From: Mircea Kitsune Date: Wed, 4 Apr 2012 19:23:41 +0000 (+0300) Subject: Rename physical_weapons to physical_items X-Git-Tag: xonotic-v0.7.0~111^2~7 X-Git-Url: http://de.git.xonotic.org/?a=commitdiff_plain;h=2fab686be80d997ed9152d6370a4a97f0c4d2d19;p=xonotic%2Fxonotic-data.pk3dir.git Rename physical_weapons to physical_items --- diff --git a/qcsrc/server/miscfunctions.qc b/qcsrc/server/miscfunctions.qc index 0608977e8..71ae10b12 100644 --- a/qcsrc/server/miscfunctions.qc +++ b/qcsrc/server/miscfunctions.qc @@ -1079,7 +1079,7 @@ void readlevelcvars(void) if(cvar("g_spawn_near_teammate")) MUTATOR_ADD(mutator_spawn_near_teammate); if(cvar("g_ode_items")) - MUTATOR_ADD(mutator_physical_weapons); + MUTATOR_ADD(mutator_physical_items); // is this a mutator? is this a mode? if(cvar("g_sandbox")) diff --git a/qcsrc/server/mutators/mutator_physical_items.qc b/qcsrc/server/mutators/mutator_physical_items.qc new file mode 100644 index 000000000..e362b11f4 --- /dev/null +++ b/qcsrc/server/mutators/mutator_physical_items.qc @@ -0,0 +1,98 @@ +.vector spawn_origin, spawn_angles; + +void thrown_wep_ode_think() +{ + self.nextthink = time; + + self.alpha = self.owner.alpha; // apply fading and ghosting + + if(!self.cnt) // map item, not dropped weapon + { + // copy ghost item properties + self.colormap = self.owner.colormap; + self.colormod = self.owner.colormod; + self.glowmod = self.owner.glowmod; + + // if the item is not spawned, make sure the invisible / ghost item returns to its origin and stays there + if(autocvar_g_ode_items_reset) + { + if(self.owner.nextthink > time) // awaiting respawn + { + setorigin(self, self.spawn_origin); + self.angles = self.spawn_angles; + self.solid = SOLID_NOT; + self.movetype = MOVETYPE_NONE; + } + else + { + self.solid = SOLID_CORPSE; + self.movetype = MOVETYPE_PHYSICS; + } + } + } + + if(!self.owner.modelindex) + remove(self); // the real weapon is gone, remove this +} + +void thrown_wep_ode_touch() +{ + if(!self.cnt) // not for dropped items + if (ITEM_TOUCH_NEEDKILL()) + { + setorigin(self, self.spawn_origin); + self.angles = self.spawn_angles; + } +} + +MUTATOR_HOOKFUNCTION(item_spawning) +{ + if(self.owner == world && autocvar_g_ode_items <= 1) + return FALSE; + if (self.spawnflags & 1) // floating item + return FALSE; + + // The actual item can't be physical and trigger at the same time, so make it invisible and use a second entity for physics. + // Ugly hack, but unless SOLID_TRIGGER is gotten to work with MOVETYPE_PHYSICS in the engine it can't be fixed. + entity wep; + wep = spawn(); + setmodel(wep, self.model); + setsize(wep, self.mins, self.maxs); + setorigin(wep, self.origin); + wep.angles = self.angles; + wep.velocity = self.velocity; + + wep.owner = self; + wep.solid = SOLID_CORPSE; + wep.movetype = MOVETYPE_PHYSICS; + wep.takedamage = DAMAGE_AIM; + wep.effects |= EF_NOMODELFLAGS; // disable the spinning + wep.colormap = self.owner.colormap; + wep.glowmod = self.owner.glowmod; + wep.damageforcescale = autocvar_g_ode_items_damageforcescale; + wep.dphitcontentsmask = self.dphitcontentsmask; + wep.cnt = (self.owner != world); + + wep.think = thrown_wep_ode_think; + wep.nextthink = time; + wep.touch = thrown_wep_ode_touch; + + wep.spawn_origin = self.origin; + wep.spawn_angles = self.angles; + + self.effects |= EF_NODRAW; // hide the original weapon + self.movetype = MOVETYPE_FOLLOW; + self.aiment = wep; // attach the original weapon + + return FALSE; +} + +MUTATOR_DEFINITION(mutator_physical_items) +{ + if(!autocvar_physics_ode) + return FALSE; + + MUTATOR_HOOK(Item_Spawn, item_spawning, CBC_ORDER_ANY); + + return FALSE; +} diff --git a/qcsrc/server/mutators/mutator_physical_weapons.qc b/qcsrc/server/mutators/mutator_physical_weapons.qc deleted file mode 100644 index 3bf1c5359..000000000 --- a/qcsrc/server/mutators/mutator_physical_weapons.qc +++ /dev/null @@ -1,98 +0,0 @@ -.vector spawn_origin, spawn_angles; - -void thrown_wep_ode_think() -{ - self.nextthink = time; - - self.alpha = self.owner.alpha; // apply fading and ghosting - - if(!self.cnt) // map item, not dropped weapon - { - // copy ghost item properties - self.colormap = self.owner.colormap; - self.colormod = self.owner.colormod; - self.glowmod = self.owner.glowmod; - - // if the item is not spawned, make sure the invisible / ghost item returns to its origin and stays there - if(autocvar_g_ode_items_reset) - { - if(self.owner.nextthink > time) // awaiting respawn - { - setorigin(self, self.spawn_origin); - self.angles = self.spawn_angles; - self.solid = SOLID_NOT; - self.movetype = MOVETYPE_NONE; - } - else - { - self.solid = SOLID_CORPSE; - self.movetype = MOVETYPE_PHYSICS; - } - } - } - - if(!self.owner.modelindex) - remove(self); // the real weapon is gone, remove this -} - -void thrown_wep_ode_touch() -{ - if(!self.cnt) // not for dropped items - if (ITEM_TOUCH_NEEDKILL()) - { - setorigin(self, self.spawn_origin); - self.angles = self.spawn_angles; - } -} - -MUTATOR_HOOKFUNCTION(item_spawning) -{ - if(self.owner == world && autocvar_g_ode_items <= 1) - return FALSE; - if (self.spawnflags & 1) // floating item - return FALSE; - - // The actual item can't be physical and trigger at the same time, so make it invisible and use a second entity for physics. - // Ugly hack, but unless SOLID_TRIGGER is gotten to work with MOVETYPE_PHYSICS in the engine it can't be fixed. - entity wep; - wep = spawn(); - setmodel(wep, self.model); - setsize(wep, self.mins, self.maxs); - setorigin(wep, self.origin); - wep.angles = self.angles; - wep.velocity = self.velocity; - - wep.owner = self; - wep.solid = SOLID_CORPSE; - wep.movetype = MOVETYPE_PHYSICS; - wep.takedamage = DAMAGE_AIM; - wep.effects |= EF_NOMODELFLAGS; // disable the spinning - wep.colormap = self.owner.colormap; - wep.glowmod = self.owner.glowmod; - wep.damageforcescale = autocvar_g_ode_items_damageforcescale; - wep.dphitcontentsmask = self.dphitcontentsmask; - wep.cnt = (self.owner != world); - - wep.think = thrown_wep_ode_think; - wep.nextthink = time; - wep.touch = thrown_wep_ode_touch; - - wep.spawn_origin = self.origin; - wep.spawn_angles = self.angles; - - self.effects |= EF_NODRAW; // hide the original weapon - self.movetype = MOVETYPE_FOLLOW; - self.aiment = wep; // attach the original weapon - - return FALSE; -} - -MUTATOR_DEFINITION(mutator_physical_weapons) -{ - if(!autocvar_physics_ode) - return FALSE; - - MUTATOR_HOOK(Item_Spawn, item_spawning, CBC_ORDER_ANY); - - return FALSE; -} diff --git a/qcsrc/server/mutators/mutators.qh b/qcsrc/server/mutators/mutators.qh index 072e652ff..4d019eec0 100644 --- a/qcsrc/server/mutators/mutators.qh +++ b/qcsrc/server/mutators/mutators.qh @@ -10,6 +10,6 @@ MUTATOR_DECLARATION(mutator_rocketflying); MUTATOR_DECLARATION(mutator_vampire); MUTATOR_DECLARATION(mutator_spawn_near_teammate); MUTATOR_DECLARATION(mutator_spawn_near_teammate); -MUTATOR_DECLARATION(mutator_physical_weapons); +MUTATOR_DECLARATION(mutator_physical_items); MUTATOR_DECLARATION(sandbox); diff --git a/qcsrc/server/progs.src b/qcsrc/server/progs.src index 92f9fa6a2..d8210e770 100644 --- a/qcsrc/server/progs.src +++ b/qcsrc/server/progs.src @@ -215,7 +215,7 @@ mutators/mutator_dodging.qc mutators/mutator_rocketflying.qc mutators/mutator_vampire.qc mutators/mutator_spawn_near_teammate.qc -mutators/mutator_physical_weapons.qc +mutators/mutator_physical_items.qc mutators/sandbox.qc ../warpzonelib/anglestransform.qc