void SUB_NullThink(void) { }
-void(vector destangle, float tspeed, void() func) SUB_CalcAngleMove;
void() SUB_CalcMoveDone;
void() SUB_CalcAngleMoveDone;
//void() SUB_UseTargets;
*/
void SUB_VanishOrRemove (entity ent)
{
- if (ent.flags & FL_CLIENT)
+ if (IS_CLIENT(ent))
{
// vanish
ent.alpha = -1;
*/
void SUB_SetFade (entity ent, float when, float fadetime)
{
- //if (ent.flags & FL_CLIENT) // && ent.deadflag != DEAD_NO)
- // return;
- //ent.alpha = 1;
ent.fade_rate = 1/fadetime;
ent.think = SUB_SetFade_Think;
ent.nextthink = when;
self.think1 ();
}
+.float platmovetype_turn;
void SUB_CalcMove_controller_think (void)
{
entity oldself;
vector delta;
vector delta2;
vector veloc;
+ vector angloc;
vector nextpos;
delta = self.destvec;
delta2 = self.destvec2;
traveltime = self.animstate_endtime - self.animstate_starttime;
phasepos = (nexttick - self.animstate_starttime) / traveltime; // range: [0, 1]
- if(self.platmovetype != 1)
- {
- phasepos = 3.14159265 + (phasepos * 3.14159265); // range: [pi, 2pi]
- phasepos = cos(phasepos); // cos [pi, 2pi] is in [-1, 1]
- phasepos = phasepos + 1; // correct range to [0, 2]
- phasepos = phasepos / 2; // correct range to [0, 1]
- }
+ phasepos = cubic_speedfunc(self.platmovetype_start, self.platmovetype_end, phasepos);
nextpos = self.origin + (delta * phasepos) + (delta2 * phasepos * phasepos);
// derivative: delta + 2 * delta2 * phasepos (e.g. for angle positioning)
- if(nexttick < self.animstate_endtime) {
+ if(self.owner.platmovetype_turn)
+ {
+ vector destangle;
+ destangle = delta + 2 * delta2 * phasepos;
+ destangle = vectoangles(destangle);
+ destangle_x = -destangle_x; // flip up / down orientation
+
+ // take the shortest distance for the angles
+ self.owner.angles_x -= 360 * floor((self.owner.angles_x - destangle_x) / 360 + 0.5);
+ self.owner.angles_y -= 360 * floor((self.owner.angles_y - destangle_y) / 360 + 0.5);
+ self.owner.angles_z -= 360 * floor((self.owner.angles_z - destangle_z) / 360 + 0.5);
+ angloc = destangle - self.owner.angles;
+ angloc = angloc * (1 / sys_frametime); // so it arrives for the next frame
+ self.owner.avelocity = angloc;
+ }
+ if(nexttick < self.animstate_endtime)
veloc = nextpos - self.owner.origin;
- veloc = veloc * (1 / sys_frametime); // so it arrives for the next frame
- } else {
+ else
veloc = self.finaldest - self.owner.origin;
- veloc = veloc * (1 / sys_frametime); // so it arrives for the next frame
- }
+ veloc = veloc * (1 / sys_frametime); // so it arrives for the next frame
+
self.owner.velocity = veloc;
self.nextthink = nexttick;
} else {
controller.destvec = 2 * control; // control point
controller.destvec2 = dest - 2 * control; // quadratic part required to reach end point
+ // also: initial d/dphasepos origin = 2 * control, final speed = 2 * (dest - control)
}
void SUB_CalcMove_controller_setlinear (entity controller, vector org, vector dest)
controller.destvec2 = '0 0 0';
}
-void SUB_CalcMove_Bezier (vector tcontrol, vector tdest, float tspeed, void() func)
+float TSPEED_TIME = -1;
+float TSPEED_LINEAR = 0;
+float TSPEED_START = 1;
+float TSPEED_END = 2;
+// TODO average too?
+
+void SUB_CalcMove_Bezier (vector tcontrol, vector tdest, float tspeedtype, float tspeed, void() func)
{
float traveltime;
entity controller;
self.finaldest = tdest;
self.think = SUB_CalcMoveDone;
- if(tspeed > 0) // positive: start speed
- traveltime = 2 * vlen(tcontrol - self.origin) / tspeed;
- else // negative: end speed
- traveltime = 2 * vlen(tcontrol - tdest) / -tspeed;
+ switch(tspeedtype)
+ {
+ default:
+ case TSPEED_START:
+ traveltime = 2 * vlen(tcontrol - self.origin) / tspeed;
+ break;
+ case TSPEED_END:
+ traveltime = 2 * vlen(tcontrol - tdest) / tspeed;
+ break;
+ case TSPEED_LINEAR:
+ traveltime = vlen(tdest - self.origin) / tspeed;
+ break;
+ case TSPEED_TIME:
+ traveltime = tspeed;
+ break;
+ }
if (traveltime < 0.1) // useless anim
{
controller.classname = "SUB_CalcMove_controller";
controller.owner = self;
controller.platmovetype = self.platmovetype;
+ controller.platmovetype_start = self.platmovetype_start;
+ controller.platmovetype_end = self.platmovetype_end;
SUB_CalcMove_controller_setbezier(controller, self.origin, tcontrol, tdest);
controller.finaldest = (tdest + '0 0 0.125'); // where do we want to end? Offset to overshoot a bit.
controller.animstate_starttime = time;
self = self.owner;
}
-void SUB_CalcMove (vector tdest, float tspeed, void() func)
+void SUB_CalcMove (vector tdest, float tspeedtype, float tspeed, void() func)
{
vector delta;
float traveltime;
}
delta = tdest - self.origin;
- traveltime = vlen (delta) / tspeed;
+
+ switch(tspeedtype)
+ {
+ default:
+ case TSPEED_START:
+ case TSPEED_END:
+ case TSPEED_LINEAR:
+ traveltime = vlen (delta) / tspeed;
+ break;
+ case TSPEED_TIME:
+ traveltime = tspeed;
+ break;
+ }
// Very short animations don't really show off the effect
// of controlled animation, so let's just use linear movement.
// Alternatively entities can choose to specify non-controlled movement.
// The only currently implemented alternative movement is linear (value 1)
- if (traveltime < 0.15 || self.platmovetype == 1)
+ if (traveltime < 0.15 || (self.platmovetype_start == 1 && self.platmovetype_end == 1)) // is this correct?
{
self.velocity = delta * (1/traveltime); // QuakeC doesn't allow vector/float division
self.nextthink = self.ltime + traveltime;
}
// now just run like a bezier curve...
- SUB_CalcMove_Bezier((self.origin + tdest) * 0.5, tdest, tspeed, func);
+ SUB_CalcMove_Bezier((self.origin + tdest) * 0.5, tdest, tspeedtype, tspeed, func);
}
-void SUB_CalcMoveEnt (entity ent, vector tdest, float tspeed, void() func)
+void SUB_CalcMoveEnt (entity ent, vector tdest, float tspeedtype, float tspeed, void() func)
{
entity oldself;
oldself = self;
self = ent;
- SUB_CalcMove (tdest, tspeed, func);
+ SUB_CalcMove (tdest, tspeedtype, tspeed, func);
self = oldself;
}
}
// FIXME: I fixed this function only for rotation around the main axes
-void SUB_CalcAngleMove (vector destangle, float tspeed, void() func)
+void SUB_CalcAngleMove (vector destangle, float tspeedtype, float tspeed, void() func)
{
vector delta;
float traveltime;
self.angles_y -= 360 * floor((self.angles_y - destangle_y) / 360 + 0.5);
self.angles_z -= 360 * floor((self.angles_z - destangle_z) / 360 + 0.5);
delta = destangle - self.angles;
- traveltime = vlen (delta) / tspeed;
+
+ switch(tspeedtype)
+ {
+ default:
+ case TSPEED_START:
+ case TSPEED_END:
+ case TSPEED_LINEAR:
+ traveltime = vlen (delta) / tspeed;
+ break;
+ case TSPEED_TIME:
+ traveltime = tspeed;
+ break;
+ }
self.think1 = func;
self.finalangle = destangle;
self.nextthink = self.ltime + traveltime;
}
-void SUB_CalcAngleMoveEnt (entity ent, vector destangle, float tspeed, void() func)
+void SUB_CalcAngleMoveEnt (entity ent, vector destangle, float tspeedtype, float tspeed, void() func)
{
entity oldself;
oldself = self;
self = ent;
- SUB_CalcAngleMove (destangle, tspeed, func);
+ SUB_CalcAngleMove (destangle, tspeedtype, tspeed, func);
self = oldself;
}
// check whether antilagged traces are enabled
if (lag < 0.001)
lag = 0;
- if (clienttype(forent) != CLIENTTYPE_REAL)
+ if not(IS_REAL_CLIENT(forent))
lag = 0; // only antilag for clients
// change shooter to SOLID_BBOX so the shot can hit corpses