]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/triggers/trigger/viewloc.qc
Merge branch 'master' into terencehill/min_spec_time
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / triggers / trigger / viewloc.qc
index f7e69495228b97987d3dbd636c93015c1ca2e4b8..8b985795da8b8701bb69239f52caa7629df156d9 100644 (file)
@@ -1,3 +1,4 @@
+#include "viewloc.qh"
 #if defined(CSQC)
 #elif defined(MENUQC)
 #elif defined(SVQC)
@@ -10,34 +11,59 @@ REGISTER_NET_LINKED(ENT_CLIENT_VIEWLOC_TRIGGER)
 
 #ifdef SVQC
 
-void viewloc_think()
-{SELFPARAM();
-       entity e;
-
+void viewloc_think(entity this)
+{
        // we abuse this method, rather than using normal .touch, because touch isn't reliable with multiple clients inside the same trigger, and can't "untouch" entities
 
        // set myself as current viewloc where possible
-       for(e = world; (e = findentity(e, viewloc, self)); )
-               e.viewloc = world;
+#if 1
+       FOREACH_CLIENT(IS_PLAYER(it) && it.viewloc == this,
+       {
+               it.viewloc = NULL;
+       });
+#else
+       entity e;
+       for(e = NULL; (e = findentity(e, viewloc, this)); )
+               e.viewloc = NULL;
+#endif
+
+#if 1
+       FOREACH_CLIENT(!it.viewloc && IS_PLAYER(it),
+       {
+               vector emin = it.absmin;
+               vector emax = it.absmax;
+               if(this.solid == SOLID_BSP)
+               {
+                       emin -= '1 1 1';
+                       emax += '1 1 1';
+               }
+               if(boxesoverlap(emin, emax, this.absmin, this.absmax)) // quick
+               {
+                       if(WarpZoneLib_BoxTouchesBrush(emin, emax, this, it)) // accurate
+                               it.viewloc = this;
+               }
+       });
+#else
 
-               for(e = findradius((self.absmin + self.absmax) * 0.5, vlen(self.absmax - self.absmin) * 0.5 + 1); e; e = e.chain)
+               for(e = findradius((this.absmin + this.absmax) * 0.5, vlen(this.absmax - this.absmin) * 0.5 + 1); e; e = e.chain)
                        if(!e.viewloc)
                                if(IS_PLAYER(e)) // should we support non-player entities with this?
                                //if(!IS_DEAD(e)) // death view is handled separately, we can't override this just yet
                                {
                                        vector emin = e.absmin;
                                        vector emax = e.absmax;
-                                       if(self.solid == SOLID_BSP)
+                                       if(this.solid == SOLID_BSP)
                                        {
                                                emin -= '1 1 1';
                                                emax += '1 1 1';
                                        }
-                                       if(boxesoverlap(emin, emax, self.absmin, self.absmax)) // quick
-                                               if(WarpZoneLib_BoxTouchesBrush(emin, emax, self, e)) // accurate
-                                                       e.viewloc = self;
+                                       if(boxesoverlap(emin, emax, this.absmin, this.absmax)) // quick
+                                               if(WarpZoneLib_BoxTouchesBrush(emin, emax, this, e)) // accurate
+                                                       e.viewloc = this;
                                }
+#endif
 
-       self.nextthink = time;
+       this.nextthink = time;
 }
 
 bool trigger_viewloc_send(entity this, entity to, int sf)
@@ -45,88 +71,86 @@ bool trigger_viewloc_send(entity this, entity to, int sf)
        // CSQC doesn't need to know our origin (yet), as we're only available for referencing
        WriteHeader(MSG_ENTITY, ENT_CLIENT_VIEWLOC_TRIGGER);
 
-       WriteEntity(MSG_ENTITY, self.enemy);
-       WriteEntity(MSG_ENTITY, self.goalentity);
+       WriteByte(MSG_ENTITY, this.spawnflags);
+
+       WriteEntity(MSG_ENTITY, this.enemy);
+       WriteEntity(MSG_ENTITY, this.goalentity);
 
-       WriteCoord(MSG_ENTITY, self.origin_x);
-       WriteCoord(MSG_ENTITY, self.origin_y);
-       WriteCoord(MSG_ENTITY, self.origin_z);
+       WriteVector(MSG_ENTITY, this.origin);
 
        return true;
 }
 
-void viewloc_init()
-{SELFPARAM();
+void viewloc_init(entity this)
+{
        entity e;
-       for(e = world; (e = find(e, targetname, self.target)); )
+       for(e = NULL; (e = find(e, targetname, this.target)); )
                if(e.classname == "target_viewlocation_start")
                {
-                       self.enemy = e;
+                       this.enemy = e;
                        break;
                }
-       for(e = world; (e = find(e, targetname, self.target2)); )
+       for(e = NULL; (e = find(e, targetname, this.target2)); )
                if(e.classname == "target_viewlocation_end")
                {
-                       self.goalentity = e;
+                       this.goalentity = e;
                        break;
                }
 
-       if(!self.enemy) { LOG_INFO("^1FAIL!\n"); remove(self); return; }
+       if(!this.enemy) { LOG_INFO("^1FAIL!"); delete(this); return; }
 
-       if(!self.goalentity)
-               self.goalentity = self.enemy; // make them match so CSQC knows what to do
+       if(!this.goalentity)
+               this.goalentity = this.enemy; // make them match so CSQC knows what to do
 
-       Net_LinkEntity(self, false, 0, trigger_viewloc_send);
+       Net_LinkEntity(this, false, 0, trigger_viewloc_send);
 
-       self.think = viewloc_think;
-       self.nextthink = time;
+       setthink(this, viewloc_think);
+       this.nextthink = time;
 }
 
 spawnfunc(trigger_viewlocation)
 {
        // we won't check target2 here yet, as it may not even need to exist
-       if(self.target == "") { LOG_INFO("^1FAIL!\n"); remove(self); return; }
+       if(this.target == "") { LOG_INFO("^1FAIL!"); delete(this); return; }
 
        EXACTTRIGGER_INIT;
-       InitializeEntity(self, viewloc_init, INITPRIO_FINDTARGET);
+       InitializeEntity(this, viewloc_init, INITPRIO_FINDTARGET);
 }
 
 bool viewloc_send(entity this, entity to, int sf)
 {
        WriteHeader(MSG_ENTITY, ENT_CLIENT_VIEWLOC);
 
-       WriteByte(MSG_ENTITY, self.cnt);
+       WriteByte(MSG_ENTITY, this.cnt);
 
-       WriteCoord(MSG_ENTITY, self.origin_x);
-       WriteCoord(MSG_ENTITY, self.origin_y);
-       WriteCoord(MSG_ENTITY, self.origin_z);
+       WriteVector(MSG_ENTITY, this.origin);
 
-       WriteCoord(MSG_ENTITY, self.angles_x);
-       WriteCoord(MSG_ENTITY, self.angles_y);
-       WriteCoord(MSG_ENTITY, self.angles_z);
+       WriteAngle(MSG_ENTITY, this.angles_x);
+       WriteAngle(MSG_ENTITY, this.angles_y);
+       WriteAngle(MSG_ENTITY, this.angles_z);
 
        return true;
 }
 
 .float angle;
-void viewloc_link()
-{SELFPARAM();
-       if(self.angle)
-               self.angles_y = self.angle;
-       Net_LinkEntity(self, false, 0, viewloc_send);
+void viewloc_link(entity this)
+{
+       if(this.angle)
+               this.angles_y = this.angle;
+       Net_LinkEntity(this, false, 0, viewloc_send);
 }
 
 spawnfunc(target_viewlocation_start)
 {
-       self.classname = "target_viewlocation_start";
-       self.cnt = 1;
-       viewloc_link();
+       this.classname = "target_viewlocation_start";
+       this.cnt = 1;
+       viewloc_link(this);
 }
 spawnfunc(target_viewlocation_end)
 {
-       self.classname = "target_viewlocation_end";
-       self.cnt = 2;
-       viewloc_link();
+       this.classname = "target_viewlocation_end";
+       this.cnt = 2;
+       viewloc_link(this);
 }
 
 // compatibility
@@ -134,55 +158,53 @@ spawnfunc(target_viewlocation) { spawnfunc_target_viewlocation_start(this); }
 
 #elif defined(CSQC)
 
-void trigger_viewloc_updatelink()
-{SELFPARAM();
-       self.enemy = findfloat(world, entnum, self.cnt);
-       self.goalentity = findfloat(world, entnum, self.count);
+void trigger_viewloc_updatelink(entity this)
+{
+       this.enemy = findfloat(NULL, entnum, this.cnt);
+       this.goalentity = findfloat(NULL, entnum, this.count);
 }
 
 NET_HANDLE(ENT_CLIENT_VIEWLOC_TRIGGER, bool isnew)
 {
+       this.spawnflags = ReadByte();
+
        float point1 = ReadShort();
        float point2 = ReadShort();
 
-       self.enemy = findfloat(world, entnum, point1);
-       self.goalentity = findfloat(world, entnum, point2);
+       this.enemy = findfloat(NULL, entnum, point1);
+       this.goalentity = findfloat(NULL, entnum, point2);
 
-       self.origin_x = ReadCoord();
-       self.origin_y = ReadCoord();
-       self.origin_z = ReadCoord();
+       this.origin = ReadVector();
 
        return = true;
 
-       setorigin(self, self.origin);
+       setorigin(this, this.origin);
 
-       self.cnt = point1;
-       self.count = point2;
+       this.cnt = point1;
+       this.count = point2;
 
-       self.think = trigger_viewloc_updatelink;
-       self.nextthink = time + 1; // we need to delay this or else
+       setthink(this, trigger_viewloc_updatelink);
+       this.nextthink = time + 1; // we need to delay this or else
 
-       self.classname = "trigger_viewlocation";
-       self.drawmask = MASK_NORMAL; // not so concerned, but better keep it alive
+       this.classname = "trigger_viewlocation";
+       this.drawmask = MASK_NORMAL; // not so concerned, but better keep it alive
 }
 
 NET_HANDLE(ENT_CLIENT_VIEWLOC, bool isnew)
 {
-       self.cnt = ReadByte();
+       this.cnt = ReadByte();
 
-       self.origin_x = ReadCoord();
-       self.origin_y = ReadCoord();
-       self.origin_z = ReadCoord();
-       setorigin(self, self.origin);
+       this.origin = ReadVector();
+       setorigin(this, this.origin);
 
-       self.movedir_x = ReadCoord();
-       self.movedir_y = ReadCoord();
-       self.movedir_z = ReadCoord();
+       this.movedir_x = ReadAngle();
+       this.movedir_y = ReadAngle();
+       this.movedir_z = ReadAngle();
 
        return = true;
 
-       self.classname = ((self.cnt == 2) ? "target_viewlocation_end" : "target_viewlocation_start");
-       self.drawmask = MASK_NORMAL; // don't cull it
+       this.classname = ((this.cnt == 2) ? "target_viewlocation_end" : "target_viewlocation_start");
+       this.drawmask = MASK_NORMAL; // don't cull it
 }
 
 #endif