// player "pops in"
if(isnew)
{
- #define FIX_FRAMETIME(f,ft) MACRO_BEGIN { \
- if(IS_DEAD_FRAME(this.f) && this.ft != 0 && this.death_time != 0) \
- this.ft = this.death_time; \
- } MACRO_END
+ #define FIX_FRAMETIME(f,ft) MACRO_BEGIN \
+ if(IS_DEAD_FRAME(this.f) && this.ft != 0 && this.death_time != 0) \
+ this.ft = this.death_time; \
+ MACRO_END
FIX_FRAMETIME(frame, frame1time);
FIX_FRAMETIME(frame2, frame2time);
#ifdef CSQCMODEL_HAVE_TWO_FRAMES
LOG_TRACE("h_ model lacks weapon attachment, but v_ model is attached to it");
}
}
- else if(this.tag_entity.isplayermodel)
+ else if((this.tag_entity.isplayermodel & ISPLAYER_MODEL))
{
skeleton_loadinfo(this.tag_entity);
this.tag_index = this.tag_entity.bone_weapon;
tref = EFFECT_TR_BLOOD.m_id;
if(this.csqcmodel_modelflags & MF_ROTATE)
{
+ // This will be hard to replace with MAKE_VECTORS because it's called as part of the predraw function
+ // as documented in csprogs.h in the engine. The globals can then be read in many places in the engine.
+ // However MR_ROTATE is currently only used in one place - might be possible to get rid of it entirely.
this.renderflags |= RF_USEAXIS;
- MAKEVECTORS(makevectors, this.angles + '0 100 0' * fmod(time, 3.6), v_forward, v_right, v_up);
+ makevectors(this.angles + '0 100 0' * fmod(time, 3.6));
}
if(this.csqcmodel_modelflags & MF_TRACER)
tref = EFFECT_TR_WIZSPIKE.m_id;
if(!this.modelindex || this.model == "null" || this.alpha < 0)
{
this.drawmask = 0;
+ if(this.snd_looping > 0)
+ {
+ sound(this, this.snd_looping, SND_Null, VOL_BASE, autocvar_cl_jetpack_attenuation);
+ this.snd_looping = 0;
+ }
return;
}
else
this.drawmask = MASK_NORMAL;
- if(this.isplayermodel && this.drawmask) // this checks if it's a player MODEL!
+ if((this.isplayermodel & ISPLAYER_MODEL) && this.drawmask) // this checks if it's a player MODEL!
{
CSQCPlayer_ModelAppearance_Apply(this, (this.isplayermodel & ISPLAYER_LOCAL));
CSQCPlayer_LOD_Apply(this);
this.iflags |= IFLAG_V_ANGLE_X;
// revert to values from server
CSQCModel_Effects_PreUpdate(this);
- if(this.isplayermodel)
+ if((this.isplayermodel & ISPLAYER_MODEL))
{
if(!isplayer)
CSQCPlayer_FallbackFrame_PreUpdate(this);
this.isplayermodel = BITSET(this.isplayermodel, ISPLAYER_MODEL, is_playermodel);
// save values set by server
- if(this.isplayermodel)
+ if((this.isplayermodel & ISPLAYER_MODEL))
{
CSQCPlayer_ModelAppearance_PostUpdate(this);
if(isplayer)
ret = ref_store = ref_store * (1 - frac) + (value) * frac;
#define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
- { \
float __ignore; lowpass(value, frac, ref_store, __ignore); \
ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \
- } MACRO_END
+ MACRO_END
#define highpass(value, frac, ref_store, ret) MACRO_BEGIN \
- { \
float __f = 0; lowpass(value, frac, ref_store, __f); \
ret = (value) - __f; \
- } MACRO_END
+ MACRO_END
#define highpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
- { \
float __f = 0; lowpass_limited(value, frac, limit, ref_store, __f); \
ret = (value) - __f; \
- } MACRO_END
+ MACRO_END
#define lowpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
- { \
lowpass(value.x, frac, ref_store.x, ref_out.x); \
lowpass(value.y, frac, ref_store.y, ref_out.y); \
- } MACRO_END
+ MACRO_END
#define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
- { \
highpass(value.x, frac, ref_store.x, ref_out.x); \
highpass(value.y, frac, ref_store.y, ref_out.y); \
- } MACRO_END
+ MACRO_END
#define highpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
- { \
highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
- } MACRO_END
+ MACRO_END
#define lowpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
- { \
lowpass(value.x, frac, ref_store.x, ref_out.x); \
lowpass(value.y, frac, ref_store.y, ref_out.y); \
lowpass(value.z, frac, ref_store.z, ref_out.z); \
- } MACRO_END
+ MACRO_END
#define highpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
- { \
highpass(value.x, frac, ref_store.x, ref_out.x); \
highpass(value.y, frac, ref_store.y, ref_out.y); \
highpass(value.z, frac, ref_store.z, ref_out.z); \
- } MACRO_END
+ MACRO_END
void calc_followmodel_ofs(entity view)
{
vel = view.velocity;
else
{
- vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
- MAKEVECTORS(makevectors, view_angles, forward, right, up);
+ MAKE_VECTORS_NEW(view_angles, forward, right, up);
vel.x = view.velocity * forward;
vel.y = view.velocity * right * -1;
vel.z = view.velocity * up;
if (autocvar_cl_followmodel_velocity_absolute)
{
vector fixed_gunorg;
- vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
- MAKEVECTORS(makevectors, view_angles, forward, right, up);
+ MAKE_VECTORS_NEW(view_angles, forward, right, up);
fixed_gunorg.x = gunorg * forward;
fixed_gunorg.y = gunorg * right * -1;
fixed_gunorg.z = gunorg * up;
vector pos = view_origin;
vector dir = view_forward;
- makevectors(((autocvar_chase_active) ? warpzone_save_view_angles : view_angles));
- pos += v_right * -wepent.movedir.y
- + v_up * wepent.movedir.z;
+ MAKE_VECTORS_NEW(autocvar_chase_active ? warpzone_save_view_angles : view_angles, forward, right, up);
+ pos += right * -wepent.movedir.y
+ + up * wepent.movedir.z;
if (wepent.angles_held_status)
{
- makevectors(wepent.angles_held);
- dir = v_forward;
+ MAKE_VECTORS(wepent.angles_held, forward, right, up);
+ dir = forward;
}
wepent.polyline[0] = pos;
{
vector ang = vectoangles2(trace_plane_normal, dir);
ang.x = -ang.x;
- makevectors(ang);
- if (!CheckWireframeBox(this, pos - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
+ MAKE_VECTORS(ang, forward, right, up);
+ if (!CheckWireframeBox(this, pos - 48 * right - 48 * up + 16 * forward, 96 * right, 96 * up, 96 * forward))
{
n = max(2, idx);
break;
curspeed = 0;
else
{
- makevectors(view_angles);
+ MAKE_VECTORS_NEW(view_angles, forward, right, up);
v = pmove_vel;
if(csqcplayer)
v = csqcplayer.velocity;
switch(autocvar_cl_velocityzoom_type)
{
- case 3: curspeed = max(0, v_forward * v); break;
- case 2: curspeed = (v_forward * v); break;
+ case 3: curspeed = max(0, forward * v); break;
+ case 2: curspeed = (forward * v); break;
case 1: default: curspeed = vlen(v); break;
}
}
}
#define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
- MACRO_BEGIN { \
+ MACRO_BEGIN \
+ vector scaled_sz = sz * wcross_size; \
if(wcross_blur > 0) \
{ \
for(i = -2; i <= 2; ++i) \
for(j = -2; j <= 2; ++j) \
- M(i,j,sz,wcross_name,wcross_alpha*0.04); \
+ M(i,j,sz,scaled_sz,wcross_name,wcross_alpha*0.04); \
} \
else \
{ \
- M(0,0,sz,wcross_name,wcross_alpha); \
+ M(0,0,sz,scaled_sz,wcross_name,wcross_alpha); \
} \
- } MACRO_END
+ MACRO_END
- #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
- drawpic(wcross_origin - ('0.5 0 0' * (sz * wcross_size.x + i * wcross_blur) + '0 0.5 0' * (sz * wcross_size.y + j * wcross_blur)), wcross_name, sz * wcross_size, wcross_color, wcross_alpha, DRAWFLAG_NORMAL)
+ #define CROSSHAIR_DRAW_SINGLE(i,j,sz,scaled_sz,wcross_name,wcross_alpha) \
+ drawpic(wcross_origin - ('0.5 0 0' * (scaled_sz.x + i * wcross_blur) + '0 0.5 0' * (scaled_sz.y + j * wcross_blur)), wcross_name, scaled_sz, wcross_color, wcross_alpha, DRAWFLAG_NORMAL)
#define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
return;
}
+ if (cursor_active == -1) // starting to display the cursor
+ {
+ // since HUD_Mouse is called by CSQC_UpdateView before CSQC_InputEvent,
+ // in the first frame mousepos is the mouse position of the last time
+ // the cursor was displayed, thus we ignore it to avoid a glictch
+ cursor_active = 1;
+ return;
+ }
+
if(!autocvar_hud_cursormode)
update_mousepos();
else if(eventchase_current_distance != chase_distance)
eventchase_current_distance = chase_distance;
- makevectors(view_angles);
+ MAKE_VECTORS_NEW(view_angles, forward, right, up);
- vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
+ vector eventchase_target_origin = (current_view_origin - (forward * eventchase_current_distance));
WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, this);
// If the boxtrace fails, revert back to line tracing.
if(!local_player.viewloc)
if(trace_startsolid)
{
- eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
+ eventchase_target_origin = (current_view_origin - (forward * eventchase_current_distance));
WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, this);
- setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
+ setproperty(VF_ORIGIN, (trace_endpos - (forward * autocvar_cl_eventchase_mins.z)));
}
else { setproperty(VF_ORIGIN, trace_endpos); }
// Render the Scene
view_origin = getpropertyvec(VF_ORIGIN);
view_angles = getpropertyvec(VF_ANGLES);
- MAKEVECTORS(makevectors, view_angles, view_forward, view_right, view_up);
+ MAKE_VECTORS(view_angles, view_forward, view_right, view_up);
#ifdef BLURTEST
if(time > blurtest_time0 && time < blurtest_time1)
{
if(!minigame_wasactive)
{
- localcmd("+button14\n");
+ localcmd("+button12\n");
minigame_wasactive = true;
}
}
else if(minigame_wasactive)
{
- localcmd("-button14\n");
+ localcmd("-button12\n");
minigame_wasactive = false;
}
R_EndPolygon();
}
- if(autocvar_cl_reticle)
+ if(autocvar_cl_reticle && !MUTATOR_CALLHOOK(DrawReticle))
{
string reticle_image = string_null;
bool wep_zoomed = false;
setproperty(VF_ORIGIN, '0 0 0');
setproperty(VF_ANGLES, '0 0 0');
setproperty(VF_PERSPECTIVE, 1);
- makevectors('0 0 0');
+ MAKE_VECTORS_NEW('0 0 0', forward, right, up);
vector v1, v2;
cvar_set("vid_conwidth", "800");
cvar_set("vid_conheight", "600");
- v1 = cs_project(v_forward);
+ v1 = cs_project(forward);
cvar_set("vid_conwidth", "640");
cvar_set("vid_conheight", "480");
- v2 = cs_project(v_forward);
+ v2 = cs_project(forward);
if(v1 == v2)
cs_project_is_b0rked = 1;
else
{
int bufhandle = stof(argv(1));
int string_index = stof(argv(2));
- string s = bufstr_get(bufhandle, string_index);
- LOG_INFOF("%s", s);
+ LOG_INFO(bufstr_get(bufhandle, string_index));
return;
}
it.solid = SOLID_BBOX;
});
vector forward = '0 0 0'; vector right = '0 0 0'; vector up = '0 0 0';
- MAKEVECTORS(makevectors, it.v_angle, forward, right, up);
+ MAKE_VECTORS(it.v_angle, forward, right, up);
vector pos = it.origin + it.view_ofs;
traceline(pos, pos + forward * max_shot_distance, MOVE_NORMAL, it);
FOREACH_ENTITY(true, {
CONSTRUCT(DebugText3d);
this.origin = pos;
this.message = strzone(msg);
- SetResourceAmount(this, RESOURCE_HEALTH, align);
+ SetResource(this, RES_HEALTH, align);
this.hit_time = time;
this.fade_rate = fade_rate_;
this.velocity = vel;
if (screen_pos.z < 0) return; // behind camera
screen_pos.z = 0;
- float align = GetResourceAmount(this, RESOURCE_HEALTH);
+ float align = GetResource(this, RES_HEALTH);
string msg;
vector msg_pos;
if (this.m_screen_coords) {
screen_pos = this.origin + since_hit * autocvar_cl_damagetext_2d_velocity;
} else {
- makevectors(view_angles);
+ MAKE_VECTORS_NEW(view_angles, forward, right, up);
vector world_offset = since_hit * autocvar_cl_damagetext_velocity_world + autocvar_cl_damagetext_offset_world;
- vector world_pos = this.origin + world_offset.x * v_forward + world_offset.y * v_right + world_offset.z * v_up;
+ vector world_pos = this.origin + world_offset.x * forward + world_offset.y * right + world_offset.z * up;
screen_pos = project_3d_to_2d(world_pos) + since_hit * autocvar_cl_damagetext_velocity_screen + autocvar_cl_damagetext_offset_screen;
}
screen_pos.y += size / 2;
if (can_use_3d && !prefer_2d) {
// world coords
- // using 1 as minimum because of shotgun (same as menu)
+ // 1 as min because shotgun sends damagetext per pellet (see https://gitlab.com/xonotic/xonotic-data.pk3dir/issues/1994).
for (entity e = findradius(entcs.origin, max(autocvar_cl_damagetext_accumulate_range, 1)); e; e = e.chain) {
if (e.instanceOfDamageText
&& !e.m_screen_coords // we're using origin for both world coords and screen coords so avoid mismatches
if (PHYS_INPUT_BUTTON_CHAT(it)) continue;
if (DIFF_TEAM(player, it)) continue;
- if (autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health && GetResourceAmount(it, RESOURCE_HEALTH) < autocvar_g_balance_health_regenstable) continue;
+ if (autocvar_g_spawn_near_teammate_ignore_spawnpoint_check_health && GetResource(it, RES_HEALTH) < autocvar_g_balance_health_regenstable) continue;
if (IS_DEAD(it)) continue;
if (time < it.msnt_timer) continue;
if (time < it.spawnshieldtime) continue;
- if (forbidWeaponUse(it)) continue;
+ if (weaponLocked(it)) continue;
if (it == player) continue;
tested++; // i consider a teammate to be available when he passes the checks above
vector horiz_vel = vec2(it.velocity);
// when walking slowly sideways, we assume the player wants a clear shot ahead - spawn behind him according to where he's looking
// when running fast, spawn behind him according to his direction of movement to prevent colliding with the newly spawned player
+ vector forward = '0 0 0'; vector right = '0 0 0'; vector up = '0 0 0';
if (vdist(horiz_vel, >, autocvar_sv_maxspeed + 50))
- fixedmakevectors(vectoangles(horiz_vel));
+ {
+ FIXED_MAKE_VECTORS(vectoangles(horiz_vel), forward, right, up);
+ }
else
- fixedmakevectors(it.angles); // .angles is the angle of the model - usually/always 0 pitch
+ {
+ FIXED_MAKE_VECTORS(it.angles, forward, right, up);
+ }
// test different spots close to mate - trace upwards so it works on uneven surfaces
// don't spawn in front of player or directly behind to avoid players shooting each other
switch(i)
{
case 0:
- tracebox(it.origin, STAT(PL_MIN, player), STAT(PL_MAX, player), it.origin - v_forward * 64 + v_right * 128 + v_up * 64, MOVE_NOMONSTERS, it);
+ tracebox(it.origin, STAT(PL_MIN, player), STAT(PL_MAX, player), it.origin - forward * 64 + right * 128 + up * 64, MOVE_NOMONSTERS, it);
break;
case 1:
- tracebox(it.origin, STAT(PL_MIN, player), STAT(PL_MAX, player), it.origin - v_forward * 64 - v_right * 128 + v_up * 64, MOVE_NOMONSTERS, it);
+ tracebox(it.origin, STAT(PL_MIN, player), STAT(PL_MAX, player), it.origin - forward * 64 - right * 128 + up * 64, MOVE_NOMONSTERS, it);
break;
case 2:
- tracebox(it.origin, STAT(PL_MIN, player), STAT(PL_MAX, player), it.origin + v_right * 192 + v_up * 64, MOVE_NOMONSTERS, it);
+ tracebox(it.origin, STAT(PL_MIN, player), STAT(PL_MAX, player), it.origin + right * 192 + up * 64, MOVE_NOMONSTERS, it);
break;
case 3:
- tracebox(it.origin, STAT(PL_MIN, player), STAT(PL_MAX, player), it.origin - v_right * 192 + v_up * 64, MOVE_NOMONSTERS, it);
+ tracebox(it.origin, STAT(PL_MIN, player), STAT(PL_MAX, player), it.origin - right * 192 + up * 64, MOVE_NOMONSTERS, it);
break;
case 4:
- tracebox(it.origin, STAT(PL_MIN, player), STAT(PL_MAX, player), it.origin - v_forward * 128 + v_right * 64 + v_up * 64, MOVE_NOMONSTERS, it);
+ tracebox(it.origin, STAT(PL_MIN, player), STAT(PL_MAX, player), it.origin - forward * 128 + right * 64 + up * 64, MOVE_NOMONSTERS, it);
break;
case 5:
- tracebox(it.origin, STAT(PL_MIN, player), STAT(PL_MAX, player), it.origin - v_forward * 128 - v_right * 64 + v_up * 64, MOVE_NOMONSTERS, it);
+ tracebox(it.origin, STAT(PL_MIN, player), STAT(PL_MAX, player), it.origin - forward * 128 - right * 64 + up * 64, MOVE_NOMONSTERS, it);
break;
}
// 400 is about the height of a typical laser jump (in overkill)
// not traceline because we need space for the whole player, not just his origin
- tracebox(horizontal_trace_endpos, STAT(PL_MIN, player), STAT(PL_MAX, player), horizontal_trace_endpos - '0 0 400', MOVE_NORMAL, it);
+ tracebox(horizontal_trace_endpos, STAT(PL_MIN, player), STAT(PL_MAX, player), horizontal_trace_endpos - 400 * up, MOVE_NORMAL, it);
vector vectical_trace_endpos = trace_endpos;
//te_lightning1(NULL, horizontal_trace_endpos, vectical_trace_endpos);
if (trace_startsolid) goto skip; // inside another player
if (tracebox_hits_trigger_hurt(horizontal_trace_endpos, STAT(PL_MIN, player), STAT(PL_MAX, player), vectical_trace_endpos)) goto skip;
// make sure the spawned player will have floor ahead (or at least a wall - he shouldn't fall as soon as he starts moving)
- vector floor_test_start = vectical_trace_endpos + v_up * STAT(PL_MAX, player).z + v_forward * STAT(PL_MAX, player).x; // top front of player's bbox - highest point we know is not inside solid
- traceline(floor_test_start, floor_test_start + v_forward * 100 - v_up * 128, MOVE_NOMONSTERS, it);
+ // top front of player's bbox - highest point we know is not inside solid
+ vector floor_test_start = vectical_trace_endpos + up * STAT(PL_MAX, player).z + forward * STAT(PL_MAX, player).x;
+ traceline(floor_test_start, floor_test_start + forward * 100 - up * 128, MOVE_NOMONSTERS, it);
//te_beam(NULL, floor_test_start, trace_endpos);
if (trace_fraction == 1.0) goto skip;
// here, we know we found a good spot
RandomSelection_Add(it, 0, string_null, vectical_trace_endpos, 1, 1);
- //te_lightning1(NULL, vectical_trace_endpos, vectical_trace_endpos + v_forward * 10);
+ //te_lightning1(NULL, vectical_trace_endpos, vectical_trace_endpos + forward * 10);
LABEL(skip)
if (i % 2 == 1 && RandomSelection_chosen_ent)
if(a < ALPHA_MIN_VISIBLE) { delete(this); }
// WEAPONTODO: save this only once when creating the entity
- vector sw_color = entcs_GetColor(this.sv_entnum - 1); // GetTeamRGB(entcs_GetTeam(this.sv_entnum));
+ vector sw_color = entcs_GetColor(this.sv_entnum - 1); // Team_ColorRGB(entcs_GetTeam(this.sv_entnum));
// WEAPONTODO: trace to find what we actually hit
vector endpos = (this.sw_shotorg + (this.sw_shotdir * this.sw_distance));
- vectorvectors(this.sw_shotdir);
- vector right = v_right; // save this for when we do makevectors later
- vector up = v_up; // save this for when we do makevectors later
+ VECTOR_VECTORS_NEW(this.sw_shotdir, _forward, right, up);
// WEAPONTODO: combine and simplify these calculations
vector min_end = ((this.sw_shotorg + (this.sw_shotdir * SW_DISTTOMIN)) + (up * this.sw_spread_min));
#include "counting.qh"
#include "cvar.qh"
#include "defer.qh"
+#include "deglobalization.qh"
#include "draw.qh"
#include "enumclass.qh"
#include "file.qh"
+#include "float.qh"
#include "functional.qh"
#include "i18n.qh"
#include "intrusivelist.qh"
#define objerror_safe(e) make_safe_for_remove(e)
#endif
- #define objerror(this, msg) MACRO_BEGIN { \
+ #define objerror(this, msg) MACRO_BEGIN \
LOG_WARN("======OBJECT ERROR======"); \
entity _e = (this); \
eprint(_e); \
objerror_safe(_e); \
delete(_e); \
LOG_WARNF("%s OBJECT ERROR in %s:\n%s\nTip: read above for entity information", PROGNAME, __FUNC__, msg); \
- } MACRO_END
+ MACRO_END
#ifdef MENUQC
void _m_init();
--- /dev/null
- #define MAKE_VECTORS(angles, forward, right, up) MACRO_BEGIN { \
+#include "lib/float.qh"
+#include "lib/misc.qh"
+#include "lib/static.qh"
+#include "lib/vector.qh"
+
+// These macros wrap functions which use globals so mutation only occurs inside them and is not visible from outside.
+// Functions for which all usages are replaced with these macros can be hidden by #defines inside our `*defs.qh` files
+// to prevent anyone from using them accidentally in the future
+
+// TODO stuff in the engine that uses the v_forward/v_right/v_up globals and is not wrapped yet:
+// - RF_USEAXIS, addentities, predraw,
+// - CL_GetEntityMatrix (in engine but is called from other functions so transitively any of them can use the globals - e.g. V_CalcRefdef, maybe others)
+// - however RF_USEAXIS is only used if MF_ROTATE is used which is only set in one place
+// - e.camera_transform / CL_VM_TransformView (in engine)
+// - this is the only used function that both sets and gets the globals (aim does too but isn't used in our code)
+
+// convenience for deglobalization code - don't use these just to hide that globals are still used
+#define CLEAR_V_GLOBALS() v_forward = VEC_NAN; v_right = VEC_NAN; v_up = VEC_NAN
+#define GET_V_GLOBALS(forward, right, up) forward = v_forward; right = v_right; up = v_up
+#define SET_V_GLOBALS(forward, right, up) v_forward = forward; v_right = right; v_up = up
+
+#ifdef GAMEQC
+STATIC_INIT(globals) {
+ // set to NaN to more easily detect uninitialized use
+ // TODO when all functions are wrapped and the raw functions are not used anymore,
+ // uncomment the defines in *progs.qh files that hide the raw functions
+ // and assert that the global vectors are NaN before calling the raw functions here
+ // to make sure nobody (even builtins) is accidentally using them - NaN is the most likely value to expose remaining usages
+
+ CLEAR_V_GLOBALS();
+}
+#endif
+
+/// Same as the `makevectors` builtin but uses the provided locals instead of the `v_*` globals.
+/// Always use this instead of raw `makevectors` to make the data flow clear.
+/// Note that you might prefer `FIXED_MAKE_VECTORS` for new code.
- } MACRO_END
++#define MAKE_VECTORS(angles, forward, right, up) MACRO_BEGIN \
+ _makevectors_hidden(angles); \
+ GET_V_GLOBALS(forward, right, up); \
+ CLEAR_V_GLOBALS(); \
- #define SKEL_GET_BONE_ABS(skel, bonenum, forward, right, up, origin) MACRO_BEGIN { \
++MACRO_END
+
+/// Same as `MAKE_VECTORS` but also creates the locals for convenience.
+#define MAKE_VECTORS_NEW(angles, forward, right, up) \
+ vector forward = '0 0 0', right = '0 0 0', up = '0 0 0'; \
+ MAKE_VECTORS(angles, forward, right, up);
+
+/// Returns all 4 vectors by assigning to them (instead of returning a value) for consistency (and sanity)
- } MACRO_END
++#define SKEL_GET_BONE_ABS(skel, bonenum, forward, right, up, origin) MACRO_BEGIN \
+ origin = _skel_get_boneabs_hidden(skel, bonenum) \
+ GET_V_GLOBALS(forward, right, up); \
+ CLEAR_V_GLOBALS(); \
- #define SKEL_SET_BONE(skel, bonenum, org, forward, right, up) MACRO_BEGIN { \
++MACRO_END
+
+#define SKEL_GET_BONE_ABS_NEW(skel, bonenum, forward, right, up, origin) \
+ vector forward = '0 0 0', right = '0 0 0', up = '0 0 0', origin = '0 0 0'; \
+ SKEL_GET_BONE_ABS(skel, bonenum, forward, right, up, origin)
+
- } MACRO_END
++#define SKEL_SET_BONE(skel, bonenum, org, forward, right, up) MACRO_BEGIN \
+ SET_V_GLOBALS(forward, right, up); \
+ _skel_set_bone_hidden(skel, bonenum, org); \
+ CLEAR_V_GLOBALS(); \
- #define ADD_DYNAMIC_LIGHT(org, radius, lightcolours, forward, right, up) MACRO_BEGIN { \
++MACRO_END
+
- } MACRO_END
++#define ADD_DYNAMIC_LIGHT(org, radius, lightcolours, forward, right, up) MACRO_BEGIN \
+ SET_V_GLOBALS(forward, right, up); \
+ _adddynamiclight_hidden(org, radius, lightcolours); \
+ CLEAR_V_GLOBALS(); \
- #define VECTOR_VECTORS(forward_in, forward, right, up) MACRO_BEGIN { \
++MACRO_END
+
- } MACRO_END
++#define VECTOR_VECTORS(forward_in, forward, right, up) MACRO_BEGIN \
+ _vectorvectors_hidden(forward_in); \
+ GET_V_GLOBALS(forward, right, up); \
+ CLEAR_V_GLOBALS(); \
- #define GET_TAG_INFO(ent, tagindex, forward, right, up, origin) MACRO_BEGIN { \
++MACRO_END
+
+#define VECTOR_VECTORS_NEW(forward_in, forward, right, up) \
+ vector forward = '0 0 0', right = '0 0 0', up = '0 0 0'; \
+ VECTOR_VECTORS(forward_in, forward, right, up);
+
+/// Note that this only avoids the v_* globals, not the gettaginfo_* ones
- } MACRO_END
++#define GET_TAG_INFO(ent, tagindex, forward, right, up, origin) MACRO_BEGIN \
+ origin = _gettaginfo_hidden(ent, tagindex); \
+ GET_V_GLOBALS(forward, right, up); \
+ CLEAR_V_GLOBALS(); \
++MACRO_END
+
+#define GET_TAG_INFO_NEW(ent, tagindex, forward, right, up, origin) \
+ vector forward = '0 0 0', right = '0 0 0', up = '0 0 0', origin = '0 0 0'; \
+ GET_TAG_INFO(ent, tagindex, forward, right, up, origin);
#if POSITIVE_PITCH_IS_DOWN
#define fixedmakevectors makevectors
+ #define FIXED_MAKE_VECTORS MAKE_VECTORS
+ #define FIXED_MAKE_VECTORS_NEW MAKE_VECTORS_NEW
noref vector _fixedvectoangles;
#define fixedvectoangles(a) (_fixedvectoangles = vectoangles(a), _fixedvectoangles.x *= -1, _fixedvectoangles)
noref vector _fixedvectoangles2;
a.x = -a.x;
makevectors(a);
}
- #define FIXED_MAKE_VECTORS(angles, forward, right, up) MACRO_BEGIN { \
++ #define FIXED_MAKE_VECTORS(angles, forward, right, up) MACRO_BEGIN \
+ fixedmakevectors(angles); \
+ GET_V_GLOBALS(forward, right, up); \
+ CLEAR_V_GLOBALS(); \
- } MACRO_END
++ MACRO_END
+ #define FIXED_MAKE_VECTORS_NEW(angles, forward, right, up) \
+ VECS_NEW(forward, right, up); \
+ FIXED_MAKE_VECTORS(angles, forward, right, up);
#define fixedvectoangles2 vectoangles2
#define fixedvectoangles vectoangles
#endif
#include <common/util.qh>
#include <server/constants.qh>
#include <server/defs.qh>
+ #include <server/utils.qh>
#endif
#ifdef WARPZONELIB_KEEPDEBUG
.float warpzone_teleport_finishtime;
.entity warpzone_teleport_zone;
- #define WarpZone_StoreProjectileData(e_) MACRO_BEGIN { \
+ #define WarpZone_StoreProjectileData(e_) MACRO_BEGIN \
entity e = e_; \
e.warpzone_oldorigin = e.origin; \
e.warpzone_oldvelocity = e.velocity; \
e.warpzone_oldangles = e.angles; \
- } MACRO_END
+ MACRO_END
void WarpZone_TeleportPlayer(entity teleporter, entity player, vector to, vector to_angles, vector to_velocity)
{
player.lastteleporttime = time;
#endif
setorigin(player, to); // NOTE: this also aborts the move, when this is called by touch
+ player.angles = to_angles;
#ifdef SVQC
player.oldorigin = to; // for DP's unsticking
player.fixangle = true;
+ if (IS_BOT_CLIENT(player))
+ {
+ // FIXME find a way to smooth view's angles change for bots too
+ player.v_angle = player.angles;
+ bot_aim_reset(player);
+ }
#endif
- player.angles = to_angles;
player.velocity = to_velocity;
BITXOR_ASSIGN(player.effects, EF_TELEPORT_BIT);
if(area > 0)
{
org = org - ((org - point) * norm) * norm; // project to plane
- makevectors(ang);
- if(norm * v_forward < 0)
+ MAKE_VECTORS_NEW(ang, forward, right, up);
+ if(norm * forward < 0)
{
LOG_INFO("Position target of trigger_warpzone near ", vtos(this.aiment.origin), " points into trigger_warpzone. BEWARE.");
norm = -1 * norm;
}
- ang = vectoangles2(norm, v_up); // keep rotation, but turn exactly against plane
+ ang = vectoangles2(norm, up); // keep rotation, but turn exactly against plane
ang.x = -ang.x;
- if(norm * v_forward < 0.99)
+ if(norm * forward < 0.99)
LOG_INFO("trigger_warpzone near ", vtos(this.aiment.origin), " has been turned to match plane orientation (", vtos(this.aiment.angles), " -> ", vtos(ang));
if(vdist(org - this.aiment.origin, >, 0.5))
LOG_INFO("trigger_warpzone near ", vtos(this.aiment.origin), " has been moved to match the plane (", vtos(this.aiment.origin), " -> ", vtos(org), ").");
restartanim = fr != WFRAME_IDLE;
}
- vector of = v_forward;
- vector or = v_right;
- vector ou = v_up;
-
vector a = '0 0 0';
this.wframe = fr;
if (fr == WFRAME_IDLE) a = this.anim_idle;
a = this.anim_reload;
a.z *= g_weaponratefactor;
- v_forward = of;
- v_right = or;
- v_up = ou;
-
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?");
}
}
- bool forbidWeaponUse(entity player)
+ bool weaponUseForbidden(entity player)
+ {
+ if (round_handler_IsActive() && !round_handler_IsRoundStarted()) return true;
+ if (MUTATOR_CALLHOOK(ForbidWeaponUse, player)) return true;
+ return false;
+ }
+
+ bool weaponLocked(entity player)
{
if (time < game_starttime && !sv_ready_restart_after_countdown) return true;
if (player.player_blocked) return true;
if (game_stopped) return true;
if (STAT(FROZEN, player)) return true;
- if (MUTATOR_CALLHOOK(ForbidWeaponUse, player)) return true;
+ if (MUTATOR_CALLHOOK(LockWeapon, player)) return true;
return false;
}
entity this = actor.(weaponentity);
if (frametime) this.weapon_frametime = frametime;
- if (!this || GetResourceAmount(actor, RESOURCE_HEALTH) < 1) return; // Dead player can't use weapons and injure impulse commands
+ if (!this || GetResource(actor, RES_HEALTH) < 1) return; // Dead player can't use weapons and injure impulse commands
int button_atck = PHYS_INPUT_BUTTON_ATCK(actor);
int button_atck2 = PHYS_INPUT_BUTTON_ATCK2(actor);
- if (round_handler_IsActive() && !round_handler_IsRoundStarted())
+ if (weaponUseForbidden(actor))
button_atck = button_atck2 = 0; // forbid primary and secondary fire, switching is allowed
- if (forbidWeaponUse(actor))
+ if (weaponLocked(actor))
{
if (this.state != WS_CLEAR)
{
return;
}
- makevectors(actor.v_angle);
- vector fo = v_forward; // save them in case the weapon think functions change it
- vector ri = v_right;
- vector up = v_up;
+ MAKE_VECTORS_NEW(actor.v_angle, fo, ri, up);
// Change weapon
if (this.m_weapon != this.m_switchweapon)
bool block_weapon = false;
{
bool key_pressed = PHYS_INPUT_BUTTON_HOOK(actor) && !actor.vehicle;
- if (round_handler_IsActive() && !round_handler_IsRoundStarted())
+ if (weaponUseForbidden(actor))
key_pressed = false;
Weapon off = actor.offhand;
w_ent.clip_load -= ammo_use;
w_ent.(weapon_load[w_ent.m_weapon.m_id]) = w_ent.clip_load;
}
- else if (wep.ammo_type != RESOURCE_NONE)
+ else if (wep.ammo_type != RES_NONE)
{
- float ammo = GetResourceAmount(actor, wep.ammo_type);
+ float ammo = GetResource(actor, wep.ammo_type);
if (ammo < ammo_use)
{
backtrace(sprintf(
ammo
));
}
- SetResourceAmount(actor, wep.ammo_type, ammo - ammo_use);
+ SetResource(actor, wep.ammo_type, ammo - ammo_use);
}
}
w_ent.clip_load = w_ent.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
// if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
- if (!w_ent.reload_ammo_min || (actor.items & IT_UNLIMITED_WEAPON_AMMO) || wpn.ammo_type == RESOURCE_NONE)
+ if (!w_ent.reload_ammo_min || (actor.items & IT_UNLIMITED_WEAPON_AMMO) || wpn.ammo_type == RES_NONE)
{
w_ent.clip_load = w_ent.reload_ammo_amount;
}
else
{
// make sure we don't add more ammo than we have
- float ammo = GetResourceAmount(actor, wpn.ammo_type);
+ float ammo = GetResource(actor, wpn.ammo_type);
float load = min(w_ent.reload_ammo_amount - w_ent.clip_load, ammo);
w_ent.clip_load += load;
- SetResourceAmount(actor, wpn.ammo_type, ammo - load);
+ SetResource(actor, wpn.ammo_type, ammo - load);
}
w_ent.(weapon_load[w_ent.m_weapon.m_id]) = w_ent.clip_load;
if (this.clip_load >= this.reload_ammo_amount) return;
// no ammo, so nothing to load
- if (e.ammo_type != RESOURCE_NONE)
+ if (e.ammo_type != RES_NONE)
{
- if (!GetResourceAmount(actor, e.ammo_type) && this.reload_ammo_min)
+ if (!GetResource(actor, e.ammo_type) && this.reload_ammo_min)
{
if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{