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https://github.com/yquake2/yquake2remaster.git
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game: ctf g_utils sync
This commit is contained in:
parent
571c0b96c2
commit
2fe5162add
3 changed files with 2 additions and 718 deletions
2
Makefile
2
Makefile
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@ -1498,7 +1498,7 @@ CTF_OBJS_ = \
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src/ctf/g_svcmds.o \
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src/ctf/g_target.o \
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src/ctf/g_trigger.o \
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src/ctf/g_utils.o \
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src/game/g_utils.o \
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src/game/g_weapon.o \
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src/game/menu/menu.o \
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src/game/monster/misc/move.o \
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@ -1,716 +0,0 @@
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/*
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* Copyright (C) 1997-2001 Id Software, Inc.
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* Copyright (c) ZeniMax Media Inc.
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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*
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* See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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* 02111-1307, USA.
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*
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* =======================================================================
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*
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* Misc. utility functions for the game logic.
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*
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* =======================================================================
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*/
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#include "header/local.h"
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void
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G_ProjectSource(vec3_t point, vec3_t distance, vec3_t forward,
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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] +
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distance[2];
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}
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/*
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* Searches all active entities for the next one
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* that holds the matching string at fieldofs (use
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* the FOFS() macro) in the structure.
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*
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* Searches beginning at the edict after from, or the
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* beginning if NULL. NULL will be returned if the end
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* of the list is reached.
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*/
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edict_t *
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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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{
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from = g_edicts;
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}
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else
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{
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from++;
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}
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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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{
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continue;
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}
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s = *(char **)((byte *)from + fieldofs);
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if (!s)
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{
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continue;
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}
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if (!Q_stricmp(s, match))
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{
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return from;
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}
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}
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return NULL;
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}
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/*
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* Returns entities that have origins within a spherical area
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*/
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edict_t *
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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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{
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from = g_edicts;
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}
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else
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{
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from++;
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}
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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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{
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continue;
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}
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if (from->solid == SOLID_NOT)
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{
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continue;
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}
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for (j = 0; j < 3; j++)
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{
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eorg[j] = org[j] - (from->s.origin[j] +
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(from->mins[j] + from->maxs[j]) * 0.5);
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}
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if (VectorLength(eorg) > rad)
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{
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continue;
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}
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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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* 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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*
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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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#define MAXCHOICES 8
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edict_t *
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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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{
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break;
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}
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choice[num_choices++] = ent;
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if (num_choices == MAXCHOICES)
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{
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break;
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}
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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
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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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* The global "activator" should be set to the entity
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* that initiated the firing.
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*
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* If self.delay is set, a DelayedUse entity will be
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* created that will actually do the SUB_UseTargets
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* after that many seconds have passed.
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*
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* Centerprints any self.message to the activator.
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*
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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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void
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G_UseTargets(edict_t *ent, edict_t *activator)
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{
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edict_t *t;
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/* check for a delay */
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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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{
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gi.dprintf("Think_Delay with no activator\n");
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}
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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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/* print the message */
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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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{
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gi.sound(activator, CHAN_AUTO, ent->noise_index, 1, ATTN_NORM, 0);
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}
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else
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{
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gi.sound(activator, CHAN_AUTO, gi.soundindex(
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"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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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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/* fire targets */
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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") ||
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!Q_stricmp(ent->classname, "func_door_rotating")))
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{
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continue;
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}
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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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{
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t->use(t, ent, activator);
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}
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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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* 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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float *
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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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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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* This is just a convenience function
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* for printing vectors
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*/
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char *
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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
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get_normal_vector(const cplane_t *p, vec3_t normal)
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{
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if (p)
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{
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VectorCopy(p->normal, normal);
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}
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else
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{
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VectorCopy(vec3_origin, normal);
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}
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}
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void
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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
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vectoyaw(vec3_t vec)
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{
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float yaw;
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if (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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{
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yaw = 90;
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}
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else if (vec[YAW] < 0)
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{
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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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{
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yaw += 360;
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}
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}
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return yaw;
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}
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void
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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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{
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pitch = 90;
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}
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else
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{
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pitch = 270;
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}
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}
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else
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{
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if (value1[0])
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{
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yaw = (int)(atan2(value1[1], value1[0]) * 180 / M_PI);
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}
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else if (value1[1] > 0)
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{
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yaw = 90;
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}
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else
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{
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yaw = -90;
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}
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if (yaw < 0)
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{
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yaw += 360;
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}
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forward = sqrt(value1[0] * value1[0] + value1[1] * value1[1]);
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pitch = (int)(atan2(value1[2], forward) * 180 / M_PI);
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if (pitch < 0)
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{
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pitch += 360;
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}
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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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void
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vectoangles2(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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{
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pitch = 90;
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}
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else
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{
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pitch = 270;
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}
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}
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else
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{
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if (value1[0])
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{
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yaw = (atan2(value1[1], value1[0]) * 180 / M_PI);
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}
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else if (value1[1] > 0)
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{
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yaw = 90;
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}
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else
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{
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yaw = 270;
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}
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if (yaw < 0)
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{
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yaw += 360;
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}
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forward = sqrt(value1[0] * value1[0] + value1[1] * value1[1]);
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pitch = (atan2(value1[2], forward) * 180 / M_PI);
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if (pitch < 0)
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{
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pitch += 360;
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}
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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 *
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G_CopyString(char *in)
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{
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char *out;
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||||
|
||||
if (!in)
|
||||
{
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return NULL;
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||||
}
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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
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G_InitEdict(edict_t *e)
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{
|
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if (!e)
|
||||
{
|
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return;
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}
|
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if (e->nextthink)
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{
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e->nextthink = 0;
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}
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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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e->gravityVector[0] = 0.0;
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e->gravityVector[1] = 0.0;
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e->gravityVector[2] = -1.0;
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}
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||||
|
||||
/*
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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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edict_t *
|
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G_Spawn(void)
|
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{
|
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int i;
|
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edict_t *e;
|
||||
|
||||
e = &g_edicts[(int)maxclients->value + 1];
|
||||
|
||||
for (i = maxclients->value + 1; i < globals.num_edicts; i++, e++)
|
||||
{
|
||||
/* the first couple seconds of server time can involve a lot of
|
||||
freeing and allocating, so relax the replacement policy */
|
||||
if (!e->inuse && ((e->freetime < 2) || (level.time - e->freetime > 0.5)))
|
||||
{
|
||||
G_InitEdict(e);
|
||||
return e;
|
||||
}
|
||||
}
|
||||
|
||||
if (i == game.maxentities)
|
||||
{
|
||||
gi.error("ED_Alloc: no free edicts");
|
||||
}
|
||||
|
||||
globals.num_edicts++;
|
||||
G_InitEdict(e);
|
||||
return e;
|
||||
}
|
||||
|
||||
/*
|
||||
* Marks the edict as free
|
||||
*/
|
||||
void
|
||||
G_FreeEdict(edict_t *ed)
|
||||
{
|
||||
gi.unlinkentity(ed); /* unlink from world */
|
||||
|
||||
if ((ed - g_edicts) <= (maxclients->value + BODY_QUEUE_SIZE))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
memset(ed, 0, sizeof(*ed));
|
||||
ed->classname = "freed";
|
||||
ed->freetime = level.time;
|
||||
ed->inuse = false;
|
||||
}
|
||||
|
||||
void
|
||||
G_TouchTriggers(edict_t *ent)
|
||||
{
|
||||
int i, num;
|
||||
edict_t *touch[MAX_EDICTS], *hit;
|
||||
|
||||
/* dead things don't activate triggers! */
|
||||
if ((ent->client || (ent->svflags & SVF_MONSTER)) && (ent->health <= 0))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
num = gi.BoxEdicts(ent->absmin, ent->absmax, touch,
|
||||
MAX_EDICTS, AREA_TRIGGERS);
|
||||
|
||||
/* be careful, it is possible to have an entity in this
|
||||
list removed before we get to it (killtriggered) */
|
||||
for (i = 0; i < num; i++)
|
||||
{
|
||||
hit = touch[i];
|
||||
|
||||
if (!hit->inuse)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!hit->touch)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
hit->touch(hit, ent, NULL, NULL);
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* Call after linking a new trigger in during gameplay
|
||||
* to force all entities it covers to immediately touch it
|
||||
*/
|
||||
void
|
||||
G_TouchSolids(edict_t *ent)
|
||||
{
|
||||
int i, num;
|
||||
edict_t *touch[MAX_EDICTS], *hit;
|
||||
|
||||
num = gi.BoxEdicts(ent->absmin, ent->absmax, touch,
|
||||
MAX_EDICTS, AREA_SOLID);
|
||||
|
||||
/* be careful, it is possible to have an entity in this
|
||||
list removed before we get to it (killtriggered) */
|
||||
for (i = 0; i < num; i++)
|
||||
{
|
||||
hit = touch[i];
|
||||
|
||||
if (!hit->inuse)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (ent->touch)
|
||||
{
|
||||
ent->touch(hit, ent, NULL, NULL);
|
||||
}
|
||||
|
||||
if (!ent->inuse)
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* ==============================================================================
|
||||
*
|
||||
* Kill box
|
||||
*
|
||||
* ==============================================================================
|
||||
*/
|
||||
|
||||
/*
|
||||
* Kills all entities that would touch the proposed new positioning
|
||||
* of ent. Ent should be unlinked before calling this!
|
||||
*/
|
||||
qboolean
|
||||
KillBox(edict_t *ent)
|
||||
{
|
||||
trace_t tr;
|
||||
|
||||
while (1)
|
||||
{
|
||||
tr = gi.trace(ent->s.origin, ent->mins, ent->maxs, ent->s.origin,
|
||||
NULL, MASK_PLAYERSOLID);
|
||||
|
||||
if (!tr.ent)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
/* nail it */
|
||||
T_Damage(tr.ent, ent, ent, vec3_origin, ent->s.origin,
|
||||
vec3_origin, 100000, 0, DAMAGE_NO_PROTECTION,
|
||||
MOD_TELEFRAG);
|
||||
|
||||
/* if we didn't kill it, fail */
|
||||
if (tr.ent->solid)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true; /* all clear */
|
||||
}
|
||||
|
|
@ -736,7 +736,7 @@ G_FindFreeEdict(int policy)
|
|||
*/
|
||||
if (!e->inuse && (policy == POLICY_DESPERATE || e->freetime < 2.0f || (level.time - e->freetime) > 0.5f))
|
||||
{
|
||||
G_InitEdict (e);
|
||||
G_InitEdict(e);
|
||||
return e;
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue