mirror of
https://github.com/ReactionQuake3/reaction.git
synced 2024-11-27 22:43:48 +00:00
554 lines
14 KiB
C
554 lines
14 KiB
C
// g_utils.c -- misc utility functions for game module
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#include "g_local.h"
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void G_ProjectSource (vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result)
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{
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result[0] = point[0] + forward[0] * distance[0] + right[0] * distance[1];
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result[1] = point[1] + forward[1] * distance[0] + right[1] * distance[1];
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result[2] = point[2] + forward[2] * distance[0] + right[2] * distance[1] + distance[2];
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}
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/*
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=============
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G_Find
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Searches all active entities for the next one that holds
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the matching string at fieldofs (use the FOFS() macro) in the structure.
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Searches beginning at the edict after from, or the beginning if NULL
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NULL will be returned if the end of the list is reached.
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=============
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*/
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edict_t *G_Find (edict_t *from, int fieldofs, char *match)
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{
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char *s;
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if (!from)
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from = g_edicts;
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else
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from++;
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for ( ; from < &g_edicts[globals.num_edicts] ; from++)
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{
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if (!from->inuse)
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continue;
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s = *(char **) ((byte *)from + fieldofs);
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if (!s)
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continue;
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if (!Q_stricmp (s, match))
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return from;
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}
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return NULL;
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}
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/*
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=================
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findradius
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Returns entities that have origins within a spherical area
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findradius (origin, radius)
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=================
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*/
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edict_t *findradius (edict_t *from, vec3_t org, float rad)
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{
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vec3_t eorg;
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int j;
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if (!from)
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from = g_edicts;
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else
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from++;
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for ( ; from < &g_edicts[globals.num_edicts]; from++)
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{
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if (!from->inuse)
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continue;
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if (from->solid == SOLID_NOT)
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continue;
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for (j=0 ; j<3 ; j++)
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eorg[j] = org[j] - (from->s.origin[j] + (from->mins[j] + from->maxs[j])*0.5);
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if (VectorLength(eorg) > rad)
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continue;
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return from;
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}
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return NULL;
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}
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/*
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=============
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G_PickTarget
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Searches all active entities for the next one that holds
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the matching string at fieldofs (use the FOFS() macro) in the structure.
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Searches beginning at the edict after from, or the beginning if NULL
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NULL will be returned if the end of the list is reached.
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=============
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*/
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#define MAXCHOICES 8
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edict_t *G_PickTarget (char *targetname)
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{
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edict_t *ent = NULL;
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int num_choices = 0;
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edict_t *choice[MAXCHOICES];
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if (!targetname)
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{
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gi.dprintf("G_PickTarget called with NULL targetname\n");
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return NULL;
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}
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while(1)
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{
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ent = G_Find (ent, FOFS(targetname), targetname);
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if (!ent)
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break;
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choice[num_choices++] = ent;
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if (num_choices == MAXCHOICES)
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break;
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}
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if (!num_choices)
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{
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gi.dprintf("G_PickTarget: target %s not found\n", targetname);
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return NULL;
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}
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return choice[rand() % num_choices];
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}
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void Think_Delay (edict_t *ent)
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{
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G_UseTargets (ent, ent->activator);
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G_FreeEdict (ent);
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}
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/*
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==============================
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G_UseTargets
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the global "activator" should be set to the entity that initiated the firing.
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If self.delay is set, a DelayedUse entity will be created that will actually
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do the SUB_UseTargets after that many seconds have passed.
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Centerprints any self.message to the activator.
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Search for (string)targetname in all entities that
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match (string)self.target and call their .use function
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==============================
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*/
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void G_UseTargets (edict_t *ent, edict_t *activator)
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{
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edict_t *t;
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//
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// check for a delay
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//
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if (ent->delay)
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{
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// create a temp object to fire at a later time
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t = G_Spawn();
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t->classname = "DelayedUse";
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t->nextthink = level.time + ent->delay;
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t->think = Think_Delay;
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t->activator = activator;
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if (!activator)
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gi.dprintf ("Think_Delay with no activator\n");
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t->message = ent->message;
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t->target = ent->target;
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t->killtarget = ent->killtarget;
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return;
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}
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//
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// print the message
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//
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if ((ent->message) && !(activator->svflags & SVF_MONSTER))
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{
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gi.centerprintf (activator, "%s", ent->message);
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if (ent->noise_index)
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gi.sound (activator, CHAN_AUTO, ent->noise_index, 1, ATTN_NORM, 0);
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else
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gi.sound (activator, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0);
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}
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//
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// kill killtargets
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//
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if (ent->killtarget)
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{
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t = NULL;
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while ((t = G_Find (t, FOFS(targetname), ent->killtarget)))
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{
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G_FreeEdict (t);
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if (!ent->inuse)
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{
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gi.dprintf("entity was removed while using killtargets\n");
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return;
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}
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}
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}
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//
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// fire targets
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//
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if (ent->target)
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{
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t = NULL;
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while ((t = G_Find (t, FOFS(targetname), ent->target)))
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{
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// doors fire area portals in a specific way
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if (!Q_stricmp(t->classname, "func_areaportal") &&
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(!Q_stricmp(ent->classname, "func_door") || !Q_stricmp(ent->classname, "func_door_rotating")))
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continue;
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if (t == ent)
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{
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gi.dprintf ("WARNING: Entity used itself.\n");
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}
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else
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{
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if (t->use)
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t->use (t, ent, activator);
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}
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if (!ent->inuse)
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{
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gi.dprintf("entity was removed while using targets\n");
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return;
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}
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}
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}
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}
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/*
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=============
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TempVector
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This is just a convenience function
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for making temporary vectors for function calls
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=============
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*/
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float *tv (float x, float y, float z)
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{
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static int index;
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static vec3_t vecs[8];
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float *v;
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// use an array so that multiple tempvectors won't collide
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// for a while
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v = vecs[index];
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index = (index + 1)&7;
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v[0] = x;
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v[1] = y;
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v[2] = z;
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return v;
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}
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/*
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=============
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VectorToString
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This is just a convenience function
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for printing vectors
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=============
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*/
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char *vtos (vec3_t v)
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{
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static int index;
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static char str[8][32];
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char *s;
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// use an array so that multiple vtos won't collide
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s = str[index];
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index = (index + 1)&7;
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Com_sprintf (s, 32, "(%i %i %i)", (int)v[0], (int)v[1], (int)v[2]);
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return s;
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}
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vec3_t VEC_UP = {0, -1, 0};
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vec3_t MOVEDIR_UP = {0, 0, 1};
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vec3_t VEC_DOWN = {0, -2, 0};
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vec3_t MOVEDIR_DOWN = {0, 0, -1};
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void G_SetMovedir (vec3_t angles, vec3_t movedir)
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{
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if (VectorCompare (angles, VEC_UP))
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{
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VectorCopy (MOVEDIR_UP, movedir);
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}
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else if (VectorCompare (angles, VEC_DOWN))
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{
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VectorCopy (MOVEDIR_DOWN, movedir);
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}
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else
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{
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AngleVectors (angles, movedir, NULL, NULL);
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}
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VectorClear (angles);
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}
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float vectoyaw (vec3_t vec)
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{
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float yaw;
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// FIXES HERE FROM 3.20 -FB
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if (/*vec[YAW] == 0 &&*/ vec[PITCH] == 0)
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{
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yaw = 0;
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if (vec[YAW] > 0)
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yaw = 90;
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else if (vec[YAW] < 0)
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yaw = -90;
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}
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// ^^^
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else
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{
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yaw = (int) (atan2(vec[YAW], vec[PITCH]) * 180 / M_PI);
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if (yaw < 0)
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yaw += 360;
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}
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return yaw;
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}
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void vectoangles (vec3_t value1, vec3_t angles)
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{
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float forward;
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float yaw, pitch;
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if (value1[1] == 0 && value1[0] == 0)
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{
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yaw = 0;
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if (value1[2] > 0)
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pitch = 90;
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else
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pitch = 270;
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}
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else
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{
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// FIXES HERE FROM 3.20 -FB
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// zucc changing casts to floats
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if (value1[0])
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yaw = (float) (atan2(value1[1], value1[0]) * 180 / M_PI);
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else if (value1[1] > 0)
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yaw = 90;
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else
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yaw = -90;
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// ^^^
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if (yaw < 0)
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yaw += 360;
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forward = sqrt (value1[0]*value1[0] + value1[1]*value1[1]);
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pitch = (float) (atan2(value1[2], forward) * 180 / M_PI);
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if (pitch < 0)
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pitch += 360;
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}
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angles[PITCH] = -pitch;
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angles[YAW] = yaw;
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angles[ROLL] = 0;
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}
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char *G_CopyString (char *in)
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{
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char *out;
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out = gi.TagMalloc (strlen(in)+1, TAG_LEVEL);
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strcpy (out, in);
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return out;
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}
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void G_InitEdict (edict_t *e)
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{
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e->inuse = true;
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e->classname = "noclass";
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e->gravity = 1.0;
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e->s.number = e - g_edicts;
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}
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/*
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=================
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G_Spawn
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Either finds a free edict, or allocates a new one.
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Try to avoid reusing an entity that was recently freed, because it
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can cause the client to think the entity morphed into something else
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instead of being removed and recreated, which can cause interpolated
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angles and bad trails.
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=================
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*/
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edict_t *G_Spawn (void)
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{
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int i;
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edict_t *e;
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e = &g_edicts[(int)maxclients->value+1];
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for ( i=maxclients->value+1 ; i<globals.num_edicts ; i++, e++)
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{
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// the first couple seconds of server time can involve a lot of
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// freeing and allocating, so relax the replacement policy
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if (!e->inuse && ( e->freetime < 2 || level.time - e->freetime > 0.5 ) )
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{
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G_InitEdict (e);
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return e;
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}
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}
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if (i == game.maxentities)
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gi.error ("ED_Alloc: no free edicts");
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globals.num_edicts++;
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G_InitEdict (e);
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return e;
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}
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/*
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=================
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G_FreeEdict
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arks the edict as free
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=================
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*/
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void G_FreeEdict (edict_t *ed)
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{
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gi.unlinkentity (ed); // unlink from world
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if ((ed - g_edicts) <= (maxclients->value + BODY_QUEUE_SIZE))
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{
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// gi.dprintf("tried to free special edict\n");
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return;
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}
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memset (ed, 0, sizeof(*ed));
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ed->classname = "freed";
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ed->freetime = level.time;
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ed->inuse = false;
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}
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/*
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============
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G_TouchTriggers
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============
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*/
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void G_TouchTriggers (edict_t *ent)
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{
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int i, num;
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edict_t *touch[MAX_EDICTS], *hit;
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// dead things don't activate triggers!
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if ((ent->client || (ent->svflags & SVF_MONSTER)) && (ent->health <= 0))
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return;
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num = gi.BoxEdicts (ent->absmin, ent->absmax, touch
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, MAX_EDICTS, AREA_TRIGGERS);
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// be careful, it is possible to have an entity in this
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// list removed before we get to it (killtriggered)
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for (i=0 ; i<num ; i++)
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{
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hit = touch[i];
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if (!hit->inuse)
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continue;
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if (!hit->touch)
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continue;
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hit->touch (hit, ent, NULL, NULL);
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}
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}
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/*
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============
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G_TouchSolids
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Call after linking a new trigger in during gameplay
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to force all entities it covers to immediately touch it
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============
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*/
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void G_TouchSolids (edict_t *ent)
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{
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int i, num;
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edict_t *touch[MAX_EDICTS], *hit;
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num = gi.BoxEdicts (ent->absmin, ent->absmax, touch
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, MAX_EDICTS, AREA_SOLID);
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// be careful, it is possible to have an entity in this
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// list removed before we get to it (killtriggered)
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for (i=0 ; i<num ; i++)
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{
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hit = touch[i];
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if (!hit->inuse)
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continue;
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if (ent->touch)
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ent->touch (hit, ent, NULL, NULL);
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if (!ent->inuse)
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break;
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}
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}
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/*
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==============================================================================
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Kill box
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==============================================================================
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*/
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/*
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=================
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KillBox
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Kills all entities that would touch the proposed new positioning
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of ent. Ent should be unlinked before calling this!
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=================
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*/
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qboolean KillBox (edict_t *ent)
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{
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trace_t tr;
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while (1)
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{
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tr = gi.trace (ent->s.origin, ent->mins, ent->maxs, ent->s.origin, NULL, MASK_PLAYERSOLID);
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if (!tr.ent)
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break;
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// nail it
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T_Damage (tr.ent, ent, ent, vec3_origin, ent->s.origin, vec3_origin, 100000, 0, DAMAGE_NO_PROTECTION, MOD_TELEFRAG);
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// if we didn't kill it, fail
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if (tr.ent->solid)
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return false;
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}
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return true; // all clear
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}
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