openmohaa/code/fgame/g_utils.cpp

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/*
===========================================================================
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Copyright (C) 2023 the OpenMoHAA team
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This file is part of OpenMoHAA source code.
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OpenMoHAA source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
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OpenMoHAA source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
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along with OpenMoHAA source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#include "g_local.h"
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#include "g_utils.h"
#include "ctype.h"
#include "world.h"
#include "scriptmaster.h"
#include "scriptthread.h"
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#include "player.h"
#include "playerbot.h"
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#include "PlayerStart.h"
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#include "debuglines.h"
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#include "../qcommon/tiki.h"
const char *means_of_death_strings[ MOD_TOTAL_NUMBER ] =
{
"none",
"suicide",
"crush",
"crush_every_frame",
"telefrag",
"lava",
"slime",
"falling",
"last_self_inflicted",
"explosion",
"explodewall",
"electric",
"electric_water",
"thrown_object",
"grenade",
"beam",
"rocket",
"impact",
"bullet",
"fast_bullet",
"vehicle",
"fire",
"flashbang",
"on_fire",
"gib",
"impale",
"bash",
"shotgun",
"aagun",
"landmine"
};
int MOD_string_to_int( const str& immune_string )
{
int i;
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for ( i = 0 ; i < MOD_TOTAL_NUMBER ; i++ )
{
if ( !immune_string.icmp( means_of_death_strings[ i ] ) )
return i;
}
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gi.DPrintf( "Unknown means of death - %s\n", immune_string.c_str() );
return -1;
}
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qboolean MOD_matches
(
int incoming_damage,
int damage_type
)
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{
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if (damage_type == -1) {
return true;
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}
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else {
return incoming_damage == damage_type;
}
}
/*
============
G_TouchTriggers
============
*/
void G_TouchTriggers
(
Entity *ent
)
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{
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int i;
int num;
int touch[ MAX_GENTITIES ];
gentity_t *hit;
Event *ev;
// dead things don't activate triggers!
if( ( ent->client || ( ent->edict->r.svFlags & SVF_MONSTER ) ) && ( ent->IsDead() ) )
{
return;
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}
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num = gi.AreaEntities( ent->absmin, ent->absmax, touch, MAX_GENTITIES );
// be careful, it is possible to have an entity in this
// list removed before we get to it (killtriggered)
for( i = 0; i < num; i++ )
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{
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hit = &g_entities[ touch[ i ] ];
if( !hit->inuse || ( hit->entity == ent ) || ( hit->solid != SOLID_TRIGGER ) )
{
continue;
}
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assert( hit->entity );
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ev = new Event( EV_Touch );
ev->AddEntity( ent );
hit->entity->ProcessEvent( ev );
}
}
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/*
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============
G_TouchSolids
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Call after linking a new trigger in during gameplay
to force all entities it covers to immediately touch it
============
*/
void G_TouchSolids
(
Entity *ent
)
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{
int i;
int num;
int touch[ MAX_GENTITIES ];
gentity_t *hit;
Event *ev;
num = gi.AreaEntities( ent->absmin, ent->absmax, touch, MAX_GENTITIES );
// be careful, it is possible to have an entity in this
// list removed before we get to it (killtriggered)
for( i = 0; i < num; i++ )
{
hit = &g_entities[ touch[ i ] ];
if ( !hit->inuse )
{
continue;
}
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assert( hit->entity );
//FIXME
// should we post the events so that we don't have to worry about any entities going away
ev = new Event( EV_Touch );
ev->AddEntity( ent );
hit->entity->ProcessEvent( ev );
}
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}
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void G_ShowTrace
(
trace_t *trace,
const gentity_t *passent,
const char *reason
)
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{
str text;
str pass;
str hit;
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assert( reason );
assert( trace );
if ( passent )
{
pass = va( "'%s'(%d)", passent->entname, passent->s.number );
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}
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else
{
pass = "NULL";
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}
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if ( trace->ent )
{
hit = va( "'%s'(%d)", trace->ent->entname, trace->ent->s.number );
}
else
{
hit = "NULL";
}
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text = va( "%0.2f : Pass %s Frac %f Hit %s : '%s'\n",
level.time, pass.c_str(), trace->fraction, hit.c_str(), reason ? reason : "" );
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if ( sv_traceinfo->integer == 3 )
{
gi.DebugPrintf( text.c_str() );
}
else
{
gi.DPrintf( "%s", text.c_str() );
}
}
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void G_ShowSightTrace(gentity_t *passent1, gentity_t *passent2, const char *reason)
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{
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str text;
str pass1;
str pass2;
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assert(reason);
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if (passent1) {
pass1 = va("'%s'(%d)", passent1->entname, passent1->s.number);
} else {
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pass1 = "NULL";
}
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if (passent2) {
pass2 = va("'%s'(%d)", passent2->entname, passent2->s.number);
} else {
pass2 = "NULL";
}
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text = va("%0.2f : Pass1 %s Pass2 %s : '%s'\n", level.time, pass1.c_str(), pass2.c_str(), reason ? reason : "");
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if (sv_traceinfo->integer == 3) {
gi.DebugPrintf(text.c_str());
} else {
gi.DPrintf("%s", text.c_str());
}
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}
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void G_CalcBoundsOfMove
(
Vector &start,
Vector &end,
Vector &mins,
Vector &maxs,
Vector *minbounds,
Vector *maxbounds
)
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{
Vector bmin;
Vector bmax;
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ClearBounds( bmin, bmax );
AddPointToBounds( start, bmin, bmax );
AddPointToBounds( end, bmin, bmax );
bmin += mins;
bmax += maxs;
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if ( minbounds )
{
*minbounds = bmin;
}
if ( maxbounds )
{
*maxbounds = bmax;
}
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}
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bool G_SightTrace(
const Vector& start,
const Vector& mins,
const Vector& maxs,
const Vector& end,
gentity_t* passent,
gentity_t* passent2,
int contentmask,
qboolean cylinder,
const char* reason
)
{
int entnum, entnum2;
bool result;
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assert(reason);
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if (passent == NULL) {
entnum = ENTITYNUM_NONE;
}
else {
entnum = passent->s.number;
}
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if (passent2 == NULL) {
entnum2 = ENTITYNUM_NONE;
}
else {
entnum2 = passent2->s.number;
}
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result = gi.SightTrace(start, mins, maxs, end, entnum, entnum2, contentmask, cylinder) ? true : false;
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if (sv_traceinfo->integer > 1) {
G_ShowSightTrace(passent, passent2, reason);
}
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sv_numtraces++;
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if (sv_drawtrace->integer) {
G_DebugLine(start, end, 1, 1, 0, 1);
}
return result;
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}
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bool G_SightTrace(
const Vector& start,
const Vector& mins,
const Vector& maxs,
const Vector& end,
Entity* passent,
Entity* passent2,
int contentmask,
qboolean cylinder,
const char* reason
)
{
gentity_t* ent, * ent2;
int entnum, entnum2;
bool result;
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assert(reason);
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if (passent == NULL || !passent->isSubclassOf(Entity)) {
ent = NULL;
entnum = ENTITYNUM_NONE;
}
else {
ent = passent->edict;
entnum = ent->s.number;
}
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if (passent2 == NULL || !passent2->isSubclassOf(Entity)) {
ent2 = NULL;
entnum2 = ENTITYNUM_NONE;
}
else {
ent2 = passent2->edict;
entnum2 = ent2->s.number;
}
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result = gi.SightTrace(start, mins, maxs, end, entnum, entnum2, contentmask, cylinder) ? true : false;
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if (sv_traceinfo->integer > 1) {
G_ShowSightTrace(ent, ent2, reason);
}
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sv_numtraces++;
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if (sv_drawtrace->integer) {
G_DebugLine(start, end, 1, 1, 0, 1);
}
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return result;
}
void G_PMDrawTrace(
trace_t *results,
const vec3_t start,
const vec3_t mins,
const vec3_t maxs,
const vec3_t end,
int passEntityNum,
int contentMask,
qboolean cylinder,
qboolean traceDeep
)
{
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gi.trace(results, start, mins, maxs, end, passEntityNum, contentMask, cylinder, traceDeep);
sv_numpmtraces++;
G_DebugLine(start, end, 1.f, 0.75f, 0.5f, 1.f);
}
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trace_t G_Trace
(
vec3_t start,
vec3_t mins,
vec3_t maxs,
vec3_t end,
const gentity_t *passent,
int contentmask,
qboolean cylinder,
const char* reason,
qboolean tracedeep
)
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{
int entnum;
trace_t trace;
if ( passent )
{
entnum = passent->s.number;
}
else
{
entnum = ENTITYNUM_NONE;
}
gi.trace( &trace, start, mins, maxs, end, entnum, contentmask, cylinder, tracedeep );
if ( trace.entityNum == ENTITYNUM_NONE )
{
trace.ent = NULL;
}
else
{
trace.ent = &g_entities[ trace.entityNum ];
}
if ( sv_traceinfo->integer > 1 )
{
G_ShowTrace( &trace, passent, reason );
}
sv_numtraces++;
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if ( sv_drawtrace->integer )
{
G_DebugLine( Vector( start ), Vector( end ), 1, 1, 0, 1 );
}
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return trace;
}
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trace_t G_Trace
(
const Vector &start,
const Vector &mins,
const Vector &maxs,
const Vector &end,
const Entity *passent,
int contentmask,
qboolean cylinder,
const char *reason,
qboolean tracedeep
)
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{
gentity_t *ent;
int entnum;
trace_t trace;
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assert( reason );
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if ( passent == NULL )
{
ent = NULL;
entnum = ENTITYNUM_NONE;
}
else
{
ent = passent->edict;
entnum = ent->s.number;
}
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gi.trace( &trace, start, mins, maxs, end, entnum, contentmask, cylinder, tracedeep );
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if ( trace.entityNum == ENTITYNUM_NONE )
{
trace.ent = NULL;
}
else
{
trace.ent = &g_entities[ trace.entityNum ];
}
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if ( sv_traceinfo->integer > 1 )
{
G_ShowTrace( &trace, ent, reason );
}
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sv_numtraces++;
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if ( sv_drawtrace->integer )
{
G_DebugLine( start, end, 1, 1, 0, 1 );
}
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return trace;
}
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void G_TraceEntities
(
Vector &start,
Vector &mins,
Vector &maxs,
Vector &end,
Container<Entity *>*victimlist,
int contentmask,
qboolean bIncludeTriggers
)
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{
trace_t trace;
vec3_t boxmins;
vec3_t boxmaxs;
int num;
int touchlist[MAX_GENTITIES];
gentity_t *touch;
int i;
// Find the bounding box
for ( i=0 ; i<3 ; i++ )
{
if ( end[i] > start[i] )
{
boxmins[i] = start[i] + mins[i] - 1;
boxmaxs[i] = end[i] + maxs[i] + 1;
}
else
{
boxmins[i] = end[i] + mins[i] - 1;
boxmaxs[i] = start[i] + maxs[i] + 1;
}
}
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// Find the list of entites
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num = gi.AreaEntities( boxmins, boxmaxs, touchlist, MAX_GENTITIES );
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for ( i=0 ; i<num ; i++ )
{
touch = &g_entities[ touchlist[ i ] ];
// see if we should ignore this entity
if (touch->solid == SOLID_NOT)
continue;
if (touch->solid == SOLID_TRIGGER && !bIncludeTriggers)
continue;
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gi.ClipToEntity( &trace, start, mins, maxs, end, touchlist[i], contentmask );
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if ( trace.entityNum == touchlist[i] )
victimlist->AddObject( touch->entity );
}
}
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/*
=======================================================================
SelectSpawnPoint
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=======================================================================
*/
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/*
================
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PlayersRangeFromSpot
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Returns the distance to the nearest player from the given spot
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================
*/
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float PlayersRangeFromSpot
(
Entity *spot
)
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{
Entity *player;
float bestplayerdistance;
Vector v;
int n;
float playerdistance;
bestplayerdistance = 9999999;
for( n = 0; n < maxclients->integer; n++ )
{
if ( !g_entities[ n ].inuse || !g_entities[ n ].entity )
{
continue;
}
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player = g_entities[ n ].entity;
if ( player->health <= 0 )
{
continue;
}
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v = spot->origin - player->origin;
playerdistance = v.length();
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if ( playerdistance < bestplayerdistance )
{
bestplayerdistance = playerdistance;
}
}
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return bestplayerdistance;
}
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/*
================
SelectRandomDeathmatchSpawnPoint
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go to a random point, but NOT the two points closest
to other players
================
*/
Entity *SelectRandomDeathmatchSpawnPoint
(
void
)
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{
Entity *spot, *spot1, *spot2;
int count = 0;
int selection;
float range, range1, range2;
spot = NULL;
range1 = range2 = 99999;
spot1 = spot2 = NULL;
for( spot = G_FindClass( spot, "info_player_deathmatch" ); spot ; spot = G_FindClass( spot, "info_player_deathmatch" ) )
{
count++;
range = PlayersRangeFromSpot( spot );
if ( range < range1 )
{
range1 = range;
spot1 = spot;
}
else if (range < range2)
{
range2 = range;
spot2 = spot;
}
}
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if ( !count )
{
return NULL;
}
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if ( count <= 2 )
{
spot1 = spot2 = NULL;
}
else
{
count -= 2;
}
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selection = rand() % count;
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spot = NULL;
do
{
spot = G_FindClass( spot, "info_player_deathmatch" );
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// if there are no more, break out
if ( !spot )
break;
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if ( spot == spot1 || spot == spot2 )
{
selection++;
}
}
while( selection-- );
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return spot;
}
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/*
================
SelectFarthestDeathmatchSpawnPoint
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================
*/
Entity *SelectFarthestDeathmatchSpawnPoint
(
void
)
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{
Entity *bestspot;
float bestdistance;
float bestplayerdistance;
Entity *spot;
spot = NULL;
bestspot = NULL;
bestdistance = 0;
for( spot = G_FindClass( spot, "info_player_deathmatch" ); spot ; spot = G_FindClass( spot, "info_player_deathmatch" ) )
{
bestplayerdistance = PlayersRangeFromSpot( spot );
if ( bestplayerdistance > bestdistance )
{
bestspot = spot;
bestdistance = bestplayerdistance;
}
}
if ( bestspot )
{
return bestspot;
}
// if there is a player just spawned on each and every start spot
// we have no choice to turn one into a telefrag meltdown
spot = G_FindClass( NULL, "info_player_deathmatch" );
return spot;
}
Entity *SelectDeathmatchSpawnPoint
(
void
)
{
if ( DM_FLAG( DF_SPAWN_FARTHEST ) )
{
return SelectFarthestDeathmatchSpawnPoint();
}
else
{
return SelectRandomDeathmatchSpawnPoint();
}
}
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/*
=============
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M_CheckBottom
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Returns false if any part of the bottom of the entity is off an edge that
is not a staircase.
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=============
*/
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int c_yes, c_no;
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qboolean M_CheckBottom
(
Entity *ent
)
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{
Vector mins, maxs, start, stop;
trace_t trace;
int x, y;
float mid, bottom;
mins = ent->origin + ent->mins * 0.5;
maxs = ent->origin + ent->maxs * 0.5;
// if all of the points under the corners are solid world, don't bother
// with the tougher checks
// the corners must be within 16 of the midpoint
start[ 2 ] = mins[ 2 ] - 1;
for( x = 0; x <= 1; x++ )
{
for( y = 0; y <= 1; y++ )
{
start[ 0 ] = x ? maxs[ 0 ] : mins[ 0 ];
start[ 1 ] = y ? maxs[ 1 ] : mins[ 1 ];
if ( gi.pointcontents( start, 0 ) != CONTENTS_SOLID )
{
goto realcheck;
}
}
}
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c_yes++;
return true; // we got out easy
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realcheck:
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c_no++;
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//
// check it for real...
//
start[ 2 ] = mins[ 2 ];
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// the midpoint must be within 16 of the bottom
start[ 0 ] = stop[ 0 ] = ( mins[ 0 ] + maxs[ 0 ] ) * 0.5;
start[ 1 ] = stop[ 1 ] = ( mins[ 1 ] + maxs[ 1 ] ) * 0.5;
stop[ 2 ] = start[ 2 ] - 3 * STEPSIZE;//2 * STEPSIZE;
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trace = G_Trace( start, vec_zero, vec_zero, stop, ent, MASK_MONSTERSOLID, false, "M_CheckBottom 1" );
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if ( trace.fraction == 1.0 )
{
return false;
}
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mid = bottom = trace.endpos[ 2 ];
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// the corners must be within 16 of the midpoint
for( x = 0; x <= 1; x++ )
{
for( y = 0; y <= 1; y++ )
{
start[ 0 ] = stop[ 0 ] = x ? maxs[ 0 ] : mins[ 0 ];
start[ 1 ] = stop[ 1 ] = y ? maxs[ 1 ] : mins[ 1 ];
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trace = G_Trace( start, vec_zero, vec_zero, stop, ent, MASK_MONSTERSOLID, false, "M_CheckBottom 2" );
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if ( trace.fraction != 1.0 && trace.endpos[ 2 ] > bottom )
{
bottom = trace.endpos[ 2 ];
}
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if ( trace.fraction == 1.0 || mid - trace.endpos[ 2 ] > STEPSIZE )
{
return false;
}
}
}
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c_yes++;
return true;
}
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Entity * G_FindClass
(
Entity * ent,
const char *classname
)
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{
int entnum;
gentity_t *from;
if ( ent )
{
entnum = ent->entnum;
}
else
{
entnum = -1;
}
for ( from = &g_entities[ entnum + 1 ]; from < &g_entities[ globals.num_entities ] ; from++ )
{
if ( !from->inuse )
{
continue;
}
if ( !Q_stricmp ( from->entity->getClassID(), classname ) )
{
return from->entity;
}
}
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return NULL;
}
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Entity * G_FindTarget
(
Entity * ent,
const char *name
)
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{
SimpleEntity *next;
if ( name && name[ 0 ] )
{
next = world->GetNextEntity( str( name ), ent );
if ( next && next->IsSubclassOfEntity() )
{
return static_cast<Entity*>(next);
}
}
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return NULL;
}
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Entity *G_NextEntity
(
Entity *ent
)
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{
gentity_t *from;
if ( !g_entities )
{
return NULL;
}
if ( !ent )
{
from = g_entities;
}
else
{
from = ent->edict + 1;
}
if ( !from )
{
return NULL;
}
for ( ; from < &g_entities[ globals.num_entities ] ; from++ )
{
if ( !from->inuse || !from->entity )
{
continue;
}
return from->entity;
}
return NULL;
}
//
// QuakeEd only writes a single float for angles (bad idea), so up and down are
// just constant angles.
//
Vector G_GetMovedir
(
float angle
)
{
if ( angle == -1 )
{
return Vector( 0, 0, 1 );
}
else if ( angle == -2 )
{
return Vector( 0, 0, -1 );
}
angle *= ( M_PI * 2 / 360 );
return Vector( cos( angle ), sin( angle ), 0 );
}
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/*
===============
G_SetMovedir
The editor only specifies a single value for angles (yaw),
but we have special constants to generate an up or down direction.
Angles will be cleared, because it is being used to represent a direction
instead of an orientation.
===============
*/
void G_SetMovedir(vec3_t angles, vec3_t movedir)
{
static vec3_t VEC_UP = {0, -1, 0};
static vec3_t MOVEDIR_UP = {0, 0, 1};
static vec3_t VEC_DOWN = {0, -2, 0};
static vec3_t MOVEDIR_DOWN = {0, 0, -1};
if (VectorCompare(angles, VEC_UP)) {
VectorCopy(MOVEDIR_UP, movedir);
} else if (VectorCompare(angles, VEC_DOWN)) {
VectorCopy(MOVEDIR_DOWN, movedir);
} else {
AngleVectors(angles, movedir, NULL, NULL);
}
VectorClear(angles);
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}
/*
=================
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KillBox
Kills all entities that would touch the proposed new positioning
of ent. Ent should be unlinked before calling this!
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=================
*/
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qboolean KillBox
(
Entity *ent
)
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{
int i;
int num;
int touch[ MAX_GENTITIES ];
gentity_t *hit;
Vector min;
Vector max;
int fail;
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fail = 0;
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min = ent->origin + ent->mins;
max = ent->origin + ent->maxs;
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num = gi.AreaEntities( min, max, touch, MAX_GENTITIES );
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for( i = 0; i < num; i++ )
{
hit = &g_entities[ touch[ i ] ];
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if ( !hit->inuse || ( hit->entity == ent ) || !hit->entity || ( hit->entity == world ) || ( !hit->entity->edict->solid ) )
{
continue;
}
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hit->entity->Damage( ent, ent, hit->entity->health + 100000, ent->origin, vec_zero, vec_zero,
0, DAMAGE_NO_PROTECTION, MOD_TELEFRAG );
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//
// if we didn't kill it, fail
//
if ( hit->entity->getSolidType() != SOLID_NOT )
{
fail++;
}
}
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//
// all clear
//
return !fail;
}
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qboolean IsNumeric
(
const char *str
)
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{
int len;
int i;
qboolean dot;
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if ( *str == '-' )
{
str++;
}
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dot = false;
len = strlen( str );
for( i = 0; i < len; i++ )
{
if ( !isdigit( str[ i ] ) )
{
if ( ( str[ i ] == '.' ) && !dot )
{
dot = true;
continue;
}
return false;
}
}
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return true;
}
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/*
=================
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findradius
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Returns entities that have origins within a spherical area
findradius (org, radius)
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=================
*/
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Entity *findradius
(
Entity *startent,
Vector org,
float rad
)
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{
Vector eorg;
gentity_t *from;
float r2, distance;
if ( !startent )
{
from = active_edicts.next;
}
else
{
from = startent->edict->next;
}
assert( from );
if ( !from )
{
return NULL;
}
assert( ( from == &active_edicts ) || ( from->inuse ) );
// square the radius so that we don't have to do a square root
r2 = rad * rad;
for( ; from != &active_edicts; from = from->next )
{
assert( from->inuse );
assert( from->entity );
eorg = org - from->entity->centroid;
// dot product returns length squared
distance = eorg * eorg;
if ( distance <= r2 )
{
return from->entity;
}
else
{
// subtract the object's own radius from this distance
distance -= from->radius2;
if ( distance <= r2 )
{
return from->entity;
}
}
}
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return NULL;
}
2016-03-27 11:49:47 +02:00
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/*
=================
findclientinradius
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Returns clients that have origins within a spherical area
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findclientinradius (org, radius)
=================
*/
Entity *findclientsinradius
(
Entity *startent,
Vector org,
float rad
)
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{
Vector eorg;
gentity_t *ed;
float r2;
int i;
// square the radius so that we don't have to do a square root
r2 = rad * rad;
if ( !startent )
{
i = 0;
}
else
{
i = startent->entnum + 1;
}
for( ; i < game.maxclients; i++ )
{
ed = &g_entities[ i ];
if ( !ed->inuse || !ed->entity )
{
continue;
}
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eorg = org - ed->entity->centroid;
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// dot product returns length squared
if ( ( eorg * eorg ) <= r2 )
{
return ed->entity;
}
}
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return NULL;
}
2016-03-27 11:49:47 +02:00
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Vector G_CalculateImpulse
(
Vector start,
Vector end,
float speed,
float gravity
)
{
float traveltime, vertical_speed;
Vector dir, xydir, velocity;
dir = end - start;
xydir = dir;
xydir.z = 0;
traveltime = xydir.length() / speed;
vertical_speed = ( dir.z / traveltime ) + ( 0.5f * gravity * sv_gravity->value * traveltime );
xydir.normalize();
velocity = speed * xydir;
velocity.z = vertical_speed;
return velocity;
}
Vector G_PredictPosition
(
Vector start,
Vector target,
Vector targetvelocity,
float speed
)
{
Vector projected;
float traveltime;
Vector dir, xydir;
dir = target - start;
xydir = dir;
xydir.z = 0;
traveltime = xydir.length() / speed;
projected = target + ( targetvelocity * traveltime );
return projected;
}
/*
==============
G_ArchiveEdict
==============
2016-03-27 11:49:47 +02:00
*/
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void G_ArchiveEdict
(
Archiver &arc,
gentity_t *edict
)
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{
int i;
str tempStr;
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assert(edict);
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//
// this is written funny because it is used for both saving and loading
//
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if (edict->client) {
arc.ArchiveRaw(edict->client, sizeof(*edict->client));
}
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arc.ArchiveInteger(&edict->s.beam_entnum);
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for (i = 0; i < MAX_FRAMEINFOS; i++) {
arc.ArchiveInteger(&edict->s.frameInfo[i].index);
arc.ArchiveFloat(&edict->s.frameInfo[i].time);
arc.ArchiveFloat(&edict->s.frameInfo[i].weight);
}
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arc.ArchiveFloat(&edict->s.actionWeight);
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arc.ArchiveFloat(&edict->s.shader_data[0]);
arc.ArchiveFloat(&edict->s.shader_data[1]);
arc.ArchiveFloat(&edict->s.shader_time);
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arc.ArchiveVec3(edict->s.eyeVector);
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arc.ArchiveInteger(&edict->s.eType);
arc.ArchiveInteger(&edict->s.eFlags);
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arc.ArchiveVec3(edict->s.netorigin);
arc.ArchiveVec3(edict->s.origin);
arc.ArchiveVec3(edict->s.origin2);
arc.ArchiveVec3(edict->s.netangles);
arc.ArchiveVec3(edict->s.angles);
2016-03-27 11:49:47 +02:00
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arc.ArchiveInteger(&edict->s.constantLight);
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if (arc.Saving()) {
if (edict->s.loopSound) {
tempStr = gi.getConfigstring(CS_SOUNDS + edict->s.loopSound);
}
else {
tempStr = "";
}
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arc.ArchiveString(&tempStr);
}
else {
arc.ArchiveString(&tempStr);
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if (tempStr.length()) {
edict->s.loopSound = gi.soundindex(tempStr.c_str(), true);
}
else {
edict->s.loopSound = 0;
}
}
2016-03-27 11:49:47 +02:00
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arc.ArchiveFloat(&edict->s.loopSoundVolume);
arc.ArchiveFloat(&edict->s.loopSoundMinDist);
arc.ArchiveFloat(&edict->s.loopSoundMaxDist);
arc.ArchiveFloat(&edict->s.loopSoundPitch);
arc.ArchiveInteger(&edict->s.loopSoundFlags);
2016-03-27 11:49:47 +02:00
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arc.ArchiveInteger(&edict->s.parent);
arc.ArchiveInteger(&edict->s.tag_num);
arc.ArchiveBoolean(&edict->s.attach_use_angles);
arc.ArchiveVec3(edict->s.attach_offset);
2016-03-27 11:49:47 +02:00
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arc.ArchiveInteger(&edict->s.skinNum);
arc.ArchiveInteger(&edict->s.wasframe);
2016-03-27 11:49:47 +02:00
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for (i = 0; i < NUM_BONE_CONTROLLERS; i++) {
arc.ArchiveInteger(&edict->s.bone_tag[i]);
arc.ArchiveVec3(edict->s.bone_angles[i]);
arc.ArchiveVec4(edict->s.bone_quat[i]);
}
2016-03-27 11:49:47 +02:00
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arc.ArchiveRaw(&edict->s.surfaces, sizeof(edict->s.surfaces));
2016-03-27 11:49:47 +02:00
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arc.ArchiveInteger(&edict->s.clientNum);
arc.ArchiveInteger(&edict->s.groundEntityNum);
arc.ArchiveInteger(&edict->s.solid);
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arc.ArchiveFloat(&edict->s.scale);
arc.ArchiveFloat(&edict->s.alpha);
arc.ArchiveInteger(&edict->s.renderfx);
arc.ArchiveVec4(edict->s.quat);
arc.ArchiveRaw(&edict->mat, sizeof(edict->mat));
2016-03-27 11:49:47 +02:00
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arc.ArchiveInteger(&edict->r.svFlags);
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arc.ArchiveVec3(edict->r.mins);
arc.ArchiveVec3(edict->r.maxs);
arc.ArchiveInteger(&edict->r.contents);
arc.ArchiveVec3(edict->r.absmin);
arc.ArchiveVec3(edict->r.absmax);
arc.ArchiveFloat(&edict->r.radius);
if (!arc.Saving()) {
edict->radius2 = edict->r.radius * edict->r.radius;
}
2016-03-27 11:49:47 +02:00
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arc.ArchiveVec3(edict->r.currentOrigin);
arc.ArchiveVec3(edict->r.currentAngles);
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arc.ArchiveInteger(&edict->r.ownerNum);
ArchiveEnum(edict->solid, solid_t);
arc.ArchiveFloat(&edict->freetime);
arc.ArchiveFloat(&edict->spawntime);
2016-03-27 11:49:47 +02:00
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tempStr = str(edict->entname);
arc.ArchiveString(&tempStr);
strncpy(edict->entname, tempStr.c_str(), sizeof(edict->entname) - 1);
2016-03-27 11:49:47 +02:00
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arc.ArchiveInteger(&edict->clipmask);
arc.ArchiveBoolean(&edict->r.bmodel);
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if (arc.Loading()) {
gi.linkentity(edict);
}
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arc.ArchiveInteger(&edict->r.lastNetTime);
}
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/*
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=========================================================================
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model / sound configstring indexes
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=========================================================================
2016-03-27 11:49:47 +02:00
*/
/*
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=======================
G_FindConfigstringIndex
=======================
*/
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int G_FindConfigstringIndex( char *name, int start, int max, qboolean create )
{
int i;
char *s;
if ( !name || !name[0] )
{
return 0;
}
for ( i=1 ; i<max ; i++ )
{
s = gi.getConfigstring( start + i );
if ( !s || !s[0] )
{
break;
}
if ( !strcmp( s, name ) )
{
return i;
}
}
if ( !create )
{
return 0;
}
if ( i == max )
{
gi.Error( ERR_DROP, "G_FindConfigstringIndex: overflow" );
}
gi.setConfigstring( start + i, name );
return i;
}
int G_ModelIndex( char *name )
{
return G_FindConfigstringIndex (name, CS_MODELS, MAX_MODELS, true);
}
int G_SoundIndex( char *name )
{
return G_FindConfigstringIndex (name, CS_SOUNDS, MAX_SOUNDS, true);
}
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/*
===============
G_SetTrajectory
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Sets the pos trajectory for a fixed position
===============
*/
void G_SetTrajectory
(
gentity_t *ent,
vec3_t org
)
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{
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ent->s.pos.trTime = 0;
VectorClear(ent->s.pos.trDelta);
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VectorCopy(org, ent->s.origin);
}
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/*
===============
G_SetConstantLight
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Sets the encoded constant light parameter for entities
===============
*/
void G_SetConstantLight
(
int * constantlight,
float * red,
float * green,
float * blue,
float * radius,
int * lightStyle
)
{
int ir, ig, ib, iradius;
if ( !constantlight )
return;
ir = (*constantlight) & 255;
ig = ( (*constantlight) >> 8 ) & 255;
ib = ( (*constantlight) >> 16 ) & 255;
iradius = ( (*constantlight) >> 24 ) & 255;
if ( red )
{
ir = *red * 255;
if ( ir > 255 )
ir = 255;
}
if ( green )
{
ig = *green * 255;
if ( ig > 255 )
ig = 255;
}
if ( blue )
{
ib = *blue * 255;
if ( ib > 255 )
ib = 255;
}
if ( radius )
{
iradius = *radius / CONSTANTLIGHT_RADIUS_SCALE;
if ( iradius > 255 )
iradius = 255;
}
if ( lightStyle )
{
ir = *lightStyle;
if ( ir > 255 )
ir = 255;
}
*constantlight = ( ir ) + ( ig << 8 ) + ( ib << 16 ) + ( iradius << 24 );
}
char* CanonicalTikiName(const char* szInName)
{
static char filename[1024];
if (*szInName && Q_stricmpn("models/", szInName, 7)) {
sprintf(filename, "models/%s", szInName);
}
else {
strcpy(filename, szInName);
}
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gi.FS_CanonicalFilename(filename);
return filename;
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}
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void G_ProcessCacheInitCommands(dtiki_t* tiki)
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{
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dtikicmd_t* pcmd;
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if (tiki->a->num_server_initcmds) {
int i, j;
Event* event;
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for (i = 0; i < tiki->a->num_server_initcmds; i++) {
pcmd = &tiki->a->server_initcmds[i];
event = new Event(pcmd->args[0]);
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if (Director.GetFlags(event) & EV_CACHE) {
for (j = 1; j < pcmd->num_args; j++) {
event->AddToken(pcmd->args[j]);
}
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if (!Director.ProcessEvent(event)) {
Com_Printf(
"^~^~^ Entity::G_ProcessCacheInitCommands: Bad init server command '%s' in '%s'\n",
pcmd->args[0],
tiki->name
);
}
}
else {
delete event;
}
}
}
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}
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void CacheResource
(
const char * stuff
)
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{
AliasListNode_t* ret;
qboolean streamed = qfalse;
char filename[MAX_STRING_TOKENS];
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if (!stuff) {
return;
}
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if (!strchr(stuff, '.')) {
// must be a global alias
stuff = gi.GlobalAlias_FindRandom(stuff, &ret);
if (!stuff) {
if (gi.fsDebug->integer) {
Com_Printf("alias not found\n");
}
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return;
}
streamed = ret->streamed;
}
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strcpy(filename, stuff);
gi.FS_CanonicalFilename(filename);
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if (strstr(filename, ".wav")) {
gi.soundindex(filename, streamed);
}
else if (strstr(filename, ".mp3")) {
gi.soundindex(filename, streamed);
}
else if (strstr(filename, ".tik")) {
dtiki_t* tiki;
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if (*stuff && strncmp("models/", stuff, 7)) {
sprintf(filename, "models/%s", stuff);
}
else {
strcpy(filename, stuff);
}
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gi.FS_CanonicalFilename(filename);
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tiki = gi.TIKI_RegisterModel(filename);
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if (tiki) {
G_ProcessCacheInitCommands(tiki);
}
}
else if (strstr(filename, ".scr")) {
Director.GetScript(filename);
}
}
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void ChangeMusic
(
const char *current,
const char *fallback,
qboolean force
)
{
int j;
gentity_t *other;
if ( current || fallback )
{
for( j = 0; j < game.maxclients; j++ )
{
other = &g_entities[ j ];
if ( other->inuse && other->client )
{
Player *client;
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client = ( Player * )other->entity;
client->ChangeMusic( current, fallback, force );
}
}
if ( current && fallback )
{
gi.DPrintf( "music set to %s with fallback %s\n", current, fallback );
}
}
}
void ChangeMusicVolume
(
float volume,
float fade_time
)
{
int j;
gentity_t *other;
for( j = 0; j < game.maxclients; j++ )
{
other = &g_entities[ j ];
if ( other->inuse && other->client )
{
Player *client;
client = ( Player * )other->entity;
client->ChangeMusicVolume( volume, fade_time );
}
}
gi.DPrintf( "music volume set to %.2f, fade time %.2f\n", volume, fade_time );
}
void RestoreMusicVolume
(
float fade_time
)
{
int j;
gentity_t *other;
for( j = 0; j < game.maxclients; j++ )
{
other = &g_entities[ j ];
if ( other->inuse && other->client )
{
Player *client;
client = ( Player * )other->entity;
client->RestoreMusicVolume( fade_time );
}
}
}
void ChangeSoundtrack
(
const char * soundtrack
)
{
level.saved_soundtrack = level.current_soundtrack;
level.current_soundtrack = soundtrack;
gi.setConfigstring( CS_SOUNDTRACK, soundtrack );
gi.DPrintf( "soundtrack switched to %s.\n", soundtrack );
}
void RestoreSoundtrack
(
void
)
{
if ( level.saved_soundtrack.length() )
{
level.current_soundtrack = level.saved_soundtrack;
level.saved_soundtrack = "";
gi.setConfigstring( CS_SOUNDTRACK, level.current_soundtrack.c_str() );
gi.DPrintf( "soundtrack restored %s.\n", level.current_soundtrack.c_str() );
}
}
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const char *G_AIEventStringFromType(int iType)
{
switch (iType) {
case AI_EVENT_WEAPON_FIRE:
return "weapon_fire";
break;
case AI_EVENT_WEAPON_IMPACT:
return "weapon_impact";
break;
case AI_EVENT_EXPLOSION:
return "explosion";
break;
case AI_EVENT_AMERICAN_VOICE:
return "american_voice";
break;
case AI_EVENT_GERMAN_VOICE:
return "german_voice";
break;
case AI_EVENT_AMERICAN_URGENT:
return "american_urgent";
break;
case AI_EVENT_GERMAN_URGENT:
return "german_urgent";
break;
case AI_EVENT_MISC:
return "misc";
break;
case AI_EVENT_MISC_LOUD:
return "misc_loud";
break;
case AI_EVENT_FOOTSTEP:
return "footstep";
break;
case AI_EVENT_GRENADE:
return "grenade";
break;
default:
return "????";
break;
}
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}
int G_AIEventTypeFromString(const char *pszType)
{
if (!Q_stricmp(pszType, "weapon_fire")) {
return AI_EVENT_WEAPON_FIRE;
} else if (!Q_stricmp(pszType, "weapon_impact")) {
return AI_EVENT_WEAPON_IMPACT;
} else if (!Q_stricmp(pszType, "explosion")) {
return AI_EVENT_EXPLOSION;
} else if (!Q_stricmp(pszType, "american_voice")) {
return AI_EVENT_AMERICAN_VOICE;
} else if (!Q_stricmp(pszType, "german_voice")) {
return AI_EVENT_GERMAN_VOICE;
} else if (!Q_stricmp(pszType, "american_urgent")) {
return AI_EVENT_AMERICAN_URGENT;
} else if (!Q_stricmp(pszType, "german_urgent")) {
return AI_EVENT_GERMAN_URGENT;
} else if (!Q_stricmp(pszType, "misc")) {
return AI_EVENT_MISC;
} else if (!Q_stricmp(pszType, "misc_loud")) {
return AI_EVENT_MISC_LOUD;
} else if (!Q_stricmp(pszType, "footstep")) {
return AI_EVENT_FOOTSTEP;
} else if (!Q_stricmp(pszType, "grenade")) {
return AI_EVENT_GRENADE;
} else {
return AI_EVENT_NONE;
}
}
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float G_AIEventRadius(int iType)
{
static float fRadius[] = {
2048.0f, 384.0f, 4096.0f, 1024.0f, 1024.0f, 1536.0f, 1536.0f, 1500.0f, 2250.0f, 512.0f, 384.0f, 0, 0, 0, 0};
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if (iType <= AI_EVENT_GRENADE) {
return fRadius[iType];
} else {
Com_Printf("G_AIEventRadius: invalid event type\n");
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return 1500.0f;
}
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}
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void G_BroadcastAIEvent(Entity *originator, Vector origin, char *pszType)
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{
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G_BroadcastAIEvent(originator, origin, G_AIEventTypeFromString(pszType), -1.0f);
}
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void G_BroadcastAIEvent(Entity *originator, Vector origin, int iType, float radius)
{
Sentient *ent;
Vector delta;
str name;
float r2;
float dist2;
int i;
int iNumSentients;
int iAreaNum;
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if (iType < AI_EVENT_FOOTSTEP) {
ent = (Sentient *)G_GetEntity(0);
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if (ent && ent->m_bIsDisguised) {
return;
}
}
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if (radius <= 0.0f) {
radius = G_AIEventRadius(iType);
}
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assert(originator);
if (originator && !(originator->flags & FL_NOTARGET)) {
r2 = Square(radius);
iNumSentients = SentientList.NumObjects();
for (i = 1; i <= iNumSentients; i++) {
ent = SentientList.ObjectAt(i);
if ((ent == originator) || ent->deadflag) {
continue;
}
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delta = origin - ent->centroid;
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// dot product returns length squared
dist2 = Square(delta);
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if (originator) {
iAreaNum = originator->edict->r.areanum;
} else {
iAreaNum = gi.AreaForPoint(origin);
}
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if ((dist2 <= r2)
&& ((iAreaNum == ent->edict->r.areanum) || (gi.AreasConnected(iAreaNum, ent->edict->r.areanum))))
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{
if (ent->IsSubclassOfActor()) {
Actor *act = (Actor *)ent;
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if (!act->IgnoreSound(iType)) {
act->ReceiveAIEvent(origin, iType, originator, dist2, r2);
}
} else if (ent->IsSubclassOfBot()) {
PlayerBot *bot = (PlayerBot *)ent;
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bot->NoticeEvent(origin, iType, originator, dist2, r2);
}
}
}
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#if 0
gi.DPrintf( "Broadcast event %s to %d entities\n", ev->getName(), count );
#endif
}
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}
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void CloneEntity
(
Entity * dest,
Entity * src
)
{
int i, num;
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#if 0
dest->setModel(src->model);
// don't process our init commands
//dest->CancelEventsOfType( EV_ProcessInitCommands );
dest->setOrigin(src->origin);
dest->setAngles(src->angles);
#endif
dest->setScale(src->edict->s.scale);
dest->setAlpha(src->edict->s.alpha);
dest->health = src->health;
// copy the surfaces
memcpy(dest->edict->s.surfaces, src->edict->s.surfaces, sizeof(src->edict->s.surfaces));
dest->edict->s.constantLight = src->edict->s.constantLight;
//dest->edict->s.eFlags = src->edict->s.eFlags;
dest->edict->s.renderfx = src->edict->s.renderfx;
num = src->numchildren;
for (i = 0; (i < MAX_MODEL_CHILDREN) && num; i++) {
Entity* clone;
Entity* child;
// duplicate the children
if (!src->children[i]) {
continue;
}
child = G_GetEntity(src->children[i]);
if (child) {
clone = new Animate;
CloneEntity(clone, child);
clone->attach(dest->entnum, child->edict->s.tag_num);
}
num--;
}
}
weaponhand_t WeaponHandNameToNum
(
str side
)
{
if ( !side.length() )
{
gi.DPrintf( "WeaponHandNameToNum : Weapon hand not specified\n" );
return WEAPON_ERROR;
}
if ( !side.icmp( "mainhand" ) || !side.icmp( "main" ) )
{
return WEAPON_MAIN;
}
else if ( !side.icmp( "offhand" ) || !side.icmp( "off" ) )
{
return WEAPON_OFFHAND;
}
else
{
return (weaponhand_t)atoi( side );
}
}
const char *WeaponHandNumToName
(
weaponhand_t hand
)
{
switch( hand )
{
case WEAPON_MAIN:
return "mainhand";
case WEAPON_OFFHAND:
return "offhand";
default:
return "Invalid Hand";
}
}
firemode_t WeaponModeNameToNum
(
str mode
)
{
if ( !mode.length() )
{
gi.DPrintf( "WeaponModeNameToNum : Weapon mode not specified\n" );
return FIRE_ERROR;
}
if ( !mode.icmp( "primary" ) )
{
return FIRE_PRIMARY;
}
if ( !mode.icmp( "secondary" ) )
{
return FIRE_SECONDARY;
}
else
{
return (firemode_t)atoi( mode );
}
}
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int G_WeaponClassNameToNum(str name)
{
int weaponindex = 0;
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if (!name.length()) {
gi.DPrintf("WeaponClassNameToNum: Weapon class not specified\n");
return 0;
}
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if (!str::icmp(name, "pistol")) {
weaponindex = WEAPON_CLASS_PISTOL;
} else if (!str::icmp(name, "rifle")) {
weaponindex = WEAPON_CLASS_RIFLE;
} else if (!str::icmp(name, "smg")) {
weaponindex = WEAPON_CLASS_SMG;
} else if (!str::icmp(name, "mg")) {
weaponindex = WEAPON_CLASS_MG;
} else if (!str::icmp(name, "grenade")) {
weaponindex = WEAPON_CLASS_GRENADE;
} else if (!str::icmp(name, "heavy")) {
weaponindex = WEAPON_CLASS_HEAVY;
} else if (!str::icmp(name, "cannon")) {
weaponindex = WEAPON_CLASS_CANNON;
} else if (!str::icmp(name, "item")) {
weaponindex = WEAPON_CLASS_ITEM;
} else if (!str::icmp(name, "item1")) {
weaponindex = WEAPON_CLASS_ITEM1;
} else if (!str::icmp(name, "item2")) {
weaponindex = WEAPON_CLASS_ITEM2;
} else if (!str::icmp(name, "item3")) {
weaponindex = WEAPON_CLASS_ITEM3;
} else if (!str::icmp(name, "item4")) {
weaponindex = WEAPON_CLASS_ITEM4;
} else {
gi.DPrintf("WeaponClassNameToNum: Unknown Weapon class %s\n", name.c_str());
return 0;
}
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return weaponindex;
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}
str G_WeaponClassNumToName(int num)
{
if (num & WEAPON_CLASS_PISTOL) {
return "pistol";
} else if (num & WEAPON_CLASS_RIFLE) {
return "rifle";
} else if (num & WEAPON_CLASS_SMG) {
return "smg";
} else if (num & WEAPON_CLASS_MG) {
return "mg";
} else if (num & WEAPON_CLASS_GRENADE) {
return "grenade";
} else if (num & WEAPON_CLASS_HEAVY) {
return "heavy";
} else if (num & WEAPON_CLASS_CANNON) {
return "cannon";
} else if (num & WEAPON_CLASS_ITEM) {
return "item";
} else if (num & WEAPON_CLASS_ITEM1) {
return "item1";
} else if (num & WEAPON_CLASS_ITEM2) {
return "item2";
} else if (num & WEAPON_CLASS_ITEM3) {
return "item3";
} else if (num & WEAPON_CLASS_ITEM4) {
return "item4";
} else {
assert(0);
return "";
}
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}
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void G_DebugTargets
(
Entity *e,
str from
)
{
gi.DPrintf( "DEBUGTARGETS:%s ", from.c_str() );
if ( e->TargetName() && strlen( e->TargetName() ) )
{
gi.DPrintf( "Targetname=\"%s\"\n", e->TargetName().c_str() );
}
else
{
gi.DPrintf( "Targetname=\"None\"\n" );
}
if ( e->Target() && strlen( e->Target() ) )
{
gi.DPrintf( "Target=\"%s\"\n", e->Target().c_str() );
}
else
{
gi.DPrintf( "Target=\"None\"\n" );
}
}
void G_DebugDamage
(
float damage,
Entity *victim,
Entity *attacker,
Entity *inflictor
)
{
gi.DPrintf( "Victim:%s Attacker:%s Inflictor:%s Damage:%f\n", victim->getClassname(), attacker->getClassname(), inflictor->getClassname(), damage );
}
void G_FadeOut
(
float delaytime
)
{
// Fade the screen out
level.m_fade_color = Vector( 0,0,0 );
level.m_fade_alpha = 1.0f;
level.m_fade_time = delaytime;
level.m_fade_time_start = delaytime;
level.m_fade_type = fadeout;
level.m_fade_style = alphablend;
}
void G_AutoFadeIn
(
void
)
{
level.m_fade_time_start = 1;
level.m_fade_time = 1;
level.m_fade_color[0] = 0;
level.m_fade_color[1] = 0;
level.m_fade_color[2] = 0;
level.m_fade_alpha = 1;
level.m_fade_type = fadein;
level.m_fade_style = alphablend;
}
void G_ClearFade
(
void
)
{
level.m_fade_time = -1;
level.m_fade_type = fadein;
}
void G_FadeSound
(
float delaytime
)
{
float time;
// Fade the screen out
time = delaytime * 1000;
gi.SendServerCommand( 0, va("fadesound %0.2f", time) );
}
//
// restarts the game after delaytime
//
void G_PlayerDied
(
float delaytime
)
{
int i;
if ( level.died_already )
return;
level.died_already = true;
// Restart the level soon
for( i = 0; i < game.maxclients; i++ )
{
if ( g_entities[ i ].inuse )
{
if ( g_entities[ i ].entity )
{
g_entities[ i ].entity->PostEvent( EV_Player_Respawn, delaytime );
}
}
}
G_FadeOut( delaytime );
G_FadeSound( delaytime );
}
void G_MissionFailed
(
void
)
{
// Make the music system play the failure music for this level
ChangeMusic( "failure", "normal", true );
G_PlayerDied( 3 );
// tell the player they f'd up
gi.centerprintf( &g_entities[ 0 ], "@textures/menu/mission.tga" );
level.mission_failed = true;
}
void G_StartCinematic
(
void
)
{
level.cinematic = true;
gi.cvar_set( "sv_cinematic", "1" );
}
void G_StopCinematic
(
void
)
{
// clear out the skip thread
level.cinematic = false;
gi.cvar_set( "sv_cinematic", "0" );
}
void G_PrintToAllClients(const char* pszString, int iType)
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{
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if (g_protocol >= protocol_e::PROTOCOL_MOHTA_MIN) {
if (iType == 0) {
gi.SendServerCommand(-1, "print \"" HUD_MESSAGE_YELLOW "%s\"", pszString);
}
else if (iType == 1) {
gi.SendServerCommand(-1, "print \"" HUD_MESSAGE_WHITE "%s\"", pszString);
}
else if (iType == 2) {
gi.SendServerCommand(-1, "print \"" HUD_MESSAGE_CHAT_WHITE "%s\"", pszString);
}
}
else {
if (iType == 0) {
gi.SendServerCommand(-1, "print \"" HUD_MESSAGE_YELLOW "%s\n\"", pszString);
}
else {
gi.SendServerCommand(-1, "print \"" HUD_MESSAGE_WHITE "%s\n\"", pszString);
}
}
}
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void G_CenterPrintToAllClients(const char* pszString)
{
gentity_t* ent;
int i;
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for (i = 0, ent = g_entities; i < game.maxclients; ent++, i++) {
if (!ent->inuse || !ent->entity) {
continue;
}
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gi.centerprintf(ent, va("%s\n", pszString));
}
}
void SanitizeName(const char* oldName, char* newName, size_t maxLen)
{
size_t i;
size_t j;
size_t len;
const char* p;
len = strlen(oldName);
j = 0;
p = oldName;
for (i = 0; i < len && i < maxLen - 1; i++) {
if (i >= len - 1 && *p <= ' ') {
newName[j++] = '?';
}
else {
newName[j++] = *p;
}
}
newName[j] = 0;
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}
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/*
=================
G_PrintDeathMessageEmulated
Emulate the client-side behavior of printdeathmessage.
So old clients can still have the string displayed.
=================
*/
const char*
G_PrintDeathMessageEmulated(const char* s1, const char* s2, char* attackerName, const char* victimName, char type)
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{
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const char* result1, * result2;
int hudColor;
result1 = NULL;
result2 = NULL;
if (type == tolower(type)) {
hudColor = 4;
}
else {
hudColor = 5;
}
if (*s1 != 'x') {
result1 = gi.LV_ConvertString(s1);
}
if (*s2 != 'x') {
result2 = gi.LV_ConvertString(s2);
}
if (tolower(type) == 's') {
return va("%c%s %s\n", hudColor, victimName, result1);
}
else if (tolower(type) == 'p') {
if (*s2 == 'x') {
return va("%c%s %s %s\n", hudColor, victimName, result1, attackerName);
}
else {
return va("%c%s %s %s%s\n", hudColor, victimName, result1, attackerName, result2);
}
}
else if (tolower(type) == 'w') {
return va("%c%s %s\n", hudColor, victimName, result1);
}
else {
return va("%s", s1);
}
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}
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void G_PrintDeathMessage(
const char* s1, const char* s2, const char* attackerName, const char* victimName, Player* victim, const char* type
)
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{
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gentity_t* ent;
Player* pPlayer;
int i;
char attackerNameSanitized[MAX_NAME_LENGTH];
char victimNameSanitized[MAX_NAME_LENGTH];
SanitizeName(attackerName, attackerNameSanitized, MAX_NAME_LENGTH);
SanitizeName(victimName, victimNameSanitized, MAX_NAME_LENGTH);
if (g_protocol >= protocol_e::PROTOCOL_MOHTA_MIN) {
for (i = 0, ent = g_entities; i < game.maxclients; i++, ent++) {
if (!ent->inuse || !ent->entity) {
continue;
}
pPlayer = static_cast<Player*>(ent->entity);
if (pPlayer->GetTeam() == TEAM_ALLIES
|| pPlayer->GetTeam() == TEAM_AXIS && pPlayer->GetTeam() == victim->GetTeam()
|| pPlayer->GetTeam() != TEAM_ALLIES && pPlayer->GetTeam() != TEAM_AXIS
&& victim->GetTeam() == TEAM_ALLIES) {
gi.SendServerCommand(
ent - g_entities,
"printdeathmsg \"%s\"\"%s\"\"%s\"\"%s\" %c",
s1,
s2,
attackerNameSanitized,
victimNameSanitized,
*type
);
}
else {
gi.SendServerCommand(
ent - g_entities,
"printdeathmsg \"%s\"\"%s\"\"%s\"\"%s\" %c",
s1,
s2,
attackerNameSanitized,
victimNameSanitized,
toupper(*type)
);
}
}
}
else {
const char* string =
G_PrintDeathMessageEmulated(s1, s2, attackerNameSanitized, victimNameSanitized, toupper(*type));
// Fallback to the old version
G_PrintDeathMessage_Old(string);
}
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}
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void G_PrintDeathMessage_Old(const char* pszString)
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{
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gentity_t* ent;
int i;
for (i = 0, ent = g_entities; i < game.maxclients; i++, ent++) {
if (!ent->inuse || !ent->entity) {
continue;
}
gi.SendServerCommand(ent - g_entities, "print \"" HUD_MESSAGE_CHAT_RED "%s\"", pszString);
}
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}
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char *G_TimeString(float fTime)
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{
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float fTmp;
static char szTime[32];
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fTmp = fTime / 3600.0f;
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if (fTmp >= 1.0f) {
Com_sprintf(
szTime,
sizeof(szTime),
"%i:%02i:%02i",
(int)(fTmp),
(int)(fmod(fTime / 60.0f, 60.0f)),
(int)(fmod(fTime, 60.0f))
);
} else {
Com_sprintf(szTime, sizeof(szTime), "%i:%02i", (int)(fTime / 60.0f), (int)(fmod(fTime, 60.0f)));
}
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return szTime;
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}
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void G_WarnPlayer(Player* player, const char* format, ...)
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{
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char buffer[4100];
va_list va;
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va_start(va, format);
vsprintf(buffer, format, va);
va_end(va);
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gi.SendServerCommand(player->client->ps.clientNum, "print \"%s\"\n", buffer);
gi.SendServerCommand(player->client->ps.clientNum, "print \"%c%s\"", HUD_MESSAGE_YELLOW, buffer);
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}