X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fwarpzonelib%2Fserver.qc;h=a9380070b7f7f77d57bca408ad03ba5c648bcc0d;hb=5d60a0a60d9b102d640cc6dd55c718bbb707e4fe;hp=d25c769b08ba7957c0f11460657a2c759df8a564;hpb=d83e03a366494037c020f4cebf474325de88e69e;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/warpzonelib/server.qc b/qcsrc/warpzonelib/server.qc index d25c769b0..a9380070b 100644 --- a/qcsrc/warpzonelib/server.qc +++ b/qcsrc/warpzonelib/server.qc @@ -1,3 +1,17 @@ +#if defined(CSQC) +#elif defined(MENUQC) +#elif defined(SVQC) + #include "../dpdefs/progsdefs.qh" + #include "../dpdefs/dpextensions.qh" + #include "common.qh" + #include "server.qh" + #include "../common/constants.qh" + #include "../common/util.qh" + #include "../server/constants.qh" + #include "../server/defs.qh" + #include "../server/command/common.qh" +#endif + #ifdef WARPZONELIB_KEEPDEBUG #define WARPZONELIB_REMOVEHACK #endif @@ -26,7 +40,7 @@ void WarpZone_TeleportPlayer(entity teleporter, entity player, vector to, vector setorigin (player, to); // NOTE: this also aborts the move, when this is called by touch player.oldorigin = to; // for DP's unsticking player.angles = to_angles; - player.fixangle = TRUE; + player.fixangle = true; player.velocity = to_velocity; BITXOR_ASSIGN(player.effects, EF_TELEPORT_BIT); @@ -37,13 +51,13 @@ void WarpZone_TeleportPlayer(entity teleporter, entity player, vector to, vector WarpZone_PostTeleportPlayer_Callback(player); } -float WarpZone_Teleported_Send(entity to, float sf) +bool WarpZone_Teleported_Send(entity to, int sf) { WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE_TELEPORTED); - WriteCoord(MSG_ENTITY, self.angles_x); - WriteCoord(MSG_ENTITY, self.angles_y); - WriteCoord(MSG_ENTITY, self.angles_z); - return TRUE; + WriteCoord(MSG_ENTITY, self.angles.x); + WriteCoord(MSG_ENTITY, self.angles.y); + WriteCoord(MSG_ENTITY, self.angles.z); + return true; } float WarpZone_Teleport(entity wz, entity player, float f0, float f1) @@ -119,7 +133,7 @@ float WarpZone_Teleport(entity wz, entity player, float f0, float f1) if(IS_PLAYER(player)) { // instead of fixangle, send the transform to the client for smoother operation - player.fixangle = FALSE; + player.fixangle = false; entity ts = spawn(); setmodel(ts, "null"); @@ -202,13 +216,12 @@ void WarpZone_Touch (void) } } -float WarpZone_Send(entity to, float sendflags) +bool WarpZone_Send(entity to, int sendflags) { - float f; WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE); // we must send this flag for clientside to match properly too - f = 0; + int f = 0; if(self.warpzone_isboxy) BITSET_ASSIGN(f, 1); if(self.warpzone_fadestart) @@ -220,33 +233,33 @@ float WarpZone_Send(entity to, float sendflags) // we need THESE to render the warpzone (and cull properly)... if(f & 4) { - WriteCoord(MSG_ENTITY, self.origin_x); - WriteCoord(MSG_ENTITY, self.origin_y); - WriteCoord(MSG_ENTITY, self.origin_z); + WriteCoord(MSG_ENTITY, self.origin.x); + WriteCoord(MSG_ENTITY, self.origin.y); + WriteCoord(MSG_ENTITY, self.origin.z); } WriteShort(MSG_ENTITY, self.modelindex); - WriteCoord(MSG_ENTITY, self.mins_x); - WriteCoord(MSG_ENTITY, self.mins_y); - WriteCoord(MSG_ENTITY, self.mins_z); - WriteCoord(MSG_ENTITY, self.maxs_x); - WriteCoord(MSG_ENTITY, self.maxs_y); - WriteCoord(MSG_ENTITY, self.maxs_z); + WriteCoord(MSG_ENTITY, self.mins.x); + WriteCoord(MSG_ENTITY, self.mins.y); + WriteCoord(MSG_ENTITY, self.mins.z); + WriteCoord(MSG_ENTITY, self.maxs.x); + WriteCoord(MSG_ENTITY, self.maxs.y); + WriteCoord(MSG_ENTITY, self.maxs.z); WriteByte(MSG_ENTITY, bound(1, self.scale * 16, 255)); // we need THESE to calculate the proper transform - WriteCoord(MSG_ENTITY, self.warpzone_origin_x); - WriteCoord(MSG_ENTITY, self.warpzone_origin_y); - WriteCoord(MSG_ENTITY, self.warpzone_origin_z); - WriteCoord(MSG_ENTITY, self.warpzone_angles_x); - WriteCoord(MSG_ENTITY, self.warpzone_angles_y); - WriteCoord(MSG_ENTITY, self.warpzone_angles_z); - WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_x); - WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_y); - WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_z); - WriteCoord(MSG_ENTITY, self.warpzone_targetangles_x); - WriteCoord(MSG_ENTITY, self.warpzone_targetangles_y); - WriteCoord(MSG_ENTITY, self.warpzone_targetangles_z); + WriteCoord(MSG_ENTITY, self.warpzone_origin.x); + WriteCoord(MSG_ENTITY, self.warpzone_origin.y); + WriteCoord(MSG_ENTITY, self.warpzone_origin.z); + WriteCoord(MSG_ENTITY, self.warpzone_angles.x); + WriteCoord(MSG_ENTITY, self.warpzone_angles.y); + WriteCoord(MSG_ENTITY, self.warpzone_angles.z); + WriteCoord(MSG_ENTITY, self.warpzone_targetorigin.x); + WriteCoord(MSG_ENTITY, self.warpzone_targetorigin.y); + WriteCoord(MSG_ENTITY, self.warpzone_targetorigin.z); + WriteCoord(MSG_ENTITY, self.warpzone_targetangles.x); + WriteCoord(MSG_ENTITY, self.warpzone_targetangles.y); + WriteCoord(MSG_ENTITY, self.warpzone_targetangles.z); if(f & 2) { @@ -254,12 +267,12 @@ float WarpZone_Send(entity to, float sendflags) WriteShort(MSG_ENTITY, self.warpzone_fadeend); } - return TRUE; + return true; } -float WarpZone_Camera_Send(entity to, float sendflags) +bool WarpZone_Camera_Send(entity to, int sendflags) { - float f = 0; + int f = 0; WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE_CAMERA); if(self.warpzone_fadestart) @@ -271,27 +284,27 @@ float WarpZone_Camera_Send(entity to, float sendflags) // we need THESE to render the warpzone (and cull properly)... if(f & 4) { - WriteCoord(MSG_ENTITY, self.origin_x); - WriteCoord(MSG_ENTITY, self.origin_y); - WriteCoord(MSG_ENTITY, self.origin_z); + WriteCoord(MSG_ENTITY, self.origin.x); + WriteCoord(MSG_ENTITY, self.origin.y); + WriteCoord(MSG_ENTITY, self.origin.z); } WriteShort(MSG_ENTITY, self.modelindex); - WriteCoord(MSG_ENTITY, self.mins_x); - WriteCoord(MSG_ENTITY, self.mins_y); - WriteCoord(MSG_ENTITY, self.mins_z); - WriteCoord(MSG_ENTITY, self.maxs_x); - WriteCoord(MSG_ENTITY, self.maxs_y); - WriteCoord(MSG_ENTITY, self.maxs_z); + WriteCoord(MSG_ENTITY, self.mins.x); + WriteCoord(MSG_ENTITY, self.mins.y); + WriteCoord(MSG_ENTITY, self.mins.z); + WriteCoord(MSG_ENTITY, self.maxs.x); + WriteCoord(MSG_ENTITY, self.maxs.y); + WriteCoord(MSG_ENTITY, self.maxs.z); WriteByte(MSG_ENTITY, bound(1, self.scale * 16, 255)); // we need THESE to calculate the proper transform - WriteCoord(MSG_ENTITY, self.enemy.origin_x); - WriteCoord(MSG_ENTITY, self.enemy.origin_y); - WriteCoord(MSG_ENTITY, self.enemy.origin_z); - WriteCoord(MSG_ENTITY, self.enemy.angles_x); - WriteCoord(MSG_ENTITY, self.enemy.angles_y); - WriteCoord(MSG_ENTITY, self.enemy.angles_z); + WriteCoord(MSG_ENTITY, self.enemy.origin.x); + WriteCoord(MSG_ENTITY, self.enemy.origin.y); + WriteCoord(MSG_ENTITY, self.enemy.origin.z); + WriteCoord(MSG_ENTITY, self.enemy.angles.x); + WriteCoord(MSG_ENTITY, self.enemy.angles.y); + WriteCoord(MSG_ENTITY, self.enemy.angles.z); if(f & 2) { @@ -299,7 +312,7 @@ float WarpZone_Camera_Send(entity to, float sendflags) WriteShort(MSG_ENTITY, self.warpzone_fadeend); } - return TRUE; + return true; } #ifdef WARPZONELIB_KEEPDEBUG @@ -373,7 +386,7 @@ float WarpZone_CheckProjectileImpact(entity player) float WarpZone_Projectile_Touch() { if(other.classname == "trigger_warpzone") - return TRUE; + return true; // no further impacts if we teleported this frame! // this is because even if we did teleport, the engine still may raise @@ -382,7 +395,7 @@ float WarpZone_Projectile_Touch() // but if this is called from TouchAreaGrid of the projectile moving, // then this won't do if(time == self.warpzone_teleport_time) - return TRUE; + return true; #ifdef WARPZONELIB_KEEPDEBUG // this SEEMS to not happen at the moment, but if it did, it would be more reliable @@ -433,9 +446,9 @@ float WarpZone_Projectile_Touch() #endif if(WarpZone_Projectile_Touch_ImpactFilter_Callback()) - return TRUE; + return true; - return FALSE; + return false; } void WarpZone_InitStep_FindOriginTarget() @@ -524,7 +537,7 @@ void WarpZone_InitStep_UpdateTransform() { vector org, ang, norm, point; float area; - vector tri, a, b, c, p, q, n; + vector tri, a, b, c, n; float i_s, i_t, n_t; string tex; @@ -545,14 +558,10 @@ void WarpZone_InitStep_UpdateTransform() for(i_t = 0; i_t < n_t; ++i_t) { tri = getsurfacetriangle(self, i_s, i_t); - a = getsurfacepoint(self, i_s, tri_x); - b = getsurfacepoint(self, i_s, tri_y); - c = getsurfacepoint(self, i_s, tri_z); - p = b - a; - q = c - a; - n = '1 0 0' * (q_y * p_z - q_z * p_y) - + '0 1 0' * (q_z * p_x - q_x * p_z) - + '0 0 1' * (q_x * p_y - q_y * p_x); + a = getsurfacepoint(self, i_s, tri.x); + b = getsurfacepoint(self, i_s, tri.y); + c = getsurfacepoint(self, i_s, tri.z); + n = cross(c - a, b - a); area = area + vlen(n); norm = norm + n; point = point + vlen(n) * (a + b + c); @@ -570,9 +579,7 @@ void WarpZone_InitStep_UpdateTransform() norm = normalize(norm); } -#ifdef GMQCC ang = '0 0 0'; -#endif if(self.aiment) { org = self.aiment.origin; @@ -587,7 +594,7 @@ void WarpZone_InitStep_UpdateTransform() norm = -1 * norm; } ang = vectoangles2(norm, v_up); // keep rotation, but turn exactly against plane - ang_x = -ang_x; + ang.x = -ang.x; if(norm * v_forward < 0.99) print("trigger_warpzone near ", vtos(self.aiment.origin), " has been turned to match plane orientation (", vtos(self.aiment.angles), " -> ", vtos(ang), "\n"); if(vlen(org - self.aiment.origin) > 0.5) @@ -598,7 +605,7 @@ void WarpZone_InitStep_UpdateTransform() { org = point; ang = vectoangles(norm); - ang_x = -ang_x; + ang.x = -ang.x; } else error("cannot infer origin/angles for this warpzone, please use a killtarget or a trigger_warpzone_position"); @@ -668,7 +675,7 @@ void WarpZone_InitStep_FinalizeTransform() } float warpzone_initialized; -entity warpzone_first; +//entity warpzone_first; entity warpzone_position_first; entity warpzone_camera_first; .entity warpzone_next; @@ -836,7 +843,7 @@ void WarpZone_StartFrame() if(IS_NOT_A_CLIENT(e)) { if(warpzone_warpzones_exist) - for(; (e = nextent(e)); ) + for (; (e = nextent(e)); ) WarpZone_StoreProjectileData(e); break; } @@ -894,7 +901,7 @@ void WarpZone_PlayerPhysics_FixVAngle(void) { #ifndef WARPZONE_DONT_FIX_VANGLE if(IS_REAL_CLIENT(self)) - if(self.v_angle_z <= 360) // if not already adjusted + if(self.v_angle.z <= 360) // if not already adjusted if(time - self.ping * 0.001 < self.warpzone_teleport_time) { self.v_angle = WarpZone_TransformVAngles(self.warpzone_teleport_zone, self.v_angle);