..entity owned_by_field; .float rule; .string model1; .string model2; .string model3; .float(entity) waypointsprite_visible_for_player; void WaypointSprite_UpdateSprites(entity e, string m1, string m2, string m3) { if(m1 != e.model1) { e.model1 = m1; e.SendFlags |= 2; } if(m2 != e.model2) { e.model2 = m2; e.SendFlags |= 4; } if(m3 != e.model3) { e.model3 = m3; e.SendFlags |= 8; } } void WaypointSprite_UpdateHealth(entity e, float f) { f = bound(0, f, e.max_health); if(f != e.health || e.pain_finished) { e.health = f; e.pain_finished = 0; e.SendFlags |= 0x80; } } void WaypointSprite_UpdateMaxHealth(entity e, float f) { if(f != e.max_health || e.pain_finished) { e.max_health = f; e.pain_finished = 0; e.SendFlags |= 0x80; } } void WaypointSprite_UpdateBuildFinished(entity e, float f) { if(f != e.pain_finished || e.max_health) { e.max_health = 0; e.pain_finished = f; e.SendFlags |= 0x80; } } void WaypointSprite_UpdateOrigin(entity e, vector o) { if(o != e.origin) { setorigin(e, o); e.SendFlags |= 64; } } void WaypointSprite_UpdateRule(entity e, float t, float r) { // no check, as this is never called without doing an actual change (usually only once) e.rule = r; e.team = t; e.SendFlags |= 1; } void WaypointSprite_UpdateTeamRadar(entity e, float icon, vector col) { // no check, as this is never called without doing an actual change (usually only once) e.cnt = (icon & 0x7F) | (e.cnt & 0x80); e.colormod = col; e.SendFlags |= 32; } .float waypointsprite_pingtime; .float waypointsprite_helpmetime; void WaypointSprite_Ping(entity e) { // anti spam if(time < e.waypointsprite_pingtime) return; e.waypointsprite_pingtime = time + 0.3; // ALWAYS sends (this causes a radar circle), thus no check e.cnt |= 0x80; e.SendFlags |= 32; } float waypointsprite_limitedrange, waypointsprite_deployed_lifetime, waypointsprite_deadlifetime; void WaypointSprite_HelpMePing(entity e) { WaypointSprite_Ping(e); e.waypointsprite_helpmetime = time + waypointsprite_deployed_lifetime; e.SendFlags |= 32; } void WaypointSprite_FadeOutIn(entity e, float t) { if(!e.fade_time) { e.fade_time = t; e.teleport_time = time + t; } else if(t < (e.teleport_time - time)) { // accelerate the waypoint's dying // ensure: // (e.teleport_time - time) / wp.fade_time stays // e.teleport_time = time + fadetime float current_fadetime; current_fadetime = e.teleport_time - time; e.teleport_time = time + t; e.fade_time = e.fade_time * t / current_fadetime; } e.SendFlags |= 16; } void WaypointSprite_Init() { waypointsprite_limitedrange = autocvar_sv_waypointsprite_limitedrange; waypointsprite_deployed_lifetime = autocvar_sv_waypointsprite_deployed_lifetime; waypointsprite_deadlifetime = autocvar_sv_waypointsprite_deadlifetime; } void WaypointSprite_InitClient(entity e) { } void WaypointSprite_Kill(entity wp) { if(!wp) return; if(wp.owner) wp.owner.(wp.owned_by_field) = world; remove(wp); } void WaypointSprite_Disown(entity wp, float fadetime) { if(!wp) return; if(wp.classname != "sprite_waypoint") { backtrace("Trying to disown a non-waypointsprite"); return; } if(wp.owner) { if(wp.exteriormodeltoclient == wp.owner) wp.exteriormodeltoclient = world; wp.owner.(wp.owned_by_field) = world; wp.owner = world; WaypointSprite_FadeOutIn(wp, fadetime); } } void WaypointSprite_Think() { float doremove; doremove = FALSE; if(self.fade_time) { if(time >= self.teleport_time) doremove = TRUE; } if(self.exteriormodeltoclient) WaypointSprite_UpdateOrigin(self, self.exteriormodeltoclient.origin + self.view_ofs); if(doremove) WaypointSprite_Kill(self); else self.nextthink = time; // WHY?!? } float WaypointSprite_visible_for_player(entity e) { // personal waypoints if(self.enemy) if(self.enemy != e) return FALSE; // team waypoints if(self.team && self.rule == SPRITERULE_DEFAULT) { if(self.team != e.team) return FALSE; if(e.classname != "player") return FALSE; } return TRUE; } entity WaypointSprite_getviewentity(entity e) { if(e.classname == "spectator") e = e.enemy; /* TODO idea (check this breaks nothing) else if(e.classname == "observer") e = world; */ return e; } float WaypointSprite_isteammate(entity e, entity e2) { if(teamplay) { if(e2.team != e.team) return FALSE; } else { if(e2 != e) return FALSE; } return TRUE; } float WaypointSprite_Customize() { // this is not in SendEntity because it shall run every frame, not just every update // make spectators see what the player would see entity e; e = WaypointSprite_getviewentity(other); // as a GENERAL rule: // if you have the invisibility powerup, sprites ALWAYS are restricted to your team // but only apply this to real players, not to spectators if(g_minstagib && (self.owner.flags & FL_CLIENT) && (self.owner.items & IT_STRENGTH) && (e == other)) { if(!WaypointSprite_isteammate(self.owner, e)) return FALSE; } return self.waypointsprite_visible_for_player(e); } float WaypointSprite_SendEntity(entity to, float sendflags) { float dt; WriteByte(MSG_ENTITY, ENT_CLIENT_WAYPOINT); sendflags = sendflags & 0x7F; if(g_nexball) sendflags &~= 0x80; else if(self.max_health || (self.pain_finished && (time < self.pain_finished + 0.25))) sendflags |= 0x80; WriteByte(MSG_ENTITY, sendflags); if(sendflags & 0x80) { if(self.max_health) { WriteByte(MSG_ENTITY, (self.health / self.max_health) * 191.0); } else { dt = self.pain_finished - time; dt = bound(0, dt * 32, 16383); WriteByte(MSG_ENTITY, (dt & 0xFF00) / 256 + 192); WriteByte(MSG_ENTITY, (dt & 0x00FF)); } } if(sendflags & 64) { WriteCoord(MSG_ENTITY, self.origin_x); WriteCoord(MSG_ENTITY, self.origin_y); WriteCoord(MSG_ENTITY, self.origin_z); } if(sendflags & 1) { WriteByte(MSG_ENTITY, self.team); WriteByte(MSG_ENTITY, self.rule); } if(sendflags & 2) WriteString(MSG_ENTITY, self.model1); if(sendflags & 4) WriteString(MSG_ENTITY, self.model2); if(sendflags & 8) WriteString(MSG_ENTITY, self.model3); if(sendflags & 16) { WriteCoord(MSG_ENTITY, self.fade_time); WriteCoord(MSG_ENTITY, self.teleport_time); WriteShort(MSG_ENTITY, self.fade_rate); // maxdist float f; f = 0; if(self.currentammo) f |= 1; // hideable if(self.exteriormodeltoclient == to) f |= 2; // my own WriteByte(MSG_ENTITY, f); } if(sendflags & 32) { WriteByte(MSG_ENTITY, self.cnt); // icon on radar WriteByte(MSG_ENTITY, self.colormod_x * 255.0); WriteByte(MSG_ENTITY, self.colormod_y * 255.0); WriteByte(MSG_ENTITY, self.colormod_z * 255.0); if(WaypointSprite_isteammate(self.owner, WaypointSprite_getviewentity(to))) { dt = (self.waypointsprite_helpmetime - time) / 0.1; if(dt < 0) dt = 0; if(dt > 255) dt = 255; WriteByte(MSG_ENTITY, dt); } else WriteByte(MSG_ENTITY, 0); } return TRUE; } void WaypointSprite_Reset() { // if a WP wants to time out, let it time out immediately; other WPs ought to be reset/killed by their owners if(self.fade_time) // there was there before: || g_keyhunt, do we really need this? WaypointSprite_Kill(self); } entity WaypointSprite_Spawn( string spr, // sprite float lifetime, float maxdistance, // lifetime, max distance entity ref, vector ofs, // position entity showto, float t, // show to whom? Use a flag to indicate a team entity own, .entity ownfield, // remove when own gets killed float hideable, // true when it should be controlled by cl_hidewaypoints float icon, vector rgb // initial icon and color ) { entity wp; wp = spawn(); wp.classname = "sprite_waypoint"; wp.teleport_time = time + lifetime; wp.fade_time = lifetime; wp.exteriormodeltoclient = ref; if(ref) { wp.view_ofs = ofs; setorigin(wp, ref.origin + ofs); } else setorigin(wp, ofs); wp.enemy = showto; wp.team = t; wp.owner = own; wp.currentammo = hideable; if(own) { if(own.ownfield) remove(own.ownfield); own.ownfield = wp; wp.owned_by_field = ownfield; } wp.fade_rate = maxdistance; wp.think = WaypointSprite_Think; wp.nextthink = time; wp.model1 = spr; wp.customizeentityforclient = WaypointSprite_Customize; wp.waypointsprite_visible_for_player = WaypointSprite_visible_for_player; wp.reset2 = WaypointSprite_Reset; wp.cnt = icon; wp.colormod = rgb; Net_LinkEntity(wp, FALSE, 0, WaypointSprite_SendEntity); return wp; } entity WaypointSprite_SpawnFixed( string spr, vector ofs, entity own, .entity ownfield, float icon, vector rgb // initial icon and color ) { return WaypointSprite_Spawn(spr, 0, 0, world, ofs, world, 0, own, ownfield, TRUE, icon, rgb); } .entity waypointsprite_deployed_fixed; entity WaypointSprite_DeployFixed( string spr, float limited_range, vector ofs, float icon, vector rgb // initial icon and color ) { float t, maxdistance; if(teamplay) t = self.team; else t = 0; if(limited_range) maxdistance = waypointsprite_limitedrange; else maxdistance = 0; return WaypointSprite_Spawn(spr, waypointsprite_deployed_lifetime, maxdistance, world, ofs, world, t, self, waypointsprite_deployed_fixed, FALSE, icon, rgb); } .entity waypointsprite_deployed_personal; entity WaypointSprite_DeployPersonal( string spr, vector ofs, float icon, vector rgb // initial icon and color ) { return WaypointSprite_Spawn(spr, 0, 0, world, ofs, world, 0, self, waypointsprite_deployed_personal, FALSE, icon, rgb); } .entity waypointsprite_attached; .entity waypointsprite_attachedforcarrier; entity WaypointSprite_Attach( string spr, float limited_range, float icon, vector rgb // initial icon and color ) { float t, maxdistance; if(self.waypointsprite_attachedforcarrier) return world; // can't attach to FC if(teamplay) t = self.team; else t = 0; if(limited_range) maxdistance = waypointsprite_limitedrange; else maxdistance = 0; return WaypointSprite_Spawn(spr, waypointsprite_deployed_lifetime, maxdistance, self, '0 0 64', world, t, self, waypointsprite_attached, FALSE, icon, rgb); } entity WaypointSprite_AttachCarrier( string spr, entity carrier, float icon, vector rgb // initial icon and color ) { entity e; WaypointSprite_Kill(carrier.waypointsprite_attached); // FC overrides attached e = WaypointSprite_Spawn(spr, 0, 0, carrier, '0 0 64', world, carrier.team, carrier, waypointsprite_attachedforcarrier, FALSE, icon, rgb); if(e) { WaypointSprite_UpdateMaxHealth(e, '1 0 0' * healtharmor_maxdamage(start_health, start_armorvalue, autocvar_g_balance_armor_blockpercent) * 2); WaypointSprite_UpdateHealth(e, '1 0 0' * healtharmor_maxdamage(carrier.health, carrier.armorvalue, autocvar_g_balance_armor_blockpercent)); } return e; } void WaypointSprite_DetachCarrier(entity carrier) { WaypointSprite_Disown(carrier.waypointsprite_attachedforcarrier, waypointsprite_deadlifetime); } void WaypointSprite_ClearPersonal() { WaypointSprite_Kill(self.waypointsprite_deployed_personal); } void WaypointSprite_ClearOwned() { WaypointSprite_Kill(self.waypointsprite_deployed_fixed); WaypointSprite_Kill(self.waypointsprite_deployed_personal); WaypointSprite_Kill(self.waypointsprite_attached); } void WaypointSprite_PlayerDead() { WaypointSprite_Disown(self.waypointsprite_attached, waypointsprite_deadlifetime); WaypointSprite_DetachCarrier(self); } void WaypointSprite_PlayerGone() { WaypointSprite_Disown(self.waypointsprite_deployed_fixed, waypointsprite_deadlifetime); WaypointSprite_Kill(self.waypointsprite_deployed_personal); WaypointSprite_Disown(self.waypointsprite_attached, waypointsprite_deadlifetime); WaypointSprite_DetachCarrier(self); }