Client: Move some skyroom setup routines into their own function, add

incomplete prop_door_rotating (needs engine fixes)
This commit is contained in:
Marco Cawthorne 2020-12-13 03:50:35 +01:00
parent 6583a42a87
commit daaf6a1974
5 changed files with 164 additions and 20 deletions

View file

@ -21,7 +21,7 @@ Player_PreDraw(base_player pl, int thirdperson)
if (pl.gflags & GF_FLASHLIGHT) {
vector src;
vector ang;
if (pl.entnum != player_localentnum) {
src = pl.origin + pl.view_ofs;
ang = [pl.pitch, pl.angles[1], pl.angles[2]];

View file

@ -166,22 +166,7 @@ CSQC_UpdateView(float w, float h, float focus)
setproperty(VF_ENVMAP, "$whiteimage");
setproperty(VF_ORIGIN, g_vecCubePos);
setproperty(VF_AFOV, 90);
if (g_skyscale != 0 && g_skypos) {
vector porg;
vector realpos;
if (autocvar_dev_skyscale) {
realpos[0] = g_vecCubePos[0] / autocvar_dev_skyscale;
realpos[1] = g_vecCubePos[1] / autocvar_dev_skyscale;
realpos[2] = g_vecCubePos[2] / autocvar_dev_skyscale;
} else {
realpos[0] = g_vecCubePos[0] / g_skyscale;
realpos[1] = g_vecCubePos[1] / g_skyscale;
realpos[2] = g_vecCubePos[2] / g_skyscale;
}
setproperty(VF_SKYROOM_CAMERA, g_skypos + realpos);
}
SkyCamera_Setup();
renderscene();
return;
}
@ -305,6 +290,7 @@ CSQC_UpdateView(float w, float h, float focus)
}
setproperty(VF_DRAWWORLD, 1);
SkyCamera_Setup();
/* draw the viewmodel in a second pass if desired */
if (autocvar_r_viewmodelpass) {

View file

@ -30,13 +30,15 @@ var int autocvar_dev_skyscale = 0;
var vector g_skypos;
var int g_skyscale;
class sky_camera:CBaseEntity
class
sky_camera:CBaseEntity
{
void(void) sky_camera;
virtual void(string, string) SpawnKey;
};
void sky_camera::SpawnKey(string strField, string strKey)
void
sky_camera::SpawnKey(string strField, string strKey)
{
switch (strField) {
case "scale":
@ -52,8 +54,29 @@ void sky_camera::SpawnKey(string strField, string strKey)
}
}
void sky_camera::sky_camera(void)
void
sky_camera::sky_camera(void)
{
g_skyscale = 16;
Init();
}
void
SkyCamera_Setup(void)
{
if (g_skyscale != 0 && g_skypos) {
vector porg;
vector realpos;
if (autocvar_dev_skyscale) {
realpos[0] = g_vecCubePos[0] / autocvar_dev_skyscale;
realpos[1] = g_vecCubePos[1] / autocvar_dev_skyscale;
realpos[2] = g_vecCubePos[2] / autocvar_dev_skyscale;
} else {
realpos[0] = g_vecCubePos[0] / g_skyscale;
realpos[1] = g_vecCubePos[1] / g_skyscale;
realpos[2] = g_vecCubePos[2] / g_skyscale;
}
setproperty(VF_SKYROOM_CAMERA, g_skypos + realpos);
}
}

View file

@ -102,6 +102,7 @@ server/monster_furniture.cpp
server/monster_generic.cpp
server/monstermaker.cpp
server/multisource.cpp
server/prop_door_rotating.cpp
server/random_speaker.cpp
server/random_trigger.cpp
server/scripted_sentence.cpp

View file

@ -0,0 +1,134 @@
/*
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
#define PRPDRFL_OPEN 1
#define PRPDRFL_LOCKED 2048
#define PRPDRFL_SILENT 4096
#define PRPDRFL_USECLOSES 8192
#define PRPDRFL_NOALERT 16384
#define PRPDRFL_NOUSE 32768
class prop_door_rotating:CBaseTrigger
{
vector m_vecDest1;
vector m_vecDest2;
float m_flDistance;
float m_flSpeed;
void(void) prop_door_rotating;
virtual void(void) Respawn;
virtual void(void) Interact;
virtual void(vector, void(void)) Turn;
virtual void(void) Opened;
virtual void(void) Closed;
};
void
prop_door_rotating::Turn(vector vecDest, void(void) vFunc)
{
vector vecAngleDifference;
float flTravelLength, flTravelTime;
if (!m_flSpeed) {
dprint(sprintf("^1prop_door_rotating::^3RotToDest^7: No speed defined for %s!", targetname));
prop_door_rotating::Respawn();
return;
}
vecAngleDifference = (vecDest - angles);
flTravelLength = vlen(vecAngleDifference);
flTravelTime = (flTravelLength / m_flSpeed);
avelocity = (vecAngleDifference * (1 / flTravelTime));
think = vFunc;
nextthink = (ltime + flTravelTime);
}
void
prop_door_rotating::Closed(void)
{
avelocity = [0,0,0];
angles = m_vecDest1;
PlayerUse = Interact;
}
void
prop_door_rotating::Opened(void)
{
avelocity = [0,0,0];
angles = m_vecDest2;
PlayerUse = Interact;
}
void
prop_door_rotating::Interact(void)
{
static void TurnAway(void) {
Turn(m_vecDest2, Opened);
}
static void TurnBack(void) {
Turn(m_vecDest1, Closed);
}
m_iValue = 1 - m_iValue;
frame = 1;
frame1time = 0.0f;
SendFlags |= BASEFL_CHANGED_FRAME;
if (m_iValue)
think = TurnAway;
else
think = TurnBack;
nextthink = ltime + 0.25f;
PlayerUse = __NULL__;
}
void
prop_door_rotating::Respawn(void)
{
SetModel(m_oldModel);
SetSolid(SOLID_BSP);
SetMovetype(MOVETYPE_PUSH);
SetOrigin(m_oldOrigin);
PlayerUse = Interact;
m_vecDest1 = m_oldAngle;
m_vecDest2 = m_vecDest1 + [0, m_flDistance, 0];
}
void
prop_door_rotating::SpawnKey(string strKey, string strValue)
{
switch (strKey) {
case "distance":
m_flDistance = stof(strValue);
break;
case "speed":
m_flSpeed = stof(strValue);
break;
default:
CBaseTrigger::SpawnKey(strKey, strValue);
}
}
void
prop_door_rotating::prop_door_rotating(void)
{
m_flDistance = 90;
m_flSpeed = 100;
CBaseTrigger::CBaseTrigger();
}