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963 lines
25 KiB
963 lines
25 KiB
//========= Copyright (c) 1996-2002, Valve LLC, All rights reserved. ============ |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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//============================================================================= |
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// Client side entity management functions |
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#include <memory.h> |
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#include "hud.h" |
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#include "cl_util.h" |
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#include "const.h" |
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#include "entity_types.h" |
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#include "studio_event.h" // def. of mstudioevent_t |
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#include "r_efx.h" |
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#include "event_api.h" |
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#include "pm_defs.h" |
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#include "pmtrace.h" |
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#include "pm_shared.h" |
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void Game_AddObjects( void ); |
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extern vec3_t v_origin; |
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int g_iAlive = 1; |
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extern "C" |
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{ |
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int DLLEXPORT HUD_AddEntity( int type, struct cl_entity_s *ent, const char *modelname ); |
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void DLLEXPORT HUD_CreateEntities( void ); |
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void DLLEXPORT HUD_StudioEvent( const struct mstudioevent_s *event, const struct cl_entity_s *entity ); |
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void DLLEXPORT HUD_TxferLocalOverrides( struct entity_state_s *state, const struct clientdata_s *client ); |
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void DLLEXPORT HUD_ProcessPlayerState( struct entity_state_s *dst, const struct entity_state_s *src ); |
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void DLLEXPORT HUD_TxferPredictionData ( struct entity_state_s *ps, const struct entity_state_s *pps, struct clientdata_s *pcd, const struct clientdata_s *ppcd, struct weapon_data_s *wd, const struct weapon_data_s *pwd ); |
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void DLLEXPORT HUD_TempEntUpdate( double frametime, double client_time, double cl_gravity, struct tempent_s **ppTempEntFree, struct tempent_s **ppTempEntActive, int ( *Callback_AddVisibleEntity )( struct cl_entity_s *pEntity ), void ( *Callback_TempEntPlaySound )( struct tempent_s *pTemp, float damp ) ); |
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struct cl_entity_s DLLEXPORT *HUD_GetUserEntity( int index ); |
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} |
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/* |
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======================== |
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HUD_AddEntity |
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Return 0 to filter entity from visible list for rendering |
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======================== |
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*/ |
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int DLLEXPORT HUD_AddEntity( int type, struct cl_entity_s *ent, const char *modelname ) |
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{ |
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switch( type ) |
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{ |
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case ET_NORMAL: |
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case ET_PLAYER: |
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case ET_BEAM: |
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case ET_TEMPENTITY: |
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case ET_FRAGMENTED: |
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default: |
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break; |
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} |
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// each frame every entity passes this function, so the overview hooks it to filter the overview entities |
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// in spectator mode: |
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// each frame every entity passes this function, so the overview hooks |
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// it to filter the overview entities |
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if( g_iUser1 ) |
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{ |
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gHUD.m_Spectator.AddOverviewEntity( type, ent, modelname ); |
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if( ( g_iUser1 == OBS_IN_EYE || gHUD.m_Spectator.m_pip->value == INSET_IN_EYE ) && |
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ent->index == g_iUser2 ) |
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return 0; // don't draw the player we are following in eye |
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} |
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return 1; |
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} |
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/* |
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========================= |
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HUD_TxferLocalOverrides |
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The server sends us our origin with extra precision as part of the clientdata structure, not during the normal |
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playerstate update in entity_state_t. In order for these overrides to eventually get to the appropriate playerstate |
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structure, we need to copy them into the state structure at this point. |
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========================= |
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*/ |
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void DLLEXPORT HUD_TxferLocalOverrides( struct entity_state_s *state, const struct clientdata_s *client ) |
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{ |
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VectorCopy( client->origin, state->origin ); |
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// Spectator |
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state->iuser1 = client->iuser1; |
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state->iuser2 = client->iuser2; |
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// Duck prevention |
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state->iuser3 = client->iuser3; |
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// Fire prevention |
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state->iuser4 = client->iuser4; |
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} |
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/* |
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========================= |
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HUD_ProcessPlayerState |
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We have received entity_state_t for this player over the network. We need to copy appropriate fields to the |
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playerstate structure |
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========================= |
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*/ |
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void DLLEXPORT HUD_ProcessPlayerState( struct entity_state_s *dst, const struct entity_state_s *src ) |
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{ |
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// Copy in network data |
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VectorCopy( src->origin, dst->origin ); |
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VectorCopy( src->angles, dst->angles ); |
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VectorCopy( src->velocity, dst->velocity ); |
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dst->frame = src->frame; |
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dst->modelindex = src->modelindex; |
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dst->skin = src->skin; |
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dst->effects = src->effects; |
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dst->weaponmodel = src->weaponmodel; |
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dst->movetype = src->movetype; |
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dst->sequence = src->sequence; |
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dst->animtime = src->animtime; |
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dst->solid = src->solid; |
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dst->rendermode = src->rendermode; |
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dst->renderamt = src->renderamt; |
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dst->rendercolor.r = src->rendercolor.r; |
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dst->rendercolor.g = src->rendercolor.g; |
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dst->rendercolor.b = src->rendercolor.b; |
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dst->renderfx = src->renderfx; |
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dst->framerate = src->framerate; |
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dst->body = src->body; |
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memcpy( &dst->controller[0], &src->controller[0], 4 * sizeof(byte) ); |
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memcpy( &dst->blending[0], &src->blending[0], 2 * sizeof(byte) ); |
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VectorCopy( src->basevelocity, dst->basevelocity ); |
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dst->friction = src->friction; |
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dst->gravity = src->gravity; |
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dst->gaitsequence = src->gaitsequence; |
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dst->spectator = src->spectator; |
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dst->usehull = src->usehull; |
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dst->playerclass = src->playerclass; |
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dst->team = src->team; |
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dst->colormap = src->colormap; |
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// Save off some data so other areas of the Client DLL can get to it |
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cl_entity_t *player = gEngfuncs.GetLocalPlayer(); // Get the local player's index |
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if( dst->number == player->index ) |
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{ |
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g_iPlayerClass = dst->playerclass; |
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g_iTeamNumber = dst->team; |
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g_iUser1 = src->iuser1; |
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g_iUser2 = src->iuser2; |
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g_iUser3 = src->iuser3; |
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} |
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} |
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/* |
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========================= |
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HUD_TxferPredictionData |
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Because we can predict an arbitrary number of frames before the server responds with an update, we need to be able to copy client side prediction data in |
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from the state that the server ack'd receiving, which can be anywhere along the predicted frame path ( i.e., we could predict 20 frames into the future and the server ack's |
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up through 10 of those frames, so we need to copy persistent client-side only state from the 10th predicted frame to the slot the server |
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update is occupying. |
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========================= |
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*/ |
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void DLLEXPORT HUD_TxferPredictionData( struct entity_state_s *ps, const struct entity_state_s *pps, struct clientdata_s *pcd, const struct clientdata_s *ppcd, struct weapon_data_s *wd, const struct weapon_data_s *pwd ) |
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{ |
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ps->oldbuttons = pps->oldbuttons; |
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ps->flFallVelocity = pps->flFallVelocity; |
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ps->iStepLeft = pps->iStepLeft; |
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ps->playerclass = pps->playerclass; |
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pcd->viewmodel = ppcd->viewmodel; |
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pcd->m_iId = ppcd->m_iId; |
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pcd->ammo_shells = ppcd->ammo_shells; |
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pcd->ammo_nails = ppcd->ammo_nails; |
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pcd->ammo_cells = ppcd->ammo_cells; |
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pcd->ammo_rockets = ppcd->ammo_rockets; |
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pcd->m_flNextAttack = ppcd->m_flNextAttack; |
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pcd->fov = ppcd->fov; |
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pcd->weaponanim = ppcd->weaponanim; |
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pcd->tfstate = ppcd->tfstate; |
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pcd->maxspeed = ppcd->maxspeed; |
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pcd->deadflag = ppcd->deadflag; |
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// Spectating or not dead == get control over view angles. |
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g_iAlive = ( ppcd->iuser1 || ( pcd->deadflag == DEAD_NO ) ) ? 1 : 0; |
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// Spectator |
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pcd->iuser1 = ppcd->iuser1; |
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pcd->iuser2 = ppcd->iuser2; |
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// Duck prevention |
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pcd->iuser3 = ppcd->iuser3; |
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if( gEngfuncs.IsSpectateOnly() ) |
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{ |
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// in specator mode we tell the engine who we want to spectate and how |
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// iuser3 is not used for duck prevention (since the spectator can't duck at all) |
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pcd->iuser1 = g_iUser1; // observer mode |
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pcd->iuser2 = g_iUser2; // first target |
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pcd->iuser3 = g_iUser3; // second target |
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} |
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// Fire prevention |
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pcd->iuser4 = ppcd->iuser4; |
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pcd->fuser2 = ppcd->fuser2; |
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pcd->fuser3 = ppcd->fuser3; |
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VectorCopy( ppcd->vuser1, pcd->vuser1 ); |
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VectorCopy( ppcd->vuser2, pcd->vuser2 ); |
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VectorCopy( ppcd->vuser3, pcd->vuser3 ); |
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VectorCopy( ppcd->vuser4, pcd->vuser4 ); |
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memcpy( wd, pwd, MAX_WEAPONS * sizeof(weapon_data_t) ); |
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} |
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/* |
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//#define TEST_IT 1 |
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#if TEST_IT |
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cl_entity_t mymodel[9]; |
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void MoveModel( void ) |
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{ |
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cl_entity_t *player; |
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int i, j; |
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int modelindex; |
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struct model_s *mod; |
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// Load it up with some bogus data |
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player = gEngfuncs.GetLocalPlayer(); |
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if( !player ) |
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return; |
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mod = gEngfuncs.CL_LoadModel( "models/sentry3.mdl", &modelindex ); |
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for( i = 0; i < 3; i++ ) |
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{ |
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for( j = 0; j < 3; j++ ) |
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{ |
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// Don't draw over ourself... |
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if( ( i == 1 ) && ( j == 1 ) ) |
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continue; |
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mymodel[i * 3 + j] = *player; |
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mymodel[i * 3 + j].player = 0; |
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mymodel[i * 3 + j].model = mod; |
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mymodel[i * 3 + j].curstate.modelindex = modelindex; |
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// Move it out a bit |
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mymodel[i * 3 + j].origin[0] = player->origin[0] + 50 * ( 1 - i ); |
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mymodel[i * 3 + j].origin[1] = player->origin[1] + 50 * ( 1 - j ); |
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gEngfuncs.CL_CreateVisibleEntity( ET_NORMAL, &mymodel[i * 3 + j] ); |
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} |
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} |
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} |
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#endif |
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//#define TRACE_TEST 1 |
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#if TRACE_TEST |
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extern int hitent; |
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cl_entity_t hit; |
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void TraceModel( void ) |
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{ |
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cl_entity_t *ent; |
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if( hitent <= 0 ) |
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return; |
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// Load it up with some bogus data |
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ent = gEngfuncs.GetEntityByIndex( hitent ); |
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if( !ent ) |
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return; |
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hit = *ent; |
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//hit.curstate.rendermode = kRenderTransTexture; |
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//hit.curstate.renderfx = kRenderFxGlowShell; |
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//hit.curstate.renderamt = 100; |
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hit.origin[2] += 40; |
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gEngfuncs.CL_CreateVisibleEntity( ET_NORMAL, &hit ); |
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} |
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#endif |
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*/ |
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/* |
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void ParticleCallback( struct particle_s *particle, float frametime ) |
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{ |
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int i; |
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for( i = 0; i < 3; i++ ) |
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{ |
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particle->org[i] += particle->vel[i] * frametime; |
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} |
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} |
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cvar_t *color = NULL; |
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void Particles( void ) |
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{ |
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static float lasttime; |
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float curtime; |
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curtime = gEngfuncs.GetClientTime(); |
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if( ( curtime - lasttime ) < 2.0f ) |
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return; |
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if( !color ) |
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{ |
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color = gEngfuncs.pfnRegisterVariable( "color", "255 0 0", 0 ); |
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} |
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lasttime = curtime; |
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// Create a few particles |
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particle_t *p; |
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int i, j; |
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for( i = 0; i < 1000; i++ ) |
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{ |
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int r, g, b; |
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p = gEngfuncs.pEfxAPI->R_AllocParticle( ParticleCallback ); |
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if( !p ) |
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break; |
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for( j = 0; j < 3; j++ ) |
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{ |
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p->org[j] = v_origin[j] + gEngfuncs.pfnRandomFloat( -32.0f, 32.0f ); |
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p->vel[j] = gEngfuncs.pfnRandomFloat( -100.0f, 100.0f ); |
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} |
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if( color ) |
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{ |
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sscanf( color->string, "%i %i %i", &r, &g, &b ); |
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} |
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else |
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{ |
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r = 192; |
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g = 0; |
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b = 0; |
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} |
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p->color = gEngfuncs.pEfxAPI->R_LookupColor( r, g, b ); |
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gEngfuncs.pEfxAPI->R_GetPackedColor( &p->packedColor, p->color ); |
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// p->die is set to current time so all you have to do is add an additional time to it |
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p->die += 3.0f; |
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} |
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} |
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*/ |
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/* |
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void TempEntCallback( struct tempent_s *ent, float frametime, float currenttime ) |
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{ |
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int i; |
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for( i = 0; i < 3; i++ ) |
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{ |
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ent->entity.curstate.origin[i] += ent->entity.baseline.origin[i] * frametime; |
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} |
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} |
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void TempEnts( void ) |
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{ |
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static float lasttime; |
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float curtime; |
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curtime = gEngfuncs.GetClientTime(); |
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if( ( curtime - lasttime ) < 10.0f ) |
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return; |
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lasttime = curtime; |
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TEMPENTITY *p; |
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int i, j; |
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struct model_s *mod; |
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vec3_t origin; |
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int index; |
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mod = gEngfuncs.CL_LoadModel( "sprites/laserdot.spr", &index ); |
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for( i = 0; i < 100; i++ ) |
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{ |
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for( j = 0; j < 3; j++ ) |
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{ |
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origin[j] = v_origin[j]; |
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if( j != 2 ) |
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{ |
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origin[j] += 75; |
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} |
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} |
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p = gEngfuncs.pEfxAPI->CL_TentEntAllocCustom( (float *)&origin, mod, 0, TempEntCallback ); |
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if( !p ) |
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break; |
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for( j = 0; j < 3; j++ ) |
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{ |
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p->entity.curstate.origin[j] = origin[j]; |
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// Store velocity in baseline origin |
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p->entity.baseline.origin[j] = gEngfuncs.pfnRandomFloat( -100.0f, 100.0f ); |
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} |
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// p->die is set to current time so all you have to do is add an additional time to it |
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p->die += 10.0f; |
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} |
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} |
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*/ |
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#if BEAM_TEST |
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// Note can't index beam[0] in Beam callback, so don't use that index |
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// Room for 1 beam ( 0 can't be used ) |
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static cl_entity_t beams[2]; |
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void BeamEndModel( void ) |
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{ |
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cl_entity_t *player, *model; |
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int modelindex; |
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struct model_s *mod; |
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// Load it up with some bogus data |
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player = gEngfuncs.GetLocalPlayer(); |
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if( !player ) |
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return; |
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mod = gEngfuncs.CL_LoadModel( "models/sentry3.mdl", &modelindex ); |
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if( !mod ) |
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return; |
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// Slot 1 |
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model = &beams[1]; |
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*model = *player; |
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model->player = 0; |
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model->model = mod; |
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model->curstate.modelindex = modelindex; |
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// Move it out a bit |
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model->origin[0] = player->origin[0] - 100; |
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model->origin[1] = player->origin[1]; |
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model->attachment[0] = model->origin; |
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model->attachment[1] = model->origin; |
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model->attachment[2] = model->origin; |
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model->attachment[3] = model->origin; |
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gEngfuncs.CL_CreateVisibleEntity( ET_NORMAL, model ); |
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} |
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void Beams( void ) |
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{ |
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static float lasttime; |
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float curtime; |
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struct model_s *mod; |
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int index; |
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BeamEndModel(); |
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curtime = gEngfuncs.GetClientTime(); |
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float end[3]; |
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if( ( curtime - lasttime ) < 10.0 ) |
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return; |
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mod = gEngfuncs.CL_LoadModel( "sprites/laserbeam.spr", &index ); |
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if( !mod ) |
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return; |
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lasttime = curtime; |
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end[0] = v_origin.x + 100; |
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end[1] = v_origin.y + 100; |
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end[2] = v_origin.z; |
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BEAM *p1; |
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p1 = gEngfuncs.pEfxAPI->R_BeamEntPoint( -1, end, index, |
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10.0, 2.0, 0.3, 1.0, 5.0, 0.0, 1.0, 1.0, 1.0, 1.0 ); |
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} |
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#endif |
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/* |
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========================= |
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HUD_CreateEntities |
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Gives us a chance to add additional entities to the render this frame |
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========================= |
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*/ |
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void DLLEXPORT HUD_CreateEntities( void ) |
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{ |
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// e.g., create a persistent cl_entity_t somewhere. |
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// Load an appropriate model into it ( gEngfuncs.CL_LoadModel ) |
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// Call gEngfuncs.CL_CreateVisibleEntity to add it to the visedicts list |
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/* |
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#if TEST_IT |
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MoveModel(); |
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#endif |
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#if TRACE_TEST |
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TraceModel(); |
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#endif |
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*/ |
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/* |
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Particles(); |
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*/ |
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/* |
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TempEnts(); |
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*/ |
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#if BEAM_TEST |
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Beams(); |
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#endif |
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// Add in any game specific objects |
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Game_AddObjects(); |
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#if USE_VGUI |
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GetClientVoiceMgr()->CreateEntities(); |
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#endif |
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} |
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/* |
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========================= |
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HUD_StudioEvent |
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The entity's studio model description indicated an event was |
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fired during this frame, handle the event by it's tag ( e.g., muzzleflash, sound ) |
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========================= |
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*/ |
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void DLLEXPORT HUD_StudioEvent( const struct mstudioevent_s *event, const struct cl_entity_s *entity ) |
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{ |
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switch( event->event ) |
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{ |
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case 5001: |
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gEngfuncs.pEfxAPI->R_MuzzleFlash( (float *)&entity->attachment[0], atoi( event->options ) ); |
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break; |
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case 5011: |
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gEngfuncs.pEfxAPI->R_MuzzleFlash( (float *)&entity->attachment[1], atoi( event->options ) ); |
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break; |
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case 5021: |
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gEngfuncs.pEfxAPI->R_MuzzleFlash( (float *)&entity->attachment[2], atoi( event->options ) ); |
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break; |
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case 5031: |
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gEngfuncs.pEfxAPI->R_MuzzleFlash( (float *)&entity->attachment[3], atoi( event->options ) ); |
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break; |
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case 5002: |
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gEngfuncs.pEfxAPI->R_SparkEffect( (float *)&entity->attachment[0], atoi( event->options ), -100, 100 ); |
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break; |
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// Client side sound |
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case 5004: |
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gEngfuncs.pfnPlaySoundByNameAtLocation( (char *)event->options, 1.0, (float *)&entity->attachment[0] ); |
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break; |
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default: |
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break; |
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} |
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} |
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/* |
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================= |
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CL_UpdateTEnts |
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Simulation and cleanup of temporary entities |
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================= |
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*/ |
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void DLLEXPORT HUD_TempEntUpdate ( |
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double frametime, // Simulation time |
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double client_time, // Absolute time on client |
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double cl_gravity, // True gravity on client |
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TEMPENTITY **ppTempEntFree, // List of freed temporary ents |
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TEMPENTITY **ppTempEntActive, // List |
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int ( *Callback_AddVisibleEntity )( cl_entity_t *pEntity ), |
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void ( *Callback_TempEntPlaySound )( TEMPENTITY *pTemp, float damp ) ) |
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{ |
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static int gTempEntFrame = 0; |
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int i; |
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TEMPENTITY *pTemp, *pnext, *pprev; |
|
float /*freq,*/ gravity, gravitySlow, life, fastFreq; |
|
|
|
// Nothing to simulate |
|
if( !*ppTempEntActive ) |
|
return; |
|
|
|
// in order to have tents collide with players, we have to run the player prediction code so |
|
// that the client has the player list. We run this code once when we detect any COLLIDEALL |
|
// tent, then set this BOOL to true so the code doesn't get run again if there's more than |
|
// one COLLIDEALL ent for this update. (often are). |
|
gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, true ); |
|
|
|
// Store off the old count |
|
gEngfuncs.pEventAPI->EV_PushPMStates(); |
|
|
|
// Now add in all of the players. |
|
gEngfuncs.pEventAPI->EV_SetSolidPlayers( -1 ); |
|
|
|
// !!!BUGBUG -- This needs to be time based |
|
gTempEntFrame = ( gTempEntFrame + 1 ) & 31; |
|
|
|
pTemp = *ppTempEntActive; |
|
|
|
// !!! Don't simulate while paused.... This is sort of a hack, revisit. |
|
if( frametime <= 0 ) |
|
{ |
|
while( pTemp ) |
|
{ |
|
if( !( pTemp->flags & FTENT_NOMODEL ) ) |
|
{ |
|
Callback_AddVisibleEntity( &pTemp->entity ); |
|
} |
|
pTemp = pTemp->next; |
|
} |
|
goto finish; |
|
} |
|
|
|
pprev = NULL; |
|
//freq = client_time * 0.01; |
|
fastFreq = client_time * 5.5; |
|
gravity = -frametime * cl_gravity; |
|
gravitySlow = gravity * 0.5f; |
|
|
|
while( pTemp ) |
|
{ |
|
int active; |
|
|
|
active = 1; |
|
|
|
life = pTemp->die - (float)client_time; |
|
pnext = pTemp->next; |
|
if( life < 0 ) |
|
{ |
|
if( pTemp->flags & FTENT_FADEOUT ) |
|
{ |
|
if( pTemp->entity.curstate.rendermode == kRenderNormal) |
|
pTemp->entity.curstate.rendermode = kRenderTransTexture; |
|
pTemp->entity.curstate.renderamt = pTemp->entity.baseline.renderamt * ( 1 + life * pTemp->fadeSpeed ); |
|
if( pTemp->entity.curstate.renderamt <= 0 ) |
|
active = 0; |
|
} |
|
else |
|
active = 0; |
|
} |
|
if( !active ) // Kill it |
|
{ |
|
pTemp->next = *ppTempEntFree; |
|
*ppTempEntFree = pTemp; |
|
if( !pprev ) // Deleting at head of list |
|
*ppTempEntActive = pnext; |
|
else |
|
pprev->next = pnext; |
|
} |
|
else |
|
{ |
|
pprev = pTemp; |
|
|
|
VectorCopy( pTemp->entity.origin, pTemp->entity.prevstate.origin ); |
|
|
|
if( pTemp->flags & FTENT_SPARKSHOWER ) |
|
{ |
|
// Adjust speed if it's time |
|
// Scale is next think time |
|
if( client_time > pTemp->entity.baseline.scale ) |
|
{ |
|
// Show Sparks |
|
gEngfuncs.pEfxAPI->R_SparkEffect( pTemp->entity.origin, 8, -200, 200 ); |
|
|
|
// Reduce life |
|
pTemp->entity.baseline.framerate -= 0.1f; |
|
|
|
if( pTemp->entity.baseline.framerate <= 0.0f ) |
|
{ |
|
pTemp->die = client_time; |
|
} |
|
else |
|
{ |
|
// So it will die no matter what |
|
pTemp->die = client_time + 0.5; |
|
|
|
// Next think |
|
pTemp->entity.baseline.scale = client_time + 0.1; |
|
} |
|
} |
|
} |
|
else if( pTemp->flags & FTENT_PLYRATTACHMENT ) |
|
{ |
|
cl_entity_t *pClient; |
|
|
|
pClient = gEngfuncs.GetEntityByIndex( pTemp->clientIndex ); |
|
|
|
VectorAdd( pClient->origin, pTemp->tentOffset, pTemp->entity.origin ); |
|
} |
|
else if( pTemp->flags & FTENT_SINEWAVE ) |
|
{ |
|
pTemp->x += pTemp->entity.baseline.origin[0] * (float)frametime; |
|
pTemp->y += pTemp->entity.baseline.origin[1] * (float)frametime; |
|
|
|
pTemp->entity.origin[0] = pTemp->x + sin( pTemp->entity.baseline.origin[2] + client_time * pTemp->entity.prevstate.frame ) * ( 10 * pTemp->entity.curstate.framerate ); |
|
pTemp->entity.origin[1] = pTemp->y + sin( pTemp->entity.baseline.origin[2] + fastFreq + 0.7f ) * ( 8 * pTemp->entity.curstate.framerate ); |
|
pTemp->entity.origin[2] += pTemp->entity.baseline.origin[2] * frametime; |
|
} |
|
else if( pTemp->flags & FTENT_SPIRAL ) |
|
{ |
|
/*float s, c; |
|
s = sin( pTemp->entity.baseline.origin[2] + fastFreq ); |
|
c = cos( pTemp->entity.baseline.origin[2] + fastFreq );*/ |
|
|
|
pTemp->entity.origin[0] += pTemp->entity.baseline.origin[0] * (float)frametime + 8 * sin( client_time * 20 + (size_t)pTemp ); |
|
pTemp->entity.origin[1] += pTemp->entity.baseline.origin[1] * (float)frametime + 4 * sin( client_time * 30 + (size_t)pTemp ); |
|
pTemp->entity.origin[2] += pTemp->entity.baseline.origin[2] * (float)frametime; |
|
} |
|
else |
|
{ |
|
for( i = 0; i < 3; i++ ) |
|
pTemp->entity.origin[i] += pTemp->entity.baseline.origin[i] * (float)frametime; |
|
} |
|
|
|
if( pTemp->flags & FTENT_SPRANIMATE ) |
|
{ |
|
pTemp->entity.curstate.frame += (float)frametime * pTemp->entity.curstate.framerate; |
|
if( pTemp->entity.curstate.frame >= pTemp->frameMax ) |
|
{ |
|
pTemp->entity.curstate.frame = pTemp->entity.curstate.frame - (int)( pTemp->entity.curstate.frame ); |
|
|
|
if( !( pTemp->flags & FTENT_SPRANIMATELOOP ) ) |
|
{ |
|
// this animating sprite isn't set to loop, so destroy it. |
|
pTemp->die = client_time; |
|
pTemp = pnext; |
|
continue; |
|
} |
|
} |
|
} |
|
else if( pTemp->flags & FTENT_SPRCYCLE ) |
|
{ |
|
pTemp->entity.curstate.frame += frametime * 10; |
|
if( pTemp->entity.curstate.frame >= pTemp->frameMax ) |
|
{ |
|
pTemp->entity.curstate.frame = pTemp->entity.curstate.frame - (int)( pTemp->entity.curstate.frame ); |
|
} |
|
} |
|
// Experiment |
|
#if 0 |
|
if( pTemp->flags & FTENT_SCALE ) |
|
pTemp->entity.curstate.framerate += 20.0 * ( frametime / pTemp->entity.curstate.framerate ); |
|
#endif |
|
|
|
if( pTemp->flags & FTENT_ROTATE ) |
|
{ |
|
pTemp->entity.angles[0] += pTemp->entity.baseline.angles[0] * (float)frametime; |
|
pTemp->entity.angles[1] += pTemp->entity.baseline.angles[1] * (float)frametime; |
|
pTemp->entity.angles[2] += pTemp->entity.baseline.angles[2] * (float)frametime; |
|
|
|
VectorCopy( pTemp->entity.angles, pTemp->entity.latched.prevangles ); |
|
} |
|
|
|
if( pTemp->flags & ( FTENT_COLLIDEALL | FTENT_COLLIDEWORLD ) ) |
|
{ |
|
vec3_t traceNormal( 0.0f, 0.0f, 0.0f ); |
|
float traceFraction = 1; |
|
|
|
if( pTemp->flags & FTENT_COLLIDEALL ) |
|
{ |
|
pmtrace_t pmtrace; |
|
physent_t *pe; |
|
|
|
gEngfuncs.pEventAPI->EV_SetTraceHull( 2 ); |
|
|
|
gEngfuncs.pEventAPI->EV_PlayerTrace( pTemp->entity.prevstate.origin, pTemp->entity.origin, PM_STUDIO_BOX, -1, &pmtrace ); |
|
|
|
if( pmtrace.fraction != 1 ) |
|
{ |
|
pe = gEngfuncs.pEventAPI->EV_GetPhysent( pmtrace.ent ); |
|
|
|
if( !pmtrace.ent || ( pe->info != pTemp->clientIndex ) ) |
|
{ |
|
traceFraction = pmtrace.fraction; |
|
VectorCopy( pmtrace.plane.normal, traceNormal ); |
|
|
|
if( pTemp->hitcallback ) |
|
{ |
|
(*pTemp->hitcallback)( pTemp, &pmtrace ); |
|
} |
|
} |
|
} |
|
} |
|
else if( pTemp->flags & FTENT_COLLIDEWORLD ) |
|
{ |
|
pmtrace_t pmtrace; |
|
|
|
gEngfuncs.pEventAPI->EV_SetTraceHull( 2 ); |
|
|
|
gEngfuncs.pEventAPI->EV_PlayerTrace( pTemp->entity.prevstate.origin, pTemp->entity.origin, PM_STUDIO_BOX | PM_WORLD_ONLY, -1, &pmtrace ); |
|
|
|
if( pmtrace.fraction != 1 ) |
|
{ |
|
traceFraction = pmtrace.fraction; |
|
VectorCopy( pmtrace.plane.normal, traceNormal ); |
|
|
|
if( pTemp->flags & FTENT_SPARKSHOWER ) |
|
{ |
|
// Chop spark speeds a bit more |
|
// |
|
VectorScale( pTemp->entity.baseline.origin, 0.6f, pTemp->entity.baseline.origin ); |
|
|
|
if( Length( pTemp->entity.baseline.origin ) < 10 ) |
|
{ |
|
pTemp->entity.baseline.framerate = 0.0; |
|
} |
|
} |
|
|
|
if( pTemp->hitcallback ) |
|
{ |
|
(*pTemp->hitcallback)( pTemp, &pmtrace ); |
|
} |
|
} |
|
} |
|
|
|
if( traceFraction != 1 ) // Decent collision now, and damping works |
|
{ |
|
float proj, damp; |
|
|
|
// Place at contact point |
|
VectorMA( pTemp->entity.prevstate.origin, traceFraction * (float)frametime, pTemp->entity.baseline.origin, pTemp->entity.origin ); |
|
// Damp velocity |
|
damp = pTemp->bounceFactor; |
|
if( pTemp->flags & ( FTENT_GRAVITY | FTENT_SLOWGRAVITY ) ) |
|
{ |
|
damp *= 0.5f; |
|
if( traceNormal[2] > 0.9f ) // Hit floor? |
|
{ |
|
if( pTemp->entity.baseline.origin[2] <= 0 && pTemp->entity.baseline.origin[2] >= gravity*3 ) |
|
{ |
|
damp = 0; // Stop |
|
pTemp->flags &= ~( FTENT_ROTATE | FTENT_GRAVITY | FTENT_SLOWGRAVITY | FTENT_COLLIDEWORLD | FTENT_SMOKETRAIL); |
|
pTemp->entity.angles[0] = 0; |
|
pTemp->entity.angles[2] = 0; |
|
} |
|
} |
|
} |
|
|
|
if( pTemp->hitSound ) |
|
{ |
|
Callback_TempEntPlaySound( pTemp, damp ); |
|
} |
|
|
|
if( pTemp->flags & FTENT_COLLIDEKILL ) |
|
{ |
|
// die on impact |
|
pTemp->flags &= ~FTENT_FADEOUT; |
|
pTemp->die = client_time; |
|
} |
|
else |
|
{ |
|
// Reflect velocity |
|
if( damp != 0 ) |
|
{ |
|
proj = DotProduct( pTemp->entity.baseline.origin, traceNormal ); |
|
VectorMA( pTemp->entity.baseline.origin, -proj * 2, traceNormal, pTemp->entity.baseline.origin ); |
|
// Reflect rotation (fake) |
|
|
|
pTemp->entity.angles[1] = -pTemp->entity.angles[1]; |
|
} |
|
|
|
if( damp != 1 ) |
|
{ |
|
|
|
VectorScale( pTemp->entity.baseline.origin, damp, pTemp->entity.baseline.origin ); |
|
VectorScale( pTemp->entity.angles, 0.9, pTemp->entity.angles ); |
|
} |
|
} |
|
} |
|
} |
|
|
|
if( ( pTemp->flags & FTENT_FLICKER ) && gTempEntFrame == pTemp->entity.curstate.effects ) |
|
{ |
|
dlight_t *dl = gEngfuncs.pEfxAPI->CL_AllocDlight(0); |
|
VectorCopy( pTemp->entity.origin, dl->origin ); |
|
dl->radius = 60; |
|
dl->color.r = 255; |
|
dl->color.g = 120; |
|
dl->color.b = 0; |
|
dl->die = client_time + 0.01; |
|
} |
|
|
|
if( pTemp->flags & FTENT_SMOKETRAIL ) |
|
{ |
|
gEngfuncs.pEfxAPI->R_RocketTrail( pTemp->entity.prevstate.origin, pTemp->entity.origin, 1 ); |
|
} |
|
|
|
if( pTemp->flags & FTENT_GRAVITY ) |
|
pTemp->entity.baseline.origin[2] += gravity; |
|
else if( pTemp->flags & FTENT_SLOWGRAVITY ) |
|
pTemp->entity.baseline.origin[2] += gravitySlow; |
|
|
|
if( pTemp->flags & FTENT_CLIENTCUSTOM ) |
|
{ |
|
if( pTemp->callback ) |
|
{ |
|
(*pTemp->callback)( pTemp, frametime, client_time ); |
|
} |
|
} |
|
|
|
// Cull to PVS (not frustum cull, just PVS) |
|
if( !( pTemp->flags & FTENT_NOMODEL ) ) |
|
{ |
|
if( !Callback_AddVisibleEntity( &pTemp->entity ) ) |
|
{ |
|
if( !( pTemp->flags & FTENT_PERSIST ) ) |
|
{ |
|
pTemp->die = client_time; // If we can't draw it this frame, just dump it. |
|
pTemp->flags &= ~FTENT_FADEOUT; // Don't fade out, just die |
|
} |
|
} |
|
} |
|
} |
|
pTemp = pnext; |
|
} |
|
finish: |
|
// Restore state info |
|
gEngfuncs.pEventAPI->EV_PopPMStates(); |
|
} |
|
|
|
/* |
|
================= |
|
HUD_GetUserEntity |
|
|
|
If you specify negative numbers for beam start and end point entities, then |
|
the engine will call back into this function requesting a pointer to a cl_entity_t |
|
object that describes the entity to attach the beam onto. |
|
|
|
Indices must start at 1, not zero. |
|
================= |
|
*/ |
|
cl_entity_t DLLEXPORT *HUD_GetUserEntity( int index ) |
|
{ |
|
#if BEAM_TEST |
|
// None by default, you would return a valic pointer if you create a client side |
|
// beam and attach it to a client side entity. |
|
if( index > 0 && index <= 1 ) |
|
{ |
|
return &beams[index]; |
|
} |
|
else |
|
{ |
|
return NULL; |
|
} |
|
#else |
|
return NULL; |
|
#endif |
|
}
|
|
|