Added stub for func_dustmotes, added func_lod.

This commit is contained in:
Marco Cawthorne 2020-03-03 22:46:20 +01:00
parent 9d6611c928
commit ddac9f5b29
4 changed files with 204 additions and 0 deletions

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@ -6,6 +6,8 @@ client/env_glow.cpp
client/env_sound.cpp
client/env_soundscape.cpp
client/env_particle.cpp
client/func_lod.cpp
client/func_dustmotes.cpp
client/sky_camera.cpp
server/func_ladder.cpp
server/trigger_gravity.cpp

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@ -0,0 +1,45 @@
/*
* Copyright (c) 2016-2019 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.
*/
/*QUAKED func_dustmotes (1 0 0) (-8 -8 -8) (8 8 8) ?
Dustmote emitting brush volume.
*/
class func_dustmotes:CBaseEntity
{
void() func_dustmotes;
virtual void(string, string) SpawnKey;
};
void func_dustmotes::customphysics(void)
{
}
void func_dustmotes::func_dustmotes(void)
{
drawmask = MASK_ENGINE;
Init();
}
void func_dustmotes::SpawnKey(string strField, string strKey)
{
switch (strField) {
default:
CBaseEntity::SpawnKey(strField, strKey);
}
}

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@ -0,0 +1,103 @@
/*
* Copyright (c) 2016-2019 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.
*/
#ifdef DEVELOPER
var int autocvar_dev_loddistance = 0;
#endif
class func_lod:CBaseEntity
{
int m_iDisappearDist;
vector m_vecTestPos;
void() func_lod;
virtual void() Init;
virtual float() predraw;
virtual void(string,string) SpawnKey;
};
float func_lod::predraw(void)
{
vector vecPlayer;
#ifdef WASTES
vecPlayer = viewClient.vecPlayerOrigin;
#else
int s = (float)getproperty(VF_ACTIVESEAT);
pSeat = &seats[s];
vecPlayer = pSeat->vPlayerOrigin;
#endif
if (checkpvs(vecPlayer, this) == FALSE) {
return PREDRAW_NEXT;
}
#ifdef DEVELOPER
if (autocvar_dev_loddistance != 0) {
if (vlen(vecPlayer - m_vecTestPos) > autocvar_dev_loddistance) {
return PREDRAW_NEXT;
}
} else {
if (vlen(vecPlayer - m_vecTestPos) > m_iDisappearDist) {
return PREDRAW_NEXT;
}
}
#else
if (vlen(vecPlayer - m_vecTestPos) > m_iDisappearDist) {
return PREDRAW_NEXT;
}
#endif
addentity(self);
return PREDRAW_NEXT;
}
void func_lod::SpawnKey(string strField, string strKey)
{
switch (strField) {
case "DisappearDist":
m_iDisappearDist = stoi(strKey);
break;
case "Solid":
case "solid":
solid = stoi(strKey) == 1 ? SOLID_NOT : SOLID_BSP;
break;
default:
CBaseEntity::SpawnKey(strField, strKey);
}
}
void func_lod::Init(void)
{
CBaseEntity::Init();
precache_model(model);
setmodel(this, model);
setorigin(this, origin);
movetype = MOVETYPE_NONE;
drawmask = MASK_ENGINE;
m_vecTestPos[0] = absmin[0] + ( 0.5 * ( absmax[0] - absmin[0] ) );
m_vecTestPos[1] = absmin[1] + ( 0.5 * ( absmax[1] - absmin[1] ) );
m_vecTestPos[2] = absmin[2] + ( 0.5 * ( absmax[2] - absmin[2] ) );
}
void func_lod::func_lod(void)
{
m_iDisappearDist = 2000;
solid = SOLID_BSP;
Init();
}

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@ -0,0 +1,54 @@
/*
* Copyright (c) 2016-2019 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.
*/
/*QUAKED func_lod (0 .5 .8) ?
"targetname" Name
Brush that lets light to pass through it.
On idTech 2 BSPs, it will change texture variants when triggered.
*/
class func_lod : CBaseEntity
{
void() func_lod;
virtual float(entity, float) SendEntity;
};
float func_lod :: SendEntity ( entity a, float b )
{
return FALSE;
}
void func_lod :: func_lod ( void )
{
CBaseEntity::CBaseEntity();
for (int i = 1; i < (tokenize(__fullspawndata) - 1); i += 2) {
switch (argv(i)) {
case "Solid":
case "solid":
solid = stoi(argv(i+1)) == 1 ? SOLID_NOT : SOLID_BSP;
break;
default:
break;
}
}
precache_model( model );
movetype = MOVETYPE_PUSH;
setmodel( this, model );
setorigin(this, origin);
}