET:
|
|
case MOD_KICK:
|
|
//Use actual impact point
|
|
VectorCopy(point, impactPoint);
|
|
break;
|
|
default:
|
|
//Splash damage weapons: use center of the glass
|
|
VectorSubtract(ent->r.maxs, ent->r.mins, size);
|
|
VectorScale(size, 0.5, size);
|
|
VectorAdd(ent->r.mins, size, impactPoint);
|
|
break;
|
|
|
|
}
|
|
|
|
if (ent->explosive) {
|
|
mod = MOD_TRIGGER_HURT;
|
|
func_breakable_die(ent, inflictor, attacker, damage, mod, impactPoint);
|
|
}
|
|
G_UseTargets(ent, ent->activator);
|
|
//G_FreeEntity( ent );
|
|
//G_Printf("%s shift: %i\n", vtos(impactPoint), shiftCount);
|
|
switch (shiftCount) {
|
|
case 0:
|
|
G_TempEntity2(impactPoint, EV_BREAK_GLASS1, eParm);
|
|
break;
|
|
case 1:
|
|
G_TempEntity2(impactPoint, EV_BREAK_GLASS2, eParm);
|
|
break;
|
|
case 2:
|
|
G_TempEntity2(impactPoint, EV_BREAK_GLASS3, eParm);
|
|
break;
|
|
default:
|
|
G_Error("G_BreakGlass: shiftCount > 2\n");
|
|
break;
|
|
}
|
|
|
|
//G_Printf("eType: %i\n", tent->s.event & ~EV_EVENT_BITS);
|
|
//Elder: use TempEntity2 to stuff params
|
|
//tent = G_TempEntity( center, EV_BREAK_GLASS );
|
|
//tent->s.eventParm = eParm;
|
|
//unlink it instead of freeing
|
|
trap_UnlinkEntity(ent);
|
|
|
|
} else if (ent->chippable) {
|
|
//Stil has some life left, so chip it
|
|
//Copy the first four bits and strip them out of the original
|
|
/*eParm = ent->s.eventParm & 15;
|
|
ent->s.eventParm &= ~eParm;
|
|
|
|
//Shift-op loop
|
|
while (ent->s.eventParm > 255)
|
|
{
|
|
shiftCount++;
|
|
ent->s.eventParm = ent->s.eventParm >> 4;
|
|
}
|
|
|
|
eParm |= ent->s.eventParm;
|
|
*/
|
|
//eParm should now be under 1 byte and shiftCount >= 0
|
|
//G_Printf("New eParm: %i Shifts: %i\n", eParm, shiftCount);
|
|
|
|
// Tell the program based on the gun if it was caused by splash damage
|
|
switch (mod) {
|
|
//Elder: added + compacted
|
|
case MOD_KNIFE:
|
|
case MOD_KNIFE_THROWN:
|
|
case MOD_MP5:
|
|
case MOD_M4:
|
|
case MOD_M3:
|
|
case MOD_PISTOL:
|
|
case MOD_HANDCANNON:
|
|
case MOD_AKIMBO:
|
|
case MOD_SNIPER:
|
|
case MOD_GAUNTLET:
|
|
case MOD_KICK:
|
|
//Use actual impact point
|
|
VectorCopy(point, impactPoint);
|
|
break;
|
|
default:
|
|
//Splash damage weapons: use center of the glass
|
|
VectorSubtract(ent->r.maxs, ent->r.mins, size);
|
|
VectorScale(size, 0.5, size);
|
|
VectorAdd(ent->r.mins, size, impactPoint);
|
|
break;
|
|
|
|
}
|
|
//G_FreeEntity( ent );
|
|
//G_Printf("%s shift: %i\n", vtos(impactPoint), shiftCount);
|
|
G_TempEntity2(impactPoint, EV_CHIP_GLASS, eParm);
|
|
|
|
}
|
|
}
|
|
|
|
void SP_func_pressure(gentity_t * ent)
|
|
{
|
|
char *type;
|
|
|
|
// Make it appear as the brush
|
|
trap_SetBrushModel(ent, ent->model);
|
|
trap_LinkEntity(ent);
|
|
|
|
VectorCopy(ent->s.origin, ent->s.pos.trBase);
|
|
VectorCopy(ent->s.origin, ent->r.currentOrigin);
|
|
ent->s.eType = ET_PRESSURE;
|
|
|
|
G_SpawnInt("speed", "200", &ent->mass); // mass will hold speed... yeah...
|
|
G_SpawnInt("life", "200", &ent->tension); // hmm..
|
|
G_SpawnString("type", "steam", &type);
|
|
|
|
if (!Q_stricmp(type, "air")) // bounce will hold pressure type... yeah...
|
|
ent->bounce = 1;
|
|
else if (!Q_stricmp(type, "flame") || !Q_stricmp(type, "fire"))
|
|
ent->bounce = 2;
|
|
else if (!Q_stricmp(type, "water"))
|
|
ent->bounce = 3;
|
|
else // steam is default
|
|
ent->bounce = 0;
|
|
|
|
// ent->s.frame holds type
|
|
// ent->s.powerups holds speed
|
|
|
|
}
|
|
|
|
void G_CreatePressure(vec3_t origin, vec3_t normal, gentity_t * ent)
|
|
{
|
|
gentity_t *tent;
|
|
|
|
G_UseTargets(ent, ent->activator);
|
|
|
|
tent = G_TempEntity(origin, EV_PRESSURE);
|
|
tent->s.eventParm = DirToByte(normal);
|
|
|
|
tent->s.frame = ent->bounce; // 1 = air, 2 = flame, 0 = steam
|
|
tent->s.powerups = ent->mass; // speed of pressure
|
|
//Makro - changed from constantLight to generic1
|
|
tent->s.generic1 = ent->tension; // 200 default. Life of steam
|
|
}
|
|
|
|
/*
|
|
G_FileExists by NiceAss
|
|
|
|
Created for vote map to make sure it exists before voting.
|
|
I'm sure there are plenty of more uses.
|
|
*/
|
|
qboolean G_FileExists(char *filename) {
|
|
fileHandle_t f;
|
|
|
|
trap_FS_FOpenFile(filename, &f, FS_READ);
|
|
if (!f) return qfalse;
|
|
trap_FS_FCloseFile(f);
|
|
return qtrue;
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
G_EvaluateTrajectory
|
|
|
|
================
|
|
*/
|
|
void G_EvaluateTrajectory(const trajectory_t * tr, int atTime, vec3_t result)
|
|
{
|
|
float deltaTime;
|
|
float phase;
|
|
|
|
switch (tr->trType) {
|
|
case TR_STATIONARY:
|
|
case TR_INTERPOLATE:
|
|
VectorCopy(tr->trBase, result);
|
|
break;
|
|
case TR_LINEAR:
|
|
deltaTime = (atTime - tr->trTime) * 0.001; // milliseconds to seconds
|
|
VectorMA(tr->trBase, deltaTime, tr->trDelta, result);
|
|
break;
|
|
case TR_SINE:
|
|
deltaTime = (atTime - tr->trTime) / (float) tr->trDuration;
|
|
phase = sin(deltaTime * M_PI * 2);
|
|
VectorMA(tr->trBase, phase, tr->trDelta, result);
|
|
break;
|
|
case TR_LINEAR_STOP:
|
|
if (atTime > tr->trTime + tr->trDuration) {
|
|
atTime = tr->trTime + tr->trDuration;
|
|
}
|
|
deltaTime = (atTime - tr->trTime) * 0.001; // milliseconds to seconds
|
|
if (deltaTime < 0) {
|
|
deltaTime = 0;
|
|
}
|
|
VectorMA(tr->trBase, deltaTime, tr->trDelta, result);
|
|
break;
|
|
case TR_GRAVITY:
|
|
deltaTime = (atTime - tr->trTime) * 0.001; // milliseconds to seconds
|
|
VectorMA(tr->trBase, deltaTime, tr->trDelta, result);
|
|
result[2] -= 0.5 * (float) g_gravity.integer * deltaTime * deltaTime;
|
|
break;
|
|
default:
|
|
Com_Error(ERR_DROP, "G_EvaluateTrajectory: unknown trType: %i", tr->trTime);
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
G_EvaluateTrajectoryDelta
|
|
|
|
For determining velocity at a given time
|
|
================
|
|
*/
|
|
void G_EvaluateTrajectoryDelta(const trajectory_t * tr, int atTime, vec3_t result)
|
|
{
|
|
float deltaTime;
|
|
float phase;
|
|
|
|
switch (tr->trType) {
|
|
case TR_STATIONARY:
|
|
case TR_INTERPOLATE:
|
|
VectorClear(result);
|
|
break;
|
|
case TR_LINEAR:
|
|
VectorCopy(tr->trDelta, result);
|
|
break;
|
|
case TR_SINE:
|
|
deltaTime = (atTime - tr->trTime) / (float) tr->trDuration;
|
|
phase = cos(deltaTime * M_PI * 2); // derivative of sin = cos
|
|
phase *= 0.5;
|
|
VectorScale(tr->trDelta, phase, result);
|
|
break;
|
|
case TR_LINEAR_STOP:
|
|
if (atTime > tr->trTime + tr->trDuration) {
|
|
VectorClear(result);
|
|
return;
|
|
}
|
|
VectorCopy(tr->trDelta, result);
|
|
break;
|
|
case TR_GRAVITY:
|
|
deltaTime = (atTime - tr->trTime) * 0.001; // milliseconds to seconds
|
|
VectorCopy(tr->trDelta, result);
|
|
result[2] -= (float) g_gravity.integer * deltaTime;
|
|
break;
|
|
default:
|
|
Com_Error(ERR_DROP, "G_EvaluateTrajectoryDelta: unknown trType: %i", tr->trTime);
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
G_EvaluateTrajectoryDelta - By NiceAss
|
|
|
|
Will update all ET_MISSILE entities with TR_GRAVITY on a g_gravity change.
|
|
================*/
|
|
void G_GravityChange(void)
|
|
{
|
|
int i;
|
|
gentity_t *ent;
|
|
|
|
ent = &g_entities[0];
|
|
for (i = 0; i < level.num_entities; i++, ent++) {
|
|
if (ent->s.pos.trType == TR_GRAVITY && ent->s.eType == ET_MISSILE) {
|
|
G_EvaluateTrajectoryDelta(&ent->s.pos, level.time, ent->s.pos.trDelta);
|
|
VectorCopy(ent->r.currentOrigin, ent->s.pos.trBase);
|
|
ent->s.pos.trTime = level.time;
|
|
}
|
|
}
|
|
}
|
|
|
|
//Makro - we need this function as accurate as possible on the server side, as the server
|
|
//doesn't update as often as the clients so any errors would be amplified
|
|
void G_EvaluateTrajectoryEx(gentity_t *ent, int atTime, vec3_t origin, vec3_t angles)
|
|
{
|
|
|
|
if (origin) G_EvaluateTrajectory(&ent->s.pos, atTime, origin);
|
|
if (angles) G_EvaluateTrajectory(&ent->s.apos, atTime, angles);
|
|
|
|
//if the entity is not attached to another one, we're done
|
|
if (!ent->moveParent_ent)
|
|
return;
|
|
|
|
//if we're evaluating the trajectory at level.time, we already know the co-ordinates of the
|
|
//parent, so just use its r.currentOrigin and r.currentAngles instead of calculating them again
|
|
if (atTime == level.time)
|
|
{
|
|
vec3_t org, parent_angles, parent_origin, axis[3];
|
|
|
|
VectorCopy(ent->moveParent_ent->r.currentAngles, parent_angles);
|
|
VectorCopy(ent->moveParent_ent->r.currentOrigin, parent_origin);
|
|
|
|
if (origin)
|
|
{
|
|
if (parent_angles[YAW] || parent_angles[PITCH] || parent_angles[ROLL])
|
|
{
|
|
VectorCopy(ent->s.angles2, org);
|
|
VectorAdd(org, origin, org);
|
|
AnglesToAxis(parent_angles, axis);
|
|
ChangeRefSystem(org, NULL, axis, org);
|
|
VectorAdd(org, parent_origin, origin);
|
|
} else {
|
|
VectorAdd(origin, ent->s.angles2, origin);
|
|
VectorAdd(origin, parent_origin, origin);
|
|
}
|
|
}
|
|
if (angles)
|
|
{
|
|
//AnglesToAxis(angles, axis);
|
|
//ChangeAngleRefSystem(parent_angles, axis, parent_angles);
|
|
VectorAdd(angles, parent_angles, angles);
|
|
//if (!Q_stricmp(ent->targetname, "t2"))
|
|
// G_Printf("New axis: %s %s %s, angles: %s\n", vtos(axis[0]), vtos(axis[1]), vtos(axis[2]), vtos(angles));
|
|
}
|
|
} else {
|
|
//otherwise, do all the necessary math
|
|
gentity_t *parent;
|
|
vec3_t org, axis[3], parent_origin, parent_angles;
|
|
|
|
for (parent = ent->moveParent_ent; parent; ent = parent, parent = parent->moveParent_ent)
|
|
{
|
|
G_EvaluateTrajectory(&parent->s.pos, atTime, parent_origin);
|
|
G_EvaluateTrajectory(&parent->s.apos, atTime, parent_angles);
|
|
|
|
if (origin)
|
|
{
|
|
if (parent_angles[YAW] || parent_angles[PITCH] || parent_angles[ROLL])
|
|
{
|
|
VectorCopy(ent->s.angles2, org);
|
|
VectorAdd(org, origin, org);
|
|
AnglesToAxis(parent_angles, axis);
|
|
ChangeRefSystem(org, NULL, axis, org);
|
|
VectorAdd(org, parent_origin, origin);
|
|
} else {
|
|
VectorAdd(origin, ent->s.angles2, origin);
|
|
VectorAdd(origin, parent_origin, origin);
|
|
}
|
|
}
|
|
if (angles)
|
|
{
|
|
//AnglesToAxis(angles, axis);
|
|
//ChangeAngleRefSystem(parent_angles, axis, parent_angles);
|
|
VectorAdd(angles, parent_angles, angles);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|