- wget -O data/maps/g-23.waypoints.cache https://gitlab.com/xonotic/xonotic-maps.pk3dir/raw/master/maps/g-23.waypoints.cache
- wget -O data/maps/g-23.waypoints.hardwired https://gitlab.com/xonotic/xonotic-maps.pk3dir/raw/master/maps/g-23.waypoints.hardwired
- make
- - EXPECT=9b2513f29762de886296f998ac8725c9
+ - EXPECT=d17f62e08ff11b8b25116fa4a64f7e86
- HASH=$(${ENGINE} -noconfig -nohome +exec serverbench.cfg
| tee /dev/stderr
| grep '^:'
set g_balance_electro_secondary_speed_up 200
set g_balance_electro_secondary_speed_z 0
set g_balance_electro_secondary_spread 0.04
+set g_balance_electro_secondary_stick 0
set g_balance_electro_secondary_touchexplode 0
set g_balance_electro_switchdelay_drop 0.2
set g_balance_electro_switchdelay_raise 0.2
set g_balance_electro_secondary_speed_up 200
set g_balance_electro_secondary_speed_z 0
set g_balance_electro_secondary_spread 0.04
+set g_balance_electro_secondary_stick 0
set g_balance_electro_secondary_touchexplode 0
set g_balance_electro_switchdelay_drop 0.15
set g_balance_electro_switchdelay_raise 0.15
set g_balance_electro_secondary_speed_up 200
set g_balance_electro_secondary_speed_z 0
set g_balance_electro_secondary_spread 0.04
+set g_balance_electro_secondary_stick 0
set g_balance_electro_secondary_touchexplode 0
set g_balance_electro_switchdelay_drop 0.2
set g_balance_electro_switchdelay_raise 0.2
set g_balance_electro_secondary_speed_up 200
set g_balance_electro_secondary_speed_z 0
set g_balance_electro_secondary_spread 0.04
+set g_balance_electro_secondary_stick 0
set g_balance_electro_secondary_touchexplode 0
set g_balance_electro_switchdelay_drop 0.2
set g_balance_electro_switchdelay_raise 0.2
set g_balance_electro_secondary_speed_up 200
set g_balance_electro_secondary_speed_z 0
set g_balance_electro_secondary_spread 0.05
+set g_balance_electro_secondary_stick 0
set g_balance_electro_secondary_touchexplode 0
set g_balance_electro_switchdelay_drop 0
set g_balance_electro_switchdelay_raise 0
set g_balance_electro_secondary_speed_up 200
set g_balance_electro_secondary_speed_z 0
set g_balance_electro_secondary_spread 0.04
+set g_balance_electro_secondary_stick 0
set g_balance_electro_secondary_touchexplode 1
set g_balance_electro_switchdelay_drop 0.2
set g_balance_electro_switchdelay_raise 0.2
set g_balance_electro_secondary_speed_up 200
set g_balance_electro_secondary_speed_z 0
set g_balance_electro_secondary_spread 0.04
+set g_balance_electro_secondary_stick 0
set g_balance_electro_secondary_touchexplode 1
set g_balance_electro_switchdelay_drop 0.2
set g_balance_electro_switchdelay_raise 0.2
set g_jetpack_maxspeed_up 600 "max speed of the jetpack in z direction"
set g_jetpack_fuel 8 "fuel per second for jetpack"
set g_jetpack_attenuation 2 "jetpack sound attenuation"
+set g_jetpack_reverse_thrust 0 "if not 0, downward acceleration when crouching with the jetpack"
set g_grappling_hook_tarzan 2 // 2: can also pull players
set g_balance_grapplehook_speed_fly 1800
set g_jetpack_maxspeed_up 600 "max speed of the jetpack in z direction"
set g_jetpack_fuel 8 "fuel per second for jetpack"
set g_jetpack_attenuation 2 "jetpack sound attenuation"
+set g_jetpack_reverse_thrust 0 "if not 0, downward acceleration when crouching with the jetpack"
set g_grappling_hook_tarzan 2 // 2: can also pull players
set g_balance_grapplehook_speed_fly 1800
set g_jetpack_maxspeed_up 600 "max speed of the jetpack in z direction"
set g_jetpack_fuel 8 "fuel per second for jetpack"
set g_jetpack_attenuation 2 "jetpack sound attenuation"
+set g_jetpack_reverse_thrust 0 "if not 0, downward acceleration when crouching with the jetpack"
set g_grappling_hook_tarzan 2 // 2: can also pull players
set g_balance_grapplehook_speed_fly 1800
set g_jetpack_maxspeed_up 600 "max speed of the jetpack in z direction"
set g_jetpack_fuel 8 "fuel per second for jetpack"
set g_jetpack_attenuation 2 "jetpack sound attenuation"
+set g_jetpack_reverse_thrust 0 "if not 0, downward acceleration when crouching with the jetpack"
set g_grappling_hook_tarzan 2 // 2: can also pull players
set g_balance_grapplehook_speed_fly 1800
set g_jetpack_maxspeed_up 600 "max speed of the jetpack in z direction"
set g_jetpack_fuel 8 "fuel per second for jetpack"
set g_jetpack_attenuation 2 "jetpack sound attenuation"
+set g_jetpack_reverse_thrust 0 "if not 0, downward acceleration when crouching with the jetpack"
set g_grappling_hook_tarzan 2 // 2: can also pull players
set g_balance_grapplehook_speed_fly 1800
set g_jetpack_maxspeed_up 600 "max speed of the jetpack in z direction"
set g_jetpack_fuel 8 "fuel per second for jetpack"
set g_jetpack_attenuation 2 "jetpack sound attenuation"
+set g_jetpack_reverse_thrust 0 "if not 0, downward acceleration when crouching with the jetpack"
set g_grappling_hook_tarzan 2 // 2: can also pull players
set g_balance_grapplehook_speed_fly 1800
set g_jetpack_maxspeed_up 600 "max speed of the jetpack in z direction"
set g_jetpack_fuel 8 "fuel per second for jetpack"
set g_jetpack_attenuation 2 "jetpack sound attenuation"
+set g_jetpack_reverse_thrust 0 "if not 0, downward acceleration when crouching with the jetpack"
set g_grappling_hook_tarzan 2 // 2: can also pull players
set g_balance_grapplehook_speed_fly 1800
set bot_ai_aimskill_offset 0.3 "Amount of error induced to the bots aim"
set bot_ai_aimskill_think 1 "Aiming velocity. Use values below 1 for slower aiming"
set bot_ai_custom_weapon_priority_distances "300 850" "Define close and far distances in any order. Based on the distance to the enemy bots will choose different weapons"
-set bot_ai_custom_weapon_priority_far "vaporizer vortex rifle electro devastator mortar hagar hlac crylink blaster machinegun fireball seeker shotgun tuba minelayer" "Desired weapons for far distances ordered by priority"
-set bot_ai_custom_weapon_priority_mid "vaporizer devastator vortex fireball seeker mortar electro machinegun crylink hlac hagar shotgun blaster rifle tuba minelayer arc shockwave" "Desired weapons for middle distances ordered by priority"
-set bot_ai_custom_weapon_priority_close "vaporizer shotgun vortex machinegun hlac tuba seeker hagar crylink mortar electro devastator blaster fireball rifle minelayer arc shockwave" "Desired weapons for close distances ordered by priority"
+set bot_ai_custom_weapon_priority_far "vaporizer vortex rifle electro devastator mortar hagar hlac crylink blaster machinegun fireball seeker shotgun shockwave tuba minelayer" "Desired weapons for far distances ordered by priority"
+set bot_ai_custom_weapon_priority_mid "vaporizer devastator vortex fireball seeker mortar electro machinegun arc crylink hlac hagar shotgun shockwave blaster rifle tuba minelayer" "Desired weapons for middle distances ordered by priority"
+set bot_ai_custom_weapon_priority_close "vaporizer shotgun shockwave vortex machinegun arc hlac tuba seeker hagar crylink mortar electro devastator blaster fireball rifle minelayer" "Desired weapons for close distances ordered by priority"
set bot_ai_weapon_combo 1 "Enable bots to do weapon combos"
set bot_ai_weapon_combo_threshold 0.4 "Try to make a combo N seconds after the last attack"
set bot_ai_friends_aware_pickup_radius "500" "Bots will not pickup items if a team mate is this distance near the item"
set g_tdm 0 "Team Deathmatch: the team who kills their opponents most often wins"
set g_tdm_on_dm_maps 0 "when this is set, all DM maps automatically support TDM"
-seta teamplay_mode 4 "default teamplay setting in team games. 1 = no friendly fire, self damage. 2 = friendly fire and self damage enabled. 3 = no friendly fire, but self damage enabled. 4 = obey the cvars g_mirrordamage*, g_friendlyfire* and g_teamdamage_threshold*"
-seta g_mirrordamage 0.700000 "for teamplay 4: mirror damage factor"
-seta g_mirrordamage_virtual 1 "for teamplay 4: do not actually apply mirror damage, just show graphics effect for it"
-seta g_mirrordamage_onlyweapons 0 "for teamplay 4: only apply mirror damage if the attack was from a weapon"
-seta g_friendlyfire 0.500000 "for teamplay 4: fiendly fire factor"
-seta g_friendlyfire_virtual 1 "for teamplay 4: do not actually apply friendly fire, just show graphics effect for it"
-seta g_friendlyfire_virtual_force 1 "for teamplay 4: apply force even though damage was made virtual only"
-seta g_teamdamage_threshold 40 "for teamplay 4: threshold over which to apply mirror damage"
-seta g_teamdamage_resetspeed 20 "for teamplay 4: how fast player's teamdamage count decreases"
+seta teamplay_mode 4 "default teamplay setting in team games. 1 = no friendly fire, self damage. 2 = friendly fire and self damage enabled. 3 = no friendly fire, but self damage enabled. 4 = obey the cvars g_mirrordamage*, g_friendlyfire* and g_teamdamage*"
+seta g_mirrordamage 0.7 "for teamplay_mode 4: mirror damage factor"
+seta g_mirrordamage_virtual 1 "for teamplay_mode 4: do not actually apply mirror damage, just show graphics effect for it"
+seta g_mirrordamage_onlyweapons 0 "for teamplay_mode 4: only apply mirror damage if the attack was from a weapon"
+seta g_friendlyfire 0.5 "for teamplay_mode 4: friendly fire factor"
+seta g_friendlyfire_virtual 1 "for teamplay_mode 4: do not actually apply friendly fire, just show graphics effect for it"
+seta g_friendlyfire_virtual_force 1 "for teamplay_mode 4: apply force even though damage was made virtual only"
+seta g_teamdamage_threshold 40 "for teamplay_mode 4: threshold over which to apply mirror damage"
+seta g_teamdamage_resetspeed 20 "for teamplay_mode 4: how fast player's teamdamage count decreases"
seta g_balance_teams 1 "automatically balance out players entering instead of asking them for their preferred team"
seta g_balance_teams_prevent_imbalance 1 "prevent players from changing to larger teams"
// helper
// these non-saved engine cvars shall be saved
-alias makesaved "seta $1 \"${$1 ?}\"
+alias makesaved "seta $1 \"${$1 ?}\""
makesaved cl_maxfps_alwayssleep
makesaved cl_port
makesaved gl_finish
sv_gameplayfix_q2airaccelerate 1
sv_gameplayfix_stepmultipletimes 1
-cl_gameplayfix_fixedcheckwatertransition 1
-
// delay for "kill" to prevent abuse
set g_balance_kill_delay 2
set g_balance_kill_antispam 5
set g_jump_grunt 0 "Do you make a grunting noise every time you jump? Is it the same grunting noise every time?"
-seta cl_weaponpriority "vaporizer vortex fireball mortar machinegun hagar rifle arc electro devastator crylink minelayer shotgun hlac tuba blaster porto seeker hook" "weapon priority list"
+seta cl_weaponpriority "vaporizer vortex fireball mortar machinegun hagar rifle arc electro devastator crylink minelayer shotgun shockwave hlac tuba blaster porto seeker hook" "weapon priority list"
seta cl_weaponpriority_useforcycling 0 "when set, weapon cycling by the mouse wheel makes use of the weapon priority list (the special value 2 uses the weapon ID list for cycling)"
seta cl_weaponpriority0 "devastator mortar hagar seeker fireball" "use weapon_priority_0_prev for prev gun from this list, weapon_priority_0_best for best gun, weapon_priority_0_next for next gun. Default value: explosives"
seta cl_weaponpriority1 "vaporizer vortex crylink hlac arc electro blaster shockwave" "use weapon_priority_1_prev for prev gun from this list, weapon_priority_1_best for best gun, weapon_priority_1_next for next gun. Default value: energy"
seta cl_weaponpriority2 "vaporizer vortex rifle" "use weapon_priority_2_prev for prev gun from this list, weapon_priority_2_best for best gun, weapon_priority_2_next for next gun. Default value: hitscan exact"
-seta cl_weaponpriority3 "vaporizer vortex rifle machinegun shotgun" "use weapon_priority_3_prev for prev gun from this list, weapon_priority_3_best for best gun, weapon_priority_3_next for next gun. Default value: hitscan all"
-seta cl_weaponpriority4 "mortar minelayer hlac hagar crylink seeker shotgun" "use weapon_priority_4_prev for prev gun from this list, weapon_priority_4_best for best gun, weapon_priority_4_next for next gun. Default value: spam weapons"
+seta cl_weaponpriority3 "vaporizer vortex rifle machinegun shotgun shockwave" "use weapon_priority_3_prev for prev gun from this list, weapon_priority_3_best for best gun, weapon_priority_3_next for next gun. Default value: hitscan all"
+seta cl_weaponpriority4 "mortar minelayer hlac hagar crylink seeker shotgun shockwave" "use weapon_priority_4_prev for prev gun from this list, weapon_priority_4_best for best gun, weapon_priority_4_next for next gun. Default value: spam weapons"
seta cl_weaponpriority5 "blaster shockwave hook porto" "use weapon_priority_5_prev for prev gun from this list, weapon_priority_5_best for best gun, weapon_priority_5_next for next gun. Default value: weapons for moving"
seta cl_weaponpriority6 "" "use weapon_priority_6_prev for prev gun from this list, weapon_priority_6_best for best gun, weapon_priority_6_next for next gun"
seta cl_weaponpriority7 "" "use weapon_priority_7_prev for prev gun from this list, weapon_priority_7_best for best gun, weapon_priority_7_next for next gun"
--- /dev/null
+Plane,g_ok_hmg_luma
--- /dev/null
+Plane,g_ok_hmg_simple
\ No newline at end of file
--- /dev/null
+Plane,g_ok_rl_luma
--- /dev/null
+Plane,g_ok_rl_simple
\ No newline at end of file
seta notification_INFO_WEAPON_VAPORIZER_MURDER "1" "0 = off, 1 = print to console, 2 = print to console and chatbox (if notification_allow_chatboxprint is enabled)"
seta notification_INFO_WEAPON_VORTEX_MURDER "1" "0 = off, 1 = print to console, 2 = print to console and chatbox (if notification_allow_chatboxprint is enabled)"
-// MSG_CENTER notifications (count = 224):
+// MSG_CENTER notifications (count = 225):
seta notification_CENTER_ALONE "1" "0 = off, 1 = centerprint"
seta notification_CENTER_ASSAULT_ATTACKING "1" "0 = off, 1 = centerprint"
seta notification_CENTER_ASSAULT_DEFENDING "1" "0 = off, 1 = centerprint"
seta notification_CENTER_CTF_PICKUP_TEAM_VERBOSE_RED "1" "0 = off, 1 = centerprint"
seta notification_CENTER_CTF_PICKUP_TEAM_VERBOSE_YELLOW "1" "0 = off, 1 = centerprint"
seta notification_CENTER_CTF_PICKUP_TEAM_YELLOW "1" "0 = off, 1 = centerprint"
+seta notification_CENTER_CTF_PICKUP_VISIBLE "1" "0 = off, 1 = centerprint"
seta notification_CENTER_CTF_PICKUP_YELLOW "1" "0 = off, 1 = centerprint"
seta notification_CENTER_CTF_RETURN_BLUE "1" "0 = off, 1 = centerprint"
seta notification_CENTER_CTF_RETURN_PINK "1" "0 = off, 1 = centerprint"
seta notification_show_sprees_info_newline "1" "Show attacker spree information for MSG_INFO messages on a separate line than the death notification itself"
seta notification_show_sprees_info_specialonly "1" "Don't show attacker spree information in MSG_INFO messages if it isn't an achievement"
-// Notification counts (total = 806): MSG_ANNCE = 89, MSG_INFO = 316, MSG_CENTER = 224, MSG_MULTI = 153, MSG_CHOICE = 24
+// Notification counts (total = 807): MSG_ANNCE = 89, MSG_INFO = 316, MSG_CENTER = 225, MSG_MULTI = 153, MSG_CHOICE = 24
setorigin(debugmodel_entity, view_origin);
debugmodel_entity.angles = view_angles;
debugmodel_entity.draw = DrawDebugModel;
+ IL_PUSH(g_drawables, debugmodel_entity);
return;
}
const int MOVE_NORMAL = 0; // same as false
const int MOVE_NOMONSTERS = 1; // same as true
-const int MOVE_MISSILE = 2; // save as movement with .movetype == MOVETYPE_FLYMISSILE
+const int MOVE_MISSILE = 2; // save as movement with .move_movetype == MOVETYPE_FLYMISSILE
const int MOVE_HITMODEL = 4;
const int MOVE_WORLDONLY = 3;
if(spectatee_status == -1)
s = sprintf(_("^1Use ^3%s^1 or ^3%s^1 to change the speed"), getcommandkey("next weapon", "weapnext"), getcommandkey("previous weapon", "weapprev"));
else
- s = sprintf(_("^1Press ^3%s^1 to observe"), getcommandkey("secondary fire", "+fire2"));
+ s = sprintf(_("^1Press ^3%s^1 to observe, ^3%s^1 to change camera mode"), getcommandkey("secondary fire", "+fire2"), getcommandkey("drop weapon", "dropweapon"));
drawInfoMessage(s);
s = sprintf(_("^1Press ^3%s^1 for gamemode info"), getcommandkey("server info", "+show_info"));
draw_teamradar_background(hud_panel_radar_foreground_alpha);
- FOREACH_ENTITY_CLASS("radarlink", true, draw_teamradar_link(it.origin, it.velocity, it.team));
+ IL_EACH(g_radarlinks, true, draw_teamradar_link(it.origin, it.velocity, it.team));
- FOREACH_ENTITY_FLAGS(teamradar_icon, 0xFFFFFF, {
+ IL_EACH(g_radaricons, it.teamradar_icon, {
if ( hud_panel_radar_mouse )
if ( it.health >= 0 )
if ( it.team == myteam+1 || gametype == MAPINFO_TYPE_RACE || !(serverflags & SERVERFLAG_TEAMPLAY) )
precache_model(this.mdl);
setmodel(this, this.mdl);
this.drawmask = MASK_NORMAL;
- //this.movetype = MOVETYPE_NOCLIP;
+ //this.move_movetype = MOVETYPE_NOCLIP;
//this.draw = Spawn_Draw;
+ IL_PUSH(g_drawables, this);
}*/
if(autocvar_cl_spawn_point_particles)
{
else { this.cnt = particleeffectnum(EFFECT_SPAWNPOINT_NEUTRAL); }
this.draw = Spawn_Draw;
+ if (is_new) IL_PUSH(g_drawables, this);
setpredraw(this, Spawn_PreDraw);
this.fade_start = autocvar_cl_spawn_point_dist_min;
this.fade_end = autocvar_cl_spawn_point_dist_max;
.float eliminated;
.void(entity) draw;
+IntrusiveList g_drawables;
+STATIC_INIT(g_drawables) { g_drawables = IL_NEW(); }
.void(entity) draw2d;
+IntrusiveList g_drawables_2d;
+STATIC_INIT(g_drawables_2d) { g_drawables_2d = IL_NEW(); }
.void(entity) entremove;
float drawframetime;
vector view_origin, view_forward, view_right, view_up;
+IntrusiveList g_radarlinks;
+STATIC_INIT(g_radarlinks) { g_radarlinks = IL_NEW(); }
+IntrusiveList g_radaricons;
+STATIC_INIT(g_radaricons) { g_radaricons = IL_NEW(); }
+
bool button_zoom;
bool spectatorbutton_zoom;
bool button_attack2;
this.iflags = IFLAG_VELOCITY | IFLAG_ORIGIN;
this.classname = "radarlink";
+ if (isnew) IL_PUSH(g_radarlinks, this);
if(sendflags & 1)
{
{
entity e = new_pure(porto);
e.draw = Porto_Draw;
+ IL_PUSH(g_drawables, e);
e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
}
{
case 1: // crosshair_color_per_weapon
{
- if(this != WEP_Null)
+ if(this != WEP_Null && hud == HUD_NORMAL)
{
wcross_color = this.wpcolor;
break;
if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
return;
+ if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
+ return;
+
if (hud != HUD_NORMAL)
{
HUD_Crosshair_Vehicle(this);
// event chase camera
if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
{
+ if(STAT(CAMERA_SPECTATOR))
+ {
+ if(spectatee_status > 0)
+ {
+ if(!autocvar_chase_active)
+ {
+ cvar_set("chase_active", "-2");
+ goto skip_eventchase_death;
+ }
+ }
+ else if(autocvar_chase_active == -2)
+ cvar_set("chase_active", "0");
+
+ if(autocvar_chase_active == -2)
+ goto skip_eventchase_death;
+ }
+ else if(autocvar_chase_active == -2)
+ cvar_set("chase_active", "0");
+
float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
float ons_roundlost = (gametype == MAPINFO_TYPE_ONSLAUGHT && STAT(ROUNDLOST));
entity gen = NULL;
eventchase_current_distance = 0;
}
+ LABEL(skip_eventchase_death);
+
// do lockview after event chase camera so that it still applies whenever necessary.
if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
{
mousepos = mousepos*0.5 + getmousepos();
*/
- FOREACH_ENTITY(it.draw, it.draw(it));
+ IL_EACH(g_drawables, it.draw, it.draw(it));
addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
renderscene();
} else */
// draw 2D entities
- FOREACH_ENTITY(it.draw2d, it.draw2d(it));
+ IL_EACH(g_drawables_2d, it.draw2d, it.draw2d(it));
Draw_ShowNames_All();
Debug_Draw();
// let's reset the view back to normal for the end
setproperty(VF_MIN, '0 0 0');
setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
+
+ IL_ENDFRAME();
}
this.entremove = Ent_Wall_Remove;
this.draw = Ent_Wall_Draw;
+ if (isnew) IL_PUSH(g_drawables, this);
setpredraw(this, Ent_Wall_PreDraw);
}
void SUB_Stop(entity this, entity toucher)
{
- this.move_velocity = this.move_avelocity = '0 0 0';
+ this.velocity = this.avelocity = '0 0 0';
this.move_movetype = MOVETYPE_NONE;
}
float t;
float a;
- f = this.move_flags;
+ f = this.flags;
if (this.count & 0x80)
{
- // this.move_flags &= ~FL_ONGROUND;
+ // UNSET_ONGROUND(this);
if (this.move_movetype == MOVETYPE_NONE || this.move_movetype == MOVETYPE_FLY)
Movetype_Physics_NoMatchServer(this);
// the trivial movetypes do not have to match the
// moving, we might still be ticrate dependent.
else
Movetype_Physics_MatchServer(this, autocvar_cl_projectiles_sloppy);
- if (!(this.move_flags & FL_ONGROUND))
+ if (!IS_ONGROUND(this))
if (this.velocity != '0 0 0')
- this.move_angles = this.angles = vectoangles(this.velocity);
+ this.angles = vectoangles(this.velocity);
}
else
{
// projectiles no longer being able to lie on a bmodel
this.move_nomonsters = MOVE_WORLDONLY;
if (f & 0x40)
- this.move_flags |= FL_ONGROUND;
+ SET_ONGROUND(this);
else
- this.move_flags &= ~FL_ONGROUND;
+ UNSET_ONGROUND(this);
if (!this.move_time)
{
this.gravity = ReadCoord();
else
this.gravity = 0; // none
- this.move_origin = this.origin;
- this.move_velocity = this.velocity;
}
if (time == this.spawntime || (this.count & 0x80) || (f & 0x08))
case PROJECTILE_ELECTRO:
// only new engines support sound moving with object
loopsound(this, CH_SHOTS_SINGLE, SND(ELECTRO_FLY), VOL_BASE, ATTEN_NORM);
- this.mins = '0 0 -4';
- this.maxs = '0 0 -4';
+ this.mins = '-4 -4 -4';
+ this.maxs = '4 4 4';
this.move_movetype = MOVETYPE_BOUNCE;
settouch(this, func_null);
- this.move_bounce_factor = WEP_CVAR_SEC(electro, bouncefactor);
- this.move_bounce_stopspeed = WEP_CVAR_SEC(electro, bouncestop);
+ this.bouncefactor = WEP_CVAR_SEC(electro, bouncefactor);
+ this.bouncestop = WEP_CVAR_SEC(electro, bouncestop);
break;
case PROJECTILE_RPC:
case PROJECTILE_ROCKET:
this.maxs = '3 3 3';
this.move_movetype = MOVETYPE_BOUNCE;
settouch(this, func_null);
- this.move_bounce_factor = WEP_CVAR(mortar, bouncefactor);
- this.move_bounce_stopspeed = WEP_CVAR(mortar, bouncestop);
+ this.bouncefactor = WEP_CVAR(mortar, bouncefactor);
+ this.bouncestop = WEP_CVAR(mortar, bouncestop);
break;
case PROJECTILE_SHAMBLER_LIGHTNING:
this.mins = '-8 -8 -8';
this.mins = '0 0 -4';
this.maxs = '0 0 -4';
this.move_movetype = MOVETYPE_BOUNCE;
- this.move_touch = func_null;
- this.move_bounce_factor = WEP_CVAR_SEC(electro, bouncefactor);
- this.move_bounce_stopspeed = WEP_CVAR_SEC(electro, bouncestop);
+ settouch(this, func_null);
+ this.bouncefactor = WEP_CVAR_SEC(electro, bouncefactor);
+ this.bouncestop = WEP_CVAR_SEC(electro, bouncestop);
break;
*/
default:
this.classname = "csqcprojectile";
this.draw = Projectile_Draw;
+ if (isnew) IL_PUSH(g_drawables, this);
this.entremove = Ent_RemoveProjectile;
}
# define TAG_VIEWLOC_NAME viewloc
# define TAG_VIEWLOC_TYPE entity
-# define MOVETYPE_NAME movetype
+# define MOVETYPE_NAME move_movetype
#endif
// new fields
// if (it.entnum) break;
// if (it.drawmask) break;
// if (it.predraw) break;
-// if (it.movetype) break;
+// if (it.move_movetype) break;
if (it.solid) break;
// if (it.origin) break;
// if (it.oldorigin) break;
}
}
+#ifdef CSQC
+void(float bufhandle, string pattern, string antipattern) buf_cvarlist = #517;
+#endif
+GENERIC_COMMAND(cvar_localchanges, "Print locally changed cvars")
+{
+ switch (request)
+ {
+ case CMD_REQUEST_COMMAND:
+ {
+ string s = "";
+ int h = buf_create();
+ buf_cvarlist(h, "", "_"); // exclude all _ cvars as they are temporary
+ int n = buf_getsize(h);
+ for (int i = 0; i < n; ++i) {
+ string k = bufstr_get(h, i);
+ string v = cvar_string(k);
+ string d = cvar_defstring(k);
+ if (v == d)
+ continue;
+ s = strcat(s, k, " \"", v, "\" // \"", d, "\"\n");
+ }
+ buf_del(h);
+ LOG_INFO(s);
+ return;
+ }
+ default:
+ case CMD_REQUEST_USAGE:
+ {
+ LOG_INFO(strcat("\nUsage:^3 ", GetProgramCommandPrefix(), " cvar_localchanges"));
+ return;
+ }
+ }
+}
+
REGISTER_STAT(TRACE_ENT, int)
#ifdef SVQC
bool autocvar_debugtrace;
{
entity e = TRACE_ENT = new_pure(TRACE_ENT);
e.draw2d = Trace_draw2d;
+ IL_PUSH(g_drawables_2d, e);
}
#endif
void Casing_Draw(entity this)
{
- if (this.move_flags & FL_ONGROUND)
+ if (IS_ONGROUND(this))
{
- this.move_angles_x = 0;
- this.move_angles_z = 0;
- UNSET_ONGROUND(this);
+ this.angles_x = 0;
+ this.angles_z = 0;
+ //UNSET_ONGROUND(this);
}
Movetype_Physics_MatchTicrate(this, autocvar_cl_casings_ticrate, autocvar_cl_casings_sloppy);
{
if (thisforce.z < 0)
thisforce.z = 0;
- this.move_velocity = this.move_velocity + thisforce + '0 0 100';
- this.move_flags &= ~FL_ONGROUND;
+ this.velocity = this.velocity + thisforce + '0 0 100';
+ UNSET_ONGROUND(this);
}
NET_HANDLE(casings, bool isNew)
casing.drawmask = MASK_NORMAL;
casing.draw = Casing_Draw;
- casing.move_origin = casing.origin;
- casing.move_velocity = casing.velocity + 2 * prandomvec();
- casing.move_angles = casing.angles;
- casing.move_avelocity = '0 250 0' + 100 * prandomvec();
+ if (isNew) IL_PUSH(g_drawables, casing);
+ casing.velocity = casing.velocity + 2 * prandomvec();
+ casing.avelocity = '0 250 0' + 100 * prandomvec();
casing.move_movetype = MOVETYPE_BOUNCE;
settouch(casing, Casing_Touch);
casing.move_time = time;
if(it.damageforcescale)
if(vdist(thisforce, !=, 0))
{
- it.move_velocity = it.move_velocity + damage_explosion_calcpush(it.damageforcescale * thisforce, it.move_velocity, autocvar_g_balance_damagepush_speedfactor);
- it.move_flags &= ~FL_ONGROUND;
+ it.velocity = it.velocity + damage_explosion_calcpush(it.damageforcescale * thisforce, it.velocity, autocvar_g_balance_damagepush_speedfactor);
+ UNSET_ONGROUND(it);
}
if(w_issilent)
setsize (gib, '-8 -8 -8', '8 8 8');
gib.draw = Gib_Draw;
+ IL_PUSH(g_drawables, gib);
if(destroyontouch)
settouch(gib, Gib_Touch);
else
org = trace_endpos;
}
- gib.move_origin = org;
setorigin(gib, org);
- gib.move_velocity = vconst * autocvar_cl_gibs_velocity_scale + vrand * autocvar_cl_gibs_velocity_random + '0 0 1' * autocvar_cl_gibs_velocity_up;
- gib.move_avelocity = prandomvec() * vlen(gib.move_velocity) * autocvar_cl_gibs_avelocity_scale;
+ gib.velocity = vconst * autocvar_cl_gibs_velocity_scale + vrand * autocvar_cl_gibs_velocity_random + '0 0 1' * autocvar_cl_gibs_velocity_up;
+ gib.avelocity = prandomvec() * vlen(gib.velocity) * autocvar_cl_gibs_avelocity_scale;
gib.move_time = time;
gib.damageforcescale = autocvar_cl_gibs_damageforcescale;
e.cnt = ReadByte() / 255.0; // actually alpha
e.draw = ModelEffect_Draw;
+ if (isnew) IL_PUSH(g_drawables, e);
if (!isnew) remove(e); // yes, this IS stupid, but I don't need to duplicate all the read* stuff then
return true;
void RubbleLimit(string cname, float limit, void(entity) deleteproc)
{
- entity e;
- entity oldest;
- float c;
- float oldesttime;
-
// remove rubble of the same type if it's at the limit
// remove multiple rubble if the limit has been decreased
while (1)
{
- e = findchain(classname, cname);
- if (e == NULL) break;
// walk the list and count the entities, find the oldest
// initialize our search with the first entity
- c = 1;
- oldest = e;
- oldesttime = e.creationtime;
- e = e.chain;
+ int c = 0;
+ entity oldest = NULL;
+ float oldesttime = 0;
// compare to all other matching entities
- while (e)
+ FOREACH_ENTITY_CLASS(cname, true,
{
- c = c + 1;
- if (oldesttime > e.creationtime)
+ ++c;
+ if(!oldest || oldesttime > it.creationtime)
{
- oldesttime = e.creationtime;
- oldest = e;
+ oldest = it;
+ oldesttime = it.creationtime;
}
- e = e.chain;
- }
+ });
// stop if there are less than the limit already
if (c <= limit) break;
ball.effects &= ~autocvar_g_nexball_basketball_effects_default;
ball.velocity = '0 0 0';
- ball.movetype = MOVETYPE_NONE;
+ set_movetype(ball, MOVETYPE_NONE);
settouch(ball, func_null);
ball.effects |= EF_NOSHADOW;
ball.scale = 1; // scale down.
setattachment(ball, NULL, "");
setorigin(ball, org);
- ball.movetype = MOVETYPE_BOUNCE;
+ set_movetype(ball, MOVETYPE_BOUNCE);
UNSET_ONGROUND(ball);
ball.scale = ball_scale;
ball.velocity = vel;
{
if(gameover) return;
UNSET_ONGROUND(this);
- this.movetype = MOVETYPE_BOUNCE;
+ set_movetype(this, MOVETYPE_BOUNCE);
if(this.classname == "nexball_basketball")
settouch(this, basketball_touch);
else if(this.classname == "nexball_football")
bprint("The ", Team_ColoredFullName(this.team), " held the ball for too long.\n");
settouch(this, func_null);
- this.movetype = MOVETYPE_NOCLIP;
+ set_movetype(this, MOVETYPE_NOCLIP);
this.velocity = '0 0 0'; // just in case?
if(!this.cnt)
LogNB("resetidle", NULL);
vtos(this.origin - this.spawnorigin), " Velocity: ", vtos(this.velocity), "\n");
this.velocity = '0 0 0';
setorigin(this, this.spawnorigin); // make sure it's positioned correctly anyway
- this.movetype = MOVETYPE_NONE;
+ set_movetype(this, MOVETYPE_NONE);
setthink(this, InitBall);
this.nextthink = max(time, game_starttime) + autocvar_g_nexball_delay_start;
}
this.glow_trail = true;
}
- this.movetype = MOVETYPE_FLY;
+ set_movetype(this, MOVETYPE_FLY);
if(!autocvar_g_nexball_sound_bounce)
this.noise = "";
missile.owner = actor;
- missile.movetype = MOVETYPE_FLY;
+ set_movetype(missile, MOVETYPE_FLY);
PROJECTILE_MAKETRIGGER(missile);
//setmodel(missile, "models/elaser.mdl"); // precision set below
}
this.angles_x = this.punchangle_x;
- this.angles_y = this.punchangle_y + this.move_angles_y;
+ this.angles_y = this.punchangle_y + this.angles_y;
this.angles_z = this.punchangle_z;
- this.move_angles_y = this.move_angles_y + 45 * frametime;
+ this.angles_y = this.angles_y + 45 * frametime;
}
setorigin(this, this.cp_origin + this.cp_bob_origin + this.cp_bob_dmg);
setmodel(this.icon_realmodel, MDL_Null);
setorigin(this.icon_realmodel, this.origin);
setsize(this.icon_realmodel, CPICON_MIN, CPICON_MAX);
- this.icon_realmodel.movetype = MOVETYPE_NOCLIP;
+ this.icon_realmodel.move_movetype = MOVETYPE_NOCLIP;
this.icon_realmodel.solid = SOLID_NOT;
- this.icon_realmodel.move_origin = this.icon_realmodel.origin;
}
if(this.iscaptured) { this.icon_realmodel.solid = SOLID_BBOX; }
this.move_movetype = MOVETYPE_NOCLIP;
this.solid = SOLID_NOT;
- this.movetype = MOVETYPE_NOCLIP;
- this.move_origin = this.origin;
+ this.move_movetype = MOVETYPE_NOCLIP;
this.move_time = time;
this.drawmask = MASK_NORMAL;
this.alpha = 1;
setmodel(e, MDL_ONS_RAY);
setorigin(e, org);
e.angles = randomvec() * 360;
- e.move_origin = org;
- e.movetype = MOVETYPE_NONE;
+ e.move_movetype = MOVETYPE_NONE;
e.alpha = 0;
e.scale = random() * 5 + 8;
e.move_time = time + 0.05;
e.drawmask = MASK_NORMAL;
e.draw = ons_generator_ray_draw;
+ IL_PUSH(g_drawables, e);
}
void generator_draw(entity this)
this.move_movetype = MOVETYPE_NOCLIP;
this.solid = SOLID_BBOX;
- this.movetype = MOVETYPE_NOCLIP;
- this.move_origin = this.origin;
+ this.move_movetype = MOVETYPE_NOCLIP;
this.move_time = time;
this.drawmask = MASK_NORMAL;
this.alpha = 1;
settouch(shield, ons_CaptureShield_Touch);
setcefc(shield, ons_CaptureShield_Customize);
shield.effects = EF_ADDITIVE;
- shield.movetype = MOVETYPE_NOCLIP;
+ set_movetype(shield, MOVETYPE_NOCLIP);
shield.solid = SOLID_TRIGGER;
shield.avelocity = '7 0 11';
shield.scale = 1;
}
ons_ControlPoint_UpdateSprite(l);
}
- l = findchain(classname, "ons_captureshield");
- while(l)
+ FOREACH_ENTITY_CLASS("ons_captureshield", true,
{
- l.team = l.enemy.team;
- l.colormap = l.enemy.colormap;
- l = l.chain;
- }
+ it.team = it.enemy.team;
+ it.colormap = it.enemy.colormap;
+ });
}
cp.netname = "Control point";
cp.team = 0;
cp.solid = SOLID_BBOX;
- cp.movetype = MOVETYPE_NONE;
+ set_movetype(cp, MOVETYPE_NONE);
settouch(cp, ons_ControlPoint_Touch);
setthink(cp, ons_ControlPoint_Think);
cp.nextthink = time + ONS_CP_THINKRATE;
if((cp.spawnflags & 1) || cp.noalign) // don't drop to floor, just stay at fixed location
{
cp.noalign = true;
- cp.movetype = MOVETYPE_NONE;
+ set_movetype(cp, MOVETYPE_NONE);
}
else // drop to floor, automatically find a platform and set that as spawn origin
{
setorigin(cp, cp.origin + '0 0 20');
cp.noalign = false;
droptofloor(cp);
- cp.movetype = MOVETYPE_TOSS;
+ set_movetype(cp, MOVETYPE_TOSS);
}
// waypointsprites
gen.classname = "onslaught_generator";
gen.solid = SOLID_BBOX;
gen.team_saved = teamnumber;
- gen.movetype = MOVETYPE_NONE;
+ set_movetype(gen, MOVETYPE_NONE);
gen.lasthealth = gen.max_health = gen.health = autocvar_g_onslaught_gen_health;
gen.takedamage = DAMAGE_AIM;
gen.bot_attack = true;
void havocbot_goalrating_ons_offenseitems(entity this, float ratingscale, vector org, float sradius)
{
- entity head;
- float t, c;
bool needarmor = false, needweapons = false;
// Needs armor/health?
needarmor = true;
// Needs weapons?
- c = 0;
+ int c = 0;
FOREACH(Weapons, it != WEP_Null, {
if(this.weapons & (it.m_wepset))
if(++c >= 4)
LOG_DEBUG(strcat(this.netname, " needs armor ", ftos(needarmor) , "\n"));
// See what is around
- head = findchainfloat(bot_pickup, true);
- while (head)
+ FOREACH_ENTITY_FLOAT(bot_pickup, true,
{
// gather health and armor only
- if (head.solid)
- if ( ((head.health || head.armorvalue) && needarmor) || (head.weapons && needweapons ) )
- if (vdist(head.origin - org, <, sradius))
+ if (it.solid)
+ if ( ((it.health || it.armorvalue) && needarmor) || (it.weapons && needweapons ) )
+ if (vdist(it.origin - org, <, sradius))
{
- t = head.bot_pickupevalfunc(this, head);
+ int t = it.bot_pickupevalfunc(this, it);
if (t > 0)
- navigation_routerating(this, head, t * ratingscale, 500);
+ navigation_routerating(this, it, t * ratingscale, 500);
}
- head = head.chain;
- }
+ });
}
void havocbot_role_ons_setrole(entity this, int role)
*/
entity ons_Nearest_ControlPoint(entity this, vector pos, float max_dist)
{
- entity tmp_entity, closest_target = NULL;
- tmp_entity = findchain(classname, "onslaught_controlpoint");
- while(tmp_entity)
+ entity closest_target = NULL;
+ FOREACH_ENTITY_CLASS("onslaught_controlpoint", true,
{
- if(SAME_TEAM(tmp_entity, this))
- if(tmp_entity.iscaptured)
- if(max_dist <= 0 || vdist(tmp_entity.origin - pos, <=, max_dist))
- if(vlen2(tmp_entity.origin - pos) <= vlen2(closest_target.origin - pos) || closest_target == NULL)
- closest_target = tmp_entity;
- tmp_entity = tmp_entity.chain;
- }
- tmp_entity = findchain(classname, "onslaught_generator");
- while(tmp_entity)
+ if(SAME_TEAM(it, this))
+ if(it.iscaptured)
+ if(max_dist <= 0 || vdist(it.origin - pos, <=, max_dist))
+ if(vlen2(it.origin - pos) <= vlen2(closest_target.origin - pos) || closest_target == NULL)
+ closest_target = it;
+ });
+ FOREACH_ENTITY_CLASS("onslaught_generator", true,
{
- if(SAME_TEAM(tmp_entity, this))
- if(max_dist <= 0 || vdist(tmp_entity.origin - pos, <, max_dist))
- if(vlen2(tmp_entity.origin - pos) <= vlen2(closest_target.origin - pos) || closest_target == NULL)
- closest_target = tmp_entity;
- tmp_entity = tmp_entity.chain;
- }
+ if(SAME_TEAM(it, this))
+ if(max_dist <= 0 || vdist(it.origin - pos, <, max_dist))
+ if(vlen2(it.origin - pos) <= vlen2(closest_target.origin - pos) || closest_target == NULL)
+ closest_target = it;
+ });
return closest_target;
}
*/
entity ons_Nearest_ControlPoint_2D(entity this, vector pos, float max_dist)
{
- entity tmp_entity, closest_target = NULL;
+ entity closest_target = NULL;
vector delta;
float smallest_distance = 0, distance;
- tmp_entity = findchain(classname, "onslaught_controlpoint");
- while(tmp_entity)
+ FOREACH_ENTITY_CLASS("onslaught_controlpoint", true,
{
- delta = tmp_entity.origin - pos;
+ delta = it.origin - pos;
delta_z = 0;
distance = vlen(delta);
- if(SAME_TEAM(tmp_entity, this))
- if(tmp_entity.iscaptured)
+ if(SAME_TEAM(it, this))
+ if(it.iscaptured)
if(max_dist <= 0 || distance <= max_dist)
if(closest_target == NULL || distance <= smallest_distance )
{
- closest_target = tmp_entity;
+ closest_target = it;
smallest_distance = distance;
}
-
- tmp_entity = tmp_entity.chain;
- }
- tmp_entity = findchain(classname, "onslaught_generator");
- while(tmp_entity)
+ });
+ FOREACH_ENTITY_CLASS("onslaught_generator", true,
{
- delta = tmp_entity.origin - pos;
+ delta = it.origin - pos;
delta_z = 0;
distance = vlen(delta);
- if(SAME_TEAM(tmp_entity, this))
+ if(SAME_TEAM(it, this))
if(max_dist <= 0 || distance <= max_dist)
if(closest_target == NULL || distance <= smallest_distance )
{
- closest_target = tmp_entity;
+ closest_target = it;
smallest_distance = distance;
}
-
- tmp_entity = tmp_entity.chain;
- }
+ });
return closest_target;
}
*/
int ons_Count_SelfControlPoints(entity this)
{
- entity tmp_entity;
- tmp_entity = findchain(classname, "onslaught_controlpoint");
int n = 0;
- while(tmp_entity)
+ FOREACH_ENTITY_CLASS("onslaught_controlpoint", true,
{
- if(SAME_TEAM(tmp_entity, this))
- if(tmp_entity.iscaptured)
+ if(SAME_TEAM(it, this))
+ if(it.iscaptured)
n++;
- tmp_entity = tmp_entity.chain;
- }
- tmp_entity = findchain(classname, "onslaught_generator");
- while(tmp_entity)
+ });
+ FOREACH_ENTITY_CLASS("onslaught_generator", true,
{
- if(SAME_TEAM(tmp_entity, this))
+ if(SAME_TEAM(it, this))
n++;
- tmp_entity = tmp_entity.chain;
- }
+ });
return n;
}
TC(Pickup, this);
bool b = Item_GiveTo(item, player);
if (b) {
- LOG_TRACEF("entity %i picked up %s\n", player, this.m_name);
+ LOG_DEBUGF("entity %i picked up %s\n", player, this.m_name);
player.inventory.inv_items[this.m_id]++;
Inventory_update(player);
}
player.active_minigame = NULL;
player.minigame_players = NULL;
if ( IS_PLAYER(player) )
- player.movetype = MOVETYPE_WALK;
+ set_movetype(player, MOVETYPE_WALK);
else
- player.movetype = MOVETYPE_FLY_WORLDONLY;
+ set_movetype(player, MOVETYPE_FLY_WORLDONLY);
player.team_forced = 0;
}
missile.ltime = time + 7;
missile.nextthink = time;
missile.solid = SOLID_BBOX;
- missile.movetype = MOVETYPE_FLYMISSILE;
+ set_movetype(missile, MOVETYPE_FLYMISSILE);
missile.flags = FL_PROJECTILE;
setorigin(missile, this.origin + v_forward * 14 + '0 0 30' + v_right * -14);
setsize(missile, '0 0 0', '0 0 0');
this.event_damage = func_null;
this.takedamage = DAMAGE_NO;
- this.movetype = MOVETYPE_NONE;
+ set_movetype(this, MOVETYPE_NONE);
this.velocity = '0 0 0';
- if(this.movetype == MOVETYPE_NONE)
+ if(this.move_movetype == MOVETYPE_NONE)
this.velocity = this.oldvelocity;
RadiusDamage (this, this.realowner, (autocvar_g_monster_shambler_attack_lightning_damage), (autocvar_g_monster_shambler_attack_lightning_damage), (autocvar_g_monster_shambler_attack_lightning_radius),
gren.owner = gren.realowner = this;
gren.bot_dodge = true;
gren.bot_dodgerating = (autocvar_g_monster_shambler_attack_lightning_damage);
- gren.movetype = MOVETYPE_BOUNCE;
+ set_movetype(gren, MOVETYPE_BOUNCE);
PROJECTILE_MAKETRIGGER(gren);
gren.projectiledeathtype = DEATH_MONSTER_SHAMBLER_ZAP.m_id;
setorigin(gren, CENTER_OR_VIEWOFS(this));
//proj.glow_size = 50;
//proj.glow_color = 45;
- proj.movetype = MOVETYPE_BOUNCE;
+ set_movetype(proj, MOVETYPE_BOUNCE);
W_SetupProjVelocity_Explicit(proj, v_forward, v_up, (autocvar_g_monster_spider_attack_web_speed), (autocvar_g_monster_spider_attack_web_speed_up), 0, 0, false);
settouch(proj, M_Spider_Attack_Web_Touch);
setsize(proj, '-4 -4 -4', '4 4 4');
entity missile = spawn();
missile.owner = missile.realowner = actor;
missile.solid = SOLID_TRIGGER;
- missile.movetype = MOVETYPE_FLYMISSILE;
+ set_movetype(missile, MOVETYPE_FLYMISSILE);
missile.projectiledeathtype = DEATH_MONSTER_WYVERN.m_id;
setsize(missile, '-6 -6 -6', '6 6 6');
setorigin(missile, actor.origin + actor.view_ofs + v_forward * 14);
e.noalign = true;
e.monster_loot(e);
e.gravity = 1;
- e.movetype = MOVETYPE_TOSS;
+ set_movetype(e, MOVETYPE_TOSS);
e.reset = SUB_Remove;
setorigin(e, org);
e.velocity = randomvec() * 175 + '0 0 325';
}
- this.movetype = MOVETYPE_BOUNCE;
+ set_movetype(this, MOVETYPE_BOUNCE);
//this.velocity_z = -200;
return;
}
- else if(this.movetype == MOVETYPE_BOUNCE)
+ else if(this.move_movetype == MOVETYPE_BOUNCE)
{
this.angles_x = 0;
- this.movetype = MOVETYPE_WALK;
+ set_movetype(this, MOVETYPE_WALK);
}
}
this.takedamage = DAMAGE_AIM;
this.deadflag = DEAD_DEAD;
this.enemy = NULL;
- this.movetype = MOVETYPE_TOSS;
+ set_movetype(this, MOVETYPE_TOSS);
this.moveto = this.origin;
settouch(this, Monster_Touch); // reset incase monster was pouncing
this.reset = func_null;
if(!autocvar_g_monsters) { Monster_Remove(this); return false; }
+ if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
+ IL_PUSH(g_monsters, this);
+
if(Monster_Appear_Check(this, mon_id)) { return true; } // return true so the monster isn't removed
if(!this.monster_skill)
settouch(this, Monster_Touch);
this.use = Monster_Use;
this.solid = SOLID_BBOX;
- this.movetype = MOVETYPE_WALK;
+ set_movetype(this, MOVETYPE_WALK);
this.spawnshieldtime = time + autocvar_g_monsters_spawnshieldtime;
this.enemy = NULL;
this.velocity = '0 0 0';
if(mon.spawnflags & MONSTER_TYPE_FLY)
{
this.flags |= FL_FLY;
- this.movetype = MOVETYPE_FLY;
+ set_movetype(this, MOVETYPE_FLY);
}
if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
setorigin(this, trace_endpos); // attempt to unstick
- this.movetype = MOVETYPE_TOSS;
+ set_movetype(this, MOVETYPE_TOSS);
makevectors(this.angles);
this.angles = '0 0 0';
this.reset = buff_Reset;
this.nextthink = time + 0.1;
this.gravity = 1;
- this.movetype = MOVETYPE_TOSS;
+ set_movetype(this, MOVETYPE_TOSS);
this.scale = 1;
this.skin = buff.m_skin;
this.effects = EF_FULLBRIGHT | EF_STARDUST | EF_NOSHADOW;
this.noalign = true;
if(this.noalign)
- this.movetype = MOVETYPE_NONE; // reset by random location
+ set_movetype(this, MOVETYPE_NONE); // reset by random location
setmodel(this, MDL_BUFF);
setsize(this, BUFF_MIN, BUFF_MAX);
}
this.velocity = (neworigin - this.origin) * (1.0 / PHYS_INPUT_TIMELENGTH);
- this.movetype = MOVETYPE_NOCLIP;
+ set_movetype(this, MOVETYPE_NOCLIP);
}
else
{
rigvel_z -= PHYS_INPUT_TIMELENGTH * PHYS_GRAVITY(this); // 4x gravity plays better
this.velocity = rigvel;
- this.movetype = MOVETYPE_FLY;
+ set_movetype(this, MOVETYPE_FLY);
}
trace_fraction = 1;
smoothangles = vectoangles2(vf1, vu1);
this.angles_x = -smoothangles_x;
this.angles_z = smoothangles_z;
-
- PM_ClientMovement_Move(this);
}
#ifdef SVQC
this.m_group = _group;
this.m_friendlyfire = _friendlyfire;
DamageText_update(this, _origin, _health, _armor, _deathtype);
+ IL_PUSH(g_drawables_2d, this);
}
ENDCLASS(DamageText)
#endif
}
}
}
- NEW(DamageText, group, location, health, armor, deathtype, friendlyfire);
+ make_impure(NEW(DamageText, group, location, health, armor, deathtype, friendlyfire));
}
}
#endif
#define PHYS_DODGING_RAMP_TIME STAT(DODGING_RAMP_TIME, this)
#define PHYS_DODGING_UP_SPEED STAT(DODGING_UP_SPEED, this)
#define PHYS_DODGING_WALL STAT(DODGING_WALL, this)
+#define PHYS_DODGING_AIR STAT(DODGING_AIR, this)
#define PHYS_DODGING_PRESSED_KEYS(s) (s).pressedkeys
#ifdef CSQC
#elif defined(SVQC)
#define PHYS_DODGING_FRAMETIME sys_frametime
#define PHYS_DODGING_TIMEOUT(s) s.cvar_cl_dodging_timeout
-
-
#endif
#ifdef SVQC
makevectors(this.angles);
+ if(!PHYS_DODGING_AIR)
if (check_close_to_ground(this, PHYS_DODGING_HEIGHT_THRESHOLD) != 1
&& check_close_to_wall(this, PHYS_DODGING_DISTANCE_THRESHOLD) != 1)
return true;
}
// make sure v_up, v_right and v_forward are sane
- makevectors(this.angles);
+ if(PHYS_DODGING_AIR)
+ makevectors(this.v_angle);
+ else
+ makevectors(this.angles);
// if we have e.g. 0.5 sec ramptime and a frametime of 0.25, then the ramp code
// will be called ramp_time/frametime times = 2 times. so, we need to
float Item_ItemsTime_UpdateTime(entity e, float t)
{
bool isavailable = (t == 0);
- FOREACH_ENTITY(it.itemdef == e.itemdef || ((e.weapons & WEPSET_SUPERWEAPONS) && (it.weapons & WEPSET_SUPERWEAPONS) && clienttype(it) == CLIENTTYPE_NOTACLIENT), LAMBDA(
+ FOREACH_ENTITY_FLOAT(pure_data, false,
+ {
+ if(!(it.itemdef == e.itemdef || ((e.weapons & WEPSET_SUPERWEAPONS) && (it.weapons & WEPSET_SUPERWEAPONS) && clienttype(it) == CLIENTTYPE_NOTACLIENT)))
+ continue;
if (e == it) continue;
if (it.scheduledrespawntime <= time)
isavailable = true;
else if (t == 0 || it.scheduledrespawntime < t)
t = it.scheduledrespawntime;
- ));
+ });
if (isavailable)
t = -t; // let know the client there's another available item
return t;
Item_ItemsTime_ResetTimes();
// ALL the times need to be reset before .reset()ing each item
// since Item_Reset schedules respawn of superweapons and powerups
- FOREACH_ENTITY(IS_NOT_A_CLIENT(it), LAMBDA(
+ FOREACH_ENTITY_FLOAT(pure_data, false,
+ {
+ if(IS_CLIENT(it))
+ continue;
if (it.reset) Item_ItemsTime_SetTime(it, 0);
- ));
+ });
Item_ItemsTime_SetTimesForAllPlayers();
}
proj.maxs = '16 16 16';
}
proj.colormod = nade_type.m_color;
- proj.move_movetype = MOVETYPE_BOUNCE;
+ set_movetype(proj, MOVETYPE_BOUNCE);
settouch(proj, func_null);
proj.scale = 1.5;
proj.avelocity = randomvec() * 720;
proj.team = this.owner.team;
proj.bot_dodge = true;
proj.bot_dodgerating = autocvar_g_nades_napalm_ball_damage;
- proj.movetype = MOVETYPE_BOUNCE;
+ set_movetype(proj, MOVETYPE_BOUNCE);
proj.projectiledeathtype = DEATH_NADE_NAPALM.m_id;
PROJECTILE_MAKETRIGGER(proj);
setmodel(proj, MDL_Null);
fountain.ltime = time + autocvar_g_nades_napalm_fountain_lifetime;
fountain.pushltime = fountain.ltime;
fountain.team = this.team;
- fountain.movetype = MOVETYPE_TOSS;
+ set_movetype(fountain, MOVETYPE_TOSS);
fountain.projectiledeathtype = DEATH_NADE_NAPALM.m_id;
fountain.bot_dodge = true;
fountain.bot_dodgerating = autocvar_g_nades_napalm_fountain_damage;
fountain.ltime = time + autocvar_g_nades_ice_freeze_time;
fountain.pushltime = fountain.wait = fountain.ltime;
fountain.team = this.team;
- fountain.movetype = MOVETYPE_TOSS;
+ set_movetype(fountain, MOVETYPE_TOSS);
fountain.projectiledeathtype = DEATH_NADE_ICE.m_id;
fountain.bot_dodge = false;
setsize(fountain, '-16 -16 -16', '16 16 16');
entity spawnloc = spawn();
setorigin(spawnloc, this.origin);
setsize(spawnloc, this.realowner.mins, this.realowner.maxs);
- spawnloc.movetype = MOVETYPE_NONE;
+ set_movetype(spawnloc, MOVETYPE_NONE);
spawnloc.solid = SOLID_NOT;
spawnloc.drawonlytoclient = this.realowner;
spawnloc.effects = EF_STARDUST;
if(!pushdeltatime) return;
// div0: ticrate independent, 1 = identity (not 20)
-#ifdef SVQC
toucher.velocity = toucher.velocity * pow(autocvar_g_nades_entrap_strength, pushdeltatime);
+ #ifdef SVQC
UpdateCSQCProjectile(toucher);
-#elif defined(CSQC)
- toucher.move_velocity = toucher.move_velocity * pow(autocvar_g_nades_entrap_strength, pushdeltatime);
-#endif
+ #endif
}
if ( IS_REAL_CLIENT(toucher) || IS_VEHICLE(toucher) || IS_MONSTER(toucher) )
if(autocvar_g_nades_pickup)
if(time >= this.spawnshieldtime)
if(!toucher.nade && this.health == this.max_health) // no boosted shot pickups, thank you very much
- if(!toucher.frozen)
+ if(!STAT(FROZEN, toucher))
if(CanThrowNade(toucher)) // prevent some obvious things, like dead players
if(IS_REAL_CLIENT(toucher)) // above checks for IS_PLAYER, don't need to do it here
{
setsize(_nade, '-8 -8 -8', '8 8 8');
else
setsize(_nade, '-16 -16 -16', '16 16 16');
- _nade.movetype = MOVETYPE_BOUNCE;
+ set_movetype(_nade, MOVETYPE_BOUNCE);
tracebox(_nade.origin, _nade.mins, _nade.maxs, _nade.origin, false, _nade);
if (trace_startsolid)
e.orb_radius = e.orb_radius/model_radius*0.6;
e.draw = orb_draw;
+ IL_PUSH(g_drawables, e);
e.health = 255;
- e.movetype = MOVETYPE_NONE;
+ e.move_movetype = MOVETYPE_NONE;
e.solid = SOLID_NOT;
e.drawmask = MASK_NORMAL;
e.scale = 0.01;
- e.avelocity = e.move_avelocity = '7 0 11';
+ e.avelocity = '7 0 11';
e.renderflags |= RF_ADDITIVE;
}
#endif
case WEP_MINE_LAYER.m_id:
case WEP_HLAC.m_id:
case WEP_RIFLE.m_id:
+ case WEP_SHOCKWAVE.m_id:
return true;
default:
return false;
W_AttachToShotorg(actor, actor.muzzle_flash, '5 0 0');
if (autocvar_g_casings >= 2) // casing code
+ {
+ makevectors(actor.v_angle); // for some reason, this is lost
SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, actor);
+ }
int slot = weaponslot(weaponentity);
ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(hmg, refire) * W_WeaponRateFactor(actor);
e.spawnfunc_checked = true;
spawnfunc_item_armor_small(e);
if (!wasfreed(e)) { // might have been blocked by a mutator
- e.movetype = MOVETYPE_TOSS;
+ set_movetype(e, MOVETYPE_TOSS);
e.gravity = 1;
e.reset = SUB_Remove;
setorigin(e, this.origin + '0 0 32');
missile.health = WEP_CVAR(rpc, health);
missile.event_damage = W_RocketPropelledChainsaw_Damage;
missile.damagedbycontents = true;
- missile.movetype = MOVETYPE_FLY;
+ set_movetype(missile, MOVETYPE_FLY);
missile.projectiledeathtype = WEP_RPC.m_id;
setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
this.angles = this.spawn_angles;
this.solid = SOLID_NOT;
this.alpha = -1;
- this.movetype = MOVETYPE_NONE;
+ set_movetype(this, MOVETYPE_NONE);
}
else
{
this.alpha = 1;
this.solid = SOLID_CORPSE;
- this.movetype = MOVETYPE_PHYSICS;
+ set_movetype(this, MOVETYPE_PHYSICS);
}
}
}
wep.owner = item;
wep.solid = SOLID_CORPSE;
- wep.movetype = MOVETYPE_PHYSICS;
+ set_movetype(wep, MOVETYPE_PHYSICS);
wep.takedamage = DAMAGE_AIM;
wep.effects |= EF_NOMODELFLAGS; // disable the spinning
wep.colormap = item.owner.colormap;
wep.spawn_angles = item.angles;
item.effects |= EF_NODRAW; // hide the original weapon
- item.movetype = MOVETYPE_FOLLOW;
+ set_movetype(item, MOVETYPE_FOLLOW);
item.aiment = wep; // attach the original weapon
setSendEntity(item, func_null);
}
sandbox_ObjectAttach_Remove(e);
e.old_solid = e.solid; // persist solidity
- e.old_movetype = e.movetype; // persist physics
- e.movetype = MOVETYPE_FOLLOW;
+ e.old_movetype = e.move_movetype; // persist physics
+ set_movetype(e, MOVETYPE_FOLLOW);
e.solid = SOLID_NOT;
e.takedamage = DAMAGE_NO;
it.angles = e.angles; // don't allow detached objects to spin or roll
it.solid = it.old_solid; // restore persisted solidity
- it.movetype = it.old_movetype; // restore persisted physics
+ set_movetype(it, it.old_movetype); // restore persisted physics
it.takedamage = DAMAGE_AIM;
});
}
e.takedamage = DAMAGE_AIM;
e.damageforcescale = 1;
e.solid = SOLID_BBOX; // SOLID_BSP would be best, but can lag the server badly
- e.movetype = MOVETYPE_TOSS;
+ set_movetype(e, MOVETYPE_TOSS);
e.frame = 0;
e.skin = 0;
e.material = string_null;
{
slot = 0;
solidity = head.solid; // applied solidity is normal solidity for children
- physics = head.movetype; // applied physics are normal physics for parents
+ physics = head.move_movetype; // applied physics are normal physics for parents
}
else if(head.owner == e) // child object, list them in order
{
e.frame = stof(argv(argv_num)); ++argv_num;
sandbox_ObjectEdit_Scale(e, stof(argv(argv_num))); ++argv_num;
e.solid = e.old_solid = stof(argv(argv_num)); ++argv_num;
- e.movetype = e.old_movetype = stof(argv(argv_num)); ++argv_num;
+ e.old_movetype = stof(argv(argv_num)); ++argv_num;
+ set_movetype(e, e.old_movetype);
e.damageforcescale = stof(argv(argv_num)); ++argv_num;
if(e.material) strunzone(e.material); if(argv(argv_num) != "") e.material = strzone(argv(argv_num)); else e.material = string_null; ++argv_num;
if(database)
switch(argv(3))
{
case "0": // static
- e.movetype = MOVETYPE_NONE;
+ set_movetype(e, MOVETYPE_NONE);
break;
case "1": // movable
- e.movetype = MOVETYPE_TOSS;
+ set_movetype(e, MOVETYPE_TOSS);
break;
case "2": // physical
- e.movetype = MOVETYPE_PHYSICS;
+ set_movetype(e, MOVETYPE_PHYSICS);
break;
default:
break;
REGISTER_WAYPOINT(FlagBaseBlue, _("Blue base"), '0.8 0.8 0', 1);
REGISTER_WAYPOINT(FlagBaseYellow, _("Yellow base"), '0.8 0.8 0', 1);
REGISTER_WAYPOINT(FlagBasePink, _("Pink base"), '0.8 0.8 0', 1);
+REGISTER_WAYPOINT(FlagReturn, _("Return flag here"), '0 0.8 0.8', 1);
REGISTER_WAYPOINT(DomNeut, _("Control point"), '0 1 1', 1);
REGISTER_WAYPOINT(DomRed, _("Control point"), '0 1 1', 1);
#endif
#ifdef CSQC
-void Ent_WaypointSprite(entity this);
+void Ent_WaypointSprite(entity this, bool isnew);
NET_HANDLE(waypointsprites, bool isnew) {
- Ent_WaypointSprite(this);
+ Ent_WaypointSprite(this, isnew);
return true;
}
}
/** flags origin [team displayrule] [spritename] [spritename2] [spritename3] [lifetime maxdistance hideable] */
-void Ent_WaypointSprite(entity this)
+void Ent_WaypointSprite(entity this, bool isnew)
{
int sendflags = ReadByte();
this.wp_extra = ReadByte();
this.spawntime = time;
this.draw2d = Draw_WaypointSprite;
+ if (isnew) {
+ IL_PUSH(g_drawables_2d, this);
+ IL_PUSH(g_radaricons, this);
+ }
InterpolateOrigin_Undo(this);
this.iflags |= IFLAG_ORIGIN;
return 2;
}
if (s == WP_Item.netname) return Items_from(this.wp_extra).m_waypointblink;
+ if(s == WP_FlagReturn.netname) return 2;
return 1;
}
void Ent_RemoveWaypointSprite(entity this);
-void Ent_WaypointSprite(entity this);
+void Ent_WaypointSprite(entity this, bool isnew);
void WaypointSprite_Load_Frames(string ext);
MSG_INFO_NOTIF(WEAPON_SEEKER_MURDER_SPRAY, 1, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "weaponseeker", _("^BG%s%s^K1 was pummeled by ^BG%s^K1's Seeker rockets%s%s"), "")
MSG_INFO_NOTIF(WEAPON_SEEKER_MURDER_TAG, 1, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "weaponseeker", _("^BG%s%s^K1 was tagged by ^BG%s^K1's Seeker%s%s"), "")
MSG_INFO_NOTIF(WEAPON_SEEKER_SUICIDE, 1, 2, 1, "s1 s2loc spree_lost", "s1", "weaponseeker", _("^BG%s^K1 played with tiny Seeker rockets%s%s"), "")
- MSG_INFO_NOTIF(WEAPON_SHOCKWAVE_MURDER, 1, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "weaponshotgun", _("^BG%s%s^K1 was gunned down by ^BG%s^K1's Shockwave%s%s"), "")
+ MSG_INFO_NOTIF(WEAPON_SHOCKWAVE_MURDER, 1, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "weaponshockwave", _("^BG%s%s^K1 was gunned down by ^BG%s^K1's Shockwave%s%s"), "")
MSG_INFO_NOTIF(WEAPON_SHOCKWAVE_MURDER_SLAP, 1, 3, 2, "spree_inf s2 s1 s3loc spree_end", "s2 s1", "notify_melee_shotgun", _("^BG%s%s^K1 slapped ^BG%s^K1 around a bit with a large Shockwave%s%s"), "")
MSG_INFO_NOTIF(WEAPON_SHOTGUN_MURDER, 1, 3, 2, "spree_inf s1 s2 s3loc spree_end", "s2 s1", "weaponshotgun", _("^BG%s%s^K1 was gunned down by ^BG%s^K1's Shotgun%s%s"), "")
MSG_INFO_NOTIF(WEAPON_SHOTGUN_MURDER_SLAP, 1, 3, 2, "spree_inf s2 s1 s3loc spree_end", "s2 s1", "notify_melee_shotgun", _("^BG%s%s^K1 slapped ^BG%s^K1 around a bit with a large Shotgun%s%s"), "")
MULTITEAM_CENTER(CTF_PICKUP_TEAM_VERBOSE, 4, 1, 2, 0, "s1 s2 s1", CPID_CTF_LOWPRIO, "0 0", _("^BGYour %steam mate (^BG%s%s)^BG got the ^TC^TT^BG flag! Protect them!"), "", FLAG)
MSG_CENTER_NOTIF(CTF_PICKUP_TEAM_NEUTRAL, 1, 1, 0, "s1", CPID_CTF_LOWPRIO, "0 0", _("^BGYour %steam mate^BG got the flag! Protect them!"), "")
MSG_CENTER_NOTIF(CTF_PICKUP_TEAM_VERBOSE_NEUTRAL, 1, 2, 0, "s1 s2 s1", CPID_CTF_LOWPRIO, "0 0", _("^BGYour %steam mate (^BG%s%s)^BG got the flag! Protect them!"), "")
+ MSG_CENTER_NOTIF(CTF_PICKUP_VISIBLE, 1, 0, 0, "", CPID_STALEMATE, "0 0", _("^BGEnemies can now see you on radar!"), "")
MULTITEAM_CENTER(CTF_RETURN, 4, 1, 0, 0, "", CPID_CTF_LOWPRIO, "0 0", _("^BGYou returned the ^TC^TT^BG flag!"), "", FLAG)
MSG_CENTER_NOTIF(CTF_STALEMATE_CARRIER, 1, 0, 0, "", CPID_STALEMATE, "0 0", _("^BGStalemate! Enemies can now see you on radar!"), "")
MSG_CENTER_NOTIF(CTF_STALEMATE_OTHER, 1, 0, 0, "", CPID_STALEMATE, "0 0", _("^BGStalemate! Flag carriers can now be seen by enemies on radar!"), "")
// generated file; do not modify
#include <common/physics/movetypes/follow.qc>
#include <common/physics/movetypes/movetypes.qc>
-#include <common/physics/movetypes/push.qc>
#include <common/physics/movetypes/step.qc>
#include <common/physics/movetypes/toss.qc>
#include <common/physics/movetypes/walk.qc>
// generated file; do not modify
#include <common/physics/movetypes/follow.qh>
#include <common/physics/movetypes/movetypes.qh>
-#include <common/physics/movetypes/push.qh>
#include <common/physics/movetypes/step.qh>
#include <common/physics/movetypes/toss.qh>
#include <common/physics/movetypes/walk.qh>
-#include "push.qc"
#include "toss.qc"
#include "walk.qc"
#include "step.qc"
if(e.angles == this.punchangle)
{
- this.move_origin = e.origin + this.view_ofs;
+ this.origin = e.origin + this.view_ofs;
}
else
{
ang = e.angles;
ang_x = -e.angles_x;
makevectors(ang);
- this.move_origin_x = v_x * v_forward_x + v_y * v_forward_y + v_z * v_forward_z + e.origin_x;
- this.move_origin_x = v_x * v_right_x + v_y * v_right_y + v_z * v_right_z + e.origin_y;
- this.move_origin_x = v_x * v_up_x + v_y * v_up_y + v_z * v_up_z + e.origin_z;
+ this.origin_x = v_x * v_forward_x + v_y * v_forward_y + v_z * v_forward_z + e.origin_x;
+ this.origin_x = v_x * v_right_x + v_y * v_right_y + v_z * v_right_z + e.origin_y;
+ this.origin_x = v_x * v_up_x + v_y * v_up_y + v_z * v_up_z + e.origin_z;
}
- this.move_angles = e.angles + this.v_angle;
+ this.angles = e.angles + this.v_angle;
_Movetype_LinkEdict(this, false);
}
#include <server/autocvars.qh>
#endif
+#ifdef SVQC
+void set_movetype(entity this, int mt)
+{
+ if(mt == MOVETYPE_PHYSICS || mt == MOVETYPE_PUSH || mt == MOVETYPE_FAKEPUSH)
+ {
+ this.movetype = this.move_movetype = mt; // we still set move_movetype, for other code that checks movetype
+ this.move_qcphysics = false;
+ return;
+ }
+
+ this.move_movetype = mt;
+
+ if(!this.move_qcphysics)
+ this.movetype = mt;
+}
+#elif defined(CSQC)
+void set_movetype(entity this, int mt)
+{
+ this.move_movetype = mt;
+}
+#endif
+
void _Movetype_WallFriction(entity this, vector stepnormal) // SV_WallFriction
{
/*float d, i;
if(d < 0)
{
- i = (stepnormal * this.move_velocity);
+ i = (stepnormal * this.velocity);
into = i * stepnormal;
- side = this.move_velocity - into;
- this.move_velocity_x = side.x * (1 * d);
- this.move_velocity_y = side.y * (1 * d);
+ side = this.velocity - into;
+ this.velocity_x = side.x * (1 * d);
+ this.velocity_y = side.y * (1 * d);
}*/
}
this.move_didgravity = 1;
grav = dt * (PHYS_ENTGRAVITY(this) ? PHYS_ENTGRAVITY(this) : 1) * PHYS_GRAVITY(this);
- if(!GAMEPLAYFIX_NOGRAVITYONGROUND || !(this.move_flags & FL_ONGROUND))
+ if(!GAMEPLAYFIX_NOGRAVITYONGROUND || !IS_ONGROUND(this))
{
if(GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
- this.move_velocity_z -= grav * 0.5;
+ this.velocity_z -= grav * 0.5;
else
- this.move_velocity_z -= grav;
+ this.velocity_z -= grav;
}
}
- original_velocity = primal_velocity = restore_velocity = this.move_velocity;
+ original_velocity = primal_velocity = restore_velocity = this.velocity;
for(bumpcount = 0;bumpcount < MAX_CLIP_PLANES;bumpcount++)
{
- if(this.move_velocity == '0 0 0')
+ if(this.velocity == '0 0 0')
break;
- push = this.move_velocity * time_left;
+ push = this.velocity * time_left;
_Movetype_PushEntity(this, push, true);
if(trace_startsolid)
{
// abort move if we're stuck in the world (and didn't make it out)
if(trace_startsolid && trace_allsolid)
{
- this.move_velocity = restore_velocity;
+ this.velocity = restore_velocity;
return 3;
}
trace_ent = NULL;
}
- this.move_flags |= FL_ONGROUND;
+ SET_ONGROUND(this);
this.move_groundentity = trace_ent;
}
}
else if(stepheight)
{
// step - handle it immediately
- vector org = this.move_origin;
+ vector org = this.origin;
vector steppush = '0 0 1' * stepheight;
_Movetype_PushEntity(this, steppush, true);
break;
}
float trace2_fraction = trace_fraction;
- steppush = '0 0 1' * (org_z - this.move_origin_z);
+ steppush = '0 0 1' * (org_z - this.origin_z);
_Movetype_PushEntity(this, steppush, true);
if(trace_startsolid)
{
}
// accept the new position if it made some progress...
- if(fabs(this.move_origin_x - org_x) >= 0.03125 || fabs(this.move_origin_y - org_y) >= 0.03125)
+ if(fabs(this.origin_x - org_x) >= 0.03125 || fabs(this.origin_y - org_y) >= 0.03125)
{
- trace_endpos = this.move_origin;
+ trace_endpos = this.origin;
time_left *= 1 - trace2_fraction;
numplanes = 0;
continue;
}
else
- this.move_origin = org;
+ this.origin = org;
}
else
{
if(my_trace_fraction >= 0.001)
{
// actually covered some distance
- original_velocity = this.move_velocity;
+ original_velocity = this.velocity;
numplanes = 0;
}
if(numplanes >= MAX_CLIP_PLANES)
{
// this shouldn't really happen
- this.move_velocity = '0 0 0';
+ this.velocity = '0 0 0';
blocked = 3;
break;
}
if(i != numplanes)
{
// go along this plane
- this.move_velocity = new_velocity;
+ this.velocity = new_velocity;
}
else
{
// go along the crease
if(numplanes != 2)
{
- this.move_velocity = '0 0 0';
+ this.velocity = '0 0 0';
blocked = 7;
break;
}
dir.x *= ilength;
dir.y *= ilength;
dir.z *= ilength;
- float d = (dir * this.move_velocity);
- this.move_velocity = dir * d;
+ float d = (dir * this.velocity);
+ this.velocity = dir * d;
}
// if current velocity is against the original velocity,
// stop dead to avoid tiny occilations in sloping corners
- if((this.move_velocity * primal_velocity) <= 0)
+ if((this.velocity * primal_velocity) <= 0)
{
- this.move_velocity = '0 0 0';
+ this.velocity = '0 0 0';
break;
}
}
// LordHavoc: this came from QW and allows you to get out of water more easily
- if(GAMEPLAYFIX_EASIERWATERJUMP(this) && (this.move_flags & FL_WATERJUMP) && !(blocked & 8))
- this.move_velocity = primal_velocity;
+ if(GAMEPLAYFIX_EASIERWATERJUMP(this) && (this.flags & FL_WATERJUMP) && !(blocked & 8))
+ this.velocity = primal_velocity;
if(applygravity)
{
- if(!GAMEPLAYFIX_NOGRAVITYONGROUND || !(this.move_flags & FL_ONGROUND))
+ if(!GAMEPLAYFIX_NOGRAVITYONGROUND || !IS_ONGROUND(this))
{
if(GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
- this.move_velocity_z -= grav * 0.5f;
+ this.velocity_z -= grav * 0.5f;
}
}
void _Movetype_CheckVelocity(entity this) // SV_CheckVelocity
{
- // if(vlen(this.move_velocity) < 0.0001)
- // this.move_velocity = '0 0 0';
+ // if(vlen(this.velocity) < 0.0001)
+ // this.velocity = '0 0 0';
}
bool _Movetype_CheckWater(entity this) // SV_CheckWater
{
- vector point = this.move_origin;
+ vector point = this.origin;
point.z += this.mins.z + 1;
int nativecontents = pointcontents(point);
- if(this.move_watertype && this.move_watertype != nativecontents)
+ if(this.watertype && this.watertype != nativecontents)
{
- // dprintf("_Movetype_CheckWater(): Original: '%d', New: '%d'\n", this.move_watertype, nativecontents);
+ // dprintf("_Movetype_CheckWater(): Original: '%d', New: '%d'\n", this.watertype, nativecontents);
if(this.contentstransition)
- this.contentstransition(this.move_watertype, nativecontents);
+ this.contentstransition(this.watertype, nativecontents);
}
- this.move_waterlevel = WATERLEVEL_NONE;
- this.move_watertype = CONTENT_EMPTY;
+ this.waterlevel = WATERLEVEL_NONE;
+ this.watertype = CONTENT_EMPTY;
int supercontents = Mod_Q1BSP_SuperContentsFromNativeContents(nativecontents);
if(supercontents & DPCONTENTS_LIQUIDSMASK)
{
- this.move_watertype = nativecontents;
- this.move_waterlevel = WATERLEVEL_WETFEET;
- point.z = this.move_origin.z + (this.mins.z + this.maxs.z) * 0.5;
+ this.watertype = nativecontents;
+ this.waterlevel = WATERLEVEL_WETFEET;
+ point.z = this.origin.z + (this.mins.z + this.maxs.z) * 0.5;
if(Mod_Q1BSP_SuperContentsFromNativeContents(pointcontents(point)) & DPCONTENTS_LIQUIDSMASK)
{
- this.move_waterlevel = WATERLEVEL_SWIMMING;
- point.z = this.move_origin.z + this.view_ofs.z;
+ this.waterlevel = WATERLEVEL_SWIMMING;
+ point.z = this.origin.z + this.view_ofs.z;
if(Mod_Q1BSP_SuperContentsFromNativeContents(pointcontents(point)) & DPCONTENTS_LIQUIDSMASK)
- this.move_waterlevel = WATERLEVEL_SUBMERGED;
+ this.waterlevel = WATERLEVEL_SUBMERGED;
}
}
- return this.move_waterlevel > 1;
+ return this.waterlevel > 1;
}
void _Movetype_CheckWaterTransition(entity ent) // SV_CheckWaterTransition
{
- int contents = pointcontents(ent.move_origin);
+ int contents = pointcontents(ent.origin);
- if(!ent.move_watertype)
+ if(!ent.watertype)
{
// just spawned here
- if(!autocvar_cl_gameplayfix_fixedcheckwatertransition)
+ if(!GAMEPLAYFIX_WATERTRANSITION(ent))
{
- ent.move_watertype = contents;
- ent.move_waterlevel = 1;
+ ent.watertype = contents;
+ ent.waterlevel = 1;
return;
}
}
- else if(ent.move_watertype != contents)
+ else if(ent.watertype != contents)
{
- // dprintf("_Movetype_CheckWaterTransition(): Origin: %s, Direct: '%d', Original: '%d', New: '%d'\n", vtos(ent.move_origin), pointcontents(ent.move_origin), ent.move_watertype, contents);
+ // dprintf("_Movetype_CheckWaterTransition(): Origin: %s, Direct: '%d', Original: '%d', New: '%d'\n", vtos(ent.origin), pointcontents(ent.origin), ent.watertype, contents);
if(ent.contentstransition)
- ent.contentstransition(ent.move_watertype, contents);
+ ent.contentstransition(ent.watertype, contents);
}
if(contents <= CONTENT_WATER)
{
- ent.move_watertype = contents;
- ent.move_waterlevel = 1;
+ ent.watertype = contents;
+ ent.waterlevel = 1;
}
else
{
- ent.move_watertype = CONTENT_EMPTY;
- ent.move_waterlevel = (autocvar_cl_gameplayfix_fixedcheckwatertransition ? 0 : contents);
+ ent.watertype = CONTENT_EMPTY;
+ ent.waterlevel = (GAMEPLAYFIX_WATERTRANSITION(ent) ? 0 : contents);
}
}
trace_fraction = 1;
trace_inwater = false;
trace_inopen = true;
- trace_endpos = it.move_origin;
+ trace_endpos = it.origin;
trace_plane_normal = '0 0 1';
trace_plane_dist = 0;
trace_ent = this;
mi = this.mins;
ma = this.maxs;
}
- mi += this.move_origin;
- ma += this.move_origin;
+ mi += this.origin;
+ ma += this.origin;
- if(this.move_flags & FL_ITEM)
+ if(this.flags & FL_ITEM)
{
mi.x -= 15;
mi.y -= 15;
bool _Movetype_TestEntityPosition(vector ofs) // SV_TestEntityPosition
{
entity this = _Movetype_TestEntityPosition_ent;
-// vector org = this.move_origin + ofs;
+// vector org = this.origin + ofs;
int cont = this.dphitcontentsmask;
this.dphitcontentsmask = DPCONTENTS_SOLID;
- tracebox(this.move_origin, this.mins, this.maxs, this.move_origin, ((this.move_movetype == MOVETYPE_FLY_WORLDONLY) ? MOVE_WORLDONLY : MOVE_NOMONSTERS), this);
+ tracebox(this.origin, this.mins, this.maxs, this.origin, ((this.move_movetype == MOVETYPE_FLY_WORLDONLY) ? MOVE_WORLDONLY : MOVE_NOMONSTERS), this);
this.dphitcontentsmask = cont;
if(trace_startsolid)
return true;
- if(vdist(trace_endpos - this.move_origin, >, 0.0001))
- this.move_origin = trace_endpos;
+ if(vdist(trace_endpos - this.origin, >, 0.0001))
+ this.origin = trace_endpos;
return false;
}
#undef X
{
LOG_DEBUGF("Can't unstick an entity (edict: %d, classname: %s, origin: %s)\n",
- etof(this), this.classname, vtos(this.move_origin));
+ etof(this), this.classname, vtos(this.origin));
return false;
}
}
LOG_DEBUGF("Sucessfully unstuck an entity (edict: %d, classname: %s, origin: %s)\n",
- etof(this), this.classname, vtos(this.move_origin));
+ etof(this), this.classname, vtos(this.origin));
_Movetype_LinkEdict(this, true);
return true;
}
void _Movetype_PushEntityTrace(entity this, vector push)
{
- vector end = this.move_origin + push;
+ vector end = this.origin + push;
int type;
if(this.move_nomonsters)
type = max(0, this.move_nomonsters);
else
type = MOVE_NORMAL;
- tracebox(this.move_origin, this.mins, this.maxs, end, type, this);
+ tracebox(this.origin, this.mins, this.maxs, end, type, this);
}
float _Movetype_PushEntity(entity this, vector push, bool failonstartsolid) // SV_PushEntity
if(trace_startsolid && failonstartsolid)
return trace_fraction;
- this.move_origin = trace_endpos;
+ this.origin = trace_endpos;
if(trace_fraction < 1)
- if(this.solid >= SOLID_TRIGGER && (!(this.move_flags & FL_ONGROUND) || (this.move_groundentity != trace_ent)))
+ if(this.solid >= SOLID_TRIGGER && (!IS_ONGROUND(this) || (this.move_groundentity != trace_ent)))
_Movetype_Impact(this, trace_ent);
return trace_fraction;
{
case MOVETYPE_PUSH:
case MOVETYPE_FAKEPUSH:
- _Movetype_Physics_Pusher(this, movedt);
+ LOG_DEBUGF("Physics: Lacking QuakeC support for Push movetype, FIX ME by using engine physics!\n");
break;
case MOVETYPE_NONE:
break;
break;
case MOVETYPE_NOCLIP:
_Movetype_CheckWater(this);
- this.move_origin = this.move_origin + TICRATE * this.move_velocity;
- this.move_angles = this.move_angles + TICRATE * this.move_avelocity;
+ this.origin = this.origin + movedt * this.velocity;
+ this.angles = this.angles + movedt * this.avelocity;
_Movetype_LinkEdict(this, false);
break;
case MOVETYPE_STEP:
{
case MOVETYPE_PUSH:
case MOVETYPE_FAKEPUSH:
- _Movetype_Physics_Pusher(this, movedt);
+ LOG_DEBUGF("Physics: Lacking QuakeC support for Push movetype, FIX ME by using engine physics!\n");
break;
case MOVETYPE_NONE:
break;
break;
case MOVETYPE_NOCLIP:
_Movetype_CheckWater(this);
- this.move_origin = this.move_origin + movedt * this.move_velocity;
- this.move_angles = this.move_angles + movedt * this.move_avelocity;
+ this.origin = this.origin + movedt * this.velocity;
+ this.angles = this.angles + movedt * this.avelocity;
_Movetype_LinkEdict(this, false);
break;
case MOVETYPE_STEP:
}
}
+void Movetype_Physics_NoMatchTicrate(entity this, float movedt, bool isclient) // to be run every move frame
+{
+ this.move_time = time;
+
+ if(isclient)
+ _Movetype_Physics_ClientFrame(this, movedt);
+ else
+ _Movetype_Physics_Frame(this, movedt);
+ if(wasfreed(this))
+ return;
+
+ setorigin(this, this.origin);
+}
+
void Movetype_Physics_NoMatchServer(entity this) // optimized
{
float movedt = time - this.move_time;
if(wasfreed(this))
return;
- this.avelocity = this.move_avelocity;
- this.velocity = this.move_velocity;
- this.angles = this.move_angles;
- setorigin(this, this.move_origin);
+ setorigin(this, this.origin);
}
void Movetype_Physics_MatchServer(entity this, bool sloppy)
Movetype_Physics_MatchTicrate(this, TICRATE, sloppy);
}
+.vector tic_origin;
+.vector tic_velocity;
+.int tic_flags;
+.vector tic_avelocity;
+.vector tic_angles;
+
+.vector tic_saved_origin;
+.vector tic_saved_velocity;
+.int tic_saved_flags;
+.vector tic_saved_avelocity;
+.vector tic_saved_angles;
void Movetype_Physics_MatchTicrate(entity this, float tr, bool sloppy) // SV_Physics_Entity
{
+#define X(s) \
+ if(this.(s) != this.tic_saved_##s) \
+ this.tic_##s = this.(s)
+
+ X(origin);
+ X(velocity);
+ X(flags);
+ X(avelocity);
+ X(angles);
+#undef X
+
if(tr <= 0)
{
+ this.flags = this.tic_flags;
+ this.velocity = this.tic_velocity;
+ this.origin = this.tic_origin;
+ this.avelocity = this.tic_avelocity;
+ this.angles = this.tic_angles;
Movetype_Physics_NoMatchServer(this);
+ this.tic_origin = this.origin;
+ this.tic_velocity = this.velocity;
+ this.tic_avelocity = this.avelocity;
+ this.tic_angles = this.angles;
+ this.tic_flags = this.flags;
+
+ this.tic_saved_flags = this.flags;
+ this.tic_saved_velocity = this.velocity;
+ this.tic_saved_origin = this.origin;
+ this.tic_saved_avelocity = this.avelocity;
+ this.tic_saved_angles = this.angles;
return;
}
this.move_time += n * tr;
if(!this.move_didgravity)
- this.move_didgravity = ((this.move_movetype == MOVETYPE_BOUNCE || this.move_movetype == MOVETYPE_TOSS) && !(this.move_flags & FL_ONGROUND));
+ this.move_didgravity = ((this.move_movetype == MOVETYPE_BOUNCE || this.move_movetype == MOVETYPE_TOSS) && !(this.tic_flags & FL_ONGROUND));
for (int i = 0; i < n; ++i)
{
+ this.flags = this.tic_flags;
+ this.velocity = this.tic_velocity;
+ setorigin(this, this.tic_origin);
+ this.avelocity = this.tic_avelocity;
+ this.angles = this.tic_angles;
_Movetype_Physics_Frame(this, tr);
+ this.tic_origin = this.origin;
+ this.tic_velocity = this.velocity;
+ this.tic_avelocity = this.avelocity;
+ this.tic_angles = this.angles;
+ this.tic_flags = this.flags;
if(wasfreed(this))
return;
}
- this.avelocity = this.move_avelocity;
+ this.avelocity = this.tic_avelocity;
- if(dt > 0 && this.move_movetype != MOVETYPE_NONE && !(this.move_flags & FL_ONGROUND))
+ if(dt > 0 && this.move_movetype != MOVETYPE_NONE && !(this.tic_flags & FL_ONGROUND))
{
// now continue the move from move_time to time
- this.velocity = this.move_velocity;
+ this.velocity = this.tic_velocity;
if(this.move_didgravity > 0)
{
* PHYS_GRAVITY(this);
}
- this.angles = this.move_angles + dt * this.avelocity;
+ this.angles = this.tic_angles + dt * this.avelocity;
if(sloppy || this.move_movetype == MOVETYPE_NOCLIP)
{
- setorigin(this, this.move_origin + dt * this.velocity);
+ setorigin(this, this.tic_origin + dt * this.velocity);
}
else
{
+ vector oldorg = this.origin;
+ this.origin = this.tic_origin;
_Movetype_PushEntityTrace(this, dt * this.velocity);
+ this.origin = oldorg;
if(!trace_startsolid)
setorigin(this, trace_endpos);
}
}
else
{
- this.velocity = this.move_velocity;
- this.angles = this.move_angles;
- setorigin(this, this.move_origin);
+ this.velocity = this.tic_velocity;
+ this.angles = this.tic_angles;
+ setorigin(this, this.tic_origin);
}
+
+ this.tic_saved_flags = this.flags;
+ this.tic_saved_velocity = this.velocity;
+ this.tic_saved_origin = this.origin;
+ this.tic_saved_avelocity = this.avelocity;
+ this.tic_saved_angles = this.angles;
}
#define SET_ONGROUND(s) ((s).flags |= FL_ONGROUND)
#define UNSET_ONGROUND(s) ((s).flags &= ~FL_ONGROUND)
-.float move_ltime;
-.void(entity this) move_think;
-.float move_nextthink;
-.void(entity this, entity blocker) move_blocked;
+#ifdef CSQC
+.float bouncestop;
+.float bouncefactor;
+#endif
+
+#ifdef SVQC
+.bool move_qcphysics;
+#endif
+
+void set_movetype(entity this, int mt);
.float move_movetype;
.float move_time;
-.vector move_origin;
-.vector move_angles;
-.vector move_velocity;
-.vector move_avelocity;
-.int move_flags;
-.int move_watertype;
-.int move_waterlevel;
+//.vector move_origin;
+//.vector move_angles;
+//.vector move_velocity;
+//.vector move_avelocity;
+//.int move_flags;
+//.int move_watertype;
+//.int move_waterlevel;
.void(float, float)contentstransition;
-.float move_bounce_factor;
-.float move_bounce_stopspeed;
+//.float move_bounce_factor;
+//.float move_bounce_stopspeed;
.float move_nomonsters; // -1 for MOVE_NORMAL, otherwise a MOVE_ constant
.entity aiment;
.vector punchangle;
-// should match sv_gameplayfix_fixedcheckwatertransition
-float autocvar_cl_gameplayfix_fixedcheckwatertransition = 1;
-
.entity move_groundentity; // FIXME add move_groundnetworkentity?
.float move_suspendedinair;
.float move_didgravity;
float _Movetype_PushEntity(entity this, vector push, float failonstartsolid);
void makevectors_matrix(vector myangles);
+void Movetype_Physics_NoMatchTicrate(entity this, float movedt, bool isclient);
void Movetype_Physics_MatchTicrate(entity this, float tr, bool sloppy);
void Movetype_Physics_MatchServer(entity this, bool sloppy);
void Movetype_Physics_NoMatchServer(entity this);
+++ /dev/null
-void _Movetype_PushMove(entity this, float dt) // SV_PushMove
-{
- if (this.move_velocity == '0 0 0' && this.move_avelocity == '0 0 0')
- {
- this.move_ltime += dt;
- return;
- }
-
- switch (this.solid)
- {
- // LordHavoc: valid pusher types
- case SOLID_BSP:
- case SOLID_BBOX:
- case SOLID_SLIDEBOX:
- case SOLID_CORPSE: // LordHavoc: this would be weird...
- break;
- // LordHavoc: no collisions
- case SOLID_NOT:
- case SOLID_TRIGGER:
- this.move_origin = this.move_origin + dt * this.move_velocity;
- this.move_angles = this.move_angles + dt * this.move_avelocity;
- this.move_angles_x -= 360.0 * floor(this.move_angles.x * (1.0 / 360.0));
- this.move_angles_y -= 360.0 * floor(this.move_angles.y * (1.0 / 360.0));
- this.move_angles_z -= 360.0 * floor(this.move_angles.z * (1.0 / 360.0));
- this.move_ltime += dt;
- _Movetype_LinkEdict(this, true);
- return;
- default:
- LOG_TRACEF("_Movetype_PushMove: entity %e, unrecognized solid type %d\n", this, this.solid);
- return;
- }
-
- bool rotated = (this.move_angles * this.move_angles) + (this.move_avelocity * this.move_avelocity) > 0;
-
- vector move1 = this.move_velocity * dt;
- vector moveangle = this.move_avelocity * dt;
-
- makevectors_matrix(-moveangle);
-
-// vector pushorig = this.move_origin;
-// vector pushang = this.move_angles;
-// float pushltime = this.move_ltime;
-
-// move the pusher to its final position
-
- this.move_origin = this.move_origin + dt * this.move_velocity;
- this.move_angles = this.move_angles + dt * this.move_avelocity;
-
- this.move_ltime += dt;
- _Movetype_LinkEdict(this, true);
-
- int savesolid = this.solid;
-
- if (this.move_movetype != MOVETYPE_FAKEPUSH)
- {
- FOREACH_ENTITY_RADIUS(0.5 * (this.absmin + this.absmax), 0.5 * vlen(this.absmax - this.absmin), true, {
- switch (it.move_movetype)
- {
- case MOVETYPE_NONE:
- case MOVETYPE_PUSH:
- case MOVETYPE_FOLLOW:
- case MOVETYPE_NOCLIP:
- case MOVETYPE_FLY_WORLDONLY:
- continue;
- default:
- break;
- }
-
- if (it.owner == this)
- continue;
-
- if (this.owner == it)
- continue;
-
- vector pivot = it.mins + 0.5 * (it.maxs - it.mins);
- vector move;
- if (rotated)
- {
- vector org = (it.move_origin - this.move_origin) + pivot;
- vector org2;
- org2.x = org * v_forward;
- org2.y = org * v_right;
- org2.z = org * v_up;
- move = (org2 - org) + move1;
- }
- else
- {
- move = move1;
- }
-
- // physics objects need better collisions than this code can do
- if (it.move_movetype == 32) // MOVETYPE_PHYSICS
- {
- it.move_origin = it.move_origin + move;
- _Movetype_LinkEdict(it, true);
- continue;
- }
-
- // try moving the contacted entity
- this.solid = SOLID_NOT;
- bool flag = false;
- flag = _Movetype_PushEntity(it, move, true);
- if (!flag)
- {
- // entity "it" got teleported
- it.move_angles_y += trace_fraction * moveangle.y;
- this.solid = savesolid;
- continue; // pushed enough
- }
- // FIXME: turn players specially
- it.move_angles_y += trace_fraction * moveangle.y;
- this.solid = savesolid;
-
- // this trace.fraction < 1 check causes items to fall off of pushers
- // if they pass under or through a wall
- // the groundentity check causes items to fall off of ledges
- if (it.move_movetype != MOVETYPE_WALK && (trace_fraction < 1 || it.move_groundentity != this))
- it.move_flags &= ~FL_ONGROUND;
- });
- }
-
- this.move_angles_x -= 360.0 * floor(this.move_angles.x * (1.0 / 360.0));
- this.move_angles_y -= 360.0 * floor(this.move_angles.y * (1.0 / 360.0));
- this.move_angles_z -= 360.0 * floor(this.move_angles.z * (1.0 / 360.0));
-}
-
-void _Movetype_Physics_Pusher(entity this, float dt) // SV_Physics_Pusher
-{
- float oldltime = this.move_ltime;
- float thinktime = this.move_nextthink;
- float movetime;
- if (thinktime < this.move_ltime + dt)
- {
- movetime = thinktime - this.move_ltime;
- if (movetime < 0)
- movetime = 0;
- }
- else
- {
- movetime = dt;
- }
-
- if (movetime)
- // advances this.move_ltime if not blocked
- _Movetype_PushMove(this, movetime);
-
- if (thinktime > oldltime && thinktime <= this.move_ltime)
- {
- this.move_nextthink = 0;
- this.move_time = time;
- this.move_think(this);
- }
-}
void _Movetype_Physics_Step(entity this, float dt) // SV_Physics_Step
{
- if(this.move_flags & FL_ONGROUND)
+ if(IS_ONGROUND(this))
{
if(this.velocity_z >= (1.0 / 32.0) && UPWARD_VELOCITY_CLEARS_ONGROUND(this))
{
- this.move_flags &= ~FL_ONGROUND;
+ UNSET_ONGROUND(this);
_Movetype_CheckVelocity(this);
_Movetype_FlyMove(this, dt, true, '0 0 0', 0);
_Movetype_LinkEdict(this, true);
void _Movetype_Physics_Toss(entity this, float dt) // SV_Physics_Toss
{
- if (this.move_flags & FL_ONGROUND)
+ if (IS_ONGROUND(this))
{
- if (this.move_velocity.z >= 1 / 32 && UPWARD_VELOCITY_CLEARS_ONGROUND(this))
+ if (this.velocity.z >= 1 / 32 && UPWARD_VELOCITY_CLEARS_ONGROUND(this))
{
- this.move_flags &= ~FL_ONGROUND;
+ UNSET_ONGROUND(this);
}
else if (!this.move_groundentity)
{
/*if (this.move_movetype == MOVETYPE_BOUNCE || this.move_movetype == MOVETYPE_TOSS)
{
this.move_didgravity = 1;
- this.move_velocity_z -= (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE ? 0.5 : 1)
+ this.velocity_z -= (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE ? 0.5 : 1)
* dt
* (this.gravity ? this.gravity : 1)
* PHYS_GRAVITY(this);
if (this.move_movetype == MOVETYPE_BOUNCE || this.move_movetype == MOVETYPE_TOSS)
{
this.move_didgravity = true;
- this.move_velocity_z -= (((this.gravity) ? this.gravity : 1) * PHYS_GRAVITY(this) * dt);
+ this.velocity_z -= (((this.gravity) ? this.gravity : 1) * PHYS_GRAVITY(this) * dt);
}
- this.move_angles = this.move_angles + this.move_avelocity * dt;
+ this.angles = this.angles + this.avelocity * dt;
float movetime = dt;
for (int bump = 0; bump < MAX_CLIP_PLANES && movetime > 0; ++bump)
{
- vector move = this.move_velocity * movetime;
+ vector move = this.velocity * movetime;
_Movetype_PushEntity(this, move, true);
if (wasfreed(this))
return;
if (this.move_movetype == MOVETYPE_BOUNCEMISSILE)
{
- this.move_velocity = _Movetype_ClipVelocity(this.move_velocity, trace_plane_normal, 2.0);
- this.move_flags &= ~FL_ONGROUND;
+ this.velocity = _Movetype_ClipVelocity(this.velocity, trace_plane_normal, 2.0);
+ UNSET_ONGROUND(this);
}
else if (this.move_movetype == MOVETYPE_BOUNCE)
{
- float bouncefac = this.move_bounce_factor; if (!bouncefac) bouncefac = 0.5;
- float bouncestop = this.move_bounce_stopspeed; if (!bouncestop) bouncestop = 60 / 800;
- bouncestop *= (this.gravity ? this.gravity : 1) * PHYS_GRAVITY(this);
+ float bouncefac = this.bouncefactor; if (!bouncefac) bouncefac = 0.5;
+ float bstop = this.bouncestop; if (!bstop) bstop = 60 / 800;
+ bstop *= (this.gravity ? this.gravity : 1) * PHYS_GRAVITY(this);
- this.move_velocity = _Movetype_ClipVelocity(this.move_velocity, trace_plane_normal, 1 + bouncefac);
+ this.velocity = _Movetype_ClipVelocity(this.velocity, trace_plane_normal, 1 + bouncefac);
- float d = trace_plane_normal * this.move_velocity;
- if (trace_plane_normal.z > 0.7 && d < bouncestop && d > -bouncestop)
+ float d = trace_plane_normal * this.velocity;
+ if (trace_plane_normal.z > 0.7 && d < bstop && d > -bstop)
{
- this.move_flags |= FL_ONGROUND;
+ SET_ONGROUND(this);
this.move_groundentity = trace_ent;
- this.move_velocity = '0 0 0';
- this.move_avelocity = '0 0 0';
+ this.velocity = '0 0 0';
+ this.avelocity = '0 0 0';
}
else
{
- this.move_flags &= ~FL_ONGROUND;
+ UNSET_ONGROUND(this);
}
}
else
{
- this.move_velocity = _Movetype_ClipVelocity(this.move_velocity, trace_plane_normal, 1.0);
+ this.velocity = _Movetype_ClipVelocity(this.velocity, trace_plane_normal, 1.0);
if (trace_plane_normal.z > 0.7)
{
- this.move_flags |= FL_ONGROUND;
+ SET_ONGROUND(this);
this.move_groundentity = trace_ent;
if (trace_ent.solid == SOLID_BSP)
this.move_suspendedinair = true;
- this.move_velocity = '0 0 0';
- this.move_avelocity = '0 0 0';
+ this.velocity = '0 0 0';
+ this.avelocity = '0 0 0';
}
else
{
- this.move_flags &= ~FL_ONGROUND;
+ UNSET_ONGROUND(this);
}
}
break;
// DP revision 8918 (WHY...)
- if (this.move_flags & FL_ONGROUND)
+ if (IS_ONGROUND(this))
break;
}
- //if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE && this.move_didgravity > 0 && !(this.move_flags & FL_ONGROUND))
- // this.move_velocity_z -= 0.5 * dt * (this.gravity ? this.gravity : 1) * PHYS_GRAVITY(this);
+ //if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE && this.move_didgravity > 0 && !IS_ONGROUND(this))
+ // this.velocity_z -= 0.5 * dt * (this.gravity ? this.gravity : 1) * PHYS_GRAVITY(this);
_Movetype_CheckWaterTransition(this);
}
if (GAMEPLAYFIX_UNSTICKPLAYERS(this))
_Movetype_UnstickEntity(this);
- bool applygravity = (!_Movetype_CheckWater(this) && this.move_movetype == MOVETYPE_WALK && !(this.move_flags & FL_WATERJUMP));
+ bool applygravity = (!_Movetype_CheckWater(this) && this.move_movetype == MOVETYPE_WALK && !(this.flags & FL_WATERJUMP));
_Movetype_CheckVelocity(this);
// do a regular slide move unless it looks like you ran into a step
- bool oldonground = (this.move_flags & FL_ONGROUND);
+ bool oldonground = IS_ONGROUND(this);
- vector start_origin = this.move_origin;
- vector start_velocity = this.move_velocity;
+ vector start_origin = this.origin;
+ vector start_velocity = this.velocity;
int clip = _Movetype_FlyMove(this, dt, applygravity, stepnormal, GAMEPLAYFIX_STEPMULTIPLETIMES(this) ? PHYS_STEPHEIGHT(this) : 0);
// only try this if there was no floor in the way in the trace (no,
// this check seems to be not REALLY necessary, because if clip & 1,
// our trace will hit that thing too)
- vector upmove = this.move_origin + '0 0 1';
- vector downmove = this.move_origin - '0 0 1';
+ vector upmove = this.origin + '0 0 1';
+ vector downmove = this.origin - '0 0 1';
int type;
if (this.move_movetype == MOVETYPE_FLYMISSILE)
type = MOVE_MISSILE;
// if the move did not hit the ground at any point, we're not on ground
if (!(clip & 1))
- this.move_flags &= ~FL_ONGROUND;
+ UNSET_ONGROUND(this);
_Movetype_CheckVelocity(this);
_Movetype_LinkEdict(this, true);
if (clip & 8) // teleport
return;
- if (this.move_flags & FL_WATERJUMP)
+ if (this.flags & FL_WATERJUMP)
return;
if (PHYS_NOSTEP(this))
return;
- vector originalmove_origin = this.move_origin;
- vector originalmove_velocity = this.move_velocity;
+ vector originalorigin = this.origin;
+ vector originalvelocity = this.velocity;
// originalmove_clip = clip;
- int originalmove_flags = this.move_flags;
+ int originalflags = this.flags;
entity originalmove_groundentity = this.move_groundentity;
// if move didn't block on a step, return
// return if attempting to jump while airborn (unless sv_jumpstep)
if (!PHYS_JUMPSTEP(this))
- if (!oldonground && this.move_waterlevel == 0)
+ if (!oldonground && this.waterlevel == 0)
return;
}
// try moving up and forward to go up a step
// back to start pos
- this.move_origin = start_origin;
- this.move_velocity = start_velocity;
+ this.origin = start_origin;
+ this.velocity = start_velocity;
// move up
vector upmove = '0 0 1' * PHYS_STEPHEIGHT(this);
}
// move forward
- this.move_velocity_z = 0;
+ this.velocity_z = 0;
clip = _Movetype_FlyMove(this, dt, applygravity, stepnormal, 0);
- this.move_velocity_z += start_velocity.z;
+ this.velocity_z += start_velocity.z;
if (clip & 8)
{
// we got teleported when upstepping... must abort the move
// check for stuckness, possibly due to the limited precision of floats
// in the clipping hulls
if (clip
- && fabs(originalmove_origin.y - this.move_origin.y) < 0.03125
- && fabs(originalmove_origin.x - this.move_origin.x) < 0.03125)
+ && fabs(originalorigin.y - this.origin.y) < 0.03125
+ && fabs(originalorigin.x - this.origin.x) < 0.03125)
{
// Con_Printf("wall\n");
// stepping up didn't make any progress, revert to original move
- this.move_origin = originalmove_origin;
- this.move_velocity = originalmove_velocity;
+ this.origin = originalorigin;
+ this.velocity = originalvelocity;
// clip = originalmove_clip;
- this.move_flags = originalmove_flags;
+ this.flags = originalflags;
this.move_groundentity = originalmove_groundentity;
// now try to unstick if needed
// clip = SV_TryUnstick (ent, oldvel);
_Movetype_WallFriction(this, stepnormal);
}
// don't do the down move if stepdown is disabled, moving upward, not in water, or the move started offground or ended onground
- else if (!GAMEPLAYFIX_STEPDOWN(this) || this.move_waterlevel >= 3 || start_velocity.z >= (1.0 / 32.0) || !oldonground || (this.move_flags & FL_ONGROUND))
+ else if (!GAMEPLAYFIX_STEPDOWN(this) || this.waterlevel >= 3 || start_velocity.z >= (1.0 / 32.0) || !oldonground || IS_ONGROUND(this))
{
return;
}
// if the push down didn't end up on good ground, use the move without
// the step up. This happens near wall / slope combinations, and can
// cause the player to hop up higher on a slope too steep to climb
- this.move_origin = originalmove_origin;
- this.move_velocity = originalmove_velocity;
- this.move_flags = originalmove_flags;
+ this.origin = originalorigin;
+ this.velocity = originalvelocity;
+ this.flags = originalflags;
this.move_groundentity = originalmove_groundentity;
}
return autocvar_g_physics_clientselect && strhasword(autocvar_g_physics_clientselect_options, thecvar);
}
-float Physics_ClientOption(entity this, string option)
+float Physics_ClientOption(entity this, string option, float defaultval)
{
if(Physics_Valid(this.cvar_cl_physics))
{
if(cvar_type(s) & CVAR_TYPEFLAG_EXISTS)
return cvar(s);
}
- return cvar(strcat("sv_", option));
+ return defaultval;
}
void Physics_UpdateStats(entity this, float maxspd_mod)
{
- STAT(MOVEVARS_AIRACCEL_QW, this) = AdjustAirAccelQW(Physics_ClientOption(this, "airaccel_qw"), maxspd_mod);
- STAT(MOVEVARS_AIRSTRAFEACCEL_QW, this) = (Physics_ClientOption(this, "airstrafeaccel_qw"))
- ? AdjustAirAccelQW(Physics_ClientOption(this, "airstrafeaccel_qw"), maxspd_mod)
+ STAT(MOVEVARS_AIRACCEL_QW, this) = AdjustAirAccelQW(Physics_ClientOption(this, "airaccel_qw", autocvar_sv_airaccel_qw), maxspd_mod);
+ STAT(MOVEVARS_AIRSTRAFEACCEL_QW, this) = (Physics_ClientOption(this, "airstrafeaccel_qw", autocvar_sv_airstrafeaccel_qw))
+ ? AdjustAirAccelQW(Physics_ClientOption(this, "airstrafeaccel_qw", autocvar_sv_airstrafeaccel_qw), maxspd_mod)
: 0;
- STAT(MOVEVARS_AIRSPEEDLIMIT_NONQW, this) = Physics_ClientOption(this, "airspeedlimit_nonqw") * maxspd_mod;
- STAT(MOVEVARS_MAXSPEED, this) = Physics_ClientOption(this, "maxspeed") * maxspd_mod; // also slow walking
+ STAT(MOVEVARS_AIRSPEEDLIMIT_NONQW, this) = Physics_ClientOption(this, "airspeedlimit_nonqw", autocvar_sv_airspeedlimit_nonqw) * maxspd_mod;
+ STAT(MOVEVARS_MAXSPEED, this) = Physics_ClientOption(this, "maxspeed", autocvar_sv_maxspeed) * maxspd_mod; // also slow walking
// old stats
// fix some new settings
- STAT(MOVEVARS_AIRACCEL_QW_STRETCHFACTOR, this) = Physics_ClientOption(this, "airaccel_qw_stretchfactor");
- STAT(MOVEVARS_MAXAIRSTRAFESPEED, this) = Physics_ClientOption(this, "maxairstrafespeed");
- STAT(MOVEVARS_MAXAIRSPEED, this) = Physics_ClientOption(this, "maxairspeed");
- STAT(MOVEVARS_AIRSTRAFEACCELERATE, this) = Physics_ClientOption(this, "airstrafeaccelerate");
- STAT(MOVEVARS_WARSOWBUNNY_TURNACCEL, this) = Physics_ClientOption(this, "warsowbunny_turnaccel");
- STAT(MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION, this) = Physics_ClientOption(this, "airaccel_sideways_friction");
- STAT(MOVEVARS_AIRCONTROL, this) = Physics_ClientOption(this, "aircontrol");
- STAT(MOVEVARS_AIRCONTROL_POWER, this) = Physics_ClientOption(this, "aircontrol_power");
- STAT(MOVEVARS_AIRCONTROL_PENALTY, this) = Physics_ClientOption(this, "aircontrol_penalty");
- STAT(MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL, this) = Physics_ClientOption(this, "warsowbunny_airforwardaccel");
- STAT(MOVEVARS_WARSOWBUNNY_TOPSPEED, this) = Physics_ClientOption(this, "warsowbunny_topspeed");
- STAT(MOVEVARS_WARSOWBUNNY_ACCEL, this) = Physics_ClientOption(this, "warsowbunny_accel");
- STAT(MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO, this) = Physics_ClientOption(this, "warsowbunny_backtosideratio");
- STAT(MOVEVARS_FRICTION, this) = Physics_ClientOption(this, "friction");
- STAT(MOVEVARS_ACCELERATE, this) = Physics_ClientOption(this, "accelerate");
- STAT(MOVEVARS_STOPSPEED, this) = Physics_ClientOption(this, "stopspeed");
- STAT(MOVEVARS_AIRACCELERATE, this) = Physics_ClientOption(this, "airaccelerate");
- STAT(MOVEVARS_AIRSTOPACCELERATE, this) = Physics_ClientOption(this, "airstopaccelerate");
- STAT(MOVEVARS_JUMPVELOCITY, this) = Physics_ClientOption(this, "jumpvelocity");
- STAT(MOVEVARS_TRACK_CANJUMP, this) = Physics_ClientOption(this, "track_canjump");
+ STAT(MOVEVARS_AIRACCEL_QW_STRETCHFACTOR, this) = Physics_ClientOption(this, "airaccel_qw_stretchfactor", autocvar_sv_airaccel_qw_stretchfactor);
+ STAT(MOVEVARS_MAXAIRSTRAFESPEED, this) = Physics_ClientOption(this, "maxairstrafespeed", autocvar_sv_maxairstrafespeed);
+ STAT(MOVEVARS_MAXAIRSPEED, this) = Physics_ClientOption(this, "maxairspeed", autocvar_sv_maxairspeed);
+ STAT(MOVEVARS_AIRSTRAFEACCELERATE, this) = Physics_ClientOption(this, "airstrafeaccelerate", autocvar_sv_airstrafeaccelerate);
+ STAT(MOVEVARS_WARSOWBUNNY_TURNACCEL, this) = Physics_ClientOption(this, "warsowbunny_turnaccel", autocvar_sv_warsowbunny_turnaccel);
+ STAT(MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION, this) = Physics_ClientOption(this, "airaccel_sideways_friction", autocvar_sv_airaccel_sideways_friction);
+ STAT(MOVEVARS_AIRCONTROL, this) = Physics_ClientOption(this, "aircontrol", autocvar_sv_aircontrol);
+ STAT(MOVEVARS_AIRCONTROL_POWER, this) = Physics_ClientOption(this, "aircontrol_power", autocvar_sv_aircontrol_power);
+ STAT(MOVEVARS_AIRCONTROL_PENALTY, this) = Physics_ClientOption(this, "aircontrol_penalty", autocvar_sv_aircontrol_penalty);
+ STAT(MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL, this) = Physics_ClientOption(this, "warsowbunny_airforwardaccel", autocvar_sv_warsowbunny_airforwardaccel);
+ STAT(MOVEVARS_WARSOWBUNNY_TOPSPEED, this) = Physics_ClientOption(this, "warsowbunny_topspeed", autocvar_sv_warsowbunny_topspeed);
+ STAT(MOVEVARS_WARSOWBUNNY_ACCEL, this) = Physics_ClientOption(this, "warsowbunny_accel", autocvar_sv_warsowbunny_accel);
+ STAT(MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO, this) = Physics_ClientOption(this, "warsowbunny_backtosideratio", autocvar_sv_warsowbunny_backtosideratio);
+ STAT(MOVEVARS_FRICTION, this) = Physics_ClientOption(this, "friction", autocvar_sv_friction);
+ STAT(MOVEVARS_ACCELERATE, this) = Physics_ClientOption(this, "accelerate", autocvar_sv_accelerate);
+ STAT(MOVEVARS_STOPSPEED, this) = Physics_ClientOption(this, "stopspeed", autocvar_sv_stopspeed);
+ STAT(MOVEVARS_AIRACCELERATE, this) = Physics_ClientOption(this, "airaccelerate", autocvar_sv_airaccelerate);
+ STAT(MOVEVARS_AIRSTOPACCELERATE, this) = Physics_ClientOption(this, "airstopaccelerate", autocvar_sv_airstopaccelerate);
+ STAT(MOVEVARS_JUMPVELOCITY, this) = Physics_ClientOption(this, "jumpvelocity", autocvar_sv_jumpvelocity);
+ STAT(MOVEVARS_TRACK_CANJUMP, this) = Physics_ClientOption(this, "track_canjump", autocvar_sv_track_canjump);
}
#endif
#undef X
}
-void PM_ClientMovement_UpdateStatus(entity this, bool ground)
+void PM_ClientMovement_UpdateStatus(entity this)
{
#ifdef CSQC
if(!IS_PLAYER(this))
return;
- // make sure player is not stuck
- if(autocvar_cl_movement == 3)
- PM_ClientMovement_Unstick(this);
// set crouched
bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
if(this.hook && !wasfreed(this.hook))
do_crouch = false;
+ if(this.waterlevel >= WATERLEVEL_SWIMMING)
+ do_crouch = false;
if(hud != HUD_NORMAL)
do_crouch = false;
if(STAT(FROZEN, this))
do_crouch = false;
- if((activeweapon == WEP_SHOCKWAVE || activeweapon == WEP_SHOTGUN) && viewmodel.animstate_startframe == viewmodel.anim_fire2_x && time < viewmodel.weapon_nextthink)
+ if((activeweapon.spawnflags & WEP_TYPE_MELEE_PRI) && viewmodel.animstate_startframe == viewmodel.anim_fire1_x && time < viewmodel.weapon_nextthink)
+ do_crouch = false;
+ if((activeweapon.spawnflags & WEP_TYPE_MELEE_SEC) && viewmodel.animstate_startframe == viewmodel.anim_fire2_x && time < viewmodel.weapon_nextthink)
do_crouch = false;
if (do_crouch)
}
}
- // set onground
- vector origin1 = this.origin + '0 0 1';
- vector origin2 = this.origin - '0 0 1';
-
- if (ground && autocvar_cl_movement == 3)
- {
- tracebox(origin1, this.mins, this.maxs, origin2, MOVE_NORMAL, this);
- if (trace_fraction < 1.0 && trace_plane_normal.z > 0.7)
- {
- SET_ONGROUND(this);
-
- // this code actually "predicts" an impact; so let's clip velocity first
- this.velocity -= this.velocity * trace_plane_normal * trace_plane_normal;
- }
- else
- UNSET_ONGROUND(this);
- }
-
- if(autocvar_cl_movement == 3)
- {
- // set watertype/waterlevel
- origin1 = this.origin;
- origin1.z += this.mins_z + 1;
- this.waterlevel = WATERLEVEL_NONE;
-
- int thepoint = pointcontents(origin1);
-
- this.watertype = (thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME);
-
- if (this.watertype)
- {
- this.waterlevel = WATERLEVEL_WETFEET;
- origin1.z = this.origin.z + (this.mins.z + this.maxs.z) * 0.5;
- thepoint = pointcontents(origin1);
- if (thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME)
- {
- this.waterlevel = WATERLEVEL_SWIMMING;
- origin1.z = this.origin.z + 22;
- thepoint = pointcontents(origin1);
- if (thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME)
- this.waterlevel = WATERLEVEL_SUBMERGED;
- }
- }
- }
-
if (IS_ONGROUND(this) || this.velocity.z <= 0 || pmove_waterjumptime <= 0)
pmove_waterjumptime = 0;
#endif
}
-void PM_ClientMovement_Move(entity this)
-{
-#ifdef CSQC
-
- PM_ClientMovement_UpdateStatus(this, false);
- if(autocvar_cl_movement == 1)
- return;
-
- int bump;
- float t;
- float f;
- vector neworigin;
- vector currentorigin2;
- vector neworigin2;
- vector primalvelocity;
-
- vector trace1_endpos = '0 0 0';
- vector trace2_endpos = '0 0 0';
- vector trace3_endpos = '0 0 0';
- float trace1_fraction = 0;
- float trace2_fraction = 0;
- float trace3_fraction = 0;
- vector trace1_plane_normal = '0 0 0';
- vector trace2_plane_normal = '0 0 0';
- vector trace3_plane_normal = '0 0 0';
-
- primalvelocity = this.velocity;
- for(bump = 0, t = PHYS_INPUT_TIMELENGTH; bump < 8 && (this.velocity * this.velocity) > 0; bump++)
- {
- neworigin = this.origin + t * this.velocity;
- tracebox(this.origin, this.mins, this.maxs, neworigin, MOVE_NORMAL, this);
- trace1_endpos = trace_endpos;
- trace1_fraction = trace_fraction;
- trace1_plane_normal = trace_plane_normal;
- if(trace1_fraction < 1 && trace1_plane_normal_z == 0)
- {
- // may be a step or wall, try stepping up
- // first move forward at a higher level
- currentorigin2 = this.origin;
- currentorigin2_z += PHYS_STEPHEIGHT(this);
- neworigin2 = neworigin;
- neworigin2_z += PHYS_STEPHEIGHT(this);
- tracebox(currentorigin2, this.mins, this.maxs, neworigin2, MOVE_NORMAL, this);
- trace2_endpos = trace_endpos;
- trace2_fraction = trace_fraction;
- trace2_plane_normal = trace_plane_normal;
- if(!trace_startsolid)
- {
- // then move down from there
- currentorigin2 = trace2_endpos;
- neworigin2 = trace2_endpos;
- neworigin2_z = this.origin_z;
- tracebox(currentorigin2, this.mins, this.maxs, neworigin2, MOVE_NORMAL, this);
- trace3_endpos = trace_endpos;
- trace3_fraction = trace_fraction;
- trace3_plane_normal = trace_plane_normal;
- // accept the new trace if it made some progress
- if(fabs(trace3_endpos_x - trace1_endpos_x) >= 0.03125 || fabs(trace3_endpos_y - trace1_endpos_y) >= 0.03125)
- {
- trace1_endpos = trace2_endpos;
- trace1_fraction = trace2_fraction;
- trace1_plane_normal = trace2_plane_normal;
- trace1_endpos = trace3_endpos;
- }
- }
- }
-
- // check if it moved at all
- if(trace1_fraction >= 0.001)
- setorigin(this, trace1_endpos);
-
- // check if it moved all the way
- if(trace1_fraction == 1)
- break;
-
- // this is only really needed for nogravityonground combined with gravityunaffectedbyticrate
- // <LordHavoc> I'm pretty sure I commented it out solely because it seemed redundant
- // this got commented out in a change that supposedly makes the code match QW better
- // so if this is broken, maybe put it in an if(cls.protocol != PROTOCOL_QUAKEWORLD) block
- if(trace1_plane_normal_z > 0.7)
- SET_ONGROUND(this);
-
- t -= t * trace1_fraction;
-
- f = (this.velocity * trace1_plane_normal);
- this.velocity = this.velocity + -f * trace1_plane_normal;
- }
- if(PHYS_TELEPORT_TIME(this) > 0)
- this.velocity = primalvelocity;
-#endif
-}
-
void CPM_PM_Aircontrol(entity this, vector wishdir, float wishspeed)
{
float k = 32 * (2 * IsMoveInDirection(this.movement, 0) - 1);
float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(this) * maxspd_mod);
#ifdef SVQC
if(time >= PHYS_TELEPORT_TIME(this))
+#elif defined(CSQC)
+ if(pmove_waterjumptime <= 0)
#endif
PM_Accelerate(this, wishdir, wishspeed, wishspeed, PHYS_ACCELERATE(this) * maxspd_mod, 1, 0, 0, 0);
- PM_ClientMovement_Move(this);
}
void PM_swim(entity this, float maxspd_mod)
{
this.velocity = forward * 50;
this.velocity_z = 310;
- #ifdef CSQC
- pmove_waterjumptime = 2;
- #endif
UNSET_ONGROUND(this);
SET_JUMP_HELD(this);
}
}
}
makevectors(this.v_angle);
+ float wishdown = this.movement.z;
+ if(PHYS_INPUT_BUTTON_CROUCH(this))
+ wishdown = -PHYS_MAXSPEED(this);
//wishvel = v_forward * this.movement.x + v_right * this.movement.y + v_up * this.movement.z;
vector wishvel = v_forward * this.movement.x
+ v_right * this.movement.y
- + '0 0 1' * this.movement.z;
+ + '0 0 1' * wishdown;
if(this.viewloc)
wishvel.z = -160; // drift anyway
else if (wishvel == '0 0 0')
wishvel = '0 0 -60'; // drift towards bottom
-
vector wishdir = normalize(wishvel);
float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(this) * maxspd_mod) * 0.7;
- if (IS_DUCKED(this))
- wishspeed *= 0.5;
-
// if (pmove_waterjumptime <= 0) // TODO: use
{
// water friction
{
if (IS_NEXUIZ_DERIVED(gamemode))
#endif
+ if(this.waterlevel >= WATERLEVEL_SUBMERGED)
+ this.velocity_z = PHYS_MAXSPEED(this);
+ else
this.velocity_z = 200;
#if 0
else
{
// water acceleration
PM_Accelerate(this, wishdir, wishspeed, wishspeed, PHYS_ACCELERATE(this) * maxspd_mod, 1, 0, 0, 0);
- PM_ClientMovement_Move(this);
}
}
// acceleration
vector wishdir = normalize(wishvel);
float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(this) * maxspd_mod);
+#ifdef SVQC
if(time >= PHYS_TELEPORT_TIME(this))
+#elif defined(CSQC)
+ if(pmove_waterjumptime <= 0)
+#endif
// water acceleration
PM_Accelerate(this, wishdir, wishspeed, wishspeed, PHYS_ACCELERATE(this)*maxspd_mod, 1, 0, 0, 0);
- PM_ClientMovement_Move(this);
}
void PM_jetpack(entity this, float maxspd_mod)
float a_up = PHYS_JETPACK_ACCEL_UP(this);
float a_add = PHYS_JETPACK_ANTIGRAVITY(this) * PHYS_GRAVITY(this);
+ if(PHYS_JETPACK_REVERSE_THRUST(this) && PHYS_INPUT_BUTTON_CROUCH(self)) { a_up = PHYS_JETPACK_REVERSE_THRUST(this); }
+
wishvel_x *= a_side;
wishvel_y *= a_side;
wishvel_z *= a_up;
wishvel_z += a_add;
+ if(PHYS_JETPACK_REVERSE_THRUST(this) && PHYS_INPUT_BUTTON_CROUCH(self)) { wishvel_z *= -1; }
+
float best = 0;
//////////////////////////////////////////////////////////////////////////////////////
// finding the maximum over all vectors of above form
this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
#endif
}
-
-#ifdef CSQC
- float g = PHYS_GRAVITY(this) * PHYS_ENTGRAVITY(this) * PHYS_INPUT_TIMELENGTH;
- if(autocvar_cl_movement == 3)
- {
- if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
- this.velocity_z -= g * 0.5;
- else
- this.velocity_z -= g;
- }
- PM_ClientMovement_Move(this);
- if(autocvar_cl_movement == 3)
- {
- if (!IS_ONGROUND(this) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
- if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
- this.velocity_z -= g * 0.5;
- }
-#endif
}
void PM_walk(entity this, float maxspd_mod)
const float accelspeed = min(PHYS_ACCELERATE(this) * PHYS_INPUT_TIMELENGTH * wishspeed, addspeed);
this.velocity += accelspeed * wishdir;
}
-#ifdef CSQC
- float g = PHYS_GRAVITY(this) * PHYS_ENTGRAVITY(this) * PHYS_INPUT_TIMELENGTH;
- if(autocvar_cl_movement == 3)
- {
- if (!(GAMEPLAYFIX_NOGRAVITYONGROUND))
- this.velocity_z -= g * (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE ? 0.5 : 1);
- }
- if (vdist(this.velocity, >, 0))
- PM_ClientMovement_Move(this);
- if(autocvar_cl_movement == 3)
- {
- if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
- if (!IS_ONGROUND(this) || !GAMEPLAYFIX_NOGRAVITYONGROUND)
- this.velocity_z -= g * 0.5;
- }
-#endif
}
void PM_air(entity this, float buttons_prev, float maxspd_mod)
if (PHYS_AIRCONTROL(this))
CPM_PM_Aircontrol(this, wishdir, wishspeed2);
}
-#ifdef CSQC
- float g = PHYS_GRAVITY(this) * PHYS_ENTGRAVITY(this) * PHYS_INPUT_TIMELENGTH;
- if(autocvar_cl_movement == 3)
- if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
- this.velocity_z -= g * 0.5;
- else
- this.velocity_z -= g;
-#endif
- PM_ClientMovement_Move(this);
-#ifdef CSQC
- if(autocvar_cl_movement == 3)
- if (!IS_ONGROUND(this) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
- if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
- this.velocity_z -= g * 0.5;
-#endif
}
// used for calculating airshots
UNSET_JUMP_HELD(this); // canjump = true
pmove_waterjumptime -= PHYS_INPUT_TIMELENGTH;
- PM_ClientMovement_UpdateStatus(this, true);
+ PM_ClientMovement_UpdateStatus(this);
#endif
this.oldmovement = this.movement;
if (!allowed_to_move)
{
this.velocity = '0 0 0';
- this.movetype = MOVETYPE_NONE;
+ set_movetype(this, MOVETYPE_NONE);
this.disableclientprediction = 2;
}
else if (this.disableclientprediction == 2)
{
- if (this.movetype == MOVETYPE_NONE)
- this.movetype = MOVETYPE_WALK;
+ if (this.move_movetype == MOVETYPE_NONE)
+ set_movetype(this, MOVETYPE_WALK);
this.disableclientprediction = 0;
}
}
#endif
#ifdef SVQC
- if (this.movetype == MOVETYPE_NONE)
+ if (this.move_movetype == MOVETYPE_NONE)
return;
// when we get here, disableclientprediction cannot be 2
- this.disableclientprediction = 0;
+ this.disableclientprediction = (this.move_qcphysics) ? -1 : 0;
#endif
viewloc_PlayerPhysics(this);
{
this.velocity_x = this.movedir.x;
this.velocity_y = this.movedir.y;
- if (time > PHYS_TELEPORT_TIME(this) || this.waterlevel == WATERLEVEL_NONE
+ if (this.waterlevel == WATERLEVEL_NONE
#ifdef CSQC
|| pmove_waterjumptime <= 0
+ #elif defined(SVQC)
+ || time > PHYS_TELEPORT_TIME(this)
#endif
)
{
this.flags &= ~FL_WATERJUMP;
- PHYS_TELEPORT_TIME(this) = 0;
#ifdef CSQC
pmove_waterjumptime = 0;
+ #elif defined(CSQC)
+ PHYS_TELEPORT_TIME(this) = 0;
#endif
}
}
{ }
#ifdef SVQC
- else if (this.movetype == MOVETYPE_NOCLIP || this.movetype == MOVETYPE_FLY || this.movetype == MOVETYPE_FLY_WORLDONLY || MUTATOR_CALLHOOK(IsFlying, this))
+ else if (this.move_movetype == MOVETYPE_NOCLIP || this.move_movetype == MOVETYPE_FLY || this.move_movetype == MOVETYPE_FLY_WORLDONLY || MUTATOR_CALLHOOK(IsFlying, this))
#elif defined(CSQC)
else if (this.move_movetype == MOVETYPE_NOCLIP || this.move_movetype == MOVETYPE_FLY || this.move_movetype == MOVETYPE_FLY_WORLDONLY || MUTATOR_CALLHOOK(IsFlying, this))
#endif
#endif
{
PM_Main(this);
+
+#ifdef SVQC
+ this.pm_frametime = frametime;
+#endif
}
// Client/server mappings
+.float pm_frametime;
+
.entity conveyor;
.float race_penalty;
#define GAMEPLAYFIX_STEPDOWN(s) STAT(GAMEPLAYFIX_STEPDOWN, s)
#define GAMEPLAYFIX_STEPMULTIPLETIMES(s) STAT(GAMEPLAYFIX_STEPMULTIPLETIMES, s)
#define GAMEPLAYFIX_UNSTICKPLAYERS(s) STAT(GAMEPLAYFIX_UNSTICKPLAYERS, s)
+#define GAMEPLAYFIX_WATERTRANSITION(s) STAT(GAMEPLAYFIX_WATERTRANSITION, s)
#define PHYS_ACCELERATE(s) STAT(MOVEVARS_ACCELERATE, s)
#define PHYS_AIRACCELERATE(s) STAT(MOVEVARS_AIRACCELERATE, s)
#define PHYS_JETPACK_FUEL(s) STAT(JETPACK_FUEL, s)
#define PHYS_JETPACK_MAXSPEED_SIDE(s) STAT(JETPACK_MAXSPEED_SIDE, s)
#define PHYS_JETPACK_MAXSPEED_UP(s) STAT(JETPACK_MAXSPEED_UP, s)
+#define PHYS_JETPACK_REVERSE_THRUST(s) STAT(JETPACK_REVERSE_THRUST, s)
#define PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS(s) STAT(MOVEVARS_JUMPSPEEDCAP_DISABLE_ONRAMPS, s)
#define PHYS_JUMPSTEP(s) STAT(MOVEVARS_JUMPSTEP, s)
REGISTER_STAT(BUGRIGS_SPEED_REF, float, g_bugrigs_speed_ref)
REGISTER_STAT(BUGRIGS_STEER, float, g_bugrigs_steer)
-REGISTER_STAT(GAMEPLAYFIX_DOWNTRACEONGROUND, int, cvar("sv_gameplayfix_downtracesupportsongroundflag"))
-REGISTER_STAT(GAMEPLAYFIX_EASIERWATERJUMP, int, cvar("sv_gameplayfix_easierwaterjump"))
-REGISTER_STAT(GAMEPLAYFIX_STEPDOWN, int, cvar("sv_gameplayfix_stepdown"))
-REGISTER_STAT(GAMEPLAYFIX_STEPMULTIPLETIMES, int, cvar("sv_gameplayfix_stepmultipletimes"))
-REGISTER_STAT(GAMEPLAYFIX_UNSTICKPLAYERS, int, cvar("sv_gameplayfix_unstickplayers"))
+#ifdef SVQC
+int autocvar_sv_gameplayfix_downtracesupportsongroundflag;
+int autocvar_sv_gameplayfix_easierwaterjump;
+int autocvar_sv_gameplayfix_stepdown;
+int autocvar_sv_gameplayfix_stepmultipletimes;
+int autocvar_sv_gameplayfix_unstickplayers;
+int autocvar_sv_gameplayfix_fixedcheckwatertransition;
+#endif
+REGISTER_STAT(GAMEPLAYFIX_DOWNTRACEONGROUND, int, autocvar_sv_gameplayfix_downtracesupportsongroundflag)
+REGISTER_STAT(GAMEPLAYFIX_EASIERWATERJUMP, int, autocvar_sv_gameplayfix_easierwaterjump)
+REGISTER_STAT(GAMEPLAYFIX_STEPDOWN, int, autocvar_sv_gameplayfix_stepdown)
+REGISTER_STAT(GAMEPLAYFIX_STEPMULTIPLETIMES, int, autocvar_sv_gameplayfix_stepmultipletimes)
+REGISTER_STAT(GAMEPLAYFIX_UNSTICKPLAYERS, int, autocvar_sv_gameplayfix_unstickplayers)
REGISTER_STAT(GAMEPLAYFIX_UPVELOCITYCLEARSONGROUND, int, autocvar_sv_gameplayfix_upwardvelocityclearsongroundflag)
+REGISTER_STAT(GAMEPLAYFIX_WATERTRANSITION, int, autocvar_sv_gameplayfix_fixedcheckwatertransition)
REGISTER_STAT(MOVEVARS_JUMPSTEP, int, cvar("sv_jumpstep"))
REGISTER_STAT(NOSTEP, int, cvar("sv_nostep"))
float autocvar_sv_dodging_ramp_time;
float autocvar_sv_dodging_up_speed;
bool autocvar_sv_dodging_wall_dodging;
+bool autocvar_sv_dodging_air_dodging;
#endif
REGISTER_STAT(DODGING, int, g_dodging)
/** cvar loopback */
REGISTER_STAT(DODGING_TIMEOUT, float)
REGISTER_STAT(DODGING_UP_SPEED, float, autocvar_sv_dodging_up_speed)
-REGISTER_STAT(DODGING_WALL, int, autocvar_sv_dodging_wall_dodging)
+REGISTER_STAT(DODGING_WALL, bool, autocvar_sv_dodging_wall_dodging)
+REGISTER_STAT(DODGING_AIR, bool, autocvar_sv_dodging_air_dodging)
REGISTER_STAT(JETPACK_ACCEL_SIDE, float, autocvar_g_jetpack_acceleration_side)
REGISTER_STAT(JETPACK_ACCEL_UP, float, autocvar_g_jetpack_acceleration_up)
REGISTER_STAT(JETPACK_FUEL, float, autocvar_g_jetpack_fuel)
REGISTER_STAT(JETPACK_MAXSPEED_SIDE, float, autocvar_g_jetpack_maxspeed_side)
REGISTER_STAT(JETPACK_MAXSPEED_UP, float, autocvar_g_jetpack_maxspeed_up)
+REGISTER_STAT(JETPACK_REVERSE_THRUST, float, autocvar_g_jetpack_reverse_thrust)
REGISTER_STAT(MOVEVARS_HIGHSPEED, float, autocvar_g_movement_highspeed)
REGISTER_STAT(TELEPORT_MAXSPEED, float, autocvar_g_teleport_maxspeed)
REGISTER_STAT(TELEPORT_TELEFRAG_AVOID, int, autocvar_g_telefrags_avoid)
+REGISTER_STAT(CAMERA_SPECTATOR, int)
+
REGISTER_STAT(SPECTATORSPEED, float)
#ifdef SVQC
if(this.gravity)
{
Movetype_Physics_MatchServer(this, false);
- if(this.move_flags & FL_ONGROUND)
- { // For some reason move_avelocity gets set to '0 0 0' here ...
+ if(IS_ONGROUND(this))
+ { // For some reason avelocity gets set to '0 0 0' here ...
this.oldorigin = this.origin;
this.gravity = 0;
if(autocvar_cl_animate_items)
{ // ... so reset it if animations are requested.
if(this.ItemStatus & ITS_ANIMATE1)
- this.move_avelocity = '0 180 0';
+ this.avelocity = '0 180 0';
if(this.ItemStatus & ITS_ANIMATE2)
- this.move_avelocity = '0 -90 0';
+ this.avelocity = '0 -90 0';
}
}
}
{
if(this.ItemStatus & ITS_ANIMATE1)
{
- this.angles += this.move_avelocity * frametime;
+ this.angles += this.avelocity * frametime;
setorigin(this, '0 0 10' + this.oldorigin + '0 0 8' * sin(time * 2));
}
if(this.ItemStatus & ITS_ANIMATE2)
{
- this.angles += this.move_avelocity * frametime;
+ this.angles += this.avelocity * frametime;
setorigin(this, '0 0 8' + this.oldorigin + '0 0 4' * sin(time * 3));
}
}
{
Movetype_Physics_MatchServer(this, false);
- if(this.move_flags & FL_ONGROUND)
+ if(IS_ONGROUND(this))
this.gravity = 0;
}
this.angles_x = ReadAngle();
this.angles_y = ReadAngle();
this.angles_z = ReadAngle();
- this.move_angles = this.angles;
}
if(sf & ISF_SIZE)
{
this.drawmask = MASK_NORMAL;
this.move_movetype = MOVETYPE_TOSS;
+ if (isnew) IL_PUSH(g_drawables, this);
this.draw = ItemDraw;
this.solid = SOLID_TRIGGER;
- //this.move_flags |= FL_ITEM;
+ //this.flags |= FL_ITEM;
bool use_bigsize = ReadByte();
{
this.gravity = 1;
this.pushable = true;
- //this.move_angles = '0 0 0';
+ //this.angles = '0 0 0';
this.move_movetype = MOVETYPE_TOSS;
- this.move_velocity_x = ReadCoord();
- this.move_velocity_y = ReadCoord();
- this.move_velocity_z = ReadCoord();
- this.velocity = this.move_velocity;
- this.move_origin = this.oldorigin;
+ this.velocity_x = ReadCoord();
+ this.velocity_y = ReadCoord();
+ this.velocity_z = ReadCoord();
+ setorigin(this, this.oldorigin);
if(!this.move_time)
{
if(autocvar_cl_animate_items)
{
if(this.ItemStatus & ITS_ANIMATE1)
- this.move_avelocity = '0 180 0';
+ this.avelocity = '0 180 0';
if(this.ItemStatus & ITS_ANIMATE2)
- this.move_avelocity = '0 -90 0';
+ this.avelocity = '0 -90 0';
}
this.entremove = ItemRemove;
{
this.reset = SUB_Remove;
// it's a dropped weapon
- this.movetype = MOVETYPE_TOSS;
+ set_movetype(this, MOVETYPE_TOSS);
// Savage: remove thrown items after a certain period of time ("garbage collection")
setthink(this, RemoveItem);
if(this.spawnflags & 1)
this.noalign = 1;
if (this.noalign > 0)
- this.movetype = MOVETYPE_NONE;
+ set_movetype(this, MOVETYPE_NONE);
else
- this.movetype = MOVETYPE_TOSS;
+ set_movetype(this, MOVETYPE_TOSS);
// do item filtering according to game mode and other things
if (this.noalign <= 0)
{
dbr.skin = this.debrisskin;
dbr.colormap = this.colormap; // inherit team colors
dbr.owner = this; // do not be affected by our own explosion
- dbr.movetype = this.debrismovetype;
+ set_movetype(dbr, this.debrismovetype);
dbr.solid = this.debrissolid;
if(dbr.solid != SOLID_BSP) // SOLID_BSP has exact collision, MAYBE this works? TODO check this out
setsize(dbr, '0 0 0', '0 0 0'); // needed for performance, until engine can deal better with it
{
SetMovedir(this);
InitMovingBrushTrigger(this);
- this.movetype = MOVETYPE_NONE;
+ set_movetype(this, MOVETYPE_NONE);
conveyor_init(this);
}
void conveyor_init(entity this)
{
this.draw = conveyor_draw;
+ IL_PUSH(g_drawables, this);
this.drawmask = MASK_NORMAL;
- this.movetype = MOVETYPE_NONE;
+ this.move_movetype = MOVETYPE_NONE;
this.model = "";
this.solid = SOLID_TRIGGER;
- this.move_origin = this.origin;
this.move_time = time;
}
vector t1 = fmins, t2 = fmaxs;
trigger = new(doortriggerfield);
- trigger.movetype = MOVETYPE_NONE;
+ set_movetype(trigger, MOVETYPE_NONE);
trigger.solid = SOLID_TRIGGER;
trigger.owner = this;
#ifdef SVQC
this.SUB_LTIME = ReadCoord();
this.solid = SOLID_BSP;
- this.movetype = MOVETYPE_PUSH;
+ this.move_movetype = MOVETYPE_PUSH;
this.use = door_use;
LinkDoors(this);
door_init_startopen(this);
this.move_time = time;
- this.move_origin = this.origin;
this.move_movetype = MOVETYPE_PUSH;
- this.move_angles = this.angles;
- this.move_blocked = door_blocked;
}
if(sf & SF_TRIGGER_RESET)
this.origin_y = ReadCoord();
this.origin_z = ReadCoord();
setorigin(this, this.origin);
- this.move_origin = this.origin;
this.pos1_x = ReadCoord();
this.pos1_y = ReadCoord();
this.classname = "plat";
this.solid = SOLID_BSP;
- this.movetype = MOVETYPE_PUSH;
+ this.move_movetype = MOVETYPE_PUSH;
this.drawmask = MASK_NORMAL;
this.draw = plat_draw;
+ if (isnew) IL_PUSH(g_drawables, this);
this.use = plat_use;
this.entremove = trigger_remove_generic;
plat_reset(this); // also called here
this.move_movetype = MOVETYPE_PUSH;
- this.move_origin = this.origin;
- this.move_angles = this.angles;
this.move_time = time;
plat_spawn_inside_trigger(this);
{
plat_reset(this);
- this.move_origin = this.origin;
- this.move_angles = this.angles;
this.move_time = time;
}
return true;
setsize(this, this.mins, this.maxs);
this.solid = SOLID_NOT;
this.draw = Draw_PointParticles;
+ if (isnew) IL_PUSH(g_drawables, this);
this.entremove = Ent_PointParticles_Remove;
}
#endif
if (!this.dest)
this.dest = '0 0 -700';
this.angles = '0 0 0';
- this.movetype = MOVETYPE_NONE;
+ set_movetype(this, MOVETYPE_NONE);
this.solid = SOLID_NOT;
SetBrushEntityModel(this);
if (!this.cnt)
if (!this.dest)
this.dest = '0 0 -300';
this.angles = '0 0 0';
- this.movetype = MOVETYPE_NONE;
+ set_movetype(this, MOVETYPE_NONE);
this.solid = SOLID_NOT;
SetBrushEntityModel(this);
if (!this.cnt)
setorigin(this, this.origin);
setsize(this, this.mins, this.maxs);
this.solid = SOLID_NOT;
+ if (isnew) IL_PUSH(g_drawables, this);
if(this.impulse)
this.draw = Draw_Rain;
else
this.classname = "func_train";
this.solid = SOLID_BSP;
- this.movetype = MOVETYPE_PUSH;
+ this.move_movetype = MOVETYPE_PUSH;
this.drawmask = MASK_NORMAL;
this.draw = train_draw;
+ if (isnew) IL_PUSH(g_drawables, this);
this.entremove = trigger_remove_generic;
if(set_platmovetype(this, this.platmovetype))
//func_train_find();
// but we will need these
- //this.move_nextthink = this.move_ltime + 0.1;
- //this.move_think = train_next;
train_next(this);
this.move_movetype = MOVETYPE_PUSH;
- this.move_origin = this.origin;
- this.move_angles = this.angles;
this.move_time = time;
}
{
if(this.spawnflags & 2)
{
- dst.movetype = MOVETYPE_FOLLOW;
+ set_movetype(dst, MOVETYPE_FOLLOW);
dst.aiment = src;
// dst.punchangle = '0 0 0'; // keep unchanged
dst.view_ofs = dst.origin;
InterpolateOrigin_Note(this);
this.draw = Draw_Laser;
+ if (isnew) IL_PUSH(g_drawables, this);
}
#endif
trigger = spawn();
settouch(trigger, plat_center_touch);
- trigger.movetype = MOVETYPE_NONE;
+ set_movetype(trigger, MOVETYPE_NONE);
trigger.solid = SOLID_TRIGGER;
trigger.enemy = this;
void plat_trigger_use(entity this, entity actor, entity trigger)
{
-#ifdef SVQC
if (getthink(this))
return; // already activated
-#elif defined(CSQC)
- if(this.move_think)
- return;
-#endif
plat_go_down(this);
}
void SUB_Friction (entity this)
{
this.SUB_NEXTTHINK = time;
- if(this.SUB_FLAGS & FL_ONGROUND)
+ if(IS_ONGROUND(this))
this.SUB_VELOCITY = this.SUB_VELOCITY * (1 - frametime * this.friction);
}
#ifndef SUBS_H
#define SUBS_H
-#ifdef SVQC
-
- #define SUB_ANGLES(s) (s).angles
- #define SUB_VELOCITY velocity
- #define SUB_AVELOCITY avelocity
- #define SUB_ORIGIN origin
- #define SUB_SETORIGIN(s,v) setorigin((s), (v))
- #define SUB_NEXTTHINK nextthink
- #define SUB_THINK(e, f) setthink(e, f)
- #define SUB_THUNK(e) getthink(e)
- #define SUB_LTIME ltime
- #define SUB_FLAGS flags
-
-#elif defined(CSQC)
-
- void _Movetype_LinkEdict(entity this, float touch_triggers);
-
- #define SUB_ANGLES(s) (s).move_angles
- #define SUB_VELOCITY move_velocity
- #define SUB_AVELOCITY move_avelocity
- #define SUB_ORIGIN move_origin
- #define SUB_NEXTTHINK move_nextthink
- #define SUB_THINK(e, f) ((e).move_think = (f))
- #define SUB_THUNK(e) ((e).move_think)
- #define SUB_LTIME move_ltime
- #define SUB_FLAGS move_flags
-
-.vector move_origin;
-
- void SUB_SETORIGIN(entity s, vector v)
- {
- s.move_origin = v;
- _Movetype_LinkEdict(s, true);
- }
-
-#endif
+#define SUB_ANGLES(s) (s).angles
+#define SUB_VELOCITY velocity
+#define SUB_AVELOCITY avelocity
+#define SUB_ORIGIN origin
+#define SUB_SETORIGIN(s,v) setorigin((s), (v))
+#define SUB_NEXTTHINK nextthink
+#define SUB_THINK(e, f) setthink(e, f)
+#define SUB_THUNK(e) getthink(e)
+#define SUB_LTIME ltime
void SUB_SetFade (entity ent, float when, float fading_time);
UpdateCSQCProjectileAfterTeleport(player);
UpdateItemAfterTeleport(player);
#elif defined(CSQC)
- from = player.move_origin;
- player.move_origin = to;
- player.move_angles = to_angles;
- player.move_velocity = to_velocity;
- player.move_flags &= ~FL_ONGROUND;
+ from = player.origin;
+ setorigin(player, to);
+ player.angles = to_angles;
+ player.velocity = to_velocity;
+ UNSET_ONGROUND(player);
player.iflags |= IFLAG_TELEPORTED | IFLAG_V_ANGLE | IFLAG_ANGLES;
player.csqcmodel_teleported = 1;
player.v_angle = to_angles;
- if(player.isplayermodel) // not for anything but the main player
+ if(player == csqcplayer) // not for anything but the main player
{
- setproperty(VF_ANGLES, player.move_angles);
- setproperty(VF_CL_VIEWANGLES, player.move_angles);
+ setproperty(VF_ANGLES, player.angles);
+ setproperty(VF_CL_VIEWANGLES, player.angles);
}
-
- makevectors(player.move_angles);
#endif
#ifdef SVQC
makevectors(e.mangle);
-#ifdef SVQC
if(e.speed)
if(vdist(player.velocity, >, e.speed))
player.velocity = normalize(player.velocity) * max(0, e.speed);
-#elif defined(CSQC)
- if(e.speed)
- if(vdist(player.move_velocity, >, e.speed))
- player.move_velocity = normalize(player.move_velocity) * max(0, e.speed);
-#endif
-#ifdef SVQC
if(STAT(TELEPORT_MAXSPEED, player))
if(vdist(player.velocity, >, STAT(TELEPORT_MAXSPEED, player)))
player.velocity = normalize(player.velocity) * max(0, STAT(TELEPORT_MAXSPEED, player));
-#elif defined(CSQC)
- if(STAT(TELEPORT_MAXSPEED, player))
- if(vdist(player.move_velocity, >, STAT(TELEPORT_MAXSPEED, player)))
- player.move_velocity = normalize(player.move_velocity) * max(0, STAT(TELEPORT_MAXSPEED, player));
-#endif
-#ifdef SVQC
locout = e.origin + '0 0 1' * (1 - player.mins.z - 24);
TeleportPlayer(teleporter, player, locout, e.mangle, v_forward * vlen(player.velocity), '0 0 0', '0 0 0', TELEPORT_FLAGS_TELEPORTER);
-#elif defined(CSQC)
- locout = e.origin + '0 0 1' * (1 - player.mins.z - 24);
-
- TeleportPlayer(teleporter, player, locout, e.mangle, v_forward * vlen(player.move_velocity), '0 0 0', '0 0 0', TELEPORT_FLAGS_TELEPORTER);
-#endif
return e;
}
{
++n;
#ifdef SVQC
- if(e.movetype == MOVETYPE_NONE)
+ if(e.move_movetype == MOVETYPE_NONE)
waypoint_spawnforteleporter(this, e.origin, 0);
if(e.classname != "info_teleport_destination")
LOG_INFO("^3MAPPER ERROR: teleporter does target an invalid teleport destination entity. Angles will not work.\n");
#ifdef SVQC
if(!(pl.flags & FL_PROJECTILE))
#elif defined(CSQC)
- if(!(pl.move_flags & BIT(15))) // FL_PROJECTILE
+ if(!(pl.flags & BIT(15))) // FL_PROJECTILE
#endif
LOG_INFO("A non-projectile got through a warpzone and its owner cleared. It's a ", pl.classname, ".\n");
pl.owner = NULL;
return;
}
-#ifdef SVQC
str = min(this.radius, vlen(this.origin - toucher.origin));
-#elif defined(CSQC)
- str = min(this.radius, vlen(this.origin - toucher.move_origin));
-#endif
if(this.falloff == 1)
str = (str / this.radius) * this.strength;
if(this.spawnflags & 64)
{
-#ifdef SVQC
float addspeed = str - toucher.velocity * normalize(targ.origin - this.origin);
if (addspeed > 0)
{
float accelspeed = min(8 * pushdeltatime * str, addspeed);
toucher.velocity += accelspeed * normalize(targ.origin - this.origin);
}
-#elif defined(CSQC)
- float addspeed = str - toucher.move_velocity * normalize(targ.origin - this.origin);
- if (addspeed > 0)
- {
- float accelspeed = min(8 * pushdeltatime * str, addspeed);
- toucher.move_velocity += accelspeed * normalize(targ.origin - this.origin);
- }
-#endif
}
else
-#ifdef SVQC
toucher.velocity = toucher.velocity + normalize(targ.origin - this.origin) * str * pushdeltatime;
-#elif defined(CSQC)
- toucher.move_velocity = toucher.move_velocity + normalize(targ.origin - this.origin) * str * pushdeltatime;
-#endif
-#ifdef SVQC
UNSET_ONGROUND(toucher);
+#ifdef SVQC
UpdateCSQCProjectile(toucher);
-#elif defined(CSQC)
- toucher.move_flags &= ~FL_ONGROUND;
#endif
}
if(!pushdeltatime) return;
// div0: ticrate independent, 1 = identity (not 20)
-#ifdef SVQC
toucher.velocity = toucher.velocity * pow(this.strength, pushdeltatime);
+#ifdef SVQC
UpdateCSQCProjectile(toucher);
-#elif defined(CSQC)
- toucher.move_velocity = toucher.move_velocity * pow(this.strength, pushdeltatime);
#endif
}
setsize(this, '-1 -1 -1' * this.radius,'1 1 1' * this.radius);
-#ifdef SVQC
str = min(this.radius, vlen(this.origin - toucher.origin));
-#elif defined(CSQC)
- str = min(this.radius, vlen(this.origin - toucher.move_origin));
-#endif
if(this.falloff == 1)
str = (1 - str / this.radius) * this.strength; // 1 in the inside
else
str = this.strength;
-#ifdef SVQC
toucher.velocity = toucher.velocity + normalize(toucher.origin - this.origin) * str * pushdeltatime;
+#ifdef SVQC
UpdateCSQCProjectile(toucher);
-#elif defined(CSQC)
- toucher.move_velocity = toucher.move_velocity + normalize(toucher.move_origin - this.origin) * str * pushdeltatime;
#endif
}
if(this.enemy)
{
toucher.velocity = trigger_push_calculatevelocity(toucher.origin, this.enemy, this.height);
- toucher.move_velocity = toucher.velocity;
}
else if(this.target && this.target != "")
{
RandomSelection_Add(e, 0, string_null, 1, 1);
}
toucher.velocity = trigger_push_calculatevelocity(toucher.origin, RandomSelection_chosen_ent, this.height);
- toucher.move_velocity = toucher.velocity;
}
else
{
toucher.velocity = this.movedir;
- toucher.move_velocity = toucher.velocity;
}
-#ifdef SVQC
UNSET_ONGROUND(toucher);
-#elif defined(CSQC)
- toucher.move_flags &= ~FL_ONGROUND;
+#ifdef CSQC
if (toucher.flags & FL_PROJECTILE)
{
- toucher.move_angles = vectoangles (toucher.move_velocity);
+ toucher.angles = vectoangles (toucher.velocity);
switch(toucher.move_movetype)
{
case MOVETYPE_FLY:
if (toucher.flags & FL_PROJECTILE)
{
toucher.angles = vectoangles (toucher.velocity);
- switch(toucher.movetype)
+ switch(toucher.move_movetype)
{
case MOVETYPE_FLY:
- toucher.movetype = MOVETYPE_TOSS;
+ set_movetype(toucher, MOVETYPE_TOSS);
toucher.gravity = 1;
break;
case MOVETYPE_BOUNCEMISSILE:
- toucher.movetype = MOVETYPE_BOUNCE;
+ set_movetype(toucher, MOVETYPE_BOUNCE);
toucher.gravity = 1;
break;
}
setsize(e, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
e.velocity = trigger_push_calculatevelocity(org, t, this.height);
tracetoss(e, e);
- if(e.movetype == MOVETYPE_NONE)
+ if(e.move_movetype == MOVETYPE_NONE)
waypoint_spawnforteleporter(this, trace_endpos, vlen(trace_endpos - org) / vlen(e.velocity));
remove(e);
#endif
this.entremove = trigger_remove_generic;
this.solid = SOLID_TRIGGER;
- //this.move_touch = trigger_push_touch;
+ //settouch(this, trigger_push_touch);
this.move_time = time;
defer(this, 0.25, teleport_findtarget);
if(dt <= 0)
return;
- this.tur_head.angles += dt * this.tur_head.move_avelocity;
+ this.tur_head.angles += dt * this.tur_head.avelocity;
if (this.health < 127)
{
this.tur_head.classname = "turret_head";
this.tur_head.owner = this;
- this.tur_head.move_movetype = MOVETYPE_NOCLIP;
- this.move_movetype = MOVETYPE_NOCLIP;
+ set_movetype(this.tur_head, MOVETYPE_NOCLIP);
+ set_movetype(this, MOVETYPE_NOCLIP);
this.tur_head.angles = this.angles;
this.health = 255;
this.solid = SOLID_BBOX;
this.tur_head.solid = SOLID_NOT;
- this.movetype = MOVETYPE_NOCLIP;
- this.tur_head.movetype = MOVETYPE_NOCLIP;
+ set_movetype(this, MOVETYPE_NOCLIP);
+ set_movetype(this.tur_head, MOVETYPE_NOCLIP);
this.draw = turret_draw;
this.entremove = turret_remove;
this.drawmask = MASK_NORMAL;
this.tur_head.drawmask = MASK_NORMAL;
this.anim_start_time = 0;
this.draw2d = turret_draw2d;
+ IL_PUSH(g_drawables_2d, this);
this.maxdistance = autocvar_g_waypointsprite_turrets_maxdist;
this.teamradar_color = '1 0 0';
this.alpha = 1;
gib.nextthink = time + autocvar_cl_gibs_lifetime * (1 + prandom() * 0.15);
gib.gravity = 1;
- gib.move_movetype = MOVETYPE_BOUNCE;
- gib.move_origin = _from;
+ set_movetype(gib, MOVETYPE_BOUNCE);
setorigin(gib, _from);
- gib.move_velocity = _to;
- gib.move_avelocity = prandomvec() * 32;
+ gib.velocity = _to;
+ gib.avelocity = prandomvec() * 32;
gib.move_time = time;
gib.damageforcescale = 1;
entity headgib = turret_gibtoss((get_turretinfo(this.m_id)).head_model, this.origin + '0 0 32', '0 0 200' + randomvec() * 200, '-1 -1 -1', true);
if(headgib)
{
- headgib.angles = headgib.move_angles = this.tur_head.angles;
- headgib.avelocity = headgib.move_avelocity = this.tur_head.move_avelocity + randomvec() * 45;
- headgib.avelocity_y = headgib.move_avelocity_y = headgib.move_avelocity_y * 5;
+ headgib.angles = this.tur_head.angles;
+ headgib.avelocity = this.tur_head.avelocity + randomvec() * 45;
+ headgib.avelocity_y = headgib.avelocity_y * 5;
headgib.gravity = 0.5;
}
}
if(this.tur_head == NULL) // aparenly this can happpen before TNSF_SETUP. great.
this.tur_head = spawn();
- this.tur_head.move_angles_x = ReadShort();
- this.tur_head.move_angles_y = ReadShort();
- //this.tur_head.angles = this.angles + this.tur_head.move_angles;
- this.tur_head.angles = this.tur_head.move_angles;
+ this.tur_head.angles_x = ReadShort();
+ this.tur_head.angles_y = ReadShort();
+ //this.tur_head.angles = this.angles + this.tur_head.angles;
}
if(sf & TNSF_AVEL)
if(this.tur_head == NULL) // aparenly this can happpen before TNSF_SETUP. great.
this.tur_head = spawn();
- this.tur_head.move_avelocity_x = ReadShort();
- this.tur_head.move_avelocity_y = ReadShort();
+ this.tur_head.avelocity_x = ReadShort();
+ this.tur_head.avelocity_y = ReadShort();
}
if(sf & TNSF_MOVE)
this.velocity_y = ReadShort();
this.velocity_z = ReadShort();
- this.move_angles_y = ReadShort();
+ this.angles_y = ReadShort();
this.move_time = time;
- this.move_velocity = this.velocity;
- this.move_origin = this.origin;
}
if(sf & TNSF_ANIM)
if(this.aim_flags & TFL_AIM_ZPREDICT)
if(!IS_ONGROUND(this.enemy))
- if(this.enemy.movetype == MOVETYPE_WALK || this.enemy.movetype == MOVETYPE_TOSS || this.enemy.movetype == MOVETYPE_BOUNCE)
+ if(this.enemy.move_movetype == MOVETYPE_WALK || this.enemy.move_movetype == MOVETYPE_TOSS || this.enemy.move_movetype == MOVETYPE_BOUNCE)
{
float vz;
prep_z = pre_pos_z;
setthink(proj, turret_projectile_explode);
settouch(proj, turret_projectile_touch);
proj.nextthink = time + 9;
- proj.movetype = MOVETYPE_FLYMISSILE;
+ set_movetype(proj, MOVETYPE_FLYMISSILE);
proj.velocity = normalize(actor.tur_shotdir_updated + randomvec() * actor.shot_spread) * actor.shot_speed;
proj.flags = FL_PROJECTILE;
proj.enemy = actor.enemy;
if (autocvar_g_turrets_reloadcvars == 1)
{
- FOREACH_ENTITY(IS_TURRET(it), {
+ FOREACH_ENTITY_FLAGS(turret_flags, TUR_FLAG_ISTURRET, {
load_unit_settings(it, true);
Turret tur = get_turretinfo(it.m_id);
tur.tr_think(tur, it);
this.ammo_recharge *= this.ticrate;
this.solid = SOLID_BBOX;
this.takedamage = DAMAGE_AIM;
- this.movetype = MOVETYPE_NOCLIP;
+ set_movetype(this, MOVETYPE_NOCLIP);
this.view_ofs = '0 0 0';
this.turret_firecheckfunc = turret_firecheck;
this.event_damage = turret_damage;
this.tur_head.owner = this;
this.tur_head.takedamage = DAMAGE_NO;
this.tur_head.solid = SOLID_NOT;
- this.tur_head.movetype = this.movetype;
+ this.tur_head.move_movetype = this.move_movetype;
if(!this.tur_defend)
if(this.target != "")
{
entity e;
- if(it.movetype == MOVETYPE_WALK)
+ if(it.move_movetype == MOVETYPE_WALK)
{
it.velocity = '0 0 0';
it.enemy = NULL;
it.iscreature = true;
it.teleportable = TELEPORT_NORMAL;
it.damagedbycontents = true;
- it.movetype = MOVETYPE_WALK;
+ set_movetype(it, MOVETYPE_WALK);
it.solid = SOLID_SLIDEBOX;
it.takedamage = DAMAGE_AIM;
it.idle_aim = '0 0 0';
fixedmakevectors(this.angles);
setorigin(this, this.origin + this.velocity * dt);
- this.tur_head.angles += dt * this.tur_head.move_avelocity;
- this.angles_y = this.move_angles_y;
+ this.tur_head.angles += dt * this.tur_head.avelocity;
if (this.health < 127)
if(random() < 0.05)
METHOD(EWheel, tr_setup, void(EWheel this, entity it))
{
it.gravity = 1;
- it.movetype = MOVETYPE_BOUNCE;
- it.move_movetype = MOVETYPE_BOUNCE;
- it.move_origin = it.origin;
+ it.move_movetype = MOVETYPE_BOUNCE;
it.move_time = time;
it.draw = ewheel_draw;
}
setthink(missile, turret_hk_missile_think);
missile.nextthink = time + 0.25;
- missile.movetype = MOVETYPE_BOUNCEMISSILE;
+ set_movetype(missile, MOVETYPE_BOUNCEMISSILE);
missile.velocity = actor.tur_shotdir_updated * (actor.shot_speed * 0.75);
missile.angles = vectoangles(missile.velocity);
missile.cnt = time + 30;
{
this.cnt = time + 0.25;
this.nextthink = 0;
- this.movetype = MOVETYPE_BOUNCE;
+ set_movetype(this, MOVETYPE_BOUNCE);
return;
}
beam.owner = actor;
beam.shot_dmg = actor.shot_dmg / (actor.shot_speed / beam.ticrate);
beam.scale = actor.target_range / 256;
- beam.movetype = MOVETYPE_NONE;
+ set_movetype(beam, MOVETYPE_NONE);
beam.enemy = actor.enemy;
beam.bot_dodge = true;
beam.bot_dodgerating = beam.shot_dmg;
}
- e = findchainfloat(railgunhit, 1);
- while (e) {
- e.railgunhit = 0;
- e = e.chain;
- }
-
+ FOREACH_ENTITY_FLOAT(railgunhit, 1,
+ {
+ it.railgunhit = 0;
+ });
}
}
rocket.event_damage = walker_rocket_damage;
rocket.nextthink = time;
- rocket.movetype = MOVETYPE_FLY;
+ set_movetype(rocket, MOVETYPE_FLY);
rocket.velocity = normalize((v_forward + v_up * 0.5) + (randomvec() * 0.2)) * (autocvar_g_turrets_unit_walker_rocket_speed);
rocket.angles = vectoangles(rocket.velocity);
settouch(rocket, walker_rocket_touch);
entity e;
// Respawn is called & first spawn to, to set team. need to make sure we do not move the initial spawn.
- if(it.movetype == MOVETYPE_WALK)
+ if(it.move_movetype == MOVETYPE_WALK)
{
if(it.pos1)
setorigin(it, it.pos1);
it.damagedbycontents = true;
it.solid = SOLID_SLIDEBOX;
it.takedamage = DAMAGE_AIM;
- if(it.movetype != MOVETYPE_WALK)
+ if(it.move_movetype != MOVETYPE_WALK)
{
setorigin(it, it.origin);
tracebox(it.origin + '0 0 128', it.mins, it.maxs, it.origin - '0 0 10000', MOVE_NORMAL, it);
it.pos1 = it.origin;
it.pos2 = it.angles;
}
- it.movetype = MOVETYPE_WALK;
+ set_movetype(it, MOVETYPE_WALK);
it.idle_aim = '0 0 0';
it.turret_firecheckfunc = walker_firecheck;
fixedmakevectors(this.angles);
movelib_groundalign4point(this, 300, 100, 0.25, 45);
setorigin(this, this.origin + this.velocity * dt);
- this.tur_head.angles += dt * this.tur_head.move_avelocity;
- this.angles_y = this.move_angles_y;
+ this.tur_head.angles += dt * this.tur_head.avelocity;
if (this.health < 127)
if(random() < 0.15)
METHOD(WalkerTurret, tr_setup, void(WalkerTurret this, entity it))
{
it.gravity = 1;
- it.movetype = MOVETYPE_BOUNCE;
it.move_movetype = MOVETYPE_BOUNCE;
- it.move_origin = it.origin;
it.move_time = time;
it.draw = walker_draw;
}
entity err = new(error_marker);
setmodel(err, MDL_MARKER);
setorigin(err, where);
- err.movetype = MOVETYPE_NONE;
+ set_movetype(err, MOVETYPE_NONE);
setthink(err, marker_think);
err.nextthink = time;
err.skin = 0;
entity err = spawn(info_marker);
setmodel(err, MDL_MARKER);
setorigin(err, where);
- err.movetype = MOVETYPE_NONE;
+ set_movetype(err, MOVETYPE_NONE);
setthink(err, marker_think);
err.nextthink = time;
err.skin = 1;
entity err = spawn(mark_misc);
setmodel(err, MDL_MARKER);
setorigin(err, where);
- err.movetype = MOVETYPE_NONE;
+ set_movetype(err, MOVETYPE_NONE);
setthink(err, marker_think);
err.nextthink = time;
err.skin = 3;
//setattachment(e,onwho,"");
setorigin(e, onwho.origin + '0 0 1');
e.alpha = 0.15;
- e.movetype = MOVETYPE_FLY;
+ set_movetype(e, MOVETYPE_FLY);
e.velocity = (v_color * 32); // + '0 0 1' * 64;
setorigin(e, onwho.origin + '0 0 1');
e.alpha = 0.15;
- e.movetype = MOVETYPE_FLY;
+ set_movetype(e, MOVETYPE_FLY);
e.velocity = (v_color * 32); // + '0 0 1' * 64;
e.avelocity_x = -128;
e.scale = (f_size/512);
setsize(e, '0 0 0', '0 0 0');
setorigin(e, where + '0 0 1');
- e.movetype = MOVETYPE_NONE;
+ set_movetype(e, MOVETYPE_NONE);
e.velocity = '0 0 0';
e.colormod = v_color;
SUB_SetFade(e,time,f_time);
return;
vector size = draw_getimagesize(this.axh_image) * autocvar_cl_vehicles_crosshair_size;
- vector pos = project_3d_to_2d(this.move_origin) - 0.5 * size;
+ vector pos = project_3d_to_2d(this.origin) - 0.5 * size;
if (!(pos.z < 0 || pos.x < 0 || pos.y < 0 || pos.x > vid_conwidth || pos.y > vid_conheight))
{
AuxiliaryXhair[axh_id] = axh;
}
- axh.move_origin_x = ReadCoord();
- axh.move_origin_y = ReadCoord();
- axh.move_origin_z = ReadCoord();
+ axh.origin_x = ReadCoord();
+ axh.origin_y = ReadCoord();
+ axh.origin_z = ReadCoord();
axh.colormod_x = ReadByte() / 255;
axh.colormod_y = ReadByte() / 255;
axh.colormod_z = ReadByte() / 255;
axh.cnt = time;
axh.draw2d = AuxiliaryXhair_Draw2D;
+ if (isnew) IL_PUSH(g_drawables_2d, axh);
return true;
}
proj.shot_force = _force;
proj.totalfrags = _deahtype;
proj.solid = SOLID_BBOX;
- proj.movetype = MOVETYPE_FLYMISSILE;
+ set_movetype(proj, MOVETYPE_FLYMISSILE);
proj.flags = FL_PROJECTILE;
proj.bot_dodge = true;
proj.bot_dodgerating = _dmg;
vector org = gettaginfo(this, gettagindex(this, _tag));
setorigin(_gib, org);
_gib.velocity = _vel;
- _gib.movetype = MOVETYPE_TOSS;
+ set_movetype(_gib, MOVETYPE_TOSS);
_gib.solid = SOLID_CORPSE;
_gib.colormod = '-0.5 -0.5 -0.5';
_gib.effects = EF_LOWPRECISION;
player.takedamage = DAMAGE_AIM;
player.solid = SOLID_SLIDEBOX;
- player.movetype = MOVETYPE_WALK;
+ set_movetype(player, MOVETYPE_WALK);
player.effects &= ~EF_NODRAW;
player.teleportable = TELEPORT_NORMAL;
player.alpha = 1;
pl.angles = veh.angles;
pl.takedamage = DAMAGE_NO;
pl.solid = SOLID_NOT;
- pl.movetype = MOVETYPE_NOCLIP;
+ pl.disableclientprediction = 1; // physics is no longer run, so this won't be reset
+ set_movetype(pl, MOVETYPE_NOCLIP);
pl.teleportable = false;
pl.alpha = -1;
pl.event_damage = func_null;
this.iscreature = true;
this.teleportable = false; // no teleporting for vehicles, too buggy
this.damagedbycontents = true;
- this.movetype = MOVETYPE_WALK;
+ set_movetype(this, MOVETYPE_WALK);
this.solid = SOLID_SLIDEBOX;
this.takedamage = DAMAGE_AIM;
this.deadflag = DEAD_NO;
float autocvar_g_vehicle_bumblebee_pitchspeed = 60;
float autocvar_g_vehicle_bumblebee_pitchlimit = 60;
float autocvar_g_vehicle_bumblebee_friction = 0.5;
+bool autocvar_g_vehicle_bumblebee_swim = false;
float autocvar_g_vehicle_bumblebee_energy = 500;
float autocvar_g_vehicle_bumblebee_energy_regen = 50;
gun.enemy = NULL;
if(trace_ent)
- if(trace_ent.movetype)
+ if(trace_ent.move_movetype)
if(trace_ent.takedamage)
if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent))
{
vector vf = real_origin(gun.enemy);
vector _vel = gun.enemy.velocity;
- if(gun.enemy.movetype == MOVETYPE_WALK)
+ if(gun.enemy.move_movetype == MOVETYPE_WALK)
_vel.z *= 0.1;
player.takedamage = DAMAGE_AIM;
player.solid = SOLID_SLIDEBOX;
- player.movetype = MOVETYPE_WALK;
+ set_movetype(player, MOVETYPE_WALK);
player.effects &= ~EF_NODRAW;
player.alpha = 1;
player.PlayerPhysplug = func_null;
player.takedamage = DAMAGE_NO;
player.solid = SOLID_NOT;
player.alpha = -1;
- player.movetype = MOVETYPE_NOCLIP;
+ set_movetype(player, MOVETYPE_NOCLIP);
player.event_damage = func_null;
player.view_ofs = '0 0 0';
player.hud = gunner.hud;
player.vehicle_reload1 = vehic.vehicle_reload1;
player.vehicle_reload2 = vehic.vehicle_reload2;
player.vehicle_energy = vehic.vehicle_energy;
- player.flags &= ~FL_ONGROUND;
+ UNSET_ONGROUND(player);
RemoveGrapplingHook(player);
vehic.tur_head.enemy = NULL;
if(trace_ent)
- if(trace_ent.movetype)
+ if(trace_ent.move_movetype)
if(trace_ent.takedamage)
if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent))
{
this.nextthink = time;
}
- this.movetype = MOVETYPE_TOSS;
+ set_movetype(this, MOVETYPE_TOSS);
if(!this.owner)
return;
{
settouch(instance, bumblebee_touch);
instance.nextthink = 0;
- instance.movetype = MOVETYPE_BOUNCEMISSILE;
+ set_movetype(instance, MOVETYPE_BOUNCEMISSILE);
}
METHOD(Bumblebee, vr_gunner_enter, void(Bumblebee thisveh, entity instance, entity actor))
{
instance.solid = SOLID_NOT;
instance.takedamage = DAMAGE_NO;
instance.deadflag = DEAD_DYING;
- instance.movetype = MOVETYPE_NONE;
+ set_movetype(instance, MOVETYPE_NONE);
instance.effects = EF_NODRAW;
instance.colormod = '0 0 0';
instance.avelocity = '0 0 0';
}
}
+ if(!autocvar_g_vehicle_bumblebee_swim)
+ instance.dphitcontentsmask |= DPCONTENTS_LIQUIDSMASK;
+
instance.vehicle_health = autocvar_g_vehicle_bumblebee_health;
instance.vehicle_shield = autocvar_g_vehicle_bumblebee_shield;
instance.solid = SOLID_BBOX;
- instance.movetype = MOVETYPE_TOSS;
+ set_movetype(instance, MOVETYPE_TOSS);
instance.damageforcescale = 0.025;
instance.PlayerPhysplug = bumblebee_pilot_frame;
void bumble_raygun_draw(entity this);
+.vector bumble_origin;
+
NET_HANDLE(ENT_CLIENT_BUMBLE_RAYGUN, bool isnew)
{
int sf = ReadByte();
this.lip = particleeffectnum(EFFECT_BUMBLEBEE_HEAL_IMPACT);
this.draw = bumble_raygun_draw;
+ if (isnew) IL_PUSH(g_drawables, this);
}
if(sf & BRG_END)
{
- this.move_origin_x = ReadCoord();
- this.move_origin_y = ReadCoord();
- this.move_origin_z = ReadCoord();
+ this.bumble_origin_x = ReadCoord();
+ this.bumble_origin_y = ReadCoord();
+ this.bumble_origin_z = ReadCoord();
}
return true;
}
vector _dir;
vector _vtmp1, _vtmp2;
- _len = vlen(this.origin - this.move_origin);
- _dir = normalize(this.move_origin - this.origin);
+ _len = vlen(this.origin - this.bumble_origin);
+ _dir = normalize(this.bumble_origin - this.origin);
if(this.bumble_raygun_nextdraw < time)
{
boxparticles(particleeffectnum(Effects_from(this.traileffect)), this, this.origin, this.origin + _dir * -64, _dir * -_len , _dir * -_len, 1, PARTICLES_USEALPHA);
- boxparticles(this.lip, this, this.move_origin, this.move_origin + _dir * -64, _dir * -200 , _dir * -200, 1, PARTICLES_USEALPHA);
+ boxparticles(this.lip, this, this.bumble_origin, this.bumble_origin + _dir * -64, _dir * -200 , _dir * -200, 1, PARTICLES_USEALPHA);
this.bumble_raygun_nextdraw = time + 0.1;
}
_vtmp1 += randomvec() * (_len * 0.2) * (frametime * 10); //this.raygun_l3;
Draw_CylindricLine(_vtmp2, _vtmp1, sz, "gfx/colors/white.tga", 1, 1, this.colormod, al, df, view_origin);
- Draw_CylindricLine(_vtmp1, this.move_origin + randomvec() * 32, sz, "gfx/colors/white.tga", 1, 1, this.colormod, al, df, view_origin);
+ Draw_CylindricLine(_vtmp1, this.bumble_origin + randomvec() * 32, sz, "gfx/colors/white.tga", 1, 1, this.colormod, al, df, view_origin);
}
}
setthink(this, racer_think);
this.nextthink = time;
- this.movetype = MOVETYPE_BOUNCE;
+ set_movetype(this, MOVETYPE_BOUNCE);
sound (this.tur_head, CH_TRIGGER_SINGLE, SND_Null, VOL_VEHICLEENGINE, ATTEN_NORM);
if(!this.owner)
this.nextthink = time + autocvar_g_vehicle_racer_respawntime;
setthink(this, vehicles_spawn);
- this.movetype = MOVETYPE_NONE;
+ set_movetype(this, MOVETYPE_NONE);
this.effects = EF_NODRAW;
this.solid = SOLID_NOT;
#endif // SVQC
-#ifdef CSQC
-#if 0
-void racer_draw(entity this)
-{
- float pushdeltatime = time - this.lastpushtime;
- if (pushdeltatime > 0.15) pushdeltatime = 0;
- this.lastpushtime = time;
- if(!pushdeltatime) return;
-
- tracebox(this.move_origin, this.mins, this.maxs, this.move_origin - ('0 0 1' * STAT(VEH_RACER_SPRINGLENGTH)), MOVE_NOMONSTERS, this);
-
- vector df = this.move_velocity * -STAT(VEH_RACER_FRICTION);
- df_z += (1 - trace_fraction) * STAT(VEH_RACER_HOVERPOWER) + sin(time * 2) * (STAT(VEH_RACER_SPRINGLENGTH) * 2);
-
- float forced = STAT(VEH_RACER_UPFORCEDAMPER);
-
- int cont = pointcontents(this.move_origin - '0 0 64');
- if(cont == CONTENT_WATER || cont == CONTENT_LAVA || cont == CONTENT_SLIME)
- {
- forced = STAT(VEH_RACER_WATER_UPFORCEDAMPER);
- this.move_velocity_z += 200;
- }
-
- this.move_velocity += df * pushdeltatime;
- if(this.move_velocity_z > 0)
- this.move_velocity_z *= 1 - forced * pushdeltatime;
-
- this.move_angles_x *= 1 - (STAT(VEH_RACER_ANGLESTABILIZER) * pushdeltatime);
- this.move_angles_z *= 1 - (STAT(VEH_RACER_ANGLESTABILIZER) * pushdeltatime);
-
- Movetype_Physics_MatchServer(this, false);
-}
-#endif
-#endif
-
METHOD(Racer, vr_impact, void(Racer thisveh, entity instance))
{
#ifdef SVQC
METHOD(Racer, vr_enter, void(Racer thisveh, entity instance))
{
#ifdef SVQC
- instance.movetype = MOVETYPE_BOUNCE;
+ set_movetype(instance, MOVETYPE_BOUNCE);
instance.owner.vehicle_health = (instance.vehicle_health / autocvar_g_vehicle_racer_health) * 100;
instance.owner.vehicle_shield = (instance.vehicle_shield / autocvar_g_vehicle_racer_shield) * 100;
instance.vehicle_health = autocvar_g_vehicle_racer_health;
instance.vehicle_shield = autocvar_g_vehicle_racer_shield;
- instance.movetype = MOVETYPE_TOSS;
+ set_movetype(instance, MOVETYPE_TOSS);
instance.solid = SOLID_SLIDEBOX;
instance.delay = time;
instance.scale = 0.5;
instance.solid = SOLID_CORPSE;
instance.takedamage = DAMAGE_NO;
instance.deadflag = DEAD_DYING;
- instance.movetype = MOVETYPE_BOUNCE;
+ set_movetype(instance, MOVETYPE_BOUNCE);
instance.wait = time;
instance.delay = 2 + time + random() * 3;
instance.cnt = 1 + random() * 2;
if(hgt < 16)
{
- this.movetype = MOVETYPE_TOSS;
+ set_movetype(this, MOVETYPE_TOSS);
setthink(this, vehicles_think);
this.frame = 0;
}
vehic.gun1.enemy = NULL;
if(trace_ent)
- if(trace_ent.movetype)
+ if(trace_ent.move_movetype)
if(trace_ent.takedamage)
if(!IS_DEAD(trace_ent) && !STAT(FROZEN, trace_ent))
{
vf = real_origin(vehic.gun1.enemy);
UpdateAuxiliaryXhair(this, vf, '1 0 0', 1);
vector _vel = vehic.gun1.enemy.velocity;
- if(vehic.gun1.enemy.movetype == MOVETYPE_WALK)
+ if(vehic.gun1.enemy.move_movetype == MOVETYPE_WALK)
_vel_z *= 0.1;
if(autocvar_g_vehicle_raptor_cannon_predicttarget)
RadiusDamage (this, this.enemy, 250, 15, 250, NULL, NULL, 250, DEATH_VH_RAPT_DEATH.m_id, NULL);
this.alpha = -1;
- this.movetype = MOVETYPE_NONE;
+ set_movetype(this, MOVETYPE_NONE);
this.effects = EF_NODRAW;
this.colormod = '0 0 0';
this.avelocity = '0 0 0';
{
instance.vehicle_weapon2mode = RSM_BOMB;
instance.owner.PlayerPhysplug = raptor_takeoff;
- instance.movetype = MOVETYPE_BOUNCEMISSILE;
+ set_movetype(instance, MOVETYPE_BOUNCEMISSILE);
instance.solid = SOLID_SLIDEBOX;
instance.owner.vehicle_health = (instance.vehicle_health / autocvar_g_vehicle_raptor_health) * 100;
instance.owner.vehicle_shield = (instance.vehicle_shield / autocvar_g_vehicle_raptor_shield) * 100;
instance.solid = SOLID_CORPSE;
instance.takedamage = DAMAGE_NO;
instance.deadflag = DEAD_DYING;
- instance.movetype = MOVETYPE_BOUNCE;
+ set_movetype(instance, MOVETYPE_BOUNCE);
setthink(instance, raptor_diethink);
instance.nextthink = time;
instance.wait = time + 5 + (random() * 5);
spinner.owner = instance;
setmodel(spinner, MDL_VEH_RAPTOR_PROP);
setattachment(spinner, instance, "engine_left");
- spinner.movetype = MOVETYPE_NOCLIP;
+ set_movetype(spinner, MOVETYPE_NOCLIP);
spinner.avelocity = '0 90 0';
instance.bomb1.gun1 = spinner;
spinner.owner = instance;
setmodel(spinner, MDL_VEH_RAPTOR_PROP);
setattachment(spinner, instance, "engine_right");
- spinner.movetype = MOVETYPE_NOCLIP;
+ set_movetype(spinner, MOVETYPE_NOCLIP);
spinner.avelocity = '0 -90 0';
instance.bomb1.gun2 = spinner;
instance.frame = 0;
instance.vehicle_health = autocvar_g_vehicle_raptor_health;
instance.vehicle_shield = autocvar_g_vehicle_raptor_shield;
- instance.movetype = MOVETYPE_TOSS;
+ set_movetype(instance, MOVETYPE_TOSS);
instance.solid = SOLID_SLIDEBOX;
instance.vehicle_energy = 1;
_flare.effects = EF_LOWPRECISION | EF_FLAME;
_flare.scale = 0.5;
setorigin(_flare, actor.origin - '0 0 16');
- _flare.movetype = MOVETYPE_TOSS;
+ set_movetype(_flare, MOVETYPE_TOSS);
_flare.gravity = 0.15;
_flare.velocity = 0.25 * actor.velocity + (v_forward + randomvec() * 0.25)* -500;
setthink(_flare, raptor_flare_think);
bomblet = spawn();
setorigin(bomblet, this.origin);
- bomblet.movetype = MOVETYPE_TOSS;
+ set_movetype(bomblet, MOVETYPE_TOSS);
settouch(bomblet, raptor_bomblet_touch);
setthink(bomblet, raptor_bomblet_boom);
bomblet.nextthink = time + 5;
org = gettaginfo(this, gettagindex(this, "bombmount_right"));
setorigin(bomb_2, org);
- bomb_1.movetype = bomb_2.movetype = MOVETYPE_BOUNCE;
+ set_movetype(bomb_1, MOVETYPE_BOUNCE);
+ set_movetype(bomb_2, MOVETYPE_BOUNCE);
bomb_1.velocity = bomb_2.velocity = this.velocity;
settouch(bomb_1, raptor_bomb_touch);
settouch(bomb_2, raptor_bomb_touch);
void raptor_flare_think(entity this)
{
this.nextthink = time + 0.1;
- entity _missile = findchainentity(enemy, this.owner);
- while(_missile)
+ FOREACH_ENTITY_ENT(enemy, this.owner,
{
- if(_missile.flags & FL_PROJECTILE)
- if(vdist(this.origin - _missile.origin, <, autocvar_g_vehicle_raptor_flare_range))
+ if(it.flags & FL_PROJECTILE)
+ if(vdist(this.origin - it.origin, <, autocvar_g_vehicle_raptor_flare_range))
if(random() > autocvar_g_vehicle_raptor_flare_chase)
- _missile.enemy = this;
- _missile = _missile.chain;
- }
+ it.enemy = this;
+ });
if(this.tur_impacttime < time)
remove(this);
return;
Movetype_Physics_MatchTicrate(this, autocvar_cl_gibs_ticrate, autocvar_cl_gibs_sloppy);
- this.move_avelocity += randomvec() * 15;
+ this.avelocity += randomvec() * 15;
this.renderflags = 0;
if(this.cnt < time)
setmodel(sfrag, MDL_VEH_RAPTOR_CB_FRAGMENT);
setorigin(sfrag, _org);
- sfrag.move_movetype = MOVETYPE_BOUNCE;
+ set_movetype(sfrag, MOVETYPE_BOUNCE);
sfrag.gravity = 0.15;
sfrag.solid = SOLID_CORPSE;
sfrag.draw = RaptorCBShellfragDraw;
+ IL_PUSH(g_drawables, sfrag);
- sfrag.move_origin = sfrag.origin = _org;
- sfrag.move_velocity = _vel;
- sfrag.move_avelocity = prandomvec() * vlen(sfrag.move_velocity);
- sfrag.angles = sfrag.move_angles = _ang;
+ sfrag.velocity = _vel;
+ sfrag.avelocity = prandomvec() * vlen(sfrag.velocity);
+ sfrag.angles = _ang;
sfrag.move_time = time;
sfrag.damageforcescale = 4;
setthink(this, vehicles_think);
this.nextthink = time;
this.frame = 5;
- this.movetype = MOVETYPE_WALK;
+ set_movetype(this, MOVETYPE_WALK);
if(!this.owner)
return;
vector org = gettaginfo(this, gettagindex(this, "tag_head"));
setorigin(h, org);
- h.movetype = MOVETYPE_BOUNCE;
+ set_movetype(h, MOVETYPE_BOUNCE);
h.solid = SOLID_BBOX;
h.velocity = v_up * (500 + random() * 500) + randomvec() * 128;
h.modelflags = MF_ROCKET;
org = gettaginfo(this.tur_head, gettagindex(this.tur_head, "tag_hardpoint01"));
setorigin(g1, org);
- g1.movetype = MOVETYPE_TOSS;
+ set_movetype(g1, MOVETYPE_TOSS);
g1.solid = SOLID_CORPSE;
g1.velocity = v_forward * 700 + (randomvec() * 32);
g1.avelocity = randomvec() * 180;
org = gettaginfo(this.tur_head, gettagindex(this.tur_head, "tag_hardpoint02"));
setorigin(g2, org);
- g2.movetype = MOVETYPE_TOSS;
+ set_movetype(g2, MOVETYPE_TOSS);
g2.solid = SOLID_CORPSE;
g2.velocity = v_forward * 700 + (randomvec() * 32);
g2.avelocity = randomvec() * 180;
RadiusDamage (this, this.enemy, 250, 15, 250, NULL, NULL, 250, DEATH_VH_SPID_DEATH.m_id, NULL);
this.alpha = this.tur_head.alpha = this.gun1.alpha = this.gun2.alpha = -1;
- this.movetype = MOVETYPE_NONE;
+ set_movetype(this, MOVETYPE_NONE);
this.deadflag = DEAD_DEAD;
this.solid = SOLID_NOT;
this.tur_head.effects &= ~EF_FLAME;
METHOD(Spiderbot, vr_enter, void(Spiderbot thisveh, entity instance))
{
instance.vehicle_weapon2mode = SBRM_GUIDE;
- instance.movetype = MOVETYPE_WALK;
+ set_movetype(instance, MOVETYPE_WALK);
CSQCVehicleSetup(instance.owner, 0);
instance.owner.vehicle_health = (instance.vehicle_health / autocvar_g_vehicle_spiderbot_health) * 100;
instance.owner.vehicle_shield = (instance.vehicle_shield / autocvar_g_vehicle_spiderbot_shield) * 100;
instance.tur_head.effects |= EF_FLAME;
instance.colormod = instance.tur_head.colormod = '-1 -1 -1';
instance.frame = 10;
- instance.movetype = MOVETYPE_TOSS;
+ set_movetype(instance, MOVETYPE_TOSS);
CSQCModel_UnlinkEntity(instance); // networking the death scene would be a nightmare
}
instance.frame = 5;
instance.tur_head.frame = 1;
- instance.movetype = MOVETYPE_WALK;
+ set_movetype(instance, MOVETYPE_WALK);
instance.solid = SOLID_SLIDEBOX;
instance.alpha = instance.tur_head.alpha = instance.gun1.alpha = instance.gun2.alpha = 1;
instance.tur_head.angles = '0 0 0';
void spiderbot_guide_release(entity this)
{
- entity rkt;
- rkt = findchainentity(realowner, this.owner);
- if(!rkt)
- return;
-
- crosshair_trace(this.owner);
- while(rkt)
+ FOREACH_ENTITY_ENT(realowner, this.owner,
{
- if(getthink(rkt) == spiderbot_rocket_guided)
+ if(i == 0) // something exists, let's trace!
+ crosshair_trace(this.owner);
+
+ if(getthink(it) == spiderbot_rocket_guided)
{
- rkt.pos1 = trace_endpos;
- setthink(rkt, spiderbot_rocket_unguided);
+ it.pos1 = trace_endpos;
+ setthink(it, spiderbot_rocket_unguided);
}
- rkt = rkt.chain;
- }
+ });
}
float spiberbot_calcartillery_flighttime;
float h2 = 0.75 * vlen(rocket.pos1 - v);
rocket.velocity = spiberbot_calcartillery(v, rocket.pos1, ((h1 < h2) ? h1 : h2));
- rocket.movetype = MOVETYPE_TOSS;
+ set_movetype(rocket, MOVETYPE_TOSS);
rocket.gravity = 1;
//setthink(rocket, spiderbot_rocket_artillery);
break;
STATIC_INIT(register_weapons_done)
{
+ string inaccessible = "";
FOREACH(Weapons, true, {
WepSet set = it.m_wepset = _WepSet_FromWeapon(it.m_id = i);
WEPSET_ALL |= set;
if (imp <= WEP_IMPULSE_END)
localcmd(sprintf("alias weapon_%s \"impulse %d\"\n", it.netname, imp));
else
- LOG_TRACEF("Impulse limit exceeded, weapon will not be directly accessible: %s\n", it.netname);
+ inaccessible = strcat(inaccessible, "\n", it.netname);
});
+ if (inaccessible) LOG_TRACEF("Impulse limit exceeded, weapon(s) will not be directly accessible: %s\n", inaccessible);
#ifdef CSQC
FOREACH(Weapons, true, it.wr_init(it));
#endif
const int WEP_FLAG_RELOADABLE = 0x80; // can has reload
const int WEP_FLAG_SUPERWEAPON = 0x100; // powerup timer
const int WEP_FLAG_MUTATORBLOCKED = 0x200; // hides from impulse 99 etc. (mutators are allowed to clear this flag)
+const int WEP_TYPE_MELEE_PRI = 0x400; // primary attack is melee swing (for animation)
+const int WEP_TYPE_MELEE_SEC = 0x800; // secondary attack is melee swing (for animation)
// variables:
string weaponorder_byid;
setorigin(missile, w_shotorg);
setsize(missile, '0 0 0', '0 0 0');
- missile.movetype = MOVETYPE_FLY;
+ set_movetype(missile, MOVETYPE_FLY);
W_SetupProjVelocity_PRE(missile, arc, bolt_);
missile.angles = vectoangles(missile.velocity);
||
IS_DEAD(this.owner)
||
- gameover
+ forbidWeaponUse(this.owner)
||
(!PHYS_INPUT_BUTTON_ATCK(this.owner) && !burst )
||
- STAT(FROZEN, this.owner)
- ||
this.owner.vehicle
||
(WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max))
beam.solid = SOLID_NOT;
setthink(beam, W_Arc_Beam_Think);
beam.owner = actor;
- beam.movetype = MOVETYPE_NONE;
+ set_movetype(beam, MOVETYPE_NONE);
beam.bot_dodge = true;
beam.bot_dodgerating = WEP_CVAR(arc, beam_damage);
beam.beam_bursting = burst;
// set other main attributes of the beam
this.draw = Draw_ArcBeam;
+ IL_PUSH(g_drawables, this);
this.entremove = Remove_ArcBeam;
this.move_time = time;
loopsound(this, CH_SHOTS_SINGLE, SND(ARC_LOOP), VOL_BASE, ATTEN_NORM);
void W_Blaster_Think(entity this)
{
- this.movetype = MOVETYPE_FLY;
+ set_movetype(this, MOVETYPE_FLY);
setthink(this, SUB_Remove);
this.nextthink = time + this.blaster_lifetime;
CSQCProjectile(this, true, PROJECTILE_BLASTER, true);
prevproj = proj;
- proj.movetype = MOVETYPE_BOUNCEMISSILE;
+ set_movetype(proj, MOVETYPE_BOUNCEMISSILE);
PROJECTILE_MAKETRIGGER(proj);
proj.projectiledeathtype = WEP_CRYLINK.m_id;
//proj.gravity = 0.001;
prevproj = proj;
- proj.movetype = MOVETYPE_BOUNCEMISSILE;
+ set_movetype(proj, MOVETYPE_BOUNCEMISSILE);
PROJECTILE_MAKETRIGGER(proj);
proj.projectiledeathtype = WEP_CRYLINK.m_id | HITTYPE_SECONDARY;
//proj.gravity = 0.001;
missile.event_damage = W_Devastator_Damage;
missile.damagedbycontents = true;
- missile.movetype = MOVETYPE_FLY;
+ set_movetype(missile, MOVETYPE_FLY);
PROJECTILE_MAKETRIGGER(missile);
missile.projectiledeathtype = WEP_DEVASTATOR.m_id;
setsize(missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
{
// decide whether to detonate rockets
- entity targetlist, targ;
- float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
+ float edgedamage, coredamage, edgeradius, recipricoledgeradius;
float selfdamage, teamdamage, enemydamage;
edgedamage = WEP_CVAR(devastator, edgedamage);
coredamage = WEP_CVAR(devastator, damage);
selfdamage = 0;
teamdamage = 0;
enemydamage = 0;
- targetlist = findchainfloat(bot_attack, true);
FOREACH_ENTITY_ENT(realowner, actor,
{
if(it.classname != "rocket") continue;
- targ = targetlist;
- while(targ)
+ entity rocket = it;
+ FOREACH_ENTITY_FLOAT(bot_attack, true,
{
- d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - it.origin);
- d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
- // count potential damage according to type of target
- if(targ == actor)
- selfdamage = selfdamage + d;
- else if(targ.team == actor.team && teamplay)
- teamdamage = teamdamage + d;
- else if(bot_shouldattack(actor, targ))
- enemydamage = enemydamage + d;
- targ = targ.chain;
- }
+ float d = vlen(it.origin + (it.mins + it.maxs) * 0.5 - rocket.origin);
+ d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
+ // count potential damage according to type of target
+ if(it == actor)
+ selfdamage = selfdamage + d;
+ else if(SAME_TEAM(it, actor))
+ teamdamage = teamdamage + d;
+ else if(bot_shouldattack(actor, it))
+ enemydamage = enemydamage + d;
+ });
});
float desirabledamage;
desirabledamage = enemydamage;
if(teamplay && actor.team)
desirabledamage = desirabledamage - teamdamage;
+ makevectors(actor.v_angle);
FOREACH_ENTITY_ENT(realowner, actor,
{
if(it.classname != "rocket") continue;
- makevectors(it.v_angle);
- targ = targetlist;
if(skill > 9) // normal players only do this for the target they are tracking
{
- targ = targetlist;
- while(targ)
- {
- if(
- (v_forward * normalize(it.origin - targ.origin)< 0.1)
- && desirabledamage > 0.1*coredamage
- ) PHYS_INPUT_BUTTON_ATCK2(actor) = true;
- targ = targ.chain;
- }
- }
- else
- {
- float distance; distance= bound(300,vlen(actor.origin-actor.enemy.origin),30000);
+ entity rocket = it;
+ FOREACH_ENTITY_FLOAT(bot_attack, true,
+ {
+ if((v_forward * normalize(rocket.origin - it.origin) < 0.1)
+ && desirabledamage > 0.1 * coredamage
+ ) PHYS_INPUT_BUTTON_ATCK2(actor) = true;
+ });
+ }
+ else
+ {
//As the distance gets larger, a correct detonation gets near imposible
//Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
- if(v_forward * normalize(it.origin - actor.enemy.origin)< 0.1)
- if(IS_PLAYER(actor.enemy))
- if(desirabledamage >= 0.1*coredamage)
- if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
- PHYS_INPUT_BUTTON_ATCK2(actor) = true;
- // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
- }
+ if((v_forward * normalize(it.origin - actor.enemy.origin) < 0.1)
+ && IS_PLAYER(actor.enemy)
+ && (desirabledamage >= 0.1 * coredamage)
+ )
+ {
+ float distance = bound(300, vlen(actor.origin - actor.enemy.origin), 30000);
+ if(random() / distance * 300 > frametime * bound(0, (10 - skill) * 0.2, 1))
+ PHYS_INPUT_BUTTON_ATCK2(actor) = true;
+ }
+ }
});
// if we would be doing at X percent of the core damage, detonate it
// but don't fire a new shot at the same time!
P(class, prefix, speed_up, float, SEC) \
P(class, prefix, speed_z, float, SEC) \
P(class, prefix, spread, float, BOTH) \
+ P(class, prefix, stick, float, SEC) \
P(class, prefix, switchdelay_drop, float, NONE) \
P(class, prefix, switchdelay_raise, float, NONE) \
P(class, prefix, touchexplode, float, SEC) \
this.event_damage = func_null;
this.takedamage = DAMAGE_NO;
- if(this.movetype == MOVETYPE_BOUNCE)
+ if(this.move_movetype == MOVETYPE_BOUNCE || this.classname == "electro_orb") // TODO: classname is more reliable anyway?
{
RadiusDamage(
this,
proj.projectiledeathtype = WEP_ELECTRO.m_id;
setorigin(proj, w_shotorg);
- proj.movetype = MOVETYPE_FLY;
+ set_movetype(proj, MOVETYPE_FLY);
W_SetupProjVelocity_PRI(proj, electro);
proj.angles = vectoangles(proj.velocity);
settouch(proj, W_Electro_TouchExplode);
MUTATOR_CALLHOOK(EditProjectile, actor, proj);
}
+void W_Electro_Orb_Stick(entity this, entity to)
+{
+ entity newproj = spawn();
+ newproj.classname = this.classname;
+
+ newproj.bot_dodge = this.bot_dodge;
+ newproj.bot_dodgerating = this.bot_dodgerating;
+
+ newproj.owner = this.owner;
+ newproj.realowner = this.realowner;
+ setsize(newproj, this.mins, this.maxs);
+ setorigin(newproj, this.origin);
+ setmodel(newproj, MDL_PROJECTILE_ELECTRO);
+ newproj.angles = vectoangles(-trace_plane_normal); // face against the surface
+
+ newproj.takedamage = this.takedamage;
+ newproj.damageforcescale = this.damageforcescale;
+ newproj.health = this.health;
+ newproj.event_damage = this.event_damage;
+ newproj.spawnshieldtime = this.spawnshieldtime;
+ newproj.damagedbycontents = true;
+
+ set_movetype(newproj, MOVETYPE_NONE); // lock the orb in place
+ newproj.projectiledeathtype = this.projectiledeathtype;
+
+ settouch(newproj, func_null);
+ setthink(newproj, getthink(this));
+ newproj.nextthink = this.nextthink;
+ newproj.use = this.use;
+ newproj.flags = this.flags;
+
+ remove(this);
+
+ if(to)
+ SetMovetypeFollow(this, to);
+}
+
void W_Electro_Orb_Touch(entity this, entity toucher)
{
PROJECTILE_TOUCH(this, toucher);
//UpdateCSQCProjectile(this);
spamsound(this, CH_SHOTS, SND(ELECTRO_BOUNCE), VOL_BASE, ATTEN_NORM);
this.projectiledeathtype |= HITTYPE_BOUNCE;
+
+ if(WEP_CVAR_SEC(electro, stick))
+ W_Electro_Orb_Stick(this, toucher);
}
}
W_SetupShot_ProjectileSize(
actor,
- '0 0 -4',
- '0 0 -4',
+ '-4 -4 -4',
+ '4 4 4',
false,
2,
SND_ELECTRO_FIRE2,
//proj.glow_size = 50;
//proj.glow_color = 45;
- proj.movetype = MOVETYPE_BOUNCE;
+ set_movetype(proj, MOVETYPE_BOUNCE);
W_SetupProjVelocity_UP_SEC(proj, electro);
settouch(proj, W_Electro_Orb_Touch);
- setsize(proj, '0 0 -4', '0 0 -4');
+ setsize(proj, '-4 -4 -4', '4 4 4');
proj.takedamage = DAMAGE_YES;
proj.damageforcescale = WEP_CVAR_SEC(electro, damageforcescale);
proj.health = WEP_CVAR_SEC(electro, health);
proj.projectiledeathtype = WEP_FIREBALL.m_id;
setorigin(proj, w_shotorg);
- proj.movetype = MOVETYPE_FLY;
+ set_movetype(proj, MOVETYPE_FLY);
W_SetupProjVelocity_PRI(proj, fireball);
proj.angles = vectoangles(proj.velocity);
settouch(proj, W_Fireball_TouchExplode);
proj.owner = proj.realowner = actor;
proj.bot_dodge = true;
proj.bot_dodgerating = WEP_CVAR_SEC(fireball, damage);
- proj.movetype = MOVETYPE_BOUNCE;
+ set_movetype(proj, MOVETYPE_BOUNCE);
proj.projectiledeathtype = WEP_FIREBALL.m_id | HITTYPE_SECONDARY;
settouch(proj, W_Fireball_Firemine_Touch);
PROJECTILE_MAKETRIGGER(proj);
setorigin(missile, w_shotorg);
setsize(missile, '0 0 0', '0 0 0');
- missile.movetype = MOVETYPE_FLY;
+ set_movetype(missile, MOVETYPE_FLY);
W_SetupProjVelocity_PRI(missile, hagar);
missile.angles = vectoangles(missile.velocity);
setorigin(missile, w_shotorg);
setsize(missile, '0 0 0', '0 0 0');
- missile.movetype = MOVETYPE_BOUNCEMISSILE;
+ set_movetype(missile, MOVETYPE_BOUNCEMISSILE);
W_SetupProjVelocity_SEC(missile, hagar);
missile.angles = vectoangles(missile.velocity);
missile.projectiledeathtype = WEP_HAGAR.m_id | HITTYPE_SECONDARY;
setorigin(missile, w_shotorg);
setsize(missile, '0 0 0', '0 0 0');
- missile.movetype = MOVETYPE_FLY;
+ set_movetype(missile, MOVETYPE_FLY);
missile.missile_flags = MIF_SPLASH;
// per-shot spread calculation: the more shots there are, the less spread is applied (based on the bias cvar)
missile.bot_dodgerating = WEP_CVAR_PRI(hlac, damage);
- missile.movetype = MOVETYPE_FLY;
+ set_movetype(missile, MOVETYPE_FLY);
PROJECTILE_MAKETRIGGER(missile);
setorigin(missile, w_shotorg);
missile.bot_dodgerating = WEP_CVAR_SEC(hlac, damage);
- missile.movetype = MOVETYPE_FLY;
+ set_movetype(missile, MOVETYPE_FLY);
PROJECTILE_MAKETRIGGER(missile);
setorigin(missile, w_shotorg);
this.dmg_duration = WEP_CVAR_SEC(hook, duration);
this.teleport_time = time;
this.dmg_last = 1;
- this.movetype = MOVETYPE_NONE;
+ set_movetype(this, MOVETYPE_NONE);
}
void W_Hook_Explode2_use(entity this, entity actor, entity trigger)
gren.owner = gren.realowner = actor;
gren.bot_dodge = true;
gren.bot_dodgerating = WEP_CVAR_SEC(hook, damage);
- gren.movetype = MOVETYPE_TOSS;
+ set_movetype(gren, MOVETYPE_TOSS);
PROJECTILE_MAKETRIGGER(gren);
gren.projectiledeathtype = WEP_HOOK.m_id | HITTYPE_SECONDARY;
setorigin(gren, w_shotorg);
if(bIsNew || !this.teleport_time)
{
this.draw = Draw_GrapplingHook;
+ IL_PUSH(g_drawables, this);
this.entremove = Remove_GrapplingHook;
switch(this.HookType)
// casing code
if(autocvar_g_casings >= 2)
+ {
+ makevectors(actor.v_angle); // for some reason, this is lost
SpawnCasing(((random() * 50 + 50) * v_right) - (v_forward * (random() * 25 + 25)) - ((random() * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, actor);
+ }
if(actor.misc_bulletcounter == 1)
W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, first_ammo));
W_AttachToShotorg(actor, actor.muzzle_flash, '5 0 0');
if(autocvar_g_casings >= 2) // casing code
+ {
+ makevectors(actor.v_angle); // for some reason, this is lost
SpawnCasing(((random() * 50 + 50) * v_right) - (v_forward * (random() * 25 + 25)) - ((random() * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, actor);
+ }
int slot = weaponslot(weaponentity);
ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor(actor);
W_AttachToShotorg(actor, actor.muzzle_flash, '5 0 0');
if(autocvar_g_casings >= 2) // casing code
+ {
+ makevectors(actor.v_angle); // for some reason, this is lost
SpawnCasing(((random() * 50 + 50) * v_right) - (v_forward * (random() * 25 + 25)) - ((random() * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, actor);
+ }
actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
if(actor.misc_bulletcounter == 0)
newmine.spawnshieldtime = this.spawnshieldtime;
newmine.damagedbycontents = true;
- newmine.movetype = MOVETYPE_NONE; // lock the mine in place
+ set_movetype(newmine, MOVETYPE_NONE); // lock the mine in place
newmine.projectiledeathtype = this.projectiledeathtype;
newmine.mine_time = this.mine_time;
this.event_damage = func_null;
this.takedamage = DAMAGE_NO;
- if(this.movetype == MOVETYPE_NONE || this.movetype == MOVETYPE_FOLLOW)
+ if(this.move_movetype == MOVETYPE_NONE || this.move_movetype == MOVETYPE_FOLLOW)
this.velocity = this.mine_orientation; // particle fx and decals need .velocity
RadiusDamage(this, this.realowner, WEP_CVAR(minelayer, remote_damage), WEP_CVAR(minelayer, remote_edgedamage), WEP_CVAR(minelayer, remote_radius), NULL, NULL, WEP_CVAR(minelayer, remote_force), this.projectiledeathtype | HITTYPE_BOUNCE, NULL);
this.nextthink = time;
- if(this.movetype == MOVETYPE_FOLLOW)
+ if(this.move_movetype == MOVETYPE_FOLLOW)
{
if(LostMovetypeFollow(this))
{
UnsetMovetypeFollow(this);
- this.movetype = MOVETYPE_NONE;
+ set_movetype(this, MOVETYPE_NONE);
}
}
void W_MineLayer_Touch(entity this, entity toucher)
{
- if(this.movetype == MOVETYPE_NONE || this.movetype == MOVETYPE_FOLLOW)
+ if(this.move_movetype == MOVETYPE_NONE || this.move_movetype == MOVETYPE_FOLLOW)
return; // we're already a stuck mine, why do we get called? TODO does this even happen?
if(WarpZone_Projectile_Touch(this, toucher))
mine.event_damage = W_MineLayer_Damage;
mine.damagedbycontents = true;
- mine.movetype = MOVETYPE_TOSS;
+ set_movetype(mine, MOVETYPE_TOSS);
PROJECTILE_MAKETRIGGER(mine);
mine.projectiledeathtype = WEP_MINE_LAYER.m_id;
setsize(mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
{
// decide whether to detonate mines
- entity targetlist, targ;
- float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
+ float edgedamage, coredamage, edgeradius, recipricoledgeradius;
float selfdamage, teamdamage, enemydamage;
edgedamage = WEP_CVAR(minelayer, edgedamage);
coredamage = WEP_CVAR(minelayer, damage);
selfdamage = 0;
teamdamage = 0;
enemydamage = 0;
- targetlist = findchainfloat(bot_attack, true);
- entity mine = find(NULL, classname, "mine");
- while(mine)
+
+ FOREACH_ENTITY_ENT(realowner, actor,
{
- if(mine.realowner != actor)
- {
- mine = find(mine, classname, "mine");
- continue;
- }
- targ = targetlist;
- while(targ)
- {
- d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
- d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
+ if(it.classname != "mine") continue;
+
+ entity mine = it;
+ FOREACH_ENTITY_FLOAT(bot_attack, true,
+ {
+ float d = vlen(it.origin + (it.mins + it.maxs) * 0.5 - mine.origin);
+ d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
// count potential damage according to type of target
- if(targ == actor)
+ if(it == actor)
selfdamage = selfdamage + d;
- else if(targ.team == actor.team && teamplay)
+ else if(SAME_TEAM(it, actor))
teamdamage = teamdamage + d;
- else if(bot_shouldattack(actor, targ))
+ else if(bot_shouldattack(actor, it))
enemydamage = enemydamage + d;
- targ = targ.chain;
- }
- mine = find(mine, classname, "mine");
- }
+ });
+ });
+
float desirabledamage;
desirabledamage = enemydamage;
if(time > actor.invincible_finished && time > actor.spawnshieldtime)
if(teamplay && actor.team)
desirabledamage = desirabledamage - teamdamage;
- mine = find(NULL, classname, "mine");
- while(mine)
+ makevectors(actor.v_angle);
+ FOREACH_ENTITY_ENT(realowner, actor,
{
- if(mine.realowner != actor)
- {
- mine = find(mine, classname, "mine");
- continue;
- }
- makevectors(mine.v_angle);
- targ = targetlist;
+ if(it.classname != "mine") continue;
+
if(skill > 9) // normal players only do this for the target they are tracking
{
- targ = targetlist;
- while(targ)
- {
- if(
- (v_forward * normalize(mine.origin - targ.origin)< 0.1)
- && desirabledamage > 0.1*coredamage
- ) PHYS_INPUT_BUTTON_ATCK2(actor) = true;
- targ = targ.chain;
- }
- }else{
- float distance; distance= bound(300,vlen(actor.origin-actor.enemy.origin),30000);
+ entity mine = it;
+ FOREACH_ENTITY_FLOAT(bot_attack, true,
+ {
+ if((v_forward * normalize(mine.origin - it.origin) < 0.1)
+ && desirabledamage > 0.1 * coredamage
+ ) PHYS_INPUT_BUTTON_ATCK2(actor) = true;
+ });
+ }
+ else
+ {
//As the distance gets larger, a correct detonation gets near imposible
//Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
- if(v_forward * normalize(mine.origin - actor.enemy.origin)< 0.1)
- if(IS_PLAYER(actor.enemy))
- if(desirabledamage >= 0.1*coredamage)
- if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
- PHYS_INPUT_BUTTON_ATCK2(actor) = true;
- // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
- }
-
- mine = find(mine, classname, "mine");
- }
+ if((v_forward * normalize(it.origin - actor.enemy.origin) < 0.1)
+ && IS_PLAYER(actor.enemy)
+ && (desirabledamage >= 0.1 * coredamage)
+ )
+ {
+ float distance = bound(300, vlen(actor.origin - actor.enemy.origin), 30000);
+ if(random() / distance * 300 > frametime * bound(0, (10 - skill) * 0.2, 1))
+ PHYS_INPUT_BUTTON_ATCK2(actor) = true;
+ }
+ }
+ });
+
// if we would be doing at X percent of the core damage, detonate it
// but don't fire a new shot at the same time!
if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
this.event_damage = func_null;
this.takedamage = DAMAGE_NO;
- if(this.movetype == MOVETYPE_NONE)
+ if(this.move_movetype == MOVETYPE_NONE)
this.velocity = this.oldvelocity;
RadiusDamage(this, this.realowner, WEP_CVAR_PRI(mortar, damage), WEP_CVAR_PRI(mortar, edgedamage), WEP_CVAR_PRI(mortar, radius), NULL, NULL, WEP_CVAR_PRI(mortar, force), this.projectiledeathtype, directhitentity);
this.event_damage = func_null;
this.takedamage = DAMAGE_NO;
- if(this.movetype == MOVETYPE_NONE)
+ if(this.move_movetype == MOVETYPE_NONE)
this.velocity = this.oldvelocity;
RadiusDamage(this, this.realowner, WEP_CVAR_SEC(mortar, damage), WEP_CVAR_SEC(mortar, edgedamage), WEP_CVAR_SEC(mortar, radius), NULL, NULL, WEP_CVAR_SEC(mortar, force), this.projectiledeathtype, directhitentity);
this.projectiledeathtype |= HITTYPE_BOUNCE;
this.gl_bouncecnt += 1;
}
- else if(WEP_CVAR_PRI(mortar, type) == 2 && (!toucher || (toucher.takedamage != DAMAGE_AIM && toucher.movetype == MOVETYPE_NONE))) // stick
+ else if(WEP_CVAR_PRI(mortar, type) == 2 && (!toucher || (toucher.takedamage != DAMAGE_AIM && toucher.move_movetype == MOVETYPE_NONE))) // stick
{
spamsound(this, CH_SHOTS, SND(GRENADE_STICK), VOL_BASE, ATTN_NORM);
// let it stick whereever it is
this.oldvelocity = this.velocity;
this.velocity = '0 0 0';
- this.movetype = MOVETYPE_NONE; // also disables gravity
+ set_movetype(this, MOVETYPE_NONE); // also disables gravity
this.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
UpdateCSQCProjectile(this);
this.nextthink = time + WEP_CVAR_SEC(mortar, lifetime_bounce);
}
- else if(WEP_CVAR_SEC(mortar, type) == 2 && (!toucher || (toucher.takedamage != DAMAGE_AIM && toucher.movetype == MOVETYPE_NONE))) // stick
+ else if(WEP_CVAR_SEC(mortar, type) == 2 && (!toucher || (toucher.takedamage != DAMAGE_AIM && toucher.move_movetype == MOVETYPE_NONE))) // stick
{
spamsound(this, CH_SHOTS, SND(GRENADE_STICK), VOL_BASE, ATTN_NORM);
// let it stick whereever it is
this.oldvelocity = this.velocity;
this.velocity = '0 0 0';
- this.movetype = MOVETYPE_NONE; // also disables gravity
+ set_movetype(this, MOVETYPE_NONE); // also disables gravity
this.gravity = 0; // nope, it does NOT! maybe a bug in CSQC code? TODO
UpdateCSQCProjectile(this);
gren.owner = gren.realowner = actor;
gren.bot_dodge = true;
gren.bot_dodgerating = WEP_CVAR_PRI(mortar, damage);
- gren.movetype = MOVETYPE_BOUNCE;
+ set_movetype(gren, MOVETYPE_BOUNCE);
gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
gren.bouncestop = WEP_CVAR(mortar, bouncestop);
PROJECTILE_MAKETRIGGER(gren);
gren.owner = gren.realowner = actor;
gren.bot_dodge = true;
gren.bot_dodgerating = WEP_CVAR_SEC(mortar, damage);
- gren.movetype = MOVETYPE_BOUNCE;
+ set_movetype(gren, MOVETYPE_BOUNCE);
gren.bouncefactor = WEP_CVAR(mortar, bouncefactor);
gren.bouncestop = WEP_CVAR(mortar, bouncestop);
PROJECTILE_MAKETRIGGER(gren);
gren.playerid = actor.playerid;
gren.bot_dodge = true;
gren.bot_dodgerating = 200;
- gren.movetype = MOVETYPE_BOUNCEMISSILE;
+ set_movetype(gren, MOVETYPE_BOUNCEMISSILE);
PROJECTILE_MAKETRIGGER(gren);
gren.effects = EF_RED;
gren.scale = 4;
fireBullet(actor, w_shotorg, w_shotdir, pSpread, pSolidPenetration, pDamage, pForce, deathtype, (pTracer ? EF_RED : EF_BLUE));
if(autocvar_g_casings >= 2)
+ {
+ makevectors(actor.v_angle); // for some reason, this is lost
SpawnCasing(((random() * 50 + 50) * v_right) - (v_forward * (random() * 25 + 25)) - ((random() * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, actor);
+ }
}
void W_Rifle_Attack(entity actor)
this.nextthink = time;// + cvar("g_balance_seeker_missile_activate_delay"); // cant dealy with csqc projectiles
if(autocvar_g_balance_seeker_missile_proxy)
- this.movetype = MOVETYPE_BOUNCEMISSILE;
+ this.move_movetype = MOVETYPE_BOUNCEMISSILE;
else
- this.movetype = MOVETYPE_FLYMISSILE;
+ this.move_movetype = MOVETYPE_FLYMISSILE;
}
UpdateCSQCProjectile(this);
setorigin(missile, w_shotorg);
setsize(missile, '-4 -4 -4', '4 4 4');
- missile.movetype = MOVETYPE_FLYMISSILE;
+ set_movetype(missile, MOVETYPE_FLYMISSILE);
missile.flags = FL_PROJECTILE;
missile.missile_flags = MIF_SPLASH | MIF_GUIDED_TAG;
setthink(missile, adaptor_think2use_hittype_splash);
missile.nextthink = time + WEP_CVAR(seeker, flac_lifetime) + WEP_CVAR(seeker, flac_lifetime_rand);
missile.solid = SOLID_BBOX;
- missile.movetype = MOVETYPE_FLY;
+ set_movetype(missile, MOVETYPE_FLY);
missile.projectiledeathtype = WEP_SEEKER.m_id;
missile.projectiledeathtype = WEP_SEEKER.m_id | HITTYPE_SECONDARY;
missile.flags = FL_PROJECTILE;
settouch(missile, W_Seeker_Tag_Touch);
setthink(missile, SUB_Remove);
missile.nextthink = time + WEP_CVAR(seeker, tag_lifetime);
- missile.movetype = MOVETYPE_FLY;
+ set_movetype(missile, MOVETYPE_FLY);
missile.solid = SOLID_BBOX;
missile.takedamage = DAMAGE_YES;
missile.flags = FL_PROJECTILE;
//missile.missile_flags = MIF_..?;
- missile.movetype = MOVETYPE_FLY;
+ set_movetype(missile, MOVETYPE_FLY);
W_SetupProjVelocity_PRE(missile, seeker, tag_);
missile.angles = vectoangles(missile.velocity);
CLASS(Shockwave, Weapon)
/* ammotype */ //ATTRIB(Shockwave, ammo_field, .int, ammo_none)
/* impulse */ ATTRIB(Shockwave, impulse, int, 2)
-/* flags */ ATTRIB(Shockwave, spawnflags, int, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN | WEP_FLAG_CANCLIMB | WEP_FLAG_MUTATORBLOCKED);
+/* flags */ ATTRIB(Shockwave, spawnflags, int, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN | WEP_FLAG_CANCLIMB | WEP_FLAG_MUTATORBLOCKED | WEP_TYPE_MELEE_SEC);
/* rating */ ATTRIB(Shockwave, bot_pickupbasevalue, float, BOT_PICKUP_RATING_LOW);
/* color */ ATTRIB(Shockwave, wpcolor, vector, '0.5 0.25 0');
/* modelname */ ATTRIB(Shockwave, mdl, string, "shotgun");
#endif
/* crosshair */ ATTRIB(Shockwave, w_crosshair, string, "gfx/crosshairshotgun");
/* crosshair */ ATTRIB(Shockwave, w_crosshair_size, float, 0.7);
-/* wepimg */ ATTRIB(Shockwave, model2, string, "weaponshotgun");
+/* wepimg */ ATTRIB(Shockwave, model2, string, "weaponshockwave");
/* refname */ ATTRIB(Shockwave, netname, string, "shockwave");
/* wepname */ ATTRIB(Shockwave, m_name, string, _("Shockwave"));
float i, queue = 0;
// set up the shot direction
- W_SetupShot(actor, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_B, WEP_CVAR(shockwave, blast_damage));
+ W_SetupShot(actor, true, 3, SND_LASERGUN_FIRE, CH_WEAPON_B, WEP_CVAR(shockwave, blast_damage));
vector attack_endpos = (w_shotorg + (w_shotdir * WEP_CVAR(shockwave, blast_distance)));
WarpZone_TraceLine(w_shotorg, attack_endpos, MOVE_NOMONSTERS, actor);
vector attack_hitpos = trace_endpos;
false
);
+ float lag = ANTILAG_LATENCY(actor);
+ if(lag < 0.001)
+ lag = 0;
+ if (!IS_REAL_CLIENT(actor))
+ lag = 0;
+ if(autocvar_g_antilag == 0 || actor.cvar_cl_noantilag)
+ lag = 0; // only do hitscan, but no antilag
+ if(lag)
+ {
+ FOREACH_CLIENT(IS_PLAYER(it) && it != actor, antilag_takeback(it, CS(it), time - lag));
+ IL_EACH(g_monsters, it != actor,
+ {
+ antilag_takeback(it, it, time - lag);
+ });
+ }
+
while(head)
{
if(head.takedamage)
vector nearest_on_line = (w_shotorg + a * w_shotdir);
vector nearest_to_attacker = WarpZoneLib_NearestPointOnBox(center + head.mins, center + head.maxs, nearest_on_line);
- if((vlen(head.WarpZone_findradius_dist) <= WEP_CVAR(shockwave, blast_distance))
+ if((vdist(head.WarpZone_findradius_dist, <=, WEP_CVAR(shockwave, blast_distance)))
&& (W_Shockwave_Attack_IsVisible(actor, head, nearest_on_line, w_shotorg, attack_endpos)))
{
// calculate importance of distance and accuracy for this attack
final_force
);
- if(accuracy_isgooddamage(actor.realowner, head))
- {
- LOG_INFO("wtf\n");
- accuracy_add(actor.realowner, WEP_SHOCKWAVE.m_id, 0, final_damage);
- }
+ if(accuracy_isgooddamage(actor, head))
+ accuracy_add(actor, WEP_SHOCKWAVE.m_id, 0, final_damage);
#ifdef DEBUG_SHOCKWAVE
LOG_INFO(sprintf(
shockwave_hit_force[i-1] = '0 0 0';
shockwave_hit_damage[i-1] = 0;
}
+
+ if(lag)
+ {
+ FOREACH_CLIENT(IS_PLAYER(it) && it != actor, antilag_restore(it, CS(it)));
+ IL_EACH(g_monsters, it != actor,
+ {
+ antilag_restore(it, it);
+ });
+ }
}
METHOD(Shockwave, wr_aim, void(entity thiswep, entity actor))
entity shockwave;
shockwave = spawn();
shockwave.draw = Draw_Shockwave;
+ IL_PUSH(g_drawables, shockwave);
shockwave.sw_shotorg_x = ReadCoord(); shockwave.sw_shotorg_y = ReadCoord(); shockwave.sw_shotorg_z = ReadCoord();
shockwave.sw_shotdir_x = ReadCoord(); shockwave.sw_shotdir_y = ReadCoord(); shockwave.sw_shotdir_z = ReadCoord();
CLASS(Shotgun, Weapon)
/* ammotype */ ATTRIB(Shotgun, ammo_field, .int, ammo_shells)
/* impulse */ ATTRIB(Shotgun, impulse, int, 2)
-/* flags */ ATTRIB(Shotgun, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
+/* flags */ ATTRIB(Shotgun, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_TYPE_MELEE_SEC);
/* rating */ ATTRIB(Shotgun, bot_pickupbasevalue, float, BOT_PICKUP_RATING_LOW);
/* color */ ATTRIB(Shotgun, wpcolor, vector, '0.5 0.25 0');
/* modelname */ ATTRIB(Shotgun, mdl, string, "shotgun");
// casing code
if(autocvar_g_casings >= 1)
+ {
+ makevectors(actor.v_angle); // for some reason, this is lost
for(sc = 0;sc < WEP_CVAR_PRI(shotgun, ammo);sc = sc + 1)
SpawnCasing(((random() * 50 + 50) * v_right) - (v_forward * (random() * 25 + 25)) - ((random() * 5 - 30) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 1, actor);
+ }
// muzzle flash for 1st person view
flash = spawn();
setthink(this, SUB_Remove);
this.nextthink = time + bound(0, autocvar_cl_vaporizerbeam_lifetime, 10);
this.draw = VaporizerBeam_Draw;
+ if (isNew) IL_PUSH(g_drawables, this);
this.drawmask = MASK_NORMAL;
this.vorg1_x = ReadCoord(); this.vorg1_y = ReadCoord(); this.vorg1_z = ReadCoord();
//W_SetupProjectileVelocity(proj, autocvar_g_rm_laser_speed, spread * (rndspread ? random() : 1) * autocvar_g_rm_laser_speed);
- proj.movetype = MOVETYPE_BOUNCEMISSILE;
+ set_movetype(proj, MOVETYPE_BOUNCEMISSILE);
//W_SETUPPROJECTILEVELOCITY(proj, g_balance_minstanex_laser);
proj.velocity = (w_shotdir + (((counter + 0.5) / total) * 2 - 1) * v_right * (spread * (rndspread ? random() : 1))) * cvar("g_rm_laser_speed");
proj.velocity_z = proj.velocity_z + cvar("g_rm_laser_zspread") * (random() - 0.5);
//W_SetupProjectileVelocity(proj, autocvar_g_rm_laser_speed, spread * (rndspread ? random() : 1) * autocvar_g_rm_laser_speed);
- proj.movetype = MOVETYPE_BOUNCEMISSILE;
+ set_movetype(proj, MOVETYPE_BOUNCEMISSILE);
proj.velocity = w_shotdir * autocvar_g_rm_laser_speed;
proj.velocity = W_CalculateProjectileVelocity(actor, actor.velocity, proj.velocity, true);
proj.angles = vectoangles(proj.velocity);
int() _buf_create = #440;
#define buf_create _buf_create
+bool(entity ent) wasfreed = #353;
+
#pragma noref 0
#endif
#undef error
#undef movetogoal
#undef objerror
+#undef remove
#undef walkmove
#ifdef MENUQC
#define error builtin_error
#define movetogoal builtin_movetogoal
#define objerror builtin_objerror
+#define remove builtin_remove
#define walkmove builtin_walkmove
#include "file.qh"
#include "functional.qh"
#include "i18n.qh"
+#include "intrusivelist.qh"
#include "iter.qh"
#include "json.qc"
#include "lazy.qh"
#include "matrix/_mod.inc"
+#ifndef SVQC
+#define objerror_safe(e)
+#else
+void make_safe_for_remove(entity this);
+ #define objerror_safe(e) make_safe_for_remove(e)
+#endif
+
+#define objerror(this, msg) MACRO_BEGIN { \
+ LOG_WARNING("======OBJECT ERROR======"); \
+ entity _e = (this); \
+ eprint(_e); \
+ objerror_safe(_e); \
+ delete(_e); \
+ LOG_WARNINGF("%s OBJECT ERROR in %s:\n%s\nTip: read above for entity information", PROGNAME, __FUNC__, msg); \
+} MACRO_END
+
#ifdef MENUQC
void _m_init();
void m_init() { if (_m_init) _m_init(); }
#define count_years_decs(time, decs) sprintf(CTX(_("CI_DEC^%s years")), ftos_decimals(time, decs))
#define count_years(time) \
count_fill(time, \
- CTX(_("CI_ZER^%d years")), /* zeroth */ \
- CTX(_("CI_FIR^%d year")), /* first */ \
- CTX(_("CI_SEC^%d years")), /* year */ \
- CTX(_("CI_THI^%d years")), /* third */ \
- CTX(_("CI_MUL^%d years"))) /* multi */
+ _("CI_ZER^%d years"), /* zeroth */ \
+ _("CI_FIR^%d year"), /* first */ \
+ _("CI_SEC^%d years"), /* year */ \
+ _("CI_THI^%d years"), /* third */ \
+ _("CI_MUL^%d years")) /* multi */
#define count_weeks_decs(time, decs) sprintf(CTX(_("CI_DEC^%s weeks")), ftos_decimals(time, decs))
#define count_weeks(time) \
count_fill(time, \
- CTX(_("CI_ZER^%d weeks")), /* zeroth */ \
- CTX(_("CI_FIR^%d week")), /* first */ \
- CTX(_("CI_SEC^%d weeks")), /* week */ \
- CTX(_("CI_THI^%d weeks")), /* third */ \
- CTX(_("CI_MUL^%d weeks"))) /* multi */
+ _("CI_ZER^%d weeks"), /* zeroth */ \
+ _("CI_FIR^%d week"), /* first */ \
+ _("CI_SEC^%d weeks"), /* week */ \
+ _("CI_THI^%d weeks"), /* third */ \
+ _("CI_MUL^%d weeks")) /* multi */
#define count_days_decs(time, decs) sprintf(CTX(_("CI_DEC^%s days")), ftos_decimals(time, decs))
#define count_days(time) \
count_fill(time, \
- CTX(_("CI_ZER^%d days")), /* zeroth */ \
- CTX(_("CI_FIR^%d day")), /* first */ \
- CTX(_("CI_SEC^%d days")), /* day */ \
- CTX(_("CI_THI^%d days")), /* third */ \
- CTX(_("CI_MUL^%d days"))) /* multi */
+ _("CI_ZER^%d days"), /* zeroth */ \
+ _("CI_FIR^%d day"), /* first */ \
+ _("CI_SEC^%d days"), /* day */ \
+ _("CI_THI^%d days"), /* third */ \
+ _("CI_MUL^%d days")) /* multi */
#define count_hours_decs(time, decs) sprintf(CTX(_("CI_DEC^%s hours")), ftos_decimals(time, decs))
#define count_hours(time) \
count_fill(time, \
- CTX(_("CI_ZER^%d hours")), /* zeroth */ \
- CTX(_("CI_FIR^%d hour")), /* first */ \
- CTX(_("CI_SEC^%d hours")), /* hour */ \
- CTX(_("CI_THI^%d hours")), /* third */ \
- CTX(_("CI_MUL^%d hours"))) /* multi */
+ _("CI_ZER^%d hours"), /* zeroth */ \
+ _("CI_FIR^%d hour"), /* first */ \
+ _("CI_SEC^%d hours"), /* hour */ \
+ _("CI_THI^%d hours"), /* third */ \
+ _("CI_MUL^%d hours")) /* multi */
#define count_minutes_decs(time, decs) sprintf(CTX(_("CI_DEC^%s minutes")), ftos_decimals(time, decs))
#define count_minutes(time) \
count_fill(time, \
- CTX(_("CI_ZER^%d minutes")), /* zeroth */ \
- CTX(_("CI_FIR^%d minute")), /* first */ \
- CTX(_("CI_SEC^%d minutes")), /* minute */ \
- CTX(_("CI_THI^%d minutes")), /* third */ \
- CTX(_("CI_MUL^%d minutes"))) /* multi */
+ _("CI_ZER^%d minutes"), /* zeroth */ \
+ _("CI_FIR^%d minute"), /* first */ \
+ _("CI_SEC^%d minutes"), /* minute */ \
+ _("CI_THI^%d minutes"), /* third */ \
+ _("CI_MUL^%d minutes")) /* multi */
#define count_seconds_decs(time, decs) sprintf(CTX(_("CI_DEC^%s seconds")), ftos_decimals(time, decs))
#define count_seconds(time) \
count_fill(time, \
- CTX(_("CI_ZER^%d seconds")), /* zeroth */ \
- CTX(_("CI_FIR^%d second")), /* first */ \
- CTX(_("CI_SEC^%d seconds")), /* second */ \
- CTX(_("CI_THI^%d seconds")), /* third */ \
- CTX(_("CI_MUL^%d seconds"))) /* multi */
+ _("CI_ZER^%d seconds"), /* zeroth */ \
+ _("CI_FIR^%d second"), /* first */ \
+ _("CI_SEC^%d seconds"), /* second */ \
+ _("CI_THI^%d seconds"), /* third */ \
+ _("CI_MUL^%d seconds")) /* multi */
string count_ordinal(int interval)
{
switch (floor(interval))
{
- case 0: return sprintf(zeroth, interval);
+ case 0: return sprintf(CTX(zeroth), interval);
case 1:
{
if (interval == 1) // EXACTLY value of 1
- return sprintf(first, interval);
- else return sprintf(multi, interval);
+ return sprintf(CTX(first), interval);
+ else return sprintf(CTX(multi), interval);
}
- case 2: return sprintf(second, interval);
- case 3: return sprintf(third, interval);
- default: return sprintf(multi, interval);
+ case 2: return sprintf(CTX(second), interval);
+ case 3: return sprintf(CTX(third), interval);
+ default: return sprintf(CTX(multi), interval);
}
return "";
}
void CSQCPlayer_SetMinsMaxs(entity this)
{
- if ((this.flags & FL_DUCKED) || !this.isplayermodel)
+ if (IS_DUCKED(this) || !this.isplayermodel)
{
this.mins = STAT(PL_CROUCH_MIN, NULL);
this.maxs = STAT(PL_CROUCH_MAX, NULL);
}
void CSQC_ClientMovement_PlayerMove_Frame(entity this);
-void _Movetype_Physics_ClientFrame(entity this, float movedt);
-
-void Movetype_Physics_Spam(entity this) // optimized
-{
- _Movetype_Physics_ClientFrame(this, PHYS_INPUT_TIMELENGTH);
- if(wasfreed(this))
- return;
-
- this.avelocity = this.move_avelocity;
- this.velocity = this.move_velocity;
- this.angles = this.move_angles;
- this.flags = BITSET(this.flags, FL_ONGROUND, boolean(this.move_flags & FL_ONGROUND));
- this.flags = BITSET(this.flags, FL_WATERJUMP, boolean(this.move_flags & FL_WATERJUMP));
- this.waterlevel = this.move_waterlevel;
- this.watertype = this.move_watertype;
- setorigin(this, this.move_origin);
-}
-
-void CSQCPlayer_CheckWater(entity this)
-{
- this.move_origin = this.origin;
- this.move_waterlevel = this.waterlevel;
- this.move_watertype = this.watertype;
- _Movetype_CheckWater(this);
- this.waterlevel = this.move_waterlevel;
- this.watertype = this.move_watertype;
-}
void CSQCPlayer_Physics(entity this)
{
- if(autocvar_cl_movement)
- {
- if(autocvar_cl_movement == 1)
- CSQCPlayer_CheckWater(this); // we apparently need to check water *before* physics so it can use this for water jump
+ if(!autocvar_cl_movement) { return; }
- vector oldv_angle = this.v_angle;
- vector oldangles = this.angles; // we need to save these, as they're abused by other code
- this.v_angle = PHYS_INPUT_ANGLES(this);
- this.angles = PHYS_WORLD_ANGLES(this);
+ _Movetype_CheckWater(this); // we apparently need to check water *before* physics so it can use this for water jump
- CSQC_ClientMovement_PlayerMove_Frame(this);
+ vector oldv_angle = this.v_angle;
+ vector oldangles = this.angles; // we need to save these, as they're abused by other code
+ this.v_angle = PHYS_INPUT_ANGLES(this);
+ this.angles = PHYS_WORLD_ANGLES(this);
- if(autocvar_cl_movement == 1)
- {
- this.move_origin = this.origin;
- this.move_angles = this.angles;
- //this.move_movetype = MOVETYPE_WALK; // temp
- this.move_velocity = this.velocity;
- this.move_avelocity = this.avelocity;
- this.move_flags = BITSET(this.move_flags, FL_ONGROUND, IS_ONGROUND(this));
- this.move_flags = BITSET(this.move_flags, FL_WATERJUMP, boolean(this.flags & FL_WATERJUMP));
- this.move_waterlevel = this.waterlevel;
- this.move_watertype = this.watertype;
- Movetype_Physics_Spam(this);
- }
+ CSQC_ClientMovement_PlayerMove_Frame(this);
- view_angles = this.v_angle;
- input_angles = this.angles;
- this.v_angle = oldv_angle;
- this.angles = oldangles;
+ Movetype_Physics_NoMatchTicrate(this, PHYS_INPUT_TIMELENGTH, true);
- this.pmove_flags =
- ((this.flags & FL_DUCKED) ? PMF_DUCKED : 0) |
- (!(this.flags & FL_JUMPRELEASED) ? PMF_JUMP_HELD : 0) |
- ((IS_ONGROUND(this)) ? PMF_ONGROUND : 0);
- }
+ view_angles = this.v_angle;
+ input_angles = this.angles;
+ this.v_angle = oldv_angle;
+ this.angles = oldangles;
+
+ this.pmove_flags =
+ ((IS_DUCKED(this)) ? PMF_DUCKED : 0) |
+ ((IS_JUMP_HELD(this)) ? PMF_JUMP_HELD : 0) |
+ ((IS_ONGROUND(this)) ? PMF_ONGROUND : 0);
}
void CSQCPlayer_PredictTo(entity this, float endframe, bool apply_error)
do
{
if (!getinputstate(csqcplayer_moveframe)) break;
+ /*if (input_timelength > 0.0005)
+ {
+ if (input_timelength > 0.05)
+ {
+ input_timelength /= 2;
+ CSQCPlayer_Physics(this);
+ }
+ CSQCPlayer_Physics(this);
+ }*/
CSQCPlayer_Physics(this);
CSQCPlayer_SetMinsMaxs(this);
++csqcplayer_moveframe;
#ifndef LIB_CSQCMODEL_CL_PLAYER_H
#define LIB_CSQCMODEL_CL_PLAYER_H
-int autocvar_cl_movement = 1;
+bool autocvar_cl_movement = true;
entity csqcplayer;
float csqcplayer_status;
--- /dev/null
+#pragma once
+
+#include "iter.qh"
+
+const int IL_MAX = 128;
+
+void IL_INIT(entity this);
+void IL_DTOR(entity this);
+void IL_ENDFRAME();
+
+/**
+ * limitations:
+ * NULL cannot be present
+ * elements can only be present once
+ * a maximum of `IL_MAX` lists can exist at one time
+ * freed entities must be removed from the list
+ */
+CLASS(IntrusiveList, Object)
+ ATTRIB(IntrusiveList, il_head, entity, NULL);
+ ATTRIB(IntrusiveList, il_tail, entity, NULL);
+ ATTRIB(IntrusiveList, il_nextfld, .entity, nil);
+ ATTRIB(IntrusiveList, il_prevfld, .entity, nil);
+ INIT(IntrusiveList) { IL_INIT(this); }
+ DESTRUCTOR(IntrusiveList) { IL_DTOR(this); }
+ENDCLASS(IntrusiveList)
+
+// bitflags
+.vector il_lists;
+// bitflags
+.vector il_listmask;
+
+#define IL_NEW() NEW(IntrusiveList)
+
+#define IL_EMPTY(this) (this.il_head == NULL)
+
+#define IL_FIRST(this) (this.il_head)
+#define IL_LAST(this) (this.il_tail)
+#define IL_PEEK(this) (this.il_tail)
+
+bool IL_CONTAINS(IntrusiveList this, entity it)
+{
+ assert(this, return false);
+ return it.(this.il_nextfld) || this.il_head == it || this.il_tail == it;
+}
+
+/**
+ * Push to tail
+ */
+entity IL_PUSH(IntrusiveList this, entity it)
+{
+ assert(this, return NULL);
+ assert(it, return NULL);
+ .entity il_next = this.il_nextfld;
+ .entity il_prev = this.il_prevfld;
+ assert(!IL_CONTAINS(this, it), return NULL);
+
+ entity tail = it.(il_prev) = this.il_tail;
+ tail ? (tail.(il_next) = it) : this.il_head = it;
+ this.il_tail = it;
+ it.il_lists |= this.il_listmask;
+ return it;
+}
+
+/**
+ * Push to head
+ */
+entity IL_UNSHIFT(IntrusiveList this, entity it)
+{
+ assert(this, return NULL);
+ assert(it, return NULL);
+ .entity il_next = this.il_nextfld;
+ .entity il_prev = this.il_prevfld;
+ assert(!IL_CONTAINS(this, it), return NULL);
+
+ entity head = it.(il_next) = this.il_head;
+ head ? (head.(il_prev) = it) : this.il_tail = it;
+ this.il_head = it;
+ it.il_lists |= this.il_listmask;
+ return it;
+}
+
+/**
+ * Pop from tail
+ */
+entity IL_POP(IntrusiveList this)
+{
+ assert(this, return NULL);
+ .entity il_next = this.il_nextfld;
+ .entity il_prev = this.il_prevfld;
+
+ if (!this.il_tail) return NULL;
+ entity it = this.il_tail;
+ entity prev = it.(il_prev);
+ if (prev) (this.il_tail = prev).(il_next) = NULL;
+ else this.il_head = this.il_tail = NULL;
+ return it;
+}
+
+/**
+ * Pop from head
+ */
+entity IL_SHIFT(IntrusiveList this)
+{
+ assert(this, return NULL);
+ .entity il_next = this.il_nextfld;
+ .entity il_prev = this.il_prevfld;
+
+ if (!this.il_head) return NULL;
+ entity it = this.il_head;
+ entity next = it.(il_next);
+ if (next) (this.il_head = next).(il_prev) = NULL;
+ else this.il_head = this.il_tail = NULL;
+ return it;
+}
+
+/**
+ * Remove any element, anywhere in the list
+ */
+void IL_REMOVE(IntrusiveList this, entity it)
+{
+ assert(this, return);
+ .entity il_next = this.il_nextfld;
+ .entity il_prev = this.il_prevfld;
+ entity next = it.(il_next);
+ entity prev = it.(il_prev);
+ entity ohead = this.il_head;
+ entity otail = this.il_tail;
+ next ? next.(il_prev) = prev : this.il_tail = prev;
+ prev ? prev.(il_next) = next : this.il_head = next;
+ LOG_DEBUGF("remove %i (%i :: %i), head: %i -> %i, tail: %i -> %i\n", it, it.(il_prev), it.(il_next), ohead, this.il_head, otail, this.il_tail);
+ it.(il_next) = it.(il_prev) = NULL;
+}
+
+/**
+ * Remove all elements
+ */
+#define IL_CLEAR(this) \
+ MACRO_BEGIN \
+ { \
+ IntrusiveList __il = this; \
+ assert(__il); \
+ .entity il_prev = __il.il_prevfld; \
+ IL_EACH(__il, true, it.(il_next) = it.(il_prev) = NULL); \
+ __il.il_head = __il.il_tail = NULL; \
+ } MACRO_END
+
+/**
+ * Delete the list
+ */
+#define IL_DELETE(this, dtor) \
+ MACRO_BEGIN \
+ { \
+ remove(this); \
+ this = NULL; \
+ } MACRO_END
+
+#define IL_EACH(this, cond, body) \
+ MACRO_BEGIN \
+ { \
+ IntrusiveList _il = this; \
+ assert(_il); \
+ .entity il_next = _il.il_nextfld; \
+ noref int i = 0; \
+ for (entity _next, _it = _il.il_head; _it; (_it = _next, ++i)) \
+ { \
+ const noref entity it = _it; \
+ _next = it.(il_next); \
+ if (cond) { LAMBDA(body) } \
+ } \
+ } MACRO_END
+
+.int il_id;
+IntrusiveList il_links[IL_MAX];
+.entity il_links_flds[IL_MAX * 2];
+int il_links_ptr;
+
+#define IL_FLOOR(n) ((n) | 0)
+#define IL_CEIL(n) IL_FLOOR((n) + 0.5)
+
+#define IL_LISTS_PER_BIT IL_CEIL(IL_MAX / (3 * 24))
+
+void IL_INIT(IntrusiveList this)
+{
+ .entity nextfld, prevfld;
+ for (int i = il_links_ptr; i < il_links_ptr + IL_MAX; ++i) {
+ int idx = i;
+ if (idx >= IL_MAX) idx -= IL_MAX;
+ int id = idx;
+ idx *= 2;
+ if (!il_links[idx]) {
+ il_links[idx] = this;
+ nextfld = il_links_flds[idx + 0];
+ prevfld = il_links_flds[idx + 1];
+ this.il_id = id;
+ int bit = IL_FLOOR(id / IL_LISTS_PER_BIT);
+ if (bit < (1 * 24)) this.il_listmask = '1 0 0' * (1 << (bit - (0 * 24)));
+ else if (bit < (2 * 24)) this.il_listmask = '0 1 0' * (1 << (bit - (1 * 24)));
+ else if (bit < (3 * 24)) this.il_listmask = '0 0 1' * (1 << (bit - (2 * 24)));
+ else assert(false);
+ il_links_ptr = id + 1;
+ if (il_links_ptr >= IL_MAX) il_links_ptr -= IL_MAX;
+ this.il_nextfld = nextfld;
+ this.il_prevfld = prevfld;
+ return;
+ }
+ }
+ LOG_WARNINGF("IntrusiveList overflow");
+}
+
+void IL_DTOR(IntrusiveList this)
+{
+ IL_CLEAR(this);
+ il_links[this.il_id] = NULL;
+}
+
+void IL_ENDFRAME()
+{
+#if 0
+ // incompatible with CSQC, remove() clears entities
+ for (int i = 0; i < IL_MAX; ++i) {
+ IntrusiveList list = il_links[i];
+ if (list) {
+ .entity nextfld = list.il_nextfld;
+ for (entity next, it = list.il_head; it; it = next) {
+ next = it.(nextfld);
+ if (wasfreed(it)) {
+ IL_REMOVE(list, it);
+ }
+ }
+ }
+ }
+#endif
+}
+
+void ONREMOVE(entity this)
+{
+ if (this.il_lists) {
+ for (int i = 0; i < IL_MAX; ++i) {
+ IntrusiveList list = il_links[i];
+ if (this.il_lists & list.il_listmask && IL_CONTAINS(list, this)) {
+ IL_REMOVE(list, this);
+ }
+ }
+ }
+}
MACRO_BEGIN \
{ \
int _i = 0; \
- for (entity _it = list##_first; _it; (_it = _it.next, ++_i)) \
+ for (entity _it = list##_first, _next = NULL; _it; (_it = _next, ++_i)) \
{ \
const noref int i = _i; \
ITER_CONST noref entity it = _it; \
+ _next = _it.next; \
if (cond) { LAMBDA(body) } \
} \
} MACRO_END
} MACRO_END
// TODO: this sucks, lets find a better way to do backtraces?
-#ifdef SVQC
- void builtin_remove(entity);
- #define _backtrace() builtin_remove(NULL)
-#else
- void remove(entity);
- #define _backtrace() remove(NULL)
-#endif
+#define _backtrace() builtin_remove(NULL)
noref int autocvar_developer;
noref bool autocvar_prvm_backtraceforwarnings;
#define new_pure(class) _new(class, true)
#define spawn() __spawn("entity", __FILE__ ":" STR(__LINE__), false)
+[[accumulate]] void ONREMOVE(entity this) {}
+
+#ifndef SVQC
+ #define delete_fn builtin_remove
+#endif
+
#define delete(this) MACRO_BEGIN { \
entity _this = (this); \
void(entity) _dtor = _this.dtor; \
- if (_dtor) _dtor(_this); else remove(_this); \
+ ONREMOVE(this); \
+ if (_dtor) _dtor(_this); else delete_fn(_this); \
/* this = NULL; */ \
} MACRO_END
#define spawn_1(this)
#define _vtbl NULL
CLASS(Object, );
- DESTRUCTOR(Object) { remove(this); }
+ DESTRUCTOR(Object) { builtin_remove(this); }
#define remove(this) delete(this)
METHOD(Object, describe, string(Object this))
{
REGISTER_INIT(id) {} \
void Register_##id() \
{ \
- if (registry##_COUNT >= registry##_MAX) LOG_FATALF("Registry capacity exceeded (%d)", registry##_MAX); \
- entity this = id = inst; \
- this.registered_id = #id; \
- REGISTRY_PUSH(registry, fld, this); \
+ entity this = id; \
+ if (this == NULL) { \
+ if (registry##_COUNT >= registry##_MAX) LOG_FATALF("Registry capacity exceeded (%d)", registry##_MAX); \
+ this = id = inst; \
+ this.registered_id = #id; \
+ REGISTRY_PUSH(registry, fld, this); \
+ } \
Register_##id##_init(this); \
} \
ACCUMULATE_FUNCTION(_Register##registry, Register_##id) \
CLASS(id##Registry, Object) \
ATTRIB(id##Registry, m_name, string, str) \
ATTRIB(id##Registry, REGISTRY_NEXT, entity, id##_first) \
+ METHOD(id##Registry, m_reload, void()); \
ENDCLASS(id##Registry) \
- REGISTER(Registries, REGISTRY, id, m_id, NEW(id##Registry));
+ REGISTER(Registries, REGISTRY, id, m_id, NEW(id##Registry)); \
+ METHOD(id##Registry, m_reload, void()) { \
+ Register##id(); \
+ }
#endif
#define error(...) (__self = (NULL), builtin_error(__VA_ARGS__))
#define movetogoal(e, ...) (__self = (e), builtin_movetogoal(__VA_ARGS__))
-#ifndef SVQC
- #define objerror(e, ...) (__self = (e), builtin_objerror(__VA_ARGS__))
-#else
- void make_safe_for_remove(entity this);
- #define objerror(e, ...) (__self = (e), make_safe_for_remove(__self), builtin_objerror(__VA_ARGS__))
-#endif
#define walkmove(e, ...) (__self = (e), builtin_walkmove(__VA_ARGS__))
#ifndef MENUQC
#define _STAT(id) g_stat_##id
#define REGISTER_STAT_2(id, T) \
T _STAT(id); \
- T CAT(_STAT(id), _prev); \
+ /* T CAT(_STAT(id), _prev); */ \
REGISTER(Stats, STAT_##id, m_id, new_pure(stat)) \
{ \
if (#T == "vector" || #T == "vectori") { \
[[accumulate]] void stats_get() \
{ \
T it = getstat_##T(STAT_##id.m_id); \
- if (it != CAT(_STAT(id), _prev)) \
- CAT(_STAT(id), _prev) = _STAT(id) = it; \
+ /* if (it != CAT(_STAT(id), _prev)) \
+ CAT(_STAT(id), _prev) = */ _STAT(id) = it; \
}
#define REGISTER_STAT_3(x, T, expr) REGISTER_STAT_2(x, T)
#elif defined(SVQC)
// engine currently wants this
setpredraw(this, WarpZone_Fade_PreDraw);
- //this.move_touch = WarpZone_Touch;
+ //settouch(this, WarpZone_Touch);
return true;
}
.float warpzone_teleport_finishtime;
.entity warpzone_teleport_zone;
-#ifdef SVQC
- #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
-#elif defined(CSQC)
- #define WarpZone_StoreProjectileData(e_) MACRO_BEGIN { \
- entity e = e_; \
- e.warpzone_oldorigin = e.move_origin; \
- e.warpzone_oldvelocity = e.move_velocity; \
- e.warpzone_oldangles = e.move_angles; \
- } MACRO_END
-#endif
+#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
void WarpZone_TeleportPlayer(entity teleporter, entity player, vector to, vector to_angles, vector to_velocity)
{
-#ifdef SVQC
setorigin(player, to); // NOTE: this also aborts the move, when this is called by touch
+#ifdef SVQC
player.oldorigin = to; // for DP's unsticking
- player.angles = to_angles;
player.fixangle = true;
- player.velocity = to_velocity;
-#elif defined(CSQC)
- player.move_origin = to;
- player.move_angles = to_angles;
- player.move_velocity = to_velocity;
#endif
+ player.angles = to_angles;
+ player.velocity = to_velocity;
BITXOR_ASSIGN(player.effects, EF_TELEPORT_BIT);
if(IS_PLAYER(player))
-#ifdef SVQC
BITCLR_ASSIGN(player.flags, FL_ONGROUND);
-#elif defined(CSQC)
- BITCLR_ASSIGN(player.move_flags, FL_ONGROUND);
-#endif
WarpZone_PostTeleportPlayer_Callback(player);
}
{
vector o0, a0, v0, o1, a1, v1, o10;
-#ifdef SVQC
o0 = player.origin + player.view_ofs;
v0 = player.velocity;
a0 = player.angles;
-#elif defined(CSQC)
- o0 = player.move_origin + player.view_ofs;
- v0 = player.move_velocity;
- a0 = player.move_angles;
-#endif
o10 = o1 = WarpZone_TransformOrigin(wz, o0);
v1 = WarpZone_TransformVelocity(wz, v0);
return;
// FIXME needs a better check to know what is safe to teleport and what not
-#ifdef SVQC
- if(toucher.movetype == MOVETYPE_NONE || toucher.movetype == MOVETYPE_FOLLOW || toucher.tag_entity)
-#elif defined(CSQC)
- if(toucher.move_movetype == MOVETYPE_NONE || toucher.move_movetype == MOVETYPE_FOLLOW || toucher.tag_networkentity)
+ if((toucher.move_movetype == MOVETYPE_NONE && toucher.move_movetype == MOVETYPE_NONE) || toucher.move_movetype == MOVETYPE_FOLLOW || toucher.move_movetype == MOVETYPE_FOLLOW || toucher.tag_entity
+#ifdef CSQC
+ || tag_networkentity
#endif
+ )
return;
if(WarpZoneLib_ExactTrigger_Touch(this, toucher))
return;
-#ifdef SVQC
if(WarpZone_PlaneDist(this, toucher.origin + toucher.view_ofs) >= 0) // wrong side of the trigger_warpzone (don't teleport yet)
-#elif defined(CSQC)
- if(WarpZone_PlaneDist(this, toucher.move_origin + toucher.view_ofs) >= 0) // wrong side of the trigger_warpzone (don't teleport yet)
-#endif
return;
float f;
float d;
d = 24 + max(vlen(toucher.mins), vlen(toucher.maxs));
if(IS_NOT_A_CLIENT(toucher))
- #ifdef SVQC
f = -d / bound(frametime * d * 1, frametime * vlen(toucher.velocity), d);
- #elif defined(CSQC)
- f = -d / bound(frametime * d * 1, frametime * vlen(toucher.move_velocity), d);
- #endif
else
f = -1;
if(WarpZone_Teleport(this, toucher, f, 0))
{
vector o0, v0;
- .vector orgvec, velvec;
-#ifdef SVQC
- orgvec = origin;
- velvec = velocity;
-#elif defined(CSQC)
- orgvec = move_origin;
- velvec = move_velocity;
-#endif
-
- o0 = player.orgvec + player.view_ofs;
- v0 = player.velvec;
+ o0 = player.origin + player.view_ofs;
+ v0 = player.velocity;
// if we teleported shortly before, abort
if(time <= player.warpzone_teleport_finishtime + 0.1)
LOG_INFO("impactfilter found something - and it even gets handled correctly - please tell divVerent that this code apparently gets triggered again\n");
#endif
LOG_INFO("Entity type: ", player.classname, "\n");
- LOG_INFO("Origin: ", vtos(player.orgvec), "\n");
- LOG_INFO("Velocity: ", vtos(player.velvec), "\n");
+ LOG_INFO("Origin: ", vtos(player.origin), "\n");
+ LOG_INFO("Velocity: ", vtos(player.velocity), "\n");
#ifdef WARPZONELIB_REMOVEHACK
return 0;
#else
// retry previous move
-#ifdef SVQC
setorigin(player, player.warpzone_oldorigin);
-#elif defined(CSQC)
- player.move_origin = player.warpzone_oldorigin;
-#endif
- player.velvec = player.warpzone_oldvelocity;
+ player.velocity = player.warpzone_oldvelocity;
if(WarpZone_Teleport(wz, player, 0, 1))
{
string save1, save2;
else
{
setorigin(player, o0 - player.view_ofs);
- player.velvec = v0;
+ player.velocity = v0;
}
return +1;
WarpZone_PostInitialize_Callback();
}
- FOREACH_ENTITY(!is_pure(it),
+ FOREACH_ENTITY_FLOAT(pure_data, false,
{
if(warpzone_warpzones_exist)
WarpZone_StoreProjectileData(it);
.float warpzone_reconnecting;
bool visible_to_some_client(entity ent)
{
- FOREACH_ENTITY(!IS_NOT_A_CLIENT(it), LAMBDA(
- if (IS_PLAYER(it) && IS_REAL_CLIENT(it) && checkpvs(it.origin + it.view_ofs, ent)) return true;
- ));
+ FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it) && checkpvs(it.origin + it.view_ofs, ent),
+ {
+ return true;
+ });
return false;
}
void trigger_warpzone_reconnect_use(entity this, entity actor, entity trigger)
setsize(this, this.mins * this.scale, this.maxs * this.scale);
else
setsize(this, this.mins, this.maxs);
- this.movetype = MOVETYPE_NONE;
+ set_movetype(this, MOVETYPE_NONE);
this.solid = SOLID_TRIGGER;
this.model = "";
}
postMenuDraw();
frametime = 0;
+ IL_ENDFRAME();
}
void m_display()
owner.gameTypeChangeNotify(owner);
}
}
+void XonoticGametypeList_draw(entity me)
+{
+ if(me.nItems != GameType_GetCount())
+ {
+ me.nItems = GameType_GetCount();
+ me.setSelected(me, 0);
+ }
+ SUPER(XonoticGametypeList).draw(me);
+}
void XonoticGametypeList_drawListBoxItem(entity me, int i, vector absSize, bool isSelected, bool isFocused)
{
string s1, s2;
CLASS(XonoticGametypeList, XonoticListBox)
METHOD(XonoticGametypeList, configureXonoticGametypeList, void(entity));
ATTRIB(XonoticGametypeList, rowsPerItem, float, 2)
+ METHOD(XonoticGametypeList, draw, void(entity));
METHOD(XonoticGametypeList, drawListBoxItem, void(entity, int, vector, bool, bool));
METHOD(XonoticGametypeList, resizeNotify, void(entity, vector, vector, vector, vector));
METHOD(XonoticGametypeList, setSelected, void(entity, float));
t = strcat(t, _("encryption:"), " ", (q ? sprintf(_("AES level %d"), q) : ZCTX(_("ENC^none"))), ", ");
t = strcat(t, sprintf(_("mod: %s"), ((modname == "xonotic") ? ZCTX(_("MOD^Default")) : original_modname)));
if(pure_available)
- t = strcat(t, sprintf(_(" (%s)"), (pure) ? _("official settings") : _("modified settings")));
+ t = strcat(t, sprintf(" (%s)", (pure) ? _("official settings") : _("modified settings")));
t = strcat(t, ", ");
t = strcat(t, ((sflags >= 0 && (sflags & SERVERFLAG_PLAYERSTATS)) ? _("stats enabled") : _("stats disabled")));
setZonedTooltip(me, t, string_null);
bestdenom = denom;
}
}
- me.insertValue(me, i, strzone(sprintf(_("%dx%d (%d:%d)"), w, h, bestnum, bestdenom)), strzone(strcat(ftos(w), " ", ftos(h), " ", ftos(pixelheight))));
+ me.insertValue(me, i, strzone(sprintf("%dx%d (%d:%d)", w, h, bestnum, bestdenom)), strzone(strcat(ftos(w), " ", ftos(h), " ", ftos(pixelheight))));
}
else
- me.insertValue(me, i, strzone(sprintf(_("%dx%d"), w, h)), strzone(strcat(ftos(w), " ", ftos(h), " ", ftos(pixelheight))));
+ me.insertValue(me, i, strzone(sprintf("%dx%d", w, h)), strzone(strcat(ftos(w), " ", ftos(h), " ", ftos(pixelheight))));
}
float autocvar_menu_vid_allowdualscreenresolution;
void XonoticResolutionSlider_configureXonoticResolutionSlider(entity me)
GAMETYPE(MAPINFO_TYPE_ONSLAUGHT) \
GAMETYPE(MAPINFO_TYPE_ASSAULT) \
if (cvar("developer")) GAMETYPE(MAPINFO_TYPE_RACE) \
- GAMETYPE(MAPINFO_TYPE_CTS) \
+ if (cvar("developer")) GAMETYPE(MAPINFO_TYPE_CTS) \
/* GAMETYPE(MAPINFO_TYPE_INVASION) */ \
/**/
#define FOREACH_CLIENT(cond, body) FOREACH_CLIENTSLOT(IS_CLIENT(it) && (cond), body)
-// NOTE: FOR_EACH_MONSTER deprecated! Use the following instead: FOREACH_ENTITY_FLAGS(flags, FL_MONSTER, { code; });
+// NOTE: FOR_EACH_MONSTER deprecated! Use the following instead: IL_EACH(g_monsters, true, { code; });
#include <common/effects/all.qh>
#include <common/models/all.qh>
int autocvar_g_jetpack_fuel;
float autocvar_g_jetpack_maxspeed_side;
float autocvar_g_jetpack_maxspeed_up;
+float autocvar_g_jetpack_reverse_thrust;
#define autocvar_g_maplist cvar_string("g_maplist")
bool autocvar_g_maplist_check_waypoints;
int autocvar_g_maplist_index;
int autocvar_g_frozen_revive_falldamage_health;
bool autocvar_g_frozen_damage_trigger;
float autocvar_g_frozen_force;
+float autocvar_sv_airaccel_qw;
+float autocvar_sv_airstrafeaccel_qw;
+float autocvar_sv_airspeedlimit_nonqw;
+float autocvar_sv_airaccel_qw_stretchfactor;
+float autocvar_sv_maxairstrafespeed;
+float autocvar_sv_airstrafeaccelerate;
+float autocvar_sv_warsowbunny_turnaccel;
+float autocvar_sv_airaccel_sideways_friction;
+float autocvar_sv_aircontrol;
+float autocvar_sv_aircontrol_power;
+float autocvar_sv_aircontrol_penalty;
+float autocvar_sv_warsowbunny_airforwardaccel;
+float autocvar_sv_warsowbunny_topspeed;
+float autocvar_sv_warsowbunny_accel;
+float autocvar_sv_warsowbunny_backtosideratio;
+float autocvar_sv_friction;
+float autocvar_sv_accelerate;
+float autocvar_sv_stopspeed;
+float autocvar_sv_airaccelerate;
+float autocvar_sv_airstopaccelerate;
+float autocvar_sv_track_canjump;
if (!tracetossfaketarget)
tracetossfaketarget = new(tracetossfaketarget);
tracetossfaketarget.solid = savesolid;
- tracetossfaketarget.movetype = targ.movetype;
+ set_movetype(tracetossfaketarget, targ.move_movetype);
_setmodel(tracetossfaketarget, targ.model); // no low precision
tracetossfaketarget.model = targ.model;
tracetossfaketarget.modelindex = targ.modelindex;
// make it disappear
tracetossfaketarget.solid = SOLID_NOT;
- tracetossfaketarget.movetype = MOVETYPE_NONE;
+ set_movetype(tracetossfaketarget, MOVETYPE_NONE);
tracetossfaketarget.model = "";
tracetossfaketarget.modelindex = 0;
// relink to remove it from physics considerations
// make it disappear
tracetossfaketarget.solid = SOLID_NOT;
- tracetossfaketarget.movetype = MOVETYPE_NONE;
+ set_movetype(tracetossfaketarget, MOVETYPE_NONE);
tracetossfaketarget.model = "";
tracetossfaketarget.modelindex = 0;
// relink to remove it from physics considerations
void bot_relinkplayerlist()
{
- entity e;
- entity prevbot;
player_count = 0;
currentbots = 0;
- player_list = e = findchainflags(flags, FL_CLIENT);
bot_list = NULL;
- prevbot = NULL;
- while (e)
+
+ entity prevbot = NULL;
+ FOREACH_CLIENT(true,
{
- player_count = player_count + 1;
- e.nextplayer = e.chain;
- if (IS_BOT_CLIENT(e))
+ ++player_count;
+
+ if(IS_BOT_CLIENT(it))
{
- if (prevbot)
- prevbot.nextbot = e;
+ if(prevbot)
+ prevbot.nextbot = it;
else
{
- bot_list = e;
+ bot_list = it;
bot_list.nextbot = NULL;
}
- prevbot = e;
- currentbots = currentbots + 1;
+ prevbot = it;
+ ++currentbots;
}
- e = e.chain;
- }
+ });
LOG_TRACE(strcat("relink: ", ftos(currentbots), " bots seen.\n"));
bot_strategytoken = bot_list;
bot_strategytoken_taken = true;
void bot_removefromlargestteam()
{
- float besttime, bestcount, thiscount;
- entity best, head;
CheckAllowedTeams(NULL);
GetTeamCounts(NULL);
- head = findchainfloat(isbot, true);
- if (!head)
- return;
- best = head;
- besttime = head.createdtime;
- bestcount = 0;
- while (head)
+
+ entity best = NULL;
+ float besttime = 0;
+ int bestcount = 0;
+
+ int bcount = 0;
+ FOREACH_ENTITY_FLOAT(isbot, true,
{
- if(head.team == NUM_TEAM_1)
- thiscount = c1;
- else if(head.team == NUM_TEAM_2)
- thiscount = c2;
- else if(head.team == NUM_TEAM_3)
- thiscount = c3;
- else if(head.team == NUM_TEAM_4)
- thiscount = c4;
- else
- thiscount = 0;
- if (thiscount > bestcount)
+ ++bcount;
+
+ if(!best)
+ {
+ best = it;
+ besttime = it.createdtime;
+ }
+
+ int thiscount = 0;
+
+ switch(it.team)
+ {
+ case NUM_TEAM_1: thiscount = c1; break;
+ case NUM_TEAM_2: thiscount = c2; break;
+ case NUM_TEAM_3: thiscount = c3; break;
+ case NUM_TEAM_4: thiscount = c4; break;
+ }
+
+ if(thiscount > bestcount)
{
bestcount = thiscount;
- besttime = head.createdtime;
- best = head;
+ besttime = it.createdtime;
+ best = it;
}
- else if (thiscount == bestcount && besttime < head.createdtime)
+ else if(thiscount == bestcount && besttime < it.createdtime)
{
- besttime = head.createdtime;
- best = head;
+ besttime = it.createdtime;
+ best = it;
}
- head = head.chain;
- }
+ });
+ if(!bcount)
+ return; // no bots to remove
currentbots = currentbots - 1;
dropclient(best);
}
void bot_removenewest()
{
- float besttime;
- entity best, head;
-
if(teamplay)
{
bot_removefromlargestteam();
return;
}
- head = findchainfloat(isbot, true);
- if (!head)
- return;
- best = head;
- besttime = head.createdtime;
- while (head)
+ float besttime = 0;
+ entity best = NULL;
+ int bcount = 0;
+
+ FOREACH_ENTITY_FLOAT(isbot, true,
{
- if (besttime < head.createdtime)
+ ++bcount;
+
+ if(!best)
{
- besttime = head.createdtime;
- best = head;
+ best = it;
+ besttime = it.createdtime;
}
- head = head.chain;
- }
+
+ if(besttime < it.createdtime)
+ {
+ besttime = it.createdtime;
+ best = it;
+ }
+ });
+
+ if(!bcount)
+ return; // no bots to remove
+
currentbots = currentbots - 1;
dropclient(best);
}
else
{
// TODO: Make this check cleaner
- entity wp = findchain(classname, "waypoint");
- if(time - wp.nextthink > 10)
+ IL_EACH(g_waypoints, time - it.nextthink > 10,
+ {
waypoint_save_links();
+ break;
+ });
}
}
else
float bot_weapons_close[Weapons_MAX];
entity bot_list;
-entity player_list;
.entity nextbot;
-.entity nextplayer;
.string cleanname;
.string netname_freeme;
.string playermodel_freeme;
// TODO: tracewalk() should take care of this job (better path finding under water)
// if we don't have a goal and we're under water look for a waypoint near the "shore" and push it
if(IS_DEAD(this))
- if(this.goalcurrent==NULL)
- if(this.waterlevel==WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER))
+ if(!this.goalcurrent)
+ if(this.waterlevel == WATERLEVEL_SWIMMING || (this.aistatus & AI_STATUS_OUT_WATER))
{
// Look for the closest waypoint out of water
- entity newgoal, head;
- float bestdistance, distance;
-
- newgoal = NULL;
- bestdistance = 10000;
- for (head = findchain(classname, "waypoint"); head; head = head.chain)
+ entity newgoal = NULL;
+ IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 10000),
{
- distance = vlen(head.origin - this.origin);
- if(distance>10000)
- continue;
-
- if(head.origin.z < this.origin.z)
+ if(it.origin.z < this.origin.z)
continue;
- if(head.origin.z - this.origin.z - this.view_ofs.z > 100)
+ if(it.origin.z - this.origin.z - this.view_ofs.z > 100)
continue;
- if (pointcontents(head.origin + head.maxs + '0 0 1') != CONTENT_EMPTY)
+ if (pointcontents(it.origin + it.maxs + '0 0 1') != CONTENT_EMPTY)
continue;
- traceline(this.origin + this.view_ofs , head.origin, true, head);
+ traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
- if(trace_fraction<1)
+ if(trace_fraction < 1)
continue;
- if(distance<bestdistance)
- {
- newgoal = head;
- bestdistance = distance;
- }
- }
+ if(!newgoal || vlen2(it.origin - this.origin) < vlen2(newgoal.origin - this.origin))
+ newgoal = it;
+ });
if(newgoal)
{
{
if(fabs(this.velocity.z)<50)
{
- entity head, newgoal = NULL;
- float distance, bestdistance = 0;
-
- for (head = findchain(classname, "waypoint"); head; head = head.chain)
+ entity newgoal = NULL;
+ IL_EACH(g_waypoints, vdist(it.origin - this.origin, <=, 1000),
{
+ traceline(this.origin + this.view_ofs, ((it.absmin + it.absmax) * 0.5), true, this);
- distance = vlen(head.origin - this.origin);
- if(distance>1000)
+ if(trace_fraction < 1)
continue;
- traceline(this.origin + this.view_ofs , ( ( head.absmin + head.absmax ) * 0.5 ), true, NULL);
-
- if(trace_fraction<1)
- continue;
-
- if(distance>bestdistance)
- {
- newgoal = head;
- bestdistance = distance;
- }
- }
+ if(!newgoal || vlen2(it.origin - this.origin) > vlen2(newgoal.origin - this.origin))
+ newgoal = it;
+ });
if(newgoal)
{
void havocbot_goalrating_items(entity this, float ratingscale, vector org, float sradius)
{
- entity head;
- float rating, d, discard, distance, friend_distance, enemy_distance;
+ float rating, d, discard, friend_distance, enemy_distance;
vector o;
ratingscale = ratingscale * 0.0001; // items are rated around 10000 already
- head = findchainfloat(bot_pickup, true);
- while (head)
+ FOREACH_ENTITY_FLOAT(bot_pickup, true,
{
- o = (head.absmin + head.absmax) * 0.5;
- distance = vlen(o - org);
+ o = (it.absmin + it.absmax) * 0.5;
friend_distance = 10000; enemy_distance = 10000;
rating = 0;
- if(!head.solid || distance > sradius || (head == this.ignoregoal && time < this.ignoregoaltime) )
- {
- head = head.chain;
+ if(!it.solid || vdist(o - org, >, sradius) || (it == this.ignoregoal && time < this.ignoregoaltime) )
continue;
- }
// Check if the item can be picked up safely
- if(head.classname == "droppedweapon")
+ if(it.classname == "droppedweapon")
{
traceline(o, o + '0 0 -1500', true, NULL);
d = pointcontents(trace_endpos + '0 0 1');
if(d & CONTENT_WATER || d & CONTENT_SLIME || d & CONTENT_LAVA)
- {
- head = head.chain;
continue;
- }
- if(tracebox_hits_trigger_hurt(head.origin, head.mins, head.maxs, trace_endpos))
- {
- head = head.chain;
+ if(tracebox_hits_trigger_hurt(it.origin, it.mins, it.maxs, trace_endpos))
continue;
- }
}
else
{
// Ignore items under water
- traceline(head.origin + head.maxs, head.origin + head.maxs, MOVE_NORMAL, head);
+ traceline(it.origin + it.maxs, it.origin + it.maxs, MOVE_NORMAL, it);
if(trace_dpstartcontents & DPCONTENTS_LIQUIDSMASK)
- {
- head = head.chain;
continue;
- }
}
if(teamplay)
{
discard = false;
- FOREACH_CLIENT(IS_PLAYER(it) && it != this && !IS_DEAD(it), LAMBDA(
+ entity picker = it;
+ FOREACH_CLIENT(IS_PLAYER(it) && it != this && !IS_DEAD(it),
+ {
d = vlen(it.origin - o); // distance between player and item
if ( it.team == this.team )
discard = true;
- if( head.health && it.health > this.health )
+ if( picker.health && it.health > this.health )
continue;
- if( head.armorvalue && it.armorvalue > this.armorvalue)
+ if( picker.armorvalue && it.armorvalue > this.armorvalue)
continue;
- if( head.weapons )
- if( head.weapons & ~it.weapons )
+ if( picker.weapons )
+ if( picker.weapons & ~it.weapons )
continue;
- if (head.ammo_shells && it.ammo_shells > this.ammo_shells)
+ if (picker.ammo_shells && it.ammo_shells > this.ammo_shells)
continue;
- if (head.ammo_nails && it.ammo_nails > this.ammo_nails)
+ if (picker.ammo_nails && it.ammo_nails > this.ammo_nails)
continue;
- if (head.ammo_rockets && it.ammo_rockets > this.ammo_rockets)
+ if (picker.ammo_rockets && it.ammo_rockets > this.ammo_rockets)
continue;
- if (head.ammo_cells && it.ammo_cells > this.ammo_cells)
+ if (picker.ammo_cells && it.ammo_cells > this.ammo_cells)
continue;
- if (head.ammo_plasma && it.ammo_plasma > this.ammo_plasma)
+ if (picker.ammo_plasma && it.ammo_plasma > this.ammo_plasma)
continue;
discard = false;
if( d < enemy_distance )
enemy_distance = d;
}
- ));
+ });
// Rate the item only if no one needs it, or if an enemy is closer to it
- if ( (enemy_distance < friend_distance && distance < enemy_distance) ||
+ if ( (enemy_distance < friend_distance && vdist(o - org, <, enemy_distance)) ||
(friend_distance > autocvar_bot_ai_friends_aware_pickup_radius ) || !discard )
- rating = head.bot_pickupevalfunc(this, head);
+ rating = it.bot_pickupevalfunc(this, it);
}
else
- rating = head.bot_pickupevalfunc(this, head);
+ rating = it.bot_pickupevalfunc(this, it);
if(rating > 0)
- navigation_routerating(this, head, rating * ratingscale, 2000);
- head = head.chain;
- }
+ navigation_routerating(this, it, rating * ratingscale, 2000);
+ });
}
void havocbot_goalrating_controlpoints(entity this, float ratingscale, vector org, float sradius)
{
- entity head;
- head = findchain(classname, "dom_controlpoint");
- while (head)
+ FOREACH_ENTITY_CLASS("dom_controlpoint", vdist((((it.absmin + it.absmax) * 0.5) - org), <, sradius),
{
- if(vdist((((head.absmin + head.absmax) * 0.5) - org), <, sradius))
- {
- if(head.cnt > -1) // this is just being fought for
- navigation_routerating(this, head, ratingscale, 5000);
- else if(head.goalentity.cnt == 0) // unclaimed point
- navigation_routerating(this, head, ratingscale * 0.5, 5000);
- else if(head.goalentity.team != this.team) // other team's point
- navigation_routerating(this, head, ratingscale * 0.2, 5000);
- }
- head = head.chain;
- }
+ if(it.cnt > -1) // this is just being fought
+ navigation_routerating(this, it, ratingscale, 5000);
+ else if(it.goalentity.cnt == 0) // unclaimed
+ navigation_routerating(this, it, ratingscale * 0.5, 5000);
+ else if(it.goalentity.team != this.team) // other team's point
+ navigation_routerating(this, it, ratingscale * 0.2, 5000);
+ });
}
void havocbot_goalrating_enemyplayers(entity this, float ratingscale, vector org, float sradius)
// find the spawnfunc_waypoint near a dynamic goal such as a dropped weapon
entity navigation_findnearestwaypoint_withdist_except(entity ent, float walkfromwp, float bestdist, entity except)
{
- entity waylist, w, best;
- vector v, org, pm1, pm2;
-
- pm1 = ent.origin + ent.mins;
- pm2 = ent.origin + ent.maxs;
- waylist = findchain(classname, "waypoint");
+ vector pm1 = ent.origin + ent.mins;
+ vector pm2 = ent.origin + ent.maxs;
// do two scans, because box test is cheaper
- w = waylist;
- while (w)
+ IL_EACH(g_waypoints, it != ent && it != except,
{
- // if object is touching spawnfunc_waypoint
- if(w != ent && w != except)
- if (boxesoverlap(pm1, pm2, w.absmin, w.absmax))
- return w;
- w = w.chain;
- }
+ if(boxesoverlap(pm1, pm2, it.absmin, it.absmax))
+ return it;
+ });
- org = ent.origin + 0.5 * (ent.mins + ent.maxs);
+ vector org = ent.origin + 0.5 * (ent.mins + ent.maxs);
org.z = ent.origin.z + ent.mins.z - STAT(PL_MIN, NULL).z; // player height
// TODO possibly make other code have the same support for bboxes
if(ent.tag_entity)
if (navigation_testtracewalk)
te_plasmaburn(org);
- best = NULL;
+ entity best = NULL;
+ vector v;
// box check failed, try walk
- w = waylist;
- while (w)
+ IL_EACH(g_waypoints, it != ent,
{
- // if object can walk from spawnfunc_waypoint
- if(w != ent)
+ if(it.wpisbox)
{
- if (w.wpisbox)
- {
- vector wm1, wm2;
- wm1 = w.origin + w.mins;
- wm2 = w.origin + w.maxs;
- v.x = bound(wm1_x, org.x, wm2_x);
- v.y = bound(wm1_y, org.y, wm2_y);
- v.z = bound(wm1_z, org.z, wm2_z);
- }
- else
- v = w.origin;
- if(navigation_waypoint_will_link(v, org, ent, walkfromwp, bestdist))
- {
- bestdist = vlen(v - org);
- best = w;
- }
+ vector wm1 = it.origin + it.mins;
+ vector wm2 = it.origin + it.maxs;
+ v.x = bound(wm1_x, org.x, wm2_x);
+ v.y = bound(wm1_y, org.y, wm2_y);
+ v.z = bound(wm1_z, org.z, wm2_z);
}
- w = w.chain;
- }
+ else
+ v = it.origin;
+ if(navigation_waypoint_will_link(v, org, ent, walkfromwp, bestdist))
+ {
+ bestdist = vlen(v - org);
+ best = it;
+ }
+ });
return best;
}
entity navigation_findnearestwaypoint(entity ent, float walkfromwp)
}
// finds the waypoints near the bot initiating a navigation query
-float navigation_markroutes_nearestwaypoints(entity this, entity waylist, float maxdist)
+float navigation_markroutes_nearestwaypoints(entity this, float maxdist)
{
- entity head;
- vector v, m1, m2, diff;
- float c;
+ vector v, m1, m2;
// navigation_testtracewalk = true;
- c = 0;
- head = waylist;
- while (head)
+ int c = 0;
+ IL_EACH(g_waypoints, !it.wpconsidered,
{
- if (!head.wpconsidered)
+ if (it.wpisbox)
{
- if (head.wpisbox)
+ m1 = it.origin + it.mins;
+ m2 = it.origin + it.maxs;
+ v = this.origin;
+ v.x = bound(m1_x, v.x, m2_x);
+ v.y = bound(m1_y, v.y, m2_y);
+ v.z = bound(m1_z, v.z, m2_z);
+ }
+ else
+ v = it.origin;
+ vector diff = v - this.origin;
+ diff.z = max(0, diff.z);
+ if(vdist(diff, <, maxdist))
+ {
+ it.wpconsidered = true;
+ if (tracewalk(this, this.origin, this.mins, this.maxs, v, bot_navigation_movemode))
{
- m1 = head.origin + head.mins;
- m2 = head.origin + head.maxs;
- v = this.origin;
- v.x = bound(m1_x, v.x, m2_x);
- v.y = bound(m1_y, v.y, m2_y);
- v.z = bound(m1_z, v.z, m2_z);
- }
- else
- v = head.origin;
- diff = v - this.origin;
- diff.z = max(0, diff.z);
- if(vdist(diff, <, maxdist))
- {
- head.wpconsidered = true;
- if (tracewalk(this, this.origin, this.mins, this.maxs, v, bot_navigation_movemode))
- {
- head.wpnearestpoint = v;
- head.wpcost = vlen(v - this.origin) + head.dmg;
- head.wpfire = 1;
- head.enemy = NULL;
- c = c + 1;
- }
+ it.wpnearestpoint = v;
+ it.wpcost = vlen(v - this.origin) + it.dmg;
+ it.wpfire = 1;
+ it.enemy = NULL;
+ c = c + 1;
}
}
- head = head.chain;
- }
+ });
//navigation_testtracewalk = false;
return c;
}
// queries the entire spawnfunc_waypoint network for pathes leading away from the bot
void navigation_markroutes(entity this, entity fixed_source_waypoint)
{
- entity w, wp, waylist;
- float searching, cost, cost2;
+ float cost, cost2;
vector p;
- w = waylist = findchain(classname, "waypoint");
- while (w)
+
+ IL_EACH(g_waypoints, true,
{
- w.wpconsidered = false;
- w.wpnearestpoint = '0 0 0';
- w.wpcost = 10000000;
- w.wpfire = 0;
- w.enemy = NULL;
- w = w.chain;
- }
+ it.wpconsidered = false;
+ it.wpnearestpoint = '0 0 0';
+ it.wpcost = 10000000;
+ it.wpfire = 0;
+ it.enemy = NULL;
+ });
if(fixed_source_waypoint)
{
{
// try a short range search for the nearest waypoints, and expand the search repeatedly if none are found
// as this search is expensive we will use lower values if the bot is on the air
- float i, increment, maxdistance;
+ float increment, maxdistance;
if(IS_ONGROUND(this))
{
increment = 750;
maxdistance = 1500;
}
- for(i=increment;!navigation_markroutes_nearestwaypoints(this, waylist, i)&&i<maxdistance;i+=increment);
+ for(int j = increment; !navigation_markroutes_nearestwaypoints(this, j) && j < maxdistance; j += increment);
}
- searching = true;
+ bool searching = true;
while (searching)
{
searching = false;
- w = waylist;
- while (w)
+ IL_EACH(g_waypoints, it.wpfire,
{
- if (w.wpfire)
- {
- searching = true;
- w.wpfire = 0;
- cost = w.wpcost;
- p = w.wpnearestpoint;
- wp = w.wp00;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + w.wp00mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
- wp = w.wp01;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + w.wp01mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
- wp = w.wp02;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + w.wp02mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
- wp = w.wp03;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + w.wp03mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
- wp = w.wp04;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + w.wp04mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
- wp = w.wp05;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + w.wp05mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
- wp = w.wp06;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + w.wp06mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
- wp = w.wp07;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + w.wp07mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
- wp = w.wp08;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + w.wp08mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
- wp = w.wp09;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + w.wp09mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
- wp = w.wp10;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + w.wp10mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
- wp = w.wp11;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + w.wp11mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
- wp = w.wp12;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + w.wp12mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
- wp = w.wp13;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + w.wp13mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
- wp = w.wp14;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + w.wp14mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
- wp = w.wp15;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + w.wp15mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
- wp = w.wp16;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + w.wp16mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
- wp = w.wp17;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + w.wp17mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
- wp = w.wp18;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + w.wp18mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
- wp = w.wp19;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + w.wp19mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
- wp = w.wp20;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + w.wp20mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
- wp = w.wp21;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + w.wp21mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
- wp = w.wp22;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + w.wp22mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
- wp = w.wp23;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + w.wp23mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
- wp = w.wp24;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + w.wp24mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
- wp = w.wp25;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + w.wp25mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
- wp = w.wp26;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + w.wp26mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
- wp = w.wp27;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + w.wp27mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
- wp = w.wp28;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + w.wp28mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
- wp = w.wp29;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + w.wp29mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
- wp = w.wp30;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + w.wp30mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
- wp = w.wp31;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + w.wp31mincost) navigation_markroutes_checkwaypoint(w, wp, cost2, p);
- }}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}
- }
- w = w.chain;
- }
+ searching = true;
+ it.wpfire = 0;
+ cost = it.wpcost;
+ p = it.wpnearestpoint;
+ entity wp;
+ wp = it.wp00;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp00mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+ wp = it.wp01;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp01mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+ wp = it.wp02;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp02mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+ wp = it.wp03;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp03mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+ wp = it.wp04;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp04mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+ wp = it.wp05;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp05mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+ wp = it.wp06;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp06mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+ wp = it.wp07;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp07mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+ wp = it.wp08;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp08mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+ wp = it.wp09;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp09mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+ wp = it.wp10;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp10mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+ wp = it.wp11;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp11mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+ wp = it.wp12;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp12mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+ wp = it.wp13;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp13mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+ wp = it.wp14;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp14mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+ wp = it.wp15;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp15mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+ wp = it.wp16;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp16mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+ wp = it.wp17;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp17mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+ wp = it.wp18;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp18mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+ wp = it.wp19;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp19mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+ wp = it.wp20;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp20mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+ wp = it.wp21;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp21mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+ wp = it.wp22;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp22mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+ wp = it.wp23;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp23mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+ wp = it.wp24;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp24mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+ wp = it.wp25;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp25mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+ wp = it.wp26;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp26mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+ wp = it.wp27;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp27mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+ wp = it.wp28;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp28mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+ wp = it.wp29;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp29mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+ wp = it.wp30;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp30mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+ wp = it.wp31;if (wp){cost2 = cost + wp.dmg;if (wp.wpcost > cost2 + it.wp31mincost) navigation_markroutes_checkwaypoint(it, wp, cost2, p);
+ }}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}
+ });
}
}
// queries the entire spawnfunc_waypoint network for pathes leading to the bot
void navigation_markroutes_inverted(entity fixed_source_waypoint)
{
- entity w, wp, waylist;
- float searching, cost, cost2;
+ float cost, cost2;
vector p;
- w = waylist = findchain(classname, "waypoint");
- while (w)
+ IL_EACH(g_waypoints, true,
{
- w.wpconsidered = false;
- w.wpnearestpoint = '0 0 0';
- w.wpcost = 10000000;
- w.wpfire = 0;
- w.enemy = NULL;
- w = w.chain;
- }
+ it.wpconsidered = false;
+ it.wpnearestpoint = '0 0 0';
+ it.wpcost = 10000000;
+ it.wpfire = 0;
+ it.enemy = NULL;
+ });
if(fixed_source_waypoint)
{
error("need to start with a waypoint\n");
}
- searching = true;
+ bool searching = true;
while (searching)
{
searching = false;
- w = waylist;
- while (w)
+ IL_EACH(g_waypoints, it.wpfire,
{
- if (w.wpfire)
+ searching = true;
+ it.wpfire = 0;
+ cost = it.wpcost; // cost to walk from it to home
+ p = it.wpnearestpoint;
+ entity wp = it;
+ IL_EACH(g_waypoints, true,
{
- searching = true;
- w.wpfire = 0;
- cost = w.wpcost; // cost to walk from w to home
- p = w.wpnearestpoint;
- for(wp = waylist; wp; wp = wp.chain)
- {
- if(w != wp.wp00) if(w != wp.wp01) if(w != wp.wp02) if(w != wp.wp03)
- if(w != wp.wp04) if(w != wp.wp05) if(w != wp.wp06) if(w != wp.wp07)
- if(w != wp.wp08) if(w != wp.wp09) if(w != wp.wp10) if(w != wp.wp11)
- if(w != wp.wp12) if(w != wp.wp13) if(w != wp.wp14) if(w != wp.wp15)
- if(w != wp.wp16) if(w != wp.wp17) if(w != wp.wp18) if(w != wp.wp19)
- if(w != wp.wp20) if(w != wp.wp21) if(w != wp.wp22) if(w != wp.wp23)
- if(w != wp.wp24) if(w != wp.wp25) if(w != wp.wp26) if(w != wp.wp27)
- if(w != wp.wp28) if(w != wp.wp29) if(w != wp.wp30) if(w != wp.wp31)
- continue;
- cost2 = cost + wp.dmg;
- navigation_markroutes_checkwaypoint(w, wp, cost2, p);
- }
- }
- w = w.chain;
- }
+ if(wp != it.wp00) if(wp != it.wp01) if(wp != it.wp02) if(wp != it.wp03)
+ if(wp != it.wp04) if(wp != it.wp05) if(wp != it.wp06) if(wp != it.wp07)
+ if(wp != it.wp08) if(wp != it.wp09) if(wp != it.wp10) if(wp != it.wp11)
+ if(wp != it.wp12) if(wp != it.wp13) if(wp != it.wp14) if(wp != it.wp15)
+ if(wp != it.wp16) if(wp != it.wp17) if(wp != it.wp18) if(wp != it.wp19)
+ if(wp != it.wp20) if(wp != it.wp21) if(wp != it.wp22) if(wp != it.wp23)
+ if(wp != it.wp24) if(wp != it.wp25) if(wp != it.wp26) if(wp != it.wp27)
+ if(wp != it.wp28) if(wp != it.wp29) if(wp != it.wp30) if(wp != it.wp31)
+ continue;
+ cost2 = cost + it.dmg;
+ navigation_markroutes_checkwaypoint(wp, it, cost2, p);
+ });
+ });
}
}
void botframe_updatedangerousobjects(float maxupdate)
{
- entity head, bot_dodgelist;
vector m1, m2, v, o;
float c, d, danger;
c = 0;
- bot_dodgelist = findchainfloat(bot_dodge, true);
- botframe_dangerwaypoint = find(botframe_dangerwaypoint, classname, "waypoint");
- while (botframe_dangerwaypoint != NULL)
+ IL_EACH(g_waypoints, true,
{
danger = 0;
- m1 = botframe_dangerwaypoint.mins;
- m2 = botframe_dangerwaypoint.maxs;
- head = bot_dodgelist;
- while (head)
+ m1 = it.mins;
+ m2 = it.maxs;
+ FOREACH_ENTITY_FLOAT(bot_dodge, true,
{
- v = head.origin;
+ v = it.origin;
v.x = bound(m1_x, v.x, m2_x);
v.y = bound(m1_y, v.y, m2_y);
v.z = bound(m1_z, v.z, m2_z);
- o = (head.absmin + head.absmax) * 0.5;
- d = head.bot_dodgerating - vlen(o - v);
+ o = (it.absmin + it.absmax) * 0.5;
+ d = it.bot_dodgerating - vlen(o - v);
if (d > 0)
{
traceline(o, v, true, NULL);
if (trace_fraction == 1)
danger = danger + d;
}
- head = head.chain;
- }
- botframe_dangerwaypoint.dmg = danger;
+ });
+ it.dmg = danger;
c = c + 1;
if (c >= maxupdate)
break;
- botframe_dangerwaypoint = find(botframe_dangerwaypoint, classname, "waypoint");
- }
+ });
}
void navigation_unstuck(entity this)
// build a new queue
LOG_DEBUG(strcat(this.netname, " stuck, scanning reachable waypoints within ", ftos(search_radius)," qu\n"));
- entity head, first;
-
- first = NULL;
- head = findradius(this.origin, search_radius);
+ entity first = NULL;
- while(head)
+ FOREACH_ENTITY_RADIUS(this.origin, search_radius, it.classname == "waypoint" && !(it.wpflags & WAYPOINTFLAG_GENERATED),
{
- if(head.classname=="waypoint")
- // if(!(head.wpflags & WAYPOINTFLAG_GENERATED))
- {
- if(bot_waypoint_queue_goal)
- bot_waypoint_queue_goal.bot_waypoint_queue_nextgoal = head;
- else
- first = head;
-
- bot_waypoint_queue_goal = head;
- bot_waypoint_queue_goal.bot_waypoint_queue_nextgoal = NULL;
- }
+ if(bot_waypoint_queue_goal)
+ bot_waypoint_queue_goal.bot_waypoint_queue_nextgoal = it;
+ else
+ first = it;
- head = head.chain;
- }
+ bot_waypoint_queue_goal = it;
+ bot_waypoint_queue_goal.bot_waypoint_queue_nextgoal = NULL;
+ });
if (first)
bot_waypoint_queue_goal = first;
vector jumpstepheightvec;
vector stepheightvec;
-entity botframe_dangerwaypoint;
entity navigation_bestgoal;
// stack of current goals (the last one of which may be an item or other
float tracewalk(entity e, vector start, vector m1, vector m2, vector end, float movemode);
-float navigation_markroutes_nearestwaypoints(entity this, entity waylist, float maxdist);
+float navigation_markroutes_nearestwaypoints(entity this, float maxdist);
float navigation_routetogoal(entity this, entity e, vector startposition);
void navigation_clearroute(entity this);
if(!number)
return NULL;
- bot = findchainflags(flags, FL_CLIENT);
+ bot = findchainflags(flags, FL_CLIENT); // TODO: doesn't findchainflags loop backwards through entities?
while (bot)
{
if(IS_BOT_CLIENT(bot))
{
if(!(f & WAYPOINTFLAG_PERSONAL))
{
- for(entity wp = findchain(classname, "waypoint"); wp; wp = wp.chain)
+ IL_EACH(g_waypoints, boxesoverlap(m1, m2, it.absmin, it.absmax),
{
- // if a matching spawnfunc_waypoint already exists, don't add a duplicate
- if(boxesoverlap(m1, m2, wp.absmin, wp.absmax))
- return wp;
- }
+ return it;
+ });
}
-
entity w = new(waypoint);
+ IL_PUSH(g_waypoints, w);
w.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
w.wpflags = f;
w.solid = SOLID_TRIGGER;
//dprint("waypoint_think wpisbox = ", ftos(this.wpisbox), "\n");
sm1 = this.origin + this.mins;
sm2 = this.origin + this.maxs;
- FOREACH_ENTITY_CLASS("waypoint", true,
+ IL_EACH(g_waypoints, true,
{
if (boxesoverlap(this.absmin, this.absmax, it.absmin, it.absmax))
{
// spawnfunc_waypoint map entity
spawnfunc(waypoint)
{
+ IL_PUSH(g_waypoints, this);
+
setorigin(this, this.origin);
// schedule a relink after other waypoints have had a chance to spawn
waypoint_clearlinks(this);
// empties the map of waypoints
void waypoint_removeall()
{
- entity head, next;
- head = findchain(classname, "waypoint");
- while (head)
+ IL_EACH(g_waypoints, true,
{
- next = head.chain;
- remove(head);
- head = next;
- }
+ remove(it);
+ });
}
// tell all waypoints to relink
// (is this useful at all?)
void waypoint_schedulerelinkall()
{
- entity head;
relink_total = relink_walkculled = relink_pvsculled = relink_lengthculled = 0;
- head = findchain(classname, "waypoint");
- while (head)
+ IL_EACH(g_waypoints, true,
{
- waypoint_schedulerelink(head);
- head = head.chain;
- }
+ waypoint_schedulerelink(it);
+ });
}
// Load waypoint links from file
// Save all waypoint links to a file
void waypoint_save_links()
{
- string filename, s;
- float file, c, i;
- entity w, link;
- filename = strcat("maps/", mapname);
- filename = strcat(filename, ".waypoints.cache");
- file = fopen(filename, FILE_WRITE);
+ string filename = sprintf("maps/%s.waypoints.cache", mapname);
+ int file = fopen(filename, FILE_WRITE);
if (file < 0)
{
- LOG_INFO("waypoint links save to ");
- LOG_INFO(filename);
- LOG_INFO(" failed\n");
+ LOG_INFOF("waypoint link save to %s failed\n", filename);
+ return;
}
- c = 0;
- w = findchain(classname, "waypoint");
- while (w)
+
+ int c = 0;
+ IL_EACH(g_waypoints, true,
{
- for(i=0;i<32;++i)
+ for(int j = 0; j < 32; ++j)
{
- // :S
- link = waypoint_get_link(w, i);
- if(link==NULL)
- continue;
-
- s = strcat(vtos(w.origin), "*", vtos(link.origin), "\n");
- fputs(file, s);
- ++c;
+ entity link = waypoint_get_link(it, j);
+ if(link)
+ {
+ string s = strcat(vtos(it.origin), "*", vtos(link.origin), "\n");
+ fputs(file, s);
+ ++c;
+ }
}
- w = w.chain;
- }
+ });
fclose(file);
botframe_cachedwaypointlinks = true;
- LOG_INFO("saved ");
- LOG_INFO(ftos(c));
- LOG_INFO(" waypoints links to maps/");
- LOG_INFO(mapname);
- LOG_INFO(".waypoints.cache\n");
+ LOG_INFOF("saved %d waypoint links to maps/%s.waypoints.cache\n", c, mapname);
}
// save waypoints to gamedir/data/maps/mapname.waypoints
void waypoint_saveall()
{
- string filename, s;
- float file, c;
- entity w;
- filename = strcat("maps/", mapname);
- filename = strcat(filename, ".waypoints");
- file = fopen(filename, FILE_WRITE);
- if (file >= 0)
+ string filename = sprintf("maps/%s.waypoints", mapname);
+ int file = fopen(filename, FILE_WRITE);
+ if (file < 0)
{
- c = 0;
- w = findchain(classname, "waypoint");
- while (w)
- {
- if (!(w.wpflags & WAYPOINTFLAG_GENERATED))
- {
- s = strcat(vtos(w.origin + w.mins), "\n");
- s = strcat(s, vtos(w.origin + w.maxs));
- s = strcat(s, "\n");
- s = strcat(s, ftos(w.wpflags));
- s = strcat(s, "\n");
- fputs(file, s);
- c = c + 1;
- }
- w = w.chain;
- }
- fclose(file);
- bprint("saved ");
- bprint(ftos(c));
- bprint(" waypoints to maps/");
- bprint(mapname);
- bprint(".waypoints\n");
+ waypoint_save_links(); // save anyway?
+ botframe_loadedforcedlinks = false;
+
+ LOG_INFOF("waypoint links: save to %s failed\n", filename);
+ return;
}
- else
+
+ int c = 0;
+ IL_EACH(g_waypoints, true,
{
- bprint("waypoint save to ");
- bprint(filename);
- bprint(" failed\n");
- }
+ if(it.wpflags & WAYPOINTFLAG_GENERATED)
+ continue;
+
+ for(int j = 0; j < 32; ++j)
+ {
+ string s;
+ s = strcat(vtos(it.origin + it.mins), "\n");
+ s = strcat(s, vtos(it.origin + it.maxs));
+ s = strcat(s, "\n");
+ s = strcat(s, ftos(it.wpflags));
+ s = strcat(s, "\n");
+ fputs(file, s);
+ ++c;
+ }
+ });
+ fclose(file);
waypoint_save_links();
botframe_loadedforcedlinks = false;
+
+ LOG_INFOF("saved %d waypoints to maps/%s.waypoints\n", c, mapname);
}
// load waypoints from file
void waypoint_spawnforitem_force(entity e, vector org)
{
- entity w;
-
// Fix the waypoint altitude if necessary
org = waypoint_fixorigin(org);
// don't spawn an item spawnfunc_waypoint if it already exists
- w = findchain(classname, "waypoint");
- while (w)
+ IL_EACH(g_waypoints, true,
{
- if (w.wpisbox)
+ if(it.wpisbox)
{
- if (boxesoverlap(org, org, w.absmin, w.absmax))
+ if(boxesoverlap(org, org, it.absmin, it.absmax))
{
- e.nearestwaypoint = w;
+ e.nearestwaypoint = it;
return;
}
}
else
{
- if (vlen(w.origin - org) < 16)
+ if(vdist(it.origin - org, <, 16))
{
- e.nearestwaypoint = w;
+ e.nearestwaypoint = it;
return;
}
}
- w = w.chain;
- }
+ });
+
e.nearestwaypoint = waypoint_spawn(org, org, WAYPOINTFLAG_GENERATED | WAYPOINTFLAG_ITEM);
}
void botframe_showwaypointlinks()
{
- entity head, w;
if (time < botframe_waypointeditorlightningtime)
return;
botframe_waypointeditorlightningtime = time + 0.5;
- FOREACH_CLIENT(IS_PLAYER(it) && !it.isbot, LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it) && !it.isbot,
+ {
if(IS_ONGROUND(it) || it.waterlevel > WATERLEVEL_NONE)
{
//navigation_testtracewalk = true;
- head = navigation_findnearestwaypoint(it, false);
+ entity head = navigation_findnearestwaypoint(it, false);
// print("currently selected WP is ", etos(head), "\n");
//navigation_testtracewalk = false;
if (head)
{
+ entity w;
w = head ;if (w) te_lightning2(NULL, w.origin, it.origin);
w = head.wp00;if (w) te_lightning2(NULL, w.origin, head.origin);
w = head.wp01;if (w) te_lightning2(NULL, w.origin, head.origin);
w = head.wp31;if (w) te_lightning2(NULL, w.origin, head.origin);
}
}
- ));
+ });
}
float botframe_autowaypoints_fixdown(vector v)
float botframe_autowaypoints_createwp(vector v, entity p, .entity fld, float f)
{
- entity w;
-
- w = find(NULL, classname, "waypoint");
- while (w)
+ IL_EACH(g_waypoints, boxesoverlap(v - '32 32 32', v + '32 32 32', it.absmin, it.absmax),
{
// if a matching spawnfunc_waypoint already exists, don't add a duplicate
- if (boxesoverlap(v - '32 32 32', v + '32 32 32', w.absmin, w.absmax))
- //if (boxesoverlap(v - '4 4 4', v + '4 4 4', w.absmin, w.absmax))
- return 0;
- w = find(w, classname, "waypoint");
- }
+ return 0;
+ });
waypoint_schedulerelink(p.(fld) = waypoint_spawn(v, v, f));
return 1;
maxdist = 2100;
}
- float bestdist;
- bestdist = maxdist;
- w = find(NULL, classname, "waypoint");
- while (w)
+ float bestdist = maxdist;
+ IL_EACH(g_waypoints, it != wp && !(it.wpflags & WAYPOINTFLAG_NORELINK),
{
- if(w != wp && !(w.wpflags & WAYPOINTFLAG_NORELINK))
+ float d = vlen(wp.origin - it.origin) + vlen(it.origin - porg);
+ if(d < bestdist)
+ if(navigation_waypoint_will_link(wp.origin, it.origin, p, walkfromwp, 1050))
+ if(navigation_waypoint_will_link(it.origin, porg, p, walkfromwp, 1050))
{
- float d;
- d = vlen(wp.origin - w.origin) + vlen(w.origin - porg);
- if(d < bestdist)
- if(navigation_waypoint_will_link(wp.origin, w.origin, p, walkfromwp, 1050))
- if(navigation_waypoint_will_link(w.origin, porg, p, walkfromwp, 1050))
- {
- bestdist = d;
- p.(fld) = w;
- }
+ bestdist = d;
+ p.(fld) = it;
}
- w = find(w, classname, "waypoint");
- }
+ });
if(bestdist < maxdist)
{
LOG_INFO("update chain to new nearest WP ", etos(p.(fld)), "\n");
void botframe_deleteuselesswaypoints()
{
- entity w, w1, w2;
- float i, j, k;
- for (w = NULL; (w = findfloat(w, bot_pickup, true)); )
+ FOREACH_ENTITY_FLOAT(bot_pickup, true,
{
// NOTE: this protects waypoints if they're the ONLY nearest
// waypoint. That's the intention.
- navigation_findnearestwaypoint(w, false); // Walk TO item.
- navigation_findnearestwaypoint(w, true); // Walk FROM item.
- }
- for (w = NULL; (w = find(w, classname, "waypoint")); )
+ navigation_findnearestwaypoint(it, false); // Walk TO item.
+ navigation_findnearestwaypoint(it, true); // Walk FROM item.
+ });
+ IL_EACH(g_waypoints, true,
{
- w.wpflags |= WAYPOINTFLAG_DEAD_END;
- w.wpflags &= ~WAYPOINTFLAG_USEFUL;
+ it.wpflags |= WAYPOINTFLAG_DEAD_END;
+ it.wpflags &= ~WAYPOINTFLAG_USEFUL;
// WP is useful if:
- if (w.wpflags & WAYPOINTFLAG_ITEM)
- w.wpflags |= WAYPOINTFLAG_USEFUL;
- if (w.wpflags & WAYPOINTFLAG_TELEPORT)
- w.wpflags |= WAYPOINTFLAG_USEFUL;
- if (w.wpflags & WAYPOINTFLAG_PROTECTED)
- w.wpflags |= WAYPOINTFLAG_USEFUL;
+ if (it.wpflags & WAYPOINTFLAG_ITEM)
+ it.wpflags |= WAYPOINTFLAG_USEFUL;
+ if (it.wpflags & WAYPOINTFLAG_TELEPORT)
+ it.wpflags |= WAYPOINTFLAG_USEFUL;
+ if (it.wpflags & WAYPOINTFLAG_PROTECTED)
+ it.wpflags |= WAYPOINTFLAG_USEFUL;
// b) WP is closest WP for an item/spawnpoint/other entity
// This has been done above by protecting these WPs.
- }
+ });
// c) There are w1, w, w2 so that w1 -> w, w -> w2 and not w1 -> w2.
- for (w1 = NULL; (w1 = find(w1, classname, "waypoint")); )
+ IL_EACH(g_waypoints, !(it.wpflags & WAYPOINTFLAG_PERSONAL),
{
- if (w1.wpflags & WAYPOINTFLAG_PERSONAL)
- continue;
- for (i = 0; i < 32; ++i)
+ for (int m = 0; m < 32; ++m)
{
- w = waypoint_get_link(w1, i);
+ entity w = waypoint_get_link(it, m);
if (!w)
break;
if (w.wpflags & WAYPOINTFLAG_PERSONAL)
continue;
if (w.wpflags & WAYPOINTFLAG_USEFUL)
continue;
- for (j = 0; j < 32; ++j)
+ for (int j = 0; j < 32; ++j)
{
- w2 = waypoint_get_link(w, j);
+ entity w2 = waypoint_get_link(w, j);
if (!w2)
break;
- if (w1 == w2)
+ if (it == w2)
continue;
if (w2.wpflags & WAYPOINTFLAG_PERSONAL)
continue;
- // If we got here, w1 != w2 exist with w1 -> w
+ // If we got here, it != w2 exist with it -> w
// and w -> w2. That means the waypoint is not
// a dead end.
w.wpflags &= ~WAYPOINTFLAG_DEAD_END;
- for (k = 0; k < 32; ++k)
+ for (int k = 0; k < 32; ++k)
{
- if (waypoint_get_link(w1, k) == w2)
+ if (waypoint_get_link(it, k) == w2)
continue;
// IF WE GET HERE, w is proven useful
- // to get from w1 to w2!
+ // to get from it to w2!
w.wpflags |= WAYPOINTFLAG_USEFUL;
goto next;
}
}
LABEL(next)
}
- }
+ });
// d) The waypoint is a dead end. Dead end waypoints must be kept as
// they are needed to complete routes while autowaypointing.
- for (w = NULL; (w = find(w, classname, "waypoint")); )
+ IL_EACH(g_waypoints, !(it.wpflags & (WAYPOINTFLAG_USEFUL | WAYPOINTFLAG_DEAD_END)),
{
- if (!(w.wpflags & (WAYPOINTFLAG_USEFUL | WAYPOINTFLAG_DEAD_END)))
- {
- LOG_INFOF("Removed a waypoint at %v. Try again for more!\n", w.origin);
- te_explosion(w.origin);
- waypoint_remove(w);
- break;
- }
- }
- for (w = NULL; (w = find(w, classname, "waypoint")); )
- w.wpflags &= ~(WAYPOINTFLAG_USEFUL | WAYPOINTFLAG_DEAD_END); // temp flag
+ LOG_INFOF("Removed a waypoint at %v. Try again for more!\n", it.origin);
+ te_explosion(it.origin);
+ waypoint_remove(it);
+ break;
+ });
+
+ IL_EACH(g_waypoints, true,
+ {
+ it.wpflags &= ~(WAYPOINTFLAG_USEFUL | WAYPOINTFLAG_DEAD_END); // temp flag
+ });
}
void botframe_autowaypoints()
{
float baseskill;
string title;
- if(autocvar_sv_cheats)
- {
- CampaignBailout("JOLLY CHEATS AHAHAHAHAHAHAH))");
- return;
- }
campaign_level = autocvar__campaign_index;
campaign_name = strzone(autocvar__campaign_name);
campaign_index_var = strzone(strcat("g_campaign", campaign_name, "_index"));
CampaignFile_Load(campaign_level, 2);
+
if(campaign_entries < 1)
{
CampaignBailout("unknown map");
return;
}
+ if(autocvar_sv_cheats)
+ {
+ MapInfo_SwitchGameType(MapInfo_Type_FromString(campaign_gametype[0]));
+ CampaignFile_Unload();
+ CampaignBailout("JOLLY CHEATS AHAHAHAHAHAHAH))");
+ return;
+ }
+
baseskill = autocvar_g_campaign_skill;
baseskill = baseskill + campaign_botskill[0];
if(baseskill < 0)
break;
case CHIMPULSE_TELEPORT.impulse:
IS_CHEAT(this, imp, 0, 0);
- if(this.movetype == MOVETYPE_NOCLIP)
+ if(this.move_movetype == MOVETYPE_NOCLIP)
{
e = find(NULL, classname, "info_autoscreenshot");
if(e)
break;
case "noclip":
IS_CHEAT(this, 0, argc, 0);
- if(this.movetype != MOVETYPE_NOCLIP)
+ if(this.move_movetype != MOVETYPE_NOCLIP)
{
- this.movetype = MOVETYPE_NOCLIP;
+ set_movetype(this, MOVETYPE_NOCLIP);
sprint(this, "noclip ON\n");
DID_CHEAT();
}
else
{
- this.movetype = MOVETYPE_WALK;
+ set_movetype(this, MOVETYPE_WALK);
sprint(this, "noclip OFF\n");
}
break;
case "fly":
IS_CHEAT(this, 0, argc, 0);
- if(this.movetype != MOVETYPE_FLY)
+ if(this.move_movetype != MOVETYPE_FLY)
{
- this.movetype = MOVETYPE_FLY;
+ set_movetype(this, MOVETYPE_FLY);
sprint(this, "flymode ON\n");
DID_CHEAT();
}
else
{
- this.movetype = MOVETYPE_WALK;
+ set_movetype(this, MOVETYPE_WALK);
sprint(this, "flymode OFF\n");
}
break;
{
float tagscale;
- draggee.dragmovetype = draggee.movetype;
+ draggee.dragmovetype = draggee.move_movetype;
draggee.draggravity = draggee.gravity;
- draggee.movetype = MOVETYPE_WALK;
+ set_movetype(draggee, MOVETYPE_WALK);
draggee.gravity = 0.00001;
UNSET_ONGROUND(draggee);
draggee.draggedby = dragger;
if(dragger)
dragger.dragentity = NULL;
draggee.draggedby = NULL;
- draggee.movetype = draggee.dragmovetype;
+ set_movetype(draggee, draggee.dragmovetype);
draggee.gravity = draggee.draggravity;
- switch(draggee.movetype)
+ switch(draggee.move_movetype)
{
case MOVETYPE_TOSS:
case MOVETYPE_WALK:
this.health = FRAGS_SPECTATOR;
this.takedamage = DAMAGE_NO;
this.solid = SOLID_NOT;
- this.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
+ set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
this.flags = FL_CLIENT | FL_NOTARGET;
this.armorvalue = 666;
this.effects = 0;
this.iscreature = true;
this.teleportable = TELEPORT_NORMAL;
this.damagedbycontents = true;
- this.movetype = MOVETYPE_WALK;
+ set_movetype(this, MOVETYPE_WALK);
this.solid = SOLID_SLIDEBOX;
this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
if (autocvar_g_playerclip_collisions)
{
this.solid = SOLID_NOT;
this.takedamage = DAMAGE_NO;
- this.movetype = MOVETYPE_FLY;
+ set_movetype(this, MOVETYPE_FLY);
this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
this.angles = spectatee.v_angle;
STAT(FROZEN, this) = STAT(FROZEN, spectatee);
this.revive_progress = spectatee.revive_progress;
- if(!PHYS_INPUT_BUTTON_USE(this))
+ if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
this.fixangle = true;
setorigin(this, spectatee.origin);
setsize(this, spectatee.mins, spectatee.maxs);
msg_entity = this;
WriteByte(MSG_ONE, SVC_SETVIEW);
WriteEntity(MSG_ONE, this.enemy);
- this.movetype = MOVETYPE_NONE;
+ set_movetype(this, MOVETYPE_NONE);
accuracy_resend(this);
if(!SpectateUpdate(this))
MinigameImpulse(this, this.impulse);
this.impulse = 0;
}
- float prefered_movetype;
if (this.flags & FL_JUMPRELEASED) {
if (PHYS_INPUT_BUTTON_JUMP(this) && !this.version_mismatch) {
this.flags &= ~FL_JUMPRELEASED;
TRANSMUTE(Spectator, this);
}
} else {
- prefered_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? this.cvar_cl_clippedspectating : !this.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
- if (this.movetype != prefered_movetype)
- this.movetype = prefered_movetype;
+ int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? this.cvar_cl_clippedspectating : !this.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
+ set_movetype(this, preferred_movetype);
}
} else {
if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
{
if(MinigameImpulse(this, this.impulse))
this.impulse = 0;
+
+ if (this.impulse == IMP_weapon_drop.impulse)
+ {
+ STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
+ this.impulse = 0;
+ return;
+ }
}
if (this.flags & FL_JUMPRELEASED) {
if (PHYS_INPUT_BUTTON_JUMP(this) && !this.version_mismatch) {
.entity weaponentity = weaponentities[0]; // TODO: unhardcode
if (this.hook.state) {
do_crouch = false;
+ } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
+ do_crouch = false;
} else if (this.vehicle) {
do_crouch = false;
} else if (STAT(FROZEN, this)) {
do_crouch = false;
- } else if ((PS(this).m_weapon == WEP_SHOTGUN || PS(this).m_weapon == WEP_SHOCKWAVE) && this.(weaponentity).wframe == WFRAME_FIRE2 && time < this.(weaponentity).weapon_nextthink) {
- // WEAPONTODO: predict
+ } else if ((PS(this).m_weapon.spawnflags & WEP_TYPE_MELEE_PRI) && this.(weaponentity).wframe == WFRAME_FIRE1 && time < this.(weaponentity).weapon_nextthink) {
+ do_crouch = false;
+ } else if ((PS(this).m_weapon.spawnflags & WEP_TYPE_MELEE_SEC) && this.(weaponentity).wframe == WFRAME_FIRE2 && time < this.(weaponentity).weapon_nextthink) {
do_crouch = false;
}
}
}
+void Player_Physics(entity this)
+{
+ this.movetype = ((this.move_qcphysics) ? MOVETYPE_NONE : this.move_movetype);
+
+ if(!this.move_qcphysics)
+ return;
+
+ int mt = this.move_movetype;
+
+ if(mt == MOVETYPE_PUSH || mt == MOVETYPE_FAKEPUSH || mt == MOVETYPE_PHYSICS)
+ {
+ this.move_qcphysics = false;
+ this.movetype = mt;
+ return;
+ }
+
+ if(!frametime && !this.pm_frametime)
+ return;
+
+ Movetype_Physics_NoMatchTicrate(this, this.pm_frametime, true);
+
+ this.pm_frametime = 0;
+}
+
/*
=============
PlayerPostThink
.float idlekick_lasttimeleft;
void PlayerPostThink (entity this)
{
+ Player_Physics(this);
+
if (sv_maxidle > 0)
if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
if (IS_REAL_CLIENT(this))
IMPULSE(navwaypoint_unreachable)
{
if (!autocvar_g_waypointeditor) return;
- for (entity e = findchain(classname, "waypoint"); e; e = e.chain)
+ IL_EACH(g_waypoints, true,
{
- e.colormod = '0.5 0.5 0.5';
- e.effects &= ~(EF_NODEPTHTEST | EF_RED | EF_BLUE);
- }
+ it.colormod = '0.5 0.5 0.5';
+ it.effects &= ~(EF_NODEPTHTEST | EF_RED | EF_BLUE);
+ });
entity e2 = navigation_findnearestwaypoint(this, false);
navigation_markroutes(this, e2);
- int i, m;
+ int j, m;
- i = 0;
+ j = 0;
m = 0;
- for (entity e = findchain(classname, "waypoint"); e; e = e.chain)
+ IL_EACH(g_waypoints, it.wpcost >= 10000000,
{
- if (e.wpcost < 10000000) continue;
- LOG_INFO("unreachable: ", etos(e), " ", vtos(e.origin), "\n");
- e.colormod_z = 8;
- e.effects |= EF_NODEPTHTEST | EF_BLUE;
- ++i;
+ LOG_INFO("unreachable: ", etos(it), " ", vtos(it.origin), "\n");
+ it.colormod_z = 8;
+ it.effects |= EF_NODEPTHTEST | EF_BLUE;
+ ++j;
++m;
- }
- if (i) LOG_INFOF("%d waypoints cannot be reached from here in any way (marked with blue light)\n", i);
+ });
+ if (j) LOG_INFOF("%d waypoints cannot be reached from here in any way (marked with blue light)\n", j);
navigation_markroutes_inverted(e2);
- i = 0;
- for (entity e = findchain(classname, "waypoint"); e; e = e.chain)
+ j = 0;
+ IL_EACH(g_waypoints, it.wpcost >= 10000000,
{
- if (e.wpcost < 10000000) continue;
- LOG_INFO("cannot reach me: ", etos(e), " ", vtos(e.origin), "\n");
- e.colormod_x = 8;
- if (!(e.effects & EF_NODEPTHTEST)) // not already reported before
+ LOG_INFO("cannot reach me: ", etos(it), " ", vtos(it.origin), "\n");
+ it.colormod_x = 8;
+ if (!(it.effects & EF_NODEPTHTEST)) // not already reported before
++m;
- e.effects |= EF_NODEPTHTEST | EF_RED;
- ++i;
- }
- if (i) LOG_INFOF("%d waypoints cannot walk to here in any way (marked with red light)\n", i);
+ it.effects |= EF_NODEPTHTEST | EF_RED;
+ ++j;
+ });
+ if (j) LOG_INFOF("%d waypoints cannot walk to here in any way (marked with red light)\n", j);
if (m) LOG_INFOF("%d waypoints have been marked total\n", m);
- i = 0;
- for (entity e = findchain(classname, "info_player_deathmatch"); e; e = e.chain)
+ j = 0;
+ FOREACH_ENTITY_CLASS("info_player_deathmatch", true,
{
- vector org = e.origin;
- tracebox(e.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), e.origin - '0 0 512', MOVE_NOMONSTERS, NULL);
- setorigin(e, trace_endpos);
- if (navigation_findnearestwaypoint(e, false))
+ vector org = it.origin;
+ tracebox(it.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), it.origin - '0 0 512', MOVE_NOMONSTERS, NULL);
+ setorigin(it, trace_endpos);
+ if (navigation_findnearestwaypoint(it, false))
{
- setorigin(e, org);
- e.effects &= ~EF_NODEPTHTEST;
- e.model = "";
+ setorigin(it, org);
+ it.effects &= ~EF_NODEPTHTEST;
+ it.model = "";
}
else
{
- setorigin(e, org);
- LOG_INFO("spawn without waypoint: ", etos(e), " ", vtos(e.origin), "\n");
- e.effects |= EF_NODEPTHTEST;
- _setmodel(e, this.model);
- e.frame = this.frame;
- e.skin = this.skin;
- e.colormod = '8 0.5 8';
- setsize(e, '0 0 0', '0 0 0');
- ++i;
+ setorigin(it, org);
+ LOG_INFO("spawn without waypoint: ", etos(it), " ", vtos(it.origin), "\n");
+ it.effects |= EF_NODEPTHTEST;
+ _setmodel(it, this.model);
+ it.frame = this.frame;
+ it.skin = this.skin;
+ it.colormod = '8 0.5 8';
+ setsize(it, '0 0 0', '0 0 0');
+ ++j;
}
- }
- if (i) LOG_INFOF("%d spawnpoints have no nearest waypoint (marked by player model)\n", i);
+ });
+ if (j) LOG_INFOF("%d spawnpoints have no nearest waypoint (marked by player model)\n", j);
- i = 0;
- entity start = findchainflags(flags, FL_ITEM);
- for (entity e = start; e; e = e.chain)
+ j = 0;
+ FOREACH_ENTITY_FLAGS(flags, FL_ITEM,
{
- e.effects &= ~(EF_NODEPTHTEST | EF_RED | EF_BLUE);
- e.colormod = '0.5 0.5 0.5';
- }
- for (entity e = start; e; e = e.chain)
+ it.effects &= ~(EF_NODEPTHTEST | EF_RED | EF_BLUE);
+ it.colormod = '0.5 0.5 0.5';
+ });
+ FOREACH_ENTITY_FLAGS(flags, FL_ITEM,
{
- if (navigation_findnearestwaypoint(e, false)) continue;
- LOG_INFO("item without waypoint: ", etos(e), " ", vtos(e.origin), "\n");
- e.effects |= EF_NODEPTHTEST | EF_RED;
- e.colormod_x = 8;
- ++i;
- }
- if (i) LOG_INFOF("%d items have no nearest waypoint and cannot be walked away from (marked with red light)\n", i);
+ if (navigation_findnearestwaypoint(it, false)) continue;
+ LOG_INFO("item without waypoint: ", etos(it), " ", vtos(it.origin), "\n");
+ it.effects |= EF_NODEPTHTEST | EF_RED;
+ it.colormod_x = 8;
+ ++j;
+ });
+ if (j) LOG_INFOF("%d items have no nearest waypoint and cannot be walked away from (marked with red light)\n", j);
- i = 0;
- for (entity e = start; e; e = e.chain)
+ j = 0;
+ FOREACH_ENTITY_FLAGS(flags, FL_ITEM,
{
- if (navigation_findnearestwaypoint(e, true)) continue;
- LOG_INFO("item without waypoint: ", etos(e), " ", vtos(e.origin), "\n");
- e.effects |= EF_NODEPTHTEST | EF_BLUE;
- e.colormod_z = 8;
- ++i;
- }
- if (i) LOG_INFOF("%d items have no nearest waypoint and cannot be walked to (marked with blue light)\n", i);
+ if (navigation_findnearestwaypoint(it, true)) continue;
+ LOG_INFO("item without waypoint: ", etos(it), " ", vtos(it.origin), "\n");
+ it.effects |= EF_NODEPTHTEST | EF_BLUE;
+ it.colormod_z = 8;
+ ++j;
+ });
+ if (j) LOG_INFOF("%d items have no nearest waypoint and cannot be walked to (marked with blue light)\n", j);
}
clone.modelindex = this.modelindex;
clone.skin = this.skin;
clone.species = this.species;
- clone.movetype = this.movetype;
+ clone.move_qcphysics = false; // don't run gamecode logic on clones, too many
+ set_movetype(clone, this.move_movetype);
clone.solid = this.solid;
clone.ballistics_density = this.ballistics_density;
clone.takedamage = this.takedamage;
int animbits = deadbits;
if(STAT(FROZEN, this))
animbits |= ANIMSTATE_FROZEN;
- if(this.movetype == MOVETYPE_FOLLOW)
+ if(this.move_movetype == MOVETYPE_FOLLOW)
animbits |= ANIMSTATE_FOLLOW;
if(this.crouch)
animbits |= ANIMSTATE_DUCK;
// view from the floor
this.view_ofs = '0 0 -8';
// toss the corpse
- this.movetype = MOVETYPE_TOSS;
+ set_movetype(this, MOVETYPE_TOSS);
// shootable corpse
this.solid = SOLID_CORPSE;
this.ballistics_density = autocvar_g_ballistics_density_corpse;
if (arg_lower == "list") { print_to(caller, monsterlist_reply); return; }
- FOREACH_ENTITY_FLAGS(flags, FL_MONSTER, LAMBDA(
- if(it.realowner == caller)
- ++tmp_moncount;
- ));
+ IL_EACH(g_monsters, it.realowner == caller,
+ {
+ ++tmp_moncount;
+ });
if (!autocvar_g_monsters) { print_to(caller, "Monsters are disabled"); return; }
if (autocvar_g_monsters_max <= 0 || autocvar_g_monsters_max_perplayer <= 0) { print_to(caller, "Monster spawning is disabled"); return; }
int tmp_remcount = 0;
- FOREACH_ENTITY_FLAGS(flags, FL_MONSTER, LAMBDA(
+ IL_EACH(g_monsters, true,
+ {
Monster_Remove(it);
++tmp_remcount;
- ));
+ });
+ IL_CLEAR(g_monsters);
monsters_total = monsters_killed = totalspawned = 0;
.float player_blocked;
.float weapon_blocked; // weapon use disabled
-.float frozen = _STAT(FROZEN); // for freeze attacks
.float revive_progress = _STAT(REVIVE_PROGRESS);
.float revival_time; // time at which player was last revived
.float revive_speed; // NOTE: multiplier (anything above 1 is instaheal)
.bool init_for_player_needed;
.void(entity this, entity player) init_for_player;
+
+IntrusiveList g_monsters;
+STATIC_INIT(g_monsters) { g_monsters = IL_NEW(); }
+
+IntrusiveList g_waypoints;
+STATIC_INIT(g_waypoints) { g_waypoints = IL_NEW(); }
if (!IS_PLAYER(targ) || time >= targ.spawnshieldtime || targ == attacker)
{
vector farce = damage_explosion_calcpush(targ.damageforcescale * force, targ.velocity, autocvar_g_balance_damagepush_speedfactor);
- if(targ.movetype == MOVETYPE_PHYSICS)
+ if(targ.move_movetype == MOVETYPE_PHYSICS)
{
entity farcent = new(farce);
farcent.enemy = targ;
else
{
targ.velocity = targ.velocity + farce;
- targ.move_velocity = targ.velocity;
}
UNSET_ONGROUND(targ);
- targ.move_flags &= ~FL_ONGROUND;
UpdateCSQCProjectile(targ);
}
// apply damage
return;
remove(pl.hook);
pl.hook = NULL;
- if(pl.movetype == MOVETYPE_FLY)
- pl.movetype = MOVETYPE_WALK;
+ if(pl.move_movetype == MOVETYPE_FLY)
+ set_movetype(pl, MOVETYPE_WALK);
//pl.disableclientprediction = false;
}
this.nextthink = time;
settouch(this, func_null);
this.velocity = '0 0 0';
- this.movetype = MOVETYPE_NONE;
+ set_movetype(this, MOVETYPE_NONE);
this.hook_length = -1;
}
this.hook_length = newlength;
}
- if(pull_entity.movetype == MOVETYPE_FLY)
- pull_entity.movetype = MOVETYPE_WALK;
+ if(pull_entity.move_movetype == MOVETYPE_FLY)
+ set_movetype(pull_entity, MOVETYPE_WALK);
if(this.realowner.hook_state & HOOK_RELEASING)
{
dv = ((v - v0) * dir) * dir;
if(tarzan >= 2)
{
- if(this.aiment.movetype == MOVETYPE_WALK || this.aiment.classname == "nade")
+ if(this.aiment.move_movetype == MOVETYPE_WALK || this.aiment.classname == "nade")
{
entity aim_ent = ((IS_VEHICLE(this.aiment) && this.aiment.owner) ? this.aiment.owner : this.aiment);
v = v - dv * 0.5;
if(spd < 50)
spd = 0;
this.realowner.velocity = dir*spd;
- this.realowner.movetype = MOVETYPE_FLY;
+ set_movetype(this.realowner, MOVETYPE_FLY);
UNSET_ONGROUND(this.realowner);
}
void GrapplingHookTouch(entity this, entity toucher)
{
- if(toucher.movetype == MOVETYPE_FOLLOW)
+ if(toucher.move_movetype == MOVETYPE_FOLLOW)
return;
PROJECTILE_TOUCH(this, toucher);
GrapplingHook_Stop(this);
if(toucher)
- if(toucher.movetype != MOVETYPE_NONE)
+ if(toucher.move_movetype != MOVETYPE_NONE)
{
SetMovetypeFollow(this, toucher);
WarpZone_RefSys_BeginAddingIncrementally(this, this.aiment);
missile.classname = "grapplinghook";
missile.flags = FL_PROJECTILE;
- missile.movetype = ((autocvar_g_balance_grapplehook_gravity) ? MOVETYPE_TOSS : MOVETYPE_FLY);
+ set_movetype(missile, ((autocvar_g_balance_grapplehook_gravity) ? MOVETYPE_TOSS : MOVETYPE_FLY));
PROJECTILE_MAKETRIGGER(missile);
//setmodel (missile, MDL_HOOK); // precision set below
objerror (this, "dynlight: no target to follow");
targ = find(NULL, targetname, this.target);
- this.movetype = MOVETYPE_FOLLOW;
+ set_movetype(this, MOVETYPE_FOLLOW);
this.aiment = targ;
this.owner = targ;
this.punchangle = targ.angles;
if (this.target)
// if (!(this.spawnflags & DFOLLOW))
{
- this.movetype = MOVETYPE_NOCLIP;
+ set_movetype(this, MOVETYPE_NOCLIP);
if (!this.speed)
this.speed = 100;
InitializeEntity(this, dynlight_find_path, INITPRIO_FINDTARGET);
#define G_MODEL_INIT(ent,sol) \
- if(ent.geomtype) if(autocvar_physics_ode && checkextension("DP_PHYSICS_ODE")) ent.movetype = MOVETYPE_PHYSICS; \
+ if(ent.geomtype) if(autocvar_physics_ode && checkextension("DP_PHYSICS_ODE")) set_movetype(ent, MOVETYPE_PHYSICS); \
if(!ent.scale) ent.scale = ent.modelscale; \
SetBrushEntityModel(ent); \
ent.use = g_model_setcolormaptoactivator; \
if(!ent.solid) ent.solid = (sol); else if(ent.solid < 0) ent.solid = SOLID_NOT;
#define G_CLIENTMODEL_INIT(ent,sol) \
- if(ent.geomtype) if(autocvar_physics_ode && checkextension("DP_PHYSICS_ODE")) ent.movetype = MOVETYPE_PHYSICS; \
+ if(ent.geomtype) if(autocvar_physics_ode && checkextension("DP_PHYSICS_ODE")) set_movetype(ent, MOVETYPE_PHYSICS); \
if(!ent.scale) ent.scale = ent.modelscale; \
SetBrushEntityModel(ent); \
ent.use = g_clientmodel_use; \
{
// take players back into the past
FOREACH_CLIENT(IS_PLAYER(it) && it != forent, antilag_takeback(it, CS(it), time - lag));
- FOREACH_ENTITY_FLAGS(flags, FL_MONSTER, {
- if(it != forent)
- antilag_takeback(it, it, time - lag);
+ IL_EACH(g_monsters, it != forent,
+ {
+ antilag_takeback(it, it, time - lag);
});
}
if (lag)
{
FOREACH_CLIENT(IS_PLAYER(it) && it != forent, antilag_restore(it, CS(it)));
- FOREACH_ENTITY_FLAGS(flags, FL_MONSTER, {
- if (it != forent)
- antilag_restore(it, it);
+ IL_EACH(g_monsters, it != forent,
+ {
+ antilag_restore(it, it);
});
}
SetMovedir(this);
this.solid = SOLID_TRIGGER;
SetBrushEntityModel(this);
- this.movetype = MOVETYPE_NONE;
+ set_movetype(this, MOVETYPE_NONE);
this.modelindex = 0;
this.model = "";
}
SetMovedir(this);
this.solid = SOLID_BSP;
SetBrushEntityModel(this);
- this.movetype = MOVETYPE_NONE; // why was this PUSH? -div0
+ set_movetype(this, MOVETYPE_NONE); // why was this PUSH? -div0
// this.modelindex = 0;
this.model = "";
}
// to mean no restrictions, so use a yaw of 360 instead.
this.solid = SOLID_BSP;
SetBrushEntityModel(this);
- this.movetype = MOVETYPE_PUSH;
+ set_movetype(this, MOVETYPE_PUSH);
if(this.modelindex == 0)
{
objerror(this, "InitMovingBrushTrigger: no brushes found!");
cvar_string = cvar_string_normal;
cvar_set = cvar_set_normal;
- remove = remove_unsafely;
+ delete_fn = remove_unsafely;
entity e = spawn();
setthink(e, GotoFirstMap);
error("world already spawned - you may have EXACTLY ONE worldspawn!");
world_already_spawned = true;
- remove = remove_safely; // during spawning, watch what you remove!
+ delete_fn = remove_safely; // during spawning, watch what you remove!
cvar_changes_init(); // do this very early now so it REALLY matches the server config
e.health = -2342;
// first intermission phase; voting phase has positive health (used to decide whether to send SVC_FINALE or not)
e.solid = SOLID_NOT;
- e.movetype = MOVETYPE_NONE;
+ set_movetype(e, MOVETYPE_NONE);
e.takedamage = DAMAGE_NO;
for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
return "Map switch will happen after scoreboard.";
}
+bool autocvar_sv_freezenonclients;
+bool autocvar_sv_gameplayfix_delayprojectiles;
+void Physics_Frame()
+{
+ if(autocvar_sv_freezenonclients)
+ return;
+
+ FOREACH_ENTITY_FLOAT(pure_data, false,
+ {
+ if(IS_CLIENT(it) || it.classname == "" || it.movetype == MOVETYPE_PUSH || it.movetype == MOVETYPE_FAKEPUSH || it.movetype == MOVETYPE_PHYSICS)
+ continue;
+
+ int mt = it.move_movetype;
+
+ if(mt == MOVETYPE_PUSH || mt == MOVETYPE_FAKEPUSH || mt == MOVETYPE_PHYSICS)
+ {
+ it.move_qcphysics = false;
+ it.movetype = mt;
+ continue;
+ }
+
+ it.movetype = ((it.move_qcphysics) ? MOVETYPE_NONE : it.move_movetype);
+
+ if(it.move_movetype == MOVETYPE_NONE)
+ continue;
+
+ if(it.move_qcphysics)
+ Movetype_Physics_NoMatchTicrate(it, PHYS_INPUT_TIMELENGTH, false);
+ });
+
+ if(autocvar_sv_gameplayfix_delayprojectiles >= 0)
+ return;
+
+ FOREACH_ENTITY_FLOAT(move_qcphysics, true,
+ {
+ if(IS_CLIENT(it) || is_pure(it) || it.classname == "" || it.move_movetype == MOVETYPE_NONE)
+ continue;
+ Movetype_Physics_NoMatchTicrate(it, PHYS_INPUT_TIMELENGTH, false);
+ });
+}
void EndFrame()
{
anticheat_endframe();
+ Physics_Frame();
+
FOREACH_CLIENT(IS_REAL_CLIENT(it), {
entity e = IS_SPEC(it) ? it.enemy : it;
if (e.typehitsound) {
it.damage_dealt = 0;
antilag_record(it, CS(it), altime);
});
- FOREACH_ENTITY_FLAGS(flags, FL_MONSTER, {
+ IL_EACH(g_monsters, true,
+ {
antilag_record(it, it, altime);
});
FOREACH_CLIENT(PS(it), {
PlayerState s = PS(it);
s.ps_push(s, it);
});
+ IL_ENDFRAME();
}
this.noalign = 1;
if (this.noalign)
- this.movetype = MOVETYPE_NONE;
+ set_movetype(this, MOVETYPE_NONE);
else
- this.movetype = MOVETYPE_TOSS;
+ set_movetype(this, MOVETYPE_TOSS);
precache_sound(this.noise);
{
traceline_antilag(pl, pl.cursor_trace_start, pl.cursor_trace_start + normalize(pl.cursor_trace_endpos - pl.cursor_trace_start) * MAX_SHOT_DISTANCE, MOVE_NORMAL, pl, ANTILAG_LATENCY(pl));
}
+.bool ctrace_solidchanged;
void crosshair_trace_plusvisibletriggers(entity pl)
{
- entity first;
- entity e;
- first = findchainfloat(solid, SOLID_TRIGGER);
-
- for (e = first; e; e = e.chain)
- if (e.model != "")
- e.solid = SOLID_BSP;
+ FOREACH_ENTITY_FLOAT(solid, SOLID_TRIGGER,
+ {
+ if(it.model != "")
+ {
+ it.solid = SOLID_BSP;
+ it.ctrace_solidchanged = true;
+ }
+ });
crosshair_trace(pl);
- for (e = first; e; e = e.chain)
- e.solid = SOLID_TRIGGER;
+ FOREACH_ENTITY_FLOAT(ctrace_solidchanged, true,
+ {
+ it.solid = SOLID_TRIGGER;
+ it.ctrace_solidchanged = false;
+ });
}
void WarpZone_crosshair_trace(entity pl)
{
{
entity startoflist = initialize_entity_first;
initialize_entity_first = NULL;
- remove = remove_except_protected;
+ delete_fn = remove_except_protected;
for (entity e = startoflist; e; e = e.initialize_entity_next)
{
e.remove_except_protected_forbidden = 1;
}
e = next;
}
- remove = remove_unsafely;
+ delete_fn = remove_unsafely;
}
.float(entity) isEliminated;
void follow_sameorigin(entity e, entity to)
{
- e.movetype = MOVETYPE_FOLLOW; // make the hole follow
+ set_movetype(e, MOVETYPE_FOLLOW); // make the hole follow
e.aiment = to; // make the hole follow bmodel
e.punchangle = to.angles; // the original angles of bmodel
e.view_ofs = e.origin - to.origin; // relative origin
void unfollow_sameorigin(entity e)
{
- e.movetype = MOVETYPE_NONE;
+ set_movetype(e, MOVETYPE_NONE);
}
entity gettaginfo_relative_ent;
void SetMovetypeFollow(entity ent, entity e)
{
// FIXME this may not be warpzone aware
- ent.movetype = MOVETYPE_FOLLOW; // make the hole follow
+ set_movetype(ent, MOVETYPE_FOLLOW); // make the hole follow
ent.solid = SOLID_NOT; // MOVETYPE_FOLLOW is always non-solid - this means this cannot be teleported by warpzones any more! Instead, we must notice when our owner gets teleported.
ent.aiment = e; // make the hole follow bmodel
ent.punchangle = e.angles; // the original angles of bmodel
}
void UnsetMovetypeFollow(entity ent)
{
- ent.movetype = MOVETYPE_FLY;
+ set_movetype(ent, MOVETYPE_FLY);
PROJECTILE_MAKETRIGGER(ent);
ent.aiment = NULL;
}
float LostMovetypeFollow(entity ent)
{
/*
- if(ent.movetype != MOVETYPE_FOLLOW)
+ if(ent.move_movetype != MOVETYPE_FOLLOW)
if(ent.aiment)
error("???");
*/
else
assault_attacker_team = NUM_TEAM_1;
- FOREACH_ENTITY(IS_NOT_A_CLIENT(it), LAMBDA(
+ FOREACH_ENTITY_FLOAT(pure_data, false,
+ {
+ if(IS_CLIENT(it))
+ continue;
+
if (it.team_saved == NUM_TEAM_1) it.team_saved = NUM_TEAM_2;
else if (it.team_saved == NUM_TEAM_2) it.team_saved = NUM_TEAM_1;
- ));
+ });
// reset the level with a countdown
cvar_set("timelimit", ftos(ceil(time - game_starttime) / 60));
// legacy bot code
void havocbot_goalrating_ast_targets(entity this, float ratingscale)
{
- entity ad, best, wp;
- float radius, bestvalue;
- bool found;
- vector p;
-
- ad = findchain(classname, "func_assault_destructible");
-
- for (; ad; ad = ad.chain)
+ FOREACH_ENTITY_CLASS("func_assault_destructible", it.bot_attack,
{
- if (ad.target == "")
+ if (it.target == "")
continue;
- if (!ad.bot_attack)
- continue;
-
- found = false;
- FOREACH_ENTITY_STRING(targetname, ad.target,
+ bool found = false;
+ FOREACH_ENTITY_STRING(targetname, it.target,
{
- if(it.classname == "target_objective_decrease")
+ if(it.classname != "target_objective_decrease")
+ continue;
+
+ if(it.enemy.health > 0 && it.enemy.health < ASSAULT_VALUE_INACTIVE)
{
- if(it.enemy.health > 0 && it.enemy.health < ASSAULT_VALUE_INACTIVE)
- {
- // dprint(etos(ad),"\n");
- found = true;
- break;
- }
+ found = true;
+ break;
}
});
if(!found)
- {
- /// dprint("target not found\n");
continue;
- }
- /// dprint("target #", etos(ad), " found\n");
-
- p = 0.5 * (ad.absmin + ad.absmax);
- // dprint(vtos(ad.origin), " ", vtos(ad.absmin), " ", vtos(ad.absmax),"\n");
- // te_knightspike(p);
- // te_lightning2(NULL, '0 0 0', p);
+ vector p = 0.5 * (it.absmin + it.absmax);
// Find and rate waypoints around it
found = false;
- best = NULL;
- bestvalue = 99999999999;
- for(radius=0; radius<1500 && !found; radius+=500)
+ entity best = NULL;
+ float bestvalue = 99999999999;
+ entity des = it;
+ for(float radius = 0; radius < 1500 && !found; radius += 500)
{
- for(wp=findradius(p, radius); wp; wp=wp.chain)
+ FOREACH_ENTITY_RADIUS(p, radius, it.classname == "waypoint" && !(it.wpflags & WAYPOINTFLAG_GENERATED),
{
- if(!(wp.wpflags & WAYPOINTFLAG_GENERATED))
- if(wp.classname=="waypoint")
- if(checkpvs(wp.origin, ad))
+ if(checkpvs(it.origin, des))
{
found = true;
- if(wp.cnt<bestvalue)
+ if(it.cnt < bestvalue)
{
- best = wp;
- bestvalue = wp.cnt;
+ best = it;
+ bestvalue = it.cnt;
}
}
- }
+ });
}
if(best)
this.havocbot_attack_time = 0;
- if(checkpvs(this.view_ofs,ad))
+ if(checkpvs(this.view_ofs,it))
if(checkpvs(this.view_ofs,best))
{
// dprint("increasing attack time for this target\n");
this.havocbot_attack_time = time + 2;
}
}
- }
+ });
}
void havocbot_role_ast_offense(entity this)
}
}
+bool ctf_Return_Customize(entity this, entity client)
+{
+ // only to the carrier
+ return boolean(client == this.owner);
+}
+
void ctf_FlagcarrierWaypoints(entity player)
{
WaypointSprite_Spawn(WP_FlagCarrier, 0, 0, player, FLAG_WAYPOINT_OFFSET, NULL, player.team, player, wps_flagcarrier, true, RADARICON_FLAG);
WaypointSprite_UpdateMaxHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(start_health, start_armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id) * 2);
WaypointSprite_UpdateHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(player.health, player.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id));
WaypointSprite_UpdateTeamRadar(player.wps_flagcarrier, RADARICON_FLAGCARRIER, WPCOLOR_FLAGCARRIER(player.team));
+
+ if(player.flagcarried && CTF_SAMETEAM(player, player.flagcarried))
+ {
+ if(!player.wps_enemyflagcarrier)
+ {
+ entity wp = WaypointSprite_Spawn(((ctf_oneflag) ? WP_FlagCarrier : WP_FlagCarrierEnemy), 0, 0, player, FLAG_WAYPOINT_OFFSET, NULL, 0, player, wps_enemyflagcarrier, true, RADARICON_FLAG);
+ wp.colormod = WPCOLOR_ENEMYFC(player.team);
+ setcefc(wp, ctf_Stalemate_Customize);
+
+ if(IS_REAL_CLIENT(player) && !ctf_stalemate)
+ Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_CTF_PICKUP_VISIBLE);
+ }
+
+ if(!player.wps_flagreturn)
+ {
+ entity owp = WaypointSprite_SpawnFixed(WP_FlagReturn, player.flagcarried.ctf_spawnorigin + FLAG_WAYPOINT_OFFSET, player, wps_flagreturn, RADARICON_FLAG);
+ owp.colormod = '0 0.8 0.8';
+ //WaypointSprite_UpdateTeamRadar(player.wps_flagreturn, RADARICON_FLAG, ((player.team) ? colormapPaletteColor(player.team - 1, false) : '1 1 1'));
+ setcefc(owp, ctf_Return_Customize);
+ }
+ }
}
void ctf_CalculatePassVelocity(entity flag, vector to, vector from, float turnrate)
settouch(shield, ctf_CaptureShield_Touch);
setcefc(shield, ctf_CaptureShield_Customize);
shield.effects = EF_ADDITIVE;
- shield.movetype = MOVETYPE_NOCLIP;
+ set_movetype(shield, MOVETYPE_NOCLIP);
shield.solid = SOLID_TRIGGER;
shield.avelocity = '7 0 11';
shield.scale = 0.5;
player = (player ? player : flag.pass_sender);
// main
- flag.movetype = MOVETYPE_TOSS;
+ set_movetype(flag, MOVETYPE_TOSS);
flag.takedamage = DAMAGE_YES;
flag.angles = '0 0 0';
flag.health = flag.max_flag_health;
setattachment(flag, player, "");
setorigin(flag, FLAG_CARRY_OFFSET);
}
- flag.movetype = MOVETYPE_NONE;
+ set_movetype(flag, MOVETYPE_NONE);
flag.takedamage = DAMAGE_NO;
flag.solid = SOLID_NOT;
flag.angles = '0 0 0';
ctf_CalculatePassVelocity(flag, targ_origin, player.origin, false);
// main
- flag.movetype = MOVETYPE_FLY;
+ set_movetype(flag, MOVETYPE_FLY);
flag.takedamage = DAMAGE_NO;
flag.pass_sender = player;
flag.pass_target = receiver;
if(player.wps_enemyflagcarrier)
WaypointSprite_Kill(player.wps_enemyflagcarrier);
+ if(player.wps_flagreturn)
+ WaypointSprite_Kill(player.wps_flagreturn);
+
// captureshield
ctf_CaptureShield_Update(player, 0); // shield player from picking up flag
}
}
// flag setup
- flag.movetype = MOVETYPE_NONE;
+ set_movetype(flag, MOVETYPE_NONE);
flag.takedamage = DAMAGE_NO;
flag.solid = SOLID_NOT;
flag.angles = '0 0 0';
bool ctf_Stalemate_Customize(entity this, entity client)
{
// make spectators see what the player would see
- entity e, wp_owner;
- e = WaypointSprite_getviewentity(client);
- wp_owner = this.owner;
+ entity e = WaypointSprite_getviewentity(client);
+ entity wp_owner = this.owner;
// team waypoints
- if(CTF_SAMETEAM(wp_owner.flagcarried, wp_owner)) { return false; }
+ //if(CTF_SAMETEAM(wp_owner.flagcarried, wp_owner)) { return false; }
if(SAME_TEAM(wp_owner, e)) { return false; }
if(!IS_PLAYER(e)) { return false; }
if(pointcontents(midpoint + FLAG_FLOAT_OFFSET) == CONTENT_WATER)
{ this.velocity_z = autocvar_g_ctf_flag_dropped_floatinwater; }
else
- { this.movetype = MOVETYPE_FLY; }
+ { set_movetype(this, MOVETYPE_FLY); }
}
- else if(this.movetype == MOVETYPE_FLY) { this.movetype = MOVETYPE_TOSS; }
+ else if(this.move_movetype == MOVETYPE_FLY) { set_movetype(this, MOVETYPE_TOSS); }
}
if(autocvar_g_ctf_flag_return_dropped)
{
if((this.pass_target == NULL)
|| (IS_DEAD(this.pass_target))
|| (this.pass_target.flagcarried)
- || (vdist(this.origin - targ_origin, <, autocvar_g_ctf_pass_radius))
+ || (vdist(this.origin - targ_origin, >, autocvar_g_ctf_pass_radius))
|| ((trace_fraction < 1) && (trace_ent != this.pass_target))
|| (time > this.ctf_droptime + autocvar_g_ctf_pass_timelimit))
{
if((flag.owner) && (flag.owner.flagcarried == flag))
{
WaypointSprite_Kill(flag.owner.wps_enemyflagcarrier);
+ WaypointSprite_Kill(flag.owner.wps_flagreturn);
WaypointSprite_Kill(flag.wps_flagcarrier);
flag.owner.flagcarried = NULL;
setattachment(flag, NULL, "");
setorigin(flag, flag.ctf_spawnorigin);
- flag.movetype = ((flag.noalign) ? MOVETYPE_NONE : MOVETYPE_TOSS);
+ set_movetype(flag, ((flag.noalign) ? MOVETYPE_NONE : MOVETYPE_TOSS));
flag.takedamage = DAMAGE_NO;
flag.health = flag.max_flag_health;
flag.solid = SOLID_TRIGGER;
ctf_RespawnFlag(this);
}
+bool ctf_FlagBase_Customize(entity this, entity client)
+{
+ if(client.flagcarried && CTF_SAMETEAM(client, client.flagcarried))
+ return false;
+ return true;
+}
+
void ctf_DelayedFlagSetup(entity this) // called after a flag is placed on a map by ctf_FlagSetup()
{
// bot waypoints
entity wp = WaypointSprite_SpawnFixed(basename, this.origin + FLAG_WAYPOINT_OFFSET, this, wps_flagbase, RADARICON_FLAG);
wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 1 1');
WaypointSprite_UpdateTeamRadar(this.wps_flagbase, RADARICON_FLAG, ((this.team) ? colormapPaletteColor(this.team - 1, false) : '1 1 1'));
+ setcefc(wp, ctf_FlagBase_Customize);
// captureshield setup
ctf_CaptureShield_Spawn(this);
{
flag.dropped_origin = flag.origin;
flag.noalign = true;
- flag.movetype = MOVETYPE_NONE;
+ set_movetype(flag, MOVETYPE_NONE);
}
else // drop to floor, automatically find a platform and set that as spawn origin
{
flag.noalign = false;
droptofloor(flag);
- flag.movetype = MOVETYPE_TOSS;
+ set_movetype(flag, MOVETYPE_NONE);
}
InitializeEntity(flag, ctf_DelayedFlagSetup, INITPRIO_SETLOCATION);
void havocbot_goalrating_ctf_carrieritems(entity this, float ratingscale, vector org, float sradius)
{
- entity head;
- float t;
- head = findchainfloat(bot_pickup, true);
- while (head)
+ FOREACH_ENTITY_FLOAT(bot_pickup, true,
{
// gather health and armor only
- if (head.solid)
- if (head.health || head.armorvalue)
- if (vdist(head.origin - org, <, sradius))
+ if (it.solid)
+ if (it.health || it.armorvalue)
+ if (vdist(it.origin - org, <, sradius))
{
// get the value of the item
- t = head.bot_pickupevalfunc(this, head) * 0.0001;
+ float t = it.bot_pickupevalfunc(this, it) * 0.0001;
if (t > 0)
- navigation_routerating(this, head, t * ratingscale, 500);
+ navigation_routerating(this, it, t * ratingscale, 500);
}
- head = head.chain;
- }
+ });
}
void havocbot_ctf_reset_role(entity this)
case FLAG_PASSING:
{
// lock the flag, game is over
- flag.movetype = MOVETYPE_NONE;
+ set_movetype(flag, MOVETYPE_NONE);
flag.takedamage = DAMAGE_NO;
flag.solid = SOLID_NOT;
flag.nextthink = false; // stop thinking
.entity wps_flagbase;
.entity wps_flagcarrier;
.entity wps_flagdropped;
+.entity wps_flagreturn;
.entity wps_enemyflagcarrier;
.float wps_helpme_time;
bool wpforenemy_announced;
const int RETURN_SPEEDRUN = 4;
const int RETURN_NEEDKILL = 5;
+bool ctf_Stalemate_Customize(entity this, entity client);
+
void ctf_Handle_Throw(entity player, entity receiver, float droptype);
// flag properties
if(player.race_penalty)
{
player.velocity = '0 0 0';
- player.movetype = MOVETYPE_NONE;
+ set_movetype(player, MOVETYPE_NONE);
player.disableclientprediction = 2;
}
}
{
if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
{
- FOREACH_ENTITY_FLAGS(flags, FL_MONSTER, LAMBDA(Monster_Remove(it)));
+ IL_EACH(g_monsters, true,
+ {
+ Monster_Remove(it);
+ });
+ IL_CLEAR(g_monsters);
Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_OVER);
Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_OVER);
float total_alive_monsters = 0, supermonster_count = 0, red_alive = 0, blue_alive = 0, yellow_alive = 0, pink_alive = 0;
- FOREACH_ENTITY_FLAGS(flags, FL_MONSTER, LAMBDA(
- if(it.health > 0)
- {
- if((get_monsterinfo(it.monsterid)).spawnflags & MON_FLAG_SUPERMONSTER)
- ++supermonster_count;
- ++total_alive_monsters;
+ IL_EACH(g_monsters, it.health > 0,
+ {
+ if((get_monsterinfo(it.monsterid)).spawnflags & MON_FLAG_SUPERMONSTER)
+ ++supermonster_count;
+ ++total_alive_monsters;
- if(teamplay)
- switch(it.team)
- {
- case NUM_TEAM_1: ++red_alive; break;
- case NUM_TEAM_2: ++blue_alive; break;
- case NUM_TEAM_3: ++yellow_alive; break;
- case NUM_TEAM_4: ++pink_alive; break;
- }
+ if(teamplay)
+ switch(it.team)
+ {
+ case NUM_TEAM_1: ++red_alive; break;
+ case NUM_TEAM_2: ++blue_alive; break;
+ case NUM_TEAM_3: ++yellow_alive; break;
+ case NUM_TEAM_4: ++pink_alive; break;
}
- ));
+ });
if((total_alive_monsters + inv_numkilled) < inv_maxspawned && inv_maxcurrent < inv_maxspawned)
{
));
}
- FOREACH_ENTITY_FLAGS(flags, FL_MONSTER, LAMBDA(Monster_Remove(it)));
+ IL_EACH(g_monsters, true,
+ {
+ Monster_Remove(it);
+ });
+ IL_CLEAR(g_monsters);
if(teamplay)
{
}
makevectors(this.angles);
- this.movetype = MOVETYPE_BOUNCE;
+ set_movetype(this, MOVETYPE_BOUNCE);
this.velocity = '0 0 200';
this.angles = '0 0 0';
this.effects = autocvar_g_keepawayball_effects;
// make the ball invisible/unable to do anything/set up time scoring
this.velocity = '0 0 0';
- this.movetype = MOVETYPE_NONE;
+ set_movetype(this, MOVETYPE_NONE);
this.effects |= EF_NODRAW;
settouch(this, func_null);
setthink(this, ka_TimeScoring);
// reset the ball
setattachment(ball, NULL, "");
- ball.movetype = MOVETYPE_BOUNCE;
+ set_movetype(ball, MOVETYPE_BOUNCE);
ball.wait = time + 1;
settouch(ball, ka_TouchEvent);
setthink(ball, ka_RespawnBall);
e.damageforcescale = autocvar_g_keepawayball_damageforcescale;
e.takedamage = DAMAGE_YES;
e.solid = SOLID_TRIGGER;
- e.movetype = MOVETYPE_BOUNCE;
+ set_movetype(e, MOVETYPE_BOUNCE);
e.glow_color = autocvar_g_keepawayball_trail_color;
e.glow_trail = true;
e.flags = FL_ITEM;
#endif
key.flags = 0;
key.solid = SOLID_NOT;
- key.movetype = MOVETYPE_NONE;
+ set_movetype(key, MOVETYPE_NONE);
key.team = key.owner.team;
key.nextthink = time;
key.damageforcescale = 0;
#endif
key.flags = FL_ITEM;
key.solid = SOLID_TRIGGER;
- key.movetype = MOVETYPE_TOSS;
+ set_movetype(key, MOVETYPE_TOSS);
key.pain_finished = time + autocvar_g_balance_keyhunt_delay_return;
key.damageforcescale = autocvar_g_balance_keyhunt_damageforcescale;
key.takedamage = DAMAGE_YES;
if(player.race_penalty)
{
player.velocity = '0 0 0';
- player.movetype = MOVETYPE_NONE;
+ set_movetype(player, MOVETYPE_NONE);
player.disableclientprediction = 2;
}
}
void pathlib_deletepath(entity start)
{
- entity e;
-
- e = findchainentity(owner, start);
- while(e)
+ FOREACH_ENTITY_ENT(owner, start,
{
- setthink(e, SUB_Remove);
- e.nextthink = time;
- e = e.chain;
- }
+ setthink(it, SUB_Remove);
+ it.nextthink = time;
+ });
}
//#define PATHLIB_NODEEXPIRE 0.05
entity pathlib_getbestopen()
{
- entity node;
- entity bestnode;
-
if(best_open_node)
{
++pathlib_bestcash_hits;
return best_open_node;
}
- node = findchainentity(owner,openlist);
- if(!node)
- return NULL;
-
- bestnode = node;
- while(node)
+ entity bestnode = NULL;
+ FOREACH_ENTITY_ENT(owner, openlist,
{
- ++pathlib_bestopen_seached;
- if(node.pathlib_node_f < bestnode.pathlib_node_f)
- bestnode = node;
+ ++pathlib_bestopen_searched;
- node = node.chain;
- }
+ if(!bestnode || it.pathlib_node_f < bestnode.pathlib_node_f)
+ bestnode = it;
+ });
return bestnode;
}
pathlib_made_cnt = 0;
pathlib_merge_cnt = 0;
pathlib_searched_cnt = 0;
- pathlib_bestopen_seached = 0;
+ pathlib_bestopen_searched = 0;
pathlib_bestcash_hits = 0;
pathlib_bestcash_saved = 0;
LOG_TRACE("Nodes - merged: ", ftos(pathlib_merge_cnt),"\n");
LOG_TRACE("Nodes - closed: ", ftos(pathlib_closed_cnt),"\n");
LOG_TRACE("Nodes - searched: ", ftos(pathlib_searched_cnt),"\n");
- LOG_TRACE("Nodes bestopen searched: ", ftos(pathlib_bestopen_seached),"\n");
+ LOG_TRACE("Nodes bestopen searched: ", ftos(pathlib_bestopen_searched),"\n");
LOG_TRACE("Nodes bestcash - hits: ", ftos(pathlib_bestcash_hits),"\n");
LOG_TRACE("Nodes bestcash - save: ", ftos(pathlib_bestcash_saved),"\n");
LOG_TRACE("AStar done.\n");
entity pathlib_wpp_bestopen()
{
- entity n, best;
-
if(best_open_node)
return best_open_node;
- n = findchainentity(pathlib_list, openlist);
- best = n;
- while(n)
- {
- if(n.pathlib_node_f < best.pathlib_node_f)
- best = n;
+ entity best = NULL;
- n = n.chain;
- }
+ FOREACH_ENTITY_ENT(pathlib_list, openlist,
+ {
+ if(!best || it.pathlib_node_f < best.pathlib_node_f)
+ best = it;
+ });
return best;
entity pathlib_waypointpath(entity wp_from, entity wp_to, float callback)
{
- entity n;
float ptime;
ptime = gettime(GETTIME_REALTIME);
LOG_TRACE("pathlib_waypointpath init\n");
// Initialize waypoint grid
- // FIXME! presisted chain for better preformance
- for(n = findchain(classname, "waypoint"); n; n = n.chain)
+ IL_EACH(g_waypoints, true,
{
- n.pathlib_list = NULL;
- n.pathlib_node_g = 0;
- n.pathlib_node_f = 0;
- n.pathlib_node_h = 0;
-
- //setmodel(n, "models/runematch/rune.mdl");
- //n.effects = EF_LOWPRECISION;
- //n.colormod = '0 0 0';
- //n.scale = 1;
-
- }
+ it.pathlib_list = NULL;
+ it.pathlib_node_g = 0;
+ it.pathlib_node_f = 0;
+ it.pathlib_node_h = 0;
+
+ //setmodel(it, "models/runematch/rune.mdl");
+ //it.effects = EF_LOWPRECISION;
+ //it.colormod = '0 0 0';
+ //it.scale = 1;
+ });
goal_node = wp_to;
start_node = wp_from;
float pathlib_made_cnt;
float pathlib_merge_cnt;
float pathlib_searched_cnt;
-float pathlib_bestopen_seached;
+float pathlib_bestopen_searched;
float pathlib_bestcash_hits;
float pathlib_bestcash_saved;
float pathlib_gridsize;
this.playerdemo_starttime = time - 1;
this.playerdemo_time = stof(fgets(this.playerdemo_fh));
this.playerdemo_time += this.playerdemo_starttime;
- this.movetype = MOVETYPE_NONE;
+ set_movetype(this, MOVETYPE_NONE);
LOG_INFO("playerdemo: ", this.netname, " reading from ", f, "\n");
}
void playerdemo_open_write(entity this, string f)
setthink(flocker, flocker_think);
flocker.nextthink = time + random() * 5;
PROJECTILE_MAKETRIGGER(flocker);
- flocker.movetype = MOVETYPE_BOUNCEMISSILE;
+ set_movetype(flocker, MOVETYPE_BOUNCEMISSILE);
flocker.effects = EF_LOWPRECISION;
flocker.velocity = randomvec() * 300;
flocker.angles = vectoangles(flocker.velocity);
void flocker_hunter_think(entity this)
{
vector dodgemove,attractmove,newmove;
- entity e,ee;
- float d,bd;
+ entity ee;
this.angles_x = this.angles.x * -1;
makevectors(this.angles);
if(!this.enemy)
{
- e = findchainfloat(flock_id,this.flock_id);
- while(e)
+ FOREACH_ENTITY_FLOAT(flock_id, this.flock_id,
{
- d = vlen(this.origin - e.origin);
-
- if(e != this.owner)
- if(e != ee)
- if(d > bd)
- {
- this.enemy = e;
- bd = d;
- }
- e = e.chain;
- }
+ if(it == this.owner || it == ee)
+ continue;
+
+ if(!this.enemy || vlen2(this.origin - it.origin) > vlen2(this.origin - this.enemy.origin))
+ this.enemy = it;
+ });
}
if(this.enemy)
this.velocity = movelib_inertmove_byspeed(this, newmove,1250,0.3,0.7);
this.velocity = movelib_dragvec(this, 0.01,0.5);
-
this.angles = vectoangles(this.velocity);
this.nextthink = time + 0.1;
}
this.enemy.scale = 3;
this.enemy.effects = EF_LOWPRECISION;
- this.enemy.movetype = MOVETYPE_BOUNCEMISSILE;
+ set_movetype(this.enemy, MOVETYPE_BOUNCEMISSILE);
PROJECTILE_MAKETRIGGER(this.enemy);
setthink(this.enemy, flocker_hunter_think);
this.enemy.nextthink = time + 10;
void CreatureFrame_All()
{
FOREACH_ENTITY_FLOAT(damagedbycontents, true, {
- if (it.movetype == MOVETYPE_NOCLIP) continue;
+ if (it.move_movetype == MOVETYPE_NOCLIP) continue;
CreatureFrame_Liquids(it);
CreatureFrame_FallDamage(it);
it.oldvelocity = it.velocity;
execute_next_frame();
if (autocvar_sv_autopause && !server_is_dedicated) Pause_TryPause(true);
- remove = remove_unsafely; // not during spawning!
+ delete_fn = remove_unsafely; // not during spawning!
serverprevtime = servertime;
servertime = time;
serverframetime = frametime;
return;
}
+ this.move_movetype = this.movetype;
+
// support special -1 and -2 angle from radiant
if (this.angles == '0 -1 0')
this.angles = '-90 0 0';
var float(string name) cvar;
var string(string name) cvar_string;
var void(string name, string value) cvar_set;
-var void remove(entity e);
+var void delete_fn(entity e);
#undef IT_SHOTGUN
#undef IT_SUPER_SHOTGUN
#pragma once
#define droptofloor builtin_droptofloor
-#define remove builtin_remove
#define cvar_set builtin_cvar_set
#define cvar_string builtin_cvar_string
#define cvar builtin_cvar
e.csqcprojectile_clientanimate = clientanimate;
- if(e.movetype == MOVETYPE_TOSS || e.movetype == MOVETYPE_BOUNCE)
+ if(e.move_movetype == MOVETYPE_TOSS || e.move_movetype == MOVETYPE_BOUNCE)
{
if(e.gravity == 0)
e.gravity = 1;
if(lag)
{
FOREACH_CLIENT(IS_PLAYER(it) && it != this, antilag_takeback(it, CS(it), time - lag));
- FOREACH_ENTITY_FLAGS(flags, FL_MONSTER, {
- if (it != this)
- antilag_takeback(it, it, time - lag);
+ IL_EACH(g_monsters, it != this,
+ {
+ antilag_takeback(it, it, time - lag);
});
}
if(lag)
{
FOREACH_CLIENT(IS_PLAYER(it) && it != this, antilag_restore(it, CS(it)));
- FOREACH_ENTITY_FLAGS(flags, FL_MONSTER, {
- if (it != this)
- antilag_restore(it, it);
+ IL_EACH(g_monsters, it != this,
+ {
+ antilag_restore(it, it);
});
}
if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
{
- int act = (fr == WFRAME_FIRE2 && (PS(actor).m_weapon == WEP_SHOCKWAVE || PS(actor).m_weapon == WEP_SHOTGUN))
+ bool primary_melee = boolean(fr == WFRAME_FIRE1 && (PS(actor).m_weapon.spawnflags & WEP_TYPE_MELEE_PRI));
+ bool secondary_melee = boolean(fr == WFRAME_FIRE2 && (PS(actor).m_weapon.spawnflags & WEP_TYPE_MELEE_SEC));
+ int act = (primary_melee || secondary_melee)
? ANIMACTION_MELEE
: ANIMACTION_SHOOT
;
blendfunc blend
}
}
+
+g_ok_hmg_luma
+{
+ deformVertexes autosprite
+ cull none
+ nopicmip
+ {
+ map models/weapons/g_ok_hmg_luma
+ blendfunc blend
+ }
+}
+
+g_ok_rl_luma
+{
+ deformVertexes autosprite
+ cull none
+ nopicmip
+ {
+ map models/weapons/g_ok_rl_luma
+ blendfunc blend
+ }
+}
}
}
+g_ok_hmg_simple // heavy machinegun
+{
+ deformVertexes autosprite
+ cull none
+ nopicmip
+
+ {
+ map models/weapons/g_ok_hmg_simple
+ blendfunc blend
+
+ }
+}
+
+g_ok_rl_simple // rocket propelled chainsaw
+{
+ deformVertexes autosprite
+ cull none
+ nopicmip
+
+ {
+ map models/weapons/g_ok_rl_simple
+ blendfunc blend
+
+ }
+}
+
////////// ARMOR + HEALTH ITEMS //////////
///// ARMOR /////