3 void(vector destangle, float tspeed, void() func) SUB_CalcAngleMove;
4 void() SUB_CalcMoveDone;
5 void() SUB_CalcAngleMoveDone;
6 //void() SUB_UseTargets;
9 void spawnfunc_info_null (void)
12 // if anything breaks, tell the mapper to fix his map! info_null is meant to remove itself immediately.
22 void SUB_Remove (void)
31 Applies some friction to self
35 void SUB_Friction (void)
37 self.nextthink = time;
38 if(self.flags & FL_ONGROUND)
39 self.velocity = self.velocity * (1 - frametime * self.friction);
46 Makes client invisible or removes non-client
49 void SUB_VanishOrRemove (entity ent)
51 if (ent.flags & FL_CLIENT)
66 void SUB_SetFade_Think (void)
68 self.think = SUB_SetFade_Think;
69 self.nextthink = self.fade_time;
70 self.alpha = 1 - (time - self.fade_time) * self.fade_rate;
71 if (self.alpha < 0.01)
72 SUB_VanishOrRemove(self);
73 self.alpha = bound(0.01, self.alpha, 1);
80 Fade 'ent' out when time >= 'when'
83 void SUB_SetFade (entity ent, float when, float fadetime)
85 //if (ent.flags & FL_CLIENT) // && ent.deadflag != DEAD_NO)
88 ent.fade_rate = 1/fadetime;
90 ent.think = SUB_SetFade_Think;
98 calculate self.velocity and self.nextthink to reach dest from
99 self.origin traveling at speed
102 void SUB_CalcMoveDone (void)
104 // After moving, set origin to exact final destination
106 setorigin (self, self.finaldest);
107 self.velocity = '0 0 0';
113 void SUB_CalcMove (vector tdest, float tspeed, void() func)
119 objerror ("No speed is defined!");
122 self.finaldest = tdest;
123 self.think = SUB_CalcMoveDone;
125 if (tdest == self.origin)
127 self.velocity = '0 0 0';
128 self.nextthink = self.ltime + 0.1;
132 delta = tdest - self.origin;
133 traveltime = vlen (delta) / tspeed;
135 if (traveltime < 0.1)
137 self.velocity = '0 0 0';
138 self.nextthink = self.ltime + 0.1;
142 self.velocity = delta * (1/traveltime); // QuakeC doesn't allow vector/float division
144 self.nextthink = self.ltime + traveltime;
147 void SUB_CalcMoveEnt (entity ent, vector tdest, float tspeed, void() func)
154 SUB_CalcMove (tdest, tspeed, func);
163 calculate self.avelocity and self.nextthink to reach destangle from
166 The calling function should make sure self.think is valid
169 void SUB_CalcAngleMoveDone (void)
171 // After rotating, set angle to exact final angle
172 self.angles = self.finalangle;
173 self.avelocity = '0 0 0';
179 // FIXME: I fixed this function only for rotation around the main axes
180 void SUB_CalcAngleMove (vector destangle, float tspeed, void() func)
186 objerror ("No speed is defined!");
188 // take the shortest distance for the angles
189 self.angles_x -= 360 * floor((self.angles_x - destangle_x) / 360 + 0.5);
190 self.angles_y -= 360 * floor((self.angles_y - destangle_y) / 360 + 0.5);
191 self.angles_z -= 360 * floor((self.angles_z - destangle_z) / 360 + 0.5);
192 delta = destangle - self.angles;
193 traveltime = vlen (delta) / tspeed;
196 self.finalangle = destangle;
197 self.think = SUB_CalcAngleMoveDone;
199 if (traveltime < 0.1)
201 self.avelocity = '0 0 0';
202 self.nextthink = self.ltime + 0.1;
206 self.avelocity = delta * (1 / traveltime);
207 self.nextthink = self.ltime + traveltime;
210 void SUB_CalcAngleMoveEnt (entity ent, vector destangle, float tspeed, void() func)
217 SUB_CalcAngleMove (destangle, tspeed, func);
226 unused but required by the engine
240 A version of traceline that must be used by SOLID_SLIDEBOX things that want to hit SOLID_CORPSE things with a trace attack
241 Additionally it moves players back into the past before the trace and restores them afterward.
244 void traceline_antilag_force (entity source, vector v1, vector v2, float nomonst, entity forent, float lag)
247 local float oldsolid;
249 // check whether antilagged traces are enabled
252 if (clienttype(forent) != CLIENTTYPE_REAL)
253 lag = 0; // only antilag for clients
255 // change shooter to SOLID_BBOX so the shot can hit corpses
256 oldsolid = source.dphitcontentsmask;
257 source.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
261 // take players back into the past
262 player = player_list;
265 antilag_takeback(player, time - lag);
266 player = player.nextplayer;
271 traceline (v1, v2, nomonst, forent);
273 // restore players to current positions
276 player = player_list;
279 antilag_restore(player);
280 player = player.nextplayer;
284 // restore shooter solid type
285 source.dphitcontentsmask = oldsolid;
287 void traceline_antilag (entity source, vector v1, vector v2, float nomonst, entity forent, float lag)
289 if (cvar("g_antilag") != 2)
291 traceline_antilag_force(source, v1, v2, nomonst, forent, lag);
294 float tracebox_inverted (vector v1, vector mi, vector ma, vector v2, float nomonsters, entity forent) // returns the number of traces done, for benchmarking
299 //nudge = 2 * cvar("collision_impactnudge"); // why not?
302 dir = normalize(v2 - v1);
304 pos = v1 + dir * nudge;
311 if((pos - v1) * dir >= (v2 - v1) * dir)
318 tracebox(pos, mi, ma, v2, nomonsters, forent);
324 print("HOLY SHIT! When tracing from ", vtos(v1), " to ", vtos(v2), "\n");
325 print(" Nudging gets us nowhere at ", vtos(pos), "\n");
326 print(" trace_endpos is ", vtos(trace_endpos), "\n");
327 print(" trace distance is ", ftos(vlen(pos - trace_endpos)), "\n");
332 // we started inside solid.
333 // then trace from endpos to pos
335 tracebox(t, mi, ma, pos, nomonsters, forent);
339 // t is still inside solid? bad
340 // force advance, then, and retry
341 pos = t + dir * nudge;
345 // we actually LEFT solid!
346 trace_fraction = ((trace_endpos - v1) * dir) / ((v2 - v1) * dir);
352 // pos is outside solid?!? but why?!? never mind, just return it.
354 trace_fraction = ((trace_endpos - v1) * dir) / ((v2 - v1) * dir);
360 void traceline_inverted (vector v1, vector v2, float nomonsters, entity forent)
366 //nudge = 2 * cvar("collision_impactnudge"); // why not?
369 dir = normalize(v2 - v1);
371 pos = v1 + dir * nudge;
375 if((pos - v1) * dir >= (v2 - v1) * dir)
382 traceline(pos, v2, nomonsters, forent);
386 // we started inside solid.
387 // then trace from endpos to pos
389 traceline(t, pos, nomonsters, forent);
392 // t is inside solid? bad
393 // force advance, then
394 pos = pos + dir * nudge;
398 // we actually LEFT solid!
399 trace_fraction = ((trace_endpos - v1) * dir) / ((v2 - v1) * dir);
405 // pos is outside solid?!? but why?!? never mind, just return it.
407 trace_fraction = ((trace_endpos - v1) * dir) / ((v2 - v1) * dir);
412 tracebox_inverted(v1, '0 0 0', '0 0 0', v2, nomonsters, forent);
419 Returns a point at least 12 units away from walls
420 (useful for explosion animations, although the blast is performed where it really happened)
424 vector findbetterlocation (vector org, float mindist)
430 vec = mindist * '1 0 0';
434 traceline (org, org + vec, TRUE, world);
436 if (trace_fraction < 1)
439 traceline (loc, loc + vec, TRUE, world);
440 if (trace_fraction >= 1)
459 Returns a random number between -1.0 and 1.0
464 return 2 * (random () - 0.5);
469 Angc used for animations
474 float angc (float a1, float a2)
501 .float lodmodelindex0;
502 .float lodmodelindex1;
503 .float lodmodelindex2;
507 vector NearestPointOnBox(entity box, vector org);
508 float LOD_customize()
514 d = cvar("loddebug");
516 self.modelindex = self.lodmodelindex0;
518 self.modelindex = self.lodmodelindex1;
520 self.modelindex = self.lodmodelindex2;
524 // TODO csqc network this so it only gets sent once
525 d = vlen(NearestPointOnBox(self, other.origin) - other.origin);
526 if(d < self.loddistance1)
527 self.modelindex = self.lodmodelindex0;
528 else if(!self.lodmodelindex2 || d < self.loddistance2)
529 self.modelindex = self.lodmodelindex1;
531 self.modelindex = self.lodmodelindex2;
536 void LOD_uncustomize()
538 self.modelindex = self.lodmodelindex0;
541 void LODmodel_attach()
545 if(!self.loddistance1)
546 self.loddistance1 = 1000;
547 if(!self.loddistance2)
548 self.loddistance2 = 2000;
549 self.lodmodelindex0 = self.modelindex;
551 if(self.lodtarget1 != "")
553 e = find(world, targetname, self.lodtarget1);
556 self.lodmodel1 = e.model;
560 if(self.lodtarget2 != "")
562 e = find(world, targetname, self.lodtarget2);
565 self.lodmodel2 = e.model;
570 if(self.lodmodel1 != "")
576 precache_model(self.lodmodel1);
577 setmodel(self, self.lodmodel1);
578 self.lodmodelindex1 = self.modelindex;
580 if(self.lodmodel2 != "")
582 precache_model(self.lodmodel2);
583 setmodel(self, self.lodmodel2);
584 self.lodmodelindex2 = self.modelindex;
587 self.modelindex = self.lodmodelindex0;
588 setsize(self, mi, ma);
591 if(self.lodmodelindex1)
592 SetCustomizer(self, LOD_customize, LOD_uncustomize);
595 void SetBrushEntityModel()
599 precache_model(self.model);
600 setmodel(self, self.model); // no precision needed
601 InitializeEntity(self, LODmodel_attach, INITPRIO_FINDTARGET);
603 setorigin(self, self.origin);
605 setsize(self, self.mins * self.scale, self.maxs * self.scale);
607 setsize(self, self.mins, self.maxs);
618 if (self.movedir != '0 0 0')
619 self.movedir = normalize(self.movedir);
622 if (self.angles == '0 -1 0')
623 self.movedir = '0 0 1';
624 else if (self.angles == '0 -2 0')
625 self.movedir = '0 0 -1';
628 makevectors (self.angles);
629 self.movedir = v_forward;
633 self.angles = '0 0 0';
638 // trigger angles are used for one-way touches. An angle of 0 is assumed
639 // to mean no restrictions, so use a yaw of 360 instead.
640 if (self.movedir == '0 0 0')
641 if (self.angles != '0 0 0')
643 self.solid = SOLID_TRIGGER;
644 SetBrushEntityModel();
645 self.movetype = MOVETYPE_NONE;
650 void InitSolidBSPTrigger()
652 // trigger angles are used for one-way touches. An angle of 0 is assumed
653 // to mean no restrictions, so use a yaw of 360 instead.
654 if (self.movedir == '0 0 0')
655 if (self.angles != '0 0 0')
657 self.solid = SOLID_BSP;
658 SetBrushEntityModel();
659 self.movetype = MOVETYPE_NONE; // why was this PUSH? -div0
660 // self.modelindex = 0;
664 float InitMovingBrushTrigger()
666 // trigger angles are used for one-way touches. An angle of 0 is assumed
667 // to mean no restrictions, so use a yaw of 360 instead.
668 self.solid = SOLID_BSP;
669 SetBrushEntityModel();
670 self.movetype = MOVETYPE_PUSH;
671 if(self.modelindex == 0)
673 objerror("InitMovingBrushTrigger: no brushes found!");