1 ..entity owned_by_field;
7 .float(entity) waypointsprite_visible_for_player;
9 void WaypointSprite_UpdateSprites(entity e, string m1, string m2, string m3)
28 void WaypointSprite_UpdateHealth(entity e, float f)
30 f = bound(0, f, e.max_health);
31 if(f != e.health || e.pain_finished)
39 void WaypointSprite_UpdateMaxHealth(entity e, float f)
41 if(f != e.max_health || e.pain_finished)
49 void WaypointSprite_UpdateBuildFinished(entity e, float f)
51 if(f != e.pain_finished || e.max_health)
59 void WaypointSprite_UpdateOrigin(entity e, vector o)
68 void WaypointSprite_UpdateRule(entity e, float t, float r)
70 // no check, as this is never called without doing an actual change (usually only once)
76 void WaypointSprite_UpdateTeamRadar(entity e, float icon, vector col)
78 // no check, as this is never called without doing an actual change (usually only once)
79 e.cnt = (icon & 0x7F) | (e.cnt & 0x80);
84 void WaypointSprite_Ping(entity e)
86 // ALWAYS sends (this causes a radar circle), thus no check
91 void WaypointSprite_FadeOutIn(entity e, float t)
96 e.teleport_time = time + t;
98 else if(t < (e.teleport_time - time))
100 // accelerate the waypoint's dying
102 // (e.teleport_time - time) / wp.fade_time stays
103 // e.teleport_time = time + fadetime
104 float current_fadetime;
105 current_fadetime = e.teleport_time - time;
106 e.teleport_time = time + t;
107 e.fade_time = e.fade_time * t / current_fadetime;
113 float waypointsprite_limitedrange, waypointsprite_deployed_lifetime, waypointsprite_deadlifetime;
114 void WaypointSprite_Init()
116 waypointsprite_limitedrange = cvar("g_waypointsprite_limitedrange");
117 waypointsprite_deployed_lifetime = cvar("g_waypointsprite_deployed_lifetime");
118 waypointsprite_deadlifetime = cvar("g_waypointsprite_deadlifetime");
120 void WaypointSprite_InitClient(entity e)
124 void WaypointSprite_Kill(entity wp)
129 wp.owner.(wp.owned_by_field) = world;
133 void WaypointSprite_Disown(entity wp, float fadetime)
137 if(wp.classname != "sprite_waypoint")
139 backtrace("Trying to disown a non-waypointsprite");
144 if(wp.exteriormodeltoclient == wp.owner)
145 wp.exteriormodeltoclient = world;
146 wp.owner.(wp.owned_by_field) = world;
149 WaypointSprite_FadeOutIn(wp, fadetime);
153 void WaypointSprite_Think()
161 if(time >= self.teleport_time)
165 if(self.exteriormodeltoclient)
166 WaypointSprite_UpdateOrigin(self, self.exteriormodeltoclient.origin + self.view_ofs);
169 WaypointSprite_Kill(self);
171 self.nextthink = time; // WHY?!?
174 float WaypointSprite_visible_for_player(entity e)
176 // personal waypoints
178 if(self.enemy != other)
182 if(self.team && self.rule == SPRITERULE_DEFAULT)
184 if(self.team != other.team)
186 if(other.classname != "player")
193 float WaypointSprite_Customize()
195 // this is not in SendEntity because it shall run every frame, not just every update
197 // make spectators see what the player would see
200 if(e.classname == "spectator")
203 return self.waypointsprite_visible_for_player(e);
206 float WaypointSprite_SendEntity(entity to, float sendflags)
210 WriteByte(MSG_ENTITY, ENT_CLIENT_WAYPOINT);
212 sendflags = sendflags & 0x7F;
216 else if(self.max_health || (self.pain_finished && (time < self.pain_finished + 0.25)))
219 WriteByte(MSG_ENTITY, sendflags);
225 WriteByte(MSG_ENTITY, (self.health / self.max_health) * 191.0);
229 dt = self.pain_finished - time;
230 dt = bound(0, dt * 32, 16383);
231 WriteByte(MSG_ENTITY, (dt & 0xFF00) / 256 + 192);
232 WriteByte(MSG_ENTITY, (dt & 0x00FF));
238 WriteCoord(MSG_ENTITY, self.origin_x);
239 WriteCoord(MSG_ENTITY, self.origin_y);
240 WriteCoord(MSG_ENTITY, self.origin_z);
245 WriteByte(MSG_ENTITY, self.team);
246 WriteByte(MSG_ENTITY, self.rule);
250 WriteString(MSG_ENTITY, self.model1);
253 WriteString(MSG_ENTITY, self.model2);
256 WriteString(MSG_ENTITY, self.model3);
260 WriteCoord(MSG_ENTITY, self.fade_time);
261 WriteCoord(MSG_ENTITY, self.teleport_time);
262 WriteShort(MSG_ENTITY, self.fade_rate); // maxdist
267 if(self.exteriormodeltoclient == to)
269 WriteByte(MSG_ENTITY, f);
274 WriteByte(MSG_ENTITY, self.cnt); // icon on radar
275 WriteByte(MSG_ENTITY, self.colormod_x * 255.0);
276 WriteByte(MSG_ENTITY, self.colormod_y * 255.0);
277 WriteByte(MSG_ENTITY, self.colormod_z * 255.0);
283 void WaypointSprite_Reset()
285 // if a WP wants to time out, let it time out immediately; other WPs ought to be reset/killed by their owners
287 if(self.fade_time) // there was there before: || g_keyhunt, do we really need this?
288 WaypointSprite_Kill(self);
291 entity WaypointSprite_Spawn(
292 string spr, // sprite
293 float lifetime, float maxdistance, // lifetime, max distance
294 entity ref, vector ofs, // position
295 entity showto, float t, // show to whom? Use a flag to indicate a team
296 entity own, .entity ownfield, // remove when own gets killed
297 float hideable // true when it should be controlled by cl_hidewaypoints
302 wp.classname = "sprite_waypoint";
303 wp.teleport_time = time + lifetime;
304 wp.fade_time = lifetime;
305 wp.exteriormodeltoclient = ref;
309 setorigin(wp, ref.origin + ofs);
316 wp.currentammo = hideable;
320 remove(own.ownfield);
322 wp.owned_by_field = ownfield;
324 wp.fade_rate = maxdistance;
325 wp.think = WaypointSprite_Think;
328 wp.customizeentityforclient = WaypointSprite_Customize;
329 wp.waypointsprite_visible_for_player = WaypointSprite_visible_for_player;
330 wp.reset2 = WaypointSprite_Reset;
331 Net_LinkEntity(wp, FALSE, 0, WaypointSprite_SendEntity);
335 entity WaypointSprite_SpawnFixed(
342 return WaypointSprite_Spawn(spr, 0, 0, world, ofs, world, 0, own, ownfield, TRUE);
345 .entity waypointsprite_deployed_fixed;
346 entity WaypointSprite_DeployFixed(
352 float t, maxdistance;
358 maxdistance = waypointsprite_limitedrange;
361 return WaypointSprite_Spawn(spr, waypointsprite_deployed_lifetime, maxdistance, world, ofs, world, t, self, waypointsprite_deployed_fixed, FALSE);
364 .entity waypointsprite_deployed_personal;
365 entity WaypointSprite_DeployPersonal(
370 return WaypointSprite_Spawn(spr, 0, 0, world, ofs, world, 0, self, waypointsprite_deployed_personal, FALSE);
373 .entity waypointsprite_attached;
374 .entity waypointsprite_attachedforcarrier;
375 entity WaypointSprite_Attach(
380 float t, maxdistance;
381 if(self.waypointsprite_attachedforcarrier)
382 return world; // can't attach to FC
388 maxdistance = waypointsprite_limitedrange;
391 return WaypointSprite_Spawn(spr, waypointsprite_deployed_lifetime, maxdistance, self, '0 0 64', world, t, self, waypointsprite_attached, FALSE);
394 entity WaypointSprite_AttachCarrier(
400 WaypointSprite_Kill(carrier.waypointsprite_attached); // FC overrides attached
401 e = WaypointSprite_Spawn(spr, 0, 0, carrier, '0 0 64', world, carrier.team, carrier, waypointsprite_attachedforcarrier, FALSE);
404 WaypointSprite_UpdateMaxHealth(e, '1 0 0' * healtharmor_maxdamage(start_health, start_armorvalue, cvar("g_balance_armor_blockpercent")) * 2);
405 WaypointSprite_UpdateHealth(e, '1 0 0' * healtharmor_maxdamage(carrier.health, carrier.armorvalue, cvar("g_balance_armor_blockpercent")));
410 void WaypointSprite_DetachCarrier(entity carrier)
412 WaypointSprite_Disown(carrier.waypointsprite_attachedforcarrier, waypointsprite_deadlifetime);
415 void WaypointSprite_ClearPersonal()
417 WaypointSprite_Kill(self.waypointsprite_deployed_personal);
420 void WaypointSprite_ClearOwned()
422 WaypointSprite_Kill(self.waypointsprite_deployed_fixed);
423 WaypointSprite_Kill(self.waypointsprite_deployed_personal);
424 WaypointSprite_Kill(self.waypointsprite_attached);
427 void WaypointSprite_PlayerDead()
429 WaypointSprite_Disown(self.waypointsprite_attached, waypointsprite_deadlifetime);
430 WaypointSprite_DetachCarrier(self);
433 void WaypointSprite_PlayerGone()
435 WaypointSprite_Disown(self.waypointsprite_deployed_fixed, waypointsprite_deadlifetime);
436 WaypointSprite_Kill(self.waypointsprite_deployed_personal);
437 WaypointSprite_Disown(self.waypointsprite_attached, waypointsprite_deadlifetime);
438 WaypointSprite_DetachCarrier(self);