4 #include <common/weapons/_all.qh>
5 #include <common/stats.qh>
6 #include <common/net_linked.qh>
9 #include "bgmscript.qh"
11 #include <common/constants.qh>
12 #include <lib/csqcmodel/sv_model.qh>
14 void g_model_setcolormaptoactivator(entity this, entity actor, entity trigger)
19 this.colormap = (actor.team - 1) * 0x11;
24 this.colormap = floor(random() * 256);
25 this.colormap |= BIT(10); // RENDER_COLORMAPPED
28 void g_clientmodel_setcolormaptoactivator(entity this, entity actor, entity trigger)
30 g_model_setcolormaptoactivator(this, actor, trigger);
31 this.SendFlags |= (BIT(3) | BIT(0));
34 void g_clientmodel_use(entity this, entity actor, entity trigger)
36 // Flag to set func_clientwall state
37 // 1 == deactivate, 2 == activate, 0 == do nothing
38 if(this.classname == "func_clientwall" || this.classname == "func_clientillusionary")
39 this.antiwall_flag = trigger.antiwall_flag;
41 if (this.antiwall_flag == 1)
44 this.solid = SOLID_NOT;
46 else if (this.antiwall_flag == 2)
49 this.solid = this.default_solid;
51 g_clientmodel_setcolormaptoactivator(this, actor, trigger);
54 void g_model_dropbyspawnflags(entity this)
56 if((this.spawnflags & 3) == 1) // ALIGN_ORIGIN
58 traceline(this.origin, this.origin - '0 0 4096', MOVE_NOMONSTERS, this);
59 setorigin(this, trace_endpos);
61 else if((this.spawnflags & 3) == 2) // ALIGN_BOTTOM
63 tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 4096', MOVE_NOMONSTERS, this);
64 setorigin(this, trace_endpos);
66 else if((this.spawnflags & 3) == 3) // ALIGN_ORIGIN | ALIGN_BOTTOM
68 traceline(this.origin, this.origin - '0 0 4096', MOVE_NOMONSTERS, this);
69 setorigin(this, trace_endpos - '0 0 1' * this.mins.z);
73 void g_clientmodel_dropbyspawnflags(entity this)
77 g_model_dropbyspawnflags(this);
82 bool g_clientmodel_genericsendentity(entity this, entity to, int sf)
85 if(this.angles != '0 0 0')
87 if(this.mins != '0 0 0' || this.maxs != '0 0 0')
89 if(this.colormap != 0)
91 if(this.lodmodelindex1)
94 WriteHeader(MSG_ENTITY, ENT_CLIENT_WALL);
95 WriteByte(MSG_ENTITY, sf);
100 WriteShort(MSG_ENTITY, this.colormap);
101 WriteByte(MSG_ENTITY, this.skin);
106 WriteVector(MSG_ENTITY, this.origin);
112 WriteAngleVector(MSG_ENTITY, this.angles);
119 WriteShort(MSG_ENTITY, this.lodmodelindex0);
120 WriteShort(MSG_ENTITY, bound(0, this.loddistance1, 65535));
121 WriteShort(MSG_ENTITY, this.lodmodelindex1);
122 WriteShort(MSG_ENTITY, bound(0, this.loddistance2, 65535));
123 WriteShort(MSG_ENTITY, this.lodmodelindex2);
126 WriteShort(MSG_ENTITY, this.modelindex);
127 WriteByte(MSG_ENTITY, this.solid);
128 WriteShort(MSG_ENTITY, floor(this.scale * 256));
131 WriteVector(MSG_ENTITY, this.mins);
132 WriteVector(MSG_ENTITY, this.maxs);
134 WriteString(MSG_ENTITY, this.bgmscript);
135 if(this.bgmscript != "")
137 WriteByte(MSG_ENTITY, floor(this.bgmscriptattack * 64));
138 WriteByte(MSG_ENTITY, floor(this.bgmscriptdecay * 64));
139 WriteByte(MSG_ENTITY, floor(this.bgmscriptsustain * 255));
140 WriteByte(MSG_ENTITY, floor(this.bgmscriptrelease * 64));
141 WriteVector(MSG_ENTITY, this.movedir);
142 WriteByte(MSG_ENTITY, floor(this.lip * 255));
144 WriteShort(MSG_ENTITY, bound(0, this.fade_start, 65535));
145 WriteShort(MSG_ENTITY, bound(0, this.fade_end, 65535));
146 WriteByte(MSG_ENTITY, floor(this.alpha_max * 256));
147 WriteByte(MSG_ENTITY, floor(this.alpha_min * 256));
148 WriteByte(MSG_ENTITY, this.inactive);
149 WriteShort(MSG_ENTITY, this.fade_vertical_offset);
156 #define G_MODEL_INIT(ent,sol) \
157 if(ent.geomtype && autocvar_physics_ode && checkextension("DP_PHYSICS_ODE")) set_movetype(ent, MOVETYPE_PHYSICS); \
158 if(!ent.scale) ent.scale = ent.modelscale; \
159 SetBrushEntityModel(ent,true); \
160 ent.use = g_model_setcolormaptoactivator; \
161 InitializeEntity(ent, g_model_dropbyspawnflags, INITPRIO_DROPTOFLOOR); \
162 if(!ent.solid) ent.solid = (sol); \
163 else if(ent.solid < 0) ent.solid = SOLID_NOT;
165 #define G_CLIENTMODEL_INIT(ent,sol) \
166 if(ent.geomtype && autocvar_physics_ode && checkextension("DP_PHYSICS_ODE")) set_movetype(ent, MOVETYPE_PHYSICS); \
167 if(!ent.scale) ent.scale = ent.modelscale; \
168 SetBrushEntityModel(ent,true); \
169 ent.use = g_clientmodel_use; \
170 InitializeEntity(ent, g_clientmodel_dropbyspawnflags, INITPRIO_DROPTOFLOOR); \
171 if(!ent.solid) ent.solid = (sol); \
172 else if(ent.solid < 0) ent.solid = SOLID_NOT; \
173 if(!ent.bgmscriptsustain) ent.bgmscriptsustain = 1; \
174 else if(ent.bgmscriptsustain < 0) ent.bgmscriptsustain = 0; \
175 Net_LinkEntity(ent, true, 0, g_clientmodel_genericsendentity); \
176 ent.default_solid = sol;
178 // non-solid model entities:
179 spawnfunc(misc_gamemodel) { this.angles_x = -this.angles.x; G_MODEL_INIT (this, SOLID_NOT) } // model entity
180 spawnfunc(misc_clientmodel) { this.angles_x = -this.angles.x; G_CLIENTMODEL_INIT(this, SOLID_NOT) } // model entity
181 spawnfunc(misc_models) { this.angles_x = -this.angles.x; G_MODEL_INIT (this, SOLID_NOT) } // DEPRECATED old compat entity with confusing name, do not use
183 // non-solid brush entities:
184 spawnfunc(func_illusionary) { G_MODEL_INIT (this, SOLID_NOT) } // Q1 name (WARNING: MISPREDICTED)
185 spawnfunc(func_clientillusionary) { G_CLIENTMODEL_INIT(this, SOLID_NOT) } // brush entity
187 // solid brush entities
188 spawnfunc(func_wall) { G_MODEL_INIT (this, SOLID_BSP) } // Q1 name
189 spawnfunc(func_clientwall) { G_CLIENTMODEL_INIT(this, SOLID_BSP) } // brush entity (WARNING: MISPREDICTED)
190 spawnfunc(func_static) { G_MODEL_INIT (this, SOLID_BSP) } // DEPRECATED old alias name from some other game
196 void Ent_Wall_PreDraw(entity this)
198 float alph = this.alpha;
205 vector org = getpropertyvec(VF_ORIGIN);
206 if(!checkpvs(org, this))
208 else if(this.fade_start || this.fade_end) {
209 vector offset = '0 0 0';
210 offset_z = this.fade_vertical_offset;
211 vector player_dist_math = org - this.origin - 0.5 * (this.mins + this.maxs) + offset;
212 if (this.fade_end == this.fade_start)
214 if (vdist(player_dist_math, >=, this.fade_start))
221 float player_dist = vlen(player_dist_math);
222 alph = (this.alpha_min + this.alpha_max * bound(0,
223 (this.fade_end - player_dist)
224 / (this.fade_end - this.fade_start), 1)) / 100.0;
233 this.drawmask = (alph <= 0) ? 0 : MASK_NORMAL;
236 void Ent_Wall_Draw(entity this)
241 if(this.bgmscriptangular)
245 this.(fld) = this.saved;
247 if(this.lodmodelindex1)
249 if(autocvar_cl_modeldetailreduction <= 0)
251 if(this.lodmodelindex2 && autocvar_cl_modeldetailreduction <= -2)
252 this.modelindex = this.lodmodelindex2;
253 else if(autocvar_cl_modeldetailreduction <= -1)
254 this.modelindex = this.lodmodelindex1;
256 this.modelindex = this.lodmodelindex0;
260 float distance = vlen(NearestPointOnBox(this, view_origin) - view_origin);
261 f = (distance * current_viewzoom + 100.0) * autocvar_cl_modeldetailreduction;
262 f *= 1.0 / bound(0.01, view_quality, 1);
263 if(this.lodmodelindex2 && f > this.loddistance2)
264 this.modelindex = this.lodmodelindex2;
265 else if(f > this.loddistance1)
266 this.modelindex = this.lodmodelindex1;
268 this.modelindex = this.lodmodelindex0;
272 InterpolateOrigin_Do(this);
274 this.saved = this.(fld);
276 f = doBGMScript(this);
279 if(this.lip < 0) // < 0: alpha goes from 1 to 1-|lip| when toggled (toggling subtracts lip)
280 this.alpha = 1 + this.lip * f;
281 else // > 0: alpha goes from 1-|lip| to 1 when toggled (toggling adds lip)
282 this.alpha = 1 - this.lip * (1 - f);
283 this.(fld) = this.(fld) + this.movedir * f;
288 if(this.alpha >= ALPHA_MIN_VISIBLE)
289 this.drawmask = MASK_NORMAL;
294 void Ent_Wall_Remove(entity this)
296 strfree(this.bgmscript);
299 NET_HANDLE(ENT_CLIENT_WALL, bool isnew)
304 InterpolateOrigin_Undo(this);
305 this.iflags = IFLAG_ANGLES | IFLAG_ORIGIN;
307 if(this.bgmscriptangular)
311 this.(fld) = this.saved;
318 this.colormap = ReadShort();
321 this.skin = ReadByte();
326 this.origin = ReadVector();
327 setorigin(this, this.origin);
333 this.angles = ReadAngleVector();
335 this.angles = '0 0 0';
342 this.lodmodelindex0 = ReadShort();
343 this.loddistance1 = ReadShort();
344 this.lodmodelindex1 = ReadShort();
345 this.loddistance2 = ReadShort();
346 this.lodmodelindex2 = ReadShort();
350 this.modelindex = ReadShort();
351 this.loddistance1 = 0;
352 this.loddistance2 = 0;
354 this.solid = ReadByte();
355 this.scale = ReadShort() / 256.0;
358 this.mins = ReadVector();
359 this.maxs = ReadVector();
362 this.mins = this.maxs = '0 0 0';
363 setsize(this, this.mins, this.maxs);
365 string s = ReadString();
366 if(substring(s, 0, 1) == "<")
368 strcpy(this.bgmscript, substring(s, 1, -1));
369 this.bgmscriptangular = 1;
373 strcpy(this.bgmscript, s);
374 this.bgmscriptangular = 0;
376 if(this.bgmscript != "")
378 this.bgmscriptattack = ReadByte() / 64.0;
379 this.bgmscriptdecay = ReadByte() / 64.0;
380 this.bgmscriptsustain = ReadByte() / 255.0;
381 this.bgmscriptrelease = ReadByte() / 64.0;
382 this.movedir = ReadVector();
383 this.lip = ReadByte() / 255.0;
385 this.fade_start = ReadShort();
386 this.fade_end = ReadShort();
387 this.alpha_max = ReadByte() / 255.0;
388 this.alpha_min = ReadByte() / 255.0;
389 this.inactive = ReadByte();
390 this.fade_vertical_offset = ReadShort();
391 BGMScript_InitEntity(this);
396 InterpolateOrigin_Note(this);
398 this.saved = this.(fld);
400 this.entremove = Ent_Wall_Remove;
401 this.draw = Ent_Wall_Draw;
402 if (isnew) IL_PUSH(g_drawables, this);
403 setpredraw(this, Ent_Wall_PreDraw);