X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fclient%2Fcsqcmodel_hooks.qc;h=807ebe4e5ec406ba4a8d747f4d6e49c4410dd77a;hp=0c25e60064533141963afe43b98f957756279e2f;hb=46f7bde5d7554a7621f1285640946f01cb5e4016;hpb=59b6575d5306d671853a67e37aa795f45315562b;ds=sidebyside diff --git a/qcsrc/client/csqcmodel_hooks.qc b/qcsrc/client/csqcmodel_hooks.qc index 0c25e6006..807ebe4e5 100644 --- a/qcsrc/client/csqcmodel_hooks.qc +++ b/qcsrc/client/csqcmodel_hooks.qc @@ -1,22 +1,12 @@ -#include "_all.qh" - -#include "gibs.qh" +#include "mutators/events.qh" #include "player_skeleton.qh" - #include "weapons/projectile.qh" - #include "../common/animdecide.qh" -#include "../common/csqcmodel_settings.qh" -#include "../common/effects/effects.qh" -#include "../common/teams.qh" -#include "../common/triggers/trigger/viewloc.qh" - -#include "mutators/events.qh" - -#include "../csqcmodellib/cl_model.qh" -#include "../csqcmodellib/cl_player.qh" -#include "../csqcmodellib/interpolate.qh" - +#include "../common/movetypes/movetypes.qh" +#include "../common/viewloc.qh" +#include "../lib/csqcmodel/cl_model.qh" +#include "../lib/csqcmodel/cl_player.qh" +#include "../lib/csqcmodel/interpolate.qh" .float death_time; .int modelflags; @@ -401,11 +391,7 @@ void CSQCModel_AutoTagIndex_Apply(void) if(self.tag_entity && wasfreed(self.tag_entity)) self.tag_entity = world; - if(self.viewloc && wasfreed(self.viewloc)) - self.viewloc = world; - - if(self.viewloc.entnum != self.tag_networkviewloc) - self.viewloc = findfloat(world, entnum, self.tag_networkviewloc); + viewloc_SetTags(); MUTATOR_CALLHOOK(TagIndex_Update, self); @@ -476,28 +462,30 @@ void CSQCModel_AutoTagIndex_Apply(void) } // FEATURE: EF_NODRAW workalike -const int EF_BRIGHTFIELD = 1; -const int EF_BRIGHTLIGHT = 4; -const int EF_DIMLIGHT = 8; -const int EF_DOUBLESIDED = 32768; -const int EF_NOSELFSHADOW = 65536; -const int EF_DYNAMICMODELLIGHT = 131072; -const int EF_RESTARTANIM_BIT = 1048576; -const int EF_TELEPORT_BIT = 2097152; -const int MF_ROCKET = 1; // leave a trail -const int MF_GRENADE = 2; // leave a trail -const int MF_GIB = 4; // leave a trail -const int MF_ROTATE = 8; // rotate (bonus items) -const int MF_TRACER = 16; // green split trail -const int MF_ZOMGIB = 32; // small blood trail -const int MF_TRACER2 = 64; // orange split trail -const int MF_TRACER3 = 128; // purple trail +const int EF_BRIGHTFIELD = BIT(0); +const int EF_BRIGHTLIGHT = BIT(2); +const int EF_DIMLIGHT = BIT(3); +const int EF_DOUBLESIDED = BIT(15); +const int EF_NOSELFSHADOW = BIT(16); +const int EF_DYNAMICMODELLIGHT = BIT(17); +const int EF_RESTARTANIM_BIT = BIT(20); +const int EF_TELEPORT_BIT = BIT(21); +const int MF_ROCKET = BIT(0); // leave a trail +const int MF_GRENADE = BIT(1); // leave a trail +const int MF_GIB = BIT(2); // leave a trail +const int MF_ROTATE = BIT(3); // rotate (bonus items) +const int MF_TRACER = BIT(4); // green split trail +const int MF_ZOMGIB = BIT(5); // small blood trail +const int MF_TRACER2 = BIT(6); // orange split trail +const int MF_TRACER3 = BIT(7); // purple trail .int csqcmodel_effects; .int csqcmodel_modelflags; +.int csqcmodel_traileffect; void CSQCModel_Effects_PreUpdate(void) {SELFPARAM(); self.effects = self.csqcmodel_effects; self.modelflags = self.csqcmodel_modelflags; + self.traileffect = self.csqcmodel_traileffect; } void Reset_ArcBeam(void); void CSQCModel_Effects_PostUpdate(void) @@ -509,22 +497,24 @@ void CSQCModel_Effects_PostUpdate(void) } self.csqcmodel_effects = self.effects; self.csqcmodel_modelflags = self.modelflags; + self.csqcmodel_traileffect = self.traileffect; self.effects = 0; self.modelflags = 0; if(self.csqcmodel_teleported) - Projectile_ResetTrail(self.origin); + Projectile_ResetTrail(self, self.origin); } .int snd_looping; void CSQCModel_Effects_Apply(void) {SELFPARAM(); int eff = self.csqcmodel_effects & ~CSQCMODEL_EF_RESPAWNGHOST; + int tref = self.csqcmodel_traileffect; self.renderflags &= ~(RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS); self.effects = 0; self.traileffect = 0; if(eff & EF_BRIGHTFIELD) - self.traileffect = particleeffectnum(EFFECT_TR_NEXUIZPLASMA); + tref = EFFECT_TR_NEXUIZPLASMA.m_id; // ignoring EF_MUZZLEFLASH if(eff & EF_BRIGHTLIGHT) adddynamiclight(self.origin, 400, '3 3 3'); @@ -542,9 +532,9 @@ void CSQCModel_Effects_Apply(void) if(eff & EF_FULLBRIGHT) self.renderflags |= RF_FULLBRIGHT; if(eff & EF_FLAME) - pointparticles(particleeffectnum(EFFECT_EF_FLAME), self.origin, '0 0 0', bound(0, frametime, 0.1)); + pointparticles(EFFECT_EF_FLAME, self.origin, '0 0 0', bound(0, frametime, 0.1)); if(eff & EF_STARDUST) - pointparticles(particleeffectnum(EFFECT_EF_STARDUST), self.origin, '0 0 0', bound(0, frametime, 0.1)); + pointparticles(EFFECT_EF_STARDUST, self.origin, '0 0 0', bound(0, frametime, 0.1)); if(eff & EF_NOSHADOW) self.renderflags |= RF_NOSHADOW; if(eff & EF_NODEPTHTEST) @@ -558,29 +548,31 @@ void CSQCModel_Effects_Apply(void) self.renderflags |= RF_DYNAMICMODELLIGHT; // ignoring EF_UNUSED18, EF_UNUSED19, EF_RESTARTANIM_BIT, EF_TELEPORT_BIT, EF_LOWPRECISION if(self.csqcmodel_modelflags & MF_ROCKET) - self.traileffect = particleeffectnum(EFFECT_TR_ROCKET); + tref = EFFECT_TR_ROCKET.m_id; if(self.csqcmodel_modelflags & MF_GRENADE) - self.traileffect = particleeffectnum(EFFECT_TR_GRENADE); + tref = EFFECT_TR_GRENADE.m_id; if(self.csqcmodel_modelflags & MF_GIB) - self.traileffect = particleeffectnum(EFFECT_TR_BLOOD); + tref = EFFECT_TR_BLOOD.m_id; if(self.csqcmodel_modelflags & MF_ROTATE) { self.renderflags |= RF_USEAXIS; makevectors(self.angles + '0 100 0' * fmod(time, 3.6)); } if(self.csqcmodel_modelflags & MF_TRACER) - self.traileffect = particleeffectnum(EFFECT_TR_WIZSPIKE); + tref = EFFECT_TR_WIZSPIKE.m_id; if(self.csqcmodel_modelflags & MF_ZOMGIB) - self.traileffect = particleeffectnum(EFFECT_TR_SLIGHTBLOOD); + tref = EFFECT_TR_SLIGHTBLOOD.m_id; if(self.csqcmodel_modelflags & MF_TRACER2) - self.traileffect = particleeffectnum(EFFECT_TR_KNIGHTSPIKE); + tref = EFFECT_TR_KNIGHTSPIKE.m_id; if(self.csqcmodel_modelflags & MF_TRACER3) - self.traileffect = particleeffectnum(EFFECT_TR_VORESPIKE); + tref = EFFECT_TR_VORESPIKE.m_id; + + self.traileffect = tref; if(self.drawmask) - Projectile_DrawTrail(self.origin); + Projectile_DrawTrail(self, self.origin); else - Projectile_ResetTrail(self.origin); + Projectile_ResetTrail(self, self.origin); if(self.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST) self.renderflags |= RF_ADDITIVE;