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)
319 tracebox(pos, mi, ma, v2, nomonsters, forent);
325 print("HOLY SHIT! When tracing from ", vtos(v1), " to ", vtos(v2), "\n");
326 print(" Nudging gets us nowhere at ", vtos(pos), "\n");
327 print(" trace_endpos is ", vtos(trace_endpos), "\n");
328 print(" trace distance is ", ftos(vlen(pos - trace_endpos)), "\n");
333 // we started inside solid.
334 // then trace from endpos to pos
336 tracebox(t, mi, ma, pos, nomonsters, forent);
340 // t is still inside solid? bad
341 // force advance, then, and retry
342 pos = t + dir * nudge;
346 // we actually LEFT solid!
347 trace_fraction = ((trace_endpos - v1) * dir) / ((v2 - v1) * dir);
353 // pos is outside solid?!? but why?!? never mind, just return it.
355 trace_fraction = ((trace_endpos - v1) * dir) / ((v2 - v1) * dir);
361 void traceline_inverted (vector v1, vector v2, float nomonsters, entity forent)
367 //nudge = 2 * cvar("collision_impactnudge"); // why not?
370 dir = normalize(v2 - v1);
372 pos = v1 + dir * nudge;
376 if((pos - v1) * dir >= (v2 - v1) * dir)
383 traceline(pos, v2, nomonsters, forent);
387 // we started inside solid.
388 // then trace from endpos to pos
390 traceline(t, pos, nomonsters, forent);
393 // t is inside solid? bad
394 // force advance, then
395 pos = pos + dir * nudge;
399 // we actually LEFT solid!
400 trace_fraction = ((trace_endpos - v1) * dir) / ((v2 - v1) * dir);
406 // pos is outside solid?!? but why?!? never mind, just return it.
408 trace_fraction = ((trace_endpos - v1) * dir) / ((v2 - v1) * dir);
413 tracebox_inverted(v1, '0 0 0', '0 0 0', v2, nomonsters, forent);
420 Returns a point at least 12 units away from walls
421 (useful for explosion animations, although the blast is performed where it really happened)
425 vector findbetterlocation (vector org, float mindist)
431 vec = mindist * '1 0 0';
435 traceline (org, org + vec, TRUE, world);
437 if (trace_fraction < 1)
440 traceline (loc, loc + vec, TRUE, world);
441 if (trace_fraction >= 1)
460 Returns a random number between -1.0 and 1.0
465 return 2 * (random () - 0.5);
470 Angc used for animations
475 float angc (float a1, float a2)
502 .float lodmodelindex0;
503 .float lodmodelindex1;
504 .float lodmodelindex2;
508 vector NearestPointOnBox(entity box, vector org);
509 float LOD_customize()
515 d = cvar("loddebug");
517 self.modelindex = self.lodmodelindex0;
519 self.modelindex = self.lodmodelindex1;
521 self.modelindex = self.lodmodelindex2;
525 // TODO csqc network this so it only gets sent once
526 d = vlen(NearestPointOnBox(self, other.origin) - other.origin);
527 if(d < self.loddistance1)
528 self.modelindex = self.lodmodelindex0;
529 else if(!self.lodmodelindex2 || d < self.loddistance2)
530 self.modelindex = self.lodmodelindex1;
532 self.modelindex = self.lodmodelindex2;
537 void LOD_uncustomize()
539 self.modelindex = self.lodmodelindex0;
542 void LODmodel_attach()
546 if(!self.loddistance1)
547 self.loddistance1 = 1000;
548 if(!self.loddistance2)
549 self.loddistance2 = 2000;
550 self.lodmodelindex0 = self.modelindex;
552 if(self.lodtarget1 != "")
554 e = find(world, targetname, self.lodtarget1);
557 self.lodmodel1 = e.model;
561 if(self.lodtarget2 != "")
563 e = find(world, targetname, self.lodtarget2);
566 self.lodmodel2 = e.model;
571 if(self.lodmodel1 != "")
577 precache_model(self.lodmodel1);
578 setmodel(self, self.lodmodel1);
579 self.lodmodelindex1 = self.modelindex;
581 if(self.lodmodel2 != "")
583 precache_model(self.lodmodel2);
584 setmodel(self, self.lodmodel2);
585 self.lodmodelindex2 = self.modelindex;
588 self.modelindex = self.lodmodelindex0;
589 setsize(self, mi, ma);
592 if(self.lodmodelindex1)
593 SetCustomizer(self, LOD_customize, LOD_uncustomize);
596 void SetBrushEntityModel()
600 precache_model(self.model);
601 setmodel(self, self.model); // no precision needed
602 InitializeEntity(self, LODmodel_attach, INITPRIO_FINDTARGET);
604 setorigin(self, self.origin);
606 setsize(self, self.mins * self.scale, self.maxs * self.scale);
608 setsize(self, self.mins, self.maxs);
619 if (self.movedir != '0 0 0')
620 self.movedir = normalize(self.movedir);
623 if (self.angles == '0 -1 0')
624 self.movedir = '0 0 1';
625 else if (self.angles == '0 -2 0')
626 self.movedir = '0 0 -1';
629 makevectors (self.angles);
630 self.movedir = v_forward;
634 self.angles = '0 0 0';
639 // trigger angles are used for one-way touches. An angle of 0 is assumed
640 // to mean no restrictions, so use a yaw of 360 instead.
641 if (self.movedir == '0 0 0')
642 if (self.angles != '0 0 0')
644 self.solid = SOLID_TRIGGER;
645 SetBrushEntityModel();
646 self.movetype = MOVETYPE_NONE;
651 void InitSolidBSPTrigger()
653 // trigger angles are used for one-way touches. An angle of 0 is assumed
654 // to mean no restrictions, so use a yaw of 360 instead.
655 if (self.movedir == '0 0 0')
656 if (self.angles != '0 0 0')
658 self.solid = SOLID_BSP;
659 SetBrushEntityModel();
660 self.movetype = MOVETYPE_NONE; // why was this PUSH? -div0
661 // self.modelindex = 0;
665 float InitMovingBrushTrigger()
667 // trigger angles are used for one-way touches. An angle of 0 is assumed
668 // to mean no restrictions, so use a yaw of 360 instead.
669 self.solid = SOLID_BSP;
670 SetBrushEntityModel();
671 self.movetype = MOVETYPE_PUSH;
672 if(self.modelindex == 0)
674 objerror("InitMovingBrushTrigger: no brushes found!");