set g_balance_electro_primary_edgedamage 20
set g_balance_electro_primary_force 200
set g_balance_electro_primary_lifetime 5
+set g_balance_electro_primary_midaircombo_enemy 1
set g_balance_electro_primary_midaircombo_explode 1
set g_balance_electro_primary_midaircombo_interval 0.1
+set g_balance_electro_primary_midaircombo_own 1
set g_balance_electro_primary_midaircombo_radius 0
+set g_balance_electro_primary_midaircombo_speed 2000
+set g_balance_electro_primary_midaircombo_teammate 1
set g_balance_electro_primary_radius 100
set g_balance_electro_primary_refire 0.6
set g_balance_electro_primary_speed 2500
set g_balance_electro_primary_edgedamage 0
set g_balance_electro_primary_force 200
set g_balance_electro_primary_lifetime 30
+set g_balance_electro_primary_midaircombo_enemy 1
set g_balance_electro_primary_midaircombo_explode 0
set g_balance_electro_primary_midaircombo_interval 0
+set g_balance_electro_primary_midaircombo_own 1
set g_balance_electro_primary_midaircombo_radius 0
+set g_balance_electro_primary_midaircombo_speed 2000
+set g_balance_electro_primary_midaircombo_teammate 1
set g_balance_electro_primary_radius 150
set g_balance_electro_primary_refire 0.6
set g_balance_electro_primary_speed 2000
set g_balance_electro_primary_edgedamage 20
set g_balance_electro_primary_force 200
set g_balance_electro_primary_lifetime 5
+set g_balance_electro_primary_midaircombo_enemy 1
set g_balance_electro_primary_midaircombo_explode 1
set g_balance_electro_primary_midaircombo_interval 0.1
+set g_balance_electro_primary_midaircombo_own 1
set g_balance_electro_primary_midaircombo_radius 100
+set g_balance_electro_primary_midaircombo_speed 2000
+set g_balance_electro_primary_midaircombo_teammate 1
set g_balance_electro_primary_radius 100
set g_balance_electro_primary_refire 0.6
set g_balance_electro_primary_speed 2500
set g_balance_electro_primary_edgedamage 20
set g_balance_electro_primary_force 200
set g_balance_electro_primary_lifetime 5
+set g_balance_electro_primary_midaircombo_enemy 1
set g_balance_electro_primary_midaircombo_explode 1
set g_balance_electro_primary_midaircombo_interval 0.1
+set g_balance_electro_primary_midaircombo_own 1
set g_balance_electro_primary_midaircombo_radius 0
+set g_balance_electro_primary_midaircombo_speed 2000
+set g_balance_electro_primary_midaircombo_teammate 1
set g_balance_electro_primary_radius 100
set g_balance_electro_primary_refire 0.6
set g_balance_electro_primary_speed 2500
set g_balance_electro_primary_edgedamage 20
set g_balance_electro_primary_force 200
set g_balance_electro_primary_lifetime 5
+set g_balance_electro_primary_midaircombo_enemy 1
set g_balance_electro_primary_midaircombo_explode 1
set g_balance_electro_primary_midaircombo_interval 0.1
+set g_balance_electro_primary_midaircombo_own 1
set g_balance_electro_primary_midaircombo_radius 100
+set g_balance_electro_primary_midaircombo_speed 2000
+set g_balance_electro_primary_midaircombo_teammate 1
set g_balance_electro_primary_radius 100
set g_balance_electro_primary_refire 0.6
set g_balance_electro_primary_speed 2500
set g_balance_electro_primary_edgedamage 20
set g_balance_electro_primary_force 200
set g_balance_electro_primary_lifetime 5
+set g_balance_electro_primary_midaircombo_enemy 1
set g_balance_electro_primary_midaircombo_explode 1
set g_balance_electro_primary_midaircombo_interval 0.1
+set g_balance_electro_primary_midaircombo_own 1
set g_balance_electro_primary_midaircombo_radius 0
+set g_balance_electro_primary_midaircombo_speed 2000
+set g_balance_electro_primary_midaircombo_teammate 1
set g_balance_electro_primary_radius 100
set g_balance_electro_primary_refire 0.6
set g_balance_electro_primary_speed 2500
float autocvar_cl_hitsound_max_pitch = 1.5;
float autocvar_cl_hitsound_nom_damage = 25;
float autocvar_cl_hitsound_antispam_time;
-int autocvar_cl_eventchase_spectated_change = 1;
+bool autocvar_cl_eventchase_spectated_change = false;
float autocvar_cl_eventchase_spectated_change_time = 1;
int autocvar_cl_eventchase_death = 1;
float autocvar_cl_eventchase_distance = 140;
ATTRIB(Pickup, m_itemid, int, 0);
#ifdef SVQC
ATTRIB(Pickup, m_mins, vector, '-16 -16 0');
- ATTRIB(Pickup, m_maxs, vector, '16 16 32');
+ ATTRIB(Pickup, m_maxs, vector, '16 16 48');
ATTRIB(Pickup, m_botvalue, int, 0);
ATTRIB(Pickup, m_itemflags, int, 0);
float generic_pickupevalfunc(entity player, entity item);
(actor.(weaponentity).wframe == WFRAME_FIRE2))
{
// Set secondary fire animation.
- vector a = '0 0 0';
actor.(weaponentity).wframe = WFRAME_FIRE2;
- a = actor.(weaponentity).anim_fire2;
- a.z *= g_weaponratefactor;
FOREACH_CLIENT(true, LAMBDA(
if (it == actor || (IS_SPEC(it) && it.enemy == actor))
{
- wframe_send(it, actor.(weaponentity), a, true);
+ wframe_send(it, actor.(weaponentity), WFRAME_FIRE2, g_weaponratefactor, true);
}
));
animdecide_setaction(actor, ANIMACTION_SHOOT, true);
(actor.(weaponentity).wframe == WFRAME_FIRE2))
{
// Set secondary fire animation.
- vector a = '0 0 0';
actor.(weaponentity).wframe = WFRAME_FIRE2;
- a = actor.(weaponentity).anim_fire2;
- a.z *= g_weaponratefactor;
FOREACH_CLIENT(true, LAMBDA(
if (it == actor || (IS_SPEC(it) && it.enemy == actor))
{
- wframe_send(it, actor.(weaponentity), a, true);
+ wframe_send(it, actor.(weaponentity), WFRAME_FIRE2, g_weaponratefactor, true);
}
));
animdecide_setaction(actor, ANIMACTION_SHOOT, true);
(actor.(weaponentity).wframe == WFRAME_FIRE2))
{
// Set secondary fire animation.
- vector a = '0 0 0';
actor.(weaponentity).wframe = WFRAME_FIRE2;
- a = actor.(weaponentity).anim_fire2;
- a.z *= g_weaponratefactor;
FOREACH_CLIENT(true, LAMBDA(
if (it == actor || (IS_SPEC(it) && it.enemy == actor))
{
- wframe_send(it, actor.(weaponentity), a, true);
+ wframe_send(it, actor.(weaponentity), WFRAME_FIRE2, g_weaponratefactor, true);
}
));
animdecide_setaction(actor, ANIMACTION_SHOOT, true);
(actor.(weaponentity).wframe == WFRAME_FIRE2))
{
// Set secondary fire animation.
- vector a = '0 0 0';
actor.(weaponentity).wframe = WFRAME_FIRE2;
- a = actor.(weaponentity).anim_fire2;
- a.z *= g_weaponratefactor;
FOREACH_CLIENT(true, LAMBDA(
if (it == actor || (IS_SPEC(it) && it.enemy == actor))
{
- wframe_send(it, actor.(weaponentity), a, true);
+ wframe_send(it, actor.(weaponentity), WFRAME_FIRE2, g_weaponratefactor, true);
}
));
animdecide_setaction(actor, ANIMACTION_SHOOT, true);
(actor.(weaponentity).wframe == WFRAME_FIRE2))
{
// Set secondary fire animation.
- vector a = '0 0 0';
actor.(weaponentity).wframe = WFRAME_FIRE2;
- a = actor.(weaponentity).anim_fire2;
- a.z *= g_weaponratefactor;
FOREACH_CLIENT(true, LAMBDA(
if (it == actor || (IS_SPEC(it) && it.enemy == actor))
{
- wframe_send(it, actor.(weaponentity), a, true);
+ wframe_send(it, actor.(weaponentity), WFRAME_FIRE2, g_weaponratefactor, true);
}
));
animdecide_setaction(actor, ANIMACTION_SHOOT, true);
if (mt == MOVETYPE_PHYSICS || mt == MOVETYPE_PUSH || mt == MOVETYPE_FAKEPUSH) {
this.move_qcphysics = false;
}
+ if(!IL_CONTAINS(g_moveables, this))
+ IL_PUSH(g_moveables, this); // add it to the moveable entities list (even if it doesn't move!) logic: if an object never sets its movetype, we assume it never does anything notable
this.movetype = (this.move_qcphysics) ? MOVETYPE_NONE : mt;
}
#elif defined(CSQC)
if(sf & ISF_SIZE)
{
- float use_bigsize = ReadByte();
- setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
+ setsize(this, '-16 -16 0', '16 16 48');
}
if(sf & ISF_STATUS) // need to read/write status first so model can handle simple, fb etc.
this.solid = SOLID_TRIGGER;
//this.flags |= FL_ITEM;
- bool use_bigsize = ReadByte();
-
this.fade_end = ReadShort();
this.fade_start = ReadShort();
if(!warpzone_warpzones_exist && this.fade_start && !autocvar_cl_items_nofade)
precache_model(this.mdl);
_setmodel(this, this.mdl);
- setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
+ setsize(this, '-16 -16 0', '16 16 48');
}
if(sf & ISF_COLORMAP)
WriteAngle(MSG_ENTITY, this.angles_z);
}
- if(sf & ISF_SIZE)
- {
- Pickup p = this.itemdef;
- WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
- }
+ // sets size on the client, unused on server
+ //if(sf & ISF_SIZE)
if(sf & ISF_STATUS)
WriteByte(MSG_ENTITY, this.ItemStatus);
if(sf & ISF_MODEL)
{
- Pickup p = this.itemdef;
- WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
WriteShort(MSG_ENTITY, this.fade_end);
WriteShort(MSG_ENTITY, this.fade_start);
}
}
+string GetAmmoName(int ammotype)
+{
+ switch (ammotype)
+ {
+ case RES_SHELLS: return ITEM_Shells.m_name;
+ case RES_BULLETS: return ITEM_Bullets.m_name;
+ case RES_ROCKETS: return ITEM_Rockets.m_name;
+ case RES_CELLS: return ITEM_Cells.m_name;
+ case RES_PLASMA: return ITEM_Plasma.m_name;
+ case RES_FUEL: return ITEM_JetpackFuel.m_name;
+ default: return "batteries";
+ }
+}
+
#ifdef CSQC
int GetAmmoTypeFromNum(int i)
{
#ifdef CSQC
NET_HANDLE(wframe, bool isNew)
{
- vector a = ReadVector();
+ int fr = ReadByte();
+ float t = ReadFloat();
int slot = ReadByte();
bool restartanim = ReadByte();
entity wepent = viewmodels[slot];
- if(a.x == wepent.anim_idle_x) // we don't need to enforce idle animation
- wepent.animstate_looping = false;
+ if(fr == WFRAME_IDLE)
+ wepent.animstate_looping = false; // we don't need to enforce idle animation
else
+ {
+ vector a = '0 0 0';
+ switch(fr)
+ {
+ case WFRAME_IDLE: a = wepent.anim_idle; break;
+ case WFRAME_FIRE1: a = wepent.anim_fire1; break;
+ case WFRAME_FIRE2: a = wepent.anim_fire2; break;
+ default:
+ case WFRAME_RELOAD: a = wepent.anim_reload; break;
+ }
+ a.z *= t;
anim_set(wepent, a, !restartanim, restartanim, restartanim);
+ }
wepent.state = ReadByte();
wepent.weapon_nextthink = ReadFloat();
switch (wepent.state)
#endif
#ifdef SVQC
-void wframe_send(entity actor, entity weaponentity, vector a, bool restartanim)
+void wframe_send(entity actor, entity weaponentity, int wepframe, float attackrate, bool restartanim)
{
if (!IS_REAL_CLIENT(actor)) return;
int channel = MSG_ONE;
msg_entity = actor;
WriteHeader(channel, wframe);
- WriteVector(channel, a);
+ WriteByte(channel, wepframe);
+ WriteFloat(channel, attackrate);
WriteByte(channel, weaponslot(weaponentity.weaponentity_fld));
WriteByte(channel, restartanim);
WriteByte(channel, weaponentity.state);
#endif
#ifdef SVQC
-void wframe_send(entity actor, entity weaponentity, vector a, bool restartanim);
+void wframe_send(entity actor, entity weaponentity, int wepframe, float attackrate, bool restartanim);
#endif
#endif
string GetAmmoPicture(int ammotype);
+string GetAmmoName(int ammotype);
+
#ifdef CSQC
int GetAmmoTypeFromNum(int i);
int GetAmmoStat(int ammotype);
{
if(e.classname == "electro_orb")
{
- // change owner to whoever caused the combo explosion
- e.realowner = this.realowner;
- e.takedamage = DAMAGE_NO;
- e.classname = "electro_orb_chain";
-
- // now set the next one to trigger as well
- setthink(e, W_Electro_ExplodeCombo);
+ bool explode;
+ if (this.owner == e.owner)
+ {
+ explode = WEP_CVAR_PRI(electro, midaircombo_own);
+ }
+ else if (SAME_TEAM(this.owner, e.owner))
+ {
+ explode = WEP_CVAR_PRI(electro, midaircombo_teammate);
+ }
+ else
+ {
+ explode = WEP_CVAR_PRI(electro, midaircombo_enemy);
+ }
- // delay combo chains, looks cooler
- e.nextthink =
+ if (explode)
+ {
+ // change owner to whoever caused the combo explosion
+ e.realowner = this.realowner;
+ e.takedamage = DAMAGE_NO;
+ e.classname = "electro_orb_chain";
+
+ // Only first orb explosion uses midaircombo_speed, others use the normal combo_speed.
+ // This allows to avoid the delay on the first explosion which looks better
+ // (the bolt and orb should explode together because they interacted together)
+ // while keeping the chaining delay.
+ setthink(e, W_Electro_ExplodeCombo);
+ e.nextthink =
(
time
+
- (WEP_CVAR(electro, combo_speed) ?
- (vlen(e.WarpZone_findradius_dist) / WEP_CVAR(electro, combo_speed))
+ (WEP_CVAR_PRI(electro, midaircombo_speed) ?
+ (vlen(e.WarpZone_findradius_dist) / WEP_CVAR_PRI(electro, midaircombo_speed))
:
0
)
);
- ++found;
+
+ ++found;
+ }
}
e = e.chain;
}
P(class, prefix, force, float, BOTH) \
P(class, prefix, health, float, SEC) \
P(class, prefix, lifetime, float, BOTH) \
+ P(class, prefix, midaircombo_enemy, bool, PRI) \
P(class, prefix, midaircombo_explode, float, PRI) \
P(class, prefix, midaircombo_interval, float, PRI) \
+ P(class, prefix, midaircombo_own, bool, PRI) \
P(class, prefix, midaircombo_radius, float, PRI) \
+ P(class, prefix, midaircombo_speed, float, PRI) \
+ P(class, prefix, midaircombo_teammate, float, PRI) \
P(class, prefix, radius, float, BOTH) \
P(class, prefix, refire2, float, SEC) \
P(class, prefix, refire, float, BOTH) \
if(this.cnt < 0 && !failhard && this.realowner.playerid == this.playerid && !IS_DEAD(this.realowner) && !(STAT(WEAPONS, this.realowner) & WEPSET(PORTO)))
{
- setsize(this, '-16 -16 0', '16 16 32');
+ setsize(this, '-16 -16 0', '16 16 48');
setorigin(this, this.origin + trace_plane_normal);
if(move_out_of_solid(this))
{
#ifdef SVQC
+// enable to debug melee range
+//#define SHOTGUN_MELEEDEBUG
+
METHOD(Shotgun, m_spawnfunc_hookreplace, Weapon(Shotgun this, entity e))
{
if (autocvar_sv_q3acompat_machineshotgunswap && !Item_IsLoot(e))
WarpZone_traceline_antilag(this.realowner, this.realowner.origin + this.realowner.view_ofs, targpos, false, this.realowner, ((IS_CLIENT(this.realowner)) ? ANTILAG_LATENCY(this.realowner) : 0));
// draw lightning beams for debugging
- //te_lightning2(NULL, targpos, this.realowner.origin + this.realowner.view_ofs + v_forward * 5 - v_up * 5);
- //te_customflash(targpos, 40, 2, '1 1 1');
+ #ifdef SHOTGUN_MELEEDEBUG
+ te_lightning2(NULL, targpos, this.realowner.origin + this.realowner.view_ofs + v_forward * 5 - v_up * 5);
+ te_customflash(targpos, 40, 2, '1 1 1');
+ #endif
is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body" || IS_MONSTER(trace_ent));
if(accuracy_isgooddamage(this.realowner, target_victim)) { accuracy_add(this.realowner, WEP_SHOTGUN, 0, swing_damage); }
// draw large red flash for debugging
- //te_customflash(targpos, 200, 2, '15 0 0');
+ #ifdef SHOTGUN_MELEEDEBUG
+ te_customflash(targpos, 200, 2, '15 0 0');
+ #endif
if(WEP_CVAR_SEC(shotgun, melee_multihit)) // allow multiple hits with one swing, but not against the same player twice.
{
#pragma once
+IntrusiveList g_events;
+IntrusiveList g_components;
+STATIC_INIT(components) { g_events = IL_NEW(); g_components = IL_NEW(); }
+
/** Components always interpolate from the previous state */
#define COMPONENT(com) \
void com_##com##_interpolate(entity it, float a); \
.bool com_##com
-#define FOREACH_COMPONENT(com, body) FOREACH_ENTITY_FLOAT(com_##com, true, body)
+#define FOREACH_COMPONENT(com, body) IL_EACH(g_components, it.com_##com, body)
#define EVENT(T, args) .bool evt_##T##_listener; .void args evt_##T
#define emit(T, ...) \
MACRO_BEGIN \
- FOREACH_ENTITY_FLOAT_ORDERED(evt_##T##_listener, true, it.evt_##T(__VA_ARGS__)); \
+ IL_EACH(g_events, it.evt_##T##_listener, it.evt_##T(__VA_ARGS__)); \
MACRO_END
#define subscribe(listener, T, fn) \
MACRO_BEGIN \
listener.evt_##T = (fn); \
listener.evt_##T##_listener = true; \
+ IL_PUSH(g_events, listener); \
MACRO_END
IntrusiveList g_saved_team;
IntrusiveList g_monster_targets;
IntrusiveList g_pathlib_nodes;
+IntrusiveList g_moveables;
STATIC_INIT(defs)
{
g_monsters = IL_NEW();
g_saved_team = IL_NEW();
g_monster_targets = IL_NEW();
g_pathlib_nodes = IL_NEW();
+ g_moveables = IL_NEW();
}
if(autocvar_sv_freezenonclients)
return;
- FOREACH_ENTITY_FLOAT(pure_data, false,
+ IL_EACH(g_moveables, true,
{
if(IS_CLIENT(it) || it.classname == "" || it.move_movetype == MOVETYPE_PUSH || it.move_movetype == MOVETYPE_FAKEPUSH || it.move_movetype == MOVETYPE_PHYSICS)
continue;
if(autocvar_sv_gameplayfix_delayprojectiles >= 0)
return;
- FOREACH_ENTITY_FLOAT(move_qcphysics, true,
+ IL_EACH(g_moveables, it.move_qcphysics,
{
if(IS_CLIENT(it) || is_pure(it) || it.classname == "" || it.move_movetype == MOVETYPE_NONE)
continue;
#include "../common/state.qh"
#include "../common/effects/qc/globalsound.qh"
#include "../common/wepent.qh"
+#include <common/weapons/weapon.qh>
#include "../lib/csqcmodel/sv_model.qh"
#include "../lib/warpzone/anglestransform.qh"
#include "../lib/warpzone/server.qh"
return ret;
}
-string AmmoNameFromWeaponentity(Weapon wep)
-{
- string ammoitems = "batteries";
- switch (wep.ammo_type)
- {
- case RES_SHELLS: ammoitems = ITEM_Shells.m_name; break;
- case RES_BULLETS: ammoitems = ITEM_Bullets.m_name; break;
- case RES_ROCKETS: ammoitems = ITEM_Rockets.m_name; break;
- case RES_CELLS: ammoitems = ITEM_Cells.m_name; break;
- case RES_PLASMA: ammoitems = ITEM_Plasma.m_name; break;
- case RES_FUEL: ammoitems = ITEM_JetpackFuel.m_name; break;
- }
- return ammoitems;
-}
-
string PlayerHealth(entity this)
{
float myhealth = floor(GetResource(this, RES_HEALTH));
case "y": replacement = NearestLocation(cursor); break;
case "d": replacement = NearestLocation(this.death_origin); break;
case "w": replacement = WeaponNameFromWeaponentity(this, weaponentity); break;
- case "W": replacement = AmmoNameFromWeaponentity(this.(weaponentity).m_weapon); break;
+ case "W": replacement = GetAmmoName(this.(weaponentity).m_weapon.ammo_type); break;
case "x": replacement = ((cursor_ent.netname == "" || !cursor_ent) ? "nothing" : cursor_ent.netname); break;
case "s": replacement = ftos(vlen(this.velocity - this.velocity_z * '0 0 1')); break;
case "S": replacement = ftos(vlen(this.velocity)); break;
void readplayerstartcvars()
{
- float i, t;
-
// initialize starting values for players
start_weapons = '0 0 0';
start_weapons_default = '0 0 0';
else
{
g_weaponarena = 1;
- t = tokenize_console(s);
+ float t = tokenize_console(s);
g_weaponarena_list = "";
- for (i = 0; i < t; ++i)
+ for (int j = 0; j < t; ++j)
{
- s = argv(i);
+ s = argv(j);
Weapon wep = Weapons_fromstr(s);
if(wep != WEP_Null)
{
return false;
}
-#define SUB_OwnerCheck(ent,oth) ((oth) && ((oth) == (ent).owner))
-
bool WarpZone_Projectile_Touch_ImpactFilter_Callback(entity this, entity toucher)
{
- if(SUB_OwnerCheck(this, toucher))
+ // owner check
+ if(toucher && toucher == this.owner)
return true;
if(SUB_NoImpactCheck(this, toucher))
{
}
}
-string uid2name(string myuid) {
- string s;
- s = db_get(ServerProgsDB, strcat("/uid2name/", myuid));
+string uid2name(string myuid)
+{
+ string s = db_get(ServerProgsDB, strcat("/uid2name/", myuid));
// FIXME remove this later after 0.6 release
// convert old style broken records to correct style
return s;
}
-float MoveToRandomLocationWithinBounds(entity e, vector boundmin, vector boundmax, float goodcontents, float badcontents, float badsurfaceflags, float attempts, float maxaboveground, float minviewdistance)
+bool MoveToRandomLocationWithinBounds(entity e, vector boundmin, vector boundmax, float goodcontents, float badcontents, float badsurfaceflags, int attempts, float maxaboveground, float minviewdistance)
{
- float m, i;
- vector start, org, delta, end, enddown, mstart;
-
- m = e.dphitcontentsmask;
+ float m = e.dphitcontentsmask;
e.dphitcontentsmask = goodcontents | badcontents;
- org = boundmin;
- delta = boundmax - boundmin;
+ vector org = boundmin;
+ vector delta = boundmax - boundmin;
+ vector start, end;
start = end = org;
-
- for (i = 0; i < attempts; ++i)
+ int j; // used after the loop
+ for(j = 0; j < attempts; ++j)
{
start.x = org.x + random() * delta.x;
start.y = org.y + random() * delta.y;
// rule 2: if we are too high, lower the point
if (trace_fraction * delta.z > maxaboveground)
start = trace_endpos + '0 0 1' * maxaboveground;
- enddown = trace_endpos;
+ vector enddown = trace_endpos;
// rule 3: make sure we aren't outside the map. This only works
// for somewhat well formed maps. A good rule of thumb is that
// the map should have a convex outside hull.
// these can be traceLINES as we already verified the starting box
- mstart = start + 0.5 * (e.mins + e.maxs);
+ vector mstart = start + 0.5 * (e.mins + e.maxs);
traceline(mstart, mstart + '1 0 0' * delta.x, MOVE_NORMAL, e);
if (trace_fraction >= 1 || trace_dphittexturename == "common/caulk")
continue;
if (trace_fraction >= 1 || trace_dphittexturename == "common/caulk")
continue;
- // rule 4: we must "see" some spawnpoint or item
- entity sp = NULL;
- IL_EACH(g_spawnpoints, checkpvs(mstart, it),
- {
- if((traceline(mstart, it.origin, MOVE_NORMAL, e), trace_fraction) >= 1)
- {
- sp = it;
- break;
- }
- });
- if(!sp)
- {
- int items_checked = 0;
- IL_EACH(g_items, checkpvs(mstart, it),
+ // rule 4: we must "see" some spawnpoint or item
+ entity sp = NULL;
+ IL_EACH(g_spawnpoints, checkpvs(mstart, it),
+ {
+ if((traceline(mstart, it.origin, MOVE_NORMAL, e), trace_fraction) >= 1)
+ {
+ sp = it;
+ break;
+ }
+ });
+ if(!sp)
{
- if((traceline(mstart, it.origin + (it.mins + it.maxs) * 0.5, MOVE_NORMAL, e), trace_fraction) >= 1)
+ int items_checked = 0;
+ IL_EACH(g_items, checkpvs(mstart, it),
{
- sp = it;
- break;
- }
+ if((traceline(mstart, it.origin + (it.mins + it.maxs) * 0.5, MOVE_NORMAL, e), trace_fraction) >= 1)
+ {
+ sp = it;
+ break;
+ }
- ++items_checked;
- if(items_checked >= attempts)
- break; // sanity
- });
+ ++items_checked;
+ if(items_checked >= attempts)
+ break; // sanity
+ });
- if(!sp)
- continue;
- }
+ if(!sp)
+ continue;
+ }
// find a random vector to "look at"
end.x = org.x + random() * delta.x;
// rule 4: start TO end must not be too short
tracebox(start, e.mins, e.maxs, end, MOVE_NORMAL, e);
- if (trace_startsolid)
+ if(trace_startsolid)
continue;
- if (trace_fraction < minviewdistance / vlen(delta))
+ if(trace_fraction < minviewdistance / vlen(delta))
continue;
// rule 5: don't want to look at sky
- if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)
+ if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)
continue;
// rule 6: we must not end up in trigger_hurt
- if (tracebox_hits_trigger_hurt(start, e.mins, e.maxs, enddown))
+ if(tracebox_hits_trigger_hurt(start, e.mins, e.maxs, enddown))
continue;
break;
e.dphitcontentsmask = m;
- if (i < attempts)
+ if(j < attempts)
{
setorigin(e, start);
e.angles = vectoangles(end - start);
- LOG_DEBUG("Needed ", ftos(i + 1), " attempts");
+ LOG_DEBUG("Needed ", ftos(j + 1), " attempts");
return true;
}
- else
- return false;
+ return false;
}
float MoveToRandomMapLocation(entity e, float goodcontents, float badcontents, float badsurfaceflags, float attempts, float maxaboveground, float minviewdistance)
e.v_angle = e.angles - to.angles; // relative angles
}
+#if 0
+// TODO: unused, likely for a reason, possibly needs extensions (allow setting the new movetype as a parameter?)
void unfollow_sameorigin(entity e)
{
set_movetype(e, MOVETYPE_NONE);
}
-
-entity gettaginfo_relative_ent;
-vector gettaginfo_relative(entity e, float tag)
-{
- if (!gettaginfo_relative_ent)
- {
- gettaginfo_relative_ent = spawn();
- gettaginfo_relative_ent.effects = EF_NODRAW;
- }
- gettaginfo_relative_ent.model = e.model;
- gettaginfo_relative_ent.modelindex = e.modelindex;
- gettaginfo_relative_ent.frame = e.frame;
- return gettaginfo(gettaginfo_relative_ent, tag);
-}
+#endif
.string aiment_classname;
.float aiment_deadflag;
string uid2name(string myuid);
-float MoveToRandomLocationWithinBounds(entity e, vector boundmin, vector boundmax, float goodcontents, float badcontents, float badsurfaceflags, float attempts, float maxaboveground, float minviewdistance);
+bool MoveToRandomLocationWithinBounds(entity e, vector boundmin, vector boundmax, float goodcontents, float badcontents, float badsurfaceflags, int attempts, float maxaboveground, float minviewdistance);
float MoveToRandomMapLocation(entity e, float goodcontents, float badcontents, float badsurfaceflags, float attempts, float maxaboveground, float minviewdistance);
string NearestLocation(vector p);
-string AmmoNameFromWeaponentity(Weapon wep);
-
void play2(entity e, string filename);
string playername(entity p, bool team_colorize);
restartanim = fr != WFRAME_IDLE;
}
- vector a = '0 0 0';
this.wframe = fr;
- if (fr == WFRAME_IDLE) a = this.anim_idle;
- else if (fr == WFRAME_FIRE1) a = this.anim_fire1;
- else if (fr == WFRAME_FIRE2) a = this.anim_fire2;
- else // if (fr == WFRAME_RELOAD)
- a = this.anim_reload;
- a.z *= g_weaponratefactor;
if (this.weapon_think == w_ready && func != w_ready && this.state == WS_RAISE) backtrace(
"Tried to override initial weapon think function - should this really happen?");
{
FOREACH_CLIENT(true, {
if(it == actor || (IS_SPEC(it) && it.enemy == actor))
- wframe_send(it, this, a, restartanim);
+ wframe_send(it, this, fr, g_weaponratefactor, restartanim);
});
}
seta cl_hitsound_max_pitch 1.5 "maximum pitch of hit sound"
seta cl_hitsound_nom_damage 25 "damage amount at which hitsound bases pitch off"
-seta cl_eventchase_spectated_change 1 "camera goes into 3rd person mode for a moment when changing spectated player"
+seta cl_eventchase_spectated_change 0 "camera goes into 3rd person mode for a moment when changing spectated player"
seta cl_eventchase_spectated_change_time 1 "how much time the effect lasts when changing spectated player"
seta cl_eventchase_death 1 "camera goes into 3rd person mode when the player is dead; set to 2 to active the effect only when the corpse doesn't move anymore"
seta cl_eventchase_frozen 0 "camera goes into 3rd person mode when the player is frozen"