-void SUB_NullThink(void) { }
+#include "g_subs.qh"
+#include "_all.qh"
-void() SUB_CalcMoveDone;
-void() SUB_CalcAngleMoveDone;
-//void() SUB_UseTargets;
-void() SUB_Remove;
+#include "antilag.qh"
+#include "command/common.qh"
+#include "../warpzonelib/common.qh"
void spawnfunc_info_null (void)
{
if (!anim)
return; // no animation was given to us! We can't use this.
- if (anim_x == e.animstate_startframe)
- if (anim_y == e.animstate_numframes)
- if (anim_z == e.animstate_framerate)
+ if (anim.x == e.animstate_startframe)
+ if (anim.y == e.animstate_numframes)
+ if (anim.z == e.animstate_framerate)
{
if(restart)
{
if(restart > 0)
- if(anim_y == 1) // ZYM animation
+ if(anim.y == 1) // ZYM animation
BITXOR_ASSIGN(e.effects, EF_RESTARTANIM_BIT);
}
else
return;
}
- e.animstate_startframe = anim_x;
- e.animstate_numframes = anim_y;
- e.animstate_framerate = anim_z;
+ e.animstate_startframe = anim.x;
+ e.animstate_numframes = anim.y;
+ e.animstate_framerate = anim.z;
e.animstate_starttime = servertime - 0.1 * serverframetime; // shift it a little bit into the past to prevent float inaccuracy hiccups
e.animstate_endtime = e.animstate_starttime + e.animstate_numframes / e.animstate_framerate;
e.animstate_looping = looping;
e.animstate_starttime = e.animstate_endtime;
e.animstate_endtime = e.animstate_starttime + e.animstate_numframes / e.animstate_framerate;
}
- e.animstate_override = FALSE;
+ e.animstate_override = false;
}
e.frame = e.animstate_startframe + bound(0, (time - e.animstate_starttime) * e.animstate_framerate, e.animstate_numframes - 1);
//print(ftos(time), " -> ", ftos(e.frame), "\n");
}
-/*
-==================
-SUB_Remove
-
-Remove self
-==================
-*/
-void SUB_Remove (void)
-{
- remove (self);
-}
-
-/*
-==================
-SUB_Friction
-
-Applies some friction to self
-==================
-*/
-.float friction;
-void SUB_Friction (void)
-{
- self.nextthink = time;
- if(self.flags & FL_ONGROUND)
- self.velocity = self.velocity * (1 - frametime * self.friction);
-}
-
-/*
-==================
-SUB_VanishOrRemove
-
-Makes client invisible or removes non-client
-==================
-*/
-void SUB_VanishOrRemove (entity ent)
-{
- if (IS_CLIENT(ent))
- {
- // vanish
- ent.alpha = -1;
- ent.effects = 0;
- ent.glow_size = 0;
- ent.pflags = 0;
- }
- else
- {
- // remove
- remove (ent);
- }
-}
-
-void SUB_SetFade_Think (void)
-{
- if(self.alpha == 0)
- self.alpha = 1;
- self.think = SUB_SetFade_Think;
- self.nextthink = time;
- self.alpha -= frametime * self.fade_rate;
- if (self.alpha < 0.01)
- SUB_VanishOrRemove(self);
- else
- self.nextthink = time;
-}
-
-/*
-==================
-SUB_SetFade
-
-Fade 'ent' out when time >= 'when'
-==================
-*/
-void SUB_SetFade (entity ent, float when, float fadetime)
-{
- ent.fade_rate = 1/fadetime;
- ent.think = SUB_SetFade_Think;
- ent.nextthink = when;
-}
-
-/*
-=============
-SUB_CalcMove
-
-calculate self.velocity and self.nextthink to reach dest from
-self.origin traveling at speed
-===============
-*/
-void SUB_CalcMoveDone (void)
-{
- // After moving, set origin to exact final destination
-
- setorigin (self, self.finaldest);
- self.velocity = '0 0 0';
- self.nextthink = -1;
- if (self.think1)
- self.think1 ();
-}
-
-.float platmovetype_turn;
-void SUB_CalcMove_controller_think (void)
-{
- entity oldself;
- float traveltime;
- float phasepos;
- float nexttick;
- vector delta;
- vector delta2;
- vector veloc;
- vector angloc;
- vector nextpos;
- delta = self.destvec;
- delta2 = self.destvec2;
- if(time < self.animstate_endtime) {
- nexttick = time + sys_frametime;
-
- traveltime = self.animstate_endtime - self.animstate_starttime;
- phasepos = (nexttick - self.animstate_starttime) / traveltime; // range: [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(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;
- else
- veloc = self.finaldest - self.owner.origin;
- veloc = veloc * (1 / sys_frametime); // so it arrives for the next frame
-
- self.owner.velocity = veloc;
- self.nextthink = nexttick;
- } else {
- // derivative: delta + 2 * delta2 (e.g. for angle positioning)
- oldself = self;
- self.owner.think = self.think1;
- self = self.owner;
- remove(oldself);
- self.think();
- }
-}
-
-void SUB_CalcMove_controller_setbezier (entity controller, vector org, vector control, vector dest)
-{
- // 0 * (1-t) * (1-t) + 2 * control * t * (1-t) + dest * t * t
- // 2 * control * t - 2 * control * t * t + dest * t * t
- // 2 * control * t + (dest - 2 * control) * t * t
-
- controller.origin = org; // starting point
- control -= org;
- dest -= org;
-
- 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)
-{
- // 0 * (1-t) * (1-t) + 2 * control * t * (1-t) + dest * t * t
- // 2 * control * t - 2 * control * t * t + dest * t * t
- // 2 * control * t + (dest - 2 * control) * t * t
-
- controller.origin = org; // starting point
- dest -= org;
-
- controller.destvec = dest; // end point
- controller.destvec2 = '0 0 0';
-}
-
-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;
-
- if (!tspeed)
- objerror ("No speed is defined!");
-
- self.think1 = func;
- self.finaldest = tdest;
- self.think = SUB_CalcMoveDone;
-
- 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
- {
- self.velocity = '0 0 0';
- self.nextthink = self.ltime + 0.1;
- return;
- }
-
- controller = spawn();
- 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;
- controller.animstate_endtime = time + traveltime;
- controller.think = SUB_CalcMove_controller_think;
- controller.think1 = self.think;
-
- // the thinking is now done by the controller
- self.think = SUB_NullThink; // for PushMove
- self.nextthink = self.ltime + traveltime;
-
- // invoke controller
- self = controller;
- self.think();
- self = self.owner;
-}
-
-void SUB_CalcMove (vector tdest, float tspeedtype, float tspeed, void() func)
-{
- vector delta;
- float traveltime;
-
- if (!tspeed)
- objerror ("No speed is defined!");
-
- self.think1 = func;
- self.finaldest = tdest;
- self.think = SUB_CalcMoveDone;
-
- if (tdest == self.origin)
- {
- self.velocity = '0 0 0';
- self.nextthink = self.ltime + 0.1;
- return;
- }
-
- delta = tdest - self.origin;
-
- 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_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;
- return;
- }
-
- // now just run like a bezier curve...
- SUB_CalcMove_Bezier((self.origin + tdest) * 0.5, tdest, tspeedtype, tspeed, func);
-}
-
-void SUB_CalcMoveEnt (entity ent, vector tdest, float tspeedtype, float tspeed, void() func)
-{
- entity oldself;
-
- oldself = self;
- self = ent;
-
- SUB_CalcMove (tdest, tspeedtype, tspeed, func);
-
- self = oldself;
-}
-
-/*
-=============
-SUB_CalcAngleMove
-
-calculate self.avelocity and self.nextthink to reach destangle from
-self.angles rotating
-
-The calling function should make sure self.think is valid
-===============
-*/
-void SUB_CalcAngleMoveDone (void)
-{
- // After rotating, set angle to exact final angle
- self.angles = self.finalangle;
- self.avelocity = '0 0 0';
- self.nextthink = -1;
- if (self.think1)
- self.think1 ();
-}
-
-// FIXME: I fixed this function only for rotation around the main axes
-void SUB_CalcAngleMove (vector destangle, float tspeedtype, float tspeed, void() func)
-{
- vector delta;
- float traveltime;
-
- if (!tspeed)
- objerror ("No speed is defined!");
-
- // take the shortest distance for the angles
- self.angles_x -= 360 * floor((self.angles_x - destangle_x) / 360 + 0.5);
- 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;
-
- 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.think = SUB_CalcAngleMoveDone;
-
- if (traveltime < 0.1)
- {
- self.avelocity = '0 0 0';
- self.nextthink = self.ltime + 0.1;
- return;
- }
-
- self.avelocity = delta * (1 / traveltime);
- self.nextthink = self.ltime + traveltime;
-}
-
-void SUB_CalcAngleMoveEnt (entity ent, vector destangle, float tspeedtype, float tspeed, void() func)
-{
- entity oldself;
-
- oldself = self;
- self = ent;
-
- SUB_CalcAngleMove (destangle, tspeedtype, tspeed, func);
-
- self = oldself;
-}
-
/*
==================
main
FOR_EACH_PLAYER(player)
if(player != forent)
antilag_takeback(player, time - lag);
+ FOR_EACH_MONSTER(player)
+ antilag_takeback(player, time - lag);
}
// do the trace
FOR_EACH_PLAYER(player)
if(player != forent)
antilag_restore(player);
+ FOR_EACH_MONSTER(player)
+ antilag_restore(player);
}
// restore shooter solid type
}
void traceline_antilag_force (entity source, vector v1, vector v2, float nomonst, entity forent, float lag)
{
- tracebox_antilag_force_wz(source, v1, '0 0 0', '0 0 0', v2, nomonst, forent, lag, FALSE);
+ tracebox_antilag_force_wz(source, v1, '0 0 0', '0 0 0', v2, nomonst, forent, lag, false);
}
void traceline_antilag (entity source, vector v1, vector v2, float nomonst, entity forent, float lag)
{
{
if (autocvar_g_antilag != 2 || source.cvar_cl_noantilag)
lag = 0;
- tracebox_antilag_force_wz(source, v1, mi, ma, v2, nomonst, forent, lag, FALSE);
+ tracebox_antilag_force_wz(source, v1, mi, ma, v2, nomonst, forent, lag, false);
}
void WarpZone_traceline_antilag_force (entity source, vector v1, vector v2, float nomonst, entity forent, float lag)
{
- tracebox_antilag_force_wz(source, v1, '0 0 0', '0 0 0', v2, nomonst, forent, lag, TRUE);
+ tracebox_antilag_force_wz(source, v1, '0 0 0', '0 0 0', v2, nomonst, forent, lag, true);
}
void WarpZone_traceline_antilag (entity source, vector v1, vector v2, float nomonst, entity forent, float lag)
{
{
if (autocvar_g_antilag != 2 || source.cvar_cl_noantilag)
lag = 0;
- tracebox_antilag_force_wz(source, v1, mi, ma, v2, nomonst, forent, lag, TRUE);
+ tracebox_antilag_force_wz(source, v1, mi, ma, v2, nomonst, forent, lag, true);
}
float tracebox_inverted (vector v1, vector mi, vector ma, vector v2, float nomonsters, entity forent, float stopatentity, entity ignorestopatentity) // returns the number of traces done, for benchmarking
float c;
c = 0;
- for(;;)
+ for (;;)
{
if(pos * dir >= v2 * dir)
{
c = 0;
while (c < 6)
{
- traceline (org, org + vec, TRUE, world);
+ traceline (org, org + vec, true, world);
vec = vec * -1;
if (trace_fraction < 1)
{
loc = trace_endpos;
- traceline (loc, loc + vec, TRUE, world);
+ traceline (loc, loc + vec, true, world);
if (trace_fraction >= 1)
org = loc + vec;
}
if (c & 1)
{
- h = vec_y;
- vec_y = vec_x;
- vec_x = vec_z;
- vec_z = h;
+ h = vec.y;
+ vec.y = vec.x;
+ vec.x = vec.z;
+ vec.z = h;
}
c = c + 1;
}
return a;
}
-.string lodtarget1;
-.string lodtarget2;
-.string lodmodel1;
-.string lodmodel2;
-.float lodmodelindex0;
-.float lodmodelindex1;
-.float lodmodelindex2;
-.float loddistance1;
-.float loddistance2;
-
float LOD_customize()
{
float d;
self.modelindex = self.lodmodelindex1;
else // if(d == 3)
self.modelindex = self.lodmodelindex2;
- return TRUE;
+ return true;
}
// TODO csqc network this so it only gets sent once
else
self.modelindex = self.lodmodelindex2;
- return TRUE;
+ return true;
}
void LOD_uncustomize()
void ApplyMinMaxScaleAngles(entity e)
{
- if(e.angles_x != 0 || e.angles_z != 0 || self.avelocity_x != 0 || self.avelocity_z != 0) // "weird" rotation
+ if(e.angles.x != 0 || e.angles.z != 0 || self.avelocity.x != 0 || self.avelocity.z != 0) // "weird" rotation
{
e.maxs = '1 1 1' * vlen(
- '1 0 0' * max(-e.mins_x, e.maxs_x) +
- '0 1 0' * max(-e.mins_y, e.maxs_y) +
- '0 0 1' * max(-e.mins_z, e.maxs_z)
+ '1 0 0' * max(-e.mins.x, e.maxs.x) +
+ '0 1 0' * max(-e.mins.y, e.maxs.y) +
+ '0 0 1' * max(-e.mins.z, e.maxs.z)
);
e.mins = -e.maxs;
}
- else if(e.angles_y != 0 || self.avelocity_y != 0) // yaw only is a bit better
+ else if(e.angles.y != 0 || self.avelocity.y != 0) // yaw only is a bit better
{
e.maxs_x = vlen(
- '1 0 0' * max(-e.mins_x, e.maxs_x) +
- '0 1 0' * max(-e.mins_y, e.maxs_y)
+ '1 0 0' * max(-e.mins.x, e.maxs.x) +
+ '0 1 0' * max(-e.mins.y, e.maxs.y)
);
- e.maxs_y = e.maxs_x;
- e.mins_x = -e.maxs_x;
- e.mins_y = -e.maxs_x;
+ e.maxs_y = e.maxs.x;
+ e.mins_x = -e.maxs.x;
+ e.mins_y = -e.maxs.x;
}
if(e.scale)
setsize(e, e.mins * e.scale, e.maxs * e.scale);