#include "speed.qh" // bones_was_here: TODO implement subscript support for vectors in gmqcc // or _something_ so code like this can be cheaper... #define ARRAY_AS_VECTOR(a) vec3((a)[0], (a)[1], (a)[2]) #define VECTOR_TO_ARRAY(a, e) { vector v = (e); (a)[0] = v.x; (a)[1] = v.y; (a)[2] = v.z; } vector target_speed_calculatevelocity(entity this, float speed, entity pushed_entity) { bool is_percentage = boolean(this.spawnflags & SPEED_PERCENTAGE); bool is_add = boolean(this.spawnflags & SPEED_ADD); bool is_launcher = boolean(this.spawnflags & SPEED_LAUNCHER); bool is_positive[3]; is_positive[0] = boolean(this.spawnflags & SPEED_POSITIVE_X); is_positive[1] = boolean(this.spawnflags & SPEED_POSITIVE_Y); is_positive[2] = boolean(this.spawnflags & SPEED_POSITIVE_Z); bool is_negative[3]; is_negative[0] = boolean(this.spawnflags & SPEED_NEGATIVE_X); is_negative[1] = boolean(this.spawnflags & SPEED_NEGATIVE_Y); is_negative[2] = boolean(this.spawnflags & SPEED_NEGATIVE_Z); // speed cannot be negative except when subtracting if(!is_add) { speed = max(speed, 0); } float pushvel[3]; VECTOR_TO_ARRAY(pushvel, pushed_entity.velocity) for(int i = 0; i < 3; ++i) { // launcher can only be either positive or negative not both if(is_launcher && is_positive[i] && is_negative[i]) { is_positive[i] = is_negative[i] = false; } // ignore this direction if(!is_positive[i] && !is_negative[i]) { pushvel[i] = 0; } } float oldspeed = vlen(ARRAY_AS_VECTOR(pushvel)); // the speed field is used to specify the percentage of the current speed if(is_percentage) { speed = oldspeed * speed / 100; } float launcherspeed = 0; // do this properly when not playing a Q3 map, do not put this in the loop if(!STAT(Q3COMPAT, pushed_entity)) { launcherspeed += speed; // add the add speed in the same variable // as it goes in the same direction if(is_add) launcherspeed += oldspeed; } for(int i = 0; i < 3; ++i) { if(((pushvel[i] != 0) || is_launcher) && (is_positive[i] != is_negative[i])) { if(is_launcher) { // every direction weighs the same amount on launchers // movedir does not matter pushvel[i] = 1; // this does not belong inside the loop // only simulate this bug when playing a Q3 map if(STAT(Q3COMPAT, pushed_entity)) { launcherspeed += speed; // add the add speed in the same variable // as it goes in the same direction if(is_add) launcherspeed += oldspeed; } } if(is_positive[i]) { pushvel[i] = copysign(pushvel[i], 1); } else if(is_negative[i]) { pushvel[i] = copysign(pushvel[i], -1); } } } float oldvel[3]; VECTOR_TO_ARRAY(oldvel, pushed_entity.velocity) if(is_launcher) { // launcher will always launch you in the correct direction // even if speed is set to a negative value, fabs() is correct VECTOR_TO_ARRAY(pushvel, normalize(ARRAY_AS_VECTOR(pushvel)) * fabs(launcherspeed)) } else { if(!is_add) VECTOR_TO_ARRAY(pushvel, normalize(ARRAY_AS_VECTOR(pushvel)) * speed) else VECTOR_TO_ARRAY(pushvel, normalize(ARRAY_AS_VECTOR(pushvel)) * speed + ARRAY_AS_VECTOR(oldvel)) } for(int i = 0; i < 3; ++i) { // preserve unaffected directions if(!is_positive[i] && !is_negative[i]) { pushvel[i] = oldvel[i]; } } return ARRAY_AS_VECTOR(pushvel); } #undef ARRAY_AS_VECTOR #undef VECTOR_TO_ARRAY REGISTER_NET_LINKED(ENT_CLIENT_TARGET_SPEED) void target_speed_use(entity this, entity actor, entity trigger) { if(this.active != ACTIVE_ACTIVE) return; actor.velocity = target_speed_calculatevelocity(this, this.speed, actor); } void target_speed_reset(entity this) { this.active = ACTIVE_ACTIVE; } #ifdef SVQC void target_speed_link(entity this); /* * ENTITY PARAMETERS: * * targetname: Activating trigger points to this. * speed: Speed value to set (default: 100). */ spawnfunc(target_speed) { this.active = ACTIVE_ACTIVE; this.setactive = generic_netlinked_setactive; this.use = target_speed_use; this.reset = target_speed_reset; // support a 0 speed setting AND a default string s = GetField_fullspawndata(this, "speed"); if (!s || s == "") this.speed = 100; target_speed_link(this); } bool target_speed_send(entity this, entity to, float sf) { WriteHeader(MSG_ENTITY, ENT_CLIENT_TARGET_SPEED); WriteShort(MSG_ENTITY, this.spawnflags); WriteByte(MSG_ENTITY, this.active); WriteString(MSG_ENTITY, this.targetname); WriteCoord(MSG_ENTITY, this.speed); return true; } void target_speed_link(entity this) { Net_LinkEntity(this, false, 0, target_speed_send); } #elif defined(CSQC) void target_speed_remove(entity this) { strfree(this.targetname); } NET_HANDLE(ENT_CLIENT_TARGET_SPEED, bool isnew) { this.spawnflags = ReadShort(); this.active = ReadByte(); this.targetname = strzone(ReadString()); this.speed = ReadCoord(); this.use = target_speed_use; this.entremove = target_speed_remove; return true; } #endif