// {{{ #2: Shotgun
set g_balance_shotgun_primary_ammo 1
set g_balance_shotgun_primary_animtime 0.2
-set g_balance_shotgun_primary_bullets 14
-set g_balance_shotgun_primary_damage 3.5
+set g_balance_shotgun_primary_bullets 12
+set g_balance_shotgun_primary_damage 4
set g_balance_shotgun_primary_force 15
set g_balance_shotgun_primary_refire 0.75
set g_balance_shotgun_primary_solidpenetration 3.8
-set g_balance_shotgun_primary_spread 0.11
+set g_balance_shotgun_primary_spread 0.12
set g_balance_shotgun_reload_ammo 0
set g_balance_shotgun_reload_time 2
set g_balance_shotgun_secondary 1
// {{{ #2: Shotgun
set g_balance_shotgun_primary_ammo 1
set g_balance_shotgun_primary_animtime 0.2
-set g_balance_shotgun_primary_bullets 14
-set g_balance_shotgun_primary_damage 3.5
+set g_balance_shotgun_primary_bullets 12
+set g_balance_shotgun_primary_damage 4
set g_balance_shotgun_primary_force 15
set g_balance_shotgun_primary_refire 0.75
set g_balance_shotgun_primary_solidpenetration 3.8
-set g_balance_shotgun_primary_spread 0.11
+set g_balance_shotgun_primary_spread 0.12
set g_balance_shotgun_reload_ammo 0
set g_balance_shotgun_reload_time 2
set g_balance_shotgun_secondary 1
// 0: only damage from contents (lava/slime) or exceptions
// 1: only self damage or damage from contents or exceptions
// 2: allow all damage to projectiles normally
-set g_projectiles_keep_owner 0
+set g_projectiles_keep_owner 1
set g_projectiles_newton_style 0
// possible values:
// 0: absolute velocity projectiles (like Quake)
// 0: only damage from contents (lava/slime) or exceptions
// 1: only self damage or damage from contents or exceptions
// 2: allow all damage to projectiles normally
-set g_projectiles_keep_owner 0
+set g_projectiles_keep_owner 1
set g_projectiles_newton_style 0
// possible values:
// 0: absolute velocity projectiles (like Quake)
set g_grappling_hook 0 "let players spawn with the grappling hook which allows them to pull themselves up"
set g_spawn_alloweffects 1 "allow clients to enable spawn point and event effects such as particles and sounds, see cl_spawn_ cvars for more info"
-set g_spawn_furthest 0.5 "this amount of the spawns shall be far away from any players"
+set g_spawn_furthest 1.0 "this amount of the spawns shall be far away from any players"
set g_spawn_useallspawns 0 "use all spawns, e.g. also team spawns in non-teamplay, and all spawns, even enemy spawns, in teamplay"
// respawn delay
set g_respawn_delay_small 2 "small game number of seconds you have to wait before you can respawn again"
r_mipsprites 1
r_mipskins 1
r_shadow_realtime_world_lightmaps 1
+r_shadow_realtime_world_importlightentitiesfrommap 0 // Whether build process uses keepLights is nontransparent and may change, so better make keepLights not matter.
cl_decals_fadetime 5
cl_decals_time 1
seta cl_gunalign 3 "Gun alignment; 1 = center (if allowed by g_shootfromclient) or right, 2 = center (if allowed by g_shootfromclient) or left, 3 = right only, 4 = left only"
set g_overkill_100a_anyway 1
set g_overkill_100h_anyway 1
set g_overkill_powerups_replace 1
-set g_overkill_superguns_respawn_time 20
+set g_overkill_superguns_respawn_time 120
-set g_overkill_ammo_charge 1
+set g_overkill_ammo_charge 0
set g_overkill_ammo_charge_notice 1
set g_overkill_ammo_charge_limit 1
set g_overkill_ammo_charge_rate 0.5
// Nades
// =======
set g_nades 0 "enable off-hand grenades"
+set g_nades_throw_offset "0 0 0" "nade throwing offset"
set g_nades_spawn 1 "give nades right away when player spawns rather than delaying entire refire"
set g_nades_client_select 0 "allow client side selection of nade type"
set g_nades_nade_lifetime 3.5
if(length < 1)
return;
- steps = floor(length / seglength);
+ // Use at most 16 te_lightning1 segments, as these eat up beam list segments.
+ // TODO: Change this to R_BeginPolygon code, then we no longer have this limit.
+ steps = min(16, floor(length / seglength));
if(steps < 1)
{
te_lightning1(world,from,to);
dirnew = normalize(direction * (1 - drift) + randomvec() * drift);
pos = pos_l + dirnew * steplength;
te_lightning1(world,pos_l,pos);
- if(random() < branchfactor)
- cl_effects_lightningarc(pos, pos + (dirnew * length * 0.25),seglength,drifts,drifte,min(branchfactor + branchfactor_add,1),branchfactor_add);
+ // WTF endless recursion if branchfactor is 1.0 (possibly due to adding branchfactor_add). FIXME
+ // if(random() < branchfactor)
+ // cl_effects_lightningarc(pos, pos + (dirnew * length * 0.25),seglength,drifts,drifte,min(branchfactor + branchfactor_add,1),branchfactor_add);
pos_l = pos;
}
return bound(1, floor((sqrt(4 * item_aspect * aspect * item_count + aspect * aspect) + aspect + 0.5) / 2), item_count);
}
+vector HUD_GetTableSize(float item_count, vector psize, float item_aspect)
+{
+ float columns, rows;
+ float ratio, best_ratio = 0;
+ float best_columns = 1, best_rows = 1;
+ bool vertical = (psize.x / psize.y >= item_aspect);
+ if(vertical)
+ {
+ psize = eX * psize.y + eY * psize.x;
+ item_aspect = 1 / item_aspect;
+ }
+
+ rows = ceil(sqrt(item_count));
+ columns = ceil(item_count/rows);
+ while(columns >= 1)
+ {
+ ratio = (psize.x/columns) / (psize.y/rows);
+ if(ratio > item_aspect)
+ ratio = item_aspect * item_aspect / ratio;
+
+ if(ratio <= best_ratio)
+ break; // ratio starts decreasing by now, skip next configurations
+
+ best_columns = columns;
+ best_rows = rows;
+ best_ratio = ratio;
+
+ if(columns == 1)
+ break;
+
+ --columns;
+ rows = ceil(item_count/columns);
+ }
+
+ if(vertical)
+ return eX * best_rows + eY * best_columns;
+ else
+ return eX * best_columns + eY * best_rows;
+}
+
float stringwidth_colors(string s, vector theSize)
{
return stringwidth(s, true, theSize);
float screen_ar;
vector center = '0 0 0';
float weapon_count, weapon_id;
- float row, column, rows = 0, columns;
+ float row, column, rows = 0, columns = 0;
+ bool vertical_order = true;
float aspect = autocvar_hud_panel_weapons_aspect;
float timeout = autocvar_hud_panel_weapons_timeout;
if(!weapons_stat)
for(i = WEP_FIRST; i <= WEP_LAST; i += floor((WEP_LAST-WEP_FIRST)/5))
weapons_stat |= WepSet_FromWeapon(i);
+
+ #if 0
+ /// debug code
+ if(cvar("wep_add"))
+ {
+ weapons_stat = '0 0 0';
+ float countw = 1 + floor((floor(time * cvar("wep_add"))) % WEP_COUNT);
+ for(i = WEP_FIRST; i <= countw; ++i)
+ weapons_stat |= WepSet_FromWeapon(i);
+ }
+ #endif
}
// determine which weapons are going to be shown
if((weapons_stat & WepSet_FromWeapon(weaponorder[i].weapon)) || (weaponorder[i].weapon == complain_weapon))
++weapon_count;
+
// might as well commit suicide now, no reason to live ;)
if (weapon_count == 0)
{
}
vector old_panel_size = panel_size;
- if(panel_bg_padding)
- old_panel_size -= '2 2 0' * panel_bg_padding;
-
- // NOTE: the goal is to use the all-weapons layout and remove unneeded cells
- // this way weapon icons always have the same size regardless of owned weapon count
+ vector padded_panel_size = panel_size - '2 2 0' * panel_bg_padding;
// get the all-weapons layout
- rows = HUD_GetRowCount(WEP_COUNT, old_panel_size, aspect);
- columns = ceil(WEP_COUNT/rows);
- weapon_size.x = old_panel_size.x / columns;
- weapon_size.y = old_panel_size.y / rows;
-
- // reduce rows and columns as needed
- columns = ceil(weapon_count / rows);
- rows = ceil(weapon_count / columns);
+ vector table_size = HUD_GetTableSize(WEP_COUNT, padded_panel_size, aspect);
+ columns = table_size.x;
+ rows = table_size.y;
+ weapon_size.x = padded_panel_size.x / columns;
+ weapon_size.y = padded_panel_size.y / rows;
- // NOTE: although weapons should aways look the same even if onlyowned is disabled,
+ // NOTE: although weapons should aways look the same even if onlyowned is enabled,
// we enlarge them a bit when possible to better match the desired aspect ratio
- // as they look much better
- weapon_size.x = min(old_panel_size.x / columns, aspect * weapon_size.y);
- weapon_size.y = min(old_panel_size.y / rows, weapon_size.x / aspect);
+ if(padded_panel_size.x / padded_panel_size.y < aspect)
+ {
+ // maximum number of rows that allows to display items with the desired aspect ratio
+ float max_rows = floor(padded_panel_size.y / (weapon_size.x / aspect));
+ columns = min(columns, ceil(weapon_count / max_rows));
+ rows = ceil(weapon_count / columns);
+ weapon_size.y = min(padded_panel_size.y / rows, weapon_size.x / aspect);
+ weapon_size.x = min(padded_panel_size.x / columns, aspect * weapon_size.y);
+ vertical_order = false;
+ }
+ else
+ {
+ float max_columns = floor(padded_panel_size.x / (weapon_size.y * aspect));
+ rows = min(rows, ceil(weapon_count / max_columns));
+ columns = ceil(weapon_count / rows);
+ weapon_size.x = min(padded_panel_size.x / columns, aspect * weapon_size.y);
+ weapon_size.y = min(padded_panel_size.y / rows, weapon_size.x / aspect);
+ vertical_order = true;
+ }
// reduce size of the panel
panel_size.x = columns * weapon_size.x;
panel_size.y = rows * weapon_size.y;
- panel_pos.x += (old_panel_size.x - panel_size.x) / 2;
- panel_pos.y += (old_panel_size.y - panel_size.y) / 2;
- if(panel_bg_padding)
- panel_size += '2 2 0' * panel_bg_padding;
+ panel_size += '2 2 0' * panel_bg_padding;
+
+ // center the resized panel, or snap it to the screen edge when close enough
+ if(panel_pos.x > vid_conwidth * 0.001)
+ {
+ if(panel_pos.x + old_panel_size.x > vid_conwidth * 0.999)
+ panel_pos.x += old_panel_size.x - panel_size.x;
+ else
+ panel_pos.x += (old_panel_size.x - panel_size.x) / 2;
+ }
+ else if(old_panel_size.x > vid_conwidth * 0.999)
+ panel_pos.x += (old_panel_size.x - panel_size.x) / 2;
+
+ if(panel_pos.y > vid_conheight * 0.001)
+ {
+ if(panel_pos.y + old_panel_size.y > vid_conheight * 0.999)
+ panel_pos.y += old_panel_size.y - panel_size.y;
+ else
+ panel_pos.y += (old_panel_size.y - panel_size.y) / 2;
+ }
+ else if(old_panel_size.y > vid_conheight * 0.999)
+ panel_pos.y += (old_panel_size.y - panel_size.y) / 2;
}
else
weapon_count = WEP_COUNT;
if(!rows) // if rows is > 0 onlyowned code has already updated these vars
{
- rows = HUD_GetRowCount(weapon_count, panel_size, aspect);
- columns = ceil(weapon_count/rows);
- weapon_size = eX * panel_size.x*(1/columns) + eY * panel_size.y*(1/rows);
+ vector table_size = HUD_GetTableSize(WEP_COUNT, panel_size, aspect);
+ columns = table_size.x;
+ rows = table_size.y;
+ weapon_size.x = panel_size.x / columns;
+ weapon_size.y = panel_size.y / rows;
+ vertical_order = (panel_size.x / panel_size.y >= aspect);
}
// calculate position/size for visual bar displaying ammount of ammo status
drawstring_aspect(weapon_pos + '1 1 0' * padding, s, weapon_size - '2 2 0' * padding, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
}
+ #if 0
+ /// debug code
+ if(!autocvar_hud_panel_weapons_onlyowned)
+ {
+ drawfill(weapon_pos + '1 1 0', weapon_size - '2 2 0', '1 1 1', panel_fg_alpha * 0.2, DRAWFLAG_NORMAL);
+ drawstring(weapon_pos, ftos(i + 1), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
+ }
+ #endif
+
// continue with new position for the next weapon
- ++row;
- if(row >= rows)
+ if(vertical_order)
{
- row = 0;
++column;
+ if(column >= columns)
+ {
+ column = 0;
+ ++row;
+ }
+ }
+ else
+ {
+ ++row;
+ if(row >= rows)
+ {
+ row = 0;
+ ++column;
+ }
}
}
#include "tuba.qh"
-void tubasound(entity e, float restart)
+#define TUBA_STARTNOTE(i, n) strcat("weapons/tuba", (i ? ftos(i) : ""), "_loopnote", ftos(n), ".wav")
+
+const int TUBA_MIN = -18;
+const int TUBA_MAX = 27;
+const int TUBA_INSTRUMENTS = 3;
+
+.int note;
+.bool tuba_attenuate;
+.float tuba_volume;
+.float tuba_volume_initial;
+.int tuba_instrument;
+
+int Tuba_PitchStep;
+
+void tubasound(entity e, bool restart)
{
- string snd1;
-
- snd1 = string_null;
-
- if(Tuba_PitchStep)
- {
- string snd2;
- float f1, f2;
- float p1, p2;
- float m;
-
- f1 = 1;
- p1 = 1;
- snd2 = string_null;
- f2 = 0;
- p2 = 1;
-
- m = e.note % Tuba_PitchStep;
- if(m)
- {
- if(e.note - m < TUBA_MIN)
- {
- if(restart)
+ string snd1 = string_null;
+ if (Tuba_PitchStep) {
+ float vol1 = 1;
+ float speed1 = 1;
+ string snd2 = string_null;
+ float vol2 = 0;
+ float speed2 = 1;
+
+ int m = pymod(e.note, Tuba_PitchStep);
+ if (m) {
+ if (e.note - m < TUBA_MIN) {
+ if (restart) {
snd1 = TUBA_STARTNOTE(e.tuba_instrument, e.note - m + Tuba_PitchStep);
- p1 = pow(2.0, (m - Tuba_PitchStep) / 12.0);
- }
- else if(e.note - m + Tuba_PitchStep > TUBA_MAX)
- {
- if(restart)
+ }
+ speed1 = pow(2.0, (m - Tuba_PitchStep) / 12.0);
+ } else if (e.note - m + Tuba_PitchStep > TUBA_MAX) {
+ if (restart) {
snd1 = TUBA_STARTNOTE(e.tuba_instrument, e.note - m);
- p1 = pow(2.0, m / 12.0);
- }
- else
- {
- if(restart)
+ }
+ speed1 = pow(2.0, m / 12.0);
+ } else {
+ if (restart) {
snd1 = TUBA_STARTNOTE(e.tuba_instrument, e.note - m);
- f1 = cos(M_PI_2 * m / Tuba_PitchStep);
- p1 = pow(2.0, m / 12.0);
- if(restart)
+ }
+ vol1 = cos(M_PI_2 * m / Tuba_PitchStep);
+ speed1 = pow(2.0, m / 12.0);
+ if (restart) {
snd2 = TUBA_STARTNOTE(e.tuba_instrument, e.note - m + Tuba_PitchStep);
- f2 = sin(M_PI_2 * m / Tuba_PitchStep);
- p2 = pow(2.0, (m - Tuba_PitchStep) / 12.0);
+ }
+ vol2 = sin(M_PI_2 * m / Tuba_PitchStep);
+ speed2 = pow(2.0, (m - Tuba_PitchStep) / 12.0);
}
- }
- else
- {
- if(restart)
- snd1 = TUBA_STARTNOTE(e.tuba_instrument, e.note);
+ } else if (restart) {
+ snd1 = TUBA_STARTNOTE(e.tuba_instrument, e.note);
}
- sound7(e, CH_TUBA_SINGLE, snd1, e.cnt * f1, e.attenuate * autocvar_g_balance_tuba_attenuation, 100 * p1, 0);
- if(f2)
- sound7(e.enemy, CH_TUBA_SINGLE, snd2, e.cnt * f2, e.attenuate * autocvar_g_balance_tuba_attenuation, 100 * p2, 0);
- }
- else
- {
- if(restart)
+ sound7(e, CH_TUBA_SINGLE, snd1, e.tuba_volume * vol1, e.tuba_attenuate * autocvar_g_balance_tuba_attenuation, 100 * speed1, 0);
+ if (vol2) {
+ sound7(e.enemy, CH_TUBA_SINGLE, snd2, e.tuba_volume * vol2, e.tuba_attenuate * autocvar_g_balance_tuba_attenuation, 100 * speed2, 0);
+ }
+ } else {
+ if (restart) {
snd1 = TUBA_STARTNOTE(e.tuba_instrument, e.note);
- sound(e, CH_TUBA_SINGLE, snd1, e.cnt, e.attenuate * autocvar_g_balance_tuba_attenuation);
+ }
+ sound(e, CH_TUBA_SINGLE, snd1, e.tuba_volume, e.tuba_attenuate * autocvar_g_balance_tuba_attenuation);
}
}
void Ent_TubaNote_Think()
{
- float f;
- f = autocvar_g_balance_tuba_fadetime;
- if(f > 0)
- self.cnt -= frametime * self.count / f;
- else
- self.cnt = 0;
+ float f = autocvar_g_balance_tuba_fadetime;
+ if (f > 0) {
+ self.tuba_volume -= frametime * self.tuba_volume_initial / f;
+ } else {
+ self.tuba_volume = 0;
+ }
self.nextthink = time;
- if(self.cnt <= 0)
- {
+ if (self.tuba_volume <= 0) {
sound(self, CH_TUBA_SINGLE, "misc/null.wav", 0, 0);
- if(self.enemy)
- {
+ if (self.enemy) {
sound(self.enemy, CH_TUBA_SINGLE, "misc/null.wav", 0, 0);
remove(self.enemy);
}
remove(self);
- }
- else
- {
+ } else {
tubasound(self, 0);
}
}
void Ent_TubaNote_UpdateSound()
{
- self.enemy.cnt = bound(0, VOL_BASE * autocvar_g_balance_tuba_volume, 1);
- self.enemy.count = self.enemy.cnt;
+ self.enemy.tuba_volume = bound(0, VOL_BASE * autocvar_g_balance_tuba_volume, 1);
+ self.enemy.tuba_volume_initial = self.enemy.tuba_volume;
self.enemy.note = self.note;
self.enemy.tuba_instrument = self.tuba_instrument;
tubasound(self.enemy, 1);
self.enemy = world;
}
-void Ent_TubaNote(float bIsNew)
+void Ent_TubaNote(bool isNew)
{
- int f, n, i;
- float att, upd;
- f = ReadByte();
-
- upd = 0;
-
- if(f & 1)
- {
- n = ReadChar();
- i = ReadByte();
- att = (i & 1);
- i = floor(i / 2);
-
- if(n != self.note || i != self.tuba_instrument || bIsNew)
- {
- if(self.enemy)
+ bool upd = false;
+ int f = ReadByte();
+ if (f & 1) {
+ int n = ReadChar();
+ int i = ReadByte();
+ bool att = (i & 1);
+ i >>= 1;
+
+ if (self.enemy) {
+ if (n != self.note || i != self.tuba_instrument || isNew) {
Ent_TubaNote_StopSound();
- }
-
- if(!self.enemy)
- {
+ }
+ } else {
self.enemy = spawn();
self.enemy.classname = "tuba_note";
- if(Tuba_PitchStep)
- {
+ if (Tuba_PitchStep) {
self.enemy.enemy = spawn();
self.enemy.enemy.classname = "tuba_note_2";
}
- bIsNew = true;
+ isNew = true;
}
- self.enemy.attenuate = att;
+ self.enemy.tuba_attenuate = att;
- if(bIsNew)
- {
+ if (isNew) {
self.note = n;
self.tuba_instrument = i;
- upd = 1;
+ upd = true;
}
}
- if(f & 2)
- {
+ if (f & 2) {
self.enemy.origin_x = ReadCoord();
self.enemy.origin_y = ReadCoord();
self.enemy.origin_z = ReadCoord();
setorigin(self.enemy, self.enemy.origin);
- if(self.enemy.enemy)
+ if (self.enemy.enemy) {
setorigin(self.enemy.enemy, self.enemy.origin);
+ }
}
self.think = Ent_TubaNote_StopSound;
self.enemy.think = Ent_TubaNote_Think;
self.enemy.nextthink = time + 10;
- if(upd)
+ if (upd) {
Ent_TubaNote_UpdateSound();
+ }
}
void Tuba_Precache()
{
- float i;
- int n;
Tuba_PitchStep = autocvar_g_balance_tuba_pitchstep;
- if(Tuba_PitchStep)
- {
- if(!checkextension("DP_SND_SOUND7_WIP2") && !checkextension("DP_SND_SOUND7"))
- {
+ if (Tuba_PitchStep) {
+ if (!checkextension("DP_SND_SOUND7_WIP2") && !checkextension("DP_SND_SOUND7")) {
print("^1NOTE:^7 requested pitch shifting, but not supported by this engine build\n");
Tuba_PitchStep = 0;
}
}
- for(n = TUBA_MIN; n <= TUBA_MAX; ++n)
- {
- if(!Tuba_PitchStep || ((n % Tuba_PitchStep) == 0))
- {
- for(i = 0; i < TUBA_INSTRUMENTS; ++i)
+ for (int n = TUBA_MIN; n <= TUBA_MAX; ++n) {
+ if (!Tuba_PitchStep || pymod(n, Tuba_PitchStep) == 0) {
+ for (int i = 0; i < TUBA_INSTRUMENTS; ++i) {
precache_sound(TUBA_STARTNOTE(i, n));
+ }
}
}
}
#ifndef TUBA_H
#define TUBA_H
-
-const float TUBA_MIN = -18;
-const float TUBA_MAX = 27;
-const float TUBA_INSTRUMENTS = 3;
-
-#define TUBA_STARTNOTE(i,n) strcat("weapons/tuba", (i ? ftos(i) : ""), "_loopnote", ftos(n), ".wav")
-.int note; // note
-.float attenuate; // if set, attenuate it
-.float cnt; // current volume
-.float count; // initial volume
-.float tuba_instrument;
-
-int Tuba_PitchStep;
-
-void tubasound(entity e, float restart);
-
-void Ent_TubaNote_Think();
-
-void Ent_TubaNote_UpdateSound();
-
-void Ent_TubaNote_StopSound();
-
-void Ent_TubaNote(float bIsNew);
-
+void Ent_TubaNote(bool isNew);
void Tuba_Precache();
#endif
wcross_alpha_goal_prev = wcross_alpha;
wcross_color_goal_prev = wcross_color;
- if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
+ if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
{
wcross_blur = 1;
wcross_alpha *= 0.75;
return r;
}
-void MapInfo_SwitchGameType(float t)
+void MapInfo_SwitchGameType(int t)
{
- entity e;
- for(e = MapInfo_Type_first; e; e = e.enemy)
+ for (entity e = MapInfo_Type_first; e; e = e.enemy) {
cvar_set(e.netname, (t == e.items) ? "1" : "0");
+ }
}
void MapInfo_LoadMap(string s, float reinit)
string MapInfo_Type_Description(float t);
string MapInfo_Type_ToString(float t);
string MapInfo_Type_ToText(float t);
-void MapInfo_SwitchGameType(float t);
+void MapInfo_SwitchGameType(int t);
// to be called from worldspawn to set up cvars
void MapInfo_LoadMapSettings(string s);
return valstr;
}
-float dotproduct(vector a, vector b)
-{
- return a.x * b.x + a.y * b.y + a.z * b.z;
-}
-
-vector cross(vector a, vector b)
-{
- return
- '1 0 0' * (a.y * b.z - a.z * b.y)
- + '0 1 0' * (a.z * b.x - a.x * b.z)
- + '0 0 1' * (a.x * b.y - a.y * b.x);
-}
-
// compressed vector format:
// like MD3, just even shorter
// 4 bit pitch (16 angles), 0 is -90, 8 is 0, 16 would be 90
string ScoreString(float vflags, float value);
-float dotproduct(vector a, vector b);
-vector cross(vector a, vector b);
-
void compressShortVector_init();
vector decompressShortVector(float data);
float compressShortVector(vector vec);
center = CENTER_OR_VIEWOFS(head);
// find the closest point on the enemy to the center of the attack
- float ang; // angle between shotdir and h
float h; // hypotenuse, which is the distance between attacker to head
float a; // adjacent side, which is the distance between attacker and the point on w_shotdir that is closest to head.origin
h = vlen(center - self.origin);
- ang = acos(dotproduct(normalize(center - self.origin), w_shotdir));
- a = h * cos(ang);
+ a = h * (normalize(center - self.origin) * w_shotdir);
// WEAPONTODO: replace with simpler method
vector nearest_on_line = (w_shotorg + a * w_shotdir);
W_DecreaseAmmo(WEP_CVAR_SEC(vaporizer, ammo));
// ugly instagib hack to reuse the fire mode of the laser
+ int oldwep = self.weapon; // we can't avoid this hack
+ self.weapon = WEP_BLASTER;
W_Blaster_Attack(
- WEP_VAPORIZER | HITTYPE_SECONDARY,
+ WEP_BLASTER | HITTYPE_SECONDARY,
WEP_CVAR_SEC(vaporizer, shotangle),
WEP_CVAR_SEC(vaporizer, damage),
WEP_CVAR_SEC(vaporizer, edgedamage),
WEP_CVAR_SEC(vaporizer, delay),
WEP_CVAR_SEC(vaporizer, lifetime)
);
+ self.weapon = oldwep;
// now do normal refire
weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready);
float(string s) isfunction = #607;
void(entity e, string s) parseentitydata = #608;
+//DP_COVERAGE
+//idea: divVerent
+//darkplaces implementation: divVerent
+//function definitions:
+void coverage() = #642; // Reports a coverage event. The engine counts for each of the calls to this builtin whether it has been called.
+
// assorted builtins
//const int STAT_MOVEVARS_TICRATE = 240;
//const int STAT_MOVEVARS_TIMESCALE = 241;
//darkplaces implementation: Blub\0
//cvar definitions:
// utf8_enable: enable utf8 encoding
-//description: utf8 characters are allowed inside cvars, protocol strings, files, progs strings, etc.,
+//description: utf8 characters are allowed inside cvars, protocol strings, files, progs strings, etc.,
//and count as 1 char for string functions like strlen, substring, etc.
// note: utf8_enable is run-time cvar, could be changed during execution
// note: beware that str2chr() could return value bigger than 255 once utf8 is enabled
// description: allows alternative 'static' lightstyle syntax : "=value"
// examples: "=0.5", "=2.0", "=2.75"
// could be used to control switchable lights or making styled lights with brightness > 2
-// Warning: this extension is experimental. It safely works in CSQC, but SVQC use is limited by the fact
+// Warning: this extension is experimental. It safely works in CSQC, but SVQC use is limited by the fact
// that other engines (which do not support this extension) could connect to a game and misunderstand this kind of lightstyle syntax
//DP_LITSPRITES
//syntax of .dpsubs files: each line in .dpsubs file defines 1 subtitle, there are three tokens:
// <start> <end> "string"
// start: subtitle start time in seconds
-// end: subtitle time-to-show in seconds, if 0 - subtitle will be showed until next subtitle is started,
+// end: subtitle time-to-show in seconds, if 0 - subtitle will be showed until next subtitle is started,
// if below 0 - show until next subtitles minus this number of seconds
// text: subtitle text, color codes (Q3-style and ^xRGB) are allowed
//example of subtitle file:
// 3 0 "Vengeance! Vengeance for my eternity of suffering!"
// 9 0 "Whelp! As if you knew what eternity was!"
// 13 0 "Grovel before your true master."
-// 17 0 "Never!"
+// 17 0 "Never!"
// 18 7 "I'll hack you from crotch to gizzard and feed what's left of you to your brides..."
//DP_SOLIDCORPSE
.vector massofs; // offsets a mass center out of object center, if not set a center of model bounds is used
.float friction; // a friction of object, get multiplied by second objects's friction on contact
.float bouncefactor;
-.float bouncestop;
+.float bouncestop;
.float jointtype; // type of joint
.float forcetype; // type of force
-.float erp; // error restitution parameter, makes ODE solver attempt to fix errors in contacts,
- // bringing together 2 joints or fixing object being stuch in other object,
+.float erp; // error restitution parameter, makes ODE solver attempt to fix errors in contacts,
+ // bringing together 2 joints or fixing object being stuch in other object,
// a value of 0.1 will fix slightly, a value of 1.0 attempts to fix whole error in one frame
// use with care as high values makes system unstable and likely to explode
//builtin definitions:
//
//Note: it is worth considering that network-related functions may be called during the pause (including customizeentityforclient for example), and it is also important to consider the continued use of the KRIMZON_SV_PARSECLIENTCOMMAND extension while paused (chatting players, etc), players may also join/leave during the pause. In other words, the only things that are not called are think and other time-related functions.
-
+//DP_COVERAGE
+//idea: divVerent
+//darkplaces implementation: divVerent
+//function definitions:
+void coverage() = #642; // Reports a coverage event. The engine counts for each of the calls to this builtin whether it has been called.
// EXPERIMENTAL (not finalized) EXTENSIONS:
//idea: divVerent
//darkplaces implementation: divVerent
//field definitions: (SVQC)
-.string crypto_keyfp; // fingerprint of CA key the player used to authenticate, or string_null if not verified
-.string crypto_mykeyfp; // fingerprint of CA key the server used to authenticate to the player, or string_null if not verified
+.string crypto_keyfp; // fingerprint of CA key the player used to authenticate
+.string crypto_mykeyfp; // fingerprint of CA key the server used to authenticate to the player
.string crypto_idfp; // fingerprint of ID used by the player entity, or string_null if not identified
+.float crypto_idfp_signed; // set if the player's ID has been signed
.string crypto_encryptmethod; // the string "AES128" if encrypting, and string_null if plaintext
.string crypto_signmethod; // the string "HMAC-SHA256" if signing, and string_null if plaintext
// there is no field crypto_myidfp, as that info contains no additional information the QC may have a use for
float drawcolorcodedstring(vector position, string text, vector scale, float alpha, float flag) = #467;
vector drawcolorcodedstring2(vector position, string text, vector scale, vector rgb, float alpha, float flag) = #467;
-
+
float drawpic(vector position, string pic, vector size, vector rgb, float alpha, float flag) = #456;
float drawfill(vector position, vector size, vector rgb, float alpha, float flag) = #457;
//field definitions: (MENUQC)
string(string serveraddress) crypto_getkeyfp = #633; // retrieves the cached host key's CA fingerprint of a server given by IP address
string(string serveraddress) crypto_getidfp = #634; // retrieves the cached host key fingerprint of a server given by IP address
+float(string serveraddress) crypto_getidstatus = #643; // retrieves the cached host key's key status. See below for CRYPTO_IDSTATUS_ defines.
string(string serveraddress) crypto_getencryptlevel = #635; // 0 if never encrypting, 1 supported, 2 requested, 3 required, appended by list of allowed methods in order of preference ("AES128"), preceded by a space each
string(float i) crypto_getmykeyfp = #636; // retrieves the CA key fingerprint of a given CA slot, or "" if slot is unused but more to come, or string_null if end of list
string(float i) crypto_getmyidfp = #637; // retrieves the ID fingerprint of a given CA slot, or "" if slot is unused but more to come, or string_null if end of list
//getentityfieldstring returns data as would be written to a savegame, eg... "0.05" (float), "0 0 1" (vector), or "Hello World!" (string). Function names can also be returned.
//putentityfieldstring puts the data returned by getentityfieldstring back into the entity.
+//DP_COVERAGE
+//idea: divVerent
+//darkplaces implementation: divVerent
+//function definitions:
+void coverage() = #642; // Reports a coverage event. The engine counts for each of the calls to this builtin whether it has been called.
+
// assorted undocumented extensions
string(string, float) netaddress_resolve = #625;
string(string search, string replace, string subject) strreplace = #484;
if(e.ModalController_state)
{
if(front)
- {
me.switchState(me, front, 2, 0);
- if(front.ModalController_factor < 1)
- animating = 1;
- }
front = e;
}
if(front)
- {
me.switchState(me, front, 1, 0);
- if(front.ModalController_factor < 1)
- animating = 1;
- }
-
- if(front && front.Container_alpha == front.ModalController_initialAlpha)
- goto update_done; // update isn't needed, everything stay as is
df = frametime * 3; // animation speed
me.setAlphaOf(me, e, e.Container_alpha * prevFactor);
else
{
+ animating = 1;
targetFactor = df / (1 - f + df);
if(e.ModalController_state == 1)
e.Container_fontscale_y = fs.y * e.ModalController_initialFontScale.y;
}
}
- :update_done
if(animating || !me.focused)
me.setFocus(me, NULL);
void HUDSetup_Start(entity me, entity btn)
{
if (!(gamestatus & (GAME_CONNECTED | GAME_ISSERVER)))
- localcmd("map hudsetup/hudsetup", "\n");
+ localcmd("map hudsetup", "\n");
else
localcmd("togglemenu 0\n");
}
void XonoticGametypeList_configureXonoticGametypeList(entity me)
{
- float i;
me.configureXonoticListBox(me);
me.nItems = GameType_GetCount();
// we want the pics mipmapped
- for(i = 0; i < GameType_GetCount(); ++i)
+ for(int i = 0; i < GameType_GetCount(); ++i)
draw_PreloadPictureWithFlags(GameType_GetIcon(i), PRECACHE_PIC_MIPMAP);
me.loadCvars(me);
}
void XonoticGametypeList_saveCvars(entity me)
{
- float t;
- t = GameType_GetID(me.selectedItem);
- if(t == MapInfo_CurrentGametype())
+ int t = GameType_GetID(me.selectedItem);
+ if (t == MapInfo_CurrentGametype()) {
return;
+ }
MapInfo_SwitchGameType(t);
- me.parent.gameTypeChangeNotify(me.parent);
+ entity owner = me.parent;
+ if (owner) { // not set immediately
+ owner.gameTypeChangeNotify(owner);
+ }
}
void XonoticGametypeList_drawListBoxItem(entity me, float i, vector absSize, float isSelected)
{
METHOD(XonoticResolutionSlider, saveCvars, void(entity))
METHOD(XonoticResolutionSlider, draw, void(entity))
ATTRIB(XonoticResolutionSlider, vid_fullscreen, float, -1)
+ ATTRIB(XonoticResolutionSlider, maxAllowedWidth, float, 0)
+ ATTRIB(XonoticResolutionSlider, maxAllowedHeight, float, 0)
ENDCLASS(XonoticResolutionSlider)
entity makeXonoticResolutionSlider();
float updateConwidths(float width, float height, float pixelheight);
}
void XonoticResolutionSlider_addResolution(entity me, float w, float h, float pixelheight)
{
+ if (me.maxAllowedWidth && w > me.maxAllowedWidth)
+ return;
+ if (me.maxAllowedHeight && h > me.maxAllowedHeight)
+ return;
float i;
for (i = 0; i < me.nValues; ++i)
{
}
// NOW we can safely clear.
me.clearValues(me);
+ me.maxAllowedWidth = 0;
+ me.maxAllowedHeight = 0;
if (fullscreen)
{
if(me.nValues == 0)
{
+ // Get workarea.
+ r = getresolution(-2);
+ // If workarea is not supported, get desktop size.
+ if(r.x == 0 && r.y == 0)
+ r = getresolution(-1);
+
+ // Add it, and limit all other resolutions to the workarea/desktop size.
+ if(r.x != 0 || r.y != 0)
+ {
+ me.maxAllowedWidth = r.x;
+ me.maxAllowedHeight = r.y;
+ me.addResolution(me, r.x, r.y, r.z);
+ }
+
+ // Add nice hardcoded defaults.
me.addResolution(me, 640, 480, 1); // pc res
#if 0
me.addResolution(me, 720, 480, 1.125); // DVD NTSC 4:3
//GAMETYPE(MAPINFO_TYPE_INVASION) \
/* nothing */
-float GameType_GetID(float cnt)
+int GameType_GetID(int cnt)
{
- float i;
- i = 0;
+ int i = 0;
- #define GAMETYPE(id) { if(i++ == cnt) return id; }
+ #define GAMETYPE(id) { if (i++ == cnt) return id; }
GAMETYPES
#undef GAMETYPE
return 0;
}
-float GameType_GetCount()
+int GameType_GetCount()
{
- float i;
- i = 0;
+ int i = 0;
#define GAMETYPE(id) ++i;
GAMETYPES
return i;
}
-string GameType_GetName(float cnt)
+string GameType_GetName(int cnt)
{
- float i = GameType_GetID(cnt);
+ int i = GameType_GetID(cnt);
if(i)
return MapInfo_Type_ToText(i);
return "";
}
-string GameType_GetIcon(float cnt)
+string GameType_GetIcon(int cnt)
{
- float i = GameType_GetID(cnt);
+ int i = GameType_GetID(cnt);
if(i)
return strcat("gametype_", MapInfo_Type_ToString(i));
// game type list box stuff (does not NEED to contain all game types, other
// types stay available via console)
-float GameType_GetID(float cnt);
-string GameType_GetName(float cnt);
-string GameType_GetIcon(float cnt);
+int GameType_GetID(int cnt);
+string GameType_GetName(int cnt);
+string GameType_GetIcon(int cnt);
//string GameType_GetTeams(float cnt);
-float GameType_GetCount();
+int GameType_GetCount();
void dialog_hudpanel_common_notoggle(entity me, string panelname);
#define DIALOG_HUDPANEL_COMMON_NOTOGGLE() \
float autocvar_g_random_gravity_negative;
float autocvar_g_random_gravity_delay;
float autocvar_g_nades;
+vector autocvar_g_nades_throw_offset;
float autocvar_g_nades_spawn;
float autocvar_g_nades_spawn_count;
float autocvar_g_nades_client_select;
float n, i;
string s;
- // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
+ // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
if (!p.crypto_idfp)
return 0;
if(IS_REAL_CLIENT(self))
sv_notice_join();
+ for (entity e = world; (e = findfloat(e, init_for_player_needed, 1)); ) {
+ entity oldself = self;
+ self = e;
+ e.init_for_player(oldself);
+ self = oldself;
+ }
+
MUTATOR_CALLHOOK(ClientConnect);
}
/*
void SV_ParseClientCommand(string command)
{
+ // If invalid UTF-8, don't even parse it
+ string command2 = "";
+ float len = strlen(command);
+ float i;
+ for (i = 0; i < len; ++i)
+ command2 = strcat(command2, chr2str(str2chr(command, i)));
+ if (command != command2)
+ return;
+
// if we're banned, don't even parse the command
if(Ban_MaybeEnforceBanOnce(self))
return;
switch(tmp_player.vote_selection)
{
case VOTE_SELECT_REJECT: { ++vote_reject_count; { if(IS_PLAYER(tmp_player)) ++vote_real_reject_count; } break; }
- case VOTE_SELECT_ACCEPT: { ++vote_accept_count; { if(IS_PLAYER(tmp_player)) ++vote_real_reject_count; } break; }
+ case VOTE_SELECT_ACCEPT: { ++vote_accept_count; { if(IS_PLAYER(tmp_player)) ++vote_real_accept_count; } break; }
case VOTE_SELECT_ABSTAIN: { ++vote_abstain_count; { if(IS_PLAYER(tmp_player)) ++vote_real_abstain_count; } break; }
default: break;
}
.string playernick;
.float elos;
.float ranks;
+
+.float init_for_player_needed;
+.void(entity) init_for_player;
+
#endif
self.dropped_origin = self.origin;
if(self.mdl_dead == "")
- self.model = "";
+ self.effects |= EF_NODRAW;
else {
if (self.origin == '0 0 0') { // probably no origin brush, so don't spawn in the middle of the map..
floorZ = self.absmin.z;
self.origin_z = floorZ;
}
setmodel(self, self.mdl_dead);
+ self.effects &= ~EF_NODRAW;
}
+ CSQCMODEL_AUTOUPDATE();
+
self.solid = SOLID_NOT;
}
void func_breakable_look_restore()
{
setmodel(self, self.mdl);
+ self.effects &= ~EF_NODRAW;
+
if(self.mdl_dead != "") // only do this if we use mdl_dead, to behave better with misc_follow
setorigin(self, self.dropped_origin);
+
+ CSQCMODEL_AUTOUPDATE();
+
self.solid = SOLID_BSP;
}
self.event_damage = func_null;
self.state = 1;
func_breakable_colormod();
+ if (self.noise1)
+ stopsound (self, CH_TRIGGER_SINGLE);
}
void func_breakable_behave_restore()
self.state = 0;
self.nextthink = 0; // cancel auto respawn
func_breakable_colormod();
+ if (self.noise1)
+ sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
+}
+
+void func_breakable_init_for_player(entity player)
+{
+ if (self.noise1 && self.state == 0 && clienttype(player) == CLIENTTYPE_REAL)
+ {
+ msg_entity = player;
+ soundto (MSG_ONE, self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
+ }
}
void func_breakable_destroyed()
precache_model(argv(i));
if(self.noise)
precache_sound(self.noise);
+ if(self.noise1)
+ precache_sound(self.noise1);
self.team_saved = self.team;
self.dropped_origin = self.origin;
self.reset = func_breakable_reset;
func_breakable_reset();
+ self.init_for_player_needed = 1;
+ self.init_for_player = func_breakable_init_for_player;
+
CSQCMODEL_AUTOINIT();
}
// does nothing visible
BADCVAR("captureleadlimit_override");
BADCVAR("g_balance_kill_delay");
+ BADCVAR("g_ca_point_limit");
BADCVAR("g_ca_point_leadlimit");
BADCVAR("g_ctf_captimerecord_always");
BADCVAR("g_ctf_flag_glowtrails");
BADCVAR("g_ctf_flag_pickup_verbosename");
BADCVAR("g_domination_point_leadlimit");
BADCVAR("g_forced_respawn");
+ BADCVAR("g_freezetag_point_limit");
+ BADCVAR("g_freezetag_point_leadlimit");
BADCVAR("g_keyhunt_point_leadlimit");
BADPREFIX("g_mod_");
+ BADCVAR("g_invasion_point_limit");
BADCVAR("g_nexball_goalleadlimit");
+ BADCVAR("g_tdm_point_limit");
+ BADCVAR("g_tdm_point_leadlimit");
BADCVAR("leadlimit_and_fraglimit");
BADCVAR("leadlimit_override");
BADCVAR("pausable");
float i1, i2, i3, i4;
string s;
- if(client.crypto_keyfp)
+ if(client.crypto_idfp_signed)
ban_idfp = client.crypto_idfp;
else
ban_idfp = string_null;
makevectors(passer_angle);
// find the closest point on the enemy to the center of the attack
- float ang; // angle between shotdir and h
float h; // hypotenuse, which is the distance between attacker to head
float a; // adjacent side, which is the distance between attacker and the point on w_shotdir that is closest to head.origin
h = vlen(head_center - passer_center);
- ang = acos(dotproduct(normalize(head_center - passer_center), v_forward));
- a = h * cos(ang);
+ a = h * (normalize(head_center - passer_center) * v_forward);
vector nearest_on_line = (passer_center + a * v_forward);
float distance_from_line = vlen(nearest_to_passer - nearest_on_line);
if(IS_PLAYER(frag_attacker))
if(DEATH_ISWEAPON(frag_deathtype, WEP_VAPORIZER))
+ {
+ if(frag_target.armorvalue)
+ {
+ frag_target.armorvalue -= 1;
+ frag_damage = 0;
+ frag_target.damage_dealt += 1;
+ frag_attacker.damage_dealt += 1; // TODO: change this to a specific hitsound for armor hit
+ Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_INSTAGIB_LIVES_REMAINING, frag_target.armorvalue);
+ }
+ }
+
+ if(IS_PLAYER(frag_attacker) && DEATH_ISWEAPON(frag_deathtype, WEP_BLASTER))
{
if(frag_deathtype & HITTYPE_SECONDARY)
{
frag_force = '0 0 0';
}
}
- else if(frag_target.armorvalue)
- {
- frag_target.armorvalue -= 1;
- frag_damage = 0;
- frag_target.damage_dealt += 1;
- frag_attacker.damage_dealt += 1; // TODO: change this to a specific hitsound for armor hit
- Send_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CENTER_INSTAGIB_LIVES_REMAINING, frag_target.armorvalue);
- }
}
}
frag_mirrordamage = 0;
}
- if(frag_target.items & IT_STRENGTH)
+ if((frag_target.buffs & BUFF_INVISIBLE) || (frag_target.items & IT_STRENGTH))
yoda = 1;
return false;
void nade_touch()
{
- float is_weapclip = 0;
+ /*float is_weapclip = 0;
if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID))
if (!(trace_dphitcontents & DPCONTENTS_OPAQUE))
- is_weapclip = 1;
- if(ITEM_TOUCH_NEEDKILL() || is_weapclip)
+ is_weapclip = 1;*/
+ if(ITEM_TOUCH_NEEDKILL()) // || is_weapclip)
{
remove(self);
return;
Kill_Notification(NOTIF_ONE_ONLY, e, MSG_CENTER_CPID, CPID_NADES);
- setorigin(_nade, w_shotorg + (v_right * 25) * -1);
+ vector offset = (v_forward * autocvar_g_nades_throw_offset.x)
+ + (v_right * autocvar_g_nades_throw_offset.y)
+ + (v_up * autocvar_g_nades_throw_offset.z);
+ if(autocvar_g_nades_throw_offset == '0 0 0')
+ offset = '0 0 0';
+
+ setorigin(_nade, w_shotorg + offset + (v_right * 25) * -1);
//setmodel(_nade, "models/weapons/v_ok_grenade.md3");
//setattachment(_nade, world, "");
PROJECTILE_MAKETRIGGER(_nade);
if (trace_startsolid)
setorigin(_nade, e.origin);
- if(self.v_angle.x >= 70 && self.v_angle.x <= 110)
+ if(self.v_angle.x >= 70 && self.v_angle.x <= 110 && self.BUTTON_CROUCH)
_nade.velocity = '0 0 100';
else if(autocvar_g_nades_nade_newton_style == 1)
_nade.velocity = e.velocity + _velocity;
MUTATOR_HOOKFUNCTION(ok_PlayerDies)
{
entity oldself = self;
+ entity targ = ((frag_attacker) ? frag_attacker : frag_target);
if(self.flags & FL_MONSTER)
{
self.gravity = 1;
self.reset = SUB_Remove;
setorigin(self, frag_target.origin + '0 0 32');
- self.velocity = '0 0 200' + normalize(frag_attacker.origin - self.origin) * 500;
+ self.velocity = '0 0 200' + normalize(targ.origin - self.origin) * 500;
self.classname = "droppedweapon"; // hax
SUB_SetFade(self, time + 5, 1);
self = oldself;
self.jump_interval = time + WEP_CVAR_PRI(blaster, refire) * W_WeaponRateFactor();
makevectors(self.v_angle);
+ int oldwep = self.weapon;
+ self.weapon = WEP_BLASTER;
W_Blaster_Attack(
WEP_BLASTER | HITTYPE_SECONDARY,
WEP_CVAR_SEC(vaporizer, shotangle),
WEP_CVAR_SEC(vaporizer, delay),
WEP_CVAR_SEC(vaporizer, lifetime)
);
+ self.weapon = oldwep;
}
self.weapon_blocked = false;
self = oldself;
activator = oldactivator;
+
+ // We called an external function, so we have to re-tokenize msg.
+ n = tokenize_console(msg);
}
else
{
return exp(v.x) * v.y;
}
+/**
+ * Pythonic mod:
+ * TODO: %% operator?
+ *
+ * 1 % 2 == 1
+ * -1 % 2 == 1
+ * 1 % -2 == -1
+ * -1 % -2 == -1
+ */
+float pymod(float x, float y)
+{
+ return x - y * floor(x / y);
+}
+
float nearbyint(float x)
{
return rint(x);
{
return !(x < y || x == y || x > y);
}
+
+vector cross(vector a, vector b)
+{
+ return
+ '1 0 0' * (a.y * b.z - a.z * b.y)
+ + '0 1 0' * (a.z * b.x - a.x * b.z)
+ + '0 0 1' * (a.x * b.y - a.y * b.x);
+}
vector lgamma(float x); // value in _x, sign in _y
float tgamma(float x);
+/**
+ * Pythonic mod:
+ * TODO: %% operator?
+ *
+ * 1 % 2 == 1
+ * -1 % 2 == 1
+ * 1 % -2 == -1
+ * -1 % -2 == -1
+ */
+float pymod(float x, float y);
+
//float ceil(float x);
//float floor(float x);
float nearbyint(float x);
const float M_2_SQRTPI = 1.12837916709551257390; /* 2/sqrt(pi) */
const float M_SQRT2 = 1.41421356237309504880; /* sqrt(2) */
const float M_SQRT1_2 = 0.70710678118654752440; /* 1/sqrt(2) */
+
+// Non-<math.h> stuff follows here.
+vector cross(vector a, vector b);
+
#endif
{
vector org, ang, norm, point;
float area;
- vector tri, a, b, c, p, q, n;
+ vector tri, a, b, c, n;
float i_s, i_t, n_t;
string tex;
a = getsurfacepoint(self, i_s, tri.x);
b = getsurfacepoint(self, i_s, tri.y);
c = getsurfacepoint(self, i_s, tri.z);
- p = b - a;
- q = c - a;
- n = '1 0 0' * (q.y * p.z - q.z * p.y)
- + '0 1 0' * (q.z * p.x - q.x * p.z)
- + '0 0 1' * (q.x * p.y - q.y * p.x);
+ n = cross(c - a, b - a);
area = area + vlen(n);
norm = norm + n;
point = point + vlen(n) * (a + b + c);
makevectors (self.angles);
self.movedir = v_forward;
}
- self.warpzone_isboxy = 1;
- if(self.model != "")
+ if(self.model == "")
+ {
+ // It's a box! No need to match with exacttriggers.
+ self.warpzone_isboxy = 1;
+ }
+ else
{
mi = self.mins;
ma = self.maxs;
// let mapper-set mins/maxs override the model's bounds if set
if(mi != '0 0 0' || ma != '0 0 0')
{
+ // It's a box! No need to match with exacttriggers.
self.mins = mi;
self.maxs = ma;
+ self.warpzone_isboxy = 1;
}
- else
- self.warpzone_isboxy = 0; // enable exacttrigger matching
}
setorigin(self, self.origin);
if(self.scale)
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