From 18668728878ca50827d09c5c5bf92cd65b6eda1a Mon Sep 17 00:00:00 2001 From: Night Owl Date: Mon, 13 Jun 2016 18:45:25 +0500 Subject: [PATCH 01/30] Fix access to uninitialized variables. --- cl_dll/entity.cpp | 2 +- dlls/func_break.cpp | 2 +- dlls/soundent.cpp | 2 +- 3 files changed, 3 insertions(+), 3 deletions(-) diff --git a/cl_dll/entity.cpp b/cl_dll/entity.cpp index 0228e70d..8dbdd383 100644 --- a/cl_dll/entity.cpp +++ b/cl_dll/entity.cpp @@ -775,7 +775,7 @@ void DLLEXPORT HUD_TempEntUpdate ( if ( pTemp->flags & (FTENT_COLLIDEALL | FTENT_COLLIDEWORLD) ) { - vec3_t traceNormal; + vec3_t traceNormal( 0.0f, 0.0f, 0.0f ); float traceFraction = 1; if ( pTemp->flags & FTENT_COLLIDEALL ) diff --git a/dlls/func_break.cpp b/dlls/func_break.cpp index ff63ef56..e6ba74f7 100644 --- a/dlls/func_break.cpp +++ b/dlls/func_break.cpp @@ -283,7 +283,7 @@ void CBreakable::MaterialSoundRandom( edict_t *pEdict, Materials soundMaterial, void CBreakable::Precache( void ) { - const char *pGibName; + const char *pGibName = NULL; switch (m_Material) { diff --git a/dlls/soundent.cpp b/dlls/soundent.cpp index c567d7a5..ad5ef337 100644 --- a/dlls/soundent.cpp +++ b/dlls/soundent.cpp @@ -230,7 +230,7 @@ void CSoundEnt :: Initialize ( void ) int i; int iSound; - m_cLastActiveSounds; + m_cLastActiveSounds = 0; m_iFreeSound = 0; m_iActiveSound = SOUNDLIST_EMPTY; From a9796904ec385cf0c7b4d623803e75db55572748 Mon Sep 17 00:00:00 2001 From: Night Owl Date: Mon, 13 Jun 2016 18:48:17 +0500 Subject: [PATCH 02/30] Remove unused check. --- dlls/sound.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/dlls/sound.cpp b/dlls/sound.cpp index 6c5bfc90..e745b995 100644 --- a/dlls/sound.cpp +++ b/dlls/sound.cpp @@ -1176,7 +1176,7 @@ int SENTENCEG_PlayRndI(edict_t *entity, int isentenceg, name[0] = 0; ipick = USENTENCEG_Pick(isentenceg, name); - if (ipick > 0 && name) + if( ipick > 0 ) EMIT_SOUND_DYN(entity, CHAN_VOICE, name, volume, attenuation, flags, pitch); return ipick; } From 2facf77f01414a5e93e99ac0e974c538df8923e7 Mon Sep 17 00:00:00 2001 From: Night Owl Date: Mon, 13 Jun 2016 18:50:38 +0500 Subject: [PATCH 03/30] Fix buffer limit. --- cl_dll/death.cpp | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/cl_dll/death.cpp b/cl_dll/death.cpp index 97d4900e..095d48bd 100644 --- a/cl_dll/death.cpp +++ b/cl_dll/death.cpp @@ -167,8 +167,7 @@ int CHudDeathNotice :: MsgFunc_DeathMsg( const char *pszName, int iSize, void *p char killedwith[32]; strcpy( killedwith, "d_" ); - strncat( killedwith, READ_STRING(), 32 ); - + strncat( killedwith, READ_STRING(), sizeof(killedwith) - strlen(killedwith) - 1 ); gHUD.m_Spectator.DeathMessage(victim); From 3a691b21a4ae745c33d4659dcd8329f807b25fd9 Mon Sep 17 00:00:00 2001 From: Night Owl Date: Mon, 13 Jun 2016 19:29:45 +0500 Subject: [PATCH 04/30] Partially fix -Wswitch. --- dlls/agrunt.cpp | 9 ++++++--- dlls/barney.cpp | 4 +++- dlls/bullsquid.cpp | 6 +++++- dlls/controller.cpp | 11 +++++------ dlls/func_break.cpp | 17 +++++++++++++++-- dlls/hassassin.cpp | 16 +++++++++------- dlls/hgrunt.cpp | 19 +++++++++++-------- dlls/houndeye.cpp | 9 ++++----- dlls/ichthyosaur.cpp | 7 +++++-- dlls/islave.cpp | 4 +++- dlls/monsterstate.cpp | 4 ++++ dlls/scientist.cpp | 6 ++++++ dlls/squadmonster.cpp | 2 ++ dlls/turret.cpp | 2 ++ dlls/util.cpp | 12 +++++++----- 15 files changed, 87 insertions(+), 41 deletions(-) diff --git a/dlls/agrunt.cpp b/dlls/agrunt.cpp index b1022694..2b834276 100644 --- a/dlls/agrunt.cpp +++ b/dlls/agrunt.cpp @@ -1081,7 +1081,7 @@ Schedule_t *CAGrunt :: GetSchedule ( void ) { case MONSTERSTATE_COMBAT: { -// dead enemy + // dead enemy if ( HasConditions( bits_COND_ENEMY_DEAD ) ) { // call base class, all code to handle dead enemies is centralized there. @@ -1093,7 +1093,7 @@ Schedule_t *CAGrunt :: GetSchedule ( void ) return GetScheduleOfType( SCHED_WAKE_ANGRY ); } - // zap player! + // zap player! if ( HasConditions ( bits_COND_CAN_MELEE_ATTACK1 ) ) { AttackSound();// this is a total hack. Should be parto f the schedule @@ -1105,7 +1105,7 @@ Schedule_t *CAGrunt :: GetSchedule ( void ) return GetScheduleOfType( SCHED_SMALL_FLINCH ); } - // can attack + // can attack if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) && OccupySlot ( bits_SLOTS_AGRUNT_HORNET ) ) { return GetScheduleOfType ( SCHED_RANGE_ATTACK1 ); @@ -1118,6 +1118,9 @@ Schedule_t *CAGrunt :: GetSchedule ( void ) return GetScheduleOfType ( SCHED_STANDOFF ); } + break; + default: + break; } return CSquadMonster :: GetSchedule(); diff --git a/dlls/barney.cpp b/dlls/barney.cpp index 095de85d..baaf6148 100644 --- a/dlls/barney.cpp +++ b/dlls/barney.cpp @@ -702,7 +702,7 @@ Schedule_t *CBarney :: GetSchedule ( void ) { case MONSTERSTATE_COMBAT: { -// dead enemy + // dead enemy if ( HasConditions( bits_COND_ENEMY_DEAD ) ) { // call base class, all code to handle dead enemies is centralized there. @@ -756,6 +756,8 @@ Schedule_t *CBarney :: GetSchedule ( void ) // try to say something about smells TrySmellTalk(); break; + default: + break; } return CTalkMonster::GetSchedule(); diff --git a/dlls/bullsquid.cpp b/dlls/bullsquid.cpp index 4a14f247..73f432f1 100644 --- a/dlls/bullsquid.cpp +++ b/dlls/bullsquid.cpp @@ -1060,7 +1060,7 @@ Schedule_t *CBullsquid :: GetSchedule( void ) } case MONSTERSTATE_COMBAT: { -// dead enemy + // dead enemy if ( HasConditions( bits_COND_ENEMY_DEAD ) ) { // call base class, all code to handle dead enemies is centralized there. @@ -1116,6 +1116,8 @@ Schedule_t *CBullsquid :: GetSchedule( void ) break; } + default: + break; } return CBaseMonster :: GetSchedule(); @@ -1266,6 +1268,8 @@ MONSTERSTATE CBullsquid :: GetIdealState ( void ) } break; } + default: + break; } m_IdealMonsterState = CBaseMonster :: GetIdealState(); diff --git a/dlls/controller.cpp b/dlls/controller.cpp index 629714d6..39f9742b 100644 --- a/dlls/controller.cpp +++ b/dlls/controller.cpp @@ -731,12 +731,6 @@ Schedule_t *CController :: GetSchedule ( void ) { switch ( m_MonsterState ) { - case MONSTERSTATE_IDLE: - break; - - case MONSTERSTATE_ALERT: - break; - case MONSTERSTATE_COMBAT: { Vector vecTmp = Intersect( Vector( 0, 0, 0 ), Vector( 100, 4, 7 ), Vector( 2, 10, -3 ), 20.0 ); @@ -752,6 +746,11 @@ Schedule_t *CController :: GetSchedule ( void ) } } break; + case MONSTERSTATE_IDLE: + case MONSTERSTATE_ALERT: + break; + default: + break; } return CSquadMonster :: GetSchedule(); diff --git a/dlls/func_break.cpp b/dlls/func_break.cpp index e6ba74f7..0a107b43 100644 --- a/dlls/func_break.cpp +++ b/dlls/func_break.cpp @@ -338,6 +338,11 @@ void CBreakable::Precache( void ) PRECACHE_SOUND ("debris/bustceiling.wav"); break; + case matNone: + case matLastMaterial: + break; + default: + break; } MaterialSoundPrecache( m_Material ); if ( m_iszGibModel ) @@ -510,11 +515,13 @@ void CBreakable::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vec case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark6.wav", flVolume, ATTN_NORM); break; } } - break; + break; case matUnbreakableGlass: UTIL_Ricochet( ptr->vecEndPos, RANDOM_FLOAT(0.5,1.5) ); - break; + break; + default: + break; } } @@ -664,6 +671,12 @@ void CBreakable::Die( void ) case matCeilingTile: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustceiling.wav", fvol, ATTN_NORM, 0, pitch); break; + case matNone: + case matLastMaterial: + case matUnbreakableGlass: + break; + default: + break; } diff --git a/dlls/hassassin.cpp b/dlls/hassassin.cpp index e5d84182..56ceec3c 100644 --- a/dlls/hassassin.cpp +++ b/dlls/hassassin.cpp @@ -858,7 +858,7 @@ Schedule_t *CHAssassin :: GetSchedule ( void ) case MONSTERSTATE_COMBAT: { -// dead enemy + // dead enemy if ( HasConditions( bits_COND_ENEMY_DEAD ) ) { // call base class, all code to handle dead enemies is centralized there. @@ -907,21 +907,21 @@ Schedule_t *CHAssassin :: GetSchedule ( void ) m_iFrustration++; } - // jump player! + // jump player! if ( HasConditions ( bits_COND_CAN_MELEE_ATTACK1 ) ) { // ALERT( at_console, "melee attack 1\n"); return GetScheduleOfType ( SCHED_MELEE_ATTACK1 ); } - // throw grenade + // throw grenade if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK2 ) ) { // ALERT( at_console, "range attack 2\n"); return GetScheduleOfType ( SCHED_RANGE_ATTACK2 ); } - // spotted + // spotted if ( HasConditions ( bits_COND_SEE_ENEMY ) && HasConditions ( bits_COND_ENEMY_FACING_ME ) ) { // ALERT( at_console, "exposed\n"); @@ -929,7 +929,7 @@ Schedule_t *CHAssassin :: GetSchedule ( void ) return GetScheduleOfType ( SCHED_ASSASSIN_EXPOSED ); } - // can attack + // can attack if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) ) { // ALERT( at_console, "range attack 1\n"); @@ -943,7 +943,7 @@ Schedule_t *CHAssassin :: GetSchedule ( void ) return GetScheduleOfType ( SCHED_COMBAT_FACE ); } - // new enemy + // new enemy if ( HasConditions ( bits_COND_NEW_ENEMY ) ) { // ALERT( at_console, "take cover\n"); @@ -954,6 +954,8 @@ Schedule_t *CHAssassin :: GetSchedule ( void ) return GetScheduleOfType ( SCHED_ALERT_STAND ); } break; + default: + break; } return CBaseMonster :: GetSchedule(); @@ -1012,4 +1014,4 @@ Schedule_t* CHAssassin :: GetScheduleOfType ( int Type ) return CBaseMonster :: GetScheduleOfType( Type ); } -#endif \ No newline at end of file +#endif diff --git a/dlls/hgrunt.cpp b/dlls/hgrunt.cpp index e0330696..b31248db 100644 --- a/dlls/hgrunt.cpp +++ b/dlls/hgrunt.cpp @@ -2035,14 +2035,14 @@ Schedule_t *CHGrunt :: GetSchedule( void ) { case MONSTERSTATE_COMBAT: { -// dead enemy + // dead enemy if ( HasConditions( bits_COND_ENEMY_DEAD ) ) { // call base class, all code to handle dead enemies is centralized there. return CBaseMonster :: GetSchedule(); } -// new enemy + // new enemy if ( HasConditions(bits_COND_NEW_ENEMY) ) { if ( InSquad() ) @@ -2089,7 +2089,7 @@ Schedule_t *CHGrunt :: GetSchedule( void ) } } } -// no ammo + // no ammo else if ( HasConditions ( bits_COND_NO_AMMO_LOADED ) ) { //!!!KELLY - this individual just realized he's out of bullet ammo. @@ -2098,7 +2098,7 @@ Schedule_t *CHGrunt :: GetSchedule( void ) return GetScheduleOfType ( SCHED_GRUNT_COVER_AND_RELOAD ); } -// damaged just a little + // damaged just a little else if ( HasConditions( bits_COND_LIGHT_DAMAGE ) ) { // if hurt: @@ -2124,19 +2124,19 @@ Schedule_t *CHGrunt :: GetSchedule( void ) return GetScheduleOfType( SCHED_SMALL_FLINCH ); } } -// can kick + // can kick else if ( HasConditions ( bits_COND_CAN_MELEE_ATTACK1 ) ) { return GetScheduleOfType ( SCHED_MELEE_ATTACK1 ); } -// can grenade launch + // can grenade launch else if ( FBitSet( pev->weapons, HGRUNT_GRENADELAUNCHER) && HasConditions ( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) ) { // shoot a grenade if you can return GetScheduleOfType( SCHED_RANGE_ATTACK2 ); } -// can shoot + // can shoot else if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) ) { if ( InSquad() ) @@ -2167,7 +2167,7 @@ Schedule_t *CHGrunt :: GetSchedule( void ) return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY ); } } -// can't see enemy + // can't see enemy else if ( HasConditions( bits_COND_ENEMY_OCCLUDED ) ) { if ( HasConditions( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) ) @@ -2212,6 +2212,9 @@ Schedule_t *CHGrunt :: GetSchedule( void ) return GetScheduleOfType ( SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE ); } } + break; + default: + break; } // no special cases here, call the base class diff --git a/dlls/houndeye.cpp b/dlls/houndeye.cpp index aa99cc68..182d3df1 100644 --- a/dlls/houndeye.cpp +++ b/dlls/houndeye.cpp @@ -219,14 +219,11 @@ void CHoundeye :: SetYawSpeed ( void ) ys = 60; break; case ACT_WALK: - ys = 90; - break; case ACT_RUN: - ys = 90; - break; case ACT_TURN_LEFT: case ACT_TURN_RIGHT: - ys = 90; + break; + default: break; } @@ -1298,6 +1295,8 @@ Schedule_t *CHoundeye :: GetSchedule( void ) } break; } + default: + break; } return CSquadMonster :: GetSchedule(); diff --git a/dlls/ichthyosaur.cpp b/dlls/ichthyosaur.cpp index 281dfd00..b10227da 100644 --- a/dlls/ichthyosaur.cpp +++ b/dlls/ichthyosaur.cpp @@ -534,11 +534,11 @@ Schedule_t* CIchthyosaur::GetSchedule() case MONSTERSTATE_IDLE: m_flightSpeed = 80; return GetScheduleOfType( SCHED_IDLE_WALK ); - + break; case MONSTERSTATE_ALERT: m_flightSpeed = 150; return GetScheduleOfType( SCHED_IDLE_WALK ); - + break; case MONSTERSTATE_COMBAT: m_flMaxSpeed = 400; // eat them @@ -561,6 +561,9 @@ Schedule_t* CIchthyosaur::GetSchedule() } return GetScheduleOfType( SCHED_STANDOFF ); + break; + default: + break; } return CFlyingMonster :: GetSchedule(); diff --git a/dlls/islave.cpp b/dlls/islave.cpp index 9c3964e3..d4ad75b4 100644 --- a/dlls/islave.cpp +++ b/dlls/islave.cpp @@ -668,7 +668,7 @@ Schedule_t *CISlave :: GetSchedule( void ) switch (m_MonsterState) { case MONSTERSTATE_COMBAT: -// dead enemy + // dead enemy if ( HasConditions( bits_COND_ENEMY_DEAD ) ) { // call base class, all code to handle dead enemies is centralized there. @@ -692,6 +692,8 @@ Schedule_t *CISlave :: GetSchedule( void ) } } break; + default: + break; } return CSquadMonster::GetSchedule( ); } diff --git a/dlls/monsterstate.cpp b/dlls/monsterstate.cpp index 14518e1c..3c1620aa 100644 --- a/dlls/monsterstate.cpp +++ b/dlls/monsterstate.cpp @@ -50,6 +50,8 @@ void CBaseMonster :: SetState ( MONSTERSTATE State ) ALERT ( at_aiconsole, "Stripped\n" ); } break; + default: + break; } m_MonsterState = State; @@ -227,6 +229,8 @@ MONSTERSTATE CBaseMonster :: GetIdealState ( void ) case MONSTERSTATE_DEAD: m_IdealMonsterState = MONSTERSTATE_DEAD; break; + default: + break; } return m_IdealMonsterState; diff --git a/dlls/scientist.cpp b/dlls/scientist.cpp index b021b1d7..0b7c6eac 100644 --- a/dlls/scientist.cpp +++ b/dlls/scientist.cpp @@ -617,6 +617,8 @@ void CScientist :: SetYawSpeed ( void ) case ACT_TURN_RIGHT: ys = 120; break; + default: + break; } pev->yaw_speed = ys; @@ -996,6 +998,8 @@ Schedule_t *CScientist :: GetSchedule ( void ) return slScientistCover; // Run & Cower break; + default: + break; } return CTalkMonster::GetSchedule(); @@ -1058,6 +1062,8 @@ MONSTERSTATE CScientist :: GetIdealState ( void ) } } break; + default: + break; } return CTalkMonster::GetIdealState(); diff --git a/dlls/squadmonster.cpp b/dlls/squadmonster.cpp index 993e877c..c2d85351 100644 --- a/dlls/squadmonster.cpp +++ b/dlls/squadmonster.cpp @@ -533,6 +533,8 @@ MONSTERSTATE CSquadMonster :: GetIdealState ( void ) SquadMakeEnemy ( m_hEnemy ); } break; + default: + break; } return CBaseMonster :: GetIdealState(); diff --git a/dlls/turret.cpp b/dlls/turret.cpp index 10a0c839..f940cbb1 100644 --- a/dlls/turret.cpp +++ b/dlls/turret.cpp @@ -813,6 +813,8 @@ void CBaseTurret::SetTurretAnim(TURRET_ANIM anim) case TURRET_ANIM_DIE: pev->framerate = 1.0; break; + default: + break; } //ALERT(at_console, "Turret anim #%d\n", anim); } diff --git a/dlls/util.cpp b/dlls/util.cpp index 5f25f79f..8391d944 100644 --- a/dlls/util.cpp +++ b/dlls/util.cpp @@ -2098,19 +2098,21 @@ int CSave :: WriteFields( const char *pname, void *pBaseData, TYPEDESCRIPTION *p { case FIELD_EVARS: entityArray[j] = EntityIndex( ((entvars_t **)pOutputData)[j] ); - break; + break; case FIELD_CLASSPTR: entityArray[j] = EntityIndex( ((CBaseEntity **)pOutputData)[j] ); - break; + break; case FIELD_EDICT: entityArray[j] = EntityIndex( ((edict_t **)pOutputData)[j] ); - break; + break; case FIELD_ENTITY: entityArray[j] = EntityIndex( ((EOFFSET *)pOutputData)[j] ); - break; + break; case FIELD_EHANDLE: entityArray[j] = EntityIndex( (CBaseEntity *)(((EHANDLE *)pOutputData)[j]) ); - break; + break; + default: + break; } } WriteInt( pTest->fieldName, entityArray, pTest->fieldSize ); From 1aac42f5041ae166a21a8d13bb327963b782cd85 Mon Sep 17 00:00:00 2001 From: Night Owl Date: Sat, 25 Jun 2016 21:33:39 +0500 Subject: [PATCH 05/30] Remove extra commas and semicolons. Format. --- cl_dll/ammo.cpp | 42 ++-- cl_dll/ammo_secondary.cpp | 4 +- cl_dll/ammohistory.h | 2 +- cl_dll/battery.cpp | 6 +- cl_dll/death.cpp | 2 +- cl_dll/ev_hldm.cpp | 8 +- cl_dll/ev_hldm.h | 6 +- cl_dll/flashlight.cpp | 6 +- cl_dll/geiger.cpp | 4 +- cl_dll/hud.h | 12 +- cl_dll/input.cpp | 6 +- cl_dll/menu.cpp | 4 +- cl_dll/message.cpp | 4 +- common/const.h | 6 +- common/triangleapi.h | 4 +- dlls/activity.h | 2 +- dlls/aflock.cpp | 14 +- dlls/agrunt.cpp | 17 +- dlls/airtank.cpp | 8 +- dlls/animating.cpp | 8 +- dlls/animation.cpp | 17 +- dlls/apache.cpp | 39 +--- dlls/barnacle.cpp | 22 +- dlls/barney.cpp | 39 +--- dlls/basemonster.h | 15 +- dlls/bigmomma.cpp | 76 ++---- dlls/bloater.cpp | 17 +- dlls/bmodels.cpp | 70 ++---- dlls/bullsquid.cpp | 25 +- dlls/buttons.cpp | 64 ++--- dlls/cbase.cpp | 51 ++-- dlls/controller.cpp | 82 +------ dlls/crossbow.cpp | 4 +- dlls/crowbar.cpp | 4 +- dlls/decals.h | 5 +- dlls/doors.cpp | 84 +++---- dlls/effects.cpp | 146 +++--------- dlls/egon.cpp | 18 +- dlls/explode.cpp | 8 +- dlls/flyingmonster.cpp | 17 +- dlls/flyingmonster.h | 8 +- dlls/func_break.cpp | 92 +++----- dlls/func_tank.cpp | 62 ++--- dlls/gamerules.h | 109 ++++----- dlls/gargantua.cpp | 69 ++---- dlls/gauss.cpp | 23 +- dlls/genericmonster.cpp | 3 +- dlls/ggrenade.cpp | 16 +- dlls/glock.cpp | 36 +-- dlls/gman.cpp | 9 +- dlls/h_battery.cpp | 7 +- dlls/h_cine.cpp | 31 ++- dlls/h_cycler.cpp | 47 +--- dlls/handgrenade.cpp | 14 +- dlls/hassassin.cpp | 39 +--- dlls/headcrab.cpp | 26 +-- dlls/healthkit.cpp | 23 +- dlls/hgrunt.cpp | 87 +++---- dlls/hornet.cpp | 30 +-- dlls/hornetgun.cpp | 24 +- dlls/houndeye.cpp | 35 ++- dlls/ichthyosaur.cpp | 63 ++--- dlls/islave.cpp | 69 ++---- dlls/items.cpp | 24 +- dlls/items.h | 1 - dlls/leech.cpp | 48 +--- dlls/lights.cpp | 17 +- dlls/maprules.cpp | 79 ++----- dlls/maprules.h | 5 +- dlls/monsterevent.h | 3 +- dlls/monstermaker.cpp | 31 ++- dlls/monsters.cpp | 211 ++++++----------- dlls/monsters.h | 10 +- dlls/monsterstate.cpp | 7 +- dlls/mortar.cpp | 19 +- dlls/mp5.cpp | 50 +--- dlls/mpstubb.cpp | 10 +- dlls/multiplay_gamerules.cpp | 49 ++-- dlls/nihilanth.cpp | 96 ++------ dlls/nodes.cpp | 379 +++++++++++++++--------------- dlls/nodes.h | 6 +- dlls/osprey.cpp | 31 +-- dlls/pathcorner.cpp | 28 +-- dlls/physcallback.h | 2 +- dlls/plane.cpp | 3 +- dlls/plats.cpp | 223 ++++++------------ dlls/player.cpp | 428 ++++++++++++---------------------- dlls/player.h | 43 ++-- dlls/playermonster.cpp | 7 +- dlls/prop.cpp | 34 +-- dlls/python.cpp | 19 +- dlls/rat.cpp | 5 +- dlls/rpg.cpp | 26 +-- dlls/satchel.cpp | 23 +- dlls/saverestore.h | 4 +- dlls/schedule.cpp | 66 +++--- dlls/schedule.h | 11 +- dlls/scientist.cpp | 101 +++----- dlls/scripted.cpp | 120 +++------- dlls/scripted.h | 8 +- dlls/scriptevent.h | 2 +- dlls/shotgun.cpp | 19 +- dlls/singleplay_gamerules.cpp | 3 +- dlls/skill.cpp | 5 +- dlls/skill.h | 16 +- dlls/sound.cpp | 212 +++++++---------- dlls/soundent.cpp | 11 +- dlls/soundent.h | 6 +- dlls/spectator.cpp | 9 +- dlls/squad.h | 5 +- dlls/squadmonster.cpp | 29 +-- dlls/squadmonster.h | 2 - dlls/squeakgrenade.cpp | 36 +-- dlls/stats.cpp | 6 +- dlls/subs.cpp | 71 +++--- dlls/talkmonster.cpp | 90 ++----- dlls/talkmonster.h | 15 +- dlls/teamplay_gamerules.cpp | 23 +- dlls/tempmonster.cpp | 5 +- dlls/tentacle.cpp | 73 +----- dlls/trains.h | 5 +- dlls/triggers.cpp | 313 ++++++++++--------------- dlls/tripmine.cpp | 40 +--- dlls/turret.cpp | 88 +++---- dlls/util.cpp | 261 ++++++--------------- dlls/util.h | 67 ++++-- dlls/vector.h | 9 +- dlls/weapons.cpp | 127 ++++------ dlls/weapons.h | 62 ++--- dlls/world.cpp | 116 ++++----- dlls/xen.cpp | 83 ++----- dlls/zombie.cpp | 34 +-- engine/custom.h | 4 +- engine/customentity.h | 4 +- engine/eiface.h | 6 +- 135 files changed, 1955 insertions(+), 4019 deletions(-) diff --git a/cl_dll/ammo.cpp b/cl_dll/ammo.cpp index d748176e..d55a9f5e 100644 --- a/cl_dll/ammo.cpp +++ b/cl_dll/ammo.cpp @@ -230,27 +230,27 @@ int giBucketHeight, giBucketWidth, giABHeight, giABWidth; // Ammo Bar width and HSPRITE ghsprBuckets; // Sprite for top row of weapons menu -DECLARE_MESSAGE(m_Ammo, CurWeapon ); // Current weapon and clip -DECLARE_MESSAGE(m_Ammo, WeaponList); // new weapon type -DECLARE_MESSAGE(m_Ammo, AmmoX); // update known ammo type's count -DECLARE_MESSAGE(m_Ammo, AmmoPickup); // flashes an ammo pickup record -DECLARE_MESSAGE(m_Ammo, WeapPickup); // flashes a weapon pickup record -DECLARE_MESSAGE(m_Ammo, HideWeapon); // hides the weapon, ammo, and crosshair displays temporarily -DECLARE_MESSAGE(m_Ammo, ItemPickup); +DECLARE_MESSAGE(m_Ammo, CurWeapon ) // Current weapon and clip +DECLARE_MESSAGE(m_Ammo, WeaponList) // new weapon type +DECLARE_MESSAGE(m_Ammo, AmmoX) // update known ammo type's count +DECLARE_MESSAGE(m_Ammo, AmmoPickup) // flashes an ammo pickup record +DECLARE_MESSAGE(m_Ammo, WeapPickup) // flashes a weapon pickup record +DECLARE_MESSAGE(m_Ammo, HideWeapon) // hides the weapon, ammo, and crosshair displays temporarily +DECLARE_MESSAGE(m_Ammo, ItemPickup) -DECLARE_COMMAND(m_Ammo, Slot1); -DECLARE_COMMAND(m_Ammo, Slot2); -DECLARE_COMMAND(m_Ammo, Slot3); -DECLARE_COMMAND(m_Ammo, Slot4); -DECLARE_COMMAND(m_Ammo, Slot5); -DECLARE_COMMAND(m_Ammo, Slot6); -DECLARE_COMMAND(m_Ammo, Slot7); -DECLARE_COMMAND(m_Ammo, Slot8); -DECLARE_COMMAND(m_Ammo, Slot9); -DECLARE_COMMAND(m_Ammo, Slot10); -DECLARE_COMMAND(m_Ammo, Close); -DECLARE_COMMAND(m_Ammo, NextWeapon); -DECLARE_COMMAND(m_Ammo, PrevWeapon); +DECLARE_COMMAND(m_Ammo, Slot1) +DECLARE_COMMAND(m_Ammo, Slot2) +DECLARE_COMMAND(m_Ammo, Slot3) +DECLARE_COMMAND(m_Ammo, Slot4) +DECLARE_COMMAND(m_Ammo, Slot5) +DECLARE_COMMAND(m_Ammo, Slot6) +DECLARE_COMMAND(m_Ammo, Slot7) +DECLARE_COMMAND(m_Ammo, Slot8) +DECLARE_COMMAND(m_Ammo, Slot9) +DECLARE_COMMAND(m_Ammo, Slot10) +DECLARE_COMMAND(m_Ammo, Close) +DECLARE_COMMAND(m_Ammo, NextWeapon) +DECLARE_COMMAND(m_Ammo, PrevWeapon) // width of ammo fonts #define AMMO_SMALL_WIDTH 10 @@ -295,7 +295,7 @@ int CHudAmmo::Init(void) gHR.Init(); return 1; -}; +} void CHudAmmo::Reset(void) { diff --git a/cl_dll/ammo_secondary.cpp b/cl_dll/ammo_secondary.cpp index e2a2f591..8038c216 100644 --- a/cl_dll/ammo_secondary.cpp +++ b/cl_dll/ammo_secondary.cpp @@ -24,8 +24,8 @@ #include #include "parsemsg.h" -DECLARE_MESSAGE( m_AmmoSecondary, SecAmmoVal ); -DECLARE_MESSAGE( m_AmmoSecondary, SecAmmoIcon ); +DECLARE_MESSAGE( m_AmmoSecondary, SecAmmoVal ) +DECLARE_MESSAGE( m_AmmoSecondary, SecAmmoIcon ) int CHudAmmoSecondary :: Init( void ) { diff --git a/cl_dll/ammohistory.h b/cl_dll/ammohistory.h index 48eeafca..3d7d5947 100644 --- a/cl_dll/ammohistory.h +++ b/cl_dll/ammohistory.h @@ -100,7 +100,7 @@ enum { HISTSLOT_EMPTY, HISTSLOT_AMMO, HISTSLOT_WEAP, - HISTSLOT_ITEM, + HISTSLOT_ITEM }; class HistoryResource diff --git a/cl_dll/battery.cpp b/cl_dll/battery.cpp index dc9a3fbe..4d08892d 100644 --- a/cl_dll/battery.cpp +++ b/cl_dll/battery.cpp @@ -38,7 +38,7 @@ int CHudBattery::Init(void) gHUD.AddHudElem(this); return 1; -}; +} int CHudBattery::VidInit(void) @@ -52,7 +52,7 @@ int CHudBattery::VidInit(void) m_iHeight = m_prc2->bottom - m_prc1->top; m_fFade = 0; return 1; -}; +} int CHudBattery:: MsgFunc_Battery(const char *pszName, int iSize, void *pbuf ) { @@ -135,4 +135,4 @@ int CHudBattery::Draw(float flTime) x = gHUD.DrawHudNumber(x, y, DHN_3DIGITS | DHN_DRAWZERO, m_iBat, r, g, b); return 1; -} \ No newline at end of file +} diff --git a/cl_dll/death.cpp b/cl_dll/death.cpp index 095d48bd..70c0393f 100644 --- a/cl_dll/death.cpp +++ b/cl_dll/death.cpp @@ -22,7 +22,7 @@ #include #include -DECLARE_MESSAGE( m_DeathNotice, DeathMsg ); +DECLARE_MESSAGE( m_DeathNotice, DeathMsg ) struct DeathNoticeItem { char szKiller[MAX_PLAYER_NAME_LENGTH*2]; diff --git a/cl_dll/ev_hldm.cpp b/cl_dll/ev_hldm.cpp index 5a4162fb..bd20da95 100644 --- a/cl_dll/ev_hldm.cpp +++ b/cl_dll/ev_hldm.cpp @@ -1181,7 +1181,7 @@ enum crossbow_e { CROSSBOW_DRAW1, // full CROSSBOW_DRAW2, // empty CROSSBOW_HOLSTER1, // full - CROSSBOW_HOLSTER2, // empty + CROSSBOW_HOLSTER2 // empty }; //===================== @@ -1322,7 +1322,7 @@ enum rpg_e { RPG_HOLSTER2, // unloaded RPG_DRAW_UL, // unloaded RPG_IDLE_UL, // unloaded idle - RPG_FIDGET_UL, // unloaded fidget + RPG_FIDGET_UL // unloaded fidget }; void EV_FireRpg( event_args_t *args ) @@ -1552,7 +1552,7 @@ enum tripmine_e { TRIPMINE_HOLSTER, TRIPMINE_DRAW, TRIPMINE_WORLD, - TRIPMINE_GROUND, + TRIPMINE_GROUND }; //We only check if it's possible to put a trip mine @@ -1697,4 +1697,4 @@ void EV_TrainPitchAdjust( event_args_t *args ) int EV_TFC_IsAllyTeam( int iTeam1, int iTeam2 ) { return 0; -} \ No newline at end of file +} diff --git a/cl_dll/ev_hldm.h b/cl_dll/ev_hldm.h index 5fd90c1a..57c99216 100644 --- a/cl_dll/ev_hldm.h +++ b/cl_dll/ev_hldm.h @@ -20,7 +20,7 @@ typedef enum BULLET_MONSTER_9MM, BULLET_MONSTER_MP5, - BULLET_MONSTER_12MM, + BULLET_MONSTER_12MM } Bullet; enum glock_e { @@ -58,7 +58,7 @@ enum mp5_e MP5_DEPLOY, MP5_FIRE1, MP5_FIRE2, - MP5_FIRE3, + MP5_FIRE3 }; enum python_e { @@ -92,4 +92,4 @@ void EV_HLDM_DecalGunshot( pmtrace_t *pTrace, int iBulletType ); int EV_HLDM_CheckTracer( int idx, float *vecSrc, float *end, float *forward, float *right, int iBulletType, int iTracerFreq, int *tracerCount ); void EV_HLDM_FireBullets( int idx, float *forward, float *right, float *up, int cShots, float *vecSrc, float *vecDirShooting, float flDistance, int iBulletType, int iTracerFreq, int *tracerCount, float flSpreadX, float flSpreadY ); -#endif // EV_HLDMH \ No newline at end of file +#endif // EV_HLDMH diff --git a/cl_dll/flashlight.cpp b/cl_dll/flashlight.cpp index 23b0691e..ac011a5c 100644 --- a/cl_dll/flashlight.cpp +++ b/cl_dll/flashlight.cpp @@ -45,7 +45,7 @@ int CHudFlashlight::Init(void) gHUD.AddHudElem(this); return 1; -}; +} void CHudFlashlight::Reset(void) { @@ -68,7 +68,7 @@ int CHudFlashlight::VidInit(void) m_iWidth = m_prc2->right - m_prc2->left; return 1; -}; +} int CHudFlashlight:: MsgFunc_FlashBat(const char *pszName, int iSize, void *pbuf ) { @@ -155,4 +155,4 @@ int CHudFlashlight::Draw(float flTime) return 1; -} \ No newline at end of file +} diff --git a/cl_dll/geiger.cpp b/cl_dll/geiger.cpp index 71f97923..4e5e5991 100644 --- a/cl_dll/geiger.cpp +++ b/cl_dll/geiger.cpp @@ -40,12 +40,12 @@ int CHudGeiger::Init(void) srand( (unsigned)time( NULL ) ); return 1; -}; +} int CHudGeiger::VidInit(void) { return 1; -}; +} int CHudGeiger::MsgFunc_Geiger(const char *pszName, int iSize, void *pbuf) { diff --git a/cl_dll/hud.h b/cl_dll/hud.h index aa535d80..73423c0d 100644 --- a/cl_dll/hud.h +++ b/cl_dll/hud.h @@ -44,7 +44,7 @@ enum { MAX_PLAYERS = 64, MAX_TEAMS = 64, - MAX_TEAM_NAME = 16, + MAX_TEAM_NAME = 16 }; typedef struct { @@ -277,7 +277,7 @@ protected: enum { MAX_STATUSTEXT_LENGTH = 128, MAX_STATUSBAR_VALUES = 8, - MAX_STATUSBAR_LINES = 2, + MAX_STATUSBAR_LINES = 2 }; char m_szStatusText[MAX_STATUSBAR_LINES][MAX_STATUSTEXT_LENGTH]; // a text string describing how the status bar is to be drawn @@ -547,9 +547,8 @@ public: enum { MAX_ICONSPRITENAME_LENGTH = MAX_SPRITE_NAME_LENGTH, - MAX_ICONSPRITES = 4, + MAX_ICONSPRITES = 4 }; - //had to make these public so CHud could access them (to enable concussion icon) //could use a friend declaration instead... @@ -574,8 +573,6 @@ private: //----------------------------------------------------- // - - class CHud { private: @@ -631,7 +628,6 @@ public: { return m_rgrcRects[index]; } - int GetSpriteIndex( const char *SpriteName ); // gets a sprite index, for use in the m_rghSprites[] array @@ -653,7 +649,6 @@ public: CHudScoreboard m_Scoreboard; CHudMOTD m_MOTD; - void Init( void ); void VidInit( void ); void Think(void); @@ -691,7 +686,6 @@ public: }; - extern CHud gHUD; extern int g_iPlayerClass; diff --git a/cl_dll/input.cpp b/cl_dll/input.cpp index c6cd841c..8c2a6a3b 100644 --- a/cl_dll/input.cpp +++ b/cl_dll/input.cpp @@ -27,8 +27,6 @@ extern "C" #include #include - - extern "C" { struct kbutton_s DLLEXPORT *KB_Find( const char *name ); @@ -381,8 +379,8 @@ int DLLEXPORT HUD_Key_Event( int down, int keynum, const char *pszCurrentBinding return 1; } -void IN_BreakDown( void ) { KeyDown( &in_break );}; -void IN_BreakUp( void ) { KeyUp( &in_break ); }; +void IN_BreakDown( void ) { KeyDown( &in_break ); } +void IN_BreakUp( void ) { KeyUp( &in_break ); } void IN_KLookDown (void) {KeyDown(&in_klook);} void IN_KLookUp (void) {KeyUp(&in_klook);} void IN_JLookDown (void) {KeyDown(&in_jlook);} diff --git a/cl_dll/menu.cpp b/cl_dll/menu.cpp index e46cf06d..2ed362fb 100644 --- a/cl_dll/menu.cpp +++ b/cl_dll/menu.cpp @@ -20,18 +20,16 @@ #include "hud.h" #include "cl_util.h" #include "parsemsg.h" - #include #include - #define MAX_MENU_STRING 512 char g_szMenuString[MAX_MENU_STRING]; char g_szPrelocalisedMenuString[MAX_MENU_STRING]; int KB_ConvertString( char *in, char **ppout ); -DECLARE_MESSAGE( m_Menu, ShowMenu ); +DECLARE_MESSAGE( m_Menu, ShowMenu ) int CHudMenu :: Init( void ) { diff --git a/cl_dll/message.cpp b/cl_dll/message.cpp index c9b71aa5..bb93bb5a 100644 --- a/cl_dll/message.cpp +++ b/cl_dll/message.cpp @@ -42,7 +42,7 @@ int CHudMessage::Init(void) Reset(); return 1; -}; +} int CHudMessage::VidInit( void ) { @@ -50,7 +50,7 @@ int CHudMessage::VidInit( void ) m_HUD_title_life = gHUD.GetSpriteIndex( "title_life" ); return 1; -}; +} void CHudMessage::Reset( void ) diff --git a/common/const.h b/common/const.h index 28a31a3f..b885e44e 100644 --- a/common/const.h +++ b/common/const.h @@ -699,7 +699,7 @@ enum kRenderGlow, // src*a+dest -- No Z buffer checks kRenderTransAlpha, // src*srca+dest*(1-srca) kRenderTransAdd, // src*a+dest - kRenderWorldGlow, // Same as kRenderGlow but not fixed size in screen space + kRenderWorldGlow // Same as kRenderGlow but not fixed size in screen space }; enum @@ -724,7 +724,7 @@ enum kRenderFxDeadPlayer, // kRenderAmt is the player index kRenderFxExplode, // Scale up really big! kRenderFxGlowShell, // Glowing Shell - kRenderFxClampMinScale, // Keep this sprite from getting very small (SPRITES only!) + kRenderFxClampMinScale // Keep this sprite from getting very small (SPRITES only!) }; typedef unsigned int func_t; @@ -777,4 +777,4 @@ typedef struct int hitgroup; // 0 == generic, non zero is specific body part } trace_t; -#endif//CONST_H \ No newline at end of file +#endif//CONST_H diff --git a/common/triangleapi.h b/common/triangleapi.h index f83c7ff0..f2e9a309 100644 --- a/common/triangleapi.h +++ b/common/triangleapi.h @@ -19,7 +19,7 @@ typedef enum { TRI_FRONT = 0, - TRI_NONE = 1, + TRI_NONE = 1 } TRICULLSTYLE; #define TRI_API_VERSION 1 @@ -59,4 +59,4 @@ typedef struct triangleapi_s void (*FogParams)( float flDensity, int iFogSkybox ); } triangleapi_t; -#endif//TRIANGLEAPI_H \ No newline at end of file +#endif//TRIANGLEAPI_H diff --git a/dlls/activity.h b/dlls/activity.h index 6fd3a188..b467e5c7 100644 --- a/dlls/activity.h +++ b/dlls/activity.h @@ -94,7 +94,7 @@ typedef enum { ACT_FLINCH_LEFTARM, ACT_FLINCH_RIGHTARM, ACT_FLINCH_LEFTLEG, - ACT_FLINCH_RIGHTLEG, + ACT_FLINCH_RIGHTLEG } Activity; diff --git a/dlls/aflock.cpp b/dlls/aflock.cpp index 24532eeb..9bf03d5e 100644 --- a/dlls/aflock.cpp +++ b/dlls/aflock.cpp @@ -55,7 +55,7 @@ TYPEDESCRIPTION CFlockingFlyerFlock::m_SaveData[] = DEFINE_FIELD( CFlockingFlyerFlock, m_flFlockRadius, FIELD_FLOAT ), }; -IMPLEMENT_SAVERESTORE( CFlockingFlyerFlock, CBaseMonster ); +IMPLEMENT_SAVERESTORE( CFlockingFlyerFlock, CBaseMonster ) //========================================================= //========================================================= @@ -106,8 +106,9 @@ public: float m_flAlertTime; float m_flFlockNextSoundTime; }; -LINK_ENTITY_TO_CLASS( monster_flyer, CFlockingFlyer ); -LINK_ENTITY_TO_CLASS( monster_flyer_flock, CFlockingFlyerFlock ); + +LINK_ENTITY_TO_CLASS( monster_flyer, CFlockingFlyer ) +LINK_ENTITY_TO_CLASS( monster_flyer_flock, CFlockingFlyerFlock ) TYPEDESCRIPTION CFlockingFlyer::m_SaveData[] = { @@ -125,7 +126,7 @@ TYPEDESCRIPTION CFlockingFlyer::m_SaveData[] = // DEFINE_FIELD( CFlockingFlyer, m_flFlockNextSoundTime, FIELD_TIME ), // don't need to save }; -IMPLEMENT_SAVERESTORE( CFlockingFlyer, CBaseMonster ); +IMPLEMENT_SAVERESTORE( CFlockingFlyer, CBaseMonster ) //========================================================= //========================================================= @@ -163,7 +164,6 @@ void CFlockingFlyerFlock :: Precache( ) PrecacheFlockSounds(); } - void CFlockingFlyerFlock :: PrecacheFlockSounds( void ) { PRECACHE_SOUND("boid/boid_alert1.wav" ); @@ -549,7 +549,6 @@ BOOL CFlockingFlyer :: FPathBlocked( ) return fBlocked; } - //========================================================= // Leader boids use this think every tenth //========================================================= @@ -785,7 +784,6 @@ void CFlockingFlyer :: FlockFollowerThink( void ) // if we make it this far, boids path is CLEAR! m_fCourseAdjust = FALSE; */ - //========================================================= // @@ -813,6 +811,7 @@ void CFlockingFlyer :: SquadAdd( CFlockingFlyer *pAdd ) m_pSquadNext = pAdd; pAdd->m_pSquadLeader = this; } + //========================================================= // // SquadRemove(), remove pRemove from my squad. @@ -872,6 +871,7 @@ void CFlockingFlyer :: SquadRemove( CFlockingFlyer *pRemove ) else SquadDisband(); } + //========================================================= // // SquadCount(), return the number of members of this squad diff --git a/dlls/agrunt.cpp b/dlls/agrunt.cpp index 2b834276..2612dc47 100644 --- a/dlls/agrunt.cpp +++ b/dlls/agrunt.cpp @@ -32,7 +32,7 @@ enum { SCHED_AGRUNT_SUPPRESS = LAST_COMMON_SCHEDULE + 1, - SCHED_AGRUNT_THREAT_DISPLAY, + SCHED_AGRUNT_THREAT_DISPLAY }; //========================================================= @@ -41,7 +41,7 @@ enum enum { TASK_AGRUNT_SETUP_HIDE_ATTACK = LAST_COMMON_TASK + 1, - TASK_AGRUNT_GET_PATH_TO_ENEMY_CORPSE, + TASK_AGRUNT_GET_PATH_TO_ENEMY_CORPSE }; int iAgruntMuzzleFlash; @@ -98,7 +98,7 @@ public: int IRelationship( CBaseEntity *pTarget ); void StopTalking ( void ); BOOL ShouldSpeak( void ); - CUSTOM_SCHEDULES; + CUSTOM_SCHEDULES virtual int Save( CSave &save ); virtual int Restore( CRestore &restore ); @@ -122,7 +122,8 @@ public: float m_flNextWordTime; int m_iLastWord; }; -LINK_ENTITY_TO_CLASS( monster_alien_grunt, CAGrunt ); + +LINK_ENTITY_TO_CLASS( monster_alien_grunt, CAGrunt ) TYPEDESCRIPTION CAGrunt::m_SaveData[] = { @@ -134,7 +135,7 @@ TYPEDESCRIPTION CAGrunt::m_SaveData[] = DEFINE_FIELD( CAGrunt, m_iLastWord, FIELD_INTEGER ), }; -IMPLEMENT_SAVERESTORE( CAGrunt, CSquadMonster ); +IMPLEMENT_SAVERESTORE( CAGrunt, CSquadMonster ) const char *CAGrunt::pAttackHitSounds[] = { @@ -627,7 +628,6 @@ void CAGrunt :: Precache() for ( i = 0; i < ARRAYSIZE( pAlertSounds ); i++ ) PRECACHE_SOUND((char *)pAlertSounds[i]); - PRECACHE_SOUND( "hassault/hw_shoot1.wav" ); iAgruntMuzzleFlash = PRECACHE_MODEL( "sprites/muz4.spr" ); @@ -757,7 +757,6 @@ Schedule_t slAGruntRangeAttack1[] = }, }; - Task_t tlAGruntHiddenRangeAttack1[] = { { TASK_SET_FAIL_SCHEDULE, (float)SCHED_STANDOFF }, @@ -884,7 +883,7 @@ DEFINE_CUSTOM_SCHEDULES( CAGrunt ) slAGruntThreatDisplay, }; -IMPLEMENT_CUSTOM_SCHEDULES( CAGrunt, CSquadMonster ); +IMPLEMENT_CUSTOM_SCHEDULES( CAGrunt, CSquadMonster ) //========================================================= // FCanCheckAttacks - this is overridden for alien grunts @@ -1130,7 +1129,7 @@ Schedule_t *CAGrunt :: GetSchedule ( void ) //========================================================= Schedule_t* CAGrunt :: GetScheduleOfType ( int Type ) { - switch ( Type ) + switch( Type ) { case SCHED_TAKE_COVER_FROM_ENEMY: return &slAGruntTakeCoverFromEnemy[ 0 ]; diff --git a/dlls/airtank.cpp b/dlls/airtank.cpp index 9a914021..ddfe51e9 100644 --- a/dlls/airtank.cpp +++ b/dlls/airtank.cpp @@ -37,15 +37,14 @@ class CAirtank : public CGrenade int m_state; }; +LINK_ENTITY_TO_CLASS( item_airtank, CAirtank ) -LINK_ENTITY_TO_CLASS( item_airtank, CAirtank ); TYPEDESCRIPTION CAirtank::m_SaveData[] = { DEFINE_FIELD( CAirtank, m_state, FIELD_INTEGER ), }; -IMPLEMENT_SAVERESTORE( CAirtank, CGrenade ); - +IMPLEMENT_SAVERESTORE( CAirtank, CGrenade ) void CAirtank :: Spawn( void ) { @@ -74,7 +73,6 @@ void CAirtank::Precache( void ) PRECACHE_SOUND("doors/aliendoor3.wav"); } - void CAirtank :: Killed( entvars_t *pevAttacker, int iGib ) { pev->owner = ENT( pevAttacker ); @@ -84,7 +82,6 @@ void CAirtank :: Killed( entvars_t *pevAttacker, int iGib ) Explode( pev->origin, Vector( 0, 0, -1 ) ); } - void CAirtank::TankThink( void ) { // Fire trigger @@ -92,7 +89,6 @@ void CAirtank::TankThink( void ) SUB_UseTargets( this, USE_TOGGLE, 0 ); } - void CAirtank::TankTouch( CBaseEntity *pOther ) { if ( !pOther->IsPlayer() ) diff --git a/dlls/animating.cpp b/dlls/animating.cpp index 808cdd29..fdfd93f8 100644 --- a/dlls/animating.cpp +++ b/dlls/animating.cpp @@ -35,8 +35,7 @@ TYPEDESCRIPTION CBaseAnimating::m_SaveData[] = DEFINE_FIELD( CBaseMonster, m_fSequenceLoops, FIELD_BOOLEAN ), }; -IMPLEMENT_SAVERESTORE( CBaseAnimating, CBaseDelay ); - +IMPLEMENT_SAVERESTORE( CBaseAnimating, CBaseDelay ) //========================================================= // StudioFrameAdvance - advance the animation frame up to the current time @@ -104,7 +103,6 @@ int CBaseAnimating :: LookupSequence ( const char *label ) return ::LookupSequence( pmodel, label ); } - //========================================================= //========================================================= void CBaseAnimating :: ResetSequenceInfo ( ) @@ -119,8 +117,6 @@ void CBaseAnimating :: ResetSequenceInfo ( ) m_flLastEventCheck = gpGlobals->time; } - - //========================================================= //========================================================= BOOL CBaseAnimating :: GetSequenceFlags( ) @@ -165,7 +161,6 @@ void CBaseAnimating :: DispatchAnimEvents ( float flInterval ) } } - //========================================================= //========================================================= float CBaseAnimating :: SetBoneController ( int iController, float flValue ) @@ -246,7 +241,6 @@ int CBaseAnimating :: GetBodygroup( int iGroup ) return ::GetBodygroup( GET_MODEL_PTR( ENT(pev) ), pev, iGroup ); } - int CBaseAnimating :: ExtractBbox( int sequence, float *mins, float *maxs ) { return ::ExtractBbox( GET_MODEL_PTR( ENT(pev) ), sequence, mins, maxs ); diff --git a/dlls/animation.cpp b/dlls/animation.cpp index fa44348a..c59edc90 100644 --- a/dlls/animation.cpp +++ b/dlls/animation.cpp @@ -53,8 +53,6 @@ extern globalvars_t *gpGlobals; #pragma warning( disable : 4244 ) - - int ExtractBbox( void *pmodel, int sequence, float *mins, float *maxs ) { studiohdr_t *pstudiohdr; @@ -78,7 +76,6 @@ int ExtractBbox( void *pmodel, int sequence, float *mins, float *maxs ) return 1; } - int LookupActivity( void *pmodel, entvars_t *pev, int activity ) { studiohdr_t *pstudiohdr; @@ -106,7 +103,6 @@ int LookupActivity( void *pmodel, entvars_t *pev, int activity ) return seq; } - int LookupActivityHeaviest( void *pmodel, entvars_t *pev, int activity ) { studiohdr_t *pstudiohdr; @@ -172,7 +168,6 @@ int LookupSequence( void *pmodel, const char *label ) return -1; } - int IsSoundEvent( int eventNumber ) { if ( eventNumber == SCRIPT_EVENT_SOUND || eventNumber == SCRIPT_EVENT_SOUND_VOICE ) @@ -180,7 +175,6 @@ int IsSoundEvent( int eventNumber ) return 0; } - void SequencePrecache( void *pmodel, const char *pSequenceName ) { int index = LookupSequence( pmodel, pSequenceName ); @@ -219,8 +213,6 @@ void SequencePrecache( void *pmodel, const char *pSequenceName ) } } - - void GetSequenceInfo( void *pmodel, entvars_t *pev, float *pflFrameRate, float *pflGroundSpeed ) { studiohdr_t *pstudiohdr; @@ -253,7 +245,6 @@ void GetSequenceInfo( void *pmodel, entvars_t *pev, float *pflFrameRate, float * } } - int GetSequenceFlags( void *pmodel, entvars_t *pev ) { studiohdr_t *pstudiohdr; @@ -268,7 +259,6 @@ int GetSequenceFlags( void *pmodel, entvars_t *pev ) return pseqdesc->flags; } - int GetAnimationEvent( void *pmodel, entvars_t *pev, MonsterEvent_t *pMonsterEvent, float flStart, float flEnd, int index ) { studiohdr_t *pstudiohdr; @@ -370,7 +360,6 @@ float SetController( void *pmodel, entvars_t *pev, int iController, float flValu return setting * (1.0 / 255.0) * (pbonecontroller->end - pbonecontroller->start) + pbonecontroller->start; } - float SetBlending( void *pmodel, entvars_t *pev, int iBlender, float flValue ) { studiohdr_t *pstudiohdr; @@ -412,9 +401,6 @@ float SetBlending( void *pmodel, entvars_t *pev, int iBlender, float flValue ) return setting * (1.0 / 255.0) * (pseqdesc->blendend[iBlender] - pseqdesc->blendstart[iBlender]) + pseqdesc->blendstart[iBlender]; } - - - int FindTransition( void *pmodel, int iEndingAnim, int iGoalAnim, int *piDir ) { studiohdr_t *pstudiohdr; @@ -503,7 +489,6 @@ void SetBodygroup( void *pmodel, entvars_t *pev, int iGroup, int iValue ) pev->body = (pev->body - (iCurrent * pbodypart->base) + (iValue * pbodypart->base)); } - int GetBodygroup( void *pmodel, entvars_t *pev, int iGroup ) { studiohdr_t *pstudiohdr; @@ -523,4 +508,4 @@ int GetBodygroup( void *pmodel, entvars_t *pev, int iGroup ) int iCurrent = (pev->body / pbodypart->base) % pbodypart->nummodels; return iCurrent; -} \ No newline at end of file +} diff --git a/dlls/apache.cpp b/dlls/apache.cpp index ee3a86a2..53998388 100644 --- a/dlls/apache.cpp +++ b/dlls/apache.cpp @@ -88,7 +88,8 @@ class CApache : public CBaseMonster int m_iDoSmokePuff; CBeam *m_pBeam; }; -LINK_ENTITY_TO_CLASS( monster_apache, CApache ); + +LINK_ENTITY_TO_CLASS( monster_apache, CApache ) TYPEDESCRIPTION CApache::m_SaveData[] = { @@ -111,8 +112,8 @@ TYPEDESCRIPTION CApache::m_SaveData[] = DEFINE_FIELD( CApache, m_flGoalSpeed, FIELD_FLOAT ), DEFINE_FIELD( CApache, m_iDoSmokePuff, FIELD_INTEGER ), }; -IMPLEMENT_SAVERESTORE( CApache, CBaseMonster ); +IMPLEMENT_SAVERESTORE( CApache, CBaseMonster ) void CApache :: Spawn( void ) { @@ -151,7 +152,6 @@ void CApache :: Spawn( void ) m_iRockets = 10; } - void CApache::Precache( void ) { PRECACHE_MODEL("models/apache.mdl"); @@ -175,15 +175,12 @@ void CApache::Precache( void ) UTIL_PrecacheOther( "hvr_rocket" ); } - - void CApache::NullThink( void ) { StudioFrameAdvance( ); pev->nextthink = gpGlobals->time + 0.5; } - void CApache::StartupUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { SetThink( &CApache::HuntThink ); @@ -407,7 +404,6 @@ void CApache :: DyingThink( void ) } } - void CApache::FlyTouch( CBaseEntity *pOther ) { // bounce if we hit something solid @@ -420,7 +416,6 @@ void CApache::FlyTouch( CBaseEntity *pOther ) } } - void CApache::CrashTouch( CBaseEntity *pOther ) { // only crash if we hit something solid @@ -432,14 +427,11 @@ void CApache::CrashTouch( CBaseEntity *pOther ) } } - - void CApache :: GibMonster( void ) { // EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "common/bodysplat.wav", 0.75, ATTN_NORM, 0, 200); } - void CApache :: HuntThink( void ) { StudioFrameAdvance( ); @@ -587,7 +579,6 @@ void CApache :: HuntThink( void ) } } - void CApache :: Flight( void ) { // tilt model 5 degrees @@ -742,7 +733,6 @@ void CApache :: Flight( void ) } } - void CApache :: FireRocket( void ) { static float side = 1.0; @@ -782,8 +772,6 @@ void CApache :: FireRocket( void ) side = - side; } - - BOOL CApache :: FireGun( ) { UTIL_MakeAimVectors( pev->angles ); @@ -865,8 +853,6 @@ BOOL CApache :: FireGun( ) return FALSE; } - - void CApache :: ShowDamage( void ) { if (m_iDoSmokePuff > 0 || RANDOM_LONG(0,99) > pev->health) @@ -885,7 +871,6 @@ void CApache :: ShowDamage( void ) m_iDoSmokePuff--; } - int CApache :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType ) { if (pevInflictor->owner == edict()) @@ -908,8 +893,6 @@ int CApache :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, floa return CBaseEntity::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); } - - void CApache::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) { // ALERT( at_console, "%d %.0f\n", ptr->iHitgroup, flDamage ); @@ -933,10 +916,6 @@ void CApache::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir } } - - - - class CApacheHVR : public CGrenade { void Spawn( void ); @@ -951,7 +930,8 @@ class CApacheHVR : public CGrenade int m_iTrail; Vector m_vecForward; }; -LINK_ENTITY_TO_CLASS( hvr_rocket, CApacheHVR ); + +LINK_ENTITY_TO_CLASS( hvr_rocket, CApacheHVR ) TYPEDESCRIPTION CApacheHVR::m_SaveData[] = { @@ -959,7 +939,7 @@ TYPEDESCRIPTION CApacheHVR::m_SaveData[] = DEFINE_FIELD( CApacheHVR, m_vecForward, FIELD_VECTOR ), }; -IMPLEMENT_SAVERESTORE( CApacheHVR, CGrenade ); +IMPLEMENT_SAVERESTORE( CApacheHVR, CGrenade ) void CApacheHVR :: Spawn( void ) { @@ -984,7 +964,6 @@ void CApacheHVR :: Spawn( void ) pev->dmg = 150; } - void CApacheHVR :: Precache( void ) { PRECACHE_MODEL("models/HVR.mdl"); @@ -992,7 +971,6 @@ void CApacheHVR :: Precache( void ) PRECACHE_SOUND ("weapons/rocket1.wav"); } - void CApacheHVR :: IgniteThink( void ) { // pev->movetype = MOVETYPE_TOSS; @@ -1023,8 +1001,7 @@ void CApacheHVR :: IgniteThink( void ) pev->nextthink = gpGlobals->time + 0.1; } - -void CApacheHVR :: AccelerateThink( void ) +void CApacheHVR :: AccelerateThink( void ) { // check world boundaries if (pev->origin.x < -4096 || pev->origin.x > 4096 || pev->origin.y < -4096 || pev->origin.y > 4096 || pev->origin.z < -4096 || pev->origin.z > 4096) @@ -1045,6 +1022,4 @@ void CApacheHVR :: AccelerateThink( void ) pev->nextthink = gpGlobals->time + 0.1; } - - #endif diff --git a/dlls/barnacle.cpp b/dlls/barnacle.cpp index dddcc50e..9570dbbe 100644 --- a/dlls/barnacle.cpp +++ b/dlls/barnacle.cpp @@ -65,7 +65,8 @@ public: } #endif }; -LINK_ENTITY_TO_CLASS( monster_barnacle, CBarnacle ); + +LINK_ENTITY_TO_CLASS( monster_barnacle, CBarnacle ) TYPEDESCRIPTION CBarnacle::m_SaveData[] = { @@ -78,8 +79,7 @@ TYPEDESCRIPTION CBarnacle::m_SaveData[] = DEFINE_FIELD( CBarnacle, m_flCachedLength, FIELD_FLOAT ), }; -IMPLEMENT_SAVERESTORE( CBarnacle, CBaseMonster ); - +IMPLEMENT_SAVERESTORE( CBarnacle, CBaseMonster ) //========================================================= // Classify - indicates this monster's place in the @@ -173,8 +173,7 @@ void CBarnacle :: BarnacleThink ( void ) if ( m_hEnemy != NULL ) { -// barnacle has prey. - + // barnacle has prey. if ( !m_hEnemy->IsAlive() ) { // someone (maybe even the barnacle) killed the prey. Reset barnacle. @@ -193,7 +192,7 @@ void CBarnacle :: BarnacleThink ( void ) return; } - // still pulling prey. + // still pulling prey. Vector vecNewEnemyOrigin = m_hEnemy->pev->origin; vecNewEnemyOrigin.x = pev->origin.x; vecNewEnemyOrigin.y = pev->origin.y; @@ -207,7 +206,7 @@ void CBarnacle :: BarnacleThink ( void ) if ( fabs( pev->origin.z - ( vecNewEnemyOrigin.z + m_hEnemy->pev->view_ofs.z - 8 ) ) < BARNACLE_BODY_HEIGHT ) { - // prey has just been lifted into position ( if the victim origin + eye height + 8 is higher than the bottom of the barnacle, it is assumed that the head is within barnacle's body ) + // prey has just been lifted into position ( if the victim origin + eye height + 8 is higher than the bottom of the barnacle, it is assumed that the head is within barnacle's body ) m_fLiftingPrey = FALSE; EMIT_SOUND( ENT(pev), CHAN_WEAPON, "barnacle/bcl_bite3.wav", 1, ATTN_NORM ); @@ -227,8 +226,7 @@ void CBarnacle :: BarnacleThink ( void ) } else { - // prey is lifted fully into feeding position and is dangling there. - + // prey is lifted fully into feeding position and is dangling there. pVictim = m_hEnemy->MyMonsterPointer(); if ( m_flKillVictimTime != -1 && gpGlobals->time > m_flKillVictimTime ) @@ -260,14 +258,14 @@ void CBarnacle :: BarnacleThink ( void ) } else { -// barnacle has no prey right now, so just idle and check to see if anything is touching the tongue. - + // barnacle has no prey right now, so just idle and check to see if anything is touching the tongue. // If idle and no nearby client, don't think so often if ( FNullEnt( FIND_CLIENT_IN_PVS( edict() ) ) ) pev->nextthink = gpGlobals->time + RANDOM_FLOAT(1,1.5); // Stagger a bit to keep barnacles from thinking on the same frame if ( m_fSequenceFinished ) - {// this is done so barnacle will fidget. + { + // this is done so barnacle will fidget. SetActivity ( ACT_IDLE ); m_flTongueAdj = -100; } diff --git a/dlls/barney.cpp b/dlls/barney.cpp index baaf6148..6e4e4198 100644 --- a/dlls/barney.cpp +++ b/dlls/barney.cpp @@ -85,10 +85,10 @@ public: // UNDONE: What is this for? It isn't used? float m_flPlayerDamage;// how much pain has the player inflicted on me? - CUSTOM_SCHEDULES; + CUSTOM_SCHEDULES }; -LINK_ENTITY_TO_CLASS( monster_barney, CBarney ); +LINK_ENTITY_TO_CLASS( monster_barney, CBarney ) TYPEDESCRIPTION CBarney::m_SaveData[] = { @@ -99,7 +99,7 @@ TYPEDESCRIPTION CBarney::m_SaveData[] = DEFINE_FIELD( CBarney, m_flPlayerDamage, FIELD_FLOAT ), }; -IMPLEMENT_SAVERESTORE( CBarney, CTalkMonster ); +IMPLEMENT_SAVERESTORE( CBarney, CTalkMonster ) //========================================================= // AI Schedules Specific to this monster @@ -171,7 +171,6 @@ Schedule_t slBaFaceTarget[] = }, }; - Task_t tlIdleBaStand[] = { { TASK_STOP_MOVING, 0 }, @@ -212,8 +211,7 @@ DEFINE_CUSTOM_SCHEDULES( CBarney ) slIdleBaStand, }; - -IMPLEMENT_CUSTOM_SCHEDULES( CBarney, CTalkMonster ); +IMPLEMENT_CUSTOM_SCHEDULES( CBarney, CTalkMonster ) void CBarney :: StartTask( Task_t *pTask ) { @@ -237,9 +235,6 @@ void CBarney :: RunTask( Task_t *pTask ) } } - - - //========================================================= // ISoundMask - returns a bit mask indicating which types // of sounds this monster regards. @@ -276,8 +271,8 @@ void CBarney :: AlertSound( void ) PlaySentence( "BA_ATTACK", RANDOM_FLOAT(2.8, 3.2), VOL_NORM, ATTN_IDLE ); } } - } + //========================================================= // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. @@ -307,7 +302,6 @@ void CBarney :: SetYawSpeed ( void ) pev->yaw_speed = ys; } - //========================================================= // CheckRangeAttack1 //========================================================= @@ -335,7 +329,6 @@ BOOL CBarney :: CheckRangeAttack1 ( float flDot, float flDist ) return FALSE; } - //========================================================= // BarneyFirePistol - shoots one round from the pistol at // the enemy barney is facing. @@ -453,8 +446,7 @@ void CBarney :: Precache() // Init talk data void CBarney :: TalkInit() -{ - +{ CTalkMonster::TalkInit(); // scientists speach group names (group names are in sentences.txt) @@ -487,7 +479,6 @@ void CBarney :: TalkInit() m_voicePitch = 100; } - static BOOL IsFacing( entvars_t *pevTest, const Vector &reference ) { Vector vecDir = (reference - pevTest->origin); @@ -497,6 +488,7 @@ static BOOL IsFacing( entvars_t *pevTest, const Vector &reference ) angle = pevTest->v_angle; angle.x = 0; UTIL_MakeVectorsPrivate( angle, forward, NULL, NULL ); + // He's facing me, he meant it if ( DotProduct( forward, vecDir ) > 0.96 ) // +/- 15 degrees or so { @@ -505,7 +497,6 @@ static BOOL IsFacing( entvars_t *pevTest, const Vector &reference ) return FALSE; } - int CBarney :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType) { // make sure friends talk about it if player hurts talkmonsters... @@ -545,7 +536,6 @@ int CBarney :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, floa return ret; } - //========================================================= // PainSound @@ -600,6 +590,7 @@ void CBarney::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir flDamage = 0.01; } } + // always a head shot ptr->iHitgroup = HITGROUP_HEAD; break; @@ -608,11 +599,11 @@ void CBarney::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir CTalkMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType ); } - void CBarney::Killed( entvars_t *pevAttacker, int iGib ) { if ( pev->body < BARNEY_BODY_GUNGONE ) - {// drop the gun! + { + // drop the gun! Vector vecGunPos; Vector vecGunAngles; @@ -768,17 +759,11 @@ MONSTERSTATE CBarney :: GetIdealState ( void ) return CTalkMonster::GetIdealState(); } - - void CBarney::DeclineFollowing( void ) { PlaySentence( "BA_POK", 2, VOL_NORM, ATTN_NORM ); } - - - - //========================================================= // DEAD BARNEY PROP // @@ -814,7 +799,7 @@ void CDeadBarney::KeyValue( KeyValueData *pkvd ) CBaseMonster::KeyValue( pkvd ); } -LINK_ENTITY_TO_CLASS( monster_barney_dead, CDeadBarney ); +LINK_ENTITY_TO_CLASS( monster_barney_dead, CDeadBarney ) //========================================================= // ********** DeadBarney SPAWN ********** @@ -839,5 +824,3 @@ void CDeadBarney :: Spawn( ) MonsterInitDead(); } - - diff --git a/dlls/basemonster.h b/dlls/basemonster.h index 190965d9..7a482490 100644 --- a/dlls/basemonster.h +++ b/dlls/basemonster.h @@ -31,7 +31,7 @@ public: SCRIPT_WAIT, // Waiting on everyone in the script to be ready SCRIPT_CLEANUP, // Cancelling the script / cleaning up SCRIPT_WALK_TO_MARK, - SCRIPT_RUN_TO_MARK, + SCRIPT_RUN_TO_MARK } SCRIPTSTATE; @@ -104,7 +104,7 @@ public: Vector m_HackedGunPos; // HACK until we can query end of gun -// Scripted sequence Info + // Scripted sequence Info SCRIPTSTATE m_scriptState; // internal cinematic state CCineMonster *m_pCine; @@ -115,11 +115,11 @@ public: void KeyValue( KeyValueData *pkvd ); -// monster use function + // monster use function void EXPORT MonsterUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); void EXPORT CorpseUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); -// overrideable Monster member functions + // overrideable Monster member functions virtual int BloodColor( void ) { return m_bloodColor; } @@ -131,14 +131,14 @@ public: virtual BOOL IsAlive( void ) { return (pev->deadflag != DEAD_DEAD); } virtual BOOL ShouldFadeOnDeath( void ); -// Basic Monster AI functions + // Basic Monster AI functions virtual float ChangeYaw ( int speed ); float VecToYaw( Vector vecDir ); float FlYawDiff ( void ); float DamageForce( float damage ); -// stuff written for new state machine + // stuff written for new state machine virtual void MonsterThink( void ); void EXPORT CallMonsterThink( void ) { this->MonsterThink(); } virtual int IRelationship ( CBaseEntity *pTarget ); @@ -333,7 +333,4 @@ public: CBaseEntity* DropItem ( char *pszItemName, const Vector &vecPos, const Vector &vecAng );// drop an item. }; - - - #endif // BASEMONSTER_H diff --git a/dlls/bigmomma.cpp b/dlls/bigmomma.cpp index d22cb464..e9b5a988 100644 --- a/dlls/bigmomma.cpp +++ b/dlls/bigmomma.cpp @@ -51,20 +51,19 @@ public: int m_preSequence; }; -LINK_ENTITY_TO_CLASS( info_bigmomma, CInfoBM ); +LINK_ENTITY_TO_CLASS( info_bigmomma, CInfoBM ) TYPEDESCRIPTION CInfoBM::m_SaveData[] = { DEFINE_FIELD( CInfoBM, m_preSequence, FIELD_STRING ), }; -IMPLEMENT_SAVERESTORE( CInfoBM, CPointEntity ); +IMPLEMENT_SAVERESTORE( CInfoBM, CPointEntity ) void CInfoBM::Spawn( void ) { } - void CInfoBM::KeyValue( KeyValueData* pkvd ) { if (FStrEq(pkvd->szKeyName, "radius")) @@ -115,15 +114,14 @@ public: int m_maxFrame; }; -LINK_ENTITY_TO_CLASS( bmortar, CBMortar ); +LINK_ENTITY_TO_CLASS( bmortar, CBMortar ) TYPEDESCRIPTION CBMortar::m_SaveData[] = { DEFINE_FIELD( CBMortar, m_maxFrame, FIELD_INTEGER ), }; -IMPLEMENT_SAVERESTORE( CBMortar, CBaseEntity ); - +IMPLEMENT_SAVERESTORE( CBMortar, CBaseEntity ) //========================================================= // Monster's Anim Events Go Here @@ -147,8 +145,6 @@ IMPLEMENT_SAVERESTORE( CBMortar, CBaseEntity ); #define BIG_AE_BIRTH_SOUND 17 // birth sound #define BIG_AE_EARLY_TARGET 50 // Fire target early - - // User defined conditions #define bits_COND_NODE_SEQUENCE ( bits_COND_SPECIAL1 ) // pev->netname contains the name of a sequence to play @@ -157,7 +153,6 @@ IMPLEMENT_SAVERESTORE( CBMortar, CBaseEntity ); #define BIG_MORTARDIST 800 #define BIG_MAXCHILDREN 20 // Max # of live headcrab children - #define bits_MEMORY_CHILDPAIR (bits_MEMORY_CUSTOM1) #define bits_MEMORY_ADVANCE_NODE (bits_MEMORY_CUSTOM2) #define bits_MEMORY_COMPLETED_NODE (bits_MEMORY_CUSTOM3) @@ -167,7 +162,6 @@ int gSpitSprite, gSpitDebrisSprite; Vector VecCheckSplatToss( entvars_t *pev, const Vector &vecSpot1, Vector vecSpot2, float maxHeight ); void MortarSpray( const Vector &position, const Vector &direction, int spriteModel, int count ); - // UNDONE: // #define BIG_CHILDCLASS "monster_babycrab" @@ -303,7 +297,7 @@ public: static const char *pPainSounds[]; static const char *pFootSounds[]; - CUSTOM_SCHEDULES; + CUSTOM_SCHEDULES private: float m_nodeTime; @@ -312,7 +306,8 @@ private: float m_painSoundTime; int m_crabCount; }; -LINK_ENTITY_TO_CLASS( monster_bigmomma, CBigMomma ); + +LINK_ENTITY_TO_CLASS( monster_bigmomma, CBigMomma ) TYPEDESCRIPTION CBigMomma::m_SaveData[] = { @@ -323,7 +318,7 @@ TYPEDESCRIPTION CBigMomma::m_SaveData[] = DEFINE_FIELD( CBigMomma, m_crabCount, FIELD_INTEGER ), }; -IMPLEMENT_SAVERESTORE( CBigMomma, CBaseMonster ); +IMPLEMENT_SAVERESTORE( CBigMomma, CBaseMonster ) const char *CBigMomma::pChildDieSounds[] = { @@ -344,49 +339,48 @@ const char *CBigMomma::pDeathSounds[] = "gonarch/gon_die1.wav", }; -const char *CBigMomma::pAttackSounds[] = +const char *CBigMomma::pAttackSounds[] = { "gonarch/gon_attack1.wav", "gonarch/gon_attack2.wav", "gonarch/gon_attack3.wav", }; -const char *CBigMomma::pAttackHitSounds[] = + +const char *CBigMomma::pAttackHitSounds[] = { "zombie/claw_strike1.wav", "zombie/claw_strike2.wav", "zombie/claw_strike3.wav", }; -const char *CBigMomma::pBirthSounds[] = +const char *CBigMomma::pBirthSounds[] = { "gonarch/gon_birth1.wav", "gonarch/gon_birth2.wav", "gonarch/gon_birth3.wav", }; -const char *CBigMomma::pAlertSounds[] = +const char *CBigMomma::pAlertSounds[] = { "gonarch/gon_alert1.wav", "gonarch/gon_alert2.wav", "gonarch/gon_alert3.wav", }; -const char *CBigMomma::pPainSounds[] = +const char *CBigMomma::pPainSounds[] = { "gonarch/gon_pain2.wav", "gonarch/gon_pain4.wav", "gonarch/gon_pain5.wav", }; -const char *CBigMomma::pFootSounds[] = +const char *CBigMomma::pFootSounds[] = { "gonarch/gon_step1.wav", "gonarch/gon_step2.wav", "gonarch/gon_step3.wav", }; - - void CBigMomma :: KeyValue( KeyValueData *pkvd ) { #if 0 @@ -575,11 +569,9 @@ void CBigMomma :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector ve EMIT_SOUND_ARRAY_DYN( CHAN_VOICE, pPainSounds ); } - CBaseMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType ); } - int CBigMomma :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { // Don't take any acid damage -- BigMomma's mortar is acid @@ -625,8 +617,6 @@ void CBigMomma :: LayHeadcrab( void ) m_crabCount++; } - - void CBigMomma::DeathNotice( entvars_t *pevChild ) { if ( m_crabCount > 0 ) // Some babies may cross a transition, but we reset the count then @@ -638,7 +628,6 @@ void CBigMomma::DeathNotice( entvars_t *pevChild ) } } - void CBigMomma::LaunchMortar( void ) { m_mortarTime = gpGlobals->time + RANDOM_FLOAT( 2, 15 ); @@ -702,14 +691,12 @@ void CBigMomma :: Precache() PRECACHE_SOUND( "bullchicken/bc_spithit2.wav" ); } - void CBigMomma::Activate( void ) { if ( m_hTargetEnt == NULL ) Remember( bits_MEMORY_ADVANCE_NODE ); // Start 'er up } - void CBigMomma::NodeStart( int iszNextNode ) { pev->netname = iszNextNode; @@ -735,7 +722,6 @@ void CBigMomma::NodeStart( int iszNextNode ) m_hTargetEnt = pTarget; } - void CBigMomma::NodeReach( void ) { CBaseEntity *pTarget = m_hTargetEnt; @@ -760,8 +746,7 @@ void CBigMomma::NodeReach( void ) Remember( bits_MEMORY_ADVANCE_NODE ); // Move on if no health at this node } - - // Slash +// Slash BOOL CBigMomma::CheckMeleeAttack1( float flDot, float flDist ) { if (flDot >= 0.7) @@ -772,7 +757,6 @@ BOOL CBigMomma::CheckMeleeAttack1( float flDot, float flDist ) return FALSE; } - // Lay a crab BOOL CBigMomma::CheckMeleeAttack2( float flDot, float flDist ) { @@ -806,7 +790,7 @@ BOOL CBigMomma::CheckRangeAttack1( float flDot, float flDist ) enum { SCHED_BIG_NODE = LAST_COMMON_SCHEDULE + 1, - SCHED_NODE_FAIL, + SCHED_NODE_FAIL }; enum @@ -818,10 +802,9 @@ enum TASK_PROCESS_NODE, // Fire targets, etc. TASK_WAIT_NODE, // Wait at the node TASK_NODE_DELAY, // Delay walking toward node for a bit. You've failed to get there - TASK_NODE_YAW, // Get the best facing direction for this node + TASK_NODE_YAW // Get the best facing direction for this node }; - Task_t tlBigNode[] = { { TASK_SET_FAIL_SCHEDULE, (float)SCHED_NODE_FAIL }, @@ -849,7 +832,6 @@ Schedule_t slBigNode[] = }, }; - Task_t tlNodeFail[] = { { TASK_NODE_DELAY, (float)10 }, // Try to do something else for 10 seconds @@ -873,10 +855,7 @@ DEFINE_CUSTOM_SCHEDULES( CBigMomma ) slNodeFail, }; -IMPLEMENT_CUSTOM_SCHEDULES( CBigMomma, CBaseMonster ); - - - +IMPLEMENT_CUSTOM_SCHEDULES( CBigMomma, CBaseMonster ) Schedule_t *CBigMomma::GetScheduleOfType( int Type ) { @@ -894,7 +873,6 @@ Schedule_t *CBigMomma::GetScheduleOfType( int Type ) return CBaseMonster::GetScheduleOfType( Type ); } - BOOL CBigMomma::ShouldGoToNode( void ) { if ( HasMemory( bits_MEMORY_ADVANCE_NODE ) ) @@ -905,8 +883,6 @@ BOOL CBigMomma::ShouldGoToNode( void ) return FALSE; } - - Schedule_t *CBigMomma::GetSchedule( void ) { if ( ShouldGoToNode() ) @@ -917,7 +893,6 @@ Schedule_t *CBigMomma::GetSchedule( void ) return CBaseMonster::GetSchedule(); } - void CBigMomma::StartTask( Task_t *pTask ) { switch ( pTask->iTask ) @@ -1053,9 +1028,7 @@ void CBigMomma::RunTask( Task_t *pTask ) } } } - break; - case TASK_WAIT_NODE: if ( m_hTargetEnt != NULL && (m_hTargetEnt->pev->spawnflags & SF_INFOBM_WAIT) ) return; @@ -1064,7 +1037,6 @@ void CBigMomma::RunTask( Task_t *pTask ) TaskComplete(); ALERT( at_aiconsole, "BM: The WAIT is over!\n" ); break; - case TASK_PLAY_NODE_PRESEQUENCE: case TASK_PLAY_NODE_SEQUENCE: if ( m_fSequenceFinished ) @@ -1073,15 +1045,12 @@ void CBigMomma::RunTask( Task_t *pTask ) TaskComplete(); } break; - default: CBaseMonster::RunTask( pTask ); break; } } - - Vector VecCheckSplatToss( entvars_t *pev, const Vector &vecSpot1, Vector vecSpot2, float maxHeight ) { TraceResult tr; @@ -1125,9 +1094,6 @@ Vector VecCheckSplatToss( entvars_t *pev, const Vector &vecSpot1, Vector vecSpot return vecGrenadeVel; } - - - // --------------------------------- // // Mortar @@ -1150,7 +1116,6 @@ void MortarSpray( const Vector &position, const Vector &direction, int spriteMod MESSAGE_END(); } - // UNDONE: right now this is pretty much a copy of the squid spit with minor changes to the way it does damage void CBMortar:: Spawn( void ) { @@ -1204,7 +1169,6 @@ CBMortar *CBMortar::Shoot( edict_t *pOwner, Vector vecStart, Vector vecVelocity return pSpit; } - void CBMortar::Touch( CBaseEntity *pOther ) { TraceResult tr; @@ -1237,6 +1201,7 @@ void CBMortar::Touch( CBaseEntity *pOther ) tr.vecEndPos = pev->origin; tr.vecPlaneNormal = -1 * pev->velocity.Normalize(); } + // make some flecks MortarSpray( tr.vecEndPos, tr.vecPlaneNormal, gSpitSprite, 24 ); @@ -1247,5 +1212,4 @@ void CBMortar::Touch( CBaseEntity *pOther ) RadiusDamage( pev->origin, pev, pevOwner, gSkillData.bigmommaDmgBlast, gSkillData.bigmommaRadiusBlast, CLASS_NONE, DMG_ACID ); UTIL_Remove( this ); } - #endif diff --git a/dlls/bloater.cpp b/dlls/bloater.cpp index 1f14840d..e6ffcb2a 100644 --- a/dlls/bloater.cpp +++ b/dlls/bloater.cpp @@ -22,13 +22,11 @@ #include "monsters.h" #include "schedule.h" - //========================================================= // Monster's Anim Events Go Here //========================================================= #define BLOATER_AE_ATTACK_MELEE1 0x01 - class CBloater : public CBaseMonster { public: @@ -49,7 +47,7 @@ public: int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); }; -LINK_ENTITY_TO_CLASS( monster_bloater, CBloater ); +LINK_ENTITY_TO_CLASS( monster_bloater, CBloater ) //========================================================= // Classify - indicates this monster's place in the @@ -69,13 +67,11 @@ void CBloater :: SetYawSpeed ( void ) int ys; ys = 120; - #if 0 switch ( m_Activity ) { } #endif - pev->yaw_speed = ys; } @@ -161,7 +157,6 @@ void CBloater :: AttackSnd( void ) #endif } - //========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. @@ -171,11 +166,11 @@ void CBloater :: HandleAnimEvent( MonsterEvent_t *pEvent ) switch( pEvent->event ) { case BLOATER_AE_ATTACK_MELEE1: - { - // do stuff for this event. - AttackSnd(); - } - break; + { + // do stuff for this event. + AttackSnd(); + } + break; default: CBaseMonster::HandleAnimEvent( pEvent ); diff --git a/dlls/bmodels.cpp b/dlls/bmodels.cpp index 15d35c7c..d6fa32b8 100644 --- a/dlls/bmodels.cpp +++ b/dlls/bmodels.cpp @@ -60,7 +60,7 @@ public: virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } }; -LINK_ENTITY_TO_CLASS( func_wall, CFuncWall ); +LINK_ENTITY_TO_CLASS( func_wall, CFuncWall ) void CFuncWall :: Spawn( void ) { @@ -73,14 +73,12 @@ void CFuncWall :: Spawn( void ) pev->flags |= FL_WORLDBRUSH; } - void CFuncWall :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { if ( ShouldToggle( useType, (int)(pev->frame)) ) pev->frame = 1 - pev->frame; } - #define SF_WALL_START_OFF 0x0001 class CFuncWallToggle : public CFuncWall @@ -93,7 +91,7 @@ public: BOOL IsOn( void ); }; -LINK_ENTITY_TO_CLASS( func_wall_toggle, CFuncWallToggle ); +LINK_ENTITY_TO_CLASS( func_wall_toggle, CFuncWallToggle ) void CFuncWallToggle :: Spawn( void ) { @@ -102,7 +100,6 @@ void CFuncWallToggle :: Spawn( void ) TurnOff(); } - void CFuncWallToggle :: TurnOff( void ) { pev->solid = SOLID_NOT; @@ -110,7 +107,6 @@ void CFuncWallToggle :: TurnOff( void ) UTIL_SetOrigin( pev, pev->origin ); } - void CFuncWallToggle :: TurnOn( void ) { pev->solid = SOLID_BSP; @@ -118,7 +114,6 @@ void CFuncWallToggle :: TurnOn( void ) UTIL_SetOrigin( pev, pev->origin ); } - BOOL CFuncWallToggle :: IsOn( void ) { if ( pev->solid == SOLID_NOT ) @@ -126,7 +121,6 @@ BOOL CFuncWallToggle :: IsOn( void ) return TRUE; } - void CFuncWallToggle :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { int status = IsOn(); @@ -140,7 +134,6 @@ void CFuncWallToggle :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_ } } - #define SF_CONVEYOR_VISUAL 0x0001 #define SF_CONVEYOR_NOTSOLID 0x0002 @@ -152,7 +145,8 @@ public: void UpdateSpeed( float speed ); }; -LINK_ENTITY_TO_CLASS( func_conveyor, CFuncConveyor ); +LINK_ENTITY_TO_CLASS( func_conveyor, CFuncConveyor ) + void CFuncConveyor :: Spawn( void ) { SetMovedir( pev ); @@ -174,7 +168,6 @@ void CFuncConveyor :: Spawn( void ) UpdateSpeed( pev->speed ); } - // HACKHACK -- This is ugly, but encode the speed in the rendercolor to avoid adding more data to the network stream void CFuncConveyor :: UpdateSpeed( float speed ) { @@ -190,15 +183,12 @@ void CFuncConveyor :: UpdateSpeed( float speed ) pev->rendercolor.z = (speedCode & 0xFF); } - void CFuncConveyor :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { pev->speed = -pev->speed; UpdateSpeed( pev->speed ); } - - // =================== FUNC_ILLUSIONARY ============================================== @@ -214,7 +204,7 @@ public: virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } }; -LINK_ENTITY_TO_CLASS( func_illusionary, CFuncIllusionary ); +LINK_ENTITY_TO_CLASS( func_illusionary, CFuncIllusionary ) void CFuncIllusionary :: KeyValue( KeyValueData *pkvd ) { @@ -240,7 +230,6 @@ void CFuncIllusionary :: Spawn( void ) // MAKE_STATIC(ENT(pev)); } - // ------------------------------------------------------------------------------- // // Monster only clip brush @@ -259,7 +248,7 @@ public: void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) {} // Clear out func_wall's use function }; -LINK_ENTITY_TO_CLASS( func_monsterclip, CFuncMonsterClip ); +LINK_ENTITY_TO_CLASS( func_monsterclip, CFuncMonsterClip ) void CFuncMonsterClip::Spawn( void ) { @@ -269,7 +258,6 @@ void CFuncMonsterClip::Spawn( void ) pev->flags |= FL_MONSTERCLIP; } - // =================== FUNC_ROTATING ============================================== class CFuncRotating : public CBaseEntity { @@ -307,10 +295,9 @@ TYPEDESCRIPTION CFuncRotating::m_SaveData[] = DEFINE_FIELD( CFuncRotating, m_sounds, FIELD_INTEGER ) }; -IMPLEMENT_SAVERESTORE( CFuncRotating, CBaseEntity ); +IMPLEMENT_SAVERESTORE( CFuncRotating, CBaseEntity ) - -LINK_ENTITY_TO_CLASS( func_rotating, CFuncRotating ); +LINK_ENTITY_TO_CLASS( func_rotating, CFuncRotating ) void CFuncRotating :: KeyValue( KeyValueData* pkvd) { @@ -358,7 +345,6 @@ check either the X_AXIS or Y_AXIS box to change that. REVERSE will cause the it to rotate in the opposite direction. */ - void CFuncRotating :: Spawn( ) { // set final pitch. Must not be PITCH_NORM, since we @@ -443,7 +429,6 @@ void CFuncRotating :: Spawn( ) Precache( ); } - void CFuncRotating :: Precache( void ) { char* szSoundFile = (char*) STRING(pev->message); @@ -457,7 +442,8 @@ void CFuncRotating :: Precache( void ) PRECACHE_SOUND(szSoundFile); pev->noiseRunning = ALLOC_STRING(szSoundFile); - } else + } + else { // otherwise use preset sound switch (m_sounds) @@ -509,8 +495,6 @@ void CFuncRotating :: Precache( void ) } } - - // // Touch - will hurt others based on how fast the brush is spinning // @@ -573,10 +557,8 @@ void CFuncRotating :: RampPitchVol (int fUp) pitch = PITCH_NORM-1; // change the fan's vol and pitch - EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseRunning), fvol, m_flAttenuation, SND_CHANGE_PITCH | SND_CHANGE_VOL, pitch); - } // @@ -592,9 +574,9 @@ void CFuncRotating :: SpinUp( void ) vecAVel = pev->avelocity;// cache entity's rotational velocity // if we've met or exceeded target speed, set target speed and stop thinking - if ( fabs(vecAVel.x) >= fabs(pev->movedir.x * pev->speed) && - fabs(vecAVel.y) >= fabs(pev->movedir.y * pev->speed) && - fabs(vecAVel.z) >= fabs(pev->movedir.z * pev->speed) ) + if( fabs( vecAVel.x ) >= fabs( pev->movedir.x * pev->speed ) && + fabs( vecAVel.y ) >= fabs( pev->movedir.y * pev->speed ) && + fabs( vecAVel.z ) >= fabs( pev->movedir.z * pev->speed ) ) { pev->avelocity = pev->movedir * pev->speed;// set speed in case we overshot EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseRunning), @@ -706,24 +688,14 @@ void CFuncRotating :: RotatingUse( CBaseEntity *pActivator, CBaseEntity *pCaller } } - // // RotatingBlocked - An entity has blocked the brush // void CFuncRotating :: Blocked( CBaseEntity *pOther ) - { pOther->TakeDamage( pev, pev, pev->dmg, DMG_CRUSH); } - - - - - - //#endif - - class CPendulum : public CBaseEntity { public: @@ -751,9 +723,9 @@ public: vec3_t m_start; }; -LINK_ENTITY_TO_CLASS( func_pendulum, CPendulum ); +LINK_ENTITY_TO_CLASS( func_pendulum, CPendulum ) -TYPEDESCRIPTION CPendulum::m_SaveData[] = +TYPEDESCRIPTION CPendulum::m_SaveData[] = { DEFINE_FIELD( CPendulum, m_accel, FIELD_FLOAT ), DEFINE_FIELD( CPendulum, m_distance, FIELD_FLOAT ), @@ -765,9 +737,7 @@ TYPEDESCRIPTION CPendulum::m_SaveData[] = DEFINE_FIELD( CPendulum, m_start, FIELD_VECTOR ), }; -IMPLEMENT_SAVERESTORE( CPendulum, CBaseEntity ); - - +IMPLEMENT_SAVERESTORE( CPendulum, CBaseEntity ) void CPendulum :: KeyValue( KeyValueData *pkvd ) { @@ -785,7 +755,6 @@ void CPendulum :: KeyValue( KeyValueData *pkvd ) CBaseEntity::KeyValue( pkvd ); } - void CPendulum :: Spawn( void ) { // set the axis of rotation @@ -824,7 +793,6 @@ void CPendulum :: Spawn( void ) } } - void CPendulum :: PendulumUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { if ( pev->speed ) // Pendulum is moving, stop it and auto-return if necessary @@ -855,7 +823,6 @@ void CPendulum :: PendulumUse( CBaseEntity *pActivator, CBaseEntity *pCaller, US } } - void CPendulum :: Stop( void ) { pev->angles = m_start; @@ -864,13 +831,11 @@ void CPendulum :: Stop( void ) pev->avelocity = g_vecZero; } - void CPendulum::Blocked( CBaseEntity *pOther ) { m_time = gpGlobals->time; } - void CPendulum :: Swing( void ) { float delta, dt; @@ -912,7 +877,6 @@ void CPendulum :: Swing( void ) } } - void CPendulum :: Touch ( CBaseEntity *pOther ) { entvars_t *pevOther = pOther->pev; @@ -954,5 +918,3 @@ void CPendulum :: RopeTouch ( CBaseEntity *pOther ) pevOther->velocity = g_vecZero; pevOther->movetype = MOVETYPE_NONE; } - - diff --git a/dlls/bullsquid.cpp b/dlls/bullsquid.cpp index 73f432f1..e295ffb5 100644 --- a/dlls/bullsquid.cpp +++ b/dlls/bullsquid.cpp @@ -31,7 +31,6 @@ int iSquidSpitSprite; - //========================================================= // monster-specific schedule types //========================================================= @@ -42,7 +41,7 @@ enum SCHED_SQUID_SEECRAB, SCHED_SQUID_EAT, SCHED_SQUID_SNIFF_AND_EAT, - SCHED_SQUID_WALLOW, + SCHED_SQUID_WALLOW }; //========================================================= @@ -50,7 +49,7 @@ enum //========================================================= enum { - TASK_SQUID_HOPTURN = LAST_COMMON_TASK + 1, + TASK_SQUID_HOPTURN = LAST_COMMON_TASK + 1 }; //========================================================= @@ -72,14 +71,14 @@ public: int m_maxFrame; }; -LINK_ENTITY_TO_CLASS( squidspit, CSquidSpit ); +LINK_ENTITY_TO_CLASS( squidspit, CSquidSpit ) TYPEDESCRIPTION CSquidSpit::m_SaveData[] = { DEFINE_FIELD( CSquidSpit, m_maxFrame, FIELD_INTEGER ), }; -IMPLEMENT_SAVERESTORE( CSquidSpit, CBaseEntity ); +IMPLEMENT_SAVERESTORE( CSquidSpit, CBaseEntity ) void CSquidSpit:: Spawn( void ) { @@ -225,16 +224,17 @@ public: float m_flLastHurtTime;// we keep track of this, because if something hurts a squid, it will forget about its love of headcrabs for a while. float m_flNextSpitTime;// last time the bullsquid used the spit attack. }; -LINK_ENTITY_TO_CLASS( monster_bullchicken, CBullsquid ); -TYPEDESCRIPTION CBullsquid::m_SaveData[] = +LINK_ENTITY_TO_CLASS( monster_bullchicken, CBullsquid ) + +TYPEDESCRIPTION CBullsquid::m_SaveData[] = { DEFINE_FIELD( CBullsquid, m_fCanThreatDisplay, FIELD_BOOLEAN ), DEFINE_FIELD( CBullsquid, m_flLastHurtTime, FIELD_TIME ), DEFINE_FIELD( CBullsquid, m_flNextSpitTime, FIELD_TIME ), }; -IMPLEMENT_SAVERESTORE( CBullsquid, CBaseMonster ); +IMPLEMENT_SAVERESTORE( CBullsquid, CBaseMonster ) //========================================================= // IgnoreConditions @@ -258,7 +258,6 @@ int CBullsquid::IgnoreConditions ( void ) } } - return iIgnore; } @@ -626,7 +625,6 @@ void CBullsquid :: HandleAnimEvent( MonsterEvent_t *pEvent ) // squid throws its prey IF the prey is a client. CBaseEntity *pHurt = CheckTraceHullAttack( 70, 0, 0 ); - if ( pHurt ) { // croonchy bite sound @@ -729,7 +727,6 @@ void CBullsquid :: Precache() PRECACHE_SOUND("bullchicken/bc_spithit1.wav"); PRECACHE_SOUND("bullchicken/bc_spithit2.wav"); - } //========================================================= @@ -767,7 +764,6 @@ void CBullsquid :: AttackSound ( void ) } } - //======================================================== // RunAI - overridden for bullsquid because there are things // that need to be checked every think. @@ -796,7 +792,6 @@ void CBullsquid :: RunAI ( void ) pev->framerate = 1.25; } } - } //======================================================== @@ -1014,7 +1009,7 @@ DEFINE_CUSTOM_SCHEDULES( CBullsquid ) slSquidWallow }; -IMPLEMENT_CUSTOM_SCHEDULES( CBullsquid, CBaseMonster ); +IMPLEMENT_CUSTOM_SCHEDULES( CBullsquid, CBaseMonster ) //========================================================= // GetSchedule @@ -1240,7 +1235,6 @@ void CBullsquid :: RunTask ( Task_t *pTask ) } } - //========================================================= // GetIdealState - Overridden for Bullsquid to deal with // the feature that makes it lose interest in headcrabs for @@ -1276,4 +1270,3 @@ MONSTERSTATE CBullsquid :: GetIdealState ( void ) return m_IdealMonsterState; } - diff --git a/dlls/buttons.cpp b/dlls/buttons.cpp index 5856cd11..bbbe3a1c 100644 --- a/dlls/buttons.cpp +++ b/dlls/buttons.cpp @@ -26,7 +26,6 @@ #include "saverestore.h" #include "doors.h" - #define SF_BUTTON_DONTMOVE 1 #define SF_ROTBUTTON_NOTSOLID 1 #define SF_BUTTON_TOGGLE 32 // button stays pushed until reactivated @@ -59,9 +58,9 @@ TYPEDESCRIPTION CEnvGlobal::m_SaveData[] = DEFINE_FIELD( CEnvGlobal, m_initialstate, FIELD_INTEGER ), }; -IMPLEMENT_SAVERESTORE( CEnvGlobal, CBaseEntity ); +IMPLEMENT_SAVERESTORE( CEnvGlobal, CBaseEntity ) -LINK_ENTITY_TO_CLASS( env_global, CEnvGlobal ); +LINK_ENTITY_TO_CLASS( env_global, CEnvGlobal ) void CEnvGlobal::KeyValue( KeyValueData *pkvd ) { @@ -91,7 +90,6 @@ void CEnvGlobal::Spawn( void ) } } - void CEnvGlobal::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { GLOBALESTATE oldState = gGlobalState.EntityGetState( m_globalstate ); @@ -102,15 +100,12 @@ void CEnvGlobal::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE us case 0: newState = GLOBAL_OFF; break; - case 1: newState = GLOBAL_ON; break; - case 2: newState = GLOBAL_DEAD; break; - default: case 3: if ( oldState == GLOBAL_ON ) @@ -138,9 +133,10 @@ TYPEDESCRIPTION CMultiSource::m_SaveData[] = DEFINE_FIELD( CMultiSource, m_globalstate, FIELD_STRING ), }; -IMPLEMENT_SAVERESTORE( CMultiSource, CBaseEntity ); +IMPLEMENT_SAVERESTORE( CMultiSource, CBaseEntity ) + +LINK_ENTITY_TO_CLASS( multisource, CMultiSource ) -LINK_ENTITY_TO_CLASS( multisource, CMultiSource ); // // Cache user-entity-field values until spawn is called. // @@ -207,7 +203,6 @@ void CMultiSource::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE } } - BOOL CMultiSource::IsTriggered( CBaseEntity * ) { // Is everything triggered? @@ -264,7 +259,6 @@ void CMultiSource::Register(void) pentTarget = FIND_ENTITY_BY_STRING( pentTarget, "classname", "multi_manager" ); } - pev->spawnflags &= ~SF_MULTI_INIT; } @@ -283,8 +277,7 @@ TYPEDESCRIPTION CBaseButton::m_SaveData[] = // DEFINE_FIELD( CBaseButton, m_ls, FIELD_??? ), // This is restored in Precache() }; - -IMPLEMENT_SAVERESTORE( CBaseButton, CBaseToggle ); +IMPLEMENT_SAVERESTORE( CBaseButton, CBaseToggle ) void CBaseButton::Precache( void ) { @@ -436,8 +429,8 @@ where it can be triggered again. 2) metallic click 3) in-out */ -LINK_ENTITY_TO_CLASS( func_button, CBaseButton ); +LINK_ENTITY_TO_CLASS( func_button, CBaseButton ) void CBaseButton::Spawn( ) { @@ -504,7 +497,6 @@ void CBaseButton::Spawn( ) } } - // Button sound table. // Also used by CBaseDoor to get 'touched' door lock/unlock sounds @@ -530,8 +522,8 @@ char *ButtonSound( int sound ) case 13: pszSound = "buttons/latchunlocked1.wav"; break; case 14: pszSound = "buttons/lightswitch2.wav";break; -// next 6 slots reserved for any additional sliding button sounds we may add - + // next 6 slots reserved for any additional sliding button sounds we may add + case 21: pszSound = "buttons/lever1.wav"; break; case 22: pszSound = "buttons/lever2.wav"; break; case 23: pszSound = "buttons/lever3.wav"; break; @@ -573,7 +565,6 @@ void CBaseButton::ButtonSpark ( void ) DoSpark( pev, pev->mins ); } - // // Button's Use function // @@ -599,7 +590,6 @@ void CBaseButton::ButtonUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE ButtonActivate( ); } - CBaseButton::BUTTON_CODE CBaseButton::ButtonResponseToTouch( void ) { // Ignore touches if button is moving, or pushed-in and waiting to auto-come-out. @@ -621,7 +611,6 @@ CBaseButton::BUTTON_CODE CBaseButton::ButtonResponseToTouch( void ) return BUTTON_NOTHING; } - // // Touching a button simply "activates" it. // @@ -723,7 +712,6 @@ void CBaseButton::TriggerAndWait( void ) SUB_UseTargets( m_hActivator, USE_TOGGLE, 0 ); } - // // Starts the button moving "out/down". // @@ -741,7 +729,6 @@ void CBaseButton::ButtonReturn( void ) pev->frame = 0; // use normal textures } - // // Button has returned to start state. Quiesce it. // @@ -777,16 +764,16 @@ void CBaseButton::ButtonBackHome( void ) } } -// Re-instate touch method, movement cycle is complete. + // Re-instate touch method, movement cycle is complete. if ( !FBitSet ( pev->spawnflags, SF_BUTTON_TOUCH_ONLY ) ) // this button only works if USED, not touched! { - // All buttons are now use only + // All buttons are now use only SetTouch( NULL ); } else SetTouch( &CBaseButton::ButtonTouch ); -// reset think for a sparking button + // reset think for a sparking button if ( FBitSet ( pev->spawnflags, SF_BUTTON_SPARK_IF_OFF ) ) { SetThink( &CBaseButton::ButtonSpark ); @@ -794,8 +781,6 @@ void CBaseButton::ButtonBackHome( void ) } } - - // // Rotating button (aka "lever") // @@ -805,7 +790,7 @@ public: void Spawn( void ); }; -LINK_ENTITY_TO_CLASS( func_rot_button, CRotButton ); +LINK_ENTITY_TO_CLASS( func_rot_button, CRotButton ) void CRotButton::Spawn( void ) { @@ -865,7 +850,6 @@ void CRotButton::Spawn( void ) //SetTouch( &ButtonTouch ); } - // Make this button behave like a door (HACKHACK) // This will disable use and make the button solid // rotating buttons were made SOLID_NOT by default since their were some @@ -907,6 +891,7 @@ public: vec3_t m_end; int m_sounds; }; + TYPEDESCRIPTION CMomentaryRotButton::m_SaveData[] = { DEFINE_FIELD( CMomentaryRotButton, m_lastUsed, FIELD_INTEGER ), @@ -917,9 +902,9 @@ TYPEDESCRIPTION CMomentaryRotButton::m_SaveData[] = DEFINE_FIELD( CMomentaryRotButton, m_sounds, FIELD_INTEGER ), }; -IMPLEMENT_SAVERESTORE( CMomentaryRotButton, CBaseToggle ); +IMPLEMENT_SAVERESTORE( CMomentaryRotButton, CBaseToggle ) -LINK_ENTITY_TO_CLASS( momentary_rot_button, CMomentaryRotButton ); +LINK_ENTITY_TO_CLASS( momentary_rot_button, CMomentaryRotButton ) void CMomentaryRotButton::Spawn( void ) { @@ -1094,7 +1079,6 @@ void CMomentaryRotButton::Return( void ) UpdateTarget( value ); } - void CMomentaryRotButton::UpdateSelfReturn( float value ) { if ( value <= 0 ) @@ -1111,7 +1095,6 @@ void CMomentaryRotButton::UpdateSelfReturn( float value ) } } - //---------------------------------------------------------------- // Spark //---------------------------------------------------------------- @@ -1134,16 +1117,15 @@ public: float m_flDelay; }; - TYPEDESCRIPTION CEnvSpark::m_SaveData[] = { DEFINE_FIELD( CEnvSpark, m_flDelay, FIELD_FLOAT), }; -IMPLEMENT_SAVERESTORE( CEnvSpark, CBaseEntity ); +IMPLEMENT_SAVERESTORE( CEnvSpark, CBaseEntity ) -LINK_ENTITY_TO_CLASS(env_spark, CEnvSpark); -LINK_ENTITY_TO_CLASS(env_debris, CEnvSpark); +LINK_ENTITY_TO_CLASS( env_spark, CEnvSpark ) +LINK_ENTITY_TO_CLASS( env_debris, CEnvSpark ) void CEnvSpark::Spawn(void) { @@ -1171,7 +1153,6 @@ void CEnvSpark::Spawn(void) Precache( ); } - void CEnvSpark::Precache(void) { PRECACHE_SOUND( "buttons/spark1.wav" ); @@ -1228,11 +1209,10 @@ public: void Spawn( void ); void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType ); - int ObjectCaps( void ); - + int ObjectCaps( void ); }; -LINK_ENTITY_TO_CLASS( button_target, CButtonTarget ); +LINK_ENTITY_TO_CLASS( button_target, CButtonTarget ) void CButtonTarget::Spawn( void ) { @@ -1256,7 +1236,6 @@ void CButtonTarget::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE SUB_UseTargets( pActivator, USE_OFF, 0 ); } - int CButtonTarget :: ObjectCaps( void ) { int caps = CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; @@ -1267,7 +1246,6 @@ int CButtonTarget :: ObjectCaps( void ) return caps; } - int CButtonTarget::TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType ) { Use( Instance(pevAttacker), this, USE_TOGGLE, 0 ); diff --git a/dlls/cbase.cpp b/dlls/cbase.cpp index e00ef46f..eacb5124 100644 --- a/dlls/cbase.cpp +++ b/dlls/cbase.cpp @@ -12,6 +12,7 @@ * without written permission from Valve LLC. * ****/ + #include "extdll.h" #include "util.h" #include "cbase.h" @@ -128,7 +129,6 @@ int GetEntityAPI2( DLL_FUNCTIONS *pFunctionTable, int *interfaceVersion ) } #endif - int DispatchSpawn( edict_t *pent ) { CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE(pent); @@ -202,10 +202,10 @@ void DispatchKeyValue( edict_t *pentKeyvalue, KeyValueData *pkvd ) pEntity->KeyValue( pkvd ); } - // HACKHACK -- this is a hack to keep the node graph entity from "touching" things (like triggers) // while it builds the graph BOOL gTouchDisabled = FALSE; + void DispatchTouch( edict_t *pentTouched, edict_t *pentOther ) { if ( gTouchDisabled ) @@ -218,7 +218,6 @@ void DispatchTouch( edict_t *pentTouched, edict_t *pentOther ) pEntity->Touch( pOther ); } - void DispatchUse( edict_t *pentUsed, edict_t *pentOther ) { CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE(pentUsed); @@ -281,7 +280,6 @@ void DispatchSave( edict_t *pent, SAVERESTOREDATA *pSaveData ) } } - // Find the matching global entity. Spit out an error if the designer made entities of // different classes with the same global name CBaseEntity *FindGlobalEntity( string_t classname, string_t globalname ) @@ -300,7 +298,6 @@ CBaseEntity *FindGlobalEntity( string_t classname, string_t globalname ) return pReturn; } - int DispatchRestore( edict_t *pent, SAVERESTOREDATA *pSaveData, int globalEntity ) { CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE(pent); @@ -322,7 +319,6 @@ int DispatchRestore( edict_t *pent, SAVERESTOREDATA *pSaveData, int globalEntity pSaveData->pCurrentData = pSaveData->pBaseData + pSaveData->size; // ------------------- - const globalentity_t *pGlobal = gGlobalState.EntityFromTable( tmpVars.globalname ); // Don't overlay any instance of the global that isn't the latest @@ -368,14 +364,12 @@ int DispatchRestore( edict_t *pent, SAVERESTOREDATA *pSaveData, int globalEntity // Again, could be deleted, get the pointer again. pEntity = (CBaseEntity *)GET_PRIVATE(pent); - #if 0 if ( pEntity && pEntity->pev->globalname && globalEntity ) { ALERT( at_console, "Global %s is %s\n", STRING(pEntity->pev->globalname), STRING(pEntity->pev->model) ); } #endif - // Is this an overriding global entity (coming over the transition), or one restoring in a level if ( globalEntity ) { @@ -412,7 +406,6 @@ int DispatchRestore( edict_t *pent, SAVERESTOREDATA *pSaveData, int globalEntity return 0; } - void DispatchObjectCollsionBox( edict_t *pent ) { CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE(pent); @@ -424,21 +417,18 @@ void DispatchObjectCollsionBox( edict_t *pent ) SetObjectCollisionBox( &pent->v ); } - void SaveWriteFields( SAVERESTOREDATA *pSaveData, const char *pname, void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCount ) { CSave saveHelper( pSaveData ); saveHelper.WriteFields( pname, pBaseData, pFields, fieldCount ); } - void SaveReadFields( SAVERESTOREDATA *pSaveData, const char *pname, void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCount ) { CRestore restoreHelper( pSaveData ); restoreHelper.ReadFields( pname, pBaseData, pFields, fieldCount ); } - edict_t * EHANDLE::Get( void ) { if (m_pent) @@ -449,7 +439,7 @@ edict_t * EHANDLE::Get( void ) return NULL; } return NULL; -}; +} edict_t * EHANDLE::Set( edict_t *pent ) { @@ -457,14 +447,12 @@ edict_t * EHANDLE::Set( edict_t *pent ) if (pent) m_serialnumber = m_pent->serialnumber; return pent; -}; - +} EHANDLE :: operator CBaseEntity *() { return (CBaseEntity *)GET_PRIVATE( Get( ) ); -}; - +} CBaseEntity * EHANDLE :: operator = (CBaseEntity *pEntity) { @@ -492,14 +480,13 @@ CBaseEntity * EHANDLE :: operator -> () return (CBaseEntity *)GET_PRIVATE( Get( ) ); } - // give health int CBaseEntity :: TakeHealth( float flHealth, int bitsDamageType ) { if (!pev->takedamage) return 0; -// heal + // heal if ( pev->health >= pev->max_health ) return 0; @@ -534,12 +521,11 @@ int CBaseEntity :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, vecTemp = pevInflictor->origin - ( VecBModelOrigin(pev) ); } -// this global is still used for glass and other non-monster killables, along with decals. + // this global is still used for glass and other non-monster killables, along with decals. g_vecAttackDir = vecTemp.Normalize(); -// save damage based on the target's armor level - -// figure momentum add (don't let hurt brushes or other triggers move player) + // save damage based on the target's armor level + // figure momentum add (don't let hurt brushes or other triggers move player) if ((!FNullEnt(pevInflictor)) && (pev->movetype == MOVETYPE_WALK || pev->movetype == MOVETYPE_STEP) && (pevAttacker->solid != SOLID_TRIGGER) ) { Vector vecDir = pev->origin - (pevInflictor->absmin + pevInflictor->absmax) * 0.5; @@ -552,7 +538,7 @@ int CBaseEntity :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, pev->velocity = pev->velocity + vecDir * flForce; } -// do the damage + // do the damage pev->health -= flDamage; if (pev->health <= 0) { @@ -563,7 +549,6 @@ int CBaseEntity :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, return 1; } - void CBaseEntity :: Killed( entvars_t *pevAttacker, int iGib ) { pev->takedamage = DAMAGE_NO; @@ -571,7 +556,6 @@ void CBaseEntity :: Killed( entvars_t *pevAttacker, int iGib ) UTIL_Remove( this ); } - CBaseEntity *CBaseEntity::GetNextTarget( void ) { if ( FStringNull( pev->target ) ) @@ -594,7 +578,6 @@ TYPEDESCRIPTION CBaseEntity::m_SaveData[] = DEFINE_FIELD( CBaseEntity, m_pfnBlocked, FIELD_FUNCTION ), }; - int CBaseEntity::Save( CSave &save ) { if ( save.WriteEntVars( "ENTVARS", pev ) ) @@ -611,13 +594,12 @@ int CBaseEntity::Restore( CRestore &restore ) if ( status ) status = restore.ReadFields( "BASE", this, m_SaveData, ARRAYSIZE(m_SaveData) ); - if ( pev->modelindex != 0 && !FStringNull(pev->model) ) + if ( pev->modelindex != 0 && !FStringNull(pev->model) ) { Vector mins, maxs; mins = pev->mins; // Set model is about to destroy these maxs = pev->maxs; - PRECACHE_MODEL( (char *)STRING(pev->model) ); SET_MODEL(ENT(pev), STRING(pev->model)); UTIL_SetSize(pev, mins, maxs); // Reset them @@ -626,7 +608,6 @@ int CBaseEntity::Restore( CRestore &restore ) return status; } - // Initialize absmin & absmax to the appropriate box void SetObjectCollisionBox( entvars_t *pev ) { @@ -666,14 +647,12 @@ void SetObjectCollisionBox( entvars_t *pev ) pev->absmax.z += 1; } - void CBaseEntity::SetObjectCollisionBox( void ) { ::SetObjectCollisionBox( pev ); } - -int CBaseEntity :: Intersects( CBaseEntity *pOther ) +int CBaseEntity :: Intersects( CBaseEntity *pOther ) { if ( pOther->pev->absmin.x > pev->absmax.x || pOther->pev->absmin.y > pev->absmax.y || @@ -737,7 +716,7 @@ int CBaseEntity::ShouldToggle( USE_TYPE useType, BOOL currentState ) } -int CBaseEntity :: DamageDecal( int bitsDamageType ) +int CBaseEntity :: DamageDecal( int bitsDamageType ) { if ( pev->rendermode == kRenderTransAlpha ) return -1; @@ -748,8 +727,6 @@ int CBaseEntity :: DamageDecal( int bitsDamageType ) return DECAL_GUNSHOT1 + RANDOM_LONG(0,4); } - - // NOTE: szName must be a pointer to constant memory, e.g. "monster_class" because the entity // will keep a pointer to it after this call. CBaseEntity * CBaseEntity::Create( char *szName, const Vector &vecOrigin, const Vector &vecAngles, edict_t *pentOwner ) @@ -770,5 +747,3 @@ CBaseEntity * CBaseEntity::Create( char *szName, const Vector &vecOrigin, const DispatchSpawn( pEntity->edict() ); return pEntity; } - - diff --git a/dlls/controller.cpp b/dlls/controller.cpp index 39f9742b..c3f57e0f 100644 --- a/dlls/controller.cpp +++ b/dlls/controller.cpp @@ -101,7 +101,7 @@ public: int m_fInCombat; }; -LINK_ENTITY_TO_CLASS( monster_alien_controller, CController ); +LINK_ENTITY_TO_CLASS( monster_alien_controller, CController ) TYPEDESCRIPTION CController::m_SaveData[] = { @@ -111,8 +111,8 @@ TYPEDESCRIPTION CController::m_SaveData[] = DEFINE_ARRAY( CController, m_iBallCurrent, FIELD_INTEGER, 2 ), DEFINE_FIELD( CController, m_vecEstVelocity, FIELD_VECTOR ), }; -IMPLEMENT_SAVERESTORE( CController, CSquadMonster ); +IMPLEMENT_SAVERESTORE( CController, CSquadMonster ) const char *CController::pAttackSounds[] = { @@ -150,7 +150,6 @@ const char *CController::pDeathSounds[] = "controller/con_die2.wav", }; - //========================================================= // Classify - indicates this monster's place in the // relationship table. @@ -169,13 +168,11 @@ void CController :: SetYawSpeed ( void ) int ys; ys = 120; - #if 0 switch ( m_Activity ) { } #endif - pev->yaw_speed = ys; } @@ -187,7 +184,6 @@ int CController :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); } - void CController::Killed( entvars_t *pevAttacker, int iGib ) { // shut off balls @@ -213,7 +209,6 @@ void CController::Killed( entvars_t *pevAttacker, int iGib ) CSquadMonster::Killed( pevAttacker, iGib ); } - void CController::GibMonster( void ) { // delete balls @@ -230,9 +225,6 @@ void CController::GibMonster( void ) CSquadMonster::GibMonster( ); } - - - void CController :: PainSound( void ) { if (RANDOM_LONG(0,5) < 2) @@ -324,7 +316,6 @@ void CController :: HandleAnimEvent( MonsterEvent_t *pEvent ) m_iBall[1] = 0; } break; - case CONTROLLER_AE_SMALL_SHOOT: { AttackSound( ); @@ -399,7 +390,6 @@ void CController :: Precache() // AI Schedules Specific to this monster //========================================================= - // Chase enemy schedule Task_t tlControllerChaseEnemy[] = { @@ -420,8 +410,6 @@ Schedule_t slControllerChaseEnemy[] = }, }; - - Task_t tlControllerStrafe[] = { { TASK_WAIT, (float)0.2 }, @@ -441,7 +429,6 @@ Schedule_t slControllerStrafe[] = }, }; - Task_t tlControllerTakeCover[] = { { TASK_WAIT, (float)0.2 }, @@ -461,7 +448,6 @@ Schedule_t slControllerTakeCover[] = }, }; - Task_t tlControllerFail[] = { { TASK_STOP_MOVING, 0 }, @@ -481,8 +467,6 @@ Schedule_t slControllerFail[] = }, }; - - DEFINE_CUSTOM_SCHEDULES( CController ) { slControllerChaseEnemy, @@ -491,9 +475,7 @@ DEFINE_CUSTOM_SCHEDULES( CController ) slControllerFail, }; -IMPLEMENT_CUSTOM_SCHEDULES( CController, CSquadMonster ); - - +IMPLEMENT_CUSTOM_SCHEDULES( CController, CSquadMonster ) //========================================================= // StartTask @@ -547,7 +529,6 @@ void CController :: StartTask ( Task_t *pTask ) } } - Vector Intersect( Vector vecSrc, Vector vecDst, Vector vecMove, float flSpeed ) { Vector vecTo = vecDst - vecSrc; @@ -585,7 +566,6 @@ Vector Intersect( Vector vecSrc, Vector vecDst, Vector vecMove, float flSpeed ) return vecHit.Normalize( ) * flSpeed; } - int CController::LookupFloat( ) { if (m_velocity.Length( ) < 32.0) @@ -621,7 +601,6 @@ int CController::LookupFloat( ) } } - //========================================================= // RunTask //========================================================= @@ -720,7 +699,6 @@ void CController :: RunTask ( Task_t *pTask ) } } - //========================================================= // GetSchedule - Decides which type of schedule best suits // the monster's current state and conditions. Then calls @@ -756,8 +734,6 @@ Schedule_t *CController :: GetSchedule ( void ) return CSquadMonster :: GetSchedule(); } - - //========================================================= //========================================================= Schedule_t* CController :: GetScheduleOfType ( int Type ) @@ -781,10 +757,6 @@ Schedule_t* CController :: GetScheduleOfType ( int Type ) return CBaseMonster :: GetScheduleOfType( Type ); } - - - - //========================================================= // CheckRangeAttack1 - shoot a bigass energy ball out of their head // @@ -798,7 +770,6 @@ BOOL CController :: CheckRangeAttack1 ( float flDot, float flDist ) return FALSE; } - BOOL CController :: CheckRangeAttack2 ( float flDot, float flDist ) { if ( flDot > 0.5 && flDist > 64 && flDist <= 2048 ) @@ -808,13 +779,11 @@ BOOL CController :: CheckRangeAttack2 ( float flDot, float flDist ) return FALSE; } - BOOL CController :: CheckMeleeAttack1 ( float flDot, float flDist ) { return FALSE; } - void CController :: SetActivity ( Activity NewActivity ) { CBaseMonster::SetActivity( NewActivity ); @@ -830,8 +799,6 @@ void CController :: SetActivity ( Activity NewActivity ) } } - - //========================================================= // RunAI //========================================================= @@ -882,7 +849,6 @@ void CController :: RunAI( void ) } } - extern void DrawRoute( entvars_t *pev, WayPoint_t *m_Route, int m_iRouteIndex, int r, int g, int b ); void CController::Stop( void ) @@ -890,8 +856,8 @@ void CController::Stop( void ) m_IdealActivity = GetStoppedActivity(); } - #define DIST_TO_CHECK 200 + void CController :: Move ( float flInterval ) { float flWaypointDist; @@ -928,7 +894,6 @@ void CController :: Move ( float flInterval ) // Debug, draw the route // DrawRoute( pev, m_Route, m_iRouteIndex, 0, 0, 255 ); #endif - // if the monster is moving directly towards an entity (enemy for instance), we'll set this pointer // to that entity for the CheckLocalMove and Triangulate functions. pTargetEnt = NULL; @@ -994,7 +959,7 @@ void CController :: Move ( float flInterval ) { // Wait for a second m_flMoveWaitFinished = gpGlobals->time + m_moveWaitTime; - // ALERT( at_aiconsole, "Move %s!!!\n", STRING( pBlocker->pev->classname ) ); + //ALERT( at_aiconsole, "Move %s!!!\n", STRING( pBlocker->pev->classname ) ); return; } } @@ -1008,7 +973,7 @@ void CController :: Move ( float flInterval ) } else { - ALERT ( at_aiconsole, "Couldn't Triangulate\n" ); + ALERT ( at_aiconsole, "Couldn't Triangulate\n" ); Stop(); if ( m_moveWaitTime > 0 ) { @@ -1072,8 +1037,6 @@ void CController :: Move ( float flInterval ) } } - - BOOL CController:: ShouldAdvanceRoute( float flWaypointDist ) { if ( flWaypointDist <= 32 ) @@ -1084,7 +1047,6 @@ BOOL CController:: ShouldAdvanceRoute( float flWaypointDist ) return FALSE; } - int CController :: CheckLocalMove ( const Vector &vecStart, const Vector &vecEnd, CBaseEntity *pTarget, float *pflDist ) { TraceResult tr; @@ -1110,7 +1072,6 @@ int CController :: CheckLocalMove ( const Vector &vecStart, const Vector &vecEnd return LOCALMOVE_VALID; } - void CController::MoveExecute( CBaseEntity *pTargetEnt, const Vector &vecDir, float flInterval ) { if ( m_IdealActivity != m_movementActivity ) @@ -1123,13 +1084,9 @@ void CController::MoveExecute( CBaseEntity *pTargetEnt, const Vector &vecDir, fl m_velocity = m_velocity * 0.8 + m_flGroundSpeed * vecDir * 0.2; - UTIL_MoveToOrigin ( ENT(pev), pev->origin + m_velocity, m_velocity.Length() * flInterval, MOVE_STRAFE ); - + UTIL_MoveToOrigin ( ENT(pev), pev->origin + m_velocity, m_velocity.Length() * flInterval, MOVE_STRAFE ); } - - - //========================================================= // Controller bouncy ball attack //========================================================= @@ -1147,9 +1104,8 @@ class CControllerHeadBall : public CBaseMonster Vector m_vecIdeal; EHANDLE m_hOwner; }; -LINK_ENTITY_TO_CLASS( controller_head_ball, CControllerHeadBall ); - +LINK_ENTITY_TO_CLASS( controller_head_ball, CControllerHeadBall ) void CControllerHeadBall :: Spawn( void ) { @@ -1180,7 +1136,6 @@ void CControllerHeadBall :: Spawn( void ) pev->dmgtime = gpGlobals->time; } - void CControllerHeadBall :: Precache( void ) { PRECACHE_MODEL("sprites/xspark1.spr"); @@ -1188,7 +1143,6 @@ void CControllerHeadBall :: Precache( void ) PRECACHE_SOUND("weapons/electro4.wav"); } - void CControllerHeadBall :: HuntThink( void ) { pev->nextthink = gpGlobals->time + 0.1; @@ -1260,16 +1214,14 @@ void CControllerHeadBall :: HuntThink( void ) pev->nextthink = gpGlobals->time + 0.3; } - // Crawl( ); + //Crawl( ); } - void CControllerHeadBall :: DieThink( void ) { UTIL_Remove( this ); } - void CControllerHeadBall :: MovetoTarget( Vector vecTarget ) { // accelerate @@ -1288,8 +1240,6 @@ void CControllerHeadBall :: MovetoTarget( Vector vecTarget ) pev->velocity = m_vecIdeal; } - - void CControllerHeadBall :: Crawl( void ) { @@ -1316,7 +1266,6 @@ void CControllerHeadBall :: Crawl( void ) MESSAGE_END(); } - void CControllerHeadBall::BounceTouch( CBaseEntity *pOther ) { Vector vecDir = m_vecIdeal.Normalize( ); @@ -1330,9 +1279,6 @@ void CControllerHeadBall::BounceTouch( CBaseEntity *pOther ) m_vecIdeal = vecDir * m_vecIdeal.Length(); } - - - class CControllerZapBall : public CBaseMonster { void Spawn( void ); @@ -1342,8 +1288,8 @@ class CControllerZapBall : public CBaseMonster EHANDLE m_hOwner; }; -LINK_ENTITY_TO_CLASS( controller_energy_ball, CControllerZapBall ); +LINK_ENTITY_TO_CLASS( controller_energy_ball, CControllerZapBall ) void CControllerZapBall :: Spawn( void ) { @@ -1371,7 +1317,6 @@ void CControllerZapBall :: Spawn( void ) pev->nextthink = gpGlobals->time + 0.1; } - void CControllerZapBall :: Precache( void ) { PRECACHE_MODEL("sprites/xspark4.spr"); @@ -1379,7 +1324,6 @@ void CControllerZapBall :: Precache( void ) // PRECACHE_SOUND("weapons/electro4.wav"); } - void CControllerZapBall :: AnimateThink( void ) { pev->nextthink = gpGlobals->time + 0.1; @@ -1393,7 +1337,6 @@ void CControllerZapBall :: AnimateThink( void ) } } - void CControllerZapBall::ExplodeTouch( CBaseEntity *pOther ) { if (pOther->pev->takedamage) @@ -1420,7 +1363,4 @@ void CControllerZapBall::ExplodeTouch( CBaseEntity *pOther ) UTIL_Remove( this ); } - - - -#endif // !OEM && !HLDEMO +#endif //!OEM && !HLDEMO diff --git a/dlls/crossbow.cpp b/dlls/crossbow.cpp index 28bd8cfd..f84e6122 100644 --- a/dlls/crossbow.cpp +++ b/dlls/crossbow.cpp @@ -247,10 +247,10 @@ enum crossbow_e { CROSSBOW_DRAW1, // full CROSSBOW_DRAW2, // empty CROSSBOW_HOLSTER1, // full - CROSSBOW_HOLSTER2, // empty + CROSSBOW_HOLSTER2 // empty }; -LINK_ENTITY_TO_CLASS( weapon_crossbow, CCrossbow ); +LINK_ENTITY_TO_CLASS( weapon_crossbow, CCrossbow ) void CCrossbow::Spawn( ) { diff --git a/dlls/crowbar.cpp b/dlls/crowbar.cpp index 7225e747..7ff7911b 100644 --- a/dlls/crowbar.cpp +++ b/dlls/crowbar.cpp @@ -26,9 +26,7 @@ #define CROWBAR_BODYHIT_VOLUME 128 #define CROWBAR_WALLHIT_VOLUME 512 -LINK_ENTITY_TO_CLASS( weapon_crowbar, CCrowbar ); - - +LINK_ENTITY_TO_CLASS( weapon_crowbar, CCrowbar ) enum gauss_e { CROWBAR_IDLE = 0, diff --git a/dlls/decals.h b/dlls/decals.h index 95fa44f5..dd13fafe 100644 --- a/dlls/decals.h +++ b/dlls/decals.h @@ -61,7 +61,7 @@ enum decal_e DECAL_SMALLSCORCH2, // Small scorch mark DECAL_SMALLSCORCH3, // Small scorch mark DECAL_MOMMABIRTH, // Big momma birth splatter - DECAL_MOMMASPLAT, + DECAL_MOMMASPLAT }; typedef struct @@ -71,5 +71,4 @@ typedef struct } DLL_DECALLIST; extern DLL_DECALLIST gDecals[]; - -#endif // DECALS_H +#endif //DECALS_H diff --git a/dlls/doors.cpp b/dlls/doors.cpp index 553e459b..75e1fb17 100644 --- a/dlls/doors.cpp +++ b/dlls/doors.cpp @@ -23,7 +23,6 @@ #include "cbase.h" #include "doors.h" - extern void SetMovedir(entvars_t* ev); #define noiseMoving noise1 @@ -38,7 +37,6 @@ public: virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); virtual void Blocked( CBaseEntity *pOther ); - virtual int ObjectCaps( void ) { if (pev->spawnflags & SF_ITEM_USE_ONLY) @@ -76,8 +74,7 @@ public: BYTE m_bUnlockedSentence; }; - -TYPEDESCRIPTION CBaseDoor::m_SaveData[] = +TYPEDESCRIPTION CBaseDoor::m_SaveData[] = { DEFINE_FIELD( CBaseDoor, m_bHealthValue, FIELD_CHARACTER ), DEFINE_FIELD( CBaseDoor, m_bMoveSnd, FIELD_CHARACTER ), @@ -90,8 +87,7 @@ TYPEDESCRIPTION CBaseDoor::m_SaveData[] = }; -IMPLEMENT_SAVERESTORE( CBaseDoor, CBaseToggle ); - +IMPLEMENT_SAVERESTORE( CBaseDoor, CBaseToggle ) #define DOOR_SENTENCEWAIT 6 #define DOOR_SOUNDWAIT 3 @@ -269,12 +265,11 @@ touch or takedamage doors). 4) screechy metal */ -LINK_ENTITY_TO_CLASS( func_door, CBaseDoor ); +LINK_ENTITY_TO_CLASS( func_door, CBaseDoor ) // // func_water - same as a door. // -LINK_ENTITY_TO_CLASS( func_water, CBaseDoor ); - +LINK_ENTITY_TO_CLASS( func_water, CBaseDoor ) void CBaseDoor::Spawn( ) { @@ -282,14 +277,16 @@ void CBaseDoor::Spawn( ) SetMovedir (pev); if ( pev->skin == 0 ) - {//normal door + { + //normal door if ( FBitSet (pev->spawnflags, SF_DOOR_PASSABLE) ) pev->solid = SOLID_NOT; else pev->solid = SOLID_BSP; } else - {// special contents + { + // special contents pev->solid = SOLID_NOT; SetBits( pev->spawnflags, SF_DOOR_SILENT ); // water is silent for now } @@ -302,11 +299,13 @@ void CBaseDoor::Spawn( ) pev->speed = 100; m_vecPosition1 = pev->origin; + // Subtract 2 from size because the engine expands bboxes by 1 in all directions making the size too big m_vecPosition2 = m_vecPosition1 + (pev->movedir * (fabs( pev->movedir.x * (pev->size.x-2) ) + fabs( pev->movedir.y * (pev->size.y-2) ) + fabs( pev->movedir.z * (pev->size.z-2) ) - m_flLip)); ASSERTSZ(m_vecPosition1 != m_vecPosition2, "door start/end positions are equal"); if ( FBitSet (pev->spawnflags, SF_DOOR_START_OPEN) ) - { // swap pos1 and pos2, put door at pos2 + { + // swap pos1 and pos2, put door at pos2 UTIL_SetOrigin(pev, m_vecPosition2); m_vecPosition2 = m_vecPosition1; m_vecPosition1 = pev->origin; @@ -323,7 +322,6 @@ void CBaseDoor::Spawn( ) SetTouch( &CBaseDoor::DoorTouch ); } - void CBaseDoor :: SetToggleState( int state ) { if ( state == TS_AT_TOP ) @@ -332,12 +330,11 @@ void CBaseDoor :: SetToggleState( int state ) UTIL_SetOrigin( pev, m_vecPosition1 ); } - void CBaseDoor::Precache( void ) { char *pszSound; -// set the door's "in-motion" sound + // set the door's "in-motion" sound switch (m_bMoveSnd) { case 0: @@ -388,7 +385,7 @@ void CBaseDoor::Precache( void ) break; } -// set the door's 'reached destination' stop sound + // set the door's 'reached destination' stop sound switch (m_bStopSnd) { case 0: @@ -432,7 +429,6 @@ void CBaseDoor::Precache( void ) } // get door button sounds, for doors which are directly 'touched' to open - if (m_bLockedSound) { pszSound = ButtonSound( (int)m_bLockedSound ); @@ -448,7 +444,6 @@ void CBaseDoor::Precache( void ) } // get sentence group names, for doors which are directly 'touched' to open - switch (m_bLockedSentence) { case 1: m_ls.sLockedSentence = ALLOC_STRING("NA"); break; // access denied @@ -512,7 +507,6 @@ void CBaseDoor::DoorTouch( CBaseEntity *pOther ) SetTouch( NULL ); // Temporarily disable the touch function, until movement is finished. } - // // Used by SUB_UseTargets, when a door is the target of a button. // @@ -533,15 +527,17 @@ int CBaseDoor::DoorActivate( ) return 0; if (FBitSet(pev->spawnflags, SF_DOOR_NO_AUTO_RETURN) && m_toggle_state == TS_AT_TOP) - {// door should close + { + // door should close DoorGoDown(); } else - {// door should open - + { + // door should open if ( m_hActivator != NULL && m_hActivator->IsPlayer() ) - {// give health if player opened the door (medikit) - // VARS( m_eoActivator )->health += m_bHealthValue; + { + // give health if player opened the door (medikit) + //VARS( m_eoActivator )->health += m_bHealthValue; m_hActivator->TakeHealth( m_bHealthValue, DMG_GENERIC ); @@ -592,7 +588,7 @@ void CBaseDoor::DoorGoUp( void ) angles.x = 0; angles.z = 0; UTIL_MakeVectors (angles); - // Vector vnext = (pevToucher->origin + (pevToucher->velocity * 10)) - pev->origin; + //Vector vnext = (pevToucher->origin + (pevToucher->velocity * 10)) - pev->origin; UTIL_MakeVectors ( pevActivator->angles ); Vector vnext = (pevActivator->origin + (gpGlobals->v_forward * 10)) - pev->origin; if ( (vec.x*vnext.y - vec.y*vnext.x) < 0 ) @@ -605,7 +601,6 @@ void CBaseDoor::DoorGoUp( void ) LinearMove(m_vecPosition2, pev->speed); } - // // The door has reached the "up" position. Either go back down, or wait for another activation. // @@ -646,7 +641,6 @@ void CBaseDoor::DoorHitTop( void ) SUB_UseTargets( m_hActivator, USE_TOGGLE, 0 ); // this isn't finished } - // // Starts the door going to its "down" position (simply ToggleData->vecPosition1). // @@ -654,8 +648,7 @@ void CBaseDoor::DoorGoDown( void ) { if ( !FBitSet( pev->spawnflags, SF_DOOR_SILENT ) ) if ( m_toggle_state != TS_GOING_UP && m_toggle_state != TS_GOING_DOWN ) - EMIT_SOUND(ENT(pev), CHAN_STATIC, (char*)STRING(pev->noiseMoving), 1, ATTN_NORM); - + EMIT_SOUND(ENT(pev), CHAN_STATIC, (char*)STRING(pev->noiseMoving), 1, ATTN_NORM); #ifdef DOOR_ASSERT ASSERT(m_toggle_state == TS_AT_TOP); #endif // DOOR_ASSERT @@ -684,7 +677,8 @@ void CBaseDoor::DoorHitBottom( void ) // Re-instate touch method, cycle is complete if ( FBitSet ( pev->spawnflags, SF_DOOR_USE_ONLY ) ) - {// use only door + { + // use only door SetTouch( NULL ); } else // touchable door @@ -700,8 +694,7 @@ void CBaseDoor::DoorHitBottom( void ) void CBaseDoor::Blocked( CBaseEntity *pOther ) { edict_t *pentTarget = NULL; - CBaseDoor *pDoor = NULL; - + CBaseDoor *pDoor = NULL; // Hurt the blocker a little. if ( pev->dmg ) @@ -770,7 +763,6 @@ void CBaseDoor::Blocked( CBaseEntity *pOther ) } } - /*QUAKED FuncRotDoorSpawn (0 .5 .8) ? START_OPEN REVERSE DOOR_DONT_LINK TOGGLE X_AXIS Y_AXIS if two doors touch, they are assumed to be connected and operate as @@ -809,6 +801,7 @@ button or trigger field activates the door. 3) stone chain 4) screechy metal */ + class CRotDoor : public CBaseDoor { public: @@ -816,8 +809,7 @@ public: virtual void SetToggleState( int state ); }; -LINK_ENTITY_TO_CLASS( func_door_rotating, CRotDoor ); - +LINK_ENTITY_TO_CLASS( func_door_rotating, CRotDoor ) void CRotDoor::Spawn( void ) { @@ -829,7 +821,7 @@ void CRotDoor::Spawn( void ) if ( FBitSet (pev->spawnflags, SF_DOOR_ROTATE_BACKWARDS) ) pev->movedir = pev->movedir * -1; - //m_flWait = 2; who the hell did this? (sjb) + //m_flWait = 2; who the hell did this? (sjb) m_vecAngle1 = pev->angles; m_vecAngle2 = pev->angles + pev->movedir * m_flMoveDistance; @@ -847,10 +839,11 @@ void CRotDoor::Spawn( void ) if (pev->speed == 0) pev->speed = 100; -// DOOR_START_OPEN is to allow an entity to be lighted in the closed position -// but spawn in the open position + // DOOR_START_OPEN is to allow an entity to be lighted in the closed position + // but spawn in the open position if ( FBitSet (pev->spawnflags, SF_DOOR_START_OPEN) ) - { // swap pos1 and pos2, put door at pos2, invert movement direction + { + // swap pos1 and pos2, put door at pos2, invert movement direction pev->angles = m_vecAngle2; Vector vecSav = m_vecAngle1; m_vecAngle2 = m_vecAngle1; @@ -868,7 +861,6 @@ void CRotDoor::Spawn( void ) SetTouch( &CBaseDoor::DoorTouch ); } - void CRotDoor :: SetToggleState( int state ) { if ( state == TS_AT_TOP ) @@ -879,7 +871,6 @@ void CRotDoor :: SetToggleState( int state ) UTIL_SetOrigin( pev, pev->origin ); } - class CMomentaryDoor : public CBaseToggle { public: @@ -899,7 +890,7 @@ public: BYTE m_bStopSnd; // sound a door makes when it stops }; -LINK_ENTITY_TO_CLASS( momentary_door, CMomentaryDoor ); +LINK_ENTITY_TO_CLASS( momentary_door, CMomentaryDoor ) TYPEDESCRIPTION CMomentaryDoor::m_SaveData[] = { @@ -907,7 +898,7 @@ TYPEDESCRIPTION CMomentaryDoor::m_SaveData[] = DEFINE_FIELD( CMomentaryDoor, m_bStopSnd, FIELD_CHARACTER ), }; -IMPLEMENT_SAVERESTORE( CMomentaryDoor, CBaseToggle ); +IMPLEMENT_SAVERESTORE( CMomentaryDoor, CBaseToggle ) void CMomentaryDoor::Spawn( void ) { @@ -942,8 +933,7 @@ void CMomentaryDoor::Spawn( void ) void CMomentaryDoor::Precache( void ) { - -// set the door's "in-motion" sound + // set the door's "in-motion" sound switch (m_bMoveSnd) { case 0: @@ -986,7 +976,7 @@ void CMomentaryDoor::Precache( void ) break; } -// set the door's 'reached destination' stop sound + // set the door's 'reached destination' stop sound switch (m_bStopSnd) { case 0: @@ -1045,7 +1035,7 @@ void CMomentaryDoor::KeyValue( KeyValueData *pkvd ) } else if (FStrEq(pkvd->szKeyName, "healthvalue")) { -// m_bHealthValue = atof(pkvd->szValue); + //m_bHealthValue = atof(pkvd->szValue); pkvd->fHandled = TRUE; } else diff --git a/dlls/effects.cpp b/dlls/effects.cpp index 62430bcf..bd8bb160 100644 --- a/dlls/effects.cpp +++ b/dlls/effects.cpp @@ -12,6 +12,7 @@ * without written permission from Valve LLC. * ****/ + #include "extdll.h" #include "util.h" #include "cbase.h" @@ -27,10 +28,8 @@ #define SF_FUNNEL_REVERSE 1 // funnel effect repels particles instead of attracting them. - // Lightning target, just alias landmark -LINK_ENTITY_TO_CLASS( info_target, CPointEntity ); - +LINK_ENTITY_TO_CLASS( info_target, CPointEntity ) class CBubbling : public CBaseEntity { @@ -53,19 +52,18 @@ public: int m_state; }; -LINK_ENTITY_TO_CLASS( env_bubbles, CBubbling ); +LINK_ENTITY_TO_CLASS( env_bubbles, CBubbling ) -TYPEDESCRIPTION CBubbling::m_SaveData[] = +TYPEDESCRIPTION CBubbling::m_SaveData[] = { DEFINE_FIELD( CBubbling, m_density, FIELD_INTEGER ), DEFINE_FIELD( CBubbling, m_frequency, FIELD_INTEGER ), DEFINE_FIELD( CBubbling, m_state, FIELD_INTEGER ), // Let spawn restore this! - // DEFINE_FIELD( CBubbling, m_bubbleModel, FIELD_INTEGER ), + //DEFINE_FIELD( CBubbling, m_bubbleModel, FIELD_INTEGER ), }; -IMPLEMENT_SAVERESTORE( CBubbling, CBaseEntity ); - +IMPLEMENT_SAVERESTORE( CBubbling, CBaseEntity ) #define SF_BUBBLES_STARTOFF 0x0001 @@ -100,7 +98,6 @@ void CBubbling::Precache( void ) m_bubbleModel = PRECACHE_MODEL("sprites/bubble.spr"); // Precache bubble sprite } - void CBubbling::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { if ( ShouldToggle( useType, m_state ) ) @@ -118,7 +115,6 @@ void CBubbling::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE use } } - void CBubbling::KeyValue( KeyValueData *pkvd ) { if (FStrEq(pkvd->szKeyName, "density")) @@ -140,7 +136,6 @@ void CBubbling::KeyValue( KeyValueData *pkvd ) CBaseEntity::KeyValue( pkvd ); } - void CBubbling::FizzThink( void ) { MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, VecBModelOrigin(pev) ); @@ -162,7 +157,7 @@ void CBubbling::FizzThink( void ) // // -------------------------------------------------- -LINK_ENTITY_TO_CLASS( beam, CBeam ); +LINK_ENTITY_TO_CLASS( beam, CBeam ) void CBeam::Spawn( void ) { @@ -190,7 +185,6 @@ void CBeam::SetEndEntity( int entityIndex ) pev->aiment = g_engfuncs.pfnPEntityOfEntIndex( entityIndex ); } - // These don't take attachments into account const Vector &CBeam::GetStartPos( void ) { @@ -202,7 +196,6 @@ const Vector &CBeam::GetStartPos( void ) return pev->origin; } - const Vector &CBeam::GetEndPos( void ) { int type = GetType(); @@ -217,7 +210,6 @@ const Vector &CBeam::GetEndPos( void ) return pev->angles; } - CBeam *CBeam::BeamCreate( const char *pSpriteName, int width ) { // Create a new entity with CBeam private data @@ -229,7 +221,6 @@ CBeam *CBeam::BeamCreate( const char *pSpriteName, int width ) return pBeam; } - void CBeam::BeamInit( const char *pSpriteName, int width ) { pev->flags |= FL_CUSTOMENTITY; @@ -246,7 +237,6 @@ void CBeam::BeamInit( const char *pSpriteName, int width ) pev->rendermode = 0; } - void CBeam::PointsInit( const Vector &start, const Vector &end ) { SetType( BEAM_POINTS ); @@ -257,7 +247,6 @@ void CBeam::PointsInit( const Vector &start, const Vector &end ) RelinkBeam(); } - void CBeam::HoseInit( const Vector &start, const Vector &direction ) { SetType( BEAM_HOSE ); @@ -268,7 +257,6 @@ void CBeam::HoseInit( const Vector &start, const Vector &direction ) RelinkBeam(); } - void CBeam::PointEntInit( const Vector &start, int endIndex ) { SetType( BEAM_ENTPOINT ); @@ -289,7 +277,6 @@ void CBeam::EntsInit( int startIndex, int endIndex ) RelinkBeam(); } - void CBeam::RelinkBeam( void ) { const Vector &startPos = GetStartPos(), &endPos = GetEndPos(); @@ -321,7 +308,6 @@ void CBeam::SetObjectCollisionBox( void ) } #endif - void CBeam::TriggerTouch( CBaseEntity *pOther ) { if ( pOther->pev->flags & (FL_CLIENT | FL_MONSTER) ) @@ -335,7 +321,6 @@ void CBeam::TriggerTouch( CBaseEntity *pOther ) } } - CBaseEntity *CBeam::RandomTargetname( const char *szName ) { int total = 0; @@ -351,7 +336,6 @@ CBaseEntity *CBeam::RandomTargetname( const char *szName ) return pEntity; } - void CBeam::DoSparks( const Vector &start, const Vector &end ) { if ( pev->spawnflags & (SF_BEAM_SPARKSTART|SF_BEAM_SPARKEND) ) @@ -367,7 +351,6 @@ void CBeam::DoSparks( const Vector &start, const Vector &end ) } } - class CLightning : public CBeam { public: @@ -413,8 +396,8 @@ public: float m_radius; }; -LINK_ENTITY_TO_CLASS( env_lightning, CLightning ); -LINK_ENTITY_TO_CLASS( env_beam, CLightning ); +LINK_ENTITY_TO_CLASS( env_lightning, CLightning ) +LINK_ENTITY_TO_CLASS( env_beam, CLightning ) // UNDONE: Jay -- This is only a test #if _DEBUG @@ -422,7 +405,8 @@ class CTripBeam : public CLightning { void Spawn( void ); }; -LINK_ENTITY_TO_CLASS( trip_beam, CTripBeam ); + +LINK_ENTITY_TO_CLASS( trip_beam, CTripBeam ) void CTripBeam::Spawn( void ) { @@ -433,8 +417,6 @@ void CTripBeam::Spawn( void ) } #endif - - TYPEDESCRIPTION CLightning::m_SaveData[] = { DEFINE_FIELD( CLightning, m_active, FIELD_INTEGER ), @@ -452,8 +434,7 @@ TYPEDESCRIPTION CLightning::m_SaveData[] = DEFINE_FIELD( CLightning, m_radius, FIELD_FLOAT ), }; -IMPLEMENT_SAVERESTORE( CLightning, CBeam ); - +IMPLEMENT_SAVERESTORE( CLightning, CBeam ) void CLightning::Spawn( void ) { @@ -510,14 +491,12 @@ void CLightning::Precache( void ) CBeam::Precache(); } - void CLightning::Activate( void ) { if ( ServerSide() ) BeamUpdateVars(); } - void CLightning::KeyValue( KeyValueData *pkvd ) { if (FStrEq(pkvd->szKeyName, "LightningStart")) @@ -579,7 +558,6 @@ void CLightning::KeyValue( KeyValueData *pkvd ) CBeam::KeyValue( pkvd ); } - void CLightning::ToggleUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { if ( !ShouldToggle( useType, m_active ) ) @@ -603,7 +581,6 @@ void CLightning::ToggleUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_T } } - void CLightning::StrikeUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { if ( !ShouldToggle( useType, m_active ) ) @@ -624,7 +601,6 @@ void CLightning::StrikeUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_T SetUse( NULL ); } - int IsPointEntity( CBaseEntity *pEnt ) { if ( !pEnt->pev->modelindex ) @@ -635,7 +611,6 @@ int IsPointEntity( CBaseEntity *pEnt ) return 0; } - void CLightning::StrikeThink( void ) { if ( m_life != 0 ) @@ -741,7 +716,6 @@ void CLightning::StrikeThink( void ) } } - void CBeam::BeamDamage( TraceResult *ptr ) { RelinkBeam(); @@ -763,7 +737,6 @@ void CBeam::BeamDamage( TraceResult *ptr ) pev->dmgtime = gpGlobals->time; } - void CLightning::DamageThink( void ) { pev->nextthink = gpGlobals->time + 0.1; @@ -772,8 +745,6 @@ void CLightning::DamageThink( void ) BeamDamage( &tr ); } - - void CLightning::Zap( const Vector &vecSrc, const Vector &vecDest ) { #if 1 @@ -856,7 +827,6 @@ void CLightning::RandomArea( void ) } } - void CLightning::RandomPoint( Vector &vecSrc ) { int iLoops = 0; @@ -879,8 +849,6 @@ void CLightning::RandomPoint( Vector &vecSrc ) } } - - void CLightning::BeamUpdateVars( void ) { int beamType; @@ -945,8 +913,7 @@ void CLightning::BeamUpdateVars( void ) SetFlags( BEAM_FSHADEOUT ); } - -LINK_ENTITY_TO_CLASS( env_laser, CLaser ); +LINK_ENTITY_TO_CLASS( env_laser, CLaser ) TYPEDESCRIPTION CLaser::m_SaveData[] = { @@ -955,7 +922,7 @@ TYPEDESCRIPTION CLaser::m_SaveData[] = DEFINE_FIELD( CLaser, m_firePosition, FIELD_POSITION_VECTOR ), }; -IMPLEMENT_SAVERESTORE( CLaser, CBeam ); +IMPLEMENT_SAVERESTORE( CLaser, CBeam ) void CLaser::Spawn( void ) { @@ -993,7 +960,6 @@ void CLaser::Precache( void ) PRECACHE_MODEL( (char *)STRING(m_iszSpriteName) ); } - void CLaser::KeyValue( KeyValueData *pkvd ) { if (FStrEq(pkvd->szKeyName, "LaserTarget")) @@ -1040,7 +1006,6 @@ void CLaser::KeyValue( KeyValueData *pkvd ) CBeam::KeyValue( pkvd ); } - int CLaser::IsOn( void ) { if (pev->effects & EF_NODRAW) @@ -1048,7 +1013,6 @@ int CLaser::IsOn( void ) return 1; } - void CLaser::TurnOff( void ) { pev->effects |= EF_NODRAW; @@ -1057,7 +1021,6 @@ void CLaser::TurnOff( void ) m_pSprite->TurnOff(); } - void CLaser::TurnOn( void ) { pev->effects &= ~EF_NODRAW; @@ -1067,7 +1030,6 @@ void CLaser::TurnOn( void ) pev->nextthink = gpGlobals->time; } - void CLaser::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { int active = IsOn(); @@ -1084,7 +1046,6 @@ void CLaser::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useTyp } } - void CLaser::FireAtPoint( TraceResult &tr ) { SetEndPos( tr.vecEndPos ); @@ -1109,8 +1070,6 @@ void CLaser::StrikeThink( void ) pev->nextthink = gpGlobals->time + 0.1; } - - class CGlow : public CPointEntity { public: @@ -1125,7 +1084,7 @@ public: float m_maxFrame; }; -LINK_ENTITY_TO_CLASS( env_glow, CGlow ); +LINK_ENTITY_TO_CLASS( env_glow, CGlow ) TYPEDESCRIPTION CGlow::m_SaveData[] = { @@ -1133,7 +1092,7 @@ TYPEDESCRIPTION CGlow::m_SaveData[] = DEFINE_FIELD( CGlow, m_maxFrame, FIELD_FLOAT ), }; -IMPLEMENT_SAVERESTORE( CGlow, CPointEntity ); +IMPLEMENT_SAVERESTORE( CGlow, CPointEntity ) void CGlow::Spawn( void ) { @@ -1152,7 +1111,6 @@ void CGlow::Spawn( void ) m_lastTime = gpGlobals->time; } - void CGlow::Think( void ) { Animate( pev->framerate * (gpGlobals->time - m_lastTime) ); @@ -1161,15 +1119,13 @@ void CGlow::Think( void ) m_lastTime = gpGlobals->time; } - void CGlow::Animate( float frames ) { if ( m_maxFrame > 0 ) pev->frame = fmod( pev->frame + frames, m_maxFrame ); } - -LINK_ENTITY_TO_CLASS( env_sprite, CSprite ); +LINK_ENTITY_TO_CLASS( env_sprite, CSprite ) TYPEDESCRIPTION CSprite::m_SaveData[] = { @@ -1177,7 +1133,7 @@ TYPEDESCRIPTION CSprite::m_SaveData[] = DEFINE_FIELD( CSprite, m_maxFrame, FIELD_FLOAT ), }; -IMPLEMENT_SAVERESTORE( CSprite, CPointEntity ); +IMPLEMENT_SAVERESTORE( CSprite, CPointEntity ) void CSprite::Spawn( void ) { @@ -1203,7 +1159,6 @@ void CSprite::Spawn( void ) } } - void CSprite::Precache( void ) { PRECACHE_MODEL( (char *)STRING(pev->model) ); @@ -1219,7 +1174,6 @@ void CSprite::Precache( void ) } } - void CSprite::SpriteInit( const char *pSpriteName, const Vector &origin ) { pev->model = MAKE_STRING(pSpriteName); @@ -1240,7 +1194,6 @@ CSprite *CSprite::SpriteCreate( const char *pSpriteName, const Vector &origin, B return pSprite; } - void CSprite::AnimateThink( void ) { Animate( pev->framerate * (gpGlobals->time - m_lastTime) ); @@ -1270,7 +1223,6 @@ void CSprite::Expand( float scaleSpeed, float fadeSpeed ) m_lastTime = gpGlobals->time; } - void CSprite::ExpandThink( void ) { float frametime = gpGlobals->time - m_lastTime; @@ -1288,7 +1240,6 @@ void CSprite::ExpandThink( void ) } } - void CSprite::Animate( float frames ) { pev->frame += frames; @@ -1306,14 +1257,12 @@ void CSprite::Animate( float frames ) } } - void CSprite::TurnOff( void ) { pev->effects = EF_NODRAW; pev->nextthink = 0; } - void CSprite::TurnOn( void ) { pev->effects = 0; @@ -1326,7 +1275,6 @@ void CSprite::TurnOn( void ) pev->frame = 0; } - void CSprite::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { int on = pev->effects != EF_NODRAW; @@ -1343,7 +1291,6 @@ void CSprite::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useTy } } - class CGibShooter : public CBaseDelay { public: @@ -1379,9 +1326,8 @@ TYPEDESCRIPTION CGibShooter::m_SaveData[] = DEFINE_FIELD( CGibShooter, m_flGibLife, FIELD_FLOAT ), }; -IMPLEMENT_SAVERESTORE( CGibShooter, CBaseDelay ); -LINK_ENTITY_TO_CLASS( gibshooter, CGibShooter ); - +IMPLEMENT_SAVERESTORE( CGibShooter, CBaseDelay ) +LINK_ENTITY_TO_CLASS( gibshooter, CGibShooter ) void CGibShooter :: Precache ( void ) { @@ -1395,7 +1341,6 @@ void CGibShooter :: Precache ( void ) } } - void CGibShooter::KeyValue( KeyValueData *pkvd ) { if (FStrEq(pkvd->szKeyName, "m_iGibs")) @@ -1451,7 +1396,6 @@ void CGibShooter::Spawn( void ) pev->body = MODEL_FRAMES( m_iGibModelIndex ); } - CGib *CGibShooter :: CreateGib ( void ) { if ( CVAR_GET_FLOAT("violence_hgibs") == 0 ) @@ -1471,7 +1415,6 @@ CGib *CGibShooter :: CreateGib ( void ) return pGib; } - void CGibShooter :: ShootThink ( void ) { pev->nextthink = gpGlobals->time + m_flDelay; @@ -1522,7 +1465,6 @@ void CGibShooter :: ShootThink ( void ) } } - class CEnvShooter : public CGibShooter { void Precache( void ); @@ -1531,7 +1473,7 @@ class CEnvShooter : public CGibShooter CGib *CreateGib( void ); }; -LINK_ENTITY_TO_CLASS( env_shooter, CEnvShooter ); +LINK_ENTITY_TO_CLASS( env_shooter, CEnvShooter ) void CEnvShooter :: KeyValue( KeyValueData *pkvd ) { @@ -1574,14 +1516,12 @@ void CEnvShooter :: KeyValue( KeyValueData *pkvd ) } } - void CEnvShooter :: Precache ( void ) { m_iGibModelIndex = PRECACHE_MODEL( (char *)STRING(pev->model) ); CBreakable::MaterialSoundPrecache( (Materials)m_iGibMaterial ); } - CGib *CEnvShooter :: CreateGib ( void ) { CGib *pGib = GetClassPtr( (CGib *)NULL ); @@ -1607,9 +1547,6 @@ CGib *CEnvShooter :: CreateGib ( void ) return pGib; } - - - class CTestEffect : public CBaseDelay { public: @@ -1626,8 +1563,7 @@ public: float m_flStartTime; }; - -LINK_ENTITY_TO_CLASS( test_effect, CTestEffect ); +LINK_ENTITY_TO_CLASS( test_effect, CTestEffect ) void CTestEffect::Spawn( void ) { @@ -1664,7 +1600,6 @@ void CTestEffect::TestThink( void ) m_flBeamTime[m_iBeam] = gpGlobals->time; m_pBeam[m_iBeam] = pbeam; m_iBeam++; - #if 0 Vector vecMid = (vecSrc + tr.vecEndPos) * 0.5; MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); @@ -1705,7 +1640,6 @@ void CTestEffect::TestThink( void ) } } - void CTestEffect::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { SetThink( &CTestEffect::TestThink ); @@ -1713,8 +1647,6 @@ void CTestEffect::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE u m_flStartTime = gpGlobals->time; } - - // Blood effects class CBlood : public CPointEntity { @@ -1735,9 +1667,7 @@ public: private: }; -LINK_ENTITY_TO_CLASS( env_blood, CBlood ); - - +LINK_ENTITY_TO_CLASS( env_blood, CBlood ) #define SF_BLOOD_RANDOM 0x0001 #define SF_BLOOD_STREAM 0x0002 @@ -1753,7 +1683,6 @@ void CBlood::Spawn( void ) SetMovedir( pev ); } - void CBlood::KeyValue( KeyValueData *pkvd ) { if (FStrEq(pkvd->szKeyName, "color")) @@ -1780,7 +1709,6 @@ void CBlood::KeyValue( KeyValueData *pkvd ) CPointEntity::KeyValue( pkvd ); } - Vector CBlood::Direction( void ) { if ( pev->spawnflags & SF_BLOOD_RANDOM ) @@ -1789,7 +1717,6 @@ Vector CBlood::Direction( void ) return pev->movedir; } - Vector CBlood::BloodPosition( CBaseEntity *pActivator ) { if ( pev->spawnflags & SF_BLOOD_PLAYER ) @@ -1809,7 +1736,6 @@ Vector CBlood::BloodPosition( CBaseEntity *pActivator ) return pev->origin; } - void CBlood::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { if ( pev->spawnflags & SF_BLOOD_STREAM ) @@ -1829,8 +1755,6 @@ void CBlood::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useTyp } } - - // Screen shake class CShake : public CPointEntity { @@ -1851,7 +1775,7 @@ public: private: }; -LINK_ENTITY_TO_CLASS( env_shake, CShake ); +LINK_ENTITY_TO_CLASS( env_shake, CShake ) // pev->scale is amplitude // pev->dmg_save is frequency @@ -1876,7 +1800,6 @@ void CShake::Spawn( void ) pev->dmg = 0; } - void CShake::KeyValue( KeyValueData *pkvd ) { if (FStrEq(pkvd->szKeyName, "amplitude")) @@ -1903,7 +1826,6 @@ void CShake::KeyValue( KeyValueData *pkvd ) CPointEntity::KeyValue( pkvd ); } - void CShake::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { UTIL_ScreenShake( pev->origin, Amplitude(), Frequency(), Duration(), Radius() ); @@ -1925,7 +1847,7 @@ public: private: }; -LINK_ENTITY_TO_CLASS( env_fade, CFade ); +LINK_ENTITY_TO_CLASS( env_fade, CFade ) // pev->dmg_take is duration // pev->dmg_save is hold duration @@ -1941,7 +1863,6 @@ void CFade::Spawn( void ) pev->frame = 0; } - void CFade::KeyValue( KeyValueData *pkvd ) { if (FStrEq(pkvd->szKeyName, "duration")) @@ -1958,7 +1879,6 @@ void CFade::KeyValue( KeyValueData *pkvd ) CPointEntity::KeyValue( pkvd ); } - void CFade::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { int fadeFlags = 0; @@ -1983,7 +1903,6 @@ void CFade::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType SUB_UseTargets( this, USE_TOGGLE, 0 ); } - class CMessage : public CPointEntity { public: @@ -1994,8 +1913,7 @@ public: private: }; -LINK_ENTITY_TO_CLASS( env_message, CMessage ); - +LINK_ENTITY_TO_CLASS( env_message, CMessage ) void CMessage::Spawn( void ) { @@ -2030,7 +1948,6 @@ void CMessage::Spawn( void ) pev->scale = 1.0; } - void CMessage::Precache( void ) { if ( pev->noise ) @@ -2058,7 +1975,6 @@ void CMessage::KeyValue( KeyValueData *pkvd ) CPointEntity::KeyValue( pkvd ); } - void CMessage::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { CBaseEntity *pPlayer = NULL; @@ -2086,8 +2002,6 @@ void CMessage::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useT SUB_UseTargets( this, USE_TOGGLE, 0 ); } - - //========================================================= // FunnelEffect //========================================================= @@ -2106,7 +2020,7 @@ void CEnvFunnel :: Precache ( void ) m_iSprite = PRECACHE_MODEL ( "sprites/flare6.spr" ); } -LINK_ENTITY_TO_CLASS( env_funnel, CEnvFunnel ); +LINK_ENTITY_TO_CLASS( env_funnel, CEnvFunnel ) void CEnvFunnel::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { @@ -2126,7 +2040,6 @@ void CEnvFunnel::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE us WRITE_SHORT( 0 ); } - MESSAGE_END(); SetThink( &CBaseEntity::SUB_Remove ); @@ -2159,7 +2072,7 @@ void CEnvBeverage :: Precache ( void ) PRECACHE_SOUND( "weapons/g_bounce3.wav" ); } -LINK_ENTITY_TO_CLASS( env_beverage, CEnvBeverage ); +LINK_ENTITY_TO_CLASS( env_beverage, CEnvBeverage ) void CEnvBeverage::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { @@ -2217,7 +2130,7 @@ void CItemSoda :: Precache ( void ) { } -LINK_ENTITY_TO_CLASS( item_sodacan, CItemSoda ); +LINK_ENTITY_TO_CLASS( item_sodacan, CItemSoda ) void CItemSoda::Spawn( void ) { @@ -2250,7 +2163,6 @@ void CItemSoda::CanTouch ( CBaseEntity *pOther ) } // spoit sound here - pOther->TakeHealth( 1, DMG_GENERIC );// a bit of health. if ( !FNullEnt( pev->owner ) ) diff --git a/dlls/egon.cpp b/dlls/egon.cpp index b5333cd7..b624cea8 100644 --- a/dlls/egon.cpp +++ b/dlls/egon.cpp @@ -49,7 +49,7 @@ enum egon_e { EGON_HOLSTER }; -LINK_ENTITY_TO_CLASS( weapon_egon, CEgon ); +LINK_ENTITY_TO_CLASS( weapon_egon, CEgon ) void CEgon::Spawn( ) { @@ -62,7 +62,6 @@ void CEgon::Spawn( ) FallInit();// get ready to fall down. } - void CEgon::Precache( void ) { PRECACHE_MODEL("models/w_egon.mdl"); @@ -277,10 +276,7 @@ void CEgon::Fire( const Vector &vecOrigSrc, const Vector &vecDir ) m_pSprite->pev->effects |= EF_NODRAW; } } - - #endif - float timedist; switch ( m_fireMode ) @@ -408,14 +404,11 @@ void CEgon::UpdateEffect( const Vector &startPoint, const Vector &endPoint, floa m_pSprite->pev->frame = 0; m_pNoise->SetStartPos( endPoint ); - #endif - } void CEgon::CreateEffect( void ) { - #ifndef CLIENT_DLL DestroyEffect(); @@ -458,10 +451,8 @@ void CEgon::CreateEffect( void ) m_pNoise->SetNoise( 2 ); } #endif - } - void CEgon::DestroyEffect( void ) { @@ -485,11 +476,8 @@ void CEgon::DestroyEffect( void ) m_pSprite = NULL; } #endif - } - - void CEgon::WeaponIdle( void ) { ResetEmptySound( ); @@ -563,6 +551,6 @@ class CEgonAmmo : public CBasePlayerAmmo return FALSE; } }; -LINK_ENTITY_TO_CLASS( ammo_egonclip, CEgonAmmo ); +LINK_ENTITY_TO_CLASS( ammo_egonclip, CEgonAmmo ) -#endif \ No newline at end of file +#endif diff --git a/dlls/explode.cpp b/dlls/explode.cpp index 4e5f1c15..6d40960b 100644 --- a/dlls/explode.cpp +++ b/dlls/explode.cpp @@ -34,7 +34,7 @@ class CShower : public CBaseEntity int ObjectCaps( void ) { return FCAP_DONT_SAVE; } }; -LINK_ENTITY_TO_CLASS( spark_shower, CShower ); +LINK_ENTITY_TO_CLASS( spark_shower, CShower ) void CShower::Spawn( void ) { @@ -57,7 +57,6 @@ void CShower::Spawn( void ) pev->angles = g_vecZero; } - void CShower::Think( void ) { UTIL_Sparks( pev->origin ); @@ -103,8 +102,8 @@ TYPEDESCRIPTION CEnvExplosion::m_SaveData[] = DEFINE_FIELD( CEnvExplosion, m_spriteScale, FIELD_INTEGER ), }; -IMPLEMENT_SAVERESTORE( CEnvExplosion, CBaseMonster ); -LINK_ENTITY_TO_CLASS( env_explosion, CEnvExplosion ); +IMPLEMENT_SAVERESTORE( CEnvExplosion, CBaseMonster ) +LINK_ENTITY_TO_CLASS( env_explosion, CEnvExplosion ) void CEnvExplosion::KeyValue( KeyValueData *pkvd ) { @@ -253,7 +252,6 @@ void CEnvExplosion::Smoke( void ) } } - // HACKHACK -- create one of these and fake a keyvalue to get the right explosion setup void ExplosionCreate( const Vector ¢er, const Vector &angles, edict_t *pOwner, int magnitude, BOOL doDamage ) { diff --git a/dlls/flyingmonster.cpp b/dlls/flyingmonster.cpp index 0b361ba6..bc037e1b 100644 --- a/dlls/flyingmonster.cpp +++ b/dlls/flyingmonster.cpp @@ -12,6 +12,7 @@ * use or distribution of this code by or to any unlicensed person is illegal. * ****/ + #include "extdll.h" #include "util.h" #include "cbase.h" @@ -22,7 +23,6 @@ #define FLYING_AE_FLAP (8) #define FLYING_AE_FLAPSOUND (9) - extern DLL_GLOBAL edict_t *g_pBodyQueueHead; int CFlyingMonster :: CheckLocalMove ( const Vector &vecStart, const Vector &vecEnd, CBaseEntity *pTarget, float *pflDist ) @@ -57,13 +57,11 @@ int CFlyingMonster :: CheckLocalMove ( const Vector &vecStart, const Vector &vec return LOCALMOVE_VALID; } - BOOL CFlyingMonster :: FTriangulate ( const Vector &vecStart , const Vector &vecEnd, float flDist, CBaseEntity *pTargetEnt, Vector *pApex ) { return CBaseMonster::FTriangulate( vecStart, vecEnd, flDist, pTargetEnt, pApex ); } - Activity CFlyingMonster :: GetStoppedActivity( void ) { if ( pev->movetype != MOVETYPE_FLY ) // UNDONE: Ground idle here, IDLE may be something else @@ -72,7 +70,6 @@ Activity CFlyingMonster :: GetStoppedActivity( void ) return ACT_HOVER; } - void CFlyingMonster :: Stop( void ) { Activity stopped = GetStoppedActivity(); @@ -86,7 +83,6 @@ void CFlyingMonster :: Stop( void ) m_vecTravel = g_vecZero; } - float CFlyingMonster :: ChangeYaw( int speed ) { if ( pev->movetype == MOVETYPE_FLY ) @@ -106,7 +102,6 @@ float CFlyingMonster :: ChangeYaw( int speed ) return CBaseMonster::ChangeYaw( speed ); } - void CFlyingMonster :: Killed( entvars_t *pevAttacker, int iGib ) { pev->movetype = MOVETYPE_STEP; @@ -116,7 +111,6 @@ void CFlyingMonster :: Killed( entvars_t *pevAttacker, int iGib ) CBaseMonster::Killed( pevAttacker, iGib ); } - void CFlyingMonster :: HandleAnimEvent( MonsterEvent_t *pEvent ) { switch( pEvent->event ) @@ -124,19 +118,16 @@ void CFlyingMonster :: HandleAnimEvent( MonsterEvent_t *pEvent ) case FLYING_AE_FLAP: m_flightSpeed = 400; break; - case FLYING_AE_FLAPSOUND: if ( m_pFlapSound ) EMIT_SOUND( edict(), CHAN_BODY, m_pFlapSound, 1, ATTN_NORM ); break; - default: CBaseMonster::HandleAnimEvent( pEvent ); break; } } - void CFlyingMonster :: Move( float flInterval ) { if ( pev->movetype == MOVETYPE_FLY ) @@ -144,7 +135,6 @@ void CFlyingMonster :: Move( float flInterval ) CBaseMonster::Move( flInterval ); } - BOOL CFlyingMonster:: ShouldAdvanceRoute( float flWaypointDist ) { // Get true 3D distance to the goal so we actually reach the correct height @@ -157,7 +147,6 @@ BOOL CFlyingMonster:: ShouldAdvanceRoute( float flWaypointDist ) return FALSE; } - void CFlyingMonster::MoveExecute( CBaseEntity *pTargetEnt, const Vector &vecDir, float flInterval ) { if ( pev->movetype == MOVETYPE_FLY ) @@ -180,7 +169,7 @@ void CFlyingMonster::MoveExecute( CBaseEntity *pTargetEnt, const Vector &vecDir, } else m_flightSpeed = UTIL_Approach( 20, m_flightSpeed, 300 * gpGlobals->frametime ); - + if ( CheckLocalMove ( pev->origin, vecMove, pTargetEnt, NULL ) ) { m_vecTravel = (vecMove - pev->origin); @@ -198,7 +187,6 @@ void CFlyingMonster::MoveExecute( CBaseEntity *pTargetEnt, const Vector &vecDir, CBaseMonster::MoveExecute( pTargetEnt, vecDir, flInterval ); } - float CFlyingMonster::CeilingZ( const Vector &position ) { TraceResult tr; @@ -278,4 +266,3 @@ float CFlyingMonster::FloorZ( const Vector &position ) return down.z; } - diff --git a/dlls/flyingmonster.h b/dlls/flyingmonster.h index 616194db..17d4e90a 100644 --- a/dlls/flyingmonster.h +++ b/dlls/flyingmonster.h @@ -37,8 +37,7 @@ public: float CeilingZ( const Vector &position ); float FloorZ( const Vector &position ); BOOL ProbeZ( const Vector &position, const Vector &probe, float *pFraction ); - - + // UNDONE: Save/restore this stuff!!! protected: Vector m_vecTravel; // Current direction @@ -47,7 +46,4 @@ protected: float m_momentum; // Weight for desired vs. momentum velocity const char *m_pFlapSound; }; - - -#endif //FLYINGMONSTER_H - +#endif //FLYINGMONSTER_H diff --git a/dlls/func_break.cpp b/dlls/func_break.cpp index 0a107b43..7c9705e6 100644 --- a/dlls/func_break.cpp +++ b/dlls/func_break.cpp @@ -93,7 +93,7 @@ void CBreakable::KeyValue( KeyValueData* pkvd ) } else if (FStrEq(pkvd->szKeyName, "shards")) { -// m_iShards = atof(pkvd->szValue); + //m_iShards = atof(pkvd->szValue); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "gibmodel") ) @@ -123,7 +123,8 @@ void CBreakable::KeyValue( KeyValueData* pkvd ) // // func_breakable - bmodel that breaks into pieces after taking damage // -LINK_ENTITY_TO_CLASS( func_breakable, CBreakable ); +LINK_ENTITY_TO_CLASS( func_breakable, CBreakable ) + TYPEDESCRIPTION CBreakable::m_SaveData[] = { DEFINE_FIELD( CBreakable, m_Material, FIELD_INTEGER ), @@ -139,7 +140,7 @@ TYPEDESCRIPTION CBreakable::m_SaveData[] = // Explosion magnitude is stored in pev->impulse }; -IMPLEMENT_SAVERESTORE( CBreakable, CBaseEntity ); +IMPLEMENT_SAVERESTORE( CBreakable, CBaseEntity ) void CBreakable::Spawn( void ) { @@ -151,8 +152,8 @@ void CBreakable::Spawn( void ) pev->takedamage = DAMAGE_YES; pev->solid = SOLID_BSP; - pev->movetype = MOVETYPE_PUSH; - m_angle = pev->angles.y; + pev->movetype = MOVETYPE_PUSH; + m_angle = pev->angles.y; pev->angles.y = 0; // HACK: matGlass can receive decals, we need the client to know about this @@ -173,7 +174,6 @@ void CBreakable::Spawn( void ) pev->flags |= FL_WORLDBRUSH; } - const char *CBreakable::pSoundsWood[] = { "debris/wood1.wav", @@ -205,7 +205,6 @@ const char *CBreakable::pSoundsConcrete[] = "debris/concrete3.wav", }; - const char *CBreakable::pSoundsGlass[] = { "debris/glass1.wav", @@ -217,7 +216,7 @@ const char **CBreakable::MaterialSoundList( Materials precacheMaterial, int &sou { const char **pSoundList = NULL; - switch ( precacheMaterial ) + switch ( precacheMaterial ) { case matWood: pSoundList = pSoundsWood; @@ -280,12 +279,11 @@ void CBreakable::MaterialSoundRandom( edict_t *pEdict, Materials soundMaterial, EMIT_SOUND( pEdict, CHAN_BODY, pSoundList[ RANDOM_LONG(0,soundCount-1) ], volume, 1.0 ); } - void CBreakable::Precache( void ) { const char *pGibName = NULL; - switch (m_Material) + switch (m_Material) { case matWood: pGibName = "models/woodgibs.mdl"; @@ -390,21 +388,18 @@ void CBreakable::DamageSound( void ) rgpsz[2] = "debris/glass3.wav"; i = 3; break; - case matWood: rgpsz[0] = "debris/wood1.wav"; rgpsz[1] = "debris/wood2.wav"; rgpsz[2] = "debris/wood3.wav"; i = 3; break; - case matMetal: rgpsz[0] = "debris/metal1.wav"; rgpsz[1] = "debris/metal3.wav"; rgpsz[2] = "debris/metal2.wav"; i = 2; break; - case matFlesh: rgpsz[0] = "debris/flesh1.wav"; rgpsz[1] = "debris/flesh2.wav"; @@ -414,7 +409,6 @@ void CBreakable::DamageSound( void ) rgpsz[5] = "debris/flesh7.wav"; i = 6; break; - case matRocks: case matCinderBlock: rgpsz[0] = "debris/concrete1.wav"; @@ -422,7 +416,6 @@ void CBreakable::DamageSound( void ) rgpsz[2] = "debris/concrete3.wav"; i = 3; break; - case matCeilingTile: // UNDONE: no ceiling tile shard sound yet i = 0; @@ -445,7 +438,8 @@ void CBreakable::BreakTouch( CBaseEntity *pOther ) } if ( FBitSet ( pev->spawnflags, SF_BREAK_TOUCH ) ) - {// can be broken when run into + { + // can be broken when run into flDamage = pevToucher->velocity.Length() * 0.01; if (flDamage >= pev->health) @@ -459,26 +453,24 @@ void CBreakable::BreakTouch( CBaseEntity *pOther ) } if ( FBitSet ( pev->spawnflags, SF_BREAK_PRESSURE ) && pevToucher->absmin.z >= pev->maxs.z - 2 ) - {// can be broken when stood upon - + { + // can be broken when stood upon // play creaking sound here. DamageSound(); SetThink( &CBreakable::Die ); SetTouch( NULL ); - + if ( m_flDelay == 0 ) - {// !!!BUGBUG - why doesn't zero delay work? + { + // !!!BUGBUG - why doesn't zero delay work? m_flDelay = 0.1; } pev->nextthink = pev->ltime + m_flDelay; - } - } - // // Smash the our breakable object // @@ -515,8 +507,7 @@ void CBreakable::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vec case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark6.wav", flVolume, ATTN_NORM); break; } } - break; - + break; case matUnbreakableGlass: UTIL_Ricochet( ptr->vecEndPos, RANDOM_FLOAT(0.5,1.5) ); break; @@ -565,10 +556,10 @@ int CBreakable :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, f if ( bitsDamageType & DMG_POISON ) flDamage *= 0.1; -// this global is still used for glass and other non-monster killables, along with decals. + // this global is still used for glass and other non-monster killables, along with decals. g_vecAttackDir = vecTemp.Normalize(); - -// do the damage + + // do the damage pev->health -= flDamage; if (pev->health <= 0) { @@ -579,7 +570,6 @@ int CBreakable :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, f // Make a shard noise each time func breakable is hit. // Don't play shard noise if cbreakable actually died. - DamageSound(); return 1; @@ -608,7 +598,6 @@ void CBreakable::Die( void ) if (fvol > 1.0) fvol = 1.0; - switch (m_Material) { case matGlass: @@ -621,7 +610,6 @@ void CBreakable::Die( void ) } cFlag = BREAK_GLASS; break; - case matWood: switch ( RANDOM_LONG(0,1) ) { @@ -632,7 +620,6 @@ void CBreakable::Die( void ) } cFlag = BREAK_WOOD; break; - case matComputer: case matMetal: switch ( RANDOM_LONG(0,1) ) @@ -644,7 +631,6 @@ void CBreakable::Die( void ) } cFlag = BREAK_METAL; break; - case matFlesh: switch ( RANDOM_LONG(0,1) ) { @@ -655,7 +641,6 @@ void CBreakable::Die( void ) } cFlag = BREAK_FLESH; break; - case matRocks: case matCinderBlock: switch ( RANDOM_LONG(0,1) ) @@ -667,7 +652,6 @@ void CBreakable::Die( void ) } cFlag = BREAK_CONCRETE; break; - case matCeilingTile: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustceiling.wav", fvol, ATTN_NORM, 0, pitch); break; @@ -678,8 +662,7 @@ void CBreakable::Die( void ) default: break; } - - + if (m_Explosion == expDirected) vecVelocity = g_vecAttackDir * 200; else @@ -753,6 +736,7 @@ void CBreakable::Die( void ) pev->targetname = 0; pev->solid = SOLID_NOT; + // Fire targets on break SUB_UseTargets( NULL, USE_TOGGLE, 0 ); @@ -761,22 +745,18 @@ void CBreakable::Die( void ) if ( m_iszSpawnObject ) CBaseEntity::Create( (char *)STRING(m_iszSpawnObject), VecBModelOrigin(pev), pev->angles, edict() ); - if ( Explodable() ) { ExplosionCreate( Center(), pev->angles, edict(), ExplosionMagnitude(), TRUE ); } } - - BOOL CBreakable :: IsBreakable( void ) { return m_Material != matUnbreakableGlass; } - -int CBreakable :: DamageDecal( int bitsDamageType ) +int CBreakable :: DamageDecal( int bitsDamageType ) { if ( m_Material == matGlass ) return DECAL_GLASSBREAK1 + RANDOM_LONG(0,2); @@ -787,7 +767,6 @@ int CBreakable :: DamageDecal( int bitsDamageType ) return CBaseEntity::DamageDecal( bitsDamageType ); } - class CPushable : public CBreakable { public: @@ -798,17 +777,17 @@ public: void KeyValue( KeyValueData *pkvd ); void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); void EXPORT StopSound( void ); -// virtual void SetActivator( CBaseEntity *pActivator ) { m_pPusher = pActivator; } + //virtual void SetActivator( CBaseEntity *pActivator ) { m_pPusher = pActivator; } virtual int ObjectCaps( void ) { return (CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | FCAP_CONTINUOUS_USE; } virtual int Save( CSave &save ); virtual int Restore( CRestore &restore ); inline float MaxSpeed( void ) { return m_maxSpeed; } - + // breakables use an overridden takedamage virtual int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType ); - + static TYPEDESCRIPTION m_SaveData[]; static char *m_soundNames[3]; @@ -817,19 +796,18 @@ public: float m_soundTime; }; -TYPEDESCRIPTION CPushable::m_SaveData[] = +TYPEDESCRIPTION CPushable::m_SaveData[] = { DEFINE_FIELD( CPushable, m_maxSpeed, FIELD_FLOAT ), DEFINE_FIELD( CPushable, m_soundTime, FIELD_TIME ), }; -IMPLEMENT_SAVERESTORE( CPushable, CBreakable ); +IMPLEMENT_SAVERESTORE( CPushable, CBreakable ) -LINK_ENTITY_TO_CLASS( func_pushable, CPushable ); +LINK_ENTITY_TO_CLASS( func_pushable, CPushable ) char *CPushable :: m_soundNames[3] = { "debris/pushbox1.wav", "debris/pushbox2.wav", "debris/pushbox3.wav" }; - void CPushable :: Spawn( void ) { if ( pev->spawnflags & SF_PUSH_BREAKABLE ) @@ -856,7 +834,6 @@ void CPushable :: Spawn( void ) m_soundTime = 0; } - void CPushable :: Precache( void ) { for ( int i = 0; i < 3; i++ ) @@ -866,7 +843,6 @@ void CPushable :: Precache( void ) CBreakable::Precache( ); } - void CPushable :: KeyValue( KeyValueData *pkvd ) { if ( FStrEq(pkvd->szKeyName, "size") ) @@ -879,21 +855,17 @@ void CPushable :: KeyValue( KeyValueData *pkvd ) case 0: // Point UTIL_SetSize(pev, Vector(-8, -8, -8), Vector(8, 8, 8)); break; - case 2: // Big Hull!?!? !!!BUGBUG Figure out what this hull really is UTIL_SetSize(pev, VEC_DUCK_HULL_MIN*2, VEC_DUCK_HULL_MAX*2); break; - case 3: // Player duck UTIL_SetSize(pev, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX); break; - default: case 1: // Player UTIL_SetSize(pev, VEC_HULL_MIN, VEC_HULL_MAX); break; } - } else if ( FStrEq(pkvd->szKeyName, "buoyancy") ) { @@ -904,7 +876,6 @@ void CPushable :: KeyValue( KeyValueData *pkvd ) CBreakable::KeyValue( pkvd ); } - // Pull the func_pushable void CPushable :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { @@ -919,7 +890,6 @@ void CPushable :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE u Move( pActivator, 0 ); } - void CPushable :: Touch( CBaseEntity *pOther ) { if ( FClassnameIs( pOther->pev, "worldspawn" ) ) @@ -928,7 +898,6 @@ void CPushable :: Touch( CBaseEntity *pOther ) Move( pOther, 1 ); } - void CPushable :: Move( CBaseEntity *pOther, int push ) { entvars_t* pevToucher = pOther->pev; @@ -990,8 +959,8 @@ void CPushable :: Move( CBaseEntity *pOther, int push ) { m_lastSound = RANDOM_LONG(0,2); EMIT_SOUND(ENT(pev), CHAN_WEAPON, m_soundNames[m_lastSound], 0.5, ATTN_NORM); - // SetThink( &StopSound ); - // pev->nextthink = pev->ltime + 0.1; + //SetThink( &StopSound ); + //pev->nextthink = pev->ltime + 0.1; } else STOP_SOUND( ENT(pev), CHAN_WEAPON, m_soundNames[m_lastSound] ); @@ -1015,4 +984,3 @@ int CPushable::TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, floa return 1; } - diff --git a/dlls/func_tank.cpp b/dlls/func_tank.cpp index 2997e943..81b20986 100644 --- a/dlls/func_tank.cpp +++ b/dlls/func_tank.cpp @@ -12,6 +12,7 @@ * without written permission from Valve LLC. * ****/ + #include "extdll.h" #include "util.h" #include "cbase.h" @@ -21,7 +22,6 @@ #include "player.h" - #define SF_TANK_ACTIVE 0x0001 #define SF_TANK_PLAYER 0x0002 #define SF_TANK_HUMANS 0x0004 @@ -35,7 +35,7 @@ enum TANKBULLET TANK_BULLET_NONE = 0, TANK_BULLET_9MM = 1, TANK_BULLET_MP5 = 2, - TANK_BULLET_12MM = 3, + TANK_BULLET_12MM = 3 }; // Custom damage @@ -94,7 +94,6 @@ public: void StopControl( void ); void ControllerPostFrame( void ); - protected: CBasePlayer* m_pController; float m_flNextAttack; @@ -130,7 +129,6 @@ protected: int m_iszMaster; // Master entity (game_team_master or multisource) }; - TYPEDESCRIPTION CFuncTank::m_SaveData[] = { DEFINE_FIELD( CFuncTank, m_yawCenter, FIELD_FLOAT ), @@ -161,7 +159,7 @@ TYPEDESCRIPTION CFuncTank::m_SaveData[] = DEFINE_FIELD( CFuncTank, m_iszMaster, FIELD_STRING ), }; -IMPLEMENT_SAVERESTORE( CFuncTank, CBaseEntity ); +IMPLEMENT_SAVERESTORE( CFuncTank, CBaseEntity ) static Vector gTankSpread[] = { @@ -171,8 +169,8 @@ static Vector gTankSpread[] = Vector( 0.1, 0.1, 0.1 ), // large cone Vector( 0.25, 0.25, 0.25 ), // extra-large cone }; -#define MAX_FIRING_SPREADS ARRAYSIZE(gTankSpread) +#define MAX_FIRING_SPREADS ARRAYSIZE(gTankSpread) void CFuncTank :: Spawn( void ) { @@ -198,7 +196,6 @@ void CFuncTank :: Spawn( void ) pev->oldorigin = pev->origin; } - void CFuncTank :: Precache( void ) { if ( m_iszSpriteSmoke ) @@ -210,7 +207,6 @@ void CFuncTank :: Precache( void ) PRECACHE_SOUND( (char *)STRING(pev->noise) ); } - void CFuncTank :: KeyValue( KeyValueData *pkvd ) { if (FStrEq(pkvd->szKeyName, "yawrate")) @@ -416,7 +412,6 @@ void CFuncTank :: ControllerPostFrame( void ) } ////////////// END NEW STUFF ////////////// - void CFuncTank :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { if ( pev->spawnflags & SF_TANK_CANCONTROL ) @@ -451,14 +446,11 @@ void CFuncTank :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE u } } - edict_t *CFuncTank :: FindTarget( edict_t *pPlayer ) { return pPlayer; } - - BOOL CFuncTank :: InRange( float range ) { if ( range < m_minRange ) @@ -469,7 +461,6 @@ BOOL CFuncTank :: InRange( float range ) return TRUE; } - void CFuncTank :: Think( void ) { pev->avelocity = g_vecZero; @@ -539,10 +530,9 @@ void CFuncTank::TrackTarget( void ) } // Track sight origin - -// !!! I'm not sure what i changed + // !!! I'm not sure what i changed direction = m_sightOrigin - pev->origin; -// direction = m_sightOrigin - barrelEnd; + //direction = m_sightOrigin - barrelEnd; angles = UTIL_VecToAngles( direction ); // Calculate the additional rotation to point the end of the barrel at the target (not the gun's center) @@ -623,7 +613,6 @@ void CFuncTank::TrackTarget( void ) m_fireLast = 0; } - // If barrel is offset, add in additional rotation void CFuncTank::AdjustAnglesForBarrel( Vector &angles, float distance ) { @@ -647,7 +636,6 @@ void CFuncTank::AdjustAnglesForBarrel( Vector &angles, float distance ) } } - // Fire targets and spawn sprites void CFuncTank::Fire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker ) { @@ -676,7 +664,6 @@ void CFuncTank::Fire( const Vector &barrelEnd, const Vector &forward, entvars_t m_fireLast = gpGlobals->time; } - void CFuncTank::TankTrace( const Vector &vecStart, const Vector &vecForward, const Vector &vecSpread, TraceResult &tr ) { // get circular gaussian spread @@ -694,7 +681,6 @@ void CFuncTank::TankTrace( const Vector &vecStart, const Vector &vecForward, con vecEnd = vecStart + vecDir * 4096; UTIL_TraceLine( vecStart, vecEnd, dont_ignore_monsters, edict(), &tr ); } - void CFuncTank::StartRotSound( void ) { @@ -704,7 +690,6 @@ void CFuncTank::StartRotSound( void ) EMIT_SOUND( edict(), CHAN_STATIC, (char*)STRING(pev->noise), 0.85, ATTN_NORM); } - void CFuncTank::StopRotSound( void ) { if ( pev->spawnflags & SF_TANK_SOUNDON ) @@ -717,7 +702,8 @@ class CFuncTankGun : public CFuncTank public: void Fire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker ); }; -LINK_ENTITY_TO_CLASS( func_tank, CFuncTankGun ); + +LINK_ENTITY_TO_CLASS( func_tank, CFuncTankGun ) void CFuncTankGun::Fire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker ) { @@ -759,8 +745,6 @@ void CFuncTankGun::Fire( const Vector &barrelEnd, const Vector &forward, entvars CFuncTank::Fire( barrelEnd, forward, pevAttacker ); } - - class CFuncTankLaser : public CFuncTank { public: @@ -778,7 +762,8 @@ private: CLaser *m_pLaser; float m_laserTime; }; -LINK_ENTITY_TO_CLASS( func_tanklaser, CFuncTankLaser ); + +LINK_ENTITY_TO_CLASS( func_tanklaser, CFuncTankLaser ) TYPEDESCRIPTION CFuncTankLaser::m_SaveData[] = { @@ -786,7 +771,7 @@ TYPEDESCRIPTION CFuncTankLaser::m_SaveData[] = DEFINE_FIELD( CFuncTankLaser, m_laserTime, FIELD_TIME ), }; -IMPLEMENT_SAVERESTORE( CFuncTankLaser, CFuncTank ); +IMPLEMENT_SAVERESTORE( CFuncTankLaser, CFuncTank ) void CFuncTankLaser::Activate( void ) { @@ -801,7 +786,6 @@ void CFuncTankLaser::Activate( void ) } } - void CFuncTankLaser::KeyValue( KeyValueData *pkvd ) { if (FStrEq(pkvd->szKeyName, "laserentity")) @@ -813,7 +797,6 @@ void CFuncTankLaser::KeyValue( KeyValueData *pkvd ) CFuncTank::KeyValue( pkvd ); } - CLaser *CFuncTankLaser::GetLaser( void ) { if ( m_pLaser ) @@ -837,7 +820,6 @@ CLaser *CFuncTankLaser::GetLaser( void ) return m_pLaser; } - void CFuncTankLaser::Think( void ) { if ( m_pLaser && (gpGlobals->time > m_laserTime) ) @@ -846,7 +828,6 @@ void CFuncTankLaser::Think( void ) CFuncTank::Think(); } - void CFuncTankLaser::Fire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker ) { int i; @@ -886,7 +867,8 @@ public: void Precache( void ); void Fire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker ); }; -LINK_ENTITY_TO_CLASS( func_tankrocket, CFuncTankRocket ); + +LINK_ENTITY_TO_CLASS( func_tankrocket, CFuncTankRocket ) void CFuncTankRocket::Precache( void ) { @@ -894,8 +876,6 @@ void CFuncTankRocket::Precache( void ) CFuncTank::Precache(); } - - void CFuncTankRocket::Fire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker ) { int i; @@ -916,15 +896,14 @@ void CFuncTankRocket::Fire( const Vector &barrelEnd, const Vector &forward, entv CFuncTank::Fire( barrelEnd, forward, pev ); } - class CFuncTankMortar : public CFuncTank { public: void KeyValue( KeyValueData *pkvd ); void Fire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker ); }; -LINK_ENTITY_TO_CLASS( func_tankmortar, CFuncTankMortar ); +LINK_ENTITY_TO_CLASS( func_tankmortar, CFuncTankMortar ); void CFuncTankMortar::KeyValue( KeyValueData *pkvd ) { @@ -937,7 +916,6 @@ void CFuncTankMortar::KeyValue( KeyValueData *pkvd ) CFuncTank::KeyValue( pkvd ); } - void CFuncTankMortar::Fire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker ) { if ( m_fireLast != 0 ) @@ -962,8 +940,6 @@ void CFuncTankMortar::Fire( const Vector &barrelEnd, const Vector &forward, entv CFuncTank::Fire( barrelEnd, forward, pev ); } - - //============================================================================ // FUNC TANK CONTROLS //============================================================================ @@ -981,30 +957,30 @@ public: CFuncTank *m_pTank; }; -LINK_ENTITY_TO_CLASS( func_tankcontrols, CFuncTankControls ); + +LINK_ENTITY_TO_CLASS( func_tankcontrols, CFuncTankControls ) TYPEDESCRIPTION CFuncTankControls::m_SaveData[] = { DEFINE_FIELD( CFuncTankControls, m_pTank, FIELD_CLASSPTR ), }; -IMPLEMENT_SAVERESTORE( CFuncTankControls, CBaseEntity ); +IMPLEMENT_SAVERESTORE( CFuncTankControls, CBaseEntity ) int CFuncTankControls :: ObjectCaps( void ) { return (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | FCAP_IMPULSE_USE; } - void CFuncTankControls :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) -{ // pass the Use command onto the controls +{ + // pass the Use command onto the controls if ( m_pTank ) m_pTank->Use( pActivator, pCaller, useType, value ); ASSERT( m_pTank != NULL ); // if this fails, most likely means save/restore hasn't worked properly } - void CFuncTankControls :: Think( void ) { edict_t *pTarget = NULL; diff --git a/dlls/gamerules.h b/dlls/gamerules.h index 76b35155..5dc5cb3e 100644 --- a/dlls/gamerules.h +++ b/dlls/gamerules.h @@ -43,7 +43,7 @@ enum GR_PLR_DROP_AMMO_ALL, GR_PLR_DROP_AMMO_ACTIVE, - GR_PLR_DROP_AMMO_NO, + GR_PLR_DROP_AMMO_NO }; // Player relationship return codes @@ -53,7 +53,7 @@ enum GR_TEAMMATE, GR_ENEMY, GR_ALLY, - GR_NEUTRAL, + GR_NEUTRAL }; class CGameRules @@ -67,25 +67,25 @@ public: virtual BOOL FShouldSwitchWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon ) = 0;// should the player switch to this weapon? virtual BOOL GetNextBestWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon ) = 0;// I can't use this weapon anymore, get me the next best one. -// Functions to verify the single/multiplayer status of a game + // Functions to verify the single/multiplayer status of a game virtual BOOL IsMultiplayer( void ) = 0;// is this a multiplayer game? (either coop or deathmatch) virtual BOOL IsDeathmatch( void ) = 0;//is this a deathmatch game? virtual BOOL IsTeamplay( void ) { return FALSE; };// is this deathmatch game being played with team rules? virtual BOOL IsCoOp( void ) = 0;// is this a coop game? virtual const char *GetGameDescription( void ) { return "Half-Life"; } // this is the game name that gets seen in the server browser -// Client connection/disconnection + // Client connection/disconnection virtual BOOL ClientConnected( edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[ 128 ] ) = 0;// a client just connected to the server (player hasn't spawned yet) virtual void InitHUD( CBasePlayer *pl ) = 0; // the client dll is ready for updating virtual void ClientDisconnected( edict_t *pClient ) = 0;// a client just disconnected from the server virtual void UpdateGameMode( CBasePlayer *pPlayer ) {} // the client needs to be informed of the current game mode -// Client damage rules + // Client damage rules virtual float FlPlayerFallDamage( CBasePlayer *pPlayer ) = 0;// this client just hit the ground after a fall. How much damage? virtual BOOL FPlayerCanTakeDamage( CBasePlayer *pPlayer, CBaseEntity *pAttacker ) {return TRUE;};// can this player take damage from this attacker? virtual BOOL ShouldAutoAim( CBasePlayer *pPlayer, edict_t *target ) { return TRUE; } -// Client spawn/respawn control + // Client spawn/respawn control virtual void PlayerSpawn( CBasePlayer *pPlayer ) = 0;// called by CBasePlayer::Spawn just before releasing player into the game virtual void PlayerThink( CBasePlayer *pPlayer ) = 0; // called by CBasePlayer::PreThink every frame, before physics are run and after keys are accepted virtual BOOL FPlayerCanRespawn( CBasePlayer *pPlayer ) = 0;// is this player allowed to respawn now? @@ -96,50 +96,51 @@ public: virtual BOOL ClientCommand( CBasePlayer *pPlayer, const char *pcmd ) { return FALSE; }; // handles the user commands; returns TRUE if command handled properly virtual void ClientUserInfoChanged( CBasePlayer *pPlayer, char *infobuffer ) {} // the player has changed userinfo; can change it now -// Client kills/scoring + // Client kills/scoring virtual int IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *pKilled ) = 0;// how many points do I award whoever kills this player? virtual void PlayerKilled( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor ) = 0;// Called each time a player dies virtual void DeathNotice( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor )= 0;// Call this from within a GameRules class to report an obituary. -// Weapon retrieval + + // Weapon retrieval virtual BOOL CanHavePlayerItem( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon );// The player is touching an CBasePlayerItem, do I give it to him? virtual void PlayerGotWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon ) = 0;// Called each time a player picks up a weapon from the ground -// Weapon spawn/respawn control + // Weapon spawn/respawn control virtual int WeaponShouldRespawn( CBasePlayerItem *pWeapon ) = 0;// should this weapon respawn? virtual float FlWeaponRespawnTime( CBasePlayerItem *pWeapon ) = 0;// when may this weapon respawn? virtual float FlWeaponTryRespawn( CBasePlayerItem *pWeapon ) = 0; // can i respawn now, and if not, when should i try again? virtual Vector VecWeaponRespawnSpot( CBasePlayerItem *pWeapon ) = 0;// where in the world should this weapon respawn? -// Item retrieval + // Item retrieval virtual BOOL CanHaveItem( CBasePlayer *pPlayer, CItem *pItem ) = 0;// is this player allowed to take this item? virtual void PlayerGotItem( CBasePlayer *pPlayer, CItem *pItem ) = 0;// call each time a player picks up an item (battery, healthkit, longjump) -// Item spawn/respawn control + // Item spawn/respawn control virtual int ItemShouldRespawn( CItem *pItem ) = 0;// Should this item respawn? virtual float FlItemRespawnTime( CItem *pItem ) = 0;// when may this item respawn? virtual Vector VecItemRespawnSpot( CItem *pItem ) = 0;// where in the world should this item respawn? -// Ammo retrieval + // Ammo retrieval virtual BOOL CanHaveAmmo( CBasePlayer *pPlayer, const char *pszAmmoName, int iMaxCarry );// can this player take more of this ammo? virtual void PlayerGotAmmo( CBasePlayer *pPlayer, char *szName, int iCount ) = 0;// called each time a player picks up some ammo in the world -// Ammo spawn/respawn control + // Ammo spawn/respawn control virtual int AmmoShouldRespawn( CBasePlayerAmmo *pAmmo ) = 0;// should this ammo item respawn? virtual float FlAmmoRespawnTime( CBasePlayerAmmo *pAmmo ) = 0;// when should this ammo item respawn? virtual Vector VecAmmoRespawnSpot( CBasePlayerAmmo *pAmmo ) = 0;// where in the world should this ammo item respawn? - // by default, everything spawns + // by default, everything spawns -// Healthcharger respawn control + // Healthcharger respawn control virtual float FlHealthChargerRechargeTime( void ) = 0;// how long until a depleted HealthCharger recharges itself? virtual float FlHEVChargerRechargeTime( void ) { return 0; }// how long until a depleted HealthCharger recharges itself? -// What happens to a dead player's weapons + // What happens to a dead player's weapons virtual int DeadPlayerWeapons( CBasePlayer *pPlayer ) = 0;// what do I do with a player's weapons when he's killed? -// What happens to a dead player's ammo + // What happens to a dead player's ammo virtual int DeadPlayerAmmo( CBasePlayer *pPlayer ) = 0;// Do I drop ammo when the player dies? How much? -// Teamplay stuff + // Teamplay stuff virtual const char *GetTeamID( CBaseEntity *pEntity ) = 0;// what team is this entity on? virtual int PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget ) = 0;// What is the player's relationship with this entity? virtual int GetTeamIndex( const char *pTeamName ) { return -1; } @@ -148,11 +149,11 @@ public: virtual void ChangePlayerTeam( CBasePlayer *pPlayer, const char *pTeamName, BOOL bKill, BOOL bGib ) {} virtual const char *SetDefaultPlayerTeam( CBasePlayer *pPlayer ) { return ""; } -// Sounds + // Sounds virtual BOOL PlayTextureSounds( void ) { return TRUE; } virtual BOOL PlayFootstepSounds( CBasePlayer *pl, float fvol ) { return TRUE; } -// Monsters + // Monsters virtual BOOL FAllowMonsters( void ) = 0;//are monsters allowed // Immediately end a multiplayer game @@ -171,7 +172,7 @@ class CHalfLifeRules : public CGameRules public: CHalfLifeRules ( void ); -// GR_Think + // GR_Think virtual void Think( void ); virtual BOOL IsAllowedToSpawn( CBaseEntity *pEntity ); virtual BOOL FAllowFlashlight( void ) { return TRUE; }; @@ -179,20 +180,20 @@ public: virtual BOOL FShouldSwitchWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon ); virtual BOOL GetNextBestWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon ); -// Functions to verify the single/multiplayer status of a game + // Functions to verify the single/multiplayer status of a game virtual BOOL IsMultiplayer( void ); virtual BOOL IsDeathmatch( void ); virtual BOOL IsCoOp( void ); -// Client connection/disconnection + // Client connection/disconnection virtual BOOL ClientConnected( edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[ 128 ] ); virtual void InitHUD( CBasePlayer *pl ); // the client dll is ready for updating virtual void ClientDisconnected( edict_t *pClient ); -// Client damage rules + // Client damage rules virtual float FlPlayerFallDamage( CBasePlayer *pPlayer ); -// Client spawn/respawn control + // Client spawn/respawn control virtual void PlayerSpawn( CBasePlayer *pPlayer ); virtual void PlayerThink( CBasePlayer *pPlayer ); virtual BOOL FPlayerCanRespawn( CBasePlayer *pPlayer ); @@ -200,50 +201,50 @@ public: virtual BOOL AllowAutoTargetCrosshair( void ); -// Client kills/scoring + // Client kills/scoring virtual int IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *pKilled ); virtual void PlayerKilled( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor ); virtual void DeathNotice( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor ); -// Weapon retrieval + // Weapon retrieval virtual void PlayerGotWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon ); -// Weapon spawn/respawn control + // Weapon spawn/respawn control virtual int WeaponShouldRespawn( CBasePlayerItem *pWeapon ); virtual float FlWeaponRespawnTime( CBasePlayerItem *pWeapon ); virtual float FlWeaponTryRespawn( CBasePlayerItem *pWeapon ); virtual Vector VecWeaponRespawnSpot( CBasePlayerItem *pWeapon ); -// Item retrieval + // Item retrieval virtual BOOL CanHaveItem( CBasePlayer *pPlayer, CItem *pItem ); virtual void PlayerGotItem( CBasePlayer *pPlayer, CItem *pItem ); -// Item spawn/respawn control + // Item spawn/respawn control virtual int ItemShouldRespawn( CItem *pItem ); virtual float FlItemRespawnTime( CItem *pItem ); virtual Vector VecItemRespawnSpot( CItem *pItem ); -// Ammo retrieval + // Ammo retrieval virtual void PlayerGotAmmo( CBasePlayer *pPlayer, char *szName, int iCount ); -// Ammo spawn/respawn control + // Ammo spawn/respawn control virtual int AmmoShouldRespawn( CBasePlayerAmmo *pAmmo ); virtual float FlAmmoRespawnTime( CBasePlayerAmmo *pAmmo ); virtual Vector VecAmmoRespawnSpot( CBasePlayerAmmo *pAmmo ); -// Healthcharger respawn control + // Healthcharger respawn control virtual float FlHealthChargerRechargeTime( void ); -// What happens to a dead player's weapons + // What happens to a dead player's weapons virtual int DeadPlayerWeapons( CBasePlayer *pPlayer ); -// What happens to a dead player's ammo + // What happens to a dead player's ammo virtual int DeadPlayerAmmo( CBasePlayer *pPlayer ); -// Monsters + // Monsters virtual BOOL FAllowMonsters( void ); -// Teamplay stuff + // Teamplay stuff virtual const char *GetTeamID( CBaseEntity *pEntity ) {return "";}; virtual int PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget ); }; @@ -257,7 +258,7 @@ class CHalfLifeMultiplay : public CGameRules public: CHalfLifeMultiplay(); -// GR_Think + // GR_Think virtual void Think( void ); virtual void RefreshSkillData( void ); virtual BOOL IsAllowedToSpawn( CBaseEntity *pEntity ); @@ -266,12 +267,12 @@ public: virtual BOOL FShouldSwitchWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon ); virtual BOOL GetNextBestWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon ); -// Functions to verify the single/multiplayer status of a game + // Functions to verify the single/multiplayer status of a game virtual BOOL IsMultiplayer( void ); virtual BOOL IsDeathmatch( void ); virtual BOOL IsCoOp( void ); -// Client connection/disconnection + // Client connection/disconnection // If ClientConnected returns FALSE, the connection is rejected and the user is provided the reason specified in // svRejectReason // Only the client's name and remote address are provided to the dll for verification. @@ -280,11 +281,11 @@ public: virtual void ClientDisconnected( edict_t *pClient ); virtual void UpdateGameMode( CBasePlayer *pPlayer ); // the client needs to be informed of the current game mode -// Client damage rules + // Client damage rules virtual float FlPlayerFallDamage( CBasePlayer *pPlayer ); virtual BOOL FPlayerCanTakeDamage( CBasePlayer *pPlayer, CBaseEntity *pAttacker ); -// Client spawn/respawn control + // Client spawn/respawn control virtual void PlayerSpawn( CBasePlayer *pPlayer ); virtual void PlayerThink( CBasePlayer *pPlayer ); virtual BOOL FPlayerCanRespawn( CBasePlayer *pPlayer ); @@ -294,56 +295,56 @@ public: virtual BOOL AllowAutoTargetCrosshair( void ); virtual BOOL ClientCommand( CBasePlayer *pPlayer, const char *pcmd ); -// Client kills/scoring + // Client kills/scoring virtual int IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *pKilled ); virtual void PlayerKilled( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor ); virtual void DeathNotice( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor ); -// Weapon retrieval + // Weapon retrieval virtual void PlayerGotWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon ); virtual BOOL CanHavePlayerItem( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon );// The player is touching an CBasePlayerItem, do I give it to him? -// Weapon spawn/respawn control + // Weapon spawn/respawn control virtual int WeaponShouldRespawn( CBasePlayerItem *pWeapon ); virtual float FlWeaponRespawnTime( CBasePlayerItem *pWeapon ); virtual float FlWeaponTryRespawn( CBasePlayerItem *pWeapon ); virtual Vector VecWeaponRespawnSpot( CBasePlayerItem *pWeapon ); -// Item retrieval + // Item retrieval virtual BOOL CanHaveItem( CBasePlayer *pPlayer, CItem *pItem ); virtual void PlayerGotItem( CBasePlayer *pPlayer, CItem *pItem ); -// Item spawn/respawn control + // Item spawn/respawn control virtual int ItemShouldRespawn( CItem *pItem ); virtual float FlItemRespawnTime( CItem *pItem ); virtual Vector VecItemRespawnSpot( CItem *pItem ); -// Ammo retrieval + // Ammo retrieval virtual void PlayerGotAmmo( CBasePlayer *pPlayer, char *szName, int iCount ); -// Ammo spawn/respawn control + // Ammo spawn/respawn control virtual int AmmoShouldRespawn( CBasePlayerAmmo *pAmmo ); virtual float FlAmmoRespawnTime( CBasePlayerAmmo *pAmmo ); virtual Vector VecAmmoRespawnSpot( CBasePlayerAmmo *pAmmo ); -// Healthcharger respawn control + // Healthcharger respawn control virtual float FlHealthChargerRechargeTime( void ); virtual float FlHEVChargerRechargeTime( void ); -// What happens to a dead player's weapons + // What happens to a dead player's weapons virtual int DeadPlayerWeapons( CBasePlayer *pPlayer ); -// What happens to a dead player's ammo + // What happens to a dead player's ammo virtual int DeadPlayerAmmo( CBasePlayer *pPlayer ); -// Teamplay stuff + // Teamplay stuff virtual const char *GetTeamID( CBaseEntity *pEntity ) {return "";} virtual int PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget ); virtual BOOL PlayTextureSounds( void ) { return FALSE; } virtual BOOL PlayFootstepSounds( CBasePlayer *pl, float fvol ); -// Monsters + // Monsters virtual BOOL FAllowMonsters( void ); // Immediately end a multiplayer game diff --git a/dlls/gargantua.cpp b/dlls/gargantua.cpp index c54779c8..6c48a666 100644 --- a/dlls/gargantua.cpp +++ b/dlls/gargantua.cpp @@ -73,8 +73,8 @@ public: int ObjectCaps( void ) { return FCAP_DONT_SAVE; } static CSpiral *Create( const Vector &origin, float height, float radius, float duration ); }; -LINK_ENTITY_TO_CLASS( streak_spiral, CSpiral ); +LINK_ENTITY_TO_CLASS( streak_spiral, CSpiral ) class CStomp : public CBaseEntity { @@ -88,7 +88,8 @@ private: // CSprite *m_pSprites[ STOMP_SPRITE_COUNT ]; }; -LINK_ENTITY_TO_CLASS( garg_stomp, CStomp ); +LINK_ENTITY_TO_CLASS( garg_stomp, CStomp ) + CStomp *CStomp::StompCreate( const Vector &origin, const Vector &end, float speed ) { CStomp *pStomp = GetClassPtr( (CStomp *)NULL ); @@ -116,7 +117,6 @@ void CStomp::Spawn( void ) EMIT_SOUND_DYN( edict(), CHAN_BODY, GARG_STOMP_BUZZ_SOUND, 1, ATTN_NORM, 0, PITCH_NORM * 0.55); } - #define STOMP_INTERVAL 0.025 void CStomp::Think( void ) @@ -166,6 +166,7 @@ void CStomp::Think( void ) } } pev->dmgtime += STOMP_INTERVAL; + // Scale has the "life" of this effect pev->scale -= STOMP_INTERVAL * pev->speed; if ( pev->scale <= 0 ) @@ -174,7 +175,6 @@ void CStomp::Think( void ) UTIL_Remove(this); STOP_SOUND( edict(), CHAN_BODY, GARG_STOMP_BUZZ_SOUND ); } - } } @@ -196,7 +196,6 @@ void StreakSplash( const Vector &origin, const Vector &direction, int color, int MESSAGE_END(); } - class CGargantua : public CBaseMonster { public: @@ -272,7 +271,7 @@ private: float m_flameY; }; -LINK_ENTITY_TO_CLASS( monster_gargantua, CGargantua ); +LINK_ENTITY_TO_CLASS( monster_gargantua, CGargantua ) TYPEDESCRIPTION CGargantua::m_SaveData[] = { @@ -287,7 +286,7 @@ TYPEDESCRIPTION CGargantua::m_SaveData[] = DEFINE_FIELD( CGargantua, m_flameY, FIELD_FLOAT ), }; -IMPLEMENT_SAVERESTORE( CGargantua, CBaseMonster ); +IMPLEMENT_SAVERESTORE( CGargantua, CBaseMonster ) const char *CGargantua::pAttackHitSounds[] = { @@ -303,7 +302,6 @@ const char *CGargantua::pBeamAttackSounds[] = "garg/gar_flamerun1.wav", }; - const char *CGargantua::pAttackMissSounds[] = { "zombie/claw_miss1.wav", @@ -332,7 +330,6 @@ const char *CGargantua::pFootSounds[] = "garg/gar_step2.wav", }; - const char *CGargantua::pIdleSounds[] = { "garg/gar_idle1.wav", @@ -342,7 +339,6 @@ const char *CGargantua::pIdleSounds[] = "garg/gar_idle5.wav", }; - const char *CGargantua::pAttackSounds[] = { "garg/gar_attack1.wav", @@ -381,14 +377,14 @@ const char *CGargantua::pBreatheSounds[] = #if 0 enum { - SCHED_ = LAST_COMMON_SCHEDULE + 1, + SCHED_ = LAST_COMMON_SCHEDULE + 1 }; #endif enum { TASK_SOUND_ATTACK = LAST_COMMON_TASK + 1, - TASK_FLAME_SWEEP, + TASK_FLAME_SWEEP }; Task_t tlGargFlame[] = @@ -413,7 +409,6 @@ Schedule_t slGargFlame[] = }, }; - // primary melee attack Task_t tlGargSwipe[] = { @@ -433,28 +428,24 @@ Schedule_t slGargSwipe[] = }, }; - DEFINE_CUSTOM_SCHEDULES( CGargantua ) { slGargFlame, slGargSwipe, }; -IMPLEMENT_CUSTOM_SCHEDULES( CGargantua, CBaseMonster ); - +IMPLEMENT_CUSTOM_SCHEDULES( CGargantua, CBaseMonster ) void CGargantua::EyeOn( int level ) { m_eyeBrightness = level; } - void CGargantua::EyeOff( void ) { m_eyeBrightness = 0; } - void CGargantua::EyeUpdate( void ) { if ( m_pEyeGlow ) @@ -468,7 +459,6 @@ void CGargantua::EyeUpdate( void ) } } - void CGargantua::StompAttack( void ) { TraceResult trace; @@ -488,7 +478,6 @@ void CGargantua::StompAttack( void ) UTIL_DecalTrace( &trace, DECAL_GARGSTOMP1 ); } - void CGargantua :: FlameCreate( void ) { int i; @@ -529,7 +518,6 @@ void CGargantua :: FlameCreate( void ) EMIT_SOUND_DYN ( edict(), CHAN_WEAPON, pBeamAttackSounds[ 2 ], 1.0, ATTN_NORM, 0, PITCH_NORM ); } - void CGargantua :: FlameControls( float angleX, float angleY ) { if ( angleY < -180 ) @@ -548,7 +536,6 @@ void CGargantua :: FlameControls( float angleX, float angleY ) SetBoneController( 1, m_flameX ); } - void CGargantua :: FlameUpdate( void ) { int i; @@ -581,6 +568,7 @@ void CGargantua :: FlameUpdate( void ) streaks = TRUE; UTIL_DecalTrace( &trace, DECAL_SMALLSCORCH1 + RANDOM_LONG(0,2) ); } + // RadiusDamage( trace.vecEndPos, pev, pev, gSkillData.gargantuaDmgFire, CLASS_ALIEN_MONSTER, DMG_BURN ); FlameDamage( vecStart, trace.vecEndPos, pev, pev, gSkillData.gargantuaDmgFire, CLASS_ALIEN_MONSTER, DMG_BURN ); @@ -603,8 +591,6 @@ void CGargantua :: FlameUpdate( void ) m_streakTime = gpGlobals->time; } - - void CGargantua :: FlameDamage( Vector vecStart, Vector vecEnd, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType ) { CBaseEntity *pEntity = NULL; @@ -642,7 +628,8 @@ void CGargantua :: FlameDamage( Vector vecStart, Vector vecEnd, entvars_t *pevIn UTIL_TraceLine ( vecSrc, vecSpot, dont_ignore_monsters, ENT(pev), &tr ); if ( tr.flFraction == 1.0 || tr.pHit == pEntity->edict() ) - {// the explosion can 'see' this entity, so hurt them! + { + // the explosion can 'see' this entity, so hurt them! // decrease damage for an ent that's farther from the flame. dist = ( vecSrc - tr.vecEndPos ).Length(); @@ -673,7 +660,6 @@ void CGargantua :: FlameDamage( Vector vecStart, Vector vecEnd, entvars_t *pevIn } } - void CGargantua :: FlameDestroy( void ) { int i; @@ -689,7 +675,6 @@ void CGargantua :: FlameDestroy( void ) } } - void CGargantua :: PrescheduleThink( void ) { if ( !HasConditions( bits_COND_SEE_ENEMY ) ) @@ -703,7 +688,6 @@ void CGargantua :: PrescheduleThink( void ) EyeUpdate(); } - //========================================================= // Classify - indicates this monster's place in the // relationship table. @@ -734,7 +718,6 @@ void CGargantua :: SetYawSpeed ( void ) case ACT_RUN: ys = 60; break; - default: ys = 60; break; @@ -743,7 +726,6 @@ void CGargantua :: SetYawSpeed ( void ) pev->yaw_speed = ys; } - //========================================================= // Spawn //========================================================= @@ -772,7 +754,6 @@ void CGargantua :: Spawn() m_flameTime = gpGlobals->time + 2; } - //========================================================= // Precache - precaches all resources this monster needs //========================================================= @@ -822,7 +803,6 @@ void CGargantua :: Precache() PRECACHE_SOUND((char *)pBreatheSounds[i]); } - void CGargantua::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ) { ALERT( at_aiconsole, "CGargantua::TraceAttack\n"); @@ -858,11 +838,8 @@ void CGargantua::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vec } CBaseMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType ); - } - - int CGargantua::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { ALERT( at_aiconsole, "CGargantua::TakeDamage\n"); @@ -878,7 +855,6 @@ int CGargantua::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, flo return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); } - void CGargantua::DeathEffect( void ) { int i; @@ -903,7 +879,6 @@ void CGargantua::DeathEffect( void ) pSmoker->pev->nextthink = gpGlobals->time + 2.5; // Start in 2.5 seconds } - void CGargantua::Killed( entvars_t *pevAttacker, int iGib ) { EyeOff(); @@ -929,7 +904,6 @@ BOOL CGargantua::CheckMeleeAttack1( float flDot, float flDist ) return FALSE; } - // Flame thrower madness! BOOL CGargantua::CheckMeleeAttack2( float flDot, float flDist ) { @@ -946,7 +920,6 @@ BOOL CGargantua::CheckMeleeAttack2( float flDot, float flDist ) return FALSE; } - //========================================================= // CheckRangeAttack1 // flDot is the cos of the angle of the cone within which @@ -968,9 +941,6 @@ BOOL CGargantua::CheckRangeAttack1( float flDot, float flDist ) return FALSE; } - - - //========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. @@ -1024,7 +994,6 @@ void CGargantua::HandleAnimEvent(MonsterEvent_t *pEvent) } } - //========================================================= // CheckTraceHullAttack - expects a length to trace, amount // of damage to do, and damage type. Returns a pointer to @@ -1062,7 +1031,6 @@ CBaseEntity* CGargantua::GargantuaCheckTraceHullAttack(float flDist, int iDamage return NULL; } - Schedule_t *CGargantua::GetScheduleOfType( int Type ) { // HACKHACK - turn off the flames if they are on and garg goes scripted / dead @@ -1081,7 +1049,6 @@ Schedule_t *CGargantua::GetScheduleOfType( int Type ) return CBaseMonster::GetScheduleOfType( Type ); } - void CGargantua::StartTask( Task_t *pTask ) { switch ( pTask->iTask ) @@ -1187,7 +1154,6 @@ void CGargantua::RunTask( Task_t *pTask ) else CBaseMonster::RunTask(pTask); break; - case TASK_FLAME_SWEEP: if ( gpGlobals->time > m_flWaitFinished ) { @@ -1228,14 +1194,12 @@ void CGargantua::RunTask( Task_t *pTask ) FlameControls( angles.x, angles.y ); } break; - default: CBaseMonster::RunTask( pTask ); break; } } - class CSmoker : public CBaseEntity { public: @@ -1243,7 +1207,7 @@ public: void Think( void ); }; -LINK_ENTITY_TO_CLASS( env_smoker, CSmoker ); +LINK_ENTITY_TO_CLASS( env_smoker, CSmoker ) void CSmoker::Spawn( void ) { @@ -1255,7 +1219,6 @@ void CSmoker::Spawn( void ) pev->angles = g_vecZero; } - void CSmoker::Think( void ) { // lots of smoke @@ -1276,7 +1239,6 @@ void CSmoker::Think( void ) UTIL_Remove( this ); } - void CSpiral::Spawn( void ) { pev->movetype = MOVETYPE_NONE; @@ -1287,7 +1249,6 @@ void CSpiral::Spawn( void ) pev->angles = g_vecZero; } - CSpiral *CSpiral::Create( const Vector &origin, float height, float radius, float duration ) { if ( duration <= 0 ) @@ -1341,7 +1302,6 @@ void CSpiral::Think( void ) UTIL_Remove( this ); } - // HACKHACK Cut and pasted from explode.cpp void SpawnExplosion( Vector center, float randomRange, float time, int magnitude ) { @@ -1362,7 +1322,4 @@ void SpawnExplosion( Vector center, float randomRange, float time, int magnitude pExplosion->SetThink( &CBaseEntity::SUB_CallUseToggle ); pExplosion->pev->nextthink = gpGlobals->time + time; } - - - #endif diff --git a/dlls/gauss.cpp b/dlls/gauss.cpp index 2830c9a9..0e4370b4 100644 --- a/dlls/gauss.cpp +++ b/dlls/gauss.cpp @@ -25,7 +25,6 @@ #include "shake.h" #include "gamerules.h" - #define GAUSS_PRIMARY_CHARGE_VOLUME 256// how loud gauss is while charging #define GAUSS_PRIMARY_FIRE_VOLUME 450// how loud gauss is when discharged @@ -41,7 +40,7 @@ enum gauss_e { GAUSS_DRAW }; -LINK_ENTITY_TO_CLASS( weapon_gauss, CGauss ); +LINK_ENTITY_TO_CLASS( weapon_gauss, CGauss ) float CGauss::GetFullChargeTime( void ) { @@ -72,7 +71,6 @@ void CGauss::Spawn( ) FallInit();// get ready to fall down. } - void CGauss::Precache( void ) { PRECACHE_MODEL("models/w_gauss.mdl"); @@ -140,7 +138,6 @@ void CGauss::Holster( int skiplocal /* = 0 */ ) m_fInAttack = 0; } - void CGauss::PrimaryAttack() { // don't fire underwater @@ -335,7 +332,6 @@ void CGauss::StartFire( void ) if (m_fInAttack != 3) { //ALERT ( at_console, "Time:%f Damage:%f\n", gpGlobals->time - m_pPlayer->m_flStartCharge, flDamage ); - #ifndef CLIENT_DLL float flZVel = m_pPlayer->pev->velocity.z; @@ -345,7 +341,6 @@ void CGauss::StartFire( void ) } if ( !g_pGameRules->IsMultiplayer() ) - { // in deathmatch, gauss can pop you up into the air. Not in single play. m_pPlayer->pev->velocity.z = flZVel; @@ -380,8 +375,7 @@ void CGauss::Fire( Vector vecOrigSrc, Vector vecDir, float flDamage ) #ifdef CLIENT_DLL if ( m_fPrimaryFire == false ) g_irunninggausspred = true; -#endif - +#endif // The main firing event is sent unreliably so it won't be delayed. PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usGaussFire, 0.0, (float *)&m_pPlayer->pev->origin, (float *)&m_pPlayer->pev->angles, flDamage, 0.0, 0, 0, m_fPrimaryFire ? 1 : 0, 0 ); @@ -395,9 +389,8 @@ void CGauss::Fire( Vector vecOrigSrc, Vector vecDir, float flDamage ) /*ALERT( at_console, "%f %f %f\n%f %f %f\n", vecSrc.x, vecSrc.y, vecSrc.z, vecDest.x, vecDest.y, vecDest.z );*/ - -// ALERT( at_console, "%f %f\n", tr.flFraction, flMaxFrac ); + //ALERT( at_console, "%f %f\n", tr.flFraction, flMaxFrac ); #ifndef CLIENT_DLL while (flDamage > 10 && nMaxHits > 0) @@ -535,9 +528,6 @@ void CGauss::Fire( Vector vecOrigSrc, Vector vecDir, float flDamage ) // ALERT( at_console, "%d bytes\n", nTotal ); } - - - void CGauss::WeaponIdle( void ) { ResetEmptySound( ); @@ -588,11 +578,6 @@ void CGauss::WeaponIdle( void ) } } - - - - - class CGaussAmmo : public CBasePlayerAmmo { void Spawn( void ) @@ -616,6 +601,6 @@ class CGaussAmmo : public CBasePlayerAmmo return FALSE; } }; -LINK_ENTITY_TO_CLASS( ammo_gaussclip, CGaussAmmo ); +LINK_ENTITY_TO_CLASS( ammo_gaussclip, CGaussAmmo ) #endif diff --git a/dlls/genericmonster.cpp b/dlls/genericmonster.cpp index 88bef689..482533a5 100644 --- a/dlls/genericmonster.cpp +++ b/dlls/genericmonster.cpp @@ -38,7 +38,8 @@ public: void HandleAnimEvent( MonsterEvent_t *pEvent ); int ISoundMask ( void ); }; -LINK_ENTITY_TO_CLASS( monster_generic, CGenericMonster ); + +LINK_ENTITY_TO_CLASS( monster_generic, CGenericMonster ) //========================================================= // Classify - indicates this monster's place in the diff --git a/dlls/ggrenade.cpp b/dlls/ggrenade.cpp index 09c2f617..476658c6 100644 --- a/dlls/ggrenade.cpp +++ b/dlls/ggrenade.cpp @@ -31,7 +31,7 @@ //===================grenade -LINK_ENTITY_TO_CLASS( grenade, CGrenade ); +LINK_ENTITY_TO_CLASS( grenade, CGrenade ) // Grenades flagged with this will be triggered when the owner calls detonateSatchelCharges #define SF_DETONATE 0x0001 @@ -125,7 +125,6 @@ void CGrenade::Explode( TraceResult *pTrace, int bitsDamageType ) } } - void CGrenade::Smoke( void ) { if (UTIL_PointContents ( pev->origin ) == CONTENTS_WATER) @@ -152,7 +151,6 @@ void CGrenade::Killed( entvars_t *pevAttacker, int iGib ) Detonate( ); } - // Timed grenade, this think is called when time runs out. void CGrenade::DetonateUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { @@ -168,7 +166,6 @@ void CGrenade::PreDetonate( void ) pev->nextthink = gpGlobals->time + 1; } - void CGrenade::Detonate( void ) { TraceResult tr; @@ -197,7 +194,6 @@ void CGrenade::ExplodeTouch( CBaseEntity *pOther ) Explode( &tr, DMG_BLAST ); } - void CGrenade::DangerSoundThink( void ) { if (!IsInWorld()) @@ -215,7 +211,6 @@ void CGrenade::DangerSoundThink( void ) } } - void CGrenade::BounceTouch( CBaseEntity *pOther ) { // don't hit the guy that launched this grenade @@ -277,8 +272,6 @@ void CGrenade::BounceTouch( CBaseEntity *pOther ) } - - void CGrenade::SlideTouch( CBaseEntity *pOther ) { // don't hit the guy that launched this grenade @@ -340,7 +333,6 @@ void CGrenade :: TumbleThink( void ) } } - void CGrenade:: Spawn( void ) { pev->movetype = MOVETYPE_BOUNCE; @@ -355,7 +347,6 @@ void CGrenade:: Spawn( void ) m_fRegisteredSound = FALSE; } - CGrenade *CGrenade::ShootContact( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity ) { CGrenade *pGrenade = GetClassPtr( (CGrenade *)NULL ); @@ -382,7 +373,6 @@ CGrenade *CGrenade::ShootContact( entvars_t *pevOwner, Vector vecStart, Vector v return pGrenade; } - CGrenade * CGrenade:: ShootTimed( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time ) { CGrenade *pGrenade = GetClassPtr( (CGrenade *)NULL ); @@ -422,7 +412,6 @@ CGrenade * CGrenade:: ShootTimed( entvars_t *pevOwner, Vector vecStart, Vector v return pGrenade; } - CGrenade * CGrenade :: ShootSatchelCharge( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity ) { CGrenade *pGrenade = GetClassPtr( (CGrenade *)NULL ); @@ -452,8 +441,6 @@ CGrenade * CGrenade :: ShootSatchelCharge( entvars_t *pevOwner, Vector vecStart, return pGrenade; } - - void CGrenade :: UseSatchelCharges( entvars_t *pevOwner, SATCHELCODE code ) { edict_t *pentFind; @@ -485,4 +472,3 @@ void CGrenade :: UseSatchelCharges( entvars_t *pevOwner, SATCHELCODE code ) } //======================end grenade - diff --git a/dlls/glock.cpp b/dlls/glock.cpp index ee3fa5da..fb390d13 100644 --- a/dlls/glock.cpp +++ b/dlls/glock.cpp @@ -34,9 +34,8 @@ enum glock_e { GLOCK_ADD_SILENCER }; -LINK_ENTITY_TO_CLASS( weapon_glock, CGlock ); -LINK_ENTITY_TO_CLASS( weapon_9mmhandgun, CGlock ); - +LINK_ENTITY_TO_CLASS( weapon_glock, CGlock ) +LINK_ENTITY_TO_CLASS( weapon_9mmhandgun, CGlock ) void CGlock::Spawn( ) { @@ -50,7 +49,6 @@ void CGlock::Spawn( ) FallInit();// get ready to fall down. } - void CGlock::Precache( void ) { PRECACHE_MODEL("models/v_9mmhandgun.mdl"); @@ -121,13 +119,11 @@ void CGlock::GlockFire( float flSpread , float flCycleTime, BOOL fUseAutoAim ) m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH; int flags; - #if defined( CLIENT_WEAPONS ) flags = FEV_NOTHOST; #else flags = 0; #endif - // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); @@ -170,7 +166,6 @@ void CGlock::GlockFire( float flSpread , float flCycleTime, BOOL fUseAutoAim ) m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); } - void CGlock::Reload( void ) { if ( m_pPlayer->ammo_9mm <= 0 ) @@ -189,8 +184,6 @@ void CGlock::Reload( void ) } } - - void CGlock::WeaponIdle( void ) { ResetEmptySound( ); @@ -225,13 +218,6 @@ void CGlock::WeaponIdle( void ) } } - - - - - - - class CGlockAmmo : public CBasePlayerAmmo { void Spawn( void ) @@ -255,20 +241,6 @@ class CGlockAmmo : public CBasePlayerAmmo return FALSE; } }; -LINK_ENTITY_TO_CLASS( ammo_glockclip, CGlockAmmo ); -LINK_ENTITY_TO_CLASS( ammo_9mmclip, CGlockAmmo ); - - - - - - - - - - - - - - +LINK_ENTITY_TO_CLASS( ammo_glockclip, CGlockAmmo ) +LINK_ENTITY_TO_CLASS( ammo_9mmclip, CGlockAmmo ) diff --git a/dlls/gman.cpp b/dlls/gman.cpp index be6e2745..771b86a3 100644 --- a/dlls/gman.cpp +++ b/dlls/gman.cpp @@ -51,16 +51,16 @@ public: EHANDLE m_hTalkTarget; float m_flTalkTime; }; -LINK_ENTITY_TO_CLASS( monster_gman, CGMan ); +LINK_ENTITY_TO_CLASS( monster_gman, CGMan ) TYPEDESCRIPTION CGMan::m_SaveData[] = { DEFINE_FIELD( CGMan, m_hTalkTarget, FIELD_EHANDLE ), DEFINE_FIELD( CGMan, m_flTalkTime, FIELD_TIME ), }; -IMPLEMENT_SAVERESTORE( CGMan, CBaseMonster ); +IMPLEMENT_SAVERESTORE( CGMan, CBaseMonster ) //========================================================= // Classify - indicates this monster's place in the @@ -140,12 +140,10 @@ void CGMan :: Precache() PRECACHE_MODEL( "models/gman.mdl" ); } - //========================================================= // AI Schedules Specific to this monster //========================================================= - void CGMan :: StartTask( Task_t *pTask ) { switch( pTask->iTask ) @@ -200,7 +198,6 @@ void CGMan :: RunTask( Task_t *pTask ) } } - //========================================================= // Override all damage //========================================================= @@ -220,14 +217,12 @@ int CGMan :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float return TRUE; } - void CGMan::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) { UTIL_Ricochet( ptr->vecEndPos, 1.0 ); AddMultiDamage( pevAttacker, this, flDamage, bitsDamageType ); } - void CGMan::PlayScriptedSentence( const char *pszSentence, float duration, float volume, float attenuation, BOOL bConcurrent, CBaseEntity *pListener ) { CBaseMonster::PlayScriptedSentence( pszSentence, duration, volume, attenuation, bConcurrent, pListener ); diff --git a/dlls/h_battery.cpp b/dlls/h_battery.cpp index 11b8c064..5fe36c17 100644 --- a/dlls/h_battery.cpp +++ b/dlls/h_battery.cpp @@ -58,10 +58,9 @@ TYPEDESCRIPTION CRecharge::m_SaveData[] = DEFINE_FIELD( CRecharge, m_flSoundTime, FIELD_TIME ), }; -IMPLEMENT_SAVERESTORE( CRecharge, CBaseEntity ); - -LINK_ENTITY_TO_CLASS(func_recharge, CRecharge); +IMPLEMENT_SAVERESTORE( CRecharge, CBaseEntity ) +LINK_ENTITY_TO_CLASS( func_recharge, CRecharge ) void CRecharge::KeyValue( KeyValueData *pkvd ) { @@ -103,7 +102,6 @@ void CRecharge::Precache() PRECACHE_SOUND("items/suitchargeok1.wav"); } - void CRecharge::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { // if it's not a player, ignore @@ -160,7 +158,6 @@ void CRecharge::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE use EMIT_SOUND(ENT(pev), CHAN_STATIC, "items/suitcharge1.wav", 0.85, ATTN_NORM ); } - // charge the player if (m_hActivator->pev->armorvalue < 100) { diff --git a/dlls/h_cine.cpp b/dlls/h_cine.cpp index 9bb7b2c2..fc503171 100644 --- a/dlls/h_cine.cpp +++ b/dlls/h_cine.cpp @@ -28,7 +28,6 @@ #include "monsters.h" #include "decals.h" - class CLegacyCineMonster : public CBaseMonster { public: @@ -44,11 +43,13 @@ class CCineScientist : public CLegacyCineMonster public: void Spawn( void ) { CineSpawn("models/cine-scientist.mdl"); } }; + class CCine2Scientist : public CLegacyCineMonster { public: void Spawn( void ) { CineSpawn("models/cine2-scientist.mdl"); } }; + class CCinePanther : public CLegacyCineMonster { public: @@ -89,14 +90,14 @@ public: // ********** Scientist SPAWN ********** // -LINK_ENTITY_TO_CLASS( monster_cine_scientist, CCineScientist ); -LINK_ENTITY_TO_CLASS( monster_cine_panther, CCinePanther ); -LINK_ENTITY_TO_CLASS( monster_cine_barney, CCineBarney ); -LINK_ENTITY_TO_CLASS( monster_cine2_scientist, CCine2Scientist ); -LINK_ENTITY_TO_CLASS( monster_cine2_hvyweapons, CCine2HeavyWeapons ); -LINK_ENTITY_TO_CLASS( monster_cine2_slave, CCine2Slave ); -LINK_ENTITY_TO_CLASS( monster_cine3_scientist, CCine3Scientist ); -LINK_ENTITY_TO_CLASS( monster_cine3_barney, CCine3Barney ); +LINK_ENTITY_TO_CLASS( monster_cine_scientist, CCineScientist ) +LINK_ENTITY_TO_CLASS( monster_cine_panther, CCinePanther ) +LINK_ENTITY_TO_CLASS( monster_cine_barney, CCineBarney ) +LINK_ENTITY_TO_CLASS( monster_cine2_scientist, CCine2Scientist ) +LINK_ENTITY_TO_CLASS( monster_cine2_hvyweapons, CCine2HeavyWeapons ) +LINK_ENTITY_TO_CLASS( monster_cine2_slave, CCine2Slave ) +LINK_ENTITY_TO_CLASS( monster_cine3_scientist, CCine3Scientist ) +LINK_ENTITY_TO_CLASS( monster_cine3_barney, CCine3Barney ) // // ********** Scientist SPAWN ********** @@ -129,7 +130,6 @@ void CLegacyCineMonster :: CineSpawn( char *szModel ) } } - // // CineStart // @@ -190,8 +190,7 @@ public: void EXPORT BloodGush ( void ); }; -LINK_ENTITY_TO_CLASS( cine_blood, CCineBlood ); - +LINK_ENTITY_TO_CLASS( cine_blood, CCineBlood ) void CCineBlood :: BloodGush ( void ) { @@ -202,19 +201,20 @@ void CCineBlood :: BloodGush ( void ) UTIL_MakeVectors(pev->angles); if ( pev->health-- < 0 ) REMOVE_ENTITY(ENT(pev)); -// CHANGE_METHOD ( ENT(pev), em_think, SUB_Remove ); + // CHANGE_METHOD ( ENT(pev), em_think, SUB_Remove ); if ( RANDOM_FLOAT ( 0 , 1 ) < 0.7 )// larger chance of globs { UTIL_BloodDrips( pev->origin, UTIL_RandomBloodVector(), BLOOD_COLOR_RED, 10 ); } - else// slim chance of geyser + else // slim chance of geyser { UTIL_BloodStream( pev->origin, UTIL_RandomBloodVector(), BLOOD_COLOR_RED, RANDOM_LONG(50, 150) ); } if ( RANDOM_FLOAT ( 0, 1 ) < 0.75 ) - {// decals the floor with blood. + { + // decals the floor with blood. vecSplatDir = Vector ( 0 , 0 , -1 ); vecSplatDir = vecSplatDir + (RANDOM_FLOAT(-1,1) * 0.6 * gpGlobals->v_right) + (RANDOM_FLOAT(-1,1) * 0.6 * gpGlobals->v_forward);// randomize a bit UTIL_TraceLine( pev->origin + Vector ( 0, 0 , 64) , pev->origin + vecSplatDir * 256, ignore_monsters, ENT(pev), &tr); @@ -238,4 +238,3 @@ void CCineBlood :: Spawn ( void ) SetUse( &CCineBlood::BloodStart ); pev->health = 20;//hacked health to count iterations } - diff --git a/dlls/h_cycler.cpp b/dlls/h_cycler.cpp index df2e30b9..9a79e994 100644 --- a/dlls/h_cycler.cpp +++ b/dlls/h_cycler.cpp @@ -28,7 +28,6 @@ #include "weapons.h" #include "player.h" - #define TEMP_FOR_SCREEN_SHOTS #ifdef TEMP_FOR_SCREEN_SHOTS //=================================================== @@ -58,8 +57,7 @@ TYPEDESCRIPTION CCycler::m_SaveData[] = DEFINE_FIELD( CCycler, m_animate, FIELD_INTEGER ), }; -IMPLEMENT_SAVERESTORE( CCycler, CBaseMonster ); - +IMPLEMENT_SAVERESTORE( CCycler, CBaseMonster ) // // we should get rid of all the other cyclers and replace them with this. @@ -69,9 +67,8 @@ class CGenericCycler : public CCycler public: void Spawn( void ) { GenericCyclerSpawn( (char *)STRING(pev->model), Vector(-16, -16, 0), Vector(16, 16, 72) ); } }; -LINK_ENTITY_TO_CLASS( cycler, CGenericCycler ); - +LINK_ENTITY_TO_CLASS( cycler, CGenericCycler ) // Probe droid imported for tech demo compatibility // @@ -82,15 +79,15 @@ class CCyclerProbe : public CCycler public: void Spawn( void ); }; -LINK_ENTITY_TO_CLASS( cycler_prdroid, CCyclerProbe ); + +LINK_ENTITY_TO_CLASS( cycler_prdroid, CCyclerProbe ) + void CCyclerProbe :: Spawn( void ) { pev->origin = pev->origin + Vector ( 0, 0, 16 ); GenericCyclerSpawn( "models/prdroid.mdl", Vector(-16,-16,-16), Vector(16,16,16)); } - - // Cycler member functions void CCycler :: GenericCyclerSpawn(char *szModel, Vector vecMin, Vector vecMax) @@ -111,7 +108,6 @@ void CCycler :: GenericCyclerSpawn(char *szModel, Vector vecMin, Vector vecMax) UTIL_SetSize(pev, vecMin, vecMax); } - void CCycler :: Spawn( ) { InitBoneControllers(); @@ -142,9 +138,6 @@ void CCycler :: Spawn( ) } } - - - // // cycler think // @@ -211,10 +204,8 @@ int CCycler :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, floa return 0; } - #endif - class CCyclerSprite : public CBaseEntity { public: @@ -235,7 +226,7 @@ public: float m_maxFrame; }; -LINK_ENTITY_TO_CLASS( cycler_sprite, CCyclerSprite ); +LINK_ENTITY_TO_CLASS( cycler_sprite, CCyclerSprite ) TYPEDESCRIPTION CCyclerSprite::m_SaveData[] = { @@ -244,8 +235,7 @@ TYPEDESCRIPTION CCyclerSprite::m_SaveData[] = DEFINE_FIELD( CCyclerSprite, m_maxFrame, FIELD_FLOAT ), }; -IMPLEMENT_SAVERESTORE( CCyclerSprite, CBaseEntity ); - +IMPLEMENT_SAVERESTORE( CCyclerSprite, CBaseEntity ) void CCyclerSprite::Spawn( void ) { @@ -265,7 +255,6 @@ void CCyclerSprite::Spawn( void ) m_maxFrame = (float) MODEL_FRAMES( pev->modelindex ) - 1; } - void CCyclerSprite::Think( void ) { if ( ShouldAnimate() ) @@ -275,14 +264,12 @@ void CCyclerSprite::Think( void ) m_lastTime = gpGlobals->time; } - void CCyclerSprite::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { m_animate = !m_animate; ALERT( at_console, "Sprite: %s\n", STRING(pev->model) ); } - int CCyclerSprite::TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType ) { if ( m_maxFrame > 1.0 ) @@ -299,12 +286,6 @@ void CCyclerSprite::Animate( float frames ) pev->frame = fmod( pev->frame, m_maxFrame ); } - - - - - - class CWeaponCycler : public CBasePlayerWeapon { public: @@ -319,8 +300,8 @@ public: int m_iszModel; int m_iModel; }; -LINK_ENTITY_TO_CLASS( cycler_weapon, CWeaponCycler ); +LINK_ENTITY_TO_CLASS( cycler_weapon, CWeaponCycler ) void CWeaponCycler::Spawn( ) { @@ -337,8 +318,6 @@ void CWeaponCycler::Spawn( ) SetTouch( &CBasePlayerItem::DefaultTouch ); } - - BOOL CWeaponCycler::Deploy( ) { m_pPlayer->pev->viewmodel = m_iszModel; @@ -348,13 +327,11 @@ BOOL CWeaponCycler::Deploy( ) return TRUE; } - void CWeaponCycler::Holster( int skiplocal /* = 0 */ ) { m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; } - void CWeaponCycler::PrimaryAttack() { @@ -363,7 +340,6 @@ void CWeaponCycler::PrimaryAttack() m_flNextPrimaryAttack = gpGlobals->time + 0.3; } - void CWeaponCycler::SecondaryAttack( void ) { float flFrameRate, flGroundSpeed; @@ -385,8 +361,6 @@ void CWeaponCycler::SecondaryAttack( void ) m_flNextSecondaryAttack = gpGlobals->time + 0.3; } - - // Flaming Wreakage class CWreckage : public CBaseMonster { @@ -400,14 +374,15 @@ class CWreckage : public CBaseMonster int m_flStartTime; }; + TYPEDESCRIPTION CWreckage::m_SaveData[] = { DEFINE_FIELD( CWreckage, m_flStartTime, FIELD_TIME ), }; -IMPLEMENT_SAVERESTORE( CWreckage, CBaseMonster ); +IMPLEMENT_SAVERESTORE( CWreckage, CBaseMonster ) -LINK_ENTITY_TO_CLASS( cycler_wreckage, CWreckage ); +LINK_ENTITY_TO_CLASS( cycler_wreckage, CWreckage ) void CWreckage::Spawn( void ) { diff --git a/dlls/handgrenade.cpp b/dlls/handgrenade.cpp index 61285526..21e366b9 100644 --- a/dlls/handgrenade.cpp +++ b/dlls/handgrenade.cpp @@ -12,6 +12,7 @@ * without written permission from Valve LLC. * ****/ + #include "extdll.h" #include "util.h" #include "cbase.h" @@ -20,7 +21,6 @@ #include "nodes.h" #include "player.h" - #define HANDGRENADE_PRIMARY_VOLUME 450 enum handgrenade_e { @@ -34,9 +34,7 @@ enum handgrenade_e { HANDGRENADE_DRAW }; - -LINK_ENTITY_TO_CLASS( weapon_handgrenade, CHandGrenade ); - +LINK_ENTITY_TO_CLASS( weapon_handgrenade, CHandGrenade ) void CHandGrenade::Spawn( ) { @@ -47,13 +45,11 @@ void CHandGrenade::Spawn( ) #ifndef CLIENT_DLL pev->dmg = gSkillData.plrDmgHandGrenade; #endif - m_iDefaultAmmo = HANDGRENADE_DEFAULT_GIVE; FallInit();// get ready to fall down. } - void CHandGrenade::Precache( void ) { PRECACHE_MODEL("models/w_grenade.mdl"); @@ -78,7 +74,6 @@ int CHandGrenade::GetItemInfo(ItemInfo *p) return 1; } - BOOL CHandGrenade::Deploy( ) { m_flReleaseThrow = -1; @@ -122,7 +117,6 @@ void CHandGrenade::PrimaryAttack() } } - void CHandGrenade::WeaponIdle( void ) { if ( m_flReleaseThrow == 0 && m_flStartThrow ) @@ -227,7 +221,3 @@ void CHandGrenade::WeaponIdle( void ) SendWeaponAnim( iAnim ); } } - - - - diff --git a/dlls/hassassin.cpp b/dlls/hassassin.cpp index 56ceec3c..d7a2e427 100644 --- a/dlls/hassassin.cpp +++ b/dlls/hassassin.cpp @@ -38,7 +38,7 @@ enum SCHED_ASSASSIN_EXPOSED = LAST_COMMON_SCHEDULE + 1,// cover was blown. SCHED_ASSASSIN_JUMP, // fly through the air SCHED_ASSASSIN_JUMP_ATTACK, // fly through the air and shoot - SCHED_ASSASSIN_JUMP_LAND, // hit and run away + SCHED_ASSASSIN_JUMP_LAND // hit and run away }; //========================================================= @@ -47,10 +47,9 @@ enum enum { - TASK_ASSASSIN_FALL_TO_GROUND = LAST_COMMON_TASK + 1, // falling and waiting to hit ground + TASK_ASSASSIN_FALL_TO_GROUND = LAST_COMMON_TASK + 1 // falling and waiting to hit ground }; - //========================================================= // Monster's Anim Events Go Here //========================================================= @@ -58,7 +57,6 @@ enum #define ASSASSIN_AE_TOSS1 2 #define ASSASSIN_AE_JUMP 3 - #define bits_MEMORY_BADJUMP (bits_MEMORY_CUSTOM1) class CHAssassin : public CBaseMonster @@ -104,8 +102,8 @@ public: int m_iShell; }; -LINK_ENTITY_TO_CLASS( monster_human_assassin, CHAssassin ); +LINK_ENTITY_TO_CLASS( monster_human_assassin, CHAssassin ) TYPEDESCRIPTION CHAssassin::m_SaveData[] = { @@ -123,8 +121,7 @@ TYPEDESCRIPTION CHAssassin::m_SaveData[] = DEFINE_FIELD( CHAssassin, m_iFrustration, FIELD_INTEGER ), }; -IMPLEMENT_SAVERESTORE( CHAssassin, CBaseMonster ); - +IMPLEMENT_SAVERESTORE( CHAssassin, CBaseMonster ) //========================================================= // DieSound @@ -152,12 +149,11 @@ int CHAssassin :: ISoundMask ( void) bits_SOUND_PLAYER; } - //========================================================= // Classify - indicates this monster's place in the // relationship table. //========================================================= -int CHAssassin :: Classify ( void ) +int CHAssassin :: Classify ( void ) { return CLASS_HUMAN_MILITARY; } @@ -184,7 +180,6 @@ void CHAssassin :: SetYawSpeed ( void ) pev->yaw_speed = ys; } - //========================================================= // Shoot //========================================================= @@ -234,7 +229,6 @@ void CHAssassin :: Shoot ( void ) m_cAmmoLoaded--; } - //========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. @@ -317,8 +311,6 @@ void CHAssassin :: Precache() m_iShell = PRECACHE_MODEL ("models/shell.mdl");// brass shell } - - //========================================================= // AI Schedules Specific to this monster @@ -355,7 +347,6 @@ Schedule_t slAssassinFail[] = }, }; - //========================================================= // Enemy exposed Agrunt's cover //========================================================= @@ -378,7 +369,6 @@ Schedule_t slAssassinExposed[] = }, }; - //========================================================= // Take cover from enemy! Tries lateral cover before node // cover! @@ -409,7 +399,6 @@ Schedule_t slAssassinTakeCoverFromEnemy[] = }, }; - //========================================================= // Take cover from enemy! Tries lateral cover before node // cover! @@ -442,7 +431,6 @@ Schedule_t slAssassinTakeCoverFromEnemy2[] = }, }; - //========================================================= // hide from the loudest sound source //========================================================= @@ -468,10 +456,6 @@ Schedule_t slAssassinTakeCoverFromBestSound[] = }, }; - - - - //========================================================= // AlertIdle Schedules //========================================================= @@ -501,8 +485,6 @@ Schedule_t slAssassinHide[] = }, }; - - //========================================================= // HUNT Schedules //========================================================= @@ -528,7 +510,6 @@ Schedule_t slAssassinHunt[] = }, }; - //========================================================= // Jumping Schedules //========================================================= @@ -550,7 +531,6 @@ Schedule_t slAssassinJump[] = }, }; - //========================================================= // repel //========================================================= @@ -561,7 +541,6 @@ Task_t tlAssassinJumpAttack[] = { TASK_ASSASSIN_FALL_TO_GROUND, (float)0 }, }; - Schedule_t slAssassinJumpAttack[] = { { @@ -573,7 +552,6 @@ Schedule_t slAssassinJumpAttack[] = }, }; - //========================================================= // repel //========================================================= @@ -617,8 +595,7 @@ DEFINE_CUSTOM_SCHEDULES( CHAssassin ) slAssassinJumpLand, }; -IMPLEMENT_CUSTOM_SCHEDULES( CHAssassin, CBaseMonster ); - +IMPLEMENT_CUSTOM_SCHEDULES( CHAssassin, CBaseMonster ) //========================================================= // CheckMeleeAttack1 - jump like crazy if the enemy gets too close. @@ -706,7 +683,6 @@ BOOL CHAssassin :: CheckRangeAttack2 ( float flDot, float flDist ) return FALSE; } - //========================================================= // RunAI //========================================================= @@ -755,7 +731,6 @@ void CHAssassin :: RunAI( void ) } } - //========================================================= // StartTask //========================================================= @@ -781,7 +756,6 @@ void CHAssassin :: StartTask ( Task_t *pTask ) } } - //========================================================= // RunTask //========================================================= @@ -1013,5 +987,4 @@ Schedule_t* CHAssassin :: GetScheduleOfType ( int Type ) return CBaseMonster :: GetScheduleOfType( Type ); } - #endif diff --git a/dlls/headcrab.cpp b/dlls/headcrab.cpp index 243faf8f..a94232de 100644 --- a/dlls/headcrab.cpp +++ b/dlls/headcrab.cpp @@ -97,7 +97,7 @@ public: virtual float GetSoundVolue( void ) { return 1.0; } Schedule_t* GetScheduleOfType ( int Type ); - CUSTOM_SCHEDULES; + CUSTOM_SCHEDULES static const char *pIdleSounds[]; static const char *pAlertSounds[]; @@ -106,7 +106,8 @@ public: static const char *pDeathSounds[]; static const char *pBiteSounds[]; }; -LINK_ENTITY_TO_CLASS( monster_headcrab, CHeadCrab ); + +LINK_ENTITY_TO_CLASS( monster_headcrab, CHeadCrab ) DEFINE_CUSTOM_SCHEDULES( CHeadCrab ) { @@ -114,24 +115,27 @@ DEFINE_CUSTOM_SCHEDULES( CHeadCrab ) slHCRangeAttack1Fast, }; -IMPLEMENT_CUSTOM_SCHEDULES( CHeadCrab, CBaseMonster ); +IMPLEMENT_CUSTOM_SCHEDULES( CHeadCrab, CBaseMonster ) -const char *CHeadCrab::pIdleSounds[] = +const char *CHeadCrab::pIdleSounds[] = { "headcrab/hc_idle1.wav", "headcrab/hc_idle2.wav", "headcrab/hc_idle3.wav", }; -const char *CHeadCrab::pAlertSounds[] = + +const char *CHeadCrab::pAlertSounds[] = { "headcrab/hc_alert1.wav", }; -const char *CHeadCrab::pPainSounds[] = + +const char *CHeadCrab::pPainSounds[] = { "headcrab/hc_pain1.wav", "headcrab/hc_pain2.wav", "headcrab/hc_pain3.wav", }; + const char *CHeadCrab::pAttackSounds[] = { "headcrab/hc_attack1.wav", @@ -169,7 +173,6 @@ Vector CHeadCrab :: Center ( void ) return Vector( pev->origin.x, pev->origin.y, pev->origin.z + 6 ); } - Vector CHeadCrab :: BodyTarget( const Vector &posSrc ) { return Center( ); @@ -310,7 +313,6 @@ void CHeadCrab :: Precache() PRECACHE_MODEL("models/headcrab.mdl"); } - //========================================================= // RunTask //========================================================= @@ -395,7 +397,6 @@ void CHeadCrab :: StartTask ( Task_t *pTask ) } } - //========================================================= // CheckRangeAttack1 //========================================================= @@ -480,7 +481,6 @@ Schedule_t* CHeadCrab :: GetScheduleOfType ( int Type ) return CBaseMonster::GetScheduleOfType( Type ); } - class CBabyCrab : public CHeadCrab { public: @@ -493,7 +493,8 @@ public: virtual int GetVoicePitch( void ) { return PITCH_NORM + RANDOM_LONG(40,50); } virtual float GetSoundVolue( void ) { return 0.8; } }; -LINK_ENTITY_TO_CLASS( monster_babycrab, CBabyCrab ); + +LINK_ENTITY_TO_CLASS( monster_babycrab, CBabyCrab ) void CBabyCrab :: Spawn( void ) { @@ -512,13 +513,11 @@ void CBabyCrab :: Precache( void ) CHeadCrab::Precache(); } - void CBabyCrab :: SetYawSpeed ( void ) { pev->yaw_speed = 120; } - BOOL CBabyCrab :: CheckRangeAttack1( float flDot, float flDist ) { if ( pev->flags & FL_ONGROUND ) @@ -534,7 +533,6 @@ BOOL CBabyCrab :: CheckRangeAttack1( float flDot, float flDist ) return FALSE; } - Schedule_t* CBabyCrab :: GetScheduleOfType ( int Type ) { switch( Type ) diff --git a/dlls/healthkit.cpp b/dlls/healthkit.cpp index bee988a0..940a8cc9 100644 --- a/dlls/healthkit.cpp +++ b/dlls/healthkit.cpp @@ -12,6 +12,7 @@ * without written permission from Valve LLC. * ****/ + #include "extdll.h" #include "util.h" #include "cbase.h" @@ -29,27 +30,24 @@ class CHealthKit : public CItem void Spawn( void ); void Precache( void ); BOOL MyTouch( CBasePlayer *pPlayer ); - /* virtual int Save( CSave &save ); virtual int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; */ - }; - -LINK_ENTITY_TO_CLASS( item_healthkit, CHealthKit ); +LINK_ENTITY_TO_CLASS( item_healthkit, CHealthKit ) /* -TYPEDESCRIPTION CHealthKit::m_SaveData[] = +TYPEDESCRIPTION CHealthKit::m_SaveData[] = { }; -IMPLEMENT_SAVERESTORE( CHealthKit, CItem); +IMPLEMENT_SAVERESTORE( CHealthKit, CItem) */ void CHealthKit :: Spawn( void ) @@ -96,8 +94,6 @@ BOOL CHealthKit::MyTouch( CBasePlayer *pPlayer ) return FALSE; } - - //------------------------------------------------------------- // Wall mounted health kit //------------------------------------------------------------- @@ -132,10 +128,9 @@ TYPEDESCRIPTION CWallHealth::m_SaveData[] = DEFINE_FIELD( CWallHealth, m_flSoundTime, FIELD_TIME), }; -IMPLEMENT_SAVERESTORE( CWallHealth, CBaseEntity ); - -LINK_ENTITY_TO_CLASS(func_healthcharger, CWallHealth); +IMPLEMENT_SAVERESTORE( CWallHealth, CBaseEntity ) +LINK_ENTITY_TO_CLASS(func_healthcharger, CWallHealth) void CWallHealth::KeyValue( KeyValueData *pkvd ) { @@ -167,8 +162,7 @@ void CWallHealth::Spawn() UTIL_SetSize(pev, pev->mins, pev->maxs); SET_MODEL(ENT(pev), STRING(pev->model) ); m_iJuice = gSkillData.healthchargerCapacity; - pev->frame = 0; - + pev->frame = 0; } void CWallHealth::Precache() @@ -178,7 +172,6 @@ void CWallHealth::Precache() PRECACHE_SOUND("items/medcharge4.wav"); } - void CWallHealth::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { // Make sure that we have a caller @@ -210,7 +203,6 @@ void CWallHealth::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE u SetThink( &CWallHealth::Off ); // Time to recharge yet? - if (m_flNextCharge >= gpGlobals->time) return; @@ -227,7 +219,6 @@ void CWallHealth::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE u EMIT_SOUND(ENT(pev), CHAN_STATIC, "items/medcharge4.wav", 1.0, ATTN_NORM ); } - // charge the player if ( pActivator->TakeHealth( 1, DMG_GENERIC ) ) { diff --git a/dlls/hgrunt.cpp b/dlls/hgrunt.cpp index b31248db..94072d57 100644 --- a/dlls/hgrunt.cpp +++ b/dlls/hgrunt.cpp @@ -27,7 +27,6 @@ */ - #include "extdll.h" #include "plane.h" #include "util.h" @@ -102,7 +101,7 @@ enum SCHED_GRUNT_REPEL_LAND, SCHED_GRUNT_WAIT_FACE_ENEMY, SCHED_GRUNT_TAKECOVER_FAILED,// special schedule type that forces analysis of conditions and picks the best possible schedule to recover from this type of failure. - SCHED_GRUNT_ELOF_FAIL, + SCHED_GRUNT_ELOF_FAIL }; //========================================================= @@ -112,7 +111,7 @@ enum { TASK_GRUNT_FACE_TOSS_DIR = LAST_COMMON_TASK + 1, TASK_GRUNT_SPEAK_SENTENCE, - TASK_GRUNT_CHECK_FIRE, + TASK_GRUNT_CHECK_FIRE }; //========================================================= @@ -147,7 +146,7 @@ public: void GibMonster( void ); void SpeakSentence( void ); - int Save( CSave &save ); + int Save( CSave &save ); int Restore( CRestore &restore ); CBaseEntity *Kick( void ); @@ -161,7 +160,7 @@ public: BOOL FOkToSpeak( void ); void JustSpoke( void ); - CUSTOM_SCHEDULES; + CUSTOM_SCHEDULES static TYPEDESCRIPTION m_SaveData[]; // checking the feasibility of a grenade toss is kind of costly, so we do it every couple of seconds, @@ -187,9 +186,9 @@ public: static const char *pGruntSentences[]; }; -LINK_ENTITY_TO_CLASS( monster_human_grunt, CHGrunt ); +LINK_ENTITY_TO_CLASS( monster_human_grunt, CHGrunt ) -TYPEDESCRIPTION CHGrunt::m_SaveData[] = +TYPEDESCRIPTION CHGrunt::m_SaveData[] = { DEFINE_FIELD( CHGrunt, m_flNextGrenadeCheck, FIELD_TIME ), DEFINE_FIELD( CHGrunt, m_flNextPainTime, FIELD_TIME ), @@ -205,9 +204,9 @@ TYPEDESCRIPTION CHGrunt::m_SaveData[] = DEFINE_FIELD( CHGrunt, m_iSentence, FIELD_INTEGER ), }; -IMPLEMENT_SAVERESTORE( CHGrunt, CSquadMonster ); +IMPLEMENT_SAVERESTORE( CHGrunt, CSquadMonster ) -const char *CHGrunt::pGruntSentences[] = +const char *CHGrunt::pGruntSentences[] = { "HG_GREN", // grenade scared grunt "HG_ALERT", // sees player @@ -227,7 +226,7 @@ enum HGRUNT_SENT_COVER, HGRUNT_SENT_THROW, HGRUNT_SENT_CHARGE, - HGRUNT_SENT_TAUNT, + HGRUNT_SENT_TAUNT } HGRUNT_SENTENCE_TYPES; //========================================================= @@ -280,7 +279,8 @@ void CHGrunt :: GibMonster ( void ) Vector vecGunAngles; if ( GetBodygroup( 2 ) != 2 ) - {// throw a gun if the grunt has one + { + // throw a gun if the grunt has one GetAttachment( 0, vecGunPos, vecGunAngles ); CBaseEntity *pGun; @@ -330,7 +330,7 @@ int CHGrunt :: ISoundMask ( void ) //========================================================= BOOL CHGrunt :: FOkToSpeak( void ) { -// if someone else is talking, don't speak + // if someone else is talking, don't speak if (gpGlobals->time <= CTalkMonster::g_talkWaitTime) return FALSE; @@ -344,8 +344,8 @@ BOOL CHGrunt :: FOkToSpeak( void ) } // if player is not in pvs, don't speak -// if (FNullEnt(FIND_CLIENT_IN_PVS(edict()))) -// return FALSE; + //if (FNullEnt(FIND_CLIENT_IN_PVS(edict()))) + // return FALSE; return TRUE; } @@ -406,7 +406,6 @@ BOOL CHGrunt :: FCanCheckAttacks ( void ) } } - //========================================================= // CheckMeleeAttack1 //========================================================= @@ -499,7 +498,7 @@ BOOL CHGrunt :: CheckRangeAttack2 ( float flDot, float flDist ) m_fThrowGrenade = FALSE; return m_fThrowGrenade; } - + Vector vecTarget; if (FBitSet( pev->weapons, HGRUNT_HANDGRENADE)) @@ -539,7 +538,7 @@ BOOL CHGrunt :: CheckRangeAttack2 ( float flDot, float flDist ) m_fThrowGrenade = FALSE; } } - + if ( ( vecTarget - pev->origin ).Length2D() <= 256 ) { // crap, I don't want to blow myself up @@ -548,7 +547,7 @@ BOOL CHGrunt :: CheckRangeAttack2 ( float flDot, float flDist ) return m_fThrowGrenade; } - + if (FBitSet( pev->weapons, HGRUNT_HANDGRENADE)) { Vector vecToss = VecCheckToss( pev, GetGunPosition(), vecTarget, 0.5 ); @@ -592,12 +591,9 @@ BOOL CHGrunt :: CheckRangeAttack2 ( float flDot, float flDist ) } } - - return m_fThrowGrenade; } - //========================================================= // TraceAttack - make sure we're not taking it in the helmet //========================================================= @@ -755,7 +751,7 @@ CBaseEntity *CHGrunt :: Kick( void ) Vector vecEnd = vecStart + (gpGlobals->v_forward * 70); UTIL_TraceHull( vecStart, vecEnd, dont_ignore_monsters, head_hull, ENT(pev), &tr ); - + if ( tr.pHit ) { CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit ); @@ -847,7 +843,7 @@ void CHGrunt :: HandleAnimEvent( MonsterEvent_t *pEvent ) switch( pEvent->event ) { case HGRUNT_AE_DROP_GUN: - { + { Vector vecGunPos; Vector vecGunAngles; @@ -869,16 +865,13 @@ void CHGrunt :: HandleAnimEvent( MonsterEvent_t *pEvent ) { DropItem( "ammo_ARgrenades", BodyTarget( pev->origin ), vecGunAngles ); } - - } + } break; - case HGRUNT_AE_RELOAD: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "hgrunt/gr_reload1.wav", 1, ATTN_NORM ); m_cAmmoLoaded = m_cClipSize; ClearConditions(bits_COND_NO_AMMO_LOADED); break; - case HGRUNT_AE_GREN_TOSS: { UTIL_MakeVectors( pev->angles ); @@ -889,7 +882,7 @@ void CHGrunt :: HandleAnimEvent( MonsterEvent_t *pEvent ) m_flNextGrenadeCheck = gpGlobals->time + 6;// wait six seconds before even looking again to see if a grenade can be thrown. // !!!LATER - when in a group, only try to throw grenade if ordered. } - break; + break; case HGRUNT_AE_GREN_LAUNCH: { @@ -901,15 +894,13 @@ void CHGrunt :: HandleAnimEvent( MonsterEvent_t *pEvent ) else m_flNextGrenadeCheck = gpGlobals->time + 6;// wait six seconds before even looking again to see if a grenade can be thrown. } - break; - + break; case HGRUNT_AE_GREN_DROP: { UTIL_MakeVectors( pev->angles ); CGrenade::ShootTimed( pev, pev->origin + gpGlobals->v_forward * 17 - gpGlobals->v_right * 27 + gpGlobals->v_up * 6, g_vecZero, 3 ); } - break; - + break; case HGRUNT_AE_BURST1: { if ( FBitSet( pev->weapons, HGRUNT_9MMAR )) @@ -935,13 +926,11 @@ void CHGrunt :: HandleAnimEvent( MonsterEvent_t *pEvent ) CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 384, 0.3 ); } - break; - + break; case HGRUNT_AE_BURST2: case HGRUNT_AE_BURST3: Shoot(); break; - case HGRUNT_AE_KICK: { CBaseEntity *pHurt = Kick(); @@ -955,8 +944,7 @@ void CHGrunt :: HandleAnimEvent( MonsterEvent_t *pEvent ) pHurt->TakeDamage( pev, pev, gSkillData.hgruntDmgKick, DMG_CLUB ); } } - break; - + break; case HGRUNT_AE_CAUGHT_ENEMY: { if ( FOkToSpeak() ) @@ -966,7 +954,6 @@ void CHGrunt :: HandleAnimEvent( MonsterEvent_t *pEvent ) } } - default: CSquadMonster::HandleAnimEvent( pEvent ); break; @@ -1094,26 +1081,21 @@ void CHGrunt :: StartTask ( Task_t *pTask ) } TaskComplete(); break; - case TASK_GRUNT_SPEAK_SENTENCE: SpeakSentence(); TaskComplete(); break; - case TASK_WALK_PATH: case TASK_RUN_PATH: // grunt no longer assumes he is covered if he moves Forget( bits_MEMORY_INCOVER ); CSquadMonster ::StartTask( pTask ); break; - case TASK_RELOAD: m_IdealActivity = ACT_RELOAD; break; - case TASK_GRUNT_FACE_TOSS_DIR: break; - case TASK_FACE_IDEAL: case TASK_FACE_ENEMY: CSquadMonster :: StartTask( pTask ); @@ -1122,7 +1104,6 @@ void CHGrunt :: StartTask ( Task_t *pTask ) m_IdealActivity = ACT_GLIDE; } break; - default: CSquadMonster :: StartTask( pTask ); break; @@ -1174,7 +1155,7 @@ void CHGrunt :: PainSound ( void ) return; } } -#endif +#endif switch ( RANDOM_LONG(0,6) ) { case 0: @@ -1457,7 +1438,6 @@ Schedule_t slGruntSuppress[] = }, }; - //========================================================= // grunt wait in cover - we don't allow danger or the ability // to attack to break a grunt's run to cover schedule, but @@ -1541,7 +1521,6 @@ Schedule_t slGruntGrenadeCover[] = }, }; - //========================================================= // drop grenade then run to cover. //========================================================= @@ -1687,7 +1666,6 @@ Schedule_t slGruntRangeAttack1A[] = }, }; - //========================================================= // primary range attack. Overriden because base class stops attacking when the enemy is occluded. // grunt's grenade toss requires the enemy be occluded. @@ -1750,7 +1728,6 @@ Schedule_t slGruntRangeAttack2[] = }, }; - //========================================================= // repel //========================================================= @@ -1779,7 +1756,6 @@ Schedule_t slGruntRepel[] = }, }; - //========================================================= // repel //========================================================= @@ -1858,7 +1834,7 @@ DEFINE_CUSTOM_SCHEDULES( CHGrunt ) slGruntRepelLand, }; -IMPLEMENT_CUSTOM_SCHEDULES( CHGrunt, CSquadMonster ); +IMPLEMENT_CUSTOM_SCHEDULES( CHGrunt, CSquadMonster ) //========================================================= // SetActivity @@ -2216,7 +2192,7 @@ Schedule_t *CHGrunt :: GetSchedule( void ) default: break; } - + // no special cases here, call the base class return CSquadMonster :: GetSchedule(); } @@ -2374,7 +2350,6 @@ Schedule_t* CHGrunt :: GetScheduleOfType ( int Type ) } } - //========================================================= // CHGruntRepel - when triggered, spawns a monster_human_grunt // repelling down a line. @@ -2389,7 +2364,7 @@ public: int m_iSpriteTexture; // Don't save, precache }; -LINK_ENTITY_TO_CLASS( monster_grunt_repel, CHGruntRepel ); +LINK_ENTITY_TO_CLASS( monster_grunt_repel, CHGruntRepel ) void CHGruntRepel::Spawn( void ) { @@ -2432,8 +2407,6 @@ void CHGruntRepel::RepelUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE UTIL_Remove( this ); } - - //========================================================= // DEAD HGRUNT PROP //========================================================= @@ -2462,7 +2435,7 @@ void CDeadHGrunt::KeyValue( KeyValueData *pkvd ) CBaseMonster::KeyValue( pkvd ); } -LINK_ENTITY_TO_CLASS( monster_hgrunt_dead, CDeadHGrunt ); +LINK_ENTITY_TO_CLASS( monster_hgrunt_dead, CDeadHGrunt ) //========================================================= // ********** DeadHGrunt SPAWN ********** diff --git a/dlls/hornet.cpp b/dlls/hornet.cpp index b61fbd87..368a4e07 100644 --- a/dlls/hornet.cpp +++ b/dlls/hornet.cpp @@ -25,23 +25,22 @@ #include "hornet.h" #include "gamerules.h" - int iHornetTrail; int iHornetPuff; -LINK_ENTITY_TO_CLASS( hornet, CHornet ); +LINK_ENTITY_TO_CLASS( hornet, CHornet ) //========================================================= // Save/Restore //========================================================= -TYPEDESCRIPTION CHornet::m_SaveData[] = +TYPEDESCRIPTION CHornet::m_SaveData[] = { DEFINE_FIELD( CHornet, m_flStopAttack, FIELD_TIME ), DEFINE_FIELD( CHornet, m_iHornetType, FIELD_INTEGER ), DEFINE_FIELD( CHornet, m_flFlySpeed, FIELD_FLOAT ), }; -IMPLEMENT_SAVERESTORE( CHornet, CBaseMonster ); +IMPLEMENT_SAVERESTORE( CHornet, CBaseMonster ) //========================================================= // don't let hornets gib, ever. @@ -114,7 +113,6 @@ void CHornet :: Spawn( void ) ResetSequenceInfo( ); } - void CHornet :: Precache() { PRECACHE_MODEL("models/hornet.mdl"); @@ -215,7 +213,6 @@ old colors break; */ - // trail MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_BEAMFOLLOW ); @@ -264,7 +261,8 @@ void CHornet :: TrackTarget ( void ) // UNDONE: The player pointer should come back after returning from another level if ( m_hEnemy == NULL ) - {// enemy is dead. + { + // enemy is dead. Look( 512 ); m_hEnemy = BestVisibleEnemy( ); } @@ -289,7 +287,8 @@ void CHornet :: TrackTarget ( void ) flDelta = DotProduct ( vecFlightDir, vecDirToEnemy ); if ( flDelta < 0.5 ) - {// hafta turn wide again. play sound + { + // hafta turn wide again. play sound switch (RANDOM_LONG(0,2)) { case 0: EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_buzz1.wav", HORNET_BUZZ_VOLUME, ATTN_NORM); break; @@ -299,7 +298,8 @@ void CHornet :: TrackTarget ( void ) } if ( flDelta <= 0 && m_iHornetType == HORNET_TYPE_RED ) - {// no flying backwards, but we don't want to invert this, cause we'd go fast when we have to turn REAL far. + { + // no flying backwards, but we don't want to invert this, cause we'd go fast when we have to turn REAL far. flDelta = 0.25; } @@ -308,7 +308,6 @@ void CHornet :: TrackTarget ( void ) if ( pev->owner && (pev->owner->v.flags & FL_MONSTER) ) { // random pattern only applies to hornets fired by monsters, not players. - pev->velocity.x += RANDOM_FLOAT ( -0.10, 0.10 );// scramble the flight dir a bit. pev->velocity.y += RANDOM_FLOAT ( -0.10, 0.10 ); pev->velocity.z += RANDOM_FLOAT ( -0.10, 0.10 ); @@ -367,7 +366,8 @@ void CHornet :: TrackTarget ( void ) void CHornet :: TrackTouch ( CBaseEntity *pOther ) { if ( pOther->edict() == pev->owner || pOther->pev->modelindex == pev->modelindex ) - {// bumped into the guy that shot it. + { + // bumped into the guy that shot it. pev->solid = SOLID_NOT; return; } @@ -398,10 +398,11 @@ void CHornet::DartTouch( CBaseEntity *pOther ) void CHornet::DieTouch ( CBaseEntity *pOther ) { if ( pOther && pOther->pev->takedamage ) - {// do the damage - + { + // do the damage switch (RANDOM_LONG(0,2)) - {// buzz when you plug someone + { + // buzz when you plug someone case 0: EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_hornethit1.wav", 1, ATTN_NORM); break; case 1: EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_hornethit2.wav", 1, ATTN_NORM); break; case 2: EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_hornethit3.wav", 1, ATTN_NORM); break; @@ -416,4 +417,3 @@ void CHornet::DieTouch ( CBaseEntity *pOther ) SetThink( &CBaseEntity::SUB_Remove ); pev->nextthink = gpGlobals->time + 1;// stick around long enough for the sound to finish! } - diff --git a/dlls/hornetgun.cpp b/dlls/hornetgun.cpp index f6cc2e44..6daca286 100644 --- a/dlls/hornetgun.cpp +++ b/dlls/hornetgun.cpp @@ -24,7 +24,6 @@ #include "hornet.h" #include "gamerules.h" - enum hgun_e { HGUN_IDLE1 = 0, HGUN_FIDGETSWAY, @@ -40,8 +39,7 @@ enum firemode_e FIREMODE_FAST }; - -LINK_ENTITY_TO_CLASS( weapon_hornetgun, CHgun ); +LINK_ENTITY_TO_CLASS( weapon_hornetgun, CHgun ) BOOL CHgun::IsUseable( void ) { @@ -60,7 +58,6 @@ void CHgun::Spawn( ) FallInit();// get ready to fall down. } - void CHgun::Precache( void ) { PRECACHE_MODEL("models/v_hgun.mdl"); @@ -76,7 +73,6 @@ int CHgun::AddToPlayer( CBasePlayer *pPlayer ) { if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) ) { - #ifndef CLIENT_DLL if ( g_pGameRules->IsMultiplayer() ) { @@ -84,7 +80,6 @@ int CHgun::AddToPlayer( CBasePlayer *pPlayer ) pPlayer->m_rgAmmo[ PrimaryAmmoIndex() ] = HORNET_MAX_CARRY; } #endif - MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev ); WRITE_BYTE( m_iId ); MESSAGE_END(); @@ -110,7 +105,6 @@ int CHgun::GetItemInfo(ItemInfo *p) return 1; } - BOOL CHgun::Deploy( ) { return DefaultDeploy( "models/v_hgun.mdl", "models/p_hgun.mdl", HGUN_UP, "hive" ); @@ -128,7 +122,6 @@ void CHgun::Holster( int skiplocal /* = 0 */ ) } } - void CHgun::PrimaryAttack() { Reload( ); @@ -137,7 +130,6 @@ void CHgun::PrimaryAttack() { return; } - #ifndef CLIENT_DLL UTIL_MakeVectors( m_pPlayer->pev->v_angle ); @@ -146,10 +138,8 @@ void CHgun::PrimaryAttack() m_flRechargeTime = gpGlobals->time + 0.5; #endif - m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--; - m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH; @@ -162,8 +152,6 @@ void CHgun::PrimaryAttack() PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usHornetFire, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, FIREMODE_TRACK, 0, 0, 0 ); - - // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); @@ -177,8 +165,6 @@ void CHgun::PrimaryAttack() m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); } - - void CHgun::SecondaryAttack( void ) { Reload(); @@ -239,17 +225,14 @@ void CHgun::SecondaryAttack( void ) m_flRechargeTime = gpGlobals->time + 0.5; #endif - int flags; #if defined( CLIENT_WEAPONS ) flags = FEV_NOTHOST; #else flags = 0; #endif - PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usHornetFire, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, FIREMODE_FAST, 0, 0, 0 ); - m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--; m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH; @@ -261,7 +244,6 @@ void CHgun::SecondaryAttack( void ) m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); } - void CHgun::Reload( void ) { if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] >= HORNET_MAX_CARRY) @@ -274,7 +256,6 @@ void CHgun::Reload( void ) } } - void CHgun::WeaponIdle( void ) { Reload( ); @@ -301,5 +282,4 @@ void CHgun::WeaponIdle( void ) } SendWeaponAnim( iAnim ); } - -#endif \ No newline at end of file +#endif diff --git a/dlls/houndeye.cpp b/dlls/houndeye.cpp index 182d3df1..6d62369b 100644 --- a/dlls/houndeye.cpp +++ b/dlls/houndeye.cpp @@ -59,7 +59,7 @@ enum { SCHED_HOUND_AGITATED = LAST_COMMON_SCHEDULE + 1, SCHED_HOUND_HOP_RETREAT, - SCHED_HOUND_FAIL, + SCHED_HOUND_FAIL }; //========================================================= @@ -99,10 +99,10 @@ public: Schedule_t *GetScheduleOfType ( int Type ); Schedule_t *GetSchedule( void ); - int Save( CSave &save ); + int Save( CSave &save ); int Restore( CRestore &restore ); - CUSTOM_SCHEDULES; + CUSTOM_SCHEDULES static TYPEDESCRIPTION m_SaveData[]; int m_iSpriteTexture; @@ -110,7 +110,8 @@ public: BOOL m_fDontBlink;// don't try to open/close eye if this bit is set! Vector m_vecPackCenter; // the center of the pack. The leader maintains this by averaging the origins of all pack members. }; -LINK_ENTITY_TO_CLASS( monster_houndeye, CHoundeye ); + +LINK_ENTITY_TO_CLASS( monster_houndeye, CHoundeye ) TYPEDESCRIPTION CHoundeye::m_SaveData[] = { @@ -120,7 +121,7 @@ TYPEDESCRIPTION CHoundeye::m_SaveData[] = DEFINE_FIELD( CHoundeye, m_vecPackCenter, FIELD_POSITION_VECTOR ), }; -IMPLEMENT_SAVERESTORE( CHoundeye, CSquadMonster ); +IMPLEMENT_SAVERESTORE( CHoundeye, CSquadMonster ) //========================================================= // Classify - indicates this monster's place in the @@ -548,7 +549,6 @@ void CHoundeye :: WriteBeamColor ( void ) WRITE_BYTE( bGreen ); WRITE_BYTE( bBlue ); } - //========================================================= // SonicAttack @@ -608,7 +608,6 @@ void CHoundeye :: SonicAttack ( void ) WRITE_BYTE( 0 ); // speed MESSAGE_END(); - CBaseEntity *pEntity = NULL; // iterate on all entities in the vicinity. while ((pEntity = UTIL_FindEntityInSphere( pEntity, pev->origin, HOUNDEYE_MAX_ATTACK_RADIUS )) != NULL) @@ -616,8 +615,8 @@ void CHoundeye :: SonicAttack ( void ) if ( pEntity->pev->takedamage != DAMAGE_NO ) { if ( !FClassnameIs(pEntity->pev, "monster_houndeye") ) - {// houndeyes don't hurt other houndeyes with their attack - + { + // houndeyes don't hurt other houndeyes with their attack // houndeyes do FULL damage if the ent in question is visible. Half damage otherwise. // This means that you must get out of the houndeye's attack range entirely to avoid damage. // Calculate full damage first @@ -663,7 +662,7 @@ void CHoundeye :: SonicAttack ( void ) } } } - + //========================================================= // start task //========================================================= @@ -745,7 +744,6 @@ void CHoundeye :: StartTask ( Task_t *pTask ) } } */ - break; } case TASK_SPECIAL_ATTACK1: @@ -782,7 +780,6 @@ void CHoundeye :: RunTask ( Task_t *pTask ) { TaskComplete(); } - break; } case TASK_HOUND_CLOSE_EYE: @@ -827,7 +824,6 @@ void CHoundeye :: RunTask ( Task_t *pTask ) SonicAttack(); TaskComplete(); } - break; } default: @@ -853,11 +849,13 @@ void CHoundeye::PrescheduleThink ( void ) if ( !m_fDontBlink ) { if ( ( pev->skin == 0 ) && RANDOM_LONG(0,0x7F) == 0 ) - {// start blinking! + { + // start blinking! pev->skin = HOUNDEYE_EYE_FRAMES - 1; } else if ( pev->skin != 0 ) - {// already blinking + { + // already blinking pev->skin--; } } @@ -964,7 +962,7 @@ Task_t tlHoundSleep[] = Schedule_t slHoundSleep[] = { - { + { tlHoundSleep, ARRAYSIZE ( tlHoundSleep ), bits_COND_HEAR_SOUND | @@ -1020,7 +1018,6 @@ Schedule_t slHoundWakeUrgent[] = }, }; - Task_t tlHoundSpecialAttack1[] = { { TASK_STOP_MOVING, 0 }, @@ -1140,7 +1137,7 @@ DEFINE_CUSTOM_SCHEDULES( CHoundeye ) slHoundCombatFailNoPVS, }; -IMPLEMENT_CUSTOM_SCHEDULES( CHoundeye, CSquadMonster ); +IMPLEMENT_CUSTOM_SCHEDULES( CHoundeye, CSquadMonster ) //========================================================= // GetScheduleOfType @@ -1259,7 +1256,7 @@ Schedule_t *CHoundeye :: GetSchedule( void ) { case MONSTERSTATE_COMBAT: { -// dead enemy + // dead enemy if ( HasConditions( bits_COND_ENEMY_DEAD ) ) { // call base class, all code to handle dead enemies is centralized there. diff --git a/dlls/ichthyosaur.cpp b/dlls/ichthyosaur.cpp index b10227da..da37bc5d 100644 --- a/dlls/ichthyosaur.cpp +++ b/dlls/ichthyosaur.cpp @@ -23,7 +23,7 @@ #include "cbase.h" #include "monsters.h" #include "schedule.h" -#include "flyingmonster.h" +#include "flyingmonster.h" #include "nodes.h" #include "soundent.h" #include "animation.h" @@ -42,8 +42,6 @@ extern CGraph WorldGraph; #define EYE_BACK 3 #define EYE_LOOK 4 - - //========================================================= // Monster's Anim Events Go Here //========================================================= @@ -57,7 +55,7 @@ public: void SetYawSpeed( void ); int Classify( void ); void HandleAnimEvent( MonsterEvent_t *pEvent ); - CUSTOM_SCHEDULES; + CUSTOM_SCHEDULES int Save( CSave &save ); int Restore( CRestore &restore ); @@ -123,9 +121,9 @@ public: void PainSound( void ); }; -LINK_ENTITY_TO_CLASS( monster_ichthyosaur, CIchthyosaur ); +LINK_ENTITY_TO_CLASS( monster_ichthyosaur, CIchthyosaur ) -TYPEDESCRIPTION CIchthyosaur::m_SaveData[] = +TYPEDESCRIPTION CIchthyosaur::m_SaveData[] = { DEFINE_FIELD( CIchthyosaur, m_SaveVelocity, FIELD_VECTOR ), DEFINE_FIELD( CIchthyosaur, m_idealDist, FIELD_FLOAT ), @@ -138,10 +136,9 @@ TYPEDESCRIPTION CIchthyosaur::m_SaveData[] = DEFINE_FIELD( CIchthyosaur, m_flNextAlert, FIELD_TIME ), }; -IMPLEMENT_SAVERESTORE( CIchthyosaur, CFlyingMonster ); +IMPLEMENT_SAVERESTORE( CIchthyosaur, CFlyingMonster ) - -const char *CIchthyosaur::pIdleSounds[] = +const char *CIchthyosaur::pIdleSounds[] = { "ichy/ichy_idle1.wav", "ichy/ichy_idle2.wav", @@ -149,32 +146,32 @@ const char *CIchthyosaur::pIdleSounds[] = "ichy/ichy_idle4.wav", }; -const char *CIchthyosaur::pAlertSounds[] = +const char *CIchthyosaur::pAlertSounds[] = { "ichy/ichy_alert2.wav", "ichy/ichy_alert3.wav", }; -const char *CIchthyosaur::pAttackSounds[] = +const char *CIchthyosaur::pAttackSounds[] = { "ichy/ichy_attack1.wav", "ichy/ichy_attack2.wav", }; -const char *CIchthyosaur::pBiteSounds[] = +const char *CIchthyosaur::pBiteSounds[] = { "ichy/ichy_bite1.wav", "ichy/ichy_bite2.wav", }; -const char *CIchthyosaur::pPainSounds[] = +const char *CIchthyosaur::pPainSounds[] = { "ichy/ichy_pain2.wav", "ichy/ichy_pain3.wav", "ichy/ichy_pain5.wav", }; -const char *CIchthyosaur::pDieSounds[] = +const char *CIchthyosaur::pDieSounds[] = { "ichy/ichy_die2.wav", "ichy/ichy_die4.wav", @@ -183,7 +180,6 @@ const char *CIchthyosaur::pDieSounds[] = #define EMIT_ICKY_SOUND( chan, array ) \ EMIT_SOUND_DYN ( ENT(pev), chan , array [ RANDOM_LONG(0,ARRAYSIZE( array )-1) ], 1.0, 0.6, 0, RANDOM_LONG(95,105) ); - void CIchthyosaur :: IdleSound( void ) { EMIT_ICKY_SOUND( CHAN_VOICE, pIdleSounds ); @@ -221,7 +217,7 @@ enum { TASK_ICHTHYOSAUR_CIRCLE_ENEMY = LAST_COMMON_TASK + 1, TASK_ICHTHYOSAUR_SWIM, - TASK_ICHTHYOSAUR_FLOAT, + TASK_ICHTHYOSAUR_FLOAT }; //========================================================= @@ -268,7 +264,6 @@ static Schedule_t slSwimAgitated[] = }, }; - static Task_t tlCircleEnemy[] = { { TASK_SET_ACTIVITY, (float)ACT_WALK }, @@ -290,7 +285,6 @@ static Schedule_t slCircleEnemy[] = }, }; - Task_t tlTwitchDie[] = { { TASK_STOP_MOVING, 0 }, @@ -310,15 +304,15 @@ Schedule_t slTwitchDie[] = }, }; - -DEFINE_CUSTOM_SCHEDULES(CIchthyosaur) +DEFINE_CUSTOM_SCHEDULES( CIchthyosaur ) { slSwimAround, slSwimAgitated, slCircleEnemy, slTwitchDie, }; -IMPLEMENT_CUSTOM_SCHEDULES(CIchthyosaur, CFlyingMonster); + +IMPLEMENT_CUSTOM_SCHEDULES( CIchthyosaur, CFlyingMonster ) //========================================================= // Classify - indicates this monster's place in the @@ -329,7 +323,6 @@ int CIchthyosaur :: Classify ( void ) return CLASS_ALIEN_MONSTER; } - //========================================================= // CheckMeleeAttack1 //========================================================= @@ -390,8 +383,6 @@ void CIchthyosaur :: SetYawSpeed ( void ) pev->yaw_speed = 100; } - - //========================================================= // Killed - overrides CFlyingMonster. // @@ -413,7 +404,6 @@ void CIchthyosaur::BecomeDead( void ) #define ICHTHYOSAUR_AE_SHAKE_RIGHT 1 #define ICHTHYOSAUR_AE_SHAKE_LEFT 2 - //========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. @@ -569,7 +559,6 @@ Schedule_t* CIchthyosaur::GetSchedule() return CFlyingMonster :: GetSchedule(); } - //========================================================= //========================================================= Schedule_t* CIchthyosaur :: GetScheduleOfType ( int Type ) @@ -592,8 +581,6 @@ Schedule_t* CIchthyosaur :: GetScheduleOfType ( int Type ) return CBaseMonster :: GetScheduleOfType( Type ); } - - //========================================================= // Start task - selects the correct activity and performs // any necessary calculations to start the next task on the @@ -619,12 +606,10 @@ void CIchthyosaur::StartTask(Task_t *pTask) } CFlyingMonster::StartTask(pTask); break; - case TASK_ICHTHYOSAUR_FLOAT: pev->skin = EYE_BASE; SetSequenceByName( "bellyup" ); break; - default: CFlyingMonster::StartTask(pTask); break; @@ -646,7 +631,7 @@ void CIchthyosaur :: RunTask ( Task_t *pTask ) Vector vecDelta = (pev->origin - vecFrom).Normalize( ); Vector vecSwim = CrossProduct( vecDelta, Vector( 0, 0, 1 ) ).Normalize( ); - + if (DotProduct( vecSwim, m_SaveVelocity ) < 0) vecSwim = vecSwim * -1.0; @@ -655,7 +640,7 @@ void CIchthyosaur :: RunTask ( Task_t *pTask ) // ALERT( at_console, "vecPos %.0f %.0f %.0f\n", vecPos.x, vecPos.y, vecPos.z ); TraceResult tr; - + UTIL_TraceHull( vecFrom, vecPos, ignore_monsters, large_hull, m_hEnemy->edict(), &tr ); if (tr.flFraction > 0.5) @@ -728,7 +713,6 @@ void CIchthyosaur :: RunTask ( Task_t *pTask ) TaskComplete( ); } break; - case TASK_ICHTHYOSAUR_FLOAT: pev->angles.x = UTIL_ApproachAngle( 0, pev->angles.x, 20 ); pev->velocity = pev->velocity * 0.8; @@ -742,15 +726,12 @@ void CIchthyosaur :: RunTask ( Task_t *pTask ) } // ALERT( at_console, "%f\n", pev->velocity.z ); break; - default: CFlyingMonster :: RunTask ( pTask ); break; } } - - float CIchthyosaur::VectorToPitch( const Vector &vec ) { float pitch; @@ -835,7 +816,6 @@ float CIchthyosaur::ChangeYaw( int speed ) return CFlyingMonster::ChangeYaw( speed ); } - Activity CIchthyosaur:: GetStoppedActivity( void ) { if ( pev->movetype != MOVETYPE_FLY ) // UNDONE: Ground idle here, IDLE may be something else @@ -848,7 +828,6 @@ void CIchthyosaur::MoveExecute( CBaseEntity *pTargetEnt, const Vector &vecDir, f m_SaveVelocity = vecDir * m_flightSpeed; } - void CIchthyosaur::MonsterThink ( void ) { CFlyingMonster::MonsterThink( ); @@ -925,7 +904,6 @@ void CIchthyosaur::Swim( ) pev->framerate = m_flightSpeed / 150.0; // ALERT( at_console, "run %.2f\n", pev->framerate ); } - /* if (!m_pBeam) { @@ -965,16 +943,13 @@ void CIchthyosaur::Swim( ) // ALERT( at_console, "%.0f %.0f\n", m_flightSpeed, pev->velocity.Length() ); - // ALERT( at_console, "Steer %f %f %f\n", SteeringVector.x, SteeringVector.y, SteeringVector.z ); - /* m_pBeam->SetStartPos( pev->origin + pev->velocity ); m_pBeam->RelinkBeam( ); */ - // ALERT( at_console, "speed %f\n", m_flightSpeed ); - + Angles = UTIL_VecToAngles( m_SaveVelocity ); // Smooth Pitch @@ -1068,7 +1043,6 @@ void CIchthyosaur::Swim( ) // UTIL_MoveToOrigin ( ENT(pev), pev->origin + Forward * speed, speed, MOVE_STRAFE ); } - Vector CIchthyosaur::DoProbe(const Vector &Probe) { Vector WallNormal = Vector(0,0,-1); // WATER normal is Straight Down for fish. @@ -1107,5 +1081,4 @@ Vector CIchthyosaur::DoProbe(const Vector &Probe) } return Vector(0, 0, 0); } - #endif diff --git a/dlls/islave.cpp b/dlls/islave.cpp index d4ad75b4..c3bff559 100644 --- a/dlls/islave.cpp +++ b/dlls/islave.cpp @@ -62,12 +62,12 @@ public: void Killed( entvars_t *pevAttacker, int iGib ); - void StartTask ( Task_t *pTask ); + void StartTask ( Task_t *pTask ); Schedule_t *GetSchedule( void ); Schedule_t *GetScheduleOfType ( int Type ); - CUSTOM_SCHEDULES; + CUSTOM_SCHEDULES - int Save( CSave &save ); + int Save( CSave &save ); int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; @@ -93,9 +93,9 @@ public: static const char *pPainSounds[]; static const char *pDeathSounds[]; }; -LINK_ENTITY_TO_CLASS( monster_alien_slave, CISlave ); -LINK_ENTITY_TO_CLASS( monster_vortigaunt, CISlave ); +LINK_ENTITY_TO_CLASS( monster_alien_slave, CISlave ) +LINK_ENTITY_TO_CLASS( monster_vortigaunt, CISlave ) TYPEDESCRIPTION CISlave::m_SaveData[] = { @@ -111,31 +111,28 @@ TYPEDESCRIPTION CISlave::m_SaveData[] = }; -IMPLEMENT_SAVERESTORE( CISlave, CSquadMonster ); +IMPLEMENT_SAVERESTORE( CISlave, CSquadMonster ) - - - -const char *CISlave::pAttackHitSounds[] = +const char *CISlave::pAttackHitSounds[] = { "zombie/claw_strike1.wav", "zombie/claw_strike2.wav", "zombie/claw_strike3.wav", }; -const char *CISlave::pAttackMissSounds[] = +const char *CISlave::pAttackMissSounds[] = { "zombie/claw_miss1.wav", "zombie/claw_miss2.wav", }; -const char *CISlave::pPainSounds[] = +const char *CISlave::pPainSounds[] = { "aslave/slv_pain1.wav", "aslave/slv_pain2.wav", }; -const char *CISlave::pDeathSounds[] = +const char *CISlave::pDeathSounds[] = { "aslave/slv_die1.wav", "aslave/slv_die2.wav", @@ -145,12 +142,11 @@ const char *CISlave::pDeathSounds[] = // Classify - indicates this monster's place in the // relationship table. //========================================================= -int CISlave :: Classify ( void ) +int CISlave :: Classify ( void ) { return CLASS_ALIEN_MILITARY; } - int CISlave::IRelationship( CBaseEntity *pTarget ) { if ( (pTarget->IsPlayer()) ) @@ -159,7 +155,6 @@ int CISlave::IRelationship( CBaseEntity *pTarget ) return CBaseMonster::IRelationship( pTarget ); } - void CISlave :: CallForHelp( char *szClassname, float flDist, EHANDLE hEnemy, Vector &vecLocation ) { // ALERT( at_aiconsole, "help " ); @@ -185,7 +180,6 @@ void CISlave :: CallForHelp( char *szClassname, float flDist, EHANDLE hEnemy, Ve } } - //========================================================= // ALertSound - scream //========================================================= @@ -208,7 +202,6 @@ void CISlave :: IdleSound( void ) { SENTENCEG_PlayRndSz(ENT(pev), "SLV_IDLE", 0.85, ATTN_NORM, 0, m_voicePitch); } - #if 0 int side = RANDOM_LONG( 0, 1 ) * 2 - 1; @@ -254,7 +247,6 @@ void CISlave :: DeathSound( void ) EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pDeathSounds[ RANDOM_LONG(0,ARRAYSIZE(pDeathSounds)-1) ], 1.0, ATTN_NORM, 0, m_voicePitch ); } - //========================================================= // ISoundMask - returns a bit mask indicating which types // of sounds this monster regards. @@ -267,7 +259,6 @@ int CISlave :: ISoundMask ( void) bits_SOUND_PLAYER; } - void CISlave::Killed( entvars_t *pevAttacker, int iGib ) { ClearBeams( ); @@ -332,8 +323,7 @@ void CISlave :: HandleAnimEvent( MonsterEvent_t *pEvent ) EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackMissSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackMissSounds)-1) ], 1.0, ATTN_NORM, 0, m_voicePitch ); } } - break; - + break; case ISLAVE_AE_CLAWRAKE: { CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.slaveDmgClawrake, DMG_SLASH ); @@ -351,8 +341,7 @@ void CISlave :: HandleAnimEvent( MonsterEvent_t *pEvent ) EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackMissSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackMissSounds)-1) ], 1.0, ATTN_NORM, 0, m_voicePitch ); } } - break; - + break; case ISLAVE_AE_ZAP_POWERUP: { // speed up attack when on hard @@ -393,8 +382,7 @@ void CISlave :: HandleAnimEvent( MonsterEvent_t *pEvent ) EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "debris/zap4.wav", 1, ATTN_NORM, 0, 100 + m_iBeams * 10 ); pev->skin = m_iBeams / 2; } - break; - + break; case ISLAVE_AE_ZAP_SHOOT: { ClearBeams( ); @@ -414,7 +402,6 @@ void CISlave :: HandleAnimEvent( MonsterEvent_t *pEvent ) WackBeam( 1, pNew ); UTIL_Remove( m_hDead ); EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "hassault/hw_shoot1.wav", 1, ATTN_NORM, 0, RANDOM_LONG( 130, 160 ) ); - /* CBaseEntity *pEffect = Create( "test_effect", pNew->Center(), pev->angles ); pEffect->Use( this, this, USE_ON, 1 ); @@ -435,14 +422,12 @@ void CISlave :: HandleAnimEvent( MonsterEvent_t *pEvent ) m_flNextAttack = gpGlobals->time + RANDOM_FLOAT( 0.5, 4.0 ); } - break; - + break; case ISLAVE_AE_ZAP_DONE: { ClearBeams( ); } - break; - + break; default: CSquadMonster::HandleAnimEvent( pEvent ); break; @@ -507,7 +492,6 @@ BOOL CISlave :: CheckRangeAttack2 ( float flDot, float flDist ) return FALSE; } - //========================================================= // StartTask //========================================================= @@ -518,7 +502,6 @@ void CISlave :: StartTask ( Task_t *pTask ) CSquadMonster :: StartTask ( pTask ); } - //========================================================= // Spawn //========================================================= @@ -576,7 +559,6 @@ void CISlave :: Precache() UTIL_PrecacheOther( "test_effect" ); } - //========================================================= // TakeDamage - get provoked when injured //========================================================= @@ -591,7 +573,6 @@ int CISlave :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, floa return CSquadMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType); } - void CISlave::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) { if (bitsDamageType & DMG_SHOCK) @@ -600,13 +581,10 @@ void CISlave::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir CSquadMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType ); } - //========================================================= // AI Schedules Specific to this monster //========================================================= - - // primary range attack Task_t tlSlaveAttack1[] = { @@ -629,21 +607,18 @@ Schedule_t slSlaveAttack1[] = }, }; - DEFINE_CUSTOM_SCHEDULES( CISlave ) { slSlaveAttack1, }; -IMPLEMENT_CUSTOM_SCHEDULES( CISlave, CSquadMonster ); - +IMPLEMENT_CUSTOM_SCHEDULES( CISlave, CSquadMonster ) //========================================================= //========================================================= Schedule_t *CISlave :: GetSchedule( void ) { ClearBeams( ); - /* if (pev->spawnflags) { @@ -651,7 +626,6 @@ Schedule_t *CISlave :: GetSchedule( void ) return GetScheduleOfType( SCHED_RELOAD ); } */ - if ( HasConditions( bits_COND_HEAR_SOUND ) ) { CSound *pSound; @@ -698,10 +672,9 @@ Schedule_t *CISlave :: GetSchedule( void ) return CSquadMonster::GetSchedule( ); } - Schedule_t *CISlave :: GetScheduleOfType ( int Type ) { - switch ( Type ) + switch( Type ) { case SCHED_FAIL: if (HasConditions( bits_COND_CAN_MELEE_ATTACK1 )) @@ -717,7 +690,6 @@ Schedule_t *CISlave :: GetScheduleOfType ( int Type ) return CSquadMonster :: GetScheduleOfType( Type ); } - //========================================================= // ArmBeam - small beam from arm to nearby geometry //========================================================= @@ -764,7 +736,6 @@ void CISlave :: ArmBeam( int side ) m_iBeams++; } - //========================================================= // BeamGlow - brighten all beams //========================================================= @@ -783,7 +754,6 @@ void CISlave :: BeamGlow( ) } } - //========================================================= // WackBeam - regenerate dead colleagues //========================================================= @@ -791,7 +761,7 @@ void CISlave :: WackBeam( int side, CBaseEntity *pEntity ) { Vector vecDest; float flDist = 1.0; - + if (m_iBeams >= ISLAVE_MAX_BEAMS) return; @@ -847,7 +817,6 @@ void CISlave :: ZapBeam( int side ) UTIL_EmitAmbientSound( ENT(pev), tr.vecEndPos, "weapons/electro4.wav", 0.5, ATTN_NORM, 0, RANDOM_LONG( 140, 160 ) ); } - //========================================================= // ClearBeams - remove all beams //========================================================= diff --git a/dlls/items.cpp b/dlls/items.cpp index 693d2022..06d657f2 100644 --- a/dlls/items.cpp +++ b/dlls/items.cpp @@ -39,7 +39,7 @@ public: int m_iType; }; -LINK_ENTITY_TO_CLASS(world_items, CWorldItem); +LINK_ENTITY_TO_CLASS(world_items, CWorldItem) void CWorldItem::KeyValue(KeyValueData *pkvd) { @@ -86,7 +86,6 @@ void CWorldItem::Spawn( void ) REMOVE_ENTITY(edict()); } - void CItem::Spawn( void ) { pev->movetype = MOVETYPE_TOSS; @@ -198,9 +197,7 @@ class CItemSuit : public CItem } }; -LINK_ENTITY_TO_CLASS(item_suit, CItemSuit); - - +LINK_ENTITY_TO_CLASS(item_suit, CItemSuit) class CItemBattery : public CItem { @@ -236,17 +233,16 @@ class CItemBattery : public CItem MESSAGE_BEGIN( MSG_ONE, gmsgItemPickup, NULL, pPlayer->pev ); WRITE_STRING( STRING(pev->classname) ); MESSAGE_END(); - - + // Suit reports new power level // For some reason this wasn't working in release build -- round it. pct = (int)( (float)(pPlayer->pev->armorvalue * 100.0) * (1.0/MAX_NORMAL_BATTERY) + 0.5); pct = (pct / 5); if (pct > 0) pct--; - + sprintf( szcharge,"!HEV_%1dP", pct ); - + //EMIT_SOUND_SUIT(ENT(pev), szcharge); pPlayer->SetSuitUpdate(szcharge, FALSE, SUIT_NEXT_IN_30SEC); return TRUE; @@ -255,8 +251,7 @@ class CItemBattery : public CItem } }; -LINK_ENTITY_TO_CLASS(item_battery, CItemBattery); - +LINK_ENTITY_TO_CLASS( item_battery, CItemBattery ) class CItemAntidote : public CItem { @@ -279,8 +274,7 @@ class CItemAntidote : public CItem } }; -LINK_ENTITY_TO_CLASS(item_antidote, CItemAntidote); - +LINK_ENTITY_TO_CLASS( item_antidote, CItemAntidote ) class CItemSecurity : public CItem { @@ -301,7 +295,7 @@ class CItemSecurity : public CItem } }; -LINK_ENTITY_TO_CLASS(item_security, CItemSecurity); +LINK_ENTITY_TO_CLASS( item_security, CItemSecurity ) class CItemLongJump : public CItem { @@ -339,4 +333,4 @@ class CItemLongJump : public CItem } }; -LINK_ENTITY_TO_CLASS( item_longjump, CItemLongJump ); +LINK_ENTITY_TO_CLASS( item_longjump, CItemLongJump ) diff --git a/dlls/items.h b/dlls/items.h index e9852966..53395a55 100644 --- a/dlls/items.h +++ b/dlls/items.h @@ -15,7 +15,6 @@ #ifndef ITEMS_H #define ITEMS_H - class CItem : public CBaseEntity { public: diff --git a/dlls/leech.cpp b/dlls/leech.cpp index 3ced19ca..8bb9b0c5 100644 --- a/dlls/leech.cpp +++ b/dlls/leech.cpp @@ -34,21 +34,16 @@ // Try this on a model with hulls/tracehull? // - #include "float.h" #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" - - - // Animation events #define LEECH_AE_ATTACK 1 #define LEECH_AE_FLOP 2 - // Movement constants #define LEECH_ACCELERATE 10 @@ -60,15 +55,12 @@ #define LEECH_SIZEX 10 #define LEECH_FRAMETIME 0.1 - - #define DEBUG_BEAMS 0 #if DEBUG_BEAMS #include "effects.h" #endif - class CLeech : public CBaseMonster { public: @@ -141,11 +133,9 @@ private: #endif }; +LINK_ENTITY_TO_CLASS( monster_leech, CLeech ) - -LINK_ENTITY_TO_CLASS( monster_leech, CLeech ); - -TYPEDESCRIPTION CLeech::m_SaveData[] = +TYPEDESCRIPTION CLeech::m_SaveData[] = { DEFINE_FIELD( CLeech, m_flTurning, FIELD_FLOAT ), DEFINE_FIELD( CLeech, m_fPathBlocked, FIELD_BOOLEAN ), @@ -161,8 +151,7 @@ TYPEDESCRIPTION CLeech::m_SaveData[] = DEFINE_FIELD( CLeech, m_attackSoundTime, FIELD_TIME ), }; -IMPLEMENT_SAVERESTORE( CLeech, CBaseMonster ); - +IMPLEMENT_SAVERESTORE( CLeech, CBaseMonster ) const char *CLeech::pAttackSounds[] = { @@ -177,7 +166,6 @@ const char *CLeech::pAlertSounds[] = "leech/leech_alert2.wav", }; - void CLeech::Spawn( void ) { Precache(); @@ -185,7 +173,7 @@ void CLeech::Spawn( void ) // Just for fun // SET_MODEL(ENT(pev), "models/icky.mdl"); -// UTIL_SetSize( pev, g_vecZero, g_vecZero ); + //UTIL_SetSize( pev, g_vecZero, g_vecZero ); UTIL_SetSize( pev, Vector(-1,-1,0), Vector(1,1,2)); // Don't push the minz down too much or the water check will fail because this entity is really point-sized pev->solid = SOLID_SLIDEBOX; @@ -208,14 +196,11 @@ void CLeech::Spawn( void ) m_stateTime = gpGlobals->time + RANDOM_FLOAT( 1, 5 ); } - void CLeech::Activate( void ) { RecalculateWaterlevel(); } - - void CLeech::RecalculateWaterlevel( void ) { // Calculate boundaries @@ -239,7 +224,6 @@ void CLeech::RecalculateWaterlevel( void ) m_waterTime = gpGlobals->time + RANDOM_FLOAT( 5, 7 ); } - void CLeech::SwitchLeechState( void ) { m_stateTime = gpGlobals->time + RANDOM_FLOAT( 3, 6 ); @@ -264,7 +248,6 @@ void CLeech::SwitchLeechState( void ) } } - int CLeech::IRelationship( CBaseEntity *pTarget ) { if ( pTarget->IsPlayer() ) @@ -272,8 +255,6 @@ int CLeech::IRelationship( CBaseEntity *pTarget ) return CBaseMonster::IRelationship( pTarget ); } - - void CLeech::AttackSound( void ) { if ( gpGlobals->time > m_attackSoundTime ) @@ -283,13 +264,11 @@ void CLeech::AttackSound( void ) } } - void CLeech::AlertSound( void ) { EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pAlertSounds[ RANDOM_LONG(0,ARRAYSIZE(pAlertSounds)-1) ], 1.0, ATTN_NORM * 0.5, 0, PITCH_NORM ); } - void CLeech::Precache( void ) { int i; @@ -303,7 +282,6 @@ void CLeech::Precache( void ) PRECACHE_SOUND((char *)pAlertSounds[i]); } - int CLeech::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { pev->velocity = g_vecZero; @@ -317,7 +295,6 @@ int CLeech::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float f return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); } - void CLeech::HandleAnimEvent( MonsterEvent_t *pEvent ) { switch( pEvent->event ) @@ -338,24 +315,20 @@ void CLeech::HandleAnimEvent( MonsterEvent_t *pEvent ) dir = dir.Normalize(); face = face.Normalize(); - if ( DotProduct(dir, face) > 0.9 ) // Only take damage if the leech is facing the prey pEnemy->TakeDamage( pev, pev, gSkillData.leechDmgBite, DMG_SLASH ); } m_stateTime -= 2; break; - case LEECH_AE_FLOP: // Play flop sound break; - default: CBaseMonster::HandleAnimEvent( pEvent ); break; } } - void CLeech::MakeVectors( void ) { Vector tmp = pev->angles; @@ -363,7 +336,6 @@ void CLeech::MakeVectors( void ) UTIL_MakeVectors ( tmp ); } - // // ObstacleDistance - returns normalized distance to obstacle // @@ -419,7 +391,6 @@ float CLeech::ObstacleDistance( CBaseEntity *pTarget ) return 1.0; } - void CLeech::DeadThink( void ) { if ( m_fSequenceFinished ) @@ -454,8 +425,6 @@ void CLeech::DeadThink( void ) } } - - void CLeech::UpdateMotion( void ) { float flapspeed = (pev->speed - m_flAccelerate) / LEECH_ACCELERATE; @@ -530,7 +499,6 @@ void CLeech::UpdateMotion( void ) } float flInterval = StudioFrameAdvance(); DispatchAnimEvents ( flInterval ); - #if DEBUG_BEAMS if ( !m_pb ) m_pb = CBeam::BeamCreate( "sprites/laserbeam.spr", 5 ); @@ -553,7 +521,6 @@ void CLeech::UpdateMotion( void ) #endif } - void CLeech::SwimThink( void ) { TraceResult tr; @@ -612,9 +579,7 @@ void CLeech::SwimThink( void ) else targetSpeed *= 2; } - break; - default: if ( m_zTime < gpGlobals->time ) { @@ -625,13 +590,13 @@ void CLeech::SwimThink( void ) if ( RANDOM_LONG( 0, 100 ) < 10 ) targetYaw = RANDOM_LONG( -30, 30 ); pTarget = NULL; + // oldorigin test if ( (pev->origin - pev->oldorigin).Length() < 1 ) { // If leech didn't move, there must be something blocking it, so try to turn m_sideTime = 0; } - break; } @@ -686,7 +651,6 @@ void CLeech::SwimThink( void ) UpdateMotion(); } - void CLeech::Killed(entvars_t *pevAttacker, int iGib) { Vector vecSplatDir; @@ -719,5 +683,3 @@ void CLeech::Killed(entvars_t *pevAttacker, int iGib) pev->takedamage = DAMAGE_NO; SetThink( &CLeech::DeadThink ); } - - diff --git a/dlls/lights.cpp b/dlls/lights.cpp index 312aa30a..18602dc2 100644 --- a/dlls/lights.cpp +++ b/dlls/lights.cpp @@ -24,8 +24,6 @@ #include "util.h" #include "cbase.h" - - class CLight : public CPointEntity { public: @@ -42,7 +40,8 @@ private: int m_iStyle; int m_iszPattern; }; -LINK_ENTITY_TO_CLASS( light, CLight ); + +LINK_ENTITY_TO_CLASS( light, CLight ) TYPEDESCRIPTION CLight::m_SaveData[] = { @@ -50,8 +49,7 @@ TYPEDESCRIPTION CLight::m_SaveData[] = DEFINE_FIELD( CLight, m_iszPattern, FIELD_STRING ), }; -IMPLEMENT_SAVERESTORE( CLight, CPointEntity ); - +IMPLEMENT_SAVERESTORE( CLight, CPointEntity ) // // Cache user-entity-field values until spawn is called. @@ -96,7 +94,7 @@ void CLight :: Spawn( void ) if (m_iStyle >= 32) { -// CHANGE_METHOD(ENT(pev), em_use, light_use); + //CHANGE_METHOD(ENT(pev), em_use, light_use); if (FBitSet(pev->spawnflags, SF_LIGHT_START_OFF)) LIGHT_STYLE(m_iStyle, "a"); else if (m_iszPattern) @@ -106,7 +104,6 @@ void CLight :: Spawn( void ) } } - void CLight :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { if (m_iStyle >= 32) @@ -133,8 +130,7 @@ void CLight :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useT // // shut up spawn functions for new spotlights // -LINK_ENTITY_TO_CLASS( light_spot, CLight ); - +LINK_ENTITY_TO_CLASS( light_spot, CLight ) class CEnvLight : public CLight { @@ -143,7 +139,7 @@ public: void Spawn( void ); }; -LINK_ENTITY_TO_CLASS( light_environment, CEnvLight ); +LINK_ENTITY_TO_CLASS( light_environment, CEnvLight ) void CEnvLight::KeyValue( KeyValueData* pkvd ) { @@ -182,7 +178,6 @@ void CEnvLight::KeyValue( KeyValueData* pkvd ) } } - void CEnvLight :: Spawn( void ) { char szVector[64]; diff --git a/dlls/maprules.cpp b/dlls/maprules.cpp index f6d13343..de14cf39 100644 --- a/dlls/maprules.cpp +++ b/dlls/maprules.cpp @@ -53,8 +53,7 @@ TYPEDESCRIPTION CRuleEntity::m_SaveData[] = DEFINE_FIELD( CRuleEntity, m_iszMaster, FIELD_STRING), }; -IMPLEMENT_SAVERESTORE( CRuleEntity, CBaseEntity ); - +IMPLEMENT_SAVERESTORE( CRuleEntity, CBaseEntity ) void CRuleEntity::Spawn( void ) { @@ -63,7 +62,6 @@ void CRuleEntity::Spawn( void ) pev->effects = EF_NODRAW; } - void CRuleEntity::KeyValue( KeyValueData *pkvd ) { if (FStrEq(pkvd->szKeyName, "master")) @@ -122,7 +120,6 @@ void CRuleBrushEntity::Spawn( void ) CRuleEntity::Spawn(); } - // CGameScore / game_score -- award points to player / team // Points +/- total // Flag: Allow negative scores SF_SCORE_NEGATIVE @@ -147,15 +144,13 @@ public: private: }; -LINK_ENTITY_TO_CLASS( game_score, CGameScore ); - +LINK_ENTITY_TO_CLASS( game_score, CGameScore ) void CGameScore::Spawn( void ) { CRulePointEntity::Spawn(); } - void CGameScore::KeyValue( KeyValueData *pkvd ) { if (FStrEq(pkvd->szKeyName, "points")) @@ -167,8 +162,6 @@ void CGameScore::KeyValue( KeyValueData *pkvd ) CRulePointEntity::KeyValue( pkvd ); } - - void CGameScore::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { if ( !CanFireForActivator( pActivator ) ) @@ -188,7 +181,6 @@ void CGameScore::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE us } } - // CGameEnd / game_end -- Ends the game in MP class CGameEnd : public CRulePointEntity @@ -198,8 +190,7 @@ public: private: }; -LINK_ENTITY_TO_CLASS( game_end, CGameEnd ); - +LINK_ENTITY_TO_CLASS( game_end, CGameEnd ) void CGameEnd::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { @@ -209,16 +200,13 @@ void CGameEnd::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useT g_pGameRules->EndMultiplayerGame(); } - // // CGameText / game_text -- NON-Localized HUD Message (use env_message to display a titles.txt message) // Flag: All players SF_ENVTEXT_ALLPLAYERS // - #define SF_ENVTEXT_ALLPLAYERS 0x0001 - class CGameText : public CRulePointEntity { public: @@ -238,7 +226,7 @@ private: hudtextparms_t m_textParms; }; -LINK_ENTITY_TO_CLASS( game_text, CGameText ); +LINK_ENTITY_TO_CLASS( game_text, CGameText ) // Save parms as a block. Will break save/restore if the structure changes, but this entity didn't ship with Half-Life, so // it can't impact saved Half-Life games. @@ -247,8 +235,7 @@ TYPEDESCRIPTION CGameText::m_SaveData[] = DEFINE_ARRAY( CGameText, m_textParms, FIELD_CHARACTER, sizeof(hudtextparms_t) ), }; -IMPLEMENT_SAVERESTORE( CGameText, CRulePointEntity ); - +IMPLEMENT_SAVERESTORE( CGameText, CRulePointEntity ) void CGameText::KeyValue( KeyValueData *pkvd ) { @@ -316,7 +303,6 @@ void CGameText::KeyValue( KeyValueData *pkvd ) CRulePointEntity::KeyValue( pkvd ); } - void CGameText::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { if ( !CanFireForActivator( pActivator ) ) @@ -335,7 +321,6 @@ void CGameText::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE use } } - // // CGameTeamMaster / game_team_master -- "Masters" like multisource, but based on the team of the activator // Only allows mastered entity to fire if the team matches my team @@ -367,7 +352,7 @@ private: USE_TYPE triggerType; }; -LINK_ENTITY_TO_CLASS( game_team_master, CGameTeamMaster ); +LINK_ENTITY_TO_CLASS( game_team_master, CGameTeamMaster ) void CGameTeamMaster::KeyValue( KeyValueData *pkvd ) { @@ -397,7 +382,6 @@ void CGameTeamMaster::KeyValue( KeyValueData *pkvd ) CRulePointEntity::KeyValue( pkvd ); } - void CGameTeamMaster::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { if ( !CanFireForActivator( pActivator ) ) @@ -424,13 +408,11 @@ void CGameTeamMaster::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TY } } - BOOL CGameTeamMaster::IsTriggered( CBaseEntity *pActivator ) { return TeamMatch( pActivator ); } - const char *CGameTeamMaster::TeamID( void ) { if ( m_teamIndex < 0 ) // Currently set to "no team" @@ -439,7 +421,6 @@ const char *CGameTeamMaster::TeamID( void ) return g_pGameRules->GetIndexedTeamName( m_teamIndex ); // UNDONE: Fill this in with the team from the "teamlist" } - BOOL CGameTeamMaster::TeamMatch( CBaseEntity *pActivator ) { if ( m_teamIndex < 0 && AnyTeam() ) @@ -451,7 +432,6 @@ BOOL CGameTeamMaster::TeamMatch( CBaseEntity *pActivator ) return UTIL_TeamsMatch( pActivator->TeamID(), TeamID() ); } - // // CGameTeamSet / game_team_set -- Changes the team of the entity it targets to the activator's team // Flag: Fire once @@ -470,8 +450,7 @@ public: private: }; -LINK_ENTITY_TO_CLASS( game_team_set, CGameTeamSet ); - +LINK_ENTITY_TO_CLASS( game_team_set, CGameTeamSet ) void CGameTeamSet::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { @@ -493,7 +472,6 @@ void CGameTeamSet::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE } } - // // CGamePlayerZone / game_player_zone -- players in the zone fire my target when I'm fired // @@ -515,8 +493,8 @@ private: string_t m_iszOutCount; }; -LINK_ENTITY_TO_CLASS( game_zone_player, CGamePlayerZone ); -TYPEDESCRIPTION CGamePlayerZone::m_SaveData[] = +LINK_ENTITY_TO_CLASS( game_zone_player, CGamePlayerZone ) +TYPEDESCRIPTION CGamePlayerZone::m_SaveData[] = { DEFINE_FIELD( CGamePlayerZone, m_iszInTarget, FIELD_STRING ), DEFINE_FIELD( CGamePlayerZone, m_iszOutTarget, FIELD_STRING ), @@ -524,7 +502,7 @@ TYPEDESCRIPTION CGamePlayerZone::m_SaveData[] = DEFINE_FIELD( CGamePlayerZone, m_iszOutCount, FIELD_STRING ), }; -IMPLEMENT_SAVERESTORE( CGamePlayerZone, CRuleBrushEntity ); +IMPLEMENT_SAVERESTORE( CGamePlayerZone, CRuleBrushEntity ) void CGamePlayerZone::KeyValue( KeyValueData *pkvd ) { @@ -608,13 +586,12 @@ void CGamePlayerZone::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TY } } - - // // CGamePlayerHurt / game_player_hurt -- Damages the player who fires it // Flag: Fire once #define SF_PKILL_FIREONCE 0x0001 + class CGamePlayerHurt : public CRulePointEntity { public: @@ -624,8 +601,7 @@ public: private: }; -LINK_ENTITY_TO_CLASS( game_player_hurt, CGamePlayerHurt ); - +LINK_ENTITY_TO_CLASS( game_player_hurt, CGamePlayerHurt ) void CGamePlayerHurt::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { @@ -639,7 +615,7 @@ void CGamePlayerHurt::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TY else pActivator->TakeDamage( pev, pev, pev->dmg, DMG_GENERIC ); } - + SUB_UseTargets( pActivator, useType, value ); if ( RemoveOnFire() ) @@ -648,8 +624,6 @@ void CGamePlayerHurt::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TY } } - - // // CGameCounter / game_counter -- Counts events and fires target // Flag: Fire once @@ -671,7 +645,7 @@ public: inline void ResetCount( void ) { pev->frags = pev->dmg; } inline int CountValue( void ) { return pev->frags; } inline int LimitValue( void ) { return pev->health; } - + inline BOOL HitLimit( void ) { return CountValue() == LimitValue(); } private: @@ -680,7 +654,7 @@ private: inline void SetInitialValue( int value ) { pev->dmg = value; } }; -LINK_ENTITY_TO_CLASS( game_counter, CGameCounter ); +LINK_ENTITY_TO_CLASS( game_counter, CGameCounter ) void CGameCounter::Spawn( void ) { @@ -689,7 +663,6 @@ void CGameCounter::Spawn( void ) CRulePointEntity::Spawn(); } - void CGameCounter::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { if ( !CanFireForActivator( pActivator ) ) @@ -701,11 +674,9 @@ void CGameCounter::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE case USE_TOGGLE: CountUp(); break; - case USE_OFF: CountDown(); break; - case USE_SET: SetCountValue( (int)value ); break; @@ -726,8 +697,6 @@ void CGameCounter::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE } } - - // // CGameCounterSet / game_counter_set -- Sets the counter's value // Flag: Fire once @@ -743,8 +712,7 @@ public: private: }; -LINK_ENTITY_TO_CLASS( game_counter_set, CGameCounterSet ); - +LINK_ENTITY_TO_CLASS( game_counter_set, CGameCounterSet ) void CGameCounterSet::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { @@ -759,7 +727,6 @@ void CGameCounterSet::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TY } } - // // CGamePlayerEquip / game_playerequip -- Sets the default player equipment // Flag: USE Only @@ -777,15 +744,13 @@ public: inline BOOL UseOnly( void ) { return (pev->spawnflags & SF_PLAYEREQUIP_USEONLY) ? TRUE : FALSE; } private: - void EquipPlayer( CBaseEntity *pPlayer ); string_t m_weaponNames[MAX_EQUIP]; int m_weaponCount[MAX_EQUIP]; }; -LINK_ENTITY_TO_CLASS( game_player_equip, CGamePlayerEquip ); - +LINK_ENTITY_TO_CLASS( game_player_equip, CGamePlayerEquip ) void CGamePlayerEquip::KeyValue( KeyValueData *pkvd ) { @@ -811,7 +776,6 @@ void CGamePlayerEquip::KeyValue( KeyValueData *pkvd ) } } - void CGamePlayerEquip::Touch( CBaseEntity *pOther ) { if ( !CanFireForActivator( pOther ) ) @@ -846,13 +810,11 @@ void CGamePlayerEquip::EquipPlayer( CBaseEntity *pEntity ) } } - void CGamePlayerEquip::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { EquipPlayer( pActivator ); } - // // CGamePlayerTeam / game_player_team -- Changes the team of the player who fired it // Flag: Fire once @@ -869,7 +831,6 @@ public: void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); private: - inline BOOL RemoveOnFire( void ) { return (pev->spawnflags & SF_PTEAM_FIREONCE) ? TRUE : FALSE; } inline BOOL ShouldKillPlayer( void ) { return (pev->spawnflags & SF_PTEAM_KILL) ? TRUE : FALSE; } inline BOOL ShouldGibPlayer( void ) { return (pev->spawnflags & SF_PTEAM_GIB) ? TRUE : FALSE; } @@ -877,8 +838,7 @@ private: const char *TargetTeamName( const char *pszTargetName ); }; -LINK_ENTITY_TO_CLASS( game_player_team, CGamePlayerTeam ); - +LINK_ENTITY_TO_CLASS( game_player_team, CGamePlayerTeam ) const char *CGamePlayerTeam::TargetTeamName( const char *pszTargetName ) { @@ -893,7 +853,6 @@ const char *CGamePlayerTeam::TargetTeamName( const char *pszTargetName ) return NULL; } - void CGamePlayerTeam::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { if ( !CanFireForActivator( pActivator ) ) @@ -914,5 +873,3 @@ void CGamePlayerTeam::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TY UTIL_Remove( this ); } } - - diff --git a/dlls/maprules.h b/dlls/maprules.h index 57f9939b..70a88fb5 100644 --- a/dlls/maprules.h +++ b/dlls/maprules.h @@ -15,8 +15,5 @@ #ifndef MAPRULES_H #define MAPRULES_H - - - -#endif // MAPRULES_H +#endif //MAPRULES_H diff --git a/dlls/monsterevent.h b/dlls/monsterevent.h index 46c5624a..5d144750 100644 --- a/dlls/monsterevent.h +++ b/dlls/monsterevent.h @@ -12,6 +12,7 @@ * without written permission from Valve LLC. * ****/ + #ifndef MONSTEREVENT_H #define MONSTEREVENT_H @@ -31,4 +32,4 @@ typedef struct #define MONSTER_EVENT_SWISHSOUND 2010 -#endif // MONSTEREVENT_H +#endif //MONSTEREVENT_H diff --git a/dlls/monstermaker.cpp b/dlls/monstermaker.cpp index dcfe42db..ca893969 100644 --- a/dlls/monstermaker.cpp +++ b/dlls/monstermaker.cpp @@ -51,7 +51,6 @@ public: string_t m_iszMonsterClassname;// classname of the monster(s) that will be created. int m_cNumMonsters;// max number of monsters this ent can create - int m_cLiveChildren;// how many monsters made by this monster maker that are currently alive int m_iMaxLiveChildren;// max number of monsters that this maker may have out at one time. @@ -62,9 +61,9 @@ public: BOOL m_fFadeChildren;// should we make the children fadeout? }; -LINK_ENTITY_TO_CLASS( monstermaker, CMonsterMaker ); +LINK_ENTITY_TO_CLASS( monstermaker, CMonsterMaker ) -TYPEDESCRIPTION CMonsterMaker::m_SaveData[] = +TYPEDESCRIPTION CMonsterMaker::m_SaveData[] = { DEFINE_FIELD( CMonsterMaker, m_iszMonsterClassname, FIELD_STRING ), DEFINE_FIELD( CMonsterMaker, m_cNumMonsters, FIELD_INTEGER ), @@ -75,12 +74,10 @@ TYPEDESCRIPTION CMonsterMaker::m_SaveData[] = DEFINE_FIELD( CMonsterMaker, m_fFadeChildren, FIELD_BOOLEAN ), }; - -IMPLEMENT_SAVERESTORE( CMonsterMaker, CBaseMonster ); +IMPLEMENT_SAVERESTORE( CMonsterMaker, CBaseMonster ) void CMonsterMaker :: KeyValue( KeyValueData *pkvd ) { - if ( FStrEq(pkvd->szKeyName, "monstercount") ) { m_cNumMonsters = atoi(pkvd->szValue); @@ -100,7 +97,6 @@ void CMonsterMaker :: KeyValue( KeyValueData *pkvd ) CBaseMonster::KeyValue( pkvd ); } - void CMonsterMaker :: Spawn( ) { pev->solid = SOLID_NOT; @@ -119,21 +115,24 @@ void CMonsterMaker :: Spawn( ) } if ( FBitSet ( pev->spawnflags, SF_MONSTERMAKER_START_ON ) ) - {// start making monsters as soon as monstermaker spawns + { + // start making monsters as soon as monstermaker spawns m_fActive = TRUE; SetThink( &CMonsterMaker::MakerThink ); } else - {// wait to be activated. + { + // wait to be activated. m_fActive = FALSE; SetThink( &CBaseEntity::SUB_DoNothing ); } } else - {// no targetname, just start. - pev->nextthink = gpGlobals->time + m_flDelay; - m_fActive = TRUE; - SetThink( &CMonsterMaker::MakerThink ); + { + // no targetname, just start. + pev->nextthink = gpGlobals->time + m_flDelay; + m_fActive = TRUE; + SetThink( &CMonsterMaker::MakerThink ); } if ( m_cNumMonsters == 1 ) @@ -164,7 +163,8 @@ void CMonsterMaker::MakeMonster( void ) entvars_t *pevCreate; if ( m_iMaxLiveChildren > 0 && m_cLiveChildren >= m_iMaxLiveChildren ) - {// not allowed to make a new one yet. Too many live ones out right now. + { + // not allowed to make a new one yet. Too many live ones out right now. return; } @@ -275,7 +275,6 @@ void CMonsterMaker :: MakerThink ( void ) MakeMonster(); } - //========================================================= //========================================================= void CMonsterMaker :: DeathNotice ( entvars_t *pevChild ) @@ -288,5 +287,3 @@ void CMonsterMaker :: DeathNotice ( entvars_t *pevChild ) pevChild->owner = NULL; } } - - diff --git a/dlls/monsters.cpp b/dlls/monsters.cpp index 21901b0c..da565e6c 100644 --- a/dlls/monsters.cpp +++ b/dlls/monsters.cpp @@ -36,7 +36,6 @@ #define MONSTER_CUT_CORNER_DIST 8 // 8 means the monster's bounding box is contained without the box of the node in WC - Vector VecBModelOrigin( entvars_t* pevBModel ); extern DLL_GLOBAL BOOL g_fDrawLines; @@ -45,8 +44,6 @@ extern DLL_GLOBAL short g_sModelIndexLaserDot;// holds the index for the laser b extern CGraph WorldGraph;// the world node graph - - // Global Savedata for monster // UNDONE: Save schedule data? Can this be done? We may // lose our enemy pointer or other data (goal ent, target, etc) @@ -74,15 +71,15 @@ TYPEDESCRIPTION CBaseMonster::m_SaveData[] = DEFINE_FIELD( CBaseMonster, m_iScheduleIndex, FIELD_INTEGER ), DEFINE_FIELD( CBaseMonster, m_afConditions, FIELD_INTEGER ), //WayPoint_t m_Route[ ROUTE_SIZE ]; -// DEFINE_FIELD( CBaseMonster, m_movementGoal, FIELD_INTEGER ), -// DEFINE_FIELD( CBaseMonster, m_iRouteIndex, FIELD_INTEGER ), -// DEFINE_FIELD( CBaseMonster, m_moveWaitTime, FIELD_FLOAT ), + //DEFINE_FIELD( CBaseMonster, m_movementGoal, FIELD_INTEGER ), + //DEFINE_FIELD( CBaseMonster, m_iRouteIndex, FIELD_INTEGER ), + //DEFINE_FIELD( CBaseMonster, m_moveWaitTime, FIELD_FLOAT ), DEFINE_FIELD( CBaseMonster, m_vecMoveGoal, FIELD_POSITION_VECTOR ), DEFINE_FIELD( CBaseMonster, m_movementActivity, FIELD_INTEGER ), - // int m_iAudibleList; // first index of a linked list of sounds that the monster can hear. -// DEFINE_FIELD( CBaseMonster, m_afSoundTypes, FIELD_INTEGER ), + //int m_iAudibleList; // first index of a linked list of sounds that the monster can hear. + //DEFINE_FIELD( CBaseMonster, m_afSoundTypes, FIELD_INTEGER ), DEFINE_FIELD( CBaseMonster, m_vecLastPosition, FIELD_POSITION_VECTOR ), DEFINE_FIELD( CBaseMonster, m_iHintNode, FIELD_INTEGER ), DEFINE_FIELD( CBaseMonster, m_afMemory, FIELD_INTEGER ), @@ -110,7 +107,8 @@ TYPEDESCRIPTION CBaseMonster::m_SaveData[] = DEFINE_FIELD( CBaseMonster, m_pCine, FIELD_CLASSPTR ), }; -//IMPLEMENT_SAVERESTORE( CBaseMonster, CBaseToggle ); +//IMPLEMENT_SAVERESTORE( CBaseMonster, CBaseToggle ) + int CBaseMonster::Save( CSave &save ) { if ( !CBaseToggle::Save(save) ) @@ -141,7 +139,6 @@ int CBaseMonster::Restore( CRestore &restore ) return status; } - //========================================================= // Eat - makes a monster full for a little while. //========================================================= @@ -244,7 +241,7 @@ void CBaseMonster :: Listen ( void ) else { // if not a sound, must be a smell - determine if it's just a scent, or if it's a food scent -// if ( g_pSoundEnt->m_SoundPool[ iSound ].m_iType & ( bits_SOUND_MEAT | bits_SOUND_CARCASS ) ) + //if ( g_pSoundEnt->m_SoundPool[ iSound ].m_iType & ( bits_SOUND_MEAT | bits_SOUND_CARCASS ) ) if ( pCurrentSound->m_iType & ( bits_SOUND_MEAT | bits_SOUND_CARCASS ) ) { // the detected scent is a food item, so set both conditions. @@ -258,14 +255,13 @@ void CBaseMonster :: Listen ( void ) SetConditions( bits_COND_SMELL ); } } - -// m_afSoundTypes |= g_pSoundEnt->m_SoundPool[ iSound ].m_iType; + //m_afSoundTypes |= g_pSoundEnt->m_SoundPool[ iSound ].m_iType; m_afSoundTypes |= pCurrentSound->m_iType; m_iAudibleList = iSound; } -// iSound = g_pSoundEnt->m_SoundPool[ iSound ].m_iNext; + //iSound = g_pSoundEnt->m_SoundPool[ iSound ].m_iNext; iSound = pCurrentSound->m_iNext; } } @@ -341,6 +337,7 @@ void CBaseMonster :: Look ( int iDistance ) CBaseMonster *pClient; pClient = pSightEnt->MyMonsterPointer(); + // don't link this client in the list if the monster is wait till seen and the player isn't facing the monster if ( pSightEnt && !pClient->FInViewCone( this ) ) { @@ -393,7 +390,7 @@ void CBaseMonster :: Look ( int iDistance ) } } } - + SetConditions( iSighted ); } @@ -512,8 +509,6 @@ CSound* CBaseMonster :: PBestScent ( void ) return NULL; } - - //========================================================= // Monster Think - calls out to core AI functions and handles this // monster's specific animation events @@ -522,13 +517,13 @@ void CBaseMonster :: MonsterThink ( void ) { pev->nextthink = gpGlobals->time + 0.1;// keep monster thinking. - RunAI(); float flInterval = StudioFrameAdvance( ); // animate -// start or end a fidget -// This needs a better home -- switching animations over time should be encapsulated on a per-activity basis -// perhaps MaintainActivity() or a ShiftAnimationOverTime() or something. + + // start or end a fidget + // This needs a better home -- switching animations over time should be encapsulated on a per-activity basis + // perhaps MaintainActivity() or a ShiftAnimationOverTime() or something. if ( m_MonsterState != MONSTERSTATE_SCRIPT && m_MonsterState != MONSTERSTATE_DEAD && m_Activity == ACT_IDLE && m_fSequenceFinished ) { int iSequence; @@ -671,22 +666,18 @@ BOOL CBaseMonster :: FRefreshRoute ( void ) } returnCode = TRUE; break; - case MOVEGOAL_ENEMY: returnCode = BuildRoute( m_vecEnemyLKP, bits_MF_TO_ENEMY, m_hEnemy ); break; - case MOVEGOAL_LOCATION: returnCode = BuildRoute( m_vecMoveGoal, bits_MF_TO_LOCATION, NULL ); break; - case MOVEGOAL_TARGETENT: if (m_hTargetEnt != NULL) { returnCode = BuildRoute( m_hTargetEnt->pev->origin, bits_MF_TO_TARGETENT, m_hTargetEnt ); } break; - case MOVEGOAL_NODE: returnCode = FGetNodeRoute( m_vecMoveGoal ); // if ( returnCode ) @@ -707,28 +698,25 @@ BOOL CBaseMonster::MoveToEnemy( Activity movementAct, float waitTime ) return FRefreshRoute(); } - BOOL CBaseMonster::MoveToLocation( Activity movementAct, float waitTime, const Vector &goal ) { m_movementActivity = movementAct; m_moveWaitTime = waitTime; - + m_movementGoal = MOVEGOAL_LOCATION; m_vecMoveGoal = goal; return FRefreshRoute(); } - BOOL CBaseMonster::MoveToTarget( Activity movementAct, float waitTime ) { m_movementActivity = movementAct; m_moveWaitTime = waitTime; - + m_movementGoal = MOVEGOAL_TARGETENT; return FRefreshRoute(); } - BOOL CBaseMonster::MoveToNode( Activity movementAct, float waitTime, const Vector &goal ) { m_movementActivity = movementAct; @@ -739,7 +727,6 @@ BOOL CBaseMonster::MoveToNode( Activity movementAct, float waitTime, const Vecto return FRefreshRoute(); } - #ifdef _DEBUG void DrawRoute( entvars_t *pev, WayPoint_t *m_Route, int m_iRouteIndex, int r, int g, int b ) { @@ -780,7 +767,6 @@ void DrawRoute( entvars_t *pev, WayPoint_t *m_Route, int m_iRouteIndex, int r, i if ( (m_Route[ i ].iType & bits_MF_IS_GOAL) || (m_Route[ i+1 ].iType == 0) ) break; - MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_BEAMPOINTS ); WRITE_COORD( m_Route[ i ].vecLocation.x ); @@ -807,7 +793,6 @@ void DrawRoute( entvars_t *pev, WayPoint_t *m_Route, int m_iRouteIndex, int r, i } #endif - int ShouldSimplify( int routeType ) { routeType &= ~bits_MF_IS_GOAL; @@ -845,7 +830,7 @@ void CBaseMonster :: RouteSimplify( CBaseEntity *pTargetEnt ) // Can't simplify a direct route! if ( count < 2 ) { -// DrawRoute( pev, m_Route, m_iRouteIndex, 0, 0, 255 ); + //DrawRoute( pev, m_Route, m_iRouteIndex, 0, 0, 255 ); return; } @@ -900,12 +885,12 @@ void CBaseMonster :: RouteSimplify( CBaseEntity *pTargetEnt ) ASSERT( i < count ); outRoute[outCount] = m_Route[ m_iRouteIndex + i ]; outCount++; - + // Terminate outRoute[outCount].iType = 0; ASSERT( outCount < (ROUTE_SIZE*2) ); -// Copy the simplified route, disable for testing + // Copy the simplified route, disable for testing m_iRouteIndex = 0; for ( i = 0; i < ROUTE_SIZE && i < outCount; i++ ) { @@ -1009,7 +994,7 @@ void CBaseMonster :: CheckAttacks ( CBaseEntity *pTarget, float flDist ) // we know the enemy is in front now. We'll find which attacks the monster is capable of by // checking for corresponding Activities in the model file, then do the simple checks to validate // those attack types. - + // Clear all attack conditions ClearConditions( bits_COND_CAN_RANGE_ATTACK1 | bits_COND_CAN_RANGE_ATTACK2 | bits_COND_CAN_MELEE_ATTACK1 |bits_COND_CAN_MELEE_ATTACK2 ); @@ -1061,7 +1046,7 @@ int CBaseMonster :: CheckEnemy ( CBaseEntity *pEnemy ) iUpdatedLKP = FALSE; ClearConditions ( bits_COND_ENEMY_FACING_ME ); - + if ( !FVisible( pEnemy ) ) { ASSERT(!HasConditions(bits_COND_SEE_ENEMY)); @@ -1078,9 +1063,11 @@ int CBaseMonster :: CheckEnemy ( CBaseEntity *pEnemy ) } Vector vecEnemyPos = pEnemy->pev->origin; + // distance to enemy's origin flDistToEnemy = ( vecEnemyPos - pev->origin ).Length(); vecEnemyPos.z += pEnemy->pev->size.z * 0.5; + // distance to enemy's head float flDistToEnemy2 = (vecEnemyPos - pev->origin).Length(); if (flDistToEnemy2 < flDistToEnemy) @@ -1247,11 +1234,9 @@ void CBaseMonster :: SetActivity ( Activity NewActivity ) } m_Activity = NewActivity; // Go ahead and set this so it doesn't keep trying when the anim is not present - + // In case someone calls this with something other than the ideal activity m_IdealActivity = m_Activity; - - } //========================================================= @@ -1306,8 +1291,7 @@ int CBaseMonster :: CheckLocalMove ( const Vector &vecStart, const Vector &vecEn int iReturn; vecStartPos = pev->origin; - - + flYaw = UTIL_VecToYaw ( vecEnd - vecStart );// build a yaw that points to the goal. flDist = ( vecEnd - vecStart ).Length2D();// get the distance. iReturn = LOCALMOVE_VALID;// assume everything will be ok. @@ -1322,7 +1306,7 @@ int CBaseMonster :: CheckLocalMove ( const Vector &vecStart, const Vector &vecEn //pev->origin.z = vecStartPos.z;//!!!HACKHACK -// pev->origin = vecStart; + //pev->origin = vecStart; /* if ( flDist > 1024 ) @@ -1343,12 +1327,12 @@ int CBaseMonster :: CheckLocalMove ( const Vector &vecStart, const Vector &vecEn if ( (flStep + LOCAL_STEP_SIZE) >= (flDist-1) ) stepSize = (flDist - flStep) - 1; - -// UTIL_ParticleEffect ( pev->origin, g_vecZero, 255, 25 ); + + //UTIL_ParticleEffect ( pev->origin, g_vecZero, 255, 25 ); if ( !WALK_MOVE( ENT(pev), flYaw, stepSize, WALKMOVE_CHECKONLY ) ) - {// can't take the next step, fail! - + { + // can't take the next step, fail! if ( pflDist != NULL ) { *pflDist = flStep; @@ -1362,9 +1346,9 @@ int CBaseMonster :: CheckLocalMove ( const Vector &vecStart, const Vector &vecEn else { // If we're going toward an entity, and we're almost getting there, it's OK. -// if ( pTarget && fabs( flDist - iStep ) < LOCAL_STEP_SIZE ) -// fReturn = TRUE; -// else + //if ( pTarget && fabs( flDist - iStep ) < LOCAL_STEP_SIZE ) + // fReturn = TRUE; + //else iReturn = LOCALMOVE_INVALID; break; } @@ -1399,7 +1383,6 @@ int CBaseMonster :: CheckLocalMove ( const Vector &vecStart, const Vector &vecEn return iReturn; } - float CBaseMonster :: OpenDoorAndWait( entvars_t *pevDoor ) { float flTravelTime = 0; @@ -1442,7 +1425,6 @@ float CBaseMonster :: OpenDoorAndWait( entvars_t *pevDoor ) return gpGlobals->time + flTravelTime; } - //========================================================= // AdvanceRoute - poorly named function that advances the // m_iRouteIndex. If it goes beyond ROUTE_SIZE, the route @@ -1490,7 +1472,7 @@ void CBaseMonster :: AdvanceRoute ( float distance ) if (pevDoor) { m_flMoveWaitFinished = OpenDoorAndWait( pevDoor ); -// ALERT( at_aiconsole, "Wating for door %.2f\n", m_flMoveWaitFinished-gpGlobals->time ); + //ALERT( at_aiconsole, "Wating for door %.2f\n", m_flMoveWaitFinished-gpGlobals->time ); } } } @@ -1508,7 +1490,6 @@ void CBaseMonster :: AdvanceRoute ( float distance ) } } - int CBaseMonster :: RouteClassify( int iMoveFlag ) { int movementGoal; @@ -1541,11 +1522,11 @@ BOOL CBaseMonster :: BuildRoute ( const Vector &vecGoal, int iMoveFlag, CBaseEnt RouteNew(); m_movementGoal = RouteClassify( iMoveFlag ); -// so we don't end up with no moveflags + // so we don't end up with no moveflags m_Route[ 0 ].vecLocation = vecGoal; m_Route[ 0 ].iType = iMoveFlag | bits_MF_IS_GOAL; -// check simple local move + // check simple local move iLocalMove = CheckLocalMove( pev->origin, vecGoal, pTarget, &flDist ); if ( iLocalMove == LOCALMOVE_VALID ) @@ -1553,7 +1534,8 @@ BOOL CBaseMonster :: BuildRoute ( const Vector &vecGoal, int iMoveFlag, CBaseEnt // monster can walk straight there! return TRUE; } -// try to triangulate around any obstacles. + + // try to triangulate around any obstacles. else if ( iLocalMove != LOCALMOVE_INVALID_DONT_TRIANGULATE && FTriangulate( pev->origin, vecGoal, flDist, pTarget, &vecApex ) ) { // there is a slightly more complicated path that allows the monster to reach vecGoal @@ -1562,7 +1544,6 @@ BOOL CBaseMonster :: BuildRoute ( const Vector &vecGoal, int iMoveFlag, CBaseEnt m_Route[ 1 ].vecLocation = vecGoal; m_Route[ 1 ].iType = iMoveFlag | bits_MF_IS_GOAL; - /* WRITE_BYTE(MSG_BROADCAST, SVC_TEMPENTITY); WRITE_BYTE(MSG_BROADCAST, TE_SHOWLINE); @@ -1573,15 +1554,14 @@ BOOL CBaseMonster :: BuildRoute ( const Vector &vecGoal, int iMoveFlag, CBaseEnt WRITE_COORD(MSG_BROADCAST, vecApex.y ); WRITE_COORD(MSG_BROADCAST, vecApex.z + 128 ); */ - RouteSimplify( pTarget ); return TRUE; } -// last ditch, try nodes + // last ditch, try nodes if ( FGetNodeRoute( vecGoal ) ) { -// ALERT ( at_console, "Can get there on nodes\n" ); + //ALERT ( at_console, "Can get there on nodes\n" ); m_vecMoveGoal = vecGoal; RouteSimplify( pTarget ); return TRUE; @@ -1602,7 +1582,6 @@ void CBaseMonster :: InsertWaypoint ( Vector vecLocation, int afMoveFlags ) { int i, type; - // we have to save some Index and Type information from the real // path_corner or node waypoint that the monster was trying to reach. This makes sure that data necessary // to refresh the original path exists even in the new waypoints that don't correspond directy to a path_corner @@ -1666,7 +1645,7 @@ BOOL CBaseMonster :: FTriangulate ( const Vector &vecStart , const Vector &vecEn } vecFarSide = m_Route[ m_iRouteIndex ].vecLocation; - + vecDir = vecDir * sizeX * 2; if (pev->movetype == MOVETYPE_FLY) vecDirUp = vecDirUp * sizeZ * 2; @@ -1695,7 +1674,6 @@ BOOL CBaseMonster :: FTriangulate ( const Vector &vecStart , const Vector &vecEn WRITE_COORD( vecLeft.z ); MESSAGE_END(); #endif - #if 0 if (pev->movetype == MOVETYPE_FLY) { @@ -1720,7 +1698,6 @@ BOOL CBaseMonster :: FTriangulate ( const Vector &vecStart , const Vector &vecEn MESSAGE_END(); } #endif - if ( CheckLocalMove( pev->origin, vecRight, pTargetEnt, NULL ) == LOCALMOVE_VALID ) { if ( CheckLocalMove ( vecRight, vecFarSide, pTargetEnt, NULL ) == LOCALMOVE_VALID ) @@ -1816,7 +1793,7 @@ void CBaseMonster :: Move ( float flInterval ) return; } } - + if ( m_flMoveWaitFinished > gpGlobals->time ) return; @@ -1835,7 +1812,6 @@ void CBaseMonster :: Move ( float flInterval ) // Debug, draw the route // DrawRoute( pev, m_Route, m_iRouteIndex, 0, 200, 0 ); #endif - // if the monster is moving directly towards an entity (enemy for instance), we'll set this pointer // to that entity for the CheckLocalMove and Triangulate functions. pTargetEnt = NULL; @@ -1843,7 +1819,7 @@ void CBaseMonster :: Move ( float flInterval ) // local move to waypoint. vecDir = ( m_Route[ m_iRouteIndex ].vecLocation - pev->origin ).Normalize(); flWaypointDist = ( m_Route[ m_iRouteIndex ].vecLocation - pev->origin ).Length2D(); - + MakeIdealYaw ( m_Route[ m_iRouteIndex ].vecLocation ); ChangeYaw ( pev->yaw_speed ); @@ -1856,7 +1832,7 @@ void CBaseMonster :: Move ( float flInterval ) { flCheckDist = DIST_TO_CHECK; } - + if ( (m_Route[ m_iRouteIndex ].iType & (~bits_MF_NOT_TO_MASK)) == bits_MF_TO_ENEMY ) { // only on a PURE move to enemy ( i.e., ONLY MF_TO_ENEMY set, not MF_TO_ENEMY and DETOUR ) @@ -1877,6 +1853,7 @@ void CBaseMonster :: Move ( float flInterval ) // Can't move, stop Stop(); + // Blocking entity is in global trace_ent pBlocker = CBaseEntity::Instance( gpGlobals->trace_ent ); if (pBlocker) @@ -1905,8 +1882,9 @@ void CBaseMonster :: Move ( float flInterval ) } else { -// ALERT ( at_aiconsole, "Couldn't Triangulate\n" ); + //ALERT ( at_aiconsole, "Couldn't Triangulate\n" ); Stop(); + // Only do this once until your route is cleared if ( m_moveWaitTime > 0 && !(m_afMemory & bits_MEMORY_MOVE_FAILED) ) { @@ -1964,7 +1942,6 @@ void CBaseMonster :: Move ( float flInterval ) } } - BOOL CBaseMonster:: ShouldAdvanceRoute( float flWaypointDist ) { if ( flWaypointDist <= MONSTER_CUT_CORNER_DIST ) @@ -1976,11 +1953,10 @@ BOOL CBaseMonster:: ShouldAdvanceRoute( float flWaypointDist ) return FALSE; } - void CBaseMonster::MoveExecute( CBaseEntity *pTargetEnt, const Vector &vecDir, float flInterval ) { -// float flYaw = UTIL_VecToYaw ( m_Route[ m_iRouteIndex ].vecLocation - pev->origin );// build a yaw that points to the goal. -// WALK_MOVE( ENT(pev), flYaw, m_flGroundSpeed * flInterval, WALKMOVE_NORMAL ); + //float flYaw = UTIL_VecToYaw ( m_Route[ m_iRouteIndex ].vecLocation - pev->origin );// build a yaw that points to the goal. + //WALK_MOVE( ENT(pev), flYaw, m_flGroundSpeed * flInterval, WALKMOVE_NORMAL ); if ( m_IdealActivity != m_movementActivity ) m_IdealActivity = m_movementActivity; @@ -1996,7 +1972,6 @@ void CBaseMonster::MoveExecute( CBaseEntity *pTargetEnt, const Vector &vecDir, f // ALERT( at_console, "dist %f\n", m_flGroundSpeed * pev->framerate * flInterval ); } - //========================================================= // MonsterInit - after a monster is spawned, it needs to // be dropped into the world, checked for mobility problems, @@ -2010,7 +1985,7 @@ void CBaseMonster :: MonsterInit ( void ) if (!g_pGameRules->FAllowMonsters()) { pev->flags |= FL_KILLME; // Post this because some monster code modifies class data after calling this function -// REMOVE_ENTITY(ENT(pev)); + //REMOVE_ENTITY(ENT(pev)); return; } @@ -2087,6 +2062,7 @@ void CBaseMonster :: StartMonster ( void ) { pev->origin.z += 1; DROP_TO_FLOOR ( ENT(pev) ); + // Try to move the monster to make sure it's not stuck in a brush. if (!WALK_MOVE ( ENT(pev), 0, 0, WALKMOVE_NORMAL ) ) { @@ -2121,12 +2097,11 @@ void CBaseMonster :: StartMonster ( void ) ALERT(at_warning, "ReadyMonster--monster's initial goal '%s' is not a path_corner", STRING(pev->target)); } #endif - // set the monster up to walk a path corner path. // !!!BUGBUG - this is a minor bit of a hack. // JAYJAY m_movementGoal = MOVEGOAL_PATHCORNER; - + if ( pev->movetype == MOVETYPE_FLY ) m_movementActivity = ACT_FLY; else @@ -2140,7 +2115,7 @@ void CBaseMonster :: StartMonster ( void ) ChangeSchedule( GetScheduleOfType( SCHED_IDLE_WALK ) ); } } - + //SetState ( m_IdealMonsterState ); //SetActivity ( m_IdealActivity ); @@ -2148,7 +2123,7 @@ void CBaseMonster :: StartMonster ( void ) // Spread think times so that they don't all happen at the same time (Carmack) SetThink( &CBaseMonster::CallMonsterThink ); pev->nextthink += RANDOM_FLOAT(0.1, 0.4); // spread think times. - + if ( !FStringNull(pev->targetname) )// wait until triggered { SetState( MONSTERSTATE_IDLE ); @@ -2158,7 +2133,6 @@ void CBaseMonster :: StartMonster ( void ) } } - void CBaseMonster :: MovementComplete( void ) { switch( m_iTaskStatus ) @@ -2167,22 +2141,18 @@ void CBaseMonster :: MovementComplete( void ) case TASKSTATUS_RUNNING: m_iTaskStatus = TASKSTATUS_RUNNING_TASK; break; - case TASKSTATUS_RUNNING_MOVEMENT: TaskComplete(); break; - case TASKSTATUS_RUNNING_TASK: ALERT( at_error, "Movement completed twice!\n" ); break; - case TASKSTATUS_COMPLETE: break; } m_movementGoal = MOVEGOAL_NONE; } - int CBaseMonster::TaskIsRunning( void ) { if ( m_iTaskStatus != TASKSTATUS_COMPLETE && @@ -2328,7 +2298,6 @@ BOOL CBaseMonster :: FindCover ( Vector vecThreat, Vector vecViewOffset, float f return FALSE; } - //========================================================= // BuildNearestRoute - tries to build a route as close to the target // as possible, even if there isn't a path to the final point. @@ -2414,8 +2383,6 @@ BOOL CBaseMonster :: BuildNearestRoute ( Vector vecThreat, Vector vecViewOffset, return FALSE; } - - //========================================================= // BestVisibleEnemy - this functions searches the link // list whose head is the caller's m_pLink field, and returns @@ -2473,7 +2440,6 @@ CBaseEntity *CBaseMonster :: BestVisibleEnemy ( void ) return pReturn; } - //========================================================= // MakeIdealYaw - gets a yaw value for the caller that would // face the supplied vector. Value is stuffed into the monster's @@ -2482,7 +2448,7 @@ CBaseEntity *CBaseMonster :: BestVisibleEnemy ( void ) void CBaseMonster :: MakeIdealYaw( Vector vecTarget ) { Vector vecProjection; - + // strafing monster needs to face 90 degrees away from its goal if ( m_movementActivity == ACT_STRAFE_LEFT ) { @@ -2521,11 +2487,9 @@ float CBaseMonster::FlYawDiff ( void ) return 0; } - return UTIL_AngleDiff( pev->ideal_yaw, flCurrentYaw ); } - //========================================================= // Changeyaw - turns a monster towards its ideal_yaw //========================================================= @@ -2552,16 +2516,18 @@ float CBaseMonster::ChangeYaw ( int yawSpeed ) } if (move > 0) - {// turning to the monster's left + { + // turning to the monster's left if (move > speed) move = speed; } else - {// turning to the monster's right + { + // turning to the monster's right if (move < -speed) move = -speed; } - + pev->angles.y = UTIL_AngleMod (current + move); // turn head in desired direction only if they have a turnable head @@ -2592,7 +2558,6 @@ float CBaseMonster::VecToYaw ( Vector vecDir ) return UTIL_VecToYaw( vecDir ); } - //========================================================= // SetEyePosition // @@ -2638,19 +2603,17 @@ void CBaseMonster :: HandleAnimEvent( MonsterEvent_t *pEvent ) if ( m_MonsterState == MONSTERSTATE_SCRIPT ) { pev->deadflag = DEAD_NO; + // This is for life/death sequences where the player can determine whether a character is dead or alive after the script pev->health = pev->max_health; } break; - case SCRIPT_EVENT_SOUND: // Play a named wave file EMIT_SOUND( edict(), CHAN_BODY, pEvent->options, 1.0, ATTN_IDLE ); break; - case SCRIPT_EVENT_SOUND_VOICE: EMIT_SOUND( edict(), CHAN_VOICE, pEvent->options, 1.0, ATTN_IDLE ); break; - case SCRIPT_EVENT_SENTENCE_RND1: // Play a named sentence group 33% of the time if (RANDOM_LONG(0,2) == 0) break; @@ -2658,27 +2621,22 @@ void CBaseMonster :: HandleAnimEvent( MonsterEvent_t *pEvent ) case SCRIPT_EVENT_SENTENCE: // Play a named sentence group SENTENCEG_PlayRndSz( edict(), pEvent->options, 1.0, ATTN_IDLE, 0, 100 ); break; - case SCRIPT_EVENT_FIREEVENT: // Fire a trigger FireTargets( pEvent->options, this, this, USE_TOGGLE, 0 ); break; - case SCRIPT_EVENT_NOINTERRUPT: // Can't be interrupted from now on if ( m_pCine ) m_pCine->AllowInterrupt( FALSE ); break; - case SCRIPT_EVENT_CANINTERRUPT: // OK to interrupt now if ( m_pCine ) m_pCine->AllowInterrupt( TRUE ); break; - #if 0 case SCRIPT_EVENT_INAIR: // Don't DROP_TO_FLOOR() case SCRIPT_EVENT_ENDANIMATION: // Set ending animation sequence to break; #endif - case MONSTER_EVENT_BODYDROP_HEAVY: if ( pev->flags & FL_ONGROUND ) { @@ -2692,7 +2650,6 @@ void CBaseMonster :: HandleAnimEvent( MonsterEvent_t *pEvent ) } } break; - case MONSTER_EVENT_BODYDROP_LIGHT: if ( pev->flags & FL_ONGROUND ) { @@ -2706,24 +2663,19 @@ void CBaseMonster :: HandleAnimEvent( MonsterEvent_t *pEvent ) } } break; - case MONSTER_EVENT_SWISHSOUND: { // NO MONSTER may use this anim event unless that monster's precache precaches this sound!!! EMIT_SOUND( ENT(pev), CHAN_BODY, "zombie/claw_miss2.wav", 1, ATTN_NORM ); break; } - default: ALERT( at_aiconsole, "Unhandled animation event %d for %s\n", pEvent->event, STRING(pev->classname) ); break; - } } - // Combat - Vector CBaseMonster :: GetGunPosition( ) { UTIL_MakeVectors(pev->angles); @@ -2739,18 +2691,10 @@ Vector CBaseMonster :: GetGunPosition( ) return vecSrc; } - - - - //========================================================= // NODE GRAPH //========================================================= - - - - //========================================================= // FGetNodeRoute - tries to build an entire node path from // the callers origin to the passed vector. If this is @@ -2773,13 +2717,13 @@ BOOL CBaseMonster :: FGetNodeRoute ( Vector vecDest ) if ( iSrcNode == -1 ) { // no node nearest self -// ALERT ( at_aiconsole, "FGetNodeRoute: No valid node near self!\n" ); + //ALERT ( at_aiconsole, "FGetNodeRoute: No valid node near self!\n" ); return FALSE; } else if ( iDestNode == -1 ) { // no node nearest target -// ALERT ( at_aiconsole, "FGetNodeRoute: No valid node near target!\n" ); + //ALERT ( at_aiconsole, "FGetNodeRoute: No valid node near target!\n" ); return FALSE; } @@ -2823,13 +2767,13 @@ BOOL CBaseMonster :: FGetNodeRoute ( Vector vecDest ) { iNumToCopy = ROUTE_SIZE; } - + for ( i = 0 ; i < iNumToCopy; i++ ) { m_Route[ i ].vecLocation = WorldGraph.m_pNodes[ iPath[ i ] ].m_vecOrigin; m_Route[ i ].iType = bits_MF_TO_NODE; } - + if ( iNumToCopy < ROUTE_SIZE ) { m_Route[ iNumToCopy ].vecLocation = vecDest; @@ -2885,8 +2829,7 @@ int CBaseMonster :: FindHintNode ( void ) WorldGraph.m_iLastActiveIdleSearch = 0;// start at the top of the list for the next search. return NO_NODE; -} - +} void CBaseMonster::ReportAIState( void ) { @@ -3122,7 +3065,6 @@ int CBaseMonster :: CanPlaySequence( BOOL fDisregardMonsterState, int interruptL return FALSE; } - //========================================================= // FindLateralCover - attempts to locate a spot in the world // directly to the left or right of the caller that will @@ -3144,7 +3086,7 @@ BOOL CBaseMonster :: FindLateralCover ( const Vector &vecThreat, const Vector &v UTIL_MakeVectors ( pev->angles ); vecStepRight = gpGlobals->v_right * COVER_DELTA; vecStepRight.z = 0; - + vecLeftTest = vecRightTest = pev->origin; for ( i = 0 ; i < COVER_CHECKS ; i++ ) @@ -3184,7 +3126,6 @@ BOOL CBaseMonster :: FindLateralCover ( const Vector &vecThreat, const Vector &v return FALSE; } - Vector CBaseMonster :: ShootAtEnemy( const Vector &shootOrigin ) { CBaseEntity *pEnemy = m_hEnemy; @@ -3197,8 +3138,6 @@ Vector CBaseMonster :: ShootAtEnemy( const Vector &shootOrigin ) return gpGlobals->v_forward; } - - //========================================================= // FacingIdeal - tells us if a monster is facing its ideal // yaw. Created this function because many spots in the @@ -3230,7 +3169,6 @@ BOOL CBaseMonster :: FCanActiveIdle ( void ) return FALSE; } - void CBaseMonster::PlaySentence( const char *pszSentence, float duration, float volume, float attenuation ) { if ( pszSentence && IsAlive() ) @@ -3242,19 +3180,16 @@ void CBaseMonster::PlaySentence( const char *pszSentence, float duration, float } } - void CBaseMonster::PlayScriptedSentence( const char *pszSentence, float duration, float volume, float attenuation, BOOL bConcurrent, CBaseEntity *pListener ) -{ +{ PlaySentence( pszSentence, duration, volume, attenuation ); } - void CBaseMonster::SentenceStop( void ) { EMIT_SOUND( edict(), CHAN_VOICE, "common/null.wav", 1.0, ATTN_IDLE ); } - void CBaseMonster::CorpseFallThink( void ) { if ( pev->flags & FL_ONGROUND ) @@ -3279,11 +3214,11 @@ void CBaseMonster :: MonsterInitDead( void ) pev->frame = 0; ResetSequenceInfo( ); pev->framerate = 0; - + // Copy health pev->max_health = pev->health; pev->deadflag = DEAD_DEAD; - + UTIL_SetSize(pev, g_vecZero, g_vecZero ); UTIL_SetOrigin( pev, pev->origin ); @@ -3408,7 +3343,6 @@ BOOL CBaseMonster :: GetEnemy ( void ) return FALSE;// monster has no enemy } - //========================================================= // DropItem - dead monster drops named item //========================================================= @@ -3437,7 +3371,6 @@ CBaseEntity* CBaseMonster :: DropItem ( char *pszItemName, const Vector &vecPos, } - BOOL CBaseMonster :: ShouldFadeOnDeath( void ) { // if flagged to fade out or I have an owner (I came from a monster spawner) diff --git a/dlls/monsters.h b/dlls/monsters.h index f7f1a03f..bf30ffcc 100644 --- a/dlls/monsters.h +++ b/dlls/monsters.h @@ -39,7 +39,6 @@ #define HITGROUP_LEFTLEG 6 #define HITGROUP_RIGHTLEG 7 - // Monster Spawnflags #define SF_MONSTER_WAIT_TILL_SEEN 1// spawnflag that makes monsters wait until player can see them before attacking. #define SF_MONSTER_GAG 2 // no idle noises from this monster @@ -58,13 +57,10 @@ #define SF_MONSTER_TURRET_STARTINACTIVE 64 #define SF_MONSTER_WAIT_UNTIL_PROVOKED 64 // don't attack the player unless provoked - - // MoveToOrigin stuff #define MOVE_START_TURN_DIST 64 // when this far away from moveGoal, start turning to face next goal #define MOVE_STUCK_DIST 32 // if a monster can't step this far, it is stuck. - // MoveToOrigin stuff #define MOVE_NORMAL 0// normal move in the direction monster is facing #define MOVE_STRAFE 1// moves in direction specified, no matter which way monster is facing @@ -92,7 +88,6 @@ BOOL FBoxVisible ( entvars_t *pevLooker, entvars_t *pevTarget, Vector &vecTarget #define R_HT 2// (HATE)will attack this character instead of any visible DISLIKEd characters #define R_NM 3// (NEMESIS) A monster Will ALWAYS attack its nemsis, no matter what - // these bits represent the monster's memory #define MEMORY_CLEAR 0 #define bits_MEMORY_PROVOKED ( 1 << 0 )// right now only used for houndeyes. @@ -123,7 +118,7 @@ enum AITRIGGER_HEARPLAYER, AITRIGGER_HEARCOMBAT, AITRIGGER_SEEPLAYER_UNCONDITIONAL, - AITRIGGER_SEEPLAYER_NOT_IN_COMBAT, + AITRIGGER_SEEPLAYER_NOT_IN_COMBAT }; /* 0 : "No Trigger" @@ -161,7 +156,6 @@ public: float m_lifeTime; }; - #define CUSTOM_SCHEDULES\ virtual Schedule_t *ScheduleFromName( const char *pName );\ static Schedule_t *m_scheduleList[]; @@ -178,6 +172,4 @@ public: return pSchedule;\ } - - #endif //MONSTERS_H diff --git a/dlls/monsterstate.cpp b/dlls/monsterstate.cpp index 3c1620aa..b40af733 100644 --- a/dlls/monsterstate.cpp +++ b/dlls/monsterstate.cpp @@ -37,13 +37,11 @@ void CBaseMonster :: SetState ( MONSTERSTATE State ) ALERT ( at_aiconsole, "State Changed to %d\n", State ); } */ - switch( State ) { - + // Drop enemy pointers when going to idle case MONSTERSTATE_IDLE: - if ( m_hEnemy != NULL ) { m_hEnemy = NULL;// not allowed to have an enemy anymore. @@ -128,7 +126,6 @@ MONSTERSTATE CBaseMonster :: GetIdealState ( void ) switch ( m_MonsterState ) { case MONSTERSTATE_IDLE: - /* IDLE goes to ALERT upon hearing a sound -IDLE goes to ALERT upon being injured @@ -225,7 +222,6 @@ MONSTERSTATE CBaseMonster :: GetIdealState ( void ) ExitScriptedSequence(); // This will set the ideal state } break; - case MONSTERSTATE_DEAD: m_IdealMonsterState = MONSTERSTATE_DEAD; break; @@ -235,4 +231,3 @@ MONSTERSTATE CBaseMonster :: GetIdealState ( void ) return m_IdealMonsterState; } - diff --git a/dlls/mortar.cpp b/dlls/mortar.cpp index 43d68d42..54c05f25 100644 --- a/dlls/mortar.cpp +++ b/dlls/mortar.cpp @@ -53,9 +53,9 @@ public: int m_fControl; }; -LINK_ENTITY_TO_CLASS( func_mortar_field, CFuncMortarField ); +LINK_ENTITY_TO_CLASS( func_mortar_field, CFuncMortarField ) -TYPEDESCRIPTION CFuncMortarField::m_SaveData[] = +TYPEDESCRIPTION CFuncMortarField::m_SaveData[] = { DEFINE_FIELD( CFuncMortarField, m_iszXController, FIELD_STRING ), DEFINE_FIELD( CFuncMortarField, m_iszYController, FIELD_STRING ), @@ -65,8 +65,7 @@ TYPEDESCRIPTION CFuncMortarField::m_SaveData[] = DEFINE_FIELD( CFuncMortarField, m_fControl, FIELD_INTEGER ), }; -IMPLEMENT_SAVERESTORE( CFuncMortarField, CBaseToggle ); - +IMPLEMENT_SAVERESTORE( CFuncMortarField, CBaseToggle ) void CFuncMortarField :: KeyValue( KeyValueData *pkvd ) { @@ -97,7 +96,6 @@ void CFuncMortarField :: KeyValue( KeyValueData *pkvd ) } } - // Drop bombs from above void CFuncMortarField :: Spawn( void ) { @@ -109,7 +107,6 @@ void CFuncMortarField :: Spawn( void ) Precache(); } - void CFuncMortarField :: Precache( void ) { PRECACHE_SOUND ("weapons/mortar.wav"); @@ -117,7 +114,6 @@ void CFuncMortarField :: Precache( void ) PRECACHE_MODEL( "sprites/lgtning.spr" ); } - // If connected to a table, then use the table controllers, else hit where the trigger is. void CFuncMortarField :: FieldUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { @@ -188,7 +184,6 @@ void CFuncMortarField :: FieldUse( CBaseEntity *pActivator, CBaseEntity *pCaller } } - class CMortar : public CGrenade { public: @@ -200,7 +195,7 @@ public: int m_spriteTexture; }; -LINK_ENTITY_TO_CLASS( monster_mortar, CMortar ); +LINK_ENTITY_TO_CLASS( monster_mortar, CMortar ) void CMortar::Spawn( ) { @@ -213,11 +208,8 @@ void CMortar::Spawn( ) pev->nextthink = 0; Precache( ); - - } - void CMortar::Precache( ) { m_spriteTexture = PRECACHE_MODEL( "sprites/lgtning.spr" ); @@ -278,7 +270,6 @@ void CMortar::MortarExplode( void ) Explode( &tr, DMG_BLAST | DMG_MORTAR ); UTIL_ScreenShake( tr.vecEndPos, 25.0, 150.0, 1.0, 750 ); - #if 0 int pitch = RANDOM_LONG(95,124); EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "weapons/mortarhit.wav", 1.0, 0.55, 0, pitch); @@ -303,10 +294,8 @@ void CMortar::MortarExplode( void ) SetThink( &SUB_Remove ); pev->nextthink = gpGlobals->time + 0.1; #endif - } - #if 0 void CMortar::ShootTimed( EVARS *pevOwner, Vector vecStart, float time ) { diff --git a/dlls/mp5.cpp b/dlls/mp5.cpp index 789c264e..850bf549 100644 --- a/dlls/mp5.cpp +++ b/dlls/mp5.cpp @@ -32,14 +32,11 @@ enum mp5_e MP5_DEPLOY, MP5_FIRE1, MP5_FIRE2, - MP5_FIRE3, + MP5_FIRE3 }; - - -LINK_ENTITY_TO_CLASS( weapon_mp5, CMP5 ); -LINK_ENTITY_TO_CLASS( weapon_9mmAR, CMP5 ); - +LINK_ENTITY_TO_CLASS( weapon_mp5, CMP5 ) +LINK_ENTITY_TO_CLASS( weapon_9mmAR, CMP5 ) //========================================================= //========================================================= @@ -60,7 +57,6 @@ void CMP5::Spawn( ) FallInit();// get ready to fall down. } - void CMP5::Precache( void ) { PRECACHE_MODEL("models/v_9mmAR.mdl"); @@ -124,7 +120,6 @@ BOOL CMP5::Deploy( ) return DefaultDeploy( "models/v_9mmAR.mdl", "models/p_9mmAR.mdl", MP5_DEPLOY, "mp5" ); } - void CMP5::PrimaryAttack() { // don't fire underwater @@ -147,7 +142,6 @@ void CMP5::PrimaryAttack() m_iClip--; - m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH; // player "shoot" animation @@ -156,7 +150,6 @@ void CMP5::PrimaryAttack() Vector vecSrc = m_pPlayer->GetGunPosition( ); Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); Vector vecDir; - #ifdef CLIENT_DLL if ( !bIsMultiplayer() ) #else @@ -172,13 +165,12 @@ void CMP5::PrimaryAttack() vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_MP5, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed ); } - int flags; + int flags; #if defined( CLIENT_WEAPONS ) flags = FEV_NOTHOST; #else flags = 0; #endif - PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usMP5, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 ); if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) @@ -193,8 +185,6 @@ void CMP5::PrimaryAttack() m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); } - - void CMP5::SecondaryAttack( void ) { // don't fire underwater @@ -235,7 +225,6 @@ void CMP5::SecondaryAttack( void ) #else flags = 0; #endif - PLAYBACK_EVENT( flags, m_pPlayer->edict(), m_usMP52 ); m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1; @@ -255,7 +244,6 @@ void CMP5::Reload( void ) DefaultReload( MP5_MAX_CLIP, MP5_RELOAD, 1.5 ); } - void CMP5::WeaponIdle( void ) { ResetEmptySound( ); @@ -283,8 +271,6 @@ void CMP5::WeaponIdle( void ) m_flTimeWeaponIdle = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); // how long till we do this again. } - - class CMP5AmmoClip : public CBasePlayerAmmo { void Spawn( void ) @@ -308,10 +294,9 @@ class CMP5AmmoClip : public CBasePlayerAmmo return bResult; } }; -LINK_ENTITY_TO_CLASS( ammo_mp5clip, CMP5AmmoClip ); -LINK_ENTITY_TO_CLASS( ammo_9mmAR, CMP5AmmoClip ); - +LINK_ENTITY_TO_CLASS( ammo_mp5clip, CMP5AmmoClip ) +LINK_ENTITY_TO_CLASS( ammo_9mmAR, CMP5AmmoClip ) class CMP5Chainammo : public CBasePlayerAmmo { @@ -336,8 +321,8 @@ class CMP5Chainammo : public CBasePlayerAmmo return bResult; } }; -LINK_ENTITY_TO_CLASS( ammo_9mmbox, CMP5Chainammo ); +LINK_ENTITY_TO_CLASS( ammo_9mmbox, CMP5Chainammo ) class CMP5AmmoGrenade : public CBasePlayerAmmo { @@ -363,23 +348,6 @@ class CMP5AmmoGrenade : public CBasePlayerAmmo return bResult; } }; -LINK_ENTITY_TO_CLASS( ammo_mp5grenades, CMP5AmmoGrenade ); -LINK_ENTITY_TO_CLASS( ammo_ARgrenades, CMP5AmmoGrenade ); - - - - - - - - - - - - - - - - - +LINK_ENTITY_TO_CLASS( ammo_mp5grenades, CMP5AmmoGrenade ) +LINK_ENTITY_TO_CLASS( ammo_ARgrenades, CMP5AmmoGrenade ) diff --git a/dlls/mpstubb.cpp b/dlls/mpstubb.cpp index 29d2ef30..edfaee5d 100644 --- a/dlls/mpstubb.cpp +++ b/dlls/mpstubb.cpp @@ -13,7 +13,6 @@ * ****/ - #include "extdll.h" #include "util.h" #include "cbase.h" @@ -22,12 +21,10 @@ #include "nodes.h" #include "talkmonster.h" - float CTalkMonster::g_talkWaitTime = 0; // time delay until it's ok to speak: used so that two NPCs don't talk at once /*********************************************************/ - CGraph WorldGraph; void CGraph :: InitGraph( void ) { } int CGraph :: FLoadGraph ( char *szMapName ) { return FALSE; } @@ -37,15 +34,12 @@ int CGraph :: FSetGraphPointers ( void ) { return 0; } void CGraph :: ShowNodeConnections ( int iNode ) { } int CGraph :: FindNearestNode ( const Vector &vecOrigin, int afNodeTypes ) { return 0; } - /*********************************************************/ - void CBaseMonster :: ReportAIState( void ) { } float CBaseMonster :: ChangeYaw ( int speed ) { return 0; } void CBaseMonster :: MakeIdealYaw( Vector vecTarget ) { } - void CBaseMonster::CorpseFallThink( void ) { if ( pev->flags & FL_ONGROUND ) @@ -58,6 +52,7 @@ void CBaseMonster::CorpseFallThink( void ) else pev->nextthink = gpGlobals->time + 0.1; } + // Call after animation/pose is set up void CBaseMonster :: MonsterInitDead( void ) { @@ -83,7 +78,6 @@ void CBaseMonster :: MonsterInitDead( void ) pev->nextthink = gpGlobals->time + 0.5; } - BOOL CBaseMonster :: ShouldFadeOnDeath( void ) { return FALSE; @@ -122,7 +116,6 @@ int CBaseMonster::IRelationship ( CBaseEntity *pTarget ) return iEnemy[ Classify() ][ pTarget->Classify() ]; } - //========================================================= // Look - Base class monster function to find enemies or // food by sight. iDistance is distance ( in units ) that the @@ -205,7 +198,6 @@ void CBaseMonster :: Look ( int iDistance ) SetConditions( iSighted ); } - //========================================================= // BestVisibleEnemy - this functions searches the link // list whose head is the caller's m_pLink field, and returns diff --git a/dlls/multiplay_gamerules.cpp b/dlls/multiplay_gamerules.cpp index 9b505549..fead70cf 100644 --- a/dlls/multiplay_gamerules.cpp +++ b/dlls/multiplay_gamerules.cpp @@ -15,6 +15,7 @@ // // teamplay_gamerules.cpp // + #include "extdll.h" #include "util.h" #include "cbase.h" @@ -63,8 +64,8 @@ public: return true; } }; -static CMultiplayGameMgrHelper g_GameMgrHelper; +static CMultiplayGameMgrHelper g_GameMgrHelper; //********************************************************* // Rules for the half-life multiplayer game. @@ -125,7 +126,6 @@ BOOL CHalfLifeMultiplay::ClientCommand( CBasePlayer *pPlayer, const char *pcmd ) if(g_VoiceGameMgr.ClientCommand(pPlayer, pcmd)) return TRUE; #endif - return CGameRules::ClientCommand(pPlayer, pcmd); } @@ -133,10 +133,10 @@ BOOL CHalfLifeMultiplay::ClientCommand( CBasePlayer *pPlayer, const char *pcmd ) //========================================================= void CHalfLifeMultiplay::RefreshSkillData( void ) { -// load all default values + // load all default values CGameRules::RefreshSkillData(); -// override some values for multiplay. + // override some values for multiplay. // suitcharger gSkillData.suitchargerCapacity = 30; @@ -283,7 +283,6 @@ void CHalfLifeMultiplay :: Think ( void ) last_time = time_remaining; } - //========================================================= //========================================================= BOOL CHalfLifeMultiplay::IsMultiplayer( void ) @@ -616,7 +615,6 @@ int CHalfLifeMultiplay :: IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *p return 1; } - //========================================================= // PlayerKilled - someone/something killed this player //========================================================= @@ -626,7 +624,6 @@ void CHalfLifeMultiplay :: PlayerKilled( CBasePlayer *pVictim, entvars_t *pKille pVictim->m_iDeaths += 1; - FireTargets( "game_playerdie", pVictim, pVictim, USE_TOGGLE, 0 ); CBasePlayer *peKiller = NULL; CBaseEntity *ktmp = CBaseEntity::Instance( pKiller ); @@ -634,7 +631,8 @@ void CHalfLifeMultiplay :: PlayerKilled( CBasePlayer *pVictim, entvars_t *pKille peKiller = (CBasePlayer*)ktmp; if ( pVictim->pev == pKiller ) - { // killed self + { + // killed self pKiller->frags -= 1; } else if ( ktmp && ktmp->IsPlayer() ) @@ -645,7 +643,8 @@ void CHalfLifeMultiplay :: PlayerKilled( CBasePlayer *pVictim, entvars_t *pKille FireTargets( "game_playerkill", ktmp, ktmp, USE_TOGGLE, 0 ); } else - { // killed by the world + { + // killed by the world pKiller->frags -= 1; } @@ -1014,7 +1013,6 @@ int CHalfLifeMultiplay::ItemShouldRespawn( CItem *pItem ) return GR_ITEM_RESPAWN_YES; } - //========================================================= // At what time in the future may this Item respawn? //========================================================= @@ -1081,7 +1079,6 @@ float CHalfLifeMultiplay::FlHealthChargerRechargeTime( void ) return 60; } - float CHalfLifeMultiplay::FlHEVChargerRechargeTime( void ) { return 30; @@ -1112,7 +1109,6 @@ edict_t *CHalfLifeMultiplay::GetPlayerSpawnSpot( CBasePlayer *pPlayer ) return pentSpawnSpot; } - //========================================================= //========================================================= int CHalfLifeMultiplay::PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget ) @@ -1228,13 +1224,13 @@ char *COM_Parse (char *data) { int c; int len; - + len = 0; com_token[0] = 0; - + if (!data) return NULL; - + // skip whitespace skipwhite: while ( (c = *data) <= ' ') @@ -1243,17 +1239,16 @@ skipwhite: return NULL; // end of file; data++; } - -// skip // comments + + // skip // comments if (c=='/' && data[1] == '/') { while (*data && *data != '\n') data++; goto skipwhite; } - -// handle quoted strings specially + // handle quoted strings specially if (c == '\"') { data++; @@ -1270,7 +1265,7 @@ skipwhite: } } -// parse single characters + // parse single characters if (c=='{' || c=='}'|| c==')'|| c=='(' || c=='\'' || c == ',' ) { com_token[len] = c; @@ -1279,7 +1274,7 @@ skipwhite: return data+1; } -// parse a regular word + // parse a regular word do { com_token[len] = c; @@ -1289,7 +1284,7 @@ skipwhite: if (c=='{' || c=='}'|| c==')'|| c=='(' || c=='\'' || c == ',' ) break; } while (c>32); - + com_token[len] = 0; return data; } @@ -1317,8 +1312,6 @@ int COM_TokenWaiting( char *buffer ) return 0; } - - /* ============== ReloadMapCycleFile @@ -1440,7 +1433,7 @@ int ReloadMapCycleFile( char *filename, mapcycle_t *cycle ) item = item->next; } item->next = cycle->items; - + cycle->next_item = item->next; return 1; @@ -1483,7 +1476,7 @@ void ExtractCommandString( char *s, char *szCommand ) // Now make rules happen char pkey[512]; char value[512]; // use two buffers so compares - // work without stomping on each other + // work without stomping on each other char *o; if ( *s == '\\' ) @@ -1680,7 +1673,7 @@ void CHalfLifeMultiplay :: SendMOTDToClient( edict_t *client ) while ( pFileList && *pFileList && char_count < MAX_MOTD_LENGTH ) { char chunk[MAX_MOTD_CHUNK+1]; - + if ( strlen( pFileList ) < MAX_MOTD_CHUNK ) { strcpy( chunk, pFileList ); @@ -1705,5 +1698,3 @@ void CHalfLifeMultiplay :: SendMOTDToClient( edict_t *client ) FREE_FILE( aFileList ); } - - diff --git a/dlls/nihilanth.cpp b/dlls/nihilanth.cpp index cacb61a2..7b6e6331 100644 --- a/dlls/nihilanth.cpp +++ b/dlls/nihilanth.cpp @@ -80,7 +80,7 @@ public: static const char *pLaughSounds[]; // vocalization: play sometimes when hit and still has lots of health static const char *pPainSounds[]; // vocalization: play sometimes when hit and has much less health and no more chargers static const char *pDeathSounds[]; // vocalization: play as he dies - + // x_teleattack1.wav the looping sound of the teleport attack ball. float m_flForce; @@ -131,9 +131,9 @@ public: EHANDLE m_hFriend[3]; }; -LINK_ENTITY_TO_CLASS( monster_nihilanth, CNihilanth ); +LINK_ENTITY_TO_CLASS( monster_nihilanth, CNihilanth ) -TYPEDESCRIPTION CNihilanth::m_SaveData[] = +TYPEDESCRIPTION CNihilanth::m_SaveData[] = { DEFINE_FIELD( CNihilanth, m_flForce, FIELD_FLOAT ), DEFINE_FIELD( CNihilanth, m_flNextPainSound, FIELD_TIME ), @@ -167,7 +167,7 @@ TYPEDESCRIPTION CNihilanth::m_SaveData[] = DEFINE_ARRAY( CNihilanth, m_hFriend, FIELD_EHANDLE, 3 ), }; -IMPLEMENT_SAVERESTORE( CNihilanth, CBaseMonster ); +IMPLEMENT_SAVERESTORE( CNihilanth, CBaseMonster ) class CNihilanthHVR : public CBaseMonster { @@ -214,10 +214,9 @@ public: int m_nFrames; }; -LINK_ENTITY_TO_CLASS( nihilanth_energy_ball, CNihilanthHVR ); +LINK_ENTITY_TO_CLASS( nihilanth_energy_ball, CNihilanthHVR ) - -TYPEDESCRIPTION CNihilanthHVR::m_SaveData[] = +TYPEDESCRIPTION CNihilanthHVR::m_SaveData[] = { DEFINE_FIELD( CNihilanthHVR, m_flIdealVel, FIELD_FLOAT ), DEFINE_FIELD( CNihilanthHVR, m_vecIdeal, FIELD_VECTOR ), @@ -226,9 +225,7 @@ TYPEDESCRIPTION CNihilanthHVR::m_SaveData[] = DEFINE_FIELD( CNihilanthHVR, m_nFrames, FIELD_INTEGER ), }; - -IMPLEMENT_SAVERESTORE( CNihilanthHVR, CBaseMonster ); - +IMPLEMENT_SAVERESTORE( CNihilanthHVR, CBaseMonster ) //========================================================= // Nihilanth, final Boss monster @@ -275,7 +272,6 @@ const char *CNihilanth::pDeathSounds[] = "X/x_die1.wav", }; - void CNihilanth :: Spawn( void ) { Precache( ); @@ -325,7 +321,6 @@ void CNihilanth :: Spawn( void ) */ } - void CNihilanth::Precache( void ) { PRECACHE_MODEL("models/nihilanth.mdl"); @@ -344,8 +339,6 @@ void CNihilanth::Precache( void ) PRECACHE_SOUND("debris/beamstart7.wav"); } - - void CNihilanth :: PainSound( void ) { if (m_flNextPainSound > gpGlobals->time) @@ -368,14 +361,12 @@ void CNihilanth :: DeathSound( void ) EMIT_SOUND( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY( pDeathSounds ), 1.0, 0.1 ); } - void CNihilanth::NullThink( void ) { StudioFrameAdvance( ); pev->nextthink = gpGlobals->time + 0.5; } - void CNihilanth::StartupUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { SetThink( &CNihilanth::HuntThink ); @@ -383,7 +374,6 @@ void CNihilanth::StartupUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_ SetUse( &CNihilanth::CommandUse ); } - void CNihilanth::StartupThink( void ) { m_irritation = 0; @@ -415,7 +405,6 @@ void CNihilanth::StartupThink( void ) pev->nextthink = gpGlobals->time + 0.1; } - void CNihilanth :: Killed( entvars_t *pevAttacker, int iGib ) { CBaseMonster::Killed( pevAttacker, iGib ); @@ -537,8 +526,6 @@ void CNihilanth :: DyingThink( void ) return; } - - void CNihilanth::CrashTouch( CBaseEntity *pOther ) { // only crash if we hit something solid @@ -549,15 +536,11 @@ void CNihilanth::CrashTouch( CBaseEntity *pOther ) } } - - void CNihilanth :: GibMonster( void ) { // EMIT_SOUND_DYN(edict(), CHAN_VOICE, "common/bodysplat.wav", 0.75, ATTN_NORM, 0, 200); } - - void CNihilanth :: FloatSequence( void ) { if (m_irritation >= 2) @@ -586,13 +569,12 @@ void CNihilanth :: FloatSequence( void ) } } - void CNihilanth :: ShootBalls( void ) { if (m_flShootEnd > gpGlobals->time) { Vector vecHand, vecAngle; - + while (m_flShootTime < m_flShootEnd && m_flShootTime < gpGlobals->time) { if (m_hEnemy != NULL) @@ -623,7 +605,6 @@ void CNihilanth :: ShootBalls( void ) } } - void CNihilanth :: MakeFriend( Vector vecStart ) { int i; @@ -673,7 +654,6 @@ void CNihilanth :: MakeFriend( Vector vecStart ) } } - void CNihilanth :: NextActivity( ) { UTIL_MakeAimVectors( pev->angles ); @@ -730,7 +710,7 @@ void CNihilanth :: NextActivity( ) pRecharger = pEnt; } } - + if (pRecharger) { m_hRecharger = pRecharger; @@ -899,8 +879,6 @@ void CNihilanth :: HuntThink( void ) Flight( ); } - - void CNihilanth :: Flight( void ) { // estimate where I'll be facing in one seconds @@ -935,7 +913,6 @@ void CNihilanth :: Flight( void ) m_velocity.y += gpGlobals->v_up.y * m_flForce; m_velocity.z += gpGlobals->v_up.z * m_flForce; - float flSpeed = m_velocity.Length(); float flDir = DotProduct( Vector( gpGlobals->v_forward.x, gpGlobals->v_forward.y, 0 ), Vector( m_velocity.x, m_velocity.y, 0 ) ); if (flDir < 0) @@ -950,7 +927,7 @@ void CNihilanth :: Flight( void ) // general drag m_velocity = m_velocity * 0.995; - + // apply power to stay correct height if (m_flForce < 100 && vecEst.z < m_posDesired.z) { @@ -968,7 +945,6 @@ void CNihilanth :: Flight( void ) // ALERT( at_console, "%5.0f %5.0f : %4.0f : %3.0f : %2.0f\n", m_posDesired.z, pev->origin.z, m_velocity.z, m_avelocity.y, m_flForce ); } - BOOL CNihilanth :: AbsorbSphere( void ) { for (int i = 0; i < N_SPHERES; i++) @@ -985,7 +961,6 @@ BOOL CNihilanth :: AbsorbSphere( void ) return FALSE; } - BOOL CNihilanth :: EmitSphere( void ) { m_iActiveSpheres = 0; @@ -1015,8 +990,7 @@ BOOL CNihilanth :: EmitSphere( void ) return TRUE; } - -void CNihilanth :: TargetSphere( USE_TYPE useType, float value ) +void CNihilanth :: TargetSphere( USE_TYPE useType, float value ) { int i; CBaseMonster *pSphere; @@ -1041,8 +1015,6 @@ void CNihilanth :: TargetSphere( USE_TYPE useType, float value ) pSphere->pev->velocity = m_vecDesired * RANDOM_FLOAT( 50, 100 ) + Vector( RANDOM_FLOAT( -50, 50 ), RANDOM_FLOAT( -50, 50 ), RANDOM_FLOAT( -50, 50 ) ); } - - void CNihilanth :: HandleAnimEvent( MonsterEvent_t *pEvent ) { switch( pEvent->event ) @@ -1084,7 +1056,7 @@ void CNihilanth :: HandleAnimEvent( MonsterEvent_t *pEvent ) WRITE_BYTE( 10 ); // life * 10 WRITE_COORD( 128 ); // decay MESSAGE_END(); - + m_flShootTime = gpGlobals->time; m_flShootEnd = gpGlobals->time + 1.0; } @@ -1189,8 +1161,6 @@ void CNihilanth :: HandleAnimEvent( MonsterEvent_t *pEvent ) } } - - void CNihilanth::CommandUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { switch (useType) @@ -1215,7 +1185,6 @@ void CNihilanth::CommandUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_ } } - int CNihilanth :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType ) { if (pevInflictor->owner == edict()) @@ -1227,15 +1196,13 @@ int CNihilanth :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, f if (m_irritation != 3) return 0; } - + PainSound( ); pev->health -= flDamage; return 0; } - - void CNihilanth::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) { if (m_irritation == 3) @@ -1255,8 +1222,6 @@ void CNihilanth::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vec AddMultiDamage( pevAttacker, this, flDamage, bitsDamageType ); } - - CBaseEntity *CNihilanth::RandomTargetname( const char *szName ) { int total = 0; @@ -1272,20 +1237,10 @@ CBaseEntity *CNihilanth::RandomTargetname( const char *szName ) return pEntity; } - - - - - - - - //========================================================= // Controller bouncy ball attack //========================================================= - - void CNihilanthHVR :: Spawn( void ) { Precache( ); @@ -1295,7 +1250,6 @@ void CNihilanthHVR :: Spawn( void ) pev->scale = 3.0; } - void CNihilanthHVR :: Precache( void ) { PRECACHE_MODEL("sprites/flare6.spr"); @@ -1310,8 +1264,6 @@ void CNihilanthHVR :: Precache( void ) PRECACHE_SOUND("x/x_teleattack1.wav"); } - - void CNihilanthHVR :: CircleInit( CBaseEntity *pTarget ) { pev->movetype = MOVETYPE_NOCLIP; @@ -1338,7 +1290,6 @@ void CNihilanthHVR :: CircleInit( CBaseEntity *pTarget ) m_hTargetEnt = pTarget; } - CBaseEntity *CNihilanthHVR::RandomClassname( const char *szName ) { int total = 0; @@ -1416,9 +1367,6 @@ void CNihilanthHVR :: HoverThink( void ) pev->frame = ((int)pev->frame + 1) % m_nFrames; } - - - void CNihilanthHVR :: ZapInit( CBaseEntity *pEnemy ) { pev->movetype = MOVETYPE_FLY; @@ -1458,7 +1406,6 @@ void CNihilanthHVR :: ZapThink( void ) pev->velocity = pev->velocity * 1.2; } - // MovetoTarget( m_hEnemy->Center( ) ); if ((m_hEnemy->Center() - pev->origin).Length() < 256) @@ -1521,7 +1468,6 @@ void CNihilanthHVR :: ZapThink( void ) // Crawl( ); } - void CNihilanthHVR::ZapTouch( CBaseEntity *pOther ) { UTIL_EmitAmbientSound( edict(), pev->origin, "weapons/electro4.wav", 1.0, ATTN_NORM, 0, RANDOM_LONG( 90, 95 ) ); @@ -1541,8 +1487,6 @@ void CNihilanthHVR::ZapTouch( CBaseEntity *pOther ) pev->nextthink = gpGlobals->time + 0.2; } - - void CNihilanthHVR :: TeleportInit( CNihilanth *pOwner, CBaseEntity *pEnemy, CBaseEntity *pTarget, CBaseEntity *pTouch ) { pev->movetype = MOVETYPE_FLY; @@ -1567,7 +1511,6 @@ void CNihilanthHVR :: TeleportInit( CNihilanth *pOwner, CBaseEntity *pEnemy, CBa EMIT_SOUND_DYN( edict(), CHAN_WEAPON, "x/x_teleattack1.wav", 1, 0.2, 0, 100 ); } - void CNihilanthHVR :: GreenBallInit( ) { pev->movetype = MOVETYPE_FLY; @@ -1583,7 +1526,6 @@ void CNihilanthHVR :: GreenBallInit( ) SetTouch( &CNihilanthHVR::RemoveTouch ); } - void CNihilanthHVR :: TeleportThink( void ) { pev->nextthink = gpGlobals->time + 0.1; @@ -1629,7 +1571,6 @@ void CNihilanthHVR :: TeleportThink( void ) pev->frame = (int)(pev->frame + 1) % 20; } - void CNihilanthHVR :: AbsorbInit( void ) { SetThink( &CNihilanthHVR::DissipateThink ); @@ -1675,7 +1616,6 @@ void CNihilanthHVR::TeleportTouch( CBaseEntity *pOther ) UTIL_Remove( this ); } - void CNihilanthHVR :: DissipateThink( void ) { pev->nextthink = gpGlobals->time + 0.1; @@ -1710,7 +1650,6 @@ void CNihilanthHVR :: DissipateThink( void ) MESSAGE_END(); } - BOOL CNihilanthHVR :: CircleTarget( Vector vecTarget ) { BOOL fClose = FALSE; @@ -1765,7 +1704,6 @@ BOOL CNihilanthHVR :: CircleTarget( Vector vecTarget ) return fClose; } - void CNihilanthHVR :: MovetoTarget( Vector vecTarget ) { if (m_vecIdeal == Vector( 0, 0, 0 )) @@ -1783,12 +1721,8 @@ void CNihilanthHVR :: MovetoTarget( Vector vecTarget ) pev->velocity = m_vecIdeal; } - - - void CNihilanthHVR :: Crawl( void ) { - Vector vecAim = Vector( RANDOM_FLOAT( -1, 1 ), RANDOM_FLOAT( -1, 1 ), RANDOM_FLOAT( -1, 1 ) ).Normalize( ); Vector vecPnt = pev->origin + pev->velocity * 0.2 + vecAim * 128; @@ -1812,7 +1746,6 @@ void CNihilanthHVR :: Crawl( void ) MESSAGE_END(); } - void CNihilanthHVR::RemoveTouch( CBaseEntity *pOther ) { STOP_SOUND(edict(), CHAN_WEAPON, "x/x_teleattack1.wav" ); @@ -1831,7 +1764,4 @@ void CNihilanthHVR::BounceTouch( CBaseEntity *pOther ) m_vecIdeal = vecDir * m_vecIdeal.Length(); } - - - #endif diff --git a/dlls/nodes.cpp b/dlls/nodes.cpp index d512e54c..368ba7b3 100644 --- a/dlls/nodes.cpp +++ b/dlls/nodes.cpp @@ -38,8 +38,8 @@ Vector VecBModelOrigin( entvars_t* pevBModel ); CGraph WorldGraph; -LINK_ENTITY_TO_CLASS( info_node, CNodeEnt ); -LINK_ENTITY_TO_CLASS( info_node_air, CNodeEnt ); +LINK_ENTITY_TO_CLASS( info_node, CNodeEnt ) +LINK_ENTITY_TO_CLASS( info_node_air, CNodeEnt ) #if defined _LINUX && !defined _WIN32 #include #include @@ -52,7 +52,6 @@ LINK_ENTITY_TO_CLASS( info_node_air, CNodeEnt ); //========================================================= void CGraph :: InitGraph( void) { - // Make the graph unavailable // m_fGraphPresent = FALSE; @@ -112,10 +111,10 @@ void CGraph :: InitGraph( void) //========================================================= int CGraph :: AllocNodes ( void ) { -// malloc all of the nodes + // malloc all of the nodes WorldGraph.m_pNodes = (CNode *)calloc ( sizeof ( CNode ), MAX_NODES ); -// could not malloc space for all the nodes! + // could not malloc space for all the nodes! if ( !WorldGraph.m_pNodes ) { ALERT ( at_aiconsole, "**ERROR**\nCouldn't malloc %d nodes!\n", WorldGraph.m_cNodes ); @@ -145,21 +144,21 @@ entvars_t* CGraph :: LinkEntForLink ( CLink *pLink, CNode *pNode ) entvars_t *pevTrigger; entvars_t *pevLinkEnt; TraceResult tr; - + pevLinkEnt = pLink->m_pLinkEnt; if ( !pevLinkEnt ) return NULL; pentSearch = NULL;// start search at the top of the ent list. - + if ( FClassnameIs ( pevLinkEnt, "func_door" ) || FClassnameIs ( pevLinkEnt, "func_door_rotating" ) ) { - ///!!!UNDONE - check for TOGGLE or STAY open doors here. If a door is in the way, and is // TOGGLE or STAY OPEN, even monsters that can't open doors can go that way. if ( ( pevLinkEnt->spawnflags & SF_DOOR_USE_ONLY ) ) - {// door is use only, so the door is all the monster has to worry about + { + // door is use only, so the door is all the monster has to worry about return pevLinkEnt; } @@ -168,7 +167,8 @@ entvars_t* CGraph :: LinkEntForLink ( CLink *pLink, CNode *pNode ) pentTrigger = FIND_ENTITY_BY_TARGET ( pentSearch, STRING( pevLinkEnt->targetname ) );// find the button or trigger if ( FNullEnt( pentTrigger ) ) - {// no trigger found + { + // no trigger found // right now this is a problem among auto-open doors, or any door that opens through the use // of a trigger brush. Trigger brushes have no models, and don't show up in searches. Just allow @@ -180,7 +180,8 @@ entvars_t* CGraph :: LinkEntForLink ( CLink *pLink, CNode *pNode ) pevTrigger = VARS( pentTrigger ); if ( FClassnameIs(pevTrigger, "func_button") || FClassnameIs(pevTrigger, "func_rot_button" ) ) - {// only buttons are handled right now. + { + // only buttons are handled right now. // trace from the node to the trigger, make sure it's one we can see from the node. // !!!HACKHACK Use bodyqueue here cause there are no ents we really wish to ignore! @@ -188,7 +189,8 @@ entvars_t* CGraph :: LinkEntForLink ( CLink *pLink, CNode *pNode ) if ( VARS(tr.pHit) == pevTrigger ) - {// good to go! + { + // good to go! return VARS( tr.pHit ); } } @@ -214,7 +216,8 @@ int CGraph :: HandleLinkEnt ( int iNode, entvars_t *pevLinkEnt, int afCapMask, N TraceResult tr; if ( !m_fGraphPresent || !m_fGraphPointersSet ) - {// protect us in the case that the node graph isn't available + { + // protect us in the case that the node graph isn't available ALERT ( at_aiconsole, "Graph not ready!\n" ); return FALSE; } @@ -226,17 +229,18 @@ int CGraph :: HandleLinkEnt ( int iNode, entvars_t *pevLinkEnt, int afCapMask, N } pentWorld = NULL; -// func_door + // func_door if ( FClassnameIs( pevLinkEnt, "func_door" ) || FClassnameIs( pevLinkEnt, "func_door_rotating" ) ) - {// ent is a door. - + { + // ent is a door. pDoor = ( CBaseEntity::Instance( pevLinkEnt ) ); if ( ( pevLinkEnt->spawnflags & SF_DOOR_USE_ONLY ) ) - {// door is use only. - + { + // door is use only. if ( ( afCapMask & bits_CAP_OPEN_DOORS ) ) - {// let monster right through if he can open doors + { + // let monster right through if he can open doors return TRUE; } else @@ -251,7 +255,8 @@ int CGraph :: HandleLinkEnt ( int iNode, entvars_t *pevLinkEnt, int afCapMask, N } } else - {// door must be opened with a button or trigger field. + { + // door must be opened with a button or trigger field. // monster should try for it if the door is open and looks as if it will stay that way if ( pDoor->GetToggleState() == TS_AT_TOP && ( pevLinkEnt->spawnflags & SF_DOOR_NO_AUTO_RETURN ) ) @@ -267,7 +272,7 @@ int CGraph :: HandleLinkEnt ( int iNode, entvars_t *pevLinkEnt, int afCapMask, N return FALSE; } } -// func_breakable + // func_breakable else if ( FClassnameIs( pevLinkEnt, "func_breakable" ) && queryType == NODEGRAPH_STATIC ) { return TRUE; @@ -313,8 +318,8 @@ int CGraph :: FindNearestLink ( const Vector &vecTestPoint, int *piNearestLink, flMinDist = 9999;// anything will be closer than this -// go through all of the nodes, and each node's connections - int cSkip = 0;// how many links proper pairing allowed us to skip + // go through all of the nodes, and each node's connections + int cSkip = 0;// how many links proper pairing allowed us to skip int cChecked = 0;// how many links were checked for ( i = 0 ; i < m_cNodes ; i++ ) @@ -322,7 +327,8 @@ int CGraph :: FindNearestLink ( const Vector &vecTestPoint, int *piNearestLink, vecSpot1 = m_pNodes[ i ].m_vecOrigin; if ( m_pNodes[ i ].m_cNumLinks <= 0 ) - {// this shouldn't happen! + { + // this shouldn't happen! ALERT ( at_aiconsole, "**Node %d has no links\n", i ); continue; } @@ -358,48 +364,51 @@ int CGraph :: FindNearestLink ( const Vector &vecTestPoint, int *piNearestLink, // now we have two endpoints for a line segment that we've not already checked. // since all lines that make it this far are within -/+ 32 units of the test point's // Z Plane, we can get away with doing the point->line check in 2d. - + cChecked++; vec2Spot1 = vecSpot1.Make2D(); vec2Spot2 = vecSpot2.Make2D(); vec2TestPoint = vecTestPoint.Make2D(); - + // get the line normal. vec2Line = ( vec2Spot1 - vec2Spot2 ).Normalize(); vec2Normal.x = -vec2Line.y; vec2Normal.y = vec2Line.x; if ( DotProduct ( vec2Line, ( vec2TestPoint - vec2Spot1 ) ) > 0 ) - {// point outside of line + { + // point outside of line flDistToLine = ( vec2TestPoint - vec2Spot1 ).Length(); fCurrentAlongLine = FALSE; } else if ( DotProduct ( vec2Line, ( vec2TestPoint - vec2Spot2 ) ) < 0 ) - {// point outside of line + { + // point outside of line flDistToLine = ( vec2TestPoint - vec2Spot2 ).Length(); fCurrentAlongLine = FALSE; } else - {// point inside line + { + // point inside line flDistToLine = fabs( DotProduct ( vec2TestPoint - vec2Spot2, vec2Normal ) ); fCurrentAlongLine = TRUE; } if ( flDistToLine < flMinDist ) - {// just found a line nearer than any other so far - + { + // just found a line nearer than any other so far UTIL_TraceLine ( vecTestPoint, SourceNode( i, j ).m_vecOrigin, ignore_monsters, g_pBodyQueueHead, &tr ); if ( tr.flFraction != 1.0 ) - {// crap. can't see the first node of this link, try to see the other - + { + // crap. can't see the first node of this link, try to see the other UTIL_TraceLine ( vecTestPoint, DestNode( i, j ).m_vecOrigin, ignore_monsters, g_pBodyQueueHead, &tr ); if ( tr.flFraction != 1.0 ) - {// can't use this link, cause can't see either node! + { + // can't use this link, cause can't see either node! continue; } - } fSuccess = TRUE;// we know there will be something to return. @@ -410,7 +419,6 @@ int CGraph :: FindNearestLink ( const Vector &vecTestPoint, int *piNearestLink, } } } - /* if ( fSuccess ) { @@ -426,11 +434,9 @@ int CGraph :: FindNearestLink ( const Vector &vecTestPoint, int *piNearestLink, WRITE_COORD(MSG_BROADCAST, m_pNodes[ m_pLinkPool[ iNearestLink ].m_iDestNode ].m_vecOrigin.z + NODE_HEIGHT); } */ - ALERT ( at_aiconsole, "%d Checked\n", cChecked ); return fSuccess; } - #endif int CGraph::HullIndex( const CBaseEntity *pEntity ) @@ -445,12 +451,11 @@ int CGraph::HullIndex( const CBaseEntity *pEntity ) else if ( pEntity->pev->mins == Vector ( -32, -32, 0 ) ) return NODE_LARGE_HULL; -// ALERT ( at_aiconsole, "Unknown Hull Mins!\n" ); + //ALERT ( at_aiconsole, "Unknown Hull Mins!\n" ); return NODE_HUMAN_HULL; } - -int CGraph::NodeType( const CBaseEntity *pEntity ) +int CGraph::NodeType( const CBaseEntity *pEntity ) { if ( pEntity->pev->movetype == MOVETYPE_FLY) { @@ -466,7 +471,6 @@ int CGraph::NodeType( const CBaseEntity *pEntity ) return bits_NODE_LAND; } - // Sum up graph weights on the path from iStart to iDest to determine path length float CGraph::PathLength( int iStart, int iDest, int iHull, int afCapMask ) { @@ -509,7 +513,6 @@ float CGraph::PathLength( int iStart, int iDest, int iHull, int afCapMask ) return distance; } - // Parse the routing table at iCurrentNode for the next node on the shortest path to iDest int CGraph::NextNodeInRoute( int iCurrentNode, int iDest, int iHull, int iCap ) { @@ -566,7 +569,6 @@ int CGraph::NextNodeInRoute( int iCurrentNode, int iDest, int iHull, int iCap ) return iNext; } - //========================================================= // CGraph - FindShortestPath // @@ -582,13 +584,15 @@ int CGraph :: FindShortestPath ( int *piPath, int iStart, int iDest, int iHull, int iHullMask; if ( !m_fGraphPresent || !m_fGraphPointersSet ) - {// protect us in the case that the node graph isn't available or built + { + // protect us in the case that the node graph isn't available or built ALERT ( at_aiconsole, "Graph not ready!\n" ); return FALSE; } if ( iStart < 0 || iStart > m_cNodes ) - {// The start node is bad? + { + // The start node is bad? ALERT ( at_aiconsole, "Can't build a path, iStart is %d!\n", iStart ); return FALSE; } @@ -678,22 +682,24 @@ int CGraph :: FindShortestPath ( int *piPath, int iStart, int iDest, int iHull, if (iCurrentNode == iDest) break; CNode *pCurrentNode = &m_pNodes[ iCurrentNode ]; - + for ( i = 0 ; i < pCurrentNode->m_cNumLinks ; i++ ) - {// run through all of this node's neighbors - + { + // run through all of this node's neighbors iVisitNode = INodeLink ( iCurrentNode, i ); if ( ( m_pLinkPool[ m_pNodes[ iCurrentNode ].m_iFirstLink + i ].m_afLinkInfo & iHullMask ) != iHullMask ) - {// monster is too large to walk this connection + { + // monster is too large to walk this connection //ALERT ( at_aiconsole, "fat ass %d/%d\n",m_pLinkPool[ m_pNodes[ iCurrentNode ].m_iFirstLink + i ].m_afLinkInfo, iMonsterHull ); continue; } // check the connection from the current node to the node we're about to mark visited and push into the queue if ( m_pLinkPool[ m_pNodes[ iCurrentNode ].m_iFirstLink + i ].m_pLinkEnt != NULL ) - {// there's a brush ent in the way! Don't mark this node or put it into the queue unless the monster can negotiate it - + { + // there's a brush ent in the way! Don't mark this node or put it into the queue unless the monster can negotiate it if ( !HandleLinkEnt ( iCurrentNode, m_pLinkPool[ m_pNodes[ iCurrentNode ].m_iFirstLink + i ].m_pLinkEnt, afCapMask, NODEGRAPH_STATIC ) ) - {// monster should not try to go this way. + { + // monster should not try to go this way. continue; } } @@ -709,16 +715,16 @@ int CGraph :: FindShortestPath ( int *piPath, int iStart, int iDest, int iHull, } } if ( m_pNodes[iDest].m_flClosestSoFar < -0.5 ) - {// Destination is unreachable, no path found. + { + // Destination is unreachable, no path found. return 0; } - // the queue is not empty - + // the queue is not empty // now we must walk backwards through the m_iPreviousNode field, and count how many connections there are in the path iCurrentNode = iDest; iNumPathNodes = 1;// count the dest - + while ( iCurrentNode != iStart ) { iNumPathNodes++; @@ -732,13 +738,10 @@ int CGraph :: FindShortestPath ( int *piPath, int iStart, int iDest, int iHull, iCurrentNode = m_pNodes [ iCurrentNode ].m_iPreviousNode; } } - #if 0 - if (m_fRoutingComplete) { // This will draw the entire path that was generated for the monster. - for ( int i = 0 ; i < iNumPathNodes - 1 ; i++ ) { MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); @@ -754,7 +757,6 @@ int CGraph :: FindShortestPath ( int *piPath, int iStart, int iDest, int iHull, MESSAGE_END(); } } - #endif #if 0 // MAZE map MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); @@ -769,73 +771,73 @@ int CGraph :: FindShortestPath ( int *piPath, int iStart, int iDest, int iHull, WRITE_COORD( m_pNodes[ 9 ].m_vecOrigin.z + NODE_HEIGHT ); MESSAGE_END(); #endif - return iNumPathNodes; } -inline ULONG Hash(void *p, int len) +inline ULONG Hash( void *p, int len ) { CRC32_t ulCrc; - CRC32_INIT(&ulCrc); - CRC32_PROCESS_BUFFER(&ulCrc, p, len); - return CRC32_FINAL(ulCrc); + CRC32_INIT( &ulCrc ); + CRC32_PROCESS_BUFFER( &ulCrc, p, len ); + return CRC32_FINAL( ulCrc ); } -void inline CalcBounds(int &Lower, int &Upper, int Goal, int Best) +void inline CalcBounds( int &Lower, int &Upper, int Goal, int Best ) { - int Temp = 2*Goal - Best; - if (Best > Goal) - { - Lower = max(0, Temp); - Upper = Best; - } - else - { - Upper = min(255, Temp); - Lower = Best; - } + int Temp = 2 * Goal - Best; + if ( Best > Goal ) + { + Lower = max( 0, Temp ); + Upper = Best; + } + else + { + Upper = min( 255, Temp ); + Lower = Best; + } } // Convert from [-8192,8192] to [0, 255] // -inline int CALC_RANGE(int x, int lower, int upper) +inline int CALC_RANGE( int x, int lower, int upper ) { - return NUM_RANGES*(x-lower)/((upper-lower+1)); + return NUM_RANGES * ( x - lower ) / ( ( upper - lower + 1 ) ); } - void inline UpdateRange(int &minValue, int &maxValue, int Goal, int Best) { - int Lower, Upper; - CalcBounds(Lower, Upper, Goal, Best); - if (Upper < maxValue) maxValue = Upper; - if (minValue < Lower) minValue = Lower; + int Lower, Upper; + CalcBounds( Lower, Upper, Goal, Best ); + if( Upper < maxValue ) maxValue = Upper; + if( minValue < Lower ) minValue = Lower; } -void CGraph :: CheckNode(Vector vecOrigin, int iNode) +void CGraph::CheckNode( Vector vecOrigin, int iNode ) { - // Have we already seen this point before?. - // - if (m_di[iNode].m_CheckedEvent == m_CheckedCounter) return; - m_di[iNode].m_CheckedEvent = m_CheckedCounter; + // Have we already seen this point before?. + // + if( m_di[iNode].m_CheckedEvent == m_CheckedCounter ) + return; - float flDist = ( vecOrigin - m_pNodes[ iNode ].m_vecOriginPeek ).Length(); + m_di[iNode].m_CheckedEvent = m_CheckedCounter; - if ( flDist < m_flShortest ) + float flDist = ( vecOrigin - m_pNodes[iNode].m_vecOriginPeek ).Length(); + + if( flDist < m_flShortest ) { TraceResult tr; // make sure that vecOrigin can trace to this node! - UTIL_TraceLine ( vecOrigin, m_pNodes[ iNode ].m_vecOriginPeek, ignore_monsters, 0, &tr ); + UTIL_TraceLine ( vecOrigin, m_pNodes[iNode].m_vecOriginPeek, ignore_monsters, 0, &tr ); - if ( tr.flFraction == 1.0 ) + if( tr.flFraction == 1.0 ) { m_iNearest = iNode; m_flShortest = flDist; - UpdateRange(m_minX, m_maxX, CALC_RANGE(vecOrigin.x, m_RegionMin[0], m_RegionMax[0]), m_pNodes[iNode].m_Region[0]); - UpdateRange(m_minY, m_maxY, CALC_RANGE(vecOrigin.y, m_RegionMin[1], m_RegionMax[1]), m_pNodes[iNode].m_Region[1]); - UpdateRange(m_minZ, m_maxZ, CALC_RANGE(vecOrigin.z, m_RegionMin[2], m_RegionMax[2]), m_pNodes[iNode].m_Region[2]); + UpdateRange( m_minX, m_maxX, CALC_RANGE( vecOrigin.x, m_RegionMin[0], m_RegionMax[0] ), m_pNodes[iNode].m_Region[0] ); + UpdateRange( m_minY, m_maxY, CALC_RANGE( vecOrigin.y, m_RegionMin[1], m_RegionMax[1] ), m_pNodes[iNode].m_Region[1] ); + UpdateRange( m_minZ, m_maxZ, CALC_RANGE( vecOrigin.z, m_RegionMin[2], m_RegionMax[2] ), m_pNodes[iNode].m_Region[2] ); // From maxCircle, calculate maximum bounds box. All points must be // simultaneously inside all bounds of the box. @@ -855,18 +857,19 @@ void CGraph :: CheckNode(Vector vecOrigin, int iNode) // the given vector -1 is failure (couldn't find a valid // near node ) //========================================================= -int CGraph :: FindNearestNode ( const Vector &vecOrigin, CBaseEntity *pEntity ) +int CGraph::FindNearestNode ( const Vector &vecOrigin, CBaseEntity *pEntity ) { return FindNearestNode( vecOrigin, NodeType( pEntity ) ); } -int CGraph :: FindNearestNode ( const Vector &vecOrigin, int afNodeTypes ) +int CGraph::FindNearestNode ( const Vector &vecOrigin, int afNodeTypes ) { int i; TraceResult tr; - if ( !m_fGraphPresent || !m_fGraphPointersSet ) - {// protect us in the case that the node graph isn't available + if( !m_fGraphPresent || !m_fGraphPointersSet ) + { + // protect us in the case that the node graph isn't available ALERT ( at_aiconsole, "Graph not ready!\n" ); return -1; } @@ -874,20 +877,20 @@ int CGraph :: FindNearestNode ( const Vector &vecOrigin, int afNodeTypes ) // Check with the cache // ULONG iHash = (CACHE_SIZE-1) & Hash((void *)(const float *)vecOrigin, sizeof(vecOrigin)); - if (m_Cache[iHash].v == vecOrigin) + if(m_Cache[iHash].v == vecOrigin) { //ALERT(at_aiconsole, "Cache Hit.\n"); return m_Cache[iHash].n; } - else +/* else { //ALERT(at_aiconsole, "Cache Miss.\n"); } - +*/ // Mark all points as unchecked. // m_CheckedCounter++; - if (m_CheckedCounter == 0) + if( m_CheckedCounter == 0 ) { for ( i = 0; i < m_cNodes; i++ ) { @@ -916,65 +919,90 @@ int CGraph :: FindNearestNode ( const Vector &vecOrigin, int afNodeTypes ) m_maxBoxY = CALC_RANGE(vecOrigin.y + flDist, m_RegionMin[1], m_RegionMax[1]); m_minBoxZ = CALC_RANGE(vecOrigin.z - flDist, m_RegionMin[2], m_RegionMax[2]); m_maxBoxZ = CALC_RANGE(vecOrigin.z + flDist, m_RegionMin[2], m_RegionMax[2]) - CalcBounds(m_minX, m_maxX, CALC_RANGE(vecOrigin.x, m_RegionMin[0], m_RegionMax[0]), m_pNodes[m_iNearest].m_Region[0]); - CalcBounds(m_minY, m_maxY, CALC_RANGE(vecOrigin.y, m_RegionMin[1], m_RegionMax[1]), m_pNodes[m_iNearest].m_Region[1]); - CalcBounds(m_minZ, m_maxZ, CALC_RANGE(vecOrigin.z, m_RegionMin[2], m_RegionMax[2]), m_pNodes[m_iNearest].m_Region[2]); + CalcBounds(m_minX, m_maxX, CALC_RANGE(vecOrigin.x, m_RegionMin[0], m_RegionMax[0]), m_pNodes[m_iNearest].m_Region[0]); + CalcBounds(m_minY, m_maxY, CALC_RANGE(vecOrigin.y, m_RegionMin[1], m_RegionMax[1]), m_pNodes[m_iNearest].m_Region[1]); + CalcBounds(m_minZ, m_maxZ, CALC_RANGE(vecOrigin.z, m_RegionMin[2], m_RegionMax[2]), m_pNodes[m_iNearest].m_Region[2]); #endif + int halfX = ( m_minX+m_maxX ) / 2; + int halfY = ( m_minY+m_maxY ) / 2; + int halfZ = ( m_minZ+m_maxZ ) / 2; - int halfX = (m_minX+m_maxX)/2; - int halfY = (m_minY+m_maxY)/2; - int halfZ = (m_minZ+m_maxZ)/2; + int j; - int j; - - for (i = halfX; i >= m_minX; i--) - { - for (j = m_RangeStart[0][i]; j <= m_RangeEnd[0][i]; j++) - { - if (!(m_pNodes[m_di[j].m_SortedBy[0]].m_afNodeInfo & afNodeTypes)) continue; + for( i = halfX; i >= m_minX; i-- ) + { + for( j = m_RangeStart[0][i]; j <= m_RangeEnd[0][i]; j++ ) + { + if ( !( m_pNodes[m_di[j].m_SortedBy[0]].m_afNodeInfo & afNodeTypes ) ) + continue; int rgY = m_pNodes[m_di[j].m_SortedBy[0]].m_Region[1]; - if (rgY > m_maxBoxY) break; - if (rgY < m_minBoxY) continue; + if( rgY > m_maxBoxY ) + break; + + if( rgY < m_minBoxY ) + continue; int rgZ = m_pNodes[m_di[j].m_SortedBy[0]].m_Region[2]; - if (rgZ < m_minBoxZ) continue; - if (rgZ > m_maxBoxZ) continue; - CheckNode(vecOrigin, m_di[j].m_SortedBy[0]); - } - } + if( rgZ < m_minBoxZ ) + continue; - for (i = max(m_minY,halfY+1); i <= m_maxY; i++) - { - for (j = m_RangeStart[1][i]; j <= m_RangeEnd[1][i]; j++) - { - if (!(m_pNodes[m_di[j].m_SortedBy[1]].m_afNodeInfo & afNodeTypes)) continue; + if( rgZ > m_maxBoxZ ) + continue; + + CheckNode( vecOrigin, m_di[j].m_SortedBy[0] ); + } + } + + for( i = max( m_minY, halfY + 1 ); i <= m_maxY; i++ ) + { + for( j = m_RangeStart[1][i]; j <= m_RangeEnd[1][i]; j++ ) + { + if( !( m_pNodes[m_di[j].m_SortedBy[1]].m_afNodeInfo & afNodeTypes ) ) + continue; int rgZ = m_pNodes[m_di[j].m_SortedBy[1]].m_Region[2]; - if (rgZ > m_maxBoxZ) break; - if (rgZ < m_minBoxZ) continue; - int rgX = m_pNodes[m_di[j].m_SortedBy[1]].m_Region[0]; - if (rgX < m_minBoxX) continue; - if (rgX > m_maxBoxX) continue; - CheckNode(vecOrigin, m_di[j].m_SortedBy[1]); - } - } + if( rgZ > m_maxBoxZ ) + break; - for (i = min(m_maxZ,halfZ); i >= m_minZ; i--) - { - for (j = m_RangeStart[2][i]; j <= m_RangeEnd[2][i]; j++) - { - if (!(m_pNodes[m_di[j].m_SortedBy[2]].m_afNodeInfo & afNodeTypes)) continue; + if( rgZ < m_minBoxZ ) + continue; + + int rgX = m_pNodes[m_di[j].m_SortedBy[1]].m_Region[0]; + if( rgX < m_minBoxX ) + continue; + + if( rgX > m_maxBoxX ) + continue; + + CheckNode(vecOrigin, m_di[j].m_SortedBy[1]); + } + } + + for( i = min( m_maxZ, halfZ ); i >= m_minZ; i-- ) + { + for (j = m_RangeStart[2][i]; j <= m_RangeEnd[2][i]; j++) + { + if( !( m_pNodes[m_di[j].m_SortedBy[2]].m_afNodeInfo & afNodeTypes ) ) + continue; int rgX = m_pNodes[m_di[j].m_SortedBy[2]].m_Region[0]; - if (rgX > m_maxBoxX) break; - if (rgX < m_minBoxX) continue; + if( rgX > m_maxBoxX ) + break; + + if( rgX < m_minBoxX ) + continue; + int rgY = m_pNodes[m_di[j].m_SortedBy[2]].m_Region[1]; - if (rgY < m_minBoxY) continue; - if (rgY > m_maxBoxY) continue; - CheckNode(vecOrigin, m_di[j].m_SortedBy[2]); - } - } + if( rgY < m_minBoxY ) + continue; + + if( rgY > m_maxBoxY ) + continue; + + CheckNode(vecOrigin, m_di[j].m_SortedBy[2]); + } + } for (i = max(m_minX,halfX+1); i <= m_maxX; i++) { @@ -1430,7 +1458,6 @@ int CGraph :: RejectInlineLinks ( CLink *pLinkPool, FILE *file ) //========================================================= class CTestHull : public CBaseMonster { - public: void Spawn( entvars_t *pevMasterNode ); virtual int ObjectCaps( void ) { return CBaseMonster :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } @@ -1443,7 +1470,7 @@ public: Vector vecBadNodeOrigin; }; -LINK_ENTITY_TO_CLASS( testhull, CTestHull ); +LINK_ENTITY_TO_CLASS( testhull, CTestHull ) //========================================================= // CTestHull::Spawn @@ -1576,6 +1603,7 @@ void CTestHull :: ShowBadNode( void ) } extern BOOL gTouchDisabled; + void CTestHull::CallBuildNodeGraph( void ) { // TOUCH HACK -- Don't allow this entity to call anyone's "touch" function @@ -1637,7 +1665,7 @@ void CTestHull :: BuildNodeGraph( void ) SetThink( &CBaseEntity::SUB_Remove );// no matter what happens, the hull gets rid of itself. pev->nextthink = gpGlobals->time; -// malloc a swollen temporary connection pool that we trim down after we know exactly how many connections there are. + //malloc a swollen temporary connection pool that we trim down after we know exactly how many connections there are. pTempPool = (CLink *)calloc ( sizeof ( CLink ) , ( WorldGraph.m_cNodes * MAX_NODE_INITIAL_LINKS ) ); if ( !pTempPool ) { @@ -1763,8 +1791,8 @@ void CTestHull :: BuildNodeGraph( void ) return; } -// send the walkhull to all of this node's connections now. We'll do this here since -// so much of it relies on being able to control the test hull. + // send the walkhull to all of this node's connections now. We'll do this here since + // so much of it relies on being able to control the test hull. fprintf ( file, "----------------------------------------------------------------------------\n" ); fprintf ( file, "Walk Rejection:\n"); @@ -1931,7 +1959,7 @@ void CTestHull :: BuildNodeGraph( void ) cPoolLinks -= WorldGraph.RejectInlineLinks ( pTempPool, file ); -// now malloc a pool just large enough to hold the links that are actually used + // now malloc a pool just large enough to hold the links that are actually used WorldGraph.m_pLinkPool = (CLink *) calloc ( sizeof ( CLink ), cPoolLinks ); if ( !WorldGraph.m_pLinkPool ) @@ -1950,7 +1978,7 @@ void CTestHull :: BuildNodeGraph( void ) } WorldGraph.m_cLinks = cPoolLinks; -//copy only the used portions of the TempPool into the graph's link pool + //copy only the used portions of the TempPool into the graph's link pool int iFinalPoolIndex = 0; int iOldFirstLink; @@ -1980,9 +2008,9 @@ void CTestHull :: BuildNodeGraph( void ) fprintf ( file, "\n\n-------------------------------------------------------------------------------\n"); fprintf ( file, "Link Pairings:\n"); -// link integrity check. The idea here is that if Node A links to Node B, node B should -// link to node A. If not, we have a situation that prevents us from using a basic -// optimization in the FindNearestLink function. + // link integrity check. The idea here is that if Node A links to Node B, node B should + // link to node A. If not, we have a situation that prevents us from using a basic + // optimization in the FindNearestLink function. for ( i = 0 ; i < WorldGraph.m_cNodes ; i++ ) { for ( j = 0 ; j < WorldGraph.m_pNodes[ i ].m_cNumLinks ; j++ ) @@ -2050,12 +2078,11 @@ void CTestHull :: BuildNodeGraph( void ) // WorldGraph.ComputeStaticRoutingTables(); -// save the node graph for this level + // save the node graph for this level WorldGraph.FSaveGraph( (char *)STRING( gpGlobals->mapname ) ); ALERT( at_console, "Done.\n"); } - //========================================================= // returns a hardcoded path. //========================================================= @@ -2106,7 +2133,6 @@ void CTestHull :: PathFind ( void ) } - //========================================================= // CStack Constructor //========================================================= @@ -2265,7 +2291,7 @@ void CQueuePriority::Heap_SiftDown(int iSubRoot) struct tag_HEAP_NODE Ref = m_heap[ parent ]; - while (child < m_cSize) + while (child < m_cSize) { int rightchild = HEAP_RIGHT_CHILD(parent); if (rightchild < m_cSize) @@ -2367,7 +2393,6 @@ int CGraph :: FLoadGraph ( char *szMapName ) m_pRouteInfo = NULL; m_pHashLinks = NULL; - // Malloc for the nodes // m_pNodes = ( CNode * )calloc ( sizeof ( CNode ), m_cNodes ); @@ -2786,6 +2811,7 @@ void CGraph::HashChoosePrimes(int TableSize) // Renumber nodes so that nodes that link together are together. // #define UNNUMBERED_NODE -1 + void CGraph::SortNodes(void) { // We are using m_iPreviousNode to be the new node number. @@ -3327,7 +3353,6 @@ void CGraph :: ComputeStaticRoutingTables( void ) BestNextNodes = 0; pRoute = 0; pMyPath = 0; - #if 0 TestRoutingTables(); #endif @@ -3453,21 +3478,12 @@ void CGraph :: TestRoutingTables( void ) } EnoughSaid: - if (pMyPath) delete[] pMyPath; if (pMyPath2) delete[] pMyPath2; pMyPath = 0; pMyPath2 = 0; } - - - - - - - - //========================================================= // CNodeViewer - Draws a graph of the shorted path from all nodes // to current location (typically the player). It then draws @@ -3490,12 +3506,12 @@ public: void FindNodeConnections( int iNode ); void AddNode( int iFrom, int iTo ); void EXPORT DrawThink( void ); - }; -LINK_ENTITY_TO_CLASS( node_viewer, CNodeViewer ); -LINK_ENTITY_TO_CLASS( node_viewer_human, CNodeViewer ); -LINK_ENTITY_TO_CLASS( node_viewer_fly, CNodeViewer ); -LINK_ENTITY_TO_CLASS( node_viewer_large, CNodeViewer ); + +LINK_ENTITY_TO_CLASS( node_viewer, CNodeViewer ) +LINK_ENTITY_TO_CLASS( node_viewer_human, CNodeViewer ) +LINK_ENTITY_TO_CLASS( node_viewer_fly, CNodeViewer ) +LINK_ENTITY_TO_CLASS( node_viewer_large, CNodeViewer ) void CNodeViewer::Spawn( ) { @@ -3571,7 +3587,6 @@ void CNodeViewer::Spawn( ) pev->nextthink = gpGlobals->time; } - void CNodeViewer :: FindNodeConnections ( int iNode ) { AddNode( iNode, WorldGraph.NextNodeInRoute( iNode, m_iBaseNode, m_iHull, 0 )); @@ -3645,5 +3660,3 @@ void CNodeViewer :: DrawThink( void ) m_iDraw++; } } - - diff --git a/dlls/nodes.h b/dlls/nodes.h index 67ac2139..27b890ed 100644 --- a/dlls/nodes.h +++ b/dlls/nodes.h @@ -88,7 +88,6 @@ public: float m_flWeight;// length of the link line segment }; - typedef struct { int m_SortedBy[3]; @@ -105,6 +104,7 @@ typedef struct // CGraph //========================================================= #define GRAPH_VERSION (int)16// !!!increment this whever graph/node/link classes change, to obsolesce older disk files. + class CGraph { public: @@ -269,7 +269,6 @@ class CNodeEnt : public CBaseEntity short m_sHintActivity; }; - //========================================================= // CStack - last in, first out. //========================================================= @@ -289,7 +288,6 @@ private: int m_level; }; - //========================================================= // CQueue - first in, first out. //========================================================= @@ -368,7 +366,7 @@ enum HINT_TACTICAL_AMBUSH, HINT_STUKA_PERCH = 300, - HINT_STUKA_LANDING, + HINT_STUKA_LANDING }; extern CGraph WorldGraph; diff --git a/dlls/osprey.cpp b/dlls/osprey.cpp index 97c3513f..97747f2b 100644 --- a/dlls/osprey.cpp +++ b/dlls/osprey.cpp @@ -12,6 +12,7 @@ * use or distribution of this code by or to any unlicensed person is illegal. * ****/ + #include "extdll.h" #include "util.h" #include "cbase.h" @@ -30,11 +31,8 @@ typedef struct Vector vecAngles; } t_ospreygrunt; - - #define SF_WAITFORTRIGGER 0x40 - #define MAX_CARRY 24 class COsprey : public CBaseMonster @@ -105,9 +103,9 @@ public: int m_iDoRightSmokePuff; }; -LINK_ENTITY_TO_CLASS( monster_osprey, COsprey ); +LINK_ENTITY_TO_CLASS( monster_osprey, COsprey ) -TYPEDESCRIPTION COsprey::m_SaveData[] = +TYPEDESCRIPTION COsprey::m_SaveData[] = { DEFINE_FIELD( COsprey, m_pGoalEnt, FIELD_CLASSPTR ), DEFINE_FIELD( COsprey, m_vel1, FIELD_VECTOR ), @@ -139,8 +137,8 @@ TYPEDESCRIPTION COsprey::m_SaveData[] = DEFINE_FIELD( COsprey, m_iDoLeftSmokePuff, FIELD_INTEGER ), DEFINE_FIELD( COsprey, m_iDoRightSmokePuff, FIELD_INTEGER ), }; -IMPLEMENT_SAVERESTORE( COsprey, CBaseMonster ); +IMPLEMENT_SAVERESTORE( COsprey, CBaseMonster ) void COsprey :: Spawn( void ) { @@ -180,7 +178,6 @@ void COsprey :: Spawn( void ) m_vel2 = pev->velocity; } - void COsprey::Precache( void ) { UTIL_PrecacheOther( "monster_human_grunt" ); @@ -230,7 +227,6 @@ void COsprey :: FindAllThink( void ) m_startTime = gpGlobals->time; } - void COsprey :: DeployThink( void ) { UTIL_MakeAimVectors( pev->angles ); @@ -261,8 +257,6 @@ void COsprey :: DeployThink( void ) pev->nextthink = gpGlobals->time + 0.1; } - - BOOL COsprey :: HasDead( ) { for (int i = 0; i < m_iUnits; i++) @@ -279,7 +273,6 @@ BOOL COsprey :: HasDead( ) return FALSE; } - CBaseMonster *COsprey :: MakeGrunt( Vector vecSrc ) { CBaseEntity *pEntity; @@ -321,7 +314,6 @@ CBaseMonster *COsprey :: MakeGrunt( Vector vecSrc ) return NULL; } - void COsprey :: HoverThink( void ) { int i; @@ -344,7 +336,6 @@ void COsprey :: HoverThink( void ) ShowDamage( ); } - void COsprey::UpdateGoal( ) { if (m_pGoalEnt) @@ -380,7 +371,6 @@ void COsprey::UpdateGoal( ) } } - void COsprey::FlyThink( void ) { StudioFrameAdvance( ); @@ -408,7 +398,6 @@ void COsprey::FlyThink( void ) ShowDamage( ); } - void COsprey::Flight( ) { float t = (gpGlobals->time - m_startTime); @@ -484,13 +473,11 @@ void COsprey::Flight( ) } - void COsprey::HitTouch( CBaseEntity *pOther ) { pev->nextthink = gpGlobals->time + 2.0; } - /* int COsprey::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { @@ -507,8 +494,6 @@ int COsprey::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float } */ - - void COsprey :: Killed( entvars_t *pevAttacker, int iGib ) { pev->movetype = MOVETYPE_TOSS; @@ -539,7 +524,6 @@ void COsprey::CrashTouch( CBaseEntity *pOther ) } } - void COsprey :: DyingThink( void ) { StudioFrameAdvance( ); @@ -728,7 +712,6 @@ void COsprey :: DyingThink( void ) } } - void COsprey :: ShowDamage( void ) { if (m_iDoLeftSmokePuff > 0 || RANDOM_LONG(0,99) > m_flLeftHealth) @@ -763,7 +746,6 @@ void COsprey :: ShowDamage( void ) } } - void COsprey::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) { // ALERT( at_console, "%d %.0f\n", ptr->iHitgroup, flDamage ); @@ -798,8 +780,3 @@ void COsprey::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir UTIL_Sparks( ptr->vecEndPos ); } } - - - - - diff --git a/dlls/pathcorner.cpp b/dlls/pathcorner.cpp index 3516ec08..3717ee8b 100644 --- a/dlls/pathcorner.cpp +++ b/dlls/pathcorner.cpp @@ -38,15 +38,15 @@ private: float m_flWait; }; -LINK_ENTITY_TO_CLASS( path_corner, CPathCorner ); +LINK_ENTITY_TO_CLASS( path_corner, CPathCorner ) // Global Savedata for Delay -TYPEDESCRIPTION CPathCorner::m_SaveData[] = +TYPEDESCRIPTION CPathCorner::m_SaveData[] = { DEFINE_FIELD( CPathCorner, m_flWait, FIELD_FLOAT ), }; -IMPLEMENT_SAVERESTORE( CPathCorner, CPointEntity ); +IMPLEMENT_SAVERESTORE( CPathCorner, CPointEntity ) // // Cache user-entity-field values until spawn is called. @@ -62,7 +62,6 @@ void CPathCorner :: KeyValue( KeyValueData *pkvd ) CPointEntity::KeyValue( pkvd ); } - void CPathCorner :: Spawn( ) { ASSERTSZ(!FStringNull(pev->targetname), "path_corner without a targetname"); @@ -116,9 +115,7 @@ void CPathCorner :: Touch( CBaseEntity *pOther ) } #endif - - -TYPEDESCRIPTION CPathTrack::m_SaveData[] = +TYPEDESCRIPTION CPathTrack::m_SaveData[] = { DEFINE_FIELD( CPathTrack, m_length, FIELD_FLOAT ), DEFINE_FIELD( CPathTrack, m_pnext, FIELD_CLASSPTR ), @@ -127,8 +124,8 @@ TYPEDESCRIPTION CPathTrack::m_SaveData[] = DEFINE_FIELD( CPathTrack, m_altName, FIELD_STRING ), }; -IMPLEMENT_SAVERESTORE( CPathTrack, CBaseEntity ); -LINK_ENTITY_TO_CLASS( path_track, CPathTrack ); +IMPLEMENT_SAVERESTORE( CPathTrack, CBaseEntity ) +LINK_ENTITY_TO_CLASS( path_track, CPathTrack ) // // Cache user-entity-field values until spawn is called. @@ -174,7 +171,6 @@ void CPathTrack :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE } } - void CPathTrack :: Link( void ) { edict_t *pentTarget; @@ -211,7 +207,6 @@ void CPathTrack :: Link( void ) } } - void CPathTrack :: Spawn( void ) { pev->solid = SOLID_TRIGGER; @@ -226,7 +221,6 @@ void CPathTrack :: Spawn( void ) #endif } - void CPathTrack::Activate( void ) { if ( !FStringNull( pev->targetname ) ) // Link to next, and back-link @@ -244,7 +238,6 @@ CPathTrack *CPathTrack :: ValidPath( CPathTrack *ppath, int testFlag ) return ppath; } - void CPathTrack :: Project( CPathTrack *pstart, CPathTrack *pend, Vector *origin, float dist ) { if ( pstart && pend ) @@ -273,8 +266,6 @@ CPathTrack *CPathTrack::GetPrevious( void ) return m_pprevious; } - - void CPathTrack::SetPrevious( CPathTrack *pprev ) { // Only set previous if this isn't my alternate path @@ -282,7 +273,6 @@ void CPathTrack::SetPrevious( CPathTrack *pprev ) m_pprevious = pprev; } - // Assumes this is ALWAYS enabled CPathTrack *CPathTrack :: LookAhead( Vector *origin, float dist, int move ) { @@ -364,7 +354,6 @@ CPathTrack *CPathTrack :: LookAhead( Vector *origin, float dist, int move ) return pcurrent; } - // Assumes this is ALWAYS enabled CPathTrack *CPathTrack :: Nearest( Vector origin ) @@ -404,7 +393,6 @@ CPathTrack *CPathTrack :: Nearest( Vector origin ) return pnearest; } - CPathTrack *CPathTrack::Instance( edict_t *pent ) { if ( FClassnameIs( pent, "path_track" ) ) @@ -412,8 +400,7 @@ CPathTrack *CPathTrack::Instance( edict_t *pent ) return NULL; } - - // DEBUGGING CODE +// DEBUGGING CODE #if PATH_SPARKLE_DEBUG void CPathTrack :: Sparkle( void ) { @@ -425,4 +412,3 @@ void CPathTrack :: Sparkle( void ) UTIL_ParticleEffect(pev->origin, Vector(0,0,100), 84, 10); } #endif - diff --git a/dlls/physcallback.h b/dlls/physcallback.h index 4471e05c..1db276e0 100644 --- a/dlls/physcallback.h +++ b/dlls/physcallback.h @@ -30,4 +30,4 @@ extern server_physics_api_t g_physfuncs; #define GET_SERVER_STATE (*g_physfuncs.pfnServerState) #define HOST_ERROR (*g_physfuncs.pfnHost_Error) -#endif //PHYSCALLBACK_H \ No newline at end of file +#endif //PHYSCALLBACK_H diff --git a/dlls/plane.cpp b/dlls/plane.cpp index 39a91c32..689a0c29 100644 --- a/dlls/plane.cpp +++ b/dlls/plane.cpp @@ -12,6 +12,7 @@ * without written permission from Valve LLC. * ****/ + #include "extdll.h" #include "plane.h" @@ -34,7 +35,6 @@ void CPlane :: InitializePlane ( const Vector &vecNormal, const Vector &vecPoint m_fInitialized = TRUE; } - //========================================================= // PointInFront - determines whether the given vector is // in front of the plane. @@ -57,4 +57,3 @@ BOOL CPlane :: PointInFront ( const Vector &vecPoint ) return FALSE; } - diff --git a/dlls/plats.cpp b/dlls/plats.cpp index d2ca1aa0..e4e30ef1 100644 --- a/dlls/plats.cpp +++ b/dlls/plats.cpp @@ -49,14 +49,14 @@ public: float m_volume; // Sound volume }; -TYPEDESCRIPTION CBasePlatTrain::m_SaveData[] = +TYPEDESCRIPTION CBasePlatTrain::m_SaveData[] = { DEFINE_FIELD( CBasePlatTrain, m_bMoveSnd, FIELD_CHARACTER ), DEFINE_FIELD( CBasePlatTrain, m_bStopSnd, FIELD_CHARACTER ), DEFINE_FIELD( CBasePlatTrain, m_volume, FIELD_FLOAT ), }; -IMPLEMENT_SAVERESTORE( CBasePlatTrain, CBaseToggle ); +IMPLEMENT_SAVERESTORE( CBasePlatTrain, CBaseToggle ) void CBasePlatTrain :: KeyValue( KeyValueData *pkvd ) { @@ -104,7 +104,7 @@ void CBasePlatTrain :: KeyValue( KeyValueData *pkvd ) void CBasePlatTrain::Precache( void ) { -// set the plat's "in-motion" sound + // set the plat's "in-motion" sound switch (m_bMoveSnd) { case 0: @@ -167,7 +167,7 @@ void CBasePlatTrain::Precache( void ) break; } -// set the plat's 'reached destination' stop sound + // set the plat's 'reached destination' stop sound switch (m_bStopSnd) { case 0: @@ -216,7 +216,6 @@ void CBasePlatTrain::Precache( void ) //====================== PLAT code ==================================================== // - #define noiseMovement noise #define noiseStopMoving noise1 @@ -229,7 +228,6 @@ public: virtual void Blocked( CBaseEntity *pOther ); - void EXPORT PlatUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); void EXPORT CallGoDown( void ) { GoDown(); } @@ -241,8 +239,8 @@ public: virtual void HitTop( void ); virtual void HitBottom( void ); }; -LINK_ENTITY_TO_CLASS( func_plat, CFuncPlat ); +LINK_ENTITY_TO_CLASS( func_plat, CFuncPlat ) // UNDONE: Need to save this!!! It needs class & linkage class CPlatTrigger : public CBaseEntity @@ -254,8 +252,6 @@ public: CFuncPlat *m_pPlatform; }; - - /*QUAKED func_plat (0 .5 .8) ? PLAT_LOW_TRIGGER speed default 150 @@ -305,7 +301,6 @@ void CFuncPlat :: Setup( void ) m_volume = 0.85; } - void CFuncPlat :: Precache( ) { CBasePlatTrain::Precache(); @@ -315,7 +310,6 @@ void CFuncPlat :: Precache( ) PlatSpawnInsideTrigger( pev ); // the "start moving" trigger } - void CFuncPlat :: Spawn( ) { Setup(); @@ -337,14 +331,11 @@ void CFuncPlat :: Spawn( ) } } - - static void PlatSpawnInsideTrigger(entvars_t* pevPlatform) { GetClassPtr( (CPlatTrigger *)NULL)->SpawnInsideTrigger( GetClassPtr( (CFuncPlat *)pevPlatform ) ); } - // // Create a trigger entity for a platform. // @@ -373,7 +364,6 @@ void CPlatTrigger :: SpawnInsideTrigger( CFuncPlat *pPlatform ) UTIL_SetSize ( pev, vecTMin, vecTMax ); } - // // When the platform's trigger field is touched, the platform ??? // @@ -395,7 +385,6 @@ void CPlatTrigger :: Touch( CBaseEntity *pOther ) m_pPlatform->pev->nextthink = m_pPlatform->pev->ltime + 1;// delay going down } - // // Used by SUB_UseTargets, when a platform is the target of a button. // Start bringing platform down. @@ -424,7 +413,6 @@ void CFuncPlat :: PlatUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TY } } - // // Platform is at top, now starts moving down. // @@ -439,7 +427,6 @@ void CFuncPlat :: GoDown( void ) LinearMove(m_vecPosition2, pev->speed); } - // // Platform has hit bottom. Stops and waits forever. // @@ -455,7 +442,6 @@ void CFuncPlat :: HitBottom( void ) m_toggle_state = TS_AT_BOTTOM; } - // // Platform is at bottom, now starts moving up // @@ -470,7 +456,6 @@ void CFuncPlat :: GoUp( void ) LinearMove(m_vecPosition1, pev->speed); } - // // Platform has hit top. Pauses, then starts back down again. // @@ -493,7 +478,6 @@ void CFuncPlat :: HitTop( void ) } } - void CFuncPlat :: Blocked( CBaseEntity *pOther ) { ALERT( at_aiconsole, "%s Blocked by %s\n", STRING(pev->classname), STRING(pOther->pev->classname) ); @@ -511,7 +495,6 @@ void CFuncPlat :: Blocked( CBaseEntity *pOther ) GoUp (); } - class CFuncPlatRot : public CFuncPlat { public: @@ -530,15 +513,15 @@ public: Vector m_end, m_start; }; -LINK_ENTITY_TO_CLASS( func_platrot, CFuncPlatRot ); -TYPEDESCRIPTION CFuncPlatRot::m_SaveData[] = + +LINK_ENTITY_TO_CLASS( func_platrot, CFuncPlatRot ) +TYPEDESCRIPTION CFuncPlatRot::m_SaveData[] = { DEFINE_FIELD( CFuncPlatRot, m_end, FIELD_VECTOR ), DEFINE_FIELD( CFuncPlatRot, m_start, FIELD_VECTOR ), }; -IMPLEMENT_SAVERESTORE( CFuncPlatRot, CFuncPlat ); - +IMPLEMENT_SAVERESTORE( CFuncPlatRot, CFuncPlat ) void CFuncPlatRot :: SetupRotation( void ) { @@ -559,7 +542,6 @@ void CFuncPlatRot :: SetupRotation( void ) } } - void CFuncPlatRot :: Spawn( void ) { CFuncPlat :: Spawn(); @@ -572,7 +554,6 @@ void CFuncPlatRot :: GoDown( void ) RotMove( m_start, pev->nextthink - pev->ltime ); } - // // Platform has hit bottom. Stops and waits forever. // @@ -583,7 +564,6 @@ void CFuncPlatRot :: HitBottom( void ) pev->angles = m_start; } - // // Platform is at bottom, now starts moving up // @@ -593,7 +573,6 @@ void CFuncPlatRot :: GoUp( void ) RotMove( m_end, pev->nextthink - pev->ltime ); } - // // Platform has hit top. Pauses, then starts back down again. // @@ -604,7 +583,6 @@ void CFuncPlatRot :: HitTop( void ) pev->angles = m_end; } - void CFuncPlatRot :: RotMove( Vector &destAngle, float time ) { // set destdelta to the vector needed to move @@ -620,7 +598,6 @@ void CFuncPlatRot :: RotMove( Vector &destAngle, float time ) } } - // //====================== TRAIN code ================================================== // @@ -649,16 +626,16 @@ public: BOOL m_activated; }; -LINK_ENTITY_TO_CLASS( func_train, CFuncTrain ); -TYPEDESCRIPTION CFuncTrain::m_SaveData[] = +LINK_ENTITY_TO_CLASS( func_train, CFuncTrain ) + +TYPEDESCRIPTION CFuncTrain::m_SaveData[] = { DEFINE_FIELD( CFuncTrain, m_sounds, FIELD_INTEGER ), DEFINE_FIELD( CFuncTrain, m_pevCurrentTarget, FIELD_EVARS ), DEFINE_FIELD( CFuncTrain, m_activated, FIELD_BOOLEAN ), }; -IMPLEMENT_SAVERESTORE( CFuncTrain, CBasePlatTrain ); - +IMPLEMENT_SAVERESTORE( CFuncTrain, CBasePlatTrain ) void CFuncTrain :: KeyValue( KeyValueData *pkvd ) { @@ -671,9 +648,7 @@ void CFuncTrain :: KeyValue( KeyValueData *pkvd ) CBasePlatTrain::KeyValue( pkvd ); } - void CFuncTrain :: Blocked( CBaseEntity *pOther ) - { if ( gpGlobals->time < m_flActivateFinished) return; @@ -683,7 +658,6 @@ void CFuncTrain :: Blocked( CBaseEntity *pOther ) pOther->TakeDamage(pev, pev, pev->dmg, DMG_CRUSH); } - void CFuncTrain :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { if ( pev->spawnflags & SF_TRAIN_WAIT_RETRIGGER ) @@ -705,7 +679,6 @@ void CFuncTrain :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE } } - void CFuncTrain :: Wait( void ) { // Fire the pass target if there is one @@ -718,21 +691,23 @@ void CFuncTrain :: Wait( void ) // need pointer to LAST target. if ( FBitSet (m_pevCurrentTarget->spawnflags , SF_TRAIN_WAIT_RETRIGGER ) || ( pev->spawnflags & SF_TRAIN_WAIT_RETRIGGER ) ) - { + { pev->spawnflags |= SF_TRAIN_WAIT_RETRIGGER; - // clear the sound channel. + + // clear the sound channel. if ( pev->noiseMovement ) STOP_SOUND( edict(), CHAN_STATIC, (char*)STRING(pev->noiseMovement) ); if ( pev->noiseStopMoving ) EMIT_SOUND (ENT(pev), CHAN_VOICE, (char*)STRING(pev->noiseStopMoving), m_volume, ATTN_NORM); pev->nextthink = 0; - return; - } - - // ALERT ( at_console, "%f\n", m_flWait ); + return; + } + + // ALERT ( at_console, "%f\n", m_flWait ); if (m_flWait != 0) - {// -1 wait will wait forever! + { + // -1 wait will wait forever! pev->nextthink = pev->ltime + m_flWait; if ( pev->noiseMovement ) STOP_SOUND( edict(), CHAN_STATIC, (char*)STRING(pev->noiseMovement) ); @@ -746,7 +721,6 @@ void CFuncTrain :: Wait( void ) } } - // // Train next - path corner needs to change to next target // @@ -758,7 +732,7 @@ void CFuncTrain :: Next( void ) // now find our next target pTarg = GetNextTarget(); - if ( !pTarg ) + if( !pTarg ) { if ( pev->noiseMovement ) STOP_SOUND( edict(), CHAN_STATIC, (char*)STRING(pev->noiseMovement) ); @@ -775,13 +749,14 @@ void CFuncTrain :: Next( void ) m_flWait = pTarg->GetDelay(); if ( m_pevCurrentTarget && m_pevCurrentTarget->speed != 0 ) - {// don't copy speed from target if it is 0 (uninitialized) - pev->speed = m_pevCurrentTarget->speed; + { + // don't copy speed from target if it is 0 (uninitialized) + pev->speed = m_pevCurrentTarget->speed; ALERT( at_aiconsole, "Train %s speed to %4.2f\n", STRING(pev->targetname), pev->speed ); } m_pevCurrentTarget = pTarg->pev;// keep track of this since path corners change our target for us. - pev->enemy = pTarg->edict();//hack + pev->enemy = pTarg->edict();//hack if(FBitSet(m_pevCurrentTarget->spawnflags, SF_CORNER_TELEPORT)) { @@ -807,7 +782,6 @@ void CFuncTrain :: Next( void ) } } - void CFuncTrain :: Activate( void ) { // Not yet active, so teleport to first target @@ -815,10 +789,10 @@ void CFuncTrain :: Activate( void ) { m_activated = TRUE; entvars_t *pevTarg = VARS( FIND_ENTITY_BY_TARGETNAME (NULL, STRING(pev->target) ) ); - + pev->target = pevTarg->target; m_pevCurrentTarget = pevTarg;// keep track of this since path corners change our target for us. - + UTIL_SetOrigin (pev, pevTarg->origin - (pev->mins + pev->maxs) * 0.5 ); if ( FStringNull(pev->targetname) ) @@ -847,15 +821,15 @@ void CFuncTrain :: Spawn( void ) Precache(); if (pev->speed == 0) pev->speed = 100; - + if ( FStringNull(pev->target) ) ALERT(at_console, "FuncTrain with no target"); - + if (pev->dmg == 0) pev->dmg = 2; - + pev->movetype = MOVETYPE_PUSH; - + if ( FBitSet (pev->spawnflags, SF_TRACKTRAIN_PASSABLE) ) pev->solid = SOLID_NOT; else @@ -871,11 +845,9 @@ void CFuncTrain :: Spawn( void ) m_volume = 0.85; } - void CFuncTrain::Precache( void ) { CBasePlatTrain::Precache(); - #if 0 // obsolete // otherwise use preset sound switch (m_sounds) @@ -884,14 +856,12 @@ void CFuncTrain::Precache( void ) pev->noise = 0; pev->noise1 = 0; break; - case 1: PRECACHE_SOUND ("plats/train2.wav"); PRECACHE_SOUND ("plats/train1.wav"); pev->noise = MAKE_STRING("plats/train2.wav"); pev->noise1 = MAKE_STRING("plats/train1.wav"); break; - case 2: PRECACHE_SOUND ("plats/platmove1.wav"); PRECACHE_SOUND ("plats/platstop1.wav"); @@ -902,7 +872,6 @@ void CFuncTrain::Precache( void ) #endif } - void CFuncTrain::OverrideReset( void ) { CBaseEntity *pTarg; @@ -926,9 +895,6 @@ void CFuncTrain::OverrideReset( void ) } } - - - // --------------------------------------------------------------------- // // Track Train @@ -951,8 +917,8 @@ TYPEDESCRIPTION CFuncTrackTrain::m_SaveData[] = DEFINE_FIELD( CFuncTrackTrain, m_oldSpeed, FIELD_FLOAT ), }; -IMPLEMENT_SAVERESTORE( CFuncTrackTrain, CBaseEntity ); -LINK_ENTITY_TO_CLASS( func_tracktrain, CFuncTrackTrain ); +IMPLEMENT_SAVERESTORE( CFuncTrackTrain, CBaseEntity ) +LINK_ENTITY_TO_CLASS( func_tracktrain, CFuncTrackTrain ) void CFuncTrackTrain :: KeyValue( KeyValueData *pkvd ) { @@ -991,7 +957,6 @@ void CFuncTrackTrain :: KeyValue( KeyValueData *pkvd ) CBaseEntity::KeyValue( pkvd ); } - void CFuncTrackTrain :: NextThink( float thinkTime, BOOL alwaysThink ) { if ( alwaysThink ) @@ -1002,7 +967,6 @@ void CFuncTrackTrain :: NextThink( float thinkTime, BOOL alwaysThink ) pev->nextthink = thinkTime; } - void CFuncTrackTrain :: Blocked( CBaseEntity *pOther ) { entvars_t *pevOther = pOther->pev; @@ -1027,7 +991,6 @@ void CFuncTrackTrain :: Blocked( CBaseEntity *pOther ) pOther->TakeDamage(pev, pev, pev->dmg, DMG_CRUSH); } - void CFuncTrackTrain :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { if ( useType != USE_SET ) @@ -1038,7 +1001,7 @@ void CFuncTrackTrain :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_ if ( pev->speed == 0 ) { pev->speed = m_speed * m_dir; - + Next(); } else @@ -1070,7 +1033,6 @@ void CFuncTrackTrain :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_ } } - static float Fix( float angle ) { while ( angle < 0 ) @@ -1081,7 +1043,6 @@ static float Fix( float angle ) return angle; } - static void FixupAngles( Vector &v ) { v.x = Fix( v.x ); @@ -1122,7 +1083,7 @@ void CFuncTrackTrain :: StopSound( void ) void CFuncTrackTrain :: UpdateSound( void ) { float flpitch; - + if (!pev->noise) return; @@ -1158,7 +1119,6 @@ void CFuncTrackTrain :: UpdateSound( void ) } } - void CFuncTrackTrain :: Next( void ) { float time = 0.5; @@ -1228,7 +1188,7 @@ void CFuncTrackTrain :: Next( void ) else pev->avelocity.z = UTIL_AngleDistance( UTIL_ApproachAngle( 0, pev->angles.z, m_flBank*4 ), pev->angles.z) * 4; } - + if ( pnext ) { if ( pnext != m_ppath ) @@ -1250,12 +1210,13 @@ void CFuncTrackTrain :: Next( void ) if ( pFire->pev->spawnflags & SF_PATH_DISABLE_TRAIN ) pev->spawnflags |= SF_TRACKTRAIN_NOCONTROL; - + // Don't override speed if under user control if ( pev->spawnflags & SF_TRACKTRAIN_NOCONTROL ) { if ( pFire->pev->speed != 0 ) - {// don't copy speed from target if it is 0 (uninitialized) + { + // don't copy speed from target if it is 0 (uninitialized) pev->speed = pFire->pev->speed; ALERT( at_aiconsole, "TrackTrain %s speed to %4.2f\n", STRING(pev->targetname), pev->speed ); } @@ -1265,7 +1226,7 @@ void CFuncTrackTrain :: Next( void ) SetThink( &CFuncTrackTrain::Next ); NextThink( pev->ltime + time, TRUE ); } - else // end of path, stop + else // end of path, stop { StopSound(); pev->velocity = (nextPos - pev->origin); @@ -1273,11 +1234,10 @@ void CFuncTrackTrain :: Next( void ) float distance = pev->velocity.Length(); m_oldSpeed = pev->speed; - pev->speed = 0; - + // Move to the dead end - + // Are we there yet? if ( distance > 0 ) { @@ -1294,7 +1254,6 @@ void CFuncTrackTrain :: Next( void ) } } - void CFuncTrackTrain::DeadEnd( void ) { // Fire the dead-end target if there is one @@ -1340,7 +1299,6 @@ void CFuncTrackTrain::DeadEnd( void ) ALERT( at_aiconsole, "\n" ); } - void CFuncTrackTrain :: SetControls( entvars_t *pevControls ) { Vector offset = pevControls->origin - pev->oldorigin; @@ -1349,7 +1307,6 @@ void CFuncTrackTrain :: SetControls( entvars_t *pevControls ) m_controlMaxs = pevControls->maxs + offset; } - BOOL CFuncTrackTrain :: OnControls( entvars_t *pevTest ) { Vector offset = pevTest->origin - pev->origin; @@ -1371,7 +1328,6 @@ BOOL CFuncTrackTrain :: OnControls( entvars_t *pevTest ) return FALSE; } - void CFuncTrackTrain :: Find( void ) { m_ppath = CPathTrack::Instance(FIND_ENTITY_BY_TARGETNAME( NULL, STRING(pev->target) )); @@ -1400,7 +1356,7 @@ void CFuncTrackTrain :: Find( void ) if ( pev->spawnflags & SF_TRACKTRAIN_NOPITCH ) pev->angles.x = 0; - UTIL_SetOrigin( pev, nextPos ); + UTIL_SetOrigin( pev, nextPos ); NextThink( pev->ltime + 0.1, FALSE ); SetThink( &CFuncTrackTrain::Next ); pev->speed = m_startSpeed; @@ -1408,7 +1364,6 @@ void CFuncTrackTrain :: Find( void ) UpdateSound(); } - void CFuncTrackTrain :: NearestPath( void ) { CBaseEntity *pTrack = NULL; @@ -1456,14 +1411,12 @@ void CFuncTrackTrain :: NearestPath( void ) } } - void CFuncTrackTrain::OverrideReset( void ) { NextThink( pev->ltime + 0.1, FALSE ); SetThink( &CFuncTrackTrain::NearestPath ); } - CFuncTrackTrain *CFuncTrackTrain::Instance( edict_t *pent ) { if ( FClassnameIs( pent, "func_tracktrain" ) ) @@ -1488,7 +1441,7 @@ void CFuncTrackTrain :: Spawn( void ) m_speed = 100; else m_speed = pev->speed; - + pev->speed = 0; pev->velocity = g_vecZero; pev->avelocity = g_vecZero; @@ -1504,7 +1457,7 @@ void CFuncTrackTrain :: Spawn( void ) else pev->solid = SOLID_BSP; pev->movetype = MOVETYPE_PUSH; - + SET_MODEL( ENT(pev), STRING(pev->model) ); UTIL_SetSize( pev, pev->mins, pev->maxs ); @@ -1516,8 +1469,9 @@ void CFuncTrackTrain :: Spawn( void ) m_controlMins = pev->mins; m_controlMaxs = pev->maxs; m_controlMaxs.z += 72; -// start trains on the next frame, to make sure their targets have had -// a chance to spawn/activate + + // start trains on the next frame, to make sure their targets have had + // a chance to spawn/activate NextThink( pev->ltime + 0.1, FALSE ); SetThink( &CFuncTrackTrain::Find ); Precache(); @@ -1556,8 +1510,8 @@ public: void Spawn( void ); void EXPORT Find( void ); }; -LINK_ENTITY_TO_CLASS( func_traincontrols, CFuncTrainControls ); +LINK_ENTITY_TO_CLASS( func_traincontrols, CFuncTrainControls ) void CFuncTrainControls :: Find( void ) { @@ -1579,7 +1533,6 @@ void CFuncTrainControls :: Find( void ) UTIL_Remove( this ); } - void CFuncTrainControls :: Spawn( void ) { pev->solid = SOLID_NOT; @@ -1588,13 +1541,11 @@ void CFuncTrainControls :: Spawn( void ) UTIL_SetSize( pev, pev->mins, pev->maxs ); UTIL_SetOrigin( pev, pev->origin ); - + SetThink( &CFuncTrainControls::Find ); pev->nextthink = gpGlobals->time; } - - // ---------------------------------------------------------------------------- // // Track changer / Train elevator @@ -1621,7 +1572,7 @@ public: void Spawn( void ); void Precache( void ); -// virtual void Blocked( void ); + //virtual void Blocked( void ); virtual void EXPORT GoUp( void ); virtual void EXPORT GoDown( void ); @@ -1646,7 +1597,6 @@ public: virtual void OverrideReset( void ); - CPathTrack *m_trackTop; CPathTrack *m_trackBottom; @@ -1659,9 +1609,10 @@ public: int m_targetState; int m_use; }; -LINK_ENTITY_TO_CLASS( func_trackchange, CFuncTrackChange ); -TYPEDESCRIPTION CFuncTrackChange::m_SaveData[] = +LINK_ENTITY_TO_CLASS( func_trackchange, CFuncTrackChange ) + +TYPEDESCRIPTION CFuncTrackChange::m_SaveData[] = { DEFINE_GLOBAL_FIELD( CFuncTrackChange, m_trackTop, FIELD_CLASSPTR ), DEFINE_GLOBAL_FIELD( CFuncTrackChange, m_trackBottom, FIELD_CLASSPTR ), @@ -1674,7 +1625,7 @@ TYPEDESCRIPTION CFuncTrackChange::m_SaveData[] = DEFINE_FIELD( CFuncTrackChange, m_use, FIELD_INTEGER ), }; -IMPLEMENT_SAVERESTORE( CFuncTrackChange, CFuncPlatRot ); +IMPLEMENT_SAVERESTORE( CFuncTrackChange, CFuncPlatRot ) void CFuncTrackChange :: Spawn( void ) { @@ -1709,11 +1660,10 @@ void CFuncTrackChange :: Precache( void ) { // Can't trigger sound PRECACHE_SOUND( "buttons/button11.wav" ); - + CFuncPlatRot::Precache(); } - // UNDONE: Filter touches before re-evaluating the train. void CFuncTrackChange :: Touch( CBaseEntity *pOther ) { @@ -1723,8 +1673,6 @@ void CFuncTrackChange :: Touch( CBaseEntity *pOther ) #endif } - - void CFuncTrackChange :: KeyValue( KeyValueData *pkvd ) { if ( FStrEq(pkvd->szKeyName, "train") ) @@ -1748,7 +1696,6 @@ void CFuncTrackChange :: KeyValue( KeyValueData *pkvd ) } } - void CFuncTrackChange::OverrideReset( void ) { pev->nextthink = pev->ltime + 1.0; @@ -1797,8 +1744,6 @@ void CFuncTrackChange :: Find( void ) ALERT( at_error, "Can't find top track for track change! %s\n", STRING(m_trackTopName) ); } - - TRAIN_CODE CFuncTrackChange :: EvaluateTrain( CPathTrack *pcurrent ) { // Go ahead and work, we don't have anything to switch, so just be an elevator @@ -1820,11 +1765,10 @@ TRAIN_CODE CFuncTrackChange :: EvaluateTrain( CPathTrack *pcurrent ) return TRAIN_BLOCKING; } - + return TRAIN_SAFE; } - void CFuncTrackChange :: UpdateTrain( Vector &dest ) { float time = (pev->nextthink - pev->ltime); @@ -1882,7 +1826,6 @@ void CFuncTrackChange :: GoDown( void ) } } - // // Platform is at bottom, now starts moving up // @@ -1908,7 +1851,7 @@ void CFuncTrackChange :: GoUp( void ) SetMoveDone( &CFuncPlat::CallHitTop ); RotMove( m_end, pev->nextthink - pev->ltime ); } - + // Otherwise, move first, rotate second // If the train is moving with the platform, update it @@ -1919,7 +1862,6 @@ void CFuncTrackChange :: GoUp( void ) } } - // Normal track change void CFuncTrackChange :: UpdateAutoTargets( int toggleState ) { @@ -1937,7 +1879,6 @@ void CFuncTrackChange :: UpdateAutoTargets( int toggleState ) SetBits( m_trackBottom->pev->spawnflags, SF_PATH_DISABLED ); } - void CFuncTrackChange :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { if ( m_toggle_state != TS_AT_TOP && m_toggle_state != TS_AT_BOTTOM ) @@ -1968,7 +1909,6 @@ void CFuncTrackChange :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE GoUp(); } - // // Platform has hit bottom. Stops and waits forever. // @@ -1977,7 +1917,7 @@ void CFuncTrackChange :: HitBottom( void ) CFuncPlatRot :: HitBottom(); if ( m_code == TRAIN_FOLLOWING ) { -// UpdateTrain(); + //UpdateTrain(); m_train->SetTrack( m_trackBottom ); } SetThink( NULL ); @@ -1988,7 +1928,6 @@ void CFuncTrackChange :: HitBottom( void ) EnableUse(); } - // // Platform has hit bottom. Stops and waits forever. // @@ -1997,10 +1936,10 @@ void CFuncTrackChange :: HitTop( void ) CFuncPlatRot :: HitTop(); if ( m_code == TRAIN_FOLLOWING ) { -// UpdateTrain(); + //UpdateTrain(); m_train->SetTrack( m_trackTop ); } - + // Don't let the plat go back down SetThink( NULL ); pev->nextthink = -1; @@ -2008,16 +1947,14 @@ void CFuncTrackChange :: HitTop( void ) EnableUse(); } - - class CFuncTrackAuto : public CFuncTrackChange { public: - void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); + void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); virtual void UpdateAutoTargets( int toggleState ); }; -LINK_ENTITY_TO_CLASS( func_trackautochange, CFuncTrackAuto ); +LINK_ENTITY_TO_CLASS( func_trackautochange, CFuncTrackAuto ) // Auto track change void CFuncTrackAuto :: UpdateAutoTargets( int toggleState ) @@ -2046,10 +1983,8 @@ void CFuncTrackAuto :: UpdateAutoTargets( int toggleState ) if ( pNextTarget ) SetBits( pNextTarget->pev->spawnflags, SF_PATH_DISABLED ); - } - void CFuncTrackAuto :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { CPathTrack *pTarget; @@ -2067,6 +2002,7 @@ void CFuncTrackAuto :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_T if ( FClassnameIs( pActivator->pev, "func_tracktrain" ) ) { m_code = EvaluateTrain( pTarget ); + // Safe to fire? if ( m_code == TRAIN_FOLLOWING && m_toggle_state != m_targetState ) { @@ -2093,7 +2029,6 @@ void CFuncTrackAuto :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_T } } - // ---------------------------------------------------------- // // @@ -2129,16 +2064,14 @@ private: BOOL m_on; }; - -LINK_ENTITY_TO_CLASS( func_guntarget, CGunTarget ); +LINK_ENTITY_TO_CLASS( func_guntarget, CGunTarget ) TYPEDESCRIPTION CGunTarget::m_SaveData[] = { DEFINE_FIELD( CGunTarget, m_on, FIELD_BOOLEAN ), }; -IMPLEMENT_SAVERESTORE( CGunTarget, CBaseMonster ); - +IMPLEMENT_SAVERESTORE( CGunTarget, CBaseMonster ) void CGunTarget::Spawn( void ) { @@ -2165,7 +2098,6 @@ void CGunTarget::Spawn( void ) } } - void CGunTarget::Activate( void ) { CBaseEntity *pTarg; @@ -2179,20 +2111,18 @@ void CGunTarget::Activate( void ) } } - void CGunTarget::Start( void ) { Use( this, this, USE_ON, 0 ); } - void CGunTarget::Next( void ) { SetThink( NULL ); m_hTargetEnt = GetNextTarget(); CBaseEntity *pTarget = m_hTargetEnt; - + if ( !pTarget ) { Stop(); @@ -2202,11 +2132,10 @@ void CGunTarget::Next( void ) LinearMove( pTarget->pev->origin - (pev->mins + pev->maxs) * 0.5, pev->speed ); } - void CGunTarget::Wait( void ) { CBaseEntity *pTarget = m_hTargetEnt; - + if ( !pTarget ) { Stop(); @@ -2220,13 +2149,14 @@ void CGunTarget::Wait( void ) if ( FBitSet( pTarget->pev->spawnflags, SF_CORNER_FIREONCE ) ) pTarget->pev->message = 0; } - + m_flWait = pTarget->GetDelay(); pev->target = pTarget->pev->target; SetThink( &CGunTarget::Next ); if (m_flWait != 0) - {// -1 wait will wait forever! + { + // -1 wait will wait forever! pev->nextthink = pev->ltime + m_flWait; } else @@ -2235,7 +2165,6 @@ void CGunTarget::Wait( void ) } } - void CGunTarget::Stop( void ) { pev->velocity = g_vecZero; @@ -2244,7 +2173,7 @@ void CGunTarget::Stop( void ) } -int CGunTarget::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) +int CGunTarget::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { if ( pev->health > 0 ) { @@ -2260,7 +2189,6 @@ int CGunTarget::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, flo return 0; } - void CGunTarget::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { if ( !ShouldToggle( useType, m_on ) ) @@ -2280,6 +2208,3 @@ void CGunTarget::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE us Next(); } } - - - diff --git a/dlls/player.cpp b/dlls/player.cpp index 54d4e8c5..866898c8 100644 --- a/dlls/player.cpp +++ b/dlls/player.cpp @@ -1,4 +1,4 @@ - /*** +/*** * * Copyright (c) 1996-2002, Valve LLC. All rights reserved. * @@ -44,7 +44,6 @@ extern DLL_GLOBAL BOOL g_fDrawLines; int gEvilImpulse101; extern DLL_GLOBAL int g_iSkillLevel, gDisplayTitle; - BOOL gInitHUD = TRUE; extern void CopyToBodyQue(entvars_t* pev); @@ -68,7 +67,7 @@ extern CGraph WorldGraph; #define FLASH_CHARGE_TIME 0.2 // 100 units/20 seconds (seconds per unit) // Global Savedata for player -TYPEDESCRIPTION CBasePlayer::m_playerSaveData[] = +TYPEDESCRIPTION CBasePlayer::m_playerSaveData[] = { DEFINE_FIELD( CBasePlayer, m_flFlashLightTime, FIELD_TIME ), DEFINE_FIELD( CBasePlayer, m_iFlashBattery, FIELD_INTEGER ), @@ -96,7 +95,7 @@ TYPEDESCRIPTION CBasePlayer::m_playerSaveData[] = DEFINE_ARRAY( CBasePlayer, m_rgpPlayerItems, FIELD_CLASSPTR, MAX_ITEM_TYPES ), DEFINE_FIELD( CBasePlayer, m_pActiveItem, FIELD_CLASSPTR ), DEFINE_FIELD( CBasePlayer, m_pLastItem, FIELD_CLASSPTR ), - + DEFINE_ARRAY( CBasePlayer, m_rgAmmo, FIELD_INTEGER, MAX_AMMO_SLOTS ), DEFINE_FIELD( CBasePlayer, m_idrowndmg, FIELD_INTEGER ), DEFINE_FIELD( CBasePlayer, m_idrownrestored, FIELD_INTEGER ), @@ -116,7 +115,7 @@ TYPEDESCRIPTION CBasePlayer::m_playerSaveData[] = DEFINE_FIELD( CBasePlayer, m_pTank, FIELD_EHANDLE ), DEFINE_FIELD( CBasePlayer, m_iHideHUD, FIELD_INTEGER ), DEFINE_FIELD( CBasePlayer, m_iFOV, FIELD_INTEGER ), - + //DEFINE_FIELD( CBasePlayer, m_fDeadTime, FIELD_FLOAT ), // only used in multiplayer games //DEFINE_FIELD( CBasePlayer, m_fGameHUDInitialized, FIELD_INTEGER ), // only used in multiplayer games //DEFINE_FIELD( CBasePlayer, m_flStopExtraSoundTime, FIELD_TIME ), @@ -143,10 +142,8 @@ TYPEDESCRIPTION CBasePlayer::m_playerSaveData[] = //DEFINE_ARRAY( CBasePlayer, m_rgAmmoLast, FIELD_INTEGER, MAX_AMMO_SLOTS ), // Don't need to restore //DEFINE_FIELD( CBasePlayer, m_fOnTarget, FIELD_BOOLEAN ), // Don't need to restore //DEFINE_FIELD( CBasePlayer, m_nCustomSprayFrames, FIELD_INTEGER ), // Don't need to restore - }; - int giPrecacheGrunt = 0; int gmsgShake = 0; int gmsgFade = 0; @@ -187,8 +184,6 @@ int gmsgTeamNames = 0; int gmsgStatusText = 0; int gmsgStatusValue = 0; - - void LinkUserMessages( void ) { // Already taken care of? @@ -232,20 +227,17 @@ void LinkUserMessages( void ) gmsgTeamNames = REG_USER_MSG( "TeamNames", -1 ); gmsgStatusText = REG_USER_MSG("StatusText", -1); - gmsgStatusValue = REG_USER_MSG("StatusValue", 3); - + gmsgStatusValue = REG_USER_MSG("StatusValue", 3); } -LINK_ENTITY_TO_CLASS( player, CBasePlayer ); - - +LINK_ENTITY_TO_CLASS( player, CBasePlayer ) void CBasePlayer :: Pain( void ) { float flRndSound;//sound randomizer flRndSound = RANDOM_FLOAT ( 0 , 1 ); - + if ( flRndSound <= 0.33 ) EMIT_SOUND(ENT(pev), CHAN_VOICE, "player/pl_pain5.wav", 1, ATTN_NORM); else if ( flRndSound <= 0.66 ) @@ -267,7 +259,7 @@ Vector VecVelocityForDamage(float flDamage) vec = vec * 2; else vec = vec * 10; - + return vec; } @@ -293,8 +285,7 @@ static void ThrowGib(entvars_t *pev, char *szGibModel, float flDamage) pevNew->frame = 0; pevNew->flags = 0; } - - + static void ThrowHead(entvars_t *pev, char *szGibModel, floatflDamage) { SET_MODEL(ENT(pev), szGibModel); @@ -310,9 +301,7 @@ static void ThrowHead(entvars_t *pev, char *szGibModel, floatflDamage) pev->origin.z -= 24; ClearBits(pev->flags, FL_ONGROUND); } - - -*/ +*/ #endif int TrainSpeed(int iSpeed, int iMax) @@ -374,15 +363,14 @@ void CBasePlayer :: DeathSound( void ) int CBasePlayer :: TakeHealth( float flHealth, int bitsDamageType ) { return CBaseMonster :: TakeHealth (flHealth, bitsDamageType); - } Vector CBasePlayer :: GetGunPosition( ) { -// UTIL_MakeVectors(pev->v_angle); -// m_HackedGunPos = pev->view_ofs; + //UTIL_MakeVectors(pev->v_angle); + //m_HackedGunPos = pev->view_ofs; Vector origin; - + origin = pev->origin + pev->view_ofs; return origin; @@ -465,7 +453,7 @@ int CBasePlayer :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, return 0; // go take the damage first - + CBaseEntity *pAttacker = CBaseEntity::Instance(pevAttacker); if ( !g_pGameRules->FPlayerCanTakeDamage( this, pAttacker ) ) @@ -521,9 +509,7 @@ int CBasePlayer :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, WRITE_LONG( 5 ); // eventflags (priority and flags) MESSAGE_END(); - // how bad is it, doc? - ftrivial = (pev->health > 75 || m_lastDamageAmount < 5); fmajor = (m_lastDamageAmount > 25); fcritical = (pev->health < 30); @@ -560,18 +546,18 @@ int CBasePlayer :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, SetSuitUpdate("!HEV_DMG5", FALSE, SUIT_NEXT_IN_30SEC); // major fracture else SetSuitUpdate("!HEV_DMG4", FALSE, SUIT_NEXT_IN_30SEC); // minor fracture - + bitsDamage &= ~(DMG_FALL | DMG_CRUSH); ffound = TRUE; } - + if (bitsDamage & DMG_BULLET) { if (m_lastDamageAmount > 5) SetSuitUpdate("!HEV_DMG6", FALSE, SUIT_NEXT_IN_30SEC); // blood loss detected //else // SetSuitUpdate("!HEV_DMG0", FALSE, SUIT_NEXT_IN_30SEC); // minor laceration - + bitsDamage &= ~DMG_BULLET; ffound = TRUE; } @@ -586,7 +572,7 @@ int CBasePlayer :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, bitsDamage &= ~DMG_SLASH; ffound = TRUE; } - + if (bitsDamage & DMG_SONIC) { if (fmajor) @@ -640,16 +626,15 @@ int CBasePlayer :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, // give morphine shot if not given recently SetSuitUpdate("!HEV_HEAL7", FALSE, SUIT_NEXT_IN_30MIN); // morphine shot } - + if (fTookDamage && !ftrivial && fcritical && flHealthPrev < 75) { - // already took major damage, now it's critical... if (pev->health < 6) SetSuitUpdate("!HEV_HLTH3", FALSE, SUIT_NEXT_IN_10MIN); // near death else if (pev->health < 20) SetSuitUpdate("!HEV_HLTH2", FALSE, SUIT_NEXT_IN_10MIN); // health critical - + // give critical health warnings if (!RANDOM_LONG(0,3) && flHealthPrev < 50) SetSuitUpdate("!HEV_DMG7", FALSE, SUIT_NEXT_IN_5MIN); //seek medical attention @@ -701,7 +686,7 @@ void CBasePlayer::PackDeadPlayerItems( void ) return; } -// go through all of the weapons and make a list of the ones to pack + // go through all of the weapons and make a list of the ones to pack for ( i = 0 ; i < MAX_ITEM_TYPES ; i++ ) { if ( m_rgpPlayerItems[ i ] ) @@ -720,11 +705,9 @@ void CBasePlayer::PackDeadPlayerItems( void ) rgpPackWeapons[ iPW++ ] = (CBasePlayerWeapon *)pPlayerItem; } break; - case GR_PLR_DROP_GUN_ALL: rgpPackWeapons[ iPW++ ] = (CBasePlayerWeapon *)pPlayerItem; break; - default: break; } @@ -734,7 +717,7 @@ void CBasePlayer::PackDeadPlayerItems( void ) } } -// now go through ammo and make a list of which types to pack. + // now go through ammo and make a list of which types to pack. if ( iAmmoRules != GR_PLR_DROP_AMMO_NO ) { for ( i = 0 ; i < MAX_AMMO_SLOTS ; i++ ) @@ -747,7 +730,6 @@ void CBasePlayer::PackDeadPlayerItems( void ) case GR_PLR_DROP_AMMO_ALL: iPackAmmo[ iPA++ ] = i; break; - case GR_PLR_DROP_AMMO_ACTIVE: if ( m_pActiveItem && i == m_pActiveItem->PrimaryAmmoIndex() ) { @@ -760,15 +742,13 @@ void CBasePlayer::PackDeadPlayerItems( void ) iPackAmmo[ iPA++ ] = i; } break; - default: break; } } } } - -// create a box to pack the stuff into. + // create a box to pack the stuff into. CWeaponBox *pWeaponBox = (CWeaponBox *)CBaseEntity::Create( "weaponbox", pev->origin, pev->angles, edict() ); pWeaponBox->pev->angles.x = 0;// don't let weaponbox tilt. @@ -777,18 +757,18 @@ void CBasePlayer::PackDeadPlayerItems( void ) pWeaponBox->SetThink( &CWeaponBox::Kill ); pWeaponBox->pev->nextthink = gpGlobals->time + 120; -// back these two lists up to their first elements + // back these two lists up to their first elements iPA = 0; iPW = 0; -// pack the ammo + // pack the ammo while ( iPackAmmo[ iPA ] != -1 ) { pWeaponBox->PackAmmo( MAKE_STRING( CBasePlayerItem::AmmoInfoArray[ iPackAmmo[ iPA ] ].pszName ), m_rgAmmo[ iPackAmmo[ iPA ] ] ); iPA++; } -// now pack all of the items in the lists + // now pack all of the items in the lists while ( rgpPackWeapons[ iPW ] ) { // weapon unhooked from the player. Pack it into der box. @@ -830,7 +810,7 @@ void CBasePlayer::RemoveAllItems( BOOL removeSuit ) pev->viewmodel = 0; pev->weaponmodel = 0; - + if ( removeSuit ) pev->weapons = 0; else @@ -840,6 +820,7 @@ void CBasePlayer::RemoveAllItems( BOOL removeSuit ) m_rgAmmo[i] = 0; UpdateClientData(); + // send Selected Weapon Message to our client MESSAGE_BEGIN( MSG_ONE, gmsgCurWeapon, NULL, pev ); WRITE_BYTE(0); @@ -854,7 +835,7 @@ void CBasePlayer::RemoveAllItems( BOOL removeSuit ) * ENTITY_METHOD(PlayerDie) */ entvars_t *g_pevLastInflictor; // Set in combat.cpp. Used to pass the damage inflictor for death messages. - // Better solution: Add as parameter to all Killed() functions. + // Better solution: Add as parameter to all Killed() functions. void CBasePlayer::Killed( entvars_t *pevAttacker, int iGib ) { @@ -882,7 +863,7 @@ void CBasePlayer::Killed( entvars_t *pevAttacker, int iGib ) } SetAnimation( PLAYER_DIE ); - + m_iRespawnFrames = 0; pev->modelindex = g_ulModelIndexPlayer; // don't use eyes @@ -916,7 +897,6 @@ void CBasePlayer::Killed( entvars_t *pevAttacker, int iGib ) WRITE_BYTE(0); MESSAGE_END(); - // UNDONE: Put this in, but add FFADE_PERMANENT and make fade time 8.8 instead of 4.12 // UTIL_ScreenFade( edict(), Vector(128,0,0), 6, 15, 255, FFADE_OUT | FFADE_MODULATE ); @@ -929,15 +909,14 @@ void CBasePlayer::Killed( entvars_t *pevAttacker, int iGib ) } DeathSound(); - + pev->angles.x = 0; pev->angles.z = 0; - SetThink( &CBasePlayer::PlayerDeathThink); + SetThink( &CBasePlayer::PlayerDeathThink ); pev->nextthink = gpGlobals->time + 0.1; } - // Set the activity based on an event or current state void CBasePlayer::SetAnimation( PLAYER_ANIM playerAnim ) { @@ -958,16 +937,13 @@ void CBasePlayer::SetAnimation( PLAYER_ANIM playerAnim ) case PLAYER_JUMP: m_IdealActivity = ACT_HOP; break; - case PLAYER_SUPERJUMP: m_IdealActivity = ACT_LEAP; break; - case PLAYER_DIE: m_IdealActivity = ACT_DIESIMPLE; m_IdealActivity = GetDeathActivity( ); break; - case PLAYER_ATTACK1: switch( m_Activity ) { @@ -1016,6 +992,7 @@ void CBasePlayer::SetAnimation( PLAYER_ANIM playerAnim ) m_Activity = m_IdealActivity; animDesired = LookupActivity( m_Activity ); + // Already using the desired animation? if (pev->sequence == animDesired) return; @@ -1025,7 +1002,6 @@ void CBasePlayer::SetAnimation( PLAYER_ANIM playerAnim ) pev->frame = 0; ResetSequenceInfo( ); return; - case ACT_RANGE_ATTACK1: if ( FBitSet( pev->flags, FL_DUCKING ) ) // crouching strcpy( szAnim, "crouch_shoot_" ); @@ -1051,7 +1027,6 @@ void CBasePlayer::SetAnimation( PLAYER_ANIM playerAnim ) pev->sequence = animDesired; ResetSequenceInfo( ); break; - case ACT_WALK: if (m_Activity != ACT_RANGE_ATTACK1 || m_fSequenceFinished) { @@ -1097,7 +1072,6 @@ void CBasePlayer::SetAnimation( PLAYER_ANIM playerAnim ) pev->gaitsequence = LookupSequence( "deep_idle" ); } - // Already using the desired animation? if (pev->sequence == animDesired) return; @@ -1154,7 +1128,7 @@ void CBasePlayer::WaterMove() if (pev->waterlevel != 3) { // not underwater - + // play 'up for air' sound if (pev->air_finished < gpGlobals->time) EMIT_SOUND(ENT(pev), CHAN_VOICE, "player/pl_wade1.wav", 1, ATTN_NORM); @@ -1170,7 +1144,7 @@ void CBasePlayer::WaterMove() // set drowning damage bit. hack - dmg_drownrecover actually // makes the time based damage code 'give back' health over time. // make sure counter is cleared so we start count correctly. - + // NOTE: this actually causes the count to continue restarting // until all drowning damage is healed. @@ -1178,7 +1152,6 @@ void CBasePlayer::WaterMove() m_bitsDamageType &= ~DMG_DROWN; m_rgbTimeBasedDamage[itbd_DrownRecover] = 0; } - } else { // fully under water @@ -1196,7 +1169,7 @@ void CBasePlayer::WaterMove() pev->dmg = 5; TakeDamage(VARS(eoNullEntity), VARS(eoNullEntity), pev->dmg, DMG_DROWN); pev->pain_finished = gpGlobals->time + 1; - + // track drowning damage, give it back when // player finally takes a breath @@ -1217,9 +1190,8 @@ void CBasePlayer::WaterMove() } return; } - - // make bubbles + // make bubbles air = (int)(pev->air_finished - gpGlobals->time); if (!RANDOM_LONG(0,0x1f) && RANDOM_LONG(0,AIRTIME-1) >= air) { @@ -1242,7 +1214,7 @@ void CBasePlayer::WaterMove() pev->dmgtime = gpGlobals->time + 1; TakeDamage(VARS(eoNullEntity), VARS(eoNullEntity), 4 * pev->waterlevel, DMG_ACID); } - + if (!FBitSet(pev->flags, FL_INWATER)) { SetBits(pev->flags, FL_INWATER); @@ -1250,7 +1222,6 @@ void CBasePlayer::WaterMove() } } - // TRUE if the player is attached to a ladder BOOL CBasePlayer::IsOnLadder( void ) { @@ -1279,7 +1250,6 @@ void CBasePlayer::PlayerDeathThink(void) PackDeadPlayerItems(); } - if (pev->modelindex && (!m_fSequenceFinished) && (pev->deadflag == DEAD_DYING)) { StudioFrameAdvance( ); @@ -1296,14 +1266,14 @@ void CBasePlayer::PlayerDeathThink(void) if (pev->deadflag == DEAD_DYING) pev->deadflag = DEAD_DEAD; - + StopAnimation(); pev->effects |= EF_NOINTERP; pev->framerate = 0.0; BOOL fAnyButtonDown = (pev->button & ~IN_SCORE ); - + // wait for all buttons released if (pev->deadflag == DEAD_DEAD) { @@ -1315,20 +1285,20 @@ void CBasePlayer::PlayerDeathThink(void) m_fDeadTime = gpGlobals->time; pev->deadflag = DEAD_RESPAWNABLE; } - + return; } -// if the player has been dead for one second longer than allowed by forcerespawn, -// forcerespawn isn't on. Send the player off to an intermission camera until they -// choose to respawn. + // if the player has been dead for one second longer than allowed by forcerespawn, + // forcerespawn isn't on. Send the player off to an intermission camera until they + // choose to respawn. if ( g_pGameRules->IsMultiplayer() && ( gpGlobals->time > (m_fDeadTime + 6) ) && !(m_afPhysicsFlags & PFLAG_OBSERVER) ) { // go to dead camera. StartDeathCam(); } - -// wait for any button down, or mp_forcerespawn is set and the respawn time is up + + // wait for any button down, or mp_forcerespawn is set and the respawn time is up if (!fAnyButtonDown && !( g_pGameRules->IsMultiplayer() && forcerespawn.value > 0 && (gpGlobals->time > (m_fDeadTime + 5))) ) return; @@ -1367,7 +1337,7 @@ void CBasePlayer::StartDeathCam( void ) while ( iRand > 0 ) { pNewSpot = FIND_ENTITY_BY_CLASSNAME( pSpot, "info_intermission"); - + if ( pNewSpot ) { pSpot = pNewSpot; @@ -1404,7 +1374,7 @@ void CBasePlayer::StartObserver( Vector vecPosition, Vector vecViewAngle ) UTIL_SetOrigin( pev, vecPosition ); } -// +// // PlayerUse - handles USE keypress // #define PLAYER_SEARCH_RADIUS (float)64 @@ -1457,7 +1427,7 @@ void CBasePlayer::PlayerUse ( void ) float flDot; UTIL_MakeVectors ( pev->v_angle );// so we know which way we are facing - + while ((pObject = UTIL_FindEntityInSphere( pObject, pev->origin, PLAYER_SEARCH_RADIUS )) != NULL) { @@ -1467,19 +1437,20 @@ void CBasePlayer::PlayerUse ( void ) // this object is actually usable? This dot is being done for every object within PLAYER_SEARCH_RADIUS // when player hits the use key. How many objects can be in that area, anyway? (sjb) vecLOS = (VecBModelOrigin( pObject->pev ) - (pev->origin + pev->view_ofs)); - + // This essentially moves the origin of the target to the corner nearest the player to test to see // if it's "hull" is in the view cone vecLOS = UTIL_ClampVectorToBox( vecLOS, pObject->pev->size * 0.5 ); - + flDot = DotProduct (vecLOS , gpGlobals->v_forward); if (flDot > flMaxDot ) - {// only if the item is in front of the user + { + // only if the item is in front of the user pClosest = pObject; flMaxDot = flDot; -// ALERT( at_console, "%s : %f\n", STRING( pObject->pev->classname ), flDot ); + //ALERT( at_console, "%s : %f\n", STRING( pObject->pev->classname ), flDot ); } -// ALERT( at_console, "%s : %f\n", STRING( pObject->pev->classname ), flDot ); + //ALERT( at_console, "%s : %f\n", STRING( pObject->pev->classname ), flDot ); } } pObject = pClosest; @@ -1514,18 +1485,16 @@ void CBasePlayer::PlayerUse ( void ) } } - - void CBasePlayer::Jump() { Vector vecWallCheckDir;// direction we're tracing a line to find a wall when walljumping Vector vecAdjustedVelocity; Vector vecSpot; TraceResult tr; - + if (FBitSet(pev->flags, FL_WATERJUMP)) return; - + if (pev->waterlevel >= 2) { return; @@ -1542,11 +1511,11 @@ void CBasePlayer::Jump() return; } -// many features in this function use v_forward, so makevectors now. + // many features in this function use v_forward, so makevectors now. UTIL_MakeVectors (pev->angles); // ClearBits(pev->flags, FL_ONGROUND); // don't stairwalk - + SetAnimation( PLAYER_JUMP ); if ( m_fLongJump && @@ -1565,8 +1534,6 @@ void CBasePlayer::Jump() } } - - // This is a glorious hack to find free space when you've crouched into some solid space // Our crouching collisions do not work correctly for some reason and this is easier // than fixing the problem :( @@ -1604,7 +1571,6 @@ int CBasePlayer::Classify ( void ) return CLASS_PLAYER; } - void CBasePlayer::AddPoints( int score, BOOL bAllowNegativeScore ) { // Positive score always adds @@ -1614,7 +1580,7 @@ void CBasePlayer::AddPoints( int score, BOOL bAllowNegativeScore ) { if ( pev->frags < 0 ) // Can't go more negative return; - + if ( -score > pev->frags ) // Will this go negative? { score = -pev->frags; // Sum will be 0 @@ -1633,7 +1599,6 @@ void CBasePlayer::AddPoints( int score, BOOL bAllowNegativeScore ) MESSAGE_END(); } - void CBasePlayer::AddPointsToTeam( int score, BOOL bAllowNegativeScore ) { int index = entindex(); @@ -1749,14 +1714,6 @@ void CBasePlayer::UpdateStatusBar() } } - - - - - - - - #define CLIMB_SHAKE_FREQUENCY 22 // how many frames in between screen shakes when climbing #define MAX_CLIMB_SPEED 200 // fastest vertical climbing speed possible #define CLIMB_SPEED_DEC 15 // climbing deceleration rate @@ -1766,7 +1723,7 @@ void CBasePlayer::UpdateStatusBar() void CBasePlayer::PreThink(void) { int buttonsChanged = (m_afButtonLast ^ pev->button); // These buttons have changed this frame - + // Debounced button codes for pressed/released // UNDONE: Do we need auto-repeat? m_afButtonPressed = buttonsChanged & pev->button; // The changed ones still down are "pressed" @@ -1778,7 +1735,7 @@ void CBasePlayer::PreThink(void) return; // intermission or finale UTIL_MakeVectors(pev->v_angle); // is this still used? - + ItemPreFrame( ); WaterMove(); @@ -1787,10 +1744,9 @@ void CBasePlayer::PreThink(void) else m_iHideHUD |= HIDEHUD_FLASHLIGHT; - // JOHN: checks if new client data (for HUD and view control) needs to be sent to the client UpdateClientData(); - + CheckTimeBasedDamage(); CheckSuitUpdate(); @@ -1813,7 +1769,7 @@ void CBasePlayer::PreThink(void) { CBaseEntity *pTrain = CBaseEntity::Instance( pev->groundentity ); float vel; - + if ( !pTrain ) { TraceResult trainTrace; @@ -1824,7 +1780,6 @@ void CBasePlayer::PreThink(void) if ( trainTrace.flFraction != 1.0 && trainTrace.pHit ) pTrain = CBaseEntity::Instance( trainTrace.pHit ); - if ( !pTrain || !(pTrain->ObjectCaps() & FCAP_DIRECTIONAL_USE) || !pTrain->OnControls(pev) ) { //ALERT( at_error, "In train mode with no train!\n" ); @@ -1859,8 +1814,8 @@ void CBasePlayer::PreThink(void) m_iTrain = TrainSpeed(pTrain->pev->speed, pTrain->pev->impulse); m_iTrain |= TRAIN_ACTIVE|TRAIN_NEW; } - - } else if (m_iTrain & TRAIN_ACTIVE) + } + else if( m_iTrain & TRAIN_ACTIVE ) m_iTrain = TRAIN_NEW; // turn off train if (pev->button & IN_JUMP) @@ -1870,7 +1825,6 @@ void CBasePlayer::PreThink(void) Jump(); } - // If trying to duck, already ducked, or in the process of ducking if ((pev->button & IN_DUCK) || FBitSet(pev->flags,FL_DUCKING) || (m_afPhysicsFlags & PFLAG_DUCKING) ) Duck(); @@ -1931,8 +1885,6 @@ void CBasePlayer::PreThink(void) Antitoxin Syringe - Each syringe full provides protection vs one poisoning (nervegas or poison). Health kit - Immediate stop to acid/chemical, fire or freeze damage. Radiation Shower - Immediate stop to radiation damage, acid/chemical or fire damage. - - */ // If player is taking time based damage, continue doing damage to player - @@ -1967,7 +1919,6 @@ void CBasePlayer::PreThink(void) /* */ - void CBasePlayer::CheckTimeBasedDamage() { int i; @@ -1981,7 +1932,7 @@ void CBasePlayer::CheckTimeBasedDamage() // only check for time based damage approx. every 2 seconds if ( fabs( gpGlobals->time - m_tbdPrev ) < 2.0 ) return; - + m_tbdPrev = gpGlobals->time; for (i = 0; i < CDMG_TIMEBASED; i++) @@ -1996,7 +1947,7 @@ void CBasePlayer::CheckTimeBasedDamage() bDuration = PARALYZE_DURATION; break; case itbd_NerveGas: -// TakeDamage(pev, pev, NERVEGAS_DAMAGE, DMG_GENERIC); + //TakeDamage(pev, pev, NERVEGAS_DAMAGE, DMG_GENERIC); bDuration = NERVEGAS_DURATION; break; case itbd_Poison: @@ -2004,7 +1955,7 @@ void CBasePlayer::CheckTimeBasedDamage() bDuration = POISON_DURATION; break; case itbd_Radiation: -// TakeDamage(pev, pev, RADIATION_DAMAGE, DMG_GENERIC); + //TakeDamage(pev, pev, RADIATION_DAMAGE, DMG_GENERIC); bDuration = RADIATION_DURATION; break; case itbd_DrownRecover: @@ -2020,15 +1971,15 @@ void CBasePlayer::CheckTimeBasedDamage() bDuration = 4; // get up to 5*10 = 50 points back break; case itbd_Acid: -// TakeDamage(pev, pev, ACID_DAMAGE, DMG_GENERIC); + //TakeDamage(pev, pev, ACID_DAMAGE, DMG_GENERIC); bDuration = ACID_DURATION; break; case itbd_SlowBurn: -// TakeDamage(pev, pev, SLOWBURN_DAMAGE, DMG_GENERIC); + //TakeDamage(pev, pev, SLOWBURN_DAMAGE, DMG_GENERIC); bDuration = SLOWBURN_DURATION; break; case itbd_SlowFreeze: -// TakeDamage(pev, pev, SLOWFREEZE_DAMAGE, DMG_GENERIC); + //TakeDamage(pev, pev, SLOWFREEZE_DAMAGE, DMG_GENERIC); bDuration = SLOWFREEZE_DURATION; break; default: @@ -2049,11 +2000,11 @@ void CBasePlayer::CheckTimeBasedDamage() } } - // decrement damage duration, detect when done. if (!m_rgbTimeBasedDamage[i] || --m_rgbTimeBasedDamage[i] == 0) { m_rgbTimeBasedDamage[i] = 0; + // if we're done, clear damage bits m_bitsDamageType &= ~(DMG_PARALYZE << i); } @@ -2129,7 +2080,6 @@ Things powered by the battery Uses N watts for each use. Each use lasts M seconds. Alien Shield Augments armor. Reduces Armor drain by one half - */ // if in range of radiation source, ping geiger counter @@ -2145,9 +2095,8 @@ void CBasePlayer :: UpdateGeigerCounter( void ) return; m_flgeigerDelay = gpGlobals->time + GEIGERDELAY; - - // send range to radition source to client + // send range to radition source to client range = (BYTE) (m_flgeigerRange / 4); if (range != m_igeigerRangePrev) @@ -2162,7 +2111,6 @@ void CBasePlayer :: UpdateGeigerCounter( void ) // reset counter and semaphore if (!RANDOM_LONG(0,3)) m_flgeigerRange = 1000; - } /* @@ -2181,7 +2129,7 @@ void CBasePlayer::CheckSuitUpdate() int i; int isentence = 0; int isearch = m_iSuitPlayNext; - + // Ignore suit updates if no suit if ( !(pev->weapons & (1< 0) { // play sentence number - - char sentence[CBSENTENCENAME_MAX+1]; + char sentence[CBSENTENCENAME_MAX + 1]; strcpy(sentence, "!"); strcat(sentence, gszallsentencenames[isentence]); EMIT_SOUND_SUIT(ENT(pev), sentence); @@ -2224,14 +2171,14 @@ void CBasePlayer::CheckSuitUpdate() // play sentence group EMIT_GROUPID_SUIT(ENT(pev), -isentence); } - m_flSuitUpdate = gpGlobals->time + SUITUPDATETIME; + m_flSuitUpdate = gpGlobals->time + SUITUPDATETIME; } else // queue is empty, don't check m_flSuitUpdate = 0; } } - + // add sentence to suit playlist queue. if fgroup is true, then // name is a sentence group (HEV_AA), otherwise name is a specific // sentence name ie: !HEV_AA0. If iNoRepeat is specified in @@ -2243,8 +2190,7 @@ void CBasePlayer::SetSuitUpdate(char *name, int fgroup, int iNoRepeatTime) int i; int isentence; int iempty = -1; - - + // Ignore suit updates if no suit if ( !(pev->weapons & (1<time) - { + { // norepeat time has expired, clear it out m_rgiSuitNoRepeat[i] = 0; m_rgflSuitNoRepeatTime[i] = 0.0; iempty = i; break; - } + } else - { + { // don't play, still marked as norepeat return; - } } + } // keep track of empty slot if (!m_rgiSuitNoRepeat[i]) iempty = i; } // sentence is not in norepeat list, save if norepeat time was given - if (iNoRepeatTime) { if (iempty < 0) @@ -2315,7 +2259,7 @@ void CBasePlayer::SetSuitUpdate(char *name, int fgroup, int iNoRepeatTime) } // find empty spot in queue, or overwrite last spot - + m_rgSuitPlayList[m_iSuitPlayNext++] = isentence; if (m_iSuitPlayNext == CSUITPLAYLIST) m_iSuitPlayNext = 0; @@ -2328,7 +2272,6 @@ void CBasePlayer::SetSuitUpdate(char *name, int fgroup, int iNoRepeatTime) else m_flSuitUpdate = gpGlobals->time + SUITUPDATETIME; } - } /* @@ -2340,8 +2283,7 @@ Check for turning off powerups GLOBALS ASSUMED SET: g_ulModelIndexPlayer ================ */ - static void -CheckPowerups(entvars_t *pev) +static void CheckPowerups(entvars_t *pev) { if (pev->health <= 0) return; @@ -2349,7 +2291,6 @@ CheckPowerups(entvars_t *pev) pev->modelindex = g_ulModelIndexPlayer; // don't use eyes } - //========================================================= // UpdatePlayerSound - updates the position of the player's // reserved sound slot in the sound list. @@ -2372,7 +2313,6 @@ void CBasePlayer :: UpdatePlayerSound ( void ) // now calculate the best target volume for the sound. If the player's weapon // is louder than his body/movement, use the weapon volume, else, use the body volume. - if ( FBitSet ( pev->flags, FL_ONGROUND ) ) { iBodyVolume = pev->velocity.Length(); @@ -2394,7 +2334,7 @@ void CBasePlayer :: UpdatePlayerSound ( void ) iBodyVolume += 100; } -// convert player move speed and actions into sound audible by monsters. + // convert player move speed and actions into sound audible by monsters. if ( m_iWeaponVolume > iBodyVolume ) { m_iTargetVolume = m_iWeaponVolume; @@ -2414,7 +2354,6 @@ void CBasePlayer :: UpdatePlayerSound ( void ) iVolume = 0; } - // if target volume is greater than the player sound's current volume, we paste the new volume in // immediately. If target is less than the current volume, current volume is not set immediately to the // lower volume, rather works itself towards target volume over time. This gives monsters a much better chance @@ -2469,7 +2408,6 @@ void CBasePlayer :: UpdatePlayerSound ( void ) //ALERT ( at_console, "%d/%d\n", iVolume, m_iTargetVolume ); } - void CBasePlayer::PostThink() { if ( g_fGameOver ) @@ -2480,19 +2418,21 @@ void CBasePlayer::PostThink() // Handle Tank controlling if ( m_pTank != NULL ) - { // if they've moved too far from the gun, or selected a weapon, unuse the gun + { + // if they've moved too far from the gun, or selected a weapon, unuse the gun if ( m_pTank->OnControls( pev ) && !pev->weaponmodel ) { m_pTank->Use( this, this, USE_SET, 2 ); // try fire the gun } else - { // they've moved off the platform + { + // they've moved off the platform m_pTank->Use( this, this, USE_OFF, 0 ); m_pTank = NULL; } } -// do weapon stuff + // do weapon stuff ItemPostFrame( ); // check to see if player landed hard enough to make a sound @@ -2514,12 +2454,13 @@ void CBasePlayer::PostThink() // EMIT_SOUND(ENT(pev), CHAN_BODY, "player/pl_wade1.wav", 1, ATTN_NORM); } else if ( m_flFallVelocity > PLAYER_MAX_SAFE_FALL_SPEED ) - {// after this point, we start doing damage - + { + // after this point, we start doing damage float flFallDamage = g_pGameRules->FlPlayerFallDamage( this ); if ( flFallDamage > pev->health ) - {//splat + { + //splat // note: play on item channel because we play footstep landing on body channel EMIT_SOUND(ENT(pev), CHAN_ITEM, "common/bodysplat.wav", 1, ATTN_NORM); } @@ -2535,7 +2476,7 @@ void CBasePlayer::PostThink() { SetAnimation( PLAYER_WALK ); } - } + } if (FBitSet(pev->flags, FL_ONGROUND)) { @@ -2568,7 +2509,7 @@ void CBasePlayer::PostThink() pt_end: #if defined( CLIENT_WEAPONS ) - // Decay timers on weapons + // Decay timers on weapons // go through all of the weapons and make a list of the ones to pack for ( int i = 0 ; i < MAX_ITEM_TYPES ; i++ ) { @@ -2581,7 +2522,7 @@ pt_end: CBasePlayerWeapon *gun; gun = (CBasePlayerWeapon *)pPlayerItem->GetWeaponPtr(); - + if ( gun && gun->UseDecrement() ) { gun->m_flNextPrimaryAttack = max( gun->m_flNextPrimaryAttack - gpGlobals->frametime, -1.0 ); @@ -2598,11 +2539,10 @@ pt_end: } // Only decrement if not flagged as NO_DECREMENT -// if ( gun->m_flPumpTime != 1000 ) - // { - // gun->m_flPumpTime = max( gun->m_flPumpTime - gpGlobals->frametime, -0.001 ); - // } - + /*if ( gun->m_flPumpTime != 1000 ) + { + gun->m_flPumpTime = max( gun->m_flPumpTime - gpGlobals->frametime, -0.001 ); + }*/ } pPlayerItem = pPlayerItem->m_pNext; @@ -2629,14 +2569,11 @@ pt_end: if ( m_flAmmoStartCharge < -0.001 ) m_flAmmoStartCharge = -0.001; } - - #else return; #endif } - // checks if the spot is clear of players BOOL IsSpawnPointValid( CBaseEntity *pPlayer, CBaseEntity *pSpot ) { @@ -2657,7 +2594,6 @@ BOOL IsSpawnPointValid( CBaseEntity *pPlayer, CBaseEntity *pSpot ) return TRUE; } - DLL_GLOBAL CBaseEntity *g_pLastSpawn; inline int FNullEnt( CBaseEntity *ent ) { return (ent == NULL) || FNullEnt( ent->edict() ); } @@ -2677,7 +2613,7 @@ edict_t *EntSelectSpawnPoint( CBaseEntity *pPlayer ) player = pPlayer->edict(); -// choose a info_player_deathmatch point + // choose a info_player_deathmatch point if (g_pGameRules->IsCoOp()) { pSpot = UTIL_FindEntityByClassname( g_pLastSpawn, "info_player_coop"); @@ -2791,8 +2727,8 @@ void CBasePlayer::Spawn( void ) m_flNextDecalTime = 0;// let this player decal as soon as he spawns. m_flgeigerDelay = gpGlobals->time + 2.0; // wait a few seconds until user-defined message registrations - // are recieved by all clients - + // are recieved by all clients + m_flTimeStepSound = 0; m_iStepLeft = 0; m_flFieldOfView = 0.5;// some monsters use this to determine whether or not the player is looking at them. @@ -2804,14 +2740,14 @@ void CBasePlayer::Spawn( void ) m_iFlashBattery = 99; m_flFlashLightTime = 1; // force first message -// dont let uninitialized value here hurt the player + // dont let uninitialized value here hurt the player m_flFallVelocity = 0; g_pGameRules->SetDefaultPlayerTeam( this ); g_pGameRules->GetPlayerSpawnSpot( this ); - SET_MODEL(ENT(pev), "models/player.mdl"); - g_ulModelIndexPlayer = pev->modelindex; + SET_MODEL(ENT(pev), "models/player.mdl"); + g_ulModelIndexPlayer = pev->modelindex; pev->sequence = LookupActivity( ACT_IDLE ); if ( FBitSet(pev->flags, FL_DUCKING) ) @@ -2819,7 +2755,7 @@ void CBasePlayer::Spawn( void ) else UTIL_SetSize(pev, VEC_HULL_MIN, VEC_HULL_MAX); - pev->view_ofs = VEC_VIEW; + pev->view_ofs = VEC_VIEW; Precache(); m_HackedGunPos = Vector( 0, 32, 0 ); @@ -2851,7 +2787,6 @@ void CBasePlayer::Spawn( void ) g_pGameRules->PlayerSpawn( this ); } - void CBasePlayer :: Precache( void ) { // in the event that the player JUST spawned, and the level node graph @@ -2897,7 +2832,6 @@ void CBasePlayer :: Precache( void ) m_fInitHUD = TRUE; } - int CBasePlayer::Save( CSave &save ) { if ( !CBaseMonster::Save(save) ) @@ -2906,7 +2840,6 @@ int CBasePlayer::Save( CSave &save ) return save.WriteFields( "PLAYER", this, m_playerSaveData, ARRAYSIZE(m_playerSaveData) ); } - // // Marks everything as new so the player will resend this to the hud. // @@ -2915,7 +2848,6 @@ void CBasePlayer::RenewItems(void) } - int CBasePlayer::Restore( CRestore &restore ) { if ( !CBaseMonster::Restore(restore) ) @@ -2939,10 +2871,10 @@ int CBasePlayer::Restore( CRestore &restore ) pev->fixangle = TRUE; // turn this way immediately -// Copied from spawn() for now + // Copied from spawn() for now m_bloodColor = BLOOD_COLOR_RED; - g_ulModelIndexPlayer = pev->modelindex; + g_ulModelIndexPlayer = pev->modelindex; if ( FBitSet(pev->flags, FL_DUCKING) ) { @@ -2975,12 +2907,9 @@ int CBasePlayer::Restore( CRestore &restore ) // Barring that, we clear it out here instead of using the incorrect restored time value. m_flNextAttack = UTIL_WeaponTimeBase(); #endif - return status; } - - void CBasePlayer::SelectNextItem( int iItem ) { CBasePlayerItem *pItem; @@ -3055,7 +2984,6 @@ void CBasePlayer::SelectItem(const char *pstr) if (!pItem) return; - if (pItem == m_pActiveItem) return; @@ -3075,7 +3003,6 @@ void CBasePlayer::SelectItem(const char *pstr) } } - void CBasePlayer::SelectLastItem(void) { if (!m_pLastItem) @@ -3123,7 +3050,6 @@ void CBasePlayer::SelectPrevItem( int iItem ) { } - const char *CBasePlayer::TeamID( void ) { if ( pev == NULL ) // Not fully connected yet @@ -3133,7 +3059,6 @@ const char *CBasePlayer::TeamID( void ) return m_szTeamName; } - //============================================== // !!!UNDONE:ultra temporary SprayCan entity to apply // decal frame at a time. For PreAlpha CD @@ -3216,7 +3141,7 @@ void CBloodSplat::Spawn ( entvars_t *pevOwner ) void CBloodSplat::Spray ( void ) { TraceResult tr; - + if ( g_Language != LANGUAGE_GERMAN ) { UTIL_MakeVectors(pev->angles); @@ -3230,8 +3155,6 @@ void CBloodSplat::Spray ( void ) //============================================== - - void CBasePlayer::GiveNamedItem( const char *pszName ) { edict_t *pent; @@ -3251,8 +3174,6 @@ void CBasePlayer::GiveNamedItem( const char *pszName ) DispatchTouch( pent, ENT( pev ) ); } - - CBaseEntity *FindEntityForward( CBaseEntity *pMe ) { TraceResult tr; @@ -3267,13 +3188,11 @@ CBaseEntity *FindEntityForward( CBaseEntity *pMe ) return NULL; } - BOOL CBasePlayer :: FlashlightIsOn( void ) { return FBitSet(pev->effects, EF_DIMLIGHT); } - void CBasePlayer :: FlashlightTurnOn( void ) { if ( !g_pGameRules->FAllowFlashlight() ) @@ -3291,22 +3210,19 @@ void CBasePlayer :: FlashlightTurnOn( void ) MESSAGE_END(); m_flFlashLightTime = FLASH_DRAIN_TIME + gpGlobals->time; - } } - void CBasePlayer :: FlashlightTurnOff( void ) { EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, SOUND_FLASHLIGHT_OFF, 1.0, ATTN_NORM, 0, PITCH_NORM ); - ClearBits(pev->effects, EF_DIMLIGHT); + ClearBits(pev->effects, EF_DIMLIGHT); MESSAGE_BEGIN( MSG_ONE, gmsgFlashlight, NULL, pev ); WRITE_BYTE(0); WRITE_BYTE(m_iFlashBattery); MESSAGE_END(); m_flFlashLightTime = FLASH_CHARGE_TIME + gpGlobals->time; - } /* @@ -3345,13 +3261,12 @@ void CBasePlayer::ImpulseCommands( ) // Handle use events PlayerUse(); - + int iImpulse = (int)pev->impulse; switch (iImpulse) { case 99: { - int iOn; if (!gmsgLogo) @@ -3363,8 +3278,9 @@ void CBasePlayer::ImpulseCommands( ) { iOn = 0; } - + ASSERT( gmsgLogo > 0 ); + // send "health" update message MESSAGE_BEGIN( MSG_ONE, gmsgLogo, NULL, pev ); WRITE_BYTE(iOn); @@ -3385,9 +3301,8 @@ void CBasePlayer::ImpulseCommands( ) FlashlightTurnOn(); } break; - - case 201:// paint decal - + case 201: + // paint decal if ( gpGlobals->time < m_flNextDecalTime ) { // too early! @@ -3398,20 +3313,19 @@ void CBasePlayer::ImpulseCommands( ) UTIL_TraceLine ( pev->origin + pev->view_ofs, pev->origin + pev->view_ofs + gpGlobals->v_forward * 128, ignore_monsters, ENT(pev), & tr); if ( tr.flFraction != 1.0 ) - {// line hit something, so paint a decal + { + // line hit something, so paint a decal m_flNextDecalTime = gpGlobals->time + decalfrequency.value; CSprayCan *pCan = GetClassPtr((CSprayCan *)NULL); pCan->Spawn( pev ); } - break; - default: // check all of the cheat impulse commands now CheatImpulseCommands( iImpulse ); break; } - + pev->impulse = 0; } @@ -3444,8 +3358,6 @@ void CBasePlayer::CheatImpulseCommands( int iImpulse ) } break; } - - case 101: gEvilImpulse101 = TRUE; GiveNamedItem( "item_suit" ); @@ -3476,12 +3388,10 @@ void CBasePlayer::CheatImpulseCommands( int iImpulse ) #endif gEvilImpulse101 = FALSE; break; - case 102: // Gibbage!!! CGib::SpawnRandomGibs( pev, 1, 1 ); break; - case 103: // What the hell are you doing? pEntity = FindEntityForward( this ); @@ -3492,13 +3402,11 @@ void CBasePlayer::CheatImpulseCommands( int iImpulse ) pMonster->ReportAIState(); } break; - case 104: // Dump all of the global state varaibles (and global entity names) gGlobalState.DumpGlobals(); break; - - case 105:// player makes no sound for monsters to hear. + case 105:// player makes no sound for monsters to hear. { if ( m_fNoPlayerSound ) { @@ -3512,7 +3420,6 @@ void CBasePlayer::CheatImpulseCommands( int iImpulse ) } break; } - case 106: // Give me the classname and targetname of this entity. pEntity = FindEntityForward( this ); @@ -3534,7 +3441,6 @@ void CBasePlayer::CheatImpulseCommands( int iImpulse ) ALERT ( at_console, "Globalname: %s\n", STRING( pEntity->pev->globalname ) ); } break; - case 107: { //TraceResult tr; @@ -3551,38 +3457,39 @@ void CBasePlayer::CheatImpulseCommands( int iImpulse ) ALERT( at_console, "Texture: %s\n", pTextureName ); } break; - case 195:// show shortest paths for entire level to nearest node + case 195:// show shortest paths for entire level to nearest node { Create("node_viewer_fly", pev->origin, pev->angles); } break; - case 196:// show shortest paths for entire level to nearest node + case 196:// show shortest paths for entire level to nearest node { Create("node_viewer_large", pev->origin, pev->angles); } break; - case 197:// show shortest paths for entire level to nearest node + case 197:// show shortest paths for entire level to nearest node { Create("node_viewer_human", pev->origin, pev->angles); } break; - case 199:// show nearest node and all connections + case 199:// show nearest node and all connections { ALERT ( at_console, "%d\n", WorldGraph.FindNearestNode ( pev->origin, bits_NODE_GROUP_REALM ) ); WorldGraph.ShowNodeConnections ( WorldGraph.FindNearestNode ( pev->origin, bits_NODE_GROUP_REALM ) ); } break; - case 202:// Random blood splatter + case 202:// Random blood splatter UTIL_MakeVectors(pev->v_angle); UTIL_TraceLine ( pev->origin + pev->view_ofs, pev->origin + pev->view_ofs + gpGlobals->v_forward * 128, ignore_monsters, ENT(pev), & tr); if ( tr.flFraction != 1.0 ) - {// line hit something, so paint a decal + { + // line hit something, so paint a decal CBloodSplat *pBlood = GetClassPtr((CBloodSplat *)NULL); pBlood->Spawn( pev ); } break; - case 203:// remove creature. + case 203:// remove creature. pEntity = FindEntityForward( this ); if ( pEntity ) { @@ -3600,7 +3507,7 @@ void CBasePlayer::CheatImpulseCommands( int iImpulse ) int CBasePlayer::AddPlayerItem( CBasePlayerItem *pItem ) { CBasePlayerItem *pInsert; - + pInsert = m_rgpPlayerItems[pItem->iItemSlot()]; while (pInsert) @@ -3629,7 +3536,6 @@ int CBasePlayer::AddPlayerItem( CBasePlayerItem *pItem ) pInsert = pInsert->m_pNext; } - if (pItem->AddToPlayer( this )) { g_pGameRules->PlayerGotWeapon ( this, pItem ); @@ -3654,8 +3560,6 @@ int CBasePlayer::AddPlayerItem( CBasePlayerItem *pItem ) return FALSE; } - - int CBasePlayer::RemovePlayerItem( CBasePlayerItem *pItem ) { if (m_pActiveItem == pItem) @@ -3693,7 +3597,6 @@ int CBasePlayer::RemovePlayerItem( CBasePlayerItem *pItem ) return FALSE; } - // // Returns the unique ID for the ammo, or -1 if error // @@ -3724,7 +3627,6 @@ int CBasePlayer :: GiveAmmo( int iCount, char *szName, int iMax ) m_rgAmmo[ i ] += iAdd; - if ( gmsgAmmoPickup ) // make sure the ammo messages have been linked first { // Send the message that ammo has been picked up @@ -3739,7 +3641,6 @@ int CBasePlayer :: GiveAmmo( int iCount, char *szName, int iMax ) return i; } - /* ============ ItemPreFrame @@ -3750,9 +3651,9 @@ Called every frame by the player PreThink void CBasePlayer::ItemPreFrame() { #if defined( CLIENT_WEAPONS ) - if ( m_flNextAttack > 0 ) + if ( m_flNextAttack > 0 ) #else - if ( gpGlobals->time < m_flNextAttack ) + if ( gpGlobals->time < m_flNextAttack ) #endif { return; @@ -3764,7 +3665,6 @@ void CBasePlayer::ItemPreFrame() m_pActiveItem->ItemPreFrame( ); } - /* ============ ItemPostFrame @@ -3781,9 +3681,9 @@ void CBasePlayer::ItemPostFrame() return; #if defined( CLIENT_WEAPONS ) - if ( m_flNextAttack > 0 ) + if ( m_flNextAttack > 0 ) #else - if ( gpGlobals->time < m_flNextAttack ) + if ( gpGlobals->time < m_flNextAttack ) #endif { return; @@ -3927,12 +3827,12 @@ void CBasePlayer :: UpdateClientData( void ) m_iClientHealth = pev->health; } - if (pev->armorvalue != m_iClientBattery) { m_iClientBattery = pev->armorvalue; ASSERT( gmsgBattery > 0 ); + // send "health" update message MESSAGE_BEGIN( MSG_ONE, gmsgBattery, NULL, pev ); WRITE_SHORT( (int)pev->armorvalue); @@ -3982,7 +3882,7 @@ void CBasePlayer :: UpdateClientData( void ) { m_flFlashLightTime = FLASH_DRAIN_TIME + gpGlobals->time; m_iFlashBattery--; - + if (!m_iFlashBattery) FlashlightTurnOff(); } @@ -4003,10 +3903,10 @@ void CBasePlayer :: UpdateClientData( void ) MESSAGE_END(); } - if (m_iTrain & TRAIN_NEW) { ASSERT( gmsgTrain > 0 ); + // send "health" update message MESSAGE_BEGIN( MSG_ONE, gmsgTrain, NULL, pev ); WRITE_BYTE(m_iTrain & 0xF); @@ -4034,7 +3934,7 @@ void CBasePlayer :: UpdateClientData( void ) // byte bucket pos // byte flags // ???? Icons - + // Send ALL the weapon info now int i; @@ -4065,7 +3965,6 @@ void CBasePlayer :: UpdateClientData( void ) } } - SendAmmoUpdate(); // Update all the items @@ -4087,7 +3986,6 @@ void CBasePlayer :: UpdateClientData( void ) } } - //========================================================= // FBecomeProne - Overridden for the player to set the proper // physics flags when a barnacle grabs player. @@ -4117,7 +4015,6 @@ void CBasePlayer :: BarnacleVictimReleased ( void ) m_afPhysicsFlags &= ~PFLAG_ONBARNACLE; } - //========================================================= // Illumination // return player light level plus virtual muzzle flash @@ -4132,7 +4029,6 @@ int CBasePlayer :: Illumination( void ) return iIllum; } - void CBasePlayer :: EnableControl(BOOL fControl) { if (!fControl) @@ -4142,7 +4038,6 @@ void CBasePlayer :: EnableControl(BOOL fControl) } - #define DOT_1DEGREE 0.9998476951564 #define DOT_2DEGREE 0.9993908270191 #define DOT_3DEGREE 0.9986295347546 @@ -4209,7 +4104,6 @@ Vector CBasePlayer :: GetAutoaimVector( float flDelta ) if (angles.y < -12) angles.y = -12; - // always use non-sticky autoaim // UNDONE: use sever variable to chose! if (0 || g_iSkillLevel == SKILL_EASY) @@ -4242,7 +4136,6 @@ Vector CBasePlayer :: GetAutoaimVector( float flDelta ) return gpGlobals->v_forward; } - Vector CBasePlayer :: AutoaimDeflection( Vector &vecSrc, float flDist, float flDelta ) { edict_t *pEdict = g_engfuncs.pfnPEntityOfEntIndex( 1 ); @@ -4269,7 +4162,6 @@ Vector CBasePlayer :: AutoaimDeflection( Vector &vecSrc, float flDist, float flD UTIL_TraceLine( vecSrc, vecSrc + bestdir * flDist, dont_ignore_monsters, edict(), &tr ); - if ( tr.pHit && tr.pHit->v.takedamage != DAMAGE_NO) { // don't look through water @@ -4291,13 +4183,13 @@ Vector CBasePlayer :: AutoaimDeflection( Vector &vecSrc, float flDist, float flD if ( pEdict->free ) // Not in use continue; - + if (pEdict->v.takedamage != DAMAGE_AIM) continue; if (pEdict == edict()) continue; -// if (pev->team > 0 && pEdict->v.team == pev->team) -// continue; // don't aim at teammate + //if (pev->team > 0 && pEdict->v.team == pev->team) + // continue; // don't aim at teammate if ( !g_pGameRules->ShouldAutoAim( this, pEdict ) ) continue; @@ -4366,7 +4258,6 @@ Vector CBasePlayer :: AutoaimDeflection( Vector &vecSrc, float flDist, float flD return Vector( 0, 0, 0 ); } - void CBasePlayer :: ResetAutoaim( ) { if (m_vecAutoAim.x != 0 || m_vecAutoAim.y != 0) @@ -4406,7 +4297,6 @@ int CBasePlayer :: GetCustomDecalFrames( void ) return m_nCustomSprayFrames; } - //========================================================= // DropPlayerItem - drop the named item, or if no name, // the active item. @@ -4458,7 +4348,6 @@ void CBasePlayer::DropPlayerItem ( char *pszItemName ) pWeapon = pWeapon->m_pNext; } - // if we land here with a valid pWeapon pointer, that's because we found the // item we want to drop and hit a BREAK; pWeapon is the item. if ( pWeapon ) @@ -4488,7 +4377,6 @@ void CBasePlayer::DropPlayerItem ( char *pszItemName ) // pack up all the ammo, this weapon is its own ammo type pWeaponBox->PackAmmo( MAKE_STRING(pWeapon->pszAmmo1()), m_rgAmmo[ iAmmoIndex ] ); m_rgAmmo[ iAmmoIndex ] = 0; - } else { @@ -4496,7 +4384,6 @@ void CBasePlayer::DropPlayerItem ( char *pszItemName ) pWeaponBox->PackAmmo( MAKE_STRING(pWeapon->pszAmmo1()), m_rgAmmo[ iAmmoIndex ] / 2 ); m_rgAmmo[ iAmmoIndex ] /= 2; } - } return;// we're done, so stop searching with the FOR loop. @@ -4530,7 +4417,7 @@ BOOL CBasePlayer::HasNamedPlayerItem( const char *pszItemName ) { CBasePlayerItem *pItem; int i; - + for ( i = 0 ; i < MAX_ITEM_TYPES ; i++ ) { pItem = m_rgpPlayerItems[ i ]; @@ -4599,7 +4486,7 @@ void CDeadHEV::KeyValue( KeyValueData *pkvd ) CBaseMonster::KeyValue( pkvd ); } -LINK_ENTITY_TO_CLASS( monster_hevsuit_dead, CDeadHEV ); +LINK_ENTITY_TO_CLASS( monster_hevsuit_dead, CDeadHEV ) //========================================================= // ********** DeadHEV SPAWN ********** @@ -4630,7 +4517,6 @@ void CDeadHEV :: Spawn( void ) MonsterInitDead(); } - class CStripWeapons : public CPointEntity { public: @@ -4639,7 +4525,7 @@ public: private: }; -LINK_ENTITY_TO_CLASS( player_weaponstrip, CStripWeapons ); +LINK_ENTITY_TO_CLASS( player_weaponstrip, CStripWeapons ) void CStripWeapons :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { @@ -4658,7 +4544,6 @@ void CStripWeapons :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TY pPlayer->RemoveAllItems( FALSE ); } - class CRevertSaved : public CPointEntity { public: @@ -4686,15 +4571,15 @@ private: float m_loadTime; }; -LINK_ENTITY_TO_CLASS( player_loadsaved, CRevertSaved ); +LINK_ENTITY_TO_CLASS( player_loadsaved, CRevertSaved ) -TYPEDESCRIPTION CRevertSaved::m_SaveData[] = +TYPEDESCRIPTION CRevertSaved::m_SaveData[] = { DEFINE_FIELD( CRevertSaved, m_messageTime, FIELD_FLOAT ), // These are not actual times, but durations, so save as floats DEFINE_FIELD( CRevertSaved, m_loadTime, FIELD_FLOAT ), }; -IMPLEMENT_SAVERESTORE( CRevertSaved, CPointEntity ); +IMPLEMENT_SAVERESTORE( CRevertSaved, CPointEntity ) void CRevertSaved :: KeyValue( KeyValueData *pkvd ) { @@ -4729,7 +4614,6 @@ void CRevertSaved :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYP SetThink( &CRevertSaved::MessageThink ); } - void CRevertSaved :: MessageThink( void ) { UTIL_ShowMessageAll( STRING(pev->message) ); @@ -4743,7 +4627,6 @@ void CRevertSaved :: MessageThink( void ) LoadThink(); } - void CRevertSaved :: LoadThink( void ) { if ( !gpGlobals->deathmatch ) @@ -4752,7 +4635,6 @@ void CRevertSaved :: LoadThink( void ) } } - //========================================================= // Multiplayer intermission spots. //========================================================= @@ -4770,7 +4652,6 @@ void CInfoIntermission::Spawn( void ) pev->v_angle = g_vecZero; pev->nextthink = gpGlobals->time + 2;// let targets spawn! - } void CInfoIntermission::Think ( void ) @@ -4787,5 +4668,4 @@ void CInfoIntermission::Think ( void ) } } -LINK_ENTITY_TO_CLASS( info_intermission, CInfoIntermission ); - +LINK_ENTITY_TO_CLASS( info_intermission, CInfoIntermission ) diff --git a/dlls/player.h b/dlls/player.h index a11d0754..e75787ee 100644 --- a/dlls/player.h +++ b/dlls/player.h @@ -15,10 +15,8 @@ #ifndef PLAYER_H #define PLAYER_H - #include "pm_materials.h" - #define PLAYER_FATAL_FALL_SPEED 1024// approx 60 feet #define PLAYER_MAX_SAFE_FALL_SPEED 580// approx 20 feet #define DAMAGE_FOR_FALL_SPEED (float) 100 / ( PLAYER_FATAL_FALL_SPEED - PLAYER_MAX_SAFE_FALL_SPEED )// damage per unit per second. @@ -28,13 +26,13 @@ // // Player PHYSICS FLAGS bits // -#define PFLAG_ONLADDER ( 1<<0 ) -#define PFLAG_ONSWING ( 1<<0 ) -#define PFLAG_ONTRAIN ( 1<<1 ) -#define PFLAG_ONBARNACLE ( 1<<2 ) -#define PFLAG_DUCKING ( 1<<3 ) // In the process of ducking, but totally squatted yet -#define PFLAG_USING ( 1<<4 ) // Using a continuous entity -#define PFLAG_OBSERVER ( 1<<5 ) // player is locked in stationary cam mode. Spectators can move, observers can't. +#define PFLAG_ONLADDER ( 1<<0 ) +#define PFLAG_ONSWING ( 1<<0 ) +#define PFLAG_ONTRAIN ( 1<<1 ) +#define PFLAG_ONBARNACLE ( 1<<2 ) +#define PFLAG_DUCKING ( 1<<3 ) // In the process of ducking, but totally squatted yet +#define PFLAG_USING ( 1<<4 ) // Using a continuous entity +#define PFLAG_OBSERVER ( 1<<5 ) // player is locked in stationary cam mode. Spectators can move, observers can't. // // generic player @@ -69,7 +67,7 @@ typedef enum PLAYER_JUMP, PLAYER_SUPERJUMP, PLAYER_DIE, - PLAYER_ATTACK1, + PLAYER_ATTACK1 } PLAYER_ANIM; #define MAX_ID_RANGE 2048 @@ -80,7 +78,7 @@ enum sbar_data SBAR_ID_TARGETNAME = 1, SBAR_ID_TARGETHEALTH, SBAR_ID_TARGETARMOR, - SBAR_END, + SBAR_END }; #define CHAT_INTERVAL 1.0f @@ -96,20 +94,20 @@ public: int m_iExtraSoundTypes;// additional classification for this weapon's sound int m_iWeaponFlash;// brightness of the weapon flash float m_flStopExtraSoundTime; - + float m_flFlashLightTime; // Time until next battery draw/Recharge int m_iFlashBattery; // Flashlight Battery Draw int m_afButtonLast; int m_afButtonPressed; int m_afButtonReleased; - + edict_t *m_pentSndLast; // last sound entity to modify player room type float m_flSndRoomtype; // last roomtype set by sound entity float m_flSndRange; // dist from player to sound entity float m_flFallVelocity; - + int m_rgItems[MAX_ITEMS]; int m_fKnownItem; // True when a new item needs to be added int m_fNewAmmo; // True when a new item has been added @@ -117,8 +115,7 @@ public: unsigned int m_afPhysicsFlags; // physics flags - set when 'normal' physics should be revisited or overriden float m_fNextSuicideTime; // the time after which the player can next use the suicide command - -// these are time-sensitive things that we keep track of + // these are time-sensitive things that we keep track of float m_flTimeStepSound; // when the last stepping sound was made float m_flTimeWeaponIdle; // when to play another weapon idle animation. float m_flSwimTime; // how long player has been underwater @@ -144,7 +141,7 @@ public: int m_idrownrestored; // track drowning damage restored int m_bitsHUDDamage; // Damage bits for the current fame. These get sent to - // the hude via the DAMAGE message + // the hude via the DAMAGE message BOOL m_fInitHUD; // True when deferred HUD restart msg needs to be sent BOOL m_fGameHUDInitialized; int m_iTrain; // Train control position @@ -164,11 +161,13 @@ public: int m_iClientHideHUD; int m_iFOV; // field of view int m_iClientFOV; // client's known FOV + // usable player items CBasePlayerItem *m_rgpPlayerItems[MAX_ITEM_TYPES]; CBasePlayerItem *m_pActiveItem; CBasePlayerItem *m_pClientActiveItem; // client version of the active item CBasePlayerItem *m_pLastItem; + // shared ammo slots int m_rgAmmo[MAX_AMMO_SLOTS]; int m_rgAmmoLast[MAX_AMMO_SLOTS]; @@ -188,7 +187,7 @@ public: virtual void Spawn( void ); void Pain( void ); -// virtual void Think( void ); + //virtual void Think( void ); virtual void Jump( void ); virtual void Duck( void ); virtual void PreThink( void ); @@ -229,7 +228,7 @@ public: BOOL FlashlightIsOn( void ); void FlashlightTurnOn( void ); void FlashlightTurnOff( void ); - + void UpdatePlayerSound ( void ); void DeathSound ( void ); @@ -298,7 +297,7 @@ public: float m_flAmmoStartCharge; float m_flPlayAftershock; float m_flNextAmmoBurn;// while charging, when to absorb another unit of player's ammo? - + //Player ID void InitStatusBar( void ); void UpdateStatusBar( void ); @@ -307,9 +306,8 @@ public: float m_flStatusBarDisappearDelay; char m_SbarString0[ SBAR_STRING_SIZE ]; char m_SbarString1[ SBAR_STRING_SIZE ]; - + float m_flNextChatTime; - }; #define AUTOAIM_2DEGREES 0.0348994967025 @@ -317,7 +315,6 @@ public: #define AUTOAIM_8DEGREES 0.1391731009601 #define AUTOAIM_10DEGREES 0.1736481776669 - extern int gmsgHudText; extern BOOL gInitHUD; diff --git a/dlls/playermonster.cpp b/dlls/playermonster.cpp index 6497ea6e..9a5bf898 100644 --- a/dlls/playermonster.cpp +++ b/dlls/playermonster.cpp @@ -8,6 +8,7 @@ //========================================================= // playermonster - for scripted sequence use. //========================================================= + #include "extdll.h" #include "util.h" #include "cbase.h" @@ -31,13 +32,14 @@ public: void HandleAnimEvent( MonsterEvent_t *pEvent ); int ISoundMask ( void ); }; -LINK_ENTITY_TO_CLASS( monster_player, CPlayerMonster ); + +LINK_ENTITY_TO_CLASS( monster_player, CPlayerMonster ) //========================================================= // Classify - indicates this monster's place in the // relationship table. //========================================================= -int CPlayerMonster :: Classify ( void ) +int CPlayerMonster :: Classify ( void ) { return CLASS_PLAYER_ALLY; } @@ -100,7 +102,6 @@ void CPlayerMonster :: Spawn() m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result ) m_MonsterState = MONSTERSTATE_NONE; - MonsterInit(); if ( pev->spawnflags & SF_MONSTERPLAYER_NOTSOLID ) { diff --git a/dlls/prop.cpp b/dlls/prop.cpp index 86b1bf8a..0c3cbc8f 100644 --- a/dlls/prop.cpp +++ b/dlls/prop.cpp @@ -142,7 +142,8 @@ public: int m_iaCustomAnglesX[10]; int m_iaCustomAnglesZ[10]; }; -LINK_ENTITY_TO_CLASS(prop, CProp); + +LINK_ENTITY_TO_CLASS(prop, CProp) const char *CProp::pSoundsWood[] = { @@ -175,7 +176,6 @@ const char *CProp::pSoundsConcrete[] = "debris/concrete3.wav", }; - const char *CProp::pSoundsGlass[] = { "debris/glass1.wav", @@ -208,14 +208,11 @@ const char **CProp::MaterialSoundList( Materials precacheMaterial, int &soundCou pSoundList = pSoundsMetal; soundCount = ARRAYSIZE(pSoundsMetal); break; - case matCinderBlock: case matRocks: pSoundList = pSoundsConcrete; soundCount = ARRAYSIZE(pSoundsConcrete); break; - - case matCeilingTile: case matNone: default: @@ -279,7 +276,6 @@ void CProp::Precache( void ) PRECACHE_SOUND("debris/bustmetal1.wav"); PRECACHE_SOUND("debris/bustmetal2.wav"); break; - case matUnbreakableGlass: case matGlass: pGibName = "models/glassgibs.mdl"; @@ -327,8 +323,8 @@ void CProp::DamageSound( void ) int i; int material = m_Material; -// if (RANDOM_LONG(0,1)) -// return; + //if (RANDOM_LONG(0,1)) + // return; if (RANDOM_LONG(0,2)) pitch = PITCH_NORM; @@ -350,21 +346,18 @@ void CProp::DamageSound( void ) rgpsz[2] = "debris/glass3.wav"; i = 3; break; - case matWood: rgpsz[0] = "debris/wood1.wav"; rgpsz[1] = "debris/wood2.wav"; rgpsz[2] = "debris/wood3.wav"; i = 3; break; - case matMetal: rgpsz[0] = "debris/metal1.wav"; rgpsz[1] = "debris/metal3.wav"; rgpsz[2] = "debris/metal2.wav"; i = 2; break; - case matFlesh: rgpsz[0] = "debris/flesh1.wav"; rgpsz[1] = "debris/flesh2.wav"; @@ -374,7 +367,6 @@ void CProp::DamageSound( void ) rgpsz[5] = "debris/flesh7.wav"; i = 6; break; - case matRocks: case matCinderBlock: rgpsz[0] = "debris/concrete1.wav"; @@ -382,7 +374,6 @@ void CProp::DamageSound( void ) rgpsz[2] = "debris/concrete3.wav"; i = 3; break; - case matCeilingTile: // UNDONE: no ceiling tile shard sound yet i = 0; @@ -414,7 +405,6 @@ void CProp::Die( void ) if (fvol > 1.0) fvol = 1.0; - switch (m_Material) { case matGlass: @@ -427,7 +417,6 @@ void CProp::Die( void ) } cFlag = BREAK_GLASS; break; - case matWood: switch ( RANDOM_LONG(0,1) ) { @@ -438,7 +427,6 @@ void CProp::Die( void ) } cFlag = BREAK_WOOD; break; - case matComputer: case matMetal: switch ( RANDOM_LONG(0,1) ) @@ -450,7 +438,6 @@ void CProp::Die( void ) } cFlag = BREAK_METAL; break; - case matFlesh: switch ( RANDOM_LONG(0,1) ) { @@ -461,7 +448,6 @@ void CProp::Die( void ) } cFlag = BREAK_FLESH; break; - case matRocks: case matCinderBlock: switch ( RANDOM_LONG(0,1) ) @@ -473,13 +459,11 @@ void CProp::Die( void ) } cFlag = BREAK_CONCRETE; break; - case matCeilingTile: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustceiling.wav", fvol, ATTN_NORM, 0, pitch); break; } - if (m_Explosion == expDirected) vecVelocity = g_vecAttackDir * 200; else @@ -553,6 +537,7 @@ void CProp::Die( void ) pev->targetname = 0; pev->solid = SOLID_NOT; + // Fire targets on break SUB_UseTargets( NULL, USE_TOGGLE, 0 ); @@ -599,7 +584,6 @@ void CProp::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, { CBasePlayerWeapon *weapon = (CBasePlayerWeapon *) m_pHolstered->m_pActiveItem->GetWeaponPtr(); - //m_Holstered->m_pActiveItem->Holster(); // strange bug here. ValveWHY? // HACK: prevent attack @@ -795,7 +779,6 @@ void CProp::BounceTouch(CBaseEntity *pOther) CheckRotate(); if (m_shape == SHAPE_CYL_H) { - pev->velocity.x *= fabs(dp) * 0.8 + 0.2; pev->velocity.y *= fabs(dp) * 0.8 + 0.2; pev->velocity.z -= 20; @@ -831,7 +814,6 @@ void CProp::BounceTouch(CBaseEntity *pOther) pev->velocity.y *= m_flFloorFriction; pev->velocity.z -= 10; } - } else { @@ -874,7 +856,6 @@ void CProp::BounceSound(void) void CProp::Spawn(void) { - Precache(); if( minsH == g_vecZero ) @@ -933,8 +914,6 @@ void CProp::RespawnThink() PropRespawn(); } - - void CProp::AngleThink() { pev->nextthink = gpGlobals->time + m_flRespawnTime; @@ -1059,7 +1038,6 @@ int CProp::TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flD ALERT(at_console, "Takedmg: %s %s %f %f\n", STRING(pevInflictor->classname), STRING(pevAttacker->classname), flDamage, pev->health ); // now some func_breakable code - if ( !(pev->spawnflags & SF_PROP_BREAKABLE ) ) return 0; if ( pev->health <= 0 ) @@ -1085,10 +1063,10 @@ int CProp::TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flD // Make a shard noise each time func breakable is hit. // Don't play shard noise if cbreakable actually died. - DamageSound(); return 1; } + void CProp::KeyValue( KeyValueData* pkvd ) { ALERT( at_console, "%s %s\n", pkvd->szKeyName, pkvd->szValue); diff --git a/dlls/python.cpp b/dlls/python.cpp index 0e2a4c06..a49d0015 100644 --- a/dlls/python.cpp +++ b/dlls/python.cpp @@ -34,8 +34,8 @@ enum python_e { PYTHON_IDLE3 }; -LINK_ENTITY_TO_CLASS( weapon_python, CPython ); -LINK_ENTITY_TO_CLASS( weapon_357, CPython ); +LINK_ENTITY_TO_CLASS( weapon_python, CPython ) +LINK_ENTITY_TO_CLASS( weapon_357, CPython ) int CPython::GetItemInfo(ItemInfo *p) { @@ -78,7 +78,6 @@ void CPython::Spawn( ) FallInit();// get ready to fall down. } - void CPython::Precache( void ) { PRECACHE_MODEL("models/v_357.mdl"); @@ -115,7 +114,6 @@ BOOL CPython::Deploy( ) return DefaultDeploy( "models/v_357.mdl", "models/p_357.mdl", PYTHON_DRAW, "python", UseDecrement(), pev->body ); } - void CPython::Holster( int skiplocal /* = 0 */ ) { m_fInReload = FALSE;// cancel any reload in progress. @@ -188,7 +186,6 @@ void CPython::PrimaryAttack() // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); - UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle ); Vector vecSrc = m_pPlayer->GetGunPosition( ); @@ -197,13 +194,12 @@ void CPython::PrimaryAttack() Vector vecDir; vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_1DEGREES, 8192, BULLET_PLAYER_357, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed ); - int flags; + int flags; #if defined( CLIENT_WEAPONS ) flags = FEV_NOTHOST; #else flags = 0; #endif - PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usFirePython, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 ); if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) @@ -214,7 +210,6 @@ void CPython::PrimaryAttack() m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); } - void CPython::Reload( void ) { if ( m_pPlayer->ammo_357 <= 0 ) @@ -239,7 +234,6 @@ void CPython::Reload( void ) } } - void CPython::WeaponIdle( void ) { ResetEmptySound( ); @@ -289,8 +283,6 @@ void CPython::WeaponIdle( void ) SendWeaponAnim( iAnim, UseDecrement() ? 1 : 0, bUseScope ); } - - class CPythonAmmo : public CBasePlayerAmmo { void Spawn( void ) @@ -314,7 +306,6 @@ class CPythonAmmo : public CBasePlayerAmmo return FALSE; } }; -LINK_ENTITY_TO_CLASS( ammo_357, CPythonAmmo ); - -#endif \ No newline at end of file +LINK_ENTITY_TO_CLASS( ammo_357, CPythonAmmo ) +#endif diff --git a/dlls/rat.cpp b/dlls/rat.cpp index 88b1ad2d..3676d9e5 100644 --- a/dlls/rat.cpp +++ b/dlls/rat.cpp @@ -34,13 +34,14 @@ public: void SetYawSpeed( void ); int Classify ( void ); }; -LINK_ENTITY_TO_CLASS( monster_rat, CRat ); + +LINK_ENTITY_TO_CLASS( monster_rat, CRat ) //========================================================= // Classify - indicates this monster's place in the // relationship table. //========================================================= -int CRat :: Classify ( void ) +int CRat :: Classify ( void ) { return CLASS_INSECT; } diff --git a/dlls/rpg.cpp b/dlls/rpg.cpp index a6773dcf..6a7b0558 100644 --- a/dlls/rpg.cpp +++ b/dlls/rpg.cpp @@ -36,14 +36,14 @@ enum rpg_e { RPG_HOLSTER2, // unloaded RPG_DRAW_UL, // unloaded RPG_IDLE_UL, // unloaded idle - RPG_FIDGET_UL, // unloaded fidget + RPG_FIDGET_UL // unloaded fidget }; -LINK_ENTITY_TO_CLASS( weapon_rpg, CRpg ); +LINK_ENTITY_TO_CLASS( weapon_rpg, CRpg ) #ifndef CLIENT_DLL -LINK_ENTITY_TO_CLASS( laser_spot, CLaserSpot ); +LINK_ENTITY_TO_CLASS( laser_spot, CLaserSpot ) //========================================================= //========================================================= @@ -99,7 +99,7 @@ void CLaserSpot::Precache( void ) PRECACHE_MODEL("sprites/laserdot.spr"); }; -LINK_ENTITY_TO_CLASS( rpg_rocket, CRpgRocket ); +LINK_ENTITY_TO_CLASS( rpg_rocket, CRpgRocket ) //========================================================= //========================================================= @@ -204,7 +204,6 @@ void CRpgRocket :: IgniteThink( void ) pev->nextthink = gpGlobals->time + 0.1; } - void CRpgRocket :: FollowThink( void ) { CBaseEntity *pOther = NULL; @@ -280,8 +279,6 @@ void CRpgRocket :: FollowThink( void ) } #endif - - void CRpg::Reload( void ) { int iResult = 0; @@ -355,7 +352,6 @@ void CRpg::Spawn( ) FallInit();// get ready to fall down. } - void CRpg::Precache( void ) { PRECACHE_MODEL("models/w_rpg.mdl"); @@ -413,7 +409,6 @@ BOOL CRpg::Deploy( ) return DefaultDeploy( "models/v_rpg.mdl", "models/p_rpg.mdl", RPG_DRAW1, "rpg" ); } - BOOL CRpg::CanHolster( void ) { if ( m_fSpotActive && m_cActiveRockets ) @@ -440,11 +435,8 @@ void CRpg::Holster( int skiplocal /* = 0 */ ) m_pSpot = NULL; } #endif - } - - void CRpg::PrimaryAttack() { if ( m_iClip ) @@ -490,7 +482,6 @@ void CRpg::PrimaryAttack() UpdateSpot( ); } - void CRpg::SecondaryAttack() { m_fSpotActive = ! m_fSpotActive; @@ -502,11 +493,9 @@ void CRpg::SecondaryAttack() m_pSpot = NULL; } #endif - m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.2; } - void CRpg::WeaponIdle( void ) { UpdateSpot( ); @@ -547,11 +536,8 @@ void CRpg::WeaponIdle( void ) } } - - void CRpg::UpdateSpot( void ) { - #ifndef CLIENT_DLL if (m_fSpotActive) { @@ -570,10 +556,8 @@ void CRpg::UpdateSpot( void ) UTIL_SetOrigin( m_pSpot->pev, tr.vecEndPos ); } #endif - } - class CRpgAmmo : public CBasePlayerAmmo { void Spawn( void ) @@ -613,6 +597,6 @@ class CRpgAmmo : public CBasePlayerAmmo return FALSE; } }; -LINK_ENTITY_TO_CLASS( ammo_rpgclip, CRpgAmmo ); +LINK_ENTITY_TO_CLASS( ammo_rpgclip, CRpgAmmo ) #endif diff --git a/dlls/satchel.cpp b/dlls/satchel.cpp index ee74a3df..ed1f8216 100644 --- a/dlls/satchel.cpp +++ b/dlls/satchel.cpp @@ -38,8 +38,6 @@ enum satchel_radio_e { SATCHEL_RADIO_HOLSTER }; - - class CSatchelCharge : public CGrenade { void Spawn( void ); @@ -52,7 +50,8 @@ class CSatchelCharge : public CGrenade public: void Deactivate( void ); }; -LINK_ENTITY_TO_CLASS( monster_satchel, CSatchelCharge ); + +LINK_ENTITY_TO_CLASS( monster_satchel, CSatchelCharge ) //========================================================= // Deactivate - do whatever it is we do to an orphaned @@ -64,7 +63,6 @@ void CSatchelCharge::Deactivate( void ) UTIL_Remove( this ); } - void CSatchelCharge :: Spawn( void ) { Precache( ); @@ -90,7 +88,6 @@ void CSatchelCharge :: Spawn( void ) pev->sequence = 1; } - void CSatchelCharge::SatchelSlide( CBaseEntity *pOther ) { entvars_t *pevOther = pOther->pev; @@ -120,7 +117,6 @@ void CSatchelCharge::SatchelSlide( CBaseEntity *pOther ) StudioFrameAdvance( ); } - void CSatchelCharge :: SatchelThink( void ) { StudioFrameAdvance( ); @@ -167,9 +163,7 @@ void CSatchelCharge :: BounceSound( void ) } } - -LINK_ENTITY_TO_CLASS( weapon_satchel, CSatchel ); - +LINK_ENTITY_TO_CLASS( weapon_satchel, CSatchel ) //========================================================= // CALLED THROUGH the newly-touched weapon's instance. The existing player weapon is pOriginal @@ -223,7 +217,6 @@ void CSatchel::Spawn( ) FallInit();// get ready to fall down. } - void CSatchel::Precache( void ) { PRECACHE_MODEL("models/v_satchel.mdl"); @@ -235,7 +228,6 @@ void CSatchel::Precache( void ) UTIL_PrecacheOther( "monster_satchel" ); } - int CSatchel::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); @@ -304,7 +296,6 @@ BOOL CSatchel::Deploy( ) return TRUE; } - void CSatchel::Holster( int skiplocal /* = 0 */ ) { m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; @@ -327,8 +318,6 @@ void CSatchel::Holster( int skiplocal /* = 0 */ ) } } - - void CSatchel::PrimaryAttack() { switch (m_chargeReady) @@ -364,7 +353,6 @@ void CSatchel::PrimaryAttack() m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5; break; } - case 2: // we're reloading, don't allow fire { @@ -373,7 +361,6 @@ void CSatchel::PrimaryAttack() } } - void CSatchel::SecondaryAttack( void ) { if ( m_chargeReady != 2 ) @@ -382,7 +369,6 @@ void CSatchel::SecondaryAttack( void ) } } - void CSatchel::Throw( void ) { if ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] ) @@ -416,7 +402,6 @@ void CSatchel::Throw( void ) } } - void CSatchel::WeaponIdle( void ) { if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) @@ -448,7 +433,6 @@ void CSatchel::WeaponIdle( void ) #else LoadVModel ( "models/v_satchel.mdl", m_pPlayer ); #endif - SendWeaponAnim( SATCHEL_DRAW ); // use tripmine animations @@ -490,5 +474,4 @@ void DeactivateSatchels( CBasePlayer *pOwner ) pFind = FIND_ENTITY_BY_CLASSNAME( pFind, "monster_satchel" ); } } - #endif diff --git a/dlls/saverestore.h b/dlls/saverestore.h index 8623601f..f76613e8 100644 --- a/dlls/saverestore.h +++ b/dlls/saverestore.h @@ -43,7 +43,6 @@ protected: unsigned int HashString( const char *pszToken ); }; - class CSave : public CSaveRestoreBuffer { public: @@ -125,7 +124,6 @@ private: return restore.ReadFields( #derivedClass, this, m_SaveData, ARRAYSIZE(m_SaveData) );\ } - typedef enum { GLOBAL_OFF = 0, GLOBAL_ON = 1, GLOBAL_DEAD = 2 } GLOBALESTATE; typedef struct globalentity_s globalentity_t; @@ -166,4 +164,4 @@ private: extern CGlobalState gGlobalState; -#endif //SAVERESTORE_H +#endif //SAVERESTORE_H diff --git a/dlls/schedule.cpp b/dlls/schedule.cpp index 468bb358..c0911c94 100644 --- a/dlls/schedule.cpp +++ b/dlls/schedule.cpp @@ -16,6 +16,7 @@ // schedule.cpp - functions and data pertaining to the // monsters' AI scheduling system. //========================================================= + #include "extdll.h" #include "util.h" #include "cbase.h" @@ -60,7 +61,7 @@ void CBaseMonster :: ClearSchedule( void ) BOOL CBaseMonster :: FScheduleDone ( void ) { ASSERT( m_pSchedule != NULL ); - + if ( m_iScheduleIndex == m_pSchedule->cTasks ) { return TRUE; @@ -106,7 +107,7 @@ void CBaseMonster :: ChangeSchedule ( Schedule_t *pNewSchedule ) if ( FClassnameIs( pev, "monster_human_grunt" ) ) { Task_t *pTask = GetTask(); - + if ( pTask ) { const char *pName = NULL; @@ -119,7 +120,7 @@ void CBaseMonster :: ChangeSchedule ( Schedule_t *pNewSchedule ) { pName = "No Schedule"; } - + if ( !pName ) { pName = "Unknown"; @@ -129,7 +130,6 @@ void CBaseMonster :: ChangeSchedule ( Schedule_t *pNewSchedule ) } } #endif// 0 - } //========================================================= @@ -161,7 +161,7 @@ int CBaseMonster :: IScheduleFlags ( void ) { return 0; } - + // strip off all bits excepts the ones capable of breaking this schedule. return m_afConditions & m_pSchedule->iInterruptMask; } @@ -192,7 +192,6 @@ BOOL CBaseMonster :: FScheduleValid ( void ) UTIL_Sparks( tmp ); } #endif // DEBUG - // some condition has interrupted the schedule, or the schedule is done return FALSE; } @@ -218,7 +217,7 @@ void CBaseMonster :: MaintainSchedule ( void ) NextScheduledTask(); } - // validate existing schedule + // validate existing schedule if ( !FScheduleValid() || m_MonsterState != m_IdealMonsterState ) { // if we come into this block of code, the schedule is going to have to be changed. @@ -250,6 +249,7 @@ void CBaseMonster :: MaintainSchedule ( void ) pNewSchedule = GetScheduleOfType( m_failSchedule ); else pNewSchedule = GetScheduleOfType( SCHED_FAIL ); + // schedule was invalid because the current task failed to start or complete ALERT ( at_aiconsole, "Schedule Failed at %d!\n", m_iScheduleIndex ); ChangeSchedule( pNewSchedule ); @@ -278,7 +278,7 @@ void CBaseMonster :: MaintainSchedule ( void ) { SetActivity ( m_IdealActivity ); } - + if ( !TaskIsComplete() && m_iTaskStatus != TASKSTATUS_NEW ) break; } @@ -317,7 +317,6 @@ void CBaseMonster :: RunTask ( Task_t *pTask ) } break; } - case TASK_PLAY_SEQUENCE_FACE_ENEMY: case TASK_PLAY_SEQUENCE_FACE_TARGET: { @@ -336,7 +335,6 @@ void CBaseMonster :: RunTask ( Task_t *pTask ) TaskComplete(); } break; - case TASK_PLAY_SEQUENCE: case TASK_PLAY_ACTIVE_IDLE: { @@ -346,8 +344,6 @@ void CBaseMonster :: RunTask ( Task_t *pTask ) } break; } - - case TASK_FACE_ENEMY: { MakeIdealYaw( m_vecEnemyLKP ); @@ -416,6 +412,7 @@ void CBaseMonster :: RunTask ( Task_t *pTask ) else { distance = ( m_vecMoveGoal - pev->origin ).Length2D(); + // Re-evaluate when you think your finished, or the target has moved too far if ( (distance < pTask->flData) || (m_vecMoveGoal - m_hTargetEnt->pev->origin).Length() > pTask->flData * 0.5 ) { @@ -436,7 +433,6 @@ void CBaseMonster :: RunTask ( Task_t *pTask ) else if ( distance >= 270 && m_movementActivity != ACT_RUN ) m_movementActivity = ACT_RUN; } - break; } case TASK_WAIT_FOR_MOVEMENT: @@ -453,7 +449,7 @@ void CBaseMonster :: RunTask ( Task_t *pTask ) if ( m_fSequenceFinished && pev->frame >= 255 ) { pev->deadflag = DEAD_DEAD; - + SetThink( NULL ); StopAnimation(); @@ -461,7 +457,7 @@ void CBaseMonster :: RunTask ( Task_t *pTask ) { // a bit of a hack. If a corpses' bbox is positioned such that being left solid so that it can be attacked will // block the player on a slope or stairs, the corpse is made nonsolid. -// pev->solid = SOLID_NOT; + //pev->solid = SOLID_NOT; UTIL_SetSize ( pev, Vector ( -4, -4, 0 ), Vector ( 4, 4, 1 ) ); } else // !!!HACKHACK - put monster in a thin, wide bounding box until we fix the solid type/bounding volume problem @@ -554,11 +550,13 @@ void CBaseMonster :: SetTurnActivity ( void ) flYD = FlYawDiff(); if ( flYD <= -45 && LookupActivity ( ACT_TURN_RIGHT ) != ACTIVITY_NOT_AVAILABLE ) - {// big right turn + { + // big right turn m_IdealActivity = ACT_TURN_RIGHT; } else if ( flYD > 45 && LookupActivity ( ACT_TURN_LEFT ) != ACTIVITY_NOT_AVAILABLE ) - {// big left turn + { + // big left turn m_IdealActivity = ACT_TURN_LEFT; } } @@ -575,7 +573,7 @@ void CBaseMonster :: StartTask ( Task_t *pTask ) case TASK_TURN_RIGHT: { float flCurrentYaw; - + flCurrentYaw = UTIL_AngleMod( pev->angles.y ); pev->ideal_yaw = UTIL_AngleMod( flCurrentYaw - pTask->flData ); SetTurnActivity(); @@ -584,7 +582,7 @@ void CBaseMonster :: StartTask ( Task_t *pTask ) case TASK_TURN_LEFT: { float flCurrentYaw; - + flCurrentYaw = UTIL_AngleMod( pev->angles.y ); pev->ideal_yaw = UTIL_AngleMod( flCurrentYaw + pTask->flData ); SetTurnActivity(); @@ -673,7 +671,6 @@ void CBaseMonster :: StartTask ( Task_t *pTask ) { TaskFail(); } - break; } case TASK_FIND_NEAR_NODE_COVER_FROM_ENEMY: @@ -744,8 +741,8 @@ void CBaseMonster :: StartTask ( Task_t *pTask ) { // Find cover from self if no enemy available pevCover = pev; -// TaskFail(); -// return; + //TaskFail(); + //return; } else pevCover = m_hEnemy->pev; @@ -819,12 +816,10 @@ void CBaseMonster :: StartTask ( Task_t *pTask ) SetTurnActivity(); break; } - case TASK_FACE_LASTPOSITION: MakeIdealYaw ( m_vecLastPosition ); SetTurnActivity(); break; - case TASK_FACE_TARGET: if ( m_hTargetEnt != NULL ) { @@ -867,12 +862,14 @@ void CBaseMonster :: StartTask ( Task_t *pTask ) } case TASK_WAIT: case TASK_WAIT_FACE_ENEMY: - {// set a future time that tells us when the wait is over. + { + // set a future time that tells us when the wait is over. m_flWaitFinished = gpGlobals->time + pTask->flData; break; } case TASK_WAIT_RANDOM: - {// set a future time that tells us when the wait is over. + { + // set a future time that tells us when the wait is over. m_flWaitFinished = gpGlobals->time + RANDOM_FLOAT( 0.1, pTask->flData ); break; } @@ -901,6 +898,7 @@ void CBaseMonster :: StartTask ( Task_t *pTask ) newActivity = ACT_WALK; else newActivity = ACT_RUN; + // This monster can't do this! if ( LookupActivity( newActivity ) == ACTIVITY_NOT_AVAILABLE ) TaskComplete(); @@ -1042,7 +1040,6 @@ void CBaseMonster :: StartTask ( Task_t *pTask ) } break; } - case TASK_GET_PATH_TO_TARGET: { RouteClear(); @@ -1106,7 +1103,7 @@ void CBaseMonster :: StartTask ( Task_t *pTask ) } break; } -case TASK_GET_PATH_TO_BESTSCENT: + case TASK_GET_PATH_TO_BESTSCENT: { CSound *pScent; @@ -1120,7 +1117,7 @@ case TASK_GET_PATH_TO_BESTSCENT: { // no way to get there =( ALERT ( at_aiconsole, "GetPathToBestScent failed!!\n" ); - + TaskFail(); } break; @@ -1180,8 +1177,6 @@ case TASK_GET_PATH_TO_BESTSCENT: TaskComplete(); break; } - - case TASK_WAIT_FOR_MOVEMENT: { if (FRouteClear()) @@ -1190,7 +1185,6 @@ case TASK_GET_PATH_TO_BESTSCENT: } break; } - case TASK_EAT: { Eat( pTask->flData ); @@ -1205,7 +1199,7 @@ case TASK_GET_PATH_TO_BESTSCENT: case TASK_DIE: { RouteClear(); - + m_IdealActivity = GetDeathActivity(); pev->deadflag = DEAD_DYING; @@ -1260,7 +1254,6 @@ case TASK_GET_PATH_TO_BESTSCENT: } else m_IdealActivity = ACT_IDLE; - break; } case TASK_PLAY_SCRIPT: @@ -1298,24 +1291,20 @@ case TASK_GET_PATH_TO_BESTSCENT: RouteClear(); break; } - case TASK_SUGGEST_STATE: { m_IdealMonsterState = (MONSTERSTATE)(int)pTask->flData; TaskComplete(); break; } - case TASK_SET_FAIL_SCHEDULE: m_failSchedule = (int)pTask->flData; TaskComplete(); break; - case TASK_CLEAR_FAIL_SCHEDULE: m_failSchedule = SCHED_NONE; TaskComplete(); break; - default: { ALERT ( at_aiconsole, "No StartTask entry for %d\n", (SHARED_TASKS)pTask->iTask ); @@ -1397,7 +1386,6 @@ Schedule_t *CBaseMonster :: GetSchedule ( void ) return GetScheduleOfType( SCHED_ALERT_SMALL_FLINCH ); } } - else if ( HasConditions ( bits_COND_HEAR_SOUND ) ) { return GetScheduleOfType( SCHED_ALERT_FACE ); diff --git a/dlls/schedule.h b/dlls/schedule.h index 82cbdeb7..0c4fb1ce 100644 --- a/dlls/schedule.h +++ b/dlls/schedule.h @@ -25,7 +25,6 @@ #define TASKSTATUS_RUNNING_TASK 3 // Just running task #define TASKSTATUS_COMPLETE 4 // Completed, get next task - //========================================================= // These are the schedule types //========================================================= @@ -172,7 +171,7 @@ typedef enum TASK_REMEMBER, TASK_FORGET, TASK_WAIT_FOR_MOVEMENT, // wait until MovementIsComplete() - LAST_COMMON_TASK, // LEAVE THIS AT THE BOTTOM!! (sjb) + LAST_COMMON_TASK // LEAVE THIS AT THE BOTTOM!! (sjb) } SHARED_TASKS; @@ -180,7 +179,7 @@ typedef enum enum { TARGET_MOVE_NORMAL = 0, - TARGET_MOVE_SCRIPTED = 1, + TARGET_MOVE_SCRIPTED = 1 }; @@ -194,7 +193,7 @@ enum GOAL_MOVE, GOAL_TAKE_COVER, GOAL_MOVE_TARGET, - GOAL_EAT, + GOAL_EAT }; // an array of tasks is a task list @@ -208,11 +207,10 @@ struct Task_t struct Schedule_t { - Task_t *pTasklist; int cTasks; int iInterruptMask;// a bit mask of conditions that can interrupt this schedule - + // a more specific mask that indicates which TYPES of sounds will interrupt the schedule in the // event that the schedule is broken by COND_HEAR_SOUND int iSoundMask; @@ -282,7 +280,6 @@ struct WayPoint_t #define bits_COND_TASK_FAILED ( 1 << 30) #define bits_COND_SCHEDULE_DONE ( 1 << 31) - #define bits_COND_ALL_SPECIAL (bits_COND_SPECIAL1 | bits_COND_SPECIAL2) #define bits_COND_CAN_ATTACK (bits_COND_CAN_RANGE_ATTACK1 | bits_COND_CAN_MELEE_ATTACK1 | bits_COND_CAN_RANGE_ATTACK2 | bits_COND_CAN_MELEE_ATTACK2) diff --git a/dlls/scientist.cpp b/dlls/scientist.cpp index 0b7c6eac..b2f2b784 100644 --- a/dlls/scientist.cpp +++ b/dlls/scientist.cpp @@ -27,7 +27,6 @@ #include "animation.h" #include "soundent.h" - #define NUM_SCIENTIST_HEADS 4 // four heads available for scientist model enum { HEAD_GLASSES = 0, HEAD_EINSTEIN = 1, HEAD_LUTHER = 2, HEAD_SLICK = 3 }; @@ -38,7 +37,7 @@ enum SCHED_PANIC, SCHED_STARTLE, SCHED_TARGET_CHASE_SCARED, - SCHED_TARGET_FACE_SCARED, + SCHED_TARGET_FACE_SCARED }; enum @@ -49,7 +48,7 @@ enum TASK_RUN_PATH_SCARED, TASK_SCREAM, TASK_RANDOM_SCREAM, - TASK_MOVE_TO_TARGET_RANGE_SCARED, + TASK_MOVE_TO_TARGET_RANGE_SCARED }; //========================================================= @@ -96,7 +95,7 @@ public: void DeathSound( void ); void PainSound( void ); - + void TalkInit( void ); void Killed( entvars_t *pevAttacker, int iGib ); @@ -105,7 +104,7 @@ public: virtual int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; - CUSTOM_SCHEDULES; + CUSTOM_SCHEDULES private: float m_painTime; @@ -113,16 +112,16 @@ private: float m_fearTime; }; -LINK_ENTITY_TO_CLASS( monster_scientist, CScientist ); +LINK_ENTITY_TO_CLASS( monster_scientist, CScientist ) -TYPEDESCRIPTION CScientist::m_SaveData[] = +TYPEDESCRIPTION CScientist::m_SaveData[] = { DEFINE_FIELD( CScientist, m_painTime, FIELD_TIME ), DEFINE_FIELD( CScientist, m_healTime, FIELD_TIME ), DEFINE_FIELD( CScientist, m_fearTime, FIELD_TIME ), }; -IMPLEMENT_SAVERESTORE( CScientist, CTalkMonster ); +IMPLEMENT_SAVERESTORE( CScientist, CTalkMonster ) //========================================================= // AI Schedules Specific to this monster @@ -205,7 +204,6 @@ Schedule_t slStopFollowing[] = }, }; - Task_t tlHeal[] = { { TASK_MOVE_TO_TARGET_RANGE,(float)50 }, // Move within 60 of target ent (client) @@ -228,7 +226,6 @@ Schedule_t slHeal[] = }, }; - Task_t tlFaceTarget[] = { { TASK_STOP_MOVING, (float)0 }, @@ -251,7 +248,6 @@ Schedule_t slFaceTarget[] = }, }; - Task_t tlSciPanic[] = { { TASK_STOP_MOVING, (float)0 }, @@ -272,7 +268,6 @@ Schedule_t slSciPanic[] = }, }; - Task_t tlIdleSciStand[] = { { TASK_STOP_MOVING, 0 }, @@ -306,7 +301,6 @@ Schedule_t slIdleSciStand[] = }, }; - Task_t tlScientistCover[] = { { TASK_SET_FAIL_SCHEDULE, (float)SCHED_PANIC }, // If you fail, just panic! @@ -328,8 +322,6 @@ Schedule_t slScientistCover[] = }, }; - - Task_t tlScientistHide[] = { { TASK_SET_FAIL_SCHEDULE, (float)SCHED_PANIC }, // If you fail, just panic! @@ -355,7 +347,6 @@ Schedule_t slScientistHide[] = }, }; - Task_t tlScientistStartle[] = { { TASK_SET_FAIL_SCHEDULE, (float)SCHED_PANIC }, // If you fail, just panic! @@ -382,8 +373,6 @@ Schedule_t slScientistStartle[] = }, }; - - Task_t tlFear[] = { { TASK_STOP_MOVING, (float)0 }, @@ -403,7 +392,6 @@ Schedule_t slFear[] = }, }; - DEFINE_CUSTOM_SCHEDULES( CScientist ) { slFollow, @@ -420,9 +408,7 @@ DEFINE_CUSTOM_SCHEDULES( CScientist ) slFaceTargetScared, }; - -IMPLEMENT_CUSTOM_SCHEDULES( CScientist, CTalkMonster ); - +IMPLEMENT_CUSTOM_SCHEDULES( CScientist, CTalkMonster ) void CScientist::DeclineFollowing( void ) { @@ -431,7 +417,6 @@ void CScientist::DeclineFollowing( void ) PlaySentence( "SC_POK", 2, VOL_NORM, ATTN_NORM ); } - void CScientist :: Scream( void ) { if ( FOkToSpeak() ) @@ -442,7 +427,6 @@ void CScientist :: Scream( void ) } } - Activity CScientist::GetStoppedActivity( void ) { if ( m_hEnemy != NULL ) @@ -450,7 +434,6 @@ Activity CScientist::GetStoppedActivity( void ) return CTalkMonster::GetStoppedActivity(); } - void CScientist :: StartTask( Task_t *pTask ) { switch( pTask->iTask ) @@ -463,18 +446,15 @@ void CScientist :: StartTask( Task_t *pTask ) TaskComplete(); break; - case TASK_SCREAM: Scream(); TaskComplete(); break; - case TASK_RANDOM_SCREAM: if ( RANDOM_FLOAT( 0, 1 ) < pTask->flData ) Scream(); TaskComplete(); break; - case TASK_SAY_FEAR: if ( FOkToSpeak() ) { @@ -487,15 +467,12 @@ void CScientist :: StartTask( Task_t *pTask ) } TaskComplete(); break; - case TASK_HEAL: m_IdealActivity = ACT_MELEE_ATTACK1; break; - case TASK_RUN_PATH_SCARED: m_movementActivity = ACT_RUN_SCARED; break; - case TASK_MOVE_TO_TARGET_RANGE_SCARED: { if ( (m_hTargetEnt->pev->origin - pev->origin).Length() < 1 ) @@ -508,7 +485,6 @@ void CScientist :: StartTask( Task_t *pTask ) } } break; - default: CTalkMonster::StartTask( pTask ); break; @@ -525,7 +501,6 @@ void CScientist :: RunTask( Task_t *pTask ) if ( RANDOM_LONG(0,31) < 8 ) Scream(); break; - case TASK_MOVE_TO_TARGET_RANGE_SCARED: { if ( RANDOM_LONG(0,63)< 8 ) @@ -562,7 +537,6 @@ void CScientist :: RunTask( Task_t *pTask ) } } break; - case TASK_HEAL: if ( m_fSequenceFinished ) { @@ -591,7 +565,6 @@ int CScientist :: Classify ( void ) return CLASS_HUMAN_PASSIVE; } - //========================================================= // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. @@ -647,7 +620,6 @@ void CScientist :: HandleAnimEvent( MonsterEvent_t *pEvent ) pev->body = (oldBody % NUM_SCIENTIST_HEADS) + NUM_SCIENTIST_HEADS * 0; } break; - default: CTalkMonster::HandleAnimEvent( pEvent ); } @@ -671,7 +643,7 @@ void CScientist :: Spawn( void ) m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so scientists will notice player and say hello m_MonsterState = MONSTERSTATE_NONE; -// m_flDistTooFar = 256.0; + //m_flDistTooFar = 256.0; m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_OPEN_DOORS | bits_CAP_AUTO_DOORS | bits_CAP_USE; @@ -679,14 +651,15 @@ void CScientist :: Spawn( void ) pev->skin = 0; if ( pev->body == -1 ) - {// -1 chooses a random head + { + // -1 chooses a random head pev->body = RANDOM_LONG(0, NUM_SCIENTIST_HEADS-1);// pick a head, any head } // Luther is black, make his hands black if ( pev->body == HEAD_LUTHER ) pev->skin = 1; - + MonsterInit(); SetUse( &CTalkMonster::FollowerUse ); } @@ -713,7 +686,6 @@ void CScientist :: Precache( void ) // Init talk data void CScientist :: TalkInit() { - CTalkMonster::TalkInit(); // scientist will try to talk to friends in this order: @@ -742,7 +714,7 @@ void CScientist :: TalkInit() m_szGrp[TLK_PIDLE] = "SC_PIDLE"; m_szGrp[TLK_PQUESTION] = "SC_PQUEST"; m_szGrp[TLK_SMELL] = "SC_SMELL"; - + m_szGrp[TLK_WOUND] = "SC_WOUND"; m_szGrp[TLK_MORTAL] = "SC_MORTAL"; @@ -759,7 +731,6 @@ void CScientist :: TalkInit() int CScientist :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) { - if ( pevInflictor && pevInflictor->flags & FL_CLIENT ) { Remember( bits_MEMORY_PROVOKED ); @@ -770,7 +741,6 @@ int CScientist :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, f return CTalkMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType); } - //========================================================= // ISoundMask - returns a bit mask indicating which types // of sounds this monster regards. In the base class implementation, @@ -783,7 +753,7 @@ int CScientist :: ISoundMask ( void ) bits_SOUND_DANGER | bits_SOUND_PLAYER; } - + //========================================================= // PainSound //========================================================= @@ -791,7 +761,7 @@ void CScientist :: PainSound ( void ) { if (gpGlobals->time < m_painTime ) return; - + m_painTime = gpGlobals->time + RANDOM_FLOAT(0.5, 0.75); switch (RANDOM_LONG(0,4)) @@ -812,14 +782,12 @@ void CScientist :: DeathSound ( void ) PainSound(); } - void CScientist::Killed( entvars_t *pevAttacker, int iGib ) { SetUse( NULL ); CTalkMonster::Killed( pevAttacker, iGib ); } - void CScientist :: SetActivity ( Activity newActivity ) { int iSequence; @@ -832,7 +800,6 @@ void CScientist :: SetActivity ( Activity newActivity ) CTalkMonster::SetActivity( newActivity ); } - Schedule_t* CScientist :: GetScheduleOfType ( int Type ) { Schedule_t *psched; @@ -849,22 +816,16 @@ Schedule_t* CScientist :: GetScheduleOfType ( int Type ) return slFaceTarget; // override this for different target face behavior else return psched; - case SCHED_TARGET_CHASE: return slFollow; - case SCHED_CANT_FOLLOW: return slStopFollowing; - case SCHED_PANIC: return slSciPanic; - case SCHED_TARGET_CHASE_SCARED: return slFollowScared; - case SCHED_TARGET_FACE_SCARED: return slFaceTargetScared; - case SCHED_IDLE_STAND: // call base class default so that scientist will talk // when standing during idle @@ -874,13 +835,10 @@ Schedule_t* CScientist :: GetScheduleOfType ( int Type ) return slIdleSciStand; else return psched; - case SCHED_HIDE: return slScientistHide; - case SCHED_STARTLE: return slScientistStartle; - case SCHED_FEAR: return slFear; } @@ -905,7 +863,7 @@ Schedule_t *CScientist :: GetSchedule ( void ) switch( m_MonsterState ) { - case MONSTERSTATE_ALERT: + case MONSTERSTATE_ALERT: case MONSTERSTATE_IDLE: if ( pEnemy ) { @@ -1032,7 +990,6 @@ MONSTERSTATE CScientist :: GetIdealState ( void ) StopFollowing( TRUE ); } break; - case MONSTERSTATE_COMBAT: { CBaseEntity *pEnemy = m_hEnemy; @@ -1045,6 +1002,7 @@ MONSTERSTATE CScientist :: GetIdealState ( void ) m_hEnemy = NULL; return m_IdealMonsterState; } + // Follow if only scared a little if ( m_hTargetEnt != NULL ) { @@ -1058,7 +1016,6 @@ MONSTERSTATE CScientist :: GetIdealState ( void ) m_IdealMonsterState = MONSTERSTATE_COMBAT; return m_IdealMonsterState; } - } } break; @@ -1069,7 +1026,6 @@ MONSTERSTATE CScientist :: GetIdealState ( void ) return CTalkMonster::GetIdealState(); } - BOOL CScientist::CanHeal( void ) { if ( (m_healTime > gpGlobals->time) || (m_hTargetEnt == NULL) || (m_hTargetEnt->pev->health > (m_hTargetEnt->pev->max_health * 0.5)) ) @@ -1126,7 +1082,7 @@ void CDeadScientist::KeyValue( KeyValueData *pkvd ) else CBaseMonster::KeyValue( pkvd ); } -LINK_ENTITY_TO_CLASS( monster_scientist_dead, CDeadScientist ); +LINK_ENTITY_TO_CLASS( monster_scientist_dead, CDeadScientist ) // // ********** DeadScientist SPAWN ********** @@ -1138,15 +1094,18 @@ void CDeadScientist :: Spawn( ) pev->effects = 0; pev->sequence = 0; + // Corpses have less health pev->health = 8;//gSkillData.scientistHealth; m_bloodColor = BLOOD_COLOR_RED; if ( pev->body == -1 ) - {// -1 chooses a random head + { + // -1 chooses a random head pev->body = RANDOM_LONG(0, NUM_SCIENTIST_HEADS-1);// pick a head, any head } + // Luther is black, make his hands black if ( pev->body == HEAD_LUTHER ) pev->skin = 1; @@ -1163,7 +1122,6 @@ void CDeadScientist :: Spawn( ) MonsterInitDead(); } - //========================================================= // Sitting Scientist PROP //========================================================= @@ -1189,15 +1147,15 @@ public: float m_flResponseDelay; }; -LINK_ENTITY_TO_CLASS( monster_sitting_scientist, CSittingScientist ); -TYPEDESCRIPTION CSittingScientist::m_SaveData[] = +LINK_ENTITY_TO_CLASS( monster_sitting_scientist, CSittingScientist ) +TYPEDESCRIPTION CSittingScientist::m_SaveData[] = { // Don't need to save/restore m_baseSequence (recalced) DEFINE_FIELD( CSittingScientist, m_headTurn, FIELD_INTEGER ), DEFINE_FIELD( CSittingScientist, m_flResponseDelay, FIELD_FLOAT ), }; -IMPLEMENT_SAVERESTORE( CSittingScientist, CScientist ); +IMPLEMENT_SAVERESTORE( CSittingScientist, CScientist ) // animation sequence aliases typedef enum @@ -1209,7 +1167,6 @@ SITTING_ANIM_sitting2, SITTING_ANIM_sitting3 } SITTING_ANIM; - // // ********** Scientist SPAWN ********** // @@ -1235,9 +1192,11 @@ void CSittingScientist :: Spawn( ) SetBits(pev->spawnflags, SF_MONSTER_PREDISASTER); // predisaster only! if ( pev->body == -1 ) - {// -1 chooses a random head + { + // -1 chooses a random head pev->body = RANDOM_LONG(0, NUM_SCIENTIST_HEADS-1);// pick a head, any head } + // Luther is black, make his hands black if ( pev->body == HEAD_LUTHER ) pev->skin = 1; @@ -1266,7 +1225,6 @@ int CSittingScientist :: Classify ( void ) return CLASS_HUMAN_PASSIVE; } - int CSittingScientist::FriendNumber( int arrayNumber ) { static int array[3] = { 2, 1, 0 }; @@ -1275,8 +1233,6 @@ int CSittingScientist::FriendNumber( int arrayNumber ) return arrayNumber; } - - //========================================================= // sit, do stuff //========================================================= @@ -1384,7 +1340,6 @@ void CSittingScientist :: SetAnswerQuestion( CTalkMonster *pSpeaker ) m_hTalkTarget = (CBaseMonster *)pSpeaker; } - //========================================================= // FIdleSpeak // ask question of nearby friend, or make statement diff --git a/dlls/scripted.cpp b/dlls/scripted.cpp index d68c967f..aa3701d8 100644 --- a/dlls/scripted.cpp +++ b/dlls/scripted.cpp @@ -36,8 +36,6 @@ #include "scripted.h" #include "defaultai.h" - - /* classname "scripted_sequence" targetname "me" - there can be more than one with the same name, and they act in concert @@ -50,7 +48,6 @@ range # - only search this far to find the target spawnflags - (stop if blocked, stop if player seen) */ - // // Cache user-entity-field values until spawn is called. // @@ -98,7 +95,7 @@ void CCineMonster :: KeyValue( KeyValueData *pkvd ) } } -TYPEDESCRIPTION CCineMonster::m_SaveData[] = +TYPEDESCRIPTION CCineMonster::m_SaveData[] = { DEFINE_FIELD( CCineMonster, m_iszIdle, FIELD_STRING ), DEFINE_FIELD( CCineMonster, m_iszPlay, FIELD_STRING ), @@ -117,14 +114,13 @@ TYPEDESCRIPTION CCineMonster::m_SaveData[] = DEFINE_FIELD( CCineMonster, m_interruptable, FIELD_BOOLEAN ), }; +IMPLEMENT_SAVERESTORE( CCineMonster, CBaseMonster ) -IMPLEMENT_SAVERESTORE( CCineMonster, CBaseMonster ); +LINK_ENTITY_TO_CLASS( scripted_sequence, CCineMonster ) -LINK_ENTITY_TO_CLASS( scripted_sequence, CCineMonster ); #define CLASSNAME "scripted_sequence" -LINK_ENTITY_TO_CLASS( aiscripted_sequence, CCineAI ); - +LINK_ENTITY_TO_CLASS( aiscripted_sequence, CCineAI ) void CCineMonster :: Spawn( void ) { @@ -132,13 +128,11 @@ void CCineMonster :: Spawn( void ) // UTIL_SetSize(pev, Vector(-8, -8, -8), Vector(8, 8, 8)); pev->solid = SOLID_NOT; - // REMOVE: The old side-effect #if 0 if ( m_iszIdle ) m_fMoveTo = 4; #endif - // if no targetname, start now if ( FStringNull(pev->targetname) || !FStringNull( m_iszIdle ) ) { @@ -174,7 +168,6 @@ BOOL CCineAI :: FCanOverrideState( void ) return TRUE; } - // // CineStart // @@ -203,7 +196,6 @@ void CCineMonster :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYP } } - // This doesn't really make sense since only MOVETYPE_PUSH get 'Blocked' events void CCineMonster :: Blocked( CBaseEntity *pOther ) { @@ -222,19 +214,20 @@ void CCineMonster :: Touch( CBaseEntity *pOther ) */ } - /* entvars_t *pevOther = VARS( gpGlobals->other ); if ( !FBitSet ( pevOther->flags , FL_MONSTER ) ) - {// touched by a non-monster. + { + // touched by a non-monster. return; } pevOther->origin.z += 1; if ( FBitSet ( pevOther->flags, FL_ONGROUND ) ) - {// clear the onground so physics don't bitch + { + // clear the onground so physics don't bitch pevOther->flags -= FL_ONGROUND; } @@ -242,7 +235,6 @@ void CCineMonster :: Touch( CBaseEntity *pOther ) pevOther->velocity = pev->movedir * pev->speed; pevOther->velocity.z += m_flHeight; - pev->solid = SOLID_NOT;// kill the trigger for now !!!UNDONE } */ @@ -292,7 +284,7 @@ int CCineMonster :: FindEntity( void ) pentTarget = FIND_ENTITY_BY_TARGETNAME(pentTarget, STRING(m_iszEntity)); pTarget = NULL; } - + if ( !pTarget ) { CBaseEntity *pEntity = NULL; @@ -336,7 +328,6 @@ void CCineMonster :: PossessEntity( void ) return; } #endif - pTarget->m_pGoalEnt = this; pTarget->m_pCine = this; pTarget->m_hTargetEnt = this; @@ -351,17 +342,14 @@ void CCineMonster :: PossessEntity( void ) case 0: pTarget->m_scriptState = SCRIPT_WAIT; break; - case 1: pTarget->m_scriptState = SCRIPT_WALK_TO_MARK; DelayStart( 1 ); break; - case 2: pTarget->m_scriptState = SCRIPT_RUN_TO_MARK; DelayStart( 1 ); break; - case 4: UTIL_SetOrigin( pTarget->pev, pev->origin ); pTarget->pev->ideal_yaw = pev->angles.y; @@ -375,7 +363,7 @@ void CCineMonster :: PossessEntity( void ) // pTarget->pev->flags &= ~FL_ONGROUND; break; } -// ALERT( at_aiconsole, "\"%s\" found and used (INT: %s)\n", STRING( pTarget->pev->targetname ), FBitSet(pev->spawnflags, SF_SCRIPT_NOINTERRUPT)?"No":"Yes" ); + //ALERT( at_aiconsole, "\"%s\" found and used (INT: %s)\n", STRING( pTarget->pev->targetname ), FBitSet(pev->spawnflags, SF_SCRIPT_NOINTERRUPT)?"No":"Yes" ); pTarget->m_IdealMonsterState = MONSTERSTATE_SCRIPT; if (m_iszIdle) @@ -423,15 +411,12 @@ void CCineAI :: PossessEntity( void ) case 5: pTarget->m_scriptState = SCRIPT_WAIT; break; - case 1: pTarget->m_scriptState = SCRIPT_WALK_TO_MARK; break; - case 2: pTarget->m_scriptState = SCRIPT_RUN_TO_MARK; break; - case 4: // zap the monster instantly to the site of the script entity. UTIL_SetOrigin( pTarget->pev, pev->origin ); @@ -449,11 +434,10 @@ void CCineAI :: PossessEntity( void ) ALERT ( at_aiconsole, "aiscript: invalid Move To Position value!" ); break; } - + ALERT( at_aiconsole, "\"%s\" found and used\n", STRING( pTarget->pev->targetname ) ); pTarget->m_IdealMonsterState = MONSTERSTATE_SCRIPT; - /* if (m_iszIdle) { @@ -488,7 +472,6 @@ void CCineMonster :: CineThink( void ) } } - // lookup a sequence name and setup the target monster to play it BOOL CCineMonster :: StartSequence( CBaseMonster *pTarget, int iszSeq, BOOL completeOnEmpty ) { @@ -505,7 +488,6 @@ BOOL CCineMonster :: StartSequence( CBaseMonster *pTarget, int iszSeq, BOOL comp pTarget->pev->sequence = 0; // return FALSE; } - #if 0 char *s; if ( pev->spawnflags & SF_SCRIPT_NOINTERRUPT ) @@ -515,7 +497,6 @@ BOOL CCineMonster :: StartSequence( CBaseMonster *pTarget, int iszSeq, BOOL comp ALERT( at_console, "%s (%s): started \"%s\":INT:%s\n", STRING( pTarget->pev->targetname ), STRING( pTarget->pev->classname ), STRING( iszSeq), s ); #endif - pTarget->pev->frame = 0; pTarget->ResetSequenceInfo( ); return TRUE; @@ -567,13 +548,13 @@ void CCineMonster :: SequenceDone ( CBaseMonster *pMonster ) SetThink( &CBaseEntity::SUB_Remove ); pev->nextthink = gpGlobals->time + 0.1; } - + // This is done so that another sequence can take over the monster when triggered by the first - + pMonster->CineCleanup(); FixScriptMonsterSchedule( pMonster ); - + // This may cause a sequence to attempt to grab this guy NOW, so we have to clear him out // of the existing sequence SUB_UseTargets( NULL, USE_TOGGLE, 0 ); @@ -642,7 +623,6 @@ BOOL CBaseMonster :: ExitScriptedSequence( ) return TRUE; } - void CCineMonster::AllowInterrupt( BOOL fAllow ) { if ( pev->spawnflags & SF_SCRIPT_NOINTERRUPT ) @@ -650,7 +630,6 @@ void CCineMonster::AllowInterrupt( BOOL fAllow ) m_interruptable = fAllow; } - BOOL CCineMonster::CanInterrupt( void ) { if ( !m_interruptable ) @@ -664,27 +643,26 @@ BOOL CCineMonster::CanInterrupt( void ) return FALSE; } - -int CCineMonster::IgnoreConditions( void ) +int CCineMonster::IgnoreConditions( void ) { if ( CanInterrupt() ) return 0; return SCRIPT_BREAK_CONDITIONS; } - void ScriptEntityCancel( edict_t *pentCine ) { // make sure they are a scripted_sequence if (FClassnameIs( pentCine, CLASSNAME )) { CCineMonster *pCineTarget = GetClassPtr((CCineMonster *)VARS(pentCine)); + // make sure they have a monster in mind for the script CBaseEntity *pEntity = pCineTarget->m_hTargetEnt; CBaseMonster *pTarget = NULL; if ( pEntity ) pTarget = pEntity->MyMonsterPointer(); - + if (pTarget) { // make sure their monster is actually playing a script @@ -699,12 +677,11 @@ void ScriptEntityCancel( edict_t *pentCine ) } } - // find all the cinematic entities with my targetname and stop them from playing void CCineMonster :: CancelScript( void ) { ALERT( at_aiconsole, "Cancelling script: %s\n", STRING(m_iszPlay) ); - + if ( !pev->targetname ) { ScriptEntityCancel( edict() ); @@ -720,7 +697,6 @@ void CCineMonster :: CancelScript( void ) } } - // find all the cinematic entities with my targetname and tell them to wait before starting void CCineMonster :: DelayStart( int state ) { @@ -746,8 +722,6 @@ void CCineMonster :: DelayStart( int state ) } } - - // Find an entity that I'm interested in and precache the sounds he'll need in the sequence. void CCineMonster :: Activate( void ) { @@ -767,7 +741,7 @@ void CCineMonster :: Activate( void ) } pentTarget = FIND_ENTITY_BY_TARGETNAME(pentTarget, STRING(m_iszEntity)); } - + // If no entity with that targetname, check the classname if ( !pTarget ) { @@ -778,6 +752,7 @@ void CCineMonster :: Activate( void ) pentTarget = FIND_ENTITY_BY_TARGETNAME(pentTarget, STRING(m_iszEntity)); } } + // Found a compatible entity if ( pTarget ) { @@ -792,7 +767,6 @@ void CCineMonster :: Activate( void ) } } - BOOL CBaseMonster :: CineCleanup( ) { CCineMonster *pOldCine = m_pCine; @@ -873,7 +847,7 @@ BOOL CBaseMonster :: CineCleanup( ) pev->flags |= FL_ONGROUND; int drop = DROP_TO_FLOOR( ENT(pev) ); - + // Origin in solid? Set to org at the end of the sequence if ( drop < 0 ) pev->origin = oldOrigin; @@ -909,16 +883,12 @@ BOOL CBaseMonster :: CineCleanup( ) pev->deadflag = DEAD_NO; } - // SetAnimation( m_MonsterState ); ClearBits(pev->spawnflags, SF_MONSTER_WAIT_FOR_SCRIPT ); return TRUE; } - - - class CScriptedSentence : public CBaseToggle { public: @@ -938,7 +908,6 @@ public: BOOL AcceptableSpeaker( CBaseMonster *pMonster ); BOOL StartSentence( CBaseMonster *pTarget ); - private: int m_iszSentence; // string index for idle animation int m_iszEntity; // entity that is wanted for this sentence @@ -956,7 +925,7 @@ private: #define SF_SENTENCE_INTERRUPT 0x0004 // force talking except when dead #define SF_SENTENCE_CONCURRENT 0x0008 // allow other people to keep talking -TYPEDESCRIPTION CScriptedSentence::m_SaveData[] = +TYPEDESCRIPTION CScriptedSentence::m_SaveData[] = { DEFINE_FIELD( CScriptedSentence, m_iszSentence, FIELD_STRING ), DEFINE_FIELD( CScriptedSentence, m_iszEntity, FIELD_STRING ), @@ -969,10 +938,9 @@ TYPEDESCRIPTION CScriptedSentence::m_SaveData[] = DEFINE_FIELD( CScriptedSentence, m_iszListener, FIELD_STRING ), }; +IMPLEMENT_SAVERESTORE( CScriptedSentence, CBaseToggle ) -IMPLEMENT_SAVERESTORE( CScriptedSentence, CBaseToggle ); - -LINK_ENTITY_TO_CLASS( scripted_sentence, CScriptedSentence ); +LINK_ENTITY_TO_CLASS( scripted_sentence, CScriptedSentence ) void CScriptedSentence :: KeyValue( KeyValueData *pkvd ) { @@ -1020,21 +988,19 @@ void CScriptedSentence :: KeyValue( KeyValueData *pkvd ) CBaseToggle::KeyValue( pkvd ); } - void CScriptedSentence :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { if ( !m_active ) return; -// ALERT( at_console, "Firing sentence: %s\n", STRING(m_iszSentence) ); + //ALERT( at_console, "Firing sentence: %s\n", STRING(m_iszSentence) ); SetThink( &CScriptedSentence::FindThink ); pev->nextthink = gpGlobals->time; } - void CScriptedSentence :: Spawn( void ) { pev->solid = SOLID_NOT; - + m_active = TRUE; // if no targetname, start now if ( !pev->targetname ) @@ -1048,15 +1014,12 @@ void CScriptedSentence :: Spawn( void ) case 1: // Medium radius m_flAttenuation = ATTN_STATIC; break; - case 2: // Large radius m_flAttenuation = ATTN_NORM; break; - case 3: //EVERYWHERE m_flAttenuation = ATTN_NONE; break; - default: case 0: // Small radius m_flAttenuation = ATTN_IDLE; @@ -1069,7 +1032,6 @@ void CScriptedSentence :: Spawn( void ) m_flVolume = 1.0; } - void CScriptedSentence :: FindThink( void ) { CBaseMonster *pMonster = FindEntity(); @@ -1081,16 +1043,15 @@ void CScriptedSentence :: FindThink( void ) SetThink( &CScriptedSentence::DelayThink ); pev->nextthink = gpGlobals->time + m_flDuration + m_flRepeat; m_active = FALSE; -// ALERT( at_console, "%s: found monster %s\n", STRING(m_iszSentence), STRING(m_iszEntity) ); + //ALERT( at_console, "%s: found monster %s\n", STRING(m_iszSentence), STRING(m_iszEntity) ); } else { -// ALERT( at_console, "%s: can't find monster %s\n", STRING(m_iszSentence), STRING(m_iszEntity) ); + //ALERT( at_console, "%s: can't find monster %s\n", STRING(m_iszSentence), STRING(m_iszEntity) ); pev->nextthink = gpGlobals->time + m_flRepeat + 0.5; } } - void CScriptedSentence :: DelayThink( void ) { m_active = TRUE; @@ -1099,7 +1060,6 @@ void CScriptedSentence :: DelayThink( void ) SetThink( &CScriptedSentence::FindThink ); } - BOOL CScriptedSentence :: AcceptableSpeaker( CBaseMonster *pMonster ) { if ( pMonster ) @@ -1120,13 +1080,11 @@ BOOL CScriptedSentence :: AcceptableSpeaker( CBaseMonster *pMonster ) return FALSE; } - CBaseMonster *CScriptedSentence :: FindEntity( void ) { edict_t *pentTarget; CBaseMonster *pMonster; - pentTarget = FIND_ENTITY_BY_TARGETNAME(NULL, STRING(m_iszEntity)); pMonster = NULL; @@ -1137,7 +1095,7 @@ CBaseMonster *CScriptedSentence :: FindEntity( void ) { if ( AcceptableSpeaker( pMonster ) ) return pMonster; -// ALERT( at_console, "%s (%s), not acceptable\n", STRING(pMonster->pev->classname), STRING(pMonster->pev->targetname) ); + //ALERT( at_console, "%s (%s), not acceptable\n", STRING(pMonster->pev->classname), STRING(pMonster->pev->targetname) ); } pentTarget = FIND_ENTITY_BY_TARGETNAME(pentTarget, STRING(m_iszEntity)); } @@ -1159,7 +1117,6 @@ CBaseMonster *CScriptedSentence :: FindEntity( void ) return NULL; } - BOOL CScriptedSentence :: StartSentence( CBaseMonster *pTarget ) { if ( !pTarget ) @@ -1189,15 +1146,6 @@ BOOL CScriptedSentence :: StartSentence( CBaseMonster *pTarget ) return TRUE; } - - - - -/* - -*/ - - //========================================================= // Furniture - this is the cool comment I cut-and-pasted //========================================================= @@ -1210,9 +1158,7 @@ public: virtual int ObjectCaps( void ) { return (CBaseMonster :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION); } }; - -LINK_ENTITY_TO_CLASS( monster_furniture, CFurniture ); - +LINK_ENTITY_TO_CLASS( monster_furniture, CFurniture ) //========================================================= // Furniture is killed @@ -1241,8 +1187,8 @@ void CFurniture :: Spawn( ) pev->sequence = 0; pev->frame = 0; -// pev->nextthink += 1.0; -// SetThink( &WalkMonsterDelay); + //pev->nextthink += 1.0; + //SetThink( &WalkMonsterDelay); ResetSequenceInfo( ); pev->frame = 0; @@ -1256,5 +1202,3 @@ int CFurniture::Classify ( void ) { return CLASS_NONE; } - - diff --git a/dlls/scripted.h b/dlls/scripted.h index dee12d72..25348114 100644 --- a/dlls/scripted.h +++ b/dlls/scripted.h @@ -34,7 +34,7 @@ enum SS_INTERRUPT { SS_INTERRUPT_IDLE = 0, SS_INTERRUPT_BY_NAME, - SS_INTERRUPT_AI, + SS_INTERRUPT_AI }; // when a monster finishes an AI scripted sequence, we can choose @@ -91,7 +91,7 @@ public: int m_saved_movetype; int m_saved_solid; int m_saved_effects; -// Vector m_vecOrigOrigin; + //Vector m_vecOrigOrigin; BOOL m_interruptable; }; @@ -102,6 +102,4 @@ class CCineAI : public CCineMonster BOOL FCanOverrideState ( void ); virtual void FixScriptMonsterSchedule( CBaseMonster *pMonster ); }; - - -#endif //SCRIPTED_H +#endif //SCRIPTED_H diff --git a/dlls/scriptevent.h b/dlls/scriptevent.h index 42377cf0..714ac99c 100644 --- a/dlls/scriptevent.h +++ b/dlls/scriptevent.h @@ -26,4 +26,4 @@ #define SCRIPT_EVENT_SOUND_VOICE 1008 // Play named wave file (on CHAN_VOICE) #define SCRIPT_EVENT_SENTENCE_RND1 1009 // Play sentence group 25% of the time #define SCRIPT_EVENT_NOT_DEAD 1010 // Bring back to life (for life/death sequences) -#endif //SCRIPTEVENT_H +#endif //SCRIPTEVENT_H diff --git a/dlls/shotgun.cpp b/dlls/shotgun.cpp index f0575482..6fe2c74e 100644 --- a/dlls/shotgun.cpp +++ b/dlls/shotgun.cpp @@ -39,7 +39,7 @@ enum shotgun_e { SHOTGUN_IDLE_DEEP }; -LINK_ENTITY_TO_CLASS( weapon_shotgun, CShotgun ); +LINK_ENTITY_TO_CLASS( weapon_shotgun, CShotgun ) void CShotgun::Spawn( ) { @@ -52,7 +52,6 @@ void CShotgun::Spawn( ) FallInit();// get ready to fall } - void CShotgun::Precache( void ) { PRECACHE_MODEL("models/v_shotgun.mdl"); @@ -91,7 +90,6 @@ int CShotgun::AddToPlayer( CBasePlayer *pPlayer ) return FALSE; } - int CShotgun::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); @@ -109,8 +107,6 @@ int CShotgun::GetItemInfo(ItemInfo *p) return 1; } - - BOOL CShotgun::Deploy( ) { return DefaultDeploy( "models/v_shotgun.mdl", "models/p_shotgun.mdl", SHOTGUN_DRAW, "shotgun" ); @@ -146,7 +142,6 @@ void CShotgun::PrimaryAttack() flags = 0; #endif - m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH; Vector vecSrc = m_pPlayer->GetGunPosition( ); @@ -170,7 +165,6 @@ void CShotgun::PrimaryAttack() PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usSingleFire, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 ); - if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) // HEV suit - indicate out of ammo condition m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); @@ -187,7 +181,6 @@ void CShotgun::PrimaryAttack() m_fInSpecialReload = 0; } - void CShotgun::SecondaryAttack( void ) { // don't fire underwater @@ -210,14 +203,12 @@ void CShotgun::SecondaryAttack( void ) m_iClip -= 2; - int flags; #if defined( CLIENT_WEAPONS ) flags = FEV_NOTHOST; #else flags = 0; #endif - m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH; // player "shoot" animation @@ -260,10 +251,8 @@ void CShotgun::SecondaryAttack( void ) m_flTimeWeaponIdle = 1.5; m_fInSpecialReload = 0; - } - void CShotgun::Reload( void ) { if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == SHOTGUN_MAX_CLIP) @@ -310,7 +299,6 @@ void CShotgun::Reload( void ) } } - void CShotgun::WeaponIdle( void ) { ResetEmptySound( ); @@ -371,8 +359,6 @@ void CShotgun::WeaponIdle( void ) } } - - class CShotgunAmmo : public CBasePlayerAmmo { void Spawn( void ) @@ -396,6 +382,5 @@ class CShotgunAmmo : public CBasePlayerAmmo return FALSE; } }; -LINK_ENTITY_TO_CLASS( ammo_buckshot, CShotgunAmmo ); - +LINK_ENTITY_TO_CLASS( ammo_buckshot, CShotgunAmmo ) diff --git a/dlls/singleplay_gamerules.cpp b/dlls/singleplay_gamerules.cpp index 398b8cc7..e6358eed 100644 --- a/dlls/singleplay_gamerules.cpp +++ b/dlls/singleplay_gamerules.cpp @@ -15,6 +15,7 @@ // // teamplay_gamerules.cpp // + #include "extdll.h" #include "util.h" #include "cbase.h" @@ -136,7 +137,6 @@ void CHalfLifeRules :: PlayerThink( CBasePlayer *pPlayer ) { } - //========================================================= //========================================================= BOOL CHalfLifeRules :: FPlayerCanRespawn( CBasePlayer *pPlayer ) @@ -239,7 +239,6 @@ int CHalfLifeRules::ItemShouldRespawn( CItem *pItem ) return GR_ITEM_RESPAWN_NO; } - //========================================================= // At what time in the future may this Item respawn? //========================================================= diff --git a/dlls/skill.cpp b/dlls/skill.cpp index d82a607b..e73b1b38 100644 --- a/dlls/skill.cpp +++ b/dlls/skill.cpp @@ -19,10 +19,8 @@ #include "util.h" #include "skill.h" - skilldata_t gSkillData; - //========================================================= // take the name of a cvar, tack a digit for the skill level // on, and return the value.of that Cvar @@ -32,7 +30,7 @@ float GetSkillCvar( char *pName ) int iCount; float flValue; char szBuffer[ 64 ]; - + iCount = sprintf( szBuffer, "%s%d",pName, gSkillData.iSkillLevel ); flValue = CVAR_GET_FLOAT ( szBuffer ); @@ -44,4 +42,3 @@ float GetSkillCvar( char *pName ) return flValue; } - diff --git a/dlls/skill.h b/dlls/skill.h index 5ec320c2..5e784bed 100644 --- a/dlls/skill.h +++ b/dlls/skill.h @@ -18,15 +18,14 @@ struct skilldata_t { - int iSkillLevel; // game skill level -// Monster Health & Damage + // Monster Health & Damage float agruntHealth; float agruntDmgPunch; float apacheHealth; - + float barneyHealth; float bigmommaHealthFactor; // Multiply each node's health by this @@ -90,8 +89,7 @@ struct skilldata_t float miniturretHealth; float sentryHealth; - -// Player Weapons + // Player Weapons float plrDmgCrowbar; float plrDmg9MM; float plrDmg357; @@ -109,27 +107,27 @@ struct skilldata_t float plrDmgSatchel; float plrDmgTripmine; -// weapons shared by monsters + // weapons shared by monsters float monDmg9MM; float monDmgMP5; float monDmg12MM; float monDmgHornet; -// health/suit charge + // health/suit charge float suitchargerCapacity; float batteryCapacity; float healthchargerCapacity; float healthkitCapacity; float scientistHeal; -// monster damage adj + // monster damage adj float monHead; float monChest; float monStomach; float monLeg; float monArm; -// player damage adj + // player damage adj float plrHead; float plrChest; float plrStomach; diff --git a/dlls/sound.cpp b/dlls/sound.cpp index e745b995..b45299e8 100644 --- a/dlls/sound.cpp +++ b/dlls/sound.cpp @@ -24,10 +24,8 @@ #include "talkmonster.h" #include "gamerules.h" - static char *memfgets( byte *pMemFile, int fileSize, int &filePos, char *pBuffer, int bufferSize ); - // ==================== GENERIC AMBIENT SOUND ====================================== // runtime pitch shift and volume fadein/out structure @@ -49,7 +47,6 @@ typedef struct dynpitchvol int volstart; // volume change % when sound stops or starts 0 - 10 int fadein; // volume fade in time 0 - 100 int fadeout; // volume fade out time 0 - 100 - // Low Frequency Oscillator int lfotype; // 0) off 1) square 2) triangle 3) random int lforate; // 0 - 1000, how fast lfo osciallates @@ -59,7 +56,6 @@ typedef struct dynpitchvol int cspinup; // each trigger hit increments counter and spinup pitch - int cspincount; int pitch; @@ -75,14 +71,13 @@ typedef struct dynpitchvol int lfofrac; int lfomult; - } dynpitchvol_t; #define CDPVPRESETMAX 27 // presets for runtime pitch and vol modulation of ambient sounds -dynpitchvol_t rgdpvpreset[CDPVPRESETMAX] = +dynpitchvol_t rgdpvpreset[CDPVPRESETMAX] = { // pitch pstart spinup spindwn volrun volstrt fadein fadeout lfotype lforate modptch modvol cspnup {1, 255, 75, 95, 95, 10, 1, 50, 95, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0}, @@ -136,8 +131,9 @@ public: BOOL m_fLooping; // TRUE when the sound played will loop }; -LINK_ENTITY_TO_CLASS( ambient_generic, CAmbientGeneric ); -TYPEDESCRIPTION CAmbientGeneric::m_SaveData[] = +LINK_ENTITY_TO_CLASS( ambient_generic, CAmbientGeneric ) + +TYPEDESCRIPTION CAmbientGeneric::m_SaveData[] = { DEFINE_FIELD( CAmbientGeneric, m_flAttenuation, FIELD_FLOAT ), DEFINE_FIELD( CAmbientGeneric, m_fActive, FIELD_BOOLEAN ), @@ -151,7 +147,7 @@ TYPEDESCRIPTION CAmbientGeneric::m_SaveData[] = DEFINE_ARRAY( CAmbientGeneric, m_dpv, FIELD_CHARACTER, sizeof(dynpitchvol_t) ), }; -IMPLEMENT_SAVERESTORE( CAmbientGeneric, CBaseEntity ); +IMPLEMENT_SAVERESTORE( CAmbientGeneric, CBaseEntity ) // // ambient_generic - general-purpose user-defined static sound @@ -165,7 +161,6 @@ void CAmbientGeneric :: Spawn( void ) 125 : "Medium Radius" 80 : "Large Radius" */ - if ( FBitSet ( pev->spawnflags, AMBIENT_SOUND_EVERYWHERE) ) { m_flAttenuation = ATTN_NONE; @@ -183,10 +178,11 @@ void CAmbientGeneric :: Spawn( void ) m_flAttenuation = ATTN_NORM; } else - {// if the designer didn't set a sound attenuation, default to one. + { + // if the designer didn't set a sound attenuation, default to one. m_flAttenuation = ATTN_STATIC; } - + char* szSoundFile = (char*) STRING(pev->message); if ( FStringNull( pev->message ) || strlen( szSoundFile ) < 1 ) @@ -196,8 +192,8 @@ void CAmbientGeneric :: Spawn( void ) SetThink( &CBaseEntity::SUB_Remove ); return; } - pev->solid = SOLID_NOT; - pev->movetype = MOVETYPE_NONE; + pev->solid = SOLID_NOT; + pev->movetype = MOVETYPE_NONE; // Set up think function for dynamic modification // of ambient sound's pitch or volume. Don't @@ -219,7 +215,6 @@ void CAmbientGeneric :: Spawn( void ) Precache( ); } - void CAmbientGeneric :: Precache( void ) { char* szSoundFile = (char*) STRING(pev->message); @@ -229,6 +224,7 @@ void CAmbientGeneric :: Precache( void ) if (*szSoundFile != '!') PRECACHE_SOUND(szSoundFile); } + // init all dynamic modulation parms InitModulationParms(); @@ -330,7 +326,7 @@ void CAmbientGeneric :: RampThink( void ) { vol = m_dpv.volstart; m_dpv.fadeout = 0; // done with ramp down - + // shut sound off UTIL_EmitAmbientSound(ENT(pev), pev->origin, szSoundFile, 0, 0, SND_STOP, 0); @@ -382,7 +378,6 @@ void CAmbientGeneric :: RampThink( void ) m_dpv.lfomult = 255; else m_dpv.lfomult = 0; - break; case LFO_RANDOM: if (pos == 255) @@ -404,7 +399,6 @@ void CAmbientGeneric :: RampThink( void ) if (pitch > 255) pitch = 255; if (pitch < 1) pitch = 1; - fChanged |= (prev != pitch); flags |= SND_CHANGE_PITCH; } @@ -418,11 +412,10 @@ void CAmbientGeneric :: RampThink( void ) if (vol > 100) vol = 100; if (vol < 0) vol = 0; - + fChanged |= (prev != vol); flags |= SND_CHANGE_VOL; } - } // Send update to playing sound only if we actually changed @@ -508,7 +501,7 @@ void CAmbientGeneric :: InitModulationParms(void) m_dpv.lforate = abs(m_dpv.lforate); m_dpv.cspincount = 1; - + if (m_dpv.cspinup) { pitchinc = (255 - m_dpv.pitchstart) / m_dpv.cspinup; @@ -520,7 +513,7 @@ void CAmbientGeneric :: InitModulationParms(void) if ((m_dpv.spinupsav || m_dpv.spindownsav || (m_dpv.lfotype && m_dpv.lfomodpitch)) && (m_dpv.pitch == PITCH_NORM)) m_dpv.pitch = PITCH_NORM + 1; // must never send 'no pitch' as first pitch - // if we intend to pitch shift later! + // if we intend to pitch shift later! } // @@ -539,8 +532,8 @@ void CAmbientGeneric :: ToggleUse ( CBaseEntity *pActivator, CBaseEntity *pCalle if ( (m_fActive && useType == USE_ON) || (!m_fActive && useType == USE_OFF) ) return; } - // Directly change pitch if arg passed. Only works if sound is already playing. + // Directly change pitch if arg passed. Only works if sound is already playing. if (useType == USE_SET && m_fActive) // Momentary buttons will pass down a float in here { @@ -555,22 +548,18 @@ void CAmbientGeneric :: ToggleUse ( CBaseEntity *pActivator, CBaseEntity *pCalle UTIL_EmitAmbientSound(ENT(pev), pev->origin, szSoundFile, 0, 0, SND_CHANGE_PITCH, m_dpv.pitch); - return; } // Toggle - // m_fActive is TRUE only if a looping sound is playing. - if ( m_fActive ) - {// turn sound off - + { + // turn sound off if (m_dpv.cspinup) { // Don't actually shut off. Each toggle causes // incremental spinup to max pitch - if (m_dpv.cspincount <= m_dpv.cspinup) { int pitchinc; @@ -588,12 +577,11 @@ void CAmbientGeneric :: ToggleUse ( CBaseEntity *pActivator, CBaseEntity *pCalle pev->nextthink = gpGlobals->time + 0.1; } - } else { m_fActive = FALSE; - + // HACKHACK - this makes the code in Precache() work properly after a save/restore pev->spawnflags |= AMBIENT_SOUND_START_SILENT; @@ -613,31 +601,30 @@ void CAmbientGeneric :: ToggleUse ( CBaseEntity *pActivator, CBaseEntity *pCalle } } else - {// turn sound on + { + // turn sound on // only toggle if this is a looping sound. If not looping, each // trigger will cause the sound to play. If the sound is still // playing from a previous trigger press, it will be shut off // and then restarted. - if (m_fLooping) m_fActive = TRUE; else // shut sound off now - may be interrupting a long non-looping sound UTIL_EmitAmbientSound(ENT(pev), pev->origin, szSoundFile, 0, 0, SND_STOP, 0); - - // init all ramp params for startup + // init all ramp params for startup InitModulationParms(); UTIL_EmitAmbientSound(ENT(pev), pev->origin, szSoundFile, (m_dpv.vol * 0.01), m_flAttenuation, 0, m_dpv.pitch); - - pev->nextthink = gpGlobals->time + 0.1; + pev->nextthink = gpGlobals->time + 0.1; } } + // KeyValue - load keyvalue pairs into member data of the // ambient generic. NOTE: called BEFORE spawn! @@ -652,7 +639,6 @@ void CAmbientGeneric :: KeyValue( KeyValueData *pkvd ) m_dpv.preset = atoi(pkvd->szValue); pkvd->fHandled = TRUE; } - // pitchrun else if (FStrEq(pkvd->szKeyName, "pitch")) { @@ -661,8 +647,7 @@ void CAmbientGeneric :: KeyValue( KeyValueData *pkvd ) if (m_dpv.pitchrun > 255) m_dpv.pitchrun = 255; if (m_dpv.pitchrun < 0) m_dpv.pitchrun = 0; - } - + } // pitchstart else if (FStrEq(pkvd->szKeyName, "pitchstart")) { @@ -672,7 +657,6 @@ void CAmbientGeneric :: KeyValue( KeyValueData *pkvd ) if (m_dpv.pitchstart > 255) m_dpv.pitchstart = 255; if (m_dpv.pitchstart < 0) m_dpv.pitchstart = 0; } - // spinup else if (FStrEq(pkvd->szKeyName, "spinup")) { @@ -685,8 +669,7 @@ void CAmbientGeneric :: KeyValue( KeyValueData *pkvd ) m_dpv.spinup = (101 - m_dpv.spinup) * 64; m_dpv.spinupsav = m_dpv.spinup; pkvd->fHandled = TRUE; - } - + } // spindown else if (FStrEq(pkvd->szKeyName, "spindown")) { @@ -700,7 +683,6 @@ void CAmbientGeneric :: KeyValue( KeyValueData *pkvd ) m_dpv.spindownsav = m_dpv.spindown; pkvd->fHandled = TRUE; } - // volstart else if (FStrEq(pkvd->szKeyName, "volstart")) { @@ -708,17 +690,16 @@ void CAmbientGeneric :: KeyValue( KeyValueData *pkvd ) if (m_dpv.volstart > 10) m_dpv.volstart = 10; if (m_dpv.volstart < 0) m_dpv.volstart = 0; - + m_dpv.volstart *= 10; // 0 - 100 pkvd->fHandled = TRUE; } - // fadein else if (FStrEq(pkvd->szKeyName, "fadein")) { m_dpv.fadein = atoi(pkvd->szValue); - + if (m_dpv.fadein > 100) m_dpv.fadein = 100; if (m_dpv.fadein < 0) m_dpv.fadein = 0; @@ -727,12 +708,11 @@ void CAmbientGeneric :: KeyValue( KeyValueData *pkvd ) m_dpv.fadeinsav = m_dpv.fadein; pkvd->fHandled = TRUE; } - // fadeout else if (FStrEq(pkvd->szKeyName, "fadeout")) { m_dpv.fadeout = atoi(pkvd->szValue); - + if (m_dpv.fadeout > 100) m_dpv.fadeout = 100; if (m_dpv.fadeout < 0) m_dpv.fadeout = 0; @@ -741,7 +721,6 @@ void CAmbientGeneric :: KeyValue( KeyValueData *pkvd ) m_dpv.fadeoutsav = m_dpv.fadeout; pkvd->fHandled = TRUE; } - // lfotype else if (FStrEq(pkvd->szKeyName, "lfotype")) { @@ -749,12 +728,11 @@ void CAmbientGeneric :: KeyValue( KeyValueData *pkvd ) if (m_dpv.lfotype > 4) m_dpv.lfotype = LFO_TRIANGLE; pkvd->fHandled = TRUE; } - // lforate else if (FStrEq(pkvd->szKeyName, "lforate")) { m_dpv.lforate = atoi(pkvd->szValue); - + if (m_dpv.lforate > 1000) m_dpv.lforate = 1000; if (m_dpv.lforate < 0) m_dpv.lforate = 0; @@ -768,11 +746,9 @@ void CAmbientGeneric :: KeyValue( KeyValueData *pkvd ) m_dpv.lfomodpitch = atoi(pkvd->szValue); if (m_dpv.lfomodpitch > 100) m_dpv.lfomodpitch = 100; if (m_dpv.lfomodpitch < 0) m_dpv.lfomodpitch = 0; - pkvd->fHandled = TRUE; } - // lfomodvol else if (FStrEq(pkvd->szKeyName, "lfomodvol")) { @@ -782,7 +758,6 @@ void CAmbientGeneric :: KeyValue( KeyValueData *pkvd ) pkvd->fHandled = TRUE; } - // cspinup else if (FStrEq(pkvd->szKeyName, "cspinup")) { @@ -796,7 +771,6 @@ void CAmbientGeneric :: KeyValue( KeyValueData *pkvd ) CBaseEntity::KeyValue( pkvd ); } - // =================== ROOM SOUND FX ========================================== class CEnvSound : public CPointEntity @@ -815,19 +789,18 @@ public: float m_flRoomtype; }; -LINK_ENTITY_TO_CLASS( env_sound, CEnvSound ); -TYPEDESCRIPTION CEnvSound::m_SaveData[] = +LINK_ENTITY_TO_CLASS( env_sound, CEnvSound ) + +TYPEDESCRIPTION CEnvSound::m_SaveData[] = { DEFINE_FIELD( CEnvSound, m_flRadius, FIELD_FLOAT ), DEFINE_FIELD( CEnvSound, m_flRoomtype, FIELD_FLOAT ), }; -IMPLEMENT_SAVERESTORE( CEnvSound, CBaseEntity ); - +IMPLEMENT_SAVERESTORE( CEnvSound, CBaseEntity ) void CEnvSound :: KeyValue( KeyValueData *pkvd ) { - if (FStrEq(pkvd->szKeyName, "radius")) { m_flRadius = atof(pkvd->szValue); @@ -853,14 +826,12 @@ BOOL FEnvSoundInRange(entvars_t *pev, entvars_t *pevTarget, float *pflRange) TraceResult tr; UTIL_TraceLine(vecSpot1, vecSpot2, ignore_monsters, ENT(pev), &tr); - - // check if line of sight crosses water boundary, or is blocked + // check if line of sight crosses water boundary, or is blocked if ((tr.fInOpen && tr.fInWater) || tr.flFraction != 1) return FALSE; // calc range from sound entity to player - vecRange = tr.vecEndPos - vecSpot1; flRange = vecRange.Length(); @@ -888,7 +859,6 @@ void CEnvSound :: Think( void ) { // get pointer to client if visible; FIND_CLIENT_IN_PVS will // cycle through visible clients on consecutive calls. - edict_t *pentPlayer = FIND_CLIENT_IN_PVS(edict()); CBasePlayer *pPlayer = NULL; @@ -900,32 +870,32 @@ void CEnvSound :: Think( void ) // check to see if this is the sound entity that is // currently affecting this player - - if(!FNullEnt(pPlayer->m_pentSndLast) && (pPlayer->m_pentSndLast == ENT(pev))) { - + if(!FNullEnt(pPlayer->m_pentSndLast) && (pPlayer->m_pentSndLast == ENT(pev))) + { // this is the entity currently affecting player, check // for validity - - if (pPlayer->m_flSndRoomtype != 0 && pPlayer->m_flSndRange != 0) { - + if (pPlayer->m_flSndRoomtype != 0 && pPlayer->m_flSndRange != 0) + { // we're looking at a valid sound entity affecting // player, make sure it's still valid, update range - - if (FEnvSoundInRange(pev, VARS(pentPlayer), &flRange)) { + if (FEnvSoundInRange(pev, VARS(pentPlayer), &flRange)) + { pPlayer->m_flSndRange = flRange; goto env_sound_Think_fast; - } else { - + } + else + { // current sound entity affecting player is no longer valid, // flag this state by clearing room_type and range. // NOTE: we do not actually change the player's room_type // NOTE: until we have a new valid room_type to change it to. - pPlayer->m_flSndRange = 0; pPlayer->m_flSndRoomtype = 0; goto env_sound_Think_slow; } - } else { + } + else + { // entity is affecting player but is out of range, // wait passively for another entity to usurp it... goto env_sound_Think_slow; @@ -934,7 +904,6 @@ void CEnvSound :: Think( void ) // if we got this far, we're looking at an entity that is contending // for current player sound. the closest entity to player wins. - if (FEnvSoundInRange(pev, VARS(pentPlayer), &flRange)) { if (flRange < pPlayer->m_flSndRange || pPlayer->m_flSndRange == 0) @@ -943,13 +912,13 @@ void CEnvSound :: Think( void ) pPlayer->m_pentSndLast = ENT(pev); pPlayer->m_flSndRoomtype = m_flRoomtype; pPlayer->m_flSndRange = flRange; - + // send room_type command to player's server. // this should be a rare event - once per change of room_type // only! //CLIENT_COMMAND(pentPlayer, "room_type %f", m_flRoomtype); - + MESSAGE_BEGIN( MSG_ONE, SVC_ROOMTYPE, NULL, pentPlayer ); // use the magic #1 for "one client" WRITE_SHORT( (short)m_flRoomtype ); // sequence number MESSAGE_END(); @@ -961,14 +930,12 @@ void CEnvSound :: Think( void ) // just fall through to think_fast. this effectively // cranks up the think_rate of entities near the player. } - // player is in pvs of sound entity, but either not visible or // not in range. do nothing, fall through to think_fast... env_sound_Think_fast: pev->nextthink = gpGlobals->time + 0.25; return; - env_sound_Think_slow: pev->nextthink = gpGlobals->time + 0.75; return; @@ -996,7 +963,6 @@ typedef struct sentenceg char szgroupname[CBSENTENCENAME_MAX]; int count; unsigned char rgblru[CSENTENCE_LRU_MAX]; - } SENTENCEG; #define CSENTENCEG_MAX 200 // max number of sentence groups @@ -1014,7 +980,7 @@ void USENTENCEG_InitLRU(unsigned char *plru, int count) { int i, j, k; unsigned char temp; - + if (!fSentencesInit) return; @@ -1046,7 +1012,7 @@ int USENTENCEG_PickSequential(int isentenceg, char *szfound, int ipick, int fres char *szgroupname; unsigned char count; char sznum[8]; - + if (!fSentencesInit) return -1; @@ -1055,7 +1021,7 @@ int USENTENCEG_PickSequential(int isentenceg, char *szfound, int ipick, int fres szgroupname = rgsentenceg[isentenceg].szgroupname; count = rgsentenceg[isentenceg].count; - + if (count == 0) return -1; @@ -1066,7 +1032,7 @@ int USENTENCEG_PickSequential(int isentenceg, char *szfound, int ipick, int fres strcat(szfound, szgroupname); sprintf(sznum, "%d", ipick); strcat(szfound, sznum); - + if (ipick >= count) { if (freset) @@ -1079,8 +1045,6 @@ int USENTENCEG_PickSequential(int isentenceg, char *szfound, int ipick, int fres return ipick + 1; } - - // pick a random sentence from rootname0 to rootnameX. // picks from the rgsentenceg[isentenceg] least // recently used, modifies lru array. returns the sentencename. @@ -1098,7 +1062,7 @@ int USENTENCEG_Pick(int isentenceg, char *szfound) char sznum[8]; unsigned char ipick; int ffound = FALSE; - + if (!fSentencesInit) return -1; @@ -1147,7 +1111,6 @@ int SENTENCEG_GetIndex(const char *szgroupname) return -1; // search rgsentenceg for match on szgroupname - i = 0; while (rgsentenceg[i].count) { @@ -1233,7 +1196,6 @@ int SENTENCEG_PlaySequentialSz(edict_t *entity, const char *szgroupname, return ipicknext; } - // for this entity, for the given sentence within the sentence group, stop // the sentence. @@ -1241,7 +1203,7 @@ void SENTENCEG_Stop(edict_t *entity, int isentenceg, int ipick) { char buffer[64]; char sznum[8]; - + if (!fSentencesInit) return; @@ -1278,7 +1240,6 @@ void SENTENCEG_Init() memset(szgroup, 0, 64); isentencegs = -1; - int filePos = 0, fileSize; byte *pMemFile = g_engfuncs.pfnLoadFileForMe( "sound/sentences.txt", &fileSize ); if ( !pMemFile ) @@ -1335,7 +1296,7 @@ void SENTENCEG_Init() continue; buffer[j+1] = 0; - + // if new name doesn't match previous group name, // make a new group. @@ -1366,7 +1327,7 @@ void SENTENCEG_Init() } g_engfuncs.pfnFreeFile( pMemFile ); - + fSentencesInit = TRUE; // init lru lists @@ -1378,7 +1339,6 @@ void SENTENCEG_Init() USENTENCEG_InitLRU(&(rgsentenceg[i].rgblru[0]), rgsentenceg[i].count); i++; } - } // convert sentence (sample) name to !sentencenum, return !sentencenum @@ -1412,7 +1372,7 @@ void EMIT_SOUND_DYN(edict_t *entity, int channel, const char *sample, float volu { char name[32]; if (SENTENCEG_Lookup(sample, name) >= 0) - EMIT_SOUND_DYN2(entity, channel, name, volume, attenuation, flags, pitch); + EMIT_SOUND_DYN2(entity, channel, name, volume, attenuation, flags, pitch); else ALERT( at_aiconsole, "Unable to find %s in sentences.txt\n", sample ); } @@ -1509,7 +1469,6 @@ static char *memfgets( byte *pMemFile, int fileSize, int &filePos, char *pBuffer i++; } - // If we actually advanced the pointer, copy it over if ( i != filePos ) { @@ -1517,7 +1476,7 @@ static char *memfgets( byte *pMemFile, int fileSize, int &filePos, char *pBuffer int size = i - filePos; // copy it out memcpy( pBuffer, pMemFile + filePos, sizeof(byte)*size ); - + // If the buffer isn't full, terminate (this is always true) if ( size < bufferSize ) pBuffer[size] = 0; @@ -1531,7 +1490,6 @@ static char *memfgets( byte *pMemFile, int fileSize, int &filePos, char *pBuffer return NULL; } - void TEXTURETYPE_Init() { char buffer[512]; @@ -1559,7 +1517,7 @@ void TEXTURETYPE_Init() i = 0; while(buffer[i] && isspace(buffer[i])) i++; - + if (!buffer[i]) continue; @@ -1573,7 +1531,7 @@ void TEXTURETYPE_Init() // skip whitespace while(buffer[i] && isspace(buffer[i])) i++; - + if (!buffer[i]) continue; @@ -1592,7 +1550,7 @@ void TEXTURETYPE_Init() } g_engfuncs.pfnFreeFile( pMemFile ); - + fTextureTypeInit = TRUE; } @@ -1621,8 +1579,7 @@ char TEXTURETYPE_Find(char *name) float TEXTURETYPE_PlaySound(TraceResult *ptr, Vector vecSrc, Vector vecEnd, int iBulletType) { -// hit the world, try to play sound based on texture material type - + // hit the world, try to play sound based on texture material type char chTextureType; float fvol; float fvolbar; @@ -1660,7 +1617,7 @@ float TEXTURETYPE_PlaySound(TraceResult *ptr, Vector vecSrc, Vector vecEnd, int pTextureName = TRACE_TEXTURE( ENT(pEntity->pev), rgfl1, rgfl2 ); else pTextureName = TRACE_TEXTURE( ENT(0), rgfl1, rgfl2 ); - + if ( pTextureName ) { // strip leading '-0' or '+0~' or '{' or '!' @@ -1672,7 +1629,7 @@ float TEXTURETYPE_PlaySound(TraceResult *ptr, Vector vecSrc, Vector vecEnd, int // '}}' strcpy(szbuffer, pTextureName); szbuffer[CBTEXTURENAMEMAX - 1] = 0; - + // ALERT ( at_console, "texture hit: %s\n", szbuffer); // get texture type @@ -1749,7 +1706,6 @@ float TEXTURETYPE_PlaySound(TraceResult *ptr, Vector vecSrc, Vector vecEnd, int } // did we hit a breakable? - if (pEntity && FClassnameIs(pEntity->pev, "func_breakable")) { // drop volumes, the object will already play a damaged sound @@ -1759,7 +1715,6 @@ float TEXTURETYPE_PlaySound(TraceResult *ptr, Vector vecSrc, Vector vecEnd, int else if (chTextureType == CHAR_TEX_COMPUTER) { // play random spark if computer - if ( ptr->flFraction != 1.0 && RANDOM_LONG(0,1)) { UTIL_Sparks( ptr->vecEndPos ); @@ -1795,23 +1750,23 @@ public: void Precache( void ); void EXPORT ToggleUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); void EXPORT SpeakerThink( void ); - + virtual int Save( CSave &save ); virtual int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; virtual int ObjectCaps( void ) { return (CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION); } - + int m_preset; // preset number }; -LINK_ENTITY_TO_CLASS( speaker, CSpeaker ); -TYPEDESCRIPTION CSpeaker::m_SaveData[] = +LINK_ENTITY_TO_CLASS( speaker, CSpeaker ) +TYPEDESCRIPTION CSpeaker::m_SaveData[] = { DEFINE_FIELD( CSpeaker, m_preset, FIELD_INTEGER ), }; -IMPLEMENT_SAVERESTORE( CSpeaker, CBaseEntity ); +IMPLEMENT_SAVERESTORE( CSpeaker, CBaseEntity ) // // ambient_generic - general-purpose user-defined static sound @@ -1827,15 +1782,13 @@ void CSpeaker :: Spawn( void ) SetThink( &CBaseEntity::SUB_Remove ); return; } - pev->solid = SOLID_NOT; - pev->movetype = MOVETYPE_NONE; + pev->solid = SOLID_NOT; + pev->movetype = MOVETYPE_NONE; - SetThink( &CSpeaker::SpeakerThink); pev->nextthink = 0.0; // allow on/off switching via 'use' function. - SetUse( &CSpeaker::ToggleUse ); Precache( ); @@ -1858,14 +1811,13 @@ void CSpeaker :: SpeakerThink( void ) int flags = 0; int pitch = 100; - // Wait for the talkmonster to finish first. if (gpGlobals->time <= CTalkMonster::g_talkWaitTime) { pev->nextthink = CTalkMonster::g_talkWaitTime + RANDOM_FLOAT( 5, 10 ); return; } - + if (m_preset) { // go lookup preset text, assign szSoundFile @@ -1884,9 +1836,10 @@ void CSpeaker :: SpeakerThink( void ) case 11: szSoundFile = "C3A1_"; break; case 12: szSoundFile = "C3A2_"; break; } - } else + } + else szSoundFile = (char*) STRING(pev->message); - + if (szSoundFile[0] == '!') { // play single sentence, one shot @@ -1899,13 +1852,11 @@ void CSpeaker :: SpeakerThink( void ) else { // make random announcement from sentence group - if (SENTENCEG_PlayRndSz(ENT(pev), szSoundFile, flvolume, flattenuation, flags, pitch) < 0) ALERT(at_console, "Level Design Error!\nSPEAKER has bad sentence group name: %s\n",szSoundFile); // set next announcement time for random 5 to 10 minute delay - pev->nextthink = gpGlobals->time + - RANDOM_FLOAT(ANNOUNCE_MINUTES_MIN * 60.0, ANNOUNCE_MINUTES_MAX * 60.0); + pev->nextthink = gpGlobals->time + RANDOM_FLOAT(ANNOUNCE_MINUTES_MIN * 60.0, ANNOUNCE_MINUTES_MAX * 60.0); CTalkMonster::g_talkWaitTime = gpGlobals->time + 5; // time delay until it's ok to speak: used so that two NPCs don't talk at once } @@ -1913,7 +1864,6 @@ void CSpeaker :: SpeakerThink( void ) return; } - // // ToggleUse - if an announcement is pending, cancel it. If no announcement is pending, start one. // @@ -1922,7 +1872,7 @@ void CSpeaker :: ToggleUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_ int fActive = (pev->nextthink > 0.0); // fActive is TRUE only if an announcement is pending - + if ( useType != USE_TOGGLE ) { // ignore if we're just turning something on that's already on, or @@ -1943,12 +1893,9 @@ void CSpeaker :: ToggleUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_ // turn off announcements pev->nextthink = 0.0; return; - } // Toggle announcements - - if ( fActive ) { // turn off announcements @@ -1958,7 +1905,7 @@ void CSpeaker :: ToggleUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_ { // turn on announcements pev->nextthink = gpGlobals->time + 0.1; - } + } } // KeyValue - load keyvalue pairs into member data @@ -1966,7 +1913,6 @@ void CSpeaker :: ToggleUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_ void CSpeaker :: KeyValue( KeyValueData *pkvd ) { - // preset if (FStrEq(pkvd->szKeyName, "preset")) { diff --git a/dlls/soundent.cpp b/dlls/soundent.cpp index ad5ef337..b59511f4 100644 --- a/dlls/soundent.cpp +++ b/dlls/soundent.cpp @@ -12,14 +12,14 @@ * without written permission from Valve LLC. * ****/ + #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "soundent.h" - -LINK_ENTITY_TO_CLASS( soundent, CSoundEnt ); +LINK_ENTITY_TO_CLASS( soundent, CSoundEnt ) CSoundEnt *pSoundEnt; @@ -123,7 +123,6 @@ void CSoundEnt :: Think ( void ) ALERT ( at_aiconsole, "Soundlist: %d / %d (%d)\n", ISoundsInList( SOUNDLISTTYPE_ACTIVE ),ISoundsInList( SOUNDLISTTYPE_FREE ), ISoundsInList( SOUNDLISTTYPE_ACTIVE ) - m_cLastActiveSounds ); m_cLastActiveSounds = ISoundsInList ( SOUNDLISTTYPE_ACTIVE ); } - } //========================================================= @@ -150,7 +149,7 @@ void CSoundEnt :: FreeSound ( int iSound, int iPrevious ) { // iSound is not the head of the active list, so // must fix the index for the Previous sound -// pSoundEnt->m_SoundPool[ iPrevious ].m_iNext = m_SoundPool[ iSound ].m_iNext; + //pSoundEnt->m_SoundPool[ iPrevious ].m_iNext = m_SoundPool[ iSound ].m_iNext; pSoundEnt->m_SoundPool[ iPrevious ].m_iNext = pSoundEnt->m_SoundPool[ iSound ].m_iNext; } else @@ -235,14 +234,14 @@ void CSoundEnt :: Initialize ( void ) m_iActiveSound = SOUNDLIST_EMPTY; for ( i = 0 ; i < MAX_WORLD_SOUNDS ; i++ ) - {// clear all sounds, and link them into the free sound list. + { + // clear all sounds, and link them into the free sound list. m_SoundPool[ i ].Clear(); m_SoundPool[ i ].m_iNext = i + 1; } m_SoundPool[ i - 1 ].m_iNext = SOUNDLIST_EMPTY;// terminate the list here. - // now reserve enough sounds for each client for ( i = 0 ; i < gpGlobals->maxClients ; i++ ) { diff --git a/dlls/soundent.h b/dlls/soundent.h index 150daac7..6c39a6c0 100644 --- a/dlls/soundent.h +++ b/dlls/soundent.h @@ -44,7 +44,6 @@ class CSound { public: - void Clear ( void ); void Reset ( void ); @@ -67,12 +66,11 @@ public: class CSoundEnt : public CBaseEntity { public: - void Precache ( void ); void Spawn( void ); void Think( void ); void Initialize ( void ); - + static void InsertSound ( int iType, const Vector &vecOrigin, int iVolume, float flDuration ); static void FreeSound ( int iSound, int iPrevious ); static int ActiveList( void );// return the head of the active list @@ -84,7 +82,7 @@ public: int ISoundsInList ( int iListType ); int IAllocSound ( void ); virtual int ObjectCaps( void ) { return FCAP_DONT_SAVE; } - + int m_iFreeSound; // index of the first sound in the free sound list int m_iActiveSound; // indes of the first sound in the active sound list int m_cLastActiveSounds; // keeps track of the number of active sounds at the last update. (for diagnostic work) diff --git a/dlls/spectator.cpp b/dlls/spectator.cpp index 5f91731e..e4174a31 100644 --- a/dlls/spectator.cpp +++ b/dlls/spectator.cpp @@ -18,6 +18,7 @@ // Spectator functions // + #include "extdll.h" #include "util.h" #include "cbase.h" @@ -36,7 +37,7 @@ void CBaseSpectator::SpectatorConnect(void) pev->flags = FL_SPECTATOR; pev->solid = SOLID_NOT; pev->movetype = MOVETYPE_NOCLIP; - + m_pGoalEnt = NULL; } @@ -64,7 +65,7 @@ void CBaseSpectator::SpectatorImpulseCommand(void) edict_t *pPreviousGoal; edict_t *pCurrentGoal; BOOL bFound; - + switch (pev->impulse) { case 1: @@ -96,7 +97,7 @@ void CBaseSpectator::SpectatorImpulseCommand(void) if (!bFound) // Didn't find a good spot. break; - + pGoal = pCurrentGoal; UTIL_SetOrigin( pev, pGoal->v.origin ); pev->angles = pGoal->v.angles; @@ -144,6 +145,6 @@ void CBaseSpectator::Spawn() pev->flags = FL_SPECTATOR; pev->solid = SOLID_NOT; pev->movetype = MOVETYPE_NOCLIP; - + m_pGoalEnt = NULL; } diff --git a/dlls/squad.h b/dlls/squad.h index 9acfccb2..bb2784bb 100644 --- a/dlls/squad.h +++ b/dlls/squad.h @@ -14,7 +14,8 @@ // enemies is that it's bad to have two members trying to flank left at the same time, but // ok to have two throwing grenades at the same time. When a squad member cannot attack the // enemy, it will choose to execute its special role. + #define bits_SQUAD_FLANK_LEFT ( 1 << 0 ) #define bits_SQUAD_FLANK_RIGHT ( 1 << 1 ) -#define bits_SQUAD_ADVANCE ( 1 << 2 ) -#define bits_SQUAD_FLUSH_ATTACK ( 1 << 3 ) \ No newline at end of file +#define bits_SQUAD_ADVANCE ( 1 << 2 ) +#define bits_SQUAD_FLUSH_ATTACK ( 1 << 3 ) diff --git a/dlls/squadmonster.cpp b/dlls/squadmonster.cpp index c2d85351..6785018c 100644 --- a/dlls/squadmonster.cpp +++ b/dlls/squadmonster.cpp @@ -15,6 +15,7 @@ //========================================================= // Squadmonster functions //========================================================= + #include "extdll.h" #include "util.h" #include "cbase.h" @@ -28,7 +29,7 @@ //========================================================= // Save/Restore //========================================================= -TYPEDESCRIPTION CSquadMonster::m_SaveData[] = +TYPEDESCRIPTION CSquadMonster::m_SaveData[] = { DEFINE_FIELD( CSquadMonster, m_hSquadLeader, FIELD_EHANDLE ), DEFINE_ARRAY( CSquadMonster, m_hSquadMember, FIELD_EHANDLE, MAX_SQUAD_MEMBERS - 1 ), @@ -38,12 +39,9 @@ TYPEDESCRIPTION CSquadMonster::m_SaveData[] = DEFINE_FIELD( CSquadMonster, m_flLastEnemySightTime, FIELD_TIME ), DEFINE_FIELD( CSquadMonster, m_iMySlot, FIELD_INTEGER ), - - }; -IMPLEMENT_SAVERESTORE( CSquadMonster, CBaseMonster ); - +IMPLEMENT_SAVERESTORE( CSquadMonster, CBaseMonster ) //========================================================= // OccupySlot - if any slots of the passed slots are @@ -89,7 +87,7 @@ BOOL CSquadMonster :: OccupySlot( int iDesiredSlots ) // No, use this bit pSquadLeader->m_afSquadSlots |= iMask; m_iMySlot = iMask; -// ALERT ( at_aiconsole, "Took slot %d - %d\n", i, m_hSquadLeader->m_afSquadSlots ); + //ALERT ( at_aiconsole, "Took slot %d - %d\n", i, m_hSquadLeader->m_afSquadSlots ); return TRUE; } } @@ -105,7 +103,7 @@ void CSquadMonster :: VacateSlot() { if ( m_iMySlot != bits_NO_SLOT && InSquad() ) { -// ALERT ( at_aiconsole, "Vacated Slot %d - %d\n", m_iMySlot, m_hSquadLeader->m_afSquadSlots ); + //ALERT ( at_aiconsole, "Vacated Slot %d - %d\n", m_iMySlot, m_hSquadLeader->m_afSquadSlots ); MySquadLeader()->m_afSquadSlots &= ~m_iMySlot; m_iMySlot = bits_NO_SLOT; } @@ -205,7 +203,6 @@ BOOL CSquadMonster :: SquadAdd( CSquadMonster *pAdd ) // should complain here } - //========================================================= // // SquadPasteEnemyInfo - called by squad members that have @@ -275,7 +272,6 @@ void CSquadMonster :: SquadMakeEnemy ( CBaseEntity *pEnemy ) } } - //========================================================= // // SquadCount(), return the number of members of this squad @@ -298,7 +294,6 @@ int CSquadMonster :: SquadCount( void ) return squadCount; } - //========================================================= // // SquadRecruit(), get some monsters of my classification and @@ -310,7 +305,6 @@ int CSquadMonster :: SquadRecruit( int searchRadius, int maxMembers ) int squadCount; int iMyClass = Classify();// cache this monster's class - // Don't recruit if I'm already in a group if ( InSquad() ) return 0; @@ -342,7 +336,7 @@ int CSquadMonster :: SquadRecruit( int searchRadius, int maxMembers ) squadCount++; } } - + pEntity = UTIL_FindEntityByString( pEntity, "netname", STRING( pev->netname ) ); } } @@ -432,7 +426,7 @@ void CSquadMonster :: StartMonster( void ) if ( iSquadSize ) { - ALERT ( at_aiconsole, "Squad of %d %s formed\n", iSquadSize, STRING( pev->classname ) ); + ALERT ( at_aiconsole, "Squad of %d %s formed\n", iSquadSize, STRING( pev->classname ) ); } if ( IsLeader() && FClassnameIs ( pev, "monster_human_grunt" ) ) @@ -440,7 +434,6 @@ void CSquadMonster :: StartMonster( void ) SetBodygroup( 1, 1 ); // UNDONE: truly ugly hack pev->skin = 0; } - } } @@ -486,13 +479,11 @@ BOOL CSquadMonster :: NoFriendlyFire( void ) leftPlane.InitializePlane ( gpGlobals->v_right, vecLeftSide ); rightPlane.InitializePlane ( v_left, vecRightSide ); backPlane.InitializePlane ( gpGlobals->v_forward, pev->origin ); - /* ALERT ( at_console, "LeftPlane: %f %f %f : %f\n", leftPlane.m_vecNormal.x, leftPlane.m_vecNormal.y, leftPlane.m_vecNormal.z, leftPlane.m_flDist ); ALERT ( at_console, "RightPlane: %f %f %f : %f\n", rightPlane.m_vecNormal.x, rightPlane.m_vecNormal.y, rightPlane.m_vecNormal.z, rightPlane.m_flDist ); ALERT ( at_console, "BackPlane: %f %f %f : %f\n", backPlane.m_vecNormal.x, backPlane.m_vecNormal.y, backPlane.m_vecNormal.z, backPlane.m_flDist ); */ - CSquadMonster *pSquadLeader = MySquadLeader(); for (int i = 0; i < MAX_SQUAD_MEMBERS; i++) { @@ -522,7 +513,7 @@ MONSTERSTATE CSquadMonster :: GetIdealState ( void ) int iConditions; iConditions = IScheduleFlags(); - + // If no schedule conditions, the new ideal state is probably the reason we're in here. switch ( m_MonsterState ) { @@ -605,21 +596,17 @@ BOOL CSquadMonster :: SquadMemberInRange ( const Vector &vecLocation, float flDi return FALSE; } - extern Schedule_t slChaseEnemyFailed[]; Schedule_t *CSquadMonster::GetScheduleOfType( int iType ) { switch ( iType ) { - case SCHED_CHASE_ENEMY_FAILED: { return &slChaseEnemyFailed[ 0 ]; } - default: return CBaseMonster::GetScheduleOfType( iType ); } } - diff --git a/dlls/squadmonster.h b/dlls/squadmonster.h index 3c18b937..43363b98 100644 --- a/dlls/squadmonster.h +++ b/dlls/squadmonster.h @@ -19,7 +19,6 @@ #define SF_SQUADMONSTER_LEADER 32 - #define bits_NO_SLOT 0 // HUMAN GRUNT SLOTS @@ -117,4 +116,3 @@ public: MONSTERSTATE GetIdealState ( void ); Schedule_t *GetScheduleOfType ( int iType ); }; - diff --git a/dlls/squeakgrenade.cpp b/dlls/squeakgrenade.cpp index fa6c94b2..ab79638e 100644 --- a/dlls/squeakgrenade.cpp +++ b/dlls/squeakgrenade.cpp @@ -28,7 +28,7 @@ enum w_squeak_e { WSQUEAK_IDLE1 = 0, WSQUEAK_FIDGET, WSQUEAK_JUMP, - WSQUEAK_RUN, + WSQUEAK_RUN }; enum squeak_e { @@ -55,7 +55,7 @@ class CSqueakGrenade : public CGrenade virtual int Save( CSave &save ); virtual int Restore( CRestore &restore ); - + static TYPEDESCRIPTION m_SaveData[]; static float m_flNextBounceSoundTime; @@ -72,8 +72,9 @@ class CSqueakGrenade : public CGrenade float CSqueakGrenade::m_flNextBounceSoundTime = 0; -LINK_ENTITY_TO_CLASS( monster_snark, CSqueakGrenade ); -TYPEDESCRIPTION CSqueakGrenade::m_SaveData[] = +LINK_ENTITY_TO_CLASS( monster_snark, CSqueakGrenade ) + +TYPEDESCRIPTION CSqueakGrenade::m_SaveData[] = { DEFINE_FIELD( CSqueakGrenade, m_flDie, FIELD_TIME ), DEFINE_FIELD( CSqueakGrenade, m_vecTarget, FIELD_VECTOR ), @@ -83,7 +84,7 @@ TYPEDESCRIPTION CSqueakGrenade::m_SaveData[] = DEFINE_FIELD( CSqueakGrenade, m_hOwner, FIELD_EHANDLE ), }; -IMPLEMENT_SAVERESTORE( CSqueakGrenade, CGrenade ); +IMPLEMENT_SAVERESTORE( CSqueakGrenade, CGrenade ) #define SQUEEK_DETONATE_DELAY 15.0 @@ -112,6 +113,7 @@ int CSqueakGrenade :: Classify ( void ) void CSqueakGrenade :: Spawn( void ) { Precache( ); + // motor pev->movetype = MOVETYPE_BOUNCE; pev->solid = SOLID_BBOX; @@ -158,7 +160,6 @@ void CSqueakGrenade::Precache( void ) PRECACHE_SOUND("squeek/sqk_deploy1.wav"); } - void CSqueakGrenade :: Killed( entvars_t *pevAttacker, int iGib ) { pev->model = iStringNull;// make invisible @@ -195,8 +196,6 @@ void CSqueakGrenade :: GibMonster( void ) EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "common/bodysplat.wav", 0.75, ATTN_NORM, 0, 200); } - - void CSqueakGrenade::HuntThink( void ) { // ALERT( at_console, "think\n" ); @@ -240,7 +239,7 @@ void CSqueakGrenade::HuntThink( void ) return; m_flNextHunt = gpGlobals->time + 2.0; - + CBaseEntity *pOther = NULL; Vector vecDir; TraceResult tr; @@ -316,7 +315,6 @@ void CSqueakGrenade::HuntThink( void ) pev->angles.x = 0; } - void CSqueakGrenade::SuperBounceTouch( CBaseEntity *pOther ) { float flpitch; @@ -406,11 +404,9 @@ void CSqueakGrenade::SuperBounceTouch( CBaseEntity *pOther ) m_flNextBounceSoundTime = gpGlobals->time + 0.5;// half second. } - #endif -LINK_ENTITY_TO_CLASS( weapon_snark, CSqueak ); - +LINK_ENTITY_TO_CLASS( weapon_snark, CSqueak ) void CSqueak::Spawn( ) { @@ -427,7 +423,6 @@ void CSqueak::Spawn( ) pev->framerate = 1.0; } - void CSqueak::Precache( void ) { PRECACHE_MODEL("models/w_sqknest.mdl"); @@ -440,7 +435,6 @@ void CSqueak::Precache( void ) m_usSnarkFire = PRECACHE_EVENT ( 1, "events/snarkfire.sc" ); } - int CSqueak::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); @@ -458,8 +452,6 @@ int CSqueak::GetItemInfo(ItemInfo *p) return 1; } - - BOOL CSqueak::Deploy( ) { // play hunt sound @@ -475,7 +467,6 @@ BOOL CSqueak::Deploy( ) return DefaultDeploy( "models/v_squeak.mdl", "models/p_squeak.mdl", SQUEAK_UP, "squeak" ); } - void CSqueak::Holster( int skiplocal /* = 0 */ ) { m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; @@ -487,12 +478,11 @@ void CSqueak::Holster( int skiplocal /* = 0 */ ) pev->nextthink = gpGlobals->time + 0.1; return; } - + SendWeaponAnim( SQUEAK_DOWN ); EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "common/null.wav", 1.0, ATTN_NORM); } - void CSqueak::PrimaryAttack() { if ( m_pPlayer->m_rgAmmo[ m_iPrimaryAmmoType ] ) @@ -518,19 +508,16 @@ void CSqueak::PrimaryAttack() #else flags = 0; #endif - PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usSnarkFire, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, 0, 0 ); if ( tr.fAllSolid == 0 && tr.fStartSolid == 0 && tr.flFraction > 0.25 ) { // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); - #ifndef CLIENT_DLL CBaseEntity *pSqueak = CBaseEntity::Create( "monster_snark", tr.vecEndPos, m_pPlayer->pev->v_angle, m_pPlayer->edict() ); pSqueak->pev->velocity = gpGlobals->v_forward * 200 + m_pPlayer->pev->velocity; #endif - // play hunt sound float flRndSound = RANDOM_FLOAT ( 0 , 1 ); @@ -551,13 +538,11 @@ void CSqueak::PrimaryAttack() } } - void CSqueak::SecondaryAttack( void ) { } - void CSqueak::WeaponIdle( void ) { if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) @@ -597,5 +582,4 @@ void CSqueak::WeaponIdle( void ) } SendWeaponAnim( iAnim ); } - #endif diff --git a/dlls/stats.cpp b/dlls/stats.cpp index 2f50395c..a725af1a 100644 --- a/dlls/stats.cpp +++ b/dlls/stats.cpp @@ -19,7 +19,6 @@ #include "decals.h" #include "gamerules.h" - float AmmoDamage( const char *pName ) { if ( !pName ) @@ -49,7 +48,6 @@ float AmmoDamage( const char *pName ) return 0; } - void UpdateStatsFile( float dataTime, char *pMapname, float health, float ammo, int skillLevel ) { FILE *fp; @@ -61,7 +59,6 @@ void UpdateStatsFile( float dataTime, char *pMapname, float health, float ammo, fclose( fp ); } - #define AMMO_THRESHOLD 10 // This much ammo goes by before it is "interesting" #define HEALTH_THRESHOLD 10 // Same for health #define OUTPUT_LATENCY 3 // This many seconds for ammo/health to settle @@ -103,7 +100,7 @@ void UpdateStats( CBasePlayer *pPlayer ) while (p) { ItemInfo II; - + memset(&II, 0, sizeof(II)); p->GetItemInfo(&II); @@ -153,4 +150,3 @@ void InitStats( CBasePlayer *pPlayer ) { gStats.lastGameTime = gpGlobals->time; // Fixup stats time } - diff --git a/dlls/subs.cpp b/dlls/subs.cpp index d3560bd5..a9a8caa1 100644 --- a/dlls/subs.cpp +++ b/dlls/subs.cpp @@ -33,28 +33,26 @@ extern BOOL FEntIsVisible(entvars_t* pev, entvars_t* pevTarget); extern DLL_GLOBAL int g_iSkillLevel; - // Landmark class void CPointEntity :: Spawn( void ) { pev->solid = SOLID_NOT; -// UTIL_SetSize(pev, g_vecZero, g_vecZero); + //UTIL_SetSize(pev, g_vecZero, g_vecZero); } - class CNullEntity : public CBaseEntity { public: void Spawn( void ); }; - // Null Entity, remove on startup void CNullEntity :: Spawn( void ) { REMOVE_ENTITY(ENT(pev)); } -LINK_ENTITY_TO_CLASS(info_null,CNullEntity); + +LINK_ENTITY_TO_CLASS(info_null,CNullEntity) class CBaseDMStart : public CPointEntity { @@ -66,9 +64,9 @@ private: }; // These are the new entry points to entities. -LINK_ENTITY_TO_CLASS(info_player_deathmatch,CBaseDMStart); -LINK_ENTITY_TO_CLASS(info_player_start,CPointEntity); -LINK_ENTITY_TO_CLASS(info_landmark,CPointEntity); +LINK_ENTITY_TO_CLASS( info_player_deathmatch, CBaseDMStart ) +LINK_ENTITY_TO_CLASS(info_player_start,CPointEntity) +LINK_ENTITY_TO_CLASS(info_landmark,CPointEntity) void CBaseDMStart::KeyValue( KeyValueData *pkvd ) { @@ -132,13 +130,13 @@ void CBaseEntity :: SUB_DoNothing( void ) // Global Savedata for Delay -TYPEDESCRIPTION CBaseDelay::m_SaveData[] = +TYPEDESCRIPTION CBaseDelay::m_SaveData[] = { DEFINE_FIELD( CBaseDelay, m_flDelay, FIELD_FLOAT ), DEFINE_FIELD( CBaseDelay, m_iszKillTarget, FIELD_STRING ), }; -IMPLEMENT_SAVERESTORE( CBaseDelay, CBaseEntity ); +IMPLEMENT_SAVERESTORE( CBaseDelay, CBaseEntity ) void CBaseDelay :: KeyValue( KeyValueData *pkvd ) { @@ -158,7 +156,6 @@ void CBaseDelay :: KeyValue( KeyValueData *pkvd ) } } - /* ============================== SUB_UseTargets @@ -209,8 +206,7 @@ void FireTargets( const char *targetName, CBaseEntity *pActivator, CBaseEntity * } } -LINK_ENTITY_TO_CLASS( DelayedUse, CBaseDelay ); - +LINK_ENTITY_TO_CLASS( DelayedUse, CBaseDelay ) void CBaseDelay :: SUB_UseTargets( CBaseEntity *pActivator, USE_TYPE useType, float value ) { @@ -232,7 +228,7 @@ void CBaseDelay :: SUB_UseTargets( CBaseEntity *pActivator, USE_TYPE useType, fl pTemp->pev->nextthink = gpGlobals->time + m_flDelay; pTemp->SetThink( &CBaseDelay::DelayThink ); - + // Save the useType pTemp->pev->button = (int)useType; pTemp->m_iszKillTarget = m_iszKillTarget; @@ -283,7 +279,6 @@ void CBaseDelay :: SUB_UseTargets( CBaseEntity *pActivator, USE_TYPE useType, fl } } - /* void CBaseDelay :: SUB_UseTargetsEntMethod( void ) { @@ -314,9 +309,6 @@ void SetMovedir( entvars_t *pev ) pev->angles = g_vecZero; } - - - void CBaseDelay::DelayThink( void ) { CBaseEntity *pActivator = NULL; @@ -325,14 +317,14 @@ void CBaseDelay::DelayThink( void ) { pActivator = CBaseEntity::Instance( pev->owner ); } + // The use type is cached (and stashed) in pev->button SUB_UseTargets( pActivator, (USE_TYPE)pev->button, 0 ); REMOVE_ENTITY(ENT(pev)); } - // Global Savedata for Toggle -TYPEDESCRIPTION CBaseToggle::m_SaveData[] = +TYPEDESCRIPTION CBaseToggle::m_SaveData[] = { DEFINE_FIELD( CBaseToggle, m_toggle_state, FIELD_INTEGER ), DEFINE_FIELD( CBaseToggle, m_flActivateFinished, FIELD_TIME ), @@ -354,8 +346,8 @@ TYPEDESCRIPTION CBaseToggle::m_SaveData[] = DEFINE_FIELD( CBaseToggle, m_sMaster, FIELD_STRING), DEFINE_FIELD( CBaseToggle, m_bitsDamageInflict, FIELD_INTEGER ), // damage type inflicted }; -IMPLEMENT_SAVERESTORE( CBaseToggle, CBaseAnimating ); +IMPLEMENT_SAVERESTORE( CBaseToggle, CBaseAnimating ) void CBaseToggle::KeyValue( KeyValueData *pkvd ) { @@ -394,8 +386,8 @@ pev->origin traveling at flSpeed void CBaseToggle :: LinearMove( Vector vecDest, float flSpeed ) { ASSERTSZ(flSpeed != 0, "LinearMove: no speed is defined!"); -// ASSERTSZ(m_pfnCallWhenMoveDone != NULL, "LinearMove: no post-move function defined"); - + //ASSERTSZ(m_pfnCallWhenMoveDone != NULL, "LinearMove: no post-move function defined"); + m_vecFinalDest = vecDest; // Already there? @@ -404,10 +396,10 @@ void CBaseToggle :: LinearMove( Vector vecDest, float flSpeed ) LinearMoveDone(); return; } - + // set destdelta to the vector needed to move Vector vecDestDelta = vecDest - pev->origin; - + // divide vector length by speed to get time to reach dest float flTravelTime = vecDestDelta.Length() / flSpeed; @@ -419,7 +411,6 @@ void CBaseToggle :: LinearMove( Vector vecDest, float flSpeed ) pev->velocity = vecDestDelta / flTravelTime; } - /* ============ After moving, set origin to exact final destination, call "move done" function @@ -454,8 +445,8 @@ Just like LinearMove, but rotational. void CBaseToggle :: AngularMove( Vector vecDestAngle, float flSpeed ) { ASSERTSZ(flSpeed != 0, "AngularMove: no speed is defined!"); -// ASSERTSZ(m_pfnCallWhenMoveDone != NULL, "AngularMove: no post-move function defined"); - + //ASSERTSZ(m_pfnCallWhenMoveDone != NULL, "AngularMove: no post-move function defined"); + m_vecFinalAngle = vecDestAngle; // Already there? @@ -464,10 +455,10 @@ void CBaseToggle :: AngularMove( Vector vecDestAngle, float flSpeed ) AngularMoveDone(); return; } - + // set destdelta to the vector needed to move Vector vecDestDelta = vecDestAngle - pev->angles; - + // divide by speed to get time to reach dest float flTravelTime = vecDestDelta.Length() / flSpeed; @@ -479,7 +470,6 @@ void CBaseToggle :: AngularMove( Vector vecDestAngle, float flSpeed ) pev->avelocity = vecDestDelta / flTravelTime; } - /* ============ After rotating, set angle to exact final angle, call "move done" function @@ -494,7 +484,6 @@ void CBaseToggle :: AngularMoveDone( void ) (this->*m_pfnCallWhenMoveDone)(); } - float CBaseToggle :: AxisValue( int flags, const Vector &angles ) { if ( FBitSet(flags, SF_DOOR_ROTATE_Z) ) @@ -505,7 +494,6 @@ float CBaseToggle :: AxisValue( int flags, const Vector &angles ) return angles.y; } - void CBaseToggle :: AxisDir( entvars_t *pev ) { if ( FBitSet(pev->spawnflags, SF_DOOR_ROTATE_Z) ) @@ -516,19 +504,17 @@ void CBaseToggle :: AxisDir( entvars_t *pev ) pev->movedir = Vector ( 0, 1, 0 ); // around y-axis } - float CBaseToggle :: AxisDelta( int flags, const Vector &angle1, const Vector &angle2 ) { if ( FBitSet (flags, SF_DOOR_ROTATE_Z) ) return angle1.z - angle2.z; - + if ( FBitSet (flags, SF_DOOR_ROTATE_X) ) return angle1.x - angle2.x; return angle1.y - angle2.y; } - /* ============= FEntIsVisible @@ -536,17 +522,14 @@ FEntIsVisible returns TRUE if the passed entity is visible to caller, even if not infront () ============= */ - BOOL -FEntIsVisible( - entvars_t* pev, - entvars_t* pevTarget) - { +BOOL FEntIsVisible( entvars_t* pev, entvars_t* pevTarget) +{ Vector vecSpot1 = pev->origin + pev->view_ofs; Vector vecSpot2 = pevTarget->origin + pevTarget->view_ofs; TraceResult tr; UTIL_TraceLine(vecSpot1, vecSpot2, ignore_monsters, ENT(pev), &tr); - + if (tr.fInOpen && tr.fInWater) return FALSE; // sight line crossed contents @@ -554,6 +537,4 @@ FEntIsVisible( return TRUE; return FALSE; - } - - +} diff --git a/dlls/talkmonster.cpp b/dlls/talkmonster.cpp index a6b88a57..b626a384 100644 --- a/dlls/talkmonster.cpp +++ b/dlls/talkmonster.cpp @@ -12,6 +12,7 @@ * use or distribution of this code by or to any unlicensed person is illegal. * ****/ + #include "extdll.h" #include "util.h" #include "cbase.h" @@ -31,7 +32,7 @@ float CTalkMonster::g_talkWaitTime = 0; // time delay until it's ok to speak: u // NOTE: m_voicePitch & m_szGrp should be fixed up by precache each save/restore -TYPEDESCRIPTION CTalkMonster::m_SaveData[] = +TYPEDESCRIPTION CTalkMonster::m_SaveData[] = { DEFINE_FIELD( CTalkMonster, m_bitsSaid, FIELD_INTEGER ), DEFINE_FIELD( CTalkMonster, m_nSpeak, FIELD_INTEGER ), @@ -47,17 +48,16 @@ TYPEDESCRIPTION CTalkMonster::m_SaveData[] = DEFINE_FIELD( CTalkMonster, m_hTalkTarget, FIELD_EHANDLE ), }; -IMPLEMENT_SAVERESTORE( CTalkMonster, CBaseMonster ); +IMPLEMENT_SAVERESTORE( CTalkMonster, CBaseMonster ) // array of friend names -char *CTalkMonster::m_szFriends[TLK_CFRIENDS] = +char *CTalkMonster::m_szFriends[TLK_CFRIENDS] = { "monster_barney", "monster_scientist", "monster_sitting_scientist", }; - //========================================================= // AI Schedules Specific to talking monsters //========================================================= @@ -100,7 +100,7 @@ Task_t tlIdleSpeak[] = Schedule_t slIdleSpeak[] = { - { + { tlIdleSpeak, ARRAYSIZE ( tlIdleSpeak ), bits_COND_NEW_ENEMY | @@ -149,7 +149,6 @@ Task_t tlIdleHello[] = { TASK_TLK_HELLO, (float)0 },// Try to say hello to player { TASK_TLK_EYECONTACT, (float)0 }, { TASK_WAIT, (float)0.5 },// wait a bit - }; Schedule_t slIdleHello[] = @@ -210,7 +209,6 @@ Schedule_t slMoveAway[] = }, }; - Task_t tlMoveAwayFail[] = { { TASK_STOP_MOVING, (float)0 }, @@ -228,8 +226,6 @@ Schedule_t slMoveAwayFail[] = }, }; - - Task_t tlMoveAwayFollow[] = { { TASK_SET_FAIL_SCHEDULE, (float)SCHED_TARGET_FACE }, @@ -319,7 +315,6 @@ Schedule_t slTlkIdleWatchClient[] = }, }; - Task_t tlTlkIdleEyecontact[] = { { TASK_TLK_IDEALYAW, (float)0 },// look at who I'm talking to @@ -330,7 +325,7 @@ Task_t tlTlkIdleEyecontact[] = Schedule_t slTlkIdleEyecontact[] = { - { + { tlTlkIdleEyecontact, ARRAYSIZE ( tlTlkIdleEyecontact ), bits_COND_NEW_ENEMY | @@ -342,7 +337,6 @@ Schedule_t slTlkIdleEyecontact[] = }, }; - DEFINE_CUSTOM_SCHEDULES( CTalkMonster ) { slIdleResponse, @@ -358,21 +352,19 @@ DEFINE_CUSTOM_SCHEDULES( CTalkMonster ) slTlkIdleEyecontact, }; -IMPLEMENT_CUSTOM_SCHEDULES( CTalkMonster, CBaseMonster ); - +IMPLEMENT_CUSTOM_SCHEDULES( CTalkMonster, CBaseMonster ) void CTalkMonster :: SetActivity ( Activity newActivity ) { if (newActivity == ACT_IDLE && IsTalking() ) newActivity = ACT_SIGNAL3; - + if ( newActivity == ACT_SIGNAL3 && (LookupActivity ( ACT_SIGNAL3 ) == ACTIVITY_NOT_AVAILABLE)) newActivity = ACT_IDLE; CBaseMonster::SetActivity( newActivity ); } - void CTalkMonster :: StartTask( Task_t *pTask ) { switch ( pTask->iTask ) @@ -382,36 +374,29 @@ void CTalkMonster :: StartTask( Task_t *pTask ) FIdleSpeak(); TaskComplete(); break; - case TASK_TLK_RESPOND: // respond to question IdleRespond(); TaskComplete(); break; - case TASK_TLK_HELLO: // greet player FIdleHello(); TaskComplete(); break; - - case TASK_TLK_STARE: // let the player know I know he's staring at me. FIdleStare(); TaskComplete(); break; - case TASK_FACE_PLAYER: case TASK_TLK_LOOK_AT_CLIENT: case TASK_TLK_CLIENT_STARE: // track head to the client for a while. m_flWaitFinished = gpGlobals->time + pTask->flData; break; - case TASK_TLK_EYECONTACT: break; - case TASK_TLK_IDEALYAW: if (m_hTalkTarget != NULL) { @@ -432,29 +417,24 @@ void CTalkMonster :: StartTask( Task_t *pTask ) } TaskComplete(); break; - case TASK_TLK_HEADRESET: // reset head position after looking at something m_hTalkTarget = NULL; TaskComplete(); break; - case TASK_TLK_STOPSHOOTING: // tell player to stop shooting PlaySentence( m_szGrp[TLK_NOSHOOT], RANDOM_FLOAT(2.8, 3.2), VOL_NORM, ATTN_NORM ); TaskComplete(); break; - case TASK_CANT_FOLLOW: StopFollowing( FALSE ); PlaySentence( m_szGrp[TLK_STOP], RANDOM_FLOAT(2, 2.5), VOL_NORM, ATTN_NORM ); TaskComplete(); break; - case TASK_WALK_PATH_FOR_UNITS: m_movementActivity = ACT_WALK; break; - case TASK_MOVE_AWAY_PATH: { Vector dir = pev->angles; @@ -480,25 +460,21 @@ void CTalkMonster :: StartTask( Task_t *pTask ) } } break; - case TASK_PLAY_SCRIPT: m_hTalkTarget = NULL; CBaseMonster::StartTask( pTask ); break; - default: CBaseMonster::StartTask( pTask ); } } - void CTalkMonster :: RunTask( Task_t *pTask ) { switch( pTask->iTask ) { case TASK_TLK_CLIENT_STARE: case TASK_TLK_LOOK_AT_CLIENT: - edict_t *pPlayer; // track head to the client for a while. @@ -543,7 +519,6 @@ void CTalkMonster :: RunTask( Task_t *pTask ) TaskComplete(); } break; - case TASK_FACE_PLAYER: { // Get edict for one player @@ -565,7 +540,6 @@ void CTalkMonster :: RunTask( Task_t *pTask ) } } break; - case TASK_TLK_EYECONTACT: if (!IsMoving() && IsTalking() && m_hTalkTarget != NULL) { @@ -577,7 +551,6 @@ void CTalkMonster :: RunTask( Task_t *pTask ) TaskComplete(); } break; - case TASK_WALK_PATH_FOR_UNITS: { float distance; @@ -613,7 +586,6 @@ void CTalkMonster :: RunTask( Task_t *pTask ) if (TaskIsComplete()) IdleHeadTurn( pev->origin ); break; - default: if (IsTalking() && m_hTalkTarget != NULL) { @@ -627,7 +599,6 @@ void CTalkMonster :: RunTask( Task_t *pTask ) } } - void CTalkMonster :: Killed( entvars_t *pevAttacker, int iGib ) { // If a client killed me (unless I was already Barnacle'd), make everyone else mad/afraid of him @@ -644,8 +615,6 @@ void CTalkMonster :: Killed( entvars_t *pevAttacker, int iGib ) CBaseMonster::Killed( pevAttacker, iGib ); } - - CBaseEntity *CTalkMonster::EnumFriends( CBaseEntity *pPrevious, int listNumber, BOOL bTrace ) { CBaseEntity *pFriend = pPrevious; @@ -678,7 +647,6 @@ CBaseEntity *CTalkMonster::EnumFriends( CBaseEntity *pPrevious, int listNumber, return NULL; } - void CTalkMonster::AlertFriends( void ) { CBaseEntity *pFriend = NULL; @@ -699,8 +667,6 @@ void CTalkMonster::AlertFriends( void ) } } - - void CTalkMonster::ShutUpFriends( void ) { CBaseEntity *pFriend = NULL; @@ -720,7 +686,6 @@ void CTalkMonster::ShutUpFriends( void ) } } - // UNDONE: Keep a follow time in each follower, make a list of followers in this function and do LRU // UNDONE: Check this in Restore to keep restored monsters from joining a full list of followers void CTalkMonster::LimitFollowers( CBaseEntity *pPlayer, int maxFollowers ) @@ -729,6 +694,7 @@ void CTalkMonster::LimitFollowers( CBaseEntity *pPlayer, int maxFollowers ) int i, count; count = 0; + // for each friend in this bsp... for ( i = 0; i < TLK_CFRIENDS; i++ ) { @@ -748,7 +714,6 @@ void CTalkMonster::LimitFollowers( CBaseEntity *pPlayer, int maxFollowers ) } } - float CTalkMonster::TargetDistance( void ) { // If we lose the player, or he dies, return a really large distance @@ -758,7 +723,6 @@ float CTalkMonster::TargetDistance( void ) return (m_hTargetEnt->pev->origin - pev->origin).Length(); } - //========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. @@ -776,7 +740,6 @@ void CTalkMonster :: HandleAnimEvent( MonsterEvent_t *pEvent ) PlaySentence( pEvent->options, RANDOM_FLOAT(2.8, 3.4), VOL_NORM, ATTN_IDLE ); //ALERT(at_console, "script event speak\n"); break; - default: CBaseMonster::HandleAnimEvent( pEvent ); break; @@ -784,12 +747,10 @@ void CTalkMonster :: HandleAnimEvent( MonsterEvent_t *pEvent ) } // monsters derived from ctalkmonster should call this in precache() - void CTalkMonster :: TalkInit( void ) { // every new talking monster must reset this global, otherwise // when a level is loaded, nobody will talk (time is reset to 0) - CTalkMonster::g_talkWaitTime = 0; m_voicePitch = 100; @@ -812,14 +773,13 @@ CBaseEntity *CTalkMonster :: FindNearestFriend(BOOL fPlayer) int cfriends; vecStart.z = pev->absmax.z; - + if (fPlayer) cfriends = 1; else cfriends = TLK_CFRIENDS; // for each type of friend... - for (i = cfriends-1; i > -1; i--) { if (fPlayer) @@ -847,7 +807,6 @@ CBaseEntity *CTalkMonster :: FindNearestFriend(BOOL fPlayer) vecCheck.z = pFriend->pev->absmax.z; // if closer than previous friend, and in range, see if he's visible - if (range > (vecStart - vecCheck).Length()) { UTIL_TraceLine(vecStart, vecCheck, ignore_monsters, ENT(pev), &tr); @@ -872,7 +831,6 @@ int CTalkMonster :: GetVoicePitch( void ) return m_voicePitch + RANDOM_LONG(0,3); } - void CTalkMonster :: Touch( CBaseEntity *pOther ) { // Did the player touch me? @@ -896,8 +854,6 @@ void CTalkMonster :: Touch( CBaseEntity *pOther ) } } - - //========================================================= // IdleRespond // Respond to a previous question @@ -905,7 +861,7 @@ void CTalkMonster :: Touch( CBaseEntity *pOther ) void CTalkMonster :: IdleRespond( void ) { int pitch = GetVoicePitch(); - + // play response PlaySentence( m_szGrp[TLK_ANSWER], RANDOM_FLOAT(2.8, 3.2), VOL_NORM, ATTN_IDLE ); } @@ -945,7 +901,6 @@ int CTalkMonster :: FOkToSpeak( void ) return TRUE; } - int CTalkMonster::CanPlaySentence( BOOL fDisregardState ) { if ( fDisregardState ) @@ -1002,11 +957,10 @@ int CTalkMonster :: FIdleHello( void ) return FALSE; } - // turn head towards supplied origin void CTalkMonster :: IdleHeadTurn( Vector &vecFriend ) { - // turn head in desired direction only if ent has a turnable head + // turn head in desired direction only if ent has a turnable head if (m_afCapability & bits_CAP_TURN_HEAD) { float yaw = VecToYaw(vecFriend - pev->origin) - pev->angles.y; @@ -1048,11 +1002,10 @@ int CTalkMonster :: FIdleSpeak ( void ) szQuestionGroup = m_szGrp[TLK_QUESTION]; // set global min delay for next conversation duration = RANDOM_FLOAT(2.8, 3.2); - } pitch = GetVoicePitch(); - + // player using this entity is alive and wounded? CBaseEntity *pTarget = m_hTargetEnt; @@ -1210,20 +1163,16 @@ int CTalkMonster :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, return CBaseMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType); } - Schedule_t* CTalkMonster :: GetScheduleOfType ( int Type ) { switch( Type ) { case SCHED_MOVE_AWAY: return slMoveAway; - case SCHED_MOVE_AWAY_FOLLOW: return slMoveAwayFollow; - case SCHED_MOVE_AWAY_FAIL: return slMoveAwayFail; - case SCHED_TARGET_FACE: // speak during 'use' if (RANDOM_LONG(0,99) < 2) @@ -1231,7 +1180,6 @@ Schedule_t* CTalkMonster :: GetScheduleOfType ( int Type ) return slIdleSpeakWait; else return slIdleStand; - case SCHED_IDLE_STAND: { // if never seen player, try to greet him @@ -1294,7 +1242,6 @@ Schedule_t* CTalkMonster :: GetScheduleOfType ( int Type ) return slIdleStand; } - // NOTE - caller must first CTalkMonster::GetScheduleOfType, // then check result and decide what to return ie: if sci gets back // slIdleStand, return slIdleSciStand @@ -1338,9 +1285,10 @@ void CTalkMonster :: TrySmellTalk( void ) // clear smell bits periodically if ( gpGlobals->time > m_flLastSaidSmelled ) { -// ALERT ( at_aiconsole, "Clear smell bits\n" ); + //ALERT ( at_aiconsole, "Clear smell bits\n" ); ClearBits(m_bitsSaid, bit_saidSmelled); } + // smelled something? if (!FBitSet(m_bitsSaid, bit_saidSmelled) && HasConditions ( bits_COND_SMELL )) { @@ -1350,8 +1298,6 @@ void CTalkMonster :: TrySmellTalk( void ) } } - - int CTalkMonster::IRelationship( CBaseEntity *pTarget ) { if ( pTarget->IsPlayer() ) @@ -1360,7 +1306,6 @@ int CTalkMonster::IRelationship( CBaseEntity *pTarget ) return CBaseMonster::IRelationship( pTarget ); } - void CTalkMonster::StopFollowing( BOOL clearSchedule ) { if ( IsFollowing() ) @@ -1381,7 +1326,6 @@ void CTalkMonster::StopFollowing( BOOL clearSchedule ) } } - void CTalkMonster::StartFollowing( CBaseEntity *pLeader ) { if ( m_pCine ) @@ -1397,7 +1341,6 @@ void CTalkMonster::StartFollowing( CBaseEntity *pLeader ) ClearSchedule(); } - BOOL CTalkMonster::CanFollow( void ) { if ( m_MonsterState == MONSTERSTATE_SCRIPT ) @@ -1412,7 +1355,6 @@ BOOL CTalkMonster::CanFollow( void ) return !IsFollowing(); } - void CTalkMonster :: FollowerUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { // Don't allow use during a scripted_sentence @@ -1461,7 +1403,6 @@ void CTalkMonster::KeyValue( KeyValueData *pkvd ) CBaseMonster::KeyValue( pkvd ); } - void CTalkMonster::Precache( void ) { if ( m_iszUse ) @@ -1469,4 +1410,3 @@ void CTalkMonster::Precache( void ) if ( m_iszUnUse ) m_szGrp[TLK_UNUSE] = STRING( m_iszUnUse ); } - diff --git a/dlls/talkmonster.h b/dlls/talkmonster.h index 00f2bbaa..57c417e4 100644 --- a/dlls/talkmonster.h +++ b/dlls/talkmonster.h @@ -60,10 +60,9 @@ typedef enum TLK_WOUND, TLK_MORTAL, - TLK_CGROUPS, // MUST be last entry + TLK_CGROUPS // MUST be last entry } TALKGROUPNAMES; - enum { SCHED_CANT_FOLLOW = LAST_COMMON_SCHEDULE + 1, @@ -71,7 +70,7 @@ enum SCHED_MOVE_AWAY_FOLLOW, // same, but follow afterward SCHED_MOVE_AWAY_FAIL, // Turn back toward player - LAST_TALKMONSTER_SCHEDULE, // MUST be last + LAST_TALKMONSTER_SCHEDULE // MUST be last }; enum @@ -92,7 +91,7 @@ enum TASK_TLK_IDEALYAW, // set ideal yaw to face who I'm talking to TASK_FACE_PLAYER, // Face the player - LAST_TALKMONSTER_TASK, // MUST be last + LAST_TALKMONSTER_TASK // MUST be last }; class CTalkMonster : public CBaseMonster @@ -122,7 +121,6 @@ public: void HandleAnimEvent( MonsterEvent_t *pEvent ); void PrescheduleThink( void ); - // Conversations / communication int GetVoicePitch( void ); void IdleRespond( void ); @@ -137,6 +135,7 @@ public: void ShutUpFriends( void ); BOOL IsTalking( void ); void Talk( float flDuration ); + // For following BOOL CanFollow( void ); BOOL IsFollowing( void ) { return m_hTargetEnt != NULL && m_hTargetEnt->IsPlayer(); } @@ -170,14 +169,12 @@ public: float m_flStopTalkTime;// when in the future that I'll be done saying this sentence. EHANDLE m_hTalkTarget; // who to look at while talking - CUSTOM_SCHEDULES; + CUSTOM_SCHEDULES }; - // Clients can push talkmonsters out of their way #define bits_COND_CLIENT_PUSH ( bits_COND_SPECIAL1 ) // Don't see a client right now. #define bits_COND_CLIENT_UNSEEN ( bits_COND_SPECIAL2 ) - -#endif //TALKMONSTER_H +#endif //TALKMONSTER_H diff --git a/dlls/teamplay_gamerules.cpp b/dlls/teamplay_gamerules.cpp index c673d4c6..52f3512a 100644 --- a/dlls/teamplay_gamerules.cpp +++ b/dlls/teamplay_gamerules.cpp @@ -15,6 +15,7 @@ // // teamplay_gamerules.cpp // + #include "extdll.h" #include "util.h" #include "cbase.h" @@ -147,12 +148,10 @@ void CHalfLifeTeamplay :: Think ( void ) //========================================================= BOOL CHalfLifeTeamplay :: ClientCommand( CBasePlayer *pPlayer, const char *pcmd ) { - #ifndef NO_VOICEGAMEMGR if(g_VoiceGameMgr.ClientCommand(pPlayer, pcmd)) return TRUE; #endif - if ( FStrEq( pcmd, "menuselect" ) ) { if ( CMD_ARGC() < 2 ) @@ -161,7 +160,6 @@ BOOL CHalfLifeTeamplay :: ClientCommand( CBasePlayer *pPlayer, const char *pcmd int slot = atoi( CMD_ARGV(1) ); // select the item from the current menu - return TRUE; } @@ -181,7 +179,6 @@ void CHalfLifeTeamplay :: UpdateGameMode( CBasePlayer *pPlayer ) MESSAGE_END(); } - const char *CHalfLifeTeamplay::SetDefaultPlayerTeam( CBasePlayer *pPlayer ) { // copy out the team name from the model @@ -194,7 +191,7 @@ const char *CHalfLifeTeamplay::SetDefaultPlayerTeam( CBasePlayer *pPlayer ) if ( pPlayer->m_szTeamName[0] == '\0' || !IsValidTeam( pPlayer->m_szTeamName ) || defaultteam.value ) { const char *pTeamName = NULL; - + if ( defaultteam.value ) { pTeamName = team_names[0]; @@ -209,7 +206,6 @@ const char *CHalfLifeTeamplay::SetDefaultPlayerTeam( CBasePlayer *pPlayer ) return pPlayer->m_szTeamName; } - //========================================================= // InitHUD //========================================================= @@ -262,7 +258,6 @@ void CHalfLifeTeamplay::InitHUD( CBasePlayer *pPlayer ) } } - void CHalfLifeTeamplay::ChangePlayerTeam( CBasePlayer *pPlayer, const char *pTeamName, BOOL bKill, BOOL bGib ) { int damageFlags = DMG_GENERIC; @@ -312,7 +307,6 @@ void CHalfLifeTeamplay::ChangePlayerTeam( CBasePlayer *pPlayer, const char *pTea MESSAGE_END(); } - //========================================================= // ClientUserInfoChanged //========================================================= @@ -360,6 +354,7 @@ void CHalfLifeTeamplay::ClientUserInfoChanged( CBasePlayer *pPlayer, char *infob mdls ); ChangePlayerTeam( pPlayer, mdls, TRUE, TRUE ); + // recound stuff RecountTeams( TRUE ); } @@ -373,7 +368,7 @@ void CHalfLifeTeamplay::DeathNotice( CBasePlayer *pVictim, entvars_t *pKiller, e { if ( m_DisableDeathMessages ) return; - + if ( pVictim && pKiller && pKiller->flags & FL_CLIENT ) { CBasePlayer *pk = (CBasePlayer*) CBaseEntity::Instance( pKiller ); @@ -406,7 +401,6 @@ void CHalfLifeTeamplay :: PlayerKilled( CBasePlayer *pVictim, entvars_t *pKiller } } - //========================================================= // IsTeamplay //========================================================= @@ -489,7 +483,6 @@ const char *CHalfLifeTeamplay::GetTeamID( CBaseEntity *pEntity ) return pEntity->TeamID(); } - int CHalfLifeTeamplay::GetTeamIndex( const char *pTeamName ) { if ( pTeamName && *pTeamName != 0 ) @@ -501,11 +494,10 @@ int CHalfLifeTeamplay::GetTeamIndex( const char *pTeamName ) return tm; } } - + return -1; // No match } - const char *CHalfLifeTeamplay::GetIndexedTeamName( int teamIndex ) { if ( teamIndex < 0 || teamIndex >= num_teams ) @@ -514,7 +506,6 @@ const char *CHalfLifeTeamplay::GetIndexedTeamName( int teamIndex ) return team_names[ teamIndex ]; } - BOOL CHalfLifeTeamplay::IsValidTeam( const char *pTeamName ) { if ( !m_teamLimit ) // Any team is valid if the teamlist isn't set @@ -558,7 +549,6 @@ const char *CHalfLifeTeamplay::TeamWithFewestPlayers( void ) return pTeamName; } - //========================================================= //========================================================= void CHalfLifeTeamplay::RecountTeams( bool bResendInfo ) @@ -601,9 +591,10 @@ void CHalfLifeTeamplay::RecountTeams( bool bResendInfo ) if ( plr ) { const char *pTeamName = plr->TeamID(); + // try add to existing team int tm = GetTeamIndex( pTeamName ); - + if ( tm < 0 ) // no team match found { if ( !m_teamLimit ) diff --git a/dlls/tempmonster.cpp b/dlls/tempmonster.cpp index 8c996248..80341410 100644 --- a/dlls/tempmonster.cpp +++ b/dlls/tempmonster.cpp @@ -36,7 +36,8 @@ public: int Classify ( void ); void HandleAnimEvent( MonsterEvent_t *pEvent ); }; -LINK_ENTITY_TO_CLASS( my_monster, CMyMonster ); + +LINK_ENTITY_TO_CLASS( my_monster, CMyMonster ) //========================================================= // Classify - indicates this monster's place in the @@ -109,7 +110,7 @@ void CMyMonster :: Precache() PRECACHE_SOUND("mysound.wav"); PRECACHE_MODEL("models/mymodel.mdl"); -} +} //========================================================= // AI Schedules Specific to this monster diff --git a/dlls/tentacle.cpp b/dlls/tentacle.cpp index 2fd7f057..3af50ee2 100644 --- a/dlls/tentacle.cpp +++ b/dlls/tentacle.cpp @@ -27,7 +27,6 @@ #include "weapons.h" #include "soundent.h" - #define ACT_T_IDLE 1010 #define ACT_T_TAP 1020 #define ACT_T_STRIKE 1030 @@ -108,12 +107,10 @@ public: static const char *pHitWater[]; }; - - int CTentacle :: g_fFlySound; int CTentacle :: g_fSquirmSound; -LINK_ENTITY_TO_CLASS( monster_tentacle, CTentacle ); +LINK_ENTITY_TO_CLASS( monster_tentacle, CTentacle ) // stike sounds #define TE_NONE -1 @@ -121,13 +118,13 @@ LINK_ENTITY_TO_CLASS( monster_tentacle, CTentacle ); #define TE_DIRT 1 #define TE_WATER 2 -const char *CTentacle::pHitSilo[] = +const char *CTentacle::pHitSilo[] = { "tentacle/te_strike1.wav", "tentacle/te_strike2.wav", }; -const char *CTentacle::pHitDirt[] = +const char *CTentacle::pHitDirt[] = { "player/pl_dirt1.wav", "player/pl_dirt2.wav", @@ -135,7 +132,7 @@ const char *CTentacle::pHitDirt[] = "player/pl_dirt4.wav", }; -const char *CTentacle::pHitWater[] = +const char *CTentacle::pHitWater[] = { "player/pl_slosh1.wav", "player/pl_slosh2.wav", @@ -143,8 +140,7 @@ const char *CTentacle::pHitWater[] = "player/pl_slosh4.wav", }; - -TYPEDESCRIPTION CTentacle::m_SaveData[] = +TYPEDESCRIPTION CTentacle::m_SaveData[] = { DEFINE_FIELD( CTentacle, m_flInitialYaw, FIELD_FLOAT ), DEFINE_FIELD( CTentacle, m_iGoalAnim, FIELD_INTEGER ), @@ -164,8 +160,8 @@ TYPEDESCRIPTION CTentacle::m_SaveData[] = DEFINE_FIELD( CTentacle, m_vecPrevSound, FIELD_POSITION_VECTOR ), DEFINE_FIELD( CTentacle, m_flPrevSoundTime, FIELD_TIME ), }; -IMPLEMENT_SAVERESTORE( CTentacle, CBaseMonster ); +IMPLEMENT_SAVERESTORE( CTentacle, CBaseMonster ) // animation sequence aliases typedef enum @@ -231,15 +227,11 @@ typedef enum TENTACLE_ANIM_none } TENTACLE_ANIM; - - - - //========================================================= // Classify - indicates this monster's place in the // relationship table. //========================================================= -int CTentacle :: Classify ( void ) +int CTentacle :: Classify ( void ) { return CLASS_ALIEN_MONSTER; } @@ -262,7 +254,7 @@ void CTentacle :: Spawn( ) pev->takedamage = DAMAGE_AIM; pev->flags |= FL_MONSTER; - + m_bloodColor = BLOOD_COLOR_GREEN; SetThink( &CTentacle::Start ); @@ -321,7 +313,6 @@ void CTentacle :: Precache( ) PRECACHE_SOUND_ARRAY( pHitWater ); } - CTentacle::CTentacle( ) { m_flMaxYaw = 65; @@ -339,14 +330,11 @@ void CTentacle::KeyValue( KeyValueData *pkvd ) { m_iTapSound = atoi(pkvd->szValue); pkvd->fHandled = TRUE; - } else CBaseMonster::KeyValue( pkvd ); } - - int CTentacle :: Level( float dz ) { if (dz < 216) @@ -358,7 +346,6 @@ int CTentacle :: Level( float dz ) return 3; } - float CTentacle :: MyHeight( ) { switch ( MyLevel( ) ) @@ -373,7 +360,6 @@ float CTentacle :: MyHeight( ) return 0; } - int CTentacle :: MyLevel( ) { switch( pev->sequence ) @@ -385,7 +371,6 @@ int CTentacle :: MyLevel( ) case TENTACLE_ANIM_Temp1_to_Floor: case TENTACLE_ANIM_Floor_to_Lev1: return 0; - case TENTACLE_ANIM_Floor_Idle: case TENTACLE_ANIM_Floor_Fidget_Pissed: case TENTACLE_ANIM_Floor_Fidget_SmallRise: @@ -396,7 +381,6 @@ int CTentacle :: MyLevel( ) case TENTACLE_ANIM_Floor_Rear: case TENTACLE_ANIM_Floor_Rear_Idle: return 0; - case TENTACLE_ANIM_Lev1_Idle: case TENTACLE_ANIM_Lev1_Fidget_Claw: case TENTACLE_ANIM_Lev1_Fidget_Shake: @@ -407,10 +391,8 @@ int CTentacle :: MyLevel( ) case TENTACLE_ANIM_Lev1_Rear: case TENTACLE_ANIM_Lev1_Rear_Idle: return 1; - case TENTACLE_ANIM_Lev1_to_Lev2: return 1; - case TENTACLE_ANIM_Lev2_Idle: case TENTACLE_ANIM_Lev2_Fidget_Shake: case TENTACLE_ANIM_Lev2_Fidget_Swing: @@ -421,10 +403,8 @@ int CTentacle :: MyLevel( ) case TENTACLE_ANIM_Lev2_Rear: case TENTACLE_ANIM_Lev2_Rear_Idle: return 2; - case TENTACLE_ANIM_Lev2_to_Lev3: return 2; - case TENTACLE_ANIM_Lev3_Idle: case TENTACLE_ANIM_Lev3_Fidget_Shake: case TENTACLE_ANIM_Lev3_Fidget_Side: @@ -435,14 +415,12 @@ int CTentacle :: MyLevel( ) case TENTACLE_ANIM_Lev3_Rear: case TENTACLE_ANIM_Lev3_Rear_Idle: return 3; - case TENTACLE_ANIM_Lev1_Door_reach: return -1; } return -1; } - void CTentacle :: Test( void ) { pev->sequence = TENTACLE_ANIM_Floor_Strike; @@ -451,8 +429,6 @@ void CTentacle :: Test( void ) pev->nextthink = gpGlobals->time + 0.1; } - - // // TentacleThink // @@ -705,8 +681,6 @@ void CTentacle :: Cycle( void ) } } - - void CTentacle::CommandUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { // ALERT( at_console, "%s triggered %d\n", STRING( pev->targetname ), useType ); @@ -735,8 +709,6 @@ void CTentacle::CommandUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_T } - - void CTentacle :: DieThink( void ) { pev->nextthink = gpGlobals-> time + 0.1; @@ -810,7 +782,6 @@ void CTentacle :: DieThink( void ) } } - void CTentacle :: HandleAnimEvent( MonsterEvent_t *pEvent ) { char *sound; @@ -843,20 +814,16 @@ void CTentacle :: HandleAnimEvent( MonsterEvent_t *pEvent ) gpGlobals->force_retouch++; } break; - case 3: // start killing swing m_iHitDmg = 200; // UTIL_EmitAmbientSound(ENT(pev), pev->origin + Vector( 0, 0, MyHeight()), "tentacle/te_swing1.wav", 1.0, ATTN_NORM, 0, 100); break; - case 4: // end killing swing m_iHitDmg = 25; break; - case 5: // just "whoosh" sound // UTIL_EmitAmbientSound(ENT(pev), pev->origin + Vector( 0, 0, MyHeight()), "tentacle/te_swing2.wav", 1.0, ATTN_NORM, 0, 100); break; - case 2: // tap scrape case 6: // light tap { @@ -882,8 +849,6 @@ void CTentacle :: HandleAnimEvent( MonsterEvent_t *pEvent ) } } break; - - case 7: // roar switch( RANDOM_LONG(0,1) ) { @@ -893,33 +858,27 @@ void CTentacle :: HandleAnimEvent( MonsterEvent_t *pEvent ) UTIL_EmitAmbientSound(ENT(pev), pev->origin + Vector( 0, 0, MyHeight()), sound, 1.0, ATTN_NORM, 0, 100); break; - case 8: // search switch( RANDOM_LONG(0,1) ) { case 0: sound = "tentacle/te_search1.wav"; break; case 1: sound = "tentacle/te_search2.wav"; break; } - UTIL_EmitAmbientSound(ENT(pev), pev->origin + Vector( 0, 0, MyHeight()), sound, 1.0, ATTN_NORM, 0, 100); break; - case 9: // swing switch( RANDOM_LONG(0,1) ) { case 0: sound = "tentacle/te_move1.wav"; break; case 1: sound = "tentacle/te_move2.wav"; break; } - UTIL_EmitAmbientSound(ENT(pev), pev->origin + Vector( 0, 0, MyHeight()), sound, 1.0, ATTN_NORM, 0, 100); break; - default: CBaseMonster::HandleAnimEvent( pEvent ); } } - // // TentacleStart // @@ -932,7 +891,7 @@ void CTentacle :: Start( void ) { EMIT_SOUND (ENT(pev), CHAN_BODY, "ambience/flies.wav", 1, ATTN_NORM ); g_fFlySound = TRUE; -// pev->nextthink = gpGlobals-> time + 0.1; + //pev->nextthink = gpGlobals-> time + 0.1; } else if ( !g_fSquirmSound ) { @@ -943,9 +902,6 @@ void CTentacle :: Start( void ) pev->nextthink = gpGlobals->time + 0.1; } - - - void CTentacle :: HitTouch( CBaseEntity *pOther ) { TraceResult tr = UTIL_GetGlobalTrace( ); @@ -982,7 +938,6 @@ void CTentacle :: HitTouch( CBaseEntity *pOther ) // ALERT( at_console, "%.0f : %s : %d\n", pev->angles.y, STRING( pOther->pev->classname ), tr.iHitgroup ); } - int CTentacle::TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType ) { if (flDamage > pev->health) @@ -996,17 +951,12 @@ int CTentacle::TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, floa return 1; } - - - void CTentacle :: Killed( entvars_t *pevAttacker, int iGib ) { m_iGoalAnim = TENTACLE_ANIM_Pit_Idle; return; } - - class CTentacleMaw : public CBaseMonster { public: @@ -1014,7 +964,7 @@ public: void Precache( ); }; -LINK_ENTITY_TO_CLASS( monster_tentaclemaw, CTentacleMaw ); +LINK_ENTITY_TO_CLASS( monster_tentaclemaw, CTentacleMaw ) // // Tentacle Spawn @@ -1031,7 +981,7 @@ void CTentacleMaw :: Spawn( ) pev->health = 75; pev->yaw_speed = 8; pev->sequence = 0; - + pev->angles.x = 90; // ResetSequenceInfo( ); } @@ -1040,5 +990,4 @@ void CTentacleMaw :: Precache( ) { PRECACHE_MODEL("models/maw.mdl"); } - #endif diff --git a/dlls/trains.h b/dlls/trains.h index 87aec763..f1fabaae 100644 --- a/dlls/trains.h +++ b/dlls/trains.h @@ -40,7 +40,7 @@ public: void Spawn( void ); void Activate( void ); void KeyValue( KeyValueData* pkvd); - + void SetPrevious( CPathTrack *pprevious ); void Link( void ); void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); @@ -63,7 +63,6 @@ public: #if PATH_SPARKLE_DEBUG void EXPORT Sparkle(void); #endif - float m_length; string_t m_altName; CPathTrack *m_pnext; @@ -71,7 +70,6 @@ public: CPathTrack *m_paltpath; }; - class CFuncTrackTrain : public CBaseEntity { public: @@ -123,5 +121,4 @@ public: private: unsigned short m_usAdjustPitch; }; - #endif diff --git a/dlls/triggers.cpp b/dlls/triggers.cpp index 515900f8..a6e8102b 100644 --- a/dlls/triggers.cpp +++ b/dlls/triggers.cpp @@ -56,16 +56,15 @@ public: float m_frictionFraction; // Sorry, couldn't resist this name :) }; -LINK_ENTITY_TO_CLASS( func_friction, CFrictionModifier ); +LINK_ENTITY_TO_CLASS( func_friction, CFrictionModifier ) // Global Savedata for changelevel friction modifier -TYPEDESCRIPTION CFrictionModifier::m_SaveData[] = +TYPEDESCRIPTION CFrictionModifier::m_SaveData[] = { DEFINE_FIELD( CFrictionModifier, m_frictionFraction, FIELD_FLOAT ), }; -IMPLEMENT_SAVERESTORE(CFrictionModifier,CBaseEntity); - +IMPLEMENT_SAVERESTORE( CFrictionModifier, CBaseEntity ) // Modify an entity's friction void CFrictionModifier :: Spawn( void ) @@ -76,7 +75,6 @@ void CFrictionModifier :: Spawn( void ) SetTouch( &CFrictionModifier::ChangeFriction ); } - // Sets toucher's friction to m_frictionFraction (1.0 = normal friction) void CFrictionModifier :: ChangeFriction( CBaseEntity *pOther ) { @@ -84,8 +82,6 @@ void CFrictionModifier :: ChangeFriction( CBaseEntity *pOther ) pOther->pev->friction = m_frictionFraction; } - - // Sets toucher's friction to m_frictionFraction (1.0 = normal friction) void CFrictionModifier :: KeyValue( KeyValueData *pkvd ) { @@ -98,7 +94,6 @@ void CFrictionModifier :: KeyValue( KeyValueData *pkvd ) CBaseEntity::KeyValue( pkvd ); } - // This trigger will fire when the level spawns (or respawns if not fire once) // It will check a global state before firing. It supports delay and killtargets @@ -122,15 +117,16 @@ private: int m_globalstate; USE_TYPE triggerType; }; -LINK_ENTITY_TO_CLASS( trigger_auto, CAutoTrigger ); -TYPEDESCRIPTION CAutoTrigger::m_SaveData[] = +LINK_ENTITY_TO_CLASS( trigger_auto, CAutoTrigger ) + +TYPEDESCRIPTION CAutoTrigger::m_SaveData[] = { DEFINE_FIELD( CAutoTrigger, m_globalstate, FIELD_STRING ), DEFINE_FIELD( CAutoTrigger, triggerType, FIELD_INTEGER ), }; -IMPLEMENT_SAVERESTORE(CAutoTrigger,CBaseDelay); +IMPLEMENT_SAVERESTORE( CAutoTrigger, CBaseDelay ) void CAutoTrigger::KeyValue( KeyValueData *pkvd ) { @@ -160,19 +156,16 @@ void CAutoTrigger::KeyValue( KeyValueData *pkvd ) CBaseDelay::KeyValue( pkvd ); } - void CAutoTrigger::Spawn( void ) { Precache(); } - void CAutoTrigger::Precache( void ) { pev->nextthink = gpGlobals->time + 0.1; } - void CAutoTrigger::Think( void ) { if ( !m_globalstate || gGlobalState.EntityGetState( m_globalstate ) == GLOBAL_ON ) @@ -183,8 +176,6 @@ void CAutoTrigger::Think( void ) } } - - #define SF_RELAY_FIREONCE 0x0001 class CTriggerRelay : public CBaseDelay @@ -203,14 +194,15 @@ public: private: USE_TYPE triggerType; }; -LINK_ENTITY_TO_CLASS( trigger_relay, CTriggerRelay ); -TYPEDESCRIPTION CTriggerRelay::m_SaveData[] = +LINK_ENTITY_TO_CLASS( trigger_relay, CTriggerRelay ) + +TYPEDESCRIPTION CTriggerRelay::m_SaveData[] = { DEFINE_FIELD( CTriggerRelay, triggerType, FIELD_INTEGER ), }; -IMPLEMENT_SAVERESTORE(CTriggerRelay,CBaseDelay); +IMPLEMENT_SAVERESTORE( CTriggerRelay, CBaseDelay ) void CTriggerRelay::KeyValue( KeyValueData *pkvd ) { @@ -235,14 +227,10 @@ void CTriggerRelay::KeyValue( KeyValueData *pkvd ) CBaseDelay::KeyValue( pkvd ); } - void CTriggerRelay::Spawn( void ) { } - - - void CTriggerRelay::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { SUB_UseTargets( this, triggerType, 0 ); @@ -250,7 +238,6 @@ void CTriggerRelay::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE UTIL_Remove( this ); } - //********************************************************** // The Multimanager Entity - when fired, will fire up to 16 targets // at specified times. @@ -271,7 +258,6 @@ public: #if _DEBUG void EXPORT ManagerReport( void ); #endif - BOOL HasTarget( string_t targetname ); int ObjectCaps( void ) { return CBaseToggle::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } @@ -298,10 +284,11 @@ private: CMultiManager *Clone( void ); }; -LINK_ENTITY_TO_CLASS( multi_manager, CMultiManager ); + +LINK_ENTITY_TO_CLASS( multi_manager, CMultiManager ) // Global Savedata for multi_manager -TYPEDESCRIPTION CMultiManager::m_SaveData[] = +TYPEDESCRIPTION CMultiManager::m_SaveData[] = { DEFINE_FIELD( CMultiManager, m_cTargets, FIELD_INTEGER ), DEFINE_FIELD( CMultiManager, m_index, FIELD_INTEGER ), @@ -310,7 +297,7 @@ TYPEDESCRIPTION CMultiManager::m_SaveData[] = DEFINE_ARRAY( CMultiManager, m_flTargetDelay, FIELD_FLOAT, MAX_MULTI_TARGETS ), }; -IMPLEMENT_SAVERESTORE(CMultiManager,CBaseToggle); +IMPLEMENT_SAVERESTORE(CMultiManager,CBaseToggle) void CMultiManager :: KeyValue( KeyValueData *pkvd ) { @@ -340,7 +327,6 @@ void CMultiManager :: KeyValue( KeyValueData *pkvd ) } } - void CMultiManager :: Spawn( void ) { pev->solid = SOLID_NOT; @@ -371,17 +357,15 @@ void CMultiManager :: Spawn( void ) } } - BOOL CMultiManager::HasTarget( string_t targetname ) { for ( int i = 0; i < m_cTargets; i++ ) if ( FStrEq(STRING(targetname), STRING(m_iTargetName[i])) ) return TRUE; - + return FALSE; } - // Designers were using this to fire targets that may or may not exist -- // so I changed it to use the standard target fire code, made it a little simpler. void CMultiManager :: ManagerThink ( void ) @@ -425,7 +409,6 @@ CMultiManager *CMultiManager::Clone( void ) return pMulti; } - // The USE function builds the time table and starts the entity thinking. void CMultiManager :: ManagerUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { @@ -461,8 +444,6 @@ void CMultiManager :: ManagerReport ( void ) #endif //*********************************************************** - - // // Render parameters trigger // @@ -470,7 +451,6 @@ void CMultiManager :: ManagerReport ( void ) // to its targets when triggered. // - // Flags to indicate masking off various render parameters that are normally copied to the targets #define SF_RENDER_MASKFX (1<<0) #define SF_RENDER_MASKAMT (1<<1) @@ -484,8 +464,7 @@ public: void Use ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); }; -LINK_ENTITY_TO_CLASS( env_render, CRenderFxManager ); - +LINK_ENTITY_TO_CLASS( env_render, CRenderFxManager ) void CRenderFxManager :: Spawn ( void ) { @@ -516,8 +495,6 @@ void CRenderFxManager :: Use ( CBaseEntity *pActivator, CBaseEntity *pCaller, US } } - - class CBaseTrigger : public CBaseToggle { public: @@ -535,7 +512,7 @@ public: virtual int ObjectCaps( void ) { return CBaseToggle :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } }; -LINK_ENTITY_TO_CLASS( trigger, CBaseTrigger ); +LINK_ENTITY_TO_CLASS( trigger, CBaseTrigger ) /* ================ @@ -555,7 +532,6 @@ void CBaseTrigger::InitTrigger( ) SetBits( pev->effects, EF_NODRAW ); } - // // Cache user-entity-field values until spawn is called. // @@ -588,7 +564,7 @@ public: void EXPORT RadiationThink( void ); }; -LINK_ENTITY_TO_CLASS( trigger_hurt, CTriggerHurt ); +LINK_ENTITY_TO_CLASS( trigger_hurt, CTriggerHurt ) // // trigger_monsterjump @@ -601,13 +577,12 @@ public: void Think( void ); }; -LINK_ENTITY_TO_CLASS( trigger_monsterjump, CTriggerMonsterJump ); - +LINK_ENTITY_TO_CLASS( trigger_monsterjump, CTriggerMonsterJump ) void CTriggerMonsterJump :: Spawn ( void ) { SetMovedir ( pev ); - + InitTrigger (); pev->nextthink = 0; @@ -615,14 +590,14 @@ void CTriggerMonsterJump :: Spawn ( void ) m_flHeight = 150; if ( !FStringNull ( pev->targetname ) ) - {// if targetted, spawn turned off + { + // if targetted, spawn turned off pev->solid = SOLID_NOT; UTIL_SetOrigin( pev, pev->origin ); // Unlink from trigger list SetUse( &CBaseTrigger::ToggleUse ); } } - void CTriggerMonsterJump :: Think( void ) { pev->solid = SOLID_NOT;// kill the trigger for now !!!UNDONE @@ -635,14 +610,16 @@ void CTriggerMonsterJump :: Touch( CBaseEntity *pOther ) entvars_t *pevOther = pOther->pev; if ( !FBitSet ( pevOther->flags , FL_MONSTER ) ) - {// touched by a non-monster. + { + // touched by a non-monster. return; } pevOther->origin.z += 1; - + if ( FBitSet ( pevOther->flags, FL_ONGROUND ) ) - {// clear the onground so physics don't bitch + { + // clear the onground so physics don't bitch pevOther->flags &= ~FL_ONGROUND; } @@ -652,7 +629,6 @@ void CTriggerMonsterJump :: Touch( CBaseEntity *pOther ) pev->nextthink = gpGlobals->time; } - //===================================== // // trigger_cdaudio - starts/stops cd audio tracks @@ -667,7 +643,7 @@ public: void Touch ( CBaseEntity *pOther ); }; -LINK_ENTITY_TO_CLASS( trigger_cdaudio, CTriggerCDAudio ); +LINK_ENTITY_TO_CLASS( trigger_cdaudio, CTriggerCDAudio ) // // Changes tracks or stops CD when player touches @@ -676,7 +652,8 @@ LINK_ENTITY_TO_CLASS( trigger_cdaudio, CTriggerCDAudio ); void CTriggerCDAudio :: Touch ( CBaseEntity *pOther ) { if ( !pOther->IsPlayer() ) - {// only clients may trigger these events + { + // only clients may trigger these events return; } @@ -696,10 +673,10 @@ void CTriggerCDAudio::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TY void PlayCDTrack( int iTrack ) { edict_t *pClient; - + // manually find the single player. pClient = g_engfuncs.pfnPEntityOfEntIndex( 1 ); - + // Can't play if the client is not connected! if ( !pClient ) return; @@ -723,17 +700,15 @@ void PlayCDTrack( int iTrack ) } } - // only plays for ONE client, so only use in single play! void CTriggerCDAudio :: PlayTrack( void ) { PlayCDTrack( (int)pev->health ); - + SetTouch( NULL ); UTIL_Remove( this ); } - // This plays a CD track when fired or when the player enters it's radius class CTargetCDAudio : public CPointEntity { @@ -746,7 +721,7 @@ public: void Play( void ); }; -LINK_ENTITY_TO_CLASS( target_cdaudio, CTargetCDAudio ); +LINK_ENTITY_TO_CLASS( target_cdaudio, CTargetCDAudio ) void CTargetCDAudio :: KeyValue( KeyValueData *pkvd ) { @@ -777,19 +752,18 @@ void CTargetCDAudio::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYP void CTargetCDAudio::Think( void ) { edict_t *pClient; - + // manually find the single player. pClient = g_engfuncs.pfnPEntityOfEntIndex( 1 ); - + // Can't play if the client is not connected! if ( !pClient ) return; - + pev->nextthink = gpGlobals->time + 0.5; if ( (pClient->v.origin - pev->origin).Length() <= pev->scale ) Play(); - } void CTargetCDAudio::Play( void ) @@ -864,19 +838,16 @@ void CTriggerHurt :: RadiationThink( void ) pev->view_ofs = view_ofs; // reset origin - if (!FNullEnt(pentPlayer)) { - pPlayer = GetClassPtr( (CBasePlayer *)VARS(pentPlayer)); pevTarget = VARS(pentPlayer); // get range to player; - vecSpot1 = (pev->absmin + pev->absmax) * 0.5; vecSpot2 = (pevTarget->absmin + pevTarget->absmax) * 0.5; - + vecRange = vecSpot1 - vecSpot2; flRange = vecRange.Length(); @@ -897,14 +868,16 @@ void CTriggerHurt :: RadiationThink( void ) void CBaseTrigger :: ToggleUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { if (pev->solid == SOLID_NOT) - {// if the trigger is off, turn it on + { + // if the trigger is off, turn it on pev->solid = SOLID_TRIGGER; - + // Force retouch gpGlobals->force_retouch++; } else - {// turn the trigger off + { + // turn the trigger off pev->solid = SOLID_NOT; } UTIL_SetOrigin( pev, pev->origin ); @@ -935,7 +908,8 @@ void CBaseTrigger :: HurtTouch ( CBaseEntity *pOther ) if ( pev->dmgtime > gpGlobals->time ) { if ( gpGlobals->time != pev->pain_finished ) - {// too early to hurt again, and not same frame with a different entity + { + // too early to hurt again, and not same frame with a different entity if ( pOther->IsPlayer() ) { int playerMask = 1 << (pOther->entindex() - 1); @@ -971,13 +945,12 @@ void CBaseTrigger :: HurtTouch ( CBaseEntity *pOther ) else // Original code -- single player { if ( pev->dmgtime > gpGlobals->time && gpGlobals->time != pev->pain_finished ) - {// too early to hurt again, and not same frame with a different entity + { + // too early to hurt again, and not same frame with a different entity return; } } - - // If this is time_based damage (poison, radiation), override the pev->dmg with a // default for the given damage type. Monsters only take time-based damage // while touching the trigger. Player continues taking damage for a while after @@ -985,7 +958,6 @@ void CBaseTrigger :: HurtTouch ( CBaseEntity *pOther ) fldmg = pev->dmg * 0.5; // 0.5 seconds worth of damage, pev->dmg is damage/second - // JAY: Cut this because it wasn't fully realized. Damage is simpler now. #if 0 switch (m_bitsDamageInflict) @@ -1000,7 +972,6 @@ void CBaseTrigger :: HurtTouch ( CBaseEntity *pOther ) case DMG_SLOWFREEZE: fldmg = SLOWFREEZE_DAMAGE/4; break; } #endif - if ( fldmg < 0 ) pOther->TakeHealth( -fldmg, m_bitsDamageInflict ); else @@ -1012,8 +983,6 @@ void CBaseTrigger :: HurtTouch ( CBaseEntity *pOther ) // Apply damage every half second pev->dmgtime = gpGlobals->time + 0.5;// half second delay until this trigger can hurt toucher again - - if ( pev->target ) { // trigger has a target it wants to fire. @@ -1032,7 +1001,6 @@ void CBaseTrigger :: HurtTouch ( CBaseEntity *pOther ) } } - /*QUAKED trigger_multiple (.5 .5 .5) ? notouch Variable sized repeatable trigger. Must be targeted at one or more entities. If "health" is set, the trigger must be killed to activate each time. @@ -1054,8 +1022,7 @@ public: void Spawn( void ); }; -LINK_ENTITY_TO_CLASS( trigger_multiple, CTriggerMultiple ); - +LINK_ENTITY_TO_CLASS( trigger_multiple, CTriggerMultiple ) void CTriggerMultiple :: Spawn( void ) { @@ -1084,7 +1051,6 @@ void CTriggerMultiple :: Spawn( void ) } } - /*QUAKED trigger_once (.5 .5 .5) ? notouch Variable sized trigger. Triggers once, then removes itself. You must set the key "target" to the name of another object in the level that has a matching "targetname". If "health" is set, the trigger must be killed to activate. @@ -1103,16 +1069,15 @@ public: void Spawn( void ); }; -LINK_ENTITY_TO_CLASS( trigger_once, CTriggerOnce ); +LINK_ENTITY_TO_CLASS( trigger_once, CTriggerOnce ) + void CTriggerOnce::Spawn( void ) { m_flWait = -1; - + CTriggerMultiple :: Spawn(); } - - void CBaseTrigger :: MultiTouch( CBaseEntity *pOther ) { entvars_t *pevToucher; @@ -1134,12 +1099,10 @@ void CBaseTrigger :: MultiTouch( CBaseEntity *pOther ) return; // not facing the right way } #endif - ActivateMultiTrigger( pOther ); } } - // // the trigger was just touched/killed/used // self.enemy should be set to the activator so it can be held through a delay @@ -1163,8 +1126,8 @@ void CBaseTrigger :: ActivateMultiTrigger( CBaseEntity *pActivator ) if (!FStringNull(pev->noise)) EMIT_SOUND(ENT(pev), CHAN_VOICE, (char*)STRING(pev->noise), 1, ATTN_NORM); -// don't trigger again until reset -// pev->takedamage = DAMAGE_NO; + // don't trigger again until reset + // pev->takedamage = DAMAGE_NO; m_hActivator = pActivator; SUB_UseTargets( m_hActivator, USE_TOGGLE, 0 ); @@ -1172,7 +1135,7 @@ void CBaseTrigger :: ActivateMultiTrigger( CBaseEntity *pActivator ) if ( pev->message && pActivator->IsPlayer() ) { UTIL_ShowMessage( STRING(pev->message), pActivator ); -// CLIENT_PRINTF( ENT( pActivator->pev ), print_center, STRING(pev->message) ); + //CLIENT_PRINTF( ENT( pActivator->pev ), print_center, STRING(pev->message) ); } if (m_flWait > 0) @@ -1190,20 +1153,18 @@ void CBaseTrigger :: ActivateMultiTrigger( CBaseEntity *pActivator ) } } - // the wait time has passed, so set back up for another activation void CBaseTrigger :: MultiWaitOver( void ) { -// if (pev->max_health) -// { -// pev->health = pev->max_health; -// pev->takedamage = DAMAGE_YES; -// pev->solid = SOLID_BBOX; -// } + /*if (pev->max_health) + { + pev->health = pev->max_health; + pev->takedamage = DAMAGE_YES; + pev->solid = SOLID_BBOX; + }*/ SetThink( NULL ); } - // ========================= COUNTING TRIGGER ===================================== // @@ -1216,7 +1177,7 @@ void CBaseTrigger::CounterUse( CBaseEntity *pActivator, CBaseEntity *pCaller, US if (m_cTriggersLeft < 0) return; - + BOOL fTellActivator = (m_hActivator != 0) && FClassnameIs(m_hActivator->pev, "player") && @@ -1240,11 +1201,10 @@ void CBaseTrigger::CounterUse( CBaseEntity *pActivator, CBaseEntity *pCaller, US // !!!UNDONE: I don't think we want these Quakesque messages if (fTellActivator) ALERT(at_console, "Sequence completed!"); - + ActivateMultiTrigger( m_hActivator ); } - /*QUAKED trigger_counter (.5 .5 .5) ? nomessage Acts as an intermediary for an action that takes multiple inputs. If nomessage is not set, it will print "1 more.. " etc when triggered and @@ -1256,7 +1216,8 @@ class CTriggerCounter : public CBaseTrigger public: void Spawn( void ); }; -LINK_ENTITY_TO_CLASS( trigger_counter, CTriggerCounter ); + +LINK_ENTITY_TO_CLASS( trigger_counter, CTriggerCounter ) void CTriggerCounter :: Spawn( void ) { @@ -1277,7 +1238,7 @@ public: void Spawn( void ); }; -LINK_ENTITY_TO_CLASS( trigger_transition, CTriggerVolume ); +LINK_ENTITY_TO_CLASS( trigger_transition, CTriggerVolume ) // Define space that travels across a level transition void CTriggerVolume :: Spawn( void ) @@ -1289,7 +1250,6 @@ void CTriggerVolume :: Spawn( void ) pev->modelindex = 0; } - // Fires a target after level transition and then dies class CFireAndDie : public CBaseDelay { @@ -1299,7 +1259,8 @@ public: void Think( void ); int ObjectCaps( void ) { return CBaseDelay::ObjectCaps() | FCAP_FORCE_TRANSITION; } // Always go across transitions }; -LINK_ENTITY_TO_CLASS( fireanddie, CFireAndDie ); + +LINK_ENTITY_TO_CLASS( fireanddie, CFireAndDie ) void CFireAndDie::Spawn( void ) { @@ -1307,21 +1268,18 @@ void CFireAndDie::Spawn( void ) // Don't call Precache() - it should be called on restore } - void CFireAndDie::Precache( void ) { // This gets called on restore pev->nextthink = gpGlobals->time + m_flDelay; } - void CFireAndDie::Think( void ) { SUB_UseTargets( this, USE_TOGGLE, 0 ); UTIL_Remove( this ); } - #define SF_CHANGELEVEL_USEONLY 0x0002 class CChangeLevel : public CBaseTrigger { @@ -1349,10 +1307,11 @@ public: int m_changeTarget; float m_changeTargetDelay; }; -LINK_ENTITY_TO_CLASS( trigger_changelevel, CChangeLevel ); + +LINK_ENTITY_TO_CLASS( trigger_changelevel, CChangeLevel ) // Global Savedata for changelevel trigger -TYPEDESCRIPTION CChangeLevel::m_SaveData[] = +TYPEDESCRIPTION CChangeLevel::m_SaveData[] = { DEFINE_ARRAY( CChangeLevel, m_szMapName, FIELD_CHARACTER, cchMapNameMost ), DEFINE_ARRAY( CChangeLevel, m_szLandmarkName, FIELD_CHARACTER, cchMapNameMost ), @@ -1360,7 +1319,7 @@ TYPEDESCRIPTION CChangeLevel::m_SaveData[] = DEFINE_FIELD( CChangeLevel, m_changeTargetDelay, FIELD_FLOAT ), }; -IMPLEMENT_SAVERESTORE(CChangeLevel,CBaseTrigger); +IMPLEMENT_SAVERESTORE(CChangeLevel,CBaseTrigger) // // Cache user-entity-field values until spawn is called. @@ -1396,7 +1355,6 @@ void CChangeLevel :: KeyValue( KeyValueData *pkvd ) CBaseTrigger::KeyValue( pkvd ); } - /*QUAKED trigger_changelevel (0.5 0.5 0.5) ? NO_INTERMISSION When the player touches this, he gets sent to the map listed in the "map" variable. Unless the NO_INTERMISSION flag is set, the view will go to the info_intermission spot and display stats. */ @@ -1416,10 +1374,9 @@ void CChangeLevel :: Spawn( void ) InitTrigger(); if ( !(pev->spawnflags & SF_CHANGELEVEL_USEONLY) ) SetTouch( &CChangeLevel::TouchChangeLevel ); -// ALERT( at_console, "TRANSITION: %s (%s)\n", m_szMapName, m_szLandmarkName ); + //ALERT( at_console, "TRANSITION: %s (%s)\n", m_szMapName, m_szLandmarkName ); } - void CChangeLevel :: ExecuteChangeLevel( void ) { MESSAGE_BEGIN( MSG_ALL, SVC_CDTRACK ); @@ -1431,7 +1388,6 @@ void CChangeLevel :: ExecuteChangeLevel( void ) MESSAGE_END(); } - FILE_GLOBAL char st_szNextMap[cchMapNameMost]; FILE_GLOBAL char st_szNextSpot[cchMapNameMost]; @@ -1452,7 +1408,6 @@ edict_t *CChangeLevel :: FindLandmark( const char *pLandmarkName ) return NULL; } - //========================================================= // CChangeLevel :: Use - allows level transitions to be // triggered by buttons, etc. @@ -1480,7 +1435,6 @@ void CChangeLevel :: ChangeLevelNow( CBaseEntity *pActivator ) pev->dmgtime = gpGlobals->time; - CBaseEntity *pPlayer = CBaseEntity::Instance( g_engfuncs.pfnPEntityOfEntIndex( 1 ) ); if ( !InTransitionVolume( pPlayer, m_szLandmarkName ) ) { @@ -1498,10 +1452,12 @@ void CChangeLevel :: ChangeLevelNow( CBaseEntity *pActivator ) pFireAndDie->pev->target = m_changeTarget; pFireAndDie->m_flDelay = m_changeTargetDelay; pFireAndDie->pev->origin = pPlayer->pev->origin; + // Call spawn DispatchSpawn( pFireAndDie->edict() ); } } + // This object will get removed in the call to CHANGE_LEVEL, copy the params into "safe" memory strcpy(st_szNextMap, m_szMapName); @@ -1516,7 +1472,7 @@ void CChangeLevel :: ChangeLevelNow( CBaseEntity *pActivator ) strcpy(st_szNextSpot, m_szLandmarkName); gpGlobals->vecLandmarkOffset = VARS(pentLandmark)->origin; } -// ALERT( at_console, "Level touches %d levels\n", ChangeList( levels, 16 ) ); + //ALERT( at_console, "Level touches %d levels\n", ChangeList( levels, 16 ) ); ALERT( at_console, "CHANGE LEVEL: %s %s\n", st_szNextMap, st_szNextSpot ); CHANGE_LEVEL( st_szNextMap, st_szNextSpot ); } @@ -1532,7 +1488,6 @@ void CChangeLevel :: TouchChangeLevel( CBaseEntity *pOther ) ChangeLevelNow( pOther ); } - // Add a transition to the list, but ignore duplicates // (a designer may have placed multiple trigger_changelevels with the same landmark) int CChangeLevel::AddTransitionToList( LEVELLIST *pLevelList, int listCount, const char *pMapName, const char *pLandmarkName, edict_t *pentLandmark ) @@ -1560,12 +1515,10 @@ int BuildChangeList( LEVELLIST *pLevelList, int maxList ) return CChangeLevel::ChangeList( pLevelList, maxList ); } - int CChangeLevel::InTransitionVolume( CBaseEntity *pEntity, char *pVolumeName ) { edict_t *pentVolume; - if ( pEntity->ObjectCaps() & FCAP_FORCE_TRANSITION ) return 1; @@ -1596,7 +1549,6 @@ int CChangeLevel::InTransitionVolume( CBaseEntity *pEntity, char *pVolumeName ) return inVolume; } - // We can only ever move 512 entities across a transition #define MAX_ENTITY 512 @@ -1618,7 +1570,7 @@ int CChangeLevel::ChangeList( LEVELLIST *pLevelList, int maxList ) while ( !FNullEnt( pentChangelevel ) ) { CChangeLevel *pTrigger; - + pTrigger = GetClassPtr((CChangeLevel *)VARS(pentChangelevel)); if ( pTrigger ) { @@ -1657,7 +1609,7 @@ int CChangeLevel::ChangeList( LEVELLIST *pLevelList, int maxList ) CBaseEntity *pEntity = CBaseEntity::Instance(pent); if ( pEntity ) { -// ALERT( at_console, "Trying %s\n", STRING(pEntity->pev->classname) ); + //ALERT( at_console, "Trying %s\n", STRING(pEntity->pev->classname) ); int caps = pEntity->ObjectCaps(); if ( !(caps & FCAP_DONT_SAVE) ) { @@ -1676,11 +1628,11 @@ int CChangeLevel::ChangeList( LEVELLIST *pLevelList, int maxList ) if ( entityCount > MAX_ENTITY ) ALERT( at_error, "Too many entities across a transition!" ); } -// else -// ALERT( at_console, "Failed %s\n", STRING(pEntity->pev->classname) ); + //else + // ALERT( at_console, "Failed %s\n", STRING(pEntity->pev->classname) ); } -// else -// ALERT( at_console, "DON'T SAVE %s\n", STRING(pEntity->pev->classname) ); + //else + // ALERT( at_console, "DON'T SAVE %s\n", STRING(pEntity->pev->classname) ); } pent = pent->v.chain; } @@ -1692,12 +1644,12 @@ int CChangeLevel::ChangeList( LEVELLIST *pLevelList, int maxList ) { // Mark entity table with 1<pev->classname) ); - + //else + // ALERT( at_console, "Screened out %s\n", STRING(pEntList[j]->pev->classname) ); } } } @@ -1713,10 +1665,10 @@ void NextLevel( void ) { edict_t* pent; CChangeLevel *pChange; - + // find a trigger_changelevel pent = FIND_ENTITY_BY_CLASSNAME(NULL, "trigger_changelevel"); - + // go back to start if no trigger_changelevel if (FNullEnt(pent)) { @@ -1726,10 +1678,10 @@ void NextLevel( void ) } else pChange = GetClassPtr( (CChangeLevel *)VARS(pent)); - + strcpy(st_szNextMap, pChange->m_szMapName); g_fGameOver = TRUE; - + if (pChange->pev->nextthink < gpGlobals->time) { pChange->SetThink( &CChangeLevel::ExecuteChangeLevel ); @@ -1737,7 +1689,6 @@ void NextLevel( void ) } } - // ============================== LADDER ======================================= class CLadder : public CBaseTrigger @@ -1747,15 +1698,14 @@ public: void Spawn( void ); void Precache( void ); }; -LINK_ENTITY_TO_CLASS( func_ladder, CLadder ); +LINK_ENTITY_TO_CLASS( func_ladder, CLadder ) void CLadder :: KeyValue( KeyValueData *pkvd ) { CBaseTrigger::KeyValue( pkvd ); } - //========================================================= // func_ladder - makes an area vertically negotiable //========================================================= @@ -1772,7 +1722,6 @@ void CLadder :: Precache( void ) pev->effects &= ~EF_NODRAW; } - void CLadder :: Spawn( void ) { Precache(); @@ -1781,7 +1730,6 @@ void CLadder :: Spawn( void ) pev->movetype = MOVETYPE_PUSH; } - // ========================== A TRIGGER THAT PUSHES YOU =============================== class CTriggerPush : public CBaseTrigger @@ -1791,15 +1739,14 @@ public: void KeyValue( KeyValueData *pkvd ); void Touch( CBaseEntity *pOther ); }; -LINK_ENTITY_TO_CLASS( trigger_push, CTriggerPush ); +LINK_ENTITY_TO_CLASS( trigger_push, CTriggerPush ) void CTriggerPush :: KeyValue( KeyValueData *pkvd ) { CBaseTrigger::KeyValue( pkvd ); } - /*QUAKED trigger_push (.5 .5 .5) ? TRIG_PUSH_ONCE Pushes the player */ @@ -1825,7 +1772,6 @@ void CTriggerPush :: Spawn( ) UTIL_SetOrigin( pev, pev->origin ); // Link into the list } - void CTriggerPush :: Touch( CBaseEntity *pOther ) { entvars_t* pevToucher = pOther->pev; @@ -1851,7 +1797,8 @@ void CTriggerPush :: Touch( CBaseEntity *pOther ) UTIL_Remove( this ); } else - { // Push field, transfer to base velocity + { + // Push field, transfer to base velocity Vector vecPush = (pev->speed * pev->movedir); if ( pevToucher->flags & FL_BASEVELOCITY ) vecPush = vecPush + pevToucher->basevelocity; @@ -1859,12 +1806,11 @@ void CTriggerPush :: Touch( CBaseEntity *pOther ) pevToucher->basevelocity = vecPush; pevToucher->flags |= FL_BASEVELOCITY; -// ALERT( at_console, "Vel %f, base %f\n", pevToucher->velocity.z, pevToucher->basevelocity.z ); + //ALERT( at_console, "Vel %f, base %f\n", pevToucher->velocity.z, pevToucher->basevelocity.z ); } } } - //====================================== // teleport trigger // @@ -1878,12 +1824,13 @@ void CBaseTrigger :: TeleportTouch( CBaseEntity *pOther ) // Only teleport monsters or clients if ( !FBitSet( pevToucher->flags, FL_CLIENT|FL_MONSTER ) ) return; - + if (!UTIL_IsMasterTriggered(m_sMaster, pOther)) return; if ( !( pev->spawnflags & SF_TRIGGER_ALLOWMONSTERS ) ) - {// no monsters allowed! + { + // no monsters allowed! if ( FBitSet( pevToucher->flags, FL_MONSTER ) ) { return; @@ -1891,17 +1838,18 @@ void CBaseTrigger :: TeleportTouch( CBaseEntity *pOther ) } if ( ( pev->spawnflags & SF_TRIGGER_NOCLIENTS ) ) - {// no clients allowed + { + // no clients allowed if ( pOther->IsPlayer() ) { return; } } - + pentTarget = FIND_ENTITY_BY_TARGETNAME( pentTarget, STRING(pev->target) ); if (FNullEnt(pentTarget)) return; - + Vector tmp = VARS( pentTarget )->origin; if ( pOther->IsPlayer() ) @@ -1912,7 +1860,7 @@ void CBaseTrigger :: TeleportTouch( CBaseEntity *pOther ) tmp.z++; pevToucher->flags &= ~FL_ONGROUND; - + UTIL_SetOrigin( pevToucher, tmp ); pevToucher->angles = pentTarget->v.angles; @@ -1926,13 +1874,13 @@ void CBaseTrigger :: TeleportTouch( CBaseEntity *pOther ) pevToucher->velocity = pevToucher->basevelocity = g_vecZero; } - class CTriggerTeleport : public CBaseTrigger { public: void Spawn( void ); }; -LINK_ENTITY_TO_CLASS( trigger_teleport, CTriggerTeleport ); + +LINK_ENTITY_TO_CLASS( trigger_teleport, CTriggerTeleport ) void CTriggerTeleport :: Spawn( void ) { @@ -1941,10 +1889,7 @@ void CTriggerTeleport :: Spawn( void ) SetTouch( &CBaseTrigger::TeleportTouch ); } - -LINK_ENTITY_TO_CLASS( info_teleport_destination, CPointEntity ); - - +LINK_ENTITY_TO_CLASS( info_teleport_destination, CPointEntity ) class CTriggerSave : public CBaseTrigger { @@ -1952,7 +1897,8 @@ public: void Spawn( void ); void EXPORT SaveTouch( CBaseEntity *pOther ); }; -LINK_ENTITY_TO_CLASS( trigger_autosave, CTriggerSave ); + +LINK_ENTITY_TO_CLASS( trigger_autosave, CTriggerSave ) void CTriggerSave::Spawn( void ) { @@ -1974,7 +1920,7 @@ void CTriggerSave::SaveTouch( CBaseEntity *pOther ) // Only save on clients if ( !pOther->IsPlayer() ) return; - + SetTouch( NULL ); UTIL_Remove( this ); SERVER_COMMAND( "autosave\n" ); @@ -1990,15 +1936,15 @@ public: void KeyValue( KeyValueData *pkvd ); void EXPORT EndSectionUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); }; -LINK_ENTITY_TO_CLASS( trigger_endsection, CTriggerEndSection ); +LINK_ENTITY_TO_CLASS( trigger_endsection, CTriggerEndSection ) void CTriggerEndSection::EndSectionUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { // Only save on clients if ( pActivator && !pActivator->IsNetClient() ) return; - + SetUse( NULL ); if ( pev->message ) @@ -2019,6 +1965,7 @@ void CTriggerEndSection::Spawn( void ) InitTrigger(); SetUse( &CTriggerEndSection::EndSectionUse ); + // If it is a "use only" trigger, then don't set the touch function. if ( ! (pev->spawnflags & SF_ENDSECTION_USEONLY) ) SetTouch( &CTriggerEndSection::EndSectionTouch ); @@ -2029,7 +1976,7 @@ void CTriggerEndSection::EndSectionTouch( CBaseEntity *pOther ) // Only save on clients if ( !pOther->IsNetClient() ) return; - + SetTouch( NULL ); if (pev->message) @@ -2043,7 +1990,7 @@ void CTriggerEndSection :: KeyValue( KeyValueData *pkvd ) { if (FStrEq(pkvd->szKeyName, "section")) { -// m_iszSectionName = ALLOC_STRING( pkvd->szValue ); + //m_iszSectionName = ALLOC_STRING( pkvd->szValue ); // Store this in message so we don't have to write save/restore for this ent pev->message = ALLOC_STRING( pkvd->szValue ); pkvd->fHandled = TRUE; @@ -2052,14 +1999,14 @@ void CTriggerEndSection :: KeyValue( KeyValueData *pkvd ) CBaseTrigger::KeyValue( pkvd ); } - class CTriggerGravity : public CBaseTrigger { public: void Spawn( void ); void EXPORT GravityTouch( CBaseEntity *pOther ); }; -LINK_ENTITY_TO_CLASS( trigger_gravity, CTriggerGravity ); + +LINK_ENTITY_TO_CLASS( trigger_gravity, CTriggerGravity ) void CTriggerGravity::Spawn( void ) { @@ -2076,12 +2023,6 @@ void CTriggerGravity::GravityTouch( CBaseEntity *pOther ) pOther->pev->gravity = pev->gravity; } - - - - - - // this is a really bad idea. class CTriggerChangeTarget : public CBaseDelay { @@ -2099,14 +2040,15 @@ public: private: int m_iszNewTarget; }; -LINK_ENTITY_TO_CLASS( trigger_changetarget, CTriggerChangeTarget ); -TYPEDESCRIPTION CTriggerChangeTarget::m_SaveData[] = +LINK_ENTITY_TO_CLASS( trigger_changetarget, CTriggerChangeTarget ) + +TYPEDESCRIPTION CTriggerChangeTarget::m_SaveData[] = { DEFINE_FIELD( CTriggerChangeTarget, m_iszNewTarget, FIELD_STRING ), }; -IMPLEMENT_SAVERESTORE(CTriggerChangeTarget,CBaseDelay); +IMPLEMENT_SAVERESTORE(CTriggerChangeTarget,CBaseDelay) void CTriggerChangeTarget::KeyValue( KeyValueData *pkvd ) { @@ -2123,7 +2065,6 @@ void CTriggerChangeTarget::Spawn( void ) { } - void CTriggerChangeTarget::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { CBaseEntity *pTarget = UTIL_FindEntityByString( NULL, "targetname", STRING( pev->target ) ); @@ -2139,9 +2080,6 @@ void CTriggerChangeTarget::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, U } } - - - #define SF_CAMERA_PLAYER_POSITION 1 #define SF_CAMERA_PLAYER_TARGET 2 #define SF_CAMERA_PLAYER_TAKECONTROL 4 @@ -2173,9 +2111,9 @@ public: float m_acceleration; float m_deceleration; int m_state; - }; -LINK_ENTITY_TO_CLASS( trigger_camera, CTriggerCamera ); + +LINK_ENTITY_TO_CLASS( trigger_camera, CTriggerCamera ) // Global Savedata for changelevel friction modifier TYPEDESCRIPTION CTriggerCamera::m_SaveData[] = @@ -2195,7 +2133,7 @@ TYPEDESCRIPTION CTriggerCamera::m_SaveData[] = DEFINE_FIELD( CTriggerCamera, m_state, FIELD_INTEGER ), }; -IMPLEMENT_SAVERESTORE(CTriggerCamera,CBaseDelay); +IMPLEMENT_SAVERESTORE(CTriggerCamera,CBaseDelay) void CTriggerCamera::Spawn( void ) { @@ -2211,7 +2149,6 @@ void CTriggerCamera::Spawn( void ) m_deceleration = 500; } - void CTriggerCamera :: KeyValue( KeyValueData *pkvd ) { if (FStrEq(pkvd->szKeyName, "wait")) @@ -2238,8 +2175,6 @@ void CTriggerCamera :: KeyValue( KeyValueData *pkvd ) CBaseDelay::KeyValue( pkvd ); } - - void CTriggerCamera::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { if ( !ShouldToggle( useType, m_state ) ) @@ -2278,7 +2213,6 @@ void CTriggerCamera::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYP return; } - if (FBitSet (pev->spawnflags, SF_CAMERA_PLAYER_TAKECONTROL ) ) { ((CBasePlayer *)pActivator)->EnableControl(FALSE); @@ -2328,7 +2262,6 @@ void CTriggerCamera::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYP Move(); } - void CTriggerCamera::FollowTarget( ) { if (m_hPlayer == NULL) @@ -2372,7 +2305,6 @@ void CTriggerCamera::FollowTarget( ) pev->avelocity.x = dx * 40 * gpGlobals->frametime; pev->avelocity.y = dy * 40 * gpGlobals->frametime; - if (!(FBitSet (pev->spawnflags, SF_CAMERA_PLAYER_TAKECONTROL))) { pev->velocity = pev->velocity * 0.8; @@ -2404,6 +2336,7 @@ void CTriggerCamera::Move() if ( FBitSet( m_pentPath->pev->spawnflags, SF_CORNER_FIREONCE ) ) m_pentPath->pev->message = 0; } + // Time to go to the next target m_pentPath = m_pentPath->GetNextTarget(); diff --git a/dlls/tripmine.cpp b/dlls/tripmine.cpp index 1c780ed3..477aa466 100644 --- a/dlls/tripmine.cpp +++ b/dlls/tripmine.cpp @@ -12,6 +12,7 @@ * without written permission from Valve LLC. * ****/ + #include "extdll.h" #include "util.h" #include "cbase.h" @@ -24,8 +25,6 @@ #define TRIPMINE_PRIMARY_VOLUME 450 - - enum tripmine_e { TRIPMINE_IDLE1 = 0, TRIPMINE_IDLE2, @@ -35,12 +34,10 @@ enum tripmine_e { TRIPMINE_HOLSTER, TRIPMINE_DRAW, TRIPMINE_WORLD, - TRIPMINE_GROUND, + TRIPMINE_GROUND }; - #ifndef CLIENT_DLL - class CTripmineGrenade : public CGrenade { void Spawn( void ); @@ -74,9 +71,9 @@ class CTripmineGrenade : public CGrenade edict_t *m_pRealOwner;// tracelines don't hit PEV->OWNER, which means a player couldn't detonate his own trip mine, so we store the owner here. }; -LINK_ENTITY_TO_CLASS( monster_tripmine, CTripmineGrenade ); +LINK_ENTITY_TO_CLASS( monster_tripmine, CTripmineGrenade ) -TYPEDESCRIPTION CTripmineGrenade::m_SaveData[] = +TYPEDESCRIPTION CTripmineGrenade::m_SaveData[] = { DEFINE_FIELD( CTripmineGrenade, m_flPowerUp, FIELD_TIME ), DEFINE_FIELD( CTripmineGrenade, m_vecDir, FIELD_VECTOR ), @@ -89,12 +86,12 @@ TYPEDESCRIPTION CTripmineGrenade::m_SaveData[] = DEFINE_FIELD( CTripmineGrenade, m_pRealOwner, FIELD_EDICT ), }; -IMPLEMENT_SAVERESTORE(CTripmineGrenade,CGrenade); - +IMPLEMENT_SAVERESTORE(CTripmineGrenade,CGrenade) void CTripmineGrenade :: Spawn( void ) { Precache( ); + // motor pev->movetype = MOVETYPE_FLY; pev->solid = SOLID_NOT; @@ -142,7 +139,6 @@ void CTripmineGrenade :: Spawn( void ) m_vecEnd = pev->origin + m_vecDir * 2048; } - void CTripmineGrenade :: Precache( void ) { PRECACHE_MODEL("models/v_tripmine.mdl"); @@ -151,7 +147,6 @@ void CTripmineGrenade :: Precache( void ) PRECACHE_SOUND("weapons/mine_charge.wav"); } - void CTripmineGrenade :: WarningThink( void ) { // play warning sound @@ -162,7 +157,6 @@ void CTripmineGrenade :: WarningThink( void ) pev->nextthink = gpGlobals->time + 1.0; } - void CTripmineGrenade :: PowerupThink( void ) { TraceResult tr; @@ -227,7 +221,6 @@ void CTripmineGrenade :: PowerupThink( void ) pev->nextthink = gpGlobals->time + 0.1; } - void CTripmineGrenade :: KillBeam( void ) { if ( m_pBeam ) @@ -237,7 +230,6 @@ void CTripmineGrenade :: KillBeam( void ) } } - void CTripmineGrenade :: MakeBeam( void ) { TraceResult tr; @@ -261,7 +253,6 @@ void CTripmineGrenade :: MakeBeam( void ) m_pBeam->SetBrightness( 64 ); } - void CTripmineGrenade :: BeamBreakThink( void ) { BOOL bBlowup = 0; @@ -341,7 +332,6 @@ void CTripmineGrenade::Killed( entvars_t *pevAttacker, int iGib ) EMIT_SOUND( ENT(pev), CHAN_BODY, "common/null.wav", 0.5, ATTN_NORM ); // shut off chargeup } - void CTripmineGrenade::DelayDeathThink( void ) { KillBeam(); @@ -352,7 +342,7 @@ void CTripmineGrenade::DelayDeathThink( void ) } #endif -LINK_ENTITY_TO_CLASS( weapon_tripmine, CTripmine ); +LINK_ENTITY_TO_CLASS( weapon_tripmine, CTripmine ) void CTripmine::Spawn( ) { @@ -411,7 +401,6 @@ BOOL CTripmine::Deploy( ) return DefaultDeploy( "models/v_tripmine.mdl", "models/p_tripmine.mdl", TRIPMINE_DRAW, "trip" ); } - void CTripmine::Holster( int skiplocal /* = 0 */ ) { m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; @@ -447,7 +436,6 @@ void CTripmine::PrimaryAttack( void ) #else flags = 0; #endif - PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usTripFire, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, 0, 0 ); if (tr.flFraction < 1.0) @@ -471,16 +459,16 @@ void CTripmine::PrimaryAttack( void ) return; } } - else + /*else { // ALERT( at_console, "no deploy\n" ); - } + }*/ } - else + /*else { - } - + }*/ + m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.3; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); } @@ -520,7 +508,3 @@ void CTripmine::WeaponIdle( void ) SendWeaponAnim( iAnim ); } - - - - diff --git a/dlls/turret.cpp b/dlls/turret.cpp index f940cbb1..0da7cd54 100644 --- a/dlls/turret.cpp +++ b/dlls/turret.cpp @@ -48,7 +48,7 @@ typedef enum TURRET_ANIM_SPIN, TURRET_ANIM_DEPLOY, TURRET_ANIM_RETIRE, - TURRET_ANIM_DIE, + TURRET_ANIM_DIE } TURRET_ANIM; class CBaseTurret : public CBaseMonster @@ -58,7 +58,7 @@ public: virtual void Precache(void); void KeyValue( KeyValueData *pkvd ); void EXPORT TurretUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); - + virtual void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); virtual int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); virtual int Classify(void); @@ -67,7 +67,6 @@ public: void GibMonster( void ) {} // UNDONE: Throw turret gibs? // Think functions - void EXPORT ActiveThink(void); void EXPORT SearchThink(void); void EXPORT AutoSearchThink(void); @@ -84,7 +83,7 @@ public: void EXPORT Deploy(void); void EXPORT Retire(void); - + void EXPORT Initialize(void); virtual void Ping(void); @@ -93,7 +92,7 @@ public: virtual int Save( CSave &save ); virtual int Restore( CRestore &restore ); - + static TYPEDESCRIPTION m_SaveData[]; // other functions @@ -129,13 +128,11 @@ public: Vector m_vecCurAngles; Vector m_vecGoalAngles; - float m_flPingTime; // Time until the next ping, used when searching float m_flSpinUpTime; // Amount of time until the barrel should spin down when searching }; - -TYPEDESCRIPTION CBaseTurret::m_SaveData[] = +TYPEDESCRIPTION CBaseTurret::m_SaveData[] = { DEFINE_FIELD( CBaseTurret, m_flMaxSpin, FIELD_FLOAT ), DEFINE_FIELD( CBaseTurret, m_iSpin, FIELD_INTEGER ), @@ -153,7 +150,6 @@ TYPEDESCRIPTION CBaseTurret::m_SaveData[] = DEFINE_FIELD( CBaseTurret, m_fBeserk, FIELD_INTEGER ), DEFINE_FIELD( CBaseTurret, m_iAutoStart, FIELD_INTEGER ), - DEFINE_FIELD( CBaseTurret, m_vecLastSight, FIELD_POSITION_VECTOR ), DEFINE_FIELD( CBaseTurret, m_flLastSight, FIELD_TIME ), DEFINE_FIELD( CBaseTurret, m_flMaxWait, FIELD_FLOAT ), @@ -167,7 +163,7 @@ TYPEDESCRIPTION CBaseTurret::m_SaveData[] = DEFINE_FIELD( CBaseTurret, m_flSpinUpTime, FIELD_TIME ), }; -IMPLEMENT_SAVERESTORE( CBaseTurret, CBaseMonster ); +IMPLEMENT_SAVERESTORE( CBaseTurret, CBaseMonster ) class CTurret : public CBaseTurret { @@ -188,15 +184,14 @@ public: private: int m_iStartSpin; - }; -TYPEDESCRIPTION CTurret::m_SaveData[] = + +TYPEDESCRIPTION CTurret::m_SaveData[] = { DEFINE_FIELD( CTurret, m_iStartSpin, FIELD_INTEGER ), }; -IMPLEMENT_SAVERESTORE( CTurret, CBaseTurret ); - +IMPLEMENT_SAVERESTORE( CTurret, CBaseTurret ) class CMiniTurret : public CBaseTurret { @@ -207,9 +202,8 @@ public: void Shoot(Vector &vecSrc, Vector &vecDirToEnemy); }; - -LINK_ENTITY_TO_CLASS( monster_turret, CTurret ); -LINK_ENTITY_TO_CLASS( monster_miniturret, CMiniTurret ); +LINK_ENTITY_TO_CLASS( monster_turret, CTurret ) +LINK_ENTITY_TO_CLASS( monster_miniturret, CMiniTurret ) void CBaseTurret::KeyValue( KeyValueData *pkvd ) { @@ -245,7 +239,6 @@ void CBaseTurret::KeyValue( KeyValueData *pkvd ) CBaseMonster::KeyValue( pkvd ); } - void CBaseTurret::Spawn() { Precache( ); @@ -272,7 +265,6 @@ void CBaseTurret::Spawn() // m_flSightRange = TURRET_RANGE; } - void CBaseTurret::Precache( ) { PRECACHE_SOUND ("turret/tu_fire1.wav"); @@ -306,7 +298,7 @@ void CTurret::Spawn() m_iDeployHeight = 32; m_iMinPitch = -15; UTIL_SetSize(pev, Vector(-32, -32, -m_iRetractHeight), Vector(32, 32, m_iRetractHeight)); - + SetThink( &CBaseTurret::Initialize); m_pEyeGlow = CSprite::SpriteCreate( TURRET_GLOW_SPRITE, pev->origin, FALSE ); @@ -325,7 +317,7 @@ void CTurret::Precache() } void CMiniTurret::Spawn() -{ +{ Precache( ); SET_MODEL(ENT(pev), "models/miniturret.mdl"); pev->health = gSkillData.miniturretHealth; @@ -343,7 +335,6 @@ void CMiniTurret::Spawn() pev->nextthink = gpGlobals->time + 0.3; } - void CMiniTurret::Precache() { CBaseTurret::Precache( ); @@ -398,6 +389,7 @@ void CBaseTurret::TurretUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_ m_hEnemy = NULL; pev->nextthink = gpGlobals->time + 0.1; m_iAutoStart = FALSE;// switching off a turret disables autostart + //!!!! this should spin down first!!BUGBUG SetThink( &CBaseTurret::Retire); } @@ -410,12 +402,11 @@ void CBaseTurret::TurretUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_ { m_iAutoStart = TRUE; } - + SetThink( &CBaseTurret::Deploy); } } - void CBaseTurret::Ping( void ) { // make the pinging noise every second while searching @@ -433,7 +424,6 @@ void CBaseTurret::Ping( void ) } } - void CBaseTurret::EyeOn( ) { if (m_pEyeGlow) @@ -446,7 +436,6 @@ void CBaseTurret::EyeOn( ) } } - void CBaseTurret::EyeOff( ) { if (m_pEyeGlow) @@ -459,7 +448,6 @@ void CBaseTurret::EyeOff( ) } } - void CBaseTurret::ActiveThink(void) { int fAttack = 0; @@ -475,7 +463,7 @@ void CBaseTurret::ActiveThink(void) SetThink( &CBaseTurret::SearchThink); return; } - + // if it's dead, look for something new if ( !m_hEnemy->IsAlive() ) { @@ -579,7 +567,7 @@ void CBaseTurret::ActiveThink(void) vec.y += 360; //ALERT(at_console, "[%.2f]", vec.x); - + if (vec.x < -180) vec.x += 360; @@ -608,14 +596,12 @@ void CBaseTurret::ActiveThink(void) m_vecGoalAngles.y = vec.y; m_vecGoalAngles.x = vec.x; - } SpinUpCall(); MoveTurret(); } - void CTurret::Shoot(Vector &vecSrc, Vector &vecDirToEnemy) { FireBullets( 1, vecSrc, vecDirToEnemy, TURRET_SPREAD, TURRET_RANGE, BULLET_MONSTER_12MM, 1 ); @@ -623,7 +609,6 @@ void CTurret::Shoot(Vector &vecSrc, Vector &vecDirToEnemy) pev->effects = pev->effects | EF_MUZZLEFLASH; } - void CMiniTurret::Shoot(Vector &vecSrc, Vector &vecDirToEnemy) { FireBullets( 1, vecSrc, vecDirToEnemy, TURRET_SPREAD, TURRET_RANGE, BULLET_MONSTER_9MM, 1 ); @@ -637,7 +622,6 @@ void CMiniTurret::Shoot(Vector &vecSrc, Vector &vecDirToEnemy) pev->effects = pev->effects | EF_MUZZLEFLASH; } - void CBaseTurret::Deploy(void) { pev->nextthink = gpGlobals->time + 0.1; @@ -723,7 +707,6 @@ void CBaseTurret::Retire(void) } } - void CTurret::SpinUpCall(void) { StudioFrameAdvance( ); @@ -733,6 +716,7 @@ void CTurret::SpinUpCall(void) if (!m_iSpin) { SetTurretAnim( TURRET_ANIM_SPIN ); + // for the first pass, spin up the the barrel if (!m_iStartSpin) { @@ -762,7 +746,6 @@ void CTurret::SpinUpCall(void) } } - void CTurret::SpinDownCall(void) { if (m_iSpin) @@ -782,7 +765,6 @@ void CTurret::SpinDownCall(void) } } - void CBaseTurret::SetTurretAnim(TURRET_ANIM anim) { if (pev->sequence != anim) @@ -820,7 +802,6 @@ void CBaseTurret::SetTurretAnim(TURRET_ANIM anim) } } - // // This search function will sit with the turret deployed and look for a new target. // After a set amount of time, the barrel will spin down. After m_flMaxWait, the turret will @@ -845,7 +826,6 @@ void CBaseTurret::SearchThink(void) m_hEnemy = NULL;// Dead enemy forces a search for new one } - // Acquire Target if (m_hEnemy == NULL) { @@ -884,8 +864,7 @@ void CBaseTurret::SearchThink(void) } } - -// +// // This think function will deploy the turret when something comes into range. This is for // automatically activated turrets. // @@ -918,8 +897,7 @@ void CBaseTurret::AutoSearchThink(void) } } - -void CBaseTurret :: TurretDeath( void ) +void CBaseTurret :: TurretDeath( void ) { BOOL iActive = FALSE; @@ -966,7 +944,7 @@ void CBaseTurret :: TurretDeath( void ) WRITE_BYTE( 10 - m_iOrientation * 5); // framerate MESSAGE_END(); } - + if (pev->dmgtime + RANDOM_FLOAT( 0, 5 ) > gpGlobals->time) { Vector vecSrc = Vector( RANDOM_FLOAT( pev->absmin.x, pev->absmax.x ), RANDOM_FLOAT( pev->absmin.y, pev->absmax.y ), 0 ); @@ -985,8 +963,6 @@ void CBaseTurret :: TurretDeath( void ) } } - - void CBaseTurret :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) { if ( ptr->iHitgroup == 10 ) @@ -1008,7 +984,6 @@ void CBaseTurret :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector } // take damage. bitsDamageType indicates type of damage sustained, ie: DMG_BULLET - int CBaseTurret::TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) { if ( !pev->takedamage ) @@ -1050,7 +1025,7 @@ int CBaseTurret::MoveTurret(void) { int state = 0; // any x movement? - + if (m_vecCurAngles.x != m_vecGoalAngles.x) { float flDir = m_vecGoalAngles.x > m_vecCurAngles.x ? 1 : -1 ; @@ -1131,16 +1106,13 @@ int CBaseTurret::MoveTurret(void) // // ID as a machine // -int CBaseTurret::Classify ( void ) +int CBaseTurret::Classify ( void ) { if (m_iOn || m_iAutoStart) return CLASS_MACHINE; return CLASS_NONE; } - - - //========================================================= // Sentry gun - smallest turret, placed near grunt entrenchments //========================================================= @@ -1154,19 +1126,18 @@ public: int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType); void EXPORT SentryTouch( CBaseEntity *pOther ); void EXPORT SentryDeath( void ); - }; -LINK_ENTITY_TO_CLASS( monster_sentry, CSentry ); +LINK_ENTITY_TO_CLASS( monster_sentry, CSentry ) void CSentry::Precache() { CBaseTurret::Precache( ); - PRECACHE_MODEL ("models/sentry.mdl"); + PRECACHE_MODEL ("models/sentry.mdl"); } void CSentry::Spawn() -{ +{ Precache( ); SET_MODEL(ENT(pev), "models/sentry.mdl"); pev->health = gSkillData.sentryHealth; @@ -1189,7 +1160,7 @@ void CSentry::Spawn() void CSentry::Shoot(Vector &vecSrc, Vector &vecDirToEnemy) { FireBullets( 1, vecSrc, vecDirToEnemy, TURRET_SPREAD, TURRET_RANGE, BULLET_MONSTER_MP5, 1 ); - + switch(RANDOM_LONG(0,2)) { case 0: EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/hks1.wav", 1, ATTN_NORM); break; @@ -1231,7 +1202,6 @@ int CSentry::TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float f return 1; } - void CSentry::SentryTouch( CBaseEntity *pOther ) { if ( pOther && (pOther->IsPlayer() || (pOther->pev->flags & FL_MONSTER)) ) @@ -1240,7 +1210,6 @@ void CSentry::SentryTouch( CBaseEntity *pOther ) } } - void CSentry :: SentryDeath( void ) { BOOL iActive = FALSE; @@ -1292,7 +1261,7 @@ void CSentry :: SentryDeath( void ) WRITE_BYTE( 8 ); // framerate MESSAGE_END(); } - + if (pev->dmgtime + RANDOM_FLOAT( 0, 8 ) > gpGlobals->time) { UTIL_Sparks( vecSrc ); @@ -1304,4 +1273,3 @@ void CSentry :: SentryDeath( void ) SetThink( NULL ); } } - diff --git a/dlls/util.cpp b/dlls/util.cpp index 8391d944..223f973b 100644 --- a/dlls/util.cpp +++ b/dlls/util.cpp @@ -111,7 +111,6 @@ UTIL_SharedRandomFloat */ float UTIL_SharedRandomFloat( unsigned int seed, float low, float high ) { - // unsigned int range; U_Srand( (int)seed + *(int *)&low + *(int *)&high ); @@ -197,11 +196,11 @@ UTIL_GroupTrace::~UTIL_GroupTrace( void ) ENGINE_SETGROUPMASK( g_groupmask, g_groupop ); } -TYPEDESCRIPTION gEntvarsDescription[] = +TYPEDESCRIPTION gEntvarsDescription[] = { DEFINE_ENTITY_FIELD( classname, FIELD_STRING ), DEFINE_ENTITY_GLOBAL_FIELD( globalname, FIELD_STRING ), - + DEFINE_ENTITY_FIELD( origin, FIELD_POSITION_VECTOR ), DEFINE_ENTITY_FIELD( oldorigin, FIELD_POSITION_VECTOR ), DEFINE_ENTITY_FIELD( velocity, FIELD_VECTOR ), @@ -310,7 +309,6 @@ TYPEDESCRIPTION gEntvarsDescription[] = #define ENTVARS_COUNT (sizeof(gEntvarsDescription)/sizeof(gEntvarsDescription[0])) - #ifdef DEBUG edict_t *DBG_EntOfVars( const entvars_t *pev ) { @@ -323,27 +321,20 @@ edict_t *DBG_EntOfVars( const entvars_t *pev ) ((entvars_t *)pev)->pContainingEntity = pent; return pent; } -#endif //DEBUG - -#ifdef DEBUG - void -DBG_AssertFunction( - BOOL fExpr, - const char* szExpr, - const char* szFile, - int szLine, - const char* szMessage) - { +void DBG_AssertFunction( BOOL fExpr, const char* szExpr, const char* szFile, int szLine, const char* szMessage ) +{ if (fExpr) return; char szOut[512]; + if (szMessage != NULL) sprintf(szOut, "ASSERT FAILED:\n %s \n(%s@%d)\n%s", szExpr, szFile, szLine, szMessage); else sprintf(szOut, "ASSERT FAILED:\n %s \n(%s@%d)", szExpr, szFile, szLine); + ALERT(at_console, szOut); - } +} #endif // DEBUG BOOL UTIL_GetNextBestWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon ) @@ -352,7 +343,7 @@ BOOL UTIL_GetNextBestWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeap } // ripped this out of the engine -float UTIL_AngleMod(float a) +float UTIL_AngleMod( float a ) { /*if (a < 0) { @@ -392,8 +383,8 @@ Vector UTIL_VecToAngles( const Vector &vec ) VEC_TO_ANGLES(vec, rgflVecOut); return Vector(rgflVecOut); } - -// float UTIL_MoveToOrigin( edict_t *pent, const Vector vecGoal, float flDist, int iMoveType ) + +// float UTIL_MoveToOrigin( edict_t *pent, const Vector vecGoal, float flDist, int iMoveType ) void UTIL_MoveToOrigin( edict_t *pent, const Vector &vecGoal, float flDist, int iMoveType ) { float rgfl[3]; @@ -402,7 +393,6 @@ void UTIL_MoveToOrigin( edict_t *pent, const Vector &vecGoal, float flDist, int MOVE_TO_ORIGIN ( pent, rgfl, flDist, iMoveType ); } - int UTIL_EntitiesInBox( CBaseEntity **pList, int listMax, const Vector &mins, const Vector &maxs, int flagMask ) { edict_t *pEdict = g_engfuncs.pfnPEntityOfEntIndex( 1 ); @@ -418,7 +408,7 @@ int UTIL_EntitiesInBox( CBaseEntity **pList, int listMax, const Vector &mins, co { if ( pEdict->free ) // Not in use continue; - + if ( flagMask && !(pEdict->v.flags & flagMask) ) // Does it meet the criteria? continue; @@ -444,7 +434,6 @@ int UTIL_EntitiesInBox( CBaseEntity **pList, int listMax, const Vector &mins, co return count; } - int UTIL_MonstersInSphere( CBaseEntity **pList, int listMax, const Vector ¢er, float radius ) { edict_t *pEdict = g_engfuncs.pfnPEntityOfEntIndex( 1 ); @@ -462,7 +451,7 @@ int UTIL_MonstersInSphere( CBaseEntity **pList, int listMax, const Vector ¢e { if ( pEdict->free ) // Not in use continue; - + if ( !(pEdict->v.flags & (FL_CLIENT|FL_MONSTER)) ) // Not a client/monster ? continue; @@ -474,7 +463,7 @@ int UTIL_MonstersInSphere( CBaseEntity **pList, int listMax, const Vector ¢e if ( delta > radiusSquared ) continue; distance = delta; - + // Now Y delta = center.y - pEdict->v.origin.y;//(pEdict->v.absmin.y + pEdict->v.absmax.y)*0.5; delta *= delta; @@ -502,11 +491,9 @@ int UTIL_MonstersInSphere( CBaseEntity **pList, int listMax, const Vector ¢e return count; } - return count; } - CBaseEntity *UTIL_FindEntityInSphere( CBaseEntity *pStartEntity, const Vector &vecCenter, float flRadius ) { edict_t *pentEntity; @@ -523,7 +510,6 @@ CBaseEntity *UTIL_FindEntityInSphere( CBaseEntity *pStartEntity, const Vector &v return NULL; } - CBaseEntity *UTIL_FindEntityByString( CBaseEntity *pStartEntity, const char *szKeyword, const char *szValue ) { edict_t *pentEntity; @@ -550,7 +536,6 @@ CBaseEntity *UTIL_FindEntityByTargetname( CBaseEntity *pStartEntity, const char return UTIL_FindEntityByString( pStartEntity, "targetname", szName ); } - CBaseEntity *UTIL_FindEntityGeneric( const char *szWhatever, Vector &vecSrc, float flRadius ) { CBaseEntity *pEntity = NULL; @@ -574,7 +559,6 @@ CBaseEntity *UTIL_FindEntityGeneric( const char *szWhatever, Vector &vecSrc, flo return pEntity; } - // returns a CBaseEntity pointer to a player by index. Only returns if the player is spawned and connected // otherwise returns NULL // Index is 1 based @@ -594,13 +578,11 @@ CBaseEntity *UTIL_PlayerByIndex( int playerIndex ) return pPlayer; } - void UTIL_MakeVectors( const Vector &vecAngles ) { MAKE_VECTORS( vecAngles ); } - void UTIL_MakeAimVectors( const Vector &vecAngles ) { float rgflVec[3]; @@ -609,7 +591,6 @@ void UTIL_MakeAimVectors( const Vector &vecAngles ) MAKE_VECTORS(rgflVec); } - #define SWAP(a,b,temp) ((temp)=(a),(a)=(b),(b)=(temp)) void UTIL_MakeInvVectors( const Vector &vec, globalvars_t *pgv ) @@ -624,7 +605,6 @@ void UTIL_MakeInvVectors( const Vector &vec, globalvars_t *pgv ) SWAP(pgv->v_right.z, pgv->v_up.y, tmp); } - void UTIL_EmitAmbientSound( edict_t *entity, const Vector &vecOrigin, const char *samp, float vol, float attenuation, int fFlags, int pitch ) { float rgfl[3]; @@ -697,7 +677,7 @@ void UTIL_ScreenShake( const Vector ¢er, float amplitude, float frequency, f { Vector delta = center - pPlayer->pev->origin; float distance = delta.Length(); - + // Had to get rid of this falloff - it didn't work well if ( distance < radius ) localAmplitude = amplitude;//radius - distance; @@ -705,9 +685,9 @@ void UTIL_ScreenShake( const Vector ¢er, float amplitude, float frequency, f if ( localAmplitude ) { shake.amplitude = FixedUnsigned16( localAmplitude, 1<<12 ); // 4.12 fixed - + MESSAGE_BEGIN( MSG_ONE, gmsgShake, NULL, pPlayer->edict() ); // use the magic #1 for "one client" - + WRITE_SHORT( shake.amplitude ); // shake amount WRITE_SHORT( shake.duration ); // shake lasts this long WRITE_SHORT( shake.frequency ); // shake noise frequency @@ -717,14 +697,11 @@ void UTIL_ScreenShake( const Vector ¢er, float amplitude, float frequency, f } } - - void UTIL_ScreenShakeAll( const Vector ¢er, float amplitude, float frequency, float duration ) { UTIL_ScreenShake( center, amplitude, frequency, duration, 0 ); } - void UTIL_ScreenFadeBuild( ScreenFade &fade, const Vector &color, float fadeTime, float fadeHold, int alpha, int flags ) { fade.duration = FixedUnsigned16( fadeTime, 1<<12 ); // 4.12 fixed @@ -736,14 +713,13 @@ void UTIL_ScreenFadeBuild( ScreenFade &fade, const Vector &color, float fadeTime fade.fadeFlags = flags; } - void UTIL_ScreenFadeWrite( const ScreenFade &fade, CBaseEntity *pEntity ) { if ( !pEntity || !pEntity->IsNetClient() ) return; MESSAGE_BEGIN( MSG_ONE, gmsgFade, NULL, pEntity->edict() ); // use the magic #1 for "one client" - + WRITE_SHORT( fade.duration ); // fade lasts this long WRITE_SHORT( fade.holdTime ); // fade lasts this long WRITE_SHORT( fade.fadeFlags ); // fade type (in / out) @@ -755,24 +731,21 @@ void UTIL_ScreenFadeWrite( const ScreenFade &fade, CBaseEntity *pEntity ) MESSAGE_END(); } - void UTIL_ScreenFadeAll( const Vector &color, float fadeTime, float fadeHold, int alpha, int flags ) { int i; ScreenFade fade; - UTIL_ScreenFadeBuild( fade, color, fadeTime, fadeHold, alpha, flags ); for ( i = 1; i <= gpGlobals->maxClients; i++ ) { CBaseEntity *pPlayer = UTIL_PlayerByIndex( i ); - + UTIL_ScreenFadeWrite( fade, pPlayer ); } } - void UTIL_ScreenFade( CBaseEntity *pEntity, const Vector &color, float fadeTime, float fadeHold, int alpha, int flags ) { ScreenFade fade; @@ -781,7 +754,6 @@ void UTIL_ScreenFade( CBaseEntity *pEntity, const Vector &color, float fadeTime, UTIL_ScreenFadeWrite( fade, pEntity ); } - void UTIL_HudMessage( CBaseEntity *pEntity, const hudtextparms_t &textparms, const char *pMessage ) { if ( !pEntity || !pEntity->IsNetClient() ) @@ -837,8 +809,7 @@ void UTIL_HudMessageAll( const hudtextparms_t &textparms, const char *pMessage ) UTIL_HudMessage( pPlayer, textparms, pMessage ); } } - - + extern int gmsgTextMsg, gmsgSayText; void UTIL_ClientPrintAll( int msg_dest, const char *msg_name, const char *param1, const char *param2, const char *param3, const char *param4 ) { @@ -895,7 +866,6 @@ void UTIL_SayTextAll( const char *pText, CBaseEntity *pEntity ) MESSAGE_END(); } - char *UTIL_dtos1( int d ) { static char buf[8]; @@ -934,13 +904,11 @@ void UTIL_ShowMessage( const char *pString, CBaseEntity *pEntity ) MESSAGE_END(); } - void UTIL_ShowMessageAll( const char *pString ) { int i; // loop through all players - for ( i = 1; i <= gpGlobals->maxClients; i++ ) { CBaseEntity *pPlayer = UTIL_PlayerByIndex( i ); @@ -955,13 +923,11 @@ void UTIL_TraceLine( const Vector &vecStart, const Vector &vecEnd, IGNORE_MONSTE TRACE_LINE( vecStart, vecEnd, (igmon == ignore_monsters ? TRUE : FALSE) | (ignoreGlass?0x100:0), pentIgnore, ptr ); } - void UTIL_TraceLine( const Vector &vecStart, const Vector &vecEnd, IGNORE_MONSTERS igmon, edict_t *pentIgnore, TraceResult *ptr ) { TRACE_LINE( vecStart, vecEnd, (igmon == ignore_monsters ? TRUE : FALSE), pentIgnore, ptr ); } - void UTIL_TraceHull( const Vector &vecStart, const Vector &vecEnd, IGNORE_MONSTERS igmon, int hullNumber, edict_t *pentIgnore, TraceResult *ptr ) { TRACE_HULL( vecStart, vecEnd, (igmon == ignore_monsters ? TRUE : FALSE), hullNumber, pentIgnore, ptr ); @@ -972,7 +938,6 @@ void UTIL_TraceModel( const Vector &vecStart, const Vector &vecEnd, int hullNumb g_engfuncs.pfnTraceModel( vecStart, vecEnd, hullNumber, pentModel, ptr ); } - TraceResult UTIL_GetGlobalTrace( ) { TraceResult tr; @@ -990,19 +955,16 @@ TraceResult UTIL_GetGlobalTrace( ) return tr; } - void UTIL_SetSize( entvars_t *pev, const Vector &vecMin, const Vector &vecMax ) { SET_SIZE( ENT(pev), vecMin, vecMax ); } - float UTIL_VecToYaw( const Vector &vec ) { return VEC_TO_YAW(vec); } - void UTIL_SetOrigin( entvars_t *pev, const Vector &vecOrigin ) { edict_t *ent = ENT(pev); @@ -1015,7 +977,6 @@ void UTIL_ParticleEffect( const Vector &vecOrigin, const Vector &vecDirection, U PARTICLE_EFFECT( vecOrigin, vecDirection, (float)ulColor, (float)ulCount ); } - float UTIL_Approach( float target, float value, float speed ) { float delta = target - value; @@ -1030,12 +991,11 @@ float UTIL_Approach( float target, float value, float speed ) return value; } - float UTIL_ApproachAngle( float target, float value, float speed ) { target = UTIL_AngleMod( target ); value = UTIL_AngleMod( target ); - + float delta = target - value; // Speed is assumed to be positive @@ -1057,7 +1017,6 @@ float UTIL_ApproachAngle( float target, float value, float speed ) return value; } - float UTIL_AngleDistance( float next, float cur ) { float delta = next - cur; @@ -1070,7 +1029,6 @@ float UTIL_AngleDistance( float next, float cur ) return delta; } - float UTIL_SplineFraction( float value, float scale ) { value = scale * value; @@ -1080,19 +1038,18 @@ float UTIL_SplineFraction( float value, float scale ) return 3 * valueSquared - 2 * valueSquared * value; } - char* UTIL_VarArgs( char *format, ... ) { va_list argptr; static char string[1024]; - + va_start (argptr, format); vsprintf (string, format,argptr); va_end (argptr); return string; } - + Vector UTIL_GetAimVector( edict_t *pent, float flSpeed ) { Vector tmp; @@ -1105,7 +1062,7 @@ int UTIL_IsMasterTriggered(string_t sMaster, CBaseEntity *pActivator) if (sMaster) { edict_t *pentTarget = FIND_ENTITY_BY_TARGETNAME(NULL, STRING(sMaster)); - + if ( !FNullEnt(pentTarget) ) { CBaseEntity *pMaster = CBaseEntity::Instance(pentTarget); @@ -1151,7 +1108,6 @@ void UTIL_BloodStream( const Vector &origin, const Vector &direction, int color, if ( g_Language == LANGUAGE_GERMAN && color == BLOOD_COLOR_RED ) color = 0; - MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, origin ); WRITE_BYTE( TE_BLOODSTREAM ); WRITE_COORD( origin.x ); @@ -1208,7 +1164,6 @@ Vector UTIL_RandomBloodVector( void ) return direction; } - void UTIL_BloodDecalTrace( TraceResult *pTrace, int bloodColor ) { if ( UTIL_ShouldShowBlood( bloodColor ) ) @@ -1220,7 +1175,6 @@ void UTIL_BloodDecalTrace( TraceResult *pTrace, int bloodColor ) } } - void UTIL_DecalTrace( TraceResult *pTrace, int decalNumber ) { short entityIndex; @@ -1291,7 +1245,7 @@ if the custom can't be loaded. void UTIL_PlayerDecalTrace( TraceResult *pTrace, int playernum, int decalNumber, BOOL bIsCustom ) { int index; - + if (!bIsCustom) { if ( decalNumber < 0 ) @@ -1340,7 +1294,6 @@ void UTIL_GunshotDecalTrace( TraceResult *pTrace, int decalNumber ) MESSAGE_END(); } - void UTIL_Sparks( const Vector &position ) { MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, position ); @@ -1351,7 +1304,6 @@ void UTIL_Sparks( const Vector &position ) MESSAGE_END(); } - void UTIL_Ricochet( const Vector &position, float scale ) { MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, position ); @@ -1363,7 +1315,6 @@ void UTIL_Ricochet( const Vector &position, float scale ) MESSAGE_END(); } - BOOL UTIL_TeamsMatch( const char *pTeamName1, const char *pTeamName2 ) { // Everyone matches unless it's teamplay @@ -1380,7 +1331,6 @@ BOOL UTIL_TeamsMatch( const char *pTeamName1, const char *pTeamName2 ) return FALSE; } - void UTIL_StringToVector( float *pVector, const char *pString ) { char *pstr, *pfront, tempString[128]; @@ -1411,7 +1361,6 @@ void UTIL_StringToVector( float *pVector, const char *pString ) } } - void UTIL_StringToIntArray( int *pVector, int count, const char *pString ) { char *pstr, *pfront, tempString[128]; @@ -1466,7 +1415,6 @@ Vector UTIL_ClampVectorToBox( const Vector &input, const Vector &clampSize ) return sourceVector.Normalize(); } - float UTIL_WaterLevel( const Vector &position, float minz, float maxz ) { Vector midUp = position; @@ -1497,7 +1445,6 @@ float UTIL_WaterLevel( const Vector &position, float minz, float maxz ) return midUp.z; } - extern DLL_GLOBAL short g_sModelIndexBubbles;// holds the index for the bubbles model void UTIL_Bubbles( Vector mins, Vector maxs, int count ) @@ -1556,7 +1503,6 @@ void UTIL_BubbleTrail( Vector from, Vector to, int count ) MESSAGE_END(); } - void UTIL_Remove( CBaseEntity *pEntity ) { if ( !pEntity ) @@ -1567,7 +1513,6 @@ void UTIL_Remove( CBaseEntity *pEntity ) pEntity->pev->targetname = 0; } - BOOL UTIL_IsValidEntity( edict_t *pent ) { if ( !pent || pent->free || (pent->v.flags & FL_KILLME) ) @@ -1575,7 +1520,6 @@ BOOL UTIL_IsValidEntity( edict_t *pent ) return TRUE; } - void UTIL_PrecacheOther( const char *szClassname ) { edict_t *pent; @@ -1624,7 +1568,6 @@ float UTIL_DotPoints ( const Vector &vecSrc, const Vector &vecCheck, const Vecto return DotProduct (vec2LOS , ( vecDir.Make2D() ) ); } - //========================================================= // UTIL_StripToken - for redundant keynames //========================================================= @@ -1640,13 +1583,12 @@ void UTIL_StripToken( const char *pKey, char *pDest ) pDest[i] = 0; } - // -------------------------------------------------------------- // // CSave // // -------------------------------------------------------------- -static int gSizes[FIELD_TYPECOUNT] = +static int gSizes[FIELD_TYPECOUNT] = { sizeof(float), // FIELD_FLOAT sizeof(int), // FIELD_STRING @@ -1672,46 +1614,42 @@ static int gSizes[FIELD_TYPECOUNT] = sizeof(int), // FIELD_SOUNDNAME }; - // Base class includes common SAVERESTOREDATA pointer, and manages the entity table CSaveRestoreBuffer :: CSaveRestoreBuffer( void ) { m_pdata = NULL; } - CSaveRestoreBuffer :: CSaveRestoreBuffer( SAVERESTOREDATA *pdata ) { m_pdata = pdata; } - CSaveRestoreBuffer :: ~CSaveRestoreBuffer( void ) { } -int CSaveRestoreBuffer :: EntityIndex( CBaseEntity *pEntity ) +int CSaveRestoreBuffer :: EntityIndex( CBaseEntity *pEntity ) { if ( pEntity == NULL ) return -1; return EntityIndex( pEntity->pev ); } - -int CSaveRestoreBuffer :: EntityIndex( entvars_t *pevLookup ) +int CSaveRestoreBuffer :: EntityIndex( entvars_t *pevLookup ) { if ( pevLookup == NULL ) return -1; return EntityIndex( ENT( pevLookup ) ); } -int CSaveRestoreBuffer :: EntityIndex( EOFFSET eoLookup ) +int CSaveRestoreBuffer :: EntityIndex( EOFFSET eoLookup ) { return EntityIndex( ENT( eoLookup ) ); } -int CSaveRestoreBuffer :: EntityIndex( edict_t *pentLookup ) +int CSaveRestoreBuffer :: EntityIndex( edict_t *pentLookup ) { if ( !m_pdata || pentLookup == NULL ) return -1; @@ -1728,7 +1666,6 @@ int CSaveRestoreBuffer :: EntityIndex( edict_t *pentLookup ) return -1; } - edict_t *CSaveRestoreBuffer :: EntityFromIndex( int entityIndex ) { if ( !m_pdata || entityIndex < 0 ) @@ -1746,8 +1683,7 @@ edict_t *CSaveRestoreBuffer :: EntityFromIndex( int entityIndex ) return NULL; } - -int CSaveRestoreBuffer :: EntityFlagsSet( int entityIndex, int flags ) +int CSaveRestoreBuffer :: EntityFlagsSet( int entityIndex, int flags ) { if ( !m_pdata || entityIndex < 0 ) return 0; @@ -1759,7 +1695,6 @@ int CSaveRestoreBuffer :: EntityFlagsSet( int entityIndex, int flags ) return m_pdata->pTable[ entityIndex ].flags; } - void CSaveRestoreBuffer :: BufferRewind( int size ) { if ( !m_pdata ) @@ -1776,20 +1711,21 @@ void CSaveRestoreBuffer :: BufferRewind( int size ) extern "C" { unsigned _rotr ( unsigned val, int shift) { - register unsigned lobit; /* non-zero means lo bit set */ - register unsigned num = val; /* number to rotate */ + register unsigned lobit; /* non-zero means lo bit set */ + register unsigned num = val; /* number to rotate */ - shift &= 0x1f; /* modulo 32 -- this will also make - negative shifts work */ + shift &= 0x1f; /* modulo 32 -- this will also make + negative shifts work */ - while (shift--) { - lobit = num & 1; /* get high bit */ - num >>= 1; /* shift right one bit */ - if (lobit) - num |= 0x80000000; /* set hi bit if lo bit was set */ - } + while( shift-- ) + { + lobit = num & 1; /* get high bit */ + num >>= 1; /* shift right one bit */ + if (lobit) + num |= 0x80000000; /* set hi bit if lo bit was set */ + } - return num; + return num; } } #endif @@ -1807,14 +1743,12 @@ unsigned int CSaveRestoreBuffer :: HashString( const char *pszToken ) unsigned short CSaveRestoreBuffer :: TokenHash( const char *pszToken ) { unsigned short hash = (unsigned short)(HashString( pszToken ) % (unsigned)m_pdata->tokenCount ); - #if _DEBUG static int tokensparsed = 0; tokensparsed++; if ( !m_pdata->tokenCount || !m_pdata->pTokens ) ALERT( at_error, "No token table array in TokenHash()!" ); #endif - for ( int i=0; itokenCount; i++ ) { #if _DEBUG @@ -1825,7 +1759,6 @@ unsigned short CSaveRestoreBuffer :: TokenHash( const char *pszToken ) ALERT( at_error, "CSaveRestoreBuffer :: TokenHash() is getting too full!" ); } #endif - int index = hash + i; if ( index >= m_pdata->tokenCount ) index -= m_pdata->tokenCount; @@ -1848,25 +1781,21 @@ void CSave :: WriteData( const char *pname, int size, const char *pdata ) BufferField( pname, size, pdata ); } - void CSave :: WriteShort( const char *pname, const short *data, int count ) { BufferField( pname, sizeof(short) * count, (const char *)data ); } - void CSave :: WriteInt( const char *pname, const int *data, int count ) { BufferField( pname, sizeof(int) * count, (const char *)data ); } - void CSave :: WriteFloat( const char *pname, const float *data, int count ) { BufferField( pname, sizeof(float) * count, (const char *)data ); } - void CSave :: WriteTime( const char *pname, const float *data, int count ) { int i; @@ -1887,7 +1816,6 @@ void CSave :: WriteTime( const char *pname, const float *data, int count ) } } - void CSave :: WriteString( const char *pname, const char *pdata ) { #ifdef TOKENIZE @@ -1898,11 +1826,9 @@ void CSave :: WriteString( const char *pname, const char *pdata ) #endif } - void CSave :: WriteString( const char *pname, const int *stringId, int count ) { int i, size; - #ifdef TOKENIZE short token = (short)TokenHash( STRING( *stringId ) ); WriteShort( pname, &token, 1 ); @@ -1912,7 +1838,6 @@ void CSave :: WriteString( const char *pname, const int *stringId, int count ) ALERT( at_error, "No string arrays!\n" ); WriteString( pname, (char *)STRING(*stringId) ); #endif - size = 0; for ( i = 0; i < count; i++ ) size += strlen( STRING( stringId[i] ) ) + 1; @@ -1926,24 +1851,19 @@ void CSave :: WriteString( const char *pname, const int *stringId, int count ) #endif } - void CSave :: WriteVector( const char *pname, const Vector &value ) { WriteVector( pname, &value.x, 1 ); } - void CSave :: WriteVector( const char *pname, const float *value, int count ) { BufferHeader( pname, sizeof(float) * 3 * count ); BufferData( (const char *)value, sizeof(float) * 3 * count ); } - - void CSave :: WritePositionVector( const char *pname, const Vector &value ) { - if ( m_pdata && m_pdata->fUseLandmark ) { Vector tmp = value - m_pdata->vecLandmarkOffset; @@ -1953,7 +1873,6 @@ void CSave :: WritePositionVector( const char *pname, const Vector &value ) WriteVector( pname, value ); } - void CSave :: WritePositionVector( const char *pname, const float *value, int count ) { int i; @@ -1972,7 +1891,6 @@ void CSave :: WritePositionVector( const char *pname, const float *value, int co } } - void CSave :: WriteFunction( const char *pname, const int *data, int count ) { const char *functionName; @@ -1984,7 +1902,6 @@ void CSave :: WriteFunction( const char *pname, const int *data, int count ) ALERT( at_error, "Invalid function pointer in entity!" ); } - void EntvarsKeyvalue( entvars_t *pev, KeyValueData *pkvd ) { int i; @@ -2003,21 +1920,17 @@ void EntvarsKeyvalue( entvars_t *pev, KeyValueData *pkvd ) case FIELD_STRING: (*(int *)((char *)pev + pField->fieldOffset)) = ALLOC_STRING( pkvd->szValue ); break; - case FIELD_TIME: case FIELD_FLOAT: (*(float *)((char *)pev + pField->fieldOffset)) = atof( pkvd->szValue ); break; - case FIELD_INTEGER: (*(int *)((char *)pev + pField->fieldOffset)) = atoi( pkvd->szValue ); break; - case FIELD_POSITION_VECTOR: case FIELD_VECTOR: UTIL_StringToVector( (float *)((char *)pev + pField->fieldOffset), pkvd->szValue ); break; - default: case FIELD_EVARS: case FIELD_CLASSPTR: @@ -2033,15 +1946,11 @@ void EntvarsKeyvalue( entvars_t *pev, KeyValueData *pkvd ) } } - - int CSave :: WriteEntVars( const char *pname, entvars_t *pev ) { return WriteFields( pname, pev, gEntvarsDescription, ENTVARS_COUNT ); } - - int CSave :: WriteFields( const char *pname, void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCount ) { int i, j, actualCount, emptyCount; @@ -2076,15 +1985,15 @@ int CSave :: WriteFields( const char *pname, void *pBaseData, TYPEDESCRIPTION *p { case FIELD_FLOAT: WriteFloat( pTest->fieldName, (float *)pOutputData, pTest->fieldSize ); - break; + break; case FIELD_TIME: WriteTime( pTest->fieldName, (float *)pOutputData, pTest->fieldSize ); - break; + break; case FIELD_MODELNAME: case FIELD_SOUNDNAME: case FIELD_STRING: WriteString( pTest->fieldName, (int *)pOutputData, pTest->fieldSize ); - break; + break; case FIELD_CLASSPTR: case FIELD_EVARS: case FIELD_EDICT: @@ -2116,35 +2025,30 @@ int CSave :: WriteFields( const char *pname, void *pBaseData, TYPEDESCRIPTION *p } } WriteInt( pTest->fieldName, entityArray, pTest->fieldSize ); - break; + break; case FIELD_POSITION_VECTOR: WritePositionVector( pTest->fieldName, (float *)pOutputData, pTest->fieldSize ); - break; + break; case FIELD_VECTOR: WriteVector( pTest->fieldName, (float *)pOutputData, pTest->fieldSize ); - break; - + break; case FIELD_BOOLEAN: case FIELD_INTEGER: WriteInt( pTest->fieldName, (int *)pOutputData, pTest->fieldSize ); - break; - + break; case FIELD_SHORT: WriteData( pTest->fieldName, 2 * pTest->fieldSize, ((char *)pOutputData) ); - break; - + break; case FIELD_CHARACTER: WriteData( pTest->fieldName, pTest->fieldSize, ((char *)pOutputData) ); - break; - + break; // For now, just write the address out, we're not going to change memory while doing this yet! case FIELD_POINTER: WriteInt( pTest->fieldName, (int *)(char *)pOutputData, pTest->fieldSize ); - break; - + break; case FIELD_FUNCTION: WriteFunction( pTest->fieldName, (int *)pOutputData, pTest->fieldSize ); - break; + break; default: ALERT( at_error, "Bad field type\n" ); } @@ -2153,7 +2057,6 @@ int CSave :: WriteFields( const char *pname, void *pBaseData, TYPEDESCRIPTION *p return 1; } - void CSave :: BufferString( char *pdata, int len ) { char c = 0; @@ -2162,7 +2065,6 @@ void CSave :: BufferString( char *pdata, int len ) BufferData( &c, 1 ); // Write a null terminator } - int CSave :: DataEmpty( const char *pdata, int size ) { for ( int i = 0; i < size; i++ ) @@ -2173,14 +2075,12 @@ int CSave :: DataEmpty( const char *pdata, int size ) return 1; } - void CSave :: BufferField( const char *pname, int size, const char *pdata ) { BufferHeader( pname, size ); BufferData( pdata, size ); } - void CSave :: BufferHeader( const char *pname, int size ) { short hashvalue = TokenHash( pname ); @@ -2190,7 +2090,6 @@ void CSave :: BufferHeader( const char *pname, int size ) BufferData( (const char *)&hashvalue, sizeof(short) ); } - void CSave :: BufferData( const char *pdata, int size ) { if ( !m_pdata ) @@ -2208,8 +2107,6 @@ void CSave :: BufferData( const char *pdata, int size ) m_pdata->size += size; } - - // -------------------------------------------------------------- // // CRestore @@ -2262,10 +2159,10 @@ int CRestore::ReadField( void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCou timeData += time; *((float *)pOutputData) = timeData; #endif - break; + break; case FIELD_FLOAT: memcpy(pOutputData, pInputData, 4); - break; + break; case FIELD_MODELNAME: case FIELD_SOUNDNAME: case FIELD_STRING: @@ -2285,7 +2182,7 @@ int CRestore::ReadField( void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCou int string; string = ALLOC_STRING( (char *)pInputData ); - + *((int *)pOutputData) = string; if ( !FStringNull( string ) && m_precache ) @@ -2296,7 +2193,7 @@ int CRestore::ReadField( void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCou PRECACHE_SOUND( (char *)STRING( string ) ); } } - break; + break; case FIELD_EVARS: entityIndex = *( int *)pInputData; pent = EntityFromIndex( entityIndex ); @@ -2304,7 +2201,7 @@ int CRestore::ReadField( void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCou *((entvars_t **)pOutputData) = VARS(pent); else *((entvars_t **)pOutputData) = NULL; - break; + break; case FIELD_CLASSPTR: entityIndex = *( int *)pInputData; pent = EntityFromIndex( entityIndex ); @@ -2312,12 +2209,12 @@ int CRestore::ReadField( void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCou *((CBaseEntity **)pOutputData) = CBaseEntity::Instance(pent); else *((CBaseEntity **)pOutputData) = NULL; - break; + break; case FIELD_EDICT: entityIndex = *( int *)pInputData; pent = EntityFromIndex( entityIndex ); *((edict_t **)pOutputData) = pent; - break; + break; case FIELD_EHANDLE: // Input and Output sizes are different! pOutputData = (char *)pOutputData + j*(sizeof(EHANDLE) - gSizes[pTest->fieldType]); @@ -2327,7 +2224,7 @@ int CRestore::ReadField( void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCou *((EHANDLE *)pOutputData) = CBaseEntity::Instance(pent); else *((EHANDLE *)pOutputData) = NULL; - break; + break; case FIELD_ENTITY: entityIndex = *( int *)pInputData; pent = EntityFromIndex( entityIndex ); @@ -2335,12 +2232,12 @@ int CRestore::ReadField( void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCou *((EOFFSET *)pOutputData) = OFFSET(pent); else *((EOFFSET *)pOutputData) = 0; - break; + break; case FIELD_VECTOR: ((float *)pOutputData)[0] = ((float *)pInputData)[0]; ((float *)pOutputData)[1] = ((float *)pInputData)[1]; ((float *)pOutputData)[2] = ((float *)pInputData)[2]; - break; + break; case FIELD_POSITION_VECTOR: #ifdef __VFP_FP__ float tmp; @@ -2358,31 +2255,26 @@ int CRestore::ReadField( void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCou ((float *)pOutputData)[1] = ((float *)pInputData)[1] + position.y; ((float *)pOutputData)[2] = ((float *)pInputData)[2] + position.z; #endif - break; - + break; case FIELD_BOOLEAN: case FIELD_INTEGER: *((int *)pOutputData) = *( int *)pInputData; - break; - + break; case FIELD_SHORT: *((short *)pOutputData) = *( short *)pInputData; - break; - + break; case FIELD_CHARACTER: *((char *)pOutputData) = *( char *)pInputData; - break; - + break; case FIELD_POINTER: *((void**)pOutputData) = *( void **)pInputData; - break; + break; case FIELD_FUNCTION: if ( strlen( (char *)pInputData ) == 0 ) *((void**)pOutputData) = 0; else *((void**)pOutputData) = (void**)FUNCTION_FROM_NAME( (char *)pInputData ); - break; - + break; default: ALERT( at_error, "Bad field type\n" ); } @@ -2397,17 +2289,14 @@ int CRestore::ReadField( void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCou return fieldNumber; } } - return -1; } - int CRestore::ReadEntVars( const char *pname, entvars_t *pev ) { return ReadFields( pname, pev, gEntvarsDescription, ENTVARS_COUNT ); } - int CRestore::ReadFields( const char *pname, void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCount ) { unsigned short i, token; @@ -2422,7 +2311,7 @@ int CRestore::ReadFields( const char *pname, void *pBaseData, TYPEDESCRIPTION *p // Check the struct name if ( token != TokenHash(pname) ) // Field Set marker { -// ALERT( at_error, "Expected %s found %s!\n", pname, BufferPointer() ); + //ALERT( at_error, "Expected %s found %s!\n", pname, BufferPointer() ); BufferRewind( 2*sizeof(short) ); return 0; } @@ -2450,7 +2339,6 @@ int CRestore::ReadFields( const char *pname, void *pBaseData, TYPEDESCRIPTION *p return 1; } - void CRestore::BufferReadHeader( HEADER *pheader ) { ASSERT( pheader!=NULL ); @@ -2461,7 +2349,7 @@ void CRestore::BufferReadHeader( HEADER *pheader ) } -short CRestore::ReadShort( void ) +short CRestore::ReadShort( void ) { short tmp = 0; @@ -2470,7 +2358,7 @@ short CRestore::ReadShort( void ) return tmp; } -int CRestore::ReadInt( void ) +int CRestore::ReadInt( void ) { int tmp = 0; @@ -2499,7 +2387,6 @@ char *CRestore::ReadNamedString( const char *pName ) #endif } - char *CRestore::BufferPointer( void ) { if ( !m_pdata ) @@ -2528,7 +2415,6 @@ void CRestore::BufferReadBytes( char *pOutput, int size ) m_pdata->size += size; } - void CRestore::BufferSkipBytes( int bytes ) { BufferReadBytes( NULL, bytes ); @@ -2556,7 +2442,7 @@ int CRestore::BufferSkipZString( void ) return len; } -int CRestore::BufferCheckZString( const char *string ) +int CRestore::BufferCheckZString( const char *string ) { if ( !m_pdata ) return 0; @@ -2570,4 +2456,3 @@ int CRestore::BufferCheckZString( const char *string ) } return 0; } - diff --git a/dlls/util.h b/dlls/util.h index b478b781..80a42af8 100644 --- a/dlls/util.h +++ b/dlls/util.h @@ -27,7 +27,6 @@ #include "physcallback.h" #endif - #include #include inline void MESSAGE_BEGIN( int msg_dest, int msg_type, const float *pOrigin, entvars_t *ent ); // implementation later in this file @@ -46,18 +45,18 @@ extern globalvars_t *gpGlobals; inline edict_t *FIND_ENTITY_BY_CLASSNAME(edict_t *entStart, const char *pszName) { return FIND_ENTITY_BY_STRING(entStart, "classname", pszName); -} +} inline edict_t *FIND_ENTITY_BY_TARGETNAME(edict_t *entStart, const char *pszName) { return FIND_ENTITY_BY_STRING(entStart, "targetname", pszName); -} +} // for doing a reverse lookup. Say you have a door, and want to find its button. inline edict_t *FIND_ENTITY_BY_TARGET(edict_t *entStart, const char *pszName) { return FIND_ENTITY_BY_STRING(entStart, "target", pszName); -} +} // Keeps clutter down a bit, when writing key-value pairs #define WRITEKEY_INT(pf, szKeyName, iKeyValue) ENGINE_FPRINTF(pf, "\"%s\" \"%d\"\n", szKeyName, iKeyValue) @@ -100,7 +99,6 @@ typedef int BOOL; #define LINK_ENTITY_TO_CLASS(mapClassName,DLLClassName) extern "C" EXPORT void mapClassName( entvars_t *pev ); void mapClassName( entvars_t *pev ) { GetClassPtr( (DLLClassName *)pev ); } - // // Conversion among the three types of "entity", including identity-conversions. // @@ -129,7 +127,10 @@ inline EOFFSET OFFSET(entvars_t *pev) #endif return OFFSET(ENT(pev)); } -inline entvars_t *VARS(entvars_t *pev) { return pev; } +inline entvars_t *VARS(entvars_t *pev) +{ + return pev; +} inline entvars_t *VARS(edict_t *pent) { @@ -172,7 +173,6 @@ inline BOOL FStringNull(int iString) { return iString == iStringNull; } typedef enum { - MONSTERSTATE_NONE = 0, MONSTERSTATE_IDLE, MONSTERSTATE_COMBAT, @@ -182,27 +182,34 @@ typedef enum MONSTERSTATE_SCRIPT, MONSTERSTATE_PLAYDEAD, MONSTERSTATE_DEAD - } MONSTERSTATE; // Things that toggle (buttons/triggers/doors) need this typedef enum - { +{ TS_AT_TOP, TS_AT_BOTTOM, TS_GOING_UP, TS_GOING_DOWN - } TOGGLE_STATE; +} TOGGLE_STATE; // Misc useful inline BOOL FStrEq(const char*sz1, const char*sz2) - { return (strcmp(sz1, sz2) == 0); } +{ + return (strcmp(sz1, sz2) == 0); +} + inline BOOL FClassnameIs(edict_t* pent, const char* szClassname) - { return FStrEq(STRING(VARS(pent)->classname), szClassname); } +{ + return FStrEq(STRING(VARS(pent)->classname), szClassname); +} + inline BOOL FClassnameIs(entvars_t* pev, const char* szClassname) - { return FStrEq(STRING(pev->classname), szClassname); } +{ + return FStrEq(STRING(pev->classname), szClassname); +} class CBaseEntity; @@ -249,11 +256,30 @@ extern void UTIL_ShowMessageAll ( const char *pString ); extern void UTIL_ScreenFadeAll ( const Vector &color, float fadeTime, float holdTime, int alpha, int flags ); extern void UTIL_ScreenFade ( CBaseEntity *pEntity, const Vector &color, float fadeTime, float fadeHold, int alpha, int flags ); -typedef enum { ignore_monsters=1, dont_ignore_monsters=0, missile=2 } IGNORE_MONSTERS; -typedef enum { ignore_glass=1, dont_ignore_glass=0 } IGNORE_GLASS; +typedef enum +{ + ignore_monsters = 1, + dont_ignore_monsters = 0, + missile=2 +} IGNORE_MONSTERS; + +typedef enum +{ + ignore_glass = 1, + dont_ignore_glass = 0 +} IGNORE_GLASS; + extern void UTIL_TraceLine (const Vector &vecStart, const Vector &vecEnd, IGNORE_MONSTERS igmon, edict_t *pentIgnore, TraceResult *ptr); extern void UTIL_TraceLine (const Vector &vecStart, const Vector &vecEnd, IGNORE_MONSTERS igmon, IGNORE_GLASS ignoreGlass, edict_t *pentIgnore, TraceResult *ptr); -enum { point_hull=0, human_hull=1, large_hull=2, head_hull=3 }; + +enum +{ + point_hull = 0, + human_hull = 1, + large_hull = 2, + head_hull = 3 +}; + extern void UTIL_TraceHull (const Vector &vecStart, const Vector &vecEnd, IGNORE_MONSTERS igmon, int hullNumber, edict_t *pentIgnore, TraceResult *ptr); extern TraceResult UTIL_GetGlobalTrace (void); extern void UTIL_TraceModel (const Vector &vecStart, const Vector &vecEnd, int hullNumber, edict_t *pentModel, TraceResult *ptr); @@ -296,6 +322,7 @@ extern void UTIL_PrecacheOther( const char *szClassname ); // prints a message to each client extern void UTIL_ClientPrintAll( int msg_dest, const char *msg_name, const char *param1 = NULL, const char *param2 = NULL, const char *param3 = NULL, const char *param4 = NULL ); + inline void UTIL_CenterPrintAll( const char *msg_name, const char *param1 = NULL, const char *param2 = NULL, const char *param3 = NULL, const char *param4 = NULL ) { UTIL_ClientPrintAll( HUD_PRINTCENTER, msg_name, param1, param2, param3, param4 ); @@ -312,7 +339,6 @@ extern void ClientPrint( entvars_t *client, int msg_dest, const char *msg_name, extern void UTIL_SayText( const char *pText, CBaseEntity *pEntity ); extern void UTIL_SayTextAll( const char *pText, CBaseEntity *pEntity ); - typedef struct hudtextparms_s { float x; @@ -362,7 +388,6 @@ void DBG_AssertFunction(BOOL fExpr, const char* szExpr, const char* szFile, int #define ASSERTSZ(f, sz) #endif // !DEBUG - extern DLL_GLOBAL const Vector g_vecZero; // @@ -405,7 +430,6 @@ extern DLL_GLOBAL int g_Language; #define SF_PENDULUM_AUTO_RETURN 16 #define SF_PENDULUM_PASSABLE 32 - #define SF_BRUSH_ROTATE_SMALLRADIUS 128 #define SF_BRUSH_ROTATE_MEDIUMRADIUS 256 #define SF_BRUSH_ROTATE_LARGERADIUS 512 @@ -432,8 +456,6 @@ extern DLL_GLOBAL int g_Language; #define SVC_ROOMTYPE 37 #define SVC_DIRECTOR 51 - - // triggers #define SF_TRIGGER_ALLOWMONSTERS 1// monsters allowed to fire this trigger #define SF_TRIGGER_NOCLIENTS 2// players not allowed to fire this trigger @@ -461,13 +483,12 @@ extern DLL_GLOBAL int g_Language; #define SF_TRIG_PUSH_ONCE 1 - // Sound Utilities // sentence groups #define CBSENTENCENAME_MAX 16 #define CVOXFILESENTENCEMAX 1536 // max number of sentences in game. NOTE: this must match - // CVOXFILESENTENCEMAX in engine\sound.h!!! + // CVOXFILESENTENCEMAX in engine\sound.h!!! extern char gszallsentencenames[CVOXFILESENTENCEMAX][CBSENTENCENAME_MAX]; extern int gcallsentences; diff --git a/dlls/vector.h b/dlls/vector.h index efc49838..81b3e575 100644 --- a/dlls/vector.h +++ b/dlls/vector.h @@ -28,7 +28,7 @@ public: inline Vector2D operator-(const Vector2D& v) const { return Vector2D(x-v.x, y-v.y); } inline Vector2D operator*(float fl) const { return Vector2D(x*fl, y*fl); } inline Vector2D operator/(float fl) const { return Vector2D(x/fl, y/fl); } - + inline float Length(void) const { return sqrt(x*x + y*y ); } inline Vector2D Normalize ( void ) const @@ -75,7 +75,7 @@ public: inline Vector operator-(const Vector& v) const { return Vector(x-v.x, y-v.y, z-v.z); } inline Vector operator*(float fl) const { return Vector(x*fl, y*fl, z*fl); } inline Vector operator/(float fl) const { return Vector(x/fl, y/fl, z/fl); } - + // Methods inline void CopyToArray(float* rgfl) const { rgfl[0] = x, rgfl[1] = y, rgfl[2] = z; } inline float Length(void) const { return sqrt(x*x + y*y + z*z); } @@ -106,7 +106,4 @@ public: inline Vector operator*(float fl, const Vector& v) { return v * fl; } inline float DotProduct(const Vector& a, const Vector& b) { return(a.x*b.x+a.y*b.y+a.z*b.z); } inline Vector CrossProduct(const Vector& a, const Vector& b) { return Vector( a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z, a.x*b.y - a.y*b.x ); } - - - -#endif \ No newline at end of file +#endif diff --git a/dlls/weapons.cpp b/dlls/weapons.cpp index 84ad017d..f3d67ac6 100644 --- a/dlls/weapons.cpp +++ b/dlls/weapons.cpp @@ -34,7 +34,6 @@ extern CGraph WorldGraph; extern int gEvilImpulse101; - #define NOT_USED 255 DLL_GLOBAL short g_sModelIndexLaser;// holds the index for the laser beam @@ -56,7 +55,6 @@ MULTIDAMAGE gMultiDamage; #define TRACER_FREQ 4 // Tracers fire every fourth bullet - //========================================================= // MaxAmmoCarry - pass in a name and this function will tell // you the maximum amount of that type of ammunition that a @@ -75,7 +73,6 @@ int MaxAmmoCarry( int iszName ) ALERT( at_console, "MaxAmmoCarry() doesn't recognize '%s'!\n", STRING( iszName ) ); return -1; } - /* ============================================================================== @@ -97,7 +94,6 @@ void ClearMultiDamage(void) gMultiDamage.type = 0; } - // // ApplyMultiDamage - inflicts contents of global multi damage register on gMultiDamage.pEntity // @@ -109,14 +105,13 @@ void ApplyMultiDamage(entvars_t *pevInflictor, entvars_t *pevAttacker ) Vector vecSpot1;//where blood comes from Vector vecDir;//direction blood should go TraceResult tr; - + if ( !gMultiDamage.pEntity ) return; gMultiDamage.pEntity->TakeDamage(pevInflictor, pevAttacker, gMultiDamage.amount, gMultiDamage.type ); } - // GLOBALS USED: // gMultiDamage @@ -124,7 +119,7 @@ void AddMultiDamage( entvars_t *pevInflictor, CBaseEntity *pEntity, float flDama { if ( !pEntity ) return; - + gMultiDamage.type |= bitsDamageType; if ( pEntity != gMultiDamage.pEntity ) @@ -147,7 +142,6 @@ void SpawnBlood(Vector vecSpot, int bloodColor, float flDamage) UTIL_BloodDrips( vecSpot, g_vecAttackDir, bloodColor, (int)flDamage ); } - int DamageDecal( CBaseEntity *pEntity, int bitsDamageType ) { if ( !pEntity ) @@ -193,8 +187,6 @@ void DecalGunshot( TraceResult *pTrace, int iBulletType ) } } - - // // EjectBrass - tosses a brass shell from passed origin at passed velocity // @@ -217,7 +209,6 @@ void EjectBrass ( const Vector &vecOrigin, const Vector &vecVelocity, float rota MESSAGE_END(); } - #if 0 // UNDONE: This is no longer used? void ExplodeModel( const Vector &vecOrigin, float speed, int model, int count ) @@ -235,7 +226,6 @@ void ExplodeModel( const Vector &vecOrigin, float speed, int model, int count ) } #endif - int giAmmoIndex = 0; // Precaches the ammo and queues the ammo info for sending to clients @@ -251,7 +241,6 @@ void AddAmmoNameToAmmoRegistry( const char *szAmmoname ) return; // ammo already in registry, just quite } - giAmmoIndex++; ASSERT( giAmmoIndex < MAX_AMMO_SLOTS ); if ( giAmmoIndex >= MAX_AMMO_SLOTS ) @@ -261,7 +250,6 @@ void AddAmmoNameToAmmoRegistry( const char *szAmmoname ) CBasePlayerItem::AmmoInfoArray[giAmmoIndex].iId = giAmmoIndex; // yes, this info is redundant } - // Precaches the weapon and queues the weapon info for sending to clients void UTIL_PrecacheOtherWeapon( const char *szClassname ) { @@ -339,14 +327,12 @@ void W_Precache(void) UTIL_PrecacheOtherWeapon( "weapon_357" ); UTIL_PrecacheOther( "ammo_357" ); #endif - + #if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD ) // gauss UTIL_PrecacheOtherWeapon( "weapon_gauss" ); UTIL_PrecacheOther( "ammo_gaussclip" ); -#endif -#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD ) // rpg UTIL_PrecacheOtherWeapon( "weapon_rpg" ); UTIL_PrecacheOther( "ammo_rpgclip" ); @@ -356,42 +342,30 @@ void W_Precache(void) // crossbow UTIL_PrecacheOtherWeapon( "weapon_crossbow" ); UTIL_PrecacheOther( "ammo_crossbow" ); -#endif -#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD ) // egon UTIL_PrecacheOtherWeapon( "weapon_egon" ); #endif - // tripmine UTIL_PrecacheOtherWeapon( "weapon_tripmine" ); - #if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD ) // satchel charge UTIL_PrecacheOtherWeapon( "weapon_satchel" ); #endif - // hand grenade UTIL_PrecacheOtherWeapon("weapon_handgrenade"); - #if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD ) // squeak grenade UTIL_PrecacheOtherWeapon( "weapon_snark" ); -#endif -#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD ) // hornetgun UTIL_PrecacheOtherWeapon( "weapon_hornetgun" ); -#endif - -#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD ) if ( g_pGameRules->IsDeathmatch() ) { UTIL_PrecacheOther( "weaponbox" );// container for dropped deathmatch weapons } #endif - g_sModelIndexFireball = PRECACHE_MODEL ("sprites/zerogxplode.spr");// fireball g_sModelIndexWExplosion = PRECACHE_MODEL ("sprites/WXplo1.spr");// underwater fireball g_sModelIndexSmoke = PRECACHE_MODEL ("sprites/steam1.spr");// smoke @@ -402,7 +376,6 @@ void W_Precache(void) g_sModelIndexLaser = PRECACHE_MODEL( (char *)g_pModelNameLaser ); g_sModelIndexLaserDot = PRECACHE_MODEL("sprites/laserdot.spr"); - // used by explosions PRECACHE_MODEL ("models/grenade.mdl"); PRECACHE_MODEL ("sprites/explode1.spr"); @@ -419,13 +392,9 @@ void W_Precache(void) PRECACHE_SOUND ("weapons/bullet_hit2.wav"); // hit by bullet PRECACHE_SOUND ("items/weapondrop1.wav");// weapon falls to the ground - } - - - -TYPEDESCRIPTION CBasePlayerItem::m_SaveData[] = +TYPEDESCRIPTION CBasePlayerItem::m_SaveData[] = { DEFINE_FIELD( CBasePlayerItem, m_pPlayer, FIELD_CLASSPTR ), DEFINE_FIELD( CBasePlayerItem, m_pNext, FIELD_CLASSPTR ), @@ -434,10 +403,10 @@ TYPEDESCRIPTION CBasePlayerItem::m_SaveData[] = // DEFINE_FIELD( CBasePlayerItem, m_iIdPrimary, FIELD_INTEGER ), // DEFINE_FIELD( CBasePlayerItem, m_iIdSecondary, FIELD_INTEGER ), }; -IMPLEMENT_SAVERESTORE( CBasePlayerItem, CBaseAnimating ); +IMPLEMENT_SAVERESTORE( CBasePlayerItem, CBaseAnimating ) -TYPEDESCRIPTION CBasePlayerWeapon::m_SaveData[] = +TYPEDESCRIPTION CBasePlayerWeapon::m_SaveData[] = { #if defined( CLIENT_WEAPONS ) DEFINE_FIELD( CBasePlayerWeapon, m_flNextPrimaryAttack, FIELD_FLOAT ), @@ -456,8 +425,7 @@ TYPEDESCRIPTION CBasePlayerWeapon::m_SaveData[] = // DEFINE_FIELD( CBasePlayerWeapon, m_iClientWeaponState, FIELD_INTEGER ), reset to zero on load so hud gets updated correctly }; -IMPLEMENT_SAVERESTORE( CBasePlayerWeapon, CBasePlayerItem ); - +IMPLEMENT_SAVERESTORE( CBasePlayerWeapon, CBasePlayerItem ) void CBasePlayerItem :: SetObjectCollisionBox( void ) { @@ -465,7 +433,6 @@ void CBasePlayerItem :: SetObjectCollisionBox( void ) pev->absmax = pev->origin + Vector(24, 24, 16); } - //========================================================= // Sets up movetype, size, solidtype for a new weapon. //========================================================= @@ -476,7 +443,7 @@ void CBasePlayerItem :: FallInit( void ) UTIL_SetOrigin( pev, pev->origin ); UTIL_SetSize(pev, Vector( 0, 0, 0), Vector(0, 0, 0) );//pointsize until it lands on the ground. - + SetTouch( &CBasePlayerItem::DefaultTouch ); SetThink( &CBasePlayerItem::FallThink ); @@ -530,7 +497,6 @@ void CBasePlayerItem::Materialize( void ) UTIL_SetOrigin( pev, pev->origin );// link into world. SetTouch( &CBasePlayerItem::DefaultTouch); SetThink( NULL ); - } //========================================================= @@ -710,7 +676,7 @@ void CBasePlayerWeapon::ItemPostFrame( void ) WeaponIdle( ); return; } - + // catch all if ( ShouldWeaponIdle() ) { @@ -784,7 +750,6 @@ int CBasePlayerWeapon::AddDuplicate( CBasePlayerItem *pOriginal ) } } - int CBasePlayerWeapon::AddToPlayer( CBasePlayer *pPlayer ) { int bResult = CBasePlayerItem::AddToPlayer( pPlayer ); @@ -797,7 +762,6 @@ int CBasePlayerWeapon::AddToPlayer( CBasePlayer *pPlayer ) m_iSecondaryAmmoType = pPlayer->GetAmmoIndex( pszAmmo2() ); } - if (bResult) return AddWeapon( ); return FALSE; @@ -858,7 +822,6 @@ int CBasePlayerWeapon::UpdateClientData( CBasePlayer *pPlayer ) return 1; } - void CBasePlayerWeapon::SendWeaponAnim( int iAnim, int skiplocal, int body ) { if ( UseDecrement() ) @@ -872,7 +835,6 @@ void CBasePlayerWeapon::SendWeaponAnim( int iAnim, int skiplocal, int body ) if ( skiplocal && ENGINE_CANSKIP( m_pPlayer->edict() ) ) return; #endif - MESSAGE_BEGIN( MSG_ONE, SVC_WEAPONANIM, NULL, m_pPlayer->pev ); WRITE_BYTE( iAnim ); // sequence number WRITE_BYTE( pev->body ); // weaponmodel bodygroup. @@ -899,7 +861,7 @@ BOOL CBasePlayerWeapon :: AddPrimaryAmmo( int iCount, char *szName, int iMaxClip { iIdAmmo = m_pPlayer->GiveAmmo( iCount, szName, iMaxCarry ); } - + // m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] = iMaxCarry; // hack for testing if (iIdAmmo > 0) @@ -916,7 +878,6 @@ BOOL CBasePlayerWeapon :: AddPrimaryAmmo( int iCount, char *szName, int iMaxClip return iIdAmmo > 0 ? TRUE : FALSE; } - BOOL CBasePlayerWeapon :: AddSecondaryAmmo( int iCount, char *szName, int iMax ) { int iIdAmmo; @@ -1000,7 +961,6 @@ BOOL CBasePlayerWeapon :: DefaultDeploy( char *szViewModel, char *szWeaponModel, return TRUE; } - BOOL CBasePlayerWeapon :: DefaultReload( int iClipSize, int iAnim, float fDelay, int body ) { if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) @@ -1188,9 +1148,9 @@ void CBasePlayerWeapon::RetireWeapon( void ) // weaponbox code: //********************************************************* -LINK_ENTITY_TO_CLASS( weaponbox, CWeaponBox ); +LINK_ENTITY_TO_CLASS( weaponbox, CWeaponBox ) -TYPEDESCRIPTION CWeaponBox::m_SaveData[] = +TYPEDESCRIPTION CWeaponBox::m_SaveData[] = { DEFINE_ARRAY( CWeaponBox, m_rgAmmo, FIELD_INTEGER, MAX_AMMO_SLOTS ), DEFINE_ARRAY( CWeaponBox, m_rgiszAmmo, FIELD_STRING, MAX_AMMO_SLOTS ), @@ -1198,7 +1158,7 @@ TYPEDESCRIPTION CWeaponBox::m_SaveData[] = DEFINE_FIELD( CWeaponBox, m_cAmmoTypes, FIELD_INTEGER ), }; -IMPLEMENT_SAVERESTORE( CWeaponBox, CBaseEntity ); +IMPLEMENT_SAVERESTORE( CWeaponBox, CBaseEntity ) //========================================================= // @@ -1292,7 +1252,7 @@ void CWeaponBox::Touch( CBaseEntity *pOther ) CBasePlayer *pPlayer = (CBasePlayer *)pOther; int i; -// dole out ammo + // dole out ammo for ( i = 0 ; i < MAX_AMMO_SLOTS ; i++ ) { if ( !FStringNull( m_rgiszAmmo[ i ] ) ) @@ -1308,9 +1268,9 @@ void CWeaponBox::Touch( CBaseEntity *pOther ) } } -// go through my weapons and try to give the usable ones to the player. -// it's important the the player be given ammo first, so the weapons code doesn't refuse -// to deploy a better weapon that the player may pick up because he has no ammo for it. + // go through my weapons and try to give the usable ones to the player. + // it's important the the player be given ammo first, so the weapons code doesn't refuse + // to deploy a better weapon that the player may pick up because he has no ammo for it. for ( i = 0 ; i < MAX_ITEM_TYPES ; i++ ) { if ( m_rgpPlayerItems[ i ] ) @@ -1359,7 +1319,7 @@ BOOL CWeaponBox::PackWeapon( CBasePlayerItem *pWeapon ) } int iWeaponSlot = pWeapon->iItemSlot(); - + if ( m_rgpPlayerItems[ iWeaponSlot ] ) { // there's already one weapon in this slot, so link this into the slot's column @@ -1402,7 +1362,7 @@ BOOL CWeaponBox::PackAmmo( int iszName, int iCount ) ALERT ( at_console, "NULL String in PackAmmo!\n" ); return FALSE; } - + iMaxCarry = MaxAmmoCarry( iszName ); if ( iMaxCarry != -1 && iCount > 0 ) @@ -1514,32 +1474,33 @@ void CBasePlayerWeapon::PrintState( void ) ALERT( at_console, "primary: %f\n", m_flNextPrimaryAttack ); ALERT( at_console, "idle : %f\n", m_flTimeWeaponIdle ); -// ALERT( at_console, "nextrl : %f\n", m_flNextReload ); -// ALERT( at_console, "nextpum: %f\n", m_flPumpTime ); + //ALERT( at_console, "nextrl : %f\n", m_flNextReload ); + //ALERT( at_console, "nextpum: %f\n", m_flPumpTime ); -// ALERT( at_console, "m_frt : %f\n", m_fReloadTime ); + //ALERT( at_console, "m_frt : %f\n", m_fReloadTime ); ALERT( at_console, "m_finre: %i\n", m_fInReload ); -// ALERT( at_console, "m_finsr: %i\n", m_fInSpecialReload ); + //ALERT( at_console, "m_finsr: %i\n", m_fInSpecialReload ); ALERT( at_console, "m_iclip: %i\n", m_iClip ); } - -TYPEDESCRIPTION CRpg::m_SaveData[] = +TYPEDESCRIPTION CRpg::m_SaveData[] = { DEFINE_FIELD( CRpg, m_fSpotActive, FIELD_INTEGER ), DEFINE_FIELD( CRpg, m_cActiveRockets, FIELD_INTEGER ), }; -IMPLEMENT_SAVERESTORE( CRpg, CBasePlayerWeapon ); -TYPEDESCRIPTION CRpgRocket::m_SaveData[] = +IMPLEMENT_SAVERESTORE( CRpg, CBasePlayerWeapon ) + +TYPEDESCRIPTION CRpgRocket::m_SaveData[] = { DEFINE_FIELD( CRpgRocket, m_flIgniteTime, FIELD_TIME ), DEFINE_FIELD( CRpgRocket, m_pLauncher, FIELD_CLASSPTR ), }; -IMPLEMENT_SAVERESTORE( CRpgRocket, CGrenade ); -TYPEDESCRIPTION CShotgun::m_SaveData[] = +IMPLEMENT_SAVERESTORE( CRpgRocket, CGrenade ) + +TYPEDESCRIPTION CShotgun::m_SaveData[] = { DEFINE_FIELD( CShotgun, m_flNextReload, FIELD_TIME ), DEFINE_FIELD( CShotgun, m_fInSpecialReload, FIELD_INTEGER ), @@ -1547,34 +1508,38 @@ TYPEDESCRIPTION CShotgun::m_SaveData[] = // DEFINE_FIELD( CShotgun, m_iShell, FIELD_INTEGER ), DEFINE_FIELD( CShotgun, m_flPumpTime, FIELD_TIME ), }; -IMPLEMENT_SAVERESTORE( CShotgun, CBasePlayerWeapon ); -TYPEDESCRIPTION CGauss::m_SaveData[] = +IMPLEMENT_SAVERESTORE( CShotgun, CBasePlayerWeapon ) + +TYPEDESCRIPTION CGauss::m_SaveData[] = { DEFINE_FIELD( CGauss, m_fInAttack, FIELD_INTEGER ), -// DEFINE_FIELD( CGauss, m_flStartCharge, FIELD_TIME ), -// DEFINE_FIELD( CGauss, m_flPlayAftershock, FIELD_TIME ), -// DEFINE_FIELD( CGauss, m_flNextAmmoBurn, FIELD_TIME ), + //DEFINE_FIELD( CGauss, m_flStartCharge, FIELD_TIME ), + //DEFINE_FIELD( CGauss, m_flPlayAftershock, FIELD_TIME ), + //DEFINE_FIELD( CGauss, m_flNextAmmoBurn, FIELD_TIME ), DEFINE_FIELD( CGauss, m_fPrimaryFire, FIELD_BOOLEAN ), }; -IMPLEMENT_SAVERESTORE( CGauss, CBasePlayerWeapon ); -TYPEDESCRIPTION CEgon::m_SaveData[] = +IMPLEMENT_SAVERESTORE( CGauss, CBasePlayerWeapon ) + +TYPEDESCRIPTION CEgon::m_SaveData[] = { -// DEFINE_FIELD( CEgon, m_pBeam, FIELD_CLASSPTR ), -// DEFINE_FIELD( CEgon, m_pNoise, FIELD_CLASSPTR ), -// DEFINE_FIELD( CEgon, m_pSprite, FIELD_CLASSPTR ), + //DEFINE_FIELD( CEgon, m_pBeam, FIELD_CLASSPTR ), + //DEFINE_FIELD( CEgon, m_pNoise, FIELD_CLASSPTR ), + //DEFINE_FIELD( CEgon, m_pSprite, FIELD_CLASSPTR ), DEFINE_FIELD( CEgon, m_shootTime, FIELD_TIME ), DEFINE_FIELD( CEgon, m_fireState, FIELD_INTEGER ), DEFINE_FIELD( CEgon, m_fireMode, FIELD_INTEGER ), DEFINE_FIELD( CEgon, m_shakeTime, FIELD_TIME ), DEFINE_FIELD( CEgon, m_flAmmoUseTime, FIELD_TIME ), }; -IMPLEMENT_SAVERESTORE( CEgon, CBasePlayerWeapon ); + +IMPLEMENT_SAVERESTORE( CEgon, CBasePlayerWeapon ) TYPEDESCRIPTION CSatchel::m_SaveData[] = { DEFINE_FIELD( CSatchel, m_chargeReady, FIELD_INTEGER ), }; -IMPLEMENT_SAVERESTORE( CSatchel, CBasePlayerWeapon ); + +IMPLEMENT_SAVERESTORE( CSatchel, CBasePlayerWeapon ) diff --git a/dlls/weapons.h b/dlls/weapons.h index 8194a4d3..5112254a 100644 --- a/dlls/weapons.h +++ b/dlls/weapons.h @@ -55,7 +55,6 @@ public: BOOL m_fRegisteredSound;// whether or not this grenade has issued its DANGER sound to the world sound list yet. }; - // constant items #define ITEM_HEALTHKIT 1 #define ITEM_ANTIDOTE 2 @@ -85,10 +84,8 @@ public: #define MAX_WEAPONS 32 - #define MAX_NORMAL_BATTERY 100 - // weapon weight factors (for auto-switching) (-1 = noswitch) #define CROWBAR_WEIGHT 0 #define GLOCK_WEIGHT 10 @@ -105,7 +102,6 @@ public: #define SATCHEL_WEIGHT -10 #define TRIPMINE_WEIGHT -10 - // weapon clip/carry ammo capacities #define URANIUM_MAX_CARRY 100 #define _9MM_MAX_CARRY 250 @@ -139,7 +135,6 @@ public: #define TRIPMINE_MAX_CLIP WEAPON_NOCLIP #define SNARK_MAX_CLIP WEAPON_NOCLIP - // the default amount of ammo that comes with each gun when it spawns #define GLOCK_DEFAULT_GIVE 17 #define PYTHON_DEFAULT_GIVE 6 @@ -182,10 +177,9 @@ typedef enum BULLET_MONSTER_9MM, BULLET_MONSTER_MP5, - BULLET_MONSTER_12MM, + BULLET_MONSTER_12MM } Bullet; - #define ITEM_FLAG_SELECTONEMPTY 1 #define ITEM_FLAG_NOAUTORELOAD 2 #define ITEM_FLAG_NOAUTOSWITCHEMPTY 4 @@ -223,7 +217,7 @@ public: virtual int Save( CSave &save ); virtual int Restore( CRestore &restore ); - + static TYPEDESCRIPTION m_SaveData[]; virtual int AddToPlayer( CBasePlayer *pPlayer ); // return TRUE if the item you want the item added to the player inventory @@ -282,14 +276,13 @@ public: // int m_iIdSecondary; // Unique Id for secondary ammo }; - // inventory items that class CBasePlayerWeapon : public CBasePlayerItem { public: virtual int Save( CSave &save ); virtual int Restore( CRestore &restore ); - + static TYPEDESCRIPTION m_SaveData[]; // generic weapon versions of CBasePlayerItem calls @@ -331,7 +324,7 @@ public: virtual BOOL ShouldWeaponIdle( void ) {return FALSE; }; virtual void Holster( int skiplocal = 0 ); virtual BOOL UseDecrement( void ) { return FALSE; }; - + int PrimaryAmmoIndex(); int SecondaryAmmoIndex(); @@ -352,10 +345,8 @@ public: int m_fInReload; // Are we in the middle of a reload; int m_iDefaultAmmo;// how much ammo you get when you pick up this weapon as placed by a level designer. - }; - class CBasePlayerAmmo : public CBaseEntity { public: @@ -367,7 +358,6 @@ public: void EXPORT Materialize( void ); }; - extern DLL_GLOBAL short g_sModelIndexLaser;// holds the index for the laser beam extern DLL_GLOBAL const char *g_pModelNameLaser; @@ -397,7 +387,6 @@ typedef struct extern MULTIDAMAGE gMultiDamage; - #define LOUD_GUN_VOLUME 1000 #define NORMAL_GUN_VOLUME 600 #define QUIET_GUN_VOLUME 200 @@ -448,7 +437,7 @@ public: BOOL HasWeapon( CBasePlayerItem *pCheckItem ); BOOL PackWeapon( CBasePlayerItem *pWeapon ); BOOL PackAmmo( int iszName, int iCount ); - + CBasePlayerItem *m_rgpPlayerItems[MAX_ITEM_TYPES];// one slot for each int m_rgiszAmmo[MAX_AMMO_SLOTS];// ammo names @@ -488,13 +477,11 @@ public: private: int m_iShell; - unsigned short m_usFireGlock1; unsigned short m_usFireGlock2; }; - class CCrowbar : public CBasePlayerWeapon { public: @@ -543,7 +530,7 @@ public: BOOL m_fInZoom;// don't save this. virtual BOOL UseDecrement( void ) - { + { #if defined( CLIENT_WEAPONS ) return TRUE; #else @@ -624,14 +611,11 @@ private: class CShotgun : public CBasePlayerWeapon { public: - #ifndef CLIENT_DLL int Save( CSave &save ); int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; #endif - - void Spawn( void ); void Precache( void ); int iItemSlot( ) { return 3; } @@ -648,7 +632,7 @@ public: int m_iShell; virtual BOOL UseDecrement( void ) - { + { #if defined( CLIENT_WEAPONS ) return TRUE; #else @@ -671,20 +655,18 @@ class CLaserSpot : public CBaseEntity public: void Suspend( float flSuspendTime ); void EXPORT Revive( void ); - + static CLaserSpot *CreateSpot( void ); }; class CRpg : public CBasePlayerWeapon { public: - #ifndef CLIENT_DLL int Save( CSave &save ); int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; #endif - void Spawn( void ); void Precache( void ); void Reload( void ); @@ -718,7 +700,6 @@ public: private: unsigned short m_usRpg; - }; class CRpgRocket : public CGrenade @@ -742,13 +723,11 @@ public: class CGauss : public CBasePlayerWeapon { public: - #ifndef CLIENT_DLL int Save( CSave &save ); int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; #endif - void Spawn( void ); void Precache( void ); int iItemSlot( void ) { return 4; } @@ -761,7 +740,7 @@ public: void PrimaryAttack( void ); void SecondaryAttack( void ); void WeaponIdle( void ); - + void StartFire( void ); void Fire( Vector vecOrigSrc, Vector vecDirShooting, float flDamage ); float GetFullChargeTime( void ); @@ -796,7 +775,6 @@ public: int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; #endif - void Spawn( void ); void Precache( void ); int iItemSlot( void ) { return 4; } @@ -826,7 +804,7 @@ public: BOOL HasAmmo( void ); void UseAmmo( int count ); - + enum EGON_FIREMODE { FIRE_NARROW, FIRE_WIDE}; CBeam *m_pBeam; @@ -834,7 +812,7 @@ public: CSprite *m_pSprite; virtual BOOL UseDecrement( void ) - { + { #if defined( CLIENT_WEAPONS ) return TRUE; #else @@ -872,7 +850,7 @@ public: float m_flNextAnimTime; float m_flRechargeTime; - + int m_iFirePhase;// don't save me. virtual BOOL UseDecrement( void ) @@ -887,8 +865,6 @@ private: unsigned short m_usHornetFire; }; - - class CHandGrenade : public CBasePlayerWeapon { public: @@ -902,7 +878,7 @@ public: BOOL CanHolster( void ); void Holster( int skiplocal = 0 ); void WeaponIdle( void ); - + virtual BOOL UseDecrement( void ) { #if defined( CLIENT_WEAPONS ) @@ -916,13 +892,11 @@ public: class CSatchel : public CBasePlayerWeapon { public: - #ifndef CLIENT_DLL int Save( CSave &save ); int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; #endif - void Spawn( void ); void Precache( void ); int iItemSlot( void ) { return 5; } @@ -934,11 +908,11 @@ public: BOOL CanDeploy( void ); BOOL Deploy( void ); BOOL IsUseable( void ); - + void Holster( int skiplocal = 0 ); void WeaponIdle( void ); void Throw( void ); - + virtual BOOL UseDecrement( void ) { #if defined( CLIENT_WEAPONS ) @@ -949,7 +923,6 @@ public: } }; - class CTripmine : public CBasePlayerWeapon { public: @@ -980,7 +953,6 @@ public: private: unsigned short m_usTripFire; - }; class CSqueak : public CBasePlayerWeapon @@ -999,7 +971,7 @@ public: int m_fJustThrown; virtual BOOL UseDecrement( void ) - { + { #if defined( CLIENT_WEAPONS ) return TRUE; #else @@ -1010,6 +982,4 @@ public: private: unsigned short m_usSnarkFire; }; - - #endif // WEAPONS_H diff --git a/dlls/world.cpp b/dlls/world.cpp index d56a3fcf..ed416139 100644 --- a/dlls/world.cpp +++ b/dlls/world.cpp @@ -112,7 +112,7 @@ public: void EXPORT TriggerDecal( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); }; -LINK_ENTITY_TO_CLASS( infodecal, CDecal ); +LINK_ENTITY_TO_CLASS( infodecal, CDecal ) // UNDONE: These won't get sent to joining players in multi-player void CDecal :: Spawn( void ) @@ -162,7 +162,6 @@ void CDecal :: TriggerDecal ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE pev->nextthink = gpGlobals->time + 0.1; } - void CDecal :: StaticDecal( void ) { TraceResult trace; @@ -181,13 +180,12 @@ void CDecal :: StaticDecal( void ) SUB_Remove(); } - void CDecal :: KeyValue( KeyValueData *pkvd ) { if (FStrEq(pkvd->szKeyName, "texture")) { pev->skin = DECAL_INDEX( pkvd->szValue ); - + // Found if ( pev->skin >= 0 ) return; @@ -197,14 +195,13 @@ void CDecal :: KeyValue( KeyValueData *pkvd ) CBaseEntity::KeyValue( pkvd ); } - // Body queue class here.... It's really just CBaseEntity class CCorpse : public CBaseEntity { virtual int ObjectCaps( void ) { return FCAP_DONT_SAVE; } }; -LINK_ENTITY_TO_CLASS( bodyque, CCorpse ); +LINK_ENTITY_TO_CLASS( bodyque, CCorpse ) static void InitBodyQue(void) { @@ -212,18 +209,17 @@ static void InitBodyQue(void) g_pBodyQueueHead = CREATE_NAMED_ENTITY( istrClassname ); entvars_t *pev = VARS(g_pBodyQueueHead); - + // Reserve 3 more slots for dead bodies for ( int i = 0; i < 3; i++ ) { pev->owner = CREATE_NAMED_ENTITY( istrClassname ); pev = VARS(pev->owner); } - + pev->owner = g_pBodyQueueHead; } - // // make a body que entry for the given ent so the ent can be respawned elsewhere // @@ -252,7 +248,7 @@ void CopyToBodyQue(entvars_t *pev) //pevHead->goalstarttime = pev->goalstarttime; //pevHead->goalframe = pev->goalframe; //pevHead->goalendtime = pev->goalendtime ; - + pevHead->sequence = pev->sequence; pevHead->animtime = pev->animtime; @@ -261,7 +257,6 @@ void CopyToBodyQue(entvars_t *pev) g_pBodyQueueHead = pevHead->owner; } - CGlobalState::CGlobalState( void ) { Reset(); @@ -281,20 +276,18 @@ globalentity_t *CGlobalState :: Find( string_t globalname ) globalentity_t *pTest; const char *pEntityName = STRING(globalname); - pTest = m_pList; while ( pTest ) { if ( FStrEq( pEntityName, pTest->name ) ) break; - + pTest = pTest->pNext; } return pTest; } - // This is available all the time now on impulse 104, remove later //#ifdef _DEBUG void CGlobalState :: DumpGlobals( void ) @@ -312,7 +305,6 @@ void CGlobalState :: DumpGlobals( void ) } //#endif - void CGlobalState :: EntityAdd( string_t globalname, string_t mapName, GLOBALESTATE state ) { ASSERT( !Find(globalname) ); @@ -327,7 +319,6 @@ void CGlobalState :: EntityAdd( string_t globalname, string_t mapName, GLOBALEST m_listCount++; } - void CGlobalState :: EntitySetState( string_t globalname, GLOBALESTATE state ) { globalentity_t *pEnt = Find( globalname ); @@ -336,7 +327,6 @@ void CGlobalState :: EntitySetState( string_t globalname, GLOBALESTATE state ) pEnt->state = state; } - const globalentity_t *CGlobalState :: EntityFromTable( string_t globalname ) { globalentity_t *pEnt = Find( globalname ); @@ -344,7 +334,6 @@ const globalentity_t *CGlobalState :: EntityFromTable( string_t globalname ) return pEnt; } - GLOBALESTATE CGlobalState :: EntityGetState( string_t globalname ) { globalentity_t *pEnt = Find( globalname ); @@ -354,22 +343,20 @@ GLOBALESTATE CGlobalState :: EntityGetState( string_t globalname ) return GLOBAL_OFF; } - // Global Savedata for Delay -TYPEDESCRIPTION CGlobalState::m_SaveData[] = +TYPEDESCRIPTION CGlobalState::m_SaveData[] = { DEFINE_FIELD( CGlobalState, m_listCount, FIELD_INTEGER ), }; // Global Savedata for Delay -TYPEDESCRIPTION gGlobalEntitySaveData[] = +TYPEDESCRIPTION gGlobalEntitySaveData[] = { DEFINE_ARRAY( globalentity_t, name, FIELD_CHARACTER, 64 ), DEFINE_ARRAY( globalentity_t, levelName, FIELD_CHARACTER, 32 ), DEFINE_FIELD( globalentity_t, state, FIELD_INTEGER ), }; - int CGlobalState::Save( CSave &save ) { int i; @@ -395,11 +382,10 @@ int CGlobalState::Restore( CRestore &restore ) int i, listCount; globalentity_t tmpEntity; - ClearStates(); if ( !restore.ReadFields( "GLOBAL", this, m_SaveData, ARRAYSIZE(m_SaveData) ) ) return 0; - + listCount = m_listCount; // Get new list count m_listCount = 0; // Clear loaded data @@ -420,7 +406,6 @@ void CGlobalState::EntityUpdate( string_t globalname, string_t mapname ) strcpy( pEnt->levelName, STRING(mapname) ); } - void CGlobalState::ClearStates( void ) { globalentity_t *pFree = m_pList; @@ -433,21 +418,18 @@ void CGlobalState::ClearStates( void ) Reset(); } - void SaveGlobalState( SAVERESTOREDATA *pSaveData ) { CSave saveHelper( pSaveData ); gGlobalState.Save( saveHelper ); } - void RestoreGlobalState( SAVERESTOREDATA *pSaveData ) { CRestore restoreHelper( pSaveData ); gGlobalState.Restore( restoreHelper ); } - void ResetGlobalState( void ) { gGlobalState.ClearStates(); @@ -461,7 +443,7 @@ void ResetGlobalState( void ) // This spawns first when each level begins. //======================= -LINK_ENTITY_TO_CLASS( worldspawn, CWorld ); +LINK_ENTITY_TO_CLASS( worldspawn, CWorld ) #define SF_WORLD_DARK 0x0001 // Fade from black at startup #define SF_WORLD_TITLE 0x0002 // Display game title at startup @@ -479,7 +461,6 @@ void CWorld :: Spawn( void ) void CWorld :: Precache( void ) { g_pLastSpawn = NULL; - #if 1 CVAR_SET_STRING("sv_gravity", "800"); // 67ft/sec CVAR_SET_STRING("sv_stepsize", "18"); @@ -487,7 +468,6 @@ void CWorld :: Precache( void ) CVAR_SET_STRING("sv_gravity", "384"); // 32ft/sec CVAR_SET_STRING("sv_stepsize", "24"); #endif - CVAR_SET_STRING("room_type", "0");// clear DSP // Set up game rules @@ -512,25 +492,21 @@ void CWorld :: Precache( void ) InitBodyQue(); -// init sentence group playback stuff from sentences.txt. -// ok to call this multiple times, calls after first are ignored. - + // init sentence group playback stuff from sentences.txt. + // ok to call this multiple times, calls after first are ignored. SENTENCEG_Init(); -// init texture type array from materials.txt - + // init texture type array from materials.txt TEXTURETYPE_Init(); - -// the area based ambient sounds MUST be the first precache_sounds - -// player precaches + // the area based ambient sounds MUST be the first precache_sounds + // player precaches W_Precache (); // get weapon precaches ClientPrecache(); -// sounds used from C physics code - PRECACHE_SOUND("common/null.wav"); // clears sound channels + // sounds used from C physics code + PRECACHE_SOUND("common/null.wav");// clears sound channels PRECACHE_SOUND( "items/suitchargeok1.wav" );//!!! temporary sound for respawning weapons. PRECACHE_SOUND( "items/gunpickup2.wav" );// player picks up a gun. @@ -554,51 +530,52 @@ void CWorld :: Precache( void ) PRECACHE_SOUND ("weapons/ric3.wav"); PRECACHE_SOUND ("weapons/ric4.wav"); PRECACHE_SOUND ("weapons/ric5.wav"); -// -// Setup light animation tables. 'a' is total darkness, 'z' is maxbright. -// + + // + // Setup light animation tables. 'a' is total darkness, 'z' is maxbright. + // // 0 normal LIGHT_STYLE(0, "m"); - + // 1 FLICKER (first variety) LIGHT_STYLE(1, "mmnmmommommnonmmonqnmmo"); - + // 2 SLOW STRONG PULSE LIGHT_STYLE(2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba"); - + // 3 CANDLE (first variety) LIGHT_STYLE(3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg"); - + // 4 FAST STROBE LIGHT_STYLE(4, "mamamamamama"); - + // 5 GENTLE PULSE 1 LIGHT_STYLE(5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj"); - + // 6 FLICKER (second variety) LIGHT_STYLE(6, "nmonqnmomnmomomno"); - + // 7 CANDLE (second variety) LIGHT_STYLE(7, "mmmaaaabcdefgmmmmaaaammmaamm"); - + // 8 CANDLE (third variety) LIGHT_STYLE(8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa"); - + // 9 SLOW STROBE (fourth variety) LIGHT_STYLE(9, "aaaaaaaazzzzzzzz"); - + // 10 FLUORESCENT FLICKER LIGHT_STYLE(10, "mmamammmmammamamaaamammma"); // 11 SLOW PULSE NOT FADE TO BLACK LIGHT_STYLE(11, "abcdefghijklmnopqrrqponmlkjihgfedcba"); - + // 12 UNDERWATER LIGHT MUTATION // this light only distorts the lightmap - no contribution // is made to the brightness of affected surfaces LIGHT_STYLE(12, "mmnnmmnnnmmnn"); - + // styles 32-62 are assigned by the light program for switchable lights // 63 testing @@ -607,18 +584,21 @@ void CWorld :: Precache( void ) for ( int i = 0; i < ARRAYSIZE(gDecals); i++ ) gDecals[i].index = DECAL_INDEX( gDecals[i].name ); -// init the WorldGraph. + // init the WorldGraph. WorldGraph.InitGraph(); -// make sure the .NOD file is newer than the .BSP file. + // make sure the .NOD file is newer than the .BSP file. if ( !WorldGraph.CheckNODFile ( ( char * )STRING( gpGlobals->mapname ) ) ) - {// NOD file is not present, or is older than the BSP file. + { + // NOD file is not present, or is older than the BSP file. WorldGraph.AllocNodes (); } else - {// Load the node graph for this level + { + // Load the node graph for this level if ( !WorldGraph.FLoadGraph ( (char *)STRING( gpGlobals->mapname ) ) ) - {// couldn't load, so alloc and prepare to build a graph. + { + // couldn't load, so alloc and prepare to build a graph. ALERT ( at_console, "*Error opening .NOD file\n" ); WorldGraph.AllocNodes (); } @@ -677,7 +657,6 @@ void CWorld :: Precache( void ) g_flWeaponCheat = CVAR_GET_FLOAT( "sv_cheats" ); // Is the impulse 101 command allowed? } - // // Just to ignore the "wad" field. // @@ -777,7 +756,7 @@ int DispatchCreateEntity( edict_t *pent, const char *szName ) // BUGBUG: old classname hanging in memory pent->v.classname = ALLOC_STRING( "item_battery" ); -// ALERT( at_console, "DispatchCreateEntity: replace %s with %s\n", szName, STRING( pent->v.classname )); + //ALERT( at_console, "DispatchCreateEntity: replace %s with %s\n", szName, STRING( pent->v.classname )); SpawnEdict( &pent->v ); return 0; // handled @@ -798,7 +777,7 @@ int DispatchPhysicsEntity( edict_t *pEdict ) if( !pEntity ) { -// ALERT( at_console, "skip %s [%i] without private data\n", STRING( pEdict->v.classname ), ENTINDEX( pEdict )); + //ALERT( at_console, "skip %s [%i] without private data\n", STRING( pEdict->v.classname ), ENTINDEX( pEdict )); return 0; // not initialized } @@ -813,11 +792,11 @@ int DispatchPhysicsEntity( edict_t *pEdict ) thinktime = pEntity->pev->nextthink; if( thinktime <= 0.0f || thinktime > PHYSICS_TIME() + gpGlobals->frametime ) return 1; - + if( thinktime < PHYSICS_TIME( )) thinktime = PHYSICS_TIME(); // don't let things stay in the past. - // it is possible to start that way - // by a trigger with a local time. + // it is possible to start that way + // by a trigger with a local time. pEntity->pev->nextthink = 0.0f; gpGlobals->time = thinktime; @@ -828,7 +807,6 @@ int DispatchPhysicsEntity( edict_t *pEdict ) pEntity->pev->origin.z -= 1; LINK_ENTITY( pEdict, true ); #endif - return 1; // handled } #endif diff --git a/dlls/xen.cpp b/dlls/xen.cpp index c7f9ebc4..feb61741 100644 --- a/dlls/xen.cpp +++ b/dlls/xen.cpp @@ -18,11 +18,9 @@ #include "animation.h" #include "effects.h" - #define XEN_PLANT_GLOW_SPRITE "sprites/flare3.spr" #define XEN_PLANT_HIDE_TIME 5 - class CActAnimating : public CBaseAnimating { public: @@ -39,15 +37,15 @@ private: Activity m_Activity; }; -TYPEDESCRIPTION CActAnimating::m_SaveData[] = +TYPEDESCRIPTION CActAnimating::m_SaveData[] = { DEFINE_FIELD( CActAnimating, m_Activity, FIELD_INTEGER ), }; -IMPLEMENT_SAVERESTORE( CActAnimating, CBaseAnimating ); +IMPLEMENT_SAVERESTORE( CActAnimating, CBaseAnimating ) void CActAnimating :: SetActivity( Activity act ) -{ +{ int sequence = LookupActivity( act ); if ( sequence != ACTIVITY_NOT_AVAILABLE ) { @@ -58,9 +56,6 @@ void CActAnimating :: SetActivity( Activity act ) } } - - - class CXenPLight : public CActAnimating { public: @@ -80,14 +75,14 @@ private: CSprite *m_pGlow; }; -LINK_ENTITY_TO_CLASS( xen_plantlight, CXenPLight ); +LINK_ENTITY_TO_CLASS( xen_plantlight, CXenPLight ) -TYPEDESCRIPTION CXenPLight::m_SaveData[] = +TYPEDESCRIPTION CXenPLight::m_SaveData[] = { DEFINE_FIELD( CXenPLight, m_pGlow, FIELD_CLASSPTR ), }; -IMPLEMENT_SAVERESTORE( CXenPLight, CActAnimating ); +IMPLEMENT_SAVERESTORE( CXenPLight, CActAnimating ) void CXenPLight :: Spawn( void ) { @@ -107,14 +102,12 @@ void CXenPLight :: Spawn( void ) m_pGlow->SetAttachment( edict(), 1 ); } - void CXenPLight :: Precache( void ) { PRECACHE_MODEL( "models/light.mdl" ); PRECACHE_MODEL( XEN_PLANT_GLOW_SPRITE ); } - void CXenPLight :: Think( void ) { StudioFrameAdvance(); @@ -129,7 +122,6 @@ void CXenPLight :: Think( void ) LightOff(); } break; - case ACT_CROUCHIDLE: if ( gpGlobals->time > pev->dmgtime ) { @@ -137,19 +129,16 @@ void CXenPLight :: Think( void ) LightOn(); } break; - case ACT_STAND: if ( m_fSequenceFinished ) SetActivity( ACT_IDLE ); break; - case ACT_IDLE: default: break; } } - void CXenPLight :: Touch( CBaseEntity *pOther ) { if ( pOther->IsPlayer() ) @@ -162,7 +151,6 @@ void CXenPLight :: Touch( CBaseEntity *pOther ) } } - void CXenPLight :: LightOn( void ) { SUB_UseTargets( this, USE_ON, 0 ); @@ -170,7 +158,6 @@ void CXenPLight :: LightOn( void ) m_pGlow->pev->effects &= ~EF_NODRAW; } - void CXenPLight :: LightOff( void ) { SUB_UseTargets( this, USE_OFF, 0 ); @@ -178,8 +165,6 @@ void CXenPLight :: LightOff( void ) m_pGlow->pev->effects |= EF_NODRAW; } - - class CXenHair : public CActAnimating { public: @@ -188,7 +173,7 @@ public: void Think( void ); }; -LINK_ENTITY_TO_CLASS( xen_hair, CXenHair ); +LINK_ENTITY_TO_CLASS( xen_hair, CXenHair ) #define SF_HAIR_SYNC 0x0001 @@ -211,27 +196,25 @@ void CXenHair::Spawn( void ) pev->nextthink = gpGlobals->time + RANDOM_FLOAT( 0.1, 0.4 ); // Load balance these a bit } - void CXenHair::Think( void ) { StudioFrameAdvance(); pev->nextthink = gpGlobals->time + 0.5; } - void CXenHair::Precache( void ) { PRECACHE_MODEL( "models/hair.mdl" ); } - class CXenTreeTrigger : public CBaseEntity { public: void Touch( CBaseEntity *pOther ); static CXenTreeTrigger *TriggerCreate( edict_t *pOwner, const Vector &position ); }; -LINK_ENTITY_TO_CLASS( xen_ttrigger, CXenTreeTrigger ); + +LINK_ENTITY_TO_CLASS( xen_ttrigger, CXenTreeTrigger ) CXenTreeTrigger *CXenTreeTrigger :: TriggerCreate( edict_t *pOwner, const Vector &position ) { @@ -245,7 +228,6 @@ CXenTreeTrigger *CXenTreeTrigger :: TriggerCreate( edict_t *pOwner, const Vector return pTrigger; } - void CXenTreeTrigger::Touch( CBaseEntity *pOther ) { if ( pev->owner ) @@ -255,7 +237,6 @@ void CXenTreeTrigger::Touch( CBaseEntity *pOther ) } } - #define TREE_AE_ATTACK 1 class CXenTree : public CActAnimating @@ -281,14 +262,14 @@ private: CXenTreeTrigger *m_pTrigger; }; -LINK_ENTITY_TO_CLASS( xen_tree, CXenTree ); +LINK_ENTITY_TO_CLASS( xen_tree, CXenTree ) -TYPEDESCRIPTION CXenTree::m_SaveData[] = +TYPEDESCRIPTION CXenTree::m_SaveData[] = { DEFINE_FIELD( CXenTree, m_pTrigger, FIELD_CLASSPTR ), }; -IMPLEMENT_SAVERESTORE( CXenTree, CActAnimating ); +IMPLEMENT_SAVERESTORE( CXenTree, CActAnimating ) void CXenTree :: Spawn( void ) { @@ -314,14 +295,14 @@ void CXenTree :: Spawn( void ) UTIL_SetSize( m_pTrigger->pev, Vector( -24, -24, 0 ), Vector( 24, 24, 128 ) ); } -const char *CXenTree::pAttackHitSounds[] = +const char *CXenTree::pAttackHitSounds[] = { "zombie/claw_strike1.wav", "zombie/claw_strike2.wav", "zombie/claw_strike3.wav", }; -const char *CXenTree::pAttackMissSounds[] = +const char *CXenTree::pAttackMissSounds[] = { "zombie/claw_miss1.wav", "zombie/claw_miss2.wav", @@ -335,7 +316,6 @@ void CXenTree :: Precache( void ) PRECACHE_SOUND_ARRAY( pAttackMissSounds ); } - void CXenTree :: Touch( CBaseEntity *pOther ) { if ( !pOther->IsPlayer() && FClassnameIs( pOther->pev, "monster_bigmomma" ) ) @@ -344,7 +324,6 @@ void CXenTree :: Touch( CBaseEntity *pOther ) Attack(); } - void CXenTree :: Attack( void ) { if ( GetActivity() == ACT_IDLE ) @@ -355,7 +334,6 @@ void CXenTree :: Attack( void ) } } - void CXenTree :: HandleAnimEvent( MonsterEvent_t *pEvent ) { switch( pEvent->event ) @@ -382,7 +360,7 @@ void CXenTree :: HandleAnimEvent( MonsterEvent_t *pEvent ) } } } - + if ( sound ) { EMIT_SOUND_ARRAY_DYN( CHAN_WEAPON, pAttackHitSounds ); @@ -409,15 +387,12 @@ void CXenTree :: Think( void ) pev->framerate = RANDOM_FLOAT( 0.6, 1.4 ); } break; - default: case ACT_IDLE: break; - } } - // UNDONE: These need to smoke somehow when they take damage // Touch behavior? // Cause damage in smoke area @@ -433,7 +408,7 @@ public: void Touch( CBaseEntity *pOther ); void Think( void ); int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { Attack(); return 0; } -// void HandleAnimEvent( MonsterEvent_t *pEvent ); + //void HandleAnimEvent( MonsterEvent_t *pEvent ); void Attack( void ) {} static const char *pModelNames[]; @@ -482,11 +457,10 @@ CXenHull *CXenHull :: CreateHull( CBaseEntity *source, const Vector &mins, const return pHull; } - -LINK_ENTITY_TO_CLASS( xen_spore_small, CXenSporeSmall ); -LINK_ENTITY_TO_CLASS( xen_spore_medium, CXenSporeMed ); -LINK_ENTITY_TO_CLASS( xen_spore_large, CXenSporeLarge ); -LINK_ENTITY_TO_CLASS( xen_hull, CXenHull ); +LINK_ENTITY_TO_CLASS( xen_spore_small, CXenSporeSmall ) +LINK_ENTITY_TO_CLASS( xen_spore_medium, CXenSporeMed ) +LINK_ENTITY_TO_CLASS( xen_spore_large, CXenSporeLarge ) +LINK_ENTITY_TO_CLASS( xen_hull, CXenHull ) void CXenSporeSmall::Spawn( void ) { @@ -494,6 +468,7 @@ void CXenSporeSmall::Spawn( void ) CXenSpore::Spawn(); UTIL_SetSize( pev, Vector(-16,-16,0), Vector(16,16,64)); } + void CXenSporeMed::Spawn( void ) { pev->skin = 1; @@ -501,9 +476,8 @@ void CXenSporeMed::Spawn( void ) UTIL_SetSize( pev, Vector(-40,-40,0), Vector(40,40,120)); } - // I just eyeballed these -- fill in hulls for the legs -const Vector CXenSporeLarge::m_hullSizes[] = +const Vector CXenSporeLarge::m_hullSizes[] = { Vector( 90, -25, 0 ), Vector( 25, 75, 0 ), @@ -517,7 +491,7 @@ void CXenSporeLarge::Spawn( void ) pev->skin = 2; CXenSpore::Spawn(); UTIL_SetSize( pev, Vector(-48,-48,110), Vector(48,48,240)); - + Vector forward, right; UTIL_MakeVectorsPrivate( pev->angles, forward, right, NULL ); @@ -536,7 +510,7 @@ void CXenSpore :: Spawn( void ) pev->solid = SOLID_BBOX; pev->takedamage = DAMAGE_YES; -// SetActivity( ACT_IDLE ); + //SetActivity( ACT_IDLE ); pev->sequence = 0; pev->frame = RANDOM_FLOAT(0,255); pev->framerate = RANDOM_FLOAT( 0.7, 1.4 ); @@ -544,30 +518,26 @@ void CXenSpore :: Spawn( void ) pev->nextthink = gpGlobals->time + RANDOM_FLOAT( 0.1, 0.4 ); // Load balance these a bit } -const char *CXenSpore::pModelNames[] = +const char *CXenSpore::pModelNames[] = { "models/fungus(small).mdl", "models/fungus.mdl", "models/fungus(large).mdl", }; - void CXenSpore :: Precache( void ) { PRECACHE_MODEL( (char *)pModelNames[pev->skin] ); } - void CXenSpore :: Touch( CBaseEntity *pOther ) { } - void CXenSpore :: Think( void ) { float flInterval = StudioFrameAdvance(); pev->nextthink = gpGlobals->time + 0.1; - #if 0 DispatchAnimEvents( flInterval ); @@ -576,9 +546,6 @@ void CXenSpore :: Think( void ) default: case ACT_IDLE: break; - } #endif } - - diff --git a/dlls/zombie.cpp b/dlls/zombie.cpp index 89dc8231..2ae4b690 100644 --- a/dlls/zombie.cpp +++ b/dlls/zombie.cpp @@ -24,7 +24,6 @@ #include "monsters.h" #include "schedule.h" - //========================================================= // Monster's Anim Events Go Here //========================================================= @@ -64,28 +63,28 @@ public: int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); }; -LINK_ENTITY_TO_CLASS( monster_zombie, CZombie ); +LINK_ENTITY_TO_CLASS( monster_zombie, CZombie ) -const char *CZombie::pAttackHitSounds[] = +const char *CZombie::pAttackHitSounds[] = { "zombie/claw_strike1.wav", "zombie/claw_strike2.wav", "zombie/claw_strike3.wav", }; -const char *CZombie::pAttackMissSounds[] = +const char *CZombie::pAttackMissSounds[] = { "zombie/claw_miss1.wav", "zombie/claw_miss2.wav", }; -const char *CZombie::pAttackSounds[] = +const char *CZombie::pAttackSounds[] = { "zombie/zo_attack1.wav", "zombie/zo_attack2.wav", }; -const char *CZombie::pIdleSounds[] = +const char *CZombie::pIdleSounds[] = { "zombie/zo_idle1.wav", "zombie/zo_idle2.wav", @@ -93,14 +92,14 @@ const char *CZombie::pIdleSounds[] = "zombie/zo_idle4.wav", }; -const char *CZombie::pAlertSounds[] = +const char *CZombie::pAlertSounds[] = { "zombie/zo_alert10.wav", "zombie/zo_alert20.wav", "zombie/zo_alert30.wav", }; -const char *CZombie::pPainSounds[] = +const char *CZombie::pPainSounds[] = { "zombie/zo_pain1.wav", "zombie/zo_pain2.wav", @@ -110,7 +109,7 @@ const char *CZombie::pPainSounds[] = // Classify - indicates this monster's place in the // relationship table. //========================================================= -int CZombie :: Classify ( void ) +int CZombie :: Classify ( void ) { return CLASS_ALIEN_MONSTER; } @@ -124,13 +123,11 @@ void CZombie :: SetYawSpeed ( void ) int ys; ys = 120; - #if 0 switch ( m_Activity ) { } #endif - pev->yaw_speed = ys; } @@ -181,7 +178,6 @@ void CZombie :: AttackSound( void ) EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pAttackSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); } - //========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. @@ -193,7 +189,7 @@ void CZombie :: HandleAnimEvent( MonsterEvent_t *pEvent ) case ZOMBIE_AE_ATTACK_RIGHT: { // do stuff for this event. - // ALERT( at_console, "Slash right!\n" ); + //ALERT( at_console, "Slash right!\n" ); CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgOneSlash, DMG_SLASH ); if ( pHurt ) { @@ -213,11 +209,10 @@ void CZombie :: HandleAnimEvent( MonsterEvent_t *pEvent ) AttackSound(); } break; - case ZOMBIE_AE_ATTACK_LEFT: { // do stuff for this event. - // ALERT( at_console, "Slash left!\n" ); + //ALERT( at_console, "Slash left!\n" ); CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgOneSlash, DMG_SLASH ); if ( pHurt ) { @@ -236,7 +231,6 @@ void CZombie :: HandleAnimEvent( MonsterEvent_t *pEvent ) AttackSound(); } break; - case ZOMBIE_AE_ATTACK_BOTH: { // do stuff for this event. @@ -257,7 +251,6 @@ void CZombie :: HandleAnimEvent( MonsterEvent_t *pEvent ) AttackSound(); } break; - default: CBaseMonster::HandleAnimEvent( pEvent ); break; @@ -312,14 +305,12 @@ void CZombie :: Precache() for ( i = 0; i < ARRAYSIZE( pPainSounds ); i++ ) PRECACHE_SOUND((char *)pPainSounds[i]); -} +} //========================================================= // AI Schedules Specific to this monster //========================================================= - - int CZombie::IgnoreConditions ( void ) { int iIgnore = CBaseMonster::IgnoreConditions(); @@ -342,5 +333,4 @@ int CZombie::IgnoreConditions ( void ) } return iIgnore; - -} \ No newline at end of file +} diff --git a/engine/custom.h b/engine/custom.h index aed6d4a1..d48ee72d 100644 --- a/engine/custom.h +++ b/engine/custom.h @@ -31,7 +31,7 @@ typedef enum t_decal, t_generic, t_eventscript, - t_world, // Fake type for world, is really t_model + t_world // Fake type for world, is really t_model } resourcetype_t; typedef struct @@ -90,4 +90,4 @@ typedef struct customization_s #define FCUST_WIPEDATA ( 1<<1 ) #define FCUST_IGNOREINIT ( 1<<2 ) -#endif // CUSTOM_H \ No newline at end of file +#endif // CUSTOM_H diff --git a/engine/customentity.h b/engine/customentity.h index dc867e5b..63e672f8 100644 --- a/engine/customentity.h +++ b/engine/customentity.h @@ -28,7 +28,7 @@ enum BEAM_POINTS = 0, BEAM_ENTPOINT, BEAM_ENTS, - BEAM_HOSE, + BEAM_HOSE }; #define BEAM_FSINE 0x10 @@ -36,4 +36,4 @@ enum #define BEAM_FSHADEIN 0x40 #define BEAM_FSHADEOUT 0x80 -#endif//CUSTOMENTITY_H \ No newline at end of file +#endif//CUSTOMENTITY_H diff --git a/engine/eiface.h b/engine/eiface.h index 71d87c26..903451f5 100644 --- a/engine/eiface.h +++ b/engine/eiface.h @@ -49,7 +49,7 @@ typedef enum { print_console, print_center, - print_chat, + print_chat } PRINT_TYPE; // For integrity checking of content on clients @@ -57,7 +57,7 @@ typedef enum { force_exactfile, // File on client must exactly match server's file force_model_samebounds, // For model files only, the geometry must fit in the same bbox - force_model_specifybounds, // For model files only, the geometry must fit in the specified bbox + force_model_specifybounds // For model files only, the geometry must fit in the specified bbox } FORCE_TYPE; // Returned by TraceLine @@ -351,7 +351,7 @@ typedef enum _fieldtypes FIELD_MODELNAME, // Engine string that is a model name (needs precache) FIELD_SOUNDNAME, // Engine string that is a sound name (needs precache) - FIELD_TYPECOUNT, // MUST BE LAST + FIELD_TYPECOUNT // MUST BE LAST } FIELDTYPE; #ifndef offsetof From a0a780d465ed9ad302b1d87e8fed1ad53f4df12e Mon Sep 17 00:00:00 2001 From: Night Owl Date: Sat, 25 Jun 2016 21:36:56 +0500 Subject: [PATCH 06/30] Remove tempmonster.cpp from Android.mk --- dlls/Android.mk | 1 - 1 file changed, 1 deletion(-) diff --git a/dlls/Android.mk b/dlls/Android.mk index 495abd6a..ac887f8b 100644 --- a/dlls/Android.mk +++ b/dlls/Android.mk @@ -114,7 +114,6 @@ LOCAL_SRC_FILES := agrunt.cpp airtank.cpp \ subs.cpp \ talkmonster.cpp \ teamplay_gamerules.cpp \ - tempmonster.cpp \ tentacle.cpp \ triggers.cpp \ tripmine.cpp \ From 769f1e765ee42bf2b5c44d3baceca6e530394a4a Mon Sep 17 00:00:00 2001 From: Night Owl Date: Sat, 25 Jun 2016 21:39:31 +0500 Subject: [PATCH 07/30] Move tempmonster.cpp to examples directory. --- dlls/{ => examples}/tempmonster.cpp | 0 1 file changed, 0 insertions(+), 0 deletions(-) rename dlls/{ => examples}/tempmonster.cpp (100%) diff --git a/dlls/tempmonster.cpp b/dlls/examples/tempmonster.cpp similarity index 100% rename from dlls/tempmonster.cpp rename to dlls/examples/tempmonster.cpp From 242983d0f453c8b0f47a0f21758b762e4a008987 Mon Sep 17 00:00:00 2001 From: Night Owl Date: Sat, 25 Jun 2016 21:45:47 +0500 Subject: [PATCH 08/30] move useless files to useless/dlls directory. --- {dlls => useless/dlls}/AI_BaseNPC_Schedule.cpp | 0 {dlls => useless/dlls}/Wxdebug.cpp | 0 {dlls => useless/dlls}/wxdebug.h | 0 3 files changed, 0 insertions(+), 0 deletions(-) rename {dlls => useless/dlls}/AI_BaseNPC_Schedule.cpp (100%) rename {dlls => useless/dlls}/Wxdebug.cpp (100%) rename {dlls => useless/dlls}/wxdebug.h (100%) diff --git a/dlls/AI_BaseNPC_Schedule.cpp b/useless/dlls/AI_BaseNPC_Schedule.cpp similarity index 100% rename from dlls/AI_BaseNPC_Schedule.cpp rename to useless/dlls/AI_BaseNPC_Schedule.cpp diff --git a/dlls/Wxdebug.cpp b/useless/dlls/Wxdebug.cpp similarity index 100% rename from dlls/Wxdebug.cpp rename to useless/dlls/Wxdebug.cpp diff --git a/dlls/wxdebug.h b/useless/dlls/wxdebug.h similarity index 100% rename from dlls/wxdebug.h rename to useless/dlls/wxdebug.h From 34ec37cc9eddc5ec6ce79dc0dcbf849afcf1a6ff Mon Sep 17 00:00:00 2001 From: Night Owl Date: Sat, 25 Jun 2016 21:54:13 +0500 Subject: [PATCH 09/30] Comment useless header. --- dlls/maprules.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/dlls/maprules.cpp b/dlls/maprules.cpp index de14cf39..3eea7486 100644 --- a/dlls/maprules.cpp +++ b/dlls/maprules.cpp @@ -26,7 +26,7 @@ #include "eiface.h" #include "util.h" #include "gamerules.h" -#include "maprules.h" +//#include "maprules.h" //empty file #include "cbase.h" #include "player.h" From fad7aa53d76cc56ac8777e0cfc5b2c1e4342cfe1 Mon Sep 17 00:00:00 2001 From: Night Owl Date: Sat, 25 Jun 2016 23:21:01 +0500 Subject: [PATCH 10/30] Remove extra commas and semicolons. --- cl_dll/MOTD.cpp | 2 +- cl_dll/saytext.cpp | 2 +- cl_dll/scoreboard.cpp | 10 +++++----- cl_dll/status_icons.cpp | 2 +- cl_dll/statusbar.cpp | 4 ++-- cl_dll/text_message.cpp | 4 ++-- cl_dll/train.cpp | 4 ++-- cl_dll/tri.cpp | 2 +- common/bspfile.h | 4 ++-- dlls/bullsquid.cpp | 2 +- dlls/controller.cpp | 2 +- dlls/crossbow.cpp | 6 ++++-- dlls/func_tank.cpp | 2 +- dlls/gargantua.cpp | 2 +- dlls/hassassin.cpp | 2 +- dlls/roach.cpp | 2 +- dlls/rpg.cpp | 4 ++-- 17 files changed, 29 insertions(+), 27 deletions(-) diff --git a/cl_dll/MOTD.cpp b/cl_dll/MOTD.cpp index 68030cf9..dfb587aa 100644 --- a/cl_dll/MOTD.cpp +++ b/cl_dll/MOTD.cpp @@ -26,7 +26,7 @@ #include #include -DECLARE_MESSAGE( m_MOTD, MOTD ); +DECLARE_MESSAGE( m_MOTD, MOTD ) int CHudMOTD :: Init( void ) { diff --git a/cl_dll/saytext.cpp b/cl_dll/saytext.cpp index 10cf6ef3..2f785b83 100644 --- a/cl_dll/saytext.cpp +++ b/cl_dll/saytext.cpp @@ -44,7 +44,7 @@ static float flScrollTime = 0; // the time at which the lines next scroll up static int Y_START = 0; static int line_height = 0; -DECLARE_MESSAGE( m_SayText, SayText ); +DECLARE_MESSAGE( m_SayText, SayText ) int CHudSayText :: Init( void ) { diff --git a/cl_dll/scoreboard.cpp b/cl_dll/scoreboard.cpp index 9fca2b7a..adcbb3e7 100644 --- a/cl_dll/scoreboard.cpp +++ b/cl_dll/scoreboard.cpp @@ -38,12 +38,12 @@ int g_iPlayerClass; //#include "vgui_TeamFortressViewport.h" -DECLARE_COMMAND( m_Scoreboard, ShowScores ); -DECLARE_COMMAND( m_Scoreboard, HideScores ); +DECLARE_COMMAND( m_Scoreboard, ShowScores ) +DECLARE_COMMAND( m_Scoreboard, HideScores ) -DECLARE_MESSAGE( m_Scoreboard, ScoreInfo ); -DECLARE_MESSAGE( m_Scoreboard, TeamInfo ); -DECLARE_MESSAGE( m_Scoreboard, TeamScore ); +DECLARE_MESSAGE( m_Scoreboard, ScoreInfo ) +DECLARE_MESSAGE( m_Scoreboard, TeamInfo ) +DECLARE_MESSAGE( m_Scoreboard, TeamScore ) int CHudScoreboard :: Init( void ) { diff --git a/cl_dll/status_icons.cpp b/cl_dll/status_icons.cpp index 53a3e743..375c9d57 100644 --- a/cl_dll/status_icons.cpp +++ b/cl_dll/status_icons.cpp @@ -25,7 +25,7 @@ #include "parsemsg.h" #include "event_api.h" -DECLARE_MESSAGE( m_StatusIcons, StatusIcon ); +DECLARE_MESSAGE( m_StatusIcons, StatusIcon ) int CHudStatusIcons::Init( void ) { diff --git a/cl_dll/statusbar.cpp b/cl_dll/statusbar.cpp index 81566d1a..152fb9b1 100644 --- a/cl_dll/statusbar.cpp +++ b/cl_dll/statusbar.cpp @@ -26,8 +26,8 @@ #include #include -DECLARE_MESSAGE( m_StatusBar, StatusText ); -DECLARE_MESSAGE( m_StatusBar, StatusValue ); +DECLARE_MESSAGE( m_StatusBar, StatusText ) +DECLARE_MESSAGE( m_StatusBar, StatusValue ) #define STATUSBAR_ID_LINE 1 diff --git a/cl_dll/text_message.cpp b/cl_dll/text_message.cpp index 1228a07d..eb6f73a9 100644 --- a/cl_dll/text_message.cpp +++ b/cl_dll/text_message.cpp @@ -27,7 +27,7 @@ #include "parsemsg.h" -DECLARE_MESSAGE( m_TextMessage, TextMsg ); +DECLARE_MESSAGE( m_TextMessage, TextMsg ) int CHudTextMessage::Init(void) { @@ -38,7 +38,7 @@ int CHudTextMessage::Init(void) Reset(); return 1; -}; +} // Searches through the string for any msg names (indicated by a '#') // any found are looked up in titles.txt and the new message substituted diff --git a/cl_dll/train.cpp b/cl_dll/train.cpp index 0286c689..1cbbb444 100644 --- a/cl_dll/train.cpp +++ b/cl_dll/train.cpp @@ -36,14 +36,14 @@ int CHudTrain::Init(void) gHUD.AddHudElem(this); return 1; -}; +} int CHudTrain::VidInit(void) { m_hSprite = 0; return 1; -}; +} int CHudTrain::Draw(float fTime) { diff --git a/cl_dll/tri.cpp b/cl_dll/tri.cpp index 18dbc6b7..77d1d466 100644 --- a/cl_dll/tri.cpp +++ b/cl_dll/tri.cpp @@ -21,7 +21,7 @@ extern "C" { void DLLEXPORT HUD_DrawNormalTriangles( void ); void DLLEXPORT HUD_DrawTransparentTriangles( void ); -}; +} //#define TEST_IT #if defined( TEST_IT ) diff --git a/common/bspfile.h b/common/bspfile.h index 51452cd6..809e2fd0 100644 --- a/common/bspfile.h +++ b/common/bspfile.h @@ -119,7 +119,7 @@ enum AMBIENT_SKY, // wind AMBIENT_SLIME, // never used in quake AMBIENT_LAVA, // never used in quake - NUM_AMBIENTS, // automatic ambient sounds + NUM_AMBIENTS // automatic ambient sounds }; // @@ -243,4 +243,4 @@ typedef struct int lightofs; // start of [numstyles*surfsize] samples } dface_t; -#endif//BSPFILE_H \ No newline at end of file +#endif//BSPFILE_H diff --git a/dlls/bullsquid.cpp b/dlls/bullsquid.cpp index e295ffb5..63d847de 100644 --- a/dlls/bullsquid.cpp +++ b/dlls/bullsquid.cpp @@ -216,7 +216,7 @@ public: int Save( CSave &save ); int Restore( CRestore &restore ); - CUSTOM_SCHEDULES; + CUSTOM_SCHEDULES static TYPEDESCRIPTION m_SaveData[]; BOOL m_fCanThreatDisplay;// this is so the squid only does the "I see a headcrab!" dance one time. diff --git a/dlls/controller.cpp b/dlls/controller.cpp index c3f57e0f..75754f62 100644 --- a/dlls/controller.cpp +++ b/dlls/controller.cpp @@ -59,7 +59,7 @@ public: Schedule_t* GetScheduleOfType ( int Type ); void StartTask ( Task_t *pTask ); void RunTask ( Task_t *pTask ); - CUSTOM_SCHEDULES; + CUSTOM_SCHEDULES void Stop( void ); void Move ( float flInterval ); diff --git a/dlls/crossbow.cpp b/dlls/crossbow.cpp index f84e6122..dee2562a 100644 --- a/dlls/crossbow.cpp +++ b/dlls/crossbow.cpp @@ -46,7 +46,8 @@ class CCrossbowBolt : public CBaseEntity public: static CCrossbowBolt *BoltCreate( void ); }; -LINK_ENTITY_TO_CLASS( crossbow_bolt, CCrossbowBolt ); + +LINK_ENTITY_TO_CLASS( crossbow_bolt, CCrossbowBolt ) CCrossbowBolt *CCrossbowBolt::BoltCreate( void ) { @@ -557,7 +558,8 @@ class CCrossbowAmmo : public CBasePlayerAmmo return FALSE; } }; -LINK_ENTITY_TO_CLASS( ammo_crossbow, CCrossbowAmmo ); + +LINK_ENTITY_TO_CLASS( ammo_crossbow, CCrossbowAmmo ) diff --git a/dlls/func_tank.cpp b/dlls/func_tank.cpp index 81b20986..a61e5c14 100644 --- a/dlls/func_tank.cpp +++ b/dlls/func_tank.cpp @@ -903,7 +903,7 @@ public: void Fire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker ); }; -LINK_ENTITY_TO_CLASS( func_tankmortar, CFuncTankMortar ); +LINK_ENTITY_TO_CLASS( func_tankmortar, CFuncTankMortar ) void CFuncTankMortar::KeyValue( KeyValueData *pkvd ) { diff --git a/dlls/gargantua.cpp b/dlls/gargantua.cpp index 6c48a666..65878f7e 100644 --- a/dlls/gargantua.cpp +++ b/dlls/gargantua.cpp @@ -242,7 +242,7 @@ public: virtual int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; - CUSTOM_SCHEDULES; + CUSTOM_SCHEDULES private: static const char *pAttackHitSounds[]; diff --git a/dlls/hassassin.cpp b/dlls/hassassin.cpp index d7a2e427..0889a2dd 100644 --- a/dlls/hassassin.cpp +++ b/dlls/hassassin.cpp @@ -80,7 +80,7 @@ public: void RunTask ( Task_t *pTask ); void DeathSound ( void ); void IdleSound ( void ); - CUSTOM_SCHEDULES; + CUSTOM_SCHEDULES int Save( CSave &save ); int Restore( CRestore &restore ); diff --git a/dlls/roach.cpp b/dlls/roach.cpp index c92a5dfe..78ff1c19 100644 --- a/dlls/roach.cpp +++ b/dlls/roach.cpp @@ -57,7 +57,7 @@ public: int m_iMode; // ----------------------------- }; -LINK_ENTITY_TO_CLASS( monster_cockroach, CRoach ); +LINK_ENTITY_TO_CLASS( monster_cockroach, CRoach ) //========================================================= // ISoundMask - returns a bit mask indicating which types diff --git a/dlls/rpg.cpp b/dlls/rpg.cpp index 6a7b0558..093faf38 100644 --- a/dlls/rpg.cpp +++ b/dlls/rpg.cpp @@ -71,7 +71,7 @@ void CLaserSpot::Spawn( void ) SET_MODEL(ENT(pev), "sprites/laserdot.spr"); UTIL_SetOrigin( pev, pev->origin ); -}; +} //========================================================= // Suspend- make the laser sight invisible. @@ -97,7 +97,7 @@ void CLaserSpot::Revive( void ) void CLaserSpot::Precache( void ) { PRECACHE_MODEL("sprites/laserdot.spr"); -}; +} LINK_ENTITY_TO_CLASS( rpg_rocket, CRpgRocket ) From 9e7debbb349346c363ef383ffc6139811d638d28 Mon Sep 17 00:00:00 2001 From: Night Owl Date: Sun, 3 Jul 2016 18:39:55 +0500 Subject: [PATCH 11/30] Client format. --- cl_dll/ammo.cpp | 625 +++++++++--------- cl_dll/ammo.h | 5 +- cl_dll/ammo_secondary.cpp | 64 +- cl_dll/ammohistory.cpp | 95 ++- cl_dll/ammohistory.h | 20 +- cl_dll/battery.cpp | 65 +- cl_dll/camera.h | 7 +- cl_dll/cdll_int.cpp | 34 +- cl_dll/cl_dll.h | 2 +- cl_dll/cl_util.h | 105 ++- cl_dll/com_weapons.cpp | 48 +- cl_dll/com_weapons.h | 10 +- cl_dll/death.cpp | 113 ++-- cl_dll/demo.cpp | 53 +- cl_dll/demo.h | 3 +- cl_dll/entity.cpp | 313 +++++---- cl_dll/ev_common.cpp | 29 +- cl_dll/ev_hldm.cpp | 638 +++++++++--------- cl_dll/ev_hldm.h | 15 +- cl_dll/eventscripts.h | 4 +- cl_dll/flashlight.cpp | 81 ++- cl_dll/geiger.cpp | 75 ++- cl_dll/health.cpp | 283 ++++---- cl_dll/health.h | 29 +- cl_dll/hl/hl_baseentity.cpp | 338 +++++----- cl_dll/hl/hl_events.cpp | 41 +- cl_dll/hl/hl_objects.cpp | 23 +- cl_dll/hl/hl_weapons.cpp | 525 ++++++++------- cl_dll/hud.cpp | 192 +++--- cl_dll/hud.h | 169 +++-- cl_dll/hud_iface.h | 3 +- cl_dll/hud_msg.cpp | 39 +- cl_dll/hud_redraw.cpp | 186 +++--- cl_dll/hud_servers.cpp | 315 +++++---- cl_dll/hud_servers.h | 7 +- cl_dll/hud_servers_priv.h | 49 +- cl_dll/hud_spectator.cpp | 1216 +++++++++++++++++------------------ cl_dll/hud_spectator.h | 78 ++- cl_dll/hud_update.cpp | 12 +- cl_dll/in_camera.cpp | 453 +++++++------ cl_dll/in_defs.h | 4 +- cl_dll/input.cpp | 682 ++++++++++++-------- cl_dll/input_xash3d.cpp | 77 +-- cl_dll/inputw32.cpp | 492 +++++++------- cl_dll/kbutton.h | 7 +- cl_dll/menu.cpp | 61 +- cl_dll/message.cpp | 181 +++--- cl_dll/overview.cpp | 84 ++- cl_dll/overview.h | 5 +- cl_dll/parsemsg.cpp | 92 ++- cl_dll/saytext.cpp | 116 ++-- cl_dll/scoreboard.cpp | 216 +++---- cl_dll/soundsystem.cpp | 19 +- cl_dll/status_icons.cpp | 34 +- cl_dll/statusbar.cpp | 76 +-- cl_dll/studio_util.cpp | 117 ++-- cl_dll/studio_util.h | 15 +- cl_dll/text_message.cpp | 45 +- cl_dll/tf_defs.h | 74 +-- cl_dll/train.cpp | 33 +- cl_dll/tri.cpp | 12 +- cl_dll/util.cpp | 78 ++- cl_dll/util_vector.h | 87 +-- cl_dll/view.cpp | 1019 ++++++++++++++--------------- cl_dll/view.h | 3 +- 65 files changed, 4946 insertions(+), 5045 deletions(-) diff --git a/cl_dll/ammo.cpp b/cl_dll/ammo.cpp index d55a9f5e..988bd6fa 100644 --- a/cl_dll/ammo.cpp +++ b/cl_dll/ammo.cpp @@ -38,49 +38,48 @@ WeaponsResource gWR; int g_weaponselect = 0; -void WeaponsResource :: LoadAllWeaponSprites( void ) +void WeaponsResource::LoadAllWeaponSprites( void ) { - for (int i = 0; i < MAX_WEAPONS; i++) + for( int i = 0; i < MAX_WEAPONS; i++ ) { - if ( rgWeapons[i].iId ) + if( rgWeapons[i].iId ) LoadWeaponSprites( &rgWeapons[i] ); } } -int WeaponsResource :: CountAmmo( int iId ) +int WeaponsResource::CountAmmo( int iId ) { - if ( iId < 0 ) + if( iId < 0 ) return 0; return riAmmo[iId]; } -int WeaponsResource :: HasAmmo( WEAPON *p ) +int WeaponsResource::HasAmmo( WEAPON *p ) { - if ( !p ) + if( !p ) return FALSE; // weapons with no max ammo can always be selected - if ( p->iMax1 == -1 ) + if( p->iMax1 == -1 ) return TRUE; - return (p->iAmmoType == -1) || p->iClip > 0 || CountAmmo(p->iAmmoType) - || CountAmmo(p->iAmmo2Type) || ( p->iFlags & WEAPON_FLAGS_SELECTONEMPTY ); + return ( p->iAmmoType == -1 ) || p->iClip > 0 || CountAmmo( p->iAmmoType ) + || CountAmmo( p->iAmmo2Type ) || ( p->iFlags & WEAPON_FLAGS_SELECTONEMPTY ); } - -void WeaponsResource :: LoadWeaponSprites( WEAPON *pWeapon ) +void WeaponsResource::LoadWeaponSprites( WEAPON *pWeapon ) { int i, iRes; - if (ScreenWidth < 640) + if( ScreenWidth < 640 ) iRes = 320; else iRes = 640; char sz[128]; - if ( !pWeapon ) + if( !pWeapon ) return; memset( &pWeapon->rcActive, 0, sizeof(wrect_t) ); @@ -92,39 +91,39 @@ void WeaponsResource :: LoadWeaponSprites( WEAPON *pWeapon ) pWeapon->hAmmo = 0; pWeapon->hAmmo2 = 0; - sprintf(sz, "sprites/%s.txt", pWeapon->szName); - client_sprite_t *pList = SPR_GetList(sz, &i); + sprintf( sz, "sprites/%s.txt", pWeapon->szName ); + client_sprite_t *pList = SPR_GetList( sz, &i ); - if (!pList) + if( !pList ) return; client_sprite_t *p; - + p = GetSpriteList( pList, "crosshair", iRes, i ); - if (p) + if( p ) { - sprintf(sz, "sprites/%s.spr", p->szSprite); - pWeapon->hCrosshair = SPR_Load(sz); + sprintf( sz, "sprites/%s.spr", p->szSprite ); + pWeapon->hCrosshair = SPR_Load( sz ); pWeapon->rcCrosshair = p->rc; } else pWeapon->hCrosshair = 0; - p = GetSpriteList(pList, "autoaim", iRes, i); - if (p) + p = GetSpriteList( pList, "autoaim", iRes, i ); + if( p ) { - sprintf(sz, "sprites/%s.spr", p->szSprite); - pWeapon->hAutoaim = SPR_Load(sz); + sprintf( sz, "sprites/%s.spr", p->szSprite ); + pWeapon->hAutoaim = SPR_Load( sz ); pWeapon->rcAutoaim = p->rc; } else pWeapon->hAutoaim = 0; p = GetSpriteList( pList, "zoom", iRes, i ); - if (p) + if( p ) { - sprintf(sz, "sprites/%s.spr", p->szSprite); - pWeapon->hZoomedCrosshair = SPR_Load(sz); + sprintf( sz, "sprites/%s.spr", p->szSprite ); + pWeapon->hZoomedCrosshair = SPR_Load( sz ); pWeapon->rcZoomedCrosshair = p->rc; } else @@ -133,11 +132,11 @@ void WeaponsResource :: LoadWeaponSprites( WEAPON *pWeapon ) pWeapon->rcZoomedCrosshair = pWeapon->rcCrosshair; } - p = GetSpriteList(pList, "zoom_autoaim", iRes, i); - if (p) + p = GetSpriteList( pList, "zoom_autoaim", iRes, i ); + if( p ) { - sprintf(sz, "sprites/%s.spr", p->szSprite); - pWeapon->hZoomedAutoaim = SPR_Load(sz); + sprintf( sz, "sprites/%s.spr", p->szSprite ); + pWeapon->hZoomedAutoaim = SPR_Load( sz ); pWeapon->rcZoomedAutoaim = p->rc; } else @@ -146,11 +145,11 @@ void WeaponsResource :: LoadWeaponSprites( WEAPON *pWeapon ) pWeapon->rcZoomedAutoaim = pWeapon->rcZoomedCrosshair; } - p = GetSpriteList(pList, "weapon", iRes, i); - if (p) + p = GetSpriteList( pList, "weapon", iRes, i ); + if( p ) { - sprintf(sz, "sprites/%s.spr", p->szSprite); - pWeapon->hInactive = SPR_Load(sz); + sprintf( sz, "sprites/%s.spr", p->szSprite ); + pWeapon->hInactive = SPR_Load( sz ); pWeapon->rcInactive = p->rc; gHR.iHistoryGap = max( gHR.iHistoryGap, pWeapon->rcActive.bottom - pWeapon->rcActive.top ); @@ -158,21 +157,21 @@ void WeaponsResource :: LoadWeaponSprites( WEAPON *pWeapon ) else pWeapon->hInactive = 0; - p = GetSpriteList(pList, "weapon_s", iRes, i); - if (p) + p = GetSpriteList( pList, "weapon_s", iRes, i ); + if( p ) { - sprintf(sz, "sprites/%s.spr", p->szSprite); - pWeapon->hActive = SPR_Load(sz); + sprintf( sz, "sprites/%s.spr", p->szSprite ); + pWeapon->hActive = SPR_Load( sz ); pWeapon->rcActive = p->rc; } else pWeapon->hActive = 0; - p = GetSpriteList(pList, "ammo", iRes, i); - if (p) + p = GetSpriteList( pList, "ammo", iRes, i ); + if( p ) { - sprintf(sz, "sprites/%s.spr", p->szSprite); - pWeapon->hAmmo = SPR_Load(sz); + sprintf( sz, "sprites/%s.spr", p->szSprite ); + pWeapon->hAmmo = SPR_Load( sz ); pWeapon->rcAmmo = p->rc; gHR.iHistoryGap = max( gHR.iHistoryGap, pWeapon->rcActive.bottom - pWeapon->rcActive.top ); @@ -180,26 +179,25 @@ void WeaponsResource :: LoadWeaponSprites( WEAPON *pWeapon ) else pWeapon->hAmmo = 0; - p = GetSpriteList(pList, "ammo2", iRes, i); - if (p) + p = GetSpriteList( pList, "ammo2", iRes, i ); + if( p ) { - sprintf(sz, "sprites/%s.spr", p->szSprite); - pWeapon->hAmmo2 = SPR_Load(sz); + sprintf( sz, "sprites/%s.spr", p->szSprite ); + pWeapon->hAmmo2 = SPR_Load( sz ); pWeapon->rcAmmo2 = p->rc; gHR.iHistoryGap = max( gHR.iHistoryGap, pWeapon->rcActive.bottom - pWeapon->rcActive.top ); } else pWeapon->hAmmo2 = 0; - } // Returns the first weapon for a given slot. -WEAPON *WeaponsResource :: GetFirstPos( int iSlot ) +WEAPON *WeaponsResource::GetFirstPos( int iSlot ) { WEAPON *pret = NULL; - for (int i = 0; i < MAX_WEAPON_POSITIONS; i++) + for( int i = 0; i < MAX_WEAPON_POSITIONS; i++ ) { if ( rgSlots[iSlot][i] && HasAmmo( rgSlots[iSlot][i] ) ) { @@ -211,46 +209,44 @@ WEAPON *WeaponsResource :: GetFirstPos( int iSlot ) return pret; } - -WEAPON* WeaponsResource :: GetNextActivePos( int iSlot, int iSlotPos ) +WEAPON* WeaponsResource::GetNextActivePos( int iSlot, int iSlotPos ) { if ( iSlotPos >= MAX_WEAPON_POSITIONS || iSlot >= MAX_WEAPON_SLOTS ) return NULL; - WEAPON *p = gWR.rgSlots[ iSlot ][ iSlotPos+1 ]; + WEAPON *p = gWR.rgSlots[iSlot][iSlotPos + 1]; - if ( !p || !gWR.HasAmmo(p) ) + if ( !p || !gWR.HasAmmo( p ) ) return GetNextActivePos( iSlot, iSlotPos + 1 ); return p; } - int giBucketHeight, giBucketWidth, giABHeight, giABWidth; // Ammo Bar width and height HSPRITE ghsprBuckets; // Sprite for top row of weapons menu -DECLARE_MESSAGE(m_Ammo, CurWeapon ) // Current weapon and clip -DECLARE_MESSAGE(m_Ammo, WeaponList) // new weapon type -DECLARE_MESSAGE(m_Ammo, AmmoX) // update known ammo type's count -DECLARE_MESSAGE(m_Ammo, AmmoPickup) // flashes an ammo pickup record -DECLARE_MESSAGE(m_Ammo, WeapPickup) // flashes a weapon pickup record -DECLARE_MESSAGE(m_Ammo, HideWeapon) // hides the weapon, ammo, and crosshair displays temporarily -DECLARE_MESSAGE(m_Ammo, ItemPickup) +DECLARE_MESSAGE( m_Ammo, CurWeapon ) // Current weapon and clip +DECLARE_MESSAGE( m_Ammo, WeaponList ) // new weapon type +DECLARE_MESSAGE( m_Ammo, AmmoX ) // update known ammo type's count +DECLARE_MESSAGE( m_Ammo, AmmoPickup ) // flashes an ammo pickup record +DECLARE_MESSAGE( m_Ammo, WeapPickup ) // flashes a weapon pickup record +DECLARE_MESSAGE( m_Ammo, HideWeapon ) // hides the weapon, ammo, and crosshair displays temporarily +DECLARE_MESSAGE( m_Ammo, ItemPickup ) -DECLARE_COMMAND(m_Ammo, Slot1) -DECLARE_COMMAND(m_Ammo, Slot2) -DECLARE_COMMAND(m_Ammo, Slot3) -DECLARE_COMMAND(m_Ammo, Slot4) -DECLARE_COMMAND(m_Ammo, Slot5) -DECLARE_COMMAND(m_Ammo, Slot6) -DECLARE_COMMAND(m_Ammo, Slot7) -DECLARE_COMMAND(m_Ammo, Slot8) -DECLARE_COMMAND(m_Ammo, Slot9) -DECLARE_COMMAND(m_Ammo, Slot10) -DECLARE_COMMAND(m_Ammo, Close) -DECLARE_COMMAND(m_Ammo, NextWeapon) -DECLARE_COMMAND(m_Ammo, PrevWeapon) +DECLARE_COMMAND( m_Ammo, Slot1 ) +DECLARE_COMMAND( m_Ammo, Slot2 ) +DECLARE_COMMAND( m_Ammo, Slot3 ) +DECLARE_COMMAND( m_Ammo, Slot4 ) +DECLARE_COMMAND( m_Ammo, Slot5 ) +DECLARE_COMMAND( m_Ammo, Slot6 ) +DECLARE_COMMAND( m_Ammo, Slot7 ) +DECLARE_COMMAND( m_Ammo, Slot8 ) +DECLARE_COMMAND( m_Ammo, Slot9 ) +DECLARE_COMMAND( m_Ammo, Slot10 ) +DECLARE_COMMAND( m_Ammo, Close ) +DECLARE_COMMAND( m_Ammo, NextWeapon ) +DECLARE_COMMAND( m_Ammo, PrevWeapon ) // width of ammo fonts #define AMMO_SMALL_WIDTH 10 @@ -258,31 +254,31 @@ DECLARE_COMMAND(m_Ammo, PrevWeapon) #define HISTORY_DRAW_TIME "5" -int CHudAmmo::Init(void) +int CHudAmmo::Init( void ) { - gHUD.AddHudElem(this); + gHUD.AddHudElem( this ); - HOOK_MESSAGE(CurWeapon); - HOOK_MESSAGE(WeaponList); - HOOK_MESSAGE(AmmoPickup); - HOOK_MESSAGE(WeapPickup); - HOOK_MESSAGE(ItemPickup); - HOOK_MESSAGE(HideWeapon); - HOOK_MESSAGE(AmmoX); + HOOK_MESSAGE( CurWeapon ); + HOOK_MESSAGE( WeaponList ); + HOOK_MESSAGE( AmmoPickup ); + HOOK_MESSAGE( WeapPickup ); + HOOK_MESSAGE( ItemPickup ); + HOOK_MESSAGE( HideWeapon ); + HOOK_MESSAGE( AmmoX ); - HOOK_COMMAND("slot1", Slot1); - HOOK_COMMAND("slot2", Slot2); - HOOK_COMMAND("slot3", Slot3); - HOOK_COMMAND("slot4", Slot4); - HOOK_COMMAND("slot5", Slot5); - HOOK_COMMAND("slot6", Slot6); - HOOK_COMMAND("slot7", Slot7); - HOOK_COMMAND("slot8", Slot8); - HOOK_COMMAND("slot9", Slot9); - HOOK_COMMAND("slot10", Slot10); - HOOK_COMMAND("cancelselect", Close); - HOOK_COMMAND("invnext", NextWeapon); - HOOK_COMMAND("invprev", PrevWeapon); + HOOK_COMMAND( "slot1", Slot1 ); + HOOK_COMMAND( "slot2", Slot2 ); + HOOK_COMMAND( "slot3", Slot3 ); + HOOK_COMMAND( "slot4", Slot4 ); + HOOK_COMMAND( "slot5", Slot5 ); + HOOK_COMMAND( "slot6", Slot6 ); + HOOK_COMMAND( "slot7", Slot7 ); + HOOK_COMMAND( "slot8", Slot8 ); + HOOK_COMMAND( "slot9", Slot9 ); + HOOK_COMMAND( "slot10", Slot10 ); + HOOK_COMMAND( "cancelselect", Close ); + HOOK_COMMAND( "invnext", NextWeapon ); + HOOK_COMMAND( "invprev", PrevWeapon ); Reset(); @@ -297,7 +293,7 @@ int CHudAmmo::Init(void) return 1; } -void CHudAmmo::Reset(void) +void CHudAmmo::Reset( void ) { m_fFade = 0; m_iFlags |= HUD_ACTIVE; //!!! @@ -308,26 +304,25 @@ void CHudAmmo::Reset(void) gWR.Reset(); gHR.Reset(); - // VidInit(); - + //VidInit(); } -int CHudAmmo::VidInit(void) +int CHudAmmo::VidInit( void ) { // Load sprites for buckets (top row of weapon menu) m_HUD_bucket0 = gHUD.GetSpriteIndex( "bucket1" ); m_HUD_selection = gHUD.GetSpriteIndex( "selection" ); - ghsprBuckets = gHUD.GetSprite(m_HUD_bucket0); - giBucketWidth = gHUD.GetSpriteRect(m_HUD_bucket0).right - gHUD.GetSpriteRect(m_HUD_bucket0).left; - giBucketHeight = gHUD.GetSpriteRect(m_HUD_bucket0).bottom - gHUD.GetSpriteRect(m_HUD_bucket0).top; + ghsprBuckets = gHUD.GetSprite( m_HUD_bucket0 ); + giBucketWidth = gHUD.GetSpriteRect( m_HUD_bucket0 ).right - gHUD.GetSpriteRect( m_HUD_bucket0 ).left; + giBucketHeight = gHUD.GetSpriteRect( m_HUD_bucket0 ).bottom - gHUD.GetSpriteRect( m_HUD_bucket0 ).top; - gHR.iHistoryGap = max( gHR.iHistoryGap, gHUD.GetSpriteRect(m_HUD_bucket0).bottom - gHUD.GetSpriteRect(m_HUD_bucket0).top); + gHR.iHistoryGap = max( gHR.iHistoryGap, gHUD.GetSpriteRect( m_HUD_bucket0 ).bottom - gHUD.GetSpriteRect( m_HUD_bucket0 ).top ); // If we've already loaded weapons, let's get new sprites gWR.LoadAllWeaponSprites(); - if (ScreenWidth >= 640) + if( ScreenWidth >= 640 ) { giABWidth = 20; giABHeight = 4; @@ -345,22 +340,22 @@ int CHudAmmo::VidInit(void) // Think: // Used for selection of weapon menu item. // -void CHudAmmo::Think(void) +void CHudAmmo::Think( void ) { - if ( gHUD.m_fPlayerDead ) + if( gHUD.m_fPlayerDead ) return; - if ( gHUD.m_iWeaponBits != gWR.iOldWeaponBits ) + if( gHUD.m_iWeaponBits != gWR.iOldWeaponBits ) { gWR.iOldWeaponBits = gHUD.m_iWeaponBits; - for (int i = MAX_WEAPONS-1; i > 0; i-- ) + for( int i = MAX_WEAPONS-1; i > 0; i-- ) { - WEAPON *p = gWR.GetWeapon(i); + WEAPON *p = gWR.GetWeapon( i ); - if ( p ) + if( p ) { - if ( gHUD.m_iWeaponBits & ( 1 << p->iId ) ) + if( gHUD.m_iWeaponBits & ( 1 << p->iId ) ) gWR.PickupWeapon( p ); else gWR.DropWeapon( p ); @@ -368,15 +363,15 @@ void CHudAmmo::Think(void) } } - if (!gpActiveSel) + if( !gpActiveSel ) return; // has the player selected one? - if (gHUD.m_iKeyBits & IN_ATTACK) + if( gHUD.m_iKeyBits & IN_ATTACK ) { - if (gpActiveSel != (WEAPON *)1) + if( gpActiveSel != (WEAPON *) 1 ) { - ServerCmd(gpActiveSel->szName); + ServerCmd( gpActiveSel->szName ); g_weaponselect = gpActiveSel->iId; } @@ -384,7 +379,7 @@ void CHudAmmo::Think(void) gpActiveSel = NULL; gHUD.m_iKeyBits &= ~IN_ATTACK; - PlaySound("common/wpn_select.wav", 1); + PlaySound( "common/wpn_select.wav", 1 ); } } @@ -392,17 +387,16 @@ void CHudAmmo::Think(void) // // Helper function to return a Ammo pointer from id // - -HSPRITE* WeaponsResource :: GetAmmoPicFromWeapon( int iAmmoId, wrect_t& rect ) +HSPRITE* WeaponsResource::GetAmmoPicFromWeapon( int iAmmoId, wrect_t& rect ) { - for ( int i = 0; i < MAX_WEAPONS; i++ ) + for( int i = 0; i < MAX_WEAPONS; i++ ) { - if ( rgWeapons[i].iAmmoType == iAmmoId ) + if( rgWeapons[i].iAmmoType == iAmmoId ) { rect = rgWeapons[i].rcAmmo; return &rgWeapons[i].hAmmo; } - else if ( rgWeapons[i].iAmmo2Type == iAmmoId ) + else if( rgWeapons[i].iAmmo2Type == iAmmoId ) { rect = rgWeapons[i].rcAmmo2; return &rgWeapons[i].hAmmo2; @@ -412,33 +406,32 @@ HSPRITE* WeaponsResource :: GetAmmoPicFromWeapon( int iAmmoId, wrect_t& rect ) return NULL; } - // Menu Selection Code - -void WeaponsResource :: SelectSlot( int iSlot, int fAdvance, int iDirection ) +void WeaponsResource::SelectSlot( int iSlot, int fAdvance, int iDirection ) { - if ( gHUD.m_Menu.m_fMenuDisplayed && (fAdvance == FALSE) && (iDirection == 1) ) - { // menu is overriding slot use commands + if( gHUD.m_Menu.m_fMenuDisplayed && ( fAdvance == FALSE ) && ( iDirection == 1 ) ) + { + // menu is overriding slot use commands gHUD.m_Menu.SelectMenuItem( iSlot + 1 ); // slots are one off the key numbers return; } - if ( iSlot > MAX_WEAPON_SLOTS ) + if( iSlot > MAX_WEAPON_SLOTS ) return; - if ( gHUD.m_fPlayerDead || gHUD.m_iHideHUDDisplay & ( HIDEHUD_WEAPONS | HIDEHUD_ALL ) ) + if( gHUD.m_fPlayerDead || gHUD.m_iHideHUDDisplay & ( HIDEHUD_WEAPONS | HIDEHUD_ALL ) ) return; - if (!(gHUD.m_iWeaponBits & (1<<(WEAPON_SUIT)) )) + if ( !( gHUD.m_iWeaponBits & ( 1 << ( WEAPON_SUIT ) ) ) ) return; - if ( ! ( gHUD.m_iWeaponBits & ~(1<<(WEAPON_SUIT)) )) + if( ! ( gHUD.m_iWeaponBits & ~( 1 << ( WEAPON_SUIT ) ) ) ) return; WEAPON *p = NULL; bool fastSwitch = CVAR_GET_FLOAT( "hud_fastswitch" ) != 0; - if ( (gpActiveSel == NULL) || (gpActiveSel == (WEAPON *)1) || (iSlot != gpActiveSel->iSlot) ) + if ( ( gpActiveSel == NULL ) || ( gpActiveSel == (WEAPON *) 1 ) || ( iSlot != gpActiveSel->iSlot ) ) { PlaySound( "common/wpn_hudon.wav", 1 ); p = GetFirstPos( iSlot ); @@ -449,7 +442,8 @@ void WeaponsResource :: SelectSlot( int iSlot, int fAdvance, int iDirection ) // but only if there is only one item in the bucket WEAPON *p2 = GetNextActivePos( p->iSlot, p->iSlotPos ); if ( !p2 ) - { // only one active item in bucket, so change directly to weapon + { + // only one active item in bucket, so change directly to weapon ServerCmd( p->szName ); g_weaponselect = p->iId; return; @@ -458,7 +452,7 @@ void WeaponsResource :: SelectSlot( int iSlot, int fAdvance, int iDirection ) } else { - PlaySound("common/wpn_moveselect.wav", 1); + PlaySound( "common/wpn_moveselect.wav", 1 ); if ( gpActiveSel ) p = GetNextActivePos( gpActiveSel->iSlot, gpActiveSel->iSlotPos ); if ( !p ) @@ -485,14 +479,14 @@ void WeaponsResource :: SelectSlot( int iSlot, int fAdvance, int iDirection ) // // AmmoX -- Update the count of a known type of ammo // -int CHudAmmo::MsgFunc_AmmoX(const char *pszName, int iSize, void *pbuf) +int CHudAmmo::MsgFunc_AmmoX( const char *pszName, int iSize, void *pbuf ) { BEGIN_READ( pbuf, iSize ); int iIndex = READ_BYTE(); int iCount = READ_BYTE(); - gWR.SetAmmo( iIndex, abs(iCount) ); + gWR.SetAmmo( iIndex, abs( iCount ) ); return 1; } @@ -504,7 +498,7 @@ int CHudAmmo::MsgFunc_AmmoPickup( const char *pszName, int iSize, void *pbuf ) int iCount = READ_BYTE(); // Add ammo to the history - gHR.AddToHistory( HISTSLOT_AMMO, iIndex, abs(iCount) ); + gHR.AddToHistory( HISTSLOT_AMMO, iIndex, abs( iCount ) ); return 1; } @@ -531,17 +525,16 @@ int CHudAmmo::MsgFunc_ItemPickup( const char *pszName, int iSize, void *pbuf ) return 1; } - int CHudAmmo::MsgFunc_HideWeapon( const char *pszName, int iSize, void *pbuf ) { BEGIN_READ( pbuf, iSize ); gHUD.m_iHideHUDDisplay = READ_BYTE(); - if (gEngfuncs.IsSpectateOnly()) + if( gEngfuncs.IsSpectateOnly() ) return 1; - if ( gHUD.m_iHideHUDDisplay & ( HIDEHUD_WEAPONS | HIDEHUD_ALL ) ) + if( gHUD.m_iHideHUDDisplay & ( HIDEHUD_WEAPONS | HIDEHUD_ALL ) ) { static wrect_t nullrc; gpActiveSel = NULL; @@ -561,7 +554,7 @@ int CHudAmmo::MsgFunc_HideWeapon( const char *pszName, int iSize, void *pbuf ) // counts are updated with AmmoX. Server assures that the Weapon ammo type // numbers match a real ammo type. // -int CHudAmmo::MsgFunc_CurWeapon(const char *pszName, int iSize, void *pbuf ) +int CHudAmmo::MsgFunc_CurWeapon( const char *pszName, int iSize, void *pbuf ) { static wrect_t nullrc; int fOnTarget = FALSE; @@ -573,21 +566,21 @@ int CHudAmmo::MsgFunc_CurWeapon(const char *pszName, int iSize, void *pbuf ) int iClip = READ_CHAR(); // detect if we're also on target - if ( iState > 1 ) + if( iState > 1 ) { fOnTarget = TRUE; } - if ( iId < 1 ) + if( iId < 1 ) { - SetCrosshair(0, nullrc, 0, 0, 0); + SetCrosshair( 0, nullrc, 0, 0, 0 ); return 0; } - if ( g_iUser1 != OBS_IN_EYE ) + if( g_iUser1 != OBS_IN_EYE ) { // Is player dead??? - if ((iId == -1) && (iClip == -1)) + if( ( iId == -1 ) && ( iClip == -1 ) ) { gHUD.m_fPlayerDead = TRUE; gpActiveSel = NULL; @@ -598,33 +591,34 @@ int CHudAmmo::MsgFunc_CurWeapon(const char *pszName, int iSize, void *pbuf ) WEAPON *pWeapon = gWR.GetWeapon( iId ); - if ( !pWeapon ) + if( !pWeapon ) return 0; - if ( iClip < -1 ) - pWeapon->iClip = abs(iClip); + if( iClip < -1 ) + pWeapon->iClip = abs( iClip ); else pWeapon->iClip = iClip; - - if ( iState == 0 ) // we're not the current weapon, so update no more + if( iState == 0 ) // we're not the current weapon, so update no more return 1; m_pWeapon = pWeapon; - if ( gHUD.m_iFOV >= 90 ) - { // normal crosshairs - if (fOnTarget && m_pWeapon->hAutoaim) - SetCrosshair(m_pWeapon->hAutoaim, m_pWeapon->rcAutoaim, 255, 255, 255); + if( gHUD.m_iFOV >= 90 ) + { + // normal crosshairs + if( fOnTarget && m_pWeapon->hAutoaim ) + SetCrosshair( m_pWeapon->hAutoaim, m_pWeapon->rcAutoaim, 255, 255, 255 ); else - SetCrosshair(m_pWeapon->hCrosshair, m_pWeapon->rcCrosshair, 255, 255, 255); + SetCrosshair( m_pWeapon->hCrosshair, m_pWeapon->rcCrosshair, 255, 255, 255 ); } else - { // zoomed crosshairs - if (fOnTarget && m_pWeapon->hZoomedAutoaim) - SetCrosshair(m_pWeapon->hZoomedAutoaim, m_pWeapon->rcZoomedAutoaim, 255, 255, 255); + { + // zoomed crosshairs + if( fOnTarget && m_pWeapon->hZoomedAutoaim ) + SetCrosshair( m_pWeapon->hZoomedAutoaim, m_pWeapon->rcZoomedAutoaim, 255, 255, 255 ); else - SetCrosshair(m_pWeapon->hZoomedCrosshair, m_pWeapon->rcZoomedCrosshair, 255, 255, 255); + SetCrosshair( m_pWeapon->hZoomedCrosshair, m_pWeapon->rcZoomedCrosshair, 255, 255, 255 ); } @@ -637,7 +631,7 @@ int CHudAmmo::MsgFunc_CurWeapon(const char *pszName, int iSize, void *pbuf ) // // WeaponList -- Tells the hud about a new weapon type. // -int CHudAmmo::MsgFunc_WeaponList(const char *pszName, int iSize, void *pbuf ) +int CHudAmmo::MsgFunc_WeaponList( const char *pszName, int iSize, void *pbuf ) { BEGIN_READ( pbuf, iSize ); @@ -647,12 +641,12 @@ int CHudAmmo::MsgFunc_WeaponList(const char *pszName, int iSize, void *pbuf ) Weapon.iAmmoType = (int)READ_CHAR(); Weapon.iMax1 = READ_BYTE(); - if (Weapon.iMax1 == 255) + if( Weapon.iMax1 == 255 ) Weapon.iMax1 = -1; Weapon.iAmmo2Type = READ_CHAR(); Weapon.iMax2 = READ_BYTE(); - if (Weapon.iMax2 == 255) + if( Weapon.iMax2 == 255 ) Weapon.iMax2 = -1; Weapon.iSlot = READ_CHAR(); @@ -664,7 +658,6 @@ int CHudAmmo::MsgFunc_WeaponList(const char *pszName, int iSize, void *pbuf ) gWR.AddWeapon( &Weapon ); return 1; - } //------------------------------------------------------------------------ @@ -674,82 +667,82 @@ int CHudAmmo::MsgFunc_WeaponList(const char *pszName, int iSize, void *pbuf ) void CHudAmmo::SlotInput( int iSlot ) { // Let the Viewport use it first, for menus -// if ( gViewPort && gViewPort->SlotInput( iSlot ) ) +// if( gViewPort && gViewPort->SlotInput( iSlot ) ) // return; gWR.SelectSlot(iSlot, FALSE, 1); } -void CHudAmmo::UserCmd_Slot1(void) +void CHudAmmo::UserCmd_Slot1( void ) { SlotInput( 0 ); } -void CHudAmmo::UserCmd_Slot2(void) +void CHudAmmo::UserCmd_Slot2( void ) { SlotInput( 1 ); } -void CHudAmmo::UserCmd_Slot3(void) +void CHudAmmo::UserCmd_Slot3( void ) { SlotInput( 2 ); } -void CHudAmmo::UserCmd_Slot4(void) +void CHudAmmo::UserCmd_Slot4( void ) { SlotInput( 3 ); } -void CHudAmmo::UserCmd_Slot5(void) +void CHudAmmo::UserCmd_Slot5( void ) { SlotInput( 4 ); } -void CHudAmmo::UserCmd_Slot6(void) +void CHudAmmo::UserCmd_Slot6( void ) { SlotInput( 5 ); } -void CHudAmmo::UserCmd_Slot7(void) +void CHudAmmo::UserCmd_Slot7( void ) { SlotInput( 6 ); } -void CHudAmmo::UserCmd_Slot8(void) +void CHudAmmo::UserCmd_Slot8( void ) { SlotInput( 7 ); } -void CHudAmmo::UserCmd_Slot9(void) +void CHudAmmo::UserCmd_Slot9( void ) { SlotInput( 8 ); } -void CHudAmmo::UserCmd_Slot10(void) +void CHudAmmo::UserCmd_Slot10( void ) { SlotInput( 9 ); } -void CHudAmmo::UserCmd_Close(void) +void CHudAmmo::UserCmd_Close( void ) { - if (gpActiveSel) + if( gpActiveSel ) { gpLastSel = gpActiveSel; gpActiveSel = NULL; - PlaySound("common/wpn_hudoff.wav", 1); + PlaySound( "common/wpn_hudoff.wav", 1 ); } else - ClientCmd("escape"); + ClientCmd( "escape" ); } // Selects the next item in the weapon menu -void CHudAmmo::UserCmd_NextWeapon(void) +void CHudAmmo::UserCmd_NextWeapon( void ) { - if ( gHUD.m_fPlayerDead || (gHUD.m_iHideHUDDisplay & (HIDEHUD_WEAPONS | HIDEHUD_ALL)) ) + if( gHUD.m_fPlayerDead || ( gHUD.m_iHideHUDDisplay & ( HIDEHUD_WEAPONS | HIDEHUD_ALL ) ) ) return; - if ( !gpActiveSel || gpActiveSel == (WEAPON*)1 ) + if( !gpActiveSel || gpActiveSel == (WEAPON*)1 ) gpActiveSel = m_pWeapon; int pos = 0; @@ -760,15 +753,15 @@ void CHudAmmo::UserCmd_NextWeapon(void) slot = gpActiveSel->iSlot; } - for ( int loop = 0; loop <= 1; loop++ ) + for( int loop = 0; loop <= 1; loop++ ) { - for ( ; slot < MAX_WEAPON_SLOTS; slot++ ) + for( ; slot < MAX_WEAPON_SLOTS; slot++ ) { - for ( ; pos < MAX_WEAPON_POSITIONS; pos++ ) + for( ; pos < MAX_WEAPON_POSITIONS; pos++ ) { WEAPON *wsp = gWR.GetWeaponSlot( slot, pos ); - if ( wsp && gWR.HasAmmo(wsp) ) + if( wsp && gWR.HasAmmo( wsp ) ) { gpActiveSel = wsp; return; @@ -785,109 +778,104 @@ void CHudAmmo::UserCmd_NextWeapon(void) } // Selects the previous item in the menu -void CHudAmmo::UserCmd_PrevWeapon(void) +void CHudAmmo::UserCmd_PrevWeapon( void ) { - if ( gHUD.m_fPlayerDead || (gHUD.m_iHideHUDDisplay & (HIDEHUD_WEAPONS | HIDEHUD_ALL)) ) + if( gHUD.m_fPlayerDead || ( gHUD.m_iHideHUDDisplay & ( HIDEHUD_WEAPONS | HIDEHUD_ALL ) ) ) return; - if ( !gpActiveSel || gpActiveSel == (WEAPON*)1 ) + if( !gpActiveSel || gpActiveSel == (WEAPON*) 1 ) gpActiveSel = m_pWeapon; - int pos = MAX_WEAPON_POSITIONS-1; - int slot = MAX_WEAPON_SLOTS-1; - if ( gpActiveSel ) + int pos = MAX_WEAPON_POSITIONS - 1; + int slot = MAX_WEAPON_SLOTS - 1; + if( gpActiveSel ) { pos = gpActiveSel->iSlotPos - 1; slot = gpActiveSel->iSlot; } - for ( int loop = 0; loop <= 1; loop++ ) + for( int loop = 0; loop <= 1; loop++ ) { - for ( ; slot >= 0; slot-- ) + for( ; slot >= 0; slot-- ) { - for ( ; pos >= 0; pos-- ) + for( ; pos >= 0; pos-- ) { WEAPON *wsp = gWR.GetWeaponSlot( slot, pos ); - if ( wsp && gWR.HasAmmo(wsp) ) + if( wsp && gWR.HasAmmo( wsp ) ) { gpActiveSel = wsp; return; } } - pos = MAX_WEAPON_POSITIONS-1; + pos = MAX_WEAPON_POSITIONS - 1; } - slot = MAX_WEAPON_SLOTS-1; + slot = MAX_WEAPON_SLOTS - 1; } gpActiveSel = NULL; } - - //------------------------------------------------------------------------- // Drawing code //------------------------------------------------------------------------- - -int CHudAmmo::Draw(float flTime) +int CHudAmmo::Draw( float flTime ) { int a, x, y, r, g, b; int AmmoWidth; - if (!(gHUD.m_iWeaponBits & (1<<(WEAPON_SUIT)) )) + if( !( gHUD.m_iWeaponBits & ( 1 << ( WEAPON_SUIT ) ) ) ) return 1; - if ( (gHUD.m_iHideHUDDisplay & ( HIDEHUD_WEAPONS | HIDEHUD_ALL )) ) + if( ( gHUD.m_iHideHUDDisplay & ( HIDEHUD_WEAPONS | HIDEHUD_ALL ) ) ) return 1; // Draw Weapon Menu - DrawWList(flTime); + DrawWList( flTime ); // Draw ammo pickup history gHR.DrawAmmoHistory( flTime ); - if (!(m_iFlags & HUD_ACTIVE)) + if( !( m_iFlags & HUD_ACTIVE ) ) return 0; - if (!m_pWeapon) + if( !m_pWeapon ) return 0; WEAPON *pw = m_pWeapon; // shorthand // SPR_Draw Ammo - if ((pw->iAmmoType < 0) && (pw->iAmmo2Type < 0)) + if( ( pw->iAmmoType < 0 ) && ( pw->iAmmo2Type < 0 ) ) return 0; - int iFlags = DHN_DRAWZERO; // draw 0 values - AmmoWidth = gHUD.GetSpriteRect(gHUD.m_HUD_number_0).right - gHUD.GetSpriteRect(gHUD.m_HUD_number_0).left; + AmmoWidth = gHUD.GetSpriteRect( gHUD.m_HUD_number_0 ).right - gHUD.GetSpriteRect( gHUD.m_HUD_number_0 ).left; - a = (int) max( MIN_ALPHA, m_fFade ); + a = (int)max( MIN_ALPHA, m_fFade ); - if (m_fFade > 0) - m_fFade -= (gHUD.m_flTimeDelta * 20); + if( m_fFade > 0 ) + m_fFade -= ( gHUD.m_flTimeDelta * 20 ); - UnpackRGB(r,g,b, RGB_YELLOWISH); + UnpackRGB( r, g, b, RGB_YELLOWISH ); - ScaleColors(r, g, b, a ); + ScaleColors( r, g, b, a ); // Does this weapon have a clip? - y = ScreenHeight - gHUD.m_iFontHeight - gHUD.m_iFontHeight/2; + y = ScreenHeight - gHUD.m_iFontHeight - gHUD.m_iFontHeight / 2; // Does weapon have any ammo at all? - if (m_pWeapon->iAmmoType > 0) + if( m_pWeapon->iAmmoType > 0 ) { int iIconWidth = m_pWeapon->rcAmmo.right - m_pWeapon->rcAmmo.left; - - if (pw->iClip >= 0) + + if( pw->iClip >= 0 ) { // room for the number and the '|' and the current ammo - - x = ScreenWidth - (8 * AmmoWidth) - iIconWidth; - x = gHUD.DrawHudNumber(x, y, iFlags | DHN_3DIGITS, pw->iClip, r, g, b); + x = ScreenWidth - ( 8 * AmmoWidth ) - iIconWidth; + x = gHUD.DrawHudNumber( x, y, iFlags | DHN_3DIGITS, pw->iClip, r, g, b ); wrect_t rc; rc.top = 0; @@ -895,174 +883,163 @@ int CHudAmmo::Draw(float flTime) rc.right = AmmoWidth; rc.bottom = 100; - int iBarWidth = AmmoWidth/10; + int iBarWidth = AmmoWidth / 10; - x += AmmoWidth/2; + x += AmmoWidth / 2; - UnpackRGB(r,g,b, RGB_YELLOWISH); + UnpackRGB( r,g,b, RGB_YELLOWISH ); // draw the | bar - FillRGBA(x, y, iBarWidth, gHUD.m_iFontHeight, r, g, b, a); + FillRGBA( x, y, iBarWidth, gHUD.m_iFontHeight, r, g, b, a ); - x += iBarWidth + AmmoWidth/2;; + x += iBarWidth + AmmoWidth / 2; // GL Seems to need this - ScaleColors(r, g, b, a ); - x = gHUD.DrawHudNumber(x, y, iFlags | DHN_3DIGITS, gWR.CountAmmo(pw->iAmmoType), r, g, b); - - + ScaleColors( r, g, b, a ); + x = gHUD.DrawHudNumber( x, y, iFlags | DHN_3DIGITS, gWR.CountAmmo( pw->iAmmoType ), r, g, b ); } else { // SPR_Draw a bullets only line x = ScreenWidth - 4 * AmmoWidth - iIconWidth; - x = gHUD.DrawHudNumber(x, y, iFlags | DHN_3DIGITS, gWR.CountAmmo(pw->iAmmoType), r, g, b); + x = gHUD.DrawHudNumber( x, y, iFlags | DHN_3DIGITS, gWR.CountAmmo( pw->iAmmoType ), r, g, b ); } // Draw the ammo Icon - int iOffset = (m_pWeapon->rcAmmo.bottom - m_pWeapon->rcAmmo.top)/8; - SPR_Set(m_pWeapon->hAmmo, r, g, b); - SPR_DrawAdditive(0, x, y - iOffset, &m_pWeapon->rcAmmo); + int iOffset = ( m_pWeapon->rcAmmo.bottom - m_pWeapon->rcAmmo.top ) / 8; + SPR_Set( m_pWeapon->hAmmo, r, g, b ); + SPR_DrawAdditive( 0, x, y - iOffset, &m_pWeapon->rcAmmo ); } // Does weapon have seconday ammo? - if (pw->iAmmo2Type > 0) + if( pw->iAmmo2Type > 0 ) { int iIconWidth = m_pWeapon->rcAmmo2.right - m_pWeapon->rcAmmo2.left; // Do we have secondary ammo? - if ((pw->iAmmo2Type != 0) && (gWR.CountAmmo(pw->iAmmo2Type) > 0)) + if( ( pw->iAmmo2Type != 0 ) && ( gWR.CountAmmo( pw->iAmmo2Type ) > 0 ) ) { - y -= gHUD.m_iFontHeight + gHUD.m_iFontHeight/4; + y -= gHUD.m_iFontHeight + gHUD.m_iFontHeight / 4; x = ScreenWidth - 4 * AmmoWidth - iIconWidth; - x = gHUD.DrawHudNumber(x, y, iFlags|DHN_3DIGITS, gWR.CountAmmo(pw->iAmmo2Type), r, g, b); + x = gHUD.DrawHudNumber( x, y, iFlags | DHN_3DIGITS, gWR.CountAmmo( pw->iAmmo2Type ), r, g, b ); // Draw the ammo Icon - SPR_Set(m_pWeapon->hAmmo2, r, g, b); - int iOffset = (m_pWeapon->rcAmmo2.bottom - m_pWeapon->rcAmmo2.top)/8; - SPR_DrawAdditive(0, x, y - iOffset, &m_pWeapon->rcAmmo2); + SPR_Set( m_pWeapon->hAmmo2, r, g, b ); + int iOffset = ( m_pWeapon->rcAmmo2.bottom - m_pWeapon->rcAmmo2.top) / 8; + SPR_DrawAdditive(0, x, y - iOffset, &m_pWeapon->rcAmmo2 ); } } return 1; } - // // Draws the ammo bar on the hud // -int DrawBar(int x, int y, int width, int height, float f) +int DrawBar( int x, int y, int width, int height, float f ) { int r, g, b; - if (f < 0) + if( f < 0 ) f = 0; - if (f > 1) + if( f > 1 ) f = 1; - if (f) + if( f ) { int w = f * width; // Always show at least one pixel if we have ammo. - if (w <= 0) + if( w <= 0 ) w = 1; - UnpackRGB(r, g, b, RGB_GREENISH); - FillRGBA(x, y, w, height, r, g, b, 255); + UnpackRGB( r, g, b, RGB_GREENISH ); + FillRGBA( x, y, w, height, r, g, b, 255 ); x += w; width -= w; } - UnpackRGB(r, g, b, RGB_YELLOWISH); + UnpackRGB( r, g, b, RGB_YELLOWISH ); - FillRGBA(x, y, width, height, r, g, b, 128); + FillRGBA( x, y, width, height, r, g, b, 128 ); - return (x + width); + return ( x + width ); } - - -void DrawAmmoBar(WEAPON *p, int x, int y, int width, int height) +void DrawAmmoBar( WEAPON *p, int x, int y, int width, int height ) { - if ( !p ) + if( !p ) return; - - if (p->iAmmoType != -1) + + if( p->iAmmoType != -1 ) { - if (!gWR.CountAmmo(p->iAmmoType)) + if( !gWR.CountAmmo( p->iAmmoType ) ) return; - float f = (float)gWR.CountAmmo(p->iAmmoType)/(float)p->iMax1; + float f = (float)gWR.CountAmmo( p->iAmmoType ) / (float)p->iMax1; - x = DrawBar(x, y, width, height, f); - + x = DrawBar( x, y, width, height, f ); // Do we have secondary ammo too? - - if (p->iAmmo2Type != -1) + if( p->iAmmo2Type != -1 ) { - f = (float)gWR.CountAmmo(p->iAmmo2Type)/(float)p->iMax2; + f = (float)gWR.CountAmmo( p->iAmmo2Type ) / (float)p->iMax2; x += 5; //!!! - DrawBar(x, y, width, height, f); + DrawBar( x, y, width, height, f ); } } } - - - // // Draw Weapon Menu // -int CHudAmmo::DrawWList(float flTime) +int CHudAmmo::DrawWList( float flTime ) { - int r,g,b,x,y,a,i; + int r, g, b, x, y, a, i; - if ( !gpActiveSel ) + if( !gpActiveSel ) return 0; int iActiveSlot; - if ( gpActiveSel == (WEAPON *)1 ) + if( gpActiveSel == (WEAPON *) 1 ) iActiveSlot = -1; // current slot has no weapons else iActiveSlot = gpActiveSel->iSlot; x = 10; //!!! y = 10; //!!! - // Ensure that there are available choices in the active slot - if ( iActiveSlot > 0 ) + if( iActiveSlot > 0 ) { - if ( !gWR.GetFirstPos( iActiveSlot ) ) + if( !gWR.GetFirstPos( iActiveSlot ) ) { - gpActiveSel = (WEAPON *)1; + gpActiveSel = (WEAPON *) 1; iActiveSlot = -1; } } - + // Draw top line - for ( i = 0; i < MAX_WEAPON_SLOTS; i++ ) + for( i = 0; i < MAX_WEAPON_SLOTS; i++ ) { int iWidth; - UnpackRGB(r,g,b, RGB_YELLOWISH); - - if ( iActiveSlot == i ) + UnpackRGB( r, g, b, RGB_YELLOWISH ); + + if( iActiveSlot == i ) a = 255; else a = 192; - ScaleColors(r, g, b, 255); - SPR_Set(gHUD.GetSprite(m_HUD_bucket0 + i), r, g, b ); + ScaleColors( r, g, b, 255 ); + SPR_Set( gHUD.GetSprite( m_HUD_bucket0 + i ), r, g, b ); // make active slot wide enough to accomodate gun pictures - if ( i == iActiveSlot ) + if( i == iActiveSlot ) { - WEAPON *p = gWR.GetFirstPos(iActiveSlot); - if ( p ) + WEAPON *p = gWR.GetFirstPos( iActiveSlot ); + if( p ) iWidth = p->rcActive.right - p->rcActive.left; else iWidth = giBucketWidth; @@ -1070,58 +1047,55 @@ int CHudAmmo::DrawWList(float flTime) else iWidth = giBucketWidth; - SPR_DrawAdditive(0, x, y, &gHUD.GetSpriteRect(m_HUD_bucket0 + i)); + SPR_DrawAdditive( 0, x, y, &gHUD.GetSpriteRect( m_HUD_bucket0 + i ) ); x += iWidth + 5; } - a = 128; //!!! x = 10; // Draw all of the buckets - for (i = 0; i < MAX_WEAPON_SLOTS; i++) + for( i = 0; i < MAX_WEAPON_SLOTS; i++ ) { y = giBucketHeight + 10; // If this is the active slot, draw the bigger pictures, // otherwise just draw boxes - if ( i == iActiveSlot ) + if( i == iActiveSlot ) { WEAPON *p = gWR.GetFirstPos( i ); int iWidth = giBucketWidth; - if ( p ) + if( p ) iWidth = p->rcActive.right - p->rcActive.left; - for ( int iPos = 0; iPos < MAX_WEAPON_POSITIONS; iPos++ ) + for( int iPos = 0; iPos < MAX_WEAPON_POSITIONS; iPos++ ) { p = gWR.GetWeaponSlot( i, iPos ); - if ( !p || !p->iId ) + if( !p || !p->iId ) continue; - UnpackRGB( r,g,b, RGB_YELLOWISH ); - + UnpackRGB( r, g, b, RGB_YELLOWISH ); + // if active, then we must have ammo. - - if ( gpActiveSel == p ) + if( gpActiveSel == p ) { - SPR_Set(p->hActive, r, g, b ); - SPR_DrawAdditive(0, x, y, &p->rcActive); + SPR_Set( p->hActive, r, g, b ); + SPR_DrawAdditive( 0, x, y, &p->rcActive ); - SPR_Set(gHUD.GetSprite(m_HUD_selection), r, g, b ); - SPR_DrawAdditive(0, x, y, &gHUD.GetSpriteRect(m_HUD_selection)); + SPR_Set( gHUD.GetSprite( m_HUD_selection ), r, g, b ); + SPR_DrawAdditive( 0, x, y, &gHUD.GetSpriteRect( m_HUD_selection ) ); } else { // Draw Weapon if Red if no ammo - - if ( gWR.HasAmmo(p) ) - ScaleColors(r, g, b, 192); + if( gWR.HasAmmo( p ) ) + ScaleColors( r, g, b, 192 ); else { - UnpackRGB(r,g,b, RGB_REDISH); - ScaleColors(r, g, b, 128); + UnpackRGB( r, g, b, RGB_REDISH ); + ScaleColors( r, g, b, 128 ); } SPR_Set( p->hInactive, r, g, b ); @@ -1129,36 +1103,33 @@ int CHudAmmo::DrawWList(float flTime) } // Draw Ammo Bar - - DrawAmmoBar(p, x + giABWidth/2, y, giABWidth, giABHeight); + DrawAmmoBar( p, x + giABWidth / 2, y, giABWidth, giABHeight ); y += p->rcActive.bottom - p->rcActive.top + 5; } x += iWidth + 5; - } else { // Draw Row of weapons. + UnpackRGB( r, g, b, RGB_YELLOWISH ); - UnpackRGB(r,g,b, RGB_YELLOWISH); - - for ( int iPos = 0; iPos < MAX_WEAPON_POSITIONS; iPos++ ) + for( int iPos = 0; iPos < MAX_WEAPON_POSITIONS; iPos++ ) { WEAPON *p = gWR.GetWeaponSlot( i, iPos ); - - if ( !p || !p->iId ) + + if( !p || !p->iId ) continue; - if ( gWR.HasAmmo(p) ) + if( gWR.HasAmmo( p ) ) { - UnpackRGB(r,g,b, RGB_YELLOWISH); + UnpackRGB( r, g, b, RGB_YELLOWISH ); a = 128; } else { - UnpackRGB(r,g,b, RGB_REDISH); + UnpackRGB( r, g, b, RGB_REDISH ); a = 96; } @@ -1169,13 +1140,11 @@ int CHudAmmo::DrawWList(float flTime) x += giBucketWidth + 5; } - } + } return 1; - } - /* ================================= GetSpriteList @@ -1184,17 +1153,17 @@ sprite name 'psz' and resolution 'iRes' in the given sprite list 'pList' iCount is the number of items in the pList ================================= */ -client_sprite_t *GetSpriteList(client_sprite_t *pList, const char *psz, int iRes, int iCount) +client_sprite_t *GetSpriteList( client_sprite_t *pList, const char *psz, int iRes, int iCount ) { - if (!pList) + if( !pList ) return NULL; int i = iCount; client_sprite_t *p = pList; - while(i--) + while( i-- ) { - if ((!strcmp(psz, p->szName)) && (p->iRes == iRes)) + if( ( !strcmp( psz, p->szName ) ) && ( p->iRes == iRes ) ) return p; p++; } diff --git a/cl_dll/ammo.h b/cl_dll/ammo.h index 5e44065a..9134681c 100644 --- a/cl_dll/ammo.h +++ b/cl_dll/ammo.h @@ -18,7 +18,6 @@ #define MAX_WEAPON_NAME 128 - #define WEAPON_FLAGS_SELECTONEMPTY 1 #define WEAPON_IS_ONTARGET 0x40 @@ -57,6 +56,4 @@ struct WEAPON }; typedef int AMMO; - - -#endif \ No newline at end of file +#endif diff --git a/cl_dll/ammo_secondary.cpp b/cl_dll/ammo_secondary.cpp index 8038c216..994350ed 100644 --- a/cl_dll/ammo_secondary.cpp +++ b/cl_dll/ammo_secondary.cpp @@ -27,7 +27,7 @@ DECLARE_MESSAGE( m_AmmoSecondary, SecAmmoVal ) DECLARE_MESSAGE( m_AmmoSecondary, SecAmmoIcon ) -int CHudAmmoSecondary :: Init( void ) +int CHudAmmoSecondary::Init( void ) { HOOK_MESSAGE( SecAmmoVal ); HOOK_MESSAGE( SecAmmoIcon ); @@ -43,67 +43,68 @@ int CHudAmmoSecondary :: Init( void ) return 1; } -void CHudAmmoSecondary :: Reset( void ) +void CHudAmmoSecondary::Reset( void ) { m_fFade = 0; } -int CHudAmmoSecondary :: VidInit( void ) +int CHudAmmoSecondary::VidInit( void ) { return 1; } -int CHudAmmoSecondary :: Draw(float flTime) +int CHudAmmoSecondary::Draw( float flTime ) { - if ( (gHUD.m_iHideHUDDisplay & ( HIDEHUD_WEAPONS | HIDEHUD_ALL )) ) + if ( ( gHUD.m_iHideHUDDisplay & ( HIDEHUD_WEAPONS | HIDEHUD_ALL ) ) ) return 1; // draw secondary ammo icons above normal ammo readout int a, x, y, r, g, b, AmmoWidth; UnpackRGB( r, g, b, RGB_YELLOWISH ); - a = (int) max( MIN_ALPHA, m_fFade ); - if (m_fFade > 0) - m_fFade -= (gHUD.m_flTimeDelta * 20); // slowly lower alpha to fade out icons + a = (int)max( MIN_ALPHA, m_fFade ); + if( m_fFade > 0 ) + m_fFade -= ( gHUD.m_flTimeDelta * 20 ); // slowly lower alpha to fade out icons ScaleColors( r, g, b, a ); - AmmoWidth = gHUD.GetSpriteRect(gHUD.m_HUD_number_0).right - gHUD.GetSpriteRect(gHUD.m_HUD_number_0).left; + AmmoWidth = gHUD.GetSpriteRect( gHUD.m_HUD_number_0 ).right - gHUD.GetSpriteRect( gHUD.m_HUD_number_0 ).left; - y = ScreenHeight - (gHUD.m_iFontHeight*4); // this is one font height higher than the weapon ammo values + y = ScreenHeight - ( gHUD.m_iFontHeight * 4 ); // this is one font height higher than the weapon ammo values x = ScreenWidth - AmmoWidth; - if ( m_HUD_ammoicon ) + if( m_HUD_ammoicon ) { // Draw the ammo icon - x -= (gHUD.GetSpriteRect(m_HUD_ammoicon).right - gHUD.GetSpriteRect(m_HUD_ammoicon).left); - y -= (gHUD.GetSpriteRect(m_HUD_ammoicon).top - gHUD.GetSpriteRect(m_HUD_ammoicon).bottom); + x -= ( gHUD.GetSpriteRect( m_HUD_ammoicon ).right - gHUD.GetSpriteRect( m_HUD_ammoicon ).left ); + y -= ( gHUD.GetSpriteRect( m_HUD_ammoicon ).top - gHUD.GetSpriteRect( m_HUD_ammoicon ).bottom ); - SPR_Set( gHUD.GetSprite(m_HUD_ammoicon), r, g, b ); - SPR_DrawAdditive( 0, x, y, &gHUD.GetSpriteRect(m_HUD_ammoicon) ); + SPR_Set( gHUD.GetSprite( m_HUD_ammoicon ), r, g, b ); + SPR_DrawAdditive( 0, x, y, &gHUD.GetSpriteRect( m_HUD_ammoicon ) ); } else - { // move the cursor by the '0' char instead, since we don't have an icon to work with + { + // move the cursor by the '0' char instead, since we don't have an icon to work with x -= AmmoWidth; - y -= (gHUD.GetSpriteRect(gHUD.m_HUD_number_0).top - gHUD.GetSpriteRect(gHUD.m_HUD_number_0).bottom); + y -= ( gHUD.GetSpriteRect( gHUD.m_HUD_number_0 ).top - gHUD.GetSpriteRect( gHUD.m_HUD_number_0 ).bottom ); } // draw the ammo counts, in reverse order, from right to left - for ( int i = MAX_SEC_AMMO_VALUES-1; i >= 0; i-- ) + for( int i = MAX_SEC_AMMO_VALUES-1; i >= 0; i-- ) { - if ( m_iAmmoAmounts[i] < 0 ) + if( m_iAmmoAmounts[i] < 0 ) continue; // negative ammo amounts imply that they shouldn't be drawn // half a char gap between the ammo number and the previous pic - x -= (AmmoWidth / 2); + x -= ( AmmoWidth / 2 ); // draw the number, right-aligned - x -= (gHUD.GetNumWidth( m_iAmmoAmounts[i], DHN_DRAWZERO ) * AmmoWidth); + x -= ( gHUD.GetNumWidth( m_iAmmoAmounts[i], DHN_DRAWZERO ) * AmmoWidth ); gHUD.DrawHudNumber( x, y, DHN_DRAWZERO, m_iAmmoAmounts[i], r, g, b ); - if ( i != 0 ) + if( i != 0 ) { // draw the divider bar - x -= (AmmoWidth / 2); - FillRGBA(x, y, (AmmoWidth/10), gHUD.m_iFontHeight, r, g, b, a); + x -= ( AmmoWidth / 2 ); + FillRGBA( x, y, ( AmmoWidth/10 ), gHUD.m_iFontHeight, r, g, b, a ); } } @@ -113,7 +114,7 @@ int CHudAmmoSecondary :: Draw(float flTime) // Message handler for Secondary Ammo Value // accepts one value: // string: sprite name -int CHudAmmoSecondary :: MsgFunc_SecAmmoIcon( const char *pszName, int iSize, void *pbuf ) +int CHudAmmoSecondary::MsgFunc_SecAmmoIcon( const char *pszName, int iSize, void *pbuf ) { BEGIN_READ( pbuf, iSize ); m_HUD_ammoicon = gHUD.GetSpriteIndex( READ_STRING() ); @@ -126,12 +127,12 @@ int CHudAmmoSecondary :: MsgFunc_SecAmmoIcon( const char *pszName, int iSize, vo // takes two values: // byte: ammo index // byte: ammo value -int CHudAmmoSecondary :: MsgFunc_SecAmmoVal( const char *pszName, int iSize, void *pbuf ) +int CHudAmmoSecondary::MsgFunc_SecAmmoVal( const char *pszName, int iSize, void *pbuf ) { BEGIN_READ( pbuf, iSize ); int index = READ_BYTE(); - if ( index < 0 || index >= MAX_SEC_AMMO_VALUES ) + if( index < 0 || index >= MAX_SEC_AMMO_VALUES ) return 1; m_iAmmoAmounts[index] = READ_BYTE(); @@ -139,13 +140,14 @@ int CHudAmmoSecondary :: MsgFunc_SecAmmoVal( const char *pszName, int iSize, voi // check to see if there is anything left to draw int count = 0; - for ( int i = 0; i < MAX_SEC_AMMO_VALUES; i++ ) + for( int i = 0; i < MAX_SEC_AMMO_VALUES; i++ ) { count += max( 0, m_iAmmoAmounts[i] ); } - if ( count == 0 ) - { // the ammo fields are all empty, so turn off this hud area + if( count == 0 ) + { + // the ammo fields are all empty, so turn off this hud area m_iFlags &= ~HUD_ACTIVE; return 1; } @@ -155,5 +157,3 @@ int CHudAmmoSecondary :: MsgFunc_SecAmmoVal( const char *pszName, int iSize, voi return 1; } - - diff --git a/cl_dll/ammohistory.cpp b/cl_dll/ammohistory.cpp index 86e9cb09..4b1e6745 100644 --- a/cl_dll/ammohistory.cpp +++ b/cl_dll/ammohistory.cpp @@ -28,9 +28,9 @@ HistoryResource gHR; -#define AMMO_PICKUP_GAP (gHR.iHistoryGap+5) -#define AMMO_PICKUP_PICK_HEIGHT (32 + (gHR.iHistoryGap * 2)) -#define AMMO_PICKUP_HEIGHT_MAX (ScreenHeight - 100) +#define AMMO_PICKUP_GAP ( gHR.iHistoryGap + 5 ) +#define AMMO_PICKUP_PICK_HEIGHT ( 32 + ( gHR.iHistoryGap * 2 ) ) +#define AMMO_PICKUP_HEIGHT_MAX ( ScreenHeight - 100 ) #define MAX_ITEM_NAME 32 int HISTORY_DRAW_TIME = 5; @@ -43,13 +43,14 @@ struct ITEM_INFO wrect_t rect; }; -void HistoryResource :: AddToHistory( int iType, int iId, int iCount ) +void HistoryResource::AddToHistory( int iType, int iId, int iCount ) { - if ( iType == HISTSLOT_AMMO && !iCount ) + if( iType == HISTSLOT_AMMO && !iCount ) return; // no amount, so don't add - if ( (((AMMO_PICKUP_GAP * iCurrentHistorySlot) + AMMO_PICKUP_PICK_HEIGHT) > AMMO_PICKUP_HEIGHT_MAX) || (iCurrentHistorySlot >= MAX_HISTORY) ) - { // the pic would have to be drawn too high + if( ( ( ( AMMO_PICKUP_GAP * iCurrentHistorySlot ) + AMMO_PICKUP_PICK_HEIGHT ) > AMMO_PICKUP_HEIGHT_MAX ) || ( iCurrentHistorySlot >= MAX_HISTORY ) ) + { + // the pic would have to be drawn too high // so start from the bottom iCurrentHistorySlot = 0; } @@ -63,13 +64,14 @@ void HistoryResource :: AddToHistory( int iType, int iId, int iCount ) freeslot->DisplayTime = gHUD.m_flTime + HISTORY_DRAW_TIME; } -void HistoryResource :: AddToHistory( int iType, const char *szName, int iCount ) +void HistoryResource::AddToHistory( int iType, const char *szName, int iCount ) { - if ( iType != HISTSLOT_ITEM ) + if( iType != HISTSLOT_ITEM ) return; - if ( (((AMMO_PICKUP_GAP * iCurrentHistorySlot) + AMMO_PICKUP_PICK_HEIGHT) > AMMO_PICKUP_HEIGHT_MAX) || (iCurrentHistorySlot >= MAX_HISTORY) ) - { // the pic would have to be drawn too high + if( ( ( ( AMMO_PICKUP_GAP * iCurrentHistorySlot ) + AMMO_PICKUP_PICK_HEIGHT ) > AMMO_PICKUP_HEIGHT_MAX ) || ( iCurrentHistorySlot >= MAX_HISTORY ) ) + { + // the pic would have to be drawn too high // so start from the bottom iCurrentHistorySlot = 0; } @@ -77,9 +79,8 @@ void HistoryResource :: AddToHistory( int iType, const char *szName, int iCount HIST_ITEM *freeslot = &rgAmmoHistory[iCurrentHistorySlot++]; // default to just writing to the first slot // I am really unhappy with all the code in this file - int i = gHUD.GetSpriteIndex( szName ); - if ( i == -1 ) + if( i == -1 ) return; // unknown sprite name, don't add it to history freeslot->iId = i; @@ -90,12 +91,11 @@ void HistoryResource :: AddToHistory( int iType, const char *szName, int iCount freeslot->DisplayTime = gHUD.m_flTime + HISTORY_DRAW_TIME; } - -void HistoryResource :: CheckClearHistory( void ) +void HistoryResource::CheckClearHistory( void ) { - for ( int i = 0; i < MAX_HISTORY; i++ ) + for( int i = 0; i < MAX_HISTORY; i++ ) { - if ( rgAmmoHistory[i].type ) + if( rgAmmoHistory[i].type ) return; } @@ -105,79 +105,81 @@ void HistoryResource :: CheckClearHistory( void ) // // Draw Ammo pickup history // -int HistoryResource :: DrawAmmoHistory( float flTime ) +int HistoryResource::DrawAmmoHistory( float flTime ) { - for ( int i = 0; i < MAX_HISTORY; i++ ) + for( int i = 0; i < MAX_HISTORY; i++ ) { - if ( rgAmmoHistory[i].type ) + if( rgAmmoHistory[i].type ) { rgAmmoHistory[i].DisplayTime = min( rgAmmoHistory[i].DisplayTime, gHUD.m_flTime + HISTORY_DRAW_TIME ); - if ( rgAmmoHistory[i].DisplayTime <= flTime ) - { // pic drawing time has expired + if( rgAmmoHistory[i].DisplayTime <= flTime ) + { + // pic drawing time has expired memset( &rgAmmoHistory[i], 0, sizeof(HIST_ITEM) ); CheckClearHistory(); } - else if ( rgAmmoHistory[i].type == HISTSLOT_AMMO ) + else if( rgAmmoHistory[i].type == HISTSLOT_AMMO ) { wrect_t rcPic; HSPRITE *spr = gWR.GetAmmoPicFromWeapon( rgAmmoHistory[i].iId, rcPic ); int r, g, b; - UnpackRGB(r,g,b, RGB_YELLOWISH); - float scale = (rgAmmoHistory[i].DisplayTime - flTime) * 80; - ScaleColors(r, g, b, min(scale, 255) ); + UnpackRGB( r, g, b, RGB_YELLOWISH ); + float scale = ( rgAmmoHistory[i].DisplayTime - flTime ) * 80; + ScaleColors( r, g, b, min( scale, 255 ) ); // Draw the pic int ypos = ScreenHeight - (AMMO_PICKUP_PICK_HEIGHT + (AMMO_PICKUP_GAP * i)); int xpos = ScreenWidth - 24; - if ( spr && *spr ) // weapon isn't loaded yet so just don't draw the pic - { // the dll has to make sure it has sent info the weapons you need + if( spr && *spr ) // weapon isn't loaded yet so just don't draw the pic + { + // the dll has to make sure it has sent info the weapons you need SPR_Set( *spr, r, g, b ); SPR_DrawAdditive( 0, xpos, ypos, &rcPic ); } // do not draw black console string - if( !(( hud_textmode->value == 2 ) && ( scale < 200 )) ) + if( !( ( hud_textmode->value == 2 ) && ( scale < 200 ) ) ) // Draw the number gHUD.DrawHudNumberString( xpos - 10, ypos, xpos - 100, rgAmmoHistory[i].iCount, r, g, b ); } - else if ( rgAmmoHistory[i].type == HISTSLOT_WEAP ) + else if( rgAmmoHistory[i].type == HISTSLOT_WEAP ) { WEAPON *weap = gWR.GetWeapon( rgAmmoHistory[i].iId ); - if ( !weap ) + if( !weap ) return 1; // we don't know about the weapon yet, so don't draw anything int r, g, b; - UnpackRGB(r,g,b, RGB_YELLOWISH); + UnpackRGB( r,g,b, RGB_YELLOWISH ); - if ( !gWR.HasAmmo( weap ) ) - UnpackRGB(r,g,b, RGB_REDISH); // if the weapon doesn't have ammo, display it as red + if( !gWR.HasAmmo( weap ) ) + UnpackRGB( r, g, b, RGB_REDISH ); // if the weapon doesn't have ammo, display it as red - float scale = (rgAmmoHistory[i].DisplayTime - flTime) * 80; - ScaleColors(r, g, b, min(scale, 255) ); + float scale = ( rgAmmoHistory[i].DisplayTime - flTime ) * 80; + ScaleColors( r, g, b, min( scale, 255 ) ); - int ypos = ScreenHeight - (AMMO_PICKUP_PICK_HEIGHT + (AMMO_PICKUP_GAP * i)); - int xpos = ScreenWidth - (weap->rcInactive.right - weap->rcInactive.left); + int ypos = ScreenHeight - ( AMMO_PICKUP_PICK_HEIGHT + ( AMMO_PICKUP_GAP * i ) ); + int xpos = ScreenWidth - ( weap->rcInactive.right - weap->rcInactive.left ); SPR_Set( weap->hInactive, r, g, b ); SPR_DrawAdditive( 0, xpos, ypos, &weap->rcInactive ); } - else if ( rgAmmoHistory[i].type == HISTSLOT_ITEM ) + else if( rgAmmoHistory[i].type == HISTSLOT_ITEM ) { int r, g, b; - if ( !rgAmmoHistory[i].iId ) + if( !rgAmmoHistory[i].iId ) continue; // sprite not loaded wrect_t rect = gHUD.GetSpriteRect( rgAmmoHistory[i].iId ); - UnpackRGB(r,g,b, RGB_YELLOWISH); - float scale = (rgAmmoHistory[i].DisplayTime - flTime) * 80; - ScaleColors(r, g, b, min(scale, 255) ); + UnpackRGB( r, g, b, RGB_YELLOWISH ); + float scale = ( rgAmmoHistory[i].DisplayTime - flTime ) * 80; + ScaleColors( r, g, b, min( scale, 255 ) ); - int ypos = ScreenHeight - (AMMO_PICKUP_PICK_HEIGHT + (AMMO_PICKUP_GAP * i)); - int xpos = ScreenWidth - (rect.right - rect.left) - 10; + int ypos = ScreenHeight - ( AMMO_PICKUP_PICK_HEIGHT + ( AMMO_PICKUP_GAP * i ) ); + int xpos = ScreenWidth - ( rect.right - rect.left ) - 10; SPR_Set( gHUD.GetSprite( rgAmmoHistory[i].iId ), r, g, b ); SPR_DrawAdditive( 0, xpos, ypos, &rect ); @@ -185,8 +187,5 @@ int HistoryResource :: DrawAmmoHistory( float flTime ) } } - return 1; } - - diff --git a/cl_dll/ammohistory.h b/cl_dll/ammohistory.h index 3d7d5947..f1063ae1 100644 --- a/cl_dll/ammohistory.h +++ b/cl_dll/ammohistory.h @@ -26,8 +26,8 @@ private: WEAPON rgWeapons[MAX_WEAPONS]; // Weapons Array // counts of weapons * ammo - WEAPON* rgSlots[MAX_WEAPON_SLOTS+1][MAX_WEAPON_POSITIONS+1]; // The slots currently in use by weapons. The value is a pointer to the weapon; if it's NULL, no weapon is there - int riAmmo[MAX_AMMO_TYPES]; // count of each ammo type + WEAPON* rgSlots[MAX_WEAPON_SLOTS + 1][MAX_WEAPON_POSITIONS + 1]; // The slots currently in use by weapons. The value is a pointer to the weapon; if it's NULL, no weapon is there + int riAmmo[MAX_AMMO_TYPES]; // count of each ammo type public: void Init( void ) @@ -49,25 +49,25 @@ public: WEAPON *GetWeapon( int iId ) { return &rgWeapons[iId]; } void AddWeapon( WEAPON *wp ) { - rgWeapons[ wp->iId ] = *wp; - LoadWeaponSprites( &rgWeapons[ wp->iId ] ); + rgWeapons[wp->iId] = *wp; + LoadWeaponSprites( &rgWeapons[wp->iId] ); } void PickupWeapon( WEAPON *wp ) { - rgSlots[ wp->iSlot ][ wp->iSlotPos ] = wp; + rgSlots[wp->iSlot][wp->iSlotPos] = wp; } void DropWeapon( WEAPON *wp ) { - rgSlots[ wp->iSlot ][ wp->iSlotPos ] = NULL; + rgSlots[wp->iSlot][wp->iSlotPos] = NULL; } void DropAllWeapons( void ) { - for ( int i = 0; i < MAX_WEAPONS; i++ ) + for( int i = 0; i < MAX_WEAPONS; i++ ) { - if ( rgWeapons[i].iId ) + if( rgWeapons[i].iId ) DropWeapon( &rgWeapons[i] ); } } @@ -94,7 +94,6 @@ public: extern WeaponsResource gWR; - #define MAX_HISTORY 12 enum { HISTSLOT_EMPTY, @@ -138,6 +137,3 @@ public: }; extern HistoryResource gHR; - - - diff --git a/cl_dll/battery.cpp b/cl_dll/battery.cpp index 4d08892d..2f26057f 100644 --- a/cl_dll/battery.cpp +++ b/cl_dll/battery.cpp @@ -25,23 +25,22 @@ #include #include -DECLARE_MESSAGE(m_Battery, Battery) +DECLARE_MESSAGE( m_Battery, Battery ) -int CHudBattery::Init(void) +int CHudBattery::Init( void ) { m_iBat = 0; m_fFade = 0; m_iFlags = 0; - HOOK_MESSAGE(Battery); + HOOK_MESSAGE( Battery ); - gHUD.AddHudElem(this); + gHUD.AddHudElem( this ); return 1; } - -int CHudBattery::VidInit(void) +int CHudBattery::VidInit( void ) { int HUD_suit_empty = gHUD.GetSpriteIndex( "suit_empty" ); int HUD_suit_full = gHUD.GetSpriteIndex( "suit_full" ); @@ -54,15 +53,14 @@ int CHudBattery::VidInit(void) return 1; } -int CHudBattery:: MsgFunc_Battery(const char *pszName, int iSize, void *pbuf ) +int CHudBattery::MsgFunc_Battery( const char *pszName, int iSize, void *pbuf ) { m_iFlags |= HUD_ACTIVE; - BEGIN_READ( pbuf, iSize ); int x = READ_SHORT(); - if (x != m_iBat) + if( x != m_iBat ) { m_fFade = FADE_TIME; m_iBat = x; @@ -71,68 +69,65 @@ int CHudBattery:: MsgFunc_Battery(const char *pszName, int iSize, void *pbuf ) return 1; } - -int CHudBattery::Draw(float flTime) +int CHudBattery::Draw( float flTime ) { - if ( gHUD.m_iHideHUDDisplay & HIDEHUD_HEALTH ) + if( gHUD.m_iHideHUDDisplay & HIDEHUD_HEALTH ) return 1; int r, g, b, x, y, a; wrect_t rc; rc = *m_prc2; - rc.top += m_iHeight * ((float)(100-(min(100,m_iBat))) * 0.01); // battery can go from 0 to 100 so * 0.01 goes from 0 to 1 + rc.top += m_iHeight * ( (float)( 100 - ( min( 100,m_iBat ) ) ) * 0.01 ); // battery can go from 0 to 100 so * 0.01 goes from 0 to 1 - UnpackRGB(r,g,b, RGB_YELLOWISH); + UnpackRGB( r, g, b, RGB_YELLOWISH ); - if (!(gHUD.m_iWeaponBits & (1<<(WEAPON_SUIT)) )) + if( !( gHUD.m_iWeaponBits & ( 1 << ( WEAPON_SUIT ) ) ) ) return 1; // Has health changed? Flash the health # - if (m_fFade) + if( m_fFade ) { - if (m_fFade > FADE_TIME) + if( m_fFade > FADE_TIME ) m_fFade = FADE_TIME; - m_fFade -= (gHUD.m_flTimeDelta * 20); - if (m_fFade <= 0) + m_fFade -= ( gHUD.m_flTimeDelta * 20 ); + if( m_fFade <= 0 ) { a = 128; m_fFade = 0; } // Fade the health number back to dim - - a = MIN_ALPHA + (m_fFade/FADE_TIME) * 128; - + a = MIN_ALPHA + ( m_fFade / FADE_TIME ) * 128; } else a = MIN_ALPHA; - ScaleColors(r, g, b, a ); - - int iOffset = (m_prc1->bottom - m_prc1->top)/6; + ScaleColors( r, g, b, a ); + + int iOffset = ( m_prc1->bottom - m_prc1->top ) / 6; y = ScreenHeight - gHUD.m_iFontHeight - gHUD.m_iFontHeight / 2; - x = ScreenWidth/5; + x = ScreenWidth / 5; // make sure we have the right sprite handles - if ( !m_hSprite1 ) + if( !m_hSprite1 ) m_hSprite1 = gHUD.GetSprite( gHUD.GetSpriteIndex( "suit_empty" ) ); - if ( !m_hSprite2 ) + if( !m_hSprite2 ) m_hSprite2 = gHUD.GetSprite( gHUD.GetSpriteIndex( "suit_full" ) ); - SPR_Set(m_hSprite1, r, g, b ); - SPR_DrawAdditive( 0, x, y - iOffset, m_prc1); + SPR_Set( m_hSprite1, r, g, b ); + SPR_DrawAdditive( 0, x, y - iOffset, m_prc1 ); - if (rc.bottom > rc.top) + if( rc.bottom > rc.top ) { - SPR_Set(m_hSprite2, r, g, b ); - SPR_DrawAdditive( 0, x, y - iOffset + (rc.top - m_prc2->top), &rc); + SPR_Set( m_hSprite2, r, g, b ); + SPR_DrawAdditive( 0, x, y - iOffset + ( rc.top - m_prc2->top ), &rc ); } - x += (m_prc1->right - m_prc1->left); - x = gHUD.DrawHudNumber(x, y, DHN_3DIGITS | DHN_DRAWZERO, m_iBat, r, g, b); + x += ( m_prc1->right - m_prc1->left ); + x = gHUD.DrawHudNumber( x, y, DHN_3DIGITS | DHN_DRAWZERO, m_iBat, r, g, b ); return 1; } diff --git a/cl_dll/camera.h b/cl_dll/camera.h index 08c87920..448b22ca 100644 --- a/cl_dll/camera.h +++ b/cl_dll/camera.h @@ -18,7 +18,6 @@ extern int cam_thirdperson; void CAM_Init( void ); void CAM_ClearStates( void ); -void CAM_StartMouseMove(void); -void CAM_EndMouseMove(void); - -#endif // _CAMERA_H_ +void CAM_StartMouseMove( void ); +void CAM_EndMouseMove( void ); +#endif // _CAMERA_H_ diff --git a/cl_dll/cdll_int.cpp b/cl_dll/cdll_int.cpp index 80fdfe81..096548a1 100644 --- a/cl_dll/cdll_int.cpp +++ b/cl_dll/cdll_int.cpp @@ -32,7 +32,7 @@ extern "C" cl_enginefunc_t gEngfuncs; CHud gHUD; mobile_engfuncs_t *gMobileEngfuncs = NULL; -void InitInput (void); +void InitInput( void ); void EV_HookEvents( void ); void IN_Commands( void ); @@ -73,16 +73,16 @@ int DLLEXPORT HUD_GetHullBounds( int hullnumber, float *mins, float *maxs ) { int iret = 0; - switch ( hullnumber ) + switch( hullnumber ) { case 0: // Normal player - mins = Vector(-16, -16, -36); - maxs = Vector(16, 16, 36); + mins = Vector( -16, -16, -36 ); + maxs = Vector( 16, 16, 36 ); iret = 1; break; case 1: // Crouched player - mins = Vector(-16, -16, -18 ); - maxs = Vector(16, 16, 18 ); + mins = Vector( -16, -16, -18 ); + maxs = Vector( 16, 16, 18 ); iret = 1; break; case 2: // Point based hull @@ -103,7 +103,7 @@ HUD_ConnectionlessPacket size of the response_buffer, so you must zero it out if you choose not to respond. ================================ */ -int DLLEXPORT HUD_ConnectionlessPacket( const struct netadr_s *net_from, const char *args, char *response_buffer, int *response_buffer_size ) +int DLLEXPORT HUD_ConnectionlessPacket( const struct netadr_s *net_from, const char *args, char *response_buffer, int *response_buffer_size ) { // Parse stuff from args int max_buffer_size = *response_buffer_size; @@ -136,17 +136,16 @@ int DLLEXPORT Initialize( cl_enginefunc_t *pEnginefuncs, int iVersion ) { gEngfuncs = *pEnginefuncs; - if (iVersion != CLDLL_INTERFACE_VERSION) + if( iVersion != CLDLL_INTERFACE_VERSION ) return 0; - memcpy(&gEngfuncs, pEnginefuncs, sizeof(cl_enginefunc_t)); + memcpy( &gEngfuncs, pEnginefuncs, sizeof(cl_enginefunc_t) ); EV_HookEvents(); return 1; } - /* ========================== HUD_VidInit @@ -180,7 +179,6 @@ void DLLEXPORT HUD_Init( void ) gHUD.Init(); } - /* ========================== HUD_Redraw @@ -197,7 +195,6 @@ int DLLEXPORT HUD_Redraw( float time, int intermission ) return 1; } - /* ========================== HUD_UpdateClientData @@ -211,11 +208,11 @@ returns 1 if anything has been changed, 0 otherwise. ========================== */ -int DLLEXPORT HUD_UpdateClientData(client_data_t *pcldata, float flTime ) +int DLLEXPORT HUD_UpdateClientData( client_data_t *pcldata, float flTime ) { IN_Commands(); - return gHUD.UpdateClientData(pcldata, flTime ); + return gHUD.UpdateClientData( pcldata, flTime ); } /* @@ -243,7 +240,6 @@ void DLLEXPORT HUD_Frame( double time ) { } - /* ========================== HUD_VoiceStatus @@ -252,7 +248,7 @@ Called when a player starts or stops talking. ========================== */ -void DLLEXPORT HUD_VoiceStatus(int entindex, qboolean bTalking) +void DLLEXPORT HUD_VoiceStatus( int entindex, qboolean bTalking ) { } @@ -272,7 +268,7 @@ void DLLEXPORT HUD_DirectorMessage( int iSize, void *pbuf ) void DLLEXPORT HUD_MobilityInterface( mobile_engfuncs_t *gpMobileEngfuncs ) { - if( gpMobileEngfuncs->version != MOBILITY_API_VERSION ) - return; - gMobileEngfuncs = gpMobileEngfuncs; + if( gpMobileEngfuncs->version != MOBILITY_API_VERSION ) + return; + gMobileEngfuncs = gpMobileEngfuncs; } diff --git a/cl_dll/cl_dll.h b/cl_dll/cl_dll.h index de1b5d4a..fda4b812 100644 --- a/cl_dll/cl_dll.h +++ b/cl_dll/cl_dll.h @@ -28,7 +28,7 @@ typedef unsigned char byte; typedef unsigned short word; typedef float vec_t; -typedef int (*pfnUserMsgHook)(const char *pszName, int iSize, void *pbuf); +typedef int ( *pfnUserMsgHook )( const char *pszName, int iSize, void *pbuf ); #include "util_vector.h" diff --git a/cl_dll/cl_util.h b/cl_dll/cl_util.h index aa2cd853..8d9661b2 100644 --- a/cl_dll/cl_util.h +++ b/cl_dll/cl_util.h @@ -15,6 +15,7 @@ // // cl_util.h // + #include "exportdef.h" #include "cvardef.h" @@ -25,72 +26,70 @@ // Macros to hook function calls into the HUD object -#define HOOK_MESSAGE(x) gEngfuncs.pfnHookUserMsg(#x, __MsgFunc_##x ); - -#define DECLARE_MESSAGE(y, x) int __MsgFunc_##x(const char *pszName, int iSize, void *pbuf) \ - { \ - return gHUD.y.MsgFunc_##x(pszName, iSize, pbuf ); \ - } +#define HOOK_MESSAGE(x) gEngfuncs.pfnHookUserMsg( #x, __MsgFunc_##x ); +#define DECLARE_MESSAGE(y, x) int __MsgFunc_##x( const char *pszName, int iSize, void *pbuf ) \ + { \ + return gHUD.y.MsgFunc_##x(pszName, iSize, pbuf ); \ + } #define HOOK_COMMAND(x, y) gEngfuncs.pfnAddCommand( x, __CmdFunc_##y ); #define DECLARE_COMMAND(y, x) void __CmdFunc_##x( void ) \ - { \ - gHUD.y.UserCmd_##x( ); \ - } - + { \ + gHUD.y.UserCmd_##x( ); \ + } inline float CVAR_GET_FLOAT( const char *x ) { return gEngfuncs.pfnGetCvarFloat( (char*)x ); } inline char* CVAR_GET_STRING( const char *x ) { return gEngfuncs.pfnGetCvarString( (char*)x ); } inline struct cvar_s *CVAR_CREATE( const char *cv, const char *val, const int flags ) { return gEngfuncs.pfnRegisterVariable( (char*)cv, (char*)val, flags ); } -#define SPR_Load (*gEngfuncs.pfnSPR_Load) -#define SPR_Set (*gEngfuncs.pfnSPR_Set) -#define SPR_Frames (*gEngfuncs.pfnSPR_Frames) -#define SPR_GetList (*gEngfuncs.pfnSPR_GetList) +#define SPR_Load( *gEngfuncs.pfnSPR_Load ) +#define SPR_Set( *gEngfuncs.pfnSPR_Set ) +#define SPR_Frames( *gEngfuncs.pfnSPR_Frames ) +#define SPR_GetList( *gEngfuncs.pfnSPR_GetList ) // SPR_Draw draws a the current sprite as solid -#define SPR_Draw (*gEngfuncs.pfnSPR_Draw) -// SPR_DrawHoles draws the current sprites, with color index255 not drawn (transparent) -#define SPR_DrawHoles (*gEngfuncs.pfnSPR_DrawHoles) +#define SPR_Draw( *gEngfuncs.pfnSPR_Draw ) +// SPR_DrawHoles draws the current sprites, with color index255 not drawn (transparent) +#define SPR_DrawHoles( *gEngfuncs.pfnSPR_DrawHoles ) // SPR_DrawAdditive adds the sprites RGB values to the background (additive transulency) -#define SPR_DrawAdditive (*gEngfuncs.pfnSPR_DrawAdditive) +#define SPR_DrawAdditive( *gEngfuncs.pfnSPR_DrawAdditive ) -// SPR_EnableScissor sets a clipping rect for HUD sprites. (0,0) is the top-left hand corner of the screen. -#define SPR_EnableScissor (*gEngfuncs.pfnSPR_EnableScissor) +// SPR_EnableScissor sets a clipping rect for HUD sprites. (0,0) is the top-left hand corner of the screen. +#define SPR_EnableScissor( *gEngfuncs.pfnSPR_EnableScissor ) // SPR_DisableScissor disables the clipping rect -#define SPR_DisableScissor (*gEngfuncs.pfnSPR_DisableScissor) +#define SPR_DisableScissor( *gEngfuncs.pfnSPR_DisableScissor ) // -#define FillRGBA (*gEngfuncs.pfnFillRGBA) - +#define FillRGBA( *gEngfuncs.pfnFillRGBA ) // ScreenHeight returns the height of the screen, in pixels -#define ScreenHeight (gHUD.m_scrinfo.iHeight) +#define ScreenHeight( gHUD.m_scrinfo.iHeight ) // ScreenWidth returns the width of the screen, in pixels -#define ScreenWidth (gHUD.m_scrinfo.iWidth) +#define ScreenWidth( gHUD.m_scrinfo.iWidth ) // Use this to set any co-ords in 640x480 space -#define XRES(x) ((int)(float(x) * ((float)ScreenWidth / 640.0f) + 0.5f)) -#define YRES(y) ((int)(float(y) * ((float)ScreenHeight / 480.0f) + 0.5f)) +#define XRES(x) ( (int)( float(x) * ( (float)ScreenWidth / 640.0f ) + 0.5f ) ) +#define YRES(y) ( (int)( float(y) * ( (float)ScreenHeight / 480.0f ) + 0.5f ) ) // use this to project world coordinates to screen coordinates -#define XPROJECT(x) ( (1.0f+(x))*ScreenWidth*0.5f ) -#define YPROJECT(y) ( (1.0f-(y))*ScreenHeight*0.5f ) +#define XPROJECT(x) ( ( 1.0f + (x) ) * ScreenWidth * 0.5f ) +#define YPROJECT(y) ( ( 1.0f - (y) ) * ScreenHeight * 0.5f ) -#define GetScreenInfo (*gEngfuncs.pfnGetScreenInfo) -#define ServerCmd (*gEngfuncs.pfnServerCmd) -#define ClientCmd (*gEngfuncs.pfnClientCmd) -#define SetCrosshair (*gEngfuncs.pfnSetCrosshair) -#define AngleVectors (*gEngfuncs.pfnAngleVectors) +#define GetScreenInfo( *gEngfuncs.pfnGetScreenInfo ) +#define ServerCmd( *gEngfuncs.pfnServerCmd ) +#define ClientCmd( *gEngfuncs.pfnClientCmd ) +#define SetCrosshair( *gEngfuncs.pfnSetCrosshair ) +#define AngleVectors( *gEngfuncs.pfnAngleVectors ) extern cvar_t *hud_textmode; extern float g_hud_text_color[3]; -inline void DrawSetTextColor(float r, float g, float b) +inline void DrawSetTextColor( float r, float g, float b ) { if( hud_textmode->value == 1 ) - g_hud_text_color[0]=r, g_hud_text_color[1] = g, g_hud_text_color[2] = b; + g_hud_text_color[0] = r, g_hud_text_color[1] = g, g_hud_text_color[2] = b; else gEngfuncs.pfnDrawSetTextColor( r, g, b ); } + // Gets the height & width of a sprite, at the specified frame inline int SPR_Height( HSPRITE x, int f ) { return gEngfuncs.pfnSPR_Height(x, f); } inline int SPR_Width( HSPRITE x, int f ) { return gEngfuncs.pfnSPR_Width(x, f); } @@ -104,7 +103,7 @@ inline int TextMessageDrawChar( int x, int y, int number, int r, int g, in inline int DrawConsoleString( int x, int y, const char *string ) { if( hud_textmode->value == 1 ) - return gHUD.DrawHudString( x, y, 9999, (char*)string, 255*g_hud_text_color[0], 255*g_hud_text_color[1], 255*g_hud_text_color[2]); + return gHUD.DrawHudString( x, y, 9999, (char*)string, 255 * g_hud_text_color[0], 255 * g_hud_text_color[1], 255 * g_hud_text_color[2] ); return gEngfuncs.pfnDrawConsoleString( x, y, (char*) string ); } @@ -120,7 +119,7 @@ inline int ConsoleStringLen( const char *string ) { int _width = 0, _height = 0; if( hud_textmode->value == 1 ) - return gHUD.DrawHudStringLen((char*)string); + return gHUD.DrawHudStringLen( (char*)string ); GetConsoleStringSize( string, &_width, &_height ); return _width; } @@ -136,7 +135,7 @@ inline void CenterPrint( const char *string ) } // returns the players name of entity no. -#define GetPlayerInfo (*gEngfuncs.pfnGetPlayerInfo) +#define GetPlayerInfo( *gEngfuncs.pfnGetPlayerInfo ) // sound functions inline void PlaySound( char *szSound, float vol ) { gEngfuncs.pfnPlaySoundByName( szSound, vol ); } @@ -148,16 +147,16 @@ inline void PlaySound( int iSound, float vol ) { gEngfuncs.pfnPlaySoundByIndex( void ScaleColors( int &r, int &g, int &b, int a ); -#define DotProduct(x,y) ((x)[0]*(y)[0]+(x)[1]*(y)[1]+(x)[2]*(y)[2]) -#define VectorSubtract(a,b,c) {(c)[0]=(a)[0]-(b)[0];(c)[1]=(a)[1]-(b)[1];(c)[2]=(a)[2]-(b)[2];} -#define VectorAdd(a,b,c) {(c)[0]=(a)[0]+(b)[0];(c)[1]=(a)[1]+(b)[1];(c)[2]=(a)[2]+(b)[2];} -#define VectorCopy(a,b) {(b)[0]=(a)[0];(b)[1]=(a)[1];(b)[2]=(a)[2];} -inline void VectorClear(float *a) { a[0]=0.0;a[1]=0.0;a[2]=0.0;} -float Length(const float *v); -void VectorMA (const float *veca, float scale, const float *vecb, float *vecc); -void VectorScale (const float *in, float scale, float *out); -float VectorNormalize (float *v); -void VectorInverse ( float *v ); +#define DotProduct(x, y) ((x)[0] * (y)[0] + (x)[1] * (y)[1] + (x)[2] * (y)[2]) +#define VectorSubtract(a, b, c) { (c)[0] = (a)[0] - (b)[0]; (c)[1] = (a)[1] - (b)[1]; (c)[2] = (a)[2] - (b)[2]; } +#define VectorAdd(a, b, c) { (c)[0] = (a)[0] + (b)[0]; (c)[1] = (a)[1] + (b)[1]; (c)[2] = (a)[2] + (b)[2]; } +#define VectorCopy(a, b) { (b)[0] = (a)[0]; (b)[1] = (a)[1]; (b)[2] = (a)[2]; } +inline void VectorClear( float *a ) { a[0] = 0.0; a[1] = 0.0; a[2] = 0.0; } +float Length( const float *v ); +void VectorMA( const float *veca, float scale, const float *vecb, float *vecc ); +void VectorScale( const float *in, float scale, float *out ); +float VectorNormalize( float *v ); +void VectorInverse( float *v ); extern vec3_t vec3_origin; @@ -166,11 +165,11 @@ extern vec3_t vec3_origin; // disable 'truncation from 'const double' to 'float' warning message #pragma warning( disable: 4305 ) -inline void UnpackRGB(int &r, int &g, int &b, unsigned long ulRGB)\ +inline void UnpackRGB( int &r, int &g, int &b, unsigned long ulRGB )\ {\ - r = (ulRGB & 0xFF0000) >>16;\ - g = (ulRGB & 0xFF00) >> 8;\ + r = ( ulRGB & 0xFF0000 ) >> 16;\ + g = ( ulRGB & 0xFF00 ) >> 8;\ b = ulRGB & 0xFF;\ } -HSPRITE LoadSprite(const char *pszName); +HSPRITE LoadSprite( const char *pszName ); diff --git a/cl_dll/com_weapons.cpp b/cl_dll/com_weapons.cpp index df84daf8..3a3f0a6f 100644 --- a/cl_dll/com_weapons.cpp +++ b/cl_dll/com_weapons.cpp @@ -27,7 +27,7 @@ // g_runfuncs is true if this is the first time we've "predicated" a particular movement/firing // command. If it is 1, then we should play events/sounds etc., otherwise, we just will be // updating state info, but not firing events -int g_runfuncs = 0; +int g_runfuncs = 0; // During our weapon prediction processing, we'll need to reference some data that is part of // the final state passed into the postthink functionality. We'll set this pointer and then @@ -41,14 +41,14 @@ COM_Log Log debug messages to file ( appends ) ==================== */ -void COM_Log( char *pszFile, char *fmt, ...) +void COM_Log( char *pszFile, char *fmt, ... ) { va_list argptr; char string[1024]; FILE *fp; char *pfilename; - - if ( !pszFile ) + + if( !pszFile ) { pfilename = "c:\\hllog.txt"; } @@ -57,15 +57,15 @@ void COM_Log( char *pszFile, char *fmt, ...) pfilename = pszFile; } - va_start (argptr,fmt); - vsprintf (string, fmt,argptr); - va_end (argptr); + va_start( argptr, fmt ); + vsprintf( string, fmt, argptr ); + va_end( argptr ); fp = fopen( pfilename, "a+t"); - if (fp) + if( fp ) { - fprintf(fp, "%s", string); - fclose(fp); + fprintf( fp, "%s", string ); + fclose( fp ); } } @@ -83,7 +83,7 @@ Change weapon model animation void HUD_SendWeaponAnim( int iAnim, int body, int force ) { // Don't actually change it. - if ( !g_runfuncs && !force ) + if( !g_runfuncs && !force ) return; g_currentanim = iAnim; @@ -113,7 +113,7 @@ Play a sound, if we are seeing this command for the first time */ void HUD_PlaySound( char *sound, float volume ) { - if ( !g_runfuncs || !g_finalstate ) + if( !g_runfuncs || !g_finalstate ) return; gEngfuncs.pfnPlaySoundByNameAtLocation( sound, volume, (float *)&g_finalstate->playerstate.origin ); @@ -132,7 +132,7 @@ void HUD_PlaybackEvent( int flags, const edict_t *pInvoker, unsigned short event vec3_t org; vec3_t ang; - if ( !g_runfuncs || !g_finalstate ) + if( !g_runfuncs || !g_finalstate ) return; // Weapon prediction events are assumed to occur at the player's origin @@ -151,7 +151,6 @@ void HUD_SetMaxSpeed( const edict_t *ed, float speed ) { } - /* ===================== UTIL_WeaponTimeBase @@ -167,7 +166,7 @@ float UTIL_WeaponTimeBase( void ) static unsigned int glSeed = 0; -unsigned int seed_table[ 256 ] = +unsigned int seed_table[256] = { 28985, 27138, 26457, 9451, 17764, 10909, 28790, 8716, 6361, 4853, 17798, 21977, 19643, 20662, 10834, 20103, 27067, 28634, 18623, 25849, 8576, 26234, 23887, 18228, 32587, 4836, 3306, 1811, 3035, 24559, 18399, 315, @@ -188,16 +187,16 @@ unsigned int seed_table[ 256 ] = }; unsigned int U_Random( void ) -{ +{ glSeed *= 69069; - glSeed += seed_table[ glSeed & 0xff ]; - - return ( ++glSeed & 0x0fffffff ); + glSeed += seed_table[glSeed & 0xff]; + + return ( ++glSeed & 0x0fffffff ); } void U_Srand( unsigned int seed ) { - glSeed = seed_table[ seed & 0xff ]; + glSeed = seed_table[seed & 0xff]; } /* @@ -212,7 +211,7 @@ int UTIL_SharedRandomLong( unsigned int seed, int low, int high ) U_Srand( (int)seed + low + high ); range = high - low + 1; - if ( !(range - 1) ) + if( !( range - 1 ) ) { return low; } @@ -225,7 +224,7 @@ int UTIL_SharedRandomLong( unsigned int seed, int low, int high ) offset = rnum % range; - return (low + offset); + return ( low + offset ); } } @@ -236,7 +235,6 @@ UTIL_SharedRandomFloat */ float UTIL_SharedRandomFloat( unsigned int seed, float low, float high ) { - // unsigned int range; U_Srand( (int)seed + *(int *)&low + *(int *)&high ); @@ -245,7 +243,7 @@ float UTIL_SharedRandomFloat( unsigned int seed, float low, float high ) U_Random(); range = high - low; - if ( !range ) + if( !range ) { return low; } @@ -258,7 +256,7 @@ float UTIL_SharedRandomFloat( unsigned int seed, float low, float high ) offset = (float)tensixrand / 65536.0; - return (low + offset * range ); + return ( low + offset * range ); } } diff --git a/cl_dll/com_weapons.h b/cl_dll/com_weapons.h index c924d8b4..7e1fdd77 100644 --- a/cl_dll/com_weapons.h +++ b/cl_dll/com_weapons.h @@ -20,7 +20,7 @@ extern "C" void _DLLEXPORT HUD_PostRunCmd( struct local_state_s *from, struct local_state_s *to, struct usercmd_s *cmd, int runfuncs, double time, unsigned int random_seed ); } -void COM_Log( char *pszFile, char *fmt, ...); +void COM_Log( char *pszFile, char *fmt, ... ); int CL_IsDead( void ); float UTIL_SharedRandomFloat( unsigned int seed, float low, float high ); @@ -34,9 +34,8 @@ void HUD_SetMaxSpeed( const struct edict_s *ed, float speed ); int stub_PrecacheModel( char* s ); int stub_PrecacheSound( char* s ); unsigned short stub_PrecacheEvent( int type, const char *s ); -const char *stub_NameForFunction ( unsigned long function ); -void stub_SetModel ( struct edict_s *e, const char *m ); - +const char *stub_NameForFunction( unsigned long function ); +void stub_SetModel( struct edict_s *e, const char *m ); extern cvar_t *cl_lw; @@ -44,5 +43,4 @@ extern int g_runfuncs; extern vec3_t v_angles; extern float g_lastFOV; extern struct local_state_s *g_finalstate; - -#endif \ No newline at end of file +#endif diff --git a/cl_dll/death.cpp b/cl_dll/death.cpp index 70c0393f..455dfd36 100644 --- a/cl_dll/death.cpp +++ b/cl_dll/death.cpp @@ -15,6 +15,7 @@ // // death notice // + #include "hud.h" #include "cl_util.h" #include "parsemsg.h" @@ -25,8 +26,8 @@ DECLARE_MESSAGE( m_DeathNotice, DeathMsg ) struct DeathNoticeItem { - char szKiller[MAX_PLAYER_NAME_LENGTH*2]; - char szVictim[MAX_PLAYER_NAME_LENGTH*2]; + char szKiller[MAX_PLAYER_NAME_LENGTH * 2]; + char szVictim[MAX_PLAYER_NAME_LENGTH * 2]; int iId; // the index number of the associated sprite int iSuicide; int iTeamKill; @@ -41,31 +42,30 @@ static int DEATHNOTICE_DISPLAY_TIME = 6; #define DEATHNOTICE_TOP 32 -DeathNoticeItem rgDeathNoticeList[ MAX_DEATHNOTICES + 1 ]; +DeathNoticeItem rgDeathNoticeList[MAX_DEATHNOTICES + 1]; float g_ColorBlue[3] = { 0.6, 0.8, 1.0 }; -float g_ColorRed[3] = { 1.0, 0.25, 0.25 }; +float g_ColorRed[3] = { 1.0, 0.25, 0.25 }; float g_ColorGreen[3] = { 0.6, 1.0, 0.6 }; float g_ColorYellow[3] = { 1.0, 0.7, 0.0 }; float g_ColorGrey[3] = { 0.8, 0.8, 0.8 }; float *GetClientColor( int clientIndex ) { - switch ( g_PlayerExtraInfo[clientIndex].teamnumber ) + switch( g_PlayerExtraInfo[clientIndex].teamnumber ) { case 1: return g_ColorBlue; case 2: return g_ColorRed; case 3: return g_ColorYellow; case 4: return g_ColorGreen; case 0: return g_ColorYellow; - - default : return g_ColorGrey; + default: return g_ColorGrey; } return NULL; } -int CHudDeathNotice :: Init( void ) +int CHudDeathNotice::Init( void ) { gHUD.AddHudElem( this ); @@ -76,33 +76,32 @@ int CHudDeathNotice :: Init( void ) return 1; } - -void CHudDeathNotice :: InitHUDData( void ) +void CHudDeathNotice::InitHUDData( void ) { memset( rgDeathNoticeList, 0, sizeof(rgDeathNoticeList) ); } - -int CHudDeathNotice :: VidInit( void ) +int CHudDeathNotice::VidInit( void ) { m_HUD_d_skull = gHUD.GetSpriteIndex( "d_skull" ); return 1; } -int CHudDeathNotice :: Draw( float flTime ) +int CHudDeathNotice::Draw( float flTime ) { int x, y, r, g, b; - for ( int i = 0; i < MAX_DEATHNOTICES; i++ ) + for( int i = 0; i < MAX_DEATHNOTICES; i++ ) { - if ( rgDeathNoticeList[i].iId == 0 ) + if( rgDeathNoticeList[i].iId == 0 ) break; // we've gone through them all - if ( rgDeathNoticeList[i].flDisplayTime < flTime ) - { // display time has expired + if( rgDeathNoticeList[i].flDisplayTime < flTime ) + { + // display time has expired // remove the current item from the list - memmove( &rgDeathNoticeList[i], &rgDeathNoticeList[i+1], sizeof(DeathNoticeItem) * (MAX_DEATHNOTICES - i) ); + memmove( &rgDeathNoticeList[i], &rgDeathNoticeList[i + 1], sizeof(DeathNoticeItem) * ( MAX_DEATHNOTICES - i ) ); i--; // continue on the next item; stop the counter getting incremented continue; } @@ -111,26 +110,26 @@ int CHudDeathNotice :: Draw( float flTime ) // Only draw if the viewport will let me // vgui dropped out - //if ( gViewPort && gViewPort->AllowedToPrintText() ) + //if( gViewPort && gViewPort->AllowedToPrintText() ) { // Draw the death notice - y = YRES(DEATHNOTICE_TOP) + 2 + (20 * i); //!!! + y = YRES( DEATHNOTICE_TOP ) + 2 + ( 20 * i ); //!!! - int id = (rgDeathNoticeList[i].iId == -1) ? m_HUD_d_skull : rgDeathNoticeList[i].iId; - x = ScreenWidth - ConsoleStringLen(rgDeathNoticeList[i].szVictim) - (gHUD.GetSpriteRect(id).right - gHUD.GetSpriteRect(id).left); + int id = ( rgDeathNoticeList[i].iId == -1 ) ? m_HUD_d_skull : rgDeathNoticeList[i].iId; + x = ScreenWidth - ConsoleStringLen( rgDeathNoticeList[i].szVictim ) - ( gHUD.GetSpriteRect(id).right - gHUD.GetSpriteRect(id).left ); - if ( !rgDeathNoticeList[i].iSuicide ) + if( !rgDeathNoticeList[i].iSuicide ) { - x -= (5 + ConsoleStringLen( rgDeathNoticeList[i].szKiller ) ); + x -= ( 5 + ConsoleStringLen( rgDeathNoticeList[i].szKiller ) ); // Draw killers name - if ( rgDeathNoticeList[i].KillerColor ) + if( rgDeathNoticeList[i].KillerColor ) DrawSetTextColor( rgDeathNoticeList[i].KillerColor[0], rgDeathNoticeList[i].KillerColor[1], rgDeathNoticeList[i].KillerColor[2] ); x = 5 + DrawConsoleString( x, y, rgDeathNoticeList[i].szKiller ); } - r = 255; g = 80; b = 0; - if ( rgDeathNoticeList[i].iTeamKill ) + r = 255; g = 80; b = 0; + if( rgDeathNoticeList[i].iTeamKill ) { r = 10; g = 240; b = 10; // display it in sickly green } @@ -139,12 +138,12 @@ int CHudDeathNotice :: Draw( float flTime ) SPR_Set( gHUD.GetSprite(id), r, g, b ); SPR_DrawAdditive( 0, x, y, &gHUD.GetSpriteRect(id) ); - x += (gHUD.GetSpriteRect(id).right - gHUD.GetSpriteRect(id).left); + x += ( gHUD.GetSpriteRect(id).right - gHUD.GetSpriteRect(id).left ); // Draw victims name (if it was a player that was killed) - if (rgDeathNoticeList[i].iNonPlayerKill == FALSE) + if( rgDeathNoticeList[i].iNonPlayerKill == FALSE ) { - if ( rgDeathNoticeList[i].VictimColor ) + if( rgDeathNoticeList[i].VictimColor ) DrawSetTextColor( rgDeathNoticeList[i].VictimColor[0], rgDeathNoticeList[i].VictimColor[1], rgDeathNoticeList[i].VictimColor[2] ); x = DrawConsoleString( x, y, rgDeathNoticeList[i].szVictim ); } @@ -155,7 +154,7 @@ int CHudDeathNotice :: Draw( float flTime ) } // This message handler may be better off elsewhere -int CHudDeathNotice :: MsgFunc_DeathMsg( const char *pszName, int iSize, void *pbuf ) +int CHudDeathNotice::MsgFunc_DeathMsg( const char *pszName, int iSize, void *pbuf ) { int i; m_iFlags |= HUD_ACTIVE; @@ -169,27 +168,27 @@ int CHudDeathNotice :: MsgFunc_DeathMsg( const char *pszName, int iSize, void *p strcpy( killedwith, "d_" ); strncat( killedwith, READ_STRING(), sizeof(killedwith) - strlen(killedwith) - 1 ); - gHUD.m_Spectator.DeathMessage(victim); + gHUD.m_Spectator.DeathMessage( victim ); - for ( i = 0; i < MAX_DEATHNOTICES; i++ ) + for( i = 0; i < MAX_DEATHNOTICES; i++ ) { - if ( rgDeathNoticeList[i].iId == 0 ) + if( rgDeathNoticeList[i].iId == 0 ) break; } - if ( i == MAX_DEATHNOTICES ) - { // move the rest of the list forward to make room for this item - memmove( rgDeathNoticeList, rgDeathNoticeList+1, sizeof(DeathNoticeItem) * MAX_DEATHNOTICES ); + if( i == MAX_DEATHNOTICES ) + { + // move the rest of the list forward to make room for this item + memmove( rgDeathNoticeList, rgDeathNoticeList + 1, sizeof(DeathNoticeItem) * MAX_DEATHNOTICES ); i = MAX_DEATHNOTICES - 1; } - //if (gViewPort) + //if(gViewPort) // gViewPort->GetAllPlayersInfo(); gHUD.m_Scoreboard.GetAllPlayersInfo(); - // Get the Killer's name - char *killer_name = g_PlayerInfoList[ killer ].name; - if ( !killer_name ) + char *killer_name = g_PlayerInfoList[killer].name; + if( !killer_name ) { killer_name = ""; rgDeathNoticeList[i].szKiller[0] = 0; @@ -198,14 +197,14 @@ int CHudDeathNotice :: MsgFunc_DeathMsg( const char *pszName, int iSize, void *p { rgDeathNoticeList[i].KillerColor = GetClientColor( killer ); strncpy( rgDeathNoticeList[i].szKiller, killer_name, MAX_PLAYER_NAME_LENGTH ); - rgDeathNoticeList[i].szKiller[MAX_PLAYER_NAME_LENGTH-1] = 0; + rgDeathNoticeList[i].szKiller[MAX_PLAYER_NAME_LENGTH - 1] = 0; } // Get the Victim's name char *victim_name = NULL; // If victim is -1, the killer killed a specific, non-player object (like a sentrygun) - if ( ((char)victim) != -1 ) - victim_name = g_PlayerInfoList[ victim ].name; + if ( ( (char)victim ) != -1 ) + victim_name = g_PlayerInfoList[victim].name; if ( !victim_name ) { victim_name = ""; @@ -215,16 +214,16 @@ int CHudDeathNotice :: MsgFunc_DeathMsg( const char *pszName, int iSize, void *p { rgDeathNoticeList[i].VictimColor = GetClientColor( victim ); strncpy( rgDeathNoticeList[i].szVictim, victim_name, MAX_PLAYER_NAME_LENGTH ); - rgDeathNoticeList[i].szVictim[MAX_PLAYER_NAME_LENGTH-1] = 0; + rgDeathNoticeList[i].szVictim[MAX_PLAYER_NAME_LENGTH - 1] = 0; } // Is it a non-player object kill? - if ( ((char)victim) == -1 ) + if ( ( (char)victim ) == -1 ) { rgDeathNoticeList[i].iNonPlayerKill = TRUE; // Store the object's name in the Victim slot (skip the d_ bit) - strcpy( rgDeathNoticeList[i].szVictim, killedwith+2 ); + strcpy( rgDeathNoticeList[i].szVictim, killedwith + 2 ); } else { @@ -243,7 +242,7 @@ int CHudDeathNotice :: MsgFunc_DeathMsg( const char *pszName, int iSize, void *p DEATHNOTICE_DISPLAY_TIME = CVAR_GET_FLOAT( "hud_deathnotice_time" ); rgDeathNoticeList[i].flDisplayTime = gHUD.m_flTime + DEATHNOTICE_DISPLAY_TIME; - if (rgDeathNoticeList[i].iNonPlayerKill) + if( rgDeathNoticeList[i].iNonPlayerKill ) { ConsolePrint( rgDeathNoticeList[i].szKiller ); ConsolePrint( " killed a " ); @@ -253,11 +252,11 @@ int CHudDeathNotice :: MsgFunc_DeathMsg( const char *pszName, int iSize, void *p else { // record the death notice in the console - if ( rgDeathNoticeList[i].iSuicide ) + if( rgDeathNoticeList[i].iSuicide ) { ConsolePrint( rgDeathNoticeList[i].szVictim ); - if ( !strcmp( killedwith, "d_world" ) ) + if( !strcmp( killedwith, "d_world" ) ) { ConsolePrint( " died" ); } @@ -266,7 +265,7 @@ int CHudDeathNotice :: MsgFunc_DeathMsg( const char *pszName, int iSize, void *p ConsolePrint( " killed self" ); } } - else if ( rgDeathNoticeList[i].iTeamKill ) + else if( rgDeathNoticeList[i].iTeamKill ) { ConsolePrint( rgDeathNoticeList[i].szKiller ); ConsolePrint( " killed his teammate " ); @@ -279,17 +278,17 @@ int CHudDeathNotice :: MsgFunc_DeathMsg( const char *pszName, int iSize, void *p ConsolePrint( rgDeathNoticeList[i].szVictim ); } - if ( *killedwith && (*killedwith > 13 ) && strcmp( killedwith, "d_world" ) && !rgDeathNoticeList[i].iTeamKill ) + if( *killedwith && (*killedwith > 13 ) && strcmp( killedwith, "d_world" ) && !rgDeathNoticeList[i].iTeamKill ) { ConsolePrint( " with " ); // replace the code names with the 'real' names - if ( !strcmp( killedwith+2, "egon" ) ) + if( !strcmp( killedwith + 2, "egon" ) ) strcpy( killedwith, "d_gluon gun" ); - if ( !strcmp( killedwith+2, "gauss" ) ) + if ( !strcmp( killedwith + 2, "gauss" ) ) strcpy( killedwith, "d_tau cannon" ); - ConsolePrint( killedwith+2 ); // skip over the "d_" part + ConsolePrint( killedwith + 2 ); // skip over the "d_" part } ConsolePrint( "\n" ); @@ -297,7 +296,3 @@ int CHudDeathNotice :: MsgFunc_DeathMsg( const char *pszName, int iSize, void *p return 1; } - - - - diff --git a/cl_dll/demo.cpp b/cl_dll/demo.cpp index dfa7f8ef..f114ead0 100644 --- a/cl_dll/demo.cpp +++ b/cl_dll/demo.cpp @@ -12,6 +12,7 @@ * without written permission from Valve LLC. * ****/ + #include "hud.h" #include "cl_util.h" #include "demo.h" @@ -41,14 +42,14 @@ Write some data to the demo stream void Demo_WriteBuffer( int type, int size, unsigned char *buffer ) { int pos = 0; - unsigned char buf[ 32 * 1024 ]; - *( int * )&buf[pos] = type; - pos+=sizeof( int ); + unsigned char buf[32 * 1024]; + *(int *)&buf[pos] = type; + pos += sizeof(int); memcpy( &buf[pos], buffer, size ); // Write full buffer out - gEngfuncs.pDemoAPI->WriteBuffer( size + sizeof( int ), buf ); + gEngfuncs.pDemoAPI->WriteBuffer( size + sizeof(int), buf ); } /* @@ -63,36 +64,36 @@ void DLLEXPORT Demo_ReadBuffer( int size, unsigned char *buffer ) int type; int i = 0; - type = *( int * )buffer; - i += sizeof( int ); - switch ( type ) + type = *(int *)buffer; + i += sizeof(int); + switch( type ) { case TYPE_SNIPERDOT: - g_demosniper = *(int * )&buffer[ i ]; - i += sizeof( int ); + g_demosniper = *(int *)&buffer[i]; + i += sizeof(int); - if ( g_demosniper ) + if( g_demosniper ) { - g_demosniperdamage = *( int * )&buffer[ i ]; - i += sizeof( int ); + g_demosniperdamage = *(int *)&buffer[i]; + i += sizeof(int); - g_demosniperangles[ 0 ] = *(float *)&buffer[i]; - i += sizeof( float ); - g_demosniperangles[ 1 ] = *(float *)&buffer[i]; - i += sizeof( float ); - g_demosniperangles[ 2 ] = *(float *)&buffer[i]; - i += sizeof( float ); - g_demosniperorg[ 0 ] = *(float *)&buffer[i]; - i += sizeof( float ); - g_demosniperorg[ 1 ] = *(float *)&buffer[i]; - i += sizeof( float ); - g_demosniperorg[ 2 ] = *(float *)&buffer[i]; - i += sizeof( float ); + g_demosniperangles[0] = *(float *)&buffer[i]; + i += sizeof(float); + g_demosniperangles[1] = *(float *)&buffer[i]; + i += sizeof(float); + g_demosniperangles[2] = *(float *)&buffer[i]; + i += sizeof(float); + g_demosniperorg[0] = *(float *)&buffer[i]; + i += sizeof(float); + g_demosniperorg[1] = *(float *)&buffer[i]; + i += sizeof(float); + g_demosniperorg[2] = *(float *)&buffer[i]; + i += sizeof(float); } break; case TYPE_ZOOM: - g_demozoom = *(float * )&buffer[ i ]; - i += sizeof( float ); + g_demozoom = *(float *)&buffer[i]; + i += sizeof(float); break; default: gEngfuncs.Con_DPrintf( "Unknown demo buffer type, skipping.\n" ); diff --git a/cl_dll/demo.h b/cl_dll/demo.h index 3163ef38..a0a1b30e 100644 --- a/cl_dll/demo.h +++ b/cl_dll/demo.h @@ -23,5 +23,4 @@ extern int g_demosniperdamage; extern float g_demosniperorg[3]; extern float g_demosniperangles[3]; extern float g_demozoom; - -#endif \ No newline at end of file +#endif diff --git a/cl_dll/entity.cpp b/cl_dll/entity.cpp index 8dbdd383..07bd0ff3 100644 --- a/cl_dll/entity.cpp +++ b/cl_dll/entity.cpp @@ -20,14 +20,13 @@ #include "pmtrace.h" #include "pm_shared.h" - void Game_AddObjects( void ); extern vec3_t v_origin; int g_iAlive = 1; -extern "C" +extern "C" { int DLLEXPORT HUD_AddEntity( int type, struct cl_entity_s *ent, const char *modelname ); void DLLEXPORT HUD_CreateEntities( void ); @@ -47,7 +46,7 @@ HUD_AddEntity */ int DLLEXPORT HUD_AddEntity( int type, struct cl_entity_s *ent, const char *modelname ) { - switch ( type ) + switch( type ) { case ET_NORMAL: case ET_PLAYER: @@ -62,14 +61,13 @@ int DLLEXPORT HUD_AddEntity( int type, struct cl_entity_s *ent, const char *mode // each frame every entity passes this function, so the overview hooks // it to filter the overview entities - if ( g_iUser1 ) + if( g_iUser1 ) { gHUD.m_Spectator.AddOverviewEntity( type, ent, modelname ); - if ( ( g_iUser1 == OBS_IN_EYE || gHUD.m_Spectator.m_pip->value == INSET_IN_EYE ) && + if( ( g_iUser1 == OBS_IN_EYE || gHUD.m_Spectator.m_pip->value == INSET_IN_EYE ) && ent->index == g_iUser2 ) return 0; // don't draw the player we are following in eye - } return 1; @@ -115,16 +113,16 @@ void DLLEXPORT HUD_ProcessPlayerState( struct entity_state_s *dst, const struct VectorCopy( src->velocity, dst->velocity ); - dst->frame = src->frame; + dst->frame = src->frame; dst->modelindex = src->modelindex; - dst->skin = src->skin; + dst->skin = src->skin; dst->effects = src->effects; dst->weaponmodel = src->weaponmodel; dst->movetype = src->movetype; dst->sequence = src->sequence; dst->animtime = src->animtime; - dst->solid = src->solid; + dst->solid = src->solid; dst->rendermode = src->rendermode; dst->renderamt = src->renderamt; @@ -134,10 +132,10 @@ void DLLEXPORT HUD_ProcessPlayerState( struct entity_state_s *dst, const struct dst->renderfx = src->renderfx; dst->framerate = src->framerate; - dst->body = src->body; + dst->body = src->body; - memcpy( &dst->controller[0], &src->controller[0], 4 * sizeof( byte ) ); - memcpy( &dst->blending[0], &src->blending[0], 2 * sizeof( byte ) ); + memcpy( &dst->controller[0], &src->controller[0], 4 * sizeof(byte) ); + memcpy( &dst->blending[0], &src->blending[0], 2 * sizeof(byte) ); VectorCopy( src->basevelocity, dst->basevelocity ); @@ -147,12 +145,12 @@ void DLLEXPORT HUD_ProcessPlayerState( struct entity_state_s *dst, const struct dst->spectator = src->spectator; dst->usehull = src->usehull; dst->playerclass = src->playerclass; - dst->team = src->team; + dst->team = src->team; dst->colormap = src->colormap; // Save off some data so other areas of the Client DLL can get to it cl_entity_t *player = gEngfuncs.GetLocalPlayer(); // Get the local player's index - if ( dst->number == player->index ) + if( dst->number == player->index ) { g_iPlayerClass = dst->playerclass; g_iTeamNumber = dst->team; @@ -173,7 +171,7 @@ Because we can predict an arbitrary number of frames before the server responds update is occupying. ========================= */ -void DLLEXPORT HUD_TxferPredictionData ( struct entity_state_s *ps, const struct entity_state_s *pps, struct clientdata_s *pcd, const struct clientdata_s *ppcd, struct weapon_data_s *wd, const struct weapon_data_s *pwd ) +void DLLEXPORT HUD_TxferPredictionData( struct entity_state_s *ps, const struct entity_state_s *pps, struct clientdata_s *pcd, const struct clientdata_s *ppcd, struct weapon_data_s *wd, const struct weapon_data_s *pwd ) { ps->oldbuttons = pps->oldbuttons; ps->flFallVelocity = pps->flFallVelocity; @@ -181,13 +179,13 @@ void DLLEXPORT HUD_TxferPredictionData ( struct entity_state_s *ps, const struct ps->playerclass = pps->playerclass; pcd->viewmodel = ppcd->viewmodel; - pcd->m_iId = ppcd->m_iId; + pcd->m_iId = ppcd->m_iId; pcd->ammo_shells = ppcd->ammo_shells; pcd->ammo_nails = ppcd->ammo_nails; pcd->ammo_cells = ppcd->ammo_cells; pcd->ammo_rockets = ppcd->ammo_rockets; pcd->m_flNextAttack = ppcd->m_flNextAttack; - pcd->fov = ppcd->fov; + pcd->fov = ppcd->fov; pcd->weaponanim = ppcd->weaponanim; pcd->tfstate = ppcd->tfstate; pcd->maxspeed = ppcd->maxspeed; @@ -204,18 +202,17 @@ void DLLEXPORT HUD_TxferPredictionData ( struct entity_state_s *ps, const struct // Duck prevention pcd->iuser3 = ppcd->iuser3; - if ( gEngfuncs.IsSpectateOnly() ) + if( gEngfuncs.IsSpectateOnly() ) { // in specator mode we tell the engine who we want to spectate and how // iuser3 is not used for duck prevention (since the spectator can't duck at all) pcd->iuser1 = g_iUser1; // observer mode pcd->iuser2 = g_iUser2; // first target pcd->iuser3 = g_iUser3; // second target - } // Fire prevention - pcd->iuser4 = ppcd->iuser4; + pcd->iuser4 = ppcd->iuser4; pcd->fuser2 = ppcd->fuser2; pcd->fuser3 = ppcd->fuser3; @@ -225,7 +222,7 @@ void DLLEXPORT HUD_TxferPredictionData ( struct entity_state_s *ps, const struct VectorCopy( ppcd->vuser3, pcd->vuser3 ); VectorCopy( ppcd->vuser4, pcd->vuser4 ); - memcpy( wd, pwd, 32 * sizeof( weapon_data_t ) ); + memcpy( wd, pwd, 32 * sizeof(weapon_data_t) ); } /* @@ -243,35 +240,33 @@ void MoveModel( void ) // Load it up with some bogus data player = gEngfuncs.GetLocalPlayer(); - if ( !player ) + if( !player ) return; mod = gEngfuncs.CL_LoadModel( "models/sentry3.mdl", &modelindex ); - for ( i = 0; i < 3; i++ ) + for( i = 0; i < 3; i++ ) { - for ( j = 0; j < 3; j++ ) + for( j = 0; j < 3; j++ ) { // Don't draw over ourself... - if ( ( i == 1 ) && ( j == 1 ) ) + if( ( i == 1 ) && ( j == 1 ) ) continue; - mymodel[ i * 3 + j ] = *player; + mymodel[i * 3 + j] = *player; - mymodel[ i * 3 + j ].player = 0; + mymodel[i * 3 + j].player = 0; - mymodel[ i * 3 + j ].model = mod; - mymodel[ i * 3 + j ].curstate.modelindex = modelindex; + mymodel[i * 3 + j].model = mod; + mymodel[i * 3 + j].curstate.modelindex = modelindex; - // Move it out a bit - mymodel[ i * 3 + j ].origin[0] = player->origin[0] + 50 * ( 1 - i ); - mymodel[ i * 3 + j ].origin[1] = player->origin[1] + 50 * ( 1 - j ); + // Move it out a bit + mymodel[i * 3 + j].origin[0] = player->origin[0] + 50 * ( 1 - i ); + mymodel[i * 3 + j].origin[1] = player->origin[1] + 50 * ( 1 - j ); - gEngfuncs.CL_CreateVisibleEntity( ET_NORMAL, &mymodel[i*3+j] ); + gEngfuncs.CL_CreateVisibleEntity( ET_NORMAL, &mymodel[i * 3 + j] ); } } - } - #endif //#define TRACE_TEST @@ -285,12 +280,12 @@ void TraceModel( void ) { cl_entity_t *ent; - if ( hitent <= 0 ) + if( hitent <= 0 ) return; // Load it up with some bogus data ent = gEngfuncs.GetEntityByIndex( hitent ); - if ( !ent ) + if( !ent ) return; hit = *ent; @@ -302,7 +297,6 @@ void TraceModel( void ) gEngfuncs.CL_CreateVisibleEntity( ET_NORMAL, &hit ); } - #endif */ @@ -311,9 +305,9 @@ void ParticleCallback( struct particle_s *particle, float frametime ) { int i; - for ( i = 0; i < 3; i++ ) + for( i = 0; i < 3; i++ ) { - particle->org[ i ] += particle->vel[ i ] * frametime; + particle->org[i] += particle->vel[i] * frametime; } } @@ -322,13 +316,13 @@ void Particles( void ) { static float lasttime; float curtime; - + curtime = gEngfuncs.GetClientTime(); - if ( ( curtime - lasttime ) < 2.0 ) + if( ( curtime - lasttime ) < 2.0 ) return; - if ( !color ) + if( !color ) { color = gEngfuncs.pfnRegisterVariable ( "color","255 0 0", 0 ); } @@ -339,20 +333,20 @@ void Particles( void ) particle_t *p; int i, j; - for ( i = 0; i < 1000; i++ ) + for( i = 0; i < 1000; i++ ) { int r, g, b; p = gEngfuncs.pEfxAPI->R_AllocParticle( ParticleCallback ); - if ( !p ) + if( !p ) break; - for ( j = 0; j < 3; j++ ) + for( j = 0; j < 3; j++ ) { - p->org[ j ] = v_origin[ j ] + gEngfuncs.pfnRandomFloat( -32.0, 32.0 );; - p->vel[ j ] = gEngfuncs.pfnRandomFloat( -100.0, 100.0 ); + p->org[j] = v_origin[j] + gEngfuncs.pfnRandomFloat( -32.0, 32.0 ); + p->vel[j] = gEngfuncs.pfnRandomFloat( -100.0, 100.0 ); } - if ( color ) + if( color ) { sscanf( color->string, "%i %i %i", &r, &g, &b ); } @@ -363,7 +357,7 @@ void Particles( void ) b = 0; } - p->color = gEngfuncs.pEfxAPI->R_LookupColor( r, g, b ); + p->color = gEngfuncs.pEfxAPI->R_LookupColor( r, g, b ); gEngfuncs.pEfxAPI->R_GetPackedColor( &p->packedColor, p->color ); // p->die is set to current time so all you have to do is add an additional time to it @@ -373,13 +367,13 @@ void Particles( void ) */ /* -void TempEntCallback ( struct tempent_s *ent, float frametime, float currenttime ) +void TempEntCallback( struct tempent_s *ent, float frametime, float currenttime ) { int i; - for ( i = 0; i < 3; i++ ) + for( i = 0; i < 3; i++ ) { - ent->entity.curstate.origin[ i ] += ent->entity.baseline.origin[ i ] * frametime; + ent->entity.curstate.origin[i] += ent->entity.baseline.origin[i] * frametime; } } @@ -387,10 +381,10 @@ void TempEnts( void ) { static float lasttime; float curtime; - + curtime = gEngfuncs.GetClientTime(); - if ( ( curtime - lasttime ) < 10.0 ) + if( ( curtime - lasttime ) < 10.0 ) return; lasttime = curtime; @@ -403,27 +397,27 @@ void TempEnts( void ) mod = gEngfuncs.CL_LoadModel( "sprites/laserdot.spr", &index ); - for ( i = 0; i < 100; i++ ) + for( i = 0; i < 100; i++ ) { - for ( j = 0; j < 3; j++ ) + for( j = 0; j < 3; j++ ) { - origin[ j ] = v_origin[ j ]; - if ( j != 2 ) + origin[j] = v_origin[j]; + if( j != 2 ) { - origin[ j ] += 75; + origin[j] += 75; } } p = gEngfuncs.pEfxAPI->CL_TentEntAllocCustom( (float *)&origin, mod, 0, TempEntCallback ); - if ( !p ) + if( !p ) break; - for ( j = 0; j < 3; j++ ) + for( j = 0; j < 3; j++ ) { - p->entity.curstate.origin[ j ] = origin[ j ]; + p->entity.curstate.origin[j] = origin[j]; // Store velocity in baseline origin - p->entity.baseline.origin[ j ] = gEngfuncs.pfnRandomFloat( -100, 100 ); + p->entity.baseline.origin[j] = gEngfuncs.pfnRandomFloat( -100, 100 ); } // p->die is set to current time so all you have to do is add an additional time to it @@ -433,9 +427,9 @@ void TempEnts( void ) */ #if defined( BEAM_TEST ) -// Note can't index beam[ 0 ] in Beam callback, so don't use that index +// Note can't index beam[0] in Beam callback, so don't use that index // Room for 1 beam ( 0 can't be used ) -static cl_entity_t beams[ 2 ]; +static cl_entity_t beams[2]; void BeamEndModel( void ) { @@ -445,21 +439,21 @@ void BeamEndModel( void ) // Load it up with some bogus data player = gEngfuncs.GetLocalPlayer(); - if ( !player ) + if( !player ) return; mod = gEngfuncs.CL_LoadModel( "models/sentry3.mdl", &modelindex ); - if ( !mod ) + if( !mod ) return; // Slot 1 - model = &beams[ 1 ]; + model = &beams[1]; *model = *player; model->player = 0; model->model = mod; model->curstate.modelindex = modelindex; - + // Move it out a bit model->origin[0] = player->origin[0] - 100; model->origin[1] = player->origin[1]; @@ -480,22 +474,22 @@ void Beams( void ) int index; BeamEndModel(); - - curtime = gEngfuncs.GetClientTime(); - float end[ 3 ]; - if ( ( curtime - lasttime ) < 10.0 ) + curtime = gEngfuncs.GetClientTime(); + float end[3]; + + if( ( curtime - lasttime ) < 10.0 ) return; mod = gEngfuncs.CL_LoadModel( "sprites/laserbeam.spr", &index ); - if ( !mod ) + if( !mod ) return; lasttime = curtime; - end [ 0 ] = v_origin.x + 100; - end [ 1 ] = v_origin.y + 100; - end [ 2 ] = v_origin.z; + end[0] = v_origin.x + 100; + end[1] = v_origin.y + 100; + end[2] = v_origin.z; BEAM *p1; p1 = gEngfuncs.pEfxAPI->R_BeamEntPoint( -1, end, index, @@ -519,7 +513,6 @@ void DLLEXPORT HUD_CreateEntities( void ) #if defined( TEST_IT ) MoveModel(); #endif - #if defined( TRACE_TEST ) TraceModel(); #endif @@ -530,11 +523,9 @@ void DLLEXPORT HUD_CreateEntities( void ) /* TempEnts(); */ - #if defined( BEAM_TEST ) Beams(); #endif - // Add in any game specific objects Game_AddObjects(); } @@ -552,19 +543,19 @@ void DLLEXPORT HUD_StudioEvent( const struct mstudioevent_s *event, const struct switch( event->event ) { case 5001: - gEngfuncs.pEfxAPI->R_MuzzleFlash( (float *)&entity->attachment[0], atoi( event->options) ); + gEngfuncs.pEfxAPI->R_MuzzleFlash( (float *)&entity->attachment[0], atoi( event->options ) ); break; case 5011: - gEngfuncs.pEfxAPI->R_MuzzleFlash( (float *)&entity->attachment[1], atoi( event->options) ); + gEngfuncs.pEfxAPI->R_MuzzleFlash( (float *)&entity->attachment[1], atoi( event->options ) ); break; case 5021: - gEngfuncs.pEfxAPI->R_MuzzleFlash( (float *)&entity->attachment[2], atoi( event->options) ); + gEngfuncs.pEfxAPI->R_MuzzleFlash( (float *)&entity->attachment[2], atoi( event->options ) ); break; case 5031: - gEngfuncs.pEfxAPI->R_MuzzleFlash( (float *)&entity->attachment[3], atoi( event->options) ); + gEngfuncs.pEfxAPI->R_MuzzleFlash( (float *)&entity->attachment[3], atoi( event->options ) ); break; case 5002: - gEngfuncs.pEfxAPI->R_SparkEffect( (float *)&entity->attachment[0], atoi( event->options), -100, 100 ); + gEngfuncs.pEfxAPI->R_SparkEffect( (float *)&entity->attachment[0], atoi( event->options ), -100, 100 ); break; // Client side sound case 5004: @@ -610,19 +601,19 @@ void DLLEXPORT HUD_TempEntUpdate ( gEngfuncs.pEventAPI->EV_PushPMStates(); // Now add in all of the players. - gEngfuncs.pEventAPI->EV_SetSolidPlayers ( -1 ); + gEngfuncs.pEventAPI->EV_SetSolidPlayers( -1 ); // !!!BUGBUG -- This needs to be time based - gTempEntFrame = (gTempEntFrame+1) & 31; + gTempEntFrame = ( gTempEntFrame + 1 ) & 31; pTemp = *ppTempEntActive; // !!! Don't simulate while paused.... This is sort of a hack, revisit. - if ( frametime <= 0 ) + if( frametime <= 0 ) { - while ( pTemp ) + while( pTemp ) { - if ( !(pTemp->flags & FTENT_NOMODEL ) ) + if( !( pTemp->flags & FTENT_NOMODEL ) ) { Callback_AddVisibleEntity( &pTemp->entity ); } @@ -637,7 +628,7 @@ void DLLEXPORT HUD_TempEntUpdate ( gravity = -frametime * cl_gravity; gravitySlow = gravity * 0.5; - while ( pTemp ) + while( pTemp ) { int active; @@ -645,25 +636,24 @@ void DLLEXPORT HUD_TempEntUpdate ( life = pTemp->die - client_time; pnext = pTemp->next; - if ( life < 0 ) + if( life < 0 ) { - if ( pTemp->flags & FTENT_FADEOUT ) + if( pTemp->flags & FTENT_FADEOUT ) { - if (pTemp->entity.curstate.rendermode == kRenderNormal) + if( pTemp->entity.curstate.rendermode == kRenderNormal) pTemp->entity.curstate.rendermode = kRenderTransTexture; pTemp->entity.curstate.renderamt = pTemp->entity.baseline.renderamt * ( 1 + life * pTemp->fadeSpeed ); - if ( pTemp->entity.curstate.renderamt <= 0 ) + if( pTemp->entity.curstate.renderamt <= 0 ) active = 0; - } else active = 0; } - if ( !active ) // Kill it + if( !active ) // Kill it { pTemp->next = *ppTempEntFree; *ppTempEntFree = pTemp; - if ( !pprev ) // Deleting at head of list + if( !pprev ) // Deleting at head of list *ppTempEntActive = pnext; else pprev->next = pnext; @@ -671,14 +661,14 @@ void DLLEXPORT HUD_TempEntUpdate ( else { pprev = pTemp; - + VectorCopy( pTemp->entity.origin, pTemp->entity.prevstate.origin ); - if ( pTemp->flags & FTENT_SPARKSHOWER ) + if( pTemp->flags & FTENT_SPARKSHOWER ) { // Adjust speed if it's time // Scale is next think time - if ( client_time > pTemp->entity.baseline.scale ) + if( client_time > pTemp->entity.baseline.scale ) { // Show Sparks gEngfuncs.pEfxAPI->R_SparkEffect( pTemp->entity.origin, 8, -200, 200 ); @@ -686,7 +676,7 @@ void DLLEXPORT HUD_TempEntUpdate ( // Reduce life pTemp->entity.baseline.framerate -= 0.1; - if ( pTemp->entity.baseline.framerate <= 0.0 ) + if( pTemp->entity.baseline.framerate <= 0.0 ) { pTemp->die = client_time; } @@ -700,7 +690,7 @@ void DLLEXPORT HUD_TempEntUpdate ( } } } - else if ( pTemp->flags & FTENT_PLYRATTACHMENT ) + else if( pTemp->flags & FTENT_PLYRATTACHMENT ) { cl_entity_t *pClient; @@ -708,16 +698,16 @@ void DLLEXPORT HUD_TempEntUpdate ( VectorAdd( pClient->origin, pTemp->tentOffset, pTemp->entity.origin ); } - else if ( pTemp->flags & FTENT_SINEWAVE ) + else if( pTemp->flags & FTENT_SINEWAVE ) { pTemp->x += pTemp->entity.baseline.origin[0] * frametime; pTemp->y += pTemp->entity.baseline.origin[1] * frametime; - pTemp->entity.origin[0] = pTemp->x + sin( pTemp->entity.baseline.origin[2] + client_time * pTemp->entity.prevstate.frame ) * (10*pTemp->entity.curstate.framerate); - pTemp->entity.origin[1] = pTemp->y + sin( pTemp->entity.baseline.origin[2] + fastFreq + 0.7 ) * (8*pTemp->entity.curstate.framerate); + pTemp->entity.origin[0] = pTemp->x + sin( pTemp->entity.baseline.origin[2] + client_time * pTemp->entity.prevstate.frame ) * ( 10 * pTemp->entity.curstate.framerate ); + pTemp->entity.origin[1] = pTemp->y + sin( pTemp->entity.baseline.origin[2] + fastFreq + 0.7 ) * ( 8 * pTemp->entity.curstate.framerate ); pTemp->entity.origin[2] += pTemp->entity.baseline.origin[2] * frametime; } - else if ( pTemp->flags & FTENT_SPIRAL ) + else if( pTemp->flags & FTENT_SPIRAL ) { float s, c; s = sin( pTemp->entity.baseline.origin[2] + fastFreq ); @@ -727,21 +717,20 @@ void DLLEXPORT HUD_TempEntUpdate ( pTemp->entity.origin[1] += pTemp->entity.baseline.origin[1] * frametime + 4 * sin( client_time * 30 + (int)(size_t)pTemp ); pTemp->entity.origin[2] += pTemp->entity.baseline.origin[2] * frametime; } - else { - for ( i = 0; i < 3; i++ ) + for( i = 0; i < 3; i++ ) pTemp->entity.origin[i] += pTemp->entity.baseline.origin[i] * frametime; } - if ( pTemp->flags & FTENT_SPRANIMATE ) + if( pTemp->flags & FTENT_SPRANIMATE ) { pTemp->entity.curstate.frame += frametime * pTemp->entity.curstate.framerate; - if ( pTemp->entity.curstate.frame >= pTemp->frameMax ) + if( pTemp->entity.curstate.frame >= pTemp->frameMax ) { - pTemp->entity.curstate.frame = pTemp->entity.curstate.frame - (int)(pTemp->entity.curstate.frame); + pTemp->entity.curstate.frame = pTemp->entity.curstate.frame - (int)( pTemp->entity.curstate.frame ); - if ( !(pTemp->flags & FTENT_SPRANIMATELOOP) ) + if( !( pTemp->flags & FTENT_SPRANIMATELOOP ) ) { // this animating sprite isn't set to loop, so destroy it. pTemp->die = client_time; @@ -750,21 +739,21 @@ void DLLEXPORT HUD_TempEntUpdate ( } } } - else if ( pTemp->flags & FTENT_SPRCYCLE ) + else if( pTemp->flags & FTENT_SPRCYCLE ) { pTemp->entity.curstate.frame += frametime * 10; - if ( pTemp->entity.curstate.frame >= pTemp->frameMax ) + if( pTemp->entity.curstate.frame >= pTemp->frameMax ) { - pTemp->entity.curstate.frame = pTemp->entity.curstate.frame - (int)(pTemp->entity.curstate.frame); + pTemp->entity.curstate.frame = pTemp->entity.curstate.frame - (int)( pTemp->entity.curstate.frame ); } } // Experiment #if 0 - if ( pTemp->flags & FTENT_SCALE ) - pTemp->entity.curstate.framerate += 20.0 * (frametime / pTemp->entity.curstate.framerate); + if( pTemp->flags & FTENT_SCALE ) + pTemp->entity.curstate.framerate += 20.0 * ( frametime / pTemp->entity.curstate.framerate ); #endif - if ( pTemp->flags & FTENT_ROTATE ) + if( pTemp->flags & FTENT_ROTATE ) { pTemp->entity.angles[0] += pTemp->entity.baseline.angles[0] * frametime; pTemp->entity.angles[1] += pTemp->entity.baseline.angles[1] * frametime; @@ -773,98 +762,97 @@ void DLLEXPORT HUD_TempEntUpdate ( VectorCopy( pTemp->entity.angles, pTemp->entity.latched.prevangles ); } - if ( pTemp->flags & (FTENT_COLLIDEALL | FTENT_COLLIDEWORLD) ) + if( pTemp->flags & ( FTENT_COLLIDEALL | FTENT_COLLIDEWORLD ) ) { vec3_t traceNormal( 0.0f, 0.0f, 0.0f ); float traceFraction = 1; - if ( pTemp->flags & FTENT_COLLIDEALL ) + if( pTemp->flags & FTENT_COLLIDEALL ) { pmtrace_t pmtrace; physent_t *pe; - + gEngfuncs.pEventAPI->EV_SetTraceHull( 2 ); gEngfuncs.pEventAPI->EV_PlayerTrace( pTemp->entity.prevstate.origin, pTemp->entity.origin, PM_STUDIO_BOX, -1, &pmtrace ); - - if ( pmtrace.fraction != 1 ) + if( pmtrace.fraction != 1 ) { pe = gEngfuncs.pEventAPI->EV_GetPhysent( pmtrace.ent ); - if ( !pmtrace.ent || ( pe->info != pTemp->clientIndex ) ) + if( !pmtrace.ent || ( pe->info != pTemp->clientIndex ) ) { traceFraction = pmtrace.fraction; VectorCopy( pmtrace.plane.normal, traceNormal ); - if ( pTemp->hitcallback ) + if( pTemp->hitcallback ) { (*pTemp->hitcallback)( pTemp, &pmtrace ); } } } } - else if ( pTemp->flags & FTENT_COLLIDEWORLD ) + else if( pTemp->flags & FTENT_COLLIDEWORLD ) { pmtrace_t pmtrace; - + gEngfuncs.pEventAPI->EV_SetTraceHull( 2 ); - gEngfuncs.pEventAPI->EV_PlayerTrace( pTemp->entity.prevstate.origin, pTemp->entity.origin, PM_STUDIO_BOX | PM_WORLD_ONLY, -1, &pmtrace ); + gEngfuncs.pEventAPI->EV_PlayerTrace( pTemp->entity.prevstate.origin, pTemp->entity.origin, PM_STUDIO_BOX | PM_WORLD_ONLY, -1, &pmtrace ); - if ( pmtrace.fraction != 1 ) + if( pmtrace.fraction != 1 ) { traceFraction = pmtrace.fraction; VectorCopy( pmtrace.plane.normal, traceNormal ); - if ( pTemp->flags & FTENT_SPARKSHOWER ) + if( pTemp->flags & FTENT_SPARKSHOWER ) { // Chop spark speeds a bit more // VectorScale( pTemp->entity.baseline.origin, 0.6, pTemp->entity.baseline.origin ); - if ( Length( pTemp->entity.baseline.origin ) < 10 ) + if( Length( pTemp->entity.baseline.origin ) < 10 ) { pTemp->entity.baseline.framerate = 0.0; } } - if ( pTemp->hitcallback ) + if( pTemp->hitcallback ) { (*pTemp->hitcallback)( pTemp, &pmtrace ); } } } - if ( traceFraction != 1 ) // Decent collision now, and damping works + if( traceFraction != 1 ) // Decent collision now, and damping works { float proj, damp; // Place at contact point - VectorMA( pTemp->entity.prevstate.origin, traceFraction*frametime, pTemp->entity.baseline.origin, pTemp->entity.origin ); + VectorMA( pTemp->entity.prevstate.origin, traceFraction * frametime, pTemp->entity.baseline.origin, pTemp->entity.origin ); // Damp velocity damp = pTemp->bounceFactor; - if ( pTemp->flags & (FTENT_GRAVITY|FTENT_SLOWGRAVITY) ) + if( pTemp->flags & ( FTENT_GRAVITY | FTENT_SLOWGRAVITY ) ) { damp *= 0.5; - if ( traceNormal[2] > 0.9 ) // Hit floor? + if( traceNormal[2] > 0.9 ) // Hit floor? { - if ( pTemp->entity.baseline.origin[2] <= 0 && pTemp->entity.baseline.origin[2] >= gravity*3 ) + if( pTemp->entity.baseline.origin[2] <= 0 && pTemp->entity.baseline.origin[2] >= gravity*3 ) { damp = 0; // Stop - pTemp->flags &= ~(FTENT_ROTATE|FTENT_GRAVITY|FTENT_SLOWGRAVITY|FTENT_COLLIDEWORLD|FTENT_SMOKETRAIL); + pTemp->flags &= ~( FTENT_ROTATE | FTENT_GRAVITY | FTENT_SLOWGRAVITY | FTENT_COLLIDEWORLD | FTENT_SMOKETRAIL); pTemp->entity.angles[0] = 0; pTemp->entity.angles[2] = 0; } } } - if (pTemp->hitSound) + if( pTemp->hitSound ) { - Callback_TempEntPlaySound(pTemp, damp); + Callback_TempEntPlaySound( pTemp, damp ); } - if (pTemp->flags & FTENT_COLLIDEKILL) + if( pTemp->flags & FTENT_COLLIDEKILL ) { // die on impact pTemp->flags &= ~FTENT_FADEOUT; @@ -873,16 +861,16 @@ void DLLEXPORT HUD_TempEntUpdate ( else { // Reflect velocity - if ( damp != 0 ) + if( damp != 0 ) { proj = DotProduct( pTemp->entity.baseline.origin, traceNormal ); - VectorMA( pTemp->entity.baseline.origin, -proj*2, traceNormal, pTemp->entity.baseline.origin ); + VectorMA( pTemp->entity.baseline.origin, -proj * 2, traceNormal, pTemp->entity.baseline.origin ); // Reflect rotation (fake) pTemp->entity.angles[1] = -pTemp->entity.angles[1]; } - if ( damp != 1 ) + if( damp != 1 ) { VectorScale( pTemp->entity.baseline.origin, damp, pTemp->entity.baseline.origin ); @@ -892,11 +880,10 @@ void DLLEXPORT HUD_TempEntUpdate ( } } - - if ( (pTemp->flags & FTENT_FLICKER) && gTempEntFrame == pTemp->entity.curstate.effects ) + if( ( pTemp->flags & FTENT_FLICKER ) && gTempEntFrame == pTemp->entity.curstate.effects ) { - dlight_t *dl = gEngfuncs.pEfxAPI->CL_AllocDlight (0); - VectorCopy (pTemp->entity.origin, dl->origin); + dlight_t *dl = gEngfuncs.pEfxAPI->CL_AllocDlight(0); + VectorCopy( pTemp->entity.origin, dl->origin ); dl->radius = 60; dl->color.r = 255; dl->color.g = 120; @@ -904,30 +891,30 @@ void DLLEXPORT HUD_TempEntUpdate ( dl->die = client_time + 0.01; } - if ( pTemp->flags & FTENT_SMOKETRAIL ) + if( pTemp->flags & FTENT_SMOKETRAIL ) { - gEngfuncs.pEfxAPI->R_RocketTrail (pTemp->entity.prevstate.origin, pTemp->entity.origin, 1); + gEngfuncs.pEfxAPI->R_RocketTrail( pTemp->entity.prevstate.origin, pTemp->entity.origin, 1 ); } - if ( pTemp->flags & FTENT_GRAVITY ) + if( pTemp->flags & FTENT_GRAVITY ) pTemp->entity.baseline.origin[2] += gravity; - else if ( pTemp->flags & FTENT_SLOWGRAVITY ) + else if( pTemp->flags & FTENT_SLOWGRAVITY ) pTemp->entity.baseline.origin[2] += gravitySlow; - if ( pTemp->flags & FTENT_CLIENTCUSTOM ) + if( pTemp->flags & FTENT_CLIENTCUSTOM ) { - if ( pTemp->callback ) + if( pTemp->callback ) { - ( *pTemp->callback )( pTemp, frametime, client_time ); + (*pTemp->callback)( pTemp, frametime, client_time ); } } // Cull to PVS (not frustum cull, just PVS) - if ( !(pTemp->flags & FTENT_NOMODEL ) ) + if( !( pTemp->flags & FTENT_NOMODEL ) ) { - if ( !Callback_AddVisibleEntity( &pTemp->entity ) ) + if( !Callback_AddVisibleEntity( &pTemp->entity ) ) { - if ( !(pTemp->flags & FTENT_PERSIST) ) + if( !( pTemp->flags & FTENT_PERSIST ) ) { pTemp->die = client_time; // If we can't draw it this frame, just dump it. pTemp->flags &= ~FTENT_FADEOUT; // Don't fade out, just die @@ -937,7 +924,6 @@ void DLLEXPORT HUD_TempEntUpdate ( } pTemp = pnext; } - finish: // Restore state info gEngfuncs.pEventAPI->EV_PopPMStates(); @@ -959,9 +945,9 @@ cl_entity_t DLLEXPORT *HUD_GetUserEntity( int index ) #if defined( BEAM_TEST ) // None by default, you would return a valic pointer if you create a client side // beam and attach it to a client side entity. - if ( index > 0 && index <= 1 ) + if( index > 0 && index <= 1 ) { - return &beams[ index ]; + return &beams[index]; } else { @@ -971,4 +957,3 @@ cl_entity_t DLLEXPORT *HUD_GetUserEntity( int index ) return NULL; #endif } - diff --git a/cl_dll/ev_common.cpp b/cl_dll/ev_common.cpp index e5826a49..ebba9cb2 100644 --- a/cl_dll/ev_common.cpp +++ b/cl_dll/ev_common.cpp @@ -13,6 +13,7 @@ * ****/ // shared event functions + #include "hud.h" #include "cl_util.h" #include "const.h" @@ -25,7 +26,7 @@ #include "event_api.h" #include "pm_shared.h" -#define IS_FIRSTPERSON_SPEC ( g_iUser1 == OBS_IN_EYE || (g_iUser1 && (gHUD.m_Spectator.m_pip->value == INSET_IN_EYE)) ) +#define IS_FIRSTPERSON_SPEC ( g_iUser1 == OBS_IN_EYE || ( g_iUser1 && ( gHUD.m_Spectator.m_pip->value == INSET_IN_EYE ) ) ) /* ================= GetEntity @@ -71,7 +72,7 @@ Is the entity's index in the player range? */ qboolean EV_IsPlayer( int idx ) { - if ( idx >= 1 && idx <= gEngfuncs.GetMaxClients() ) + if( idx >= 1 && idx <= gEngfuncs.GetMaxClients() ) return true; return false; @@ -87,8 +88,8 @@ Is the entity == the local player qboolean EV_IsLocal( int idx ) { // check if we are in some way in first person spec mode - if ( IS_FIRSTPERSON_SPEC ) - return (g_iUser2 == idx); + if( IS_FIRSTPERSON_SPEC ) + return ( g_iUser2 == idx ); else return gEngfuncs.pEventAPI->EV_IsLocal( idx - 1 ) ? true : false; } @@ -110,15 +111,15 @@ void EV_GetGunPosition( event_args_t *args, float *pos, float *origin ) VectorClear( view_ofs ); view_ofs[2] = DEFAULT_VIEWHEIGHT; - if ( EV_IsPlayer( idx ) ) + if( EV_IsPlayer( idx ) ) { // in spec mode use entity viewheigh, not own - if ( EV_IsLocal( idx ) && !IS_FIRSTPERSON_SPEC ) + if( EV_IsLocal( idx ) && !IS_FIRSTPERSON_SPEC ) { // Grab predicted result for local player gEngfuncs.pEventAPI->EV_LocalPlayerViewheight( view_ofs ); } - else if ( args->ducking == 1 ) + else if( args->ducking == 1 ) { view_ofs[2] = VEC_DUCK_VIEW; } @@ -162,13 +163,13 @@ void EV_GetDefaultShellInfo( event_args_t *args, float *origin, float *velocity, VectorClear( view_ofs ); view_ofs[2] = DEFAULT_VIEWHEIGHT; - if ( EV_IsPlayer( idx ) ) + if( EV_IsPlayer( idx ) ) { - if ( EV_IsLocal( idx ) ) + if( EV_IsLocal( idx ) ) { gEngfuncs.pEventAPI->EV_LocalPlayerViewheight( view_ofs ); } - else if ( args->ducking == 1 ) + else if( args->ducking == 1 ) { view_ofs[2] = VEC_DUCK_VIEW; } @@ -177,10 +178,10 @@ void EV_GetDefaultShellInfo( event_args_t *args, float *origin, float *velocity, fR = gEngfuncs.pfnRandomFloat( 50, 70 ); fU = gEngfuncs.pfnRandomFloat( 100, 150 ); - for ( i = 0; i < 3; i++ ) + for( i = 0; i < 3; i++ ) { ShellVelocity[i] = velocity[i] + right[i] * fR + up[i] * fU + forward[i] * 25; - ShellOrigin[i] = origin[i] + view_ofs[i] + up[i] * upScale + forward[i] * forwardScale + right[i] * rightScale; + ShellOrigin[i] = origin[i] + view_ofs[i] + up[i] * upScale + forward[i] * forwardScale + right[i] * rightScale; } } @@ -195,11 +196,11 @@ void EV_MuzzleFlash( void ) { // Add muzzle flash to current weapon model cl_entity_t *ent = GetViewEntity(); - if ( !ent ) + if( !ent ) { return; } // Or in the muzzle flash ent->curstate.effects |= EF_MUZZLEFLASH; -} \ No newline at end of file +} diff --git a/cl_dll/ev_hldm.cpp b/cl_dll/ev_hldm.cpp index bd20da95..a011ae4f 100644 --- a/cl_dll/ev_hldm.cpp +++ b/cl_dll/ev_hldm.cpp @@ -12,6 +12,7 @@ * without written permission from Valve LLC. * ****/ + #include "hud.h" #include "cl_util.h" #include "const.h" @@ -37,7 +38,7 @@ extern engine_studio_api_t IEngineStudio; -static int tracerCount[ 32 ]; +static int tracerCount[32]; extern "C" char PM_FindTextureType( char *name ); @@ -48,27 +49,25 @@ extern cvar_t *cl_lw; extern "C" { - // HLDM -void EV_FireGlock1( struct event_args_s *args ); -void EV_FireGlock2( struct event_args_s *args ); -void EV_FireShotGunSingle( struct event_args_s *args ); -void EV_FireShotGunDouble( struct event_args_s *args ); -void EV_FireMP5( struct event_args_s *args ); -void EV_FireMP52( struct event_args_s *args ); -void EV_FirePython( struct event_args_s *args ); -void EV_FireGauss( struct event_args_s *args ); -void EV_SpinGauss( struct event_args_s *args ); -void EV_Crowbar( struct event_args_s *args ); -void EV_FireCrossbow( struct event_args_s *args ); -void EV_FireCrossbow2( struct event_args_s *args ); -void EV_FireRpg( struct event_args_s *args ); -void EV_EgonFire( struct event_args_s *args ); -void EV_EgonStop( struct event_args_s *args ); -void EV_HornetGunFire( struct event_args_s *args ); -void EV_TripmineFire( struct event_args_s *args ); -void EV_SnarkFire( struct event_args_s *args ); - +void EV_FireGlock1( struct event_args_s *args ); +void EV_FireGlock2( struct event_args_s *args ); +void EV_FireShotGunSingle( struct event_args_s *args ); +void EV_FireShotGunDouble( struct event_args_s *args ); +void EV_FireMP5( struct event_args_s *args ); +void EV_FireMP52( struct event_args_s *args ); +void EV_FirePython( struct event_args_s *args ); +void EV_FireGauss( struct event_args_s *args ); +void EV_SpinGauss( struct event_args_s *args ); +void EV_Crowbar( struct event_args_s *args ); +void EV_FireCrossbow( struct event_args_s *args ); +void EV_FireCrossbow2( struct event_args_s *args ); +void EV_FireRpg( struct event_args_s *args ); +void EV_EgonFire( struct event_args_s *args ); +void EV_EgonStop( struct event_args_s *args ); +void EV_HornetGunFire( struct event_args_s *args ); +void EV_TripmineFire( struct event_args_s *args ); +void EV_SnarkFire( struct event_args_s *args ); void EV_TrainPitchAdjust( struct event_args_s *args ); } @@ -100,96 +99,111 @@ float EV_HLDM_PlayTextureSound( int idx, pmtrace_t *ptr, float *vecSrc, float *v float fattn = ATTN_NORM; int entity; char *pTextureName; - char texname[ 64 ]; - char szbuffer[ 64 ]; + char texname[64]; + char szbuffer[64]; entity = gEngfuncs.pEventAPI->EV_IndexFromTrace( ptr ); // FIXME check if playtexture sounds movevar is set // - chTextureType = 0; // Player - if ( entity >= 1 && entity <= gEngfuncs.GetMaxClients() ) + if( entity >= 1 && entity <= gEngfuncs.GetMaxClients() ) { // hit body chTextureType = CHAR_TEX_FLESH; } - else if ( entity == 0 ) + else if( entity == 0 ) { // get texture from entity or world (world is ent(0)) pTextureName = (char *)gEngfuncs.pEventAPI->EV_TraceTexture( ptr->ent, vecSrc, vecEnd ); - + if ( pTextureName ) { strcpy( texname, pTextureName ); pTextureName = texname; // strip leading '-0' or '+0~' or '{' or '!' - if (*pTextureName == '-' || *pTextureName == '+') + if( *pTextureName == '-' || *pTextureName == '+' ) { pTextureName += 2; } - if (*pTextureName == '{' || *pTextureName == '!' || *pTextureName == '~' || *pTextureName == ' ') + if( *pTextureName == '{' || *pTextureName == '!' || *pTextureName == '~' || *pTextureName == ' ' ) { pTextureName++; } - + // '}}' strcpy( szbuffer, pTextureName ); - szbuffer[ CBTEXTURENAMEMAX - 1 ] = 0; - + szbuffer[CBTEXTURENAMEMAX - 1] = 0; + // get texture type - chTextureType = PM_FindTextureType( szbuffer ); + chTextureType = PM_FindTextureType( szbuffer ); } } switch (chTextureType) { default: - case CHAR_TEX_CONCRETE: fvol = 0.9; fvolbar = 0.6; + case CHAR_TEX_CONCRETE: + fvol = 0.9; + fvolbar = 0.6; rgsz[0] = "player/pl_step1.wav"; rgsz[1] = "player/pl_step2.wav"; cnt = 2; break; - case CHAR_TEX_METAL: fvol = 0.9; fvolbar = 0.3; + case CHAR_TEX_METAL: + fvol = 0.9; + fvolbar = 0.3; rgsz[0] = "player/pl_metal1.wav"; rgsz[1] = "player/pl_metal2.wav"; cnt = 2; break; - case CHAR_TEX_DIRT: fvol = 0.9; fvolbar = 0.1; + case CHAR_TEX_DIRT: + fvol = 0.9; + fvolbar = 0.1; rgsz[0] = "player/pl_dirt1.wav"; rgsz[1] = "player/pl_dirt2.wav"; rgsz[2] = "player/pl_dirt3.wav"; cnt = 3; break; - case CHAR_TEX_VENT: fvol = 0.5; fvolbar = 0.3; + case CHAR_TEX_VENT: + fvol = 0.5; + fvolbar = 0.3; rgsz[0] = "player/pl_duct1.wav"; rgsz[1] = "player/pl_duct1.wav"; cnt = 2; break; - case CHAR_TEX_GRATE: fvol = 0.9; fvolbar = 0.5; + case CHAR_TEX_GRATE: + fvol = 0.9; + fvolbar = 0.5; rgsz[0] = "player/pl_grate1.wav"; rgsz[1] = "player/pl_grate4.wav"; cnt = 2; break; - case CHAR_TEX_TILE: fvol = 0.8; fvolbar = 0.2; + case CHAR_TEX_TILE: + fvol = 0.8; + fvolbar = 0.2; rgsz[0] = "player/pl_tile1.wav"; rgsz[1] = "player/pl_tile3.wav"; rgsz[2] = "player/pl_tile2.wav"; rgsz[3] = "player/pl_tile4.wav"; cnt = 4; break; - case CHAR_TEX_SLOSH: fvol = 0.9; fvolbar = 0.0; + case CHAR_TEX_SLOSH: + fvol = 0.9; + fvolbar = 0.0; rgsz[0] = "player/pl_slosh1.wav"; rgsz[1] = "player/pl_slosh3.wav"; rgsz[2] = "player/pl_slosh2.wav"; rgsz[3] = "player/pl_slosh4.wav"; cnt = 4; break; - case CHAR_TEX_WOOD: fvol = 0.9; fvolbar = 0.2; + case CHAR_TEX_WOOD: + fvol = 0.9; + fvolbar = 0.2; rgsz[0] = "debris/wood1.wav"; rgsz[1] = "debris/wood2.wav"; rgsz[2] = "debris/wood3.wav"; @@ -197,16 +211,18 @@ float EV_HLDM_PlayTextureSound( int idx, pmtrace_t *ptr, float *vecSrc, float *v break; case CHAR_TEX_GLASS: case CHAR_TEX_COMPUTER: - fvol = 0.8; fvolbar = 0.2; + fvol = 0.8; + fvolbar = 0.2; rgsz[0] = "debris/glass1.wav"; rgsz[1] = "debris/glass2.wav"; rgsz[2] = "debris/glass3.wav"; cnt = 3; break; case CHAR_TEX_FLESH: - if (iBulletType == BULLET_PLAYER_CROWBAR) + if( iBulletType == BULLET_PLAYER_CROWBAR ) return 0.0; // crowbar already makes this sound - fvol = 1.0; fvolbar = 0.2; + fvol = 1.0; + fvolbar = 0.2; rgsz[0] = "weapons/bullet_hit1.wav"; rgsz[1] = "weapons/bullet_hit2.wav"; fattn = 1.0; @@ -215,21 +231,21 @@ float EV_HLDM_PlayTextureSound( int idx, pmtrace_t *ptr, float *vecSrc, float *v } // play material hit sound - gEngfuncs.pEventAPI->EV_PlaySound( 0, ptr->endpos, CHAN_STATIC, rgsz[gEngfuncs.pfnRandomLong(0,cnt-1)], fvol, fattn, 0, 96 + gEngfuncs.pfnRandomLong(0,0xf) ); + gEngfuncs.pEventAPI->EV_PlaySound( 0, ptr->endpos, CHAN_STATIC, rgsz[gEngfuncs.pfnRandomLong( 0, cnt - 1 )], fvol, fattn, 0, 96 + gEngfuncs.pfnRandomLong( 0, 0xf ) ); return fvolbar; } char *EV_HLDM_DamageDecal( physent_t *pe ) { - static char decalname[ 32 ]; + static char decalname[32]; int idx; - if ( pe->classnumber == 1 ) + if( pe->classnumber == 1 ) { idx = gEngfuncs.pfnRandomLong( 0, 2 ); sprintf( decalname, "{break%i", idx + 1 ); } - else if ( pe->rendermode != kRenderNormal ) + else if( pe->rendermode != kRenderNormal ) { sprintf( decalname, "{bproof1" ); } @@ -248,28 +264,38 @@ void EV_HLDM_GunshotDecalTrace( pmtrace_t *pTrace, char *decalName ) gEngfuncs.pEfxAPI->R_BulletImpactParticles( pTrace->endpos ); - iRand = gEngfuncs.pfnRandomLong(0,0x7FFF); - if ( iRand < (0x7fff/2) )// not every bullet makes a sound. + iRand = gEngfuncs.pfnRandomLong( 0, 0x7FFF ); + if( iRand < ( 0x7fff / 2 ) )// not every bullet makes a sound. { - switch( iRand % 5) + switch( iRand % 5 ) { - case 0: gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric1.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break; - case 1: gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric2.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break; - case 2: gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric3.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break; - case 3: gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric4.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break; - case 4: gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric5.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break; + case 0: + gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric1.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); + break; + case 1: + gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric2.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); + break; + case 2: + gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric3.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); + break; + case 3: + gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric4.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); + break; + case 4: + gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric5.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); + break; } } pe = gEngfuncs.pEventAPI->EV_GetPhysent( pTrace->ent ); // Only decal brush models such as the world etc. - if ( decalName && decalName[0] && pe && ( pe->solid == SOLID_BSP || pe->movetype == MOVETYPE_PUSHSTEP ) ) + if( decalName && decalName[0] && pe && ( pe->solid == SOLID_BSP || pe->movetype == MOVETYPE_PUSHSTEP ) ) { - if ( CVAR_GET_FLOAT( "r_decals" ) ) + if( CVAR_GET_FLOAT( "r_decals" ) ) { - gEngfuncs.pEfxAPI->R_DecalShoot( - gEngfuncs.pEfxAPI->Draw_DecalIndex( gEngfuncs.pEfxAPI->Draw_DecalIndexFromName( decalName ) ), + gEngfuncs.pEfxAPI->R_DecalShoot( + gEngfuncs.pEfxAPI->Draw_DecalIndex( gEngfuncs.pEfxAPI->Draw_DecalIndexFromName( decalName ) ), gEngfuncs.pEventAPI->EV_IndexFromTrace( pTrace ), 0, pTrace->endpos, 0 ); } } @@ -281,7 +307,7 @@ void EV_HLDM_DecalGunshot( pmtrace_t *pTrace, int iBulletType ) pe = gEngfuncs.pEventAPI->EV_GetPhysent( pTrace->ent ); - if ( pe && ( pe->solid == SOLID_BSP || pe->movetype == MOVETYPE_PUSHSTEP )) + if( pe && ( pe->solid == SOLID_BSP || pe->movetype == MOVETYPE_PUSHSTEP ) ) { switch( iBulletType ) { @@ -305,26 +331,26 @@ int EV_HLDM_CheckTracer( int idx, float *vecSrc, float *end, float *forward, flo int i; qboolean player = idx >= 1 && idx <= gEngfuncs.GetMaxClients() ? true : false; - if ( iTracerFreq != 0 && ( (*tracerCount)++ % iTracerFreq) == 0 ) + if( iTracerFreq != 0 && ( (*tracerCount)++ % iTracerFreq ) == 0 ) { vec3_t vecTracerSrc; - if ( player ) + if( player ) { vec3_t offset( 0, 0, -4 ); // adjust tracer position for player - for ( i = 0; i < 3; i++ ) + for( i = 0; i < 3; i++ ) { - vecTracerSrc[ i ] = vecSrc[ i ] + offset[ i ] + right[ i ] * 2 + forward[ i ] * 16; + vecTracerSrc[i] = vecSrc[i] + offset[i] + right[i] * 2 + forward[i] * 16; } } else { VectorCopy( vecSrc, vecTracerSrc ); } - - if ( iTracerFreq != 1 ) // guns that always trace also always decal + + if( iTracerFreq != 1 ) // guns that always trace also always decal tracer = 1; switch( iBulletType ) @@ -342,7 +368,6 @@ int EV_HLDM_CheckTracer( int idx, float *vecSrc, float *end, float *forward, flo return tracer; } - /* ================ FireBullets @@ -356,44 +381,43 @@ void EV_HLDM_FireBullets( int idx, float *forward, float *right, float *up, int pmtrace_t tr; int iShot; int tracer; - - for ( iShot = 1; iShot <= cShots; iShot++ ) + + for( iShot = 1; iShot <= cShots; iShot++ ) { vec3_t vecDir, vecEnd; - float x, y, z; - //We randomize for the Shotgun. - if ( iBulletType == BULLET_PLAYER_BUCKSHOT ) - { - do { - x = gEngfuncs.pfnRandomFloat(-0.5,0.5) + gEngfuncs.pfnRandomFloat(-0.5,0.5); - y = gEngfuncs.pfnRandomFloat(-0.5,0.5) + gEngfuncs.pfnRandomFloat(-0.5,0.5); - z = x*x+y*y; - } while (z > 1); - for ( i = 0 ; i < 3; i++ ) + //We randomize for the Shotgun. + if( iBulletType == BULLET_PLAYER_BUCKSHOT ) + { + do{ + x = gEngfuncs.pfnRandomFloat( -0.5, 0.5 ) + gEngfuncs.pfnRandomFloat( -0.5, 0.5 ); + y = gEngfuncs.pfnRandomFloat( -0.5, 0.5 ) + gEngfuncs.pfnRandomFloat( -0.5, 0.5 ); + z = x * x + y * y; + }while( z > 1 ); + + for( i = 0 ; i < 3; i++ ) { - vecDir[i] = vecDirShooting[i] + x * flSpreadX * right[ i ] + y * flSpreadY * up [ i ]; - vecEnd[i] = vecSrc[ i ] + flDistance * vecDir[ i ]; + vecDir[i] = vecDirShooting[i] + x * flSpreadX * right[i] + y * flSpreadY * up [i]; + vecEnd[i] = vecSrc[i] + flDistance * vecDir[i]; } }//But other guns already have their spread randomized in the synched spread. else { - - for ( i = 0 ; i < 3; i++ ) + for( i = 0 ; i < 3; i++ ) { - vecDir[i] = vecDirShooting[i] + flSpreadX * right[ i ] + flSpreadY * up [ i ]; - vecEnd[i] = vecSrc[ i ] + flDistance * vecDir[ i ]; + vecDir[i] = vecDirShooting[i] + flSpreadX * right[i] + flSpreadY * up [i]; + vecEnd[i] = vecSrc[i] + flDistance * vecDir[i]; } } gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, true ); - + // Store off the old count gEngfuncs.pEventAPI->EV_PushPMStates(); - + // Now add in all of the players. - gEngfuncs.pEventAPI->EV_SetSolidPlayers ( idx - 1 ); + gEngfuncs.pEventAPI->EV_SetSolidPlayers( idx - 1 ); gEngfuncs.pEventAPI->EV_SetTraceHull( 2 ); gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecEnd, PM_STUDIO_BOX, -1, &tr ); @@ -401,37 +425,29 @@ void EV_HLDM_FireBullets( int idx, float *forward, float *right, float *up, int tracer = EV_HLDM_CheckTracer( idx, vecSrc, tr.endpos, forward, right, iBulletType, iTracerFreq, tracerCount ); // do damage, paint decals - if ( tr.fraction != 1.0 ) + if( tr.fraction != 1.0 ) { - switch(iBulletType) + switch( iBulletType ) { default: - case BULLET_PLAYER_9MM: - + case BULLET_PLAYER_9MM: EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType ); EV_HLDM_DecalGunshot( &tr, iBulletType ); - - break; - case BULLET_PLAYER_MP5: - - if ( !tracer ) + break; + case BULLET_PLAYER_MP5: + if( !tracer ) { EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType ); EV_HLDM_DecalGunshot( &tr, iBulletType ); } break; case BULLET_PLAYER_BUCKSHOT: - EV_HLDM_DecalGunshot( &tr, iBulletType ); - break; case BULLET_PLAYER_357: - EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType ); EV_HLDM_DecalGunshot( &tr, iBulletType ); - break; - } } @@ -455,7 +471,7 @@ void EV_FireGlock1( event_args_t *args ) int shell; vec3_t vecSrc, vecAiming; vec3_t up, right, forward; - + idx = args->entindex; VectorCopy( args->origin, origin ); VectorCopy( args->angles, angles ); @@ -464,9 +480,9 @@ void EV_FireGlock1( event_args_t *args ) empty = args->bparam1; AngleVectors( angles, forward, right, up ); - shell = gEngfuncs.pEventAPI->EV_FindModelIndex ("models/shell.mdl");// brass shell + shell = gEngfuncs.pEventAPI->EV_FindModelIndex( "models/shell.mdl" );// brass shell - if ( EV_IsLocal( idx ) ) + if( EV_IsLocal( idx ) ) { EV_MuzzleFlash(); gEngfuncs.pEventAPI->EV_WeaponAnimation( empty ? GLOCK_SHOOT_EMPTY : GLOCK_SHOOT, 2 ); @@ -476,12 +492,12 @@ void EV_FireGlock1( event_args_t *args ) EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 20, -12, 4 ); - EV_EjectBrass ( ShellOrigin, ShellVelocity, angles[ YAW ], shell, TE_BOUNCE_SHELL ); + EV_EjectBrass( ShellOrigin, ShellVelocity, angles[YAW], shell, TE_BOUNCE_SHELL ); - gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/pl_gun3.wav", gEngfuncs.pfnRandomFloat(0.92, 1.0), ATTN_NORM, 0, 98 + gEngfuncs.pfnRandomLong( 0, 3 ) ); + gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/pl_gun3.wav", gEngfuncs.pfnRandomFloat( 0.92, 1.0 ), ATTN_NORM, 0, 98 + gEngfuncs.pfnRandomLong( 0, 3 ) ); EV_GetGunPosition( args, vecSrc, origin ); - + VectorCopy( forward, vecAiming ); EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_9MM, 0, 0, args->fparam1, args->fparam2 ); @@ -493,7 +509,7 @@ void EV_FireGlock2( event_args_t *args ) vec3_t origin; vec3_t angles; vec3_t velocity; - + vec3_t ShellVelocity; vec3_t ShellOrigin; int shell; @@ -510,7 +526,7 @@ void EV_FireGlock2( event_args_t *args ) shell = gEngfuncs.pEventAPI->EV_FindModelIndex ("models/shell.mdl");// brass shell - if ( EV_IsLocal( idx ) ) + if( EV_IsLocal( idx ) ) { // Add muzzle flash to current weapon model EV_MuzzleFlash(); @@ -521,16 +537,15 @@ void EV_FireGlock2( event_args_t *args ) EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 20, -12, 4 ); - EV_EjectBrass ( ShellOrigin, ShellVelocity, angles[ YAW ], shell, TE_BOUNCE_SHELL ); + EV_EjectBrass ( ShellOrigin, ShellVelocity, angles[YAW], shell, TE_BOUNCE_SHELL ); - gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/pl_gun3.wav", gEngfuncs.pfnRandomFloat(0.92, 1.0), ATTN_NORM, 0, 98 + gEngfuncs.pfnRandomLong( 0, 3 ) ); + gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/pl_gun3.wav", gEngfuncs.pfnRandomFloat( 0.92, 1.0 ), ATTN_NORM, 0, 98 + gEngfuncs.pfnRandomLong( 0, 3 ) ); EV_GetGunPosition( args, vecSrc, origin ); - + VectorCopy( forward, vecAiming ); - EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_9MM, 0, &tracerCount[idx-1], args->fparam1, args->fparam2 ); - + EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_9MM, 0, &tracerCount[idx - 1], args->fparam1, args->fparam2 ); } //====================== // GLOCK END @@ -562,9 +577,9 @@ void EV_FireShotGunDouble( event_args_t *args ) AngleVectors( angles, forward, right, up ); - shell = gEngfuncs.pEventAPI->EV_FindModelIndex ("models/shotgunshell.mdl");// brass shell + shell = gEngfuncs.pEventAPI->EV_FindModelIndex("models/shotgunshell.mdl");// brass shell - if ( EV_IsLocal( idx ) ) + if( EV_IsLocal( idx ) ) { // Add muzzle flash to current weapon model EV_MuzzleFlash(); @@ -572,25 +587,25 @@ void EV_FireShotGunDouble( event_args_t *args ) V_PunchAxis( 0, -10.0 ); } - for ( j = 0; j < 2; j++ ) + for( j = 0; j < 2; j++ ) { EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 32, -12, 6 ); - EV_EjectBrass ( ShellOrigin, ShellVelocity, angles[ YAW ], shell, TE_BOUNCE_SHOTSHELL ); + EV_EjectBrass( ShellOrigin, ShellVelocity, angles[ YAW ], shell, TE_BOUNCE_SHOTSHELL ); } - gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/dbarrel1.wav", gEngfuncs.pfnRandomFloat(0.98, 1.0), ATTN_NORM, 0, 85 + gEngfuncs.pfnRandomLong( 0, 0x1f ) ); + gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/dbarrel1.wav", gEngfuncs.pfnRandomFloat( 0.98, 1.0 ), ATTN_NORM, 0, 85 + gEngfuncs.pfnRandomLong( 0, 0x1f ) ); EV_GetGunPosition( args, vecSrc, origin ); VectorCopy( forward, vecAiming ); - if ( gEngfuncs.GetMaxClients() > 1 ) + if( gEngfuncs.GetMaxClients() > 1 ) { - EV_HLDM_FireBullets( idx, forward, right, up, 8, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &tracerCount[idx-1], 0.17365, 0.04362 ); + EV_HLDM_FireBullets( idx, forward, right, up, 8, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &tracerCount[idx - 1], 0.17365, 0.04362 ); } else { - EV_HLDM_FireBullets( idx, forward, right, up, 12, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &tracerCount[idx-1], 0.08716, 0.08716 ); + EV_HLDM_FireBullets( idx, forward, right, up, 12, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &tracerCount[idx - 1], 0.08716, 0.08716 ); } } @@ -600,7 +615,7 @@ void EV_FireShotGunSingle( event_args_t *args ) vec3_t origin; vec3_t angles; vec3_t velocity; - + vec3_t ShellVelocity; vec3_t ShellOrigin; int shell; @@ -616,9 +631,9 @@ void EV_FireShotGunSingle( event_args_t *args ) AngleVectors( angles, forward, right, up ); - shell = gEngfuncs.pEventAPI->EV_FindModelIndex ("models/shotgunshell.mdl");// brass shell + shell = gEngfuncs.pEventAPI->EV_FindModelIndex("models/shotgunshell.mdl");// brass shell - if ( EV_IsLocal( idx ) ) + if( EV_IsLocal( idx ) ) { // Add muzzle flash to current weapon model EV_MuzzleFlash(); @@ -629,20 +644,20 @@ void EV_FireShotGunSingle( event_args_t *args ) EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 32, -12, 6 ); - EV_EjectBrass ( ShellOrigin, ShellVelocity, angles[ YAW ], shell, TE_BOUNCE_SHOTSHELL ); + EV_EjectBrass ( ShellOrigin, ShellVelocity, angles[YAW], shell, TE_BOUNCE_SHOTSHELL ); - gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/sbarrel1.wav", gEngfuncs.pfnRandomFloat(0.95, 1.0), ATTN_NORM, 0, 93 + gEngfuncs.pfnRandomLong( 0, 0x1f ) ); + gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/sbarrel1.wav", gEngfuncs.pfnRandomFloat( 0.95, 1.0 ), ATTN_NORM, 0, 93 + gEngfuncs.pfnRandomLong( 0, 0x1f ) ); EV_GetGunPosition( args, vecSrc, origin ); VectorCopy( forward, vecAiming ); - if ( gEngfuncs.GetMaxClients() > 1 ) + if( gEngfuncs.GetMaxClients() > 1 ) { - EV_HLDM_FireBullets( idx, forward, right, up, 4, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &tracerCount[idx-1], 0.08716, 0.04362 ); + EV_HLDM_FireBullets( idx, forward, right, up, 4, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &tracerCount[idx - 1], 0.08716, 0.04362 ); } else { - EV_HLDM_FireBullets( idx, forward, right, up, 6, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &tracerCount[idx-1], 0.08716, 0.08716 ); + EV_HLDM_FireBullets( idx, forward, right, up, 6, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &tracerCount[idx - 1], 0.08716, 0.08716 ); } } //====================== @@ -673,20 +688,20 @@ void EV_FireMP5( event_args_t *args ) AngleVectors( angles, forward, right, up ); - shell = gEngfuncs.pEventAPI->EV_FindModelIndex ("models/shell.mdl");// brass shell - - if ( EV_IsLocal( idx ) ) + shell = gEngfuncs.pEventAPI->EV_FindModelIndex("models/shell.mdl");// brass shell + + if( EV_IsLocal( idx ) ) { // Add muzzle flash to current weapon model EV_MuzzleFlash(); - gEngfuncs.pEventAPI->EV_WeaponAnimation( MP5_FIRE1 + gEngfuncs.pfnRandomLong(0,2), 2 ); + gEngfuncs.pEventAPI->EV_WeaponAnimation( MP5_FIRE1 + gEngfuncs.pfnRandomLong( 0, 2 ), 2 ); V_PunchAxis( 0, gEngfuncs.pfnRandomFloat( -2, 2 ) ); } EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 20, -12, 4 ); - EV_EjectBrass ( ShellOrigin, ShellVelocity, angles[ YAW ], shell, TE_BOUNCE_SHELL ); + EV_EjectBrass ( ShellOrigin, ShellVelocity, angles[YAW], shell, TE_BOUNCE_SHELL ); switch( gEngfuncs.pfnRandomLong( 0, 1 ) ) { @@ -701,13 +716,13 @@ void EV_FireMP5( event_args_t *args ) EV_GetGunPosition( args, vecSrc, origin ); VectorCopy( forward, vecAiming ); - if ( gEngfuncs.GetMaxClients() > 1 ) + if( gEngfuncs.GetMaxClients() > 1 ) { - EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_MP5, 2, &tracerCount[idx-1], args->fparam1, args->fparam2 ); + EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_MP5, 2, &tracerCount[idx - 1], args->fparam1, args->fparam2 ); } else { - EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_MP5, 2, &tracerCount[idx-1], args->fparam1, args->fparam2 ); + EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_MP5, 2, &tracerCount[idx - 1], args->fparam1, args->fparam2 ); } } @@ -717,16 +732,16 @@ void EV_FireMP52( event_args_t *args ) { int idx; vec3_t origin; - + idx = args->entindex; VectorCopy( args->origin, origin ); - if ( EV_IsLocal( idx ) ) + if( EV_IsLocal( idx ) ) { gEngfuncs.pEventAPI->EV_WeaponAnimation( MP5_LAUNCH, 2 ); V_PunchAxis( 0, -10 ); } - + switch( gEngfuncs.pfnRandomLong( 0, 1 ) ) { case 0: @@ -763,7 +778,7 @@ void EV_FirePython( event_args_t *args ) AngleVectors( angles, forward, right, up ); - if ( EV_IsLocal( idx ) ) + if( EV_IsLocal( idx ) ) { // Python uses different body in multiplayer versus single player int multiplayer = gEngfuncs.GetMaxClients() == 1 ? 0 : 1; @@ -778,15 +793,15 @@ void EV_FirePython( event_args_t *args ) switch( gEngfuncs.pfnRandomLong( 0, 1 ) ) { case 0: - gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/357_shot1.wav", gEngfuncs.pfnRandomFloat(0.8, 0.9), ATTN_NORM, 0, PITCH_NORM ); + gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/357_shot1.wav", gEngfuncs.pfnRandomFloat( 0.8, 0.9 ), ATTN_NORM, 0, PITCH_NORM ); break; case 1: - gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/357_shot2.wav", gEngfuncs.pfnRandomFloat(0.8, 0.9), ATTN_NORM, 0, PITCH_NORM ); + gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/357_shot2.wav", gEngfuncs.pfnRandomFloat( 0.8, 0.9 ), ATTN_NORM, 0, PITCH_NORM ); break; } EV_GetGunPosition( args, vecSrc, origin ); - + VectorCopy( forward, vecAiming ); EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_357, 0, 0, args->fparam1, args->fparam2 ); @@ -799,7 +814,7 @@ void EV_FirePython( event_args_t *args ) //====================== // GAUSS START //====================== -#define SND_CHANGE_PITCH (1<<7) // duplicated in protocol.h change sound pitch +#define SND_CHANGE_PITCH (1 << 7) // duplicated in protocol.h change sound pitch void EV_SpinGauss( event_args_t *args ) { @@ -854,10 +869,10 @@ void EV_FireGauss( event_args_t *args ) edict_t *pentIgnore; pmtrace_t tr, beam_tr; float flMaxFrac = 1.0; - int nTotal = 0; + int nTotal = 0; int fHasPunched = 0; int fFirstBeam = 1; - int nMaxHits = 10; + int nMaxHits = 10; physent_t *pEntity; int m_iBeam, m_iGlow, m_iBalls; vec3_t up, right, forward; @@ -867,35 +882,34 @@ void EV_FireGauss( event_args_t *args ) VectorCopy( args->angles, angles ); VectorCopy( args->velocity, velocity ); - if ( args->bparam2 ) + if( args->bparam2 ) { EV_StopPreviousGauss( idx ); return; } -// Con_Printf( "Firing gauss with %f\n", flDamage ); + //Con_Printf( "Firing gauss with %f\n", flDamage ); EV_GetGunPosition( args, vecSrc, origin ); m_iBeam = gEngfuncs.pEventAPI->EV_FindModelIndex( "sprites/smoke.spr" ); m_iBalls = m_iGlow = gEngfuncs.pEventAPI->EV_FindModelIndex( "sprites/hotglow.spr" ); - + AngleVectors( angles, forward, right, up ); VectorMA( vecSrc, 8192, forward, vecDest ); - if ( EV_IsLocal( idx ) ) + if( EV_IsLocal( idx ) ) { V_PunchAxis( 0, -2.0 ); gEngfuncs.pEventAPI->EV_WeaponAnimation( GAUSS_FIRE2, 2 ); - if ( m_fPrimaryFire == false ) - g_flApplyVel = flDamage; - + if( m_fPrimaryFire == false ) + g_flApplyVel = flDamage; } - gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/gauss2.wav", 0.5 + flDamage * (1.0 / 400.0), ATTN_NORM, 0, 85 + gEngfuncs.pfnRandomLong( 0, 0x1f ) ); + gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/gauss2.wav", 0.5 + flDamage * ( 1.0 / 400.0 ), ATTN_NORM, 0, 85 + gEngfuncs.pfnRandomLong( 0, 0x1f ) ); - while (flDamage > 10 && nMaxHits > 0) + while( flDamage > 10 && nMaxHits > 0 ) { nMaxHits--; @@ -905,19 +919,19 @@ void EV_FireGauss( event_args_t *args ) gEngfuncs.pEventAPI->EV_PushPMStates(); // Now add in all of the players. - gEngfuncs.pEventAPI->EV_SetSolidPlayers ( idx - 1 ); + gEngfuncs.pEventAPI->EV_SetSolidPlayers( idx - 1 ); gEngfuncs.pEventAPI->EV_SetTraceHull( 2 ); gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecDest, PM_STUDIO_BOX, -1, &tr ); gEngfuncs.pEventAPI->EV_PopPMStates(); - if ( tr.allsolid ) + if( tr.allsolid ) break; - if (fFirstBeam) + if( fFirstBeam ) { - if ( EV_IsLocal( idx ) ) + if( EV_IsLocal( idx ) ) { // Add muzzle flash to current weapon model EV_MuzzleFlash(); @@ -959,10 +973,10 @@ void EV_FireGauss( event_args_t *args ) } pEntity = gEngfuncs.pEventAPI->EV_GetPhysent( tr.ent ); - if ( pEntity == NULL ) + if( pEntity == NULL ) break; - if ( pEntity->solid == SOLID_BSP ) + if( pEntity->solid == SOLID_BSP ) { float n; @@ -970,16 +984,16 @@ void EV_FireGauss( event_args_t *args ) n = -DotProduct( tr.plane.normal, forward ); - if (n < 0.5) // 60 degrees + if( n < 0.5 ) // 60 degrees { // ALERT( at_console, "reflect %f\n", n ); // reflect vec3_t r; - + VectorMA( forward, 2.0 * n, tr.plane.normal, r ); flMaxFrac = flMaxFrac - tr.fraction; - + VectorCopy( r, forward ); VectorMA( tr.endpos, 8.0, forward, vecSrc ); @@ -994,13 +1008,12 @@ void EV_FireGauss( event_args_t *args ) 255, 100 ); // lose energy - if ( n == 0 ) + if( n == 0 ) { n = 0.1; } - - flDamage = flDamage * (1 - n); + flDamage = flDamage * ( 1 - n ); } else { @@ -1010,14 +1023,14 @@ void EV_FireGauss( event_args_t *args ) gEngfuncs.pEfxAPI->R_TempSprite( tr.endpos, vec3_origin, 1.0, m_iGlow, kRenderGlow, kRenderFxNoDissipation, flDamage / 255.0, 6.0, FTENT_FADEOUT ); // limit it to one hole punch - if (fHasPunched) + if( fHasPunched ) { break; } fHasPunched = 1; // try punching through wall if secondary attack (primary is incapable of breaking through) - if ( !m_fPrimaryFire ) + if( !m_fPrimaryFire ) { vec3_t start; @@ -1025,29 +1038,28 @@ void EV_FireGauss( event_args_t *args ) // Store off the old count gEngfuncs.pEventAPI->EV_PushPMStates(); - + // Now add in all of the players. gEngfuncs.pEventAPI->EV_SetSolidPlayers ( idx - 1 ); gEngfuncs.pEventAPI->EV_SetTraceHull( 2 ); gEngfuncs.pEventAPI->EV_PlayerTrace( start, vecDest, PM_STUDIO_BOX, -1, &beam_tr ); - if ( !beam_tr.allsolid ) + if( !beam_tr.allsolid ) { vec3_t delta; float n; // trace backwards to find exit point - gEngfuncs.pEventAPI->EV_PlayerTrace( beam_tr.endpos, tr.endpos, PM_STUDIO_BOX, -1, &beam_tr ); VectorSubtract( beam_tr.endpos, tr.endpos, delta ); - + n = Length( delta ); - if (n < flDamage) + if(n < flDamage) { - if (n == 0) + if(n == 0) n = 1; flDamage -= n; @@ -1060,20 +1072,20 @@ void EV_FireGauss( event_args_t *args ) } //////////////////////////////////// WHAT TO DO HERE - // CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, NORMAL_EXPLOSION_VOLUME, 3.0 ); + // CSoundEnt::InsertSound( bits_SOUND_COMBAT, pev->origin, NORMAL_EXPLOSION_VOLUME, 3.0 ); EV_HLDM_DecalGunshot( &beam_tr, BULLET_MONSTER_12MM ); - + gEngfuncs.pEfxAPI->R_TempSprite( beam_tr.endpos, vec3_origin, 0.1, m_iGlow, kRenderGlow, kRenderFxNoDissipation, flDamage / 255.0, 6.0, FTENT_FADEOUT ); - + // balls { vec3_t fwd; VectorSubtract( beam_tr.endpos, forward, fwd ); - gEngfuncs.pEfxAPI->R_Sprite_Trail( TE_SPRITETRAIL, beam_tr.endpos, fwd, m_iBalls, (int)(flDamage * 0.3), 0.1, gEngfuncs.pfnRandomFloat( 10, 20 ) / 100.0, 200, + gEngfuncs.pEfxAPI->R_Sprite_Trail( TE_SPRITETRAIL, beam_tr.endpos, fwd, m_iBalls, (int)( flDamage * 0.3 ), 0.1, gEngfuncs.pfnRandomFloat( 10, 20 ) / 100.0, 200, 255, 40 ); } - + VectorAdd( beam_tr.endpos, forward, vecSrc ); } } @@ -1086,12 +1098,11 @@ void EV_FireGauss( event_args_t *args ) } else { - if ( m_fPrimaryFire ) + if( m_fPrimaryFire ) { // slug doesn't punch through ever with primary // fire, so leave a little glowy bit and make some balls gEngfuncs.pEfxAPI->R_TempSprite( tr.endpos, vec3_origin, 0.2, m_iGlow, kRenderGlow, kRenderFxNoDissipation, 200.0 / 255.0, 0.3, FTENT_FADEOUT ); - { vec3_t fwd; VectorAdd( tr.endpos, tr.plane.normal, fwd ); @@ -1117,8 +1128,8 @@ void EV_FireGauss( event_args_t *args ) //====================== // CROWBAR START //====================== - -enum crowbar_e { +enum crowbar_e +{ CROWBAR_IDLE = 0, CROWBAR_DRAW, CROWBAR_HOLSTER, @@ -1145,20 +1156,23 @@ void EV_Crowbar( event_args_t *args ) VectorCopy( args->origin, origin ); //Play Swing sound - gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/cbar_miss1.wav", 1, ATTN_NORM, 0, PITCH_NORM); + gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/cbar_miss1.wav", 1, ATTN_NORM, 0, PITCH_NORM ); - if ( EV_IsLocal( idx ) ) + if( EV_IsLocal( idx ) ) { gEngfuncs.pEventAPI->EV_WeaponAnimation( CROWBAR_ATTACK1MISS, 1 ); switch( (g_iSwing++) % 3 ) { case 0: - gEngfuncs.pEventAPI->EV_WeaponAnimation ( CROWBAR_ATTACK1MISS, 1 ); break; + gEngfuncs.pEventAPI->EV_WeaponAnimation( CROWBAR_ATTACK1MISS, 1 ); + break; case 1: - gEngfuncs.pEventAPI->EV_WeaponAnimation ( CROWBAR_ATTACK2MISS, 1 ); break; + gEngfuncs.pEventAPI->EV_WeaponAnimation( CROWBAR_ATTACK2MISS, 1 ); + break; case 2: - gEngfuncs.pEventAPI->EV_WeaponAnimation ( CROWBAR_ATTACK3MISS, 1 ); break; + gEngfuncs.pEventAPI->EV_WeaponAnimation( CROWBAR_ATTACK3MISS, 1 ); + break; } } } @@ -1169,7 +1183,8 @@ void EV_Crowbar( event_args_t *args ) //====================== // CROSSBOW START //====================== -enum crossbow_e { +enum crossbow_e +{ CROSSBOW_IDLE1 = 0, // full CROSSBOW_IDLE2, // empty CROSSBOW_FIDGET1, // full @@ -1189,7 +1204,7 @@ enum crossbow_e { // This function is used to correct the origin and angles // of the bolt, so it looks like it's stuck on the wall. //===================== -void EV_BoltCallback ( struct tempent_s *ent, float frametime, float currenttime ) +void EV_BoltCallback( struct tempent_s *ent, float frametime, float currenttime ) { ent->entity.origin = ent->entity.baseline.vuser1; ent->entity.angles = ent->entity.baseline.vuser2; @@ -1211,21 +1226,21 @@ void EV_FireCrossbow2( event_args_t *args ) VectorCopy( args->angles, angles ); VectorCopy( args->velocity, velocity ); - + AngleVectors( angles, forward, right, up ); EV_GetGunPosition( args, vecSrc, origin ); VectorMA( vecSrc, 8192, forward, vecEnd ); - gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/xbow_fire1.wav", 1, ATTN_NORM, 0, 93 + gEngfuncs.pfnRandomLong(0,0xF) ); - gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_ITEM, "weapons/xbow_reload1.wav", gEngfuncs.pfnRandomFloat(0.95, 1.0), ATTN_NORM, 0, 93 + gEngfuncs.pfnRandomLong(0,0xF) ); + gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/xbow_fire1.wav", 1, ATTN_NORM, 0, 93 + gEngfuncs.pfnRandomLong( 0, 0xF ) ); + gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_ITEM, "weapons/xbow_reload1.wav", gEngfuncs.pfnRandomFloat( 0.95, 1.0 ), ATTN_NORM, 0, 93 + gEngfuncs.pfnRandomLong( 0, 0xF ) ); - if ( EV_IsLocal( idx ) ) + if( EV_IsLocal( idx ) ) { - if ( args->iparam1 ) + if( args->iparam1 ) gEngfuncs.pEventAPI->EV_WeaponAnimation( CROSSBOW_FIRE1, 1 ); - else if ( args->iparam2 ) + else if( args->iparam2 ) gEngfuncs.pEventAPI->EV_WeaponAnimation( CROSSBOW_FIRE3, 1 ); } @@ -1236,30 +1251,32 @@ void EV_FireCrossbow2( event_args_t *args ) gEngfuncs.pEventAPI->EV_SetSolidPlayers ( idx - 1 ); gEngfuncs.pEventAPI->EV_SetTraceHull( 2 ); gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecEnd, PM_STUDIO_BOX, -1, &tr ); - + //We hit something - if ( tr.fraction < 1.0 ) + if( tr.fraction < 1.0 ) { physent_t *pe = gEngfuncs.pEventAPI->EV_GetPhysent( tr.ent ); //Not the world, let's assume we hit something organic ( dog, cat, uncle joe, etc ). - if ( pe->solid != SOLID_BSP ) + if( pe->solid != SOLID_BSP ) { - switch( gEngfuncs.pfnRandomLong(0,1) ) + switch( gEngfuncs.pfnRandomLong( 0, 1 ) ) { case 0: - gEngfuncs.pEventAPI->EV_PlaySound( idx, tr.endpos, CHAN_BODY, "weapons/xbow_hitbod1.wav", 1, ATTN_NORM, 0, PITCH_NORM ); break; + gEngfuncs.pEventAPI->EV_PlaySound( idx, tr.endpos, CHAN_BODY, "weapons/xbow_hitbod1.wav", 1, ATTN_NORM, 0, PITCH_NORM ); + break; case 1: - gEngfuncs.pEventAPI->EV_PlaySound( idx, tr.endpos, CHAN_BODY, "weapons/xbow_hitbod2.wav", 1, ATTN_NORM, 0, PITCH_NORM ); break; + gEngfuncs.pEventAPI->EV_PlaySound( idx, tr.endpos, CHAN_BODY, "weapons/xbow_hitbod2.wav", 1, ATTN_NORM, 0, PITCH_NORM ); + break; } } //Stick to world but don't stick to glass, it might break and leave the bolt floating. It can still stick to other non-transparent breakables though. - else if ( pe->rendermode == kRenderNormal ) + else if( pe->rendermode == kRenderNormal ) { - gEngfuncs.pEventAPI->EV_PlaySound( 0, tr.endpos, CHAN_BODY, "weapons/xbow_hit1.wav", gEngfuncs.pfnRandomFloat(0.95, 1.0), ATTN_NORM, 0, PITCH_NORM ); - + gEngfuncs.pEventAPI->EV_PlaySound( 0, tr.endpos, CHAN_BODY, "weapons/xbow_hit1.wav", gEngfuncs.pfnRandomFloat( 0.95, 1.0 ), ATTN_NORM, 0, PITCH_NORM ); + //Not underwater, do some sparks... - if ( gEngfuncs.PM_PointContents( tr.endpos, NULL ) != CONTENTS_WATER) + if( gEngfuncs.PM_PointContents( tr.endpos, NULL ) != CONTENTS_WATER ) gEngfuncs.pEfxAPI->R_SparkShower( tr.endpos ); vec3_t vBoltAngles; @@ -1267,9 +1284,9 @@ void EV_FireCrossbow2( event_args_t *args ) VectorAngles( forward, vBoltAngles ); - TEMPENTITY *bolt = gEngfuncs.pEfxAPI->R_TempModel( tr.endpos - forward * 10, Vector( 0, 0, 0), vBoltAngles , 5, iModelIndex, TE_BOUNCE_NULL ); - - if ( bolt ) + TEMPENTITY *bolt = gEngfuncs.pEfxAPI->R_TempModel( tr.endpos - forward * 10, Vector( 0, 0, 0 ), vBoltAngles , 5, iModelIndex, TE_BOUNCE_NULL ); + + if( bolt ) { bolt->flags |= ( FTENT_CLIENTCUSTOM ); //So it calls the callback function. bolt->entity.baseline.vuser1 = tr.endpos - forward * 10; // Pull out a little bit @@ -1290,14 +1307,14 @@ void EV_FireCrossbow( event_args_t *args ) idx = args->entindex; VectorCopy( args->origin, origin ); - - gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/xbow_fire1.wav", 1, ATTN_NORM, 0, 93 + gEngfuncs.pfnRandomLong(0,0xF) ); - gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_ITEM, "weapons/xbow_reload1.wav", gEngfuncs.pfnRandomFloat(0.95, 1.0), ATTN_NORM, 0, 93 + gEngfuncs.pfnRandomLong(0,0xF) ); + + gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/xbow_fire1.wav", 1, ATTN_NORM, 0, 93 + gEngfuncs.pfnRandomLong( 0, 0xF ) ); + gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_ITEM, "weapons/xbow_reload1.wav", gEngfuncs.pfnRandomFloat( 0.95, 1.0 ), ATTN_NORM, 0, 93 + gEngfuncs.pfnRandomLong( 0, 0xF ) ); //Only play the weapon anims if I shot it. - if ( EV_IsLocal( idx ) ) + if( EV_IsLocal( idx ) ) { - if ( args->iparam1 ) + if( args->iparam1 ) gEngfuncs.pEventAPI->EV_WeaponAnimation( CROSSBOW_FIRE1, 1 ); else if ( args->iparam2 ) gEngfuncs.pEventAPI->EV_WeaponAnimation( CROSSBOW_FIRE3, 1 ); @@ -1312,7 +1329,8 @@ void EV_FireCrossbow( event_args_t *args ) //====================== // RPG START //====================== -enum rpg_e { +enum rpg_e +{ RPG_IDLE = 0, RPG_FIDGET, RPG_RELOAD, // to reload @@ -1332,15 +1350,15 @@ void EV_FireRpg( event_args_t *args ) idx = args->entindex; VectorCopy( args->origin, origin ); - + gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/rocketfire1.wav", 0.9, ATTN_NORM, 0, PITCH_NORM ); gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_ITEM, "weapons/glauncher.wav", 0.7, ATTN_NORM, 0, PITCH_NORM ); //Only play the weapon anims if I shot it. - if ( EV_IsLocal( idx ) ) + if( EV_IsLocal( idx ) ) { gEngfuncs.pEventAPI->EV_WeaponAnimation( RPG_FIRE2, 1 ); - + V_PunchAxis( 0, -5.0 ); } } @@ -1351,7 +1369,8 @@ void EV_FireRpg( event_args_t *args ) //====================== // EGON END //====================== -enum egon_e { +enum egon_e +{ EGON_IDLE1 = 0, EGON_FIDGET1, EGON_ALTFIREON, @@ -1368,8 +1387,17 @@ enum egon_e { int g_fireAnims1[] = { EGON_FIRE1, EGON_FIRE2, EGON_FIRE3, EGON_FIRE4 }; int g_fireAnims2[] = { EGON_ALTFIRECYCLE }; -enum EGON_FIRESTATE { FIRE_OFF, FIRE_CHARGE }; -enum EGON_FIREMODE { FIRE_NARROW, FIRE_WIDE}; +enum EGON_FIRESTATE +{ + FIRE_OFF, + FIRE_CHARGE +}; + +enum EGON_FIREMODE +{ + FIRE_NARROW, + FIRE_WIDE +}; #define EGON_PRIMARY_VOLUME 450 #define EGON_BEAM_SPRITE "sprites/xbeam1.spr" @@ -1378,7 +1406,7 @@ enum EGON_FIREMODE { FIRE_NARROW, FIRE_WIDE}; #define EGON_SOUND_RUN "weapons/egon_run3.wav" #define EGON_SOUND_STARTUP "weapons/egon_windup2.wav" -#define ARRAYSIZE(p) (sizeof(p)/sizeof(p[0])) +#define ARRAYSIZE(p) ( sizeof(p) /sizeof(p[0]) ) BEAM *pBeam; BEAM *pBeam2; @@ -1394,50 +1422,49 @@ void EV_EgonFire( event_args_t *args ) iFireMode = args->iparam2; int iStartup = args->bparam1; - - if ( iStartup ) + if( iStartup ) { - if ( iFireMode == FIRE_WIDE ) + if( iFireMode == FIRE_WIDE ) gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, EGON_SOUND_STARTUP, 0.98, ATTN_NORM, 0, 125 ); else gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, EGON_SOUND_STARTUP, 0.9, ATTN_NORM, 0, 100 ); } else { - if ( iFireMode == FIRE_WIDE ) + if( iFireMode == FIRE_WIDE ) gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_STATIC, EGON_SOUND_RUN, 0.98, ATTN_NORM, 0, 125 ); else gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_STATIC, EGON_SOUND_RUN, 0.9, ATTN_NORM, 0, 100 ); } //Only play the weapon anims if I shot it. - if ( EV_IsLocal( idx ) ) - gEngfuncs.pEventAPI->EV_WeaponAnimation ( g_fireAnims1[ gEngfuncs.pfnRandomLong( 0, 3 ) ], 1 ); + if( EV_IsLocal( idx ) ) + gEngfuncs.pEventAPI->EV_WeaponAnimation ( g_fireAnims1[gEngfuncs.pfnRandomLong( 0, 3 )], 1 ); - if ( iStartup == 1 && EV_IsLocal( idx ) && !pBeam && !pBeam2 && cl_lw->value ) //Adrian: Added the cl_lw check for those lital people that hate weapon prediction. + if( iStartup == 1 && EV_IsLocal( idx ) && !pBeam && !pBeam2 && cl_lw->value ) //Adrian: Added the cl_lw check for those lital people that hate weapon prediction. { vec3_t vecSrc, vecEnd, origin, angles, forward, right, up; pmtrace_t tr; cl_entity_t *pl = gEngfuncs.GetEntityByIndex( idx ); - if ( pl ) + if( pl ) { VectorCopy( gHUD.m_vecAngles, angles ); - + AngleVectors( angles, forward, right, up ); EV_GetGunPosition( args, vecSrc, pl->origin ); VectorMA( vecSrc, 2048, forward, vecEnd ); - gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, true ); - + gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, true ); + // Store off the old count gEngfuncs.pEventAPI->EV_PushPMStates(); - + // Now add in all of the players. - gEngfuncs.pEventAPI->EV_SetSolidPlayers ( idx - 1 ); + gEngfuncs.pEventAPI->EV_SetSolidPlayers( idx - 1 ); gEngfuncs.pEventAPI->EV_SetTraceHull( 2 ); gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecEnd, PM_STUDIO_BOX, -1, &tr ); @@ -1450,19 +1477,18 @@ void EV_EgonFire( event_args_t *args ) float g = 50.0f; float b = 125.0f; - if ( IEngineStudio.IsHardware() ) + if( IEngineStudio.IsHardware() ) { r /= 100.0f; g /= 100.0f; } - - - pBeam = gEngfuncs.pEfxAPI->R_BeamEntPoint ( idx | 0x1000, tr.endpos, iBeamModelIndex, 99999, 3.5, 0.2, 0.7, 55, 0, 0, r, g, b ); - if ( pBeam ) + pBeam = gEngfuncs.pEfxAPI->R_BeamEntPoint( idx | 0x1000, tr.endpos, iBeamModelIndex, 99999, 3.5, 0.2, 0.7, 55, 0, 0, r, g, b ); + + if( pBeam ) pBeam->flags |= ( FBEAM_SINENOISE ); - - pBeam2 = gEngfuncs.pEfxAPI->R_BeamEntPoint ( idx | 0x1000, tr.endpos, iBeamModelIndex, 99999, 5.0, 0.08, 0.7, 25, 0, 0, r, g, b ); + + pBeam2 = gEngfuncs.pEfxAPI->R_BeamEntPoint( idx | 0x1000, tr.endpos, iBeamModelIndex, 99999, 5.0, 0.08, 0.7, 25, 0, 0, r, g, b ); } } } @@ -1473,23 +1499,22 @@ void EV_EgonStop( event_args_t *args ) vec3_t origin; idx = args->entindex; - VectorCopy ( args->origin, origin ); + VectorCopy( args->origin, origin ); gEngfuncs.pEventAPI->EV_StopSound( idx, CHAN_STATIC, EGON_SOUND_RUN ); - - if ( args->iparam1 ) + + if( args->iparam1 ) gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, EGON_SOUND_OFF, 0.98, ATTN_NORM, 0, 100 ); - if ( EV_IsLocal( idx ) ) + if( EV_IsLocal( idx ) ) { - if ( pBeam ) + if( pBeam ) { pBeam->die = 0.0; pBeam = NULL; } - - - if ( pBeam2 ) + + if( pBeam2 ) { pBeam2->die = 0.0; pBeam2 = NULL; @@ -1503,7 +1528,8 @@ void EV_EgonStop( event_args_t *args ) //====================== // HORNET START //====================== -enum hgun_e { +enum hgun_e +{ HGUN_IDLE1 = 0, HGUN_FIDGETSWAY, HGUN_FIDGETSHAKE, @@ -1523,17 +1549,23 @@ void EV_HornetGunFire( event_args_t *args ) iFireMode = args->iparam1; //Only play the weapon anims if I shot it. - if ( EV_IsLocal( idx ) ) + if( EV_IsLocal( idx ) ) { - V_PunchAxis( 0, gEngfuncs.pfnRandomLong ( 0, 2 ) ); - gEngfuncs.pEventAPI->EV_WeaponAnimation ( HGUN_SHOOT, 1 ); + V_PunchAxis( 0, gEngfuncs.pfnRandomLong( 0, 2 ) ); + gEngfuncs.pEventAPI->EV_WeaponAnimation( HGUN_SHOOT, 1 ); } - switch ( gEngfuncs.pfnRandomLong ( 0 , 2 ) ) + switch( gEngfuncs.pfnRandomLong( 0 , 2 ) ) { - case 0: gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "agrunt/ag_fire1.wav", 1, ATTN_NORM, 0, 100 ); break; - case 1: gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "agrunt/ag_fire2.wav", 1, ATTN_NORM, 0, 100 ); break; - case 2: gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "agrunt/ag_fire3.wav", 1, ATTN_NORM, 0, 100 ); break; + case 0: + gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "agrunt/ag_fire1.wav", 1, ATTN_NORM, 0, 100 ); + break; + case 1: + gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "agrunt/ag_fire2.wav", 1, ATTN_NORM, 0, 100 ); + break; + case 2: + gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "agrunt/ag_fire3.wav", 1, ATTN_NORM, 0, 100 ); + break; } } //====================== @@ -1543,7 +1575,8 @@ void EV_HornetGunFire( event_args_t *args ) //====================== // TRIPMINE START //====================== -enum tripmine_e { +enum tripmine_e +{ TRIPMINE_IDLE1 = 0, TRIPMINE_IDLE2, TRIPMINE_ARM1, @@ -1567,9 +1600,9 @@ void EV_TripmineFire( event_args_t *args ) VectorCopy( args->origin, vecSrc ); VectorCopy( args->angles, angles ); - AngleVectors ( angles, forward, NULL, NULL ); - - if ( !EV_IsLocal ( idx ) ) + AngleVectors( angles, forward, NULL, NULL ); + + if( !EV_IsLocal ( idx ) ) return; // Grab predicted result for local player @@ -1586,7 +1619,7 @@ void EV_TripmineFire( event_args_t *args ) gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecSrc + forward * 128, PM_NORMAL, -1, &tr ); //Hit something solid - if ( tr.fraction < 1.0 ) + if( tr.fraction < 1.0 ) gEngfuncs.pEventAPI->EV_WeaponAnimation ( TRIPMINE_DRAW, 0 ); gEngfuncs.pEventAPI->EV_PopPMStates(); @@ -1598,7 +1631,8 @@ void EV_TripmineFire( event_args_t *args ) //====================== // SQUEAK START //====================== -enum squeak_e { +enum squeak_e +{ SQUEAK_IDLE1 = 0, SQUEAK_FIDGETFIT, SQUEAK_FIDGETNIP, @@ -1607,8 +1641,8 @@ enum squeak_e { SQUEAK_THROW }; -#define VEC_HULL_MIN Vector(-16, -16, -36) -#define VEC_DUCK_HULL_MIN Vector(-16, -16, -18 ) +#define VEC_HULL_MIN Vector( -16, -16, -36 ) +#define VEC_DUCK_HULL_MIN Vector( -16, -16, -18 ) void EV_SnarkFire( event_args_t *args ) { @@ -1620,26 +1654,26 @@ void EV_SnarkFire( event_args_t *args ) VectorCopy( args->origin, vecSrc ); VectorCopy( args->angles, angles ); - AngleVectors ( angles, forward, NULL, NULL ); - - if ( !EV_IsLocal ( idx ) ) + AngleVectors( angles, forward, NULL, NULL ); + + if( !EV_IsLocal ( idx ) ) return; - - if ( args->ducking ) + + if( args->ducking ) vecSrc = vecSrc - ( VEC_HULL_MIN - VEC_DUCK_HULL_MIN ); - + // Store off the old count gEngfuncs.pEventAPI->EV_PushPMStates(); // Now add in all of the players. - gEngfuncs.pEventAPI->EV_SetSolidPlayers ( idx - 1 ); + gEngfuncs.pEventAPI->EV_SetSolidPlayers( idx - 1 ); gEngfuncs.pEventAPI->EV_SetTraceHull( 2 ); gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc + forward * 20, vecSrc + forward * 64, PM_NORMAL, -1, &tr ); //Find space to drop the thing. - if ( tr.allsolid == 0 && tr.startsolid == 0 && tr.fraction > 0.25 ) - gEngfuncs.pEventAPI->EV_WeaponAnimation ( SQUEAK_THROW, 0 ); - + if( tr.allsolid == 0 && tr.startsolid == 0 && tr.fraction > 0.25 ) + gEngfuncs.pEventAPI->EV_WeaponAnimation( SQUEAK_THROW, 0 ); + gEngfuncs.pEventAPI->EV_PopPMStates(); } //====================== @@ -1656,35 +1690,47 @@ void EV_TrainPitchAdjust( event_args_t *args ) float m_flVolume; int pitch; int stop; - - char sz[ 256 ]; + + char sz[256]; idx = args->entindex; - + VectorCopy( args->origin, origin ); us_params = (unsigned short)args->iparam1; - stop = args->bparam1; + stop = args->bparam1; - m_flVolume = (float)(us_params & 0x003f)/40.0; - noise = (int)(((us_params) >> 12 ) & 0x0007); - pitch = (int)( 10.0 * (float)( ( us_params >> 6 ) & 0x003f ) ); + m_flVolume = (float)( us_params & 0x003f ) / 40.0; + noise = (int)( ( ( us_params ) >> 12 ) & 0x0007 ); + pitch = (int)( 10.0 * (float)( ( us_params >> 6 ) & 0x003f ) ); - switch ( noise ) + switch( noise ) { - case 1: strcpy( sz, "plats/ttrain1.wav"); break; - case 2: strcpy( sz, "plats/ttrain2.wav"); break; - case 3: strcpy( sz, "plats/ttrain3.wav"); break; - case 4: strcpy( sz, "plats/ttrain4.wav"); break; - case 5: strcpy( sz, "plats/ttrain6.wav"); break; - case 6: strcpy( sz, "plats/ttrain7.wav"); break; + case 1: + strcpy( sz, "plats/ttrain1.wav" ); + break; + case 2: + strcpy( sz, "plats/ttrain2.wav" ); + break; + case 3: + strcpy( sz, "plats/ttrain3.wav" ); + break; + case 4: + strcpy( sz, "plats/ttrain4.wav"); + break; + case 5: + strcpy( sz, "plats/ttrain6.wav"); + break; + case 6: + strcpy( sz, "plats/ttrain7.wav"); + break; default: // no sound strcpy( sz, "" ); return; } - if ( stop ) + if( stop ) { gEngfuncs.pEventAPI->EV_StopSound( idx, CHAN_STATIC, sz ); } diff --git a/cl_dll/ev_hldm.h b/cl_dll/ev_hldm.h index 57c99216..bff43b1e 100644 --- a/cl_dll/ev_hldm.h +++ b/cl_dll/ev_hldm.h @@ -21,9 +21,10 @@ typedef enum BULLET_MONSTER_9MM, BULLET_MONSTER_MP5, BULLET_MONSTER_12MM -} Bullet; +}Bullet; -enum glock_e { +enum glock_e +{ GLOCK_IDLE1 = 0, GLOCK_IDLE2, GLOCK_IDLE3, @@ -36,7 +37,8 @@ enum glock_e { GLOCK_ADD_SILENCER }; -enum shotgun_e { +enum shotgun_e +{ SHOTGUN_IDLE = 0, SHOTGUN_FIRE, SHOTGUN_FIRE2, @@ -61,7 +63,8 @@ enum mp5_e MP5_FIRE3 }; -enum python_e { +enum python_e +{ PYTHON_IDLE1 = 0, PYTHON_FIDGET, PYTHON_FIRE1, @@ -75,7 +78,8 @@ enum python_e { #define GAUSS_PRIMARY_CHARGE_VOLUME 256// how loud gauss is while charging #define GAUSS_PRIMARY_FIRE_VOLUME 450// how loud gauss is when discharged -enum gauss_e { +enum gauss_e +{ GAUSS_IDLE = 0, GAUSS_IDLE2, GAUSS_FIDGET, @@ -91,5 +95,4 @@ void EV_HLDM_GunshotDecalTrace( pmtrace_t *pTrace, char *decalName ); void EV_HLDM_DecalGunshot( pmtrace_t *pTrace, int iBulletType ); int EV_HLDM_CheckTracer( int idx, float *vecSrc, float *end, float *forward, float *right, int iBulletType, int iTracerFreq, int *tracerCount ); void EV_HLDM_FireBullets( int idx, float *forward, float *right, float *up, int cShots, float *vecSrc, float *vecDirShooting, float flDistance, int iBulletType, int iTracerFreq, int *tracerCount, float flSpreadX, float flSpreadY ); - #endif // EV_HLDMH diff --git a/cl_dll/eventscripts.h b/cl_dll/eventscripts.h index 5c4677a2..c052805d 100644 --- a/cl_dll/eventscripts.h +++ b/cl_dll/eventscripts.h @@ -55,8 +55,8 @@ #define DMG_AIMED (1 << 28) // Does Hit location damage #define DMG_WALLPIERCING (1 << 29) // Blast Damages ents through walls -#define DMG_CALTROP (1<<30) -#define DMG_HALLUC (1<<31) +#define DMG_CALTROP (1 << 30) +#define DMG_HALLUC (1 << 31) // Some of these are HL/TFC specific? void EV_EjectBrass( float *origin, float *velocity, float rotation, int model, int soundtype ); diff --git a/cl_dll/flashlight.cpp b/cl_dll/flashlight.cpp index ac011a5c..8b8a8d0e 100644 --- a/cl_dll/flashlight.cpp +++ b/cl_dll/flashlight.cpp @@ -25,76 +25,71 @@ #include #include - - -DECLARE_MESSAGE(m_Flash, FlashBat) -DECLARE_MESSAGE(m_Flash, Flashlight) +DECLARE_MESSAGE( m_Flash, FlashBat ) +DECLARE_MESSAGE( m_Flash, Flashlight ) #define BAT_NAME "sprites/%d_Flashlight.spr" -int CHudFlashlight::Init(void) +int CHudFlashlight::Init( void ) { m_fFade = 0; m_fOn = 0; - HOOK_MESSAGE(Flashlight); - HOOK_MESSAGE(FlashBat); + HOOK_MESSAGE( Flashlight ); + HOOK_MESSAGE( FlashBat ); m_iFlags |= HUD_ACTIVE; - gHUD.AddHudElem(this); + gHUD.AddHudElem( this ); return 1; } -void CHudFlashlight::Reset(void) +void CHudFlashlight::Reset( void ) { m_fFade = 0; m_fOn = 0; } -int CHudFlashlight::VidInit(void) +int CHudFlashlight::VidInit( void ) { int HUD_flash_empty = gHUD.GetSpriteIndex( "flash_empty" ); int HUD_flash_full = gHUD.GetSpriteIndex( "flash_full" ); int HUD_flash_beam = gHUD.GetSpriteIndex( "flash_beam" ); - m_hSprite1 = gHUD.GetSprite(HUD_flash_empty); - m_hSprite2 = gHUD.GetSprite(HUD_flash_full); - m_hBeam = gHUD.GetSprite(HUD_flash_beam); - m_prc1 = &gHUD.GetSpriteRect(HUD_flash_empty); - m_prc2 = &gHUD.GetSpriteRect(HUD_flash_full); + m_hSprite1 = gHUD.GetSprite( HUD_flash_empty ); + m_hSprite2 = gHUD.GetSprite( HUD_flash_full ); + m_hBeam = gHUD.GetSprite( HUD_flash_beam ); + m_prc1 = &gHUD.GetSpriteRect( HUD_flash_empty ); + m_prc2 = &gHUD.GetSpriteRect( HUD_flash_full ); m_prcBeam = &gHUD.GetSpriteRect(HUD_flash_beam); m_iWidth = m_prc2->right - m_prc2->left; return 1; } -int CHudFlashlight:: MsgFunc_FlashBat(const char *pszName, int iSize, void *pbuf ) +int CHudFlashlight::MsgFunc_FlashBat( const char *pszName, int iSize, void *pbuf ) { - - BEGIN_READ( pbuf, iSize ); int x = READ_BYTE(); m_iBat = x; - m_flBat = ((float)x)/100.0; + m_flBat = ( (float)x ) / 100.0; return 1; } -int CHudFlashlight:: MsgFunc_Flashlight(const char *pszName, int iSize, void *pbuf ) +int CHudFlashlight::MsgFunc_Flashlight( const char *pszName, int iSize, void *pbuf ) { - BEGIN_READ( pbuf, iSize ); m_fOn = READ_BYTE(); int x = READ_BYTE(); m_iBat = x; - m_flBat = ((float)x)/100.0; + m_flBat = ( (float)x ) / 100.0; return 1; } -int CHudFlashlight::Draw(float flTime) +int CHudFlashlight::Draw( float flTime ) { static bool show = ( gHUD.m_iHideHUDDisplay & ( HIDEHUD_FLASHLIGHT | HIDEHUD_ALL ) ); if( show != !( gHUD.m_iHideHUDDisplay & ( HIDEHUD_FLASHLIGHT | HIDEHUD_ALL ) ) ) @@ -105,54 +100,54 @@ int CHudFlashlight::Draw(float flTime) gMobileEngfuncs->pfnTouchHideButtons( "flashlight", !show ); } } - if ( !show ) + if( !show ) return 1; int r, g, b, x, y, a; wrect_t rc; - if (!(gHUD.m_iWeaponBits & (1<<(WEAPON_SUIT)) )) + if( !( gHUD.m_iWeaponBits & ( 1 << ( WEAPON_SUIT ) ) ) ) return 1; - if (m_fOn) + if( m_fOn ) a = 225; else a = MIN_ALPHA; - if (m_flBat < 0.20) - UnpackRGB(r,g,b, RGB_REDISH); + if( m_flBat < 0.20 ) + UnpackRGB( r,g,b, RGB_REDISH ); else - UnpackRGB(r,g,b, RGB_YELLOWISH); + UnpackRGB( r,g,b, RGB_YELLOWISH ); - ScaleColors(r, g, b, a); + ScaleColors( r, g, b, a ); - y = (m_prc1->bottom - m_prc2->top)/2; - x = ScreenWidth - m_iWidth - m_iWidth/2 ; + y = ( m_prc1->bottom - m_prc2->top ) / 2; + x = ScreenWidth - m_iWidth - m_iWidth / 2 ; // Draw the flashlight casing - SPR_Set(m_hSprite1, r, g, b ); - SPR_DrawAdditive( 0, x, y, m_prc1); + SPR_Set( m_hSprite1, r, g, b ); + SPR_DrawAdditive( 0, x, y, m_prc1 ); - if ( m_fOn ) - { // draw the flashlight beam - x = ScreenWidth - m_iWidth/2; + if( m_fOn ) + { + // draw the flashlight beam + x = ScreenWidth - m_iWidth / 2; SPR_Set( m_hBeam, r, g, b ); SPR_DrawAdditive( 0, x, y, m_prcBeam ); } // draw the flashlight energy level - x = ScreenWidth - m_iWidth - m_iWidth/2 ; - int iOffset = m_iWidth * (1.0 - m_flBat); - if (iOffset < m_iWidth) + x = ScreenWidth - m_iWidth - m_iWidth / 2; + int iOffset = m_iWidth * ( 1.0 - m_flBat ); + if( iOffset < m_iWidth ) { rc = *m_prc2; rc.left += iOffset; - SPR_Set(m_hSprite2, r, g, b ); - SPR_DrawAdditive( 0, x + iOffset, y, &rc); + SPR_Set( m_hSprite2, r, g, b ); + SPR_DrawAdditive( 0, x + iOffset, y, &rc ); } - return 1; } diff --git a/cl_dll/geiger.cpp b/cl_dll/geiger.cpp index 4e5e5991..7ccaf1d3 100644 --- a/cl_dll/geiger.cpp +++ b/cl_dll/geiger.cpp @@ -26,28 +26,28 @@ #include "parsemsg.h" -DECLARE_MESSAGE(m_Geiger, Geiger ) +DECLARE_MESSAGE( m_Geiger, Geiger ) -int CHudGeiger::Init(void) +int CHudGeiger::Init( void ) { HOOK_MESSAGE( Geiger ); m_iGeigerRange = 0; m_iFlags = 0; - gHUD.AddHudElem(this); + gHUD.AddHudElem( this ); srand( (unsigned)time( NULL ) ); return 1; } -int CHudGeiger::VidInit(void) +int CHudGeiger::VidInit( void ) { return 1; } -int CHudGeiger::MsgFunc_Geiger(const char *pszName, int iSize, void *pbuf) +int CHudGeiger::MsgFunc_Geiger( const char *pszName, int iSize, void *pbuf ) { BEGIN_READ( pbuf, iSize ); @@ -55,101 +55,101 @@ int CHudGeiger::MsgFunc_Geiger(const char *pszName, int iSize, void *pbuf) // update geiger data m_iGeigerRange = READ_BYTE(); m_iGeigerRange = m_iGeigerRange << 2; - + m_iFlags |= HUD_ACTIVE; return 1; } -int CHudGeiger::Draw (float flTime) +int CHudGeiger::Draw( float flTime ) { int pct; float flvol = 0.0f; int rg[3]; int i; - - if (m_iGeigerRange < 1000 && m_iGeigerRange > 0) + + if( m_iGeigerRange < 1000 && m_iGeigerRange > 0 ) { // peicewise linear is better than continuous formula for this - if (m_iGeigerRange > 800) + if( m_iGeigerRange > 800 ) { - pct = 0; //Con_Printf ( "range > 800\n"); + pct = 0; //Con_Printf( "range > 800\n" ); } - else if (m_iGeigerRange > 600) + else if( m_iGeigerRange > 600 ) { pct = 2; - flvol = 0.4; //Con_Printf ( "range > 600\n"); + flvol = 0.4; //Con_Printf( "range > 600\n" ); rg[0] = 1; rg[1] = 1; i = 2; } - else if (m_iGeigerRange > 500) + else if( m_iGeigerRange > 500 ) { pct = 4; - flvol = 0.5; //Con_Printf ( "range > 500\n"); + flvol = 0.5; //Con_Printf( "range > 500\n" ); rg[0] = 1; rg[1] = 2; i = 2; } - else if (m_iGeigerRange > 400) + else if( m_iGeigerRange > 400 ) { pct = 8; - flvol = 0.6; //Con_Printf ( "range > 400\n"); + flvol = 0.6; //Con_Printf( "range > 400\n" ); rg[0] = 1; rg[1] = 2; rg[2] = 3; i = 3; } - else if (m_iGeigerRange > 300) + else if( m_iGeigerRange > 300 ) { pct = 8; - flvol = 0.7; //Con_Printf ( "range > 300\n"); + flvol = 0.7; //Con_Printf( "range > 300\n" ); rg[0] = 2; rg[1] = 3; rg[2] = 4; i = 3; } - else if (m_iGeigerRange > 200) + else if( m_iGeigerRange > 200 ) { pct = 28; - flvol = 0.78; //Con_Printf ( "range > 200\n"); + flvol = 0.78; //Con_Printf( "range > 200\n" ); rg[0] = 2; rg[1] = 3; rg[2] = 4; i = 3; } - else if (m_iGeigerRange > 150) + else if( m_iGeigerRange > 150 ) { pct = 40; - flvol = 0.80; //Con_Printf ( "range > 150\n"); + flvol = 0.80; //Con_Printf( "range > 150\n" ); rg[0] = 3; rg[1] = 4; rg[2] = 5; i = 3; } - else if (m_iGeigerRange > 100) + else if( m_iGeigerRange > 100 ) { pct = 60; - flvol = 0.85; //Con_Printf ( "range > 100\n"); + flvol = 0.85; //Con_Printf( "range > 100\n" ); rg[0] = 3; rg[1] = 4; rg[2] = 5; i = 3; } - else if (m_iGeigerRange > 75) + else if( m_iGeigerRange > 75 ) { pct = 80; - flvol = 0.9; //Con_Printf ( "range > 75\n"); + flvol = 0.9; //Con_Printf( "range > 75\n" ); //gflGeigerDelay = cl.time + GEIGERDELAY * 0.75; rg[0] = 4; rg[1] = 5; rg[2] = 6; i = 3; } - else if (m_iGeigerRange > 50) + else if( m_iGeigerRange > 50 ) { pct = 90; - flvol = 0.95; //Con_Printf ( "range > 50\n"); + flvol = 0.95; //Con_Printf( "range > 50\n" ); rg[0] = 5; rg[1] = 6; i = 2; @@ -157,26 +157,25 @@ int CHudGeiger::Draw (float flTime) else { pct = 95; - flvol = 1.0; //Con_Printf ( "range < 50\n"); + flvol = 1.0; //Con_Printf( "range < 50\n" ); rg[0] = 5; rg[1] = 6; i = 2; } - flvol = (flvol * ((rand() & 127)) / 255) + 0.25; // UTIL_RandomFloat(0.25, 0.5); + flvol = ( flvol * ( (rand() & 127) ) / 255) + 0.25; // UTIL_RandomFloat(0.25, 0.5); - if ((rand() & 127) < pct || (rand() & 127) < pct) + if( ( rand() & 127 ) < pct || ( rand() & 127 ) < pct ) { - //S_StartDynamicSound (-1, 0, rgsfx[rand() % i], r_origin, flvol, 1.0, 0, 100); + //S_StartDynamicSound( -1, 0, rgsfx[rand() % i], r_origin, flvol, 1.0, 0, 100 ); char sz[256]; - + int j = rand() & 1; - if (i > 2) + if( i > 2 ) j += rand() & 1; - sprintf(sz, "player/geiger%d.wav", j + 1); - PlaySound(sz, flvol); - + sprintf( sz, "player/geiger%d.wav", j + 1 ); + PlaySound( sz, flvol ); } } diff --git a/cl_dll/health.cpp b/cl_dll/health.cpp index c73b0f5c..4a567665 100644 --- a/cl_dll/health.cpp +++ b/cl_dll/health.cpp @@ -29,15 +29,15 @@ #include "mobility_int.h" -DECLARE_MESSAGE(m_Health, Health ) -DECLARE_MESSAGE(m_Health, Damage ) +DECLARE_MESSAGE( m_Health, Health ) +DECLARE_MESSAGE( m_Health, Damage ) #define PAIN_NAME "sprites/%d_pain.spr" #define DAMAGE_NAME "sprites/%d_dmg.spr" int giDmgHeight, giDmgWidth; -int giDmgFlags[NUM_DMG_TYPES] = +int giDmgFlags[NUM_DMG_TYPES] = { DMG_POISON, DMG_ACID, @@ -53,10 +53,10 @@ int giDmgFlags[NUM_DMG_TYPES] = DMG_HALLUC }; -int CHudHealth::Init(void) +int CHudHealth::Init( void ) { - HOOK_MESSAGE(Health); - HOOK_MESSAGE(Damage); + HOOK_MESSAGE( Health ); + HOOK_MESSAGE( Damage ); m_iHealth = 100; m_fFade = 0; m_iFlags = 0; @@ -65,10 +65,9 @@ int CHudHealth::Init(void) giDmgHeight = 0; giDmgWidth = 0; - memset(m_dmg, 0, sizeof(DAMAGE_IMAGE) * NUM_DMG_TYPES); + memset( m_dmg, 0, sizeof(DAMAGE_IMAGE) * NUM_DMG_TYPES ); - - gHUD.AddHudElem(this); + gHUD.AddHudElem( this ); return 1; } @@ -77,28 +76,28 @@ void CHudHealth::Reset( void ) // make sure the pain compass is cleared when the player respawns m_fAttackFront = m_fAttackRear = m_fAttackRight = m_fAttackLeft = 0; - // force all the flashing damage icons to expire m_bitsDamage = 0; - for ( int i = 0; i < NUM_DMG_TYPES; i++ ) + for( int i = 0; i < NUM_DMG_TYPES; i++ ) { m_dmg[i].fExpire = 0; } } -int CHudHealth::VidInit(void) +int CHudHealth::VidInit( void ) { m_hSprite = 0; m_HUD_dmg_bio = gHUD.GetSpriteIndex( "dmg_bio" ) + 1; m_HUD_cross = gHUD.GetSpriteIndex( "cross" ); - giDmgHeight = gHUD.GetSpriteRect(m_HUD_dmg_bio).right - gHUD.GetSpriteRect(m_HUD_dmg_bio).left; - giDmgWidth = gHUD.GetSpriteRect(m_HUD_dmg_bio).bottom - gHUD.GetSpriteRect(m_HUD_dmg_bio).top; + giDmgHeight = gHUD.GetSpriteRect( m_HUD_dmg_bio ).right - gHUD.GetSpriteRect( m_HUD_dmg_bio ).left; + giDmgWidth = gHUD.GetSpriteRect( m_HUD_dmg_bio ).bottom - gHUD.GetSpriteRect( m_HUD_dmg_bio ).top; + return 1; } -int CHudHealth:: MsgFunc_Health(const char *pszName, int iSize, void *pbuf ) +int CHudHealth::MsgFunc_Health( const char *pszName, int iSize, void *pbuf ) { // TODO: update local health data BEGIN_READ( pbuf, iSize ); @@ -107,7 +106,7 @@ int CHudHealth:: MsgFunc_Health(const char *pszName, int iSize, void *pbuf ) m_iFlags |= HUD_ACTIVE; // Only update the fade if we've changed health - if (x != m_iHealth) + if( x != m_iHealth ) { m_fFade = FADE_TIME; m_iHealth = x; @@ -116,8 +115,7 @@ int CHudHealth:: MsgFunc_Health(const char *pszName, int iSize, void *pbuf ) return 1; } - -int CHudHealth:: MsgFunc_Damage(const char *pszName, int iSize, void *pbuf ) +int CHudHealth::MsgFunc_Damage( const char *pszName, int iSize, void *pbuf ) { BEGIN_READ( pbuf, iSize ); @@ -127,47 +125,47 @@ int CHudHealth:: MsgFunc_Damage(const char *pszName, int iSize, void *pbuf ) vec3_t vecFrom; - for ( int i = 0 ; i < 3 ; i++) + for ( int i = 0; i < 3; i++ ) vecFrom[i] = READ_COORD(); - UpdateTiles(gHUD.m_flTime, bitsDamage); + UpdateTiles( gHUD.m_flTime, bitsDamage ); // Actually took damage? - if ( damageTaken > 0 || armor > 0 ) + if( damageTaken > 0 || armor > 0 ) { - CalcDamageDirection(vecFrom); + CalcDamageDirection( vecFrom ); if( gMobileEngfuncs && damageTaken > 0 ) { - float time = damageTaken * 4.0f; + float time = damageTaken * 4.0f; - if( time > 200.0f ) time = 200.0f; - gMobileEngfuncs->pfnVibrate( time, 0 ); + if( time > 200.0f ) + time = 200.0f; + gMobileEngfuncs->pfnVibrate( time, 0 ); } } return 1; } - // Returns back a color from the // Green <-> Yellow <-> Red ramp void CHudHealth::GetPainColor( int &r, int &g, int &b ) { int iHealth = m_iHealth; - if (iHealth > 25) + if( iHealth > 25 ) iHealth -= 25; - else if ( iHealth < 0 ) + else if( iHealth < 0 ) iHealth = 0; #if 0 g = iHealth * 255 / 100; r = 255 - g; b = 0; #else - if (m_iHealth > 25) + if( m_iHealth > 25 ) { - UnpackRGB(r,g,b, RGB_YELLOWISH); + UnpackRGB( r, g, b, RGB_YELLOWISH ); } else { @@ -175,135 +173,131 @@ void CHudHealth::GetPainColor( int &r, int &g, int &b ) g = 0; b = 0; } -#endif +#endif } -int CHudHealth::Draw(float flTime) +int CHudHealth::Draw( float flTime ) { int r, g, b; int a = 0, x, y; int HealthWidth; - if ( (gHUD.m_iHideHUDDisplay & HIDEHUD_HEALTH) || gEngfuncs.IsSpectateOnly() ) + if( ( gHUD.m_iHideHUDDisplay & HIDEHUD_HEALTH ) || gEngfuncs.IsSpectateOnly() ) return 1; - if ( !m_hSprite ) - m_hSprite = LoadSprite(PAIN_NAME); - + if( !m_hSprite ) + m_hSprite = LoadSprite( PAIN_NAME ); + // Has health changed? Flash the health # - if (m_fFade) + if( m_fFade ) { - m_fFade -= (gHUD.m_flTimeDelta * 20); - if (m_fFade <= 0) + m_fFade -= ( gHUD.m_flTimeDelta * 20 ); + if( m_fFade <= 0 ) { a = MIN_ALPHA; m_fFade = 0; } // Fade the health number back to dim - - a = MIN_ALPHA + (m_fFade/FADE_TIME) * 128; - + a = MIN_ALPHA + ( m_fFade / FADE_TIME ) * 128; } else a = MIN_ALPHA; // If health is getting low, make it bright red - if (m_iHealth <= 15) + if( m_iHealth <= 15 ) a = 255; - + GetPainColor( r, g, b ); - ScaleColors(r, g, b, a ); + ScaleColors( r, g, b, a ); // Only draw health if we have the suit. - if (gHUD.m_iWeaponBits & (1<<(WEAPON_SUIT))) + if( gHUD.m_iWeaponBits & ( 1 << ( WEAPON_SUIT ) ) ) { - HealthWidth = gHUD.GetSpriteRect(gHUD.m_HUD_number_0).right - gHUD.GetSpriteRect(gHUD.m_HUD_number_0).left; - int CrossWidth = gHUD.GetSpriteRect(m_HUD_cross).right - gHUD.GetSpriteRect(m_HUD_cross).left; + HealthWidth = gHUD.GetSpriteRect( gHUD.m_HUD_number_0 ).right - gHUD.GetSpriteRect( gHUD.m_HUD_number_0 ).left; + int CrossWidth = gHUD.GetSpriteRect( m_HUD_cross ).right - gHUD.GetSpriteRect( m_HUD_cross ).left; y = ScreenHeight - gHUD.m_iFontHeight - gHUD.m_iFontHeight / 2; - x = CrossWidth /2; + x = CrossWidth / 2; - SPR_Set(gHUD.GetSprite(m_HUD_cross), r, g, b); - SPR_DrawAdditive(0, x, y, &gHUD.GetSpriteRect(m_HUD_cross)); + SPR_Set( gHUD.GetSprite( m_HUD_cross ), r, g, b ); + SPR_DrawAdditive( 0, x, y, &gHUD.GetSpriteRect( m_HUD_cross ) ); x = CrossWidth + HealthWidth / 2; - x = gHUD.DrawHudNumber(x, y, DHN_3DIGITS | DHN_DRAWZERO, m_iHealth, r, g, b); + x = gHUD.DrawHudNumber( x, y, DHN_3DIGITS | DHN_DRAWZERO, m_iHealth, r, g, b ); - x += HealthWidth/2; + x += HealthWidth / 2; int iHeight = gHUD.m_iFontHeight; - int iWidth = HealthWidth/10; - FillRGBA(x, y, iWidth, iHeight, 255, 160, 0, a); + int iWidth = HealthWidth / 10; + FillRGBA( x, y, iWidth, iHeight, 255, 160, 0, a ); } - DrawDamage(flTime); - return DrawPain(flTime); + DrawDamage( flTime ); + return DrawPain( flTime ); } -void CHudHealth::CalcDamageDirection(vec3_t vecFrom) +void CHudHealth::CalcDamageDirection( vec3_t vecFrom ) { vec3_t forward, right, up; float side, front; vec3_t vecOrigin, vecAngles; - if (!vecFrom[0] && !vecFrom[1] && !vecFrom[2]) + if( !vecFrom[0] && !vecFrom[1] && !vecFrom[2] ) { m_fAttackFront = m_fAttackRear = m_fAttackRight = m_fAttackLeft = 0; return; } + memcpy( vecOrigin, gHUD.m_vecOrigin, sizeof(vec3_t) ); + memcpy( vecAngles, gHUD.m_vecAngles, sizeof(vec3_t) ); - memcpy(vecOrigin, gHUD.m_vecOrigin, sizeof(vec3_t)); - memcpy(vecAngles, gHUD.m_vecAngles, sizeof(vec3_t)); - - - VectorSubtract (vecFrom, vecOrigin, vecFrom); + VectorSubtract( vecFrom, vecOrigin, vecFrom ); float flDistToTarget = vecFrom.Length(); vecFrom = vecFrom.Normalize(); - AngleVectors (vecAngles, forward, right, up); + AngleVectors( vecAngles, forward, right, up ); - front = DotProduct (vecFrom, right); - side = DotProduct (vecFrom, forward); + front = DotProduct( vecFrom, right ); + side = DotProduct( vecFrom, forward ); - if (flDistToTarget <= 50) + if( flDistToTarget <= 50 ) { m_fAttackFront = m_fAttackRear = m_fAttackRight = m_fAttackLeft = 1; } else { - if (side > 0) + if( side > 0 ) { - if (side > 0.3) - m_fAttackFront = max(m_fAttackFront, side); + if( side > 0.3 ) + m_fAttackFront = max( m_fAttackFront, side ); } else { - float f = fabs(side); - if (f > 0.3) - m_fAttackRear = max(m_fAttackRear, f); + float f = fabs( side ); + if( f > 0.3 ) + m_fAttackRear = max( m_fAttackRear, f ); } - if (front > 0) + if( front > 0 ) { - if (front > 0.3) - m_fAttackRight = max(m_fAttackRight, front); + if( front > 0.3 ) + m_fAttackRight = max( m_fAttackRight, front ); } else { - float f = fabs(front); - if (f > 0.3) - m_fAttackLeft = max(m_fAttackLeft, f); + float f = fabs( front ); + if( f > 0.3 ) + m_fAttackLeft = max( m_fAttackLeft, f ); } } } -int CHudHealth::DrawPain(float flTime) +int CHudHealth::DrawPain( float flTime ) { - if (!(m_fAttackFront || m_fAttackRear || m_fAttackLeft || m_fAttackRight)) + if( !( m_fAttackFront || m_fAttackRear || m_fAttackLeft || m_fAttackRight) ) return 1; int r, g, b; @@ -313,60 +307,62 @@ int CHudHealth::DrawPain(float flTime) a = 255; // max brightness until then float fFade = gHUD.m_flTimeDelta * 2; - - // SPR_Draw top - if (m_fAttackFront > 0.4) - { - GetPainColor(r,g,b); - shade = a * max( m_fAttackFront, 0.5 ); - ScaleColors(r, g, b, shade); - SPR_Set(m_hSprite, r, g, b ); - x = ScreenWidth/2 - SPR_Width(m_hSprite, 0)/2; - y = ScreenHeight/2 - SPR_Height(m_hSprite,0) * 3; - SPR_DrawAdditive(0, x, y, NULL); + // SPR_Draw top + if( m_fAttackFront > 0.4 ) + { + GetPainColor( r, g, b ); + shade = a * max( m_fAttackFront, 0.5 ); + ScaleColors( r, g, b, shade ); + SPR_Set( m_hSprite, r, g, b ); + + x = ScreenWidth / 2 - SPR_Width( m_hSprite, 0 ) / 2; + y = ScreenHeight / 2 - SPR_Height( m_hSprite, 0 ) * 3; + SPR_DrawAdditive( 0, x, y, NULL ); m_fAttackFront = max( 0, m_fAttackFront - fFade ); } else m_fAttackFront = 0; - if (m_fAttackRight > 0.4) + if( m_fAttackRight > 0.4 ) { - GetPainColor(r,g,b); + GetPainColor( r, g, b ); shade = a * max( m_fAttackRight, 0.5 ); - ScaleColors(r, g, b, shade); - SPR_Set(m_hSprite, r, g, b ); + ScaleColors( r, g, b, shade ); + SPR_Set( m_hSprite, r, g, b ); - x = ScreenWidth/2 + SPR_Width(m_hSprite, 1) * 2; - y = ScreenHeight/2 - SPR_Height(m_hSprite,1)/2; - SPR_DrawAdditive(1, x, y, NULL); + x = ScreenWidth / 2 + SPR_Width( m_hSprite, 1 ) * 2; + y = ScreenHeight / 2 - SPR_Height( m_hSprite,1 ) / 2; + SPR_DrawAdditive( 1, x, y, NULL ); m_fAttackRight = max( 0, m_fAttackRight - fFade ); - } else + } + else m_fAttackRight = 0; - if (m_fAttackRear > 0.4) + if( m_fAttackRear > 0.4 ) { - GetPainColor(r,g,b); + GetPainColor( r, g, b ); shade = a * max( m_fAttackRear, 0.5 ); - ScaleColors(r, g, b, shade); - SPR_Set(m_hSprite, r, g, b ); + ScaleColors( r, g, b, shade ); + SPR_Set( m_hSprite, r, g, b ); - x = ScreenWidth/2 - SPR_Width(m_hSprite, 2)/2; - y = ScreenHeight/2 + SPR_Height(m_hSprite,2) * 2; - SPR_DrawAdditive(2, x, y, NULL); + x = ScreenWidth / 2 - SPR_Width( m_hSprite, 2 ) / 2; + y = ScreenHeight / 2 + SPR_Height( m_hSprite, 2 ) * 2; + SPR_DrawAdditive( 2, x, y, NULL ); m_fAttackRear = max( 0, m_fAttackRear - fFade ); - } else + } + else m_fAttackRear = 0; - if (m_fAttackLeft > 0.4) + if( m_fAttackLeft > 0.4 ) { - GetPainColor(r,g,b); + GetPainColor( r, g, b ); shade = a * max( m_fAttackLeft, 0.5 ); - ScaleColors(r, g, b, shade); - SPR_Set(m_hSprite, r, g, b ); + ScaleColors( r, g, b, shade ); + SPR_Set( m_hSprite, r, g, b ); - x = ScreenWidth/2 - SPR_Width(m_hSprite, 3) * 3; - y = ScreenHeight/2 - SPR_Height(m_hSprite,3)/2; - SPR_DrawAdditive(3, x, y, NULL); + x = ScreenWidth / 2 - SPR_Width( m_hSprite, 3 ) * 3; + y = ScreenHeight / 2 - SPR_Height( m_hSprite,3 ) / 2; + SPR_DrawAdditive( 3, x, y, NULL ); m_fAttackLeft = max( 0, m_fAttackLeft - fFade ); } else @@ -375,7 +371,7 @@ int CHudHealth::DrawPain(float flTime) return 1; } -int CHudHealth::DrawDamage(float flTime) +int CHudHealth::DrawDamage( float flTime ) { int i, r, g, b, a; DAMAGE_IMAGE *pdmg; @@ -383,14 +379,14 @@ int CHudHealth::DrawDamage(float flTime) if (!m_bitsDamage) return 1; - UnpackRGB(r,g,b, RGB_YELLOWISH); - - a = (int)( fabs(sin(flTime*2)) * 256.0); + UnpackRGB( r, g, b, RGB_YELLOWISH ); - ScaleColors(r, g, b, a); + a = (int)( fabs( sin( flTime * 2 ) ) * 256.0); + + ScaleColors( r, g, b, a ); // Draw all the items - for (i = 0; i < NUM_DMG_TYPES; i++) + for( i = 0; i < NUM_DMG_TYPES; i++ ) { if (m_bitsDamage & giDmgFlags[i]) { @@ -400,17 +396,16 @@ int CHudHealth::DrawDamage(float flTime) } } - // check for bits that should be expired - for ( i = 0; i < NUM_DMG_TYPES; i++ ) + for( i = 0; i < NUM_DMG_TYPES; i++ ) { - pdmg = &m_dmg[i]; - - if ( m_bitsDamage & giDmgFlags[i] ) + if( m_bitsDamage & giDmgFlags[i] ) { + pdmg = &m_dmg[i]; + pdmg->fExpire = min( flTime + DMG_IMAGE_LIFE, pdmg->fExpire ); - if ( pdmg->fExpire <= flTime // when the time has expired + if( pdmg->fExpire <= flTime // when the time has expired && a < 40 ) // and the flash is at the low point of the cycle { pdmg->fExpire = 0; @@ -419,10 +414,10 @@ int CHudHealth::DrawDamage(float flTime) pdmg->x = pdmg->y = 0; // move everyone above down - for (int j = 0; j < NUM_DMG_TYPES; j++) + for( int j = 0; j < NUM_DMG_TYPES; j++ ) { pdmg = &m_dmg[j]; - if ((pdmg->y) && (pdmg->y < y)) + if( ( pdmg->y ) && ( pdmg->y < y ) ) pdmg->y += giDmgHeight; } @@ -434,49 +429,47 @@ int CHudHealth::DrawDamage(float flTime) return 1; } - -void CHudHealth::UpdateTiles(float flTime, long bitsDamage) +void CHudHealth::UpdateTiles( float flTime, long bitsDamage ) { DAMAGE_IMAGE *pdmg; // Which types are new? long bitsOn = ~m_bitsDamage & bitsDamage; - - for (int i = 0; i < NUM_DMG_TYPES; i++) + + for( int i = 0; i < NUM_DMG_TYPES; i++ ) { pdmg = &m_dmg[i]; // Is this one already on? - if (m_bitsDamage & giDmgFlags[i]) + if( m_bitsDamage & giDmgFlags[i] ) { pdmg->fExpire = flTime + DMG_IMAGE_LIFE; // extend the duration - if (!pdmg->fBaseline) + if( !pdmg->fBaseline ) pdmg->fBaseline = flTime; } // Are we just turning it on? - if (bitsOn & giDmgFlags[i]) + if( bitsOn & giDmgFlags[i] ) { // put this one at the bottom - pdmg->x = giDmgWidth/8; + pdmg->x = giDmgWidth / 8; pdmg->y = ScreenHeight - giDmgHeight * 2; pdmg->fExpire=flTime + DMG_IMAGE_LIFE; - + // move everyone else up - for (int j = 0; j < NUM_DMG_TYPES; j++) + for( int j = 0; j < NUM_DMG_TYPES; j++ ) { - if (j == i) + if( j == i ) continue; pdmg = &m_dmg[j]; - if (pdmg->y) + if( pdmg->y ) pdmg->y -= giDmgHeight; - } pdmg = &m_dmg[i]; - } - } + } + } // damage bits are only turned on here; they are turned off when the draw time has expired (in DrawDamage()) m_bitsDamage |= bitsDamage; diff --git a/cl_dll/health.h b/cl_dll/health.h index 067db4b4..132b9cb4 100644 --- a/cl_dll/health.h +++ b/cl_dll/health.h @@ -23,6 +23,7 @@ #define DMG_IMAGE_NERVE 5 #define DMG_IMAGE_RAD 6 #define DMG_IMAGE_SHOCK 7 + //tf defines #define DMG_IMAGE_CALTROP 8 #define DMG_IMAGE_TRANQ 9 @@ -46,12 +47,10 @@ #define DMG_NEVERGIB (1 << 12) // with this bit OR'd in, no damage type will be able to gib victims upon death #define DMG_ALWAYSGIB (1 << 13) // with this bit OR'd in, any damage type can be made to gib victims upon death. - // time-based damage //mask off TF-specific stuff too #define DMG_TIMEBASED (~(0xff003fff)) // mask for time-based damage - #define DMG_DROWN (1 << 14) // Drowning #define DMG_FIRSTTIMEBASED DMG_DROWN @@ -78,35 +77,33 @@ // TF Healing Additions for TakeHealth #define DMG_IGNORE_MAXHEALTH DMG_IGNITE + // TF Redefines since we never use the originals #define DMG_NAIL DMG_SLASH #define DMG_NOT_SELF DMG_FREEZE - #define DMG_TRANQ DMG_MORTAR #define DMG_CONCUSS DMG_SONIC - - typedef struct { float fExpire; float fBaseline; int x, y; -} DAMAGE_IMAGE; +}DAMAGE_IMAGE; // //----------------------------------------------------- // -class CHudHealth: public CHudBase +class CHudHealth : public CHudBase { public: virtual int Init( void ); virtual int VidInit( void ); - virtual int Draw(float fTime); + virtual int Draw( float fTime ); virtual void Reset( void ); - int MsgFunc_Health(const char *pszName, int iSize, void *pbuf); - int MsgFunc_Damage(const char *pszName, int iSize, void *pbuf); + int MsgFunc_Health( const char *pszName, int iSize, void *pbuf ); + int MsgFunc_Damage( const char *pszName, int iSize, void *pbuf ); int m_iHealth; int m_HUD_dmg_bio; int m_HUD_cross; @@ -119,9 +116,9 @@ private: HSPRITE m_hDamage; DAMAGE_IMAGE m_dmg[NUM_DMG_TYPES]; - int m_bitsDamage; - int DrawPain(float fTime); - int DrawDamage(float fTime); - void CalcDamageDirection(vec3_t vecFrom); - void UpdateTiles(float fTime, long bits); -}; + int m_bitsDamage; + int DrawPain( float fTime ); + int DrawDamage( float fTime ); + void CalcDamageDirection( vec3_t vecFrom ); + void UpdateTiles( float fTime, long bits ); +}; diff --git a/cl_dll/hl/hl_baseentity.cpp b/cl_dll/hl/hl_baseentity.cpp index 17a2d1ab..655272d4 100644 --- a/cl_dll/hl/hl_baseentity.cpp +++ b/cl_dll/hl/hl_baseentity.cpp @@ -21,6 +21,7 @@ This file contains "stubs" of class member implementations so that we can predic add in the functionality you need. ========================== */ + #include "extdll.h" #include "util.h" #include "cbase.h" @@ -34,11 +35,11 @@ This file contains "stubs" of class member implementations so that we can predic const Vector g_vecZero = Vector( 0, 0, 0 ); int gmsgWeapPickup = 0; enginefuncs_t g_engfuncs; -globalvars_t *gpGlobals; +globalvars_t *gpGlobals; ItemInfo CBasePlayerItem::ItemInfoArray[MAX_WEAPONS]; -void EMIT_SOUND_DYN(edict_t *entity, int channel, const char *sample, float volume, float attenuation, int flags, int pitch) { } +void EMIT_SOUND_DYN( edict_t *entity, int channel, const char *sample, float volume, float attenuation, int flags, int pitch ) { } // CBaseEntity Stubs int CBaseEntity :: TakeHealth( float flHealth, int bitsDamageType ) { return 1; } @@ -47,17 +48,17 @@ CBaseEntity *CBaseEntity::GetNextTarget( void ) { return NULL; } int CBaseEntity::Save( CSave &save ) { return 1; } int CBaseEntity::Restore( CRestore &restore ) { return 1; } void CBaseEntity::SetObjectCollisionBox( void ) { } -int CBaseEntity :: Intersects( CBaseEntity *pOther ) { return 0; } +int CBaseEntity :: Intersects( CBaseEntity *pOther ) { return 0; } void CBaseEntity :: MakeDormant( void ) { } int CBaseEntity :: IsDormant( void ) { return 0; } BOOL CBaseEntity :: IsInWorld( void ) { return TRUE; } int CBaseEntity::ShouldToggle( USE_TYPE useType, BOOL currentState ) { return 0; } -int CBaseEntity :: DamageDecal( int bitsDamageType ) { return -1; } +int CBaseEntity :: DamageDecal( int bitsDamageType ) { return -1; } CBaseEntity * CBaseEntity::Create( char *szName, const Vector &vecOrigin, const Vector &vecAngles, edict_t *pentOwner ) { return NULL; } void CBaseEntity::SUB_Remove( void ) { } // CBaseDelay Stubs -void CBaseDelay :: KeyValue( struct KeyValueData_s * ) { } +void CBaseDelay::KeyValue( struct KeyValueData_s * ) { } int CBaseDelay::Restore( class CRestore & ) { return 1; } int CBaseDelay::Save( class CSave & ) { return 1; } @@ -67,7 +68,7 @@ int CBaseAnimating::Save( class CSave & ) { return 1; } // DEBUG Stubs edict_t *DBG_EntOfVars( const entvars_t *pev ) { return NULL; } -void DBG_AssertFunction(BOOL fExpr, const char* szExpr, const char* szFile, int szLine, const char* szMessage) { } +void DBG_AssertFunction( BOOL fExpr, const char *szExpr, const char *szFile, int szLine, const char *szMessage) { } // UTIL_* Stubs void UTIL_PrecacheOther( const char *szClassname ) { } @@ -85,7 +86,7 @@ void ClientPrint( entvars_t *client, int msg_dest, const char *msg_name, const c // CBaseToggle Stubs int CBaseToggle::Restore( class CRestore & ) { return 1; } int CBaseToggle::Save( class CSave & ) { return 1; } -void CBaseToggle :: KeyValue( struct KeyValueData_s * ) { } +void CBaseToggle::KeyValue( struct KeyValueData_s * ) { } // CGrenade Stubs void CGrenade::BounceSound( void ) { } @@ -93,12 +94,12 @@ void CGrenade::Explode( Vector, Vector ) { } void CGrenade::Explode( TraceResult *, int ) { } void CGrenade::Killed( entvars_t *, int ) { } void CGrenade::Spawn( void ) { } -CGrenade * CGrenade:: ShootTimed( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time ){ return 0; } +CGrenade *CGrenade::ShootTimed( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time ){ return 0; } CGrenade *CGrenade::ShootContact( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity ){ return 0; } void CGrenade::DetonateUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ){ } void UTIL_Remove( CBaseEntity *pEntity ){ } -struct skilldata_t gSkillData; +struct skilldata_t gSkillData; void UTIL_SetSize( entvars_t *pev, const Vector &vecMin, const Vector &vecMax ){ } CBaseEntity *UTIL_FindEntityInSphere( CBaseEntity *pStartEntity, const Vector &vecCenter, float flRadius ){ return 0;} @@ -108,140 +109,139 @@ void CBeam::PointEntInit( const Vector &start, int endIndex ) { } CBeam *CBeam::BeamCreate( const char *pSpriteName, int width ) { return NULL; } void CSprite::Expand( float scaleSpeed, float fadeSpeed ) { } - -CBaseEntity* CBaseMonster :: CheckTraceHullAttack( float flDist, int iDamage, int iDmgType ) { return NULL; } -void CBaseMonster :: Eat ( float flFullDuration ) { } -BOOL CBaseMonster :: FShouldEat ( void ) { return TRUE; } -void CBaseMonster :: BarnacleVictimBitten ( entvars_t *pevBarnacle ) { } -void CBaseMonster :: BarnacleVictimReleased ( void ) { } -void CBaseMonster :: Listen ( void ) { } -float CBaseMonster :: FLSoundVolume ( CSound *pSound ) { return 0.0; } -BOOL CBaseMonster :: FValidateHintType ( short sHint ) { return FALSE; } -void CBaseMonster :: Look ( int iDistance ) { } -int CBaseMonster :: ISoundMask ( void ) { return 0; } -CSound* CBaseMonster :: PBestSound ( void ) { return NULL; } -CSound* CBaseMonster :: PBestScent ( void ) { return NULL; } -float CBaseAnimating :: StudioFrameAdvance ( float flInterval ) { return 0.0; } -void CBaseMonster :: MonsterThink ( void ) { } -void CBaseMonster :: MonsterUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { } -int CBaseMonster :: IgnoreConditions ( void ) { return 0; } -void CBaseMonster :: RouteClear ( void ) { } -void CBaseMonster :: RouteNew ( void ) { } -BOOL CBaseMonster :: FRouteClear ( void ) { return FALSE; } -BOOL CBaseMonster :: FRefreshRoute ( void ) { return 0; } +CBaseEntity* CBaseMonster::CheckTraceHullAttack( float flDist, int iDamage, int iDmgType ) { return NULL; } +void CBaseMonster::Eat( float flFullDuration ) { } +BOOL CBaseMonster::FShouldEat( void ) { return TRUE; } +void CBaseMonster::BarnacleVictimBitten( entvars_t *pevBarnacle ) { } +void CBaseMonster::BarnacleVictimReleased( void ) { } +void CBaseMonster::Listen( void ) { } +float CBaseMonster::FLSoundVolume( CSound *pSound ) { return 0.0; } +BOOL CBaseMonster::FValidateHintType( short sHint ) { return FALSE; } +void CBaseMonster::Look( int iDistance ) { } +int CBaseMonster::ISoundMask( void ) { return 0; } +CSound *CBaseMonster::PBestSound( void ) { return NULL; } +CSound *CBaseMonster::PBestScent( void ) { return NULL; } +float CBaseAnimating::StudioFrameAdvance( float flInterval ) { return 0.0; } +void CBaseMonster::MonsterThink( void ) { } +void CBaseMonster::MonsterUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { } +int CBaseMonster::IgnoreConditions( void ) { return 0; } +void CBaseMonster::RouteClear( void ) { } +void CBaseMonster::RouteNew( void ) { } +BOOL CBaseMonster::FRouteClear( void ) { return FALSE; } +BOOL CBaseMonster::FRefreshRoute( void ) { return 0; } BOOL CBaseMonster::MoveToEnemy( Activity movementAct, float waitTime ) { return FALSE; } BOOL CBaseMonster::MoveToLocation( Activity movementAct, float waitTime, const Vector &goal ) { return FALSE; } BOOL CBaseMonster::MoveToTarget( Activity movementAct, float waitTime ) { return FALSE; } BOOL CBaseMonster::MoveToNode( Activity movementAct, float waitTime, const Vector &goal ) { return FALSE; } int ShouldSimplify( int routeType ) { return TRUE; } -void CBaseMonster :: RouteSimplify( CBaseEntity *pTargetEnt ) { } -BOOL CBaseMonster :: FBecomeProne ( void ) { return TRUE; } -BOOL CBaseMonster :: CheckRangeAttack1 ( float flDot, float flDist ) { return FALSE; } -BOOL CBaseMonster :: CheckRangeAttack2 ( float flDot, float flDist ) { return FALSE; } -BOOL CBaseMonster :: CheckMeleeAttack1 ( float flDot, float flDist ) { return FALSE; } -BOOL CBaseMonster :: CheckMeleeAttack2 ( float flDot, float flDist ) { return FALSE; } -void CBaseMonster :: CheckAttacks ( CBaseEntity *pTarget, float flDist ) { } -BOOL CBaseMonster :: FCanCheckAttacks ( void ) { return FALSE; } -int CBaseMonster :: CheckEnemy ( CBaseEntity *pEnemy ) { return 0; } -void CBaseMonster :: PushEnemy( CBaseEntity *pEnemy, Vector &vecLastKnownPos ) { } -BOOL CBaseMonster :: PopEnemy( ) { return FALSE; } -void CBaseMonster :: SetActivity ( Activity NewActivity ) { } -void CBaseMonster :: SetSequenceByName ( char *szSequence ) { } -int CBaseMonster :: CheckLocalMove ( const Vector &vecStart, const Vector &vecEnd, CBaseEntity *pTarget, float *pflDist ) { return 0; } -float CBaseMonster :: OpenDoorAndWait( entvars_t *pevDoor ) { return 0.0; } -void CBaseMonster :: AdvanceRoute ( float distance ) { } -int CBaseMonster :: RouteClassify( int iMoveFlag ) { return 0; } -BOOL CBaseMonster :: BuildRoute ( const Vector &vecGoal, int iMoveFlag, CBaseEntity *pTarget ) { return FALSE; } -void CBaseMonster :: InsertWaypoint ( Vector vecLocation, int afMoveFlags ) { } -BOOL CBaseMonster :: FTriangulate ( const Vector &vecStart , const Vector &vecEnd, float flDist, CBaseEntity *pTargetEnt, Vector *pApex ) { return FALSE; } -void CBaseMonster :: Move ( float flInterval ) { } -BOOL CBaseMonster:: ShouldAdvanceRoute( float flWaypointDist ) { return FALSE; } +void CBaseMonster::RouteSimplify( CBaseEntity *pTargetEnt ) { } +BOOL CBaseMonster::FBecomeProne( void ) { return TRUE; } +BOOL CBaseMonster::CheckRangeAttack1( float flDot, float flDist ) { return FALSE; } +BOOL CBaseMonster::CheckRangeAttack2( float flDot, float flDist ) { return FALSE; } +BOOL CBaseMonster::CheckMeleeAttack1( float flDot, float flDist ) { return FALSE; } +BOOL CBaseMonster::CheckMeleeAttack2( float flDot, float flDist ) { return FALSE; } +void CBaseMonster::CheckAttacks( CBaseEntity *pTarget, float flDist ) { } +BOOL CBaseMonster::FCanCheckAttacks( void ) { return FALSE; } +int CBaseMonster::CheckEnemy( CBaseEntity *pEnemy ) { return 0; } +void CBaseMonster::PushEnemy( CBaseEntity *pEnemy, Vector &vecLastKnownPos ) { } +BOOL CBaseMonster::PopEnemy() { return FALSE; } +void CBaseMonster::SetActivity( Activity NewActivity ) { } +void CBaseMonster::SetSequenceByName( char *szSequence ) { } +int CBaseMonster::CheckLocalMove( const Vector &vecStart, const Vector &vecEnd, CBaseEntity *pTarget, float *pflDist ) { return 0; } +float CBaseMonster::OpenDoorAndWait( entvars_t *pevDoor ) { return 0.0; } +void CBaseMonster::AdvanceRoute( float distance ) { } +int CBaseMonster::RouteClassify( int iMoveFlag ) { return 0; } +BOOL CBaseMonster::BuildRoute( const Vector &vecGoal, int iMoveFlag, CBaseEntity *pTarget ) { return FALSE; } +void CBaseMonster::InsertWaypoint( Vector vecLocation, int afMoveFlags ) { } +BOOL CBaseMonster::FTriangulate( const Vector &vecStart , const Vector &vecEnd, float flDist, CBaseEntity *pTargetEnt, Vector *pApex ) { return FALSE; } +void CBaseMonster::Move( float flInterval ) { } +BOOL CBaseMonster::ShouldAdvanceRoute( float flWaypointDist ) { return FALSE; } void CBaseMonster::MoveExecute( CBaseEntity *pTargetEnt, const Vector &vecDir, float flInterval ) { } -void CBaseMonster :: MonsterInit ( void ) { } -void CBaseMonster :: MonsterInitThink ( void ) { } -void CBaseMonster :: StartMonster ( void ) { } -void CBaseMonster :: MovementComplete( void ) { } +void CBaseMonster::MonsterInit( void ) { } +void CBaseMonster::MonsterInitThink( void ) { } +void CBaseMonster::StartMonster( void ) { } +void CBaseMonster::MovementComplete( void ) { } int CBaseMonster::TaskIsRunning( void ) { return 0; } -int CBaseMonster::IRelationship ( CBaseEntity *pTarget ) { return 0; } -BOOL CBaseMonster :: FindCover ( Vector vecThreat, Vector vecViewOffset, float flMinDist, float flMaxDist ) { return FALSE; } -BOOL CBaseMonster :: BuildNearestRoute ( Vector vecThreat, Vector vecViewOffset, float flMinDist, float flMaxDist ) { return FALSE; } -CBaseEntity *CBaseMonster :: BestVisibleEnemy ( void ) { return NULL; } -BOOL CBaseMonster :: FInViewCone ( CBaseEntity *pEntity ) { return FALSE; } -BOOL CBaseMonster :: FInViewCone ( Vector *pOrigin ) { return FALSE; } -BOOL CBaseEntity :: FVisible ( CBaseEntity *pEntity ) { return FALSE; } -BOOL CBaseEntity :: FVisible ( const Vector &vecOrigin ) { return FALSE; } -void CBaseMonster :: MakeIdealYaw( Vector vecTarget ) { } -float CBaseMonster::FlYawDiff ( void ) { return 0.0; } -float CBaseMonster::ChangeYaw ( int yawSpeed ) { return 0; } -float CBaseMonster::VecToYaw ( Vector vecDir ) { return 0.0; } -int CBaseAnimating :: LookupActivity ( int activity ) { return 0; } -int CBaseAnimating :: LookupActivityHeaviest ( int activity ) { return 0; } -void CBaseMonster :: SetEyePosition ( void ) { } -int CBaseAnimating :: LookupSequence ( const char *label ) { return 0; } -void CBaseAnimating :: ResetSequenceInfo ( ) { } -BOOL CBaseAnimating :: GetSequenceFlags( ) { return FALSE; } -void CBaseAnimating :: DispatchAnimEvents ( float flInterval ) { } -void CBaseMonster :: HandleAnimEvent( MonsterEvent_t *pEvent ) { } -float CBaseAnimating :: SetBoneController ( int iController, float flValue ) { return 0.0; } -void CBaseAnimating :: InitBoneControllers ( void ) { } -float CBaseAnimating :: SetBlending ( int iBlender, float flValue ) { return 0; } -void CBaseAnimating :: GetBonePosition ( int iBone, Vector &origin, Vector &angles ) { } -void CBaseAnimating :: GetAttachment ( int iAttachment, Vector &origin, Vector &angles ) { } -int CBaseAnimating :: FindTransition( int iEndingSequence, int iGoalSequence, int *piDir ) { return -1; } -void CBaseAnimating :: GetAutomovement( Vector &origin, Vector &angles, float flInterval ) { } -void CBaseAnimating :: SetBodygroup( int iGroup, int iValue ) { } -int CBaseAnimating :: GetBodygroup( int iGroup ) { return 0; } -Vector CBaseMonster :: GetGunPosition( void ) { return g_vecZero; } -void CBaseEntity::TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) { } -void CBaseEntity::FireBullets(ULONG cShots, Vector vecSrc, Vector vecDirShooting, Vector vecSpread, float flDistance, int iBulletType, int iTracerFreq, int iDamage, entvars_t *pevAttacker ) { } -void CBaseEntity :: TraceBleed( float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ) { } -void CBaseMonster :: MakeDamageBloodDecal ( int cCount, float flNoise, TraceResult *ptr, const Vector &vecDir ) { } -BOOL CBaseMonster :: FGetNodeRoute ( Vector vecDest ) { return TRUE; } -int CBaseMonster :: FindHintNode ( void ) { return NO_NODE; } +int CBaseMonster::IRelationship( CBaseEntity *pTarget ) { return 0; } +BOOL CBaseMonster::FindCover( Vector vecThreat, Vector vecViewOffset, float flMinDist, float flMaxDist ) { return FALSE; } +BOOL CBaseMonster::BuildNearestRoute( Vector vecThreat, Vector vecViewOffset, float flMinDist, float flMaxDist ) { return FALSE; } +CBaseEntity *CBaseMonster::BestVisibleEnemy( void ) { return NULL; } +BOOL CBaseMonster::FInViewCone( CBaseEntity *pEntity ) { return FALSE; } +BOOL CBaseMonster::FInViewCone( Vector *pOrigin ) { return FALSE; } +BOOL CBaseEntity::FVisible( CBaseEntity *pEntity ) { return FALSE; } +BOOL CBaseEntity::FVisible( const Vector &vecOrigin ) { return FALSE; } +void CBaseMonster::MakeIdealYaw( Vector vecTarget ) { } +float CBaseMonster::FlYawDiff( void ) { return 0.0; } +float CBaseMonster::ChangeYaw( int yawSpeed ) { return 0; } +float CBaseMonster::VecToYaw( Vector vecDir ) { return 0.0; } +int CBaseAnimating::LookupActivity( int activity ) { return 0; } +int CBaseAnimating::LookupActivityHeaviest( int activity ) { return 0; } +void CBaseMonster::SetEyePosition( void ) { } +int CBaseAnimating::LookupSequence( const char *label ) { return 0; } +void CBaseAnimating::ResetSequenceInfo() { } +BOOL CBaseAnimating::GetSequenceFlags() { return FALSE; } +void CBaseAnimating::DispatchAnimEvents( float flInterval ) { } +void CBaseMonster::HandleAnimEvent( MonsterEvent_t *pEvent ) { } +float CBaseAnimating::SetBoneController ( int iController, float flValue ) { return 0.0; } +void CBaseAnimating::InitBoneControllers ( void ) { } +float CBaseAnimating::SetBlending( int iBlender, float flValue ) { return 0; } +void CBaseAnimating::GetBonePosition( int iBone, Vector &origin, Vector &angles ) { } +void CBaseAnimating::GetAttachment( int iAttachment, Vector &origin, Vector &angles ) { } +int CBaseAnimating::FindTransition( int iEndingSequence, int iGoalSequence, int *piDir ) { return -1; } +void CBaseAnimating::GetAutomovement( Vector &origin, Vector &angles, float flInterval ) { } +void CBaseAnimating::SetBodygroup( int iGroup, int iValue ) { } +int CBaseAnimating::GetBodygroup( int iGroup ) { return 0; } +Vector CBaseMonster::GetGunPosition( void ) { return g_vecZero; } +void CBaseEntity::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ) { } +void CBaseEntity::FireBullets( ULONG cShots, Vector vecSrc, Vector vecDirShooting, Vector vecSpread, float flDistance, int iBulletType, int iTracerFreq, int iDamage, entvars_t *pevAttacker ) { } +void CBaseEntity::TraceBleed( float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ) { } +void CBaseMonster::MakeDamageBloodDecal( int cCount, float flNoise, TraceResult *ptr, const Vector &vecDir ) { } +BOOL CBaseMonster::FGetNodeRoute( Vector vecDest ) { return TRUE; } +int CBaseMonster::FindHintNode( void ) { return NO_NODE; } void CBaseMonster::ReportAIState( void ) { } -void CBaseMonster :: KeyValue( KeyValueData *pkvd ) { } -BOOL CBaseMonster :: FCheckAITrigger ( void ) { return FALSE; } -int CBaseMonster :: CanPlaySequence( BOOL fDisregardMonsterState, int interruptLevel ) { return FALSE; } -BOOL CBaseMonster :: FindLateralCover ( const Vector &vecThreat, const Vector &vecViewOffset ) { return FALSE; } -Vector CBaseMonster :: ShootAtEnemy( const Vector &shootOrigin ) { return g_vecZero; } -BOOL CBaseMonster :: FacingIdeal( void ) { return FALSE; } -BOOL CBaseMonster :: FCanActiveIdle ( void ) { return FALSE; } +void CBaseMonster::KeyValue( KeyValueData *pkvd ) { } +BOOL CBaseMonster::FCheckAITrigger( void ) { return FALSE; } +int CBaseMonster::CanPlaySequence( BOOL fDisregardMonsterState, int interruptLevel ) { return FALSE; } +BOOL CBaseMonster::FindLateralCover( const Vector &vecThreat, const Vector &vecViewOffset ) { return FALSE; } +Vector CBaseMonster::ShootAtEnemy( const Vector &shootOrigin ) { return g_vecZero; } +BOOL CBaseMonster::FacingIdeal( void ) { return FALSE; } +BOOL CBaseMonster::FCanActiveIdle( void ) { return FALSE; } void CBaseMonster::PlaySentence( const char *pszSentence, float duration, float volume, float attenuation ) { } void CBaseMonster::PlayScriptedSentence( const char *pszSentence, float duration, float volume, float attenuation, BOOL bConcurrent, CBaseEntity *pListener ) { } void CBaseMonster::SentenceStop( void ) { } void CBaseMonster::CorpseFallThink( void ) { } -void CBaseMonster :: MonsterInitDead( void ) { } -BOOL CBaseMonster :: BBoxFlat ( void ) { return TRUE; } -BOOL CBaseMonster :: GetEnemy ( void ) { return FALSE; } -void CBaseMonster :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) { } -CBaseEntity* CBaseMonster :: DropItem ( char *pszItemName, const Vector &vecPos, const Vector &vecAng ) { return NULL; } -BOOL CBaseMonster :: ShouldFadeOnDeath( void ) { return FALSE; } -void CBaseMonster :: RadiusDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType ) { } -void CBaseMonster :: RadiusDamage( Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType ) { } +void CBaseMonster::MonsterInitDead( void ) { } +BOOL CBaseMonster::BBoxFlat( void ) { return TRUE; } +BOOL CBaseMonster::GetEnemy( void ) { return FALSE; } +void CBaseMonster::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) { } +CBaseEntity* CBaseMonster::DropItem( char *pszItemName, const Vector &vecPos, const Vector &vecAng ) { return NULL; } +BOOL CBaseMonster::ShouldFadeOnDeath( void ) { return FALSE; } +void CBaseMonster::RadiusDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType ) { } +void CBaseMonster::RadiusDamage( Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType ) { } void CBaseMonster::FadeMonster( void ) { } -void CBaseMonster :: GibMonster( void ) { } -BOOL CBaseMonster :: HasHumanGibs( void ) { return FALSE; } -BOOL CBaseMonster :: HasAlienGibs( void ) { return FALSE; } -Activity CBaseMonster :: GetDeathActivity ( void ) { return ACT_DIE_HEADSHOT; } -MONSTERSTATE CBaseMonster :: GetIdealState ( void ) { return MONSTERSTATE_ALERT; } -Schedule_t* CBaseMonster :: GetScheduleOfType ( int Type ) { return NULL; } -Schedule_t *CBaseMonster :: GetSchedule ( void ) { return NULL; } -void CBaseMonster :: RunTask ( Task_t *pTask ) { } -void CBaseMonster :: StartTask ( Task_t *pTask ) { } +void CBaseMonster::GibMonster( void ) { } +BOOL CBaseMonster::HasHumanGibs( void ) { return FALSE; } +BOOL CBaseMonster::HasAlienGibs( void ) { return FALSE; } +Activity CBaseMonster::GetDeathActivity( void ) { return ACT_DIE_HEADSHOT; } +MONSTERSTATE CBaseMonster::GetIdealState( void ) { return MONSTERSTATE_ALERT; } +Schedule_t* CBaseMonster::GetScheduleOfType( int Type ) { return NULL; } +Schedule_t *CBaseMonster::GetSchedule( void ) { return NULL; } +void CBaseMonster::RunTask( Task_t *pTask ) { } +void CBaseMonster::StartTask( Task_t *pTask ) { } Schedule_t *CBaseMonster::ScheduleFromName( const char *pName ) { return NULL;} void CBaseMonster::BecomeDead( void ) {} -void CBaseMonster :: RunAI ( void ) {} -void CBaseMonster :: Killed( entvars_t *pevAttacker, int iGib ) {} -int CBaseMonster :: TakeHealth (float flHealth, int bitsDamageType) { return 0; } -int CBaseMonster :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { return 0; } +void CBaseMonster::RunAI( void ) {} +void CBaseMonster::Killed( entvars_t *pevAttacker, int iGib ) {} +int CBaseMonster::TakeHealth(float flHealth, int bitsDamageType) { return 0; } +int CBaseMonster::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { return 0; } int CBaseMonster::Restore( class CRestore & ) { return 1; } int CBaseMonster::Save( class CSave & ) { return 1; } -int TrainSpeed(int iSpeed, int iMax) { return 0; } -void CBasePlayer :: DeathSound( void ) { } -int CBasePlayer :: TakeHealth( float flHealth, int bitsDamageType ) { return 0; } -void CBasePlayer :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) { } -int CBasePlayer :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { return 0; } +int TrainSpeed( int iSpeed, int iMax ) { return 0; } +void CBasePlayer::DeathSound( void ) { } +int CBasePlayer::TakeHealth( float flHealth, int bitsDamageType ) { return 0; } +void CBasePlayer::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) { } +int CBasePlayer::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { return 0; } void CBasePlayer::PackDeadPlayerItems( void ) { } void CBasePlayer::RemoveAllItems( BOOL removeSuit ) { } void CBasePlayer::SetAnimation( PLAYER_ANIM playerAnim ) { } @@ -250,77 +250,77 @@ BOOL CBasePlayer::IsOnLadder( void ) { return FALSE; } void CBasePlayer::PlayerDeathThink(void) { } void CBasePlayer::StartDeathCam( void ) { } void CBasePlayer::StartObserver( Vector vecPosition, Vector vecViewAngle ) { } -void CBasePlayer::PlayerUse ( void ) { } +void CBasePlayer::PlayerUse( void ) { } void CBasePlayer::Jump() { } -void CBasePlayer::Duck( ) { } -int CBasePlayer::Classify ( void ) { return 0; } +void CBasePlayer::Duck() { } +int CBasePlayer::Classify( void ) { return 0; } void CBasePlayer::PreThink(void) { } void CBasePlayer::CheckTimeBasedDamage() { } -void CBasePlayer :: UpdateGeigerCounter( void ) { } +void CBasePlayer::UpdateGeigerCounter( void ) { } void CBasePlayer::CheckSuitUpdate() { } void CBasePlayer::SetSuitUpdate(char *name, int fgroup, int iNoRepeatTime) { } -void CBasePlayer :: UpdatePlayerSound ( void ) { } +void CBasePlayer::UpdatePlayerSound ( void ) { } void CBasePlayer::PostThink() { } -void CBasePlayer :: Precache( void ) { } +void CBasePlayer::Precache( void ) { } int CBasePlayer::Save( CSave &save ) { return 0; } -void CBasePlayer::RenewItems(void) { } +void CBasePlayer::RenewItems( void ) { } int CBasePlayer::Restore( CRestore &restore ) { return 0; } void CBasePlayer::SelectNextItem( int iItem ) { } BOOL CBasePlayer::HasWeapons( void ) { return FALSE; } void CBasePlayer::SelectPrevItem( int iItem ) { } CBaseEntity *FindEntityForward( CBaseEntity *pMe ) { return NULL; } -BOOL CBasePlayer :: FlashlightIsOn( void ) { return FALSE; } -void CBasePlayer :: FlashlightTurnOn( void ) { } -void CBasePlayer :: FlashlightTurnOff( void ) { } -void CBasePlayer :: ForceClientDllUpdate( void ) { } -void CBasePlayer::ImpulseCommands( ) { } +BOOL CBasePlayer::FlashlightIsOn( void ) { return FALSE; } +void CBasePlayer::FlashlightTurnOn( void ) { } +void CBasePlayer::FlashlightTurnOff( void ) { } +void CBasePlayer::ForceClientDllUpdate( void ) { } +void CBasePlayer::ImpulseCommands() { } void CBasePlayer::CheatImpulseCommands( int iImpulse ) { } int CBasePlayer::AddPlayerItem( CBasePlayerItem *pItem ) { return FALSE; } int CBasePlayer::RemovePlayerItem( CBasePlayerItem *pItem ) { return FALSE; } void CBasePlayer::ItemPreFrame() { } void CBasePlayer::ItemPostFrame() { } int CBasePlayer::AmmoInventory( int iAmmoIndex ) { return -1; } -int CBasePlayer::GetAmmoIndex(const char *psz) { return -1; } +int CBasePlayer::GetAmmoIndex( const char *psz ) { return -1; } void CBasePlayer::SendAmmoUpdate(void) { } -void CBasePlayer :: UpdateClientData( void ) { } -BOOL CBasePlayer :: FBecomeProne ( void ) { return TRUE; } -void CBasePlayer :: BarnacleVictimBitten ( entvars_t *pevBarnacle ) { } -void CBasePlayer :: BarnacleVictimReleased ( void ) { } -int CBasePlayer :: Illumination( void ) { return 0; } -void CBasePlayer :: EnableControl(BOOL fControl) { } -Vector CBasePlayer :: GetAutoaimVector( float flDelta ) { return g_vecZero; } -Vector CBasePlayer :: AutoaimDeflection( Vector &vecSrc, float flDist, float flDelta ) { return g_vecZero; } -void CBasePlayer :: ResetAutoaim( ) { } -void CBasePlayer :: SetCustomDecalFrames( int nFrames ) { } -int CBasePlayer :: GetCustomDecalFrames( void ) { return -1; } -void CBasePlayer::DropPlayerItem ( char *pszItemName ) { } +void CBasePlayer::UpdateClientData( void ) { } +BOOL CBasePlayer::FBecomeProne( void ) { return TRUE; } +void CBasePlayer::BarnacleVictimBitten( entvars_t *pevBarnacle ) { } +void CBasePlayer::BarnacleVictimReleased( void ) { } +int CBasePlayer::Illumination( void ) { return 0; } +void CBasePlayer::EnableControl( BOOL fControl ) { } +Vector CBasePlayer::GetAutoaimVector( float flDelta ) { return g_vecZero; } +Vector CBasePlayer::AutoaimDeflection( Vector &vecSrc, float flDist, float flDelta ) { return g_vecZero; } +void CBasePlayer::ResetAutoaim() { } +void CBasePlayer::SetCustomDecalFrames( int nFrames ) { } +int CBasePlayer::GetCustomDecalFrames( void ) { return -1; } +void CBasePlayer::DropPlayerItem( char *pszItemName ) { } BOOL CBasePlayer::HasPlayerItem( CBasePlayerItem *pCheckItem ) { return FALSE; } -BOOL CBasePlayer :: SwitchWeapon( CBasePlayerItem *pWeapon ) { return FALSE; } -Vector CBasePlayer :: GetGunPosition( void ) { return g_vecZero; } +BOOL CBasePlayer::SwitchWeapon( CBasePlayerItem *pWeapon ) { return FALSE; } +Vector CBasePlayer::GetGunPosition( void ) { return g_vecZero; } const char *CBasePlayer::TeamID( void ) { return ""; } -int CBasePlayer :: GiveAmmo( int iCount, char *szName, int iMax ) { return 0; } +int CBasePlayer::GiveAmmo( int iCount, char *szName, int iMax ) { return 0; } void CBasePlayer::AddPoints( int score, BOOL bAllowNegativeScore ) { } void CBasePlayer::AddPointsToTeam( int score, BOOL bAllowNegativeScore ) { } -void ClearMultiDamage(void) { } -void ApplyMultiDamage(entvars_t *pevInflictor, entvars_t *pevAttacker ) { } +void ClearMultiDamage( void ) { } +void ApplyMultiDamage( entvars_t *pevInflictor, entvars_t *pevAttacker ) { } void AddMultiDamage( entvars_t *pevInflictor, CBaseEntity *pEntity, float flDamage, int bitsDamageType) { } -void SpawnBlood(Vector vecSpot, int bloodColor, float flDamage) { } +void SpawnBlood( Vector vecSpot, int bloodColor, float flDamage ) { } int DamageDecal( CBaseEntity *pEntity, int bitsDamageType ) { return 0; } void DecalGunshot( TraceResult *pTrace, int iBulletType ) { } -void EjectBrass ( const Vector &vecOrigin, const Vector &vecVelocity, float rotation, int model, int soundtype ) { } +void EjectBrass( const Vector &vecOrigin, const Vector &vecVelocity, float rotation, int model, int soundtype ) { } void AddAmmoNameToAmmoRegistry( const char *szAmmoname ) { } int CBasePlayerItem::Restore( class CRestore & ) { return 1; } int CBasePlayerItem::Save( class CSave & ) { return 1; } int CBasePlayerWeapon::Restore( class CRestore & ) { return 1; } int CBasePlayerWeapon::Save( class CSave & ) { return 1; } -void CBasePlayerItem :: SetObjectCollisionBox( void ) { } -void CBasePlayerItem :: FallInit( void ) { } -void CBasePlayerItem::FallThink ( void ) { } +void CBasePlayerItem::SetObjectCollisionBox( void ) { } +void CBasePlayerItem::FallInit( void ) { } +void CBasePlayerItem::FallThink( void ) { } void CBasePlayerItem::Materialize( void ) { } void CBasePlayerItem::AttemptToMaterialize( void ) { } -void CBasePlayerItem :: CheckRespawn ( void ) { } -CBaseEntity* CBasePlayerItem::Respawn( void ) { return NULL; } +void CBasePlayerItem::CheckRespawn( void ) { } +CBaseEntity *CBasePlayerItem::Respawn( void ) { return NULL; } void CBasePlayerItem::DefaultTouch( CBaseEntity *pOther ) { } void CBasePlayerItem::DestroyItem( void ) { } int CBasePlayerItem::AddToPlayer( CBasePlayer *pPlayer ) { return TRUE; } @@ -331,17 +331,17 @@ void CBasePlayerItem::AttachToPlayer ( CBasePlayer *pPlayer ) { } int CBasePlayerWeapon::AddDuplicate( CBasePlayerItem *pOriginal ) { return 0; } int CBasePlayerWeapon::AddToPlayer( CBasePlayer *pPlayer ) { return FALSE; } int CBasePlayerWeapon::UpdateClientData( CBasePlayer *pPlayer ) { return 0; } -BOOL CBasePlayerWeapon :: AddPrimaryAmmo( int iCount, char *szName, int iMaxClip, int iMaxCarry ) { return TRUE; } -BOOL CBasePlayerWeapon :: AddSecondaryAmmo( int iCount, char *szName, int iMax ) { return TRUE; } -BOOL CBasePlayerWeapon :: IsUseable( void ) { return TRUE; } +BOOL CBasePlayerWeapon::AddPrimaryAmmo( int iCount, char *szName, int iMaxClip, int iMaxCarry ) { return TRUE; } +BOOL CBasePlayerWeapon::AddSecondaryAmmo( int iCount, char *szName, int iMax ) { return TRUE; } +BOOL CBasePlayerWeapon::IsUseable( void ) { return TRUE; } int CBasePlayerWeapon::PrimaryAmmoIndex( void ) { return -1; } -int CBasePlayerWeapon::SecondaryAmmoIndex( void ) { return -1; } +int CBasePlayerWeapon::SecondaryAmmoIndex( void ) { return -1; } void CBasePlayerAmmo::Spawn( void ) { } CBaseEntity* CBasePlayerAmmo::Respawn( void ) { return this; } void CBasePlayerAmmo::Materialize( void ) { } -void CBasePlayerAmmo :: DefaultTouch( CBaseEntity *pOther ) { } +void CBasePlayerAmmo::DefaultTouch( CBaseEntity *pOther ) { } int CBasePlayerWeapon::ExtractAmmo( CBasePlayerWeapon *pWeapon ) { return 0; } int CBasePlayerWeapon::ExtractClipAmmo( CBasePlayerWeapon *pWeapon ) { return 0; } void CBasePlayerWeapon::RetireWeapon( void ) { } -void CSoundEnt::InsertSound ( int iType, const Vector &vecOrigin, int iVolume, float flDuration ) {} -void RadiusDamage( Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, float flRadius, int iClassIgnore, int bitsDamageType ){} \ No newline at end of file +void CSoundEnt::InsertSound( int iType, const Vector &vecOrigin, int iVolume, float flDuration ) {} +void RadiusDamage( Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, float flRadius, int iClassIgnore, int bitsDamageType ){} diff --git a/cl_dll/hl/hl_events.cpp b/cl_dll/hl/hl_events.cpp index 7e9c730b..c79279dd 100644 --- a/cl_dll/hl/hl_events.cpp +++ b/cl_dll/hl/hl_events.cpp @@ -12,6 +12,7 @@ * without written permission from Valve LLC. * ****/ + #include "../hud.h" #include "../cl_util.h" #include "event_api.h" @@ -38,8 +39,6 @@ void EV_HornetGunFire( struct event_args_s *args ); void EV_TripmineFire( struct event_args_s *args ); void EV_SnarkFire( struct event_args_s *args ); - - void EV_TrainPitchAdjust( struct event_args_s *args ); } @@ -58,23 +57,23 @@ That was what we were going to do, but we ran out of time...oh well. */ void Game_HookEvents( void ) { - gEngfuncs.pfnHookEvent( "events/glock1.sc", EV_FireGlock1 ); - gEngfuncs.pfnHookEvent( "events/glock2.sc", EV_FireGlock2 ); - gEngfuncs.pfnHookEvent( "events/shotgun1.sc", EV_FireShotGunSingle ); - gEngfuncs.pfnHookEvent( "events/shotgun2.sc", EV_FireShotGunDouble ); - gEngfuncs.pfnHookEvent( "events/mp5.sc", EV_FireMP5 ); - gEngfuncs.pfnHookEvent( "events/mp52.sc", EV_FireMP52 ); - gEngfuncs.pfnHookEvent( "events/python.sc", EV_FirePython ); - gEngfuncs.pfnHookEvent( "events/gauss.sc", EV_FireGauss ); - gEngfuncs.pfnHookEvent( "events/gaussspin.sc", EV_SpinGauss ); - gEngfuncs.pfnHookEvent( "events/train.sc", EV_TrainPitchAdjust ); - gEngfuncs.pfnHookEvent( "events/crowbar.sc", EV_Crowbar ); - gEngfuncs.pfnHookEvent( "events/crossbow1.sc", EV_FireCrossbow ); - gEngfuncs.pfnHookEvent( "events/crossbow2.sc", EV_FireCrossbow2 ); - gEngfuncs.pfnHookEvent( "events/rpg.sc", EV_FireRpg ); - gEngfuncs.pfnHookEvent( "events/egon_fire.sc", EV_EgonFire ); - gEngfuncs.pfnHookEvent( "events/egon_stop.sc", EV_EgonStop ); - gEngfuncs.pfnHookEvent( "events/firehornet.sc", EV_HornetGunFire ); - gEngfuncs.pfnHookEvent( "events/tripfire.sc", EV_TripmineFire ); - gEngfuncs.pfnHookEvent( "events/snarkfire.sc", EV_SnarkFire ); + gEngfuncs.pfnHookEvent( "events/glock1.sc", EV_FireGlock1 ); + gEngfuncs.pfnHookEvent( "events/glock2.sc", EV_FireGlock2 ); + gEngfuncs.pfnHookEvent( "events/shotgun1.sc", EV_FireShotGunSingle ); + gEngfuncs.pfnHookEvent( "events/shotgun2.sc", EV_FireShotGunDouble ); + gEngfuncs.pfnHookEvent( "events/mp5.sc", EV_FireMP5 ); + gEngfuncs.pfnHookEvent( "events/mp52.sc", EV_FireMP52 ); + gEngfuncs.pfnHookEvent( "events/python.sc", EV_FirePython ); + gEngfuncs.pfnHookEvent( "events/gauss.sc", EV_FireGauss ); + gEngfuncs.pfnHookEvent( "events/gaussspin.sc", EV_SpinGauss ); + gEngfuncs.pfnHookEvent( "events/train.sc", EV_TrainPitchAdjust ); + gEngfuncs.pfnHookEvent( "events/crowbar.sc", EV_Crowbar ); + gEngfuncs.pfnHookEvent( "events/crossbow1.sc", EV_FireCrossbow ); + gEngfuncs.pfnHookEvent( "events/crossbow2.sc", EV_FireCrossbow2 ); + gEngfuncs.pfnHookEvent( "events/rpg.sc", EV_FireRpg ); + gEngfuncs.pfnHookEvent( "events/egon_fire.sc", EV_EgonFire ); + gEngfuncs.pfnHookEvent( "events/egon_stop.sc", EV_EgonStop ); + gEngfuncs.pfnHookEvent( "events/firehornet.sc", EV_HornetGunFire ); + gEngfuncs.pfnHookEvent( "events/tripfire.sc", EV_TripmineFire ); + gEngfuncs.pfnHookEvent( "events/snarkfire.sc", EV_SnarkFire ); } diff --git a/cl_dll/hl/hl_objects.cpp b/cl_dll/hl/hl_objects.cpp index e61db884..b51ee693 100644 --- a/cl_dll/hl/hl_objects.cpp +++ b/cl_dll/hl/hl_objects.cpp @@ -12,6 +12,7 @@ * without written permission from Valve LLC. * ****/ + #include "../hud.h" #include "../cl_util.h" #include "../demo.h" @@ -30,7 +31,7 @@ extern BEAM *pBeam; extern BEAM *pBeam2; void HUD_GetLastOrg( float *org ); -void UpdateBeams ( void ) +void UpdateBeams( void ) { vec3_t forward, vecSrc, vecEnd, origin, angles, right, up; vec3_t view_ofs; @@ -47,32 +48,32 @@ void UpdateBeams ( void ) AngleVectors( angles, forward, right, up ); VectorCopy( origin, vecSrc ); - + VectorMA( vecSrc, 2048, forward, vecEnd ); gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, true ); - + // Store off the old count gEngfuncs.pEventAPI->EV_PushPMStates(); - + // Now add in all of the players. - gEngfuncs.pEventAPI->EV_SetSolidPlayers ( idx - 1 ); + gEngfuncs.pEventAPI->EV_SetSolidPlayers( idx - 1 ); gEngfuncs.pEventAPI->EV_SetTraceHull( 2 ); gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecEnd, PM_STUDIO_BOX, -1, &tr ); gEngfuncs.pEventAPI->EV_PopPMStates(); - if ( pBeam ) + if( pBeam ) { pBeam->target = tr.endpos; - pBeam->die = gEngfuncs.GetClientTime() + 0.1; // We keep it alive just a little bit forward in the future, just in case. + pBeam->die = gEngfuncs.GetClientTime() + 0.1; // We keep it alive just a little bit forward in the future, just in case. } - - if ( pBeam2 ) + + if( pBeam2 ) { pBeam2->target = tr.endpos; - pBeam2->die = gEngfuncs.GetClientTime() + 0.1; // We keep it alive just a little bit forward in the future, just in case. + pBeam2->die = gEngfuncs.GetClientTime() + 0.1; // We keep it alive just a little bit forward in the future, just in case. } } @@ -85,6 +86,6 @@ Add game specific, client-side objects here */ void Game_AddObjects( void ) { - if ( pBeam && pBeam2 ) + if( pBeam && pBeam2 ) UpdateBeams(); } diff --git a/cl_dll/hl/hl_weapons.cpp b/cl_dll/hl/hl_weapons.cpp index 193c9d49..c712b76f 100644 --- a/cl_dll/hl/hl_weapons.cpp +++ b/cl_dll/hl/hl_weapons.cpp @@ -12,6 +12,7 @@ * without written permission from Valve LLC. * ****/ + #include "extdll.h" #include "util.h" #include "cbase.h" @@ -35,19 +36,19 @@ extern globalvars_t *gpGlobals; extern int g_iUser1; // Pool of client side entities/entvars_t -static entvars_t ev[ 32 ]; -static int num_ents = 0; +static entvars_t ev[32]; +static int num_ents = 0; // The entity we'll use to represent the local client -static CBasePlayer player; +static CBasePlayer player; // Local version of game .dll global variables ( time, etc. ) -static globalvars_t Globals; +static globalvars_t Globals; -static CBasePlayerWeapon *g_pWpns[ 32 ]; +static CBasePlayerWeapon *g_pWpns[32]; float g_flApplyVel = 0.0; -int g_irunninggausspred = 0; +int g_irunninggausspred = 0; vec3_t previousorigin; @@ -67,7 +68,6 @@ CSatchel g_Satchel; CTripmine g_Tripmine; CSqueak g_Snark; - /* ====================== AlertMessage @@ -77,12 +77,12 @@ Print debug messages to console */ void AlertMessage( ALERT_TYPE atype, char *szFmt, ... ) { - va_list argptr; - static char string[1024]; - - va_start (argptr, szFmt); - vsprintf (string, szFmt,argptr); - va_end (argptr); + va_list argptr; + static char string[1024]; + + va_start( argptr, szFmt ); + vsprintf( string, szFmt, argptr ); + va_end( argptr ); gEngfuncs.Con_Printf( "cl: " ); gEngfuncs.Con_Printf( string ); @@ -90,12 +90,13 @@ void AlertMessage( ALERT_TYPE atype, char *szFmt, ... ) //Returns if it's multiplayer. //Mostly used by the client side weapons. -bool bIsMultiplayer ( void ) +bool bIsMultiplayer( void ) { return gEngfuncs.GetMaxClients() == 1 ? 0 : 1; } + //Just loads a v_ model. -void LoadVModel ( char *szViewModel, CBasePlayer *m_pPlayer ) +void LoadVModel( char *szViewModel, CBasePlayer *m_pPlayer ) { gEngfuncs.CL_LoadModel( szViewModel, &m_pPlayer->pev->viewmodel ); } @@ -110,50 +111,49 @@ we set up the m_pPlayer field. */ void HUD_PrepEntity( CBaseEntity *pEntity, CBasePlayer *pWeaponOwner ) { - memset( &ev[ num_ents ], 0, sizeof( entvars_t ) ); - pEntity->pev = &ev[ num_ents++ ]; + memset( &ev[num_ents], 0, sizeof(entvars_t) ); + pEntity->pev = &ev[num_ents++]; pEntity->Precache(); pEntity->Spawn(); - if ( pWeaponOwner ) + if( pWeaponOwner ) { ItemInfo info; - - ((CBasePlayerWeapon *)pEntity)->m_pPlayer = pWeaponOwner; - - ((CBasePlayerWeapon *)pEntity)->GetItemInfo( &info ); - g_pWpns[ info.iId ] = (CBasePlayerWeapon *)pEntity; + ( (CBasePlayerWeapon *)pEntity )->m_pPlayer = pWeaponOwner; + + ( (CBasePlayerWeapon *)pEntity )->GetItemInfo( &info ); + + g_pWpns[info.iId] = (CBasePlayerWeapon *)pEntity; } } /* ===================== -CBaseEntity :: Killed +CBaseEntity::Killed If weapons code "kills" an entity, just set its effects to EF_NODRAW ===================== */ -void CBaseEntity :: Killed( entvars_t *pevAttacker, int iGib ) +void CBaseEntity::Killed( entvars_t *pevAttacker, int iGib ) { pev->effects |= EF_NODRAW; } /* ===================== -CBasePlayerWeapon :: DefaultReload +CBasePlayerWeapon::DefaultReload ===================== */ -BOOL CBasePlayerWeapon :: DefaultReload( int iClipSize, int iAnim, float fDelay, int body ) +BOOL CBasePlayerWeapon::DefaultReload( int iClipSize, int iAnim, float fDelay, int body ) { - - if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) + if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 ) return FALSE; - int j = min(iClipSize - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]); + int j = min( iClipSize - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] ); - if (j == 0) + if( j == 0 ) return FALSE; m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + fDelay; @@ -169,32 +169,32 @@ BOOL CBasePlayerWeapon :: DefaultReload( int iClipSize, int iAnim, float fDelay, /* ===================== -CBasePlayerWeapon :: CanDeploy +CBasePlayerWeapon::CanDeploy ===================== */ -BOOL CBasePlayerWeapon :: CanDeploy( void ) +BOOL CBasePlayerWeapon::CanDeploy( void ) { BOOL bHasAmmo = 0; - if ( !pszAmmo1() ) + if( !pszAmmo1() ) { // this weapon doesn't use ammo, can always deploy. return TRUE; } - if ( pszAmmo1() ) + if( pszAmmo1() ) { - bHasAmmo |= (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] != 0); + bHasAmmo |= ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] != 0 ); } - if ( pszAmmo2() ) + if( pszAmmo2() ) { - bHasAmmo |= (m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] != 0); + bHasAmmo |= ( m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] != 0 ); } - if (m_iClip > 0) + if( m_iClip > 0 ) { bHasAmmo |= 1; } - if (!bHasAmmo) + if( !bHasAmmo ) { return FALSE; } @@ -204,17 +204,17 @@ BOOL CBasePlayerWeapon :: CanDeploy( void ) /* ===================== -CBasePlayerWeapon :: DefaultDeploy +CBasePlayerWeapon::DefaultDeploy ===================== */ -BOOL CBasePlayerWeapon :: DefaultDeploy( char *szViewModel, char *szWeaponModel, int iAnim, char *szAnimExt, int skiplocal, int body ) +BOOL CBasePlayerWeapon::DefaultDeploy( char *szViewModel, char *szWeaponModel, int iAnim, char *szAnimExt, int skiplocal, int body ) { - if ( !CanDeploy() ) + if( !CanDeploy() ) return FALSE; gEngfuncs.CL_LoadModel( szViewModel, &m_pPlayer->pev->viewmodel ); - + SendWeaponAnim( iAnim, skiplocal, body ); g_irunninggausspred = false; @@ -225,13 +225,13 @@ BOOL CBasePlayerWeapon :: DefaultDeploy( char *szViewModel, char *szWeaponModel, /* ===================== -CBasePlayerWeapon :: PlayEmptySound +CBasePlayerWeapon::PlayEmptySound ===================== */ -BOOL CBasePlayerWeapon :: PlayEmptySound( void ) +BOOL CBasePlayerWeapon::PlayEmptySound( void ) { - if (m_iPlayEmptySound) + if( m_iPlayEmptySound ) { HUD_PlaySound( "weapons/357_cock1.wav", 0.8 ); m_iPlayEmptySound = 0; @@ -242,11 +242,11 @@ BOOL CBasePlayerWeapon :: PlayEmptySound( void ) /* ===================== -CBasePlayerWeapon :: ResetEmptySound +CBasePlayerWeapon::ResetEmptySound ===================== */ -void CBasePlayerWeapon :: ResetEmptySound( void ) +void CBasePlayerWeapon::ResetEmptySound( void ) { m_iPlayEmptySound = 1; } @@ -275,7 +275,7 @@ Animate weapon model void CBasePlayerWeapon::SendWeaponAnim( int iAnim, int skiplocal, int body ) { m_pPlayer->pev->weaponanim = iAnim; - + HUD_SendWeaponAnim( iAnim, body, 0 ); } @@ -290,16 +290,16 @@ Vector CBaseEntity::FireBulletsPlayer ( ULONG cShots, Vector vecSrc, Vector vecD { float x, y, z; - for ( ULONG iShot = 1; iShot <= cShots; iShot++ ) + for( ULONG iShot = 1; iShot <= cShots; iShot++ ) { - if ( pevAttacker == NULL ) + if( pevAttacker == NULL ) { // get circular gaussian spread do { - x = RANDOM_FLOAT(-0.5, 0.5) + RANDOM_FLOAT(-0.5, 0.5); - y = RANDOM_FLOAT(-0.5, 0.5) + RANDOM_FLOAT(-0.5, 0.5); - z = x*x+y*y; - } while (z > 1); + x = RANDOM_FLOAT( -0.5, 0.5 ) + RANDOM_FLOAT( -0.5, 0.5 ); + y = RANDOM_FLOAT( -0.5, 0.5 ) + RANDOM_FLOAT( -0.5, 0.5 ); + z = x * x + y * y; + } while( z > 1 ); } else { @@ -308,11 +308,10 @@ Vector CBaseEntity::FireBulletsPlayer ( ULONG cShots, Vector vecSrc, Vector vecD x = UTIL_SharedRandomFloat( shared_rand + iShot, -0.5, 0.5 ) + UTIL_SharedRandomFloat( shared_rand + ( 1 + iShot ) , -0.5, 0.5 ); y = UTIL_SharedRandomFloat( shared_rand + ( 2 + iShot ), -0.5, 0.5 ) + UTIL_SharedRandomFloat( shared_rand + ( 3 + iShot ), -0.5, 0.5 ); z = x * x + y * y; - } - + } } - return Vector ( x * vecSpread.x, y * vecSpread.y, 0.0 ); + return Vector( x * vecSpread.x, y * vecSpread.y, 0.0 ); } /* @@ -324,24 +323,24 @@ Handles weapon firing, reloading, etc. */ void CBasePlayerWeapon::ItemPostFrame( void ) { - if ((m_fInReload) && (m_pPlayer->m_flNextAttack <= 0.0)) + if( ( m_fInReload ) && ( m_pPlayer->m_flNextAttack <= 0.0 ) ) { #if 0 // FIXME, need ammo on client to make this work right // complete the reload. - int j = min( iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]); + int j = min( iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] ); // Add them to the clip m_iClip += j; m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= j; -#else +#else m_iClip += 10; #endif m_fInReload = FALSE; } - if ((m_pPlayer->pev->button & IN_ATTACK2) && (m_flNextSecondaryAttack <= 0.0)) + if( ( m_pPlayer->pev->button & IN_ATTACK2 ) && ( m_flNextSecondaryAttack <= 0.0 ) ) { - if ( pszAmmo2() && !m_pPlayer->m_rgAmmo[SecondaryAmmoIndex()] ) + if( pszAmmo2() && !m_pPlayer->m_rgAmmo[SecondaryAmmoIndex()] ) { m_fFireOnEmpty = TRUE; } @@ -349,28 +348,27 @@ void CBasePlayerWeapon::ItemPostFrame( void ) SecondaryAttack(); m_pPlayer->pev->button &= ~IN_ATTACK2; } - else if ((m_pPlayer->pev->button & IN_ATTACK) && (m_flNextPrimaryAttack <= 0.0)) + else if( ( m_pPlayer->pev->button & IN_ATTACK ) && ( m_flNextPrimaryAttack <= 0.0 ) ) { - if ( (m_iClip == 0 && pszAmmo1()) || (iMaxClip() == -1 && !m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] ) ) + if( ( m_iClip == 0 && pszAmmo1() ) || ( iMaxClip() == -1 && !m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] ) ) { m_fFireOnEmpty = TRUE; } PrimaryAttack(); } - else if ( m_pPlayer->pev->button & IN_RELOAD && iMaxClip() != WEAPON_NOCLIP && !m_fInReload ) + else if( m_pPlayer->pev->button & IN_RELOAD && iMaxClip() != WEAPON_NOCLIP && !m_fInReload ) { // reload when reload is pressed, or if no buttons are down and weapon is empty. Reload(); } - else if ( !(m_pPlayer->pev->button & (IN_ATTACK|IN_ATTACK2) ) ) + else if( !( m_pPlayer->pev->button & ( IN_ATTACK | IN_ATTACK2 ) ) ) { // no fire buttons down - m_fFireOnEmpty = FALSE; // weapon is useable. Reload if empty and weapon has waited as long as it has to after firing - if ( m_iClip == 0 && !(iFlags() & ITEM_FLAG_NOAUTORELOAD) && m_flNextPrimaryAttack < 0.0 ) + if( m_iClip == 0 && !( iFlags() & ITEM_FLAG_NOAUTORELOAD ) && m_flNextPrimaryAttack < 0.0 ) { Reload(); return; @@ -379,9 +377,9 @@ void CBasePlayerWeapon::ItemPostFrame( void ) WeaponIdle( ); return; } - + // catch all - if ( ShouldWeaponIdle() ) + if( ShouldWeaponIdle() ) { WeaponIdle(); } @@ -394,29 +392,28 @@ CBasePlayer::SelectItem Switch weapons ===================== */ -void CBasePlayer::SelectItem(const char *pstr) +void CBasePlayer::SelectItem( const char *pstr ) { - if (!pstr) + if( !pstr ) return; CBasePlayerItem *pItem = NULL; - if (!pItem) + if( !pItem ) return; - - if (pItem == m_pActiveItem) + if( pItem == m_pActiveItem ) return; - if (m_pActiveItem) - m_pActiveItem->Holster( ); - + if( m_pActiveItem ) + m_pActiveItem->Holster(); + m_pLastItem = m_pActiveItem; m_pActiveItem = pItem; - if (m_pActiveItem) + if( m_pActiveItem ) { - m_pActiveItem->Deploy( ); + m_pActiveItem->Deploy(); } } @@ -426,21 +423,21 @@ CBasePlayer::SelectLastItem ===================== */ -void CBasePlayer::SelectLastItem(void) +void CBasePlayer::SelectLastItem( void ) { - if (!m_pLastItem) + if( !m_pLastItem ) { return; } - if ( m_pActiveItem && !m_pActiveItem->CanHolster() ) + if( m_pActiveItem && !m_pActiveItem->CanHolster() ) { return; } - if (m_pActiveItem) - m_pActiveItem->Holster( ); - + if( m_pActiveItem ) + m_pActiveItem->Holster(); + CBasePlayerItem *pTemp = m_pActiveItem; m_pActiveItem = m_pLastItem; m_pLastItem = pTemp; @@ -456,9 +453,9 @@ CBasePlayer::Killed void CBasePlayer::Killed( entvars_t *pevAttacker, int iGib ) { // Holster weapon immediately, to allow it to cleanup - if ( m_pActiveItem ) - m_pActiveItem->Holster( ); - + if( m_pActiveItem ) + m_pActiveItem->Holster(); + g_irunninggausspred = false; } @@ -470,7 +467,7 @@ CBasePlayer::Spawn */ void CBasePlayer::Spawn( void ) { - if (m_pActiveItem) + if( m_pActiveItem ) m_pActiveItem->Deploy( ); g_irunninggausspred = false; @@ -485,7 +482,7 @@ Don't actually trace, but act like the trace didn't hit anything. */ void UTIL_TraceLine( const Vector &vecStart, const Vector &vecEnd, IGNORE_MONSTERS igmon, edict_t *pentIgnore, TraceResult *ptr ) { - memset( ptr, 0, sizeof( *ptr ) ); + memset( ptr, 0, sizeof(*ptr) ); ptr->flFraction = 1.0; } @@ -501,10 +498,10 @@ void UTIL_ParticleBox( CBasePlayer *player, float *mins, float *maxs, float life int i; vec3_t mmin, mmax; - for ( i = 0; i < 3; i++ ) + for( i = 0; i < 3; i++ ) { - mmin[ i ] = player->pev->origin[ i ] + mins[ i ]; - mmax[ i ] = player->pev->origin[ i ] + maxs[ i ]; + mmin[i] = player->pev->origin[i] + mins[i]; + mmax[i] = player->pev->origin[i] + maxs[i]; } gEngfuncs.pEfxAPI->R_ParticleBox( (float *)&mmin, (float *)&mmax, 5.0, 0, 255, 0 ); @@ -523,7 +520,7 @@ void UTIL_ParticleBoxes( void ) physent_t *pe; cl_entity_t *player; vec3_t mins, maxs; - + gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, true ); // Store off the old count @@ -533,13 +530,13 @@ void UTIL_ParticleBoxes( void ) // Now add in all of the players. gEngfuncs.pEventAPI->EV_SetSolidPlayers ( player->index - 1 ); - for ( idx = 1; idx < 100; idx++ ) + for( idx = 1; idx < 100; idx++ ) { pe = gEngfuncs.pEventAPI->EV_GetPhysent( idx ); - if ( !pe ) + if( !pe ) break; - if ( pe->info >= 1 && pe->info <= gEngfuncs.GetMaxClients() ) + if( pe->info >= 1 && pe->info <= gEngfuncs.GetMaxClients() ) { mins = pe->origin + pe->mins; maxs = pe->origin + pe->maxs; @@ -575,16 +572,15 @@ void CBasePlayerWeapon::PrintState( void ) COM_Log( "c:\\hl.log", "%.4f ", gpGlobals->time ); COM_Log( "c:\\hl.log", "%.4f ", m_pPlayer->m_flNextAttack ); COM_Log( "c:\\hl.log", "%.4f ", m_flNextPrimaryAttack ); - COM_Log( "c:\\hl.log", "%.4f ", m_flTimeWeaponIdle - gpGlobals->time); + COM_Log( "c:\\hl.log", "%.4f ", m_flTimeWeaponIdle - gpGlobals->time ); COM_Log( "c:\\hl.log", "%i ", m_iClip ); } int RandomLong( int a, int b ) { - return gEngfuncs.pfnRandomLong(a, b); + return gEngfuncs.pfnRandomLong( a, b ); } - /* ===================== HUD_InitClientWeapons @@ -595,7 +591,7 @@ Set up weapons, player and functions needed to run weapons code client-side. void HUD_InitClientWeapons( void ) { static int initialized = 0; - if ( initialized ) + if( initialized ) return; initialized = 1; @@ -607,40 +603,40 @@ void HUD_InitClientWeapons( void ) gpGlobals->time = gEngfuncs.GetClientTime(); // Fake functions - g_engfuncs.pfnPrecacheModel = stub_PrecacheModel; - g_engfuncs.pfnPrecacheSound = stub_PrecacheSound; - g_engfuncs.pfnPrecacheEvent = stub_PrecacheEvent; - g_engfuncs.pfnNameForFunction = stub_NameForFunction; - g_engfuncs.pfnSetModel = stub_SetModel; + g_engfuncs.pfnPrecacheModel = stub_PrecacheModel; + g_engfuncs.pfnPrecacheSound = stub_PrecacheSound; + g_engfuncs.pfnPrecacheEvent = stub_PrecacheEvent; + g_engfuncs.pfnNameForFunction = stub_NameForFunction; + g_engfuncs.pfnSetModel = stub_SetModel; g_engfuncs.pfnSetClientMaxspeed = HUD_SetMaxSpeed; // Handled locally - g_engfuncs.pfnPlaybackEvent = HUD_PlaybackEvent; - g_engfuncs.pfnAlertMessage = AlertMessage; + g_engfuncs.pfnPlaybackEvent = HUD_PlaybackEvent; + g_engfuncs.pfnAlertMessage = AlertMessage; // Pass through to engine - g_engfuncs.pfnPrecacheEvent = gEngfuncs.pfnPrecacheEvent; - g_engfuncs.pfnRandomFloat = gEngfuncs.pfnRandomFloat; - g_engfuncs.pfnRandomLong = gEngfuncs.pfnRandomLong; + g_engfuncs.pfnPrecacheEvent = gEngfuncs.pfnPrecacheEvent; + g_engfuncs.pfnRandomFloat = gEngfuncs.pfnRandomFloat; + g_engfuncs.pfnRandomLong = gEngfuncs.pfnRandomLong; // Allocate a slot for the local player - HUD_PrepEntity( &player , NULL ); + HUD_PrepEntity( &player, NULL ); // Allocate slot(s) for each weapon that we are going to be predicting - HUD_PrepEntity( &g_Glock , &player ); - HUD_PrepEntity( &g_Crowbar , &player ); - HUD_PrepEntity( &g_Python , &player ); - HUD_PrepEntity( &g_Mp5 , &player ); - HUD_PrepEntity( &g_Crossbow , &player ); - HUD_PrepEntity( &g_Shotgun , &player ); - HUD_PrepEntity( &g_Rpg , &player ); - HUD_PrepEntity( &g_Gauss , &player ); - HUD_PrepEntity( &g_Egon , &player ); - HUD_PrepEntity( &g_HGun , &player ); - HUD_PrepEntity( &g_HandGren , &player ); - HUD_PrepEntity( &g_Satchel , &player ); - HUD_PrepEntity( &g_Tripmine , &player ); - HUD_PrepEntity( &g_Snark , &player ); + HUD_PrepEntity( &g_Glock, &player ); + HUD_PrepEntity( &g_Crowbar, &player ); + HUD_PrepEntity( &g_Python, &player ); + HUD_PrepEntity( &g_Mp5, &player ); + HUD_PrepEntity( &g_Crossbow, &player ); + HUD_PrepEntity( &g_Shotgun, &player ); + HUD_PrepEntity( &g_Rpg, &player ); + HUD_PrepEntity( &g_Gauss, &player ); + HUD_PrepEntity( &g_Egon, &player ); + HUD_PrepEntity( &g_HGun, &player ); + HUD_PrepEntity( &g_HandGren, &player ); + HUD_PrepEntity( &g_Satchel, &player ); + HUD_PrepEntity( &g_Tripmine, &player ); + HUD_PrepEntity( &g_Snark, &player ); } /* @@ -653,9 +649,9 @@ Retruns the last position that we stored for egon beam endpoint. void HUD_GetLastOrg( float *org ) { int i; - + // Return last origin - for ( i = 0; i < 3; i++ ) + for( i = 0; i < 3; i++ ) { org[i] = previousorigin[i]; } @@ -671,11 +667,11 @@ Remember our exact predicted origin so we can draw the egon to the right positio void HUD_SetLastOrg( void ) { int i; - + // Offset final origin by view_offset - for ( i = 0; i < 3; i++ ) + for( i = 0; i < 3; i++ ) { - previousorigin[i] = g_finalstate->playerstate.origin[i] + g_finalstate->client.view_ofs[ i ]; + previousorigin[i] = g_finalstate->playerstate.origin[i] + g_finalstate->client.view_ofs[i]; } } @@ -695,69 +691,56 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm weapon_data_t nulldata, *pfrom, *pto; static int lasthealth; - memset( &nulldata, 0, sizeof( nulldata ) ); + memset( &nulldata, 0, sizeof(nulldata) ); - HUD_InitClientWeapons(); + HUD_InitClientWeapons(); // Get current clock gpGlobals->time = time; // Fill in data based on selected weapon // FIXME, make this a method in each weapon? where you pass in an entity_state_t *? - switch ( from->client.m_iId ) + switch( from->client.m_iId ) { case WEAPON_CROWBAR: pWeapon = &g_Crowbar; break; - case WEAPON_GLOCK: pWeapon = &g_Glock; break; - case WEAPON_PYTHON: pWeapon = &g_Python; break; - case WEAPON_MP5: pWeapon = &g_Mp5; break; - case WEAPON_CROSSBOW: pWeapon = &g_Crossbow; break; - case WEAPON_SHOTGUN: pWeapon = &g_Shotgun; break; - case WEAPON_RPG: pWeapon = &g_Rpg; break; - case WEAPON_GAUSS: pWeapon = &g_Gauss; break; - case WEAPON_EGON: pWeapon = &g_Egon; break; - case WEAPON_HORNETGUN: pWeapon = &g_HGun; break; - case WEAPON_HANDGRENADE: pWeapon = &g_HandGren; break; - case WEAPON_SATCHEL: pWeapon = &g_Satchel; break; - case WEAPON_TRIPMINE: pWeapon = &g_Tripmine; break; - case WEAPON_SNARK: pWeapon = &g_Snark; break; @@ -770,14 +753,13 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm // If we are running events/etc. go ahead and see if we // managed to die between last frame and this one // If so, run the appropriate player killed or spawn function - if ( g_runfuncs ) + if( g_runfuncs ) { - if ( to->client.health <= 0 && lasthealth > 0 ) + if( to->client.health <= 0 && lasthealth > 0 ) { player.Killed( NULL, 0 ); - } - else if ( to->client.health > 0 && lasthealth <= 0 ) + else if( to->client.health > 0 && lasthealth <= 0 ) { player.Spawn(); } @@ -786,37 +768,37 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm } // We are not predicting the current weapon, just bow out here. - if ( !pWeapon ) + if( !pWeapon ) return; - for ( i = 0; i < 32; i++ ) + for( i = 0; i < 32; i++ ) { - pCurrent = g_pWpns[ i ]; - if ( !pCurrent ) + pCurrent = g_pWpns[i]; + if( !pCurrent ) { continue; } - pfrom = &from->weapondata[ i ]; - - pCurrent->m_fInReload = pfrom->m_fInReload; - pCurrent->m_fInSpecialReload = pfrom->m_fInSpecialReload; -// pCurrent->m_flPumpTime = pfrom->m_flPumpTime; - pCurrent->m_iClip = pfrom->m_iClip; + pfrom = &from->weapondata[i]; + + pCurrent->m_fInReload = pfrom->m_fInReload; + pCurrent->m_fInSpecialReload = pfrom->m_fInSpecialReload; + //pCurrent->m_flPumpTime = pfrom->m_flPumpTime; + pCurrent->m_iClip = pfrom->m_iClip; pCurrent->m_flNextPrimaryAttack = pfrom->m_flNextPrimaryAttack; pCurrent->m_flNextSecondaryAttack = pfrom->m_flNextSecondaryAttack; - pCurrent->m_flTimeWeaponIdle = pfrom->m_flTimeWeaponIdle; - pCurrent->pev->fuser1 = pfrom->fuser1; - pCurrent->m_flStartThrow = pfrom->fuser2; - pCurrent->m_flReleaseThrow = pfrom->fuser3; - pCurrent->m_chargeReady = pfrom->iuser1; - pCurrent->m_fInAttack = pfrom->iuser2; - pCurrent->m_fireState = pfrom->iuser3; + pCurrent->m_flTimeWeaponIdle = pfrom->m_flTimeWeaponIdle; + pCurrent->pev->fuser1 = pfrom->fuser1; + pCurrent->m_flStartThrow = pfrom->fuser2; + pCurrent->m_flReleaseThrow = pfrom->fuser3; + pCurrent->m_chargeReady = pfrom->iuser1; + pCurrent->m_fInAttack = pfrom->iuser2; + pCurrent->m_fireState = pfrom->iuser3; - pCurrent->m_iSecondaryAmmoType = (int)from->client.vuser3[ 2 ]; - pCurrent->m_iPrimaryAmmoType = (int)from->client.vuser4[ 0 ]; - player.m_rgAmmo[ pCurrent->m_iPrimaryAmmoType ] = (int)from->client.vuser4[ 1 ]; - player.m_rgAmmo[ pCurrent->m_iSecondaryAmmoType ] = (int)from->client.vuser4[ 2 ]; + pCurrent->m_iSecondaryAmmoType = (int)from->client.vuser3[2]; + pCurrent->m_iPrimaryAmmoType = (int)from->client.vuser4[0]; + player.m_rgAmmo[pCurrent->m_iPrimaryAmmoType] = (int)from->client.vuser4[1]; + player.m_rgAmmo[pCurrent->m_iSecondaryAmmoType] = (int)from->client.vuser4[2]; } // For random weapon events, use this seed to seed random # generator @@ -826,13 +808,13 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm player.m_afButtonLast = from->playerstate.oldbuttons; // Which buttsons chave changed - buttonsChanged = (player.m_afButtonLast ^ cmd->buttons); // These buttons have changed this frame - + buttonsChanged = ( player.m_afButtonLast ^ cmd->buttons ); // These buttons have changed this frame + // Debounced button codes for pressed/released // The changed ones still down are "pressed" player.m_afButtonPressed = buttonsChanged & cmd->buttons; // The ones not down are "released" - player.m_afButtonReleased = buttonsChanged & (~cmd->buttons); + player.m_afButtonReleased = buttonsChanged & ( ~cmd->buttons ); // Set player variables that weapons code might check/alter player.pev->button = cmd->buttons; @@ -842,7 +824,7 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm player.pev->deadflag = from->client.deadflag; player.pev->waterlevel = from->client.waterlevel; - player.pev->maxspeed = from->client.maxspeed; + player.pev->maxspeed = from->client.maxspeed; player.pev->fov = from->client.fov; player.pev->weaponanim = from->client.weaponanim; player.pev->viewmodel = from->client.viewmodel; @@ -851,62 +833,61 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm player.m_flAmmoStartCharge = from->client.fuser3; //Stores all our ammo info, so the client side weapons can use them. - player.ammo_9mm = (int)from->client.vuser1[0]; - player.ammo_357 = (int)from->client.vuser1[1]; - player.ammo_argrens = (int)from->client.vuser1[2]; - player.ammo_bolts = (int)from->client.ammo_nails; //is an int anyways... - player.ammo_buckshot = (int)from->client.ammo_shells; - player.ammo_uranium = (int)from->client.ammo_cells; - player.ammo_hornets = (int)from->client.vuser2[0]; - player.ammo_rockets = (int)from->client.ammo_rockets; + player.ammo_9mm = (int)from->client.vuser1[0]; + player.ammo_357 = (int)from->client.vuser1[1]; + player.ammo_argrens = (int)from->client.vuser1[2]; + player.ammo_bolts = (int)from->client.ammo_nails; //is an int anyways... + player.ammo_buckshot = (int)from->client.ammo_shells; + player.ammo_uranium = (int)from->client.ammo_cells; + player.ammo_hornets = (int)from->client.vuser2[0]; + player.ammo_rockets = (int)from->client.ammo_rockets; - // Point to current weapon object - if ( from->client.m_iId ) + if( from->client.m_iId ) { - player.m_pActiveItem = g_pWpns[ from->client.m_iId ]; + player.m_pActiveItem = g_pWpns[from->client.m_iId]; } - if ( player.m_pActiveItem->m_iId == WEAPON_RPG ) + if( player.m_pActiveItem->m_iId == WEAPON_RPG ) { - ( ( CRpg * )player.m_pActiveItem)->m_fSpotActive = (int)from->client.vuser2[ 1 ]; - ( ( CRpg * )player.m_pActiveItem)->m_cActiveRockets = (int)from->client.vuser2[ 2 ]; + ( (CRpg *)player.m_pActiveItem )->m_fSpotActive = (int)from->client.vuser2[1]; + ( (CRpg *)player.m_pActiveItem )->m_cActiveRockets = (int)from->client.vuser2[2]; } - + // Don't go firing anything if we have died. // Or if we don't have a weapon model deployed - if ( ( player.pev->deadflag != ( DEAD_DISCARDBODY + 1 ) ) && + if( ( player.pev->deadflag != ( DEAD_DISCARDBODY + 1 ) ) && !CL_IsDead() && player.pev->viewmodel && !g_iUser1 ) { - if ( player.m_flNextAttack <= 0 ) + if( player.m_flNextAttack <= 0 ) { pWeapon->ItemPostFrame(); } } // Assume that we are not going to switch weapons - to->client.m_iId = from->client.m_iId; + to->client.m_iId = from->client.m_iId; // Now see if we issued a changeweapon command ( and we're not dead ) - if ( cmd->weaponselect && ( player.pev->deadflag != ( DEAD_DISCARDBODY + 1 ) ) ) + if( cmd->weaponselect && ( player.pev->deadflag != ( DEAD_DISCARDBODY + 1 ) ) ) { // Switched to a different weapon? - if ( from->weapondata[ cmd->weaponselect ].m_iId == cmd->weaponselect ) + if( from->weapondata[cmd->weaponselect].m_iId == cmd->weaponselect ) { - CBasePlayerWeapon *pNew = g_pWpns[ cmd->weaponselect ]; - if ( pNew && ( pNew != pWeapon ) ) + CBasePlayerWeapon *pNew = g_pWpns[cmd->weaponselect]; + if( pNew && ( pNew != pWeapon ) ) { // Put away old weapon - if (player.m_pActiveItem) - player.m_pActiveItem->Holster( ); - + if( player.m_pActiveItem ) + player.m_pActiveItem->Holster(); + player.m_pLastItem = player.m_pActiveItem; player.m_pActiveItem = pNew; // Deploy new weapon - if (player.m_pActiveItem) + if( player.m_pActiveItem ) { - player.m_pActiveItem->Deploy( ); + player.m_pActiveItem->Deploy(); } // Update weapon id so we can predict things correctly. @@ -916,121 +897,121 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm } // Copy in results of prediction code - to->client.viewmodel = player.pev->viewmodel; - to->client.fov = player.pev->fov; - to->client.weaponanim = player.pev->weaponanim; - to->client.m_flNextAttack = player.m_flNextAttack; - to->client.fuser2 = player.m_flNextAmmoBurn; - to->client.fuser3 = player.m_flAmmoStartCharge; - to->client.maxspeed = player.pev->maxspeed; + to->client.viewmodel = player.pev->viewmodel; + to->client.fov = player.pev->fov; + to->client.weaponanim = player.pev->weaponanim; + to->client.m_flNextAttack = player.m_flNextAttack; + to->client.fuser2 = player.m_flNextAmmoBurn; + to->client.fuser3 = player.m_flAmmoStartCharge; + to->client.maxspeed = player.pev->maxspeed; //HL Weapons - to->client.vuser1[0] = player.ammo_9mm; - to->client.vuser1[1] = player.ammo_357; - to->client.vuser1[2] = player.ammo_argrens; + to->client.vuser1[0] = player.ammo_9mm; + to->client.vuser1[1] = player.ammo_357; + to->client.vuser1[2] = player.ammo_argrens; - to->client.ammo_nails = player.ammo_bolts; - to->client.ammo_shells = player.ammo_buckshot; - to->client.ammo_cells = player.ammo_uranium; - to->client.vuser2[0] = player.ammo_hornets; - to->client.ammo_rockets = player.ammo_rockets; + to->client.ammo_nails = player.ammo_bolts; + to->client.ammo_shells = player.ammo_buckshot; + to->client.ammo_cells = player.ammo_uranium; + to->client.vuser2[0] = player.ammo_hornets; + to->client.ammo_rockets = player.ammo_rockets; - if ( player.m_pActiveItem->m_iId == WEAPON_RPG ) + if( player.m_pActiveItem->m_iId == WEAPON_RPG ) { - from->client.vuser2[ 1 ] = ( ( CRpg * )player.m_pActiveItem)->m_fSpotActive; - from->client.vuser2[ 2 ] = ( ( CRpg * )player.m_pActiveItem)->m_cActiveRockets; + from->client.vuser2[1] = ( (CRpg *)player.m_pActiveItem)->m_fSpotActive; + from->client.vuser2[2] = ( (CRpg *)player.m_pActiveItem)->m_cActiveRockets; } // Make sure that weapon animation matches what the game .dll is telling us // over the wire ( fixes some animation glitches ) - if ( g_runfuncs && ( HUD_GetWeaponAnim() != to->client.weaponanim ) ) + if( g_runfuncs && ( HUD_GetWeaponAnim() != to->client.weaponanim ) ) { int body = 2; //Pop the model to body 0. - if ( pWeapon == &g_Tripmine ) + if( pWeapon == &g_Tripmine ) body = 0; //Show laser sight/scope combo - if ( pWeapon == &g_Python && bIsMultiplayer() ) + if( pWeapon == &g_Python && bIsMultiplayer() ) body = 1; - + // Force a fixed anim down to viewmodel HUD_SendWeaponAnim( to->client.weaponanim, body, 1 ); } - for ( i = 0; i < 32; i++ ) + for( i = 0; i < 32; i++ ) { - pCurrent = g_pWpns[ i ]; + pCurrent = g_pWpns[i]; - pto = &to->weapondata[ i ]; + pto = &to->weapondata[i]; - if ( !pCurrent ) + if( !pCurrent ) { - memset( pto, 0, sizeof( weapon_data_t ) ); + memset( pto, 0, sizeof(weapon_data_t) ); continue; } - - pto->m_fInReload = pCurrent->m_fInReload; - pto->m_fInSpecialReload = pCurrent->m_fInSpecialReload; -// pto->m_flPumpTime = pCurrent->m_flPumpTime; - pto->m_iClip = pCurrent->m_iClip; - pto->m_flNextPrimaryAttack = pCurrent->m_flNextPrimaryAttack; - pto->m_flNextSecondaryAttack = pCurrent->m_flNextSecondaryAttack; - pto->m_flTimeWeaponIdle = pCurrent->m_flTimeWeaponIdle; - pto->fuser1 = pCurrent->pev->fuser1; - pto->fuser2 = pCurrent->m_flStartThrow; - pto->fuser3 = pCurrent->m_flReleaseThrow; - pto->iuser1 = pCurrent->m_chargeReady; - pto->iuser2 = pCurrent->m_fInAttack; - pto->iuser3 = pCurrent->m_fireState; + + pto->m_fInReload = pCurrent->m_fInReload; + pto->m_fInSpecialReload = pCurrent->m_fInSpecialReload; + //pto->m_flPumpTime = pCurrent->m_flPumpTime; + pto->m_iClip = pCurrent->m_iClip; + pto->m_flNextPrimaryAttack = pCurrent->m_flNextPrimaryAttack; + pto->m_flNextSecondaryAttack = pCurrent->m_flNextSecondaryAttack; + pto->m_flTimeWeaponIdle = pCurrent->m_flTimeWeaponIdle; + pto->fuser1 = pCurrent->pev->fuser1; + pto->fuser2 = pCurrent->m_flStartThrow; + pto->fuser3 = pCurrent->m_flReleaseThrow; + pto->iuser1 = pCurrent->m_chargeReady; + pto->iuser2 = pCurrent->m_fInAttack; + pto->iuser3 = pCurrent->m_fireState; // Decrement weapon counters, server does this at same time ( during post think, after doing everything else ) - pto->m_flNextReload -= cmd->msec / 1000.0; - pto->m_fNextAimBonus -= cmd->msec / 1000.0; - pto->m_flNextPrimaryAttack -= cmd->msec / 1000.0; - pto->m_flNextSecondaryAttack -= cmd->msec / 1000.0; - pto->m_flTimeWeaponIdle -= cmd->msec / 1000.0; - pto->fuser1 -= cmd->msec / 1000.0; + pto->m_flNextReload -= cmd->msec / 1000.0; + pto->m_fNextAimBonus -= cmd->msec / 1000.0; + pto->m_flNextPrimaryAttack -= cmd->msec / 1000.0; + pto->m_flNextSecondaryAttack -= cmd->msec / 1000.0; + pto->m_flTimeWeaponIdle -= cmd->msec / 1000.0; + pto->fuser1 -= cmd->msec / 1000.0; - to->client.vuser3[2] = pCurrent->m_iSecondaryAmmoType; - to->client.vuser4[0] = pCurrent->m_iPrimaryAmmoType; - to->client.vuser4[1] = player.m_rgAmmo[ pCurrent->m_iPrimaryAmmoType ]; - to->client.vuser4[2] = player.m_rgAmmo[ pCurrent->m_iSecondaryAmmoType ]; + to->client.vuser3[2] = pCurrent->m_iSecondaryAmmoType; + to->client.vuser4[0] = pCurrent->m_iPrimaryAmmoType; + to->client.vuser4[1] = player.m_rgAmmo[pCurrent->m_iPrimaryAmmoType]; + to->client.vuser4[2] = player.m_rgAmmo[pCurrent->m_iSecondaryAmmoType]; -/* if ( pto->m_flPumpTime != -9999 ) +/* if( pto->m_flPumpTime != -9999 ) { pto->m_flPumpTime -= cmd->msec / 1000.0; - if ( pto->m_flPumpTime < -0.001 ) + if( pto->m_flPumpTime < -0.001 ) pto->m_flPumpTime = -0.001; }*/ - if ( pto->m_fNextAimBonus < -1.0 ) + if( pto->m_fNextAimBonus < -1.0 ) { pto->m_fNextAimBonus = -1.0; } - if ( pto->m_flNextPrimaryAttack < -1.0 ) + if( pto->m_flNextPrimaryAttack < -1.0 ) { pto->m_flNextPrimaryAttack = -1.0; } - if ( pto->m_flNextSecondaryAttack < -0.001 ) + if( pto->m_flNextSecondaryAttack < -0.001 ) { pto->m_flNextSecondaryAttack = -0.001; } - if ( pto->m_flTimeWeaponIdle < -0.001 ) + if( pto->m_flTimeWeaponIdle < -0.001 ) { pto->m_flTimeWeaponIdle = -0.001; } - if ( pto->m_flNextReload < -0.001 ) + if( pto->m_flNextReload < -0.001 ) { pto->m_flNextReload = -0.001; } - if ( pto->fuser1 < -0.001 ) + if( pto->fuser1 < -0.001 ) { pto->fuser1 = -0.001; } @@ -1038,19 +1019,19 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm // m_flNextAttack is now part of the weapons, but is part of the player instead to->client.m_flNextAttack -= cmd->msec / 1000.0; - if ( to->client.m_flNextAttack < -0.001 ) + if( to->client.m_flNextAttack < -0.001 ) { to->client.m_flNextAttack = -0.001; } to->client.fuser2 -= cmd->msec / 1000.0; - if ( to->client.fuser2 < -0.001 ) + if( to->client.fuser2 < -0.001 ) { to->client.fuser2 = -0.001; } - + to->client.fuser3 -= cmd->msec / 1000.0; - if ( to->client.fuser3 < -0.001 ) + if( to->client.fuser3 < -0.001 ) { to->client.fuser3 = -0.001; } @@ -1078,7 +1059,7 @@ void _DLLEXPORT HUD_PostRunCmd( struct local_state_s *from, struct local_state_s g_runfuncs = runfuncs; #if defined( CLIENT_WEAPONS ) - if ( cl_lw && cl_lw->value ) + if( cl_lw && cl_lw->value ) { HUD_WeaponsPostThink( from, to, cmd, time, random_seed ); } @@ -1088,14 +1069,14 @@ void _DLLEXPORT HUD_PostRunCmd( struct local_state_s *from, struct local_state_s to->client.fov = g_lastFOV; } - if ( g_irunninggausspred == 1 ) + if( g_irunninggausspred == 1 ) { Vector forward; gEngfuncs.pfnAngleVectors( v_angles, forward, NULL, NULL ); to->client.velocity = to->client.velocity - forward * g_flApplyVel * 5; g_irunninggausspred = false; } - + // All games can use FOV state g_lastFOV = to->client.fov; } diff --git a/cl_dll/hud.cpp b/cl_dll/hud.cpp index 8fdc3992..0f3b45bc 100644 --- a/cl_dll/hud.cpp +++ b/cl_dll/hud.cpp @@ -25,71 +25,69 @@ #include "parsemsg.h" #include "hud_servers.h" - #include "demo.h" #include "demo_api.h" cvar_t *hud_textmode; float g_hud_text_color[3]; - -extern client_sprite_t *GetSpriteList(client_sprite_t *pList, const char *psz, int iRes, int iCount); +extern client_sprite_t *GetSpriteList( client_sprite_t *pList, const char *psz, int iRes, int iCount ); extern cvar_t *sensitivity; cvar_t *cl_lw = NULL; -void ShutdownInput (void); +void ShutdownInput( void ); -//DECLARE_MESSAGE(m_Logo, Logo) -int __MsgFunc_Logo(const char *pszName, int iSize, void *pbuf) +//DECLARE_MESSAGE( m_Logo, Logo ) +int __MsgFunc_Logo( const char *pszName, int iSize, void *pbuf ) { - return gHUD.MsgFunc_Logo(pszName, iSize, pbuf ); + return gHUD.MsgFunc_Logo( pszName, iSize, pbuf ); } -//DECLARE_MESSAGE(m_Logo, Logo) -int __MsgFunc_ResetHUD(const char *pszName, int iSize, void *pbuf) +//DECLARE_MESSAGE( m_Logo, Logo ) +int __MsgFunc_ResetHUD( const char *pszName, int iSize, void *pbuf ) { - return gHUD.MsgFunc_ResetHUD(pszName, iSize, pbuf ); + return gHUD.MsgFunc_ResetHUD( pszName, iSize, pbuf ); } -int __MsgFunc_InitHUD(const char *pszName, int iSize, void *pbuf) +int __MsgFunc_InitHUD( const char *pszName, int iSize, void *pbuf ) { gHUD.MsgFunc_InitHUD( pszName, iSize, pbuf ); return 1; } -int __MsgFunc_ViewMode(const char *pszName, int iSize, void *pbuf) +int __MsgFunc_ViewMode( const char *pszName, int iSize, void *pbuf ) { gHUD.MsgFunc_ViewMode( pszName, iSize, pbuf ); return 1; } -int __MsgFunc_SetFOV(const char *pszName, int iSize, void *pbuf) +int __MsgFunc_SetFOV( const char *pszName, int iSize, void *pbuf ) { return gHUD.MsgFunc_SetFOV( pszName, iSize, pbuf ); } -int __MsgFunc_Concuss(const char *pszName, int iSize, void *pbuf) +int __MsgFunc_Concuss( const char *pszName, int iSize, void *pbuf ) { return gHUD.MsgFunc_Concuss( pszName, iSize, pbuf ); } -int __MsgFunc_GameMode(const char *pszName, int iSize, void *pbuf ) +int __MsgFunc_GameMode( const char *pszName, int iSize, void *pbuf ) { return gHUD.MsgFunc_GameMode( pszName, iSize, pbuf ); } // TFFree Command Menu -void __CmdFunc_OpenCommandMenu(void) +void __CmdFunc_OpenCommandMenu( void ) { } // TFC "special" command -void __CmdFunc_InputPlayerSpecial(void) +void __CmdFunc_InputPlayerSpecial( void ) { } -void __CmdFunc_CloseCommandMenu(void) +void __CmdFunc_CloseCommandMenu( void ) { } @@ -102,59 +100,58 @@ void __CmdFunc_ToggleServerBrowser( void ) } // TFFree Command Menu Message Handlers -int __MsgFunc_ValClass(const char *pszName, int iSize, void *pbuf) +int __MsgFunc_ValClass( const char *pszName, int iSize, void *pbuf ) { return 0; } -int __MsgFunc_TeamNames(const char *pszName, int iSize, void *pbuf) +int __MsgFunc_TeamNames( const char *pszName, int iSize, void *pbuf ) { return 0; } -int __MsgFunc_Feign(const char *pszName, int iSize, void *pbuf) +int __MsgFunc_Feign( const char *pszName, int iSize, void *pbuf ) { return 0; } -int __MsgFunc_Detpack(const char *pszName, int iSize, void *pbuf) +int __MsgFunc_Detpack( const char *pszName, int iSize, void *pbuf ) { return 0; } -int __MsgFunc_VGUIMenu(const char *pszName, int iSize, void *pbuf) +int __MsgFunc_VGUIMenu( const char *pszName, int iSize, void *pbuf ) { return 0; } -int __MsgFunc_BuildSt(const char *pszName, int iSize, void *pbuf) +int __MsgFunc_BuildSt( const char *pszName, int iSize, void *pbuf ) { return 0; } -int __MsgFunc_RandomPC(const char *pszName, int iSize, void *pbuf) +int __MsgFunc_RandomPC( const char *pszName, int iSize, void *pbuf ) { return 0; } -int __MsgFunc_ServerName(const char *pszName, int iSize, void *pbuf) +int __MsgFunc_ServerName( const char *pszName, int iSize, void *pbuf ) { return 0; } - -int __MsgFunc_Spectator(const char *pszName, int iSize, void *pbuf) +int __MsgFunc_Spectator( const char *pszName, int iSize, void *pbuf ) { return 0; } -int __MsgFunc_AllowSpec(const char *pszName, int iSize, void *pbuf) +int __MsgFunc_AllowSpec( const char *pszName, int iSize, void *pbuf ) { return 0; } // This is called every time the DLL is loaded -void CHud :: Init( void ) +void CHud::Init( void ) { HOOK_MESSAGE( Logo ); HOOK_MESSAGE( ResetHUD ); @@ -201,7 +198,7 @@ void CHud :: Init( void ) m_pSpriteList = NULL; // Clear any old HUD list - if ( m_pHudList ) + if( m_pHudList ) { HUDLIST *pList; while ( m_pHudList ) @@ -235,22 +232,21 @@ void CHud :: Init( void ) m_Menu.Init(); - - MsgFunc_ResetHUD(0, 0, NULL ); + MsgFunc_ResetHUD( 0, 0, NULL ); } // CHud destructor // cleans up memory allocated for m_rg* arrays -CHud :: ~CHud() +CHud::~CHud() { - delete [] m_rghSprites; - delete [] m_rgrcRects; - delete [] m_rgszSpriteNames; + delete[] m_rghSprites; + delete[] m_rgrcRects; + delete[] m_rgszSpriteNames; - if ( m_pHudList ) + if( m_pHudList ) { HUDLIST *pList; - while ( m_pHudList ) + while( m_pHudList ) { pList = m_pHudList; m_pHudList = m_pHudList->pNext; @@ -258,59 +254,57 @@ CHud :: ~CHud() } m_pHudList = NULL; } - - } // GetSpriteIndex() // searches through the sprite list loaded from hud.txt for a name matching SpriteName // returns an index into the gHUD.m_rghSprites[] array // returns 0 if sprite not found -int CHud :: GetSpriteIndex( const char *SpriteName ) +int CHud::GetSpriteIndex( const char *SpriteName ) { // look through the loaded sprite name list for SpriteName - for ( int i = 0; i < m_iSpriteCount; i++ ) + for( int i = 0; i < m_iSpriteCount; i++ ) { - if ( strncmp( SpriteName, m_rgszSpriteNames + (i * MAX_SPRITE_NAME_LENGTH), MAX_SPRITE_NAME_LENGTH ) == 0 ) + if( strncmp( SpriteName, m_rgszSpriteNames + ( i * MAX_SPRITE_NAME_LENGTH), MAX_SPRITE_NAME_LENGTH ) == 0 ) return i; } return -1; // invalid sprite } -void CHud :: VidInit( void ) +void CHud::VidInit( void ) { int j; m_scrinfo.iSize = sizeof(m_scrinfo); - GetScreenInfo(&m_scrinfo); + GetScreenInfo( &m_scrinfo ); // ---------- // Load Sprites // --------- -// m_hsprFont = LoadSprite("sprites/%d_font.spr"); - + //m_hsprFont = LoadSprite("sprites/%d_font.spr"); + m_hsprLogo = 0; m_hsprCursor = 0; - if (ScreenWidth < 640) + if( ScreenWidth < 640 ) m_iRes = 320; else m_iRes = 640; // Only load this once - if ( !m_pSpriteList ) + if( !m_pSpriteList ) { // we need to load the hud.txt, and all sprites within - m_pSpriteList = SPR_GetList("sprites/hud.txt", &m_iSpriteCountAllRes); + m_pSpriteList = SPR_GetList( "sprites/hud.txt", &m_iSpriteCountAllRes ); - if (m_pSpriteList) + if( m_pSpriteList ) { // count the number of sprites of the appropriate res m_iSpriteCount = 0; client_sprite_t *p = m_pSpriteList; - for ( j = 0; j < m_iSpriteCountAllRes; j++ ) + for( j = 0; j < m_iSpriteCountAllRes; j++ ) { - if ( p->iRes == m_iRes ) + if( p->iRes == m_iRes ) m_iSpriteCount++; p++; } @@ -322,13 +316,13 @@ void CHud :: VidInit( void ) p = m_pSpriteList; int index = 0; - for ( j = 0; j < m_iSpriteCountAllRes; j++ ) + for( j = 0; j < m_iSpriteCountAllRes; j++ ) { - if ( p->iRes == m_iRes ) + if( p->iRes == m_iRes ) { char sz[256]; - sprintf(sz, "sprites/%s.spr", p->szSprite); - m_rghSprites[index] = SPR_Load(sz); + sprintf( sz, "sprites/%s.spr", p->szSprite ); + m_rghSprites[index] = SPR_Load( sz ); m_rgrcRects[index] = p->rc; strncpy( &m_rgszSpriteNames[index * MAX_SPRITE_NAME_LENGTH], p->szName, MAX_SPRITE_NAME_LENGTH ); @@ -347,16 +341,16 @@ void CHud :: VidInit( void ) // count the number of sprites of the appropriate res m_iSpriteCount = 0; - for ( j = 0; j < m_iSpriteCountAllRes; j++ ) + for( j = 0; j < m_iSpriteCountAllRes; j++ ) { - if ( p->iRes == m_iRes ) + if( p->iRes == m_iRes ) m_iSpriteCount++; p++; } - delete [] m_rghSprites; - delete [] m_rgrcRects; - delete [] m_rgszSpriteNames; + delete[] m_rghSprites; + delete[] m_rgrcRects; + delete[] m_rgszSpriteNames; // allocated memory for sprite handle arrays m_rghSprites = new HSPRITE[m_iSpriteCount]; @@ -365,13 +359,13 @@ void CHud :: VidInit( void ) p = m_pSpriteList; int index = 0; - for ( j = 0; j < m_iSpriteCountAllRes; j++ ) + for( j = 0; j < m_iSpriteCountAllRes; j++ ) { - if ( p->iRes == m_iRes ) + if( p->iRes == m_iRes ) { char sz[256]; sprintf( sz, "sprites/%s.spr", p->szSprite ); - m_rghSprites[index] = SPR_Load(sz); + m_rghSprites[index] = SPR_Load( sz ); m_rgrcRects[index] = p->rc; strncpy( &m_rgszSpriteNames[index * MAX_SPRITE_NAME_LENGTH], p->szName, MAX_SPRITE_NAME_LENGTH ); @@ -404,10 +398,9 @@ void CHud :: VidInit( void ) m_StatusIcons.VidInit(); m_Scoreboard.VidInit(); m_MOTD.VidInit(); - } -int CHud::MsgFunc_Logo(const char *pszName, int iSize, void *pbuf) +int CHud::MsgFunc_Logo( const char *pszName, int iSize, void *pbuf ) { BEGIN_READ( pbuf, iSize ); @@ -425,29 +418,28 @@ COM_FileBase ============ */ // Extracts the base name of a file (no path, no extension, assumes '/' as path separator) -void COM_FileBase ( const char *in, char *out) +void COM_FileBase ( const char *in, char *out ) { int len, start, end; len = strlen( in ); - + // scan backward for '.' end = len - 1; - while ( end && in[end] != '.' && in[end] != '/' && in[end] != '\\' ) + while( end && in[end] != '.' && in[end] != '/' && in[end] != '\\' ) end--; - - if ( in[end] != '.' ) // no '.', copy to end - end = len-1; + + if( in[end] != '.' ) // no '.', copy to end + end = len - 1; else end--; // Found ',', copy to left of '.' - // Scan backward for '/' - start = len-1; - while ( start >= 0 && in[start] != '/' && in[start] != '\\' ) + start = len - 1; + while( start >= 0 && in[start] != '/' && in[start] != '\\' ) start--; - if ( in[start] != '/' && in[start] != '\\' ) + if( in[start] != '/' && in[start] != '\\' ) start = 0; else start++; @@ -457,6 +449,7 @@ void COM_FileBase ( const char *in, char *out) // Copy partial string strncpy( out, &in[start], len ); + // Terminate it out[len] = 0; } @@ -470,13 +463,13 @@ HUD_IsGame int HUD_IsGame( const char *game ) { const char *gamedir; - char gd[ 1024 ]; + char gd[1024]; gamedir = gEngfuncs.pfnGetGameDirectory(); - if ( gamedir && gamedir[0] ) + if( gamedir && gamedir[0] ) { COM_FileBase( gamedir, gd ); - if ( !stricmp( gd, game ) ) + if( !stricmp( gd, game ) ) return 1; } return 0; @@ -491,27 +484,27 @@ Returns last FOV */ float HUD_GetFOV( void ) { - if ( gEngfuncs.pDemoAPI->IsRecording() ) + if( gEngfuncs.pDemoAPI->IsRecording() ) { // Write it int i = 0; - unsigned char buf[ 100 ]; + unsigned char buf[100]; // Active - *( float * )&buf[ i ] = g_lastFOV; - i += sizeof( float ); + *(float *)&buf[i] = g_lastFOV; + i += sizeof(float); Demo_WriteBuffer( TYPE_ZOOM, i, buf ); } - if ( gEngfuncs.pDemoAPI->IsPlayingback() ) + if( gEngfuncs.pDemoAPI->IsPlayingback() ) { g_lastFOV = g_demozoom; } return g_lastFOV; } -int CHud::MsgFunc_SetFOV(const char *pszName, int iSize, void *pbuf) +int CHud::MsgFunc_SetFOV( const char *pszName, int iSize, void *pbuf ) { BEGIN_READ( pbuf, iSize ); @@ -519,12 +512,12 @@ int CHud::MsgFunc_SetFOV(const char *pszName, int iSize, void *pbuf) int def_fov = CVAR_GET_FLOAT( "default_fov" ); //Weapon prediction already takes care of changing the fog. ( g_lastFOV ). - if ( cl_lw && cl_lw->value ) + if( cl_lw && cl_lw->value ) return 1; g_lastFOV = newfov; - if ( newfov == 0 ) + if( newfov == 0 ) { m_iFOV = def_fov; } @@ -536,7 +529,7 @@ int CHud::MsgFunc_SetFOV(const char *pszName, int iSize, void *pbuf) // the clients fov is actually set in the client data update section of the hud // Set a new sensitivity - if ( m_iFOV == def_fov ) + if( m_iFOV == def_fov ) { // reset to saved sensitivity m_flMouseSensitivity = 0; @@ -550,24 +543,23 @@ int CHud::MsgFunc_SetFOV(const char *pszName, int iSize, void *pbuf) return 1; } - -void CHud::AddHudElem(CHudBase *phudelem) +void CHud::AddHudElem( CHudBase *phudelem ) { HUDLIST *pdl, *ptemp; -//phudelem->Think(); + //phudelem->Think(); - if (!phudelem) + if( !phudelem ) return; - pdl = (HUDLIST *)malloc(sizeof(HUDLIST)); - if (!pdl) + pdl = (HUDLIST *)malloc( sizeof(HUDLIST) ); + if( !pdl ) return; - memset(pdl, 0, sizeof(HUDLIST)); + memset( pdl, 0, sizeof(HUDLIST) ); pdl->p = phudelem; - if (!m_pHudList) + if( !m_pHudList ) { m_pHudList = pdl; return; @@ -575,7 +567,7 @@ void CHud::AddHudElem(CHudBase *phudelem) ptemp = m_pHudList; - while (ptemp->pNext) + while( ptemp->pNext ) ptemp = ptemp->pNext; ptemp->pNext = pdl; @@ -585,5 +577,3 @@ float CHud::GetSensitivity( void ) { return m_flMouseSensitivity; } - - diff --git a/cl_dll/hud.h b/cl_dll/hud.h index 73423c0d..ec236003 100644 --- a/cl_dll/hud.h +++ b/cl_dll/hud.h @@ -20,7 +20,6 @@ // CHud handles the message, calculation, and drawing the HUD // - #define RGB_YELLOWISH 0x00FFA000 //255,160,0 #define RGB_REDISH 0x00FF1010 //255,160,0 #define RGB_GREENISH 0x0000A000 //0,160,0 @@ -36,7 +35,8 @@ #define HUDELEM_ACTIVE 1 -typedef struct { +typedef struct +{ int x, y; } POSITION; @@ -47,13 +47,13 @@ enum MAX_TEAM_NAME = 16 }; -typedef struct { - unsigned char r,g,b,a; +typedef struct +{ + unsigned char r, g, b, a; } RGBA; typedef struct cvar_s cvar_t; - #define HUD_ACTIVE 1 #define HUD_INTERMISSION 2 @@ -71,42 +71,39 @@ public: int m_type; int m_iFlags; // active, moving, virtual ~CHudBase() {} - virtual int Init( void ) {return 0;} - virtual int VidInit( void ) {return 0;} - virtual int Draw(float flTime) {return 0;} - virtual void Think(void) {return;} - virtual void Reset(void) {return;} + virtual int Init( void ) { return 0; } + virtual int VidInit( void ) { return 0; } + virtual int Draw( float flTime ) { return 0; } + virtual void Think( void ) { return; } + virtual void Reset( void ) { return; } virtual void InitHUDData( void ) {} // called every time a server is connected to - }; -struct HUDLIST { +struct HUDLIST +{ CHudBase *p; HUDLIST *pNext; }; - - // //----------------------------------------------------- #include "hud_spectator.h" - // //----------------------------------------------------- // -class CHudAmmo: public CHudBase +class CHudAmmo : public CHudBase { public: int Init( void ); int VidInit( void ); - int Draw(float flTime); - void Think(void); - void Reset(void); - int DrawWList(float flTime); - int MsgFunc_CurWeapon(const char *pszName, int iSize, void *pbuf); - int MsgFunc_WeaponList(const char *pszName, int iSize, void *pbuf); - int MsgFunc_AmmoX(const char *pszName, int iSize, void *pbuf); + int Draw( float flTime ); + void Think( void ); + void Reset( void ); + int DrawWList( float flTime ); + int MsgFunc_CurWeapon( const char *pszName, int iSize, void *pbuf ); + int MsgFunc_WeaponList( const char *pszName, int iSize, void *pbuf ); + int MsgFunc_AmmoX( const char *pszName, int iSize, void *pbuf ); int MsgFunc_AmmoPickup( const char *pszName, int iSize, void *pbuf ); int MsgFunc_WeapPickup( const char *pszName, int iSize, void *pbuf ); int MsgFunc_ItemPickup( const char *pszName, int iSize, void *pbuf ); @@ -131,16 +128,14 @@ private: float m_fFade; RGBA m_rgba; WEAPON *m_pWeapon; - int m_HUD_bucket0; + int m_HUD_bucket0; int m_HUD_selection; - }; // //----------------------------------------------------- // - -class CHudAmmoSecondary: public CHudBase +class CHudAmmoSecondary : public CHudBase { public: int Init( void ); @@ -176,29 +171,27 @@ class CHudGeiger: public CHudBase public: int Init( void ); int VidInit( void ); - int Draw(float flTime); - int MsgFunc_Geiger(const char *pszName, int iSize, void *pbuf); + int Draw( float flTime ); + int MsgFunc_Geiger( const char *pszName, int iSize, void *pbuf ); private: int m_iGeigerRange; - }; // //----------------------------------------------------- // -class CHudTrain: public CHudBase +class CHudTrain : public CHudBase { public: int Init( void ); int VidInit( void ); - int Draw(float flTime); - int MsgFunc_Train(const char *pszName, int iSize, void *pbuf); + int Draw( float flTime ); + int MsgFunc_Train( const char *pszName, int iSize, void *pbuf ); private: HSPRITE m_hSprite; int m_iPos; - }; // @@ -206,7 +199,6 @@ private: // // REMOVED: Vgui has replaced this. // - class CHudMOTD : public CHudBase { public: @@ -223,14 +215,13 @@ public: protected: static int MOTD_DISPLAY_TIME; - char m_szMOTD[ MAX_MOTD_LENGTH ]; - + char m_szMOTD[MAX_MOTD_LENGTH]; + int m_iLines; int m_iMaxLength; }; - -class CHudScoreboard: public CHudBase +class CHudScoreboard : public CHudBase { public: int Init( void ); @@ -257,7 +248,6 @@ public: void GetAllPlayersInfo( void ); }; - // //----------------------------------------------------- // @@ -274,7 +264,8 @@ public: int MsgFunc_StatusValue( const char *pszName, int iSize, void *pbuf ); protected: - enum { + enum + { MAX_STATUSTEXT_LENGTH = 128, MAX_STATUSBAR_VALUES = 8, MAX_STATUSBAR_LINES = 2 @@ -296,7 +287,7 @@ protected: // REMOVED: Vgui has replaced this. // /* -class CHudScoreboard: public CHudBase +class CHudScoreboard : public CHudBase { public: int Init( void ); @@ -319,13 +310,13 @@ public: int m_iShowscoresHeld; void GetAllPlayersInfo( void ); + private: struct cvar_s *cl_showpacketloss; - }; */ -struct extra_player_info_t +struct extra_player_info_t { short frags; short deaths; @@ -334,7 +325,7 @@ struct extra_player_info_t char teamname[MAX_TEAM_NAME]; }; -struct team_info_t +struct team_info_t { char name[MAX_TEAM_NAME]; short frags; @@ -348,11 +339,10 @@ struct team_info_t int teamnumber; }; -extern hud_player_info_t g_PlayerInfoList[MAX_PLAYERS+1]; // player info from the engine -extern extra_player_info_t g_PlayerExtraInfo[MAX_PLAYERS+1]; // additional player info sent directly to the client dll -extern team_info_t g_TeamInfo[MAX_TEAMS+1]; -extern int g_IsSpectator[MAX_PLAYERS+1]; - +extern hud_player_info_t g_PlayerInfoList[MAX_PLAYERS + 1]; // player info from the engine +extern extra_player_info_t g_PlayerExtraInfo[MAX_PLAYERS + 1]; // additional player info sent directly to the client dll +extern team_info_t g_TeamInfo[MAX_TEAMS + 1]; +extern int g_IsSpectator[MAX_PLAYERS + 1]; // //----------------------------------------------------- @@ -404,10 +394,9 @@ public: int MsgFunc_SayText( const char *pszName, int iSize, void *pbuf ); void SayTextPrint( const char *pszBuf, int iBufSize, int clientIndex = -1 ); void EnsureTextFitsInOneLineAndWrapIfHaveTo( int line ); -friend class CHudSpectator; + friend class CHudSpectator; private: - struct cvar_s * m_HUD_saytext; struct cvar_s * m_HUD_saytext_time; }; @@ -415,25 +404,24 @@ private: // //----------------------------------------------------- // -class CHudBattery: public CHudBase +class CHudBattery : public CHudBase { public: int Init( void ); int VidInit( void ); - int Draw(float flTime); - int MsgFunc_Battery(const char *pszName, int iSize, void *pbuf ); + int Draw( float flTime ); + int MsgFunc_Battery( const char *pszName, int iSize, void *pbuf ); private: HSPRITE m_hSprite1; HSPRITE m_hSprite2; wrect_t *m_prc1; wrect_t *m_prc2; - int m_iBat; + int m_iBat; float m_fFade; - int m_iHeight; // width of the battery innards + int m_iHeight; // width of the battery innards }; - // //----------------------------------------------------- // @@ -442,11 +430,11 @@ class CHudFlashlight: public CHudBase public: int Init( void ); int VidInit( void ); - int Draw(float flTime); + int Draw( float flTime ); void Reset( void ); - int MsgFunc_Flashlight(const char *pszName, int iSize, void *pbuf ); - int MsgFunc_FlashBat(const char *pszName, int iSize, void *pbuf ); - + int MsgFunc_Flashlight( const char *pszName, int iSize, void *pbuf ); + int MsgFunc_FlashBat( const char *pszName, int iSize, void *pbuf ); + private: HSPRITE m_hSprite1; HSPRITE m_hSprite2; @@ -455,10 +443,10 @@ private: wrect_t *m_prc2; wrect_t *m_prcBeam; float m_flBat; - int m_iBat; - int m_fOn; + int m_iBat; + int m_fOn; float m_fFade; - int m_iWidth; // width of the battery innards + int m_iWidth; // width of the battery innards }; // @@ -486,31 +474,31 @@ struct message_parms_t //----------------------------------------------------- // -class CHudTextMessage: public CHudBase +class CHudTextMessage : public CHudBase { public: int Init( void ); static char *LocaliseTextString( const char *msg, char *dst_buffer, int buffer_size ); static char *BufferedLocaliseTextString( const char *msg ); char *LookupString( const char *msg_name, int *msg_dest = NULL ); - int MsgFunc_TextMsg(const char *pszName, int iSize, void *pbuf); + int MsgFunc_TextMsg( const char *pszName, int iSize, void *pbuf ); }; // //----------------------------------------------------- // -class CHudMessage: public CHudBase +class CHudMessage : public CHudBase { public: int Init( void ); int VidInit( void ); - int Draw(float flTime); - int MsgFunc_HudText(const char *pszName, int iSize, void *pbuf); - int MsgFunc_GameTitle(const char *pszName, int iSize, void *pbuf); + int Draw( float flTime ); + int MsgFunc_HudText( const char *pszName, int iSize, void *pbuf ); + int MsgFunc_GameTitle( const char *pszName, int iSize, void *pbuf ); float FadeBlend( float fadein, float fadeout, float hold, float localTime ); - int XPosition( float x, int width, int lineWidth ); + int XPosition( float x, int width, int lineWidth ); int YPosition( float y, int height ); void MessageAdd( const char *pName, float time ); @@ -536,16 +524,17 @@ private: // #define MAX_SPRITE_NAME_LENGTH 24 -class CHudStatusIcons: public CHudBase +class CHudStatusIcons : public CHudBase { public: int Init( void ); int VidInit( void ); void Reset( void ); - int Draw(float flTime); - int MsgFunc_StatusIcon(const char *pszName, int iSize, void *pbuf); + int Draw( float flTime ); + int MsgFunc_StatusIcon( const char *pszName, int iSize, void *pbuf ); - enum { + enum + { MAX_ICONSPRITENAME_LENGTH = MAX_SPRITE_NAME_LENGTH, MAX_ICONSPRITES = 4 }; @@ -556,7 +545,6 @@ public: void DisableIcon( char *pszIconName ); private: - typedef struct { char szSpriteName[MAX_ICONSPRITENAME_LENGTH]; @@ -566,13 +554,11 @@ private: } icon_sprite_t; icon_sprite_t m_IconList[MAX_ICONSPRITES]; - }; // //----------------------------------------------------- // - class CHud { private: @@ -586,7 +572,6 @@ private: int m_iConcussionEffect; public: - HSPRITE m_hsprCursor; float m_flTime; // the current client time float m_fOldTime; // the time at which the HUD was last redrawn @@ -602,13 +587,13 @@ public: cvar_t *m_pCvarDraw; int m_iFontHeight; - int DrawHudNumber(int x, int y, int iFlags, int iNumber, int r, int g, int b ); - int DrawHudString(int x, int y, int iMaxX, char *szString, int r, int g, int b ); + int DrawHudNumber( int x, int y, int iFlags, int iNumber, int r, int g, int b ); + int DrawHudString( int x, int y, int iMaxX, char *szString, int r, int g, int b ); int DrawHudStringReverse( int xpos, int ypos, int iMinX, char *szString, int r, int g, int b ); int DrawHudNumberString( int xpos, int ypos, int iMinX, int iNumber, int r, int g, int b ); - int GetNumWidth(int iNumber, int iFlags); + int GetNumWidth( int iNumber, int iFlags ); int DrawHudStringLen( char *szIt ); - void DrawDarkRectangle( int x, int y, int wide, int tall); + void DrawDarkRectangle( int x, int y, int wide, int tall ); private: // the memory for these arrays are allocated in the first call to CHud::VidInit(), when the hud.txt and associated sprites are loaded. @@ -621,7 +606,7 @@ private: public: HSPRITE GetSprite( int index ) { - return (index < 0) ? 0 : m_rghSprites[index]; + return ( index < 0 ) ? 0 : m_rghSprites[index]; } wrect_t& GetSpriteRect( int index ) @@ -659,13 +644,13 @@ public: ~CHud(); // destructor, frees allocated memory // user messages - int _cdecl MsgFunc_Damage(const char *pszName, int iSize, void *pbuf ); - int _cdecl MsgFunc_GameMode(const char *pszName, int iSize, void *pbuf ); - int _cdecl MsgFunc_Logo(const char *pszName, int iSize, void *pbuf); - int _cdecl MsgFunc_ResetHUD(const char *pszName, int iSize, void *pbuf); + int _cdecl MsgFunc_Damage( const char *pszName, int iSize, void *pbuf ); + int _cdecl MsgFunc_GameMode( const char *pszName, int iSize, void *pbuf ); + int _cdecl MsgFunc_Logo( const char *pszName, int iSize, void *pbuf ); + int _cdecl MsgFunc_ResetHUD( const char *pszName, int iSize, void *pbuf ); void _cdecl MsgFunc_InitHUD( const char *pszName, int iSize, void *pbuf ); void _cdecl MsgFunc_ViewMode( const char *pszName, int iSize, void *pbuf ); - int _cdecl MsgFunc_SetFOV(const char *pszName, int iSize, void *pbuf); + int _cdecl MsgFunc_SetFOV( const char *pszName, int iSize, void *pbuf ); int _cdecl MsgFunc_Concuss( const char *pszName, int iSize, void *pbuf ); // Screen information @@ -680,10 +665,9 @@ public: int m_iNoConsolePrint; - void AddHudElem(CHudBase *p); + void AddHudElem( CHudBase *p ); float GetSensitivity(); - }; extern CHud gHUD; @@ -693,4 +677,3 @@ extern int g_iTeamNumber; extern int g_iUser1; extern int g_iUser2; extern int g_iUser3; - diff --git a/cl_dll/hud_iface.h b/cl_dll/hud_iface.h index 9b7e189a..a7a05e7e 100644 --- a/cl_dll/hud_iface.h +++ b/cl_dll/hud_iface.h @@ -11,9 +11,8 @@ #include "exportdef.h" -typedef int (*pfnUserMsgHook)(const char *pszName, int iSize, void *pbuf); +typedef int (*pfnUserMsgHook)( const char *pszName, int iSize, void *pbuf ); #include "wrect.h" #include "../engine/cdll_int.h" extern cl_enginefunc_t gEngfuncs; - #endif diff --git a/cl_dll/hud_msg.cpp b/cl_dll/hud_msg.cpp index 4051b401..47f8bc92 100644 --- a/cl_dll/hud_msg.cpp +++ b/cl_dll/hud_msg.cpp @@ -28,16 +28,16 @@ extern BEAM *pBeam2; /// USER-DEFINED SERVER MESSAGE HANDLERS -int CHud :: MsgFunc_ResetHUD(const char *pszName, int iSize, void *pbuf ) +int CHud::MsgFunc_ResetHUD( const char *pszName, int iSize, void *pbuf ) { ASSERT( iSize == 0 ); // clear all hud data HUDLIST *pList = m_pHudList; - while ( pList ) + while( pList ) { - if ( pList->p ) + if( pList->p ) pList->p->Reset(); pList = pList->pNext; } @@ -51,21 +51,21 @@ int CHud :: MsgFunc_ResetHUD(const char *pszName, int iSize, void *pbuf ) return 1; } -void CAM_ToFirstPerson(void); +void CAM_ToFirstPerson( void ); -void CHud :: MsgFunc_ViewMode( const char *pszName, int iSize, void *pbuf ) +void CHud::MsgFunc_ViewMode( const char *pszName, int iSize, void *pbuf ) { CAM_ToFirstPerson(); } -void CHud :: MsgFunc_InitHUD( const char *pszName, int iSize, void *pbuf ) +void CHud::MsgFunc_InitHUD( const char *pszName, int iSize, void *pbuf ) { // prepare all hud data HUDLIST *pList = m_pHudList; - while (pList) + while( pList ) { - if ( pList->p ) + if( pList->p ) pList->p->InitHUDData(); pList = pList->pNext; } @@ -74,8 +74,7 @@ void CHud :: MsgFunc_InitHUD( const char *pszName, int iSize, void *pbuf ) pBeam = pBeam2 = NULL; } - -int CHud :: MsgFunc_GameMode(const char *pszName, int iSize, void *pbuf ) +int CHud::MsgFunc_GameMode( const char *pszName, int iSize, void *pbuf ) { BEGIN_READ( pbuf, iSize ); m_Teamplay = READ_BYTE(); @@ -83,38 +82,36 @@ int CHud :: MsgFunc_GameMode(const char *pszName, int iSize, void *pbuf ) return 1; } - -int CHud :: MsgFunc_Damage(const char *pszName, int iSize, void *pbuf ) +int CHud::MsgFunc_Damage( const char *pszName, int iSize, void *pbuf ) { int armor, blood; Vector from; int i; float count; - + BEGIN_READ( pbuf, iSize ); armor = READ_BYTE(); blood = READ_BYTE(); - for (i=0 ; i<3 ; i++) + for( i = 0; i < 3; i++) from[i] = READ_COORD(); - count = (blood * 0.5) + (armor * 0.5); + count = ( blood * 0.5 ) + ( armor * 0.5 ); - if (count < 10) + if( count < 10 ) count = 10; // TODO: kick viewangles, show damage visually - return 1; } -int CHud :: MsgFunc_Concuss( const char *pszName, int iSize, void *pbuf ) +int CHud::MsgFunc_Concuss( const char *pszName, int iSize, void *pbuf ) { BEGIN_READ( pbuf, iSize ); m_iConcussionEffect = READ_BYTE(); - if (m_iConcussionEffect) - this->m_StatusIcons.EnableIcon("dmg_concuss",255,160,0); + if( m_iConcussionEffect ) + this->m_StatusIcons.EnableIcon( "dmg_concuss", 255, 160, 0 ); else - this->m_StatusIcons.DisableIcon("dmg_concuss"); + this->m_StatusIcons.DisableIcon( "dmg_concuss" ); return 1; } diff --git a/cl_dll/hud_redraw.cpp b/cl_dll/hud_redraw.cpp index bacd4026..aed98455 100644 --- a/cl_dll/hud_redraw.cpp +++ b/cl_dll/hud_redraw.cpp @@ -20,17 +20,15 @@ #include "cl_util.h" //#include "triangleapi.h" - #define MAX_LOGO_FRAMES 56 -int grgLogoFrame[MAX_LOGO_FRAMES] = +int grgLogoFrame[MAX_LOGO_FRAMES] = { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 13, 13, 13, 13, 13, 12, 11, 10, 9, 8, 14, 15, 16, 17, 18, 19, 20, 20, 20, 20, 20, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 29, 29, 29, 29, 29, 28, 27, 26, 25, 24, 30, 31 }; - extern int g_iVisibleMouse; float HUD_GetFOV( void ); @@ -38,20 +36,20 @@ float HUD_GetFOV( void ); extern cvar_t *sensitivity; // Think -void CHud::Think(void) +void CHud::Think( void ) { int newfov; HUDLIST *pList = m_pHudList; - while (pList) + while( pList ) { - if (pList->p->m_iFlags & HUD_ACTIVE) + if( pList->p->m_iFlags & HUD_ACTIVE ) pList->p->Think(); pList = pList->pNext; } newfov = HUD_GetFOV(); - if ( newfov == 0 ) + if( newfov == 0 ) { m_iFOV = default_fov->value; } @@ -61,22 +59,22 @@ void CHud::Think(void) } // the clients fov is actually set in the client data update section of the hud - // Set a new sensitivity - if ( m_iFOV == default_fov->value ) - { + if( m_iFOV == default_fov->value ) + { // reset to saved sensitivity m_flMouseSensitivity = 0; } else - { + { // set a new sensitivity that is proportional to the change from the FOV default m_flMouseSensitivity = sensitivity->value * ((float)newfov / (float)default_fov->value) * CVAR_GET_FLOAT("zoom_sensitivity_ratio"); } // think about default fov - if ( m_iFOV == 0 ) - { // only let players adjust up in fov, and only if they are not overriden by something else + if( m_iFOV == 0 ) + { + // only let players adjust up in fov, and only if they are not overriden by something else m_iFOV = max( default_fov->value, 90 ); } } @@ -84,21 +82,20 @@ void CHud::Think(void) // Redraw // step through the local data, placing the appropriate graphics & text as appropriate // returns 1 if they've changed, 0 otherwise -int CHud :: Redraw( float flTime, int intermission ) +int CHud::Redraw( float flTime, int intermission ) { m_fOldTime = m_flTime; // save time of previous redraw m_flTime = flTime; m_flTimeDelta = (double)m_flTime - m_fOldTime; static float m_flShotTime = 0; - + // Clock was reset, reset delta - if ( m_flTimeDelta < 0 ) + if( m_flTimeDelta < 0 ) m_flTimeDelta = 0; - - if (m_flShotTime && m_flShotTime < flTime) + if( m_flShotTime && m_flShotTime < flTime ) { - gEngfuncs.pfnClientCmd("snapshot\n"); + gEngfuncs.pfnClientCmd( "snapshot\n" ); m_flShotTime = 0; } @@ -106,21 +103,22 @@ int CHud :: Redraw( float flTime, int intermission ) // if no redrawing is necessary // return 0; - - if ( m_pCvarDraw->value ) + + if( m_pCvarDraw->value ) { HUDLIST *pList = m_pHudList; - while (pList) + while( pList ) { - if ( !intermission ) + if( !intermission ) { - if ( (pList->p->m_iFlags & HUD_ACTIVE) && !(m_iHideHUDDisplay & HIDEHUD_ALL) ) - pList->p->Draw(flTime); + if ( ( pList->p->m_iFlags & HUD_ACTIVE ) && !( m_iHideHUDDisplay & HIDEHUD_ALL ) ) + pList->p->Draw( flTime ); } else - { // it's an intermission, so only draw hud elements that are set to draw during intermissions - if ( pList->p->m_iFlags & HUD_INTERMISSION ) + { + // it's an intermission, so only draw hud elements that are set to draw during intermissions + if( pList->p->m_iFlags & HUD_INTERMISSION ) pList->p->Draw( flTime ); } @@ -129,43 +127,43 @@ int CHud :: Redraw( float flTime, int intermission ) } // are we in demo mode? do we need to draw the logo in the top corner? - if (m_iLogo) + if( m_iLogo ) { int x, y, i; - if (m_hsprLogo == 0) - m_hsprLogo = LoadSprite("sprites/%d_logo.spr"); + if( m_hsprLogo == 0 ) + m_hsprLogo = LoadSprite( "sprites/%d_logo.spr" ); - SPR_Set(m_hsprLogo, 250, 250, 250 ); - - x = SPR_Width(m_hsprLogo, 0); + SPR_Set( m_hsprLogo, 250, 250, 250 ); + + x = SPR_Width( m_hsprLogo, 0 ); x = ScreenWidth - x; - y = SPR_Height(m_hsprLogo, 0)/2; + y = SPR_Height( m_hsprLogo, 0 ) / 2; // Draw the logo at 20 fps - int iFrame = (int)(flTime * 20) % MAX_LOGO_FRAMES; + int iFrame = (int)( flTime * 20 ) % MAX_LOGO_FRAMES; i = grgLogoFrame[iFrame] - 1; - SPR_DrawAdditive(i, x, y, NULL); + SPR_DrawAdditive( i, x, y, NULL ); } /* - if ( g_iVisibleMouse ) + if( g_iVisibleMouse ) { void IN_GetMousePos( int *mx, int *my ); int mx, my; IN_GetMousePos( &mx, &my ); - - if (m_hsprCursor == 0) + + if( m_hsprCursor == 0 ) { char sz[256]; sprintf( sz, "sprites/cursor.spr" ); m_hsprCursor = SPR_Load( sz ); } - SPR_Set(m_hsprCursor, 250, 250, 250 ); - + SPR_Set( m_hsprCursor, 250, 250, 250 ); + // Draw the logo at 20 fps SPR_DrawAdditive( 0, mx, my, NULL ); } @@ -177,9 +175,9 @@ int CHud :: Redraw( float flTime, int intermission ) void ScaleColors( int &r, int &g, int &b, int a ) { float x = (float)a / 255; - r = (int)(r * x); - g = (int)(g * x); - b = (int)(b * x); + r = (int)( r * x ); + g = (int)( g * x ); + b = (int)( b * x ); } const unsigned char colors[8][3] = @@ -194,11 +192,11 @@ const unsigned char colors[8][3] = {240, 180, 24} }; -int CHud :: DrawHudString(int xpos, int ypos, int iMaxX, char *szIt, int r, int g, int b ) +int CHud::DrawHudString( int xpos, int ypos, int iMaxX, char *szIt, int r, int g, int b ) { if( hud_textmode->value == 2 ) { - gEngfuncs.pfnDrawSetTextColor( r/255.0, g/255.0, b/255.0 ); + gEngfuncs.pfnDrawSetTextColor( r / 255.0, g / 255.0, b / 255.0 ); return gEngfuncs.pfnDrawConsoleString( xpos, ypos, (char*) szIt ); } @@ -206,18 +204,18 @@ int CHud :: DrawHudString(int xpos, int ypos, int iMaxX, char *szIt, int r, int TextMessageDrawChar( 0, 0, 0, 0, 0, 0 ); // draw the string until we hit the null character or a newline character - for ( ; *szIt != 0 && *szIt != '\n'; szIt++ ) + for( ; *szIt != 0 && *szIt != '\n'; szIt++ ) { - int w = gHUD.m_scrinfo.charWidths[ 'M' ]; - if ( xpos + w > iMaxX ) + int w = gHUD.m_scrinfo.charWidths['M']; + if( xpos + w > iMaxX ) return xpos; - if( (*szIt == '^') && (*(szIt + 1) >= '0') && (*(szIt + 1) <= '7') ) + if( ( *szIt == '^' ) && ( *( szIt + 1 ) >= '0') && ( *( szIt + 1 ) <= '7') ) { szIt++; - r = colors[ *szIt - '0' ][0]; - g = colors[ *szIt - '0' ][1]; - b = colors[ *szIt - '0' ][2]; - if( !*(++szIt)) + r = colors[*szIt - '0'][0]; + g = colors[*szIt - '0'][1]; + b = colors[*szIt - '0'][2]; + if( !*(++szIt) ) return xpos; } int c = (unsigned int)(unsigned char)*szIt; @@ -228,67 +226,65 @@ int CHud :: DrawHudString(int xpos, int ypos, int iMaxX, char *szIt, int r, int return xpos; } -int CHud :: DrawHudStringLen( char *szIt ) +int CHud::DrawHudStringLen( char *szIt ) { int l = 0; - for ( ; *szIt != 0 && *szIt != '\n'; szIt++ ) + for( ; *szIt != 0 && *szIt != '\n'; szIt++ ) { - l += gHUD.m_scrinfo.charWidths[ (unsigned char)*szIt ]; + l += gHUD.m_scrinfo.charWidths[(unsigned char)*szIt]; } return l; } - -int CHud :: DrawHudNumberString( int xpos, int ypos, int iMinX, int iNumber, int r, int g, int b ) +int CHud::DrawHudNumberString( int xpos, int ypos, int iMinX, int iNumber, int r, int g, int b ) { char szString[32]; sprintf( szString, "%d", iNumber ); return DrawHudStringReverse( xpos, ypos, iMinX, szString, r, g, b ); - } // draws a string from right to left (right-aligned) -int CHud :: DrawHudStringReverse( int xpos, int ypos, int iMinX, char *szString, int r, int g, int b ) +int CHud::DrawHudStringReverse( int xpos, int ypos, int iMinX, char *szString, int r, int g, int b ) { // find the end of the string for( char *szIt = szString; *szIt != 0; szIt++ ) - xpos -= gHUD.m_scrinfo.charWidths[ (unsigned char) *szIt ]; + xpos -= gHUD.m_scrinfo.charWidths[(unsigned char)*szIt]; if( xpos < iMinX ) xpos = iMinX; DrawHudString( xpos, ypos, gHUD.m_scrinfo.iWidth, szString, r, g, b ); return xpos; } -int CHud :: DrawHudNumber( int x, int y, int iFlags, int iNumber, int r, int g, int b) +int CHud::DrawHudNumber( int x, int y, int iFlags, int iNumber, int r, int g, int b ) { - int iWidth = GetSpriteRect(m_HUD_number_0).right - GetSpriteRect(m_HUD_number_0).left; + int iWidth = GetSpriteRect( m_HUD_number_0 ).right - GetSpriteRect( m_HUD_number_0 ).left; int k; - if (iNumber > 0) + if( iNumber > 0 ) { // SPR_Draw 100's - if (iNumber >= 100) + if( iNumber >= 100 ) { - k = iNumber/100; - SPR_Set(GetSprite(m_HUD_number_0 + k), r, g, b ); - SPR_DrawAdditive( 0, x, y, &GetSpriteRect(m_HUD_number_0 + k)); + k = iNumber / 100; + SPR_Set( GetSprite( m_HUD_number_0 + k ), r, g, b ); + SPR_DrawAdditive( 0, x, y, &GetSpriteRect( m_HUD_number_0 + k ) ); x += iWidth; } - else if (iFlags & (DHN_3DIGITS)) + else if( iFlags & ( DHN_3DIGITS ) ) { //SPR_DrawAdditive( 0, x, y, &rc ); x += iWidth; } // SPR_Draw 10's - if (iNumber >= 10) + if( iNumber >= 10 ) { - k = (iNumber % 100)/10; - SPR_Set(GetSprite(m_HUD_number_0 + k), r, g, b ); - SPR_DrawAdditive( 0, x, y, &GetSpriteRect(m_HUD_number_0 + k)); + k = ( iNumber % 100 ) / 10; + SPR_Set( GetSprite( m_HUD_number_0 + k ), r, g, b ); + SPR_DrawAdditive( 0, x, y, &GetSpriteRect( m_HUD_number_0 + k ) ); x += iWidth; } - else if (iFlags & (DHN_3DIGITS | DHN_2DIGITS)) + else if( iFlags & ( DHN_3DIGITS | DHN_2DIGITS ) ) { //SPR_DrawAdditive( 0, x, y, &rc ); x += iWidth; @@ -296,70 +292,66 @@ int CHud :: DrawHudNumber( int x, int y, int iFlags, int iNumber, int r, int g, // SPR_Draw ones k = iNumber % 10; - SPR_Set(GetSprite(m_HUD_number_0 + k), r, g, b ); - SPR_DrawAdditive(0, x, y, &GetSpriteRect(m_HUD_number_0 + k)); + SPR_Set( GetSprite( m_HUD_number_0 + k ), r, g, b ); + SPR_DrawAdditive( 0, x, y, &GetSpriteRect( m_HUD_number_0 + k ) ); x += iWidth; - } - else if (iFlags & DHN_DRAWZERO) + } + else if( iFlags & DHN_DRAWZERO ) { - SPR_Set(GetSprite(m_HUD_number_0), r, g, b ); + SPR_Set( GetSprite( m_HUD_number_0 ), r, g, b ); // SPR_Draw 100's - if (iFlags & (DHN_3DIGITS)) + if( iFlags & ( DHN_3DIGITS ) ) { //SPR_DrawAdditive( 0, x, y, &rc ); x += iWidth; } - if (iFlags & (DHN_3DIGITS | DHN_2DIGITS)) + if( iFlags & ( DHN_3DIGITS | DHN_2DIGITS ) ) { //SPR_DrawAdditive( 0, x, y, &rc ); x += iWidth; } // SPR_Draw ones - - SPR_DrawAdditive( 0, x, y, &GetSpriteRect(m_HUD_number_0)); + SPR_DrawAdditive( 0, x, y, &GetSpriteRect( m_HUD_number_0 ) ); x += iWidth; } return x; } - int CHud::GetNumWidth( int iNumber, int iFlags ) { - if (iFlags & (DHN_3DIGITS)) + if( iFlags & ( DHN_3DIGITS ) ) return 3; - if (iFlags & (DHN_2DIGITS)) + if( iFlags & ( DHN_2DIGITS ) ) return 2; - if (iNumber <= 0) + if( iNumber <= 0 ) { - if (iFlags & (DHN_DRAWZERO)) + if( iFlags & ( DHN_DRAWZERO ) ) return 1; else return 0; } - if (iNumber < 10) + if( iNumber < 10 ) return 1; - if (iNumber < 100) + if( iNumber < 100 ) return 2; return 3; - } - void CHud::DrawDarkRectangle( int x, int y, int wide, int tall ) { //gEngfuncs.pTriAPI->RenderMode( kRenderTransTexture ); gEngfuncs.pfnFillRGBABlend( x, y, wide, tall, 0, 0, 0, 255 * 0.6 ); - FillRGBA( x+1, y, wide-1, 1, 255, 140, 0, 255 ); - FillRGBA( x, y, 1, tall-1, 255, 140, 0, 255 ); - FillRGBA( x+wide-1, y+1, 1, tall-1, 255, 140, 0, 255 ); - FillRGBA( x, y+tall-1, wide-1, 1, 255, 140, 0, 255 ); + FillRGBA( x + 1, y, wide - 1, 1, 255, 140, 0, 255 ); + FillRGBA( x, y, 1, tall - 1, 255, 140, 0, 255 ); + FillRGBA( x + wide - 1, y + 1, 1, tall - 1, 255, 140, 0, 255 ); + FillRGBA( x, y + tall - 1, wide - 1, 1, 255, 140, 0, 255 ); } diff --git a/cl_dll/hud_servers.cpp b/cl_dll/hud_servers.cpp index 7a5a1475..3cdab827 100644 --- a/cl_dll/hud_servers.cpp +++ b/cl_dll/hud_servers.cpp @@ -39,7 +39,7 @@ Callback from engine */ void NET_CALLBACK ListResponse( struct net_response_s *response ) { - if ( g_pServers ) + if( g_pServers ) { g_pServers->ListResponse( response ); } @@ -54,7 +54,7 @@ Callback from engine */ void NET_CALLBACK ServerResponse( struct net_response_s *response ) { - if ( g_pServers ) + if( g_pServers ) { g_pServers->ServerResponse( response ); } @@ -69,7 +69,7 @@ Callback from engine */ void NET_CALLBACK PingResponse( struct net_response_s *response ) { - if ( g_pServers ) + if( g_pServers ) { g_pServers->PingResponse( response ); } @@ -84,11 +84,12 @@ Callback from engine */ void NET_CALLBACK RulesResponse( struct net_response_s *response ) { - if ( g_pServers ) + if( g_pServers ) { g_pServers->RulesResponse( response ); } } + /* =================== PlayersResponse @@ -98,11 +99,12 @@ Callback from engine */ void NET_CALLBACK PlayersResponse( struct net_response_s *response ) { - if ( g_pServers ) + if( g_pServers ) { g_pServers->PlayersResponse( response ); } } + /* =================== ListResponse @@ -115,20 +117,20 @@ void CHudServers::ListResponse( struct net_response_s *response ) request_t *p; int c = 0; - if ( !( response->error == NET_SUCCESS ) ) + if( !( response->error == NET_SUCCESS ) ) return; - if ( response->type != NETAPI_REQUEST_SERVERLIST ) + if( response->type != NETAPI_REQUEST_SERVERLIST ) return; - if ( response->response ) + if( response->response ) { list = ( request_t * ) response->response; while ( list ) { c++; - //if ( c < 40 ) + //if( c < 40 ) { // Copy from parsed stuff p = new request_t; @@ -161,23 +163,23 @@ void CHudServers::ServerResponse( struct net_response_s *response ) request_t *p; server_t *browser; int len; - char sz[ 32 ]; + char sz[32]; // Remove from active list p = FindRequest( response->context, m_pActiveList ); - if ( p ) + if( p ) { RemoveServerFromList( &m_pActiveList, p ); m_nActiveQueries--; } - - if ( response->error != NET_SUCCESS ) + + if( response->error != NET_SUCCESS ) return; - + switch ( response->type ) { case NETAPI_REQUEST_DETAILS: - if ( response->response ) + if( response->response ) { szresponse = (char *)response->response; len = strlen( szresponse ) + 100 + 1; @@ -185,13 +187,13 @@ void CHudServers::ServerResponse( struct net_response_s *response ) browser = new server_t; browser->remote_address = response->remote_address; - browser->info = new char[ len ]; + browser->info = new char[len]; browser->ping = (int)( 1000.0 * response->ping ); strcpy( browser->info, szresponse ); NET_API->SetValueForKey( browser->info, "address", gEngfuncs.pNetAPI->AdrToString( &response->remote_address ), len ); NET_API->SetValueForKey( browser->info, "ping", sz, len ); - + AddServer( &m_pServers, browser ); } break; @@ -208,12 +210,12 @@ PingResponse */ void CHudServers::PingResponse( struct net_response_s *response ) { - char sz[ 32 ]; + char sz[32]; - if ( response->error != NET_SUCCESS ) + if( response->error != NET_SUCCESS ) return; - switch ( response->type ) + switch( response->type ) { case NETAPI_REQUEST_PING: sprintf( sz, "%.2f", 1000.0 * response->ping ); @@ -235,13 +237,13 @@ void CHudServers::RulesResponse( struct net_response_s *response ) { char *szresponse; - if ( response->error != NET_SUCCESS ) + if( response->error != NET_SUCCESS ) return; - switch ( response->type ) + switch( response->type ) { case NETAPI_REQUEST_RULES: - if ( response->response ) + if( response->response ) { szresponse = (char *)response->response; @@ -263,13 +265,13 @@ void CHudServers::PlayersResponse( struct net_response_s *response ) { char *szresponse; - if ( response->error != NET_SUCCESS ) + if( response->error != NET_SUCCESS ) return; - - switch ( response->type ) + + switch( response->type ) { case NETAPI_REQUEST_PLAYERS: - if ( response->response ) + if( response->response ) { szresponse = (char *)response->response; @@ -288,24 +290,24 @@ CompareServers Return 1 if p1 is "less than" p2, 0 otherwise =================== */ -int CHudServers::CompareServers( server_t *p1, server_t *p2 ) +int CHudServers::CompareServers( server_t *p1, server_t *p2 ) { const char *n1, *n2; - if ( p1->ping < p2->ping ) + if( p1->ping < p2->ping ) return 1; - if ( p1->ping == p2->ping ) + if( p1->ping == p2->ping ) { // Pings equal, sort by second key: hostname - if ( p1->info && p2->info ) + if( p1->info && p2->info ) { n1 = NET_API->ValueForKey( p1->info, "hostname" ); n2 = NET_API->ValueForKey( p2->info, "hostname" ); - if ( n1 && n2 ) + if( n1 && n2 ) { - if ( stricmp( n1, n2 ) < 0 ) + if( stricmp( n1, n2 ) < 0 ) return 1; } } @@ -322,9 +324,9 @@ AddServer */ void CHudServers::AddServer( server_t **ppList, server_t *p ) { -server_t *list; + server_t *list; - if ( !ppList || ! p ) + if( !ppList || ! p ) return; m_nServerCount++; @@ -333,7 +335,7 @@ server_t *list; list = *ppList; // Head of list? - if ( !list ) + if( !list ) { p->next = NULL; *ppList = p; @@ -341,17 +343,17 @@ server_t *list; } // Put on head of list - if ( CompareServers( p, list ) ) + if( CompareServers( p, list ) ) { p->next = *ppList; *ppList = p; } else { - while ( list->next ) + while( list->next ) { // Insert before list next - if ( CompareServers( p, list->next ) ) + if( CompareServers( p, list->next ) ) { p->next = list->next->next; list->next = p; @@ -377,15 +379,15 @@ void CHudServers::Think( double time ) { m_fElapsed += time; - if ( !m_nRequesting ) + if( !m_nRequesting ) return; - if ( !m_nQuerying ) + if( !m_nQuerying ) return; QueryThink(); - if ( ServerListSize() > 0 ) + if( ServerListSize() > 0 ) return; m_dStarted = 0.0; @@ -405,25 +407,25 @@ void CHudServers::QueryThink( void ) { request_t *p; - if ( !m_nRequesting || m_nDone ) + if( !m_nRequesting || m_nDone ) return; - if ( !m_nQuerying ) + if( !m_nQuerying ) return; - if ( m_nActiveQueries > MAX_QUERIES ) + if( m_nActiveQueries > MAX_QUERIES ) return; // Nothing left - if ( !m_pServerList ) + if( !m_pServerList ) return; - while ( 1 ) + while( 1 ) { p = m_pServerList; // No more in list? - if ( !p ) + if( !p ) break; // Move to next @@ -443,7 +445,7 @@ void CHudServers::QueryThink( void ) m_pActiveList = p; // Too many active? - if ( m_nActiveQueries > MAX_QUERIES ) + if( m_nActiveQueries > MAX_QUERIES ) break; } } @@ -455,20 +457,20 @@ ServerListSize # of servers in active query and in pending to be queried lists ================== */ -int CHudServers::ServerListSize( void ) +int CHudServers::ServerListSize( void ) { int c = 0; request_t *p; p = m_pServerList; - while ( p ) + while( p ) { c++; p = p->next; } p = m_pActiveList; - while ( p ) + while( p ) { c++; p = p->next; @@ -488,9 +490,9 @@ CHudServers::request_t *CHudServers::FindRequest( int context, request_t *pList { request_t *p; p = pList; - while ( p ) + while( p ) { - if ( context == p->context ) + if( context == p->context ) return p; p = p->next; @@ -510,14 +512,14 @@ void CHudServers::RemoveServerFromList( request_t **ppList, request_t *item ) request_t *p, *n; request_t *newlist = NULL; - if ( !ppList ) + if( !ppList ) return; p = *ppList; - while ( p ) + while( p ) { n = p->next; - if ( p != item ) + if( p != item ) { p->next = newlist; newlist = p; @@ -537,11 +539,11 @@ void CHudServers::ClearRequestList( request_t **ppList ) { request_t *p, *n; - if ( !ppList ) + if( !ppList ) return; p = *ppList; - while ( p ) + while( p ) { n = p->next; delete p; @@ -560,11 +562,11 @@ void CHudServers::ClearServerList( server_t **ppList ) { server_t *p, *n; - if ( !ppList ) + if( !ppList ) return; p = *ppList; - while ( p ) + while( p ) { n = p->next; delete[] p->info; @@ -585,11 +587,11 @@ int CompareField( CHudServers::server_t *p1, CHudServers::server_t *p2, const ch fv1 = atof( sz1 ); fv2 = atof( sz2 ); - if ( fv1 && fv2 ) + if( fv1 && fv2 ) { - if ( fv1 > fv2 ) + if( fv1 > fv2 ) return iSortOrder; - else if ( fv1 < fv2 ) + else if( fv1 < fv2 ) return -iSortOrder; else return 0; @@ -601,7 +603,7 @@ int CompareField( CHudServers::server_t *p1, CHudServers::server_t *p2, const ch int CALLBACK ServerListCompareFunc( CHudServers::server_t *p1, CHudServers::server_t *p2, const char *fieldname ) { - if (!p1 || !p2) // No meaningful comparison + if(!p1 || !p2) // No meaningful comparison return 0; int iSortOrder = 1; @@ -613,8 +615,8 @@ int CALLBACK ServerListCompareFunc( CHudServers::server_t *p1, CHudServers::serv return retval; } -static char g_fieldname[ 256 ]; -int __cdecl FnServerCompare(const void *elem1, const void *elem2 ) +static char g_fieldname[256]; +int __cdecl FnServerCompare( const void *elem1, const void *elem2 ) { CHudServers::server_t *list1, *list2; @@ -628,7 +630,7 @@ void CHudServers::SortServers( const char *fieldname ) { server_t *p; // Create a list - if ( !m_pServers ) + if( !m_pServers ) return; strcpy( g_fieldname, fieldname ); @@ -637,7 +639,7 @@ void CHudServers::SortServers( const char *fieldname ) int c = 0; p = m_pServers; - while ( p ) + while( p ) { c++; p = p->next; @@ -645,21 +647,21 @@ void CHudServers::SortServers( const char *fieldname ) server_t **pSortArray; - pSortArray = new server_t *[ c ]; - memset( pSortArray, 0, c * sizeof( server_t * ) ); + pSortArray = new server_t *[c]; + memset( pSortArray, 0, c * sizeof(server_t*) ); // Now copy the list into the pSortArray: p = m_pServers; i = 0; - while ( p ) + while( p ) { - pSortArray[ i++ ] = p; + pSortArray[i++] = p; p = p->next; } // Now do that actual sorting. size_t nCount = c; - size_t nSize = sizeof( server_t * ); + size_t nSize = sizeof(server_t*); qsort( pSortArray, @@ -670,11 +672,11 @@ void CHudServers::SortServers( const char *fieldname ) // Now rebuild the list. m_pServers = pSortArray[0]; - for ( i = 0; i < c - 1; i++ ) + for( i = 0; i < c - 1; i++ ) { - pSortArray[ i ]->next = pSortArray[ i + 1 ]; + pSortArray[i]->next = pSortArray[i + 1]; } - pSortArray[ c - 1 ]->next = NULL; + pSortArray[c - 1]->next = NULL; // Clean Up. delete[] pSortArray; @@ -693,9 +695,9 @@ CHudServers::server_t *CHudServers::GetServer( int server ) server_t *p; p = m_pServers; - while ( p ) + while( p ) { - if ( c == server ) + if( c == server ) return p; c++; @@ -714,7 +716,7 @@ Return info ( key/value ) string for particular server char *CHudServers::GetServerInfo( int server ) { server_t *p = GetServer( server ); - if ( p ) + if( p ) { return p->info; } @@ -731,8 +733,8 @@ Kill all pending requests in engine void CHudServers::CancelRequest( void ) { m_nRequesting = 0; - m_nQuerying = 0; - m_nDone = 1; + m_nQuerying = 0; + m_nDone = 1; NET_API->CancelAllRequests(); } @@ -747,16 +749,16 @@ Loads the master server addresses from file and into the passed in array int CHudServers::LoadMasterAddresses( int maxservers, int *count, netadr_t *padr ) { int i; - char szMaster[ 256 ]; + char szMaster[256]; char szMasterFile[256]; char *pbuffer = NULL; char *pstart = NULL ; netadr_t adr; char szAdr[64]; - int nPort; - int nCount = 0; + int nPort; + int nCount = 0; bool bIgnore; - int nDefaultPort; + int nDefaultPort; // Assume default master and master file strcpy( szMaster, VALVE_MASTER_ADDRESS ); // IP:PORT string @@ -764,30 +766,30 @@ int CHudServers::LoadMasterAddresses( int maxservers, int *count, netadr_t *padr // See if there is a command line override i = gEngfuncs.CheckParm( "-comm", &pstart ); - if ( i && pstart ) + if( i && pstart ) { - strcpy (szMasterFile, pstart ); + strcpy( szMasterFile, pstart ); } // Read them in from proper file pbuffer = (char *)gEngfuncs.COM_LoadFile( szMasterFile, 5, NULL ); // Use malloc - if ( !pbuffer ) + if( !pbuffer ) { goto finish_master; } pstart = pbuffer; - while ( nCount < maxservers ) + while( nCount < maxservers ) { pstart = gEngfuncs.COM_ParseFile( pstart, m_szToken ); - if ( strlen(m_szToken) <= 0) + if( strlen( m_szToken ) <= 0) break; bIgnore = true; - if ( !stricmp( m_szToken, "Master" ) ) + if( !stricmp( m_szToken, "Master" ) ) { nDefaultPort = PORT_MASTER; bIgnore = FALSE; @@ -795,74 +797,72 @@ int CHudServers::LoadMasterAddresses( int maxservers, int *count, netadr_t *padr // Now parse all addresses between { } pstart = gEngfuncs.COM_ParseFile( pstart, m_szToken ); - if ( strlen(m_szToken) <= 0 ) + if( strlen( m_szToken ) <= 0 ) break; - if ( stricmp ( m_szToken, "{" ) ) + if( stricmp( m_szToken, "{" ) ) break; // Parse addresses until we get to "}" - while ( nCount < maxservers ) + while( nCount < maxservers ) { char base[256]; // Now parse all addresses between { } pstart = gEngfuncs.COM_ParseFile( pstart, m_szToken ); - if (strlen(m_szToken) <= 0) + if( strlen( m_szToken ) <= 0 ) break; - if ( !stricmp ( m_szToken, "}" ) ) + if( !stricmp ( m_szToken, "}" ) ) break; - + sprintf( base, "%s", m_szToken ); pstart = gEngfuncs.COM_ParseFile( pstart, m_szToken ); - if (strlen(m_szToken) <= 0) + if( strlen( m_szToken ) <= 0 ) break; - if ( stricmp( m_szToken, ":" ) ) + if( stricmp( m_szToken, ":" ) ) break; pstart = gEngfuncs.COM_ParseFile( pstart, m_szToken ); - - if (strlen(m_szToken) <= 0) + + if( strlen( m_szToken ) <= 0 ) break; - nPort = atoi ( m_szToken ); - if ( !nPort ) + nPort = atoi( m_szToken ); + if( !nPort ) nPort = nDefaultPort; sprintf( szAdr, "%s:%i", base, nPort ); // Can we resolve it any better - if ( !NET_API->StringToAdr( szAdr, &adr ) ) + if( !NET_API->StringToAdr( szAdr, &adr ) ) bIgnore = true; - if ( !bIgnore ) + if( !bIgnore ) { - padr[ nCount++ ] = adr; + padr[nCount++] = adr; } } } - finish_master: - if ( !nCount ) + if( !nCount ) { sprintf( szMaster, VALVE_MASTER_ADDRESS ); // IP:PORT string // Convert to netadr_t - if ( NET_API->StringToAdr ( szMaster, &adr ) ) + if( NET_API->StringToAdr( szMaster, &adr ) ) { - - padr[ nCount++ ] = adr; + padr[nCount++] = adr; } } *count = nCount; - if ( pbuffer ) + if( pbuffer ) { gEngfuncs.COM_FreeFile( pbuffer ); } @@ -879,14 +879,14 @@ Request list of game servers from master */ void CHudServers::RequestList( void ) { - m_nRequesting = 1; - m_nDone = 0; - m_dStarted = m_fElapsed; + m_nRequesting = 1; + m_nDone = 0; + m_dStarted = m_fElapsed; int count = 0; netadr_t adr; - if ( !LoadMasterAddresses( 1, &count, &adr ) ) + if( !LoadMasterAddresses( 1, &count, &adr ) ) { gEngfuncs.Con_DPrintf( "SendRequest: Unable to read master server addresses\n" ); return; @@ -910,14 +910,14 @@ void CHudServers::RequestList( void ) void CHudServers::RequestBroadcastList( int clearpending ) { - m_nRequesting = 1; - m_nDone = 0; - m_dStarted = m_fElapsed; + m_nRequesting = 1; + m_nDone = 0; + m_dStarted = m_fElapsed; - netadr_t adr; - memset( &adr, 0, sizeof( adr ) ); + netadr_t adr; + memset( &adr, 0, sizeof(adr) ); - if ( clearpending ) + if( clearpending ) { ClearRequestList( &m_pActiveList ); ClearRequestList( &m_pServerList ); @@ -932,7 +932,7 @@ void CHudServers::RequestBroadcastList( int clearpending ) // Make sure networking system has started. NET_API->InitNetworking(); - if ( clearpending ) + if( clearpending ) { // Kill off left overs if any NET_API->CancelAllRequests(); @@ -952,9 +952,9 @@ void CHudServers::RequestBroadcastList( int clearpending ) void CHudServers::ServerPing( int server ) { server_t *p; - + p = GetServer( server ); - if ( !p ) + if( !p ) return; // Make sure networking system has started. @@ -967,9 +967,9 @@ void CHudServers::ServerPing( int server ) void CHudServers::ServerRules( int server ) { server_t *p; - + p = GetServer( server ); - if ( !p ) + if( !p ) return; // Make sure networking system has started. @@ -982,9 +982,9 @@ void CHudServers::ServerRules( int server ) void CHudServers::ServerPlayers( int server ) { server_t *p; - + p = GetServer( server ); - if ( !p ) + if( !p ) return; // Make sure networking system has started. @@ -999,7 +999,6 @@ int CHudServers::isQuerying() return m_nRequesting ? 1 : 0; } - /* =================== GetServerCount @@ -1021,16 +1020,15 @@ CHudServers CHudServers::CHudServers( void ) { m_nRequesting = 0; - m_dStarted = 0.0; - m_nDone = 0; + m_dStarted = 0.0; + m_nDone = 0; m_pServerList = NULL; - m_pServers = NULL; + m_pServers = NULL; m_pActiveList = NULL; - m_nQuerying = 0; + m_nQuerying = 0; m_nActiveQueries = 0; - - m_fElapsed = 0.0; + m_fElapsed = 0.0; m_pPingRequest = NULL; m_pRulesRequest = NULL; @@ -1051,20 +1049,19 @@ CHudServers::~CHudServers( void ) m_nServerCount = 0; - if ( m_pPingRequest ) + if( m_pPingRequest ) { delete m_pPingRequest; m_pPingRequest = NULL; - } - - if ( m_pRulesRequest ) + + if( m_pRulesRequest ) { delete m_pRulesRequest; m_pRulesRequest = NULL; } - if ( m_pPlayersRequest ) + if( m_pPlayersRequest ) { delete m_pPlayersRequest; m_pPlayersRequest = NULL; @@ -1083,18 +1080,18 @@ ServersGetCount =================== */ -int ServersGetCount( void ) +int ServersGetCount( void ) { - if ( g_pServers ) + if( g_pServers ) { return g_pServers->GetServerCount(); } return 0; } -int ServersIsQuerying( void ) +int ServersIsQuerying( void ) { - if ( g_pServers ) + if( g_pServers ) { return g_pServers->isQuerying(); } @@ -1109,17 +1106,17 @@ ServersGetInfo */ const char *ServersGetInfo( int server ) { - if ( g_pServers ) + if( g_pServers ) { return g_pServers->GetServerInfo( server ); } - + return NULL; } void SortServers( const char *fieldname ) { - if ( g_pServers ) + if( g_pServers ) { g_pServers->SortServers( fieldname ); } @@ -1133,7 +1130,7 @@ ServersShutdown */ void ServersShutdown( void ) { - if ( g_pServers ) + if( g_pServers ) { delete g_pServers; g_pServers = NULL; @@ -1150,7 +1147,7 @@ void ServersInit( void ) { // Kill any previous instance ServersShutdown(); - + g_pServers = new CHudServers(); } @@ -1162,7 +1159,7 @@ ServersThink */ void ServersThink( double time ) { - if ( g_pServers ) + if( g_pServers ) { g_pServers->Think( time ); } @@ -1176,7 +1173,7 @@ ServersCancel */ void ServersCancel( void ) { - if ( g_pServers ) + if( g_pServers ) { g_pServers->CancelRequest(); } @@ -1191,7 +1188,7 @@ ServersList */ void ServersList( void ) { - if ( g_pServers ) + if( g_pServers ) { g_pServers->RequestList(); } @@ -1199,7 +1196,7 @@ void ServersList( void ) void BroadcastServersList( int clearpending ) { - if ( g_pServers ) + if( g_pServers ) { g_pServers->RequestBroadcastList( clearpending ); } @@ -1207,7 +1204,7 @@ void BroadcastServersList( int clearpending ) void ServerPing( int server ) { - if ( g_pServers ) + if( g_pServers ) { g_pServers->ServerPing( server ); } @@ -1215,7 +1212,7 @@ void ServerPing( int server ) void ServerRules( int server ) { - if ( g_pServers ) + if( g_pServers ) { g_pServers->ServerRules( server ); } @@ -1223,8 +1220,8 @@ void ServerRules( int server ) void ServerPlayers( int server ) { - if ( g_pServers ) + if( g_pServers ) { g_pServers->ServerPlayers( server ); } -} \ No newline at end of file +} diff --git a/cl_dll/hud_servers.h b/cl_dll/hud_servers.h index 01e94425..33fb72a5 100644 --- a/cl_dll/hud_servers.h +++ b/cl_dll/hud_servers.h @@ -33,9 +33,8 @@ void ServerPing( int server ); void ServerRules( int server ); void ServerPlayers( int server ); -int ServersGetCount( void ); +int ServersGetCount( void ); const char *ServersGetInfo( int server ); -int ServersIsQuerying( void ); +int ServersIsQuerying( void ); void SortServers( const char *fieldname ); - -#endif // HUD_SERVERSH \ No newline at end of file +#endif // HUD_SERVERSH diff --git a/cl_dll/hud_servers_priv.h b/cl_dll/hud_servers_priv.h index 73692f46..d26b3655 100644 --- a/cl_dll/hud_servers_priv.h +++ b/cl_dll/hud_servers_priv.h @@ -17,16 +17,16 @@ public: typedef struct request_s { struct request_s *next; - netadr_t remote_address; - int context; + netadr_t remote_address; + int context; } request_t; typedef struct server_s { - struct server_s *next; - netadr_t remote_address; - char *info; - int ping; + struct server_s *next; + netadr_t remote_address; + char *info; + int ping; } server_t; CHudServers(); @@ -34,9 +34,9 @@ public: void Think( double time ); void QueryThink( void ); - int isQuerying( void ); + int isQuerying( void ); - int LoadMasterAddresses( int maxservers, int *count, netadr_t *padr ); + int LoadMasterAddresses( int maxservers, int *count, netadr_t *padr ); void RequestList( void ); void RequestBroadcastList( int clearpending ); @@ -47,7 +47,7 @@ public: void CancelRequest( void ); - int CompareServers( server_t *p1, server_t *p2 ); + int CompareServers( server_t *p1, server_t *p2 ); void ClearServerList( server_t **ppList ); void ClearRequestList( request_t **ppList ); @@ -58,9 +58,9 @@ public: request_t *FindRequest( int context, request_t *pList ); - int ServerListSize( void ); + int ServerListSize( void ); char *GetServerInfo( int server ); - int GetServerCount( void ); + int GetServerCount( void ); void SortServers( const char *fieldname ); void ListResponse( struct net_response_s *response ); @@ -73,26 +73,25 @@ private: server_t *GetServer( int server ); // - char m_szToken[ 1024 ]; - int m_nRequesting; - int m_nDone; + char m_szToken[1024]; + int m_nRequesting; + int m_nDone; - double m_dStarted; + double m_dStarted; request_t *m_pServerList; request_t *m_pActiveList; - server_t *m_pServers; + server_t *m_pServers; - int m_nServerCount; + int m_nServerCount; - int m_nActiveQueries; - int m_nQuerying; - double m_fElapsed; + int m_nActiveQueries; + int m_nQuerying; + double m_fElapsed; - request_t *m_pPingRequest; - request_t *m_pRulesRequest; - request_t *m_pPlayersRequest; + request_t *m_pPingRequest; + request_t *m_pRulesRequest; + request_t *m_pPlayersRequest; }; - -#endif // HUD_SERVERS_PRIVH \ No newline at end of file +#endif // HUD_SERVERS_PRIVH diff --git a/cl_dll/hud_spectator.cpp b/cl_dll/hud_spectator.cpp index 019c71e9..91e8fa37 100644 --- a/cl_dll/hud_spectator.cpp +++ b/cl_dll/hud_spectator.cpp @@ -24,17 +24,15 @@ #include "studio_util.h" #include "screenfade.h" - #pragma warning(disable: 4244) extern "C" int iJumpSpectator; extern "C" float vJumpOrigin[3]; extern "C" float vJumpAngles[3]; - -extern void V_GetInEyePos(int entity, float * origin, float * angles ); +extern void V_GetInEyePos( int entity, float * origin, float * angles ); extern void V_ResetChaseCam(); -extern void V_GetChasePos(int target, float * cl_angles, float * origin, float * angles); +extern void V_GetChasePos( int target, float * cl_angles, float * origin, float * angles ); extern void VectorAngles( const float *forward, float *angles ); extern "C" void NormalizeAngles( float *angles ); extern float * GetClientColor( int clientIndex ); @@ -44,53 +42,50 @@ extern vec3_t v_angles; // last view angle extern vec3_t v_cl_angles; // last client/mouse angle extern vec3_t v_sim_org; // last sim origin -void SpectatorMode(void) +void SpectatorMode( void ) { - - - if ( gEngfuncs.Cmd_Argc() <= 1 ) + if( gEngfuncs.Cmd_Argc() <= 1 ) { gEngfuncs.Con_Printf( "usage: spec_mode
[]\n" ); return; } // SetModes() will decide if command is executed on server or local - if ( gEngfuncs.Cmd_Argc() == 2 ) - gHUD.m_Spectator.SetModes( atoi( gEngfuncs.Cmd_Argv(1) ), -1 ); + if( gEngfuncs.Cmd_Argc() == 2 ) + gHUD.m_Spectator.SetModes( atoi( gEngfuncs.Cmd_Argv( 1 ) ), -1 ); else if ( gEngfuncs.Cmd_Argc() == 3 ) - gHUD.m_Spectator.SetModes( atoi( gEngfuncs.Cmd_Argv(1) ), atoi( gEngfuncs.Cmd_Argv(2) ) ); + gHUD.m_Spectator.SetModes( atoi( gEngfuncs.Cmd_Argv( 1 ) ), atoi( gEngfuncs.Cmd_Argv( 2 ) ) ); } -void SpectatorSpray(void) +void SpectatorSpray( void ) { vec3_t forward; char string[128]; - if ( !gEngfuncs.IsSpectateOnly() ) + if( !gEngfuncs.IsSpectateOnly() ) return; - AngleVectors(v_angles,forward,NULL,NULL); - VectorScale(forward, 128, forward); - VectorAdd(forward, v_origin, forward); + AngleVectors( v_angles, forward, NULL, NULL ); + VectorScale( forward, 128, forward ); + VectorAdd( forward, v_origin, forward ); pmtrace_t * trace = gEngfuncs.PM_TraceLine( v_origin, forward, PM_TRACELINE_PHYSENTSONLY, 2, -1 ); - if ( trace->fraction != 1.0 ) + if( trace->fraction != 1.0 ) { - sprintf(string, "drc_spray %.2f %.2f %.2f %i", + sprintf( string, "drc_spray %.2f %.2f %.2f %i", trace->endpos[0], trace->endpos[1], trace->endpos[2], trace->ent ); - gEngfuncs.pfnServerCmd(string); + gEngfuncs.pfnServerCmd( string ); } - } -void SpectatorHelp(void) +void SpectatorHelp( void ) { { char *text = CHudTextMessage::BufferedLocaliseTextString( "#Spec_Help_Text" ); - - if ( text ) + + if( text ) { - while ( *text ) + while( *text ) { - if ( *text != 13 ) + if( *text != 13 ) gEngfuncs.Con_Printf( "%c", *text ); text++; } @@ -100,12 +95,11 @@ void SpectatorHelp(void) void SpectatorMenu( void ) { - if ( gEngfuncs.Cmd_Argc() <= 1 ) + if( gEngfuncs.Cmd_Argc() <= 1 ) { gEngfuncs.Con_Printf( "usage: spec_menu <0|1>\n" ); return; } - } void ToggleScores( void ) @@ -117,45 +111,43 @@ void ToggleScores( void ) //----------------------------------------------------------------------------- int CHudSpectator::Init() { - gHUD.AddHudElem(this); + gHUD.AddHudElem( this ); m_iFlags |= HUD_ACTIVE; m_flNextObserverInput = 0.0f; - m_zoomDelta = 0.0f; + m_zoomDelta = 0.0f; m_moveDelta = 0.0f; - m_chatEnabled = (gHUD.m_SayText.m_HUD_saytext->value!=0); - iJumpSpectator = 0; + m_chatEnabled = ( gHUD.m_SayText.m_HUD_saytext->value != 0 ); + iJumpSpectator = 0; - memset( &m_OverviewData, 0, sizeof(m_OverviewData)); - memset( &m_OverviewEntities, 0, sizeof(m_OverviewEntities)); + memset( &m_OverviewData, 0, sizeof(m_OverviewData) ); + memset( &m_OverviewEntities, 0, sizeof(m_OverviewEntities) ); m_lastPrimaryObject = m_lastSecondaryObject = 0; - gEngfuncs.pfnAddCommand ("spec_mode", SpectatorMode ); - gEngfuncs.pfnAddCommand ("spec_decal", SpectatorSpray ); - gEngfuncs.pfnAddCommand ("spec_help", SpectatorHelp ); - gEngfuncs.pfnAddCommand ("spec_menu", SpectatorMenu ); - gEngfuncs.pfnAddCommand ("togglescores", ToggleScores ); + gEngfuncs.pfnAddCommand( "spec_mode", SpectatorMode ); + gEngfuncs.pfnAddCommand( "spec_decal", SpectatorSpray ); + gEngfuncs.pfnAddCommand( "spec_help", SpectatorHelp ); + gEngfuncs.pfnAddCommand( "spec_menu", SpectatorMenu ); + gEngfuncs.pfnAddCommand( "togglescores", ToggleScores ); - m_drawnames = gEngfuncs.pfnRegisterVariable("spec_drawnames","1",0); - m_drawcone = gEngfuncs.pfnRegisterVariable("spec_drawcone","1",0); - m_drawstatus = gEngfuncs.pfnRegisterVariable("spec_drawstatus","1",0); - m_autoDirector = gEngfuncs.pfnRegisterVariable("spec_autodirector","1",0); - m_pip = gEngfuncs.pfnRegisterVariable("spec_pip","1",0); + m_drawnames = gEngfuncs.pfnRegisterVariable( "spec_drawnames", "1", 0 ); + m_drawcone = gEngfuncs.pfnRegisterVariable( "spec_drawcone", "1", 0 ); + m_drawstatus = gEngfuncs.pfnRegisterVariable( "spec_drawstatus", "1", 0 ); + m_autoDirector = gEngfuncs.pfnRegisterVariable( "spec_autodirector", "1", 0 ); + m_pip = gEngfuncs.pfnRegisterVariable( "spec_pip", "1", 0 ); - if ( !m_drawnames || !m_drawcone || !m_drawstatus || !m_autoDirector || !m_pip) + if( !m_drawnames || !m_drawcone || !m_drawstatus || !m_autoDirector || !m_pip ) { - gEngfuncs.Con_Printf("ERROR! Couldn't register all spectator variables.\n"); + gEngfuncs.Con_Printf( "ERROR! Couldn't register all spectator variables.\n" ); return 0; } return 1; } - //----------------------------------------------------------------------------- // UTIL_StringToVector originally from ..\dlls\util.cpp, slightly changed //----------------------------------------------------------------------------- - void UTIL_StringToVector( float * pVector, const char *pString ) { char *pstr, *pfront, tempString[128]; @@ -163,179 +155,175 @@ void UTIL_StringToVector( float * pVector, const char *pString ) strcpy( tempString, pString ); pstr = pfront = tempString; - - for ( j = 0; j < 3; j++ ) + + for( j = 0; j < 3; j++ ) { pVector[j] = atof( pfront ); - - while ( *pstr && *pstr != ' ' ) + + while( *pstr && *pstr != ' ' ) pstr++; - if (!*pstr) + if( !( *pstr ) ) break; pstr++; pfront = pstr; } - if (j < 2) + if( j < 2 ) { - for (j = j+1;j < 3; j++) + for( j = j + 1;j < 3; j++ ) pVector[j] = 0; } } -int UTIL_FindEntityInMap(char * name, float * origin, float * angle) +int UTIL_FindEntityInMap( char * name, float * origin, float * angle ) { - int n,found = 0; + int n, found = 0; char keyname[256]; char token[2048]; cl_entity_t * pEnt = gEngfuncs.GetEntityByIndex( 0 ); // get world model - if ( !pEnt ) return 0; + if( !pEnt ) + return 0; - if ( !pEnt->model ) return 0; + if( !pEnt->model ) + return 0; char * data = pEnt->model->entities; - while (data) + while( data ) { - data = gEngfuncs.COM_ParseFile(data, token); - - if ( (token[0] == '}') || (token[0]==0) ) + data = gEngfuncs.COM_ParseFile( data, token ); + + if( ( token[0] == '}' ) || ( token[0] == 0 ) ) break; - if (!data) + if( !data ) { - gEngfuncs.Con_DPrintf("UTIL_FindEntityInMap: EOF without closing brace\n"); + gEngfuncs.Con_DPrintf( "UTIL_FindEntityInMap: EOF without closing brace\n" ); return 0; } - if (token[0] != '{') + if( token[0] != '{' ) { - gEngfuncs.Con_DPrintf("UTIL_FindEntityInMap: expected {\n"); + gEngfuncs.Con_DPrintf( "UTIL_FindEntityInMap: expected {\n" ); return 0; } - // we parse the first { now parse entities properties - - while ( 1 ) + // we parse the first { now parse entities properties + while( 1 ) { // parse key - data = gEngfuncs.COM_ParseFile(data, token); - if (token[0] == '}') + data = gEngfuncs.COM_ParseFile( data, token ); + if( token[0] == '}' ) break; // finish parsing this entity - if (!data) - { - gEngfuncs.Con_DPrintf("UTIL_FindEntityInMap: EOF without closing brace\n"); + if( !data ) + { + gEngfuncs.Con_DPrintf( "UTIL_FindEntityInMap: EOF without closing brace\n" ); return 0; - }; - - strcpy (keyname, token); + } + + strcpy( keyname, token ); // another hack to fix keynames with trailing spaces - n = strlen(keyname); - while (n && keyname[n-1] == ' ') + n = strlen( keyname ); + while( n && keyname[n - 1] == ' ' ) { - keyname[n-1] = 0; + keyname[n - 1] = 0; n--; } - + // parse value - data = gEngfuncs.COM_ParseFile(data, token); - if (!data) - { - gEngfuncs.Con_DPrintf("UTIL_FindEntityInMap: EOF without closing brace\n"); - return 0; - }; - - if (token[0] == '}') + data = gEngfuncs.COM_ParseFile( data, token ); + if( !data ) { - gEngfuncs.Con_DPrintf("UTIL_FindEntityInMap: closing brace without data"); + gEngfuncs.Con_DPrintf( "UTIL_FindEntityInMap: EOF without closing brace\n" ); + return 0; + } + + if( token[0] == '}' ) + { + gEngfuncs.Con_DPrintf( "UTIL_FindEntityInMap: closing brace without data" ); return 0; } - if (!strcmp(keyname,"classname")) + if( !strcmp( keyname, "classname" ) ) { - if (!strcmp(token, name )) + if( !strcmp( token, name ) ) { found = 1; // thats our entity } - }; + } if( !strcmp( keyname, "angle" ) ) { float y = atof( token ); - - if (y >= 0) + + if( y >= 0 ) { angle[0] = 0.0f; angle[1] = y; } - else if ((int)y == -1) + else if( (int)y == -1 ) { angle[0] = -90.0f; - angle[1] = 0.0f;; + angle[1] = 0.0f;; } else { angle[0] = 90.0f; - angle[1] = 0.0f; + angle[1] = 0.0f; } - angle[2] = 0.0f; + angle[2] = 0.0f; } if( !strcmp( keyname, "angles" ) ) { - UTIL_StringToVector(angle, token); + UTIL_StringToVector( angle, token ); } - - if (!strcmp(keyname,"origin")) - { - UTIL_StringToVector(origin, token); - }; - + if( !strcmp( keyname, "origin" ) ) + { + UTIL_StringToVector( origin, token ); + } } // while (1) - if (found) + if( found ) return 1; - } return 0; // we search all entities, but didn't found the correct - } //----------------------------------------------------------------------------- // SetSpectatorStartPosition(): // Get valid map position and 'beam' spectator to this position //----------------------------------------------------------------------------- - void CHudSpectator::SetSpectatorStartPosition() { // search for info_player start - if ( UTIL_FindEntityInMap( "trigger_camera", m_cameraOrigin, m_cameraAngles ) ) + if( UTIL_FindEntityInMap( "trigger_camera", m_cameraOrigin, m_cameraAngles ) ) iJumpSpectator = 1; - else if ( UTIL_FindEntityInMap( "info_player_start", m_cameraOrigin, m_cameraAngles ) ) + else if( UTIL_FindEntityInMap( "info_player_start", m_cameraOrigin, m_cameraAngles ) ) iJumpSpectator = 1; - else if ( UTIL_FindEntityInMap( "info_player_deathmatch", m_cameraOrigin, m_cameraAngles ) ) + else if( UTIL_FindEntityInMap( "info_player_deathmatch", m_cameraOrigin, m_cameraAngles ) ) iJumpSpectator = 1; - else if ( UTIL_FindEntityInMap( "info_player_coop", m_cameraOrigin, m_cameraAngles ) ) + else if( UTIL_FindEntityInMap( "info_player_coop", m_cameraOrigin, m_cameraAngles ) ) iJumpSpectator = 1; else { // jump to 0,0,0 if no better position was found - VectorCopy(vec3_origin, m_cameraOrigin); - VectorCopy(vec3_origin, m_cameraAngles); + VectorCopy( vec3_origin, m_cameraOrigin ); + VectorCopy( vec3_origin, m_cameraAngles ); } - - VectorCopy(m_cameraOrigin, vJumpOrigin); - VectorCopy(m_cameraAngles, vJumpAngles); + + VectorCopy( m_cameraOrigin, vJumpOrigin ); + VectorCopy( m_cameraAngles, vJumpAngles ); iJumpSpectator = 1; // jump anyway } @@ -345,15 +333,15 @@ void CHudSpectator::SetSpectatorStartPosition() //----------------------------------------------------------------------------- int CHudSpectator::VidInit() { - m_hsprPlayer = SPR_Load("sprites/iplayer.spr"); - m_hsprPlayerBlue = SPR_Load("sprites/iplayerblue.spr"); - m_hsprPlayerRed = SPR_Load("sprites/iplayerred.spr"); - m_hsprPlayerDead = SPR_Load("sprites/iplayerdead.spr"); - m_hsprUnkownMap = SPR_Load("sprites/tile.spr"); - m_hsprBeam = SPR_Load("sprites/laserbeam.spr"); - m_hsprCamera = SPR_Load("sprites/camera.spr"); - m_hCrosshair = SPR_Load("sprites/crosshairs.spr"); - + m_hsprPlayer = SPR_Load( "sprites/iplayer.spr" ); + m_hsprPlayerBlue = SPR_Load( "sprites/iplayerblue.spr" ); + m_hsprPlayerRed = SPR_Load( "sprites/iplayerred.spr" ); + m_hsprPlayerDead = SPR_Load( "sprites/iplayerdead.spr" ); + m_hsprUnkownMap = SPR_Load( "sprites/tile.spr" ); + m_hsprBeam = SPR_Load( "sprites/laserbeam.spr" ); + m_hsprCamera = SPR_Load( "sprites/camera.spr" ); + m_hCrosshair = SPR_Load( "sprites/crosshairs.spr" ); + return 1; } @@ -362,7 +350,7 @@ int CHudSpectator::VidInit() // Input : flTime - // intermission - //----------------------------------------------------------------------------- -int CHudSpectator::Draw(float flTime) +int CHudSpectator::Draw( float flTime ) { int lx; @@ -370,215 +358,192 @@ int CHudSpectator::Draw(float flTime) float * color; // draw only in spectator mode - if ( !g_iUser1 ) + if( !g_iUser1 ) return 0; // if user pressed zoom, aplly changes - if ( (m_zoomDelta != 0.0f) && ( g_iUser1 == OBS_MAP_FREE ) ) + if( ( m_zoomDelta != 0.0f ) && ( g_iUser1 == OBS_MAP_FREE ) ) { m_mapZoom += m_zoomDelta; - if ( m_mapZoom > 3.0f ) + if( m_mapZoom > 3.0f ) m_mapZoom = 3.0f; - if ( m_mapZoom < 0.5f ) + if( m_mapZoom < 0.5f ) m_mapZoom = 0.5f; } // if user moves in map mode, change map origin - if ( (m_moveDelta != 0.0f) && (g_iUser1 != OBS_ROAMING) ) + if( ( m_moveDelta != 0.0f ) && ( g_iUser1 != OBS_ROAMING ) ) { - vec3_t right; - AngleVectors(v_angles, NULL, right, NULL); - VectorNormalize(right); - VectorScale(right, m_moveDelta, right ); + vec3_t right; + AngleVectors( v_angles, NULL, right, NULL ); + VectorNormalize( right ); + VectorScale( right, m_moveDelta, right ); VectorAdd( m_mapOrigin, right, m_mapOrigin ) - } - + // Only draw the icon names only if map mode is in Main Mode - if ( g_iUser1 < OBS_MAP_FREE ) + if( g_iUser1 < OBS_MAP_FREE ) return 1; - - if ( !m_drawnames->value ) + + if( !m_drawnames->value ) return 1; - + // make sure we have player info //gViewPort->GetAllPlayersInfo(); gHUD.m_Scoreboard.GetAllPlayersInfo(); - - // loop through all the players and draw additional infos to their sprites on the map - for (int i = 0; i < MAX_PLAYERS; i++) + for( int i = 0; i < MAX_PLAYERS; i++ ) { - - if ( m_vPlayerPos[i][2]<0 ) // marked as invisible ? + if( m_vPlayerPos[i][2] < 0 ) // marked as invisible ? continue; - + // check if name would be in inset window - if ( m_pip->value != INSET_OFF ) + if( m_pip->value != INSET_OFF ) { - if ( m_vPlayerPos[i][0] > XRES( m_OverviewData.insetWindowX ) && + if( m_vPlayerPos[i][0] > XRES( m_OverviewData.insetWindowX ) && m_vPlayerPos[i][1] > YRES( m_OverviewData.insetWindowY ) && m_vPlayerPos[i][0] < XRES( m_OverviewData.insetWindowX + m_OverviewData.insetWindowWidth ) && - m_vPlayerPos[i][1] < YRES( m_OverviewData.insetWindowY + m_OverviewData.insetWindowHeight) - ) continue; + m_vPlayerPos[i][1] < YRES( m_OverviewData.insetWindowY + m_OverviewData.insetWindowHeight) ) + continue; } - color = GetClientColor( i+1 ); + color = GetClientColor( i + 1 ); // draw the players name and health underneath - sprintf(string, "%s", g_PlayerInfoList[i+1].name ); - - lx = strlen(string)*3; // 3 is avg. character length :) + sprintf( string, "%s", g_PlayerInfoList[i + 1].name ); + + lx = strlen( string ) * 3; // 3 is avg. character length :) DrawSetTextColor( color[0], color[1], color[2] ); - DrawConsoleString( m_vPlayerPos[i][0]-lx,m_vPlayerPos[i][1], string); - + DrawConsoleString( m_vPlayerPos[i][0] - lx,m_vPlayerPos[i][1], string ); } return 1; } - void CHudSpectator::DirectorMessage( int iSize, void *pbuf ) { - float value; - char * string; + float value; + char *string; BEGIN_READ( pbuf, iSize ); int cmd = READ_BYTE(); - - switch ( cmd ) // director command byte - { - case DRC_CMD_START : - // now we have to do some things clientside, since the proxy doesn't know our mod - g_iPlayerClass = 0; - g_iTeamNumber = 0; - // fake a InitHUD & ResetHUD message - gHUD.MsgFunc_InitHUD(NULL,0, NULL); - gHUD.MsgFunc_ResetHUD(NULL, 0, NULL); + switch( cmd ) // director command byte + { + case DRC_CMD_START: + // now we have to do some things clientside, since the proxy doesn't know our mod + g_iPlayerClass = 0; + g_iTeamNumber = 0; + + // fake a InitHUD & ResetHUD message + gHUD.MsgFunc_InitHUD( NULL, 0, NULL ); + gHUD.MsgFunc_ResetHUD( NULL, 0, NULL ); + break; + case DRC_CMD_EVENT: + m_lastPrimaryObject = READ_WORD(); + m_lastSecondaryObject = READ_WORD(); + m_iObserverFlags = READ_LONG(); - break; + if( m_autoDirector->value ) + { + if( ( g_iUser2 != m_lastPrimaryObject) || ( g_iUser3 != m_lastSecondaryObject ) ) + V_ResetChaseCam(); - case DRC_CMD_EVENT : - m_lastPrimaryObject = READ_WORD(); - m_lastSecondaryObject = READ_WORD(); - m_iObserverFlags = READ_LONG(); - - if ( m_autoDirector->value ) - { - if ( (g_iUser2 != m_lastPrimaryObject) || (g_iUser3 != m_lastSecondaryObject) ) - V_ResetChaseCam(); + g_iUser2 = m_lastPrimaryObject; + g_iUser3 = m_lastSecondaryObject; + } - g_iUser2 = m_lastPrimaryObject; - g_iUser3 = m_lastSecondaryObject; - } + // gEngfuncs.Con_Printf( "Director Camera: %i %i\n", firstObject, secondObject ); + break; + case DRC_CMD_MODE: + if( m_autoDirector->value ) + { + SetModes( READ_BYTE(), -1 ); + } + break; + case DRC_CMD_CAMERA: + if( m_autoDirector->value ) + { + vJumpOrigin[0] = READ_COORD(); // position + vJumpOrigin[1] = READ_COORD(); + vJumpOrigin[2] = READ_COORD(); - // gEngfuncs.Con_Printf("Director Camera: %i %i\n", firstObject, secondObject); - break; + vJumpAngles[0] = READ_COORD(); // view angle + vJumpAngles[1] = READ_COORD(); + vJumpAngles[2] = READ_COORD(); - case DRC_CMD_MODE : - if ( m_autoDirector->value ) - { - SetModes( READ_BYTE(), -1 ); - } - break; - - case DRC_CMD_CAMERA : - if ( m_autoDirector->value ) - { - vJumpOrigin[0] = READ_COORD(); // position - vJumpOrigin[1] = READ_COORD(); - vJumpOrigin[2] = READ_COORD(); - - vJumpAngles[0] = READ_COORD(); // view angle - vJumpAngles[1] = READ_COORD(); - vJumpAngles[2] = READ_COORD(); - - gEngfuncs.SetViewAngles( vJumpAngles ); - - iJumpSpectator = 1; - } - break; + gEngfuncs.SetViewAngles( vJumpAngles ); + iJumpSpectator = 1; + } + break; case DRC_CMD_MESSAGE: - { - client_textmessage_t * msg = &m_HUDMessages[m_lastHudMessage]; + { + client_textmessage_t * msg = &m_HUDMessages[m_lastHudMessage]; + + msg->effect = READ_BYTE(); // effect + + UnpackRGB( (int&)msg->r1, (int&)msg->g1, (int&)msg->b1, READ_LONG() ); // color + msg->r2 = msg->r1; + msg->g2 = msg->g1; + msg->b2 = msg->b1; + msg->a2 = msg->a1 = 0xFF; // not transparent + + msg->x = READ_FLOAT(); // x pos + msg->y = READ_FLOAT(); // y pos - msg->effect = READ_BYTE(); // effect + msg->fadein = READ_FLOAT(); // fadein + msg->fadeout = READ_FLOAT(); // fadeout + msg->holdtime = READ_FLOAT(); // holdtime + msg->fxtime = READ_FLOAT(); // fxtime; - UnpackRGB( (int&)msg->r1, (int&)msg->g1, (int&)msg->b1, READ_LONG() ); // color - msg->r2 = msg->r1; - msg->g2 = msg->g1; - msg->b2 = msg->b1; - msg->a2 = msg->a1 = 0xFF; // not transparent - - msg->x = READ_FLOAT(); // x pos - msg->y = READ_FLOAT(); // y pos - - msg->fadein = READ_FLOAT(); // fadein - msg->fadeout = READ_FLOAT(); // fadeout - msg->holdtime = READ_FLOAT(); // holdtime - msg->fxtime = READ_FLOAT(); // fxtime; + strncpy( m_HUDMessageText[m_lastHudMessage], READ_STRING(), 128 ); + m_HUDMessageText[m_lastHudMessage][127] = 0; // text - strncpy( m_HUDMessageText[m_lastHudMessage], READ_STRING(), 128 ); - m_HUDMessageText[m_lastHudMessage][127]=0; // text - - msg->pMessage = m_HUDMessageText[m_lastHudMessage]; - msg->pName = "HUD_MESSAGE"; - - gHUD.m_Message.MessageAdd( msg ); - - m_lastHudMessage++; - m_lastHudMessage %= MAX_SPEC_HUD_MESSAGES; - - } - - break; - - case DRC_CMD_SOUND : - string = READ_STRING(); - value = READ_FLOAT(); - - // gEngfuncs.Con_Printf("DRC_CMD_FX_SOUND: %s %.2f\n", string, value ); - gEngfuncs.pEventAPI->EV_PlaySound(0, v_origin, CHAN_BODY, string, value, ATTN_NORM, 0, PITCH_NORM ); - - break; - - case DRC_CMD_TIMESCALE : - value = READ_FLOAT(); - break; + msg->pMessage = m_HUDMessageText[m_lastHudMessage]; + msg->pName = "HUD_MESSAGE"; + gHUD.m_Message.MessageAdd( msg ); + m_lastHudMessage++; + m_lastHudMessage %= MAX_SPEC_HUD_MESSAGES; + } + break; + case DRC_CMD_SOUND: + string = READ_STRING(); + value = READ_FLOAT(); + // gEngfuncs.Con_Printf("DRC_CMD_FX_SOUND: %s %.2f\n", string, value ); + gEngfuncs.pEventAPI->EV_PlaySound( 0, v_origin, CHAN_BODY, string, value, ATTN_NORM, 0, PITCH_NORM ); + break; + case DRC_CMD_TIMESCALE: + value = READ_FLOAT(); + break; case DRC_CMD_STATUS: - READ_LONG(); // total number of spectator slots - m_iSpectatorNumber = READ_LONG(); // total number of spectator - READ_WORD(); // total number of relay proxies - - break; - + READ_LONG(); // total number of spectator slots + m_iSpectatorNumber = READ_LONG(); // total number of spectator + READ_WORD(); // total number of relay proxies + break; case DRC_CMD_BANNER: - // gEngfuncs.Con_DPrintf("GUI: Banner %s\n",READ_STRING() ); // name of banner tga eg gfx/temp/7454562234563475.tga - break; - - case DRC_CMD_FADE: - break; - + // gEngfuncs.Con_DPrintf( "GUI: Banner %s\n",READ_STRING() ); // name of banner tga eg gfx/temp/7454562234563475.tga + break; + case DRC_CMD_FADE: + break; case DRC_CMD_STUFFTEXT: - ClientCmd( READ_STRING() ); - break; - - default : gEngfuncs.Con_DPrintf("CHudSpectator::DirectorMessage: unknown command %i.\n", cmd ); + ClientCmd( READ_STRING() ); + break; + default: + gEngfuncs.Con_DPrintf( "CHudSpectator::DirectorMessage: unknown command %i.\n", cmd ); } } -void CHudSpectator::FindNextPlayer(bool bReverse) +void CHudSpectator::FindNextPlayer( bool bReverse ) { // MOD AUTHORS: Modify the logic of this function if you want to restrict the observer to watching // only a subset of the players. e.g. Make it check the target's team. @@ -587,23 +552,23 @@ void CHudSpectator::FindNextPlayer(bool bReverse) cl_entity_t * pEnt = NULL; // if we are NOT in HLTV mode, spectator targets are set on server - if ( !gEngfuncs.IsSpectateOnly() ) + if( !gEngfuncs.IsSpectateOnly() ) { char cmdstring[32]; // forward command to server - sprintf(cmdstring,"follownext %i",bReverse?1:0); - gEngfuncs.pfnServerCmd(cmdstring); + sprintf( cmdstring, "follownext %i", bReverse ? 1 : 0 ); + gEngfuncs.pfnServerCmd( cmdstring ); return; } - - if ( g_iUser2 ) + + if( g_iUser2 ) iStart = g_iUser2; else iStart = 1; g_iUser2 = 0; - int iCurrent = iStart; + int iCurrent = iStart; int iDir = bReverse ? -1 : 1; @@ -611,43 +576,39 @@ void CHudSpectator::FindNextPlayer(bool bReverse) //gViewPort->GetAllPlayersInfo(); gHUD.m_Scoreboard.GetAllPlayersInfo(); - - do { iCurrent += iDir; // Loop through the clients - if (iCurrent > MAX_PLAYERS) + if( iCurrent > MAX_PLAYERS ) iCurrent = 1; - if (iCurrent < 1) + if( iCurrent < 1 ) iCurrent = MAX_PLAYERS; pEnt = gEngfuncs.GetEntityByIndex( iCurrent ); - if ( !IsActivePlayer( pEnt ) ) + if( !IsActivePlayer( pEnt ) ) continue; // MOD AUTHORS: Add checks on target here. - g_iUser2 = iCurrent; break; - - } while ( iCurrent != iStart ); + } while( iCurrent != iStart ); // Did we find a target? - if ( !g_iUser2 ) + if( !g_iUser2 ) { gEngfuncs.Con_DPrintf( "No observer targets.\n" ); // take save camera position - VectorCopy(m_cameraOrigin, vJumpOrigin); - VectorCopy(m_cameraAngles, vJumpAngles); + VectorCopy( m_cameraOrigin, vJumpOrigin ); + VectorCopy( m_cameraAngles, vJumpAngles ); } else { // use new entity position for roaming - VectorCopy ( pEnt->origin, vJumpOrigin ); - VectorCopy ( pEnt->angles, vJumpAngles ); + VectorCopy( pEnt->origin, vJumpOrigin ); + VectorCopy( pEnt->angles, vJumpAngles ); } iJumpSpectator = 1; } @@ -656,93 +617,87 @@ void CHudSpectator::HandleButtonsDown( int ButtonPressed ) { double time = gEngfuncs.GetClientTime(); - int newMainMode = g_iUser1; - int newInsetMode = m_pip->value; + int newMainMode = g_iUser1; + int newInsetMode = m_pip->value; - // gEngfuncs.Con_Printf(" HandleButtons:%i\n", ButtonPressed ); + // gEngfuncs.Con_Printf( " HandleButtons:%i\n", ButtonPressed ); //Not in intermission. - if ( gHUD.m_iIntermission ) + if( gHUD.m_iIntermission ) return; - if ( !g_iUser1 ) + if( !g_iUser1 ) return; // dont do anything if not in spectator mode // don't handle buttons during normal demo playback - if ( gEngfuncs.pDemoAPI->IsPlayingback() && !gEngfuncs.IsSpectateOnly() ) + if( gEngfuncs.pDemoAPI->IsPlayingback() && !gEngfuncs.IsSpectateOnly() ) return; // Slow down mouse clicks. - if ( m_flNextObserverInput > time ) + if( m_flNextObserverInput > time ) return; // enable spectator screen - //if ( ButtonPressed & IN_DUCK ) - // gViewPort->m_pSpectatorPanel->ShowMenu(!gViewPort->m_pSpectatorPanel->m_menuVisible); + //if( ButtonPressed & IN_DUCK ) + // gViewPort->m_pSpectatorPanel->ShowMenu( !gViewPort->m_pSpectatorPanel->m_menuVisible ); // 'Use' changes inset window mode - if ( ButtonPressed & IN_USE ) + if( ButtonPressed & IN_USE ) { - newInsetMode = ToggleInset(true); + newInsetMode = ToggleInset( true ); } // if not in HLTV mode, buttons are handled server side - if ( gEngfuncs.IsSpectateOnly() ) + if( gEngfuncs.IsSpectateOnly() ) { // changing target or chase mode not in overviewmode without inset window // Jump changes main window modes - if ( ButtonPressed & IN_JUMP ) + if( ButtonPressed & IN_JUMP ) { - if ( g_iUser1 == OBS_CHASE_LOCKED ) + if( g_iUser1 == OBS_CHASE_LOCKED ) newMainMode = OBS_CHASE_FREE; - - else if ( g_iUser1 == OBS_CHASE_FREE ) + else if( g_iUser1 == OBS_CHASE_FREE ) newMainMode = OBS_IN_EYE; - - else if ( g_iUser1 == OBS_IN_EYE ) + else if( g_iUser1 == OBS_IN_EYE ) newMainMode = OBS_ROAMING; - - else if ( g_iUser1 == OBS_ROAMING ) + else if( g_iUser1 == OBS_ROAMING ) newMainMode = OBS_MAP_FREE; - - else if ( g_iUser1 == OBS_MAP_FREE ) + else if( g_iUser1 == OBS_MAP_FREE ) newMainMode = OBS_MAP_CHASE; - else newMainMode = OBS_CHASE_FREE; // don't use OBS_CHASE_LOCKED anymore } // Attack moves to the next player - if ( ButtonPressed & (IN_ATTACK | IN_ATTACK2) ) + if( ButtonPressed & ( IN_ATTACK | IN_ATTACK2 ) ) { - FindNextPlayer( (ButtonPressed & IN_ATTACK2) ? true:false ); + FindNextPlayer( ( ButtonPressed & IN_ATTACK2 ) ? true : false ); - if ( g_iUser1 == OBS_ROAMING ) + if( g_iUser1 == OBS_ROAMING ) { gEngfuncs.SetViewAngles( vJumpAngles ); iJumpSpectator = 1; - } // lease directed mode if player want to see another player m_autoDirector->value = 0.0f; } } - SetModes(newMainMode, newInsetMode); + SetModes( newMainMode, newInsetMode ); - if ( g_iUser1 == OBS_MAP_FREE ) + if( g_iUser1 == OBS_MAP_FREE ) { - if ( ButtonPressed & IN_FORWARD ) - m_zoomDelta = 0.01f; + if( ButtonPressed & IN_FORWARD ) + m_zoomDelta = 0.01f; - if ( ButtonPressed & IN_BACK ) + if( ButtonPressed & IN_BACK ) m_zoomDelta = -0.01f; - - if ( ButtonPressed & IN_MOVELEFT ) + + if( ButtonPressed & IN_MOVELEFT ) m_moveDelta = -12.0f; - if ( ButtonPressed & IN_MOVERIGHT ) - m_moveDelta = 12.0f; + if( ButtonPressed & IN_MOVERIGHT ) + m_moveDelta = 12.0f; } m_flNextObserverInput = time + 0.2; @@ -750,131 +705,129 @@ void CHudSpectator::HandleButtonsDown( int ButtonPressed ) void CHudSpectator::HandleButtonsUp( int ButtonPressed ) { - - if ( ButtonPressed & (IN_FORWARD | IN_BACK) ) + if( ButtonPressed & ( IN_FORWARD | IN_BACK ) ) m_zoomDelta = 0.0f; - - if ( ButtonPressed & (IN_MOVELEFT | IN_MOVERIGHT) ) + + if( ButtonPressed & ( IN_MOVELEFT | IN_MOVERIGHT ) ) m_moveDelta = 0.0f; } -void CHudSpectator::SetModes(int iNewMainMode, int iNewInsetMode) +void CHudSpectator::SetModes( int iNewMainMode, int iNewInsetMode ) { // if value == -1 keep old value - if ( iNewMainMode == -1 ) + if( iNewMainMode == -1 ) iNewMainMode = g_iUser1; - if ( iNewInsetMode == -1 ) + if( iNewInsetMode == -1 ) iNewInsetMode = m_pip->value; // inset mode is handled only clients side m_pip->value = iNewInsetMode; - - if ( iNewMainMode < OBS_CHASE_LOCKED || iNewMainMode > OBS_MAP_CHASE ) + + if( iNewMainMode < OBS_CHASE_LOCKED || iNewMainMode > OBS_MAP_CHASE ) { - gEngfuncs.Con_Printf("Invalid spectator mode.\n"); + gEngfuncs.Con_Printf( "Invalid spectator mode.\n" ); return; } - + // main modes ettings will override inset window settings - if ( iNewMainMode != g_iUser1 ) + if( iNewMainMode != g_iUser1 ) { // if we are NOT in HLTV mode, main spectator mode is set on server - if ( !gEngfuncs.IsSpectateOnly() ) + if( !gEngfuncs.IsSpectateOnly() ) { return; } - if ( !g_iUser2 && (iNewMainMode !=OBS_ROAMING ) ) // make sure we have a target + if( !g_iUser2 && ( iNewMainMode != OBS_ROAMING ) ) // make sure we have a target { // choose last Director object if still available - if ( IsActivePlayer( gEngfuncs.GetEntityByIndex( m_lastPrimaryObject ) ) ) + if( IsActivePlayer( gEngfuncs.GetEntityByIndex( m_lastPrimaryObject ) ) ) { g_iUser2 = m_lastPrimaryObject; g_iUser3 = m_lastSecondaryObject; } else - FindNextPlayer(false); // find any target + FindNextPlayer( false ); // find any target } - switch ( iNewMainMode ) + switch( iNewMainMode ) { - case OBS_CHASE_LOCKED: g_iUser1 = OBS_CHASE_LOCKED; - break; - - case OBS_CHASE_FREE : g_iUser1 = OBS_CHASE_FREE; - break; - - case OBS_ROAMING : // jump to current vJumpOrigin/angle - g_iUser1 = OBS_ROAMING; - if ( g_iUser2 ) - { - V_GetChasePos( g_iUser2, v_cl_angles, vJumpOrigin, vJumpAngles ); - gEngfuncs.SetViewAngles( vJumpAngles ); - iJumpSpectator = 1; - } - break; - - case OBS_IN_EYE : g_iUser1 = OBS_IN_EYE; - break; - - case OBS_MAP_FREE : g_iUser1 = OBS_MAP_FREE; - // reset user values - m_mapZoom = m_OverviewData.zoom; - m_mapOrigin = m_OverviewData.origin; - break; - - case OBS_MAP_CHASE : g_iUser1 = OBS_MAP_CHASE; - // reset user values - m_mapZoom = m_OverviewData.zoom; - m_mapOrigin = m_OverviewData.origin; - break; + case OBS_CHASE_LOCKED: + g_iUser1 = OBS_CHASE_LOCKED; + break; + case OBS_CHASE_FREE: + g_iUser1 = OBS_CHASE_FREE; + break; + case OBS_ROAMING: // jump to current vJumpOrigin/angle + g_iUser1 = OBS_ROAMING; + if( g_iUser2 ) + { + V_GetChasePos( g_iUser2, v_cl_angles, vJumpOrigin, vJumpAngles ); + gEngfuncs.SetViewAngles( vJumpAngles ); + iJumpSpectator = 1; + } + break; + case OBS_IN_EYE: + g_iUser1 = OBS_IN_EYE; + break; + case OBS_MAP_FREE: + g_iUser1 = OBS_MAP_FREE; + // reset user values + m_mapZoom = m_OverviewData.zoom; + m_mapOrigin = m_OverviewData.origin; + break; + case OBS_MAP_CHASE: + g_iUser1 = OBS_MAP_CHASE; + // reset user values + m_mapZoom = m_OverviewData.zoom; + m_mapOrigin = m_OverviewData.origin; + break; } - if ( (g_iUser1 == OBS_IN_EYE) || (g_iUser1 == OBS_ROAMING) ) + if( ( g_iUser1 == OBS_IN_EYE ) || ( g_iUser1 == OBS_ROAMING ) ) { - m_crosshairRect.left = 24; - m_crosshairRect.top = 0; - m_crosshairRect.right = 48; + m_crosshairRect.left = 24; + m_crosshairRect.top = 0; + m_crosshairRect.right = 48; m_crosshairRect.bottom = 24; - + SetCrosshair( m_hCrosshair, m_crosshairRect, 255, 255, 255 ); } else { - memset( &m_crosshairRect,0,sizeof(m_crosshairRect) ); + memset( &m_crosshairRect, 0, sizeof(m_crosshairRect) ); SetCrosshair( 0, m_crosshairRect, 0, 0, 0 ); - } + } char string[128]; - sprintf(string, "#Spec_Mode%d", g_iUser1 ); - sprintf(string, "%c%s", HUD_PRINTCENTER, CHudTextMessage::BufferedLocaliseTextString( string )); - gHUD.m_TextMessage.MsgFunc_TextMsg(NULL, strlen(string)+1, string ); + sprintf( string, "#Spec_Mode%d", g_iUser1 ); + sprintf( string, "%c%s", HUD_PRINTCENTER, CHudTextMessage::BufferedLocaliseTextString( string ) ); + gHUD.m_TextMessage.MsgFunc_TextMsg( NULL, strlen( string ) + 1, string ); } } -bool CHudSpectator::IsActivePlayer(cl_entity_t * ent) +bool CHudSpectator::IsActivePlayer( cl_entity_t *ent ) { - return ( ent && - ent->player && + return ( ent && + ent->player && ent->curstate.solid != SOLID_NOT && ent != gEngfuncs.GetLocalPlayer() && g_PlayerInfoList[ent->index].name != NULL ); } - -bool CHudSpectator::ParseOverviewFile( ) +bool CHudSpectator::ParseOverviewFile() { char filename[255] = { 0 }; char levelname[255] = { 0 }; char token[1024] = { 0 }; float height; - + char *pfile = NULL; - memset( &m_OverviewData, 0, sizeof(m_OverviewData)); + memset( &m_OverviewData, 0, sizeof(m_OverviewData) ); // fill in standrd values m_OverviewData.insetWindowX = 4; // upper left corner @@ -884,137 +837,129 @@ bool CHudSpectator::ParseOverviewFile( ) m_OverviewData.origin[0] = 0.0f; m_OverviewData.origin[1] = 0.0f; m_OverviewData.origin[2] = 0.0f; - m_OverviewData.zoom = 1.0f; + m_OverviewData.zoom = 1.0f; m_OverviewData.layers = 0; m_OverviewData.layersHeights[0] = 0.0f; strcpy( m_OverviewData.map, gEngfuncs.pfnGetLevelName() ); - if ( strlen( m_OverviewData.map ) == 0 ) + if( strlen( m_OverviewData.map ) == 0 ) return false; // not active yet - strcpy(levelname, m_OverviewData.map + 5); - levelname[strlen(levelname)-4] = 0; - - sprintf(filename, "overviews/%s.txt", levelname ); + strcpy( levelname, m_OverviewData.map + 5 ); + levelname[strlen( levelname ) - 4] = 0; - pfile = (char *)gEngfuncs.COM_LoadFile( filename, 5, NULL); + sprintf( filename, "overviews/%s.txt", levelname ); - if (!pfile) + pfile = (char *)gEngfuncs.COM_LoadFile( filename, 5, NULL ); + + if( !pfile ) { - gEngfuncs.Con_DPrintf("Couldn't open file %s. Using default values for overiew mode.\n", filename ); + gEngfuncs.Con_DPrintf( "Couldn't open file %s. Using default values for overiew mode.\n", filename ); return false; } - - - while (true) - { - pfile = gEngfuncs.COM_ParseFile(pfile, token); - if (!pfile) + while( true ) + { + pfile = gEngfuncs.COM_ParseFile( pfile, token ); + + if( !pfile ) break; - if ( !stricmp( token, "global" ) ) + if( !stricmp( token, "global" ) ) { // parse the global data - pfile = gEngfuncs.COM_ParseFile(pfile, token); - if ( stricmp( token, "{" ) ) + pfile = gEngfuncs.COM_ParseFile( pfile, token ); + if( stricmp( token, "{" ) ) { - gEngfuncs.Con_Printf("Error parsing overview file %s. (expected { )\n", filename ); + gEngfuncs.Con_Printf( "Error parsing overview file %s. (expected { )\n", filename ); return false; } - pfile = gEngfuncs.COM_ParseFile(pfile,token); + pfile = gEngfuncs.COM_ParseFile( pfile, token ); - while (stricmp( token, "}") ) + while( stricmp( token, "}") ) { - if ( !stricmp( token, "zoom" ) ) + if( !stricmp( token, "zoom" ) ) { - pfile = gEngfuncs.COM_ParseFile(pfile,token); + pfile = gEngfuncs.COM_ParseFile( pfile, token ); m_OverviewData.zoom = atof( token ); } - else if ( !stricmp( token, "origin" ) ) + else if( !stricmp( token, "origin" ) ) { - pfile = gEngfuncs.COM_ParseFile(pfile, token); + pfile = gEngfuncs.COM_ParseFile( pfile, token ); m_OverviewData.origin[0] = atof( token ); - pfile = gEngfuncs.COM_ParseFile(pfile,token); + pfile = gEngfuncs.COM_ParseFile( pfile, token ); m_OverviewData.origin[1] = atof( token ); - pfile = gEngfuncs.COM_ParseFile(pfile, token); + pfile = gEngfuncs.COM_ParseFile( pfile, token ); m_OverviewData.origin[2] = atof( token ); } - else if ( !stricmp( token, "rotated" ) ) + else if( !stricmp( token, "rotated" ) ) { - pfile = gEngfuncs.COM_ParseFile(pfile,token); + pfile = gEngfuncs.COM_ParseFile( pfile, token ); m_OverviewData.rotated = atoi( token ); } - else if ( !stricmp( token, "inset" ) ) + else if( !stricmp( token, "inset" ) ) { - pfile = gEngfuncs.COM_ParseFile(pfile,token); + pfile = gEngfuncs.COM_ParseFile( pfile, token ); m_OverviewData.insetWindowX = atof( token ); - pfile = gEngfuncs.COM_ParseFile(pfile,token); + pfile = gEngfuncs.COM_ParseFile( pfile, token ); m_OverviewData.insetWindowY = atof( token ); - pfile = gEngfuncs.COM_ParseFile(pfile,token); + pfile = gEngfuncs.COM_ParseFile( pfile, token ); m_OverviewData.insetWindowWidth = atof( token ); - pfile = gEngfuncs.COM_ParseFile(pfile,token); + pfile = gEngfuncs.COM_ParseFile( pfile, token ); m_OverviewData.insetWindowHeight = atof( token ); - } else { - gEngfuncs.Con_Printf("Error parsing overview file %s. (%s unkown)\n", filename, token ); + gEngfuncs.Con_Printf( "Error parsing overview file %s. (%s unkown)\n", filename, token ); return false; } - pfile = gEngfuncs.COM_ParseFile(pfile,token); // parse next token - + pfile = gEngfuncs.COM_ParseFile( pfile, token ); // parse next token } } - else if ( !stricmp( token, "layer" ) ) + else if( !stricmp( token, "layer" ) ) { // parse a layer data - - if ( m_OverviewData.layers == OVERVIEW_MAX_LAYERS ) + if( m_OverviewData.layers == OVERVIEW_MAX_LAYERS ) { - gEngfuncs.Con_Printf("Error parsing overview file %s. ( too many layers )\n", filename ); + gEngfuncs.Con_Printf( "Error parsing overview file %s. ( too many layers )\n", filename ); return false; } - pfile = gEngfuncs.COM_ParseFile(pfile,token); + pfile = gEngfuncs.COM_ParseFile( pfile, token ); - - if ( stricmp( token, "{" ) ) + if( stricmp( token, "{" ) ) { - gEngfuncs.Con_Printf("Error parsing overview file %s. (expected { )\n", filename ); + gEngfuncs.Con_Printf( "Error parsing overview file %s. (expected { )\n", filename ); return false; } - pfile = gEngfuncs.COM_ParseFile(pfile,token); + pfile = gEngfuncs.COM_ParseFile( pfile, token ); - while (stricmp( token, "}") ) + while( stricmp( token, "}") ) { - if ( !stricmp( token, "image" ) ) + if( !stricmp( token, "image" ) ) { - pfile = gEngfuncs.COM_ParseFile(pfile,token); - strcpy(m_OverviewData.layersImages[ m_OverviewData.layers ], token); - - + pfile = gEngfuncs.COM_ParseFile( pfile, token ); + strcpy( m_OverviewData.layersImages[m_OverviewData.layers], token ); } else if ( !stricmp( token, "height" ) ) { - pfile = gEngfuncs.COM_ParseFile(pfile,token); - height = atof(token); - m_OverviewData.layersHeights[ m_OverviewData.layers ] = height; + pfile = gEngfuncs.COM_ParseFile( pfile, token ); + height = atof( token ); + m_OverviewData.layersHeights[m_OverviewData.layers] = height; } else { - gEngfuncs.Con_Printf("Error parsing overview file %s. (%s unkown)\n", filename, token ); + gEngfuncs.Con_Printf( "Error parsing overview file %s. (%s unkown)\n", filename, token ); return false; } - pfile = gEngfuncs.COM_ParseFile(pfile,token); // parse next token + pfile = gEngfuncs.COM_ParseFile( pfile, token ); // parse next token } m_OverviewData.layers++; - } } @@ -1024,13 +969,12 @@ bool CHudSpectator::ParseOverviewFile( ) m_mapOrigin = m_OverviewData.origin; return true; - } void CHudSpectator::LoadMapSprites() { // right now only support for one map layer - if (m_OverviewData.layers > 0 ) + if( m_OverviewData.layers > 0 ) { m_MapSprite = gEngfuncs.LoadMapSprite( m_OverviewData.layersImages[0] ); } @@ -1040,8 +984,8 @@ void CHudSpectator::LoadMapSprites() void CHudSpectator::DrawOverviewLayer() { - float screenaspect, xs, ys, xStep, yStep, x,y,z; - int ix,iy,i,xTiles,yTiles,frame; + float screenaspect, xs, ys, xStep, yStep, x, y, z; + int ix, iy, i, xTiles, yTiles, frame; qboolean hasMapImage = m_MapSprite?TRUE:FALSE; model_t * dummySprite = (struct model_s *)gEngfuncs.GetSpritePointer( m_hsprUnkownMap); @@ -1059,261 +1003,250 @@ void CHudSpectator::DrawOverviewLayer() yTiles = 6; } - - screenaspect = 4.0f/3.0f; - + screenaspect = 4.0f / 3.0f; xs = m_OverviewData.origin[0]; ys = m_OverviewData.origin[1]; z = ( 90.0f - v_angles[0] ) / 90.0f; z *= m_OverviewData.layersHeights[0]; // gOverviewData.z_min - 32; - // i = r_overviewTexture + ( layer*OVERVIEW_X_TILES*OVERVIEW_Y_TILES ); + // i = r_overviewTexture + ( layer * OVERVIEW_X_TILES * OVERVIEW_Y_TILES ); gEngfuncs.pTriAPI->RenderMode( kRenderTransTexture ); gEngfuncs.pTriAPI->CullFace( TRI_NONE ); gEngfuncs.pTriAPI->Color4f( 1.0, 1.0, 1.0, 1.0 ); frame = 0; - // rotated view ? - if ( m_OverviewData.rotated ) + if( m_OverviewData.rotated ) { - xStep = (2*4096.0f / m_OverviewData.zoom ) / xTiles; - yStep = -(2*4096.0f / (m_OverviewData.zoom* screenaspect) ) / yTiles; + xStep = ( 2 * 4096.0f / m_OverviewData.zoom ) / xTiles; + yStep = -( 2 * 4096.0f / ( m_OverviewData.zoom* screenaspect ) ) / yTiles; - y = ys + (4096.0f / (m_OverviewData.zoom * screenaspect)); + y = ys + ( 4096.0f / ( m_OverviewData.zoom * screenaspect ) ); - for (iy = 0; iy < yTiles; iy++) + for( iy = 0; iy < yTiles; iy++ ) { - x = xs - (4096.0f / (m_OverviewData.zoom)); + x = xs - ( 4096.0f / (m_OverviewData.zoom ) ); - for (ix = 0; ix < xTiles; ix++) + for( ix = 0; ix < xTiles; ix++ ) { - if (hasMapImage) + if( hasMapImage ) gEngfuncs.pTriAPI->SpriteTexture( m_MapSprite, frame ); else gEngfuncs.pTriAPI->SpriteTexture( dummySprite, 0 ); gEngfuncs.pTriAPI->Begin( TRI_QUADS ); gEngfuncs.pTriAPI->TexCoord2f( 0, 0 ); - gEngfuncs.pTriAPI->Vertex3f (x, y, z); + gEngfuncs.pTriAPI->Vertex3f( x, y, z ); gEngfuncs.pTriAPI->TexCoord2f( 1, 0 ); - gEngfuncs.pTriAPI->Vertex3f (x+xStep ,y, z); + gEngfuncs.pTriAPI->Vertex3f( x + xStep, y, z); gEngfuncs.pTriAPI->TexCoord2f( 1, 1 ); - gEngfuncs.pTriAPI->Vertex3f (x+xStep, y+yStep, z); + gEngfuncs.pTriAPI->Vertex3f( x + xStep, y + yStep, z ); gEngfuncs.pTriAPI->TexCoord2f( 0, 1 ); - gEngfuncs.pTriAPI->Vertex3f (x, y+yStep, z); + gEngfuncs.pTriAPI->Vertex3f( x, y + yStep, z); gEngfuncs.pTriAPI->End(); frame++; - x+= xStep; + x += xStep; } - y+=yStep; + y += yStep; } } else { - xStep = -(2*4096.0f / m_OverviewData.zoom ) / xTiles; - yStep = -(2*4096.0f / (m_OverviewData.zoom* screenaspect) ) / yTiles; + xStep = -( 2 * 4096.0f / m_OverviewData.zoom ) / xTiles; + yStep = -( 2 * 4096.0f / ( m_OverviewData.zoom* screenaspect ) ) / yTiles; - - x = xs + (4096.0f / (m_OverviewData.zoom * screenaspect )); + x = xs + ( 4096.0f / ( m_OverviewData.zoom * screenaspect ) ); - - - for (ix = 0; ix < yTiles; ix++) + for( ix = 0; ix < yTiles; ix++ ) { - - y = ys + (4096.0f / (m_OverviewData.zoom)); - - for (iy = 0; iy < xTiles; iy++) + y = ys + ( 4096.0f / ( m_OverviewData.zoom ) ); + + for( iy = 0; iy < xTiles; iy++ ) { - if (hasMapImage) + if( hasMapImage ) gEngfuncs.pTriAPI->SpriteTexture( m_MapSprite, frame ); else gEngfuncs.pTriAPI->SpriteTexture( dummySprite, 0 ); gEngfuncs.pTriAPI->Begin( TRI_QUADS ); gEngfuncs.pTriAPI->TexCoord2f( 0, 0 ); - gEngfuncs.pTriAPI->Vertex3f (x, y, z); + gEngfuncs.pTriAPI->Vertex3f( x, y, z ); gEngfuncs.pTriAPI->TexCoord2f( 0, 1 ); - gEngfuncs.pTriAPI->Vertex3f (x+xStep ,y, z); + gEngfuncs.pTriAPI->Vertex3f( x + xStep, y, z); gEngfuncs.pTriAPI->TexCoord2f( 1, 1 ); - gEngfuncs.pTriAPI->Vertex3f (x+xStep, y+yStep, z); + gEngfuncs.pTriAPI->Vertex3f( x + xStep, y + yStep, z ); gEngfuncs.pTriAPI->TexCoord2f( 1, 0 ); - gEngfuncs.pTriAPI->Vertex3f (x, y+yStep, z); + gEngfuncs.pTriAPI->Vertex3f( x, y + yStep, z ); gEngfuncs.pTriAPI->End(); frame++; - - y+=yStep; + + y += yStep; } - x+= xStep; - + x += xStep; } } } void CHudSpectator::DrawOverviewEntities() { - int i,ir,ig,ib; + int i, ir, ig, ib; struct model_s *hSpriteModel; vec3_t origin, angles, point, forward, right, left, up, world, screen, offset; - float x,y,z, r,g,b, sizeScale = 4.0f; + float x, y, z, r, g, b, sizeScale = 4.0f; cl_entity_t * ent; float rmatrix[3][4]; // transformation matrix - - float zScale = (90.0f - v_angles[0] ) / 90.0f; - + + float zScale = ( 90.0f - v_angles[0] ) / 90.0f; z = m_OverviewData.layersHeights[0] * zScale; // get yellow/brown HUD color - UnpackRGB(ir,ig,ib, RGB_YELLOWISH); - r = (float)ir/255.0f; - g = (float)ig/255.0f; - b = (float)ib/255.0f; - + UnpackRGB( ir, ig, ib, RGB_YELLOWISH ); + r = (float)ir / 255.0f; + g = (float)ig / 255.0f; + b = (float)ib / 255.0f; + gEngfuncs.pTriAPI->CullFace( TRI_NONE ); - for (i=0; i < MAX_PLAYERS; i++ ) + for( i = 0; i < MAX_PLAYERS; i++ ) m_vPlayerPos[i][2] = -1; // mark as invisible // draw all players - for (i=0 ; i < MAX_OVERVIEW_ENTITIES ; i++) + for( i = 0; i < MAX_OVERVIEW_ENTITIES; i++ ) { - if ( !m_OverviewEntities[i].hSprite ) + if( !m_OverviewEntities[i].hSprite ) continue; hSpriteModel = (struct model_s *)gEngfuncs.GetSpritePointer( m_OverviewEntities[i].hSprite ); ent = m_OverviewEntities[i].entity; - + gEngfuncs.pTriAPI->SpriteTexture( hSpriteModel, 0 ); gEngfuncs.pTriAPI->RenderMode( kRenderTransTexture ); // see R_DrawSpriteModel // draws players sprite + AngleVectors( ent->angles, right, up, NULL ); - AngleVectors(ent->angles, right, up, NULL ); - - VectorCopy(ent->origin,origin); + VectorCopy( ent->origin,origin ); gEngfuncs.pTriAPI->Begin( TRI_QUADS ); gEngfuncs.pTriAPI->Color4f( 1.0, 1.0, 1.0, 1.0 ); - - gEngfuncs.pTriAPI->TexCoord2f (1, 0); - VectorMA (origin, 16.0f * sizeScale, up, point); - VectorMA (point, 16.0f * sizeScale, right, point); + + gEngfuncs.pTriAPI->TexCoord2f(1, 0); + VectorMA( origin, 16.0f * sizeScale, up, point ); + VectorMA( point, 16.0f * sizeScale, right, point ); point[2] *= zScale; - gEngfuncs.pTriAPI->Vertex3fv (point); + gEngfuncs.pTriAPI->Vertex3fv( point ); - gEngfuncs.pTriAPI->TexCoord2f (0, 0); - - VectorMA (origin, 16.0f * sizeScale, up, point); - VectorMA (point, -16.0f * sizeScale, right, point); + gEngfuncs.pTriAPI->TexCoord2f( 0, 0 ); + + VectorMA( origin, 16.0f * sizeScale, up, point ); + VectorMA( point, -16.0f * sizeScale, right, point ); point[2] *= zScale; - gEngfuncs.pTriAPI->Vertex3fv (point); + gEngfuncs.pTriAPI->Vertex3fv( point ); - gEngfuncs.pTriAPI->TexCoord2f (0,1); - VectorMA (origin, -16.0f * sizeScale, up, point); - VectorMA (point, -16.0f * sizeScale, right, point); + gEngfuncs.pTriAPI->TexCoord2f( 0, 1 ); + VectorMA( origin, -16.0f * sizeScale, up, point ); + VectorMA( point, -16.0f * sizeScale, right, point ); point[2] *= zScale; - gEngfuncs.pTriAPI->Vertex3fv (point); + gEngfuncs.pTriAPI->Vertex3fv( point ); - gEngfuncs.pTriAPI->TexCoord2f (1,1); - VectorMA (origin, -16.0f * sizeScale, up, point); - VectorMA (point, 16.0f * sizeScale, right, point); + gEngfuncs.pTriAPI->TexCoord2f( 1, 1 ); + VectorMA( origin, -16.0f * sizeScale, up, point ); + VectorMA( point, 16.0f * sizeScale, right, point ); point[2] *= zScale; - gEngfuncs.pTriAPI->Vertex3fv (point); + gEngfuncs.pTriAPI->Vertex3fv( point ); - gEngfuncs.pTriAPI->End (); + gEngfuncs.pTriAPI->End(); - - if ( !ent->player) + if( !ent->player ) continue; + // draw line under player icons origin[2] *= zScale; gEngfuncs.pTriAPI->RenderMode( kRenderTransAdd ); - + hSpriteModel = (struct model_s *)gEngfuncs.GetSpritePointer( m_hsprBeam ); gEngfuncs.pTriAPI->SpriteTexture( hSpriteModel, 0 ); - - gEngfuncs.pTriAPI->Color4f(r, g, b, 0.3); - gEngfuncs.pTriAPI->Begin ( TRI_QUADS ); - gEngfuncs.pTriAPI->TexCoord2f (1, 0); - gEngfuncs.pTriAPI->Vertex3f (origin[0]+4, origin[1]+4, origin[2]-zScale); - gEngfuncs.pTriAPI->TexCoord2f (0, 0); - gEngfuncs.pTriAPI->Vertex3f (origin[0]-4, origin[1]-4, origin[2]-zScale); - gEngfuncs.pTriAPI->TexCoord2f (0, 1); - gEngfuncs.pTriAPI->Vertex3f (origin[0]-4, origin[1]-4,z); - gEngfuncs.pTriAPI->TexCoord2f (1, 1); - gEngfuncs.pTriAPI->Vertex3f (origin[0]+4, origin[1]+4,z); - gEngfuncs.pTriAPI->End (); + gEngfuncs.pTriAPI->Color4f( r, g, b, 0.3 ); - gEngfuncs.pTriAPI->Begin ( TRI_QUADS ); - gEngfuncs.pTriAPI->TexCoord2f (1, 0); - gEngfuncs.pTriAPI->Vertex3f (origin[0]-4, origin[1]+4, origin[2]-zScale); - gEngfuncs.pTriAPI->TexCoord2f (0, 0); - gEngfuncs.pTriAPI->Vertex3f (origin[0]+4, origin[1]-4, origin[2]-zScale); - gEngfuncs.pTriAPI->TexCoord2f (0, 1); - gEngfuncs.pTriAPI->Vertex3f (origin[0]+4, origin[1]-4,z); - gEngfuncs.pTriAPI->TexCoord2f (1, 1); - gEngfuncs.pTriAPI->Vertex3f (origin[0]-4, origin[1]+4,z); - gEngfuncs.pTriAPI->End (); + gEngfuncs.pTriAPI->Begin( TRI_QUADS ); + gEngfuncs.pTriAPI->TexCoord2f( 1, 0 ); + gEngfuncs.pTriAPI->Vertex3f( origin[0] + 4, origin[1] + 4, origin[2] - zScale ); + gEngfuncs.pTriAPI->TexCoord2f( 0, 0 ); + gEngfuncs.pTriAPI->Vertex3f( origin[0] - 4, origin[1] - 4, origin[2] - zScale ); + gEngfuncs.pTriAPI->TexCoord2f( 0, 1 ); + gEngfuncs.pTriAPI->Vertex3f( origin[0] - 4, origin[1] - 4, z ); + gEngfuncs.pTriAPI->TexCoord2f( 1, 1 ); + gEngfuncs.pTriAPI->Vertex3f( origin[0] + 4, origin[1] + 4, z ); + gEngfuncs.pTriAPI->End(); + + gEngfuncs.pTriAPI->Begin( TRI_QUADS ); + gEngfuncs.pTriAPI->TexCoord2f( 1, 0 ); + gEngfuncs.pTriAPI->Vertex3f( origin[0] - 4, origin[1] + 4, origin[2] - zScale ); + gEngfuncs.pTriAPI->TexCoord2f( 0, 0 ); + gEngfuncs.pTriAPI->Vertex3f( origin[0] + 4, origin[1] - 4, origin[2] - zScale ); + gEngfuncs.pTriAPI->TexCoord2f( 0, 1 ); + gEngfuncs.pTriAPI->Vertex3f( origin[0] + 4, origin[1] - 4, z ); + gEngfuncs.pTriAPI->TexCoord2f( 1, 1 ); + gEngfuncs.pTriAPI->Vertex3f( origin[0] - 4, origin[1] + 4, z ); + gEngfuncs.pTriAPI->End(); // calculate screen position for name and infromation in hud::draw() - if ( gEngfuncs.pTriAPI->WorldToScreen(origin,screen) ) + if( gEngfuncs.pTriAPI->WorldToScreen( origin, screen ) ) continue; // object is behind viewer - screen[0] = XPROJECT(screen[0]); - screen[1] = YPROJECT(screen[1]); + screen[0] = XPROJECT( screen[0] ); + screen[1] = YPROJECT( screen[1] ); screen[2] = 0.0f; // calculate some offset under the icon - origin[0]+=32.0f; - origin[1]+=32.0f; - - gEngfuncs.pTriAPI->WorldToScreen(origin,offset); + origin[0] += 32.0f; + origin[1] += 32.0f; - offset[0] = XPROJECT(offset[0]); - offset[1] = YPROJECT(offset[1]); + gEngfuncs.pTriAPI->WorldToScreen( origin, offset ); + + offset[0] = XPROJECT( offset[0] ); + offset[1] = YPROJECT( offset[1] ); offset[2] = 0.0f; - - VectorSubtract(offset, screen, offset ); + + VectorSubtract( offset, screen, offset ); int playerNum = ent->index - 1; m_vPlayerPos[playerNum][0] = screen[0]; - m_vPlayerPos[playerNum][1] = screen[1] + Length(offset); + m_vPlayerPos[playerNum][1] = screen[1] + Length( offset ); m_vPlayerPos[playerNum][2] = 1; // mark player as visible } - if ( !m_pip->value || !m_drawcone->value ) + if( !m_pip->value || !m_drawcone->value ) return; // get current camera position and angle - - if ( m_pip->value == INSET_IN_EYE || g_iUser1 == OBS_IN_EYE ) - { + if( m_pip->value == INSET_IN_EYE || g_iUser1 == OBS_IN_EYE ) + { V_GetInEyePos( g_iUser2, origin, angles ); } - else if ( m_pip->value == INSET_CHASE_FREE || g_iUser1 == OBS_CHASE_FREE ) + else if( m_pip->value == INSET_CHASE_FREE || g_iUser1 == OBS_CHASE_FREE ) { V_GetChasePos( g_iUser2, v_cl_angles, origin, angles ); } - else if ( g_iUser1 == OBS_ROAMING ) + else if( g_iUser1 == OBS_ROAMING ) { VectorCopy( v_sim_org, origin ); VectorCopy( v_cl_angles, angles ); @@ -1321,9 +1254,7 @@ void CHudSpectator::DrawOverviewEntities() else V_GetChasePos( g_iUser2, NULL, origin, angles ); - // draw camera sprite - x = origin[0]; y = origin[1]; z = origin[2]; @@ -1333,39 +1264,35 @@ void CHudSpectator::DrawOverviewEntities() hSpriteModel = (struct model_s *)gEngfuncs.GetSpritePointer( m_hsprCamera ); gEngfuncs.pTriAPI->RenderMode( kRenderTransAdd ); gEngfuncs.pTriAPI->SpriteTexture( hSpriteModel, 0 ); - - + gEngfuncs.pTriAPI->Color4f( r, g, b, 1.0 ); - AngleVectors(angles, forward, NULL, NULL ); - VectorScale (forward, 512.0f, forward); - - offset[0] = 0.0f; - offset[1] = 45.0f; - offset[2] = 0.0f; + AngleVectors( angles, forward, NULL, NULL ); + VectorScale( forward, 512.0f, forward ); - AngleMatrix(offset, rmatrix ); - VectorTransform(forward, rmatrix , right ); + offset[0] = 0.0f; + offset[1] = 45.0f; + offset[2] = 0.0f; + + AngleMatrix( offset, rmatrix ); + VectorTransform( forward, rmatrix, right ); offset[1]= -45.0f; - AngleMatrix(offset, rmatrix ); - VectorTransform(forward, rmatrix , left ); + AngleMatrix( offset, rmatrix ); + VectorTransform( forward, rmatrix , left ); - gEngfuncs.pTriAPI->Begin (TRI_TRIANGLES); + gEngfuncs.pTriAPI->Begin( TRI_TRIANGLES ); gEngfuncs.pTriAPI->TexCoord2f( 0, 0 ); - gEngfuncs.pTriAPI->Vertex3f (x+right[0], y+right[1], (z+right[2]) * zScale); + gEngfuncs.pTriAPI->Vertex3f( x + right[0], y + right[1], ( z + right[2] ) * zScale); gEngfuncs.pTriAPI->TexCoord2f( 0, 1 ); - gEngfuncs.pTriAPI->Vertex3f (x, y, z * zScale); - + gEngfuncs.pTriAPI->Vertex3f( x, y, z * zScale ); + gEngfuncs.pTriAPI->TexCoord2f( 1, 1 ); - gEngfuncs.pTriAPI->Vertex3f (x+left[0], y+left[1], (z+left[2]) * zScale); + gEngfuncs.pTriAPI->Vertex3f( x + left[0], y + left[1], ( z + left[2] ) * zScale ); gEngfuncs.pTriAPI->End (); - } - - void CHudSpectator::DrawOverview() { // draw only in sepctator mode @@ -1373,7 +1300,7 @@ void CHudSpectator::DrawOverview() return; // Only draw the overview if Map Mode is selected for this view - if ( m_iDrawCycle == 0 && ( (g_iUser1 != OBS_MAP_FREE) && (g_iUser1 != OBS_MAP_CHASE) ) ) + if( m_iDrawCycle == 0 && ( ( g_iUser1 != OBS_MAP_FREE ) && ( g_iUser1 != OBS_MAP_CHASE ) ) ) return; if ( m_iDrawCycle == 1 && m_pip->value < INSET_MAP_FREE ) @@ -1383,17 +1310,18 @@ void CHudSpectator::DrawOverview() DrawOverviewEntities(); CheckOverviewEntities(); } + void CHudSpectator::CheckOverviewEntities() { double time = gEngfuncs.GetClientTime(); // removes old entities from list - for ( int i = 0; i< MAX_OVERVIEW_ENTITIES; i++ ) + for( int i = 0; i < MAX_OVERVIEW_ENTITIES; i++ ) { // remove entity from list if it is too old - if ( m_OverviewEntities[i].killTime < time ) + if( m_OverviewEntities[i].killTime < time ) { - memset( &m_OverviewEntities[i], 0, sizeof (overviewEntity_t) ); + memset( &m_OverviewEntities[i], 0, sizeof(overviewEntity_t) ); } } } @@ -1403,49 +1331,55 @@ bool CHudSpectator::AddOverviewEntity( int type, struct cl_entity_s *ent, const HSPRITE hSprite = 0; double duration = -1.0f; // duration -1 means show it only this frame; - if ( !ent ) + if( !ent ) return false; - if ( type == ET_PLAYER ) + if( type == ET_PLAYER ) { - if ( ent->curstate.solid != SOLID_NOT) + if( ent->curstate.solid != SOLID_NOT) { switch ( g_PlayerExtraInfo[ent->index].teamnumber ) { // blue and red teams are swapped in CS and TFC - case 1 : hSprite = m_hsprPlayerBlue; break; - case 2 : hSprite = m_hsprPlayerRed; break; - default : hSprite = m_hsprPlayer; break; + case 1: + hSprite = m_hsprPlayerBlue; + break; + case 2: + hSprite = m_hsprPlayerRed; + break; + default: + hSprite = m_hsprPlayer; + break; } } else return false; // it's an spectator } - else if (type == ET_NORMAL) + else if( type == ET_NORMAL ) { return false; } else - return false; + return false; - return AddOverviewEntityToList(hSprite, ent, gEngfuncs.GetClientTime() + duration ); + return AddOverviewEntityToList( hSprite, ent, gEngfuncs.GetClientTime() + duration ); } -void CHudSpectator::DeathMessage(int victim) +void CHudSpectator::DeathMessage( int victim ) { // find out where the victim is - cl_entity_t *pl = gEngfuncs.GetEntityByIndex(victim); + cl_entity_t *pl = gEngfuncs.GetEntityByIndex( victim ); - if (pl && pl->player) + if( pl && pl->player ) AddOverviewEntityToList(m_hsprPlayerDead, pl, gEngfuncs.GetClientTime() + 2.0f ); } bool CHudSpectator::AddOverviewEntityToList(HSPRITE sprite, cl_entity_t *ent, double killTime) { - for ( int i = 0; i< MAX_OVERVIEW_ENTITIES; i++ ) + for( int i = 0; i < MAX_OVERVIEW_ENTITIES; i++ ) { // find empty entity slot - if ( m_OverviewEntities[i].entity == NULL) + if( m_OverviewEntities[i].entity == NULL) { m_OverviewEntities[i].entity = ent; m_OverviewEntities[i].hSprite = sprite; @@ -1456,93 +1390,91 @@ bool CHudSpectator::AddOverviewEntityToList(HSPRITE sprite, cl_entity_t *ent, do return false; // maximum overview entities reached } + void CHudSpectator::CheckSettings() { // disallow same inset mode as main mode: - m_pip->value = (int)m_pip->value; - if ( ( g_iUser1 < OBS_MAP_FREE ) && ( m_pip->value == INSET_CHASE_FREE || m_pip->value == INSET_IN_EYE ) ) + if( ( g_iUser1 < OBS_MAP_FREE ) && ( m_pip->value == INSET_CHASE_FREE || m_pip->value == INSET_IN_EYE ) ) { // otherwise both would show in World picures m_pip->value = INSET_MAP_FREE; } - if ( ( g_iUser1 >= OBS_MAP_FREE ) && ( m_pip->value >= INSET_MAP_FREE ) ) + if( ( g_iUser1 >= OBS_MAP_FREE ) && ( m_pip->value >= INSET_MAP_FREE ) ) { // both would show map views m_pip->value = INSET_CHASE_FREE; } // disble in intermission screen - if ( gHUD.m_iIntermission ) + if( gHUD.m_iIntermission ) m_pip->value = INSET_OFF; // check chat mode - if ( m_chatEnabled != (gHUD.m_SayText.m_HUD_saytext->value!=0) ) + if( m_chatEnabled != (gHUD.m_SayText.m_HUD_saytext->value != 0) ) { // hud_saytext changed - m_chatEnabled = (gHUD.m_SayText.m_HUD_saytext->value!=0); + m_chatEnabled = ( gHUD.m_SayText.m_HUD_saytext->value != 0 ); - if ( gEngfuncs.IsSpectateOnly() ) + if( gEngfuncs.IsSpectateOnly() ) { // tell proxy our new chat mode char chatcmd[32]; - sprintf(chatcmd, "ignoremsg %i", m_chatEnabled?0:1 ); - gEngfuncs.pfnServerCmd(chatcmd); + sprintf( chatcmd, "ignoremsg %i", m_chatEnabled ? 0 : 1 ); + gEngfuncs.pfnServerCmd( chatcmd ); } } // HL/TFC has no oberserver corsshair, so set it client side - if ( (g_iUser1 == OBS_IN_EYE) || (g_iUser1 == OBS_ROAMING) ) + if( ( g_iUser1 == OBS_IN_EYE ) || ( g_iUser1 == OBS_ROAMING ) ) { - m_crosshairRect.left = 24; - m_crosshairRect.top = 0; - m_crosshairRect.right = 48; + m_crosshairRect.left = 24; + m_crosshairRect.top = 0; + m_crosshairRect.right = 48; m_crosshairRect.bottom = 24; SetCrosshair( m_hCrosshair, m_crosshairRect, 255, 255, 255 ); } else { - memset( &m_crosshairRect,0,sizeof(m_crosshairRect) ); + memset( &m_crosshairRect, 0, sizeof(m_crosshairRect) ); SetCrosshair( 0, m_crosshairRect, 0, 0, 0 ); - } - - + } // if we are a real player on server don't allow inset window // in First Person mode since this is our resticted forcecamera mode 2 // team number 3 = SPECTATOR see player.h - if ( ( (g_iTeamNumber == 1) || (g_iTeamNumber == 2)) && (g_iUser1 == OBS_IN_EYE) ) + if( ( ( g_iTeamNumber == 1 ) || ( g_iTeamNumber == 2 ) ) && ( g_iUser1 == OBS_IN_EYE ) ) m_pip->value = INSET_OFF; // draw small border around inset view, adjust upper black bar } -int CHudSpectator::ToggleInset(bool allowOff) +int CHudSpectator::ToggleInset( bool allowOff ) { int newInsetMode = (int)m_pip->value + 1; - if ( g_iUser1 < OBS_MAP_FREE ) + if( g_iUser1 < OBS_MAP_FREE ) { - if ( newInsetMode > INSET_MAP_CHASE ) + if( newInsetMode > INSET_MAP_CHASE ) { - if (allowOff) + if( allowOff ) newInsetMode = INSET_OFF; else newInsetMode = INSET_MAP_FREE; } - if ( newInsetMode == INSET_CHASE_FREE ) + if( newInsetMode == INSET_CHASE_FREE ) newInsetMode = INSET_MAP_FREE; } else { - if ( newInsetMode > INSET_IN_EYE ) + if( newInsetMode > INSET_IN_EYE ) { - if (allowOff) + if( allowOff ) newInsetMode = INSET_OFF; else newInsetMode = INSET_CHASE_FREE; @@ -1551,17 +1483,18 @@ int CHudSpectator::ToggleInset(bool allowOff) return newInsetMode; } + void CHudSpectator::Reset() { // Reset HUD - if ( strcmp( m_OverviewData.map, gEngfuncs.pfnGetLevelName() ) ) + if( strcmp( m_OverviewData.map, gEngfuncs.pfnGetLevelName() ) ) { // update level overview if level changed ParseOverviewFile(); LoadMapSprites(); } - memset( &m_OverviewEntities, 0, sizeof(m_OverviewEntities)); + memset( &m_OverviewEntities, 0, sizeof(m_OverviewEntities) ); SetSpectatorStartPosition(); } @@ -1572,13 +1505,13 @@ void CHudSpectator::InitHUDData() m_flNextObserverInput = 0.0f; m_lastHudMessage = 0; m_iSpectatorNumber = 0; - iJumpSpectator = 0; + iJumpSpectator = 0; g_iUser1 = g_iUser2 = 0; memset( &m_OverviewData, 0, sizeof(m_OverviewData)); memset( &m_OverviewEntities, 0, sizeof(m_OverviewEntities)); - if ( gEngfuncs.IsSpectateOnly() || gEngfuncs.pDemoAPI->IsPlayingback() ) + if( gEngfuncs.IsSpectateOnly() || gEngfuncs.pDemoAPI->IsPlayingback() ) m_autoDirector->value = 1.0f; else m_autoDirector->value = 0.0f; @@ -1590,6 +1523,5 @@ void CHudSpectator::InitHUDData() g_iUser2 = 0; // fake not target until first camera command // reset HUD FOV - gHUD.m_iFOV = CVAR_GET_FLOAT("default_fov"); + gHUD.m_iFOV = CVAR_GET_FLOAT( "default_fov" ); } - diff --git a/cl_dll/hud_spectator.h b/cl_dll/hud_spectator.h index 11c7c34c..f60353db 100644 --- a/cl_dll/hud_spectator.h +++ b/cl_dll/hud_spectator.h @@ -11,17 +11,13 @@ #include "cl_entity.h" - - -#define INSET_OFF 0 +#define INSET_OFF 0 #define INSET_CHASE_FREE 1 #define INSET_IN_EYE 2 #define INSET_MAP_FREE 3 #define INSET_MAP_CHASE 4 -#define MAX_SPEC_HUD_MESSAGES 8 - - +#define MAX_SPEC_HUD_MESSAGES 8 #define OVERVIEW_TILE_SIZE 128 // don't change this #define OVERVIEW_MAX_LAYERS 1 @@ -30,23 +26,24 @@ // Purpose: Handles the drawing of the spectator stuff (camera & top-down map and all the things on it ) //----------------------------------------------------------------------------- -typedef struct overviewInfo_s { +typedef struct overviewInfo_s +{ char map[64]; // cl.levelname or empty vec3_t origin; // center of map float zoom; // zoom of map images - int layers; // how may layers do we have + int layers; // how may layers do we have float layersHeights[OVERVIEW_MAX_LAYERS]; char layersImages[OVERVIEW_MAX_LAYERS][255]; qboolean rotated; // are map images rotated (90 degrees) ? - - int insetWindowX; - int insetWindowY; - int insetWindowHeight; - int insetWindowWidth; + + int insetWindowX; + int insetWindowY; + int insetWindowHeight; + int insetWindowWidth; } overviewInfo_t; -typedef struct overviewEntity_s { - +typedef struct overviewEntity_s +{ HSPRITE hSprite; struct cl_entity_s * entity; double killTime; @@ -58,11 +55,11 @@ class CHudSpectator : public CHudBase { public: void Reset(); - int ToggleInset(bool allowOff); + int ToggleInset( bool allowOff ); void CheckSettings(); void InitHUDData( void ); - bool AddOverviewEntityToList( HSPRITE sprite, cl_entity_t * ent, double killTime); - void DeathMessage(int victim); + bool AddOverviewEntityToList( HSPRITE sprite, cl_entity_t * ent, double killTime ); + void DeathMessage( int victim ); bool AddOverviewEntity( int type, struct cl_entity_s *ent, const char *modelname ); void CheckOverviewEntities(); void DrawOverview(); @@ -71,42 +68,40 @@ public: void DrawOverviewLayer(); void LoadMapSprites(); bool ParseOverviewFile(); - bool IsActivePlayer(cl_entity_t * ent); - void SetModes(int iMainMode, int iInsetMode); - void HandleButtonsDown(int ButtonPressed); - void HandleButtonsUp(int ButtonPressed); + bool IsActivePlayer( cl_entity_t * ent ); + void SetModes( int iMainMode, int iInsetMode ); + void HandleButtonsDown( int ButtonPressed ); + void HandleButtonsUp( int ButtonPressed ); void FindNextPlayer( bool bReverse ); void DirectorMessage( int iSize, void *pbuf ); void SetSpectatorStartPosition(); int Init(); int VidInit(); - int Draw(float flTime); + int Draw( float flTime ); int m_iDrawCycle; - client_textmessage_t m_HUDMessages[MAX_SPEC_HUD_MESSAGES]; - char m_HUDMessageText[MAX_SPEC_HUD_MESSAGES][128]; - int m_lastHudMessage; + client_textmessage_t m_HUDMessages[MAX_SPEC_HUD_MESSAGES]; + char m_HUDMessageText[MAX_SPEC_HUD_MESSAGES][128]; + int m_lastHudMessage; overviewInfo_t m_OverviewData; overviewEntity_t m_OverviewEntities[MAX_OVERVIEW_ENTITIES]; - int m_iObserverFlags; - int m_iSpectatorNumber; - - float m_mapZoom; // zoom the user currently uses - vec3_t m_mapOrigin; // origin where user rotates around - cvar_t * m_drawnames; - cvar_t * m_drawcone; - cvar_t * m_drawstatus; - cvar_t * m_autoDirector; - cvar_t * m_pip; - + int m_iObserverFlags; + int m_iSpectatorNumber; + + float m_mapZoom; // zoom the user currently uses + vec3_t m_mapOrigin; // origin where user rotates around + cvar_t *m_drawnames; + cvar_t *m_drawcone; + cvar_t *m_drawstatus; + cvar_t *m_autoDirector; + cvar_t *m_pip; qboolean m_chatEnabled; vec3_t m_cameraOrigin; // a help camera vec3_t m_cameraAngles; // and it's angles - private: vec3_t m_vPlayerPos[MAX_PLAYERS]; HSPRITE m_hsprPlayerBlue; @@ -121,12 +116,11 @@ private: wrect_t m_crosshairRect; - struct model_s * m_MapSprite; // each layer image is saved in one sprite, where each tile is a sprite frame + struct model_s *m_MapSprite; // each layer image is saved in one sprite, where each tile is a sprite frame float m_flNextObserverInput; float m_zoomDelta; float m_moveDelta; - int m_lastPrimaryObject; - int m_lastSecondaryObject; + int m_lastPrimaryObject; + int m_lastSecondaryObject; }; - #endif // SPECTATOR_H diff --git a/cl_dll/hud_update.cpp b/cl_dll/hud_update.cpp index 9facc8c7..cecbb625 100644 --- a/cl_dll/hud_update.cpp +++ b/cl_dll/hud_update.cpp @@ -29,11 +29,11 @@ extern float v_idlescale; float in_fov; extern void HUD_SetCmdBits( int bits ); -int CHud::UpdateClientData(client_data_t *cdata, float time) +int CHud::UpdateClientData( client_data_t *cdata, float time ) { - memcpy(m_vecOrigin, cdata->origin, sizeof(vec3_t)); - memcpy(m_vecAngles, cdata->viewangles, sizeof(vec3_t)); - + memcpy( m_vecOrigin, cdata->origin, sizeof(vec3_t) ); + memcpy( m_vecAngles, cdata->viewangles, sizeof(vec3_t) ); + m_iKeyBits = CL_ButtonBits( 0 ); m_iWeaponBits = cdata->iWeaponBits; @@ -42,7 +42,7 @@ int CHud::UpdateClientData(client_data_t *cdata, float time) Think(); cdata->fov = m_iFOV; - + v_idlescale = m_iConcussionEffect; CL_ResetButtonBits( m_iKeyBits ); @@ -50,5 +50,3 @@ int CHud::UpdateClientData(client_data_t *cdata, float time) // return 1 if in anything in the client_data struct has been changed, 0 otherwise return 1; } - - diff --git a/cl_dll/in_camera.cpp b/cl_dll/in_camera.cpp index fb6a6735..92051afe 100644 --- a/cl_dll/in_camera.cpp +++ b/cl_dll/in_camera.cpp @@ -15,10 +15,9 @@ #include "camera.h" #include "in_defs.h" +float CL_KeyState( kbutton_t *key ); -float CL_KeyState (kbutton_t *key); - -extern "C" +extern "C" { void DLLEXPORT CAM_Think( void ); int DLLEXPORT CL_IsThirdPerson( void ); @@ -66,15 +65,14 @@ cvar_t *c_mindistance; // pitch, yaw, dist vec3_t cam_ofs; - // In third person int cam_thirdperson; int cam_mousemove; //true if we are moving the cam with the mouse, False if not -int iMouseInUse=0; +int iMouseInUse = 0; int cam_distancemove; extern int mouse_x, mouse_y; //used to determine what the current x and y values are int cam_old_mouse_x, cam_old_mouse_y; //holds the last ticks mouse movement -POINT cam_mouse; +POINT cam_mouse; //-------------------------------------------------- Local Variables static kbutton_t cam_pitchup, cam_pitchdown, cam_yawleft, cam_yawright; @@ -87,7 +85,6 @@ void CAM_ToFirstPerson(void); void CAM_StartDistance(void); void CAM_EndDistance(void); - //-------------------------------------------------- Local Functions float MoveToward( float cur, float goal, float maxspeed ) @@ -118,7 +115,6 @@ float MoveToward( float cur, float goal, float maxspeed ) } } - // bring cur back into range if( cur < 0 ) cur += 360.0; @@ -128,7 +124,6 @@ float MoveToward( float cur, float goal, float maxspeed ) return cur; } - //-------------------------------------------------- Gobal Functions typedef struct @@ -138,12 +133,12 @@ typedef struct vec3_t mins2, maxs2; // size when clipping against mosnters float *start, *end; trace_t trace; - int type; + int type; edict_t *passedict; qboolean monsterclip; } moveclip_t; -extern trace_t SV_ClipMoveToEntity (edict_t *ent, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end); +extern trace_t SV_ClipMoveToEntity( edict_t *ent, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end ); void DLLEXPORT CAM_Think( void ) { @@ -158,16 +153,14 @@ void DLLEXPORT CAM_Think( void ) #endif vec3_t viewangles; - switch( (int) cam_command->value ) + switch( (int)cam_command->value ) { case CAM_COMMAND_TOTHIRDPERSON: CAM_ToThirdPerson(); break; - case CAM_COMMAND_TOFIRSTPERSON: CAM_ToFirstPerson(); break; - case CAM_COMMAND_NONE: default: break; @@ -175,113 +168,108 @@ void DLLEXPORT CAM_Think( void ) if( !cam_thirdperson ) return; - #ifdef LATER - if ( cam_contain->value ) + if( cam_contain->value ) { gEngfuncs.GetClientOrigin( origin ); ext[0] = ext[1] = ext[2] = 0.0; } #endif - - camAngles[ PITCH ] = cam_idealpitch->value; - camAngles[ YAW ] = cam_idealyaw->value; + camAngles[PITCH] = cam_idealpitch->value; + camAngles[YAW] = cam_idealyaw->value; dist = cam_idealdist->value; + // //movement of the camera with the mouse // - if (cam_mousemove) + if( cam_mousemove ) { - //get windows cursor position - GetCursorPos (&cam_mouse); + //get windows cursor position + GetCursorPos( &cam_mouse ); + //check for X delta values and adjust accordingly //eventually adjust YAW based on amount of movement - //don't do any movement of the cam using YAW/PITCH if we are zooming in/out the camera - if (!cam_distancemove) - { - - //keep the camera within certain limits around the player (ie avoid certain bad viewing angles) - if (cam_mouse.x>gEngfuncs.GetWindowCenterX()) + //don't do any movement of the cam using YAW/PITCH if we are zooming in/out the camera + if( !cam_distancemove ) { - //if ((camAngles[YAW]>=225.0)||(camAngles[YAW]<135.0)) - if (camAngles[YAW]value) + //keep the camera within certain limits around the player (ie avoid certain bad viewing angles) + if( cam_mouse.x>gEngfuncs.GetWindowCenterX() ) { - camAngles[ YAW ] += (CAM_ANGLE_MOVE)*((cam_mouse.x-gEngfuncs.GetWindowCenterX())/2); + //if( ( camAngles[YAW] >= 225.0 ) || ( camAngles[YAW] < 135.0 ) ) + if( camAngles[YAW] < c_maxyaw->value ) + { + camAngles[YAW] += CAM_ANGLE_MOVE * ( ( cam_mouse.x - gEngfuncs.GetWindowCenterX() ) / 2 ); + } + if( camAngles[YAW] > c_maxyaw->value ) + { + camAngles[YAW] = c_maxyaw->value; + } } - if (camAngles[YAW]>c_maxyaw->value) + else if( cam_mouse.xvalue; + //if( ( camAngles[YAW] <= 135.0 ) || ( camAngles[YAW] > 225.0 ) ) + if( camAngles[YAW] > c_minyaw->value ) + { + camAngles[YAW] -= CAM_ANGLE_MOVE * ( ( gEngfuncs.GetWindowCenterX() - cam_mouse.x ) / 2 ); + } + if( camAngles[YAW] < c_minyaw->value ) + { + camAngles[YAW] = c_minyaw->value; + } } - } - else if (cam_mouse.x225.0)) - if (camAngles[YAW]>c_minyaw->value) - { - camAngles[ YAW ] -= (CAM_ANGLE_MOVE)* ((gEngfuncs.GetWindowCenterX()-cam_mouse.x)/2); - - } - if (camAngles[YAW]value) - { - camAngles[YAW]=c_minyaw->value; - - } - } - //check for y delta values and adjust accordingly - //eventually adjust PITCH based on amount of movement - //also make sure camera is within bounds - if (cam_mouse.y>gEngfuncs.GetWindowCenterY()) - { - if(camAngles[PITCH]value) + //check for y delta values and adjust accordingly + //eventually adjust PITCH based on amount of movement + //also make sure camera is within bounds + if( cam_mouse.y>gEngfuncs.GetWindowCenterY() ) { - camAngles[PITCH] +=(CAM_ANGLE_MOVE)* ((cam_mouse.y-gEngfuncs.GetWindowCenterY())/2); + if( camAngles[PITCH] < c_maxpitch->value ) + { + camAngles[PITCH] += CAM_ANGLE_MOVE * ( ( cam_mouse.y - gEngfuncs.GetWindowCenterY() ) / 2 ); + } + if( camAngles[PITCH] > c_maxpitch->value ) + { + camAngles[PITCH] = c_maxpitch->value; + } } - if (camAngles[PITCH]>c_maxpitch->value) + else if( cam_mouse.yvalue; + if( camAngles[PITCH] > c_minpitch->value ) + { + camAngles[PITCH] -= CAM_ANGLE_MOVE * ( ( gEngfuncs.GetWindowCenterY() - cam_mouse.y ) / 2 ); + } + if( camAngles[PITCH] < c_minpitch->value ) + { + camAngles[PITCH] = c_minpitch->value; + } } - } - else if (cam_mouse.yc_minpitch->value) - { - camAngles[PITCH] -= (CAM_ANGLE_MOVE)*((gEngfuncs.GetWindowCenterY()-cam_mouse.y)/2); - } - if (camAngles[PITCH]value) - { - camAngles[PITCH]=c_minpitch->value; - } - } - //set old mouse coordinates to current mouse coordinates - //since we are done with the mouse - - if ( ( flSensitivity = gHUD.GetSensitivity() ) != 0 ) - { - cam_old_mouse_x=cam_mouse.x*flSensitivity; - cam_old_mouse_y=cam_mouse.y*flSensitivity; + //set old mouse coordinates to current mouse coordinates + //since we are done with the mouse + if( ( flSensitivity = gHUD.GetSensitivity() ) != 0 ) + { + cam_old_mouse_x = cam_mouse.x * flSensitivity; + cam_old_mouse_y = cam_mouse.y * flSensitivity; + } + else + { + cam_old_mouse_x = cam_mouse.x; + cam_old_mouse_y = cam_mouse.y; + } + SetCursorPos( gEngfuncs.GetWindowCenterX(), gEngfuncs.GetWindowCenterY() ); } - else - { - cam_old_mouse_x=cam_mouse.x; - cam_old_mouse_y=cam_mouse.y; - } - SetCursorPos (gEngfuncs.GetWindowCenterX(), gEngfuncs.GetWindowCenterY()); - } } //Nathan code here if( CL_KeyState( &cam_pitchup ) ) - camAngles[ PITCH ] += CAM_ANGLE_DELTA; + camAngles[PITCH] += CAM_ANGLE_DELTA; else if( CL_KeyState( &cam_pitchdown ) ) - camAngles[ PITCH ] -= CAM_ANGLE_DELTA; + camAngles[PITCH] -= CAM_ANGLE_DELTA; if( CL_KeyState( &cam_yawleft ) ) - camAngles[ YAW ] -= CAM_ANGLE_DELTA; + camAngles[YAW] -= CAM_ANGLE_DELTA; else if( CL_KeyState( &cam_yawright ) ) - camAngles[ YAW ] += CAM_ANGLE_DELTA; + camAngles[YAW] += CAM_ANGLE_DELTA; if( CL_KeyState( &cam_in ) ) { @@ -289,44 +277,43 @@ void DLLEXPORT CAM_Think( void ) if( dist < CAM_MIN_DIST ) { // If we go back into first person, reset the angle - camAngles[ PITCH ] = 0; - camAngles[ YAW ] = 0; + camAngles[PITCH] = 0; + camAngles[YAW] = 0; dist = CAM_MIN_DIST; } - } else if( CL_KeyState( &cam_out ) ) dist += CAM_DIST_DELTA; - if (cam_distancemove) + if( cam_distancemove ) { - if (cam_mouse.y>gEngfuncs.GetWindowCenterY()) + if( cam_mouse.y > gEngfuncs.GetWindowCenterY() ) { - if(distvalue) + if( dist < c_maxdistance->value ) { - dist +=CAM_DIST_DELTA * ((cam_mouse.y-gEngfuncs.GetWindowCenterY())/2); + dist += CAM_DIST_DELTA * ( ( cam_mouse.y - gEngfuncs.GetWindowCenterY() ) / 2); } - if (dist>c_maxdistance->value) + if( dist > c_maxdistance->value ) { - dist=c_maxdistance->value; + dist = c_maxdistance->value; } } - else if (cam_mouse.yc_mindistance->value) + if( dist > c_mindistance->value ) { - dist -= (CAM_DIST_DELTA)*((gEngfuncs.GetWindowCenterY()-cam_mouse.y)/2); + dist -= CAM_DIST_DELTA * ( ( gEngfuncs.GetWindowCenterY() - cam_mouse.y ) / 2 ); } - if (distvalue) + if ( dist < c_mindistance->value ) { - dist=c_mindistance->value; + dist = c_mindistance->value; } } //set old mouse coordinates to current mouse coordinates //since we are done with the mouse - cam_old_mouse_x=cam_mouse.x*gHUD.GetSensitivity(); - cam_old_mouse_y=cam_mouse.y*gHUD.GetSensitivity(); - SetCursorPos (gEngfuncs.GetWindowCenterX(), gEngfuncs.GetWindowCenterY()); + cam_old_mouse_x = cam_mouse.x * gHUD.GetSensitivity(); + cam_old_mouse_y = cam_mouse.y * gHUD.GetSensitivity(); + SetCursorPos( gEngfuncs.GetWindowCenterX(), gEngfuncs.GetWindowCenterY() ); } #ifdef LATER if( cam_contain->value ) @@ -334,17 +321,17 @@ void DLLEXPORT CAM_Think( void ) // check new ideal VectorCopy( origin, pnt ); AngleVectors( camAngles, camForward, camRight, camUp ); - for (i=0 ; i<3 ; i++) - pnt[i] += -dist*camForward[i]; + for( i = 0; i < 3; i++ ) + pnt[i] += -dist * camForward[i]; // check line from r_refdef.vieworg to pnt - memset ( &clip, 0, sizeof ( moveclip_t ) ); + memset( &clip, 0, sizeof(moveclip_t) ); clip.trace = SV_ClipMoveToEntity( sv.edicts, r_refdef.vieworg, ext, ext, pnt ); if( clip.trace.fraction == 1.0 ) { // update ideal - cam_idealpitch->value = camAngles[ PITCH ]; - cam_idealyaw->value = camAngles[ YAW ]; + cam_idealpitch->value = camAngles[PITCH]; + cam_idealyaw->value = camAngles[YAW]; cam_idealdist->value = dist; } } @@ -352,8 +339,8 @@ void DLLEXPORT CAM_Think( void ) #endif { // update ideal - cam_idealpitch->value = camAngles[ PITCH ]; - cam_idealyaw->value = camAngles[ YAW ]; + cam_idealpitch->value = camAngles[PITCH]; + cam_idealyaw->value = camAngles[YAW]; cam_idealdist->value = dist; } @@ -364,91 +351,136 @@ void DLLEXPORT CAM_Think( void ) if( cam_snapto->value ) { - camAngles[ YAW ] = cam_idealyaw->value + viewangles[ YAW ]; - camAngles[ PITCH ] = cam_idealpitch->value + viewangles[ PITCH ]; - camAngles[ 2 ] = cam_idealdist->value; + camAngles[YAW] = cam_idealyaw->value + viewangles[YAW]; + camAngles[PITCH] = cam_idealpitch->value + viewangles[PITCH]; + camAngles[2] = cam_idealdist->value; } else { - if( camAngles[ YAW ] - viewangles[ YAW ] != cam_idealyaw->value ) - camAngles[ YAW ] = MoveToward( camAngles[ YAW ], cam_idealyaw->value + viewangles[ YAW ], CAM_ANGLE_SPEED ); + if( camAngles[YAW] - viewangles[YAW] != cam_idealyaw->value ) + camAngles[YAW] = MoveToward( camAngles[YAW], cam_idealyaw->value + viewangles[YAW], CAM_ANGLE_SPEED ); - if( camAngles[ PITCH ] - viewangles[ PITCH ] != cam_idealpitch->value ) - camAngles[ PITCH ] = MoveToward( camAngles[ PITCH ], cam_idealpitch->value + viewangles[ PITCH ], CAM_ANGLE_SPEED ); + if( camAngles[PITCH] - viewangles[PITCH] != cam_idealpitch->value ) + camAngles[PITCH] = MoveToward( camAngles[PITCH], cam_idealpitch->value + viewangles[PITCH], CAM_ANGLE_SPEED ); - if( fabs( camAngles[ 2 ] - cam_idealdist->value ) < 2.0 ) - camAngles[ 2 ] = cam_idealdist->value; + if( fabs( camAngles[2] - cam_idealdist->value ) < 2.0 ) + camAngles[2] = cam_idealdist->value; else - camAngles[ 2 ] += ( cam_idealdist->value - camAngles[ 2 ] ) / 4.0; + camAngles[2] += ( cam_idealdist->value - camAngles[2] ) / 4.0; } #ifdef LATER if( cam_contain->value ) { // Test new position - dist = camAngles[ ROLL ]; - camAngles[ ROLL ] = 0; + dist = camAngles[ROLL]; + camAngles[ROLL] = 0; VectorCopy( origin, pnt ); AngleVectors( camAngles, camForward, camRight, camUp ); - for (i=0 ; i<3 ; i++) - pnt[i] += -dist*camForward[i]; + for( i = 0; i < 3; i++ ) + pnt[i] += -dist * camForward[i]; // check line from r_refdef.vieworg to pnt - memset ( &clip, 0, sizeof ( moveclip_t ) ); + memset( &clip, 0, sizeof(moveclip_t) ); ext[0] = ext[1] = ext[2] = 0.0; clip.trace = SV_ClipMoveToEntity( sv.edicts, r_refdef.vieworg, ext, ext, pnt ); if( clip.trace.fraction != 1.0 ) return; } #endif - cam_ofs[ 0 ] = camAngles[ 0 ]; - cam_ofs[ 1 ] = camAngles[ 1 ]; - cam_ofs[ 2 ] = dist; + cam_ofs[0] = camAngles[0]; + cam_ofs[1] = camAngles[1]; + cam_ofs[2] = dist; } -extern void KeyDown (kbutton_t *b); // HACK -extern void KeyUp (kbutton_t *b); // HACK +extern void KeyDown( kbutton_t *b ); // HACK +extern void KeyUp( kbutton_t *b ); // HACK -void CAM_PitchUpDown(void) { KeyDown( &cam_pitchup ); } -void CAM_PitchUpUp(void) { KeyUp( &cam_pitchup ); } -void CAM_PitchDownDown(void) { KeyDown( &cam_pitchdown ); } -void CAM_PitchDownUp(void) { KeyUp( &cam_pitchdown ); } -void CAM_YawLeftDown(void) { KeyDown( &cam_yawleft ); } -void CAM_YawLeftUp(void) { KeyUp( &cam_yawleft ); } -void CAM_YawRightDown(void) { KeyDown( &cam_yawright ); } -void CAM_YawRightUp(void) { KeyUp( &cam_yawright ); } -void CAM_InDown(void) { KeyDown( &cam_in ); } -void CAM_InUp(void) { KeyUp( &cam_in ); } -void CAM_OutDown(void) { KeyDown( &cam_out ); } -void CAM_OutUp(void) { KeyUp( &cam_out ); } +void CAM_PitchUpDown( void ) +{ + KeyDown( &cam_pitchup ); +} -void CAM_ToThirdPerson(void) -{ +void CAM_PitchUpUp( void ) +{ + KeyUp( &cam_pitchup ); +} + +void CAM_PitchDownDown( void ) +{ + KeyDown( &cam_pitchdown ); +} + +void CAM_PitchDownUp( void ) +{ + KeyUp( &cam_pitchdown ); +} + +void CAM_YawLeftDown( void ) +{ + KeyDown( &cam_yawleft ); +} + +void CAM_YawLeftUp( void ) +{ + KeyUp( &cam_yawleft ); +} + +void CAM_YawRightDown( void ) +{ + KeyDown( &cam_yawright ); +} + +void CAM_YawRightUp( void ) +{ + KeyUp( &cam_yawright ); +} + +void CAM_InDown( void ) +{ + KeyDown( &cam_in ); +} + +void CAM_InUp( void ) +{ + KeyUp( &cam_in ); +} + +void CAM_OutDown( void ) +{ + KeyDown( &cam_out ); +} + +void CAM_OutUp( void ) +{ + KeyUp( &cam_out ); +} + +void CAM_ToThirdPerson( void ) +{ vec3_t viewangles; - #if !defined( _DEBUG ) - if ( gEngfuncs.GetMaxClients() > 1 ) + if( gEngfuncs.GetMaxClients() > 1 ) { // no thirdperson in multiplayer. return; } #endif - gEngfuncs.GetViewAngles( (float *)viewangles ); if( !cam_thirdperson ) { cam_thirdperson = 1; - - cam_ofs[ YAW ] = viewangles[ YAW ]; - cam_ofs[ PITCH ] = viewangles[ PITCH ]; - cam_ofs[ 2 ] = CAM_MIN_DIST; + + cam_ofs[YAW] = viewangles[YAW]; + cam_ofs[PITCH] = viewangles[PITCH]; + cam_ofs[2] = CAM_MIN_DIST; } gEngfuncs.Cvar_SetValue( "cam_command", 0 ); } -void CAM_ToFirstPerson(void) +void CAM_ToFirstPerson( void ) { cam_thirdperson = 0; @@ -482,19 +514,19 @@ void CAM_Init( void ) gEngfuncs.pfnAddCommand( "-camdistance", CAM_EndDistance ); gEngfuncs.pfnAddCommand( "snapto", CAM_ToggleSnapto ); - cam_command = gEngfuncs.pfnRegisterVariable ( "cam_command", "0", 0 ); // tells camera to go to thirdperson - cam_snapto = gEngfuncs.pfnRegisterVariable ( "cam_snapto", "0", 0 ); // snap to thirdperson view - cam_idealyaw = gEngfuncs.pfnRegisterVariable ( "cam_idealyaw", "90", 0 ); // thirdperson yaw - cam_idealpitch = gEngfuncs.pfnRegisterVariable ( "cam_idealpitch", "0", 0 ); // thirperson pitch - cam_idealdist = gEngfuncs.pfnRegisterVariable ( "cam_idealdist", "64", 0 ); // thirdperson distance - cam_contain = gEngfuncs.pfnRegisterVariable ( "cam_contain", "0", 0 ); // contain camera to world + cam_command = gEngfuncs.pfnRegisterVariable( "cam_command", "0", 0 ); // tells camera to go to thirdperson + cam_snapto = gEngfuncs.pfnRegisterVariable( "cam_snapto", "0", 0 ); // snap to thirdperson view + cam_idealyaw = gEngfuncs.pfnRegisterVariable( "cam_idealyaw", "90", 0 ); // thirdperson yaw + cam_idealpitch = gEngfuncs.pfnRegisterVariable( "cam_idealpitch", "0", 0 ); // thirperson pitch + cam_idealdist = gEngfuncs.pfnRegisterVariable( "cam_idealdist", "64", 0 ); // thirdperson distance + cam_contain = gEngfuncs.pfnRegisterVariable( "cam_contain", "0", 0 ); // contain camera to world - c_maxpitch = gEngfuncs.pfnRegisterVariable ( "c_maxpitch", "90.0", 0 ); - c_minpitch = gEngfuncs.pfnRegisterVariable ( "c_minpitch", "0.0", 0 ); - c_maxyaw = gEngfuncs.pfnRegisterVariable ( "c_maxyaw", "135.0", 0 ); - c_minyaw = gEngfuncs.pfnRegisterVariable ( "c_minyaw", "-135.0", 0 ); - c_maxdistance = gEngfuncs.pfnRegisterVariable ( "c_maxdistance", "200.0", 0 ); - c_mindistance = gEngfuncs.pfnRegisterVariable ( "c_mindistance", "30.0", 0 ); + c_maxpitch = gEngfuncs.pfnRegisterVariable( "c_maxpitch", "90.0", 0 ); + c_minpitch = gEngfuncs.pfnRegisterVariable( "c_minpitch", "0.0", 0 ); + c_maxyaw = gEngfuncs.pfnRegisterVariable( "c_maxyaw", "135.0", 0 ); + c_minyaw = gEngfuncs.pfnRegisterVariable( "c_minyaw", "-135.0", 0 ); + c_maxdistance = gEngfuncs.pfnRegisterVariable( "c_maxdistance", "200.0", 0 ); + c_mindistance = gEngfuncs.pfnRegisterVariable( "c_mindistance", "30.0", 0 ); } void CAM_ClearStates( void ) @@ -517,101 +549,100 @@ void CAM_ClearStates( void ) cam_snapto->value = 0; cam_distancemove = 0; - cam_ofs[ 0 ] = 0.0; - cam_ofs[ 1 ] = 0.0; - cam_ofs[ 2 ] = CAM_MIN_DIST; + cam_ofs[0] = 0.0; + cam_ofs[1] = 0.0; + cam_ofs[2] = CAM_MIN_DIST; - cam_idealpitch->value = viewangles[ PITCH ]; - cam_idealyaw->value = viewangles[ YAW ]; + cam_idealpitch->value = viewangles[PITCH]; + cam_idealyaw->value = viewangles[YAW]; cam_idealdist->value = CAM_MIN_DIST; } -void CAM_StartMouseMove(void) +void CAM_StartMouseMove( void ) { float flSensitivity; - + //only move the cam with mouse if we are in third person. - if (cam_thirdperson) + if( cam_thirdperson ) { //set appropriate flags and initialize the old mouse position //variables for mouse camera movement - if (!cam_mousemove) + if( !cam_mousemove ) { - cam_mousemove=1; - iMouseInUse=1; - GetCursorPos (&cam_mouse); + cam_mousemove = 1; + iMouseInUse = 1; + GetCursorPos( &cam_mouse ); - if ( ( flSensitivity = gHUD.GetSensitivity() ) != 0 ) + if( ( flSensitivity = gHUD.GetSensitivity() ) != 0 ) { - cam_old_mouse_x=cam_mouse.x*flSensitivity; - cam_old_mouse_y=cam_mouse.y*flSensitivity; + cam_old_mouse_x = cam_mouse.x * flSensitivity; + cam_old_mouse_y = cam_mouse.y * flSensitivity; } else { - cam_old_mouse_x=cam_mouse.x; - cam_old_mouse_y=cam_mouse.y; + cam_old_mouse_x = cam_mouse.x; + cam_old_mouse_y = cam_mouse.y; } } } //we are not in 3rd person view..therefore do not allow camera movement else { - cam_mousemove=0; - iMouseInUse=0; + cam_mousemove = 0; + iMouseInUse = 0; } } //the key has been released for camera movement //tell the engine that mouse camera movement is off -void CAM_EndMouseMove(void) +void CAM_EndMouseMove( void ) { - cam_mousemove=0; - iMouseInUse=0; + cam_mousemove = 0; + iMouseInUse = 0; } - //---------------------------------------------------------- //routines to start the process of moving the cam in or out //using the mouse //---------------------------------------------------------- -void CAM_StartDistance(void) +void CAM_StartDistance( void ) { //only move the cam with mouse if we are in third person. - if (cam_thirdperson) + if( cam_thirdperson ) { - //set appropriate flags and initialize the old mouse position - //variables for mouse camera movement - if (!cam_distancemove) - { - cam_distancemove=1; - cam_mousemove=1; - iMouseInUse=1; - GetCursorPos (&cam_mouse); - cam_old_mouse_x=cam_mouse.x*gHUD.GetSensitivity(); - cam_old_mouse_y=cam_mouse.y*gHUD.GetSensitivity(); - } + //set appropriate flags and initialize the old mouse position + //variables for mouse camera movement + if( !cam_distancemove ) + { + cam_distancemove = 1; + cam_mousemove = 1; + iMouseInUse = 1; + GetCursorPos( &cam_mouse ); + cam_old_mouse_x = cam_mouse.x * gHUD.GetSensitivity(); + cam_old_mouse_y = cam_mouse.y * gHUD.GetSensitivity(); + } } //we are not in 3rd person view..therefore do not allow camera movement else - { - cam_distancemove=0; - cam_mousemove=0; - iMouseInUse=0; + { + cam_distancemove = 0; + cam_mousemove = 0; + iMouseInUse = 0; } } //the key has been released for camera movement //tell the engine that mouse camera movement is off -void CAM_EndDistance(void) +void CAM_EndDistance( void ) { - cam_distancemove=0; - cam_mousemove=0; - iMouseInUse=0; + cam_distancemove = 0; + cam_mousemove = 0; + iMouseInUse = 0; } int DLLEXPORT CL_IsThirdPerson( void ) { - return (cam_thirdperson ? 1 : 0) || (g_iUser1 && (g_iUser2 == gEngfuncs.GetLocalPlayer()->index) ); + return ( cam_thirdperson ? 1 : 0 ) || ( g_iUser1 && ( g_iUser2 == gEngfuncs.GetLocalPlayer()->index ) ); } void DLLEXPORT CL_CameraOffset( float *ofs ) diff --git a/cl_dll/in_defs.h b/cl_dll/in_defs.h index c48cf373..a8c6423d 100644 --- a/cl_dll/in_defs.h +++ b/cl_dll/in_defs.h @@ -19,12 +19,12 @@ #ifdef _WIN32 #include #else -typedef struct point_s{ +typedef struct point_s +{ int x; int y; } POINT; #define GetCursorPos(x) #define SetCursorPos(x,y) #endif - #endif diff --git a/cl_dll/input.cpp b/cl_dll/input.cpp index 8c2a6a3b..fd1ef7da 100644 --- a/cl_dll/input.cpp +++ b/cl_dll/input.cpp @@ -11,6 +11,7 @@ // Quake is a trademark of Id Software, Inc., (c) 1996 Id Software, Inc. All // rights reserved. + #include "hud.h" #include "cl_util.h" #include "camera.h" @@ -30,7 +31,7 @@ extern "C" extern "C" { struct kbutton_s DLLEXPORT *KB_Find( const char *name ); - void DLLEXPORT CL_CreateMove ( float frametime, struct usercmd_s *cmd, int active ); + void DLLEXPORT CL_CreateMove( float frametime, struct usercmd_s *cmd, int active ); void DLLEXPORT HUD_Shutdown( void ); int DLLEXPORT HUD_Key_Event( int eventcode, int keynum, const char *pszCurrentBinding ); } @@ -43,8 +44,8 @@ extern cl_enginefunc_t gEngfuncs; // Defined in pm_math.c extern "C" float anglemod( float a ); -void IN_Init (void); -void IN_Move ( float frametime, usercmd_t *cmd); +void IN_Init( void ); +void IN_Move( float frametime, usercmd_t *cmd ); void IN_Shutdown( void ); void V_Init( void ); void VectorAngles( const float *forward, float *angles ); @@ -53,8 +54,8 @@ int CL_ButtonBits( int ); // xxx need client dll function to get and clear impuse extern cvar_t *in_joystick; -int in_impulse = 0; -int in_cancel = 0; +int in_impulse = 0; +int in_cancel = 0; cvar_t *m_pitch; cvar_t *m_yaw; @@ -74,6 +75,7 @@ cvar_t *cl_yawspeed; cvar_t *cl_pitchspeed; cvar_t *cl_anglespeedkey; cvar_t *cl_vsmoothing; + /* =============================================================================== @@ -95,7 +97,6 @@ state bit 2 is edge triggered on the down to up transition =============================================================================== */ - kbutton_t in_mlook; kbutton_t in_klook; kbutton_t in_jlook; @@ -142,39 +143,39 @@ NOTE: Only works for text with +word in it. */ int KB_ConvertString( char *in, char **ppout ) { - char sz[ 4096 ]; - char binding[ 64 ]; + char sz[4096]; + char binding[64]; char *p; char *pOut; char *pEnd; const char *pBinding; - if ( !ppout ) + if( !ppout ) return 0; *ppout = NULL; p = in; pOut = sz; - while ( *p ) + while( *p ) { - if ( *p == '+' ) + if( *p == '+' ) { pEnd = binding; - while ( *p && ( isalnum( *p ) || ( pEnd == binding ) ) && ( ( pEnd - binding ) < 63 ) ) + while( *p && ( isalnum( *p ) || ( pEnd == binding ) ) && ( ( pEnd - binding ) < 63 ) ) { *pEnd++ = *p++; } - *pEnd = '\0'; + *pEnd = '\0'; pBinding = NULL; - if ( strlen( binding + 1 ) > 0 ) + if( strlen( binding + 1 ) > 0 ) { // See if there is a binding for binding? pBinding = gEngfuncs.Key_LookupBinding( binding + 1 ); } - if ( pBinding ) + if( pBinding ) { *pOut++ = '['; pEnd = (char *)pBinding; @@ -184,12 +185,12 @@ int KB_ConvertString( char *in, char **ppout ) pEnd = binding; } - while ( *pEnd ) + while( *pEnd ) { *pOut++ = *pEnd++; } - if ( pBinding ) + if( pBinding ) { *pOut++ = ']'; } @@ -202,7 +203,7 @@ int KB_ConvertString( char *in, char **ppout ) *pOut = '\0'; - pOut = ( char * )malloc( strlen( sz ) + 1 ); + pOut = (char *)malloc( strlen( sz ) + 1 ); strcpy( pOut, sz ); *ppout = pOut; @@ -220,9 +221,9 @@ struct kbutton_s DLLEXPORT *KB_Find( const char *name ) { kblist_t *p; p = g_kbkeys; - while ( p ) + while( p ) { - if ( !stricmp( name, p->name ) ) + if( !stricmp( name, p->name ) ) return p->pkey; p = p->next; @@ -243,12 +244,12 @@ void KB_Add( const char *name, kbutton_t *pkb ) kbutton_t *kb; kb = KB_Find( name ); - - if ( kb ) + + if( kb ) return; - p = ( kblist_t * )malloc( sizeof( kblist_t ) ); - memset( p, 0, sizeof( *p ) ); + p = (kblist_t *)malloc( sizeof(kblist_t) ); + memset( p, 0, sizeof(*p) ); strcpy( p->name, name ); p->pkey = pkb; @@ -284,7 +285,7 @@ void KB_Shutdown( void ) { kblist_t *p, *n; p = g_kbkeys; - while ( p ) + while( p ) { n = p->next; free( p ); @@ -298,31 +299,31 @@ void KB_Shutdown( void ) KeyDown ============ */ -void KeyDown (kbutton_t *b) +void KeyDown( kbutton_t *b ) { - int k; + int k; char *c; - c = gEngfuncs.Cmd_Argv(1); - if (c[0]) - k = atoi(c); + c = gEngfuncs.Cmd_Argv( 1 ); + if( c[0] ) + k = atoi( c ); else k = -1; // typed manually at the console for continuous down - if (k == b->down[0] || k == b->down[1]) + if( k == b->down[0] || k == b->down[1] ) return; // repeating key - if (!b->down[0]) + if( !b->down[0] ) b->down[0] = k; - else if (!b->down[1]) + else if( !b->down[1] ) b->down[1] = k; else { - gEngfuncs.Con_DPrintf ("Three keys down for a button '%c' '%c' '%c'!\n", b->down[0], b->down[1], c); + gEngfuncs.Con_DPrintf( "Three keys down for a button '%c' '%c' '%c'!\n", b->down[0], b->down[1], c ); return; } - if (b->state & 1) + if( b->state & 1 ) return; // still down b->state |= 1 + 2; // down + impulse down } @@ -332,34 +333,35 @@ void KeyDown (kbutton_t *b) KeyUp ============ */ -void KeyUp (kbutton_t *b) +void KeyUp( kbutton_t *b ) { - int k; + int k; char *c; - c = gEngfuncs.Cmd_Argv(1); - if (c[0]) + c = gEngfuncs.Cmd_Argv( 1 ); + if( c[0] ) k = atoi(c); else - { // typed manually at the console, assume for unsticking, so clear all + { + // typed manually at the console, assume for unsticking, so clear all b->down[0] = b->down[1] = 0; b->state = 4; // impulse up return; } - if (b->down[0] == k) + if( b->down[0] == k ) b->down[0] = 0; - else if (b->down[1] == k) + else if( b->down[1] == k ) b->down[1] = 0; else return; // key up without coresponding down (menu pass through) - if (b->down[0] || b->down[1]) + if( b->down[0] || b->down[1] ) { - //Con_Printf ("Keys down for button: '%c' '%c' '%c' (%d,%d,%d)!\n", b->down[0], b->down[1], c, b->down[0], b->down[1], c); + //Con_Printf ( "Keys down for button: '%c' '%c' '%c' (%d,%d,%d)!\n", b->down[0], b->down[1], c, b->down[0], b->down[1], c ); return; // some other key is still holding it down } - if (!(b->state & 1)) + if( !( b->state & 1 ) ) return; // still up (this should not happen) b->state &= ~1; // now up @@ -374,154 +376,283 @@ Return 1 to allow engine to process the key, otherwise, act on it as needed ============ */ int DLLEXPORT HUD_Key_Event( int down, int keynum, const char *pszCurrentBinding ) -{ - +{ return 1; } -void IN_BreakDown( void ) { KeyDown( &in_break ); } -void IN_BreakUp( void ) { KeyUp( &in_break ); } -void IN_KLookDown (void) {KeyDown(&in_klook);} -void IN_KLookUp (void) {KeyUp(&in_klook);} -void IN_JLookDown (void) {KeyDown(&in_jlook);} -void IN_JLookUp (void) {KeyUp(&in_jlook);} -void IN_MLookDown (void) {KeyDown(&in_mlook);} -void IN_UpDown(void) {KeyDown(&in_up);} -void IN_UpUp(void) {KeyUp(&in_up);} -void IN_DownDown(void) {KeyDown(&in_down);} -void IN_DownUp(void) {KeyUp(&in_down);} -void IN_LeftDown(void) {KeyDown(&in_left);} -void IN_LeftUp(void) {KeyUp(&in_left);} -void IN_RightDown(void) {KeyDown(&in_right);} -void IN_RightUp(void) {KeyUp(&in_right);} - -void IN_ForwardDown(void) +void IN_BreakDown( void ) { - KeyDown(&in_forward); + KeyDown( &in_break ); +} + +void IN_BreakUp( void ) +{ + KeyUp( &in_break ); +} + +void IN_KLookDown( void ) +{ + KeyDown( &in_klook ); +} + +void IN_KLookUp( void ) +{ + KeyUp( &in_klook ); +} + +void IN_JLookDown( void ) +{ + KeyDown( &in_jlook ); +} + +void IN_JLookUp( void ) +{ + KeyUp( &in_jlook ); +} + +void IN_MLookDown( void ) +{ + KeyDown( &in_mlook ); +} + +void IN_UpDown( void ) +{ + KeyDown( &in_up ); +} + +void IN_UpUp( void ) +{ + KeyUp( &in_up ); +} + +void IN_DownDown( void ) +{ + KeyDown( &in_down ); +} + +void IN_DownUp( void ) +{ + KeyUp( &in_down ); +} + +void IN_LeftDown( void ) +{ + KeyDown( &in_left ); +} + +void IN_LeftUp( void ) +{ + KeyUp( &in_left ); +} + +void IN_RightDown( void ) +{ + KeyDown( &in_right ); +} + +void IN_RightUp( void ) +{ + KeyUp( &in_right ); +} + +void IN_ForwardDown( void ) +{ + KeyDown( &in_forward ); gHUD.m_Spectator.HandleButtonsDown( IN_FORWARD ); } -void IN_ForwardUp(void) +void IN_ForwardUp( void ) { - KeyUp(&in_forward); + KeyUp( &in_forward ); gHUD.m_Spectator.HandleButtonsUp( IN_FORWARD ); } -void IN_BackDown(void) +void IN_BackDown( void ) { - KeyDown(&in_back); + KeyDown( &in_back ); gHUD.m_Spectator.HandleButtonsDown( IN_BACK ); } -void IN_BackUp(void) +void IN_BackUp( void ) { - KeyUp(&in_back); + KeyUp( &in_back ); gHUD.m_Spectator.HandleButtonsUp( IN_BACK ); } -void IN_LookupDown(void) {KeyDown(&in_lookup);} -void IN_LookupUp(void) {KeyUp(&in_lookup);} -void IN_LookdownDown(void) {KeyDown(&in_lookdown);} -void IN_LookdownUp(void) {KeyUp(&in_lookdown);} -void IN_MoveleftDown(void) + +void IN_LookupDown( void ) { - KeyDown(&in_moveleft); + KeyDown( &in_lookup ); +} + +void IN_LookupUp( void ) +{ + KeyUp( &in_lookup ); +} + +void IN_LookdownDown( void ) +{ + KeyDown( &in_lookdown ); +} + +void IN_LookdownUp( void ) +{ + KeyUp( &in_lookdown ); +} + +void IN_MoveleftDown( void ) +{ + KeyDown( &in_moveleft ); gHUD.m_Spectator.HandleButtonsDown( IN_MOVELEFT ); } -void IN_MoveleftUp(void) +void IN_MoveleftUp( void ) { - KeyUp(&in_moveleft); + KeyUp( &in_moveleft ); gHUD.m_Spectator.HandleButtonsUp( IN_MOVELEFT ); } -void IN_MoverightDown(void) +void IN_MoverightDown( void ) { - KeyDown(&in_moveright); + KeyDown( &in_moveright ); gHUD.m_Spectator.HandleButtonsDown( IN_MOVERIGHT ); } -void IN_MoverightUp(void) +void IN_MoverightUp( void ) { - KeyUp(&in_moveright); + KeyUp( &in_moveright ); gHUD.m_Spectator.HandleButtonsUp( IN_MOVERIGHT ); } -void IN_SpeedDown(void) {KeyDown(&in_speed);} -void IN_SpeedUp(void) {KeyUp(&in_speed);} -void IN_StrafeDown(void) {KeyDown(&in_strafe);} -void IN_StrafeUp(void) {KeyUp(&in_strafe);} + +void IN_SpeedDown( void ) +{ + KeyDown( &in_speed ); +} + +void IN_SpeedUp( void ) +{ + KeyUp( &in_speed ); +} + +void IN_StrafeDown( void ) +{ + KeyDown( &in_strafe ); +} + +void IN_StrafeUp( void ) +{ + KeyUp( &in_strafe ); +} // needs capture by hud/vgui also -extern void __CmdFunc_InputPlayerSpecial(void); +extern void __CmdFunc_InputPlayerSpecial( void ); -void IN_Attack2Down(void) +void IN_Attack2Down( void ) { - KeyDown(&in_attack2); + KeyDown( &in_attack2 ); gHUD.m_Spectator.HandleButtonsDown( IN_ATTACK2 ); } -void IN_Attack2Up(void) {KeyUp(&in_attack2);} -void IN_UseDown (void) +void IN_Attack2Up( void ) { - KeyDown(&in_use); + KeyUp( &in_attack2 ); +} + +void IN_UseDown( void ) +{ + KeyDown( &in_use ); gHUD.m_Spectator.HandleButtonsDown( IN_USE ); } -void IN_UseUp (void) {KeyUp(&in_use);} -void IN_JumpDown (void) +void IN_UseUp( void ) { - KeyDown(&in_jump); + KeyUp( &in_use ); +} +void IN_JumpDown( void ) +{ + KeyDown( &in_jump ); gHUD.m_Spectator.HandleButtonsDown( IN_JUMP ); - } -void IN_JumpUp (void) {KeyUp(&in_jump);} -void IN_DuckDown(void) + +void IN_JumpUp( void ) { - KeyDown(&in_duck); - gHUD.m_Spectator.HandleButtonsDown( IN_DUCK ); - + KeyUp( &in_jump ); } -void IN_DuckUp(void) {KeyUp(&in_duck);} -void IN_ReloadDown(void) {KeyDown(&in_reload);} -void IN_ReloadUp(void) {KeyUp(&in_reload);} -void IN_Alt1Down(void) {KeyDown(&in_alt1);} -void IN_Alt1Up(void) {KeyUp(&in_alt1);} -void IN_GraphDown(void) {KeyDown(&in_graph);} -void IN_GraphUp(void) {KeyUp(&in_graph);} -void IN_AttackDown(void) +void IN_DuckDown( void ) +{ + KeyDown( &in_duck ); + gHUD.m_Spectator.HandleButtonsDown( IN_DUCK ); +} + +void IN_DuckUp( void ) +{ + KeyUp( &in_duck ); +} + +void IN_ReloadDown( void ) +{ + KeyDown( &in_reload ); +} + +void IN_ReloadUp( void ) +{ + KeyUp( &in_reload ); +} + +void IN_Alt1Down( void ) +{ + KeyDown( &in_alt1 ); +} + +void IN_Alt1Up( void ) +{ + KeyUp( &in_alt1 ); +} + +void IN_GraphDown( void ) +{ + KeyDown( &in_graph ); +} + +void IN_GraphUp( void ) +{ + KeyUp( &in_graph ); +} + +void IN_AttackDown( void ) { KeyDown( &in_attack ); gHUD.m_Spectator.HandleButtonsDown( IN_ATTACK ); } -void IN_AttackUp(void) +void IN_AttackUp( void ) { KeyUp( &in_attack ); in_cancel = 0; } // Special handling -void IN_Cancel(void) +void IN_Cancel( void ) { in_cancel = 1; } -void IN_Impulse (void) +void IN_Impulse( void ) { - in_impulse = atoi( gEngfuncs.Cmd_Argv(1) ); + in_impulse = atoi( gEngfuncs.Cmd_Argv( 1 ) ); } -void IN_ScoreDown(void) +void IN_ScoreDown( void ) { - KeyDown(&in_score); + KeyDown( &in_score ); } -void IN_ScoreUp(void) +void IN_ScoreUp( void ) { - KeyUp(&in_score); + KeyUp( &in_score ); } -void IN_MLookUp (void) +void IN_MLookUp( void ) { KeyUp( &in_mlook ); } @@ -536,36 +667,36 @@ Returns 0.25 if a key was pressed and released during the frame, 1.0 if held for the entire time =============== */ -float CL_KeyState (kbutton_t *key) +float CL_KeyState( kbutton_t *key ) { float val = 0.0; - int impulsedown, impulseup, down; - + int impulsedown, impulseup, down; + impulsedown = key->state & 2; - impulseup = key->state & 4; - down = key->state & 1; - - if ( impulsedown && !impulseup ) + impulseup = key->state & 4; + down = key->state & 1; + + if( impulsedown && !impulseup ) { // pressed and held this frame? val = down ? 0.5 : 0.0; } - if ( impulseup && !impulsedown ) + if( impulseup && !impulsedown ) { // released this frame? val = down ? 0.0 : 0.0; } - if ( !impulsedown && !impulseup ) + if( !impulsedown && !impulseup ) { // held the entire frame? val = down ? 1.0 : 0.0; } - if ( impulsedown && impulseup ) + if( impulsedown && impulseup ) { - if ( down ) + if( down ) { // released and re-pressed this frame val = 0.75; @@ -589,12 +720,12 @@ CL_AdjustAngles Moves the local angle positions ================ */ -void CL_AdjustAngles ( float frametime, float *viewangles ) +void CL_AdjustAngles( float frametime, float *viewangles ) { - float speed; - float up, down; - - if (in_speed.state & 1) + float speed; + float up, down; + + if( in_speed.state & 1 ) { speed = frametime * cl_anglespeedkey->value; } @@ -603,32 +734,33 @@ void CL_AdjustAngles ( float frametime, float *viewangles ) speed = frametime; } - if (!(in_strafe.state & 1)) + if( !( in_strafe.state & 1 ) ) { - viewangles[YAW] -= speed*cl_yawspeed->value*CL_KeyState (&in_right); - viewangles[YAW] += speed*cl_yawspeed->value*CL_KeyState (&in_left); - viewangles[YAW] = anglemod(viewangles[YAW]); + viewangles[YAW] -= speed * cl_yawspeed->value * CL_KeyState( &in_right ); + viewangles[YAW] += speed * cl_yawspeed->value * CL_KeyState( &in_left ); + viewangles[YAW] = anglemod( viewangles[YAW] ); } - if (in_klook.state & 1) - { - viewangles[PITCH] -= speed*cl_pitchspeed->value * CL_KeyState (&in_forward); - viewangles[PITCH] += speed*cl_pitchspeed->value * CL_KeyState (&in_back); - } - - up = CL_KeyState (&in_lookup); - down = CL_KeyState(&in_lookdown); - - viewangles[PITCH] -= speed*cl_pitchspeed->value * up; - viewangles[PITCH] += speed*cl_pitchspeed->value * down; - if (viewangles[PITCH] > cl_pitchdown->value) + if( in_klook.state & 1 ) + { + viewangles[PITCH] -= speed * cl_pitchspeed->value * CL_KeyState( &in_forward ); + viewangles[PITCH] += speed * cl_pitchspeed->value * CL_KeyState( &in_back ); + } + + up = CL_KeyState( &in_lookup ); + down = CL_KeyState( &in_lookdown ); + + viewangles[PITCH] -= speed * cl_pitchspeed->value * up; + viewangles[PITCH] += speed * cl_pitchspeed->value * down; + + if( viewangles[PITCH] > cl_pitchdown->value ) viewangles[PITCH] = cl_pitchdown->value; - if (viewangles[PITCH] < -cl_pitchup->value) + if( viewangles[PITCH] < -cl_pitchup->value ) viewangles[PITCH] = -cl_pitchup->value; - if (viewangles[ROLL] > 50) + if( viewangles[ROLL] > 50 ) viewangles[ROLL] = 50; - if (viewangles[ROLL] < -50) + if( viewangles[ROLL] < -50 ) viewangles[ROLL] = -50; } @@ -641,44 +773,44 @@ if active == 1 then we are 1) not playing back demos ( where our commands are ig 2 ) we have finished signing on to server ================ */ -void DLLEXPORT CL_CreateMove ( float frametime, struct usercmd_s *cmd, int active ) -{ +void DLLEXPORT CL_CreateMove( float frametime, struct usercmd_s *cmd, int active ) +{ float spd; vec3_t viewangles; static vec3_t oldangles; - if ( active ) + if( active ) { - //memset( viewangles, 0, sizeof( vec3_t ) ); - //viewangles[ 0 ] = viewangles[ 1 ] = viewangles[ 2 ] = 0.0; + //memset( viewangles, 0, sizeof(vec3_t) ); + //viewangles[0] = viewangles[1] = viewangles[2] = 0.0; gEngfuncs.GetViewAngles( (float *)viewangles ); - CL_AdjustAngles ( frametime, viewangles ); + CL_AdjustAngles( frametime, viewangles ); + + memset( cmd, 0, sizeof(*cmd) ); - memset (cmd, 0, sizeof(*cmd)); - gEngfuncs.SetViewAngles( (float *)viewangles ); - if ( in_strafe.state & 1 ) + if( in_strafe.state & 1 ) { - cmd->sidemove += cl_sidespeed->value * CL_KeyState (&in_right); - cmd->sidemove -= cl_sidespeed->value * CL_KeyState (&in_left); + cmd->sidemove += cl_sidespeed->value * CL_KeyState( &in_right ); + cmd->sidemove -= cl_sidespeed->value * CL_KeyState( &in_left ); } - cmd->sidemove += cl_sidespeed->value * CL_KeyState (&in_moveright); - cmd->sidemove -= cl_sidespeed->value * CL_KeyState (&in_moveleft); + cmd->sidemove += cl_sidespeed->value * CL_KeyState( &in_moveright ); + cmd->sidemove -= cl_sidespeed->value * CL_KeyState( &in_moveleft ); - cmd->upmove += cl_upspeed->value * CL_KeyState (&in_up); - cmd->upmove -= cl_upspeed->value * CL_KeyState (&in_down); + cmd->upmove += cl_upspeed->value * CL_KeyState( &in_up ); + cmd->upmove -= cl_upspeed->value * CL_KeyState( &in_down ); - if ( !(in_klook.state & 1 ) ) + if( !(in_klook.state & 1 ) ) { - cmd->forwardmove += cl_forwardspeed->value * CL_KeyState (&in_forward); - cmd->forwardmove -= cl_backspeed->value * CL_KeyState (&in_back); - } + cmd->forwardmove += cl_forwardspeed->value * CL_KeyState( &in_forward ); + cmd->forwardmove -= cl_backspeed->value * CL_KeyState( &in_back ); + } // adjust for speed key - if ( in_speed.state & 1 ) + if( in_speed.state & 1 ) { cmd->forwardmove *= cl_movespeedkey->value; cmd->sidemove *= cl_movespeedkey->value; @@ -687,12 +819,12 @@ void DLLEXPORT CL_CreateMove ( float frametime, struct usercmd_s *cmd, int activ // clip to maxspeed spd = gEngfuncs.GetClientMaxspeed(); - if ( spd != 0.0 ) + if( spd != 0.0 ) { // scale the 3 speeds so that the total velocity is not > cl.maxspeed - float fmov = sqrt( (cmd->forwardmove*cmd->forwardmove) + (cmd->sidemove*cmd->sidemove) + (cmd->upmove*cmd->upmove) ); + float fmov = sqrt( ( cmd->forwardmove * cmd->forwardmove ) + ( cmd->sidemove * cmd->sidemove ) + ( cmd->upmove * cmd->upmove ) ); - if ( fmov > spd ) + if( fmov > spd ) { float fratio = spd / fmov; cmd->forwardmove *= fratio; @@ -702,7 +834,7 @@ void DLLEXPORT CL_CreateMove ( float frametime, struct usercmd_s *cmd, int activ } // Allow mice and other controllers to add their inputs - IN_Move ( frametime, cmd ); + IN_Move( frametime, cmd ); } cmd->impulse = in_impulse; @@ -715,15 +847,14 @@ void DLLEXPORT CL_CreateMove ( float frametime, struct usercmd_s *cmd, int activ // cmd->buttons = CL_ButtonBits( 1 ); - // Using joystick? - if ( in_joystick->value ) + if( in_joystick->value ) { - if ( cmd->forwardmove > 0 ) + if( cmd->forwardmove > 0 ) { cmd->buttons |= IN_FORWARD; } - else if ( cmd->forwardmove < 0 ) + else if( cmd->forwardmove < 0 ) { cmd->buttons |= IN_BACK; } @@ -732,7 +863,7 @@ void DLLEXPORT CL_CreateMove ( float frametime, struct usercmd_s *cmd, int activ gEngfuncs.GetViewAngles( (float *)viewangles ); // Set current view angles. - if ( g_iAlive ) + if( g_iAlive ) { VectorCopy( viewangles, cmd->viewangles ); VectorCopy( viewangles, oldangles ); @@ -751,7 +882,7 @@ CL_IsDead Returns 1 if health is <= 0 ============ */ -int CL_IsDead( void ) +int CL_IsDead( void ) { return ( gHUD.m_Health.m_iHealth <= 0 ) ? 1 : 0; } @@ -768,92 +899,91 @@ int CL_ButtonBits( int bResetState ) { int bits = 0; - if ( in_attack.state & 3 ) + if( in_attack.state & 3 ) { - if(gHUD.m_MOTD.m_bShow) + if( gHUD.m_MOTD.m_bShow ) gHUD.m_MOTD.Reset(); else bits |= IN_ATTACK; } - - if (in_duck.state & 3) + if( in_duck.state & 3 ) { bits |= IN_DUCK; } - - if (in_jump.state & 3) + + if( in_jump.state & 3 ) { bits |= IN_JUMP; } - if ( in_forward.state & 3 ) + if( in_forward.state & 3 ) { bits |= IN_FORWARD; } - - if (in_back.state & 3) + + if( in_back.state & 3 ) { bits |= IN_BACK; } - if (in_use.state & 3) + if( in_use.state & 3 ) { bits |= IN_USE; } - if (in_cancel) + if( in_cancel ) { bits |= IN_CANCEL; } - if ( in_left.state & 3 ) + if( in_left.state & 3 ) { bits |= IN_LEFT; } - if (in_right.state & 3) + if( in_right.state & 3 ) { bits |= IN_RIGHT; } - - if ( in_moveleft.state & 3 ) + + if( in_moveleft.state & 3 ) { bits |= IN_MOVELEFT; } - if (in_moveright.state & 3) + if( in_moveright.state & 3 ) { bits |= IN_MOVERIGHT; } - if (in_attack2.state & 3) + if( in_attack2.state & 3 ) { bits |= IN_ATTACK2; } - if (in_reload.state & 3) + if( in_reload.state & 3 ) { bits |= IN_RELOAD; } - if (in_alt1.state & 3) + if( in_alt1.state & 3 ) { bits |= IN_ALT1; } - if ( in_score.state & 3 ) + if( in_score.state & 3 ) { bits |= IN_SCORE; } // Dead or in intermission? Shore scoreboard, too - if ( CL_IsDead() || gHUD.m_iIntermission ) + if( CL_IsDead() || gHUD.m_iIntermission ) { bits |= IN_SCORE; } - if ( bResetState ) + if( bResetState ) { in_attack.state &= ~2; in_duck.state &= ~2; @@ -885,10 +1015,10 @@ void CL_ResetButtonBits( int bits ) int bitsNew = CL_ButtonBits( 0 ) ^ bits; // Has the attack button been changed - if ( bitsNew & IN_ATTACK ) + if( bitsNew & IN_ATTACK ) { // Was it pressed? or let go? - if ( bits & IN_ATTACK ) + if( bits & IN_ATTACK ) { KeyDown( &in_attack ); } @@ -905,77 +1035,77 @@ void CL_ResetButtonBits( int bits ) InitInput ============ */ -void InitInput (void) +void InitInput( void ) { - gEngfuncs.pfnAddCommand ("+moveup",IN_UpDown); - gEngfuncs.pfnAddCommand ("-moveup",IN_UpUp); - gEngfuncs.pfnAddCommand ("+movedown",IN_DownDown); - gEngfuncs.pfnAddCommand ("-movedown",IN_DownUp); - gEngfuncs.pfnAddCommand ("+left",IN_LeftDown); - gEngfuncs.pfnAddCommand ("-left",IN_LeftUp); - gEngfuncs.pfnAddCommand ("+right",IN_RightDown); - gEngfuncs.pfnAddCommand ("-right",IN_RightUp); - gEngfuncs.pfnAddCommand ("+forward",IN_ForwardDown); - gEngfuncs.pfnAddCommand ("-forward",IN_ForwardUp); - gEngfuncs.pfnAddCommand ("+back",IN_BackDown); - gEngfuncs.pfnAddCommand ("-back",IN_BackUp); - gEngfuncs.pfnAddCommand ("+lookup", IN_LookupDown); - gEngfuncs.pfnAddCommand ("-lookup", IN_LookupUp); - gEngfuncs.pfnAddCommand ("+lookdown", IN_LookdownDown); - gEngfuncs.pfnAddCommand ("-lookdown", IN_LookdownUp); - gEngfuncs.pfnAddCommand ("+strafe", IN_StrafeDown); - gEngfuncs.pfnAddCommand ("-strafe", IN_StrafeUp); - gEngfuncs.pfnAddCommand ("+moveleft", IN_MoveleftDown); - gEngfuncs.pfnAddCommand ("-moveleft", IN_MoveleftUp); - gEngfuncs.pfnAddCommand ("+moveright", IN_MoverightDown); - gEngfuncs.pfnAddCommand ("-moveright", IN_MoverightUp); - gEngfuncs.pfnAddCommand ("+speed", IN_SpeedDown); - gEngfuncs.pfnAddCommand ("-speed", IN_SpeedUp); - gEngfuncs.pfnAddCommand ("+attack", IN_AttackDown); - gEngfuncs.pfnAddCommand ("-attack", IN_AttackUp); - gEngfuncs.pfnAddCommand ("+attack2", IN_Attack2Down); - gEngfuncs.pfnAddCommand ("-attack2", IN_Attack2Up); - gEngfuncs.pfnAddCommand ("+use", IN_UseDown); - gEngfuncs.pfnAddCommand ("-use", IN_UseUp); - gEngfuncs.pfnAddCommand ("+jump", IN_JumpDown); - gEngfuncs.pfnAddCommand ("-jump", IN_JumpUp); - gEngfuncs.pfnAddCommand ("impulse", IN_Impulse); - gEngfuncs.pfnAddCommand ("+klook", IN_KLookDown); - gEngfuncs.pfnAddCommand ("-klook", IN_KLookUp); - gEngfuncs.pfnAddCommand ("+mlook", IN_MLookDown); - gEngfuncs.pfnAddCommand ("-mlook", IN_MLookUp); - gEngfuncs.pfnAddCommand ("+jlook", IN_JLookDown); - gEngfuncs.pfnAddCommand ("-jlook", IN_JLookUp); - gEngfuncs.pfnAddCommand ("+duck", IN_DuckDown); - gEngfuncs.pfnAddCommand ("-duck", IN_DuckUp); - gEngfuncs.pfnAddCommand ("+reload", IN_ReloadDown); - gEngfuncs.pfnAddCommand ("-reload", IN_ReloadUp); - gEngfuncs.pfnAddCommand ("+alt1", IN_Alt1Down); - gEngfuncs.pfnAddCommand ("-alt1", IN_Alt1Up); - gEngfuncs.pfnAddCommand ("+graph", IN_GraphDown); - gEngfuncs.pfnAddCommand ("-graph", IN_GraphUp); - gEngfuncs.pfnAddCommand ("+break",IN_BreakDown); - gEngfuncs.pfnAddCommand ("-break",IN_BreakUp); + gEngfuncs.pfnAddCommand( "+moveup", IN_UpDown ); + gEngfuncs.pfnAddCommand( "-moveup", IN_UpUp ); + gEngfuncs.pfnAddCommand( "+movedown", IN_DownDown ); + gEngfuncs.pfnAddCommand( "-movedown", IN_DownUp ); + gEngfuncs.pfnAddCommand( "+left", IN_LeftDown ); + gEngfuncs.pfnAddCommand( "-left", IN_LeftUp ); + gEngfuncs.pfnAddCommand( "+right", IN_RightDown ); + gEngfuncs.pfnAddCommand( "-right", IN_RightUp ); + gEngfuncs.pfnAddCommand( "+forward", IN_ForwardDown ); + gEngfuncs.pfnAddCommand( "-forward", IN_ForwardUp ); + gEngfuncs.pfnAddCommand( "+back", IN_BackDown ); + gEngfuncs.pfnAddCommand( "-back", IN_BackUp ); + gEngfuncs.pfnAddCommand( "+lookup", IN_LookupDown ); + gEngfuncs.pfnAddCommand( "-lookup", IN_LookupUp ); + gEngfuncs.pfnAddCommand( "+lookdown", IN_LookdownDown ); + gEngfuncs.pfnAddCommand( "-lookdown", IN_LookdownUp ); + gEngfuncs.pfnAddCommand( "+strafe", IN_StrafeDown ); + gEngfuncs.pfnAddCommand( "-strafe", IN_StrafeUp ); + gEngfuncs.pfnAddCommand( "+moveleft", IN_MoveleftDown ); + gEngfuncs.pfnAddCommand( "-moveleft", IN_MoveleftUp ); + gEngfuncs.pfnAddCommand( "+moveright", IN_MoverightDown ); + gEngfuncs.pfnAddCommand( "-moveright", IN_MoverightUp ); + gEngfuncs.pfnAddCommand( "+speed", IN_SpeedDown ); + gEngfuncs.pfnAddCommand( "-speed", IN_SpeedUp ); + gEngfuncs.pfnAddCommand( "+attack", IN_AttackDown ); + gEngfuncs.pfnAddCommand( "-attack", IN_AttackUp ); + gEngfuncs.pfnAddCommand( "+attack2", IN_Attack2Down ); + gEngfuncs.pfnAddCommand( "-attack2", IN_Attack2Up ); + gEngfuncs.pfnAddCommand( "+use", IN_UseDown ); + gEngfuncs.pfnAddCommand( "-use", IN_UseUp ); + gEngfuncs.pfnAddCommand( "+jump", IN_JumpDown ); + gEngfuncs.pfnAddCommand( "-jump", IN_JumpUp ); + gEngfuncs.pfnAddCommand( "impulse", IN_Impulse ); + gEngfuncs.pfnAddCommand( "+klook", IN_KLookDown ); + gEngfuncs.pfnAddCommand( "-klook", IN_KLookUp ); + gEngfuncs.pfnAddCommand( "+mlook", IN_MLookDown ); + gEngfuncs.pfnAddCommand( "-mlook", IN_MLookUp ); + gEngfuncs.pfnAddCommand( "+jlook", IN_JLookDown ); + gEngfuncs.pfnAddCommand( "-jlook", IN_JLookUp ); + gEngfuncs.pfnAddCommand( "+duck", IN_DuckDown ); + gEngfuncs.pfnAddCommand( "-duck", IN_DuckUp ); + gEngfuncs.pfnAddCommand( "+reload", IN_ReloadDown ); + gEngfuncs.pfnAddCommand( "-reload", IN_ReloadUp ); + gEngfuncs.pfnAddCommand( "+alt1", IN_Alt1Down ); + gEngfuncs.pfnAddCommand( "-alt1", IN_Alt1Up ); + gEngfuncs.pfnAddCommand( "+graph", IN_GraphDown ); + gEngfuncs.pfnAddCommand( "-graph", IN_GraphUp ); + gEngfuncs.pfnAddCommand( "+break", IN_BreakDown ); + gEngfuncs.pfnAddCommand( "-break", IN_BreakUp ); - lookstrafe = gEngfuncs.pfnRegisterVariable ( "lookstrafe", "0", FCVAR_ARCHIVE ); - lookspring = gEngfuncs.pfnRegisterVariable ( "lookspring", "0", FCVAR_ARCHIVE ); - cl_anglespeedkey = gEngfuncs.pfnRegisterVariable ( "cl_anglespeedkey", "0.67", 0 ); - cl_yawspeed = gEngfuncs.pfnRegisterVariable ( "cl_yawspeed", "210", 0 ); - cl_pitchspeed = gEngfuncs.pfnRegisterVariable ( "cl_pitchspeed", "225", 0 ); - cl_upspeed = gEngfuncs.pfnRegisterVariable ( "cl_upspeed", "320", 0 ); - cl_forwardspeed = gEngfuncs.pfnRegisterVariable ( "cl_forwardspeed", "400", FCVAR_ARCHIVE ); - cl_backspeed = gEngfuncs.pfnRegisterVariable ( "cl_backspeed", "400", FCVAR_ARCHIVE ); - cl_sidespeed = gEngfuncs.pfnRegisterVariable ( "cl_sidespeed", "400", 0 ); - cl_movespeedkey = gEngfuncs.pfnRegisterVariable ( "cl_movespeedkey", "0.3", 0 ); - cl_pitchup = gEngfuncs.pfnRegisterVariable ( "cl_pitchup", "89", 0 ); - cl_pitchdown = gEngfuncs.pfnRegisterVariable ( "cl_pitchdown", "89", 0 ); + lookstrafe = gEngfuncs.pfnRegisterVariable( "lookstrafe", "0", FCVAR_ARCHIVE ); + lookspring = gEngfuncs.pfnRegisterVariable( "lookspring", "0", FCVAR_ARCHIVE ); + cl_anglespeedkey = gEngfuncs.pfnRegisterVariable( "cl_anglespeedkey", "0.67", 0 ); + cl_yawspeed = gEngfuncs.pfnRegisterVariable( "cl_yawspeed", "210", 0 ); + cl_pitchspeed = gEngfuncs.pfnRegisterVariable( "cl_pitchspeed", "225", 0 ); + cl_upspeed = gEngfuncs.pfnRegisterVariable( "cl_upspeed", "320", 0 ); + cl_forwardspeed = gEngfuncs.pfnRegisterVariable( "cl_forwardspeed", "400", FCVAR_ARCHIVE ); + cl_backspeed = gEngfuncs.pfnRegisterVariable( "cl_backspeed", "400", FCVAR_ARCHIVE ); + cl_sidespeed = gEngfuncs.pfnRegisterVariable( "cl_sidespeed", "400", 0 ); + cl_movespeedkey = gEngfuncs.pfnRegisterVariable( "cl_movespeedkey", "0.3", 0 ); + cl_pitchup = gEngfuncs.pfnRegisterVariable( "cl_pitchup", "89", 0 ); + cl_pitchdown = gEngfuncs.pfnRegisterVariable( "cl_pitchdown", "89", 0 ); - cl_vsmoothing = gEngfuncs.pfnRegisterVariable ( "cl_vsmoothing", "0.05", FCVAR_ARCHIVE ); + cl_vsmoothing = gEngfuncs.pfnRegisterVariable( "cl_vsmoothing", "0.05", FCVAR_ARCHIVE ); - m_pitch = gEngfuncs.pfnRegisterVariable ( "m_pitch","0.022", FCVAR_ARCHIVE ); - m_yaw = gEngfuncs.pfnRegisterVariable ( "m_yaw","0.022", FCVAR_ARCHIVE ); - m_forward = gEngfuncs.pfnRegisterVariable ( "m_forward","1", FCVAR_ARCHIVE ); - m_side = gEngfuncs.pfnRegisterVariable ( "m_side","0.8", FCVAR_ARCHIVE ); + m_pitch = gEngfuncs.pfnRegisterVariable( "m_pitch","0.022", FCVAR_ARCHIVE ); + m_yaw = gEngfuncs.pfnRegisterVariable( "m_yaw","0.022", FCVAR_ARCHIVE ); + m_forward = gEngfuncs.pfnRegisterVariable( "m_forward","1", FCVAR_ARCHIVE ); + m_side = gEngfuncs.pfnRegisterVariable( "m_side","0.8", FCVAR_ARCHIVE ); // Initialize third person camera controls. CAM_Init(); @@ -992,7 +1122,7 @@ void InitInput (void) ShutdownInput ============ */ -void ShutdownInput (void) +void ShutdownInput( void ) { IN_Shutdown(); KB_Shutdown(); diff --git a/cl_dll/input_xash3d.cpp b/cl_dll/input_xash3d.cpp index dd621d19..93a7eefb 100644 --- a/cl_dll/input_xash3d.cpp +++ b/cl_dll/input_xash3d.cpp @@ -91,47 +91,46 @@ void IN_ToggleButtons( float forwardmove, float sidemove ) } } - if ( forwardmove > 0.7 && !( moveflags & F )) + if( forwardmove > 0.7 && !( moveflags & F ) ) { moveflags |= F; in_forward.state |= BUTTON_DOWN; } - if ( forwardmove < 0.7 && ( moveflags & F )) + if( forwardmove < 0.7 && ( moveflags & F ) ) { moveflags &= ~F; in_forward.state &= ~BUTTON_DOWN; } - if ( forwardmove < -0.7 && !( moveflags & B )) + if( forwardmove < -0.7 && !( moveflags & B ) ) { moveflags |= B; in_back.state |= BUTTON_DOWN; } - if ( forwardmove > -0.7 && ( moveflags & B )) + if( forwardmove > -0.7 && ( moveflags & B ) ) { moveflags &= ~B; in_back.state &= ~BUTTON_DOWN; } - if ( sidemove > 0.9 && !( moveflags & R )) + if( sidemove > 0.9 && !( moveflags & R ) ) { moveflags |= R; in_moveright.state |= BUTTON_DOWN; } - if ( sidemove < 0.9 && ( moveflags & R )) + if( sidemove < 0.9 && ( moveflags & R ) ) { moveflags &= ~R; in_moveright.state &= ~BUTTON_DOWN; } - if ( sidemove < -0.9 && !( moveflags & L )) + if( sidemove < -0.9 && !( moveflags & L ) ) { moveflags |= L; in_moveleft.state |= BUTTON_DOWN; } - if ( sidemove > -0.9 && ( moveflags & L )) + if( sidemove > -0.9 && ( moveflags & L ) ) { moveflags &= ~L; in_moveleft.state &= ~BUTTON_DOWN; } - } void IN_ClientMoveEvent( float forwardmove, float sidemove ) @@ -148,15 +147,17 @@ void IN_ClientLookEvent( float relyaw, float relpitch ) rel_yaw += relyaw; rel_pitch += relpitch; } + // Rotate camera and add move values to usercmd void IN_Move( float frametime, usercmd_t *cmd ) { Vector viewangles; gEngfuncs.GetViewAngles( viewangles ); bool fLadder = false; - if( cl_laddermode->value !=2 ) fLadder = gEngfuncs.GetLocalPlayer()->curstate.movetype == MOVETYPE_FLY; - //if(ac_forwardmove || ac_sidemove) - //gEngfuncs.Con_Printf("Move: %f %f %f %f\n", ac_forwardmove, ac_sidemove, rel_pitch, rel_yaw); + if( cl_laddermode->value != 2 ) + fLadder = gEngfuncs.GetLocalPlayer()->curstate.movetype == MOVETYPE_FLY; + //if( ac_forwardmove || ac_sidemove ) + //gEngfuncs.Con_Printf( "Move: %f %f %f %f\n", ac_forwardmove, ac_sidemove, rel_pitch, rel_yaw ); #if 0 if( in_mlook.state & 1 ) { @@ -183,30 +184,31 @@ void IN_Move( float frametime, usercmd_t *cmd ) viewangles[YAW] -= ac_sidemove * 5; ac_sidemove = 0; } - if(gHUD.m_MOTD.m_bShow) + if( gHUD.m_MOTD.m_bShow ) gHUD.m_MOTD.scroll += rel_pitch; else viewangles[PITCH] += rel_pitch; - if (viewangles[PITCH] > cl_pitchdown->value) + if( viewangles[PITCH] > cl_pitchdown->value ) viewangles[PITCH] = cl_pitchdown->value; - if (viewangles[PITCH] < -cl_pitchup->value) + if( viewangles[PITCH] < -cl_pitchup->value ) viewangles[PITCH] = -cl_pitchup->value; } float rgfl[3]; viewangles.CopyToArray( rgfl ); gEngfuncs.SetViewAngles( rgfl ); - + if( ac_movecount ) { IN_ToggleButtons( ac_forwardmove / ac_movecount, ac_sidemove / ac_movecount ); - if( ac_forwardmove ) cmd->forwardmove = ac_forwardmove * cl_forwardspeed->value / ac_movecount; - if( ac_sidemove ) cmd->sidemove = ac_sidemove * cl_sidespeed->value / ac_movecount; - if (in_speed.state & 1) + if( ac_forwardmove ) + cmd->forwardmove = ac_forwardmove * cl_forwardspeed->value / ac_movecount; + if( ac_sidemove ) + cmd->sidemove = ac_sidemove * cl_sidespeed->value / ac_movecount; + if(in_speed.state & 1) { cmd->forwardmove *= cl_movespeedkey->value; cmd->sidemove *= cl_movespeedkey->value; } - } ac_sidemove = ac_forwardmove = rel_pitch = rel_yaw = 0; @@ -219,55 +221,56 @@ extern "C" void DLLEXPORT IN_MouseEvent( int mstate ) // perform button actions for( int i = 0; i < 5; i++ ) { - if(( mstate & (1 << i)) && !( mouse_oldbuttonstate & (1 << i))) + if( ( mstate & ( 1 << i ) ) && !( mouse_oldbuttonstate & ( 1 << i ) ) ) { gEngfuncs.Key_Event( K_MOUSE1 + i, 1 ); } - if( !( mstate & (1 << i)) && ( mouse_oldbuttonstate & (1 << i))) + if( !( mstate & ( 1 << i ) ) && ( mouse_oldbuttonstate & ( 1 << i ) ) ) { gEngfuncs.Key_Event( K_MOUSE1 + i, 0 ); } } - + mouse_oldbuttonstate = mstate; } // Stubs -extern "C" void DLLEXPORT IN_ClearStates ( void ) +extern "C" void DLLEXPORT IN_ClearStates( void ) { - //gEngfuncs.Con_Printf("IN_ClearStates\n"); + //gEngfuncs.Con_Printf( "IN_ClearStates\n" ); } -extern "C" void DLLEXPORT IN_ActivateMouse ( void ) +extern "C" void DLLEXPORT IN_ActivateMouse( void ) { - //gEngfuncs.Con_Printf("IN_ActivateMouse\n"); + //gEngfuncs.Con_Printf( "IN_ActivateMouse\n" ); } -extern "C" void DLLEXPORT IN_DeactivateMouse ( void ) +extern "C" void DLLEXPORT IN_DeactivateMouse( void ) { - //gEngfuncs.Con_Printf("IN_DeactivateMouse\n"); + //gEngfuncs.Con_Printf( "IN_DeactivateMouse\n" ); } -extern "C" void DLLEXPORT IN_Accumulate ( void ) +extern "C" void DLLEXPORT IN_Accumulate( void ) { - //gEngfuncs.Con_Printf("IN_Accumulate\n"); + //gEngfuncs.Con_Printf( "IN_Accumulate\n" ); } -void IN_Commands ( void ) +void IN_Commands( void ) { - //gEngfuncs.Con_Printf("IN_Commands\n"); + //gEngfuncs.Con_Printf( "IN_Commands\n" ); } -void IN_Shutdown ( void ) +void IN_Shutdown( void ) { } + // Register cvars and reset data void IN_Init( void ) { - sensitivity = gEngfuncs.pfnRegisterVariable ( "sensitivity", "3", FCVAR_ARCHIVE ); - in_joystick = gEngfuncs.pfnRegisterVariable ( "joystick", "0", FCVAR_ARCHIVE ); - cl_laddermode = gEngfuncs.pfnRegisterVariable ( "cl_laddermode", "2", FCVAR_ARCHIVE ); + sensitivity = gEngfuncs.pfnRegisterVariable( "sensitivity", "3", FCVAR_ARCHIVE ); + in_joystick = gEngfuncs.pfnRegisterVariable( "joystick", "0", FCVAR_ARCHIVE ); + cl_laddermode = gEngfuncs.pfnRegisterVariable( "cl_laddermode", "2", FCVAR_ARCHIVE ); ac_forwardmove = ac_sidemove = rel_yaw = rel_pitch = 0; } diff --git a/cl_dll/inputw32.cpp b/cl_dll/inputw32.cpp index 33144a8b..5c8210fa 100644 --- a/cl_dll/inputw32.cpp +++ b/cl_dll/inputw32.cpp @@ -24,30 +24,30 @@ #define MOUSE_BUTTON_COUNT 5 // Set this to 1 to show mouse cursor. Experimental -int g_iVisibleMouse = 0; +int g_iVisibleMouse = 0; extern "C" { void DLLEXPORT IN_ActivateMouse( void ); void DLLEXPORT IN_DeactivateMouse( void ); - void DLLEXPORT IN_MouseEvent (int mstate); - void DLLEXPORT IN_Accumulate (void); - void DLLEXPORT IN_ClearStates (void); + void DLLEXPORT IN_MouseEvent( int mstate ); + void DLLEXPORT IN_Accumulate( void ); + void DLLEXPORT IN_ClearStates( void ); } extern cl_enginefunc_t gEngfuncs; extern int iMouseInUse; -extern kbutton_t in_strafe; -extern kbutton_t in_mlook; -extern kbutton_t in_speed; -extern kbutton_t in_jlook; +extern kbutton_t in_strafe; +extern kbutton_t in_mlook; +extern kbutton_t in_speed; +extern kbutton_t in_jlook; -extern cvar_t *m_pitch; -extern cvar_t *m_yaw; -extern cvar_t *m_forward; -extern cvar_t *m_side; +extern cvar_t *m_pitch; +extern cvar_t *m_yaw; +extern cvar_t *m_forward; +extern cvar_t *m_side; extern cvar_t *lookstrafe; extern cvar_t *lookspring; @@ -60,26 +60,26 @@ extern cvar_t *cl_pitchspeed; extern cvar_t *cl_movespeedkey; // mouse variables -cvar_t *m_filter; -cvar_t *sensitivity; +cvar_t *m_filter; +cvar_t *sensitivity; -int mouse_buttons; -int mouse_oldbuttonstate; -POINT current_pos; -int mouse_x, mouse_y, old_mouse_x, old_mouse_y, mx_accum, my_accum; +int mouse_buttons; +int mouse_oldbuttonstate; +POINT current_pos; +int mouse_x, mouse_y, old_mouse_x, old_mouse_y, mx_accum, my_accum; -static int restore_spi; -static int originalmouseparms[3], newmouseparms[3] = {0, 0, 1}; -static int mouseactive; -int mouseinitialized; -static int mouseparmsvalid; -static int mouseshowtoggle = 1; +static int restore_spi; +static int originalmouseparms[3], newmouseparms[3] = {0, 0, 1}; +static int mouseactive; +int mouseinitialized; +static int mouseparmsvalid; +static int mouseshowtoggle = 1; // joystick defines and variables // where should defines be moved? #define JOY_ABSOLUTE_AXIS 0x00000000 // control like a joystick #define JOY_RELATIVE_AXIS 0x00000010 // control like a mouse, spinner, trackball -#define JOY_MAX_AXES 6 // X, Y, Z, R, U, V +#define JOY_MAX_AXES 6 // X, Y, Z, R, U, V #define JOY_AXIS_X 0 #define JOY_AXIS_Y 1 #define JOY_AXIS_Z 2 @@ -106,57 +106,57 @@ DWORD dwAxisFlags[JOY_MAX_AXES] = JOY_RETURNV }; -DWORD dwAxisMap[ JOY_MAX_AXES ]; -DWORD dwControlMap[ JOY_MAX_AXES ]; -PDWORD pdwRawValue[ JOY_MAX_AXES ]; +DWORD dwAxisMap[JOY_MAX_AXES]; +DWORD dwControlMap[JOY_MAX_AXES]; +PDWORD pdwRawValue[JOY_MAX_AXES]; // none of these cvars are saved over a session // this means that advanced controller configuration needs to be executed // each time. this avoids any problems with getting back to a default usage // or when changing from one controller to another. this way at least something // works. -cvar_t *in_joystick; -cvar_t *joy_name; -cvar_t *joy_advanced; -cvar_t *joy_advaxisx; -cvar_t *joy_advaxisy; -cvar_t *joy_advaxisz; -cvar_t *joy_advaxisr; -cvar_t *joy_advaxisu; -cvar_t *joy_advaxisv; -cvar_t *joy_forwardthreshold; -cvar_t *joy_sidethreshold; -cvar_t *joy_pitchthreshold; -cvar_t *joy_yawthreshold; -cvar_t *joy_forwardsensitivity; -cvar_t *joy_sidesensitivity; -cvar_t *joy_pitchsensitivity; -cvar_t *joy_yawsensitivity; -cvar_t *joy_wwhack1; -cvar_t *joy_wwhack2; +cvar_t *in_joystick; +cvar_t *joy_name; +cvar_t *joy_advanced; +cvar_t *joy_advaxisx; +cvar_t *joy_advaxisy; +cvar_t *joy_advaxisz; +cvar_t *joy_advaxisr; +cvar_t *joy_advaxisu; +cvar_t *joy_advaxisv; +cvar_t *joy_forwardthreshold; +cvar_t *joy_sidethreshold; +cvar_t *joy_pitchthreshold; +cvar_t *joy_yawthreshold; +cvar_t *joy_forwardsensitivity; +cvar_t *joy_sidesensitivity; +cvar_t *joy_pitchsensitivity; +cvar_t *joy_yawsensitivity; +cvar_t *joy_wwhack1; +cvar_t *joy_wwhack2; -int joy_avail, joy_advancedinit, joy_haspov; -DWORD joy_oldbuttonstate, joy_oldpovstate; +int joy_avail, joy_advancedinit, joy_haspov; +DWORD joy_oldbuttonstate, joy_oldpovstate; -int joy_id; -DWORD joy_flags; -DWORD joy_numbuttons; +int joy_id; +DWORD joy_flags; +DWORD joy_numbuttons; -static JOYINFOEX ji; +static JOYINFOEX ji; /* =========== Force_CenterView_f =========== */ -void Force_CenterView_f (void) +void Force_CenterView_f( void ) { vec3_t viewangles; - if (!iMouseInUse) + if( !iMouseInUse ) { gEngfuncs.GetViewAngles( (float *)viewangles ); - viewangles[PITCH] = 0; + viewangles[PITCH] = 0; gEngfuncs.SetViewAngles( (float *)viewangles ); } } @@ -166,12 +166,12 @@ void Force_CenterView_f (void) IN_ActivateMouse =========== */ -void DLLEXPORT IN_ActivateMouse (void) +void DLLEXPORT IN_ActivateMouse( void ) { - if (mouseinitialized) + if( mouseinitialized ) { - if (mouseparmsvalid) - restore_spi = SystemParametersInfo (SPI_SETMOUSE, 0, newmouseparms, 0); + if( mouseparmsvalid ) + restore_spi = SystemParametersInfo( SPI_SETMOUSE, 0, newmouseparms, 0 ); mouseactive = 1; } } @@ -181,13 +181,12 @@ void DLLEXPORT IN_ActivateMouse (void) IN_DeactivateMouse =========== */ -void DLLEXPORT IN_DeactivateMouse (void) +void DLLEXPORT IN_DeactivateMouse( void ) { - if (mouseinitialized) + if( mouseinitialized ) { - if (restore_spi) - SystemParametersInfo (SPI_SETMOUSE, 0, originalmouseparms, 0); - + if( restore_spi ) + SystemParametersInfo( SPI_SETMOUSE, 0, originalmouseparms, 0 ); mouseactive = 0; } } @@ -197,26 +196,26 @@ void DLLEXPORT IN_DeactivateMouse (void) IN_StartupMouse =========== */ -void IN_StartupMouse (void) +void IN_StartupMouse( void ) { - if ( gEngfuncs.CheckParm ("-nomouse", NULL ) ) - return; + if( gEngfuncs.CheckParm( "-nomouse", NULL ) ) + return; mouseinitialized = 1; - mouseparmsvalid = SystemParametersInfo (SPI_GETMOUSE, 0, originalmouseparms, 0); + mouseparmsvalid = SystemParametersInfo( SPI_GETMOUSE, 0, originalmouseparms, 0 ); - if (mouseparmsvalid) + if( mouseparmsvalid ) { - if ( gEngfuncs.CheckParm ("-noforcemspd", NULL ) ) + if( gEngfuncs.CheckParm( "-noforcemspd", NULL ) ) newmouseparms[2] = originalmouseparms[2]; - if ( gEngfuncs.CheckParm ("-noforcemaccel", NULL ) ) + if( gEngfuncs.CheckParm( "-noforcemaccel", NULL ) ) { newmouseparms[0] = originalmouseparms[0]; newmouseparms[1] = originalmouseparms[1]; } - if ( gEngfuncs.CheckParm ("-noforcemparms", NULL ) ) + if( gEngfuncs.CheckParm( "-noforcemparms", NULL ) ) { newmouseparms[0] = originalmouseparms[0]; newmouseparms[1] = originalmouseparms[1]; @@ -232,7 +231,7 @@ void IN_StartupMouse (void) IN_Shutdown =========== */ -void IN_Shutdown (void) +void IN_Shutdown( void ) { IN_DeactivateMouse (); } @@ -258,7 +257,7 @@ FIXME: Call through to engine? */ void IN_ResetMouse( void ) { - SetCursorPos ( gEngfuncs.GetWindowCenterX(), gEngfuncs.GetWindowCenterY() ); + SetCursorPos ( gEngfuncs.GetWindowCenterX(), gEngfuncs.GetWindowCenterY() ); } /* @@ -266,29 +265,29 @@ void IN_ResetMouse( void ) IN_MouseEvent =========== */ -void DLLEXPORT IN_MouseEvent (int mstate) +void DLLEXPORT IN_MouseEvent( int mstate ) { - int i; + int i; - if ( iMouseInUse || g_iVisibleMouse ) + if( iMouseInUse || g_iVisibleMouse ) return; // perform button actions - for (i=0 ; ivalue) + if( m_filter->value ) { - mouse_x = (mx + old_mouse_x) * 0.5; - mouse_y = (my + old_mouse_y) * 0.5; + mouse_x = ( mx + old_mouse_x ) * 0.5; + mouse_y = ( my + old_mouse_y ) * 0.5; } else { @@ -330,7 +329,7 @@ void IN_MouseMove ( float frametime, usercmd_t *cmd) old_mouse_x = mx; old_mouse_y = my; - if ( gHUD.GetSensitivity() != 0 ) + if( gHUD.GetSensitivity() != 0 ) { mouse_x *= gHUD.GetSensitivity(); mouse_y *= gHUD.GetSensitivity(); @@ -342,22 +341,22 @@ void IN_MouseMove ( float frametime, usercmd_t *cmd) } // add mouse X/Y movement to cmd - if ( (in_strafe.state & 1) || (lookstrafe->value && (in_mlook.state & 1) )) + if( ( in_strafe.state & 1 ) || ( lookstrafe->value && ( in_mlook.state & 1 ) ) ) cmd->sidemove += m_side->value * mouse_x; else viewangles[YAW] -= m_yaw->value * mouse_x; - if ( (in_mlook.state & 1) && !(in_strafe.state & 1)) + if( ( in_mlook.state & 1 ) && !( in_strafe.state & 1 ) ) { viewangles[PITCH] += m_pitch->value * mouse_y; - if (viewangles[PITCH] > cl_pitchdown->value) + if( viewangles[PITCH] > cl_pitchdown->value ) viewangles[PITCH] = cl_pitchdown->value; - if (viewangles[PITCH] < -cl_pitchup->value) + if( viewangles[PITCH] < -cl_pitchup->value ) viewangles[PITCH] = -cl_pitchup->value; } else { - if ((in_strafe.state & 1) && gEngfuncs.IsNoClipping() ) + if( ( in_strafe.state & 1 ) && gEngfuncs.IsNoClipping() ) { cmd->upmove -= m_forward->value * mouse_y; } @@ -368,7 +367,7 @@ void IN_MouseMove ( float frametime, usercmd_t *cmd) } // if the mouse has moved, force it to the center, so there's room to move - if ( mx || my ) + if( mx || my ) { IN_ResetMouse(); } @@ -394,14 +393,14 @@ void IN_MouseMove ( float frametime, usercmd_t *cmd) IN_Accumulate =========== */ -void DLLEXPORT IN_Accumulate (void) +void DLLEXPORT IN_Accumulate( void ) { //only accumulate mouse if we are not moving the camera with the mouse - if ( !iMouseInUse && !g_iVisibleMouse ) + if( !iMouseInUse && !g_iVisibleMouse ) { - if (mouseactive) - { - GetCursorPos (¤t_pos); + if( mouseactive ) + { + GetCursorPos( ¤t_pos ); mx_accum += current_pos.x - gEngfuncs.GetWindowCenterX(); my_accum += current_pos.y - gEngfuncs.GetWindowCenterY(); @@ -410,7 +409,6 @@ void DLLEXPORT IN_Accumulate (void) IN_ResetMouse(); } } - } /* @@ -418,9 +416,9 @@ void DLLEXPORT IN_Accumulate (void) IN_ClearStates =================== */ -void DLLEXPORT IN_ClearStates (void) +void DLLEXPORT IN_ClearStates( void ) { - if ( !mouseactive ) + if( !mouseactive ) return; mx_accum = 0; @@ -433,50 +431,50 @@ void DLLEXPORT IN_ClearStates (void) IN_StartupJoystick =============== */ -void IN_StartupJoystick (void) +void IN_StartupJoystick( void ) { - int numdevs; - JOYCAPS jc; - MMRESULT mmr; - - // assume no joystick + int numdevs; + JOYCAPS jc; + MMRESULT mmr; + + // assume no joystick joy_avail = 0; // abort startup if user requests no joystick - if ( gEngfuncs.CheckParm ("-nojoy", NULL ) ) - return; - + if( gEngfuncs.CheckParm( "-nojoy", NULL ) ) + return; + // verify joystick driver is present - if ((numdevs = joyGetNumDevs ()) == 0) + if( ( numdevs = joyGetNumDevs() ) == 0 ) { - gEngfuncs.Con_DPrintf ("joystick not found -- driver not present\n\n"); + gEngfuncs.Con_DPrintf( "joystick not found -- driver not present\n\n" ); return; } // cycle through the joystick ids for the first valid one - for (joy_id=0 ; joy_idvalue == 0.0) + if( joy_advanced->value == 0.0 ) { // default joystick initialization // 2 axes only with joystick control @@ -554,134 +549,130 @@ void Joy_AdvancedUpdate_f (void) } else { - if ( strcmp ( joy_name->string, "joystick") != 0 ) + if( strcmp( joy_name->string, "joystick" ) != 0 ) { // notify user of advanced controller - gEngfuncs.Con_Printf ("\n%s configured\n\n", joy_name->string); + gEngfuncs.Con_Printf( "\n%s configured\n\n", joy_name->string ); } // advanced initialization here // data supplied by user via joy_axisn cvars - dwTemp = (DWORD) joy_advaxisx->value; + dwTemp = (DWORD)joy_advaxisx->value; dwAxisMap[JOY_AXIS_X] = dwTemp & 0x0000000f; dwControlMap[JOY_AXIS_X] = dwTemp & JOY_RELATIVE_AXIS; - dwTemp = (DWORD) joy_advaxisy->value; + dwTemp = (DWORD)joy_advaxisy->value; dwAxisMap[JOY_AXIS_Y] = dwTemp & 0x0000000f; dwControlMap[JOY_AXIS_Y] = dwTemp & JOY_RELATIVE_AXIS; - dwTemp = (DWORD) joy_advaxisz->value; + dwTemp = (DWORD)joy_advaxisz->value; dwAxisMap[JOY_AXIS_Z] = dwTemp & 0x0000000f; dwControlMap[JOY_AXIS_Z] = dwTemp & JOY_RELATIVE_AXIS; - dwTemp = (DWORD) joy_advaxisr->value; + dwTemp = (DWORD)joy_advaxisr->value; dwAxisMap[JOY_AXIS_R] = dwTemp & 0x0000000f; dwControlMap[JOY_AXIS_R] = dwTemp & JOY_RELATIVE_AXIS; - dwTemp = (DWORD) joy_advaxisu->value; + dwTemp = (DWORD)joy_advaxisu->value; dwAxisMap[JOY_AXIS_U] = dwTemp & 0x0000000f; dwControlMap[JOY_AXIS_U] = dwTemp & JOY_RELATIVE_AXIS; - dwTemp = (DWORD) joy_advaxisv->value; + dwTemp = (DWORD)joy_advaxisv->value; dwAxisMap[JOY_AXIS_V] = dwTemp & 0x0000000f; dwControlMap[JOY_AXIS_V] = dwTemp & JOY_RELATIVE_AXIS; } // compute the axes to collect from DirectInput joy_flags = JOY_RETURNCENTERED | JOY_RETURNBUTTONS | JOY_RETURNPOV; - for (i = 0; i < JOY_MAX_AXES; i++) + for( i = 0; i < JOY_MAX_AXES; i++ ) { - if (dwAxisMap[i] != AxisNada) + if( dwAxisMap[i] != AxisNada ) { joy_flags |= dwAxisFlags[i]; } } } - /* =========== IN_Commands =========== */ -void IN_Commands (void) +void IN_Commands( void ) { - int i, key_index; - DWORD buttonstate, povstate; + int i, key_index; + DWORD buttonstate, povstate; - if (!joy_avail) + if( !joy_avail ) { return; } - // loop through the joystick buttons // key a joystick event or auxillary event for higher number buttons for each state change buttonstate = ji.dwButtons; - for (i=0 ; i < (int)joy_numbuttons ; i++) + for( i = 0; i < (int)joy_numbuttons; i++ ) { - if ( (buttonstate & (1<value != 0.0) + if( joy_wwhack1->value != 0.0 ) { ji.dwUpos += 100; } @@ -692,28 +683,26 @@ int IN_ReadJoystick (void) // read error occurred // turning off the joystick seems too harsh for 1 read error,\ // but what should be done? - // Con_Printf ("IN_ReadJoystick: no response\n"); + // Con_Printf( "IN_ReadJoystick: no response\n" ); // joy_avail = 0; return 0; } } - /* =========== IN_JoyMove =========== */ -void IN_JoyMove ( float frametime, usercmd_t *cmd ) +void IN_JoyMove( float frametime, usercmd_t *cmd ) { - float speed, aspeed; - float fAxisValue, fTemp; - int i; + float speed, aspeed; + float fAxisValue, fTemp; + int i; vec3_t viewangles; gEngfuncs.GetViewAngles( (float *)viewangles ); - // complete initialization if first time in // this is needed as cvars are not available at initialization time if( joy_advancedinit != 1 ) @@ -723,18 +712,18 @@ void IN_JoyMove ( float frametime, usercmd_t *cmd ) } // verify joystick is available and that the user wants to use it - if (!joy_avail || !in_joystick->value) + if( !joy_avail || !in_joystick->value ) { return; } - + // collect the joystick data, if possible - if (IN_ReadJoystick () != 1) + if( IN_ReadJoystick () != 1 ) { return; } - if (in_speed.state & 1) + if( in_speed.state & 1 ) speed = cl_movespeedkey->value; else speed = 1; @@ -742,126 +731,121 @@ void IN_JoyMove ( float frametime, usercmd_t *cmd ) aspeed = speed * frametime; // loop through the axes - for (i = 0; i < JOY_MAX_AXES; i++) + for( i = 0; i < JOY_MAX_AXES; i++ ) { // get the floating point zero-centered, potentially-inverted data for the current axis fAxisValue = (float) *pdwRawValue[i]; // move centerpoint to zero fAxisValue -= 32768.0; - if (joy_wwhack2->value != 0.0) + if( joy_wwhack2->value != 0.0 ) { - if (dwAxisMap[i] == AxisTurn) + if( dwAxisMap[i] == AxisTurn ) { // this is a special formula for the Logitech WingMan Warrior // y=ax^b; where a = 300 and b = 1.3 // also x values are in increments of 800 (so this is factored out) // then bounds check result to level out excessively high spin rates - fTemp = 300.0 * pow(abs(fAxisValue) / 800.0, 1.3); - if (fTemp > 14000.0) + fTemp = 300.0 * pow( abs( fAxisValue ) / 800.0, 1.3 ); + if( fTemp > 14000.0 ) fTemp = 14000.0; // restore direction information - fAxisValue = (fAxisValue > 0.0) ? fTemp : -fTemp; + fAxisValue = ( fAxisValue > 0.0 ) ? fTemp : -fTemp; } } - // convert range from -32768..32767 to -1..1 + // convert range from -32768..32767 to -1..1 fAxisValue /= 32768.0; - switch (dwAxisMap[i]) + switch( dwAxisMap[i] ) { case AxisForward: - if ((joy_advanced->value == 0.0) && (in_jlook.state & 1)) + if( ( joy_advanced->value == 0.0 ) && ( in_jlook.state & 1 ) ) { // user wants forward control to become look control - if (fabs(fAxisValue) > joy_pitchthreshold->value) - { + if( fabs( fAxisValue ) > joy_pitchthreshold->value ) + { // if mouse invert is on, invert the joystick pitch value // only absolute control support here (joy_advanced is 0) - if (m_pitch->value < 0.0) + if( m_pitch->value < 0.0 ) { - viewangles[PITCH] -= (fAxisValue * joy_pitchsensitivity->value) * aspeed * cl_pitchspeed->value; + viewangles[PITCH] -= ( fAxisValue * joy_pitchsensitivity->value ) * aspeed * cl_pitchspeed->value; } else { - viewangles[PITCH] += (fAxisValue * joy_pitchsensitivity->value) * aspeed * cl_pitchspeed->value; + viewangles[PITCH] += ( fAxisValue * joy_pitchsensitivity->value ) * aspeed * cl_pitchspeed->value; } } } else { // user wants forward control to be forward control - if (fabs(fAxisValue) > joy_forwardthreshold->value) + if( fabs( fAxisValue ) > joy_forwardthreshold->value ) { - cmd->forwardmove += (fAxisValue * joy_forwardsensitivity->value) * speed * cl_forwardspeed->value; + cmd->forwardmove += ( fAxisValue * joy_forwardsensitivity->value ) * speed * cl_forwardspeed->value; } } break; - case AxisSide: - if (fabs(fAxisValue) > joy_sidethreshold->value) + if( fabs( fAxisValue ) > joy_sidethreshold->value ) { - cmd->sidemove += (fAxisValue * joy_sidesensitivity->value) * speed * cl_sidespeed->value; + cmd->sidemove += ( fAxisValue * joy_sidesensitivity->value ) * speed * cl_sidespeed->value; } break; - case AxisTurn: - if ((in_strafe.state & 1) || (lookstrafe->value && (in_jlook.state & 1))) + if( ( in_strafe.state & 1 ) || ( lookstrafe->value && ( in_jlook.state & 1 ) ) ) { // user wants turn control to become side control - if (fabs(fAxisValue) > joy_sidethreshold->value) + if( fabs( fAxisValue ) > joy_sidethreshold->value ) { - cmd->sidemove -= (fAxisValue * joy_sidesensitivity->value) * speed * cl_sidespeed->value; + cmd->sidemove -= ( fAxisValue * joy_sidesensitivity->value ) * speed * cl_sidespeed->value; } } else { // user wants turn control to be turn control - if (fabs(fAxisValue) > joy_yawthreshold->value) + if( fabs( fAxisValue ) > joy_yawthreshold->value ) { - if(dwControlMap[i] == JOY_ABSOLUTE_AXIS) + if( dwControlMap[i] == JOY_ABSOLUTE_AXIS ) { - viewangles[YAW] += (fAxisValue * joy_yawsensitivity->value) * aspeed * cl_yawspeed->value; + viewangles[YAW] += ( fAxisValue * joy_yawsensitivity->value ) * aspeed * cl_yawspeed->value; } else { - viewangles[YAW] += (fAxisValue * joy_yawsensitivity->value) * speed * 180.0; + viewangles[YAW] += ( fAxisValue * joy_yawsensitivity->value ) * speed * 180.0; } } } break; - case AxisLook: - if (in_jlook.state & 1) + if( in_jlook.state & 1 ) { - if (fabs(fAxisValue) > joy_pitchthreshold->value) + if( fabs( fAxisValue ) > joy_pitchthreshold->value ) { // pitch movement detected and pitch movement desired by user - if(dwControlMap[i] == JOY_ABSOLUTE_AXIS) + if( dwControlMap[i] == JOY_ABSOLUTE_AXIS ) { - viewangles[PITCH] += (fAxisValue * joy_pitchsensitivity->value) * aspeed * cl_pitchspeed->value; + viewangles[PITCH] += ( fAxisValue * joy_pitchsensitivity->value ) * aspeed * cl_pitchspeed->value; } else { - viewangles[PITCH] += (fAxisValue * joy_pitchsensitivity->value) * speed * 180.0; + viewangles[PITCH] += ( fAxisValue * joy_pitchsensitivity->value ) * speed * 180.0; } } } break; - default: break; } } // bounds check pitch - if (viewangles[PITCH] > cl_pitchdown->value) + if( viewangles[PITCH] > cl_pitchdown->value ) viewangles[PITCH] = cl_pitchdown->value; - if (viewangles[PITCH] < -cl_pitchup->value) + if( viewangles[PITCH] < -cl_pitchup->value ) viewangles[PITCH] = -cl_pitchup->value; gEngfuncs.SetViewAngles( (float *)viewangles ); - } /* @@ -869,14 +853,14 @@ void IN_JoyMove ( float frametime, usercmd_t *cmd ) IN_Move =========== */ -void IN_Move ( float frametime, usercmd_t *cmd) +void IN_Move( float frametime, usercmd_t *cmd ) { - if ( !iMouseInUse && mouseactive ) + if( !iMouseInUse && mouseactive ) { - IN_MouseMove ( frametime, cmd); + IN_MouseMove( frametime, cmd ); } - IN_JoyMove ( frametime, cmd); + IN_JoyMove( frametime, cmd ); } /* @@ -884,30 +868,30 @@ void IN_Move ( float frametime, usercmd_t *cmd) IN_Init =========== */ -void IN_Init (void) +void IN_Init( void ) { - m_filter = gEngfuncs.pfnRegisterVariable ( "m_filter","0", FCVAR_ARCHIVE ); - sensitivity = gEngfuncs.pfnRegisterVariable ( "sensitivity","3", FCVAR_ARCHIVE ); // user mouse sensitivity setting. + m_filter = gEngfuncs.pfnRegisterVariable( "m_filter","0", FCVAR_ARCHIVE ); + sensitivity = gEngfuncs.pfnRegisterVariable( "sensitivity","3", FCVAR_ARCHIVE ); // user mouse sensitivity setting. - in_joystick = gEngfuncs.pfnRegisterVariable ( "joystick","0", FCVAR_ARCHIVE ); - joy_name = gEngfuncs.pfnRegisterVariable ( "joyname", "joystick", 0 ); - joy_advanced = gEngfuncs.pfnRegisterVariable ( "joyadvanced", "0", 0 ); - joy_advaxisx = gEngfuncs.pfnRegisterVariable ( "joyadvaxisx", "0", 0 ); - joy_advaxisy = gEngfuncs.pfnRegisterVariable ( "joyadvaxisy", "0", 0 ); - joy_advaxisz = gEngfuncs.pfnRegisterVariable ( "joyadvaxisz", "0", 0 ); - joy_advaxisr = gEngfuncs.pfnRegisterVariable ( "joyadvaxisr", "0", 0 ); - joy_advaxisu = gEngfuncs.pfnRegisterVariable ( "joyadvaxisu", "0", 0 ); - joy_advaxisv = gEngfuncs.pfnRegisterVariable ( "joyadvaxisv", "0", 0 ); - joy_forwardthreshold = gEngfuncs.pfnRegisterVariable ( "joyforwardthreshold", "0.15", 0 ); - joy_sidethreshold = gEngfuncs.pfnRegisterVariable ( "joysidethreshold", "0.15", 0 ); - joy_pitchthreshold = gEngfuncs.pfnRegisterVariable ( "joypitchthreshold", "0.15", 0 ); - joy_yawthreshold = gEngfuncs.pfnRegisterVariable ( "joyyawthreshold", "0.15", 0 ); - joy_forwardsensitivity = gEngfuncs.pfnRegisterVariable ( "joyforwardsensitivity", "-1.0", 0 ); - joy_sidesensitivity = gEngfuncs.pfnRegisterVariable ( "joysidesensitivity", "-1.0", 0 ); - joy_pitchsensitivity = gEngfuncs.pfnRegisterVariable ( "joypitchsensitivity", "1.0", 0 ); - joy_yawsensitivity = gEngfuncs.pfnRegisterVariable ( "joyyawsensitivity", "-1.0", 0 ); - joy_wwhack1 = gEngfuncs.pfnRegisterVariable ( "joywwhack1", "0.0", 0 ); - joy_wwhack2 = gEngfuncs.pfnRegisterVariable ( "joywwhack2", "0.0", 0 ); + in_joystick = gEngfuncs.pfnRegisterVariable( "joystick","0", FCVAR_ARCHIVE ); + joy_name = gEngfuncs.pfnRegisterVariable( "joyname", "joystick", 0 ); + joy_advanced = gEngfuncs.pfnRegisterVariable( "joyadvanced", "0", 0 ); + joy_advaxisx = gEngfuncs.pfnRegisterVariable( "joyadvaxisx", "0", 0 ); + joy_advaxisy = gEngfuncs.pfnRegisterVariable( "joyadvaxisy", "0", 0 ); + joy_advaxisz = gEngfuncs.pfnRegisterVariable( "joyadvaxisz", "0", 0 ); + joy_advaxisr = gEngfuncs.pfnRegisterVariable( "joyadvaxisr", "0", 0 ); + joy_advaxisu = gEngfuncs.pfnRegisterVariable( "joyadvaxisu", "0", 0 ); + joy_advaxisv = gEngfuncs.pfnRegisterVariable( "joyadvaxisv", "0", 0 ); + joy_forwardthreshold = gEngfuncs.pfnRegisterVariable( "joyforwardthreshold", "0.15", 0 ); + joy_sidethreshold = gEngfuncs.pfnRegisterVariable( "joysidethreshold", "0.15", 0 ); + joy_pitchthreshold = gEngfuncs.pfnRegisterVariable( "joypitchthreshold", "0.15", 0 ); + joy_yawthreshold = gEngfuncs.pfnRegisterVariable( "joyyawthreshold", "0.15", 0 ); + joy_forwardsensitivity = gEngfuncs.pfnRegisterVariable( "joyforwardsensitivity", "-1.0", 0 ); + joy_sidesensitivity = gEngfuncs.pfnRegisterVariable( "joysidesensitivity", "-1.0", 0 ); + joy_pitchsensitivity = gEngfuncs.pfnRegisterVariable( "joypitchsensitivity", "1.0", 0 ); + joy_yawsensitivity = gEngfuncs.pfnRegisterVariable( "joyyawsensitivity", "-1.0", 0 ); + joy_wwhack1 = gEngfuncs.pfnRegisterVariable( "joywwhack1", "0.0", 0 ); + joy_wwhack2 = gEngfuncs.pfnRegisterVariable( "joywwhack2", "0.0", 0 ); gEngfuncs.pfnAddCommand ("force_centerview", Force_CenterView_f); gEngfuncs.pfnAddCommand ("joyadvancedupdate", Joy_AdvancedUpdate_f); diff --git a/cl_dll/kbutton.h b/cl_dll/kbutton.h index 23cd8acc..29accdf5 100644 --- a/cl_dll/kbutton.h +++ b/cl_dll/kbutton.h @@ -11,8 +11,7 @@ typedef struct kbutton_s { - int down[2]; // key nums holding it down - int state; // low bit is down state + int down[2]; // key nums holding it down + int state; // low bit is down state } kbutton_t; - -#endif // !KBUTTONH \ No newline at end of file +#endif // !KBUTTONH diff --git a/cl_dll/menu.cpp b/cl_dll/menu.cpp index 2ed362fb..5f710a33 100644 --- a/cl_dll/menu.cpp +++ b/cl_dll/menu.cpp @@ -17,6 +17,7 @@ // // generic menu handler // + #include "hud.h" #include "cl_util.h" #include "parsemsg.h" @@ -31,7 +32,7 @@ int KB_ConvertString( char *in, char **ppout ); DECLARE_MESSAGE( m_Menu, ShowMenu ) -int CHudMenu :: Init( void ) +int CHudMenu::Init( void ) { gHUD.AddHudElem( this ); @@ -42,33 +43,34 @@ int CHudMenu :: Init( void ) return 1; } -void CHudMenu :: InitHUDData( void ) +void CHudMenu::InitHUDData( void ) { m_fMenuDisplayed = 0; m_bitsValidSlots = 0; Reset(); } -void CHudMenu :: Reset( void ) +void CHudMenu::Reset( void ) { g_szPrelocalisedMenuString[0] = 0; m_fWaitingForMore = FALSE; } -int CHudMenu :: VidInit( void ) +int CHudMenu::VidInit( void ) { return 1; } -int CHudMenu :: Draw( float flTime ) +int CHudMenu::Draw( float flTime ) { int i; // check for if menu is set to disappear - if ( m_flShutoffTime > 0 ) + if( m_flShutoffTime > 0 ) { - if ( m_flShutoffTime <= gHUD.m_flTime ) - { // times up, shutoff + if( m_flShutoffTime <= gHUD.m_flTime ) + { + // times up, shutoff m_fMenuDisplayed = 0; m_iFlags &= ~HUD_ACTIVE; return 1; @@ -76,43 +78,39 @@ int CHudMenu :: Draw( float flTime ) } // don't draw the menu if the scoreboard is being shown - - - // draw the menu, along the left-hand side of the screen - // count the number of newlines int nlc = 0; - for ( i = 0; i < MAX_MENU_STRING && g_szMenuString[i] != '\0'; i++ ) + for( i = 0; i < MAX_MENU_STRING && g_szMenuString[i] != '\0'; i++ ) { if ( g_szMenuString[i] == '\n' ) nlc++; } // center it - int y = (ScreenHeight/2) - ((nlc/2)*12) - 40; // make sure it is above the say text + int y = ( ScreenHeight / 2 ) - ( ( nlc / 2 ) * 12 ) - 40; // make sure it is above the say text int x = 20; i = 0; - while ( i < MAX_MENU_STRING && g_szMenuString[i] != '\0' ) + while( i < MAX_MENU_STRING && g_szMenuString[i] != '\0' ) { gHUD.DrawHudString( x, y, 320, g_szMenuString + i, 255, 255, 255 ); y += 12; - while ( i < MAX_MENU_STRING && g_szMenuString[i] != '\0' && g_szMenuString[i] != '\n' ) + while( i < MAX_MENU_STRING && g_szMenuString[i] != '\0' && g_szMenuString[i] != '\n' ) i++; - if ( g_szMenuString[i] == '\n' ) + if( g_szMenuString[i] == '\n' ) i++; } - + return 1; } // selects an item from the menu -void CHudMenu :: SelectMenuItem( int menu_item ) +void CHudMenu::SelectMenuItem( int menu_item ) { // if menu_item is in a valid slot, send a menuselect command to the server - if ( (menu_item > 0) && (m_bitsValidSlots & (1 << (menu_item-1))) ) + if( ( menu_item > 0 ) && ( m_bitsValidSlots & ( 1 << ( menu_item - 1 ) ) ) ) { char szbuf[32]; sprintf( szbuf, "menuselect %d\n", menu_item ); @@ -124,7 +122,6 @@ void CHudMenu :: SelectMenuItem( int menu_item ) } } - // Message handler for ShowMenu message // takes four values: // short: a bitfield of keys that are valid input @@ -132,7 +129,7 @@ void CHudMenu :: SelectMenuItem( int menu_item ) // byte : a boolean, TRUE if there is more string yet to be received before displaying the menu, FALSE if it's the last string // string: menu string to display // if this message is never received, then scores will simply be the combined totals of the players. -int CHudMenu :: MsgFunc_ShowMenu( const char *pszName, int iSize, void *pbuf ) +int CHudMenu::MsgFunc_ShowMenu( const char *pszName, int iSize, void *pbuf ) { char *temp = NULL; @@ -142,29 +139,31 @@ int CHudMenu :: MsgFunc_ShowMenu( const char *pszName, int iSize, void *pbuf ) int DisplayTime = READ_CHAR(); int NeedMore = READ_BYTE(); - if ( DisplayTime > 0 ) + if( DisplayTime > 0 ) m_flShutoffTime = DisplayTime + gHUD.m_flTime; else m_flShutoffTime = -1; - if ( m_bitsValidSlots ) + if( m_bitsValidSlots ) { - if ( !m_fWaitingForMore ) // this is the start of a new menu + if( !m_fWaitingForMore ) // this is the start of a new menu { strncpy( g_szPrelocalisedMenuString, READ_STRING(), MAX_MENU_STRING ); } else - { // append to the current menu string - strncat( g_szPrelocalisedMenuString, READ_STRING(), MAX_MENU_STRING - strlen(g_szPrelocalisedMenuString) ); + { + // append to the current menu string + strncat( g_szPrelocalisedMenuString, READ_STRING(), MAX_MENU_STRING - strlen( g_szPrelocalisedMenuString ) ); } - g_szPrelocalisedMenuString[MAX_MENU_STRING-1] = 0; // ensure null termination (strncat/strncpy does not) + g_szPrelocalisedMenuString[MAX_MENU_STRING - 1] = 0; // ensure null termination (strncat/strncpy does not) - if ( !NeedMore ) - { // we have the whole string, so we can localise it now + if( !NeedMore ) + { + // we have the whole string, so we can localise it now strcpy( g_szMenuString, gHUD.m_TextMessage.BufferedLocaliseTextString( g_szPrelocalisedMenuString ) ); // Swap in characters - if ( KB_ConvertString( g_szMenuString, &temp ) ) + if( KB_ConvertString( g_szMenuString, &temp ) ) { strcpy( g_szMenuString, temp ); free( temp ); diff --git a/cl_dll/message.cpp b/cl_dll/message.cpp index bb93bb5a..a9c706ec 100644 --- a/cl_dll/message.cpp +++ b/cl_dll/message.cpp @@ -32,12 +32,12 @@ client_textmessage_t g_pCustomMessage; char *g_pCustomName = "Custom"; char g_pCustomText[1024]; -int CHudMessage::Init(void) +int CHudMessage::Init( void ) { HOOK_MESSAGE( HudText ); HOOK_MESSAGE( GameTitle ); - gHUD.AddHudElem(this); + gHUD.AddHudElem( this ); Reset(); @@ -52,33 +52,31 @@ int CHudMessage::VidInit( void ) return 1; } - void CHudMessage::Reset( void ) { - memset( m_pMessages, 0, sizeof( m_pMessages[0] ) * maxHUDMessages ); - memset( m_startTime, 0, sizeof( m_startTime[0] ) * maxHUDMessages ); - + memset( m_pMessages, 0, sizeof(m_pMessages[0]) * maxHUDMessages ); + memset( m_startTime, 0, sizeof(m_startTime[0]) * maxHUDMessages ); + m_gameTitleTime = 0; m_pGameTitle = NULL; } - float CHudMessage::FadeBlend( float fadein, float fadeout, float hold, float localTime ) { float fadeTime = fadein + hold; float fadeBlend; - if ( localTime < 0 ) + if( localTime < 0 ) return 0; - if ( localTime < fadein ) + if( localTime < fadein ) { - fadeBlend = 1 - ((fadein - localTime) / fadein); + fadeBlend = 1 - ( ( fadein - localTime ) / fadein ); } - else if ( localTime > fadeTime ) + else if( localTime > fadeTime ) { - if ( fadeout > 0 ) - fadeBlend = 1 - ((localTime - fadeTime) / fadeout); + if( fadeout > 0 ) + fadeBlend = 1 - ( ( localTime - fadeTime ) / fadeout ); else fadeBlend = 0; } @@ -89,42 +87,41 @@ float CHudMessage::FadeBlend( float fadein, float fadeout, float hold, float loc } -int CHudMessage::XPosition( float x, int width, int totalWidth ) +int CHudMessage::XPosition( float x, int width, int totalWidth ) { int xPos; - if ( x == -1 ) + if( x == -1 ) { - xPos = (ScreenWidth - width) / 2; + xPos = ( ScreenWidth - width ) / 2; } else { - if ( x < 0 ) - xPos = (1.0 + x) * ScreenWidth - totalWidth; // Alight right + if( x < 0 ) + xPos = ( 1.0 + x ) * ScreenWidth - totalWidth; // Alight right else xPos = x * ScreenWidth; } - if ( xPos + width > ScreenWidth ) + if( xPos + width > ScreenWidth ) xPos = ScreenWidth - width; - else if ( xPos < 0 ) + else if( xPos < 0 ) xPos = 0; return xPos; } - int CHudMessage::YPosition( float y, int height ) { int yPos; - if ( y == -1 ) // Centered? - yPos = (ScreenHeight - height) * 0.5; + if( y == -1 ) // Centered? + yPos = ( ScreenHeight - height ) * 0.5; else { // Alight bottom? if ( y < 0 ) - yPos = (1.0 + y) * ScreenHeight - height; // Alight bottom + yPos = ( 1.0 + y ) * ScreenHeight - height; // Alight bottom else // align top yPos = y * ScreenHeight; } @@ -137,7 +134,6 @@ int CHudMessage::YPosition( float y, int height ) return yPos; } - void CHudMessage::MessageScanNextChar( void ) { int srcRed, srcGreen, srcBlue, destRed = 0, destGreen = 0, destBlue = 0; @@ -156,10 +152,9 @@ void CHudMessage::MessageScanNextChar( void ) destRed = destGreen = destBlue = 0; blend = m_parms.fadeBlend; break; - case 2: m_parms.charTime += m_parms.pMessage->fadein; - if ( m_parms.charTime > m_parms.time ) + if( m_parms.charTime > m_parms.time ) { srcRed = srcGreen = srcBlue = 0; blend = 0; // pure source @@ -185,23 +180,22 @@ void CHudMessage::MessageScanNextChar( void ) } break; } - if ( blend > 255 ) + if( blend > 255 ) blend = 255; - else if ( blend < 0 ) + else if( blend < 0 ) blend = 0; - m_parms.r = ((srcRed * (255-blend)) + (destRed * blend)) >> 8; - m_parms.g = ((srcGreen * (255-blend)) + (destGreen * blend)) >> 8; - m_parms.b = ((srcBlue * (255-blend)) + (destBlue * blend)) >> 8; + m_parms.r = ( ( srcRed * ( 255 - blend ) ) + ( destRed * blend ) ) >> 8; + m_parms.g = ( ( srcGreen * (255 - blend ) ) + ( destGreen * blend ) ) >> 8; + m_parms.b = ( ( srcBlue * ( 255 - blend ) ) + ( destBlue * blend ) ) >> 8; - if ( m_parms.pMessage->effect == 1 && m_parms.charTime != 0 ) + if( m_parms.pMessage->effect == 1 && m_parms.charTime != 0 ) { - if ( m_parms.x >= 0 && m_parms.y >= 0 && (m_parms.x + gHUD.m_scrinfo.charWidths[ m_parms.text ]) <= ScreenWidth ) + if( m_parms.x >= 0 && m_parms.y >= 0 && ( m_parms.x + gHUD.m_scrinfo.charWidths[m_parms.text] ) <= ScreenWidth ) TextMessageDrawChar( m_parms.x, m_parms.y, m_parms.text, m_parms.pMessage->r2, m_parms.pMessage->g2, m_parms.pMessage->b2 ); } } - void CHudMessage::MessageScanStart( void ) { switch( m_parms.pMessage->effect ) @@ -212,14 +206,14 @@ void CHudMessage::MessageScanStart( void ) m_parms.fadeTime = m_parms.pMessage->fadein + m_parms.pMessage->holdtime; - if ( m_parms.time < m_parms.pMessage->fadein ) + if( m_parms.time < m_parms.pMessage->fadein ) { - m_parms.fadeBlend = ((m_parms.pMessage->fadein - m_parms.time) * (1.0/m_parms.pMessage->fadein) * 255); + m_parms.fadeBlend = ( ( m_parms.pMessage->fadein - m_parms.time ) * ( 1.0 / m_parms.pMessage->fadein ) * 255 ); } - else if ( m_parms.time > m_parms.fadeTime ) + else if( m_parms.time > m_parms.fadeTime ) { - if ( m_parms.pMessage->fadeout > 0 ) - m_parms.fadeBlend = (((m_parms.time - m_parms.fadeTime) / m_parms.pMessage->fadeout) * 255); + if( m_parms.pMessage->fadeout > 0 ) + m_parms.fadeBlend = ( ( ( m_parms.time - m_parms.fadeTime ) / m_parms.pMessage->fadeout) * 255); else m_parms.fadeBlend = 255; // Pure dest (off) } @@ -227,15 +221,14 @@ void CHudMessage::MessageScanStart( void ) m_parms.fadeBlend = 0; // Pure source (on) m_parms.charTime = 0; - if ( m_parms.pMessage->effect == 1 && (rand()%100) < 10 ) + if( m_parms.pMessage->effect == 1 && ( rand() % 100 ) < 10 ) m_parms.charTime = 1; break; - case 2: m_parms.fadeTime = (m_parms.pMessage->fadein * m_parms.length) + m_parms.pMessage->holdtime; if ( m_parms.time > m_parms.fadeTime && m_parms.pMessage->fadeout > 0 ) - m_parms.fadeBlend = (((m_parms.time - m_parms.fadeTime) / m_parms.pMessage->fadeout) * 255); + m_parms.fadeBlend = ( ( ( m_parms.time - m_parms.fadeTime ) / m_parms.pMessage->fadeout ) * 255 ); else m_parms.fadeBlend = 0; break; @@ -257,12 +250,12 @@ void CHudMessage::MessageDrawScan( client_textmessage_t *pMessage, float time ) length = 0; width = 0; m_parms.totalWidth = 0; - while ( *pText ) + while( *pText ) { - if ( *pText == '\n' ) + if( *pText == '\n' ) { m_parms.lines++; - if ( width > m_parms.totalWidth ) + if( width > m_parms.totalWidth ) m_parms.totalWidth = width; width = 0; } @@ -272,8 +265,7 @@ void CHudMessage::MessageDrawScan( client_textmessage_t *pMessage, float time ) length++; } m_parms.length = length; - m_parms.totalHeight = (m_parms.lines * gHUD.m_scrinfo.iCharHeight); - + m_parms.totalHeight = ( m_parms.lines * gHUD.m_scrinfo.iCharHeight ); m_parms.y = YPosition( pMessage->y, m_parms.totalHeight ); pText = pMessage->pMessage; @@ -282,11 +274,11 @@ void CHudMessage::MessageDrawScan( client_textmessage_t *pMessage, float time ) MessageScanStart(); - for ( i = 0; i < m_parms.lines; i++ ) + for( i = 0; i < m_parms.lines; i++ ) { m_parms.lineLength = 0; m_parms.width = 0; - while ( *pText && *pText != '\n' ) + while( *pText && *pText != '\n' ) { unsigned char c = *pText; line[m_parms.lineLength] = c; @@ -299,13 +291,13 @@ void CHudMessage::MessageDrawScan( client_textmessage_t *pMessage, float time ) m_parms.x = XPosition( pMessage->x, m_parms.width, m_parms.totalWidth ); - for ( j = 0; j < m_parms.lineLength; j++ ) + for( j = 0; j < m_parms.lineLength; j++ ) { m_parms.text = line[j]; - int next = m_parms.x + gHUD.m_scrinfo.charWidths[ m_parms.text ]; + int next = m_parms.x + gHUD.m_scrinfo.charWidths[m_parms.text]; MessageScanNextChar(); - - if ( m_parms.x >= 0 && m_parms.y >= 0 && next <= ScreenWidth ) + + if( m_parms.x >= 0 && m_parms.y >= 0 && next <= ScreenWidth ) TextMessageDrawChar( m_parms.x, m_parms.y, m_parms.text, m_parms.r, m_parms.g, m_parms.b ); m_parms.x = next; } @@ -314,7 +306,6 @@ void CHudMessage::MessageDrawScan( client_textmessage_t *pMessage, float time ) } } - int CHudMessage::Draw( float fTime ) { int i, drawn; @@ -323,53 +314,52 @@ int CHudMessage::Draw( float fTime ) drawn = 0; - if ( m_gameTitleTime > 0 ) + if( m_gameTitleTime > 0 ) { float localTime = gHUD.m_flTime - m_gameTitleTime; float brightness; // Maybe timer isn't set yet - if ( m_gameTitleTime > gHUD.m_flTime ) + if( m_gameTitleTime > gHUD.m_flTime ) m_gameTitleTime = gHUD.m_flTime; - if ( localTime > (m_pGameTitle->fadein + m_pGameTitle->holdtime + m_pGameTitle->fadeout) ) + if( localTime > ( m_pGameTitle->fadein + m_pGameTitle->holdtime + m_pGameTitle->fadeout ) ) m_gameTitleTime = 0; else { brightness = FadeBlend( m_pGameTitle->fadein, m_pGameTitle->fadeout, m_pGameTitle->holdtime, localTime ); - int halfWidth = gHUD.GetSpriteRect(m_HUD_title_half).right - gHUD.GetSpriteRect(m_HUD_title_half).left; - int fullWidth = halfWidth + gHUD.GetSpriteRect(m_HUD_title_life).right - gHUD.GetSpriteRect(m_HUD_title_life).left; - int fullHeight = gHUD.GetSpriteRect(m_HUD_title_half).bottom - gHUD.GetSpriteRect(m_HUD_title_half).top; + int halfWidth = gHUD.GetSpriteRect( m_HUD_title_half ).right - gHUD.GetSpriteRect( m_HUD_title_half ).left; + int fullWidth = halfWidth + gHUD.GetSpriteRect( m_HUD_title_life ).right - gHUD.GetSpriteRect( m_HUD_title_life ).left; + int fullHeight = gHUD.GetSpriteRect( m_HUD_title_half ).bottom - gHUD.GetSpriteRect( m_HUD_title_half ).top; int x = XPosition( m_pGameTitle->x, fullWidth, fullWidth ); int y = YPosition( m_pGameTitle->y, fullHeight ); + SPR_Set( gHUD.GetSprite( m_HUD_title_half ), brightness * m_pGameTitle->r1, brightness * m_pGameTitle->g1, brightness * m_pGameTitle->b1 ); + SPR_DrawAdditive( 0, x, y, &gHUD.GetSpriteRect( m_HUD_title_half ) ); - SPR_Set( gHUD.GetSprite(m_HUD_title_half), brightness * m_pGameTitle->r1, brightness * m_pGameTitle->g1, brightness * m_pGameTitle->b1 ); - SPR_DrawAdditive( 0, x, y, &gHUD.GetSpriteRect(m_HUD_title_half) ); - - SPR_Set( gHUD.GetSprite(m_HUD_title_life), brightness * m_pGameTitle->r1, brightness * m_pGameTitle->g1, brightness * m_pGameTitle->b1 ); - SPR_DrawAdditive( 0, x + halfWidth, y, &gHUD.GetSpriteRect(m_HUD_title_life) ); + SPR_Set( gHUD.GetSprite( m_HUD_title_life ), brightness * m_pGameTitle->r1, brightness * m_pGameTitle->g1, brightness * m_pGameTitle->b1 ); + SPR_DrawAdditive( 0, x + halfWidth, y, &gHUD.GetSpriteRect( m_HUD_title_life ) ); drawn = 1; } } // Fixup level transitions - for ( i = 0; i < maxHUDMessages; i++ ) + for( i = 0; i < maxHUDMessages; i++ ) { // Assume m_parms.time contains last time - if ( m_pMessages[i] ) + if( m_pMessages[i] ) { pMessage = m_pMessages[i]; - if ( m_startTime[i] > gHUD.m_flTime ) + if( m_startTime[i] > gHUD.m_flTime ) m_startTime[i] = gHUD.m_flTime + m_parms.time - m_startTime[i] + 0.2; // Server takes 0.2 seconds to spawn, adjust for this } } - for ( i = 0; i < maxHUDMessages; i++ ) + for( i = 0; i < maxHUDMessages; i++ ) { - if ( m_pMessages[i] ) + if( m_pMessages[i] ) { pMessage = m_pMessages[i]; @@ -380,14 +370,14 @@ int CHudMessage::Draw( float fTime ) case 1: endTime = m_startTime[i] + pMessage->fadein + pMessage->fadeout + pMessage->holdtime; break; - + // Fade in is per character in scanning messages case 2: - endTime = m_startTime[i] + (pMessage->fadein * strlen( pMessage->pMessage )) + pMessage->fadeout + pMessage->holdtime; + endTime = m_startTime[i] + ( pMessage->fadein * strlen( pMessage->pMessage ) ) + pMessage->fadeout + pMessage->holdtime; break; } - if ( fTime <= endTime ) + if( fTime <= endTime ) { float messageTime = fTime - m_startTime[i]; @@ -410,29 +400,28 @@ int CHudMessage::Draw( float fTime ) // Remember the time -- to fix up level transitions m_parms.time = gHUD.m_flTime; // Don't call until we get another message - if ( !drawn ) + if( !drawn ) m_iFlags &= ~HUD_ACTIVE; return 1; } - void CHudMessage::MessageAdd( const char *pName, float time ) { - int i,j; + int i, j; client_textmessage_t *tempMessage; - for ( i = 0; i < maxHUDMessages; i++ ) + for( i = 0; i < maxHUDMessages; i++ ) { - if ( !m_pMessages[i] ) + if( !m_pMessages[i] ) { // Trim off a leading # if it's there - if ( pName[0] == '#' ) - tempMessage = TextMessageGet( pName+1 ); + if( pName[0] == '#' ) + tempMessage = TextMessageGet( pName + 1 ); else tempMessage = TextMessageGet( pName ); // If we couldnt find it in the titles.txt, just create it - if ( !tempMessage ) + if( !tempMessage ) { g_pCustomMessage.effect = 2; g_pCustomMessage.r1 = g_pCustomMessage.g1 = g_pCustomMessage.b1 = g_pCustomMessage.a1 = 100; @@ -453,18 +442,18 @@ void CHudMessage::MessageAdd( const char *pName, float time ) tempMessage = &g_pCustomMessage; } - for ( j = 0; j < maxHUDMessages; j++ ) + for( j = 0; j < maxHUDMessages; j++ ) { - if ( m_pMessages[j] ) + if( m_pMessages[j] ) { // is this message already in the list - if ( !strcmp( tempMessage->pMessage, m_pMessages[j]->pMessage ) ) + if( !strcmp( tempMessage->pMessage, m_pMessages[j]->pMessage ) ) { return; } // get rid of any other messages in same location (only one displays at a time) - if ( fabs( tempMessage->y - m_pMessages[j]->y ) < 0.0001 ) + if( fabs( tempMessage->y - m_pMessages[j]->y ) < 0.0001 ) { if ( fabs( tempMessage->x - m_pMessages[j]->x ) < 0.0001 ) { @@ -481,7 +470,6 @@ void CHudMessage::MessageAdd( const char *pName, float time ) } } - int CHudMessage::MsgFunc_HudText( const char *pszName, int iSize, void *pbuf ) { BEGIN_READ( pbuf, iSize ); @@ -489,48 +477,47 @@ int CHudMessage::MsgFunc_HudText( const char *pszName, int iSize, void *pbuf ) char *pString = READ_STRING(); MessageAdd( pString, gHUD.m_flTime ); + // Remember the time -- to fix up level transitions m_parms.time = gHUD.m_flTime; // Turn on drawing - if ( !(m_iFlags & HUD_ACTIVE) ) + if( !( m_iFlags & HUD_ACTIVE ) ) m_iFlags |= HUD_ACTIVE; return 1; } - int CHudMessage::MsgFunc_GameTitle( const char *pszName, int iSize, void *pbuf ) { m_pGameTitle = TextMessageGet( "GAMETITLE" ); - if ( m_pGameTitle != NULL ) + if( m_pGameTitle != NULL ) { m_gameTitleTime = gHUD.m_flTime; // Turn on drawing - if ( !(m_iFlags & HUD_ACTIVE) ) + if( !( m_iFlags & HUD_ACTIVE ) ) m_iFlags |= HUD_ACTIVE; } return 1; } -void CHudMessage::MessageAdd(client_textmessage_t * newMessage ) +void CHudMessage::MessageAdd( client_textmessage_t * newMessage ) { m_parms.time = gHUD.m_flTime; // Turn on drawing - if ( !(m_iFlags & HUD_ACTIVE) ) + if( !( m_iFlags & HUD_ACTIVE ) ) m_iFlags |= HUD_ACTIVE; - - for ( int i = 0; i < maxHUDMessages; i++ ) + + for( int i = 0; i < maxHUDMessages; i++ ) { - if ( !m_pMessages[i] ) + if( !m_pMessages[i] ) { m_pMessages[i] = newMessage; m_startTime[i] = gHUD.m_flTime; return; } } - } diff --git a/cl_dll/overview.cpp b/cl_dll/overview.cpp index 04f1a984..881812f7 100644 --- a/cl_dll/overview.cpp +++ b/cl_dll/overview.cpp @@ -34,8 +34,8 @@ int CHudOverview::Init() //----------------------------------------------------------------------------- int CHudOverview::VidInit() { - m_hsprPlayer = gEngfuncs.pfnSPR_Load("sprites/ring.spr"); - m_hsprViewcone = gEngfuncs.pfnSPR_Load("sprites/camera.spr"); + m_hsprPlayer = gEngfuncs.pfnSPR_Load( "sprites/ring.spr" ); + m_hsprViewcone = gEngfuncs.pfnSPR_Load( "sprites/camera.spr" ); return 1; } @@ -45,42 +45,42 @@ int CHudOverview::VidInit() // Input : flTime - // intermission - //----------------------------------------------------------------------------- -int CHudOverview::Draw(float flTime) +int CHudOverview::Draw( float flTime ) { #if 0 // only draw in overview mode - if (!gEngfuncs.Overview_GetOverviewState()) + if( !gEngfuncs.Overview_GetOverviewState() ) return 1; // make sure we have player info -// gViewPort->GetAllPlayersInfo(); + //gViewPort->GetAllPlayersInfo(); gHUD.m_Scoreboard.GetAllPlayersInfo(); // calculate player size on the overview int x1, y1, x2, y2; - float v0[3]={0,0,0}, v1[3]={64,64,0}; - gEngfuncs.Overview_WorldToScreen(v0, &x1, &y1); - gEngfuncs.Overview_WorldToScreen(v1, &x2, &y2); - float scale = abs(x2 - x1); + float v0[3] = { 0.0f }, v1[3] = { 64.0f, 64.0f }; + gEngfuncs.Overview_WorldToScreen( v0, &x1, &y1 ); + gEngfuncs.Overview_WorldToScreen( v1, &x2, &y2 ); + float scale = abs( x2 - x1 ); // loop through all the players and draw them on the map - for (int i = 1; i < MAX_PLAYERS; i++) + for( int i = 1; i < MAX_PLAYERS; i++ ) { - cl_entity_t *pl = gEngfuncs.GetEntityByIndex(i); + cl_entity_t *pl = gEngfuncs.GetEntityByIndex( i ); - if (pl && pl->player && pl->curstate.health > 0 && pl->curstate.solid != SOLID_NOT) + if( pl && pl->player && pl->curstate.health > 0 && pl->curstate.solid != SOLID_NOT ) { int x, y, z = 0; - float v[3]={pl->origin[0], pl->origin[1], 0}; - gEngfuncs.Overview_WorldToScreen(v, &x, &y); + float v[3] = { pl->origin[0], pl->origin[1], 0 }; + gEngfuncs.Overview_WorldToScreen( v, &x, &y ); // hack in some team colors float r, g, bc; - if (g_PlayerExtraInfo[i].teamnumber == 1) + if( g_PlayerExtraInfo[i].teamnumber == 1 ) { r = 0.0f; g = 0.0f; bc = 1.0f; } - else if (g_PlayerExtraInfo[i].teamnumber == 2) + else if( g_PlayerExtraInfo[i].teamnumber == 2 ) { r = 1.0f; g = 0.0f; bc = 0.0f; } @@ -91,50 +91,50 @@ int CHudOverview::Draw(float flTime) } // set the current texture - gEngfuncs.pTriAPI->SpriteTexture((struct model_s *)gEngfuncs.GetSpritePointer(m_hsprPlayer), 0); + gEngfuncs.pTriAPI->SpriteTexture( (struct model_s *)gEngfuncs.GetSpritePointer( m_hsprPlayer ), 0 ); // additive render mode - gEngfuncs.pTriAPI->RenderMode(kRenderTransAdd); + gEngfuncs.pTriAPI->RenderMode( kRenderTransAdd ); // no culling - gEngfuncs.pTriAPI->CullFace(TRI_NONE); + gEngfuncs.pTriAPI->CullFace( TRI_NONE ); // draw a square - gEngfuncs.pTriAPI->Begin(TRI_QUADS); + gEngfuncs.pTriAPI->Begin( TRI_QUADS ); // set the color to be that of the team - gEngfuncs.pTriAPI->Color4f(r, g, bc, 1.0f); + gEngfuncs.pTriAPI->Color4f( r, g, bc, 1.0f ); // calculate rotational matrix vec3_t a, b, angles; float rmatrix[3][4]; // transformation matrix - VectorCopy(pl->angles, angles); + VectorCopy( pl->angles, angles ); angles[0] = 0.0f; angles[1] += 90.f; angles[1] = -angles[1]; angles[2] = 0.0f; - AngleMatrix(angles, rmatrix); + AngleMatrix( angles, rmatrix ); a[2] = 0; a[0] = -scale; a[1] = -scale; - VectorTransform(a, rmatrix , b ); + VectorTransform( a, rmatrix, b ); gEngfuncs.pTriAPI->TexCoord2f( 0, 0 ); - gEngfuncs.pTriAPI->Vertex3f(x + b[0], y + b[1], z); + gEngfuncs.pTriAPI->Vertex3f( x + b[0], y + b[1], z ); - a[0]=-scale; a[1] = scale; - VectorTransform(a, rmatrix , b ); + a[0] = -scale; a[1] = scale; + VectorTransform( a, rmatrix, b ); gEngfuncs.pTriAPI->TexCoord2f( 0, 1 ); - gEngfuncs.pTriAPI->Vertex3f (x + b[0], y + b[1], z); - - a[0]=scale; a[1] = scale; - VectorTransform(a, rmatrix , b ); - gEngfuncs.pTriAPI->TexCoord2f( 1, 1 ); - gEngfuncs.pTriAPI->Vertex3f (x + b[0], y + b[1], z); + gEngfuncs.pTriAPI->Vertex3f( x + b[0], y + b[1], z ); - a[0]=scale; a[1] = -scale; - VectorTransform(a, rmatrix , b ); + a[0] = scale; a[1] = scale; + VectorTransform( a, rmatrix, b ); + gEngfuncs.pTriAPI->TexCoord2f( 1, 1 ); + gEngfuncs.pTriAPI->Vertex3f( x + b[0], y + b[1], z ); + + a[0] = scale; a[1] = -scale; + VectorTransform( a, rmatrix, b ); gEngfuncs.pTriAPI->TexCoord2f( 1, 0 ); - gEngfuncs.pTriAPI->Vertex3f (x + b[0], y + b[1], z); + gEngfuncs.pTriAPI->Vertex3f( x + b[0], y + b[1], z ); // finish up gEngfuncs.pTriAPI->End(); @@ -142,11 +142,10 @@ int CHudOverview::Draw(float flTime) // draw the players name and health underneath char string[256]; - sprintf(string, "%s (%i%%)", g_PlayerInfoList[i].name, pl->curstate.health); - DrawConsoleString(x, y + (1.1 * scale), string); + sprintf( string, "%s (%i%%)", g_PlayerInfoList[i].name, pl->curstate.health ); + DrawConsoleString( x, y + ( 1.1 * scale ), string ); } } - #endif return 1; } @@ -156,8 +155,7 @@ int CHudOverview::Draw(float flTime) //----------------------------------------------------------------------------- void CHudOverview::InitHUDData() { -// this block would force the spectator view to be on -// gEngfuncs.Overview_SetDrawOverview( 1 ); -// gEngfuncs.Overview_SetDrawInset( 0 ); + //this block would force the spectator view to be on + //gEngfuncs.Overview_SetDrawOverview( 1 ); + //gEngfuncs.Overview_SetDrawInset( 0 ); } - diff --git a/cl_dll/overview.h b/cl_dll/overview.h index 4de9ae75..6748760b 100644 --- a/cl_dll/overview.h +++ b/cl_dll/overview.h @@ -9,7 +9,6 @@ #define OVERVIEW_H #pragma once - //----------------------------------------------------------------------------- // Purpose: Handles the drawing of the top-down map and all the things on it //----------------------------------------------------------------------------- @@ -19,13 +18,11 @@ public: int Init(); int VidInit(); - int Draw(float flTime); + int Draw( float flTime ); void InitHUDData( void ); private: HSPRITE m_hsprPlayer; HSPRITE m_hsprViewcone; }; - - #endif // OVERVIEW_H diff --git a/cl_dll/parsemsg.cpp b/cl_dll/parsemsg.cpp index f242ff0d..4e58a161 100644 --- a/cl_dll/parsemsg.cpp +++ b/cl_dll/parsemsg.cpp @@ -15,6 +15,7 @@ // // parsemsg.cpp // + typedef unsigned char byte; #define true 1 @@ -31,28 +32,27 @@ void BEGIN_READ( void *buf, int size ) gpBuf = (byte*)buf; } - int READ_CHAR( void ) { - int c; - - if (giRead + 1 > giSize) + int c; + + if( giRead + 1 > giSize ) { giBadRead = true; return -1; } - + c = (signed char)gpBuf[giRead]; giRead++; - + return c; } int READ_BYTE( void ) { - int c; - - if (giRead+1 > giSize) + int c; + + if( giRead + 1 > giSize ) { giBadRead = true; return -1; @@ -66,18 +66,18 @@ int READ_BYTE( void ) int READ_SHORT( void ) { - int c; - - if (giRead+2 > giSize) + int c; + + if( giRead + 2 > giSize ) { giBadRead = true; return -1; } - - c = (short)( gpBuf[giRead] + ( gpBuf[giRead+1] << 8 ) ); - + + c = (short)( gpBuf[giRead] + ( gpBuf[giRead + 1] << 8 ) ); + giRead += 2; - + return c; } @@ -86,21 +86,20 @@ int READ_WORD( void ) return READ_SHORT(); } - int READ_LONG( void ) { - int c; - - if (giRead+4 > giSize) + int c; + + if( giRead + 4 > giSize ) { giBadRead = true; return -1; } - - c = gpBuf[giRead] + (gpBuf[giRead + 1] << 8) + (gpBuf[giRead + 2] << 16) + (gpBuf[giRead + 3] << 24); - + + c = gpBuf[giRead] + ( gpBuf[giRead + 1] << 8 ) + ( gpBuf[giRead + 2] << 16 ) + ( gpBuf[giRead + 3] << 24 ); + giRead += 4; - + return c; } @@ -108,59 +107,58 @@ float READ_FLOAT( void ) { union { - byte b[4]; - float f; - int l; + byte b[4]; + float f; + int l; } dat; - - dat.b[0] = gpBuf[giRead]; - dat.b[1] = gpBuf[giRead+1]; - dat.b[2] = gpBuf[giRead+2]; - dat.b[3] = gpBuf[giRead+3]; - giRead += 4; - -// dat.l = LittleLong (dat.l); - return dat.f; + dat.b[0] = gpBuf[giRead]; + dat.b[1] = gpBuf[giRead + 1]; + dat.b[2] = gpBuf[giRead + 2]; + dat.b[3] = gpBuf[giRead + 3]; + giRead += 4; + + //dat.l = LittleLong( dat.l ); + + return dat.f; } char* READ_STRING( void ) { - static char string[2048]; - int l,c; + static char string[2048]; + int l, c; string[0] = 0; l = 0; do { - if ( giRead+1 > giSize ) + if( giRead+1 > giSize ) break; // no more characters c = READ_BYTE(); - if (c == -1 || c == 0) + if( c == -1 || c == 0 ) break; string[l] = c; l++; - } while (l < sizeof(string)-1); - + }while( l < sizeof(string) - 1 ); + string[l] = 0; - + return string; } float READ_COORD( void ) { - return (float)(READ_SHORT() * (1.0/8)); + return (float)( READ_SHORT() * ( 1.0 / 8 ) ); } float READ_ANGLE( void ) { - return (float)(READ_CHAR() * (360.0/256)); + return (float)( READ_CHAR() * ( 360.0 / 256 ) ); } float READ_HIRESANGLE( void ) { - return (float)(READ_SHORT() * (360.0/65536)); + return (float)( READ_SHORT() * ( 360.0 / 65536 ) ); } - diff --git a/cl_dll/saytext.cpp b/cl_dll/saytext.cpp index 2f785b83..8f2e2520 100644 --- a/cl_dll/saytext.cpp +++ b/cl_dll/saytext.cpp @@ -25,7 +25,6 @@ #include #include - extern float *GetClientColor( int clientIndex ); #define MAX_LINES 5 @@ -36,9 +35,9 @@ extern float *GetClientColor( int clientIndex ); #define LINE_START 10 static float SCROLL_SPEED = 5; -static char g_szLineBuffer[ MAX_LINES + 1 ][ MAX_CHARS_PER_LINE ]; -static float *g_pflNameColors[ MAX_LINES + 1 ]; -static int g_iNameLengths[ MAX_LINES + 1 ]; +static char g_szLineBuffer[MAX_LINES + 1][MAX_CHARS_PER_LINE]; +static float *g_pflNameColors[MAX_LINES + 1]; +static int g_iNameLengths[MAX_LINES + 1]; static float flScrollTime = 0; // the time at which the lines next scroll up static int Y_START = 0; @@ -46,7 +45,7 @@ static int line_height = 0; DECLARE_MESSAGE( m_SayText, SayText ) -int CHudSayText :: Init( void ) +int CHudSayText::Init( void ) { gHUD.AddHudElem( this ); @@ -54,7 +53,7 @@ int CHudSayText :: Init( void ) InitHUDData(); - m_HUD_saytext = gEngfuncs.pfnRegisterVariable( "hud_saytext", "1", 0 ); + m_HUD_saytext = gEngfuncs.pfnRegisterVariable( "hud_saytext", "1", 0 ); m_HUD_saytext_time = gEngfuncs.pfnRegisterVariable( "hud_saytext_time", "5", 0 ); m_iFlags |= HUD_INTERMISSION; // is always drawn during an intermission @@ -62,20 +61,18 @@ int CHudSayText :: Init( void ) return 1; } - -void CHudSayText :: InitHUDData( void ) +void CHudSayText::InitHUDData( void ) { memset( g_szLineBuffer, 0, sizeof g_szLineBuffer ); memset( g_pflNameColors, 0, sizeof g_pflNameColors ); memset( g_iNameLengths, 0, sizeof g_iNameLengths ); } -int CHudSayText :: VidInit( void ) +int CHudSayText::VidInit( void ) { return 1; } - int ScrollTextUp( void ) { ConsolePrint( g_szLineBuffer[0] ); // move the first line into the console buffer @@ -85,7 +82,7 @@ int ScrollTextUp( void ) memmove( &g_iNameLengths[0], &g_iNameLengths[1], sizeof(g_iNameLengths) - sizeof(g_iNameLengths[0]) ); g_szLineBuffer[MAX_LINES-1][0] = 0; - if ( g_szLineBuffer[0][0] == ' ' ) // also scroll up following lines + if( g_szLineBuffer[0][0] == ' ' ) // also scroll up following lines { g_szLineBuffer[0][0] = 2; return 1 + ScrollTextUp(); @@ -94,7 +91,7 @@ int ScrollTextUp( void ) return 1; } -int CHudSayText :: Draw( float flTime ) +int CHudSayText::Draw( float flTime ) { int y = Y_START; @@ -104,32 +101,33 @@ int CHudSayText :: Draw( float flTime ) // make sure the scrolltime is within reasonable bounds, to guard against the clock being reset flScrollTime = min( flScrollTime, flTime + m_HUD_saytext_time->value ); - if ( flScrollTime <= flTime ) + if( flScrollTime <= flTime ) { - if ( *g_szLineBuffer[0] ) + if( *g_szLineBuffer[0] ) { flScrollTime = flTime + m_HUD_saytext_time->value; // push the console up ScrollTextUp(); } else - { // buffer is empty, just disable drawing of this section + { + // buffer is empty, just disable drawing of this section m_iFlags &= ~HUD_ACTIVE; } } - for ( int i = 0; i < MAX_LINES; i++ ) + for( int i = 0; i < MAX_LINES; i++ ) { - if ( *g_szLineBuffer[i] ) + if( *g_szLineBuffer[i] ) { - if ( *g_szLineBuffer[i] == 2 && g_pflNameColors[i] ) + if( *g_szLineBuffer[i] == 2 && g_pflNameColors[i] ) { // it's a saytext string - static char buf[MAX_PLAYER_NAME_LENGTH+32]; + static char buf[MAX_PLAYER_NAME_LENGTH + 32]; // draw the first x characters in the player color - strncpy( buf, g_szLineBuffer[i], min(g_iNameLengths[i], MAX_PLAYER_NAME_LENGTH+32) ); - buf[ min(g_iNameLengths[i], MAX_PLAYER_NAME_LENGTH+31) ] = 0; + strncpy( buf, g_szLineBuffer[i], min(g_iNameLengths[i], MAX_PLAYER_NAME_LENGTH + 32 ) ); + buf[min( g_iNameLengths[i], MAX_PLAYER_NAME_LENGTH + 31 )] = 0; DrawSetTextColor( g_pflNameColors[i][0], g_pflNameColors[i][1], g_pflNameColors[i][2] ); int x = DrawConsoleString( LINE_START, y, buf ); @@ -146,32 +144,31 @@ int CHudSayText :: Draw( float flTime ) y += line_height; } - return 1; } -int CHudSayText :: MsgFunc_SayText( const char *pszName, int iSize, void *pbuf ) +int CHudSayText::MsgFunc_SayText( const char *pszName, int iSize, void *pbuf ) { BEGIN_READ( pbuf, iSize ); int client_index = READ_BYTE(); // the client who spoke the message SayTextPrint( READ_STRING(), iSize - 1, client_index ); - + return 1; } -void CHudSayText :: SayTextPrint( const char *pszBuf, int iBufSize, int clientIndex ) +void CHudSayText::SayTextPrint( const char *pszBuf, int iBufSize, int clientIndex ) { int i; ConsolePrint( pszBuf ); // find an empty string slot - for ( i = 0; i < MAX_LINES; i++ ) + for( i = 0; i < MAX_LINES; i++ ) { - if ( ! *g_szLineBuffer[i] ) + if( !( *g_szLineBuffer[i] ) ) break; } - if ( i == MAX_LINES ) + if( i == MAX_LINES ) { // force scroll buffer up ScrollTextUp(); @@ -182,30 +179,30 @@ void CHudSayText :: SayTextPrint( const char *pszBuf, int iBufSize, int clientIn g_pflNameColors[i] = NULL; // if it's a say message, search for the players name in the string - if ( *pszBuf == 2 && clientIndex > 0 ) + if( *pszBuf == 2 && clientIndex > 0 ) { GetPlayerInfo( clientIndex, &g_PlayerInfoList[clientIndex] ); const char *pName = g_PlayerInfoList[clientIndex].name; - if ( pName ) + if( pName ) { const char *nameInString = strstr( pszBuf, pName ); - if ( nameInString ) + if( nameInString ) { - g_iNameLengths[i] = strlen( pName ) + (nameInString - pszBuf); + g_iNameLengths[i] = strlen( pName ) + ( nameInString - pszBuf ); g_pflNameColors[i] = GetClientColor( clientIndex ); } } } - strncpy( g_szLineBuffer[i], pszBuf, max(iBufSize -1, MAX_CHARS_PER_LINE-1) ); + strncpy( g_szLineBuffer[i], pszBuf, max( iBufSize - 1, MAX_CHARS_PER_LINE - 1 ) ); // make sure the text fits in one line EnsureTextFitsInOneLineAndWrapIfHaveTo( i ); // Set scroll time - if ( i == 0 ) + if( i == 0 ) { flScrollTime = gHUD.m_flTime + m_HUD_saytext_time->value; } @@ -213,56 +210,57 @@ void CHudSayText :: SayTextPrint( const char *pszBuf, int iBufSize, int clientIn m_iFlags |= HUD_ACTIVE; PlaySound( "misc/talk.wav", 1 ); - if ( ScreenHeight >= 480 ) + if( ScreenHeight >= 480 ) Y_START = ScreenHeight - 60; else Y_START = ScreenHeight - 45; - Y_START -= (line_height * (MAX_LINES+1)); - + Y_START -= ( line_height * ( MAX_LINES + 1 ) ); } -void CHudSayText :: EnsureTextFitsInOneLineAndWrapIfHaveTo( int line ) +void CHudSayText::EnsureTextFitsInOneLineAndWrapIfHaveTo( int line ) { int line_width = 0; GetConsoleStringSize( g_szLineBuffer[line], &line_width, &line_height ); - if ( (line_width + LINE_START) > MAX_LINE_WIDTH ) - { // string is too long to fit on line + if( ( line_width + LINE_START ) > MAX_LINE_WIDTH ) + { + // string is too long to fit on line // scan the string until we find what word is too long, and wrap the end of the sentence after the word int length = LINE_START; int tmp_len = 0; char *last_break = NULL; - for ( char *x = g_szLineBuffer[line]; *x != 0; x++ ) + for( char *x = g_szLineBuffer[line]; *x != 0; x++ ) { // check for a color change, if so skip past it - if ( x[0] == '/' && x[1] == '(' ) + if( x[0] == '/' && x[1] == '(' ) { x += 2; // skip forward until past mode specifier while ( *x != 0 && *x != ')' ) x++; - if ( *x != 0 ) + if( *x != 0 ) x++; - if ( *x == 0 ) + if( *x == 0 ) break; } char buf[2]; buf[1] = 0; - if ( *x == ' ' && x != g_szLineBuffer[line] ) // store each line break, except for the very first character + if( *x == ' ' && x != g_szLineBuffer[line] ) // store each line break, except for the very first character last_break = x; buf[0] = *x; // get the length of the current character GetConsoleStringSize( buf, &tmp_len, &line_height ); length += tmp_len; - if ( length > MAX_LINE_WIDTH ) - { // needs to be broken up - if ( !last_break ) - last_break = x-1; + if( length > MAX_LINE_WIDTH ) + { + // needs to be broken up + if( !last_break ) + last_break = x - 1; x = last_break; @@ -270,33 +268,33 @@ void CHudSayText :: EnsureTextFitsInOneLineAndWrapIfHaveTo( int line ) int j; do { - for ( j = 0; j < MAX_LINES; j++ ) + for( j = 0; j < MAX_LINES; j++ ) { - if ( ! *g_szLineBuffer[j] ) + if( !( *g_szLineBuffer[j] ) ) break; } - if ( j == MAX_LINES ) + if( j == MAX_LINES ) { // need to make more room to display text, scroll stuff up then fix the pointers int linesmoved = ScrollTextUp(); line -= linesmoved; - last_break = last_break - (sizeof(g_szLineBuffer[0]) * linesmoved); + last_break = last_break - ( sizeof(g_szLineBuffer[0]) * linesmoved ); } } - while ( j == MAX_LINES ); + while( j == MAX_LINES ); // copy remaining string into next buffer, making sure it starts with a space character - if ( (char)*last_break == (char)' ' ) + if( (char)*last_break == (char)' ' ) { - int linelen = strlen(g_szLineBuffer[j]); - int remaininglen = strlen(last_break); + int linelen = strlen( g_szLineBuffer[j] ); + int remaininglen = strlen( last_break ); - if ( (linelen - remaininglen) <= MAX_CHARS_PER_LINE ) + if( ( linelen - remaininglen ) <= MAX_CHARS_PER_LINE ) strcat( g_szLineBuffer[j], last_break ); } else { - if ( (strlen(g_szLineBuffer[j]) - strlen(last_break) - 2) < MAX_CHARS_PER_LINE ) + if ( ( strlen( g_szLineBuffer[j] ) - strlen( last_break ) - 2 ) < MAX_CHARS_PER_LINE ) { strcat( g_szLineBuffer[j], " " ); strcat( g_szLineBuffer[j], last_break ); diff --git a/cl_dll/scoreboard.cpp b/cl_dll/scoreboard.cpp index adcbb3e7..62d140e1 100644 --- a/cl_dll/scoreboard.cpp +++ b/cl_dll/scoreboard.cpp @@ -27,9 +27,9 @@ #include cvar_t *cl_showpacketloss; -hud_player_info_t g_PlayerInfoList[MAX_PLAYERS+1]; // player info from the engine -extra_player_info_t g_PlayerExtraInfo[MAX_PLAYERS+1]; // additional player info sent directly to the client dll -team_info_t g_TeamInfo[MAX_TEAMS+1]; +hud_player_info_t g_PlayerInfoList[MAX_PLAYERS + 1]; // player info from the engine +extra_player_info_t g_PlayerExtraInfo[MAX_PLAYERS + 1]; // additional player info sent directly to the client dll +team_info_t g_TeamInfo[MAX_TEAMS + 1]; int g_iUser1; int g_iUser2; int g_iUser3; @@ -45,7 +45,7 @@ DECLARE_MESSAGE( m_Scoreboard, ScoreInfo ) DECLARE_MESSAGE( m_Scoreboard, TeamInfo ) DECLARE_MESSAGE( m_Scoreboard, TeamScore ) -int CHudScoreboard :: Init( void ) +int CHudScoreboard::Init( void ) { gHUD.AddHudElem( this ); @@ -64,14 +64,13 @@ int CHudScoreboard :: Init( void ) return 1; } - -int CHudScoreboard :: VidInit( void ) +int CHudScoreboard::VidInit( void ) { // Load sprites here return 1; } -void CHudScoreboard :: InitHUDData( void ) +void CHudScoreboard::InitHUDData( void ) { memset( g_PlayerExtraInfo, 0, sizeof g_PlayerExtraInfo ); m_iLastKilledBy = 0; @@ -104,20 +103,19 @@ We have a minimum width of 1-320 - we could have the field widths scale with it? #define PL_RANGE_MAX 375 int SCOREBOARD_WIDTH = 320; - // Y positions #define ROW_GAP 13 #define ROW_RANGE_MIN 15 -#define ROW_RANGE_MAX ( ScreenHeight - 50 ) +#define ROW_RANGE_MAX( ScreenHeight - 50 ) -int CHudScoreboard :: Draw( float fTime ) +int CHudScoreboard::Draw( float fTime ) { int i, j, can_show_packetloss = 0; int FAR_RIGHT; gHUD.m_iNoConsolePrint &= ~( 1 << 0 ); - if ( !m_iShowscoresHeld && gHUD.m_Health.m_iHealth > 0 && !gHUD.m_iIntermission ) + if( !m_iShowscoresHeld && gHUD.m_Health.m_iHealth > 0 && !gHUD.m_iIntermission ) return 1; gHUD.m_iNoConsolePrint |= 1 << 0; @@ -125,7 +123,7 @@ int CHudScoreboard :: Draw( float fTime ) GetAllPlayersInfo(); // Packetloss removed on Kelly 'shipping nazi' Bailey's orders - if ( cl_showpacketloss && cl_showpacketloss->value && ( ScreenWidth >= 400 ) ) + if( cl_showpacketloss && cl_showpacketloss->value && ( ScreenWidth >= 400 ) ) { can_show_packetloss = 1; SCOREBOARD_WIDTH = 400; @@ -138,16 +136,16 @@ int CHudScoreboard :: Draw( float fTime ) // just sort the list on the fly // list is sorted first by frags, then by deaths float list_slot = 0; - int xpos_rel = (ScreenWidth - SCOREBOARD_WIDTH) / 2; + int xpos_rel = ( ScreenWidth - SCOREBOARD_WIDTH ) / 2; // print the heading line - int ypos = ROW_RANGE_MIN + (list_slot * ROW_GAP); - int xpos = NAME_RANGE_MIN + xpos_rel; + int ypos = ROW_RANGE_MIN + ( list_slot * ROW_GAP ); + int xpos = NAME_RANGE_MIN + xpos_rel; FAR_RIGHT = can_show_packetloss ? PL_RANGE_MAX : PING_RANGE_MAX; FAR_RIGHT += 5; - gHUD.DrawDarkRectangle(xpos - 5, ypos - 5, FAR_RIGHT, ROW_RANGE_MAX); - if ( !gHUD.m_Teamplay ) + gHUD.DrawDarkRectangle( xpos - 5, ypos - 5, FAR_RIGHT, ROW_RANGE_MAX ); + if( !gHUD.m_Teamplay ) gHUD.DrawHudString( xpos, ypos, NAME_RANGE_MAX + xpos_rel, "Player", 255, 140, 0 ); else gHUD.DrawHudString( xpos, ypos, NAME_RANGE_MAX + xpos_rel, "Teams", 255, 140, 0 ); @@ -157,20 +155,19 @@ int CHudScoreboard :: Draw( float fTime ) gHUD.DrawHudString( DEATHS_RANGE_MIN + xpos_rel + 5, ypos, ScreenWidth, "deaths", 255, 140, 0 ); gHUD.DrawHudString( PING_RANGE_MAX + xpos_rel - 35, ypos, ScreenWidth, "latency", 255, 140, 0 ); - if ( can_show_packetloss ) + if( can_show_packetloss ) { gHUD.DrawHudString( PL_RANGE_MAX + xpos_rel - 35, ypos, ScreenWidth, "pkt loss", 255, 140, 0 ); } - list_slot += 1.2; - ypos = ROW_RANGE_MIN + (list_slot * ROW_GAP); + ypos = ROW_RANGE_MIN + ( list_slot * ROW_GAP ); xpos = NAME_RANGE_MIN + xpos_rel; - FillRGBA( xpos - 4, ypos, FAR_RIGHT -2, 1, 255, 140, 0, 255); // draw the seperator line - + FillRGBA( xpos - 4, ypos, FAR_RIGHT -2, 1, 255, 140, 0, 255 ); // draw the seperator line + list_slot += 0.8; - if ( !gHUD.m_Teamplay ) + if( !gHUD.m_Teamplay ) { // it's not teamplay, so just draw a simple player list DrawPlayers( xpos_rel, list_slot ); @@ -178,32 +175,32 @@ int CHudScoreboard :: Draw( float fTime ) } // clear out team scores - for ( i = 1; i <= m_iNumTeams; i++ ) + for( i = 1; i <= m_iNumTeams; i++ ) { - if ( !g_TeamInfo[i].scores_overriden ) + if( !g_TeamInfo[i].scores_overriden ) g_TeamInfo[i].frags = g_TeamInfo[i].deaths = 0; g_TeamInfo[i].ping = g_TeamInfo[i].packetloss = 0; } // recalc the team scores, then draw them - for ( i = 1; i < MAX_PLAYERS; i++ ) + for( i = 1; i < MAX_PLAYERS; i++ ) { - //if ( g_PlayerInfoList[i].name == NULL ) + //if( g_PlayerInfoList[i].name == NULL ) // continue; // empty player slot, skip - if ( g_PlayerExtraInfo[i].teamname[0] == 0 ) + if( g_PlayerExtraInfo[i].teamname[0] == 0 ) continue; // skip over players who are not in a team // find what team this player is in - for ( j = 1; j <= m_iNumTeams; j++ ) + for( j = 1; j <= m_iNumTeams; j++ ) { - if ( !stricmp( g_PlayerExtraInfo[i].teamname, g_TeamInfo[j].name ) ) + if( !stricmp( g_PlayerExtraInfo[i].teamname, g_TeamInfo[j].name ) ) break; } - if ( j > m_iNumTeams ) // player is not in a team, skip to the next guy + if( j > m_iNumTeams ) // player is not in a team, skip to the next guy continue; - if ( !g_TeamInfo[j].scores_overriden ) + if( !g_TeamInfo[j].scores_overriden ) { g_TeamInfo[j].frags += g_PlayerExtraInfo[i].frags; g_TeamInfo[j].deaths += g_PlayerExtraInfo[i].deaths; @@ -212,18 +209,18 @@ int CHudScoreboard :: Draw( float fTime ) g_TeamInfo[j].ping += g_PlayerInfoList[i].ping; g_TeamInfo[j].packetloss += g_PlayerInfoList[i].packetloss; - if ( g_PlayerInfoList[i].thisplayer ) + if( g_PlayerInfoList[i].thisplayer ) g_TeamInfo[j].ownteam = TRUE; else g_TeamInfo[j].ownteam = FALSE; } // find team ping/packetloss averages - for ( i = 1; i <= m_iNumTeams; i++ ) + for( i = 1; i <= m_iNumTeams; i++ ) { g_TeamInfo[i].already_drawn = FALSE; - if ( g_TeamInfo[i].players > 0 ) + if( g_TeamInfo[i].players > 0 ) { g_TeamInfo[i].ping /= g_TeamInfo[i].players; // use the average ping of all the players in the team as the teams ping g_TeamInfo[i].packetloss /= g_TeamInfo[i].players; // use the average ping of all the players in the team as the teams ping @@ -231,19 +228,19 @@ int CHudScoreboard :: Draw( float fTime ) } // Draw the teams - while ( 1 ) + while( 1 ) { int highest_frags = -99999; int lowest_deaths = 99999; int best_team = 0; - for ( i = 1; i <= m_iNumTeams; i++ ) + for( i = 1; i <= m_iNumTeams; i++ ) { - if ( g_TeamInfo[i].players < 0 ) + if( g_TeamInfo[i].players < 0 ) continue; - if ( !g_TeamInfo[i].already_drawn && g_TeamInfo[i].frags >= highest_frags ) + if( !g_TeamInfo[i].already_drawn && g_TeamInfo[i].frags >= highest_frags ) { - if ( g_TeamInfo[i].frags > highest_frags || g_TeamInfo[i].deaths < lowest_deaths ) + if( g_TeamInfo[i].frags > highest_frags || g_TeamInfo[i].deaths < lowest_deaths ) { best_team = i; lowest_deaths = g_TeamInfo[i].deaths; @@ -253,22 +250,22 @@ int CHudScoreboard :: Draw( float fTime ) } // draw the best team on the scoreboard - if ( !best_team ) + if( !best_team ) break; // draw out the best team team_info_t *team_info = &g_TeamInfo[best_team]; - ypos = ROW_RANGE_MIN + (list_slot * ROW_GAP); + ypos = ROW_RANGE_MIN + ( list_slot * ROW_GAP ); // check we haven't drawn too far down - if ( ypos > ROW_RANGE_MAX ) // don't draw to close to the lower border + if( ypos > ROW_RANGE_MAX ) // don't draw to close to the lower border break; xpos = NAME_RANGE_MIN + xpos_rel; int r = 255, g = 225, b = 55; // draw the stuff kinda yellowish - - if ( team_info->ownteam ) // if it is their team, draw the background different color + + if( team_info->ownteam ) // if it is their team, draw the background different color { // overlay the background in blue, then draw the score text over it FillRGBA( NAME_RANGE_MIN + xpos_rel - 5, ypos, FAR_RIGHT, ROW_GAP, 0, 0, 255, 70 ); @@ -293,15 +290,15 @@ int CHudScoreboard :: Draw( float fTime ) // draw ping & packetloss static char buf[64]; sprintf( buf, "%d", team_info->ping ); - xpos = ((PING_RANGE_MAX - PING_RANGE_MIN) / 2) + PING_RANGE_MIN + xpos_rel + 25; + xpos = ( ( PING_RANGE_MAX - PING_RANGE_MIN ) / 2) + PING_RANGE_MIN + xpos_rel + 25; UnpackRGB( r, g, b, RGB_YELLOWISH ); gHUD.DrawHudStringReverse( xpos, ypos, xpos - 50, buf, r, g, b ); - // Packetloss removed on Kelly 'shipping nazi' Bailey's orders - if ( can_show_packetloss ) + // Packetloss removed on Kelly 'shipping nazi' Bailey's orders + if( can_show_packetloss ) { - xpos = ((PL_RANGE_MAX - PL_RANGE_MIN) / 2) + PL_RANGE_MIN + xpos_rel + 25; - + xpos = ( ( PL_RANGE_MAX - PL_RANGE_MIN ) / 2) + PL_RANGE_MIN + xpos_rel + 25; + sprintf( buf, " %d", team_info->packetloss ); gHUD.DrawHudString( xpos, ypos, xpos+50, buf, r, g, b ); } @@ -319,15 +316,17 @@ int CHudScoreboard :: Draw( float fTime ) return 1; } + extern float *GetClientColor( int client ); + // returns the ypos where it finishes drawing -int CHudScoreboard :: DrawPlayers( int xpos_rel, float list_slot, int nameoffset, char *team ) +int CHudScoreboard::DrawPlayers( int xpos_rel, float list_slot, int nameoffset, char *team ) { int can_show_packetloss = 0; int FAR_RIGHT; // Packetloss removed on Kelly 'shipping nazi' Bailey's orders - if ( cl_showpacketloss && cl_showpacketloss->value && ( ScreenWidth >= 400 ) ) + if( cl_showpacketloss && cl_showpacketloss->value && ( ScreenWidth >= 400 ) ) { can_show_packetloss = 1; SCOREBOARD_WIDTH = 400; @@ -341,20 +340,21 @@ int CHudScoreboard :: DrawPlayers( int xpos_rel, float list_slot, int nameoffset FAR_RIGHT += 5; // draw the players, in order, and restricted to team if set - while ( 1 ) + while( 1 ) { // Find the top ranking player - int highest_frags = -99999; int lowest_deaths = 99999; + int highest_frags = -99999; + int lowest_deaths = 99999; int best_player = 0; - for ( int i = 1; i < MAX_PLAYERS; i++ ) + for( int i = 1; i < MAX_PLAYERS; i++ ) { - if ( g_PlayerInfoList[i].name && g_PlayerExtraInfo[i].frags >= highest_frags ) + if( g_PlayerInfoList[i].name && g_PlayerExtraInfo[i].frags >= highest_frags ) { - if ( !(team && stricmp(g_PlayerExtraInfo[i].teamname, team)) ) // make sure it is the specified team + if( !( team && stricmp( g_PlayerExtraInfo[i].teamname, team ) ) ) // make sure it is the specified team { extra_player_info_t *pl_info = &g_PlayerExtraInfo[i]; - if ( pl_info->frags > highest_frags || pl_info->deaths < lowest_deaths ) + if( pl_info->frags > highest_frags || pl_info->deaths < lowest_deaths ) { best_player = i; lowest_deaths = pl_info->deaths; @@ -364,34 +364,36 @@ int CHudScoreboard :: DrawPlayers( int xpos_rel, float list_slot, int nameoffset } } - if ( !best_player ) + if( !best_player ) break; // draw out the best player hud_player_info_t *pl_info = &g_PlayerInfoList[best_player]; - int ypos = ROW_RANGE_MIN + (list_slot * ROW_GAP); + int ypos = ROW_RANGE_MIN + ( list_slot * ROW_GAP ); // check we haven't drawn too far down - if ( ypos > ROW_RANGE_MAX ) // don't draw to close to the lower border + if( ypos > ROW_RANGE_MAX ) // don't draw to close to the lower border break; int xpos = NAME_RANGE_MIN + xpos_rel; int r = 255, g = 255, b = 255; float *colors = GetClientColor( best_player ); r *= colors[0], g *= colors[1], b *= colors[2]; - if ( best_player == m_iLastKilledBy && m_fLastKillTime && m_fLastKillTime > gHUD.m_flTime ) + if( best_player == m_iLastKilledBy && m_fLastKillTime && m_fLastKillTime > gHUD.m_flTime ) { - if ( pl_info->thisplayer ) - { // green is the suicide color? i wish this could do grey... + if( pl_info->thisplayer ) + { + // green is the suicide color? i wish this could do grey... FillRGBA( NAME_RANGE_MIN + xpos_rel - 5, ypos, FAR_RIGHT, ROW_GAP, 80, 155, 0, 70 ); } else - { // Highlight the killers name - overlay the background in red, then draw the score text over it - FillRGBA( NAME_RANGE_MIN + xpos_rel - 5, ypos, FAR_RIGHT, ROW_GAP, 255, 0, 0, ((float)15 * (float)(m_fLastKillTime - gHUD.m_flTime)) ); + { + // Highlight the killers name - overlay the background in red, then draw the score text over it + FillRGBA( NAME_RANGE_MIN + xpos_rel - 5, ypos, FAR_RIGHT, ROW_GAP, 255, 0, 0, ( (float)15 * (float)( m_fLastKillTime - gHUD.m_flTime ) ) ); } } - else if ( pl_info->thisplayer ) // if it is their name, draw it a different color + else if( pl_info->thisplayer ) // if it is their name, draw it a different color { // overlay the background in blue, then draw the score text over it FillRGBA( NAME_RANGE_MIN + xpos_rel - 5, ypos, FAR_RIGHT, ROW_GAP, 0, 0, 255, 70 ); @@ -415,13 +417,13 @@ int CHudScoreboard :: DrawPlayers( int xpos_rel, float list_slot, int nameoffset // draw ping & packetloss static char buf[64]; sprintf( buf, "%d", g_PlayerInfoList[best_player].ping ); - xpos = ((PING_RANGE_MAX - PING_RANGE_MIN) / 2) + PING_RANGE_MIN + xpos_rel + 25; + xpos = ( ( PING_RANGE_MAX - PING_RANGE_MIN ) / 2 ) + PING_RANGE_MIN + xpos_rel + 25; gHUD.DrawHudStringReverse( xpos, ypos, xpos - 50, buf, r, g, b ); // Packetloss removed on Kelly 'shipping nazi' Bailey's orders - if ( can_show_packetloss ) + if( can_show_packetloss ) { - if ( g_PlayerInfoList[best_player].packetloss >= 63 ) + if( g_PlayerInfoList[best_player].packetloss >= 63 ) { UnpackRGB( r, g, b, RGB_REDISH ); sprintf( buf, " !!!!" ); @@ -431,11 +433,11 @@ int CHudScoreboard :: DrawPlayers( int xpos_rel, float list_slot, int nameoffset sprintf( buf, " %d", g_PlayerInfoList[best_player].packetloss ); } - xpos = ((PL_RANGE_MAX - PL_RANGE_MIN) / 2) + PL_RANGE_MIN + xpos_rel + 25; - + xpos = ( ( PL_RANGE_MAX - PL_RANGE_MIN ) / 2 ) + PL_RANGE_MIN + xpos_rel + 25; + gHUD.DrawHudString( xpos, ypos, xpos+50, buf, r, g, b ); } - + pl_info->name = NULL; // set the name to be NULL, so this client won't get drawn again list_slot++; } @@ -443,19 +445,18 @@ int CHudScoreboard :: DrawPlayers( int xpos_rel, float list_slot, int nameoffset return list_slot; } - -void CHudScoreboard :: GetAllPlayersInfo( void ) +void CHudScoreboard::GetAllPlayersInfo( void ) { - for ( int i = 1; i < MAX_PLAYERS; i++ ) + for( int i = 1; i < MAX_PLAYERS; i++ ) { GetPlayerInfo( i, &g_PlayerInfoList[i] ); - if ( g_PlayerInfoList[i].thisplayer ) + if( g_PlayerInfoList[i].thisplayer ) m_iPlayerNum = i; // !!!HACK: this should be initialized elsewhere... maybe gotten from the engine } } -int CHudScoreboard :: MsgFunc_ScoreInfo( const char *pszName, int iSize, void *pbuf ) +int CHudScoreboard::MsgFunc_ScoreInfo( const char *pszName, int iSize, void *pbuf ) { m_iFlags |= HUD_ACTIVE; @@ -466,7 +467,7 @@ int CHudScoreboard :: MsgFunc_ScoreInfo( const char *pszName, int iSize, void *p short playerclass = READ_SHORT(); short teamnumber = READ_SHORT(); - if ( cl > 0 && cl <= MAX_PLAYERS ) + if( cl > 0 && cl <= MAX_PLAYERS ) { g_PlayerExtraInfo[cl].frags = frags; g_PlayerExtraInfo[cl].deaths = deaths; @@ -483,21 +484,21 @@ int CHudScoreboard :: MsgFunc_ScoreInfo( const char *pszName, int iSize, void *p // accepts two values: // byte: client number // string: client team name -int CHudScoreboard :: MsgFunc_TeamInfo( const char *pszName, int iSize, void *pbuf ) +int CHudScoreboard::MsgFunc_TeamInfo( const char *pszName, int iSize, void *pbuf ) { int i, j; BEGIN_READ( pbuf, iSize ); short cl = READ_BYTE(); - - if ( cl > 0 && cl <= MAX_PLAYERS ) - { // set the players team + + if( cl > 0 && cl <= MAX_PLAYERS ) + { + // set the players team strncpy( g_PlayerExtraInfo[cl].teamname, READ_STRING(), MAX_TEAM_NAME ); } // rebuild the list of teams - // clear out player counts from teams - for ( i = 1; i <= m_iNumTeams; i++ ) + for( i = 1; i <= m_iNumTeams; i++ ) { g_TeamInfo[i].players = 0; } @@ -505,30 +506,31 @@ int CHudScoreboard :: MsgFunc_TeamInfo( const char *pszName, int iSize, void *pb // rebuild the team list GetAllPlayersInfo(); m_iNumTeams = 0; - for ( i = 1; i < MAX_PLAYERS; i++ ) + for( i = 1; i < MAX_PLAYERS; i++ ) { //if ( g_PlayerInfoList[i].name == NULL ) // continue; - if ( g_PlayerExtraInfo[i].teamname[0] == 0 ) + if( g_PlayerExtraInfo[i].teamname[0] == 0 ) continue; // skip over players who are not in a team // is this player in an existing team? - for ( j = 1; j <= m_iNumTeams; j++ ) + for( j = 1; j <= m_iNumTeams; j++ ) { - if ( g_TeamInfo[j].name[0] == '\0' ) + if( g_TeamInfo[j].name[0] == '\0' ) break; - if ( !stricmp( g_PlayerExtraInfo[i].teamname, g_TeamInfo[j].name ) ) + if( !stricmp( g_PlayerExtraInfo[i].teamname, g_TeamInfo[j].name ) ) break; } - if ( j > m_iNumTeams ) - { // they aren't in a listed team, so make a new one + if( j > m_iNumTeams ) + { + // they aren't in a listed team, so make a new one // search through for an empty team slot - for ( j = 1; j <= m_iNumTeams; j++ ) + for( j = 1; j <= m_iNumTeams; j++ ) { - if ( g_TeamInfo[j].name[0] == '\0' ) + if( g_TeamInfo[j].name[0] == '\0' ) break; } m_iNumTeams = max( j, m_iNumTeams ); @@ -541,9 +543,9 @@ int CHudScoreboard :: MsgFunc_TeamInfo( const char *pszName, int iSize, void *pb } // clear out any empty teams - for ( i = 1; i <= m_iNumTeams; i++ ) + for( i = 1; i <= m_iNumTeams; i++ ) { - if ( g_TeamInfo[i].players < 1 ) + if( g_TeamInfo[i].players < 1 ) memset( &g_TeamInfo[i], 0, sizeof(team_info_t) ); } @@ -556,50 +558,48 @@ int CHudScoreboard :: MsgFunc_TeamInfo( const char *pszName, int iSize, void *pb // short: teams kills // short: teams deaths // if this message is never received, then scores will simply be the combined totals of the players. -int CHudScoreboard :: MsgFunc_TeamScore( const char *pszName, int iSize, void *pbuf ) +int CHudScoreboard::MsgFunc_TeamScore( const char *pszName, int iSize, void *pbuf ) { BEGIN_READ( pbuf, iSize ); char *TeamName = READ_STRING(); int i; // find the team matching the name - for ( i = 1; i <= m_iNumTeams; i++ ) + for( i = 1; i <= m_iNumTeams; i++ ) { - if ( !stricmp( TeamName, g_TeamInfo[i].name ) ) + if( !stricmp( TeamName, g_TeamInfo[i].name ) ) break; } - if ( i > m_iNumTeams ) + if( i > m_iNumTeams ) return 1; // use this new score data instead of combined player scores g_TeamInfo[i].scores_overriden = TRUE; g_TeamInfo[i].frags = READ_SHORT(); g_TeamInfo[i].deaths = READ_SHORT(); - + return 1; } -void CHudScoreboard :: DeathMsg( int killer, int victim ) +void CHudScoreboard::DeathMsg( int killer, int victim ) { // if we were the one killed, or the world killed us, set the scoreboard to indicate suicide - if ( victim == m_iPlayerNum || killer == 0 ) + if( victim == m_iPlayerNum || killer == 0 ) { m_iLastKilledBy = killer ? killer : m_iPlayerNum; m_fLastKillTime = gHUD.m_flTime + 10; // display who we were killed by for 10 seconds - if ( killer == m_iPlayerNum ) + if( killer == m_iPlayerNum ) m_iLastKilledBy = m_iPlayerNum; } } - - -void CHudScoreboard :: UserCmd_ShowScores( void ) +void CHudScoreboard::UserCmd_ShowScores( void ) { m_iShowscoresHeld = TRUE; } -void CHudScoreboard :: UserCmd_HideScores( void ) +void CHudScoreboard::UserCmd_HideScores( void ) { m_iShowscoresHeld = FALSE; } diff --git a/cl_dll/soundsystem.cpp b/cl_dll/soundsystem.cpp index d368109b..9ee33861 100644 --- a/cl_dll/soundsystem.cpp +++ b/cl_dll/soundsystem.cpp @@ -15,6 +15,7 @@ // // $NoKeywords: $ //============================================================================= + #include #include #include @@ -28,9 +29,9 @@ extern engine_studio_api_t IEngineStudio; #define ENGINE_LAUNCHER_API_VERSION 1 -LPDIRECTSOUND lpDS = NULL; -LPDIRECTSOUNDBUFFER lpDSBuf = NULL; -LPHWAVEOUT lpHW = NULL; +LPDIRECTSOUND lpDS = NULL; +LPDIRECTSOUNDBUFFER lpDSBuf = NULL; +LPHWAVEOUT lpHW = NULL; static HMODULE hEngine = 0; @@ -116,10 +117,10 @@ int Eng_LoadFunctions( HMODULE hMod ) engine_api_func pfnEngineAPI; pfnEngineAPI = ( engine_api_func )GetProcAddress( hMod, "Sys_EngineAPI" ); - if ( !pfnEngineAPI ) + if( !pfnEngineAPI ) return 0; - if ( !(*pfnEngineAPI)( ENGINE_LAUNCHER_API_VERSION, sizeof( engine_api_t ), &engineapi ) ) + if( !(*pfnEngineAPI)( ENGINE_LAUNCHER_API_VERSION, sizeof( engine_api_t ), &engineapi ) ) return 0; // All is okay @@ -132,11 +133,11 @@ int Eng_LoadFunctions( HMODULE hMod ) void LoadSoundAPIs( void ) { hEngine = ::LoadLibrary( IEngineStudio.IsHardware() ? "hw.dll" : "sw.dll" ); - if ( hEngine ) + if( hEngine ) { - if ( Eng_LoadFunctions( hEngine ) ) + if( Eng_LoadFunctions( hEngine ) ) { - if ( engineapi.S_GetDSPointer && engineapi.S_GetWAVPointer ) + if( engineapi.S_GetDSPointer && engineapi.S_GetWAVPointer ) { engineapi.S_GetDSPointer(&lpDS, &lpDSBuf); lpHW = (HWAVEOUT FAR *)engineapi.S_GetWAVPointer(); @@ -155,7 +156,7 @@ void ShutdownSoundAPIs( void ) FreeLibrary( hEngine ); hEngine = 0; } - + lpDS = 0; lpDSBuf = 0; lpHW = 0; diff --git a/cl_dll/status_icons.cpp b/cl_dll/status_icons.cpp index 375c9d57..c960d5ef 100644 --- a/cl_dll/status_icons.cpp +++ b/cl_dll/status_icons.cpp @@ -15,6 +15,7 @@ // // status_icons.cpp // + #include "hud.h" #include "cl_util.h" #include "const.h" @@ -40,7 +41,6 @@ int CHudStatusIcons::Init( void ) int CHudStatusIcons::VidInit( void ) { - return 1; } @@ -53,24 +53,24 @@ void CHudStatusIcons::Reset( void ) // Draw status icons along the left-hand side of the screen int CHudStatusIcons::Draw( float flTime ) { - if (gEngfuncs.IsSpectateOnly()) + if( gEngfuncs.IsSpectateOnly() ) return 1; // find starting position to draw from, along right-hand side of screen int x = 5; int y = ScreenHeight / 2; // loop through icon list, and draw any valid icons drawing up from the middle of screen - for ( int i = 0; i < MAX_ICONSPRITES; i++ ) + for( int i = 0; i < MAX_ICONSPRITES; i++ ) { - if ( m_IconList[i].spr ) + if( m_IconList[i].spr ) { y -= ( m_IconList[i].rc.bottom - m_IconList[i].rc.top ) + 5; - + SPR_Set( m_IconList[i].spr, m_IconList[i].r, m_IconList[i].g, m_IconList[i].b ); SPR_DrawAdditive( 0, x, y, &m_IconList[i].rc ); } } - + return 1; } @@ -87,7 +87,7 @@ int CHudStatusIcons::MsgFunc_StatusIcon( const char *pszName, int iSize, void *p int ShouldEnable = READ_BYTE(); char *pszIconName = READ_STRING(); - if ( ShouldEnable ) + if( ShouldEnable ) { int r = READ_BYTE(); int g = READ_BYTE(); @@ -109,24 +109,24 @@ void CHudStatusIcons::EnableIcon( char *pszIconName, unsigned char red, unsigned int i; // check to see if the sprite is in the current list - for ( i = 0; i < MAX_ICONSPRITES; i++ ) + for( i = 0; i < MAX_ICONSPRITES; i++ ) { - if ( !stricmp( m_IconList[i].szSpriteName, pszIconName ) ) + if( !stricmp( m_IconList[i].szSpriteName, pszIconName ) ) break; } - if ( i == MAX_ICONSPRITES ) + if( i == MAX_ICONSPRITES ) { // icon not in list, so find an empty slot to add to - for ( i = 0; i < MAX_ICONSPRITES; i++ ) + for( i = 0; i < MAX_ICONSPRITES; i++ ) { - if ( !m_IconList[i].spr ) + if( !m_IconList[i].spr ) break; } } // if we've run out of space in the list, overwrite the first icon - if ( i == MAX_ICONSPRITES ) + if( i == MAX_ICONSPRITES ) { i = 0; } @@ -142,7 +142,7 @@ void CHudStatusIcons::EnableIcon( char *pszIconName, unsigned char red, unsigned strcpy( m_IconList[i].szSpriteName, pszIconName ); // Hack: Play Timer sound when a grenade icon is played (in 0.8 seconds) - if ( strstr(m_IconList[i].szSpriteName, "grenade") ) + if( strstr(m_IconList[i].szSpriteName, "grenade") ) { cl_entity_t *pthisplayer = gEngfuncs.GetLocalPlayer(); gEngfuncs.pEventAPI->EV_PlaySound( pthisplayer->index, pthisplayer->origin, CHAN_STATIC, "weapons/timer.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); @@ -152,12 +152,12 @@ void CHudStatusIcons::EnableIcon( char *pszIconName, unsigned char red, unsigned void CHudStatusIcons::DisableIcon( char *pszIconName ) { // find the sprite is in the current list - for ( int i = 0; i < MAX_ICONSPRITES; i++ ) + for( int i = 0; i < MAX_ICONSPRITES; i++ ) { - if ( !stricmp( m_IconList[i].szSpriteName, pszIconName ) ) + if( !stricmp( m_IconList[i].szSpriteName, pszIconName ) ) { // clear the item from the list - memset( &m_IconList[i], 0, sizeof( icon_sprite_t ) ); + memset( &m_IconList[i], 0, sizeof(icon_sprite_t) ); return; } } diff --git a/cl_dll/statusbar.cpp b/cl_dll/statusbar.cpp index 152fb9b1..e730f05e 100644 --- a/cl_dll/statusbar.cpp +++ b/cl_dll/statusbar.cpp @@ -34,7 +34,7 @@ DECLARE_MESSAGE( m_StatusBar, StatusValue ) float *GetClientColor( int clientIndex ); extern float g_ColorYellow[3]; -int CHudStatusBar :: Init( void ) +int CHudStatusBar::Init( void ) { gHUD.AddHudElem( this ); @@ -48,19 +48,18 @@ int CHudStatusBar :: Init( void ) return 1; } -int CHudStatusBar :: VidInit( void ) +int CHudStatusBar::VidInit( void ) { // Load sprites here - return 1; } -void CHudStatusBar :: Reset( void ) +void CHudStatusBar::Reset( void ) { int i = 0; m_iFlags &= ~HUD_ACTIVE; // start out inactive - for ( i = 0; i < MAX_STATUSBAR_LINES; i++ ) + for( i = 0; i < MAX_STATUSBAR_LINES; i++ ) m_szStatusText[i][0] = 0; memset( m_iStatusValues, 0, sizeof m_iStatusValues ); @@ -71,7 +70,7 @@ void CHudStatusBar :: Reset( void ) m_pflNameColors[i] = g_ColorYellow; } -void CHudStatusBar :: ParseStatusString( int line_num ) +void CHudStatusBar::ParseStatusString( int line_num ) { // localise string first char szBuffer[MAX_STATUSTEXT_LENGTH]; @@ -85,29 +84,31 @@ void CHudStatusBar :: ParseStatusString( int line_num ) char *src_start = src, *dst_start = dst; - while ( *src != 0 ) + while( *src != 0 ) { - while ( *src == '\n' ) + while( *src == '\n' ) src++; // skip over any newlines - if ( ((src - src_start) >= MAX_STATUSTEXT_LENGTH) || ((dst - dst_start) >= MAX_STATUSTEXT_LENGTH) ) + if( ( ( src - src_start ) >= MAX_STATUSTEXT_LENGTH ) || ( ( dst - dst_start ) >= MAX_STATUSTEXT_LENGTH ) ) break; int index = atoi( src ); // should we draw this line? - if ( (index >= 0 && index < MAX_STATUSBAR_VALUES) && (m_iStatusValues[index] != 0) ) - { // parse this line and append result to the status bar + if( ( index >= 0 && index < MAX_STATUSBAR_VALUES ) && ( m_iStatusValues[index] != 0 ) ) + { + // parse this line and append result to the status bar while ( *src >= '0' && *src <= '9' ) src++; - if ( *src == '\n' || *src == 0 ) + if( *src == '\n' || *src == 0 ) continue; // no more left in this text line // copy the text, char by char, until we hit a % or a \n - while ( *src != '\n' && *src != 0 ) + while( *src != '\n' && *src != 0 ) { - if ( *src != '%' ) - { // just copy the character + if( *src != '%' ) + { + // just copy the character *dst = *src; dst++, src++; } @@ -126,20 +127,20 @@ void CHudStatusBar :: ParseStatusString( int line_num ) // move over descriptor, then get and move over the index index = atoi( ++src ); - while ( *src >= '0' && *src <= '9' ) + while( *src >= '0' && *src <= '9' ) src++; - if ( index >= 0 && index < MAX_STATUSBAR_VALUES ) + if( index >= 0 && index < MAX_STATUSBAR_VALUES ) { int indexval = m_iStatusValues[index]; // get the string to substitute in place of the %XX char szRepString[MAX_PLAYER_NAME_LENGTH]; - switch ( valtype ) + switch( valtype ) { case 'p': // player name GetPlayerInfo( indexval, &g_PlayerInfoList[indexval] ); - if ( g_PlayerInfoList[indexval].name != NULL ) + if( g_PlayerInfoList[indexval].name != NULL ) { strncpy( szRepString, g_PlayerInfoList[indexval].name, MAX_PLAYER_NAME_LENGTH ); m_pflNameColors[line_num] = GetClientColor( indexval ); @@ -148,7 +149,6 @@ void CHudStatusBar :: ParseStatusString( int line_num ) { strcpy( szRepString, "******" ); } - break; case 'i': // number sprintf( szRepString, "%d", indexval ); @@ -157,7 +157,7 @@ void CHudStatusBar :: ParseStatusString( int line_num ) szRepString[0] = 0; } - for ( char *cp = szRepString; *cp != 0 && ((dst - dst_start) < MAX_STATUSTEXT_LENGTH); cp++, dst++ ) + for( char *cp = szRepString; *cp != 0 && ( ( dst - dst_start ) < MAX_STATUSTEXT_LENGTH ); cp++, dst++ ) *dst = *cp; } } @@ -166,17 +166,17 @@ void CHudStatusBar :: ParseStatusString( int line_num ) else { // skip to next line of text - while ( *src != 0 && *src != '\n' ) + while( *src != 0 && *src != '\n' ) src++; } } } -int CHudStatusBar :: Draw( float fTime ) +int CHudStatusBar::Draw( float fTime ) { - if ( m_bReparseString ) + if( m_bReparseString ) { - for ( int i = 0; i < MAX_STATUSBAR_LINES; i++ ) + for( int i = 0; i < MAX_STATUSBAR_LINES; i++ ) { m_pflNameColors[i] = g_ColorYellow; ParseStatusString( i ); @@ -184,10 +184,10 @@ int CHudStatusBar :: Draw( float fTime ) m_bReparseString = FALSE; } - int Y_START = ScreenHeight - YRES(32 + 4); + int Y_START = ScreenHeight - YRES( 32 + 4 ); // Draw the status bar lines - for ( int i = 0; i < MAX_STATUSBAR_LINES; i++ ) + for( int i = 0; i < MAX_STATUSBAR_LINES; i++ ) { int TextHeight, TextWidth; GetConsoleStringSize( m_szStatusBar[i], &TextWidth, &TextHeight ); @@ -196,13 +196,13 @@ int CHudStatusBar :: Draw( float fTime ) int y = Y_START - ( 4 + TextHeight * i ); // draw along bottom of screen // let user set status ID bar centering - if ( (i == STATUSBAR_ID_LINE) && CVAR_GET_FLOAT("hud_centerid") ) + if( ( i == STATUSBAR_ID_LINE ) && CVAR_GET_FLOAT( "hud_centerid" ) ) { - x = max( 0, max(2, (ScreenWidth - TextWidth)) / 2 ); - y = (ScreenHeight / 2) + (TextHeight*CVAR_GET_FLOAT("hud_centerid")); + x = max( 0, max( 2, ( ScreenWidth - TextWidth ) ) / 2 ); + y = ( ScreenHeight / 2 ) + ( TextHeight * CVAR_GET_FLOAT( "hud_centerid" ) ); } - if ( m_pflNameColors[i] ) + if( m_pflNameColors[i] ) DrawSetTextColor( m_pflNameColors[i][0], m_pflNameColors[i][1], m_pflNameColors[i][2] ); DrawConsoleString( x, y, m_szStatusBar[i] ); @@ -223,19 +223,19 @@ int CHudStatusBar :: Draw( float fTime ) // if StatusValue[slotnum] != 0, the following string is drawn, upto the next newline - otherwise the text is skipped upto next newline // %pX, where X is an integer, will substitute a player name here, getting the player index from StatusValue[X] // %iX, where X is an integer, will substitute a number here, getting the number from StatusValue[X] -int CHudStatusBar :: MsgFunc_StatusText( const char *pszName, int iSize, void *pbuf ) +int CHudStatusBar::MsgFunc_StatusText( const char *pszName, int iSize, void *pbuf ) { BEGIN_READ( pbuf, iSize ); int line = READ_BYTE(); - if ( line < 0 || line >= MAX_STATUSBAR_LINES ) + if( line < 0 || line >= MAX_STATUSBAR_LINES ) return 1; strncpy( m_szStatusText[line], READ_STRING(), MAX_STATUSTEXT_LENGTH ); - m_szStatusText[line][MAX_STATUSTEXT_LENGTH-1] = 0; // ensure it's null terminated ( strncpy() won't null terminate if read string too long) + m_szStatusText[line][MAX_STATUSTEXT_LENGTH - 1] = 0; // ensure it's null terminated ( strncpy() won't null terminate if read string too long) - if ( m_szStatusText[0] == 0 ) + if( m_szStatusText[0] == 0 ) m_iFlags &= ~HUD_ACTIVE; else m_iFlags |= HUD_ACTIVE; // we have status text, so turn on the status bar @@ -249,17 +249,17 @@ int CHudStatusBar :: MsgFunc_StatusText( const char *pszName, int iSize, void *p // accepts two values: // byte: index into the status value array // short: value to store -int CHudStatusBar :: MsgFunc_StatusValue( const char *pszName, int iSize, void *pbuf ) +int CHudStatusBar::MsgFunc_StatusValue( const char *pszName, int iSize, void *pbuf ) { BEGIN_READ( pbuf, iSize ); int index = READ_BYTE(); - if ( index < 1 || index >= MAX_STATUSBAR_VALUES ) + if( index < 1 || index >= MAX_STATUSBAR_VALUES ) return 1; // index out of range m_iStatusValues[index] = READ_SHORT(); m_bReparseString = TRUE; - + return 1; } diff --git a/cl_dll/studio_util.cpp b/cl_dll/studio_util.cpp index df5fc4bf..a5eb39f1 100644 --- a/cl_dll/studio_util.cpp +++ b/cl_dll/studio_util.cpp @@ -18,31 +18,31 @@ AngleMatrix ==================== */ -void AngleMatrix (const float *angles, float (*matrix)[4] ) +void AngleMatrix( const float *angles, float (*matrix)[4] ) { - float angle; - float sr, sp, sy, cr, cp, cy; - - angle = angles[YAW] * (M_PI*2 / 360); - sy = sin(angle); - cy = cos(angle); - angle = angles[PITCH] * (M_PI*2 / 360); - sp = sin(angle); - cp = cos(angle); - angle = angles[ROLL] * (M_PI*2 / 360); - sr = sin(angle); - cr = cos(angle); + float angle; + float sr, sp, sy, cr, cp, cy; + + angle = angles[YAW] * ( M_PI*2 / 360 ); + sy = sin( angle ); + cy = cos( angle ); + angle = angles[PITCH] * ( M_PI*2 / 360 ); + sp = sin( angle ); + cp = cos( angle ); + angle = angles[ROLL] * ( M_PI*2 / 360 ); + sr = sin( angle ); + cr = cos( angle ); // matrix = (YAW * PITCH) * ROLL - matrix[0][0] = cp*cy; - matrix[1][0] = cp*sy; + matrix[0][0] = cp * cy; + matrix[1][0] = cp * sy; matrix[2][0] = -sp; - matrix[0][1] = sr*sp*cy+cr*-sy; - matrix[1][1] = sr*sp*sy+cr*cy; - matrix[2][1] = sr*cp; - matrix[0][2] = (cr*sp*cy+-sr*-sy); - matrix[1][2] = (cr*sp*sy+-sr*cy); - matrix[2][2] = cr*cp; + matrix[0][1] = sr * sp * cy + cr * -sy; + matrix[1][1] = sr * sp * sy + cr * cy; + matrix[2][1] = sr * cp; + matrix[0][2] = (cr * sp * cy + -sr * -sy); + matrix[1][2] = (cr * sp * sy + -sr* cy); + matrix[2][2] = cr * cp; matrix[0][3] = 0.0; matrix[1][3] = 0.0; matrix[2][3] = 0.0; @@ -54,14 +54,14 @@ VectorCompare ==================== */ -int VectorCompare (const float *v1, const float *v2) +int VectorCompare( const float *v1, const float *v2 ) { - int i; - - for (i=0 ; i<3 ; i++) - if (v1[i] != v2[i]) + int i; + + for( i = 0; i < 3; i++ ) + if( v1[i] != v2[i] ) return 0; - + return 1; } @@ -71,7 +71,7 @@ CrossProduct ==================== */ -void CrossProduct (const float *v1, const float *v2, float *cross) +void CrossProduct( const float *v1, const float *v2, float *cross ) { cross[0] = v1[1]*v2[2] - v1[2]*v2[1]; cross[1] = v1[2]*v2[0] - v1[0]*v2[2]; @@ -84,7 +84,7 @@ VectorTransform ==================== */ -void VectorTransform (const float *in1, float in2[3][4], float *out) +void VectorTransform( const float *in1, float in2[3][4], float *out ) { out[0] = DotProduct(in1, in2[0]) + in2[0][3]; out[1] = DotProduct(in1, in2[1]) + in2[1][3]; @@ -97,7 +97,7 @@ ConcatTransforms ================ */ -void ConcatTransforms (float in1[3][4], float in2[3][4], float out[3][4]) +void ConcatTransforms( float in1[3][4], float in2[3][4], float out[3][4] ) { out[0][0] = in1[0][0] * in2[0][0] + in1[0][1] * in2[1][0] + in1[0][2] * in2[2][0]; @@ -135,24 +135,24 @@ AngleQuaternion */ void AngleQuaternion( float *angles, vec4_t quaternion ) { - float angle; - float sr, sp, sy, cr, cp, cy; + float angle; + float sr, sp, sy, cr, cp, cy; // FIXME: rescale the inputs to 1/2 angle angle = angles[2] * 0.5; - sy = sin(angle); - cy = cos(angle); + sy = sin( angle ); + cy = cos( angle ); angle = angles[1] * 0.5; - sp = sin(angle); - cp = cos(angle); + sp = sin( angle ); + cp = cos( angle ); angle = angles[0] * 0.5; - sr = sin(angle); - cr = cos(angle); + sr = sin( angle ); + cr = cos( angle ); - quaternion[0] = sr*cp*cy-cr*sp*sy; // X - quaternion[1] = cr*sp*cy+sr*cp*sy; // Y - quaternion[2] = cr*cp*sy-sr*sp*cy; // Z - quaternion[3] = cr*cp*cy+sr*sp*sy; // W + quaternion[0] = sr * cp * cy - cr * sp * sy; // X + quaternion[1] = cr * sp * cy + sr * cp * sy; // Y + quaternion[2] = cr * cp * sy - sr * sp * cy; // Z + quaternion[3] = cr * cp * cy + sr * sp * sy; // W } /* @@ -164,42 +164,43 @@ QuaternionSlerp void QuaternionSlerp( vec4_t p, vec4_t q, float t, vec4_t qt ) { int i; - float omega, cosom, sinom, sclp, sclq; + float omega, cosom, sinom, sclp, sclq; // decide if one of the quaternions is backwards float a = 0; float b = 0; - for (i = 0; i < 4; i++) + for( i = 0; i < 4; i++ ) { - a += (p[i]-q[i])*(p[i]-q[i]); - b += (p[i]+q[i])*(p[i]+q[i]); + a += ( p[i] - q[i] ) * ( p[i] - q[i] ); + b += ( p[i] + q[i] ) * ( p[i] + q[i] ); } - if (a > b) + if(a > b) { - for (i = 0; i < 4; i++) + for( i = 0; i < 4; i++ ) { q[i] = -q[i]; } } - cosom = p[0]*q[0] + p[1]*q[1] + p[2]*q[2] + p[3]*q[3]; + cosom = p[0] * q[0] + p[1] * q[1] + p[2] * q[2] + p[3] * q[3]; - if ((1.0 + cosom) > 0.000001) + if( ( 1.0 + cosom ) > 0.000001 ) { - if ((1.0 - cosom) > 0.000001) + if( ( 1.0 - cosom ) > 0.000001 ) { omega = acos( cosom ); sinom = sin( omega ); - sclp = sin( (1.0 - t)*omega) / sinom; - sclq = sin( t*omega ) / sinom; + sclp = sin( ( 1.0 - t ) * omega ) / sinom; + sclq = sin( t * omega ) / sinom; } else { sclp = 1.0 - t; sclq = t; } - for (i = 0; i < 4; i++) { + for( i = 0; i < 4; i++ ) + { qt[i] = sclp * p[i] + sclq * q[i]; } } @@ -209,9 +210,9 @@ void QuaternionSlerp( vec4_t p, vec4_t q, float t, vec4_t qt ) qt[1] = q[0]; qt[2] = -q[3]; qt[3] = q[2]; - sclp = sin( (1.0 - t) * (0.5 * M_PI)); - sclq = sin( t * (0.5 * M_PI)); - for (i = 0; i < 3; i++) + sclp = sin( ( 1.0 - t ) * ( 0.5 * M_PI ) ); + sclq = sin( t * ( 0.5 * M_PI ) ); + for( i = 0; i < 3; i++ ) { qt[i] = sclp * p[i] + sclq * qt[i]; } @@ -248,4 +249,4 @@ MatrixCopy void MatrixCopy( float in[3][4], float out[3][4] ) { memcpy( out, in, sizeof( float ) * 3 * 4 ); -} \ No newline at end of file +} diff --git a/cl_dll/studio_util.h b/cl_dll/studio_util.h index aa8dcf6b..963dcda7 100644 --- a/cl_dll/studio_util.h +++ b/cl_dll/studio_util.h @@ -25,16 +25,15 @@ #define ROLL 2 #endif -#define FDotProduct( a, b ) (fabs((a[0])*(b[0])) + fabs((a[1])*(b[1])) + fabs((a[2])*(b[2]))) +#define FDotProduct( a, b ) ( fabs( ( a[0] ) * ( b[0] ) ) + fabs( ( a[1] ) * ( b[1] ) ) + fabs( ( a[2] ) * ( b[2] ) ) ) -void AngleMatrix (const float *angles, float (*matrix)[4] ); -int VectorCompare (const float *v1, const float *v2); -void CrossProduct (const float *v1, const float *v2, float *cross); -void VectorTransform (const float *in1, float in2[3][4], float *out); -void ConcatTransforms (float in1[3][4], float in2[3][4], float out[3][4]); +void AngleMatrix( const float *angles, float (*matrix)[4] ); +int VectorCompare( const float *v1, const float *v2 ); +void CrossProduct( const float *v1, const float *v2, float *cross ); +void VectorTransform( const float *in1, float in2[3][4], float *out ); +void ConcatTransforms( float in1[3][4], float in2[3][4], float out[3][4] ); void MatrixCopy( float in[3][4], float out[3][4] ); void QuaternionMatrix( vec4_t quaternion, float (*matrix)[4] ); void QuaternionSlerp( vec4_t p, vec4_t q, float t, vec4_t qt ); void AngleQuaternion( float *angles, vec4_t quaternion ); - -#endif // STUDIO_UTIL_H \ No newline at end of file +#endif // STUDIO_UTIL_H diff --git a/cl_dll/text_message.cpp b/cl_dll/text_message.cpp index eb6f73a9..af62a915 100644 --- a/cl_dll/text_message.cpp +++ b/cl_dll/text_message.cpp @@ -26,10 +26,9 @@ #include #include "parsemsg.h" - DECLARE_MESSAGE( m_TextMessage, TextMsg ) -int CHudTextMessage::Init(void) +int CHudTextMessage::Init( void ) { HOOK_MESSAGE( TextMsg ); @@ -46,14 +45,14 @@ int CHudTextMessage::Init(void) char *CHudTextMessage::LocaliseTextString( const char *msg, char *dst_buffer, int buffer_size ) { char *dst = dst_buffer; - for ( char *src = (char*)msg; *src != 0 && buffer_size > 0; buffer_size-- ) + for( char *src = (char*)msg; *src != 0 && buffer_size > 0; buffer_size-- ) { - if ( *src == '#' ) + if( *src == '#' ) { // cut msg name out of string static char word_buf[255]; char *wdst = word_buf, *word_start = src; - for ( ++src ; (*src >= 'A' && *src <= 'z') || (*src >= '0' && *src <= '9'); wdst++, src++ ) + for( ++src; ( *src >= 'A' && *src <= 'z' ) || ( *src >= '0' && *src <= '9' ); wdst++, src++ ) { *wdst = *src; } @@ -61,7 +60,7 @@ char *CHudTextMessage::LocaliseTextString( const char *msg, char *dst_buffer, in // lookup msg name in titles.txt client_textmessage_t *clmsg = TextMessageGet( word_buf ); - if ( !clmsg || !(clmsg->pMessage) ) + if( !clmsg || !( clmsg->pMessage ) ) { src = word_start; *dst = *src; @@ -70,7 +69,7 @@ char *CHudTextMessage::LocaliseTextString( const char *msg, char *dst_buffer, in } // copy string into message over the msg name - for ( char *wsrc = (char*)clmsg->pMessage; *wsrc != 0; wsrc++, dst++ ) + for( char *wsrc = (char*)clmsg->pMessage; *wsrc != 0; wsrc++, dst++ ) { *dst = *wsrc; } @@ -84,7 +83,7 @@ char *CHudTextMessage::LocaliseTextString( const char *msg, char *dst_buffer, in } } - dst_buffer[buffer_size-1] = 0; // ensure null termination + dst_buffer[buffer_size - 1] = 0; // ensure null termination return dst_buffer; } @@ -99,30 +98,31 @@ char *CHudTextMessage::BufferedLocaliseTextString( const char *msg ) // Simplified version of LocaliseTextString; assumes string is only one word char *CHudTextMessage::LookupString( const char *msg, int *msg_dest ) { - if ( !msg ) + if( !msg ) return ""; // '#' character indicates this is a reference to a string in titles.txt, and not the string itself - if ( msg[0] == '#' ) + if( msg[0] == '#' ) { // this is a message name, so look up the real message - client_textmessage_t *clmsg = TextMessageGet( msg+1 ); + client_textmessage_t *clmsg = TextMessageGet( msg + 1 ); - if ( !clmsg || !(clmsg->pMessage) ) + if( !clmsg || !(clmsg->pMessage) ) return (char*)msg; // lookup failed, so return the original string - - if ( msg_dest ) + + if( msg_dest ) { // check to see if titles.txt info overrides msg destination // if clmsg->effect is less than 0, then clmsg->effect holds -1 * message_destination - if ( clmsg->effect < 0 ) // + if( clmsg->effect < 0 ) // *msg_dest = -clmsg->effect; } return (char*)clmsg->pMessage; } else - { // nothing special about this message, so just return the same string + { + // nothing special about this message, so just return the same string return (char*)msg; } } @@ -130,7 +130,7 @@ char *CHudTextMessage::LookupString( const char *msg, int *msg_dest ) void StripEndNewlineFromString( char *str ) { int s = strlen( str ) - 1; - if ( str[s] == '\n' || str[s] == '\r' ) + if( str[s] == '\n' || str[s] == '\r' ) str[s] = 0; } @@ -138,8 +138,8 @@ void StripEndNewlineFromString( char *str ) // returns a pointer to str char* ConvertCRtoNL( char *str ) { - for ( char *ch = str; *ch != 0; ch++ ) - if ( *ch == '\r' ) + for( char *ch = str; *ch != 0; ch++ ) + if( *ch == '\r' ) *ch = '\n'; return str; } @@ -181,24 +181,21 @@ int CHudTextMessage::MsgFunc_TextMsg( const char *pszName, int iSize, void *pbuf StripEndNewlineFromString( sstr4 ); char *psz = szBuf[5]; - switch ( msg_dest ) + switch( msg_dest ) { case HUD_PRINTCENTER: sprintf( psz, msg_text, sstr1, sstr2, sstr3, sstr4 ); CenterPrint( ConvertCRtoNL( psz ) ); break; - case HUD_PRINTNOTIFY: psz[0] = 1; // mark this message to go into the notify buffer - sprintf( psz+1, msg_text, sstr1, sstr2, sstr3, sstr4 ); + sprintf( psz + 1, msg_text, sstr1, sstr2, sstr3, sstr4 ); ConsolePrint( ConvertCRtoNL( psz ) ); break; - case HUD_PRINTTALK: sprintf( psz, msg_text, sstr1, sstr2, sstr3, sstr4 ); gHUD.m_SayText.SayTextPrint( ConvertCRtoNL( psz ), 128 ); break; - case HUD_PRINTCONSOLE: sprintf( psz, msg_text, sstr1, sstr2, sstr3, sstr4 ); ConsolePrint( ConvertCRtoNL( psz ) ); diff --git a/cl_dll/tf_defs.h b/cl_dll/tf_defs.h index 06d9af09..a9270f1e 100644 --- a/cl_dll/tf_defs.h +++ b/cl_dll/tf_defs.h @@ -362,7 +362,6 @@ enum // Silent Spy Feign #define TF_SPY_SILENTDIE 199 - /*==================================================*/ /* Defines for the ENGINEER's Building ability */ /*==================================================*/ @@ -458,28 +457,28 @@ enum // HL-compatible weapon numbers #define WEAPON_HOOK 1 -#define WEAPON_BIOWEAPON (WEAPON_HOOK+1) -#define WEAPON_MEDIKIT (WEAPON_HOOK+2) -#define WEAPON_SPANNER (WEAPON_HOOK+3) -#define WEAPON_AXE (WEAPON_HOOK+4) -#define WEAPON_SNIPER_RIFLE (WEAPON_HOOK+5) -#define WEAPON_AUTO_RIFLE (WEAPON_HOOK+6) -#define WEAPON_TF_SHOTGUN (WEAPON_HOOK+7) -#define WEAPON_SUPER_SHOTGUN (WEAPON_HOOK+8) -#define WEAPON_NAILGUN (WEAPON_HOOK+9) -#define WEAPON_SUPER_NAILGUN (WEAPON_HOOK+10) -#define WEAPON_GRENADE_LAUNCHER (WEAPON_HOOK+11) -#define WEAPON_FLAMETHROWER (WEAPON_HOOK+12) -#define WEAPON_ROCKET_LAUNCHER (WEAPON_HOOK+13) -#define WEAPON_INCENDIARY (WEAPON_HOOK+14) -#define WEAPON_ASSAULT_CANNON (WEAPON_HOOK+16) -#define WEAPON_LIGHTNING (WEAPON_HOOK+17) -#define WEAPON_DETPACK (WEAPON_HOOK+18) -#define WEAPON_TRANQ (WEAPON_HOOK+19) -#define WEAPON_LASER (WEAPON_HOOK+20) -#define WEAPON_PIPEBOMB_LAUNCHER (WEAPON_HOOK+21) -#define WEAPON_KNIFE (WEAPON_HOOK+22) -#define WEAPON_BENCHMARK (WEAPON_HOOK+23) +#define WEAPON_BIOWEAPON (WEAPON_HOOK + 1) +#define WEAPON_MEDIKIT (WEAPON_HOOK + 2) +#define WEAPON_SPANNER (WEAPON_HOOK + 3) +#define WEAPON_AXE (WEAPON_HOOK + 4) +#define WEAPON_SNIPER_RIFLE (WEAPON_HOOK + 5) +#define WEAPON_AUTO_RIFLE (WEAPON_HOOK + 6) +#define WEAPON_TF_SHOTGUN (WEAPON_HOOK + 7) +#define WEAPON_SUPER_SHOTGUN (WEAPON_HOOK + 8) +#define WEAPON_NAILGUN (WEAPON_HOOK + 9) +#define WEAPON_SUPER_NAILGUN (WEAPON_HOOK + 10) +#define WEAPON_GRENADE_LAUNCHER (WEAPON_HOOK + 11) +#define WEAPON_FLAMETHROWER (WEAPON_HOOK + 12) +#define WEAPON_ROCKET_LAUNCHER (WEAPON_HOOK + 13) +#define WEAPON_INCENDIARY (WEAPON_HOOK + 14) +#define WEAPON_ASSAULT_CANNON (WEAPON_HOOK + 16) +#define WEAPON_LIGHTNING (WEAPON_HOOK + 17) +#define WEAPON_DETPACK (WEAPON_HOOK + 18) +#define WEAPON_TRANQ (WEAPON_HOOK + 19) +#define WEAPON_LASER (WEAPON_HOOK + 20) +#define WEAPON_PIPEBOMB_LAUNCHER (WEAPON_HOOK + 21) +#define WEAPON_KNIFE (WEAPON_HOOK + 22) +#define WEAPON_BENCHMARK (WEAPON_HOOK + 23) /*==================================================*/ /* New Weapon Related Defines */ @@ -509,7 +508,7 @@ enum // Detpack #define WEAP_DETPACK_DISARMTIME 3 // Time it takes to disarm a Detpack #define WEAP_DETPACK_SETTIME 3 // Time it takes to set a Detpack -#define WEAP_DETPACK_SIZE 700 // Explosion Size +#define WEAP_DETPACK_SIZE 700 // Explosion Size #define WEAP_DETPACK_GOAL_SIZE 1500 // Explosion Size for goal triggering #define WEAP_DETPACK_BITS_NO 12 // Bits that detpack explodes into @@ -519,15 +518,15 @@ enum // Grenades #define GR_PRIMETIME 3 #define GR_CALTROP_PRIME 0.5 -#define GR_TYPE_NONE 0 -#define GR_TYPE_NORMAL 1 -#define GR_TYPE_CONCUSSION 2 -#define GR_TYPE_NAIL 3 -#define GR_TYPE_MIRV 4 -#define GR_TYPE_NAPALM 5 -//#define GR_TYPE_FLARE 6 -#define GR_TYPE_GAS 7 -#define GR_TYPE_EMP 8 +#define GR_TYPE_NONE 0 +#define GR_TYPE_NORMAL 1 +#define GR_TYPE_CONCUSSION 2 +#define GR_TYPE_NAIL 3 +#define GR_TYPE_MIRV 4 +#define GR_TYPE_NAPALM 5 +//#define GR_TYPE_FLARE 6 +#define GR_TYPE_GAS 7 +#define GR_TYPE_EMP 8 #define GR_TYPE_CALTROP 9 //#define GR_TYPE_FLASH 10 @@ -542,8 +541,8 @@ enum // Defines for Concussion Grenade #define GR_CONCUSS_TIME 0.25 #define GR_CONCUSS_DEC 10 -#define MEDIUM_PING 150 -#define HIGH_PING 200 +#define MEDIUM_PING 150 +#define HIGH_PING 200 // Defines for the Gas Grenade #define GR_HALLU_TIME 0.3 @@ -551,7 +550,7 @@ enum #define GR_HALLU_DEC 2.5 // Defines for the BioInfection -#define BIO_JUMP_RADIUS 128 // The distance the bioinfection can jump between players +#define BIO_JUMP_RADIUS 128 // The distance the bioinfection can jump between players /*==================================================*/ /* New Items */ @@ -1382,8 +1381,5 @@ public: void Spawn( void ); void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); }; - #endif // TF_DEFS_ONLY #endif // __TF_DEFS_H - - diff --git a/cl_dll/train.cpp b/cl_dll/train.cpp index 1cbbb444..de480ec2 100644 --- a/cl_dll/train.cpp +++ b/cl_dll/train.cpp @@ -24,59 +24,56 @@ #include #include "parsemsg.h" -DECLARE_MESSAGE(m_Train, Train ) +DECLARE_MESSAGE( m_Train, Train ) - -int CHudTrain::Init(void) +int CHudTrain::Init( void ) { HOOK_MESSAGE( Train ); m_iPos = 0; m_iFlags = 0; - gHUD.AddHudElem(this); + gHUD.AddHudElem( this ); return 1; } -int CHudTrain::VidInit(void) +int CHudTrain::VidInit( void ) { m_hSprite = 0; return 1; } -int CHudTrain::Draw(float fTime) +int CHudTrain::Draw( float fTime ) { - if ( !m_hSprite ) - m_hSprite = LoadSprite("sprites/%d_train.spr"); + if( !m_hSprite ) + m_hSprite = LoadSprite( "sprites/%d_train.spr" ); - if (m_iPos) + if( m_iPos ) { int r, g, b, x, y; - UnpackRGB(r,g,b, RGB_YELLOWISH); - SPR_Set(m_hSprite, r, g, b ); + UnpackRGB( r, g, b, RGB_YELLOWISH ); + SPR_Set( m_hSprite, r, g, b ); // This should show up to the right and part way up the armor number - y = ScreenHeight - SPR_Height(m_hSprite,0) - gHUD.m_iFontHeight; - x = ScreenWidth/3 + SPR_Width(m_hSprite,0)/4; - - SPR_DrawAdditive( m_iPos - 1, x, y, NULL); + y = ScreenHeight - SPR_Height( m_hSprite, 0 ) - gHUD.m_iFontHeight; + x = ScreenWidth / 3 + SPR_Width( m_hSprite, 0 ) / 4; + SPR_DrawAdditive( m_iPos - 1, x, y, NULL ); } return 1; } - -int CHudTrain::MsgFunc_Train(const char *pszName, int iSize, void *pbuf) +int CHudTrain::MsgFunc_Train( const char *pszName, int iSize, void *pbuf ) { BEGIN_READ( pbuf, iSize ); // update Train data m_iPos = READ_BYTE(); - if (m_iPos) + if( m_iPos ) m_iFlags |= HUD_ACTIVE; else m_iFlags &= ~HUD_ACTIVE; diff --git a/cl_dll/tri.cpp b/cl_dll/tri.cpp index 77d1d466..517ef982 100644 --- a/cl_dll/tri.cpp +++ b/cl_dll/tri.cpp @@ -40,7 +40,7 @@ void Draw_Triangles( void ) // Load it up with some bogus data player = gEngfuncs.GetLocalPlayer(); - if ( !player ) + if( !player ) return; org = player->origin; @@ -48,18 +48,18 @@ void Draw_Triangles( void ) org.x += 50; org.y += 50; - if (gHUD.m_hsprCursor == 0) + if( gHUD.m_hsprCursor == 0 ) { char sz[256]; sprintf( sz, "sprites/cursor.spr" ); gHUD.m_hsprCursor = SPR_Load( sz ); } - if ( !gEngfuncs.pTriAPI->SpriteTexture( (struct model_s *)gEngfuncs.GetSpritePointer( gHUD.m_hsprCursor ), 0 )) + if( !gEngfuncs.pTriAPI->SpriteTexture( (struct model_s *)gEngfuncs.GetSpritePointer( gHUD.m_hsprCursor ), 0 ) ) { return; } - + // Create a triangle, sigh gEngfuncs.pTriAPI->RenderMode( kRenderNormal ); gEngfuncs.pTriAPI->CullFace( TRI_NONE ); @@ -86,7 +86,6 @@ void Draw_Triangles( void ) gEngfuncs.pTriAPI->End(); gEngfuncs.pTriAPI->RenderMode( kRenderNormal ); } - #endif /* @@ -98,9 +97,7 @@ Non-transparent triangles-- add them here */ void DLLEXPORT HUD_DrawNormalTriangles( void ) { - gHUD.m_Spectator.DrawOverview(); - #if defined( TEST_IT ) // Draw_Triangles(); #endif @@ -115,7 +112,6 @@ Render any triangles with transparent rendermode needs here */ void DLLEXPORT HUD_DrawTransparentTriangles( void ) { - #if defined( TEST_IT ) // Draw_Triangles(); #endif diff --git a/cl_dll/util.cpp b/cl_dll/util.cpp index 14474a9f..52dc2f61 100644 --- a/cl_dll/util.cpp +++ b/cl_dll/util.cpp @@ -32,102 +32,100 @@ extern vec3_t vec3_origin; -double sqrt(double x); +double sqrt( double x ); -float Length(const float *v) +float Length( const float *v ) { - int i; + int i; float length; - + length = 0; - for (i=0 ; i< 3 ; i++) - length += v[i]*v[i]; - length = sqrt (length); // FIXME + for( i = 0; i < 3; i++ ) + length += v[i] * v[i]; + length = sqrt( length ); // FIXME return length; } void VectorAngles( const float *forward, float *angles ) { - float tmp, yaw, pitch; - - if (forward[1] == 0 && forward[0] == 0) + float tmp, yaw, pitch; + + if( forward[1] == 0 && forward[0] == 0 ) { yaw = 0; - if (forward[2] > 0) + if( forward[2] > 0 ) pitch = 90; else pitch = 270; } else { - yaw = (atan2(forward[1], forward[0]) * 180 / M_PI); - if (yaw < 0) + yaw = ( atan2( forward[1], forward[0]) * 180 / M_PI ); + if( yaw < 0 ) yaw += 360; - tmp = sqrt (forward[0]*forward[0] + forward[1]*forward[1]); - pitch = (atan2(forward[2], tmp) * 180 / M_PI); - if (pitch < 0) + tmp = sqrt( forward[0] * forward[0] + forward[1] * forward[1] ); + pitch = ( atan2( forward[2], tmp ) * 180 / M_PI ); + if( pitch < 0 ) pitch += 360; } - + angles[0] = pitch; angles[1] = yaw; angles[2] = 0; } -float VectorNormalize (float *v) +float VectorNormalize( float *v ) { - float length, ilength; + float length, ilength; - length = v[0]*v[0] + v[1]*v[1] + v[2]*v[2]; - length = sqrt (length); // FIXME + length = v[0] * v[0] + v[1] * v[1] + v[2] * v[2]; + length = sqrt( length ); // FIXME - if (length) + if( length ) { - ilength = 1/length; + ilength = 1 / length; v[0] *= ilength; v[1] *= ilength; v[2] *= ilength; } - - return length; + return length; } -void VectorInverse ( float *v ) +void VectorInverse( float *v ) { v[0] = -v[0]; v[1] = -v[1]; v[2] = -v[2]; } -void VectorScale (const float *in, float scale, float *out) +void VectorScale( const float *in, float scale, float *out ) { - out[0] = in[0]*scale; - out[1] = in[1]*scale; - out[2] = in[2]*scale; + out[0] = in[0] * scale; + out[1] = in[1] * scale; + out[2] = in[2] * scale; } -void VectorMA (const float *veca, float scale, const float *vecb, float *vecc) +void VectorMA( const float *veca, float scale, const float *vecb, float *vecc ) { - vecc[0] = veca[0] + scale*vecb[0]; - vecc[1] = veca[1] + scale*vecb[1]; - vecc[2] = veca[2] + scale*vecb[2]; + vecc[0] = veca[0] + scale * vecb[0]; + vecc[1] = veca[1] + scale * vecb[1]; + vecc[2] = veca[2] + scale * vecb[2]; } -HSPRITE LoadSprite(const char *pszName) +HSPRITE LoadSprite( const char *pszName ) { int i; - char sz[256]; + char sz[256]; - if (ScreenWidth < 640) + if( ScreenWidth < 640 ) i = 320; else i = 640; - sprintf(sz, pszName, i); + sprintf( sz, pszName, i ); - return SPR_Load(sz); + return SPR_Load( sz ); } - diff --git a/cl_dll/util_vector.h b/cl_dll/util_vector.h index fdac17cc..ff5f9a91 100644 --- a/cl_dll/util_vector.h +++ b/cl_dll/util_vector.h @@ -22,8 +22,8 @@ #include "math.h" // Header file containing definition of globalvars_t and entvars_t -typedef unsigned int func_t; // -typedef unsigned int string_t; // from engine's pr_comp.h; +typedef unsigned int func_t; // +typedef unsigned int string_t; // from engine's pr_comp.h; typedef float vec_t; // needed before including progdefs.h //========================================================= @@ -33,21 +33,21 @@ typedef float vec_t; // needed before including progdefs.h class Vector2D { public: - inline Vector2D(void) { } - inline Vector2D(float X, float Y) { x = X; y = Y; } - inline Vector2D operator+(const Vector2D& v) const { return Vector2D(x+v.x, y+v.y); } - inline Vector2D operator-(const Vector2D& v) const { return Vector2D(x-v.x, y-v.y); } - inline Vector2D operator*(float fl) const { return Vector2D(x*fl, y*fl); } - inline Vector2D operator/(float fl) const { return Vector2D(x/fl, y/fl); } - - inline float Length(void) const { return (float)sqrt(x*x + y*y ); } + inline Vector2D( void ) { } + inline Vector2D( float X, float Y ) { x = X; y = Y; } + inline Vector2D operator+( const Vector2D& v ) const { return Vector2D(x+v.x, y+v.y); } + inline Vector2D operator-( const Vector2D& v ) const { return Vector2D(x-v.x, y-v.y); } + inline Vector2D operator*( float fl ) const { return Vector2D(x*fl, y*fl); } + inline Vector2D operator/( float fl ) const { return Vector2D(x/fl, y/fl); } - inline Vector2D Normalize ( void ) const + inline float Length( void ) const { return (float)sqrt(x*x + y*y ); } + + inline Vector2D Normalize( void ) const { Vector2D vec2; float flLen = Length(); - if ( flLen == 0 ) + if( flLen == 0 ) { return Vector2D( (float)0, (float)0 ); } @@ -61,61 +61,66 @@ public: vec_t x, y; }; -inline float DotProduct(const Vector2D& a, const Vector2D& b) { return( a.x*b.x + a.y*b.y ); } -inline Vector2D operator*(float fl, const Vector2D& v) { return v * fl; } +inline float DotProduct( const Vector2D& a, const Vector2D& b ) { return( a.x * b.x + a.y * b.y ); } +inline Vector2D operator*( float fl, const Vector2D& v ) { return v * fl; } //========================================================= // 3D Vector //========================================================= class Vector // same data-layout as engine's vec3_t, -{ // which is a vec_t[3] +{ //which is a vec_t[3] public: // Construction/destruction - inline Vector(void) { } - inline Vector(float X, float Y, float Z) { x = X; y = Y; z = Z; } - inline Vector(double X, double Y, double Z) { x = (float)X; y = (float)Y; z = (float)Z; } - inline Vector(int X, int Y, int Z) { x = (float)X; y = (float)Y; z = (float)Z; } - inline Vector(const Vector& v) { x = v.x; y = v.y; z = v.z; } - inline Vector(float rgfl[3]) { x = rgfl[0]; y = rgfl[1]; z = rgfl[2]; } + inline Vector( void ) { } + inline Vector( float X, float Y, float Z ) { x = X; y = Y; z = Z; } + inline Vector( double X, double Y, double Z ) { x = (float)X; y = (float)Y; z = (float)Z; } + inline Vector( int X, int Y, int Z ) { x = (float)X; y = (float)Y; z = (float)Z; } + inline Vector( const Vector& v ) { x = v.x; y = v.y; z = v.z; } + inline Vector( float rgfl[3] ) { x = rgfl[0]; y = rgfl[1]; z = rgfl[2]; } // Operators - inline Vector operator-(void) const { return Vector(-x,-y,-z); } - inline int operator==(const Vector& v) const { return x==v.x && y==v.y && z==v.z; } - inline int operator!=(const Vector& v) const { return !(*this==v); } - inline Vector operator+(const Vector& v) const { return Vector(x+v.x, y+v.y, z+v.z); } - inline Vector operator-(const Vector& v) const { return Vector(x-v.x, y-v.y, z-v.z); } - inline Vector operator*(float fl) const { return Vector(x*fl, y*fl, z*fl); } - inline Vector operator/(float fl) const { return Vector(x/fl, y/fl, z/fl); } + inline Vector operator-( void ) const { return Vector( -x, -y, -z ); } + inline int operator==( const Vector& v ) const { return x == v.x && y == v.y && z == v.z; } + inline int operator!=( const Vector& v ) const { return !( *this == v ); } + inline Vector operator+( const Vector& v ) const { return Vector( x + v.x, y + v.y, z + v.z ); } + inline Vector operator-( const Vector& v ) const { return Vector( x - v.x, y - v.y, z - v.z ); } + inline Vector operator*( float fl ) const { return Vector( x * fl, y * fl, z * fl ); } + inline Vector operator/( float fl ) const { return Vector( x / fl, y / fl, z / fl ); } // Methods - inline void CopyToArray(float* rgfl) const { rgfl[0] = x, rgfl[1] = y, rgfl[2] = z; } - inline float Length(void) const { return (float)sqrt(x*x + y*y + z*z); } - operator float *() { return &x; } // Vectors will now automatically convert to float * when needed - operator const float *() const { return &x; } // Vectors will now automatically convert to float * when needed - inline Vector Normalize(void) const + inline void CopyToArray( float* rgfl ) const { rgfl[0] = x, rgfl[1] = y, rgfl[2] = z; } + inline float Length( void ) const { return (float)sqrt( x * x + y * y + z * z); } + operator float *() { return &x; } // Vectors will now automatically convert to float * when needed + operator const float *() const { return &x; } // Vectors will now automatically convert to float * when needed + inline Vector Normalize( void ) const { float flLen = Length(); - if (flLen == 0) return Vector(0,0,1); // ???? + if( flLen == 0 ) return Vector( 0, 0, 1); // ???? flLen = 1 / flLen; - return Vector(x * flLen, y * flLen, z * flLen); + return Vector( x * flLen, y * flLen, z * flLen ); } - inline Vector2D Make2D ( void ) const + inline Vector2D Make2D( void ) const { - Vector2D Vec2; + Vector2D Vec2; Vec2.x = x; Vec2.y = y; return Vec2; } - inline float Length2D(void) const { return (float)sqrt(x*x + y*y); } + + inline float Length2D( void ) const + { + return (float)sqrt( x * x + y * y ); + } // Members vec_t x, y, z; }; -inline Vector operator*(float fl, const Vector& v) { return v * fl; } -inline float DotProduct(const Vector& a, const Vector& b) { return(a.x*b.x+a.y*b.y+a.z*b.z); } -inline Vector CrossProduct(const Vector& a, const Vector& b) { return Vector( a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z, a.x*b.y - a.y*b.x ); } + +inline Vector operator*( float fl, const Vector& v ) { return v * fl; } +inline float DotProduct( const Vector& a, const Vector& b) { return( a.x * b.x + a.y * b.y + a.z * b.z ); } +inline Vector CrossProduct(const Vector& a, const Vector& b) { return Vector( a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x ); } #define vec3_t Vector diff --git a/cl_dll/view.cpp b/cl_dll/view.cpp index d0b87c53..401f2c68 100644 --- a/cl_dll/view.cpp +++ b/cl_dll/view.cpp @@ -29,11 +29,11 @@ // Spectator Mode extern "C" { - float vecNewViewAngles[3]; - int iHasNewViewAngles; - float vecNewViewOrigin[3]; - int iHasNewViewOrigin; - int iIsSpectator; + float vecNewViewAngles[3]; + int iHasNewViewAngles; + float vecNewViewOrigin[3]; + int iHasNewViewOrigin; + int iIsSpectator; } #ifndef M_PI @@ -47,19 +47,19 @@ extern "C" void DLLEXPORT V_CalcRefdef( struct ref_params_s *pparams ); - void PM_ParticleLine( float *start, float *end, int pcolor, float life, float vert); - int PM_GetVisEntInfo( int ent ); - int PM_GetPhysEntInfo( int ent ); - void InterpolateAngles( float * start, float * end, float * output, float frac ); - void NormalizeAngles( float * angles ); - float Distance(const float * v1, const float * v2); - float AngleBetweenVectors( const float * v1, const float * v2 ); + void PM_ParticleLine( float *start, float *end, int pcolor, float life, float vert ); + int PM_GetVisEntInfo( int ent ); + int PM_GetPhysEntInfo( int ent ); + void InterpolateAngles( float * start, float * end, float * output, float frac ); + void NormalizeAngles( float * angles ); + float Distance( const float * v1, const float * v2 ); + float AngleBetweenVectors( const float * v1, const float * v2 ); - float vJumpOrigin[3]; - float vJumpAngles[3]; + float vJumpOrigin[3]; + float vJumpAngles[3]; } -void V_DropPunchAngle ( float frametime, float *ev_punchangle ); +void V_DropPunchAngle( float frametime, float *ev_punchangle ); void VectorAngles( const float *forward, float *angles ); #include "r_studioint.h" @@ -82,12 +82,12 @@ extern cvar_t *cl_vsmoothing; #define CAM_MODE_RELAX 1 #define CAM_MODE_FOCUS 2 -vec3_t v_origin, v_angles, v_cl_angles, v_sim_org, v_lastAngles; -float v_frametime, v_lastDistance; -float v_cameraRelaxAngle = 5.0f; -float v_cameraFocusAngle = 35.0f; -int v_cameraMode = CAM_MODE_FOCUS; -qboolean v_resetCamera = 1; +vec3_t v_origin, v_angles, v_cl_angles, v_sim_org, v_lastAngles; +float v_frametime, v_lastDistance; +float v_cameraRelaxAngle = 5.0f; +float v_cameraFocusAngle = 35.0f; +int v_cameraMode = CAM_MODE_FOCUS; +qboolean v_resetCamera = 1; vec3_t ev_punchangle; @@ -120,21 +120,21 @@ float v_idlescale; // used by TFC for concussion grenade effect void V_NormalizeAngles( float *angles ) { int i; + // Normalize angles - for ( i = 0; i < 3; i++ ) + for( i = 0; i < 3; i++ ) { - if ( angles[i] > 180.0 ) + if( angles[i] > 180.0 ) { angles[i] -= 360.0; } - else if ( angles[i] < -180.0 ) + else if( angles[i] < -180.0 ) { angles[i] += 360.0; } } } - =================== V_InterpolateAngles @@ -148,22 +148,22 @@ void V_InterpolateAngles( float *start, float *end, float *output, float frac ) int i; float ang1, ang2; float d; - + V_NormalizeAngles( start ); V_NormalizeAngles( end ); - for ( i = 0 ; i < 3 ; i++ ) + for( i = 0 ; i < 3 ; i++ ) { ang1 = start[i]; ang2 = end[i]; d = ang2 - ang1; - if ( d > 180 ) + if( d > 180 ) { d -= 360; } - else if ( d < -180 ) - { + else if( d < -180 ) + { d += 360; } @@ -174,16 +174,15 @@ void V_InterpolateAngles( float *start, float *end, float *output, float frac ) } */ // Quakeworld bob code, this fixes jitters in the mutliplayer since the clock (pparams->time) isn't quite linear -float V_CalcBob ( struct ref_params_s *pparams ) +float V_CalcBob( struct ref_params_s *pparams ) { - static double bobtime; - static float bob; - float cycle; - static float lasttime; + static double bobtime; + static float bob; + float cycle; + static float lasttime; vec3_t vel; - - if ( pparams->onground == -1 || + if( pparams->onground == -1 || pparams->time == lasttime ) { // just use old value @@ -195,8 +194,8 @@ float V_CalcBob ( struct ref_params_s *pparams ) bobtime += pparams->frametime; cycle = bobtime - (int)( bobtime / cl_bobcycle->value ) * cl_bobcycle->value; cycle /= cl_bobcycle->value; - - if ( cycle < cl_bobup->value ) + + if( cycle < cl_bobup->value ) { cycle = M_PI * cycle / cl_bobup->value; } @@ -215,7 +214,6 @@ float V_CalcBob ( struct ref_params_s *pparams ) bob = min( bob, 4 ); bob = max( bob, -7 ); return bob; - } /* @@ -224,25 +222,25 @@ V_CalcRoll Used by view and sv_user =============== */ -float V_CalcRoll (vec3_t angles, vec3_t velocity, float rollangle, float rollspeed ) +float V_CalcRoll( vec3_t angles, vec3_t velocity, float rollangle, float rollspeed ) { - float sign; - float side; - float value; - vec3_t forward, right, up; - - AngleVectors ( angles, forward, right, up ); - - side = DotProduct (velocity, right); - sign = side < 0 ? -1 : 1; - side = fabs( side ); - + float sign; + float side; + float value; + vec3_t forward, right, up; + + AngleVectors( angles, forward, right, up ); + + side = DotProduct( velocity, right ); + sign = side < 0 ? -1 : 1; + side = fabs( side ); + value = rollangle; - if (side < rollspeed) + if( side < rollspeed ) { side = side * value / rollspeed; } - else + else { side = value; } @@ -251,15 +249,14 @@ float V_CalcRoll (vec3_t angles, vec3_t velocity, float rollangle, float rollspe typedef struct pitchdrift_s { - float pitchvel; - int nodrift; - float driftmove; - double laststop; + float pitchvel; + int nodrift; + float driftmove; + double laststop; } pitchdrift_t; static pitchdrift_t pd; - /* =============== V_DriftPitch @@ -282,21 +279,21 @@ mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped. V_CalcGunAngle ================== */ -void V_CalcGunAngle ( struct ref_params_s *pparams ) +void V_CalcGunAngle( struct ref_params_s *pparams ) { cl_entity_t *viewent; - + viewent = gEngfuncs.GetViewModel(); - if ( !viewent ) + if( !viewent ) return; - viewent->angles[YAW] = pparams->viewangles[YAW] + pparams->crosshairangle[YAW]; + viewent->angles[YAW] = pparams->viewangles[YAW] + pparams->crosshairangle[YAW]; viewent->angles[PITCH] = -pparams->viewangles[PITCH] + pparams->crosshairangle[PITCH] * 0.25; - viewent->angles[ROLL] -= v_idlescale * sin(pparams->time*v_iroll_cycle.value) * v_iroll_level.value; - + viewent->angles[ROLL] -= v_idlescale * sin( pparams->time * v_iroll_cycle.value ) * v_iroll_level.value; + // don't apply all of the v_ipitch to prevent normally unseen parts of viewmodel from coming into view. - viewent->angles[PITCH] -= v_idlescale * sin(pparams->time*v_ipitch_cycle.value) * (v_ipitch_level.value * 0.5); - viewent->angles[YAW] -= v_idlescale * sin(pparams->time*v_iyaw_cycle.value) * v_iyaw_level.value; + viewent->angles[PITCH] -= v_idlescale * sin( pparams->time * v_ipitch_cycle.value ) * ( v_ipitch_level.value * 0.5 ); + viewent->angles[YAW] -= v_idlescale * sin( pparams->time * v_iyaw_cycle.value ) * v_iyaw_level.value; VectorCopy( viewent->angles, viewent->curstate.angles ); VectorCopy( viewent->angles, viewent->latched.prevangles ); @@ -309,14 +306,13 @@ V_AddIdle Idle swaying ============== */ -void V_AddIdle ( struct ref_params_s *pparams ) +void V_AddIdle( struct ref_params_s *pparams ) { - pparams->viewangles[ROLL] += v_idlescale * sin(pparams->time*v_iroll_cycle.value) * v_iroll_level.value; - pparams->viewangles[PITCH] += v_idlescale * sin(pparams->time*v_ipitch_cycle.value) * v_ipitch_level.value; - pparams->viewangles[YAW] += v_idlescale * sin(pparams->time*v_iyaw_cycle.value) * v_iyaw_level.value; + pparams->viewangles[ROLL] += v_idlescale * sin( pparams->time * v_iroll_cycle.value ) * v_iroll_level.value; + pparams->viewangles[PITCH] += v_idlescale * sin( pparams->time * v_ipitch_cycle.value ) * v_ipitch_level.value; + pparams->viewangles[YAW] += v_idlescale * sin( pparams->time * v_iyaw_cycle.value ) * v_iyaw_level.value; } - /* ============== V_CalcViewRoll @@ -324,20 +320,20 @@ V_CalcViewRoll Roll is induced by movement and damage ============== */ -void V_CalcViewRoll ( struct ref_params_s *pparams ) +void V_CalcViewRoll( struct ref_params_s *pparams ) { - float side; + float side; cl_entity_t *viewentity; - + viewentity = gEngfuncs.GetEntityByIndex( pparams->viewentity ); - if ( !viewentity ) + if( !viewentity ) return; - side = V_CalcRoll ( viewentity->angles, pparams->simvel, pparams->movevars->rollangle, pparams->movevars->rollspeed ); + side = V_CalcRoll( viewentity->angles, pparams->simvel, pparams->movevars->rollangle, pparams->movevars->rollspeed ); pparams->viewangles[ROLL] += side; - if ( pparams->health <= 0 && ( pparams->viewheight[2] != 0 ) ) + if( pparams->health <= 0 && ( pparams->viewheight[2] != 0 ) ) { // only roll the view if the player is dead and the viewheight[2] is nonzero // this is so deadcam in multiplayer will work. @@ -346,26 +342,25 @@ void V_CalcViewRoll ( struct ref_params_s *pparams ) } } - /* ================== V_CalcIntermissionRefdef ================== */ -void V_CalcIntermissionRefdef ( struct ref_params_s *pparams ) +void V_CalcIntermissionRefdef( struct ref_params_s *pparams ) { - cl_entity_t *ent, *view; - float old; + cl_entity_t *ent, *view; + float old; // ent is the player model ( visible when out of body ) ent = gEngfuncs.GetLocalPlayer(); - + // view is the weapon model (only visible from inside body ) view = gEngfuncs.GetViewModel(); - VectorCopy ( pparams->simorg, pparams->vieworg ); - VectorCopy ( pparams->cl_viewangles, pparams->viewangles ); + VectorCopy( pparams->simorg, pparams->vieworg ); + VectorCopy( pparams->cl_viewangles, pparams->viewangles ); view->model = NULL; @@ -373,9 +368,9 @@ void V_CalcIntermissionRefdef ( struct ref_params_s *pparams ) old = v_idlescale; v_idlescale = 1; - V_AddIdle ( pparams ); + V_AddIdle( pparams ); - if ( gEngfuncs.IsSpectateOnly() ) + if( gEngfuncs.IsSpectateOnly() ) { // in HLTV we must go to 'intermission' position by ourself VectorCopy( gHUD.m_Spectator.m_cameraOrigin, pparams->vieworg ); @@ -394,11 +389,11 @@ void V_CalcIntermissionRefdef ( struct ref_params_s *pparams ) typedef struct { - float Origins[ ORIGIN_BACKUP ][3]; - float OriginTime[ ORIGIN_BACKUP ]; + float Origins[ORIGIN_BACKUP][3]; + float OriginTime[ORIGIN_BACKUP]; - float Angles[ ORIGIN_BACKUP ][3]; - float AngleTime[ ORIGIN_BACKUP ]; + float Angles[ORIGIN_BACKUP][3]; + float AngleTime[ORIGIN_BACKUP]; int CurrentOrigin; int CurrentAngle; @@ -410,13 +405,13 @@ V_CalcRefdef ================== */ -void V_CalcNormalRefdef ( struct ref_params_s *pparams ) +void V_CalcNormalRefdef( struct ref_params_s *pparams ) { - cl_entity_t *ent, *view; - int i; - vec3_t angles; - float bob, waterOffset; - static viewinterp_t ViewInterp; + cl_entity_t *ent, *view; + int i; + vec3_t angles; + float bob, waterOffset; + static viewinterp_t ViewInterp; static float oldz = 0; static float lasttime; @@ -424,7 +419,7 @@ void V_CalcNormalRefdef ( struct ref_params_s *pparams ) vec3_t camAngles, camForward, camRight, camUp; cl_entity_t *pwater; - if ( gEngfuncs.IsSpectateOnly() ) + if( gEngfuncs.IsSpectateOnly() ) { ent = gEngfuncs.GetEntityByIndex( g_iUser2 ); } @@ -433,20 +428,20 @@ void V_CalcNormalRefdef ( struct ref_params_s *pparams ) // ent is the player model ( visible when out of body ) ent = gEngfuncs.GetLocalPlayer(); } - + // view is the weapon model (only visible from inside body ) view = gEngfuncs.GetViewModel(); // transform the view offset by the model's matrix to get the offset from // model origin for the view - bob = V_CalcBob ( pparams ); + bob = V_CalcBob( pparams ); // refresh position - VectorCopy ( pparams->simorg, pparams->vieworg ); - pparams->vieworg[2] += ( bob ); + VectorCopy( pparams->simorg, pparams->vieworg ); + pparams->vieworg[2] += bob ; VectorAdd( pparams->vieworg, pparams->viewheight, pparams->vieworg ); - VectorCopy ( pparams->cl_viewangles, pparams->viewangles ); + VectorCopy( pparams->cl_viewangles, pparams->viewangles ); gEngfuncs.V_CalcShake(); gEngfuncs.V_ApplyShake( pparams->vieworg, pparams->viewangles, 1.0 ); @@ -455,28 +450,27 @@ void V_CalcNormalRefdef ( struct ref_params_s *pparams ) // dissapear when viewed with the eye exactly on it. // FIXME, we send origin at 1/128 now, change this? // the server protocol only specifies to 1/16 pixel, so add 1/32 in each axis - - pparams->vieworg[0] += 1.0/32; - pparams->vieworg[1] += 1.0/32; - pparams->vieworg[2] += 1.0/32; + pparams->vieworg[0] += 1.0 / 32; + pparams->vieworg[1] += 1.0 / 32; + pparams->vieworg[2] += 1.0 / 32; // Check for problems around water, move the viewer artificially if necessary // -- this prevents drawing errors in GL due to waves waterOffset = 0; - if ( pparams->waterlevel >= 2 ) + if( pparams->waterlevel >= 2 ) { - int contents, waterDist, waterEntity; - vec3_t point; + int contents, waterDist, waterEntity; + vec3_t point; waterDist = cl_waterdist->value; - if ( pparams->hardware ) + if( pparams->hardware ) { waterEntity = gEngfuncs.PM_WaterEntity( pparams->simorg ); - if ( waterEntity >= 0 && waterEntity < pparams->max_entities ) + if( waterEntity >= 0 && waterEntity < pparams->max_entities ) { pwater = gEngfuncs.GetEntityByIndex( waterEntity ); - if ( pwater && ( pwater->model != NULL ) ) + if( pwater && ( pwater->model != NULL ) ) { waterDist += ( pwater->curstate.scale * 16 ); // Add in wave height } @@ -486,58 +480,58 @@ void V_CalcNormalRefdef ( struct ref_params_s *pparams ) { waterEntity = 0; // Don't need this in software } - + VectorCopy( pparams->vieworg, point ); // Eyes are above water, make sure we're above the waves - if ( pparams->waterlevel == 2 ) + if( pparams->waterlevel == 2 ) { point[2] -= waterDist; - for ( i = 0; i < waterDist; i++ ) + for( i = 0; i < waterDist; i++ ) { contents = gEngfuncs.PM_PointContents( point, NULL ); - if ( contents > CONTENTS_WATER ) + if( contents > CONTENTS_WATER ) break; point[2] += 1; } - waterOffset = (point[2] + waterDist) - pparams->vieworg[2]; + waterOffset = ( point[2] + waterDist ) - pparams->vieworg[2]; } else { // eyes are under water. Make sure we're far enough under point[2] += waterDist; - for ( i = 0; i < waterDist; i++ ) + for( i = 0; i < waterDist; i++ ) { contents = gEngfuncs.PM_PointContents( point, NULL ); - if ( contents <= CONTENTS_WATER ) + if( contents <= CONTENTS_WATER ) break; point[2] -= 1; } - waterOffset = (point[2] - waterDist) - pparams->vieworg[2]; + waterOffset = ( point[2] - waterDist ) - pparams->vieworg[2]; } } pparams->vieworg[2] += waterOffset; - - V_CalcViewRoll ( pparams ); - - V_AddIdle ( pparams ); + + V_CalcViewRoll( pparams ); + + V_AddIdle( pparams ); // offsets VectorCopy( pparams->cl_viewangles, angles ); - AngleVectors ( angles, pparams->forward, pparams->right, pparams->up ); + AngleVectors( angles, pparams->forward, pparams->right, pparams->up ); // don't allow cheats in multiplayer - if ( pparams->maxclients <= 1 ) + if( pparams->maxclients <= 1 ) { - for ( i=0 ; i<3 ; i++ ) + for( i = 0; i < 3; i++ ) { pparams->vieworg[i] += scr_ofsx->value*pparams->forward[i] + scr_ofsy->value*pparams->right[i] + scr_ofsz->value*pparams->up[i]; } } - + // Treating cam_ofs[2] as the distance if( CL_IsThirdPerson() ) { @@ -548,39 +542,39 @@ void V_CalcNormalRefdef ( struct ref_params_s *pparams ) CL_CameraOffset( (float *)&ofs ); VectorCopy( ofs, camAngles ); - camAngles[ ROLL ] = 0; + camAngles[ROLL] = 0; AngleVectors( camAngles, camForward, camRight, camUp ); - for ( i = 0; i < 3; i++ ) + for( i = 0; i < 3; i++ ) { - pparams->vieworg[ i ] += -ofs[2] * camForward[ i ]; + pparams->vieworg[i] += -ofs[2] * camForward[i]; } } - + // Give gun our viewangles - VectorCopy ( pparams->cl_viewangles, view->angles ); - + VectorCopy( pparams->cl_viewangles, view->angles ); + // set up gun position - V_CalcGunAngle ( pparams ); + V_CalcGunAngle( pparams ); // Use predicted origin as view origin. - VectorCopy ( pparams->simorg, view->origin ); - view->origin[2] += ( waterOffset ); + VectorCopy( pparams->simorg, view->origin ); + view->origin[2] += waterOffset; VectorAdd( view->origin, pparams->viewheight, view->origin ); // Let the viewmodel shake at about 10% of the amplitude gEngfuncs.V_ApplyShake( view->origin, view->angles, 0.9 ); - for ( i = 0; i < 3; i++ ) + for( i = 0; i < 3; i++ ) { - view->origin[ i ] += bob * 0.4 * pparams->forward[ i ]; + view->origin[i] += bob * 0.4 * pparams->forward[i]; } view->origin[2] += bob; // throw in a little tilt. - view->angles[YAW] -= bob * 0.5; - view->angles[ROLL] -= bob * 1; + view->angles[YAW] -= bob * 0.5; + view->angles[ROLL] -= bob * 1; view->angles[PITCH] -= bob * 0.3; // pushing the view origin down off of the same X/Z plane as the ent's origin will give the @@ -590,46 +584,46 @@ void V_CalcNormalRefdef ( struct ref_params_s *pparams ) // fudge position around to keep amount of weapon visible // roughly equal with different FOV - if (pparams->viewsize == 110) + if( pparams->viewsize == 110 ) { view->origin[2] += 1; } - else if (pparams->viewsize == 100) + else if( pparams->viewsize == 100 ) { view->origin[2] += 2; } - else if (pparams->viewsize == 90) + else if( pparams->viewsize == 90 ) { view->origin[2] += 1; } - else if (pparams->viewsize == 80) + else if( pparams->viewsize == 80 ) { view->origin[2] += 0.5; } // Add in the punchangle, if any - VectorAdd ( pparams->viewangles, pparams->punchangle, pparams->viewangles ); + VectorAdd( pparams->viewangles, pparams->punchangle, pparams->viewangles ); // Include client side punch, too - VectorAdd ( pparams->viewangles, (float *)&ev_punchangle, pparams->viewangles); + VectorAdd( pparams->viewangles, (float *)&ev_punchangle, pparams->viewangles ); - V_DropPunchAngle ( pparams->frametime, (float *)&ev_punchangle ); + V_DropPunchAngle( pparams->frametime, (float *)&ev_punchangle ); // smooth out stair step ups #if 1 - if ( !pparams->smoothing && pparams->onground && pparams->simorg[2] - oldz > 0) + if( !pparams->smoothing && pparams->onground && pparams->simorg[2] - oldz > 0 ) { float steptime; - + steptime = pparams->time - lasttime; - if (steptime < 0) - //FIXME I_Error ("steptime < 0"); + if( steptime < 0 ) + //FIXME I_Error( "steptime < 0" ); steptime = 0; oldz += steptime * 150; - if (oldz > pparams->simorg[2]) + if( oldz > pparams->simorg[2] ) oldz = pparams->simorg[2]; - if (pparams->simorg[2] - oldz > 18) + if( pparams->simorg[2] - oldz > 18 ) oldz = pparams->simorg[2]- 18; pparams->vieworg[2] += oldz - pparams->simorg[2]; view->origin[2] += oldz - pparams->simorg[2]; @@ -639,17 +633,16 @@ void V_CalcNormalRefdef ( struct ref_params_s *pparams ) oldz = pparams->simorg[2]; } #endif - { static float lastorg[3]; vec3_t delta; VectorSubtract( pparams->simorg, lastorg, delta ); - if ( Length( delta ) != 0.0 ) + if( Length( delta ) != 0.0 ) { - VectorCopy( pparams->simorg, ViewInterp.Origins[ ViewInterp.CurrentOrigin & ORIGIN_MASK ] ); - ViewInterp.OriginTime[ ViewInterp.CurrentOrigin & ORIGIN_MASK ] = pparams->time; + VectorCopy( pparams->simorg, ViewInterp.Origins[ViewInterp.CurrentOrigin & ORIGIN_MASK] ); + ViewInterp.OriginTime[ViewInterp.CurrentOrigin & ORIGIN_MASK] = pparams->time; ViewInterp.CurrentOrigin++; VectorCopy( pparams->simorg, lastorg ); @@ -657,27 +650,27 @@ void V_CalcNormalRefdef ( struct ref_params_s *pparams ) } // Smooth out whole view in multiplayer when on trains, lifts - if ( cl_vsmoothing && cl_vsmoothing->value && + if( cl_vsmoothing && cl_vsmoothing->value && ( pparams->smoothing && ( pparams->maxclients > 1 ) ) ) { int foundidx; float t; - if ( cl_vsmoothing->value < 0.0 ) + if( cl_vsmoothing->value < 0.0 ) { gEngfuncs.Cvar_SetValue( "cl_vsmoothing", 0.0 ); } t = pparams->time - cl_vsmoothing->value; - for ( i = 1; i < ORIGIN_MASK; i++ ) + for( i = 1; i < ORIGIN_MASK; i++ ) { foundidx = ViewInterp.CurrentOrigin - 1 - i; - if ( ViewInterp.OriginTime[ foundidx & ORIGIN_MASK ] <= t ) + if( ViewInterp.OriginTime[foundidx & ORIGIN_MASK] <= t ) break; } - if ( i < ORIGIN_MASK && ViewInterp.OriginTime[ foundidx & ORIGIN_MASK ] != 0.0 ) + if( i < ORIGIN_MASK && ViewInterp.OriginTime[foundidx & ORIGIN_MASK] != 0.0 ) { // Interpolate vec3_t delta; @@ -685,23 +678,22 @@ void V_CalcNormalRefdef ( struct ref_params_s *pparams ) double dt; vec3_t neworg; - dt = ViewInterp.OriginTime[ (foundidx + 1) & ORIGIN_MASK ] - ViewInterp.OriginTime[ foundidx & ORIGIN_MASK ]; - if ( dt > 0.0 ) + dt = ViewInterp.OriginTime[( foundidx + 1 ) & ORIGIN_MASK] - ViewInterp.OriginTime[foundidx & ORIGIN_MASK]; + if( dt > 0.0 ) { - frac = ( t - ViewInterp.OriginTime[ foundidx & ORIGIN_MASK] ) / dt; + frac = ( t - ViewInterp.OriginTime[foundidx & ORIGIN_MASK] ) / dt; frac = min( 1.0, frac ); - VectorSubtract( ViewInterp.Origins[ ( foundidx + 1 ) & ORIGIN_MASK ], ViewInterp.Origins[ foundidx & ORIGIN_MASK ], delta ); - VectorMA( ViewInterp.Origins[ foundidx & ORIGIN_MASK ], frac, delta, neworg ); + VectorSubtract( ViewInterp.Origins[( foundidx + 1 ) & ORIGIN_MASK], ViewInterp.Origins[foundidx & ORIGIN_MASK], delta ); + VectorMA( ViewInterp.Origins[foundidx & ORIGIN_MASK], frac, delta, neworg ); // Dont interpolate large changes - if ( Length( delta ) < 64 ) + if( Length( delta ) < 64 ) { VectorSubtract( neworg, pparams->simorg, delta ); VectorAdd( pparams->simorg, delta, pparams->simorg ); VectorAdd( pparams->vieworg, delta, pparams->vieworg ); VectorAdd( view->origin, delta, view->origin ); - } } } @@ -710,34 +702,34 @@ void V_CalcNormalRefdef ( struct ref_params_s *pparams ) // Store off v_angles before munging for third person v_angles = pparams->viewangles; v_lastAngles = pparams->viewangles; -// v_cl_angles = pparams->cl_viewangles; // keep old user mouse angles ! - if ( CL_IsThirdPerson() ) + //v_cl_angles = pparams->cl_viewangles; // keep old user mouse angles ! + if( CL_IsThirdPerson() ) { - VectorCopy( camAngles, pparams->viewangles); - float pitch = camAngles[ 0 ]; + VectorCopy( camAngles, pparams->viewangles ); + float pitch = camAngles[0]; // Normalize angles - if ( pitch > 180 ) + if( pitch > 180 ) pitch -= 360.0; - else if ( pitch < -180 ) + else if( pitch < -180 ) pitch += 360; // Player pitch is inverted pitch /= -3.0; // Slam local player's pitch value - ent->angles[ 0 ] = pitch; - ent->curstate.angles[ 0 ] = pitch; - ent->prevstate.angles[ 0 ] = pitch; - ent->latched.prevangles[ 0 ] = pitch; + ent->angles[0] = pitch; + ent->curstate.angles[0] = pitch; + ent->prevstate.angles[0] = pitch; + ent->latched.prevangles[0] = pitch; } // override all previous settings if the viewent isn't the client - if ( pparams->viewentity > pparams->maxclients ) + if( pparams->viewentity > pparams->maxclients ) { cl_entity_t *viewentity; viewentity = gEngfuncs.GetEntityByIndex( pparams->viewentity ); - if ( viewentity ) + if( viewentity ) { VectorCopy( viewentity->origin, pparams->vieworg ); VectorCopy( viewentity->angles, pparams->viewangles ); @@ -754,46 +746,46 @@ void V_CalcNormalRefdef ( struct ref_params_s *pparams ) void V_SmoothInterpolateAngles( float * startAngle, float * endAngle, float * finalAngle, float degreesPerSec ) { - float absd,frac,d,threshhold; - + float absd, frac, d, threshhold; + NormalizeAngles( startAngle ); NormalizeAngles( endAngle ); - for ( int i = 0 ; i < 3 ; i++ ) + for( int i = 0; i < 3; i++ ) { d = endAngle[i] - startAngle[i]; - if ( d > 180.0f ) + if( d > 180.0f ) { d -= 360.0f; } - else if ( d < -180.0f ) - { + else if( d < -180.0f ) + { d += 360.0f; } - absd = fabs(d); + absd = fabs( d ); - if ( absd > 0.01f ) + if( absd > 0.01f ) { frac = degreesPerSec * v_frametime; threshhold= degreesPerSec / 4; - if ( absd < threshhold ) + if( absd < threshhold ) { float h = absd / threshhold; h *= h; - frac*= h; // slow down last degrees + frac *= h; // slow down last degrees } - if ( frac > absd ) + if( frac > absd ) { finalAngle[i] = endAngle[i]; } else { - if ( d>0) + if( d > 0 ) finalAngle[i] = startAngle[i] + frac; else finalAngle[i] = startAngle[i] - frac; @@ -803,7 +795,6 @@ void V_SmoothInterpolateAngles( float * startAngle, float * endAngle, float * fi { finalAngle[i] = endAngle[i]; } - } NormalizeAngles( finalAngle ); @@ -812,88 +803,88 @@ void V_SmoothInterpolateAngles( float * startAngle, float * endAngle, float * fi // Get the origin of the Observer based around the target's position and angles void V_GetChaseOrigin( float * angles, float * origin, float distance, float * returnvec ) { - vec3_t vecEnd; - vec3_t forward; - vec3_t vecStart; - pmtrace_t * trace; + vec3_t vecEnd; + vec3_t forward; + vec3_t vecStart; + pmtrace_t *trace; int maxLoops = 8; int ignoreent = -1; // first, ignore no entity - - cl_entity_t * ent = NULL; - + + cl_entity_t *ent = NULL; + // Trace back from the target using the player's view angles - AngleVectors(angles, forward, NULL, NULL); - - VectorScale(forward,-1,forward); + AngleVectors( angles, forward, NULL, NULL ); + + VectorScale( forward, -1, forward ); VectorCopy( origin, vecStart ); - VectorMA(vecStart, distance , forward, vecEnd); + VectorMA( vecStart, distance , forward, vecEnd ); - while ( maxLoops > 0) + while( maxLoops > 0 ) { trace = gEngfuncs.PM_TraceLine( vecStart, vecEnd, PM_TRACELINE_PHYSENTSONLY, 2, ignoreent ); // WARNING! trace->ent is is the number in physent list not the normal entity number - if ( trace->ent <= 0) + if( trace->ent <= 0) break; // we hit the world or nothing, stop trace ent = gEngfuncs.GetEntityByIndex( PM_GetPhysEntInfo( trace->ent ) ); - if ( ent == NULL ) + if( ent == NULL ) break; // hit non-player solid BSP , stop here - if ( ent->curstate.solid == SOLID_BSP && !ent->player ) + if( ent->curstate.solid == SOLID_BSP && !ent->player ) break; // if close enought to end pos, stop, otherwise continue trace - if( Distance(trace->endpos, vecEnd ) < 1.0f ) + if( Distance( trace->endpos, vecEnd ) < 1.0f ) { break; } else { ignoreent = trace->ent; // ignore last hit entity - VectorCopy( trace->endpos, vecStart); + VectorCopy( trace->endpos, vecStart ); } maxLoops--; - } + } -/* if ( ent ) +/* if( ent ) { - gEngfuncs.Con_Printf("Trace loops %i , entity %i, model %s, solid %i\n",(8-maxLoops),ent->curstate.number, ent->model->name , ent->curstate.solid ); + gEngfuncs.Con_Printf( "Trace loops %i , entity %i, model %s, solid %i\n",(8-maxLoops),ent->curstate.number, ent->model->name , ent->curstate.solid ); } */ VectorMA( trace->endpos, 4, trace->plane.normal, returnvec ); - v_lastDistance = Distance(trace->endpos, origin); // real distance without offset + v_lastDistance = Distance( trace->endpos, origin ); // real distance without offset } -/*void V_GetDeathCam(cl_entity_t * ent1, cl_entity_t * ent2, float * angle, float * origin) +/*void V_GetDeathCam( cl_entity_t * ent1, cl_entity_t * ent2, float * angle, float * origin ) { - float newAngle[3]; float newOrigin[3]; + float newAngle[3]; float newOrigin[3]; float distance = 168.0f; - v_lastDistance+= v_frametime * 96.0f; // move unit per seconds back + v_lastDistance += v_frametime * 96.0f; // move unit per seconds back - if ( v_resetCamera ) + if( v_resetCamera ) v_lastDistance = 64.0f; - if ( distance > v_lastDistance ) + if( distance > v_lastDistance ) distance = v_lastDistance; - VectorCopy(ent1->origin, newOrigin); + VectorCopy( ent1->origin, newOrigin ); - if ( ent1->player ) - newOrigin[2]+= 17; // head level of living player + if( ent1->player ) + newOrigin[2] += 17; // head level of living player // get new angle towards second target - if ( ent2 ) + if( ent2 ) { VectorSubtract( ent2->origin, ent1->origin, newAngle ); VectorAngles( newAngle, newAngle ); @@ -909,70 +900,68 @@ void V_GetChaseOrigin( float * angles, float * origin, float distance, float * r // and smooth view V_SmoothInterpolateAngles( v_lastAngles, newAngle, angle, 120.0f ); - + V_GetChaseOrigin( angle, newOrigin, distance, origin ); - VectorCopy(angle, v_lastAngles); + VectorCopy( angle, v_lastAngles ); }*/ -void V_GetSingleTargetCam(cl_entity_t * ent1, float * angle, float * origin) +void V_GetSingleTargetCam( cl_entity_t * ent1, float * angle, float * origin ) { - float newAngle[3]; float newOrigin[3]; - - int flags = gHUD.m_Spectator.m_iObserverFlags; + float newAngle[3]; float newOrigin[3]; + + int flags = gHUD.m_Spectator.m_iObserverFlags; // see is target is a dead player - qboolean deadPlayer = ent1->player && (ent1->curstate.solid == SOLID_NOT); - - float dfactor = ( flags & DRC_FLAG_DRAMATIC )? -1.0f : 1.0f; + qboolean deadPlayer = ent1->player && ( ent1->curstate.solid == SOLID_NOT ); + + float dfactor = ( flags & DRC_FLAG_DRAMATIC ) ? -1.0f : 1.0f; float distance = 112.0f + ( 16.0f * dfactor ); // get close if dramatic; - + // go away in final scenes or if player just died - if ( flags & DRC_FLAG_FINAL ) - distance*=2.0f; - else if ( deadPlayer ) - distance*=1.5f; + if( flags & DRC_FLAG_FINAL ) + distance *= 2.0f; + else if( deadPlayer ) + distance *= 1.5f; // let v_lastDistance float smoothly away - v_lastDistance+= v_frametime * 32.0f; // move unit per seconds back + v_lastDistance += v_frametime * 32.0f; // move unit per seconds back - if ( distance > v_lastDistance ) + if( distance > v_lastDistance ) distance = v_lastDistance; - - VectorCopy(ent1->origin, newOrigin); - if ( ent1->player ) + VectorCopy( ent1->origin, newOrigin ); + + if( ent1->player ) { - if ( deadPlayer ) - newOrigin[2]+= 2; //laying on ground + if( deadPlayer ) + newOrigin[2] += 2; //laying on ground else - newOrigin[2]+= 17; // head level of living player - + newOrigin[2] += 17; // head level of living player } else newOrigin[2]+= 8; // object, tricky, must be above bomb in CS // we have no second target, choose view direction based on // show front of primary target - VectorCopy(ent1->angles, newAngle); + VectorCopy( ent1->angles, newAngle ); // show dead players from front, normal players back - if ( flags & DRC_FLAG_FACEPLAYER ) - newAngle[1]+= 180.0f; + if( flags & DRC_FLAG_FACEPLAYER ) + newAngle[1] += 180.0f; - - newAngle[0]+= 12.5f * dfactor; // lower angle if dramatic + newAngle[0] += 12.5f * dfactor; // lower angle if dramatic // if final scene (bomb), show from real high pos - if ( flags & DRC_FLAG_FINAL ) + if( flags & DRC_FLAG_FINAL ) newAngle[0] = 22.5f; // choose side of object/player - if ( flags & DRC_FLAG_SIDE ) - newAngle[1]+=22.5f; + if( flags & DRC_FLAG_SIDE ) + newAngle[1] += 22.5f; else - newAngle[1]-=22.5f; + newAngle[1] -= 22.5f; V_SmoothInterpolateAngles( v_lastAngles, newAngle, angle, 120.0f ); @@ -980,60 +969,60 @@ void V_GetSingleTargetCam(cl_entity_t * ent1, float * angle, float * origin) V_GetChaseOrigin( angle, newOrigin, distance, origin ); } -float MaxAngleBetweenAngles( float * a1, float * a2 ) +float MaxAngleBetweenAngles( float *a1, float *a2 ) { float d, maxd = 0.0f; NormalizeAngles( a1 ); NormalizeAngles( a2 ); - for ( int i = 0 ; i < 3 ; i++ ) + for( int i = 0; i < 3; i++ ) { d = a2[i] - a1[i]; - if ( d > 180 ) + if( d > 180 ) { d -= 360; } - else if ( d < -180 ) + else if( d < -180 ) { d += 360; } - d = fabs(d); + d = fabs( d ); - if ( d > maxd ) - maxd=d; + if( d > maxd ) + maxd = d; } return maxd; } -void V_GetDoubleTargetsCam(cl_entity_t * ent1, cl_entity_t * ent2,float * angle, float * origin) +void V_GetDoubleTargetsCam( cl_entity_t *ent1, cl_entity_t *ent2, float *angle, float *origin ) { - float newAngle[3]; float newOrigin[3]; float tempVec[3]; + float newAngle[3], newOrigin[3], tempVec[3]; - int flags = gHUD.m_Spectator.m_iObserverFlags; + int flags = gHUD.m_Spectator.m_iObserverFlags; - float dfactor = ( flags & DRC_FLAG_DRAMATIC )? -1.0f : 1.0f; + float dfactor = ( flags & DRC_FLAG_DRAMATIC ) ? -1.0f : 1.0f; float distance = 112.0f + ( 16.0f * dfactor ); // get close if dramatic; - - // go away in final scenes or if player just died - if ( flags & DRC_FLAG_FINAL ) - distance*=2.0f; - - // let v_lastDistance float smoothly away - v_lastDistance+= v_frametime * 32.0f; // move unit per seconds back - if ( distance > v_lastDistance ) + // go away in final scenes or if player just died + if( flags & DRC_FLAG_FINAL ) + distance *= 2.0f; + + // let v_lastDistance float smoothly away + v_lastDistance += v_frametime * 32.0f; // move unit per seconds back + + if( distance > v_lastDistance ) distance = v_lastDistance; - VectorCopy(ent1->origin, newOrigin); + VectorCopy( ent1->origin, newOrigin ); - if ( ent1->player ) - newOrigin[2]+= 17; // head level of living player + if( ent1->player ) + newOrigin[2] += 17; // head level of living player else - newOrigin[2]+= 8; // object, tricky, must be above bomb in CS + newOrigin[2] += 8; // object, tricky, must be above bomb in CS // get new angle towards second target VectorSubtract( ent2->origin, ent1->origin, newAngle ); @@ -1042,21 +1031,21 @@ void V_GetDoubleTargetsCam(cl_entity_t * ent1, cl_entity_t * ent2,float * angle newAngle[0] = -newAngle[0]; // set angle diffrent in Dramtaic scenes - newAngle[0]+= 12.5f * dfactor; // lower angle if dramatic - - if ( flags & DRC_FLAG_SIDE ) - newAngle[1]+=22.5f; + newAngle[0] += 12.5f * dfactor; // lower angle if dramatic + + if( flags & DRC_FLAG_SIDE ) + newAngle[1] += 22.5f; else - newAngle[1]-=22.5f; + newAngle[1] -= 22.5f; float d = MaxAngleBetweenAngles( v_lastAngles, newAngle ); - if ( ( d < v_cameraFocusAngle) && ( v_cameraMode == CAM_MODE_RELAX ) ) + if( ( d < v_cameraFocusAngle) && ( v_cameraMode == CAM_MODE_RELAX ) ) { // difference is to small and we are in relax camera mode, keep viewangles - VectorCopy(v_lastAngles, newAngle ); + VectorCopy( v_lastAngles, newAngle ); } - else if ( (d < v_cameraRelaxAngle) && (v_cameraMode == CAM_MODE_FOCUS) ) + else if( ( d < v_cameraRelaxAngle ) && ( v_cameraMode == CAM_MODE_FOCUS ) ) { // we catched up with our target, relax again v_cameraMode = CAM_MODE_RELAX; @@ -1068,7 +1057,7 @@ void V_GetDoubleTargetsCam(cl_entity_t * ent1, cl_entity_t * ent2,float * angle } // and smooth view, if not a scene cut - if ( v_resetCamera || (v_cameraMode == CAM_MODE_RELAX) ) + if( v_resetCamera || ( v_cameraMode == CAM_MODE_RELAX ) ) { VectorCopy( newAngle, angle ); } @@ -1080,8 +1069,8 @@ void V_GetDoubleTargetsCam(cl_entity_t * ent1, cl_entity_t * ent2,float * angle V_GetChaseOrigin( newAngle, newOrigin, distance, origin ); // move position up, if very close at target - if ( v_lastDistance < 64.0f ) - origin[2]+= 16.0f*( 1.0f - (v_lastDistance / 64.0f ) ); + if( v_lastDistance < 64.0f ) + origin[2] += 16.0f * ( 1.0f - ( v_lastDistance / 64.0f ) ); // calculate angle to second target VectorSubtract( ent2->origin, origin, tempVec ); @@ -1089,27 +1078,23 @@ void V_GetDoubleTargetsCam(cl_entity_t * ent1, cl_entity_t * ent2,float * angle tempVec[0] = -tempVec[0]; /* take middle between two viewangles - InterpolateAngles( newAngle, tempVec, newAngle, 0.5f); */ - - - + InterpolateAngles( newAngle, tempVec, newAngle, 0.5f ); */ } -void V_GetDirectedChasePosition(cl_entity_t * ent1, cl_entity_t * ent2,float * angle, float * origin) +void V_GetDirectedChasePosition(cl_entity_t *ent1, cl_entity_t *ent2,float *angle, float *origin) { - - if ( v_resetCamera ) + if( v_resetCamera ) { v_lastDistance = 4096.0f; // v_cameraMode = CAM_MODE_FOCUS; } - if ( ( ent2 == (cl_entity_t*)0xFFFFFFFF ) || ( ent1->player && (ent1->curstate.solid == SOLID_NOT) ) ) + if( ( ent2 == (cl_entity_t*)0xFFFFFFFF ) || ( ent1->player && ( ent1->curstate.solid == SOLID_NOT ) ) ) { // we have no second target or player just died - V_GetSingleTargetCam(ent1, angle, origin); + V_GetSingleTargetCam( ent1, angle, origin ); } - else if ( ent2 ) + else if( ent2 ) { // keep both target in view V_GetDoubleTargetsCam( ent1, ent2, angle, origin ); @@ -1121,77 +1106,74 @@ void V_GetDirectedChasePosition(cl_entity_t * ent1, cl_entity_t * ent2,float * // keep last good viewangle float newOrigin[3]; - int flags = gHUD.m_Spectator.m_iObserverFlags; + int flags = gHUD.m_Spectator.m_iObserverFlags; - float dfactor = ( flags & DRC_FLAG_DRAMATIC )? -1.0f : 1.0f; + float dfactor = ( flags & DRC_FLAG_DRAMATIC ) ? -1.0f : 1.0f; float distance = 112.0f + ( 16.0f * dfactor ); // get close if dramatic; - + // go away in final scenes or if player just died - if ( flags & DRC_FLAG_FINAL ) - distance*=2.0f; - + if( flags & DRC_FLAG_FINAL ) + distance *= 2.0f; + // let v_lastDistance float smoothly away v_lastDistance+= v_frametime * 32.0f; // move unit per seconds back - if ( distance > v_lastDistance ) + if( distance > v_lastDistance ) distance = v_lastDistance; - - VectorCopy(ent1->origin, newOrigin); - if ( ent1->player ) - newOrigin[2]+= 17; // head level of living player + VectorCopy( ent1->origin, newOrigin ); + + if( ent1->player ) + newOrigin[2] += 17; // head level of living player else - newOrigin[2]+= 8; // object, tricky, must be above bomb in CS + newOrigin[2] += 8; // object, tricky, must be above bomb in CS V_GetChaseOrigin( angle, newOrigin, distance, origin ); } - VectorCopy(angle, v_lastAngles); + VectorCopy( angle, v_lastAngles ); } -void V_GetChasePos(int target, float * cl_angles, float * origin, float * angles) +void V_GetChasePos( int target, float *cl_angles, float *origin, float *angles ) { - cl_entity_t * ent = NULL; - - if ( target ) + cl_entity_t *ent = NULL; + + if( target ) { ent = gEngfuncs.GetEntityByIndex( target ); - }; - - if (!ent) - { - // just copy a save in-map position - VectorCopy ( vJumpAngles, angles ); - VectorCopy ( vJumpOrigin, origin ); - return; } - - - if ( gHUD.m_Spectator.m_autoDirector->value ) + if( !ent ) { - if ( g_iUser3 ) + // just copy a save in-map position + VectorCopy( vJumpAngles, angles ); + VectorCopy( vJumpOrigin, origin ); + return; + } + + if( gHUD.m_Spectator.m_autoDirector->value ) + { + if( g_iUser3 ) V_GetDirectedChasePosition( ent, gEngfuncs.GetEntityByIndex( g_iUser3 ), angles, origin ); else - V_GetDirectedChasePosition( ent, ( cl_entity_t*)0xFFFFFFFF, + V_GetDirectedChasePosition( ent, (cl_entity_t*)0xFFFFFFFF, angles, origin ); } else { - if ( cl_angles == NULL ) // no mouse angles given, use entity angles ( locked mode ) + if( cl_angles == NULL ) // no mouse angles given, use entity angles ( locked mode ) { - VectorCopy ( ent->angles, angles); - angles[0]*=-1; + VectorCopy( ent->angles, angles); + angles[0] *= -1; } else - VectorCopy ( cl_angles, angles); + VectorCopy( cl_angles, angles ); + VectorCopy( ent->origin, origin ); - VectorCopy ( ent->origin, origin); - - origin[2]+= 28; // DEFAULT_VIEWHEIGHT - some offset + origin[2] += 28; // DEFAULT_VIEWHEIGHT - some offset V_GetChaseOrigin( angles, origin, cl_chasedist->value, origin ); } @@ -1204,10 +1186,9 @@ void V_ResetChaseCam() v_resetCamera = true; } - -void V_GetInEyePos(int target, float * origin, float * angles ) +void V_GetInEyePos( int target, float *origin, float *angles ) { - if ( !target) + if( !target ) { // just copy a save in-map position VectorCopy ( vJumpAngles, angles ); @@ -1215,126 +1196,125 @@ void V_GetInEyePos(int target, float * origin, float * angles ) return; }; + cl_entity_t *ent = gEngfuncs.GetEntityByIndex( target ); - cl_entity_t * ent = gEngfuncs.GetEntityByIndex( target ); - - if ( !ent ) + if( !ent ) return; - VectorCopy ( ent->origin, origin ); - VectorCopy ( ent->angles, angles ); + VectorCopy( ent->origin, origin ); + VectorCopy( ent->angles, angles ); - angles[PITCH]*=-3.0f; // see CL_ProcessEntityUpdate() + angles[PITCH] *= -3.0f; // see CL_ProcessEntityUpdate() - if ( ent->curstate.solid == SOLID_NOT ) + if( ent->curstate.solid == SOLID_NOT ) { angles[ROLL] = 80; // dead view angle - origin[2]+= -8 ; // PM_DEAD_VIEWHEIGHT + origin[2] += -8 ; // PM_DEAD_VIEWHEIGHT } - else if (ent->curstate.usehull == 1 ) - origin[2]+= 12; // VEC_DUCK_VIEW; + else if( ent->curstate.usehull == 1 ) + origin[2] += 12; // VEC_DUCK_VIEW; else // exacty eye position can't be caluculated since it depends on // client values like cl_bobcycle, this offset matches the default values - origin[2]+= 28; // DEFAULT_VIEWHEIGHT + origin[2] += 28; // DEFAULT_VIEWHEIGHT } -void V_GetMapFreePosition( float * cl_angles, float * origin, float * angles ) +void V_GetMapFreePosition( float *cl_angles, float *origin, float *angles ) { vec3_t forward; vec3_t zScaledTarget; - VectorCopy(cl_angles, angles); + VectorCopy( cl_angles, angles ); // modify angles since we don't wanna see map's bottom - angles[0] = 51.25f + 38.75f*(angles[0]/90.0f); + angles[0] = 51.25f + 38.75f * ( angles[0] / 90.0f ); zScaledTarget[0] = gHUD.m_Spectator.m_mapOrigin[0]; zScaledTarget[1] = gHUD.m_Spectator.m_mapOrigin[1]; - zScaledTarget[2] = gHUD.m_Spectator.m_mapOrigin[2] * (( 90.0f - angles[0] ) / 90.0f ); - + zScaledTarget[2] = gHUD.m_Spectator.m_mapOrigin[2] * ( ( 90.0f - angles[0] ) / 90.0f ); - AngleVectors(angles, forward, NULL, NULL); + AngleVectors( angles, forward, NULL, NULL ); - VectorNormalize(forward); + VectorNormalize( forward ); - VectorMA(zScaledTarget, -( 4096.0f / gHUD.m_Spectator.m_mapZoom ), forward , origin); + VectorMA( zScaledTarget, -( 4096.0f / gHUD.m_Spectator.m_mapZoom ), forward, origin ); } -void V_GetMapChasePosition(int target, float * cl_angles, float * origin, float * angles) +void V_GetMapChasePosition( int target, float *cl_angles, float *origin, float *angles ) { vec3_t forward; - if ( target ) + if( target ) { - cl_entity_t * ent = gEngfuncs.GetEntityByIndex( target ); + cl_entity_t *ent = gEngfuncs.GetEntityByIndex( target ); - if ( gHUD.m_Spectator.m_autoDirector->value ) + if( gHUD.m_Spectator.m_autoDirector->value ) { // this is done to get the angles made by director mode - V_GetChasePos(target, cl_angles, origin, angles); - VectorCopy(ent->origin, origin); - + V_GetChasePos( target, cl_angles, origin, angles ); + VectorCopy( ent->origin, origin ); + // keep fix chase angle horizontal angles[0] = 45.0f; } else { - VectorCopy(cl_angles, angles); - VectorCopy(ent->origin, origin); + VectorCopy( cl_angles, angles ); + VectorCopy( ent->origin, origin ); // modify angles since we don't wanna see map's bottom - angles[0] = 51.25f + 38.75f*(angles[0]/90.0f); + angles[0] = 51.25f + 38.75f * ( angles[0] / 90.0f ); } } else { // keep out roaming position, but modify angles - VectorCopy(cl_angles, angles); - angles[0] = 51.25f + 38.75f*(angles[0]/90.0f); + VectorCopy( cl_angles, angles ); + angles[0] = 51.25f + 38.75f * ( angles[0] / 90.0f ); } - origin[2] *= (( 90.0f - angles[0] ) / 90.0f ); + origin[2] *= ( ( 90.0f - angles[0] ) / 90.0f ); angles[2] = 0.0f; // don't roll angle (if chased player is dead) - AngleVectors(angles, forward, NULL, NULL); + AngleVectors( angles, forward, NULL, NULL ); - VectorNormalize(forward); + VectorNormalize( forward ); - VectorMA(origin, -1536, forward, origin); + VectorMA( origin, -1536, forward, origin ); } -int V_FindViewModelByWeaponModel(int weaponindex) +int V_FindViewModelByWeaponModel( int weaponindex ) { - - static char * modelmap[][2] = { - { "models/p_crossbow.mdl", "models/v_crossbow.mdl" }, - { "models/p_crowbar.mdl", "models/v_crowbar.mdl" }, - { "models/p_egon.mdl", "models/v_egon.mdl" }, - { "models/p_gauss.mdl", "models/v_gauss.mdl" }, - { "models/p_9mmhandgun.mdl", "models/v_9mmhandgun.mdl" }, - { "models/p_grenade.mdl", "models/v_grenade.mdl" }, - { "models/p_hgun.mdl", "models/v_hgun.mdl" }, - { "models/p_9mmAR.mdl", "models/v_9mmAR.mdl" }, - { "models/p_357.mdl", "models/v_357.mdl" }, - { "models/p_rpg.mdl", "models/v_rpg.mdl" }, - { "models/p_shotgun.mdl", "models/v_shotgun.mdl" }, - { "models/p_squeak.mdl", "models/v_squeak.mdl" }, - { "models/p_tripmine.mdl", "models/v_tripmine.mdl" }, - { "models/p_satchel_radio.mdl", "models/v_satchel_radio.mdl"}, - { "models/p_satchel.mdl", "models/v_satchel.mdl" }, - { NULL, NULL } }; + static char *modelmap[][2] = + { + { "models/p_crossbow.mdl", "models/v_crossbow.mdl" }, + { "models/p_crowbar.mdl", "models/v_crowbar.mdl" }, + { "models/p_egon.mdl", "models/v_egon.mdl" }, + { "models/p_gauss.mdl", "models/v_gauss.mdl" }, + { "models/p_9mmhandgun.mdl", "models/v_9mmhandgun.mdl" }, + { "models/p_grenade.mdl", "models/v_grenade.mdl" }, + { "models/p_hgun.mdl", "models/v_hgun.mdl" }, + { "models/p_9mmAR.mdl", "models/v_9mmAR.mdl" }, + { "models/p_357.mdl", "models/v_357.mdl" }, + { "models/p_rpg.mdl", "models/v_rpg.mdl" }, + { "models/p_shotgun.mdl", "models/v_shotgun.mdl" }, + { "models/p_squeak.mdl", "models/v_squeak.mdl" }, + { "models/p_tripmine.mdl", "models/v_tripmine.mdl" }, + { "models/p_satchel_radio.mdl", "models/v_satchel_radio.mdl" }, + { "models/p_satchel.mdl", "models/v_satchel.mdl" }, + { NULL, NULL } + }; struct model_s * weaponModel = IEngineStudio.GetModelByIndex( weaponindex ); - if ( weaponModel ) + if( weaponModel ) { int len = strlen( weaponModel->name ); int i = 0; - while ( modelmap[i][0] != NULL ) + while( modelmap[i][0] != NULL ) { - if ( !strnicmp( weaponModel->name, modelmap[i][0], len ) ) + if( !strnicmp( weaponModel->name, modelmap[i][0], len ) ) { return gEngfuncs.pEventAPI->EV_FindModelIndex( modelmap[i][1] ); } @@ -1345,71 +1325,68 @@ int V_FindViewModelByWeaponModel(int weaponindex) } else return 0; - } - /* ================== V_CalcSpectatorRefdef ================== */ -void V_CalcSpectatorRefdef ( struct ref_params_s * pparams ) +void V_CalcSpectatorRefdef( struct ref_params_s * pparams ) { - static vec3_t velocity ( 0.0f, 0.0f, 0.0f); + static vec3_t velocity( 0.0f, 0.0f, 0.0f ); static int lastWeaponModelIndex = 0; static int lastViewModelIndex = 0; - - cl_entity_t * ent = gEngfuncs.GetEntityByIndex( g_iUser2 ); - + + cl_entity_t *ent = gEngfuncs.GetEntityByIndex( g_iUser2 ); + pparams->onlyClientDraw = false; // refresh position - VectorCopy ( pparams->simorg, v_sim_org ); + VectorCopy( pparams->simorg, v_sim_org ); // get old values - VectorCopy ( pparams->cl_viewangles, v_cl_angles ); - VectorCopy ( pparams->viewangles, v_angles ); - VectorCopy ( pparams->vieworg, v_origin ); + VectorCopy( pparams->cl_viewangles, v_cl_angles ); + VectorCopy( pparams->viewangles, v_angles ); + VectorCopy( pparams->vieworg, v_origin ); - if ( ( g_iUser1 == OBS_IN_EYE || gHUD.m_Spectator.m_pip->value == INSET_IN_EYE ) && ent ) + if( ( g_iUser1 == OBS_IN_EYE || gHUD.m_Spectator.m_pip->value == INSET_IN_EYE ) && ent ) { // calculate player velocity float timeDiff = ent->curstate.msg_time - ent->prevstate.msg_time; - if ( timeDiff > 0 ) + if( timeDiff > 0 ) { vec3_t distance; - VectorSubtract(ent->prevstate.origin, ent->curstate.origin, distance); - VectorScale(distance, 1/timeDiff, distance ); + VectorSubtract( ent->prevstate.origin, ent->curstate.origin, distance ); + VectorScale( distance, 1 / timeDiff, distance ); - velocity[0] = velocity[0]*0.9f + distance[0]*0.1f; - velocity[1] = velocity[1]*0.9f + distance[1]*0.1f; - velocity[2] = velocity[2]*0.9f + distance[2]*0.1f; - - VectorCopy(velocity, pparams->simvel); + velocity[0] = velocity[0] * 0.9f + distance[0] * 0.1f; + velocity[1] = velocity[1] * 0.9f + distance[1] * 0.1f; + velocity[2] = velocity[2] * 0.9f + distance[2] * 0.1f; + + VectorCopy( velocity, pparams->simvel ); } // predict missing client data and set weapon model ( in HLTV mode or inset in eye mode ) - if ( gEngfuncs.IsSpectateOnly() ) + if( gEngfuncs.IsSpectateOnly() ) { V_GetInEyePos( g_iUser2, pparams->simorg, pparams->cl_viewangles ); pparams->health = 1; - cl_entity_t * gunModel = gEngfuncs.GetViewModel(); + cl_entity_t *gunModel = gEngfuncs.GetViewModel(); - if ( lastWeaponModelIndex != ent->curstate.weaponmodel ) + if( lastWeaponModelIndex != ent->curstate.weaponmodel ) { // weapon model changed - lastWeaponModelIndex = ent->curstate.weaponmodel; lastViewModelIndex = V_FindViewModelByWeaponModel( lastWeaponModelIndex ); - if ( lastViewModelIndex ) + if( lastViewModelIndex ) { - gEngfuncs.pfnWeaponAnim(0,0); // reset weapon animation + gEngfuncs.pfnWeaponAnim( 0, 0 ); // reset weapon animation } else { @@ -1419,7 +1396,7 @@ void V_CalcSpectatorRefdef ( struct ref_params_s * pparams ) } } - if ( lastViewModelIndex ) + if( lastViewModelIndex ) { gunModel->model = IEngineStudio.GetModelByIndex( lastViewModelIndex ); gunModel->curstate.modelindex = lastViewModelIndex; @@ -1435,109 +1412,102 @@ void V_CalcSpectatorRefdef ( struct ref_params_s * pparams ) else { // only get viewangles from entity - VectorCopy ( ent->angles, pparams->cl_viewangles ); - pparams->cl_viewangles[PITCH]*=-3.0f; // see CL_ProcessEntityUpdate() + VectorCopy( ent->angles, pparams->cl_viewangles ); + pparams->cl_viewangles[PITCH] *= -3.0f; // see CL_ProcessEntityUpdate() } } v_frametime = pparams->frametime; - if ( pparams->nextView == 0 ) + if( pparams->nextView == 0 ) { // first renderer cycle, full screen - - switch ( g_iUser1 ) + switch( g_iUser1 ) { - case OBS_CHASE_LOCKED: V_GetChasePos( g_iUser2, NULL, v_origin, v_angles ); - break; - - case OBS_CHASE_FREE: V_GetChasePos( g_iUser2, v_cl_angles, v_origin, v_angles ); - break; - - case OBS_ROAMING : VectorCopy (v_cl_angles, v_angles); - VectorCopy (v_sim_org, v_origin); - break; - - case OBS_IN_EYE : V_CalcNormalRefdef ( pparams ); - break; - - case OBS_MAP_FREE : pparams->onlyClientDraw = true; - V_GetMapFreePosition( v_cl_angles, v_origin, v_angles ); - break; - - case OBS_MAP_CHASE : pparams->onlyClientDraw = true; - V_GetMapChasePosition( g_iUser2, v_cl_angles, v_origin, v_angles ); - break; + case OBS_CHASE_LOCKED: + V_GetChasePos( g_iUser2, NULL, v_origin, v_angles ); + break; + case OBS_CHASE_FREE: + V_GetChasePos( g_iUser2, v_cl_angles, v_origin, v_angles ); + break; + case OBS_ROAMING: + VectorCopy( v_cl_angles, v_angles ); + VectorCopy( v_sim_org, v_origin ); + break; + case OBS_IN_EYE: + V_CalcNormalRefdef( pparams ); + break; + case OBS_MAP_FREE: + pparams->onlyClientDraw = true; + V_GetMapFreePosition( v_cl_angles, v_origin, v_angles ); + break; + case OBS_MAP_CHASE: + pparams->onlyClientDraw = true; + V_GetMapChasePosition( g_iUser2, v_cl_angles, v_origin, v_angles ); + break; } - if ( gHUD.m_Spectator.m_pip->value ) + if( gHUD.m_Spectator.m_pip->value ) pparams->nextView = 1; // force a second renderer view gHUD.m_Spectator.m_iDrawCycle = 0; - } else { // second renderer cycle, inset window - // set inset parameters - pparams->viewport[0] = XRES(gHUD.m_Spectator.m_OverviewData.insetWindowX); // change viewport to inset window - pparams->viewport[1] = YRES(gHUD.m_Spectator.m_OverviewData.insetWindowY); - pparams->viewport[2] = XRES(gHUD.m_Spectator.m_OverviewData.insetWindowWidth); - pparams->viewport[3] = YRES(gHUD.m_Spectator.m_OverviewData.insetWindowHeight); - pparams->nextView = 0; // on further view + pparams->viewport[0] = XRES( gHUD.m_Spectator.m_OverviewData.insetWindowX ); // change viewport to inset window + pparams->viewport[1] = YRES( gHUD.m_Spectator.m_OverviewData.insetWindowY ); + pparams->viewport[2] = XRES( gHUD.m_Spectator.m_OverviewData.insetWindowWidth ); + pparams->viewport[3] = YRES( gHUD.m_Spectator.m_OverviewData.insetWindowHeight ); + pparams->nextView = 0; // on further view // override some settings in certain modes - switch ( (int)gHUD.m_Spectator.m_pip->value ) + switch( (int)gHUD.m_Spectator.m_pip->value ) { - case INSET_CHASE_FREE : V_GetChasePos( g_iUser2, v_cl_angles, v_origin, v_angles ); - break; - - case INSET_IN_EYE : V_CalcNormalRefdef ( pparams ); - break; - - case INSET_MAP_FREE : pparams->onlyClientDraw = true; - V_GetMapFreePosition( v_cl_angles, v_origin, v_angles ); - break; - - case INSET_MAP_CHASE : pparams->onlyClientDraw = true; - - if ( g_iUser1 == OBS_ROAMING ) - V_GetMapChasePosition( 0, v_cl_angles, v_origin, v_angles ); - else - V_GetMapChasePosition( g_iUser2, v_cl_angles, v_origin, v_angles ); - - break; + case INSET_CHASE_FREE: + V_GetChasePos( g_iUser2, v_cl_angles, v_origin, v_angles ); + break; + case INSET_IN_EYE: + V_CalcNormalRefdef( pparams ); + break; + case INSET_MAP_FREE: + pparams->onlyClientDraw = true; + V_GetMapFreePosition( v_cl_angles, v_origin, v_angles ); + break; + case INSET_MAP_CHASE: + pparams->onlyClientDraw = true; + if( g_iUser1 == OBS_ROAMING ) + V_GetMapChasePosition( 0, v_cl_angles, v_origin, v_angles ); + else + V_GetMapChasePosition( g_iUser2, v_cl_angles, v_origin, v_angles ); + break; } gHUD.m_Spectator.m_iDrawCycle = 1; } // write back new values into pparams - VectorCopy ( v_cl_angles, pparams->cl_viewangles ); - VectorCopy ( v_angles, pparams->viewangles ) - VectorCopy ( v_origin, pparams->vieworg ); - + VectorCopy( v_cl_angles, pparams->cl_viewangles ); + VectorCopy( v_angles, pparams->viewangles ) + VectorCopy( v_origin, pparams->vieworg ); } - - void DLLEXPORT V_CalcRefdef( struct ref_params_s *pparams ) { // intermission / finale rendering - if ( pparams->intermission ) - { - V_CalcIntermissionRefdef ( pparams ); - } - else if ( pparams->spectator || g_iUser1 ) // g_iUser true if in spectator mode + if( pparams->intermission ) { - V_CalcSpectatorRefdef ( pparams ); + V_CalcIntermissionRefdef( pparams ); } - else if ( !pparams->paused ) + else if( pparams->spectator || g_iUser1 ) // g_iUser true if in spectator mode { - V_CalcNormalRefdef ( pparams ); + V_CalcSpectatorRefdef( pparams ); + } + else if( !pparams->paused ) + { + V_CalcNormalRefdef( pparams ); } - /* // Example of how to overlay the whole screen with red at 50 % alpha #define SF_TEST @@ -1564,14 +1534,14 @@ V_DropPunchAngle ============= */ -void V_DropPunchAngle ( float frametime, float *ev_punchangle ) +void V_DropPunchAngle( float frametime, float *ev_punchangle ) { - float len; - - len = VectorNormalize ( ev_punchangle ); - len -= (10.0 + len * 0.5) * frametime; + float len; + + len = VectorNormalize( ev_punchangle ); + len -= ( 10.0 + len * 0.5 ) * frametime; len = max( len, 0.0 ); - VectorScale ( ev_punchangle, len, ev_punchangle ); + VectorScale( ev_punchangle, len, ev_punchangle ); } /* @@ -1583,7 +1553,7 @@ Client side punch effect */ void V_PunchAxis( int axis, float punch ) { - ev_punchangle[ axis ] = punch; + ev_punchangle[axis] = punch; } /* @@ -1591,24 +1561,22 @@ void V_PunchAxis( int axis, float punch ) V_Init ============= */ -void V_Init (void) +void V_Init( void ) { + scr_ofsx = gEngfuncs.pfnRegisterVariable( "scr_ofsx","0", 0 ); + scr_ofsy = gEngfuncs.pfnRegisterVariable( "scr_ofsy","0", 0 ); + scr_ofsz = gEngfuncs.pfnRegisterVariable( "scr_ofsz","0", 0 ); - scr_ofsx = gEngfuncs.pfnRegisterVariable( "scr_ofsx","0", 0 ); - scr_ofsy = gEngfuncs.pfnRegisterVariable( "scr_ofsy","0", 0 ); - scr_ofsz = gEngfuncs.pfnRegisterVariable( "scr_ofsz","0", 0 ); + v_centermove = gEngfuncs.pfnRegisterVariable( "v_centermove", "0.15", 0 ); + v_centerspeed = gEngfuncs.pfnRegisterVariable( "v_centerspeed","500", 0 ); - v_centermove = gEngfuncs.pfnRegisterVariable( "v_centermove", "0.15", 0 ); - v_centerspeed = gEngfuncs.pfnRegisterVariable( "v_centerspeed","500", 0 ); - - cl_bobcycle = gEngfuncs.pfnRegisterVariable( "cl_bobcycle","0.8", 0 );// best default for my experimental gun wag (sjb) - cl_bob = gEngfuncs.pfnRegisterVariable( "cl_bob","0.01", 0 );// best default for my experimental gun wag (sjb) - cl_bobup = gEngfuncs.pfnRegisterVariable( "cl_bobup","0.5", 0 ); - cl_waterdist = gEngfuncs.pfnRegisterVariable( "cl_waterdist","4", 0 ); - cl_chasedist = gEngfuncs.pfnRegisterVariable( "cl_chasedist","112", 0 ); + cl_bobcycle = gEngfuncs.pfnRegisterVariable( "cl_bobcycle","0.8", 0 );// best default for my experimental gun wag (sjb) + cl_bob = gEngfuncs.pfnRegisterVariable( "cl_bob","0.01", 0 );// best default for my experimental gun wag (sjb) + cl_bobup = gEngfuncs.pfnRegisterVariable( "cl_bobup","0.5", 0 ); + cl_waterdist = gEngfuncs.pfnRegisterVariable( "cl_waterdist","4", 0 ); + cl_chasedist = gEngfuncs.pfnRegisterVariable( "cl_chasedist","112", 0 ); } - //#define TRACE_TEST #if defined( TRACE_TEST ) @@ -1618,19 +1586,19 @@ extern float in_fov; CalcFov ==================== */ -float CalcFov (float fov_x, float width, float height) +float CalcFov( float fov_x, float width, float height ) { - float a; - float x; + float a; + float x; - if (fov_x < 1 || fov_x > 179) + if( fov_x < 1 || fov_x > 179 ) fov_x = 90; // error, set to 90 - x = width/tan(fov_x/360*M_PI); + x = width / tan( fov_x / 360 * M_PI ); - a = atan (height/x); + a = atan ( height / x ); - a = a*360/M_PI; + a = a * 360 / M_PI; return a; } @@ -1667,18 +1635,18 @@ void V_Move( int mx, int my ) newangles = v_angles; - newangles[ YAW ] -= dX; - newangles[ PITCH ] += dY; + newangles[YAW] -= dX; + newangles[PITCH] += dY; // Now rotate v_forward around that point - AngleVectors ( newangles, forward, right, up ); + AngleVectors( newangles, forward, right, up ); farpoint = v_origin + 8192 * forward; // Trace - tr = *(gEngfuncs.PM_TraceLine( (float *)&v_origin, (float *)&farpoint, PM_TRACELINE_PHYSENTSONLY, 2 /*point sized hull*/, -1 )); + tr = *( gEngfuncs.PM_TraceLine( (float *)&v_origin, (float *)&farpoint, PM_TRACELINE_PHYSENTSONLY, 2 /*point sized hull*/, -1 ) ); - if ( tr.fraction != 1.0 && tr.ent != 0 ) + if( tr.fraction != 1.0 && tr.ent != 0 ) { hitent = PM_GetPhysEntInfo( tr.ent ); PM_ParticleLine( (float *)&v_origin, (float *)&tr.endpos, 5, 1.0, 0.0 ); @@ -1688,5 +1656,4 @@ void V_Move( int mx, int my ) hitent = -1; } } - #endif diff --git a/cl_dll/view.h b/cl_dll/view.h index 1afbe38e..c0aa0e8f 100644 --- a/cl_dll/view.h +++ b/cl_dll/view.h @@ -11,5 +11,4 @@ void V_StartPitchDrift( void ); void V_StopPitchDrift( void ); - -#endif // !VIEWH \ No newline at end of file +#endif // !VIEWH From 811d1fb20cd38c3ed57ed3382cdd712917c931a0 Mon Sep 17 00:00:00 2001 From: Night Owl Date: Sun, 3 Jul 2016 18:48:16 +0500 Subject: [PATCH 12/30] Move tf_defs.h to cl_dll/tfc directory. --- cl_dll/{ => tfc}/tf_defs.h | 0 1 file changed, 0 insertions(+), 0 deletions(-) rename cl_dll/{ => tfc}/tf_defs.h (100%) diff --git a/cl_dll/tf_defs.h b/cl_dll/tfc/tf_defs.h similarity index 100% rename from cl_dll/tf_defs.h rename to cl_dll/tfc/tf_defs.h From 7b24b6a6db3deaf50c73820e0c7d24fdd1d94b02 Mon Sep 17 00:00:00 2001 From: Night Owl Date: Sun, 3 Jul 2016 18:59:31 +0500 Subject: [PATCH 13/30] Move GameStudioModelRenderer_Sample to cl_dll/examples directory. --- cl_dll/{ => examples}/GameStudioModelRenderer_Sample.cpp | 0 cl_dll/{ => examples}/GameStudioModelRenderer_Sample.h | 0 2 files changed, 0 insertions(+), 0 deletions(-) rename cl_dll/{ => examples}/GameStudioModelRenderer_Sample.cpp (100%) rename cl_dll/{ => examples}/GameStudioModelRenderer_Sample.h (100%) diff --git a/cl_dll/GameStudioModelRenderer_Sample.cpp b/cl_dll/examples/GameStudioModelRenderer_Sample.cpp similarity index 100% rename from cl_dll/GameStudioModelRenderer_Sample.cpp rename to cl_dll/examples/GameStudioModelRenderer_Sample.cpp diff --git a/cl_dll/GameStudioModelRenderer_Sample.h b/cl_dll/examples/GameStudioModelRenderer_Sample.h similarity index 100% rename from cl_dll/GameStudioModelRenderer_Sample.h rename to cl_dll/examples/GameStudioModelRenderer_Sample.h From 5890ff41eef0cf16da1369ae99b83a10c1b8ed10 Mon Sep 17 00:00:00 2001 From: Night Owl Date: Sun, 31 Jul 2016 18:48:50 +0500 Subject: [PATCH 14/30] Server format. --- dlls/activity.h | 9 +- dlls/aflock.cpp | 431 +++--- dlls/agrunt.cpp | 628 +++++---- dlls/airtank.cpp | 44 +- dlls/animating.cpp | 147 +- dlls/animation.cpp | 280 ++-- dlls/animation.h | 2 - dlls/apache.cpp | 447 ++++--- dlls/barnacle.cpp | 218 +-- dlls/barney.cpp | 446 +++---- dlls/basemonster.h | 438 +++--- dlls/bigmomma.cpp | 488 ++++--- dlls/bloater.cpp | 92 +- dlls/bmodels.cpp | 504 ++++--- dlls/bullsquid.cpp | 839 ++++++------ dlls/buttons.cpp | 790 ++++++----- dlls/cbase.cpp | 340 ++--- dlls/cbase.h | 377 +++--- dlls/cdll_dll.h | 13 +- dlls/client.cpp | 989 +++++++------- dlls/client.h | 23 +- dlls/combat.cpp | 778 +++++------ dlls/controller.cpp | 527 ++++---- dlls/crossbow.cpp | 220 ++- dlls/crowbar.cpp | 152 +-- dlls/defaultai.cpp | 896 ++++++------- dlls/doors.cpp | 853 ++++++------ dlls/doors.h | 7 +- dlls/effects.cpp | 1040 +++++++------- dlls/effects.h | 234 +++- dlls/egon.cpp | 192 ++- dlls/enginecallback.h | 8 +- dlls/explode.cpp | 92 +- dlls/explode.h | 7 +- dlls/exportdef.h | 10 +- dlls/flyingmonster.cpp | 102 +- dlls/flyingmonster.h | 4 +- dlls/func_break.cpp | 475 +++---- dlls/func_break.h | 54 +- dlls/func_tank.cpp | 433 +++--- dlls/game.cpp | 639 +++++---- dlls/game.h | 40 +- dlls/gamerules.cpp | 181 ++- dlls/gamerules.h | 18 +- dlls/gargantua.cpp | 490 ++++--- dlls/gauss.cpp | 237 ++-- dlls/genericmonster.cpp | 56 +- dlls/ggrenade.cpp | 203 +-- dlls/globals.cpp | 2 +- dlls/glock.cpp | 93 +- dlls/gman.cpp | 72 +- dlls/h_ai.cpp | 90 +- dlls/h_battery.cpp | 102 +- dlls/h_cycler.cpp | 205 +-- dlls/h_export.cpp | 23 +- dlls/handgrenade.cpp | 59 +- dlls/hassassin.cpp | 534 ++++---- dlls/headcrab.cpp | 223 ++-- dlls/healthkit.cpp | 134 +- dlls/hgrunt.cpp | 1345 ++++++++++--------- dlls/hornet.cpp | 170 +-- dlls/hornet.h | 29 +- dlls/hornetgun.cpp | 64 +- dlls/houndeye.cpp | 501 ++++--- dlls/ichthyosaur.cpp | 381 +++--- dlls/islave.cpp | 347 +++-- dlls/items.cpp | 126 +- dlls/items.h | 14 +- dlls/lights.cpp | 95 +- dlls/monstermaker.cpp | 84 +- dlls/monsters.cpp | 1315 +++++++++--------- dlls/monsterstate.cpp | 66 +- dlls/mortar.cpp | 142 +- dlls/mpstubb.cpp | 122 +- dlls/multiplay_gamerules.cpp | 487 ++++--- dlls/nihilanth.cpp | 664 ++++----- dlls/nodes.cpp | 2378 +++++++++++++++++---------------- dlls/osprey.cpp | 282 ++-- dlls/pathcorner.cpp | 189 ++- dlls/plane.cpp | 14 +- dlls/plane.h | 15 +- dlls/player.cpp | 2149 +++++++++++++++-------------- dlls/playermonster.cpp | 44 +- dlls/python.cpp | 118 +- dlls/rat.cpp | 36 +- dlls/roach.cpp | 297 ++-- dlls/rpg.cpp | 203 ++- dlls/satchel.cpp | 170 +-- dlls/schedule.cpp | 383 +++--- dlls/scientist.cpp | 789 +++++------ dlls/scripted.cpp | 470 +++---- dlls/shotgun.cpp | 164 +-- dlls/singleplay_gamerules.cpp | 43 +- dlls/skill.cpp | 14 +- dlls/sound.cpp | 1011 +++++++------- dlls/spectator.cpp | 40 +- dlls/spectator.h | 10 +- dlls/squadmonster.cpp | 256 ++-- dlls/squadmonster.h | 58 +- dlls/squeakgrenade.cpp | 261 ++-- dlls/stats.cpp | 74 +- dlls/subs.cpp | 215 ++- dlls/talkmonster.cpp | 749 ++++++----- dlls/teamplay_gamerules.cpp | 166 +-- dlls/teamplay_gamerules.h | 4 +- dlls/tentacle.cpp | 421 +++--- dlls/trains.h | 96 +- dlls/triggers.cpp | 918 ++++++------- dlls/tripmine.cpp | 171 +-- dlls/turret.cpp | 732 +++++----- dlls/util.cpp | 940 +++++++------ dlls/vector.h | 62 +- dlls/world.cpp | 306 ++--- dlls/xen.cpp | 212 +-- dlls/zombie.cpp | 132 +- game_shared/bitvec.h | 105 +- game_shared/voice_gamemgr.cpp | 121 +- game_shared/voice_gamemgr.h | 46 +- pm_shared/pm_debug.h | 7 +- pm_shared/pm_info.h | 3 +- pm_shared/pm_materials.h | 3 +- pm_shared/pm_math.c | 354 +++-- pm_shared/pm_movevars.h | 3 +- pm_shared/pm_shared.c | 1827 ++++++++++++------------- pm_shared/pm_shared.h | 9 +- 125 files changed, 20171 insertions(+), 19881 deletions(-) diff --git a/dlls/activity.h b/dlls/activity.h index b467e5c7..58b2d8cd 100644 --- a/dlls/activity.h +++ b/dlls/activity.h @@ -16,7 +16,6 @@ #ifndef ACTIVITY_H #define ACTIVITY_H - typedef enum { ACT_RESET = 0, // Set m_Activity to this invalid value to force a reset to m_IdealActivity ACT_IDLE = 1, @@ -97,13 +96,11 @@ typedef enum { ACT_FLINCH_RIGHTLEG } Activity; - -typedef struct { - int type; +typedef struct +{ + int type; char *name; } activity_map_t; extern activity_map_t activity_map[]; - - #endif //ACTIVITY_H diff --git a/dlls/aflock.cpp b/dlls/aflock.cpp index 9bf03d5e..b27b8d4d 100644 --- a/dlls/aflock.cpp +++ b/dlls/aflock.cpp @@ -14,13 +14,14 @@ ****/ //========================================================= //========================================================= + #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "squadmonster.h" -#define AFLOCK_MAX_RECRUIT_RADIUS 1024 +#define AFLOCK_MAX_RECRUIT_RADIUS 1024 #define AFLOCK_FLY_SPEED 125 #define AFLOCK_TURN_RATE 75 #define AFLOCK_ACCELERATE 10 @@ -38,18 +39,18 @@ public: void KeyValue( KeyValueData *pkvd ); void SpawnFlock( void ); - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); - static TYPEDESCRIPTION m_SaveData[]; + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); + static TYPEDESCRIPTION m_SaveData[]; // Sounds are shared by the flock - static void PrecacheFlockSounds( void ); + static void PrecacheFlockSounds( void ); - int m_cFlockSize; - float m_flFlockRadius; + int m_cFlockSize; + float m_flFlockRadius; }; -TYPEDESCRIPTION CFlockingFlyerFlock::m_SaveData[] = +TYPEDESCRIPTION CFlockingFlyerFlock::m_SaveData[] = { DEFINE_FIELD( CFlockingFlyerFlock, m_cFlockSize, FIELD_INTEGER ), DEFINE_FIELD( CFlockingFlyerFlock, m_flFlockRadius, FIELD_FLOAT ), @@ -81,13 +82,13 @@ public: BOOL FPathBlocked( void ); //void KeyValue( KeyValueData *pkvd ); - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); - static TYPEDESCRIPTION m_SaveData[]; + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); + static TYPEDESCRIPTION m_SaveData[]; int IsLeader( void ) { return m_pSquadLeader == this; } - int InSquad( void ) { return m_pSquadLeader != NULL; } - int SquadCount( void ); + int InSquad( void ) { return m_pSquadLeader != NULL; } + int SquadCount( void ); void SquadRemove( CFlockingFlyer *pRemove ); void SquadUnlink( void ); void SquadAdd( CFlockingFlyer *pAdd ); @@ -95,22 +96,22 @@ public: CFlockingFlyer *m_pSquadLeader; CFlockingFlyer *m_pSquadNext; - BOOL m_fTurning;// is this boid turning? - BOOL m_fCourseAdjust;// followers set this flag TRUE to override flocking while they avoid something - BOOL m_fPathBlocked;// TRUE if there is an obstacle ahead - Vector m_vecReferencePoint;// last place we saw leader - Vector m_vecAdjustedVelocity;// adjusted velocity (used when fCourseAdjust is TRUE) - float m_flGoalSpeed; - float m_flLastBlockedTime; - float m_flFakeBlockedTime; - float m_flAlertTime; - float m_flFlockNextSoundTime; + BOOL m_fTurning;// is this boid turning? + BOOL m_fCourseAdjust;// followers set this flag TRUE to override flocking while they avoid something + BOOL m_fPathBlocked;// TRUE if there is an obstacle ahead + Vector m_vecReferencePoint;// last place we saw leader + Vector m_vecAdjustedVelocity;// adjusted velocity (used when fCourseAdjust is TRUE) + float m_flGoalSpeed; + float m_flLastBlockedTime; + float m_flFakeBlockedTime; + float m_flAlertTime; + float m_flFlockNextSoundTime; }; LINK_ENTITY_TO_CLASS( monster_flyer, CFlockingFlyer ) LINK_ENTITY_TO_CLASS( monster_flyer_flock, CFlockingFlyerFlock ) -TYPEDESCRIPTION CFlockingFlyer::m_SaveData[] = +TYPEDESCRIPTION CFlockingFlyer::m_SaveData[] = { DEFINE_FIELD( CFlockingFlyer, m_pSquadLeader, FIELD_CLASSPTR ), DEFINE_FIELD( CFlockingFlyer, m_pSquadNext, FIELD_CLASSPTR ), @@ -123,59 +124,59 @@ TYPEDESCRIPTION CFlockingFlyer::m_SaveData[] = DEFINE_FIELD( CFlockingFlyer, m_flLastBlockedTime, FIELD_TIME ), DEFINE_FIELD( CFlockingFlyer, m_flFakeBlockedTime, FIELD_TIME ), DEFINE_FIELD( CFlockingFlyer, m_flAlertTime, FIELD_TIME ), -// DEFINE_FIELD( CFlockingFlyer, m_flFlockNextSoundTime, FIELD_TIME ), // don't need to save + //DEFINE_FIELD( CFlockingFlyer, m_flFlockNextSoundTime, FIELD_TIME ), // don't need to save }; IMPLEMENT_SAVERESTORE( CFlockingFlyer, CBaseMonster ) //========================================================= //========================================================= -void CFlockingFlyerFlock :: KeyValue( KeyValueData *pkvd ) +void CFlockingFlyerFlock::KeyValue( KeyValueData *pkvd ) { - if (FStrEq(pkvd->szKeyName, "iFlockSize")) + if( FStrEq( pkvd->szKeyName, "iFlockSize" ) ) { - m_cFlockSize = atoi(pkvd->szValue); + m_cFlockSize = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "flFlockRadius")) + else if( FStrEq( pkvd->szKeyName, "flFlockRadius" ) ) { - m_flFlockRadius = atof(pkvd->szValue); + m_flFlockRadius = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } } //========================================================= //========================================================= -void CFlockingFlyerFlock :: Spawn( ) +void CFlockingFlyerFlock::Spawn() { - Precache( ); + Precache(); SpawnFlock(); - REMOVE_ENTITY(ENT(pev)); // dump the spawn ent + REMOVE_ENTITY( ENT( pev ) ); // dump the spawn ent } //========================================================= //========================================================= -void CFlockingFlyerFlock :: Precache( ) +void CFlockingFlyerFlock::Precache() { - //PRECACHE_MODEL("models/aflock.mdl"); - PRECACHE_MODEL("models/boid.mdl"); + //PRECACHE_MODEL( "models/aflock.mdl" ); + PRECACHE_MODEL( "models/boid.mdl "); PrecacheFlockSounds(); } -void CFlockingFlyerFlock :: PrecacheFlockSounds( void ) +void CFlockingFlyerFlock::PrecacheFlockSounds( void ) { - PRECACHE_SOUND("boid/boid_alert1.wav" ); - PRECACHE_SOUND("boid/boid_alert2.wav" ); + PRECACHE_SOUND( "boid/boid_alert1.wav" ); + PRECACHE_SOUND( "boid/boid_alert2.wav" ); - PRECACHE_SOUND("boid/boid_idle1.wav" ); - PRECACHE_SOUND("boid/boid_idle2.wav" ); + PRECACHE_SOUND( "boid/boid_idle1.wav" ); + PRECACHE_SOUND( "boid/boid_idle2.wav" ); } //========================================================= //========================================================= -void CFlockingFlyerFlock :: SpawnFlock( void ) +void CFlockingFlyerFlock::SpawnFlock( void ) { float R = m_flFlockRadius; int iCount; @@ -184,15 +185,15 @@ void CFlockingFlyerFlock :: SpawnFlock( void ) pLeader = pBoid = NULL; - for ( iCount = 0 ; iCount < m_cFlockSize ; iCount++ ) + for( iCount = 0; iCount < m_cFlockSize; iCount++ ) { pBoid = GetClassPtr( (CFlockingFlyer *)NULL ); - if ( !pLeader ) + if( !pLeader ) { // make this guy the leader. pLeader = pBoid; - + pLeader->m_pSquadLeader = pLeader; pLeader->m_pSquadNext = NULL; } @@ -202,18 +203,18 @@ void CFlockingFlyerFlock :: SpawnFlock( void ) vecSpot.z = RANDOM_FLOAT( 0, 16 ); vecSpot = pev->origin + vecSpot; - UTIL_SetOrigin(pBoid->pev, vecSpot); + UTIL_SetOrigin( pBoid->pev, vecSpot ); pBoid->pev->movetype = MOVETYPE_FLY; pBoid->SpawnCommonCode(); pBoid->pev->flags &= ~FL_ONGROUND; pBoid->pev->velocity = g_vecZero; - pBoid->pev->angles = pev->angles; - + pBoid->pev->angles = pev->angles; + pBoid->pev->frame = 0; pBoid->pev->nextthink = gpGlobals->time + 0.2; - pBoid->SetThink( &CFlockingFlyer :: IdleThink ); + pBoid->SetThink( &CFlockingFlyer::IdleThink ); - if ( pBoid != pLeader ) + if( pBoid != pLeader ) { pLeader->SquadAdd( pBoid ); } @@ -222,11 +223,11 @@ void CFlockingFlyerFlock :: SpawnFlock( void ) //========================================================= //========================================================= -void CFlockingFlyer :: Spawn( ) +void CFlockingFlyer::Spawn() { - Precache( ); + Precache(); SpawnCommonCode(); - + pev->frame = 0; pev->nextthink = gpGlobals->time + 0.1; SetThink( &CFlockingFlyer::IdleThink ); @@ -234,52 +235,60 @@ void CFlockingFlyer :: Spawn( ) //========================================================= //========================================================= -void CFlockingFlyer :: Precache( ) +void CFlockingFlyer::Precache() { - //PRECACHE_MODEL("models/aflock.mdl"); - PRECACHE_MODEL("models/boid.mdl"); + //PRECACHE_MODEL( "models/aflock.mdl" ); + PRECACHE_MODEL( "models/boid.mdl" ); CFlockingFlyerFlock::PrecacheFlockSounds(); } //========================================================= //========================================================= -void CFlockingFlyer :: MakeSound( void ) +void CFlockingFlyer::MakeSound( void ) { - if ( m_flAlertTime > gpGlobals->time ) + if( m_flAlertTime > gpGlobals->time ) { // make agitated sounds switch ( RANDOM_LONG( 0, 1 ) ) { - case 0: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "boid/boid_alert1.wav", 1, ATTN_NORM ); break; - case 1: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "boid/boid_alert2.wav", 1, ATTN_NORM ); break; + case 0: + EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "boid/boid_alert1.wav", 1, ATTN_NORM ); + break; + case 1: + EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "boid/boid_alert2.wav", 1, ATTN_NORM ); + break; } return; } // make normal sound - switch ( RANDOM_LONG( 0, 1 ) ) + switch( RANDOM_LONG( 0, 1 ) ) { - case 0: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "boid/boid_idle1.wav", 1, ATTN_NORM ); break; - case 1: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "boid/boid_idle2.wav", 1, ATTN_NORM ); break; + case 0: + EMIT_SOUND( ENT(pev), CHAN_WEAPON, "boid/boid_idle1.wav", 1, ATTN_NORM ); + break; + case 1: + EMIT_SOUND( ENT(pev), CHAN_WEAPON, "boid/boid_idle2.wav", 1, ATTN_NORM ); + break; } } //========================================================= //========================================================= -void CFlockingFlyer :: Killed( entvars_t *pevAttacker, int iGib ) +void CFlockingFlyer::Killed( entvars_t *pevAttacker, int iGib ) { CFlockingFlyer *pSquad; - + pSquad = (CFlockingFlyer *)m_pSquadLeader; - while ( pSquad ) + while( pSquad ) { pSquad->m_flAlertTime = gpGlobals->time + 15; pSquad = (CFlockingFlyer *)pSquad->m_pSquadNext; } - if ( m_pSquadLeader ) + if( m_pSquadLeader ) { m_pSquadLeader->SquadRemove( this ); } @@ -289,18 +298,18 @@ void CFlockingFlyer :: Killed( entvars_t *pevAttacker, int iGib ) pev->framerate = 0; pev->effects = EF_NOINTERP; - UTIL_SetSize( pev, Vector(0,0,0), Vector(0,0,0) ); + UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) ); pev->movetype = MOVETYPE_TOSS; SetThink( &CFlockingFlyer::FallHack ); pev->nextthink = gpGlobals->time + 0.1; } -void CFlockingFlyer :: FallHack( void ) +void CFlockingFlyer::FallHack( void ) { - if ( pev->flags & FL_ONGROUND ) + if( pev->flags & FL_ONGROUND ) { - if ( !FClassnameIs ( pev->groundentity, "worldspawn" ) ) + if( !FClassnameIs ( pev->groundentity, "worldspawn" ) ) { pev->flags &= ~FL_ONGROUND; pev->nextthink = gpGlobals->time + 0.1; @@ -315,56 +324,59 @@ void CFlockingFlyer :: FallHack( void ) //========================================================= //========================================================= -void CFlockingFlyer :: SpawnCommonCode( ) +void CFlockingFlyer::SpawnCommonCode() { - pev->deadflag = DEAD_NO; - pev->classname = MAKE_STRING("monster_flyer"); - pev->solid = SOLID_SLIDEBOX; - pev->movetype = MOVETYPE_FLY; + pev->deadflag = DEAD_NO; + pev->classname = MAKE_STRING( "monster_flyer" ); + pev->solid = SOLID_SLIDEBOX; + pev->movetype = MOVETYPE_FLY; pev->takedamage = DAMAGE_NO; - pev->health = 1; + pev->health = 1; m_fPathBlocked = FALSE;// obstacles will be detected m_flFieldOfView = 0.2; - //SET_MODEL(ENT(pev), "models/aflock.mdl"); - SET_MODEL(ENT(pev), "models/boid.mdl"); + //SET_MODEL( ENT( pev ), "models/aflock.mdl" ); + SET_MODEL( ENT( pev ), "models/boid.mdl" ); -// UTIL_SetSize(pev, Vector(0,0,0), Vector(0,0,0)); - UTIL_SetSize(pev, Vector(-5,-5,0), Vector(5,5,2)); + //UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) ); + UTIL_SetSize( pev, Vector( -5, -5, 0 ), Vector( 5, 5, 2 ) ); } //========================================================= //========================================================= -void CFlockingFlyer :: BoidAdvanceFrame ( ) +void CFlockingFlyer::BoidAdvanceFrame() { - float flapspeed = (pev->speed - pev->armorvalue) / AFLOCK_ACCELERATE; + float flapspeed = ( pev->speed - pev->armorvalue ) / AFLOCK_ACCELERATE; pev->armorvalue = pev->armorvalue * .8 + pev->speed * .2; - if (flapspeed < 0) flapspeed = -flapspeed; - if (flapspeed < 0.25) flapspeed = 0.25; - if (flapspeed > 1.9) flapspeed = 1.9; + if( flapspeed < 0 ) + flapspeed = -flapspeed; + if( flapspeed < 0.25 ) + flapspeed = 0.25; + if( flapspeed > 1.9 ) + flapspeed = 1.9; pev->framerate = flapspeed; // lean - pev->avelocity.x = - (pev->angles.x + flapspeed * 5); + pev->avelocity.x = -( pev->angles.x + flapspeed * 5 ); // bank - pev->avelocity.z = - (pev->angles.z + pev->avelocity.y); + pev->avelocity.z = -( pev->angles.z + pev->avelocity.y ); - // pev->framerate = flapspeed; + // pev->framerate = flapspeed; StudioFrameAdvance( 0.1 ); } //========================================================= //========================================================= -void CFlockingFlyer :: IdleThink( void ) +void CFlockingFlyer::IdleThink( void ) { pev->nextthink = gpGlobals->time + 0.2; // see if there's a client in the same pvs as the monster - if ( !FNullEnt( FIND_CLIENT_IN_PVS( edict() ) ) ) + if( !FNullEnt( FIND_CLIENT_IN_PVS( edict() ) ) ) { SetThink( &CFlockingFlyer::Start ); pev->nextthink = gpGlobals->time + 0.1; @@ -374,11 +386,11 @@ void CFlockingFlyer :: IdleThink( void ) //========================================================= // Start - player enters the pvs, so get things going. //========================================================= -void CFlockingFlyer :: Start( void ) +void CFlockingFlyer::Start( void ) { pev->nextthink = gpGlobals->time + 0.1; - if ( IsLeader() ) + if( IsLeader() ) { SetThink( &CFlockingFlyer::FlockLeaderThink ); } @@ -386,24 +398,22 @@ void CFlockingFlyer :: Start( void ) { SetThink( &CFlockingFlyer::FlockFollowerThink ); } - /* - Vector vecTakeOff; - vecTakeOff = Vector ( 0 , 0 , 0 ); + Vector vecTakeOff; + vecTakeOff = Vector( 0, 0, 0 ); - vecTakeOff.z = 50 + RANDOM_FLOAT ( 0, 100 ); - vecTakeOff.x = 20 - RANDOM_FLOAT ( 0, 40); - vecTakeOff.y = 20 - RANDOM_FLOAT ( 0, 40); + vecTakeOff.z = 50 + RANDOM_FLOAT( 0, 100 ); + vecTakeOff.x = 20 - RANDOM_FLOAT( 0, 40 ); + vecTakeOff.y = 20 - RANDOM_FLOAT( 0, 40 ); pev->velocity = vecTakeOff; - pev->speed = pev->velocity.Length(); pev->sequence = 0; */ - SetActivity ( ACT_FLY ); - ResetSequenceInfo( ); - BoidAdvanceFrame( ); + SetActivity( ACT_FLY ); + ResetSequenceInfo(); + BoidAdvanceFrame(); pev->speed = AFLOCK_FLY_SPEED;// no delay! } @@ -411,9 +421,9 @@ void CFlockingFlyer :: Start( void ) //========================================================= // Leader boid calls this to form a flock from surrounding boids //========================================================= -void CFlockingFlyer :: FormFlock( void ) +void CFlockingFlyer::FormFlock( void ) { - if ( !InSquad() ) + if( !InSquad() ) { // I am my own leader m_pSquadLeader = this; @@ -421,15 +431,15 @@ void CFlockingFlyer :: FormFlock( void ) int squadCount = 1; CBaseEntity *pEntity = NULL; - - while ((pEntity = UTIL_FindEntityInSphere( pEntity, pev->origin, AFLOCK_MAX_RECRUIT_RADIUS )) != NULL) - { - CBaseMonster *pRecruit = pEntity->MyMonsterPointer( ); - if ( pRecruit && pRecruit != this && pRecruit->IsAlive() && !pRecruit->m_pCine ) + while( ( pEntity = UTIL_FindEntityInSphere( pEntity, pev->origin, AFLOCK_MAX_RECRUIT_RADIUS ) ) != NULL ) + { + CBaseMonster *pRecruit = pEntity->MyMonsterPointer(); + + if( pRecruit && pRecruit != this && pRecruit->IsAlive() && !pRecruit->m_pCine ) { // Can we recruit this guy? - if ( FClassnameIs ( pRecruit->pev, "monster_flyer" ) ) + if( FClassnameIs ( pRecruit->pev, "monster_flyer" ) ) { squadCount++; SquadAdd( (CFlockingFlyer *)pRecruit ); @@ -445,18 +455,18 @@ void CFlockingFlyer :: FormFlock( void ) //========================================================= // Searches for boids that are too close and pushes them away //========================================================= -void CFlockingFlyer :: SpreadFlock( ) +void CFlockingFlyer::SpreadFlock() { - Vector vecDir; - float flSpeed;// holds vector magnitude while we fiddle with the direction - + Vector vecDir; + float flSpeed;// holds vector magnitude while we fiddle with the direction + CFlockingFlyer *pList = m_pSquadLeader; - while ( pList ) + while( pList ) { - if ( pList != this && ( pev->origin - pList->pev->origin ).Length() <= AFLOCK_TOO_CLOSE ) + if( pList != this && ( pev->origin - pList->pev->origin ).Length() <= AFLOCK_TOO_CLOSE ) { // push the other away - vecDir = ( pList->pev->origin - pev->origin ); + vecDir = pList->pev->origin - pev->origin; vecDir = vecDir.Normalize(); // store the magnitude of the other boid's velocity, and normalize it so we @@ -476,19 +486,19 @@ void CFlockingFlyer :: SpreadFlock( ) // // This function should **ONLY** be called when Caller's velocity is normalized!! //========================================================= -void CFlockingFlyer :: SpreadFlock2 ( ) +void CFlockingFlyer::SpreadFlock2() { - Vector vecDir; - + Vector vecDir; + CFlockingFlyer *pList = m_pSquadLeader; - while ( pList ) + while( pList ) { - if ( pList != this && ( pev->origin - pList->pev->origin ).Length() <= AFLOCK_TOO_CLOSE ) + if( pList != this && ( pev->origin - pList->pev->origin ).Length() <= AFLOCK_TOO_CLOSE ) { - vecDir = ( pev->origin - pList->pev->origin ); + vecDir = pev->origin - pList->pev->origin; vecDir = vecDir.Normalize(); - pev->velocity = (pev->velocity + vecDir); + pev->velocity = pev->velocity + vecDir; } pList = pList->m_pSquadNext; @@ -498,14 +508,14 @@ void CFlockingFlyer :: SpreadFlock2 ( ) //========================================================= // FBoidPathBlocked - returns TRUE if there is an obstacle ahead //========================================================= -BOOL CFlockingFlyer :: FPathBlocked( ) +BOOL CFlockingFlyer::FPathBlocked() { - TraceResult tr; - Vector vecDist;// used for general measurements - Vector vecDir;// used for general measurements - BOOL fBlocked; + TraceResult tr; + Vector vecDist;// used for general measurements + Vector vecDir;// used for general measurements + BOOL fBlocked; - if ( m_flFakeBlockedTime > gpGlobals->time ) + if( m_flFakeBlockedTime > gpGlobals->time ) { m_flLastBlockedTime = gpGlobals->time; return TRUE; @@ -518,32 +528,32 @@ BOOL CFlockingFlyer :: FPathBlocked( ) fBlocked = FALSE;// assume the way ahead is clear // check for obstacle ahead - UTIL_TraceLine(pev->origin, pev->origin + gpGlobals->v_forward * AFLOCK_CHECK_DIST, ignore_monsters, ENT(pev), &tr); - if (tr.flFraction != 1.0) + UTIL_TraceLine( pev->origin, pev->origin + gpGlobals->v_forward * AFLOCK_CHECK_DIST, ignore_monsters, ENT( pev ), &tr ); + if( tr.flFraction != 1.0 ) { m_flLastBlockedTime = gpGlobals->time; fBlocked = TRUE; } // extra wide checks - UTIL_TraceLine(pev->origin + gpGlobals->v_right * 12, pev->origin + gpGlobals->v_right * 12 + gpGlobals->v_forward * AFLOCK_CHECK_DIST, ignore_monsters, ENT(pev), &tr); - if (tr.flFraction != 1.0) + UTIL_TraceLine( pev->origin + gpGlobals->v_right * 12, pev->origin + gpGlobals->v_right * 12 + gpGlobals->v_forward * AFLOCK_CHECK_DIST, ignore_monsters, ENT( pev ), &tr ); + if( tr.flFraction != 1.0 ) { m_flLastBlockedTime = gpGlobals->time; fBlocked = TRUE; } - UTIL_TraceLine(pev->origin - gpGlobals->v_right * 12, pev->origin - gpGlobals->v_right * 12 + gpGlobals->v_forward * AFLOCK_CHECK_DIST, ignore_monsters, ENT(pev), &tr); - if (tr.flFraction != 1.0) + UTIL_TraceLine( pev->origin - gpGlobals->v_right * 12, pev->origin - gpGlobals->v_right * 12 + gpGlobals->v_forward * AFLOCK_CHECK_DIST, ignore_monsters, ENT( pev ), &tr ); + if( tr.flFraction != 1.0 ) { m_flLastBlockedTime = gpGlobals->time; fBlocked = TRUE; } - if ( !fBlocked && gpGlobals->time - m_flLastBlockedTime > 6 ) + if( !fBlocked && gpGlobals->time - m_flLastBlockedTime > 6 ) { // not blocked, and it's been a few seconds since we've actually been blocked. - m_flFakeBlockedTime = gpGlobals->time + RANDOM_LONG(1, 3); + m_flFakeBlockedTime = gpGlobals->time + RANDOM_LONG( 1, 3 ); } return fBlocked; @@ -552,25 +562,24 @@ BOOL CFlockingFlyer :: FPathBlocked( ) //========================================================= // Leader boids use this think every tenth //========================================================= -void CFlockingFlyer :: FlockLeaderThink( void ) +void CFlockingFlyer::FlockLeaderThink( void ) { - TraceResult tr; - Vector vecDist;// used for general measurements - Vector vecDir;// used for general measurements - int cProcessed = 0;// keep track of how many other boids we've processed - float flLeftSide; - float flRightSide; - + TraceResult tr; + Vector vecDist;// used for general measurements + Vector vecDir;// used for general measurements + int cProcessed = 0;// keep track of how many other boids we've processed + float flLeftSide; + float flRightSide; pev->nextthink = gpGlobals->time + 0.1; - - UTIL_MakeVectors ( pev->angles ); + + UTIL_MakeVectors( pev->angles ); // is the way ahead clear? - if ( !FPathBlocked () ) + if( !FPathBlocked () ) { // if the boid is turning, stop the trend. - if ( m_fTurning ) + if( m_fTurning ) { m_fTurning = FALSE; pev->avelocity.y = 0; @@ -578,12 +587,12 @@ void CFlockingFlyer :: FlockLeaderThink( void ) m_fPathBlocked = FALSE; - if (pev->speed <= AFLOCK_FLY_SPEED ) - pev->speed+= 5; + if( pev->speed <= AFLOCK_FLY_SPEED ) + pev->speed += 5; pev->velocity = gpGlobals->v_forward * pev->speed; - BoidAdvanceFrame( ); + BoidAdvanceFrame(); return; } @@ -591,25 +600,25 @@ void CFlockingFlyer :: FlockLeaderThink( void ) // IF we get this far in the function, the leader's path is blocked! m_fPathBlocked = TRUE; - if ( !m_fTurning)// something in the way and boid is not already turning to avoid + if( !m_fTurning )// something in the way and boid is not already turning to avoid { // measure clearance on left and right to pick the best dir to turn - UTIL_TraceLine(pev->origin, pev->origin + gpGlobals->v_right * AFLOCK_CHECK_DIST, ignore_monsters, ENT(pev), &tr); - vecDist = (tr.vecEndPos - pev->origin); + UTIL_TraceLine( pev->origin, pev->origin + gpGlobals->v_right * AFLOCK_CHECK_DIST, ignore_monsters, ENT( pev ), &tr ); + vecDist = ( tr.vecEndPos - pev->origin ); flRightSide = vecDist.Length(); - UTIL_TraceLine(pev->origin, pev->origin - gpGlobals->v_right * AFLOCK_CHECK_DIST, ignore_monsters, ENT(pev), &tr); - vecDist = (tr.vecEndPos - pev->origin); + UTIL_TraceLine( pev->origin, pev->origin - gpGlobals->v_right * AFLOCK_CHECK_DIST, ignore_monsters, ENT( pev ), &tr ); + vecDist = tr.vecEndPos - pev->origin; flLeftSide = vecDist.Length(); // turn right if more clearance on right side - if ( flRightSide > flLeftSide ) + if( flRightSide > flLeftSide ) { pev->avelocity.y = -AFLOCK_TURN_RATE; m_fTurning = TRUE; } // default to left turn :) - else if ( flLeftSide > flRightSide ) + else if( flLeftSide > flRightSide ) { pev->avelocity.y = AFLOCK_TURN_RATE; m_fTurning = TRUE; @@ -619,7 +628,7 @@ void CFlockingFlyer :: FlockLeaderThink( void ) // equidistant. Pick randomly between left and right. m_fTurning = TRUE; - if ( RANDOM_LONG( 0, 1 ) == 0 ) + if( RANDOM_LONG( 0, 1 ) == 0 ) { pev->avelocity.y = AFLOCK_TURN_RATE; } @@ -629,47 +638,47 @@ void CFlockingFlyer :: FlockLeaderThink( void ) } } } - SpreadFlock( ); + SpreadFlock(); pev->velocity = gpGlobals->v_forward * pev->speed; - + // check and make sure we aren't about to plow into the ground, don't let it happen - UTIL_TraceLine(pev->origin, pev->origin - gpGlobals->v_up * 16, ignore_monsters, ENT(pev), &tr); - if (tr.flFraction != 1.0 && pev->velocity.z < 0 ) + UTIL_TraceLine( pev->origin, pev->origin - gpGlobals->v_up * 16, ignore_monsters, ENT( pev ), &tr ); + if( tr.flFraction != 1.0 && pev->velocity.z < 0 ) pev->velocity.z = 0; // maybe it did, though. - if ( FBitSet (pev->flags, FL_ONGROUND) ) + if( FBitSet( pev->flags, FL_ONGROUND ) ) { - UTIL_SetOrigin (pev, pev->origin + Vector ( 0 , 0 , 1 ) ); + UTIL_SetOrigin( pev, pev->origin + Vector( 0, 0, 1 ) ); pev->velocity.z = 0; } - if ( m_flFlockNextSoundTime < gpGlobals->time ) + if( m_flFlockNextSoundTime < gpGlobals->time ) { MakeSound(); m_flFlockNextSoundTime = gpGlobals->time + RANDOM_FLOAT( 1, 3 ); } BoidAdvanceFrame( ); - + return; } //========================================================= // follower boids execute this code when flocking //========================================================= -void CFlockingFlyer :: FlockFollowerThink( void ) +void CFlockingFlyer::FlockFollowerThink( void ) { - TraceResult tr; - Vector vecDist; - Vector vecDir; - Vector vecDirToLeader; - float flDistToLeader; + TraceResult tr; + Vector vecDist; + Vector vecDir; + Vector vecDirToLeader; + float flDistToLeader; pev->nextthink = gpGlobals->time + 0.1; - if ( IsLeader() || !InSquad() ) + if( IsLeader() || !InSquad() ) { // the leader has been killed and this flyer suddenly finds himself the leader. SetThink( &CFlockingFlyer::FlockLeaderThink ); @@ -685,16 +694,16 @@ void CFlockingFlyer :: FlockFollowerThink( void ) // // We can see the leader, so try to catch up to it // - if ( FInViewCone ( m_pSquadLeader ) ) + if( FInViewCone ( m_pSquadLeader ) ) { // if we're too far away, speed up - if ( flDistToLeader > AFLOCK_TOO_FAR ) + if( flDistToLeader > AFLOCK_TOO_FAR ) { m_flGoalSpeed = m_pSquadLeader->pev->velocity.Length() * 1.5; } // if we're too close, slow down - else if ( flDistToLeader < AFLOCK_TOO_CLOSE ) + else if( flDistToLeader < AFLOCK_TOO_CLOSE ) { m_flGoalSpeed = m_pSquadLeader->pev->velocity.Length() * 0.5; } @@ -711,23 +720,23 @@ void CFlockingFlyer :: FlockFollowerThink( void ) pev->velocity = pev->velocity.Normalize(); // if we are too far from leader, average a vector towards it into our current velocity - if ( flDistToLeader > AFLOCK_TOO_FAR ) + if( flDistToLeader > AFLOCK_TOO_FAR ) { vecDirToLeader = vecDirToLeader.Normalize(); pev->velocity = (pev->velocity + vecDirToLeader) * 0.5; } // clamp speeds and handle acceleration - if ( m_flGoalSpeed > AFLOCK_FLY_SPEED * 2 ) + if( m_flGoalSpeed > AFLOCK_FLY_SPEED * 2 ) { m_flGoalSpeed = AFLOCK_FLY_SPEED * 2; } - if ( pev->speed < m_flGoalSpeed ) + if( pev->speed < m_flGoalSpeed ) { pev->speed += AFLOCK_ACCELERATE; } - else if ( pev->speed > m_flGoalSpeed ) + else if( pev->speed > m_flGoalSpeed ) { pev->speed -= AFLOCK_ACCELERATE; } @@ -737,13 +746,13 @@ void CFlockingFlyer :: FlockFollowerThink( void ) BoidAdvanceFrame( ); } -/* +/* // Is this boid's course blocked? - if ( FBoidPathBlocked (pev) ) + if( FBoidPathBlocked( pev ) ) { // course is still blocked from last time. Just keep flying along adjusted // velocity - if ( m_fCourseAdjust ) + if( m_fCourseAdjust ) { pev->velocity = m_vecAdjustedVelocity * pev->speed; return; @@ -751,24 +760,24 @@ void CFlockingFlyer :: FlockFollowerThink( void ) else // set course adjust flag and calculate adjusted velocity { m_fCourseAdjust = TRUE; - + // use VELOCITY, not angles, not all boids point the direction they are flying //vecDir = UTIL_VecToAngles( pev->velocity ); - //UTIL_MakeVectors ( vecDir ); + //UTIL_MakeVectors( vecDir ); - UTIL_MakeVectors ( pev->angles ); + UTIL_MakeVectors( pev->angles ); // measure clearance on left and right to pick the best dir to turn - UTIL_TraceLine(pev->origin, pev->origin + gpGlobals->v_right * AFLOCK_CHECK_DIST, ignore_monsters, ENT(pev), &tr); - vecDist = (tr.vecEndPos - pev->origin); + UTIL_TraceLine( pev->origin, pev->origin + gpGlobals->v_right * AFLOCK_CHECK_DIST, ignore_monsters, ENT( pev ), &tr ); + vecDist = tr.vecEndPos - pev->origin; flRightSide = vecDist.Length(); - UTIL_TraceLine(pev->origin, pev->origin - gpGlobals->v_right * AFLOCK_CHECK_DIST, ignore_monsters, ENT(pev), &tr); - vecDist = (tr.vecEndPos - pev->origin); + UTIL_TraceLine( pev->origin, pev->origin - gpGlobals->v_right * AFLOCK_CHECK_DIST, ignore_monsters, ENT( pev ), &tr ); + vecDist = tr.vecEndPos - pev->origin; flLeftSide = vecDist.Length(); // slide right if more clearance on right side - if ( flRightSide > flLeftSide ) + if( flRightSide > flLeftSide ) { m_vecAdjustedVelocity = gpGlobals->v_right; } @@ -790,10 +799,10 @@ void CFlockingFlyer :: FlockFollowerThink( void ) // SquadUnlink(), Unlink the squad pointers. // //========================================================= -void CFlockingFlyer :: SquadUnlink( void ) +void CFlockingFlyer::SquadUnlink( void ) { m_pSquadLeader = NULL; - m_pSquadNext = NULL; + m_pSquadNext = NULL; } //========================================================= @@ -801,9 +810,9 @@ void CFlockingFlyer :: SquadUnlink( void ) // SquadAdd(), add pAdd to my squad // //========================================================= -void CFlockingFlyer :: SquadAdd( CFlockingFlyer *pAdd ) +void CFlockingFlyer::SquadAdd( CFlockingFlyer *pAdd ) { - ASSERT( pAdd!=NULL ); + ASSERT( pAdd != NULL ); ASSERT( !pAdd->InSquad() ); ASSERT( this->IsLeader() ); @@ -818,27 +827,27 @@ void CFlockingFlyer :: SquadAdd( CFlockingFlyer *pAdd ) // If I am pRemove, promote m_pSquadNext to leader // //========================================================= -void CFlockingFlyer :: SquadRemove( CFlockingFlyer *pRemove ) +void CFlockingFlyer::SquadRemove( CFlockingFlyer *pRemove ) { - ASSERT( pRemove!=NULL ); + ASSERT( pRemove != NULL ); ASSERT( this->IsLeader() ); ASSERT( pRemove->m_pSquadLeader == this ); - if ( SquadCount() > 2 ) + if( SquadCount() > 2 ) { // Removing the leader, promote m_pSquadNext to leader - if ( pRemove == this ) + if( pRemove == this ) { CFlockingFlyer *pLeader = m_pSquadNext; - + // copy the enemy LKP to the new leader pLeader->m_vecEnemyLKP = m_vecEnemyLKP; - if ( pLeader ) + if( pLeader ) { CFlockingFlyer *pList = pLeader; - while ( pList ) + while( pList ) { pList->m_pSquadLeader = pLeader; pList = pList->m_pSquadNext; @@ -852,7 +861,7 @@ void CFlockingFlyer :: SquadRemove( CFlockingFlyer *pRemove ) CFlockingFlyer *pList = this; // Find the node before pRemove - while ( pList->m_pSquadNext != pRemove ) + while( pList->m_pSquadNext != pRemove ) { // assert to test valid list construction ASSERT( pList->m_pSquadNext != NULL ); @@ -878,11 +887,11 @@ void CFlockingFlyer :: SquadRemove( CFlockingFlyer *pRemove ) // callable from leaders & followers // //========================================================= -int CFlockingFlyer :: SquadCount( void ) +int CFlockingFlyer::SquadCount( void ) { CFlockingFlyer *pList = m_pSquadLeader; int squadCount = 0; - while ( pList ) + while( pList ) { squadCount++; pList = pList->m_pSquadNext; @@ -896,12 +905,12 @@ int CFlockingFlyer :: SquadCount( void ) // SquadDisband(), Unlink all squad members // //========================================================= -void CFlockingFlyer :: SquadDisband( void ) +void CFlockingFlyer::SquadDisband( void ) { CFlockingFlyer *pList = m_pSquadLeader; CFlockingFlyer *pNext; - while ( pList ) + while( pList ) { pNext = pList->m_pSquadNext; pList->SquadUnlink(); diff --git a/dlls/agrunt.cpp b/dlls/agrunt.cpp index 2612dc47..97804f68 100644 --- a/dlls/agrunt.cpp +++ b/dlls/agrunt.cpp @@ -64,8 +64,6 @@ int iAgruntMuzzleFlash; #define AGRUNT_AE_LEFT_PUNCH ( 12 ) #define AGRUNT_AE_RIGHT_PUNCH ( 13 ) - - #define AGRUNT_MELEE_DIST 100 class CAGrunt : public CSquadMonster @@ -73,9 +71,9 @@ class CAGrunt : public CSquadMonster public: void Spawn( void ); void Precache( void ); - void SetYawSpeed ( void ); - int Classify ( void ); - int ISoundMask ( void ); + void SetYawSpeed( void ); + int Classify( void ); + int ISoundMask( void ); void HandleAnimEvent( MonsterEvent_t *pEvent ); void SetObjectCollisionBox( void ) { @@ -83,26 +81,26 @@ public: pev->absmax = pev->origin + Vector( 32, 32, 85 ); } - Schedule_t* GetSchedule ( void ); - Schedule_t* GetScheduleOfType ( int Type ); - BOOL FCanCheckAttacks ( void ); - BOOL CheckMeleeAttack1 ( float flDot, float flDist ); - BOOL CheckRangeAttack1 ( float flDot, float flDist ); - void StartTask ( Task_t *pTask ); + Schedule_t *GetSchedule( void ); + Schedule_t *GetScheduleOfType( int Type ); + BOOL FCanCheckAttacks( void ); + BOOL CheckMeleeAttack1( float flDot, float flDist ); + BOOL CheckRangeAttack1( float flDot, float flDist ); + void StartTask( Task_t *pTask ); void AlertSound( void ); - void DeathSound ( void ); - void PainSound ( void ); - void AttackSound ( void ); - void PrescheduleThink ( void ); - void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); + void DeathSound( void ); + void PainSound( void ); + void AttackSound( void ); + void PrescheduleThink( void ); + void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ); int IRelationship( CBaseEntity *pTarget ); - void StopTalking ( void ); + void StopTalking( void ); BOOL ShouldSpeak( void ); CUSTOM_SCHEDULES - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); - static TYPEDESCRIPTION m_SaveData[]; + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); + static TYPEDESCRIPTION m_SaveData[]; static const char *pAttackHitSounds[]; static const char *pAttackMissSounds[]; @@ -112,20 +110,20 @@ public: static const char *pIdleSounds[]; static const char *pAlertSounds[]; - BOOL m_fCanHornetAttack; - float m_flNextHornetAttackCheck; + BOOL m_fCanHornetAttack; + float m_flNextHornetAttackCheck; float m_flNextPainTime; // three hacky fields for speech stuff. These don't really need to be saved. - float m_flNextSpeakTime; - float m_flNextWordTime; - int m_iLastWord; + float m_flNextSpeakTime; + float m_flNextWordTime; + int m_iLastWord; }; LINK_ENTITY_TO_CLASS( monster_alien_grunt, CAGrunt ) -TYPEDESCRIPTION CAGrunt::m_SaveData[] = +TYPEDESCRIPTION CAGrunt::m_SaveData[] = { DEFINE_FIELD( CAGrunt, m_fCanHornetAttack, FIELD_BOOLEAN ), DEFINE_FIELD( CAGrunt, m_flNextHornetAttackCheck, FIELD_TIME ), @@ -137,14 +135,14 @@ TYPEDESCRIPTION CAGrunt::m_SaveData[] = IMPLEMENT_SAVERESTORE( CAGrunt, CSquadMonster ) -const char *CAGrunt::pAttackHitSounds[] = +const char *CAGrunt::pAttackHitSounds[] = { "zombie/claw_strike1.wav", "zombie/claw_strike2.wav", "zombie/claw_strike3.wav", }; -const char *CAGrunt::pAttackMissSounds[] = +const char *CAGrunt::pAttackMissSounds[] = { "zombie/claw_miss1.wav", "zombie/claw_miss2.wav", @@ -193,42 +191,39 @@ const char *CAGrunt::pAlertSounds[] = // IRelationship - overridden because Human Grunts are // Alien Grunt's nemesis. //========================================================= -int CAGrunt::IRelationship ( CBaseEntity *pTarget ) +int CAGrunt::IRelationship( CBaseEntity *pTarget ) { - if ( FClassnameIs( pTarget->pev, "monster_human_grunt" ) ) + if( FClassnameIs( pTarget->pev, "monster_human_grunt" ) ) { return R_NM; } - return CSquadMonster :: IRelationship( pTarget ); + return CSquadMonster::IRelationship( pTarget ); } //========================================================= // ISoundMask //========================================================= -int CAGrunt :: ISoundMask ( void ) +int CAGrunt::ISoundMask( void ) { - return bits_SOUND_WORLD | - bits_SOUND_COMBAT | - bits_SOUND_PLAYER | - bits_SOUND_DANGER; + return ( bits_SOUND_WORLD | bits_SOUND_COMBAT | bits_SOUND_PLAYER | bits_SOUND_DANGER ); } //========================================================= // TraceAttack //========================================================= -void CAGrunt :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) +void CAGrunt::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ) { - if ( ptr->iHitgroup == 10 && (bitsDamageType & (DMG_BULLET | DMG_SLASH | DMG_CLUB))) + if( ptr->iHitgroup == 10 && ( bitsDamageType & ( DMG_BULLET | DMG_SLASH | DMG_CLUB ) ) ) { // hit armor - if ( pev->dmgtime != gpGlobals->time || (RANDOM_LONG(0,10) < 1) ) + if( pev->dmgtime != gpGlobals->time || ( RANDOM_LONG( 0, 10 ) < 1 ) ) { - UTIL_Ricochet( ptr->vecEndPos, RANDOM_FLOAT( 1, 2) ); + UTIL_Ricochet( ptr->vecEndPos, RANDOM_FLOAT( 1, 2 ) ); pev->dmgtime = gpGlobals->time; } - if ( RANDOM_LONG( 0, 1 ) == 0 ) + if( RANDOM_LONG( 0, 1 ) == 0 ) { Vector vecTracerDir = vecDir; @@ -251,12 +246,12 @@ void CAGrunt :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecD } flDamage -= 20; - if (flDamage <= 0) + if( flDamage <= 0 ) flDamage = 0.1;// don't hurt the monster much, but allow bits_COND_LIGHT_DAMAGE to be generated } else { - SpawnBlood(ptr->vecEndPos, BloodColor(), flDamage);// a little surface blood. + SpawnBlood( ptr->vecEndPos, BloodColor(), flDamage );// a little surface blood. TraceBleed( flDamage, vecDir, ptr, bitsDamageType ); } @@ -268,7 +263,7 @@ void CAGrunt :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecD //========================================================= void CAGrunt::StopTalking( void ) { - m_flNextWordTime = m_flNextSpeakTime = gpGlobals->time + 10 + RANDOM_LONG(0, 10); + m_flNextWordTime = m_flNextSpeakTime = gpGlobals->time + 10 + RANDOM_LONG( 0, 10 ); } //========================================================= @@ -276,15 +271,15 @@ void CAGrunt::StopTalking( void ) //========================================================= BOOL CAGrunt::ShouldSpeak( void ) { - if ( m_flNextSpeakTime > gpGlobals->time ) + if( m_flNextSpeakTime > gpGlobals->time ) { // my time to talk is still in the future. return FALSE; } - if ( pev->spawnflags & SF_MONSTER_GAG ) + if( pev->spawnflags & SF_MONSTER_GAG ) { - if ( m_MonsterState != MONSTERSTATE_COMBAT ) + if( m_MonsterState != MONSTERSTATE_COMBAT ) { // if gagged, don't talk outside of combat. // if not going to talk because of this, put the talk time @@ -301,26 +296,26 @@ BOOL CAGrunt::ShouldSpeak( void ) //========================================================= // PrescheduleThink //========================================================= -void CAGrunt :: PrescheduleThink ( void ) +void CAGrunt::PrescheduleThink( void ) { - if ( ShouldSpeak() ) + if( ShouldSpeak() ) { - if ( m_flNextWordTime < gpGlobals->time ) + if( m_flNextWordTime < gpGlobals->time ) { int num = -1; do { - num = RANDOM_LONG(0,ARRAYSIZE(pIdleSounds)-1); + num = RANDOM_LONG( 0, ARRAYSIZE( pIdleSounds ) - 1 ); } while( num == m_iLastWord ); m_iLastWord = num; // play a new sound - EMIT_SOUND ( ENT(pev), CHAN_VOICE, pIdleSounds[ num ], 1.0, ATTN_NORM ); + EMIT_SOUND( ENT( pev ), CHAN_VOICE, pIdleSounds[num], 1.0, ATTN_NORM ); // is this word our last? - if ( RANDOM_LONG( 1, 10 ) <= 1 ) + if( RANDOM_LONG( 1, 10 ) <= 1 ) { // stop talking. StopTalking(); @@ -336,39 +331,39 @@ void CAGrunt :: PrescheduleThink ( void ) //========================================================= // DieSound //========================================================= -void CAGrunt :: DeathSound ( void ) +void CAGrunt::DeathSound( void ) { StopTalking(); - EMIT_SOUND ( ENT(pev), CHAN_VOICE, pDieSounds[RANDOM_LONG(0,ARRAYSIZE(pDieSounds)-1)], 1.0, ATTN_NORM ); + EMIT_SOUND( ENT( pev ), CHAN_VOICE, pDieSounds[RANDOM_LONG( 0, ARRAYSIZE( pDieSounds ) - 1 )], 1.0, ATTN_NORM ); } //========================================================= // AlertSound //========================================================= -void CAGrunt :: AlertSound ( void ) +void CAGrunt::AlertSound( void ) { StopTalking(); - EMIT_SOUND ( ENT(pev), CHAN_VOICE, pAlertSounds[RANDOM_LONG(0,ARRAYSIZE(pAlertSounds)-1)], 1.0, ATTN_NORM ); + EMIT_SOUND( ENT( pev ), CHAN_VOICE, pAlertSounds[RANDOM_LONG( 0, ARRAYSIZE( pAlertSounds ) - 1 )], 1.0, ATTN_NORM ); } //========================================================= // AttackSound //========================================================= -void CAGrunt :: AttackSound ( void ) +void CAGrunt::AttackSound( void ) { StopTalking(); - EMIT_SOUND ( ENT(pev), CHAN_VOICE, pAttackSounds[RANDOM_LONG(0,ARRAYSIZE(pAttackSounds)-1)], 1.0, ATTN_NORM ); + EMIT_SOUND( ENT( pev ), CHAN_VOICE, pAttackSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackSounds ) - 1 )], 1.0, ATTN_NORM ); } //========================================================= // PainSound //========================================================= -void CAGrunt :: PainSound ( void ) +void CAGrunt::PainSound( void ) { - if ( m_flNextPainTime > gpGlobals->time ) + if( m_flNextPainTime > gpGlobals->time ) { return; } @@ -377,33 +372,35 @@ void CAGrunt :: PainSound ( void ) StopTalking(); - EMIT_SOUND ( ENT(pev), CHAN_VOICE, pPainSounds[RANDOM_LONG(0,ARRAYSIZE(pPainSounds)-1)], 1.0, ATTN_NORM ); + EMIT_SOUND( ENT( pev ), CHAN_VOICE, pPainSounds[RANDOM_LONG( 0, ARRAYSIZE( pPainSounds ) - 1 )], 1.0, ATTN_NORM ); } //========================================================= -// Classify - indicates this monster's place in the +// Classify - indicates this monster's place in the // relationship table. //========================================================= -int CAGrunt :: Classify ( void ) +int CAGrunt::Classify( void ) { - return CLASS_ALIEN_MILITARY; + return CLASS_ALIEN_MILITARY; } //========================================================= // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= -void CAGrunt :: SetYawSpeed ( void ) +void CAGrunt::SetYawSpeed( void ) { int ys; - switch ( m_Activity ) + switch( m_Activity ) { case ACT_TURN_LEFT: case ACT_TURN_RIGHT: ys = 110; break; - default: ys = 100; + default: + ys = 100; + break; } pev->yaw_speed = ys; @@ -415,7 +412,7 @@ void CAGrunt :: SetYawSpeed ( void ) // // Returns number of events handled, 0 if none. //========================================================= -void CAGrunt :: HandleAnimEvent( MonsterEvent_t *pEvent ) +void CAGrunt::HandleAnimEvent( MonsterEvent_t *pEvent ) { switch( pEvent->event ) { @@ -430,7 +427,7 @@ void CAGrunt :: HandleAnimEvent( MonsterEvent_t *pEvent ) Vector vecDirToEnemy; Vector angDir; - if (HasConditions( bits_COND_SEE_ENEMY)) + if( HasConditions( bits_COND_SEE_ENEMY ) ) { vecDirToEnemy = ( ( m_vecEnemyLKP ) - pev->origin ); angDir = UTIL_VecToAngles( vecDirToEnemy ); @@ -446,7 +443,7 @@ void CAGrunt :: HandleAnimEvent( MonsterEvent_t *pEvent ) pev->effects = EF_MUZZLEFLASH; // make angles +-180 - if (angDir.x > 180) + if( angDir.x > 180 ) { angDir.x = angDir.x - 360; } @@ -468,102 +465,111 @@ void CAGrunt :: HandleAnimEvent( MonsterEvent_t *pEvent ) CBaseEntity *pHornet = CBaseEntity::Create( "hornet", vecArmPos, UTIL_VecToAngles( vecDirToEnemy ), edict() ); UTIL_MakeVectors ( pHornet->pev->angles ); pHornet->pev->velocity = gpGlobals->v_forward * 300; - - - - switch ( RANDOM_LONG ( 0 , 2 ) ) + + switch( RANDOM_LONG ( 0 , 2 ) ) { - case 0: EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, "agrunt/ag_fire1.wav", 1.0, ATTN_NORM, 0, 100 ); break; - case 1: EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, "agrunt/ag_fire2.wav", 1.0, ATTN_NORM, 0, 100 ); break; - case 2: EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, "agrunt/ag_fire3.wav", 1.0, ATTN_NORM, 0, 100 ); break; + case 0: + EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "agrunt/ag_fire1.wav", 1.0, ATTN_NORM, 0, 100 ); + break; + case 1: + EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "agrunt/ag_fire2.wav", 1.0, ATTN_NORM, 0, 100 ); + break; + case 2: + EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "agrunt/ag_fire3.wav", 1.0, ATTN_NORM, 0, 100 ); + break; } CBaseMonster *pHornetMonster = pHornet->MyMonsterPointer(); - if ( pHornetMonster ) + if( pHornetMonster ) { pHornetMonster->m_hEnemy = m_hEnemy; } } break; - case AGRUNT_AE_LEFT_FOOT: - switch (RANDOM_LONG(0,1)) + switch( RANDOM_LONG( 0, 1 ) ) { // left foot - case 0: EMIT_SOUND_DYN ( ENT(pev), CHAN_BODY, "player/pl_ladder2.wav", 1, ATTN_NORM, 0, 70 ); break; - case 1: EMIT_SOUND_DYN ( ENT(pev), CHAN_BODY, "player/pl_ladder4.wav", 1, ATTN_NORM, 0, 70 ); break; + case 0: + EMIT_SOUND_DYN( ENT( pev ), CHAN_BODY, "player/pl_ladder2.wav", 1, ATTN_NORM, 0, 70 ); + break; + case 1: + EMIT_SOUND_DYN( ENT( pev ), CHAN_BODY, "player/pl_ladder4.wav", 1, ATTN_NORM, 0, 70 ); + break; } break; case AGRUNT_AE_RIGHT_FOOT: // right foot - switch (RANDOM_LONG(0,1)) + switch( RANDOM_LONG( 0, 1 ) ) { - case 0: EMIT_SOUND_DYN ( ENT(pev), CHAN_BODY, "player/pl_ladder1.wav", 1, ATTN_NORM, 0, 70 ); break; - case 1: EMIT_SOUND_DYN ( ENT(pev), CHAN_BODY, "player/pl_ladder3.wav", 1, ATTN_NORM, 0 ,70); break; + case 0: + EMIT_SOUND_DYN( ENT( pev ), CHAN_BODY, "player/pl_ladder1.wav", 1, ATTN_NORM, 0, 70 ); + break; + case 1: + EMIT_SOUND_DYN( ENT( pev ), CHAN_BODY, "player/pl_ladder3.wav", 1, ATTN_NORM, 0 ,70); + break; } break; case AGRUNT_AE_LEFT_PUNCH: { CBaseEntity *pHurt = CheckTraceHullAttack( AGRUNT_MELEE_DIST, gSkillData.agruntDmgPunch, DMG_CLUB ); - - if ( pHurt ) + + if( pHurt ) { pHurt->pev->punchangle.y = -25; pHurt->pev->punchangle.x = 8; // OK to use gpGlobals without calling MakeVectors, cause CheckTraceHullAttack called it above. - if ( pHurt->IsPlayer() ) + if( pHurt->IsPlayer() ) { // this is a player. Knock him around. pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 250; } - EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackHitSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackHitSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackHitSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackHitSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); Vector vecArmPos, vecArmAng; GetAttachment( 0, vecArmPos, vecArmAng ); - SpawnBlood(vecArmPos, pHurt->BloodColor(), 25);// a little surface blood. + SpawnBlood( vecArmPos, pHurt->BloodColor(), 25 );// a little surface blood. } else { // Play a random attack miss sound - EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackMissSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackMissSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackMissSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackMissSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); } } break; - case AGRUNT_AE_RIGHT_PUNCH: { CBaseEntity *pHurt = CheckTraceHullAttack( AGRUNT_MELEE_DIST, gSkillData.agruntDmgPunch, DMG_CLUB ); - if ( pHurt ) + if( pHurt ) { pHurt->pev->punchangle.y = 25; pHurt->pev->punchangle.x = 8; // OK to use gpGlobals without calling MakeVectors, cause CheckTraceHullAttack called it above. - if ( pHurt->IsPlayer() ) + if( pHurt->IsPlayer() ) { // this is a player. Knock him around. pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * -250; } - EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackHitSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackHitSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackHitSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackHitSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); Vector vecArmPos, vecArmAng; GetAttachment( 0, vecArmPos, vecArmAng ); - SpawnBlood(vecArmPos, pHurt->BloodColor(), 25);// a little surface blood. + SpawnBlood( vecArmPos, pHurt->BloodColor(), 25 );// a little surface blood. } else { // Play a random attack miss sound - EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackMissSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackMissSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackMissSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackMissSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); } } break; - default: CSquadMonster::HandleAnimEvent( pEvent ); break; @@ -573,27 +579,26 @@ void CAGrunt :: HandleAnimEvent( MonsterEvent_t *pEvent ) //========================================================= // Spawn //========================================================= -void CAGrunt :: Spawn() +void CAGrunt::Spawn() { - Precache( ); + Precache(); - SET_MODEL(ENT(pev), "models/agrunt.mdl"); - UTIL_SetSize(pev, Vector(-32, -32, 0), Vector(32, 32, 64)); + SET_MODEL( ENT( pev ), "models/agrunt.mdl" ); + UTIL_SetSize( pev, Vector( -32, -32, 0 ), Vector( 32, 32, 64 ) ); - pev->solid = SOLID_SLIDEBOX; - pev->movetype = MOVETYPE_STEP; - m_bloodColor = BLOOD_COLOR_GREEN; - pev->effects = 0; - pev->health = gSkillData.agruntHealth; - m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result ) - m_MonsterState = MONSTERSTATE_NONE; - m_afCapability = 0; - m_afCapability |= bits_CAP_SQUAD; + pev->solid = SOLID_SLIDEBOX; + pev->movetype = MOVETYPE_STEP; + m_bloodColor = BLOOD_COLOR_GREEN; + pev->effects = 0; + pev->health = gSkillData.agruntHealth; + m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result ) + m_MonsterState = MONSTERSTATE_NONE; + m_afCapability = 0; + m_afCapability |= bits_CAP_SQUAD; - m_HackedGunPos = Vector( 24, 64, 48 ); - - m_flNextSpeakTime = m_flNextWordTime = gpGlobals->time + 10 + RANDOM_LONG(0, 10); + m_HackedGunPos = Vector( 24, 64, 48 ); + m_flNextSpeakTime = m_flNextWordTime = gpGlobals->time + 10 + RANDOM_LONG( 0, 10 ); MonsterInit(); } @@ -601,40 +606,40 @@ void CAGrunt :: Spawn() //========================================================= // Precache - precaches all resources this monster needs //========================================================= -void CAGrunt :: Precache() +void CAGrunt::Precache() { int i; - PRECACHE_MODEL("models/agrunt.mdl"); + PRECACHE_MODEL( "models/agrunt.mdl" ); - for ( i = 0; i < ARRAYSIZE( pAttackHitSounds ); i++ ) - PRECACHE_SOUND((char *)pAttackHitSounds[i]); + for( i = 0; i < ARRAYSIZE( pAttackHitSounds ); i++ ) + PRECACHE_SOUND( (char *)pAttackHitSounds[i] ); - for ( i = 0; i < ARRAYSIZE( pAttackMissSounds ); i++ ) - PRECACHE_SOUND((char *)pAttackMissSounds[i]); + for( i = 0; i < ARRAYSIZE( pAttackMissSounds ); i++ ) + PRECACHE_SOUND( (char *)pAttackMissSounds[i] ); - for ( i = 0; i < ARRAYSIZE( pIdleSounds ); i++ ) - PRECACHE_SOUND((char *)pIdleSounds[i]); + for( i = 0; i < ARRAYSIZE( pIdleSounds ); i++ ) + PRECACHE_SOUND( (char *)pIdleSounds[i] ); - for ( i = 0; i < ARRAYSIZE( pDieSounds ); i++ ) - PRECACHE_SOUND((char *)pDieSounds[i]); + for( i = 0; i < ARRAYSIZE( pDieSounds ); i++ ) + PRECACHE_SOUND( (char *)pDieSounds[i] ); - for ( i = 0; i < ARRAYSIZE( pPainSounds ); i++ ) - PRECACHE_SOUND((char *)pPainSounds[i]); + for( i = 0; i < ARRAYSIZE( pPainSounds ); i++ ) + PRECACHE_SOUND( (char *)pPainSounds[i] ); - for ( i = 0; i < ARRAYSIZE( pAttackSounds ); i++ ) - PRECACHE_SOUND((char *)pAttackSounds[i]); + for( i = 0; i < ARRAYSIZE( pAttackSounds ); i++ ) + PRECACHE_SOUND( (char *)pAttackSounds[i] ); - for ( i = 0; i < ARRAYSIZE( pAlertSounds ); i++ ) - PRECACHE_SOUND((char *)pAlertSounds[i]); + for( i = 0; i < ARRAYSIZE( pAlertSounds ); i++ ) + PRECACHE_SOUND( (char *)pAlertSounds[i] ); PRECACHE_SOUND( "hassault/hw_shoot1.wav" ); iAgruntMuzzleFlash = PRECACHE_MODEL( "sprites/muz4.spr" ); UTIL_PrecacheOther( "hornet" ); -} - +} + //========================================================= // AI Schedules Specific to this monster //========================================================= @@ -642,20 +647,20 @@ void CAGrunt :: Precache() //========================================================= // Fail Schedule //========================================================= -Task_t tlAGruntFail[] = +Task_t tlAGruntFail[] = { - { TASK_STOP_MOVING, 0 }, - { TASK_SET_ACTIVITY, (float)ACT_IDLE }, - { TASK_WAIT, (float)2 }, - { TASK_WAIT_PVS, (float)0 }, + { TASK_STOP_MOVING, 0 }, + { TASK_SET_ACTIVITY, (float)ACT_IDLE }, + { TASK_WAIT, (float)2 }, + { TASK_WAIT_PVS, (float)0 }, }; -Schedule_t slAGruntFail[] = +Schedule_t slAGruntFail[] = { { tlAGruntFail, - ARRAYSIZE ( tlAGruntFail ), - bits_COND_CAN_RANGE_ATTACK1 | + ARRAYSIZE( tlAGruntFail ), + bits_COND_CAN_RANGE_ATTACK1 | bits_COND_CAN_MELEE_ATTACK1, 0, "AGrunt Fail" @@ -665,20 +670,20 @@ Schedule_t slAGruntFail[] = //========================================================= // Combat Fail Schedule //========================================================= -Task_t tlAGruntCombatFail[] = +Task_t tlAGruntCombatFail[] = { - { TASK_STOP_MOVING, 0 }, - { TASK_SET_ACTIVITY, (float)ACT_IDLE }, - { TASK_WAIT_FACE_ENEMY, (float)2 }, - { TASK_WAIT_PVS, (float)0 }, + { TASK_STOP_MOVING, 0 }, + { TASK_SET_ACTIVITY, (float)ACT_IDLE }, + { TASK_WAIT_FACE_ENEMY, (float)2 }, + { TASK_WAIT_PVS, (float)0 }, }; -Schedule_t slAGruntCombatFail[] = +Schedule_t slAGruntCombatFail[] = { { tlAGruntCombatFail, - ARRAYSIZE ( tlAGruntCombatFail ), - bits_COND_CAN_RANGE_ATTACK1 | + ARRAYSIZE( tlAGruntCombatFail ), + bits_COND_CAN_RANGE_ATTACK1 | bits_COND_CAN_MELEE_ATTACK1, 0, "AGrunt Combat Fail" @@ -690,24 +695,23 @@ Schedule_t slAGruntCombatFail[] = // hiding in cover or the enemy has moved out of sight. // Should we look around in this schedule? //========================================================= -Task_t tlAGruntStandoff[] = +Task_t tlAGruntStandoff[] = { - { TASK_STOP_MOVING, (float)0 }, - { TASK_SET_ACTIVITY, (float)ACT_IDLE }, - { TASK_WAIT_FACE_ENEMY, (float)2 }, + { TASK_STOP_MOVING, (float)0 }, + { TASK_SET_ACTIVITY, (float)ACT_IDLE }, + { TASK_WAIT_FACE_ENEMY, (float)2 }, }; -Schedule_t slAGruntStandoff[] = +Schedule_t slAGruntStandoff[] = { { tlAGruntStandoff, - ARRAYSIZE ( tlAGruntStandoff ), - bits_COND_CAN_RANGE_ATTACK1 | - bits_COND_CAN_MELEE_ATTACK1 | - bits_COND_SEE_ENEMY | - bits_COND_NEW_ENEMY | + ARRAYSIZE( tlAGruntStandoff ), + bits_COND_CAN_RANGE_ATTACK1 | + bits_COND_CAN_MELEE_ATTACK1 | + bits_COND_SEE_ENEMY | + bits_COND_NEW_ENEMY | bits_COND_HEAR_SOUND, - bits_SOUND_DANGER, "Agrunt Standoff" } @@ -716,17 +720,17 @@ Schedule_t slAGruntStandoff[] = //========================================================= // Suppress //========================================================= -Task_t tlAGruntSuppressHornet[] = +Task_t tlAGruntSuppressHornet[] = { - { TASK_STOP_MOVING, (float)0 }, - { TASK_RANGE_ATTACK1, (float)0 }, + { TASK_STOP_MOVING, (float)0 }, + { TASK_RANGE_ATTACK1, (float)0 }, }; Schedule_t slAGruntSuppress[] = { { tlAGruntSuppressHornet, - ARRAYSIZE ( tlAGruntSuppressHornet ), + ARRAYSIZE( tlAGruntSuppressHornet ), 0, 0, "AGrunt Suppress Hornet", @@ -736,70 +740,68 @@ Schedule_t slAGruntSuppress[] = //========================================================= // primary range attacks //========================================================= -Task_t tlAGruntRangeAttack1[] = +Task_t tlAGruntRangeAttack1[] = { - { TASK_STOP_MOVING, (float)0 }, - { TASK_FACE_ENEMY, (float)0 }, - { TASK_RANGE_ATTACK1, (float)0 }, + { TASK_STOP_MOVING, (float)0 }, + { TASK_FACE_ENEMY, (float)0 }, + { TASK_RANGE_ATTACK1, (float)0 }, }; -Schedule_t slAGruntRangeAttack1[] = +Schedule_t slAGruntRangeAttack1[] = { - { + { tlAGruntRangeAttack1, - ARRAYSIZE ( tlAGruntRangeAttack1 ), - bits_COND_NEW_ENEMY | - bits_COND_ENEMY_DEAD | + ARRAYSIZE( tlAGruntRangeAttack1 ), + bits_COND_NEW_ENEMY | + bits_COND_ENEMY_DEAD | bits_COND_HEAVY_DAMAGE, - 0, "AGrunt Range Attack1" }, }; -Task_t tlAGruntHiddenRangeAttack1[] = +Task_t tlAGruntHiddenRangeAttack1[] = { - { TASK_SET_FAIL_SCHEDULE, (float)SCHED_STANDOFF }, - { TASK_AGRUNT_SETUP_HIDE_ATTACK, 0 }, - { TASK_STOP_MOVING, 0 }, - { TASK_FACE_IDEAL, 0 }, - { TASK_RANGE_ATTACK1_NOTURN, (float)0 }, + { TASK_SET_FAIL_SCHEDULE, (float)SCHED_STANDOFF }, + { TASK_AGRUNT_SETUP_HIDE_ATTACK, 0 }, + { TASK_STOP_MOVING, 0 }, + { TASK_FACE_IDEAL, 0 }, + { TASK_RANGE_ATTACK1_NOTURN, (float)0 }, }; -Schedule_t slAGruntHiddenRangeAttack[] = +Schedule_t slAGruntHiddenRangeAttack[] = { - { + { tlAGruntHiddenRangeAttack1, - ARRAYSIZE ( tlAGruntHiddenRangeAttack1 ), - bits_COND_NEW_ENEMY | - bits_COND_HEAVY_DAMAGE | + ARRAYSIZE ( tlAGruntHiddenRangeAttack1 ), + bits_COND_NEW_ENEMY | + bits_COND_HEAVY_DAMAGE | bits_COND_HEAR_SOUND, - bits_SOUND_DANGER, "AGrunt Hidden Range Attack1" }, }; //========================================================= -// Take cover from enemy! Tries lateral cover before node -// cover! +// Take cover from enemy! Tries lateral cover before node +// cover! //========================================================= -Task_t tlAGruntTakeCoverFromEnemy[] = +Task_t tlAGruntTakeCoverFromEnemy[] = { - { TASK_STOP_MOVING, (float)0 }, - { TASK_WAIT, (float)0.2 }, - { TASK_FIND_COVER_FROM_ENEMY, (float)0 }, - { TASK_RUN_PATH, (float)0 }, - { TASK_WAIT_FOR_MOVEMENT, (float)0 }, - { TASK_REMEMBER, (float)bits_MEMORY_INCOVER }, - { TASK_FACE_ENEMY, (float)0 }, + { TASK_STOP_MOVING, (float)0 }, + { TASK_WAIT, (float)0.2 }, + { TASK_FIND_COVER_FROM_ENEMY, (float)0 }, + { TASK_RUN_PATH, (float)0 }, + { TASK_WAIT_FOR_MOVEMENT, (float)0 }, + { TASK_REMEMBER, (float)bits_MEMORY_INCOVER }, + { TASK_FACE_ENEMY, (float)0 }, }; -Schedule_t slAGruntTakeCoverFromEnemy[] = +Schedule_t slAGruntTakeCoverFromEnemy[] = { - { + { tlAGruntTakeCoverFromEnemy, - ARRAYSIZE ( tlAGruntTakeCoverFromEnemy ), + ARRAYSIZE( tlAGruntTakeCoverFromEnemy ), bits_COND_NEW_ENEMY, 0, "AGruntTakeCoverFromEnemy" @@ -809,36 +811,36 @@ Schedule_t slAGruntTakeCoverFromEnemy[] = //========================================================= // Victory dance! //========================================================= -Task_t tlAGruntVictoryDance[] = +Task_t tlAGruntVictoryDance[] = { - { TASK_STOP_MOVING, (float)0 }, - { TASK_SET_FAIL_SCHEDULE, (float)SCHED_AGRUNT_THREAT_DISPLAY }, - { TASK_WAIT, (float)0.2 }, - { TASK_AGRUNT_GET_PATH_TO_ENEMY_CORPSE, (float)0 }, - { TASK_WALK_PATH, (float)0 }, - { TASK_WAIT_FOR_MOVEMENT, (float)0 }, - { TASK_FACE_ENEMY, (float)0 }, - { TASK_PLAY_SEQUENCE, (float)ACT_CROUCH }, - { TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE }, - { TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE }, - { TASK_PLAY_SEQUENCE, (float)ACT_STAND }, - { TASK_PLAY_SEQUENCE, (float)ACT_THREAT_DISPLAY }, - { TASK_PLAY_SEQUENCE, (float)ACT_CROUCH }, - { TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE }, - { TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE }, - { TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE }, - { TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE }, - { TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE }, - { TASK_PLAY_SEQUENCE, (float)ACT_STAND }, + { TASK_STOP_MOVING, (float)0 }, + { TASK_SET_FAIL_SCHEDULE, (float)SCHED_AGRUNT_THREAT_DISPLAY }, + { TASK_WAIT, (float)0.2 }, + { TASK_AGRUNT_GET_PATH_TO_ENEMY_CORPSE, (float)0 }, + { TASK_WALK_PATH, (float)0 }, + { TASK_WAIT_FOR_MOVEMENT, (float)0 }, + { TASK_FACE_ENEMY, (float)0 }, + { TASK_PLAY_SEQUENCE, (float)ACT_CROUCH }, + { TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE }, + { TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE }, + { TASK_PLAY_SEQUENCE, (float)ACT_STAND }, + { TASK_PLAY_SEQUENCE, (float)ACT_THREAT_DISPLAY }, + { TASK_PLAY_SEQUENCE, (float)ACT_CROUCH }, + { TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE }, + { TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE }, + { TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE }, + { TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE }, + { TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE }, + { TASK_PLAY_SEQUENCE, (float)ACT_STAND }, }; -Schedule_t slAGruntVictoryDance[] = +Schedule_t slAGruntVictoryDance[] = { - { + { tlAGruntVictoryDance, - ARRAYSIZE ( tlAGruntVictoryDance ), - bits_COND_NEW_ENEMY | - bits_COND_LIGHT_DAMAGE | + ARRAYSIZE( tlAGruntVictoryDance ), + bits_COND_NEW_ENEMY | + bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE, 0, "AGruntVictoryDance" @@ -847,24 +849,23 @@ Schedule_t slAGruntVictoryDance[] = //========================================================= //========================================================= -Task_t tlAGruntThreatDisplay[] = +Task_t tlAGruntThreatDisplay[] = { - { TASK_STOP_MOVING, (float)0 }, - { TASK_FACE_ENEMY, (float)0 }, - { TASK_PLAY_SEQUENCE, (float)ACT_THREAT_DISPLAY }, + { TASK_STOP_MOVING, (float)0 }, + { TASK_FACE_ENEMY, (float)0 }, + { TASK_PLAY_SEQUENCE, (float)ACT_THREAT_DISPLAY }, }; -Schedule_t slAGruntThreatDisplay[] = +Schedule_t slAGruntThreatDisplay[] = { - { + { tlAGruntThreatDisplay, - ARRAYSIZE ( tlAGruntThreatDisplay ), - bits_COND_NEW_ENEMY | - bits_COND_LIGHT_DAMAGE | + ARRAYSIZE( tlAGruntThreatDisplay ), + bits_COND_NEW_ENEMY | + bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE, - - bits_SOUND_PLAYER | - bits_SOUND_COMBAT | + bits_SOUND_PLAYER | + bits_SOUND_COMBAT | bits_SOUND_WORLD, "AGruntThreatDisplay" }, @@ -890,9 +891,9 @@ IMPLEMENT_CUSTOM_SCHEDULES( CAGrunt, CSquadMonster ) // because they can use their smart weapons against unseen // enemies. Base class doesn't attack anyone it can't see. //========================================================= -BOOL CAGrunt :: FCanCheckAttacks ( void ) +BOOL CAGrunt::FCanCheckAttacks( void ) { - if ( !HasConditions( bits_COND_ENEMY_TOOFAR ) ) + if( !HasConditions( bits_COND_ENEMY_TOOFAR ) ) { return TRUE; } @@ -906,9 +907,9 @@ BOOL CAGrunt :: FCanCheckAttacks ( void ) // CheckMeleeAttack1 - alien grunts zap the crap out of // any enemy that gets too close. //========================================================= -BOOL CAGrunt :: CheckMeleeAttack1 ( float flDot, float flDist ) +BOOL CAGrunt::CheckMeleeAttack1( float flDot, float flDist ) { - if ( HasConditions ( bits_COND_SEE_ENEMY ) && flDist <= AGRUNT_MELEE_DIST && flDot >= 0.6 && m_hEnemy != NULL ) + if( HasConditions( bits_COND_SEE_ENEMY ) && flDist <= AGRUNT_MELEE_DIST && flDot >= 0.6 && m_hEnemy != NULL ) { return TRUE; } @@ -922,33 +923,33 @@ BOOL CAGrunt :: CheckMeleeAttack1 ( float flDot, float flDist ) // tracelines are done, so we may not want to do this every // server frame. Definitely not while firing. //========================================================= -BOOL CAGrunt :: CheckRangeAttack1 ( float flDot, float flDist ) +BOOL CAGrunt::CheckRangeAttack1( float flDot, float flDist ) { - if ( gpGlobals->time < m_flNextHornetAttackCheck ) + if( gpGlobals->time < m_flNextHornetAttackCheck ) { return m_fCanHornetAttack; } - if ( HasConditions( bits_COND_SEE_ENEMY ) && flDist >= AGRUNT_MELEE_DIST && flDist <= 1024 && flDot >= 0.5 && NoFriendlyFire() ) + if( HasConditions( bits_COND_SEE_ENEMY ) && flDist >= AGRUNT_MELEE_DIST && flDist <= 1024 && flDot >= 0.5 && NoFriendlyFire() ) { - TraceResult tr; + TraceResult tr; Vector vecArmPos, vecArmDir; // verify that a shot fired from the gun will hit the enemy before the world. // !!!LATER - we may wish to do something different for projectile weapons as opposed to instant-hit UTIL_MakeVectors( pev->angles ); GetAttachment( 0, vecArmPos, vecArmDir ); -// UTIL_TraceLine( vecArmPos, vecArmPos + gpGlobals->v_forward * 256, ignore_monsters, ENT(pev), &tr); - UTIL_TraceLine( vecArmPos, m_hEnemy->BodyTarget(vecArmPos), dont_ignore_monsters, ENT(pev), &tr); + //UTIL_TraceLine( vecArmPos, vecArmPos + gpGlobals->v_forward * 256, ignore_monsters, ENT( pev ), &tr ); + UTIL_TraceLine( vecArmPos, m_hEnemy->BodyTarget( vecArmPos ), dont_ignore_monsters, ENT( pev ), &tr ); - if ( tr.flFraction == 1.0 || tr.pHit == m_hEnemy->edict() ) + if( tr.flFraction == 1.0 || tr.pHit == m_hEnemy->edict() ) { m_flNextHornetAttackCheck = gpGlobals->time + RANDOM_FLOAT( 2, 5 ); m_fCanHornetAttack = TRUE; return m_fCanHornetAttack; } } - + m_flNextHornetAttackCheck = gpGlobals->time + 0.2;// don't check for half second if this check wasn't successful m_fCanHornetAttack = FALSE; return m_fCanHornetAttack; @@ -957,100 +958,97 @@ BOOL CAGrunt :: CheckRangeAttack1 ( float flDot, float flDist ) //========================================================= // StartTask //========================================================= -void CAGrunt :: StartTask ( Task_t *pTask ) +void CAGrunt::StartTask( Task_t *pTask ) { - switch ( pTask->iTask ) + switch( pTask->iTask ) { case TASK_AGRUNT_GET_PATH_TO_ENEMY_CORPSE: { UTIL_MakeVectors( pev->angles ); - if ( BuildRoute ( m_vecEnemyLKP - gpGlobals->v_forward * 50, bits_MF_TO_LOCATION, NULL ) ) + if( BuildRoute( m_vecEnemyLKP - gpGlobals->v_forward * 50, bits_MF_TO_LOCATION, NULL ) ) { TaskComplete(); } else { - ALERT ( at_aiconsole, "AGruntGetPathToEnemyCorpse failed!!\n" ); + ALERT( at_aiconsole, "AGruntGetPathToEnemyCorpse failed!!\n" ); TaskFail(); } } break; - case TASK_AGRUNT_SETUP_HIDE_ATTACK: // alien grunt shoots hornets back out into the open from a concealed location. // try to find a spot to throw that gives the smart weapon a good chance of finding the enemy. // ideally, this spot is along a line that is perpendicular to a line drawn from the agrunt to the enemy. - CBaseMonster *pEnemyMonsterPtr; pEnemyMonsterPtr = m_hEnemy->MyMonsterPointer(); - if ( pEnemyMonsterPtr ) + if( pEnemyMonsterPtr ) { - Vector vecCenter; - TraceResult tr; - BOOL fSkip; + Vector vecCenter; + TraceResult tr; + BOOL fSkip; fSkip = FALSE; vecCenter = Center(); UTIL_VecToAngles( m_vecEnemyLKP - pev->origin ); - UTIL_TraceLine( Center() + gpGlobals->v_forward * 128, m_vecEnemyLKP, ignore_monsters, ENT(pev), &tr); - if ( tr.flFraction == 1.0 ) + UTIL_TraceLine( Center() + gpGlobals->v_forward * 128, m_vecEnemyLKP, ignore_monsters, ENT( pev ), &tr ); + if( tr.flFraction == 1.0 ) { - MakeIdealYaw ( pev->origin + gpGlobals->v_right * 128 ); + MakeIdealYaw( pev->origin + gpGlobals->v_right * 128 ); fSkip = TRUE; TaskComplete(); } - - if ( !fSkip ) + + if( !fSkip ) { - UTIL_TraceLine( Center() - gpGlobals->v_forward * 128, m_vecEnemyLKP, ignore_monsters, ENT(pev), &tr); - if ( tr.flFraction == 1.0 ) + UTIL_TraceLine( Center() - gpGlobals->v_forward * 128, m_vecEnemyLKP, ignore_monsters, ENT( pev ), &tr ); + if( tr.flFraction == 1.0 ) { - MakeIdealYaw ( pev->origin - gpGlobals->v_right * 128 ); + MakeIdealYaw( pev->origin - gpGlobals->v_right * 128 ); fSkip = TRUE; TaskComplete(); } } - - if ( !fSkip ) + + if( !fSkip ) { - UTIL_TraceLine( Center() + gpGlobals->v_forward * 256, m_vecEnemyLKP, ignore_monsters, ENT(pev), &tr); - if ( tr.flFraction == 1.0 ) + UTIL_TraceLine( Center() + gpGlobals->v_forward * 256, m_vecEnemyLKP, ignore_monsters, ENT( pev ), &tr ); + if( tr.flFraction == 1.0 ) { - MakeIdealYaw ( pev->origin + gpGlobals->v_right * 256 ); + MakeIdealYaw( pev->origin + gpGlobals->v_right * 256 ); fSkip = TRUE; TaskComplete(); } } - - if ( !fSkip ) + + if( !fSkip ) { - UTIL_TraceLine( Center() - gpGlobals->v_forward * 256, m_vecEnemyLKP, ignore_monsters, ENT(pev), &tr); - if ( tr.flFraction == 1.0 ) + UTIL_TraceLine( Center() - gpGlobals->v_forward * 256, m_vecEnemyLKP, ignore_monsters, ENT( pev ), &tr ); + if( tr.flFraction == 1.0 ) { - MakeIdealYaw ( pev->origin - gpGlobals->v_right * 256 ); + MakeIdealYaw( pev->origin - gpGlobals->v_right * 256 ); fSkip = TRUE; TaskComplete(); } } - - if ( !fSkip ) + + if( !fSkip ) { TaskFail(); } } else { - ALERT ( at_aiconsole, "AGRunt - no enemy monster ptr!!!\n" ); + ALERT( at_aiconsole, "AGRunt - no enemy monster ptr!!!\n" ); TaskFail(); } break; - default: - CSquadMonster :: StartTask ( pTask ); + CSquadMonster::StartTask( pTask ); break; } } @@ -1061,128 +1059,120 @@ void CAGrunt :: StartTask ( Task_t *pTask ) // monster's member function to get a pointer to a schedule // of the proper type. //========================================================= -Schedule_t *CAGrunt :: GetSchedule ( void ) +Schedule_t *CAGrunt::GetSchedule( void ) { - if ( HasConditions(bits_COND_HEAR_SOUND) ) + if( HasConditions( bits_COND_HEAR_SOUND ) ) { CSound *pSound; pSound = PBestSound(); ASSERT( pSound != NULL ); - if ( pSound && (pSound->m_iType & bits_SOUND_DANGER) ) + if( pSound && ( pSound->m_iType & bits_SOUND_DANGER ) ) { // dangerous sound nearby! return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND ); } } - switch ( m_MonsterState ) + switch( m_MonsterState ) { case MONSTERSTATE_COMBAT: { // dead enemy - if ( HasConditions( bits_COND_ENEMY_DEAD ) ) + if( HasConditions( bits_COND_ENEMY_DEAD ) ) { // call base class, all code to handle dead enemies is centralized there. - return CBaseMonster :: GetSchedule(); + return CBaseMonster::GetSchedule(); } - if ( HasConditions(bits_COND_NEW_ENEMY) ) + if( HasConditions( bits_COND_NEW_ENEMY ) ) { return GetScheduleOfType( SCHED_WAKE_ANGRY ); } // zap player! - if ( HasConditions ( bits_COND_CAN_MELEE_ATTACK1 ) ) + if( HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) ) { AttackSound();// this is a total hack. Should be parto f the schedule - return GetScheduleOfType ( SCHED_MELEE_ATTACK1 ); + return GetScheduleOfType( SCHED_MELEE_ATTACK1 ); } - if ( HasConditions ( bits_COND_HEAVY_DAMAGE ) ) + if( HasConditions( bits_COND_HEAVY_DAMAGE ) ) { return GetScheduleOfType( SCHED_SMALL_FLINCH ); } // can attack - if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) && OccupySlot ( bits_SLOTS_AGRUNT_HORNET ) ) + if( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) && OccupySlot ( bits_SLOTS_AGRUNT_HORNET ) ) { - return GetScheduleOfType ( SCHED_RANGE_ATTACK1 ); + return GetScheduleOfType( SCHED_RANGE_ATTACK1 ); } - if ( OccupySlot ( bits_SLOT_AGRUNT_CHASE ) ) + if( OccupySlot ( bits_SLOT_AGRUNT_CHASE ) ) { - return GetScheduleOfType ( SCHED_CHASE_ENEMY ); + return GetScheduleOfType( SCHED_CHASE_ENEMY ); } - return GetScheduleOfType ( SCHED_STANDOFF ); + return GetScheduleOfType( SCHED_STANDOFF ); } break; default: break; } - return CSquadMonster :: GetSchedule(); + return CSquadMonster::GetSchedule(); } //========================================================= //========================================================= -Schedule_t* CAGrunt :: GetScheduleOfType ( int Type ) +Schedule_t *CAGrunt::GetScheduleOfType( int Type ) { switch( Type ) { case SCHED_TAKE_COVER_FROM_ENEMY: - return &slAGruntTakeCoverFromEnemy[ 0 ]; + return &slAGruntTakeCoverFromEnemy[0]; break; - case SCHED_RANGE_ATTACK1: - if ( HasConditions( bits_COND_SEE_ENEMY ) ) + if( HasConditions( bits_COND_SEE_ENEMY ) ) { //normal attack - return &slAGruntRangeAttack1[ 0 ]; + return &slAGruntRangeAttack1[0]; } else { // attack an unseen enemy - // return &slAGruntHiddenRangeAttack[ 0 ]; - return &slAGruntRangeAttack1[ 0 ]; + // return &slAGruntHiddenRangeAttack[0]; + return &slAGruntRangeAttack1[0]; } break; - case SCHED_AGRUNT_THREAT_DISPLAY: - return &slAGruntThreatDisplay[ 0 ]; + return &slAGruntThreatDisplay[0]; break; - case SCHED_AGRUNT_SUPPRESS: - return &slAGruntSuppress[ 0 ]; + return &slAGruntSuppress[0]; break; - case SCHED_STANDOFF: - return &slAGruntStandoff[ 0 ]; + return &slAGruntStandoff[0]; break; - case SCHED_VICTORY_DANCE: - return &slAGruntVictoryDance[ 0 ]; + return &slAGruntVictoryDance[0]; break; - case SCHED_FAIL: // no fail schedule specified, so pick a good generic one. { - if ( m_hEnemy != NULL ) + if( m_hEnemy != NULL ) { // I have an enemy // !!!LATER - what if this enemy is really far away and i'm chasing him? // this schedule will make me stop, face his last known position for 2 // seconds, and then try to move again - return &slAGruntCombatFail[ 0 ]; + return &slAGruntCombatFail[0]; } - return &slAGruntFail[ 0 ]; + return &slAGruntFail[0]; } break; - } - return CSquadMonster :: GetScheduleOfType( Type ); + return CSquadMonster::GetScheduleOfType( Type ); } - diff --git a/dlls/airtank.cpp b/dlls/airtank.cpp index ddfe51e9..5858e353 100644 --- a/dlls/airtank.cpp +++ b/dlls/airtank.cpp @@ -26,54 +26,54 @@ class CAirtank : public CGrenade void Precache( void ); void EXPORT TankThink( void ); void EXPORT TankTouch( CBaseEntity *pOther ); - int BloodColor( void ) { return DONT_BLEED; }; + int BloodColor( void ) { return DONT_BLEED; }; void Killed( entvars_t *pevAttacker, int iGib ); - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); - + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); + static TYPEDESCRIPTION m_SaveData[]; - int m_state; + int m_state; }; LINK_ENTITY_TO_CLASS( item_airtank, CAirtank ) -TYPEDESCRIPTION CAirtank::m_SaveData[] = +TYPEDESCRIPTION CAirtank::m_SaveData[] = { DEFINE_FIELD( CAirtank, m_state, FIELD_INTEGER ), }; IMPLEMENT_SAVERESTORE( CAirtank, CGrenade ) -void CAirtank :: Spawn( void ) +void CAirtank::Spawn( void ) { - Precache( ); + Precache(); // motor pev->movetype = MOVETYPE_FLY; pev->solid = SOLID_BBOX; - SET_MODEL(ENT(pev), "models/w_oxygen.mdl"); - UTIL_SetSize(pev, Vector( -16, -16, 0), Vector(16, 16, 36)); + SET_MODEL( ENT( pev ), "models/w_oxygen.mdl" ); + UTIL_SetSize( pev, Vector( -16, -16, 0), Vector( 16, 16, 36 ) ); UTIL_SetOrigin( pev, pev->origin ); SetTouch( &CAirtank::TankTouch ); SetThink( &CAirtank::TankThink ); pev->flags |= FL_MONSTER; - pev->takedamage = DAMAGE_YES; - pev->health = 20; - pev->dmg = 50; - m_state = 1; + pev->takedamage = DAMAGE_YES; + pev->health = 20; + pev->dmg = 50; + m_state = 1; } void CAirtank::Precache( void ) { - PRECACHE_MODEL("models/w_oxygen.mdl"); - PRECACHE_SOUND("doors/aliendoor3.wav"); + PRECACHE_MODEL( "models/w_oxygen.mdl" ); + PRECACHE_SOUND( "doors/aliendoor3.wav" ); } -void CAirtank :: Killed( entvars_t *pevAttacker, int iGib ) +void CAirtank::Killed( entvars_t *pevAttacker, int iGib ) { pev->owner = ENT( pevAttacker ); @@ -91,21 +91,21 @@ void CAirtank::TankThink( void ) void CAirtank::TankTouch( CBaseEntity *pOther ) { - if ( !pOther->IsPlayer() ) + if( !pOther->IsPlayer() ) return; - if (!m_state) + if( !m_state ) { // "no oxygen" sound - EMIT_SOUND( ENT(pev), CHAN_BODY, "player/pl_swim2.wav", 1.0, ATTN_NORM ); + EMIT_SOUND( ENT( pev ), CHAN_BODY, "player/pl_swim2.wav", 1.0, ATTN_NORM ); return; } - + // give player 12 more seconds of air pOther->pev->air_finished = gpGlobals->time + 12; // suit recharge sound - EMIT_SOUND( ENT(pev), CHAN_VOICE, "doors/aliendoor3.wav", 1.0, ATTN_NORM ); + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "doors/aliendoor3.wav", 1.0, ATTN_NORM ); // recharge airtank in 30 seconds pev->nextthink = gpGlobals->time + 30; diff --git a/dlls/animating.cpp b/dlls/animating.cpp index fdfd93f8..95e8b86b 100644 --- a/dlls/animating.cpp +++ b/dlls/animating.cpp @@ -26,7 +26,7 @@ #include "animation.h" #include "saverestore.h" -TYPEDESCRIPTION CBaseAnimating::m_SaveData[] = +TYPEDESCRIPTION CBaseAnimating::m_SaveData[] = { DEFINE_FIELD( CBaseMonster, m_flFrameRate, FIELD_FLOAT ), DEFINE_FIELD( CBaseMonster, m_flGroundSpeed, FIELD_FLOAT ), @@ -41,29 +41,29 @@ IMPLEMENT_SAVERESTORE( CBaseAnimating, CBaseDelay ) // StudioFrameAdvance - advance the animation frame up to the current time // if an flInterval is passed in, only advance animation that number of seconds //========================================================= -float CBaseAnimating :: StudioFrameAdvance ( float flInterval ) +float CBaseAnimating::StudioFrameAdvance( float flInterval ) { - if (flInterval == 0.0) + if( flInterval == 0.0 ) { - flInterval = (gpGlobals->time - pev->animtime); - if (flInterval <= 0.001) + flInterval = gpGlobals->time - pev->animtime; + if( flInterval <= 0.001 ) { pev->animtime = gpGlobals->time; return 0.0; } } - if (! pev->animtime) + if( !pev->animtime ) flInterval = 0.0; - + pev->frame += flInterval * m_flFrameRate * pev->framerate; pev->animtime = gpGlobals->time; - if (pev->frame < 0.0 || pev->frame >= 256.0) + if( pev->frame < 0.0 || pev->frame >= 256.0 ) { - if (m_fSequenceLoops) - pev->frame -= (int)(pev->frame / 256.0) * 256.0; + if( m_fSequenceLoops ) + pev->frame -= (int)( pev->frame / 256.0 ) * 256.0; else - pev->frame = (pev->frame < 0.0) ? 0 : 255; + pev->frame = ( pev->frame < 0.0 ) ? 0 : 255; m_fSequenceFinished = TRUE; // just in case it wasn't caught in GetEvents } @@ -73,10 +73,10 @@ float CBaseAnimating :: StudioFrameAdvance ( float flInterval ) //========================================================= // LookupActivity //========================================================= -int CBaseAnimating :: LookupActivity ( int activity ) +int CBaseAnimating::LookupActivity( int activity ) { ASSERT( activity != 0 ); - void *pmodel = GET_MODEL_PTR( ENT(pev) ); + void *pmodel = GET_MODEL_PTR( ENT( pev ) ); return ::LookupActivity( pmodel, pev, activity ); } @@ -87,30 +87,30 @@ int CBaseAnimating :: LookupActivity ( int activity ) // Get activity with highest 'weight' // //========================================================= -int CBaseAnimating :: LookupActivityHeaviest ( int activity ) +int CBaseAnimating::LookupActivityHeaviest( int activity ) { - void *pmodel = GET_MODEL_PTR( ENT(pev) ); + void *pmodel = GET_MODEL_PTR( ENT( pev ) ); return ::LookupActivityHeaviest( pmodel, pev, activity ); } //========================================================= //========================================================= -int CBaseAnimating :: LookupSequence ( const char *label ) +int CBaseAnimating::LookupSequence( const char *label ) { - void *pmodel = GET_MODEL_PTR( ENT(pev) ); + void *pmodel = GET_MODEL_PTR( ENT( pev ) ); return ::LookupSequence( pmodel, label ); } //========================================================= //========================================================= -void CBaseAnimating :: ResetSequenceInfo ( ) +void CBaseAnimating::ResetSequenceInfo() { - void *pmodel = GET_MODEL_PTR( ENT(pev) ); + void *pmodel = GET_MODEL_PTR( ENT( pev ) ); GetSequenceInfo( pmodel, pev, &m_flFrameRate, &m_flGroundSpeed ); - m_fSequenceLoops = ((GetSequenceFlags() & STUDIO_LOOPING) != 0); + m_fSequenceLoops = ( ( GetSequenceFlags() & STUDIO_LOOPING ) != 0 ); pev->animtime = gpGlobals->time; pev->framerate = 1.0; m_fSequenceFinished = FALSE; @@ -119,9 +119,9 @@ void CBaseAnimating :: ResetSequenceInfo ( ) //========================================================= //========================================================= -BOOL CBaseAnimating :: GetSequenceFlags( ) +BOOL CBaseAnimating::GetSequenceFlags() { - void *pmodel = GET_MODEL_PTR( ENT(pev) ); + void *pmodel = GET_MODEL_PTR( ENT( pev ) ); return ::GetSequenceFlags( pmodel, pev ); } @@ -129,13 +129,13 @@ BOOL CBaseAnimating :: GetSequenceFlags( ) //========================================================= // DispatchAnimEvents //========================================================= -void CBaseAnimating :: DispatchAnimEvents ( float flInterval ) +void CBaseAnimating::DispatchAnimEvents( float flInterval ) { MonsterEvent_t event; - void *pmodel = GET_MODEL_PTR( ENT(pev) ); + void *pmodel = GET_MODEL_PTR( ENT( pev ) ); - if ( !pmodel ) + if( !pmodel ) { ALERT( at_aiconsole, "Gibbed monster is thinking!\n" ); return; @@ -145,17 +145,17 @@ void CBaseAnimating :: DispatchAnimEvents ( float flInterval ) flInterval = 0.1; // FIX: this still sometimes hits events twice - float flStart = pev->frame + (m_flLastEventCheck - pev->animtime) * m_flFrameRate * pev->framerate; + float flStart = pev->frame + ( m_flLastEventCheck - pev->animtime ) * m_flFrameRate * pev->framerate; float flEnd = pev->frame + flInterval * m_flFrameRate * pev->framerate; m_flLastEventCheck = pev->animtime + flInterval; m_fSequenceFinished = FALSE; - if (flEnd >= 256 || flEnd <= 0.0) + if( flEnd >= 256 || flEnd <= 0.0 ) m_fSequenceFinished = TRUE; int index = 0; - while ( (index = GetAnimationEvent( pmodel, pev, &event, flStart, flEnd, index ) ) != 0 ) + while( ( index = GetAnimationEvent( pmodel, pev, &event, flStart, flEnd, index ) ) != 0 ) { HandleAnimEvent( &event ); } @@ -163,18 +163,18 @@ void CBaseAnimating :: DispatchAnimEvents ( float flInterval ) //========================================================= //========================================================= -float CBaseAnimating :: SetBoneController ( int iController, float flValue ) +float CBaseAnimating::SetBoneController( int iController, float flValue ) { - void *pmodel = GET_MODEL_PTR( ENT(pev) ); + void *pmodel = GET_MODEL_PTR( ENT( pev ) ); return SetController( pmodel, pev, iController, flValue ); } //========================================================= //========================================================= -void CBaseAnimating :: InitBoneControllers ( void ) +void CBaseAnimating::InitBoneControllers( void ) { - void *pmodel = GET_MODEL_PTR( ENT(pev) ); + void *pmodel = GET_MODEL_PTR( ENT( pev ) ); SetController( pmodel, pev, 0, 0.0 ); SetController( pmodel, pev, 1, 0.0 ); @@ -184,38 +184,38 @@ void CBaseAnimating :: InitBoneControllers ( void ) //========================================================= //========================================================= -float CBaseAnimating :: SetBlending ( int iBlender, float flValue ) +float CBaseAnimating::SetBlending( int iBlender, float flValue ) { - void *pmodel = GET_MODEL_PTR( ENT(pev) ); + void *pmodel = GET_MODEL_PTR( ENT( pev ) ); return ::SetBlending( pmodel, pev, iBlender, flValue ); } //========================================================= //========================================================= -void CBaseAnimating :: GetBonePosition ( int iBone, Vector &origin, Vector &angles ) +void CBaseAnimating::GetBonePosition( int iBone, Vector &origin, Vector &angles ) { - GET_BONE_POSITION( ENT(pev), iBone, origin, angles ); + GET_BONE_POSITION( ENT( pev ), iBone, origin, angles ); } //========================================================= //========================================================= -void CBaseAnimating :: GetAttachment ( int iAttachment, Vector &origin, Vector &angles ) +void CBaseAnimating::GetAttachment( int iAttachment, Vector &origin, Vector &angles ) { - GET_ATTACHMENT( ENT(pev), iAttachment, origin, angles ); + GET_ATTACHMENT( ENT( pev ), iAttachment, origin, angles ); } //========================================================= //========================================================= -int CBaseAnimating :: FindTransition( int iEndingSequence, int iGoalSequence, int *piDir ) +int CBaseAnimating::FindTransition( int iEndingSequence, int iGoalSequence, int *piDir ) { - void *pmodel = GET_MODEL_PTR( ENT(pev) ); - - if (piDir == NULL) + void *pmodel = GET_MODEL_PTR( ENT( pev ) ); + + if( piDir == NULL ) { int iDir; int sequence = ::FindTransition( pmodel, iEndingSequence, iGoalSequence, &iDir ); - if (iDir != 1) + if( iDir != 1 ) return -1; else return sequence; @@ -226,80 +226,80 @@ int CBaseAnimating :: FindTransition( int iEndingSequence, int iGoalSequence, in //========================================================= //========================================================= -void CBaseAnimating :: GetAutomovement( Vector &origin, Vector &angles, float flInterval ) +void CBaseAnimating::GetAutomovement( Vector &origin, Vector &angles, float flInterval ) { } -void CBaseAnimating :: SetBodygroup( int iGroup, int iValue ) +void CBaseAnimating::SetBodygroup( int iGroup, int iValue ) { - ::SetBodygroup( GET_MODEL_PTR( ENT(pev) ), pev, iGroup, iValue ); + ::SetBodygroup( GET_MODEL_PTR( ENT( pev ) ), pev, iGroup, iValue ); } -int CBaseAnimating :: GetBodygroup( int iGroup ) +int CBaseAnimating::GetBodygroup( int iGroup ) { - return ::GetBodygroup( GET_MODEL_PTR( ENT(pev) ), pev, iGroup ); + return ::GetBodygroup( GET_MODEL_PTR( ENT( pev ) ), pev, iGroup ); } -int CBaseAnimating :: ExtractBbox( int sequence, float *mins, float *maxs ) +int CBaseAnimating::ExtractBbox( int sequence, float *mins, float *maxs ) { - return ::ExtractBbox( GET_MODEL_PTR( ENT(pev) ), sequence, mins, maxs ); + return ::ExtractBbox( GET_MODEL_PTR( ENT( pev ) ), sequence, mins, maxs ); } //========================================================= //========================================================= -void CBaseAnimating :: SetSequenceBox( void ) +void CBaseAnimating::SetSequenceBox( void ) { Vector mins, maxs; // Get sequence bbox - if ( ExtractBbox( pev->sequence, mins, maxs ) ) + if( ExtractBbox( pev->sequence, mins, maxs ) ) { // expand box for rotation // find min / max for rotations - float yaw = pev->angles.y * (M_PI / 180.0); - + float yaw = pev->angles.y * ( M_PI / 180.0 ); + Vector xvector, yvector; - xvector.x = cos(yaw); - xvector.y = sin(yaw); - yvector.x = -sin(yaw); - yvector.y = cos(yaw); + xvector.x = cos( yaw ); + xvector.y = sin( yaw ); + yvector.x = -sin( yaw ); + yvector.y = cos( yaw ); Vector bounds[2]; bounds[0] = mins; bounds[1] = maxs; - + Vector rmin( 9999, 9999, 9999 ); Vector rmax( -9999, -9999, -9999 ); Vector base, transformed; - for (int i = 0; i <= 1; i++ ) + for( int i = 0; i <= 1; i++ ) { base.x = bounds[i].x; - for ( int j = 0; j <= 1; j++ ) + for( int j = 0; j <= 1; j++ ) { base.y = bounds[j].y; - for ( int k = 0; k <= 1; k++ ) + for( int k = 0; k <= 1; k++ ) { base.z = bounds[k].z; - - // transform the point - transformed.x = xvector.x*base.x + yvector.x*base.y; - transformed.y = xvector.y*base.x + yvector.y*base.y; + + // transform the point + transformed.x = xvector.x * base.x + yvector.x * base.y; + transformed.y = xvector.y * base.x + yvector.y * base.y; transformed.z = base.z; - - if (transformed.x < rmin.x) + + if( transformed.x < rmin.x ) rmin.x = transformed.x; - if (transformed.x > rmax.x) + if( transformed.x > rmax.x ) rmax.x = transformed.x; - if (transformed.y < rmin.y) + if( transformed.y < rmin.y ) rmin.y = transformed.y; - if (transformed.y > rmax.y) + if( transformed.y > rmax.y ) rmax.y = transformed.y; - if (transformed.z < rmin.z) + if( transformed.z < rmin.z ) rmin.z = transformed.z; - if (transformed.z > rmax.z) + if( transformed.z > rmax.z ) rmax.z = transformed.z; } } @@ -309,4 +309,3 @@ void CBaseAnimating :: SetSequenceBox( void ) UTIL_SetSize( pev, rmin, rmax ); } } - diff --git a/dlls/animation.cpp b/dlls/animation.cpp index c59edc90..86cb78ae 100644 --- a/dlls/animation.cpp +++ b/dlls/animation.cpp @@ -12,12 +12,13 @@ * without written permission from Valve LLC. * ****/ + #include #include #include typedef int BOOL; -#define TRUE 1 +#define TRUE 1 #define FALSE 0 // hack into header files that we can ship @@ -56,22 +57,22 @@ extern globalvars_t *gpGlobals; int ExtractBbox( void *pmodel, int sequence, float *mins, float *maxs ) { studiohdr_t *pstudiohdr; - + pstudiohdr = (studiohdr_t *)pmodel; - if (! pstudiohdr) + if( !pstudiohdr ) return 0; - mstudioseqdesc_t *pseqdesc; + mstudioseqdesc_t *pseqdesc; - pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex); - - mins[0] = pseqdesc[ sequence ].bbmin[0]; - mins[1] = pseqdesc[ sequence ].bbmin[1]; - mins[2] = pseqdesc[ sequence ].bbmin[2]; + pseqdesc = (mstudioseqdesc_t *)( (byte *)pstudiohdr + pstudiohdr->seqindex ); - maxs[0] = pseqdesc[ sequence ].bbmax[0]; - maxs[1] = pseqdesc[ sequence ].bbmax[1]; - maxs[2] = pseqdesc[ sequence ].bbmax[2]; + mins[0] = pseqdesc[sequence].bbmin[0]; + mins[1] = pseqdesc[sequence].bbmin[1]; + mins[2] = pseqdesc[sequence].bbmin[2]; + + maxs[0] = pseqdesc[sequence].bbmax[0]; + maxs[1] = pseqdesc[sequence].bbmax[1]; + maxs[2] = pseqdesc[sequence].bbmax[2]; return 1; } @@ -79,23 +80,23 @@ int ExtractBbox( void *pmodel, int sequence, float *mins, float *maxs ) int LookupActivity( void *pmodel, entvars_t *pev, int activity ) { studiohdr_t *pstudiohdr; - + pstudiohdr = (studiohdr_t *)pmodel; - if (! pstudiohdr) + if( !pstudiohdr ) return 0; - mstudioseqdesc_t *pseqdesc; + mstudioseqdesc_t *pseqdesc; - pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex); + pseqdesc = (mstudioseqdesc_t *)( (byte *)pstudiohdr + pstudiohdr->seqindex ); int weighttotal = 0; int seq = ACTIVITY_NOT_AVAILABLE; - for (int i = 0; i < pstudiohdr->numseq; i++) + for( int i = 0; i < pstudiohdr->numseq; i++ ) { - if (pseqdesc[i].activity == activity) + if( pseqdesc[i].activity == activity ) { weighttotal += pseqdesc[i].actweight; - if (!weighttotal || RANDOM_LONG(0,weighttotal-1) < pseqdesc[i].actweight) + if( !weighttotal || RANDOM_LONG( 0, weighttotal - 1 ) < pseqdesc[i].actweight ) seq = i; } } @@ -106,22 +107,22 @@ int LookupActivity( void *pmodel, entvars_t *pev, int activity ) int LookupActivityHeaviest( void *pmodel, entvars_t *pev, int activity ) { studiohdr_t *pstudiohdr; - + pstudiohdr = (studiohdr_t *)pmodel; - if ( !pstudiohdr ) + if( !pstudiohdr ) return 0; - mstudioseqdesc_t *pseqdesc; + mstudioseqdesc_t *pseqdesc; - pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex); + pseqdesc = (mstudioseqdesc_t *)( (byte *)pstudiohdr + pstudiohdr->seqindex ); int weight = 0; int seq = ACTIVITY_NOT_AVAILABLE; - for (int i = 0; i < pstudiohdr->numseq; i++) + for( int i = 0; i < pstudiohdr->numseq; i++ ) { - if (pseqdesc[i].activity == activity) + if( pseqdesc[i].activity == activity ) { - if ( pseqdesc[i].actweight > weight ) + if( pseqdesc[i].actweight > weight ) { weight = pseqdesc[i].actweight; seq = i; @@ -132,36 +133,36 @@ int LookupActivityHeaviest( void *pmodel, entvars_t *pev, int activity ) return seq; } -void GetEyePosition ( void *pmodel, float *vecEyePosition ) +void GetEyePosition( void *pmodel, float *vecEyePosition ) { studiohdr_t *pstudiohdr; - + pstudiohdr = (studiohdr_t *)pmodel; - if ( !pstudiohdr ) + if( !pstudiohdr ) { - ALERT ( at_console, "GetEyePosition() Can't get pstudiohdr ptr!\n" ); + ALERT( at_console, "GetEyePosition() Can't get pstudiohdr ptr!\n" ); return; } - VectorCopy ( pstudiohdr->eyeposition, vecEyePosition ); + VectorCopy( pstudiohdr->eyeposition, vecEyePosition ); } int LookupSequence( void *pmodel, const char *label ) { studiohdr_t *pstudiohdr; - + pstudiohdr = (studiohdr_t *)pmodel; - if (! pstudiohdr) + if( !pstudiohdr ) return 0; - mstudioseqdesc_t *pseqdesc; + mstudioseqdesc_t *pseqdesc; - pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex); + pseqdesc = (mstudioseqdesc_t *)( (byte *)pstudiohdr + pstudiohdr->seqindex ); - for (int i = 0; i < pstudiohdr->numseq; i++) + for( int i = 0; i < pstudiohdr->numseq; i++ ) { - if (stricmp( pseqdesc[i].label, label ) == 0) + if( stricmp( pseqdesc[i].label, label ) == 0 ) return i; } @@ -170,7 +171,7 @@ int LookupSequence( void *pmodel, const char *label ) int IsSoundEvent( int eventNumber ) { - if ( eventNumber == SCRIPT_EVENT_SOUND || eventNumber == SCRIPT_EVENT_SOUND_VOICE ) + if( eventNumber == SCRIPT_EVENT_SOUND || eventNumber == SCRIPT_EVENT_SOUND_VOICE ) return 1; return 0; } @@ -178,36 +179,36 @@ int IsSoundEvent( int eventNumber ) void SequencePrecache( void *pmodel, const char *pSequenceName ) { int index = LookupSequence( pmodel, pSequenceName ); - if ( index >= 0 ) + if( index >= 0 ) { studiohdr_t *pstudiohdr; - + pstudiohdr = (studiohdr_t *)pmodel; - if ( !pstudiohdr || index >= pstudiohdr->numseq ) + if( !pstudiohdr || index >= pstudiohdr->numseq ) return; - mstudioseqdesc_t *pseqdesc; - mstudioevent_t *pevent; + mstudioseqdesc_t *pseqdesc; + mstudioevent_t *pevent; - pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + index; - pevent = (mstudioevent_t *)((byte *)pstudiohdr + pseqdesc->eventindex); + pseqdesc = (mstudioseqdesc_t *)( (byte *)pstudiohdr + pstudiohdr->seqindex ) + index; + pevent = (mstudioevent_t *)( (byte *)pstudiohdr + pseqdesc->eventindex ); - for (int i = 0; i < pseqdesc->numevents; i++) + for( int i = 0; i < pseqdesc->numevents; i++ ) { // Don't send client-side events to the server AI - if ( pevent[i].event >= EVENT_CLIENT ) + if( pevent[i].event >= EVENT_CLIENT ) continue; // UNDONE: Add a callback to check to see if a sound is precached yet and don't allocate a copy // of it's name if it is. - if ( IsSoundEvent( pevent[i].event ) ) + if( IsSoundEvent( pevent[i].event ) ) { - if ( !strlen(pevent[i].options) ) + if( !strlen( pevent[i].options ) ) { ALERT( at_error, "Bad sound event %d in sequence %s :: %s (sound is \"%s\")\n", pevent[i].event, pstudiohdr->name, pSequenceName, pevent[i].options ); } - PRECACHE_SOUND( (char *)(gpGlobals->pStringBase + ALLOC_STRING(pevent[i].options) ) ); + PRECACHE_SOUND( (char *)( gpGlobals->pStringBase + ALLOC_STRING( pevent[i].options ) ) ); } } } @@ -216,27 +217,27 @@ void SequencePrecache( void *pmodel, const char *pSequenceName ) void GetSequenceInfo( void *pmodel, entvars_t *pev, float *pflFrameRate, float *pflGroundSpeed ) { studiohdr_t *pstudiohdr; - + pstudiohdr = (studiohdr_t *)pmodel; - if (! pstudiohdr) + if( !pstudiohdr ) return; - mstudioseqdesc_t *pseqdesc; + mstudioseqdesc_t *pseqdesc; - if (pev->sequence >= pstudiohdr->numseq) + if( pev->sequence >= pstudiohdr->numseq ) { *pflFrameRate = 0.0; *pflGroundSpeed = 0.0; return; } - pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + (int)pev->sequence; + pseqdesc = (mstudioseqdesc_t *)( (byte *)pstudiohdr + pstudiohdr->seqindex ) + (int)pev->sequence; - if (pseqdesc->numframes > 1) + if( pseqdesc->numframes > 1 ) { - *pflFrameRate = 256 * pseqdesc->fps / (pseqdesc->numframes - 1); - *pflGroundSpeed = sqrt( pseqdesc->linearmovement[0]*pseqdesc->linearmovement[0]+ pseqdesc->linearmovement[1]*pseqdesc->linearmovement[1]+ pseqdesc->linearmovement[2]*pseqdesc->linearmovement[2] ); - *pflGroundSpeed = *pflGroundSpeed * pseqdesc->fps / (pseqdesc->numframes - 1); + *pflFrameRate = 256 * pseqdesc->fps / ( pseqdesc->numframes - 1 ); + *pflGroundSpeed = sqrt( pseqdesc->linearmovement[0] * pseqdesc->linearmovement[0] + pseqdesc->linearmovement[1] * pseqdesc->linearmovement[1] + pseqdesc->linearmovement[2] * pseqdesc->linearmovement[2] ); + *pflGroundSpeed = *pflGroundSpeed * pseqdesc->fps / ( pseqdesc->numframes - 1 ); } else { @@ -248,13 +249,13 @@ void GetSequenceInfo( void *pmodel, entvars_t *pev, float *pflFrameRate, float * int GetSequenceFlags( void *pmodel, entvars_t *pev ) { studiohdr_t *pstudiohdr; - + pstudiohdr = (studiohdr_t *)pmodel; - if ( !pstudiohdr || pev->sequence >= pstudiohdr->numseq ) + if( !pstudiohdr || pev->sequence >= pstudiohdr->numseq ) return 0; - mstudioseqdesc_t *pseqdesc; - pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + (int)pev->sequence; + mstudioseqdesc_t *pseqdesc; + pseqdesc = (mstudioseqdesc_t *)( (byte *)pstudiohdr + pstudiohdr->seqindex ) + (int)pev->sequence; return pseqdesc->flags; } @@ -262,25 +263,25 @@ int GetSequenceFlags( void *pmodel, entvars_t *pev ) int GetAnimationEvent( void *pmodel, entvars_t *pev, MonsterEvent_t *pMonsterEvent, float flStart, float flEnd, int index ) { studiohdr_t *pstudiohdr; - + pstudiohdr = (studiohdr_t *)pmodel; - if ( !pstudiohdr || pev->sequence >= pstudiohdr->numseq || !pMonsterEvent ) + if( !pstudiohdr || pev->sequence >= pstudiohdr->numseq || !pMonsterEvent ) return 0; int events = 0; - mstudioseqdesc_t *pseqdesc; - mstudioevent_t *pevent; + mstudioseqdesc_t *pseqdesc; + mstudioevent_t *pevent; - pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + (int)pev->sequence; - pevent = (mstudioevent_t *)((byte *)pstudiohdr + pseqdesc->eventindex); + pseqdesc = (mstudioseqdesc_t *)( (byte *)pstudiohdr + pstudiohdr->seqindex ) + (int)pev->sequence; + pevent = (mstudioevent_t *)( (byte *)pstudiohdr + pseqdesc->eventindex ); - if (pseqdesc->numevents == 0 || index > pseqdesc->numevents ) + if( pseqdesc->numevents == 0 || index > pseqdesc->numevents ) return 0; - if (pseqdesc->numframes > 1) + if( pseqdesc->numframes > 1 ) { - flStart *= (pseqdesc->numframes - 1) / 256.0; + flStart *= ( pseqdesc->numframes - 1 ) / 256.0; flEnd *= (pseqdesc->numframes - 1) / 256.0; } else @@ -289,14 +290,14 @@ int GetAnimationEvent( void *pmodel, entvars_t *pev, MonsterEvent_t *pMonsterEve flEnd = 1.0; } - for (; index < pseqdesc->numevents; index++) + for( ; index < pseqdesc->numevents; index++ ) { // Don't send client-side events to the server AI - if ( pevent[index].event >= EVENT_CLIENT ) + if( pevent[index].event >= EVENT_CLIENT ) continue; - if ( (pevent[index].frame >= flStart && pevent[index].frame < flEnd) || - ((pseqdesc->flags & STUDIO_LOOPING) && flEnd >= pseqdesc->numframes - 1 && pevent[index].frame < flEnd - pseqdesc->numframes + 1) ) + if( ( pevent[index].frame >= flStart && pevent[index].frame < flEnd ) || + ( ( pseqdesc->flags & STUDIO_LOOPING ) && flEnd >= pseqdesc->numframes - 1 && pevent[index].frame < flEnd - pseqdesc->numframes + 1 ) ) { pMonsterEvent->event = pevent[index].event; pMonsterEvent->options = pevent[index].options; @@ -310,119 +311,122 @@ float SetController( void *pmodel, entvars_t *pev, int iController, float flValu { studiohdr_t *pstudiohdr; int i; - + pstudiohdr = (studiohdr_t *)pmodel; - if (! pstudiohdr) + if( !pstudiohdr ) return flValue; - mstudiobonecontroller_t *pbonecontroller = (mstudiobonecontroller_t *)((byte *)pstudiohdr + pstudiohdr->bonecontrollerindex); + mstudiobonecontroller_t *pbonecontroller = (mstudiobonecontroller_t *)( (byte *)pstudiohdr + pstudiohdr->bonecontrollerindex ); // find first controller that matches the index - for (i = 0; i < pstudiohdr->numbonecontrollers; i++, pbonecontroller++) + for( i = 0; i < pstudiohdr->numbonecontrollers; i++, pbonecontroller++ ) { - if (pbonecontroller->index == iController) + if( pbonecontroller->index == iController ) break; } - if (i >= pstudiohdr->numbonecontrollers) + if( i >= pstudiohdr->numbonecontrollers ) return flValue; // wrap 0..360 if it's a rotational controller - - if (pbonecontroller->type & (STUDIO_XR | STUDIO_YR | STUDIO_ZR)) + if( pbonecontroller->type & ( STUDIO_XR | STUDIO_YR | STUDIO_ZR ) ) { // ugly hack, invert value if end < start - if (pbonecontroller->end < pbonecontroller->start) + if( pbonecontroller->end < pbonecontroller->start ) flValue = -flValue; // does the controller not wrap? - if (pbonecontroller->start + 359.0 >= pbonecontroller->end) + if( pbonecontroller->start + 359.0 >= pbonecontroller->end ) { - if (flValue > ((pbonecontroller->start + pbonecontroller->end) / 2.0) + 180) + if( flValue > ( ( pbonecontroller->start + pbonecontroller->end ) / 2.0 ) + 180 ) flValue = flValue - 360; - if (flValue < ((pbonecontroller->start + pbonecontroller->end) / 2.0) - 180) + if( flValue < ( ( pbonecontroller->start + pbonecontroller->end) / 2.0 ) - 180 ) flValue = flValue + 360; } else { - if (flValue > 360) - flValue = flValue - (int)(flValue / 360.0) * 360.0; - else if (flValue < 0) - flValue = flValue + (int)((flValue / -360.0) + 1) * 360.0; + if( flValue > 360 ) + flValue = flValue - (int)( flValue / 360.0 ) * 360.0; + else if( flValue < 0 ) + flValue = flValue + (int)( ( flValue / -360.0 ) + 1 ) * 360.0; } } - int setting = 255 * (flValue - pbonecontroller->start) / (pbonecontroller->end - pbonecontroller->start); + int setting = 255 * ( flValue - pbonecontroller->start ) / ( pbonecontroller->end - pbonecontroller->start ); - if (setting < 0) setting = 0; - if (setting > 255) setting = 255; + if( setting < 0 ) + setting = 0; + if( setting > 255 ) + setting = 255; pev->controller[iController] = setting; - return setting * (1.0 / 255.0) * (pbonecontroller->end - pbonecontroller->start) + pbonecontroller->start; + return setting * ( 1.0 / 255.0 ) * (pbonecontroller->end - pbonecontroller->start ) + pbonecontroller->start; } float SetBlending( void *pmodel, entvars_t *pev, int iBlender, float flValue ) { studiohdr_t *pstudiohdr; - + pstudiohdr = (studiohdr_t *)pmodel; - if (! pstudiohdr) + if( !pstudiohdr ) return flValue; - mstudioseqdesc_t *pseqdesc; + mstudioseqdesc_t *pseqdesc; - pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + (int)pev->sequence; + pseqdesc = (mstudioseqdesc_t *)( (byte *)pstudiohdr + pstudiohdr->seqindex ) + (int)pev->sequence; - if (pseqdesc->blendtype[iBlender] == 0) + if( pseqdesc->blendtype[iBlender] == 0 ) return flValue; - if (pseqdesc->blendtype[iBlender] & (STUDIO_XR | STUDIO_YR | STUDIO_ZR)) + if( pseqdesc->blendtype[iBlender] & ( STUDIO_XR | STUDIO_YR | STUDIO_ZR ) ) { // ugly hack, invert value if end < start - if (pseqdesc->blendend[iBlender] < pseqdesc->blendstart[iBlender]) + if( pseqdesc->blendend[iBlender] < pseqdesc->blendstart[iBlender] ) flValue = -flValue; // does the controller not wrap? - if (pseqdesc->blendstart[iBlender] + 359.0 >= pseqdesc->blendend[iBlender]) + if( pseqdesc->blendstart[iBlender] + 359.0 >= pseqdesc->blendend[iBlender] ) { - if (flValue > ((pseqdesc->blendstart[iBlender] + pseqdesc->blendend[iBlender]) / 2.0) + 180) + if( flValue > ( ( pseqdesc->blendstart[iBlender] + pseqdesc->blendend[iBlender] ) / 2.0 ) + 180 ) flValue = flValue - 360; - if (flValue < ((pseqdesc->blendstart[iBlender] + pseqdesc->blendend[iBlender]) / 2.0) - 180) + if( flValue < ( ( pseqdesc->blendstart[iBlender] + pseqdesc->blendend[iBlender] ) / 2.0 ) - 180 ) flValue = flValue + 360; } } - int setting = 255 * (flValue - pseqdesc->blendstart[iBlender]) / (pseqdesc->blendend[iBlender] - pseqdesc->blendstart[iBlender]); + int setting = 255 * ( flValue - pseqdesc->blendstart[iBlender] ) / ( pseqdesc->blendend[iBlender] - pseqdesc->blendstart[iBlender] ); - if (setting < 0) setting = 0; - if (setting > 255) setting = 255; + if( setting < 0 ) + setting = 0; + if(setting > 255) + setting = 255; pev->blending[iBlender] = setting; - return setting * (1.0 / 255.0) * (pseqdesc->blendend[iBlender] - pseqdesc->blendstart[iBlender]) + pseqdesc->blendstart[iBlender]; + return setting * ( 1.0 / 255.0 ) * ( pseqdesc->blendend[iBlender] - pseqdesc->blendstart[iBlender] ) + pseqdesc->blendstart[iBlender]; } int FindTransition( void *pmodel, int iEndingAnim, int iGoalAnim, int *piDir ) { studiohdr_t *pstudiohdr; - + pstudiohdr = (studiohdr_t *)pmodel; - if (! pstudiohdr) + if( !pstudiohdr ) return iGoalAnim; - mstudioseqdesc_t *pseqdesc; - pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex); + mstudioseqdesc_t *pseqdesc; + pseqdesc = (mstudioseqdesc_t *)( (byte *)pstudiohdr + pstudiohdr->seqindex ); // bail if we're going to or from a node 0 - if (pseqdesc[iEndingAnim].entrynode == 0 || pseqdesc[iGoalAnim].entrynode == 0) + if( pseqdesc[iEndingAnim].entrynode == 0 || pseqdesc[iGoalAnim].entrynode == 0 ) { return iGoalAnim; } - int iEndNode; + int iEndNode; // ALERT( at_console, "from %d to %d: ", pEndNode->iEndNode, pGoalNode->iStartNode ); - if (*piDir > 0) + if( *piDir > 0 ) { iEndNode = pseqdesc[iEndingAnim].exitnode; } @@ -431,32 +435,32 @@ int FindTransition( void *pmodel, int iEndingAnim, int iGoalAnim, int *piDir ) iEndNode = pseqdesc[iEndingAnim].entrynode; } - if (iEndNode == pseqdesc[iGoalAnim].entrynode) + if( iEndNode == pseqdesc[iGoalAnim].entrynode ) { *piDir = 1; return iGoalAnim; } - byte *pTransition = ((byte *)pstudiohdr + pstudiohdr->transitionindex); + byte *pTransition = ( (byte *)pstudiohdr + pstudiohdr->transitionindex ); - int iInternNode = pTransition[(iEndNode-1)*pstudiohdr->numtransitions + (pseqdesc[iGoalAnim].entrynode-1)]; + int iInternNode = pTransition[( iEndNode - 1 ) * pstudiohdr->numtransitions + ( pseqdesc[iGoalAnim].entrynode - 1 )]; - if (iInternNode == 0) + if( iInternNode == 0 ) return iGoalAnim; int i; // look for someone going - for (i = 0; i < pstudiohdr->numseq; i++) + for( i = 0; i < pstudiohdr->numseq; i++ ) { - if (pseqdesc[i].entrynode == iEndNode && pseqdesc[i].exitnode == iInternNode) + if( pseqdesc[i].entrynode == iEndNode && pseqdesc[i].exitnode == iInternNode ) { *piDir = 1; return i; } - if (pseqdesc[i].nodeflags) + if( pseqdesc[i].nodeflags ) { - if (pseqdesc[i].exitnode == iEndNode && pseqdesc[i].entrynode == iInternNode) + if( pseqdesc[i].exitnode == iEndNode && pseqdesc[i].entrynode == iInternNode ) { *piDir = -1; return i; @@ -471,41 +475,41 @@ int FindTransition( void *pmodel, int iEndingAnim, int iGoalAnim, int *piDir ) void SetBodygroup( void *pmodel, entvars_t *pev, int iGroup, int iValue ) { studiohdr_t *pstudiohdr; - + pstudiohdr = (studiohdr_t *)pmodel; - if (! pstudiohdr) + if( !pstudiohdr ) return; - if (iGroup > pstudiohdr->numbodyparts) + if( iGroup > pstudiohdr->numbodyparts ) return; - mstudiobodyparts_t *pbodypart = (mstudiobodyparts_t *)((byte *)pstudiohdr + pstudiohdr->bodypartindex) + iGroup; + mstudiobodyparts_t *pbodypart = (mstudiobodyparts_t *)( (byte *)pstudiohdr + pstudiohdr->bodypartindex ) + iGroup; - if (iValue >= pbodypart->nummodels) + if( iValue >= pbodypart->nummodels ) return; - int iCurrent = (pev->body / pbodypart->base) % pbodypart->nummodels; + int iCurrent = ( pev->body / pbodypart->base ) % pbodypart->nummodels; - pev->body = (pev->body - (iCurrent * pbodypart->base) + (iValue * pbodypart->base)); + pev->body = ( pev->body - ( iCurrent * pbodypart->base ) + ( iValue * pbodypart->base ) ); } int GetBodygroup( void *pmodel, entvars_t *pev, int iGroup ) { studiohdr_t *pstudiohdr; - + pstudiohdr = (studiohdr_t *)pmodel; - if (! pstudiohdr) + if( !pstudiohdr ) return 0; - if (iGroup > pstudiohdr->numbodyparts) + if( iGroup > pstudiohdr->numbodyparts ) return 0; - mstudiobodyparts_t *pbodypart = (mstudiobodyparts_t *)((byte *)pstudiohdr + pstudiohdr->bodypartindex) + iGroup; + mstudiobodyparts_t *pbodypart = (mstudiobodyparts_t *)( (byte *)pstudiohdr + pstudiohdr->bodypartindex ) + iGroup; - if (pbodypart->nummodels <= 1) + if( pbodypart->nummodels <= 1 ) return 0; - int iCurrent = (pev->body / pbodypart->base) % pbodypart->nummodels; + int iCurrent = ( pev->body / pbodypart->base ) % pbodypart->nummodels; return iCurrent; } diff --git a/dlls/animation.h b/dlls/animation.h index 174bd712..384c1e98 100644 --- a/dlls/animation.h +++ b/dlls/animation.h @@ -42,6 +42,4 @@ int ExtractBbox( void *pmodel, int sequence, float *mins, float *maxs ); // From /engine/studio.h #define STUDIO_LOOPING 0x0001 - - #endif //ANIMATION_H diff --git a/dlls/apache.cpp b/dlls/apache.cpp index 53998388..b64a8bae 100644 --- a/dlls/apache.cpp +++ b/dlls/apache.cpp @@ -29,21 +29,21 @@ extern DLL_GLOBAL int g_iSkillLevel; class CApache : public CBaseMonster { - int Save( CSave &save ); - int Restore( CRestore &restore ); + int Save( CSave &save ); + int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; void Spawn( void ); void Precache( void ); - int Classify( void ) { return CLASS_HUMAN_MILITARY; }; - int BloodColor( void ) { return DONT_BLEED; } + int Classify( void ) { return CLASS_HUMAN_MILITARY; }; + int BloodColor( void ) { return DONT_BLEED; } void Killed( entvars_t *pevAttacker, int iGib ); void GibMonster( void ); void SetObjectCollisionBox( void ) { - pev->absmin = pev->origin + Vector( -300, -300, -172); - pev->absmax = pev->origin + Vector(300, 300, 8); + pev->absmin = pev->origin + Vector( -300, -300, -172 ); + pev->absmax = pev->origin + Vector( 300, 300, 8 ); } void EXPORT HuntThink( void ); @@ -57,9 +57,9 @@ class CApache : public CBaseMonster void Flight( void ); void FireRocket( void ); BOOL FireGun( void ); - + int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType ); - void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); + void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ); int m_iRockets; float m_flForce; @@ -91,7 +91,7 @@ class CApache : public CBaseMonster LINK_ENTITY_TO_CLASS( monster_apache, CApache ) -TYPEDESCRIPTION CApache::m_SaveData[] = +TYPEDESCRIPTION CApache::m_SaveData[] = { DEFINE_FIELD( CApache, m_iRockets, FIELD_INTEGER ), DEFINE_FIELD( CApache, m_flForce, FIELD_FLOAT ), @@ -104,10 +104,10 @@ TYPEDESCRIPTION CApache::m_SaveData[] = DEFINE_FIELD( CApache, m_angGun, FIELD_VECTOR ), DEFINE_FIELD( CApache, m_flLastSeen, FIELD_TIME ), DEFINE_FIELD( CApache, m_flPrevSeen, FIELD_TIME ), -// DEFINE_FIELD( CApache, m_iSoundState, FIELD_INTEGER ), // Don't save, precached -// DEFINE_FIELD( CApache, m_iSpriteTexture, FIELD_INTEGER ), -// DEFINE_FIELD( CApache, m_iExplode, FIELD_INTEGER ), -// DEFINE_FIELD( CApache, m_iBodyGibs, FIELD_INTEGER ), + //DEFINE_FIELD( CApache, m_iSoundState, FIELD_INTEGER ), // Don't save, precached + //DEFINE_FIELD( CApache, m_iSpriteTexture, FIELD_INTEGER ), + //DEFINE_FIELD( CApache, m_iExplode, FIELD_INTEGER ), + //DEFINE_FIELD( CApache, m_iBodyGibs, FIELD_INTEGER ), DEFINE_FIELD( CApache, m_pBeam, FIELD_CLASSPTR ), DEFINE_FIELD( CApache, m_flGoalSpeed, FIELD_FLOAT ), DEFINE_FIELD( CApache, m_iDoSmokePuff, FIELD_INTEGER ), @@ -115,30 +115,30 @@ TYPEDESCRIPTION CApache::m_SaveData[] = IMPLEMENT_SAVERESTORE( CApache, CBaseMonster ) -void CApache :: Spawn( void ) +void CApache::Spawn( void ) { - Precache( ); + Precache(); // motor pev->movetype = MOVETYPE_FLY; pev->solid = SOLID_BBOX; - SET_MODEL(ENT(pev), "models/apache.mdl"); + SET_MODEL( ENT( pev ), "models/apache.mdl" ); UTIL_SetSize( pev, Vector( -32, -32, -64 ), Vector( 32, 32, 0 ) ); UTIL_SetOrigin( pev, pev->origin ); pev->flags |= FL_MONSTER; - pev->takedamage = DAMAGE_AIM; - pev->health = gSkillData.apacheHealth; + pev->takedamage = DAMAGE_AIM; + pev->health = gSkillData.apacheHealth; m_flFieldOfView = -0.707; // 270 degrees pev->sequence = 0; - ResetSequenceInfo( ); - pev->frame = RANDOM_LONG(0, 0xFF); + ResetSequenceInfo(); + pev->frame = RANDOM_LONG( 0, 0xFF ); InitBoneControllers(); - if (pev->spawnflags & SF_WAITFORTRIGGER) + if( pev->spawnflags & SF_WAITFORTRIGGER ) { SetUse( &CApache::StartupUse ); } @@ -154,22 +154,22 @@ void CApache :: Spawn( void ) void CApache::Precache( void ) { - PRECACHE_MODEL("models/apache.mdl"); + PRECACHE_MODEL( "models/apache.mdl" ); - PRECACHE_SOUND("apache/ap_rotor1.wav"); - PRECACHE_SOUND("apache/ap_rotor2.wav"); - PRECACHE_SOUND("apache/ap_rotor3.wav"); - PRECACHE_SOUND("apache/ap_whine1.wav"); + PRECACHE_SOUND( "apache/ap_rotor1.wav" ); + PRECACHE_SOUND( "apache/ap_rotor2.wav" ); + PRECACHE_SOUND( "apache/ap_rotor3.wav" ); + PRECACHE_SOUND( "apache/ap_whine1.wav" ); - PRECACHE_SOUND("weapons/mortarhit.wav"); + PRECACHE_SOUND( "weapons/mortarhit.wav" ); m_iSpriteTexture = PRECACHE_MODEL( "sprites/white.spr" ); - PRECACHE_SOUND("turret/tu_fire1.wav"); + PRECACHE_SOUND( "turret/tu_fire1.wav" ); - PRECACHE_MODEL("sprites/lgtning.spr"); + PRECACHE_MODEL( "sprites/lgtning.spr" ); - m_iExplode = PRECACHE_MODEL( "sprites/fexplo.spr" ); + m_iExplode = PRECACHE_MODEL( "sprites/fexplo.spr" ); m_iBodyGibs = PRECACHE_MODEL( "models/metalplategibs_green.mdl" ); UTIL_PrecacheOther( "hvr_rocket" ); @@ -177,7 +177,7 @@ void CApache::Precache( void ) void CApache::NullThink( void ) { - StudioFrameAdvance( ); + StudioFrameAdvance(); pev->nextthink = gpGlobals->time + 0.5; } @@ -189,21 +189,21 @@ void CApache::StartupUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYP SetUse( NULL ); } -void CApache :: Killed( entvars_t *pevAttacker, int iGib ) +void CApache::Killed( entvars_t *pevAttacker, int iGib ) { pev->movetype = MOVETYPE_TOSS; pev->gravity = 0.3; - STOP_SOUND( ENT(pev), CHAN_STATIC, "apache/ap_rotor2.wav" ); + STOP_SOUND( ENT( pev ), CHAN_STATIC, "apache/ap_rotor2.wav" ); - UTIL_SetSize( pev, Vector( -32, -32, -64), Vector( 32, 32, 0) ); + UTIL_SetSize( pev, Vector( -32, -32, -64 ), Vector( 32, 32, 0 ) ); SetThink( &CApache::DyingThink ); SetTouch( &CApache::CrashTouch ); pev->nextthink = gpGlobals->time + 0.1; pev->health = 0; pev->takedamage = DAMAGE_NO; - if (pev->spawnflags & SF_NOWRECKAGE) + if( pev->spawnflags & SF_NOWRECKAGE ) { m_flNextRocket = gpGlobals->time + 4.0; } @@ -213,42 +213,42 @@ void CApache :: Killed( entvars_t *pevAttacker, int iGib ) } } -void CApache :: DyingThink( void ) +void CApache::DyingThink( void ) { - StudioFrameAdvance( ); + StudioFrameAdvance(); pev->nextthink = gpGlobals->time + 0.1; pev->avelocity = pev->avelocity * 1.02; // still falling? - if (m_flNextRocket > gpGlobals->time ) + if( m_flNextRocket > gpGlobals->time ) { // random explosions MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin ); - WRITE_BYTE( TE_EXPLOSION); // This just makes a dynamic light now - WRITE_COORD( pev->origin.x + RANDOM_FLOAT( -150, 150 )); - WRITE_COORD( pev->origin.y + RANDOM_FLOAT( -150, 150 )); - WRITE_COORD( pev->origin.z + RANDOM_FLOAT( -150, -50 )); + WRITE_BYTE( TE_EXPLOSION ); // This just makes a dynamic light now + WRITE_COORD( pev->origin.x + RANDOM_FLOAT( -150, 150 ) ); + WRITE_COORD( pev->origin.y + RANDOM_FLOAT( -150, 150 ) ); + WRITE_COORD( pev->origin.z + RANDOM_FLOAT( -150, -50 ) ); WRITE_SHORT( g_sModelIndexFireball ); - WRITE_BYTE( RANDOM_LONG(0,29) + 30 ); // scale * 10 - WRITE_BYTE( 12 ); // framerate + WRITE_BYTE( RANDOM_LONG( 0, 29 ) + 30 ); // scale * 10 + WRITE_BYTE( 12 ); // framerate WRITE_BYTE( TE_EXPLFLAG_NONE ); MESSAGE_END(); // lots of smoke MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin ); WRITE_BYTE( TE_SMOKE ); - WRITE_COORD( pev->origin.x + RANDOM_FLOAT( -150, 150 )); - WRITE_COORD( pev->origin.y + RANDOM_FLOAT( -150, 150 )); - WRITE_COORD( pev->origin.z + RANDOM_FLOAT( -150, -50 )); + WRITE_COORD( pev->origin.x + RANDOM_FLOAT( -150, 150 ) ); + WRITE_COORD( pev->origin.y + RANDOM_FLOAT( -150, 150 ) ); + WRITE_COORD( pev->origin.z + RANDOM_FLOAT( -150, -50 ) ); WRITE_SHORT( g_sModelIndexSmoke ); WRITE_BYTE( 100 ); // scale * 10 - WRITE_BYTE( 10 ); // framerate + WRITE_BYTE( 10 ); // framerate MESSAGE_END(); - Vector vecSpot = pev->origin + (pev->mins + pev->maxs) * 0.5; + Vector vecSpot = pev->origin + ( pev->mins + pev->maxs ) * 0.5; MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot ); - WRITE_BYTE( TE_BREAKMODEL); + WRITE_BYTE( TE_BREAKMODEL ); // position WRITE_COORD( vecSpot.x ); @@ -278,7 +278,6 @@ void CApache :: DyingThink( void ) WRITE_BYTE( 30 );// 3.0 seconds // flags - WRITE_BYTE( BREAK_METAL ); MESSAGE_END(); @@ -289,7 +288,7 @@ void CApache :: DyingThink( void ) } else { - Vector vecSpot = pev->origin + (pev->mins + pev->maxs) * 0.5; + Vector vecSpot = pev->origin + ( pev->mins + pev->maxs ) * 0.5; /* MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); @@ -299,7 +298,7 @@ void CApache :: DyingThink( void ) WRITE_COORD( vecSpot.z + 300 ); WRITE_SHORT( g_sModelIndexFireball ); WRITE_BYTE( 250 ); // scale * 10 - WRITE_BYTE( 8 ); // framerate + WRITE_BYTE( 8 ); // framerate MESSAGE_END(); */ @@ -313,7 +312,7 @@ void CApache :: DyingThink( void ) WRITE_BYTE( 120 ); // scale * 10 WRITE_BYTE( 255 ); // brightness MESSAGE_END(); - + // big smoke MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot ); WRITE_BYTE( TE_SMOKE ); @@ -322,17 +321,17 @@ void CApache :: DyingThink( void ) WRITE_COORD( vecSpot.z + 512 ); WRITE_SHORT( g_sModelIndexSmoke ); WRITE_BYTE( 250 ); // scale * 10 - WRITE_BYTE( 5 ); // framerate + WRITE_BYTE( 5 ); // framerate MESSAGE_END(); // blast circle MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin ); WRITE_BYTE( TE_BEAMCYLINDER ); - WRITE_COORD( pev->origin.x); - WRITE_COORD( pev->origin.y); - WRITE_COORD( pev->origin.z); - WRITE_COORD( pev->origin.x); - WRITE_COORD( pev->origin.y); + WRITE_COORD( pev->origin.x ); + WRITE_COORD( pev->origin.y ); + WRITE_COORD( pev->origin.z ); + WRITE_COORD( pev->origin.x ); + WRITE_COORD( pev->origin.y ); WRITE_COORD( pev->origin.z + 2000 ); // reach damage radius over .2 seconds WRITE_SHORT( m_iSpriteTexture ); WRITE_BYTE( 0 ); // startframe @@ -347,14 +346,14 @@ void CApache :: DyingThink( void ) WRITE_BYTE( 0 ); // speed MESSAGE_END(); - EMIT_SOUND(ENT(pev), CHAN_STATIC, "weapons/mortarhit.wav", 1.0, 0.3); + EMIT_SOUND( ENT( pev ), CHAN_STATIC, "weapons/mortarhit.wav", 1.0, 0.3 ); RadiusDamage( pev->origin, pev, pev, 300, CLASS_NONE, DMG_BLAST ); - if (/*!(pev->spawnflags & SF_NOWRECKAGE) && */(pev->flags & FL_ONGROUND)) + if(/*!( pev->spawnflags & SF_NOWRECKAGE ) && */( pev->flags & FL_ONGROUND ) ) { CBaseEntity *pWreckage = Create( "cycler_wreckage", pev->origin, pev->angles ); - // SET_MODEL( ENT(pWreckage->pev), STRING(pev->model) ); + // SET_MODEL( ENT( pWreckage->pev ), STRING( pev->model ) ); UTIL_SetSize( pWreckage->pev, Vector( -200, -200, -128 ), Vector( 200, 200, -32 ) ); pWreckage->pev->frame = pev->frame; pWreckage->pev->sequence = pev->sequence; @@ -363,14 +362,14 @@ void CApache :: DyingThink( void ) } // gibs - vecSpot = pev->origin + (pev->mins + pev->maxs) * 0.5; + vecSpot = pev->origin + ( pev->mins + pev->maxs ) * 0.5; MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot ); WRITE_BYTE( TE_BREAKMODEL); // position WRITE_COORD( vecSpot.x ); WRITE_COORD( vecSpot.y ); - WRITE_COORD( vecSpot.z + 64); + WRITE_COORD( vecSpot.z + 64 ); // size WRITE_COORD( 400 ); @@ -378,12 +377,12 @@ void CApache :: DyingThink( void ) WRITE_COORD( 128 ); // velocity - WRITE_COORD( 0 ); + WRITE_COORD( 0 ); WRITE_COORD( 0 ); WRITE_COORD( 200 ); // randomization - WRITE_BYTE( 30 ); + WRITE_BYTE( 30 ); // Model WRITE_SHORT( m_iBodyGibs ); //model id# @@ -395,7 +394,6 @@ void CApache :: DyingThink( void ) WRITE_BYTE( 200 );// 10.0 seconds // flags - WRITE_BYTE( BREAK_METAL ); MESSAGE_END(); @@ -407,19 +405,19 @@ void CApache :: DyingThink( void ) void CApache::FlyTouch( CBaseEntity *pOther ) { // bounce if we hit something solid - if ( pOther->pev->solid == SOLID_BSP) + if( pOther->pev->solid == SOLID_BSP ) { - TraceResult tr = UTIL_GetGlobalTrace( ); + TraceResult tr = UTIL_GetGlobalTrace(); // UNDONE, do a real bounce - pev->velocity = pev->velocity + tr.vecPlaneNormal * (pev->velocity.Length() + 200); + pev->velocity = pev->velocity + tr.vecPlaneNormal * ( pev->velocity.Length() + 200 ); } } void CApache::CrashTouch( CBaseEntity *pOther ) { // only crash if we hit something solid - if ( pOther->pev->solid == SOLID_BSP) + if( pOther->pev->solid == SOLID_BSP ) { SetTouch( NULL ); m_flNextRocket = gpGlobals->time; @@ -427,22 +425,22 @@ void CApache::CrashTouch( CBaseEntity *pOther ) } } -void CApache :: GibMonster( void ) +void CApache::GibMonster( void ) { - // EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "common/bodysplat.wav", 0.75, ATTN_NORM, 0, 200); + // EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "common/bodysplat.wav", 0.75, ATTN_NORM, 0, 200 ); } -void CApache :: HuntThink( void ) +void CApache::HuntThink( void ) { - StudioFrameAdvance( ); + StudioFrameAdvance(); pev->nextthink = gpGlobals->time + 0.1; - ShowDamage( ); + ShowDamage(); - if ( m_pGoalEnt == NULL && !FStringNull(pev->target) )// this monster has a target + if( m_pGoalEnt == NULL && !FStringNull( pev->target ) )// this monster has a target { m_pGoalEnt = UTIL_FindEntityByTargetname( NULL, STRING( pev->target ) ); - if (m_pGoalEnt) + if( m_pGoalEnt ) { m_posDesired = m_pGoalEnt->pev->origin; UTIL_MakeAimVectors( m_pGoalEnt->pev->angles ); @@ -450,25 +448,25 @@ void CApache :: HuntThink( void ) } } - // if (m_hEnemy == NULL) + // if( m_hEnemy == NULL ) { Look( 4092 ); - m_hEnemy = BestVisibleEnemy( ); + m_hEnemy = BestVisibleEnemy(); } // generic speed up - if (m_flGoalSpeed < 800) + if( m_flGoalSpeed < 800 ) m_flGoalSpeed += 5; - if (m_hEnemy != NULL) + if( m_hEnemy != NULL ) { // ALERT( at_console, "%s\n", STRING( m_hEnemy->pev->classname ) ); - if (FVisible( m_hEnemy )) + if( FVisible( m_hEnemy ) ) { - if (m_flLastSeen < gpGlobals->time - 5) + if( m_flLastSeen < gpGlobals->time - 5 ) m_flPrevSeen = gpGlobals->time; m_flLastSeen = gpGlobals->time; - m_posTarget = m_hEnemy->Center( ); + m_posTarget = m_hEnemy->Center(); } else { @@ -476,23 +474,23 @@ void CApache :: HuntThink( void ) } } - m_vecTarget = (m_posTarget - pev->origin).Normalize(); + m_vecTarget = ( m_posTarget - pev->origin ).Normalize(); - float flLength = (pev->origin - m_posDesired).Length(); + float flLength = ( pev->origin - m_posDesired ).Length(); - if (m_pGoalEnt) + if( m_pGoalEnt ) { // ALERT( at_console, "%.0f\n", flLength ); - if (flLength < 128) + if( flLength < 128 ) { m_pGoalEnt = UTIL_FindEntityByTargetname( NULL, STRING( m_pGoalEnt->pev->target ) ); - if (m_pGoalEnt) + if( m_pGoalEnt ) { m_posDesired = m_pGoalEnt->pev->origin; UTIL_MakeAimVectors( m_pGoalEnt->pev->angles ); m_vecGoal = gpGlobals->v_forward; - flLength = (pev->origin - m_posDesired).Length(); + flLength = ( pev->origin - m_posDesired ).Length(); } } } @@ -501,17 +499,17 @@ void CApache :: HuntThink( void ) m_posDesired = pev->origin; } - if (flLength > 250) // 500 + if( flLength > 250 ) // 500 { - // float flLength2 = (m_posTarget - pev->origin).Length() * (1.5 - DotProduct((m_posTarget - pev->origin).Normalize(), pev->velocity.Normalize() )); - // if (flLength2 < flLength) - if (m_flLastSeen + 90 > gpGlobals->time && DotProduct( (m_posTarget - pev->origin).Normalize(), (m_posDesired - pev->origin).Normalize( )) > 0.25) + // float flLength2 = ( m_posTarget - pev->origin ).Length() * ( 1.5 - DotProduct( ( m_posTarget - pev->origin ).Normalize(), pev->velocity.Normalize() ) ); + // if( flLength2 < flLength ) + if( m_flLastSeen + 90 > gpGlobals->time && DotProduct( ( m_posTarget - pev->origin ).Normalize(), ( m_posDesired - pev->origin ).Normalize() ) > 0.25 ) { - m_vecDesired = (m_posTarget - pev->origin).Normalize( ); + m_vecDesired = ( m_posTarget - pev->origin ).Normalize(); } else { - m_vecDesired = (m_posDesired - pev->origin).Normalize( ); + m_vecDesired = ( m_posDesired - pev->origin ).Normalize(); } } else @@ -519,100 +517,100 @@ void CApache :: HuntThink( void ) m_vecDesired = m_vecGoal; } - Flight( ); + Flight(); // ALERT( at_console, "%.0f %.0f %.0f\n", gpGlobals->time, m_flLastSeen, m_flPrevSeen ); - if ((m_flLastSeen + 1 > gpGlobals->time) && (m_flPrevSeen + 2 < gpGlobals->time)) + if( ( m_flLastSeen + 1 > gpGlobals->time ) && ( m_flPrevSeen + 2 < gpGlobals->time ) ) { - if (FireGun( )) + if( FireGun() ) { // slow down if we're fireing - if (m_flGoalSpeed > 400) + if( m_flGoalSpeed > 400 ) m_flGoalSpeed = 400; } // don't fire rockets and gun on easy mode - if (g_iSkillLevel == SKILL_EASY) + if( g_iSkillLevel == SKILL_EASY ) m_flNextRocket = gpGlobals->time + 10.0; } UTIL_MakeAimVectors( pev->angles ); - Vector vecEst = (gpGlobals->v_forward * 800 + pev->velocity).Normalize( ); + Vector vecEst = ( gpGlobals->v_forward * 800 + pev->velocity ).Normalize(); // ALERT( at_console, "%d %d %d %4.2f\n", pev->angles.x < 0, DotProduct( pev->velocity, gpGlobals->v_forward ) > -100, m_flNextRocket < gpGlobals->time, DotProduct( m_vecTarget, vecEst ) ); - if ((m_iRockets % 2) == 1) + if( ( m_iRockets % 2 ) == 1 ) { - FireRocket( ); + FireRocket(); m_flNextRocket = gpGlobals->time + 0.5; - if (m_iRockets <= 0) + if( m_iRockets <= 0 ) { m_flNextRocket = gpGlobals->time + 10; m_iRockets = 10; } } - else if (pev->angles.x < 0 && DotProduct( pev->velocity, gpGlobals->v_forward ) > -100 && m_flNextRocket < gpGlobals->time) + else if( pev->angles.x < 0 && DotProduct( pev->velocity, gpGlobals->v_forward ) > -100 && m_flNextRocket < gpGlobals->time ) { - if (m_flLastSeen + 60 > gpGlobals->time) + if( m_flLastSeen + 60 > gpGlobals->time ) { - if (m_hEnemy != NULL) + if( m_hEnemy != NULL ) { // make sure it's a good shot - if (DotProduct( m_vecTarget, vecEst) > .965) + if( DotProduct( m_vecTarget, vecEst ) > .965 ) { TraceResult tr; - + UTIL_TraceLine( pev->origin, pev->origin + vecEst * 4096, ignore_monsters, edict(), &tr ); - if ((tr.vecEndPos - m_posTarget).Length() < 512) - FireRocket( ); + if( (tr.vecEndPos - m_posTarget ).Length() < 512 ) + FireRocket(); } } else { TraceResult tr; - + UTIL_TraceLine( pev->origin, pev->origin + vecEst * 4096, dont_ignore_monsters, edict(), &tr ); // just fire when close - if ((tr.vecEndPos - m_posTarget).Length() < 512) - FireRocket( ); + if( ( tr.vecEndPos - m_posTarget ).Length() < 512 ) + FireRocket(); } } } } -void CApache :: Flight( void ) +void CApache::Flight( void ) { // tilt model 5 degrees Vector vecAdj = Vector( 5.0, 0, 0 ); // estimate where I'll be facing in one seconds - UTIL_MakeAimVectors( pev->angles + pev->avelocity * 2 + vecAdj); + UTIL_MakeAimVectors( pev->angles + pev->avelocity * 2 + vecAdj ); // Vector vecEst1 = pev->origin + pev->velocity + gpGlobals->v_up * m_flForce - Vector( 0, 0, 384 ); // float flSide = DotProduct( m_posDesired - vecEst1, gpGlobals->v_right ); float flSide = DotProduct( m_vecDesired, gpGlobals->v_right ); - if (flSide < 0) + if( flSide < 0 ) { - if (pev->avelocity.y < 60) + if( pev->avelocity.y < 60 ) { - pev->avelocity.y += 8; // 9 * (3.0/2.0); + pev->avelocity.y += 8; // 9 * ( 3.0 / 2.0 ); } } else { - if (pev->avelocity.y > -60) + if( pev->avelocity.y > -60 ) { - pev->avelocity.y -= 8; // 9 * (3.0/2.0); + pev->avelocity.y -= 8; // 9 * ( 3.0 / 2.0 ); } } pev->avelocity.y *= 0.98; // estimate where I'll be in two seconds - UTIL_MakeAimVectors( pev->angles + pev->avelocity * 1 + vecAdj); + UTIL_MakeAimVectors( pev->angles + pev->avelocity * 1 + vecAdj ); Vector vecEst = pev->origin + pev->velocity * 2.0 + gpGlobals->v_up * m_flForce * 20 - Vector( 0, 0, 384 * 2 ); // add immediate force - UTIL_MakeAimVectors( pev->angles + vecAdj); + UTIL_MakeAimVectors( pev->angles + vecAdj ); pev->velocity.x += gpGlobals->v_up.x * m_flForce; pev->velocity.y += gpGlobals->v_up.y * m_flForce; pev->velocity.z += gpGlobals->v_up.z * m_flForce; @@ -622,7 +620,7 @@ void CApache :: Flight( void ) float flSpeed = pev->velocity.Length(); float flDir = DotProduct( Vector( gpGlobals->v_forward.x, gpGlobals->v_forward.y, 0 ), Vector( pev->velocity.x, pev->velocity.y, 0 ) ); - if (flDir < 0) + if( flDir < 0 ) flSpeed = -flSpeed; float flDist = DotProduct( m_posDesired - vecEst, gpGlobals->v_forward ); @@ -631,73 +629,72 @@ void CApache :: Flight( void ) float flSlip = -DotProduct( m_posDesired - vecEst, gpGlobals->v_right ); // fly sideways - if (flSlip > 0) + if( flSlip > 0 ) { - if (pev->angles.z > -30 && pev->avelocity.z > -15) + if( pev->angles.z > -30 && pev->avelocity.z > -15 ) pev->avelocity.z -= 4; else pev->avelocity.z += 2; } else { - - if (pev->angles.z < 30 && pev->avelocity.z < 15) + if( pev->angles.z < 30 && pev->avelocity.z < 15 ) pev->avelocity.z += 4; else pev->avelocity.z -= 2; } // sideways drag - pev->velocity.x = pev->velocity.x * (1.0 - fabs( gpGlobals->v_right.x ) * 0.05); - pev->velocity.y = pev->velocity.y * (1.0 - fabs( gpGlobals->v_right.y ) * 0.05); - pev->velocity.z = pev->velocity.z * (1.0 - fabs( gpGlobals->v_right.z ) * 0.05); + pev->velocity.x = pev->velocity.x * ( 1.0 - fabs( gpGlobals->v_right.x ) * 0.05 ); + pev->velocity.y = pev->velocity.y * ( 1.0 - fabs( gpGlobals->v_right.y ) * 0.05 ); + pev->velocity.z = pev->velocity.z * ( 1.0 - fabs( gpGlobals->v_right.z ) * 0.05 ); // general drag pev->velocity = pev->velocity * 0.995; - + // apply power to stay correct height - if (m_flForce < 80 && vecEst.z < m_posDesired.z) + if( m_flForce < 80 && vecEst.z < m_posDesired.z ) { m_flForce += 12; } - else if (m_flForce > 30) + else if( m_flForce > 30 ) { - if (vecEst.z > m_posDesired.z) + if( vecEst.z > m_posDesired.z ) m_flForce -= 8; } // pitch forward or back to get to target - if (flDist > 0 && flSpeed < m_flGoalSpeed /* && flSpeed < flDist */ && pev->angles.x + pev->avelocity.x > -40) + if( flDist > 0 && flSpeed < m_flGoalSpeed /* && flSpeed < flDist */ && pev->angles.x + pev->avelocity.x > -40 ) { // ALERT( at_console, "F " ); // lean forward pev->avelocity.x -= 12.0; } - else if (flDist < 0 && flSpeed > -50 && pev->angles.x + pev->avelocity.x < 20) + else if( flDist < 0 && flSpeed > -50 && pev->angles.x + pev->avelocity.x < 20 ) { // ALERT( at_console, "B " ); // lean backward pev->avelocity.x += 12.0; } - else if (pev->angles.x + pev->avelocity.x > 0) + else if( pev->angles.x + pev->avelocity.x > 0 ) { // ALERT( at_console, "f " ); pev->avelocity.x -= 4.0; } - else if (pev->angles.x + pev->avelocity.x < 0) + else if( pev->angles.x + pev->avelocity.x < 0 ) { // ALERT( at_console, "b " ); pev->avelocity.x += 4.0; } - // ALERT( at_console, "%.0f %.0f : %.0f %.0f : %.0f %.0f : %.0f\n", pev->origin.x, pev->velocity.x, flDist, flSpeed, pev->angles.x, pev->avelocity.x, m_flForce ); - // ALERT( at_console, "%.0f %.0f : %.0f %0.f : %.0f\n", pev->origin.z, pev->velocity.z, vecEst.z, m_posDesired.z, m_flForce ); + // ALERT( at_console, "%.0f %.0f : %.0f %.0f : %.0f %.0f : %.0f\n", pev->origin.x, pev->velocity.x, flDist, flSpeed, pev->angles.x, pev->avelocity.x, m_flForce ); + // ALERT( at_console, "%.0f %.0f : %.0f %0.f : %.0f\n", pev->origin.z, pev->velocity.z, vecEst.z, m_posDesired.z, m_flForce ); // make rotor, engine sounds - if (m_iSoundState == 0) + if( m_iSoundState == 0 ) { - EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, "apache/ap_rotor2.wav", 1.0, 0.3, 0, 110 ); - // EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, "apache/ap_whine1.wav", 0.5, 0.2, 0, 110 ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_STATIC, "apache/ap_rotor2.wav", 1.0, 0.3, 0, 110 ); + // EMIT_SOUND_DYN( ENT( pev ), CHAN_STATIC, "apache/ap_whine1.wav", 0.5, 0.2, 0, 110 ); m_iSoundState = SND_CHANGE_PITCH; // hack for going through level transitions } @@ -707,50 +704,58 @@ void CApache :: Flight( void ) pPlayer = UTIL_FindEntityByClassname( NULL, "player" ); // UNDONE: this needs to send different sounds to every player for multiplayer. - if (pPlayer) + if( pPlayer ) { + float pitch = DotProduct( pev->velocity - pPlayer->pev->velocity, ( pPlayer->pev->origin - pev->origin ).Normalize() ); - float pitch = DotProduct( pev->velocity - pPlayer->pev->velocity, (pPlayer->pev->origin - pev->origin).Normalize() ); + pitch = (int)( 100 + pitch / 50.0 ); - pitch = (int)(100 + pitch / 50.0); - - if (pitch > 250) + if( pitch > 250 ) pitch = 250; - if (pitch < 50) + if( pitch < 50 ) pitch = 50; - if (pitch == 100) + if( pitch == 100 ) pitch = 101; - float flVol = (m_flForce / 100.0) + .1; - if (flVol > 1.0) + float flVol = ( m_flForce / 100.0 ) + .1; + if( flVol > 1.0 ) flVol = 1.0; - EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, "apache/ap_rotor2.wav", 1.0, 0.3, SND_CHANGE_PITCH | SND_CHANGE_VOL, pitch); + EMIT_SOUND_DYN( ENT( pev ), CHAN_STATIC, "apache/ap_rotor2.wav", 1.0, 0.3, SND_CHANGE_PITCH | SND_CHANGE_VOL, pitch ); } - // EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, "apache/ap_whine1.wav", flVol, 0.2, SND_CHANGE_PITCH | SND_CHANGE_VOL, pitch); + // EMIT_SOUND_DYN( ENT( pev ), CHAN_STATIC, "apache/ap_whine1.wav", flVol, 0.2, SND_CHANGE_PITCH | SND_CHANGE_VOL, pitch ); // ALERT( at_console, "%.0f %.2f\n", pitch, flVol ); } } -void CApache :: FireRocket( void ) +void CApache::FireRocket( void ) { static float side = 1.0; static int count; - if (m_iRockets <= 0) + if( m_iRockets <= 0 ) return; UTIL_MakeAimVectors( pev->angles ); - Vector vecSrc = pev->origin + 1.5 * (gpGlobals->v_forward * 21 + gpGlobals->v_right * 70 * side + gpGlobals->v_up * -79); + Vector vecSrc = pev->origin + 1.5 * ( gpGlobals->v_forward * 21 + gpGlobals->v_right * 70 * side + gpGlobals->v_up * -79 ); - switch( m_iRockets % 5) + switch( m_iRockets % 5 ) { - case 0: vecSrc = vecSrc + gpGlobals->v_right * 10; break; - case 1: vecSrc = vecSrc - gpGlobals->v_right * 10; break; - case 2: vecSrc = vecSrc + gpGlobals->v_up * 10; break; - case 3: vecSrc = vecSrc - gpGlobals->v_up * 10; break; - case 4: break; + case 0: + vecSrc = vecSrc + gpGlobals->v_right * 10; + break; + case 1: + vecSrc = vecSrc - gpGlobals->v_right * 10; + break; + case 2: + vecSrc = vecSrc + gpGlobals->v_up * 10; + break; + case 3: + vecSrc = vecSrc - gpGlobals->v_up * 10; + break; + case 4: + break; } MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSrc ); @@ -764,7 +769,7 @@ void CApache :: FireRocket( void ) MESSAGE_END(); CBaseEntity *pRocket = CBaseEntity::Create( "hvr_rocket", vecSrc, pev->angles, edict() ); - if (pRocket) + if( pRocket ) pRocket->pev->velocity = pev->velocity + gpGlobals->v_forward * 100; m_iRockets--; @@ -772,14 +777,14 @@ void CApache :: FireRocket( void ) side = - side; } -BOOL CApache :: FireGun( ) +BOOL CApache::FireGun() { UTIL_MakeAimVectors( pev->angles ); - + Vector posGun, angGun; GetAttachment( 1, posGun, angGun ); - Vector vecTarget = (m_posTarget - posGun).Normalize( ); + Vector vecTarget = ( m_posTarget - posGun ).Normalize(); Vector vecOut; @@ -787,25 +792,25 @@ BOOL CApache :: FireGun( ) vecOut.y = -DotProduct( gpGlobals->v_right, vecTarget ); vecOut.z = DotProduct( gpGlobals->v_up, vecTarget ); - Vector angles = UTIL_VecToAngles (vecOut); + Vector angles = UTIL_VecToAngles( vecOut ); angles.x = -angles.x; - if (angles.y > 180) + if( angles.y > 180 ) angles.y = angles.y - 360; - if (angles.y < -180) + if( angles.y < -180 ) angles.y = angles.y + 360; - if (angles.x > 180) + if( angles.x > 180 ) angles.x = angles.x - 360; - if (angles.x < -180) + if( angles.x < -180 ) angles.x = angles.x + 360; - if (angles.x > m_angGun.x) + if( angles.x > m_angGun.x ) m_angGun.x = min( angles.x, m_angGun.x + 12 ); - if (angles.x < m_angGun.x) + if( angles.x < m_angGun.x ) m_angGun.x = max( angles.x, m_angGun.x - 12 ); - if (angles.y > m_angGun.y) + if( angles.y > m_angGun.y ) m_angGun.y = min( angles.y, m_angGun.y + 12 ); - if (angles.y < m_angGun.y) + if( angles.y < m_angGun.y ) m_angGun.y = max( angles.y, m_angGun.y - 12 ); m_angGun.y = SetBoneController( 0, m_angGun.y ); @@ -813,28 +818,28 @@ BOOL CApache :: FireGun( ) Vector posBarrel, angBarrel; GetAttachment( 0, posBarrel, angBarrel ); - Vector vecGun = (posBarrel - posGun).Normalize( ); + Vector vecGun = ( posBarrel - posGun ).Normalize(); - if (DotProduct( vecGun, vecTarget ) > 0.98) + if( DotProduct( vecGun, vecTarget ) > 0.98 ) { #if 1 FireBullets( 1, posGun, vecGun, VECTOR_CONE_4DEGREES, 8192, BULLET_MONSTER_12MM, 1 ); - EMIT_SOUND(ENT(pev), CHAN_WEAPON, "turret/tu_fire1.wav", 1, 0.3); + EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "turret/tu_fire1.wav", 1, 0.3 ); #else static float flNext; TraceResult tr; UTIL_TraceLine( posGun, posGun + vecGun * 8192, dont_ignore_monsters, ENT( pev ), &tr ); - if (!m_pBeam) + if( !m_pBeam ) { m_pBeam = CBeam::BeamCreate( "sprites/lgtning.spr", 80 ); - m_pBeam->PointEntInit( pev->origin, entindex( ) ); + m_pBeam->PointEntInit( pev->origin, entindex() ); m_pBeam->SetEndAttachment( 1 ); m_pBeam->SetColor( 255, 180, 96 ); m_pBeam->SetBrightness( 192 ); } - if (flNext < gpGlobals->time) + if( flNext < gpGlobals->time ) { flNext = gpGlobals->time + 0.5; m_pBeam->SetStartPos( tr.vecEndPos ); @@ -844,7 +849,7 @@ BOOL CApache :: FireGun( ) } else { - if (m_pBeam) + if( m_pBeam ) { UTIL_Remove( m_pBeam ); m_pBeam = NULL; @@ -853,9 +858,9 @@ BOOL CApache :: FireGun( ) return FALSE; } -void CApache :: ShowDamage( void ) +void CApache::ShowDamage( void ) { - if (m_iDoSmokePuff > 0 || RANDOM_LONG(0,99) > pev->health) + if( m_iDoSmokePuff > 0 || RANDOM_LONG( 0, 99 ) > pev->health ) { MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin ); WRITE_BYTE( TE_SMOKE ); @@ -863,26 +868,26 @@ void CApache :: ShowDamage( void ) WRITE_COORD( pev->origin.y ); WRITE_COORD( pev->origin.z - 32 ); WRITE_SHORT( g_sModelIndexSmoke ); - WRITE_BYTE( RANDOM_LONG(0,9) + 20 ); // scale * 10 + WRITE_BYTE( RANDOM_LONG( 0, 9 ) + 20 ); // scale * 10 WRITE_BYTE( 12 ); // framerate MESSAGE_END(); } - if (m_iDoSmokePuff > 0) + if( m_iDoSmokePuff > 0 ) m_iDoSmokePuff--; } -int CApache :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType ) +int CApache::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { - if (pevInflictor->owner == edict()) + if( pevInflictor->owner == edict() ) return 0; - if (bitsDamageType & DMG_BLAST) + if( bitsDamageType & DMG_BLAST ) { flDamage *= 2; } /* - if ( (bitsDamageType & DMG_BULLET) && flDamage > 50) + if( ( bitsDamageType & DMG_BULLET ) && flDamage > 50 ) { // clip bullet damage at 50 flDamage = 50; @@ -890,23 +895,23 @@ int CApache :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, floa */ // ALERT( at_console, "%.0f\n", flDamage ); - return CBaseEntity::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); + return CBaseEntity::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); } -void CApache::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) +void CApache::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ) { // ALERT( at_console, "%d %.0f\n", ptr->iHitgroup, flDamage ); // ignore blades - if (ptr->iHitgroup == 6 && (bitsDamageType & (DMG_ENERGYBEAM|DMG_BULLET|DMG_CLUB))) + if( ptr->iHitgroup == 6 && ( bitsDamageType & ( DMG_ENERGYBEAM | DMG_BULLET | DMG_CLUB ) ) ) return; // hit hard, hits cockpit, hits engines - if (flDamage > 50 || ptr->iHitgroup == 1 || ptr->iHitgroup == 2) + if( flDamage > 50 || ptr->iHitgroup == 1 || ptr->iHitgroup == 2 ) { // ALERT( at_console, "%.0f\n", flDamage ); AddMultiDamage( pevAttacker, this, flDamage, bitsDamageType ); - m_iDoSmokePuff = 3 + (flDamage / 5.0); + m_iDoSmokePuff = 3 + ( flDamage / 5.0 ); } else { @@ -923,9 +928,9 @@ class CApacheHVR : public CGrenade void EXPORT IgniteThink( void ); void EXPORT AccelerateThink( void ); - int Save( CSave &save ); - int Restore( CRestore &restore ); - static TYPEDESCRIPTION m_SaveData[]; + int Save( CSave &save ); + int Restore( CRestore &restore ); + static TYPEDESCRIPTION m_SaveData[]; int m_iTrail; Vector m_vecForward; @@ -933,23 +938,23 @@ class CApacheHVR : public CGrenade LINK_ENTITY_TO_CLASS( hvr_rocket, CApacheHVR ) -TYPEDESCRIPTION CApacheHVR::m_SaveData[] = +TYPEDESCRIPTION CApacheHVR::m_SaveData[] = { -// DEFINE_FIELD( CApacheHVR, m_iTrail, FIELD_INTEGER ), // Dont' save, precache + //DEFINE_FIELD( CApacheHVR, m_iTrail, FIELD_INTEGER ), // Dont' save, precache DEFINE_FIELD( CApacheHVR, m_vecForward, FIELD_VECTOR ), }; IMPLEMENT_SAVERESTORE( CApacheHVR, CGrenade ) -void CApacheHVR :: Spawn( void ) +void CApacheHVR::Spawn( void ) { - Precache( ); + Precache(); // motor pev->movetype = MOVETYPE_FLY; pev->solid = SOLID_BBOX; - SET_MODEL(ENT(pev), "models/HVR.mdl"); - UTIL_SetSize(pev, Vector( 0, 0, 0), Vector(0, 0, 0)); + SET_MODEL( ENT( pev ), "models/HVR.mdl" ); + UTIL_SetSize( pev, Vector( 0, 0, 0), Vector(0, 0, 0) ); UTIL_SetOrigin( pev, pev->origin ); SetThink( &CApacheHVR::IgniteThink ); @@ -964,14 +969,14 @@ void CApacheHVR :: Spawn( void ) pev->dmg = 150; } -void CApacheHVR :: Precache( void ) +void CApacheHVR::Precache( void ) { - PRECACHE_MODEL("models/HVR.mdl"); - m_iTrail = PRECACHE_MODEL("sprites/smoke.spr"); - PRECACHE_SOUND ("weapons/rocket1.wav"); + PRECACHE_MODEL( "models/HVR.mdl" ); + m_iTrail = PRECACHE_MODEL( "sprites/smoke.spr" ); + PRECACHE_SOUND("weapons/rocket1.wav"); } -void CApacheHVR :: IgniteThink( void ) +void CApacheHVR::IgniteThink( void ) { // pev->movetype = MOVETYPE_TOSS; @@ -979,21 +984,19 @@ void CApacheHVR :: IgniteThink( void ) pev->effects |= EF_LIGHT; // make rocket sound - EMIT_SOUND( ENT(pev), CHAN_VOICE, "weapons/rocket1.wav", 1, 0.5 ); + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "weapons/rocket1.wav", 1, 0.5 ); // rocket trail MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); - WRITE_BYTE( TE_BEAMFOLLOW ); - WRITE_SHORT(entindex()); // entity - WRITE_SHORT(m_iTrail ); // model + WRITE_SHORT( entindex() ); // entity + WRITE_SHORT( m_iTrail ); // model WRITE_BYTE( 15 ); // life WRITE_BYTE( 5 ); // width WRITE_BYTE( 224 ); // r, g, b WRITE_BYTE( 224 ); // r, g, b WRITE_BYTE( 255 ); // r, g, b WRITE_BYTE( 255 ); // brightness - MESSAGE_END(); // move PHS/PVS data sending into here (SEND_ALL, SEND_PVS, SEND_PHS) // set to accelerate @@ -1001,10 +1004,10 @@ void CApacheHVR :: IgniteThink( void ) pev->nextthink = gpGlobals->time + 0.1; } -void CApacheHVR :: AccelerateThink( void ) +void CApacheHVR::AccelerateThink( void ) { // check world boundaries - if (pev->origin.x < -4096 || pev->origin.x > 4096 || pev->origin.y < -4096 || pev->origin.y > 4096 || pev->origin.z < -4096 || pev->origin.z > 4096) + if( pev->origin.x < -4096 || pev->origin.x > 4096 || pev->origin.y < -4096 || pev->origin.y > 4096 || pev->origin.z < -4096 || pev->origin.z > 4096 ) { UTIL_Remove( this ); return; @@ -1012,7 +1015,7 @@ void CApacheHVR :: AccelerateThink( void ) // accelerate float flSpeed = pev->velocity.Length(); - if (flSpeed < 1800) + if( flSpeed < 1800 ) { pev->velocity = pev->velocity + m_vecForward * 200; } diff --git a/dlls/barnacle.cpp b/dlls/barnacle.cpp index 9570dbbe..1e2aa785 100644 --- a/dlls/barnacle.cpp +++ b/dlls/barnacle.cpp @@ -36,23 +36,23 @@ class CBarnacle : public CBaseMonster public: void Spawn( void ); void Precache( void ); - CBaseEntity *TongueTouchEnt ( float *pflLength ); - int Classify ( void ); + CBaseEntity *TongueTouchEnt( float *pflLength ); + int Classify( void ); void HandleAnimEvent( MonsterEvent_t *pEvent ); - void EXPORT BarnacleThink ( void ); - void EXPORT WaitTillDead ( void ); + void EXPORT BarnacleThink( void ); + void EXPORT WaitTillDead( void ); void Killed( entvars_t *pevAttacker, int iGib ); int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); - static TYPEDESCRIPTION m_SaveData[]; + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); + static TYPEDESCRIPTION m_SaveData[]; float m_flAltitude; float m_flCachedLength; // tongue cached length float m_flKillVictimTime; - int m_cGibs; // barnacle loads up on gibs each time it kills something. - BOOL m_fTongueExtended; - BOOL m_fLiftingPrey; + int m_cGibs; // barnacle loads up on gibs each time it kills something. + BOOL m_fTongueExtended; + BOOL m_fLiftingPrey; float m_flTongueAdj; // FIXME: need a custom barnacle model with non-generic hitgroup @@ -68,7 +68,7 @@ public: LINK_ENTITY_TO_CLASS( monster_barnacle, CBarnacle ) -TYPEDESCRIPTION CBarnacle::m_SaveData[] = +TYPEDESCRIPTION CBarnacle::m_SaveData[] = { DEFINE_FIELD( CBarnacle, m_flAltitude, FIELD_FLOAT ), DEFINE_FIELD( CBarnacle, m_flKillVictimTime, FIELD_TIME ), @@ -85,9 +85,9 @@ IMPLEMENT_SAVERESTORE( CBarnacle, CBaseMonster ) // Classify - indicates this monster's place in the // relationship table. //========================================================= -int CBarnacle :: Classify ( void ) +int CBarnacle::Classify( void ) { - return CLASS_ALIEN_MONSTER; + return CLASS_ALIEN_MONSTER; } //========================================================= @@ -96,7 +96,7 @@ int CBarnacle :: Classify ( void ) // // Returns number of events handled, 0 if none. //========================================================= -void CBarnacle :: HandleAnimEvent( MonsterEvent_t *pEvent ) +void CBarnacle::HandleAnimEvent( MonsterEvent_t *pEvent ) { switch( pEvent->event ) { @@ -112,40 +112,40 @@ void CBarnacle :: HandleAnimEvent( MonsterEvent_t *pEvent ) //========================================================= // Spawn //========================================================= -void CBarnacle :: Spawn() +void CBarnacle::Spawn() { - Precache( ); + Precache(); - SET_MODEL(ENT(pev), "models/barnacle.mdl"); - UTIL_SetSize( pev, Vector(-16, -16, -32), Vector(16, 16, 0) ); + SET_MODEL( ENT( pev ), "models/barnacle.mdl" ); + UTIL_SetSize( pev, Vector( -16, -16, -32 ), Vector( 16, 16, 0 ) ); - pev->solid = SOLID_SLIDEBOX; - pev->movetype = MOVETYPE_NONE; - pev->takedamage = DAMAGE_AIM; - m_bloodColor = BLOOD_COLOR_RED; - pev->effects = EF_INVLIGHT; // take light from the ceiling - pev->health = 25; - m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result ) - m_MonsterState = MONSTERSTATE_NONE; - m_flKillVictimTime = 0; + pev->solid = SOLID_SLIDEBOX; + pev->movetype = MOVETYPE_NONE; + pev->takedamage = DAMAGE_AIM; + m_bloodColor = BLOOD_COLOR_RED; + pev->effects = EF_INVLIGHT; // take light from the ceiling + pev->health = 25; + m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result ) + m_MonsterState = MONSTERSTATE_NONE; + m_flKillVictimTime = 0; m_flCachedLength = 32; // mins.z - m_cGibs = 0; - m_fLiftingPrey = FALSE; - m_flTongueAdj = -100; + m_cGibs = 0; + m_fLiftingPrey = FALSE; + m_flTongueAdj = -100; InitBoneControllers(); - SetActivity ( ACT_IDLE ); + SetActivity( ACT_IDLE ); SetThink( &CBarnacle::BarnacleThink ); pev->nextthink = gpGlobals->time + 0.5; - UTIL_SetOrigin ( pev, pev->origin ); + UTIL_SetOrigin( pev, pev->origin ); } int CBarnacle::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { - if ( bitsDamageType & DMG_CLUB ) + if( bitsDamageType & DMG_CLUB ) { flDamage = pev->health; } @@ -155,26 +155,25 @@ int CBarnacle::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, floa //========================================================= //========================================================= -void CBarnacle :: BarnacleThink ( void ) +void CBarnacle::BarnacleThink( void ) { CBaseEntity *pTouchEnt; CBaseMonster *pVictim; float flLength; - #ifdef BARNACLE_FIX_VISIBILITY - if( m_flCachedLength != ( m_flAltitude + m_flTongueAdj ) || ( pev->absmin.z != pev->origin.z + -m_flCachedLength )) + if( m_flCachedLength != ( m_flAltitude + m_flTongueAdj ) || ( pev->absmin.z != pev->origin.z + -m_flCachedLength ) ) { // recalc collision box here to avoid barnacle disappears bug - m_flCachedLength = (m_flAltitude + m_flTongueAdj); + m_flCachedLength = m_flAltitude + m_flTongueAdj; UTIL_SetOrigin( pev, pev->origin ); } #endif pev->nextthink = gpGlobals->time + 0.1; - if ( m_hEnemy != NULL ) + if( m_hEnemy != NULL ) { // barnacle has prey. - if ( !m_hEnemy->IsAlive() ) + if( !m_hEnemy->IsAlive() ) { // someone (maybe even the barnacle) killed the prey. Reset barnacle. m_fLiftingPrey = FALSE;// indicate that we're not lifting prey. @@ -182,9 +181,9 @@ void CBarnacle :: BarnacleThink ( void ) return; } - if ( m_fLiftingPrey ) + if( m_fLiftingPrey ) { - if ( m_hEnemy != NULL && m_hEnemy->pev->deadflag != DEAD_NO ) + if( m_hEnemy != NULL && m_hEnemy->pev->deadflag != DEAD_NO ) { // crap, someone killed the prey on the way up. m_hEnemy = NULL; @@ -198,43 +197,43 @@ void CBarnacle :: BarnacleThink ( void ) vecNewEnemyOrigin.y = pev->origin.y; // guess as to where their neck is - vecNewEnemyOrigin.x -= 6 * cos(m_hEnemy->pev->angles.y * M_PI/180.0); - vecNewEnemyOrigin.y -= 6 * sin(m_hEnemy->pev->angles.y * M_PI/180.0); + vecNewEnemyOrigin.x -= 6 * cos( m_hEnemy->pev->angles.y * M_PI / 180.0 ); + vecNewEnemyOrigin.y -= 6 * sin( m_hEnemy->pev->angles.y * M_PI / 180.0 ); m_flAltitude -= BARNACLE_PULL_SPEED; vecNewEnemyOrigin.z += BARNACLE_PULL_SPEED; - if ( fabs( pev->origin.z - ( vecNewEnemyOrigin.z + m_hEnemy->pev->view_ofs.z - 8 ) ) < BARNACLE_BODY_HEIGHT ) + if( fabs( pev->origin.z - ( vecNewEnemyOrigin.z + m_hEnemy->pev->view_ofs.z - 8 ) ) < BARNACLE_BODY_HEIGHT ) { // prey has just been lifted into position ( if the victim origin + eye height + 8 is higher than the bottom of the barnacle, it is assumed that the head is within barnacle's body ) m_fLiftingPrey = FALSE; - EMIT_SOUND( ENT(pev), CHAN_WEAPON, "barnacle/bcl_bite3.wav", 1, ATTN_NORM ); + EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "barnacle/bcl_bite3.wav", 1, ATTN_NORM ); pVictim = m_hEnemy->MyMonsterPointer(); m_flKillVictimTime = gpGlobals->time + 10;// now that the victim is in place, the killing bite will be administered in 10 seconds. - if ( pVictim ) + if( pVictim ) { pVictim->BarnacleVictimBitten( pev ); - SetActivity ( ACT_EAT ); + SetActivity( ACT_EAT ); } } - UTIL_SetOrigin ( m_hEnemy->pev, vecNewEnemyOrigin ); + UTIL_SetOrigin( m_hEnemy->pev, vecNewEnemyOrigin ); } else { // prey is lifted fully into feeding position and is dangling there. pVictim = m_hEnemy->MyMonsterPointer(); - if ( m_flKillVictimTime != -1 && gpGlobals->time > m_flKillVictimTime ) + if( m_flKillVictimTime != -1 && gpGlobals->time > m_flKillVictimTime ) { // kill! - if ( pVictim ) + if( pVictim ) { - pVictim->TakeDamage ( pev, pev, pVictim->pev->health, DMG_SLASH | DMG_ALWAYSGIB ); + pVictim->TakeDamage( pev, pev, pVictim->pev->health, DMG_SLASH | DMG_ALWAYSGIB ); m_cGibs = 3; } @@ -242,58 +241,69 @@ void CBarnacle :: BarnacleThink ( void ) } // bite prey every once in a while - if ( pVictim && ( RANDOM_LONG(0,49) == 0 ) ) + if( pVictim && ( RANDOM_LONG( 0, 49 ) == 0 ) ) { - switch ( RANDOM_LONG(0,2) ) + switch( RANDOM_LONG( 0, 2 ) ) { - case 0: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "barnacle/bcl_chew1.wav", 1, ATTN_NORM ); break; - case 1: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "barnacle/bcl_chew2.wav", 1, ATTN_NORM ); break; - case 2: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "barnacle/bcl_chew3.wav", 1, ATTN_NORM ); break; + case 0: + EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "barnacle/bcl_chew1.wav", 1, ATTN_NORM ); + break; + case 1: + EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "barnacle/bcl_chew2.wav", 1, ATTN_NORM ); + break; + case 2: + EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "barnacle/bcl_chew3.wav", 1, ATTN_NORM ); + break; } pVictim->BarnacleVictimBitten( pev ); } - } } else { // barnacle has no prey right now, so just idle and check to see if anything is touching the tongue. // If idle and no nearby client, don't think so often - if ( FNullEnt( FIND_CLIENT_IN_PVS( edict() ) ) ) - pev->nextthink = gpGlobals->time + RANDOM_FLOAT(1,1.5); // Stagger a bit to keep barnacles from thinking on the same frame + if( FNullEnt( FIND_CLIENT_IN_PVS( edict() ) ) ) + pev->nextthink = gpGlobals->time + RANDOM_FLOAT( 1, 1.5 ); // Stagger a bit to keep barnacles from thinking on the same frame - if ( m_fSequenceFinished ) + if( m_fSequenceFinished ) { // this is done so barnacle will fidget. SetActivity ( ACT_IDLE ); m_flTongueAdj = -100; } - if ( m_cGibs && RANDOM_LONG(0,99) == 1 ) + if( m_cGibs && RANDOM_LONG( 0, 99 ) == 1 ) { // cough up a gib. CGib::SpawnRandomGibs( pev, 1, 1 ); m_cGibs--; - switch ( RANDOM_LONG(0,2) ) + switch ( RANDOM_LONG( 0, 2 ) ) { - case 0: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "barnacle/bcl_chew1.wav", 1, ATTN_NORM ); break; - case 1: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "barnacle/bcl_chew2.wav", 1, ATTN_NORM ); break; - case 2: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "barnacle/bcl_chew3.wav", 1, ATTN_NORM ); break; + case 0: + EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "barnacle/bcl_chew1.wav", 1, ATTN_NORM ); + break; + case 1: + EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "barnacle/bcl_chew2.wav", 1, ATTN_NORM ); + break; + case 2: + EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "barnacle/bcl_chew3.wav", 1, ATTN_NORM ); + break; } } pTouchEnt = TongueTouchEnt( &flLength ); - if ( pTouchEnt != NULL && m_fTongueExtended ) + if( pTouchEnt != NULL && m_fTongueExtended ) { // tongue is fully extended, and is touching someone. - if ( pTouchEnt->FBecomeProne() ) + if( pTouchEnt->FBecomeProne() ) { - EMIT_SOUND( ENT(pev), CHAN_WEAPON, "barnacle/bcl_alert2.wav", 1, ATTN_NORM ); + EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "barnacle/bcl_alert2.wav", 1, ATTN_NORM ); - SetSequenceByName ( "attack1" ); + SetSequenceByName( "attack1" ); m_flTongueAdj = -20; m_hEnemy = pTouchEnt; @@ -307,13 +317,13 @@ void CBarnacle :: BarnacleThink ( void ) m_fLiftingPrey = TRUE;// indicate that we should be lifting prey. m_flKillVictimTime = -1;// set this to a bogus time while the victim is lifted. - m_flAltitude = (pev->origin.z - pTouchEnt->EyePosition().z); + m_flAltitude = pev->origin.z - pTouchEnt->EyePosition().z; } } else { // calculate a new length for the tongue to be clear of anything else that moves under it. - if ( m_flAltitude < flLength ) + if( m_flAltitude < flLength ) { // if tongue is higher than is should be, lower it kind of slowly. m_flAltitude += BARNACLE_PULL_SPEED; @@ -324,45 +334,47 @@ void CBarnacle :: BarnacleThink ( void ) m_flAltitude = flLength; m_fTongueExtended = TRUE; } - } - } // ALERT( at_console, "tounge %f\n", m_flAltitude + m_flTongueAdj ); - SetBoneController( 0, -(m_flAltitude + m_flTongueAdj) ); + SetBoneController( 0, -( m_flAltitude + m_flTongueAdj ) ); StudioFrameAdvance( 0.1 ); } //========================================================= // Killed. //========================================================= -void CBarnacle :: Killed( entvars_t *pevAttacker, int iGib ) +void CBarnacle::Killed( entvars_t *pevAttacker, int iGib ) { CBaseMonster *pVictim; pev->solid = SOLID_NOT; pev->takedamage = DAMAGE_NO; - if ( m_hEnemy != NULL ) + if( m_hEnemy != NULL ) { pVictim = m_hEnemy->MyMonsterPointer(); - if ( pVictim ) + if( pVictim ) { pVictim->BarnacleVictimReleased(); } } -// CGib::SpawnRandomGibs( pev, 4, 1 ); + //CGib::SpawnRandomGibs( pev, 4, 1 ); - switch ( RANDOM_LONG ( 0, 1 ) ) + switch( RANDOM_LONG ( 0, 1 ) ) { - case 0: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "barnacle/bcl_die1.wav", 1, ATTN_NORM ); break; - case 1: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "barnacle/bcl_die3.wav", 1, ATTN_NORM ); break; + case 0: + EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "barnacle/bcl_die1.wav", 1, ATTN_NORM ); + break; + case 1: + EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "barnacle/bcl_die3.wav", 1, ATTN_NORM ); + break; } - SetActivity ( ACT_DIESIMPLE ); + SetActivity( ACT_DIESIMPLE ); SetBoneController( 0, 0 ); StudioFrameAdvance( 0.1 ); @@ -373,14 +385,14 @@ void CBarnacle :: Killed( entvars_t *pevAttacker, int iGib ) //========================================================= //========================================================= -void CBarnacle :: WaitTillDead ( void ) +void CBarnacle::WaitTillDead( void ) { pev->nextthink = gpGlobals->time + 0.1; float flInterval = StudioFrameAdvance( 0.1 ); - DispatchAnimEvents ( flInterval ); + DispatchAnimEvents( flInterval ); - if ( m_fSequenceFinished ) + if( m_fSequenceFinished ) { // death anim finished. StopAnimation(); @@ -391,17 +403,17 @@ void CBarnacle :: WaitTillDead ( void ) //========================================================= // Precache - precaches all resources this monster needs //========================================================= -void CBarnacle :: Precache() +void CBarnacle::Precache() { - PRECACHE_MODEL("models/barnacle.mdl"); + PRECACHE_MODEL( "models/barnacle.mdl" ); - PRECACHE_SOUND("barnacle/bcl_alert2.wav");//happy, lifting food up - PRECACHE_SOUND("barnacle/bcl_bite3.wav");//just got food to mouth - PRECACHE_SOUND("barnacle/bcl_chew1.wav"); - PRECACHE_SOUND("barnacle/bcl_chew2.wav"); - PRECACHE_SOUND("barnacle/bcl_chew3.wav"); - PRECACHE_SOUND("barnacle/bcl_die1.wav" ); - PRECACHE_SOUND("barnacle/bcl_die3.wav" ); + PRECACHE_SOUND( "barnacle/bcl_alert2.wav" );//happy, lifting food up + PRECACHE_SOUND( "barnacle/bcl_bite3.wav" );//just got food to mouth + PRECACHE_SOUND( "barnacle/bcl_chew1.wav" ); + PRECACHE_SOUND( "barnacle/bcl_chew2.wav" ); + PRECACHE_SOUND( "barnacle/bcl_chew3.wav" ); + PRECACHE_SOUND( "barnacle/bcl_die1.wav" ); + PRECACHE_SOUND( "barnacle/bcl_die3.wav" ); } //========================================================= @@ -410,15 +422,15 @@ void CBarnacle :: Precache() // of the trace in the int pointer provided. //========================================================= #define BARNACLE_CHECK_SPACING 8 -CBaseEntity *CBarnacle :: TongueTouchEnt ( float *pflLength ) +CBaseEntity *CBarnacle::TongueTouchEnt( float *pflLength ) { - TraceResult tr; - float length; + TraceResult tr; + float length; // trace once to hit architecture and see if the tongue needs to change position. - UTIL_TraceLine ( pev->origin, pev->origin - Vector ( 0 , 0 , 2048 ), ignore_monsters, ENT(pev), &tr ); + UTIL_TraceLine( pev->origin, pev->origin - Vector ( 0, 0, 2048 ), ignore_monsters, ENT( pev ), &tr ); length = fabs( pev->origin.z - tr.vecEndPos.z ); - if ( pflLength ) + if( pflLength ) { *pflLength = length; } @@ -430,13 +442,13 @@ CBaseEntity *CBarnacle :: TongueTouchEnt ( float *pflLength ) mins.z -= length; CBaseEntity *pList[10]; - int count = UTIL_EntitiesInBox( pList, 10, mins, maxs, (FL_CLIENT|FL_MONSTER) ); - if ( count ) + int count = UTIL_EntitiesInBox( pList, 10, mins, maxs, ( FL_CLIENT | FL_MONSTER ) ); + if( count ) { - for ( int i = 0; i < count; i++ ) + for( int i = 0; i < count; i++ ) { // only clients and monsters - if ( pList[i] != this && IRelationship( pList[i] ) > R_NO && pList[ i ]->pev->deadflag == DEAD_NO ) // this ent is one of our enemies. Barnacle tries to eat it. + if( pList[i] != this && IRelationship( pList[i] ) > R_NO && pList[ i ]->pev->deadflag == DEAD_NO ) // this ent is one of our enemies. Barnacle tries to eat it. { return pList[i]; } diff --git a/dlls/barney.cpp b/dlls/barney.cpp index 6e4e4198..b1c97090 100644 --- a/dlls/barney.cpp +++ b/dlls/barney.cpp @@ -38,7 +38,7 @@ #define BARNEY_BODY_GUNHOLSTERED 0 #define BARNEY_BODY_GUNDRAWN 1 -#define BARNEY_BODY_GUNGONE 2 +#define BARNEY_BODY_GUNGONE 2 class CBarney : public CTalkMonster { @@ -46,51 +46,51 @@ public: void Spawn( void ); void Precache( void ); void SetYawSpeed( void ); - int ISoundMask( void ); + int ISoundMask( void ); void BarneyFirePistol( void ); void AlertSound( void ); - int Classify ( void ); + int Classify( void ); void HandleAnimEvent( MonsterEvent_t *pEvent ); - + void RunTask( Task_t *pTask ); void StartTask( Task_t *pTask ); - virtual int ObjectCaps( void ) { return CTalkMonster :: ObjectCaps() | FCAP_IMPULSE_USE; } + virtual int ObjectCaps( void ) { return CTalkMonster :: ObjectCaps() | FCAP_IMPULSE_USE; } int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType); - BOOL CheckRangeAttack1 ( float flDot, float flDist ); - + BOOL CheckRangeAttack1( float flDot, float flDist ); + void DeclineFollowing( void ); // Override these to set behavior - Schedule_t *GetScheduleOfType ( int Type ); - Schedule_t *GetSchedule ( void ); - MONSTERSTATE GetIdealState ( void ); + Schedule_t *GetScheduleOfType( int Type ); + Schedule_t *GetSchedule( void ); + MONSTERSTATE GetIdealState( void ); void DeathSound( void ); void PainSound( void ); - + void TalkInit( void ); void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); void Killed( entvars_t *pevAttacker, int iGib ); - - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); - static TYPEDESCRIPTION m_SaveData[]; - BOOL m_fGunDrawn; - float m_painTime; - float m_checkAttackTime; - BOOL m_lastAttackCheck; + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); + static TYPEDESCRIPTION m_SaveData[]; + + BOOL m_fGunDrawn; + float m_painTime; + float m_checkAttackTime; + BOOL m_lastAttackCheck; // UNDONE: What is this for? It isn't used? - float m_flPlayerDamage;// how much pain has the player inflicted on me? + float m_flPlayerDamage;// how much pain has the player inflicted on me? CUSTOM_SCHEDULES }; LINK_ENTITY_TO_CLASS( monster_barney, CBarney ) -TYPEDESCRIPTION CBarney::m_SaveData[] = +TYPEDESCRIPTION CBarney::m_SaveData[] = { DEFINE_FIELD( CBarney, m_fGunDrawn, FIELD_BOOLEAN ), DEFINE_FIELD( CBarney, m_painTime, FIELD_TIME ), @@ -104,20 +104,20 @@ IMPLEMENT_SAVERESTORE( CBarney, CTalkMonster ) //========================================================= // AI Schedules Specific to this monster //========================================================= -Task_t tlBaFollow[] = +Task_t tlBaFollow[] = { - { TASK_MOVE_TO_TARGET_RANGE,(float)128 }, // Move within 128 of target ent (client) - { TASK_SET_SCHEDULE, (float)SCHED_TARGET_FACE }, + { TASK_MOVE_TO_TARGET_RANGE, (float)128 }, // Move within 128 of target ent (client) + { TASK_SET_SCHEDULE, (float)SCHED_TARGET_FACE }, }; -Schedule_t slBaFollow[] = +Schedule_t slBaFollow[] = { { tlBaFollow, - ARRAYSIZE ( tlBaFollow ), - bits_COND_NEW_ENEMY | - bits_COND_LIGHT_DAMAGE | - bits_COND_HEAVY_DAMAGE | + ARRAYSIZE( tlBaFollow ), + bits_COND_NEW_ENEMY | + bits_COND_LIGHT_DAMAGE | + bits_COND_HEAVY_DAMAGE | bits_COND_HEAR_SOUND | bits_COND_PROVOKED, bits_SOUND_DANGER, @@ -126,44 +126,44 @@ Schedule_t slBaFollow[] = }; //========================================================= -// BarneyDraw- much better looking draw schedule for when +// BarneyDraw - much better looking draw schedule for when // barney knows who he's gonna attack. //========================================================= -Task_t tlBarneyEnemyDraw[] = +Task_t tlBarneyEnemyDraw[] = { - { TASK_STOP_MOVING, 0 }, - { TASK_FACE_ENEMY, 0 }, - { TASK_PLAY_SEQUENCE_FACE_ENEMY, (float) ACT_ARM }, + { TASK_STOP_MOVING, 0 }, + { TASK_FACE_ENEMY, 0 }, + { TASK_PLAY_SEQUENCE_FACE_ENEMY, (float) ACT_ARM }, }; -Schedule_t slBarneyEnemyDraw[] = +Schedule_t slBarneyEnemyDraw[] = { { tlBarneyEnemyDraw, - ARRAYSIZE ( tlBarneyEnemyDraw ), + ARRAYSIZE( tlBarneyEnemyDraw ), 0, 0, "Barney Enemy Draw" } }; -Task_t tlBaFaceTarget[] = +Task_t tlBaFaceTarget[] = { - { TASK_SET_ACTIVITY, (float)ACT_IDLE }, - { TASK_FACE_TARGET, (float)0 }, - { TASK_SET_ACTIVITY, (float)ACT_IDLE }, - { TASK_SET_SCHEDULE, (float)SCHED_TARGET_CHASE }, + { TASK_SET_ACTIVITY, (float)ACT_IDLE }, + { TASK_FACE_TARGET, (float)0 }, + { TASK_SET_ACTIVITY, (float)ACT_IDLE }, + { TASK_SET_SCHEDULE, (float)SCHED_TARGET_CHASE }, }; -Schedule_t slBaFaceTarget[] = +Schedule_t slBaFaceTarget[] = { { tlBaFaceTarget, - ARRAYSIZE ( tlBaFaceTarget ), - bits_COND_CLIENT_PUSH | - bits_COND_NEW_ENEMY | - bits_COND_LIGHT_DAMAGE | - bits_COND_HEAVY_DAMAGE | + ARRAYSIZE( tlBaFaceTarget ), + bits_COND_CLIENT_PUSH | + bits_COND_NEW_ENEMY | + bits_COND_LIGHT_DAMAGE | + bits_COND_HEAVY_DAMAGE | bits_COND_HEAR_SOUND | bits_COND_PROVOKED, bits_SOUND_DANGER, @@ -171,33 +171,31 @@ Schedule_t slBaFaceTarget[] = }, }; -Task_t tlIdleBaStand[] = +Task_t tlIdleBaStand[] = { - { TASK_STOP_MOVING, 0 }, - { TASK_SET_ACTIVITY, (float)ACT_IDLE }, - { TASK_WAIT, (float)2 }, // repick IDLESTAND every two seconds. - { TASK_TLK_HEADRESET, (float)0 }, // reset head position + { TASK_STOP_MOVING, 0 }, + { TASK_SET_ACTIVITY, (float)ACT_IDLE }, + { TASK_WAIT, (float)2 }, // repick IDLESTAND every two seconds. + { TASK_TLK_HEADRESET, (float)0 }, // reset head position }; -Schedule_t slIdleBaStand[] = +Schedule_t slIdleBaStand[] = { - { + { tlIdleBaStand, - ARRAYSIZE ( tlIdleBaStand ), - bits_COND_NEW_ENEMY | - bits_COND_LIGHT_DAMAGE | - bits_COND_HEAVY_DAMAGE | - bits_COND_HEAR_SOUND | - bits_COND_SMELL | + ARRAYSIZE( tlIdleBaStand ), + bits_COND_NEW_ENEMY | + bits_COND_LIGHT_DAMAGE | + bits_COND_HEAVY_DAMAGE | + bits_COND_HEAR_SOUND | + bits_COND_SMELL | bits_COND_PROVOKED, - - bits_SOUND_COMBAT |// sound flags - change these, and you'll break the talking code. - //bits_SOUND_PLAYER | - //bits_SOUND_WORLD | - - bits_SOUND_DANGER | - bits_SOUND_MEAT |// scents - bits_SOUND_CARCASS | + bits_SOUND_COMBAT |// sound flags - change these, and you'll break the talking code. + //bits_SOUND_PLAYER | + //bits_SOUND_WORLD | + bits_SOUND_DANGER | + bits_SOUND_MEAT |// scents + bits_SOUND_CARCASS | bits_SOUND_GARBAGE, "IdleStand" }, @@ -213,17 +211,17 @@ DEFINE_CUSTOM_SCHEDULES( CBarney ) IMPLEMENT_CUSTOM_SCHEDULES( CBarney, CTalkMonster ) -void CBarney :: StartTask( Task_t *pTask ) +void CBarney::StartTask( Task_t *pTask ) { CTalkMonster::StartTask( pTask ); } -void CBarney :: RunTask( Task_t *pTask ) +void CBarney::RunTask( Task_t *pTask ) { - switch ( pTask->iTask ) + switch( pTask->iTask ) { case TASK_RANGE_ATTACK1: - if (m_hEnemy != NULL && (m_hEnemy->IsPlayer())) + if( m_hEnemy != NULL && ( m_hEnemy->IsPlayer() ) ) { pev->framerate = 1.5; } @@ -239,14 +237,14 @@ void CBarney :: RunTask( Task_t *pTask ) // ISoundMask - returns a bit mask indicating which types // of sounds this monster regards. //========================================================= -int CBarney :: ISoundMask ( void) +int CBarney::ISoundMask( void) { - return bits_SOUND_WORLD | - bits_SOUND_COMBAT | - bits_SOUND_CARCASS | - bits_SOUND_MEAT | - bits_SOUND_GARBAGE | - bits_SOUND_DANGER | + return bits_SOUND_WORLD | + bits_SOUND_COMBAT | + bits_SOUND_CARCASS | + bits_SOUND_MEAT | + bits_SOUND_GARBAGE | + bits_SOUND_DANGER | bits_SOUND_PLAYER; } @@ -254,21 +252,21 @@ int CBarney :: ISoundMask ( void) // Classify - indicates this monster's place in the // relationship table. //========================================================= -int CBarney :: Classify ( void ) +int CBarney::Classify( void ) { - return CLASS_PLAYER_ALLY; + return CLASS_PLAYER_ALLY; } //========================================================= // ALertSound - barney says "Freeze!" //========================================================= -void CBarney :: AlertSound( void ) +void CBarney::AlertSound( void ) { - if ( m_hEnemy != NULL ) + if( m_hEnemy != NULL ) { - if ( FOkToSpeak() ) + if( FOkToSpeak() ) { - PlaySentence( "BA_ATTACK", RANDOM_FLOAT(2.8, 3.2), VOL_NORM, ATTN_IDLE ); + PlaySentence( "BA_ATTACK", RANDOM_FLOAT( 2.8, 3.2 ), VOL_NORM, ATTN_IDLE ); } } } @@ -277,7 +275,7 @@ void CBarney :: AlertSound( void ) // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= -void CBarney :: SetYawSpeed ( void ) +void CBarney::SetYawSpeed( void ) { int ys; @@ -305,20 +303,20 @@ void CBarney :: SetYawSpeed ( void ) //========================================================= // CheckRangeAttack1 //========================================================= -BOOL CBarney :: CheckRangeAttack1 ( float flDot, float flDist ) +BOOL CBarney::CheckRangeAttack1( float flDot, float flDist ) { - if ( flDist <= 1024 && flDot >= 0.5 ) + if( flDist <= 1024 && flDot >= 0.5 ) { - if ( gpGlobals->time > m_checkAttackTime ) + if( gpGlobals->time > m_checkAttackTime ) { TraceResult tr; - + Vector shootOrigin = pev->origin + Vector( 0, 0, 55 ); CBaseEntity *pEnemy = m_hEnemy; - Vector shootTarget = ( (pEnemy->BodyTarget( shootOrigin ) - pEnemy->pev->origin) + m_vecEnemyLKP ); - UTIL_TraceLine( shootOrigin, shootTarget, dont_ignore_monsters, ENT(pev), &tr ); + Vector shootTarget = ( ( pEnemy->BodyTarget( shootOrigin ) - pEnemy->pev->origin ) + m_vecEnemyLKP ); + UTIL_TraceLine( shootOrigin, shootTarget, dont_ignore_monsters, ENT( pev ), &tr ); m_checkAttackTime = gpGlobals->time + 1; - if ( tr.flFraction == 1.0 || (tr.pHit != NULL && CBaseEntity::Instance(tr.pHit) == pEnemy) ) + if( tr.flFraction == 1.0 || ( tr.pHit != NULL && CBaseEntity::Instance( tr.pHit ) == pEnemy ) ) m_lastAttackCheck = TRUE; else m_lastAttackCheck = FALSE; @@ -333,11 +331,11 @@ BOOL CBarney :: CheckRangeAttack1 ( float flDot, float flDist ) // BarneyFirePistol - shoots one round from the pistol at // the enemy barney is facing. //========================================================= -void CBarney :: BarneyFirePistol ( void ) +void CBarney::BarneyFirePistol( void ) { Vector vecShootOrigin; - UTIL_MakeVectors(pev->angles); + UTIL_MakeVectors( pev->angles ); vecShootOrigin = pev->origin + Vector( 0, 0, 55 ); Vector vecShootDir = ShootAtEnemy( vecShootOrigin ); @@ -345,49 +343,46 @@ void CBarney :: BarneyFirePistol ( void ) SetBlending( 0, angDir.x ); pev->effects = EF_MUZZLEFLASH; - FireBullets(1, vecShootOrigin, vecShootDir, VECTOR_CONE_2DEGREES, 1024, BULLET_MONSTER_9MM ); - + FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_2DEGREES, 1024, BULLET_MONSTER_9MM ); + int pitchShift = RANDOM_LONG( 0, 20 ); // Only shift about half the time - if ( pitchShift > 10 ) + if( pitchShift > 10 ) pitchShift = 0; else pitchShift -= 5; - EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "barney/ba_attack2.wav", 1, ATTN_NORM, 0, 100 + pitchShift ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "barney/ba_attack2.wav", 1, ATTN_NORM, 0, 100 + pitchShift ); - CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 384, 0.3 ); + CSoundEnt::InsertSound( bits_SOUND_COMBAT, pev->origin, 384, 0.3 ); // UNDONE: Reload? m_cAmmoLoaded--;// take away a bullet! } - + //========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. // // Returns number of events handled, 0 if none. //========================================================= -void CBarney :: HandleAnimEvent( MonsterEvent_t *pEvent ) +void CBarney::HandleAnimEvent( MonsterEvent_t *pEvent ) { switch( pEvent->event ) { case BARNEY_AE_SHOOT: BarneyFirePistol(); break; - case BARNEY_AE_DRAW: // barney's bodygroup switches here so he can pull gun from holster pev->body = BARNEY_BODY_GUNDRAWN; m_fGunDrawn = TRUE; break; - case BARNEY_AE_HOLSTER: // change bodygroup to replace gun in holster pev->body = BARNEY_BODY_GUNHOLSTERED; m_fGunDrawn = FALSE; break; - default: CTalkMonster::HandleAnimEvent( pEvent ); } @@ -396,25 +391,25 @@ void CBarney :: HandleAnimEvent( MonsterEvent_t *pEvent ) //========================================================= // Spawn //========================================================= -void CBarney :: Spawn() +void CBarney::Spawn() { - Precache( ); + Precache(); - SET_MODEL(ENT(pev), "models/barney.mdl"); - UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX); + SET_MODEL( ENT( pev ), "models/barney.mdl" ); + UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX ); - pev->solid = SOLID_SLIDEBOX; - pev->movetype = MOVETYPE_STEP; - m_bloodColor = BLOOD_COLOR_RED; - pev->health = gSkillData.barneyHealth; - pev->view_ofs = Vector ( 0, 0, 50 );// position of the eyes relative to monster's origin. - m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so npc will notice player and say hello - m_MonsterState = MONSTERSTATE_NONE; + pev->solid = SOLID_SLIDEBOX; + pev->movetype = MOVETYPE_STEP; + m_bloodColor = BLOOD_COLOR_RED; + pev->health = gSkillData.barneyHealth; + pev->view_ofs = Vector ( 0, 0, 50 );// position of the eyes relative to monster's origin. + m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so npc will notice player and say hello + m_MonsterState = MONSTERSTATE_NONE; - pev->body = 0; // gun in holster - m_fGunDrawn = FALSE; + pev->body = 0; // gun in holster + m_fGunDrawn = FALSE; - m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP; + m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP; MonsterInit(); SetUse( &CTalkMonster::FollowerUse ); @@ -423,21 +418,21 @@ void CBarney :: Spawn() //========================================================= // Precache - precaches all resources this monster needs //========================================================= -void CBarney :: Precache() +void CBarney::Precache() { - PRECACHE_MODEL("models/barney.mdl"); + PRECACHE_MODEL( "models/barney.mdl" ); - PRECACHE_SOUND("barney/ba_attack1.wav" ); - PRECACHE_SOUND("barney/ba_attack2.wav" ); + PRECACHE_SOUND( "barney/ba_attack1.wav" ); + PRECACHE_SOUND( "barney/ba_attack2.wav" ); - PRECACHE_SOUND("barney/ba_pain1.wav"); - PRECACHE_SOUND("barney/ba_pain2.wav"); - PRECACHE_SOUND("barney/ba_pain3.wav"); + PRECACHE_SOUND( "barney/ba_pain1.wav" ); + PRECACHE_SOUND( "barney/ba_pain2.wav" ); + PRECACHE_SOUND( "barney/ba_pain3.wav" ); + + PRECACHE_SOUND( "barney/ba_die1.wav" ); + PRECACHE_SOUND( "barney/ba_die2.wav" ); + PRECACHE_SOUND( "barney/ba_die3.wav" ); - PRECACHE_SOUND("barney/ba_die1.wav"); - PRECACHE_SOUND("barney/ba_die2.wav"); - PRECACHE_SOUND("barney/ba_die3.wav"); - // every new barney must call this, otherwise // when a level is loaded, nobody will talk (time is reset to 0) TalkInit(); @@ -445,35 +440,34 @@ void CBarney :: Precache() } // Init talk data -void CBarney :: TalkInit() -{ +void CBarney::TalkInit() +{ CTalkMonster::TalkInit(); // scientists speach group names (group names are in sentences.txt) - - m_szGrp[TLK_ANSWER] = "BA_ANSWER"; + m_szGrp[TLK_ANSWER] = "BA_ANSWER"; m_szGrp[TLK_QUESTION] = "BA_QUESTION"; - m_szGrp[TLK_IDLE] = "BA_IDLE"; - m_szGrp[TLK_STARE] = "BA_STARE"; - m_szGrp[TLK_USE] = "BA_OK"; - m_szGrp[TLK_UNUSE] = "BA_WAIT"; - m_szGrp[TLK_STOP] = "BA_STOP"; + m_szGrp[TLK_IDLE] = "BA_IDLE"; + m_szGrp[TLK_STARE] = "BA_STARE"; + m_szGrp[TLK_USE] = "BA_OK"; + m_szGrp[TLK_UNUSE] = "BA_WAIT"; + m_szGrp[TLK_STOP] = "BA_STOP"; - m_szGrp[TLK_NOSHOOT] = "BA_SCARED"; - m_szGrp[TLK_HELLO] = "BA_HELLO"; + m_szGrp[TLK_NOSHOOT] = "BA_SCARED"; + m_szGrp[TLK_HELLO] = "BA_HELLO"; - m_szGrp[TLK_PLHURT1] = "!BA_CUREA"; - m_szGrp[TLK_PLHURT2] = "!BA_CUREB"; - m_szGrp[TLK_PLHURT3] = "!BA_CUREC"; + m_szGrp[TLK_PLHURT1] = "!BA_CUREA"; + m_szGrp[TLK_PLHURT2] = "!BA_CUREB"; + m_szGrp[TLK_PLHURT3] = "!BA_CUREC"; - m_szGrp[TLK_PHELLO] = NULL; //"BA_PHELLO"; // UNDONE - m_szGrp[TLK_PIDLE] = NULL; //"BA_PIDLE"; // UNDONE + m_szGrp[TLK_PHELLO] = NULL; //"BA_PHELLO"; // UNDONE + m_szGrp[TLK_PIDLE] = NULL; //"BA_PIDLE"; // UNDONE m_szGrp[TLK_PQUESTION] = "BA_PQUEST"; // UNDONE - m_szGrp[TLK_SMELL] = "BA_SMELL"; + m_szGrp[TLK_SMELL] = "BA_SMELL"; - m_szGrp[TLK_WOUND] = "BA_WOUND"; - m_szGrp[TLK_MORTAL] = "BA_MORTAL"; + m_szGrp[TLK_WOUND] = "BA_WOUND"; + m_szGrp[TLK_MORTAL] = "BA_MORTAL"; // get voice for head - just one barney voice for now m_voicePitch = 100; @@ -481,7 +475,7 @@ void CBarney :: TalkInit() static BOOL IsFacing( entvars_t *pevTest, const Vector &reference ) { - Vector vecDir = (reference - pevTest->origin); + Vector vecDir = reference - pevTest->origin; vecDir.z = 0; vecDir = vecDir.Normalize(); Vector forward, angle; @@ -490,30 +484,30 @@ static BOOL IsFacing( entvars_t *pevTest, const Vector &reference ) UTIL_MakeVectorsPrivate( angle, forward, NULL, NULL ); // He's facing me, he meant it - if ( DotProduct( forward, vecDir ) > 0.96 ) // +/- 15 degrees or so + if( DotProduct( forward, vecDir ) > 0.96 ) // +/- 15 degrees or so { return TRUE; } return FALSE; } -int CBarney :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType) +int CBarney::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { // make sure friends talk about it if player hurts talkmonsters... - int ret = CTalkMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType); - if ( !IsAlive() || pev->deadflag == DEAD_DYING ) + int ret = CTalkMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); + if( !IsAlive() || pev->deadflag == DEAD_DYING ) return ret; - if ( m_MonsterState != MONSTERSTATE_PRONE && (pevAttacker->flags & FL_CLIENT) ) + if( m_MonsterState != MONSTERSTATE_PRONE && ( pevAttacker->flags & FL_CLIENT ) ) { m_flPlayerDamage += flDamage; // This is a heurstic to determine if the player intended to harm me // If I have an enemy, we can't establish intent (may just be crossfire) - if ( m_hEnemy == NULL ) + if( m_hEnemy == NULL ) { // If the player was facing directly at me, or I'm already suspicious, get mad - if ( (m_afMemory & bits_MEMORY_SUSPICIOUS) || IsFacing( pevAttacker, pev->origin ) ) + if( ( m_afMemory & bits_MEMORY_SUSPICIOUS ) || IsFacing( pevAttacker, pev->origin ) ) { // Alright, now I'm pissed! PlaySentence( "BA_MAD", 4, VOL_NORM, ATTN_NORM ); @@ -528,7 +522,7 @@ int CBarney :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, floa Remember( bits_MEMORY_SUSPICIOUS ); } } - else if ( !(m_hEnemy->IsPlayer()) && pev->deadflag == DEAD_NO ) + else if( !( m_hEnemy->IsPlayer()) && pev->deadflag == DEAD_NO ) { PlaySentence( "BA_SHOT", 4, VOL_NORM, ATTN_NORM ); } @@ -536,55 +530,66 @@ int CBarney :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, floa return ret; } - + //========================================================= // PainSound //========================================================= -void CBarney :: PainSound ( void ) +void CBarney::PainSound( void ) { - if (gpGlobals->time < m_painTime) + if( gpGlobals->time < m_painTime ) return; - - m_painTime = gpGlobals->time + RANDOM_FLOAT(0.5, 0.75); - switch (RANDOM_LONG(0,2)) + m_painTime = gpGlobals->time + RANDOM_FLOAT( 0.5, 0.75 ); + + switch( RANDOM_LONG( 0, 2 ) ) { - case 0: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "barney/ba_pain1.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break; - case 1: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "barney/ba_pain2.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break; - case 2: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "barney/ba_pain3.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break; + case 0: + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "barney/ba_pain1.wav", 1, ATTN_NORM, 0, GetVoicePitch() ); + break; + case 1: + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "barney/ba_pain2.wav", 1, ATTN_NORM, 0, GetVoicePitch() ); + break; + case 2: + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "barney/ba_pain3.wav", 1, ATTN_NORM, 0, GetVoicePitch() ); + break; } } //========================================================= // DeathSound //========================================================= -void CBarney :: DeathSound ( void ) +void CBarney::DeathSound( void ) { - switch (RANDOM_LONG(0,2)) + switch( RANDOM_LONG( 0, 2 ) ) { - case 0: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "barney/ba_die1.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break; - case 1: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "barney/ba_die2.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break; - case 2: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "barney/ba_die3.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break; + case 0: + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "barney/ba_die1.wav", 1, ATTN_NORM, 0, GetVoicePitch() ); + break; + case 1: + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "barney/ba_die2.wav", 1, ATTN_NORM, 0, GetVoicePitch() ); + break; + case 2: + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "barney/ba_die3.wav", 1, ATTN_NORM, 0, GetVoicePitch() ); + break; } } - -void CBarney::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) +void CBarney::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ) { - switch( ptr->iHitgroup) + switch( ptr->iHitgroup ) { case HITGROUP_CHEST: case HITGROUP_STOMACH: - if (bitsDamageType & (DMG_BULLET | DMG_SLASH | DMG_BLAST)) + if (bitsDamageType & ( DMG_BULLET | DMG_SLASH | DMG_BLAST ) ) { flDamage = flDamage / 2; } break; case 10: - if (bitsDamageType & (DMG_BULLET | DMG_SLASH | DMG_CLUB)) + if( bitsDamageType & ( DMG_BULLET | DMG_SLASH | DMG_CLUB ) ) { flDamage -= 20; - if (flDamage <= 0) + if( flDamage <= 0 ) { UTIL_Ricochet( ptr->vecEndPos, 1.0 ); flDamage = 0.01; @@ -601,7 +606,7 @@ void CBarney::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir void CBarney::Killed( entvars_t *pevAttacker, int iGib ) { - if ( pev->body < BARNEY_BODY_GUNGONE ) + if( pev->body < BARNEY_BODY_GUNGONE ) { // drop the gun! Vector vecGunPos; @@ -610,7 +615,7 @@ void CBarney::Killed( entvars_t *pevAttacker, int iGib ) pev->body = BARNEY_BODY_GUNGONE; GetAttachment( 0, vecGunPos, vecGunAngles ); - + CBaseEntity *pGun = DropItem( "weapon_9mmhandgun", vecGunPos, vecGunAngles ); } @@ -621,41 +626,37 @@ void CBarney::Killed( entvars_t *pevAttacker, int iGib ) //========================================================= // AI Schedules Specific to this monster //========================================================= - -Schedule_t* CBarney :: GetScheduleOfType ( int Type ) +Schedule_t *CBarney::GetScheduleOfType( int Type ) { Schedule_t *psched; switch( Type ) { case SCHED_ARM_WEAPON: - if ( m_hEnemy != NULL ) + if( m_hEnemy != NULL ) { // face enemy, then draw. return slBarneyEnemyDraw; } break; - // Hook these to make a looping schedule case SCHED_TARGET_FACE: // call base class default so that barney will talk // when 'used' - psched = CTalkMonster::GetScheduleOfType(Type); + psched = CTalkMonster::GetScheduleOfType( Type ); - if (psched == slIdleStand) + if( psched == slIdleStand ) return slBaFaceTarget; // override this for different target face behavior else return psched; - case SCHED_TARGET_CHASE: return slBaFollow; - case SCHED_IDLE_STAND: // call base class default so that scientist will talk // when standing during idle - psched = CTalkMonster::GetScheduleOfType(Type); + psched = CTalkMonster::GetScheduleOfType( Type ); - if (psched == slIdleStand) + if( psched == slIdleStand ) { // just look straight ahead. return slIdleBaStand; @@ -673,18 +674,18 @@ Schedule_t* CBarney :: GetScheduleOfType ( int Type ) // monster's member function to get a pointer to a schedule // of the proper type. //========================================================= -Schedule_t *CBarney :: GetSchedule ( void ) +Schedule_t *CBarney::GetSchedule( void ) { - if ( HasConditions( bits_COND_HEAR_SOUND ) ) + if( HasConditions( bits_COND_HEAR_SOUND ) ) { CSound *pSound; pSound = PBestSound(); ASSERT( pSound != NULL ); - if ( pSound && (pSound->m_iType & bits_SOUND_DANGER) ) + if( pSound && (pSound->m_iType & bits_SOUND_DANGER) ) return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND ); } - if ( HasConditions( bits_COND_ENEMY_DEAD ) && FOkToSpeak() ) + if( HasConditions( bits_COND_ENEMY_DEAD ) && FOkToSpeak() ) { PlaySentence( "BA_KILL", 4, VOL_NORM, ATTN_NORM ); } @@ -694,36 +695,35 @@ Schedule_t *CBarney :: GetSchedule ( void ) case MONSTERSTATE_COMBAT: { // dead enemy - if ( HasConditions( bits_COND_ENEMY_DEAD ) ) + if( HasConditions( bits_COND_ENEMY_DEAD ) ) { // call base class, all code to handle dead enemies is centralized there. - return CBaseMonster :: GetSchedule(); + return CBaseMonster::GetSchedule(); } // always act surprized with a new enemy - if ( HasConditions( bits_COND_NEW_ENEMY ) && HasConditions( bits_COND_LIGHT_DAMAGE) ) + if( HasConditions( bits_COND_NEW_ENEMY ) && HasConditions( bits_COND_LIGHT_DAMAGE ) ) return GetScheduleOfType( SCHED_SMALL_FLINCH ); - + // wait for one schedule to draw gun - if (!m_fGunDrawn ) + if( !m_fGunDrawn ) return GetScheduleOfType( SCHED_ARM_WEAPON ); - if ( HasConditions( bits_COND_HEAVY_DAMAGE ) ) + if( HasConditions( bits_COND_HEAVY_DAMAGE ) ) return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY ); } break; - case MONSTERSTATE_ALERT: case MONSTERSTATE_IDLE: - if ( HasConditions(bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE)) + if( HasConditions( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE ) ) { // flinch if hurt return GetScheduleOfType( SCHED_SMALL_FLINCH ); } - if ( m_hEnemy == NULL && IsFollowing() ) + if( m_hEnemy == NULL && IsFollowing() ) { - if ( !m_hTargetEnt->IsAlive() ) + if( !m_hTargetEnt->IsAlive() ) { // UNDONE: Comment about the recently dead player here? StopFollowing( FALSE ); @@ -731,7 +731,7 @@ Schedule_t *CBarney :: GetSchedule ( void ) } else { - if ( HasConditions( bits_COND_CLIENT_PUSH ) ) + if( HasConditions( bits_COND_CLIENT_PUSH ) ) { return GetScheduleOfType( SCHED_MOVE_AWAY_FOLLOW ); } @@ -739,7 +739,7 @@ Schedule_t *CBarney :: GetSchedule ( void ) } } - if ( HasConditions( bits_COND_CLIENT_PUSH ) ) + if( HasConditions( bits_COND_CLIENT_PUSH ) ) { return GetScheduleOfType( SCHED_MOVE_AWAY ); } @@ -750,11 +750,11 @@ Schedule_t *CBarney :: GetSchedule ( void ) default: break; } - + return CTalkMonster::GetSchedule(); } -MONSTERSTATE CBarney :: GetIdealState ( void ) +MONSTERSTATE CBarney::GetIdealState( void ) { return CTalkMonster::GetIdealState(); } @@ -778,11 +778,11 @@ class CDeadBarney : public CBaseMonster { public: void Spawn( void ); - int Classify ( void ) { return CLASS_PLAYER_ALLY; } + int Classify( void ) { return CLASS_PLAYER_ALLY; } void KeyValue( KeyValueData *pkvd ); - int m_iPose;// which sequence to display -- temporary, don't need to save + int m_iPose;// which sequence to display -- temporary, don't need to save static char *m_szPoses[3]; }; @@ -790,12 +790,12 @@ char *CDeadBarney::m_szPoses[] = { "lying_on_back", "lying_on_side", "lying_on_s void CDeadBarney::KeyValue( KeyValueData *pkvd ) { - if (FStrEq(pkvd->szKeyName, "pose")) + if( FStrEq( pkvd->szKeyName, "pose" ) ) { - m_iPose = atoi(pkvd->szValue); + m_iPose = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; } - else + else CBaseMonster::KeyValue( pkvd ); } @@ -804,23 +804,23 @@ LINK_ENTITY_TO_CLASS( monster_barney_dead, CDeadBarney ) //========================================================= // ********** DeadBarney SPAWN ********** //========================================================= -void CDeadBarney :: Spawn( ) +void CDeadBarney::Spawn() { - PRECACHE_MODEL("models/barney.mdl"); - SET_MODEL(ENT(pev), "models/barney.mdl"); + PRECACHE_MODEL( "models/barney.mdl" ); + SET_MODEL( ENT( pev ), "models/barney.mdl" ); - pev->effects = 0; - pev->yaw_speed = 8; - pev->sequence = 0; - m_bloodColor = BLOOD_COLOR_RED; + pev->effects = 0; + pev->yaw_speed = 8; + pev->sequence = 0; + m_bloodColor = BLOOD_COLOR_RED; pev->sequence = LookupSequence( m_szPoses[m_iPose] ); - if (pev->sequence == -1) + if( pev->sequence == -1 ) { - ALERT ( at_console, "Dead barney with bad pose\n" ); + ALERT( at_console, "Dead barney with bad pose\n" ); } // Corpses have less health - pev->health = 8;//gSkillData.barneyHealth; + pev->health = 8;//gSkillData.barneyHealth; MonsterInitDead(); } diff --git a/dlls/basemonster.h b/dlls/basemonster.h index 7a482490..ad05fccf 100644 --- a/dlls/basemonster.h +++ b/dlls/basemonster.h @@ -22,314 +22,310 @@ class CBaseMonster : public CBaseToggle { private: - int m_afConditions; + int m_afConditions; public: - typedef enum - { - SCRIPT_PLAYING = 0, // Playing the sequence - SCRIPT_WAIT, // Waiting on everyone in the script to be ready - SCRIPT_CLEANUP, // Cancelling the script / cleaning up - SCRIPT_WALK_TO_MARK, - SCRIPT_RUN_TO_MARK - } SCRIPTSTATE; + typedef enum + { + SCRIPT_PLAYING = 0, // Playing the sequence + SCRIPT_WAIT, // Waiting on everyone in the script to be ready + SCRIPT_CLEANUP, // Cancelling the script / cleaning up + SCRIPT_WALK_TO_MARK, + SCRIPT_RUN_TO_MARK + } SCRIPTSTATE; + // these fields have been added in the process of reworking the state machine. (sjb) + EHANDLE m_hEnemy; // the entity that the monster is fighting. + EHANDLE m_hTargetEnt; // the entity that the monster is trying to reach + EHANDLE m_hOldEnemy[MAX_OLD_ENEMIES]; + Vector m_vecOldEnemy[MAX_OLD_ENEMIES]; - - // these fields have been added in the process of reworking the state machine. (sjb) - EHANDLE m_hEnemy; // the entity that the monster is fighting. - EHANDLE m_hTargetEnt; // the entity that the monster is trying to reach - EHANDLE m_hOldEnemy[ MAX_OLD_ENEMIES ]; - Vector m_vecOldEnemy[ MAX_OLD_ENEMIES ]; + float m_flFieldOfView;// width of monster's field of view ( dot product ) + float m_flWaitFinished;// if we're told to wait, this is the time that the wait will be over. + float m_flMoveWaitFinished; - float m_flFieldOfView;// width of monster's field of view ( dot product ) - float m_flWaitFinished;// if we're told to wait, this is the time that the wait will be over. - float m_flMoveWaitFinished; + Activity m_Activity;// what the monster is doing (animation) + Activity m_IdealActivity;// monster should switch to this activity - Activity m_Activity;// what the monster is doing (animation) - Activity m_IdealActivity;// monster should switch to this activity - - int m_LastHitGroup; // the last body region that took damage - - MONSTERSTATE m_MonsterState;// monster's current state - MONSTERSTATE m_IdealMonsterState;// monster should change to this state - - int m_iTaskStatus; - Schedule_t *m_pSchedule; - int m_iScheduleIndex; + int m_LastHitGroup; // the last body region that took damage - WayPoint_t m_Route[ ROUTE_SIZE ]; // Positions of movement - int m_movementGoal; // Goal that defines route - int m_iRouteIndex; // index into m_Route[] - float m_moveWaitTime; // How long I should wait for something to move + MONSTERSTATE m_MonsterState;// monster's current state + MONSTERSTATE m_IdealMonsterState;// monster should change to this state - Vector m_vecMoveGoal; // kept around for node graph moves, so we know our ultimate goal - Activity m_movementActivity; // When moving, set this activity + int m_iTaskStatus; + Schedule_t *m_pSchedule; + int m_iScheduleIndex; - int m_iAudibleList; // first index of a linked list of sounds that the monster can hear. - int m_afSoundTypes; + WayPoint_t m_Route[ROUTE_SIZE]; // Positions of movement + int m_movementGoal; // Goal that defines route + int m_iRouteIndex; // index into m_Route[] + float m_moveWaitTime; // How long I should wait for something to move - Vector m_vecLastPosition;// monster sometimes wants to return to where it started after an operation. + Vector m_vecMoveGoal; // kept around for node graph moves, so we know our ultimate goal + Activity m_movementActivity; // When moving, set this activity - int m_iHintNode; // this is the hint node that the monster is moving towards or performing active idle on. + int m_iAudibleList; // first index of a linked list of sounds that the monster can hear. + int m_afSoundTypes; - int m_afMemory; + Vector m_vecLastPosition;// monster sometimes wants to return to where it started after an operation. - int m_iMaxHealth;// keeps track of monster's maximum health value (for re-healing, etc) + int m_iHintNode; // this is the hint node that the monster is moving towards or performing active idle on. - Vector m_vecEnemyLKP;// last known position of enemy. (enemy's origin) + int m_afMemory; - int m_cAmmoLoaded; // how much ammo is in the weapon (used to trigger reload anim sequences) + int m_iMaxHealth;// keeps track of monster's maximum health value (for re-healing, etc) - int m_afCapability;// tells us what a monster can/can't do. + Vector m_vecEnemyLKP;// last known position of enemy. (enemy's origin) - float m_flNextAttack; // cannot attack again until this time + int m_cAmmoLoaded; // how much ammo is in the weapon (used to trigger reload anim sequences) - int m_bitsDamageType; // what types of damage has monster (player) taken - BYTE m_rgbTimeBasedDamage[CDMG_TIMEBASED]; + int m_afCapability;// tells us what a monster can/can't do. - int m_lastDamageAmount;// how much damage did monster (player) last take - // time based damage counters, decr. 1 per 2 seconds - int m_bloodColor; // color of blood particless + float m_flNextAttack; // cannot attack again until this time - int m_failSchedule; // Schedule type to choose if current schedule fails + int m_bitsDamageType; // what types of damage has monster (player) taken + BYTE m_rgbTimeBasedDamage[CDMG_TIMEBASED]; - float m_flHungryTime;// set this is a future time to stop the monster from eating for a while. + int m_lastDamageAmount;// how much damage did monster (player) last take + // time based damage counters, decr. 1 per 2 seconds + int m_bloodColor; // color of blood particless - float m_flDistTooFar; // if enemy farther away than this, bits_COND_ENEMY_TOOFAR set in CheckEnemy - float m_flDistLook; // distance monster sees (Default 2048) + int m_failSchedule; // Schedule type to choose if current schedule fails - int m_iTriggerCondition;// for scripted AI, this is the condition that will cause the activation of the monster's TriggerTarget - string_t m_iszTriggerTarget;// name of target that should be fired. + float m_flHungryTime;// set this is a future time to stop the monster from eating for a while. - Vector m_HackedGunPos; // HACK until we can query end of gun + float m_flDistTooFar; // if enemy farther away than this, bits_COND_ENEMY_TOOFAR set in CheckEnemy + float m_flDistLook; // distance monster sees (Default 2048) + + int m_iTriggerCondition;// for scripted AI, this is the condition that will cause the activation of the monster's TriggerTarget + string_t m_iszTriggerTarget;// name of target that should be fired. + + Vector m_HackedGunPos; // HACK until we can query end of gun // Scripted sequence Info - SCRIPTSTATE m_scriptState; // internal cinematic state - CCineMonster *m_pCine; + SCRIPTSTATE m_scriptState; // internal cinematic state + CCineMonster *m_pCine; - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); - - static TYPEDESCRIPTION m_SaveData[]; + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); + static TYPEDESCRIPTION m_SaveData[]; void KeyValue( KeyValueData *pkvd ); // monster use function - void EXPORT MonsterUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); - void EXPORT CorpseUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); + void EXPORT MonsterUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); + void EXPORT CorpseUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); // overrideable Monster member functions - - virtual int BloodColor( void ) { return m_bloodColor; } + virtual int BloodColor( void ) { return m_bloodColor; } virtual CBaseMonster *MyMonsterPointer( void ) { return this; } - virtual void Look ( int iDistance );// basic sight function for monsters - virtual void RunAI ( void );// core ai function! - void Listen ( void ); + virtual void Look( int iDistance );// basic sight function for monsters + virtual void RunAI( void );// core ai function! + void Listen( void ); - virtual BOOL IsAlive( void ) { return (pev->deadflag != DEAD_DEAD); } - virtual BOOL ShouldFadeOnDeath( void ); + virtual BOOL IsAlive( void ) { return ( pev->deadflag != DEAD_DEAD ); } + virtual BOOL ShouldFadeOnDeath( void ); // Basic Monster AI functions - virtual float ChangeYaw ( int speed ); + virtual float ChangeYaw( int speed ); float VecToYaw( Vector vecDir ); - float FlYawDiff ( void ); + float FlYawDiff( void ); float DamageForce( float damage ); // stuff written for new state machine - virtual void MonsterThink( void ); - void EXPORT CallMonsterThink( void ) { this->MonsterThink(); } - virtual int IRelationship ( CBaseEntity *pTarget ); - virtual void MonsterInit ( void ); - virtual void MonsterInitDead( void ); // Call after animation/pose is set up - virtual void BecomeDead( void ); - void EXPORT CorpseFallThink( void ); + virtual void MonsterThink( void ); + void EXPORT CallMonsterThink( void ) { this->MonsterThink(); } + virtual int IRelationship( CBaseEntity *pTarget ); + virtual void MonsterInit( void ); + virtual void MonsterInitDead( void ); // Call after animation/pose is set up + virtual void BecomeDead( void ); + void EXPORT CorpseFallThink( void ); - void EXPORT MonsterInitThink ( void ); - virtual void StartMonster ( void ); - virtual CBaseEntity* BestVisibleEnemy ( void );// finds best visible enemy for attack - virtual BOOL FInViewCone ( CBaseEntity *pEntity );// see if pEntity is in monster's view cone - virtual BOOL FInViewCone ( Vector *pOrigin );// see if given location is in monster's view cone - virtual void HandleAnimEvent( MonsterEvent_t *pEvent ); + void EXPORT MonsterInitThink( void ); + virtual void StartMonster( void ); + virtual CBaseEntity *BestVisibleEnemy( void );// finds best visible enemy for attack + virtual BOOL FInViewCone( CBaseEntity *pEntity );// see if pEntity is in monster's view cone + virtual BOOL FInViewCone( Vector *pOrigin );// see if given location is in monster's view cone + virtual void HandleAnimEvent( MonsterEvent_t *pEvent ); - virtual int CheckLocalMove ( const Vector &vecStart, const Vector &vecEnd, CBaseEntity *pTarget, float *pflDist );// check validity of a straight move through space - virtual void Move( float flInterval = 0.1 ); - virtual void MoveExecute( CBaseEntity *pTargetEnt, const Vector &vecDir, float flInterval ); - virtual BOOL ShouldAdvanceRoute( float flWaypointDist ); + virtual int CheckLocalMove ( const Vector &vecStart, const Vector &vecEnd, CBaseEntity *pTarget, float *pflDist );// check validity of a straight move through space + virtual void Move( float flInterval = 0.1 ); + virtual void MoveExecute( CBaseEntity *pTargetEnt, const Vector &vecDir, float flInterval ); + virtual BOOL ShouldAdvanceRoute( float flWaypointDist ); - virtual Activity GetStoppedActivity( void ) { return ACT_IDLE; } - virtual void Stop( void ) { m_IdealActivity = GetStoppedActivity(); } + virtual Activity GetStoppedActivity( void ) { return ACT_IDLE; } + virtual void Stop( void ) { m_IdealActivity = GetStoppedActivity(); } - // This will stop animation until you call ResetSequenceInfo() at some point in the future - inline void StopAnimation( void ) { pev->framerate = 0; } + // This will stop animation until you call ResetSequenceInfo() at some point in the future + inline void StopAnimation( void ) { pev->framerate = 0; } - // these functions will survey conditions and set appropriate conditions bits for attack types. - virtual BOOL CheckRangeAttack1( float flDot, float flDist ); - virtual BOOL CheckRangeAttack2( float flDot, float flDist ); - virtual BOOL CheckMeleeAttack1( float flDot, float flDist ); - virtual BOOL CheckMeleeAttack2( float flDot, float flDist ); + // these functions will survey conditions and set appropriate conditions bits for attack types. + virtual BOOL CheckRangeAttack1( float flDot, float flDist ); + virtual BOOL CheckRangeAttack2( float flDot, float flDist ); + virtual BOOL CheckMeleeAttack1( float flDot, float flDist ); + virtual BOOL CheckMeleeAttack2( float flDot, float flDist ); - BOOL FHaveSchedule( void ); - BOOL FScheduleValid ( void ); - void ClearSchedule( void ); - BOOL FScheduleDone ( void ); - void ChangeSchedule ( Schedule_t *pNewSchedule ); - void NextScheduledTask ( void ); - Schedule_t *ScheduleInList( const char *pName, Schedule_t **pList, int listCount ); + BOOL FHaveSchedule( void ); + BOOL FScheduleValid( void ); + void ClearSchedule( void ); + BOOL FScheduleDone( void ); + void ChangeSchedule( Schedule_t *pNewSchedule ); + void NextScheduledTask( void ); + Schedule_t *ScheduleInList( const char *pName, Schedule_t **pList, int listCount ); - virtual Schedule_t *ScheduleFromName( const char *pName ); - static Schedule_t *m_scheduleList[]; - - void MaintainSchedule ( void ); - virtual void StartTask ( Task_t *pTask ); - virtual void RunTask ( Task_t *pTask ); - virtual Schedule_t *GetScheduleOfType( int Type ); - virtual Schedule_t *GetSchedule( void ); - virtual void ScheduleChange( void ) {} - // virtual int CanPlaySequence( void ) { return ((m_pCine == NULL) && (m_MonsterState == MONSTERSTATE_NONE || m_MonsterState == MONSTERSTATE_IDLE || m_IdealMonsterState == MONSTERSTATE_IDLE)); } - virtual int CanPlaySequence( BOOL fDisregardState, int interruptLevel ); - virtual int CanPlaySentence( BOOL fDisregardState ) { return IsAlive(); } - virtual void PlaySentence( const char *pszSentence, float duration, float volume, float attenuation ); - virtual void PlayScriptedSentence( const char *pszSentence, float duration, float volume, float attenuation, BOOL bConcurrent, CBaseEntity *pListener ); + virtual Schedule_t *ScheduleFromName( const char *pName ); + static Schedule_t *m_scheduleList[]; - virtual void SentenceStop( void ); + void MaintainSchedule( void ); + virtual void StartTask( Task_t *pTask ); + virtual void RunTask( Task_t *pTask ); + virtual Schedule_t *GetScheduleOfType( int Type ); + virtual Schedule_t *GetSchedule( void ); + virtual void ScheduleChange( void ) {} + // virtual int CanPlaySequence( void ) { return ((m_pCine == NULL) && (m_MonsterState == MONSTERSTATE_NONE || m_MonsterState == MONSTERSTATE_IDLE || m_IdealMonsterState == MONSTERSTATE_IDLE)); } + virtual int CanPlaySequence( BOOL fDisregardState, int interruptLevel ); + virtual int CanPlaySentence( BOOL fDisregardState ) { return IsAlive(); } + virtual void PlaySentence( const char *pszSentence, float duration, float volume, float attenuation ); + virtual void PlayScriptedSentence( const char *pszSentence, float duration, float volume, float attenuation, BOOL bConcurrent, CBaseEntity *pListener ); - Task_t *GetTask ( void ); - virtual MONSTERSTATE GetIdealState ( void ); - virtual void SetActivity ( Activity NewActivity ); - void SetSequenceByName ( char *szSequence ); - void SetState ( MONSTERSTATE State ); - virtual void ReportAIState( void ); + virtual void SentenceStop( void ); - void CheckAttacks ( CBaseEntity *pTarget, float flDist ); - virtual int CheckEnemy ( CBaseEntity *pEnemy ); - void PushEnemy( CBaseEntity *pEnemy, Vector &vecLastKnownPos ); - BOOL PopEnemy( void ); + Task_t *GetTask( void ); + virtual MONSTERSTATE GetIdealState( void ); + virtual void SetActivity( Activity NewActivity ); + void SetSequenceByName( char *szSequence ); + void SetState( MONSTERSTATE State ); + virtual void ReportAIState( void ); - BOOL FGetNodeRoute ( Vector vecDest ); - - inline void TaskComplete( void ) { if ( !HasConditions(bits_COND_TASK_FAILED) ) m_iTaskStatus = TASKSTATUS_COMPLETE; } - void MovementComplete( void ); - inline void TaskFail( void ) { SetConditions(bits_COND_TASK_FAILED); } - inline void TaskBegin( void ) { m_iTaskStatus = TASKSTATUS_RUNNING; } - int TaskIsRunning( void ); - inline int TaskIsComplete( void ) { return (m_iTaskStatus == TASKSTATUS_COMPLETE); } - inline int MovementIsComplete( void ) { return (m_movementGoal == MOVEGOAL_NONE); } + void CheckAttacks( CBaseEntity *pTarget, float flDist ); + virtual int CheckEnemy( CBaseEntity *pEnemy ); + void PushEnemy( CBaseEntity *pEnemy, Vector &vecLastKnownPos ); + BOOL PopEnemy( void ); - int IScheduleFlags ( void ); - BOOL FRefreshRoute( void ); - BOOL FRouteClear ( void ); - void RouteSimplify( CBaseEntity *pTargetEnt ); - void AdvanceRoute ( float distance ); - virtual BOOL FTriangulate ( const Vector &vecStart , const Vector &vecEnd, float flDist, CBaseEntity *pTargetEnt, Vector *pApex ); - void MakeIdealYaw( Vector vecTarget ); - virtual void SetYawSpeed ( void ) { return; };// allows different yaw_speeds for each activity - BOOL BuildRoute ( const Vector &vecGoal, int iMoveFlag, CBaseEntity *pTarget ); - virtual BOOL BuildNearestRoute ( Vector vecThreat, Vector vecViewOffset, float flMinDist, float flMaxDist ); - int RouteClassify( int iMoveFlag ); - void InsertWaypoint ( Vector vecLocation, int afMoveFlags ); - - BOOL FindLateralCover ( const Vector &vecThreat, const Vector &vecViewOffset ); - virtual BOOL FindCover ( Vector vecThreat, Vector vecViewOffset, float flMinDist, float flMaxDist ); - virtual BOOL FValidateCover ( const Vector &vecCoverLocation ) { return TRUE; }; - virtual float CoverRadius( void ) { return 784; } // Default cover radius + BOOL FGetNodeRoute( Vector vecDest ); + + inline void TaskComplete( void ) { if ( !HasConditions( bits_COND_TASK_FAILED ) ) m_iTaskStatus = TASKSTATUS_COMPLETE; } + void MovementComplete( void ); + inline void TaskFail( void ) { SetConditions( bits_COND_TASK_FAILED ); } + inline void TaskBegin( void ) { m_iTaskStatus = TASKSTATUS_RUNNING; } + int TaskIsRunning( void ); + inline int TaskIsComplete( void ) { return ( m_iTaskStatus == TASKSTATUS_COMPLETE ); } + inline int MovementIsComplete( void ) { return ( m_movementGoal == MOVEGOAL_NONE ); } - virtual BOOL FCanCheckAttacks ( void ); - virtual void CheckAmmo( void ) { return; }; - virtual int IgnoreConditions ( void ); - - inline void SetConditions( int iConditions ) { m_afConditions |= iConditions; } - inline void ClearConditions( int iConditions ) { m_afConditions &= ~iConditions; } - inline BOOL HasConditions( int iConditions ) { if ( m_afConditions & iConditions ) return TRUE; return FALSE; } - inline BOOL HasAllConditions( int iConditions ) { if ( (m_afConditions & iConditions) == iConditions ) return TRUE; return FALSE; } + int IScheduleFlags( void ); + BOOL FRefreshRoute( void ); + BOOL FRouteClear( void ); + void RouteSimplify( CBaseEntity *pTargetEnt ); + void AdvanceRoute( float distance ); + virtual BOOL FTriangulate( const Vector &vecStart , const Vector &vecEnd, float flDist, CBaseEntity *pTargetEnt, Vector *pApex ); + void MakeIdealYaw( Vector vecTarget ); + virtual void SetYawSpeed( void ) { return; };// allows different yaw_speeds for each activity + BOOL BuildRoute( const Vector &vecGoal, int iMoveFlag, CBaseEntity *pTarget ); + virtual BOOL BuildNearestRoute( Vector vecThreat, Vector vecViewOffset, float flMinDist, float flMaxDist ); + int RouteClassify( int iMoveFlag ); + void InsertWaypoint( Vector vecLocation, int afMoveFlags ); - virtual BOOL FValidateHintType( short sHint ); - int FindHintNode ( void ); - virtual BOOL FCanActiveIdle ( void ); - void SetTurnActivity ( void ); - float FLSoundVolume ( CSound *pSound ); + BOOL FindLateralCover( const Vector &vecThreat, const Vector &vecViewOffset ); + virtual BOOL FindCover( Vector vecThreat, Vector vecViewOffset, float flMinDist, float flMaxDist ); + virtual BOOL FValidateCover( const Vector &vecCoverLocation ) { return TRUE; }; + virtual float CoverRadius( void ) { return 784; } // Default cover radius - BOOL MoveToNode( Activity movementAct, float waitTime, const Vector &goal ); - BOOL MoveToTarget( Activity movementAct, float waitTime ); - BOOL MoveToLocation( Activity movementAct, float waitTime, const Vector &goal ); - BOOL MoveToEnemy( Activity movementAct, float waitTime ); + virtual BOOL FCanCheckAttacks( void ); + virtual void CheckAmmo( void ) { return; }; + virtual int IgnoreConditions( void ); - // Returns the time when the door will be open - float OpenDoorAndWait( entvars_t *pevDoor ); + inline void SetConditions( int iConditions ) { m_afConditions |= iConditions; } + inline void ClearConditions( int iConditions ) { m_afConditions &= ~iConditions; } + inline BOOL HasConditions( int iConditions ) { if ( m_afConditions & iConditions ) return TRUE; return FALSE; } + inline BOOL HasAllConditions( int iConditions ) { if ( (m_afConditions & iConditions) == iConditions ) return TRUE; return FALSE; } - virtual int ISoundMask( void ); - virtual CSound* PBestSound ( void ); - virtual CSound* PBestScent ( void ); - virtual float HearingSensitivity( void ) { return 1.0; }; + virtual BOOL FValidateHintType( short sHint ); + int FindHintNode( void ); + virtual BOOL FCanActiveIdle( void ); + void SetTurnActivity( void ); + float FLSoundVolume( CSound *pSound ); - BOOL FBecomeProne ( void ); - virtual void BarnacleVictimBitten( entvars_t *pevBarnacle ); - virtual void BarnacleVictimReleased( void ); + BOOL MoveToNode( Activity movementAct, float waitTime, const Vector &goal ); + BOOL MoveToTarget( Activity movementAct, float waitTime ); + BOOL MoveToLocation( Activity movementAct, float waitTime, const Vector &goal ); + BOOL MoveToEnemy( Activity movementAct, float waitTime ); - void SetEyePosition ( void ); + // Returns the time when the door will be open + float OpenDoorAndWait( entvars_t *pevDoor ); - BOOL FShouldEat( void );// see if a monster is 'hungry' - void Eat ( float flFullDuration );// make the monster 'full' for a while. + virtual int ISoundMask( void ); + virtual CSound* PBestSound( void ); + virtual CSound* PBestScent( void ); + virtual float HearingSensitivity( void ) { return 1.0; }; - CBaseEntity *CheckTraceHullAttack( float flDist, int iDamage, int iDmgType ); - BOOL FacingIdeal( void ); + BOOL FBecomeProne( void ); + virtual void BarnacleVictimBitten( entvars_t *pevBarnacle ); + virtual void BarnacleVictimReleased( void ); - BOOL FCheckAITrigger( void );// checks and, if necessary, fires the monster's trigger target. - BOOL NoFriendlyFire( void ); + void SetEyePosition( void ); - BOOL BBoxFlat( void ); + BOOL FShouldEat( void );// see if a monster is 'hungry' + void Eat( float flFullDuration );// make the monster 'full' for a while. - // PrescheduleThink - virtual void PrescheduleThink( void ) { return; }; + CBaseEntity *CheckTraceHullAttack( float flDist, int iDamage, int iDmgType ); + BOOL FacingIdeal( void ); - BOOL GetEnemy ( void ); - void MakeDamageBloodDecal ( int cCount, float flNoise, TraceResult *ptr, const Vector &vecDir ); - void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); + BOOL FCheckAITrigger( void );// checks and, if necessary, fires the monster's trigger target. + BOOL NoFriendlyFire( void ); + + BOOL BBoxFlat( void ); + + // PrescheduleThink + virtual void PrescheduleThink( void ) { return; }; + + BOOL GetEnemy( void ); + void MakeDamageBloodDecal( int cCount, float flNoise, TraceResult *ptr, const Vector &vecDir ); + void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); // combat functions - float UpdateTarget ( entvars_t *pevTarget ); - virtual Activity GetDeathActivity ( void ); + float UpdateTarget( entvars_t *pevTarget ); + virtual Activity GetDeathActivity( void ); Activity GetSmallFlinchActivity( void ); virtual void Killed( entvars_t *pevAttacker, int iGib ); virtual void GibMonster( void ); - BOOL ShouldGibMonster( int iGib ); - void CallGibMonster( void ); - virtual BOOL HasHumanGibs( void ); - virtual BOOL HasAlienGibs( void ); - virtual void FadeMonster( void ); // Called instead of GibMonster() when gibs are disabled + BOOL ShouldGibMonster( int iGib ); + void CallGibMonster( void ); + virtual BOOL HasHumanGibs( void ); + virtual BOOL HasAlienGibs( void ); + virtual void FadeMonster( void ); // Called instead of GibMonster() when gibs are disabled Vector ShootAtEnemy( const Vector &shootOrigin ); - virtual Vector BodyTarget( const Vector &posSrc ) { return Center( ) * 0.75 + EyePosition() * 0.25; }; // position to shoot at + virtual Vector BodyTarget( const Vector &posSrc ) { return Center() * 0.75 + EyePosition() * 0.25; }; // position to shoot at - virtual Vector GetGunPosition( void ); + virtual Vector GetGunPosition( void ); virtual int TakeHealth( float flHealth, int bitsDamageType ); - virtual int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType); - int DeadTakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); + virtual int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType); + int DeadTakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); - void RadiusDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType ); - void RadiusDamage(Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType ); - virtual int IsMoving( void ) { return m_movementGoal != MOVEGOAL_NONE; } + void RadiusDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType ); + void RadiusDamage( Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType ); + virtual int IsMoving( void ) { return m_movementGoal != MOVEGOAL_NONE; } void RouteClear( void ); void RouteNew( void ); - - virtual void DeathSound ( void ) { return; }; - virtual void AlertSound ( void ) { return; }; - virtual void IdleSound ( void ) { return; }; - virtual void PainSound ( void ) { return; }; - + + virtual void DeathSound( void ) { return; }; + virtual void AlertSound( void ) { return; }; + virtual void IdleSound( void ) { return; }; + virtual void PainSound( void ) { return; }; + virtual void StopFollowing( BOOL clearSchedule ) {} - inline void Remember( int iMemory ) { m_afMemory |= iMemory; } - inline void Forget( int iMemory ) { m_afMemory &= ~iMemory; } + inline void Remember( int iMemory ) { m_afMemory |= iMemory; } + inline void Forget( int iMemory ) { m_afMemory &= ~iMemory; } inline BOOL HasMemory( int iMemory ) { if ( m_afMemory & iMemory ) return TRUE; return FALSE; } inline BOOL HasAllMemories( int iMemory ) { if ( (m_afMemory & iMemory) == iMemory ) return TRUE; return FALSE; } - BOOL ExitScriptedSequence( ); - BOOL CineCleanup( ); + BOOL ExitScriptedSequence(); + BOOL CineCleanup(); CBaseEntity* DropItem ( char *pszItemName, const Vector &vecPos, const Vector &vecAng );// drop an item. }; diff --git a/dlls/bigmomma.cpp b/dlls/bigmomma.cpp index e9b5a988..59f6cae2 100644 --- a/dlls/bigmomma.cpp +++ b/dlls/bigmomma.cpp @@ -17,6 +17,7 @@ //========================================================= // monster template //========================================================= + #include "extdll.h" #include "util.h" #include "cbase.h" @@ -44,16 +45,16 @@ public: // Reach delay in pev->speed // Reach sequence in pev->netname - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); - static TYPEDESCRIPTION m_SaveData[]; + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); + static TYPEDESCRIPTION m_SaveData[]; - int m_preSequence; + int m_preSequence; }; LINK_ENTITY_TO_CLASS( info_bigmomma, CInfoBM ) -TYPEDESCRIPTION CInfoBM::m_SaveData[] = +TYPEDESCRIPTION CInfoBM::m_SaveData[] = { DEFINE_FIELD( CInfoBM, m_preSequence, FIELD_STRING ), }; @@ -66,29 +67,29 @@ void CInfoBM::Spawn( void ) void CInfoBM::KeyValue( KeyValueData* pkvd ) { - if (FStrEq(pkvd->szKeyName, "radius")) + if( FStrEq( pkvd->szKeyName, "radius" ) ) { - pev->scale = atof(pkvd->szValue); + pev->scale = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "reachdelay")) + else if( FStrEq( pkvd->szKeyName, "reachdelay" ) ) { - pev->speed = atof(pkvd->szValue); + pev->speed = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "reachtarget")) + else if( FStrEq( pkvd->szKeyName, "reachtarget" ) ) { - pev->message = ALLOC_STRING(pkvd->szValue); + pev->message = ALLOC_STRING( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "reachsequence")) + else if( FStrEq( pkvd->szKeyName, "reachsequence" ) ) { - pev->netname = ALLOC_STRING(pkvd->szValue); + pev->netname = ALLOC_STRING( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "presequence")) + else if( FStrEq( pkvd->szKeyName, "presequence" ) ) { - m_preSequence = ALLOC_STRING(pkvd->szValue); + m_preSequence = ALLOC_STRING( pkvd->szValue ); pkvd->fHandled = TRUE; } else @@ -107,16 +108,16 @@ public: void Touch( CBaseEntity *pOther ); void EXPORT Animate( void ); - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); - static TYPEDESCRIPTION m_SaveData[]; + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); + static TYPEDESCRIPTION m_SaveData[]; - int m_maxFrame; + int m_maxFrame; }; LINK_ENTITY_TO_CLASS( bmortar, CBMortar ) -TYPEDESCRIPTION CBMortar::m_SaveData[] = +TYPEDESCRIPTION CBMortar::m_SaveData[] = { DEFINE_FIELD( CBMortar, m_maxFrame, FIELD_INTEGER ), }; @@ -126,43 +127,43 @@ IMPLEMENT_SAVERESTORE( CBMortar, CBaseEntity ) //========================================================= // Monster's Anim Events Go Here //========================================================= -#define BIG_AE_STEP1 1 // Footstep left -#define BIG_AE_STEP2 2 // Footstep right -#define BIG_AE_STEP3 3 // Footstep back left -#define BIG_AE_STEP4 4 // Footstep back right -#define BIG_AE_SACK 5 // Sack slosh -#define BIG_AE_DEATHSOUND 6 // Death sound +#define BIG_AE_STEP1 1 // Footstep left +#define BIG_AE_STEP2 2 // Footstep right +#define BIG_AE_STEP3 3 // Footstep back left +#define BIG_AE_STEP4 4 // Footstep back right +#define BIG_AE_SACK 5 // Sack slosh +#define BIG_AE_DEATHSOUND 6 // Death sound #define BIG_AE_MELEE_ATTACKBR 8 // Leg attack #define BIG_AE_MELEE_ATTACKBL 9 // Leg attack #define BIG_AE_MELEE_ATTACK1 10 // Leg attack #define BIG_AE_MORTAR_ATTACK1 11 // Launch a mortar -#define BIG_AE_LAY_CRAB 12 // Lay a headcrab -#define BIG_AE_JUMP_FORWARD 13 // Jump up and forward -#define BIG_AE_SCREAM 14 // alert sound -#define BIG_AE_PAIN_SOUND 15 // pain sound -#define BIG_AE_ATTACK_SOUND 16 // attack sound -#define BIG_AE_BIRTH_SOUND 17 // birth sound -#define BIG_AE_EARLY_TARGET 50 // Fire target early +#define BIG_AE_LAY_CRAB 12 // Lay a headcrab +#define BIG_AE_JUMP_FORWARD 13 // Jump up and forward +#define BIG_AE_SCREAM 14 // alert sound +#define BIG_AE_PAIN_SOUND 15 // pain sound +#define BIG_AE_ATTACK_SOUND 16 // attack sound +#define BIG_AE_BIRTH_SOUND 17 // birth sound +#define BIG_AE_EARLY_TARGET 50 // Fire target early // User defined conditions #define bits_COND_NODE_SEQUENCE ( bits_COND_SPECIAL1 ) // pev->netname contains the name of a sequence to play // Attack distance constants -#define BIG_ATTACKDIST 170 -#define BIG_MORTARDIST 800 -#define BIG_MAXCHILDREN 20 // Max # of live headcrab children +#define BIG_ATTACKDIST 170 +#define BIG_MORTARDIST 800 +#define BIG_MAXCHILDREN 20 // Max # of live headcrab children -#define bits_MEMORY_CHILDPAIR (bits_MEMORY_CUSTOM1) -#define bits_MEMORY_ADVANCE_NODE (bits_MEMORY_CUSTOM2) -#define bits_MEMORY_COMPLETED_NODE (bits_MEMORY_CUSTOM3) -#define bits_MEMORY_FIRED_NODE (bits_MEMORY_CUSTOM4) +#define bits_MEMORY_CHILDPAIR ( bits_MEMORY_CUSTOM1 ) +#define bits_MEMORY_ADVANCE_NODE ( bits_MEMORY_CUSTOM2 ) +#define bits_MEMORY_COMPLETED_NODE ( bits_MEMORY_CUSTOM3 ) +#define bits_MEMORY_FIRED_NODE ( bits_MEMORY_CUSTOM4 ) int gSpitSprite, gSpitDebrisSprite; Vector VecCheckSplatToss( entvars_t *pev, const Vector &vecSpot1, Vector vecSpot2, float maxHeight ); void MortarSpray( const Vector &position, const Vector &direction, int spriteModel, int count ); -// UNDONE: +// UNDONE: // #define BIG_CHILDCLASS "monster_babycrab" @@ -175,36 +176,35 @@ public: void Activate( void ); int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); - void RunTask( Task_t *pTask ); - void StartTask( Task_t *pTask ); - Schedule_t *GetSchedule( void ); - Schedule_t *GetScheduleOfType( int Type ); - void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ); + void RunTask( Task_t *pTask ); + void StartTask( Task_t *pTask ); + Schedule_t *GetSchedule( void ); + Schedule_t *GetScheduleOfType( int Type ); + void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ); void NodeStart( int iszNextNode ); void NodeReach( void ); BOOL ShouldGoToNode( void ); void SetYawSpeed( void ); - int Classify ( void ); + int Classify( void ); void HandleAnimEvent( MonsterEvent_t *pEvent ); void LayHeadcrab( void ); int GetNodeSequence( void ) { CBaseEntity *pTarget = m_hTargetEnt; - if ( pTarget ) + if( pTarget ) { return pTarget->pev->netname; // netname holds node sequence } return 0; } - int GetNodePresequence( void ) { CInfoBM *pTarget = (CInfoBM *)(CBaseEntity *)m_hTargetEnt; - if ( pTarget ) + if( pTarget ) { return pTarget->m_preSequence; } @@ -214,7 +214,7 @@ public: float GetNodeDelay( void ) { CBaseEntity *pTarget = m_hTargetEnt; - if ( pTarget ) + if( pTarget ) { return pTarget->pev->speed; // Speed holds node delay } @@ -224,7 +224,7 @@ public: float GetNodeRange( void ) { CBaseEntity *pTarget = m_hTargetEnt; - if ( pTarget ) + if( pTarget ) { return pTarget->pev->scale; // Scale holds node delay } @@ -234,14 +234,14 @@ public: float GetNodeYaw( void ) { CBaseEntity *pTarget = m_hTargetEnt; - if ( pTarget ) + if( pTarget ) { - if ( pTarget->pev->angles.y != 0 ) + if( pTarget->pev->angles.y != 0 ) return pTarget->pev->angles.y; } return pev->angles.y; } - + // Restart the crab count on each new level void OverrideReset( void ) { @@ -252,7 +252,7 @@ public: BOOL CanLayCrab( void ) { - if ( m_crabTime < gpGlobals->time && m_crabCount < BIG_MAXCHILDREN ) + if( m_crabTime < gpGlobals->time && m_crabCount < BIG_MAXCHILDREN ) { // Don't spawn crabs inside each other Vector mins = pev->origin - Vector( 32, 32, 0 ); @@ -260,9 +260,9 @@ public: CBaseEntity *pList[2]; int count = UTIL_EntitiesInBox( pList, 2, mins, maxs, FL_MONSTER ); - for ( int i = 0; i < count; i++ ) + for( int i = 0; i < count; i++ ) { - if ( pList[i] != this ) // Don't hurt yourself! + if( pList[i] != this ) // Don't hurt yourself! return FALSE; } return TRUE; @@ -283,9 +283,9 @@ public: BOOL CheckMeleeAttack2( float flDot, float flDist ); // Lay a crab BOOL CheckRangeAttack1( float flDot, float flDist ); // Mortar launch - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); - static TYPEDESCRIPTION m_SaveData[]; + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); + static TYPEDESCRIPTION m_SaveData[]; static const char *pChildDieSounds[]; static const char *pSackSounds[]; @@ -300,16 +300,16 @@ public: CUSTOM_SCHEDULES private: - float m_nodeTime; - float m_crabTime; - float m_mortarTime; - float m_painSoundTime; - int m_crabCount; + float m_nodeTime; + float m_crabTime; + float m_mortarTime; + float m_painSoundTime; + int m_crabCount; }; LINK_ENTITY_TO_CLASS( monster_bigmomma, CBigMomma ) -TYPEDESCRIPTION CBigMomma::m_SaveData[] = +TYPEDESCRIPTION CBigMomma::m_SaveData[] = { DEFINE_FIELD( CBigMomma, m_nodeTime, FIELD_TIME ), DEFINE_FIELD( CBigMomma, m_crabTime, FIELD_TIME ), @@ -320,21 +320,21 @@ TYPEDESCRIPTION CBigMomma::m_SaveData[] = IMPLEMENT_SAVERESTORE( CBigMomma, CBaseMonster ) -const char *CBigMomma::pChildDieSounds[] = +const char *CBigMomma::pChildDieSounds[] = { "gonarch/gon_childdie1.wav", "gonarch/gon_childdie2.wav", "gonarch/gon_childdie3.wav", }; -const char *CBigMomma::pSackSounds[] = +const char *CBigMomma::pSackSounds[] = { "gonarch/gon_sack1.wav", "gonarch/gon_sack2.wav", "gonarch/gon_sack3.wav", }; -const char *CBigMomma::pDeathSounds[] = +const char *CBigMomma::pDeathSounds[] = { "gonarch/gon_die1.wav", }; @@ -381,12 +381,12 @@ const char *CBigMomma::pFootSounds[] = "gonarch/gon_step3.wav", }; -void CBigMomma :: KeyValue( KeyValueData *pkvd ) +void CBigMomma::KeyValue( KeyValueData *pkvd ) { #if 0 - if (FStrEq(pkvd->szKeyName, "volume")) + if( FStrEq( pkvd->szKeyName, "volume" ) ) { - m_volume = atof(pkvd->szValue); + m_volume = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } else @@ -398,16 +398,16 @@ void CBigMomma :: KeyValue( KeyValueData *pkvd ) // Classify - indicates this monster's place in the // relationship table. //========================================================= -int CBigMomma :: Classify ( void ) +int CBigMomma::Classify( void ) { - return CLASS_ALIEN_MONSTER; + return CLASS_ALIEN_MONSTER; } //========================================================= // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= -void CBigMomma :: SetYawSpeed ( void ) +void CBigMomma::SetYawSpeed( void ) { int ys; @@ -428,7 +428,7 @@ void CBigMomma :: SetYawSpeed ( void ) // // Returns number of events handled, 0 if none. //========================================================= -void CBigMomma :: HandleAnimEvent( MonsterEvent_t *pEvent ) +void CBigMomma::HandleAnimEvent( MonsterEvent_t *pEvent ) { switch( pEvent->event ) { @@ -445,117 +445,101 @@ void CBigMomma :: HandleAnimEvent( MonsterEvent_t *pEvent ) Vector maxs = center + Vector( 64, 64, 64 ); CBaseEntity *pList[8]; - int count = UTIL_EntitiesInBox( pList, 8, mins, maxs, FL_MONSTER|FL_CLIENT ); + int count = UTIL_EntitiesInBox( pList, 8, mins, maxs, FL_MONSTER | FL_CLIENT ); CBaseEntity *pHurt = NULL; - for ( int i = 0; i < count && !pHurt; i++ ) + for( int i = 0; i < count && !pHurt; i++ ) { - if ( pList[i] != this ) + if( pList[i] != this ) { - if ( pList[i]->pev->owner != edict() ) + if( pList[i]->pev->owner != edict() ) pHurt = pList[i]; } } - - if ( pHurt ) + + if( pHurt ) { pHurt->TakeDamage( pev, pev, gSkillData.bigmommaDmgSlash, DMG_CRUSH | DMG_SLASH ); pHurt->pev->punchangle.x = 15; switch( pEvent->event ) { case BIG_AE_MELEE_ATTACKBR: - pHurt->pev->velocity = pHurt->pev->velocity + (forward * 150) + Vector(0,0,250) - (right * 200); - break; - + pHurt->pev->velocity = pHurt->pev->velocity + ( forward * 150 ) + Vector( 0, 0, 250 ) - ( right * 200 ); + break; case BIG_AE_MELEE_ATTACKBL: - pHurt->pev->velocity = pHurt->pev->velocity + (forward * 150) + Vector(0,0,250) + (right * 200); - break; - + pHurt->pev->velocity = pHurt->pev->velocity + ( forward * 150 ) + Vector( 0, 0, 250 ) + ( right * 200 ); + break; case BIG_AE_MELEE_ATTACK1: - pHurt->pev->velocity = pHurt->pev->velocity + (forward * 220) + Vector(0,0,200); - break; + pHurt->pev->velocity = pHurt->pev->velocity + ( forward * 220 ) + Vector( 0, 0, 200 ); + break; } pHurt->pev->flags &= ~FL_ONGROUND; - EMIT_SOUND_DYN( edict(), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pAttackHitSounds), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); + EMIT_SOUND_DYN( edict(), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pAttackHitSounds ), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); } } break; - case BIG_AE_SCREAM: EMIT_SOUND_ARRAY_DYN( CHAN_VOICE, pAlertSounds ); break; - case BIG_AE_PAIN_SOUND: EMIT_SOUND_ARRAY_DYN( CHAN_VOICE, pPainSounds ); break; - case BIG_AE_ATTACK_SOUND: EMIT_SOUND_ARRAY_DYN( CHAN_WEAPON, pAttackSounds ); break; - case BIG_AE_BIRTH_SOUND: EMIT_SOUND_ARRAY_DYN( CHAN_BODY, pBirthSounds ); break; - case BIG_AE_SACK: - if ( RANDOM_LONG(0,100) < 30 ) + if( RANDOM_LONG( 0, 100 ) < 30 ) EMIT_SOUND_ARRAY_DYN( CHAN_BODY, pSackSounds ); break; - case BIG_AE_DEATHSOUND: EMIT_SOUND_ARRAY_DYN( CHAN_VOICE, pDeathSounds ); break; - case BIG_AE_STEP1: // Footstep left case BIG_AE_STEP3: // Footstep back left EMIT_SOUND_ARRAY_DYN( CHAN_ITEM, pFootSounds ); break; - case BIG_AE_STEP4: // Footstep back right case BIG_AE_STEP2: // Footstep right EMIT_SOUND_ARRAY_DYN( CHAN_BODY, pFootSounds ); break; - case BIG_AE_MORTAR_ATTACK1: LaunchMortar(); break; - case BIG_AE_LAY_CRAB: LayHeadcrab(); break; - case BIG_AE_JUMP_FORWARD: ClearBits( pev->flags, FL_ONGROUND ); - UTIL_SetOrigin (pev, pev->origin + Vector ( 0 , 0 , 1) );// take him off ground so engine doesn't instantly reset onground - UTIL_MakeVectors ( pev->angles ); + UTIL_SetOrigin( pev, pev->origin + Vector( 0, 0, 1) );// take him off ground so engine doesn't instantly reset onground + UTIL_MakeVectors( pev->angles ); - pev->velocity = (gpGlobals->v_forward * 200) + gpGlobals->v_up * 500; + pev->velocity = gpGlobals->v_forward * 200 + gpGlobals->v_up * 500; break; - case BIG_AE_EARLY_TARGET: { CBaseEntity *pTarget = m_hTargetEnt; - if ( pTarget && pTarget->pev->message ) - FireTargets( STRING(pTarget->pev->message), this, this, USE_TOGGLE, 0 ); + if( pTarget && pTarget->pev->message ) + FireTargets( STRING( pTarget->pev->message ), this, this, USE_TOGGLE, 0 ); Remember( bits_MEMORY_FIRED_NODE ); } break; - default: CBaseMonster::HandleAnimEvent( pEvent ); break; } } -void CBigMomma :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ) +void CBigMomma::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ) { - if ( ptr->iHitgroup != 1 ) + if( ptr->iHitgroup != 1 ) { // didn't hit the sack? - - if ( pev->dmgtime != gpGlobals->time || (RANDOM_LONG(0,10) < 1) ) + if( pev->dmgtime != gpGlobals->time || ( RANDOM_LONG( 0, 10 ) < 1 ) ) { UTIL_Ricochet( ptr->vecEndPos, RANDOM_FLOAT( 1, 2) ); pev->dmgtime = gpGlobals->time; @@ -563,24 +547,24 @@ void CBigMomma :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector ve flDamage = 0.1;// don't hurt the monster much, but allow bits_COND_LIGHT_DAMAGE to be generated } - else if ( gpGlobals->time > m_painSoundTime ) + else if( gpGlobals->time > m_painSoundTime ) { - m_painSoundTime = gpGlobals->time + RANDOM_LONG(1, 3); + m_painSoundTime = gpGlobals->time + RANDOM_LONG( 1, 3 ); EMIT_SOUND_ARRAY_DYN( CHAN_VOICE, pPainSounds ); } CBaseMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType ); } -int CBigMomma :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) +int CBigMomma::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { // Don't take any acid damage -- BigMomma's mortar is acid - if ( bitsDamageType & DMG_ACID ) + if( bitsDamageType & DMG_ACID ) flDamage = 0; - if ( !HasMemory(bits_MEMORY_PATH_FINISHED) ) + if( !HasMemory( bits_MEMORY_PATH_FINISHED ) ) { - if ( pev->health <= flDamage ) + if( pev->health <= flDamage ) { pev->health = flDamage + 1; Remember( bits_MEMORY_ADVANCE_NODE | bits_MEMORY_COMPLETED_NODE ); @@ -591,14 +575,14 @@ int CBigMomma :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, fl return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); } -void CBigMomma :: LayHeadcrab( void ) +void CBigMomma::LayHeadcrab( void ) { CBaseEntity *pChild = CBaseEntity::Create( BIG_CHILDCLASS, pev->origin, pev->angles, edict() ); pChild->pev->spawnflags |= SF_MONSTER_FALL_TO_GROUND; // Is this the second crab in a pair? - if ( HasMemory( bits_MEMORY_CHILDPAIR ) ) + if( HasMemory( bits_MEMORY_CHILDPAIR ) ) { m_crabTime = gpGlobals->time + RANDOM_FLOAT( 5, 10 ); Forget( bits_MEMORY_CHILDPAIR ); @@ -610,18 +594,18 @@ void CBigMomma :: LayHeadcrab( void ) } TraceResult tr; - UTIL_TraceLine( pev->origin, pev->origin - Vector(0,0,100), ignore_monsters, edict(), &tr); + UTIL_TraceLine( pev->origin, pev->origin - Vector( 0, 0, 100 ), ignore_monsters, edict(), &tr ); UTIL_DecalTrace( &tr, DECAL_MOMMABIRTH ); - EMIT_SOUND_DYN( edict(), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pBirthSounds), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); + EMIT_SOUND_DYN( edict(), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pBirthSounds ), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); m_crabCount++; } void CBigMomma::DeathNotice( entvars_t *pevChild ) { - if ( m_crabCount > 0 ) // Some babies may cross a transition, but we reset the count then + if( m_crabCount > 0 ) // Some babies may cross a transition, but we reset the count then m_crabCount--; - if ( IsAlive() ) + if( IsAlive() ) { // Make the "my baby's dead" noise! EMIT_SOUND_ARRAY_DYN( CHAN_WEAPON, pChildDieSounds ); @@ -631,33 +615,33 @@ void CBigMomma::DeathNotice( entvars_t *pevChild ) void CBigMomma::LaunchMortar( void ) { m_mortarTime = gpGlobals->time + RANDOM_FLOAT( 2, 15 ); - + Vector startPos = pev->origin; startPos.z += 180; - EMIT_SOUND_DYN( edict(), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pSackSounds), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); + EMIT_SOUND_DYN( edict(), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pSackSounds ), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); CBMortar *pBomb = CBMortar::Shoot( edict(), startPos, pev->movedir ); pBomb->pev->gravity = 1.0; - MortarSpray( startPos, Vector(0,0,1), gSpitSprite, 24 ); + MortarSpray( startPos, Vector( 0, 0, 1 ), gSpitSprite, 24 ); } //========================================================= // Spawn //========================================================= -void CBigMomma :: Spawn() +void CBigMomma::Spawn() { - Precache( ); + Precache(); - SET_MODEL(ENT(pev), "models/big_mom.mdl"); + SET_MODEL( ENT( pev ), "models/big_mom.mdl" ); UTIL_SetSize( pev, Vector( -32, -32, 0 ), Vector( 32, 32, 64 ) ); - pev->solid = SOLID_SLIDEBOX; - pev->movetype = MOVETYPE_STEP; - m_bloodColor = BLOOD_COLOR_GREEN; - pev->health = 150 * gSkillData.bigmommaHealthFactor; - pev->view_ofs = Vector ( 0, 0, 128 );// position of the eyes relative to monster's origin. - m_flFieldOfView = 0.3;// indicates the width of this monster's forward view cone ( as a dotproduct result ) - m_MonsterState = MONSTERSTATE_NONE; + pev->solid = SOLID_SLIDEBOX; + pev->movetype = MOVETYPE_STEP; + m_bloodColor = BLOOD_COLOR_GREEN; + pev->health = 150 * gSkillData.bigmommaHealthFactor; + pev->view_ofs = Vector( 0, 0, 128 );// position of the eyes relative to monster's origin. + m_flFieldOfView = 0.3;// indicates the width of this monster's forward view cone ( as a dotproduct result ) + m_MonsterState = MONSTERSTATE_NONE; MonsterInit(); } @@ -665,9 +649,9 @@ void CBigMomma :: Spawn() //========================================================= // Precache - precaches all resources this monster needs //========================================================= -void CBigMomma :: Precache() +void CBigMomma::Precache() { - PRECACHE_MODEL("models/big_mom.mdl"); + PRECACHE_MODEL( "models/big_mom.mdl" ); PRECACHE_SOUND_ARRAY( pChildDieSounds ); PRECACHE_SOUND_ARRAY( pSackSounds ); @@ -682,9 +666,9 @@ void CBigMomma :: Precache() UTIL_PrecacheOther( BIG_CHILDCLASS ); // TEMP: Squid - PRECACHE_MODEL("sprites/mommaspit.spr");// spit projectile. - gSpitSprite = PRECACHE_MODEL("sprites/mommaspout.spr");// client side spittle. - gSpitDebrisSprite = PRECACHE_MODEL("sprites/mommablob.spr" ); + PRECACHE_MODEL( "sprites/mommaspit.spr" );// spit projectile. + gSpitSprite = PRECACHE_MODEL( "sprites/mommaspout.spr" );// client side spittle. + gSpitDebrisSprite = PRECACHE_MODEL( "sprites/mommablob.spr" ); PRECACHE_SOUND( "bullchicken/bc_acid1.wav" ); PRECACHE_SOUND( "bullchicken/bc_spithit1.wav" ); @@ -693,7 +677,7 @@ void CBigMomma :: Precache() void CBigMomma::Activate( void ) { - if ( m_hTargetEnt == NULL ) + if( m_hTargetEnt == NULL ) Remember( bits_MEMORY_ADVANCE_NODE ); // Start 'er up } @@ -703,16 +687,15 @@ void CBigMomma::NodeStart( int iszNextNode ) CBaseEntity *pTarget = NULL; - if ( pev->netname ) + if( pev->netname ) { - edict_t *pentTarget = FIND_ENTITY_BY_TARGETNAME ( NULL, STRING(pev->netname) ); + edict_t *pentTarget = FIND_ENTITY_BY_TARGETNAME( NULL, STRING( pev->netname ) ); - if ( !FNullEnt(pentTarget) ) + if( !FNullEnt( pentTarget ) ) pTarget = Instance( pentTarget ); } - - if ( !pTarget ) + if( !pTarget ) { ALERT( at_aiconsole, "BM: Finished the path!!\n" ); Remember( bits_MEMORY_PATH_FINISHED ); @@ -728,30 +711,30 @@ void CBigMomma::NodeReach( void ) Forget( bits_MEMORY_ADVANCE_NODE ); - if ( !pTarget ) + if( !pTarget ) return; - if ( pTarget->pev->health ) + if( pTarget->pev->health ) pev->max_health = pev->health = pTarget->pev->health * gSkillData.bigmommaHealthFactor; - if ( !HasMemory( bits_MEMORY_FIRED_NODE ) ) + if( !HasMemory( bits_MEMORY_FIRED_NODE ) ) { - if ( pTarget->pev->message ) - FireTargets( STRING(pTarget->pev->message), this, this, USE_TOGGLE, 0 ); + if( pTarget->pev->message ) + FireTargets( STRING( pTarget->pev->message ), this, this, USE_TOGGLE, 0 ); } Forget( bits_MEMORY_FIRED_NODE ); pev->netname = pTarget->pev->target; - if ( pTarget->pev->health == 0 ) + if( pTarget->pev->health == 0 ) Remember( bits_MEMORY_ADVANCE_NODE ); // Move on if no health at this node } // Slash BOOL CBigMomma::CheckMeleeAttack1( float flDot, float flDist ) { - if (flDot >= 0.7) + if( flDot >= 0.7 ) { - if ( flDist <= BIG_ATTACKDIST ) + if( flDist <= BIG_ATTACKDIST ) return TRUE; } return FALSE; @@ -763,20 +746,19 @@ BOOL CBigMomma::CheckMeleeAttack2( float flDot, float flDist ) return CanLayCrab(); } - // Mortar launch BOOL CBigMomma::CheckRangeAttack1( float flDot, float flDist ) { - if ( flDist <= BIG_MORTARDIST && m_mortarTime < gpGlobals->time ) + if( flDist <= BIG_MORTARDIST && m_mortarTime < gpGlobals->time ) { CBaseEntity *pEnemy = m_hEnemy; - if ( pEnemy ) + if( pEnemy ) { Vector startPos = pev->origin; startPos.z += 180; pev->movedir = VecCheckSplatToss( pev, startPos, pEnemy->BodyTarget( pev->origin ), RANDOM_FLOAT( 150, 500 ) ); - if ( pev->movedir != g_vecZero ) + if( pev->movedir != g_vecZero ) return TRUE; } } @@ -786,7 +768,6 @@ BOOL CBigMomma::CheckRangeAttack1( float flDot, float flDist ) //========================================================= // AI Schedules Specific to this monster //========================================================= - enum { SCHED_BIG_NODE = LAST_COMMON_SCHEDULE + 1, @@ -805,44 +786,44 @@ enum TASK_NODE_YAW // Get the best facing direction for this node }; -Task_t tlBigNode[] = +Task_t tlBigNode[] = { - { TASK_SET_FAIL_SCHEDULE, (float)SCHED_NODE_FAIL }, - { TASK_STOP_MOVING, (float)0 }, - { TASK_FIND_NODE, (float)0 }, // Find my next node - { TASK_PLAY_NODE_PRESEQUENCE,(float)0 }, // Play the pre-approach sequence if any - { TASK_MOVE_TO_NODE_RANGE, (float)0 }, // Move within node range - { TASK_STOP_MOVING, (float)0 }, - { TASK_NODE_YAW, (float)0 }, - { TASK_FACE_IDEAL, (float)0 }, - { TASK_WAIT_NODE, (float)0 }, // Wait for node delay - { TASK_PLAY_NODE_SEQUENCE, (float)0 }, // Play the sequence if one exists - { TASK_PROCESS_NODE, (float)0 }, // Fire targets, etc. - { TASK_SET_ACTIVITY, (float)ACT_IDLE }, + { TASK_SET_FAIL_SCHEDULE, (float)SCHED_NODE_FAIL }, + { TASK_STOP_MOVING, (float)0 }, + { TASK_FIND_NODE, (float)0 }, // Find my next node + { TASK_PLAY_NODE_PRESEQUENCE, (float)0 }, // Play the pre-approach sequence if any + { TASK_MOVE_TO_NODE_RANGE, (float)0 }, // Move within node range + { TASK_STOP_MOVING, (float)0 }, + { TASK_NODE_YAW, (float)0 }, + { TASK_FACE_IDEAL, (float)0 }, + { TASK_WAIT_NODE, (float)0 }, // Wait for node delay + { TASK_PLAY_NODE_SEQUENCE, (float)0 }, // Play the sequence if one exists + { TASK_PROCESS_NODE, (float)0 }, // Fire targets, etc. + { TASK_SET_ACTIVITY, (float)ACT_IDLE }, }; -Schedule_t slBigNode[] = +Schedule_t slBigNode[] = { - { + { tlBigNode, - ARRAYSIZE ( tlBigNode ), + ARRAYSIZE( tlBigNode ), 0, 0, "Big Node" }, }; -Task_t tlNodeFail[] = +Task_t tlNodeFail[] = { - { TASK_NODE_DELAY, (float)10 }, // Try to do something else for 10 seconds - { TASK_SET_ACTIVITY, (float)ACT_IDLE }, + { TASK_NODE_DELAY, (float)10 }, // Try to do something else for 10 seconds + { TASK_SET_ACTIVITY, (float)ACT_IDLE }, }; -Schedule_t slNodeFail[] = +Schedule_t slNodeFail[] = { - { + { tlNodeFail, - ARRAYSIZE ( tlNodeFail ), + ARRAYSIZE( tlNodeFail ), 0, 0, "NodeFail" @@ -863,11 +844,10 @@ Schedule_t *CBigMomma::GetScheduleOfType( int Type ) { case SCHED_BIG_NODE: return slBigNode; - break; - + break; case SCHED_NODE_FAIL: return slNodeFail; - break; + break; } return CBaseMonster::GetScheduleOfType( Type ); @@ -875,9 +855,9 @@ Schedule_t *CBigMomma::GetScheduleOfType( int Type ) BOOL CBigMomma::ShouldGoToNode( void ) { - if ( HasMemory( bits_MEMORY_ADVANCE_NODE ) ) + if( HasMemory( bits_MEMORY_ADVANCE_NODE ) ) { - if ( m_nodeTime < gpGlobals->time ) + if( m_nodeTime < gpGlobals->time ) return TRUE; } return FALSE; @@ -885,7 +865,7 @@ BOOL CBigMomma::ShouldGoToNode( void ) Schedule_t *CBigMomma::GetSchedule( void ) { - if ( ShouldGoToNode() ) + if( ShouldGoToNode() ) { return GetScheduleOfType( SCHED_BIG_NODE ); } @@ -895,107 +875,99 @@ Schedule_t *CBigMomma::GetSchedule( void ) void CBigMomma::StartTask( Task_t *pTask ) { - switch ( pTask->iTask ) + switch( pTask->iTask ) { case TASK_FIND_NODE: { CBaseEntity *pTarget = m_hTargetEnt; - if ( !HasMemory( bits_MEMORY_ADVANCE_NODE ) ) + if( !HasMemory( bits_MEMORY_ADVANCE_NODE ) ) { - if ( pTarget ) + if( pTarget ) pev->netname = m_hTargetEnt->pev->target; } NodeStart( pev->netname ); TaskComplete(); - ALERT( at_aiconsole, "BM: Found node %s\n", STRING(pev->netname) ); + ALERT( at_aiconsole, "BM: Found node %s\n", STRING( pev->netname ) ); } break; - case TASK_NODE_DELAY: m_nodeTime = gpGlobals->time + pTask->flData; TaskComplete(); ALERT( at_aiconsole, "BM: FAIL! Delay %.2f\n", pTask->flData ); break; - case TASK_PROCESS_NODE: - ALERT( at_aiconsole, "BM: Reached node %s\n", STRING(pev->netname) ); + ALERT( at_aiconsole, "BM: Reached node %s\n", STRING( pev->netname ) ); NodeReach(); TaskComplete(); break; - case TASK_PLAY_NODE_PRESEQUENCE: case TASK_PLAY_NODE_SEQUENCE: { int sequence; - if ( pTask->iTask == TASK_PLAY_NODE_SEQUENCE ) + if( pTask->iTask == TASK_PLAY_NODE_SEQUENCE ) sequence = GetNodeSequence(); else sequence = GetNodePresequence(); - ALERT( at_aiconsole, "BM: Playing node sequence %s\n", STRING(sequence) ); - if ( sequence ) + ALERT( at_aiconsole, "BM: Playing node sequence %s\n", STRING( sequence ) ); + if( sequence ) { sequence = LookupSequence( STRING( sequence ) ); - if ( sequence != -1 ) + if( sequence != -1 ) { pev->sequence = sequence; pev->frame = 0; - ResetSequenceInfo( ); - ALERT( at_aiconsole, "BM: Sequence %s\n", STRING(GetNodeSequence()) ); + ResetSequenceInfo(); + ALERT( at_aiconsole, "BM: Sequence %s\n", STRING( GetNodeSequence() ) ); return; } } TaskComplete(); } break; - case TASK_NODE_YAW: pev->ideal_yaw = GetNodeYaw(); TaskComplete(); break; - case TASK_WAIT_NODE: m_flWait = gpGlobals->time + GetNodeDelay(); - if ( m_hTargetEnt->pev->spawnflags & SF_INFOBM_WAIT ) - ALERT( at_aiconsole, "BM: Wait at node %s forever\n", STRING(pev->netname) ); + if( m_hTargetEnt->pev->spawnflags & SF_INFOBM_WAIT ) + ALERT( at_aiconsole, "BM: Wait at node %s forever\n", STRING( pev->netname ) ); else - ALERT( at_aiconsole, "BM: Wait at node %s for %.2f\n", STRING(pev->netname), GetNodeDelay() ); + ALERT( at_aiconsole, "BM: Wait at node %s for %.2f\n", STRING( pev->netname ), GetNodeDelay() ); break; case TASK_MOVE_TO_NODE_RANGE: { CBaseEntity *pTarget = m_hTargetEnt; - if ( !pTarget ) + if( !pTarget ) TaskFail(); else { - if ( (pTarget->pev->origin - pev->origin).Length() < GetNodeRange() ) + if( ( pTarget->pev->origin - pev->origin ).Length() < GetNodeRange() ) TaskComplete(); else { Activity act = ACT_WALK; - if ( pTarget->pev->spawnflags & SF_INFOBM_RUN ) + if( pTarget->pev->spawnflags & SF_INFOBM_RUN ) act = ACT_RUN; m_vecMoveGoal = pTarget->pev->origin; - if ( !MoveToTarget( act, 2 ) ) + if( !MoveToTarget( act, 2 ) ) { TaskFail(); } } } } - ALERT( at_aiconsole, "BM: Moving to node %s\n", STRING(pev->netname) ); - + ALERT( at_aiconsole, "BM: Moving to node %s\n", STRING( pev->netname ) ); break; - case TASK_MELEE_ATTACK1: // Play an attack sound here - EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pAttackSounds), 1.0, ATTN_NORM, 0, PITCH_NORM ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY( pAttackSounds ), 1.0, ATTN_NORM, 0, PITCH_NORM ); CBaseMonster::StartTask( pTask ); break; - default: CBaseMonster::StartTask( pTask ); break; @@ -1007,20 +979,20 @@ void CBigMomma::StartTask( Task_t *pTask ) //========================================================= void CBigMomma::RunTask( Task_t *pTask ) { - switch ( pTask->iTask ) + switch( pTask->iTask ) { case TASK_MOVE_TO_NODE_RANGE: { float distance; - if ( m_hTargetEnt == NULL ) + if( m_hTargetEnt == NULL ) TaskFail(); else { distance = ( m_vecMoveGoal - pev->origin ).Length2D(); // Set the appropriate activity based on an overlapping range // overlap the range to prevent oscillation - if ( (distance < GetNodeRange()) || MovementIsComplete() ) + if( (distance < GetNodeRange() ) || MovementIsComplete() ) { ALERT( at_aiconsole, "BM: Reached node!\n" ); TaskComplete(); @@ -1030,16 +1002,16 @@ void CBigMomma::RunTask( Task_t *pTask ) } break; case TASK_WAIT_NODE: - if ( m_hTargetEnt != NULL && (m_hTargetEnt->pev->spawnflags & SF_INFOBM_WAIT) ) + if( m_hTargetEnt != NULL && ( m_hTargetEnt->pev->spawnflags & SF_INFOBM_WAIT ) ) return; - if ( gpGlobals->time > m_flWaitFinished ) + if( gpGlobals->time > m_flWaitFinished ) TaskComplete(); ALERT( at_aiconsole, "BM: The WAIT is over!\n" ); break; case TASK_PLAY_NODE_PRESEQUENCE: case TASK_PLAY_NODE_SEQUENCE: - if ( m_fSequenceFinished ) + if( m_fSequenceFinished ) { m_Activity = ACT_RESET; TaskComplete(); @@ -1053,21 +1025,21 @@ void CBigMomma::RunTask( Task_t *pTask ) Vector VecCheckSplatToss( entvars_t *pev, const Vector &vecSpot1, Vector vecSpot2, float maxHeight ) { - TraceResult tr; - Vector vecMidPoint;// halfway point between Spot1 and Spot2 - Vector vecApex;// highest point - Vector vecScale; - Vector vecGrenadeVel; - Vector vecTemp; - float flGravity = g_psv_gravity->value; + TraceResult tr; + Vector vecMidPoint;// halfway point between Spot1 and Spot2 + Vector vecApex;// highest point + Vector vecScale; + Vector vecGrenadeVel; + Vector vecTemp; + float flGravity = g_psv_gravity->value; // calculate the midpoint and apex of the 'triangle' - vecMidPoint = vecSpot1 + (vecSpot2 - vecSpot1) * 0.5; - UTIL_TraceLine(vecMidPoint, vecMidPoint + Vector(0,0,maxHeight), ignore_monsters, ENT(pev), &tr); + vecMidPoint = vecSpot1 + ( vecSpot2 - vecSpot1 ) * 0.5; + UTIL_TraceLine( vecMidPoint, vecMidPoint + Vector( 0, 0, maxHeight ), ignore_monsters, ENT( pev ), &tr ); vecApex = tr.vecEndPos; - UTIL_TraceLine(vecSpot1, vecApex, dont_ignore_monsters, ENT(pev), &tr); - if (tr.flFraction != 1.0) + UTIL_TraceLine( vecSpot1, vecApex, dont_ignore_monsters, ENT( pev ), &tr ); + if( tr.flFraction != 1.0 ) { // fail! return g_vecZero; @@ -1076,13 +1048,13 @@ Vector VecCheckSplatToss( entvars_t *pev, const Vector &vecSpot1, Vector vecSpot // Don't worry about actually hitting the target, this won't hurt us! // How high should the grenade travel (subtract 15 so the grenade doesn't hit the ceiling)? - float height = (vecApex.z - vecSpot1.z) - 15; + float height = vecApex.z - vecSpot1.z - 15; // How fast does the grenade need to travel to reach that height given gravity? float speed = sqrt( 2 * flGravity * height ); // How much time does it take to get there? float time = speed / flGravity; - vecGrenadeVel = (vecSpot2 - vecSpot1); + vecGrenadeVel = vecSpot2 - vecSpot1; vecGrenadeVel.z = 0; float distance = vecGrenadeVel.Length(); @@ -1103,12 +1075,12 @@ void MortarSpray( const Vector &position, const Vector &direction, int spriteMod { MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, position ); WRITE_BYTE( TE_SPRITE_SPRAY ); - WRITE_COORD( position.x); // pos - WRITE_COORD( position.y); - WRITE_COORD( position.z); - WRITE_COORD( direction.x); // dir - WRITE_COORD( direction.y); - WRITE_COORD( direction.z); + WRITE_COORD( position.x ); // pos + WRITE_COORD( position.y ); + WRITE_COORD( position.z ); + WRITE_COORD( direction.x ); // dir + WRITE_COORD( direction.y ); + WRITE_COORD( direction.z ); WRITE_SHORT( spriteModel ); // model WRITE_BYTE ( count ); // count WRITE_BYTE ( 130 ); // speed @@ -1117,7 +1089,7 @@ void MortarSpray( const Vector &position, const Vector &direction, int spriteMod } // UNDONE: right now this is pretty much a copy of the squid spit with minor changes to the way it does damage -void CBMortar:: Spawn( void ) +void CBMortar::Spawn( void ) { pev->movetype = MOVETYPE_TOSS; pev->classname = MAKE_STRING( "bmortar" ); @@ -1126,11 +1098,11 @@ void CBMortar:: Spawn( void ) pev->rendermode = kRenderTransAlpha; pev->renderamt = 255; - SET_MODEL(ENT(pev), "sprites/mommaspit.spr"); + SET_MODEL( ENT( pev ), "sprites/mommaspit.spr" ); pev->frame = 0; pev->scale = 0.5; - UTIL_SetSize( pev, Vector( 0, 0, 0), Vector(0, 0, 0) ); + UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) ); m_maxFrame = (float) MODEL_FRAMES( pev->modelindex ) - 1; pev->dmgtime = gpGlobals->time + 0.4; @@ -1140,12 +1112,12 @@ void CBMortar::Animate( void ) { pev->nextthink = gpGlobals->time + 0.1; - if ( gpGlobals->time > pev->dmgtime ) + if( gpGlobals->time > pev->dmgtime ) { pev->dmgtime = gpGlobals->time + 0.2; MortarSpray( pev->origin, -pev->velocity.Normalize(), gSpitSprite, 3 ); } - if ( pev->frame++ ) + if( pev->frame++ ) { if ( pev->frame > m_maxFrame ) { @@ -1172,29 +1144,29 @@ CBMortar *CBMortar::Shoot( edict_t *pOwner, Vector vecStart, Vector vecVelocity void CBMortar::Touch( CBaseEntity *pOther ) { TraceResult tr; - int iPitch; + int iPitch; // splat sound iPitch = RANDOM_FLOAT( 90, 110 ); - EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "bullchicken/bc_acid1.wav", 1, ATTN_NORM, 0, iPitch ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "bullchicken/bc_acid1.wav", 1, ATTN_NORM, 0, iPitch ); - switch ( RANDOM_LONG( 0, 1 ) ) + switch( RANDOM_LONG( 0, 1 ) ) { case 0: - EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "bullchicken/bc_spithit1.wav", 1, ATTN_NORM, 0, iPitch ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "bullchicken/bc_spithit1.wav", 1, ATTN_NORM, 0, iPitch ); break; case 1: - EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "bullchicken/bc_spithit2.wav", 1, ATTN_NORM, 0, iPitch ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "bullchicken/bc_spithit2.wav", 1, ATTN_NORM, 0, iPitch ); break; } - if ( pOther->IsBSPModel() ) + if( pOther->IsBSPModel() ) { // make a splat on the wall UTIL_TraceLine( pev->origin, pev->origin + pev->velocity * 10, dont_ignore_monsters, ENT( pev ), &tr ); - UTIL_DecalTrace(&tr, DECAL_MOMMASPLAT); + UTIL_DecalTrace( &tr, DECAL_MOMMASPLAT ); } else { @@ -1206,7 +1178,7 @@ void CBMortar::Touch( CBaseEntity *pOther ) MortarSpray( tr.vecEndPos, tr.vecPlaneNormal, gSpitSprite, 24 ); entvars_t *pevOwner = NULL; - if ( pev->owner ) + if( pev->owner ) pevOwner = VARS(pev->owner); RadiusDamage( pev->origin, pev, pevOwner, gSkillData.bigmommaDmgBlast, gSkillData.bigmommaRadiusBlast, CLASS_NONE, DMG_ACID ); diff --git a/dlls/bloater.cpp b/dlls/bloater.cpp index e6ffcb2a..537c68ad 100644 --- a/dlls/bloater.cpp +++ b/dlls/bloater.cpp @@ -33,7 +33,7 @@ public: void Spawn( void ); void Precache( void ); void SetYawSpeed( void ); - int Classify ( void ); + int Classify( void ); void HandleAnimEvent( MonsterEvent_t *pEvent ); void PainSound( void ); @@ -42,8 +42,8 @@ public: void AttackSnd( void ); // No range attacks - BOOL CheckRangeAttack1 ( float flDot, float flDist ) { return FALSE; } - BOOL CheckRangeAttack2 ( float flDot, float flDist ) { return FALSE; } + BOOL CheckRangeAttack1( float flDot, float flDist ) { return FALSE; } + BOOL CheckRangeAttack2( float flDot, float flDist ) { return FALSE; } int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); }; @@ -53,46 +53,46 @@ LINK_ENTITY_TO_CLASS( monster_bloater, CBloater ) // Classify - indicates this monster's place in the // relationship table. //========================================================= -int CBloater :: Classify ( void ) +int CBloater::Classify( void ) { - return CLASS_ALIEN_MONSTER; + return CLASS_ALIEN_MONSTER; } //========================================================= // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= -void CBloater :: SetYawSpeed ( void ) +void CBloater::SetYawSpeed( void ) { int ys; ys = 120; #if 0 - switch ( m_Activity ) + switch( m_Activity ) { } #endif pev->yaw_speed = ys; } -int CBloater :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) +int CBloater::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { PainSound(); return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); } -void CBloater :: PainSound( void ) +void CBloater::PainSound( void ) { #if 0 - int pitch = 95 + RANDOM_LONG(0,9); + int pitch = 95 + RANDOM_LONG( 0, 9 ); - switch (RANDOM_LONG(0,5)) + switch( RANDOM_LONG( 0, 5 ) ) { case 0: - EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "zombie/zo_pain1.wav", 1.0, ATTN_NORM, 0, pitch); + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "zombie/zo_pain1.wav", 1.0, ATTN_NORM, 0, pitch ); break; case 1: - EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "zombie/zo_pain2.wav", 1.0, ATTN_NORM, 0, pitch); + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "zombie/zo_pain2.wav", 1.0, ATTN_NORM, 0, pitch ); break; default: break; @@ -100,58 +100,58 @@ void CBloater :: PainSound( void ) #endif } -void CBloater :: AlertSound( void ) +void CBloater::AlertSound( void ) { #if 0 - int pitch = 95 + RANDOM_LONG(0,9); + int pitch = 95 + RANDOM_LONG( 0, 9 ); - switch (RANDOM_LONG(0,2)) + switch( RANDOM_LONG( 0, 2 ) ) { case 0: - EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "zombie/zo_alert10.wav", 1.0, ATTN_NORM, 0, pitch); - break; + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "zombie/zo_alert10.wav", 1.0, ATTN_NORM, 0, pitch ); + break; case 1: - EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "zombie/zo_alert20.wav", 1.0, ATTN_NORM, 0, pitch); + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "zombie/zo_alert20.wav", 1.0, ATTN_NORM, 0, pitch ); break; case 2: - EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "zombie/zo_alert30.wav", 1.0, ATTN_NORM, 0, pitch); + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "zombie/zo_alert30.wav", 1.0, ATTN_NORM, 0, pitch ); break; } #endif } -void CBloater :: IdleSound( void ) +void CBloater::IdleSound( void ) { #if 0 - int pitch = 95 + RANDOM_LONG(0,9); + int pitch = 95 + RANDOM_LONG( 0, 9 ); - switch (RANDOM_LONG(0,2)) + switch( RANDOM_LONG( 0, 2 ) ) { case 0: - EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "zombie/zo_idle1.wav", 1.0, ATTN_NORM, 0, pitch); + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "zombie/zo_idle1.wav", 1.0, ATTN_NORM, 0, pitch ); break; case 1: - EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "zombie/zo_idle2.wav", 1.0, ATTN_NORM, 0, pitch); + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "zombie/zo_idle2.wav", 1.0, ATTN_NORM, 0, pitch ); break; case 2: - EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "zombie/zo_idle3.wav", 1.0, ATTN_NORM, 0, pitch); + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "zombie/zo_idle3.wav", 1.0, ATTN_NORM, 0, pitch ); break; } #endif } -void CBloater :: AttackSnd( void ) +void CBloater::AttackSnd( void ) { #if 0 - int pitch = 95 + RANDOM_LONG(0,9); + int pitch = 95 + RANDOM_LONG( 0, 9 ); - switch (RANDOM_LONG(0,1)) + switch( RANDOM_LONG( 0, 1 ) ) { case 0: - EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "zombie/zo_attack1.wav", 1.0, ATTN_NORM, 0, pitch); + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "zombie/zo_attack1.wav", 1.0, ATTN_NORM, 0, pitch ); break; case 1: - EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "zombie/zo_attack2.wav", 1.0, ATTN_NORM, 0, pitch); + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "zombie/zo_attack2.wav", 1.0, ATTN_NORM, 0, pitch ); break; } #endif @@ -161,7 +161,7 @@ void CBloater :: AttackSnd( void ) // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. //========================================================= -void CBloater :: HandleAnimEvent( MonsterEvent_t *pEvent ) +void CBloater::HandleAnimEvent( MonsterEvent_t *pEvent ) { switch( pEvent->event ) { @@ -171,7 +171,6 @@ void CBloater :: HandleAnimEvent( MonsterEvent_t *pEvent ) AttackSnd(); } break; - default: CBaseMonster::HandleAnimEvent( pEvent ); break; @@ -181,21 +180,21 @@ void CBloater :: HandleAnimEvent( MonsterEvent_t *pEvent ) //========================================================= // Spawn //========================================================= -void CBloater :: Spawn() +void CBloater::Spawn() { - Precache( ); + Precache(); - SET_MODEL(ENT(pev), "models/floater.mdl"); + SET_MODEL( ENT( pev ), "models/floater.mdl" ); UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX ); - pev->solid = SOLID_SLIDEBOX; - pev->movetype = MOVETYPE_FLY; - pev->spawnflags |= FL_FLY; - m_bloodColor = BLOOD_COLOR_GREEN; - pev->health = 40; - pev->view_ofs = VEC_VIEW;// position of the eyes relative to monster's origin. - m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result ) - m_MonsterState = MONSTERSTATE_NONE; + pev->solid = SOLID_SLIDEBOX; + pev->movetype = MOVETYPE_FLY; + pev->spawnflags |= FL_FLY; + m_bloodColor = BLOOD_COLOR_GREEN; + pev->health = 40; + pev->view_ofs = VEC_VIEW;// position of the eyes relative to monster's origin. + m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result ) + m_MonsterState = MONSTERSTATE_NONE; MonsterInit(); } @@ -203,12 +202,11 @@ void CBloater :: Spawn() //========================================================= // Precache - precaches all resources this monster needs //========================================================= -void CBloater :: Precache() +void CBloater::Precache() { - PRECACHE_MODEL("models/floater.mdl"); + PRECACHE_MODEL( "models/floater.mdl" ); } //========================================================= // AI Schedules Specific to this monster //========================================================= - diff --git a/dlls/bmodels.cpp b/dlls/bmodels.cpp index d6fa32b8..ee676679 100644 --- a/dlls/bmodels.cpp +++ b/dlls/bmodels.cpp @@ -53,29 +53,29 @@ This is just a solid wall if not inhibited class CFuncWall : public CBaseEntity { public: - void Spawn( void ); - void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); + void Spawn( void ); + void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); // Bmodels don't go across transitions - virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } + virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } }; LINK_ENTITY_TO_CLASS( func_wall, CFuncWall ) -void CFuncWall :: Spawn( void ) +void CFuncWall::Spawn( void ) { - pev->angles = g_vecZero; - pev->movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything - pev->solid = SOLID_BSP; - SET_MODEL( ENT(pev), STRING(pev->model) ); - + pev->angles = g_vecZero; + pev->movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything + pev->solid = SOLID_BSP; + SET_MODEL( ENT( pev ), STRING( pev->model ) ); + // If it can't move/go away, it's really part of the world pev->flags |= FL_WORLDBRUSH; } -void CFuncWall :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) +void CFuncWall::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { - if ( ShouldToggle( useType, (int)(pev->frame)) ) + if( ShouldToggle( useType, (int)( pev->frame ) ) ) pev->frame = 1 - pev->frame; } @@ -84,106 +84,106 @@ void CFuncWall :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE u class CFuncWallToggle : public CFuncWall { public: - void Spawn( void ); - void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); - void TurnOff( void ); - void TurnOn( void ); - BOOL IsOn( void ); + void Spawn( void ); + void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); + void TurnOff( void ); + void TurnOn( void ); + BOOL IsOn( void ); }; LINK_ENTITY_TO_CLASS( func_wall_toggle, CFuncWallToggle ) -void CFuncWallToggle :: Spawn( void ) +void CFuncWallToggle::Spawn( void ) { CFuncWall::Spawn(); - if ( pev->spawnflags & SF_WALL_START_OFF ) + if( pev->spawnflags & SF_WALL_START_OFF ) TurnOff(); } -void CFuncWallToggle :: TurnOff( void ) +void CFuncWallToggle::TurnOff( void ) { pev->solid = SOLID_NOT; pev->effects |= EF_NODRAW; UTIL_SetOrigin( pev, pev->origin ); } -void CFuncWallToggle :: TurnOn( void ) +void CFuncWallToggle::TurnOn( void ) { pev->solid = SOLID_BSP; pev->effects &= ~EF_NODRAW; UTIL_SetOrigin( pev, pev->origin ); } -BOOL CFuncWallToggle :: IsOn( void ) +BOOL CFuncWallToggle::IsOn( void ) { - if ( pev->solid == SOLID_NOT ) + if( pev->solid == SOLID_NOT ) return FALSE; return TRUE; } -void CFuncWallToggle :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) +void CFuncWallToggle::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { int status = IsOn(); - if ( ShouldToggle( useType, status ) ) + if( ShouldToggle( useType, status ) ) { - if ( status ) + if( status ) TurnOff(); else TurnOn(); } } -#define SF_CONVEYOR_VISUAL 0x0001 +#define SF_CONVEYOR_VISUAL 0x0001 #define SF_CONVEYOR_NOTSOLID 0x0002 class CFuncConveyor : public CFuncWall { public: - void Spawn( void ); - void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); - void UpdateSpeed( float speed ); + void Spawn( void ); + void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); + void UpdateSpeed( float speed ); }; LINK_ENTITY_TO_CLASS( func_conveyor, CFuncConveyor ) -void CFuncConveyor :: Spawn( void ) +void CFuncConveyor::Spawn( void ) { SetMovedir( pev ); CFuncWall::Spawn(); - if ( !(pev->spawnflags & SF_CONVEYOR_VISUAL) ) + if( !( pev->spawnflags & SF_CONVEYOR_VISUAL ) ) SetBits( pev->flags, FL_CONVEYOR ); // HACKHACK - This is to allow for some special effects - if ( pev->spawnflags & SF_CONVEYOR_NOTSOLID ) + if( pev->spawnflags & SF_CONVEYOR_NOTSOLID ) { pev->solid = SOLID_NOT; pev->skin = 0; // Don't want the engine thinking we've got special contents on this brush } - if ( pev->speed == 0 ) + if( pev->speed == 0 ) pev->speed = 100; UpdateSpeed( pev->speed ); } // HACKHACK -- This is ugly, but encode the speed in the rendercolor to avoid adding more data to the network stream -void CFuncConveyor :: UpdateSpeed( float speed ) +void CFuncConveyor::UpdateSpeed( float speed ) { // Encode it as an integer with 4 fractional bits - int speedCode = (int)(fabs(speed) * 16.0); + int speedCode = (int)( fabs( speed ) * 16.0 ); - if ( speed < 0 ) + if( speed < 0 ) pev->rendercolor.x = 1; else pev->rendercolor.x = 0; - pev->rendercolor.y = (speedCode >> 8); - pev->rendercolor.z = (speedCode & 0xFF); + pev->rendercolor.y = speedCode >> 8; + pev->rendercolor.z = speedCode & 0xFF; } -void CFuncConveyor :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) +void CFuncConveyor::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { pev->speed = -pev->speed; UpdateSpeed( pev->speed ); @@ -201,29 +201,29 @@ public: void Spawn( void ); void EXPORT SloshTouch( CBaseEntity *pOther ); void KeyValue( KeyValueData *pkvd ); - virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } + virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } }; LINK_ENTITY_TO_CLASS( func_illusionary, CFuncIllusionary ) -void CFuncIllusionary :: KeyValue( KeyValueData *pkvd ) +void CFuncIllusionary::KeyValue( KeyValueData *pkvd ) { - if (FStrEq(pkvd->szKeyName, "skin"))//skin is used for content type + if( FStrEq( pkvd->szKeyName, "skin" ) )//skin is used for content type { - pev->skin = atof(pkvd->szValue); + pev->skin = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } else CBaseToggle::KeyValue( pkvd ); } -void CFuncIllusionary :: Spawn( void ) +void CFuncIllusionary::Spawn( void ) { pev->angles = g_vecZero; pev->movetype = MOVETYPE_NONE; pev->solid = SOLID_NOT;// always solid_not - SET_MODEL( ENT(pev), STRING(pev->model) ); - + SET_MODEL( ENT( pev ), STRING( pev->model ) ); + // I'd rather eat the network bandwidth of this than figure out how to save/restore // these entities after they have been moved to the client, or respawn them ala Quake // Perhaps we can do this in deathmatch only. @@ -244,8 +244,8 @@ void CFuncIllusionary :: Spawn( void ) class CFuncMonsterClip : public CFuncWall { public: - void Spawn( void ); - void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) {} // Clear out func_wall's use function + void Spawn( void ); + void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) {} // Clear out func_wall's use function }; LINK_ENTITY_TO_CLASS( func_monsterclip, CFuncMonsterClip ) @@ -253,7 +253,7 @@ LINK_ENTITY_TO_CLASS( func_monsterclip, CFuncMonsterClip ) void CFuncMonsterClip::Spawn( void ) { CFuncWall::Spawn(); - if ( CVAR_GET_FLOAT("showtriggers") == 0 ) + if( CVAR_GET_FLOAT( "showtriggers" ) == 0 ) pev->effects = EF_NODRAW; pev->flags |= FL_MONSTERCLIP; } @@ -265,28 +265,28 @@ public: // basic functions void Spawn( void ); void Precache( void ); - void EXPORT SpinUp ( void ); - void EXPORT SpinDown ( void ); + void EXPORT SpinUp( void ); + void EXPORT SpinDown( void ); void KeyValue( KeyValueData* pkvd); - void EXPORT HurtTouch ( CBaseEntity *pOther ); + void EXPORT HurtTouch( CBaseEntity *pOther ); void EXPORT RotatingUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); void EXPORT Rotate( void ); - void RampPitchVol (int fUp ); + void RampPitchVol(int fUp ); void Blocked( CBaseEntity *pOther ); - virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); - - static TYPEDESCRIPTION m_SaveData[]; + virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); + + static TYPEDESCRIPTION m_SaveData[]; float m_flFanFriction; float m_flAttenuation; float m_flVolume; float m_pitch; - int m_sounds; + int m_sounds; }; -TYPEDESCRIPTION CFuncRotating::m_SaveData[] = +TYPEDESCRIPTION CFuncRotating::m_SaveData[] = { DEFINE_FIELD( CFuncRotating, m_flFanFriction, FIELD_FLOAT ), DEFINE_FIELD( CFuncRotating, m_flAttenuation, FIELD_FLOAT ), @@ -299,33 +299,33 @@ IMPLEMENT_SAVERESTORE( CFuncRotating, CBaseEntity ) LINK_ENTITY_TO_CLASS( func_rotating, CFuncRotating ) -void CFuncRotating :: KeyValue( KeyValueData* pkvd) +void CFuncRotating::KeyValue( KeyValueData* pkvd ) { - if (FStrEq(pkvd->szKeyName, "fanfriction")) + if( FStrEq( pkvd->szKeyName, "fanfriction" ) ) { - m_flFanFriction = atof(pkvd->szValue)/100; + m_flFanFriction = atof( pkvd->szValue ) / 100; pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "Volume")) + else if( FStrEq( pkvd->szKeyName, "Volume" ) ) { - m_flVolume = atof(pkvd->szValue)/10.0; + m_flVolume = atof( pkvd->szValue ) / 10.0; - if (m_flVolume > 1.0) + if( m_flVolume > 1.0 ) m_flVolume = 1.0; - if (m_flVolume < 0.0) + if( m_flVolume < 0.0 ) m_flVolume = 0.0; pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "spawnorigin")) + else if( FStrEq( pkvd->szKeyName, "spawnorigin" ) ) { Vector tmp; UTIL_StringToVector( (float *)tmp, pkvd->szValue ); - if ( tmp != g_vecZero ) + if( tmp != g_vecZero ) pev->origin = tmp; } - else if (FStrEq(pkvd->szKeyName, "sounds")) + else if( FStrEq( pkvd->szKeyName, "sounds" ) ) { - m_sounds = atoi(pkvd->szValue); + m_sounds = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; } else @@ -345,147 +345,144 @@ check either the X_AXIS or Y_AXIS box to change that. REVERSE will cause the it to rotate in the opposite direction. */ -void CFuncRotating :: Spawn( ) +void CFuncRotating::Spawn() { // set final pitch. Must not be PITCH_NORM, since we // plan on pitch shifting later. - m_pitch = PITCH_NORM - 1; // maintain compatibility with previous maps - if (m_flVolume == 0.0) + if( m_flVolume == 0.0 ) m_flVolume = 1.0; // if the designer didn't set a sound attenuation, default to one. m_flAttenuation = ATTN_NORM; - if ( FBitSet ( pev->spawnflags, SF_BRUSH_ROTATE_SMALLRADIUS) ) + if( FBitSet( pev->spawnflags, SF_BRUSH_ROTATE_SMALLRADIUS) ) { m_flAttenuation = ATTN_IDLE; } - else if ( FBitSet ( pev->spawnflags, SF_BRUSH_ROTATE_MEDIUMRADIUS) ) + else if( FBitSet( pev->spawnflags, SF_BRUSH_ROTATE_MEDIUMRADIUS ) ) { m_flAttenuation = ATTN_STATIC; } - else if ( FBitSet ( pev->spawnflags, SF_BRUSH_ROTATE_LARGERADIUS) ) + else if( FBitSet( pev->spawnflags, SF_BRUSH_ROTATE_LARGERADIUS ) ) { m_flAttenuation = ATTN_NORM; } // prevent divide by zero if level designer forgets friction! - if ( m_flFanFriction == 0 ) + if( m_flFanFriction == 0 ) { m_flFanFriction = 1; } - - if ( FBitSet(pev->spawnflags, SF_BRUSH_ROTATE_Z_AXIS) ) - pev->movedir = Vector(0,0,1); - else if ( FBitSet(pev->spawnflags, SF_BRUSH_ROTATE_X_AXIS) ) - pev->movedir = Vector(1,0,0); + + if( FBitSet( pev->spawnflags, SF_BRUSH_ROTATE_Z_AXIS ) ) + pev->movedir = Vector( 0, 0, 1 ); + else if( FBitSet( pev->spawnflags, SF_BRUSH_ROTATE_X_AXIS ) ) + pev->movedir = Vector( 1, 0, 0 ); else - pev->movedir = Vector(0,1,0); // y-axis + pev->movedir = Vector( 0, 1, 0 ); // y-axis // check for reverse rotation - if ( FBitSet(pev->spawnflags, SF_BRUSH_ROTATE_BACKWARDS) ) + if( FBitSet( pev->spawnflags, SF_BRUSH_ROTATE_BACKWARDS ) ) pev->movedir = pev->movedir * -1; // some rotating objects like fake volumetric lights will not be solid. - if ( FBitSet(pev->spawnflags, SF_ROTATING_NOT_SOLID) ) + if( FBitSet( pev->spawnflags, SF_ROTATING_NOT_SOLID ) ) { pev->solid = SOLID_NOT; pev->skin = CONTENTS_EMPTY; - pev->movetype = MOVETYPE_PUSH; + pev->movetype = MOVETYPE_PUSH; } else { - pev->solid = SOLID_BSP; - pev->movetype = MOVETYPE_PUSH; + pev->solid = SOLID_BSP; + pev->movetype = MOVETYPE_PUSH; } - UTIL_SetOrigin(pev, pev->origin); + UTIL_SetOrigin( pev, pev->origin ); SET_MODEL( ENT(pev), STRING(pev->model) ); SetUse( &CFuncRotating::RotatingUse ); // did level designer forget to assign speed? - if (pev->speed <= 0) + if( pev->speed <= 0 ) pev->speed = 0; // Removed this per level designers request. -- JAY - // if (pev->dmg == 0) + // if( pev->dmg == 0 ) // pev->dmg = 2; // instant-use brush? - if ( FBitSet( pev->spawnflags, SF_BRUSH_ROTATE_INSTANT) ) - { + if( FBitSet( pev->spawnflags, SF_BRUSH_ROTATE_INSTANT ) ) + { SetThink( &CBaseEntity::SUB_CallUseToggle ); pev->nextthink = pev->ltime + 1.5; // leave a magic delay for client to start up - } + } // can this brush inflict pain? - if ( FBitSet (pev->spawnflags, SF_BRUSH_HURT) ) + if( FBitSet( pev->spawnflags, SF_BRUSH_HURT ) ) { SetTouch( &CFuncRotating::HurtTouch ); } - - Precache( ); + + Precache(); } -void CFuncRotating :: Precache( void ) +void CFuncRotating::Precache( void ) { - char* szSoundFile = (char*) STRING(pev->message); + char* szSoundFile = (char*)STRING( pev->message ); // set up fan sounds - - if (!FStringNull( pev->message ) && strlen( szSoundFile ) > 0) + if( !FStringNull( pev->message ) && strlen( szSoundFile ) > 0 ) { // if a path is set for a wave, use it + PRECACHE_SOUND( szSoundFile ); - PRECACHE_SOUND(szSoundFile); - - pev->noiseRunning = ALLOC_STRING(szSoundFile); + pev->noiseRunning = ALLOC_STRING( szSoundFile ); } else { // otherwise use preset sound - switch (m_sounds) + switch( m_sounds ) { case 1: - PRECACHE_SOUND ("fans/fan1.wav"); - pev->noiseRunning = ALLOC_STRING("fans/fan1.wav"); + PRECACHE_SOUND( "fans/fan1.wav" ); + pev->noiseRunning = ALLOC_STRING( "fans/fan1.wav" ); break; case 2: - PRECACHE_SOUND ("fans/fan2.wav"); - pev->noiseRunning = ALLOC_STRING("fans/fan2.wav"); + PRECACHE_SOUND( "fans/fan2.wav" ); + pev->noiseRunning = ALLOC_STRING( "fans/fan2.wav" ); break; case 3: - PRECACHE_SOUND ("fans/fan3.wav"); - pev->noiseRunning = ALLOC_STRING("fans/fan3.wav"); + PRECACHE_SOUND( "fans/fan3.wav" ); + pev->noiseRunning = ALLOC_STRING( "fans/fan3.wav" ); break; case 4: - PRECACHE_SOUND ("fans/fan4.wav"); - pev->noiseRunning = ALLOC_STRING("fans/fan4.wav"); + PRECACHE_SOUND( "fans/fan4.wav" ); + pev->noiseRunning = ALLOC_STRING( "fans/fan4.wav" ); break; case 5: - PRECACHE_SOUND ("fans/fan5.wav"); - pev->noiseRunning = ALLOC_STRING("fans/fan5.wav"); + PRECACHE_SOUND( "fans/fan5.wav" ); + pev->noiseRunning = ALLOC_STRING( "fans/fan5.wav" ); break; - case 0: default: - if (!FStringNull( pev->message ) && strlen( szSoundFile ) > 0) + if( !FStringNull( pev->message ) && strlen( szSoundFile ) > 0 ) { - PRECACHE_SOUND(szSoundFile); - - pev->noiseRunning = ALLOC_STRING(szSoundFile); + PRECACHE_SOUND( szSoundFile ); + + pev->noiseRunning = ALLOC_STRING( szSoundFile ); break; - } else + } + else { - pev->noiseRunning = ALLOC_STRING("common/null.wav"); + pev->noiseRunning = ALLOC_STRING( "common/null.wav" ); break; } } } - - if (pev->avelocity != g_vecZero ) + + if( pev->avelocity != g_vecZero ) { // if fan was spinning, and we went through transition or save/restore, // make sure we restart the sound. 1.5 sec delay is magic number. KDB @@ -498,20 +495,20 @@ void CFuncRotating :: Precache( void ) // // Touch - will hurt others based on how fast the brush is spinning // -void CFuncRotating :: HurtTouch ( CBaseEntity *pOther ) +void CFuncRotating::HurtTouch( CBaseEntity *pOther ) { - entvars_t *pevOther = pOther->pev; + entvars_t *pevOther = pOther->pev; // we can't hurt this thing, so we're not concerned with it - if ( !pevOther->takedamage ) + if( !pevOther->takedamage ) return; // calculate damage based on rotation speed pev->dmg = pev->avelocity.Length() / 10; - pOther->TakeDamage( pev, pev, pev->dmg, DMG_CRUSH); - - pevOther->velocity = (pevOther->origin - VecBModelOrigin(pev) ).Normalize() * pev->dmg; + pOther->TakeDamage( pev, pev, pev->dmg, DMG_CRUSH ); + + pevOther->velocity = ( pevOther->origin - VecBModelOrigin( pev ) ).Normalize() * pev->dmg; } // @@ -521,9 +518,8 @@ void CFuncRotating :: HurtTouch ( CBaseEntity *pOther ) #define FANPITCHMIN 30 #define FANPITCHMAX 100 -void CFuncRotating :: RampPitchVol (int fUp) +void CFuncRotating::RampPitchVol( int fUp ) { - Vector vecAVel = pev->avelocity; vec_t vecCur; vec_t vecFinal; @@ -531,40 +527,37 @@ void CFuncRotating :: RampPitchVol (int fUp) float fvol; float fpitch; int pitch; - + // get current angular velocity + vecCur = fabs( vecAVel.x != 0 ? vecAVel.x : ( vecAVel.y != 0 ? vecAVel.y : vecAVel.z ) ); - vecCur = fabs(vecAVel.x != 0 ? vecAVel.x : (vecAVel.y != 0 ? vecAVel.y : vecAVel.z)); - // get target angular velocity - - vecFinal = (pev->movedir.x != 0 ? pev->movedir.x : (pev->movedir.y != 0 ? pev->movedir.y : pev->movedir.z)); + vecFinal = ( pev->movedir.x != 0 ? pev->movedir.x : ( pev->movedir.y != 0 ? pev->movedir.y : pev->movedir.z ) ); vecFinal *= pev->speed; - vecFinal = fabs(vecFinal); + vecFinal = fabs( vecFinal ); // calc volume and pitch as % of final vol and pitch - fpct = vecCur / vecFinal; -// if (fUp) -// fvol = m_flVolume * (0.5 + fpct/2.0); // spinup volume ramps up from 50% max vol -// else + //if (fUp) + // fvol = m_flVolume * (0.5 + fpct/2.0); // spinup volume ramps up from 50% max vol + //else fvol = m_flVolume * fpct; // slowdown volume ramps down to 0 - fpitch = FANPITCHMIN + (FANPITCHMAX - FANPITCHMIN) * fpct; - - pitch = (int) fpitch; - if (pitch == PITCH_NORM) - pitch = PITCH_NORM-1; + fpitch = FANPITCHMIN + ( FANPITCHMAX - FANPITCHMIN ) * fpct; + + pitch = (int)fpitch; + if( pitch == PITCH_NORM ) + pitch = PITCH_NORM - 1; // change the fan's vol and pitch - EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseRunning), - fvol, m_flAttenuation, SND_CHANGE_PITCH | SND_CHANGE_VOL, pitch); + EMIT_SOUND_DYN( ENT( pev ), CHAN_STATIC, (char *)STRING( pev->noiseRunning ), + fvol, m_flAttenuation, SND_CHANGE_PITCH | SND_CHANGE_VOL, pitch ); } // // SpinUp - accelerates a non-moving func_rotating up to it's speed // -void CFuncRotating :: SpinUp( void ) +void CFuncRotating::SpinUp( void ) { Vector vecAVel;//rotational velocity @@ -579,24 +572,24 @@ void CFuncRotating :: SpinUp( void ) fabs( vecAVel.z ) >= fabs( pev->movedir.z * pev->speed ) ) { pev->avelocity = pev->movedir * pev->speed;// set speed in case we overshot - EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseRunning), - m_flVolume, m_flAttenuation, SND_CHANGE_PITCH | SND_CHANGE_VOL, FANPITCHMAX); - + EMIT_SOUND_DYN( ENT( pev ), CHAN_STATIC, (char *)STRING( pev->noiseRunning ), + m_flVolume, m_flAttenuation, SND_CHANGE_PITCH | SND_CHANGE_VOL, FANPITCHMAX ); + SetThink( &CFuncRotating::Rotate ); Rotate(); } else { - RampPitchVol(TRUE); + RampPitchVol( TRUE ); } } // // SpinDown - decelerates a moving func_rotating to a standstill. // -void CFuncRotating :: SpinDown( void ) +void CFuncRotating::SpinDown( void ) { - Vector vecAVel;//rotational velocity + Vector vecAVel;//rotational velocity vec_t vecdir; pev->nextthink = pev->ltime + 0.1; @@ -605,34 +598,34 @@ void CFuncRotating :: SpinDown( void ) vecAVel = pev->avelocity;// cache entity's rotational velocity - if (pev->movedir.x != 0) + if( pev->movedir.x != 0 ) vecdir = pev->movedir.x; - else if (pev->movedir.y != 0) + else if( pev->movedir.y != 0 ) vecdir = pev->movedir.y; else vecdir = pev->movedir.z; // if we've met or exceeded target speed, set target speed and stop thinking // (note: must check for movedir > 0 or < 0) - if (((vecdir > 0) && (vecAVel.x <= 0 && vecAVel.y <= 0 && vecAVel.z <= 0)) || - ((vecdir < 0) && (vecAVel.x >= 0 && vecAVel.y >= 0 && vecAVel.z >= 0))) + if( ( ( vecdir > 0 ) && ( vecAVel.x <= 0 && vecAVel.y <= 0 && vecAVel.z <= 0 ) ) || + ( ( vecdir < 0 ) && ( vecAVel.x >= 0 && vecAVel.y >= 0 && vecAVel.z >= 0 ) ) ) { pev->avelocity = g_vecZero;// set speed in case we overshot - + // stop sound, we're done - EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseRunning /* Stop */), - 0, 0, SND_STOP, m_pitch); + EMIT_SOUND_DYN( ENT( pev ), CHAN_STATIC, (char *)STRING( pev->noiseRunning /* Stop */ ), + 0, 0, SND_STOP, m_pitch ); SetThink( &CFuncRotating::Rotate ); Rotate(); } else { - RampPitchVol(FALSE); + RampPitchVol( FALSE ); } } -void CFuncRotating :: Rotate( void ) +void CFuncRotating::Rotate( void ) { pev->nextthink = pev->ltime + 10; } @@ -640,46 +633,46 @@ void CFuncRotating :: Rotate( void ) //========================================================= // Rotating Use - when a rotating brush is triggered //========================================================= -void CFuncRotating :: RotatingUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) +void CFuncRotating::RotatingUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { // is this a brush that should accelerate and decelerate when turned on/off (fan)? - if ( FBitSet ( pev->spawnflags, SF_BRUSH_ACCDCC ) ) + if( FBitSet ( pev->spawnflags, SF_BRUSH_ACCDCC ) ) { // fan is spinning, so stop it. - if ( pev->avelocity != g_vecZero ) + if( pev->avelocity != g_vecZero ) { SetThink( &CFuncRotating::SpinDown ); - //EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, (char *)STRING(pev->noiseStop), - // m_flVolume, m_flAttenuation, 0, m_pitch); + //EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, (char *)STRING( pev->noiseStop ), + // m_flVolume, m_flAttenuation, 0, m_pitch ); pev->nextthink = pev->ltime + 0.1; } else// fan is not moving, so start it { SetThink( &CFuncRotating::SpinUp ); - EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseRunning), - 0.01, m_flAttenuation, 0, FANPITCHMIN); + EMIT_SOUND_DYN( ENT( pev ), CHAN_STATIC, (char *)STRING( pev->noiseRunning ), + 0.01, m_flAttenuation, 0, FANPITCHMIN ); pev->nextthink = pev->ltime + 0.1; } } - else if ( !FBitSet ( pev->spawnflags, SF_BRUSH_ACCDCC ) )//this is a normal start/stop brush. + else if( !FBitSet( pev->spawnflags, SF_BRUSH_ACCDCC ) )//this is a normal start/stop brush. { - if ( pev->avelocity != g_vecZero ) + if( pev->avelocity != g_vecZero ) { // play stopping sound here SetThink( &CFuncRotating::SpinDown ); - // EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, (char *)STRING(pev->noiseStop), - // m_flVolume, m_flAttenuation, 0, m_pitch); - + // EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, (char *)STRING( pev->noiseStop ), + // m_flVolume, m_flAttenuation, 0, m_pitch ); + pev->nextthink = pev->ltime + 0.1; // pev->avelocity = g_vecZero; } else { - EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseRunning), - m_flVolume, m_flAttenuation, 0, FANPITCHMAX); + EMIT_SOUND_DYN( ENT( pev ), CHAN_STATIC, (char *)STRING( pev->noiseRunning ), + m_flVolume, m_flAttenuation, 0, FANPITCHMAX ); pev->avelocity = pev->movedir * pev->speed; SetThink( &CFuncRotating::Rotate ); @@ -691,36 +684,36 @@ void CFuncRotating :: RotatingUse( CBaseEntity *pActivator, CBaseEntity *pCaller // // RotatingBlocked - An entity has blocked the brush // -void CFuncRotating :: Blocked( CBaseEntity *pOther ) +void CFuncRotating::Blocked( CBaseEntity *pOther ) { - pOther->TakeDamage( pev, pev, pev->dmg, DMG_CRUSH); + pOther->TakeDamage( pev, pev, pev->dmg, DMG_CRUSH ); } //#endif class CPendulum : public CBaseEntity { public: - void Spawn ( void ); - void KeyValue( KeyValueData *pkvd ); - void EXPORT Swing( void ); - void EXPORT PendulumUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); - void EXPORT Stop( void ); - void Touch( CBaseEntity *pOther ); - void EXPORT RopeTouch ( CBaseEntity *pOther );// this touch func makes the pendulum a rope - virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); - void Blocked( CBaseEntity *pOther ); + void Spawn( void ); + void KeyValue( KeyValueData *pkvd ); + void EXPORT Swing( void ); + void EXPORT PendulumUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); + void EXPORT Stop( void ); + void Touch( CBaseEntity *pOther ); + void EXPORT RopeTouch( CBaseEntity *pOther );// this touch func makes the pendulum a rope + virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); + void Blocked( CBaseEntity *pOther ); - static TYPEDESCRIPTION m_SaveData[]; - - float m_accel; // Acceleration - float m_distance; // - float m_time; - float m_damp; - float m_maxSpeed; - float m_dampSpeed; - vec3_t m_center; - vec3_t m_start; + static TYPEDESCRIPTION m_SaveData[]; + + float m_accel; // Acceleration + float m_distance; + float m_time; + float m_damp; + float m_maxSpeed; + float m_dampSpeed; + vec3_t m_center; + vec3_t m_start; }; LINK_ENTITY_TO_CLASS( func_pendulum, CPendulum ) @@ -739,72 +732,72 @@ TYPEDESCRIPTION CPendulum::m_SaveData[] = IMPLEMENT_SAVERESTORE( CPendulum, CBaseEntity ) -void CPendulum :: KeyValue( KeyValueData *pkvd ) +void CPendulum::KeyValue( KeyValueData *pkvd ) { - if (FStrEq(pkvd->szKeyName, "distance")) + if( FStrEq( pkvd->szKeyName, "distance" ) ) { - m_distance = atof(pkvd->szValue); + m_distance = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "damp")) + else if( FStrEq( pkvd->szKeyName, "damp" ) ) { - m_damp = atof(pkvd->szValue) * 0.001; + m_damp = atof( pkvd->szValue ) * 0.001; pkvd->fHandled = TRUE; } else CBaseEntity::KeyValue( pkvd ); } -void CPendulum :: Spawn( void ) +void CPendulum::Spawn( void ) { // set the axis of rotation - CBaseToggle :: AxisDir( pev ); + CBaseToggle::AxisDir( pev ); - if ( FBitSet (pev->spawnflags, SF_DOOR_PASSABLE) ) - pev->solid = SOLID_NOT; + if( FBitSet( pev->spawnflags, SF_DOOR_PASSABLE ) ) + pev->solid = SOLID_NOT; else - pev->solid = SOLID_BSP; - pev->movetype = MOVETYPE_PUSH; - UTIL_SetOrigin(pev, pev->origin); - SET_MODEL(ENT(pev), STRING(pev->model) ); + pev->solid = SOLID_BSP; + pev->movetype = MOVETYPE_PUSH; + UTIL_SetOrigin( pev, pev->origin ); + SET_MODEL( ENT( pev ), STRING( pev->model ) ); - if ( m_distance == 0 ) + if( m_distance == 0 ) return; - if (pev->speed == 0) + if( pev->speed == 0 ) pev->speed = 100; - m_accel = (pev->speed * pev->speed) / (2 * fabs(m_distance)); // Calculate constant acceleration from speed and distance + m_accel = ( pev->speed * pev->speed ) / ( 2 * fabs( m_distance ) ); // Calculate constant acceleration from speed and distance m_maxSpeed = pev->speed; m_start = pev->angles; - m_center = pev->angles + (m_distance * 0.5) * pev->movedir; + m_center = pev->angles + ( m_distance * 0.5 ) * pev->movedir; - if ( FBitSet( pev->spawnflags, SF_BRUSH_ROTATE_INSTANT) ) - { + if( FBitSet( pev->spawnflags, SF_BRUSH_ROTATE_INSTANT ) ) + { SetThink( &CBaseEntity::SUB_CallUseToggle ); pev->nextthink = gpGlobals->time + 0.1; } pev->speed = 0; SetUse( &CPendulum::PendulumUse ); - if ( FBitSet( pev->spawnflags, SF_PENDULUM_SWING ) ) + if( FBitSet( pev->spawnflags, SF_PENDULUM_SWING ) ) { SetTouch( &CPendulum::RopeTouch ); } } -void CPendulum :: PendulumUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) +void CPendulum::PendulumUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { - if ( pev->speed ) // Pendulum is moving, stop it and auto-return if necessary + if( pev->speed ) // Pendulum is moving, stop it and auto-return if necessary { - if ( FBitSet( pev->spawnflags, SF_PENDULUM_AUTO_RETURN ) ) + if( FBitSet( pev->spawnflags, SF_PENDULUM_AUTO_RETURN ) ) { - float delta; + float delta; - delta = CBaseToggle :: AxisDelta( pev->spawnflags, pev->angles, m_start ); + delta = CBaseToggle::AxisDelta( pev->spawnflags, pev->angles, m_start ); pev->avelocity = m_maxSpeed * pev->movedir; - pev->nextthink = pev->ltime + (delta / m_maxSpeed); + pev->nextthink = pev->ltime + ( delta / m_maxSpeed ); SetThink( &CPendulum::Stop ); } else @@ -823,7 +816,7 @@ void CPendulum :: PendulumUse( CBaseEntity *pActivator, CBaseEntity *pCaller, US } } -void CPendulum :: Stop( void ) +void CPendulum::Stop( void ) { pev->angles = m_start; pev->speed = 0; @@ -836,22 +829,22 @@ void CPendulum::Blocked( CBaseEntity *pOther ) m_time = gpGlobals->time; } -void CPendulum :: Swing( void ) +void CPendulum::Swing( void ) { float delta, dt; - - delta = CBaseToggle :: AxisDelta( pev->spawnflags, pev->angles, m_center ); + + delta = CBaseToggle::AxisDelta( pev->spawnflags, pev->angles, m_center ); dt = gpGlobals->time - m_time; // How much time has passed? m_time = gpGlobals->time; // Remember the last time called - if ( delta > 0 && m_accel > 0 ) + if( delta > 0 && m_accel > 0 ) pev->speed -= m_accel * dt; // Integrate velocity else pev->speed += m_accel * dt; - if ( pev->speed > m_maxSpeed ) + if( pev->speed > m_maxSpeed ) pev->speed = m_maxSpeed; - else if ( pev->speed < -m_maxSpeed ) + else if( pev->speed < -m_maxSpeed ) pev->speed = -m_maxSpeed; // scale the destdelta vector by the time spent traveling to get velocity pev->avelocity = pev->speed * pev->movedir; @@ -859,58 +852,59 @@ void CPendulum :: Swing( void ) // Call this again pev->nextthink = pev->ltime + 0.1; - if ( m_damp ) + if( m_damp ) { m_dampSpeed -= m_damp * m_dampSpeed * dt; - if ( m_dampSpeed < 30.0 ) + if( m_dampSpeed < 30.0 ) { pev->angles = m_center; pev->speed = 0; SetThink( NULL ); pev->avelocity = g_vecZero; } - else if ( pev->speed > m_dampSpeed ) + else if( pev->speed > m_dampSpeed ) pev->speed = m_dampSpeed; - else if ( pev->speed < -m_dampSpeed ) + else if( pev->speed < -m_dampSpeed ) pev->speed = -m_dampSpeed; - } } -void CPendulum :: Touch ( CBaseEntity *pOther ) +void CPendulum::Touch( CBaseEntity *pOther ) { - entvars_t *pevOther = pOther->pev; + entvars_t *pevOther = pOther->pev; - if ( pev->dmg <= 0 ) + if( pev->dmg <= 0 ) return; // we can't hurt this thing, so we're not concerned with it - if ( !pevOther->takedamage ) + if( !pevOther->takedamage ) return; // calculate damage based on rotation speed float damage = pev->dmg * pev->speed * 0.01; - if ( damage < 0 ) + if( damage < 0 ) damage = -damage; pOther->TakeDamage( pev, pev, damage, DMG_CRUSH ); - - pevOther->velocity = (pevOther->origin - VecBModelOrigin(pev) ).Normalize() * damage; + + pevOther->velocity = ( pevOther->origin - VecBModelOrigin( pev ) ).Normalize() * damage; } -void CPendulum :: RopeTouch ( CBaseEntity *pOther ) +void CPendulum::RopeTouch( CBaseEntity *pOther ) { - entvars_t *pevOther = pOther->pev; + entvars_t *pevOther = pOther->pev; - if ( !pOther->IsPlayer() ) - {// not a player! - ALERT ( at_console, "Not a client\n" ); + if( !pOther->IsPlayer() ) + { + // not a player! + ALERT( at_console, "Not a client\n" ); return; } - if ( ENT(pevOther) == pev->enemy ) - {// this player already on the rope. + if( ENT( pevOther ) == pev->enemy ) + { + // this player already on the rope. return; } diff --git a/dlls/bullsquid.cpp b/dlls/bullsquid.cpp index 63d847de..18026b43 100644 --- a/dlls/bullsquid.cpp +++ b/dlls/bullsquid.cpp @@ -29,7 +29,7 @@ #define SQUID_SPRINT_DIST 256 // how close the squid has to get before starting to sprint and refusing to swerve -int iSquidSpitSprite; +int iSquidSpitSprite; //========================================================= // monster-specific schedule types @@ -64,47 +64,47 @@ public: void Touch( CBaseEntity *pOther ); void EXPORT Animate( void ); - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); - static TYPEDESCRIPTION m_SaveData[]; + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); + static TYPEDESCRIPTION m_SaveData[]; - int m_maxFrame; + int m_maxFrame; }; LINK_ENTITY_TO_CLASS( squidspit, CSquidSpit ) -TYPEDESCRIPTION CSquidSpit::m_SaveData[] = +TYPEDESCRIPTION CSquidSpit::m_SaveData[] = { DEFINE_FIELD( CSquidSpit, m_maxFrame, FIELD_INTEGER ), }; IMPLEMENT_SAVERESTORE( CSquidSpit, CBaseEntity ) -void CSquidSpit:: Spawn( void ) +void CSquidSpit::Spawn( void ) { pev->movetype = MOVETYPE_FLY; pev->classname = MAKE_STRING( "squidspit" ); - + pev->solid = SOLID_BBOX; pev->rendermode = kRenderTransAlpha; pev->renderamt = 255; - SET_MODEL(ENT(pev), "sprites/bigspit.spr"); + SET_MODEL( ENT( pev ), "sprites/bigspit.spr" ); pev->frame = 0; pev->scale = 0.5; - UTIL_SetSize( pev, Vector( 0, 0, 0), Vector(0, 0, 0) ); + UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) ); - m_maxFrame = (float) MODEL_FRAMES( pev->modelindex ) - 1; + m_maxFrame = (float)MODEL_FRAMES( pev->modelindex ) - 1; } void CSquidSpit::Animate( void ) { pev->nextthink = gpGlobals->time + 0.1; - if ( pev->frame++ ) + if( pev->frame++ ) { - if ( pev->frame > m_maxFrame ) + if( pev->frame > m_maxFrame ) { pev->frame = 0; } @@ -115,60 +115,59 @@ void CSquidSpit::Shoot( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity { CSquidSpit *pSpit = GetClassPtr( (CSquidSpit *)NULL ); pSpit->Spawn(); - + UTIL_SetOrigin( pSpit->pev, vecStart ); pSpit->pev->velocity = vecVelocity; - pSpit->pev->owner = ENT(pevOwner); + pSpit->pev->owner = ENT( pevOwner ); pSpit->SetThink( &CSquidSpit::Animate ); pSpit->pev->nextthink = gpGlobals->time + 0.1; } -void CSquidSpit :: Touch ( CBaseEntity *pOther ) +void CSquidSpit::Touch( CBaseEntity *pOther ) { TraceResult tr; - int iPitch; + int iPitch; // splat sound iPitch = RANDOM_FLOAT( 90, 110 ); - EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "bullchicken/bc_acid1.wav", 1, ATTN_NORM, 0, iPitch ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "bullchicken/bc_acid1.wav", 1, ATTN_NORM, 0, iPitch ); - switch ( RANDOM_LONG( 0, 1 ) ) + switch( RANDOM_LONG( 0, 1 ) ) { case 0: - EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "bullchicken/bc_spithit1.wav", 1, ATTN_NORM, 0, iPitch ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "bullchicken/bc_spithit1.wav", 1, ATTN_NORM, 0, iPitch ); break; case 1: - EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "bullchicken/bc_spithit2.wav", 1, ATTN_NORM, 0, iPitch ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "bullchicken/bc_spithit2.wav", 1, ATTN_NORM, 0, iPitch ); break; } - if ( !pOther->pev->takedamage ) + if( !pOther->pev->takedamage ) { - // make a splat on the wall UTIL_TraceLine( pev->origin, pev->origin + pev->velocity * 10, dont_ignore_monsters, ENT( pev ), &tr ); - UTIL_DecalTrace(&tr, DECAL_SPIT1 + RANDOM_LONG(0,1)); + UTIL_DecalTrace( &tr, DECAL_SPIT1 + RANDOM_LONG( 0, 1 ) ); // make some flecks MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, tr.vecEndPos ); WRITE_BYTE( TE_SPRITE_SPRAY ); - WRITE_COORD( tr.vecEndPos.x); // pos - WRITE_COORD( tr.vecEndPos.y); - WRITE_COORD( tr.vecEndPos.z); - WRITE_COORD( tr.vecPlaneNormal.x); // dir - WRITE_COORD( tr.vecPlaneNormal.y); - WRITE_COORD( tr.vecPlaneNormal.z); + WRITE_COORD( tr.vecEndPos.x ); // pos + WRITE_COORD( tr.vecEndPos.y ); + WRITE_COORD( tr.vecEndPos.z ); + WRITE_COORD( tr.vecPlaneNormal.x ); // dir + WRITE_COORD( tr.vecPlaneNormal.y ); + WRITE_COORD( tr.vecPlaneNormal.z ); WRITE_SHORT( iSquidSpitSprite ); // model - WRITE_BYTE ( 5 ); // count - WRITE_BYTE ( 30 ); // speed - WRITE_BYTE ( 80 ); // noise ( client will divide by 100 ) + WRITE_BYTE( 5 ); // count + WRITE_BYTE( 30 ); // speed + WRITE_BYTE( 80 ); // noise ( client will divide by 100 ) MESSAGE_END(); } else { - pOther->TakeDamage ( pev, pev, gSkillData.bullsquidDmgSpit, DMG_GENERIC ); + pOther->TakeDamage( pev, pev, gSkillData.bullsquidDmgSpit, DMG_GENERIC ); } SetThink( &CBaseEntity::SUB_Remove ); @@ -191,29 +190,29 @@ public: void Spawn( void ); void Precache( void ); void SetYawSpeed( void ); - int ISoundMask( void ); - int Classify ( void ); + int ISoundMask( void ); + int Classify( void ); void HandleAnimEvent( MonsterEvent_t *pEvent ); void IdleSound( void ); void PainSound( void ); void DeathSound( void ); - void AlertSound ( void ); + void AlertSound( void ); void AttackSound( void ); - void StartTask ( Task_t *pTask ); - void RunTask ( Task_t *pTask ); - BOOL CheckMeleeAttack1 ( float flDot, float flDist ); - BOOL CheckMeleeAttack2 ( float flDot, float flDist ); - BOOL CheckRangeAttack1 ( float flDot, float flDist ); + void StartTask( Task_t *pTask ); + void RunTask( Task_t *pTask ); + BOOL CheckMeleeAttack1( float flDot, float flDist ); + BOOL CheckMeleeAttack2( float flDot, float flDist ); + BOOL CheckRangeAttack1( float flDot, float flDist ); void RunAI( void ); - BOOL FValidateHintType ( short sHint ); + BOOL FValidateHintType( short sHint ); Schedule_t *GetSchedule( void ); - Schedule_t *GetScheduleOfType ( int Type ); + Schedule_t *GetScheduleOfType( int Type ); int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); - int IRelationship ( CBaseEntity *pTarget ); - int IgnoreConditions ( void ); - MONSTERSTATE GetIdealState ( void ); + int IRelationship( CBaseEntity *pTarget ); + int IgnoreConditions( void ); + MONSTERSTATE GetIdealState( void ); - int Save( CSave &save ); + int Save( CSave &save ); int Restore( CRestore &restore ); CUSTOM_SCHEDULES @@ -239,19 +238,19 @@ IMPLEMENT_SAVERESTORE( CBullsquid, CBaseMonster ) //========================================================= // IgnoreConditions //========================================================= -int CBullsquid::IgnoreConditions ( void ) +int CBullsquid::IgnoreConditions( void ) { int iIgnore = CBaseMonster::IgnoreConditions(); - if ( gpGlobals->time - m_flLastHurtTime <= 20 ) + if( gpGlobals->time - m_flLastHurtTime <= 20 ) { // haven't been hurt in 20 seconds, so let the squid care about stink. iIgnore = bits_COND_SMELL | bits_COND_SMELL_FOOD; } - if ( m_hEnemy != NULL ) + if( m_hEnemy != NULL ) { - if ( FClassnameIs( m_hEnemy->pev, "monster_headcrab" ) ) + if( FClassnameIs( m_hEnemy->pev, "monster_headcrab" ) ) { // (Unless after a tasty headcrab) iIgnore = bits_COND_SMELL | bits_COND_SMELL_FOOD; @@ -265,76 +264,76 @@ int CBullsquid::IgnoreConditions ( void ) // IRelationship - overridden for bullsquid so that it can // be made to ignore its love of headcrabs for a while. //========================================================= -int CBullsquid::IRelationship ( CBaseEntity *pTarget ) +int CBullsquid::IRelationship( CBaseEntity *pTarget ) { - if ( gpGlobals->time - m_flLastHurtTime < 5 && FClassnameIs ( pTarget->pev, "monster_headcrab" ) ) + if( gpGlobals->time - m_flLastHurtTime < 5 && FClassnameIs( pTarget->pev, "monster_headcrab" ) ) { // if squid has been hurt in the last 5 seconds, and is getting relationship for a headcrab, // tell squid to disregard crab. return R_NO; } - return CBaseMonster :: IRelationship ( pTarget ); + return CBaseMonster::IRelationship( pTarget ); } //========================================================= // TakeDamage - overridden for bullsquid so we can keep track // of how much time has passed since it was last injured //========================================================= -int CBullsquid :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) +int CBullsquid::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { float flDist; Vector vecApex; // if the squid is running, has an enemy, was hurt by the enemy, hasn't been hurt in the last 3 seconds, and isn't too close to the enemy, // it will swerve. (whew). - if ( m_hEnemy != NULL && IsMoving() && pevAttacker == m_hEnemy->pev && gpGlobals->time - m_flLastHurtTime > 3 ) + if( m_hEnemy != NULL && IsMoving() && pevAttacker == m_hEnemy->pev && gpGlobals->time - m_flLastHurtTime > 3 ) { flDist = ( pev->origin - m_hEnemy->pev->origin ).Length2D(); - - if ( flDist > SQUID_SPRINT_DIST ) - { - flDist = ( pev->origin - m_Route[ m_iRouteIndex ].vecLocation ).Length2D();// reusing flDist. - if ( FTriangulate( pev->origin, m_Route[ m_iRouteIndex ].vecLocation, flDist * 0.5, m_hEnemy, &vecApex ) ) + if( flDist > SQUID_SPRINT_DIST ) + { + flDist = ( pev->origin - m_Route[m_iRouteIndex].vecLocation ).Length2D();// reusing flDist. + + if( FTriangulate( pev->origin, m_Route[m_iRouteIndex].vecLocation, flDist * 0.5, m_hEnemy, &vecApex ) ) { InsertWaypoint( vecApex, bits_MF_TO_DETOUR | bits_MF_DONT_SIMPLIFY ); } } } - if ( !FClassnameIs ( pevAttacker, "monster_headcrab" ) ) + if( !FClassnameIs( pevAttacker, "monster_headcrab" ) ) { // don't forget about headcrabs if it was a headcrab that hurt the squid. m_flLastHurtTime = gpGlobals->time; } - return CBaseMonster :: TakeDamage ( pevInflictor, pevAttacker, flDamage, bitsDamageType ); + return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); } //========================================================= // CheckRangeAttack1 //========================================================= -BOOL CBullsquid :: CheckRangeAttack1 ( float flDot, float flDist ) +BOOL CBullsquid::CheckRangeAttack1( float flDot, float flDist ) { - if ( IsMoving() && flDist >= 512 ) + if( IsMoving() && flDist >= 512 ) { // squid will far too far behind if he stops running to spit at this distance from the enemy. return FALSE; } - if ( flDist > 64 && flDist <= 784 && flDot >= 0.5 && gpGlobals->time >= m_flNextSpitTime ) + if( flDist > 64 && flDist <= 784 && flDot >= 0.5 && gpGlobals->time >= m_flNextSpitTime ) { - if ( m_hEnemy != NULL ) + if( m_hEnemy != NULL ) { - if ( fabs( pev->origin.z - m_hEnemy->pev->origin.z ) > 256 ) + if( fabs( pev->origin.z - m_hEnemy->pev->origin.z ) > 256 ) { // don't try to spit at someone up really high or down really low. return FALSE; } } - if ( IsMoving() ) + if( IsMoving() ) { // don't spit again for a long time, resume chasing enemy. m_flNextSpitTime = gpGlobals->time + 5; @@ -355,9 +354,9 @@ BOOL CBullsquid :: CheckRangeAttack1 ( float flDot, float flDist ) // CheckMeleeAttack1 - bullsquid is a big guy, so has a longer // melee range than most monsters. This is the tailwhip attack //========================================================= -BOOL CBullsquid :: CheckMeleeAttack1 ( float flDot, float flDist ) +BOOL CBullsquid::CheckMeleeAttack1( float flDot, float flDist ) { - if ( m_hEnemy->pev->health <= gSkillData.bullsquidDmgWhip && flDist <= 85 && flDot >= 0.7 ) + if( m_hEnemy->pev->health <= gSkillData.bullsquidDmgWhip && flDist <= 85 && flDot >= 0.7 ) { return TRUE; } @@ -370,19 +369,19 @@ BOOL CBullsquid :: CheckMeleeAttack1 ( float flDot, float flDist ) // this attack will not be performed if the tailwhip attack // is valid. //========================================================= -BOOL CBullsquid :: CheckMeleeAttack2 ( float flDot, float flDist ) +BOOL CBullsquid::CheckMeleeAttack2( float flDot, float flDist ) { - if ( flDist <= 85 && flDot >= 0.7 && !HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) ) // The player & bullsquid can be as much as their bboxes + if( flDist <= 85 && flDot >= 0.7 && !HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) ) // The player & bullsquid can be as much as their bboxes { // apart (48 * sqrt(3)) and he can still attack (85 is a little more than 48*sqrt(3)) return TRUE; } return FALSE; -} +} //========================================================= // FValidateHintType //========================================================= -BOOL CBullsquid :: FValidateHintType ( short sHint ) +BOOL CBullsquid::FValidateHintType( short sHint ) { int i; @@ -391,15 +390,15 @@ BOOL CBullsquid :: FValidateHintType ( short sHint ) HINT_WORLD_HUMAN_BLOOD, }; - for ( i = 0 ; i < ARRAYSIZE ( sSquidHints ) ; i++ ) + for( i = 0; i < ARRAYSIZE( sSquidHints ); i++ ) { - if ( sSquidHints[ i ] == sHint ) + if( sSquidHints[i] == sHint ) { return TRUE; } } - ALERT ( at_aiconsole, "Couldn't validate hint type" ); + ALERT( at_aiconsole, "Couldn't validate hint type" ); return FALSE; } @@ -408,47 +407,47 @@ BOOL CBullsquid :: FValidateHintType ( short sHint ) // of sounds this monster regards. In the base class implementation, // monsters care about all sounds, but no scents. //========================================================= -int CBullsquid :: ISoundMask ( void ) +int CBullsquid::ISoundMask( void ) { - return bits_SOUND_WORLD | - bits_SOUND_COMBAT | - bits_SOUND_CARCASS | - bits_SOUND_MEAT | - bits_SOUND_GARBAGE | - bits_SOUND_PLAYER; + return bits_SOUND_WORLD | + bits_SOUND_COMBAT | + bits_SOUND_CARCASS | + bits_SOUND_MEAT | + bits_SOUND_GARBAGE | + bits_SOUND_PLAYER; } //========================================================= // Classify - indicates this monster's place in the // relationship table. //========================================================= -int CBullsquid :: Classify ( void ) +int CBullsquid::Classify( void ) { - return CLASS_ALIEN_PREDATOR; + return CLASS_ALIEN_PREDATOR; } //========================================================= // IdleSound //========================================================= #define SQUID_ATTN_IDLE (float)1.5 -void CBullsquid :: IdleSound ( void ) +void CBullsquid::IdleSound( void ) { - switch ( RANDOM_LONG(0,4) ) + switch( RANDOM_LONG( 0, 4 ) ) { - case 0: - EMIT_SOUND( ENT(pev), CHAN_VOICE, "bullchicken/bc_idle1.wav", 1, SQUID_ATTN_IDLE ); + case 0: + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "bullchicken/bc_idle1.wav", 1, SQUID_ATTN_IDLE ); break; - case 1: - EMIT_SOUND( ENT(pev), CHAN_VOICE, "bullchicken/bc_idle2.wav", 1, SQUID_ATTN_IDLE ); + case 1: + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "bullchicken/bc_idle2.wav", 1, SQUID_ATTN_IDLE ); break; - case 2: - EMIT_SOUND( ENT(pev), CHAN_VOICE, "bullchicken/bc_idle3.wav", 1, SQUID_ATTN_IDLE ); + case 2: + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "bullchicken/bc_idle3.wav", 1, SQUID_ATTN_IDLE ); break; - case 3: - EMIT_SOUND( ENT(pev), CHAN_VOICE, "bullchicken/bc_idle4.wav", 1, SQUID_ATTN_IDLE ); + case 3: + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "bullchicken/bc_idle4.wav", 1, SQUID_ATTN_IDLE ); break; - case 4: - EMIT_SOUND( ENT(pev), CHAN_VOICE, "bullchicken/bc_idle5.wav", 1, SQUID_ATTN_IDLE ); + case 4: + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "bullchicken/bc_idle5.wav", 1, SQUID_ATTN_IDLE ); break; } } @@ -456,23 +455,23 @@ void CBullsquid :: IdleSound ( void ) //========================================================= // PainSound //========================================================= -void CBullsquid :: PainSound ( void ) +void CBullsquid::PainSound( void ) { int iPitch = RANDOM_LONG( 85, 120 ); - switch ( RANDOM_LONG(0,3) ) + switch( RANDOM_LONG( 0, 3 ) ) { - case 0: - EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "bullchicken/bc_pain1.wav", 1, ATTN_NORM, 0, iPitch ); + case 0: + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "bullchicken/bc_pain1.wav", 1, ATTN_NORM, 0, iPitch ); break; case 1: - EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "bullchicken/bc_pain2.wav", 1, ATTN_NORM, 0, iPitch ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "bullchicken/bc_pain2.wav", 1, ATTN_NORM, 0, iPitch ); break; case 2: - EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "bullchicken/bc_pain3.wav", 1, ATTN_NORM, 0, iPitch ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "bullchicken/bc_pain3.wav", 1, ATTN_NORM, 0, iPitch ); break; case 3: - EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "bullchicken/bc_pain4.wav", 1, ATTN_NORM, 0, iPitch ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "bullchicken/bc_pain4.wav", 1, ATTN_NORM, 0, iPitch ); break; } } @@ -480,17 +479,17 @@ void CBullsquid :: PainSound ( void ) //========================================================= // AlertSound //========================================================= -void CBullsquid :: AlertSound ( void ) +void CBullsquid::AlertSound( void ) { int iPitch = RANDOM_LONG( 140, 160 ); - switch ( RANDOM_LONG ( 0, 1 ) ) + switch( RANDOM_LONG( 0, 1 ) ) { case 0: - EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "bullchicken/bc_idle1.wav", 1, ATTN_NORM, 0, iPitch ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "bullchicken/bc_idle1.wav", 1, ATTN_NORM, 0, iPitch ); break; case 1: - EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "bullchicken/bc_idle2.wav", 1, ATTN_NORM, 0, iPitch ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "bullchicken/bc_idle2.wav", 1, ATTN_NORM, 0, iPitch ); break; } } @@ -499,7 +498,7 @@ void CBullsquid :: AlertSound ( void ) // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= -void CBullsquid :: SetYawSpeed ( void ) +void CBullsquid::SetYawSpeed( void ) { int ys; @@ -507,10 +506,18 @@ void CBullsquid :: SetYawSpeed ( void ) switch ( m_Activity ) { - case ACT_WALK: ys = 90; break; - case ACT_RUN: ys = 90; break; - case ACT_IDLE: ys = 90; break; - case ACT_RANGE_ATTACK1: ys = 90; break; + case ACT_WALK: + ys = 90; + break; + case ACT_RUN: + ys = 90; + break; + case ACT_IDLE: + ys = 90; + break; + case ACT_RANGE_ATTACK1: + ys = 90; + break; default: ys = 90; break; @@ -523,101 +530,96 @@ void CBullsquid :: SetYawSpeed ( void ) // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. //========================================================= -void CBullsquid :: HandleAnimEvent( MonsterEvent_t *pEvent ) +void CBullsquid::HandleAnimEvent( MonsterEvent_t *pEvent ) { switch( pEvent->event ) { case BSQUID_AE_SPIT: - { - Vector vecSpitOffset; - Vector vecSpitDir; + { + Vector vecSpitOffset; + Vector vecSpitDir; - UTIL_MakeVectors ( pev->angles ); + UTIL_MakeVectors( pev->angles ); - // !!!HACKHACK - the spot at which the spit originates (in front of the mouth) was measured in 3ds and hardcoded here. - // we should be able to read the position of bones at runtime for this info. - vecSpitOffset = ( gpGlobals->v_right * 8 + gpGlobals->v_forward * 37 + gpGlobals->v_up * 23 ); - vecSpitOffset = ( pev->origin + vecSpitOffset ); - vecSpitDir = ( ( m_hEnemy->pev->origin + m_hEnemy->pev->view_ofs ) - vecSpitOffset ).Normalize(); + // !!!HACKHACK - the spot at which the spit originates (in front of the mouth) was measured in 3ds and hardcoded here. + // we should be able to read the position of bones at runtime for this info. + vecSpitOffset = ( gpGlobals->v_right * 8 + gpGlobals->v_forward * 37 + gpGlobals->v_up * 23 ); + vecSpitOffset = ( pev->origin + vecSpitOffset ); + vecSpitDir = ( ( m_hEnemy->pev->origin + m_hEnemy->pev->view_ofs ) - vecSpitOffset ).Normalize(); - vecSpitDir.x += RANDOM_FLOAT( -0.05, 0.05 ); - vecSpitDir.y += RANDOM_FLOAT( -0.05, 0.05 ); - vecSpitDir.z += RANDOM_FLOAT( -0.05, 0 ); + vecSpitDir.x += RANDOM_FLOAT( -0.05, 0.05 ); + vecSpitDir.y += RANDOM_FLOAT( -0.05, 0.05 ); + vecSpitDir.z += RANDOM_FLOAT( -0.05, 0 ); + // do stuff for this event. + AttackSound(); - // do stuff for this event. - AttackSound(); - - // spew the spittle temporary ents. - MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpitOffset ); - WRITE_BYTE( TE_SPRITE_SPRAY ); - WRITE_COORD( vecSpitOffset.x); // pos - WRITE_COORD( vecSpitOffset.y); - WRITE_COORD( vecSpitOffset.z); - WRITE_COORD( vecSpitDir.x); // dir - WRITE_COORD( vecSpitDir.y); - WRITE_COORD( vecSpitDir.z); - WRITE_SHORT( iSquidSpitSprite ); // model - WRITE_BYTE ( 15 ); // count - WRITE_BYTE ( 210 ); // speed - WRITE_BYTE ( 25 ); // noise ( client will divide by 100 ) - MESSAGE_END(); - - CSquidSpit::Shoot( pev, vecSpitOffset, vecSpitDir * 900 ); - } - break; + // spew the spittle temporary ents. + MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpitOffset ); + WRITE_BYTE( TE_SPRITE_SPRAY ); + WRITE_COORD( vecSpitOffset.x ); // pos + WRITE_COORD( vecSpitOffset.y ); + WRITE_COORD( vecSpitOffset.z ); + WRITE_COORD( vecSpitDir.x ); // dir + WRITE_COORD( vecSpitDir.y ); + WRITE_COORD( vecSpitDir.z ); + WRITE_SHORT( iSquidSpitSprite ); // model + WRITE_BYTE( 15 ); // count + WRITE_BYTE( 210 ); // speed + WRITE_BYTE( 25 ); // noise ( client will divide by 100 ) + MESSAGE_END(); + CSquidSpit::Shoot( pev, vecSpitOffset, vecSpitDir * 900 ); + } + break; case BSQUID_AE_BITE: - { - // SOUND HERE! - CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.bullsquidDmgBite, DMG_SLASH ); - - if ( pHurt ) { - //pHurt->pev->punchangle.z = -15; - //pHurt->pev->punchangle.x = -45; - pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_forward * 100; - pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 100; - } - } - break; + // SOUND HERE! + CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.bullsquidDmgBite, DMG_SLASH ); + if( pHurt ) + { + //pHurt->pev->punchangle.z = -15; + //pHurt->pev->punchangle.x = -45; + pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_forward * 100; + pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 100; + } + } + break; case BSQUID_AE_TAILWHIP: - { - CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.bullsquidDmgWhip, DMG_CLUB | DMG_ALWAYSGIB ); - if ( pHurt ) { - pHurt->pev->punchangle.z = -20; - pHurt->pev->punchangle.x = 20; - pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 200; - pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 100; - } - } - break; + CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.bullsquidDmgWhip, DMG_CLUB | DMG_ALWAYSGIB ); + if( pHurt ) + { + pHurt->pev->punchangle.z = -20; + pHurt->pev->punchangle.x = 20; + pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 200; + pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 100; + } + } + break; case BSQUID_AE_BLINK: - { - // close eye. - pev->skin = 1; - } - break; - - case BSQUID_AE_HOP: - { - float flGravity = g_psv_gravity->value; - - // throw the squid up into the air on this frame. - if ( FBitSet ( pev->flags, FL_ONGROUND ) ) { - pev->flags -= FL_ONGROUND; + // close eye. + pev->skin = 1; } + break; + case BSQUID_AE_HOP: + { + float flGravity = g_psv_gravity->value; - // jump into air for 0.8 (24/30) seconds -// pev->velocity.z += (0.875 * flGravity) * 0.5; - pev->velocity.z += (0.625 * flGravity) * 0.5; - } - break; + // throw the squid up into the air on this frame. + if( FBitSet( pev->flags, FL_ONGROUND ) ) + { + pev->flags -= FL_ONGROUND; + } + // jump into air for 0.8 (24/30) seconds + //pev->velocity.z += ( 0.875 * flGravity ) * 0.5; + pev->velocity.z += ( 0.625 * flGravity ) * 0.5; + } + break; case BSQUID_AE_THROW: { int iPitch; @@ -625,37 +627,35 @@ void CBullsquid :: HandleAnimEvent( MonsterEvent_t *pEvent ) // squid throws its prey IF the prey is a client. CBaseEntity *pHurt = CheckTraceHullAttack( 70, 0, 0 ); - if ( pHurt ) + if( pHurt ) { // croonchy bite sound iPitch = RANDOM_FLOAT( 90, 110 ); - switch ( RANDOM_LONG( 0, 1 ) ) + switch( RANDOM_LONG( 0, 1 ) ) { case 0: - EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "bullchicken/bc_bite2.wav", 1, ATTN_NORM, 0, iPitch ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "bullchicken/bc_bite2.wav", 1, ATTN_NORM, 0, iPitch ); break; case 1: - EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "bullchicken/bc_bite3.wav", 1, ATTN_NORM, 0, iPitch ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "bullchicken/bc_bite3.wav", 1, ATTN_NORM, 0, iPitch ); break; } - - //pHurt->pev->punchangle.x = RANDOM_LONG(0,34) - 5; - //pHurt->pev->punchangle.z = RANDOM_LONG(0,49) - 25; - //pHurt->pev->punchangle.y = RANDOM_LONG(0,89) - 45; + //pHurt->pev->punchangle.x = RANDOM_LONG( 0, 34 ) - 5; + //pHurt->pev->punchangle.z = RANDOM_LONG( 0, 49 ) - 25; + //pHurt->pev->punchangle.y = RANDOM_LONG( 0, 89 ) - 45; // screeshake transforms the viewmodel as well as the viewangle. No problems with seeing the ends of the viewmodels. UTIL_ScreenShake( pHurt->pev->origin, 25.0, 1.5, 0.7, 2 ); - if ( pHurt->IsPlayer() ) + if( pHurt->IsPlayer() ) { UTIL_MakeVectors( pev->angles ); pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 300 + gpGlobals->v_up * 300; } } } - break; - + break; default: CBaseMonster::HandleAnimEvent( pEvent ); } @@ -664,22 +664,22 @@ void CBullsquid :: HandleAnimEvent( MonsterEvent_t *pEvent ) //========================================================= // Spawn //========================================================= -void CBullsquid :: Spawn() +void CBullsquid::Spawn() { - Precache( ); + Precache(); - SET_MODEL(ENT(pev), "models/bullsquid.mdl"); + SET_MODEL( ENT( pev ), "models/bullsquid.mdl" ); UTIL_SetSize( pev, Vector( -32, -32, 0 ), Vector( 32, 32, 64 ) ); - pev->solid = SOLID_SLIDEBOX; - pev->movetype = MOVETYPE_STEP; - m_bloodColor = BLOOD_COLOR_GREEN; - pev->effects = 0; - pev->health = gSkillData.bullsquidHealth; - m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result ) - m_MonsterState = MONSTERSTATE_NONE; + pev->solid = SOLID_SLIDEBOX; + pev->movetype = MOVETYPE_STEP; + m_bloodColor = BLOOD_COLOR_GREEN; + pev->effects = 0; + pev->health = gSkillData.bullsquidHealth; + m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result ) + m_MonsterState = MONSTERSTATE_NONE; - m_fCanThreatDisplay = TRUE; + m_fCanThreatDisplay = TRUE; m_flNextSpitTime = gpGlobals->time; MonsterInit(); @@ -688,62 +688,62 @@ void CBullsquid :: Spawn() //========================================================= // Precache - precaches all resources this monster needs //========================================================= -void CBullsquid :: Precache() +void CBullsquid::Precache() { - PRECACHE_MODEL("models/bullsquid.mdl"); - - PRECACHE_MODEL("sprites/bigspit.spr");// spit projectile. - - iSquidSpitSprite = PRECACHE_MODEL("sprites/tinyspit.spr");// client side spittle. + PRECACHE_MODEL( "models/bullsquid.mdl" ); - PRECACHE_SOUND("zombie/claw_miss2.wav");// because we use the basemonster SWIPE animation event + PRECACHE_MODEL( "sprites/bigspit.spr" );// spit projectile. - PRECACHE_SOUND("bullchicken/bc_attack2.wav"); - PRECACHE_SOUND("bullchicken/bc_attack3.wav"); - - PRECACHE_SOUND("bullchicken/bc_die1.wav"); - PRECACHE_SOUND("bullchicken/bc_die2.wav"); - PRECACHE_SOUND("bullchicken/bc_die3.wav"); - - PRECACHE_SOUND("bullchicken/bc_idle1.wav"); - PRECACHE_SOUND("bullchicken/bc_idle2.wav"); - PRECACHE_SOUND("bullchicken/bc_idle3.wav"); - PRECACHE_SOUND("bullchicken/bc_idle4.wav"); - PRECACHE_SOUND("bullchicken/bc_idle5.wav"); - - PRECACHE_SOUND("bullchicken/bc_pain1.wav"); - PRECACHE_SOUND("bullchicken/bc_pain2.wav"); - PRECACHE_SOUND("bullchicken/bc_pain3.wav"); - PRECACHE_SOUND("bullchicken/bc_pain4.wav"); - - PRECACHE_SOUND("bullchicken/bc_attackgrowl.wav"); - PRECACHE_SOUND("bullchicken/bc_attackgrowl2.wav"); - PRECACHE_SOUND("bullchicken/bc_attackgrowl3.wav"); + iSquidSpitSprite = PRECACHE_MODEL( "sprites/tinyspit.spr" );// client side spittle. - PRECACHE_SOUND("bullchicken/bc_acid1.wav"); + PRECACHE_SOUND( "zombie/claw_miss2.wav" );// because we use the basemonster SWIPE animation event - PRECACHE_SOUND("bullchicken/bc_bite2.wav"); - PRECACHE_SOUND("bullchicken/bc_bite3.wav"); + PRECACHE_SOUND( "bullchicken/bc_attack2.wav" ); + PRECACHE_SOUND( "bullchicken/bc_attack3.wav" ); - PRECACHE_SOUND("bullchicken/bc_spithit1.wav"); - PRECACHE_SOUND("bullchicken/bc_spithit2.wav"); -} + PRECACHE_SOUND( "bullchicken/bc_die1.wav" ); + PRECACHE_SOUND( "bullchicken/bc_die2.wav" ); + PRECACHE_SOUND( "bullchicken/bc_die3.wav" ); + + PRECACHE_SOUND( "bullchicken/bc_idle1.wav" ); + PRECACHE_SOUND( "bullchicken/bc_idle2.wav" ); + PRECACHE_SOUND( "bullchicken/bc_idle3.wav" ); + PRECACHE_SOUND( "bullchicken/bc_idle4.wav" ); + PRECACHE_SOUND( "bullchicken/bc_idle5.wav" ); + + PRECACHE_SOUND( "bullchicken/bc_pain1.wav" ); + PRECACHE_SOUND( "bullchicken/bc_pain2.wav" ); + PRECACHE_SOUND( "bullchicken/bc_pain3.wav" ); + PRECACHE_SOUND( "bullchicken/bc_pain4.wav" ); + + PRECACHE_SOUND( "bullchicken/bc_attackgrowl.wav" ); + PRECACHE_SOUND( "bullchicken/bc_attackgrowl2.wav" ); + PRECACHE_SOUND( "bullchicken/bc_attackgrowl3.wav" ); + + PRECACHE_SOUND( "bullchicken/bc_acid1.wav" ); + + PRECACHE_SOUND( "bullchicken/bc_bite2.wav" ); + PRECACHE_SOUND( "bullchicken/bc_bite3.wav" ); + + PRECACHE_SOUND( "bullchicken/bc_spithit1.wav" ); + PRECACHE_SOUND( "bullchicken/bc_spithit2.wav" ); +} //========================================================= // DeathSound //========================================================= -void CBullsquid :: DeathSound ( void ) +void CBullsquid::DeathSound( void ) { - switch ( RANDOM_LONG(0,2) ) + switch( RANDOM_LONG( 0, 2 ) ) { - case 0: - EMIT_SOUND( ENT(pev), CHAN_VOICE, "bullchicken/bc_die1.wav", 1, ATTN_NORM ); + case 0: + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "bullchicken/bc_die1.wav", 1, ATTN_NORM ); break; case 1: - EMIT_SOUND( ENT(pev), CHAN_VOICE, "bullchicken/bc_die2.wav", 1, ATTN_NORM ); + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "bullchicken/bc_die2.wav", 1, ATTN_NORM ); break; case 2: - EMIT_SOUND( ENT(pev), CHAN_VOICE, "bullchicken/bc_die3.wav", 1, ATTN_NORM ); + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "bullchicken/bc_die3.wav", 1, ATTN_NORM ); break; } } @@ -751,15 +751,15 @@ void CBullsquid :: DeathSound ( void ) //========================================================= // AttackSound //========================================================= -void CBullsquid :: AttackSound ( void ) +void CBullsquid::AttackSound( void ) { - switch ( RANDOM_LONG(0,1) ) + switch( RANDOM_LONG( 0, 1 ) ) { case 0: - EMIT_SOUND( ENT(pev), CHAN_WEAPON, "bullchicken/bc_attack2.wav", 1, ATTN_NORM ); + EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "bullchicken/bc_attack2.wav", 1, ATTN_NORM ); break; case 1: - EMIT_SOUND( ENT(pev), CHAN_WEAPON, "bullchicken/bc_attack3.wav", 1, ATTN_NORM ); + EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "bullchicken/bc_attack3.wav", 1, ATTN_NORM ); break; } } @@ -768,26 +768,26 @@ void CBullsquid :: AttackSound ( void ) // RunAI - overridden for bullsquid because there are things // that need to be checked every think. //======================================================== -void CBullsquid :: RunAI ( void ) +void CBullsquid::RunAI( void ) { // first, do base class stuff - CBaseMonster :: RunAI(); + CBaseMonster::RunAI(); - if ( pev->skin != 0 ) + if( pev->skin != 0 ) { // close eye if it was open. pev->skin = 0; } - if ( RANDOM_LONG(0,39) == 0 ) + if( RANDOM_LONG( 0, 39 ) == 0 ) { pev->skin = 1; } - if ( m_hEnemy != NULL && m_Activity == ACT_RUN ) + if( m_hEnemy != NULL && m_Activity == ACT_RUN ) { // chasing enemy. Sprint for last bit - if ( (pev->origin - m_hEnemy->pev->origin).Length2D() < SQUID_SPRINT_DIST ) + if( ( pev->origin - m_hEnemy->pev->origin).Length2D() < SQUID_SPRINT_DIST ) { pev->framerate = 1.25; } @@ -799,23 +799,23 @@ void CBullsquid :: RunAI ( void ) //========================================================= // primary range attack -Task_t tlSquidRangeAttack1[] = +Task_t tlSquidRangeAttack1[] = { - { TASK_STOP_MOVING, 0 }, - { TASK_FACE_IDEAL, (float)0 }, - { TASK_RANGE_ATTACK1, (float)0 }, - { TASK_SET_ACTIVITY, (float)ACT_IDLE }, + { TASK_STOP_MOVING, 0 }, + { TASK_FACE_IDEAL, (float)0 }, + { TASK_RANGE_ATTACK1, (float)0 }, + { TASK_SET_ACTIVITY, (float)ACT_IDLE }, }; -Schedule_t slSquidRangeAttack1[] = +Schedule_t slSquidRangeAttack1[] = { - { + { tlSquidRangeAttack1, - ARRAYSIZE ( tlSquidRangeAttack1 ), - bits_COND_NEW_ENEMY | - bits_COND_ENEMY_DEAD | - bits_COND_HEAVY_DAMAGE | - bits_COND_ENEMY_OCCLUDED | + ARRAYSIZE( tlSquidRangeAttack1 ), + bits_COND_NEW_ENEMY | + bits_COND_ENEMY_DEAD | + bits_COND_HEAVY_DAMAGE | + bits_COND_ENEMY_OCCLUDED | bits_COND_NO_AMMO_LOADED, 0, "Squid Range Attack1" @@ -823,29 +823,28 @@ Schedule_t slSquidRangeAttack1[] = }; // Chase enemy schedule -Task_t tlSquidChaseEnemy1[] = +Task_t tlSquidChaseEnemy1[] = { - { TASK_SET_FAIL_SCHEDULE, (float)SCHED_RANGE_ATTACK1 },// !!!OEM - this will stop nasty squid oscillation. - { TASK_GET_PATH_TO_ENEMY, (float)0 }, - { TASK_RUN_PATH, (float)0 }, - { TASK_WAIT_FOR_MOVEMENT, (float)0 }, + { TASK_SET_FAIL_SCHEDULE, (float)SCHED_RANGE_ATTACK1 },// !!!OEM - this will stop nasty squid oscillation. + { TASK_GET_PATH_TO_ENEMY, (float)0 }, + { TASK_RUN_PATH, (float)0 }, + { TASK_WAIT_FOR_MOVEMENT, (float)0 }, }; Schedule_t slSquidChaseEnemy[] = { - { + { tlSquidChaseEnemy1, - ARRAYSIZE ( tlSquidChaseEnemy1 ), - bits_COND_NEW_ENEMY | - bits_COND_ENEMY_DEAD | - bits_COND_SMELL_FOOD | - bits_COND_CAN_RANGE_ATTACK1 | - bits_COND_CAN_MELEE_ATTACK1 | - bits_COND_CAN_MELEE_ATTACK2 | - bits_COND_TASK_FAILED | + ARRAYSIZE( tlSquidChaseEnemy1 ), + bits_COND_NEW_ENEMY | + bits_COND_ENEMY_DEAD | + bits_COND_SMELL_FOOD | + bits_COND_CAN_RANGE_ATTACK1 | + bits_COND_CAN_MELEE_ATTACK1 | + bits_COND_CAN_MELEE_ATTACK2 | + bits_COND_TASK_FAILED | bits_COND_HEAR_SOUND, - - bits_SOUND_DANGER | + bits_SOUND_DANGER | bits_SOUND_MEAT, "Squid Chase Enemy" }, @@ -853,17 +852,17 @@ Schedule_t slSquidChaseEnemy[] = Task_t tlSquidHurtHop[] = { - { TASK_STOP_MOVING, (float)0 }, - { TASK_SOUND_WAKE, (float)0 }, - { TASK_SQUID_HOPTURN, (float)0 }, - { TASK_FACE_ENEMY, (float)0 },// in case squid didn't turn all the way in the air. + { TASK_STOP_MOVING, (float)0 }, + { TASK_SOUND_WAKE, (float)0 }, + { TASK_SQUID_HOPTURN, (float)0 }, + { TASK_FACE_ENEMY, (float)0 },// in case squid didn't turn all the way in the air. }; Schedule_t slSquidHurtHop[] = { { tlSquidHurtHop, - ARRAYSIZE ( tlSquidHurtHop ), + ARRAYSIZE( tlSquidHurtHop ), 0, 0, "SquidHurtHop" @@ -872,18 +871,18 @@ Schedule_t slSquidHurtHop[] = Task_t tlSquidSeeCrab[] = { - { TASK_STOP_MOVING, (float)0 }, - { TASK_SOUND_WAKE, (float)0 }, - { TASK_PLAY_SEQUENCE, (float)ACT_EXCITED }, - { TASK_FACE_ENEMY, (float)0 }, + { TASK_STOP_MOVING, (float)0 }, + { TASK_SOUND_WAKE, (float)0 }, + { TASK_PLAY_SEQUENCE, (float)ACT_EXCITED }, + { TASK_FACE_ENEMY, (float)0 }, }; Schedule_t slSquidSeeCrab[] = { { tlSquidSeeCrab, - ARRAYSIZE ( tlSquidSeeCrab ), - bits_COND_LIGHT_DAMAGE | + ARRAYSIZE( tlSquidSeeCrab ), + bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE, 0, "SquidSeeCrab" @@ -893,20 +892,20 @@ Schedule_t slSquidSeeCrab[] = // squid walks to something tasty and eats it. Task_t tlSquidEat[] = { - { TASK_STOP_MOVING, (float)0 }, - { TASK_EAT, (float)10 },// this is in case the squid can't get to the food - { TASK_STORE_LASTPOSITION, (float)0 }, - { TASK_GET_PATH_TO_BESTSCENT, (float)0 }, - { TASK_WALK_PATH, (float)0 }, - { TASK_WAIT_FOR_MOVEMENT, (float)0 }, - { TASK_PLAY_SEQUENCE, (float)ACT_EAT }, - { TASK_PLAY_SEQUENCE, (float)ACT_EAT }, - { TASK_PLAY_SEQUENCE, (float)ACT_EAT }, - { TASK_EAT, (float)50 }, - { TASK_GET_PATH_TO_LASTPOSITION,(float)0 }, - { TASK_WALK_PATH, (float)0 }, - { TASK_WAIT_FOR_MOVEMENT, (float)0 }, - { TASK_CLEAR_LASTPOSITION, (float)0 }, + { TASK_STOP_MOVING, (float)0 }, + { TASK_EAT, (float)10 },// this is in case the squid can't get to the food + { TASK_STORE_LASTPOSITION, (float)0 }, + { TASK_GET_PATH_TO_BESTSCENT, (float)0 }, + { TASK_WALK_PATH, (float)0 }, + { TASK_WAIT_FOR_MOVEMENT, (float)0 }, + { TASK_PLAY_SEQUENCE, (float)ACT_EAT }, + { TASK_PLAY_SEQUENCE, (float)ACT_EAT }, + { TASK_PLAY_SEQUENCE, (float)ACT_EAT }, + { TASK_EAT, (float)50 }, + { TASK_GET_PATH_TO_LASTPOSITION, (float)0 }, + { TASK_WALK_PATH, (float)0 }, + { TASK_WAIT_FOR_MOVEMENT, (float)0 }, + { TASK_CLEAR_LASTPOSITION, (float)0 }, }; Schedule_t slSquidEat[] = @@ -914,13 +913,12 @@ Schedule_t slSquidEat[] = { tlSquidEat, ARRAYSIZE( tlSquidEat ), - bits_COND_LIGHT_DAMAGE | - bits_COND_HEAVY_DAMAGE | - bits_COND_NEW_ENEMY , - + bits_COND_LIGHT_DAMAGE | + bits_COND_HEAVY_DAMAGE | + bits_COND_NEW_ENEMY, // even though HEAR_SOUND/SMELL FOOD doesn't break this schedule, we need this mask // here or the monster won't detect these sounds at ALL while running this schedule. - bits_SOUND_MEAT | + bits_SOUND_MEAT | bits_SOUND_CARCASS, "SquidEat" } @@ -930,21 +928,21 @@ Schedule_t slSquidEat[] = // the squid. This schedule plays a sniff animation before going to the source of food. Task_t tlSquidSniffAndEat[] = { - { TASK_STOP_MOVING, (float)0 }, - { TASK_EAT, (float)10 },// this is in case the squid can't get to the food - { TASK_PLAY_SEQUENCE, (float)ACT_DETECT_SCENT }, - { TASK_STORE_LASTPOSITION, (float)0 }, - { TASK_GET_PATH_TO_BESTSCENT, (float)0 }, - { TASK_WALK_PATH, (float)0 }, - { TASK_WAIT_FOR_MOVEMENT, (float)0 }, - { TASK_PLAY_SEQUENCE, (float)ACT_EAT }, - { TASK_PLAY_SEQUENCE, (float)ACT_EAT }, - { TASK_PLAY_SEQUENCE, (float)ACT_EAT }, - { TASK_EAT, (float)50 }, - { TASK_GET_PATH_TO_LASTPOSITION,(float)0 }, - { TASK_WALK_PATH, (float)0 }, - { TASK_WAIT_FOR_MOVEMENT, (float)0 }, - { TASK_CLEAR_LASTPOSITION, (float)0 }, + { TASK_STOP_MOVING, (float)0 }, + { TASK_EAT, (float)10 },// this is in case the squid can't get to the food + { TASK_PLAY_SEQUENCE, (float)ACT_DETECT_SCENT }, + { TASK_STORE_LASTPOSITION, (float)0 }, + { TASK_GET_PATH_TO_BESTSCENT, (float)0 }, + { TASK_WALK_PATH, (float)0 }, + { TASK_WAIT_FOR_MOVEMENT, (float)0 }, + { TASK_PLAY_SEQUENCE, (float)ACT_EAT }, + { TASK_PLAY_SEQUENCE, (float)ACT_EAT }, + { TASK_PLAY_SEQUENCE, (float)ACT_EAT }, + { TASK_EAT, (float)50 }, + { TASK_GET_PATH_TO_LASTPOSITION, (float)0 }, + { TASK_WALK_PATH, (float)0 }, + { TASK_WAIT_FOR_MOVEMENT, (float)0 }, + { TASK_CLEAR_LASTPOSITION, (float)0 }, }; Schedule_t slSquidSniffAndEat[] = @@ -952,13 +950,12 @@ Schedule_t slSquidSniffAndEat[] = { tlSquidSniffAndEat, ARRAYSIZE( tlSquidSniffAndEat ), - bits_COND_LIGHT_DAMAGE | - bits_COND_HEAVY_DAMAGE | - bits_COND_NEW_ENEMY , - + bits_COND_LIGHT_DAMAGE | + bits_COND_HEAVY_DAMAGE | + bits_COND_NEW_ENEMY, // even though HEAR_SOUND/SMELL FOOD doesn't break this schedule, we need this mask // here or the monster won't detect these sounds at ALL while running this schedule. - bits_SOUND_MEAT | + bits_SOUND_MEAT | bits_SOUND_CARCASS, "SquidSniffAndEat" } @@ -967,18 +964,18 @@ Schedule_t slSquidSniffAndEat[] = // squid does this to stinky things. Task_t tlSquidWallow[] = { - { TASK_STOP_MOVING, (float)0 }, - { TASK_EAT, (float)10 },// this is in case the squid can't get to the stinkiness - { TASK_STORE_LASTPOSITION, (float)0 }, - { TASK_GET_PATH_TO_BESTSCENT, (float)0 }, - { TASK_WALK_PATH, (float)0 }, - { TASK_WAIT_FOR_MOVEMENT, (float)0 }, - { TASK_PLAY_SEQUENCE, (float)ACT_INSPECT_FLOOR}, - { TASK_EAT, (float)50 },// keeps squid from eating or sniffing anything else for a while. - { TASK_GET_PATH_TO_LASTPOSITION,(float)0 }, - { TASK_WALK_PATH, (float)0 }, - { TASK_WAIT_FOR_MOVEMENT, (float)0 }, - { TASK_CLEAR_LASTPOSITION, (float)0 }, + { TASK_STOP_MOVING, (float)0 }, + { TASK_EAT, (float)10 },// this is in case the squid can't get to the stinkiness + { TASK_STORE_LASTPOSITION, (float)0 }, + { TASK_GET_PATH_TO_BESTSCENT, (float)0 }, + { TASK_WALK_PATH, (float)0 }, + { TASK_WAIT_FOR_MOVEMENT, (float)0 }, + { TASK_PLAY_SEQUENCE, (float)ACT_INSPECT_FLOOR }, + { TASK_EAT, (float)50 },// keeps squid from eating or sniffing anything else for a while. + { TASK_GET_PATH_TO_LASTPOSITION, (float)0 }, + { TASK_WALK_PATH, (float)0 }, + { TASK_WAIT_FOR_MOVEMENT, (float)0 }, + { TASK_CLEAR_LASTPOSITION, (float)0 }, }; Schedule_t slSquidWallow[] = @@ -986,14 +983,12 @@ Schedule_t slSquidWallow[] = { tlSquidWallow, ARRAYSIZE( tlSquidWallow ), - bits_COND_LIGHT_DAMAGE | - bits_COND_HEAVY_DAMAGE | - bits_COND_NEW_ENEMY , - + bits_COND_LIGHT_DAMAGE | + bits_COND_HEAVY_DAMAGE | + bits_COND_NEW_ENEMY, // even though HEAR_SOUND/SMELL FOOD doesn't break this schedule, we need this mask // here or the monster won't detect these sounds at ALL while running this schedule. bits_SOUND_GARBAGE, - "SquidWallow" } }; @@ -1014,24 +1009,24 @@ IMPLEMENT_CUSTOM_SCHEDULES( CBullsquid, CBaseMonster ) //========================================================= // GetSchedule //========================================================= -Schedule_t *CBullsquid :: GetSchedule( void ) +Schedule_t *CBullsquid::GetSchedule( void ) { - switch ( m_MonsterState ) + switch( m_MonsterState ) { case MONSTERSTATE_ALERT: { - if ( HasConditions(bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE) ) + if( HasConditions( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE ) ) { - return GetScheduleOfType ( SCHED_SQUID_HURTHOP ); + return GetScheduleOfType( SCHED_SQUID_HURTHOP ); } - if ( HasConditions(bits_COND_SMELL_FOOD) ) + if( HasConditions( bits_COND_SMELL_FOOD ) ) { - CSound *pSound; + CSound *pSound; pSound = PBestScent(); - if ( pSound && (!FInViewCone ( &pSound->m_vecOrigin ) || !FVisible ( pSound->m_vecOrigin )) ) + if( pSound && ( !FInViewCone( &pSound->m_vecOrigin ) || !FVisible( pSound->m_vecOrigin ) ) ) { // scent is behind or occluded return GetScheduleOfType( SCHED_SQUID_SNIFF_AND_EAT ); @@ -1041,48 +1036,47 @@ Schedule_t *CBullsquid :: GetSchedule( void ) return GetScheduleOfType( SCHED_SQUID_EAT ); } - if ( HasConditions(bits_COND_SMELL) ) + if( HasConditions( bits_COND_SMELL ) ) { // there's something stinky. - CSound *pSound; + CSound *pSound; pSound = PBestScent(); - if ( pSound ) - return GetScheduleOfType( SCHED_SQUID_WALLOW); + if( pSound ) + return GetScheduleOfType( SCHED_SQUID_WALLOW ); } - break; } case MONSTERSTATE_COMBAT: { // dead enemy - if ( HasConditions( bits_COND_ENEMY_DEAD ) ) + if( HasConditions( bits_COND_ENEMY_DEAD ) ) { // call base class, all code to handle dead enemies is centralized there. - return CBaseMonster :: GetSchedule(); + return CBaseMonster::GetSchedule(); } - if ( HasConditions(bits_COND_NEW_ENEMY) ) + if( HasConditions( bits_COND_NEW_ENEMY ) ) { - if ( m_fCanThreatDisplay && IRelationship( m_hEnemy ) == R_HT ) + if( m_fCanThreatDisplay && IRelationship( m_hEnemy ) == R_HT ) { // this means squid sees a headcrab! m_fCanThreatDisplay = FALSE;// only do the headcrab dance once per lifetime. - return GetScheduleOfType ( SCHED_SQUID_SEECRAB ); + return GetScheduleOfType( SCHED_SQUID_SEECRAB ); } else { - return GetScheduleOfType ( SCHED_WAKE_ANGRY ); + return GetScheduleOfType( SCHED_WAKE_ANGRY ); } } - if ( HasConditions(bits_COND_SMELL_FOOD) ) + if( HasConditions( bits_COND_SMELL_FOOD ) ) { - CSound *pSound; + CSound *pSound; pSound = PBestScent(); - - if ( pSound && (!FInViewCone ( &pSound->m_vecOrigin ) || !FVisible ( pSound->m_vecOrigin )) ) + + if( pSound && ( !FInViewCone( &pSound->m_vecOrigin ) || !FVisible( pSound->m_vecOrigin ) ) ) { // scent is behind or occluded return GetScheduleOfType( SCHED_SQUID_SNIFF_AND_EAT ); @@ -1092,63 +1086,62 @@ Schedule_t *CBullsquid :: GetSchedule( void ) return GetScheduleOfType( SCHED_SQUID_EAT ); } - if ( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) ) + if( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) ) { - return GetScheduleOfType ( SCHED_RANGE_ATTACK1 ); + return GetScheduleOfType( SCHED_RANGE_ATTACK1 ); } - if ( HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) ) + if( HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) ) { - return GetScheduleOfType ( SCHED_MELEE_ATTACK1 ); + return GetScheduleOfType( SCHED_MELEE_ATTACK1 ); } - if ( HasConditions( bits_COND_CAN_MELEE_ATTACK2 ) ) + if( HasConditions( bits_COND_CAN_MELEE_ATTACK2 ) ) { - return GetScheduleOfType ( SCHED_MELEE_ATTACK2 ); + return GetScheduleOfType( SCHED_MELEE_ATTACK2 ); } - - return GetScheduleOfType ( SCHED_CHASE_ENEMY ); + return GetScheduleOfType( SCHED_CHASE_ENEMY ); break; } default: break; } - return CBaseMonster :: GetSchedule(); + return CBaseMonster::GetSchedule(); } //========================================================= // GetScheduleOfType //========================================================= -Schedule_t* CBullsquid :: GetScheduleOfType ( int Type ) +Schedule_t *CBullsquid::GetScheduleOfType( int Type ) { - switch ( Type ) + switch( Type ) { case SCHED_RANGE_ATTACK1: - return &slSquidRangeAttack1[ 0 ]; + return &slSquidRangeAttack1[0]; break; case SCHED_SQUID_HURTHOP: - return &slSquidHurtHop[ 0 ]; + return &slSquidHurtHop[0]; break; case SCHED_SQUID_SEECRAB: - return &slSquidSeeCrab[ 0 ]; + return &slSquidSeeCrab[0]; break; case SCHED_SQUID_EAT: - return &slSquidEat[ 0 ]; + return &slSquidEat[0]; break; case SCHED_SQUID_SNIFF_AND_EAT: - return &slSquidSniffAndEat[ 0 ]; + return &slSquidSniffAndEat[0]; break; case SCHED_SQUID_WALLOW: - return &slSquidWallow[ 0 ]; + return &slSquidWallow[0]; break; case SCHED_CHASE_ENEMY: - return &slSquidChaseEnemy[ 0 ]; + return &slSquidChaseEnemy[0]; break; } - return CBaseMonster :: GetScheduleOfType ( Type ); + return CBaseMonster::GetScheduleOfType( Type ); } //========================================================= @@ -1158,52 +1151,52 @@ Schedule_t* CBullsquid :: GetScheduleOfType ( int Type ) // know explicitly when the last attempt to chase the enemy // failed, since that impacts its attack choices. //========================================================= -void CBullsquid :: StartTask ( Task_t *pTask ) +void CBullsquid::StartTask( Task_t *pTask ) { m_iTaskStatus = TASKSTATUS_RUNNING; - switch ( pTask->iTask ) + switch( pTask->iTask ) { case TASK_MELEE_ATTACK2: { - switch ( RANDOM_LONG ( 0, 2 ) ) + switch( RANDOM_LONG( 0, 2 ) ) { - case 0: - EMIT_SOUND( ENT(pev), CHAN_VOICE, "bullchicken/bc_attackgrowl.wav", 1, ATTN_NORM ); + case 0: + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "bullchicken/bc_attackgrowl.wav", 1, ATTN_NORM ); break; - case 1: - EMIT_SOUND( ENT(pev), CHAN_VOICE, "bullchicken/bc_attackgrowl2.wav", 1, ATTN_NORM ); + case 1: + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "bullchicken/bc_attackgrowl2.wav", 1, ATTN_NORM ); break; - case 2: - EMIT_SOUND( ENT(pev), CHAN_VOICE, "bullchicken/bc_attackgrowl3.wav", 1, ATTN_NORM ); + case 2: + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "bullchicken/bc_attackgrowl3.wav", 1, ATTN_NORM ); break; } - CBaseMonster :: StartTask ( pTask ); + CBaseMonster::StartTask( pTask ); break; } case TASK_SQUID_HOPTURN: { - SetActivity ( ACT_HOP ); - MakeIdealYaw ( m_vecEnemyLKP ); + SetActivity( ACT_HOP ); + MakeIdealYaw( m_vecEnemyLKP ); break; } case TASK_GET_PATH_TO_ENEMY: { - if ( BuildRoute ( m_hEnemy->pev->origin, bits_MF_TO_ENEMY, m_hEnemy ) ) + if( BuildRoute( m_hEnemy->pev->origin, bits_MF_TO_ENEMY, m_hEnemy ) ) { m_iTaskStatus = TASKSTATUS_COMPLETE; } else { - ALERT ( at_aiconsole, "GetPathToEnemy failed!!\n" ); + ALERT( at_aiconsole, "GetPathToEnemy failed!!\n" ); TaskFail(); } break; } default: { - CBaseMonster :: StartTask ( pTask ); + CBaseMonster::StartTask( pTask ); break; } } @@ -1212,16 +1205,16 @@ void CBullsquid :: StartTask ( Task_t *pTask ) //========================================================= // RunTask //========================================================= -void CBullsquid :: RunTask ( Task_t *pTask ) +void CBullsquid::RunTask( Task_t *pTask ) { - switch ( pTask->iTask ) + switch( pTask->iTask ) { case TASK_SQUID_HOPTURN: { MakeIdealYaw( m_vecEnemyLKP ); ChangeYaw( pev->yaw_speed ); - if ( m_fSequenceFinished ) + if( m_fSequenceFinished ) { m_iTaskStatus = TASKSTATUS_COMPLETE; } @@ -1229,7 +1222,7 @@ void CBullsquid :: RunTask ( Task_t *pTask ) } default: { - CBaseMonster :: RunTask( pTask ); + CBaseMonster::RunTask( pTask ); break; } } @@ -1240,21 +1233,21 @@ void CBullsquid :: RunTask ( Task_t *pTask ) // the feature that makes it lose interest in headcrabs for // a while if something injures it. //========================================================= -MONSTERSTATE CBullsquid :: GetIdealState ( void ) +MONSTERSTATE CBullsquid::GetIdealState( void ) { - int iConditions; + int iConditions; iConditions = IScheduleFlags(); - + // If no schedule conditions, the new ideal state is probably the reason we're in here. - switch ( m_MonsterState ) + switch( m_MonsterState ) { case MONSTERSTATE_COMBAT: /* COMBAT goes to ALERT upon death of enemy */ { - if ( m_hEnemy != NULL && ( iConditions & bits_COND_LIGHT_DAMAGE || iConditions & bits_COND_HEAVY_DAMAGE ) && FClassnameIs( m_hEnemy->pev, "monster_headcrab" ) ) + if( m_hEnemy != NULL && ( iConditions & bits_COND_LIGHT_DAMAGE || iConditions & bits_COND_HEAVY_DAMAGE ) && FClassnameIs( m_hEnemy->pev, "monster_headcrab" ) ) { // if the squid has a headcrab enemy and something hurts it, it's going to forget about the crab for a while. m_hEnemy = NULL; @@ -1266,7 +1259,7 @@ MONSTERSTATE CBullsquid :: GetIdealState ( void ) break; } - m_IdealMonsterState = CBaseMonster :: GetIdealState(); + m_IdealMonsterState = CBaseMonster::GetIdealState(); return m_IdealMonsterState; } diff --git a/dlls/buttons.cpp b/dlls/buttons.cpp index bbbe3a1c..15a17cf2 100644 --- a/dlls/buttons.cpp +++ b/dlls/buttons.cpp @@ -27,28 +27,27 @@ #include "doors.h" #define SF_BUTTON_DONTMOVE 1 -#define SF_ROTBUTTON_NOTSOLID 1 +#define SF_ROTBUTTON_NOTSOLID 1 #define SF_BUTTON_TOGGLE 32 // button stays pushed until reactivated -#define SF_BUTTON_SPARK_IF_OFF 64 // button sparks in OFF state -#define SF_BUTTON_TOUCH_ONLY 256 // button only fires as a result of USE key. +#define SF_BUTTON_SPARK_IF_OFF 64 // button sparks in OFF state +#define SF_BUTTON_TOUCH_ONLY 256 // button only fires as a result of USE key. #define SF_GLOBAL_SET 1 // Set global state to initial state on spawn class CEnvGlobal : public CPointEntity { public: - void Spawn( void ); - void KeyValue( KeyValueData *pkvd ); - void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); + void Spawn( void ); + void KeyValue( KeyValueData *pkvd ); + void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); - - static TYPEDESCRIPTION m_SaveData[]; + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); + static TYPEDESCRIPTION m_SaveData[]; - string_t m_globalstate; - int m_triggermode; - int m_initialstate; + string_t m_globalstate; + int m_triggermode; + int m_initialstate; }; TYPEDESCRIPTION CEnvGlobal::m_SaveData[] = @@ -66,26 +65,26 @@ void CEnvGlobal::KeyValue( KeyValueData *pkvd ) { pkvd->fHandled = TRUE; - if ( FStrEq(pkvd->szKeyName, "globalstate") ) // State name + if( FStrEq( pkvd->szKeyName, "globalstate" ) ) // State name m_globalstate = ALLOC_STRING( pkvd->szValue ); - else if ( FStrEq(pkvd->szKeyName, "triggermode") ) + else if( FStrEq( pkvd->szKeyName, "triggermode" ) ) m_triggermode = atoi( pkvd->szValue ); - else if ( FStrEq(pkvd->szKeyName, "initialstate") ) + else if( FStrEq( pkvd->szKeyName, "initialstate" ) ) m_initialstate = atoi( pkvd->szValue ); - else + else CPointEntity::KeyValue( pkvd ); } void CEnvGlobal::Spawn( void ) { - if ( !m_globalstate ) + if( !m_globalstate ) { - REMOVE_ENTITY( ENT(pev) ); + REMOVE_ENTITY( ENT( pev ) ); return; } - if ( FBitSet( pev->spawnflags, SF_GLOBAL_SET ) ) + if( FBitSet( pev->spawnflags, SF_GLOBAL_SET ) ) { - if ( !gGlobalState.EntityInTable( m_globalstate ) ) + if( !gGlobalState.EntityInTable( m_globalstate ) ) gGlobalState.EntityAdd( m_globalstate, gpGlobals->mapname, (GLOBALESTATE)m_initialstate ); } } @@ -108,22 +107,20 @@ void CEnvGlobal::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE us break; default: case 3: - if ( oldState == GLOBAL_ON ) + if( oldState == GLOBAL_ON ) newState = GLOBAL_OFF; - else if ( oldState == GLOBAL_OFF ) + else if( oldState == GLOBAL_OFF ) newState = GLOBAL_ON; else newState = oldState; } - if ( gGlobalState.EntityInTable( m_globalstate ) ) + if( gGlobalState.EntityInTable( m_globalstate ) ) gGlobalState.EntitySetState( m_globalstate, newState ); else gGlobalState.EntityAdd( m_globalstate, gpGlobals->mapname, newState ); } - - TYPEDESCRIPTION CMultiSource::m_SaveData[] = { //!!!BUGBUG FIX @@ -140,22 +137,21 @@ LINK_ENTITY_TO_CLASS( multisource, CMultiSource ) // // Cache user-entity-field values until spawn is called. // - void CMultiSource::KeyValue( KeyValueData *pkvd ) { - if ( FStrEq(pkvd->szKeyName, "style") || - FStrEq(pkvd->szKeyName, "height") || - FStrEq(pkvd->szKeyName, "killtarget") || - FStrEq(pkvd->szKeyName, "value1") || - FStrEq(pkvd->szKeyName, "value2") || - FStrEq(pkvd->szKeyName, "value3")) + if( FStrEq( pkvd->szKeyName, "style" ) || + FStrEq( pkvd->szKeyName, "height" ) || + FStrEq( pkvd->szKeyName, "killtarget" ) || + FStrEq( pkvd->szKeyName, "value1" ) || + FStrEq( pkvd->szKeyName, "value2" ) || + FStrEq( pkvd->szKeyName, "value3" ) ) pkvd->fHandled = TRUE; - else if ( FStrEq(pkvd->szKeyName, "globalstate") ) + else if( FStrEq( pkvd->szKeyName, "globalstate" ) ) { m_globalstate = ALLOC_STRING( pkvd->szValue ); pkvd->fHandled = TRUE; } - else + else CPointEntity::KeyValue( pkvd ); } @@ -169,7 +165,7 @@ void CMultiSource::Spawn() pev->movetype = MOVETYPE_NONE; pev->nextthink = gpGlobals->time + 0.1; pev->spawnflags |= SF_MULTI_INIT; // Until it's initialized - SetThink( &CMultiSource::Register); + SetThink( &CMultiSource::Register ); } void CMultiSource::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) @@ -177,27 +173,26 @@ void CMultiSource::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE int i = 0; // Find the entity in our list - while (i < m_iTotal) - if ( m_rgEntities[i++] == pCaller ) + while( i < m_iTotal ) + if( m_rgEntities[i++] == pCaller ) break; // if we didn't find it, report error and leave - if (i > m_iTotal) + if( i > m_iTotal ) { - ALERT(at_console, "MultiSrc:Used by non member %s.\n", STRING(pCaller->pev->classname)); + ALERT( at_console, "MultiSrc:Used by non member %s.\n", STRING( pCaller->pev->classname ) ); return; } // CONSIDER: a Use input to the multisource always toggles. Could check useType for ON/OFF/TOGGLE - - m_rgTriggered[i-1] ^= 1; + m_rgTriggered[i - 1] ^= 1; // - if ( IsTriggered( pActivator ) ) + if( IsTriggered( pActivator ) ) { - ALERT( at_aiconsole, "Multisource %s enabled (%d inputs)\n", STRING(pev->targetname), m_iTotal ); + ALERT( at_aiconsole, "Multisource %s enabled (%d inputs)\n", STRING( pev->targetname ), m_iTotal ); USE_TYPE useType = USE_TOGGLE; - if ( m_globalstate ) + if( m_globalstate ) useType = USE_ON; SUB_UseTargets( NULL, useType, 0 ); } @@ -209,52 +204,51 @@ BOOL CMultiSource::IsTriggered( CBaseEntity * ) int i = 0; // Still initializing? - if ( pev->spawnflags & SF_MULTI_INIT ) + if( pev->spawnflags & SF_MULTI_INIT ) return 0; - while (i < m_iTotal) + while( i < m_iTotal ) { - if (m_rgTriggered[i] == 0) + if( m_rgTriggered[i] == 0 ) break; i++; } - if (i == m_iTotal) + if( i == m_iTotal ) { - if ( !m_globalstate || gGlobalState.EntityGetState( m_globalstate ) == GLOBAL_ON ) + if( !m_globalstate || gGlobalState.EntityGetState( m_globalstate ) == GLOBAL_ON ) return 1; } - + return 0; } -void CMultiSource::Register(void) +void CMultiSource::Register( void ) { - edict_t *pentTarget = NULL; + edict_t *pentTarget = NULL; m_iTotal = 0; memset( m_rgEntities, 0, MS_MAX_TARGETS * sizeof(EHANDLE) ); - SetThink( &CBaseEntity::SUB_DoNothing); + SetThink( &CBaseEntity::SUB_DoNothing ); // search for all entities which target this multisource (pev->targetname) + pentTarget = FIND_ENTITY_BY_STRING( NULL, "target", STRING( pev->targetname ) ); - pentTarget = FIND_ENTITY_BY_STRING(NULL, "target", STRING(pev->targetname)); - - while (!FNullEnt(pentTarget) && (m_iTotal < MS_MAX_TARGETS)) + while( !FNullEnt( pentTarget ) && ( m_iTotal < MS_MAX_TARGETS ) ) { - CBaseEntity *pTarget = CBaseEntity::Instance(pentTarget); - if ( pTarget ) + CBaseEntity *pTarget = CBaseEntity::Instance( pentTarget ); + if( pTarget ) m_rgEntities[m_iTotal++] = pTarget; - pentTarget = FIND_ENTITY_BY_STRING( pentTarget, "target", STRING(pev->targetname)); + pentTarget = FIND_ENTITY_BY_STRING( pentTarget, "target", STRING( pev->targetname ) ); } - pentTarget = FIND_ENTITY_BY_STRING(NULL, "classname", "multi_manager"); - while (!FNullEnt(pentTarget) && (m_iTotal < MS_MAX_TARGETS)) + pentTarget = FIND_ENTITY_BY_STRING( NULL, "classname", "multi_manager" ); + while( !FNullEnt( pentTarget ) && ( m_iTotal < MS_MAX_TARGETS ) ) { - CBaseEntity *pTarget = CBaseEntity::Instance(pentTarget); - if ( pTarget && pTarget->HasTarget(pev->targetname) ) + CBaseEntity *pTarget = CBaseEntity::Instance( pentTarget ); + if( pTarget && pTarget->HasTarget( pev->targetname ) ) m_rgEntities[m_iTotal++] = pTarget; pentTarget = FIND_ENTITY_BY_STRING( pentTarget, "classname", "multi_manager" ); @@ -274,7 +268,7 @@ TYPEDESCRIPTION CBaseButton::m_SaveData[] = DEFINE_FIELD( CBaseButton, m_bUnlockedSound, FIELD_CHARACTER ), DEFINE_FIELD( CBaseButton, m_bUnlockedSentence, FIELD_CHARACTER ), DEFINE_FIELD( CBaseButton, m_strChangeTarget, FIELD_STRING ), -// DEFINE_FIELD( CBaseButton, m_ls, FIELD_??? ), // This is restored in Precache() + //DEFINE_FIELD( CBaseButton, m_ls, FIELD_??? ), // This is restored in Precache() }; IMPLEMENT_SAVERESTORE( CBaseButton, CBaseToggle ) @@ -283,98 +277,131 @@ void CBaseButton::Precache( void ) { char *pszSound; - if ( FBitSet ( pev->spawnflags, SF_BUTTON_SPARK_IF_OFF ) )// this button should spark in OFF state + if( FBitSet( pev->spawnflags, SF_BUTTON_SPARK_IF_OFF ) )// this button should spark in OFF state { - PRECACHE_SOUND ("buttons/spark1.wav"); - PRECACHE_SOUND ("buttons/spark2.wav"); - PRECACHE_SOUND ("buttons/spark3.wav"); - PRECACHE_SOUND ("buttons/spark4.wav"); - PRECACHE_SOUND ("buttons/spark5.wav"); - PRECACHE_SOUND ("buttons/spark6.wav"); + PRECACHE_SOUND( "buttons/spark1.wav" ); + PRECACHE_SOUND( "buttons/spark2.wav" ); + PRECACHE_SOUND( "buttons/spark3.wav" ); + PRECACHE_SOUND( "buttons/spark4.wav" ); + PRECACHE_SOUND( "buttons/spark5.wav" ); + PRECACHE_SOUND( "buttons/spark6.wav" ); } // get door button sounds, for doors which require buttons to open - - if (m_bLockedSound) + if( m_bLockedSound ) { pszSound = ButtonSound( (int)m_bLockedSound ); - PRECACHE_SOUND(pszSound); - m_ls.sLockedSound = ALLOC_STRING(pszSound); + PRECACHE_SOUND( pszSound ); + m_ls.sLockedSound = ALLOC_STRING( pszSound ); } - if (m_bUnlockedSound) + if( m_bUnlockedSound ) { pszSound = ButtonSound( (int)m_bUnlockedSound ); - PRECACHE_SOUND(pszSound); - m_ls.sUnlockedSound = ALLOC_STRING(pszSound); + PRECACHE_SOUND( pszSound ); + m_ls.sUnlockedSound = ALLOC_STRING( pszSound ); } // get sentence group names, for doors which are directly 'touched' to open - - switch (m_bLockedSentence) + switch( m_bLockedSentence ) { - case 1: m_ls.sLockedSentence = MAKE_STRING("NA"); break; // access denied - case 2: m_ls.sLockedSentence = MAKE_STRING("ND"); break; // security lockout - case 3: m_ls.sLockedSentence = MAKE_STRING("NF"); break; // blast door - case 4: m_ls.sLockedSentence = MAKE_STRING("NFIRE"); break; // fire door - case 5: m_ls.sLockedSentence = MAKE_STRING("NCHEM"); break; // chemical door - case 6: m_ls.sLockedSentence = MAKE_STRING("NRAD"); break; // radiation door - case 7: m_ls.sLockedSentence = MAKE_STRING("NCON"); break; // gen containment - case 8: m_ls.sLockedSentence = MAKE_STRING("NH"); break; // maintenance door - case 9: m_ls.sLockedSentence = MAKE_STRING("NG"); break; // broken door - - default: m_ls.sLockedSentence = 0; break; + case 1: // access denied + m_ls.sLockedSentence = MAKE_STRING( "NA" ); + break; + case 2: // security lockout + m_ls.sLockedSentence = MAKE_STRING( "ND" ); + break; + case 3: // blast door + m_ls.sLockedSentence = MAKE_STRING( "NF" ); + break; + case 4: // fire door + m_ls.sLockedSentence = MAKE_STRING( "NFIRE" ); + break; + case 5: // chemical door + m_ls.sLockedSentence = MAKE_STRING( "NCHEM" ); + break; + case 6: // radiation door + m_ls.sLockedSentence = MAKE_STRING( "NRAD" ); + break; + case 7: // gen containment + m_ls.sLockedSentence = MAKE_STRING( "NCON" ); + break; + case 8: // maintenance door + m_ls.sLockedSentence = MAKE_STRING( "NH" ); + break; + case 9: // broken door + m_ls.sLockedSentence = MAKE_STRING( "NG" ); + break; + default: + m_ls.sLockedSentence = 0; + break; } - switch (m_bUnlockedSentence) + switch( m_bUnlockedSentence ) { - case 1: m_ls.sUnlockedSentence = MAKE_STRING("EA"); break; // access granted - case 2: m_ls.sUnlockedSentence = MAKE_STRING("ED"); break; // security door - case 3: m_ls.sUnlockedSentence = MAKE_STRING("EF"); break; // blast door - case 4: m_ls.sUnlockedSentence = MAKE_STRING("EFIRE"); break; // fire door - case 5: m_ls.sUnlockedSentence = MAKE_STRING("ECHEM"); break; // chemical door - case 6: m_ls.sUnlockedSentence = MAKE_STRING("ERAD"); break; // radiation door - case 7: m_ls.sUnlockedSentence = MAKE_STRING("ECON"); break; // gen containment - case 8: m_ls.sUnlockedSentence = MAKE_STRING("EH"); break; // maintenance door - - default: m_ls.sUnlockedSentence = 0; break; + case 1: // access granted + m_ls.sUnlockedSentence = MAKE_STRING( "EA" ); + break; + case 2: // security door + m_ls.sUnlockedSentence = MAKE_STRING("ED"); + break; + case 3: // blast door + m_ls.sUnlockedSentence = MAKE_STRING("EF"); + break; + case 4: // fire door + m_ls.sUnlockedSentence = MAKE_STRING("EFIRE"); + break; + case 5: // chemical door + m_ls.sUnlockedSentence = MAKE_STRING("ECHEM"); + break; + case 6: // radiation door + m_ls.sUnlockedSentence = MAKE_STRING("ERAD"); + break; + case 7: // gen containment + m_ls.sUnlockedSentence = MAKE_STRING("ECON"); + break; + case 8: // maintenance door + m_ls.sUnlockedSentence = MAKE_STRING("EH"); + break; + default: + m_ls.sUnlockedSentence = 0; + break; } } // // Cache user-entity-field values until spawn is called. // - void CBaseButton::KeyValue( KeyValueData *pkvd ) { - if (FStrEq(pkvd->szKeyName, "changetarget")) + if( FStrEq( pkvd->szKeyName, "changetarget" ) ) { - m_strChangeTarget = ALLOC_STRING(pkvd->szValue); + m_strChangeTarget = ALLOC_STRING( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "locked_sound")) + else if( FStrEq( pkvd->szKeyName, "locked_sound" ) ) { - m_bLockedSound = atof(pkvd->szValue); + m_bLockedSound = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "locked_sentence")) + else if( FStrEq( pkvd->szKeyName, "locked_sentence" ) ) { - m_bLockedSentence = atof(pkvd->szValue); + m_bLockedSentence = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "unlocked_sound")) + else if( FStrEq( pkvd->szKeyName, "unlocked_sound" ) ) { - m_bUnlockedSound = atof(pkvd->szValue); + m_bUnlockedSound = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "unlocked_sentence")) + else if( FStrEq( pkvd->szKeyName, "unlocked_sentence" ) ) { - m_bUnlockedSentence = atof(pkvd->szValue); + m_bUnlockedSentence = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "sounds")) + else if( FStrEq( pkvd->szKeyName, "sounds" ) ) { - m_sounds = atoi(pkvd->szValue); + m_sounds = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; } else @@ -384,30 +411,30 @@ void CBaseButton::KeyValue( KeyValueData *pkvd ) // // ButtonShot // -int CBaseButton::TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType ) +int CBaseButton::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { BUTTON_CODE code = ButtonResponseToTouch(); - - if ( code == BUTTON_NOTHING ) + + if( code == BUTTON_NOTHING ) return 0; // Temporarily disable the touch function, until movement is finished. SetTouch( NULL ); m_hActivator = CBaseEntity::Instance( pevAttacker ); - if ( m_hActivator == NULL ) + if( m_hActivator == NULL ) return 0; - if ( code == BUTTON_RETURN ) + if( code == BUTTON_RETURN ) { - EMIT_SOUND(ENT(pev), CHAN_VOICE, (char*)STRING(pev->noise), 1, ATTN_NORM); + EMIT_SOUND( ENT( pev ), CHAN_VOICE, (char*)STRING( pev->noise ), 1, ATTN_NORM ); // Toggle buttons fire when they get back to their "home" position - if ( !(pev->spawnflags & SF_BUTTON_TOGGLE) ) + if( !( pev->spawnflags & SF_BUTTON_TOGGLE ) ) SUB_UseTargets( m_hActivator, USE_TOGGLE, 0 ); ButtonReturn(); } else // code == BUTTON_ACTIVATE - ButtonActivate( ); + ButtonActivate(); return 0; } @@ -432,7 +459,7 @@ where it can be triggered again. LINK_ENTITY_TO_CLASS( func_button, CBaseButton ) -void CBaseButton::Spawn( ) +void CBaseButton::Spawn() { char *pszSound; @@ -441,52 +468,50 @@ void CBaseButton::Spawn( ) //a sound of 0 should not make a sound //---------------------------------------------------- pszSound = ButtonSound( m_sounds ); - PRECACHE_SOUND(pszSound); - pev->noise = ALLOC_STRING(pszSound); + PRECACHE_SOUND( pszSound ); + pev->noise = ALLOC_STRING( pszSound ); Precache(); - if ( FBitSet ( pev->spawnflags, SF_BUTTON_SPARK_IF_OFF ) )// this button should spark in OFF state + if( FBitSet( pev->spawnflags, SF_BUTTON_SPARK_IF_OFF ) )// this button should spark in OFF state { SetThink( &CBaseButton::ButtonSpark ); pev->nextthink = gpGlobals->time + 0.5;// no hurry, make sure everything else spawns } - SetMovedir(pev); + SetMovedir( pev ); - pev->movetype = MOVETYPE_PUSH; - pev->solid = SOLID_BSP; - SET_MODEL(ENT(pev), STRING(pev->model)); + pev->movetype = MOVETYPE_PUSH; + pev->solid = SOLID_BSP; + SET_MODEL( ENT( pev ), STRING( pev->model ) ); - if (pev->speed == 0) + if( pev->speed == 0 ) pev->speed = 40; - if (pev->health > 0) + if( pev->health > 0 ) { pev->takedamage = DAMAGE_YES; } - if (m_flWait == 0) + if( m_flWait == 0 ) m_flWait = 1; - if (m_flLip == 0) + if( m_flLip == 0 ) m_flLip = 4; m_toggle_state = TS_AT_BOTTOM; m_vecPosition1 = pev->origin; // Subtract 2 from size because the engine expands bboxes by 1 in all directions making the size too big - m_vecPosition2 = m_vecPosition1 + (pev->movedir * (fabs( pev->movedir.x * (pev->size.x-2) ) + fabs( pev->movedir.y * (pev->size.y-2) ) + fabs( pev->movedir.z * (pev->size.z-2) ) - m_flLip)); - + m_vecPosition2 = m_vecPosition1 + ( pev->movedir * ( fabs( pev->movedir.x * ( pev->size.x - 2 ) ) + fabs( pev->movedir.y * ( pev->size.y - 2 ) ) + fabs( pev->movedir.z * ( pev->size.z - 2 ) ) - m_flLip ) ); // Is this a non-moving button? - if ( ((m_vecPosition2 - m_vecPosition1).Length() < 1) || (pev->spawnflags & SF_BUTTON_DONTMOVE) ) + if( ( ( m_vecPosition2 - m_vecPosition1 ).Length() < 1 ) || ( pev->spawnflags & SF_BUTTON_DONTMOVE ) ) m_vecPosition2 = m_vecPosition1; - m_fStayPushed = (m_flWait == -1 ? TRUE : FALSE); + m_fStayPushed = m_flWait == -1 ? TRUE : FALSE; m_fRotating = FALSE; // if the button is flagged for USE button activation only, take away it's touch function and add a use function - - if ( FBitSet ( pev->spawnflags, SF_BUTTON_TOUCH_ONLY ) ) // touchable button + if( FBitSet( pev->spawnflags, SF_BUTTON_TOUCH_ONLY ) ) // touchable button { SetTouch( &CBaseButton::ButtonTouch ); } @@ -504,33 +529,74 @@ char *ButtonSound( int sound ) { char *pszSound; - switch ( sound ) + switch( sound ) { - case 0: pszSound = "common/null.wav"; break; - case 1: pszSound = "buttons/button1.wav"; break; - case 2: pszSound = "buttons/button2.wav"; break; - case 3: pszSound = "buttons/button3.wav"; break; - case 4: pszSound = "buttons/button4.wav"; break; - case 5: pszSound = "buttons/button5.wav"; break; - case 6: pszSound = "buttons/button6.wav"; break; - case 7: pszSound = "buttons/button7.wav"; break; - case 8: pszSound = "buttons/button8.wav"; break; - case 9: pszSound = "buttons/button9.wav"; break; - case 10: pszSound = "buttons/button10.wav"; break; - case 11: pszSound = "buttons/button11.wav"; break; - case 12: pszSound = "buttons/latchlocked1.wav"; break; - case 13: pszSound = "buttons/latchunlocked1.wav"; break; - case 14: pszSound = "buttons/lightswitch2.wav";break; + case 0: + pszSound = "common/null.wav"; + break; + case 1: + pszSound = "buttons/button1.wav"; + break; + case 2: + pszSound = "buttons/button2.wav"; + break; + case 3: + pszSound = "buttons/button3.wav"; + break; + case 4: + pszSound = "buttons/button4.wav"; + break; + case 5: + pszSound = "buttons/button5.wav"; + break; + case 6: + pszSound = "buttons/button6.wav"; + break; + case 7: + pszSound = "buttons/button7.wav"; + break; + case 8: + pszSound = "buttons/button8.wav"; + break; + case 9: + pszSound = "buttons/button9.wav"; + break; + case 10: + pszSound = "buttons/button10.wav"; + break; + case 11: + pszSound = "buttons/button11.wav"; + break; + case 12: + pszSound = "buttons/latchlocked1.wav"; + break; + case 13: + pszSound = "buttons/latchunlocked1.wav"; + break; + case 14: + pszSound = "buttons/lightswitch2.wav"; + break; // next 6 slots reserved for any additional sliding button sounds we may add - case 21: pszSound = "buttons/lever1.wav"; break; - case 22: pszSound = "buttons/lever2.wav"; break; - case 23: pszSound = "buttons/lever3.wav"; break; - case 24: pszSound = "buttons/lever4.wav"; break; - case 25: pszSound = "buttons/lever5.wav"; break; - - default:pszSound = "buttons/button9.wav"; break; + case 21: + pszSound = "buttons/lever1.wav"; + break; + case 22: + pszSound = "buttons/lever2.wav"; + break; + case 23: + pszSound = "buttons/lever3.wav"; + break; + case 24: + pszSound = "buttons/lever4.wav"; + break; + case 25: + pszSound = "buttons/lever5.wav"; + break; + default: + pszSound = "buttons/button9.wav"; + break; } return pszSound; @@ -539,28 +605,39 @@ char *ButtonSound( int sound ) // // Makes flagged buttons spark when turned off // - -void DoSpark(entvars_t *pev, const Vector &location ) +void DoSpark( entvars_t *pev, const Vector &location ) { Vector tmp = location + pev->size * 0.5; UTIL_Sparks( tmp ); - float flVolume = RANDOM_FLOAT ( 0.25 , 0.75 ) * 0.4;//random volume range - switch ( (int)(RANDOM_FLOAT(0,1) * 6) ) + float flVolume = RANDOM_FLOAT( 0.25 , 0.75 ) * 0.4;//random volume range + switch( (int)( RANDOM_FLOAT( 0, 1 ) * 6 ) ) { - case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark1.wav", flVolume, ATTN_NORM); break; - case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark2.wav", flVolume, ATTN_NORM); break; - case 2: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark3.wav", flVolume, ATTN_NORM); break; - case 3: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark4.wav", flVolume, ATTN_NORM); break; - case 4: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark5.wav", flVolume, ATTN_NORM); break; - case 5: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark6.wav", flVolume, ATTN_NORM); break; + case 0: + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "buttons/spark1.wav", flVolume, ATTN_NORM ); + break; + case 1: + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "buttons/spark2.wav", flVolume, ATTN_NORM ); + break; + case 2: + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "buttons/spark3.wav", flVolume, ATTN_NORM ); + break; + case 3: + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "buttons/spark4.wav", flVolume, ATTN_NORM ); + break; + case 4: + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "buttons/spark5.wav", flVolume, ATTN_NORM ); + break; + case 5: + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "buttons/spark6.wav", flVolume, ATTN_NORM ); + break; } } -void CBaseButton::ButtonSpark ( void ) +void CBaseButton::ButtonSpark( void ) { SetThink( &CBaseButton::ButtonSpark ); - pev->nextthink = gpGlobals->time + ( 0.1 + RANDOM_FLOAT ( 0, 1.5 ) );// spark again at random interval + pev->nextthink = gpGlobals->time + 0.1 + RANDOM_FLOAT( 0, 1.5 );// spark again at random interval DoSpark( pev, pev->mins ); } @@ -568,39 +645,39 @@ void CBaseButton::ButtonSpark ( void ) // // Button's Use function // -void CBaseButton::ButtonUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) +void CBaseButton::ButtonUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { // Ignore touches if button is moving, or pushed-in and waiting to auto-come-out. // UNDONE: Should this use ButtonResponseToTouch() too? - if (m_toggle_state == TS_GOING_UP || m_toggle_state == TS_GOING_DOWN ) - return; + if( m_toggle_state == TS_GOING_UP || m_toggle_state == TS_GOING_DOWN ) + return; m_hActivator = pActivator; - if ( m_toggle_state == TS_AT_TOP) + if( m_toggle_state == TS_AT_TOP ) { - if (!m_fStayPushed && FBitSet(pev->spawnflags, SF_BUTTON_TOGGLE)) + if( !m_fStayPushed && FBitSet( pev->spawnflags, SF_BUTTON_TOGGLE ) ) { - EMIT_SOUND(ENT(pev), CHAN_VOICE, (char*)STRING(pev->noise), 1, ATTN_NORM); - + EMIT_SOUND( ENT( pev ), CHAN_VOICE, (char*)STRING( pev->noise ), 1, ATTN_NORM ); + //SUB_UseTargets( m_eoActivator ); ButtonReturn(); } } else - ButtonActivate( ); + ButtonActivate(); } CBaseButton::BUTTON_CODE CBaseButton::ButtonResponseToTouch( void ) { // Ignore touches if button is moving, or pushed-in and waiting to auto-come-out. - if (m_toggle_state == TS_GOING_UP || + if( m_toggle_state == TS_GOING_UP || m_toggle_state == TS_GOING_DOWN || - (m_toggle_state == TS_AT_TOP && !m_fStayPushed && !FBitSet(pev->spawnflags, SF_BUTTON_TOGGLE) ) ) + ( m_toggle_state == TS_AT_TOP && !m_fStayPushed && !FBitSet(pev->spawnflags, SF_BUTTON_TOGGLE ) ) ) return BUTTON_NOTHING; - if (m_toggle_state == TS_AT_TOP) + if( m_toggle_state == TS_AT_TOP ) { - if((FBitSet(pev->spawnflags, SF_BUTTON_TOGGLE) ) && !m_fStayPushed) + if( ( FBitSet( pev->spawnflags, SF_BUTTON_TOGGLE ) ) && !m_fStayPushed ) { return BUTTON_RETURN; } @@ -614,66 +691,66 @@ CBaseButton::BUTTON_CODE CBaseButton::ButtonResponseToTouch( void ) // // Touching a button simply "activates" it. // -void CBaseButton:: ButtonTouch( CBaseEntity *pOther ) +void CBaseButton::ButtonTouch( CBaseEntity *pOther ) { // Ignore touches by anything but players - if (!FClassnameIs(pOther->pev, "player")) + if( !FClassnameIs( pOther->pev, "player" ) ) return; m_hActivator = pOther; BUTTON_CODE code = ButtonResponseToTouch(); - if ( code == BUTTON_NOTHING ) + if( code == BUTTON_NOTHING ) return; - if (!UTIL_IsMasterTriggered(m_sMaster, pOther)) + if( !UTIL_IsMasterTriggered( m_sMaster, pOther ) ) { // play button locked sound - PlayLockSounds(pev, &m_ls, TRUE, TRUE); + PlayLockSounds( pev, &m_ls, TRUE, TRUE ); return; } // Temporarily disable the touch function, until movement is finished. SetTouch( NULL ); - if ( code == BUTTON_RETURN ) + if( code == BUTTON_RETURN ) { - EMIT_SOUND(ENT(pev), CHAN_VOICE, (char*)STRING(pev->noise), 1, ATTN_NORM); + EMIT_SOUND( ENT( pev ), CHAN_VOICE, (char*)STRING( pev->noise ), 1, ATTN_NORM ); SUB_UseTargets( m_hActivator, USE_TOGGLE, 0 ); ButtonReturn(); } else // code == BUTTON_ACTIVATE - ButtonActivate( ); + ButtonActivate(); } // // Starts the button moving "in/up". // -void CBaseButton::ButtonActivate( ) +void CBaseButton::ButtonActivate() { - EMIT_SOUND(ENT(pev), CHAN_VOICE, (char*)STRING(pev->noise), 1, ATTN_NORM); - - if (!UTIL_IsMasterTriggered(m_sMaster, m_hActivator)) + EMIT_SOUND( ENT( pev ), CHAN_VOICE, (char*)STRING( pev->noise ), 1, ATTN_NORM ); + + if( !UTIL_IsMasterTriggered( m_sMaster, m_hActivator ) ) { // button is locked, play locked sound - PlayLockSounds(pev, &m_ls, TRUE, TRUE); + PlayLockSounds( pev, &m_ls, TRUE, TRUE ); return; } else { // button is unlocked, play unlocked sound - PlayLockSounds(pev, &m_ls, FALSE, TRUE); + PlayLockSounds( pev, &m_ls, FALSE, TRUE ); } - ASSERT(m_toggle_state == TS_AT_BOTTOM); + ASSERT( m_toggle_state == TS_AT_BOTTOM ); m_toggle_state = TS_GOING_UP; SetMoveDone( &CBaseButton::TriggerAndWait ); - if (!m_fRotating) - LinearMove( m_vecPosition2, pev->speed); + if( !m_fRotating ) + LinearMove( m_vecPosition2, pev->speed ); else - AngularMove( m_vecAngle2, pev->speed); + AngularMove( m_vecAngle2, pev->speed ); } // @@ -681,18 +758,18 @@ void CBaseButton::ButtonActivate( ) // void CBaseButton::TriggerAndWait( void ) { - ASSERT(m_toggle_state == TS_GOING_UP); + ASSERT( m_toggle_state == TS_GOING_UP ); - if (!UTIL_IsMasterTriggered(m_sMaster, m_hActivator)) + if( !UTIL_IsMasterTriggered( m_sMaster, m_hActivator ) ) return; m_toggle_state = TS_AT_TOP; - + // If button automatically comes back out, start it moving out. // Else re-instate touch method - if (m_fStayPushed || FBitSet ( pev->spawnflags, SF_BUTTON_TOGGLE ) ) + if( m_fStayPushed || FBitSet( pev->spawnflags, SF_BUTTON_TOGGLE ) ) { - if ( !FBitSet ( pev->spawnflags, SF_BUTTON_TOUCH_ONLY ) ) // this button only works if USED, not touched! + if( !FBitSet( pev->spawnflags, SF_BUTTON_TOUCH_ONLY ) ) // this button only works if USED, not touched! { // ALL buttons are now use only SetTouch( NULL ); @@ -705,9 +782,8 @@ void CBaseButton::TriggerAndWait( void ) pev->nextthink = pev->ltime + m_flWait; SetThink( &CBaseButton::ButtonReturn ); } - - pev->frame = 1; // use alternate textures + pev->frame = 1; // use alternate textures SUB_UseTargets( m_hActivator, USE_TOGGLE, 0 ); } @@ -717,14 +793,14 @@ void CBaseButton::TriggerAndWait( void ) // void CBaseButton::ButtonReturn( void ) { - ASSERT(m_toggle_state == TS_AT_TOP); + ASSERT( m_toggle_state == TS_AT_TOP ); m_toggle_state = TS_GOING_DOWN; SetMoveDone( &CBaseButton::ButtonBackHome ); - if (!m_fRotating) - LinearMove( m_vecPosition1, pev->speed); + if( !m_fRotating ) + LinearMove( m_vecPosition1, pev->speed ); else - AngularMove( m_vecAngle1, pev->speed); + AngularMove( m_vecAngle1, pev->speed ); pev->frame = 0; // use normal textures } @@ -734,38 +810,37 @@ void CBaseButton::ButtonReturn( void ) // void CBaseButton::ButtonBackHome( void ) { - ASSERT(m_toggle_state == TS_GOING_DOWN); + ASSERT( m_toggle_state == TS_GOING_DOWN ); m_toggle_state = TS_AT_BOTTOM; - if ( FBitSet(pev->spawnflags, SF_BUTTON_TOGGLE) ) + if( FBitSet( pev->spawnflags, SF_BUTTON_TOGGLE ) ) { - //EMIT_SOUND(ENT(pev), CHAN_VOICE, (char*)STRING(pev->noise), 1, ATTN_NORM); + //EMIT_SOUND( ENT( pev ), CHAN_VOICE, (char*)STRING( pev->noise ), 1, ATTN_NORM ); SUB_UseTargets( m_hActivator, USE_TOGGLE, 0 ); } - - if (!FStringNull(pev->target)) + if( !FStringNull( pev->target ) ) { - edict_t* pentTarget = NULL; - for (;;) + edict_t *pentTarget = NULL; + for( ;; ) { - pentTarget = FIND_ENTITY_BY_TARGETNAME(pentTarget, STRING(pev->target)); + pentTarget = FIND_ENTITY_BY_TARGETNAME( pentTarget, STRING( pev->target ) ); - if (FNullEnt(pentTarget)) + if( FNullEnt( pentTarget ) ) break; - if (!FClassnameIs(pentTarget, "multisource")) + if( !FClassnameIs( pentTarget, "multisource" ) ) continue; CBaseEntity *pTarget = CBaseEntity::Instance( pentTarget ); - if ( pTarget ) + if( pTarget ) pTarget->Use( m_hActivator, this, USE_TOGGLE, 0 ); } } // Re-instate touch method, movement cycle is complete. - if ( !FBitSet ( pev->spawnflags, SF_BUTTON_TOUCH_ONLY ) ) // this button only works if USED, not touched! + if( !FBitSet( pev->spawnflags, SF_BUTTON_TOUCH_ONLY ) ) // this button only works if USED, not touched! { // All buttons are now use only SetTouch( NULL ); @@ -774,7 +849,7 @@ void CBaseButton::ButtonBackHome( void ) SetTouch( &CBaseButton::ButtonTouch ); // reset think for a sparking button - if ( FBitSet ( pev->spawnflags, SF_BUTTON_SPARK_IF_OFF ) ) + if( FBitSet( pev->spawnflags, SF_BUTTON_SPARK_IF_OFF ) ) { SetThink( &CBaseButton::ButtonSpark ); pev->nextthink = gpGlobals->time + 0.5;// no hurry. @@ -800,46 +875,46 @@ void CRotButton::Spawn( void ) //a sound of 0 should not make a sound //---------------------------------------------------- pszSound = ButtonSound( m_sounds ); - PRECACHE_SOUND(pszSound); - pev->noise = ALLOC_STRING(pszSound); + PRECACHE_SOUND( pszSound ); + pev->noise = ALLOC_STRING( pszSound ); // set the axis of rotation CBaseToggle::AxisDir( pev ); // check for clockwise rotation - if ( FBitSet (pev->spawnflags, SF_DOOR_ROTATE_BACKWARDS) ) + if( FBitSet( pev->spawnflags, SF_DOOR_ROTATE_BACKWARDS ) ) pev->movedir = pev->movedir * -1; - pev->movetype = MOVETYPE_PUSH; + pev->movetype = MOVETYPE_PUSH; - if ( pev->spawnflags & SF_ROTBUTTON_NOTSOLID ) - pev->solid = SOLID_NOT; + if( pev->spawnflags & SF_ROTBUTTON_NOTSOLID ) + pev->solid = SOLID_NOT; else - pev->solid = SOLID_BSP; + pev->solid = SOLID_BSP; - SET_MODEL(ENT(pev), STRING(pev->model)); + SET_MODEL( ENT( pev ), STRING( pev->model ) ); - if (pev->speed == 0) + if( pev->speed == 0 ) pev->speed = 40; - if (m_flWait == 0) + if( m_flWait == 0 ) m_flWait = 1; - if (pev->health > 0) + if( pev->health > 0 ) { pev->takedamage = DAMAGE_YES; } m_toggle_state = TS_AT_BOTTOM; - m_vecAngle1 = pev->angles; - m_vecAngle2 = pev->angles + pev->movedir * m_flMoveDistance; - ASSERTSZ(m_vecAngle1 != m_vecAngle2, "rotating button start/end positions are equal"); + m_vecAngle1 = pev->angles; + m_vecAngle2 = pev->angles + pev->movedir * m_flMoveDistance; + ASSERTSZ( m_vecAngle1 != m_vecAngle2, "rotating button start/end positions are equal" ); - m_fStayPushed = (m_flWait == -1 ? TRUE : FALSE); + m_fStayPushed = m_flWait == -1 ? TRUE : FALSE; m_fRotating = TRUE; // if the button is flagged for USE button activation only, take away it's touch function and add a use function - if ( !FBitSet ( pev->spawnflags, SF_BUTTON_TOUCH_ONLY ) ) + if( !FBitSet( pev->spawnflags, SF_BUTTON_TOUCH_ONLY ) ) { SetTouch( NULL ); SetUse( &CBaseButton::ButtonUse ); @@ -859,37 +934,36 @@ void CRotButton::Spawn( void ) class CMomentaryRotButton : public CBaseToggle { public: - void Spawn ( void ); - void KeyValue( KeyValueData *pkvd ); - virtual int ObjectCaps( void ) + void Spawn( void ); + void KeyValue( KeyValueData *pkvd ); + virtual int ObjectCaps( void ) { - int flags = CBaseToggle :: ObjectCaps() & (~FCAP_ACROSS_TRANSITION); - if ( pev->spawnflags & SF_MOMENTARY_DOOR ) + int flags = CBaseToggle::ObjectCaps() & ( ~FCAP_ACROSS_TRANSITION ); + if( pev->spawnflags & SF_MOMENTARY_DOOR ) return flags; return flags | FCAP_CONTINUOUS_USE; } - void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); - void EXPORT Off( void ); - void EXPORT Return( void ); - void UpdateSelf( float value ); - void UpdateSelfReturn( float value ); - void UpdateAllButtons( float value, int start ); + void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); + void EXPORT Off( void ); + void EXPORT Return( void ); + void UpdateSelf( float value ); + void UpdateSelfReturn( float value ); + void UpdateAllButtons( float value, int start ); - void PlaySound( void ); - void UpdateTarget( float value ); + void PlaySound( void ); + void UpdateTarget( float value ); - static CMomentaryRotButton *Instance( edict_t *pent ) { return (CMomentaryRotButton *)GET_PRIVATE(pent);}; - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); + static CMomentaryRotButton *Instance( edict_t *pent ) { return (CMomentaryRotButton *)GET_PRIVATE( pent ); }; + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); + static TYPEDESCRIPTION m_SaveData[]; - static TYPEDESCRIPTION m_SaveData[]; - - int m_lastUsed; - int m_direction; - float m_returnSpeed; - vec3_t m_start; - vec3_t m_end; - int m_sounds; + int m_lastUsed; + int m_direction; + float m_returnSpeed; + vec3_t m_start; + vec3_t m_end; + int m_sounds; }; TYPEDESCRIPTION CMomentaryRotButton::m_SaveData[] = @@ -910,10 +984,10 @@ void CMomentaryRotButton::Spawn( void ) { CBaseToggle::AxisDir( pev ); - if ( pev->speed == 0 ) + if( pev->speed == 0 ) pev->speed = 100; - if ( m_flMoveDistance < 0 ) + if( m_flMoveDistance < 0 ) { m_start = pev->angles + pev->movedir * m_flMoveDistance; m_end = pev->angles; @@ -927,31 +1001,31 @@ void CMomentaryRotButton::Spawn( void ) m_direction = -1; // This will toggle to +1 on the first use() } - if ( pev->spawnflags & SF_MOMENTARY_DOOR ) - pev->solid = SOLID_BSP; + if( pev->spawnflags & SF_MOMENTARY_DOOR ) + pev->solid = SOLID_BSP; else - pev->solid = SOLID_NOT; + pev->solid = SOLID_NOT; - pev->movetype = MOVETYPE_PUSH; - UTIL_SetOrigin(pev, pev->origin); - SET_MODEL(ENT(pev), STRING(pev->model) ); + pev->movetype = MOVETYPE_PUSH; + UTIL_SetOrigin( pev, pev->origin ); + SET_MODEL( ENT( pev ), STRING( pev->model ) ); char *pszSound = ButtonSound( m_sounds ); - PRECACHE_SOUND(pszSound); - pev->noise = ALLOC_STRING(pszSound); + PRECACHE_SOUND( pszSound ); + pev->noise = ALLOC_STRING( pszSound ); m_lastUsed = 0; } void CMomentaryRotButton::KeyValue( KeyValueData *pkvd ) { - if (FStrEq(pkvd->szKeyName, "returnspeed")) + if( FStrEq( pkvd->szKeyName, "returnspeed" ) ) { - m_returnSpeed = atof(pkvd->szValue); + m_returnSpeed = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "sounds")) + else if( FStrEq( pkvd->szKeyName, "sounds" ) ) { - m_sounds = atoi(pkvd->szValue); + m_sounds = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; } else @@ -960,7 +1034,7 @@ void CMomentaryRotButton::KeyValue( KeyValueData *pkvd ) void CMomentaryRotButton::PlaySound( void ) { - EMIT_SOUND(ENT(pev), CHAN_VOICE, (char*)STRING(pev->noise), 1, ATTN_NORM); + EMIT_SOUND( ENT( pev ), CHAN_VOICE, (char*)STRING( pev->noise ), 1, ATTN_NORM ); } // BUGBUG: This design causes a latentcy. When the button is retriggered, the first impulse @@ -978,19 +1052,18 @@ void CMomentaryRotButton::UpdateAllButtons( float value, int start ) { // Update all rot buttons attached to the same target edict_t *pentTarget = NULL; - for (;;) + for( ; ; ) { - - pentTarget = FIND_ENTITY_BY_STRING(pentTarget, "target", STRING(pev->target)); - if (FNullEnt(pentTarget)) + pentTarget = FIND_ENTITY_BY_STRING( pentTarget, "target", STRING( pev->target ) ); + if( FNullEnt( pentTarget ) ) break; - if ( FClassnameIs( VARS(pentTarget), "momentary_rot_button" ) ) + if( FClassnameIs( VARS( pentTarget ), "momentary_rot_button" ) ) { - CMomentaryRotButton *pEntity = CMomentaryRotButton::Instance(pentTarget); - if ( pEntity ) + CMomentaryRotButton *pEntity = CMomentaryRotButton::Instance( pentTarget ); + if( pEntity ) { - if ( start ) + if( start ) pEntity->UpdateSelf( value ); else pEntity->UpdateSelfReturn( value ); @@ -1003,7 +1076,7 @@ void CMomentaryRotButton::UpdateSelf( float value ) { BOOL fplaysound = FALSE; - if ( !m_lastUsed ) + if( !m_lastUsed ) { fplaysound = TRUE; m_direction = -m_direction; @@ -1011,44 +1084,44 @@ void CMomentaryRotButton::UpdateSelf( float value ) m_lastUsed = 1; pev->nextthink = pev->ltime + 0.1; - if ( m_direction > 0 && value >= 1.0 ) + if( m_direction > 0 && value >= 1.0 ) { pev->avelocity = g_vecZero; pev->angles = m_end; return; } - else if ( m_direction < 0 && value <= 0 ) + else if( m_direction < 0 && value <= 0 ) { pev->avelocity = g_vecZero; pev->angles = m_start; return; } - - if (fplaysound) + + if( fplaysound ) PlaySound(); // HACKHACK -- If we're going slow, we'll get multiple player packets per frame, bump nexthink on each one to avoid stalling - if ( pev->nextthink < pev->ltime ) + if( pev->nextthink < pev->ltime ) pev->nextthink = pev->ltime + 0.1; else pev->nextthink += 0.1; - pev->avelocity = (m_direction * pev->speed) * pev->movedir; + pev->avelocity = m_direction * pev->speed * pev->movedir; SetThink( &CMomentaryRotButton::Off ); } void CMomentaryRotButton::UpdateTarget( float value ) { - if (!FStringNull(pev->target)) + if( !FStringNull( pev->target ) ) { - edict_t* pentTarget = NULL; - for (;;) + edict_t *pentTarget= NULL; + for( ; ; ) { - pentTarget = FIND_ENTITY_BY_TARGETNAME(pentTarget, STRING(pev->target)); - if (FNullEnt(pentTarget)) + pentTarget = FIND_ENTITY_BY_TARGETNAME( pentTarget, STRING( pev->target ) ); + if( FNullEnt( pentTarget ) ) break; - CBaseEntity *pEntity = CBaseEntity::Instance(pentTarget); - if ( pEntity ) + CBaseEntity *pEntity = CBaseEntity::Instance( pentTarget ); + if( pEntity ) { pEntity->Use( this, this, USE_SET, value ); } @@ -1060,7 +1133,7 @@ void CMomentaryRotButton::Off( void ) { pev->avelocity = g_vecZero; m_lastUsed = 0; - if ( FBitSet( pev->spawnflags, SF_PENDULUM_AUTO_RETURN ) && m_returnSpeed > 0 ) + if( FBitSet( pev->spawnflags, SF_PENDULUM_AUTO_RETURN ) && m_returnSpeed > 0 ) { SetThink( &CMomentaryRotButton::Return ); pev->nextthink = pev->ltime + 0.1; @@ -1075,13 +1148,13 @@ void CMomentaryRotButton::Return( void ) float value = CBaseToggle::AxisDelta( pev->spawnflags, pev->angles, m_start ) / m_flMoveDistance; UpdateAllButtons( value, 0 ); // This will end up calling UpdateSelfReturn() n times, but it still works right - if ( value > 0 ) + if( value > 0 ) UpdateTarget( value ); } void CMomentaryRotButton::UpdateSelfReturn( float value ) { - if ( value <= 0 ) + if( value <= 0 ) { pev->avelocity = g_vecZero; pev->angles = m_start; @@ -1102,19 +1175,18 @@ void CMomentaryRotButton::UpdateSelfReturn( float value ) class CEnvSpark : public CBaseEntity { public: - void Spawn(void); - void Precache(void); - void EXPORT SparkThink(void); - void EXPORT SparkStart(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); - void EXPORT SparkStop(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); - void KeyValue(KeyValueData *pkvd); + void Spawn( void ); + void Precache( void ); + void EXPORT SparkThink( void ); + void EXPORT SparkStart( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); + void EXPORT SparkStop( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); + void KeyValue( KeyValueData *pkvd ); - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); + static TYPEDESCRIPTION m_SaveData[]; - static TYPEDESCRIPTION m_SaveData[]; - - float m_flDelay; + float m_flDelay; }; TYPEDESCRIPTION CEnvSpark::m_SaveData[] = @@ -1127,33 +1199,33 @@ IMPLEMENT_SAVERESTORE( CEnvSpark, CBaseEntity ) LINK_ENTITY_TO_CLASS( env_spark, CEnvSpark ) LINK_ENTITY_TO_CLASS( env_debris, CEnvSpark ) -void CEnvSpark::Spawn(void) +void CEnvSpark::Spawn( void ) { SetThink( NULL ); SetUse( NULL ); - if (FBitSet(pev->spawnflags, 32)) // Use for on/off + if( FBitSet( pev->spawnflags, 32 ) ) // Use for on/off { - if (FBitSet(pev->spawnflags, 64)) // Start on + if( FBitSet( pev->spawnflags, 64 ) ) // Start on { - SetThink( &CEnvSpark::SparkThink); // start sparking - SetUse( &CEnvSpark::SparkStop); // set up +USE to stop sparking + SetThink( &CEnvSpark::SparkThink ); // start sparking + SetUse( &CEnvSpark::SparkStop ); // set up +USE to stop sparking } else - SetUse( &CEnvSpark::SparkStart); + SetUse( &CEnvSpark::SparkStart ); } else - SetThink( &CEnvSpark::SparkThink); + SetThink( &CEnvSpark::SparkThink ); - pev->nextthink = gpGlobals->time + ( 0.1 + RANDOM_FLOAT ( 0, 1.5 ) ); + pev->nextthink = gpGlobals->time + 0.1 + RANDOM_FLOAT( 0, 1.5 ); - if (m_flDelay <= 0) + if( m_flDelay <= 0 ) m_flDelay = 1.5; - Precache( ); + Precache(); } -void CEnvSpark::Precache(void) +void CEnvSpark::Precache( void ) { PRECACHE_SOUND( "buttons/spark1.wav" ); PRECACHE_SOUND( "buttons/spark2.wav" ); @@ -1165,36 +1237,36 @@ void CEnvSpark::Precache(void) void CEnvSpark::KeyValue( KeyValueData *pkvd ) { - if (FStrEq(pkvd->szKeyName, "MaxDelay")) + if( FStrEq( pkvd->szKeyName, "MaxDelay" ) ) { - m_flDelay = atof(pkvd->szValue); + m_flDelay = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if ( FStrEq(pkvd->szKeyName, "style") || - FStrEq(pkvd->szKeyName, "height") || - FStrEq(pkvd->szKeyName, "killtarget") || - FStrEq(pkvd->szKeyName, "value1") || - FStrEq(pkvd->szKeyName, "value2") || - FStrEq(pkvd->szKeyName, "value3")) + else if( FStrEq( pkvd->szKeyName, "style" ) || + FStrEq( pkvd->szKeyName, "height" ) || + FStrEq( pkvd->szKeyName, "killtarget" ) || + FStrEq( pkvd->szKeyName, "value1" ) || + FStrEq( pkvd->szKeyName, "value2" ) || + FStrEq( pkvd->szKeyName, "value3" ) ) pkvd->fHandled = TRUE; else CBaseEntity::KeyValue( pkvd ); } -void EXPORT CEnvSpark::SparkThink(void) +void EXPORT CEnvSpark::SparkThink( void ) { - pev->nextthink = gpGlobals->time + 0.1 + RANDOM_FLOAT (0, m_flDelay); + pev->nextthink = gpGlobals->time + 0.1 + RANDOM_FLOAT( 0, m_flDelay ); DoSpark( pev, pev->origin ); } -void EXPORT CEnvSpark::SparkStart(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) +void EXPORT CEnvSpark::SparkStart( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { - SetUse( &CEnvSpark::SparkStop); - SetThink( &CEnvSpark::SparkThink); - pev->nextthink = gpGlobals->time + (0.1 + RANDOM_FLOAT ( 0, m_flDelay)); + SetUse( &CEnvSpark::SparkStop ); + SetThink( &CEnvSpark::SparkThink ); + pev->nextthink = gpGlobals->time + 0.1 + RANDOM_FLOAT( 0, m_flDelay ); } -void EXPORT CEnvSpark::SparkStop(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) +void EXPORT CEnvSpark::SparkStop( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { SetUse( &CEnvSpark::SparkStart); SetThink( NULL ); @@ -1209,46 +1281,46 @@ public: void Spawn( void ); void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType ); - int ObjectCaps( void ); + int ObjectCaps( void ); }; LINK_ENTITY_TO_CLASS( button_target, CButtonTarget ) void CButtonTarget::Spawn( void ) { - pev->movetype = MOVETYPE_PUSH; - pev->solid = SOLID_BSP; - SET_MODEL(ENT(pev), STRING(pev->model)); + pev->movetype = MOVETYPE_PUSH; + pev->solid = SOLID_BSP; + SET_MODEL( ENT( pev ), STRING( pev->model ) ); pev->takedamage = DAMAGE_YES; - if ( FBitSet( pev->spawnflags, SF_BTARGET_ON ) ) + if( FBitSet( pev->spawnflags, SF_BTARGET_ON ) ) pev->frame = 1; } void CButtonTarget::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { - if ( !ShouldToggle( useType, (int)pev->frame ) ) + if( !ShouldToggle( useType, (int)pev->frame ) ) return; pev->frame = 1-pev->frame; - if ( pev->frame ) + if( pev->frame ) SUB_UseTargets( pActivator, USE_ON, 0 ); else SUB_UseTargets( pActivator, USE_OFF, 0 ); } -int CButtonTarget :: ObjectCaps( void ) +int CButtonTarget::ObjectCaps( void ) { int caps = CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; - if ( FBitSet(pev->spawnflags, SF_BTARGET_USE) ) + if( FBitSet( pev->spawnflags, SF_BTARGET_USE ) ) return caps | FCAP_IMPULSE_USE; else return caps; } -int CButtonTarget::TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType ) +int CButtonTarget::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { - Use( Instance(pevAttacker), this, USE_TOGGLE, 0 ); + Use( Instance( pevAttacker ), this, USE_TOGGLE, 0 ); return 1; } diff --git a/dlls/cbase.cpp b/dlls/cbase.cpp index eacb5124..62b4eaa1 100644 --- a/dlls/cbase.cpp +++ b/dlls/cbase.cpp @@ -29,10 +29,10 @@ extern "C" void PM_Init ( struct playermove_s *ppmove ); extern "C" char PM_FindTextureType( char *name ); extern Vector VecBModelOrigin( entvars_t* pevBModel ); -extern DLL_GLOBAL Vector g_vecAttackDir; -extern DLL_GLOBAL int g_iSkillLevel; +extern DLL_GLOBAL Vector g_vecAttackDir; +extern DLL_GLOBAL int g_iSkillLevel; -static DLL_FUNCTIONS gFunctionTable = +static DLL_FUNCTIONS gFunctionTable = { GameDLLInit, //pfnGameInit DispatchSpawn, //pfnSpawn @@ -80,7 +80,7 @@ static DLL_FUNCTIONS gFunctionTable = PM_Move, //pfnPM_Move PM_Init, //pfnPM_Init Server version of player movement initialization PM_FindTextureType, //pfnPM_FindTextureType - + SetupVisibility, //pfnSetupVisibility Set up PVS and PAS for networking for this client UpdateClientData, //pfnUpdateClientData Set up data sent only to specific client AddToFullPack, //pfnAddToFullPack @@ -103,25 +103,25 @@ extern "C" { #endif int GetEntityAPI( DLL_FUNCTIONS *pFunctionTable, int interfaceVersion ) { - if ( !pFunctionTable || interfaceVersion != INTERFACE_VERSION ) + if( !pFunctionTable || interfaceVersion != INTERFACE_VERSION ) { return FALSE; } - memcpy( pFunctionTable, &gFunctionTable, sizeof( DLL_FUNCTIONS ) ); + memcpy( pFunctionTable, &gFunctionTable, sizeof(DLL_FUNCTIONS) ); return TRUE; } int GetEntityAPI2( DLL_FUNCTIONS *pFunctionTable, int *interfaceVersion ) { - if ( !pFunctionTable || *interfaceVersion != INTERFACE_VERSION ) + if( !pFunctionTable || *interfaceVersion != INTERFACE_VERSION ) { // Tell engine what version we had, so it can figure out who is out of date. *interfaceVersion = INTERFACE_VERSION; return FALSE; } - - memcpy( pFunctionTable, &gFunctionTable, sizeof( DLL_FUNCTIONS ) ); + + memcpy( pFunctionTable, &gFunctionTable, sizeof(DLL_FUNCTIONS) ); return TRUE; } @@ -131,40 +131,39 @@ int GetEntityAPI2( DLL_FUNCTIONS *pFunctionTable, int *interfaceVersion ) int DispatchSpawn( edict_t *pent ) { - CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE(pent); + CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE( pent ); - if (pEntity) + if( pEntity ) { // Initialize these or entities who don't link to the world won't have anything in here - pEntity->pev->absmin = pEntity->pev->origin - Vector(1,1,1); - pEntity->pev->absmax = pEntity->pev->origin + Vector(1,1,1); + pEntity->pev->absmin = pEntity->pev->origin - Vector( 1, 1, 1 ); + pEntity->pev->absmax = pEntity->pev->origin + Vector( 1, 1, 1 ); pEntity->Spawn(); // Try to get the pointer again, in case the spawn function deleted the entity. // UNDONE: Spawn() should really return a code to ask that the entity be deleted, but // that would touch too much code for me to do that right now. - pEntity = (CBaseEntity *)GET_PRIVATE(pent); + pEntity = (CBaseEntity *)GET_PRIVATE( pent ); - if ( pEntity ) + if( pEntity ) { - if ( g_pGameRules && !g_pGameRules->IsAllowedToSpawn( pEntity ) ) + if( g_pGameRules && !g_pGameRules->IsAllowedToSpawn( pEntity ) ) return -1; // return that this entity should be deleted - if ( pEntity->pev->flags & FL_KILLME ) + if( pEntity->pev->flags & FL_KILLME ) return -1; } - // Handle global stuff here - if ( pEntity && pEntity->pev->globalname ) + if( pEntity && pEntity->pev->globalname ) { const globalentity_t *pGlobal = gGlobalState.EntityFromTable( pEntity->pev->globalname ); - if ( pGlobal ) + if( pGlobal ) { // Already dead? delete - if ( pGlobal->state == GLOBAL_DEAD ) + if( pGlobal->state == GLOBAL_DEAD ) return -1; - else if ( !FStrEq( STRING(gpGlobals->mapname), pGlobal->levelName ) ) + else if( !FStrEq( STRING( gpGlobals->mapname ), pGlobal->levelName ) ) pEntity->MakeDormant(); // Hasn't been moved to this level yet, wait but stay alive // In this level & not dead, continue on as normal } @@ -172,7 +171,7 @@ int DispatchSpawn( edict_t *pent ) { // Spawned entities default to 'On' gGlobalState.EntityAdd( pEntity->pev->globalname, gpGlobals->mapname, GLOBAL_ON ); -// ALERT( at_console, "Added global entity %s (%s)\n", STRING(pEntity->pev->classname), STRING(pEntity->pev->globalname) ); + //ALERT( at_console, "Added global entity %s (%s)\n", STRING( pEntity->pev->classname ), STRING( pEntity->pev->globalname ) ); } } @@ -183,10 +182,10 @@ int DispatchSpawn( edict_t *pent ) void DispatchKeyValue( edict_t *pentKeyvalue, KeyValueData *pkvd ) { - if ( !pkvd || !pentKeyvalue ) + if( !pkvd || !pentKeyvalue ) return; - EntvarsKeyvalue( VARS(pentKeyvalue), pkvd ); + EntvarsKeyvalue( VARS( pentKeyvalue ), pkvd ); // If the key was an entity variable, or there's no class set yet, don't look for the object, it may // not exist yet. @@ -194,9 +193,9 @@ void DispatchKeyValue( edict_t *pentKeyvalue, KeyValueData *pkvd ) return; // Get the actualy entity object - CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE(pentKeyvalue); + CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE( pentKeyvalue ); - if ( !pEntity ) + if( !pEntity ) return; pEntity->KeyValue( pkvd ); @@ -208,33 +207,33 @@ BOOL gTouchDisabled = FALSE; void DispatchTouch( edict_t *pentTouched, edict_t *pentOther ) { - if ( gTouchDisabled ) + if( gTouchDisabled ) return; - CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE(pentTouched); + CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE( pentTouched ); CBaseEntity *pOther = (CBaseEntity *)GET_PRIVATE( pentOther ); - if ( pEntity && pOther && ! ((pEntity->pev->flags | pOther->pev->flags) & FL_KILLME) ) + if( pEntity && pOther && ! ( ( pEntity->pev->flags | pOther->pev->flags ) & FL_KILLME ) ) pEntity->Touch( pOther ); } void DispatchUse( edict_t *pentUsed, edict_t *pentOther ) { - CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE(pentUsed); - CBaseEntity *pOther = (CBaseEntity *)GET_PRIVATE(pentOther); + CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE( pentUsed ); + CBaseEntity *pOther = (CBaseEntity *)GET_PRIVATE( pentOther ); - if (pEntity && !(pEntity->pev->flags & FL_KILLME) ) + if( pEntity && !( pEntity->pev->flags & FL_KILLME ) ) pEntity->Use( pOther, pOther, USE_TOGGLE, 0 ); } void DispatchThink( edict_t *pent ) { - CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE(pent); - if (pEntity) + CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE( pent ); + if( pEntity ) { - if ( FBitSet( pEntity->pev->flags, FL_DORMANT ) ) - ALERT( at_error, "Dormant entity %s is thinking!!\n", STRING(pEntity->pev->classname) ); - + if( FBitSet( pEntity->pev->flags, FL_DORMANT ) ) + ALERT( at_error, "Dormant entity %s is thinking!!\n", STRING( pEntity->pev->classname ) ); + pEntity->Think(); } } @@ -244,26 +243,26 @@ void DispatchBlocked( edict_t *pentBlocked, edict_t *pentOther ) CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE( pentBlocked ); CBaseEntity *pOther = (CBaseEntity *)GET_PRIVATE( pentOther ); - if (pEntity) + if( pEntity ) pEntity->Blocked( pOther ); } void DispatchSave( edict_t *pent, SAVERESTOREDATA *pSaveData ) { - CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE(pent); - - if ( pEntity && pSaveData ) - { - ENTITYTABLE *pTable = &pSaveData->pTable[ pSaveData->currentIndex ]; + CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE( pent ); - if ( pTable->pent != pent ) + if( pEntity && pSaveData ) + { + ENTITYTABLE *pTable = &pSaveData->pTable[pSaveData->currentIndex]; + + if( pTable->pent != pent ) ALERT( at_error, "ENTITY TABLE OR INDEX IS WRONG!!!!\n" ); - if ( pEntity->ObjectCaps() & FCAP_DONT_SAVE ) + if( pEntity->ObjectCaps() & FCAP_DONT_SAVE ) return; // These don't use ltime & nextthink as times really, but we'll fudge around it. - if ( pEntity->pev->movetype == MOVETYPE_PUSH ) + if( pEntity->pev->movetype == MOVETYPE_PUSH ) { float delta = pEntity->pev->nextthink - pEntity->pev->ltime; pEntity->pev->ltime = gpGlobals->time; @@ -284,13 +283,13 @@ void DispatchSave( edict_t *pent, SAVERESTOREDATA *pSaveData ) // different classes with the same global name CBaseEntity *FindGlobalEntity( string_t classname, string_t globalname ) { - edict_t *pent = FIND_ENTITY_BY_STRING( NULL, "globalname", STRING(globalname) ); + edict_t *pent = FIND_ENTITY_BY_STRING( NULL, "globalname", STRING( globalname ) ); CBaseEntity *pReturn = CBaseEntity::Instance( pent ); - if ( pReturn ) + if( pReturn ) { - if ( !FClassnameIs( pReturn->pev, STRING(classname) ) ) + if( !FClassnameIs( pReturn->pev, STRING( classname ) ) ) { - ALERT( at_console, "Global entity found %s, wrong class %s\n", STRING(globalname), STRING(pReturn->pev->classname) ); + ALERT( at_console, "Global entity found %s, wrong class %s\n", STRING( globalname ), STRING( pReturn->pev->classname ) ); pReturn = NULL; } } @@ -300,15 +299,15 @@ CBaseEntity *FindGlobalEntity( string_t classname, string_t globalname ) int DispatchRestore( edict_t *pent, SAVERESTOREDATA *pSaveData, int globalEntity ) { - CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE(pent); + CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE( pent ); - if ( pEntity && pSaveData ) + if( pEntity && pSaveData ) { entvars_t tmpVars; Vector oldOffset; CRestore restoreHelper( pSaveData ); - if ( globalEntity ) + if( globalEntity ) { CRestore tmpRestore( pSaveData ); tmpRestore.PrecacheMode( 0 ); @@ -320,23 +319,23 @@ int DispatchRestore( edict_t *pent, SAVERESTOREDATA *pSaveData, int globalEntity // ------------------- const globalentity_t *pGlobal = gGlobalState.EntityFromTable( tmpVars.globalname ); - + // Don't overlay any instance of the global that isn't the latest // pSaveData->szCurrentMapName is the level this entity is coming from // pGlobla->levelName is the last level the global entity was active in. // If they aren't the same, then this global update is out of date. - if ( !FStrEq( pSaveData->szCurrentMapName, pGlobal->levelName ) ) + if( !FStrEq( pSaveData->szCurrentMapName, pGlobal->levelName ) ) return 0; // Compute the new global offset oldOffset = pSaveData->vecLandmarkOffset; CBaseEntity *pNewEntity = FindGlobalEntity( tmpVars.classname, tmpVars.globalname ); - if ( pNewEntity ) + if( pNewEntity ) { -// ALERT( at_console, "Overlay %s with %s\n", STRING(pNewEntity->pev->classname), STRING(tmpVars.classname) ); + //ALERT( at_console, "Overlay %s with %s\n", STRING( pNewEntity->pev->classname ), STRING( tmpVars.classname ) ); // Tell the restore code we're overlaying a global entity from another level restoreHelper.SetGlobalMode( 1 ); // Don't overwrite global fields - pSaveData->vecLandmarkOffset = (pSaveData->vecLandmarkOffset - pNewEntity->pev->mins) + tmpVars.mins; + pSaveData->vecLandmarkOffset = ( pSaveData->vecLandmarkOffset - pNewEntity->pev->mins ) + tmpVars.mins; pEntity = pNewEntity;// we're going to restore this data OVER the old entity pent = ENT( pEntity->pev ); // Update the global table to say that the global definition of this entity should come from this level @@ -348,10 +347,9 @@ int DispatchRestore( edict_t *pent, SAVERESTOREDATA *pSaveData, int globalEntity // or call EntityUpdate() to move it to this level, we haven't changed global state at all. return 0; } - } - if ( pEntity->ObjectCaps() & FCAP_MUST_SPAWN ) + if( pEntity->ObjectCaps() & FCAP_MUST_SPAWN ) { pEntity->Restore( restoreHelper ); pEntity->Spawn(); @@ -359,37 +357,37 @@ int DispatchRestore( edict_t *pent, SAVERESTOREDATA *pSaveData, int globalEntity else { pEntity->Restore( restoreHelper ); - pEntity->Precache( ); + pEntity->Precache(); } // Again, could be deleted, get the pointer again. - pEntity = (CBaseEntity *)GET_PRIVATE(pent); + pEntity = (CBaseEntity *)GET_PRIVATE( pent ); #if 0 - if ( pEntity && pEntity->pev->globalname && globalEntity ) + if( pEntity && pEntity->pev->globalname && globalEntity ) { - ALERT( at_console, "Global %s is %s\n", STRING(pEntity->pev->globalname), STRING(pEntity->pev->model) ); + ALERT( at_console, "Global %s is %s\n", STRING( pEntity->pev->globalname ), STRING( pEntity->pev->model ) ); } #endif // Is this an overriding global entity (coming over the transition), or one restoring in a level - if ( globalEntity ) + if( globalEntity ) { -// ALERT( at_console, "After: %f %f %f %s\n", pEntity->pev->origin.x, pEntity->pev->origin.y, pEntity->pev->origin.z, STRING(pEntity->pev->model) ); + //ALERT( at_console, "After: %f %f %f %s\n", pEntity->pev->origin.x, pEntity->pev->origin.y, pEntity->pev->origin.z, STRING( pEntity->pev->model ) ); pSaveData->vecLandmarkOffset = oldOffset; - if ( pEntity ) + if( pEntity ) { UTIL_SetOrigin( pEntity->pev, pEntity->pev->origin ); pEntity->OverrideReset(); } } - else if ( pEntity && pEntity->pev->globalname ) + else if( pEntity && pEntity->pev->globalname ) { const globalentity_t *pGlobal = gGlobalState.EntityFromTable( pEntity->pev->globalname ); - if ( pGlobal ) + if( pGlobal ) { // Already dead? delete - if ( pGlobal->state == GLOBAL_DEAD ) + if( pGlobal->state == GLOBAL_DEAD ) return -1; - else if ( !FStrEq( STRING(gpGlobals->mapname), pGlobal->levelName ) ) + else if( !FStrEq( STRING( gpGlobals->mapname ), pGlobal->levelName ) ) { pEntity->MakeDormant(); // Hasn't been moved to this level yet, wait but stay alive } @@ -397,7 +395,7 @@ int DispatchRestore( edict_t *pent, SAVERESTOREDATA *pSaveData, int globalEntity } else { - ALERT( at_error, "Global Entity %s (%s) not in table!!!\n", STRING(pEntity->pev->globalname), STRING(pEntity->pev->classname) ); + ALERT( at_error, "Global Entity %s (%s) not in table!!!\n", STRING( pEntity->pev->globalname ), STRING( pEntity->pev->classname ) ); // Spawned entities default to 'On' gGlobalState.EntityAdd( pEntity->pev->globalname, gpGlobals->mapname, GLOBAL_ON ); } @@ -408,8 +406,8 @@ int DispatchRestore( edict_t *pent, SAVERESTOREDATA *pSaveData, int globalEntity void DispatchObjectCollsionBox( edict_t *pent ) { - CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE(pent); - if (pEntity) + CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE( pent ); + if( pEntity ) { pEntity->SetObjectCollisionBox(); } @@ -429,11 +427,11 @@ void SaveReadFields( SAVERESTOREDATA *pSaveData, const char *pname, void *pBaseD restoreHelper.ReadFields( pname, pBaseData, pFields, fieldCount ); } -edict_t * EHANDLE::Get( void ) +edict_t *EHANDLE::Get( void ) { - if (m_pent) + if( m_pent ) { - if (m_pent->serialnumber == m_serialnumber) + if( m_pent->serialnumber == m_serialnumber ) return m_pent; else return NULL; @@ -441,25 +439,25 @@ edict_t * EHANDLE::Get( void ) return NULL; } -edict_t * EHANDLE::Set( edict_t *pent ) -{ +edict_t *EHANDLE::Set( edict_t *pent ) +{ m_pent = pent; - if (pent) + if( pent ) m_serialnumber = m_pent->serialnumber; return pent; } -EHANDLE :: operator CBaseEntity *() +EHANDLE::operator CBaseEntity *() { - return (CBaseEntity *)GET_PRIVATE( Get( ) ); + return (CBaseEntity *)GET_PRIVATE( Get() ); } -CBaseEntity * EHANDLE :: operator = (CBaseEntity *pEntity) +CBaseEntity *EHANDLE::operator = ( CBaseEntity *pEntity ) { - if (pEntity) + if( pEntity ) { m_pent = ENT( pEntity->pev ); - if (m_pent) + if( m_pent ) m_serialnumber = m_pent->serialnumber; } else @@ -470,29 +468,29 @@ CBaseEntity * EHANDLE :: operator = (CBaseEntity *pEntity) return pEntity; } -EHANDLE :: operator int () +EHANDLE::operator int () { return Get() != NULL; } -CBaseEntity * EHANDLE :: operator -> () +CBaseEntity * EHANDLE::operator -> () { - return (CBaseEntity *)GET_PRIVATE( Get( ) ); + return (CBaseEntity *)GET_PRIVATE( Get() ); } // give health -int CBaseEntity :: TakeHealth( float flHealth, int bitsDamageType ) +int CBaseEntity::TakeHealth( float flHealth, int bitsDamageType ) { - if (!pev->takedamage) + if( !pev->takedamage ) return 0; // heal - if ( pev->health >= pev->max_health ) + if( pev->health >= pev->max_health ) return 0; pev->health += flHealth; - if (pev->health > pev->max_health) + if( pev->health > pev->max_health ) pev->health = pev->max_health; return 1; @@ -500,47 +498,47 @@ int CBaseEntity :: TakeHealth( float flHealth, int bitsDamageType ) // inflict damage on this entity. bitsDamageType indicates type of damage inflicted, ie: DMG_CRUSH -int CBaseEntity :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType ) +int CBaseEntity::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { - Vector vecTemp; + Vector vecTemp; - if (!pev->takedamage) + if( !pev->takedamage ) return 0; // UNDONE: some entity types may be immune or resistant to some bitsDamageType // if Attacker == Inflictor, the attack was a melee or other instant-hit attack. // (that is, no actual entity projectile was involved in the attack so use the shooter's origin). - if ( pevAttacker == pevInflictor ) + if( pevAttacker == pevInflictor ) { - vecTemp = pevInflictor->origin - ( VecBModelOrigin(pev) ); + vecTemp = pevInflictor->origin - VecBModelOrigin( pev ); } else // an actual missile was involved. { - vecTemp = pevInflictor->origin - ( VecBModelOrigin(pev) ); + vecTemp = pevInflictor->origin - VecBModelOrigin( pev ); } // this global is still used for glass and other non-monster killables, along with decals. g_vecAttackDir = vecTemp.Normalize(); - + // save damage based on the target's armor level // figure momentum add (don't let hurt brushes or other triggers move player) - if ((!FNullEnt(pevInflictor)) && (pev->movetype == MOVETYPE_WALK || pev->movetype == MOVETYPE_STEP) && (pevAttacker->solid != SOLID_TRIGGER) ) + if( ( !FNullEnt( pevInflictor ) ) && (pev->movetype == MOVETYPE_WALK || pev->movetype == MOVETYPE_STEP ) && ( pevAttacker->solid != SOLID_TRIGGER ) ) { - Vector vecDir = pev->origin - (pevInflictor->absmin + pevInflictor->absmax) * 0.5; + Vector vecDir = pev->origin - ( pevInflictor->absmin + pevInflictor->absmax ) * 0.5; vecDir = vecDir.Normalize(); - float flForce = flDamage * ((32 * 32 * 72.0) / (pev->size.x * pev->size.y * pev->size.z)) * 5; - - if (flForce > 1000.0) + float flForce = flDamage * ( ( 32 * 32 * 72.0 ) / ( pev->size.x * pev->size.y * pev->size.z ) ) * 5; + + if( flForce > 1000.0 ) flForce = 1000.0; pev->velocity = pev->velocity + vecDir * flForce; } // do the damage pev->health -= flDamage; - if (pev->health <= 0) + if( pev->health <= 0 ) { Killed( pevAttacker, GIB_NORMAL ); return 0; @@ -549,7 +547,7 @@ int CBaseEntity :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, return 1; } -void CBaseEntity :: Killed( entvars_t *pevAttacker, int iGib ) +void CBaseEntity::Killed( entvars_t *pevAttacker, int iGib ) { pev->takedamage = DAMAGE_NO; pev->deadflag = DEAD_DEAD; @@ -558,17 +556,17 @@ void CBaseEntity :: Killed( entvars_t *pevAttacker, int iGib ) CBaseEntity *CBaseEntity::GetNextTarget( void ) { - if ( FStringNull( pev->target ) ) + if( FStringNull( pev->target ) ) return NULL; - edict_t *pTarget = FIND_ENTITY_BY_TARGETNAME ( NULL, STRING(pev->target) ); - if ( FNullEnt(pTarget) ) + edict_t *pTarget = FIND_ENTITY_BY_TARGETNAME( NULL, STRING( pev->target ) ); + if( FNullEnt( pTarget ) ) return NULL; return Instance( pTarget ); } // Global Savedata for Delay -TYPEDESCRIPTION CBaseEntity::m_SaveData[] = +TYPEDESCRIPTION CBaseEntity::m_SaveData[] = { DEFINE_FIELD( CBaseEntity, m_pGoalEnt, FIELD_CLASSPTR ), @@ -580,8 +578,8 @@ TYPEDESCRIPTION CBaseEntity::m_SaveData[] = int CBaseEntity::Save( CSave &save ) { - if ( save.WriteEntVars( "ENTVARS", pev ) ) - return save.WriteFields( "BASE", this, m_SaveData, ARRAYSIZE(m_SaveData) ); + if( save.WriteEntVars( "ENTVARS", pev ) ) + return save.WriteFields( "BASE", this, m_SaveData, ARRAYSIZE( m_SaveData ) ); return 0; } @@ -591,18 +589,18 @@ int CBaseEntity::Restore( CRestore &restore ) int status; status = restore.ReadEntVars( "ENTVARS", pev ); - if ( status ) - status = restore.ReadFields( "BASE", this, m_SaveData, ARRAYSIZE(m_SaveData) ); + if( status ) + status = restore.ReadFields( "BASE", this, m_SaveData, ARRAYSIZE( m_SaveData ) ); - if ( pev->modelindex != 0 && !FStringNull(pev->model) ) + if( pev->modelindex != 0 && !FStringNull( pev->model ) ) { Vector mins, maxs; mins = pev->mins; // Set model is about to destroy these maxs = pev->maxs; - PRECACHE_MODEL( (char *)STRING(pev->model) ); - SET_MODEL(ENT(pev), STRING(pev->model)); - UTIL_SetSize(pev, mins, maxs); // Reset them + PRECACHE_MODEL( (char *)STRING( pev->model ) ); + SET_MODEL( ENT( pev ), STRING( pev->model ) ); + UTIL_SetSize( pev, mins, maxs ); // Reset them } return status; @@ -611,26 +609,27 @@ int CBaseEntity::Restore( CRestore &restore ) // Initialize absmin & absmax to the appropriate box void SetObjectCollisionBox( entvars_t *pev ) { - if ( (pev->solid == SOLID_BSP) && - (pev->angles.x || pev->angles.y|| pev->angles.z) ) - { // expand for rotation - float max, v; - int i; + if( ( pev->solid == SOLID_BSP ) && + ( pev->angles.x || pev->angles.y || pev->angles.z ) ) + { + // expand for rotation + float max, v; + int i; max = 0; - for (i=0 ; i<3 ; i++) + for( i = 0; i < 3; i++ ) { - v = fabs( ((float *)pev->mins)[i]); - if (v > max) + v = fabs( ( (float *)pev->mins )[i] ); + if( v > max ) max = v; - v = fabs( ((float *)pev->maxs)[i]); - if (v > max) + v = fabs( ( (float *)pev->maxs )[i] ); + if( v > max ) max = v; } - for (i=0 ; i<3 ; i++) + for( i = 0; i < 3; i++ ) { - ((float *)pev->absmin)[i] = ((float *)pev->origin)[i] - max; - ((float *)pev->absmax)[i] = ((float *)pev->origin)[i] + max; + ( (float *)pev->absmin )[i] = ( (float *)pev->origin )[i] - max; + ( (float *)pev->absmax )[i] = ( (float *)pev->origin )[i] + max; } } else @@ -652,19 +651,19 @@ void CBaseEntity::SetObjectCollisionBox( void ) ::SetObjectCollisionBox( pev ); } -int CBaseEntity :: Intersects( CBaseEntity *pOther ) +int CBaseEntity::Intersects( CBaseEntity *pOther ) { - if ( pOther->pev->absmin.x > pev->absmax.x || - pOther->pev->absmin.y > pev->absmax.y || - pOther->pev->absmin.z > pev->absmax.z || - pOther->pev->absmax.x < pev->absmin.x || - pOther->pev->absmax.y < pev->absmin.y || - pOther->pev->absmax.z < pev->absmin.z ) - return 0; + if( pOther->pev->absmin.x > pev->absmax.x || + pOther->pev->absmin.y > pev->absmax.y || + pOther->pev->absmin.z > pev->absmax.z || + pOther->pev->absmax.x < pev->absmin.x || + pOther->pev->absmax.y < pev->absmin.y || + pOther->pev->absmax.z < pev->absmin.z ) + return 0; return 1; } -void CBaseEntity :: MakeDormant( void ) +void CBaseEntity::MakeDormant( void ) { SetBits( pev->flags, FL_DORMANT ); @@ -680,62 +679,73 @@ void CBaseEntity :: MakeDormant( void ) UTIL_SetOrigin( pev, pev->origin ); } -int CBaseEntity :: IsDormant( void ) +int CBaseEntity::IsDormant( void ) { return FBitSet( pev->flags, FL_DORMANT ); } -BOOL CBaseEntity :: IsInWorld( void ) +BOOL CBaseEntity::IsInWorld( void ) { // position - if (pev->origin.x >= 4096) return FALSE; - if (pev->origin.y >= 4096) return FALSE; - if (pev->origin.z >= 4096) return FALSE; - if (pev->origin.x <= -4096) return FALSE; - if (pev->origin.y <= -4096) return FALSE; - if (pev->origin.z <= -4096) return FALSE; + if( pev->origin.x >= 4096 ) + return FALSE; + if( pev->origin.y >= 4096 ) + return FALSE; + if( pev->origin.z >= 4096 ) + return FALSE; + if( pev->origin.x <= -4096 ) + return FALSE; + if( pev->origin.y <= -4096 ) + return FALSE; + if( pev->origin.z <= -4096 ) + return FALSE; // speed - if (pev->velocity.x >= 2000) return FALSE; - if (pev->velocity.y >= 2000) return FALSE; - if (pev->velocity.z >= 2000) return FALSE; - if (pev->velocity.x <= -2000) return FALSE; - if (pev->velocity.y <= -2000) return FALSE; - if (pev->velocity.z <= -2000) return FALSE; + if( pev->velocity.x >= 2000 ) + return FALSE; + if( pev->velocity.y >= 2000 ) + return FALSE; + if( pev->velocity.z >= 2000 ) + return FALSE; + if( pev->velocity.x <= -2000 ) + return FALSE; + if( pev->velocity.y <= -2000 ) + return FALSE; + if( pev->velocity.z <= -2000 ) + return FALSE; return TRUE; } int CBaseEntity::ShouldToggle( USE_TYPE useType, BOOL currentState ) { - if ( useType != USE_TOGGLE && useType != USE_SET ) + if( useType != USE_TOGGLE && useType != USE_SET ) { - if ( (currentState && useType == USE_ON) || (!currentState && useType == USE_OFF) ) + if( ( currentState && useType == USE_ON ) || ( !currentState && useType == USE_OFF ) ) return 0; } return 1; } - -int CBaseEntity :: DamageDecal( int bitsDamageType ) +int CBaseEntity::DamageDecal( int bitsDamageType ) { - if ( pev->rendermode == kRenderTransAlpha ) + if( pev->rendermode == kRenderTransAlpha ) return -1; - if ( pev->rendermode != kRenderNormal ) + if( pev->rendermode != kRenderNormal ) return DECAL_BPROOF1; - return DECAL_GUNSHOT1 + RANDOM_LONG(0,4); + return DECAL_GUNSHOT1 + RANDOM_LONG( 0, 4 ); } // NOTE: szName must be a pointer to constant memory, e.g. "monster_class" because the entity // will keep a pointer to it after this call. -CBaseEntity * CBaseEntity::Create( char *szName, const Vector &vecOrigin, const Vector &vecAngles, edict_t *pentOwner ) +CBaseEntity *CBaseEntity::Create( char *szName, const Vector &vecOrigin, const Vector &vecAngles, edict_t *pentOwner ) { edict_t *pent; CBaseEntity *pEntity; - pent = CREATE_NAMED_ENTITY( MAKE_STRING( szName )); - if ( FNullEnt( pent ) ) + pent = CREATE_NAMED_ENTITY( MAKE_STRING( szName ) ); + if( FNullEnt( pent ) ) { ALERT ( at_console, "NULL Ent in Create!\n" ); return NULL; diff --git a/dlls/cbase.h b/dlls/cbase.h index 88094c39..47ce7595 100644 --- a/dlls/cbase.h +++ b/dlls/cbase.h @@ -30,14 +30,14 @@ CBaseEntity // These are caps bits to indicate what an object's capabilities (currently used for save/restore and level transitions) #define FCAP_CUSTOMSAVE 0x00000001 -#define FCAP_ACROSS_TRANSITION 0x00000002 // should transfer between transitions +#define FCAP_ACROSS_TRANSITION 0x00000002 // should transfer between transitions #define FCAP_MUST_SPAWN 0x00000004 // Spawn after restore #define FCAP_DONT_SAVE 0x80000000 // Don't save this #define FCAP_IMPULSE_USE 0x00000008 // can be used by the player #define FCAP_CONTINUOUS_USE 0x00000010 // can be used by the player #define FCAP_ONOFF_USE 0x00000020 // can be used by the player -#define FCAP_DIRECTIONAL_USE 0x00000040 // Player sends +/- 1 when using (currently only tracktrains) -#define FCAP_MASTER 0x00000080 // Can be used to "master" other entities (like multisource) +#define FCAP_DIRECTIONAL_USE 0x00000040 // Player sends +/- 1 when using (currently only tracktrains) +#define FCAP_MASTER 0x00000080 // Can be used to "master" other entities (like multisource) // UNDONE: This will ignore transition volumes (trigger_transition), but not the PVS!!! #define FCAP_FORCE_TRANSITION 0x00000080 // ALWAYS goes across transitions @@ -64,37 +64,43 @@ extern void DispatchUse( edict_t *pentUsed, edict_t *pentOther ); extern void DispatchThink( edict_t *pent ); extern void DispatchBlocked( edict_t *pentBlocked, edict_t *pentOther ); extern void DispatchSave( edict_t *pent, SAVERESTOREDATA *pSaveData ); -extern int DispatchRestore( edict_t *pent, SAVERESTOREDATA *pSaveData, int globalEntity ); -extern void DispatchObjectCollsionBox( edict_t *pent ); +extern int DispatchRestore( edict_t *pent, SAVERESTOREDATA *pSaveData, int globalEntity ); +extern void DispatchObjectCollsionBox( edict_t *pent ); extern void SaveWriteFields( SAVERESTOREDATA *pSaveData, const char *pname, void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCount ); extern void SaveReadFields( SAVERESTOREDATA *pSaveData, const char *pname, void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCount ); extern void SaveGlobalState( SAVERESTOREDATA *pSaveData ); extern void RestoreGlobalState( SAVERESTOREDATA *pSaveData ); extern void ResetGlobalState( void ); -typedef enum { USE_OFF = 0, USE_ON = 1, USE_SET = 2, USE_TOGGLE = 3 } USE_TYPE; +typedef enum +{ + USE_OFF = 0, + USE_ON = 1, + USE_SET = 2, + USE_TOGGLE = 3 +} USE_TYPE; extern void FireTargets( const char *targetName, CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); -typedef void (CBaseEntity::*BASEPTR)(void); -typedef void (CBaseEntity::*ENTITYFUNCPTR)(CBaseEntity *pOther ); -typedef void (CBaseEntity::*USEPTR)( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); +typedef void(CBaseEntity::*BASEPTR)( void ); +typedef void(CBaseEntity::*ENTITYFUNCPTR)( CBaseEntity *pOther ); +typedef void(CBaseEntity::*USEPTR)( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); // For CLASSIFY -#define CLASS_NONE 0 +#define CLASS_NONE 0 #define CLASS_MACHINE 1 #define CLASS_PLAYER 2 #define CLASS_HUMAN_PASSIVE 3 -#define CLASS_HUMAN_MILITARY 4 -#define CLASS_ALIEN_MILITARY 5 +#define CLASS_HUMAN_MILITARY 4 +#define CLASS_ALIEN_MILITARY 5 #define CLASS_ALIEN_PASSIVE 6 #define CLASS_ALIEN_MONSTER 7 #define CLASS_ALIEN_PREY 8 -#define CLASS_ALIEN_PREDATOR 9 +#define CLASS_ALIEN_PREDATOR 9 #define CLASS_INSECT 10 #define CLASS_PLAYER_ALLY 11 -#define CLASS_PLAYER_BIOWEAPON 12 // hornets and snarks.launched by players -#define CLASS_ALIEN_BIOWEAPON 13 // hornets and snarks.launched by the alien menace +#define CLASS_PLAYER_BIOWEAPON 12 // hornets and snarks.launched by players +#define CLASS_ALIEN_BIOWEAPON 13 // hornets and snarks.launched by the alien menace #define CLASS_BARNACLE 99 // special because no one pays attention to it, and it eats a wide cross-section of creatures. class CBaseEntity; @@ -102,7 +108,6 @@ class CBaseMonster; class CBasePlayerItem; class CSquadMonster; - #define SF_NORESPAWN ( 1 << 30 )// !!!set this bit on guns and stuff that should never respawn. // @@ -112,7 +117,7 @@ class EHANDLE { private: edict_t *m_pent; - int m_serialnumber; + int m_serialnumber; public: edict_t *Get( void ); edict_t *Set( edict_t *pent ); @@ -121,11 +126,10 @@ public: operator CBaseEntity *(); - CBaseEntity * operator = (CBaseEntity *pEntity); - CBaseEntity * operator ->(); + CBaseEntity *operator = ( CBaseEntity *pEntity ); + CBaseEntity *operator ->(); }; - // // Base Entity. All entity types derive from this // @@ -137,91 +141,89 @@ public: entvars_t *pev; // Don't need to save/restore this pointer, the engine resets it // path corners - CBaseEntity *m_pGoalEnt;// path corner we are heading towards - CBaseEntity *m_pLink;// used for temporary link-list operations. + CBaseEntity *m_pGoalEnt;// path corner we are heading towards + CBaseEntity *m_pLink;// used for temporary link-list operations. // initialization functions - virtual void Spawn( void ) { return; } - virtual void Precache( void ) { return; } - virtual void KeyValue( KeyValueData* pkvd) { pkvd->fHandled = FALSE; } - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); - virtual int ObjectCaps( void ) { return FCAP_ACROSS_TRANSITION; } - virtual void Activate( void ) {} - + virtual void Spawn( void ) { return; } + virtual void Precache( void ) { return; } + virtual void KeyValue( KeyValueData* pkvd ) { pkvd->fHandled = FALSE; } + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); + virtual int ObjectCaps( void ) { return FCAP_ACROSS_TRANSITION; } + virtual void Activate( void ) {} + // Setup the object->object collision box (pev->mins / pev->maxs is the object->world collision box) - virtual void SetObjectCollisionBox( void ); + virtual void SetObjectCollisionBox( void ); -// Classify - returns the type of group (i.e, "houndeye", or "human military" so that monsters with different classnames -// still realize that they are teammates. (overridden for monsters that form groups) - virtual int Classify ( void ) { return CLASS_NONE; }; - virtual void DeathNotice ( entvars_t *pevChild ) {}// monster maker children use this to tell the monster maker that they have died. + // Classify - returns the type of group (i.e, "houndeye", or "human military" so that monsters with different classnames + // still realize that they are teammates. (overridden for monsters that form groups) + virtual int Classify( void ) { return CLASS_NONE; }; + virtual void DeathNotice( entvars_t *pevChild ) {}// monster maker children use this to tell the monster maker that they have died. + static TYPEDESCRIPTION m_SaveData[]; - static TYPEDESCRIPTION m_SaveData[]; - - virtual void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); - virtual int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType ); - virtual int TakeHealth( float flHealth, int bitsDamageType ); - virtual void Killed( entvars_t *pevAttacker, int iGib ); - virtual int BloodColor( void ) { return DONT_BLEED; } - virtual void TraceBleed( float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ); - virtual BOOL IsTriggered( CBaseEntity *pActivator ) {return TRUE;} - virtual CBaseMonster *MyMonsterPointer( void ) { return NULL;} - virtual CSquadMonster *MySquadMonsterPointer( void ) { return NULL;} - virtual int GetToggleState( void ) { return TS_AT_TOP; } - virtual void AddPoints( int score, BOOL bAllowNegativeScore ) {} - virtual void AddPointsToTeam( int score, BOOL bAllowNegativeScore ) {} - virtual BOOL AddPlayerItem( CBasePlayerItem *pItem ) { return 0; } - virtual BOOL RemovePlayerItem( CBasePlayerItem *pItem ) { return 0; } - virtual int GiveAmmo( int iAmount, char *szName, int iMax ) { return -1; }; - virtual float GetDelay( void ) { return 0; } - virtual int IsMoving( void ) { return pev->velocity != g_vecZero; } - virtual void OverrideReset( void ) {} - virtual int DamageDecal( int bitsDamageType ); + virtual void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); + virtual int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); + virtual int TakeHealth( float flHealth, int bitsDamageType ); + virtual void Killed( entvars_t *pevAttacker, int iGib ); + virtual int BloodColor( void ) { return DONT_BLEED; } + virtual void TraceBleed( float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ); + virtual BOOL IsTriggered( CBaseEntity *pActivator ) {return TRUE; } + virtual CBaseMonster *MyMonsterPointer( void ) { return NULL; } + virtual CSquadMonster *MySquadMonsterPointer( void ) { return NULL; } + virtual int GetToggleState( void ) { return TS_AT_TOP; } + virtual void AddPoints( int score, BOOL bAllowNegativeScore ) {} + virtual void AddPointsToTeam( int score, BOOL bAllowNegativeScore ) {} + virtual BOOL AddPlayerItem( CBasePlayerItem *pItem ) { return 0; } + virtual BOOL RemovePlayerItem( CBasePlayerItem *pItem ) { return 0; } + virtual int GiveAmmo( int iAmount, char *szName, int iMax ) { return -1; }; + virtual float GetDelay( void ) { return 0; } + virtual int IsMoving( void ) { return pev->velocity != g_vecZero; } + virtual void OverrideReset( void ) {} + virtual int DamageDecal( int bitsDamageType ); // This is ONLY used by the node graph to test movement through a door - virtual void SetToggleState( int state ) {} - virtual void StartSneaking( void ) {} - virtual void StopSneaking( void ) {} - virtual BOOL OnControls( entvars_t *pev ) { return FALSE; } - virtual BOOL IsSneaking( void ) { return FALSE; } - virtual BOOL IsAlive( void ) { return (pev->deadflag == DEAD_NO) && pev->health > 0; } - virtual BOOL IsBSPModel( void ) { return pev->solid == SOLID_BSP || pev->movetype == MOVETYPE_PUSHSTEP; } - virtual BOOL ReflectGauss( void ) { return ( IsBSPModel() && !pev->takedamage ); } - virtual BOOL HasTarget( string_t targetname ) { return FStrEq(STRING(targetname), STRING(pev->targetname) ); } - virtual BOOL IsInWorld( void ); - virtual BOOL IsPlayer( void ) { return FALSE; } - virtual BOOL IsNetClient( void ) { return FALSE; } + virtual void SetToggleState( int state ) {} + virtual void StartSneaking( void ) {} + virtual void StopSneaking( void ) {} + virtual BOOL OnControls( entvars_t *pev ) { return FALSE; } + virtual BOOL IsSneaking( void ) { return FALSE; } + virtual BOOL IsAlive( void ) { return (pev->deadflag == DEAD_NO) && pev->health > 0; } + virtual BOOL IsBSPModel( void ) { return pev->solid == SOLID_BSP || pev->movetype == MOVETYPE_PUSHSTEP; } + virtual BOOL ReflectGauss( void ) { return ( IsBSPModel() && !pev->takedamage ); } + virtual BOOL HasTarget( string_t targetname ) { return FStrEq(STRING(targetname), STRING(pev->targetname) ); } + virtual BOOL IsInWorld( void ); + virtual BOOL IsPlayer( void ) { return FALSE; } + virtual BOOL IsNetClient( void ) { return FALSE; } virtual const char *TeamID( void ) { return ""; } - -// virtual void SetActivator( CBaseEntity *pActivator ) {} + //virtual void SetActivator( CBaseEntity *pActivator ) {} virtual CBaseEntity *GetNextTarget( void ); // fundamental callbacks - void (CBaseEntity ::*m_pfnThink)(void); - void (CBaseEntity ::*m_pfnTouch)( CBaseEntity *pOther ); - void (CBaseEntity ::*m_pfnUse)( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); - void (CBaseEntity ::*m_pfnBlocked)( CBaseEntity *pOther ); + void ( CBaseEntity ::*m_pfnThink )( void); + void ( CBaseEntity ::*m_pfnTouch )( CBaseEntity *pOther ); + void ( CBaseEntity ::*m_pfnUse )( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); + void ( CBaseEntity ::*m_pfnBlocked )( CBaseEntity *pOther ); - virtual void Think( void ) { if (m_pfnThink) (this->*m_pfnThink)(); }; - virtual void Touch( CBaseEntity *pOther ) { if (m_pfnTouch) (this->*m_pfnTouch)( pOther ); }; - virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) + virtual void Think( void ) { if( m_pfnThink ) ( this->*m_pfnThink )(); } + virtual void Touch( CBaseEntity *pOther ) { if( m_pfnTouch ) (this->*m_pfnTouch)( pOther ); } + virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { - if (m_pfnUse) - (this->*m_pfnUse)( pActivator, pCaller, useType, value ); + if( m_pfnUse ) + ( this->*m_pfnUse )( pActivator, pCaller, useType, value ); } - virtual void Blocked( CBaseEntity *pOther ) { if (m_pfnBlocked) (this->*m_pfnBlocked)( pOther ); }; + virtual void Blocked( CBaseEntity *pOther ) { if( m_pfnBlocked ) ( this->*m_pfnBlocked )( pOther ); }; // allow engine to allocate instance data - void *operator new( size_t stAllocateBlock, entvars_t *pev ) + void *operator new( size_t stAllocateBlock, entvars_t *pev ) { - return (void *)ALLOC_PRIVATE(ENT(pev), stAllocateBlock); + return (void *)ALLOC_PRIVATE( ENT( pev ), stAllocateBlock ); }; // don't use this. #if _MSC_VER >= 1200 // only build this code if MSVC++ 6.0 or higher - void operator delete(void *pMem, entvars_t *pev) + void operator delete( void *pMem, entvars_t *pev ) { pev->flags |= FL_KILLME; }; @@ -233,26 +235,26 @@ public: void EXPORT SUB_Remove( void ); void EXPORT SUB_DoNothing( void ); void EXPORT SUB_StartFadeOut ( void ); - void EXPORT SUB_FadeOut ( void ); + void EXPORT SUB_FadeOut( void ); void EXPORT SUB_CallUseToggle( void ) { this->Use( this, this, USE_TOGGLE, 0 ); } - int ShouldToggle( USE_TYPE useType, BOOL currentState ); - void FireBullets( ULONG cShots, Vector vecSrc, Vector vecDirShooting, Vector vecSpread, float flDistance, int iBulletType, int iTracerFreq = 4, int iDamage = 0, entvars_t *pevAttacker = NULL ); - Vector FireBulletsPlayer( ULONG cShots, Vector vecSrc, Vector vecDirShooting, Vector vecSpread, float flDistance, int iBulletType, int iTracerFreq = 4, int iDamage = 0, entvars_t *pevAttacker = NULL, int shared_rand = 0 ); + int ShouldToggle( USE_TYPE useType, BOOL currentState ); + void FireBullets( ULONG cShots, Vector vecSrc, Vector vecDirShooting, Vector vecSpread, float flDistance, int iBulletType, int iTracerFreq = 4, int iDamage = 0, entvars_t *pevAttacker = NULL ); + Vector FireBulletsPlayer( ULONG cShots, Vector vecSrc, Vector vecDirShooting, Vector vecSpread, float flDistance, int iBulletType, int iTracerFreq = 4, int iDamage = 0, entvars_t *pevAttacker = NULL, int shared_rand = 0 ); virtual CBaseEntity *Respawn( void ) { return NULL; } void SUB_UseTargets( CBaseEntity *pActivator, USE_TYPE useType, float value ); // Do the bounding boxes of these two intersect? - int Intersects( CBaseEntity *pOther ); - void MakeDormant( void ); - int IsDormant( void ); - BOOL IsLockedByMaster( void ) { return FALSE; } + int Intersects( CBaseEntity *pOther ); + void MakeDormant( void ); + int IsDormant( void ); + BOOL IsLockedByMaster( void ) { return FALSE; } static CBaseEntity *Instance( edict_t *pent ) - { - if ( !pent ) - pent = ENT(0); - CBaseEntity *pEnt = (CBaseEntity *)GET_PRIVATE(pent); + { + if( !pent ) + pent = ENT( 0 ); + CBaseEntity *pEnt = (CBaseEntity *)GET_PRIVATE( pent ); return pEnt; } @@ -262,78 +264,72 @@ public: CBaseMonster *GetMonsterPointer( entvars_t *pevMonster ) { CBaseEntity *pEntity = Instance( pevMonster ); - if ( pEntity ) + if( pEntity ) return pEntity->MyMonsterPointer(); return NULL; } CBaseMonster *GetMonsterPointer( edict_t *pentMonster ) { CBaseEntity *pEntity = Instance( pentMonster ); - if ( pEntity ) + if( pEntity ) return pEntity->MyMonsterPointer(); return NULL; } - // Ugly code to lookup all functions to make sure they are exported when set. #ifdef _DEBUG void FunctionCheck( void *pFunction, char *name ) { - if (pFunction && !NAME_FOR_FUNCTION((unsigned long)(pFunction)) ) - ALERT( at_error, "No EXPORT: %s:%s (%08lx)\n", STRING(pev->classname), name, (unsigned long)pFunction ); + if( pFunction && !NAME_FOR_FUNCTION( (unsigned long)( pFunction ) ) ) + ALERT( at_error, "No EXPORT: %s:%s (%08lx)\n", STRING( pev->classname ), name, (unsigned long)pFunction ); } BASEPTR ThinkSet( BASEPTR func, char *name ) { m_pfnThink = func; - FunctionCheck( (void *)*((int *)((char *)this + ( offsetof(CBaseEntity,m_pfnThink)))), name ); + FunctionCheck( (void *)*( (int *)( (char *)this + ( offsetof( CBaseEntity, m_pfnThink ) ) ) ), name ); return func; } ENTITYFUNCPTR TouchSet( ENTITYFUNCPTR func, char *name ) - { + { m_pfnTouch = func; - FunctionCheck( (void *)*((int *)((char *)this + ( offsetof(CBaseEntity,m_pfnTouch)))), name ); + FunctionCheck( (void *)*( (int *)( (char *)this + ( offsetof( CBaseEntity, m_pfnTouch ) ) ) ), name ); return func; } - USEPTR UseSet( USEPTR func, char *name ) + USEPTR UseSet( USEPTR func, char *name ) { m_pfnUse = func; - FunctionCheck( (void *)*((int *)((char *)this + ( offsetof(CBaseEntity,m_pfnUse)))), name ); + FunctionCheck( (void *)*( (int *)( (char *)this + ( offsetof( CBaseEntity, m_pfnUse ) ) ) ), name ); return func; } - ENTITYFUNCPTR BlockedSet( ENTITYFUNCPTR func, char *name ) + ENTITYFUNCPTR BlockedSet( ENTITYFUNCPTR func, char *name ) { m_pfnBlocked = func; - FunctionCheck( (void *)*((int *)((char *)this + ( offsetof(CBaseEntity,m_pfnBlocked)))), name ); + FunctionCheck( (void *)*( (int *)( (char *)this + ( offsetof( CBaseEntity, m_pfnBlocked ) ) ) ), name ); return func; } - #endif - - // virtual functions used by a few classes // used by monsters that are created by the MonsterMaker virtual void UpdateOwner( void ) { return; }; - - // static CBaseEntity *Create( char *szName, const Vector &vecOrigin, const Vector &vecAngles, edict_t *pentOwner = NULL ); virtual BOOL FBecomeProne( void ) {return FALSE;}; edict_t *edict() { return ENT( pev ); }; - EOFFSET eoffset( ) { return OFFSET( pev ); }; - int entindex( ) { return ENTINDEX( edict() ); }; + EOFFSET eoffset() { return OFFSET( pev ); }; + int entindex() { return ENTINDEX( edict() ); }; - virtual Vector Center( ) { return (pev->absmax + pev->absmin) * 0.5; }; // center point of entity - virtual Vector EyePosition( ) { return pev->origin + pev->view_ofs; }; // position of eyes - virtual Vector EarPosition( ) { return pev->origin + pev->view_ofs; }; // position of ears - virtual Vector BodyTarget( const Vector &posSrc ) { return Center( ); }; // position to shoot at + virtual Vector Center() { return ( pev->absmax + pev->absmin ) * 0.5; }; // center point of entity + virtual Vector EyePosition() { return pev->origin + pev->view_ofs; }; // position of eyes + virtual Vector EarPosition() { return pev->origin + pev->view_ofs; }; // position of ears + virtual Vector BodyTarget( const Vector &posSrc ) { return Center(); }; // position to shoot at - virtual int Illumination( ) { return GETENTITYILLUM( ENT( pev ) ); }; + virtual int Illumination() { return GETENTITYILLUM( ENT( pev ) ); }; - virtual BOOL FVisible ( CBaseEntity *pEntity ); - virtual BOOL FVisible ( const Vector &vecOrigin ); + virtual BOOL FVisible( CBaseEntity *pEntity ); + virtual BOOL FVisible( const Vector &vecOrigin ); //We use this variables to store each ammo count. int ammo_9mm; @@ -354,8 +350,6 @@ public: int m_fireState; }; - - // Ugly technique to override base member functions // Normally it's illegal to cast a pointer to a member function of a derived class to a pointer to a // member function of a base class. static_cast is a sleezy way around that problem. @@ -378,19 +372,16 @@ public: #define ResetUse( ) m_pfnUse = static_cast (NULL) #define ResetBlocked( ) m_pfnBlocked = static_cast (NULL) - #endif - class CPointEntity : public CBaseEntity { public: - void Spawn( void ); - virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } + void Spawn( void ); + virtual int ObjectCaps( void ) { return CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } private: }; - typedef struct locksounds // sounds that doors and buttons make when locked/unlocked { string_t sLockedSound; // sound a door makes when it's locked @@ -407,34 +398,34 @@ typedef struct locksounds // sounds that doors and buttons make when locked/un BYTE bEOFUnlocked; // true if hit end of list of unlocked sentences } locksound_t; -void PlayLockSounds(entvars_t *pev, locksound_t *pls, int flocked, int fbutton); +void PlayLockSounds( entvars_t *pev, locksound_t *pls, int flocked, int fbutton ); // // MultiSouce // #define MAX_MULTI_TARGETS 16 // maximum number of targets a single multi_manager entity may be assigned. -#define MS_MAX_TARGETS 32 +#define MS_MAX_TARGETS 32 class CMultiSource : public CPointEntity { public: - void Spawn( ); + void Spawn(); void KeyValue( KeyValueData *pkvd ); void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); - int ObjectCaps( void ) { return (CPointEntity::ObjectCaps() | FCAP_MASTER); } + int ObjectCaps( void ) { return ( CPointEntity::ObjectCaps() | FCAP_MASTER ); } BOOL IsTriggered( CBaseEntity *pActivator ); void EXPORT Register( void ); - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); - static TYPEDESCRIPTION m_SaveData[]; + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); + static TYPEDESCRIPTION m_SaveData[]; - EHANDLE m_rgEntities[MS_MAX_TARGETS]; - int m_rgTriggered[MS_MAX_TARGETS]; + EHANDLE m_rgEntities[MS_MAX_TARGETS]; + int m_rgTriggered[MS_MAX_TARGETS]; - int m_iTotal; - string_t m_globalstate; + int m_iTotal; + string_t m_globalstate; }; @@ -444,58 +435,54 @@ public: class CBaseDelay : public CBaseEntity { public: - float m_flDelay; - int m_iszKillTarget; + float m_flDelay; + int m_iszKillTarget; - virtual void KeyValue( KeyValueData* pkvd); - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); - - static TYPEDESCRIPTION m_SaveData[]; + virtual void KeyValue( KeyValueData *pkvd ); + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); + static TYPEDESCRIPTION m_SaveData[]; // common member functions void SUB_UseTargets( CBaseEntity *pActivator, USE_TYPE useType, float value ); void EXPORT DelayThink( void ); }; - class CBaseAnimating : public CBaseDelay { public: - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); - - static TYPEDESCRIPTION m_SaveData[]; + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); + static TYPEDESCRIPTION m_SaveData[]; // Basic Monster Animation functions float StudioFrameAdvance( float flInterval = 0.0 ); // accumulate animation frame time from last time called until now - int GetSequenceFlags( void ); - int LookupActivity ( int activity ); - int LookupActivityHeaviest ( int activity ); - int LookupSequence ( const char *label ); - void ResetSequenceInfo ( ); - void DispatchAnimEvents ( float flFutureInterval = 0.1 ); // Handle events that have happend since last time called up until X seconds into the future + int GetSequenceFlags( void ); + int LookupActivity( int activity ); + int LookupActivityHeaviest( int activity ); + int LookupSequence( const char *label ); + void ResetSequenceInfo(); + void DispatchAnimEvents( float flFutureInterval = 0.1 ); // Handle events that have happend since last time called up until X seconds into the future virtual void HandleAnimEvent( MonsterEvent_t *pEvent ) { return; }; - float SetBoneController ( int iController, float flValue ); - void InitBoneControllers ( void ); - float SetBlending ( int iBlender, float flValue ); - void GetBonePosition ( int iBone, Vector &origin, Vector &angles ); + float SetBoneController( int iController, float flValue ); + void InitBoneControllers( void ); + float SetBlending( int iBlender, float flValue ); + void GetBonePosition( int iBone, Vector &origin, Vector &angles ); void GetAutomovement( Vector &origin, Vector &angles, float flInterval = 0.1 ); - int FindTransition( int iEndingSequence, int iGoalSequence, int *piDir ); - void GetAttachment ( int iAttachment, Vector &origin, Vector &angles ); + int FindTransition( int iEndingSequence, int iGoalSequence, int *piDir ); + void GetAttachment( int iAttachment, Vector &origin, Vector &angles ); void SetBodygroup( int iGroup, int iValue ); int GetBodygroup( int iGroup ); int ExtractBbox( int sequence, float *mins, float *maxs ); void SetSequenceBox( void ); // animation needs - float m_flFrameRate; // computed FPS for current sequence - float m_flGroundSpeed; // computed linear movement rate for current sequence - float m_flLastEventCheck; // last time the event list was checked - BOOL m_fSequenceFinished;// flag set when StudioAdvanceFrame moves across a frame boundry - BOOL m_fSequenceLoops; // true if the sequence loops + float m_flFrameRate; // computed FPS for current sequence + float m_flGroundSpeed; // computed linear movement rate for current sequence + float m_flLastEventCheck; // last time the event list was checked + BOOL m_fSequenceFinished;// flag set when StudioAdvanceFrame moves across a frame boundry + BOOL m_fSequenceLoops; // true if the sequence loops }; - // // generic Toggle entity. // @@ -671,7 +658,6 @@ class CSound; char *ButtonSound( int sound ); // get string of button sound number - // // Generic Button // @@ -683,29 +669,29 @@ public: void RotSpawn( void ); virtual void KeyValue( KeyValueData* pkvd); - void ButtonActivate( ); + void ButtonActivate(); void SparkSoundCache( void ); void EXPORT ButtonShot( void ); void EXPORT ButtonTouch( CBaseEntity *pOther ); - void EXPORT ButtonSpark ( void ); + void EXPORT ButtonSpark( void ); void EXPORT TriggerAndWait( void ); void EXPORT ButtonReturn( void ); void EXPORT ButtonBackHome( void ); - void EXPORT ButtonUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); - virtual int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType ); - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); + void EXPORT ButtonUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); + virtual int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType ); + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); enum BUTTON_CODE { BUTTON_NOTHING, BUTTON_ACTIVATE, BUTTON_RETURN }; - BUTTON_CODE ButtonResponseToTouch( void ); + BUTTON_CODE ButtonResponseToTouch( void ); static TYPEDESCRIPTION m_SaveData[]; // Buttons that don't take damage can be IMPULSE used - virtual int ObjectCaps( void ) { return (CBaseToggle:: ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | (pev->takedamage?0:FCAP_IMPULSE_USE); } + virtual int ObjectCaps( void ) { return (CBaseToggle:: ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | (pev->takedamage?0:FCAP_IMPULSE_USE); } - BOOL m_fStayPushed; // button stays pushed in until touched again? - BOOL m_fRotating; // a rotating button? default is a sliding button. + BOOL m_fStayPushed; // button stays pushed in until touched again? + BOOL m_fRotating; // a rotating button? default is a sliding button. string_t m_strChangeTarget; // if this field is not null, this is an index into the engine string array. // when this button is touched, it's target entity's TARGET field will be set @@ -713,17 +699,16 @@ public: locksound_t m_ls; // door lock sounds - BYTE m_bLockedSound; // ordinals from entity selection - BYTE m_bLockedSentence; - BYTE m_bUnlockedSound; - BYTE m_bUnlockedSentence; - int m_sounds; + BYTE m_bLockedSound; // ordinals from entity selection + BYTE m_bLockedSentence; + BYTE m_bUnlockedSound; + BYTE m_bUnlockedSentence; + int m_sounds; }; // // Weapons // - #define BAD_WEAPON 0x00007FFF // @@ -735,22 +720,21 @@ template T * GetClassPtr( T *a ) entvars_t *pev = (entvars_t *)a; // allocate entity if necessary - if (pev == NULL) - pev = VARS(CREATE_ENTITY()); + if( pev == NULL ) + pev = VARS( CREATE_ENTITY() ); // get the private data - a = (T *)GET_PRIVATE(ENT(pev)); + a = (T *)GET_PRIVATE( ENT( pev ) ); - if (a == NULL) + if( a == NULL ) { // allocate private data - a = new(pev) T; + a = new( pev ) T; a->pev = pev; } return a; } - /* bit_PUSHBRUSH_DATA | bit_TOGGLE_DATA bit_MONSTER_DATA @@ -778,13 +762,12 @@ push_trigger_data typedef struct _SelAmmo { - BYTE Ammo1Type; - BYTE Ammo1; - BYTE Ammo2Type; - BYTE Ammo2; + BYTE Ammo1Type; + BYTE Ammo1; + BYTE Ammo2Type; + BYTE Ammo2; } SelAmmo; - // this moved here from world.cpp, to allow classes to be derived from it //======================= // CWorld diff --git a/dlls/cdll_dll.h b/dlls/cdll_dll.h index daefd1ee..c960a6ac 100644 --- a/dlls/cdll_dll.h +++ b/dlls/cdll_dll.h @@ -29,11 +29,11 @@ #define HIDEHUD_WEAPONS ( 1<<0 ) #define HIDEHUD_FLASHLIGHT ( 1<<1 ) -#define HIDEHUD_ALL ( 1<<2 ) -#define HIDEHUD_HEALTH ( 1<<3 ) +#define HIDEHUD_ALL ( 1<<2 ) +#define HIDEHUD_HEALTH ( 1<<3 ) -#define MAX_AMMO_TYPES 32 // ??? -#define MAX_AMMO_SLOTS 32 // not really slots +#define MAX_AMMO_TYPES 32 // ??? +#define MAX_AMMO_SLOTS 32 // not really slots #define HUD_PRINTNOTIFY 1 #define HUD_PRINTCONSOLE 2 @@ -41,6 +41,5 @@ #define HUD_PRINTCENTER 4 -#define WEAPON_SUIT 31 - -#endif \ No newline at end of file +#define WEAPON_SUIT 31 +#endif diff --git a/dlls/client.cpp b/dlls/client.cpp index 14646a32..908769db 100644 --- a/dlls/client.cpp +++ b/dlls/client.cpp @@ -44,7 +44,7 @@ extern DLL_GLOBAL BOOL g_fGameOver; extern DLL_GLOBAL int g_iSkillLevel; extern DLL_GLOBAL ULONG g_ulFrameCount; -extern void CopyToBodyQue(entvars_t* pev); +extern void CopyToBodyQue( entvars_t* pev ); extern int giPrecacheGrunt; extern int gmsgSayText; @@ -56,16 +56,16 @@ void LinkUserMessages( void ); * used by kill command and disconnect command * ROBIN: Moved here from player.cpp, to allow multiple player models */ -void set_suicide_frame(entvars_t* pev) +void set_suicide_frame( entvars_t *pev ) { - if (!FStrEq(STRING(pev->model), "models/player.mdl")) + if( !FStrEq( STRING( pev->model ), "models/player.mdl" ) ) return; // allready gibbed -// pev->frame = $deatha11; - pev->solid = SOLID_NOT; - pev->movetype = MOVETYPE_TOSS; - pev->deadflag = DEAD_DEAD; - pev->nextthink = -1; + //pev->frame = $deatha11; + pev->solid = SOLID_NOT; + pev->movetype = MOVETYPE_TOSS; + pev->deadflag = DEAD_DEAD; + pev->nextthink = -1; } @@ -76,17 +76,15 @@ ClientConnect called when a player connects to a server ============ */ -BOOL ClientConnect( edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[ 128 ] ) -{ +BOOL ClientConnect( edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[128] ) +{ return g_pGameRules->ClientConnected( pEntity, pszName, pszAddress, szRejectReason ); // a client connecting during an intermission can cause problems -// if (intermission_running) -// ExitIntermission (); - +// if( intermission_running ) +// ExitIntermission(); } - /* =========== ClientDisconnect @@ -98,14 +96,14 @@ GLOBALS ASSUMED SET: g_fGameOver */ void ClientDisconnect( edict_t *pEntity ) { - if (g_fGameOver) + if( g_fGameOver ) return; char text[256] = ""; - if ( pEntity->v.netname ) - snprintf( text, sizeof(text), "- %s has left the game\n", STRING(pEntity->v.netname) ); + if( pEntity->v.netname ) + snprintf( text, sizeof(text), "- %s has left the game\n", STRING( pEntity->v.netname ) ); MESSAGE_BEGIN( MSG_ALL, gmsgSayText, NULL ); - WRITE_BYTE( ENTINDEX(pEntity) ); + WRITE_BYTE( ENTINDEX( pEntity ) ); WRITE_STRING( text ); MESSAGE_END(); @@ -113,38 +111,37 @@ void ClientDisconnect( edict_t *pEntity ) pSound = CSoundEnt::SoundPointerForIndex( CSoundEnt::ClientSoundIndex( pEntity ) ); { // since this client isn't around to think anymore, reset their sound. - if ( pSound ) + if( pSound ) { pSound->Reset(); } } -// since the edict doesn't get deleted, fix it so it doesn't interfere. + // since the edict doesn't get deleted, fix it so it doesn't interfere. pEntity->v.takedamage = DAMAGE_NO;// don't attract autoaim pEntity->v.solid = SOLID_NOT;// nonsolid - UTIL_SetOrigin ( &pEntity->v, pEntity->v.origin ); + UTIL_SetOrigin( &pEntity->v, pEntity->v.origin ); g_pGameRules->ClientDisconnected( pEntity ); } - // called by ClientKill and DeadThink -void respawn(entvars_t* pev, BOOL fCopyCorpse) +void respawn( entvars_t *pev, BOOL fCopyCorpse ) { - if (gpGlobals->coop || gpGlobals->deathmatch) + if( gpGlobals->coop || gpGlobals->deathmatch ) { - if ( fCopyCorpse ) + if( fCopyCorpse ) { // make a copy of the dead body for appearances sake - CopyToBodyQue(pev); + CopyToBodyQue( pev ); } // respawn player - GetClassPtr( (CBasePlayer *)pev)->Spawn( ); + GetClassPtr( (CBasePlayer *)pev )->Spawn(); } else { // restart the entire server - SERVER_COMMAND("reload\n"); + SERVER_COMMAND( "reload\n" ); } } @@ -161,9 +158,9 @@ void ClientKill( edict_t *pEntity ) { entvars_t *pev = &pEntity->v; - CBasePlayer *pl = (CBasePlayer*) CBasePlayer::Instance( pev ); + CBasePlayer *pl = (CBasePlayer*)CBasePlayer::Instance( pev ); - if ( pl->m_fNextSuicideTime > gpGlobals->time ) + if( pl->m_fNextSuicideTime > gpGlobals->time ) return; // prevent suiciding too ofter pl->m_fNextSuicideTime = gpGlobals->time + 1; // don't let them suicide for 5 seconds after suiciding @@ -172,9 +169,9 @@ void ClientKill( edict_t *pEntity ) pev->health = 0; pl->Killed( pev, GIB_NEVER ); -// pev->modelindex = g_ulModelIndexPlayer; -// pev->frags -= 2; // extra penalty -// respawn( pev ); + //pev->modelindex = g_ulModelIndexPlayer; + //pev->frags -= 2; // extra penalty + //respawn( pev ); } /* @@ -190,21 +187,19 @@ void ClientPutInServer( edict_t *pEntity ) entvars_t *pev = &pEntity->v; - pPlayer = GetClassPtr((CBasePlayer *)pev); - pPlayer->SetCustomDecalFrames(-1); // Assume none; + pPlayer = GetClassPtr( (CBasePlayer *)pev ); + pPlayer->SetCustomDecalFrames( -1 ); // Assume none; // Allocate a CBasePlayer for pev, and call spawn - pPlayer->Spawn() ; + pPlayer->Spawn(); // Reset interpolation during first frame pPlayer->pev->effects |= EF_NOINTERP; pPlayer->pev->iuser1 = 0; pPlayer->pev->iuser2 = 0; - } - #ifndef NO_VOICEGAMEMGR #include "voice_gamemgr.h" extern CVoiceGameMgr g_VoiceGameMgr; @@ -224,22 +219,22 @@ void Host_Say( edict_t *pEntity, int teamonly ) char szTemp[256]; const char *cpSay = "say"; const char *cpSayTeam = "say_team"; - const char *pcmd = CMD_ARGV(0); + const char *pcmd = CMD_ARGV( 0 ); // We can get a raw string now, without the "say " prepended - if ( CMD_ARGC() == 0 ) + if( CMD_ARGC() == 0 ) return; entvars_t *pev = &pEntity->v; - CBasePlayer* player = GetClassPtr((CBasePlayer *)pev); + CBasePlayer* player = GetClassPtr( (CBasePlayer *)pev ); //Not yet. - if ( player->m_flNextChatTime > gpGlobals->time ) + if( player->m_flNextChatTime > gpGlobals->time ) return; - if ( !stricmp( pcmd, cpSay) || !stricmp( pcmd, cpSayTeam ) ) + if( !stricmp( pcmd, cpSay ) || !stricmp( pcmd, cpSayTeam ) ) { - if ( CMD_ARGC() >= 2 ) + if( CMD_ARGC() >= 2 ) { p = (char *)CMD_ARGS(); } @@ -251,51 +246,50 @@ void Host_Say( edict_t *pEntity, int teamonly ) } else // Raw text, need to prepend argv[0] { - if ( CMD_ARGC() >= 2 ) + if( CMD_ARGC() >= 2 ) { - sprintf( szTemp, "%s %s", ( char * )pcmd, (char *)CMD_ARGS() ); + sprintf( szTemp, "%s %s", (char *)pcmd, (char *)CMD_ARGS() ); } else { // Just a one word command, use the first word...sigh - sprintf( szTemp, "%s", ( char * )pcmd ); + sprintf( szTemp, "%s", (char *)pcmd ); } p = szTemp; } -// remove quotes if present - if (*p == '"') + // remove quotes if present + if( *p == '"' ) { p++; - p[strlen(p)-1] = 0; + p[strlen( p ) - 1] = 0; } -// make sure the text has content - for ( pc = p; pc != NULL && *pc != 0; pc++ ) + // make sure the text has content + for( pc = p; pc != NULL && *pc != 0; pc++ ) { - if ( !isspace( *pc ) ) + if( !isspace( *pc ) ) { pc = NULL; // we've found an alphanumeric character, so text is valid break; } } - if ( pc != NULL ) + if( pc != NULL ) return; // no character found, so say nothing -// turn on color set 2 (color on, no sound) - if ( teamonly ) + // turn on color set 2 (color on, no sound) + if( teamonly ) sprintf( text, "%c(TEAM) %s: ", 2, STRING( pEntity->v.netname ) ); else sprintf( text, "%c%s: ", 2, STRING( pEntity->v.netname ) ); - j = sizeof(text) - 2 - strlen(text); // -2 for /n and null terminator - if ( (int)strlen(p) > j ) + j = sizeof( text ) - 2 - strlen( text ); // -2 for /n and null terminator + if( (int)strlen( p ) > j ) p[j] = 0; strcat( text, p ); strcat( text, "\n" ); - player->m_flNextChatTime = gpGlobals->time + CHAT_INTERVAL; // loop through all players @@ -304,50 +298,47 @@ void Host_Say( edict_t *pEntity, int teamonly ) // so check it, or it will infinite loop client = NULL; - while ( ((client = (CBasePlayer*)UTIL_FindEntityByClassname( client, "player" )) != NULL) && (!FNullEnt(client->edict())) ) + while( ( ( client = (CBasePlayer*)UTIL_FindEntityByClassname( client, "player" ) ) != NULL ) && ( !FNullEnt( client->edict() ) ) ) { - if ( !client->pev ) - continue; - - if ( client->edict() == pEntity ) + if( !client->pev ) continue; - if ( !(client->IsNetClient()) ) // Not a client ? (should never be true) + if( client->edict() == pEntity ) continue; + if( !( client->IsNetClient() ) ) // Not a client ? (should never be true) + continue; #ifndef NO_VOICEGAMEMGR // can the receiver hear the sender? or has he muted him? - if ( g_VoiceGameMgr.PlayerHasBlockedPlayer( client, player ) ) + if( g_VoiceGameMgr.PlayerHasBlockedPlayer( client, player ) ) continue; #endif - - if ( teamonly && g_pGameRules->PlayerRelationship(client, CBaseEntity::Instance(pEntity)) != GR_TEAMMATE ) + if( teamonly && g_pGameRules->PlayerRelationship( client, CBaseEntity::Instance( pEntity ) ) != GR_TEAMMATE ) continue; MESSAGE_BEGIN( MSG_ONE, gmsgSayText, NULL, client->pev ); - WRITE_BYTE( ENTINDEX(pEntity) ); + WRITE_BYTE( ENTINDEX( pEntity ) ); WRITE_STRING( text ); MESSAGE_END(); - } // print to the sending client MESSAGE_BEGIN( MSG_ONE, gmsgSayText, NULL, &pEntity->v ); - WRITE_BYTE( ENTINDEX(pEntity) ); + WRITE_BYTE( ENTINDEX( pEntity ) ); WRITE_STRING( text ); MESSAGE_END(); // echo to server console g_engfuncs.pfnServerPrint( text ); - char * temp; - if ( teamonly ) + char *temp; + if( teamonly ) temp = "say_team"; else temp = "say"; - + // team match? - if ( g_teamplay ) + if( g_teamplay ) { UTIL_LogPrintf( "\"%s<%i><%s><%s>\" %s \"%s\"\n", STRING( pEntity->v.netname ), @@ -369,7 +360,6 @@ void Host_Say( edict_t *pEntity, int teamonly ) } } - /* =========== ClientCommand @@ -381,106 +371,106 @@ extern float g_flWeaponCheat; // Use CMD_ARGV, CMD_ARGV, and CMD_ARGC to get pointers the character string command. void ClientCommand( edict_t *pEntity ) { - const char *pcmd = CMD_ARGV(0); + const char *pcmd = CMD_ARGV( 0 ); const char *pstr; // Is the client spawned yet? - if ( !pEntity->pvPrivateData ) + if( !pEntity->pvPrivateData ) return; entvars_t *pev = &pEntity->v; - if ( FStrEq(pcmd, "say" ) ) + if( FStrEq( pcmd, "say" ) ) { Host_Say( pEntity, 0 ); } - else if ( FStrEq(pcmd, "say_team" ) ) + else if( FStrEq( pcmd, "say_team" ) ) { Host_Say( pEntity, 1 ); } - else if ( FStrEq(pcmd, "fullupdate" ) ) + else if( FStrEq( pcmd, "fullupdate" ) ) { - GetClassPtr((CBasePlayer *)pev)->ForceClientDllUpdate(); + GetClassPtr( (CBasePlayer *)pev )->ForceClientDllUpdate(); } - else if ( FStrEq(pcmd, "give" ) ) + else if( FStrEq(pcmd, "give" ) ) { - if ( g_flWeaponCheat != 0.0) + if( g_flWeaponCheat != 0.0 ) { - int iszItem = ALLOC_STRING( CMD_ARGV(1) ); // Make a copy of the classname - GetClassPtr((CBasePlayer *)pev)->GiveNamedItem( STRING(iszItem) ); + int iszItem = ALLOC_STRING( CMD_ARGV( 1 ) ); // Make a copy of the classname + GetClassPtr( (CBasePlayer *)pev )->GiveNamedItem( STRING( iszItem ) ); } } - else if ( FStrEq(pcmd, "fire") ) + else if( FStrEq( pcmd, "fire" ) ) { - if ( g_flWeaponCheat != 0.0) + if( g_flWeaponCheat != 0.0 ) { - CBaseEntity *pPlayer = CBaseEntity::Instance(pEntity); - if (CMD_ARGC() > 1) + CBaseEntity *pPlayer = CBaseEntity::Instance( pEntity ); + if( CMD_ARGC() > 1 ) { - FireTargets(CMD_ARGV(1), pPlayer, pPlayer, USE_TOGGLE, 0); + FireTargets( CMD_ARGV( 1 ), pPlayer, pPlayer, USE_TOGGLE, 0 ); } else { TraceResult tr; - UTIL_MakeVectors(pev->v_angle); + UTIL_MakeVectors( pev->v_angle ); UTIL_TraceLine( pev->origin + pev->view_ofs, pev->origin + pev->view_ofs + gpGlobals->v_forward * 1000, dont_ignore_monsters, pEntity, &tr ); - if (tr.pHit) + if( tr.pHit ) { - CBaseEntity *pHitEnt = CBaseEntity::Instance(tr.pHit); - if (pHitEnt) + CBaseEntity *pHitEnt = CBaseEntity::Instance( tr.pHit ); + if( pHitEnt ) { - pHitEnt->Use(pPlayer, pPlayer, USE_TOGGLE, 0); - ClientPrint( &pEntity->v, HUD_PRINTCONSOLE, UTIL_VarArgs( "Fired %s \"%s\"\n", STRING(pHitEnt->pev->classname), STRING(pHitEnt->pev->targetname) ) ); + pHitEnt->Use( pPlayer, pPlayer, USE_TOGGLE, 0 ); + ClientPrint( &pEntity->v, HUD_PRINTCONSOLE, UTIL_VarArgs( "Fired %s \"%s\"\n", STRING( pHitEnt->pev->classname ), STRING( pHitEnt->pev->targetname ) ) ); } } } } } - else if ( FStrEq(pcmd, "drop" ) ) + else if( FStrEq( pcmd, "drop" ) ) { // player is dropping an item. - GetClassPtr((CBasePlayer *)pev)->DropPlayerItem((char *)CMD_ARGV(1)); + GetClassPtr( (CBasePlayer *)pev )->DropPlayerItem( (char *)CMD_ARGV( 1 ) ); } - else if ( FStrEq(pcmd, "fov" ) ) + else if( FStrEq( pcmd, "fov" ) ) { - if ( g_flWeaponCheat && CMD_ARGC() > 1) + if( g_flWeaponCheat && CMD_ARGC() > 1 ) { - GetClassPtr((CBasePlayer *)pev)->m_iFOV = atoi( CMD_ARGV(1) ); + GetClassPtr( (CBasePlayer *)pev )->m_iFOV = atoi( CMD_ARGV( 1 ) ); } else { - CLIENT_PRINTF( pEntity, print_console, UTIL_VarArgs( "\"fov\" is \"%d\"\n", (int)GetClassPtr((CBasePlayer *)pev)->m_iFOV ) ); + CLIENT_PRINTF( pEntity, print_console, UTIL_VarArgs( "\"fov\" is \"%d\"\n", (int)GetClassPtr( (CBasePlayer *)pev )->m_iFOV ) ); } } - else if ( FStrEq(pcmd, "use" ) ) + else if( FStrEq( pcmd, "use" ) ) { - GetClassPtr((CBasePlayer *)pev)->SelectItem((char *)CMD_ARGV(1)); + GetClassPtr( (CBasePlayer *)pev )->SelectItem( (char *)CMD_ARGV( 1 ) ); } - else if (((pstr = strstr(pcmd, "weapon_")) != NULL) && (pstr == pcmd)) + else if( ( ( pstr = strstr( pcmd, "weapon_" ) ) != NULL ) && ( pstr == pcmd ) ) { - GetClassPtr((CBasePlayer *)pev)->SelectItem(pcmd); + GetClassPtr( (CBasePlayer *)pev )->SelectItem( pcmd ); } - else if (FStrEq(pcmd, "lastinv" )) + else if( FStrEq( pcmd, "lastinv" ) ) { - GetClassPtr((CBasePlayer *)pev)->SelectLastItem(); + GetClassPtr( (CBasePlayer *)pev )->SelectLastItem(); } - else if ( FStrEq( pcmd, "spectate" ) && (pev->flags & FL_PROXY) ) // added for proxy support + else if( FStrEq( pcmd, "spectate" ) && ( pev->flags & FL_PROXY ) ) // added for proxy support { - CBasePlayer * pPlayer = GetClassPtr((CBasePlayer *)pev); + CBasePlayer * pPlayer = GetClassPtr( (CBasePlayer *)pev ); edict_t *pentSpawnSpot = g_pGameRules->GetPlayerSpawnSpot( pPlayer ); - pPlayer->StartObserver( pev->origin, VARS(pentSpawnSpot)->angles); + pPlayer->StartObserver( pev->origin, VARS( pentSpawnSpot )->angles ); } - else if ( g_pGameRules->ClientCommand( GetClassPtr((CBasePlayer *)pev), pcmd ) ) + /*else if( g_pGameRules->ClientCommand( GetClassPtr( (CBasePlayer *)pev ), pcmd ) ) { // MenuSelect returns true only if the command is properly handled, so don't print a warning - } - else if ( FStrEq(pcmd, "VModEnable") ) + }*/ + else if( FStrEq( pcmd, "VModEnable" ) ) { // clear 'Unknown command: VModEnable' in singleplayer return; @@ -500,7 +490,6 @@ void ClientCommand( edict_t *pEntity ) } } - /* ======================== ClientUserInfoChanged @@ -513,37 +502,37 @@ it gets sent into the rest of the engine. void ClientUserInfoChanged( edict_t *pEntity, char *infobuffer ) { // Is the client spawned yet? - if ( !pEntity->pvPrivateData ) + if( !pEntity->pvPrivateData ) return; // msg everyone if someone changes their name, and it isn't the first time (changing no name to current name) - if ( pEntity->v.netname && STRING(pEntity->v.netname)[0] != 0 && !FStrEq( STRING(pEntity->v.netname), g_engfuncs.pfnInfoKeyValue( infobuffer, "name" )) ) + if( pEntity->v.netname && STRING( pEntity->v.netname )[0] != 0 && !FStrEq( STRING( pEntity->v.netname ), g_engfuncs.pfnInfoKeyValue( infobuffer, "name" ) ) ) { char sName[256]; char *pName = g_engfuncs.pfnInfoKeyValue( infobuffer, "name" ); strncpy( sName, pName, sizeof(sName) - 1 ); - sName[ sizeof(sName) - 1 ] = '\0'; + sName[sizeof(sName) - 1] = '\0'; // First parse the name and remove any %'s - for ( char *pApersand = sName; pApersand != NULL && *pApersand != 0; pApersand++ ) + for( char *pApersand = sName; pApersand != NULL && *pApersand != 0; pApersand++ ) { // Replace it with a space - if ( *pApersand == '%' ) + if( *pApersand == '%' ) *pApersand = ' '; } // Set the name - g_engfuncs.pfnSetClientKeyValue( ENTINDEX(pEntity), infobuffer, "name", sName ); + g_engfuncs.pfnSetClientKeyValue( ENTINDEX( pEntity ), infobuffer, "name", sName ); char text[256]; - snprintf( text, 256, "* %s changed name to %s\n", STRING(pEntity->v.netname), g_engfuncs.pfnInfoKeyValue( infobuffer, "name" ) ); + snprintf( text, 256, "* %s changed name to %s\n", STRING( pEntity->v.netname ), g_engfuncs.pfnInfoKeyValue( infobuffer, "name" ) ); MESSAGE_BEGIN( MSG_ALL, gmsgSayText, NULL ); - WRITE_BYTE( ENTINDEX(pEntity) ); + WRITE_BYTE( ENTINDEX( pEntity ) ); WRITE_STRING( text ); MESSAGE_END(); // team match? - if ( g_teamplay ) + if( g_teamplay ) { UTIL_LogPrintf( "\"%s<%i><%s><%s>\" changed name to \"%s\"\n", STRING( pEntity->v.netname ), @@ -563,18 +552,18 @@ void ClientUserInfoChanged( edict_t *pEntity, char *infobuffer ) } } - g_pGameRules->ClientUserInfoChanged( GetClassPtr((CBasePlayer *)&pEntity->v), infobuffer ); + g_pGameRules->ClientUserInfoChanged( GetClassPtr( (CBasePlayer *)&pEntity->v ), infobuffer ); } static int g_serveractive = 0; void ServerDeactivate( void ) { -// ALERT( at_console, "ServerDeactivate()\n" ); + //ALERT( at_console, "ServerDeactivate()\n" ); // It's possible that the engine will call this function more times than is necessary // Therefore, only run it one time for each call to ServerActivate - if ( g_serveractive != 1 ) + if( g_serveractive != 1 ) { return; } @@ -587,33 +576,33 @@ void ServerDeactivate( void ) void ServerActivate( edict_t *pEdictList, int edictCount, int clientMax ) { - int i; - CBaseEntity *pClass; + int i; + CBaseEntity *pClass; -// ALERT( at_console, "ServerActivate()\n" ); + //ALERT( at_console, "ServerActivate()\n" ); // Every call to ServerActivate should be matched by a call to ServerDeactivate g_serveractive = 1; // Clients have not been initialized yet - for ( i = 0; i < edictCount; i++ ) + for( i = 0; i < edictCount; i++ ) { - if ( pEdictList[i].free ) + if( pEdictList[i].free ) continue; - + // Clients aren't necessarily initialized until ClientPutInServer() - if ( i < clientMax || !pEdictList[i].pvPrivateData ) + if( i < clientMax || !pEdictList[i].pvPrivateData ) continue; pClass = CBaseEntity::Instance( &pEdictList[i] ); // Activate this entity if it's got a class & isn't dormant - if ( pClass && !(pClass->pev->flags & FL_DORMANT) ) + if( pClass && !( pClass->pev->flags & FL_DORMANT ) ) { pClass->Activate(); } else { - ALERT( at_console, "Can't instance %s\n", STRING(pEdictList[i].v.classname) ); + ALERT( at_console, "Can't instance %s\n", STRING( pEdictList[i].v.classname ) ); } } @@ -621,7 +610,6 @@ void ServerActivate( edict_t *pEdictList, int edictCount, int clientMax ) LinkUserMessages(); } - /* ================ PlayerPreThink @@ -631,13 +619,13 @@ Called every frame before physics are run */ void PlayerPreThink( edict_t *pEntity ) { -// ALERT( at_console, "PreThink( %g, frametime %g )\n", gpGlobals->time, gpGlobals->frametime ); + //ALERT( at_console, "PreThink( %g, frametime %g )\n", gpGlobals->time, gpGlobals->frametime ); entvars_t *pev = &pEntity->v; - CBasePlayer *pPlayer = (CBasePlayer *)GET_PRIVATE(pEntity); + CBasePlayer *pPlayer = (CBasePlayer *)GET_PRIVATE( pEntity ); - if (pPlayer) - pPlayer->PreThink( ); + if( pPlayer ) + pPlayer->PreThink(); } /* @@ -649,43 +637,39 @@ Called every frame after physics are run */ void PlayerPostThink( edict_t *pEntity ) { -// ALERT( at_console, "PostThink( %g, frametime %g )\n", gpGlobals->time, gpGlobals->frametime ); + //ALERT( at_console, "PostThink( %g, frametime %g )\n", gpGlobals->time, gpGlobals->frametime ); entvars_t *pev = &pEntity->v; - CBasePlayer *pPlayer = (CBasePlayer *)GET_PRIVATE(pEntity); + CBasePlayer *pPlayer = (CBasePlayer *)GET_PRIVATE( pEntity ); - if (pPlayer) - pPlayer->PostThink( ); + if( pPlayer ) + pPlayer->PostThink(); } - - void ParmsNewLevel( void ) { } - void ParmsChangeLevel( void ) { // retrieve the pointer to the save data SAVERESTOREDATA *pSaveData = (SAVERESTOREDATA *)gpGlobals->pSaveData; - if ( pSaveData ) + if( pSaveData ) pSaveData->connectionCount = BuildChangeList( pSaveData->levelList, MAX_LEVEL_CONNECTIONS ); } - // // GLOBALS ASSUMED SET: g_ulFrameCount // void StartFrame( void ) { -// ALERT( at_console, "SV_Physics( %g, frametime %g )\n", gpGlobals->time, gpGlobals->frametime ); + //ALERT( at_console, "SV_Physics( %g, frametime %g )\n", gpGlobals->time, gpGlobals->frametime ); - if ( g_pGameRules ) + if( g_pGameRules ) g_pGameRules->Think(); - if ( g_fGameOver ) + if( g_fGameOver ) return; gpGlobals->teamplay = teamplay.value; @@ -696,116 +680,113 @@ void StartFrame( void ) void ClientPrecache( void ) { // setup precaches always needed - PRECACHE_SOUND("player/sprayer.wav"); // spray paint sound for PreAlpha - - // PRECACHE_SOUND("player/pl_jumpland2.wav"); // UNDONE: play 2x step sound - - PRECACHE_SOUND("player/pl_fallpain2.wav"); - PRECACHE_SOUND("player/pl_fallpain3.wav"); - - PRECACHE_SOUND("player/pl_step1.wav"); // walk on concrete - PRECACHE_SOUND("player/pl_step2.wav"); - PRECACHE_SOUND("player/pl_step3.wav"); - PRECACHE_SOUND("player/pl_step4.wav"); + PRECACHE_SOUND( "player/sprayer.wav" ); // spray paint sound for PreAlpha - PRECACHE_SOUND("common/npc_step1.wav"); // NPC walk on concrete - PRECACHE_SOUND("common/npc_step2.wav"); - PRECACHE_SOUND("common/npc_step3.wav"); - PRECACHE_SOUND("common/npc_step4.wav"); + // PRECACHE_SOUND( "player/pl_jumpland2.wav" ); // UNDONE: play 2x step sound - PRECACHE_SOUND("player/pl_metal1.wav"); // walk on metal - PRECACHE_SOUND("player/pl_metal2.wav"); - PRECACHE_SOUND("player/pl_metal3.wav"); - PRECACHE_SOUND("player/pl_metal4.wav"); + PRECACHE_SOUND( "player/pl_fallpain2.wav" ); + PRECACHE_SOUND( "player/pl_fallpain3.wav" ); - PRECACHE_SOUND("player/pl_dirt1.wav"); // walk on dirt - PRECACHE_SOUND("player/pl_dirt2.wav"); - PRECACHE_SOUND("player/pl_dirt3.wav"); - PRECACHE_SOUND("player/pl_dirt4.wav"); + PRECACHE_SOUND( "player/pl_step1.wav" ); // walk on concrete + PRECACHE_SOUND( "player/pl_step2.wav" ); + PRECACHE_SOUND( "player/pl_step3.wav" ); + PRECACHE_SOUND( "player/pl_step4.wav" ); - PRECACHE_SOUND("player/pl_duct1.wav"); // walk in duct - PRECACHE_SOUND("player/pl_duct2.wav"); - PRECACHE_SOUND("player/pl_duct3.wav"); - PRECACHE_SOUND("player/pl_duct4.wav"); + PRECACHE_SOUND( "common/npc_step1.wav" ); // NPC walk on concrete + PRECACHE_SOUND( "common/npc_step2.wav" ); + PRECACHE_SOUND( "common/npc_step3.wav" ); + PRECACHE_SOUND( "common/npc_step4.wav" ); - PRECACHE_SOUND("player/pl_grate1.wav"); // walk on grate - PRECACHE_SOUND("player/pl_grate2.wav"); - PRECACHE_SOUND("player/pl_grate3.wav"); - PRECACHE_SOUND("player/pl_grate4.wav"); + PRECACHE_SOUND( "player/pl_metal1.wav" ); // walk on metal + PRECACHE_SOUND( "player/pl_metal2.wav" ); + PRECACHE_SOUND( "player/pl_metal3.wav" ); + PRECACHE_SOUND( "player/pl_metal4.wav" ); - PRECACHE_SOUND("player/pl_slosh1.wav"); // walk in shallow water - PRECACHE_SOUND("player/pl_slosh2.wav"); - PRECACHE_SOUND("player/pl_slosh3.wav"); - PRECACHE_SOUND("player/pl_slosh4.wav"); + PRECACHE_SOUND( "player/pl_dirt1.wav" ); // walk on dirt + PRECACHE_SOUND( "player/pl_dirt2.wav" ); + PRECACHE_SOUND( "player/pl_dirt3.wav" ); + PRECACHE_SOUND( "player/pl_dirt4.wav" ); - PRECACHE_SOUND("player/pl_tile1.wav"); // walk on tile - PRECACHE_SOUND("player/pl_tile2.wav"); - PRECACHE_SOUND("player/pl_tile3.wav"); - PRECACHE_SOUND("player/pl_tile4.wav"); - PRECACHE_SOUND("player/pl_tile5.wav"); + PRECACHE_SOUND( "player/pl_duct1.wav" ); // walk in duct + PRECACHE_SOUND( "player/pl_duct2.wav" ); + PRECACHE_SOUND( "player/pl_duct3.wav" ); + PRECACHE_SOUND( "player/pl_duct4.wav" ); - PRECACHE_SOUND("player/pl_swim1.wav"); // breathe bubbles - PRECACHE_SOUND("player/pl_swim2.wav"); - PRECACHE_SOUND("player/pl_swim3.wav"); - PRECACHE_SOUND("player/pl_swim4.wav"); + PRECACHE_SOUND( "player/pl_grate1.wav" ); // walk on grate + PRECACHE_SOUND( "player/pl_grate2.wav" ); + PRECACHE_SOUND( "player/pl_grate3.wav" ); + PRECACHE_SOUND( "player/pl_grate4.wav" ); - PRECACHE_SOUND("player/pl_ladder1.wav"); // climb ladder rung - PRECACHE_SOUND("player/pl_ladder2.wav"); - PRECACHE_SOUND("player/pl_ladder3.wav"); - PRECACHE_SOUND("player/pl_ladder4.wav"); + PRECACHE_SOUND( "player/pl_slosh1.wav" ); // walk in shallow water + PRECACHE_SOUND( "player/pl_slosh2.wav" ); + PRECACHE_SOUND( "player/pl_slosh3.wav" ); + PRECACHE_SOUND( "player/pl_slosh4.wav" ); - PRECACHE_SOUND("player/pl_wade1.wav"); // wade in water - PRECACHE_SOUND("player/pl_wade2.wav"); - PRECACHE_SOUND("player/pl_wade3.wav"); - PRECACHE_SOUND("player/pl_wade4.wav"); + PRECACHE_SOUND( "player/pl_tile1.wav" ); // walk on tile + PRECACHE_SOUND( "player/pl_tile2.wav" ); + PRECACHE_SOUND( "player/pl_tile3.wav" ); + PRECACHE_SOUND( "player/pl_tile4.wav" ); + PRECACHE_SOUND( "player/pl_tile5.wav" ); - PRECACHE_SOUND("debris/wood1.wav"); // hit wood texture - PRECACHE_SOUND("debris/wood2.wav"); - PRECACHE_SOUND("debris/wood3.wav"); + PRECACHE_SOUND( "player/pl_swim1.wav" ); // breathe bubbles + PRECACHE_SOUND( "player/pl_swim2.wav" ); + PRECACHE_SOUND( "player/pl_swim3.wav" ); + PRECACHE_SOUND( "player/pl_swim4.wav" ); - PRECACHE_SOUND("plats/train_use1.wav"); // use a train + PRECACHE_SOUND( "player/pl_ladder1.wav" ); // climb ladder rung + PRECACHE_SOUND( "player/pl_ladder2.wav" ); + PRECACHE_SOUND( "player/pl_ladder3.wav" ); + PRECACHE_SOUND( "player/pl_ladder4.wav" ); - PRECACHE_SOUND("buttons/spark5.wav"); // hit computer texture - PRECACHE_SOUND("buttons/spark6.wav"); - PRECACHE_SOUND("debris/glass1.wav"); - PRECACHE_SOUND("debris/glass2.wav"); - PRECACHE_SOUND("debris/glass3.wav"); + PRECACHE_SOUND( "player/pl_wade1.wav" ); // wade in water + PRECACHE_SOUND( "player/pl_wade2.wav" ); + PRECACHE_SOUND( "player/pl_wade3.wav" ); + PRECACHE_SOUND( "player/pl_wade4.wav" ); + + PRECACHE_SOUND( "debris/wood1.wav" ); // hit wood texture + PRECACHE_SOUND( "debris/wood2.wav" ); + PRECACHE_SOUND( "debris/wood3.wav" ); + + PRECACHE_SOUND( "plats/train_use1.wav" ); // use a train + + PRECACHE_SOUND( "buttons/spark5.wav" ); // hit computer texture + PRECACHE_SOUND( "buttons/spark6.wav" ); + PRECACHE_SOUND( "debris/glass1.wav" ); + PRECACHE_SOUND( "debris/glass2.wav" ); + PRECACHE_SOUND( "debris/glass3.wav" ); PRECACHE_SOUND( SOUND_FLASHLIGHT_ON ); PRECACHE_SOUND( SOUND_FLASHLIGHT_OFF ); -// player gib sounds - PRECACHE_SOUND("common/bodysplat.wav"); + // player gib sounds + PRECACHE_SOUND( "common/bodysplat.wav" ); -// player pain sounds - PRECACHE_SOUND("player/pl_pain2.wav"); - PRECACHE_SOUND("player/pl_pain4.wav"); - PRECACHE_SOUND("player/pl_pain5.wav"); - PRECACHE_SOUND("player/pl_pain6.wav"); - PRECACHE_SOUND("player/pl_pain7.wav"); + // player pain sounds + PRECACHE_SOUND( "player/pl_pain2.wav" ); + PRECACHE_SOUND( "player/pl_pain4.wav" ); + PRECACHE_SOUND( "player/pl_pain5.wav" ); + PRECACHE_SOUND( "player/pl_pain6.wav" ); + PRECACHE_SOUND( "player/pl_pain7.wav" ); - PRECACHE_MODEL("models/player.mdl"); + PRECACHE_MODEL( "models/player.mdl" ); // hud sounds - - PRECACHE_SOUND("common/wpn_hudoff.wav"); - PRECACHE_SOUND("common/wpn_hudon.wav"); - PRECACHE_SOUND("common/wpn_moveselect.wav"); - PRECACHE_SOUND("common/wpn_select.wav"); - PRECACHE_SOUND("common/wpn_denyselect.wav"); - + PRECACHE_SOUND( "common/wpn_hudoff.wav" ); + PRECACHE_SOUND( "common/wpn_hudon.wav" ); + PRECACHE_SOUND( "common/wpn_moveselect.wav" ); + PRECACHE_SOUND( "common/wpn_select.wav" ); + PRECACHE_SOUND( "common/wpn_denyselect.wav" ); // geiger sounds + PRECACHE_SOUND( "player/geiger6.wav" ); + PRECACHE_SOUND( "player/geiger5.wav" ); + PRECACHE_SOUND( "player/geiger4.wav" ); + PRECACHE_SOUND( "player/geiger3.wav" ); + PRECACHE_SOUND( "player/geiger2.wav" ); + PRECACHE_SOUND( "player/geiger1.wav" ); - PRECACHE_SOUND("player/geiger6.wav"); - PRECACHE_SOUND("player/geiger5.wav"); - PRECACHE_SOUND("player/geiger4.wav"); - PRECACHE_SOUND("player/geiger3.wav"); - PRECACHE_SOUND("player/geiger2.wav"); - PRECACHE_SOUND("player/geiger1.wav"); - - if (giPrecacheGrunt) - UTIL_PrecacheOther("monster_human_grunt"); + if( giPrecacheGrunt ) + UTIL_PrecacheOther( "monster_human_grunt" ); } /* @@ -817,7 +798,7 @@ Returns the descriptive name of this .dll. E.g., Half-Life, or Team Fortress 2 */ const char *GetGameDescription() { - if ( g_pGameRules ) // this function may be called before the world has spawned, and the game rules initialized + if( g_pGameRules ) // this function may be called before the world has spawned, and the game rules initialized return g_pGameRules->GetGameDescription(); else return "Half-Life"; @@ -847,24 +828,24 @@ animation right now. void PlayerCustomization( edict_t *pEntity, customization_t *pCust ) { entvars_t *pev = &pEntity->v; - CBasePlayer *pPlayer = (CBasePlayer *)GET_PRIVATE(pEntity); + CBasePlayer *pPlayer = (CBasePlayer *)GET_PRIVATE( pEntity ); - if (!pPlayer) + if( !pPlayer ) { - ALERT(at_console, "PlayerCustomization: Couldn't get player!\n"); + ALERT( at_console, "PlayerCustomization: Couldn't get player!\n" ); return; } - if (!pCust) + if( !pCust ) { - ALERT(at_console, "PlayerCustomization: NULL customization!\n"); + ALERT( at_console, "PlayerCustomization: NULL customization!\n" ); return; } - switch (pCust->resource.type) + switch( pCust->resource.type ) { case t_decal: - pPlayer->SetCustomDecalFrames(pCust->nUserData2); // Second int is max # of frames. + pPlayer->SetCustomDecalFrames( pCust->nUserData2 ); // Second int is max # of frames. break; case t_sound: case t_skin: @@ -872,7 +853,7 @@ void PlayerCustomization( edict_t *pEntity, customization_t *pCust ) // Ignore for now. break; default: - ALERT(at_console, "PlayerCustomization: Unknown customization type!\n"); + ALERT( at_console, "PlayerCustomization: Unknown customization type!\n" ); break; } } @@ -887,10 +868,10 @@ A spectator has joined the game void SpectatorConnect( edict_t *pEntity ) { entvars_t *pev = &pEntity->v; - CBaseSpectator *pPlayer = (CBaseSpectator *)GET_PRIVATE(pEntity); + CBaseSpectator *pPlayer = (CBaseSpectator *)GET_PRIVATE( pEntity ); - if (pPlayer) - pPlayer->SpectatorConnect( ); + if( pPlayer ) + pPlayer->SpectatorConnect(); } /* @@ -903,10 +884,10 @@ A spectator has left the game void SpectatorDisconnect( edict_t *pEntity ) { entvars_t *pev = &pEntity->v; - CBaseSpectator *pPlayer = (CBaseSpectator *)GET_PRIVATE(pEntity); + CBaseSpectator *pPlayer = (CBaseSpectator *)GET_PRIVATE( pEntity ); - if (pPlayer) - pPlayer->SpectatorDisconnect( ); + if( pPlayer ) + pPlayer->SpectatorDisconnect(); } /* @@ -919,10 +900,10 @@ A spectator has sent a usercmd void SpectatorThink( edict_t *pEntity ) { entvars_t *pev = &pEntity->v; - CBaseSpectator *pPlayer = (CBaseSpectator *)GET_PRIVATE(pEntity); + CBaseSpectator *pPlayer = (CBaseSpectator *)GET_PRIVATE( pEntity ); - if (pPlayer) - pPlayer->SpectatorThink( ); + if( pPlayer ) + pPlayer->SpectatorThink(); } //////////////////////////////////////////////////////// @@ -949,12 +930,12 @@ void SetupVisibility( edict_t *pViewEntity, edict_t *pClient, unsigned char **pv edict_t *pView = pClient; // Find the client's PVS - if ( pViewEntity ) + if( pViewEntity ) { pView = pViewEntity; } - if ( pClient->v.flags & FL_PROXY ) + if( pClient->v.flags & FL_PROXY ) { *pvs = NULL; // the spectator proxy sees *pas = NULL; // and hears everything @@ -963,7 +944,7 @@ void SetupVisibility( edict_t *pViewEntity, edict_t *pClient, unsigned char **pv if( pView->v.effects & EF_MERGE_VISIBILITY ) { - if( FClassnameIs( pView, "env_sky" )) + if( FClassnameIs( pView, "env_sky" ) ) { org = pView->v.origin; } @@ -972,14 +953,14 @@ void SetupVisibility( edict_t *pViewEntity, edict_t *pClient, unsigned char **pv else { org = pView->v.origin + pView->v.view_ofs; - if ( pView->v.flags & FL_DUCKING ) + if( pView->v.flags & FL_DUCKING ) { org = org + ( VEC_HULL_MIN - VEC_DUCK_HULL_MIN ); } } - *pvs = ENGINE_SET_PVS ( (float *)&org ); - *pas = ENGINE_SET_PAS ( (float *)&org ); + *pvs = ENGINE_SET_PVS( (float *)&org ); + *pas = ENGINE_SET_PAS( (float *)&org ); } #include "entity_state.h" @@ -999,61 +980,61 @@ we could also use the pas/ pvs that we set in SetupVisibility, if we wanted to. */ int AddToFullPack( struct entity_state_s *state, int e, edict_t *ent, edict_t *host, int hostflags, int player, unsigned char *pSet ) { - int i; + int i; // don't send if flagged for NODRAW and it's not the host getting the message - if ( ( ent->v.effects == EF_NODRAW ) && - ( ent != host ) ) + if( ( ent->v.effects == EF_NODRAW ) && ( ent != host ) ) return 0; // Ignore ents without valid / visible models - if ( !ent->v.modelindex || !STRING( ent->v.model ) ) + if( !ent->v.modelindex || !STRING( ent->v.model ) ) return 0; // Don't send spectators to other players - if ( ( ent->v.flags & FL_SPECTATOR ) && ( ent != host ) ) + if( ( ent->v.flags & FL_SPECTATOR ) && ( ent != host ) ) { return 0; } // Ignore if not the host and not touching a PVS/PAS leaf // If pSet is NULL, then the test will always succeed and the entity will be added to the update - if ( ent != host ) + if( ent != host ) { - if ( !ENGINE_CHECK_VISIBILITY( (const struct edict_s *)ent, pSet ) ) + if( !ENGINE_CHECK_VISIBILITY( (const struct edict_s *)ent, pSet ) ) { // env_sky is visible always - if( !FClassnameIs( ent, "env_sky" )) + if( !FClassnameIs( ent, "env_sky" ) ) { return 0; } } } - // Don't send entity to local client if the client says it's predicting the entity itself. - if ( ent->v.flags & FL_SKIPLOCALHOST ) + if( ent->v.flags & FL_SKIPLOCALHOST ) { - if ( hostflags & 4 ) return 0; // it's a portal pass - if ( ( hostflags & 1 ) && ( ent->v.owner == host ) ) + if( hostflags & 4 ) + return 0; // it's a portal pass + + if( ( hostflags & 1 ) && ( ent->v.owner == host ) ) return 0; } - if ( host->v.groupinfo ) + if( host->v.groupinfo ) { UTIL_SetGroupTrace( host->v.groupinfo, GROUP_OP_AND ); // Should always be set, of course - if ( ent->v.groupinfo ) + if( ent->v.groupinfo ) { - if ( g_groupop == GROUP_OP_AND ) + if( g_groupop == GROUP_OP_AND ) { - if ( !(ent->v.groupinfo & host->v.groupinfo ) ) + if( !( ent->v.groupinfo & host->v.groupinfo ) ) return 0; } - else if ( g_groupop == GROUP_OP_NAND ) + else if( g_groupop == GROUP_OP_NAND ) { - if ( ent->v.groupinfo & host->v.groupinfo ) + if( ent->v.groupinfo & host->v.groupinfo ) return 0; } } @@ -1061,15 +1042,15 @@ int AddToFullPack( struct entity_state_s *state, int e, edict_t *ent, edict_t *h UTIL_UnsetGroupTrace(); } - memset( state, 0, sizeof( *state ) ); + memset( state, 0, sizeof(*state) ); // Assign index so we can track this entity from frame to frame and // delta from it. - state->number = e; + state->number = e; state->entityType = ENTITY_NORMAL; - + // Flag custom entities. - if ( ent->v.flags & FL_CUSTOMENTITY ) + if( ent->v.flags & FL_CUSTOMENTITY ) { state->entityType = ENTITY_BEAM; } @@ -1079,109 +1060,109 @@ int AddToFullPack( struct entity_state_s *state, int e, edict_t *ent, edict_t *h // // Round animtime to nearest millisecond - state->animtime = (int)(1000.0 * ent->v.animtime ) / 1000.0; + state->animtime = (int)( 1000.0 * ent->v.animtime ) / 1000.0; - memcpy( state->origin, ent->v.origin, 3 * sizeof( float ) ); - memcpy( state->angles, ent->v.angles, 3 * sizeof( float ) ); - memcpy( state->mins, ent->v.mins, 3 * sizeof( float ) ); - memcpy( state->maxs, ent->v.maxs, 3 * sizeof( float ) ); + memcpy( state->origin, ent->v.origin, 3 * sizeof(float) ); + memcpy( state->angles, ent->v.angles, 3 * sizeof(float) ); + memcpy( state->mins, ent->v.mins, 3 * sizeof(float) ); + memcpy( state->maxs, ent->v.maxs, 3 * sizeof(float) ); - memcpy( state->startpos, ent->v.startpos, 3 * sizeof( float ) ); - memcpy( state->endpos, ent->v.endpos, 3 * sizeof( float ) ); - memcpy( state->velocity, ent->v.velocity, 3 * sizeof( float ) ); + memcpy( state->startpos, ent->v.startpos, 3 * sizeof(float) ); + memcpy( state->endpos, ent->v.endpos, 3 * sizeof(float) ); + memcpy( state->velocity, ent->v.velocity, 3 * sizeof(float) ); state->impacttime = ent->v.impacttime; state->starttime = ent->v.starttime; state->modelindex = ent->v.modelindex; - - state->frame = ent->v.frame; - state->skin = ent->v.skin; - state->effects = ent->v.effects; + state->frame = ent->v.frame; + + state->skin = ent->v.skin; + state->effects = ent->v.effects; // This non-player entity is being moved by the game .dll and not the physics simulation system // make sure that we interpolate it's position on the client if it moves - if ( !player && + if( !player && ent->v.animtime && - ent->v.velocity[ 0 ] == 0 && - ent->v.velocity[ 1 ] == 0 && - ent->v.velocity[ 2 ] == 0 ) + ent->v.velocity[0] == 0 && + ent->v.velocity[1] == 0 && + ent->v.velocity[2] == 0 ) { state->eflags |= EFLAG_SLERP; } - state->scale = ent->v.scale; - state->solid = ent->v.solid; - state->colormap = ent->v.colormap; + state->scale = ent->v.scale; + state->solid = ent->v.solid; + state->colormap = ent->v.colormap; - state->movetype = ent->v.movetype; - state->sequence = ent->v.sequence; - state->framerate = ent->v.framerate; - state->body = ent->v.body; + state->movetype = ent->v.movetype; + state->sequence = ent->v.sequence; + state->framerate = ent->v.framerate; + state->body = ent->v.body; - for (i = 0; i < 4; i++) + for( i = 0; i < 4; i++ ) { state->controller[i] = ent->v.controller[i]; } - for (i = 0; i < 2; i++) + for( i = 0; i < 2; i++ ) { - state->blending[i] = ent->v.blending[i]; + state->blending[i] = ent->v.blending[i]; } - state->rendermode = ent->v.rendermode; - state->renderamt = ent->v.renderamt; - state->renderfx = ent->v.renderfx; - state->rendercolor.r = ent->v.rendercolor.x; - state->rendercolor.g = ent->v.rendercolor.y; - state->rendercolor.b = ent->v.rendercolor.z; + state->rendermode = ent->v.rendermode; + state->renderamt = ent->v.renderamt; + state->renderfx = ent->v.renderfx; + state->rendercolor.r = ent->v.rendercolor.x; + state->rendercolor.g = ent->v.rendercolor.y; + state->rendercolor.b = ent->v.rendercolor.z; state->aiment = 0; - if ( ent->v.aiment ) + if( ent->v.aiment ) { state->aiment = ENTINDEX( ent->v.aiment ); } state->owner = 0; - if ( ent->v.owner ) + if( ent->v.owner ) { int owner = ENTINDEX( ent->v.owner ); - + // Only care if owned by a player - if ( owner >= 1 && owner <= gpGlobals->maxClients ) + if( owner >= 1 && owner <= gpGlobals->maxClients ) { state->owner = owner; } } state->onground = 0; - if ( ent->v.groundentity ) + if( ent->v.groundentity ) { state->onground = ENTINDEX( ent->v.groundentity ); } // HACK: Somewhat... // Class is overridden for non-players to signify a breakable glass object ( sort of a class? ) - if ( !player ) + if( !player ) { state->playerclass = ent->v.playerclass; } // Special stuff for players only - if ( player ) + if( player ) { - memcpy( state->basevelocity, ent->v.basevelocity, 3 * sizeof( float ) ); + memcpy( state->basevelocity, ent->v.basevelocity, 3 * sizeof(float) ); - state->weaponmodel = MODEL_INDEX( STRING( ent->v.weaponmodel ) ); - state->gaitsequence = ent->v.gaitsequence; - state->spectator = ent->v.flags & FL_SPECTATOR; - state->friction = ent->v.friction; + state->weaponmodel = MODEL_INDEX( STRING( ent->v.weaponmodel ) ); + state->gaitsequence = ent->v.gaitsequence; + state->spectator = ent->v.flags & FL_SPECTATOR; + state->friction = ent->v.friction; - state->gravity = ent->v.gravity; -// state->team = ent->v.team; -// - state->usehull = ( ent->v.flags & FL_DUCKING ) ? 1 : 0; + state->gravity = ent->v.gravity; + //state->team = ent->v.team; + + state->usehull = ( ent->v.flags & FL_DUCKING ) ? 1 : 0; state->health = ent->v.health; } @@ -1206,49 +1187,49 @@ void CreateBaseline( int player, int eindex, struct entity_state_s *baseline, st baseline->skin = (short)entity->v.skin; // render information - baseline->rendermode = (byte)entity->v.rendermode; + baseline->rendermode = (byte)entity->v.rendermode; baseline->renderamt = (byte)entity->v.renderamt; - baseline->rendercolor.r = (byte)entity->v.rendercolor.x; - baseline->rendercolor.g = (byte)entity->v.rendercolor.y; - baseline->rendercolor.b = (byte)entity->v.rendercolor.z; + baseline->rendercolor.r = (byte)entity->v.rendercolor.x; + baseline->rendercolor.g = (byte)entity->v.rendercolor.y; + baseline->rendercolor.b = (byte)entity->v.rendercolor.z; baseline->renderfx = (byte)entity->v.renderfx; - if ( player ) + if( player ) { - baseline->mins = player_mins; - baseline->maxs = player_maxs; + baseline->mins = player_mins; + baseline->maxs = player_maxs; - baseline->colormap = eindex; + baseline->colormap = eindex; baseline->modelindex = playermodelindex; - baseline->friction = 1.0; - baseline->movetype = MOVETYPE_WALK; + baseline->friction = 1.0; + baseline->movetype = MOVETYPE_WALK; - baseline->scale = entity->v.scale; - baseline->solid = SOLID_SLIDEBOX; - baseline->framerate = 1.0; - baseline->gravity = 1.0; + baseline->scale = entity->v.scale; + baseline->solid = SOLID_SLIDEBOX; + baseline->framerate = 1.0; + baseline->gravity = 1.0; } else { - baseline->mins = entity->v.mins; - baseline->maxs = entity->v.maxs; + baseline->mins = entity->v.mins; + baseline->maxs = entity->v.maxs; - baseline->colormap = 0; + baseline->colormap = 0; baseline->modelindex = entity->v.modelindex;//SV_ModelIndex(pr_strings + entity->v.model); - baseline->movetype = entity->v.movetype; + baseline->movetype = entity->v.movetype; - baseline->scale = entity->v.scale; - baseline->solid = entity->v.solid; - baseline->framerate = entity->v.framerate; - baseline->gravity = entity->v.gravity; + baseline->scale = entity->v.scale; + baseline->solid = entity->v.solid; + baseline->framerate = entity->v.framerate; + baseline->gravity = entity->v.gravity; } } typedef struct { char name[32]; - int field; + int field; } entity_field_alias_t; #define FIELD_ORIGIN0 0 @@ -1258,7 +1239,7 @@ typedef struct #define FIELD_ANGLES1 4 #define FIELD_ANGLES2 5 -static entity_field_alias_t entity_field_alias[]= +static entity_field_alias_t entity_field_alias[] = { { "origin[0]", 0 }, { "origin[1]", 0 }, @@ -1270,12 +1251,12 @@ static entity_field_alias_t entity_field_alias[]= void Entity_FieldInit( struct delta_s *pFields ) { - entity_field_alias[ FIELD_ORIGIN0 ].field = DELTA_FINDFIELD( pFields, entity_field_alias[ FIELD_ORIGIN0 ].name ); - entity_field_alias[ FIELD_ORIGIN1 ].field = DELTA_FINDFIELD( pFields, entity_field_alias[ FIELD_ORIGIN1 ].name ); - entity_field_alias[ FIELD_ORIGIN2 ].field = DELTA_FINDFIELD( pFields, entity_field_alias[ FIELD_ORIGIN2 ].name ); - entity_field_alias[ FIELD_ANGLES0 ].field = DELTA_FINDFIELD( pFields, entity_field_alias[ FIELD_ANGLES0 ].name ); - entity_field_alias[ FIELD_ANGLES1 ].field = DELTA_FINDFIELD( pFields, entity_field_alias[ FIELD_ANGLES1 ].name ); - entity_field_alias[ FIELD_ANGLES2 ].field = DELTA_FINDFIELD( pFields, entity_field_alias[ FIELD_ANGLES2 ].name ); + entity_field_alias[FIELD_ORIGIN0].field = DELTA_FINDFIELD( pFields, entity_field_alias[FIELD_ORIGIN0].name ); + entity_field_alias[FIELD_ORIGIN1].field = DELTA_FINDFIELD( pFields, entity_field_alias[FIELD_ORIGIN1].name ); + entity_field_alias[FIELD_ORIGIN2].field = DELTA_FINDFIELD( pFields, entity_field_alias[FIELD_ORIGIN2].name ); + entity_field_alias[FIELD_ANGLES0].field = DELTA_FINDFIELD( pFields, entity_field_alias[FIELD_ANGLES0].name ); + entity_field_alias[FIELD_ANGLES1].field = DELTA_FINDFIELD( pFields, entity_field_alias[FIELD_ANGLES1].name ); + entity_field_alias[FIELD_ANGLES2].field = DELTA_FINDFIELD( pFields, entity_field_alias[FIELD_ANGLES2].name ); } /* @@ -1292,7 +1273,7 @@ void Entity_Encode( struct delta_s *pFields, const unsigned char *from, const un int localplayer = 0; static int initialized = 0; - if ( !initialized ) + if( !initialized ) { Entity_FieldInit( pFields ); initialized = 1; @@ -1302,41 +1283,41 @@ void Entity_Encode( struct delta_s *pFields, const unsigned char *from, const un t = (entity_state_t *)to; // Never send origin to local player, it's sent with more resolution in clientdata_t structure - localplayer = ( t->number - 1 ) == ENGINE_CURRENT_PLAYER(); - if ( localplayer ) + localplayer = ( t->number - 1 ) == ENGINE_CURRENT_PLAYER(); + if( localplayer ) { - DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN0 ].field ); - DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN1 ].field ); - DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN2 ].field ); + DELTA_UNSETBYINDEX( pFields, entity_field_alias[FIELD_ORIGIN0].field ); + DELTA_UNSETBYINDEX( pFields, entity_field_alias[FIELD_ORIGIN1].field ); + DELTA_UNSETBYINDEX( pFields, entity_field_alias[FIELD_ORIGIN2].field ); } - if ( ( t->impacttime != 0 ) && ( t->starttime != 0 ) ) + if( ( t->impacttime != 0 ) && ( t->starttime != 0 ) ) { - DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN0 ].field ); - DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN1 ].field ); - DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN2 ].field ); + DELTA_UNSETBYINDEX( pFields, entity_field_alias[FIELD_ORIGIN0].field ); + DELTA_UNSETBYINDEX( pFields, entity_field_alias[FIELD_ORIGIN1].field ); + DELTA_UNSETBYINDEX( pFields, entity_field_alias[FIELD_ORIGIN2].field ); - DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ANGLES0 ].field ); - DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ANGLES1 ].field ); - DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ANGLES2 ].field ); + DELTA_UNSETBYINDEX( pFields, entity_field_alias[FIELD_ANGLES0].field ); + DELTA_UNSETBYINDEX( pFields, entity_field_alias[FIELD_ANGLES1].field ); + DELTA_UNSETBYINDEX( pFields, entity_field_alias[FIELD_ANGLES2].field ); } - if ( ( t->movetype == MOVETYPE_FOLLOW ) && - ( t->aiment != 0 ) ) + if( ( t->movetype == MOVETYPE_FOLLOW ) && + ( t->aiment != 0 ) ) { - DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN0 ].field ); - DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN1 ].field ); - DELTA_UNSETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN2 ].field ); + DELTA_UNSETBYINDEX( pFields, entity_field_alias[FIELD_ORIGIN0].field ); + DELTA_UNSETBYINDEX( pFields, entity_field_alias[FIELD_ORIGIN1].field ); + DELTA_UNSETBYINDEX( pFields, entity_field_alias[FIELD_ORIGIN2].field ); } - else if ( t->aiment != f->aiment ) + else if( t->aiment != f->aiment ) { - DELTA_SETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN0 ].field ); - DELTA_SETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN1 ].field ); - DELTA_SETBYINDEX( pFields, entity_field_alias[ FIELD_ORIGIN2 ].field ); + DELTA_SETBYINDEX( pFields, entity_field_alias[FIELD_ORIGIN0].field ); + DELTA_SETBYINDEX( pFields, entity_field_alias[FIELD_ORIGIN1].field ); + DELTA_SETBYINDEX( pFields, entity_field_alias[FIELD_ORIGIN2].field ); } } -static entity_field_alias_t player_field_alias[]= +static entity_field_alias_t player_field_alias[] = { { "origin[0]", 0 }, { "origin[1]", 0 }, @@ -1345,9 +1326,9 @@ static entity_field_alias_t player_field_alias[]= void Player_FieldInit( struct delta_s *pFields ) { - player_field_alias[ FIELD_ORIGIN0 ].field = DELTA_FINDFIELD( pFields, player_field_alias[ FIELD_ORIGIN0 ].name ); - player_field_alias[ FIELD_ORIGIN1 ].field = DELTA_FINDFIELD( pFields, player_field_alias[ FIELD_ORIGIN1 ].name ); - player_field_alias[ FIELD_ORIGIN2 ].field = DELTA_FINDFIELD( pFields, player_field_alias[ FIELD_ORIGIN2 ].name ); + player_field_alias[FIELD_ORIGIN0].field = DELTA_FINDFIELD( pFields, player_field_alias[FIELD_ORIGIN0].name ); + player_field_alias[FIELD_ORIGIN1].field = DELTA_FINDFIELD( pFields, player_field_alias[FIELD_ORIGIN1].name ); + player_field_alias[FIELD_ORIGIN2].field = DELTA_FINDFIELD( pFields, player_field_alias[FIELD_ORIGIN2].name ); } /* @@ -1363,7 +1344,7 @@ void Player_Encode( struct delta_s *pFields, const unsigned char *from, const un int localplayer = 0; static int initialized = 0; - if ( !initialized ) + if( !initialized ) { Player_FieldInit( pFields ); initialized = 1; @@ -1373,26 +1354,26 @@ void Player_Encode( struct delta_s *pFields, const unsigned char *from, const un t = (entity_state_t *)to; // Never send origin to local player, it's sent with more resolution in clientdata_t structure - localplayer = ( t->number - 1 ) == ENGINE_CURRENT_PLAYER(); - if ( localplayer ) + localplayer = ( t->number - 1 ) == ENGINE_CURRENT_PLAYER(); + if( localplayer ) { - DELTA_UNSETBYINDEX( pFields, player_field_alias[ FIELD_ORIGIN0 ].field ); - DELTA_UNSETBYINDEX( pFields, player_field_alias[ FIELD_ORIGIN1 ].field ); - DELTA_UNSETBYINDEX( pFields, player_field_alias[ FIELD_ORIGIN2 ].field ); + DELTA_UNSETBYINDEX( pFields, player_field_alias[FIELD_ORIGIN0].field ); + DELTA_UNSETBYINDEX( pFields, player_field_alias[FIELD_ORIGIN1].field ); + DELTA_UNSETBYINDEX( pFields, player_field_alias[FIELD_ORIGIN2].field ); } - if ( ( t->movetype == MOVETYPE_FOLLOW ) && + if( ( t->movetype == MOVETYPE_FOLLOW ) && ( t->aiment != 0 ) ) { - DELTA_UNSETBYINDEX( pFields, player_field_alias[ FIELD_ORIGIN0 ].field ); - DELTA_UNSETBYINDEX( pFields, player_field_alias[ FIELD_ORIGIN1 ].field ); - DELTA_UNSETBYINDEX( pFields, player_field_alias[ FIELD_ORIGIN2 ].field ); + DELTA_UNSETBYINDEX( pFields, player_field_alias[FIELD_ORIGIN0].field ); + DELTA_UNSETBYINDEX( pFields, player_field_alias[FIELD_ORIGIN1].field ); + DELTA_UNSETBYINDEX( pFields, player_field_alias[FIELD_ORIGIN2].field ); } - else if ( t->aiment != f->aiment ) + else if( t->aiment != f->aiment ) { - DELTA_SETBYINDEX( pFields, player_field_alias[ FIELD_ORIGIN0 ].field ); - DELTA_SETBYINDEX( pFields, player_field_alias[ FIELD_ORIGIN1 ].field ); - DELTA_SETBYINDEX( pFields, player_field_alias[ FIELD_ORIGIN2 ].field ); + DELTA_SETBYINDEX( pFields, player_field_alias[FIELD_ORIGIN0].field ); + DELTA_SETBYINDEX( pFields, player_field_alias[FIELD_ORIGIN1].field ); + DELTA_SETBYINDEX( pFields, player_field_alias[FIELD_ORIGIN2].field ); } } @@ -1403,10 +1384,10 @@ void Player_Encode( struct delta_s *pFields, const unsigned char *from, const un #define CUSTOMFIELD_ANGLES1 4 #define CUSTOMFIELD_ANGLES2 5 #define CUSTOMFIELD_SKIN 6 -#define CUSTOMFIELD_SEQUENCE 7 -#define CUSTOMFIELD_ANIMTIME 8 +#define CUSTOMFIELD_SEQUENCE 7 +#define CUSTOMFIELD_ANIMTIME 8 -entity_field_alias_t custom_entity_field_alias[]= +entity_field_alias_t custom_entity_field_alias[] = { { "origin[0]", 0 }, { "origin[1]", 0 }, @@ -1414,22 +1395,22 @@ entity_field_alias_t custom_entity_field_alias[]= { "angles[0]", 0 }, { "angles[1]", 0 }, { "angles[2]", 0 }, - { "skin", 0 }, + { "skin", 0 }, { "sequence", 0 }, { "animtime", 0 }, }; void Custom_Entity_FieldInit( struct delta_s *pFields ) { - custom_entity_field_alias[ CUSTOMFIELD_ORIGIN0 ].field = DELTA_FINDFIELD( pFields, custom_entity_field_alias[ CUSTOMFIELD_ORIGIN0 ].name ); - custom_entity_field_alias[ CUSTOMFIELD_ORIGIN1 ].field = DELTA_FINDFIELD( pFields, custom_entity_field_alias[ CUSTOMFIELD_ORIGIN1 ].name ); - custom_entity_field_alias[ CUSTOMFIELD_ORIGIN2 ].field = DELTA_FINDFIELD( pFields, custom_entity_field_alias[ CUSTOMFIELD_ORIGIN2 ].name ); - custom_entity_field_alias[ CUSTOMFIELD_ANGLES0 ].field = DELTA_FINDFIELD( pFields, custom_entity_field_alias[ CUSTOMFIELD_ANGLES0 ].name ); - custom_entity_field_alias[ CUSTOMFIELD_ANGLES1 ].field = DELTA_FINDFIELD( pFields, custom_entity_field_alias[ CUSTOMFIELD_ANGLES1 ].name ); - custom_entity_field_alias[ CUSTOMFIELD_ANGLES2 ].field = DELTA_FINDFIELD( pFields, custom_entity_field_alias[ CUSTOMFIELD_ANGLES2 ].name ); - custom_entity_field_alias[ CUSTOMFIELD_SKIN ].field = DELTA_FINDFIELD( pFields, custom_entity_field_alias[ CUSTOMFIELD_SKIN ].name ); - custom_entity_field_alias[ CUSTOMFIELD_SEQUENCE ].field= DELTA_FINDFIELD( pFields, custom_entity_field_alias[ CUSTOMFIELD_SEQUENCE ].name ); - custom_entity_field_alias[ CUSTOMFIELD_ANIMTIME ].field= DELTA_FINDFIELD( pFields, custom_entity_field_alias[ CUSTOMFIELD_ANIMTIME ].name ); + custom_entity_field_alias[CUSTOMFIELD_ORIGIN0].field = DELTA_FINDFIELD( pFields, custom_entity_field_alias[CUSTOMFIELD_ORIGIN0].name ); + custom_entity_field_alias[CUSTOMFIELD_ORIGIN1].field = DELTA_FINDFIELD( pFields, custom_entity_field_alias[CUSTOMFIELD_ORIGIN1].name ); + custom_entity_field_alias[CUSTOMFIELD_ORIGIN2].field = DELTA_FINDFIELD( pFields, custom_entity_field_alias[CUSTOMFIELD_ORIGIN2].name ); + custom_entity_field_alias[CUSTOMFIELD_ANGLES0].field = DELTA_FINDFIELD( pFields, custom_entity_field_alias[CUSTOMFIELD_ANGLES0].name ); + custom_entity_field_alias[CUSTOMFIELD_ANGLES1].field = DELTA_FINDFIELD( pFields, custom_entity_field_alias[CUSTOMFIELD_ANGLES1].name ); + custom_entity_field_alias[CUSTOMFIELD_ANGLES2].field = DELTA_FINDFIELD( pFields, custom_entity_field_alias[CUSTOMFIELD_ANGLES2].name ); + custom_entity_field_alias[CUSTOMFIELD_SKIN].field = DELTA_FINDFIELD( pFields, custom_entity_field_alias[CUSTOMFIELD_SKIN].name ); + custom_entity_field_alias[CUSTOMFIELD_SEQUENCE].field = DELTA_FINDFIELD( pFields, custom_entity_field_alias[CUSTOMFIELD_SEQUENCE].name ); + custom_entity_field_alias[CUSTOMFIELD_ANIMTIME].field = DELTA_FINDFIELD( pFields, custom_entity_field_alias[CUSTOMFIELD_ANIMTIME].name ); } /* @@ -1446,7 +1427,7 @@ void Custom_Encode( struct delta_s *pFields, const unsigned char *from, const un int beamType; static int initialized = 0; - if ( !initialized ) + if( !initialized ) { Custom_Entity_FieldInit( pFields ); initialized = 1; @@ -1456,32 +1437,32 @@ void Custom_Encode( struct delta_s *pFields, const unsigned char *from, const un t = (entity_state_t *)to; beamType = t->rendermode & 0x0f; - - if ( beamType != BEAM_POINTS && beamType != BEAM_ENTPOINT ) + + if( beamType != BEAM_POINTS && beamType != BEAM_ENTPOINT ) { - DELTA_UNSETBYINDEX( pFields, custom_entity_field_alias[ CUSTOMFIELD_ORIGIN0 ].field ); - DELTA_UNSETBYINDEX( pFields, custom_entity_field_alias[ CUSTOMFIELD_ORIGIN1 ].field ); - DELTA_UNSETBYINDEX( pFields, custom_entity_field_alias[ CUSTOMFIELD_ORIGIN2 ].field ); + DELTA_UNSETBYINDEX( pFields, custom_entity_field_alias[CUSTOMFIELD_ORIGIN0].field ); + DELTA_UNSETBYINDEX( pFields, custom_entity_field_alias[CUSTOMFIELD_ORIGIN1].field ); + DELTA_UNSETBYINDEX( pFields, custom_entity_field_alias[CUSTOMFIELD_ORIGIN2].field ); } - if ( beamType != BEAM_POINTS ) + if( beamType != BEAM_POINTS ) { - DELTA_UNSETBYINDEX( pFields, custom_entity_field_alias[ CUSTOMFIELD_ANGLES0 ].field ); - DELTA_UNSETBYINDEX( pFields, custom_entity_field_alias[ CUSTOMFIELD_ANGLES1 ].field ); - DELTA_UNSETBYINDEX( pFields, custom_entity_field_alias[ CUSTOMFIELD_ANGLES2 ].field ); + DELTA_UNSETBYINDEX( pFields, custom_entity_field_alias[CUSTOMFIELD_ANGLES0].field ); + DELTA_UNSETBYINDEX( pFields, custom_entity_field_alias[CUSTOMFIELD_ANGLES1].field ); + DELTA_UNSETBYINDEX( pFields, custom_entity_field_alias[CUSTOMFIELD_ANGLES2].field ); } - if ( beamType != BEAM_ENTS && beamType != BEAM_ENTPOINT ) + if( beamType != BEAM_ENTS && beamType != BEAM_ENTPOINT ) { - DELTA_UNSETBYINDEX( pFields, custom_entity_field_alias[ CUSTOMFIELD_SKIN ].field ); - DELTA_UNSETBYINDEX( pFields, custom_entity_field_alias[ CUSTOMFIELD_SEQUENCE ].field ); + DELTA_UNSETBYINDEX( pFields, custom_entity_field_alias[CUSTOMFIELD_SKIN].field ); + DELTA_UNSETBYINDEX( pFields, custom_entity_field_alias[CUSTOMFIELD_SEQUENCE].field ); } // animtime is compared by rounding first // see if we really shouldn't actually send it - if ( (int)f->animtime == (int)t->animtime ) + if( (int)f->animtime == (int)t->animtime ) { - DELTA_UNSETBYINDEX( pFields, custom_entity_field_alias[ CUSTOMFIELD_ANIMTIME ].field ); + DELTA_UNSETBYINDEX( pFields, custom_entity_field_alias[CUSTOMFIELD_ANIMTIME].field ); } } @@ -1505,54 +1486,53 @@ int GetWeaponData( struct edict_s *player, struct weapon_data_s *info ) int i; weapon_data_t *item; entvars_t *pev = &player->v; - CBasePlayer *pl = ( CBasePlayer *) CBasePlayer::Instance( pev ); + CBasePlayer *pl = (CBasePlayer *)CBasePlayer::Instance( pev ); CBasePlayerWeapon *gun; - + ItemInfo II; - memset( info, 0, 32 * sizeof( weapon_data_t ) ); + memset( info, 0, 32 * sizeof(weapon_data_t) ); - if ( !pl ) + if( !pl ) return 1; // go through all of the weapons and make a list of the ones to pack - for ( i = 0 ; i < MAX_ITEM_TYPES ; i++ ) + for( i = 0; i < MAX_ITEM_TYPES; i++ ) { - if ( pl->m_rgpPlayerItems[ i ] ) + if( pl->m_rgpPlayerItems[i] ) { // there's a weapon here. Should I pack it? - CBasePlayerItem *pPlayerItem = pl->m_rgpPlayerItems[ i ]; + CBasePlayerItem *pPlayerItem = pl->m_rgpPlayerItems[i]; - while ( pPlayerItem ) + while( pPlayerItem ) { gun = (CBasePlayerWeapon *)pPlayerItem->GetWeaponPtr(); - if ( gun && gun->UseDecrement() ) + if( gun && gun->UseDecrement() ) { // Get The ID. - memset( &II, 0, sizeof( II ) ); + memset( &II, 0, sizeof(II) ); gun->GetItemInfo( &II ); - if ( II.iId >= 0 && II.iId < 32 ) + if( II.iId >= 0 && II.iId < 32 ) { - item = &info[ II.iId ]; + item = &info[II.iId]; - item->m_iId = II.iId; - item->m_iClip = gun->m_iClip; + item->m_iId = II.iId; + item->m_iClip = gun->m_iClip; - item->m_flTimeWeaponIdle = max( gun->m_flTimeWeaponIdle, -0.001 ); - item->m_flNextPrimaryAttack = max( gun->m_flNextPrimaryAttack, -0.001 ); + item->m_flTimeWeaponIdle = max( gun->m_flTimeWeaponIdle, -0.001 ); + item->m_flNextPrimaryAttack = max( gun->m_flNextPrimaryAttack, -0.001 ); item->m_flNextSecondaryAttack = max( gun->m_flNextSecondaryAttack, -0.001 ); - item->m_fInReload = gun->m_fInReload; - item->m_fInSpecialReload = gun->m_fInSpecialReload; - item->fuser1 = max( gun->pev->fuser1, -0.001 ); - item->fuser2 = gun->m_flStartThrow; - item->fuser3 = gun->m_flReleaseThrow; - item->iuser1 = gun->m_chargeReady; - item->iuser2 = gun->m_fInAttack; - item->iuser3 = gun->m_fireState; - - -// item->m_flPumpTime = max( gun->m_flPumpTime, -0.001 ); + item->m_fInReload = gun->m_fInReload; + item->m_fInSpecialReload = gun->m_fInSpecialReload; + item->fuser1 = max( gun->pev->fuser1, -0.001 ); + item->fuser2 = gun->m_flStartThrow; + item->fuser3 = gun->m_flReleaseThrow; + item->iuser1 = gun->m_chargeReady; + item->iuser2 = gun->m_fInAttack; + item->iuser3 = gun->m_fireState; + + //item->m_flPumpTime = max( gun->m_flPumpTime, -0.001 ); } } pPlayerItem = pPlayerItem->m_pNext; @@ -1560,7 +1540,7 @@ int GetWeaponData( struct edict_s *player, struct weapon_data_s *info ) } } #else - memset( info, 0, 32 * sizeof( weapon_data_t ) ); + memset( info, 0, 32 * sizeof(weapon_data_t) ); #endif return 1; } @@ -1573,25 +1553,25 @@ Data sent to current client only engine sets cd to 0 before calling. ================= */ -void UpdateClientData ( const struct edict_s *ent, int sendweapons, struct clientdata_s *cd ) +void UpdateClientData( const struct edict_s *ent, int sendweapons, struct clientdata_s *cd ) { - cd->flags = ent->v.flags; - cd->health = ent->v.health; + cd->flags = ent->v.flags; + cd->health = ent->v.health; cd->viewmodel = MODEL_INDEX( STRING( ent->v.viewmodel ) ); cd->waterlevel = ent->v.waterlevel; cd->watertype = ent->v.watertype; - cd->weapons = ent->v.weapons; + cd->weapons = ent->v.weapons; // Vectors - cd->origin = ent->v.origin; + cd->origin = ent->v.origin; cd->velocity = ent->v.velocity; cd->view_ofs = ent->v.view_ofs; cd->punchangle = ent->v.punchangle; - cd->bInDuck = ent->v.bInDuck; - cd->flTimeStepSound = ent->v.flTimeStepSound; + cd->bInDuck = ent->v.bInDuck; + cd->flTimeStepSound = ent->v.flTimeStepSound; cd->flDuckTime = ent->v.flDuckTime; cd->flSwimTime = ent->v.flSwimTime; cd->waterjumptime = ent->v.teleport_time; @@ -1599,53 +1579,52 @@ void UpdateClientData ( const struct edict_s *ent, int sendweapons, struct clien strcpy( cd->physinfo, ENGINE_GETPHYSINFO( ent ) ); cd->maxspeed = ent->v.maxspeed; - cd->fov = ent->v.fov; + cd->fov = ent->v.fov; cd->weaponanim = ent->v.weaponanim; cd->pushmsec = ent->v.pushmsec; #if defined( CLIENT_WEAPONS ) - if ( sendweapons ) + if( sendweapons ) { entvars_t *pev = (entvars_t *)&ent->v; - CBasePlayer *pl = ( CBasePlayer *) CBasePlayer::Instance( pev ); + CBasePlayer *pl = (CBasePlayer *)CBasePlayer::Instance( pev ); - if ( pl ) + if( pl ) { - cd->m_flNextAttack = pl->m_flNextAttack; - cd->fuser2 = pl->m_flNextAmmoBurn; - cd->fuser3 = pl->m_flAmmoStartCharge; - cd->vuser1.x = pl->ammo_9mm; - cd->vuser1.y = pl->ammo_357; - cd->vuser1.z = pl->ammo_argrens; - cd->ammo_nails = pl->ammo_bolts; - cd->ammo_shells = pl->ammo_buckshot; - cd->ammo_rockets = pl->ammo_rockets; - cd->ammo_cells = pl->ammo_uranium; - cd->vuser2.x = pl->ammo_hornets; - + cd->m_flNextAttack = pl->m_flNextAttack; + cd->fuser2 = pl->m_flNextAmmoBurn; + cd->fuser3 = pl->m_flAmmoStartCharge; + cd->vuser1.x = pl->ammo_9mm; + cd->vuser1.y = pl->ammo_357; + cd->vuser1.z = pl->ammo_argrens; + cd->ammo_nails = pl->ammo_bolts; + cd->ammo_shells = pl->ammo_buckshot; + cd->ammo_rockets = pl->ammo_rockets; + cd->ammo_cells = pl->ammo_uranium; + cd->vuser2.x = pl->ammo_hornets; - if ( pl->m_pActiveItem ) + if( pl->m_pActiveItem ) { CBasePlayerWeapon *gun; gun = (CBasePlayerWeapon *)pl->m_pActiveItem->GetWeaponPtr(); - if ( gun && gun->UseDecrement() ) + if( gun && gun->UseDecrement() ) { ItemInfo II; - memset( &II, 0, sizeof( II ) ); + memset( &II, 0, sizeof(II) ); gun->GetItemInfo( &II ); cd->m_iId = II.iId; - cd->vuser3.z = gun->m_iSecondaryAmmoType; - cd->vuser4.x = gun->m_iPrimaryAmmoType; - cd->vuser4.y = pl->m_rgAmmo[gun->m_iPrimaryAmmoType]; - cd->vuser4.z = pl->m_rgAmmo[gun->m_iSecondaryAmmoType]; - - if ( pl->m_pActiveItem->m_iId == WEAPON_RPG ) + cd->vuser3.z = gun->m_iSecondaryAmmoType; + cd->vuser4.x = gun->m_iPrimaryAmmoType; + cd->vuser4.y = pl->m_rgAmmo[gun->m_iPrimaryAmmoType]; + cd->vuser4.z = pl->m_rgAmmo[gun->m_iSecondaryAmmoType]; + + if( pl->m_pActiveItem->m_iId == WEAPON_RPG ) { - cd->vuser2.y = ( ( CRpg * )pl->m_pActiveItem)->m_fSpotActive; - cd->vuser2.z = ( ( CRpg * )pl->m_pActiveItem)->m_cActiveRockets; + cd->vuser2.y = ( (CRpg *)pl->m_pActiveItem )->m_fSpotActive; + cd->vuser2.z = ( (CRpg *)pl->m_pActiveItem )->m_cActiveRockets; } } } @@ -1665,12 +1644,12 @@ This is the time to examine the usercmd for anything extra. This call happens e void CmdStart( const edict_t *player, const struct usercmd_s *cmd, unsigned int random_seed ) { entvars_t *pev = (entvars_t *)&player->v; - CBasePlayer *pl = ( CBasePlayer *) CBasePlayer::Instance( pev ); + CBasePlayer *pl = (CBasePlayer *)CBasePlayer::Instance( pev ); if( !pl ) return; - if ( pl->pev->groupinfo != 0 ) + if( pl->pev->groupinfo != 0 ) { UTIL_SetGroupTrace( pl->pev->groupinfo, GROUP_OP_AND ); } @@ -1685,14 +1664,14 @@ CmdEnd Each cmdstart is exactly matched with a cmd end, clean up any group trace flags, etc. here ================= */ -void CmdEnd ( const edict_t *player ) +void CmdEnd( const edict_t *player ) { entvars_t *pev = (entvars_t *)&player->v; - CBasePlayer *pl = ( CBasePlayer *) CBasePlayer::Instance( pev ); + CBasePlayer *pl = (CBasePlayer *)CBasePlayer::Instance( pev ); if( !pl ) return; - if ( pl->pev->groupinfo != 0 ) + if( pl->pev->groupinfo != 0 ) { UTIL_UnsetGroupTrace(); } @@ -1706,7 +1685,7 @@ ConnectionlessPacket size of the response_buffer, so you must zero it out if you choose not to respond. ================================ */ -int ConnectionlessPacket( const struct netadr_s *net_from, const char *args, char *response_buffer, int *response_buffer_size ) +int ConnectionlessPacket( const struct netadr_s *net_from, const char *args, char *response_buffer, int *response_buffer_size ) { // Parse stuff from args int max_buffer_size = *response_buffer_size; @@ -1731,7 +1710,7 @@ int GetHullBounds( int hullnumber, float *mins, float *maxs ) { int iret = 0; - switch ( hullnumber ) + switch( hullnumber ) { case 0: // Normal player mins = VEC_HULL_MIN; @@ -1761,12 +1740,12 @@ Create pseudo-baselines for items that aren't placed in the map at spawn time, b to be created during play ( e.g., grenades, ammo packs, projectiles, corpses, etc. ) ================================ */ -void CreateInstancedBaselines ( void ) +void CreateInstancedBaselines( void ) { int iret = 0; entity_state_t state; - memset( &state, 0, sizeof( state ) ); + memset( &state, 0, sizeof(state) ); // Create any additional baselines here for things like grendates, etc. // iret = ENGINE_INSTANCE_BASELINE( pc->pev->classname, &state ); @@ -1783,10 +1762,10 @@ One of the ENGINE_FORCE_UNMODIFIED files failed the consistency check for the sp Return 0 to allow the client to continue, 1 to force immediate disconnection ( with an optional disconnect message of up to 256 characters ) ================================ */ -int InconsistentFile( const edict_t *player, const char *filename, char *disconnect_message ) +int InconsistentFile( const edict_t *player, const char *filename, char *disconnect_message ) { // Server doesn't care? - if ( CVAR_GET_FLOAT( "mp_consistency" ) != 1 ) + if( CVAR_GET_FLOAT( "mp_consistency" ) != 1 ) return 0; // Default behavior is to kick the player diff --git a/dlls/client.h b/dlls/client.h index 1e66cc89..6728151b 100644 --- a/dlls/client.h +++ b/dlls/client.h @@ -15,7 +15,7 @@ #ifndef CLIENT_H #define CLIENT_H -extern void respawn( entvars_t* pev, BOOL fCopyCorpse ); +extern void respawn( entvars_t *pev, BOOL fCopyCorpse ); extern BOOL ClientConnect( edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[ 128 ] ); extern void ClientDisconnect( edict_t *pEntity ); extern void ClientKill( edict_t *pEntity ); @@ -35,31 +35,30 @@ extern void ClientPrecache( void ); extern const char *GetGameDescription( void ); extern void PlayerCustomization( edict_t *pEntity, customization_t *pCust ); -extern void SpectatorConnect ( edict_t *pEntity ); -extern void SpectatorDisconnect ( edict_t *pEntity ); -extern void SpectatorThink ( edict_t *pEntity ); +extern void SpectatorConnect( edict_t *pEntity ); +extern void SpectatorDisconnect( edict_t *pEntity ); +extern void SpectatorThink( edict_t *pEntity ); extern void Sys_Error( const char *error_string ); extern void SetupVisibility( edict_t *pViewEntity, edict_t *pClient, unsigned char **pvs, unsigned char **pas ); -extern void UpdateClientData ( const struct edict_s *ent, int sendweapons, struct clientdata_s *cd ); +extern void UpdateClientData( const struct edict_s *ent, int sendweapons, struct clientdata_s *cd ); extern int AddToFullPack( struct entity_state_s *state, int e, edict_t *ent, edict_t *host, int hostflags, int player, unsigned char *pSet ); extern void CreateBaseline( int player, int eindex, struct entity_state_s *baseline, struct edict_s *entity, int playermodelindex, vec3_t player_mins, vec3_t player_maxs ); extern void RegisterEncoders( void ); extern int GetWeaponData( struct edict_s *player, struct weapon_data_s *info ); -extern void CmdStart( const edict_t *player, const struct usercmd_s *cmd, unsigned int random_seed ); -extern void CmdEnd ( const edict_t *player ); +extern void CmdStart( const edict_t *player, const struct usercmd_s *cmd, unsigned int random_seed ); +extern void CmdEnd ( const edict_t *player ); -extern int ConnectionlessPacket( const struct netadr_s *net_from, const char *args, char *response_buffer, int *response_buffer_size ); +extern int ConnectionlessPacket( const struct netadr_s *net_from, const char *args, char *response_buffer, int *response_buffer_size ); extern int GetHullBounds( int hullnumber, float *mins, float *maxs ); -extern void CreateInstancedBaselines ( void ); +extern void CreateInstancedBaselines( void ); -extern int InconsistentFile( const edict_t *player, const char *filename, char *disconnect_message ); +extern int InconsistentFile( const edict_t *player, const char *filename, char *disconnect_message ); extern int AllowLagCompensation( void ); - -#endif // CLIENT_H +#endif // CLIENT_H diff --git a/dlls/combat.cpp b/dlls/combat.cpp index 5d7679fd..3a59844f 100644 --- a/dlls/combat.cpp +++ b/dlls/combat.cpp @@ -33,7 +33,7 @@ extern DLL_GLOBAL Vector g_vecAttackDir; extern DLL_GLOBAL int g_iSkillLevel; -extern Vector VecBModelOrigin( entvars_t* pevBModel ); +extern Vector VecBModelOrigin( entvars_t *pevBModel ); extern entvars_t *g_pevLastInflictor; #define GERMAN_GIB_COUNT 4 @@ -42,67 +42,67 @@ extern entvars_t *g_pevLastInflictor; // HACKHACK -- The gib velocity equations don't work -void CGib :: LimitVelocity( void ) +void CGib::LimitVelocity( void ) { float length = pev->velocity.Length(); // ceiling at 1500. The gib velocity equation is not bounded properly. Rather than tune it // in 3 separate places again, I'll just limit it here. - if ( length > 1500.0 ) + if( length > 1500.0 ) pev->velocity = pev->velocity.Normalize() * 1500; // This should really be sv_maxvelocity * 0.75 or something } -void CGib :: SpawnStickyGibs( entvars_t *pevVictim, Vector vecOrigin, int cGibs ) +void CGib::SpawnStickyGibs( entvars_t *pevVictim, Vector vecOrigin, int cGibs ) { int i; - if ( g_Language == LANGUAGE_GERMAN ) + if( g_Language == LANGUAGE_GERMAN ) { // no sticky gibs in germany right now! return; } - for ( i = 0 ; i < cGibs ; i++ ) + for( i = 0; i < cGibs; i++ ) { CGib *pGib = GetClassPtr( (CGib *)NULL ); pGib->Spawn( "models/stickygib.mdl" ); - pGib->pev->body = RANDOM_LONG(0,2); + pGib->pev->body = RANDOM_LONG( 0, 2 ); - if ( pevVictim ) + if( pevVictim ) { pGib->pev->origin.x = vecOrigin.x + RANDOM_FLOAT( -3, 3 ); pGib->pev->origin.y = vecOrigin.y + RANDOM_FLOAT( -3, 3 ); pGib->pev->origin.z = vecOrigin.z + RANDOM_FLOAT( -3, 3 ); /* - pGib->pev->origin.x = pevVictim->absmin.x + pevVictim->size.x * (RANDOM_FLOAT ( 0 , 1 ) ); - pGib->pev->origin.y = pevVictim->absmin.y + pevVictim->size.y * (RANDOM_FLOAT ( 0 , 1 ) ); - pGib->pev->origin.z = pevVictim->absmin.z + pevVictim->size.z * (RANDOM_FLOAT ( 0 , 1 ) ); + pGib->pev->origin.x = pevVictim->absmin.x + pevVictim->size.x * ( RANDOM_FLOAT( 0, 1 ) ); + pGib->pev->origin.y = pevVictim->absmin.y + pevVictim->size.y * ( RANDOM_FLOAT( 0, 1 ) ); + pGib->pev->origin.z = pevVictim->absmin.z + pevVictim->size.z * ( RANDOM_FLOAT( 0, 1 ) ); */ // make the gib fly away from the attack vector pGib->pev->velocity = g_vecAttackDir * -1; // mix in some noise - pGib->pev->velocity.x += RANDOM_FLOAT ( -0.15, 0.15 ); - pGib->pev->velocity.y += RANDOM_FLOAT ( -0.15, 0.15 ); - pGib->pev->velocity.z += RANDOM_FLOAT ( -0.15, 0.15 ); + pGib->pev->velocity.x += RANDOM_FLOAT( -0.15, 0.15 ); + pGib->pev->velocity.y += RANDOM_FLOAT( -0.15, 0.15 ); + pGib->pev->velocity.z += RANDOM_FLOAT( -0.15, 0.15 ); pGib->pev->velocity = pGib->pev->velocity * 900; - pGib->pev->avelocity.x = RANDOM_FLOAT ( 250, 400 ); - pGib->pev->avelocity.y = RANDOM_FLOAT ( 250, 400 ); + pGib->pev->avelocity.x = RANDOM_FLOAT( 250, 400 ); + pGib->pev->avelocity.y = RANDOM_FLOAT( 250, 400 ); // copy owner's blood color - pGib->m_bloodColor = (CBaseEntity::Instance(pevVictim))->BloodColor(); - - if ( pevVictim->health > -50) + pGib->m_bloodColor = ( CBaseEntity::Instance( pevVictim ) )->BloodColor(); + + if( pevVictim->health > -50 ) { pGib->pev->velocity = pGib->pev->velocity * 0.7; } - else if ( pevVictim->health > -200) + else if( pevVictim->health > -200 ) { pGib->pev->velocity = pGib->pev->velocity * 2; } @@ -111,10 +111,9 @@ void CGib :: SpawnStickyGibs( entvars_t *pevVictim, Vector vecOrigin, int cGibs pGib->pev->velocity = pGib->pev->velocity * 4; } - pGib->pev->movetype = MOVETYPE_TOSS; pGib->pev->solid = SOLID_BBOX; - UTIL_SetSize ( pGib->pev, Vector ( 0, 0 ,0 ), Vector ( 0, 0, 0 ) ); + UTIL_SetSize( pGib->pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) ); pGib->SetTouch( &CGib::StickyGibTouch ); pGib->SetThink( NULL ); } @@ -122,11 +121,11 @@ void CGib :: SpawnStickyGibs( entvars_t *pevVictim, Vector vecOrigin, int cGibs } } -void CGib :: SpawnHeadGib( entvars_t *pevVictim ) +void CGib::SpawnHeadGib( entvars_t *pevVictim ) { CGib *pGib = GetClassPtr( (CGib *)NULL ); - if ( g_Language == LANGUAGE_GERMAN ) + if( g_Language == LANGUAGE_GERMAN ) { pGib->Spawn( "models/germangibs.mdl" );// throw one head pGib->pev->body = 0; @@ -137,16 +136,16 @@ void CGib :: SpawnHeadGib( entvars_t *pevVictim ) pGib->pev->body = 0; } - if ( pevVictim ) + if( pevVictim ) { pGib->pev->origin = pevVictim->origin + pevVictim->view_ofs; - - edict_t *pentPlayer = FIND_CLIENT_IN_PVS( pGib->edict() ); - - if ( RANDOM_LONG ( 0, 100 ) <= 5 && pentPlayer ) + + edict_t *pentPlayer = FIND_CLIENT_IN_PVS( pGib->edict() ); + + if( RANDOM_LONG( 0, 100 ) <= 5 && pentPlayer ) { // 5% chance head will be thrown at player's face. - entvars_t *pevPlayer; + entvars_t *pevPlayer; pevPlayer = VARS( pentPlayer ); pGib->pev->velocity = ( ( pevPlayer->origin + pevPlayer->view_ofs ) - pGib->pev->origin ).Normalize() * 300; @@ -154,21 +153,20 @@ void CGib :: SpawnHeadGib( entvars_t *pevVictim ) } else { - pGib->pev->velocity = Vector (RANDOM_FLOAT(-100,100), RANDOM_FLOAT(-100,100), RANDOM_FLOAT(200,300)); + pGib->pev->velocity = Vector( RANDOM_FLOAT( -100, 100 ), RANDOM_FLOAT( -100, 100 ), RANDOM_FLOAT( 200, 300 ) ); } - - pGib->pev->avelocity.x = RANDOM_FLOAT ( 100, 200 ); - pGib->pev->avelocity.y = RANDOM_FLOAT ( 100, 300 ); + pGib->pev->avelocity.x = RANDOM_FLOAT( 100, 200 ); + pGib->pev->avelocity.y = RANDOM_FLOAT( 100, 300 ); // copy owner's blood color - pGib->m_bloodColor = (CBaseEntity::Instance(pevVictim))->BloodColor(); - - if ( pevVictim->health > -50) + pGib->m_bloodColor = ( CBaseEntity::Instance( pevVictim ) )->BloodColor(); + + if( pevVictim->health > -50 ) { pGib->pev->velocity = pGib->pev->velocity * 0.7; } - else if ( pevVictim->health > -200) + else if( pevVictim->health > -200 ) { pGib->pev->velocity = pGib->pev->velocity * 2; } @@ -180,36 +178,36 @@ void CGib :: SpawnHeadGib( entvars_t *pevVictim ) pGib->LimitVelocity(); } -void CGib :: SpawnRandomGibs( entvars_t *pevVictim, int cGibs, int human ) +void CGib::SpawnRandomGibs( entvars_t *pevVictim, int cGibs, int human ) { int cSplat; - for ( cSplat = 0 ; cSplat < cGibs ; cSplat++ ) + for( cSplat = 0; cSplat < cGibs; cSplat++ ) { CGib *pGib = GetClassPtr( (CGib *)NULL ); - if ( g_Language == LANGUAGE_GERMAN ) + if( g_Language == LANGUAGE_GERMAN ) { pGib->Spawn( "models/germangibs.mdl" ); - pGib->pev->body = RANDOM_LONG(0,GERMAN_GIB_COUNT-1); + pGib->pev->body = RANDOM_LONG( 0, GERMAN_GIB_COUNT - 1 ); } else { - if ( human ) + if( human ) { // human pieces pGib->Spawn( "models/hgibs.mdl" ); - pGib->pev->body = RANDOM_LONG(1,HUMAN_GIB_COUNT-1);// start at one to avoid throwing random amounts of skulls (0th gib) + pGib->pev->body = RANDOM_LONG( 1, HUMAN_GIB_COUNT - 1 );// start at one to avoid throwing random amounts of skulls (0th gib) } else { // aliens pGib->Spawn( "models/agibs.mdl" ); - pGib->pev->body = RANDOM_LONG(0,ALIEN_GIB_COUNT-1); + pGib->pev->body = RANDOM_LONG( 0, ALIEN_GIB_COUNT - 1 ); } } - if ( pevVictim ) + if( pevVictim ) { // spawn the gib somewhere in the monster's bounding volume pGib->pev->origin.x = pevVictim->absmin.x + pevVictim->size.x * (RANDOM_FLOAT ( 0 , 1 ) ); @@ -220,23 +218,23 @@ void CGib :: SpawnRandomGibs( entvars_t *pevVictim, int cGibs, int human ) pGib->pev->velocity = g_vecAttackDir * -1; // mix in some noise - pGib->pev->velocity.x += RANDOM_FLOAT ( -0.25, 0.25 ); - pGib->pev->velocity.y += RANDOM_FLOAT ( -0.25, 0.25 ); - pGib->pev->velocity.z += RANDOM_FLOAT ( -0.25, 0.25 ); + pGib->pev->velocity.x += RANDOM_FLOAT( -0.25, 0.25 ); + pGib->pev->velocity.y += RANDOM_FLOAT( -0.25, 0.25 ); + pGib->pev->velocity.z += RANDOM_FLOAT( -0.25, 0.25 ); - pGib->pev->velocity = pGib->pev->velocity * RANDOM_FLOAT ( 300, 400 ); + pGib->pev->velocity = pGib->pev->velocity * RANDOM_FLOAT( 300, 400 ); - pGib->pev->avelocity.x = RANDOM_FLOAT ( 100, 200 ); - pGib->pev->avelocity.y = RANDOM_FLOAT ( 100, 300 ); + pGib->pev->avelocity.x = RANDOM_FLOAT( 100, 200 ); + pGib->pev->avelocity.y = RANDOM_FLOAT( 100, 300 ); // copy owner's blood color - pGib->m_bloodColor = (CBaseEntity::Instance(pevVictim))->BloodColor(); - - if ( pevVictim->health > -50) + pGib->m_bloodColor = ( CBaseEntity::Instance( pevVictim ) )->BloodColor(); + + if( pevVictim->health > -50 ) { pGib->pev->velocity = pGib->pev->velocity * 0.7; } - else if ( pevVictim->health > -200) + else if( pevVictim->health > -200 ) { pGib->pev->velocity = pGib->pev->velocity * 2; } @@ -246,45 +244,42 @@ void CGib :: SpawnRandomGibs( entvars_t *pevVictim, int cGibs, int human ) } pGib->pev->solid = SOLID_BBOX; - UTIL_SetSize ( pGib->pev, Vector( 0 , 0 , 0 ), Vector ( 0, 0, 0 ) ); + UTIL_SetSize( pGib->pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) ); } pGib->LimitVelocity(); } } - -BOOL CBaseMonster :: HasHumanGibs( void ) +BOOL CBaseMonster::HasHumanGibs( void ) { int myClass = Classify(); - if ( myClass == CLASS_HUMAN_MILITARY || - myClass == CLASS_PLAYER_ALLY || - myClass == CLASS_HUMAN_PASSIVE || - myClass == CLASS_PLAYER ) + if( myClass == CLASS_HUMAN_MILITARY || + myClass == CLASS_PLAYER_ALLY || + myClass == CLASS_HUMAN_PASSIVE || + myClass == CLASS_PLAYER ) return TRUE; return FALSE; } - -BOOL CBaseMonster :: HasAlienGibs( void ) +BOOL CBaseMonster::HasAlienGibs( void ) { int myClass = Classify(); - if ( myClass == CLASS_ALIEN_MILITARY || - myClass == CLASS_ALIEN_MONSTER || - myClass == CLASS_ALIEN_PASSIVE || - myClass == CLASS_INSECT || - myClass == CLASS_ALIEN_PREDATOR || - myClass == CLASS_ALIEN_PREY ) + if( myClass == CLASS_ALIEN_MILITARY || + myClass == CLASS_ALIEN_MONSTER || + myClass == CLASS_ALIEN_PASSIVE || + myClass == CLASS_INSECT || + myClass == CLASS_ALIEN_PREDATOR || + myClass == CLASS_ALIEN_PREY ) - return TRUE; + return TRUE; return FALSE; } - void CBaseMonster::FadeMonster( void ) { StopAnimation(); @@ -300,35 +295,35 @@ void CBaseMonster::FadeMonster( void ) // GibMonster - create some gore and get rid of a monster's // model. //========================================================= -void CBaseMonster :: GibMonster( void ) +void CBaseMonster::GibMonster( void ) { TraceResult tr; BOOL gibbed = FALSE; - EMIT_SOUND(ENT(pev), CHAN_WEAPON, "common/bodysplat.wav", 1, ATTN_NORM); + EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "common/bodysplat.wav", 1, ATTN_NORM ); // only humans throw skulls !!!UNDONE - eventually monsters will have their own sets of gibs - if ( HasHumanGibs() ) + if( HasHumanGibs() ) { - if ( CVAR_GET_FLOAT("violence_hgibs") != 0 ) // Only the player will ever get here + if( CVAR_GET_FLOAT( "violence_hgibs" ) != 0 ) // Only the player will ever get here { CGib::SpawnHeadGib( pev ); CGib::SpawnRandomGibs( pev, 4, 1 ); // throw some human gibs. } gibbed = TRUE; } - else if ( HasAlienGibs() ) + else if( HasAlienGibs() ) { - if ( CVAR_GET_FLOAT("violence_agibs") != 0 ) // Should never get here, but someone might call it directly + if( CVAR_GET_FLOAT( "violence_agibs" ) != 0 ) // Should never get here, but someone might call it directly { CGib::SpawnRandomGibs( pev, 4, 0 ); // Throw alien gibs } gibbed = TRUE; } - if ( !IsPlayer() ) + if( !IsPlayer() ) { - if ( gibbed ) + if( gibbed ) { // don't remove players! SetThink( &CBaseEntity::SUB_Remove ); @@ -345,7 +340,7 @@ void CBaseMonster :: GibMonster( void ) // GetDeathActivity - determines the best type of death // anim to play. //========================================================= -Activity CBaseMonster :: GetDeathActivity ( void ) +Activity CBaseMonster::GetDeathActivity( void ) { Activity deathActivity; BOOL fTriedDirection; @@ -353,7 +348,7 @@ Activity CBaseMonster :: GetDeathActivity ( void ) TraceResult tr; Vector vecSrc; - if ( pev->deadflag != DEAD_NO ) + if( pev->deadflag != DEAD_NO ) { // don't run this while dying. return m_IdealActivity; @@ -364,55 +359,50 @@ Activity CBaseMonster :: GetDeathActivity ( void ) fTriedDirection = FALSE; deathActivity = ACT_DIESIMPLE;// in case we can't find any special deaths to do. - UTIL_MakeVectors ( pev->angles ); - flDot = DotProduct ( gpGlobals->v_forward, g_vecAttackDir * -1 ); + UTIL_MakeVectors( pev->angles ); + flDot = DotProduct( gpGlobals->v_forward, g_vecAttackDir * -1 ); - switch ( m_LastHitGroup ) + switch( m_LastHitGroup ) { // try to pick a region-specific death. case HITGROUP_HEAD: deathActivity = ACT_DIE_HEADSHOT; break; - case HITGROUP_STOMACH: deathActivity = ACT_DIE_GUTSHOT; break; - case HITGROUP_GENERIC: // try to pick a death based on attack direction fTriedDirection = TRUE; - - if ( flDot > 0.3 ) + if( flDot > 0.3 ) { deathActivity = ACT_DIEFORWARD; } - else if ( flDot <= -0.3 ) + else if( flDot <= -0.3 ) { deathActivity = ACT_DIEBACKWARD; } break; - default: // try to pick a death based on attack direction fTriedDirection = TRUE; - if ( flDot > 0.3 ) + if( flDot > 0.3 ) { deathActivity = ACT_DIEFORWARD; } - else if ( flDot <= -0.3 ) + else if( flDot <= -0.3 ) { deathActivity = ACT_DIEBACKWARD; } break; } - // can we perform the prescribed death? - if ( LookupActivity ( deathActivity ) == ACTIVITY_NOT_AVAILABLE ) + if( LookupActivity( deathActivity ) == ACTIVITY_NOT_AVAILABLE ) { // no! did we fail to perform a directional death? - if ( fTriedDirection ) + if( fTriedDirection ) { // if yes, we're out of options. Go simple. deathActivity = ACT_DIESIMPLE; @@ -420,43 +410,43 @@ Activity CBaseMonster :: GetDeathActivity ( void ) else { // cannot perform the ideal region-specific death, so try a direction. - if ( flDot > 0.3 ) + if( flDot > 0.3 ) { deathActivity = ACT_DIEFORWARD; } - else if ( flDot <= -0.3 ) + else if( flDot <= -0.3 ) { deathActivity = ACT_DIEBACKWARD; } } } - if ( LookupActivity ( deathActivity ) == ACTIVITY_NOT_AVAILABLE ) + if( LookupActivity( deathActivity ) == ACTIVITY_NOT_AVAILABLE ) { // if we're still invalid, simple is our only option. deathActivity = ACT_DIESIMPLE; } - if ( deathActivity == ACT_DIEFORWARD ) + if( deathActivity == ACT_DIEFORWARD ) { - // make sure there's room to fall forward - UTIL_TraceHull ( vecSrc, vecSrc + gpGlobals->v_forward * 64, dont_ignore_monsters, head_hull, edict(), &tr ); + // make sure there's room to fall forward + UTIL_TraceHull( vecSrc, vecSrc + gpGlobals->v_forward * 64, dont_ignore_monsters, head_hull, edict(), &tr ); - if ( tr.flFraction != 1.0 ) - { - deathActivity = ACT_DIESIMPLE; - } + if( tr.flFraction != 1.0 ) + { + deathActivity = ACT_DIESIMPLE; + } } - if ( deathActivity == ACT_DIEBACKWARD ) + if( deathActivity == ACT_DIEBACKWARD ) { - // make sure there's room to fall backward - UTIL_TraceHull ( vecSrc, vecSrc - gpGlobals->v_forward * 64, dont_ignore_monsters, head_hull, edict(), &tr ); + // make sure there's room to fall backward + UTIL_TraceHull( vecSrc, vecSrc - gpGlobals->v_forward * 64, dont_ignore_monsters, head_hull, edict(), &tr ); - if ( tr.flFraction != 1.0 ) - { - deathActivity = ACT_DIESIMPLE; - } + if( tr.flFraction != 1.0 ) + { + deathActivity = ACT_DIESIMPLE; + } } return deathActivity; @@ -466,17 +456,17 @@ Activity CBaseMonster :: GetDeathActivity ( void ) // GetSmallFlinchActivity - determines the best type of flinch // anim to play. //========================================================= -Activity CBaseMonster :: GetSmallFlinchActivity ( void ) +Activity CBaseMonster::GetSmallFlinchActivity( void ) { Activity flinchActivity; BOOL fTriedDirection; float flDot; fTriedDirection = FALSE; - UTIL_MakeVectors ( pev->angles ); - flDot = DotProduct ( gpGlobals->v_forward, g_vecAttackDir * -1 ); - - switch ( m_LastHitGroup ) + UTIL_MakeVectors( pev->angles ); + flDot = DotProduct( gpGlobals->v_forward, g_vecAttackDir * -1 ); + + switch( m_LastHitGroup ) { // pick a region-specific flinch case HITGROUP_HEAD: @@ -504,9 +494,8 @@ Activity CBaseMonster :: GetSmallFlinchActivity ( void ) break; } - // do we have a sequence for the ideal activity? - if ( LookupActivity ( flinchActivity ) == ACTIVITY_NOT_AVAILABLE ) + if( LookupActivity( flinchActivity ) == ACTIVITY_NOT_AVAILABLE ) { flinchActivity = ACT_SMALL_FLINCH; } @@ -518,7 +507,7 @@ Activity CBaseMonster :: GetSmallFlinchActivity ( void ) void CBaseMonster::BecomeDead( void ) { pev->takedamage = DAMAGE_YES;// don't let autoaim aim at corpses. - + // give the corpse half of the monster's original maximum health. pev->health = pev->max_health / 2; pev->max_health = 5; // max_health now becomes a counter for how many blood decals the corpse can place. @@ -531,35 +520,33 @@ void CBaseMonster::BecomeDead( void ) //pev->velocity = pev->velocity * RANDOM_FLOAT( 300, 400 ); } - BOOL CBaseMonster::ShouldGibMonster( int iGib ) { - if ( ( iGib == GIB_NORMAL && pev->health < GIB_HEALTH_VALUE ) || ( iGib == GIB_ALWAYS ) ) + if( ( iGib == GIB_NORMAL && pev->health < GIB_HEALTH_VALUE ) || ( iGib == GIB_ALWAYS ) ) return TRUE; - + return FALSE; } - void CBaseMonster::CallGibMonster( void ) { BOOL fade = FALSE; - if ( HasHumanGibs() ) + if( HasHumanGibs() ) { - if ( CVAR_GET_FLOAT("violence_hgibs") == 0 ) + if( CVAR_GET_FLOAT( "violence_hgibs" ) == 0 ) fade = TRUE; } - else if ( HasAlienGibs() ) + else if( HasAlienGibs() ) { - if ( CVAR_GET_FLOAT("violence_agibs") == 0 ) + if( CVAR_GET_FLOAT( "violence_agibs" ) == 0 ) fade = TRUE; } pev->takedamage = DAMAGE_NO; pev->solid = SOLID_NOT;// do something with the body. while monster blows up - if ( fade ) + if( fade ) { FadeMonster(); } @@ -573,29 +560,28 @@ void CBaseMonster::CallGibMonster( void ) FCheckAITrigger(); // don't let the status bar glitch for players.with <0 health. - if (pev->health < -99) + if( pev->health < -99 ) { pev->health = 0; } - - if ( ShouldFadeOnDeath() && !fade ) - UTIL_Remove(this); -} + if( ShouldFadeOnDeath() && !fade ) + UTIL_Remove( this ); +} /* ============ Killed ============ */ -void CBaseMonster :: Killed( entvars_t *pevAttacker, int iGib ) +void CBaseMonster::Killed( entvars_t *pevAttacker, int iGib ) { unsigned int cCount = 0; - BOOL fDone = FALSE; + BOOL fDone = FALSE; - if ( HasMemory( bits_MEMORY_KILLED ) ) + if( HasMemory( bits_MEMORY_KILLED ) ) { - if ( ShouldGibMonster( iGib ) ) + if( ShouldGibMonster( iGib ) ) CallGibMonster(); return; } @@ -603,37 +589,37 @@ void CBaseMonster :: Killed( entvars_t *pevAttacker, int iGib ) Remember( bits_MEMORY_KILLED ); // clear the deceased's sound channels.(may have been firing or reloading when killed) - EMIT_SOUND(ENT(pev), CHAN_WEAPON, "common/null.wav", 1, ATTN_NORM); + EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "common/null.wav", 1, ATTN_NORM ); m_IdealMonsterState = MONSTERSTATE_DEAD; // Make sure this condition is fired too (TakeDamage breaks out before this happens on death) SetConditions( bits_COND_LIGHT_DAMAGE ); - + // tell owner ( if any ) that we're dead.This is mostly for MonsterMaker functionality. - CBaseEntity *pOwner = CBaseEntity::Instance(pev->owner); - if ( pOwner ) + CBaseEntity *pOwner = CBaseEntity::Instance( pev->owner ); + if( pOwner ) { pOwner->DeathNotice( pev ); } - if ( ShouldGibMonster( iGib ) ) + if( ShouldGibMonster( iGib ) ) { CallGibMonster(); return; } - else if ( pev->flags & FL_MONSTER ) + else if( pev->flags & FL_MONSTER ) { SetTouch( NULL ); BecomeDead(); } - + // don't let the status bar glitch for players.with <0 health. - if (pev->health < -99) + if( pev->health < -99 ) { pev->health = 0; } - + //pev->enemy = ENT( pevAttacker );//why? (sjb) - + m_IdealMonsterState = MONSTERSTATE_DEAD; } @@ -642,9 +628,9 @@ void CBaseMonster :: Killed( entvars_t *pevAttacker, int iGib ) // // DON'T USE ME FOR GIBS AND STUFF IN MULTIPLAYER! // SET A FUTURE THINK AND A RENDERMODE!! -void CBaseEntity :: SUB_StartFadeOut ( void ) +void CBaseEntity::SUB_StartFadeOut( void ) { - if (pev->rendermode == kRenderNormal) + if( pev->rendermode == kRenderNormal ) { pev->renderamt = 255; pev->rendermode = kRenderTransTexture; @@ -657,9 +643,9 @@ void CBaseEntity :: SUB_StartFadeOut ( void ) SetThink( &CBaseEntity::SUB_FadeOut ); } -void CBaseEntity :: SUB_FadeOut ( void ) +void CBaseEntity::SUB_FadeOut( void ) { - if ( pev->renderamt > 7 ) + if( pev->renderamt > 7 ) { pev->renderamt -= 7; pev->nextthink = gpGlobals->time + 0.1; @@ -678,24 +664,24 @@ void CBaseEntity :: SUB_FadeOut ( void ) // bouncing to emit their scent. That's what this function // does. //========================================================= -void CGib :: WaitTillLand ( void ) +void CGib::WaitTillLand( void ) { - if (!IsInWorld()) + if( !IsInWorld() ) { UTIL_Remove( this ); return; } - if ( pev->velocity == g_vecZero ) + if( pev->velocity == g_vecZero ) { - SetThink( &CBaseEntity::SUB_StartFadeOut); + SetThink( &CBaseEntity::SUB_StartFadeOut ); pev->nextthink = gpGlobals->time + m_lifeTime; // If you bleed, you stink! - if ( m_bloodColor != DONT_BLEED ) + if( m_bloodColor != DONT_BLEED ) { // ok, start stinkin! - CSoundEnt::InsertSound ( bits_SOUND_MEAT, pev->origin, 384, 25 ); + CSoundEnt::InsertSound( bits_SOUND_MEAT, pev->origin, 384, 25 ); } } else @@ -708,15 +694,15 @@ void CGib :: WaitTillLand ( void ) // // Gib bounces on the ground or wall, sponges some blood down, too! // -void CGib :: BounceGibTouch ( CBaseEntity *pOther ) +void CGib::BounceGibTouch( CBaseEntity *pOther ) { Vector vecSpot; TraceResult tr; - - //if ( RANDOM_LONG(0,1) ) + + //if( RANDOM_LONG( 0, 1 ) ) // return;// don't bleed everytime - if (pev->flags & FL_ONGROUND) + if( pev->flags & FL_ONGROUND ) { pev->velocity = pev->velocity * 0.9; pev->angles.x = 0; @@ -726,22 +712,22 @@ void CGib :: BounceGibTouch ( CBaseEntity *pOther ) } else { - if ( g_Language != LANGUAGE_GERMAN && m_cBloodDecals > 0 && m_bloodColor != DONT_BLEED ) + if( g_Language != LANGUAGE_GERMAN && m_cBloodDecals > 0 && m_bloodColor != DONT_BLEED ) { - vecSpot = pev->origin + Vector ( 0 , 0 , 8 );//move up a bit, and trace down. - UTIL_TraceLine ( vecSpot, vecSpot + Vector ( 0, 0, -24 ), ignore_monsters, ENT(pev), & tr); + vecSpot = pev->origin + Vector( 0, 0, 8 );//move up a bit, and trace down. + UTIL_TraceLine( vecSpot, vecSpot + Vector( 0, 0, -24 ), ignore_monsters, ENT( pev ), &tr ); UTIL_BloodDecalTrace( &tr, m_bloodColor ); m_cBloodDecals--; } - if ( m_material != matNone && RANDOM_LONG(0,2) == 0 ) + if( m_material != matNone && RANDOM_LONG( 0, 2 ) == 0 ) { float volume; - float zvel = fabs(pev->velocity.z); - - volume = 0.8 * min(1.0, ((float)zvel) / 450.0); + float zvel = fabs( pev->velocity.z ); + + volume = 0.8 * min( 1.0, ( (float)zvel ) / 450.0 ); CBreakable::MaterialSoundRandom( edict(), (Materials)m_material, volume ); } @@ -751,27 +737,27 @@ void CGib :: BounceGibTouch ( CBaseEntity *pOther ) // // Sticky gib puts blood on the wall and stays put. // -void CGib :: StickyGibTouch ( CBaseEntity *pOther ) +void CGib::StickyGibTouch( CBaseEntity *pOther ) { Vector vecSpot; TraceResult tr; - + SetThink( &CBaseEntity::SUB_Remove ); pev->nextthink = gpGlobals->time + 10; - if ( !FClassnameIs( pOther->pev, "worldspawn" ) ) + if( !FClassnameIs( pOther->pev, "worldspawn" ) ) { pev->nextthink = gpGlobals->time; return; } - UTIL_TraceLine ( pev->origin, pev->origin + pev->velocity * 32, ignore_monsters, ENT(pev), & tr); + UTIL_TraceLine( pev->origin, pev->origin + pev->velocity * 32, ignore_monsters, ENT( pev ), &tr ); UTIL_BloodDecalTrace( &tr, m_bloodColor ); pev->velocity = tr.vecPlaneNormal * -1; - pev->angles = UTIL_VecToAngles ( pev->velocity ); - pev->velocity = g_vecZero; + pev->angles = UTIL_VecToAngles( pev->velocity ); + pev->velocity = g_vecZero; pev->avelocity = g_vecZero; pev->movetype = MOVETYPE_NONE; } @@ -779,21 +765,21 @@ void CGib :: StickyGibTouch ( CBaseEntity *pOther ) // // Throw a chunk // -void CGib :: Spawn( const char *szGibModel ) +void CGib::Spawn( const char *szGibModel ) { pev->movetype = MOVETYPE_BOUNCE; pev->friction = 0.55; // deading the bounce a bit - + // sometimes an entity inherits the edict from a former piece of glass, // and will spawn using the same render FX or rendermode! bad! pev->renderamt = 255; pev->rendermode = kRenderNormal; pev->renderfx = kRenderFxNone; pev->solid = SOLID_SLIDEBOX;/// hopefully this will fix the VELOCITY TOO LOW crap - pev->classname = MAKE_STRING("gib"); + pev->classname = MAKE_STRING( "gib" ); - SET_MODEL(ENT(pev), szGibModel); - UTIL_SetSize(pev, Vector( 0, 0, 0), Vector(0, 0, 0)); + SET_MODEL( ENT( pev ), szGibModel ); + UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) ); pev->nextthink = gpGlobals->time + 4; m_lifeTime = 25; @@ -805,18 +791,18 @@ void CGib :: Spawn( const char *szGibModel ) } // take health -int CBaseMonster :: TakeHealth (float flHealth, int bitsDamageType) +int CBaseMonster::TakeHealth( float flHealth, int bitsDamageType ) { - if (!pev->takedamage) + if( !pev->takedamage ) return 0; // clear out any damage types we healed. // UNDONE: generic health should not heal any // UNDONE: time-based damage - m_bitsDamageType &= ~(bitsDamageType & ~DMG_TIMEBASED); - - return CBaseEntity::TakeHealth(flHealth, bitsDamageType); + m_bitsDamageType &= ~( bitsDamageType & ~DMG_TIMEBASED ); + + return CBaseEntity::TakeHealth( flHealth, bitsDamageType ); } /* @@ -830,25 +816,23 @@ bitsDamageType indicates the type of damage sustained, ie: DMG_SHOCK Time-based damage: only occurs while the monster is within the trigger_hurt. When a monster is poisoned via an arrow etc it takes all the poison damage at once. - - GLOBALS ASSUMED SET: g_iSkillLevel ============ */ -int CBaseMonster :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) +int CBaseMonster::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { float flTake; Vector vecDir; - if (!pev->takedamage) + if( !pev->takedamage ) return 0; - if ( !IsAlive() ) + if( !IsAlive() ) { return DeadTakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); } - if ( pev->deadflag == DEAD_NO ) + if( pev->deadflag == DEAD_NO ) { // no pain sound during death animation. PainSound();// "Ouch!" @@ -862,10 +846,10 @@ int CBaseMonster :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, // grab the vector of the incoming attack. ( pretend that the inflictor is a little lower than it really is, so the body will tend to fly upward a bit). vecDir = Vector( 0, 0, 0 ); - if (!FNullEnt( pevInflictor )) + if( !FNullEnt( pevInflictor ) ) { - CBaseEntity *pInflictor = CBaseEntity :: Instance( pevInflictor ); - if (pInflictor) + CBaseEntity *pInflictor = CBaseEntity::Instance( pevInflictor ); + if( pInflictor ) { vecDir = ( pInflictor->Center() - Vector ( 0, 0, 10 ) - Center() ).Normalize(); vecDir = g_vecAttackDir = vecDir.Normalize(); @@ -875,22 +859,22 @@ int CBaseMonster :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, // add to the damage total for clients, which will be sent as a single // message at the end of the frame // todo: remove after combining shotgun blasts? - if ( IsPlayer() ) + if( IsPlayer() ) { - if ( pevInflictor ) - pev->dmg_inflictor = ENT(pevInflictor); + if( pevInflictor ) + pev->dmg_inflictor = ENT( pevInflictor ); pev->dmg_take += flTake; // check for godmode or invincibility - if ( pev->flags & FL_GODMODE ) + if( pev->flags & FL_GODMODE ) { return 0; } } // if this is a player, move him around! - if ( ( !FNullEnt( pevInflictor ) ) && (pev->movetype == MOVETYPE_WALK) && (!pevAttacker || pevAttacker->solid != SOLID_TRIGGER) ) + if( ( !FNullEnt( pevInflictor ) ) && ( pev->movetype == MOVETYPE_WALK ) && ( !pevAttacker || pevAttacker->solid != SOLID_TRIGGER ) ) { pev->velocity = pev->velocity + vecDir * -DamageForce( flDamage ); } @@ -898,23 +882,22 @@ int CBaseMonster :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, // do the damage pev->health -= flTake; - // HACKHACK Don't kill monsters in a script. Let them break their scripts first - if ( m_MonsterState == MONSTERSTATE_SCRIPT ) + if( m_MonsterState == MONSTERSTATE_SCRIPT ) { SetConditions( bits_COND_LIGHT_DAMAGE ); return 0; } - if ( pev->health <= 0 ) + if( pev->health <= 0 ) { g_pevLastInflictor = pevInflictor; - if ( bitsDamageType & DMG_ALWAYSGIB ) + if( bitsDamageType & DMG_ALWAYSGIB ) { Killed( pevAttacker, GIB_ALWAYS ); } - else if ( bitsDamageType & DMG_NEVERGIB ) + else if( bitsDamageType & DMG_NEVERGIB ) { Killed( pevAttacker, GIB_NEVER ); } @@ -929,15 +912,15 @@ int CBaseMonster :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, } // react to the damage (get mad) - if ( (pev->flags & FL_MONSTER) && !FNullEnt(pevAttacker) ) + if( ( pev->flags & FL_MONSTER ) && !FNullEnt( pevAttacker ) ) { - if ( pevAttacker->flags & (FL_MONSTER | FL_CLIENT) ) - {// only if the attack was a monster or client! - + if( pevAttacker->flags & ( FL_MONSTER | FL_CLIENT ) ) + { + // only if the attack was a monster or client! // enemy's last known position is somewhere down the vector that the attack came from. - if (pevInflictor) + if( pevInflictor ) { - if (m_hEnemy == NULL || pevInflictor == m_hEnemy->pev || !HasConditions(bits_COND_SEE_ENEMY)) + if( m_hEnemy == NULL || pevInflictor == m_hEnemy->pev || !HasConditions( bits_COND_SEE_ENEMY ) ) { m_vecEnemyLKP = pevInflictor->origin; } @@ -952,14 +935,14 @@ int CBaseMonster :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, // add pain to the conditions // !!!HACKHACK - fudged for now. Do we want to have a virtual function to determine what is light and // heavy damage per monster class? - if ( flDamage > 0 ) + if( flDamage > 0 ) { - SetConditions(bits_COND_LIGHT_DAMAGE); + SetConditions( bits_COND_LIGHT_DAMAGE ); } - if ( flDamage >= 20 ) + if( flDamage >= 20 ) { - SetConditions(bits_COND_HEAVY_DAMAGE); + SetConditions( bits_COND_HEAVY_DAMAGE ); } } } @@ -971,16 +954,16 @@ int CBaseMonster :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, // DeadTakeDamage - takedamage function called when a monster's // corpse is damaged. //========================================================= -int CBaseMonster :: DeadTakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) +int CBaseMonster::DeadTakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { - Vector vecDir; + Vector vecDir; // grab the vector of the incoming attack. ( pretend that the inflictor is a little lower than it really is, so the body will tend to fly upward a bit). vecDir = Vector( 0, 0, 0 ); - if (!FNullEnt( pevInflictor )) + if( !FNullEnt( pevInflictor ) ) { - CBaseEntity *pInflictor = CBaseEntity :: Instance( pevInflictor ); - if (pInflictor) + CBaseEntity *pInflictor = CBaseEntity::Instance( pevInflictor ); + if( pInflictor ) { vecDir = ( pInflictor->Center() - Vector ( 0, 0, 10 ) - Center() ).Normalize(); vecDir = g_vecAttackDir = vecDir.Normalize(); @@ -993,17 +976,15 @@ int CBaseMonster :: DeadTakeDamage( entvars_t *pevInflictor, entvars_t *pevAttac pev->origin.z += 1; // let the damage scoot the corpse around a bit. - if ( !FNullEnt(pevInflictor) && (pevAttacker->solid != SOLID_TRIGGER) ) + if( !FNullEnt( pevInflictor ) && ( pevAttacker->solid != SOLID_TRIGGER ) ) { pev->velocity = pev->velocity + vecDir * -DamageForce( flDamage ); } - #endif - // kill the corpse if enough damage was done to destroy the corpse and the damage is of a type that is allowed to destroy the corpse. - if ( bitsDamageType & DMG_GIB_CORPSE ) + if( bitsDamageType & DMG_GIB_CORPSE ) { - if ( pev->health <= flDamage ) + if( pev->health <= flDamage ) { pev->health = -50; Killed( pevAttacker, GIB_ALWAYS ); @@ -1012,16 +993,15 @@ int CBaseMonster :: DeadTakeDamage( entvars_t *pevInflictor, entvars_t *pevAttac // Accumulate corpse gibbing damage, so you can gib with multiple hits pev->health -= flDamage * 0.1; } - + return 1; } - -float CBaseMonster :: DamageForce( float damage ) +float CBaseMonster::DamageForce( float damage ) { - float force = damage * ((32 * 32 * 72.0) / (pev->size.x * pev->size.y * pev->size.z)) * 5; - - if ( force > 1000.0) + float force = damage * ( ( 32 * 32 * 72.0 ) / ( pev->size.x * pev->size.y * pev->size.z ) ) * 5; + + if( force > 1000.0 ) { force = 1000.0; } @@ -1033,8 +1013,6 @@ float CBaseMonster :: DamageForce( float damage ) // RadiusDamage - this entity is exploding, or otherwise needs to inflict damage upon entities within a certain range. // // only damage ents that can clearly be seen by the explosion! - - void RadiusDamage( Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, float flRadius, int iClassIgnore, int bitsDamageType ) { CBaseEntity *pEntity = NULL; @@ -1042,62 +1020,64 @@ void RadiusDamage( Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacke float flAdjustedDamage, falloff; Vector vecSpot; - if ( flRadius ) + if( flRadius ) falloff = flDamage / flRadius; else falloff = 1.0; - int bInWater = (UTIL_PointContents ( vecSrc ) == CONTENTS_WATER); + int bInWater = ( UTIL_PointContents( vecSrc ) == CONTENTS_WATER ); vecSrc.z += 1;// in case grenade is lying on the ground - if ( !pevAttacker ) + if( !pevAttacker ) pevAttacker = pevInflictor; // iterate on all entities in the vicinity. - while ((pEntity = UTIL_FindEntityInSphere( pEntity, vecSrc, flRadius )) != NULL) + while( ( pEntity = UTIL_FindEntityInSphere( pEntity, vecSrc, flRadius ) ) != NULL ) { - if ( pEntity->pev->takedamage != DAMAGE_NO ) + if( pEntity->pev->takedamage != DAMAGE_NO ) { // UNDONE: this should check a damage mask, not an ignore - if ( iClassIgnore != CLASS_NONE && pEntity->Classify() == iClassIgnore ) - {// houndeyes don't hurt other houndeyes with their attack + if( iClassIgnore != CLASS_NONE && pEntity->Classify() == iClassIgnore ) + { + // houndeyes don't hurt other houndeyes with their attack continue; } // blast's don't tavel into or out of water - if (bInWater && pEntity->pev->waterlevel == 0) + if( bInWater && pEntity->pev->waterlevel == 0 ) continue; - if (!bInWater && pEntity->pev->waterlevel == 3) + if( !bInWater && pEntity->pev->waterlevel == 3 ) continue; vecSpot = pEntity->BodyTarget( vecSrc ); - - UTIL_TraceLine ( vecSrc, vecSpot, dont_ignore_monsters, ENT(pevInflictor), &tr ); - if ( tr.flFraction == 1.0 || tr.pHit == pEntity->edict() ) - {// the explosion can 'see' this entity, so hurt them! - if (tr.fStartSolid) + UTIL_TraceLine( vecSrc, vecSpot, dont_ignore_monsters, ENT( pevInflictor ), &tr ); + + if( tr.flFraction == 1.0 || tr.pHit == pEntity->edict() ) + { + // the explosion can 'see' this entity, so hurt them! + if( tr.fStartSolid ) { // if we're stuck inside them, fixup the position and distance tr.vecEndPos = vecSrc; tr.flFraction = 0.0; } - + // decrease damage for an ent that's farther from the bomb. flAdjustedDamage = ( vecSrc - tr.vecEndPos ).Length() * falloff; flAdjustedDamage = flDamage - flAdjustedDamage; - - if ( flAdjustedDamage < 0 ) + + if( flAdjustedDamage < 0 ) { flAdjustedDamage = 0; } - + // ALERT( at_console, "hit %s\n", STRING( pEntity->pev->classname ) ); - if (tr.flFraction != 1.0) + if( tr.flFraction != 1.0 ) { - ClearMultiDamage( ); - pEntity->TraceAttack( pevInflictor, flAdjustedDamage, (tr.vecEndPos - vecSrc).Normalize( ), &tr, bitsDamageType ); + ClearMultiDamage(); + pEntity->TraceAttack( pevInflictor, flAdjustedDamage, ( tr.vecEndPos - vecSrc ).Normalize(), &tr, bitsDamageType ); ApplyMultiDamage( pevInflictor, pevAttacker ); } else @@ -1109,19 +1089,16 @@ void RadiusDamage( Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacke } } - -void CBaseMonster :: RadiusDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType ) +void CBaseMonster::RadiusDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType ) { ::RadiusDamage( pev->origin, pevInflictor, pevAttacker, flDamage, flDamage * 2.5, iClassIgnore, bitsDamageType ); } - -void CBaseMonster :: RadiusDamage( Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType ) +void CBaseMonster::RadiusDamage( Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType ) { ::RadiusDamage( vecSrc, pevInflictor, pevAttacker, flDamage, flDamage * 2.5, iClassIgnore, bitsDamageType ); } - //========================================================= // CheckTraceHullAttack - expects a length to trace, amount // of damage to do, and damage type. Returns a pointer to @@ -1130,26 +1107,26 @@ void CBaseMonster :: RadiusDamage( Vector vecSrc, entvars_t *pevInflictor, entva // // Used for many contact-range melee attacks. Bites, claws, etc. //========================================================= -CBaseEntity* CBaseMonster :: CheckTraceHullAttack( float flDist, int iDamage, int iDmgType ) +CBaseEntity* CBaseMonster::CheckTraceHullAttack( float flDist, int iDamage, int iDmgType ) { TraceResult tr; - if (IsPlayer()) + if( IsPlayer() ) UTIL_MakeVectors( pev->angles ); else UTIL_MakeAimVectors( pev->angles ); Vector vecStart = pev->origin; vecStart.z += pev->size.z * 0.5; - Vector vecEnd = vecStart + (gpGlobals->v_forward * flDist ); + Vector vecEnd = vecStart + ( gpGlobals->v_forward * flDist ); - UTIL_TraceHull( vecStart, vecEnd, dont_ignore_monsters, head_hull, ENT(pev), &tr ); - - if ( tr.pHit ) + UTIL_TraceHull( vecStart, vecEnd, dont_ignore_monsters, head_hull, ENT( pev ), &tr ); + + if( tr.pHit ) { CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit ); - if ( iDamage > 0 ) + if( iDamage > 0 ) { pEntity->TakeDamage( pev, pev, iDamage, iDmgType ); } @@ -1160,25 +1137,24 @@ CBaseEntity* CBaseMonster :: CheckTraceHullAttack( float flDist, int iDamage, in return NULL; } - //========================================================= // FInViewCone - returns true is the passed ent is in // the caller's forward view cone. The dot product is performed // in 2d, making the view cone infinitely tall. //========================================================= -BOOL CBaseMonster :: FInViewCone ( CBaseEntity *pEntity ) +BOOL CBaseMonster::FInViewCone( CBaseEntity *pEntity ) { Vector2D vec2LOS; float flDot; - UTIL_MakeVectors ( pev->angles ); - + UTIL_MakeVectors( pev->angles ); + vec2LOS = ( pEntity->pev->origin - pev->origin ).Make2D(); vec2LOS = vec2LOS.Normalize(); - flDot = DotProduct (vec2LOS , gpGlobals->v_forward.Make2D() ); + flDot = DotProduct( vec2LOS, gpGlobals->v_forward.Make2D() ); - if ( flDot > m_flFieldOfView ) + if( flDot > m_flFieldOfView ) { return TRUE; } @@ -1193,19 +1169,19 @@ BOOL CBaseMonster :: FInViewCone ( CBaseEntity *pEntity ) // the caller's forward view cone. The dot product is performed // in 2d, making the view cone infinitely tall. //========================================================= -BOOL CBaseMonster :: FInViewCone ( Vector *pOrigin ) +BOOL CBaseMonster::FInViewCone( Vector *pOrigin ) { Vector2D vec2LOS; float flDot; - UTIL_MakeVectors ( pev->angles ); - + UTIL_MakeVectors( pev->angles ); + vec2LOS = ( *pOrigin - pev->origin ).Make2D(); vec2LOS = vec2LOS.Normalize(); - flDot = DotProduct (vec2LOS , gpGlobals->v_forward.Make2D() ); + flDot = DotProduct( vec2LOS, gpGlobals->v_forward.Make2D() ); - if ( flDot > m_flFieldOfView ) + if( flDot > m_flFieldOfView ) { return TRUE; } @@ -1219,31 +1195,31 @@ BOOL CBaseMonster :: FInViewCone ( Vector *pOrigin ) // FVisible - returns true if a line can be traced from // the caller's eyes to the target //========================================================= -BOOL CBaseEntity :: FVisible ( CBaseEntity *pEntity ) +BOOL CBaseEntity::FVisible( CBaseEntity *pEntity ) { TraceResult tr; Vector vecLookerOrigin; Vector vecTargetOrigin; - - if(!pEntity) + + if( !pEntity ) return FALSE; - if(!pEntity->pev) + if( !pEntity->pev ) return FALSE; - if (FBitSet( pEntity->pev->flags, FL_NOTARGET )) + if( FBitSet( pEntity->pev->flags, FL_NOTARGET ) ) return FALSE; // don't look through water - if ((pev->waterlevel != 3 && pEntity->pev->waterlevel == 3) - || (pev->waterlevel == 3 && pEntity->pev->waterlevel == 0)) + if( ( pev->waterlevel != 3 && pEntity->pev->waterlevel == 3 ) + || ( pev->waterlevel == 3 && pEntity->pev->waterlevel == 0 ) ) return FALSE; vecLookerOrigin = pev->origin + pev->view_ofs;//look through the caller's 'eyes' vecTargetOrigin = pEntity->EyePosition(); - UTIL_TraceLine(vecLookerOrigin, vecTargetOrigin, ignore_monsters, ignore_glass, ENT(pev)/*pentIgnore*/, &tr); - - if (tr.flFraction != 1.0) + UTIL_TraceLine( vecLookerOrigin, vecTargetOrigin, ignore_monsters, ignore_glass, ENT( pev )/*pentIgnore*/, &tr ); + + if( tr.flFraction != 1.0 ) { return FALSE;// Line of sight is not established } @@ -1257,16 +1233,16 @@ BOOL CBaseEntity :: FVisible ( CBaseEntity *pEntity ) // FVisible - returns true if a line can be traced from // the caller's eyes to the target vector //========================================================= -BOOL CBaseEntity :: FVisible ( const Vector &vecOrigin ) +BOOL CBaseEntity::FVisible( const Vector &vecOrigin ) { TraceResult tr; Vector vecLookerOrigin; - + vecLookerOrigin = EyePosition();//look through the caller's 'eyes' - UTIL_TraceLine(vecLookerOrigin, vecOrigin, ignore_monsters, ignore_glass, ENT(pev)/*pentIgnore*/, &tr); - - if (tr.flFraction != 1.0) + UTIL_TraceLine( vecLookerOrigin, vecOrigin, ignore_monsters, ignore_glass, ENT( pev )/*pentIgnore*/, &tr ); + + if( tr.flFraction != 1.0 ) { return FALSE;// Line of sight is not established } @@ -1285,41 +1261,39 @@ void CBaseEntity::TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vec { Vector vecOrigin = ptr->vecEndPos - vecDir * 4; - if ( pev->takedamage ) + if( pev->takedamage ) { AddMultiDamage( pevAttacker, this, flDamage, bitsDamageType ); int blood = BloodColor(); - - if ( blood != DONT_BLEED ) + + if( blood != DONT_BLEED ) { - SpawnBlood(vecOrigin, blood, flDamage);// a little surface blood. + SpawnBlood( vecOrigin, blood, flDamage );// a little surface blood. TraceBleed( flDamage, vecDir, ptr, bitsDamageType ); } } } - /* //========================================================= // TraceAttack //========================================================= -void CBaseMonster::TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) +void CBaseMonster::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ) { Vector vecOrigin = ptr->vecEndPos - vecDir * 4; - ALERT ( at_console, "%d\n", ptr->iHitgroup ); + ALERT( at_console, "%d\n", ptr->iHitgroup ); - - if ( pev->takedamage ) + if( pev->takedamage ) { AddMultiDamage( pevAttacker, this, flDamage, bitsDamageType ); int blood = BloodColor(); - - if ( blood != DONT_BLEED ) + + if( blood != DONT_BLEED ) { - SpawnBlood(vecOrigin, blood, flDamage);// a little surface blood. + SpawnBlood( vecOrigin, blood, flDamage );// a little surface blood. } } } @@ -1328,13 +1302,13 @@ void CBaseMonster::TraceAttack(entvars_t *pevAttacker, float flDamage, Vector ve //========================================================= // TraceAttack //========================================================= -void CBaseMonster :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) +void CBaseMonster::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ) { - if ( pev->takedamage ) + if( pev->takedamage ) { m_LastHitGroup = ptr->iHitgroup; - switch ( ptr->iHitgroup ) + switch( ptr->iHitgroup ) { case HITGROUP_GENERIC: break; @@ -1359,7 +1333,7 @@ void CBaseMonster :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector break; } - SpawnBlood(ptr->vecEndPos, BloodColor(), flDamage);// a little surface blood. + SpawnBlood( ptr->vecEndPos, BloodColor(), flDamage );// a little surface blood. TraceBleed( flDamage, vecDir, ptr, bitsDamageType ); AddMultiDamage( pevAttacker, this, flDamage, bitsDamageType ); } @@ -1374,7 +1348,7 @@ Go to the trouble of combining multiple pellets into a single damage call. This version is used by Monsters. ================ */ -void CBaseEntity::FireBullets(ULONG cShots, Vector vecSrc, Vector vecDirShooting, Vector vecSpread, float flDistance, int iBulletType, int iTracerFreq, int iDamage, entvars_t *pevAttacker ) +void CBaseEntity::FireBullets( ULONG cShots, Vector vecSrc, Vector vecDirShooting, Vector vecSpread, float flDistance, int iBulletType, int iTracerFreq, int iDamage, entvars_t *pevAttacker ) { static int tracerCount; int tracer; @@ -1382,20 +1356,20 @@ void CBaseEntity::FireBullets(ULONG cShots, Vector vecSrc, Vector vecDirShooting Vector vecRight = gpGlobals->v_right; Vector vecUp = gpGlobals->v_up; - if ( pevAttacker == NULL ) + if( pevAttacker == NULL ) pevAttacker = pev; // the default attacker is ourselves ClearMultiDamage(); gMultiDamage.type = DMG_BULLET | DMG_NEVERGIB; - for (ULONG iShot = 1; iShot <= cShots; iShot++) + for( ULONG iShot = 1; iShot <= cShots; iShot++ ) { // get circular gaussian spread float x, y, z; do { - x = RANDOM_FLOAT(-0.5,0.5) + RANDOM_FLOAT(-0.5,0.5); - y = RANDOM_FLOAT(-0.5,0.5) + RANDOM_FLOAT(-0.5,0.5); - z = x*x+y*y; + x = RANDOM_FLOAT( -0.5, 0.5 ) + RANDOM_FLOAT( -0.5, 0.5 ); + y = RANDOM_FLOAT( -0.5, 0.5 ) + RANDOM_FLOAT( -0.5, 0.5 ); + z = x * x + y * y; } while (z > 1); Vector vecDir = vecDirShooting + @@ -1404,23 +1378,24 @@ void CBaseEntity::FireBullets(ULONG cShots, Vector vecSrc, Vector vecDirShooting Vector vecEnd; vecEnd = vecSrc + vecDir * flDistance; - UTIL_TraceLine(vecSrc, vecEnd, dont_ignore_monsters, ENT(pev)/*pentIgnore*/, &tr); + UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, ENT( pev )/*pentIgnore*/, &tr ); tracer = 0; - if (iTracerFreq != 0 && (tracerCount++ % iTracerFreq) == 0) + if( iTracerFreq != 0 && ( tracerCount++ % iTracerFreq ) == 0 ) { Vector vecTracerSrc; - if ( IsPlayer() ) - {// adjust tracer position for player - vecTracerSrc = vecSrc + Vector ( 0 , 0 , -4 ) + gpGlobals->v_right * 2 + gpGlobals->v_forward * 16; + if( IsPlayer() ) + { + // adjust tracer position for player + vecTracerSrc = vecSrc + Vector( 0, 0, -4 ) + gpGlobals->v_right * 2 + gpGlobals->v_forward * 16; } else { vecTracerSrc = vecSrc; } - - if ( iTracerFreq != 1 ) // guns that always trace also always decal + + if( iTracerFreq != 1 ) // guns that always trace also always decal tracer = 1; switch( iBulletType ) { @@ -1441,64 +1416,58 @@ void CBaseEntity::FireBullets(ULONG cShots, Vector vecSrc, Vector vecDirShooting } } // do damage, paint decals - if (tr.flFraction != 1.0) + if( tr.flFraction != 1.0 ) { - CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit); + CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit ); - if ( iDamage ) + if( iDamage ) { - pEntity->TraceAttack(pevAttacker, iDamage, vecDir, &tr, DMG_BULLET | ((iDamage > 16) ? DMG_ALWAYSGIB : DMG_NEVERGIB) ); - - TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType); + pEntity->TraceAttack( pevAttacker, iDamage, vecDir, &tr, DMG_BULLET | ( ( iDamage > 16 ) ? DMG_ALWAYSGIB : DMG_NEVERGIB ) ); + + TEXTURETYPE_PlaySound( &tr, vecSrc, vecEnd, iBulletType ); DecalGunshot( &tr, iBulletType ); } - else switch(iBulletType) + else switch( iBulletType ) { default: case BULLET_MONSTER_9MM: - pEntity->TraceAttack(pevAttacker, gSkillData.monDmg9MM, vecDir, &tr, DMG_BULLET); - - TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType); + pEntity->TraceAttack( pevAttacker, gSkillData.monDmg9MM, vecDir, &tr, DMG_BULLET ); + + TEXTURETYPE_PlaySound( &tr, vecSrc, vecEnd, iBulletType ); DecalGunshot( &tr, iBulletType ); - break; - case BULLET_MONSTER_MP5: - pEntity->TraceAttack(pevAttacker, gSkillData.monDmgMP5, vecDir, &tr, DMG_BULLET); - - TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType); + pEntity->TraceAttack( pevAttacker, gSkillData.monDmgMP5, vecDir, &tr, DMG_BULLET ); + + TEXTURETYPE_PlaySound( &tr, vecSrc, vecEnd, iBulletType ); DecalGunshot( &tr, iBulletType ); - break; - - case BULLET_MONSTER_12MM: - pEntity->TraceAttack(pevAttacker, gSkillData.monDmg12MM, vecDir, &tr, DMG_BULLET); - if ( !tracer ) + case BULLET_MONSTER_12MM: + pEntity->TraceAttack( pevAttacker, gSkillData.monDmg12MM, vecDir, &tr, DMG_BULLET ); + if( !tracer ) { - TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType); + TEXTURETYPE_PlaySound( &tr, vecSrc, vecEnd, iBulletType ); DecalGunshot( &tr, iBulletType ); } break; - - case BULLET_NONE: // FIX - pEntity->TraceAttack(pevAttacker, 50, vecDir, &tr, DMG_CLUB); - TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType); + case BULLET_NONE: // FIX + pEntity->TraceAttack( pevAttacker, 50, vecDir, &tr, DMG_CLUB ); + TEXTURETYPE_PlaySound( &tr, vecSrc, vecEnd, iBulletType ); // only decal glass - if ( !FNullEnt(tr.pHit) && VARS(tr.pHit)->rendermode != 0) + if( !FNullEnt( tr.pHit ) && VARS( tr.pHit )->rendermode != 0 ) { - UTIL_DecalTrace( &tr, DECAL_GLASSBREAK1 + RANDOM_LONG(0,2) ); + UTIL_DecalTrace( &tr, DECAL_GLASSBREAK1 + RANDOM_LONG( 0, 2 ) ); } break; } } // make bullet trails - UTIL_BubbleTrail( vecSrc, tr.vecEndPos, (flDistance * tr.flFraction) / 64.0 ); + UTIL_BubbleTrail( vecSrc, tr.vecEndPos, ( flDistance * tr.flFraction ) / 64.0 ); } - ApplyMultiDamage(pev, pevAttacker); + ApplyMultiDamage( pev, pevAttacker ); } - /* ================ FireBullets @@ -1508,7 +1477,7 @@ Go to the trouble of combining multiple pellets into a single damage call. This version is used by Players, uses the random seed generator to sync client and server side shots. ================ */ -Vector CBaseEntity::FireBulletsPlayer ( ULONG cShots, Vector vecSrc, Vector vecDirShooting, Vector vecSpread, float flDistance, int iBulletType, int iTracerFreq, int iDamage, entvars_t *pevAttacker, int shared_rand ) +Vector CBaseEntity::FireBulletsPlayer( ULONG cShots, Vector vecSrc, Vector vecDirShooting, Vector vecSpread, float flDistance, int iBulletType, int iTracerFreq, int iDamage, entvars_t *pevAttacker, int shared_rand ) { static int tracerCount; TraceResult tr; @@ -1516,13 +1485,13 @@ Vector CBaseEntity::FireBulletsPlayer ( ULONG cShots, Vector vecSrc, Vector vecD Vector vecUp = gpGlobals->v_up; float x, y, z; - if ( pevAttacker == NULL ) + if( pevAttacker == NULL ) pevAttacker = pev; // the default attacker is ourselves ClearMultiDamage(); gMultiDamage.type = DMG_BULLET | DMG_NEVERGIB; - for ( ULONG iShot = 1; iShot <= cShots; iShot++ ) + for( ULONG iShot = 1; iShot <= cShots; iShot++ ) { //Use player's random seed. // get circular gaussian spread @@ -1536,71 +1505,67 @@ Vector CBaseEntity::FireBulletsPlayer ( ULONG cShots, Vector vecSrc, Vector vecD Vector vecEnd; vecEnd = vecSrc + vecDir * flDistance; - UTIL_TraceLine(vecSrc, vecEnd, dont_ignore_monsters, ENT(pev)/*pentIgnore*/, &tr); - - // do damage, paint decals - if (tr.flFraction != 1.0) - { - CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit); + UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, ENT( pev )/*pentIgnore*/, &tr ); - if ( iDamage ) + // do damage, paint decals + if( tr.flFraction != 1.0 ) + { + CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit ); + + if( iDamage ) { - pEntity->TraceAttack(pevAttacker, iDamage, vecDir, &tr, DMG_BULLET | ((iDamage > 16) ? DMG_ALWAYSGIB : DMG_NEVERGIB) ); - - TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType); + pEntity->TraceAttack( pevAttacker, iDamage, vecDir, &tr, DMG_BULLET | ( ( iDamage > 16 ) ? DMG_ALWAYSGIB : DMG_NEVERGIB ) ); + + TEXTURETYPE_PlaySound( &tr, vecSrc, vecEnd, iBulletType ); DecalGunshot( &tr, iBulletType ); } - else switch(iBulletType) + else switch( iBulletType ) { default: - case BULLET_PLAYER_9MM: - pEntity->TraceAttack(pevAttacker, gSkillData.plrDmg9MM, vecDir, &tr, DMG_BULLET); + case BULLET_PLAYER_9MM: + pEntity->TraceAttack( pevAttacker, gSkillData.plrDmg9MM, vecDir, &tr, DMG_BULLET ); break; - - case BULLET_PLAYER_MP5: - pEntity->TraceAttack(pevAttacker, gSkillData.plrDmgMP5, vecDir, &tr, DMG_BULLET); + case BULLET_PLAYER_MP5: + pEntity->TraceAttack( pevAttacker, gSkillData.plrDmgMP5, vecDir, &tr, DMG_BULLET ); break; - - case BULLET_PLAYER_BUCKSHOT: + case BULLET_PLAYER_BUCKSHOT: // make distance based! - pEntity->TraceAttack(pevAttacker, gSkillData.plrDmgBuckshot, vecDir, &tr, DMG_BULLET); + pEntity->TraceAttack( pevAttacker, gSkillData.plrDmgBuckshot, vecDir, &tr, DMG_BULLET ); break; - - case BULLET_PLAYER_357: - pEntity->TraceAttack(pevAttacker, gSkillData.plrDmg357, vecDir, &tr, DMG_BULLET); + case BULLET_PLAYER_357: + pEntity->TraceAttack( pevAttacker, gSkillData.plrDmg357, vecDir, &tr, DMG_BULLET ); break; - - case BULLET_NONE: // FIX - pEntity->TraceAttack(pevAttacker, 50, vecDir, &tr, DMG_CLUB); - TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType); + case BULLET_NONE: // FIX + pEntity->TraceAttack( pevAttacker, 50, vecDir, &tr, DMG_CLUB ); + TEXTURETYPE_PlaySound( &tr, vecSrc, vecEnd, iBulletType ); // only decal glass - if ( !FNullEnt(tr.pHit) && VARS(tr.pHit)->rendermode != 0) + if( !FNullEnt( tr.pHit ) && VARS( tr.pHit )->rendermode != 0 ) { - UTIL_DecalTrace( &tr, DECAL_GLASSBREAK1 + RANDOM_LONG(0,2) ); + UTIL_DecalTrace( &tr, DECAL_GLASSBREAK1 + RANDOM_LONG( 0, 2 ) ); } break; } } // make bullet trails - UTIL_BubbleTrail( vecSrc, tr.vecEndPos, (flDistance * tr.flFraction) / 64.0 ); + UTIL_BubbleTrail( vecSrc, tr.vecEndPos, ( flDistance * tr.flFraction ) / 64.0 ); } - ApplyMultiDamage(pev, pevAttacker); + ApplyMultiDamage( pev, pevAttacker ); return Vector( x * vecSpread.x, y * vecSpread.y, 0.0 ); } -void CBaseEntity :: TraceBleed( float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ) +void CBaseEntity::TraceBleed( float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ) { - if (BloodColor() == DONT_BLEED) - return; - - if (flDamage == 0) + if( BloodColor() == DONT_BLEED ) return; - if (! (bitsDamageType & (DMG_CRUSH | DMG_BULLET | DMG_SLASH | DMG_BLAST | DMG_CLUB | DMG_MORTAR))) + if( flDamage == 0 ) return; - + + if( !( bitsDamageType & ( DMG_CRUSH | DMG_BULLET | DMG_SLASH | DMG_BLAST | DMG_CLUB | DMG_MORTAR ) ) ) + return; + // make blood decal on the wall! TraceResult Bloodtr; Vector vecTraceDir; @@ -1609,10 +1574,10 @@ void CBaseEntity :: TraceBleed( float flDamage, Vector vecDir, TraceResult *ptr, int i; /* - if ( !IsAlive() ) + if( !IsAlive() ) { // dealing with a dead monster. - if ( pev->max_health <= 0 ) + if( pev->max_health <= 0 ) { // no blood decal for a monster that has already decalled its limit. return; @@ -1623,13 +1588,12 @@ void CBaseEntity :: TraceBleed( float flDamage, Vector vecDir, TraceResult *ptr, } } */ - - if (flDamage < 10) + if( flDamage < 10 ) { flNoise = 0.1; cCount = 1; } - else if (flDamage < 25) + else if( flDamage < 25 ) { flNoise = 0.2; cCount = 2; @@ -1640,7 +1604,7 @@ void CBaseEntity :: TraceBleed( float flDamage, Vector vecDir, TraceResult *ptr, cCount = 4; } - for ( i = 0 ; i < cCount ; i++ ) + for( i = 0; i < cCount; i++ ) { vecTraceDir = vecDir * -1;// trace in the opposite direction the shot came from (the direction the shot is going) @@ -1648,9 +1612,9 @@ void CBaseEntity :: TraceBleed( float flDamage, Vector vecDir, TraceResult *ptr, vecTraceDir.y += RANDOM_FLOAT( -flNoise, flNoise ); vecTraceDir.z += RANDOM_FLOAT( -flNoise, flNoise ); - UTIL_TraceLine( ptr->vecEndPos, ptr->vecEndPos + vecTraceDir * -172, ignore_monsters, ENT(pev), &Bloodtr); + UTIL_TraceLine( ptr->vecEndPos, ptr->vecEndPos + vecTraceDir * -172, ignore_monsters, ENT( pev ), &Bloodtr ); - if ( Bloodtr.flFraction != 1.0 ) + if( Bloodtr.flFraction != 1.0 ) { UTIL_BloodDecalTrace( &Bloodtr, BloodColor() ); } @@ -1659,17 +1623,17 @@ void CBaseEntity :: TraceBleed( float flDamage, Vector vecDir, TraceResult *ptr, //========================================================= //========================================================= -void CBaseMonster :: MakeDamageBloodDecal ( int cCount, float flNoise, TraceResult *ptr, const Vector &vecDir ) +void CBaseMonster::MakeDamageBloodDecal( int cCount, float flNoise, TraceResult *ptr, const Vector &vecDir ) { // make blood decal on the wall! TraceResult Bloodtr; Vector vecTraceDir; int i; - if ( !IsAlive() ) + if( !IsAlive() ) { // dealing with a dead monster. - if ( pev->max_health <= 0 ) + if( pev->max_health <= 0 ) { // no blood decal for a monster that has already decalled its limit. return; @@ -1680,7 +1644,7 @@ void CBaseMonster :: MakeDamageBloodDecal ( int cCount, float flNoise, TraceResu } } - for ( i = 0 ; i < cCount ; i++ ) + for( i = 0; i < cCount; i++ ) { vecTraceDir = vecDir; @@ -1688,7 +1652,7 @@ void CBaseMonster :: MakeDamageBloodDecal ( int cCount, float flNoise, TraceResu vecTraceDir.y += RANDOM_FLOAT( -flNoise, flNoise ); vecTraceDir.z += RANDOM_FLOAT( -flNoise, flNoise ); - UTIL_TraceLine( ptr->vecEndPos, ptr->vecEndPos + vecTraceDir * 172, ignore_monsters, ENT(pev), &Bloodtr); + UTIL_TraceLine( ptr->vecEndPos, ptr->vecEndPos + vecTraceDir * 172, ignore_monsters, ENT( pev ), &Bloodtr ); /* MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); @@ -1696,14 +1660,14 @@ void CBaseMonster :: MakeDamageBloodDecal ( int cCount, float flNoise, TraceResu WRITE_COORD( ptr->vecEndPos.x ); WRITE_COORD( ptr->vecEndPos.y ); WRITE_COORD( ptr->vecEndPos.z ); - + WRITE_COORD( Bloodtr.vecEndPos.x ); WRITE_COORD( Bloodtr.vecEndPos.y ); WRITE_COORD( Bloodtr.vecEndPos.z ); MESSAGE_END(); */ - if ( Bloodtr.flFraction != 1.0 ) + if( Bloodtr.flFraction != 1.0 ) { UTIL_BloodDecalTrace( &Bloodtr, BloodColor() ); } diff --git a/dlls/controller.cpp b/dlls/controller.cpp index 75754f62..3d56325f 100644 --- a/dlls/controller.cpp +++ b/dlls/controller.cpp @@ -30,44 +30,44 @@ //========================================================= // Monster's Anim Events Go Here //========================================================= -#define CONTROLLER_AE_HEAD_OPEN 1 -#define CONTROLLER_AE_BALL_SHOOT 2 -#define CONTROLLER_AE_SMALL_SHOOT 3 -#define CONTROLLER_AE_POWERUP_FULL 4 -#define CONTROLLER_AE_POWERUP_HALF 5 +#define CONTROLLER_AE_HEAD_OPEN 1 +#define CONTROLLER_AE_BALL_SHOOT 2 +#define CONTROLLER_AE_SMALL_SHOOT 3 +#define CONTROLLER_AE_POWERUP_FULL 4 +#define CONTROLLER_AE_POWERUP_HALF 5 #define CONTROLLER_FLINCH_DELAY 2 // at most one flinch every n secs class CController : public CSquadMonster { public: - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); - static TYPEDESCRIPTION m_SaveData[]; + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); + static TYPEDESCRIPTION m_SaveData[]; void Spawn( void ); void Precache( void ); void SetYawSpeed( void ); - int Classify ( void ); + int Classify( void ); void HandleAnimEvent( MonsterEvent_t *pEvent ); void RunAI( void ); - BOOL CheckRangeAttack1 ( float flDot, float flDist ); // balls - BOOL CheckRangeAttack2 ( float flDot, float flDist ); // head - BOOL CheckMeleeAttack1 ( float flDot, float flDist ); // block, throw - Schedule_t* GetSchedule ( void ); - Schedule_t* GetScheduleOfType ( int Type ); - void StartTask ( Task_t *pTask ); - void RunTask ( Task_t *pTask ); + BOOL CheckRangeAttack1( float flDot, float flDist ); // balls + BOOL CheckRangeAttack2( float flDot, float flDist ); // head + BOOL CheckMeleeAttack1( float flDot, float flDist ); // block, throw + Schedule_t *GetSchedule( void ); + Schedule_t *GetScheduleOfType( int Type ); + void StartTask( Task_t *pTask ); + void RunTask( Task_t *pTask ); CUSTOM_SCHEDULES void Stop( void ); - void Move ( float flInterval ); - int CheckLocalMove ( const Vector &vecStart, const Vector &vecEnd, CBaseEntity *pTarget, float *pflDist ); + void Move( float flInterval ); + int CheckLocalMove( const Vector &vecStart, const Vector &vecEnd, CBaseEntity *pTarget, float *pflDist ); void MoveExecute( CBaseEntity *pTargetEnt, const Vector &vecDir, float flInterval ); - void SetActivity ( Activity NewActivity ); + void SetActivity( Activity NewActivity ); BOOL ShouldAdvanceRoute( float flWaypointDist ); - int LookupFloat( ); + int LookupFloat(); float m_flNextFlinch; @@ -91,7 +91,7 @@ public: void GibMonster( void ); CSprite *m_pBall[2]; // hand balls - int m_iBall[2]; // how bright it should be + int m_iBall[2]; // how bright it should be float m_iBallTime[2]; // when it should be that color int m_iBallCurrent[2]; // current brightness @@ -103,7 +103,7 @@ public: LINK_ENTITY_TO_CLASS( monster_alien_controller, CController ) -TYPEDESCRIPTION CController::m_SaveData[] = +TYPEDESCRIPTION CController::m_SaveData[] = { DEFINE_ARRAY( CController, m_pBall, FIELD_CLASSPTR, 2 ), DEFINE_ARRAY( CController, m_iBall, FIELD_INTEGER, 2 ), @@ -114,14 +114,14 @@ TYPEDESCRIPTION CController::m_SaveData[] = IMPLEMENT_SAVERESTORE( CController, CSquadMonster ) -const char *CController::pAttackSounds[] = +const char *CController::pAttackSounds[] = { "controller/con_attack1.wav", "controller/con_attack2.wav", "controller/con_attack3.wav", }; -const char *CController::pIdleSounds[] = +const char *CController::pIdleSounds[] = { "controller/con_idle1.wav", "controller/con_idle2.wav", @@ -130,21 +130,21 @@ const char *CController::pIdleSounds[] = "controller/con_idle5.wav", }; -const char *CController::pAlertSounds[] = +const char *CController::pAlertSounds[] = { "controller/con_alert1.wav", "controller/con_alert2.wav", "controller/con_alert3.wav", }; -const char *CController::pPainSounds[] = +const char *CController::pPainSounds[] = { "controller/con_pain1.wav", "controller/con_pain2.wav", "controller/con_pain3.wav", }; -const char *CController::pDeathSounds[] = +const char *CController::pDeathSounds[] = { "controller/con_die1.wav", "controller/con_die2.wav", @@ -154,7 +154,7 @@ const char *CController::pDeathSounds[] = // Classify - indicates this monster's place in the // relationship table. //========================================================= -int CController :: Classify ( void ) +int CController::Classify( void ) { return CLASS_ALIEN_MILITARY; } @@ -163,7 +163,7 @@ int CController :: Classify ( void ) // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= -void CController :: SetYawSpeed ( void ) +void CController::SetYawSpeed( void ) { int ys; @@ -176,10 +176,10 @@ void CController :: SetYawSpeed ( void ) pev->yaw_speed = ys; } -int CController :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) +int CController::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { // HACK HACK -- until we fix this. - if ( IsAlive() ) + if( IsAlive() ) PainSound(); return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); } @@ -195,12 +195,12 @@ void CController::Killed( entvars_t *pevAttacker, int iGib ) */ // fade balls - if (m_pBall[0]) + if( m_pBall[0] ) { m_pBall[0]->SUB_StartFadeOut(); m_pBall[0] = NULL; } - if (m_pBall[1]) + if( m_pBall[1] ) { m_pBall[1]->SUB_StartFadeOut(); m_pBall[1] = NULL; @@ -212,41 +212,41 @@ void CController::Killed( entvars_t *pevAttacker, int iGib ) void CController::GibMonster( void ) { // delete balls - if (m_pBall[0]) + if( m_pBall[0] ) { UTIL_Remove( m_pBall[0] ); m_pBall[0] = NULL; } - if (m_pBall[1]) + if( m_pBall[1] ) { UTIL_Remove( m_pBall[1] ); m_pBall[1] = NULL; } - CSquadMonster::GibMonster( ); + CSquadMonster::GibMonster(); } -void CController :: PainSound( void ) +void CController::PainSound( void ) { - if (RANDOM_LONG(0,5) < 2) + if( RANDOM_LONG( 0, 5 ) < 2 ) EMIT_SOUND_ARRAY_DYN( CHAN_VOICE, pPainSounds ); } -void CController :: AlertSound( void ) +void CController::AlertSound( void ) { EMIT_SOUND_ARRAY_DYN( CHAN_VOICE, pAlertSounds ); } -void CController :: IdleSound( void ) +void CController::IdleSound( void ) { EMIT_SOUND_ARRAY_DYN( CHAN_VOICE, pIdleSounds ); } -void CController :: AttackSound( void ) +void CController::AttackSound( void ) { EMIT_SOUND_ARRAY_DYN( CHAN_VOICE, pAttackSounds ); } -void CController :: DeathSound( void ) +void CController::DeathSound( void ) { EMIT_SOUND_ARRAY_DYN( CHAN_VOICE, pDeathSounds ); } @@ -255,19 +255,19 @@ void CController :: DeathSound( void ) // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. //========================================================= -void CController :: HandleAnimEvent( MonsterEvent_t *pEvent ) +void CController::HandleAnimEvent( MonsterEvent_t *pEvent ) { switch( pEvent->event ) { case CONTROLLER_AE_HEAD_OPEN: { Vector vecStart, angleGun; - + GetAttachment( 0, vecStart, angleGun ); - + MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_ELIGHT ); - WRITE_SHORT( entindex( ) + 0x1000 ); // entity, attachment + WRITE_SHORT( entindex() + 0x1000 ); // entity, attachment WRITE_COORD( vecStart.x ); // origin WRITE_COORD( vecStart.y ); WRITE_COORD( vecStart.z ); @@ -283,10 +283,8 @@ void CController :: HandleAnimEvent( MonsterEvent_t *pEvent ) m_iBallTime[0] = gpGlobals->time + atoi( pEvent->options ) / 15.0; m_iBall[1] = 255; m_iBallTime[1] = gpGlobals->time + atoi( pEvent->options ) / 15.0; - } break; - case CONTROLLER_AE_BALL_SHOOT: { Vector vecStart, angleGun; @@ -295,7 +293,7 @@ void CController :: HandleAnimEvent( MonsterEvent_t *pEvent ) MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_ELIGHT ); - WRITE_SHORT( entindex( ) + 0x1000 ); // entity, attachment + WRITE_SHORT( entindex() + 0x1000 ); // entity, attachment WRITE_COORD( 0 ); // origin WRITE_COORD( 0 ); WRITE_COORD( 0 ); @@ -318,7 +316,7 @@ void CController :: HandleAnimEvent( MonsterEvent_t *pEvent ) break; case CONTROLLER_AE_SMALL_SHOOT: { - AttackSound( ); + AttackSound(); m_flShootTime = gpGlobals->time; m_flShootEnd = m_flShootTime + atoi( pEvent->options ) / 15.0; } @@ -348,18 +346,18 @@ void CController :: HandleAnimEvent( MonsterEvent_t *pEvent ) //========================================================= // Spawn //========================================================= -void CController :: Spawn() +void CController::Spawn() { - Precache( ); + Precache(); - SET_MODEL(ENT(pev), "models/controller.mdl"); - UTIL_SetSize( pev, Vector( -32, -32, 0 ), Vector( 32, 32, 64 )); + SET_MODEL( ENT( pev ), "models/controller.mdl" ); + UTIL_SetSize( pev, Vector( -32, -32, 0 ), Vector( 32, 32, 64 ) ); - pev->solid = SOLID_SLIDEBOX; + pev->solid = SOLID_SLIDEBOX; pev->movetype = MOVETYPE_FLY; - pev->flags |= FL_FLY; + pev->flags |= FL_FLY; m_bloodColor = BLOOD_COLOR_GREEN; - pev->health = gSkillData.controllerHealth; + pev->health = gSkillData.controllerHealth; pev->view_ofs = Vector( 0, 0, -2 );// position of the eyes relative to monster's origin. m_flFieldOfView = VIEW_FIELD_FULL;// indicates the width of this monster's forward view cone ( as a dotproduct result ) m_MonsterState = MONSTERSTATE_NONE; @@ -370,9 +368,9 @@ void CController :: Spawn() //========================================================= // Precache - precaches all resources this monster needs //========================================================= -void CController :: Precache() +void CController::Precache() { - PRECACHE_MODEL("models/controller.mdl"); + PRECACHE_MODEL( "models/controller.mdl" ); PRECACHE_SOUND_ARRAY( pAttackSounds ); PRECACHE_SOUND_ARRAY( pIdleSounds ); @@ -380,7 +378,7 @@ void CController :: Precache() PRECACHE_SOUND_ARRAY( pPainSounds ); PRECACHE_SOUND_ARRAY( pDeathSounds ); - PRECACHE_MODEL( "sprites/xspark4.spr"); + PRECACHE_MODEL( "sprites/xspark4.spr" ); UTIL_PrecacheOther( "controller_energy_ball" ); UTIL_PrecacheOther( "controller_head_ball" ); @@ -391,76 +389,75 @@ void CController :: Precache() //========================================================= // Chase enemy schedule -Task_t tlControllerChaseEnemy[] = +Task_t tlControllerChaseEnemy[] = { - { TASK_GET_PATH_TO_ENEMY, (float)128 }, - { TASK_WAIT_FOR_MOVEMENT, (float)0 }, - + { TASK_GET_PATH_TO_ENEMY, (float)128 }, + { TASK_WAIT_FOR_MOVEMENT, (float)0 }, }; Schedule_t slControllerChaseEnemy[] = { - { + { tlControllerChaseEnemy, - ARRAYSIZE ( tlControllerChaseEnemy ), - bits_COND_NEW_ENEMY | + ARRAYSIZE( tlControllerChaseEnemy ), + bits_COND_NEW_ENEMY | bits_COND_TASK_FAILED, 0, "ControllerChaseEnemy" }, }; -Task_t tlControllerStrafe[] = +Task_t tlControllerStrafe[] = { - { TASK_WAIT, (float)0.2 }, - { TASK_GET_PATH_TO_ENEMY, (float)128 }, - { TASK_WAIT_FOR_MOVEMENT, (float)0 }, - { TASK_WAIT, (float)1 }, + { TASK_WAIT, (float)0.2 }, + { TASK_GET_PATH_TO_ENEMY, (float)128 }, + { TASK_WAIT_FOR_MOVEMENT, (float)0 }, + { TASK_WAIT, (float)1 }, }; -Schedule_t slControllerStrafe[] = +Schedule_t slControllerStrafe[] = { - { + { tlControllerStrafe, - ARRAYSIZE ( tlControllerStrafe ), + ARRAYSIZE( tlControllerStrafe ), bits_COND_NEW_ENEMY, 0, "ControllerStrafe" }, }; -Task_t tlControllerTakeCover[] = +Task_t tlControllerTakeCover[] = { - { TASK_WAIT, (float)0.2 }, - { TASK_FIND_COVER_FROM_ENEMY, (float)0 }, - { TASK_WAIT_FOR_MOVEMENT, (float)0 }, - { TASK_WAIT, (float)1 }, + { TASK_WAIT, (float)0.2 }, + { TASK_FIND_COVER_FROM_ENEMY, (float)0 }, + { TASK_WAIT_FOR_MOVEMENT, (float)0 }, + { TASK_WAIT, (float)1 }, }; -Schedule_t slControllerTakeCover[] = +Schedule_t slControllerTakeCover[] = { - { + { tlControllerTakeCover, - ARRAYSIZE ( tlControllerTakeCover ), + ARRAYSIZE( tlControllerTakeCover ), bits_COND_NEW_ENEMY, 0, "ControllerTakeCover" }, }; -Task_t tlControllerFail[] = +Task_t tlControllerFail[] = { - { TASK_STOP_MOVING, 0 }, - { TASK_SET_ACTIVITY, (float)ACT_IDLE }, - { TASK_WAIT, (float)2 }, - { TASK_WAIT_PVS, (float)0 }, + { TASK_STOP_MOVING, 0 }, + { TASK_SET_ACTIVITY, (float)ACT_IDLE }, + { TASK_WAIT, (float)2 }, + { TASK_WAIT_PVS, (float)0 }, }; -Schedule_t slControllerFail[] = +Schedule_t slControllerFail[] = { { tlControllerFail, - ARRAYSIZE ( tlControllerFail ), + ARRAYSIZE( tlControllerFail ), 0, 0, "ControllerFail" @@ -480,23 +477,23 @@ IMPLEMENT_CUSTOM_SCHEDULES( CController, CSquadMonster ) //========================================================= // StartTask //========================================================= -void CController :: StartTask ( Task_t *pTask ) +void CController::StartTask( Task_t *pTask ) { - switch ( pTask->iTask ) + switch( pTask->iTask ) { case TASK_RANGE_ATTACK1: - CSquadMonster :: StartTask ( pTask ); + CSquadMonster::StartTask( pTask ); break; case TASK_GET_PATH_TO_ENEMY_LKP: { - if (BuildNearestRoute( m_vecEnemyLKP, pev->view_ofs, pTask->flData, (m_vecEnemyLKP - pev->origin).Length() + 1024 )) + if( BuildNearestRoute( m_vecEnemyLKP, pev->view_ofs, pTask->flData, (m_vecEnemyLKP - pev->origin).Length() + 1024 ) ) { TaskComplete(); } else { // no way to get there =( - ALERT ( at_aiconsole, "GetPathToEnemyLKP failed!!\n" ); + ALERT( at_aiconsole, "GetPathToEnemyLKP failed!!\n" ); TaskFail(); } break; @@ -505,26 +502,26 @@ void CController :: StartTask ( Task_t *pTask ) { CBaseEntity *pEnemy = m_hEnemy; - if ( pEnemy == NULL ) + if( pEnemy == NULL ) { TaskFail(); return; } - if (BuildNearestRoute( pEnemy->pev->origin, pEnemy->pev->view_ofs, pTask->flData, (pEnemy->pev->origin - pev->origin).Length() + 1024 )) + if( BuildNearestRoute( pEnemy->pev->origin, pEnemy->pev->view_ofs, pTask->flData, ( pEnemy->pev->origin - pev->origin).Length() + 1024 ) ) { TaskComplete(); } else { // no way to get there =( - ALERT ( at_aiconsole, "GetPathToEnemy failed!!\n" ); + ALERT( at_aiconsole, "GetPathToEnemy failed!!\n" ); TaskFail(); } break; } default: - CSquadMonster :: StartTask ( pTask ); + CSquadMonster::StartTask( pTask ); break; } } @@ -534,22 +531,22 @@ Vector Intersect( Vector vecSrc, Vector vecDst, Vector vecMove, float flSpeed ) Vector vecTo = vecDst - vecSrc; float a = DotProduct( vecMove, vecMove ) - flSpeed * flSpeed; - float b = 0 * DotProduct(vecTo, vecMove); // why does this work? + float b = 0 * DotProduct( vecTo, vecMove ); // why does this work? float c = DotProduct( vecTo, vecTo ); - float t; - if (a == 0) + + if( a == 0 ) { - t = c / (flSpeed * flSpeed); + t = c / ( flSpeed * flSpeed ); } else { t = b * b - 4 * a * c; - t = sqrt( t ) / (2.0 * a); + t = sqrt( t ) / ( 2.0 * a ); float t1 = -b +t; float t2 = -b -t; - if (t1 < 0 || t2 < t1) + if( t1 < 0 || t2 < t1 ) t = t2; else t = t1; @@ -557,18 +554,18 @@ Vector Intersect( Vector vecSrc, Vector vecDst, Vector vecMove, float flSpeed ) // ALERT( at_console, "Intersect %f\n", t ); - if (t < 0.1) + if( t < 0.1 ) t = 0.1; - if (t > 10.0) + if( t > 10.0 ) t = 10.0; Vector vecHit = vecTo + vecMove * t; - return vecHit.Normalize( ) * flSpeed; + return vecHit.Normalize() * flSpeed; } -int CController::LookupFloat( ) +int CController::LookupFloat() { - if (m_velocity.Length( ) < 32.0) + if( m_velocity.Length() < 32.0 ) { return LookupSequence( "up" ); } @@ -578,49 +575,48 @@ int CController::LookupFloat( ) float y = DotProduct( gpGlobals->v_right, m_velocity ); float z = DotProduct( gpGlobals->v_up, m_velocity ); - if (fabs(x) > fabs(y) && fabs(x) > fabs(z)) + if( fabs( x ) > fabs( y ) && fabs( x ) > fabs( z ) ) { - if (x > 0) - return LookupSequence( "forward"); + if( x > 0 ) + return LookupSequence( "forward" ); else - return LookupSequence( "backward"); + return LookupSequence( "backward" ); } - else if (fabs(y) > fabs(z)) + else if( fabs( y ) > fabs( z ) ) { - if (y > 0) - return LookupSequence( "right"); + if( y > 0 ) + return LookupSequence( "right" ); else - return LookupSequence( "left"); + return LookupSequence( "left" ); } else { - if (z > 0) - return LookupSequence( "up"); + if( z > 0 ) + return LookupSequence( "up" ); else - return LookupSequence( "down"); + return LookupSequence( "down" ); } } //========================================================= // RunTask //========================================================= -void CController :: RunTask ( Task_t *pTask ) +void CController::RunTask( Task_t *pTask ) { - - if (m_flShootEnd > gpGlobals->time) + if( m_flShootEnd > gpGlobals->time ) { Vector vecHand, vecAngle; - + GetAttachment( 2, vecHand, vecAngle ); - - while (m_flShootTime < m_flShootEnd && m_flShootTime < gpGlobals->time) + + while( m_flShootTime < m_flShootEnd && m_flShootTime < gpGlobals->time ) { - Vector vecSrc = vecHand + pev->velocity * (m_flShootTime - gpGlobals->time); + Vector vecSrc = vecHand + pev->velocity * ( m_flShootTime - gpGlobals->time ); Vector vecDir; - - if (m_hEnemy != NULL) + + if( m_hEnemy != NULL ) { - if (HasConditions( bits_COND_SEE_ENEMY )) + if( HasConditions( bits_COND_SEE_ENEMY ) ) { m_vecEstVelocity = m_vecEstVelocity * 0.5 + m_hEnemy->pev->velocity * 0.5; } @@ -632,14 +628,14 @@ void CController :: RunTask ( Task_t *pTask ) float delta = 0.03490; // +-2 degree vecDir = vecDir + Vector( RANDOM_FLOAT( -delta, delta ), RANDOM_FLOAT( -delta, delta ), RANDOM_FLOAT( -delta, delta ) ) * gSkillData.controllerSpeedBall; - vecSrc = vecSrc + vecDir * (gpGlobals->time - m_flShootTime); + vecSrc = vecSrc + vecDir * ( gpGlobals->time - m_flShootTime ); CBaseMonster *pBall = (CBaseMonster*)Create( "controller_energy_ball", vecSrc, pev->angles, edict() ); pBall->pev->velocity = vecDir; } m_flShootTime += 0.2; } - if (m_flShootTime > m_flShootEnd) + if( m_flShootTime > m_flShootEnd ) { m_iBall[0] = 64; m_iBallTime[0] = m_flShootEnd; @@ -649,7 +645,7 @@ void CController :: RunTask ( Task_t *pTask ) } } - switch ( pTask->iTask ) + switch( pTask->iTask ) { case TASK_WAIT_FOR_MOVEMENT: case TASK_WAIT: @@ -658,43 +654,43 @@ void CController :: RunTask ( Task_t *pTask ) MakeIdealYaw( m_vecEnemyLKP ); ChangeYaw( pev->yaw_speed ); - if (m_fSequenceFinished) + if( m_fSequenceFinished ) { m_fInCombat = FALSE; } - CSquadMonster :: RunTask ( pTask ); + CSquadMonster::RunTask( pTask ); - if (!m_fInCombat) + if( !m_fInCombat ) { - if (HasConditions ( bits_COND_CAN_RANGE_ATTACK1 )) + if( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) ) { pev->sequence = LookupActivity( ACT_RANGE_ATTACK1 ); pev->frame = 0; - ResetSequenceInfo( ); + ResetSequenceInfo(); m_fInCombat = TRUE; } - else if (HasConditions ( bits_COND_CAN_RANGE_ATTACK2 )) + else if( HasConditions( bits_COND_CAN_RANGE_ATTACK2 ) ) { pev->sequence = LookupActivity( ACT_RANGE_ATTACK2 ); pev->frame = 0; - ResetSequenceInfo( ); + ResetSequenceInfo(); m_fInCombat = TRUE; } else { - int iFloat = LookupFloat( ); - if (m_fSequenceFinished || iFloat != pev->sequence) + int iFloat = LookupFloat(); + if( m_fSequenceFinished || iFloat != pev->sequence ) { pev->sequence = iFloat; pev->frame = 0; - ResetSequenceInfo( ); + ResetSequenceInfo(); } } } break; default: - CSquadMonster :: RunTask ( pTask ); + CSquadMonster::RunTask( pTask ); break; } } @@ -705,20 +701,20 @@ void CController :: RunTask ( Task_t *pTask ) // monster's member function to get a pointer to a schedule // of the proper type. //========================================================= -Schedule_t *CController :: GetSchedule ( void ) +Schedule_t *CController::GetSchedule( void ) { - switch ( m_MonsterState ) + switch( m_MonsterState ) { case MONSTERSTATE_COMBAT: { Vector vecTmp = Intersect( Vector( 0, 0, 0 ), Vector( 100, 4, 7 ), Vector( 2, 10, -3 ), 20.0 ); // dead enemy - if ( HasConditions ( bits_COND_LIGHT_DAMAGE ) ) + if( HasConditions( bits_COND_LIGHT_DAMAGE ) ) { // m_iFrustration++; } - if ( HasConditions ( bits_COND_HEAVY_DAMAGE ) ) + if( HasConditions( bits_COND_HEAVY_DAMAGE ) ) { // m_iFrustration++; } @@ -731,15 +727,15 @@ Schedule_t *CController :: GetSchedule ( void ) break; } - return CSquadMonster :: GetSchedule(); + return CSquadMonster::GetSchedule(); } //========================================================= //========================================================= -Schedule_t* CController :: GetScheduleOfType ( int Type ) +Schedule_t *CController::GetScheduleOfType( int Type ) { // ALERT( at_console, "%d\n", m_iFrustration ); - switch ( Type ) + switch( Type ) { case SCHED_CHASE_ENEMY: return slControllerChaseEnemy; @@ -754,41 +750,41 @@ Schedule_t* CController :: GetScheduleOfType ( int Type ) return slControllerFail; } - return CBaseMonster :: GetScheduleOfType( Type ); + return CBaseMonster::GetScheduleOfType( Type ); } //========================================================= // CheckRangeAttack1 - shoot a bigass energy ball out of their head // //========================================================= -BOOL CController :: CheckRangeAttack1 ( float flDot, float flDist ) +BOOL CController::CheckRangeAttack1( float flDot, float flDist ) { - if ( flDot > 0.5 && flDist > 256 && flDist <= 2048 ) + if( flDot > 0.5 && flDist > 256 && flDist <= 2048 ) { return TRUE; } return FALSE; } -BOOL CController :: CheckRangeAttack2 ( float flDot, float flDist ) +BOOL CController::CheckRangeAttack2( float flDot, float flDist ) { - if ( flDot > 0.5 && flDist > 64 && flDist <= 2048 ) + if( flDot > 0.5 && flDist > 64 && flDist <= 2048 ) { return TRUE; } return FALSE; } -BOOL CController :: CheckMeleeAttack1 ( float flDot, float flDist ) +BOOL CController::CheckMeleeAttack1( float flDot, float flDist ) { return FALSE; } -void CController :: SetActivity ( Activity NewActivity ) +void CController::SetActivity( Activity NewActivity ) { CBaseMonster::SetActivity( NewActivity ); - switch ( m_Activity) + switch( m_Activity ) { case ACT_WALK: m_flGroundSpeed = 100; @@ -802,40 +798,40 @@ void CController :: SetActivity ( Activity NewActivity ) //========================================================= // RunAI //========================================================= -void CController :: RunAI( void ) +void CController::RunAI( void ) { - CBaseMonster :: RunAI(); + CBaseMonster::RunAI(); Vector vecStart, angleGun; - if ( HasMemory( bits_MEMORY_KILLED ) ) + if( HasMemory( bits_MEMORY_KILLED ) ) return; - for (int i = 0; i < 2; i++) + for( int i = 0; i < 2; i++ ) { - if (m_pBall[i] == NULL) + if( m_pBall[i] == NULL ) { m_pBall[i] = CSprite::SpriteCreate( "sprites/xspark4.spr", pev->origin, TRUE ); m_pBall[i]->SetTransparency( kRenderGlow, 255, 255, 255, 255, kRenderFxNoDissipation ); - m_pBall[i]->SetAttachment( edict(), (i + 3) ); + m_pBall[i]->SetAttachment( edict(), ( i + 3 ) ); m_pBall[i]->SetScale( 1.0 ); } float t = m_iBallTime[i] - gpGlobals->time; - if (t > 0.1) + if( t > 0.1 ) t = 0.1 / t; else t = 1.0; - m_iBallCurrent[i] += (m_iBall[i] - m_iBallCurrent[i]) * t; + m_iBallCurrent[i] += ( m_iBall[i] - m_iBallCurrent[i] ) * t; m_pBall[i]->SetBrightness( m_iBallCurrent[i] ); GetAttachment( i + 2, vecStart, angleGun ); UTIL_SetOrigin( m_pBall[i]->pev, vecStart ); - + MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_ELIGHT ); - WRITE_SHORT( entindex( ) + 0x1000 * (i + 3) ); // entity, attachment + WRITE_SHORT( entindex() + 0x1000 * ( i + 3 ) ); // entity, attachment WRITE_COORD( vecStart.x ); // origin WRITE_COORD( vecStart.y ); WRITE_COORD( vecStart.z ); @@ -851,14 +847,14 @@ void CController :: RunAI( void ) extern void DrawRoute( entvars_t *pev, WayPoint_t *m_Route, int m_iRouteIndex, int r, int g, int b ); -void CController::Stop( void ) +void CController::Stop( void ) { m_IdealActivity = GetStoppedActivity(); } #define DIST_TO_CHECK 200 -void CController :: Move ( float flInterval ) +void CController::Move( float flInterval ) { float flWaypointDist; float flCheckDist; @@ -869,21 +865,21 @@ void CController :: Move ( float flInterval ) CBaseEntity *pTargetEnt; // Don't move if no valid route - if ( FRouteClear() ) + if( FRouteClear() ) { ALERT( at_aiconsole, "Tried to move with no route!\n" ); TaskFail(); return; } - - if ( m_flMoveWaitFinished > gpGlobals->time ) + + if( m_flMoveWaitFinished > gpGlobals->time ) return; // Debug, test movement code #if 0 -// if ( CVAR_GET_FLOAT("stopmove" ) != 0 ) +// if( CVAR_GET_FLOAT( "stopmove" ) != 0 ) { - if ( m_movementGoal == MOVEGOAL_ENEMY ) + if( m_movementGoal == MOVEGOAL_ENEMY ) RouteSimplify( m_hEnemy ); else RouteSimplify( m_hTargetEnt ); @@ -898,26 +894,26 @@ void CController :: Move ( float flInterval ) // to that entity for the CheckLocalMove and Triangulate functions. pTargetEnt = NULL; - if (m_flGroundSpeed == 0) + if( m_flGroundSpeed == 0 ) { m_flGroundSpeed = 100; - // TaskFail( ); + // TaskFail(); // return; } flMoveDist = m_flGroundSpeed * flInterval; - do + do { // local move to waypoint. - vecDir = ( m_Route[ m_iRouteIndex ].vecLocation - pev->origin ).Normalize(); - flWaypointDist = ( m_Route[ m_iRouteIndex ].vecLocation - pev->origin ).Length(); - - // MakeIdealYaw ( m_Route[ m_iRouteIndex ].vecLocation ); - // ChangeYaw ( pev->yaw_speed ); + vecDir = ( m_Route[m_iRouteIndex].vecLocation - pev->origin ).Normalize(); + flWaypointDist = ( m_Route[m_iRouteIndex].vecLocation - pev->origin ).Length(); + + // MakeIdealYaw( m_Route[m_iRouteIndex].vecLocation ); + // ChangeYaw( pev->yaw_speed ); // if the waypoint is closer than CheckDist, CheckDist is the dist to waypoint - if ( flWaypointDist < DIST_TO_CHECK ) + if( flWaypointDist < DIST_TO_CHECK ) { flCheckDist = flWaypointDist; } @@ -925,13 +921,13 @@ void CController :: Move ( float flInterval ) { flCheckDist = DIST_TO_CHECK; } - - if ( (m_Route[ m_iRouteIndex ].iType & (~bits_MF_NOT_TO_MASK)) == bits_MF_TO_ENEMY ) + + if( ( m_Route[m_iRouteIndex].iType & ( ~bits_MF_NOT_TO_MASK ) ) == bits_MF_TO_ENEMY ) { // only on a PURE move to enemy ( i.e., ONLY MF_TO_ENEMY set, not MF_TO_ENEMY and DETOUR ) pTargetEnt = m_hEnemy; } - else if ( (m_Route[ m_iRouteIndex ].iType & ~bits_MF_NOT_TO_MASK) == bits_MF_TO_TARGETENT ) + else if( ( m_Route[m_iRouteIndex].iType & ~bits_MF_NOT_TO_MASK ) == bits_MF_TO_TARGETENT ) { pTargetEnt = m_hTargetEnt; } @@ -940,7 +936,7 @@ void CController :: Move ( float flInterval ) // If this fails, it should be because of some dynamic entity blocking this guy. // We've already checked this path, so we should wait and time out if the entity doesn't move flDist = 0; - if ( CheckLocalMove ( pev->origin, pev->origin + vecDir * flCheckDist, pTargetEnt, &flDist ) != LOCALMOVE_VALID ) + if( CheckLocalMove( pev->origin, pev->origin + vecDir * flCheckDist, pTargetEnt, &flDist ) != LOCALMOVE_VALID ) { CBaseEntity *pBlocker; @@ -948,14 +944,14 @@ void CController :: Move ( float flInterval ) Stop(); // Blocking entity is in global trace_ent pBlocker = CBaseEntity::Instance( gpGlobals->trace_ent ); - if (pBlocker) + if( pBlocker ) { DispatchBlocked( edict(), pBlocker->edict() ); } - if ( pBlocker && m_moveWaitTime > 0 && pBlocker->IsMoving() && !pBlocker->IsPlayer() && (gpGlobals->time-m_flMoveWaitFinished) > 3.0 ) + if( pBlocker && m_moveWaitTime > 0 && pBlocker->IsMoving() && !pBlocker->IsPlayer() && (gpGlobals->time-m_flMoveWaitFinished) > 3.0 ) { // Can we still move toward our target? - if ( flDist < m_flGroundSpeed ) + if( flDist < m_flGroundSpeed ) { // Wait for a second m_flMoveWaitFinished = gpGlobals->time + m_moveWaitTime; @@ -963,10 +959,10 @@ void CController :: Move ( float flInterval ) return; } } - else + else { // try to triangulate around whatever is in the way. - if ( FTriangulate( pev->origin, m_Route[ m_iRouteIndex ].vecLocation, flDist, pTargetEnt, &vecApex ) ) + if( FTriangulate( pev->origin, m_Route[m_iRouteIndex].vecLocation, flDist, pTargetEnt, &vecApex ) ) { InsertWaypoint( vecApex, bits_MF_TO_DETOUR ); RouteSimplify( pTargetEnt ); @@ -975,7 +971,7 @@ void CController :: Move ( float flInterval ) { ALERT ( at_aiconsole, "Couldn't Triangulate\n" ); Stop(); - if ( m_moveWaitTime > 0 ) + if( m_moveWaitTime > 0 ) { FRefreshRoute(); m_flMoveWaitFinished = gpGlobals->time + m_moveWaitTime * 0.5; @@ -984,7 +980,7 @@ void CController :: Move ( float flInterval ) { TaskFail(); ALERT( at_aiconsole, "Failed to move!\n" ); - //ALERT( at_aiconsole, "%f, %f, %f\n", pev->origin.z, (pev->origin + (vecDir * flCheckDist)).z, m_Route[m_iRouteIndex].vecLocation.z ); + //ALERT( at_aiconsole, "%f, %f, %f\n", pev->origin.z, ( pev->origin + ( vecDir * flCheckDist ) ).z, m_Route[m_iRouteIndex].vecLocation.z ); } return; } @@ -992,7 +988,7 @@ void CController :: Move ( float flInterval ) } // UNDONE: this is a hack to quit moving farther than it has looked ahead. - if (flCheckDist < flMoveDist) + if( flCheckDist < flMoveDist ) { MoveExecute( pTargetEnt, vecDir, flCheckDist / m_flGroundSpeed ); @@ -1004,42 +1000,42 @@ void CController :: Move ( float flInterval ) { MoveExecute( pTargetEnt, vecDir, flMoveDist / m_flGroundSpeed ); - if ( ShouldAdvanceRoute( flWaypointDist - flMoveDist ) ) + if( ShouldAdvanceRoute( flWaypointDist - flMoveDist ) ) { AdvanceRoute( flWaypointDist ); } flMoveDist = 0; } - if ( MovementIsComplete() ) + if( MovementIsComplete() ) { Stop(); RouteClear(); } - } while (flMoveDist > 0 && flCheckDist > 0); + } while( flMoveDist > 0 && flCheckDist > 0 ); // cut corner? - if (flWaypointDist < 128) + if( flWaypointDist < 128 ) { - if ( m_movementGoal == MOVEGOAL_ENEMY ) + if( m_movementGoal == MOVEGOAL_ENEMY ) RouteSimplify( m_hEnemy ); else RouteSimplify( m_hTargetEnt ); FRefreshRoute(); - if (m_flGroundSpeed > 100) + if( m_flGroundSpeed > 100 ) m_flGroundSpeed -= 40; } else { - if (m_flGroundSpeed < 400) + if( m_flGroundSpeed < 400 ) m_flGroundSpeed += 10; } } -BOOL CController:: ShouldAdvanceRoute( float flWaypointDist ) +BOOL CController::ShouldAdvanceRoute( float flWaypointDist ) { - if ( flWaypointDist <= 32 ) + if( flWaypointDist <= 32 ) { return TRUE; } @@ -1047,24 +1043,24 @@ BOOL CController:: ShouldAdvanceRoute( float flWaypointDist ) return FALSE; } -int CController :: CheckLocalMove ( const Vector &vecStart, const Vector &vecEnd, CBaseEntity *pTarget, float *pflDist ) +int CController::CheckLocalMove( const Vector &vecStart, const Vector &vecEnd, CBaseEntity *pTarget, float *pflDist ) { TraceResult tr; - UTIL_TraceHull( vecStart + Vector( 0, 0, 32), vecEnd + Vector( 0, 0, 32), dont_ignore_monsters, large_hull, edict(), &tr ); + UTIL_TraceHull( vecStart + Vector( 0, 0, 32 ), vecEnd + Vector( 0, 0, 32 ), dont_ignore_monsters, large_hull, edict(), &tr ); // ALERT( at_console, "%.0f %.0f %.0f : ", vecStart.x, vecStart.y, vecStart.z ); // ALERT( at_console, "%.0f %.0f %.0f\n", vecEnd.x, vecEnd.y, vecEnd.z ); - if (pflDist) + if( pflDist ) { - *pflDist = ( (tr.vecEndPos - Vector( 0, 0, 32 )) - vecStart ).Length();// get the distance. + *pflDist = ( ( tr.vecEndPos - Vector( 0, 0, 32 ) ) - vecStart ).Length();// get the distance. } // ALERT( at_console, "check %d %d %f\n", tr.fStartSolid, tr.fAllSolid, tr.flFraction ); - if (tr.fStartSolid || tr.flFraction < 1.0) + if( tr.fStartSolid || tr.flFraction < 1.0 ) { - if ( pTarget && pTarget->edict() == gpGlobals->trace_ent ) + if( pTarget && pTarget->edict() == gpGlobals->trace_ent ) return LOCALMOVE_VALID; return LOCALMOVE_INVALID; } @@ -1074,17 +1070,17 @@ int CController :: CheckLocalMove ( const Vector &vecStart, const Vector &vecEnd void CController::MoveExecute( CBaseEntity *pTargetEnt, const Vector &vecDir, float flInterval ) { - if ( m_IdealActivity != m_movementActivity ) + if( m_IdealActivity != m_movementActivity ) m_IdealActivity = m_movementActivity; // ALERT( at_console, "move %.4f %.4f %.4f : %f\n", vecDir.x, vecDir.y, vecDir.z, flInterval ); // float flTotal = m_flGroundSpeed * pev->framerate * flInterval; - // UTIL_MoveToOrigin ( ENT(pev), m_Route[ m_iRouteIndex ].vecLocation, flTotal, MOVE_STRAFE ); + // UTIL_MoveToOrigin ( ENT( pev ), m_Route[m_iRouteIndex].vecLocation, flTotal, MOVE_STRAFE ); m_velocity = m_velocity * 0.8 + m_flGroundSpeed * vecDir * 0.2; - UTIL_MoveToOrigin ( ENT(pev), pev->origin + m_velocity, m_velocity.Length() * flInterval, MOVE_STRAFE ); + UTIL_MoveToOrigin( ENT( pev ), pev->origin + m_velocity, m_velocity.Length() * flInterval, MOVE_STRAFE ); } //========================================================= @@ -1107,14 +1103,14 @@ class CControllerHeadBall : public CBaseMonster LINK_ENTITY_TO_CLASS( controller_head_ball, CControllerHeadBall ) -void CControllerHeadBall :: Spawn( void ) +void CControllerHeadBall::Spawn( void ) { - Precache( ); + Precache(); // motor pev->movetype = MOVETYPE_FLY; pev->solid = SOLID_BBOX; - SET_MODEL(ENT(pev), "sprites/xspark4.spr"); + SET_MODEL(ENT( pev ), "sprites/xspark4.spr" ); pev->rendermode = kRenderTransAdd; pev->rendercolor.x = 255; pev->rendercolor.y = 255; @@ -1122,7 +1118,7 @@ void CControllerHeadBall :: Spawn( void ) pev->renderamt = 255; pev->scale = 2.0; - UTIL_SetSize(pev, Vector( 0, 0, 0), Vector(0, 0, 0)); + UTIL_SetSize(pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) ); UTIL_SetOrigin( pev, pev->origin ); SetThink( &CControllerHeadBall::HuntThink ); @@ -1136,14 +1132,14 @@ void CControllerHeadBall :: Spawn( void ) pev->dmgtime = gpGlobals->time; } -void CControllerHeadBall :: Precache( void ) +void CControllerHeadBall::Precache( void ) { - PRECACHE_MODEL("sprites/xspark1.spr"); - PRECACHE_SOUND("debris/zap4.wav"); - PRECACHE_SOUND("weapons/electro4.wav"); + PRECACHE_MODEL( "sprites/xspark1.spr" ); + PRECACHE_SOUND( "debris/zap4.wav" ); + PRECACHE_SOUND( "weapons/electro4.wav" ); } -void CControllerHeadBall :: HuntThink( void ) +void CControllerHeadBall::HuntThink( void ) { pev->nextthink = gpGlobals->time + 0.1; @@ -1151,7 +1147,7 @@ void CControllerHeadBall :: HuntThink( void ) MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_ELIGHT ); - WRITE_SHORT( entindex( ) ); // entity, attachment + WRITE_SHORT( entindex() ); // entity, attachment WRITE_COORD( pev->origin.x ); // origin WRITE_COORD( pev->origin.y ); WRITE_COORD( pev->origin.z ); @@ -1164,25 +1160,25 @@ void CControllerHeadBall :: HuntThink( void ) MESSAGE_END(); // check world boundaries - if (gpGlobals->time - pev->dmgtime > 5 || pev->renderamt < 64 || m_hEnemy == NULL || m_hOwner == NULL || pev->origin.x < -4096 || pev->origin.x > 4096 || pev->origin.y < -4096 || pev->origin.y > 4096 || pev->origin.z < -4096 || pev->origin.z > 4096) + if( gpGlobals->time - pev->dmgtime > 5 || pev->renderamt < 64 || m_hEnemy == NULL || m_hOwner == NULL || pev->origin.x < -4096 || pev->origin.x > 4096 || pev->origin.y < -4096 || pev->origin.y > 4096 || pev->origin.z < -4096 || pev->origin.z > 4096 ) { SetTouch( NULL ); UTIL_Remove( this ); return; } - MovetoTarget( m_hEnemy->Center( ) ); + MovetoTarget( m_hEnemy->Center() ); - if ((m_hEnemy->Center() - pev->origin).Length() < 64) + if( ( m_hEnemy->Center() - pev->origin ).Length() < 64 ) { TraceResult tr; - UTIL_TraceLine( pev->origin, m_hEnemy->Center(), dont_ignore_monsters, ENT(pev), &tr ); + UTIL_TraceLine( pev->origin, m_hEnemy->Center(), dont_ignore_monsters, ENT( pev ), &tr ); - CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit); - if (pEntity != NULL && pEntity->pev->takedamage) + CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit ); + if( pEntity != NULL && pEntity->pev->takedamage ) { - ClearMultiDamage( ); + ClearMultiDamage(); pEntity->TraceAttack( m_hOwner->pev, gSkillData.controllerDmgZap, pev->velocity, &tr, DMG_SHOCK ); ApplyMultiDamage( pev, m_hOwner->pev ); } @@ -1206,7 +1202,7 @@ void CControllerHeadBall :: HuntThink( void ) WRITE_BYTE( 10 ); // speed MESSAGE_END(); - UTIL_EmitAmbientSound( ENT(pev), tr.vecEndPos, "weapons/electro4.wav", 0.5, ATTN_NORM, 0, RANDOM_LONG( 140, 160 ) ); + UTIL_EmitAmbientSound( ENT( pev ), tr.vecEndPos, "weapons/electro4.wav", 0.5, ATTN_NORM, 0, RANDOM_LONG( 140, 160 ) ); m_flNextAttack = gpGlobals->time + 3.0; @@ -1214,36 +1210,35 @@ void CControllerHeadBall :: HuntThink( void ) pev->nextthink = gpGlobals->time + 0.3; } - //Crawl( ); + //Crawl(); } -void CControllerHeadBall :: DieThink( void ) +void CControllerHeadBall::DieThink( void ) { UTIL_Remove( this ); } -void CControllerHeadBall :: MovetoTarget( Vector vecTarget ) +void CControllerHeadBall::MovetoTarget( Vector vecTarget ) { // accelerate float flSpeed = m_vecIdeal.Length(); - if (flSpeed == 0) + if( flSpeed == 0 ) { m_vecIdeal = pev->velocity; flSpeed = m_vecIdeal.Length(); } - if (flSpeed > 400) + if( flSpeed > 400 ) { - m_vecIdeal = m_vecIdeal.Normalize( ) * 400; + m_vecIdeal = m_vecIdeal.Normalize() * 400; } - m_vecIdeal = m_vecIdeal + (vecTarget - pev->origin).Normalize() * 100; + m_vecIdeal = m_vecIdeal + ( vecTarget - pev->origin ).Normalize() * 100; pev->velocity = m_vecIdeal; } -void CControllerHeadBall :: Crawl( void ) +void CControllerHeadBall::Crawl( void ) { - - Vector vecAim = Vector( RANDOM_FLOAT( -1, 1 ), RANDOM_FLOAT( -1, 1 ), RANDOM_FLOAT( -1, 1 ) ).Normalize( ); + Vector vecAim = Vector( RANDOM_FLOAT( -1, 1 ), RANDOM_FLOAT( -1, 1 ), RANDOM_FLOAT( -1, 1 ) ).Normalize(); Vector vecPnt = pev->origin + pev->velocity * 0.3 + vecAim * 64; MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); @@ -1268,11 +1263,11 @@ void CControllerHeadBall :: Crawl( void ) void CControllerHeadBall::BounceTouch( CBaseEntity *pOther ) { - Vector vecDir = m_vecIdeal.Normalize( ); + Vector vecDir = m_vecIdeal.Normalize(); - TraceResult tr = UTIL_GetGlobalTrace( ); + TraceResult tr = UTIL_GetGlobalTrace(); - float n = -DotProduct(tr.vecPlaneNormal, vecDir); + float n = -DotProduct( tr.vecPlaneNormal, vecDir ); vecDir = 2.0 * tr.vecPlaneNormal * n + vecDir; @@ -1291,14 +1286,14 @@ class CControllerZapBall : public CBaseMonster LINK_ENTITY_TO_CLASS( controller_energy_ball, CControllerZapBall ) -void CControllerZapBall :: Spawn( void ) +void CControllerZapBall::Spawn( void ) { - Precache( ); + Precache(); // motor pev->movetype = MOVETYPE_FLY; pev->solid = SOLID_BBOX; - SET_MODEL(ENT(pev), "sprites/xspark4.spr"); + SET_MODEL( ENT( pev ), "sprites/xspark4.spr" ); pev->rendermode = kRenderTransAdd; pev->rendercolor.x = 255; pev->rendercolor.y = 255; @@ -1306,7 +1301,7 @@ void CControllerZapBall :: Spawn( void ) pev->renderamt = 255; pev->scale = 0.5; - UTIL_SetSize(pev, Vector( 0, 0, 0), Vector(0, 0, 0)); + UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) ); UTIL_SetOrigin( pev, pev->origin ); SetThink( &CControllerZapBall::AnimateThink ); @@ -1317,20 +1312,20 @@ void CControllerZapBall :: Spawn( void ) pev->nextthink = gpGlobals->time + 0.1; } -void CControllerZapBall :: Precache( void ) +void CControllerZapBall::Precache( void ) { - PRECACHE_MODEL("sprites/xspark4.spr"); - // PRECACHE_SOUND("debris/zap4.wav"); - // PRECACHE_SOUND("weapons/electro4.wav"); + PRECACHE_MODEL( "sprites/xspark4.spr" ); + // PRECACHE_SOUND( "debris/zap4.wav" ); + // PRECACHE_SOUND( "weapons/electro4.wav" ); } -void CControllerZapBall :: AnimateThink( void ) +void CControllerZapBall::AnimateThink( void ) { pev->nextthink = gpGlobals->time + 0.1; - - pev->frame = ((int)pev->frame + 1) % 11; - if (gpGlobals->time - pev->dmgtime > 5 || pev->velocity.Length() < 10) + pev->frame = ( (int)pev->frame + 1 ) % 11; + + if( gpGlobals->time - pev->dmgtime > 5 || pev->velocity.Length() < 10 ) { SetTouch( NULL ); UTIL_Remove( this ); @@ -1339,12 +1334,13 @@ void CControllerZapBall :: AnimateThink( void ) void CControllerZapBall::ExplodeTouch( CBaseEntity *pOther ) { - if (pOther->pev->takedamage) + if( pOther->pev->takedamage ) { - TraceResult tr = UTIL_GetGlobalTrace( ); + TraceResult tr = UTIL_GetGlobalTrace(); - entvars_t *pevOwner; - if (m_hOwner != NULL) + entvars_t *pevOwner; + + if( m_hOwner != NULL ) { pevOwner = m_hOwner->pev; } @@ -1353,12 +1349,11 @@ void CControllerZapBall::ExplodeTouch( CBaseEntity *pOther ) pevOwner = pev; } - ClearMultiDamage( ); + ClearMultiDamage(); pOther->TraceAttack(pevOwner, gSkillData.controllerDmgBall, pev->velocity.Normalize(), &tr, DMG_ENERGYBEAM ); ApplyMultiDamage( pevOwner, pevOwner ); - UTIL_EmitAmbientSound( ENT(pev), tr.vecEndPos, "weapons/electro4.wav", 0.3, ATTN_NORM, 0, RANDOM_LONG( 90, 99 ) ); - + UTIL_EmitAmbientSound( ENT( pev ), tr.vecEndPos, "weapons/electro4.wav", 0.3, ATTN_NORM, 0, RANDOM_LONG( 90, 99 ) ); } UTIL_Remove( this ); diff --git a/dlls/crossbow.cpp b/dlls/crossbow.cpp index dee2562a..d34ad25d 100644 --- a/dlls/crossbow.cpp +++ b/dlls/crossbow.cpp @@ -36,7 +36,7 @@ class CCrossbowBolt : public CBaseEntity { void Spawn( void ); void Precache( void ); - int Classify ( void ); + int Classify( void ); void EXPORT BubbleThink( void ); void EXPORT BoltTouch( CBaseEntity *pOther ); void EXPORT ExplodeThink( void ); @@ -53,46 +53,44 @@ CCrossbowBolt *CCrossbowBolt::BoltCreate( void ) { // Create a new entity with CCrossbowBolt private data CCrossbowBolt *pBolt = GetClassPtr( (CCrossbowBolt *)NULL ); - pBolt->pev->classname = MAKE_STRING("crossbow_bolt"); // g-cont. enable save\restore + pBolt->pev->classname = MAKE_STRING( "crossbow_bolt" ); // g-cont. enable save\restore pBolt->Spawn(); return pBolt; } -void CCrossbowBolt::Spawn( ) +void CCrossbowBolt::Spawn() { - Precache( ); + Precache(); pev->movetype = MOVETYPE_FLY; pev->solid = SOLID_BBOX; pev->gravity = 0.5; - SET_MODEL(ENT(pev), "models/crossbow_bolt.mdl"); + SET_MODEL( ENT( pev ), "models/crossbow_bolt.mdl" ); UTIL_SetOrigin( pev, pev->origin ); - UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0)); + UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) ); SetTouch( &CCrossbowBolt::BoltTouch ); SetThink( &CCrossbowBolt::BubbleThink ); pev->nextthink = gpGlobals->time + 0.2; } - -void CCrossbowBolt::Precache( ) +void CCrossbowBolt::Precache() { - PRECACHE_MODEL ("models/crossbow_bolt.mdl"); - PRECACHE_SOUND("weapons/xbow_hitbod1.wav"); - PRECACHE_SOUND("weapons/xbow_hitbod2.wav"); - PRECACHE_SOUND("weapons/xbow_fly1.wav"); - PRECACHE_SOUND("weapons/xbow_hit1.wav"); - PRECACHE_SOUND("fvox/beep.wav"); - m_iTrail = PRECACHE_MODEL("sprites/streak.spr"); + PRECACHE_MODEL( "models/crossbow_bolt.mdl" ); + PRECACHE_SOUND( "weapons/xbow_hitbod1.wav" ); + PRECACHE_SOUND( "weapons/xbow_hitbod2.wav" ); + PRECACHE_SOUND( "weapons/xbow_fly1.wav" ); + PRECACHE_SOUND( "weapons/xbow_hit1.wav" ); + PRECACHE_SOUND( "fvox/beep.wav" ); + m_iTrail = PRECACHE_MODEL( "sprites/streak.spr" ); } - -int CCrossbowBolt :: Classify ( void ) +int CCrossbowBolt::Classify( void ) { - return CLASS_NONE; + return CLASS_NONE; } void CCrossbowBolt::BoltTouch( CBaseEntity *pOther ) @@ -100,71 +98,73 @@ void CCrossbowBolt::BoltTouch( CBaseEntity *pOther ) SetTouch( NULL ); SetThink( NULL ); - if (pOther->pev->takedamage) + if( pOther->pev->takedamage ) { - TraceResult tr = UTIL_GetGlobalTrace( ); - entvars_t *pevOwner; + TraceResult tr = UTIL_GetGlobalTrace(); + entvars_t *pevOwner; pevOwner = VARS( pev->owner ); // UNDONE: this needs to call TraceAttack instead - ClearMultiDamage( ); + ClearMultiDamage(); - if ( pOther->IsPlayer() ) + if( pOther->IsPlayer() ) { - pOther->TraceAttack(pevOwner, gSkillData.plrDmgCrossbowClient, pev->velocity.Normalize(), &tr, DMG_NEVERGIB ); + pOther->TraceAttack( pevOwner, gSkillData.plrDmgCrossbowClient, pev->velocity.Normalize(), &tr, DMG_NEVERGIB ); } else { - pOther->TraceAttack(pevOwner, gSkillData.plrDmgCrossbowMonster, pev->velocity.Normalize(), &tr, DMG_BULLET | DMG_NEVERGIB ); + pOther->TraceAttack( pevOwner, gSkillData.plrDmgCrossbowMonster, pev->velocity.Normalize(), &tr, DMG_BULLET | DMG_NEVERGIB ); } ApplyMultiDamage( pev, pevOwner ); pev->velocity = Vector( 0, 0, 0 ); // play body "thwack" sound - switch( RANDOM_LONG(0,1) ) + switch( RANDOM_LONG( 0, 1 ) ) { case 0: - EMIT_SOUND(ENT(pev), CHAN_BODY, "weapons/xbow_hitbod1.wav", 1, ATTN_NORM); break; + EMIT_SOUND( ENT( pev ), CHAN_BODY, "weapons/xbow_hitbod1.wav", 1, ATTN_NORM ); + break; case 1: - EMIT_SOUND(ENT(pev), CHAN_BODY, "weapons/xbow_hitbod2.wav", 1, ATTN_NORM); break; + EMIT_SOUND( ENT( pev ), CHAN_BODY, "weapons/xbow_hitbod2.wav", 1, ATTN_NORM ); + break; } - if ( !g_pGameRules->IsMultiplayer() ) + if( !g_pGameRules->IsMultiplayer() ) { Killed( pev, GIB_NEVER ); } } else { - EMIT_SOUND_DYN(ENT(pev), CHAN_BODY, "weapons/xbow_hit1.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 98 + RANDOM_LONG(0,7)); + EMIT_SOUND_DYN( ENT( pev ), CHAN_BODY, "weapons/xbow_hit1.wav", RANDOM_FLOAT( 0.95, 1.0 ), ATTN_NORM, 0, 98 + RANDOM_LONG( 0, 7 ) ); SetThink( &CBaseEntity::SUB_Remove ); pev->nextthink = gpGlobals->time;// this will get changed below if the bolt is allowed to stick in what it hit. - if ( FClassnameIs( pOther->pev, "worldspawn" ) ) + if( FClassnameIs( pOther->pev, "worldspawn" ) ) { // if what we hit is static architecture, can stay around for a while. - Vector vecDir = pev->velocity.Normalize( ); + Vector vecDir = pev->velocity.Normalize(); UTIL_SetOrigin( pev, pev->origin - vecDir * 12 ); pev->angles = UTIL_VecToAngles( vecDir ); pev->solid = SOLID_NOT; pev->movetype = MOVETYPE_FLY; pev->velocity = Vector( 0, 0, 0 ); pev->avelocity.z = 0; - pev->angles.z = RANDOM_LONG(0,360); + pev->angles.z = RANDOM_LONG( 0, 360 ); pev->nextthink = gpGlobals->time + 10.0; } - else if ( pOther->pev->movetype == MOVETYPE_PUSH || pOther->pev->movetype == MOVETYPE_PUSHSTEP ) + else if( pOther->pev->movetype == MOVETYPE_PUSH || pOther->pev->movetype == MOVETYPE_PUSHSTEP ) { - Vector vecDir = pev->velocity.Normalize( ); + Vector vecDir = pev->velocity.Normalize(); UTIL_SetOrigin( pev, pev->origin - vecDir * 12 ); pev->angles = UTIL_VecToAngles( vecDir ); pev->solid = SOLID_NOT; pev->velocity = Vector( 0, 0, 0 ); pev->avelocity.z = 0; - pev->angles.z = RANDOM_LONG(0,360); + pev->angles.z = RANDOM_LONG( 0, 360 ); pev->nextthink = gpGlobals->time + 10.0; // g-cont. Setup movewith feature @@ -172,13 +172,13 @@ void CCrossbowBolt::BoltTouch( CBaseEntity *pOther ) pev->aiment = ENT( pOther->pev ); // set parent } - if (UTIL_PointContents(pev->origin) != CONTENTS_WATER) + if( UTIL_PointContents( pev->origin ) != CONTENTS_WATER ) { UTIL_Sparks( pev->origin ); } } - if ( g_pGameRules->IsMultiplayer() ) + if( g_pGameRules->IsMultiplayer() ) { SetThink( &CCrossbowBolt::ExplodeThink ); pev->nextthink = gpGlobals->time + 0.1; @@ -189,7 +189,7 @@ void CCrossbowBolt::BubbleThink( void ) { pev->nextthink = gpGlobals->time + 0.1; - if (pev->waterlevel == 0) + if( pev->waterlevel == 0 ) return; UTIL_BubbleTrail( pev->origin - pev->velocity * 0.1, pev->origin, 1 ); @@ -197,18 +197,18 @@ void CCrossbowBolt::BubbleThink( void ) void CCrossbowBolt::ExplodeThink( void ) { - int iContents = UTIL_PointContents ( pev->origin ); + int iContents = UTIL_PointContents( pev->origin ); int iScale; - + pev->dmg = 40; iScale = 10; MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin ); - WRITE_BYTE( TE_EXPLOSION); + WRITE_BYTE( TE_EXPLOSION ); WRITE_COORD( pev->origin.x ); WRITE_COORD( pev->origin.y ); WRITE_COORD( pev->origin.z ); - if (iContents != CONTENTS_WATER) + if( iContents != CONTENTS_WATER ) { WRITE_SHORT( g_sModelIndexFireball ); } @@ -216,14 +216,14 @@ void CCrossbowBolt::ExplodeThink( void ) { WRITE_SHORT( g_sModelIndexWExplosion ); } - WRITE_BYTE( iScale ); // scale * 10 - WRITE_BYTE( 15 ); // framerate + WRITE_BYTE( iScale ); // scale * 10 + WRITE_BYTE( 15 ); // framerate WRITE_BYTE( TE_EXPLFLAG_NONE ); MESSAGE_END(); entvars_t *pevOwner; - if ( pev->owner ) + if( pev->owner ) pevOwner = VARS( pev->owner ); else pevOwner = NULL; @@ -232,11 +232,12 @@ void CCrossbowBolt::ExplodeThink( void ) ::RadiusDamage( pev->origin, pev, pevOwner, pev->dmg, 128, CLASS_NONE, DMG_BLAST | DMG_ALWAYSGIB ); - UTIL_Remove(this); + UTIL_Remove( this ); } #endif -enum crossbow_e { +enum crossbow_e +{ CROSSBOW_IDLE1 = 0, // full CROSSBOW_IDLE2, // empty CROSSBOW_FIDGET1, // full @@ -253,11 +254,11 @@ enum crossbow_e { LINK_ENTITY_TO_CLASS( weapon_crossbow, CCrossbow ) -void CCrossbow::Spawn( ) +void CCrossbow::Spawn() { - Precache( ); + Precache(); m_iId = WEAPON_CROSSBOW; - SET_MODEL(ENT(pev), "models/w_crossbow.mdl"); + SET_MODEL( ENT( pev ), "models/w_crossbow.mdl" ); m_iDefaultAmmo = CROSSBOW_DEFAULT_GIVE; @@ -266,7 +267,7 @@ void CCrossbow::Spawn( ) int CCrossbow::AddToPlayer( CBasePlayer *pPlayer ) { - if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) ) + if( CBasePlayerWeapon::AddToPlayer( pPlayer ) ) { MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev ); WRITE_BYTE( m_iId ); @@ -278,12 +279,12 @@ int CCrossbow::AddToPlayer( CBasePlayer *pPlayer ) void CCrossbow::Precache( void ) { - PRECACHE_MODEL("models/w_crossbow.mdl"); - PRECACHE_MODEL("models/v_crossbow.mdl"); - PRECACHE_MODEL("models/p_crossbow.mdl"); + PRECACHE_MODEL( "models/w_crossbow.mdl" ); + PRECACHE_MODEL( "models/v_crossbow.mdl" ); + PRECACHE_MODEL( "models/p_crossbow.mdl" ); - PRECACHE_SOUND("weapons/xbow_fire1.wav"); - PRECACHE_SOUND("weapons/xbow_reload1.wav"); + PRECACHE_SOUND( "weapons/xbow_fire1.wav" ); + PRECACHE_SOUND( "weapons/xbow_reload1.wav" ); UTIL_PrecacheOther( "crossbow_bolt" ); @@ -291,10 +292,9 @@ void CCrossbow::Precache( void ) m_usCrossbow2 = PRECACHE_EVENT( 1, "events/crossbow2.sc" ); } - -int CCrossbow::GetItemInfo(ItemInfo *p) +int CCrossbow::GetItemInfo( ItemInfo *p ) { - p->pszName = STRING(pev->classname); + p->pszName = STRING( pev->classname ); p->pszAmmo1 = "bolts"; p->iMaxAmmo1 = BOLT_MAX_CARRY; p->pszAmmo2 = NULL; @@ -308,10 +308,9 @@ int CCrossbow::GetItemInfo(ItemInfo *p) return 1; } - -BOOL CCrossbow::Deploy( ) +BOOL CCrossbow::Deploy() { - if (m_iClip) + if( m_iClip ) return DefaultDeploy( "models/v_crossbow.mdl", "models/p_crossbow.mdl", CROSSBOW_DRAW1, "bow" ); return DefaultDeploy( "models/v_crossbow.mdl", "models/p_crossbow.mdl", CROSSBOW_DRAW2, "bow" ); } @@ -320,13 +319,13 @@ void CCrossbow::Holster( int skiplocal /* = 0 */ ) { m_fInReload = FALSE;// cancel any reload in progress. - if ( m_fInZoom ) + if( m_fInZoom ) { - SecondaryAttack( ); + SecondaryAttack(); } m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; - if (m_iClip) + if( m_iClip ) SendWeaponAnim( CROSSBOW_HOLSTER1 ); else SendWeaponAnim( CROSSBOW_HOLSTER2 ); @@ -334,11 +333,10 @@ void CCrossbow::Holster( int skiplocal /* = 0 */ ) void CCrossbow::PrimaryAttack( void ) { - #ifdef CLIENT_DLL - if ( m_fInZoom && bIsMultiplayer() ) + if( m_fInZoom && bIsMultiplayer() ) #else - if ( m_fInZoom && g_pGameRules->IsMultiplayer() ) + if( m_fInZoom && g_pGameRules->IsMultiplayer() ) #endif { FireSniperBolt(); @@ -353,9 +351,9 @@ void CCrossbow::FireSniperBolt() { m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.75; - if (m_iClip == 0) + if( m_iClip == 0 ) { - PlayEmptySound( ); + PlayEmptySound(); return; } @@ -375,19 +373,19 @@ void CCrossbow::FireSniperBolt() // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); - + Vector anglesAim = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle; UTIL_MakeVectors( anglesAim ); - Vector vecSrc = m_pPlayer->GetGunPosition( ) - gpGlobals->v_up * 2; + Vector vecSrc = m_pPlayer->GetGunPosition() - gpGlobals->v_up * 2; Vector vecDir = gpGlobals->v_forward; - UTIL_TraceLine(vecSrc, vecSrc + vecDir * 8192, dont_ignore_monsters, m_pPlayer->edict(), &tr); + UTIL_TraceLine( vecSrc, vecSrc + vecDir * 8192, dont_ignore_monsters, m_pPlayer->edict(), &tr ); #ifndef CLIENT_DLL - if ( tr.pHit->v.takedamage ) + if( tr.pHit->v.takedamage ) { - ClearMultiDamage( ); - CBaseEntity::Instance(tr.pHit)->TraceAttack(m_pPlayer->pev, 120, vecDir, &tr, DMG_BULLET | DMG_NEVERGIB ); + ClearMultiDamage(); + CBaseEntity::Instance( tr.pHit )->TraceAttack( m_pPlayer->pev, 120, vecDir, &tr, DMG_BULLET | DMG_NEVERGIB ); ApplyMultiDamage( pev, m_pPlayer->pev ); } #endif @@ -397,9 +395,9 @@ void CCrossbow::FireBolt() { TraceResult tr; - if (m_iClip == 0) + if( m_iClip == 0 ) { - PlayEmptySound( ); + PlayEmptySound(); return; } @@ -421,10 +419,10 @@ void CCrossbow::FireBolt() Vector anglesAim = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle; UTIL_MakeVectors( anglesAim ); - - anglesAim.x = -anglesAim.x; - Vector vecSrc = m_pPlayer->GetGunPosition( ) - gpGlobals->v_up * 2; - Vector vecDir = gpGlobals->v_forward; + + anglesAim.x = -anglesAim.x; + Vector vecSrc = m_pPlayer->GetGunPosition() - gpGlobals->v_up * 2; + Vector vecDir = gpGlobals->v_forward; #ifndef CLIENT_DLL CCrossbowBolt *pBolt = CCrossbowBolt::BoltCreate(); @@ -432,7 +430,7 @@ void CCrossbow::FireBolt() pBolt->pev->angles = anglesAim; pBolt->pev->owner = m_pPlayer->edict(); - if (m_pPlayer->pev->waterlevel == 3) + if( m_pPlayer->pev->waterlevel == 3 ) { pBolt->pev->velocity = vecDir * BOLT_WATER_VELOCITY; pBolt->pev->speed = BOLT_WATER_VELOCITY; @@ -445,68 +443,65 @@ void CCrossbow::FireBolt() pBolt->pev->avelocity.z = 10; #endif - if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) + if( !m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 ) // HEV suit - indicate out of ammo condition - m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); + m_pPlayer->SetSuitUpdate( "!HEV_AMO0", FALSE, 0 ); m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.75; m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.75; - if (m_iClip != 0) + if( m_iClip != 0 ) m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5.0; else m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.75; } - void CCrossbow::SecondaryAttack() { - if ( m_pPlayer->pev->fov != 0 ) + if( m_pPlayer->pev->fov != 0 ) { m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov m_fInZoom = 0; } - else if ( m_pPlayer->pev->fov != 20 ) + else if( m_pPlayer->pev->fov != 20 ) { m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 20; m_fInZoom = 1; } - + pev->nextthink = UTIL_WeaponTimeBase() + 0.1; m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0; } - void CCrossbow::Reload( void ) { - if ( m_pPlayer->ammo_bolts <= 0 ) + if( m_pPlayer->ammo_bolts <= 0 ) return; - if ( m_pPlayer->pev->fov != 0 ) + if( m_pPlayer->pev->fov != 0 ) { SecondaryAttack(); } - if ( DefaultReload( 5, CROSSBOW_RELOAD, 4.5 ) ) + if( DefaultReload( 5, CROSSBOW_RELOAD, 4.5 ) ) { - EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/xbow_reload1.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 93 + RANDOM_LONG(0,0xF)); + EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/xbow_reload1.wav", RANDOM_FLOAT( 0.95, 1.0 ), ATTN_NORM, 0, 93 + RANDOM_LONG( 0, 0xF ) ); } } - void CCrossbow::WeaponIdle( void ) { m_pPlayer->GetAutoaimVector( AUTOAIM_2DEGREES ); // get the autoaim vector but ignore it; used for autoaim crosshair in DM - ResetEmptySound( ); + ResetEmptySound(); - if ( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() ) + if( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() ) { float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 ); - if (flRand <= 0.75) + if( flRand <= 0.75 ) { - if (m_iClip) + if( m_iClip ) { SendWeaponAnim( CROSSBOW_IDLE1 ); } @@ -518,7 +513,7 @@ void CCrossbow::WeaponIdle( void ) } else { - if (m_iClip) + if( m_iClip ) { SendWeaponAnim( CROSSBOW_FIDGET1 ); m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 90.0 / 30.0; @@ -533,26 +528,24 @@ void CCrossbow::WeaponIdle( void ) } } - - class CCrossbowAmmo : public CBasePlayerAmmo { void Spawn( void ) { - Precache( ); - SET_MODEL(ENT(pev), "models/w_crossbow_clip.mdl"); - CBasePlayerAmmo::Spawn( ); + Precache(); + SET_MODEL( ENT( pev ), "models/w_crossbow_clip.mdl" ); + CBasePlayerAmmo::Spawn(); } void Precache( void ) { - PRECACHE_MODEL ("models/w_crossbow_clip.mdl"); - PRECACHE_SOUND("items/9mmclip1.wav"); + PRECACHE_MODEL( "models/w_crossbow_clip.mdl" ); + PRECACHE_SOUND( "items/9mmclip1.wav" ); } - BOOL AddAmmo( CBaseEntity *pOther ) + BOOL AddAmmo( CBaseEntity *pOther ) { - if (pOther->GiveAmmo( AMMO_CROSSBOWCLIP_GIVE, "bolts", BOLT_MAX_CARRY ) != -1) + if( pOther->GiveAmmo( AMMO_CROSSBOWCLIP_GIVE, "bolts", BOLT_MAX_CARRY ) != -1 ) { - EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); + EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM ); return TRUE; } return FALSE; @@ -560,7 +553,4 @@ class CCrossbowAmmo : public CBasePlayerAmmo }; LINK_ENTITY_TO_CLASS( ammo_crossbow, CCrossbowAmmo ) - - - #endif diff --git a/dlls/crowbar.cpp b/dlls/crowbar.cpp index 7ff7911b..0ec2be70 100644 --- a/dlls/crowbar.cpp +++ b/dlls/crowbar.cpp @@ -22,13 +22,13 @@ #include "player.h" #include "gamerules.h" - #define CROWBAR_BODYHIT_VOLUME 128 #define CROWBAR_WALLHIT_VOLUME 512 LINK_ENTITY_TO_CLASS( weapon_crowbar, CCrowbar ) -enum gauss_e { +enum gauss_e +{ CROWBAR_IDLE = 0, CROWBAR_DRAW, CROWBAR_HOLSTER, @@ -43,33 +43,32 @@ enum gauss_e { void CCrowbar::Spawn( ) { - Precache( ); + Precache(); m_iId = WEAPON_CROWBAR; - SET_MODEL(ENT(pev), "models/w_crowbar.mdl"); + SET_MODEL( ENT( pev ), "models/w_crowbar.mdl" ); m_iClip = -1; FallInit();// get ready to fall down. } - void CCrowbar::Precache( void ) { - PRECACHE_MODEL("models/v_crowbar.mdl"); - PRECACHE_MODEL("models/w_crowbar.mdl"); - PRECACHE_MODEL("models/p_crowbar.mdl"); - PRECACHE_SOUND("weapons/cbar_hit1.wav"); - PRECACHE_SOUND("weapons/cbar_hit2.wav"); - PRECACHE_SOUND("weapons/cbar_hitbod1.wav"); - PRECACHE_SOUND("weapons/cbar_hitbod2.wav"); - PRECACHE_SOUND("weapons/cbar_hitbod3.wav"); - PRECACHE_SOUND("weapons/cbar_miss1.wav"); + PRECACHE_MODEL( "models/v_crowbar.mdl "); + PRECACHE_MODEL( "models/w_crowbar.mdl "); + PRECACHE_MODEL( "models/p_crowbar.mdl "); + PRECACHE_SOUND( "weapons/cbar_hit1.wav "); + PRECACHE_SOUND( "weapons/cbar_hit2.wav "); + PRECACHE_SOUND( "weapons/cbar_hitbod1.wav "); + PRECACHE_SOUND( "weapons/cbar_hitbod2.wav "); + PRECACHE_SOUND( "weapons/cbar_hitbod3.wav "); + PRECACHE_SOUND( "weapons/cbar_miss1.wav "); - m_usCrowbar = PRECACHE_EVENT ( 1, "events/crowbar.sc" ); + m_usCrowbar = PRECACHE_EVENT( 1, "events/crowbar.sc" ); } -int CCrowbar::GetItemInfo(ItemInfo *p) +int CCrowbar::GetItemInfo( ItemInfo *p ) { - p->pszName = STRING(pev->classname); + p->pszName = STRING( pev->classname ); p->pszAmmo1 = NULL; p->iMaxAmmo1 = -1; p->pszAmmo2 = NULL; @@ -82,9 +81,7 @@ int CCrowbar::GetItemInfo(ItemInfo *p) return 1; } - - -BOOL CCrowbar::Deploy( ) +BOOL CCrowbar::Deploy() { return DefaultDeploy( "models/v_crowbar.mdl", "models/p_crowbar.mdl", CROWBAR_DRAW, "crowbar" ); } @@ -95,41 +92,40 @@ void CCrowbar::Holster( int skiplocal /* = 0 */ ) SendWeaponAnim( CROWBAR_HOLSTER ); } - void FindHullIntersection( const Vector &vecSrc, TraceResult &tr, float *mins, float *maxs, edict_t *pEntity ) { - int i, j, k; + int i, j, k; float distance; float *minmaxs[2] = {mins, maxs}; - TraceResult tmpTrace; + TraceResult tmpTrace; Vector vecHullEnd = tr.vecEndPos; Vector vecEnd; distance = 1e6f; - vecHullEnd = vecSrc + ((vecHullEnd - vecSrc)*2); + vecHullEnd = vecSrc + ( ( vecHullEnd - vecSrc ) * 2 ); UTIL_TraceLine( vecSrc, vecHullEnd, dont_ignore_monsters, pEntity, &tmpTrace ); - if ( tmpTrace.flFraction < 1.0 ) + if( tmpTrace.flFraction < 1.0 ) { tr = tmpTrace; return; } - for ( i = 0; i < 2; i++ ) + for( i = 0; i < 2; i++ ) { - for ( j = 0; j < 2; j++ ) + for( j = 0; j < 2; j++ ) { - for ( k = 0; k < 2; k++ ) + for( k = 0; k < 2; k++ ) { vecEnd.x = vecHullEnd.x + minmaxs[i][0]; vecEnd.y = vecHullEnd.y + minmaxs[j][1]; vecEnd.z = vecHullEnd.z + minmaxs[k][2]; UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, pEntity, &tmpTrace ); - if ( tmpTrace.flFraction < 1.0 ) + if( tmpTrace.flFraction < 1.0 ) { - float thisDistance = (tmpTrace.vecEndPos - vecSrc).Length(); - if ( thisDistance < distance ) + float thisDistance = ( tmpTrace.vecEndPos - vecSrc ).Length(); + if( thisDistance < distance ) { tr = tmpTrace; distance = thisDistance; @@ -140,131 +136,130 @@ void FindHullIntersection( const Vector &vecSrc, TraceResult &tr, float *mins, f } } - void CCrowbar::PrimaryAttack() { - if (! Swing( 1 )) + if( !Swing( 1 ) ) { SetThink( &CCrowbar::SwingAgain ); pev->nextthink = gpGlobals->time + 0.1; } } - -void CCrowbar::Smack( ) +void CCrowbar::Smack() { DecalGunshot( &m_trHit, BULLET_PLAYER_CROWBAR ); } - void CCrowbar::SwingAgain( void ) { Swing( 0 ); } - int CCrowbar::Swing( int fFirst ) { int fDidHit = FALSE; TraceResult tr; - UTIL_MakeVectors (m_pPlayer->pev->v_angle); - Vector vecSrc = m_pPlayer->GetGunPosition( ); - Vector vecEnd = vecSrc + gpGlobals->v_forward * 32; + UTIL_MakeVectors( m_pPlayer->pev->v_angle ); + Vector vecSrc = m_pPlayer->GetGunPosition(); + Vector vecEnd = vecSrc + gpGlobals->v_forward * 32; UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, ENT( m_pPlayer->pev ), &tr ); #ifndef CLIENT_DLL - if ( tr.flFraction >= 1.0 ) + if( tr.flFraction >= 1.0 ) { UTIL_TraceHull( vecSrc, vecEnd, dont_ignore_monsters, head_hull, ENT( m_pPlayer->pev ), &tr ); - if ( tr.flFraction < 1.0 ) + if( tr.flFraction < 1.0 ) { // Calculate the point of intersection of the line (or hull) and the object we hit // This is and approximation of the "best" intersection CBaseEntity *pHit = CBaseEntity::Instance( tr.pHit ); - if ( !pHit || pHit->IsBSPModel() ) + if( !pHit || pHit->IsBSPModel() ) FindHullIntersection( vecSrc, tr, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX, m_pPlayer->edict() ); vecEnd = tr.vecEndPos; // This is the point on the actual surface (the hull could have hit space) } } #endif - PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usCrowbar, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, 0, 0.0, 0, 0.0 ); - - if ( tr.flFraction >= 1.0 ) + if( tr.flFraction >= 1.0 ) { - if (fFirst) + if( fFirst ) { // miss m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5; - + // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); } } else { - switch( ((m_iSwing++) % 2) + 1 ) + switch( ( ( m_iSwing++ ) % 2 ) + 1 ) { case 0: - SendWeaponAnim( CROWBAR_ATTACK1HIT ); break; + SendWeaponAnim( CROWBAR_ATTACK1HIT ); + break; case 1: - SendWeaponAnim( CROWBAR_ATTACK2HIT ); break; + SendWeaponAnim( CROWBAR_ATTACK2HIT ); + break; case 2: - SendWeaponAnim( CROWBAR_ATTACK3HIT ); break; + SendWeaponAnim( CROWBAR_ATTACK3HIT ); + break; } // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); - -#ifndef CLIENT_DLL +#ifndef CLIENT_DLL // hit fDidHit = TRUE; - CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit); + CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit ); - ClearMultiDamage( ); + ClearMultiDamage(); - if ( (m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() ) + if( ( m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() ) { // first swing does full damage - pEntity->TraceAttack(m_pPlayer->pev, gSkillData.plrDmgCrowbar, gpGlobals->v_forward, &tr, DMG_CLUB ); + pEntity->TraceAttack( m_pPlayer->pev, gSkillData.plrDmgCrowbar, gpGlobals->v_forward, &tr, DMG_CLUB ); } else { // subsequent swings do half - pEntity->TraceAttack(m_pPlayer->pev, gSkillData.plrDmgCrowbar / 2, gpGlobals->v_forward, &tr, DMG_CLUB ); - } + pEntity->TraceAttack( m_pPlayer->pev, gSkillData.plrDmgCrowbar / 2, gpGlobals->v_forward, &tr, DMG_CLUB ); + } ApplyMultiDamage( m_pPlayer->pev, m_pPlayer->pev ); // play thwack, smack, or dong sound float flVol = 1.0; int fHitWorld = TRUE; - if (pEntity) + if( pEntity ) { - if ( pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE ) + if( pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE ) { // play thwack or smack sound - switch( RANDOM_LONG(0,2) ) + switch( RANDOM_LONG( 0, 2 ) ) { case 0: - EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hitbod1.wav", 1, ATTN_NORM); break; + EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/cbar_hitbod1.wav", 1, ATTN_NORM ); + break; case 1: - EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hitbod2.wav", 1, ATTN_NORM); break; + EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/cbar_hitbod2.wav", 1, ATTN_NORM ); + break; case 2: - EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hitbod3.wav", 1, ATTN_NORM); break; + EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/cbar_hitbod3.wav", 1, ATTN_NORM ); + break; } m_pPlayer->m_iWeaponVolume = CROWBAR_BODYHIT_VOLUME; - if ( !pEntity->IsAlive() ) - return TRUE; + if( !pEntity->IsAlive() ) + return TRUE; else - flVol = 0.1; + flVol = 0.1; fHitWorld = FALSE; } @@ -273,11 +268,11 @@ int CCrowbar::Swing( int fFirst ) // play texture hit sound // UNDONE: Calculate the correct point of intersection when we hit with the hull instead of the line - if (fHitWorld) + if( fHitWorld ) { - float fvolbar = TEXTURETYPE_PlaySound(&tr, vecSrc, vecSrc + (vecEnd-vecSrc)*2, BULLET_PLAYER_CROWBAR); + float fvolbar = TEXTURETYPE_PlaySound( &tr, vecSrc, vecSrc + ( vecEnd - vecSrc ) * 2, BULLET_PLAYER_CROWBAR ); - if ( g_pGameRules->IsMultiplayer() ) + if( g_pGameRules->IsMultiplayer() ) { // override the volume here, cause we don't play texture sounds in multiplayer, // and fvolbar is going to be 0 from the above call. @@ -286,13 +281,13 @@ int CCrowbar::Swing( int fFirst ) } // also play crowbar strike - switch( RANDOM_LONG(0,1) ) + switch( RANDOM_LONG( 0, 1 ) ) { case 0: - EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hit1.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3)); + EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/cbar_hit1.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG( 0, 3 ) ); break; case 1: - EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hit2.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3)); + EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/cbar_hit2.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG( 0, 3 ) ); break; } @@ -303,14 +298,9 @@ int CCrowbar::Swing( int fFirst ) m_pPlayer->m_iWeaponVolume = flVol * CROWBAR_WALLHIT_VOLUME; #endif m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25; - + SetThink( &CCrowbar::Smack ); pev->nextthink = UTIL_WeaponTimeBase() + 0.2; - - } return fDidHit; } - - - diff --git a/dlls/defaultai.cpp b/dlls/defaultai.cpp index 645fa916..e14a8ce2 100644 --- a/dlls/defaultai.cpp +++ b/dlls/defaultai.cpp @@ -28,19 +28,19 @@ //========================================================= // Fail //========================================================= -Task_t tlFail[] = +Task_t tlFail[] = { - { TASK_STOP_MOVING, 0 }, - { TASK_SET_ACTIVITY, (float)ACT_IDLE }, - { TASK_WAIT, (float)2 }, - { TASK_WAIT_PVS, (float)0 }, + { TASK_STOP_MOVING, 0 }, + { TASK_SET_ACTIVITY, (float)ACT_IDLE }, + { TASK_WAIT, (float)2 }, + { TASK_WAIT_PVS, (float)0 }, }; -Schedule_t slFail[] = +Schedule_t slFail[] = { { tlFail, - ARRAYSIZE ( tlFail ), + ARRAYSIZE( tlFail ), bits_COND_CAN_ATTACK, 0, "Fail" @@ -50,75 +50,74 @@ Schedule_t slFail[] = //========================================================= // Idle Schedules //========================================================= -Task_t tlIdleStand1[] = +Task_t tlIdleStand1[] = { - { TASK_STOP_MOVING, 0 }, - { TASK_SET_ACTIVITY, (float)ACT_IDLE }, - { TASK_WAIT, (float)5 },// repick IDLESTAND every five seconds. gives us a chance to pick an active idle, fidget, etc. + { TASK_STOP_MOVING, 0 }, + { TASK_SET_ACTIVITY, (float)ACT_IDLE }, + { TASK_WAIT, (float)5 }, // repick IDLESTAND every five seconds. gives us a chance to pick an active idle, fidget, etc. }; -Schedule_t slIdleStand[] = +Schedule_t slIdleStand[] = { - { + { tlIdleStand1, - ARRAYSIZE ( tlIdleStand1 ), - bits_COND_NEW_ENEMY | - bits_COND_SEE_FEAR | - bits_COND_LIGHT_DAMAGE | - bits_COND_HEAVY_DAMAGE | - bits_COND_HEAR_SOUND | - bits_COND_SMELL_FOOD | - bits_COND_SMELL | + ARRAYSIZE( tlIdleStand1 ), + bits_COND_NEW_ENEMY | + bits_COND_SEE_FEAR | + bits_COND_LIGHT_DAMAGE | + bits_COND_HEAVY_DAMAGE | + bits_COND_HEAR_SOUND | + bits_COND_SMELL_FOOD | + bits_COND_SMELL | bits_COND_PROVOKED, - bits_SOUND_COMBAT |// sound flags - bits_SOUND_WORLD | - bits_SOUND_PLAYER | - bits_SOUND_DANGER | + bits_SOUND_COMBAT |// sound flags + bits_SOUND_WORLD | + bits_SOUND_PLAYER | + bits_SOUND_DANGER | - bits_SOUND_MEAT |// scents - bits_SOUND_CARCASS | + bits_SOUND_MEAT |// scents + bits_SOUND_CARCASS | bits_SOUND_GARBAGE, "IdleStand" }, }; -Schedule_t slIdleTrigger[] = +Schedule_t slIdleTrigger[] = { - { + { tlIdleStand1, - ARRAYSIZE ( tlIdleStand1 ), - bits_COND_LIGHT_DAMAGE | + ARRAYSIZE( tlIdleStand1 ), + bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE, 0, "Idle Trigger" }, }; - -Task_t tlIdleWalk1[] = +Task_t tlIdleWalk1[] = { - { TASK_WALK_PATH, (float)9999 }, - { TASK_WAIT_FOR_MOVEMENT, (float)0 }, + { TASK_WALK_PATH, (float)9999 }, + { TASK_WAIT_FOR_MOVEMENT, (float)0 }, }; -Schedule_t slIdleWalk[] = +Schedule_t slIdleWalk[] = { - { + { tlIdleWalk1, - ARRAYSIZE ( tlIdleWalk1 ), - bits_COND_NEW_ENEMY | - bits_COND_LIGHT_DAMAGE | - bits_COND_HEAVY_DAMAGE | - bits_COND_HEAR_SOUND | - bits_COND_SMELL_FOOD | - bits_COND_SMELL | + ARRAYSIZE( tlIdleWalk1 ), + bits_COND_NEW_ENEMY | + bits_COND_LIGHT_DAMAGE | + bits_COND_HEAVY_DAMAGE | + bits_COND_HEAR_SOUND | + bits_COND_SMELL_FOOD | + bits_COND_SMELL | bits_COND_PROVOKED, - bits_SOUND_COMBAT |// sound flags + bits_SOUND_COMBAT |// sound flags - bits_SOUND_MEAT |// scents - bits_SOUND_CARCASS | + bits_SOUND_MEAT |// scents + bits_SOUND_CARCASS | bits_SOUND_GARBAGE, "Idle Walk" }, @@ -128,23 +127,22 @@ Schedule_t slIdleWalk[] = // Ambush - monster stands in place and waits for a new // enemy, or chance to attack an existing enemy. //========================================================= -Task_t tlAmbush[] = +Task_t tlAmbush[] = { - { TASK_STOP_MOVING, 0 }, - { TASK_SET_ACTIVITY, (float)ACT_IDLE }, - { TASK_WAIT_INDEFINITE, (float)0 }, + { TASK_STOP_MOVING, 0 }, + { TASK_SET_ACTIVITY, (float)ACT_IDLE }, + { TASK_WAIT_INDEFINITE, (float)0 }, }; -Schedule_t slAmbush[] = +Schedule_t slAmbush[] = { - { + { tlAmbush, - ARRAYSIZE ( tlAmbush ), - bits_COND_NEW_ENEMY | - bits_COND_LIGHT_DAMAGE | - bits_COND_HEAVY_DAMAGE | + ARRAYSIZE( tlAmbush ), + bits_COND_NEW_ENEMY | + bits_COND_LIGHT_DAMAGE | + bits_COND_HEAVY_DAMAGE | bits_COND_PROVOKED, - 0, "Ambush" }, @@ -160,18 +158,18 @@ Schedule_t slAmbush[] = ///========================================================= Task_t tlActiveIdle[] = { - { TASK_FIND_HINTNODE, (float)0 }, - { TASK_GET_PATH_TO_HINTNODE, (float)0 }, - { TASK_STORE_LASTPOSITION, (float)0 }, - { TASK_WALK_PATH, (float)0 }, - { TASK_WAIT_FOR_MOVEMENT, (float)0 }, - { TASK_FACE_HINTNODE, (float)0 }, - { TASK_PLAY_ACTIVE_IDLE, (float)0 }, - { TASK_GET_PATH_TO_LASTPOSITION,(float)0 }, - { TASK_WALK_PATH, (float)0 }, - { TASK_WAIT_FOR_MOVEMENT, (float)0 }, - { TASK_CLEAR_LASTPOSITION, (float)0 }, - { TASK_CLEAR_HINTNODE, (float)0 }, + { TASK_FIND_HINTNODE, (float)0 }, + { TASK_GET_PATH_TO_HINTNODE, (float)0 }, + { TASK_STORE_LASTPOSITION, (float)0 }, + { TASK_WALK_PATH, (float)0 }, + { TASK_WAIT_FOR_MOVEMENT, (float)0 }, + { TASK_FACE_HINTNODE, (float)0 }, + { TASK_PLAY_ACTIVE_IDLE, (float)0 }, + { TASK_GET_PATH_TO_LASTPOSITION, (float)0 }, + { TASK_WALK_PATH, (float)0 }, + { TASK_WAIT_FOR_MOVEMENT, (float)0 }, + { TASK_CLEAR_LASTPOSITION, (float)0 }, + { TASK_CLEAR_HINTNODE, (float)0 }, }; Schedule_t slActiveIdle[] = @@ -179,15 +177,14 @@ Schedule_t slActiveIdle[] = { tlActiveIdle, ARRAYSIZE( tlActiveIdle ), - bits_COND_NEW_ENEMY | - bits_COND_LIGHT_DAMAGE | - bits_COND_HEAVY_DAMAGE | - bits_COND_PROVOKED | + bits_COND_NEW_ENEMY | + bits_COND_LIGHT_DAMAGE | + bits_COND_HEAVY_DAMAGE | + bits_COND_PROVOKED | bits_COND_HEAR_SOUND, - - bits_SOUND_COMBAT | - bits_SOUND_WORLD | - bits_SOUND_PLAYER | + bits_SOUND_COMBAT | + bits_SOUND_WORLD | + bits_SOUND_PLAYER | bits_SOUND_DANGER, "Active Idle" } @@ -198,17 +195,17 @@ Schedule_t slActiveIdle[] = //========================================================= Task_t tlWakeAngry1[] = { - { TASK_STOP_MOVING, 0 }, - { TASK_SET_ACTIVITY, (float)ACT_IDLE }, - { TASK_SOUND_WAKE, (float)0 }, - { TASK_FACE_IDEAL, (float)0 }, + { TASK_STOP_MOVING, 0 }, + { TASK_SET_ACTIVITY, (float)ACT_IDLE }, + { TASK_SOUND_WAKE, (float)0 }, + { TASK_FACE_IDEAL, (float)0 }, }; Schedule_t slWakeAngry[] = { { tlWakeAngry1, - ARRAYSIZE ( tlWakeAngry1 ), + ARRAYSIZE( tlWakeAngry1 ), 0, 0, "Wake Angry" @@ -218,22 +215,22 @@ Schedule_t slWakeAngry[] = //========================================================= // AlertFace Schedules //========================================================= -Task_t tlAlertFace1[] = +Task_t tlAlertFace1[] = { - { TASK_STOP_MOVING, 0 }, - { TASK_SET_ACTIVITY, (float)ACT_IDLE }, - { TASK_FACE_IDEAL, (float)0 }, + { TASK_STOP_MOVING, 0 }, + { TASK_SET_ACTIVITY, (float)ACT_IDLE }, + { TASK_FACE_IDEAL, (float)0 }, }; -Schedule_t slAlertFace[] = +Schedule_t slAlertFace[] = { - { + { tlAlertFace1, - ARRAYSIZE ( tlAlertFace1 ), - bits_COND_NEW_ENEMY | - bits_COND_SEE_FEAR | - bits_COND_LIGHT_DAMAGE | - bits_COND_HEAVY_DAMAGE | + ARRAYSIZE( tlAlertFace1 ), + bits_COND_NEW_ENEMY | + bits_COND_SEE_FEAR | + bits_COND_LIGHT_DAMAGE | + bits_COND_HEAVY_DAMAGE | bits_COND_PROVOKED, 0, "Alert Face" @@ -244,19 +241,19 @@ Schedule_t slAlertFace[] = // AlertSmallFlinch Schedule - shot, but didn't see attacker, // flinch then face //========================================================= -Task_t tlAlertSmallFlinch[] = +Task_t tlAlertSmallFlinch[] = { - { TASK_STOP_MOVING, 0 }, - { TASK_REMEMBER, (float)bits_MEMORY_FLINCHED }, - { TASK_SMALL_FLINCH, (float)0 }, - { TASK_SET_SCHEDULE, (float)SCHED_ALERT_FACE }, + { TASK_STOP_MOVING, 0 }, + { TASK_REMEMBER, (float)bits_MEMORY_FLINCHED }, + { TASK_SMALL_FLINCH, (float)0 }, + { TASK_SET_SCHEDULE, (float)SCHED_ALERT_FACE }, }; -Schedule_t slAlertSmallFlinch[] = +Schedule_t slAlertSmallFlinch[] = { - { + { tlAlertSmallFlinch, - ARRAYSIZE ( tlAlertSmallFlinch ), + ARRAYSIZE( tlAlertSmallFlinch ), 0, 0, "Alert Small Flinch" @@ -266,36 +263,34 @@ Schedule_t slAlertSmallFlinch[] = //========================================================= // AlertIdle Schedules //========================================================= -Task_t tlAlertStand1[] = +Task_t tlAlertStand1[] = { - { TASK_STOP_MOVING, 0 }, - { TASK_SET_ACTIVITY, (float)ACT_IDLE }, - { TASK_WAIT, (float)20 }, - { TASK_SUGGEST_STATE, (float)MONSTERSTATE_IDLE }, + { TASK_STOP_MOVING, 0 }, + { TASK_SET_ACTIVITY, (float)ACT_IDLE }, + { TASK_WAIT, (float)20 }, + { TASK_SUGGEST_STATE, (float)MONSTERSTATE_IDLE }, }; -Schedule_t slAlertStand[] = +Schedule_t slAlertStand[] = { - { + { tlAlertStand1, - ARRAYSIZE ( tlAlertStand1 ), - bits_COND_NEW_ENEMY | - bits_COND_SEE_ENEMY | - bits_COND_SEE_FEAR | - bits_COND_LIGHT_DAMAGE | - bits_COND_HEAVY_DAMAGE | - bits_COND_PROVOKED | - bits_COND_SMELL | - bits_COND_SMELL_FOOD | + ARRAYSIZE( tlAlertStand1 ), + bits_COND_NEW_ENEMY | + bits_COND_SEE_ENEMY | + bits_COND_SEE_FEAR | + bits_COND_LIGHT_DAMAGE | + bits_COND_HEAVY_DAMAGE | + bits_COND_PROVOKED | + bits_COND_SMELL | + bits_COND_SMELL_FOOD | bits_COND_HEAR_SOUND, - - bits_SOUND_COMBAT |// sound flags - bits_SOUND_WORLD | - bits_SOUND_PLAYER | - bits_SOUND_DANGER | - - bits_SOUND_MEAT |// scent flags - bits_SOUND_CARCASS | + bits_SOUND_COMBAT |// sound flags + bits_SOUND_WORLD | + bits_SOUND_PLAYER | + bits_SOUND_DANGER | + bits_SOUND_MEAT |// scent flags + bits_SOUND_CARCASS | bits_SOUND_GARBAGE, "Alert Stand" }, @@ -307,31 +302,30 @@ Schedule_t slAlertStand[] = //========================================================= Task_t tlInvestigateSound[] = { - { TASK_STOP_MOVING, (float)0 }, - { TASK_STORE_LASTPOSITION, (float)0 }, - { TASK_GET_PATH_TO_BESTSOUND, (float)0 }, - { TASK_FACE_IDEAL, (float)0 }, - { TASK_WALK_PATH, (float)0 }, - { TASK_WAIT_FOR_MOVEMENT, (float)0 }, - { TASK_PLAY_SEQUENCE, (float)ACT_IDLE }, - { TASK_WAIT, (float)10 }, - { TASK_GET_PATH_TO_LASTPOSITION,(float)0 }, - { TASK_WALK_PATH, (float)0 }, - { TASK_WAIT_FOR_MOVEMENT, (float)0 }, - { TASK_CLEAR_LASTPOSITION, (float)0 }, + { TASK_STOP_MOVING, (float)0 }, + { TASK_STORE_LASTPOSITION, (float)0 }, + { TASK_GET_PATH_TO_BESTSOUND, (float)0 }, + { TASK_FACE_IDEAL, (float)0 }, + { TASK_WALK_PATH, (float)0 }, + { TASK_WAIT_FOR_MOVEMENT, (float)0 }, + { TASK_PLAY_SEQUENCE, (float)ACT_IDLE }, + { TASK_WAIT, (float)10 }, + { TASK_GET_PATH_TO_LASTPOSITION,(float)0 }, + { TASK_WALK_PATH, (float)0 }, + { TASK_WAIT_FOR_MOVEMENT, (float)0 }, + { TASK_CLEAR_LASTPOSITION, (float)0 }, }; -Schedule_t slInvestigateSound[] = +Schedule_t slInvestigateSound[] = { - { + { tlInvestigateSound, - ARRAYSIZE ( tlInvestigateSound ), - bits_COND_NEW_ENEMY | - bits_COND_SEE_FEAR | - bits_COND_LIGHT_DAMAGE | - bits_COND_HEAVY_DAMAGE | + ARRAYSIZE( tlInvestigateSound ), + bits_COND_NEW_ENEMY | + bits_COND_SEE_FEAR | + bits_COND_LIGHT_DAMAGE | + bits_COND_HEAVY_DAMAGE | bits_COND_HEAR_SOUND, - bits_SOUND_DANGER, "InvestigateSound" }, @@ -340,22 +334,22 @@ Schedule_t slInvestigateSound[] = //========================================================= // CombatIdle Schedule //========================================================= -Task_t tlCombatStand1[] = +Task_t tlCombatStand1[] = { - { TASK_STOP_MOVING, 0 }, - { TASK_SET_ACTIVITY, (float)ACT_IDLE }, - { TASK_WAIT_INDEFINITE, (float)0 }, + { TASK_STOP_MOVING, 0 }, + { TASK_SET_ACTIVITY, (float)ACT_IDLE }, + { TASK_WAIT_INDEFINITE, (float)0 }, }; -Schedule_t slCombatStand[] = +Schedule_t slCombatStand[] = { - { + { tlCombatStand1, - ARRAYSIZE ( tlCombatStand1 ), - bits_COND_NEW_ENEMY | - bits_COND_ENEMY_DEAD | - bits_COND_LIGHT_DAMAGE | - bits_COND_HEAVY_DAMAGE | + ARRAYSIZE( tlCombatStand1 ), + bits_COND_NEW_ENEMY | + bits_COND_ENEMY_DEAD | + bits_COND_LIGHT_DAMAGE | + bits_COND_HEAVY_DAMAGE | bits_COND_CAN_ATTACK, 0, "Combat Stand" @@ -365,20 +359,20 @@ Schedule_t slCombatStand[] = //========================================================= // CombatFace Schedule //========================================================= -Task_t tlCombatFace1[] = +Task_t tlCombatFace1[] = { - { TASK_STOP_MOVING, 0 }, - { TASK_SET_ACTIVITY, (float)ACT_IDLE }, - { TASK_FACE_ENEMY, (float)0 }, + { TASK_STOP_MOVING, 0 }, + { TASK_SET_ACTIVITY, (float)ACT_IDLE }, + { TASK_FACE_ENEMY, (float)0 }, }; -Schedule_t slCombatFace[] = +Schedule_t slCombatFace[] = { { tlCombatFace1, - ARRAYSIZE ( tlCombatFace1 ), - bits_COND_CAN_ATTACK | - bits_COND_NEW_ENEMY | + ARRAYSIZE( tlCombatFace1 ), + bits_COND_CAN_ATTACK | + bits_COND_NEW_ENEMY | bits_COND_ENEMY_DEAD, 0, "Combat Face" @@ -390,24 +384,23 @@ Schedule_t slCombatFace[] = // hiding in cover or the enemy has moved out of sight. // Should we look around in this schedule? //========================================================= -Task_t tlStandoff[] = +Task_t tlStandoff[] = { - { TASK_STOP_MOVING, (float)0 }, - { TASK_SET_ACTIVITY, (float)ACT_IDLE }, - { TASK_WAIT_FACE_ENEMY, (float)2 }, + { TASK_STOP_MOVING, (float)0 }, + { TASK_SET_ACTIVITY, (float)ACT_IDLE }, + { TASK_WAIT_FACE_ENEMY, (float)2 }, }; Schedule_t slStandoff[] = { { tlStandoff, - ARRAYSIZE ( tlStandoff ), - bits_COND_CAN_RANGE_ATTACK1 | - bits_COND_CAN_RANGE_ATTACK2 | - bits_COND_ENEMY_DEAD | - bits_COND_NEW_ENEMY | + ARRAYSIZE( tlStandoff ), + bits_COND_CAN_RANGE_ATTACK1 | + bits_COND_CAN_RANGE_ATTACK2 | + bits_COND_ENEMY_DEAD | + bits_COND_NEW_ENEMY | bits_COND_HEAR_SOUND, - bits_SOUND_DANGER, "Standoff" } @@ -418,15 +411,15 @@ Schedule_t slStandoff[] = //========================================================= Task_t tlArmWeapon[] = { - { TASK_STOP_MOVING, 0 }, - { TASK_PLAY_SEQUENCE, (float) ACT_ARM } + { TASK_STOP_MOVING, 0 }, + { TASK_PLAY_SEQUENCE, (float)ACT_ARM } }; -Schedule_t slArmWeapon[] = +Schedule_t slArmWeapon[] = { { tlArmWeapon, - ARRAYSIZE ( tlArmWeapon ), + ARRAYSIZE( tlArmWeapon ), 0, 0, "Arm Weapon" @@ -438,15 +431,15 @@ Schedule_t slArmWeapon[] = //========================================================= Task_t tlReload[] = { - { TASK_STOP_MOVING, 0 }, - { TASK_PLAY_SEQUENCE, float(ACT_RELOAD) }, + { TASK_STOP_MOVING, 0 }, + { TASK_PLAY_SEQUENCE, float(ACT_RELOAD) }, }; -Schedule_t slReload[] = +Schedule_t slReload[] = { { tlReload, - ARRAYSIZE ( tlReload ), + ARRAYSIZE( tlReload ), bits_COND_HEAVY_DAMAGE, 0, "Reload" @@ -458,73 +451,71 @@ Schedule_t slReload[] = //========================================================= // primary range attack -Task_t tlRangeAttack1[] = +Task_t tlRangeAttack1[] = { - { TASK_STOP_MOVING, 0 }, - { TASK_FACE_ENEMY, (float)0 }, - { TASK_RANGE_ATTACK1, (float)0 }, + { TASK_STOP_MOVING, 0 }, + { TASK_FACE_ENEMY, (float)0 }, + { TASK_RANGE_ATTACK1, (float)0 }, }; -Schedule_t slRangeAttack1[] = +Schedule_t slRangeAttack1[] = { - { + { tlRangeAttack1, - ARRAYSIZE ( tlRangeAttack1 ), - bits_COND_NEW_ENEMY | - bits_COND_ENEMY_DEAD | - bits_COND_LIGHT_DAMAGE | - bits_COND_HEAVY_DAMAGE | - bits_COND_ENEMY_OCCLUDED | - bits_COND_NO_AMMO_LOADED | + ARRAYSIZE( tlRangeAttack1 ), + bits_COND_NEW_ENEMY | + bits_COND_ENEMY_DEAD | + bits_COND_LIGHT_DAMAGE | + bits_COND_HEAVY_DAMAGE | + bits_COND_ENEMY_OCCLUDED | + bits_COND_NO_AMMO_LOADED | bits_COND_HEAR_SOUND, - bits_SOUND_DANGER, "Range Attack1" }, }; // secondary range attack -Task_t tlRangeAttack2[] = +Task_t tlRangeAttack2[] = { - { TASK_STOP_MOVING, 0 }, - { TASK_FACE_ENEMY, (float)0 }, - { TASK_RANGE_ATTACK2, (float)0 }, + { TASK_STOP_MOVING, 0 }, + { TASK_FACE_ENEMY, (float)0 }, + { TASK_RANGE_ATTACK2, (float)0 }, }; -Schedule_t slRangeAttack2[] = +Schedule_t slRangeAttack2[] = { - { + { tlRangeAttack2, - ARRAYSIZE ( tlRangeAttack2 ), - bits_COND_NEW_ENEMY | - bits_COND_ENEMY_DEAD | - bits_COND_LIGHT_DAMAGE | - bits_COND_HEAVY_DAMAGE | - bits_COND_ENEMY_OCCLUDED | + ARRAYSIZE( tlRangeAttack2 ), + bits_COND_NEW_ENEMY | + bits_COND_ENEMY_DEAD | + bits_COND_LIGHT_DAMAGE | + bits_COND_HEAVY_DAMAGE | + bits_COND_ENEMY_OCCLUDED | bits_COND_HEAR_SOUND, - bits_SOUND_DANGER, "Range Attack2" }, }; // primary melee attack -Task_t tlPrimaryMeleeAttack1[] = +Task_t tlPrimaryMeleeAttack1[] = { - { TASK_STOP_MOVING, 0 }, - { TASK_FACE_ENEMY, (float)0 }, - { TASK_MELEE_ATTACK1, (float)0 }, + { TASK_STOP_MOVING, 0 }, + { TASK_FACE_ENEMY, (float)0 }, + { TASK_MELEE_ATTACK1, (float)0 }, }; -Schedule_t slPrimaryMeleeAttack[] = +Schedule_t slPrimaryMeleeAttack[] = { - { + { tlPrimaryMeleeAttack1, - ARRAYSIZE ( tlPrimaryMeleeAttack1 ), - bits_COND_NEW_ENEMY | - bits_COND_ENEMY_DEAD | - bits_COND_LIGHT_DAMAGE | - bits_COND_HEAVY_DAMAGE | + ARRAYSIZE( tlPrimaryMeleeAttack1 ), + bits_COND_NEW_ENEMY | + bits_COND_ENEMY_DEAD | + bits_COND_LIGHT_DAMAGE | + bits_COND_HEAVY_DAMAGE | bits_COND_ENEMY_OCCLUDED, 0, "Primary Melee Attack" @@ -532,22 +523,22 @@ Schedule_t slPrimaryMeleeAttack[] = }; // secondary melee attack -Task_t tlSecondaryMeleeAttack1[] = +Task_t tlSecondaryMeleeAttack1[] = { - { TASK_STOP_MOVING, 0 }, - { TASK_FACE_ENEMY, (float)0 }, - { TASK_MELEE_ATTACK2, (float)0 }, + { TASK_STOP_MOVING, 0 }, + { TASK_FACE_ENEMY, (float)0 }, + { TASK_MELEE_ATTACK2, (float)0}, }; -Schedule_t slSecondaryMeleeAttack[] = +Schedule_t slSecondaryMeleeAttack[] = { - { + { tlSecondaryMeleeAttack1, - ARRAYSIZE ( tlSecondaryMeleeAttack1 ), - bits_COND_NEW_ENEMY | - bits_COND_ENEMY_DEAD | - bits_COND_LIGHT_DAMAGE | - bits_COND_HEAVY_DAMAGE | + ARRAYSIZE( tlSecondaryMeleeAttack1 ), + bits_COND_NEW_ENEMY | + bits_COND_ENEMY_DEAD | + bits_COND_LIGHT_DAMAGE | + bits_COND_HEAVY_DAMAGE | bits_COND_ENEMY_OCCLUDED, 0, "Secondary Melee Attack" @@ -555,79 +546,76 @@ Schedule_t slSecondaryMeleeAttack[] = }; // special attack1 -Task_t tlSpecialAttack1[] = +Task_t tlSpecialAttack1[] = { - { TASK_STOP_MOVING, 0 }, - { TASK_FACE_ENEMY, (float)0 }, - { TASK_SPECIAL_ATTACK1, (float)0 }, + { TASK_STOP_MOVING, 0 }, + { TASK_FACE_ENEMY, (float)0 }, + { TASK_SPECIAL_ATTACK1, (float)0 }, }; -Schedule_t slSpecialAttack1[] = +Schedule_t slSpecialAttack1[] = { - { + { tlSpecialAttack1, - ARRAYSIZE ( tlSpecialAttack1 ), - bits_COND_NEW_ENEMY | - bits_COND_ENEMY_DEAD | - bits_COND_LIGHT_DAMAGE | - bits_COND_HEAVY_DAMAGE | - bits_COND_ENEMY_OCCLUDED | - bits_COND_NO_AMMO_LOADED | + ARRAYSIZE( tlSpecialAttack1 ), + bits_COND_NEW_ENEMY | + bits_COND_ENEMY_DEAD | + bits_COND_LIGHT_DAMAGE | + bits_COND_HEAVY_DAMAGE | + bits_COND_ENEMY_OCCLUDED | + bits_COND_NO_AMMO_LOADED | bits_COND_HEAR_SOUND, - bits_SOUND_DANGER, "Special Attack1" }, }; // special attack2 -Task_t tlSpecialAttack2[] = +Task_t tlSpecialAttack2[] = { - { TASK_STOP_MOVING, 0 }, - { TASK_FACE_ENEMY, (float)0 }, - { TASK_SPECIAL_ATTACK2, (float)0 }, + { TASK_STOP_MOVING, 0 }, + { TASK_FACE_ENEMY, (float)0 }, + { TASK_SPECIAL_ATTACK2, (float)0 }, }; -Schedule_t slSpecialAttack2[] = +Schedule_t slSpecialAttack2[] = { - { + { tlSpecialAttack2, - ARRAYSIZE ( tlSpecialAttack2 ), - bits_COND_NEW_ENEMY | - bits_COND_ENEMY_DEAD | - bits_COND_LIGHT_DAMAGE | - bits_COND_HEAVY_DAMAGE | - bits_COND_ENEMY_OCCLUDED | - bits_COND_NO_AMMO_LOADED | + ARRAYSIZE( tlSpecialAttack2 ), + bits_COND_NEW_ENEMY | + bits_COND_ENEMY_DEAD | + bits_COND_LIGHT_DAMAGE | + bits_COND_HEAVY_DAMAGE | + bits_COND_ENEMY_OCCLUDED | + bits_COND_NO_AMMO_LOADED | bits_COND_HEAR_SOUND, - bits_SOUND_DANGER, "Special Attack2" }, }; // Chase enemy schedule -Task_t tlChaseEnemy1[] = +Task_t tlChaseEnemy1[] = { - { TASK_SET_FAIL_SCHEDULE, (float)SCHED_CHASE_ENEMY_FAILED }, - { TASK_GET_PATH_TO_ENEMY, (float)0 }, - { TASK_RUN_PATH, (float)0 }, - { TASK_WAIT_FOR_MOVEMENT, (float)0 }, + { TASK_SET_FAIL_SCHEDULE, (float)SCHED_CHASE_ENEMY_FAILED }, + { TASK_GET_PATH_TO_ENEMY, (float)0 }, + { TASK_RUN_PATH, (float)0 }, + { TASK_WAIT_FOR_MOVEMENT, (float)0 }, }; Schedule_t slChaseEnemy[] = { - { + { tlChaseEnemy1, - ARRAYSIZE ( tlChaseEnemy1 ), - bits_COND_NEW_ENEMY | - bits_COND_CAN_RANGE_ATTACK1 | - bits_COND_CAN_MELEE_ATTACK1 | - bits_COND_CAN_RANGE_ATTACK2 | - bits_COND_CAN_MELEE_ATTACK2 | - bits_COND_TASK_FAILED | + ARRAYSIZE( tlChaseEnemy1 ), + bits_COND_NEW_ENEMY | + bits_COND_CAN_RANGE_ATTACK1 | + bits_COND_CAN_MELEE_ATTACK1 | + bits_COND_CAN_RANGE_ATTACK2 | + bits_COND_CAN_MELEE_ATTACK2 | + bits_COND_TASK_FAILED | bits_COND_HEAR_SOUND, - bits_SOUND_DANGER, "Chase Enemy" }, @@ -635,52 +623,50 @@ Schedule_t slChaseEnemy[] = // Chase enemy failure schedule -Task_t tlChaseEnemyFailed[] = +Task_t tlChaseEnemyFailed[] = { - { TASK_STOP_MOVING, (float)0 }, - { TASK_WAIT, (float)0.2 }, - { TASK_FIND_COVER_FROM_ENEMY, (float)0 }, - { TASK_RUN_PATH, (float)0 }, - { TASK_WAIT_FOR_MOVEMENT, (float)0 }, - { TASK_REMEMBER, (float)bits_MEMORY_INCOVER }, -// { TASK_TURN_LEFT, (float)179 }, - { TASK_FACE_ENEMY, (float)0 }, - { TASK_WAIT, (float)1 }, + { TASK_STOP_MOVING, (float)0 }, + { TASK_WAIT, (float)0.2 }, + { TASK_FIND_COVER_FROM_ENEMY, (float)0 }, + { TASK_RUN_PATH, (float)0 }, + { TASK_WAIT_FOR_MOVEMENT, (float)0 }, + { TASK_REMEMBER, (float)bits_MEMORY_INCOVER }, + //{ TASK_TURN_LEFT, (float)179 }, + { TASK_FACE_ENEMY, (float)0 }, + { TASK_WAIT, (float)1 }, }; -Schedule_t slChaseEnemyFailed[] = +Schedule_t slChaseEnemyFailed[] = { - { + { tlChaseEnemyFailed, - ARRAYSIZE ( tlChaseEnemyFailed ), - bits_COND_NEW_ENEMY | - bits_COND_CAN_RANGE_ATTACK1 | - bits_COND_CAN_MELEE_ATTACK1 | - bits_COND_CAN_RANGE_ATTACK2 | - bits_COND_CAN_MELEE_ATTACK2 | + ARRAYSIZE( tlChaseEnemyFailed ), + bits_COND_NEW_ENEMY | + bits_COND_CAN_RANGE_ATTACK1 | + bits_COND_CAN_MELEE_ATTACK1 | + bits_COND_CAN_RANGE_ATTACK2 | + bits_COND_CAN_MELEE_ATTACK2 | bits_COND_HEAR_SOUND, - bits_SOUND_DANGER, "tlChaseEnemyFailed" }, }; - //========================================================= // small flinch, played when minor damage is taken. //========================================================= Task_t tlSmallFlinch[] = { - { TASK_REMEMBER, (float)bits_MEMORY_FLINCHED }, - { TASK_STOP_MOVING, 0 }, - { TASK_SMALL_FLINCH, 0 }, + { TASK_REMEMBER, (float)bits_MEMORY_FLINCHED }, + { TASK_STOP_MOVING, 0 }, + { TASK_SMALL_FLINCH, 0 }, }; Schedule_t slSmallFlinch[] = { { tlSmallFlinch, - ARRAYSIZE ( tlSmallFlinch ), + ARRAYSIZE( tlSmallFlinch ), 0, 0, "Small Flinch" @@ -692,9 +678,9 @@ Schedule_t slSmallFlinch[] = //========================================================= Task_t tlDie1[] = { - { TASK_STOP_MOVING, 0 }, - { TASK_SOUND_DIE, (float)0 }, - { TASK_DIE, (float)0 }, + { TASK_STOP_MOVING, 0 }, + { TASK_SOUND_DIE, (float)0 }, + { TASK_DIE, (float)0 }, }; Schedule_t slDie[] = @@ -713,9 +699,9 @@ Schedule_t slDie[] = //========================================================= Task_t tlVictoryDance[] = { - { TASK_STOP_MOVING, 0 }, - { TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE }, - { TASK_WAIT, (float)0 }, + { TASK_STOP_MOVING, 0 }, + { TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE }, + { TASK_WAIT, (float)0 }, }; Schedule_t slVictoryDance[] = @@ -734,19 +720,19 @@ Schedule_t slVictoryDance[] = // so play a hit animation, then play a cycling pull animation // as the creature is hoisting the monster. //========================================================= -Task_t tlBarnacleVictimGrab[] = +Task_t tlBarnacleVictimGrab[] = { - { TASK_STOP_MOVING, 0 }, - { TASK_PLAY_SEQUENCE, (float)ACT_BARNACLE_HIT }, - { TASK_SET_ACTIVITY, (float)ACT_BARNACLE_PULL }, - { TASK_WAIT_INDEFINITE, (float)0 },// just cycle barnacle pull anim while barnacle hoists. + { TASK_STOP_MOVING, 0 }, + { TASK_PLAY_SEQUENCE, (float)ACT_BARNACLE_HIT }, + { TASK_SET_ACTIVITY, (float)ACT_BARNACLE_PULL }, + { TASK_WAIT_INDEFINITE, (float)0 },// just cycle barnacle pull anim while barnacle hoists. }; Schedule_t slBarnacleVictimGrab[] = { { tlBarnacleVictimGrab, - ARRAYSIZE ( tlBarnacleVictimGrab ), + ARRAYSIZE( tlBarnacleVictimGrab ), 0, 0, "Barnacle Victim" @@ -758,123 +744,121 @@ Schedule_t slBarnacleVictimGrab[] = // mouth. Victim should play the BARNCLE_CHOMP animation // once, then loop the BARNACLE_CHEW animation indefinitely //========================================================= -Task_t tlBarnacleVictimChomp[] = +Task_t tlBarnacleVictimChomp[] = { - { TASK_STOP_MOVING, 0 }, - { TASK_PLAY_SEQUENCE, (float)ACT_BARNACLE_CHOMP }, - { TASK_SET_ACTIVITY, (float)ACT_BARNACLE_CHEW }, - { TASK_WAIT_INDEFINITE, (float)0 },// just cycle barnacle pull anim while barnacle hoists. + { TASK_STOP_MOVING, 0 }, + { TASK_PLAY_SEQUENCE, (float)ACT_BARNACLE_CHOMP }, + { TASK_SET_ACTIVITY, (float)ACT_BARNACLE_CHEW }, + { TASK_WAIT_INDEFINITE, (float)0 },// just cycle barnacle pull anim while barnacle hoists. }; Schedule_t slBarnacleVictimChomp[] = { { tlBarnacleVictimChomp, - ARRAYSIZE ( tlBarnacleVictimChomp ), + ARRAYSIZE( tlBarnacleVictimChomp ), 0, 0, "Barnacle Chomp" } }; - -// Universal Error Schedule -Task_t tlError[] = +// Universal Error Schedule +Task_t tlError[] = { - { TASK_STOP_MOVING, 0 }, - { TASK_WAIT_INDEFINITE, (float)0 }, + { TASK_STOP_MOVING, 0 }, + { TASK_WAIT_INDEFINITE, (float)0 }, }; -Schedule_t slError[] = +Schedule_t slError[] = { - { + { tlError, - ARRAYSIZE ( tlError ), + ARRAYSIZE( tlError ), 0, 0, "Error" }, }; -Task_t tlScriptedWalk[] = +Task_t tlScriptedWalk[] = { - { TASK_WALK_TO_TARGET, (float)TARGET_MOVE_SCRIPTED }, - { TASK_WAIT_FOR_MOVEMENT, (float)0 }, - { TASK_PLANT_ON_SCRIPT, (float)0 }, - { TASK_FACE_SCRIPT, (float)0 }, - { TASK_FACE_IDEAL, (float)0 }, - { TASK_ENABLE_SCRIPT, (float)0 }, - { TASK_WAIT_FOR_SCRIPT, (float)0 }, - { TASK_PLAY_SCRIPT, (float)0 }, + { TASK_WALK_TO_TARGET, (float)TARGET_MOVE_SCRIPTED }, + { TASK_WAIT_FOR_MOVEMENT, (float)0 }, + { TASK_PLANT_ON_SCRIPT, (float)0 }, + { TASK_FACE_SCRIPT, (float)0 }, + { TASK_FACE_IDEAL, (float)0 }, + { TASK_ENABLE_SCRIPT, (float)0 }, + { TASK_WAIT_FOR_SCRIPT, (float)0 }, + { TASK_PLAY_SCRIPT, (float)0 }, }; Schedule_t slWalkToScript[] = { - { + { tlScriptedWalk, - ARRAYSIZE ( tlScriptedWalk ), + ARRAYSIZE( tlScriptedWalk ), SCRIPT_BREAK_CONDITIONS, 0, "WalkToScript" }, }; - -Task_t tlScriptedRun[] = +Task_t tlScriptedRun[] = { - { TASK_RUN_TO_TARGET, (float)TARGET_MOVE_SCRIPTED }, - { TASK_WAIT_FOR_MOVEMENT, (float)0 }, - { TASK_PLANT_ON_SCRIPT, (float)0 }, - { TASK_FACE_SCRIPT, (float)0 }, - { TASK_FACE_IDEAL, (float)0 }, - { TASK_ENABLE_SCRIPT, (float)0 }, - { TASK_WAIT_FOR_SCRIPT, (float)0 }, - { TASK_PLAY_SCRIPT, (float)0 }, + { TASK_RUN_TO_TARGET, (float)TARGET_MOVE_SCRIPTED }, + { TASK_WAIT_FOR_MOVEMENT,(float)0 }, + { TASK_PLANT_ON_SCRIPT, (float)0 }, + { TASK_FACE_SCRIPT, (float)0 }, + { TASK_FACE_IDEAL, (float)0 }, + { TASK_ENABLE_SCRIPT, (float)0 }, + { TASK_WAIT_FOR_SCRIPT, (float)0 }, + { TASK_PLAY_SCRIPT, (float)0 }, }; Schedule_t slRunToScript[] = { - { + { tlScriptedRun, - ARRAYSIZE ( tlScriptedRun ), + ARRAYSIZE( tlScriptedRun ), SCRIPT_BREAK_CONDITIONS, 0, "RunToScript" }, }; -Task_t tlScriptedWait[] = +Task_t tlScriptedWait[] = { - { TASK_STOP_MOVING, 0 }, - { TASK_WAIT_FOR_SCRIPT, (float)0 }, - { TASK_PLAY_SCRIPT, (float)0 }, + { TASK_STOP_MOVING, 0 }, + { TASK_WAIT_FOR_SCRIPT, (float)0 }, + { TASK_PLAY_SCRIPT, (float)0 }, }; Schedule_t slWaitScript[] = { - { + { tlScriptedWait, - ARRAYSIZE ( tlScriptedWait ), + ARRAYSIZE( tlScriptedWait ), SCRIPT_BREAK_CONDITIONS, 0, "WaitForScript" }, }; -Task_t tlScriptedFace[] = +Task_t tlScriptedFace[] = { - { TASK_STOP_MOVING, 0 }, - { TASK_FACE_SCRIPT, (float)0 }, - { TASK_FACE_IDEAL, (float)0 }, - { TASK_WAIT_FOR_SCRIPT, (float)0 }, - { TASK_PLAY_SCRIPT, (float)0 }, + { TASK_STOP_MOVING, 0 }, + { TASK_FACE_SCRIPT, (float)0 }, + { TASK_FACE_IDEAL, (float)0 }, + { TASK_WAIT_FOR_SCRIPT, (float)0 }, + { TASK_PLAY_SCRIPT, (float)0 }, }; Schedule_t slFaceScript[] = { - { + { tlScriptedFace, - ARRAYSIZE ( tlScriptedFace ), + ARRAYSIZE( tlScriptedFace ), SCRIPT_BREAK_CONDITIONS, 0, "FaceScript" @@ -885,17 +869,17 @@ Schedule_t slFaceScript[] = // Cower - this is what is usually done when attempts // to escape danger fail. //========================================================= -Task_t tlCower[] = +Task_t tlCower[] = { - { TASK_STOP_MOVING, 0 }, - { TASK_PLAY_SEQUENCE, (float)ACT_COWER }, + { TASK_STOP_MOVING, 0 }, + { TASK_PLAY_SEQUENCE, (float)ACT_COWER }, }; -Schedule_t slCower[] = +Schedule_t slCower[] = { { tlCower, - ARRAYSIZE ( tlCower ), + ARRAYSIZE( tlCower ), 0, 0, "Cower" @@ -905,21 +889,21 @@ Schedule_t slCower[] = //========================================================= // move away from where you're currently standing. //========================================================= -Task_t tlTakeCoverFromOrigin[] = +Task_t tlTakeCoverFromOrigin[] = { - { TASK_STOP_MOVING, (float)0 }, - { TASK_FIND_COVER_FROM_ORIGIN, (float)0 }, - { TASK_RUN_PATH, (float)0 }, - { TASK_WAIT_FOR_MOVEMENT, (float)0 }, - { TASK_REMEMBER, (float)bits_MEMORY_INCOVER }, - { TASK_TURN_LEFT, (float)179 }, + { TASK_STOP_MOVING, (float)0 }, + { TASK_FIND_COVER_FROM_ORIGIN, (float)0 }, + { TASK_RUN_PATH, (float)0 }, + { TASK_WAIT_FOR_MOVEMENT, (float)0 }, + { TASK_REMEMBER, (float)bits_MEMORY_INCOVER }, + { TASK_TURN_LEFT, (float)179 }, }; -Schedule_t slTakeCoverFromOrigin[] = +Schedule_t slTakeCoverFromOrigin[] = { - { + { tlTakeCoverFromOrigin, - ARRAYSIZE ( tlTakeCoverFromOrigin ), + ARRAYSIZE( tlTakeCoverFromOrigin ), bits_COND_NEW_ENEMY, 0, "TakeCoverFromOrigin" @@ -929,21 +913,21 @@ Schedule_t slTakeCoverFromOrigin[] = //========================================================= // hide from the loudest sound source //========================================================= -Task_t tlTakeCoverFromBestSound[] = +Task_t tlTakeCoverFromBestSound[] = { - { TASK_STOP_MOVING, (float)0 }, - { TASK_FIND_COVER_FROM_BEST_SOUND, (float)0 }, - { TASK_RUN_PATH, (float)0 }, - { TASK_WAIT_FOR_MOVEMENT, (float)0 }, - { TASK_REMEMBER, (float)bits_MEMORY_INCOVER }, - { TASK_TURN_LEFT, (float)179 }, + { TASK_STOP_MOVING, (float)0 }, + { TASK_FIND_COVER_FROM_BEST_SOUND, (float)0 }, + { TASK_RUN_PATH, (float)0 }, + { TASK_WAIT_FOR_MOVEMENT, (float)0 }, + { TASK_REMEMBER, (float)bits_MEMORY_INCOVER }, + { TASK_TURN_LEFT, (float)179 }, }; -Schedule_t slTakeCoverFromBestSound[] = +Schedule_t slTakeCoverFromBestSound[] = { - { + { tlTakeCoverFromBestSound, - ARRAYSIZE ( tlTakeCoverFromBestSound ), + ARRAYSIZE( tlTakeCoverFromBestSound ), bits_COND_NEW_ENEMY, 0, "TakeCoverFromBestSound" @@ -954,31 +938,31 @@ Schedule_t slTakeCoverFromBestSound[] = // Take cover from enemy! Tries lateral cover before node // cover! //========================================================= -Task_t tlTakeCoverFromEnemy[] = +Task_t tlTakeCoverFromEnemy[] = { - { TASK_STOP_MOVING, (float)0 }, - { TASK_WAIT, (float)0.2 }, - { TASK_FIND_COVER_FROM_ENEMY, (float)0 }, - { TASK_RUN_PATH, (float)0 }, - { TASK_WAIT_FOR_MOVEMENT, (float)0 }, - { TASK_REMEMBER, (float)bits_MEMORY_INCOVER }, -// { TASK_TURN_LEFT, (float)179 }, - { TASK_FACE_ENEMY, (float)0 }, - { TASK_WAIT, (float)1 }, + { TASK_STOP_MOVING, (float)0 }, + { TASK_WAIT, (float)0.2 }, + { TASK_FIND_COVER_FROM_ENEMY, (float)0 }, + { TASK_RUN_PATH, (float)0 }, + { TASK_WAIT_FOR_MOVEMENT, (float)0 }, + { TASK_REMEMBER, (float)bits_MEMORY_INCOVER }, + //{ TASK_TURN_LEFT, (float)179 }, + { TASK_FACE_ENEMY, (float)0 }, + { TASK_WAIT, (float)1 }, }; -Schedule_t slTakeCoverFromEnemy[] = +Schedule_t slTakeCoverFromEnemy[] = { - { + { tlTakeCoverFromEnemy, - ARRAYSIZE ( tlTakeCoverFromEnemy ), + ARRAYSIZE( tlTakeCoverFromEnemy ), bits_COND_NEW_ENEMY, 0, "tlTakeCoverFromEnemy" }, }; -Schedule_t *CBaseMonster::m_scheduleList[] = +Schedule_t *CBaseMonster::m_scheduleList[] = { slIdleStand, slIdleTrigger, @@ -1022,29 +1006,27 @@ Schedule_t *CBaseMonster::m_scheduleList[] = Schedule_t *CBaseMonster::ScheduleFromName( const char *pName ) { - return ScheduleInList( pName, m_scheduleList, ARRAYSIZE(m_scheduleList) ); + return ScheduleInList( pName, m_scheduleList, ARRAYSIZE( m_scheduleList ) ); } - -Schedule_t *CBaseMonster :: ScheduleInList( const char *pName, Schedule_t **pList, int listCount ) +Schedule_t *CBaseMonster::ScheduleInList( const char *pName, Schedule_t **pList, int listCount ) { int i; - - if ( !pName ) + + if( !pName ) { - ALERT( at_console, "%s set to unnamed schedule!\n", STRING(pev->classname) ); + ALERT( at_console, "%s set to unnamed schedule!\n", STRING( pev->classname ) ); return NULL; } - - for ( i = 0; i < listCount; i++ ) + for( i = 0; i < listCount; i++ ) { - if ( !pList[i]->pName ) + if( !pList[i]->pName ) { ALERT( at_console, "Unnamed schedule!\n" ); continue; } - if ( stricmp( pName, pList[i]->pName ) == 0 ) + if( stricmp( pName, pList[i]->pName ) == 0 ) return pList[i]; } return NULL; @@ -1054,32 +1036,32 @@ Schedule_t *CBaseMonster :: ScheduleInList( const char *pName, Schedule_t **pLis // GetScheduleOfType - returns a pointer to one of the // monster's available schedules of the indicated type. //========================================================= -Schedule_t* CBaseMonster :: GetScheduleOfType ( int Type ) +Schedule_t* CBaseMonster::GetScheduleOfType( int Type ) { -// ALERT ( at_console, "Sched Type:%d\n", Type ); - switch ( Type ) + //ALERT( at_console, "Sched Type:%d\n", Type ); + switch( Type ) { // This is the schedule for scripted sequences AND scripted AI case SCHED_AISCRIPT: { ASSERT( m_pCine != NULL ); - if ( !m_pCine ) + if( !m_pCine ) { - ALERT( at_aiconsole, "Script failed for %s\n", STRING(pev->classname) ); + ALERT( at_aiconsole, "Script failed for %s\n", STRING( pev->classname ) ); CineCleanup(); return GetScheduleOfType( SCHED_IDLE_STAND ); } -// else -// ALERT( at_aiconsole, "Starting script %s for %s\n", STRING( m_pCine->m_iszPlay ), STRING(pev->classname) ); + //else + // ALERT( at_aiconsole, "Starting script %s for %s\n", STRING( m_pCine->m_iszPlay ), STRING( pev->classname ) ); - switch ( m_pCine->m_fMoveTo ) + switch( m_pCine->m_fMoveTo ) { - case 0: - case 4: + case 0: + case 4: return slWaitScript; - case 1: + case 1: return slWalkToScript; - case 2: + case 2: return slRunToScript; case 5: return slFaceScript; @@ -1088,132 +1070,132 @@ Schedule_t* CBaseMonster :: GetScheduleOfType ( int Type ) } case SCHED_IDLE_STAND: { - if ( RANDOM_LONG(0,14) == 0 && FCanActiveIdle() ) + if( RANDOM_LONG( 0, 14 ) == 0 && FCanActiveIdle() ) { - return &slActiveIdle[ 0 ]; + return &slActiveIdle[0]; } - return &slIdleStand[ 0 ]; + return &slIdleStand[0]; } case SCHED_IDLE_WALK: { - return &slIdleWalk[ 0 ]; + return &slIdleWalk[0]; } case SCHED_WAIT_TRIGGER: { - return &slIdleTrigger[ 0 ]; + return &slIdleTrigger[0]; } case SCHED_WAKE_ANGRY: { - return &slWakeAngry[ 0 ]; + return &slWakeAngry[0]; } case SCHED_ALERT_FACE: { - return &slAlertFace[ 0 ]; + return &slAlertFace[0]; } case SCHED_ALERT_STAND: { - return &slAlertStand[ 0 ]; + return &slAlertStand[0]; } case SCHED_COMBAT_STAND: { - return &slCombatStand[ 0 ]; + return &slCombatStand[0]; } case SCHED_COMBAT_FACE: { - return &slCombatFace[ 0 ]; + return &slCombatFace[0]; } case SCHED_CHASE_ENEMY: { - return &slChaseEnemy[ 0 ]; + return &slChaseEnemy[0]; } case SCHED_CHASE_ENEMY_FAILED: { - return &slFail[ 0 ]; + return &slFail[0]; } case SCHED_SMALL_FLINCH: { - return &slSmallFlinch[ 0 ]; + return &slSmallFlinch[0]; } case SCHED_ALERT_SMALL_FLINCH: { - return &slAlertSmallFlinch[ 0 ]; + return &slAlertSmallFlinch[0]; } case SCHED_RELOAD: { - return &slReload[ 0 ]; + return &slReload[0]; } case SCHED_ARM_WEAPON: { - return &slArmWeapon[ 0 ]; + return &slArmWeapon[0]; } case SCHED_STANDOFF: { - return &slStandoff[ 0 ]; + return &slStandoff[0]; } case SCHED_RANGE_ATTACK1: { - return &slRangeAttack1[ 0 ]; + return &slRangeAttack1[0]; } case SCHED_RANGE_ATTACK2: { - return &slRangeAttack2[ 0 ]; + return &slRangeAttack2[0]; } case SCHED_MELEE_ATTACK1: { - return &slPrimaryMeleeAttack[ 0 ]; + return &slPrimaryMeleeAttack[0]; } case SCHED_MELEE_ATTACK2: { - return &slSecondaryMeleeAttack[ 0 ]; + return &slSecondaryMeleeAttack[0]; } case SCHED_SPECIAL_ATTACK1: { - return &slSpecialAttack1[ 0 ]; + return &slSpecialAttack1[0]; } case SCHED_SPECIAL_ATTACK2: { - return &slSpecialAttack2[ 0 ]; + return &slSpecialAttack2[0]; } case SCHED_TAKE_COVER_FROM_BEST_SOUND: { - return &slTakeCoverFromBestSound[ 0 ]; + return &slTakeCoverFromBestSound[0]; } case SCHED_TAKE_COVER_FROM_ENEMY: { - return &slTakeCoverFromEnemy[ 0 ]; + return &slTakeCoverFromEnemy[0]; } case SCHED_COWER: { - return &slCower[ 0 ]; + return &slCower[0]; } case SCHED_AMBUSH: { - return &slAmbush[ 0 ]; + return &slAmbush[0]; } case SCHED_BARNACLE_VICTIM_GRAB: { - return &slBarnacleVictimGrab[ 0 ]; + return &slBarnacleVictimGrab[0]; } case SCHED_BARNACLE_VICTIM_CHOMP: { - return &slBarnacleVictimChomp[ 0 ]; + return &slBarnacleVictimChomp[0]; } case SCHED_INVESTIGATE_SOUND: { - return &slInvestigateSound[ 0 ]; + return &slInvestigateSound[0]; } case SCHED_DIE: { - return &slDie[ 0 ]; + return &slDie[0]; } case SCHED_TAKE_COVER_FROM_ORIGIN: { - return &slTakeCoverFromOrigin[ 0 ]; + return &slTakeCoverFromOrigin[0]; } case SCHED_VICTORY_DANCE: { - return &slVictoryDance[ 0 ]; + return &slVictoryDance[0]; } case SCHED_FAIL: { @@ -1221,9 +1203,9 @@ Schedule_t* CBaseMonster :: GetScheduleOfType ( int Type ) } default: { - ALERT ( at_console, "GetScheduleOfType()\nNo CASE for Schedule Type %d!\n", Type ); + ALERT( at_console, "GetScheduleOfType()\nNo CASE for Schedule Type %d!\n", Type ); - return &slIdleStand[ 0 ]; + return &slIdleStand[0]; break; } } diff --git a/dlls/doors.cpp b/dlls/doors.cpp index 75e1fb17..26fca575 100644 --- a/dlls/doors.cpp +++ b/dlls/doors.cpp @@ -23,7 +23,7 @@ #include "cbase.h" #include "doors.h" -extern void SetMovedir(entvars_t* ev); +extern void SetMovedir( entvars_t *ev ); #define noiseMoving noise1 #define noiseArrived noise2 @@ -37,17 +37,16 @@ public: virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); virtual void Blocked( CBaseEntity *pOther ); - virtual int ObjectCaps( void ) + virtual int ObjectCaps( void ) { - if (pev->spawnflags & SF_ITEM_USE_ONLY) - return (CBaseToggle::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | FCAP_IMPULSE_USE; + if( pev->spawnflags & SF_ITEM_USE_ONLY ) + return ( CBaseToggle::ObjectCaps() & ~FCAP_ACROSS_TRANSITION ) | FCAP_IMPULSE_USE; else return (CBaseToggle::ObjectCaps() & ~FCAP_ACROSS_TRANSITION); }; - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); - - static TYPEDESCRIPTION m_SaveData[]; + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); + static TYPEDESCRIPTION m_SaveData[]; virtual void SetToggleState( int state ); @@ -55,23 +54,23 @@ public: void EXPORT DoorTouch( CBaseEntity *pOther ); // local functions - int DoorActivate( ); + int DoorActivate(); void EXPORT DoorGoUp( void ); void EXPORT DoorGoDown( void ); void EXPORT DoorHitTop( void ); void EXPORT DoorHitBottom( void ); - - BYTE m_bHealthValue;// some doors are medi-kit doors, they give players health - - BYTE m_bMoveSnd; // sound a door makes while moving - BYTE m_bStopSnd; // sound a door makes when it stops + + BYTE m_bHealthValue;// some doors are medi-kit doors, they give players health + + BYTE m_bMoveSnd; // sound a door makes while moving + BYTE m_bStopSnd; // sound a door makes when it stops locksound_t m_ls; // door lock sounds - - BYTE m_bLockedSound; // ordinals from entity selection - BYTE m_bLockedSentence; - BYTE m_bUnlockedSound; - BYTE m_bUnlockedSentence; + + BYTE m_bLockedSound; // ordinals from entity selection + BYTE m_bLockedSentence; + BYTE m_bUnlockedSound; + BYTE m_bUnlockedSentence; }; TYPEDESCRIPTION CBaseDoor::m_SaveData[] = @@ -79,12 +78,11 @@ TYPEDESCRIPTION CBaseDoor::m_SaveData[] = DEFINE_FIELD( CBaseDoor, m_bHealthValue, FIELD_CHARACTER ), DEFINE_FIELD( CBaseDoor, m_bMoveSnd, FIELD_CHARACTER ), DEFINE_FIELD( CBaseDoor, m_bStopSnd, FIELD_CHARACTER ), - + DEFINE_FIELD( CBaseDoor, m_bLockedSound, FIELD_CHARACTER ), DEFINE_FIELD( CBaseDoor, m_bLockedSentence, FIELD_CHARACTER ), - DEFINE_FIELD( CBaseDoor, m_bUnlockedSound, FIELD_CHARACTER ), - DEFINE_FIELD( CBaseDoor, m_bUnlockedSentence, FIELD_CHARACTER ), - + DEFINE_FIELD( CBaseDoor, m_bUnlockedSound, FIELD_CHARACTER ), + DEFINE_FIELD( CBaseDoor, m_bUnlockedSentence, FIELD_CHARACTER ), }; IMPLEMENT_SAVERESTORE( CBaseDoor, CBaseToggle ) @@ -99,51 +97,51 @@ IMPLEMENT_SAVERESTORE( CBaseDoor, CBaseToggle ) // otherwise play 'door is unlocked' sound // NOTE: this routine is shared by doors and buttons -void PlayLockSounds(entvars_t *pev, locksound_t *pls, int flocked, int fbutton) +void PlayLockSounds( entvars_t *pev, locksound_t *pls, int flocked, int fbutton ) { // LOCKED SOUND - + // CONSIDER: consolidate the locksound_t struct (all entries are duplicates for lock/unlock) // CONSIDER: and condense this code. float flsoundwait; - if (fbutton) + if( fbutton ) flsoundwait = BUTTON_SOUNDWAIT; else flsoundwait = DOOR_SOUNDWAIT; - if (flocked) + if( flocked ) { - int fplaysound = (pls->sLockedSound && gpGlobals->time > pls->flwaitSound); - int fplaysentence = (pls->sLockedSentence && !pls->bEOFLocked && gpGlobals->time > pls->flwaitSentence); + int fplaysound = ( pls->sLockedSound && gpGlobals->time > pls->flwaitSound ); + int fplaysentence = ( pls->sLockedSentence && !pls->bEOFLocked && gpGlobals->time > pls->flwaitSentence ); float fvol; - if (fplaysound && fplaysentence) + if( fplaysound && fplaysentence ) fvol = 0.25; else fvol = 1.0; // if there is a locked sound, and we've debounced, play sound - if (fplaysound) + if( fplaysound ) { // play 'door locked' sound - EMIT_SOUND(ENT(pev), CHAN_ITEM, (char*)STRING(pls->sLockedSound), fvol, ATTN_NORM); + EMIT_SOUND( ENT( pev ), CHAN_ITEM, (char*)STRING( pls->sLockedSound ), fvol, ATTN_NORM ); pls->flwaitSound = gpGlobals->time + flsoundwait; } // if there is a sentence, we've not played all in list, and we've debounced, play sound - if (fplaysentence) + if( fplaysentence ) { // play next 'door locked' sentence in group int iprev = pls->iLockedSentence; - - pls->iLockedSentence = SENTENCEG_PlaySequentialSz(ENT(pev), STRING(pls->sLockedSentence), - 0.85, ATTN_NORM, 0, 100, pls->iLockedSentence, FALSE); + + pls->iLockedSentence = SENTENCEG_PlaySequentialSz( ENT( pev ), STRING( pls->sLockedSentence ), + 0.85, ATTN_NORM, 0, 100, pls->iLockedSentence, FALSE ); pls->iUnlockedSentence = 0; // make sure we don't keep calling last sentence in list - pls->bEOFLocked = (iprev == pls->iLockedSentence); - + pls->bEOFLocked = ( iprev == pls->iLockedSentence ); + pls->flwaitSentence = gpGlobals->time + DOOR_SENTENCEWAIT; } } @@ -151,34 +149,34 @@ void PlayLockSounds(entvars_t *pev, locksound_t *pls, int flocked, int fbutton) { // UNLOCKED SOUND - int fplaysound = (pls->sUnlockedSound && gpGlobals->time > pls->flwaitSound); - int fplaysentence = (pls->sUnlockedSentence && !pls->bEOFUnlocked && gpGlobals->time > pls->flwaitSentence); + int fplaysound = ( pls->sUnlockedSound && gpGlobals->time > pls->flwaitSound ); + int fplaysentence = ( pls->sUnlockedSentence && !pls->bEOFUnlocked && gpGlobals->time > pls->flwaitSentence ); float fvol; // if playing both sentence and sound, lower sound volume so we hear sentence - if (fplaysound && fplaysentence) + if( fplaysound && fplaysentence ) fvol = 0.25; else fvol = 1.0; // play 'door unlocked' sound if set - if (fplaysound) + if( fplaysound ) { - EMIT_SOUND(ENT(pev), CHAN_ITEM, (char*)STRING(pls->sUnlockedSound), fvol, ATTN_NORM); + EMIT_SOUND( ENT( pev ), CHAN_ITEM, (char*)STRING( pls->sUnlockedSound ), fvol, ATTN_NORM ); pls->flwaitSound = gpGlobals->time + flsoundwait; } // play next 'door unlocked' sentence in group - if (fplaysentence) + if( fplaysentence ) { int iprev = pls->iUnlockedSentence; - - pls->iUnlockedSentence = SENTENCEG_PlaySequentialSz(ENT(pev), STRING(pls->sUnlockedSentence), - 0.85, ATTN_NORM, 0, 100, pls->iUnlockedSentence, FALSE); + + pls->iUnlockedSentence = SENTENCEG_PlaySequentialSz( ENT( pev ), STRING( pls->sUnlockedSentence ), + 0.85, ATTN_NORM, 0, 100, pls->iUnlockedSentence, FALSE ); pls->iLockedSentence = 0; // make sure we don't keep calling last sentence in list - pls->bEOFUnlocked = (iprev == pls->iUnlockedSentence); + pls->bEOFUnlocked = ( iprev == pls->iUnlockedSentence ); pls->flwaitSentence = gpGlobals->time + DOOR_SENTENCEWAIT; } } @@ -187,53 +185,51 @@ void PlayLockSounds(entvars_t *pev, locksound_t *pls, int flocked, int fbutton) // // Cache user-entity-field values until spawn is called. // - void CBaseDoor::KeyValue( KeyValueData *pkvd ) { - - if (FStrEq(pkvd->szKeyName, "skin"))//skin is used for content type + if( FStrEq( pkvd->szKeyName, "skin" ) )//skin is used for content type { - pev->skin = atof(pkvd->szValue); + pev->skin = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "movesnd")) + else if( FStrEq( pkvd->szKeyName, "movesnd" ) ) { - m_bMoveSnd = atof(pkvd->szValue); + m_bMoveSnd = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "stopsnd")) + else if( FStrEq( pkvd->szKeyName, "stopsnd" ) ) { - m_bStopSnd = atof(pkvd->szValue); + m_bStopSnd = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "healthvalue")) + else if( FStrEq( pkvd->szKeyName, "healthvalue" ) ) { - m_bHealthValue = atof(pkvd->szValue); + m_bHealthValue = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "locked_sound")) + else if( FStrEq( pkvd->szKeyName, "locked_sound" ) ) { - m_bLockedSound = atof(pkvd->szValue); + m_bLockedSound = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "locked_sentence")) + else if( FStrEq( pkvd->szKeyName, "locked_sentence" ) ) { - m_bLockedSentence = atof(pkvd->szValue); + m_bLockedSentence = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "unlocked_sound")) + else if( FStrEq( pkvd->szKeyName, "unlocked_sound" ) ) { - m_bUnlockedSound = atof(pkvd->szValue); + m_bUnlockedSound = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "unlocked_sentence")) + else if( FStrEq( pkvd->szKeyName, "unlocked_sentence" ) ) { - m_bUnlockedSentence = atof(pkvd->szValue); + m_bUnlockedSentence = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "WaveHeight")) + else if( FStrEq( pkvd->szKeyName, "WaveHeight" ) ) { - pev->scale = atof(pkvd->szValue) * (1.0/8.0); + pev->scale = atof( pkvd->szValue ) * ( 1.0 / 8.0 ); pkvd->fHandled = TRUE; } else @@ -271,50 +267,50 @@ LINK_ENTITY_TO_CLASS( func_door, CBaseDoor ) // LINK_ENTITY_TO_CLASS( func_water, CBaseDoor ) -void CBaseDoor::Spawn( ) +void CBaseDoor::Spawn() { Precache(); - SetMovedir (pev); + SetMovedir( pev ); - if ( pev->skin == 0 ) + if( pev->skin == 0 ) { //normal door - if ( FBitSet (pev->spawnflags, SF_DOOR_PASSABLE) ) - pev->solid = SOLID_NOT; + if( FBitSet( pev->spawnflags, SF_DOOR_PASSABLE ) ) + pev->solid = SOLID_NOT; else - pev->solid = SOLID_BSP; + pev->solid = SOLID_BSP; } else { // special contents - pev->solid = SOLID_NOT; + pev->solid = SOLID_NOT; SetBits( pev->spawnflags, SF_DOOR_SILENT ); // water is silent for now } - pev->movetype = MOVETYPE_PUSH; - UTIL_SetOrigin(pev, pev->origin); - SET_MODEL( ENT(pev), STRING(pev->model) ); - - if (pev->speed == 0) + pev->movetype = MOVETYPE_PUSH; + UTIL_SetOrigin( pev, pev->origin ); + SET_MODEL( ENT( pev ), STRING( pev->model ) ); + + if( pev->speed == 0 ) pev->speed = 100; - - m_vecPosition1 = pev->origin; + + m_vecPosition1 = pev->origin; // Subtract 2 from size because the engine expands bboxes by 1 in all directions making the size too big - m_vecPosition2 = m_vecPosition1 + (pev->movedir * (fabs( pev->movedir.x * (pev->size.x-2) ) + fabs( pev->movedir.y * (pev->size.y-2) ) + fabs( pev->movedir.z * (pev->size.z-2) ) - m_flLip)); - ASSERTSZ(m_vecPosition1 != m_vecPosition2, "door start/end positions are equal"); - if ( FBitSet (pev->spawnflags, SF_DOOR_START_OPEN) ) + m_vecPosition2 = m_vecPosition1 + ( pev->movedir * ( fabs( pev->movedir.x * ( pev->size.x - 2 ) ) + fabs( pev->movedir.y * ( pev->size.y - 2 ) ) + fabs( pev->movedir.z * ( pev->size.z - 2 ) ) - m_flLip ) ); + ASSERTSZ( m_vecPosition1 != m_vecPosition2, "door start/end positions are equal" ); + if( FBitSet( pev->spawnflags, SF_DOOR_START_OPEN ) ) { // swap pos1 and pos2, put door at pos2 - UTIL_SetOrigin(pev, m_vecPosition2); + UTIL_SetOrigin( pev, m_vecPosition2 ); m_vecPosition2 = m_vecPosition1; m_vecPosition1 = pev->origin; } m_toggle_state = TS_AT_BOTTOM; - + // if the door is flagged for USE button activation only, use NULL touch function - if ( FBitSet ( pev->spawnflags, SF_DOOR_USE_ONLY ) ) + if( FBitSet( pev->spawnflags, SF_DOOR_USE_ONLY ) ) { SetTouch( NULL ); } @@ -322,9 +318,9 @@ void CBaseDoor::Spawn( ) SetTouch( &CBaseDoor::DoorTouch ); } -void CBaseDoor :: SetToggleState( int state ) +void CBaseDoor::SetToggleState( int state ) { - if ( state == TS_AT_TOP ) + if( state == TS_AT_TOP ) UTIL_SetOrigin( pev, m_vecPosition2 ); else UTIL_SetOrigin( pev, m_vecPosition1 ); @@ -335,142 +331,195 @@ void CBaseDoor::Precache( void ) char *pszSound; // set the door's "in-motion" sound - switch (m_bMoveSnd) + switch( m_bMoveSnd ) { - case 0: - pev->noiseMoving = ALLOC_STRING("common/null.wav"); - break; - case 1: - PRECACHE_SOUND ("doors/doormove1.wav"); - pev->noiseMoving = ALLOC_STRING("doors/doormove1.wav"); - break; - case 2: - PRECACHE_SOUND ("doors/doormove2.wav"); - pev->noiseMoving = ALLOC_STRING("doors/doormove2.wav"); - break; - case 3: - PRECACHE_SOUND ("doors/doormove3.wav"); - pev->noiseMoving = ALLOC_STRING("doors/doormove3.wav"); - break; - case 4: - PRECACHE_SOUND ("doors/doormove4.wav"); - pev->noiseMoving = ALLOC_STRING("doors/doormove4.wav"); - break; - case 5: - PRECACHE_SOUND ("doors/doormove5.wav"); - pev->noiseMoving = ALLOC_STRING("doors/doormove5.wav"); - break; - case 6: - PRECACHE_SOUND ("doors/doormove6.wav"); - pev->noiseMoving = ALLOC_STRING("doors/doormove6.wav"); - break; - case 7: - PRECACHE_SOUND ("doors/doormove7.wav"); - pev->noiseMoving = ALLOC_STRING("doors/doormove7.wav"); - break; - case 8: - PRECACHE_SOUND ("doors/doormove8.wav"); - pev->noiseMoving = ALLOC_STRING("doors/doormove8.wav"); - break; - case 9: - PRECACHE_SOUND ("doors/doormove9.wav"); - pev->noiseMoving = ALLOC_STRING("doors/doormove9.wav"); - break; - case 10: - PRECACHE_SOUND ("doors/doormove10.wav"); - pev->noiseMoving = ALLOC_STRING("doors/doormove10.wav"); - break; - default: - pev->noiseMoving = ALLOC_STRING("common/null.wav"); - break; + case 0: + pev->noiseMoving = ALLOC_STRING( "common/null.wav" ); + break; + case 1: + PRECACHE_SOUND( "doors/doormove1.wav" ); + pev->noiseMoving = ALLOC_STRING( "doors/doormove1.wav" ); + break; + case 2: + PRECACHE_SOUND( "doors/doormove2.wav" ); + pev->noiseMoving = ALLOC_STRING( "doors/doormove2.wav" ); + break; + case 3: + PRECACHE_SOUND( "doors/doormove3.wav" ); + pev->noiseMoving = ALLOC_STRING( "doors/doormove3.wav" ); + break; + case 4: + PRECACHE_SOUND( "doors/doormove4.wav" ); + pev->noiseMoving = ALLOC_STRING( "doors/doormove4.wav" ); + break; + case 5: + PRECACHE_SOUND( "doors/doormove5.wav" ); + pev->noiseMoving = ALLOC_STRING( "doors/doormove5.wav" ); + break; + case 6: + PRECACHE_SOUND( "doors/doormove6.wav" ); + pev->noiseMoving = ALLOC_STRING( "doors/doormove6.wav" ); + break; + case 7: + PRECACHE_SOUND( "doors/doormove7.wav" ); + pev->noiseMoving = ALLOC_STRING( "doors/doormove7.wav" ); + break; + case 8: + PRECACHE_SOUND( "doors/doormove8.wav" ); + pev->noiseMoving = ALLOC_STRING( "doors/doormove8.wav" ); + break; + case 9: + PRECACHE_SOUND( "doors/doormove9.wav" ); + pev->noiseMoving = ALLOC_STRING( "doors/doormove9.wav" ); + break; + case 10: + PRECACHE_SOUND( "doors/doormove10.wav" ); + pev->noiseMoving = ALLOC_STRING( "doors/doormove10.wav" ); + break; + default: + pev->noiseMoving = ALLOC_STRING( "common/null.wav" ); + break; } // set the door's 'reached destination' stop sound - switch (m_bStopSnd) + switch( m_bStopSnd ) { - case 0: - pev->noiseArrived = ALLOC_STRING("common/null.wav"); - break; - case 1: - PRECACHE_SOUND ("doors/doorstop1.wav"); - pev->noiseArrived = ALLOC_STRING("doors/doorstop1.wav"); - break; - case 2: - PRECACHE_SOUND ("doors/doorstop2.wav"); - pev->noiseArrived = ALLOC_STRING("doors/doorstop2.wav"); - break; - case 3: - PRECACHE_SOUND ("doors/doorstop3.wav"); - pev->noiseArrived = ALLOC_STRING("doors/doorstop3.wav"); - break; - case 4: - PRECACHE_SOUND ("doors/doorstop4.wav"); - pev->noiseArrived = ALLOC_STRING("doors/doorstop4.wav"); - break; - case 5: - PRECACHE_SOUND ("doors/doorstop5.wav"); - pev->noiseArrived = ALLOC_STRING("doors/doorstop5.wav"); - break; - case 6: - PRECACHE_SOUND ("doors/doorstop6.wav"); - pev->noiseArrived = ALLOC_STRING("doors/doorstop6.wav"); - break; - case 7: - PRECACHE_SOUND ("doors/doorstop7.wav"); - pev->noiseArrived = ALLOC_STRING("doors/doorstop7.wav"); - break; - case 8: - PRECACHE_SOUND ("doors/doorstop8.wav"); - pev->noiseArrived = ALLOC_STRING("doors/doorstop8.wav"); - break; - default: - pev->noiseArrived = ALLOC_STRING("common/null.wav"); - break; + case 0: + pev->noiseArrived = ALLOC_STRING( "common/null.wav" ); + break; + case 1: + PRECACHE_SOUND( "doors/doorstop1.wav" ); + pev->noiseArrived = ALLOC_STRING( "doors/doorstop1.wav" ); + break; + case 2: + PRECACHE_SOUND( "doors/doorstop2.wav" ); + pev->noiseArrived = ALLOC_STRING( "doors/doorstop2.wav" ); + break; + case 3: + PRECACHE_SOUND( "doors/doorstop3.wav" ); + pev->noiseArrived = ALLOC_STRING( "doors/doorstop3.wav" ); + break; + case 4: + PRECACHE_SOUND( "doors/doorstop4.wav" ); + pev->noiseArrived = ALLOC_STRING( "doors/doorstop4.wav" ); + break; + case 5: + PRECACHE_SOUND( "doors/doorstop5.wav" ); + pev->noiseArrived = ALLOC_STRING( "doors/doorstop5.wav" ); + break; + case 6: + PRECACHE_SOUND( "doors/doorstop6.wav" ); + pev->noiseArrived = ALLOC_STRING( "doors/doorstop6.wav"); + break; + case 7: + PRECACHE_SOUND( "doors/doorstop7.wav" ); + pev->noiseArrived = ALLOC_STRING( "doors/doorstop7.wav" ); + break; + case 8: + PRECACHE_SOUND( "doors/doorstop8.wav" ); + pev->noiseArrived = ALLOC_STRING( "doors/doorstop8.wav" ); + break; + default: + pev->noiseArrived = ALLOC_STRING( "common/null.wav" ); + break; } // get door button sounds, for doors which are directly 'touched' to open - if (m_bLockedSound) + if( m_bLockedSound ) { pszSound = ButtonSound( (int)m_bLockedSound ); - PRECACHE_SOUND(pszSound); - m_ls.sLockedSound = ALLOC_STRING(pszSound); + PRECACHE_SOUND( pszSound ); + m_ls.sLockedSound = ALLOC_STRING( pszSound ); } - if (m_bUnlockedSound) + if( m_bUnlockedSound ) { pszSound = ButtonSound( (int)m_bUnlockedSound ); - PRECACHE_SOUND(pszSound); - m_ls.sUnlockedSound = ALLOC_STRING(pszSound); + PRECACHE_SOUND( pszSound ); + m_ls.sUnlockedSound = ALLOC_STRING( pszSound ); } // get sentence group names, for doors which are directly 'touched' to open - switch (m_bLockedSentence) + switch( m_bLockedSentence ) { - case 1: m_ls.sLockedSentence = ALLOC_STRING("NA"); break; // access denied - case 2: m_ls.sLockedSentence = ALLOC_STRING("ND"); break; // security lockout - case 3: m_ls.sLockedSentence = ALLOC_STRING("NF"); break; // blast door - case 4: m_ls.sLockedSentence = ALLOC_STRING("NFIRE"); break; // fire door - case 5: m_ls.sLockedSentence = ALLOC_STRING("NCHEM"); break; // chemical door - case 6: m_ls.sLockedSentence = ALLOC_STRING("NRAD"); break; // radiation door - case 7: m_ls.sLockedSentence = ALLOC_STRING("NCON"); break; // gen containment - case 8: m_ls.sLockedSentence = ALLOC_STRING("NH"); break; // maintenance door - case 9: m_ls.sLockedSentence = ALLOC_STRING("NG"); break; // broken door - - default: m_ls.sLockedSentence = 0; break; + case 1: + // access denied + m_ls.sLockedSentence = ALLOC_STRING( "NA" ); + break; + case 2: + // security lockout + m_ls.sLockedSentence = ALLOC_STRING( "ND" ); + break; + case 3: + // blast door + m_ls.sLockedSentence = ALLOC_STRING( "NF" ); + break; + case 4: + // fire door + m_ls.sLockedSentence = ALLOC_STRING( "NFIRE" ); + break; + case 5: + // chemical door + m_ls.sLockedSentence = ALLOC_STRING( "NCHEM" ); + break; + case 6: + // radiation door + m_ls.sLockedSentence = ALLOC_STRING( "NRAD" ); + break; + case 7: + // gen containment + m_ls.sLockedSentence = ALLOC_STRING( "NCON" ); + break; + case 8: + // maintenance door + m_ls.sLockedSentence = ALLOC_STRING( "NH" ); + break; + case 9: + // broken door + m_ls.sLockedSentence = ALLOC_STRING( "NG" ); + break; + default: + m_ls.sLockedSentence = 0; + break; } - switch (m_bUnlockedSentence) + switch( m_bUnlockedSentence ) { - case 1: m_ls.sUnlockedSentence = ALLOC_STRING("EA"); break; // access granted - case 2: m_ls.sUnlockedSentence = ALLOC_STRING("ED"); break; // security door - case 3: m_ls.sUnlockedSentence = ALLOC_STRING("EF"); break; // blast door - case 4: m_ls.sUnlockedSentence = ALLOC_STRING("EFIRE"); break; // fire door - case 5: m_ls.sUnlockedSentence = ALLOC_STRING("ECHEM"); break; // chemical door - case 6: m_ls.sUnlockedSentence = ALLOC_STRING("ERAD"); break; // radiation door - case 7: m_ls.sUnlockedSentence = ALLOC_STRING("ECON"); break; // gen containment - case 8: m_ls.sUnlockedSentence = ALLOC_STRING("EH"); break; // maintenance door - - default: m_ls.sUnlockedSentence = 0; break; + case 1: + // access granted + m_ls.sUnlockedSentence = ALLOC_STRING( "EA" ); + break; + case 2: + // security door + m_ls.sUnlockedSentence = ALLOC_STRING( "ED" ); + break; + case 3: + // blast door + m_ls.sUnlockedSentence = ALLOC_STRING( "EF" ); + break; + case 4: + // fire door + m_ls.sUnlockedSentence = ALLOC_STRING( "EFIRE" ); + break; + case 5: + // chemical door + m_ls.sUnlockedSentence = ALLOC_STRING( "ECHEM" ); + break; + case 6: + // radiation door + m_ls.sUnlockedSentence = ALLOC_STRING( "ERAD" ); + break; + case 7: + // gen containment + m_ls.sUnlockedSentence = ALLOC_STRING( "ECON" ); + break; + case 8: + // maintenance door + m_ls.sUnlockedSentence = ALLOC_STRING( "EH" ); + break; + default: + m_ls.sUnlockedSentence = 0; + break; } } @@ -479,31 +528,29 @@ void CBaseDoor::Precache( void ) // void CBaseDoor::DoorTouch( CBaseEntity *pOther ) { - entvars_t* pevToucher = pOther->pev; - + entvars_t *pevToucher = pOther->pev; + // Ignore touches by anything but players - if (!FClassnameIs(pevToucher, "player")) + if( !FClassnameIs( pevToucher, "player" ) ) return; // If door has master, and it's not ready to trigger, // play 'locked' sound + if( m_sMaster && !UTIL_IsMasterTriggered( m_sMaster, pOther ) ) + PlayLockSounds( pev, &m_ls, TRUE, FALSE ); - if (m_sMaster && !UTIL_IsMasterTriggered(m_sMaster, pOther)) - PlayLockSounds(pev, &m_ls, TRUE, FALSE); - // If door is somebody's target, then touching does nothing. // You have to activate the owner (e.g. button). - - if (!FStringNull(pev->targetname)) + if( !FStringNull( pev->targetname ) ) { // play locked sound - PlayLockSounds(pev, &m_ls, TRUE, FALSE); + PlayLockSounds( pev, &m_ls, TRUE, FALSE ); return; } - + m_hActivator = pOther;// remember who activated the door - if (DoorActivate( )) + if( DoorActivate()) SetTouch( NULL ); // Temporarily disable the touch function, until movement is finished. } @@ -514,19 +561,19 @@ void CBaseDoor::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE use { m_hActivator = pActivator; // if not ready to be used, ignore "use" command. - if ( m_toggle_state == TS_AT_BOTTOM || ( FBitSet(pev->spawnflags, SF_DOOR_NO_AUTO_RETURN) && m_toggle_state == TS_AT_TOP ) ) + if( m_toggle_state == TS_AT_BOTTOM || ( FBitSet( pev->spawnflags, SF_DOOR_NO_AUTO_RETURN ) && m_toggle_state == TS_AT_TOP ) ) DoorActivate(); } // // Causes the door to "do its thing", i.e. start moving, and cascade activation. // -int CBaseDoor::DoorActivate( ) +int CBaseDoor::DoorActivate() { - if (!UTIL_IsMasterTriggered(m_sMaster, m_hActivator)) + if( !UTIL_IsMasterTriggered( m_sMaster, m_hActivator ) ) return 0; - if (FBitSet(pev->spawnflags, SF_DOOR_NO_AUTO_RETURN) && m_toggle_state == TS_AT_TOP) + if( FBitSet( pev->spawnflags, SF_DOOR_NO_AUTO_RETURN ) && m_toggle_state == TS_AT_TOP ) { // door should close DoorGoDown(); @@ -534,18 +581,17 @@ int CBaseDoor::DoorActivate( ) else { // door should open - if ( m_hActivator != NULL && m_hActivator->IsPlayer() ) + if( m_hActivator != NULL && m_hActivator->IsPlayer() ) { // give health if player opened the door (medikit) //VARS( m_eoActivator )->health += m_bHealthValue; - - m_hActivator->TakeHealth( m_bHealthValue, DMG_GENERIC ); + m_hActivator->TakeHealth( m_bHealthValue, DMG_GENERIC ); } // play door unlock sounds - PlayLockSounds(pev, &m_ls, FALSE, FALSE); - + PlayLockSounds( pev, &m_ls, FALSE, FALSE ); + DoorGoUp(); } @@ -559,46 +605,46 @@ extern Vector VecBModelOrigin( entvars_t* pevBModel ); // void CBaseDoor::DoorGoUp( void ) { - entvars_t *pevActivator; + entvars_t *pevActivator; // It could be going-down, if blocked. - ASSERT(m_toggle_state == TS_AT_BOTTOM || m_toggle_state == TS_GOING_DOWN); + ASSERT( m_toggle_state == TS_AT_BOTTOM || m_toggle_state == TS_GOING_DOWN ); // emit door moving and stop sounds on CHAN_STATIC so that the multicast doesn't // filter them out and leave a client stuck with looping door sounds! - if ( !FBitSet( pev->spawnflags, SF_DOOR_SILENT ) ) - if ( m_toggle_state != TS_GOING_UP && m_toggle_state != TS_GOING_DOWN ) - EMIT_SOUND(ENT(pev), CHAN_STATIC, (char*)STRING(pev->noiseMoving), 1, ATTN_NORM); + if( !FBitSet( pev->spawnflags, SF_DOOR_SILENT ) ) + if( m_toggle_state != TS_GOING_UP && m_toggle_state != TS_GOING_DOWN ) + EMIT_SOUND( ENT( pev ), CHAN_STATIC, (char*)STRING( pev->noiseMoving ), 1, ATTN_NORM ); m_toggle_state = TS_GOING_UP; - - SetMoveDone( &CBaseDoor::DoorHitTop ); - if ( FClassnameIs(pev, "func_door_rotating")) // !!! BUGBUG Triggered doors don't work with this yet - { - float sign = 1.0; - if ( m_hActivator != NULL ) + SetMoveDone( &CBaseDoor::DoorHitTop ); + if( FClassnameIs( pev, "func_door_rotating" ) ) // !!! BUGBUG Triggered doors don't work with this yet + { + float sign = 1.0; + + if( m_hActivator != NULL ) { pevActivator = m_hActivator->pev; - - if ( !FBitSet( pev->spawnflags, SF_DOOR_ONEWAY ) && pev->movedir.y ) // Y axis rotation, move away from the player + + if( !FBitSet( pev->spawnflags, SF_DOOR_ONEWAY ) && pev->movedir.y ) // Y axis rotation, move away from the player { Vector vec = pevActivator->origin - pev->origin; Vector angles = pevActivator->angles; angles.x = 0; angles.z = 0; - UTIL_MakeVectors (angles); - //Vector vnext = (pevToucher->origin + (pevToucher->velocity * 10)) - pev->origin; - UTIL_MakeVectors ( pevActivator->angles ); - Vector vnext = (pevActivator->origin + (gpGlobals->v_forward * 10)) - pev->origin; - if ( (vec.x*vnext.y - vec.y*vnext.x) < 0 ) + UTIL_MakeVectors( angles ); + //Vector vnext = ( pevToucher->origin + ( pevToucher->velocity * 10 ) ) - pev->origin; + UTIL_MakeVectors( pevActivator->angles ); + Vector vnext = ( pevActivator->origin + ( gpGlobals->v_forward * 10 ) ) - pev->origin; + if( ( vec.x * vnext.y - vec.y * vnext.x ) < 0 ) sign = -1.0; } } - AngularMove(m_vecAngle2*sign, pev->speed); + AngularMove( m_vecAngle2*sign, pev->speed ); } else - LinearMove(m_vecPosition2, pev->speed); + LinearMove( m_vecPosition2, pev->speed ); } // @@ -606,20 +652,20 @@ void CBaseDoor::DoorGoUp( void ) // void CBaseDoor::DoorHitTop( void ) { - if ( !FBitSet( pev->spawnflags, SF_DOOR_SILENT ) ) + if( !FBitSet( pev->spawnflags, SF_DOOR_SILENT ) ) { - STOP_SOUND(ENT(pev), CHAN_STATIC, (char*)STRING(pev->noiseMoving) ); - EMIT_SOUND(ENT(pev), CHAN_STATIC, (char*)STRING(pev->noiseArrived), 1, ATTN_NORM); + STOP_SOUND( ENT( pev ), CHAN_STATIC, (char*)STRING( pev->noiseMoving ) ); + EMIT_SOUND( ENT( pev ), CHAN_STATIC, (char*)STRING( pev->noiseArrived ), 1, ATTN_NORM ); } - ASSERT(m_toggle_state == TS_GOING_UP); + ASSERT( m_toggle_state == TS_GOING_UP ); m_toggle_state = TS_AT_TOP; - + // toggle-doors don't come down automatically, they wait for refire. - if (FBitSet(pev->spawnflags, SF_DOOR_NO_AUTO_RETURN)) + if( FBitSet( pev->spawnflags, SF_DOOR_NO_AUTO_RETURN ) ) { // Re-instate touch method, movement is complete - if ( !FBitSet ( pev->spawnflags, SF_DOOR_USE_ONLY ) ) + if( !FBitSet( pev->spawnflags, SF_DOOR_USE_ONLY ) ) SetTouch( &CBaseDoor::DoorTouch ); } else @@ -628,15 +674,15 @@ void CBaseDoor::DoorHitTop( void ) pev->nextthink = pev->ltime + m_flWait; SetThink( &CBaseDoor::DoorGoDown ); - if ( m_flWait == -1 ) + if( m_flWait == -1 ) { pev->nextthink = -1; } } // Fire the close target (if startopen is set, then "top" is closed) - netname is the close target - if ( pev->netname && (pev->spawnflags & SF_DOOR_START_OPEN) ) - FireTargets( STRING(pev->netname), m_hActivator, this, USE_TOGGLE, 0 ); + if( pev->netname && ( pev->spawnflags & SF_DOOR_START_OPEN ) ) + FireTargets( STRING( pev->netname ), m_hActivator, this, USE_TOGGLE, 0 ); SUB_UseTargets( m_hActivator, USE_TOGGLE, 0 ); // this isn't finished } @@ -646,19 +692,19 @@ void CBaseDoor::DoorHitTop( void ) // void CBaseDoor::DoorGoDown( void ) { - if ( !FBitSet( pev->spawnflags, SF_DOOR_SILENT ) ) - if ( m_toggle_state != TS_GOING_UP && m_toggle_state != TS_GOING_DOWN ) - EMIT_SOUND(ENT(pev), CHAN_STATIC, (char*)STRING(pev->noiseMoving), 1, ATTN_NORM); + if( !FBitSet( pev->spawnflags, SF_DOOR_SILENT ) ) + if( m_toggle_state != TS_GOING_UP && m_toggle_state != TS_GOING_DOWN ) + EMIT_SOUND( ENT( pev ), CHAN_STATIC, (char*)STRING( pev->noiseMoving ), 1, ATTN_NORM ); #ifdef DOOR_ASSERT - ASSERT(m_toggle_state == TS_AT_TOP); + ASSERT( m_toggle_state == TS_AT_TOP ); #endif // DOOR_ASSERT m_toggle_state = TS_GOING_DOWN; SetMoveDone( &CBaseDoor::DoorHitBottom ); - if ( FClassnameIs(pev, "func_door_rotating"))//rotating door - AngularMove( m_vecAngle1, pev->speed); + if( FClassnameIs( pev, "func_door_rotating" ) )//rotating door + AngularMove( m_vecAngle1, pev->speed ); else - LinearMove( m_vecPosition1, pev->speed); + LinearMove( m_vecPosition1, pev->speed ); } // @@ -666,17 +712,17 @@ void CBaseDoor::DoorGoDown( void ) // void CBaseDoor::DoorHitBottom( void ) { - if ( !FBitSet( pev->spawnflags, SF_DOOR_SILENT ) ) + if( !FBitSet( pev->spawnflags, SF_DOOR_SILENT ) ) { - STOP_SOUND(ENT(pev), CHAN_STATIC, (char*)STRING(pev->noiseMoving) ); - EMIT_SOUND(ENT(pev), CHAN_STATIC, (char*)STRING(pev->noiseArrived), 1, ATTN_NORM); + STOP_SOUND( ENT( pev ), CHAN_STATIC, (char*)STRING( pev->noiseMoving ) ); + EMIT_SOUND( ENT( pev ), CHAN_STATIC, (char*)STRING( pev->noiseArrived ), 1, ATTN_NORM ); } - ASSERT(m_toggle_state == TS_GOING_DOWN); + ASSERT( m_toggle_state == TS_GOING_DOWN ); m_toggle_state = TS_AT_BOTTOM; // Re-instate touch method, cycle is complete - if ( FBitSet ( pev->spawnflags, SF_DOOR_USE_ONLY ) ) + if( FBitSet( pev->spawnflags, SF_DOOR_USE_ONLY ) ) { // use only door SetTouch( NULL ); @@ -687,8 +733,8 @@ void CBaseDoor::DoorHitBottom( void ) SUB_UseTargets( m_hActivator, USE_TOGGLE, 0 ); // this isn't finished // Fire the close target (if startopen is set, then "top" is closed) - netname is the close target - if ( pev->netname && !(pev->spawnflags & SF_DOOR_START_OPEN) ) - FireTargets( STRING(pev->netname), m_hActivator, this, USE_TOGGLE, 0 ); + if( pev->netname && !( pev->spawnflags & SF_DOOR_START_OPEN ) ) + FireTargets( STRING( pev->netname ), m_hActivator, this, USE_TOGGLE, 0 ); } void CBaseDoor::Blocked( CBaseEntity *pOther ) @@ -697,15 +743,14 @@ void CBaseDoor::Blocked( CBaseEntity *pOther ) CBaseDoor *pDoor = NULL; // Hurt the blocker a little. - if ( pev->dmg ) + if( pev->dmg ) pOther->TakeDamage( pev, pev, pev->dmg, DMG_CRUSH ); // if a door has a negative wait, it would never come back if blocked, // so let it just squash the object to death real fast - - if (m_flWait >= 0) + if( m_flWait >= 0 ) { - if (m_toggle_state == TS_GOING_DOWN) + if( m_toggle_state == TS_GOING_DOWN ) { DoorGoUp(); } @@ -716,43 +761,43 @@ void CBaseDoor::Blocked( CBaseEntity *pOther ) } // Block all door pieces with the same targetname here. - if ( !FStringNull ( pev->targetname ) ) + if( !FStringNull( pev->targetname ) ) { - for (;;) + for(;;) { - pentTarget = FIND_ENTITY_BY_TARGETNAME(pentTarget, STRING(pev->targetname)); + pentTarget = FIND_ENTITY_BY_TARGETNAME( pentTarget, STRING( pev->targetname ) ); - if ( VARS( pentTarget ) != pev ) + if( VARS( pentTarget ) != pev ) { - if (FNullEnt(pentTarget)) + if( FNullEnt( pentTarget ) ) break; - if ( FClassnameIs ( pentTarget, "func_door" ) || FClassnameIs ( pentTarget, "func_door_rotating" ) ) + if( FClassnameIs( pentTarget, "func_door" ) || FClassnameIs( pentTarget, "func_door_rotating" ) ) { - - pDoor = GetClassPtr( (CBaseDoor *) VARS(pentTarget) ); + pDoor = GetClassPtr( (CBaseDoor *)VARS( pentTarget ) ); - if ( pDoor->m_flWait >= 0) + if( pDoor->m_flWait >= 0 ) { - if (pDoor->pev->velocity == pev->velocity && pDoor->pev->avelocity == pev->velocity) + if( pDoor->pev->velocity == pev->velocity && pDoor->pev->avelocity == pev->velocity ) { // this is the most hacked, evil, bastardized thing I've ever seen. kjb - if ( FClassnameIs ( pentTarget, "func_door" ) ) - {// set origin to realign normal doors + if( FClassnameIs( pentTarget, "func_door" ) ) + { + // set origin to realign normal doors pDoor->pev->origin = pev->origin; pDoor->pev->velocity = g_vecZero;// stop! } else - {// set angles to realign rotating doors + { + // set angles to realign rotating doors pDoor->pev->angles = pev->angles; pDoor->pev->avelocity = g_vecZero; } } - if ( !FBitSet( pev->spawnflags, SF_DOOR_SILENT ) ) - STOP_SOUND(ENT(pev), CHAN_STATIC, (char*)STRING(pev->noiseMoving) ); + if( !FBitSet( pev->spawnflags, SF_DOOR_SILENT ) ) + STOP_SOUND( ENT( pev ), CHAN_STATIC, (char*)STRING( pev->noiseMoving ) ); - - if ( pDoor->m_toggle_state == TS_GOING_DOWN) + if( pDoor->m_toggle_state == TS_GOING_DOWN ) pDoor->DoorGoUp(); else pDoor->DoorGoDown(); @@ -818,30 +863,30 @@ void CRotDoor::Spawn( void ) CBaseToggle::AxisDir( pev ); // check for clockwise rotation - if ( FBitSet (pev->spawnflags, SF_DOOR_ROTATE_BACKWARDS) ) + if( FBitSet( pev->spawnflags, SF_DOOR_ROTATE_BACKWARDS ) ) pev->movedir = pev->movedir * -1; - //m_flWait = 2; who the hell did this? (sjb) - m_vecAngle1 = pev->angles; - m_vecAngle2 = pev->angles + pev->movedir * m_flMoveDistance; + //m_flWait = 2; who the hell did this? (sjb) + m_vecAngle1 = pev->angles; + m_vecAngle2 = pev->angles + pev->movedir * m_flMoveDistance; - ASSERTSZ(m_vecAngle1 != m_vecAngle2, "rotating door start/end positions are equal"); - - if ( FBitSet (pev->spawnflags, SF_DOOR_PASSABLE) ) - pev->solid = SOLID_NOT; + ASSERTSZ( m_vecAngle1 != m_vecAngle2, "rotating door start/end positions are equal" ); + + if( FBitSet( pev->spawnflags, SF_DOOR_PASSABLE ) ) + pev->solid = SOLID_NOT; else - pev->solid = SOLID_BSP; + pev->solid = SOLID_BSP; - pev->movetype = MOVETYPE_PUSH; - UTIL_SetOrigin(pev, pev->origin); - SET_MODEL(ENT(pev), STRING(pev->model) ); + pev->movetype = MOVETYPE_PUSH; + UTIL_SetOrigin( pev, pev->origin ); + SET_MODEL( ENT( pev ), STRING( pev->model ) ); - if (pev->speed == 0) + if( pev->speed == 0 ) pev->speed = 100; - + // DOOR_START_OPEN is to allow an entity to be lighted in the closed position // but spawn in the open position - if ( FBitSet (pev->spawnflags, SF_DOOR_START_OPEN) ) + if( FBitSet( pev->spawnflags, SF_DOOR_START_OPEN ) ) { // swap pos1 and pos2, put door at pos2, invert movement direction pev->angles = m_vecAngle2; @@ -853,7 +898,7 @@ void CRotDoor::Spawn( void ) m_toggle_state = TS_AT_BOTTOM; - if ( FBitSet ( pev->spawnflags, SF_DOOR_USE_ONLY ) ) + if( FBitSet( pev->spawnflags, SF_DOOR_USE_ONLY ) ) { SetTouch( NULL ); } @@ -861,9 +906,9 @@ void CRotDoor::Spawn( void ) SetTouch( &CBaseDoor::DoorTouch ); } -void CRotDoor :: SetToggleState( int state ) +void CRotDoor::SetToggleState( int state ) { - if ( state == TS_AT_TOP ) + if( state == TS_AT_TOP ) pev->angles = m_vecAngle2; else pev->angles = m_vecAngle1; @@ -874,25 +919,25 @@ void CRotDoor :: SetToggleState( int state ) class CMomentaryDoor : public CBaseToggle { public: - void Spawn( void ); + void Spawn( void ); void Precache( void ); void EXPORT MomentaryMoveDone( void ); - void KeyValue( KeyValueData *pkvd ); - void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); - virtual int ObjectCaps( void ) { return CBaseToggle :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } + void KeyValue( KeyValueData *pkvd ); + void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); + virtual int ObjectCaps( void ) { return CBaseToggle::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); - static TYPEDESCRIPTION m_SaveData[]; + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); + static TYPEDESCRIPTION m_SaveData[]; - BYTE m_bMoveSnd; // sound a door makes while moving - BYTE m_bStopSnd; // sound a door makes when it stops + BYTE m_bMoveSnd; // sound a door makes while moving + BYTE m_bStopSnd; // sound a door makes when it stops }; LINK_ENTITY_TO_CLASS( momentary_door, CMomentaryDoor ) -TYPEDESCRIPTION CMomentaryDoor::m_SaveData[] = +TYPEDESCRIPTION CMomentaryDoor::m_SaveData[] = { DEFINE_FIELD( CMomentaryDoor, m_bMoveSnd, FIELD_CHARACTER ), DEFINE_FIELD( CMomentaryDoor, m_bStopSnd, FIELD_CHARACTER ), @@ -902,120 +947,120 @@ IMPLEMENT_SAVERESTORE( CMomentaryDoor, CBaseToggle ) void CMomentaryDoor::Spawn( void ) { - SetMovedir (pev); + SetMovedir( pev ); - pev->solid = SOLID_BSP; - pev->movetype = MOVETYPE_PUSH; + pev->solid = SOLID_BSP; + pev->movetype = MOVETYPE_PUSH; - UTIL_SetOrigin(pev, pev->origin); - SET_MODEL( ENT(pev), STRING(pev->model) ); - - if (pev->speed == 0) + UTIL_SetOrigin( pev, pev->origin ); + SET_MODEL( ENT( pev ), STRING( pev->model ) ); + + if( pev->speed == 0 ) pev->speed = 100; - if (pev->dmg == 0) + if( pev->dmg == 0 ) pev->dmg = 2; - - m_vecPosition1 = pev->origin; - // Subtract 2 from size because the engine expands bboxes by 1 in all directions making the size too big - m_vecPosition2 = m_vecPosition1 + (pev->movedir * (fabs( pev->movedir.x * (pev->size.x-2) ) + fabs( pev->movedir.y * (pev->size.y-2) ) + fabs( pev->movedir.z * (pev->size.z-2) ) - m_flLip)); - ASSERTSZ(m_vecPosition1 != m_vecPosition2, "door start/end positions are equal"); - if ( FBitSet (pev->spawnflags, SF_DOOR_START_OPEN) ) + m_vecPosition1 = pev->origin; + // Subtract 2 from size because the engine expands bboxes by 1 in all directions making the size too big + m_vecPosition2 = m_vecPosition1 + ( pev->movedir * ( fabs( pev->movedir.x * ( pev->size.x - 2 ) ) + fabs( pev->movedir.y * ( pev->size.y - 2 ) ) + fabs( pev->movedir.z * ( pev->size.z - 2 ) ) - m_flLip ) ); + ASSERTSZ( m_vecPosition1 != m_vecPosition2, "door start/end positions are equal" ); + + if( FBitSet( pev->spawnflags, SF_DOOR_START_OPEN ) ) { // swap pos1 and pos2, put door at pos2 - UTIL_SetOrigin(pev, m_vecPosition2); + UTIL_SetOrigin( pev, m_vecPosition2 ); m_vecPosition2 = m_vecPosition1; m_vecPosition1 = pev->origin; } SetTouch( NULL ); - + Precache(); } void CMomentaryDoor::Precache( void ) { // set the door's "in-motion" sound - switch (m_bMoveSnd) + switch( m_bMoveSnd ) { - case 0: - pev->noiseMoving = ALLOC_STRING("common/null.wav"); + case 0: + pev->noiseMoving = ALLOC_STRING( "common/null.wav" ); break; - case 1: - PRECACHE_SOUND ("doors/doormove1.wav"); - pev->noiseMoving = ALLOC_STRING("doors/doormove1.wav"); + case 1: + PRECACHE_SOUND( "doors/doormove1.wav" ); + pev->noiseMoving = ALLOC_STRING( "doors/doormove1.wav" ); break; - case 2: - PRECACHE_SOUND ("doors/doormove2.wav"); - pev->noiseMoving = ALLOC_STRING("doors/doormove2.wav"); + case 2: + PRECACHE_SOUND( "doors/doormove2.wav" ); + pev->noiseMoving = ALLOC_STRING( "doors/doormove2.wav" ); break; - case 3: - PRECACHE_SOUND ("doors/doormove3.wav"); - pev->noiseMoving = ALLOC_STRING("doors/doormove3.wav"); + case 3: + PRECACHE_SOUND( "doors/doormove3.wav" ); + pev->noiseMoving = ALLOC_STRING( "doors/doormove3.wav" ); break; - case 4: - PRECACHE_SOUND ("doors/doormove4.wav"); - pev->noiseMoving = ALLOC_STRING("doors/doormove4.wav"); + case 4: + PRECACHE_SOUND( "doors/doormove4.wav" ); + pev->noiseMoving = ALLOC_STRING( "doors/doormove4.wav" ); break; - case 5: - PRECACHE_SOUND ("doors/doormove5.wav"); - pev->noiseMoving = ALLOC_STRING("doors/doormove5.wav"); + case 5: + PRECACHE_SOUND( "doors/doormove5.wav" ); + pev->noiseMoving = ALLOC_STRING( "doors/doormove5.wav" ); break; - case 6: - PRECACHE_SOUND ("doors/doormove6.wav"); - pev->noiseMoving = ALLOC_STRING("doors/doormove6.wav"); + case 6: + PRECACHE_SOUND( "doors/doormove6.wav" ); + pev->noiseMoving = ALLOC_STRING( "doors/doormove6.wav" ); break; - case 7: - PRECACHE_SOUND ("doors/doormove7.wav"); - pev->noiseMoving = ALLOC_STRING("doors/doormove7.wav"); + case 7: + PRECACHE_SOUND( "doors/doormove7.wav" ); + pev->noiseMoving = ALLOC_STRING( "doors/doormove7.wav" ); break; - case 8: - PRECACHE_SOUND ("doors/doormove8.wav"); - pev->noiseMoving = ALLOC_STRING("doors/doormove8.wav"); + case 8: + PRECACHE_SOUND( "doors/doormove8.wav" ); + pev->noiseMoving = ALLOC_STRING( "doors/doormove8.wav" ); break; default: - pev->noiseMoving = ALLOC_STRING("common/null.wav"); + pev->noiseMoving = ALLOC_STRING( "common/null.wav" ); break; } // set the door's 'reached destination' stop sound - switch (m_bStopSnd) + switch( m_bStopSnd ) { - case 0: - pev->noiseArrived = ALLOC_STRING("common/null.wav"); + case 0: + pev->noiseArrived = ALLOC_STRING(" common/null.wav "); break; - case 1: - PRECACHE_SOUND ("doors/doorstop1.wav"); - pev->noiseArrived = ALLOC_STRING("doors/doorstop1.wav"); + case 1: + PRECACHE_SOUND(" doors/doorstop1.wav "); + pev->noiseArrived = ALLOC_STRING( "doors/doorstop1.wav" ); break; - case 2: - PRECACHE_SOUND ("doors/doorstop2.wav"); - pev->noiseArrived = ALLOC_STRING("doors/doorstop2.wav"); + case 2: + PRECACHE_SOUND( "doors/doorstop2.wav" ); + pev->noiseArrived = ALLOC_STRING( "doors/doorstop2.wav" ); break; - case 3: - PRECACHE_SOUND ("doors/doorstop3.wav"); + case 3: + PRECACHE_SOUND( "doors/doorstop3.wav" ); pev->noiseArrived = ALLOC_STRING("doors/doorstop3.wav"); break; - case 4: - PRECACHE_SOUND ("doors/doorstop4.wav"); - pev->noiseArrived = ALLOC_STRING("doors/doorstop4.wav"); + case 4: + PRECACHE_SOUND( "doors/doorstop4.wav" ); + pev->noiseArrived = ALLOC_STRING( "doors/doorstop4.wav" ); break; - case 5: - PRECACHE_SOUND ("doors/doorstop5.wav"); - pev->noiseArrived = ALLOC_STRING("doors/doorstop5.wav"); + case 5: + PRECACHE_SOUND( "doors/doorstop5.wav" ); + pev->noiseArrived = ALLOC_STRING( "doors/doorstop5.wav" ); break; - case 6: - PRECACHE_SOUND ("doors/doorstop6.wav"); - pev->noiseArrived = ALLOC_STRING("doors/doorstop6.wav"); + case 6: + PRECACHE_SOUND( "doors/doorstop6.wav" ); + pev->noiseArrived = ALLOC_STRING( "doors/doorstop6.wav" ); break; - case 7: - PRECACHE_SOUND ("doors/doorstop7.wav"); - pev->noiseArrived = ALLOC_STRING("doors/doorstop7.wav"); + case 7: + PRECACHE_SOUND( "doors/doorstop7.wav" ); + pev->noiseArrived = ALLOC_STRING( "doors/doorstop7.wav" ); break; - case 8: - PRECACHE_SOUND ("doors/doorstop8.wav"); - pev->noiseArrived = ALLOC_STRING("doors/doorstop8.wav"); + case 8: + PRECACHE_SOUND( "doors/doorstop8.wav" ); + pev->noiseArrived = ALLOC_STRING( "doors/doorstop8.wav" ); break; default: - pev->noiseArrived = ALLOC_STRING("common/null.wav"); + pev->noiseArrived = ALLOC_STRING( "common/null.wav" ); break; } } @@ -1023,19 +1068,19 @@ void CMomentaryDoor::Precache( void ) void CMomentaryDoor::KeyValue( KeyValueData *pkvd ) { - if (FStrEq(pkvd->szKeyName, "movesnd")) + if( FStrEq( pkvd->szKeyName, "movesnd" ) ) { - m_bMoveSnd = atof(pkvd->szValue); + m_bMoveSnd = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "stopsnd")) + else if( FStrEq( pkvd->szKeyName, "stopsnd" ) ) { - m_bStopSnd = atof(pkvd->szValue); + m_bStopSnd = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "healthvalue")) + else if( FStrEq( pkvd->szKeyName, "healthvalue" ) ) { - //m_bHealthValue = atof(pkvd->szValue); + //m_bHealthValue = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } else @@ -1044,25 +1089,25 @@ void CMomentaryDoor::KeyValue( KeyValueData *pkvd ) void CMomentaryDoor::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { - if ( useType != USE_SET ) // Momentary buttons will pass down a float in here + if( useType != USE_SET ) // Momentary buttons will pass down a float in here return; - if ( value > 1.0 ) + if( value > 1.0 ) value = 1.0; - if ( value < 0.0 ) + if( value < 0.0 ) value = 0.0; - Vector move = m_vecPosition1 + (value * (m_vecPosition2 - m_vecPosition1)); + Vector move = m_vecPosition1 + ( value * ( m_vecPosition2 - m_vecPosition1 ) ); Vector delta = move - pev->origin; float speed = delta.Length() * 10; - if ( speed != 0 ) + if( speed != 0 ) { // This entity only thinks when it moves, so if it's thinking, it's in the process of moving // play the sound when it starts moving - if ( pev->nextthink < pev->ltime || pev->nextthink == 0 ) - EMIT_SOUND(ENT(pev), CHAN_STATIC, (char*)STRING(pev->noiseMoving), 1, ATTN_NORM); + if( pev->nextthink < pev->ltime || pev->nextthink == 0 ) + EMIT_SOUND( ENT( pev ), CHAN_STATIC, (char*)STRING( pev->noiseMoving ), 1, ATTN_NORM ); LinearMove( move, speed ); SetMoveDone( &CMomentaryDoor::MomentaryMoveDone ); @@ -1072,6 +1117,6 @@ void CMomentaryDoor::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYP void CMomentaryDoor::MomentaryMoveDone( void ) { - STOP_SOUND(ENT(pev), CHAN_STATIC, (char*)STRING(pev->noiseMoving)); - EMIT_SOUND(ENT(pev), CHAN_STATIC, (char*)STRING(pev->noiseArrived), 1, ATTN_NORM); + STOP_SOUND( ENT( pev ), CHAN_STATIC, (char*)STRING( pev->noiseMoving ) ); + EMIT_SOUND( ENT( pev ), CHAN_STATIC, (char*)STRING( pev->noiseArrived ), 1, ATTN_NORM ); } diff --git a/dlls/doors.h b/dlls/doors.h index 80088615..7e89b497 100644 --- a/dlls/doors.h +++ b/dlls/doors.h @@ -18,16 +18,13 @@ // doors #define SF_DOOR_ROTATE_Y 0 #define SF_DOOR_START_OPEN 1 -#define SF_DOOR_ROTATE_BACKWARDS 2 +#define SF_DOOR_ROTATE_BACKWARDS 2 #define SF_DOOR_PASSABLE 8 #define SF_DOOR_ONEWAY 16 -#define SF_DOOR_NO_AUTO_RETURN 32 +#define SF_DOOR_NO_AUTO_RETURN 32 #define SF_DOOR_ROTATE_Z 64 #define SF_DOOR_ROTATE_X 128 #define SF_DOOR_USE_ONLY 256 // door must be opened by player's use button. #define SF_DOOR_NOMONSTERS 512 // Monster can't open #define SF_DOOR_SILENT 0x80000000 - - - #endif //DOORS_H diff --git a/dlls/effects.cpp b/dlls/effects.cpp index bd8bb160..e9492dd6 100644 --- a/dlls/effects.cpp +++ b/dlls/effects.cpp @@ -24,7 +24,7 @@ #include "func_break.h" #include "shake.h" -#define SF_GIBSHOOTER_REPEATABLE 1 // allows a gibshooter to be refired +#define SF_GIBSHOOTER_REPEATABLE 1 // allows a gibshooter to be refired #define SF_FUNNEL_REVERSE 1 // funnel effect repels particles instead of attracting them. @@ -34,22 +34,22 @@ LINK_ENTITY_TO_CLASS( info_target, CPointEntity ) class CBubbling : public CBaseEntity { public: - void Spawn( void ); - void Precache( void ); - void KeyValue( KeyValueData *pkvd ); - - void EXPORT FizzThink( void ); - void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); + void Spawn( void ); + void Precache( void ); + void KeyValue( KeyValueData *pkvd ); - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); - virtual int ObjectCaps( void ) { return CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } - static TYPEDESCRIPTION m_SaveData[]; + void EXPORT FizzThink( void ); + void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); - int m_density; - int m_frequency; - int m_bubbleModel; - int m_state; + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); + virtual int ObjectCaps( void ) { return CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } + static TYPEDESCRIPTION m_SaveData[]; + + int m_density; + int m_frequency; + int m_bubbleModel; + int m_state; }; LINK_ENTITY_TO_CLASS( env_bubbles, CBubbling ) @@ -69,8 +69,8 @@ IMPLEMENT_SAVERESTORE( CBubbling, CBaseEntity ) void CBubbling::Spawn( void ) { - Precache( ); - SET_MODEL( ENT(pev), STRING(pev->model) ); // Set size + Precache(); + SET_MODEL( ENT( pev ), STRING( pev->model ) ); // Set size pev->solid = SOLID_NOT; // Remove model & collisions pev->renderamt = 0; // The engine won't draw this model if this is set to 0 and blending is on @@ -80,10 +80,9 @@ void CBubbling::Spawn( void ) // HACKHACK!!! - Speed in rendercolor pev->rendercolor.x = speed >> 8; pev->rendercolor.y = speed & 255; - pev->rendercolor.z = (pev->speed < 0) ? 1 : 0; + pev->rendercolor.z = ( pev->speed < 0 ) ? 1 : 0; - - if ( !(pev->spawnflags & SF_BUBBLES_STARTOFF) ) + if( !( pev->spawnflags & SF_BUBBLES_STARTOFF ) ) { SetThink( &CBubbling::FizzThink ); pev->nextthink = gpGlobals->time + 2.0; @@ -95,15 +94,15 @@ void CBubbling::Spawn( void ) void CBubbling::Precache( void ) { - m_bubbleModel = PRECACHE_MODEL("sprites/bubble.spr"); // Precache bubble sprite + m_bubbleModel = PRECACHE_MODEL( "sprites/bubble.spr" ); // Precache bubble sprite } void CBubbling::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { - if ( ShouldToggle( useType, m_state ) ) + if( ShouldToggle( useType, m_state ) ) m_state = !m_state; - if ( m_state ) + if( m_state ) { SetThink( &CBubbling::FizzThink ); pev->nextthink = gpGlobals->time + 0.1; @@ -117,19 +116,19 @@ void CBubbling::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE use void CBubbling::KeyValue( KeyValueData *pkvd ) { - if (FStrEq(pkvd->szKeyName, "density")) + if( FStrEq( pkvd->szKeyName, "density" ) ) { - m_density = atoi(pkvd->szValue); + m_density = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "frequency")) + else if( FStrEq( pkvd->szKeyName, "frequency" ) ) { - m_frequency = atoi(pkvd->szValue); + m_frequency = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "current")) + else if( FStrEq( pkvd->szKeyName, "current" ) ) { - pev->speed = atoi(pkvd->szValue); + pev->speed = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; } else @@ -138,17 +137,17 @@ void CBubbling::KeyValue( KeyValueData *pkvd ) void CBubbling::FizzThink( void ) { - MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, VecBModelOrigin(pev) ); + MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, VecBModelOrigin( pev ) ); WRITE_BYTE( TE_FIZZ ); WRITE_SHORT( (short)ENTINDEX( edict() ) ); WRITE_SHORT( (short)m_bubbleModel ); WRITE_BYTE( m_density ); MESSAGE_END(); - if ( m_frequency > 19 ) + if( m_frequency > 19 ) pev->nextthink = gpGlobals->time + 0.5; else - pev->nextthink = gpGlobals->time + 2.5 - (0.1 * m_frequency); + pev->nextthink = gpGlobals->time + 2.5 - ( 0.1 * m_frequency ); } // -------------------------------------------------- @@ -162,33 +161,33 @@ LINK_ENTITY_TO_CLASS( beam, CBeam ) void CBeam::Spawn( void ) { pev->solid = SOLID_NOT; // Remove model & collisions - Precache( ); + Precache(); } void CBeam::Precache( void ) { - if ( pev->owner ) + if( pev->owner ) SetStartEntity( ENTINDEX( pev->owner ) ); - if ( pev->aiment ) + if( pev->aiment ) SetEndEntity( ENTINDEX( pev->aiment ) ); } -void CBeam::SetStartEntity( int entityIndex ) +void CBeam::SetStartEntity( int entityIndex ) { - pev->sequence = (entityIndex & 0x0FFF) | ((pev->sequence&0xF000)<<12); + pev->sequence = ( entityIndex & 0x0FFF ) | ( ( pev->sequence & 0xF000 ) << 12 ); pev->owner = g_engfuncs.pfnPEntityOfEntIndex( entityIndex ); } -void CBeam::SetEndEntity( int entityIndex ) +void CBeam::SetEndEntity( int entityIndex ) { - pev->skin = (entityIndex & 0x0FFF) | ((pev->skin&0xF000)<<12); + pev->skin = ( entityIndex & 0x0FFF ) | ( ( pev->skin & 0xF000 ) << 12 ); pev->aiment = g_engfuncs.pfnPEntityOfEntIndex( entityIndex ); } // These don't take attachments into account const Vector &CBeam::GetStartPos( void ) { - if ( GetType() == BEAM_ENTS ) + if( GetType() == BEAM_ENTS ) { edict_t *pent = g_engfuncs.pfnPEntityOfEntIndex( GetStartEntity() ); return pent->v.origin; @@ -199,13 +198,13 @@ const Vector &CBeam::GetStartPos( void ) const Vector &CBeam::GetEndPos( void ) { int type = GetType(); - if ( type == BEAM_POINTS || type == BEAM_HOSE ) + if( type == BEAM_POINTS || type == BEAM_HOSE ) { return pev->angles; } edict_t *pent = g_engfuncs.pfnPEntityOfEntIndex( GetEndEntity() ); - if ( pent ) + if( pent ) return pent->v.origin; return pev->angles; } @@ -214,7 +213,7 @@ CBeam *CBeam::BeamCreate( const char *pSpriteName, int width ) { // Create a new entity with CBeam private data CBeam *pBeam = GetClassPtr( (CBeam *)NULL ); - pBeam->pev->classname = MAKE_STRING("beam"); + pBeam->pev->classname = MAKE_STRING( "beam" ); pBeam->BeamInit( pSpriteName, width ); @@ -310,11 +309,11 @@ void CBeam::SetObjectCollisionBox( void ) void CBeam::TriggerTouch( CBaseEntity *pOther ) { - if ( pOther->pev->flags & (FL_CLIENT | FL_MONSTER) ) + if( pOther->pev->flags & ( FL_CLIENT | FL_MONSTER ) ) { - if ( pev->owner ) + if( pev->owner ) { - CBaseEntity *pOwner = CBaseEntity::Instance(pev->owner); + CBaseEntity *pOwner = CBaseEntity::Instance( pev->owner ); pOwner->Use( pOther, this, USE_TOGGLE, 0 ); } ALERT( at_console, "Firing targets!!!\n" ); @@ -327,10 +326,10 @@ CBaseEntity *CBeam::RandomTargetname( const char *szName ) CBaseEntity *pEntity = NULL; CBaseEntity *pNewEntity = NULL; - while ((pNewEntity = UTIL_FindEntityByTargetname( pNewEntity, szName )) != NULL) + while( ( pNewEntity = UTIL_FindEntityByTargetname( pNewEntity, szName ) ) != NULL ) { total++; - if (RANDOM_LONG(0,total-1) < 1) + if( RANDOM_LONG( 0, total - 1 ) < 1 ) pEntity = pNewEntity; } return pEntity; @@ -338,13 +337,13 @@ CBaseEntity *CBeam::RandomTargetname( const char *szName ) void CBeam::DoSparks( const Vector &start, const Vector &end ) { - if ( pev->spawnflags & (SF_BEAM_SPARKSTART|SF_BEAM_SPARKEND) ) + if( pev->spawnflags & ( SF_BEAM_SPARKSTART | SF_BEAM_SPARKEND ) ) { - if ( pev->spawnflags & SF_BEAM_SPARKSTART ) + if( pev->spawnflags & SF_BEAM_SPARKSTART ) { UTIL_Sparks( start ); } - if ( pev->spawnflags & SF_BEAM_SPARKEND ) + if( pev->spawnflags & SF_BEAM_SPARKEND ) { UTIL_Sparks( end ); } @@ -354,44 +353,44 @@ void CBeam::DoSparks( const Vector &start, const Vector &end ) class CLightning : public CBeam { public: - void Spawn( void ); - void Precache( void ); - void KeyValue( KeyValueData *pkvd ); - void Activate( void ); + void Spawn( void ); + void Precache( void ); + void KeyValue( KeyValueData *pkvd ); + void Activate( void ); - void EXPORT StrikeThink( void ); - void EXPORT DamageThink( void ); - void RandomArea( void ); - void RandomPoint( Vector &vecSrc ); - void Zap( const Vector &vecSrc, const Vector &vecDest ); - void EXPORT StrikeUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); - void EXPORT ToggleUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); + void EXPORT StrikeThink( void ); + void EXPORT DamageThink( void ); + void RandomArea( void ); + void RandomPoint( Vector &vecSrc ); + void Zap( const Vector &vecSrc, const Vector &vecDest ); + void EXPORT StrikeUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); + void EXPORT ToggleUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); inline BOOL ServerSide( void ) { - if ( m_life == 0 && !(pev->spawnflags & SF_BEAM_RING) ) + if( m_life == 0 && !( pev->spawnflags & SF_BEAM_RING ) ) return TRUE; return FALSE; } - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); - static TYPEDESCRIPTION m_SaveData[]; + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); + static TYPEDESCRIPTION m_SaveData[]; - void BeamUpdateVars( void ); + void BeamUpdateVars( void ); - int m_active; - int m_iszStartEntity; - int m_iszEndEntity; + int m_active; + int m_iszStartEntity; + int m_iszEndEntity; float m_life; - int m_boltWidth; - int m_noiseAmplitude; - int m_brightness; - int m_speed; + int m_boltWidth; + int m_noiseAmplitude; + int m_brightness; + int m_speed; float m_restrike; - int m_spriteTexture; - int m_iszSpriteName; - int m_frameStart; + int m_spriteTexture; + int m_iszSpriteName; + int m_frameStart; float m_radius; }; @@ -417,7 +416,7 @@ void CTripBeam::Spawn( void ) } #endif -TYPEDESCRIPTION CLightning::m_SaveData[] = +TYPEDESCRIPTION CLightning::m_SaveData[] = { DEFINE_FIELD( CLightning, m_active, FIELD_INTEGER ), DEFINE_FIELD( CLightning, m_iszStartEntity, FIELD_STRING ), @@ -438,27 +437,27 @@ IMPLEMENT_SAVERESTORE( CLightning, CBeam ) void CLightning::Spawn( void ) { - if ( FStringNull( m_iszSpriteName ) ) + if( FStringNull( m_iszSpriteName ) ) { SetThink( &CBaseEntity::SUB_Remove ); return; } pev->solid = SOLID_NOT; // Remove model & collisions - Precache( ); + Precache(); pev->dmgtime = gpGlobals->time; - if ( ServerSide() ) + if( ServerSide() ) { SetThink( NULL ); - if ( pev->dmg > 0 ) + if( pev->dmg > 0 ) { SetThink( &CLightning::DamageThink ); pev->nextthink = gpGlobals->time + 0.1; } - if ( pev->targetname ) + if( pev->targetname ) { - if ( !(pev->spawnflags & SF_BEAM_STARTON) ) + if( !( pev->spawnflags & SF_BEAM_STARTON ) ) { pev->effects = EF_NODRAW; m_active = 0; @@ -473,11 +472,11 @@ void CLightning::Spawn( void ) else { m_active = 0; - if ( !FStringNull(pev->targetname) ) + if( !FStringNull( pev->targetname ) ) { SetUse( &CLightning::StrikeUse ); } - if ( FStringNull(pev->targetname) || FBitSet(pev->spawnflags, SF_BEAM_STARTON) ) + if( FStringNull( pev->targetname ) || FBitSet( pev->spawnflags, SF_BEAM_STARTON ) ) { SetThink( &CLightning::StrikeThink ); pev->nextthink = gpGlobals->time + 1.0; @@ -487,71 +486,71 @@ void CLightning::Spawn( void ) void CLightning::Precache( void ) { - m_spriteTexture = PRECACHE_MODEL( (char *)STRING(m_iszSpriteName) ); + m_spriteTexture = PRECACHE_MODEL( (char *)STRING( m_iszSpriteName ) ); CBeam::Precache(); } void CLightning::Activate( void ) { - if ( ServerSide() ) + if( ServerSide() ) BeamUpdateVars(); } void CLightning::KeyValue( KeyValueData *pkvd ) { - if (FStrEq(pkvd->szKeyName, "LightningStart")) + if( FStrEq( pkvd->szKeyName, "LightningStart" ) ) { m_iszStartEntity = ALLOC_STRING( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "LightningEnd")) + else if( FStrEq( pkvd->szKeyName, "LightningEnd" ) ) { m_iszEndEntity = ALLOC_STRING( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "life")) + else if( FStrEq( pkvd->szKeyName, "life" ) ) { - m_life = atof(pkvd->szValue); + m_life = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "BoltWidth")) + else if( FStrEq( pkvd->szKeyName, "BoltWidth" ) ) { - m_boltWidth = atoi(pkvd->szValue); + m_boltWidth = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "NoiseAmplitude")) + else if( FStrEq( pkvd->szKeyName, "NoiseAmplitude" ) ) { - m_noiseAmplitude = atoi(pkvd->szValue); + m_noiseAmplitude = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "TextureScroll")) + else if( FStrEq( pkvd->szKeyName, "TextureScroll" ) ) { - m_speed = atoi(pkvd->szValue); + m_speed = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "StrikeTime")) + else if( FStrEq( pkvd->szKeyName, "StrikeTime" ) ) { - m_restrike = atof(pkvd->szValue); + m_restrike = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "texture")) + else if( FStrEq( pkvd->szKeyName, "texture" ) ) { - m_iszSpriteName = ALLOC_STRING(pkvd->szValue); + m_iszSpriteName = ALLOC_STRING( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "framestart")) + else if( FStrEq( pkvd->szKeyName, "framestart" ) ) { - m_frameStart = atoi(pkvd->szValue); + m_frameStart = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "Radius")) + else if( FStrEq( pkvd->szKeyName, "Radius" ) ) { m_radius = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "damage")) + else if( FStrEq( pkvd->szKeyName, "damage" ) ) { - pev->dmg = atof(pkvd->szValue); + pev->dmg = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } else @@ -560,9 +559,9 @@ void CLightning::KeyValue( KeyValueData *pkvd ) void CLightning::ToggleUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { - if ( !ShouldToggle( useType, m_active ) ) + if( !ShouldToggle( useType, m_active ) ) return; - if ( m_active ) + if( m_active ) { m_active = 0; pev->effects |= EF_NODRAW; @@ -573,7 +572,7 @@ void CLightning::ToggleUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_T m_active = 1; pev->effects &= ~EF_NODRAW; DoSparks( GetStartPos(), GetEndPos() ); - if ( pev->dmg > 0 ) + if( pev->dmg > 0 ) { pev->nextthink = gpGlobals->time; pev->dmgtime = gpGlobals->time; @@ -583,10 +582,10 @@ void CLightning::ToggleUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_T void CLightning::StrikeUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { - if ( !ShouldToggle( useType, m_active ) ) + if( !ShouldToggle( useType, m_active ) ) return; - if ( m_active ) + if( m_active ) { m_active = 0; SetThink( NULL ); @@ -597,15 +596,15 @@ void CLightning::StrikeUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_T pev->nextthink = gpGlobals->time + 0.1; } - if ( !FBitSet( pev->spawnflags, SF_BEAM_TOGGLE ) ) + if( !FBitSet( pev->spawnflags, SF_BEAM_TOGGLE ) ) SetUse( NULL ); } int IsPointEntity( CBaseEntity *pEnt ) { - if ( !pEnt->pev->modelindex ) + if( !pEnt->pev->modelindex ) return 1; - if ( FClassnameIs( pEnt->pev, "info_target" ) || FClassnameIs( pEnt->pev, "info_landmark" ) || FClassnameIs( pEnt->pev, "path_corner" ) ) + if( FClassnameIs( pEnt->pev, "info_target" ) || FClassnameIs( pEnt->pev, "info_landmark" ) || FClassnameIs( pEnt->pev, "path_corner" ) ) return 1; return 0; @@ -613,40 +612,40 @@ int IsPointEntity( CBaseEntity *pEnt ) void CLightning::StrikeThink( void ) { - if ( m_life != 0 ) + if( m_life != 0 ) { - if ( pev->spawnflags & SF_BEAM_RANDOM ) + if( pev->spawnflags & SF_BEAM_RANDOM ) pev->nextthink = gpGlobals->time + m_life + RANDOM_FLOAT( 0, m_restrike ); else pev->nextthink = gpGlobals->time + m_life + m_restrike; } m_active = 1; - if (FStringNull(m_iszEndEntity)) + if( FStringNull( m_iszEndEntity ) ) { - if (FStringNull(m_iszStartEntity)) + if( FStringNull( m_iszStartEntity ) ) { - RandomArea( ); + RandomArea(); } else { - CBaseEntity *pStart = RandomTargetname( STRING(m_iszStartEntity) ); - if (pStart != NULL) + CBaseEntity *pStart = RandomTargetname( STRING( m_iszStartEntity ) ); + if( pStart != NULL ) RandomPoint( pStart->pev->origin ); else - ALERT( at_console, "env_beam: unknown entity \"%s\"\n", STRING(m_iszStartEntity) ); + ALERT( at_console, "env_beam: unknown entity \"%s\"\n", STRING( m_iszStartEntity ) ); } return; } - CBaseEntity *pStart = RandomTargetname( STRING(m_iszStartEntity) ); - CBaseEntity *pEnd = RandomTargetname( STRING(m_iszEndEntity) ); + CBaseEntity *pStart = RandomTargetname( STRING( m_iszStartEntity ) ); + CBaseEntity *pEnd = RandomTargetname( STRING( m_iszEndEntity ) ); - if ( pStart != NULL && pEnd != NULL ) + if( pStart != NULL && pEnd != NULL ) { - if ( IsPointEntity( pStart ) || IsPointEntity( pEnd ) ) + if( IsPointEntity( pStart ) || IsPointEntity( pEnd ) ) { - if ( pev->spawnflags & SF_BEAM_RING) + if( pev->spawnflags & SF_BEAM_RING ) { // don't work return; @@ -654,39 +653,38 @@ void CLightning::StrikeThink( void ) } MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); - if ( IsPointEntity( pStart ) || IsPointEntity( pEnd ) ) + if( IsPointEntity( pStart ) || IsPointEntity( pEnd ) ) { - if ( !IsPointEntity( pEnd ) ) // One point entity must be in pEnd + if( !IsPointEntity( pEnd ) ) // One point entity must be in pEnd { CBaseEntity *pTemp; pTemp = pStart; pStart = pEnd; pEnd = pTemp; } - if ( !IsPointEntity( pStart ) ) // One sided + if( !IsPointEntity( pStart ) ) // One sided { WRITE_BYTE( TE_BEAMENTPOINT ); WRITE_SHORT( pStart->entindex() ); - WRITE_COORD( pEnd->pev->origin.x); - WRITE_COORD( pEnd->pev->origin.y); - WRITE_COORD( pEnd->pev->origin.z); + WRITE_COORD( pEnd->pev->origin.x ); + WRITE_COORD( pEnd->pev->origin.y ); + WRITE_COORD( pEnd->pev->origin.z ); } else { - WRITE_BYTE( TE_BEAMPOINTS); - WRITE_COORD( pStart->pev->origin.x); - WRITE_COORD( pStart->pev->origin.y); - WRITE_COORD( pStart->pev->origin.z); - WRITE_COORD( pEnd->pev->origin.x); - WRITE_COORD( pEnd->pev->origin.y); - WRITE_COORD( pEnd->pev->origin.z); + WRITE_BYTE( TE_BEAMPOINTS ); + WRITE_COORD( pStart->pev->origin.x ); + WRITE_COORD( pStart->pev->origin.y ); + WRITE_COORD( pStart->pev->origin.z ); + WRITE_COORD( pEnd->pev->origin.x ); + WRITE_COORD( pEnd->pev->origin.y ); + WRITE_COORD( pEnd->pev->origin.z ); } - } else { - if ( pev->spawnflags & SF_BEAM_RING) + if( pev->spawnflags & SF_BEAM_RING ) WRITE_BYTE( TE_BEAMRING ); else WRITE_BYTE( TE_BEAMENTS ); @@ -696,8 +694,8 @@ void CLightning::StrikeThink( void ) WRITE_SHORT( m_spriteTexture ); WRITE_BYTE( m_frameStart ); // framestart - WRITE_BYTE( (int)pev->framerate); // framerate - WRITE_BYTE( (int)(m_life*10.0) ); // life + WRITE_BYTE( (int)pev->framerate ); // framerate + WRITE_BYTE( (int)( m_life * 10.0 ) ); // life WRITE_BYTE( m_boltWidth ); // width WRITE_BYTE( m_noiseAmplitude ); // noise WRITE_BYTE( (int)pev->rendercolor.x ); // r, g, b @@ -707,7 +705,7 @@ void CLightning::StrikeThink( void ) WRITE_BYTE( m_speed ); // speed MESSAGE_END(); DoSparks( pStart->pev->origin, pEnd->pev->origin ); - if ( pev->dmg > 0 ) + if( pev->dmg > 0 ) { TraceResult tr; UTIL_TraceLine( pStart->pev->origin, pEnd->pev->origin, dont_ignore_monsters, NULL, &tr ); @@ -719,18 +717,18 @@ void CLightning::StrikeThink( void ) void CBeam::BeamDamage( TraceResult *ptr ) { RelinkBeam(); - if ( ptr->flFraction != 1.0 && ptr->pHit != NULL ) + if( ptr->flFraction != 1.0 && ptr->pHit != NULL ) { - CBaseEntity *pHit = CBaseEntity::Instance(ptr->pHit); - if ( pHit ) + CBaseEntity *pHit = CBaseEntity::Instance( ptr->pHit ); + if( pHit ) { ClearMultiDamage(); - pHit->TraceAttack( pev, pev->dmg * (gpGlobals->time - pev->dmgtime), (ptr->vecEndPos - pev->origin).Normalize(), ptr, DMG_ENERGYBEAM ); + pHit->TraceAttack( pev, pev->dmg * ( gpGlobals->time - pev->dmgtime ), ( ptr->vecEndPos - pev->origin ).Normalize(), ptr, DMG_ENERGYBEAM ); ApplyMultiDamage( pev, pev ); - if ( pev->spawnflags & SF_BEAM_DECALS ) + if( pev->spawnflags & SF_BEAM_DECALS ) { - if ( pHit->IsBSPModel() ) - UTIL_DecalTrace( ptr, DECAL_BIGSHOT1 + RANDOM_LONG(0,4) ); + if( pHit->IsBSPModel() ) + UTIL_DecalTrace( ptr, DECAL_BIGSHOT1 + RANDOM_LONG( 0, 4 ) ); } } } @@ -749,17 +747,17 @@ void CLightning::Zap( const Vector &vecSrc, const Vector &vecDest ) { #if 1 MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); - WRITE_BYTE( TE_BEAMPOINTS); - WRITE_COORD(vecSrc.x); - WRITE_COORD(vecSrc.y); - WRITE_COORD(vecSrc.z); - WRITE_COORD(vecDest.x); - WRITE_COORD(vecDest.y); - WRITE_COORD(vecDest.z); + WRITE_BYTE( TE_BEAMPOINTS ); + WRITE_COORD( vecSrc.x ); + WRITE_COORD( vecSrc.y ); + WRITE_COORD( vecSrc.z ); + WRITE_COORD( vecDest.x ); + WRITE_COORD( vecDest.y ); + WRITE_COORD( vecDest.z ); WRITE_SHORT( m_spriteTexture ); WRITE_BYTE( m_frameStart ); // framestart - WRITE_BYTE( (int)pev->framerate); // framerate - WRITE_BYTE( (int)(m_life*10.0) ); // life + WRITE_BYTE( (int)pev->framerate ); // framerate + WRITE_BYTE( (int)( m_life * 10.0) ); // life WRITE_BYTE( m_boltWidth ); // width WRITE_BYTE( m_noiseAmplitude ); // noise WRITE_BYTE( (int)pev->rendercolor.x ); // r, g, b @@ -770,17 +768,17 @@ void CLightning::Zap( const Vector &vecSrc, const Vector &vecDest ) MESSAGE_END(); #else MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); - WRITE_BYTE(TE_LIGHTNING); - WRITE_COORD(vecSrc.x); - WRITE_COORD(vecSrc.y); - WRITE_COORD(vecSrc.z); - WRITE_COORD(vecDest.x); - WRITE_COORD(vecDest.y); - WRITE_COORD(vecDest.z); - WRITE_BYTE(10); - WRITE_BYTE(50); - WRITE_BYTE(40); - WRITE_SHORT(m_spriteTexture); + WRITE_BYTE( TE_LIGHTNING ); + WRITE_COORD( vecSrc.x ); + WRITE_COORD( vecSrc.y ); + WRITE_COORD( vecSrc.z ); + WRITE_COORD( vecDest.x ); + WRITE_COORD( vecDest.y ); + WRITE_COORD( vecDest.z ); + WRITE_BYTE( 10 ); + WRITE_BYTE( 50 ); + WRITE_BYTE( 40 ); + WRITE_SHORT( m_spriteTexture ); MESSAGE_END(); #endif DoSparks( vecSrc, vecDest ); @@ -788,37 +786,38 @@ void CLightning::Zap( const Vector &vecSrc, const Vector &vecDest ) void CLightning::RandomArea( void ) { - int iLoops = 0; + int iLoops; - for (iLoops = 0; iLoops < 10; iLoops++) + for( iLoops = 0; iLoops < 10; iLoops++ ) { Vector vecSrc = pev->origin; Vector vecDir1 = Vector( RANDOM_FLOAT( -1.0, 1.0 ), RANDOM_FLOAT( -1.0, 1.0 ),RANDOM_FLOAT( -1.0, 1.0 ) ); vecDir1 = vecDir1.Normalize(); - TraceResult tr1; - UTIL_TraceLine( vecSrc, vecSrc + vecDir1 * m_radius, ignore_monsters, ENT(pev), &tr1 ); + TraceResult tr1; + UTIL_TraceLine( vecSrc, vecSrc + vecDir1 * m_radius, ignore_monsters, ENT( pev ), &tr1 ); - if (tr1.flFraction == 1.0) + if( tr1.flFraction == 1.0 ) continue; Vector vecDir2; - do { + do + { vecDir2 = Vector( RANDOM_FLOAT( -1.0, 1.0 ), RANDOM_FLOAT( -1.0, 1.0 ),RANDOM_FLOAT( -1.0, 1.0 ) ); - } while (DotProduct(vecDir1, vecDir2 ) > 0); + } while( DotProduct( vecDir1, vecDir2 ) > 0 ); vecDir2 = vecDir2.Normalize(); - TraceResult tr2; - UTIL_TraceLine( vecSrc, vecSrc + vecDir2 * m_radius, ignore_monsters, ENT(pev), &tr2 ); + TraceResult tr2; + UTIL_TraceLine( vecSrc, vecSrc + vecDir2 * m_radius, ignore_monsters, ENT( pev ), &tr2 ); - if (tr2.flFraction == 1.0) + if( tr2.flFraction == 1.0 ) continue; - if ((tr1.vecEndPos - tr2.vecEndPos).Length() < m_radius * 0.1) + if( ( tr1.vecEndPos - tr2.vecEndPos ).Length() < m_radius * 0.1 ) continue; - UTIL_TraceLine( tr1.vecEndPos, tr2.vecEndPos, ignore_monsters, ENT(pev), &tr2 ); + UTIL_TraceLine( tr1.vecEndPos, tr2.vecEndPos, ignore_monsters, ENT( pev ), &tr2 ); - if (tr2.flFraction != 1.0) + if( tr2.flFraction != 1.0 ) continue; Zap( tr1.vecEndPos, tr2.vecEndPos ); @@ -829,19 +828,19 @@ void CLightning::RandomArea( void ) void CLightning::RandomPoint( Vector &vecSrc ) { - int iLoops = 0; + int iLoops; - for (iLoops = 0; iLoops < 10; iLoops++) + for( iLoops = 0; iLoops < 10; iLoops++ ) { Vector vecDir1 = Vector( RANDOM_FLOAT( -1.0, 1.0 ), RANDOM_FLOAT( -1.0, 1.0 ),RANDOM_FLOAT( -1.0, 1.0 ) ); vecDir1 = vecDir1.Normalize(); - TraceResult tr1; - UTIL_TraceLine( vecSrc, vecSrc + vecDir1 * m_radius, ignore_monsters, ENT(pev), &tr1 ); + TraceResult tr1; + UTIL_TraceLine( vecSrc, vecSrc + vecDir1 * m_radius, ignore_monsters, ENT( pev ), &tr1 ); - if ((tr1.vecEndPos - vecSrc).Length() < m_radius * 0.1) + if( ( tr1.vecEndPos - vecSrc ).Length() < m_radius * 0.1 ) continue; - if (tr1.flFraction == 1.0) + if( tr1.flFraction == 1.0 ) continue; Zap( vecSrc, tr1.vecEndPos ); @@ -854,10 +853,10 @@ void CLightning::BeamUpdateVars( void ) int beamType; int pointStart, pointEnd; - edict_t *pStart = FIND_ENTITY_BY_TARGETNAME ( NULL, STRING(m_iszStartEntity) ); - edict_t *pEnd = FIND_ENTITY_BY_TARGETNAME ( NULL, STRING(m_iszEndEntity) ); - pointStart = IsPointEntity( CBaseEntity::Instance(pStart) ); - pointEnd = IsPointEntity( CBaseEntity::Instance(pEnd) ); + edict_t *pStart = FIND_ENTITY_BY_TARGETNAME( NULL, STRING( m_iszStartEntity ) ); + edict_t *pEnd = FIND_ENTITY_BY_TARGETNAME ( NULL, STRING( m_iszEndEntity ) ); + pointStart = IsPointEntity( CBaseEntity::Instance( pStart ) ); + pointEnd = IsPointEntity( CBaseEntity::Instance( pEnd ) ); pev->skin = 0; pev->sequence = 0; @@ -867,9 +866,9 @@ void CLightning::BeamUpdateVars( void ) SetTexture( m_spriteTexture ); beamType = BEAM_ENTS; - if ( pointStart || pointEnd ) + if( pointStart || pointEnd ) { - if ( !pointStart ) // One point entity must be in pStart + if( !pointStart ) // One point entity must be in pStart { edict_t *pTemp; // Swap start & end @@ -880,25 +879,25 @@ void CLightning::BeamUpdateVars( void ) pointStart = pointEnd; pointEnd = swap; } - if ( !pointEnd ) + if( !pointEnd ) beamType = BEAM_ENTPOINT; else beamType = BEAM_POINTS; } SetType( beamType ); - if ( beamType == BEAM_POINTS || beamType == BEAM_ENTPOINT || beamType == BEAM_HOSE ) + if( beamType == BEAM_POINTS || beamType == BEAM_ENTPOINT || beamType == BEAM_HOSE ) { SetStartPos( pStart->v.origin ); - if ( beamType == BEAM_POINTS || beamType == BEAM_HOSE ) + if( beamType == BEAM_POINTS || beamType == BEAM_HOSE ) SetEndPos( pEnd->v.origin ); else - SetEndEntity( ENTINDEX(pEnd) ); + SetEndEntity( ENTINDEX( pEnd ) ); } else { - SetStartEntity( ENTINDEX(pStart) ); - SetEndEntity( ENTINDEX(pEnd) ); + SetStartEntity( ENTINDEX( pStart ) ); + SetEndEntity( ENTINDEX( pEnd ) ); } RelinkBeam(); @@ -907,15 +906,15 @@ void CLightning::BeamUpdateVars( void ) SetNoise( m_noiseAmplitude ); SetFrame( m_frameStart ); SetScrollRate( m_speed ); - if ( pev->spawnflags & SF_BEAM_SHADEIN ) + if( pev->spawnflags & SF_BEAM_SHADEIN ) SetFlags( BEAM_FSHADEIN ); - else if ( pev->spawnflags & SF_BEAM_SHADEOUT ) + else if( pev->spawnflags & SF_BEAM_SHADEOUT ) SetFlags( BEAM_FSHADEOUT ); } LINK_ENTITY_TO_CLASS( env_laser, CLaser ) -TYPEDESCRIPTION CLaser::m_SaveData[] = +TYPEDESCRIPTION CLaser::m_SaveData[] = { DEFINE_FIELD( CLaser, m_pSprite, FIELD_CLASSPTR ), DEFINE_FIELD( CLaser, m_iszSpriteName, FIELD_STRING ), @@ -926,28 +925,28 @@ IMPLEMENT_SAVERESTORE( CLaser, CBeam ) void CLaser::Spawn( void ) { - if ( FStringNull( pev->model ) ) + if( FStringNull( pev->model ) ) { SetThink( &CBaseEntity::SUB_Remove ); return; } pev->solid = SOLID_NOT; // Remove model & collisions - Precache( ); + Precache(); SetThink( &CLaser::StrikeThink ); pev->flags |= FL_CUSTOMENTITY; PointsInit( pev->origin, pev->origin ); - if ( !m_pSprite && m_iszSpriteName ) - m_pSprite = CSprite::SpriteCreate( STRING(m_iszSpriteName), pev->origin, TRUE ); + if( !m_pSprite && m_iszSpriteName ) + m_pSprite = CSprite::SpriteCreate( STRING( m_iszSpriteName ), pev->origin, TRUE ); else m_pSprite = NULL; - if ( m_pSprite ) + if( m_pSprite ) m_pSprite->SetTransparency( kRenderGlow, pev->rendercolor.x, pev->rendercolor.y, pev->rendercolor.z, pev->renderamt, pev->renderfx ); - if ( pev->targetname && !(pev->spawnflags & SF_BEAM_STARTON) ) + if( pev->targetname && !( pev->spawnflags & SF_BEAM_STARTON ) ) TurnOff(); else TurnOn(); @@ -955,51 +954,51 @@ void CLaser::Spawn( void ) void CLaser::Precache( void ) { - pev->modelindex = PRECACHE_MODEL( (char *)STRING(pev->model) ); - if ( m_iszSpriteName ) - PRECACHE_MODEL( (char *)STRING(m_iszSpriteName) ); + pev->modelindex = PRECACHE_MODEL( (char *)STRING( pev->model ) ); + if( m_iszSpriteName ) + PRECACHE_MODEL( (char *)STRING( m_iszSpriteName ) ); } void CLaser::KeyValue( KeyValueData *pkvd ) { - if (FStrEq(pkvd->szKeyName, "LaserTarget")) + if( FStrEq( pkvd->szKeyName, "LaserTarget" ) ) { pev->message = ALLOC_STRING( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "width")) + else if( FStrEq( pkvd->szKeyName, "width" ) ) { - SetWidth( (int)atof(pkvd->szValue) ); + SetWidth( (int)atof( pkvd->szValue ) ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "NoiseAmplitude")) + else if( FStrEq( pkvd->szKeyName, "NoiseAmplitude" ) ) { - SetNoise( atoi(pkvd->szValue) ); + SetNoise( atoi( pkvd->szValue ) ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "TextureScroll")) + else if( FStrEq( pkvd->szKeyName, "TextureScroll" ) ) { - SetScrollRate( atoi(pkvd->szValue) ); + SetScrollRate( atoi( pkvd->szValue ) ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "texture")) + else if( FStrEq( pkvd->szKeyName, "texture" ) ) { - pev->model = ALLOC_STRING(pkvd->szValue); + pev->model = ALLOC_STRING( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "EndSprite")) + else if( FStrEq( pkvd->szKeyName, "EndSprite" ) ) { - m_iszSpriteName = ALLOC_STRING(pkvd->szValue); + m_iszSpriteName = ALLOC_STRING( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "framestart")) + else if( FStrEq( pkvd->szKeyName, "framestart" ) ) { - pev->frame = atoi(pkvd->szValue); + pev->frame = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "damage")) + else if( FStrEq( pkvd->szKeyName, "damage" ) ) { - pev->dmg = atof(pkvd->szValue); + pev->dmg = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } else @@ -1008,7 +1007,7 @@ void CLaser::KeyValue( KeyValueData *pkvd ) int CLaser::IsOn( void ) { - if (pev->effects & EF_NODRAW) + if( pev->effects & EF_NODRAW ) return 0; return 1; } @@ -1017,14 +1016,14 @@ void CLaser::TurnOff( void ) { pev->effects |= EF_NODRAW; pev->nextthink = 0; - if ( m_pSprite ) + if( m_pSprite ) m_pSprite->TurnOff(); } void CLaser::TurnOn( void ) { pev->effects &= ~EF_NODRAW; - if ( m_pSprite ) + if( m_pSprite ) m_pSprite->TurnOn(); pev->dmgtime = gpGlobals->time; pev->nextthink = gpGlobals->time; @@ -1034,9 +1033,9 @@ void CLaser::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useTyp { int active = IsOn(); - if ( !ShouldToggle( useType, active ) ) + if( !ShouldToggle( useType, active ) ) return; - if ( active ) + if( active ) { TurnOff(); } @@ -1049,7 +1048,7 @@ void CLaser::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useTyp void CLaser::FireAtPoint( TraceResult &tr ) { SetEndPos( tr.vecEndPos ); - if ( m_pSprite ) + if( m_pSprite ) UTIL_SetOrigin( m_pSprite->pev, tr.vecEndPos ); BeamDamage( &tr ); @@ -1058,9 +1057,9 @@ void CLaser::FireAtPoint( TraceResult &tr ) void CLaser::StrikeThink( void ) { - CBaseEntity *pEnd = RandomTargetname( STRING(pev->message) ); + CBaseEntity *pEnd = RandomTargetname( STRING( pev->message ) ); - if ( pEnd ) + if( pEnd ) m_firePosition = pEnd->pev->origin; TraceResult tr; @@ -1076,17 +1075,17 @@ public: void Spawn( void ); void Think( void ); void Animate( float frames ); - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); - static TYPEDESCRIPTION m_SaveData[]; + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); + static TYPEDESCRIPTION m_SaveData[]; - float m_lastTime; - float m_maxFrame; + float m_lastTime; + float m_maxFrame; }; LINK_ENTITY_TO_CLASS( env_glow, CGlow ) -TYPEDESCRIPTION CGlow::m_SaveData[] = +TYPEDESCRIPTION CGlow::m_SaveData[] = { DEFINE_FIELD( CGlow, m_lastTime, FIELD_TIME ), DEFINE_FIELD( CGlow, m_maxFrame, FIELD_FLOAT ), @@ -1096,16 +1095,16 @@ IMPLEMENT_SAVERESTORE( CGlow, CPointEntity ) void CGlow::Spawn( void ) { - pev->solid = SOLID_NOT; - pev->movetype = MOVETYPE_NONE; - pev->effects = 0; - pev->frame = 0; + pev->solid = SOLID_NOT; + pev->movetype = MOVETYPE_NONE; + pev->effects = 0; + pev->frame = 0; - PRECACHE_MODEL( (char *)STRING(pev->model) ); - SET_MODEL( ENT(pev), STRING(pev->model) ); + PRECACHE_MODEL( (char *)STRING( pev->model ) ); + SET_MODEL( ENT( pev ), STRING( pev->model ) ); m_maxFrame = (float) MODEL_FRAMES( pev->modelindex ) - 1; - if ( m_maxFrame > 1.0 && pev->framerate != 0 ) + if( m_maxFrame > 1.0 && pev->framerate != 0 ) pev->nextthink = gpGlobals->time + 0.1; m_lastTime = gpGlobals->time; @@ -1113,21 +1112,21 @@ void CGlow::Spawn( void ) void CGlow::Think( void ) { - Animate( pev->framerate * (gpGlobals->time - m_lastTime) ); + Animate( pev->framerate * ( gpGlobals->time - m_lastTime ) ); - pev->nextthink = gpGlobals->time + 0.1; - m_lastTime = gpGlobals->time; + pev->nextthink = gpGlobals->time + 0.1; + m_lastTime = gpGlobals->time; } void CGlow::Animate( float frames ) { - if ( m_maxFrame > 0 ) + if( m_maxFrame > 0 ) pev->frame = fmod( pev->frame + frames, m_maxFrame ); } LINK_ENTITY_TO_CLASS( env_sprite, CSprite ) -TYPEDESCRIPTION CSprite::m_SaveData[] = +TYPEDESCRIPTION CSprite::m_SaveData[] = { DEFINE_FIELD( CSprite, m_lastTime, FIELD_TIME ), DEFINE_FIELD( CSprite, m_maxFrame, FIELD_FLOAT ), @@ -1137,22 +1136,22 @@ IMPLEMENT_SAVERESTORE( CSprite, CPointEntity ) void CSprite::Spawn( void ) { - pev->solid = SOLID_NOT; - pev->movetype = MOVETYPE_NONE; - pev->effects = 0; - pev->frame = 0; + pev->solid = SOLID_NOT; + pev->movetype = MOVETYPE_NONE; + pev->effects = 0; + pev->frame = 0; Precache(); - SET_MODEL( ENT(pev), STRING(pev->model) ); + SET_MODEL( ENT( pev ), STRING( pev->model ) ); m_maxFrame = (float) MODEL_FRAMES( pev->modelindex ) - 1; - if ( pev->targetname && !(pev->spawnflags & SF_SPRITE_STARTON) ) + if( pev->targetname && !( pev->spawnflags & SF_SPRITE_STARTON ) ) TurnOff(); else TurnOn(); - + // Worldcraft only sets y rotation, copy to Z - if ( pev->angles.y != 0 && pev->angles.z == 0 ) + if( pev->angles.y != 0 && pev->angles.z == 0 ) { pev->angles.z = pev->angles.y; pev->angles.y = 0; @@ -1161,10 +1160,10 @@ void CSprite::Spawn( void ) void CSprite::Precache( void ) { - PRECACHE_MODEL( (char *)STRING(pev->model) ); + PRECACHE_MODEL( (char *)STRING( pev->model ) ); // Reset attachment after save/restore - if ( pev->aiment ) + if( pev->aiment ) SetAttachment( pev->aiment, pev->body ); else { @@ -1176,7 +1175,7 @@ void CSprite::Precache( void ) void CSprite::SpriteInit( const char *pSpriteName, const Vector &origin ) { - pev->model = MAKE_STRING(pSpriteName); + pev->model = MAKE_STRING( pSpriteName ); pev->origin = origin; Spawn(); } @@ -1185,10 +1184,10 @@ CSprite *CSprite::SpriteCreate( const char *pSpriteName, const Vector &origin, B { CSprite *pSprite = GetClassPtr( (CSprite *)NULL ); pSprite->SpriteInit( pSpriteName, origin ); - pSprite->pev->classname = MAKE_STRING("env_sprite"); + pSprite->pev->classname = MAKE_STRING( "env_sprite" ); pSprite->pev->solid = SOLID_NOT; pSprite->pev->movetype = MOVETYPE_NOCLIP; - if ( animate ) + if( animate ) pSprite->TurnOn(); return pSprite; @@ -1196,16 +1195,16 @@ CSprite *CSprite::SpriteCreate( const char *pSpriteName, const Vector &origin, B void CSprite::AnimateThink( void ) { - Animate( pev->framerate * (gpGlobals->time - m_lastTime) ); + Animate( pev->framerate * ( gpGlobals->time - m_lastTime ) ); - pev->nextthink = gpGlobals->time + 0.1; - m_lastTime = gpGlobals->time; + pev->nextthink = gpGlobals->time + 0.1; + m_lastTime = gpGlobals->time; } void CSprite::AnimateUntilDead( void ) { - if ( gpGlobals->time > pev->dmgtime ) - UTIL_Remove(this); + if( gpGlobals->time > pev->dmgtime ) + UTIL_Remove( this ); else { AnimateThink(); @@ -1220,7 +1219,7 @@ void CSprite::Expand( float scaleSpeed, float fadeSpeed ) SetThink( &CSprite::ExpandThink ); pev->nextthink = gpGlobals->time; - m_lastTime = gpGlobals->time; + m_lastTime = gpGlobals->time; } void CSprite::ExpandThink( void ) @@ -1228,30 +1227,30 @@ void CSprite::ExpandThink( void ) float frametime = gpGlobals->time - m_lastTime; pev->scale += pev->speed * frametime; pev->renderamt -= pev->health * frametime; - if ( pev->renderamt <= 0 ) + if( pev->renderamt <= 0 ) { pev->renderamt = 0; UTIL_Remove( this ); } else { - pev->nextthink = gpGlobals->time + 0.1; - m_lastTime = gpGlobals->time; + pev->nextthink = gpGlobals->time + 0.1; + m_lastTime = gpGlobals->time; } } void CSprite::Animate( float frames ) { pev->frame += frames; - if ( pev->frame > m_maxFrame ) + if( pev->frame > m_maxFrame ) { - if ( pev->spawnflags & SF_SPRITE_ONCE ) + if( pev->spawnflags & SF_SPRITE_ONCE ) { TurnOff(); } else { - if ( m_maxFrame > 0 ) + if( m_maxFrame > 0 ) pev->frame = fmod( pev->frame, m_maxFrame ); } } @@ -1266,7 +1265,7 @@ void CSprite::TurnOff( void ) void CSprite::TurnOn( void ) { pev->effects = 0; - if ( (pev->framerate && m_maxFrame > 1.0) || (pev->spawnflags & SF_SPRITE_ONCE) ) + if( ( pev->framerate && m_maxFrame > 1.0 ) || ( pev->spawnflags & SF_SPRITE_ONCE ) ) { SetThink( &CSprite::CSprite::AnimateThink ); pev->nextthink = gpGlobals->time; @@ -1278,9 +1277,9 @@ void CSprite::TurnOn( void ) void CSprite::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { int on = pev->effects != EF_NODRAW; - if ( ShouldToggle( useType, on ) ) + if( ShouldToggle( useType, on ) ) { - if ( on ) + if( on ) { TurnOff(); } @@ -1294,19 +1293,19 @@ void CSprite::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useTy class CGibShooter : public CBaseDelay { public: - void Spawn( void ); - void Precache( void ); - void KeyValue( KeyValueData *pkvd ); + void Spawn( void ); + void Precache( void ); + void KeyValue( KeyValueData *pkvd ); void EXPORT ShootThink( void ); void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); virtual CGib *CreateGib( void ); - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); - static TYPEDESCRIPTION m_SaveData[]; + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); + static TYPEDESCRIPTION m_SaveData[]; - int m_iGibs; + int m_iGibs; int m_iGibCapacity; int m_iGibMaterial; int m_iGibModelIndex; @@ -1329,38 +1328,38 @@ TYPEDESCRIPTION CGibShooter::m_SaveData[] = IMPLEMENT_SAVERESTORE( CGibShooter, CBaseDelay ) LINK_ENTITY_TO_CLASS( gibshooter, CGibShooter ) -void CGibShooter :: Precache ( void ) +void CGibShooter::Precache( void ) { - if ( g_Language == LANGUAGE_GERMAN ) + if( g_Language == LANGUAGE_GERMAN ) { - m_iGibModelIndex = PRECACHE_MODEL ("models/germanygibs.mdl"); + m_iGibModelIndex = PRECACHE_MODEL( "models/germanygibs.mdl" ); } else { - m_iGibModelIndex = PRECACHE_MODEL ("models/hgibs.mdl"); + m_iGibModelIndex = PRECACHE_MODEL( "models/hgibs.mdl" ); } } void CGibShooter::KeyValue( KeyValueData *pkvd ) { - if (FStrEq(pkvd->szKeyName, "m_iGibs")) + if( FStrEq( pkvd->szKeyName, "m_iGibs" ) ) { - m_iGibs = m_iGibCapacity = atoi(pkvd->szValue); + m_iGibs = m_iGibCapacity = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "m_flVelocity")) + else if( FStrEq( pkvd->szKeyName, "m_flVelocity" ) ) { - m_flGibVelocity = atof(pkvd->szValue); + m_flGibVelocity = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "m_flVariance")) + else if( FStrEq( pkvd->szKeyName, "m_flVariance" ) ) { - m_flVariance = atof(pkvd->szValue); + m_flVariance = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "m_flGibLife")) + else if( FStrEq( pkvd->szKeyName, "m_flGibLife" ) ) { - m_flGibLife = atof(pkvd->szValue); + m_flGibLife = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } else @@ -1382,40 +1381,40 @@ void CGibShooter::Spawn( void ) pev->solid = SOLID_NOT; pev->effects = EF_NODRAW; - if ( m_flDelay == 0 ) + if( m_flDelay == 0 ) { m_flDelay = 0.1; } - if ( m_flGibLife == 0 ) + if( m_flGibLife == 0 ) { m_flGibLife = 25; } - SetMovedir ( pev ); + SetMovedir( pev ); pev->body = MODEL_FRAMES( m_iGibModelIndex ); } -CGib *CGibShooter :: CreateGib ( void ) +CGib *CGibShooter::CreateGib( void ) { - if ( CVAR_GET_FLOAT("violence_hgibs") == 0 ) + if( CVAR_GET_FLOAT( "violence_hgibs" ) == 0 ) return NULL; CGib *pGib = GetClassPtr( (CGib *)NULL ); pGib->Spawn( "models/hgibs.mdl" ); pGib->m_bloodColor = BLOOD_COLOR_RED; - if ( pev->body <= 1 ) + if( pev->body <= 1 ) { - ALERT ( at_aiconsole, "GibShooter Body is <= 1!\n" ); + ALERT( at_aiconsole, "GibShooter Body is <= 1!\n" ); } - pGib->pev->body = RANDOM_LONG ( 1, pev->body - 1 );// avoid throwing random amounts of the 0th gib. (skull). + pGib->pev->body = RANDOM_LONG( 1, pev->body - 1 );// avoid throwing random amounts of the 0th gib. (skull). return pGib; } -void CGibShooter :: ShootThink ( void ) +void CGibShooter::ShootThink( void ) { pev->nextthink = gpGlobals->time + m_flDelay; @@ -1423,35 +1422,34 @@ void CGibShooter :: ShootThink ( void ) vecShootDir = pev->movedir; - vecShootDir = vecShootDir + gpGlobals->v_right * RANDOM_FLOAT( -1, 1) * m_flVariance;; - vecShootDir = vecShootDir + gpGlobals->v_forward * RANDOM_FLOAT( -1, 1) * m_flVariance;; - vecShootDir = vecShootDir + gpGlobals->v_up * RANDOM_FLOAT( -1, 1) * m_flVariance;; + vecShootDir = vecShootDir + gpGlobals->v_right * RANDOM_FLOAT( -1, 1 ) * m_flVariance;; + vecShootDir = vecShootDir + gpGlobals->v_forward * RANDOM_FLOAT( -1, 1 ) * m_flVariance;; + vecShootDir = vecShootDir + gpGlobals->v_up * RANDOM_FLOAT( -1, 1 ) * m_flVariance;; vecShootDir = vecShootDir.Normalize(); CGib *pGib = CreateGib(); - if ( pGib ) + if( pGib ) { pGib->pev->origin = pev->origin; pGib->pev->velocity = vecShootDir * m_flGibVelocity; - - pGib->pev->avelocity.x = RANDOM_FLOAT ( 100, 200 ); - pGib->pev->avelocity.y = RANDOM_FLOAT ( 100, 300 ); + + pGib->pev->avelocity.x = RANDOM_FLOAT( 100, 200 ); + pGib->pev->avelocity.y = RANDOM_FLOAT( 100, 300 ); float thinkTime = pGib->pev->nextthink - gpGlobals->time; - pGib->m_lifeTime = (m_flGibLife * RANDOM_FLOAT( 0.95, 1.05 )); // +/- 5% - if ( pGib->m_lifeTime < thinkTime ) + pGib->m_lifeTime = ( m_flGibLife * RANDOM_FLOAT( 0.95, 1.05 ) ); // +/- 5% + if( pGib->m_lifeTime < thinkTime ) { pGib->pev->nextthink = gpGlobals->time + pGib->m_lifeTime; pGib->m_lifeTime = 0; } - } - if ( --m_iGibs <= 0 ) + if( --m_iGibs <= 0 ) { - if ( pev->spawnflags & SF_GIBSHOOTER_REPEATABLE ) + if( pev->spawnflags & SF_GIBSHOOTER_REPEATABLE ) { m_iGibs = m_iGibCapacity; SetThink( NULL ); @@ -1467,24 +1465,24 @@ void CGibShooter :: ShootThink ( void ) class CEnvShooter : public CGibShooter { - void Precache( void ); - void KeyValue( KeyValueData *pkvd ); + void Precache( void ); + void KeyValue( KeyValueData *pkvd ); - CGib *CreateGib( void ); + CGib *CreateGib( void ); }; LINK_ENTITY_TO_CLASS( env_shooter, CEnvShooter ) -void CEnvShooter :: KeyValue( KeyValueData *pkvd ) +void CEnvShooter::KeyValue( KeyValueData *pkvd ) { - if (FStrEq(pkvd->szKeyName, "shootmodel")) + if( FStrEq( pkvd->szKeyName, "shootmodel" ) ) { - pev->model = ALLOC_STRING(pkvd->szValue); + pev->model = ALLOC_STRING( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "shootsounds")) + else if ( FStrEq( pkvd->szKeyName, "shootsounds" ) ) { - int iNoise = atoi(pkvd->szValue); + int iNoise = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; switch( iNoise ) { @@ -1503,7 +1501,6 @@ void CEnvShooter :: KeyValue( KeyValueData *pkvd ) case 4: m_iGibMaterial = matRocks; break; - default: case -1: m_iGibMaterial = matNone; @@ -1516,22 +1513,22 @@ void CEnvShooter :: KeyValue( KeyValueData *pkvd ) } } -void CEnvShooter :: Precache ( void ) +void CEnvShooter::Precache( void ) { - m_iGibModelIndex = PRECACHE_MODEL( (char *)STRING(pev->model) ); + m_iGibModelIndex = PRECACHE_MODEL( (char *)STRING( pev->model ) ); CBreakable::MaterialSoundPrecache( (Materials)m_iGibMaterial ); } -CGib *CEnvShooter :: CreateGib ( void ) +CGib *CEnvShooter::CreateGib( void ) { CGib *pGib = GetClassPtr( (CGib *)NULL ); - pGib->Spawn( STRING(pev->model) ); - + pGib->Spawn( STRING( pev->model ) ); + int bodyPart = 0; - if ( pev->body > 1 ) - bodyPart = RANDOM_LONG( 0, pev->body-1 ); + if( pev->body > 1 ) + bodyPart = RANDOM_LONG( 0, pev->body - 1 ); pGib->pev->body = bodyPart; pGib->m_bloodColor = DONT_BLEED; @@ -1550,24 +1547,24 @@ CGib *CEnvShooter :: CreateGib ( void ) class CTestEffect : public CBaseDelay { public: - void Spawn( void ); - void Precache( void ); + void Spawn( void ); + void Precache( void ); // void KeyValue( KeyValueData *pkvd ); void EXPORT TestThink( void ); void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); - int m_iLoop; - int m_iBeam; - CBeam *m_pBeam[24]; - float m_flBeamTime[24]; - float m_flStartTime; + int m_iLoop; + int m_iBeam; + CBeam *m_pBeam[24]; + float m_flBeamTime[24]; + float m_flStartTime; }; LINK_ENTITY_TO_CLASS( test_effect, CTestEffect ) void CTestEffect::Spawn( void ) { - Precache( ); + Precache(); } void CTestEffect::Precache( void ) @@ -1578,18 +1575,18 @@ void CTestEffect::Precache( void ) void CTestEffect::TestThink( void ) { int i; - float t = (gpGlobals->time - m_flStartTime); + float t = gpGlobals->time - m_flStartTime; - if (m_iBeam < 24) + if( m_iBeam < 24 ) { CBeam *pbeam = CBeam::BeamCreate( "sprites/lgtning.spr", 100 ); - TraceResult tr; + TraceResult tr; Vector vecSrc = pev->origin; Vector vecDir = Vector( RANDOM_FLOAT( -1.0, 1.0 ), RANDOM_FLOAT( -1.0, 1.0 ),RANDOM_FLOAT( -1.0, 1.0 ) ); vecDir = vecDir.Normalize(); - UTIL_TraceLine( vecSrc, vecSrc + vecDir * 128, ignore_monsters, ENT(pev), &tr); + UTIL_TraceLine( vecSrc, vecSrc + vecDir * 128, ignore_monsters, ENT( pev ), &tr ); pbeam->PointsInit( vecSrc, tr.vecEndPos ); // pbeam->SetColor( 80, 100, 255 ); @@ -1601,12 +1598,12 @@ void CTestEffect::TestThink( void ) m_pBeam[m_iBeam] = pbeam; m_iBeam++; #if 0 - Vector vecMid = (vecSrc + tr.vecEndPos) * 0.5; + Vector vecMid = ( vecSrc + tr.vecEndPos ) * 0.5; MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); - WRITE_BYTE(TE_DLIGHT); - WRITE_COORD(vecMid.x); // X - WRITE_COORD(vecMid.y); // Y - WRITE_COORD(vecMid.z); // Z + WRITE_BYTE( TE_DLIGHT ); + WRITE_COORD( vecMid.x ); // X + WRITE_COORD( vecMid.y ); // Y + WRITE_COORD( vecMid.z ); // Z WRITE_BYTE( 20 ); // radius * 0.1 WRITE_BYTE( 255 ); // r WRITE_BYTE( 180 ); // g @@ -1617,11 +1614,11 @@ void CTestEffect::TestThink( void ) #endif } - if (t < 3.0) + if( t < 3.0 ) { - for (i = 0; i < m_iBeam; i++) + for( i = 0; i < m_iBeam; i++ ) { - t = (gpGlobals->time - m_flBeamTime[i]) / ( 3 + m_flStartTime - m_flBeamTime[i]); + t = ( gpGlobals->time - m_flBeamTime[i] ) / ( 3 + m_flStartTime - m_flBeamTime[i] ); m_pBeam[i]->SetBrightness( 255 * t ); // m_pBeam[i]->SetScrollRate( 20 * t ); } @@ -1629,7 +1626,7 @@ void CTestEffect::TestThink( void ) } else { - for (i = 0; i < m_iBeam; i++) + for( i = 0; i < m_iBeam; i++ ) { UTIL_Remove( m_pBeam[i] ); } @@ -1651,19 +1648,32 @@ void CTestEffect::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE u class CBlood : public CPointEntity { public: - void Spawn( void ); - void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); - void KeyValue( KeyValueData *pkvd ); + void Spawn( void ); + void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); + void KeyValue( KeyValueData *pkvd ); - inline int Color( void ) { return pev->impulse; } - inline float BloodAmount( void ) { return pev->dmg; } + inline int Color( void ) + { + return pev->impulse; + } - inline void SetColor( int color ) { pev->impulse = color; } - inline void SetBloodAmount( float amount ) { pev->dmg = amount; } + inline float BloodAmount( void ) + { + return pev->dmg; + } + + inline void SetColor( int color ) + { + pev->impulse = color; + } - Vector Direction( void ); - Vector BloodPosition( CBaseEntity *pActivator ); - + inline void SetBloodAmount( float amount ) + { + pev->dmg = amount; + } + + Vector Direction( void ); + Vector BloodPosition( CBaseEntity *pActivator ); private: }; @@ -1676,18 +1686,18 @@ LINK_ENTITY_TO_CLASS( env_blood, CBlood ) void CBlood::Spawn( void ) { - pev->solid = SOLID_NOT; - pev->movetype = MOVETYPE_NONE; - pev->effects = 0; - pev->frame = 0; + pev->solid = SOLID_NOT; + pev->movetype = MOVETYPE_NONE; + pev->effects = 0; + pev->frame = 0; SetMovedir( pev ); } void CBlood::KeyValue( KeyValueData *pkvd ) { - if (FStrEq(pkvd->szKeyName, "color")) + if( FStrEq( pkvd->szKeyName, "color" ) ) { - int color = atoi(pkvd->szValue); + int color = atoi( pkvd->szValue ); switch( color ) { case 1: @@ -1700,9 +1710,9 @@ void CBlood::KeyValue( KeyValueData *pkvd ) pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "amount")) + else if( FStrEq( pkvd->szKeyName, "amount" ) ) { - SetBloodAmount( atof(pkvd->szValue) ); + SetBloodAmount( atof( pkvd->szValue ) ); pkvd->fHandled = TRUE; } else @@ -1711,26 +1721,26 @@ void CBlood::KeyValue( KeyValueData *pkvd ) Vector CBlood::Direction( void ) { - if ( pev->spawnflags & SF_BLOOD_RANDOM ) + if( pev->spawnflags & SF_BLOOD_RANDOM ) return UTIL_RandomBloodVector(); - + return pev->movedir; } Vector CBlood::BloodPosition( CBaseEntity *pActivator ) { - if ( pev->spawnflags & SF_BLOOD_PLAYER ) + if( pev->spawnflags & SF_BLOOD_PLAYER ) { edict_t *pPlayer; - if ( pActivator && pActivator->IsPlayer() ) + if( pActivator && pActivator->IsPlayer() ) { pPlayer = pActivator->edict(); } else pPlayer = g_engfuncs.pfnPEntityOfEntIndex( 1 ); - if ( pPlayer ) - return (pPlayer->v.origin + pPlayer->v.view_ofs) + Vector( RANDOM_FLOAT(-10,10), RANDOM_FLOAT(-10,10), RANDOM_FLOAT(-10,10) ); + if( pPlayer ) + return( pPlayer->v.origin + pPlayer->v.view_ofs ) + Vector( RANDOM_FLOAT( -10, 10 ), RANDOM_FLOAT( -10, 10 ), RANDOM_FLOAT( -10, 10 ) ); } return pev->origin; @@ -1738,19 +1748,19 @@ Vector CBlood::BloodPosition( CBaseEntity *pActivator ) void CBlood::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { - if ( pev->spawnflags & SF_BLOOD_STREAM ) - UTIL_BloodStream( BloodPosition(pActivator), Direction(), (Color() == BLOOD_COLOR_RED) ? 70 : Color(), BloodAmount() ); + if( pev->spawnflags & SF_BLOOD_STREAM ) + UTIL_BloodStream( BloodPosition( pActivator ), Direction(), ( Color() == BLOOD_COLOR_RED ) ? 70 : Color(), BloodAmount() ); else - UTIL_BloodDrips( BloodPosition(pActivator), Direction(), Color(), BloodAmount() ); + UTIL_BloodDrips( BloodPosition( pActivator ), Direction(), Color(), BloodAmount() ); - if ( pev->spawnflags & SF_BLOOD_DECAL ) + if( pev->spawnflags & SF_BLOOD_DECAL ) { Vector forward = Direction(); Vector start = BloodPosition( pActivator ); TraceResult tr; UTIL_TraceLine( start, start + forward * BloodAmount() * 2, ignore_monsters, NULL, &tr ); - if ( tr.flFraction != 1.0 ) + if( tr.flFraction != 1.0 ) UTIL_BloodDecalTrace( &tr, Color() ); } } @@ -1759,19 +1769,49 @@ void CBlood::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useTyp class CShake : public CPointEntity { public: - void Spawn( void ); - void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); - void KeyValue( KeyValueData *pkvd ); + void Spawn( void ); + void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); + void KeyValue( KeyValueData *pkvd ); - inline float Amplitude( void ) { return pev->scale; } - inline float Frequency( void ) { return pev->dmg_save; } - inline float Duration( void ) { return pev->dmg_take; } - inline float Radius( void ) { return pev->dmg; } + inline float Amplitude( void ) + { + return pev->scale; + } - inline void SetAmplitude( float amplitude ) { pev->scale = amplitude; } - inline void SetFrequency( float frequency ) { pev->dmg_save = frequency; } - inline void SetDuration( float duration ) { pev->dmg_take = duration; } - inline void SetRadius( float radius ) { pev->dmg = radius; } + inline float Frequency( void ) + { + return pev->dmg_save; + } + + inline float Duration( void ) + { + return pev->dmg_take; + } + + inline float Radius( void ) + { + return pev->dmg; + } + + inline void SetAmplitude( float amplitude ) + { + pev->scale = amplitude; + } + + inline void SetFrequency( float frequency ) + { + pev->dmg_save = frequency; + } + + inline void SetDuration( float duration ) + { + pev->dmg_take = duration; + } + + inline void SetRadius( float radius ) + { + pev->dmg = radius; + } private: }; @@ -1791,35 +1831,35 @@ LINK_ENTITY_TO_CLASS( env_shake, CShake ) void CShake::Spawn( void ) { - pev->solid = SOLID_NOT; - pev->movetype = MOVETYPE_NONE; - pev->effects = 0; - pev->frame = 0; - - if ( pev->spawnflags & SF_SHAKE_EVERYONE ) + pev->solid = SOLID_NOT; + pev->movetype = MOVETYPE_NONE; + pev->effects = 0; + pev->frame = 0; + + if( pev->spawnflags & SF_SHAKE_EVERYONE ) pev->dmg = 0; } void CShake::KeyValue( KeyValueData *pkvd ) { - if (FStrEq(pkvd->szKeyName, "amplitude")) + if( FStrEq( pkvd->szKeyName, "amplitude" ) ) { - SetAmplitude( atof(pkvd->szValue) ); + SetAmplitude( atof( pkvd->szValue ) ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "frequency")) + else if( FStrEq( pkvd->szKeyName, "frequency" ) ) { - SetFrequency( atof(pkvd->szValue) ); + SetFrequency( atof( pkvd->szValue ) ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "duration")) + else if( FStrEq( pkvd->szKeyName, "duration" ) ) { - SetDuration( atof(pkvd->szValue) ); + SetDuration( atof( pkvd->szValue ) ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "radius")) + else if( FStrEq( pkvd->szKeyName, "radius" ) ) { - SetRadius( atof(pkvd->szValue) ); + SetRadius( atof( pkvd->szValue ) ); pkvd->fHandled = TRUE; } else @@ -1835,15 +1875,29 @@ void CShake::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useTyp class CFade : public CPointEntity { public: - void Spawn( void ); - void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); - void KeyValue( KeyValueData *pkvd ); + void Spawn( void ); + void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); + void KeyValue( KeyValueData *pkvd ); - inline float Duration( void ) { return pev->dmg_take; } - inline float HoldTime( void ) { return pev->dmg_save; } + inline float Duration( void ) + { + return pev->dmg_take; + } - inline void SetDuration( float duration ) { pev->dmg_take = duration; } - inline void SetHoldTime( float hold ) { pev->dmg_save = hold; } + inline float HoldTime( void ) + { + return pev->dmg_save; + } + + inline void SetDuration( float duration ) + { + pev->dmg_take = duration; + } + + inline void SetHoldTime( float hold ) + { + pev->dmg_save = hold; + } private: }; @@ -1851,28 +1905,28 @@ LINK_ENTITY_TO_CLASS( env_fade, CFade ) // pev->dmg_take is duration // pev->dmg_save is hold duration -#define SF_FADE_IN 0x0001 // Fade in, not out +#define SF_FADE_IN 0x0001 // Fade in, not out #define SF_FADE_MODULATE 0x0002 // Modulate, don't blend #define SF_FADE_ONLYONE 0x0004 void CFade::Spawn( void ) { - pev->solid = SOLID_NOT; - pev->movetype = MOVETYPE_NONE; - pev->effects = 0; - pev->frame = 0; + pev->solid = SOLID_NOT; + pev->movetype = MOVETYPE_NONE; + pev->effects = 0; + pev->frame = 0; } void CFade::KeyValue( KeyValueData *pkvd ) { - if (FStrEq(pkvd->szKeyName, "duration")) + if( FStrEq( pkvd->szKeyName, "duration" ) ) { - SetDuration( atof(pkvd->szValue) ); + SetDuration( atof( pkvd->szValue ) ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "holdtime")) + else if( FStrEq( pkvd->szKeyName, "holdtime" ) ) { - SetHoldTime( atof(pkvd->szValue) ); + SetHoldTime( atof( pkvd->szValue ) ); pkvd->fHandled = TRUE; } else @@ -1883,15 +1937,15 @@ void CFade::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType { int fadeFlags = 0; - if ( !(pev->spawnflags & SF_FADE_IN) ) + if( !( pev->spawnflags & SF_FADE_IN ) ) fadeFlags |= FFADE_OUT; - if ( pev->spawnflags & SF_FADE_MODULATE ) + if( pev->spawnflags & SF_FADE_MODULATE ) fadeFlags |= FFADE_MODULATE; - if ( pev->spawnflags & SF_FADE_ONLYONE ) + if( pev->spawnflags & SF_FADE_ONLYONE ) { - if ( pActivator->IsNetClient() ) + if( pActivator->IsNetClient() ) { UTIL_ScreenFade( pActivator, pev->rendercolor, Duration(), HoldTime(), pev->renderamt, fadeFlags ); } @@ -1906,10 +1960,10 @@ void CFade::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType class CMessage : public CPointEntity { public: - void Spawn( void ); - void Precache( void ); - void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); - void KeyValue( KeyValueData *pkvd ); + void Spawn( void ); + void Precache( void ); + void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); + void KeyValue( KeyValueData *pkvd ); private: }; @@ -1919,23 +1973,23 @@ void CMessage::Spawn( void ) { Precache(); - pev->solid = SOLID_NOT; - pev->movetype = MOVETYPE_NONE; + pev->solid = SOLID_NOT; + pev->movetype = MOVETYPE_NONE; switch( pev->impulse ) { - case 1: // Medium radius + case 1: + // Medium radius pev->speed = ATTN_STATIC; break; - - case 2: // Large radius + case 2: + // Large radius pev->speed = ATTN_NORM; break; - - case 3: //EVERYWHERE + case 3: + //EVERYWHERE pev->speed = ATTN_NONE; break; - default: case 0: // Small radius pev->speed = ATTN_IDLE; @@ -1944,31 +1998,31 @@ void CMessage::Spawn( void ) pev->impulse = 0; // No volume, use normal - if ( pev->scale <= 0 ) + if( pev->scale <= 0 ) pev->scale = 1.0; } void CMessage::Precache( void ) { - if ( pev->noise ) - PRECACHE_SOUND( (char *)STRING(pev->noise) ); + if( pev->noise ) + PRECACHE_SOUND( (char *)STRING( pev->noise ) ); } void CMessage::KeyValue( KeyValueData *pkvd ) { - if (FStrEq(pkvd->szKeyName, "messagesound")) + if( FStrEq( pkvd->szKeyName, "messagesound" ) ) { - pev->noise = ALLOC_STRING(pkvd->szValue); + pev->noise = ALLOC_STRING( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "messagevolume")) + else if( FStrEq(pkvd->szKeyName, "messagevolume" ) ) { - pev->scale = atof(pkvd->szValue) * 0.1; + pev->scale = atof( pkvd->szValue ) * 0.1; pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "messageattenuation")) + else if( FStrEq( pkvd->szKeyName, "messageattenuation" ) ) { - pev->impulse = atoi(pkvd->szValue); + pev->impulse = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; } else @@ -1979,24 +2033,24 @@ void CMessage::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useT { CBaseEntity *pPlayer = NULL; - if ( pev->spawnflags & SF_MESSAGE_ALL ) - UTIL_ShowMessageAll( STRING(pev->message) ); + if( pev->spawnflags & SF_MESSAGE_ALL ) + UTIL_ShowMessageAll( STRING( pev->message ) ); else { - if ( pActivator && pActivator->IsPlayer() ) + if( pActivator && pActivator->IsPlayer() ) pPlayer = pActivator; else { pPlayer = CBaseEntity::Instance( g_engfuncs.pfnPEntityOfEntIndex( 1 ) ); } - if ( pPlayer ) - UTIL_ShowMessage( STRING(pev->message), pPlayer ); + if( pPlayer ) + UTIL_ShowMessage( STRING( pev->message ), pPlayer ); } - if ( pev->noise ) + if( pev->noise ) { - EMIT_SOUND( edict(), CHAN_BODY, STRING(pev->noise), pev->scale, pev->speed ); + EMIT_SOUND( edict(), CHAN_BODY, STRING( pev->noise ), pev->scale, pev->speed ); } - if ( pev->spawnflags & SF_MESSAGE_ONCE ) + if( pev->spawnflags & SF_MESSAGE_ONCE ) UTIL_Remove( this ); SUB_UseTargets( this, USE_TOGGLE, 0 ); @@ -2008,14 +2062,14 @@ void CMessage::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useT class CEnvFunnel : public CBaseDelay { public: - void Spawn( void ); - void Precache( void ); - void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); + void Spawn( void ); + void Precache( void ); + void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); - int m_iSprite; // Don't save, precache + int m_iSprite; // Don't save, precache }; -void CEnvFunnel :: Precache ( void ) +void CEnvFunnel::Precache( void ) { m_iSprite = PRECACHE_MODEL ( "sprites/flare6.spr" ); } @@ -2031,7 +2085,7 @@ void CEnvFunnel::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE us WRITE_COORD( pev->origin.z ); WRITE_SHORT( m_iSprite ); - if ( pev->spawnflags & SF_FUNNEL_REVERSE )// funnel flows in reverse? + if( pev->spawnflags & SF_FUNNEL_REVERSE )// funnel flows in reverse? { WRITE_SHORT( 1 ); } @@ -2061,12 +2115,12 @@ void CEnvFunnel::Spawn( void ) class CEnvBeverage : public CBaseDelay { public: - void Spawn( void ); - void Precache( void ); - void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); + void Spawn( void ); + void Precache( void ); + void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); }; -void CEnvBeverage :: Precache ( void ) +void CEnvBeverage::Precache( void ) { PRECACHE_MODEL( "models/can.mdl" ); PRECACHE_SOUND( "weapons/g_bounce3.wav" ); @@ -2076,7 +2130,7 @@ LINK_ENTITY_TO_CLASS( env_beverage, CEnvBeverage ) void CEnvBeverage::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { - if ( pev->frags != 0 || pev->health <= 0 ) + if( pev->frags != 0 || pev->health <= 0 ) { // no more cans while one is waiting in the dispenser, or if I'm out of cans. return; @@ -2084,7 +2138,7 @@ void CEnvBeverage::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE CBaseEntity *pCan = CBaseEntity::Create( "item_sodacan", pev->origin, pev->angles, edict() ); - if ( pev->skin == 6 ) + if( pev->skin == 6 ) { // random pCan->pev->skin = RANDOM_LONG( 0, 5 ); @@ -2097,7 +2151,7 @@ void CEnvBeverage::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE pev->frags = 1; pev->health--; - //SetThink( &SUB_Remove); + //SetThink( &SUB_Remove ); //pev->nextthink = gpGlobals->time; } @@ -2108,7 +2162,7 @@ void CEnvBeverage::Spawn( void ) pev->effects = EF_NODRAW; pev->frags = 0; - if ( pev->health == 0 ) + if( pev->health == 0 ) { pev->health = 10; } @@ -2120,13 +2174,13 @@ void CEnvBeverage::Spawn( void ) class CItemSoda : public CBaseEntity { public: - void Spawn( void ); - void Precache( void ); - void EXPORT CanThink ( void ); - void EXPORT CanTouch ( CBaseEntity *pOther ); + void Spawn( void ); + void Precache( void ); + void EXPORT CanThink( void ); + void EXPORT CanTouch( CBaseEntity *pOther ); }; -void CItemSoda :: Precache ( void ) +void CItemSoda::Precache( void ) { } @@ -2138,26 +2192,26 @@ void CItemSoda::Spawn( void ) pev->solid = SOLID_NOT; pev->movetype = MOVETYPE_TOSS; - SET_MODEL ( ENT(pev), "models/can.mdl" ); - UTIL_SetSize ( pev, Vector ( 0, 0, 0 ), Vector ( 0, 0, 0 ) ); + SET_MODEL( ENT( pev ), "models/can.mdl" ); + UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) ); - SetThink( &CItemSoda::CanThink); + SetThink( &CItemSoda::CanThink ); pev->nextthink = gpGlobals->time + 0.5; } -void CItemSoda::CanThink ( void ) +void CItemSoda::CanThink( void ) { - EMIT_SOUND (ENT(pev), CHAN_WEAPON, "weapons/g_bounce3.wav", 1, ATTN_NORM ); + EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "weapons/g_bounce3.wav", 1, ATTN_NORM ); pev->solid = SOLID_TRIGGER; - UTIL_SetSize ( pev, Vector ( -8, -8, 0 ), Vector ( 8, 8, 8 ) ); + UTIL_SetSize( pev, Vector( -8, -8, 0 ), Vector( 8, 8, 8 ) ); SetThink( NULL ); SetTouch( &CItemSoda::CanTouch ); } -void CItemSoda::CanTouch ( CBaseEntity *pOther ) +void CItemSoda::CanTouch( CBaseEntity *pOther ) { - if ( !pOther->IsPlayer() ) + if( !pOther->IsPlayer() ) { return; } @@ -2165,7 +2219,7 @@ void CItemSoda::CanTouch ( CBaseEntity *pOther ) // spoit sound here pOther->TakeHealth( 1, DMG_GENERIC );// a bit of health. - if ( !FNullEnt( pev->owner ) ) + if( !FNullEnt( pev->owner ) ) { // tell the machine the can was taken pev->owner->v.frags = 0; diff --git a/dlls/effects.h b/dlls/effects.h index 3c72d06a..031b8273 100644 --- a/dlls/effects.h +++ b/dlls/effects.h @@ -36,12 +36,12 @@ public: void Spawn( void ); void Precache( void ); - int ObjectCaps( void ) + int ObjectCaps( void ) { int flags = 0; - if ( pev->spawnflags & SF_SPRITE_TEMPORARY ) + if( pev->spawnflags & SF_SPRITE_TEMPORARY ) flags = FCAP_DONT_SAVE; - return (CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | flags; + return ( CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION ) | flags; } void EXPORT AnimateThink( void ); void EXPORT ExpandThink( void ); @@ -52,9 +52,9 @@ public: inline void SetAttachment( edict_t *pEntity, int attachment ) { - if ( pEntity ) + if( pEntity ) { - pev->skin = ENTINDEX(pEntity); + pev->skin = ENTINDEX( pEntity ); pev->body = attachment; pev->aiment = pEntity; pev->movetype = MOVETYPE_FOLLOW; @@ -62,7 +62,11 @@ public: } void TurnOff( void ); void TurnOn( void ); - inline float Frames( void ) { return m_maxFrame; } + inline float Frames( void ) + { + return m_maxFrame; + } + inline void SetTransparency( int rendermode, int r, int g, int b, int a, int fx ) { pev->rendermode = rendermode; @@ -72,89 +76,201 @@ public: pev->renderamt = a; pev->renderfx = fx; } - inline void SetTexture( int spriteIndex ) { pev->modelindex = spriteIndex; } - inline void SetScale( float scale ) { pev->scale = scale; } - inline void SetColor( int r, int g, int b ) { pev->rendercolor.x = r; pev->rendercolor.y = g; pev->rendercolor.z = b; } - inline void SetBrightness( int brightness ) { pev->renderamt = brightness; } + + inline void SetTexture( int spriteIndex ) + { + pev->modelindex = spriteIndex; + } + + inline void SetScale( float scale ) + { + pev->scale = scale; + } + + inline void SetColor( int r, int g, int b ) + { + pev->rendercolor.x = r; + pev->rendercolor.y = g; + pev->rendercolor.z = b; + } + + inline void SetBrightness( int brightness ) + { + pev->renderamt = brightness; + } inline void AnimateAndDie( float framerate ) { - SetThink( &CSprite::AnimateUntilDead); + SetThink( &CSprite::AnimateUntilDead ); pev->framerate = framerate; - pev->dmgtime = gpGlobals->time + (m_maxFrame / framerate); + pev->dmgtime = gpGlobals->time + ( m_maxFrame / framerate ); pev->nextthink = gpGlobals->time; } void EXPORT AnimateUntilDead( void ); - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); - static TYPEDESCRIPTION m_SaveData[]; + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); + static TYPEDESCRIPTION m_SaveData[]; static CSprite *SpriteCreate( const char *pSpriteName, const Vector &origin, BOOL animate ); private: - - float m_lastTime; - float m_maxFrame; + float m_lastTime; + float m_maxFrame; }; - class CBeam : public CBaseEntity { public: - void Spawn( void ); - void Precache( void ); - int ObjectCaps( void ) + void Spawn( void ); + void Precache( void ); + int ObjectCaps( void ) { int flags = 0; - if ( pev->spawnflags & SF_BEAM_TEMPORARY ) + if( pev->spawnflags & SF_BEAM_TEMPORARY ) flags = FCAP_DONT_SAVE; - return (CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | flags; + return ( CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION ) | flags; } void EXPORT TriggerTouch( CBaseEntity *pOther ); // These functions are here to show the way beams are encoded as entities. // Encoding beams as entities simplifies their management in the client/server architecture - inline void SetType( int type ) { pev->rendermode = (pev->rendermode & 0xF0) | (type&0x0F); } - inline void SetFlags( int flags ) { pev->rendermode = (pev->rendermode & 0x0F) | (flags&0xF0); } - inline void SetStartPos( const Vector& pos ) { pev->origin = pos; } - inline void SetEndPos( const Vector& pos ) { pev->angles = pos; } + inline void SetType( int type ) + { + pev->rendermode = ( pev->rendermode & 0xF0 ) | ( type & 0x0F ); + } + + inline void SetFlags( int flags ) + { + pev->rendermode = ( pev->rendermode & 0x0F ) | ( flags & 0xF0 ); + } + + inline void SetStartPos( const Vector& pos ) + { + pev->origin = pos; + } + + inline void SetEndPos( const Vector& pos ) + { + pev->angles = pos; + } + void SetStartEntity( int entityIndex ); void SetEndEntity( int entityIndex ); - inline void SetStartAttachment( int attachment ) { pev->sequence = (pev->sequence & 0x0FFF) | ((attachment&0xF)<<12); } - inline void SetEndAttachment( int attachment ) { pev->skin = (pev->skin & 0x0FFF) | ((attachment&0xF)<<12); } + inline void SetStartAttachment( int attachment ) + { + pev->sequence = ( pev->sequence & 0x0FFF ) | ( ( attachment & 0xF ) << 12 ); + } - inline void SetTexture( int spriteIndex ) { pev->modelindex = spriteIndex; } - inline void SetWidth( int width ) { pev->scale = width; } - inline void SetNoise( int amplitude ) { pev->body = amplitude; } - inline void SetColor( int r, int g, int b ) { pev->rendercolor.x = r; pev->rendercolor.y = g; pev->rendercolor.z = b; } - inline void SetBrightness( int brightness ) { pev->renderamt = brightness; } - inline void SetFrame( float frame ) { pev->frame = frame; } - inline void SetScrollRate( int speed ) { pev->animtime = speed; } + inline void SetEndAttachment( int attachment ) + { + pev->skin = ( pev->skin & 0x0FFF ) | ( ( attachment & 0xF ) << 12 ); + } - inline int GetType( void ) { return pev->rendermode & 0x0F; } - inline int GetFlags( void ) { return pev->rendermode & 0xF0; } - inline int GetStartEntity( void ) { return pev->sequence & 0xFFF; } - inline int GetEndEntity( void ) { return pev->skin & 0xFFF; } + inline void SetTexture( int spriteIndex ) + { + pev->modelindex = spriteIndex; + } + + inline void SetWidth( int width ) + { + pev->scale = width; + } + + inline void SetNoise( int amplitude ) + { + pev->body = amplitude; + } + + inline void SetColor( int r, int g, int b ) + { + pev->rendercolor.x = r; + pev->rendercolor.y = g; + pev->rendercolor.z = b; + } + + inline void SetBrightness( int brightness ) + { + pev->renderamt = brightness; + } + + inline void SetFrame( float frame ) + { + pev->frame = frame; + } + + inline void SetScrollRate( int speed ) + { + pev->animtime = speed; + } + + inline int GetType( void ) + { + return pev->rendermode & 0x0F; + } + + inline int GetFlags( void ) + { + return pev->rendermode & 0xF0; + } + + inline int GetStartEntity( void ) + { + return pev->sequence & 0xFFF; + } + + inline int GetEndEntity( void ) + { + return pev->skin & 0xFFF; + } const Vector &GetStartPos( void ); const Vector &GetEndPos( void ); Vector Center( void ) { return (GetStartPos() + GetEndPos()) * 0.5; }; // center point of beam - inline int GetTexture( void ) { return pev->modelindex; } - inline int GetWidth( void ) { return pev->scale; } - inline int GetNoise( void ) { return pev->body; } - // inline void GetColor( int r, int g, int b ) { pev->rendercolor.x = r; pev->rendercolor.y = g; pev->rendercolor.z = b; } - inline int GetBrightness( void ) { return pev->renderamt; } - inline int GetFrame( void ) { return pev->frame; } - inline int GetScrollRate( void ) { return pev->animtime; } + inline int GetTexture( void ) + { + return pev->modelindex; + } + + inline int GetWidth( void ) + { + return pev->scale; + } + + inline int GetNoise( void ) + { + return pev->body; + } + + /* inline void GetColor( int r, int g, int b ) + { + pev->rendercolor.x = r; + pev->rendercolor.y = g; + pev->rendercolor.z = b; + }*/ + + inline int GetBrightness( void ) + { + return pev->renderamt; + } + + inline int GetFrame( void ) + { + return pev->frame; + } + + inline int GetScrollRate( void ) + { + return pev->animtime; + } // Call after you change start/end positions void RelinkBeam( void ); -// void SetObjectCollisionBox( void ); + //void SetObjectCollisionBox( void ); void DoSparks( const Vector &start, const Vector &end ); CBaseEntity *RandomTargetname( const char *szName ); @@ -168,20 +284,23 @@ public: static CBeam *BeamCreate( const char *pSpriteName, int width ); - inline void LiveForTime( float time ) { SetThink( &CBaseEntity::SUB_Remove); pev->nextthink = gpGlobals->time + time; } - inline void BeamDamageInstant( TraceResult *ptr, float damage ) + inline void LiveForTime( float time ) + { + SetThink( &CBaseEntity::SUB_Remove ); + pev->nextthink = gpGlobals->time + time; + } + + inline void BeamDamageInstant( TraceResult *ptr, float damage ) { pev->dmg = damage; pev->dmgtime = gpGlobals->time - 1; - BeamDamage(ptr); + BeamDamage( ptr ); } }; - #define SF_MESSAGE_ONCE 0x0001 // Fade in, not out #define SF_MESSAGE_ALL 0x0002 // Send to all clients - class CLaser : public CBeam { public: @@ -191,7 +310,7 @@ public: void TurnOn( void ); void TurnOff( void ); - int IsOn( void ); + int IsOn( void ); void FireAtPoint( TraceResult &point ); @@ -202,8 +321,7 @@ public: static TYPEDESCRIPTION m_SaveData[]; CSprite *m_pSprite; - int m_iszSpriteName; - Vector m_firePosition; + int m_iszSpriteName; + Vector m_firePosition; }; - #endif //EFFECTS_H diff --git a/dlls/egon.cpp b/dlls/egon.cpp index b624cea8..433704ce 100644 --- a/dlls/egon.cpp +++ b/dlls/egon.cpp @@ -51,11 +51,11 @@ enum egon_e { LINK_ENTITY_TO_CLASS( weapon_egon, CEgon ) -void CEgon::Spawn( ) +void CEgon::Spawn() { - Precache( ); + Precache(); m_iId = WEAPON_EGON; - SET_MODEL(ENT(pev), "models/w_egon.mdl"); + SET_MODEL( ENT( pev ), "models/w_egon.mdl" ); m_iDefaultAmmo = EGON_DEFAULT_GIVE; @@ -64,12 +64,12 @@ void CEgon::Spawn( ) void CEgon::Precache( void ) { - PRECACHE_MODEL("models/w_egon.mdl"); - PRECACHE_MODEL("models/v_egon.mdl"); - PRECACHE_MODEL("models/p_egon.mdl"); + PRECACHE_MODEL( "models/w_egon.mdl" ); + PRECACHE_MODEL( "models/v_egon.mdl" ); + PRECACHE_MODEL( "models/p_egon.mdl" ); - PRECACHE_MODEL("models/w_9mmclip.mdl"); - PRECACHE_SOUND("items/9mmclip1.wav"); + PRECACHE_MODEL( "models/w_9mmclip.mdl" ); + PRECACHE_SOUND( "items/9mmclip1.wav" ); PRECACHE_SOUND( EGON_SOUND_OFF ); PRECACHE_SOUND( EGON_SOUND_RUN ); @@ -78,13 +78,12 @@ void CEgon::Precache( void ) PRECACHE_MODEL( EGON_BEAM_SPRITE ); PRECACHE_MODEL( EGON_FLARE_SPRITE ); - PRECACHE_SOUND ("weapons/357_cock1.wav"); + PRECACHE_SOUND( "weapons/357_cock1.wav" ); - m_usEgonFire = PRECACHE_EVENT ( 1, "events/egon_fire.sc" ); - m_usEgonStop = PRECACHE_EVENT ( 1, "events/egon_stop.sc" ); + m_usEgonFire = PRECACHE_EVENT( 1, "events/egon_fire.sc" ); + m_usEgonStop = PRECACHE_EVENT( 1, "events/egon_stop.sc" ); } - BOOL CEgon::Deploy( void ) { m_deployed = FALSE; @@ -94,7 +93,7 @@ BOOL CEgon::Deploy( void ) int CEgon::AddToPlayer( CBasePlayer *pPlayer ) { - if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) ) + if( CBasePlayerWeapon::AddToPlayer( pPlayer ) ) { MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev ); WRITE_BYTE( m_iId ); @@ -104,19 +103,17 @@ int CEgon::AddToPlayer( CBasePlayer *pPlayer ) return FALSE; } - - void CEgon::Holster( int skiplocal /* = 0 */ ) { m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; SendWeaponAnim( EGON_HOLSTER ); - EndAttack(); + EndAttack(); } -int CEgon::GetItemInfo(ItemInfo *p) +int CEgon::GetItemInfo( ItemInfo *p ) { - p->pszName = STRING(pev->classname); + p->pszName = STRING( pev->classname ); p->pszAmmo1 = "uranium"; p->iMaxAmmo1 = URANIUM_MAX_CARRY; p->pszAmmo2 = NULL; @@ -131,7 +128,7 @@ int CEgon::GetItemInfo(ItemInfo *p) return 1; } -#define EGON_PULSE_INTERVAL 0.1 +#define EGON_PULSE_INTERVAL 0.1 #define EGON_DISCHARGE_INTERVAL 0.1 float CEgon::GetPulseInterval( void ) @@ -146,7 +143,7 @@ float CEgon::GetDischargeInterval( void ) BOOL CEgon::HasAmmo( void ) { - if ( m_pPlayer->ammo_uranium <= 0 ) + if( m_pPlayer->ammo_uranium <= 0 ) return FALSE; return TRUE; @@ -154,7 +151,7 @@ BOOL CEgon::HasAmmo( void ) void CEgon::UseAmmo( int count ) { - if ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] >= count ) + if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] >= count ) m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= count; else m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] = 0; @@ -163,23 +160,22 @@ void CEgon::UseAmmo( int count ) void CEgon::Attack( void ) { // don't fire underwater - if ( m_pPlayer->pev->waterlevel == 3 ) + if( m_pPlayer->pev->waterlevel == 3 ) { - - if ( m_fireState != FIRE_OFF || m_pBeam ) + if( m_fireState != FIRE_OFF || m_pBeam ) { EndAttack(); } else { - PlayEmptySound( ); + PlayEmptySound(); } return; } UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle ); Vector vecAiming = gpGlobals->v_forward; - Vector vecSrc = m_pPlayer->GetGunPosition( ); + Vector vecSrc = m_pPlayer->GetGunPosition(); int flags; #if defined( CLIENT_WEAPONS ) @@ -192,7 +188,7 @@ void CEgon::Attack( void ) { case FIRE_OFF: { - if ( !HasAmmo() ) + if( !HasAmmo() ) { m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.25; PlayEmptySound( ); @@ -202,37 +198,35 @@ void CEgon::Attack( void ) m_flAmmoUseTime = gpGlobals->time;// start using ammo ASAP. PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usEgonFire, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, m_fireState, m_fireMode, 1, 0 ); - + m_shakeTime = 0; m_pPlayer->m_iWeaponVolume = EGON_PRIMARY_VOLUME; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.1; - pev->fuser1 = UTIL_WeaponTimeBase() + 2; + pev->fuser1 = UTIL_WeaponTimeBase() + 2; pev->dmgtime = gpGlobals->time + GetPulseInterval(); m_fireState = FIRE_CHARGE; + break; } - break; - case FIRE_CHARGE: { Fire( vecSrc, vecAiming ); m_pPlayer->m_iWeaponVolume = EGON_PRIMARY_VOLUME; - - if ( pev->fuser1 <= UTIL_WeaponTimeBase() ) + + if( pev->fuser1 <= UTIL_WeaponTimeBase() ) { PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usEgonFire, 0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, m_fireState, m_fireMode, 0, 0 ); pev->fuser1 = 1000; } - if ( !HasAmmo() ) + if( !HasAmmo() ) { EndAttack(); m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0; } - + break; } - break; } } @@ -240,13 +234,12 @@ void CEgon::PrimaryAttack( void ) { m_fireMode = FIRE_WIDE; Attack(); - } void CEgon::Fire( const Vector &vecOrigSrc, const Vector &vecDir ) { Vector vecDest = vecOrigSrc + vecDir * 2048; - edict_t *pentIgnore; + edict_t *pentIgnore; TraceResult tr; pentIgnore = m_pPlayer->edict(); @@ -256,22 +249,22 @@ void CEgon::Fire( const Vector &vecOrigSrc, const Vector &vecDir ) UTIL_TraceLine( vecOrigSrc, vecDest, dont_ignore_monsters, pentIgnore, &tr ); - if (tr.fAllSolid) + if( tr.fAllSolid ) return; #ifndef CLIENT_DLL - CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit); + CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit ); - if (pEntity == NULL) + if( pEntity == NULL ) return; - if ( g_pGameRules->IsMultiplayer() ) + if( g_pGameRules->IsMultiplayer() ) { - if ( m_pSprite && pEntity->pev->takedamage ) + if( m_pSprite && pEntity->pev->takedamage ) { m_pSprite->pev->effects &= ~EF_NODRAW; } - else if ( m_pSprite ) + else if( m_pSprite ) { m_pSprite->pev->effects |= EF_NODRAW; } @@ -279,24 +272,24 @@ void CEgon::Fire( const Vector &vecOrigSrc, const Vector &vecDir ) #endif float timedist; - switch ( m_fireMode ) + switch( m_fireMode ) { case FIRE_NARROW: #ifndef CLIENT_DLL - if ( pev->dmgtime < gpGlobals->time ) + if( pev->dmgtime < gpGlobals->time ) { // Narrow mode only does damage to the entity it hits ClearMultiDamage(); - if (pEntity->pev->takedamage) + if( pEntity->pev->takedamage ) { pEntity->TraceAttack( m_pPlayer->pev, gSkillData.plrDmgEgonNarrow, vecDir, &tr, DMG_ENERGYBEAM ); } - ApplyMultiDamage(m_pPlayer->pev, m_pPlayer->pev); + ApplyMultiDamage( m_pPlayer->pev, m_pPlayer->pev ); - if ( g_pGameRules->IsMultiplayer() ) + if( g_pGameRules->IsMultiplayer() ) { // multiplayer uses 1 ammo every 1/10th second - if ( gpGlobals->time >= m_flAmmoUseTime ) + if( gpGlobals->time >= m_flAmmoUseTime ) { UseAmmo( 1 ); m_flAmmoUseTime = gpGlobals->time + 0.1; @@ -305,7 +298,7 @@ void CEgon::Fire( const Vector &vecOrigSrc, const Vector &vecDir ) else { // single player, use 3 ammo/second - if ( gpGlobals->time >= m_flAmmoUseTime ) + if( gpGlobals->time >= m_flAmmoUseTime ) { UseAmmo( 1 ); m_flAmmoUseTime = gpGlobals->time + 0.166; @@ -317,32 +310,31 @@ void CEgon::Fire( const Vector &vecOrigSrc, const Vector &vecDir ) #endif timedist = ( pev->dmgtime - gpGlobals->time ) / GetPulseInterval(); break; - case FIRE_WIDE: #ifndef CLIENT_DLL - if ( pev->dmgtime < gpGlobals->time ) + if( pev->dmgtime < gpGlobals->time ) { // wide mode does damage to the ent, and radius damage ClearMultiDamage(); - if (pEntity->pev->takedamage) + if( pEntity->pev->takedamage ) { - pEntity->TraceAttack( m_pPlayer->pev, gSkillData.plrDmgEgonWide, vecDir, &tr, DMG_ENERGYBEAM | DMG_ALWAYSGIB); + pEntity->TraceAttack( m_pPlayer->pev, gSkillData.plrDmgEgonWide, vecDir, &tr, DMG_ENERGYBEAM | DMG_ALWAYSGIB ); } - ApplyMultiDamage(m_pPlayer->pev, m_pPlayer->pev); + ApplyMultiDamage( m_pPlayer->pev, m_pPlayer->pev ); - if ( g_pGameRules->IsMultiplayer() ) + if( g_pGameRules->IsMultiplayer() ) { // radius damage a little more potent in multiplayer. ::RadiusDamage( tr.vecEndPos, pev, m_pPlayer->pev, gSkillData.plrDmgEgonWide/4, 128, CLASS_NONE, DMG_ENERGYBEAM | DMG_BLAST | DMG_ALWAYSGIB ); } - if ( !m_pPlayer->IsAlive() ) + if( !m_pPlayer->IsAlive() ) return; - if ( g_pGameRules->IsMultiplayer() ) + if( g_pGameRules->IsMultiplayer() ) { //multiplayer uses 5 ammo/second - if ( gpGlobals->time >= m_flAmmoUseTime ) + if( gpGlobals->time >= m_flAmmoUseTime ) { UseAmmo( 1 ); m_flAmmoUseTime = gpGlobals->time + 0.2; @@ -351,7 +343,7 @@ void CEgon::Fire( const Vector &vecOrigSrc, const Vector &vecDir ) else { // Wide mode uses 10 charges per second in single player - if ( gpGlobals->time >= m_flAmmoUseTime ) + if( gpGlobals->time >= m_flAmmoUseTime ) { UseAmmo( 1 ); m_flAmmoUseTime = gpGlobals->time + 0.1; @@ -359,7 +351,7 @@ void CEgon::Fire( const Vector &vecOrigSrc, const Vector &vecDir ) } pev->dmgtime = gpGlobals->time + GetDischargeInterval(); - if ( m_shakeTime < gpGlobals->time ) + if( m_shakeTime < gpGlobals->time ) { UTIL_ScreenShake( tr.vecEndPos, 5.0, 150.0, 0.75, 250.0 ); m_shakeTime = gpGlobals->time + 1.5; @@ -370,37 +362,35 @@ void CEgon::Fire( const Vector &vecOrigSrc, const Vector &vecDir ) break; } - if ( timedist < 0 ) + if( timedist < 0 ) timedist = 0; - else if ( timedist > 1 ) + else if( timedist > 1 ) timedist = 1; - timedist = 1-timedist; + timedist = 1 - timedist; UpdateEffect( tmpSrc, tr.vecEndPos, timedist ); } - void CEgon::UpdateEffect( const Vector &startPoint, const Vector &endPoint, float timeBlend ) { #ifndef CLIENT_DLL - if ( !m_pBeam ) + if( !m_pBeam ) { CreateEffect(); } m_pBeam->SetStartPos( endPoint ); - m_pBeam->SetBrightness( 255 - (timeBlend*180) ); - m_pBeam->SetWidth( 40 - (timeBlend*20) ); + m_pBeam->SetBrightness( 255 - ( timeBlend * 180 ) ); + m_pBeam->SetWidth( 40 - ( timeBlend * 20 ) ); - if ( m_fireMode == FIRE_WIDE ) - m_pBeam->SetColor( 30 + (25*timeBlend), 30 + (30*timeBlend), 64 + 80*fabs(sin(gpGlobals->time*10)) ); + if( m_fireMode == FIRE_WIDE ) + m_pBeam->SetColor( 30 + ( 25 * timeBlend ), 30 + ( 30 * timeBlend ), 64 + 80 * fabs( sin( gpGlobals->time * 10 ) ) ); else - m_pBeam->SetColor( 60 + (25*timeBlend), 120 + (30*timeBlend), 64 + 80*fabs(sin(gpGlobals->time*10)) ); - + m_pBeam->SetColor( 60 + ( 25 * timeBlend ), 120 + ( 30 * timeBlend ), 64 + 80 * fabs( sin( gpGlobals->time *10 ) ) ); UTIL_SetOrigin( m_pSprite->pev, endPoint ); m_pSprite->pev->frame += 8 * gpGlobals->frametime; - if ( m_pSprite->pev->frame > m_pSprite->Frames() ) + if( m_pSprite->pev->frame > m_pSprite->Frames() ) m_pSprite->pev->frame = 0; m_pNoise->SetStartPos( endPoint ); @@ -436,7 +426,7 @@ void CEgon::CreateEffect( void ) m_pSprite->pev->flags |= FL_SKIPLOCALHOST; m_pSprite->pev->owner = m_pPlayer->edict(); - if ( m_fireMode == FIRE_WIDE ) + if( m_fireMode == FIRE_WIDE ) { m_pBeam->SetScrollRate( 50 ); m_pBeam->SetNoise( 20 ); @@ -455,21 +445,21 @@ void CEgon::CreateEffect( void ) void CEgon::DestroyEffect( void ) { - #ifndef CLIENT_DLL - if ( m_pBeam ) + if( m_pBeam ) { UTIL_Remove( m_pBeam ); m_pBeam = NULL; } - if ( m_pNoise ) + + if( m_pNoise ) { UTIL_Remove( m_pNoise ); m_pNoise = NULL; } - if ( m_pSprite ) + if( m_pSprite ) { - if ( m_fireMode == FIRE_WIDE ) + if( m_fireMode == FIRE_WIDE ) m_pSprite->Expand( 10, 500 ); else UTIL_Remove( m_pSprite ); @@ -480,19 +470,19 @@ void CEgon::DestroyEffect( void ) void CEgon::WeaponIdle( void ) { - ResetEmptySound( ); + ResetEmptySound(); - if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase()) + if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) return; - if ( m_fireState != FIRE_OFF ) + if( m_fireState != FIRE_OFF ) EndAttack(); - + int iAnim; - float flRand = RANDOM_FLOAT(0,1); + float flRand = RANDOM_FLOAT( 0, 1 ); - if ( flRand <= 0.5 ) + if( flRand <= 0.5 ) { iAnim = EGON_IDLE1; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); @@ -507,13 +497,11 @@ void CEgon::WeaponIdle( void ) m_deployed = TRUE; } - - void CEgon::EndAttack( void ) { bool bMakeNoise = false; - - if ( m_fireState != FIRE_OFF ) //Checking the button just in case!. + + if( m_fireState != FIRE_OFF ) //Checking the button just in case!. bMakeNoise = true; PLAYBACK_EVENT_FULL( FEV_GLOBAL | FEV_RELIABLE, m_pPlayer->edict(), m_usEgonStop, 0, (float *)&m_pPlayer->pev->origin, (float *)&m_pPlayer->pev->angles, 0.0, 0.0, bMakeNoise, 0, 0, 0 ); @@ -526,31 +514,31 @@ void CEgon::EndAttack( void ) DestroyEffect(); } - - class CEgonAmmo : public CBasePlayerAmmo { void Spawn( void ) { - Precache( ); - SET_MODEL(ENT(pev), "models/w_chainammo.mdl"); - CBasePlayerAmmo::Spawn( ); + Precache(); + SET_MODEL( ENT( pev ), "models/w_chainammo.mdl" ); + CBasePlayerAmmo::Spawn(); } + void Precache( void ) { - PRECACHE_MODEL ("models/w_chainammo.mdl"); - PRECACHE_SOUND("items/9mmclip1.wav"); + PRECACHE_MODEL( "models/w_chainammo.mdl" ); + PRECACHE_SOUND( "items/9mmclip1.wav" ); } - BOOL AddAmmo( CBaseEntity *pOther ) - { - if (pOther->GiveAmmo( AMMO_URANIUMBOX_GIVE, "uranium", URANIUM_MAX_CARRY ) != -1) + + BOOL AddAmmo( CBaseEntity *pOther ) + { + if( pOther->GiveAmmo( AMMO_URANIUMBOX_GIVE, "uranium", URANIUM_MAX_CARRY ) != -1 ) { - EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); + EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM ); return TRUE; } return FALSE; } }; -LINK_ENTITY_TO_CLASS( ammo_egonclip, CEgonAmmo ) +LINK_ENTITY_TO_CLASS( ammo_egonclip, CEgonAmmo ) #endif diff --git a/dlls/enginecallback.h b/dlls/enginecallback.h index a8b21b27..1c5ec1b2 100644 --- a/dlls/enginecallback.h +++ b/dlls/enginecallback.h @@ -69,7 +69,8 @@ extern enginefuncs_t g_engfuncs; #define RANDOM_FLOAT (*g_engfuncs.pfnRandomFloat) #define GETPLAYERAUTHID (*g_engfuncs.pfnGetPlayerAuthId) -inline void MESSAGE_BEGIN( int msg_dest, int msg_type, const float *pOrigin = NULL, edict_t *ed = NULL ) { +inline void MESSAGE_BEGIN( int msg_dest, int msg_type, const float *pOrigin = NULL, edict_t *ed = NULL ) +{ (*g_engfuncs.pfnMessageBegin)(msg_dest, msg_type, pOrigin, ed); } #define MESSAGE_END (*g_engfuncs.pfnMessageEnd) @@ -90,9 +91,10 @@ inline void MESSAGE_BEGIN( int msg_dest, int msg_type, const float *pOrigin = NU #define ALERT (*g_engfuncs.pfnAlertMessage) #define ENGINE_FPRINTF (*g_engfuncs.pfnEngineFprintf) #define ALLOC_PRIVATE (*g_engfuncs.pfnPvAllocEntPrivateData) + inline void *GET_PRIVATE( edict_t *pent ) { - if ( pent ) + if( pent ) return pent->pvPrivateData; return NULL; } @@ -155,4 +157,4 @@ inline void *GET_PRIVATE( edict_t *pent ) #define PLAYER_CNX_STATS ( *g_engfuncs.pfnGetPlayerStats ) -#endif //ENGINECALLBACK_H \ No newline at end of file +#endif //ENGINECALLBACK_H diff --git a/dlls/explode.cpp b/dlls/explode.cpp index 6d40960b..f605dc02 100644 --- a/dlls/explode.cpp +++ b/dlls/explode.cpp @@ -39,9 +39,9 @@ LINK_ENTITY_TO_CLASS( spark_shower, CShower ) void CShower::Spawn( void ) { pev->velocity = RANDOM_FLOAT( 200, 300 ) * pev->angles; - pev->velocity.x += RANDOM_FLOAT(-100.f,100.f); - pev->velocity.y += RANDOM_FLOAT(-100.f,100.f); - if ( pev->velocity.z >= 0 ) + pev->velocity.x += RANDOM_FLOAT( -100.f, 100.f ); + pev->velocity.y += RANDOM_FLOAT( -100.f, 100.f ); + if( pev->velocity.z >= 0 ) pev->velocity.z += 200; else pev->velocity.z -= 200; @@ -49,8 +49,8 @@ void CShower::Spawn( void ) pev->gravity = 0.5; pev->nextthink = gpGlobals->time + 0.1; pev->solid = SOLID_NOT; - SET_MODEL( edict(), "models/grenade.mdl"); // Need a model, just use the grenade, we don't draw it anyway - UTIL_SetSize(pev, g_vecZero, g_vecZero ); + SET_MODEL( edict(), "models/grenade.mdl" ); // Need a model, just use the grenade, we don't draw it anyway + UTIL_SetSize( pev, g_vecZero, g_vecZero ); pev->effects |= EF_NODRAW; pev->speed = RANDOM_FLOAT( 0.5, 1.5 ); @@ -62,7 +62,7 @@ void CShower::Think( void ) UTIL_Sparks( pev->origin ); pev->speed -= 0.1; - if ( pev->speed > 0 ) + if( pev->speed > 0 ) pev->nextthink = gpGlobals->time + 0.1; else UTIL_Remove( this ); @@ -71,32 +71,32 @@ void CShower::Think( void ) void CShower::Touch( CBaseEntity *pOther ) { - if ( pev->flags & FL_ONGROUND ) + if( pev->flags & FL_ONGROUND ) pev->velocity = pev->velocity * 0.1; else pev->velocity = pev->velocity * 0.6; - if ( (pev->velocity.x*pev->velocity.x+pev->velocity.y*pev->velocity.y) < 10.0 ) + if( ( pev->velocity.x * pev->velocity.x + pev->velocity.y * pev->velocity.y ) < 10.0 ) pev->speed = 0; } class CEnvExplosion : public CBaseMonster { public: - void Spawn( ); - void EXPORT Smoke ( void ); + void Spawn(); + void EXPORT Smoke( void ); void KeyValue( KeyValueData *pkvd ); void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); - static TYPEDESCRIPTION m_SaveData[]; + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); + static TYPEDESCRIPTION m_SaveData[]; int m_iMagnitude;// how large is the fireball? how much damage? int m_spriteScale; // what's the exact fireball sprite scale? }; -TYPEDESCRIPTION CEnvExplosion::m_SaveData[] = +TYPEDESCRIPTION CEnvExplosion::m_SaveData[] = { DEFINE_FIELD( CEnvExplosion, m_iMagnitude, FIELD_INTEGER ), DEFINE_FIELD( CEnvExplosion, m_spriteScale, FIELD_INTEGER ), @@ -107,9 +107,9 @@ LINK_ENTITY_TO_CLASS( env_explosion, CEnvExplosion ) void CEnvExplosion::KeyValue( KeyValueData *pkvd ) { - if (FStrEq(pkvd->szKeyName, "iMagnitude")) + if( FStrEq( pkvd->szKeyName, "iMagnitude" ) ) { - m_iMagnitude = atoi(pkvd->szValue); + m_iMagnitude = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; } else @@ -123,22 +123,22 @@ void CEnvExplosion::Spawn( void ) pev->movetype = MOVETYPE_NONE; /* - if ( m_iMagnitude > 250 ) + if( m_iMagnitude > 250 ) { m_iMagnitude = 250; } */ float flSpriteScale; - flSpriteScale = ( m_iMagnitude - 50) * 0.6; - + flSpriteScale = ( m_iMagnitude - 50 ) * 0.6; + /* - if ( flSpriteScale > 50 ) + if( flSpriteScale > 50 ) { flSpriteScale = 50; } */ - if ( flSpriteScale < 10 ) + if( flSpriteScale < 10 ) { flSpriteScale = 10; } @@ -153,16 +153,16 @@ void CEnvExplosion::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE pev->model = iStringNull;//invisible pev->solid = SOLID_NOT;// intangible - Vector vecSpot;// trace starts here! + Vector vecSpot;// trace starts here! + + vecSpot = pev->origin + Vector( 0, 0, 8 ); + + UTIL_TraceLine( vecSpot, vecSpot + Vector( 0, 0, -40 ), ignore_monsters, ENT( pev ), &tr ); - vecSpot = pev->origin + Vector ( 0 , 0 , 8 ); - - UTIL_TraceLine ( vecSpot, vecSpot + Vector ( 0, 0, -40 ), ignore_monsters, ENT(pev), & tr); - // Pull out of the wall a bit - if ( tr.flFraction != 1.0 ) + if( tr.flFraction != 1.0 ) { - pev->origin = tr.vecEndPos + (tr.vecPlaneNormal * (m_iMagnitude - 24) * 0.6); + pev->origin = tr.vecEndPos + ( tr.vecPlaneNormal * ( m_iMagnitude - 24 ) * 0.6 ); } else { @@ -170,9 +170,9 @@ void CEnvExplosion::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE } // draw decal - if (! ( pev->spawnflags & SF_ENVEXPLOSION_NODECAL)) + if( !( pev->spawnflags & SF_ENVEXPLOSION_NODECAL ) ) { - if ( RANDOM_FLOAT( 0 , 1 ) < 0.5 ) + if( RANDOM_FLOAT( 0, 1 ) < 0.5 ) { UTIL_DecalTrace( &tr, DECAL_SCORCH1 ); } @@ -183,7 +183,7 @@ void CEnvExplosion::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE } // draw fireball - if ( !( pev->spawnflags & SF_ENVEXPLOSION_NOFIREBALL ) ) + if( !( pev->spawnflags & SF_ENVEXPLOSION_NOFIREBALL ) ) { MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin ); WRITE_BYTE( TE_EXPLOSION); @@ -192,39 +192,39 @@ void CEnvExplosion::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE WRITE_COORD( pev->origin.z ); WRITE_SHORT( g_sModelIndexFireball ); WRITE_BYTE( (BYTE)m_spriteScale ); // scale * 10 - WRITE_BYTE( 15 ); // framerate + WRITE_BYTE( 15 ); // framerate WRITE_BYTE( TE_EXPLFLAG_NONE ); MESSAGE_END(); } else { MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin ); - WRITE_BYTE( TE_EXPLOSION); + WRITE_BYTE( TE_EXPLOSION ); WRITE_COORD( pev->origin.x ); WRITE_COORD( pev->origin.y ); WRITE_COORD( pev->origin.z ); WRITE_SHORT( g_sModelIndexFireball ); WRITE_BYTE( 0 ); // no sprite - WRITE_BYTE( 15 ); // framerate + WRITE_BYTE( 15 ); // framerate WRITE_BYTE( TE_EXPLFLAG_NONE ); MESSAGE_END(); } // do damage - if ( !( pev->spawnflags & SF_ENVEXPLOSION_NODAMAGE ) ) + if( !( pev->spawnflags & SF_ENVEXPLOSION_NODAMAGE ) ) { - RadiusDamage ( pev, pev, m_iMagnitude, CLASS_NONE, DMG_BLAST ); + RadiusDamage( pev, pev, m_iMagnitude, CLASS_NONE, DMG_BLAST ); } SetThink( &CEnvExplosion::Smoke ); pev->nextthink = gpGlobals->time + 0.3; // draw sparks - if ( !( pev->spawnflags & SF_ENVEXPLOSION_NOSPARKS ) ) + if( !( pev->spawnflags & SF_ENVEXPLOSION_NOSPARKS ) ) { - int sparkCount = RANDOM_LONG(0,3); + int sparkCount = RANDOM_LONG( 0, 3 ); - for ( int i = 0; i < sparkCount; i++ ) + for( int i = 0; i < sparkCount; i++ ) { Create( "spark_shower", pev->origin, tr.vecPlaneNormal, NULL ); } @@ -233,7 +233,7 @@ void CEnvExplosion::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE void CEnvExplosion::Smoke( void ) { - if ( !( pev->spawnflags & SF_ENVEXPLOSION_NOSMOKE ) ) + if( !( pev->spawnflags & SF_ENVEXPLOSION_NOSMOKE ) ) { MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin ); WRITE_BYTE( TE_SMOKE ); @@ -242,11 +242,11 @@ void CEnvExplosion::Smoke( void ) WRITE_COORD( pev->origin.z ); WRITE_SHORT( g_sModelIndexSmoke ); WRITE_BYTE( (BYTE)m_spriteScale ); // scale * 10 - WRITE_BYTE( 12 ); // framerate + WRITE_BYTE( 12 ); // framerate MESSAGE_END(); } - - if ( !(pev->spawnflags & SF_ENVEXPLOSION_REPEATABLE) ) + + if( !( pev->spawnflags & SF_ENVEXPLOSION_REPEATABLE ) ) { UTIL_Remove( this ); } @@ -255,15 +255,15 @@ void CEnvExplosion::Smoke( void ) // HACKHACK -- create one of these and fake a keyvalue to get the right explosion setup void ExplosionCreate( const Vector ¢er, const Vector &angles, edict_t *pOwner, int magnitude, BOOL doDamage ) { - KeyValueData kvd; - char buf[128]; + KeyValueData kvd; + char buf[128]; CBaseEntity *pExplosion = CBaseEntity::Create( "env_explosion", center, angles, pOwner ); sprintf( buf, "%3d", magnitude ); kvd.szKeyName = "iMagnitude"; kvd.szValue = buf; pExplosion->KeyValue( &kvd ); - if ( !doDamage ) + if( !doDamage ) pExplosion->pev->spawnflags |= SF_ENVEXPLOSION_NODAMAGE; pExplosion->Spawn(); diff --git a/dlls/explode.h b/dlls/explode.h index 3feb011c..e1c6cce0 100644 --- a/dlls/explode.h +++ b/dlls/explode.h @@ -15,7 +15,6 @@ #ifndef EXPLODE_H #define EXPLODE_H - #define SF_ENVEXPLOSION_NODAMAGE ( 1 << 0 ) // when set, ENV_EXPLOSION will not actually inflict damage #define SF_ENVEXPLOSION_REPEATABLE ( 1 << 1 ) // can this entity be refired? #define SF_ENVEXPLOSION_NOFIREBALL ( 1 << 2 ) // don't draw the fireball @@ -23,10 +22,8 @@ #define SF_ENVEXPLOSION_NODECAL ( 1 << 4 ) // don't make a scorch mark #define SF_ENVEXPLOSION_NOSPARKS ( 1 << 5 ) // don't make a scorch mark -extern DLL_GLOBAL short g_sModelIndexFireball; -extern DLL_GLOBAL short g_sModelIndexSmoke; - +extern DLL_GLOBAL short g_sModelIndexFireball; +extern DLL_GLOBAL short g_sModelIndexSmoke; extern void ExplosionCreate( const Vector ¢er, const Vector &angles, edict_t *pOwner, int magnitude, BOOL doDamage ); - #endif //EXPLODE_H diff --git a/dlls/exportdef.h b/dlls/exportdef.h index 90268c44..995613ff 100644 --- a/dlls/exportdef.h +++ b/dlls/exportdef.h @@ -7,11 +7,11 @@ #define EXPORT __declspec(dllexport) // Note: actually gcc seems to also supports this syntax. #endif #else - #if __GNUC__ >= 4 - #define EXPORT __attribute__ ((visibility ("default"))) - #else - #define EXPORT - #endif + #if __GNUC__ >= 4 + #define EXPORT __attribute__ ((visibility ("default"))) + #else + #define EXPORT + #endif #endif #define DLLEXPORT EXPORT #define _DLLEXPORT EXPORT diff --git a/dlls/flyingmonster.cpp b/dlls/flyingmonster.cpp index bc037e1b..c9822898 100644 --- a/dlls/flyingmonster.cpp +++ b/dlls/flyingmonster.cpp @@ -23,14 +23,14 @@ #define FLYING_AE_FLAP (8) #define FLYING_AE_FLAPSOUND (9) -extern DLL_GLOBAL edict_t *g_pBodyQueueHead; +extern DLL_GLOBAL edict_t *g_pBodyQueueHead; -int CFlyingMonster :: CheckLocalMove ( const Vector &vecStart, const Vector &vecEnd, CBaseEntity *pTarget, float *pflDist ) +int CFlyingMonster::CheckLocalMove( const Vector &vecStart, const Vector &vecEnd, CBaseEntity *pTarget, float *pflDist ) { // UNDONE: need to check more than the endpoint - if (FBitSet(pev->flags, FL_SWIM) && (UTIL_PointContents(vecEnd) != CONTENTS_WATER)) + if( FBitSet( pev->flags, FL_SWIM ) && ( UTIL_PointContents( vecEnd ) != CONTENTS_WATER ) ) { - // ALERT(at_aiconsole, "can't swim out of water\n"); + // ALERT( at_aiconsole, "can't swim out of water\n" ); return FALSE; } @@ -41,15 +41,15 @@ int CFlyingMonster :: CheckLocalMove ( const Vector &vecStart, const Vector &vec // ALERT( at_console, "%.0f %.0f %.0f : ", vecStart.x, vecStart.y, vecStart.z ); // ALERT( at_console, "%.0f %.0f %.0f\n", vecEnd.x, vecEnd.y, vecEnd.z ); - if (pflDist) + if( pflDist ) { - *pflDist = ( (tr.vecEndPos - Vector( 0, 0, 32 )) - vecStart ).Length();// get the distance. + *pflDist = ( ( tr.vecEndPos - Vector( 0, 0, 32 ) ) - vecStart ).Length();// get the distance. } // ALERT( at_console, "check %d %d %f\n", tr.fStartSolid, tr.fAllSolid, tr.flFraction ); - if (tr.fStartSolid || tr.flFraction < 1.0) + if( tr.fStartSolid || tr.flFraction < 1.0 ) { - if ( pTarget && pTarget->edict() == gpGlobals->trace_ent ) + if( pTarget && pTarget->edict() == gpGlobals->trace_ent ) return LOCALMOVE_VALID; return LOCALMOVE_INVALID; } @@ -57,23 +57,23 @@ int CFlyingMonster :: CheckLocalMove ( const Vector &vecStart, const Vector &vec return LOCALMOVE_VALID; } -BOOL CFlyingMonster :: FTriangulate ( const Vector &vecStart , const Vector &vecEnd, float flDist, CBaseEntity *pTargetEnt, Vector *pApex ) +BOOL CFlyingMonster::FTriangulate( const Vector &vecStart, const Vector &vecEnd, float flDist, CBaseEntity *pTargetEnt, Vector *pApex ) { return CBaseMonster::FTriangulate( vecStart, vecEnd, flDist, pTargetEnt, pApex ); } -Activity CFlyingMonster :: GetStoppedActivity( void ) +Activity CFlyingMonster::GetStoppedActivity( void ) { - if ( pev->movetype != MOVETYPE_FLY ) // UNDONE: Ground idle here, IDLE may be something else + if( pev->movetype != MOVETYPE_FLY ) // UNDONE: Ground idle here, IDLE may be something else return ACT_IDLE; return ACT_HOVER; } -void CFlyingMonster :: Stop( void ) -{ +void CFlyingMonster::Stop( void ) +{ Activity stopped = GetStoppedActivity(); - if ( m_IdealActivity != stopped ) + if( m_IdealActivity != stopped ) { m_flightSpeed = 0; m_IdealActivity = stopped; @@ -83,18 +83,18 @@ void CFlyingMonster :: Stop( void ) m_vecTravel = g_vecZero; } -float CFlyingMonster :: ChangeYaw( int speed ) +float CFlyingMonster::ChangeYaw( int speed ) { - if ( pev->movetype == MOVETYPE_FLY ) + if( pev->movetype == MOVETYPE_FLY ) { float diff = FlYawDiff(); float target = 0; - if ( m_IdealActivity != GetStoppedActivity() ) + if( m_IdealActivity != GetStoppedActivity() ) { - if ( diff < -20 ) + if( diff < -20 ) target = 90; - else if ( diff > 20 ) + else if( diff > 20 ) target = -90; } pev->angles.z = UTIL_Approach( target, pev->angles.z, 220.0 * gpGlobals->frametime ); @@ -102,7 +102,7 @@ float CFlyingMonster :: ChangeYaw( int speed ) return CBaseMonster::ChangeYaw( speed ); } -void CFlyingMonster :: Killed( entvars_t *pevAttacker, int iGib ) +void CFlyingMonster::Killed( entvars_t *pevAttacker, int iGib ) { pev->movetype = MOVETYPE_STEP; ClearBits( pev->flags, FL_ONGROUND ); @@ -111,7 +111,7 @@ void CFlyingMonster :: Killed( entvars_t *pevAttacker, int iGib ) CBaseMonster::Killed( pevAttacker, iGib ); } -void CFlyingMonster :: HandleAnimEvent( MonsterEvent_t *pEvent ) +void CFlyingMonster::HandleAnimEvent( MonsterEvent_t *pEvent ) { switch( pEvent->event ) { @@ -119,7 +119,7 @@ void CFlyingMonster :: HandleAnimEvent( MonsterEvent_t *pEvent ) m_flightSpeed = 400; break; case FLYING_AE_FLAPSOUND: - if ( m_pFlapSound ) + if( m_pFlapSound ) EMIT_SOUND( edict(), CHAN_BODY, m_pFlapSound, 1, ATTN_NORM ); break; default: @@ -128,20 +128,20 @@ void CFlyingMonster :: HandleAnimEvent( MonsterEvent_t *pEvent ) } } -void CFlyingMonster :: Move( float flInterval ) +void CFlyingMonster::Move( float flInterval ) { - if ( pev->movetype == MOVETYPE_FLY ) + if( pev->movetype == MOVETYPE_FLY ) m_flGroundSpeed = m_flightSpeed; CBaseMonster::Move( flInterval ); } -BOOL CFlyingMonster:: ShouldAdvanceRoute( float flWaypointDist ) +BOOL CFlyingMonster::ShouldAdvanceRoute( float flWaypointDist ) { // Get true 3D distance to the goal so we actually reach the correct height - if ( m_Route[ m_iRouteIndex ].iType & bits_MF_IS_GOAL ) - flWaypointDist = ( m_Route[ m_iRouteIndex ].vecLocation - pev->origin ).Length(); + if( m_Route[m_iRouteIndex].iType & bits_MF_IS_GOAL ) + flWaypointDist = ( m_Route[m_iRouteIndex].vecLocation - pev->origin ).Length(); - if ( flWaypointDist <= 64 + (m_flGroundSpeed * gpGlobals->frametime) ) + if( flWaypointDist <= 64 + ( m_flGroundSpeed * gpGlobals->frametime ) ) return TRUE; return FALSE; @@ -149,32 +149,32 @@ BOOL CFlyingMonster:: ShouldAdvanceRoute( float flWaypointDist ) void CFlyingMonster::MoveExecute( CBaseEntity *pTargetEnt, const Vector &vecDir, float flInterval ) { - if ( pev->movetype == MOVETYPE_FLY ) + if( pev->movetype == MOVETYPE_FLY ) { - if ( gpGlobals->time - m_stopTime > 1.0 ) + if( gpGlobals->time - m_stopTime > 1.0 ) { - if ( m_IdealActivity != m_movementActivity ) + if( m_IdealActivity != m_movementActivity ) { m_IdealActivity = m_movementActivity; m_flGroundSpeed = m_flightSpeed = 200; } } - Vector vecMove = pev->origin + (( vecDir + (m_vecTravel * m_momentum) ).Normalize() * (m_flGroundSpeed * flInterval)); + Vector vecMove = pev->origin + ( ( vecDir + ( m_vecTravel * m_momentum ) ).Normalize() * (m_flGroundSpeed * flInterval ) ); - if ( m_IdealActivity != m_movementActivity ) + if( m_IdealActivity != m_movementActivity ) { m_flightSpeed = UTIL_Approach( 100, m_flightSpeed, 75 * gpGlobals->frametime ); - if ( m_flightSpeed < 100 ) + if( m_flightSpeed < 100 ) m_stopTime = gpGlobals->time; } else m_flightSpeed = UTIL_Approach( 20, m_flightSpeed, 300 * gpGlobals->frametime ); - if ( CheckLocalMove ( pev->origin, vecMove, pTargetEnt, NULL ) ) + if( CheckLocalMove( pev->origin, vecMove, pTargetEnt, NULL ) ) { - m_vecTravel = (vecMove - pev->origin); + m_vecTravel = vecMove - pev->origin; m_vecTravel = m_vecTravel.Normalize(); - UTIL_MoveToOrigin(ENT(pev), vecMove, (m_flGroundSpeed * flInterval), MOVE_STRAFE); + UTIL_MoveToOrigin( ENT( pev ), vecMove, ( m_flGroundSpeed * flInterval ), MOVE_STRAFE ); } else { @@ -195,21 +195,21 @@ float CFlyingMonster::CeilingZ( const Vector &position ) Vector maxUp = position; maxUp.z += 4096.0; - UTIL_TraceLine(position, maxUp, ignore_monsters, NULL, &tr); - if (tr.flFraction != 1.0) + UTIL_TraceLine( position, maxUp, ignore_monsters, NULL, &tr ); + if( tr.flFraction != 1.0 ) maxUp.z = tr.vecEndPos.z; - if ((pev->flags) & FL_SWIM) + if( ( pev->flags ) & FL_SWIM ) { return UTIL_WaterLevel( position, minUp.z, maxUp.z ); } return maxUp.z; } -BOOL CFlyingMonster::ProbeZ( const Vector &position, const Vector &probe, float *pFraction) +BOOL CFlyingMonster::ProbeZ( const Vector &position, const Vector &probe, float *pFraction ) { - int conPosition = UTIL_PointContents(position); - if ( (((pev->flags) & FL_SWIM) == FL_SWIM) ^ (conPosition == CONTENTS_WATER)) + int conPosition = UTIL_PointContents( position ); + if( ( ( ( pev->flags ) & FL_SWIM ) == FL_SWIM ) ^ ( conPosition == CONTENTS_WATER ) ) { // SWIMING & !WATER // or FLYING & WATER @@ -217,8 +217,8 @@ BOOL CFlyingMonster::ProbeZ( const Vector &position, const Vector &probe, float *pFraction = 0.0; return TRUE; // We hit a water boundary because we are where we don't belong. } - int conProbe = UTIL_PointContents(probe); - if (conProbe == conPosition) + int conProbe = UTIL_PointContents( probe ); + if( conProbe == conPosition ) { // The probe is either entirely inside the water (for fish) or entirely // outside the water (for birds). @@ -227,17 +227,17 @@ BOOL CFlyingMonster::ProbeZ( const Vector &position, const Vector &probe, float return FALSE; } - Vector ProbeUnit = (probe-position).Normalize(); - float ProbeLength = (probe-position).Length(); + Vector ProbeUnit = ( probe - position ).Normalize(); + float ProbeLength = ( probe - position ).Length(); float maxProbeLength = ProbeLength; float minProbeLength = 0; float diff = maxProbeLength - minProbeLength; - while (diff > 1.0) + while( diff > 1.0 ) { - float midProbeLength = minProbeLength + diff/2.0; + float midProbeLength = minProbeLength + diff / 2.0; Vector midProbeVec = midProbeLength * ProbeUnit; - if (UTIL_PointContents(position+midProbeVec) == conPosition) + if( UTIL_PointContents( position + midProbeVec ) == conPosition ) { minProbeLength = midProbeLength; } @@ -261,7 +261,7 @@ float CFlyingMonster::FloorZ( const Vector &position ) UTIL_TraceLine( position, down, ignore_monsters, NULL, &tr ); - if ( tr.flFraction != 1.0 ) + if( tr.flFraction != 1.0 ) return tr.vecEndPos.z; return down.z; diff --git a/dlls/flyingmonster.h b/dlls/flyingmonster.h index 17d4e90a..4dd87fb4 100644 --- a/dlls/flyingmonster.h +++ b/dlls/flyingmonster.h @@ -20,8 +20,8 @@ class CFlyingMonster : public CBaseMonster { public: - int CheckLocalMove ( const Vector &vecStart, const Vector &vecEnd, CBaseEntity *pTarget, float *pflDist );// check validity of a straight move through space - BOOL FTriangulate ( const Vector &vecStart , const Vector &vecEnd, float flDist, CBaseEntity *pTargetEnt, Vector *pApex ); + int CheckLocalMove( const Vector &vecStart, const Vector &vecEnd, CBaseEntity *pTarget, float *pflDist );// check validity of a straight move through space + BOOL FTriangulate( const Vector &vecStart, const Vector &vecEnd, float flDist, CBaseEntity *pTargetEnt, Vector *pApex ); Activity GetStoppedActivity( void ); void Killed( entvars_t *pevAttacker, int iGib ); void Stop( void ); diff --git a/dlls/func_break.cpp b/dlls/func_break.cpp index 7c9705e6..38b05f7b 100644 --- a/dlls/func_break.cpp +++ b/dlls/func_break.cpp @@ -27,7 +27,7 @@ #include "decals.h" #include "explode.h" -extern DLL_GLOBAL Vector g_vecAttackDir; +extern DLL_GLOBAL Vector g_vecAttackDir; // =================== FUNC_Breakable ============================================== @@ -36,10 +36,10 @@ extern DLL_GLOBAL Vector g_vecAttackDir; // be spawned, and still remain fairly flexible const char *CBreakable::pSpawnObjects[] = { - NULL, // 0 + NULL, // 0 "item_battery", // 1 "item_healthkit", // 2 - "weapon_9mmhandgun",// 3 + "weapon_9mmhandgun", // 3 "ammo_9mmclip", // 4 "weapon_9mmAR", // 5 "ammo_9mmAR", // 6 @@ -49,11 +49,11 @@ const char *CBreakable::pSpawnObjects[] = "weapon_crossbow", // 10 "ammo_crossbow", // 11 "weapon_357", // 12 - "ammo_357", // 13 + "ammo_357", // 13 "weapon_rpg", // 14 "ammo_rpgclip", // 15 "ammo_gaussclip", // 16 - "weapon_handgrenade",// 17 + "weapon_handgrenade", // 17 "weapon_tripmine", // 18 "weapon_satchel", // 19 "weapon_snark", // 20 @@ -63,63 +63,62 @@ const char *CBreakable::pSpawnObjects[] = void CBreakable::KeyValue( KeyValueData* pkvd ) { // UNDONE_WC: explicitly ignoring these fields, but they shouldn't be in the map file! - if (FStrEq(pkvd->szKeyName, "explosion")) + if( FStrEq( pkvd->szKeyName, "explosion" ) ) { - if (!stricmp(pkvd->szValue, "directed")) + if( !stricmp( pkvd->szValue, "directed" ) ) m_Explosion = expDirected; - else if (!stricmp(pkvd->szValue, "random")) + else if( !stricmp( pkvd->szValue, "random" ) ) m_Explosion = expRandom; else m_Explosion = expRandom; pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "material")) + else if( FStrEq( pkvd->szKeyName, "material" ) ) { - int i = atoi( pkvd->szValue); + int i = atoi( pkvd->szValue ); // 0:glass, 1:metal, 2:flesh, 3:wood - if ((i < 0) || (i >= matLastMaterial)) + if( ( i < 0 ) || ( i >= matLastMaterial ) ) m_Material = matWood; else m_Material = (Materials)i; pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "deadmodel")) + else if( FStrEq( pkvd->szKeyName, "deadmodel" ) ) { pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "shards")) + else if( FStrEq( pkvd->szKeyName, "shards" ) ) { - //m_iShards = atof(pkvd->szValue); + //m_iShards = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "gibmodel") ) + else if( FStrEq( pkvd->szKeyName, "gibmodel" ) ) { - m_iszGibModel = ALLOC_STRING(pkvd->szValue); + m_iszGibModel = ALLOC_STRING( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "spawnobject") ) + else if( FStrEq( pkvd->szKeyName, "spawnobject" ) ) { int object = atoi( pkvd->szValue ); - if ( object > 0 && object < ARRAYSIZE(pSpawnObjects) ) + if( object > 0 && object < ARRAYSIZE( pSpawnObjects ) ) m_iszSpawnObject = MAKE_STRING( pSpawnObjects[object] ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "explodemagnitude") ) + else if( FStrEq( pkvd->szKeyName, "explodemagnitude" ) ) { ExplosionSetMagnitude( atoi( pkvd->szValue ) ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "lip") ) + else if( FStrEq( pkvd->szKeyName, "lip" ) ) pkvd->fHandled = TRUE; else CBaseDelay::KeyValue( pkvd ); } - // // func_breakable - bmodel that breaks into pieces after taking damage // @@ -144,44 +143,44 @@ IMPLEMENT_SAVERESTORE( CBreakable, CBaseEntity ) void CBreakable::Spawn( void ) { - Precache( ); + Precache(); - if ( FBitSet( pev->spawnflags, SF_BREAK_TRIGGER_ONLY ) ) + if( FBitSet( pev->spawnflags, SF_BREAK_TRIGGER_ONLY ) ) pev->takedamage = DAMAGE_NO; else pev->takedamage = DAMAGE_YES; - pev->solid = SOLID_BSP; - pev->movetype = MOVETYPE_PUSH; - m_angle = pev->angles.y; - pev->angles.y = 0; + pev->solid = SOLID_BSP; + pev->movetype = MOVETYPE_PUSH; + m_angle = pev->angles.y; + pev->angles.y = 0; // HACK: matGlass can receive decals, we need the client to know about this // so use class to store the material flag - if ( m_Material == matGlass ) + if( m_Material == matGlass ) { pev->playerclass = 1; } - SET_MODEL(ENT(pev), STRING(pev->model) );//set size and link into world. + SET_MODEL( ENT( pev ), STRING( pev->model ) );//set size and link into world. SetTouch( &CBreakable::BreakTouch ); - if ( FBitSet( pev->spawnflags, SF_BREAK_TRIGGER_ONLY ) ) // Only break on trigger + if( FBitSet( pev->spawnflags, SF_BREAK_TRIGGER_ONLY ) ) // Only break on trigger SetTouch( NULL ); // Flag unbreakable glass as "worldbrush" so it will block ALL tracelines - if ( !IsBreakable() && pev->rendermode != kRenderNormal ) + if( !IsBreakable() && pev->rendermode != kRenderNormal ) pev->flags |= FL_WORLDBRUSH; } -const char *CBreakable::pSoundsWood[] = +const char *CBreakable::pSoundsWood[] = { "debris/wood1.wav", "debris/wood2.wav", "debris/wood3.wav", }; -const char *CBreakable::pSoundsFlesh[] = +const char *CBreakable::pSoundsFlesh[] = { "debris/flesh1.wav", "debris/flesh2.wav", @@ -191,21 +190,21 @@ const char *CBreakable::pSoundsFlesh[] = "debris/flesh7.wav", }; -const char *CBreakable::pSoundsMetal[] = +const char *CBreakable::pSoundsMetal[] = { "debris/metal1.wav", "debris/metal2.wav", "debris/metal3.wav", }; -const char *CBreakable::pSoundsConcrete[] = +const char *CBreakable::pSoundsConcrete[] = { "debris/concrete1.wav", "debris/concrete2.wav", "debris/concrete3.wav", }; -const char *CBreakable::pSoundsGlass[] = +const char *CBreakable::pSoundsGlass[] = { "debris/glass1.wav", "debris/glass2.wav", @@ -216,35 +215,31 @@ const char **CBreakable::MaterialSoundList( Materials precacheMaterial, int &sou { const char **pSoundList = NULL; - switch ( precacheMaterial ) + switch( precacheMaterial ) { case matWood: pSoundList = pSoundsWood; - soundCount = ARRAYSIZE(pSoundsWood); + soundCount = ARRAYSIZE( pSoundsWood ); break; case matFlesh: pSoundList = pSoundsFlesh; - soundCount = ARRAYSIZE(pSoundsFlesh); + soundCount = ARRAYSIZE( pSoundsFlesh ); break; case matComputer: case matUnbreakableGlass: case matGlass: pSoundList = pSoundsGlass; - soundCount = ARRAYSIZE(pSoundsGlass); + soundCount = ARRAYSIZE( pSoundsGlass ); break; - case matMetal: pSoundList = pSoundsMetal; - soundCount = ARRAYSIZE(pSoundsMetal); + soundCount = ARRAYSIZE( pSoundsMetal ); break; - case matCinderBlock: case matRocks: pSoundList = pSoundsConcrete; - soundCount = ARRAYSIZE(pSoundsConcrete); + soundCount = ARRAYSIZE( pSoundsConcrete ); break; - - case matCeilingTile: case matNone: default: @@ -257,12 +252,12 @@ const char **CBreakable::MaterialSoundList( Materials precacheMaterial, int &sou void CBreakable::MaterialSoundPrecache( Materials precacheMaterial ) { - const char **pSoundList; - int i, soundCount = 0; + const char **pSoundList; + int i, soundCount = 0; pSoundList = MaterialSoundList( precacheMaterial, soundCount ); - for ( i = 0; i < soundCount; i++ ) + for( i = 0; i < soundCount; i++ ) { PRECACHE_SOUND( (char *)pSoundList[i] ); } @@ -270,71 +265,70 @@ void CBreakable::MaterialSoundPrecache( Materials precacheMaterial ) void CBreakable::MaterialSoundRandom( edict_t *pEdict, Materials soundMaterial, float volume ) { - const char **pSoundList; - int soundCount = 0; + const char **pSoundList; + int soundCount = 0; pSoundList = MaterialSoundList( soundMaterial, soundCount ); - if ( soundCount ) - EMIT_SOUND( pEdict, CHAN_BODY, pSoundList[ RANDOM_LONG(0,soundCount-1) ], volume, 1.0 ); + if( soundCount ) + EMIT_SOUND( pEdict, CHAN_BODY, pSoundList[RANDOM_LONG( 0, soundCount - 1 )], volume, 1.0 ); } void CBreakable::Precache( void ) { const char *pGibName = NULL; - switch (m_Material) + switch( m_Material ) { case matWood: pGibName = "models/woodgibs.mdl"; - - PRECACHE_SOUND("debris/bustcrate1.wav"); - PRECACHE_SOUND("debris/bustcrate2.wav"); + + PRECACHE_SOUND( "debris/bustcrate1.wav" ); + PRECACHE_SOUND( "debris/bustcrate2.wav" ); break; case matFlesh: pGibName = "models/fleshgibs.mdl"; - - PRECACHE_SOUND("debris/bustflesh1.wav"); - PRECACHE_SOUND("debris/bustflesh2.wav"); + + PRECACHE_SOUND( "debris/bustflesh1.wav" ); + PRECACHE_SOUND( "debris/bustflesh2.wav" ); break; case matComputer: - PRECACHE_SOUND("buttons/spark5.wav"); - PRECACHE_SOUND("buttons/spark6.wav"); + PRECACHE_SOUND( "buttons/spark5.wav" ); + PRECACHE_SOUND( "buttons/spark6.wav" ); pGibName = "models/computergibs.mdl"; - - PRECACHE_SOUND("debris/bustmetal1.wav"); - PRECACHE_SOUND("debris/bustmetal2.wav"); - break; + PRECACHE_SOUND( "debris/bustmetal1.wav" ); + PRECACHE_SOUND( "debris/bustmetal2.wav" ); + break; case matUnbreakableGlass: case matGlass: pGibName = "models/glassgibs.mdl"; - - PRECACHE_SOUND("debris/bustglass1.wav"); - PRECACHE_SOUND("debris/bustglass2.wav"); + + PRECACHE_SOUND( "debris/bustglass1.wav" ); + PRECACHE_SOUND( "debris/bustglass2.wav" ); break; case matMetal: pGibName = "models/metalplategibs.mdl"; - - PRECACHE_SOUND("debris/bustmetal1.wav"); - PRECACHE_SOUND("debris/bustmetal2.wav"); + + PRECACHE_SOUND( "debris/bustmetal1.wav" ); + PRECACHE_SOUND( "debris/bustmetal2.wav" ); break; case matCinderBlock: pGibName = "models/cindergibs.mdl"; - - PRECACHE_SOUND("debris/bustconcrete1.wav"); - PRECACHE_SOUND("debris/bustconcrete2.wav"); + + PRECACHE_SOUND( "debris/bustconcrete1.wav" ); + PRECACHE_SOUND( "debris/bustconcrete2.wav" ); break; case matRocks: pGibName = "models/rockgibs.mdl"; - - PRECACHE_SOUND("debris/bustconcrete1.wav"); - PRECACHE_SOUND("debris/bustconcrete2.wav"); + + PRECACHE_SOUND( "debris/bustconcrete1.wav" ); + PRECACHE_SOUND( "debris/bustconcrete2.wav" ); break; case matCeilingTile: pGibName = "models/ceilinggibs.mdl"; - - PRECACHE_SOUND ("debris/bustceiling.wav"); + + PRECACHE_SOUND( "debris/bustceiling.wav" ); break; case matNone: case matLastMaterial: @@ -343,20 +337,18 @@ void CBreakable::Precache( void ) break; } MaterialSoundPrecache( m_Material ); - if ( m_iszGibModel ) - pGibName = STRING(m_iszGibModel); + if( m_iszGibModel ) + pGibName = STRING( m_iszGibModel ); m_idShard = PRECACHE_MODEL( (char *)pGibName ); // Precache the spawn item's data - if ( m_iszSpawnObject ) + if( m_iszSpawnObject ) UTIL_PrecacheOther( (char *)STRING( m_iszSpawnObject ) ); } // play shard sound when func_breakable takes damage. // the more damage, the louder the shard sound. - - void CBreakable::DamageSound( void ) { int pitch; @@ -365,20 +357,20 @@ void CBreakable::DamageSound( void ) int i = 0; int material = m_Material; -// if (RANDOM_LONG(0,1)) -// return; + //if( RANDOM_LONG( 0, 1 ) ) + // return; - if (RANDOM_LONG(0,2)) + if( RANDOM_LONG( 0, 2 ) ) pitch = PITCH_NORM; else - pitch = 95 + RANDOM_LONG(0,34); + pitch = 95 + RANDOM_LONG( 0, 34 ); - fvol = RANDOM_FLOAT(0.75, 1.0); + fvol = RANDOM_FLOAT( 0.75, 1.0 ); - if (material == matComputer && RANDOM_LONG(0,1)) + if( material == matComputer && RANDOM_LONG( 0, 1 ) ) material = matMetal; - switch (material) + switch( material ) { case matComputer: case matGlass: @@ -422,37 +414,37 @@ void CBreakable::DamageSound( void ) break; } - if (i) - EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, rgpsz[RANDOM_LONG(0,i-1)], fvol, ATTN_NORM, 0, pitch); + if( i ) + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, rgpsz[ RANDOM_LONG( 0, i - 1 )], fvol, ATTN_NORM, 0, pitch ); } void CBreakable::BreakTouch( CBaseEntity *pOther ) { float flDamage; - entvars_t* pevToucher = pOther->pev; - + entvars_t* pevToucher = pOther->pev; + // only players can break these right now - if ( !pOther->IsPlayer() || !IsBreakable() ) + if( !pOther->IsPlayer() || !IsBreakable() ) { - return; + return; } - if ( FBitSet ( pev->spawnflags, SF_BREAK_TOUCH ) ) + if( FBitSet( pev->spawnflags, SF_BREAK_TOUCH ) ) { // can be broken when run into flDamage = pevToucher->velocity.Length() * 0.01; - if (flDamage >= pev->health) + if( flDamage >= pev->health ) { SetTouch( NULL ); - TakeDamage(pevToucher, pevToucher, flDamage, DMG_CRUSH); + TakeDamage( pevToucher, pevToucher, flDamage, DMG_CRUSH ); // do a little damage to player if we broke glass or computer pOther->TakeDamage( pev, pev, flDamage/4, DMG_SLASH ); } } - if ( FBitSet ( pev->spawnflags, SF_BREAK_PRESSURE ) && pevToucher->absmin.z >= pev->maxs.z - 2 ) + if( FBitSet( pev->spawnflags, SF_BREAK_PRESSURE ) && pevToucher->absmin.z >= pev->maxs.z - 2 ) { // can be broken when stood upon // play creaking sound here. @@ -461,7 +453,7 @@ void CBreakable::BreakTouch( CBaseEntity *pOther ) SetThink( &CBreakable::Die ); SetTouch( NULL ); - if ( m_flDelay == 0 ) + if( m_flDelay == 0 ) { // !!!BUGBUG - why doesn't zero delay work? m_flDelay = 0.1; @@ -478,21 +470,20 @@ void CBreakable::BreakTouch( CBaseEntity *pOther ) // Break when triggered void CBreakable::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { - if ( IsBreakable() ) + if( IsBreakable() ) { pev->angles.y = m_angle; - UTIL_MakeVectors(pev->angles); + UTIL_MakeVectors( pev->angles ); g_vecAttackDir = gpGlobals->v_forward; Die(); } } - void CBreakable::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ) { // random spark if this is a 'computer' object - if (RANDOM_LONG(0,1) ) + if( RANDOM_LONG( 0, 1 ) ) { switch( m_Material ) { @@ -500,16 +491,20 @@ void CBreakable::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vec { UTIL_Sparks( ptr->vecEndPos ); - float flVolume = RANDOM_FLOAT ( 0.7 , 1.0 );//random volume range - switch ( RANDOM_LONG(0,1) ) + float flVolume = RANDOM_FLOAT( 0.7 , 1.0 );//random volume range + switch( RANDOM_LONG( 0, 1 ) ) { - case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark5.wav", flVolume, ATTN_NORM); break; - case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark6.wav", flVolume, ATTN_NORM); break; + case 0: + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "buttons/spark5.wav", flVolume, ATTN_NORM ); + break; + case 1: + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "buttons/spark6.wav", flVolume, ATTN_NORM ); + break; } } break; case matUnbreakableGlass: - UTIL_Ricochet( ptr->vecEndPos, RANDOM_FLOAT(0.5,1.5) ); + UTIL_Ricochet( ptr->vecEndPos, RANDOM_FLOAT( 0.5, 1.5 ) ); break; default: break; @@ -524,19 +519,19 @@ void CBreakable::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vec // exceptions that are breakable-specific // bitsDamageType indicates the type of damage sustained ie: DMG_CRUSH //========================================================= -int CBreakable :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType ) +int CBreakable::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { - Vector vecTemp; + Vector vecTemp; // if Attacker == Inflictor, the attack was a melee or other instant-hit attack. // (that is, no actual entity projectile was involved in the attack so use the shooter's origin). - if ( pevAttacker == pevInflictor ) + if( pevAttacker == pevInflictor ) { vecTemp = pevInflictor->origin - ( pev->absmin + ( pev->size * 0.5 ) ); // if a client hit the breakable with a crowbar, and breakable is crowbar-sensitive, break it now. - if ( FBitSet ( pevAttacker->flags, FL_CLIENT ) && - FBitSet ( pev->spawnflags, SF_BREAK_CROWBAR ) && (bitsDamageType & DMG_CLUB)) + if( FBitSet ( pevAttacker->flags, FL_CLIENT ) && + FBitSet ( pev->spawnflags, SF_BREAK_CROWBAR ) && ( bitsDamageType & DMG_CLUB ) ) flDamage = pev->health; } else @@ -545,15 +540,15 @@ int CBreakable :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, f vecTemp = pevInflictor->origin - ( pev->absmin + ( pev->size * 0.5 ) ); } - if (!IsBreakable()) + if( !IsBreakable() ) return 0; // Breakables take double damage from the crowbar - if ( bitsDamageType & DMG_CLUB ) + if( bitsDamageType & DMG_CLUB ) flDamage *= 2; // Boxes / glass / etc. don't take much poison damage, just the impact of the dart - consider that 10% - if ( bitsDamageType & DMG_POISON ) + if( bitsDamageType & DMG_POISON ) flDamage *= 0.1; // this global is still used for glass and other non-monster killables, along with decals. @@ -561,7 +556,7 @@ int CBreakable :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, f // do the damage pev->health -= flDamage; - if (pev->health <= 0) + if( pev->health <= 0 ) { Killed( pevAttacker, GIB_NORMAL ); Die(); @@ -575,7 +570,6 @@ int CBreakable :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, f return 1; } - void CBreakable::Die( void ) { Vector vecSpot;// shard origin @@ -584,76 +578,86 @@ void CBreakable::Die( void ) char cFlag = 0; int pitch; float fvol; - - pitch = 95 + RANDOM_LONG(0,29); - if (pitch > 97 && pitch < 103) + pitch = 95 + RANDOM_LONG( 0, 29 ); + + if( pitch > 97 && pitch < 103 ) pitch = 100; // The more negative pev->health, the louder // the sound should be. - fvol = RANDOM_FLOAT(0.85, 1.0) + (fabs(pev->health) / 100.0); + fvol = RANDOM_FLOAT( 0.85, 1.0 ) + ( fabs( pev->health ) / 100.0 ); - if (fvol > 1.0) + if( fvol > 1.0 ) fvol = 1.0; - switch (m_Material) + switch( m_Material ) { case matGlass: - switch ( RANDOM_LONG(0,1) ) + switch( RANDOM_LONG( 0, 1 ) ) { - case 0: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustglass1.wav", fvol, ATTN_NORM, 0, pitch); + case 0: + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "debris/bustglass1.wav", fvol, ATTN_NORM, 0, pitch ); break; - case 1: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustglass2.wav", fvol, ATTN_NORM, 0, pitch); + case 1: + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "debris/bustglass2.wav", fvol, ATTN_NORM, 0, pitch ); break; } cFlag = BREAK_GLASS; break; case matWood: - switch ( RANDOM_LONG(0,1) ) + switch( RANDOM_LONG( 0, 1 ) ) { - case 0: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustcrate1.wav", fvol, ATTN_NORM, 0, pitch); + case 0: + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "debris/bustcrate1.wav", fvol, ATTN_NORM, 0, pitch ); break; - case 1: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustcrate2.wav", fvol, ATTN_NORM, 0, pitch); + case 1: + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "debris/bustcrate2.wav", fvol, ATTN_NORM, 0, pitch ); break; } cFlag = BREAK_WOOD; break; case matComputer: case matMetal: - switch ( RANDOM_LONG(0,1) ) + switch( RANDOM_LONG( 0, 1 ) ) { - case 0: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustmetal1.wav", fvol, ATTN_NORM, 0, pitch); + case 0: + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "debris/bustmetal1.wav", fvol, ATTN_NORM, 0, pitch ); break; - case 1: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustmetal2.wav", fvol, ATTN_NORM, 0, pitch); + case 1: + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "debris/bustmetal2.wav", fvol, ATTN_NORM, 0, pitch ); break; } cFlag = BREAK_METAL; break; case matFlesh: - switch ( RANDOM_LONG(0,1) ) + switch( RANDOM_LONG( 0, 1 ) ) { - case 0: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustflesh1.wav", fvol, ATTN_NORM, 0, pitch); + case 0: + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "debris/bustflesh1.wav", fvol, ATTN_NORM, 0, pitch ); break; - case 1: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustflesh2.wav", fvol, ATTN_NORM, 0, pitch); + case 1: + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "debris/bustflesh2.wav", fvol, ATTN_NORM, 0, pitch ); break; } cFlag = BREAK_FLESH; break; case matRocks: case matCinderBlock: - switch ( RANDOM_LONG(0,1) ) + switch( RANDOM_LONG( 0, 1 ) ) { - case 0: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustconcrete1.wav", fvol, ATTN_NORM, 0, pitch); + case 0: + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "debris/bustconcrete1.wav", fvol, ATTN_NORM, 0, pitch ); break; - case 1: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustconcrete2.wav", fvol, ATTN_NORM, 0, pitch); + case 1: + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "debris/bustconcrete2.wav", fvol, ATTN_NORM, 0, pitch ); break; } cFlag = BREAK_CONCRETE; break; case matCeilingTile: - EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustceiling.wav", fvol, ATTN_NORM, 0, pitch); + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "debris/bustceiling.wav", fvol, ATTN_NORM, 0, pitch ); break; case matNone: case matLastMaterial: @@ -663,7 +667,7 @@ void CBreakable::Die( void ) break; } - if (m_Explosion == expDirected) + if( m_Explosion == expDirected ) vecVelocity = g_vecAttackDir * 200; else { @@ -672,9 +676,9 @@ void CBreakable::Die( void ) vecVelocity.z = 0; } - vecSpot = pev->origin + (pev->mins + pev->maxs) * 0.5; + vecSpot = pev->origin + ( pev->mins + pev->maxs ) * 0.5; MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot ); - WRITE_BYTE( TE_BREAKMODEL); + WRITE_BYTE( TE_BREAKMODEL ); // position WRITE_COORD( vecSpot.x ); @@ -682,9 +686,9 @@ void CBreakable::Die( void ) WRITE_COORD( vecSpot.z ); // size - WRITE_COORD( pev->size.x); - WRITE_COORD( pev->size.y); - WRITE_COORD( pev->size.z); + WRITE_COORD( pev->size.x ); + WRITE_COORD( pev->size.y ); + WRITE_COORD( pev->size.z ); // velocity WRITE_COORD( vecVelocity.x ); @@ -692,7 +696,7 @@ void CBreakable::Die( void ) WRITE_COORD( vecVelocity.z ); // randomization - WRITE_BYTE( 10 ); + WRITE_BYTE( 10 ); // Model WRITE_SHORT( m_idShard ); //model id# @@ -708,9 +712,9 @@ void CBreakable::Die( void ) MESSAGE_END(); float size = pev->size.x; - if ( size < pev->size.y ) + if( size < pev->size.y ) size = pev->size.y; - if ( size < pev->size.z ) + if( size < pev->size.z ) size = pev->size.z; // !!! HACK This should work! @@ -723,9 +727,9 @@ void CBreakable::Die( void ) // BUGBUG -- can only find 256 entities on a breakable -- should be enough CBaseEntity *pList[256]; int count = UTIL_EntitiesInBox( pList, 256, mins, maxs, FL_ONGROUND ); - if ( count ) + if( count ) { - for ( int i = 0; i < count; i++ ) + for( int i = 0; i < count; i++ ) { ClearBits( pList[i]->pev->flags, FL_ONGROUND ); pList[i]->pev->groundentity = NULL; @@ -742,26 +746,26 @@ void CBreakable::Die( void ) SetThink( &CBaseEntity::SUB_Remove ); pev->nextthink = pev->ltime + 0.1; - if ( m_iszSpawnObject ) - CBaseEntity::Create( (char *)STRING(m_iszSpawnObject), VecBModelOrigin(pev), pev->angles, edict() ); + if( m_iszSpawnObject ) + CBaseEntity::Create( (char *)STRING( m_iszSpawnObject ), VecBModelOrigin( pev ), pev->angles, edict() ); - if ( Explodable() ) + if( Explodable() ) { ExplosionCreate( Center(), pev->angles, edict(), ExplosionMagnitude(), TRUE ); } } -BOOL CBreakable :: IsBreakable( void ) +BOOL CBreakable::IsBreakable( void ) { return m_Material != matUnbreakableGlass; } -int CBreakable :: DamageDecal( int bitsDamageType ) +int CBreakable::DamageDecal( int bitsDamageType ) { - if ( m_Material == matGlass ) - return DECAL_GLASSBREAK1 + RANDOM_LONG(0,2); + if( m_Material == matGlass ) + return DECAL_GLASSBREAK1 + RANDOM_LONG( 0, 2 ); - if ( m_Material == matUnbreakableGlass ) + if( m_Material == matUnbreakableGlass ) return DECAL_BPROOF1; return CBaseEntity::DamageDecal( bitsDamageType ); @@ -770,30 +774,30 @@ int CBreakable :: DamageDecal( int bitsDamageType ) class CPushable : public CBreakable { public: - void Spawn ( void ); - void Precache( void ); - void Touch ( CBaseEntity *pOther ); - void Move( CBaseEntity *pMover, int push ); - void KeyValue( KeyValueData *pkvd ); - void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); - void EXPORT StopSound( void ); + void Spawn ( void ); + void Precache( void ); + void Touch ( CBaseEntity *pOther ); + void Move( CBaseEntity *pMover, int push ); + void KeyValue( KeyValueData *pkvd ); + void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); + void EXPORT StopSound( void ); //virtual void SetActivator( CBaseEntity *pActivator ) { m_pPusher = pActivator; } - virtual int ObjectCaps( void ) { return (CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | FCAP_CONTINUOUS_USE; } - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); + virtual int ObjectCaps( void ) { return ( CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION ) | FCAP_CONTINUOUS_USE; } + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); inline float MaxSpeed( void ) { return m_maxSpeed; } // breakables use an overridden takedamage - virtual int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType ); + virtual int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); - static TYPEDESCRIPTION m_SaveData[]; + static TYPEDESCRIPTION m_SaveData[]; static char *m_soundNames[3]; - int m_lastSound; // no need to save/restore, just keeps the same sound from playing twice in a row - float m_maxSpeed; - float m_soundTime; + int m_lastSound; // no need to save/restore, just keeps the same sound from playing twice in a row + float m_maxSpeed; + float m_soundTime; }; TYPEDESCRIPTION CPushable::m_SaveData[] = @@ -806,20 +810,25 @@ IMPLEMENT_SAVERESTORE( CPushable, CBreakable ) LINK_ENTITY_TO_CLASS( func_pushable, CPushable ) -char *CPushable :: m_soundNames[3] = { "debris/pushbox1.wav", "debris/pushbox2.wav", "debris/pushbox3.wav" }; - -void CPushable :: Spawn( void ) +char *CPushable::m_soundNames[3] = { - if ( pev->spawnflags & SF_PUSH_BREAKABLE ) + "debris/pushbox1.wav", + "debris/pushbox2.wav", + "debris/pushbox3.wav" +}; + +void CPushable::Spawn( void ) +{ + if( pev->spawnflags & SF_PUSH_BREAKABLE ) CBreakable::Spawn(); else - Precache( ); + Precache(); - pev->movetype = MOVETYPE_PUSHSTEP; - pev->solid = SOLID_BBOX; - SET_MODEL( ENT(pev), STRING(pev->model) ); + pev->movetype = MOVETYPE_PUSHSTEP; + pev->solid = SOLID_BBOX; + SET_MODEL( ENT( pev ), STRING( pev->model ) ); - if ( pev->friction > 399 ) + if( pev->friction > 399 ) pev->friction = 399; m_maxSpeed = 400 - pev->friction; @@ -830,46 +839,50 @@ void CPushable :: Spawn( void ) UTIL_SetOrigin( pev, pev->origin ); // Multiply by area of the box's cross-section (assume 1000 units^3 standard volume) - pev->skin = ( pev->skin * (pev->maxs.x - pev->mins.x) * (pev->maxs.y - pev->mins.y) ) * 0.0005; + pev->skin = ( pev->skin * ( pev->maxs.x - pev->mins.x ) * ( pev->maxs.y - pev->mins.y ) ) * 0.0005; m_soundTime = 0; } -void CPushable :: Precache( void ) +void CPushable::Precache( void ) { - for ( int i = 0; i < 3; i++ ) + for( int i = 0; i < 3; i++ ) PRECACHE_SOUND( m_soundNames[i] ); - if ( pev->spawnflags & SF_PUSH_BREAKABLE ) - CBreakable::Precache( ); + if( pev->spawnflags & SF_PUSH_BREAKABLE ) + CBreakable::Precache(); } -void CPushable :: KeyValue( KeyValueData *pkvd ) +void CPushable::KeyValue( KeyValueData *pkvd ) { - if ( FStrEq(pkvd->szKeyName, "size") ) + if( FStrEq( pkvd->szKeyName, "size" ) ) { - int bbox = atoi(pkvd->szValue); + int bbox = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; switch( bbox ) { - case 0: // Point - UTIL_SetSize(pev, Vector(-8, -8, -8), Vector(8, 8, 8)); + case 0: + // Point + UTIL_SetSize( pev, Vector( -8, -8, -8 ), Vector( 8, 8, 8 ) ); break; - case 2: // Big Hull!?!? !!!BUGBUG Figure out what this hull really is - UTIL_SetSize(pev, VEC_DUCK_HULL_MIN*2, VEC_DUCK_HULL_MAX*2); + case 2: + // Big Hull!?!? !!!BUGBUG Figure out what this hull really is + UTIL_SetSize( pev, VEC_DUCK_HULL_MIN*2, VEC_DUCK_HULL_MAX * 2 ); break; - case 3: // Player duck - UTIL_SetSize(pev, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX); + case 3: + // Player duck + UTIL_SetSize( pev, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX ); break; default: - case 1: // Player - UTIL_SetSize(pev, VEC_HULL_MIN, VEC_HULL_MAX); + case 1: + // Player + UTIL_SetSize( pev, VEC_HULL_MIN, VEC_HULL_MAX ); break; } } - else if ( FStrEq(pkvd->szKeyName, "buoyancy") ) + else if( FStrEq( pkvd->szKeyName, "buoyancy" ) ) { - pev->skin = atof(pkvd->szValue); + pev->skin = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } else @@ -877,58 +890,58 @@ void CPushable :: KeyValue( KeyValueData *pkvd ) } // Pull the func_pushable -void CPushable :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) +void CPushable::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { - if ( !pActivator || !pActivator->IsPlayer() ) + if( !pActivator || !pActivator->IsPlayer() ) { - if ( pev->spawnflags & SF_PUSH_BREAKABLE ) + if( pev->spawnflags & SF_PUSH_BREAKABLE ) this->CBreakable::Use( pActivator, pCaller, useType, value ); return; } - if ( pActivator->pev->velocity != g_vecZero ) + if( pActivator->pev->velocity != g_vecZero ) Move( pActivator, 0 ); } -void CPushable :: Touch( CBaseEntity *pOther ) +void CPushable::Touch( CBaseEntity *pOther ) { - if ( FClassnameIs( pOther->pev, "worldspawn" ) ) + if( FClassnameIs( pOther->pev, "worldspawn" ) ) return; Move( pOther, 1 ); } -void CPushable :: Move( CBaseEntity *pOther, int push ) +void CPushable::Move( CBaseEntity *pOther, int push ) { - entvars_t* pevToucher = pOther->pev; + entvars_t* pevToucher = pOther->pev; int playerTouch = 0; // Is entity standing on this pushable ? - if ( FBitSet(pevToucher->flags,FL_ONGROUND) && pevToucher->groundentity && VARS(pevToucher->groundentity) == pev ) + if( FBitSet( pevToucher->flags,FL_ONGROUND ) && pevToucher->groundentity && VARS( pevToucher->groundentity ) == pev ) { // Only push if floating - if ( pev->waterlevel > 0 ) + if( pev->waterlevel > 0 ) pev->velocity.z += pevToucher->velocity.z * 0.1; return; } // g-cont. fix pushable acceleration bug (reverted as it used in mods) - if ( pOther->IsPlayer() ) + if( pOther->IsPlayer() ) { // Don't push unless the player is pushing forward and NOT use (pull) - if ( push && !(pevToucher->button & (IN_FORWARD|IN_USE)) ) + if( push && !( pevToucher->button & ( IN_FORWARD | IN_USE ) ) ) return; playerTouch = 1; } float factor; - if ( playerTouch ) + if( playerTouch ) { - if ( !(pevToucher->flags & FL_ONGROUND) ) // Don't push away from jumping/falling players unless in water + if( !( pevToucher->flags & FL_ONGROUND ) ) // Don't push away from jumping/falling players unless in water { - if ( pev->waterlevel < 1 ) + if( pev->waterlevel < 1 ) return; else factor = 0.1; @@ -943,27 +956,27 @@ void CPushable :: Move( CBaseEntity *pOther, int push ) pev->velocity.y += pevToucher->velocity.y * factor; float length = sqrt( pev->velocity.x * pev->velocity.x + pev->velocity.y * pev->velocity.y ); - if ( push && (length > MaxSpeed()) ) + if( push && ( length > MaxSpeed() ) ) { pev->velocity.x = (pev->velocity.x * MaxSpeed() / length ); pev->velocity.y = (pev->velocity.y * MaxSpeed() / length ); } - if ( playerTouch ) + if( playerTouch ) { pevToucher->velocity.x = pev->velocity.x; pevToucher->velocity.y = pev->velocity.y; - if ( (gpGlobals->time - m_soundTime) > 0.7 ) + if( ( gpGlobals->time - m_soundTime ) > 0.7 ) { m_soundTime = gpGlobals->time; - if ( length > 0 && FBitSet(pev->flags,FL_ONGROUND) ) + if( length > 0 && FBitSet( pev->flags,FL_ONGROUND ) ) { - m_lastSound = RANDOM_LONG(0,2); - EMIT_SOUND(ENT(pev), CHAN_WEAPON, m_soundNames[m_lastSound], 0.5, ATTN_NORM); + m_lastSound = RANDOM_LONG( 0, 2 ); + EMIT_SOUND( ENT( pev ), CHAN_WEAPON, m_soundNames[m_lastSound], 0.5, ATTN_NORM ); //SetThink( &StopSound ); //pev->nextthink = pev->ltime + 0.1; } else - STOP_SOUND( ENT(pev), CHAN_WEAPON, m_soundNames[m_lastSound] ); + STOP_SOUND( ENT( pev ), CHAN_WEAPON, m_soundNames[m_lastSound] ); } } } @@ -972,14 +985,14 @@ void CPushable :: Move( CBaseEntity *pOther, int push ) void CPushable::StopSound( void ) { Vector dist = pev->oldorigin - pev->origin; - if ( dist.Length() <= 0 ) - STOP_SOUND( ENT(pev), CHAN_WEAPON, m_soundNames[m_lastSound] ); + if( dist.Length() <= 0 ) + STOP_SOUND( ENT( pev ), CHAN_WEAPON, m_soundNames[m_lastSound] ); } #endif -int CPushable::TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType ) +int CPushable::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { - if ( pev->spawnflags & SF_PUSH_BREAKABLE ) + if( pev->spawnflags & SF_PUSH_BREAKABLE ) return CBreakable::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); return 1; diff --git a/dlls/func_break.h b/dlls/func_break.h index 9bb281d6..ab5dda41 100644 --- a/dlls/func_break.h +++ b/dlls/func_break.h @@ -15,8 +15,25 @@ #ifndef FUNC_BREAK_H #define FUNC_BREAK_H -typedef enum { expRandom, expDirected} Explosions; -typedef enum { matGlass = 0, matWood, matMetal, matFlesh, matCinderBlock, matCeilingTile, matComputer, matUnbreakableGlass, matRocks, matNone, matLastMaterial } Materials; +typedef enum +{ + expRandom, + expDirected +} Explosions; +typedef enum +{ + matGlass = 0, + matWood, + matMetal, + matFlesh, + matCinderBlock, + matCeilingTile, + matComputer, + matUnbreakableGlass, + matRocks, + matNone, + matLastMaterial +} Materials; #define NUM_SHARDS 6 // this many shards spawned when breakable objects break; @@ -32,23 +49,23 @@ public: void DamageSound( void ); // breakables use an overridden takedamage - virtual int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType ); + virtual int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); // To spark when hit void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ); BOOL IsBreakable( void ); BOOL SparkWhenHit( void ); - int DamageDecal( int bitsDamageType ); + int DamageDecal( int bitsDamageType ); - void EXPORT Die( void ); - virtual int ObjectCaps( void ) { return (CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION); } - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); + void EXPORT Die( void ); + virtual int ObjectCaps( void ) { return ( CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION ); } + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); - inline BOOL Explodable( void ) { return ExplosionMagnitude() > 0; } - inline int ExplosionMagnitude( void ) { return pev->impulse; } - inline void ExplosionSetMagnitude( int magnitude ) { pev->impulse = magnitude; } + inline BOOL Explodable( void ) { return ExplosionMagnitude() > 0; } + inline int ExplosionMagnitude( void ) { return pev->impulse; } + inline void ExplosionSetMagnitude( int magnitude ) { pev->impulse = magnitude; } static void MaterialSoundPrecache( Materials precacheMaterial ); static void MaterialSoundRandom( edict_t *pEdict, Materials soundMaterial, float volume ); @@ -61,14 +78,13 @@ public: static const char *pSoundsConcrete[]; static const char *pSpawnObjects[]; - static TYPEDESCRIPTION m_SaveData[]; + static TYPEDESCRIPTION m_SaveData[]; - Materials m_Material; - Explosions m_Explosion; - int m_idShard; - float m_angle; - int m_iszGibModel; - int m_iszSpawnObject; + Materials m_Material; + Explosions m_Explosion; + int m_idShard; + float m_angle; + int m_iszGibModel; + int m_iszSpawnObject; }; - #endif // FUNC_BREAK_H diff --git a/dlls/func_tank.cpp b/dlls/func_tank.cpp index a61e5c14..eab9e621 100644 --- a/dlls/func_tank.cpp +++ b/dlls/func_tank.cpp @@ -46,12 +46,12 @@ enum TANKBULLET class CFuncTank : public CBaseEntity { public: - void Spawn( void ); - void Precache( void ); - void KeyValue( KeyValueData *pkvd ); - void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); - void Think( void ); - void TrackTarget( void ); + void Spawn( void ); + void Precache( void ); + void KeyValue( KeyValueData *pkvd ); + void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); + void Think( void ); + void TrackTarget( void ); virtual void Fire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker ); virtual Vector UpdateTargetPosition( CBaseEntity *pTarget ) @@ -59,17 +59,17 @@ public: return pTarget->BodyTarget( pev->origin ); } - void StartRotSound( void ); - void StopRotSound( void ); + void StartRotSound( void ); + void StopRotSound( void ); // Bmodels don't go across transitions - virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } + virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } inline BOOL IsActive( void ) { return (pev->spawnflags & SF_TANK_ACTIVE)?TRUE:FALSE; } inline void TankActivate( void ) { pev->spawnflags |= SF_TANK_ACTIVE; pev->nextthink = pev->ltime + 0.1; m_fireLast = 0; } inline void TankDeactivate( void ) { pev->spawnflags &= ~SF_TANK_ACTIVE; m_fireLast = 0; StopRotSound(); } inline BOOL CanFire( void ) { return (gpGlobals->time - m_lastSightTime) < m_persist; } - BOOL InRange( float range ); + BOOL InRange( float range ); // Acquire a target. pPlayer is a player in the PVS edict_t *FindTarget( edict_t *pPlayer ); @@ -129,7 +129,7 @@ protected: int m_iszMaster; // Master entity (game_team_master or multisource) }; -TYPEDESCRIPTION CFuncTank::m_SaveData[] = +TYPEDESCRIPTION CFuncTank::m_SaveData[] = { DEFINE_FIELD( CFuncTank, m_yawCenter, FIELD_FLOAT ), DEFINE_FIELD( CFuncTank, m_yawRate, FIELD_FLOAT ), @@ -170,148 +170,149 @@ static Vector gTankSpread[] = Vector( 0.25, 0.25, 0.25 ), // extra-large cone }; -#define MAX_FIRING_SPREADS ARRAYSIZE(gTankSpread) +#define MAX_FIRING_SPREADS ARRAYSIZE( gTankSpread ) -void CFuncTank :: Spawn( void ) +void CFuncTank::Spawn( void ) { Precache(); - pev->movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything - pev->solid = SOLID_BSP; - SET_MODEL( ENT(pev), STRING(pev->model) ); + pev->movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything + pev->solid = SOLID_BSP; + SET_MODEL( ENT( pev ), STRING( pev->model ) ); m_yawCenter = pev->angles.y; m_pitchCenter = pev->angles.x; - if ( IsActive() ) + if( IsActive() ) pev->nextthink = pev->ltime + 1.0; m_sightOrigin = BarrelPosition(); // Point at the end of the barrel - if ( m_fireRate <= 0 ) + if( m_fireRate <= 0 ) m_fireRate = 1; - if ( m_spread > MAX_FIRING_SPREADS ) + if( m_spread > MAX_FIRING_SPREADS ) m_spread = 0; pev->oldorigin = pev->origin; } -void CFuncTank :: Precache( void ) +void CFuncTank::Precache( void ) { - if ( m_iszSpriteSmoke ) - PRECACHE_MODEL( (char *)STRING(m_iszSpriteSmoke) ); - if ( m_iszSpriteFlash ) - PRECACHE_MODEL( (char *)STRING(m_iszSpriteFlash) ); + if( m_iszSpriteSmoke ) + PRECACHE_MODEL( (char *)STRING( m_iszSpriteSmoke ) ); - if ( pev->noise ) - PRECACHE_SOUND( (char *)STRING(pev->noise) ); + if( m_iszSpriteFlash ) + PRECACHE_MODEL( (char *)STRING( m_iszSpriteFlash ) ); + + if( pev->noise ) + PRECACHE_SOUND( (char *)STRING( pev->noise ) ); } -void CFuncTank :: KeyValue( KeyValueData *pkvd ) +void CFuncTank::KeyValue( KeyValueData *pkvd ) { - if (FStrEq(pkvd->szKeyName, "yawrate")) + if( FStrEq( pkvd->szKeyName, "yawrate" ) ) { - m_yawRate = atof(pkvd->szValue); + m_yawRate = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "yawrange")) + else if( FStrEq( pkvd->szKeyName, "yawrange" ) ) { - m_yawRange = atof(pkvd->szValue); + m_yawRange = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "yawtolerance")) + else if( FStrEq( pkvd->szKeyName, "yawtolerance" ) ) { - m_yawTolerance = atof(pkvd->szValue); + m_yawTolerance = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "pitchrange")) + else if( FStrEq( pkvd->szKeyName, "pitchrange" ) ) { - m_pitchRange = atof(pkvd->szValue); + m_pitchRange = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "pitchrate")) + else if( FStrEq( pkvd->szKeyName, "pitchrate" ) ) { - m_pitchRate = atof(pkvd->szValue); + m_pitchRate = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "pitchtolerance")) + else if( FStrEq( pkvd->szKeyName, "pitchtolerance" ) ) { - m_pitchTolerance = atof(pkvd->szValue); + m_pitchTolerance = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "firerate")) + else if( FStrEq( pkvd->szKeyName, "firerate" ) ) { - m_fireRate = atof(pkvd->szValue); + m_fireRate = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "barrel")) + else if( FStrEq( pkvd->szKeyName, "barrel" ) ) { - m_barrelPos.x = atof(pkvd->szValue); + m_barrelPos.x = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "barrely")) + else if( FStrEq( pkvd->szKeyName, "barrely" ) ) { - m_barrelPos.y = atof(pkvd->szValue); + m_barrelPos.y = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "barrelz")) + else if( FStrEq( pkvd->szKeyName, "barrelz" ) ) { - m_barrelPos.z = atof(pkvd->szValue); + m_barrelPos.z = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "spritescale")) + else if( FStrEq( pkvd->szKeyName, "spritescale" ) ) { - m_spriteScale = atof(pkvd->szValue); + m_spriteScale = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "spritesmoke")) + else if( FStrEq( pkvd->szKeyName, "spritesmoke" ) ) { - m_iszSpriteSmoke = ALLOC_STRING(pkvd->szValue); + m_iszSpriteSmoke = ALLOC_STRING( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "spriteflash")) + else if( FStrEq( pkvd->szKeyName, "spriteflash" ) ) { - m_iszSpriteFlash = ALLOC_STRING(pkvd->szValue); + m_iszSpriteFlash = ALLOC_STRING( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "rotatesound")) + else if( FStrEq( pkvd->szKeyName, "rotatesound" ) ) { - pev->noise = ALLOC_STRING(pkvd->szValue); + pev->noise = ALLOC_STRING( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "persistence")) + else if( FStrEq( pkvd->szKeyName, "persistence" ) ) { - m_persist = atof(pkvd->szValue); + m_persist = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "bullet")) + else if( FStrEq( pkvd->szKeyName, "bullet" ) ) { - m_bulletType = (TANKBULLET)atoi(pkvd->szValue); + m_bulletType = (TANKBULLET)atoi( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if ( FStrEq(pkvd->szKeyName, "bullet_damage" )) + else if( FStrEq( pkvd->szKeyName, "bullet_damage" ) ) { - m_iBulletDamage = atoi(pkvd->szValue); + m_iBulletDamage = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "firespread")) + else if( FStrEq(pkvd->szKeyName, "firespread" ) ) { - m_spread = atoi(pkvd->szValue); + m_spread = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "minRange")) + else if( FStrEq( pkvd->szKeyName, "minRange" ) ) { - m_minRange = atof(pkvd->szValue); + m_minRange = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "maxRange")) + else if( FStrEq( pkvd->szKeyName, "maxRange" ) ) { - m_maxRange = atof(pkvd->szValue); + m_maxRange = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "master")) + else if( FStrEq( pkvd->szKeyName, "master" ) ) { - m_iszMaster = ALLOC_STRING(pkvd->szValue); + m_iszMaster = ALLOC_STRING( pkvd->szValue ); pkvd->fHandled = TRUE; } else @@ -322,57 +323,56 @@ void CFuncTank :: KeyValue( KeyValueData *pkvd ) //================================================================================== // TANK CONTROLLING -BOOL CFuncTank :: OnControls( entvars_t *pevTest ) +BOOL CFuncTank::OnControls( entvars_t *pevTest ) { - if ( !(pev->spawnflags & SF_TANK_CANCONTROL) ) + if( !( pev->spawnflags & SF_TANK_CANCONTROL ) ) return FALSE; Vector offset = pevTest->origin - pev->origin; - if ( (m_vecControllerUsePos - pevTest->origin).Length() < 30 ) + if( ( m_vecControllerUsePos - pevTest->origin ).Length() < 30 ) return TRUE; return FALSE; } -BOOL CFuncTank :: StartControl( CBasePlayer *pController ) +BOOL CFuncTank::StartControl( CBasePlayer *pController ) { - if ( m_pController != NULL ) + if( m_pController != NULL ) return FALSE; // Team only or disabled? - if ( m_iszMaster ) + if( m_iszMaster ) { - if ( !UTIL_IsMasterTriggered( m_iszMaster, pController ) ) + if( !UTIL_IsMasterTriggered( m_iszMaster, pController ) ) return FALSE; } ALERT( at_console, "using TANK!\n"); m_pController = pController; - if ( m_pController->m_pActiveItem ) + if( m_pController->m_pActiveItem ) { m_pController->m_pActiveItem->Holster(); m_pController->pev->weaponmodel = 0; - m_pController->pev->viewmodel = 0; - + m_pController->pev->viewmodel = 0; } m_pController->m_iHideHUD |= HIDEHUD_WEAPONS; m_vecControllerUsePos = m_pController->pev->origin; - + pev->nextthink = pev->ltime + 0.1; - + return TRUE; } -void CFuncTank :: StopControl() +void CFuncTank::StopControl() { // TODO: bring back the controllers current weapon - if ( !m_pController ) + if( !m_pController ) return; - if ( m_pController->m_pActiveItem ) + if( m_pController->m_pActiveItem ) m_pController->m_pActiveItem->Deploy(); ALERT( at_console, "stopped using TANK\n"); @@ -382,51 +382,51 @@ void CFuncTank :: StopControl() pev->nextthink = 0; m_pController = NULL; - if ( IsActive() ) + if( IsActive() ) pev->nextthink = pev->ltime + 1.0; } // Called each frame by the player's ItemPostFrame -void CFuncTank :: ControllerPostFrame( void ) +void CFuncTank::ControllerPostFrame( void ) { - ASSERT(m_pController != NULL); + ASSERT( m_pController != NULL ); - if ( gpGlobals->time < m_flNextAttack ) + if( gpGlobals->time < m_flNextAttack ) return; - if ( m_pController->pev->button & IN_ATTACK ) + if( m_pController->pev->button & IN_ATTACK ) { Vector vecForward; UTIL_MakeVectorsPrivate( pev->angles, vecForward, NULL, NULL ); - m_fireLast = gpGlobals->time - (1/m_fireRate) - 0.01; // to make sure the gun doesn't fire too many bullets + m_fireLast = gpGlobals->time - ( 1 / m_fireRate ) - 0.01; // to make sure the gun doesn't fire too many bullets Fire( BarrelPosition(), vecForward, m_pController->pev ); // HACKHACK -- make some noise (that the AI can hear) - if ( m_pController && m_pController->IsPlayer() ) - ((CBasePlayer *)m_pController)->m_iWeaponVolume = LOUD_GUN_VOLUME; + if( m_pController && m_pController->IsPlayer() ) + ( (CBasePlayer *)m_pController )->m_iWeaponVolume = LOUD_GUN_VOLUME; - m_flNextAttack = gpGlobals->time + (1/m_fireRate); + m_flNextAttack = gpGlobals->time + ( 1 / m_fireRate ); } } ////////////// END NEW STUFF ////////////// -void CFuncTank :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) +void CFuncTank::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { - if ( pev->spawnflags & SF_TANK_CANCONTROL ) - { // player controlled turret - - if ( pActivator->Classify() != CLASS_PLAYER ) + if( pev->spawnflags & SF_TANK_CANCONTROL ) + { + // player controlled turret + if( pActivator->Classify() != CLASS_PLAYER ) return; - if ( value == 2 && useType == USE_SET ) + if( value == 2 && useType == USE_SET ) { ControllerPostFrame(); } - else if ( !m_pController && useType != USE_OFF ) + else if( !m_pController && useType != USE_OFF ) { - ((CBasePlayer*)pActivator)->m_pTank = this; + ( (CBasePlayer*)pActivator )->m_pTank = this; StartControl( (CBasePlayer*)pActivator ); } else @@ -436,37 +436,37 @@ void CFuncTank :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE u } else { - if ( !ShouldToggle( useType, IsActive() ) ) + if( !ShouldToggle( useType, IsActive() ) ) return; - if ( IsActive() ) + if( IsActive() ) TankDeactivate(); else TankActivate(); } } -edict_t *CFuncTank :: FindTarget( edict_t *pPlayer ) +edict_t *CFuncTank::FindTarget( edict_t *pPlayer ) { return pPlayer; } -BOOL CFuncTank :: InRange( float range ) +BOOL CFuncTank::InRange( float range ) { - if ( range < m_minRange ) + if( range < m_minRange ) return FALSE; - if ( m_maxRange > 0 && range > m_maxRange ) + if( m_maxRange > 0 && range > m_maxRange ) return FALSE; return TRUE; } -void CFuncTank :: Think( void ) +void CFuncTank::Think( void ) { pev->avelocity = g_vecZero; TrackTarget(); - if ( fabs(pev->avelocity.x) > 1 || fabs(pev->avelocity.y) > 1 ) + if( fabs( pev->avelocity.x ) > 1 || fabs( pev->avelocity.y ) > 1 ) StartRotSound(); else StopRotSound(); @@ -481,7 +481,7 @@ void CFuncTank::TrackTarget( void ) edict_t *pTarget; // Get a position to aim for - if (m_pController) + if( m_pController ) { // Tanks attempt to mirror the player's angles angles = m_pController->pev->v_angle; @@ -490,39 +490,39 @@ void CFuncTank::TrackTarget( void ) } else { - if ( IsActive() ) + if( IsActive() ) pev->nextthink = pev->ltime + 0.1; else return; - if ( FNullEnt( pPlayer ) ) + if( FNullEnt( pPlayer ) ) { - if ( IsActive() ) + if( IsActive() ) pev->nextthink = pev->ltime + 2; // Wait 2 secs return; } pTarget = FindTarget( pPlayer ); - if ( !pTarget ) + if( !pTarget ) return; // Calculate angle needed to aim at target barrelEnd = BarrelPosition(); targetPosition = pTarget->v.origin + pTarget->v.view_ofs; - float range = (targetPosition - barrelEnd).Length(); - - if ( !InRange( range ) ) + float range = ( targetPosition - barrelEnd ).Length(); + + if( !InRange( range ) ) return; UTIL_TraceLine( barrelEnd, targetPosition, dont_ignore_monsters, edict(), &tr ); - + lineOfSight = FALSE; // No line of sight, don't track - if ( tr.flFraction == 1.0 || tr.pHit == pTarget ) + if( tr.flFraction == 1.0 || tr.pHit == pTarget ) { lineOfSight = TRUE; CBaseEntity *pInstance = CBaseEntity::Instance(pTarget); - if ( InRange( range ) && pInstance && pInstance->IsAlive() ) + if( InRange( range ) && pInstance && pInstance->IsAlive() ) { updateTime = TRUE; m_sightOrigin = UpdateTargetPosition( pInstance ); @@ -546,63 +546,63 @@ void CFuncTank::TrackTarget( void ) angles.x = m_pitchCenter + UTIL_AngleDistance( angles.x, m_pitchCenter ); // Limit against range in y - if ( angles.y > m_yawCenter + m_yawRange ) + if( angles.y > m_yawCenter + m_yawRange ) { angles.y = m_yawCenter + m_yawRange; updateTime = FALSE; // Don't update if you saw the player, but out of range } - else if ( angles.y < (m_yawCenter - m_yawRange) ) + else if( angles.y < ( m_yawCenter - m_yawRange ) ) { - angles.y = (m_yawCenter - m_yawRange); + angles.y = ( m_yawCenter - m_yawRange ); updateTime = FALSE; // Don't update if you saw the player, but out of range } - if ( updateTime ) + if( updateTime ) m_lastSightTime = gpGlobals->time; // Move toward target at rate or less float distY = UTIL_AngleDistance( angles.y, pev->angles.y ); pev->avelocity.y = distY * 10; - if ( pev->avelocity.y > m_yawRate ) + if( pev->avelocity.y > m_yawRate ) pev->avelocity.y = m_yawRate; - else if ( pev->avelocity.y < -m_yawRate ) + else if( pev->avelocity.y < -m_yawRate ) pev->avelocity.y = -m_yawRate; // Limit against range in x - if ( angles.x > m_pitchCenter + m_pitchRange ) + if( angles.x > m_pitchCenter + m_pitchRange ) angles.x = m_pitchCenter + m_pitchRange; - else if ( angles.x < m_pitchCenter - m_pitchRange ) + else if( angles.x < m_pitchCenter - m_pitchRange ) angles.x = m_pitchCenter - m_pitchRange; // Move toward target at rate or less float distX = UTIL_AngleDistance( angles.x, pev->angles.x ); pev->avelocity.x = distX * 10; - if ( pev->avelocity.x > m_pitchRate ) + if( pev->avelocity.x > m_pitchRate ) pev->avelocity.x = m_pitchRate; - else if ( pev->avelocity.x < -m_pitchRate ) + else if( pev->avelocity.x < -m_pitchRate ) pev->avelocity.x = -m_pitchRate; - if ( m_pController ) + if( m_pController ) return; - if ( CanFire() && ( (fabs(distX) < m_pitchTolerance && fabs(distY) < m_yawTolerance) || (pev->spawnflags & SF_TANK_LINEOFSIGHT) ) ) + if( CanFire() && ( ( fabs( distX ) < m_pitchTolerance && fabs( distY ) < m_yawTolerance ) || ( pev->spawnflags & SF_TANK_LINEOFSIGHT ) ) ) { BOOL fire = FALSE; Vector forward; UTIL_MakeVectorsPrivate( pev->angles, forward, NULL, NULL ); - if ( pev->spawnflags & SF_TANK_LINEOFSIGHT ) + if( pev->spawnflags & SF_TANK_LINEOFSIGHT ) { float length = direction.Length(); UTIL_TraceLine( barrelEnd, barrelEnd + forward * length, dont_ignore_monsters, edict(), &tr ); - if ( tr.pHit == pTarget ) + if( tr.pHit == pTarget ) fire = TRUE; } else fire = TRUE; - if ( fire ) + if( fire ) { Fire( BarrelPosition(), forward, pev ); } @@ -618,20 +618,19 @@ void CFuncTank::AdjustAnglesForBarrel( Vector &angles, float distance ) { float r2, d2; - - if ( m_barrelPos.y != 0 || m_barrelPos.z != 0 ) + if( m_barrelPos.y != 0 || m_barrelPos.z != 0 ) { distance -= m_barrelPos.z; d2 = distance * distance; - if ( m_barrelPos.y ) + if( m_barrelPos.y ) { r2 = m_barrelPos.y * m_barrelPos.y; - angles.y += (180.0 / M_PI) * atan2( m_barrelPos.y, sqrt( d2 - r2 ) ); + angles.y += ( 180.0 / M_PI ) * atan2( m_barrelPos.y, sqrt( d2 - r2 ) ); } - if ( m_barrelPos.z ) + if( m_barrelPos.z ) { r2 = m_barrelPos.z * m_barrelPos.z; - angles.x += (180.0 / M_PI) * atan2( -m_barrelPos.z, sqrt( d2 - r2 ) ); + angles.x += ( 180.0 / M_PI ) * atan2( -m_barrelPos.z, sqrt( d2 - r2 ) ); } } } @@ -639,19 +638,19 @@ void CFuncTank::AdjustAnglesForBarrel( Vector &angles, float distance ) // Fire targets and spawn sprites void CFuncTank::Fire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker ) { - if ( m_fireLast != 0 ) + if( m_fireLast != 0 ) { - if ( m_iszSpriteSmoke ) + if( m_iszSpriteSmoke ) { - CSprite *pSprite = CSprite::SpriteCreate( STRING(m_iszSpriteSmoke), barrelEnd, TRUE ); + CSprite *pSprite = CSprite::SpriteCreate( STRING( m_iszSpriteSmoke ), barrelEnd, TRUE ); pSprite->AnimateAndDie( RANDOM_FLOAT( 15.0, 20.0 ) ); pSprite->SetTransparency( kRenderTransAlpha, pev->rendercolor.x, pev->rendercolor.y, pev->rendercolor.z, 255, kRenderFxNone ); - pSprite->pev->velocity.z = RANDOM_FLOAT(40, 80); + pSprite->pev->velocity.z = RANDOM_FLOAT( 40, 80 ); pSprite->SetScale( m_spriteScale ); } - if ( m_iszSpriteFlash ) + if( m_iszSpriteFlash ) { - CSprite *pSprite = CSprite::SpriteCreate( STRING(m_iszSpriteFlash), barrelEnd, TRUE ); + CSprite *pSprite = CSprite::SpriteCreate( STRING( m_iszSpriteFlash ), barrelEnd, TRUE ); pSprite->AnimateAndDie( 60 ); pSprite->SetTransparency( kRenderTransAdd, 255, 255, 255, 255, kRenderFxNoDissipation ); pSprite->SetScale( m_spriteScale ); @@ -668,32 +667,33 @@ void CFuncTank::TankTrace( const Vector &vecStart, const Vector &vecForward, con { // get circular gaussian spread float x, y, z; - do { - x = RANDOM_FLOAT(-0.5,0.5) + RANDOM_FLOAT(-0.5,0.5); - y = RANDOM_FLOAT(-0.5,0.5) + RANDOM_FLOAT(-0.5,0.5); - z = x*x+y*y; - } while (z > 1); + do + { + x = RANDOM_FLOAT( -0.5, 0.5 ) + RANDOM_FLOAT( -0.5, 0.5 ); + y = RANDOM_FLOAT( -0.5, 0.5 ) + RANDOM_FLOAT( -0.5, 0.5 ); + z = x * x + y * y; + } while( z > 1 ); Vector vecDir = vecForward + x * vecSpread.x * gpGlobals->v_right + y * vecSpread.y * gpGlobals->v_up; Vector vecEnd; - + vecEnd = vecStart + vecDir * 4096; UTIL_TraceLine( vecStart, vecEnd, dont_ignore_monsters, edict(), &tr ); } void CFuncTank::StartRotSound( void ) { - if ( !pev->noise || (pev->spawnflags & SF_TANK_SOUNDON) ) + if( !pev->noise || ( pev->spawnflags & SF_TANK_SOUNDON ) ) return; pev->spawnflags |= SF_TANK_SOUNDON; - EMIT_SOUND( edict(), CHAN_STATIC, (char*)STRING(pev->noise), 0.85, ATTN_NORM); + EMIT_SOUND( edict(), CHAN_STATIC, (char*)STRING( pev->noise ), 0.85, ATTN_NORM ); } void CFuncTank::StopRotSound( void ) { - if ( pev->spawnflags & SF_TANK_SOUNDON ) - STOP_SOUND( edict(), CHAN_STATIC, (char*)STRING(pev->noise) ); + if( pev->spawnflags & SF_TANK_SOUNDON ) + STOP_SOUND( edict(), CHAN_STATIC, (char*)STRING( pev->noise ) ); pev->spawnflags &= ~SF_TANK_SOUNDON; } @@ -709,30 +709,27 @@ void CFuncTankGun::Fire( const Vector &barrelEnd, const Vector &forward, entvars { int i; - if ( m_fireLast != 0 ) + if( m_fireLast != 0 ) { // FireBullets needs gpGlobals->v_up, etc. - UTIL_MakeAimVectors(pev->angles); + UTIL_MakeAimVectors( pev->angles ); - int bulletCount = (gpGlobals->time - m_fireLast) * m_fireRate; - if ( bulletCount > 0 ) + int bulletCount = ( gpGlobals->time - m_fireLast ) * m_fireRate; + if( bulletCount > 0 ) { - for ( i = 0; i < bulletCount; i++ ) + for( i = 0; i < bulletCount; i++ ) { switch( m_bulletType ) { case TANK_BULLET_9MM: FireBullets( 1, barrelEnd, forward, gTankSpread[m_spread], 4096, BULLET_MONSTER_9MM, 1, m_iBulletDamage, pevAttacker ); break; - case TANK_BULLET_MP5: FireBullets( 1, barrelEnd, forward, gTankSpread[m_spread], 4096, BULLET_MONSTER_MP5, 1, m_iBulletDamage, pevAttacker ); break; - case TANK_BULLET_12MM: FireBullets( 1, barrelEnd, forward, gTankSpread[m_spread], 4096, BULLET_MONSTER_12MM, 1, m_iBulletDamage, pevAttacker ); break; - default: case TANK_BULLET_NONE: break; @@ -748,24 +745,24 @@ void CFuncTankGun::Fire( const Vector &barrelEnd, const Vector &forward, entvars class CFuncTankLaser : public CFuncTank { public: - void Activate( void ); - void KeyValue( KeyValueData *pkvd ); - void Fire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker ); - void Think( void ); + void Activate( void ); + void KeyValue( KeyValueData *pkvd ); + void Fire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker ); + void Think( void ); CLaser *GetLaser( void ); - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); - static TYPEDESCRIPTION m_SaveData[]; + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); + static TYPEDESCRIPTION m_SaveData[]; private: - CLaser *m_pLaser; - float m_laserTime; + CLaser *m_pLaser; + float m_laserTime; }; LINK_ENTITY_TO_CLASS( func_tanklaser, CFuncTankLaser ) -TYPEDESCRIPTION CFuncTankLaser::m_SaveData[] = +TYPEDESCRIPTION CFuncTankLaser::m_SaveData[] = { DEFINE_FIELD( CFuncTankLaser, m_pLaser, FIELD_CLASSPTR ), DEFINE_FIELD( CFuncTankLaser, m_laserTime, FIELD_TIME ), @@ -775,9 +772,9 @@ IMPLEMENT_SAVERESTORE( CFuncTankLaser, CFuncTank ) void CFuncTankLaser::Activate( void ) { - if ( !GetLaser() ) + if( !GetLaser() ) { - UTIL_Remove(this); + UTIL_Remove( this ); ALERT( at_error, "Laser tank with no env_laser!\n" ); } else @@ -788,9 +785,9 @@ void CFuncTankLaser::Activate( void ) void CFuncTankLaser::KeyValue( KeyValueData *pkvd ) { - if (FStrEq(pkvd->szKeyName, "laserentity")) + if( FStrEq( pkvd->szKeyName, "laserentity" ) ) { - pev->message = ALLOC_STRING(pkvd->szValue); + pev->message = ALLOC_STRING( pkvd->szValue ); pkvd->fHandled = TRUE; } else @@ -799,22 +796,22 @@ void CFuncTankLaser::KeyValue( KeyValueData *pkvd ) CLaser *CFuncTankLaser::GetLaser( void ) { - if ( m_pLaser ) + if( m_pLaser ) return m_pLaser; edict_t *pentLaser; - pentLaser = FIND_ENTITY_BY_TARGETNAME( NULL, STRING(pev->message) ); - while ( !FNullEnt( pentLaser ) ) + pentLaser = FIND_ENTITY_BY_TARGETNAME( NULL, STRING( pev->message ) ); + while( !FNullEnt( pentLaser ) ) { // Found the landmark - if ( FClassnameIs( pentLaser, "env_laser" ) ) + if( FClassnameIs( pentLaser, "env_laser" ) ) { - m_pLaser = (CLaser *)CBaseEntity::Instance(pentLaser); + m_pLaser = (CLaser *)CBaseEntity::Instance( pentLaser ); break; } else - pentLaser = FIND_ENTITY_BY_TARGETNAME( pentLaser, STRING(pev->message) ); + pentLaser = FIND_ENTITY_BY_TARGETNAME( pentLaser, STRING( pev->message ) ); } return m_pLaser; @@ -822,7 +819,7 @@ CLaser *CFuncTankLaser::GetLaser( void ) void CFuncTankLaser::Think( void ) { - if ( m_pLaser && (gpGlobals->time > m_laserTime) ) + if( m_pLaser && (gpGlobals->time > m_laserTime) ) m_pLaser->TurnOff(); CFuncTank::Think(); @@ -833,19 +830,19 @@ void CFuncTankLaser::Fire( const Vector &barrelEnd, const Vector &forward, entva int i; TraceResult tr; - if ( m_fireLast != 0 && GetLaser() ) + if( m_fireLast != 0 && GetLaser() ) { // TankTrace needs gpGlobals->v_up, etc. - UTIL_MakeAimVectors(pev->angles); + UTIL_MakeAimVectors( pev->angles ); - int bulletCount = (gpGlobals->time - m_fireLast) * m_fireRate; - if ( bulletCount ) + int bulletCount = ( gpGlobals->time - m_fireLast ) * m_fireRate; + if( bulletCount ) { - for ( i = 0; i < bulletCount; i++ ) + for( i = 0; i < bulletCount; i++ ) { m_pLaser->pev->origin = barrelEnd; TankTrace( barrelEnd, forward, gTankSpread[m_spread], tr ); - + m_laserTime = gpGlobals->time; m_pLaser->TurnOn(); m_pLaser->pev->dmgtime = gpGlobals->time - 1.0; @@ -880,12 +877,12 @@ void CFuncTankRocket::Fire( const Vector &barrelEnd, const Vector &forward, entv { int i; - if ( m_fireLast != 0 ) + if( m_fireLast != 0 ) { - int bulletCount = (gpGlobals->time - m_fireLast) * m_fireRate; - if ( bulletCount > 0 ) + int bulletCount = ( gpGlobals->time - m_fireLast ) * m_fireRate; + if( bulletCount > 0 ) { - for ( i = 0; i < bulletCount; i++ ) + for( i = 0; i < bulletCount; i++ ) { CBaseEntity *pRocket = CBaseEntity::Create( "rpg_rocket", barrelEnd, pev->angles, edict() ); } @@ -907,7 +904,7 @@ LINK_ENTITY_TO_CLASS( func_tankmortar, CFuncTankMortar ) void CFuncTankMortar::KeyValue( KeyValueData *pkvd ) { - if (FStrEq(pkvd->szKeyName, "iMagnitude")) + if( FStrEq( pkvd->szKeyName, "iMagnitude" ) ) { pev->impulse = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; @@ -918,16 +915,16 @@ void CFuncTankMortar::KeyValue( KeyValueData *pkvd ) void CFuncTankMortar::Fire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker ) { - if ( m_fireLast != 0 ) + if( m_fireLast != 0 ) { - int bulletCount = (gpGlobals->time - m_fireLast) * m_fireRate; + int bulletCount = ( gpGlobals->time - m_fireLast ) * m_fireRate; // Only create 1 explosion - if ( bulletCount > 0 ) + if( bulletCount > 0 ) { TraceResult tr; // TankTrace needs gpGlobals->v_up, etc. - UTIL_MakeAimVectors(pev->angles); + UTIL_MakeAimVectors( pev->angles ); TankTrace( barrelEnd, forward, gTankSpread[m_spread], tr ); @@ -946,13 +943,13 @@ void CFuncTankMortar::Fire( const Vector &barrelEnd, const Vector &forward, entv class CFuncTankControls : public CBaseEntity { public: - virtual int ObjectCaps( void ); + virtual int ObjectCaps( void ); void Spawn( void ); void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); void Think( void ); - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; CFuncTank *m_pTank; @@ -960,43 +957,43 @@ public: LINK_ENTITY_TO_CLASS( func_tankcontrols, CFuncTankControls ) -TYPEDESCRIPTION CFuncTankControls::m_SaveData[] = +TYPEDESCRIPTION CFuncTankControls::m_SaveData[] = { DEFINE_FIELD( CFuncTankControls, m_pTank, FIELD_CLASSPTR ), }; IMPLEMENT_SAVERESTORE( CFuncTankControls, CBaseEntity ) -int CFuncTankControls :: ObjectCaps( void ) +int CFuncTankControls::ObjectCaps( void ) { - return (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | FCAP_IMPULSE_USE; + return ( CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION ) | FCAP_IMPULSE_USE; } -void CFuncTankControls :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) +void CFuncTankControls::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { // pass the Use command onto the controls - if ( m_pTank ) + if( m_pTank ) m_pTank->Use( pActivator, pCaller, useType, value ); ASSERT( m_pTank != NULL ); // if this fails, most likely means save/restore hasn't worked properly } -void CFuncTankControls :: Think( void ) +void CFuncTankControls::Think( void ) { edict_t *pTarget = NULL; - do + do { - pTarget = FIND_ENTITY_BY_TARGETNAME( pTarget, STRING(pev->target) ); - } while ( !FNullEnt(pTarget) && strncmp( STRING(pTarget->v.classname), "func_tank", 9 ) ); + pTarget = FIND_ENTITY_BY_TARGETNAME( pTarget, STRING( pev->target ) ); + } while( !FNullEnt( pTarget ) && strncmp( STRING( pTarget->v.classname ), "func_tank", 9 ) ); - if ( FNullEnt( pTarget ) ) + if( FNullEnt( pTarget ) ) { - ALERT( at_console, "No tank %s\n", STRING(pev->target) ); + ALERT( at_console, "No tank %s\n", STRING( pev->target ) ); return; } - m_pTank = (CFuncTank*)Instance(pTarget); + m_pTank = (CFuncTank*)Instance( pTarget ); } void CFuncTankControls::Spawn( void ) @@ -1004,11 +1001,11 @@ void CFuncTankControls::Spawn( void ) pev->solid = SOLID_TRIGGER; pev->movetype = MOVETYPE_NONE; pev->effects |= EF_NODRAW; - SET_MODEL( ENT(pev), STRING(pev->model) ); + SET_MODEL( ENT( pev ), STRING( pev->model ) ); UTIL_SetSize( pev, pev->mins, pev->maxs ); UTIL_SetOrigin( pev, pev->origin ); - + pev->nextthink = gpGlobals->time + 0.3; // After all the func_tank's have spawned CBaseEntity::Spawn(); diff --git a/dlls/game.cpp b/dlls/game.cpp index 1017da1b..3aec1810 100644 --- a/dlls/game.cpp +++ b/dlls/game.cpp @@ -17,34 +17,34 @@ #include "util.h" #include "game.h" -cvar_t displaysoundlist = {"displaysoundlist","0"}; +cvar_t displaysoundlist = {"displaysoundlist","0"}; // multiplayer server rules -cvar_t fragsleft = {"mp_fragsleft","0", FCVAR_SERVER | FCVAR_UNLOGGED }; // Don't spam console/log files/users with this changing -cvar_t timeleft = {"mp_timeleft","0" , FCVAR_SERVER | FCVAR_UNLOGGED }; // " " +cvar_t fragsleft = { "mp_fragsleft","0", FCVAR_SERVER | FCVAR_UNLOGGED }; // Don't spam console/log files/users with this changing +cvar_t timeleft = { "mp_timeleft","0" , FCVAR_SERVER | FCVAR_UNLOGGED }; // " " // multiplayer server rules -cvar_t teamplay = {"mp_teamplay","0", FCVAR_SERVER }; -cvar_t fraglimit = {"mp_fraglimit","0", FCVAR_SERVER }; -cvar_t timelimit = {"mp_timelimit","0", FCVAR_SERVER }; -cvar_t friendlyfire= {"mp_friendlyfire","0", FCVAR_SERVER }; -cvar_t falldamage = {"mp_falldamage","0", FCVAR_SERVER }; -cvar_t weaponstay = {"mp_weaponstay","0", FCVAR_SERVER }; -cvar_t forcerespawn= {"mp_forcerespawn","1", FCVAR_SERVER }; -cvar_t flashlight = {"mp_flashlight","0", FCVAR_SERVER }; -cvar_t aimcrosshair= {"mp_autocrosshair","1", FCVAR_SERVER }; -cvar_t decalfrequency = {"decalfrequency","30", FCVAR_SERVER }; -cvar_t teamlist = {"mp_teamlist","hgrunt;scientist", FCVAR_SERVER }; -cvar_t teamoverride = {"mp_teamoverride","1" }; -cvar_t defaultteam = {"mp_defaultteam","0" }; -cvar_t allowmonsters={"mp_allowmonsters","0", FCVAR_SERVER }; +cvar_t teamplay = { "mp_teamplay","0", FCVAR_SERVER }; +cvar_t fraglimit = {"mp_fraglimit","0", FCVAR_SERVER }; +cvar_t timelimit = { "mp_timelimit","0", FCVAR_SERVER }; +cvar_t friendlyfire = { "mp_friendlyfire","0", FCVAR_SERVER }; +cvar_t falldamage = { "mp_falldamage","0", FCVAR_SERVER }; +cvar_t weaponstay = { "mp_weaponstay","0", FCVAR_SERVER }; +cvar_t forcerespawn = { "mp_forcerespawn","1", FCVAR_SERVER }; +cvar_t flashlight = { "mp_flashlight","0", FCVAR_SERVER }; +cvar_t aimcrosshair = { "mp_autocrosshair","1", FCVAR_SERVER }; +cvar_t decalfrequency = { "decalfrequency","30", FCVAR_SERVER }; +cvar_t teamlist = { "mp_teamlist","hgrunt;scientist", FCVAR_SERVER }; +cvar_t teamoverride = { "mp_teamoverride","1" }; +cvar_t defaultteam = { "mp_defaultteam","0" }; +cvar_t allowmonsters = { "mp_allowmonsters","0", FCVAR_SERVER }; -cvar_t mp_chattime = {"mp_chattime","10", FCVAR_SERVER }; +cvar_t mp_chattime = { "mp_chattime","10", FCVAR_SERVER }; // Engine Cvars -cvar_t *g_psv_gravity = NULL; -cvar_t *g_psv_aim = NULL; -cvar_t *g_footsteps = NULL; +cvar_t *g_psv_gravity = NULL; +cvar_t *g_psv_aim = NULL; +cvar_t *g_footsteps = NULL; //CVARS FOR SKILL LEVEL SETTINGS // Agrunt @@ -57,14 +57,14 @@ cvar_t sk_agrunt_dmg_punch2 = {"sk_agrunt_dmg_punch2","0"}; cvar_t sk_agrunt_dmg_punch3 = {"sk_agrunt_dmg_punch3","0"}; // Apache -cvar_t sk_apache_health1 = {"sk_apache_health1","0"}; -cvar_t sk_apache_health2 = {"sk_apache_health2","0"}; -cvar_t sk_apache_health3 = {"sk_apache_health3","0"}; +cvar_t sk_apache_health1 = {"sk_apache_health1","0"}; +cvar_t sk_apache_health2 = {"sk_apache_health2","0"}; +cvar_t sk_apache_health3 = {"sk_apache_health3","0"}; // Barney -cvar_t sk_barney_health1 = {"sk_barney_health1","0"}; -cvar_t sk_barney_health2 = {"sk_barney_health2","0"}; -cvar_t sk_barney_health3 = {"sk_barney_health3","0"}; +cvar_t sk_barney_health1 = {"sk_barney_health1","0"}; +cvar_t sk_barney_health2 = {"sk_barney_health2","0"}; +cvar_t sk_barney_health3 = {"sk_barney_health3","0"}; // Bullsquid cvar_t sk_bullsquid_health1 = {"sk_bullsquid_health1","0"}; @@ -230,7 +230,6 @@ cvar_t sk_scientist_health1 = {"sk_scientist_health1","0"}; cvar_t sk_scientist_health2 = {"sk_scientist_health2","0"}; cvar_t sk_scientist_health3 = {"sk_scientist_health3","0"}; - // Snark cvar_t sk_snark_health1 = {"sk_snark_health1","0"}; cvar_t sk_snark_health2 = {"sk_snark_health2","0"}; @@ -244,8 +243,6 @@ cvar_t sk_snark_dmg_pop1 = {"sk_snark_dmg_pop1","0"}; cvar_t sk_snark_dmg_pop2 = {"sk_snark_dmg_pop2","0"}; cvar_t sk_snark_dmg_pop3 = {"sk_snark_dmg_pop3","0"}; - - // Zombie cvar_t sk_zombie_health1 = {"sk_zombie_health1","0"}; cvar_t sk_zombie_health2 = {"sk_zombie_health2","0"}; @@ -259,25 +256,21 @@ cvar_t sk_zombie_dmg_both_slash1 = {"sk_zombie_dmg_both_slash1","0"}; cvar_t sk_zombie_dmg_both_slash2 = {"sk_zombie_dmg_both_slash2","0"}; cvar_t sk_zombie_dmg_both_slash3 = {"sk_zombie_dmg_both_slash3","0"}; - //Turret cvar_t sk_turret_health1 = {"sk_turret_health1","0"}; cvar_t sk_turret_health2 = {"sk_turret_health2","0"}; cvar_t sk_turret_health3 = {"sk_turret_health3","0"}; - // MiniTurret cvar_t sk_miniturret_health1 = {"sk_miniturret_health1","0"}; cvar_t sk_miniturret_health2 = {"sk_miniturret_health2","0"}; cvar_t sk_miniturret_health3 = {"sk_miniturret_health3","0"}; - // Sentry Turret cvar_t sk_sentry_health1 = {"sk_sentry_health1","0"}; cvar_t sk_sentry_health2 = {"sk_sentry_health2","0"}; cvar_t sk_sentry_health3 = {"sk_sentry_health3","0"}; - // PLAYER WEAPONS // Crowbar whack @@ -430,13 +423,13 @@ cvar_t sk_player_head1 = { "sk_player_head1","2" }; cvar_t sk_player_head2 = { "sk_player_head2","2" }; cvar_t sk_player_head3 = { "sk_player_head3","2" }; -cvar_t sk_player_chest1 = { "sk_player_chest1","1" }; -cvar_t sk_player_chest2 = { "sk_player_chest2","1" }; -cvar_t sk_player_chest3 = { "sk_player_chest3","1" }; +cvar_t sk_player_chest1 = { "sk_player_chest1","1" }; +cvar_t sk_player_chest2 = { "sk_player_chest2","1" }; +cvar_t sk_player_chest3 = { "sk_player_chest3","1" }; -cvar_t sk_player_stomach1 = { "sk_player_stomach1","1" }; -cvar_t sk_player_stomach2 = { "sk_player_stomach2","1" }; -cvar_t sk_player_stomach3 = { "sk_player_stomach3","1" }; +cvar_t sk_player_stomach1 = { "sk_player_stomach1","1" }; +cvar_t sk_player_stomach2 = { "sk_player_stomach2","1" }; +cvar_t sk_player_stomach3 = { "sk_player_stomach3","1" }; cvar_t sk_player_arm1 = { "sk_player_arm1","1" }; cvar_t sk_player_arm2 = { "sk_player_arm2","1" }; @@ -458,428 +451,402 @@ void GameDLLInit( void ) g_psv_aim = CVAR_GET_POINTER( "sv_aim" ); g_footsteps = CVAR_GET_POINTER( "mp_footsteps" ); - CVAR_REGISTER (&displaysoundlist); + CVAR_REGISTER( &displaysoundlist ); - CVAR_REGISTER (&teamplay); - CVAR_REGISTER (&fraglimit); - CVAR_REGISTER (&timelimit); + CVAR_REGISTER( &teamplay ); + CVAR_REGISTER( &fraglimit ); + CVAR_REGISTER( &timelimit ); - CVAR_REGISTER (&fragsleft); - CVAR_REGISTER (&timeleft); + CVAR_REGISTER( &fragsleft ); + CVAR_REGISTER( &timeleft ); - CVAR_REGISTER (&friendlyfire); - CVAR_REGISTER (&falldamage); - CVAR_REGISTER (&weaponstay); - CVAR_REGISTER (&forcerespawn); - CVAR_REGISTER (&flashlight); - CVAR_REGISTER (&aimcrosshair); - CVAR_REGISTER (&decalfrequency); - CVAR_REGISTER (&teamlist); - CVAR_REGISTER (&teamoverride); - CVAR_REGISTER (&defaultteam); - CVAR_REGISTER (&allowmonsters); + CVAR_REGISTER( &friendlyfire ); + CVAR_REGISTER( &falldamage ); + CVAR_REGISTER( &weaponstay ); + CVAR_REGISTER( &forcerespawn ); + CVAR_REGISTER( &flashlight ); + CVAR_REGISTER( &aimcrosshair ); + CVAR_REGISTER( &decalfrequency ); + CVAR_REGISTER( &teamlist ); + CVAR_REGISTER( &teamoverride ); + CVAR_REGISTER( &defaultteam ); + CVAR_REGISTER( &allowmonsters ); - CVAR_REGISTER (&mp_chattime); + CVAR_REGISTER( &mp_chattime ); // REGISTER CVARS FOR SKILL LEVEL STUFF // Agrunt - CVAR_REGISTER ( &sk_agrunt_health1 );// {"sk_agrunt_health1","0"}; - CVAR_REGISTER ( &sk_agrunt_health2 );// {"sk_agrunt_health2","0"}; - CVAR_REGISTER ( &sk_agrunt_health3 );// {"sk_agrunt_health3","0"}; + CVAR_REGISTER( &sk_agrunt_health1 );// {"sk_agrunt_health1","0"}; + CVAR_REGISTER( &sk_agrunt_health2 );// {"sk_agrunt_health2","0"}; + CVAR_REGISTER( &sk_agrunt_health3 );// {"sk_agrunt_health3","0"}; - CVAR_REGISTER ( &sk_agrunt_dmg_punch1 );// {"sk_agrunt_dmg_punch1","0"}; - CVAR_REGISTER ( &sk_agrunt_dmg_punch2 );// {"sk_agrunt_dmg_punch2","0"}; - CVAR_REGISTER ( &sk_agrunt_dmg_punch3 );// {"sk_agrunt_dmg_punch3","0"}; + CVAR_REGISTER( &sk_agrunt_dmg_punch1 );// {"sk_agrunt_dmg_punch1","0"}; + CVAR_REGISTER( &sk_agrunt_dmg_punch2 );// {"sk_agrunt_dmg_punch2","0"}; + CVAR_REGISTER( &sk_agrunt_dmg_punch3 );// {"sk_agrunt_dmg_punch3","0"}; // Apache - CVAR_REGISTER ( &sk_apache_health1 );// {"sk_apache_health1","0"}; - CVAR_REGISTER ( &sk_apache_health2 );// {"sk_apache_health2","0"}; - CVAR_REGISTER ( &sk_apache_health3 );// {"sk_apache_health3","0"}; + CVAR_REGISTER( &sk_apache_health1 );// {"sk_apache_health1","0"}; + CVAR_REGISTER( &sk_apache_health2 );// {"sk_apache_health2","0"}; + CVAR_REGISTER( &sk_apache_health3 );// {"sk_apache_health3","0"}; // Barney - CVAR_REGISTER ( &sk_barney_health1 );// {"sk_barney_health1","0"}; - CVAR_REGISTER ( &sk_barney_health2 );// {"sk_barney_health2","0"}; - CVAR_REGISTER ( &sk_barney_health3 );// {"sk_barney_health3","0"}; + CVAR_REGISTER( &sk_barney_health1 );// {"sk_barney_health1","0"}; + CVAR_REGISTER( &sk_barney_health2 );// {"sk_barney_health2","0"}; + CVAR_REGISTER( &sk_barney_health3 );// {"sk_barney_health3","0"}; // Bullsquid - CVAR_REGISTER ( &sk_bullsquid_health1 );// {"sk_bullsquid_health1","0"}; - CVAR_REGISTER ( &sk_bullsquid_health2 );// {"sk_bullsquid_health2","0"}; - CVAR_REGISTER ( &sk_bullsquid_health3 );// {"sk_bullsquid_health3","0"}; + CVAR_REGISTER( &sk_bullsquid_health1 );// {"sk_bullsquid_health1","0"}; + CVAR_REGISTER( &sk_bullsquid_health2 );// {"sk_bullsquid_health2","0"}; + CVAR_REGISTER( &sk_bullsquid_health3 );// {"sk_bullsquid_health3","0"}; - CVAR_REGISTER ( &sk_bullsquid_dmg_bite1 );// {"sk_bullsquid_dmg_bite1","0"}; - CVAR_REGISTER ( &sk_bullsquid_dmg_bite2 );// {"sk_bullsquid_dmg_bite2","0"}; - CVAR_REGISTER ( &sk_bullsquid_dmg_bite3 );// {"sk_bullsquid_dmg_bite3","0"}; + CVAR_REGISTER( &sk_bullsquid_dmg_bite1 );// {"sk_bullsquid_dmg_bite1","0"}; + CVAR_REGISTER( &sk_bullsquid_dmg_bite2 );// {"sk_bullsquid_dmg_bite2","0"}; + CVAR_REGISTER( &sk_bullsquid_dmg_bite3 );// {"sk_bullsquid_dmg_bite3","0"}; - CVAR_REGISTER ( &sk_bullsquid_dmg_whip1 );// {"sk_bullsquid_dmg_whip1","0"}; - CVAR_REGISTER ( &sk_bullsquid_dmg_whip2 );// {"sk_bullsquid_dmg_whip2","0"}; - CVAR_REGISTER ( &sk_bullsquid_dmg_whip3 );// {"sk_bullsquid_dmg_whip3","0"}; + CVAR_REGISTER( &sk_bullsquid_dmg_whip1 );// {"sk_bullsquid_dmg_whip1","0"}; + CVAR_REGISTER( &sk_bullsquid_dmg_whip2 );// {"sk_bullsquid_dmg_whip2","0"}; + CVAR_REGISTER( &sk_bullsquid_dmg_whip3 );// {"sk_bullsquid_dmg_whip3","0"}; - CVAR_REGISTER ( &sk_bullsquid_dmg_spit1 );// {"sk_bullsquid_dmg_spit1","0"}; - CVAR_REGISTER ( &sk_bullsquid_dmg_spit2 );// {"sk_bullsquid_dmg_spit2","0"}; - CVAR_REGISTER ( &sk_bullsquid_dmg_spit3 );// {"sk_bullsquid_dmg_spit3","0"}; + CVAR_REGISTER( &sk_bullsquid_dmg_spit1 );// {"sk_bullsquid_dmg_spit1","0"}; + CVAR_REGISTER( &sk_bullsquid_dmg_spit2 );// {"sk_bullsquid_dmg_spit2","0"}; + CVAR_REGISTER( &sk_bullsquid_dmg_spit3 );// {"sk_bullsquid_dmg_spit3","0"}; + CVAR_REGISTER( &sk_bigmomma_health_factor1 );// {"sk_bigmomma_health_factor1","1.0"}; + CVAR_REGISTER( &sk_bigmomma_health_factor2 );// {"sk_bigmomma_health_factor2","1.0"}; + CVAR_REGISTER( &sk_bigmomma_health_factor3 );// {"sk_bigmomma_health_factor3","1.0"}; - CVAR_REGISTER ( &sk_bigmomma_health_factor1 );// {"sk_bigmomma_health_factor1","1.0"}; - CVAR_REGISTER ( &sk_bigmomma_health_factor2 );// {"sk_bigmomma_health_factor2","1.0"}; - CVAR_REGISTER ( &sk_bigmomma_health_factor3 );// {"sk_bigmomma_health_factor3","1.0"}; + CVAR_REGISTER( &sk_bigmomma_dmg_slash1 );// {"sk_bigmomma_dmg_slash1","50"}; + CVAR_REGISTER( &sk_bigmomma_dmg_slash2 );// {"sk_bigmomma_dmg_slash2","50"}; + CVAR_REGISTER( &sk_bigmomma_dmg_slash3 );// {"sk_bigmomma_dmg_slash3","50"}; - CVAR_REGISTER ( &sk_bigmomma_dmg_slash1 );// {"sk_bigmomma_dmg_slash1","50"}; - CVAR_REGISTER ( &sk_bigmomma_dmg_slash2 );// {"sk_bigmomma_dmg_slash2","50"}; - CVAR_REGISTER ( &sk_bigmomma_dmg_slash3 );// {"sk_bigmomma_dmg_slash3","50"}; + CVAR_REGISTER( &sk_bigmomma_dmg_blast1 );// {"sk_bigmomma_dmg_blast1","100"}; + CVAR_REGISTER( &sk_bigmomma_dmg_blast2 );// {"sk_bigmomma_dmg_blast2","100"}; + CVAR_REGISTER( &sk_bigmomma_dmg_blast3 );// {"sk_bigmomma_dmg_blast3","100"}; - CVAR_REGISTER ( &sk_bigmomma_dmg_blast1 );// {"sk_bigmomma_dmg_blast1","100"}; - CVAR_REGISTER ( &sk_bigmomma_dmg_blast2 );// {"sk_bigmomma_dmg_blast2","100"}; - CVAR_REGISTER ( &sk_bigmomma_dmg_blast3 );// {"sk_bigmomma_dmg_blast3","100"}; - - CVAR_REGISTER ( &sk_bigmomma_radius_blast1 );// {"sk_bigmomma_radius_blast1","250"}; - CVAR_REGISTER ( &sk_bigmomma_radius_blast2 );// {"sk_bigmomma_radius_blast2","250"}; - CVAR_REGISTER ( &sk_bigmomma_radius_blast3 );// {"sk_bigmomma_radius_blast3","250"}; + CVAR_REGISTER( &sk_bigmomma_radius_blast1 );// {"sk_bigmomma_radius_blast1","250"}; + CVAR_REGISTER( &sk_bigmomma_radius_blast2 );// {"sk_bigmomma_radius_blast2","250"}; + CVAR_REGISTER( &sk_bigmomma_radius_blast3 );// {"sk_bigmomma_radius_blast3","250"}; // Gargantua - CVAR_REGISTER ( &sk_gargantua_health1 );// {"sk_gargantua_health1","0"}; - CVAR_REGISTER ( &sk_gargantua_health2 );// {"sk_gargantua_health2","0"}; - CVAR_REGISTER ( &sk_gargantua_health3 );// {"sk_gargantua_health3","0"}; + CVAR_REGISTER( &sk_gargantua_health1 );// {"sk_gargantua_health1","0"}; + CVAR_REGISTER( &sk_gargantua_health2 );// {"sk_gargantua_health2","0"}; + CVAR_REGISTER( &sk_gargantua_health3 );// {"sk_gargantua_health3","0"}; - CVAR_REGISTER ( &sk_gargantua_dmg_slash1 );// {"sk_gargantua_dmg_slash1","0"}; - CVAR_REGISTER ( &sk_gargantua_dmg_slash2 );// {"sk_gargantua_dmg_slash2","0"}; - CVAR_REGISTER ( &sk_gargantua_dmg_slash3 );// {"sk_gargantua_dmg_slash3","0"}; + CVAR_REGISTER( &sk_gargantua_dmg_slash1 );// {"sk_gargantua_dmg_slash1","0"}; + CVAR_REGISTER( &sk_gargantua_dmg_slash2 );// {"sk_gargantua_dmg_slash2","0"}; + CVAR_REGISTER( &sk_gargantua_dmg_slash3 );// {"sk_gargantua_dmg_slash3","0"}; - CVAR_REGISTER ( &sk_gargantua_dmg_fire1 );// {"sk_gargantua_dmg_fire1","0"}; - CVAR_REGISTER ( &sk_gargantua_dmg_fire2 );// {"sk_gargantua_dmg_fire2","0"}; - CVAR_REGISTER ( &sk_gargantua_dmg_fire3 );// {"sk_gargantua_dmg_fire3","0"}; - - CVAR_REGISTER ( &sk_gargantua_dmg_stomp1 );// {"sk_gargantua_dmg_stomp1","0"}; - CVAR_REGISTER ( &sk_gargantua_dmg_stomp2 );// {"sk_gargantua_dmg_stomp2","0"}; - CVAR_REGISTER ( &sk_gargantua_dmg_stomp3 );// {"sk_gargantua_dmg_stomp3","0"}; + CVAR_REGISTER( &sk_gargantua_dmg_fire1 );// {"sk_gargantua_dmg_fire1","0"}; + CVAR_REGISTER( &sk_gargantua_dmg_fire2 );// {"sk_gargantua_dmg_fire2","0"}; + CVAR_REGISTER( &sk_gargantua_dmg_fire3 );// {"sk_gargantua_dmg_fire3","0"}; + CVAR_REGISTER( &sk_gargantua_dmg_stomp1 );// {"sk_gargantua_dmg_stomp1","0"}; + CVAR_REGISTER( &sk_gargantua_dmg_stomp2 );// {"sk_gargantua_dmg_stomp2","0"}; + CVAR_REGISTER( &sk_gargantua_dmg_stomp3 );// {"sk_gargantua_dmg_stomp3","0"}; // Hassassin - CVAR_REGISTER ( &sk_hassassin_health1 );// {"sk_hassassin_health1","0"}; - CVAR_REGISTER ( &sk_hassassin_health2 );// {"sk_hassassin_health2","0"}; - CVAR_REGISTER ( &sk_hassassin_health3 );// {"sk_hassassin_health3","0"}; - + CVAR_REGISTER( &sk_hassassin_health1 );// {"sk_hassassin_health1","0"}; + CVAR_REGISTER( &sk_hassassin_health2 );// {"sk_hassassin_health2","0"}; + CVAR_REGISTER( &sk_hassassin_health3 );// {"sk_hassassin_health3","0"}; // Headcrab - CVAR_REGISTER ( &sk_headcrab_health1 );// {"sk_headcrab_health1","0"}; - CVAR_REGISTER ( &sk_headcrab_health2 );// {"sk_headcrab_health2","0"}; - CVAR_REGISTER ( &sk_headcrab_health3 );// {"sk_headcrab_health3","0"}; + CVAR_REGISTER( &sk_headcrab_health1 );// {"sk_headcrab_health1","0"}; + CVAR_REGISTER( &sk_headcrab_health2 );// {"sk_headcrab_health2","0"}; + CVAR_REGISTER( &sk_headcrab_health3 );// {"sk_headcrab_health3","0"}; - CVAR_REGISTER ( &sk_headcrab_dmg_bite1 );// {"sk_headcrab_dmg_bite1","0"}; - CVAR_REGISTER ( &sk_headcrab_dmg_bite2 );// {"sk_headcrab_dmg_bite2","0"}; - CVAR_REGISTER ( &sk_headcrab_dmg_bite3 );// {"sk_headcrab_dmg_bite3","0"}; + CVAR_REGISTER( &sk_headcrab_dmg_bite1 );// {"sk_headcrab_dmg_bite1","0"}; + CVAR_REGISTER( &sk_headcrab_dmg_bite2 );// {"sk_headcrab_dmg_bite2","0"}; + CVAR_REGISTER( &sk_headcrab_dmg_bite3 );// {"sk_headcrab_dmg_bite3","0"}; + // Hgrunt + CVAR_REGISTER( &sk_hgrunt_health1 );// {"sk_hgrunt_health1","0"}; + CVAR_REGISTER( &sk_hgrunt_health2 );// {"sk_hgrunt_health2","0"}; + CVAR_REGISTER( &sk_hgrunt_health3 );// {"sk_hgrunt_health3","0"}; - // Hgrunt - CVAR_REGISTER ( &sk_hgrunt_health1 );// {"sk_hgrunt_health1","0"}; - CVAR_REGISTER ( &sk_hgrunt_health2 );// {"sk_hgrunt_health2","0"}; - CVAR_REGISTER ( &sk_hgrunt_health3 );// {"sk_hgrunt_health3","0"}; + CVAR_REGISTER( &sk_hgrunt_kick1 );// {"sk_hgrunt_kick1","0"}; + CVAR_REGISTER( &sk_hgrunt_kick2 );// {"sk_hgrunt_kick2","0"}; + CVAR_REGISTER( &sk_hgrunt_kick3 );// {"sk_hgrunt_kick3","0"}; - CVAR_REGISTER ( &sk_hgrunt_kick1 );// {"sk_hgrunt_kick1","0"}; - CVAR_REGISTER ( &sk_hgrunt_kick2 );// {"sk_hgrunt_kick2","0"}; - CVAR_REGISTER ( &sk_hgrunt_kick3 );// {"sk_hgrunt_kick3","0"}; + CVAR_REGISTER( &sk_hgrunt_pellets1 ); + CVAR_REGISTER( &sk_hgrunt_pellets2 ); + CVAR_REGISTER( &sk_hgrunt_pellets3 ); - CVAR_REGISTER ( &sk_hgrunt_pellets1 ); - CVAR_REGISTER ( &sk_hgrunt_pellets2 ); - CVAR_REGISTER ( &sk_hgrunt_pellets3 ); - - CVAR_REGISTER ( &sk_hgrunt_gspeed1 ); - CVAR_REGISTER ( &sk_hgrunt_gspeed2 ); - CVAR_REGISTER ( &sk_hgrunt_gspeed3 ); + CVAR_REGISTER( &sk_hgrunt_gspeed1 ); + CVAR_REGISTER( &sk_hgrunt_gspeed2 ); + CVAR_REGISTER( &sk_hgrunt_gspeed3 ); // Houndeye - CVAR_REGISTER ( &sk_houndeye_health1 );// {"sk_houndeye_health1","0"}; - CVAR_REGISTER ( &sk_houndeye_health2 );// {"sk_houndeye_health2","0"}; - CVAR_REGISTER ( &sk_houndeye_health3 );// {"sk_houndeye_health3","0"}; - - CVAR_REGISTER ( &sk_houndeye_dmg_blast1 );// {"sk_houndeye_dmg_blast1","0"}; - CVAR_REGISTER ( &sk_houndeye_dmg_blast2 );// {"sk_houndeye_dmg_blast2","0"}; - CVAR_REGISTER ( &sk_houndeye_dmg_blast3 );// {"sk_houndeye_dmg_blast3","0"}; + CVAR_REGISTER( &sk_houndeye_health1 );// {"sk_houndeye_health1","0"}; + CVAR_REGISTER( &sk_houndeye_health2 );// {"sk_houndeye_health2","0"}; + CVAR_REGISTER( &sk_houndeye_health3 );// {"sk_houndeye_health3","0"}; + CVAR_REGISTER( &sk_houndeye_dmg_blast1 );// {"sk_houndeye_dmg_blast1","0"}; + CVAR_REGISTER( &sk_houndeye_dmg_blast2 );// {"sk_houndeye_dmg_blast2","0"}; + CVAR_REGISTER( &sk_houndeye_dmg_blast3 );// {"sk_houndeye_dmg_blast3","0"}; // ISlave - CVAR_REGISTER ( &sk_islave_health1 );// {"sk_islave_health1","0"}; - CVAR_REGISTER ( &sk_islave_health2 );// {"sk_islave_health2","0"}; - CVAR_REGISTER ( &sk_islave_health3 );// {"sk_islave_health3","0"}; + CVAR_REGISTER( &sk_islave_health1 );// {"sk_islave_health1","0"}; + CVAR_REGISTER( &sk_islave_health2 );// {"sk_islave_health2","0"}; + CVAR_REGISTER( &sk_islave_health3 );// {"sk_islave_health3","0"}; - CVAR_REGISTER ( &sk_islave_dmg_claw1 );// {"sk_islave_dmg_claw1","0"}; - CVAR_REGISTER ( &sk_islave_dmg_claw2 );// {"sk_islave_dmg_claw2","0"}; - CVAR_REGISTER ( &sk_islave_dmg_claw3 );// {"sk_islave_dmg_claw3","0"}; + CVAR_REGISTER( &sk_islave_dmg_claw1 );// {"sk_islave_dmg_claw1","0"}; + CVAR_REGISTER( &sk_islave_dmg_claw2 );// {"sk_islave_dmg_claw2","0"}; + CVAR_REGISTER( &sk_islave_dmg_claw3 );// {"sk_islave_dmg_claw3","0"}; - CVAR_REGISTER ( &sk_islave_dmg_clawrake1 );// {"sk_islave_dmg_clawrake1","0"}; - CVAR_REGISTER ( &sk_islave_dmg_clawrake2 );// {"sk_islave_dmg_clawrake2","0"}; - CVAR_REGISTER ( &sk_islave_dmg_clawrake3 );// {"sk_islave_dmg_clawrake3","0"}; - - CVAR_REGISTER ( &sk_islave_dmg_zap1 );// {"sk_islave_dmg_zap1","0"}; - CVAR_REGISTER ( &sk_islave_dmg_zap2 );// {"sk_islave_dmg_zap2","0"}; - CVAR_REGISTER ( &sk_islave_dmg_zap3 );// {"sk_islave_dmg_zap3","0"}; + CVAR_REGISTER( &sk_islave_dmg_clawrake1 );// {"sk_islave_dmg_clawrake1","0"}; + CVAR_REGISTER( &sk_islave_dmg_clawrake2 );// {"sk_islave_dmg_clawrake2","0"}; + CVAR_REGISTER( &sk_islave_dmg_clawrake3 );// {"sk_islave_dmg_clawrake3","0"}; + CVAR_REGISTER( &sk_islave_dmg_zap1 );// {"sk_islave_dmg_zap1","0"}; + CVAR_REGISTER( &sk_islave_dmg_zap2 );// {"sk_islave_dmg_zap2","0"}; + CVAR_REGISTER( &sk_islave_dmg_zap3 );// {"sk_islave_dmg_zap3","0"}; // Icthyosaur - CVAR_REGISTER ( &sk_ichthyosaur_health1 );// {"sk_ichthyosaur_health1","0"}; - CVAR_REGISTER ( &sk_ichthyosaur_health2 );// {"sk_ichthyosaur_health2","0"}; - CVAR_REGISTER ( &sk_ichthyosaur_health3 );// {"sk_ichthyosaur_health3","0"}; - - CVAR_REGISTER ( &sk_ichthyosaur_shake1 );// {"sk_ichthyosaur_health3","0"}; - CVAR_REGISTER ( &sk_ichthyosaur_shake2 );// {"sk_ichthyosaur_health3","0"}; - CVAR_REGISTER ( &sk_ichthyosaur_shake3 );// {"sk_ichthyosaur_health3","0"}; - + CVAR_REGISTER( &sk_ichthyosaur_health1 );// {"sk_ichthyosaur_health1","0"}; + CVAR_REGISTER( &sk_ichthyosaur_health2 );// {"sk_ichthyosaur_health2","0"}; + CVAR_REGISTER( &sk_ichthyosaur_health3 );// {"sk_ichthyosaur_health3","0"}; + CVAR_REGISTER( &sk_ichthyosaur_shake1 );// {"sk_ichthyosaur_health3","0"}; + CVAR_REGISTER( &sk_ichthyosaur_shake2 );// {"sk_ichthyosaur_health3","0"}; + CVAR_REGISTER( &sk_ichthyosaur_shake3 );// {"sk_ichthyosaur_health3","0"}; // Leech - CVAR_REGISTER ( &sk_leech_health1 );// {"sk_leech_health1","0"}; - CVAR_REGISTER ( &sk_leech_health2 );// {"sk_leech_health2","0"}; - CVAR_REGISTER ( &sk_leech_health3 );// {"sk_leech_health3","0"}; - - CVAR_REGISTER ( &sk_leech_dmg_bite1 );// {"sk_leech_dmg_bite1","0"}; - CVAR_REGISTER ( &sk_leech_dmg_bite2 );// {"sk_leech_dmg_bite2","0"}; - CVAR_REGISTER ( &sk_leech_dmg_bite3 );// {"sk_leech_dmg_bite3","0"}; + CVAR_REGISTER( &sk_leech_health1 );// {"sk_leech_health1","0"}; + CVAR_REGISTER( &sk_leech_health2 );// {"sk_leech_health2","0"}; + CVAR_REGISTER( &sk_leech_health3 );// {"sk_leech_health3","0"}; + CVAR_REGISTER( &sk_leech_dmg_bite1 );// {"sk_leech_dmg_bite1","0"}; + CVAR_REGISTER( &sk_leech_dmg_bite2 );// {"sk_leech_dmg_bite2","0"}; + CVAR_REGISTER( &sk_leech_dmg_bite3 );// {"sk_leech_dmg_bite3","0"}; // Controller - CVAR_REGISTER ( &sk_controller_health1 ); - CVAR_REGISTER ( &sk_controller_health2 ); - CVAR_REGISTER ( &sk_controller_health3 ); + CVAR_REGISTER( &sk_controller_health1 ); + CVAR_REGISTER( &sk_controller_health2 ); + CVAR_REGISTER( &sk_controller_health3 ); - CVAR_REGISTER ( &sk_controller_dmgzap1 ); - CVAR_REGISTER ( &sk_controller_dmgzap2 ); - CVAR_REGISTER ( &sk_controller_dmgzap3 ); + CVAR_REGISTER( &sk_controller_dmgzap1 ); + CVAR_REGISTER( &sk_controller_dmgzap2 ); + CVAR_REGISTER( &sk_controller_dmgzap3 ); - CVAR_REGISTER ( &sk_controller_speedball1 ); - CVAR_REGISTER ( &sk_controller_speedball2 ); - CVAR_REGISTER ( &sk_controller_speedball3 ); + CVAR_REGISTER( &sk_controller_speedball1 ); + CVAR_REGISTER( &sk_controller_speedball2 ); + CVAR_REGISTER( &sk_controller_speedball3 ); - CVAR_REGISTER ( &sk_controller_dmgball1 ); - CVAR_REGISTER ( &sk_controller_dmgball2 ); - CVAR_REGISTER ( &sk_controller_dmgball3 ); + CVAR_REGISTER( &sk_controller_dmgball1 ); + CVAR_REGISTER( &sk_controller_dmgball2 ); + CVAR_REGISTER( &sk_controller_dmgball3 ); // Nihilanth - CVAR_REGISTER ( &sk_nihilanth_health1 );// {"sk_nihilanth_health1","0"}; - CVAR_REGISTER ( &sk_nihilanth_health2 );// {"sk_nihilanth_health2","0"}; - CVAR_REGISTER ( &sk_nihilanth_health3 );// {"sk_nihilanth_health3","0"}; + CVAR_REGISTER( &sk_nihilanth_health1 );// {"sk_nihilanth_health1","0"}; + CVAR_REGISTER( &sk_nihilanth_health2 );// {"sk_nihilanth_health2","0"}; + CVAR_REGISTER( &sk_nihilanth_health3 );// {"sk_nihilanth_health3","0"}; - CVAR_REGISTER ( &sk_nihilanth_zap1 ); - CVAR_REGISTER ( &sk_nihilanth_zap2 ); - CVAR_REGISTER ( &sk_nihilanth_zap3 ); + CVAR_REGISTER( &sk_nihilanth_zap1 ); + CVAR_REGISTER( &sk_nihilanth_zap2 ); + CVAR_REGISTER( &sk_nihilanth_zap3 ); // Scientist - CVAR_REGISTER ( &sk_scientist_health1 );// {"sk_scientist_health1","0"}; - CVAR_REGISTER ( &sk_scientist_health2 );// {"sk_scientist_health2","0"}; - CVAR_REGISTER ( &sk_scientist_health3 );// {"sk_scientist_health3","0"}; - + CVAR_REGISTER( &sk_scientist_health1 );// {"sk_scientist_health1","0"}; + CVAR_REGISTER( &sk_scientist_health2 );// {"sk_scientist_health2","0"}; + CVAR_REGISTER( &sk_scientist_health3 );// {"sk_scientist_health3","0"}; // Snark - CVAR_REGISTER ( &sk_snark_health1 );// {"sk_snark_health1","0"}; - CVAR_REGISTER ( &sk_snark_health2 );// {"sk_snark_health2","0"}; - CVAR_REGISTER ( &sk_snark_health3 );// {"sk_snark_health3","0"}; - - CVAR_REGISTER ( &sk_snark_dmg_bite1 );// {"sk_snark_dmg_bite1","0"}; - CVAR_REGISTER ( &sk_snark_dmg_bite2 );// {"sk_snark_dmg_bite2","0"}; - CVAR_REGISTER ( &sk_snark_dmg_bite3 );// {"sk_snark_dmg_bite3","0"}; - - CVAR_REGISTER ( &sk_snark_dmg_pop1 );// {"sk_snark_dmg_pop1","0"}; - CVAR_REGISTER ( &sk_snark_dmg_pop2 );// {"sk_snark_dmg_pop2","0"}; - CVAR_REGISTER ( &sk_snark_dmg_pop3 );// {"sk_snark_dmg_pop3","0"}; + CVAR_REGISTER( &sk_snark_health1 );// {"sk_snark_health1","0"}; + CVAR_REGISTER( &sk_snark_health2 );// {"sk_snark_health2","0"}; + CVAR_REGISTER( &sk_snark_health3 );// {"sk_snark_health3","0"}; + CVAR_REGISTER( &sk_snark_dmg_bite1 );// {"sk_snark_dmg_bite1","0"}; + CVAR_REGISTER( &sk_snark_dmg_bite2 );// {"sk_snark_dmg_bite2","0"}; + CVAR_REGISTER( &sk_snark_dmg_bite3 );// {"sk_snark_dmg_bite3","0"}; + CVAR_REGISTER( &sk_snark_dmg_pop1 );// {"sk_snark_dmg_pop1","0"}; + CVAR_REGISTER( &sk_snark_dmg_pop2 );// {"sk_snark_dmg_pop2","0"}; + CVAR_REGISTER( &sk_snark_dmg_pop3 );// {"sk_snark_dmg_pop3","0"}; // Zombie - CVAR_REGISTER ( &sk_zombie_health1 );// {"sk_zombie_health1","0"}; - CVAR_REGISTER ( &sk_zombie_health2 );// {"sk_zombie_health3","0"}; - CVAR_REGISTER ( &sk_zombie_health3 );// {"sk_zombie_health3","0"}; + CVAR_REGISTER( &sk_zombie_health1 );// {"sk_zombie_health1","0"}; + CVAR_REGISTER( &sk_zombie_health2 );// {"sk_zombie_health3","0"}; + CVAR_REGISTER( &sk_zombie_health3 );// {"sk_zombie_health3","0"}; - CVAR_REGISTER ( &sk_zombie_dmg_one_slash1 );// {"sk_zombie_dmg_one_slash1","0"}; - CVAR_REGISTER ( &sk_zombie_dmg_one_slash2 );// {"sk_zombie_dmg_one_slash2","0"}; - CVAR_REGISTER ( &sk_zombie_dmg_one_slash3 );// {"sk_zombie_dmg_one_slash3","0"}; - - CVAR_REGISTER ( &sk_zombie_dmg_both_slash1 );// {"sk_zombie_dmg_both_slash1","0"}; - CVAR_REGISTER ( &sk_zombie_dmg_both_slash2 );// {"sk_zombie_dmg_both_slash2","0"}; - CVAR_REGISTER ( &sk_zombie_dmg_both_slash3 );// {"sk_zombie_dmg_both_slash3","0"}; + CVAR_REGISTER( &sk_zombie_dmg_one_slash1 );// {"sk_zombie_dmg_one_slash1","0"}; + CVAR_REGISTER( &sk_zombie_dmg_one_slash2 );// {"sk_zombie_dmg_one_slash2","0"}; + CVAR_REGISTER( &sk_zombie_dmg_one_slash3 );// {"sk_zombie_dmg_one_slash3","0"}; + CVAR_REGISTER( &sk_zombie_dmg_both_slash1 );// {"sk_zombie_dmg_both_slash1","0"}; + CVAR_REGISTER( &sk_zombie_dmg_both_slash2 );// {"sk_zombie_dmg_both_slash2","0"}; + CVAR_REGISTER( &sk_zombie_dmg_both_slash3 );// {"sk_zombie_dmg_both_slash3","0"}; //Turret - CVAR_REGISTER ( &sk_turret_health1 );// {"sk_turret_health1","0"}; - CVAR_REGISTER ( &sk_turret_health2 );// {"sk_turret_health2","0"}; - CVAR_REGISTER ( &sk_turret_health3 );// {"sk_turret_health3","0"}; - + CVAR_REGISTER( &sk_turret_health1 );// {"sk_turret_health1","0"}; + CVAR_REGISTER( &sk_turret_health2 );// {"sk_turret_health2","0"}; + CVAR_REGISTER( &sk_turret_health3 );// {"sk_turret_health3","0"}; // MiniTurret - CVAR_REGISTER ( &sk_miniturret_health1 );// {"sk_miniturret_health1","0"}; - CVAR_REGISTER ( &sk_miniturret_health2 );// {"sk_miniturret_health2","0"}; - CVAR_REGISTER ( &sk_miniturret_health3 );// {"sk_miniturret_health3","0"}; - + CVAR_REGISTER( &sk_miniturret_health1 );// {"sk_miniturret_health1","0"}; + CVAR_REGISTER( &sk_miniturret_health2 );// {"sk_miniturret_health2","0"}; + CVAR_REGISTER( &sk_miniturret_health3 );// {"sk_miniturret_health3","0"}; // Sentry Turret - CVAR_REGISTER ( &sk_sentry_health1 );// {"sk_sentry_health1","0"}; - CVAR_REGISTER ( &sk_sentry_health2 );// {"sk_sentry_health2","0"}; - CVAR_REGISTER ( &sk_sentry_health3 );// {"sk_sentry_health3","0"}; + CVAR_REGISTER( &sk_sentry_health1 );// {"sk_sentry_health1","0"}; + CVAR_REGISTER( &sk_sentry_health2 );// {"sk_sentry_health2","0"}; + CVAR_REGISTER( &sk_sentry_health3 );// {"sk_sentry_health3","0"}; // PLAYER WEAPONS // Crowbar whack - CVAR_REGISTER ( &sk_plr_crowbar1 );// {"sk_plr_crowbar1","0"}; - CVAR_REGISTER ( &sk_plr_crowbar2 );// {"sk_plr_crowbar2","0"}; - CVAR_REGISTER ( &sk_plr_crowbar3 );// {"sk_plr_crowbar3","0"}; + CVAR_REGISTER( &sk_plr_crowbar1 );// {"sk_plr_crowbar1","0"}; + CVAR_REGISTER( &sk_plr_crowbar2 );// {"sk_plr_crowbar2","0"}; + CVAR_REGISTER( &sk_plr_crowbar3 );// {"sk_plr_crowbar3","0"}; // Glock Round - CVAR_REGISTER ( &sk_plr_9mm_bullet1 );// {"sk_plr_9mm_bullet1","0"}; - CVAR_REGISTER ( &sk_plr_9mm_bullet2 );// {"sk_plr_9mm_bullet2","0"}; - CVAR_REGISTER ( &sk_plr_9mm_bullet3 );// {"sk_plr_9mm_bullet3","0"}; + CVAR_REGISTER( &sk_plr_9mm_bullet1 );// {"sk_plr_9mm_bullet1","0"}; + CVAR_REGISTER( &sk_plr_9mm_bullet2 );// {"sk_plr_9mm_bullet2","0"}; + CVAR_REGISTER( &sk_plr_9mm_bullet3 );// {"sk_plr_9mm_bullet3","0"}; // 357 Round - CVAR_REGISTER ( &sk_plr_357_bullet1 );// {"sk_plr_357_bullet1","0"}; - CVAR_REGISTER ( &sk_plr_357_bullet2 );// {"sk_plr_357_bullet2","0"}; - CVAR_REGISTER ( &sk_plr_357_bullet3 );// {"sk_plr_357_bullet3","0"}; + CVAR_REGISTER( &sk_plr_357_bullet1 );// {"sk_plr_357_bullet1","0"}; + CVAR_REGISTER( &sk_plr_357_bullet2 );// {"sk_plr_357_bullet2","0"}; + CVAR_REGISTER( &sk_plr_357_bullet3 );// {"sk_plr_357_bullet3","0"}; // MP5 Round - CVAR_REGISTER ( &sk_plr_9mmAR_bullet1 );// {"sk_plr_9mmAR_bullet1","0"}; - CVAR_REGISTER ( &sk_plr_9mmAR_bullet2 );// {"sk_plr_9mmAR_bullet2","0"}; - CVAR_REGISTER ( &sk_plr_9mmAR_bullet3 );// {"sk_plr_9mmAR_bullet3","0"}; - + CVAR_REGISTER( &sk_plr_9mmAR_bullet1 );// {"sk_plr_9mmAR_bullet1","0"}; + CVAR_REGISTER( &sk_plr_9mmAR_bullet2 );// {"sk_plr_9mmAR_bullet2","0"}; + CVAR_REGISTER( &sk_plr_9mmAR_bullet3 );// {"sk_plr_9mmAR_bullet3","0"}; // M203 grenade - CVAR_REGISTER ( &sk_plr_9mmAR_grenade1 );// {"sk_plr_9mmAR_grenade1","0"}; - CVAR_REGISTER ( &sk_plr_9mmAR_grenade2 );// {"sk_plr_9mmAR_grenade2","0"}; - CVAR_REGISTER ( &sk_plr_9mmAR_grenade3 );// {"sk_plr_9mmAR_grenade3","0"}; - + CVAR_REGISTER( &sk_plr_9mmAR_grenade1 );// {"sk_plr_9mmAR_grenade1","0"}; + CVAR_REGISTER( &sk_plr_9mmAR_grenade2 );// {"sk_plr_9mmAR_grenade2","0"}; + CVAR_REGISTER( &sk_plr_9mmAR_grenade3 );// {"sk_plr_9mmAR_grenade3","0"}; // Shotgun buckshot - CVAR_REGISTER ( &sk_plr_buckshot1 );// {"sk_plr_buckshot1","0"}; - CVAR_REGISTER ( &sk_plr_buckshot2 );// {"sk_plr_buckshot2","0"}; - CVAR_REGISTER ( &sk_plr_buckshot3 );// {"sk_plr_buckshot3","0"}; - + CVAR_REGISTER( &sk_plr_buckshot1 );// {"sk_plr_buckshot1","0"}; + CVAR_REGISTER( &sk_plr_buckshot2 );// {"sk_plr_buckshot2","0"}; + CVAR_REGISTER( &sk_plr_buckshot3 );// {"sk_plr_buckshot3","0"}; // Crossbow - CVAR_REGISTER ( &sk_plr_xbow_bolt_monster1 );// {"sk_plr_xbow_bolt1","0"}; - CVAR_REGISTER ( &sk_plr_xbow_bolt_monster2 );// {"sk_plr_xbow_bolt2","0"}; - CVAR_REGISTER ( &sk_plr_xbow_bolt_monster3 );// {"sk_plr_xbow_bolt3","0"}; - - CVAR_REGISTER ( &sk_plr_xbow_bolt_client1 );// {"sk_plr_xbow_bolt1","0"}; - CVAR_REGISTER ( &sk_plr_xbow_bolt_client2 );// {"sk_plr_xbow_bolt2","0"}; - CVAR_REGISTER ( &sk_plr_xbow_bolt_client3 );// {"sk_plr_xbow_bolt3","0"}; + CVAR_REGISTER( &sk_plr_xbow_bolt_monster1 );// {"sk_plr_xbow_bolt1","0"}; + CVAR_REGISTER( &sk_plr_xbow_bolt_monster2 );// {"sk_plr_xbow_bolt2","0"}; + CVAR_REGISTER( &sk_plr_xbow_bolt_monster3 );// {"sk_plr_xbow_bolt3","0"}; + CVAR_REGISTER( &sk_plr_xbow_bolt_client1 );// {"sk_plr_xbow_bolt1","0"}; + CVAR_REGISTER( &sk_plr_xbow_bolt_client2 );// {"sk_plr_xbow_bolt2","0"}; + CVAR_REGISTER( &sk_plr_xbow_bolt_client3 );// {"sk_plr_xbow_bolt3","0"}; // RPG - CVAR_REGISTER ( &sk_plr_rpg1 );// {"sk_plr_rpg1","0"}; - CVAR_REGISTER ( &sk_plr_rpg2 );// {"sk_plr_rpg2","0"}; - CVAR_REGISTER ( &sk_plr_rpg3 );// {"sk_plr_rpg3","0"}; - + CVAR_REGISTER( &sk_plr_rpg1 );// {"sk_plr_rpg1","0"}; + CVAR_REGISTER( &sk_plr_rpg2 );// {"sk_plr_rpg2","0"}; + CVAR_REGISTER( &sk_plr_rpg3 );// {"sk_plr_rpg3","0"}; // Gauss Gun - CVAR_REGISTER ( &sk_plr_gauss1 );// {"sk_plr_gauss1","0"}; - CVAR_REGISTER ( &sk_plr_gauss2 );// {"sk_plr_gauss2","0"}; - CVAR_REGISTER ( &sk_plr_gauss3 );// {"sk_plr_gauss3","0"}; - + CVAR_REGISTER( &sk_plr_gauss1 );// {"sk_plr_gauss1","0"}; + CVAR_REGISTER( &sk_plr_gauss2 );// {"sk_plr_gauss2","0"}; + CVAR_REGISTER( &sk_plr_gauss3 );// {"sk_plr_gauss3","0"}; // Egon Gun - CVAR_REGISTER ( &sk_plr_egon_narrow1 );// {"sk_plr_egon_narrow1","0"}; - CVAR_REGISTER ( &sk_plr_egon_narrow2 );// {"sk_plr_egon_narrow2","0"}; - CVAR_REGISTER ( &sk_plr_egon_narrow3 );// {"sk_plr_egon_narrow3","0"}; - - CVAR_REGISTER ( &sk_plr_egon_wide1 );// {"sk_plr_egon_wide1","0"}; - CVAR_REGISTER ( &sk_plr_egon_wide2 );// {"sk_plr_egon_wide2","0"}; - CVAR_REGISTER ( &sk_plr_egon_wide3 );// {"sk_plr_egon_wide3","0"}; + CVAR_REGISTER( &sk_plr_egon_narrow1 );// {"sk_plr_egon_narrow1","0"}; + CVAR_REGISTER( &sk_plr_egon_narrow2 );// {"sk_plr_egon_narrow2","0"}; + CVAR_REGISTER( &sk_plr_egon_narrow3 );// {"sk_plr_egon_narrow3","0"}; + CVAR_REGISTER( &sk_plr_egon_wide1 );// {"sk_plr_egon_wide1","0"}; + CVAR_REGISTER( &sk_plr_egon_wide2 );// {"sk_plr_egon_wide2","0"}; + CVAR_REGISTER( &sk_plr_egon_wide3 );// {"sk_plr_egon_wide3","0"}; // Hand Grendade - CVAR_REGISTER ( &sk_plr_hand_grenade1 );// {"sk_plr_hand_grenade1","0"}; - CVAR_REGISTER ( &sk_plr_hand_grenade2 );// {"sk_plr_hand_grenade2","0"}; - CVAR_REGISTER ( &sk_plr_hand_grenade3 );// {"sk_plr_hand_grenade3","0"}; - + CVAR_REGISTER( &sk_plr_hand_grenade1 );// {"sk_plr_hand_grenade1","0"}; + CVAR_REGISTER( &sk_plr_hand_grenade2 );// {"sk_plr_hand_grenade2","0"}; + CVAR_REGISTER( &sk_plr_hand_grenade3 );// {"sk_plr_hand_grenade3","0"}; // Satchel Charge - CVAR_REGISTER ( &sk_plr_satchel1 );// {"sk_plr_satchel1","0"}; - CVAR_REGISTER ( &sk_plr_satchel2 );// {"sk_plr_satchel2","0"}; - CVAR_REGISTER ( &sk_plr_satchel3 );// {"sk_plr_satchel3","0"}; - + CVAR_REGISTER( &sk_plr_satchel1 );// {"sk_plr_satchel1","0"}; + CVAR_REGISTER( &sk_plr_satchel2 );// {"sk_plr_satchel2","0"}; + CVAR_REGISTER( &sk_plr_satchel3 );// {"sk_plr_satchel3","0"}; // Tripmine - CVAR_REGISTER ( &sk_plr_tripmine1 );// {"sk_plr_tripmine1","0"}; - CVAR_REGISTER ( &sk_plr_tripmine2 );// {"sk_plr_tripmine2","0"}; - CVAR_REGISTER ( &sk_plr_tripmine3 );// {"sk_plr_tripmine3","0"}; - + CVAR_REGISTER( &sk_plr_tripmine1 );// {"sk_plr_tripmine1","0"}; + CVAR_REGISTER( &sk_plr_tripmine2 );// {"sk_plr_tripmine2","0"}; + CVAR_REGISTER( &sk_plr_tripmine3 );// {"sk_plr_tripmine3","0"}; // WORLD WEAPONS - CVAR_REGISTER ( &sk_12mm_bullet1 );// {"sk_12mm_bullet1","0"}; - CVAR_REGISTER ( &sk_12mm_bullet2 );// {"sk_12mm_bullet2","0"}; - CVAR_REGISTER ( &sk_12mm_bullet3 );// {"sk_12mm_bullet3","0"}; + CVAR_REGISTER( &sk_12mm_bullet1 );// {"sk_12mm_bullet1","0"}; + CVAR_REGISTER( &sk_12mm_bullet2 );// {"sk_12mm_bullet2","0"}; + CVAR_REGISTER( &sk_12mm_bullet3 );// {"sk_12mm_bullet3","0"}; - CVAR_REGISTER ( &sk_9mmAR_bullet1 );// {"sk_9mm_bullet1","0"}; - CVAR_REGISTER ( &sk_9mmAR_bullet2 );// {"sk_9mm_bullet1","0"}; - CVAR_REGISTER ( &sk_9mmAR_bullet3 );// {"sk_9mm_bullet1","0"}; - - CVAR_REGISTER ( &sk_9mm_bullet1 );// {"sk_9mm_bullet1","0"}; - CVAR_REGISTER ( &sk_9mm_bullet2 );// {"sk_9mm_bullet2","0"}; - CVAR_REGISTER ( &sk_9mm_bullet3 );// {"sk_9mm_bullet3","0"}; + CVAR_REGISTER( &sk_9mmAR_bullet1 );// {"sk_9mm_bullet1","0"}; + CVAR_REGISTER( &sk_9mmAR_bullet2 );// {"sk_9mm_bullet1","0"}; + CVAR_REGISTER( &sk_9mmAR_bullet3 );// {"sk_9mm_bullet1","0"}; + CVAR_REGISTER( &sk_9mm_bullet1 );// {"sk_9mm_bullet1","0"}; + CVAR_REGISTER( &sk_9mm_bullet2 );// {"sk_9mm_bullet2","0"}; + CVAR_REGISTER( &sk_9mm_bullet3 );// {"sk_9mm_bullet3","0"}; // HORNET - CVAR_REGISTER ( &sk_hornet_dmg1 );// {"sk_hornet_dmg1","0"}; - CVAR_REGISTER ( &sk_hornet_dmg2 );// {"sk_hornet_dmg2","0"}; - CVAR_REGISTER ( &sk_hornet_dmg3 );// {"sk_hornet_dmg3","0"}; + CVAR_REGISTER( &sk_hornet_dmg1 );// {"sk_hornet_dmg1","0"}; + CVAR_REGISTER( &sk_hornet_dmg2 );// {"sk_hornet_dmg2","0"}; + CVAR_REGISTER( &sk_hornet_dmg3 );// {"sk_hornet_dmg3","0"}; // HEALTH/SUIT CHARGE DISTRIBUTION - CVAR_REGISTER ( &sk_suitcharger1 ); - CVAR_REGISTER ( &sk_suitcharger2 ); - CVAR_REGISTER ( &sk_suitcharger3 ); + CVAR_REGISTER( &sk_suitcharger1 ); + CVAR_REGISTER( &sk_suitcharger2 ); + CVAR_REGISTER( &sk_suitcharger3 ); - CVAR_REGISTER ( &sk_battery1 ); - CVAR_REGISTER ( &sk_battery2 ); - CVAR_REGISTER ( &sk_battery3 ); + CVAR_REGISTER( &sk_battery1 ); + CVAR_REGISTER( &sk_battery2 ); + CVAR_REGISTER( &sk_battery3 ); - CVAR_REGISTER ( &sk_healthcharger1 ); - CVAR_REGISTER ( &sk_healthcharger2 ); - CVAR_REGISTER ( &sk_healthcharger3 ); + CVAR_REGISTER( &sk_healthcharger1 ); + CVAR_REGISTER( &sk_healthcharger2 ); + CVAR_REGISTER( &sk_healthcharger3 ); - CVAR_REGISTER ( &sk_healthkit1 ); - CVAR_REGISTER ( &sk_healthkit2 ); - CVAR_REGISTER ( &sk_healthkit3 ); + CVAR_REGISTER( &sk_healthkit1 ); + CVAR_REGISTER( &sk_healthkit2 ); + CVAR_REGISTER( &sk_healthkit3 ); - CVAR_REGISTER ( &sk_scientist_heal1 ); - CVAR_REGISTER ( &sk_scientist_heal2 ); - CVAR_REGISTER ( &sk_scientist_heal3 ); + CVAR_REGISTER( &sk_scientist_heal1 ); + CVAR_REGISTER( &sk_scientist_heal2 ); + CVAR_REGISTER( &sk_scientist_heal3 ); -// monster damage adjusters - CVAR_REGISTER ( &sk_monster_head1 ); - CVAR_REGISTER ( &sk_monster_head2 ); - CVAR_REGISTER ( &sk_monster_head3 ); + // monster damage adjusters + CVAR_REGISTER( &sk_monster_head1 ); + CVAR_REGISTER( &sk_monster_head2 ); + CVAR_REGISTER( &sk_monster_head3 ); - CVAR_REGISTER ( &sk_monster_chest1 ); - CVAR_REGISTER ( &sk_monster_chest2 ); - CVAR_REGISTER ( &sk_monster_chest3 ); + CVAR_REGISTER( &sk_monster_chest1 ); + CVAR_REGISTER( &sk_monster_chest2 ); + CVAR_REGISTER( &sk_monster_chest3 ); - CVAR_REGISTER ( &sk_monster_stomach1 ); - CVAR_REGISTER ( &sk_monster_stomach2 ); - CVAR_REGISTER ( &sk_monster_stomach3 ); + CVAR_REGISTER( &sk_monster_stomach1 ); + CVAR_REGISTER( &sk_monster_stomach2 ); + CVAR_REGISTER( &sk_monster_stomach3 ); - CVAR_REGISTER ( &sk_monster_arm1 ); - CVAR_REGISTER ( &sk_monster_arm2 ); - CVAR_REGISTER ( &sk_monster_arm3 ); + CVAR_REGISTER( &sk_monster_arm1 ); + CVAR_REGISTER( &sk_monster_arm2 ); + CVAR_REGISTER( &sk_monster_arm3 ); - CVAR_REGISTER ( &sk_monster_leg1 ); - CVAR_REGISTER ( &sk_monster_leg2 ); - CVAR_REGISTER ( &sk_monster_leg3 ); + CVAR_REGISTER( &sk_monster_leg1 ); + CVAR_REGISTER( &sk_monster_leg2 ); + CVAR_REGISTER( &sk_monster_leg3 ); -// player damage adjusters - CVAR_REGISTER ( &sk_player_head1 ); - CVAR_REGISTER ( &sk_player_head2 ); - CVAR_REGISTER ( &sk_player_head3 ); + // player damage adjusters + CVAR_REGISTER( &sk_player_head1 ); + CVAR_REGISTER( &sk_player_head2 ); + CVAR_REGISTER( &sk_player_head3 ); - CVAR_REGISTER ( &sk_player_chest1 ); - CVAR_REGISTER ( &sk_player_chest2 ); - CVAR_REGISTER ( &sk_player_chest3 ); + CVAR_REGISTER( &sk_player_chest1 ); + CVAR_REGISTER( &sk_player_chest2 ); + CVAR_REGISTER( &sk_player_chest3 ); - CVAR_REGISTER ( &sk_player_stomach1 ); - CVAR_REGISTER ( &sk_player_stomach2 ); - CVAR_REGISTER ( &sk_player_stomach3 ); + CVAR_REGISTER( &sk_player_stomach1 ); + CVAR_REGISTER( &sk_player_stomach2 ); + CVAR_REGISTER( &sk_player_stomach3 ); - CVAR_REGISTER ( &sk_player_arm1 ); - CVAR_REGISTER ( &sk_player_arm2 ); - CVAR_REGISTER ( &sk_player_arm3 ); + CVAR_REGISTER( &sk_player_arm1 ); + CVAR_REGISTER( &sk_player_arm2 ); + CVAR_REGISTER( &sk_player_arm3 ); - CVAR_REGISTER ( &sk_player_leg1 ); - CVAR_REGISTER ( &sk_player_leg2 ); - CVAR_REGISTER ( &sk_player_leg3 ); + CVAR_REGISTER( &sk_player_leg1 ); + CVAR_REGISTER( &sk_player_leg2 ); + CVAR_REGISTER( &sk_player_leg3 ); // END REGISTER CVARS FOR SKILL LEVEL STUFF SERVER_COMMAND( "exec skill.cfg\n" ); diff --git a/dlls/game.h b/dlls/game.h index 58e7e759..925010f3 100644 --- a/dlls/game.h +++ b/dlls/game.h @@ -18,28 +18,26 @@ extern void GameDLLInit( void ); - -extern cvar_t displaysoundlist; +extern cvar_t displaysoundlist; // multiplayer server rules -extern cvar_t teamplay; -extern cvar_t fraglimit; -extern cvar_t timelimit; -extern cvar_t friendlyfire; -extern cvar_t falldamage; -extern cvar_t weaponstay; -extern cvar_t forcerespawn; -extern cvar_t flashlight; -extern cvar_t aimcrosshair; -extern cvar_t decalfrequency; -extern cvar_t teamlist; -extern cvar_t teamoverride; -extern cvar_t defaultteam; -extern cvar_t allowmonsters; +extern cvar_t teamplay; +extern cvar_t fraglimit; +extern cvar_t timelimit; +extern cvar_t friendlyfire; +extern cvar_t falldamage; +extern cvar_t weaponstay; +extern cvar_t forcerespawn; +extern cvar_t flashlight; +extern cvar_t aimcrosshair; +extern cvar_t decalfrequency; +extern cvar_t teamlist; +extern cvar_t teamoverride; +extern cvar_t defaultteam; +extern cvar_t allowmonsters; // Engine Cvars -extern cvar_t *g_psv_gravity; -extern cvar_t *g_psv_aim; -extern cvar_t *g_footsteps; - -#endif // GAME_H +extern cvar_t *g_psv_gravity; +extern cvar_t *g_psv_aim; +extern cvar_t *g_footsteps; +#endif // GAME_H diff --git a/dlls/gamerules.cpp b/dlls/gamerules.cpp index 829cae0f..059b4d61 100644 --- a/dlls/gamerules.cpp +++ b/dlls/gamerules.cpp @@ -28,8 +28,8 @@ extern edict_t *EntSelectSpawnPoint( CBaseEntity *pPlayer ); -DLL_GLOBAL CGameRules* g_pGameRules = NULL; -extern DLL_GLOBAL BOOL g_fGameOver; +DLL_GLOBAL CGameRules *g_pGameRules = NULL; +extern DLL_GLOBAL BOOL g_fGameOver; extern int gmsgDeathMsg; // client dll messages extern int gmsgMOTD; @@ -41,13 +41,13 @@ BOOL CGameRules::CanHaveAmmo( CBasePlayer *pPlayer, const char *pszAmmoName, int { int iAmmoIndex; - if ( pszAmmoName ) + if( pszAmmoName ) { iAmmoIndex = pPlayer->GetAmmoIndex( pszAmmoName ); - if ( iAmmoIndex > -1 ) + if( iAmmoIndex > -1 ) { - if ( pPlayer->AmmoInventory( iAmmoIndex ) < iMaxCarry ) + if( pPlayer->AmmoInventory( iAmmoIndex ) < iMaxCarry ) { // player has room for more of this type of ammo return TRUE; @@ -60,17 +60,17 @@ BOOL CGameRules::CanHaveAmmo( CBasePlayer *pPlayer, const char *pszAmmoName, int //========================================================= //========================================================= -edict_t *CGameRules :: GetPlayerSpawnSpot( CBasePlayer *pPlayer ) +edict_t *CGameRules::GetPlayerSpawnSpot( CBasePlayer *pPlayer ) { edict_t *pentSpawnSpot = EntSelectSpawnPoint( pPlayer ); - pPlayer->pev->origin = VARS(pentSpawnSpot)->origin + Vector(0,0,1); + pPlayer->pev->origin = VARS( pentSpawnSpot )->origin + Vector( 0, 0, 1 ); pPlayer->pev->v_angle = g_vecZero; pPlayer->pev->velocity = g_vecZero; - pPlayer->pev->angles = VARS(pentSpawnSpot)->angles; + pPlayer->pev->angles = VARS( pentSpawnSpot )->angles; pPlayer->pev->punchangle = g_vecZero; pPlayer->pev->fixangle = TRUE; - + return pentSpawnSpot; } @@ -79,16 +79,16 @@ edict_t *CGameRules :: GetPlayerSpawnSpot( CBasePlayer *pPlayer ) BOOL CGameRules::CanHavePlayerItem( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon ) { // only living players can have items - if ( pPlayer->pev->deadflag != DEAD_NO ) + if( pPlayer->pev->deadflag != DEAD_NO ) return FALSE; - if ( pWeapon->pszAmmo1() ) + if( pWeapon->pszAmmo1() ) { - if ( !CanHaveAmmo( pPlayer, pWeapon->pszAmmo1(), pWeapon->iMaxAmmo1() ) ) + if( !CanHaveAmmo( pPlayer, pWeapon->pszAmmo1(), pWeapon->iMaxAmmo1() ) ) { // we can't carry anymore ammo for this gun. We can only // have the gun if we aren't already carrying one of this type - if ( pPlayer->HasPlayerItem( pWeapon ) ) + if( pPlayer->HasPlayerItem( pWeapon ) ) { return FALSE; } @@ -97,7 +97,7 @@ BOOL CGameRules::CanHavePlayerItem( CBasePlayer *pPlayer, CBasePlayerItem *pWeap else { // weapon doesn't use ammo, don't take another if you already have it. - if ( pPlayer->HasPlayerItem( pWeapon ) ) + if( pPlayer->HasPlayerItem( pWeapon ) ) { return FALSE; } @@ -112,33 +112,33 @@ BOOL CGameRules::CanHavePlayerItem( CBasePlayer *pPlayer, CBasePlayerItem *pWeap //========================================================= void CGameRules::RefreshSkillData ( void ) { - int iSkill; + int iSkill; - iSkill = (int)CVAR_GET_FLOAT("skill"); + iSkill = (int)CVAR_GET_FLOAT( "skill" ); g_iSkillLevel = iSkill; - if ( iSkill < 1 ) + if( iSkill < 1 ) { iSkill = 1; } - else if ( iSkill > 3 ) + else if( iSkill > 3 ) { iSkill = 3; } gSkillData.iSkillLevel = iSkill; - ALERT ( at_console, "\nGAME SKILL LEVEL:%d\n",iSkill ); + ALERT( at_console, "\nGAME SKILL LEVEL:%d\n",iSkill ); //Agrunt gSkillData.agruntHealth = GetSkillCvar( "sk_agrunt_health" ); - gSkillData.agruntDmgPunch = GetSkillCvar( "sk_agrunt_dmg_punch"); + gSkillData.agruntDmgPunch = GetSkillCvar( "sk_agrunt_dmg_punch" ); // Apache - gSkillData.apacheHealth = GetSkillCvar( "sk_apache_health"); + gSkillData.apacheHealth = GetSkillCvar( "sk_apache_health" ); // Barney - gSkillData.barneyHealth = GetSkillCvar( "sk_barney_health"); + gSkillData.barneyHealth = GetSkillCvar( "sk_barney_health" ); // Big Momma gSkillData.bigmommaHealthFactor = GetSkillCvar( "sk_bigmomma_health_factor" ); @@ -147,131 +147,131 @@ void CGameRules::RefreshSkillData ( void ) gSkillData.bigmommaRadiusBlast = GetSkillCvar( "sk_bigmomma_radius_blast" ); // Bullsquid - gSkillData.bullsquidHealth = GetSkillCvar( "sk_bullsquid_health"); - gSkillData.bullsquidDmgBite = GetSkillCvar( "sk_bullsquid_dmg_bite"); - gSkillData.bullsquidDmgWhip = GetSkillCvar( "sk_bullsquid_dmg_whip"); - gSkillData.bullsquidDmgSpit = GetSkillCvar( "sk_bullsquid_dmg_spit"); + gSkillData.bullsquidHealth = GetSkillCvar( "sk_bullsquid_health" ); + gSkillData.bullsquidDmgBite = GetSkillCvar( "sk_bullsquid_dmg_bite" ); + gSkillData.bullsquidDmgWhip = GetSkillCvar( "sk_bullsquid_dmg_whip" ); + gSkillData.bullsquidDmgSpit = GetSkillCvar( "sk_bullsquid_dmg_spit" ); // Gargantua - gSkillData.gargantuaHealth = GetSkillCvar( "sk_gargantua_health"); - gSkillData.gargantuaDmgSlash = GetSkillCvar( "sk_gargantua_dmg_slash"); - gSkillData.gargantuaDmgFire = GetSkillCvar( "sk_gargantua_dmg_fire"); - gSkillData.gargantuaDmgStomp = GetSkillCvar( "sk_gargantua_dmg_stomp"); + gSkillData.gargantuaHealth = GetSkillCvar( "sk_gargantua_health" ); + gSkillData.gargantuaDmgSlash = GetSkillCvar( "sk_gargantua_dmg_slash" ); + gSkillData.gargantuaDmgFire = GetSkillCvar( "sk_gargantua_dmg_fire" ); + gSkillData.gargantuaDmgStomp = GetSkillCvar( "sk_gargantua_dmg_stomp "); // Hassassin - gSkillData.hassassinHealth = GetSkillCvar( "sk_hassassin_health"); + gSkillData.hassassinHealth = GetSkillCvar( "sk_hassassin_health" ); // Headcrab - gSkillData.headcrabHealth = GetSkillCvar( "sk_headcrab_health"); - gSkillData.headcrabDmgBite = GetSkillCvar( "sk_headcrab_dmg_bite"); + gSkillData.headcrabHealth = GetSkillCvar( "sk_headcrab_health" ); + gSkillData.headcrabDmgBite = GetSkillCvar( "sk_headcrab_dmg_bite" ); // Hgrunt - gSkillData.hgruntHealth = GetSkillCvar( "sk_hgrunt_health"); - gSkillData.hgruntDmgKick = GetSkillCvar( "sk_hgrunt_kick"); - gSkillData.hgruntShotgunPellets = GetSkillCvar( "sk_hgrunt_pellets"); - gSkillData.hgruntGrenadeSpeed = GetSkillCvar( "sk_hgrunt_gspeed"); + gSkillData.hgruntHealth = GetSkillCvar( "sk_hgrunt_health" ); + gSkillData.hgruntDmgKick = GetSkillCvar( "sk_hgrunt_kick" ); + gSkillData.hgruntShotgunPellets = GetSkillCvar( "sk_hgrunt_pellets" ); + gSkillData.hgruntGrenadeSpeed = GetSkillCvar( "sk_hgrunt_gspeed" ); // Houndeye - gSkillData.houndeyeHealth = GetSkillCvar( "sk_houndeye_health"); - gSkillData.houndeyeDmgBlast = GetSkillCvar( "sk_houndeye_dmg_blast"); + gSkillData.houndeyeHealth = GetSkillCvar( "sk_houndeye_health" ); + gSkillData.houndeyeDmgBlast = GetSkillCvar( "sk_houndeye_dmg_blast" ); // ISlave - gSkillData.slaveHealth = GetSkillCvar( "sk_islave_health"); - gSkillData.slaveDmgClaw = GetSkillCvar( "sk_islave_dmg_claw"); - gSkillData.slaveDmgClawrake = GetSkillCvar( "sk_islave_dmg_clawrake"); - gSkillData.slaveDmgZap = GetSkillCvar( "sk_islave_dmg_zap"); + gSkillData.slaveHealth = GetSkillCvar( "sk_islave_health" ); + gSkillData.slaveDmgClaw = GetSkillCvar( "sk_islave_dmg_claw" ); + gSkillData.slaveDmgClawrake = GetSkillCvar( "sk_islave_dmg_clawrake" ); + gSkillData.slaveDmgZap = GetSkillCvar( "sk_islave_dmg_zap" ); // Icthyosaur - gSkillData.ichthyosaurHealth = GetSkillCvar( "sk_ichthyosaur_health"); - gSkillData.ichthyosaurDmgShake = GetSkillCvar( "sk_ichthyosaur_shake"); + gSkillData.ichthyosaurHealth = GetSkillCvar( "sk_ichthyosaur_health" ); + gSkillData.ichthyosaurDmgShake = GetSkillCvar( "sk_ichthyosaur_shake" ); // Leech - gSkillData.leechHealth = GetSkillCvar( "sk_leech_health"); + gSkillData.leechHealth = GetSkillCvar( "sk_leech_health" ); - gSkillData.leechDmgBite = GetSkillCvar( "sk_leech_dmg_bite"); + gSkillData.leechDmgBite = GetSkillCvar( "sk_leech_dmg_bite" ); // Controller - gSkillData.controllerHealth = GetSkillCvar( "sk_controller_health"); - gSkillData.controllerDmgZap = GetSkillCvar( "sk_controller_dmgzap"); - gSkillData.controllerSpeedBall = GetSkillCvar( "sk_controller_speedball"); - gSkillData.controllerDmgBall = GetSkillCvar( "sk_controller_dmgball"); + gSkillData.controllerHealth = GetSkillCvar( "sk_controller_health" ); + gSkillData.controllerDmgZap = GetSkillCvar( "sk_controller_dmgzap" ); + gSkillData.controllerSpeedBall = GetSkillCvar( "sk_controller_speedball" ); + gSkillData.controllerDmgBall = GetSkillCvar( "sk_controller_dmgball" ); // Nihilanth - gSkillData.nihilanthHealth = GetSkillCvar( "sk_nihilanth_health"); - gSkillData.nihilanthZap = GetSkillCvar( "sk_nihilanth_zap"); + gSkillData.nihilanthHealth = GetSkillCvar( "sk_nihilanth_health" ); + gSkillData.nihilanthZap = GetSkillCvar( "sk_nihilanth_zap" ); // Scientist - gSkillData.scientistHealth = GetSkillCvar( "sk_scientist_health"); + gSkillData.scientistHealth = GetSkillCvar( "sk_scientist_health" ); // Snark - gSkillData.snarkHealth = GetSkillCvar( "sk_snark_health"); - gSkillData.snarkDmgBite = GetSkillCvar( "sk_snark_dmg_bite"); - gSkillData.snarkDmgPop = GetSkillCvar( "sk_snark_dmg_pop"); + gSkillData.snarkHealth = GetSkillCvar( "sk_snark_health" ); + gSkillData.snarkDmgBite = GetSkillCvar( "sk_snark_dmg_bite" ); + gSkillData.snarkDmgPop = GetSkillCvar( "sk_snark_dmg_pop" ); // Zombie - gSkillData.zombieHealth = GetSkillCvar( "sk_zombie_health"); - gSkillData.zombieDmgOneSlash = GetSkillCvar( "sk_zombie_dmg_one_slash"); - gSkillData.zombieDmgBothSlash = GetSkillCvar( "sk_zombie_dmg_both_slash"); + gSkillData.zombieHealth = GetSkillCvar( "sk_zombie_health" ); + gSkillData.zombieDmgOneSlash = GetSkillCvar( "sk_zombie_dmg_one_slash" ); + gSkillData.zombieDmgBothSlash = GetSkillCvar( "sk_zombie_dmg_both_slash" ); //Turret - gSkillData.turretHealth = GetSkillCvar( "sk_turret_health"); + gSkillData.turretHealth = GetSkillCvar( "sk_turret_health" ); // MiniTurret - gSkillData.miniturretHealth = GetSkillCvar( "sk_miniturret_health"); - - // Sentry Turret - gSkillData.sentryHealth = GetSkillCvar( "sk_sentry_health"); + gSkillData.miniturretHealth = GetSkillCvar( "sk_miniturret_health" ); -// PLAYER WEAPONS + // Sentry Turret + gSkillData.sentryHealth = GetSkillCvar( "sk_sentry_health" ); + + // PLAYER WEAPONS // Crowbar whack - gSkillData.plrDmgCrowbar = GetSkillCvar( "sk_plr_crowbar"); + gSkillData.plrDmgCrowbar = GetSkillCvar( "sk_plr_crowbar" ); // Glock Round - gSkillData.plrDmg9MM = GetSkillCvar( "sk_plr_9mm_bullet"); + gSkillData.plrDmg9MM = GetSkillCvar( "sk_plr_9mm_bullet" ); // 357 Round - gSkillData.plrDmg357 = GetSkillCvar( "sk_plr_357_bullet"); + gSkillData.plrDmg357 = GetSkillCvar( "sk_plr_357_bullet" ); // MP5 Round - gSkillData.plrDmgMP5 = GetSkillCvar( "sk_plr_9mmAR_bullet"); + gSkillData.plrDmgMP5 = GetSkillCvar( "sk_plr_9mmAR_bullet" ); // M203 grenade - gSkillData.plrDmgM203Grenade = GetSkillCvar( "sk_plr_9mmAR_grenade"); + gSkillData.plrDmgM203Grenade = GetSkillCvar( "sk_plr_9mmAR_grenade" ); // Shotgun buckshot - gSkillData.plrDmgBuckshot = GetSkillCvar( "sk_plr_buckshot"); + gSkillData.plrDmgBuckshot = GetSkillCvar( "sk_plr_buckshot" ); // Crossbow - gSkillData.plrDmgCrossbowClient = GetSkillCvar( "sk_plr_xbow_bolt_client"); - gSkillData.plrDmgCrossbowMonster = GetSkillCvar( "sk_plr_xbow_bolt_monster"); + gSkillData.plrDmgCrossbowClient = GetSkillCvar( "sk_plr_xbow_bolt_client" ); + gSkillData.plrDmgCrossbowMonster = GetSkillCvar( "sk_plr_xbow_bolt_monster" ); // RPG - gSkillData.plrDmgRPG = GetSkillCvar( "sk_plr_rpg"); + gSkillData.plrDmgRPG = GetSkillCvar( "sk_plr_rpg" ); // Gauss gun - gSkillData.plrDmgGauss = GetSkillCvar( "sk_plr_gauss"); + gSkillData.plrDmgGauss = GetSkillCvar( "sk_plr_gauss" ); // Egon Gun - gSkillData.plrDmgEgonNarrow = GetSkillCvar( "sk_plr_egon_narrow"); - gSkillData.plrDmgEgonWide = GetSkillCvar( "sk_plr_egon_wide"); + gSkillData.plrDmgEgonNarrow = GetSkillCvar( "sk_plr_egon_narrow" ); + gSkillData.plrDmgEgonWide = GetSkillCvar( "sk_plr_egon_wide" ); // Hand Grendade - gSkillData.plrDmgHandGrenade = GetSkillCvar( "sk_plr_hand_grenade"); + gSkillData.plrDmgHandGrenade = GetSkillCvar( "sk_plr_hand_grenade" ); // Satchel Charge - gSkillData.plrDmgSatchel = GetSkillCvar( "sk_plr_satchel"); + gSkillData.plrDmgSatchel = GetSkillCvar( "sk_plr_satchel" ); // Tripmine - gSkillData.plrDmgTripmine = GetSkillCvar( "sk_plr_tripmine"); + gSkillData.plrDmgTripmine = GetSkillCvar( "sk_plr_tripmine" ); // MONSTER WEAPONS - gSkillData.monDmg12MM = GetSkillCvar( "sk_12mm_bullet"); + gSkillData.monDmg12MM = GetSkillCvar( "sk_12mm_bullet" ); gSkillData.monDmgMP5 = GetSkillCvar ("sk_9mmAR_bullet" ); - gSkillData.monDmg9MM = GetSkillCvar( "sk_9mm_bullet"); + gSkillData.monDmg9MM = GetSkillCvar( "sk_9mm_bullet" ); // MONSTER HORNET - gSkillData.monDmgHornet = GetSkillCvar( "sk_hornet_dmg"); + gSkillData.monDmgHornet = GetSkillCvar( "sk_hornet_dmg" ); // PLAYER HORNET // Up to this point, player hornet damage and monster hornet damage were both using @@ -281,7 +281,6 @@ void CGameRules::RefreshSkillData ( void ) // via SKILLS.CFG. Any player hivehand tuning must take place in the code. (sjb) gSkillData.plrDmgHornet = 7; - // HEALTH/CHARGE gSkillData.suitchargerCapacity = GetSkillCvar( "sk_suitcharger" ); gSkillData.batteryCapacity = GetSkillCvar( "sk_battery" ); @@ -311,9 +310,9 @@ void CGameRules::RefreshSkillData ( void ) CGameRules *InstallGameRules( void ) { SERVER_COMMAND( "exec game.cfg\n" ); - SERVER_EXECUTE( ); + SERVER_EXECUTE(); - if ( !gpGlobals->deathmatch ) + if( !gpGlobals->deathmatch ) { // generic half-life g_teamplay = 0; @@ -321,14 +320,13 @@ CGameRules *InstallGameRules( void ) } else { - if ( teamplay.value > 0 ) + if( teamplay.value > 0 ) { // teamplay - g_teamplay = 1; return new CHalfLifeTeamplay; } - if ((int)gpGlobals->deathmatch == 1) + if( (int)gpGlobals->deathmatch == 1 ) { // vanilla deathmatch g_teamplay = 0; @@ -342,6 +340,3 @@ CGameRules *InstallGameRules( void ) } } } - - - diff --git a/dlls/gamerules.h b/dlls/gamerules.h index 5dc5cb3e..ef235fc1 100644 --- a/dlls/gamerules.h +++ b/dlls/gamerules.h @@ -27,13 +27,13 @@ class CBasePlayerAmmo; enum { GR_NONE = 0, - + GR_WEAPON_RESPAWN_YES, GR_WEAPON_RESPAWN_NO, - + GR_AMMO_RESPAWN_YES, GR_AMMO_RESPAWN_NO, - + GR_ITEM_RESPAWN_YES, GR_ITEM_RESPAWN_NO, @@ -75,14 +75,14 @@ public: virtual const char *GetGameDescription( void ) { return "Half-Life"; } // this is the game name that gets seen in the server browser // Client connection/disconnection - virtual BOOL ClientConnected( edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[ 128 ] ) = 0;// a client just connected to the server (player hasn't spawned yet) + virtual BOOL ClientConnected( edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[128] ) = 0;// a client just connected to the server (player hasn't spawned yet) virtual void InitHUD( CBasePlayer *pl ) = 0; // the client dll is ready for updating virtual void ClientDisconnected( edict_t *pClient ) = 0;// a client just disconnected from the server virtual void UpdateGameMode( CBasePlayer *pPlayer ) {} // the client needs to be informed of the current game mode // Client damage rules virtual float FlPlayerFallDamage( CBasePlayer *pPlayer ) = 0;// this client just hit the ground after a fall. How much damage? - virtual BOOL FPlayerCanTakeDamage( CBasePlayer *pPlayer, CBaseEntity *pAttacker ) {return TRUE;};// can this player take damage from this attacker? + virtual BOOL FPlayerCanTakeDamage( CBasePlayer *pPlayer, CBaseEntity *pAttacker ) {return TRUE;};// can this player take damage from this attacker? virtual BOOL ShouldAutoAim( CBasePlayer *pPlayer, edict_t *target ) { return TRUE; } // Client spawn/respawn control @@ -179,7 +179,7 @@ public: virtual BOOL FShouldSwitchWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon ); virtual BOOL GetNextBestWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon ); - + // Functions to verify the single/multiplayer status of a game virtual BOOL IsMultiplayer( void ); virtual BOOL IsDeathmatch( void ); @@ -192,7 +192,7 @@ public: // Client damage rules virtual float FlPlayerFallDamage( CBasePlayer *pPlayer ); - + // Client spawn/respawn control virtual void PlayerSpawn( CBasePlayer *pPlayer ); virtual void PlayerThink( CBasePlayer *pPlayer ); @@ -276,7 +276,7 @@ public: // If ClientConnected returns FALSE, the connection is rejected and the user is provided the reason specified in // svRejectReason // Only the client's name and remote address are provided to the dll for verification. - virtual BOOL ClientConnected( edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[ 128 ] ); + virtual BOOL ClientConnected( edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[128] ); virtual void InitHUD( CBasePlayer *pl ); // the client dll is ready for updating virtual void ClientDisconnected( edict_t *pClient ); virtual void UpdateGameMode( CBasePlayer *pPlayer ); // the client needs to be informed of the current game mode @@ -358,4 +358,4 @@ protected: void SendMOTDToClient( edict_t *client ); }; -extern DLL_GLOBAL CGameRules* g_pGameRules; +extern DLL_GLOBAL CGameRules *g_pGameRules; diff --git a/dlls/gargantua.cpp b/dlls/gargantua.cpp index 65878f7e..6c65b06f 100644 --- a/dlls/gargantua.cpp +++ b/dlls/gargantua.cpp @@ -41,19 +41,19 @@ const float GARG_ATTACKDIST = 80.0; //#define GARG_AE_BEAM_ATTACK_RIGHT 2 // No longer used #define GARG_AE_LEFT_FOOT 3 #define GARG_AE_RIGHT_FOOT 4 -#define GARG_AE_STOMP 5 -#define GARG_AE_BREATHE 6 -#define STOMP_FRAMETIME 0.015 // gpGlobals->frametime +#define GARG_AE_STOMP 5 +#define GARG_AE_BREATHE 6 +#define STOMP_FRAMETIME 0.015 // gpGlobals->frametime // Gargantua is immune to any damage but this #define GARG_DAMAGE (DMG_ENERGYBEAM|DMG_CRUSH|DMG_MORTAR|DMG_BLAST) #define GARG_EYE_SPRITE_NAME "sprites/gargeye1.spr" #define GARG_BEAM_SPRITE_NAME "sprites/xbeam3.spr" -#define GARG_BEAM_SPRITE2 "sprites/xbeam3.spr" +#define GARG_BEAM_SPRITE2 "sprites/xbeam3.spr" #define GARG_STOMP_SPRITE_NAME "sprites/gargeye1.spr" #define GARG_STOMP_BUZZ_SOUND "weapons/mine_charge.wav" -#define GARG_FLAME_LENGTH 330 -#define GARG_GIB_MODEL "models/metalplategibs.mdl" +#define GARG_FLAME_LENGTH 330 +#define GARG_GIB_MODEL "models/metalplategibs.mdl" #define ATTN_GARG (ATTN_NORM) @@ -85,7 +85,7 @@ public: private: // UNDONE: re-use this sprite list instead of creating new ones all the time -// CSprite *m_pSprites[ STOMP_SPRITE_COUNT ]; +// CSprite *m_pSprites[STOMP_SPRITE_COUNT]; }; LINK_ENTITY_TO_CLASS( garg_stomp, CStomp ) @@ -93,28 +93,28 @@ LINK_ENTITY_TO_CLASS( garg_stomp, CStomp ) CStomp *CStomp::StompCreate( const Vector &origin, const Vector &end, float speed ) { CStomp *pStomp = GetClassPtr( (CStomp *)NULL ); - + pStomp->pev->origin = origin; - Vector dir = (end - origin); + Vector dir = end - origin; pStomp->pev->scale = dir.Length(); pStomp->pev->movedir = dir.Normalize(); pStomp->pev->speed = speed; pStomp->Spawn(); - + return pStomp; } void CStomp::Spawn( void ) { pev->nextthink = gpGlobals->time; - pev->classname = MAKE_STRING("garg_stomp"); + pev->classname = MAKE_STRING( "garg_stomp" ); pev->dmgtime = gpGlobals->time; pev->framerate = 30; - pev->model = MAKE_STRING(GARG_STOMP_SPRITE_NAME); + pev->model = MAKE_STRING( GARG_STOMP_SPRITE_NAME ); pev->rendermode = kRenderTransTexture; pev->renderamt = 0; - EMIT_SOUND_DYN( edict(), CHAN_BODY, GARG_STOMP_BUZZ_SOUND, 1, ATTN_NORM, 0, PITCH_NORM * 0.55); + EMIT_SOUND_DYN( edict(), CHAN_BODY, GARG_STOMP_BUZZ_SOUND, 1, ATTN_NORM, 0, PITCH_NORM * 0.55 ); } #define STOMP_INTERVAL 0.025 @@ -128,37 +128,37 @@ void CStomp::Think( void ) // Do damage for this frame Vector vecStart = pev->origin; vecStart.z += 30; - Vector vecEnd = vecStart + (pev->movedir * pev->speed * STOMP_FRAMETIME); + Vector vecEnd = vecStart + ( pev->movedir * pev->speed * STOMP_FRAMETIME ); UTIL_TraceHull( vecStart, vecEnd, dont_ignore_monsters, head_hull, ENT(pev), &tr ); - - if ( tr.pHit && tr.pHit != pev->owner ) + + if( tr.pHit && tr.pHit != pev->owner ) { CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit ); entvars_t *pevOwner = pev; - if ( pev->owner ) - pevOwner = VARS(pev->owner); + if( pev->owner ) + pevOwner = VARS( pev->owner ); - if ( pEntity ) + if( pEntity ) pEntity->TakeDamage( pev, pevOwner, gSkillData.gargantuaDmgStomp, DMG_SONIC ); } - + // Accelerate the effect - pev->speed = pev->speed + (STOMP_FRAMETIME) * pev->framerate; - pev->framerate = pev->framerate + (STOMP_FRAMETIME) * 1500; - + pev->speed = pev->speed + ( STOMP_FRAMETIME ) * pev->framerate; + pev->framerate = pev->framerate + ( STOMP_FRAMETIME ) * 1500; + // Move and spawn trails - while ( gpGlobals->time - pev->dmgtime > STOMP_INTERVAL ) + while( gpGlobals->time - pev->dmgtime > STOMP_INTERVAL ) { pev->origin = pev->origin + pev->movedir * pev->speed * STOMP_INTERVAL; - for ( int i = 0; i < 2; i++ ) + for( int i = 0; i < 2; i++ ) { CSprite *pSprite = CSprite::SpriteCreate( GARG_STOMP_SPRITE_NAME, pev->origin, TRUE ); - if ( pSprite ) + if( pSprite ) { - UTIL_TraceLine( pev->origin, pev->origin - Vector(0,0,500), ignore_monsters, edict(), &tr ); + UTIL_TraceLine( pev->origin, pev->origin - Vector( 0, 0, 500 ), ignore_monsters, edict(), &tr ); pSprite->pev->origin = tr.vecEndPos; - pSprite->pev->velocity = Vector(RANDOM_FLOAT(-200,200),RANDOM_FLOAT(-200,200),175); + pSprite->pev->velocity = Vector( RANDOM_FLOAT( -200, 200 ), RANDOM_FLOAT( -200, 200 ), 175 ); // pSprite->AnimateAndDie( RANDOM_FLOAT( 8.0, 12.0 ) ); pSprite->pev->nextthink = gpGlobals->time + 0.3; pSprite->SetThink( &CBaseEntity::SUB_Remove ); @@ -169,16 +169,15 @@ void CStomp::Think( void ) // Scale has the "life" of this effect pev->scale -= STOMP_INTERVAL * pev->speed; - if ( pev->scale <= 0 ) + if( pev->scale <= 0 ) { // Life has run out - UTIL_Remove(this); + UTIL_Remove( this ); STOP_SOUND( edict(), CHAN_BODY, GARG_STOMP_BUZZ_SOUND ); } } } - void StreakSplash( const Vector &origin, const Vector &direction, int color, int count, int speed, int velocityRange ) { MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, origin ); @@ -202,7 +201,7 @@ public: void Spawn( void ); void Precache( void ); void SetYawSpeed( void ); - int Classify ( void ); + int Classify( void ); int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ); void HandleAnimEvent( MonsterEvent_t *pEvent ); @@ -238,9 +237,9 @@ public: void FlameDamage( Vector vecStart, Vector vecEnd, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType ); - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); - static TYPEDESCRIPTION m_SaveData[]; + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); + static TYPEDESCRIPTION m_SaveData[]; CUSTOM_SCHEDULES @@ -262,18 +261,18 @@ private: CSprite *m_pEyeGlow; // Glow around the eyes CBeam *m_pFlame[4]; // Flame beams - int m_eyeBrightness; // Brightness target - float m_seeTime; // Time to attack (when I see the enemy, I set this) + int m_eyeBrightness; // Brightness target + float m_seeTime; // Time to attack (when I see the enemy, I set this) float m_flameTime; // Time of next flame attack float m_painSoundTime; // Time of next pain sound float m_streakTime; // streak timer (don't send too many) - float m_flameX; // Flame thrower aim + float m_flameX; // Flame thrower aim float m_flameY; }; LINK_ENTITY_TO_CLASS( monster_gargantua, CGargantua ) -TYPEDESCRIPTION CGargantua::m_SaveData[] = +TYPEDESCRIPTION CGargantua::m_SaveData[] = { DEFINE_FIELD( CGargantua, m_pEyeGlow, FIELD_CLASSPTR ), DEFINE_FIELD( CGargantua, m_eyeBrightness, FIELD_INTEGER ), @@ -288,27 +287,27 @@ TYPEDESCRIPTION CGargantua::m_SaveData[] = IMPLEMENT_SAVERESTORE( CGargantua, CBaseMonster ) -const char *CGargantua::pAttackHitSounds[] = +const char *CGargantua::pAttackHitSounds[] = { "zombie/claw_strike1.wav", "zombie/claw_strike2.wav", "zombie/claw_strike3.wav", }; -const char *CGargantua::pBeamAttackSounds[] = +const char *CGargantua::pBeamAttackSounds[] = { "garg/gar_flameoff1.wav", "garg/gar_flameon1.wav", "garg/gar_flamerun1.wav", }; -const char *CGargantua::pAttackMissSounds[] = +const char *CGargantua::pAttackMissSounds[] = { "zombie/claw_miss1.wav", "zombie/claw_miss2.wav", }; -const char *CGargantua::pRicSounds[] = +const char *CGargantua::pRicSounds[] = { #if 0 "weapons/ric1.wav", @@ -324,13 +323,13 @@ const char *CGargantua::pRicSounds[] = #endif }; -const char *CGargantua::pFootSounds[] = +const char *CGargantua::pFootSounds[] = { "garg/gar_step1.wav", "garg/gar_step2.wav", }; -const char *CGargantua::pIdleSounds[] = +const char *CGargantua::pIdleSounds[] = { "garg/gar_idle1.wav", "garg/gar_idle2.wav", @@ -339,33 +338,33 @@ const char *CGargantua::pIdleSounds[] = "garg/gar_idle5.wav", }; -const char *CGargantua::pAttackSounds[] = +const char *CGargantua::pAttackSounds[] = { "garg/gar_attack1.wav", "garg/gar_attack2.wav", "garg/gar_attack3.wav", }; -const char *CGargantua::pAlertSounds[] = +const char *CGargantua::pAlertSounds[] = { "garg/gar_alert1.wav", "garg/gar_alert2.wav", "garg/gar_alert3.wav", }; -const char *CGargantua::pPainSounds[] = +const char *CGargantua::pPainSounds[] = { "garg/gar_pain1.wav", "garg/gar_pain2.wav", "garg/gar_pain3.wav", }; -const char *CGargantua::pStompSounds[] = +const char *CGargantua::pStompSounds[] = { "garg/gar_stomp1.wav", }; -const char *CGargantua::pBreatheSounds[] = +const char *CGargantua::pBreatheSounds[] = { "garg/gar_breathe1.wav", "garg/gar_breathe2.wav", @@ -387,22 +386,22 @@ enum TASK_FLAME_SWEEP }; -Task_t tlGargFlame[] = +Task_t tlGargFlame[] = { - { TASK_STOP_MOVING, (float)0 }, - { TASK_FACE_ENEMY, (float)0 }, - { TASK_SOUND_ATTACK, (float)0 }, - // { TASK_PLAY_SEQUENCE, (float)ACT_SIGNAL1 }, - { TASK_SET_ACTIVITY, (float)ACT_MELEE_ATTACK2 }, - { TASK_FLAME_SWEEP, (float)4.5 }, - { TASK_SET_ACTIVITY, (float)ACT_IDLE }, + { TASK_STOP_MOVING, (float)0 }, + { TASK_FACE_ENEMY, (float)0 }, + { TASK_SOUND_ATTACK, (float)0 }, + // { TASK_PLAY_SEQUENCE, (float)ACT_SIGNAL1 }, + { TASK_SET_ACTIVITY, (float)ACT_MELEE_ATTACK2 }, + { TASK_FLAME_SWEEP, (float)4.5 }, + { TASK_SET_ACTIVITY, (float)ACT_IDLE }, }; -Schedule_t slGargFlame[] = +Schedule_t slGargFlame[] = { - { + { tlGargFlame, - ARRAYSIZE ( tlGargFlame ), + ARRAYSIZE( tlGargFlame ), 0, 0, "GargFlame" @@ -410,18 +409,18 @@ Schedule_t slGargFlame[] = }; // primary melee attack -Task_t tlGargSwipe[] = +Task_t tlGargSwipe[] = { - { TASK_STOP_MOVING, 0 }, - { TASK_FACE_ENEMY, (float)0 }, - { TASK_MELEE_ATTACK1, (float)0 }, + { TASK_STOP_MOVING, 0 }, + { TASK_FACE_ENEMY, (float)0 }, + { TASK_MELEE_ATTACK1, (float)0 }, }; -Schedule_t slGargSwipe[] = +Schedule_t slGargSwipe[] = { - { + { tlGargSwipe, - ARRAYSIZE ( tlGargSwipe ), + ARRAYSIZE( tlGargSwipe ), bits_COND_CAN_MELEE_ATTACK2, 0, "GargSwipe" @@ -438,7 +437,7 @@ IMPLEMENT_CUSTOM_SCHEDULES( CGargantua, CBaseMonster ) void CGargantua::EyeOn( int level ) { - m_eyeBrightness = level; + m_eyeBrightness = level; } void CGargantua::EyeOff( void ) @@ -448,10 +447,10 @@ void CGargantua::EyeOff( void ) void CGargantua::EyeUpdate( void ) { - if ( m_pEyeGlow ) + if( m_pEyeGlow ) { m_pEyeGlow->pev->renderamt = UTIL_Approach( m_eyeBrightness, m_pEyeGlow->pev->renderamt, 26 ); - if ( m_pEyeGlow->pev->renderamt == 0 ) + if( m_pEyeGlow->pev->renderamt == 0 ) m_pEyeGlow->pev->effects |= EF_NODRAW; else m_pEyeGlow->pev->effects &= ~EF_NODRAW; @@ -471,38 +470,38 @@ void CGargantua::StompAttack( void ) UTIL_TraceLine( vecStart, vecEnd, ignore_monsters, edict(), &trace ); CStomp::StompCreate( vecStart, trace.vecEndPos, 0 ); UTIL_ScreenShake( pev->origin, 12.0, 100.0, 2.0, 1000 ); - EMIT_SOUND_DYN ( edict(), CHAN_WEAPON, pStompSounds[ RANDOM_LONG(0,ARRAYSIZE(pStompSounds)-1) ], 1.0, ATTN_GARG, 0, PITCH_NORM + RANDOM_LONG(-10,10) ); + EMIT_SOUND_DYN( edict(), CHAN_WEAPON, pStompSounds[RANDOM_LONG( 0, ARRAYSIZE( pStompSounds ) - 1 )], 1.0, ATTN_GARG, 0, PITCH_NORM + RANDOM_LONG( -10, 10 ) ); UTIL_TraceLine( pev->origin, pev->origin - Vector(0,0,20), ignore_monsters, edict(), &trace ); - if ( trace.flFraction < 1.0 ) + if( trace.flFraction < 1.0 ) UTIL_DecalTrace( &trace, DECAL_GARGSTOMP1 ); } -void CGargantua :: FlameCreate( void ) +void CGargantua::FlameCreate( void ) { - int i; - Vector posGun, angleGun; + int i; + Vector posGun, angleGun; TraceResult trace; UTIL_MakeVectors( pev->angles ); - - for ( i = 0; i < 4; i++ ) + + for( i = 0; i < 4; i++ ) { - if ( i < 2 ) + if( i < 2 ) m_pFlame[i] = CBeam::BeamCreate( GARG_BEAM_SPRITE_NAME, 240 ); else m_pFlame[i] = CBeam::BeamCreate( GARG_BEAM_SPRITE2, 140 ); - if ( m_pFlame[i] ) + if( m_pFlame[i] ) { int attach = i%2; // attachment is 0 based in GetAttachment - GetAttachment( attach+1, posGun, angleGun ); + GetAttachment( attach + 1, posGun, angleGun ); - Vector vecEnd = (gpGlobals->v_forward * GARG_FLAME_LENGTH) + posGun; + Vector vecEnd = ( gpGlobals->v_forward * GARG_FLAME_LENGTH ) + posGun; UTIL_TraceLine( posGun, vecEnd, dont_ignore_monsters, edict(), &trace ); m_pFlame[i]->PointEntInit( trace.vecEndPos, entindex() ); - if ( i < 2 ) + if( i < 2 ) m_pFlame[i]->SetColor( 255, 130, 90 ); else m_pFlame[i]->SetColor( 0, 120, 255 ); @@ -514,20 +513,20 @@ void CGargantua :: FlameCreate( void ) CSoundEnt::InsertSound( bits_SOUND_COMBAT, posGun, 384, 0.3 ); } } - EMIT_SOUND_DYN ( edict(), CHAN_BODY, pBeamAttackSounds[ 1 ], 1.0, ATTN_NORM, 0, PITCH_NORM ); - EMIT_SOUND_DYN ( edict(), CHAN_WEAPON, pBeamAttackSounds[ 2 ], 1.0, ATTN_NORM, 0, PITCH_NORM ); + EMIT_SOUND_DYN( edict(), CHAN_BODY, pBeamAttackSounds[1], 1.0, ATTN_NORM, 0, PITCH_NORM ); + EMIT_SOUND_DYN( edict(), CHAN_WEAPON, pBeamAttackSounds[2], 1.0, ATTN_NORM, 0, PITCH_NORM ); } -void CGargantua :: FlameControls( float angleX, float angleY ) +void CGargantua::FlameControls( float angleX, float angleY ) { - if ( angleY < -180 ) + if( angleY < -180 ) angleY += 360; - else if ( angleY > 180 ) + else if( angleY > 180 ) angleY -= 360; - if ( angleY < -45 ) + if( angleY < -45 ) angleY = -45; - else if ( angleY > 45 ) + else if( angleY > 45 ) angleY = 45; m_flameX = UTIL_ApproachAngle( angleX, m_flameX, 4 ); @@ -536,17 +535,17 @@ void CGargantua :: FlameControls( float angleX, float angleY ) SetBoneController( 1, m_flameX ); } -void CGargantua :: FlameUpdate( void ) +void CGargantua::FlameUpdate( void ) { - int i; + int i; static float offset[2] = { 60, -60 }; - TraceResult trace; - Vector vecStart, angleGun; - BOOL streaks = FALSE; + TraceResult trace; + Vector vecStart, angleGun; + BOOL streaks = FALSE; - for ( i = 0; i < 2; i++ ) + for( i = 0; i < 2; i++ ) { - if ( m_pFlame[i] ) + if( m_pFlame[i] ) { Vector vecAim = pev->angles; vecAim.x += m_flameX; @@ -554,19 +553,19 @@ void CGargantua :: FlameUpdate( void ) UTIL_MakeVectors( vecAim ); - GetAttachment( i+1, vecStart, angleGun ); - Vector vecEnd = vecStart + (gpGlobals->v_forward * GARG_FLAME_LENGTH); // - offset[i] * gpGlobals->v_right; + GetAttachment( i + 1, vecStart, angleGun ); + Vector vecEnd = vecStart + ( gpGlobals->v_forward * GARG_FLAME_LENGTH ); // - offset[i] * gpGlobals->v_right; UTIL_TraceLine( vecStart, vecEnd, dont_ignore_monsters, edict(), &trace ); m_pFlame[i]->SetStartPos( trace.vecEndPos ); - m_pFlame[i+2]->SetStartPos( (vecStart * 0.6) + (trace.vecEndPos * 0.4) ); + m_pFlame[i+2]->SetStartPos( ( vecStart * 0.6 ) + ( trace.vecEndPos * 0.4 ) ); - if ( trace.flFraction != 1.0 && gpGlobals->time > m_streakTime ) + if( trace.flFraction != 1.0 && gpGlobals->time > m_streakTime ) { StreakSplash( trace.vecEndPos, trace.vecPlaneNormal, 6, 20, 50, 400 ); streaks = TRUE; - UTIL_DecalTrace( &trace, DECAL_SMALLSCORCH1 + RANDOM_LONG(0,2) ); + UTIL_DecalTrace( &trace, DECAL_SMALLSCORCH1 + RANDOM_LONG( 0, 2 ) ); } // RadiusDamage( trace.vecEndPos, pev, pev, gSkillData.gargantuaDmgFire, CLASS_ALIEN_MONSTER, DMG_BURN ); @@ -574,7 +573,7 @@ void CGargantua :: FlameUpdate( void ) MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_ELIGHT ); - WRITE_SHORT( entindex( ) + 0x1000 * (i + 2) ); // entity, attachment + WRITE_SHORT( entindex() + 0x1000 * ( i + 2 ) ); // entity, attachment WRITE_COORD( vecStart.x ); // origin WRITE_COORD( vecStart.y ); WRITE_COORD( vecStart.z ); @@ -587,56 +586,57 @@ void CGargantua :: FlameUpdate( void ) MESSAGE_END(); } } - if ( streaks ) + if( streaks ) m_streakTime = gpGlobals->time; } -void CGargantua :: FlameDamage( Vector vecStart, Vector vecEnd, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType ) +void CGargantua::FlameDamage( Vector vecStart, Vector vecEnd, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType ) { - CBaseEntity *pEntity = NULL; + CBaseEntity *pEntity = NULL; TraceResult tr; float flAdjustedDamage; Vector vecSpot; - Vector vecMid = (vecStart + vecEnd) * 0.5; + Vector vecMid = ( vecStart + vecEnd ) * 0.5; - float searchRadius = (vecStart - vecMid).Length(); + float searchRadius = ( vecStart - vecMid).Length(); - Vector vecAim = (vecEnd - vecStart).Normalize( ); + Vector vecAim = ( vecEnd - vecStart ).Normalize(); // iterate on all entities in the vicinity. - while ((pEntity = UTIL_FindEntityInSphere( pEntity, vecMid, searchRadius )) != NULL) + while( ( pEntity = UTIL_FindEntityInSphere( pEntity, vecMid, searchRadius ) ) != NULL ) { - if ( pEntity->pev->takedamage != DAMAGE_NO ) + if( pEntity->pev->takedamage != DAMAGE_NO ) { // UNDONE: this should check a damage mask, not an ignore - if ( iClassIgnore != CLASS_NONE && pEntity->Classify() == iClassIgnore ) - {// houndeyes don't hurt other houndeyes with their attack + if( iClassIgnore != CLASS_NONE && pEntity->Classify() == iClassIgnore ) + { + // houndeyes don't hurt other houndeyes with their attack continue; } - + vecSpot = pEntity->BodyTarget( vecMid ); - + float dist = DotProduct( vecAim, vecSpot - vecMid ); - if (dist > searchRadius) + if( dist > searchRadius ) dist = searchRadius; - else if (dist < -searchRadius) + else if( dist < -searchRadius ) dist = searchRadius; - + Vector vecSrc = vecMid + dist * vecAim; - UTIL_TraceLine ( vecSrc, vecSpot, dont_ignore_monsters, ENT(pev), &tr ); + UTIL_TraceLine( vecSrc, vecSpot, dont_ignore_monsters, ENT( pev ), &tr ); - if ( tr.flFraction == 1.0 || tr.pHit == pEntity->edict() ) + if( tr.flFraction == 1.0 || tr.pHit == pEntity->edict() ) { // the explosion can 'see' this entity, so hurt them! // decrease damage for an ent that's farther from the flame. dist = ( vecSrc - tr.vecEndPos ).Length(); - if (dist > 64) + if( dist > 64 ) { - flAdjustedDamage = flDamage - (dist - 64) * 0.4; - if (flAdjustedDamage <= 0) + flAdjustedDamage = flDamage - ( dist - 64 ) * 0.4; + if( flAdjustedDamage <= 0 ) continue; } else @@ -645,29 +645,29 @@ void CGargantua :: FlameDamage( Vector vecStart, Vector vecEnd, entvars_t *pevIn } // ALERT( at_console, "hit %s\n", STRING( pEntity->pev->classname ) ); - if (tr.flFraction != 1.0) + if( tr.flFraction != 1.0 ) { - ClearMultiDamage( ); - pEntity->TraceAttack( pevInflictor, flAdjustedDamage, (tr.vecEndPos - vecSrc).Normalize( ), &tr, bitsDamageType ); + ClearMultiDamage(); + pEntity->TraceAttack( pevInflictor, flAdjustedDamage, ( tr.vecEndPos - vecSrc ).Normalize(), &tr, bitsDamageType ); ApplyMultiDamage( pevInflictor, pevAttacker ); } else { - pEntity->TakeDamage ( pevInflictor, pevAttacker, flAdjustedDamage, bitsDamageType ); + pEntity->TakeDamage( pevInflictor, pevAttacker, flAdjustedDamage, bitsDamageType ); } } } } } -void CGargantua :: FlameDestroy( void ) +void CGargantua::FlameDestroy( void ) { int i; - EMIT_SOUND_DYN ( edict(), CHAN_WEAPON, pBeamAttackSounds[ 0 ], 1.0, ATTN_NORM, 0, PITCH_NORM ); - for ( i = 0; i < 4; i++ ) + EMIT_SOUND_DYN( edict(), CHAN_WEAPON, pBeamAttackSounds[0], 1.0, ATTN_NORM, 0, PITCH_NORM ); + for( i = 0; i < 4; i++ ) { - if ( m_pFlame[i] ) + if( m_pFlame[i] ) { UTIL_Remove( m_pFlame[i] ); m_pFlame[i] = NULL; @@ -675,16 +675,16 @@ void CGargantua :: FlameDestroy( void ) } } -void CGargantua :: PrescheduleThink( void ) +void CGargantua::PrescheduleThink( void ) { - if ( !HasConditions( bits_COND_SEE_ENEMY ) ) + if( !HasConditions( bits_COND_SEE_ENEMY ) ) { m_seeTime = gpGlobals->time + 5; EyeOff(); } else EyeOn( 200 ); - + EyeUpdate(); } @@ -692,16 +692,16 @@ void CGargantua :: PrescheduleThink( void ) // Classify - indicates this monster's place in the // relationship table. //========================================================= -int CGargantua :: Classify ( void ) +int CGargantua::Classify( void ) { - return CLASS_ALIEN_MONSTER; + return CLASS_ALIEN_MONSTER; } //========================================================= // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= -void CGargantua :: SetYawSpeed ( void ) +void CGargantua::SetYawSpeed( void ) { int ys; @@ -729,17 +729,17 @@ void CGargantua :: SetYawSpeed ( void ) //========================================================= // Spawn //========================================================= -void CGargantua :: Spawn() +void CGargantua::Spawn() { - Precache( ); + Precache(); - SET_MODEL(ENT(pev), "models/garg.mdl"); + SET_MODEL( ENT( pev ), "models/garg.mdl" ); UTIL_SetSize( pev, Vector( -32, -32, 0 ), Vector( 32, 32, 64 ) ); - pev->solid = SOLID_SLIDEBOX; + pev->solid = SOLID_SLIDEBOX; pev->movetype = MOVETYPE_STEP; m_bloodColor = BLOOD_COLOR_GREEN; - pev->health = gSkillData.gargantuaHealth; + pev->health = gSkillData.gargantuaHealth; //pev->view_ofs = Vector ( 0, 0, 96 );// taken from mdl file m_flFieldOfView = -0.2;// width of forward view cone ( as a dotproduct result ) m_MonsterState = MONSTERSTATE_NONE; @@ -757,11 +757,11 @@ void CGargantua :: Spawn() //========================================================= // Precache - precaches all resources this monster needs //========================================================= -void CGargantua :: Precache() +void CGargantua::Precache() { int i; - PRECACHE_MODEL("models/garg.mdl"); + PRECACHE_MODEL( "models/garg.mdl" ); PRECACHE_MODEL( GARG_EYE_SPRITE_NAME ); PRECACHE_MODEL( GARG_BEAM_SPRITE_NAME ); PRECACHE_MODEL( GARG_BEAM_SPRITE2 ); @@ -769,70 +769,70 @@ void CGargantua :: Precache() gGargGibModel = PRECACHE_MODEL( GARG_GIB_MODEL ); PRECACHE_SOUND( GARG_STOMP_BUZZ_SOUND ); - for ( i = 0; i < ARRAYSIZE( pAttackHitSounds ); i++ ) - PRECACHE_SOUND((char *)pAttackHitSounds[i]); + for( i = 0; i < ARRAYSIZE( pAttackHitSounds ); i++ ) + PRECACHE_SOUND( (char *)pAttackHitSounds[i] ); - for ( i = 0; i < ARRAYSIZE( pBeamAttackSounds ); i++ ) - PRECACHE_SOUND((char *)pBeamAttackSounds[i]); + for( i = 0; i < ARRAYSIZE( pBeamAttackSounds ); i++ ) + PRECACHE_SOUND( (char *)pBeamAttackSounds[i] ); - for ( i = 0; i < ARRAYSIZE( pAttackMissSounds ); i++ ) - PRECACHE_SOUND((char *)pAttackMissSounds[i]); + for( i = 0; i < ARRAYSIZE( pAttackMissSounds ); i++ ) + PRECACHE_SOUND( (char *)pAttackMissSounds[i] ); - for ( i = 0; i < ARRAYSIZE( pRicSounds ); i++ ) - PRECACHE_SOUND((char *)pRicSounds[i]); + for( i = 0; i < ARRAYSIZE( pRicSounds ); i++ ) + PRECACHE_SOUND( (char *)pRicSounds[i] ); - for ( i = 0; i < ARRAYSIZE( pFootSounds ); i++ ) - PRECACHE_SOUND((char *)pFootSounds[i]); + for( i = 0; i < ARRAYSIZE( pFootSounds ); i++ ) + PRECACHE_SOUND( (char *)pFootSounds[i] ); - for ( i = 0; i < ARRAYSIZE( pIdleSounds ); i++ ) - PRECACHE_SOUND((char *)pIdleSounds[i]); + for( i = 0; i < ARRAYSIZE( pIdleSounds ); i++ ) + PRECACHE_SOUND( (char *)pIdleSounds[i] ); - for ( i = 0; i < ARRAYSIZE( pAlertSounds ); i++ ) + for( i = 0; i < ARRAYSIZE( pAlertSounds ); i++ ) PRECACHE_SOUND((char *)pAlertSounds[i]); - for ( i = 0; i < ARRAYSIZE( pPainSounds ); i++ ) - PRECACHE_SOUND((char *)pPainSounds[i]); + for( i = 0; i < ARRAYSIZE( pPainSounds ); i++ ) + PRECACHE_SOUND( (char *)pPainSounds[i] ); - for ( i = 0; i < ARRAYSIZE( pAttackSounds ); i++ ) - PRECACHE_SOUND((char *)pAttackSounds[i]); + for( i = 0; i < ARRAYSIZE( pAttackSounds ); i++ ) + PRECACHE_SOUND( (char *)pAttackSounds[i] ); - for ( i = 0; i < ARRAYSIZE( pStompSounds ); i++ ) - PRECACHE_SOUND((char *)pStompSounds[i]); + for( i = 0; i < ARRAYSIZE( pStompSounds ); i++ ) + PRECACHE_SOUND( (char *)pStompSounds[i] ); - for ( i = 0; i < ARRAYSIZE( pBreatheSounds ); i++ ) - PRECACHE_SOUND((char *)pBreatheSounds[i]); + for( i = 0; i < ARRAYSIZE( pBreatheSounds ); i++ ) + PRECACHE_SOUND( (char *)pBreatheSounds[i] ); } void CGargantua::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ) { - ALERT( at_aiconsole, "CGargantua::TraceAttack\n"); + ALERT( at_aiconsole, "CGargantua::TraceAttack\n" ); - if ( !IsAlive() ) + if( !IsAlive() ) { CBaseMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType ); return; } // UNDONE: Hit group specific damage? - if ( bitsDamageType & (GARG_DAMAGE|DMG_BLAST) ) + if( bitsDamageType & ( GARG_DAMAGE | DMG_BLAST ) ) { - if ( m_painSoundTime < gpGlobals->time ) + if( m_painSoundTime < gpGlobals->time ) { - EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, pPainSounds[ RANDOM_LONG(0,ARRAYSIZE(pPainSounds)-1) ], 1.0, ATTN_GARG, 0, PITCH_NORM ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pPainSounds[RANDOM_LONG( 0, ARRAYSIZE( pPainSounds ) - 1 )], 1.0, ATTN_GARG, 0, PITCH_NORM ); m_painSoundTime = gpGlobals->time + RANDOM_FLOAT( 2.5, 4 ); } } bitsDamageType &= GARG_DAMAGE; - if ( bitsDamageType == 0) + if( bitsDamageType == 0 ) { - if ( pev->dmgtime != gpGlobals->time || (RANDOM_LONG(0,100) < 20) ) + if( pev->dmgtime != gpGlobals->time || (RANDOM_LONG( 0, 100 ) < 20 ) ) { - UTIL_Ricochet( ptr->vecEndPos, RANDOM_FLOAT(0.5,1.5) ); + UTIL_Ricochet( ptr->vecEndPos, RANDOM_FLOAT( 0.5 ,1.5 ) ); pev->dmgtime = gpGlobals->time; -// if ( RANDOM_LONG(0,100) < 25 ) -// EMIT_SOUND_DYN( ENT(pev), CHAN_BODY, pRicSounds[ RANDOM_LONG(0,ARRAYSIZE(pRicSounds)-1) ], 1.0, ATTN_NORM, 0, PITCH_NORM ); + //if ( RANDOM_LONG( 0, 100 ) < 25 ) + // EMIT_SOUND_DYN( ENT( pev ), CHAN_BODY, pRicSounds[RANDOM_LONG( 0, ARRAYSIZE( pRicSounds ) - 1 )], 1.0, ATTN_NORM, 0, PITCH_NORM ); } flDamage = 0; } @@ -842,13 +842,13 @@ void CGargantua::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vec int CGargantua::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { - ALERT( at_aiconsole, "CGargantua::TakeDamage\n"); + ALERT( at_aiconsole, "CGargantua::TakeDamage\n" ); - if ( IsAlive() ) + if( IsAlive() ) { - if ( !(bitsDamageType & GARG_DAMAGE) ) + if( !( bitsDamageType & GARG_DAMAGE ) ) flDamage *= 0.01; - if ( bitsDamageType & DMG_BLAST ) + if( bitsDamageType & DMG_BLAST ) SetConditions( bits_COND_LIGHT_DAMAGE ); } @@ -858,17 +858,17 @@ int CGargantua::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, flo void CGargantua::DeathEffect( void ) { int i; - UTIL_MakeVectors(pev->angles); + UTIL_MakeVectors( pev->angles ); Vector deathPos = pev->origin + gpGlobals->v_forward * 100; // Create a spiral of streaks - CSpiral::Create( deathPos, (pev->absmax.z - pev->absmin.z) * 0.6, 125, 1.5 ); + CSpiral::Create( deathPos, ( pev->absmax.z - pev->absmin.z ) * 0.6, 125, 1.5 ); Vector position = pev->origin; position.z += 32; - for ( i = 0; i < 7; i+=2 ) + for( i = 0; i < 7; i+=2 ) { - SpawnExplosion( position, 70, (i * 0.3), 60 + (i*20) ); + SpawnExplosion( position, 70, ( i * 0.3 ), 60 + ( i * 20 ) ); position.z += 15; } @@ -894,11 +894,11 @@ void CGargantua::Killed( entvars_t *pevAttacker, int iGib ) //========================================================= BOOL CGargantua::CheckMeleeAttack1( float flDot, float flDist ) { -// ALERT(at_aiconsole, "CheckMelee(%f, %f)\n", flDot, flDist); + //ALERT( at_aiconsole, "CheckMelee(%f, %f)\n", flDot, flDist ); - if (flDot >= 0.7) + if( flDot >= 0.7 ) { - if (flDist <= GARG_ATTACKDIST) + if( flDist <= GARG_ATTACKDIST ) return TRUE; } return FALSE; @@ -907,11 +907,11 @@ BOOL CGargantua::CheckMeleeAttack1( float flDot, float flDist ) // Flame thrower madness! BOOL CGargantua::CheckMeleeAttack2( float flDot, float flDist ) { -// ALERT(at_aiconsole, "CheckMelee(%f, %f)\n", flDot, flDist); + //ALERT( at_aiconsole, "CheckMelee(%f, %f)\n", flDot, flDist ); - if ( gpGlobals->time > m_flameTime ) + if( gpGlobals->time > m_flameTime ) { - if (flDot >= 0.8 && flDist > GARG_ATTACKDIST) + if( flDot >= 0.8 && flDist > GARG_ATTACKDIST ) { if ( flDist <= GARG_FLAME_LENGTH ) return TRUE; @@ -931,9 +931,9 @@ BOOL CGargantua::CheckMeleeAttack2( float flDot, float flDist ) //========================================================= BOOL CGargantua::CheckRangeAttack1( float flDot, float flDist ) { - if ( gpGlobals->time > m_seeTime ) + if( gpGlobals->time > m_seeTime ) { - if (flDot >= 0.7 && flDist > GARG_ATTACKDIST) + if( flDot >= 0.7 && flDist > GARG_ATTACKDIST ) { return TRUE; } @@ -945,7 +945,7 @@ BOOL CGargantua::CheckRangeAttack1( float flDot, float flDist ) // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. //========================================================= -void CGargantua::HandleAnimEvent(MonsterEvent_t *pEvent) +void CGargantua::HandleAnimEvent( MonsterEvent_t *pEvent ) { switch( pEvent->event ) { @@ -953,43 +953,39 @@ void CGargantua::HandleAnimEvent(MonsterEvent_t *pEvent) { // HACKHACK!!! CBaseEntity *pHurt = GargantuaCheckTraceHullAttack( GARG_ATTACKDIST + 10.0, gSkillData.gargantuaDmgSlash, DMG_SLASH ); - if (pHurt) + if( pHurt ) { - if ( pHurt->pev->flags & (FL_MONSTER|FL_CLIENT) ) + if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) ) { pHurt->pev->punchangle.x = -30; // pitch pHurt->pev->punchangle.y = -30; // yaw pHurt->pev->punchangle.z = 30; // roll - //UTIL_MakeVectors(pev->angles); // called by CheckTraceHullAttack + //UTIL_MakeVectors( pev->angles ); // called by CheckTraceHullAttack pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_right * 100; } - EMIT_SOUND_DYN ( edict(), CHAN_WEAPON, pAttackHitSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackHitSounds)-1) ], 1.0, ATTN_NORM, 0, 50 + RANDOM_LONG(0,15) ); + EMIT_SOUND_DYN( edict(), CHAN_WEAPON, pAttackHitSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackHitSounds ) - 1 )], 1.0, ATTN_NORM, 0, 50 + RANDOM_LONG( 0, 15 ) ); } else // Play a random attack miss sound - EMIT_SOUND_DYN ( edict(), CHAN_WEAPON, pAttackMissSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackMissSounds)-1) ], 1.0, ATTN_NORM, 0, 50 + RANDOM_LONG(0,15) ); + EMIT_SOUND_DYN( edict(), CHAN_WEAPON, pAttackMissSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackMissSounds ) - 1 )], 1.0, ATTN_NORM, 0, 50 + RANDOM_LONG( 0, 15 ) ); Vector forward; UTIL_MakeVectorsPrivate( pev->angles, forward, NULL, NULL ); } break; - case GARG_AE_RIGHT_FOOT: case GARG_AE_LEFT_FOOT: UTIL_ScreenShake( pev->origin, 4.0, 3.0, 1.0, 750 ); - EMIT_SOUND_DYN ( edict(), CHAN_BODY, pFootSounds[ RANDOM_LONG(0,ARRAYSIZE(pFootSounds)-1) ], 1.0, ATTN_GARG, 0, PITCH_NORM + RANDOM_LONG(-10,10) ); + EMIT_SOUND_DYN( edict(), CHAN_BODY, pFootSounds[RANDOM_LONG( 0, ARRAYSIZE( pFootSounds ) - 1 )], 1.0, ATTN_GARG, 0, PITCH_NORM + RANDOM_LONG( -10, 10 ) ); break; - case GARG_AE_STOMP: StompAttack(); m_seeTime = gpGlobals->time + 12; break; - case GARG_AE_BREATHE: - EMIT_SOUND_DYN ( edict(), CHAN_VOICE, pBreatheSounds[ RANDOM_LONG(0,ARRAYSIZE(pBreatheSounds)-1) ], 1.0, ATTN_GARG, 0, PITCH_NORM + RANDOM_LONG(-10,10) ); + EMIT_SOUND_DYN( edict(), CHAN_VOICE, pBreatheSounds[RANDOM_LONG( 0, ARRAYSIZE( pBreatheSounds ) - 1 )], 1.0, ATTN_GARG, 0, PITCH_NORM + RANDOM_LONG( -10, 10 ) ); break; - default: - CBaseMonster::HandleAnimEvent(pEvent); + CBaseMonster::HandleAnimEvent( pEvent ); break; } } @@ -1012,15 +1008,15 @@ CBaseEntity* CGargantua::GargantuaCheckTraceHullAttack(float flDist, int iDamage UTIL_MakeVectors( pev->angles ); Vector vecStart = pev->origin; vecStart.z += 64; - Vector vecEnd = vecStart + (gpGlobals->v_forward * flDist) - (gpGlobals->v_up * flDist * 0.3); + Vector vecEnd = vecStart + ( gpGlobals->v_forward * flDist ) - ( gpGlobals->v_up * flDist * 0.3 ); - UTIL_TraceHull( vecStart, vecEnd, dont_ignore_monsters, head_hull, ENT(pev), &tr ); - - if ( tr.pHit ) + UTIL_TraceHull( vecStart, vecEnd, dont_ignore_monsters, head_hull, ENT( pev ), &tr ); + + if( tr.pHit ) { CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit ); - if ( iDamage > 0 ) + if( iDamage > 0 ) { pEntity->TakeDamage( pev, pev, iDamage, iDmgType ); } @@ -1034,7 +1030,7 @@ CBaseEntity* CGargantua::GargantuaCheckTraceHullAttack(float flDist, int iDamage Schedule_t *CGargantua::GetScheduleOfType( int Type ) { // HACKHACK - turn off the flames if they are on and garg goes scripted / dead - if ( FlameIsOn() ) + if( FlameIsOn() ) FlameDestroy(); switch( Type ) @@ -1051,7 +1047,7 @@ Schedule_t *CGargantua::GetScheduleOfType( int Type ) void CGargantua::StartTask( Task_t *pTask ) { - switch ( pTask->iTask ) + switch( pTask->iTask ) { case TASK_FLAME_SWEEP: FlameCreate(); @@ -1060,13 +1056,11 @@ void CGargantua::StartTask( Task_t *pTask ) m_flameX = 0; m_flameY = 0; break; - case TASK_SOUND_ATTACK: - if ( RANDOM_LONG(0,100) < 30 ) - EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, pAttackSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackSounds)-1) ], 1.0, ATTN_GARG, 0, PITCH_NORM ); + if( RANDOM_LONG( 0, 100 ) < 30 ) + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pAttackSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackSounds ) - 1 )], 1.0, ATTN_GARG, 0, PITCH_NORM ); TaskComplete(); break; - case TASK_DIE: m_flWaitFinished = gpGlobals->time + 1.6; DeathEffect(); @@ -1082,10 +1076,10 @@ void CGargantua::StartTask( Task_t *pTask ) //========================================================= void CGargantua::RunTask( Task_t *pTask ) { - switch ( pTask->iTask ) + switch( pTask->iTask ) { case TASK_DIE: - if ( gpGlobals->time > m_flWaitFinished ) + if( gpGlobals->time > m_flWaitFinished ) { pev->renderfx = kRenderFxExplode; pev->rendercolor.x = 255; @@ -1096,15 +1090,15 @@ void CGargantua::RunTask( Task_t *pTask ) SetThink( &CBaseEntity::SUB_Remove ); int i; int parts = MODEL_FRAMES( gGargGibModel ); - for ( i = 0; i < 10; i++ ) + for( i = 0; i < 10; i++ ) { CGib *pGib = GetClassPtr( (CGib *)NULL ); pGib->Spawn( GARG_GIB_MODEL ); - + int bodyPart = 0; - if ( parts > 1 ) - bodyPart = RANDOM_LONG( 0, pev->body-1 ); + if( parts > 1 ) + bodyPart = RANDOM_LONG( 0, pev->body - 1 ); pGib->pev->body = bodyPart; pGib->m_bloodColor = BLOOD_COLOR_YELLOW; @@ -1115,7 +1109,7 @@ void CGargantua::RunTask( Task_t *pTask ) pGib->SetThink( &CBaseEntity::SUB_FadeOut ); } MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin ); - WRITE_BYTE( TE_BREAKMODEL); + WRITE_BYTE( TE_BREAKMODEL ); // position WRITE_COORD( pev->origin.x ); @@ -1152,10 +1146,10 @@ void CGargantua::RunTask( Task_t *pTask ) return; } else - CBaseMonster::RunTask(pTask); + CBaseMonster::RunTask( pTask ); break; case TASK_FLAME_SWEEP: - if ( gpGlobals->time > m_flWaitFinished ) + if( gpGlobals->time > m_flWaitFinished ) { FlameDestroy(); TaskComplete(); @@ -1171,26 +1165,26 @@ void CGargantua::RunTask( Task_t *pTask ) FlameUpdate(); CBaseEntity *pEnemy = m_hEnemy; - if ( pEnemy ) + if( pEnemy ) { Vector org = pev->origin; org.z += 64; - Vector dir = pEnemy->BodyTarget(org) - org; + Vector dir = pEnemy->BodyTarget( org ) - org; angles = UTIL_VecToAngles( dir ); angles.x = -angles.x; angles.y -= pev->angles.y; - if ( dir.Length() > 400 ) + if( dir.Length() > 400 ) cancel = TRUE; } - if ( fabs(angles.y) > 60 ) + if( fabs(angles.y) > 60 ) cancel = TRUE; - - if ( cancel ) + + if( cancel ) { m_flWaitFinished -= 0.5; m_flameTime -= 0.5; } - // FlameControls( angles.x + 2 * sin(gpGlobals->time*8), angles.y + 28 * sin(gpGlobals->time*8.5) ); + // FlameControls( angles.x + 2 * sin( gpGlobals->time * 8 ), angles.y + 28 * sin( gpGlobals->time * 8.5 ) ); FlameControls( angles.x, angles.y ); } break; @@ -1224,17 +1218,17 @@ void CSmoker::Think( void ) // lots of smoke MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin ); WRITE_BYTE( TE_SMOKE ); - WRITE_COORD( pev->origin.x + RANDOM_FLOAT( -pev->dmg, pev->dmg )); - WRITE_COORD( pev->origin.y + RANDOM_FLOAT( -pev->dmg, pev->dmg )); + WRITE_COORD( pev->origin.x + RANDOM_FLOAT( -pev->dmg, pev->dmg ) ); + WRITE_COORD( pev->origin.y + RANDOM_FLOAT( -pev->dmg, pev->dmg ) ); WRITE_COORD( pev->origin.z); WRITE_SHORT( g_sModelIndexSmoke ); - WRITE_BYTE( RANDOM_LONG(pev->scale, pev->scale * 1.1) ); - WRITE_BYTE( RANDOM_LONG(8,14) ); // framerate + WRITE_BYTE( RANDOM_LONG(pev->scale, pev->scale * 1.1 ) ); + WRITE_BYTE( RANDOM_LONG( 8, 14 ) ); // framerate MESSAGE_END(); pev->health--; - if ( pev->health > 0 ) - pev->nextthink = gpGlobals->time + RANDOM_FLOAT(0.1, 0.2); + if( pev->health > 0 ) + pev->nextthink = gpGlobals->time + RANDOM_FLOAT( 0.1, 0.2 ); else UTIL_Remove( this ); } @@ -1244,14 +1238,14 @@ void CSpiral::Spawn( void ) pev->movetype = MOVETYPE_NONE; pev->nextthink = gpGlobals->time; pev->solid = SOLID_NOT; - UTIL_SetSize(pev, g_vecZero, g_vecZero ); + UTIL_SetSize( pev, g_vecZero, g_vecZero ); pev->effects |= EF_NODRAW; pev->angles = g_vecZero; } CSpiral *CSpiral::Create( const Vector &origin, float height, float radius, float duration ) { - if ( duration <= 0 ) + if( duration <= 0 ) return NULL; CSpiral *pSpiral = GetClassPtr( (CSpiral *)NULL ); @@ -1273,22 +1267,22 @@ void CSpiral::Think( void ) { float time = gpGlobals->time - pev->dmgtime; - while ( time > SPIRAL_INTERVAL ) + while( time > SPIRAL_INTERVAL ) { Vector position = pev->origin; Vector direction = Vector(0,0,1); - + float fraction = 1.0 / pev->speed; - float radius = (pev->scale * pev->health) * fraction; + float radius = ( pev->scale * pev->health ) * fraction; - position.z += (pev->health * pev->dmg) * fraction; - pev->angles.y = (pev->health * 360 * 8) * fraction; + position.z += ( pev->health * pev->dmg ) * fraction; + pev->angles.y = ( pev->health * 360 * 8 ) * fraction; UTIL_MakeVectors( pev->angles ); position = position + gpGlobals->v_forward * radius; - direction = (direction + gpGlobals->v_forward).Normalize(); + direction = ( direction + gpGlobals->v_forward ).Normalize(); - StreakSplash( position, Vector(0,0,1), RANDOM_LONG(8,11), 20, RANDOM_LONG(50,150), 400 ); + StreakSplash( position, Vector( 0, 0, 1 ), RANDOM_LONG( 8, 11 ), 20, RANDOM_LONG( 50, 150 ), 400 ); // Jeez, how many counters should this take ? :) pev->dmgtime += SPIRAL_INTERVAL; @@ -1298,7 +1292,7 @@ void CSpiral::Think( void ) pev->nextthink = gpGlobals->time; - if ( pev->health >= pev->speed ) + if( pev->health >= pev->speed ) UTIL_Remove( this ); } @@ -1306,7 +1300,7 @@ void CSpiral::Think( void ) void SpawnExplosion( Vector center, float randomRange, float time, int magnitude ) { KeyValueData kvd; - char buf[128]; + char buf[128]; center.x += RANDOM_FLOAT( -randomRange, randomRange ); center.y += RANDOM_FLOAT( -randomRange, randomRange ); diff --git a/dlls/gauss.cpp b/dlls/gauss.cpp index 0e4370b4..46415182 100644 --- a/dlls/gauss.cpp +++ b/dlls/gauss.cpp @@ -28,7 +28,8 @@ #define GAUSS_PRIMARY_CHARGE_VOLUME 256// how loud gauss is while charging #define GAUSS_PRIMARY_FIRE_VOLUME 450// how loud gauss is when discharged -enum gauss_e { +enum gauss_e +{ GAUSS_IDLE = 0, GAUSS_IDLE2, GAUSS_FIDGET, @@ -45,9 +46,9 @@ LINK_ENTITY_TO_CLASS( weapon_gauss, CGauss ) float CGauss::GetFullChargeTime( void ) { #ifdef CLIENT_DLL - if ( bIsMultiplayer() ) + if( bIsMultiplayer() ) #else - if ( g_pGameRules->IsMultiplayer() ) + if( g_pGameRules->IsMultiplayer() ) #endif { return 1.5; @@ -60,11 +61,11 @@ float CGauss::GetFullChargeTime( void ) extern int g_irunninggausspred; #endif -void CGauss::Spawn( ) +void CGauss::Spawn() { - Precache( ); + Precache(); m_iId = WEAPON_GAUSS; - SET_MODEL(ENT(pev), "models/w_gauss.mdl"); + SET_MODEL( ENT( pev ), "models/w_gauss.mdl" ); m_iDefaultAmmo = GAUSS_DEFAULT_GIVE; @@ -73,18 +74,18 @@ void CGauss::Spawn( ) void CGauss::Precache( void ) { - PRECACHE_MODEL("models/w_gauss.mdl"); - PRECACHE_MODEL("models/v_gauss.mdl"); - PRECACHE_MODEL("models/p_gauss.mdl"); + PRECACHE_MODEL( "models/w_gauss.mdl" ); + PRECACHE_MODEL( "models/v_gauss.mdl" ); + PRECACHE_MODEL( "models/p_gauss.mdl" ); - PRECACHE_SOUND("items/9mmclip1.wav"); + PRECACHE_SOUND( "items/9mmclip1.wav" ); + + PRECACHE_SOUND( "weapons/gauss2.wav" ); + PRECACHE_SOUND( "weapons/electro4.wav" ); + PRECACHE_SOUND( "weapons/electro5.wav" ); + PRECACHE_SOUND( "weapons/electro6.wav" ); + PRECACHE_SOUND( "ambience/pulsemachine.wav" ); - PRECACHE_SOUND("weapons/gauss2.wav"); - PRECACHE_SOUND("weapons/electro4.wav"); - PRECACHE_SOUND("weapons/electro5.wav"); - PRECACHE_SOUND("weapons/electro6.wav"); - PRECACHE_SOUND("ambience/pulsemachine.wav"); - m_iGlow = PRECACHE_MODEL( "sprites/hotglow.spr" ); m_iBalls = PRECACHE_MODEL( "sprites/hotglow.spr" ); m_iBeam = PRECACHE_MODEL( "sprites/smoke.spr" ); @@ -95,7 +96,7 @@ void CGauss::Precache( void ) int CGauss::AddToPlayer( CBasePlayer *pPlayer ) { - if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) ) + if( CBasePlayerWeapon::AddToPlayer( pPlayer ) ) { MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev ); WRITE_BYTE( m_iId ); @@ -105,9 +106,9 @@ int CGauss::AddToPlayer( CBasePlayer *pPlayer ) return FALSE; } -int CGauss::GetItemInfo(ItemInfo *p) +int CGauss::GetItemInfo( ItemInfo *p ) { - p->pszName = STRING(pev->classname); + p->pszName = STRING( pev->classname ); p->pszAmmo1 = "uranium"; p->iMaxAmmo1 = URANIUM_MAX_CARRY; p->pszAmmo2 = NULL; @@ -122,7 +123,7 @@ int CGauss::GetItemInfo(ItemInfo *p) return 1; } -BOOL CGauss::Deploy( ) +BOOL CGauss::Deploy() { m_pPlayer->m_flPlayAftershock = 0.0; return DefaultDeploy( "models/v_gauss.mdl", "models/p_gauss.mdl", GAUSS_DRAW, "gauss" ); @@ -131,9 +132,9 @@ BOOL CGauss::Deploy( ) void CGauss::Holster( int skiplocal /* = 0 */ ) { PLAYBACK_EVENT_FULL( FEV_RELIABLE | FEV_GLOBAL, m_pPlayer->edict(), m_usGaussFire, 0.01, (float *)&m_pPlayer->pev->origin, (float *)&m_pPlayer->pev->angles, 0.0, 0.0, 0, 0, 0, 1 ); - + m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; - + SendWeaponAnim( GAUSS_HOLSTER ); m_fInAttack = 0; } @@ -141,16 +142,16 @@ void CGauss::Holster( int skiplocal /* = 0 */ ) void CGauss::PrimaryAttack() { // don't fire underwater - if ( m_pPlayer->pev->waterlevel == 3 ) + if( m_pPlayer->pev->waterlevel == 3 ) { - PlayEmptySound( ); + PlayEmptySound(); m_flNextSecondaryAttack = m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15; return; } - if ( m_pPlayer->m_rgAmmo[ m_iPrimaryAmmoType ] < 2 ) + if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] < 2 ) { - PlayEmptySound( ); + PlayEmptySound(); m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; return; } @@ -169,28 +170,28 @@ void CGauss::PrimaryAttack() void CGauss::SecondaryAttack() { // don't fire underwater - if ( m_pPlayer->pev->waterlevel == 3 ) + if( m_pPlayer->pev->waterlevel == 3 ) { - if ( m_fInAttack != 0 ) + if( m_fInAttack != 0 ) { - EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/electro4.wav", 1.0, ATTN_NORM, 0, 80 + RANDOM_LONG(0,0x3f)); + EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/electro4.wav", 1.0, ATTN_NORM, 0, 80 + RANDOM_LONG( 0, 0x3f ) ); SendWeaponAnim( GAUSS_IDLE ); m_fInAttack = 0; } else { - PlayEmptySound( ); + PlayEmptySound(); } m_flNextSecondaryAttack = m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5; return; } - if ( m_fInAttack == 0 ) + if( m_fInAttack == 0 ) { - if ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 ) + if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 ) { - EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM); + EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM ); m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; return; } @@ -202,7 +203,7 @@ void CGauss::SecondaryAttack() // spin up m_pPlayer->m_iWeaponVolume = GAUSS_PRIMARY_CHARGE_VOLUME; - + SendWeaponAnim( GAUSS_SPINUP ); m_fInAttack = 1; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5; @@ -213,9 +214,9 @@ void CGauss::SecondaryAttack() m_iSoundState = SND_CHANGE_PITCH; } - else if (m_fInAttack == 1) + else if( m_fInAttack == 1 ) { - if (m_flTimeWeaponIdle < UTIL_WeaponTimeBase()) + if( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() ) { SendWeaponAnim( GAUSS_SPIN ); m_fInAttack = 2; @@ -224,12 +225,12 @@ void CGauss::SecondaryAttack() else { // during the charging process, eat one bit of ammo every once in a while - if ( UTIL_WeaponTimeBase() >= m_pPlayer->m_flNextAmmoBurn && m_pPlayer->m_flNextAmmoBurn != 1000 ) + if( UTIL_WeaponTimeBase() >= m_pPlayer->m_flNextAmmoBurn && m_pPlayer->m_flNextAmmoBurn != 1000 ) { #ifdef CLIENT_DLL - if ( bIsMultiplayer() ) + if( bIsMultiplayer() ) #else - if ( g_pGameRules->IsMultiplayer() ) + if( g_pGameRules->IsMultiplayer() ) #endif { m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--; @@ -242,7 +243,7 @@ void CGauss::SecondaryAttack() } } - if ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 ) + if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 ) { // out of ammo! force the gun to fire StartFire(); @@ -251,20 +252,20 @@ void CGauss::SecondaryAttack() m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1; return; } - - if ( UTIL_WeaponTimeBase() >= m_pPlayer->m_flAmmoStartCharge ) + + if( UTIL_WeaponTimeBase() >= m_pPlayer->m_flAmmoStartCharge ) { // don't eat any more ammo after gun is fully charged. m_pPlayer->m_flNextAmmoBurn = 1000; } int pitch = ( gpGlobals->time - m_pPlayer->m_flStartCharge ) * ( 150 / GetFullChargeTime() ) + 100; - if ( pitch > 250 ) + if( pitch > 250 ) pitch = 250; // ALERT( at_console, "%d %d %d\n", m_fInAttack, m_iSoundState, pitch ); - if ( m_iSoundState == 0 ) + if( m_iSoundState == 0 ) ALERT( at_console, "sound state %d\n", m_iSoundState ); PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usGaussSpin, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, pitch, 0, ( m_iSoundState == SND_CHANGE_PITCH ) ? 1 : 0, 0 ); @@ -272,24 +273,23 @@ void CGauss::SecondaryAttack() m_iSoundState = SND_CHANGE_PITCH; // hack for going through level transitions m_pPlayer->m_iWeaponVolume = GAUSS_PRIMARY_CHARGE_VOLUME; - + // m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.1; - if ( m_pPlayer->m_flStartCharge < gpGlobals->time - 10 ) + if( m_pPlayer->m_flStartCharge < gpGlobals->time - 10 ) { // Player charged up too long. Zap him. - EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/electro4.wav", 1.0, ATTN_NORM, 0, 80 + RANDOM_LONG(0,0x3f)); - EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/electro6.wav", 1.0, ATTN_NORM, 0, 75 + RANDOM_LONG(0,0x3f)); - + EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/electro4.wav", 1.0, ATTN_NORM, 0, 80 + RANDOM_LONG( 0, 0x3f ) ); + EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/electro6.wav", 1.0, ATTN_NORM, 0, 75 + RANDOM_LONG( 0, 0x3f ) ); + m_fInAttack = 0; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0; m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0; - #ifndef CLIENT_DLL - m_pPlayer->TakeDamage( VARS(eoNullEntity), VARS(eoNullEntity), 50, DMG_SHOCK ); - UTIL_ScreenFade( m_pPlayer, Vector(255,128,0), 2, 0.5, 128, FFADE_IN ); + m_pPlayer->TakeDamage( VARS( eoNullEntity ), VARS( eoNullEntity ), 50, DMG_SHOCK ); + UTIL_ScreenFade( m_pPlayer, Vector( 255, 128, 0 ), 2, 0.5, 128, FFADE_IN ); #endif SendWeaponAnim( GAUSS_IDLE ); - + // Player may have been killed and this weapon dropped, don't execute any more code after this! return; } @@ -305,21 +305,21 @@ void CGauss::SecondaryAttack() void CGauss::StartFire( void ) { float flDamage; - + UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle ); Vector vecAiming = gpGlobals->v_forward; - Vector vecSrc = m_pPlayer->GetGunPosition( ); // + gpGlobals->v_up * -8 + gpGlobals->v_right * 8; - - if ( gpGlobals->time - m_pPlayer->m_flStartCharge > GetFullChargeTime() ) + Vector vecSrc = m_pPlayer->GetGunPosition(); // + gpGlobals->v_up * -8 + gpGlobals->v_right * 8; + + if( gpGlobals->time - m_pPlayer->m_flStartCharge > GetFullChargeTime() ) { flDamage = 200; } else { - flDamage = 200 * (( gpGlobals->time - m_pPlayer->m_flStartCharge) / GetFullChargeTime() ); + flDamage = 200 * ( ( gpGlobals->time - m_pPlayer->m_flStartCharge ) / GetFullChargeTime() ); } - if ( m_fPrimaryFire ) + if( m_fPrimaryFire ) { // fixed damage on primary attack #ifdef CLIENT_DLL @@ -329,18 +329,18 @@ void CGauss::StartFire( void ) #endif } - if (m_fInAttack != 3) + if( m_fInAttack != 3 ) { - //ALERT ( at_console, "Time:%f Damage:%f\n", gpGlobals->time - m_pPlayer->m_flStartCharge, flDamage ); + //ALERT( at_console, "Time:%f Damage:%f\n", gpGlobals->time - m_pPlayer->m_flStartCharge, flDamage ); #ifndef CLIENT_DLL float flZVel = m_pPlayer->pev->velocity.z; - if ( !m_fPrimaryFire ) + if( !m_fPrimaryFire ) { m_pPlayer->pev->velocity = m_pPlayer->pev->velocity - gpGlobals->v_forward * flDamage * 5; } - if ( !g_pGameRules->IsMultiplayer() ) + if( !g_pGameRules->IsMultiplayer() ) { // in deathmatch, gauss can pop you up into the air. Not in single play. m_pPlayer->pev->velocity.z = flZVel; @@ -362,18 +362,18 @@ void CGauss::Fire( Vector vecOrigSrc, Vector vecDir, float flDamage ) Vector vecSrc = vecOrigSrc; Vector vecDest = vecSrc + vecDir * 8192; - edict_t *pentIgnore; + edict_t *pentIgnore; TraceResult tr, beam_tr; float flMaxFrac = 1.0; - int nTotal = 0; + int nTotal = 0; int fHasPunched = 0; int fFirstBeam = 1; - int nMaxHits = 10; + int nMaxHits = 10; pentIgnore = ENT( m_pPlayer->pev ); #ifdef CLIENT_DLL - if ( m_fPrimaryFire == false ) + if( m_fPrimaryFire == false ) g_irunninggausspred = true; #endif // The main firing event is sent unreliably so it won't be delayed. @@ -385,7 +385,6 @@ void CGauss::Fire( Vector vecOrigSrc, Vector vecDir, float flDamage ) PLAYBACK_EVENT_FULL( FEV_NOTHOST | FEV_RELIABLE, m_pPlayer->edict(), m_usGaussFire, 0.01, (float *)&m_pPlayer->pev->origin, (float *)&m_pPlayer->pev->angles, 0.0, 0.0, 0, 0, 0, 1 ); - /*ALERT( at_console, "%f %f %f\n%f %f %f\n", vecSrc.x, vecSrc.y, vecSrc.z, vecDest.x, vecDest.y, vecDest.z );*/ @@ -393,50 +392,50 @@ void CGauss::Fire( Vector vecOrigSrc, Vector vecDir, float flDamage ) //ALERT( at_console, "%f %f\n", tr.flFraction, flMaxFrac ); #ifndef CLIENT_DLL - while (flDamage > 10 && nMaxHits > 0) + while( flDamage > 10 && nMaxHits > 0 ) { nMaxHits--; // ALERT( at_console, "." ); - UTIL_TraceLine(vecSrc, vecDest, dont_ignore_monsters, pentIgnore, &tr); + UTIL_TraceLine( vecSrc, vecDest, dont_ignore_monsters, pentIgnore, &tr ); - if (tr.fAllSolid) + if( tr.fAllSolid ) break; - CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit); + CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit ); - if (pEntity == NULL) + if( pEntity == NULL ) break; - if ( fFirstBeam ) + if( fFirstBeam ) { m_pPlayer->pev->effects |= EF_MUZZLEFLASH; fFirstBeam = 0; - + nTotal += 26; } - - if (pEntity->pev->takedamage) + + if( pEntity->pev->takedamage ) { ClearMultiDamage(); pEntity->TraceAttack( m_pPlayer->pev, flDamage, vecDir, &tr, DMG_BULLET ); - ApplyMultiDamage(m_pPlayer->pev, m_pPlayer->pev); + ApplyMultiDamage( m_pPlayer->pev, m_pPlayer->pev ); } - if ( pEntity->ReflectGauss() ) + if( pEntity->ReflectGauss() ) { float n; pentIgnore = NULL; - n = -DotProduct(tr.vecPlaneNormal, vecDir); + n = -DotProduct( tr.vecPlaneNormal, vecDir ); - if (n < 0.5) // 60 degrees + if( n < 0.5 ) // 60 degrees { // ALERT( at_console, "reflect %f\n", n ); // reflect Vector r; - + r = 2.0 * tr.vecPlaneNormal * n + vecDir; flMaxFrac = flMaxFrac - tr.flFraction; vecDir = r; @@ -447,34 +446,35 @@ void CGauss::Fire( Vector vecOrigSrc, Vector vecDir, float flDamage ) m_pPlayer->RadiusDamage( tr.vecEndPos, pev, m_pPlayer->pev, flDamage * n, CLASS_NONE, DMG_BLAST ); nTotal += 34; - + // lose energy - if (n == 0) n = 0.1; - flDamage = flDamage * (1 - n); + if( n == 0 ) n = 0.1; + flDamage = flDamage * ( 1 - n ); } else { nTotal += 13; // limit it to one hole punch - if (fHasPunched) + if( fHasPunched ) break; fHasPunched = 1; // try punching through wall if secondary attack (primary is incapable of breaking through) - if ( !m_fPrimaryFire ) + if( !m_fPrimaryFire ) { - UTIL_TraceLine( tr.vecEndPos + vecDir * 8, vecDest, dont_ignore_monsters, pentIgnore, &beam_tr); - if (!beam_tr.fAllSolid) + UTIL_TraceLine( tr.vecEndPos + vecDir * 8, vecDest, dont_ignore_monsters, pentIgnore, &beam_tr ); + if( !beam_tr.fAllSolid ) { // trace backwards to find exit point - UTIL_TraceLine( beam_tr.vecEndPos, tr.vecEndPos, dont_ignore_monsters, pentIgnore, &beam_tr); + UTIL_TraceLine( beam_tr.vecEndPos, tr.vecEndPos, dont_ignore_monsters, pentIgnore, &beam_tr ); float n = (beam_tr.vecEndPos - tr.vecEndPos).Length( ); - if (n < flDamage) + if( n < flDamage ) { - if (n == 0) n = 1; + if( n == 0 ) + n = 1; flDamage -= n; // ALERT( at_console, "punch %f\n", n ); @@ -483,9 +483,8 @@ void CGauss::Fire( Vector vecOrigSrc, Vector vecDir, float flDamage ) // exit blast damage //m_pPlayer->RadiusDamage( beam_tr.vecEndPos + vecDir * 8, pev, m_pPlayer->pev, flDamage, CLASS_NONE, DMG_BLAST ); float damage_radius; - - if ( g_pGameRules->IsMultiplayer() ) + if( g_pGameRules->IsMultiplayer() ) { damage_radius = flDamage * 1.75; // Old code == 2.5 } @@ -496,7 +495,7 @@ void CGauss::Fire( Vector vecOrigSrc, Vector vecDir, float flDamage ) ::RadiusDamage( beam_tr.vecEndPos + vecDir * 8, pev, m_pPlayer->pev, flDamage, damage_radius, CLASS_NONE, DMG_BLAST ); - CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, NORMAL_EXPLOSION_VOLUME, 3.0 ); + CSoundEnt::InsertSound( bits_SOUND_COMBAT, pev->origin, NORMAL_EXPLOSION_VOLUME, 3.0 ); nTotal += 53; @@ -512,7 +511,7 @@ void CGauss::Fire( Vector vecOrigSrc, Vector vecDir, float flDamage ) else { //ALERT( at_console, "blocked solid\n" ); - + flDamage = 0; } @@ -530,25 +529,32 @@ void CGauss::Fire( Vector vecOrigSrc, Vector vecDir, float flDamage ) void CGauss::WeaponIdle( void ) { - ResetEmptySound( ); + ResetEmptySound(); // play aftershock static discharge - if ( m_pPlayer->m_flPlayAftershock && m_pPlayer->m_flPlayAftershock < gpGlobals->time ) + if( m_pPlayer->m_flPlayAftershock && m_pPlayer->m_flPlayAftershock < gpGlobals->time ) { - switch (RANDOM_LONG(0,3)) + switch( RANDOM_LONG( 0, 3 ) ) { - case 0: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/electro4.wav", RANDOM_FLOAT(0.7, 0.8), ATTN_NORM); break; - case 1: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/electro5.wav", RANDOM_FLOAT(0.7, 0.8), ATTN_NORM); break; - case 2: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/electro6.wav", RANDOM_FLOAT(0.7, 0.8), ATTN_NORM); break; - case 3: break; // no sound + case 0: + EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/electro4.wav", RANDOM_FLOAT( 0.7, 0.8 ), ATTN_NORM ); + break; + case 1: + EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/electro5.wav", RANDOM_FLOAT( 0.7, 0.8 ), ATTN_NORM ); + break; + case 2: + EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/electro6.wav", RANDOM_FLOAT( 0.7, 0.8 ), ATTN_NORM ); + break; + case 3: + break; // no sound } m_pPlayer->m_flPlayAftershock = 0.0; } - if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase()) + if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) return; - if (m_fInAttack != 0) + if( m_fInAttack != 0 ) { StartFire(); m_fInAttack = 0; @@ -557,13 +563,13 @@ void CGauss::WeaponIdle( void ) else { int iAnim; - float flRand = RANDOM_FLOAT(0, 1); - if (flRand <= 0.5) + float flRand = RANDOM_FLOAT( 0, 1 ); + if( flRand <= 0.5 ) { iAnim = GAUSS_IDLE; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); } - else if (flRand <= 0.75) + else if( flRand <= 0.75 ) { iAnim = GAUSS_IDLE2; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); @@ -574,7 +580,6 @@ void CGauss::WeaponIdle( void ) m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3; } SendWeaponAnim( iAnim ); - } } @@ -582,20 +587,20 @@ class CGaussAmmo : public CBasePlayerAmmo { void Spawn( void ) { - Precache( ); - SET_MODEL(ENT(pev), "models/w_gaussammo.mdl"); - CBasePlayerAmmo::Spawn( ); + Precache(); + SET_MODEL( ENT( pev ), "models/w_gaussammo.mdl" ); + CBasePlayerAmmo::Spawn(); } void Precache( void ) { - PRECACHE_MODEL ("models/w_gaussammo.mdl"); - PRECACHE_SOUND("items/9mmclip1.wav"); + PRECACHE_MODEL( "models/w_gaussammo.mdl" ); + PRECACHE_SOUND( "items/9mmclip1.wav" ); } BOOL AddAmmo( CBaseEntity *pOther ) { - if (pOther->GiveAmmo( AMMO_URANIUMBOX_GIVE, "uranium", URANIUM_MAX_CARRY ) != -1) + if( pOther->GiveAmmo( AMMO_URANIUMBOX_GIVE, "uranium", URANIUM_MAX_CARRY ) != -1 ) { - EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); + EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM ); return TRUE; } return FALSE; diff --git a/dlls/genericmonster.cpp b/dlls/genericmonster.cpp index 482533a5..c40bb802 100644 --- a/dlls/genericmonster.cpp +++ b/dlls/genericmonster.cpp @@ -34,9 +34,9 @@ public: void Spawn( void ); void Precache( void ); void SetYawSpeed( void ); - int Classify ( void ); + int Classify( void ); void HandleAnimEvent( MonsterEvent_t *pEvent ); - int ISoundMask ( void ); + int ISoundMask( void ); }; LINK_ENTITY_TO_CLASS( monster_generic, CGenericMonster ) @@ -45,20 +45,20 @@ LINK_ENTITY_TO_CLASS( monster_generic, CGenericMonster ) // Classify - indicates this monster's place in the // relationship table. //========================================================= -int CGenericMonster :: Classify ( void ) +int CGenericMonster::Classify( void ) { - return CLASS_PLAYER_ALLY; + return CLASS_PLAYER_ALLY; } //========================================================= // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= -void CGenericMonster :: SetYawSpeed ( void ) +void CGenericMonster::SetYawSpeed( void ) { int ys; - switch ( m_Activity ) + switch( m_Activity ) { case ACT_IDLE: default: @@ -72,7 +72,7 @@ void CGenericMonster :: SetYawSpeed ( void ) // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. //========================================================= -void CGenericMonster :: HandleAnimEvent( MonsterEvent_t *pEvent ) +void CGenericMonster::HandleAnimEvent( MonsterEvent_t *pEvent ) { switch( pEvent->event ) { @@ -86,42 +86,40 @@ void CGenericMonster :: HandleAnimEvent( MonsterEvent_t *pEvent ) //========================================================= // ISoundMask - generic monster can't hear. //========================================================= -int CGenericMonster :: ISoundMask ( void ) +int CGenericMonster::ISoundMask( void ) { - return NULL; + return NULL; } //========================================================= // Spawn //========================================================= -void CGenericMonster :: Spawn() +void CGenericMonster::Spawn() { Precache(); - SET_MODEL( ENT(pev), STRING(pev->model) ); - + SET_MODEL( ENT( pev ), STRING( pev->model ) ); /* - if ( FStrEq( STRING(pev->model), "models/player.mdl" ) ) - UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX); + if( FStrEq( STRING( pev->model ), "models/player.mdl" ) ) + UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX ); else - UTIL_SetSize(pev, VEC_HULL_MIN, VEC_HULL_MAX); + UTIL_SetSize( pev, VEC_HULL_MIN, VEC_HULL_MAX); */ - - if ( FStrEq( STRING(pev->model), "models/player.mdl" ) || FStrEq( STRING(pev->model), "models/holo.mdl" ) ) - UTIL_SetSize(pev, VEC_HULL_MIN, VEC_HULL_MAX); + if( FStrEq( STRING( pev->model ), "models/player.mdl" ) || FStrEq( STRING( pev->model ), "models/holo.mdl" ) ) + UTIL_SetSize( pev, VEC_HULL_MIN, VEC_HULL_MAX ); else - UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX); + UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX ); - pev->solid = SOLID_SLIDEBOX; - pev->movetype = MOVETYPE_STEP; - m_bloodColor = BLOOD_COLOR_RED; - pev->health = 8; - m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result ) - m_MonsterState = MONSTERSTATE_NONE; + pev->solid = SOLID_SLIDEBOX; + pev->movetype = MOVETYPE_STEP; + m_bloodColor = BLOOD_COLOR_RED; + pev->health = 8; + m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result ) + m_MonsterState = MONSTERSTATE_NONE; MonsterInit(); - if ( pev->spawnflags & SF_GENERICMONSTER_NOTSOLID ) + if( pev->spawnflags & SF_GENERICMONSTER_NOTSOLID ) { pev->solid = SOLID_NOT; pev->takedamage = DAMAGE_NO; @@ -131,10 +129,10 @@ void CGenericMonster :: Spawn() //========================================================= // Precache - precaches all resources this monster needs //========================================================= -void CGenericMonster :: Precache() +void CGenericMonster::Precache() { - PRECACHE_MODEL( (char *)STRING(pev->model) ); -} + PRECACHE_MODEL( (char *)STRING( pev->model ) ); +} //========================================================= // AI Schedules Specific to this monster diff --git a/dlls/ggrenade.cpp b/dlls/ggrenade.cpp index 476658c6..64d9f3cf 100644 --- a/dlls/ggrenade.cpp +++ b/dlls/ggrenade.cpp @@ -27,7 +27,6 @@ #include "soundent.h" #include "decals.h" - //===================grenade @@ -42,7 +41,7 @@ LINK_ENTITY_TO_CLASS( grenade, CGrenade ) void CGrenade::Explode( Vector vecSrc, Vector vecAim ) { TraceResult tr; - UTIL_TraceLine ( pev->origin, pev->origin + Vector ( 0, 0, -32 ), ignore_monsters, ENT(pev), & tr); + UTIL_TraceLine( pev->origin, pev->origin + Vector( 0, 0, -32 ), ignore_monsters, ENT( pev ), & tr ); Explode( &tr, DMG_BLAST ); } @@ -50,7 +49,7 @@ void CGrenade::Explode( Vector vecSrc, Vector vecAim ) // UNDONE: temporary scorching for PreAlpha - find a less sleazy permenant solution. void CGrenade::Explode( TraceResult *pTrace, int bitsDamageType ) { - float flRndSound;// sound randomizer + float flRndSound;// sound randomizer pev->model = iStringNull;//invisible pev->solid = SOLID_NOT;// intangible @@ -58,19 +57,19 @@ void CGrenade::Explode( TraceResult *pTrace, int bitsDamageType ) pev->takedamage = DAMAGE_NO; // Pull out of the wall a bit - if ( pTrace->flFraction != 1.0 ) + if( pTrace->flFraction != 1.0 ) { - pev->origin = pTrace->vecEndPos + (pTrace->vecPlaneNormal * (pev->dmg - 24) * 0.6); + pev->origin = pTrace->vecEndPos + ( pTrace->vecPlaneNormal * ( pev->dmg - 24 ) * 0.6 ); } - int iContents = UTIL_PointContents ( pev->origin ); - + int iContents = UTIL_PointContents( pev->origin ); + MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin ); WRITE_BYTE( TE_EXPLOSION ); // This makes a dynamic light and the explosion sprites/sound WRITE_COORD( pev->origin.x ); // Send to PAS because of the sound WRITE_COORD( pev->origin.y ); WRITE_COORD( pev->origin.z ); - if (iContents != CONTENTS_WATER) + if( iContents != CONTENTS_WATER ) { WRITE_SHORT( g_sModelIndexFireball ); } @@ -78,23 +77,23 @@ void CGrenade::Explode( TraceResult *pTrace, int bitsDamageType ) { WRITE_SHORT( g_sModelIndexWExplosion ); } - WRITE_BYTE( (pev->dmg - 50) * .60 ); // scale * 10 - WRITE_BYTE( 15 ); // framerate + WRITE_BYTE( ( pev->dmg - 50 ) * .60 ); // scale * 10 + WRITE_BYTE( 15 ); // framerate WRITE_BYTE( TE_EXPLFLAG_NONE ); MESSAGE_END(); - CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, NORMAL_EXPLOSION_VOLUME, 3.0 ); + CSoundEnt::InsertSound( bits_SOUND_COMBAT, pev->origin, NORMAL_EXPLOSION_VOLUME, 3.0 ); entvars_t *pevOwner; - if ( pev->owner ) + if( pev->owner ) pevOwner = VARS( pev->owner ); else pevOwner = NULL; pev->owner = NULL; // can't traceline attack owner if this is set - RadiusDamage ( pev, pevOwner, pev->dmg, CLASS_NONE, bitsDamageType ); + RadiusDamage( pev, pevOwner, pev->dmg, CLASS_NONE, bitsDamageType ); - if ( RANDOM_FLOAT( 0 , 1 ) < 0.5 ) + if( RANDOM_FLOAT( 0, 1 ) < 0.5 ) { UTIL_DecalTrace( pTrace, DECAL_SCORCH1 ); } @@ -103,13 +102,19 @@ void CGrenade::Explode( TraceResult *pTrace, int bitsDamageType ) UTIL_DecalTrace( pTrace, DECAL_SCORCH2 ); } - flRndSound = RANDOM_FLOAT( 0 , 1 ); + flRndSound = RANDOM_FLOAT( 0, 1 ); - switch ( RANDOM_LONG( 0, 2 ) ) + switch( RANDOM_LONG( 0, 2 ) ) { - case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/debris1.wav", 0.55, ATTN_NORM); break; - case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/debris2.wav", 0.55, ATTN_NORM); break; - case 2: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/debris3.wav", 0.55, ATTN_NORM); break; + case 0: + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "weapons/debris1.wav", 0.55, ATTN_NORM ); + break; + case 1: + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "weapons/debris2.wav", 0.55, ATTN_NORM ); + break; + case 2: + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "weapons/debris3.wav", 0.55, ATTN_NORM ); + break; } pev->effects |= EF_NODRAW; @@ -117,17 +122,17 @@ void CGrenade::Explode( TraceResult *pTrace, int bitsDamageType ) pev->velocity = g_vecZero; pev->nextthink = gpGlobals->time + 0.3; - if (iContents != CONTENTS_WATER) + if( iContents != CONTENTS_WATER ) { - int sparkCount = RANDOM_LONG(0,3); - for ( int i = 0; i < sparkCount; i++ ) + int sparkCount = RANDOM_LONG( 0, 3 ); + for( int i = 0; i < sparkCount; i++ ) Create( "spark_shower", pev->origin, pTrace->vecPlaneNormal, NULL ); } } void CGrenade::Smoke( void ) { - if (UTIL_PointContents ( pev->origin ) == CONTENTS_WATER) + if( UTIL_PointContents( pev->origin ) == CONTENTS_WATER ) { UTIL_Bubbles( pev->origin - Vector( 64, 64, 64 ), pev->origin + Vector( 64, 64, 64 ), 100 ); } @@ -139,7 +144,7 @@ void CGrenade::Smoke( void ) WRITE_COORD( pev->origin.y ); WRITE_COORD( pev->origin.z ); WRITE_SHORT( g_sModelIndexSmoke ); - WRITE_BYTE( (pev->dmg - 50) * 0.80 ); // scale * 10 + WRITE_BYTE( ( pev->dmg - 50 ) * 0.80 ); // scale * 10 WRITE_BYTE( 12 ); // framerate MESSAGE_END(); } @@ -148,7 +153,7 @@ void CGrenade::Smoke( void ) void CGrenade::Killed( entvars_t *pevAttacker, int iGib ) { - Detonate( ); + Detonate(); } // Timed grenade, this think is called when time runs out. @@ -169,10 +174,10 @@ void CGrenade::PreDetonate( void ) void CGrenade::Detonate( void ) { TraceResult tr; - Vector vecSpot;// trace starts here! + Vector vecSpot;// trace starts here! - vecSpot = pev->origin + Vector ( 0 , 0 , 8 ); - UTIL_TraceLine ( vecSpot, vecSpot + Vector ( 0, 0, -40 ), ignore_monsters, ENT(pev), & tr); + vecSpot = pev->origin + Vector( 0, 0, 8 ); + UTIL_TraceLine( vecSpot, vecSpot + Vector( 0, 0, -40 ), ignore_monsters, ENT(pev), &tr ); Explode( &tr, DMG_BLAST ); } @@ -184,28 +189,28 @@ void CGrenade::Detonate( void ) void CGrenade::ExplodeTouch( CBaseEntity *pOther ) { TraceResult tr; - Vector vecSpot;// trace starts here! + Vector vecSpot;// trace starts here! pev->enemy = pOther->edict(); vecSpot = pev->origin - pev->velocity.Normalize() * 32; - UTIL_TraceLine( vecSpot, vecSpot + pev->velocity.Normalize() * 64, ignore_monsters, ENT(pev), &tr ); + UTIL_TraceLine( vecSpot, vecSpot + pev->velocity.Normalize() * 64, ignore_monsters, ENT( pev ), &tr ); Explode( &tr, DMG_BLAST ); } void CGrenade::DangerSoundThink( void ) { - if (!IsInWorld()) + if( !IsInWorld() ) { UTIL_Remove( this ); return; } - CSoundEnt::InsertSound ( bits_SOUND_DANGER, pev->origin + pev->velocity * 0.5, pev->velocity.Length( ), 0.2 ); + CSoundEnt::InsertSound ( bits_SOUND_DANGER, pev->origin + pev->velocity * 0.5, pev->velocity.Length(), 0.2 ); pev->nextthink = gpGlobals->time + 0.2; - if (pev->waterlevel != 0) + if( pev->waterlevel != 0 ) { pev->velocity = pev->velocity * 0.5; } @@ -214,25 +219,25 @@ void CGrenade::DangerSoundThink( void ) void CGrenade::BounceTouch( CBaseEntity *pOther ) { // don't hit the guy that launched this grenade - if ( pOther->edict() == pev->owner ) + if( pOther->edict() == pev->owner ) return; // only do damage if we're moving fairly fast - if (m_flNextAttack < gpGlobals->time && pev->velocity.Length() > 100) + if( m_flNextAttack < gpGlobals->time && pev->velocity.Length() > 100 ) { entvars_t *pevOwner = VARS( pev->owner ); - if (pevOwner) + if( pevOwner ) { - TraceResult tr = UTIL_GetGlobalTrace( ); - ClearMultiDamage( ); - pOther->TraceAttack(pevOwner, 1, gpGlobals->v_forward, &tr, DMG_CLUB ); - ApplyMultiDamage( pev, pevOwner); + TraceResult tr = UTIL_GetGlobalTrace(); + ClearMultiDamage(); + pOther->TraceAttack( pevOwner, 1, gpGlobals->v_forward, &tr, DMG_CLUB ); + ApplyMultiDamage( pev, pevOwner ); } m_flNextAttack = gpGlobals->time + 1.0; // debounce } Vector vecTestVelocity; - // pev->avelocity = Vector (300, 300, 300); + // pev->avelocity = Vector( 300, 300, 300 ); // this is my heuristic for modulating the grenade velocity because grenades dropped purely vertical // or thrown very far tend to slow down too quickly for me to always catch just by testing velocity. @@ -240,19 +245,19 @@ void CGrenade::BounceTouch( CBaseEntity *pOther ) vecTestVelocity = pev->velocity; vecTestVelocity.z *= 0.45; - if ( !m_fRegisteredSound && vecTestVelocity.Length() <= 60 ) + if( !m_fRegisteredSound && vecTestVelocity.Length() <= 60 ) { //ALERT( at_console, "Grenade Registered!: %f\n", vecTestVelocity.Length() ); // grenade is moving really slow. It's probably very close to where it will ultimately stop moving. // go ahead and emit the danger sound. - + // register a radius louder than the explosion, so we make sure everyone gets out of the way - CSoundEnt::InsertSound ( bits_SOUND_DANGER, pev->origin, pev->dmg / 0.4, 0.3 ); + CSoundEnt::InsertSound( bits_SOUND_DANGER, pev->origin, pev->dmg / 0.4, 0.3 ); m_fRegisteredSound = TRUE; } - if (pev->flags & FL_ONGROUND) + if( pev->flags & FL_ONGROUND ) { // add a bit of static friction pev->velocity = pev->velocity * 0.8; @@ -265,27 +270,25 @@ void CGrenade::BounceTouch( CBaseEntity *pOther ) BounceSound(); } pev->framerate = pev->velocity.Length() / 200.0; - if (pev->framerate > 1.0) + if( pev->framerate > 1.0 ) pev->framerate = 1; - else if (pev->framerate < 0.5) + else if( pev->framerate < 0.5 ) pev->framerate = 0; - } void CGrenade::SlideTouch( CBaseEntity *pOther ) { // don't hit the guy that launched this grenade - if ( pOther->edict() == pev->owner ) + if( pOther->edict() == pev->owner ) return; - // pev->avelocity = Vector (300, 300, 300); - - if (pev->flags & FL_ONGROUND) + // pev->avelocity = Vector( 300, 300, 300 ); + if( pev->flags & FL_ONGROUND ) { // add a bit of static friction pev->velocity = pev->velocity * 0.95; - if (pev->velocity.x != 0 || pev->velocity.y != 0) + if( pev->velocity.x != 0 || pev->velocity.y != 0 ) { // maintain sliding sound } @@ -296,52 +299,58 @@ void CGrenade::SlideTouch( CBaseEntity *pOther ) } } -void CGrenade :: BounceSound( void ) +void CGrenade::BounceSound( void ) { - switch ( RANDOM_LONG( 0, 2 ) ) + switch( RANDOM_LONG( 0, 2 ) ) { - case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/grenade_hit1.wav", 0.25, ATTN_NORM); break; - case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/grenade_hit2.wav", 0.25, ATTN_NORM); break; - case 2: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/grenade_hit3.wav", 0.25, ATTN_NORM); break; + case 0: + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "weapons/grenade_hit1.wav", 0.25, ATTN_NORM ); + break; + case 1: + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "weapons/grenade_hit2.wav", 0.25, ATTN_NORM ); + break; + case 2: + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "weapons/grenade_hit3.wav", 0.25, ATTN_NORM ); + break; } } -void CGrenade :: TumbleThink( void ) +void CGrenade::TumbleThink( void ) { - if (!IsInWorld()) + if( !IsInWorld() ) { UTIL_Remove( this ); return; } - StudioFrameAdvance( ); + StudioFrameAdvance(); pev->nextthink = gpGlobals->time + 0.1; - if (pev->dmgtime - 1 < gpGlobals->time) + if( pev->dmgtime - 1 < gpGlobals->time ) { - CSoundEnt::InsertSound ( bits_SOUND_DANGER, pev->origin + pev->velocity * (pev->dmgtime - gpGlobals->time), 400, 0.1 ); + CSoundEnt::InsertSound( bits_SOUND_DANGER, pev->origin + pev->velocity * ( pev->dmgtime - gpGlobals->time ), 400, 0.1 ); } - if (pev->dmgtime <= gpGlobals->time) + if( pev->dmgtime <= gpGlobals->time ) { SetThink( &CGrenade::Detonate ); } - if (pev->waterlevel != 0) + if( pev->waterlevel != 0 ) { pev->velocity = pev->velocity * 0.5; pev->framerate = 0.2; } } -void CGrenade:: Spawn( void ) +void CGrenade::Spawn( void ) { pev->movetype = MOVETYPE_BOUNCE; pev->classname = MAKE_STRING( "grenade" ); - + pev->solid = SOLID_BBOX; - SET_MODEL(ENT(pev), "models/grenade.mdl"); - UTIL_SetSize(pev, Vector( 0, 0, 0), Vector(0, 0, 0)); + SET_MODEL( ENT( pev ), "models/grenade.mdl" ); + UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) ); pev->dmg = 100; m_fRegisteredSound = FALSE; @@ -355,16 +364,16 @@ CGrenade *CGrenade::ShootContact( entvars_t *pevOwner, Vector vecStart, Vector v pGrenade->pev->gravity = 0.5;// lower gravity since grenade is aerodynamic and engine doesn't know it. UTIL_SetOrigin( pGrenade->pev, vecStart ); pGrenade->pev->velocity = vecVelocity; - pGrenade->pev->angles = UTIL_VecToAngles (pGrenade->pev->velocity); - pGrenade->pev->owner = ENT(pevOwner); - + pGrenade->pev->angles = UTIL_VecToAngles( pGrenade->pev->velocity ); + pGrenade->pev->owner = ENT( pevOwner ); + // make monsters afaid of it while in the air pGrenade->SetThink( &CGrenade::DangerSoundThink ); pGrenade->pev->nextthink = gpGlobals->time; - + // Tumble in air - pGrenade->pev->avelocity.x = RANDOM_FLOAT ( -100, -500 ); - + pGrenade->pev->avelocity.x = RANDOM_FLOAT( -100, -500 ); + // Explode on contact pGrenade->SetTouch( &CGrenade::ExplodeTouch ); @@ -373,17 +382,17 @@ CGrenade *CGrenade::ShootContact( entvars_t *pevOwner, Vector vecStart, Vector v return pGrenade; } -CGrenade * CGrenade:: ShootTimed( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time ) +CGrenade *CGrenade::ShootTimed( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time ) { CGrenade *pGrenade = GetClassPtr( (CGrenade *)NULL ); pGrenade->Spawn(); UTIL_SetOrigin( pGrenade->pev, vecStart ); pGrenade->pev->velocity = vecVelocity; - pGrenade->pev->angles = UTIL_VecToAngles(pGrenade->pev->velocity); - pGrenade->pev->owner = ENT(pevOwner); - + pGrenade->pev->angles = UTIL_VecToAngles( pGrenade->pev->velocity ); + pGrenade->pev->owner = ENT( pevOwner ); + pGrenade->SetTouch( &CGrenade::BounceTouch ); // Bounce if touched - + // Take one second off of the desired detonation time and set the think to PreDetonate. PreDetonate // will insert a DANGER sound into the world sound list and delay detonation for one second so that // the grenade explodes after the exact amount of time specified in the call to ShootTimed(). @@ -391,12 +400,12 @@ CGrenade * CGrenade:: ShootTimed( entvars_t *pevOwner, Vector vecStart, Vector v pGrenade->pev->dmgtime = gpGlobals->time + time; pGrenade->SetThink( &CGrenade::TumbleThink ); pGrenade->pev->nextthink = gpGlobals->time + 0.1; - if (time < 0.1) + if( time < 0.1 ) { pGrenade->pev->nextthink = gpGlobals->time; pGrenade->pev->velocity = Vector( 0, 0, 0 ); } - + pGrenade->pev->sequence = RANDOM_LONG( 3, 6 ); pGrenade->pev->framerate = 1.0; @@ -406,30 +415,30 @@ CGrenade * CGrenade:: ShootTimed( entvars_t *pevOwner, Vector vecStart, Vector v pGrenade->pev->gravity = 0.5; pGrenade->pev->friction = 0.8; - SET_MODEL(ENT(pGrenade->pev), "models/w_grenade.mdl"); + SET_MODEL( ENT( pGrenade->pev ), "models/w_grenade.mdl" ); pGrenade->pev->dmg = 100; return pGrenade; } -CGrenade * CGrenade :: ShootSatchelCharge( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity ) +CGrenade *CGrenade::ShootSatchelCharge( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity ) { CGrenade *pGrenade = GetClassPtr( (CGrenade *)NULL ); pGrenade->pev->movetype = MOVETYPE_BOUNCE; pGrenade->pev->classname = MAKE_STRING( "grenade" ); - + pGrenade->pev->solid = SOLID_BBOX; - SET_MODEL(ENT(pGrenade->pev), "models/grenade.mdl"); // Change this to satchel charge model + SET_MODEL( ENT( pGrenade->pev ), "models/grenade.mdl" ); // Change this to satchel charge model - UTIL_SetSize(pGrenade->pev, Vector( 0, 0, 0), Vector(0, 0, 0)); + UTIL_SetSize( pGrenade->pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) ); pGrenade->pev->dmg = 200; UTIL_SetOrigin( pGrenade->pev, vecStart ); pGrenade->pev->velocity = vecVelocity; pGrenade->pev->angles = g_vecZero; - pGrenade->pev->owner = ENT(pevOwner); - + pGrenade->pev->owner = ENT( pevOwner ); + // Detonate in "time" seconds pGrenade->SetThink( &CBaseEntity::SUB_DoNothing ); pGrenade->SetUse( &CGrenade::DetonateUse ); @@ -441,29 +450,29 @@ CGrenade * CGrenade :: ShootSatchelCharge( entvars_t *pevOwner, Vector vecStart, return pGrenade; } -void CGrenade :: UseSatchelCharges( entvars_t *pevOwner, SATCHELCODE code ) +void CGrenade::UseSatchelCharges( entvars_t *pevOwner, SATCHELCODE code ) { edict_t *pentFind; edict_t *pentOwner; - if ( !pevOwner ) + if( !pevOwner ) return; - CBaseEntity *pOwner = CBaseEntity::Instance( pevOwner ); + CBaseEntity *pOwner = CBaseEntity::Instance( pevOwner ); pentOwner = pOwner->edict(); pentFind = FIND_ENTITY_BY_CLASSNAME( NULL, "grenade" ); - while ( !FNullEnt( pentFind ) ) + while( !FNullEnt( pentFind ) ) { CBaseEntity *pEnt = Instance( pentFind ); - if ( pEnt ) + if( pEnt ) { - if ( FBitSet( pEnt->pev->spawnflags, SF_DETONATE ) && pEnt->pev->owner == pentOwner ) + if( FBitSet( pEnt->pev->spawnflags, SF_DETONATE ) && pEnt->pev->owner == pentOwner ) { - if ( code == SATCHEL_DETONATE ) + if( code == SATCHEL_DETONATE ) pEnt->Use( pOwner, pOwner, USE_ON, 0 ); - else // SATCHEL_RELEASE + else // SATCHEL_RELEASE pEnt->pev->owner = NULL; } } diff --git a/dlls/globals.cpp b/dlls/globals.cpp index ef657c2d..28280887 100644 --- a/dlls/globals.cpp +++ b/dlls/globals.cpp @@ -35,5 +35,5 @@ DLL_GLOBAL Vector g_vecAttackDir; DLL_GLOBAL int g_iSkillLevel; DLL_GLOBAL int gDisplayTitle; DLL_GLOBAL BOOL g_fGameOver; -DLL_GLOBAL const Vector g_vecZero = Vector(0,0,0); +DLL_GLOBAL const Vector g_vecZero = Vector( 0, 0, 0 ); DLL_GLOBAL int g_Language; diff --git a/dlls/glock.cpp b/dlls/glock.cpp index fb390d13..1f4517e7 100644 --- a/dlls/glock.cpp +++ b/dlls/glock.cpp @@ -21,7 +21,8 @@ #include "nodes.h" #include "player.h" -enum glock_e { +enum glock_e +{ GLOCK_IDLE1 = 0, GLOCK_IDLE2, GLOCK_IDLE3, @@ -37,12 +38,12 @@ enum glock_e { LINK_ENTITY_TO_CLASS( weapon_glock, CGlock ) LINK_ENTITY_TO_CLASS( weapon_9mmhandgun, CGlock ) -void CGlock::Spawn( ) +void CGlock::Spawn() { - pev->classname = MAKE_STRING("weapon_9mmhandgun"); // hack to allow for old names - Precache( ); + pev->classname = MAKE_STRING( "weapon_9mmhandgun" ); // hack to allow for old names + Precache(); m_iId = WEAPON_GLOCK; - SET_MODEL(ENT(pev), "models/w_9mmhandgun.mdl"); + SET_MODEL( ENT( pev ), "models/w_9mmhandgun.mdl" ); m_iDefaultAmmo = GLOCK_DEFAULT_GIVE; @@ -51,26 +52,26 @@ void CGlock::Spawn( ) void CGlock::Precache( void ) { - PRECACHE_MODEL("models/v_9mmhandgun.mdl"); - PRECACHE_MODEL("models/w_9mmhandgun.mdl"); - PRECACHE_MODEL("models/p_9mmhandgun.mdl"); + PRECACHE_MODEL( "models/v_9mmhandgun.mdl" ); + PRECACHE_MODEL( "models/w_9mmhandgun.mdl" ); + PRECACHE_MODEL( "models/p_9mmhandgun.mdl" ); - m_iShell = PRECACHE_MODEL ("models/shell.mdl");// brass shell + m_iShell = PRECACHE_MODEL( "models/shell.mdl" );// brass shell - PRECACHE_SOUND("items/9mmclip1.wav"); - PRECACHE_SOUND("items/9mmclip2.wav"); + PRECACHE_SOUND( "items/9mmclip1.wav" ); + PRECACHE_SOUND( "items/9mmclip2.wav" ); - PRECACHE_SOUND ("weapons/pl_gun1.wav");//silenced handgun - PRECACHE_SOUND ("weapons/pl_gun2.wav");//silenced handgun - PRECACHE_SOUND ("weapons/pl_gun3.wav");//handgun + PRECACHE_SOUND( "weapons/pl_gun1.wav" );//silenced handgun + PRECACHE_SOUND( "weapons/pl_gun2.wav" );//silenced handgun + PRECACHE_SOUND( "weapons/pl_gun3.wav" );//handgun m_usFireGlock1 = PRECACHE_EVENT( 1, "events/glock1.sc" ); m_usFireGlock2 = PRECACHE_EVENT( 1, "events/glock2.sc" ); } -int CGlock::GetItemInfo(ItemInfo *p) +int CGlock::GetItemInfo( ItemInfo *p ) { - p->pszName = STRING(pev->classname); + p->pszName = STRING( pev->classname ); p->pszAmmo1 = "9mm"; p->iMaxAmmo1 = _9MM_MAX_CARRY; p->pszAmmo2 = NULL; @@ -85,7 +86,7 @@ int CGlock::GetItemInfo(ItemInfo *p) return 1; } -BOOL CGlock::Deploy( ) +BOOL CGlock::Deploy() { // pev->body = 1; return DefaultDeploy( "models/v_9mmhandgun.mdl", "models/p_9mmhandgun.mdl", GLOCK_DRAW, "onehanded", /*UseDecrement() ? 1 : 0*/ 0 ); @@ -101,11 +102,11 @@ void CGlock::PrimaryAttack( void ) GlockFire( 0.01, 0.3, TRUE ); } -void CGlock::GlockFire( float flSpread , float flCycleTime, BOOL fUseAutoAim ) +void CGlock::GlockFire( float flSpread, float flCycleTime, BOOL fUseAutoAim ) { - if (m_iClip <= 0) + if( m_iClip <= 0 ) { - if (m_fFireOnEmpty) + if( m_fFireOnEmpty ) { PlayEmptySound(); m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2; @@ -116,7 +117,7 @@ void CGlock::GlockFire( float flSpread , float flCycleTime, BOOL fUseAutoAim ) m_iClip--; - m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH; + m_pPlayer->pev->effects = (int)( m_pPlayer->pev->effects ) | EF_MUZZLEFLASH; int flags; #if defined( CLIENT_WEAPONS ) @@ -128,7 +129,7 @@ void CGlock::GlockFire( float flSpread , float flCycleTime, BOOL fUseAutoAim ) m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); // silenced - if (pev->body == 1) + if( pev->body == 1 ) { m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH; @@ -140,10 +141,10 @@ void CGlock::GlockFire( float flSpread , float flCycleTime, BOOL fUseAutoAim ) m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH; } - Vector vecSrc = m_pPlayer->GetGunPosition( ); + Vector vecSrc = m_pPlayer->GetGunPosition(); Vector vecAiming; - - if ( fUseAutoAim ) + + if( fUseAutoAim ) { vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); } @@ -159,26 +160,26 @@ void CGlock::GlockFire( float flSpread , float flCycleTime, BOOL fUseAutoAim ) m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + flCycleTime; - if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) + if( !m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 ) // HEV suit - indicate out of ammo condition - m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); + m_pPlayer->SetSuitUpdate( "!HEV_AMO0", FALSE, 0 ); m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); } void CGlock::Reload( void ) { - if ( m_pPlayer->ammo_9mm <= 0 ) + if( m_pPlayer->ammo_9mm <= 0 ) return; int iResult; - if (m_iClip == 0) + if( m_iClip == 0 ) iResult = DefaultReload( 17, GLOCK_RELOAD, 1.5 ); else iResult = DefaultReload( 17, GLOCK_RELOAD_NOT_EMPTY, 1.5 ); - if (iResult) + if( iResult ) { m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); } @@ -186,25 +187,25 @@ void CGlock::Reload( void ) void CGlock::WeaponIdle( void ) { - ResetEmptySound( ); + ResetEmptySound(); m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); - if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) + if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) return; // only idle if the slid isn't back - if (m_iClip != 0) + if( m_iClip != 0 ) { int iAnim; float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.0, 1.0 ); - if (flRand <= 0.3 + 0 * 0.75) + if( flRand <= 0.3 + 0 * 0.75 ) { iAnim = GLOCK_IDLE3; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 49.0 / 16; } - else if (flRand <= 0.6 + 0 * 0.875) + else if( flRand <= 0.6 + 0 * 0.875 ) { iAnim = GLOCK_IDLE1; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0 / 16.0; @@ -222,25 +223,27 @@ class CGlockAmmo : public CBasePlayerAmmo { void Spawn( void ) { - Precache( ); - SET_MODEL(ENT(pev), "models/w_9mmclip.mdl"); - CBasePlayerAmmo::Spawn( ); + Precache(); + SET_MODEL( ENT( pev ), "models/w_9mmclip.mdl" ); + CBasePlayerAmmo::Spawn(); } + void Precache( void ) { - PRECACHE_MODEL ("models/w_9mmclip.mdl"); - PRECACHE_SOUND("items/9mmclip1.wav"); + PRECACHE_MODEL( "models/w_9mmclip.mdl" ); + PRECACHE_SOUND( "items/9mmclip1.wav" ); } - BOOL AddAmmo( CBaseEntity *pOther ) - { - if (pOther->GiveAmmo( AMMO_GLOCKCLIP_GIVE, "9mm", _9MM_MAX_CARRY ) != -1) + + BOOL AddAmmo( CBaseEntity *pOther ) + { + if( pOther->GiveAmmo( AMMO_GLOCKCLIP_GIVE, "9mm", _9MM_MAX_CARRY ) != -1 ) { - EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); + EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM ); return TRUE; } return FALSE; } }; + LINK_ENTITY_TO_CLASS( ammo_glockclip, CGlockAmmo ) LINK_ENTITY_TO_CLASS( ammo_9mmclip, CGlockAmmo ) - diff --git a/dlls/gman.cpp b/dlls/gman.cpp index 771b86a3..bdfb60d4 100644 --- a/dlls/gman.cpp +++ b/dlls/gman.cpp @@ -32,17 +32,17 @@ public: void Spawn( void ); void Precache( void ); void SetYawSpeed( void ); - int Classify ( void ); + int Classify ( void ); void HandleAnimEvent( MonsterEvent_t *pEvent ); int ISoundMask ( void ); - int Save( CSave &save ); + int Save( CSave &save ); int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; void StartTask( Task_t *pTask ); void RunTask( Task_t *pTask ); - int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType ); + int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); void PlayScriptedSentence( const char *pszSentence, float duration, float volume, float attenuation, BOOL bConcurrent, CBaseEntity *pListener ); @@ -54,7 +54,7 @@ public: LINK_ENTITY_TO_CLASS( monster_gman, CGMan ) -TYPEDESCRIPTION CGMan::m_SaveData[] = +TYPEDESCRIPTION CGMan::m_SaveData[] = { DEFINE_FIELD( CGMan, m_hTalkTarget, FIELD_EHANDLE ), DEFINE_FIELD( CGMan, m_flTalkTime, FIELD_TIME ), @@ -66,20 +66,20 @@ IMPLEMENT_SAVERESTORE( CGMan, CBaseMonster ) // Classify - indicates this monster's place in the // relationship table. //========================================================= -int CGMan :: Classify ( void ) +int CGMan::Classify( void ) { - return CLASS_NONE; + return CLASS_NONE; } //========================================================= // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= -void CGMan :: SetYawSpeed ( void ) +void CGMan::SetYawSpeed( void ) { int ys; - switch ( m_Activity ) + switch( m_Activity ) { case ACT_IDLE: default: @@ -93,7 +93,7 @@ void CGMan :: SetYawSpeed ( void ) // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. //========================================================= -void CGMan :: HandleAnimEvent( MonsterEvent_t *pEvent ) +void CGMan::HandleAnimEvent( MonsterEvent_t *pEvent ) { switch( pEvent->event ) { @@ -107,25 +107,25 @@ void CGMan :: HandleAnimEvent( MonsterEvent_t *pEvent ) //========================================================= // ISoundMask - generic monster can't hear. //========================================================= -int CGMan :: ISoundMask ( void ) +int CGMan::ISoundMask( void ) { - return NULL; + return NULL; } //========================================================= // Spawn //========================================================= -void CGMan :: Spawn() +void CGMan::Spawn() { Precache(); - SET_MODEL( ENT(pev), "models/gman.mdl" ); - UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX); + SET_MODEL( ENT( pev ), "models/gman.mdl" ); + UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX ); - pev->solid = SOLID_SLIDEBOX; + pev->solid = SOLID_SLIDEBOX; pev->movetype = MOVETYPE_STEP; m_bloodColor = DONT_BLEED; - pev->health = 100; + pev->health = 100; m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result ) m_MonsterState = MONSTERSTATE_NONE; @@ -135,21 +135,21 @@ void CGMan :: Spawn() //========================================================= // Precache - precaches all resources this monster needs //========================================================= -void CGMan :: Precache() +void CGMan::Precache() { PRECACHE_MODEL( "models/gman.mdl" ); -} +} //========================================================= // AI Schedules Specific to this monster //========================================================= -void CGMan :: StartTask( Task_t *pTask ) +void CGMan::StartTask( Task_t *pTask ) { switch( pTask->iTask ) { case TASK_WAIT: - if (m_hPlayer == NULL) + if( m_hPlayer == NULL ) { m_hPlayer = UTIL_FindEntityByClassname( NULL, "player" ); } @@ -158,29 +158,33 @@ void CGMan :: StartTask( Task_t *pTask ) CBaseMonster::StartTask( pTask ); } -void CGMan :: RunTask( Task_t *pTask ) +void CGMan::RunTask( Task_t *pTask ) { switch( pTask->iTask ) { case TASK_WAIT: // look at who I'm talking to - if (m_flTalkTime > gpGlobals->time && m_hTalkTarget != NULL) + if( m_flTalkTime > gpGlobals->time && m_hTalkTarget != NULL ) { - float yaw = VecToYaw(m_hTalkTarget->pev->origin - pev->origin) - pev->angles.y; + float yaw = VecToYaw( m_hTalkTarget->pev->origin - pev->origin ) - pev->angles.y; - if (yaw > 180) yaw -= 360; - if (yaw < -180) yaw += 360; + if( yaw > 180 ) + yaw -= 360; + if( yaw < -180 ) + yaw += 360; // turn towards vector SetBoneController( 0, yaw ); } // look at player, but only if playing a "safe" idle animation - else if (m_hPlayer != NULL && pev->sequence == 0) + else if( m_hPlayer != NULL && pev->sequence == 0 ) { - float yaw = VecToYaw(m_hPlayer->pev->origin - pev->origin) - pev->angles.y; + float yaw = VecToYaw( m_hPlayer->pev->origin - pev->origin ) - pev->angles.y; - if (yaw > 180) yaw -= 360; - if (yaw < -180) yaw += 360; + if( yaw > 180 ) + yaw -= 360; + if( yaw < -180 ) + yaw += 360; // turn towards vector SetBoneController( 0, yaw ); @@ -201,18 +205,18 @@ void CGMan :: RunTask( Task_t *pTask ) //========================================================= // Override all damage //========================================================= -int CGMan :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType ) +int CGMan::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { pev->health = pev->max_health / 2; // always trigger the 50% damage aitrigger - if ( flDamage > 0 ) + if( flDamage > 0 ) { - SetConditions(bits_COND_LIGHT_DAMAGE); + SetConditions( bits_COND_LIGHT_DAMAGE ); } - if ( flDamage >= 20 ) + if( flDamage >= 20 ) { - SetConditions(bits_COND_HEAVY_DAMAGE); + SetConditions( bits_COND_HEAVY_DAMAGE ); } return TRUE; } diff --git a/dlls/h_ai.cpp b/dlls/h_ai.cpp index 73a5064a..d8a35547 100644 --- a/dlls/h_ai.cpp +++ b/dlls/h_ai.cpp @@ -18,7 +18,6 @@ */ - #include "extdll.h" #include "util.h" #include "cbase.h" @@ -28,7 +27,7 @@ #define NUM_LATERAL_CHECKS 13 // how many checks are made on each side of a monster looking for lateral cover #define NUM_LATERAL_LOS_CHECKS 6 // how many checks are made on each side of a monster looking for lateral cover -//float flRandom = RANDOM_FLOAT(0,1); +//float flRandom = RANDOM_FLOAT( 0, 1 ); DLL_GLOBAL BOOL g_fDrawLines = FALSE; @@ -45,25 +44,25 @@ DLL_GLOBAL BOOL g_fDrawLines = FALSE; // // !!!UNDONE - make this CBaseMonster? //========================================================= -BOOL FBoxVisible ( entvars_t *pevLooker, entvars_t *pevTarget, Vector &vecTargetOrigin, float flSize ) +BOOL FBoxVisible( entvars_t *pevLooker, entvars_t *pevTarget, Vector &vecTargetOrigin, float flSize ) { // don't look through water - if ((pevLooker->waterlevel != 3 && pevTarget->waterlevel == 3) - || (pevLooker->waterlevel == 3 && pevTarget->waterlevel == 0)) + if( ( pevLooker->waterlevel != 3 && pevTarget->waterlevel == 3 ) + || ( pevLooker->waterlevel == 3 && pevTarget->waterlevel == 0 ) ) return FALSE; TraceResult tr; Vector vecLookerOrigin = pevLooker->origin + pevLooker->view_ofs;//look through the monster's 'eyes' - for (int i = 0; i < 5; i++) + for( int i = 0; i < 5; i++ ) { Vector vecTarget = pevTarget->origin; - vecTarget.x += RANDOM_FLOAT( pevTarget->mins.x + flSize, pevTarget->maxs.x - flSize); - vecTarget.y += RANDOM_FLOAT( pevTarget->mins.y + flSize, pevTarget->maxs.y - flSize); - vecTarget.z += RANDOM_FLOAT( pevTarget->mins.z + flSize, pevTarget->maxs.z - flSize); + vecTarget.x += RANDOM_FLOAT( pevTarget->mins.x + flSize, pevTarget->maxs.x - flSize ); + vecTarget.y += RANDOM_FLOAT( pevTarget->mins.y + flSize, pevTarget->maxs.y - flSize ); + vecTarget.z += RANDOM_FLOAT( pevTarget->mins.z + flSize, pevTarget->maxs.z - flSize ); - UTIL_TraceLine(vecLookerOrigin, vecTarget, ignore_monsters, ignore_glass, ENT(pevLooker)/*pentIgnore*/, &tr); - - if (tr.flFraction == 1.0) + UTIL_TraceLine( vecLookerOrigin, vecTarget, ignore_monsters, ignore_glass, ENT( pevLooker )/*pentIgnore*/, &tr ); + + if( tr.flFraction == 1.0 ) { vecTargetOrigin = vecTarget; return TRUE;// line of sight is valid. @@ -76,7 +75,7 @@ BOOL FBoxVisible ( entvars_t *pevLooker, entvars_t *pevTarget, Vector &vecTarget // VecCheckToss - returns the velocity at which an object should be lobbed from vecspot1 to land near vecspot2. // returns g_vecZero if toss is not feasible. // -Vector VecCheckToss ( entvars_t *pev, const Vector &vecSpot1, Vector vecSpot2, float flGravityAdj ) +Vector VecCheckToss( entvars_t *pev, const Vector &vecSpot1, Vector vecSpot2, float flGravityAdj ) { TraceResult tr; Vector vecMidPoint;// halfway point between Spot1 and Spot2 @@ -86,52 +85,52 @@ Vector VecCheckToss ( entvars_t *pev, const Vector &vecSpot1, Vector vecSpot2, f Vector vecTemp; float flGravity = g_psv_gravity->value * flGravityAdj; - if (vecSpot2.z - vecSpot1.z > 500) + if( vecSpot2.z - vecSpot1.z > 500 ) { // to high, fail return g_vecZero; } - UTIL_MakeVectors (pev->angles); + UTIL_MakeVectors( pev->angles ); // toss a little bit to the left or right, not right down on the enemy's bean (head). - vecSpot2 = vecSpot2 + gpGlobals->v_right * ( RANDOM_FLOAT(-8,8) + RANDOM_FLOAT(-16,16) ); - vecSpot2 = vecSpot2 + gpGlobals->v_forward * ( RANDOM_FLOAT(-8,8) + RANDOM_FLOAT(-16,16) ); - + vecSpot2 = vecSpot2 + gpGlobals->v_right * ( RANDOM_FLOAT( -8, 8 ) + RANDOM_FLOAT( -16, 16 ) ); + vecSpot2 = vecSpot2 + gpGlobals->v_forward * ( RANDOM_FLOAT( -8, 8 ) + RANDOM_FLOAT( -16, 16 ) ); + // calculate the midpoint and apex of the 'triangle' // UNDONE: normalize any Z position differences between spot1 and spot2 so that triangle is always RIGHT // How much time does it take to get there? // get a rough idea of how high it can be thrown - vecMidPoint = vecSpot1 + (vecSpot2 - vecSpot1) * 0.5; - UTIL_TraceLine(vecMidPoint, vecMidPoint + Vector(0,0,500), ignore_monsters, ENT(pev), &tr); + vecMidPoint = vecSpot1 + ( vecSpot2 - vecSpot1 ) * 0.5; + UTIL_TraceLine(vecMidPoint, vecMidPoint + Vector( 0, 0, 500 ), ignore_monsters, ENT( pev ), &tr ); vecMidPoint = tr.vecEndPos; // (subtract 15 so the grenade doesn't hit the ceiling) vecMidPoint.z -= 15; - if (vecMidPoint.z < vecSpot1.z || vecMidPoint.z < vecSpot2.z) + if( vecMidPoint.z < vecSpot1.z || vecMidPoint.z < vecSpot2.z ) { // to not enough space, fail return g_vecZero; } // How high should the grenade travel to reach the apex - float distance1 = (vecMidPoint.z - vecSpot1.z); - float distance2 = (vecMidPoint.z - vecSpot2.z); + float distance1 = vecMidPoint.z - vecSpot1.z; + float distance2 = vecMidPoint.z - vecSpot2.z; // How long will it take for the grenade to travel this distance - float time1 = sqrt( distance1 / (0.5 * flGravity) ); - float time2 = sqrt( distance2 / (0.5 * flGravity) ); + float time1 = sqrt( distance1 / ( 0.5 * flGravity ) ); + float time2 = sqrt( distance2 / ( 0.5 * flGravity ) ); - if (time1 < 0.1) + if( time1 < 0.1 ) { // too close return g_vecZero; } // how hard to throw sideways to get there in time. - vecGrenadeVel = (vecSpot2 - vecSpot1) / (time1 + time2); + vecGrenadeVel = ( vecSpot2 - vecSpot1 ) / ( time1 + time2 ); // how hard upwards to reach the apex at the right time. vecGrenadeVel.z = flGravity * time1; @@ -139,55 +138,54 @@ Vector VecCheckToss ( entvars_t *pev, const Vector &vecSpot1, Vector vecSpot2, f vecApex = vecSpot1 + vecGrenadeVel * time1; vecApex.z = vecMidPoint.z; - UTIL_TraceLine(vecSpot1, vecApex, dont_ignore_monsters, ENT(pev), &tr); - if (tr.flFraction != 1.0) + UTIL_TraceLine( vecSpot1, vecApex, dont_ignore_monsters, ENT( pev ), &tr ); + if( tr.flFraction != 1.0 ) { // fail! return g_vecZero; } // UNDONE: either ignore monsters or change it to not care if we hit our enemy - UTIL_TraceLine(vecSpot2, vecApex, ignore_monsters, ENT(pev), &tr); - if (tr.flFraction != 1.0) + UTIL_TraceLine( vecSpot2, vecApex, ignore_monsters, ENT( pev ), &tr ); + if( tr.flFraction != 1.0 ) { // fail! return g_vecZero; } - + return vecGrenadeVel; } - // // VecCheckThrow - returns the velocity vector at which an object should be thrown from vecspot1 to hit vecspot2. // returns g_vecZero if throw is not feasible. // -Vector VecCheckThrow ( entvars_t *pev, const Vector &vecSpot1, Vector vecSpot2, float flSpeed, float flGravityAdj ) +Vector VecCheckThrow( entvars_t *pev, const Vector &vecSpot1, Vector vecSpot2, float flSpeed, float flGravityAdj ) { - float flGravity = g_psv_gravity->value * flGravityAdj; + float flGravity = g_psv_gravity->value * flGravityAdj; - Vector vecGrenadeVel = (vecSpot2 - vecSpot1); + Vector vecGrenadeVel = vecSpot2 - vecSpot1; // throw at a constant time - float time = vecGrenadeVel.Length( ) / flSpeed; - vecGrenadeVel = vecGrenadeVel * (1.0 / time); + float time = vecGrenadeVel.Length() / flSpeed; + vecGrenadeVel = vecGrenadeVel * ( 1.0 / time ); // adjust upward toss to compensate for gravity loss vecGrenadeVel.z += flGravity * time * 0.5; - Vector vecApex = vecSpot1 + (vecSpot2 - vecSpot1) * 0.5; - vecApex.z += 0.5 * flGravity * (time * 0.5) * (time * 0.5); - + Vector vecApex = vecSpot1 + ( vecSpot2 - vecSpot1 ) * 0.5; + vecApex.z += 0.5 * flGravity * ( time * 0.5 ) * ( time * 0.5 ); + TraceResult tr; - UTIL_TraceLine(vecSpot1, vecApex, dont_ignore_monsters, ENT(pev), &tr); - if (tr.flFraction != 1.0) + UTIL_TraceLine( vecSpot1, vecApex, dont_ignore_monsters, ENT( pev ), &tr ); + if( tr.flFraction != 1.0 ) { // fail! return g_vecZero; } - UTIL_TraceLine(vecSpot2, vecApex, ignore_monsters, ENT(pev), &tr); - if (tr.flFraction != 1.0) + UTIL_TraceLine( vecSpot2, vecApex, ignore_monsters, ENT( pev ), &tr ); + if( tr.flFraction != 1.0 ) { // fail! return g_vecZero; @@ -195,5 +193,3 @@ Vector VecCheckThrow ( entvars_t *pev, const Vector &vecSpot1, Vector vecSpot2, return vecGrenadeVel; } - - diff --git a/dlls/h_battery.cpp b/dlls/h_battery.cpp index 5fe36c17..fdb7c645 100644 --- a/dlls/h_battery.cpp +++ b/dlls/h_battery.cpp @@ -30,31 +30,31 @@ class CRecharge : public CBaseToggle { public: - void Spawn( ); + void Spawn(); void Precache( void ); void EXPORT Off(void); void EXPORT Recharge(void); void KeyValue( KeyValueData *pkvd ); void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); - virtual int ObjectCaps( void ) { return (CBaseToggle :: ObjectCaps() | FCAP_CONTINUOUS_USE) & ~FCAP_ACROSS_TRANSITION; } - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); + virtual int ObjectCaps( void ) { return ( CBaseToggle::ObjectCaps() | FCAP_CONTINUOUS_USE ) & ~FCAP_ACROSS_TRANSITION; } + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); - static TYPEDESCRIPTION m_SaveData[]; + static TYPEDESCRIPTION m_SaveData[]; float m_flNextCharge; - int m_iReactivate ; // DeathMatch Delay until reactvated - int m_iJuice; - int m_iOn; // 0 = off, 1 = startup, 2 = going - float m_flSoundTime; + int m_iReactivate; // DeathMatch Delay until reactvated + int m_iJuice; + int m_iOn; // 0 = off, 1 = startup, 2 = going + float m_flSoundTime; }; TYPEDESCRIPTION CRecharge::m_SaveData[] = { DEFINE_FIELD( CRecharge, m_flNextCharge, FIELD_TIME ), - DEFINE_FIELD( CRecharge, m_iReactivate, FIELD_INTEGER), - DEFINE_FIELD( CRecharge, m_iJuice, FIELD_INTEGER), - DEFINE_FIELD( CRecharge, m_iOn, FIELD_INTEGER), + DEFINE_FIELD( CRecharge, m_iReactivate, FIELD_INTEGER ), + DEFINE_FIELD( CRecharge, m_iJuice, FIELD_INTEGER ), + DEFINE_FIELD( CRecharge, m_iOn, FIELD_INTEGER ), DEFINE_FIELD( CRecharge, m_flSoundTime, FIELD_TIME ), }; @@ -64,17 +64,17 @@ LINK_ENTITY_TO_CLASS( func_recharge, CRecharge ) void CRecharge::KeyValue( KeyValueData *pkvd ) { - if ( FStrEq(pkvd->szKeyName, "style") || - FStrEq(pkvd->szKeyName, "height") || - FStrEq(pkvd->szKeyName, "value1") || - FStrEq(pkvd->szKeyName, "value2") || - FStrEq(pkvd->szKeyName, "value3")) + if( FStrEq( pkvd->szKeyName, "style" ) || + FStrEq( pkvd->szKeyName, "height" ) || + FStrEq( pkvd->szKeyName, "value1" ) || + FStrEq( pkvd->szKeyName, "value2" ) || + FStrEq( pkvd->szKeyName, "value3" ) ) { pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "dmdelay")) + else if( FStrEq( pkvd->szKeyName, "dmdelay" ) ) { - m_iReactivate = atoi(pkvd->szValue); + m_iReactivate = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; } else @@ -83,88 +83,86 @@ void CRecharge::KeyValue( KeyValueData *pkvd ) void CRecharge::Spawn() { - Precache( ); + Precache(); - pev->solid = SOLID_BSP; - pev->movetype = MOVETYPE_PUSH; + pev->solid = SOLID_BSP; + pev->movetype = MOVETYPE_PUSH; - UTIL_SetOrigin(pev, pev->origin); // set size and link into world - UTIL_SetSize(pev, pev->mins, pev->maxs); - SET_MODEL(ENT(pev), STRING(pev->model) ); + UTIL_SetOrigin( pev, pev->origin ); // set size and link into world + UTIL_SetSize( pev, pev->mins, pev->maxs ); + SET_MODEL( ENT( pev ), STRING( pev->model ) ); m_iJuice = gSkillData.suitchargerCapacity; pev->frame = 0; } void CRecharge::Precache() { - PRECACHE_SOUND("items/suitcharge1.wav"); - PRECACHE_SOUND("items/suitchargeno1.wav"); - PRECACHE_SOUND("items/suitchargeok1.wav"); + PRECACHE_SOUND( "items/suitcharge1.wav" ); + PRECACHE_SOUND( "items/suitchargeno1.wav" ); + PRECACHE_SOUND( "items/suitchargeok1.wav" ); } void CRecharge::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { // if it's not a player, ignore - if (!FClassnameIs(pActivator->pev, "player")) + if( !FClassnameIs( pActivator->pev, "player" ) ) return; // if there is no juice left, turn it off - if (m_iJuice <= 0) + if( m_iJuice <= 0 ) { pev->frame = 1; Off(); } // if the player doesn't have the suit, or there is no juice left, make the deny noise - if ((m_iJuice <= 0) || (!(pActivator->pev->weapons & (1<pev->weapons & ( 1 << WEAPON_SUIT ) ) ) ) { - if (m_flSoundTime <= gpGlobals->time) + if( m_flSoundTime <= gpGlobals->time ) { m_flSoundTime = gpGlobals->time + 0.62; - EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/suitchargeno1.wav", 0.85, ATTN_NORM ); + EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/suitchargeno1.wav", 0.85, ATTN_NORM ); } return; } pev->nextthink = pev->ltime + 0.25; - SetThink( &CRecharge::Off); + SetThink( &CRecharge::Off ); // Time to recharge yet? - - if (m_flNextCharge >= gpGlobals->time) + if( m_flNextCharge >= gpGlobals->time ) return; // Make sure that we have a caller - if (!pActivator) + if( !pActivator ) return; m_hActivator = pActivator; //only recharge the player - - if (!m_hActivator->IsPlayer() ) + if( !m_hActivator->IsPlayer() ) return; // Play the on sound or the looping charging sound - if (!m_iOn) + if( !m_iOn ) { m_iOn++; - EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/suitchargeok1.wav", 0.85, ATTN_NORM ); + EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/suitchargeok1.wav", 0.85, ATTN_NORM ); m_flSoundTime = 0.56 + gpGlobals->time; } - if ((m_iOn == 1) && (m_flSoundTime <= gpGlobals->time)) + if( ( m_iOn == 1 ) && ( m_flSoundTime <= gpGlobals->time ) ) { m_iOn++; - EMIT_SOUND(ENT(pev), CHAN_STATIC, "items/suitcharge1.wav", 0.85, ATTN_NORM ); + EMIT_SOUND( ENT( pev ), CHAN_STATIC, "items/suitcharge1.wav", 0.85, ATTN_NORM ); } // charge the player - if (m_hActivator->pev->armorvalue < 100) + if( m_hActivator->pev->armorvalue < 100 ) { m_iJuice--; m_hActivator->pev->armorvalue += 1; - if (m_hActivator->pev->armorvalue > 100) + if( m_hActivator->pev->armorvalue > 100 ) m_hActivator->pev->armorvalue = 100; } @@ -172,25 +170,25 @@ void CRecharge::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE use m_flNextCharge = gpGlobals->time + 0.1; } -void CRecharge::Recharge(void) +void CRecharge::Recharge( void ) { m_iJuice = gSkillData.suitchargerCapacity; - pev->frame = 0; + pev->frame = 0; SetThink( &CBaseEntity::SUB_DoNothing ); } -void CRecharge::Off(void) +void CRecharge::Off( void ) { // Stop looping sound. - if (m_iOn > 1) - STOP_SOUND( ENT(pev), CHAN_STATIC, "items/suitcharge1.wav" ); + if( m_iOn > 1 ) + STOP_SOUND( ENT( pev ), CHAN_STATIC, "items/suitcharge1.wav" ); m_iOn = 0; - if ((!m_iJuice) && ( ( m_iReactivate = g_pGameRules->FlHEVChargerRechargeTime() ) > 0) ) + if( ( !m_iJuice ) && ( ( m_iReactivate = g_pGameRules->FlHEVChargerRechargeTime() ) > 0 ) ) { pev->nextthink = pev->ltime + m_iReactivate; - SetThink( &CRecharge::Recharge); + SetThink( &CRecharge::Recharge ); } else SetThink( &CBaseEntity::SUB_DoNothing ); diff --git a/dlls/h_cycler.cpp b/dlls/h_cycler.cpp index 9a79e994..d685ac36 100644 --- a/dlls/h_cycler.cpp +++ b/dlls/h_cycler.cpp @@ -35,7 +35,7 @@ class CCycler : public CBaseMonster { public: void GenericCyclerSpawn(char *szModel, Vector vecMin, Vector vecMax); - virtual int ObjectCaps( void ) { return (CBaseEntity :: ObjectCaps() | FCAP_IMPULSE_USE); } + virtual int ObjectCaps( void ) { return ( CBaseEntity::ObjectCaps() | FCAP_IMPULSE_USE ); } int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType ); void Spawn( void ); void Think( void ); @@ -45,14 +45,14 @@ public: // Don't treat as a live target virtual BOOL IsAlive( void ) { return FALSE; } - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); - static TYPEDESCRIPTION m_SaveData[]; + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); + static TYPEDESCRIPTION m_SaveData[]; - int m_animate; + int m_animate; }; -TYPEDESCRIPTION CCycler::m_SaveData[] = +TYPEDESCRIPTION CCycler::m_SaveData[] = { DEFINE_FIELD( CCycler, m_animate, FIELD_INTEGER ), }; @@ -65,7 +65,10 @@ IMPLEMENT_SAVERESTORE( CCycler, CBaseMonster ) class CGenericCycler : public CCycler { public: - void Spawn( void ) { GenericCyclerSpawn( (char *)STRING(pev->model), Vector(-16, -16, 0), Vector(16, 16, 72) ); } + void Spawn( void ) + { + GenericCyclerSpawn( (char *)STRING( pev->model ), Vector( -16, -16, 0 ), Vector( 16, 16, 72 ) ); + } }; LINK_ENTITY_TO_CLASS( cycler, CGenericCycler ) @@ -82,52 +85,51 @@ public: LINK_ENTITY_TO_CLASS( cycler_prdroid, CCyclerProbe ) -void CCyclerProbe :: Spawn( void ) +void CCyclerProbe::Spawn( void ) { - pev->origin = pev->origin + Vector ( 0, 0, 16 ); - GenericCyclerSpawn( "models/prdroid.mdl", Vector(-16,-16,-16), Vector(16,16,16)); + pev->origin = pev->origin + Vector( 0, 0, 16 ); + GenericCyclerSpawn( "models/prdroid.mdl", Vector( -16, -16, -16 ), Vector( 16, 16, 16 ) ); } // Cycler member functions - -void CCycler :: GenericCyclerSpawn(char *szModel, Vector vecMin, Vector vecMax) +void CCycler::GenericCyclerSpawn( char *szModel, Vector vecMin, Vector vecMax ) { - if (!szModel || !*szModel) + if( !szModel || !*szModel ) { - ALERT(at_error, "cycler at %.0f %.0f %0.f missing modelname", pev->origin.x, pev->origin.y, pev->origin.z ); - REMOVE_ENTITY(ENT(pev)); + ALERT( at_error, "cycler at %.0f %.0f %0.f missing modelname", pev->origin.x, pev->origin.y, pev->origin.z ); + REMOVE_ENTITY( ENT( pev ) ); return; } - pev->classname = MAKE_STRING("cycler"); + pev->classname = MAKE_STRING( "cycler" ); PRECACHE_MODEL( szModel ); - SET_MODEL(ENT(pev), szModel); + SET_MODEL( ENT( pev ), szModel ); - CCycler::Spawn( ); + CCycler::Spawn(); - UTIL_SetSize(pev, vecMin, vecMax); + UTIL_SetSize( pev, vecMin, vecMax ); } -void CCycler :: Spawn( ) +void CCycler::Spawn() { InitBoneControllers(); - pev->solid = SOLID_SLIDEBOX; + pev->solid = SOLID_SLIDEBOX; pev->movetype = MOVETYPE_NONE; pev->takedamage = DAMAGE_YES; pev->effects = 0; - pev->health = 80000;// no cycler should die + pev->health = 80000;// no cycler should die pev->yaw_speed = 5; pev->ideal_yaw = pev->angles.y; ChangeYaw( 360 ); - + m_flFrameRate = 75; m_flGroundSpeed = 0; pev->nextthink += 1.0; - ResetSequenceInfo( ); + ResetSequenceInfo(); - if (pev->sequence != 0 || pev->frame != 0) + if( pev->sequence != 0 || pev->frame != 0 ) { m_animate = 0; pev->framerate = 0; @@ -141,15 +143,15 @@ void CCycler :: Spawn( ) // // cycler think // -void CCycler :: Think( void ) +void CCycler::Think( void ) { pev->nextthink = gpGlobals->time + 0.1; - if (m_animate) + if( m_animate ) { - StudioFrameAdvance ( ); + StudioFrameAdvance(); } - if (m_fSequenceFinished && !m_fSequenceLoops) + if( m_fSequenceFinished && !m_fSequenceLoops ) { // ResetSequenceInfo(); // hack to avoid reloading model every frame @@ -158,7 +160,7 @@ void CCycler :: Think( void ) m_fSequenceFinished = FALSE; m_flLastEventCheck = gpGlobals->time; pev->frame = 0; - if (!m_animate) + if( !m_animate ) pev->framerate = 0.0; // FIX: don't reset framerate } } @@ -166,10 +168,10 @@ void CCycler :: Think( void ) // // CyclerUse - starts a rotation trend // -void CCycler :: Use ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) +void CCycler::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { m_animate = !m_animate; - if (m_animate) + if( m_animate ) pev->framerate = 1.0; else pev->framerate = 0.0; @@ -178,26 +180,26 @@ void CCycler :: Use ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE us // // CyclerPain , changes sequences when shot // -//void CCycler :: Pain( float flDamage ) -int CCycler :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType ) +//void CCycler::Pain( float flDamage ) +int CCycler::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { - if (m_animate) + if( m_animate ) { pev->sequence++; - ResetSequenceInfo( ); + ResetSequenceInfo(); - if (m_flFrameRate == 0.0) + if( m_flFrameRate == 0.0 ) { pev->sequence = 0; - ResetSequenceInfo( ); + ResetSequenceInfo(); } pev->frame = 0; } else { pev->framerate = 1.0; - StudioFrameAdvance ( 0.1 ); + StudioFrameAdvance( 0.1 ); pev->framerate = 0; ALERT( at_console, "sequence: %d, frame %.0f\n", pev->sequence, pev->frame ); } @@ -212,23 +214,27 @@ public: void Spawn( void ); void Think( void ); void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); - virtual int ObjectCaps( void ) { return (CBaseEntity :: ObjectCaps() | FCAP_DONT_SAVE | FCAP_IMPULSE_USE); } - virtual int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType ); - void Animate( float frames ); + virtual int ObjectCaps( void ) { return ( CBaseEntity :: ObjectCaps() | FCAP_DONT_SAVE | FCAP_IMPULSE_USE ); } + virtual int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); + void Animate( float frames ); - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); - static TYPEDESCRIPTION m_SaveData[]; + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); + static TYPEDESCRIPTION m_SaveData[]; - inline int ShouldAnimate( void ) { return m_animate && m_maxFrame > 1.0; } - int m_animate; - float m_lastTime; - float m_maxFrame; + inline int ShouldAnimate( void ) + { + return m_animate && m_maxFrame > 1.0; + } + + int m_animate; + float m_lastTime; + float m_maxFrame; }; LINK_ENTITY_TO_CLASS( cycler_sprite, CCyclerSprite ) -TYPEDESCRIPTION CCyclerSprite::m_SaveData[] = +TYPEDESCRIPTION CCyclerSprite::m_SaveData[] = { DEFINE_FIELD( CCyclerSprite, m_animate, FIELD_INTEGER ), DEFINE_FIELD( CCyclerSprite, m_lastTime, FIELD_TIME ), @@ -239,40 +245,40 @@ IMPLEMENT_SAVERESTORE( CCyclerSprite, CBaseEntity ) void CCyclerSprite::Spawn( void ) { - pev->solid = SOLID_SLIDEBOX; + pev->solid = SOLID_SLIDEBOX; pev->movetype = MOVETYPE_NONE; pev->takedamage = DAMAGE_YES; pev->effects = 0; - pev->frame = 0; + pev->frame = 0; pev->nextthink = gpGlobals->time + 0.1; - m_animate = 1; - m_lastTime = gpGlobals->time; + m_animate = 1; + m_lastTime = gpGlobals->time; - PRECACHE_MODEL( (char *)STRING(pev->model) ); - SET_MODEL( ENT(pev), STRING(pev->model) ); + PRECACHE_MODEL( (char *)STRING( pev->model ) ); + SET_MODEL( ENT( pev ), STRING( pev->model ) ); - m_maxFrame = (float) MODEL_FRAMES( pev->modelindex ) - 1; + m_maxFrame = (float)MODEL_FRAMES( pev->modelindex ) - 1; } void CCyclerSprite::Think( void ) { - if ( ShouldAnimate() ) - Animate( pev->framerate * (gpGlobals->time - m_lastTime) ); + if( ShouldAnimate() ) + Animate( pev->framerate * ( gpGlobals->time - m_lastTime ) ); - pev->nextthink = gpGlobals->time + 0.1; + pev->nextthink = gpGlobals->time + 0.1; m_lastTime = gpGlobals->time; } void CCyclerSprite::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { m_animate = !m_animate; - ALERT( at_console, "Sprite: %s\n", STRING(pev->model) ); + ALERT( at_console, "Sprite: %s\n", STRING( pev->model ) ); } -int CCyclerSprite::TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType ) +int CCyclerSprite::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { - if ( m_maxFrame > 1.0 ) + if( m_maxFrame > 1.0 ) { Animate( 1.0 ); } @@ -282,7 +288,7 @@ int CCyclerSprite::TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, void CCyclerSprite::Animate( float frames ) { pev->frame += frames; - if ( m_maxFrame > 0 ) + if( m_maxFrame > 0 ) pev->frame = fmod( pev->frame, m_maxFrame ); } @@ -303,22 +309,22 @@ public: LINK_ENTITY_TO_CLASS( cycler_weapon, CWeaponCycler ) -void CWeaponCycler::Spawn( ) +void CWeaponCycler::Spawn() { - pev->solid = SOLID_SLIDEBOX; - pev->movetype = MOVETYPE_NONE; + pev->solid = SOLID_SLIDEBOX; + pev->movetype = MOVETYPE_NONE; - PRECACHE_MODEL( (char *)STRING(pev->model) ); - SET_MODEL( ENT(pev), STRING(pev->model) ); + PRECACHE_MODEL( (char *)STRING( pev->model ) ); + SET_MODEL( ENT( pev ), STRING( pev->model ) ); m_iszModel = pev->model; m_iModel = pev->modelindex; UTIL_SetOrigin( pev, pev->origin ); - UTIL_SetSize(pev, Vector(-16, -16, 0), Vector(16, 16, 16)); + UTIL_SetSize( pev, Vector( -16, -16, 0 ), Vector( 16, 16, 16 ) ); SetTouch( &CBasePlayerItem::DefaultTouch ); } -BOOL CWeaponCycler::Deploy( ) +BOOL CWeaponCycler::Deploy() { m_pPlayer->pev->viewmodel = m_iszModel; m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0; @@ -334,7 +340,6 @@ void CWeaponCycler::Holster( int skiplocal /* = 0 */ ) void CWeaponCycler::PrimaryAttack() { - SendWeaponAnim( pev->sequence ); m_flNextPrimaryAttack = gpGlobals->time + 0.3; @@ -344,14 +349,14 @@ void CWeaponCycler::SecondaryAttack( void ) { float flFrameRate, flGroundSpeed; - pev->sequence = (pev->sequence + 1) % 8; + pev->sequence = ( pev->sequence + 1 ) % 8; pev->modelindex = m_iModel; - void *pmodel = GET_MODEL_PTR( ENT(pev) ); + void *pmodel = GET_MODEL_PTR( ENT( pev ) ); GetSequenceInfo( pmodel, pev, &flFrameRate, &flGroundSpeed ); pev->modelindex = 0; - if (flFrameRate == 0.0) + if( flFrameRate == 0.0 ) { pev->sequence = 0; } @@ -364,9 +369,9 @@ void CWeaponCycler::SecondaryAttack( void ) // Flaming Wreakage class CWreckage : public CBaseMonster { - int Save( CSave &save ); - int Restore( CRestore &restore ); - static TYPEDESCRIPTION m_SaveData[]; + int Save( CSave &save ); + int Restore( CRestore &restore ); + static TYPEDESCRIPTION m_SaveData[]; void Spawn( void ); void Precache( void ); @@ -375,7 +380,7 @@ class CWreckage : public CBaseMonster int m_flStartTime; }; -TYPEDESCRIPTION CWreckage::m_SaveData[] = +TYPEDESCRIPTION CWreckage::m_SaveData[] = { DEFINE_FIELD( CWreckage, m_flStartTime, FIELD_TIME ), }; @@ -386,50 +391,50 @@ LINK_ENTITY_TO_CLASS( cycler_wreckage, CWreckage ) void CWreckage::Spawn( void ) { - pev->solid = SOLID_NOT; - pev->movetype = MOVETYPE_NONE; - pev->takedamage = 0; - pev->effects = 0; + pev->solid = SOLID_NOT; + pev->movetype = MOVETYPE_NONE; + pev->takedamage = 0; + pev->effects = 0; - pev->frame = 0; - pev->nextthink = gpGlobals->time + 0.1; + pev->frame = 0; + pev->nextthink = gpGlobals->time + 0.1; - if (pev->model) + if( pev->model ) { - PRECACHE_MODEL( (char *)STRING(pev->model) ); - SET_MODEL( ENT(pev), STRING(pev->model) ); + PRECACHE_MODEL( (char *)STRING( pev->model ) ); + SET_MODEL( ENT( pev ), STRING( pev->model ) ); } // pev->scale = 5.0; - m_flStartTime = gpGlobals->time; + m_flStartTime = gpGlobals->time; } -void CWreckage::Precache( ) +void CWreckage::Precache() { - if ( pev->model ) - PRECACHE_MODEL( (char *)STRING(pev->model) ); + if( pev->model ) + PRECACHE_MODEL( (char *)STRING( pev->model ) ); } void CWreckage::Think( void ) { - StudioFrameAdvance( ); + StudioFrameAdvance(); pev->nextthink = gpGlobals->time + 0.2; - if (pev->dmgtime) + if( pev->dmgtime ) { - if (pev->dmgtime < gpGlobals->time) + if( pev->dmgtime < gpGlobals->time ) { UTIL_Remove( this ); return; } - else if (RANDOM_FLOAT( 0, pev->dmgtime - m_flStartTime ) > pev->dmgtime - gpGlobals->time) + else if( RANDOM_FLOAT( 0, pev->dmgtime - m_flStartTime ) > pev->dmgtime - gpGlobals->time ) { return; } } - + Vector VecSrc; - + VecSrc.x = RANDOM_FLOAT( pev->absmin.x, pev->absmax.x ); VecSrc.y = RANDOM_FLOAT( pev->absmin.y, pev->absmax.y ); VecSrc.z = RANDOM_FLOAT( pev->absmin.z, pev->absmax.z ); @@ -440,7 +445,7 @@ void CWreckage::Think( void ) WRITE_COORD( VecSrc.y ); WRITE_COORD( VecSrc.z ); WRITE_SHORT( g_sModelIndexSmoke ); - WRITE_BYTE( RANDOM_LONG(0,49) + 50 ); // scale * 10 - WRITE_BYTE( RANDOM_LONG(0, 3) + 8 ); // framerate + WRITE_BYTE( RANDOM_LONG( 0,49 ) + 50 ); // scale * 10 + WRITE_BYTE( RANDOM_LONG( 0, 3 ) + 8 ); // framerate MESSAGE_END(); } diff --git a/dlls/h_export.cpp b/dlls/h_export.cpp index 1712a70a..a3f4f35e 100644 --- a/dlls/h_export.cpp +++ b/dlls/h_export.cpp @@ -27,23 +27,20 @@ // Holds engine functionality callbacks enginefuncs_t g_engfuncs; -globalvars_t *gpGlobals; +globalvars_t *gpGlobals; server_physics_api_t g_physfuncs; #ifdef _WIN32 // Required DLL entry point -BOOL WINAPI DllMain( - HINSTANCE hinstDLL, - DWORD fdwReason, - LPVOID lpvReserved) +BOOL WINAPI DllMain( HINSTANCE hinstDLL, DWORD fdwReason, LPVOID lpvReserved ) { - if (fdwReason == DLL_PROCESS_ATTACH) - { - } - else if (fdwReason == DLL_PROCESS_DETACH) - { - } + if( fdwReason == DLL_PROCESS_ATTACH ) + { + } + else if( fdwReason == DLL_PROCESS_DETACH ) + { + } return TRUE; } @@ -53,8 +50,8 @@ BOOL WINAPI DllMain( #define EXPORT2 #endif -extern "C" void DLLEXPORT EXPORT2 GiveFnptrsToDll( enginefuncs_t* pengfuncsFromEngine, globalvars_t *pGlobals ) +extern "C" void DLLEXPORT EXPORT2 GiveFnptrsToDll( enginefuncs_t *pengfuncsFromEngine, globalvars_t *pGlobals ) { - memcpy(&g_engfuncs, pengfuncsFromEngine, sizeof(enginefuncs_t)); + memcpy( &g_engfuncs, pengfuncsFromEngine, sizeof(enginefuncs_t) ); gpGlobals = pGlobals; } diff --git a/dlls/handgrenade.cpp b/dlls/handgrenade.cpp index 21e366b9..063b2886 100644 --- a/dlls/handgrenade.cpp +++ b/dlls/handgrenade.cpp @@ -23,7 +23,8 @@ #define HANDGRENADE_PRIMARY_VOLUME 450 -enum handgrenade_e { +enum handgrenade_e +{ HANDGRENADE_IDLE = 0, HANDGRENADE_FIDGET, HANDGRENADE_PINPULL, @@ -36,11 +37,11 @@ enum handgrenade_e { LINK_ENTITY_TO_CLASS( weapon_handgrenade, CHandGrenade ) -void CHandGrenade::Spawn( ) +void CHandGrenade::Spawn() { - Precache( ); + Precache(); m_iId = WEAPON_HANDGRENADE; - SET_MODEL(ENT(pev), "models/w_grenade.mdl"); + SET_MODEL( ENT( pev ), "models/w_grenade.mdl" ); #ifndef CLIENT_DLL pev->dmg = gSkillData.plrDmgHandGrenade; @@ -52,14 +53,14 @@ void CHandGrenade::Spawn( ) void CHandGrenade::Precache( void ) { - PRECACHE_MODEL("models/w_grenade.mdl"); - PRECACHE_MODEL("models/v_grenade.mdl"); - PRECACHE_MODEL("models/p_grenade.mdl"); + PRECACHE_MODEL( "models/w_grenade.mdl" ); + PRECACHE_MODEL( "models/v_grenade.mdl" ); + PRECACHE_MODEL( "models/p_grenade.mdl" ); } -int CHandGrenade::GetItemInfo(ItemInfo *p) +int CHandGrenade::GetItemInfo( ItemInfo *p ) { - p->pszName = STRING(pev->classname); + p->pszName = STRING( pev->classname ); p->pszAmmo1 = "Hand Grenade"; p->iMaxAmmo1 = HANDGRENADE_MAX_CARRY; p->pszAmmo2 = NULL; @@ -74,7 +75,7 @@ int CHandGrenade::GetItemInfo(ItemInfo *p) return 1; } -BOOL CHandGrenade::Deploy( ) +BOOL CHandGrenade::Deploy() { m_flReleaseThrow = -1; return DefaultDeploy( "models/v_grenade.mdl", "models/p_grenade.mdl", HANDGRENADE_DRAW, "crowbar" ); @@ -90,24 +91,24 @@ void CHandGrenade::Holster( int skiplocal /* = 0 */ ) { m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; - if ( m_pPlayer->m_rgAmmo[ m_iPrimaryAmmoType ] ) + if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] ) { SendWeaponAnim( HANDGRENADE_HOLSTER ); } else { // no more grenades! - m_pPlayer->pev->weapons &= ~(1<pev->weapons &= ~( 1 << WEAPON_HANDGRENADE ); SetThink( &CBasePlayerItem::DestroyItem ); pev->nextthink = gpGlobals->time + 0.1; } - EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "common/null.wav", 1.0, ATTN_NORM); + EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "common/null.wav", 1.0, ATTN_NORM ); } void CHandGrenade::PrimaryAttack() { - if ( !m_flStartThrow && m_pPlayer->m_rgAmmo[ m_iPrimaryAmmoType ] > 0 ) + if( !m_flStartThrow && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] > 0 ) { m_flStartThrow = gpGlobals->time; m_flReleaseThrow = 0; @@ -119,23 +120,23 @@ void CHandGrenade::PrimaryAttack() void CHandGrenade::WeaponIdle( void ) { - if ( m_flReleaseThrow == 0 && m_flStartThrow ) + if( m_flReleaseThrow == 0 && m_flStartThrow ) m_flReleaseThrow = gpGlobals->time; - if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) + if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) return; - if ( m_flStartThrow ) + if( m_flStartThrow ) { Vector angThrow = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle; - if ( angThrow.x < 0 ) + if( angThrow.x < 0 ) angThrow.x = -10 + angThrow.x * ( ( 90 - 10 ) / 90.0 ); else angThrow.x = -10 + angThrow.x * ( ( 90 + 10 ) / 90.0 ); float flVel = ( 90 - angThrow.x ) * 4; - if ( flVel > 500 ) + if( flVel > 500 ) flVel = 500; UTIL_MakeVectors( angThrow ); @@ -146,16 +147,16 @@ void CHandGrenade::WeaponIdle( void ) // alway explode 3 seconds after the pin was pulled float time = m_flStartThrow - gpGlobals->time + 3.0; - if (time < 0) + if( time < 0 ) time = 0; CGrenade::ShootTimed( m_pPlayer->pev, vecSrc, vecThrow, time ); - if ( flVel < 500 ) + if( flVel < 500 ) { SendWeaponAnim( HANDGRENADE_THROW1 ); } - else if ( flVel < 1000 ) + else if( flVel < 1000 ) { SendWeaponAnim( HANDGRENADE_THROW2 ); } @@ -172,9 +173,9 @@ void CHandGrenade::WeaponIdle( void ) m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5; - m_pPlayer->m_rgAmmo[ m_iPrimaryAmmoType ]--; + m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--; - if ( !m_pPlayer->m_rgAmmo[ m_iPrimaryAmmoType ] ) + if( !m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] ) { // just threw last grenade // set attack times in the future, and weapon idle in the future so we can see the whole throw @@ -183,12 +184,12 @@ void CHandGrenade::WeaponIdle( void ) } return; } - else if ( m_flReleaseThrow > 0 ) + else if( m_flReleaseThrow > 0 ) { // we've finished the throw, restart. m_flStartThrow = 0; - if ( m_pPlayer->m_rgAmmo[ m_iPrimaryAmmoType ] ) + if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] ) { SendWeaponAnim( HANDGRENADE_DRAW ); } @@ -203,16 +204,16 @@ void CHandGrenade::WeaponIdle( void ) return; } - if ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] ) + if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] ) { int iAnim; float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 ); - if (flRand <= 0.75) + if( flRand <= 0.75 ) { iAnim = HANDGRENADE_IDLE; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );// how long till we do this again. } - else + else { iAnim = HANDGRENADE_FIDGET; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 75.0 / 30.0; diff --git a/dlls/hassassin.cpp b/dlls/hassassin.cpp index 0889a2dd..5aac1e53 100644 --- a/dlls/hassassin.cpp +++ b/dlls/hassassin.cpp @@ -57,7 +57,7 @@ enum #define ASSASSIN_AE_TOSS1 2 #define ASSASSIN_AE_JUMP 3 -#define bits_MEMORY_BADJUMP (bits_MEMORY_CUSTOM1) +#define bits_MEMORY_BADJUMP ( bits_MEMORY_CUSTOM1 ) class CHAssassin : public CBaseMonster { @@ -65,24 +65,24 @@ public: void Spawn( void ); void Precache( void ); void SetYawSpeed ( void ); - int Classify ( void ); - int ISoundMask ( void); + int Classify( void ); + int ISoundMask( void); void Shoot( void ); void HandleAnimEvent( MonsterEvent_t *pEvent ); - Schedule_t* GetSchedule ( void ); - Schedule_t* GetScheduleOfType ( int Type ); - BOOL CheckMeleeAttack1 ( float flDot, float flDist ); // jump - // BOOL CheckMeleeAttack2 ( float flDot, float flDist ); - BOOL CheckRangeAttack1 ( float flDot, float flDist ); // shoot - BOOL CheckRangeAttack2 ( float flDot, float flDist ); // throw grenade - void StartTask ( Task_t *pTask ); + Schedule_t *GetSchedule( void ); + Schedule_t *GetScheduleOfType( int Type ); + BOOL CheckMeleeAttack1( float flDot, float flDist ); // jump + // BOOL CheckMeleeAttack2( float flDot, float flDist ); + BOOL CheckRangeAttack1( float flDot, float flDist ); // shoot + BOOL CheckRangeAttack2( float flDot, float flDist ); // throw grenade + void StartTask( Task_t *pTask ); void RunAI( void ); - void RunTask ( Task_t *pTask ); - void DeathSound ( void ); - void IdleSound ( void ); + void RunTask( Task_t *pTask ); + void DeathSound( void ); + void IdleSound( void ); CUSTOM_SCHEDULES - int Save( CSave &save ); + int Save( CSave &save ); int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; @@ -94,18 +94,18 @@ public: float m_flNextGrenadeCheck; Vector m_vecTossVelocity; - BOOL m_fThrowGrenade; + BOOL m_fThrowGrenade; - int m_iTargetRanderamt; + int m_iTargetRanderamt; - int m_iFrustration; + int m_iFrustration; - int m_iShell; + int m_iShell; }; LINK_ENTITY_TO_CLASS( monster_human_assassin, CHAssassin ) -TYPEDESCRIPTION CHAssassin::m_SaveData[] = +TYPEDESCRIPTION CHAssassin::m_SaveData[] = { DEFINE_FIELD( CHAssassin, m_flLastShot, FIELD_TIME ), DEFINE_FIELD( CHAssassin, m_flDiviation, FIELD_FLOAT ), @@ -126,14 +126,14 @@ IMPLEMENT_SAVERESTORE( CHAssassin, CBaseMonster ) //========================================================= // DieSound //========================================================= -void CHAssassin :: DeathSound ( void ) +void CHAssassin::DeathSound( void ) { } //========================================================= // IdleSound //========================================================= -void CHAssassin :: IdleSound ( void ) +void CHAssassin::IdleSound( void ) { } @@ -141,38 +141,38 @@ void CHAssassin :: IdleSound ( void ) // ISoundMask - returns a bit mask indicating which types // of sounds this monster regards. //========================================================= -int CHAssassin :: ISoundMask ( void) +int CHAssassin::ISoundMask( void ) { - return bits_SOUND_WORLD | - bits_SOUND_COMBAT | - bits_SOUND_DANGER | - bits_SOUND_PLAYER; + return bits_SOUND_WORLD | + bits_SOUND_COMBAT | + bits_SOUND_DANGER | + bits_SOUND_PLAYER; } //========================================================= // Classify - indicates this monster's place in the // relationship table. //========================================================= -int CHAssassin :: Classify ( void ) +int CHAssassin::Classify( void ) { - return CLASS_HUMAN_MILITARY; + return CLASS_HUMAN_MILITARY; } //========================================================= // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= -void CHAssassin :: SetYawSpeed ( void ) +void CHAssassin::SetYawSpeed( void ) { int ys; - switch ( m_Activity ) + switch( m_Activity ) { case ACT_TURN_LEFT: case ACT_TURN_RIGHT: ys = 360; break; - default: + default: ys = 360; break; } @@ -183,9 +183,9 @@ void CHAssassin :: SetYawSpeed ( void ) //========================================================= // Shoot //========================================================= -void CHAssassin :: Shoot ( void ) +void CHAssassin::Shoot( void ) { - if (m_hEnemy == NULL) + if( m_hEnemy == NULL ) { return; } @@ -193,31 +193,31 @@ void CHAssassin :: Shoot ( void ) Vector vecShootOrigin = GetGunPosition(); Vector vecShootDir = ShootAtEnemy( vecShootOrigin ); - if (m_flLastShot + 2 < gpGlobals->time) + if( m_flLastShot + 2 < gpGlobals->time ) { m_flDiviation = 0.10; } else { m_flDiviation -= 0.01; - if (m_flDiviation < 0.02) + if( m_flDiviation < 0.02 ) m_flDiviation = 0.02; } m_flLastShot = gpGlobals->time; - UTIL_MakeVectors ( pev->angles ); + UTIL_MakeVectors( pev->angles ); - Vector vecShellVelocity = gpGlobals->v_right * RANDOM_FLOAT(40,90) + gpGlobals->v_up * RANDOM_FLOAT(75,200) + gpGlobals->v_forward * RANDOM_FLOAT(-40, 40); - EjectBrass ( pev->origin + gpGlobals->v_up * 32 + gpGlobals->v_forward * 12, vecShellVelocity, pev->angles.y, m_iShell, TE_BOUNCE_SHELL); - FireBullets(1, vecShootOrigin, vecShootDir, Vector( m_flDiviation, m_flDiviation, m_flDiviation ), 2048, BULLET_MONSTER_9MM ); // shoot +-8 degrees + Vector vecShellVelocity = gpGlobals->v_right * RANDOM_FLOAT( 40, 90 ) + gpGlobals->v_up * RANDOM_FLOAT( 75, 200 ) + gpGlobals->v_forward * RANDOM_FLOAT( -40, 40 ); + EjectBrass( pev->origin + gpGlobals->v_up * 32 + gpGlobals->v_forward * 12, vecShellVelocity, pev->angles.y, m_iShell, TE_BOUNCE_SHELL ); + FireBullets( 1, vecShootOrigin, vecShootDir, Vector( m_flDiviation, m_flDiviation, m_flDiviation ), 2048, BULLET_MONSTER_9MM ); // shoot +-8 degrees - switch(RANDOM_LONG(0,1)) + switch( RANDOM_LONG( 0, 1 ) ) { case 0: - EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/pl_gun1.wav", RANDOM_FLOAT(0.6, 0.8), ATTN_NORM); + EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "weapons/pl_gun1.wav", RANDOM_FLOAT( 0.6, 0.8 ), ATTN_NORM ); break; case 1: - EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/pl_gun2.wav", RANDOM_FLOAT(0.6, 0.8), ATTN_NORM); + EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "weapons/pl_gun2.wav", RANDOM_FLOAT( 0.6, 0.8 ), ATTN_NORM ); break; } @@ -235,17 +235,17 @@ void CHAssassin :: Shoot ( void ) // // Returns number of events handled, 0 if none. //========================================================= -void CHAssassin :: HandleAnimEvent( MonsterEvent_t *pEvent ) +void CHAssassin::HandleAnimEvent( MonsterEvent_t *pEvent ) { switch( pEvent->event ) { case ASSASSIN_AE_SHOOT1: - Shoot( ); + Shoot(); break; case ASSASSIN_AE_TOSS1: { UTIL_MakeVectors( pev->angles ); - CGrenade::ShootTimed( pev, pev->origin + gpGlobals->v_forward * 34 + Vector (0, 0, 32), m_vecTossVelocity, 2.0 ); + CGrenade::ShootTimed( pev, pev->origin + gpGlobals->v_forward * 34 + Vector( 0, 0, 32 ), m_vecTossVelocity, 2.0 ); m_flNextGrenadeCheck = gpGlobals->time + 6;// wait six seconds before even looking again to see if a grenade can be thrown. m_fThrowGrenade = FALSE; @@ -271,18 +271,18 @@ void CHAssassin :: HandleAnimEvent( MonsterEvent_t *pEvent ) //========================================================= // Spawn //========================================================= -void CHAssassin :: Spawn() +void CHAssassin::Spawn() { - Precache( ); + Precache(); - SET_MODEL(ENT(pev), "models/hassassin.mdl"); - UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX); + SET_MODEL( ENT( pev ), "models/hassassin.mdl" ); + UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX ); - pev->solid = SOLID_SLIDEBOX; + pev->solid = SOLID_SLIDEBOX; pev->movetype = MOVETYPE_STEP; m_bloodColor = BLOOD_COLOR_RED; pev->effects = 0; - pev->health = gSkillData.hassassinHealth; + pev->health = gSkillData.hassassinHealth; m_flFieldOfView = VIEW_FIELD_WIDE; // indicates the width of this monster's forward view cone ( as a dotproduct result ) m_MonsterState = MONSTERSTATE_NONE; m_afCapability = bits_CAP_MELEE_ATTACK1 | bits_CAP_DOORS_GROUP; @@ -300,16 +300,16 @@ void CHAssassin :: Spawn() //========================================================= // Precache - precaches all resources this monster needs //========================================================= -void CHAssassin :: Precache() +void CHAssassin::Precache() { - PRECACHE_MODEL("models/hassassin.mdl"); + PRECACHE_MODEL( "models/hassassin.mdl" ); - PRECACHE_SOUND("weapons/pl_gun1.wav"); - PRECACHE_SOUND("weapons/pl_gun2.wav"); + PRECACHE_SOUND( "weapons/pl_gun1.wav" ); + PRECACHE_SOUND( "weapons/pl_gun2.wav" ); - PRECACHE_SOUND("debris/beamstart1.wav"); + PRECACHE_SOUND( "debris/beamstart1.wav" ); - m_iShell = PRECACHE_MODEL ("models/shell.mdl");// brass shell + m_iShell = PRECACHE_MODEL( "models/shell.mdl" );// brass shell } //========================================================= @@ -319,28 +319,27 @@ void CHAssassin :: Precache() //========================================================= // Fail Schedule //========================================================= -Task_t tlAssassinFail[] = +Task_t tlAssassinFail[] = { - { TASK_STOP_MOVING, 0 }, - { TASK_SET_ACTIVITY, (float)ACT_IDLE }, - { TASK_WAIT_FACE_ENEMY, (float)2 }, - // { TASK_WAIT_PVS, (float)0 }, - { TASK_SET_SCHEDULE, (float)SCHED_CHASE_ENEMY }, + { TASK_STOP_MOVING, 0 }, + { TASK_SET_ACTIVITY, (float)ACT_IDLE }, + { TASK_WAIT_FACE_ENEMY, (float)2 }, + // { TASK_WAIT_PVS, (float)0 }, + { TASK_SET_SCHEDULE, (float)SCHED_CHASE_ENEMY }, }; -Schedule_t slAssassinFail[] = +Schedule_t slAssassinFail[] = { { tlAssassinFail, - ARRAYSIZE ( tlAssassinFail ), - bits_COND_LIGHT_DAMAGE | - bits_COND_HEAVY_DAMAGE | - bits_COND_PROVOKED | + ARRAYSIZE( tlAssassinFail ), + bits_COND_LIGHT_DAMAGE | + bits_COND_HEAVY_DAMAGE | + bits_COND_PROVOKED | bits_COND_CAN_RANGE_ATTACK1 | bits_COND_CAN_RANGE_ATTACK2 | bits_COND_CAN_MELEE_ATTACK1 | bits_COND_HEAR_SOUND, - bits_SOUND_DANGER | bits_SOUND_PLAYER, "AssassinFail" @@ -350,19 +349,19 @@ Schedule_t slAssassinFail[] = //========================================================= // Enemy exposed Agrunt's cover //========================================================= -Task_t tlAssassinExposed[] = +Task_t tlAssassinExposed[] = { - { TASK_STOP_MOVING, (float)0 }, - { TASK_RANGE_ATTACK1, (float)0 }, - { TASK_SET_FAIL_SCHEDULE, (float)SCHED_ASSASSIN_JUMP }, - { TASK_SET_SCHEDULE, (float)SCHED_TAKE_COVER_FROM_ENEMY }, + { TASK_STOP_MOVING, (float)0 }, + { TASK_RANGE_ATTACK1, (float)0 }, + { TASK_SET_FAIL_SCHEDULE, (float)SCHED_ASSASSIN_JUMP }, + { TASK_SET_SCHEDULE, (float)SCHED_TAKE_COVER_FROM_ENEMY }, }; Schedule_t slAssassinExposed[] = { { tlAssassinExposed, - ARRAYSIZE ( tlAssassinExposed ), + ARRAYSIZE( tlAssassinExposed ), bits_COND_CAN_MELEE_ATTACK1, 0, "AssassinExposed", @@ -375,25 +374,24 @@ Schedule_t slAssassinExposed[] = //========================================================= Task_t tlAssassinTakeCoverFromEnemy[] = { - { TASK_STOP_MOVING, (float)0 }, - { TASK_WAIT, (float)0.2 }, - { TASK_SET_FAIL_SCHEDULE, (float)SCHED_RANGE_ATTACK1 }, - { TASK_FIND_COVER_FROM_ENEMY, (float)0 }, - { TASK_RUN_PATH, (float)0 }, - { TASK_WAIT_FOR_MOVEMENT, (float)0 }, - { TASK_REMEMBER, (float)bits_MEMORY_INCOVER }, - { TASK_FACE_ENEMY, (float)0 }, + { TASK_STOP_MOVING, (float)0 }, + { TASK_WAIT, (float)0.2 }, + { TASK_SET_FAIL_SCHEDULE, (float)SCHED_RANGE_ATTACK1 }, + { TASK_FIND_COVER_FROM_ENEMY, (float)0 }, + { TASK_RUN_PATH, (float)0 }, + { TASK_WAIT_FOR_MOVEMENT, (float)0 }, + { TASK_REMEMBER, (float)bits_MEMORY_INCOVER }, + { TASK_FACE_ENEMY, (float)0 }, }; -Schedule_t slAssassinTakeCoverFromEnemy[] = +Schedule_t slAssassinTakeCoverFromEnemy[] = { - { + { tlAssassinTakeCoverFromEnemy, - ARRAYSIZE ( tlAssassinTakeCoverFromEnemy ), + ARRAYSIZE( tlAssassinTakeCoverFromEnemy ), bits_COND_NEW_ENEMY | - bits_COND_CAN_MELEE_ATTACK1 | + bits_COND_CAN_MELEE_ATTACK1 | bits_COND_HEAR_SOUND, - bits_SOUND_DANGER, "AssassinTakeCoverFromEnemy" }, @@ -403,29 +401,28 @@ Schedule_t slAssassinTakeCoverFromEnemy[] = // Take cover from enemy! Tries lateral cover before node // cover! //========================================================= -Task_t tlAssassinTakeCoverFromEnemy2[] = +Task_t tlAssassinTakeCoverFromEnemy2[] = { - { TASK_STOP_MOVING, (float)0 }, - { TASK_WAIT, (float)0.2 }, - { TASK_FACE_ENEMY, (float)0 }, - { TASK_RANGE_ATTACK1, (float)0 }, - { TASK_SET_FAIL_SCHEDULE, (float)SCHED_RANGE_ATTACK2 }, - { TASK_FIND_FAR_NODE_COVER_FROM_ENEMY, (float)384 }, - { TASK_RUN_PATH, (float)0 }, - { TASK_WAIT_FOR_MOVEMENT, (float)0 }, - { TASK_REMEMBER, (float)bits_MEMORY_INCOVER }, - { TASK_FACE_ENEMY, (float)0 }, + { TASK_STOP_MOVING, (float)0 }, + { TASK_WAIT, (float)0.2 }, + { TASK_FACE_ENEMY, (float)0 }, + { TASK_RANGE_ATTACK1, (float)0 }, + { TASK_SET_FAIL_SCHEDULE, (float)SCHED_RANGE_ATTACK2 }, + { TASK_FIND_FAR_NODE_COVER_FROM_ENEMY, (float)384 }, + { TASK_RUN_PATH, (float)0 }, + { TASK_WAIT_FOR_MOVEMENT, (float)0 }, + { TASK_REMEMBER, (float)bits_MEMORY_INCOVER }, + { TASK_FACE_ENEMY, (float)0 }, }; -Schedule_t slAssassinTakeCoverFromEnemy2[] = +Schedule_t slAssassinTakeCoverFromEnemy2[] = { - { + { tlAssassinTakeCoverFromEnemy2, - ARRAYSIZE ( tlAssassinTakeCoverFromEnemy2 ), + ARRAYSIZE( tlAssassinTakeCoverFromEnemy2 ), bits_COND_NEW_ENEMY | - bits_COND_CAN_MELEE_ATTACK2 | + bits_COND_CAN_MELEE_ATTACK2 | bits_COND_HEAR_SOUND, - bits_SOUND_DANGER, "AssassinTakeCoverFromEnemy2" }, @@ -434,22 +431,22 @@ Schedule_t slAssassinTakeCoverFromEnemy2[] = //========================================================= // hide from the loudest sound source //========================================================= -Task_t tlAssassinTakeCoverFromBestSound[] = +Task_t tlAssassinTakeCoverFromBestSound[] = { - { TASK_SET_FAIL_SCHEDULE, (float)SCHED_MELEE_ATTACK1 }, - { TASK_STOP_MOVING, (float)0 }, - { TASK_FIND_COVER_FROM_BEST_SOUND, (float)0 }, - { TASK_RUN_PATH, (float)0 }, - { TASK_WAIT_FOR_MOVEMENT, (float)0 }, - { TASK_REMEMBER, (float)bits_MEMORY_INCOVER }, - { TASK_TURN_LEFT, (float)179 }, + { TASK_SET_FAIL_SCHEDULE, (float)SCHED_MELEE_ATTACK1 }, + { TASK_STOP_MOVING, (float)0 }, + { TASK_FIND_COVER_FROM_BEST_SOUND, (float)0 }, + { TASK_RUN_PATH, (float)0 }, + { TASK_WAIT_FOR_MOVEMENT, (float)0 }, + { TASK_REMEMBER, (float)bits_MEMORY_INCOVER }, + { TASK_TURN_LEFT, (float)179 }, }; -Schedule_t slAssassinTakeCoverFromBestSound[] = +Schedule_t slAssassinTakeCoverFromBestSound[] = { - { + { tlAssassinTakeCoverFromBestSound, - ARRAYSIZE ( tlAssassinTakeCoverFromBestSound ), + ARRAYSIZE( tlAssassinTakeCoverFromBestSound ), bits_COND_NEW_ENEMY, 0, "AssassinTakeCoverFromBestSound" @@ -459,27 +456,26 @@ Schedule_t slAssassinTakeCoverFromBestSound[] = //========================================================= // AlertIdle Schedules //========================================================= -Task_t tlAssassinHide[] = +Task_t tlAssassinHide[] = { - { TASK_STOP_MOVING, 0 }, - { TASK_SET_ACTIVITY, (float)ACT_IDLE }, - { TASK_WAIT, (float)2 }, - { TASK_SET_SCHEDULE, (float)SCHED_CHASE_ENEMY }, + { TASK_STOP_MOVING, 0 }, + { TASK_SET_ACTIVITY, (float)ACT_IDLE }, + { TASK_WAIT, (float)2 }, + { TASK_SET_SCHEDULE, (float)SCHED_CHASE_ENEMY }, }; -Schedule_t slAssassinHide[] = +Schedule_t slAssassinHide[] = { - { + { tlAssassinHide, - ARRAYSIZE ( tlAssassinHide ), - bits_COND_NEW_ENEMY | - bits_COND_SEE_ENEMY | - bits_COND_SEE_FEAR | - bits_COND_LIGHT_DAMAGE | - bits_COND_HEAVY_DAMAGE | - bits_COND_PROVOKED | + ARRAYSIZE( tlAssassinHide ), + bits_COND_NEW_ENEMY | + bits_COND_SEE_ENEMY | + bits_COND_SEE_FEAR | + bits_COND_LIGHT_DAMAGE | + bits_COND_HEAVY_DAMAGE | + bits_COND_PROVOKED | bits_COND_HEAR_SOUND, - bits_SOUND_DANGER, "AssassinHide" }, @@ -488,23 +484,22 @@ Schedule_t slAssassinHide[] = //========================================================= // HUNT Schedules //========================================================= -Task_t tlAssassinHunt[] = +Task_t tlAssassinHunt[] = { - { TASK_GET_PATH_TO_ENEMY, (float)0 }, - { TASK_RUN_PATH, (float)0 }, - { TASK_WAIT_FOR_MOVEMENT, (float)0 }, + { TASK_GET_PATH_TO_ENEMY, (float)0 }, + { TASK_RUN_PATH, (float)0 }, + { TASK_WAIT_FOR_MOVEMENT, (float)0 }, }; Schedule_t slAssassinHunt[] = { - { + { tlAssassinHunt, - ARRAYSIZE ( tlAssassinHunt ), - bits_COND_NEW_ENEMY | - // bits_COND_SEE_ENEMY | - bits_COND_CAN_RANGE_ATTACK1 | + ARRAYSIZE( tlAssassinHunt ), + bits_COND_NEW_ENEMY | + // bits_COND_SEE_ENEMY | + bits_COND_CAN_RANGE_ATTACK1 | bits_COND_HEAR_SOUND, - bits_SOUND_DANGER, "AssassinHunt" }, @@ -513,18 +508,18 @@ Schedule_t slAssassinHunt[] = //========================================================= // Jumping Schedules //========================================================= -Task_t tlAssassinJump[] = +Task_t tlAssassinJump[] = { - { TASK_STOP_MOVING, (float)0 }, - { TASK_PLAY_SEQUENCE, (float)ACT_HOP }, - { TASK_SET_SCHEDULE, (float)SCHED_ASSASSIN_JUMP_ATTACK }, + { TASK_STOP_MOVING, (float)0 }, + { TASK_PLAY_SEQUENCE, (float)ACT_HOP }, + { TASK_SET_SCHEDULE, (float)SCHED_ASSASSIN_JUMP_ATTACK }, }; -Schedule_t slAssassinJump[] = +Schedule_t slAssassinJump[] = { - { + { tlAssassinJump, - ARRAYSIZE ( tlAssassinJump ), + ARRAYSIZE( tlAssassinJump ), 0, 0, "AssassinJump" @@ -534,18 +529,18 @@ Schedule_t slAssassinJump[] = //========================================================= // repel //========================================================= -Task_t tlAssassinJumpAttack[] = +Task_t tlAssassinJumpAttack[] = { - { TASK_SET_FAIL_SCHEDULE, (float)SCHED_ASSASSIN_JUMP_LAND }, - // { TASK_SET_ACTIVITY, (float)ACT_FLY }, - { TASK_ASSASSIN_FALL_TO_GROUND, (float)0 }, + { TASK_SET_FAIL_SCHEDULE, (float)SCHED_ASSASSIN_JUMP_LAND }, + // { TASK_SET_ACTIVITY, (float)ACT_FLY }, + { TASK_ASSASSIN_FALL_TO_GROUND, (float)0 }, }; -Schedule_t slAssassinJumpAttack[] = +Schedule_t slAssassinJumpAttack[] = { - { + { tlAssassinJumpAttack, - ARRAYSIZE ( tlAssassinJumpAttack ), + ARRAYSIZE( tlAssassinJumpAttack ), 0, 0, "AssassinJumpAttack" @@ -557,25 +552,25 @@ Schedule_t slAssassinJumpAttack[] = //========================================================= Task_t tlAssassinJumpLand[] = { - { TASK_SET_FAIL_SCHEDULE, (float)SCHED_ASSASSIN_EXPOSED }, - // { TASK_SET_FAIL_SCHEDULE, (float)SCHED_MELEE_ATTACK1 }, - { TASK_SET_ACTIVITY, (float)ACT_IDLE }, - { TASK_REMEMBER, (float)bits_MEMORY_BADJUMP }, - { TASK_FIND_NODE_COVER_FROM_ENEMY, (float)0 }, - { TASK_RUN_PATH, (float)0 }, - { TASK_FORGET, (float)bits_MEMORY_BADJUMP }, - { TASK_WAIT_FOR_MOVEMENT, (float)0 }, - { TASK_REMEMBER, (float)bits_MEMORY_INCOVER }, - { TASK_FACE_ENEMY, (float)0 }, - { TASK_SET_FAIL_SCHEDULE, (float)SCHED_RANGE_ATTACK1 }, + { TASK_SET_FAIL_SCHEDULE, (float)SCHED_ASSASSIN_EXPOSED }, + // { TASK_SET_FAIL_SCHEDULE, (float)SCHED_MELEE_ATTACK1 }, + { TASK_SET_ACTIVITY, (float)ACT_IDLE }, + { TASK_REMEMBER, (float)bits_MEMORY_BADJUMP }, + { TASK_FIND_NODE_COVER_FROM_ENEMY, (float)0 }, + { TASK_RUN_PATH, (float)0 }, + { TASK_FORGET, (float)bits_MEMORY_BADJUMP }, + { TASK_WAIT_FOR_MOVEMENT, (float)0 }, + { TASK_REMEMBER, (float)bits_MEMORY_INCOVER }, + { TASK_FACE_ENEMY, (float)0 }, + { TASK_SET_FAIL_SCHEDULE, (float)SCHED_RANGE_ATTACK1 }, }; -Schedule_t slAssassinJumpLand[] = +Schedule_t slAssassinJumpLand[] = { - { + { tlAssassinJumpLand, - ARRAYSIZE ( tlAssassinJumpLand ), - 0, + ARRAYSIZE( tlAssassinJumpLand ), + 0, 0, "AssassinJumpLand" }, @@ -600,26 +595,26 @@ IMPLEMENT_CUSTOM_SCHEDULES( CHAssassin, CBaseMonster ) //========================================================= // CheckMeleeAttack1 - jump like crazy if the enemy gets too close. //========================================================= -BOOL CHAssassin :: CheckMeleeAttack1 ( float flDot, float flDist ) +BOOL CHAssassin::CheckMeleeAttack1( float flDot, float flDist ) { - if ( m_flNextJump < gpGlobals->time && (flDist <= 128 || HasMemory( bits_MEMORY_BADJUMP )) && m_hEnemy != NULL ) + if( m_flNextJump < gpGlobals->time && ( flDist <= 128 || HasMemory( bits_MEMORY_BADJUMP ) ) && m_hEnemy != NULL ) { - TraceResult tr; + TraceResult tr; Vector vecDest = pev->origin + Vector( RANDOM_FLOAT( -64, 64), RANDOM_FLOAT( -64, 64 ), 160 ); - UTIL_TraceHull( pev->origin + Vector( 0, 0, 36 ), vecDest + Vector( 0, 0, 36 ), dont_ignore_monsters, human_hull, ENT(pev), &tr); + UTIL_TraceHull( pev->origin + Vector( 0, 0, 36 ), vecDest + Vector( 0, 0, 36 ), dont_ignore_monsters, human_hull, ENT( pev ), &tr ); - if ( tr.fStartSolid || tr.flFraction < 1.0) + if( tr.fStartSolid || tr.flFraction < 1.0 ) { return FALSE; } float flGravity = g_psv_gravity->value; - float time = sqrt( 160 / (0.5 * flGravity)); + float time = sqrt( 160 / ( 0.5 * flGravity ) ); float speed = flGravity * time / 160; - m_vecJumpVelocity = (vecDest - pev->origin) * speed; + m_vecJumpVelocity = ( vecDest - pev->origin ) * speed; return TRUE; } @@ -630,18 +625,18 @@ BOOL CHAssassin :: CheckMeleeAttack1 ( float flDot, float flDist ) // CheckRangeAttack1 - drop a cap in their ass // //========================================================= -BOOL CHAssassin :: CheckRangeAttack1 ( float flDot, float flDist ) +BOOL CHAssassin::CheckRangeAttack1( float flDot, float flDist ) { - if ( !HasConditions( bits_COND_ENEMY_OCCLUDED ) && flDist > 64 && flDist <= 2048 /* && flDot >= 0.5 */ /* && NoFriendlyFire() */ ) + if( !HasConditions( bits_COND_ENEMY_OCCLUDED ) && flDist > 64 && flDist <= 2048 /* && flDot >= 0.5 */ /* && NoFriendlyFire() */ ) { - TraceResult tr; + TraceResult tr; Vector vecSrc = GetGunPosition(); // verify that a bullet fired from the gun will hit the enemy before the world. - UTIL_TraceLine( vecSrc, m_hEnemy->BodyTarget(vecSrc), dont_ignore_monsters, ENT(pev), &tr); + UTIL_TraceLine( vecSrc, m_hEnemy->BodyTarget( vecSrc ), dont_ignore_monsters, ENT( pev ), &tr ); - if ( tr.flFraction == 1 || tr.pHit == m_hEnemy->edict() ) + if( tr.flFraction == 1 || tr.pHit == m_hEnemy->edict() ) { return TRUE; } @@ -652,24 +647,24 @@ BOOL CHAssassin :: CheckRangeAttack1 ( float flDot, float flDist ) //========================================================= // CheckRangeAttack2 - toss grenade is enemy gets in the way and is too close. //========================================================= -BOOL CHAssassin :: CheckRangeAttack2 ( float flDot, float flDist ) +BOOL CHAssassin::CheckRangeAttack2( float flDot, float flDist ) { m_fThrowGrenade = FALSE; - if ( !FBitSet ( m_hEnemy->pev->flags, FL_ONGROUND ) ) + if( !FBitSet( m_hEnemy->pev->flags, FL_ONGROUND ) ) { // don't throw grenades at anything that isn't on the ground! return FALSE; } // don't get grenade happy unless the player starts to piss you off - if ( m_iFrustration <= 2) + if( m_iFrustration <= 2 ) return FALSE; - if ( m_flNextGrenadeCheck < gpGlobals->time && !HasConditions( bits_COND_ENEMY_OCCLUDED ) && flDist <= 512 /* && flDot >= 0.5 */ /* && NoFriendlyFire() */ ) + if( m_flNextGrenadeCheck < gpGlobals->time && !HasConditions( bits_COND_ENEMY_OCCLUDED ) && flDist <= 512 /* && flDot >= 0.5 */ /* && NoFriendlyFire() */ ) { - Vector vecToss = VecCheckThrow( pev, GetGunPosition( ), m_hEnemy->Center(), flDist, 0.5 ); // use dist as speed to get there in 1 second + Vector vecToss = VecCheckThrow( pev, GetGunPosition(), m_hEnemy->Center(), flDist, 0.5 ); // use dist as speed to get there in 1 second - if ( vecToss != g_vecZero ) + if( vecToss != g_vecZero ) { m_vecTossVelocity = vecToss; @@ -686,46 +681,54 @@ BOOL CHAssassin :: CheckRangeAttack2 ( float flDot, float flDist ) //========================================================= // RunAI //========================================================= -void CHAssassin :: RunAI( void ) +void CHAssassin::RunAI( void ) { - CBaseMonster :: RunAI(); + CBaseMonster::RunAI(); // always visible if moving // always visible is not on hard - if (g_iSkillLevel != SKILL_HARD || m_hEnemy == NULL || pev->deadflag != DEAD_NO || m_Activity == ACT_RUN || m_Activity == ACT_WALK || !(pev->flags & FL_ONGROUND)) + if( g_iSkillLevel != SKILL_HARD || m_hEnemy == NULL || pev->deadflag != DEAD_NO || m_Activity == ACT_RUN || m_Activity == ACT_WALK || !( pev->flags & FL_ONGROUND ) ) m_iTargetRanderamt = 255; else m_iTargetRanderamt = 20; - if (pev->renderamt > m_iTargetRanderamt) + if( pev->renderamt > m_iTargetRanderamt ) { - if (pev->renderamt == 255) + if( pev->renderamt == 255 ) { - EMIT_SOUND (ENT(pev), CHAN_BODY, "debris/beamstart1.wav", 0.2, ATTN_NORM ); + EMIT_SOUND( ENT( pev ), CHAN_BODY, "debris/beamstart1.wav", 0.2, ATTN_NORM ); } pev->renderamt = max( pev->renderamt - 50, m_iTargetRanderamt ); pev->rendermode = kRenderTransTexture; } - else if (pev->renderamt < m_iTargetRanderamt) + else if( pev->renderamt < m_iTargetRanderamt ) { pev->renderamt = min( pev->renderamt + 50, m_iTargetRanderamt ); - if (pev->renderamt == 255) + if( pev->renderamt == 255 ) pev->rendermode = kRenderNormal; } - if (m_Activity == ACT_RUN || m_Activity == ACT_WALK) + if( m_Activity == ACT_RUN || m_Activity == ACT_WALK ) { static int iStep = 0; - iStep = ! iStep; - if (iStep) + iStep = !iStep; + if( iStep ) { switch( RANDOM_LONG( 0, 3 ) ) { - case 0: EMIT_SOUND( ENT(pev), CHAN_BODY, "player/pl_step1.wav", 0.5, ATTN_NORM); break; - case 1: EMIT_SOUND( ENT(pev), CHAN_BODY, "player/pl_step3.wav", 0.5, ATTN_NORM); break; - case 2: EMIT_SOUND( ENT(pev), CHAN_BODY, "player/pl_step2.wav", 0.5, ATTN_NORM); break; - case 3: EMIT_SOUND( ENT(pev), CHAN_BODY, "player/pl_step4.wav", 0.5, ATTN_NORM); break; + case 0: + EMIT_SOUND( ENT( pev ), CHAN_BODY, "player/pl_step1.wav", 0.5, ATTN_NORM ); + break; + case 1: + EMIT_SOUND( ENT( pev ), CHAN_BODY, "player/pl_step3.wav", 0.5, ATTN_NORM ); + break; + case 2: + EMIT_SOUND( ENT( pev ), CHAN_BODY, "player/pl_step2.wav", 0.5, ATTN_NORM ); + break; + case 3: + EMIT_SOUND( ENT( pev ), CHAN_BODY, "player/pl_step4.wav", 0.5, ATTN_NORM ); + break; } } } @@ -734,24 +737,24 @@ void CHAssassin :: RunAI( void ) //========================================================= // StartTask //========================================================= -void CHAssassin :: StartTask ( Task_t *pTask ) +void CHAssassin::StartTask( Task_t *pTask ) { - switch ( pTask->iTask ) + switch( pTask->iTask ) { case TASK_RANGE_ATTACK2: - if (!m_fThrowGrenade) + if( !m_fThrowGrenade ) { - TaskComplete( ); + TaskComplete(); } else { - CBaseMonster :: StartTask ( pTask ); + CBaseMonster::StartTask( pTask ); } break; case TASK_ASSASSIN_FALL_TO_GROUND: break; default: - CBaseMonster :: StartTask ( pTask ); + CBaseMonster::StartTask( pTask ); break; } } @@ -759,21 +762,21 @@ void CHAssassin :: StartTask ( Task_t *pTask ) //========================================================= // RunTask //========================================================= -void CHAssassin :: RunTask ( Task_t *pTask ) +void CHAssassin::RunTask( Task_t *pTask ) { - switch ( pTask->iTask ) + switch( pTask->iTask ) { case TASK_ASSASSIN_FALL_TO_GROUND: MakeIdealYaw( m_vecEnemyLKP ); ChangeYaw( pev->yaw_speed ); - if (m_fSequenceFinished) + if( m_fSequenceFinished ) { - if (pev->velocity.z > 0) + if( pev->velocity.z > 0 ) { pev->sequence = LookupSequence( "fly_up" ); } - else if (HasConditions ( bits_COND_SEE_ENEMY )) + else if( HasConditions( bits_COND_SEE_ENEMY ) ) { pev->sequence = LookupSequence( "fly_attack" ); pev->frame = 0; @@ -783,18 +786,18 @@ void CHAssassin :: RunTask ( Task_t *pTask ) pev->sequence = LookupSequence( "fly_down" ); pev->frame = 0; } - - ResetSequenceInfo( ); + + ResetSequenceInfo(); SetYawSpeed(); } - if (pev->flags & FL_ONGROUND) + if( pev->flags & FL_ONGROUND ) { - // ALERT( at_console, "on ground\n"); - TaskComplete( ); + // ALERT( at_console, "on ground\n" ); + TaskComplete(); } break; default: - CBaseMonster :: RunTask ( pTask ); + CBaseMonster::RunTask( pTask ); break; } } @@ -805,145 +808,144 @@ void CHAssassin :: RunTask ( Task_t *pTask ) // monster's member function to get a pointer to a schedule // of the proper type. //========================================================= -Schedule_t *CHAssassin :: GetSchedule ( void ) +Schedule_t *CHAssassin::GetSchedule( void ) { - switch ( m_MonsterState ) + switch( m_MonsterState ) { case MONSTERSTATE_IDLE: case MONSTERSTATE_ALERT: { - if ( HasConditions ( bits_COND_HEAR_SOUND )) + if( HasConditions( bits_COND_HEAR_SOUND ) ) { CSound *pSound; pSound = PBestSound(); ASSERT( pSound != NULL ); - if ( pSound && (pSound->m_iType & bits_SOUND_DANGER) ) + if( pSound &&( pSound->m_iType & bits_SOUND_DANGER ) ) { return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND ); } - if ( pSound && (pSound->m_iType & bits_SOUND_COMBAT) ) + if( pSound &&( pSound->m_iType & bits_SOUND_COMBAT ) ) { return GetScheduleOfType( SCHED_INVESTIGATE_SOUND ); } } } break; - case MONSTERSTATE_COMBAT: { // dead enemy - if ( HasConditions( bits_COND_ENEMY_DEAD ) ) + if( HasConditions( bits_COND_ENEMY_DEAD ) ) { // call base class, all code to handle dead enemies is centralized there. - return CBaseMonster :: GetSchedule(); + return CBaseMonster::GetSchedule(); } // flying? - if ( pev->movetype == MOVETYPE_TOSS) + if( pev->movetype == MOVETYPE_TOSS ) { - if (pev->flags & FL_ONGROUND) + if( pev->flags & FL_ONGROUND ) { - // ALERT( at_console, "landed\n"); + // ALERT( at_console, "landed\n" ); // just landed pev->movetype = MOVETYPE_STEP; return GetScheduleOfType ( SCHED_ASSASSIN_JUMP_LAND ); } else { - // ALERT( at_console, "jump\n"); + // ALERT( at_console, "jump\n" ); // jump or jump/shoot - if ( m_MonsterState == MONSTERSTATE_COMBAT ) - return GetScheduleOfType ( SCHED_ASSASSIN_JUMP ); + if( m_MonsterState == MONSTERSTATE_COMBAT ) + return GetScheduleOfType( SCHED_ASSASSIN_JUMP ); else - return GetScheduleOfType ( SCHED_ASSASSIN_JUMP_ATTACK ); + return GetScheduleOfType( SCHED_ASSASSIN_JUMP_ATTACK ); } } - if ( HasConditions ( bits_COND_HEAR_SOUND )) + if( HasConditions( bits_COND_HEAR_SOUND ) ) { CSound *pSound; pSound = PBestSound(); ASSERT( pSound != NULL ); - if ( pSound && (pSound->m_iType & bits_SOUND_DANGER) ) + if( pSound && ( pSound->m_iType & bits_SOUND_DANGER ) ) { return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND ); } } - if ( HasConditions ( bits_COND_LIGHT_DAMAGE ) ) + if( HasConditions( bits_COND_LIGHT_DAMAGE ) ) { m_iFrustration++; } - if ( HasConditions ( bits_COND_HEAVY_DAMAGE ) ) + if( HasConditions( bits_COND_HEAVY_DAMAGE ) ) { m_iFrustration++; } // jump player! - if ( HasConditions ( bits_COND_CAN_MELEE_ATTACK1 ) ) + if( HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) ) { - // ALERT( at_console, "melee attack 1\n"); - return GetScheduleOfType ( SCHED_MELEE_ATTACK1 ); + // ALERT( at_console, "melee attack 1\n" ); + return GetScheduleOfType( SCHED_MELEE_ATTACK1 ); } // throw grenade - if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK2 ) ) + if( HasConditions( bits_COND_CAN_RANGE_ATTACK2 ) ) { // ALERT( at_console, "range attack 2\n"); - return GetScheduleOfType ( SCHED_RANGE_ATTACK2 ); + return GetScheduleOfType( SCHED_RANGE_ATTACK2 ); } // spotted - if ( HasConditions ( bits_COND_SEE_ENEMY ) && HasConditions ( bits_COND_ENEMY_FACING_ME ) ) + if( HasConditions( bits_COND_SEE_ENEMY ) && HasConditions( bits_COND_ENEMY_FACING_ME ) ) { - // ALERT( at_console, "exposed\n"); + // ALERT( at_console, "exposed\n" ); m_iFrustration++; - return GetScheduleOfType ( SCHED_ASSASSIN_EXPOSED ); + return GetScheduleOfType( SCHED_ASSASSIN_EXPOSED ); } // can attack - if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) ) + if( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) ) { - // ALERT( at_console, "range attack 1\n"); + // ALERT( at_console, "range attack 1\n" ); m_iFrustration = 0; - return GetScheduleOfType ( SCHED_RANGE_ATTACK1 ); + return GetScheduleOfType( SCHED_RANGE_ATTACK1 ); } - if ( HasConditions ( bits_COND_SEE_ENEMY ) ) + if( HasConditions( bits_COND_SEE_ENEMY ) ) { - // ALERT( at_console, "face\n"); - return GetScheduleOfType ( SCHED_COMBAT_FACE ); + // ALERT( at_console, "face\n" ); + return GetScheduleOfType( SCHED_COMBAT_FACE ); } // new enemy - if ( HasConditions ( bits_COND_NEW_ENEMY ) ) + if( HasConditions( bits_COND_NEW_ENEMY ) ) { - // ALERT( at_console, "take cover\n"); - return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_ENEMY ); + // ALERT( at_console, "take cover\n" ); + return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY ); } - // ALERT( at_console, "stand\n"); - return GetScheduleOfType ( SCHED_ALERT_STAND ); + // ALERT( at_console, "stand\n" ); + return GetScheduleOfType( SCHED_ALERT_STAND ); } break; default: break; } - return CBaseMonster :: GetSchedule(); + return CBaseMonster::GetSchedule(); } //========================================================= //========================================================= -Schedule_t* CHAssassin :: GetScheduleOfType ( int Type ) +Schedule_t *CHAssassin::GetScheduleOfType( int Type ) { // ALERT( at_console, "%d\n", m_iFrustration ); - switch ( Type ) + switch( Type ) { case SCHED_TAKE_COVER_FROM_ENEMY: - if (pev->health > 30) + if( pev->health > 30 ) return slAssassinTakeCoverFromEnemy; else return slAssassinTakeCoverFromEnemy2; @@ -952,19 +954,19 @@ Schedule_t* CHAssassin :: GetScheduleOfType ( int Type ) case SCHED_ASSASSIN_EXPOSED: return slAssassinExposed; case SCHED_FAIL: - if (m_MonsterState == MONSTERSTATE_COMBAT) + if( m_MonsterState == MONSTERSTATE_COMBAT ) return slAssassinFail; break; case SCHED_ALERT_STAND: - if (m_MonsterState == MONSTERSTATE_COMBAT) + if( m_MonsterState == MONSTERSTATE_COMBAT ) return slAssassinHide; break; case SCHED_CHASE_ENEMY: return slAssassinHunt; case SCHED_MELEE_ATTACK1: - if (pev->flags & FL_ONGROUND) + if( pev->flags & FL_ONGROUND ) { - if (m_flNextJump > gpGlobals->time) + if( m_flNextJump > gpGlobals->time ) { // can't jump yet, go ahead and fail return slAssassinFail; @@ -985,6 +987,6 @@ Schedule_t* CHAssassin :: GetScheduleOfType ( int Type ) return slAssassinJumpLand; } - return CBaseMonster :: GetScheduleOfType( Type ); + return CBaseMonster::GetScheduleOfType( Type ); } #endif diff --git a/dlls/headcrab.cpp b/dlls/headcrab.cpp index a94232de..d84a692e 100644 --- a/dlls/headcrab.cpp +++ b/dlls/headcrab.cpp @@ -28,42 +28,42 @@ //========================================================= #define HC_AE_JUMPATTACK ( 2 ) -Task_t tlHCRangeAttack1[] = +Task_t tlHCRangeAttack1[] = { - { TASK_STOP_MOVING, (float)0 }, - { TASK_FACE_IDEAL, (float)0 }, - { TASK_RANGE_ATTACK1, (float)0 }, - { TASK_SET_ACTIVITY, (float)ACT_IDLE }, - { TASK_FACE_IDEAL, (float)0 }, - { TASK_WAIT_RANDOM, (float)0.5 }, + { TASK_STOP_MOVING, (float)0 }, + { TASK_FACE_IDEAL, (float)0 }, + { TASK_RANGE_ATTACK1, (float)0 }, + { TASK_SET_ACTIVITY, (float)ACT_IDLE }, + { TASK_FACE_IDEAL, (float)0 }, + { TASK_WAIT_RANDOM, (float)0.5 }, }; -Schedule_t slHCRangeAttack1[] = +Schedule_t slHCRangeAttack1[] = { - { + { tlHCRangeAttack1, - ARRAYSIZE ( tlHCRangeAttack1 ), - bits_COND_ENEMY_OCCLUDED | + ARRAYSIZE( tlHCRangeAttack1 ), + bits_COND_ENEMY_OCCLUDED | bits_COND_NO_AMMO_LOADED, 0, "HCRangeAttack1" }, }; -Task_t tlHCRangeAttack1Fast[] = +Task_t tlHCRangeAttack1Fast[] = { - { TASK_STOP_MOVING, (float)0 }, - { TASK_FACE_IDEAL, (float)0 }, - { TASK_RANGE_ATTACK1, (float)0 }, - { TASK_SET_ACTIVITY, (float)ACT_IDLE }, + { TASK_STOP_MOVING, (float)0 }, + { TASK_FACE_IDEAL, (float)0 }, + { TASK_RANGE_ATTACK1, (float)0 }, + { TASK_SET_ACTIVITY, (float)ACT_IDLE }, }; -Schedule_t slHCRangeAttack1Fast[] = +Schedule_t slHCRangeAttack1Fast[] = { - { + { tlHCRangeAttack1Fast, - ARRAYSIZE ( tlHCRangeAttack1Fast ), - bits_COND_ENEMY_OCCLUDED | + ARRAYSIZE( tlHCRangeAttack1Fast ), + bits_COND_ENEMY_OCCLUDED | bits_COND_NO_AMMO_LOADED, 0, "HCRAFast" @@ -136,20 +136,20 @@ const char *CHeadCrab::pPainSounds[] = "headcrab/hc_pain3.wav", }; -const char *CHeadCrab::pAttackSounds[] = +const char *CHeadCrab::pAttackSounds[] = { "headcrab/hc_attack1.wav", "headcrab/hc_attack2.wav", "headcrab/hc_attack3.wav", }; -const char *CHeadCrab::pDeathSounds[] = +const char *CHeadCrab::pDeathSounds[] = { "headcrab/hc_die1.wav", "headcrab/hc_die2.wav", }; -const char *CHeadCrab::pBiteSounds[] = +const char *CHeadCrab::pBiteSounds[] = { "headcrab/hc_headbite.wav", }; @@ -158,9 +158,9 @@ const char *CHeadCrab::pBiteSounds[] = // Classify - indicates this monster's place in the // relationship table. //========================================================= -int CHeadCrab :: Classify ( void ) +int CHeadCrab::Classify( void ) { - return CLASS_ALIEN_PREY; + return CLASS_ALIEN_PREY; } //========================================================= @@ -168,38 +168,38 @@ int CHeadCrab :: Classify ( void ) // bounding box is much larger than the actual creature so // this is needed for targeting //========================================================= -Vector CHeadCrab :: Center ( void ) +Vector CHeadCrab::Center( void ) { return Vector( pev->origin.x, pev->origin.y, pev->origin.z + 6 ); } -Vector CHeadCrab :: BodyTarget( const Vector &posSrc ) +Vector CHeadCrab::BodyTarget( const Vector &posSrc ) { - return Center( ); + return Center(); } //========================================================= // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= -void CHeadCrab :: SetYawSpeed ( void ) +void CHeadCrab::SetYawSpeed( void ) { int ys; - switch ( m_Activity ) + switch( m_Activity ) { - case ACT_IDLE: + case ACT_IDLE: ys = 30; break; - case ACT_RUN: - case ACT_WALK: + case ACT_RUN: + case ACT_WALK: ys = 20; break; case ACT_TURN_LEFT: case ACT_TURN_RIGHT: ys = 60; break; - case ACT_RANGE_ATTACK1: + case ACT_RANGE_ATTACK1: ys = 30; break; default: @@ -214,7 +214,7 @@ void CHeadCrab :: SetYawSpeed ( void ) // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. //========================================================= -void CHeadCrab :: HandleAnimEvent( MonsterEvent_t *pEvent ) +void CHeadCrab::HandleAnimEvent( MonsterEvent_t *pEvent ) { switch( pEvent->event ) { @@ -222,25 +222,25 @@ void CHeadCrab :: HandleAnimEvent( MonsterEvent_t *pEvent ) { ClearBits( pev->flags, FL_ONGROUND ); - UTIL_SetOrigin (pev, pev->origin + Vector ( 0 , 0 , 1) );// take him off ground so engine doesn't instantly reset onground - UTIL_MakeVectors ( pev->angles ); + UTIL_SetOrigin( pev, pev->origin + Vector( 0, 0, 1 ) );// take him off ground so engine doesn't instantly reset onground + UTIL_MakeVectors( pev->angles ); Vector vecJumpDir; - if (m_hEnemy != NULL) + if( m_hEnemy != NULL ) { float gravity = g_psv_gravity->value; - if (gravity <= 1) + if( gravity <= 1 ) gravity = 1; // How fast does the headcrab need to travel to reach that height given gravity? - float height = (m_hEnemy->pev->origin.z + m_hEnemy->pev->view_ofs.z - pev->origin.z); - if (height < 16) + float height = m_hEnemy->pev->origin.z + m_hEnemy->pev->view_ofs.z - pev->origin.z; + if( height < 16 ) height = 16; float speed = sqrt( 2 * gravity * height ); float time = speed / gravity; // Scale the sideways velocity to get there at the right time - vecJumpDir = (m_hEnemy->pev->origin + m_hEnemy->pev->view_ofs - pev->origin); + vecJumpDir = m_hEnemy->pev->origin + m_hEnemy->pev->view_ofs - pev->origin; vecJumpDir = vecJumpDir * ( 1.0 / time ); // Speed to offset gravity at the desired height @@ -248,8 +248,8 @@ void CHeadCrab :: HandleAnimEvent( MonsterEvent_t *pEvent ) // Don't jump too far/fast float distance = vecJumpDir.Length(); - - if (distance > 650) + + if( distance > 650 ) { vecJumpDir = vecJumpDir * ( 650.0 / distance ); } @@ -261,14 +261,13 @@ void CHeadCrab :: HandleAnimEvent( MonsterEvent_t *pEvent ) } int iSound = RANDOM_LONG(0,2); - if ( iSound != 0 ) + if( iSound != 0 ) EMIT_SOUND_DYN( edict(), CHAN_VOICE, pAttackSounds[iSound], GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() ); pev->velocity = vecJumpDir; m_flNextAttack = gpGlobals->time + 2; } break; - default: CBaseMonster::HandleAnimEvent( pEvent ); break; @@ -278,19 +277,19 @@ void CHeadCrab :: HandleAnimEvent( MonsterEvent_t *pEvent ) //========================================================= // Spawn //========================================================= -void CHeadCrab :: Spawn() +void CHeadCrab::Spawn() { - Precache( ); + Precache(); - SET_MODEL(ENT(pev), "models/headcrab.mdl"); - UTIL_SetSize(pev, Vector(-12, -12, 0), Vector(12, 12, 24)); + SET_MODEL( ENT( pev ), "models/headcrab.mdl" ); + UTIL_SetSize( pev, Vector( -12, -12, 0 ), Vector( 12, 12, 24 ) ); - pev->solid = SOLID_SLIDEBOX; + pev->solid = SOLID_SLIDEBOX; pev->movetype = MOVETYPE_STEP; m_bloodColor = BLOOD_COLOR_GREEN; pev->effects = 0; - pev->health = gSkillData.headcrabHealth; - pev->view_ofs = Vector ( 0, 0, 20 );// position of the eyes relative to monster's origin. + pev->health = gSkillData.headcrabHealth; + pev->view_ofs = Vector( 0, 0, 20 );// position of the eyes relative to monster's origin. pev->yaw_speed = 5;//!!! should we put this in the monster's changeanim function since turn rates may vary with state/anim? m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result ) m_MonsterState = MONSTERSTATE_NONE; @@ -301,29 +300,29 @@ void CHeadCrab :: Spawn() //========================================================= // Precache - precaches all resources this monster needs //========================================================= -void CHeadCrab :: Precache() +void CHeadCrab::Precache() { - PRECACHE_SOUND_ARRAY(pIdleSounds); - PRECACHE_SOUND_ARRAY(pAlertSounds); - PRECACHE_SOUND_ARRAY(pPainSounds); - PRECACHE_SOUND_ARRAY(pAttackSounds); - PRECACHE_SOUND_ARRAY(pDeathSounds); - PRECACHE_SOUND_ARRAY(pBiteSounds); + PRECACHE_SOUND_ARRAY( pIdleSounds ); + PRECACHE_SOUND_ARRAY( pAlertSounds ); + PRECACHE_SOUND_ARRAY( pPainSounds ); + PRECACHE_SOUND_ARRAY( pAttackSounds ); + PRECACHE_SOUND_ARRAY( pDeathSounds ); + PRECACHE_SOUND_ARRAY( pBiteSounds ); - PRECACHE_MODEL("models/headcrab.mdl"); -} + PRECACHE_MODEL( "models/headcrab.mdl" ); +} //========================================================= // RunTask //========================================================= -void CHeadCrab :: RunTask ( Task_t *pTask ) +void CHeadCrab::RunTask( Task_t *pTask ) { - switch ( pTask->iTask ) + switch( pTask->iTask ) { case TASK_RANGE_ATTACK1: case TASK_RANGE_ATTACK2: { - if ( m_fSequenceFinished ) + if( m_fSequenceFinished ) { TaskComplete(); SetTouch( NULL ); @@ -333,7 +332,7 @@ void CHeadCrab :: RunTask ( Task_t *pTask ) } default: { - CBaseMonster :: RunTask(pTask); + CBaseMonster::RunTask( pTask ); } } } @@ -342,23 +341,23 @@ void CHeadCrab :: RunTask ( Task_t *pTask ) // LeapTouch - this is the headcrab's touch function when it // is in the air //========================================================= -void CHeadCrab :: LeapTouch ( CBaseEntity *pOther ) +void CHeadCrab::LeapTouch( CBaseEntity *pOther ) { - if ( !pOther->pev->takedamage ) + if( !pOther->pev->takedamage ) { return; } - if ( pOther->Classify() == Classify() ) + if( pOther->Classify() == Classify() ) { return; } // Don't hit if back on ground - if ( !FBitSet( pev->flags, FL_ONGROUND ) ) + if( !FBitSet( pev->flags, FL_ONGROUND ) ) { - EMIT_SOUND_DYN( edict(), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pBiteSounds), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() ); - + EMIT_SOUND_DYN( edict(), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pBiteSounds ), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() ); + pOther->TakeDamage( pev, pev, GetDamageAmount(), DMG_SLASH ); } @@ -368,20 +367,20 @@ void CHeadCrab :: LeapTouch ( CBaseEntity *pOther ) //========================================================= // PrescheduleThink //========================================================= -void CHeadCrab :: PrescheduleThink ( void ) +void CHeadCrab::PrescheduleThink( void ) { // make the crab coo a little bit in combat state - if ( m_MonsterState == MONSTERSTATE_COMBAT && RANDOM_FLOAT( 0, 5 ) < 0.1 ) + if( m_MonsterState == MONSTERSTATE_COMBAT && RANDOM_FLOAT( 0, 5 ) < 0.1 ) { IdleSound(); } } -void CHeadCrab :: StartTask ( Task_t *pTask ) +void CHeadCrab::StartTask( Task_t *pTask ) { m_iTaskStatus = TASKSTATUS_RUNNING; - switch ( pTask->iTask ) + switch( pTask->iTask ) { case TASK_RANGE_ATTACK1: { @@ -392,7 +391,7 @@ void CHeadCrab :: StartTask ( Task_t *pTask ) } default: { - CBaseMonster :: StartTask( pTask ); + CBaseMonster::StartTask( pTask ); } } } @@ -400,9 +399,9 @@ void CHeadCrab :: StartTask ( Task_t *pTask ) //========================================================= // CheckRangeAttack1 //========================================================= -BOOL CHeadCrab :: CheckRangeAttack1 ( float flDot, float flDist ) +BOOL CHeadCrab::CheckRangeAttack1( float flDot, float flDist ) { - if ( FBitSet( pev->flags, FL_ONGROUND ) && flDist <= 256 && flDot >= 0.65 ) + if( FBitSet( pev->flags, FL_ONGROUND ) && flDist <= 256 && flDot >= 0.65 ) { return TRUE; } @@ -412,12 +411,12 @@ BOOL CHeadCrab :: CheckRangeAttack1 ( float flDot, float flDist ) //========================================================= // CheckRangeAttack2 //========================================================= -BOOL CHeadCrab :: CheckRangeAttack2 ( float flDot, float flDist ) +BOOL CHeadCrab::CheckRangeAttack2( float flDot, float flDist ) { return FALSE; // BUGBUG: Why is this code here? There is no ACT_RANGE_ATTACK2 animation. I've disabled it for now. #if 0 - if ( FBitSet( pev->flags, FL_ONGROUND ) && flDist > 64 && flDist <= 256 && flDot >= 0.5 ) + if( FBitSet( pev->flags, FL_ONGROUND ) && flDist > 64 && flDist <= 256 && flDot >= 0.5 ) { return TRUE; } @@ -425,55 +424,56 @@ BOOL CHeadCrab :: CheckRangeAttack2 ( float flDot, float flDist ) #endif } -int CHeadCrab :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) +int CHeadCrab::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { // Don't take any acid damage -- BigMomma's mortar is acid - if ( bitsDamageType & DMG_ACID ) + if( bitsDamageType & DMG_ACID ) flDamage = 0; return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); } +#define CRAB_ATTN_IDLE (float)1.5 + //========================================================= // IdleSound //========================================================= -#define CRAB_ATTN_IDLE (float)1.5 -void CHeadCrab :: IdleSound ( void ) +void CHeadCrab::IdleSound( void ) { - EMIT_SOUND_DYN( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY(pIdleSounds), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() ); + EMIT_SOUND_DYN( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY( pIdleSounds ), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() ); } //========================================================= // AlertSound //========================================================= -void CHeadCrab :: AlertSound ( void ) +void CHeadCrab::AlertSound( void ) { - EMIT_SOUND_DYN( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY(pAlertSounds), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() ); + EMIT_SOUND_DYN( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY( pAlertSounds ), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() ); } //========================================================= // AlertSound //========================================================= -void CHeadCrab :: PainSound ( void ) +void CHeadCrab::PainSound( void ) { - EMIT_SOUND_DYN( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY(pPainSounds), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() ); + EMIT_SOUND_DYN( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY( pPainSounds ), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() ); } //========================================================= // DeathSound //========================================================= -void CHeadCrab :: DeathSound ( void ) +void CHeadCrab::DeathSound( void ) { - EMIT_SOUND_DYN( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY(pDeathSounds), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() ); + EMIT_SOUND_DYN( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY( pDeathSounds ), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() ); } -Schedule_t* CHeadCrab :: GetScheduleOfType ( int Type ) +Schedule_t *CHeadCrab::GetScheduleOfType( int Type ) { - switch ( Type ) + switch( Type ) { case SCHED_RANGE_ATTACK1: { - return &slHCRangeAttack1[ 0 ]; + return &slHCRangeAttack1[0]; } break; } @@ -486,62 +486,61 @@ class CBabyCrab : public CHeadCrab public: void Spawn( void ); void Precache( void ); - void SetYawSpeed ( void ); + void SetYawSpeed( void ); float GetDamageAmount( void ) { return gSkillData.headcrabDmgBite * 0.3; } - BOOL CheckRangeAttack1 ( float flDot, float flDist ); - Schedule_t* GetScheduleOfType ( int Type ); - virtual int GetVoicePitch( void ) { return PITCH_NORM + RANDOM_LONG(40,50); } + BOOL CheckRangeAttack1( float flDot, float flDist ); + Schedule_t *GetScheduleOfType ( int Type ); + virtual int GetVoicePitch( void ) { return PITCH_NORM + RANDOM_LONG( 40, 50 ); } virtual float GetSoundVolue( void ) { return 0.8; } }; LINK_ENTITY_TO_CLASS( monster_babycrab, CBabyCrab ) -void CBabyCrab :: Spawn( void ) +void CBabyCrab::Spawn( void ) { CHeadCrab::Spawn(); - SET_MODEL(ENT(pev), "models/baby_headcrab.mdl"); + SET_MODEL( ENT( pev ), "models/baby_headcrab.mdl" ); pev->rendermode = kRenderTransTexture; pev->renderamt = 192; - UTIL_SetSize(pev, Vector(-12, -12, 0), Vector(12, 12, 24)); + UTIL_SetSize( pev, Vector( -12, -12, 0 ), Vector( 12, 12, 24 ) ); - pev->health = gSkillData.headcrabHealth * 0.25; // less health than full grown + pev->health = gSkillData.headcrabHealth * 0.25; // less health than full grown } -void CBabyCrab :: Precache( void ) +void CBabyCrab::Precache( void ) { PRECACHE_MODEL( "models/baby_headcrab.mdl" ); CHeadCrab::Precache(); } -void CBabyCrab :: SetYawSpeed ( void ) +void CBabyCrab::SetYawSpeed( void ) { pev->yaw_speed = 120; } -BOOL CBabyCrab :: CheckRangeAttack1( float flDot, float flDist ) +BOOL CBabyCrab::CheckRangeAttack1( float flDot, float flDist ) { - if ( pev->flags & FL_ONGROUND ) + if( pev->flags & FL_ONGROUND ) { - if ( pev->groundentity && (pev->groundentity->v.flags & (FL_CLIENT|FL_MONSTER)) ) + if( pev->groundentity && ( pev->groundentity->v.flags & ( FL_CLIENT | FL_MONSTER ) ) ) return TRUE; // A little less accurate, but jump from closer - if ( flDist <= 180 && flDot >= 0.55 ) + if( flDist <= 180 && flDot >= 0.55 ) return TRUE; } return FALSE; } -Schedule_t* CBabyCrab :: GetScheduleOfType ( int Type ) +Schedule_t *CBabyCrab::GetScheduleOfType( int Type ) { switch( Type ) { case SCHED_FAIL: // If you fail, try to jump! - if ( m_hEnemy != NULL ) + if( m_hEnemy != NULL ) return slHCRangeAttack1Fast; break; - case SCHED_RANGE_ATTACK1: { return slHCRangeAttack1Fast; diff --git a/dlls/healthkit.cpp b/dlls/healthkit.cpp index 940a8cc9..e1b22467 100644 --- a/dlls/healthkit.cpp +++ b/dlls/healthkit.cpp @@ -31,10 +31,9 @@ class CHealthKit : public CItem void Precache( void ); BOOL MyTouch( CBasePlayer *pPlayer ); /* - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); - - static TYPEDESCRIPTION m_SaveData[]; + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); + static TYPEDESCRIPTION m_SaveData[]; */ }; @@ -46,46 +45,45 @@ TYPEDESCRIPTION CHealthKit::m_SaveData[] = }; - -IMPLEMENT_SAVERESTORE( CHealthKit, CItem) +IMPLEMENT_SAVERESTORE( CHealthKit, CItem ) */ -void CHealthKit :: Spawn( void ) +void CHealthKit::Spawn( void ) { - Precache( ); - SET_MODEL(ENT(pev), "models/w_medkit.mdl"); + Precache(); + SET_MODEL( ENT( pev ), "models/w_medkit.mdl" ); CItem::Spawn(); } void CHealthKit::Precache( void ) { - PRECACHE_MODEL("models/w_medkit.mdl"); - PRECACHE_SOUND("items/smallmedkit1.wav"); + PRECACHE_MODEL( "models/w_medkit.mdl" ); + PRECACHE_SOUND( "items/smallmedkit1.wav" ); } BOOL CHealthKit::MyTouch( CBasePlayer *pPlayer ) { - if ( pPlayer->pev->deadflag != DEAD_NO ) + if( pPlayer->pev->deadflag != DEAD_NO ) { return FALSE; } - if ( pPlayer->TakeHealth( gSkillData.healthkitCapacity, DMG_GENERIC ) ) + if( pPlayer->TakeHealth( gSkillData.healthkitCapacity, DMG_GENERIC ) ) { MESSAGE_BEGIN( MSG_ONE, gmsgItemPickup, NULL, pPlayer->pev ); - WRITE_STRING( STRING(pev->classname) ); + WRITE_STRING( STRING( pev->classname ) ); MESSAGE_END(); - EMIT_SOUND(ENT(pPlayer->pev), CHAN_ITEM, "items/smallmedkit1.wav", 1, ATTN_NORM); + EMIT_SOUND( ENT( pPlayer->pev ), CHAN_ITEM, "items/smallmedkit1.wav", 1, ATTN_NORM ); - if ( g_pGameRules->ItemShouldRespawn( this ) ) + if( g_pGameRules->ItemShouldRespawn( this ) ) { Respawn(); } else { - UTIL_Remove(this); + UTIL_Remove( this ); } return TRUE; @@ -100,51 +98,51 @@ BOOL CHealthKit::MyTouch( CBasePlayer *pPlayer ) class CWallHealth : public CBaseToggle { public: - void Spawn( ); + void Spawn(); void Precache( void ); - void EXPORT Off(void); - void EXPORT Recharge(void); + void EXPORT Off( void ); + void EXPORT Recharge( void ); void KeyValue( KeyValueData *pkvd ); void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); - virtual int ObjectCaps( void ) { return (CBaseToggle :: ObjectCaps() | FCAP_CONTINUOUS_USE) & ~FCAP_ACROSS_TRANSITION; } - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); + virtual int ObjectCaps( void ) { return ( CBaseToggle::ObjectCaps() | FCAP_CONTINUOUS_USE ) & ~FCAP_ACROSS_TRANSITION; } + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); - static TYPEDESCRIPTION m_SaveData[]; + static TYPEDESCRIPTION m_SaveData[]; float m_flNextCharge; - int m_iReactivate ; // DeathMatch Delay until reactvated - int m_iJuice; - int m_iOn; // 0 = off, 1 = startup, 2 = going - float m_flSoundTime; + int m_iReactivate ; // DeathMatch Delay until reactvated + int m_iJuice; + int m_iOn; // 0 = off, 1 = startup, 2 = going + float m_flSoundTime; }; TYPEDESCRIPTION CWallHealth::m_SaveData[] = { - DEFINE_FIELD( CWallHealth, m_flNextCharge, FIELD_TIME), - DEFINE_FIELD( CWallHealth, m_iReactivate, FIELD_INTEGER), - DEFINE_FIELD( CWallHealth, m_iJuice, FIELD_INTEGER), - DEFINE_FIELD( CWallHealth, m_iOn, FIELD_INTEGER), - DEFINE_FIELD( CWallHealth, m_flSoundTime, FIELD_TIME), + DEFINE_FIELD( CWallHealth, m_flNextCharge, FIELD_TIME ), + DEFINE_FIELD( CWallHealth, m_iReactivate, FIELD_INTEGER ), + DEFINE_FIELD( CWallHealth, m_iJuice, FIELD_INTEGER ), + DEFINE_FIELD( CWallHealth, m_iOn, FIELD_INTEGER ), + DEFINE_FIELD( CWallHealth, m_flSoundTime, FIELD_TIME ), }; IMPLEMENT_SAVERESTORE( CWallHealth, CBaseEntity ) -LINK_ENTITY_TO_CLASS(func_healthcharger, CWallHealth) +LINK_ENTITY_TO_CLASS( func_healthcharger, CWallHealth ) void CWallHealth::KeyValue( KeyValueData *pkvd ) { - if ( FStrEq(pkvd->szKeyName, "style") || - FStrEq(pkvd->szKeyName, "height") || - FStrEq(pkvd->szKeyName, "value1") || - FStrEq(pkvd->szKeyName, "value2") || - FStrEq(pkvd->szKeyName, "value3")) + if( FStrEq(pkvd->szKeyName, "style" ) || + FStrEq( pkvd->szKeyName, "height" ) || + FStrEq( pkvd->szKeyName, "value1" ) || + FStrEq( pkvd->szKeyName, "value2" ) || + FStrEq( pkvd->szKeyName, "value3" ) ) { pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "dmdelay")) + else if( FStrEq( pkvd->szKeyName, "dmdelay" ) ) { - m_iReactivate = atoi(pkvd->szValue); + m_iReactivate = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; } else @@ -153,48 +151,48 @@ void CWallHealth::KeyValue( KeyValueData *pkvd ) void CWallHealth::Spawn() { - Precache( ); + Precache(); - pev->solid = SOLID_BSP; - pev->movetype = MOVETYPE_PUSH; + pev->solid = SOLID_BSP; + pev->movetype = MOVETYPE_PUSH; - UTIL_SetOrigin(pev, pev->origin); // set size and link into world - UTIL_SetSize(pev, pev->mins, pev->maxs); - SET_MODEL(ENT(pev), STRING(pev->model) ); + UTIL_SetOrigin( pev, pev->origin ); // set size and link into world + UTIL_SetSize( pev, pev->mins, pev->maxs ); + SET_MODEL( ENT( pev ), STRING( pev->model ) ); m_iJuice = gSkillData.healthchargerCapacity; pev->frame = 0; } void CWallHealth::Precache() { - PRECACHE_SOUND("items/medshot4.wav"); - PRECACHE_SOUND("items/medshotno1.wav"); - PRECACHE_SOUND("items/medcharge4.wav"); + PRECACHE_SOUND( "items/medshot4.wav" ); + PRECACHE_SOUND( "items/medshotno1.wav" ); + PRECACHE_SOUND( "items/medcharge4.wav" ); } void CWallHealth::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { // Make sure that we have a caller - if (!pActivator) + if( !pActivator ) return; // if it's not a player, ignore - if ( !pActivator->IsPlayer() ) + if( !pActivator->IsPlayer() ) return; // if there is no juice left, turn it off - if (m_iJuice <= 0) + if( m_iJuice <= 0 ) { pev->frame = 1; Off(); } // if the player doesn't have the suit, or there is no juice left, make the deny noise - if ((m_iJuice <= 0) || (!(pActivator->pev->weapons & (1<pev->weapons & ( 1 << WEAPON_SUIT ) ) ) ) { - if (m_flSoundTime <= gpGlobals->time) + if( m_flSoundTime <= gpGlobals->time ) { m_flSoundTime = gpGlobals->time + 0.62; - EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/medshotno1.wav", 1.0, ATTN_NORM ); + EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/medshotno1.wav", 1.0, ATTN_NORM ); } return; } @@ -203,24 +201,24 @@ void CWallHealth::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE u SetThink( &CWallHealth::Off ); // Time to recharge yet? - if (m_flNextCharge >= gpGlobals->time) + if( m_flNextCharge >= gpGlobals->time ) return; // Play the on sound or the looping charging sound - if (!m_iOn) + if( !m_iOn ) { m_iOn++; - EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/medshot4.wav", 1.0, ATTN_NORM ); + EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/medshot4.wav", 1.0, ATTN_NORM ); m_flSoundTime = 0.56 + gpGlobals->time; } - if ((m_iOn == 1) && (m_flSoundTime <= gpGlobals->time)) + if( ( m_iOn == 1 ) && ( m_flSoundTime <= gpGlobals->time ) ) { m_iOn++; - EMIT_SOUND(ENT(pev), CHAN_STATIC, "items/medcharge4.wav", 1.0, ATTN_NORM ); + EMIT_SOUND( ENT( pev ), CHAN_STATIC, "items/medcharge4.wav", 1.0, ATTN_NORM ); } // charge the player - if ( pActivator->TakeHealth( 1, DMG_GENERIC ) ) + if( pActivator->TakeHealth( 1, DMG_GENERIC ) ) { m_iJuice--; } @@ -229,23 +227,23 @@ void CWallHealth::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE u m_flNextCharge = gpGlobals->time + 0.1; } -void CWallHealth::Recharge(void) +void CWallHealth::Recharge( void ) { - EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/medshot4.wav", 1.0, ATTN_NORM ); + EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/medshot4.wav", 1.0, ATTN_NORM ); m_iJuice = gSkillData.healthchargerCapacity; pev->frame = 0; SetThink( &CBaseEntity::SUB_DoNothing ); } -void CWallHealth::Off(void) +void CWallHealth::Off( void ) { // Stop looping sound. - if (m_iOn > 1) - STOP_SOUND( ENT(pev), CHAN_STATIC, "items/medcharge4.wav" ); + if( m_iOn > 1 ) + STOP_SOUND( ENT( pev ), CHAN_STATIC, "items/medcharge4.wav" ); m_iOn = 0; - if ((!m_iJuice) && ( ( m_iReactivate = g_pGameRules->FlHealthChargerRechargeTime() ) > 0) ) + if( ( !m_iJuice ) && ( ( m_iReactivate = g_pGameRules->FlHealthChargerRechargeTime() ) > 0 ) ) { pev->nextthink = pev->ltime + m_iReactivate; SetThink( &CWallHealth::Recharge ); diff --git a/dlls/hgrunt.cpp b/dlls/hgrunt.cpp index 94072d57..7b0eaa2c 100644 --- a/dlls/hgrunt.cpp +++ b/dlls/hgrunt.cpp @@ -54,18 +54,18 @@ extern DLL_GLOBAL int g_iSkillLevel; #define HGRUNT_LIMP_HEALTH 20 #define HGRUNT_DMG_HEADSHOT ( DMG_BULLET | DMG_CLUB ) // damage types that can kill a grunt with a single headshot. #define HGRUNT_NUM_HEADS 2 // how many grunt heads are there? -#define HGRUNT_MINIMUM_HEADSHOT_DAMAGE 15 // must do at least this much damage in one shot to head to score a headshot kill -#define HGRUNT_SENTENCE_VOLUME (float)0.35 // volume of grunt sentences +#define HGRUNT_MINIMUM_HEADSHOT_DAMAGE 15 // must do at least this much damage in one shot to head to score a headshot kill +#define HGRUNT_SENTENCE_VOLUME (float)0.35 // volume of grunt sentences #define HGRUNT_9MMAR ( 1 << 0) #define HGRUNT_HANDGRENADE ( 1 << 1) -#define HGRUNT_GRENADELAUNCHER ( 1 << 2) +#define HGRUNT_GRENADELAUNCHER ( 1 << 2) #define HGRUNT_SHOTGUN ( 1 << 3) #define HEAD_GROUP 1 #define HEAD_GRUNT 0 -#define HEAD_COMMANDER 1 -#define HEAD_SHOTGUN 2 +#define HEAD_COMMANDER 1 +#define HEAD_SHOTGUN 2 #define HEAD_M203 3 #define GUN_GROUP 2 #define GUN_MP5 0 @@ -81,10 +81,10 @@ extern DLL_GLOBAL int g_iSkillLevel; #define HGRUNT_AE_BURST2 ( 5 ) #define HGRUNT_AE_BURST3 ( 6 ) #define HGRUNT_AE_GREN_TOSS ( 7 ) -#define HGRUNT_AE_GREN_LAUNCH ( 8 ) +#define HGRUNT_AE_GREN_LAUNCH ( 8 ) #define HGRUNT_AE_GREN_DROP ( 9 ) -#define HGRUNT_AE_CAUGHT_ENEMY ( 10) // grunt established sight with an enemy (player only) that had previously eluded the squad. -#define HGRUNT_AE_DROP_GUN ( 11) // grunt (probably dead) is dropping his mp5. +#define HGRUNT_AE_CAUGHT_ENEMY ( 10 ) // grunt established sight with an enemy (player only) that had previously eluded the squad. +#define HGRUNT_AE_DROP_GUN ( 11 ) // grunt (probably dead) is dropping his mp5. //========================================================= // monster-specific schedule types @@ -124,38 +124,38 @@ class CHGrunt : public CSquadMonster public: void Spawn( void ); void Precache( void ); - void SetYawSpeed ( void ); - int Classify ( void ); - int ISoundMask ( void ); + void SetYawSpeed( void ); + int Classify( void ); + int ISoundMask( void ); void HandleAnimEvent( MonsterEvent_t *pEvent ); - BOOL FCanCheckAttacks ( void ); - BOOL CheckMeleeAttack1 ( float flDot, float flDist ); - BOOL CheckRangeAttack1 ( float flDot, float flDist ); - BOOL CheckRangeAttack2 ( float flDot, float flDist ); - void CheckAmmo ( void ); - void SetActivity ( Activity NewActivity ); - void StartTask ( Task_t *pTask ); - void RunTask ( Task_t *pTask ); + BOOL FCanCheckAttacks( void ); + BOOL CheckMeleeAttack1( float flDot, float flDist ); + BOOL CheckRangeAttack1( float flDot, float flDist ); + BOOL CheckRangeAttack2( float flDot, float flDist ); + void CheckAmmo( void ); + void SetActivity( Activity NewActivity ); + void StartTask( Task_t *pTask ); + void RunTask( Task_t *pTask ); void DeathSound( void ); void PainSound( void ); - void IdleSound ( void ); + void IdleSound( void ); Vector GetGunPosition( void ); - void Shoot ( void ); - void Shotgun ( void ); - void PrescheduleThink ( void ); + void Shoot( void ); + void Shotgun( void ); + void PrescheduleThink( void ); void GibMonster( void ); void SpeakSentence( void ); int Save( CSave &save ); int Restore( CRestore &restore ); - - CBaseEntity *Kick( void ); - Schedule_t *GetSchedule( void ); - Schedule_t *GetScheduleOfType ( int Type ); + + CBaseEntity *Kick( void ); + Schedule_t *GetSchedule( void ); + Schedule_t *GetScheduleOfType( int Type ); void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); - int IRelationship ( CBaseEntity *pTarget ); + int IRelationship( CBaseEntity *pTarget ); BOOL FOkToSpeak( void ); void JustSpoke( void ); @@ -169,19 +169,19 @@ public: float m_flNextPainTime; float m_flLastEnemySightTime; - Vector m_vecTossVelocity; + Vector m_vecTossVelocity; - BOOL m_fThrowGrenade; - BOOL m_fStanding; - BOOL m_fFirstEncounter;// only put on the handsign show in the squad's first encounter. - int m_cClipSize; + BOOL m_fThrowGrenade; + BOOL m_fStanding; + BOOL m_fFirstEncounter;// only put on the handsign show in the squad's first encounter. + int m_cClipSize; int m_voicePitch; - int m_iBrassShell; - int m_iShotgunShell; + int m_iBrassShell; + int m_iShotgunShell; - int m_iSentence; + int m_iSentence; static const char *pGruntSentences[]; }; @@ -192,15 +192,15 @@ TYPEDESCRIPTION CHGrunt::m_SaveData[] = { DEFINE_FIELD( CHGrunt, m_flNextGrenadeCheck, FIELD_TIME ), DEFINE_FIELD( CHGrunt, m_flNextPainTime, FIELD_TIME ), -// DEFINE_FIELD( CHGrunt, m_flLastEnemySightTime, FIELD_TIME ), // don't save, go to zero + //DEFINE_FIELD( CHGrunt, m_flLastEnemySightTime, FIELD_TIME ), // don't save, go to zero DEFINE_FIELD( CHGrunt, m_vecTossVelocity, FIELD_VECTOR ), DEFINE_FIELD( CHGrunt, m_fThrowGrenade, FIELD_BOOLEAN ), DEFINE_FIELD( CHGrunt, m_fStanding, FIELD_BOOLEAN ), DEFINE_FIELD( CHGrunt, m_fFirstEncounter, FIELD_BOOLEAN ), DEFINE_FIELD( CHGrunt, m_cClipSize, FIELD_INTEGER ), DEFINE_FIELD( CHGrunt, m_voicePitch, FIELD_INTEGER ), -// DEFINE_FIELD( CShotgun, m_iBrassShell, FIELD_INTEGER ), -// DEFINE_FIELD( CShotgun, m_iShotgunShell, FIELD_INTEGER ), + //DEFINE_FIELD( CShotgun, m_iBrassShell, FIELD_INTEGER ), + //DEFINE_FIELD( CShotgun, m_iShotgunShell, FIELD_INTEGER ), DEFINE_FIELD( CHGrunt, m_iSentence, FIELD_INTEGER ), }; @@ -241,17 +241,17 @@ enum // may still fail but in most cases, well after the grunt has // started moving. //========================================================= -void CHGrunt :: SpeakSentence( void ) +void CHGrunt::SpeakSentence( void ) { - if ( m_iSentence == HGRUNT_SENT_NONE ) + if( m_iSentence == HGRUNT_SENT_NONE ) { // no sentence cued up. return; } - if (FOkToSpeak()) + if( FOkToSpeak() ) { - SENTENCEG_PlayRndSz( ENT(pev), pGruntSentences[ m_iSentence ], HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch); + SENTENCEG_PlayRndSz( ENT( pev ), pGruntSentences[m_iSentence], HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch ); JustSpoke(); } } @@ -260,9 +260,9 @@ void CHGrunt :: SpeakSentence( void ) // IRelationship - overridden because Alien Grunts are // Human Grunt's nemesis. //========================================================= -int CHGrunt::IRelationship ( CBaseEntity *pTarget ) +int CHGrunt::IRelationship( CBaseEntity *pTarget ) { - if ( FClassnameIs( pTarget->pev, "monster_alien_grunt" ) || ( FClassnameIs( pTarget->pev, "monster_gargantua" ) ) ) + if( FClassnameIs( pTarget->pev, "monster_alien_grunt" ) || ( FClassnameIs( pTarget->pev, "monster_gargantua" ) ) ) { return R_NM; } @@ -273,18 +273,19 @@ int CHGrunt::IRelationship ( CBaseEntity *pTarget ) //========================================================= // GibMonster - make gun fly through the air. //========================================================= -void CHGrunt :: GibMonster ( void ) +void CHGrunt::GibMonster( void ) { - Vector vecGunPos; - Vector vecGunAngles; + Vector vecGunPos; + Vector vecGunAngles; - if ( GetBodygroup( 2 ) != 2 ) + if( GetBodygroup( 2 ) != 2 ) { // throw a gun if the grunt has one GetAttachment( 0, vecGunPos, vecGunAngles ); - + CBaseEntity *pGun; - if (FBitSet( pev->weapons, HGRUNT_SHOTGUN )) + + if( FBitSet( pev->weapons, HGRUNT_SHOTGUN ) ) { pGun = DropItem( "weapon_shotgun", vecGunPos, vecGunAngles ); } @@ -292,24 +293,25 @@ void CHGrunt :: GibMonster ( void ) { pGun = DropItem( "weapon_9mmAR", vecGunPos, vecGunAngles ); } - if ( pGun ) + + if( pGun ) { - pGun->pev->velocity = Vector (RANDOM_FLOAT(-100,100), RANDOM_FLOAT(-100,100), RANDOM_FLOAT(200,300)); - pGun->pev->avelocity = Vector ( 0, RANDOM_FLOAT( 200, 400 ), 0 ); + pGun->pev->velocity = Vector( RANDOM_FLOAT( -100, 100 ), RANDOM_FLOAT( -100, 100 ), RANDOM_FLOAT( 200, 300 ) ); + pGun->pev->avelocity = Vector( 0, RANDOM_FLOAT( 200, 400 ), 0 ); } - - if (FBitSet( pev->weapons, HGRUNT_GRENADELAUNCHER )) + + if( FBitSet( pev->weapons, HGRUNT_GRENADELAUNCHER ) ) { pGun = DropItem( "ammo_ARgrenades", vecGunPos, vecGunAngles ); if ( pGun ) { - pGun->pev->velocity = Vector (RANDOM_FLOAT(-100,100), RANDOM_FLOAT(-100,100), RANDOM_FLOAT(200,300)); - pGun->pev->avelocity = Vector ( 0, RANDOM_FLOAT( 200, 400 ), 0 ); + pGun->pev->velocity = Vector( RANDOM_FLOAT( -100, 100 ), RANDOM_FLOAT( -100, 100 ), RANDOM_FLOAT( 200, 300 ) ); + pGun->pev->avelocity = Vector( 0, RANDOM_FLOAT( 200, 400 ), 0 ); } } } - CBaseMonster :: GibMonster(); + CBaseMonster::GibMonster(); } //========================================================= @@ -317,26 +319,26 @@ void CHGrunt :: GibMonster ( void ) // hear the DANGER sound that is made by hand grenades and // other dangerous items. //========================================================= -int CHGrunt :: ISoundMask ( void ) +int CHGrunt::ISoundMask( void ) { - return bits_SOUND_WORLD | - bits_SOUND_COMBAT | - bits_SOUND_PLAYER | + return bits_SOUND_WORLD | + bits_SOUND_COMBAT | + bits_SOUND_PLAYER | bits_SOUND_DANGER; } //========================================================= // someone else is talking - don't speak //========================================================= -BOOL CHGrunt :: FOkToSpeak( void ) +BOOL CHGrunt::FOkToSpeak( void ) { // if someone else is talking, don't speak - if (gpGlobals->time <= CTalkMonster::g_talkWaitTime) + if( gpGlobals->time <= CTalkMonster::g_talkWaitTime ) return FALSE; - if ( pev->spawnflags & SF_MONSTER_GAG ) + if( pev->spawnflags & SF_MONSTER_GAG ) { - if ( m_MonsterState != MONSTERSTATE_COMBAT ) + if( m_MonsterState != MONSTERSTATE_COMBAT ) { // no talking outside of combat if gagged. return FALSE; @@ -344,17 +346,17 @@ BOOL CHGrunt :: FOkToSpeak( void ) } // if player is not in pvs, don't speak - //if (FNullEnt(FIND_CLIENT_IN_PVS(edict()))) + //if( FNullEnt( FIND_CLIENT_IN_PVS( edict() ) ) ) // return FALSE; - + return TRUE; } //========================================================= //========================================================= -void CHGrunt :: JustSpoke( void ) +void CHGrunt::JustSpoke( void ) { - CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT(1.5, 2.0); + CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT( 1.5, 2.0 ); m_iSentence = HGRUNT_SENT_NONE; } @@ -362,18 +364,18 @@ void CHGrunt :: JustSpoke( void ) // PrescheduleThink - this function runs after conditions // are collected and before scheduling code is run. //========================================================= -void CHGrunt :: PrescheduleThink ( void ) +void CHGrunt::PrescheduleThink( void ) { - if ( InSquad() && m_hEnemy != NULL ) + if( InSquad() && m_hEnemy != NULL ) { - if ( HasConditions ( bits_COND_SEE_ENEMY ) ) + if( HasConditions( bits_COND_SEE_ENEMY ) ) { // update the squad's last enemy sighting time. MySquadLeader()->m_flLastEnemySightTime = gpGlobals->time; } else { - if ( gpGlobals->time - MySquadLeader()->m_flLastEnemySightTime > 5 ) + if( gpGlobals->time - MySquadLeader()->m_flLastEnemySightTime > 5 ) { // been a while since we've seen the enemy MySquadLeader()->m_fEnemyEluded = TRUE; @@ -394,9 +396,9 @@ void CHGrunt :: PrescheduleThink ( void ) // this is a bad bug. Friendly machine gun fire avoidance // will unecessarily prevent the throwing of a grenade as well. //========================================================= -BOOL CHGrunt :: FCanCheckAttacks ( void ) +BOOL CHGrunt::FCanCheckAttacks( void ) { - if ( !HasConditions( bits_COND_ENEMY_TOOFAR ) ) + if( !HasConditions( bits_COND_ENEMY_TOOFAR ) ) { return TRUE; } @@ -409,21 +411,21 @@ BOOL CHGrunt :: FCanCheckAttacks ( void ) //========================================================= // CheckMeleeAttack1 //========================================================= -BOOL CHGrunt :: CheckMeleeAttack1 ( float flDot, float flDist ) +BOOL CHGrunt::CheckMeleeAttack1( float flDot, float flDist ) { CBaseMonster *pEnemy; - if ( m_hEnemy != NULL ) + if( m_hEnemy != NULL ) { pEnemy = m_hEnemy->MyMonsterPointer(); - if ( !pEnemy ) + if( !pEnemy ) { return FALSE; } } - if ( flDist <= 64 && flDot >= 0.7 && + if( flDist <= 64 && flDot >= 0.7 && pEnemy->Classify() != CLASS_ALIEN_BIOWEAPON && pEnemy->Classify() != CLASS_PLAYER_BIOWEAPON ) { @@ -440,13 +442,13 @@ BOOL CHGrunt :: CheckMeleeAttack1 ( float flDot, float flDist ) // occluded (throw grenade over wall, etc). We must // disqualify the machine gun attack if the enemy is occluded. //========================================================= -BOOL CHGrunt :: CheckRangeAttack1 ( float flDot, float flDist ) +BOOL CHGrunt::CheckRangeAttack1( float flDot, float flDist ) { - if ( !HasConditions( bits_COND_ENEMY_OCCLUDED ) && flDist <= 2048 && flDot >= 0.5 && NoFriendlyFire() ) + if( !HasConditions( bits_COND_ENEMY_OCCLUDED ) && flDist <= 2048 && flDot >= 0.5 && NoFriendlyFire() ) { - TraceResult tr; + TraceResult tr; - if ( !m_hEnemy->IsPlayer() && flDist <= 64 ) + if( !m_hEnemy->IsPlayer() && flDist <= 64 ) { // kick nonclients, but don't shoot at them. return FALSE; @@ -455,9 +457,9 @@ BOOL CHGrunt :: CheckRangeAttack1 ( float flDot, float flDist ) Vector vecSrc = GetGunPosition(); // verify that a bullet fired from the gun will hit the enemy before the world. - UTIL_TraceLine( vecSrc, m_hEnemy->BodyTarget(vecSrc), ignore_monsters, ignore_glass, ENT(pev), &tr); + UTIL_TraceLine( vecSrc, m_hEnemy->BodyTarget( vecSrc ), ignore_monsters, ignore_glass, ENT( pev ), &tr ); - if ( tr.flFraction == 1.0 ) + if( tr.flFraction == 1.0 ) { return TRUE; } @@ -470,27 +472,27 @@ BOOL CHGrunt :: CheckRangeAttack1 ( float flDot, float flDist ) // CheckRangeAttack2 - this checks the Grunt's grenade // attack. //========================================================= -BOOL CHGrunt :: CheckRangeAttack2 ( float flDot, float flDist ) +BOOL CHGrunt::CheckRangeAttack2( float flDot, float flDist ) { - if (! FBitSet(pev->weapons, (HGRUNT_HANDGRENADE | HGRUNT_GRENADELAUNCHER))) + if( !FBitSet( pev->weapons, ( HGRUNT_HANDGRENADE | HGRUNT_GRENADELAUNCHER ) ) ) { return FALSE; } // if the grunt isn't moving, it's ok to check. - if ( m_flGroundSpeed != 0 ) + if( m_flGroundSpeed != 0 ) { m_fThrowGrenade = FALSE; return m_fThrowGrenade; } // assume things haven't changed too much since last time - if (gpGlobals->time < m_flNextGrenadeCheck ) + if( gpGlobals->time < m_flNextGrenadeCheck ) { return m_fThrowGrenade; } - if ( !FBitSet ( m_hEnemy->pev->flags, FL_ONGROUND ) && m_hEnemy->pev->waterlevel == 0 && m_vecEnemyLKP.z > pev->absmax.z ) + if( !FBitSet ( m_hEnemy->pev->flags, FL_ONGROUND ) && m_hEnemy->pev->waterlevel == 0 && m_vecEnemyLKP.z > pev->absmax.z ) { //!!!BUGBUG - we should make this check movetype and make sure it isn't FLY? Players who jump a lot are unlikely to // be grenaded. @@ -501,10 +503,10 @@ BOOL CHGrunt :: CheckRangeAttack2 ( float flDot, float flDist ) Vector vecTarget; - if (FBitSet( pev->weapons, HGRUNT_HANDGRENADE)) + if( FBitSet( pev->weapons, HGRUNT_HANDGRENADE ) ) { // find feet - if (RANDOM_LONG(0,1)) + if( RANDOM_LONG( 0, 1 ) ) { // magically know where they are vecTarget = Vector( m_hEnemy->pev->origin.x, m_hEnemy->pev->origin.y, m_hEnemy->pev->absmin.z ); @@ -522,16 +524,16 @@ BOOL CHGrunt :: CheckRangeAttack2 ( float flDot, float flDist ) { // find target // vecTarget = m_hEnemy->BodyTarget( pev->origin ); - vecTarget = m_vecEnemyLKP + (m_hEnemy->BodyTarget( pev->origin ) - m_hEnemy->pev->origin); + vecTarget = m_vecEnemyLKP + ( m_hEnemy->BodyTarget( pev->origin ) - m_hEnemy->pev->origin ); // estimate position - if (HasConditions( bits_COND_SEE_ENEMY)) - vecTarget = vecTarget + ((vecTarget - pev->origin).Length() / gSkillData.hgruntGrenadeSpeed) * m_hEnemy->pev->velocity; + if( HasConditions( bits_COND_SEE_ENEMY ) ) + vecTarget = vecTarget + ( ( vecTarget - pev->origin).Length() / gSkillData.hgruntGrenadeSpeed ) * m_hEnemy->pev->velocity; } // are any of my squad members near the intended grenade impact area? - if ( InSquad() ) + if( InSquad() ) { - if (SquadMemberInRange( vecTarget, 256 )) + if( SquadMemberInRange( vecTarget, 256 ) ) { // crap, I might blow my own guy up. Don't throw a grenade and don't check again for a while. m_flNextGrenadeCheck = gpGlobals->time + 1; // one full second. @@ -539,7 +541,7 @@ BOOL CHGrunt :: CheckRangeAttack2 ( float flDot, float flDist ) } } - if ( ( vecTarget - pev->origin ).Length2D() <= 256 ) + if( ( vecTarget - pev->origin ).Length2D() <= 256 ) { // crap, I don't want to blow myself up m_flNextGrenadeCheck = gpGlobals->time + 1; // one full second. @@ -547,12 +549,11 @@ BOOL CHGrunt :: CheckRangeAttack2 ( float flDot, float flDist ) return m_fThrowGrenade; } - - if (FBitSet( pev->weapons, HGRUNT_HANDGRENADE)) + if( FBitSet( pev->weapons, HGRUNT_HANDGRENADE ) ) { Vector vecToss = VecCheckToss( pev, GetGunPosition(), vecTarget, 0.5 ); - if ( vecToss != g_vecZero ) + if( vecToss != g_vecZero ) { m_vecTossVelocity = vecToss; @@ -573,7 +574,7 @@ BOOL CHGrunt :: CheckRangeAttack2 ( float flDot, float flDist ) { Vector vecToss = VecCheckThrow( pev, GetGunPosition(), vecTarget, gSkillData.hgruntGrenadeSpeed, 0.5 ); - if ( vecToss != g_vecZero ) + if( vecToss != g_vecZero ) { m_vecTossVelocity = vecToss; @@ -597,17 +598,17 @@ BOOL CHGrunt :: CheckRangeAttack2 ( float flDot, float flDist ) //========================================================= // TraceAttack - make sure we're not taking it in the helmet //========================================================= -void CHGrunt :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) +void CHGrunt::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ) { // check for helmet shot - if (ptr->iHitgroup == 11) + if( ptr->iHitgroup == 11 ) { // make sure we're wearing one - if (GetBodygroup( 1 ) == HEAD_GRUNT && (bitsDamageType & (DMG_BULLET | DMG_SLASH | DMG_BLAST | DMG_CLUB))) + if( GetBodygroup( 1 ) == HEAD_GRUNT && ( bitsDamageType & (DMG_BULLET | DMG_SLASH | DMG_BLAST | DMG_CLUB ) ) ) { // absorb damage flDamage -= 20; - if (flDamage <= 0) + if( flDamage <= 0 ) { UTIL_Ricochet( ptr->vecEndPos, 1.0 ); flDamage = 0.01; @@ -619,31 +620,30 @@ void CHGrunt :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecD CSquadMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType ); } - //========================================================= // TakeDamage - overridden for the grunt because the grunt // needs to forget that he is in cover if he's hurt. (Obviously // not in a safe place anymore). //========================================================= -int CHGrunt :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) +int CHGrunt::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { Forget( bits_MEMORY_INCOVER ); - return CSquadMonster :: TakeDamage ( pevInflictor, pevAttacker, flDamage, bitsDamageType ); + return CSquadMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); } //========================================================= // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= -void CHGrunt :: SetYawSpeed ( void ) +void CHGrunt::SetYawSpeed( void ) { int ys; - switch ( m_Activity ) + switch( m_Activity ) { case ACT_IDLE: - ys = 150; + ys = 150; break; case ACT_RUN: ys = 150; @@ -679,37 +679,42 @@ void CHGrunt :: SetYawSpeed ( void ) pev->yaw_speed = ys; } -void CHGrunt :: IdleSound( void ) +void CHGrunt::IdleSound( void ) { - if (FOkToSpeak() && (g_fGruntQuestion || RANDOM_LONG(0,1))) + if( FOkToSpeak() && ( g_fGruntQuestion || RANDOM_LONG( 0, 1 ) ) ) { - if (!g_fGruntQuestion) + if( !g_fGruntQuestion ) { // ask question or make statement - switch (RANDOM_LONG(0,2)) + switch( RANDOM_LONG( 0, 2 ) ) { - case 0: // check in - SENTENCEG_PlayRndSz(ENT(pev), "HG_CHECK", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch); + case 0: + // check in + SENTENCEG_PlayRndSz( ENT( pev ), "HG_CHECK", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch ); g_fGruntQuestion = 1; break; - case 1: // question - SENTENCEG_PlayRndSz(ENT(pev), "HG_QUEST", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch); + case 1: + // question + SENTENCEG_PlayRndSz( ENT( pev ), "HG_QUEST", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch ); g_fGruntQuestion = 2; break; - case 2: // statement - SENTENCEG_PlayRndSz(ENT(pev), "HG_IDLE", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch); + case 2: + // statement + SENTENCEG_PlayRndSz( ENT( pev ), "HG_IDLE", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch ); break; } } else { - switch (g_fGruntQuestion) + switch( g_fGruntQuestion ) { - case 1: // check in - SENTENCEG_PlayRndSz(ENT(pev), "HG_CLEAR", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch); + case 1: + // check in + SENTENCEG_PlayRndSz( ENT( pev ), "HG_CLEAR", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch ); break; - case 2: // question - SENTENCEG_PlayRndSz(ENT(pev), "HG_ANSWER", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch); + case 2: + // question + SENTENCEG_PlayRndSz( ENT( pev ), "HG_ANSWER", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, m_voicePitch ); break; } g_fGruntQuestion = 0; @@ -722,11 +727,11 @@ void CHGrunt :: IdleSound( void ) // CheckAmmo - overridden for the grunt because he actually // uses ammo! (base class doesn't) //========================================================= -void CHGrunt :: CheckAmmo ( void ) +void CHGrunt::CheckAmmo( void ) { - if ( m_cAmmoLoaded <= 0 ) + if( m_cAmmoLoaded <= 0 ) { - SetConditions(bits_COND_NO_AMMO_LOADED); + SetConditions( bits_COND_NO_AMMO_LOADED ); } } @@ -734,25 +739,25 @@ void CHGrunt :: CheckAmmo ( void ) // Classify - indicates this monster's place in the // relationship table. //========================================================= -int CHGrunt :: Classify ( void ) +int CHGrunt::Classify( void ) { - return CLASS_HUMAN_MILITARY; + return CLASS_HUMAN_MILITARY; } //========================================================= //========================================================= -CBaseEntity *CHGrunt :: Kick( void ) +CBaseEntity *CHGrunt::Kick( void ) { TraceResult tr; UTIL_MakeVectors( pev->angles ); Vector vecStart = pev->origin; vecStart.z += pev->size.z * 0.5; - Vector vecEnd = vecStart + (gpGlobals->v_forward * 70); + Vector vecEnd = vecStart + ( gpGlobals->v_forward * 70 ); - UTIL_TraceHull( vecStart, vecEnd, dont_ignore_monsters, head_hull, ENT(pev), &tr ); + UTIL_TraceHull( vecStart, vecEnd, dont_ignore_monsters, head_hull, ENT( pev ), &tr ); - if ( tr.pHit ) + if( tr.pHit ) { CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit ); return pEntity; @@ -765,9 +770,9 @@ CBaseEntity *CHGrunt :: Kick( void ) // GetGunPosition return the end of the barrel //========================================================= -Vector CHGrunt :: GetGunPosition( ) +Vector CHGrunt::GetGunPosition() { - if (m_fStanding ) + if( m_fStanding ) { return pev->origin + Vector( 0, 0, 60 ); } @@ -780,9 +785,9 @@ Vector CHGrunt :: GetGunPosition( ) //========================================================= // Shoot //========================================================= -void CHGrunt :: Shoot ( void ) +void CHGrunt::Shoot( void ) { - if (m_hEnemy == NULL) + if( m_hEnemy == NULL ) { return; } @@ -790,14 +795,14 @@ void CHGrunt :: Shoot ( void ) Vector vecShootOrigin = GetGunPosition(); Vector vecShootDir = ShootAtEnemy( vecShootOrigin ); - UTIL_MakeVectors ( pev->angles ); + UTIL_MakeVectors( pev->angles ); - Vector vecShellVelocity = gpGlobals->v_right * RANDOM_FLOAT(40,90) + gpGlobals->v_up * RANDOM_FLOAT(75,200) + gpGlobals->v_forward * RANDOM_FLOAT(-40, 40); - EjectBrass ( vecShootOrigin - vecShootDir * 24, vecShellVelocity, pev->angles.y, m_iBrassShell, TE_BOUNCE_SHELL); - FireBullets(1, vecShootOrigin, vecShootDir, VECTOR_CONE_10DEGREES, 2048, BULLET_MONSTER_MP5 ); // shoot +-5 degrees + Vector vecShellVelocity = gpGlobals->v_right * RANDOM_FLOAT( 40, 90 ) + gpGlobals->v_up * RANDOM_FLOAT( 75, 200 ) + gpGlobals->v_forward * RANDOM_FLOAT( -40, 40 ); + EjectBrass( vecShootOrigin - vecShootDir * 24, vecShellVelocity, pev->angles.y, m_iBrassShell, TE_BOUNCE_SHELL ); + FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_10DEGREES, 2048, BULLET_MONSTER_MP5 ); // shoot +-5 degrees pev->effects |= EF_MUZZLEFLASH; - + m_cAmmoLoaded--;// take away a bullet! Vector angDir = UTIL_VecToAngles( vecShootDir ); @@ -807,9 +812,9 @@ void CHGrunt :: Shoot ( void ) //========================================================= // Shoot //========================================================= -void CHGrunt :: Shotgun ( void ) +void CHGrunt::Shotgun( void ) { - if (m_hEnemy == NULL) + if( m_hEnemy == NULL ) { return; } @@ -817,14 +822,14 @@ void CHGrunt :: Shotgun ( void ) Vector vecShootOrigin = GetGunPosition(); Vector vecShootDir = ShootAtEnemy( vecShootOrigin ); - UTIL_MakeVectors ( pev->angles ); + UTIL_MakeVectors( pev->angles ); - Vector vecShellVelocity = gpGlobals->v_right * RANDOM_FLOAT(40,90) + gpGlobals->v_up * RANDOM_FLOAT(75,200) + gpGlobals->v_forward * RANDOM_FLOAT(-40, 40); - EjectBrass ( vecShootOrigin - vecShootDir * 24, vecShellVelocity, pev->angles.y, m_iShotgunShell, TE_BOUNCE_SHOTSHELL); - FireBullets(gSkillData.hgruntShotgunPellets, vecShootOrigin, vecShootDir, VECTOR_CONE_15DEGREES, 2048, BULLET_PLAYER_BUCKSHOT, 0 ); // shoot +-7.5 degrees + Vector vecShellVelocity = gpGlobals->v_right * RANDOM_FLOAT( 40, 90 ) + gpGlobals->v_up * RANDOM_FLOAT( 75, 200 ) + gpGlobals->v_forward * RANDOM_FLOAT( -40, 40 ); + EjectBrass( vecShootOrigin - vecShootDir * 24, vecShellVelocity, pev->angles.y, m_iShotgunShell, TE_BOUNCE_SHOTSHELL ); + FireBullets( gSkillData.hgruntShotgunPellets, vecShootOrigin, vecShootDir, VECTOR_CONE_15DEGREES, 2048, BULLET_PLAYER_BUCKSHOT, 0 ); // shoot +-7.5 degrees pev->effects |= EF_MUZZLEFLASH; - + m_cAmmoLoaded--;// take away a bullet! Vector angDir = UTIL_VecToAngles( vecShootDir ); @@ -835,17 +840,17 @@ void CHGrunt :: Shotgun ( void ) // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. //========================================================= -void CHGrunt :: HandleAnimEvent( MonsterEvent_t *pEvent ) +void CHGrunt::HandleAnimEvent( MonsterEvent_t *pEvent ) { - Vector vecShootDir; - Vector vecShootOrigin; + Vector vecShootDir; + Vector vecShootOrigin; switch( pEvent->event ) { case HGRUNT_AE_DROP_GUN: { - Vector vecGunPos; - Vector vecGunAngles; + Vector vecGunPos; + Vector vecGunAngles; GetAttachment( 0, vecGunPos, vecGunAngles ); @@ -853,7 +858,7 @@ void CHGrunt :: HandleAnimEvent( MonsterEvent_t *pEvent ) SetBodygroup( GUN_GROUP, GUN_NONE ); // now spawn a gun. - if (FBitSet( pev->weapons, HGRUNT_SHOTGUN )) + if( FBitSet( pev->weapons, HGRUNT_SHOTGUN ) ) { DropItem( "weapon_shotgun", vecGunPos, vecGunAngles ); } @@ -861,21 +866,22 @@ void CHGrunt :: HandleAnimEvent( MonsterEvent_t *pEvent ) { DropItem( "weapon_9mmAR", vecGunPos, vecGunAngles ); } - if (FBitSet( pev->weapons, HGRUNT_GRENADELAUNCHER )) + + if( FBitSet( pev->weapons, HGRUNT_GRENADELAUNCHER ) ) { DropItem( "ammo_ARgrenades", BodyTarget( pev->origin ), vecGunAngles ); } } break; case HGRUNT_AE_RELOAD: - EMIT_SOUND( ENT(pev), CHAN_WEAPON, "hgrunt/gr_reload1.wav", 1, ATTN_NORM ); + EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "hgrunt/gr_reload1.wav", 1, ATTN_NORM ); m_cAmmoLoaded = m_cClipSize; - ClearConditions(bits_COND_NO_AMMO_LOADED); + ClearConditions( bits_COND_NO_AMMO_LOADED ); break; case HGRUNT_AE_GREN_TOSS: { UTIL_MakeVectors( pev->angles ); - // CGrenade::ShootTimed( pev, pev->origin + gpGlobals->v_forward * 34 + Vector (0, 0, 32), m_vecTossVelocity, 3.5 ); + // CGrenade::ShootTimed( pev, pev->origin + gpGlobals->v_forward * 34 + Vector( 0, 0, 32 ), m_vecTossVelocity, 3.5 ); CGrenade::ShootTimed( pev, GetGunPosition(), m_vecTossVelocity, 3.5 ); m_fThrowGrenade = FALSE; @@ -883,13 +889,12 @@ void CHGrunt :: HandleAnimEvent( MonsterEvent_t *pEvent ) // !!!LATER - when in a group, only try to throw grenade if ordered. } break; - case HGRUNT_AE_GREN_LAUNCH: { - EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/glauncher.wav", 0.8, ATTN_NORM); + EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "weapons/glauncher.wav", 0.8, ATTN_NORM ); CGrenade::ShootContact( pev, GetGunPosition(), m_vecTossVelocity ); m_fThrowGrenade = FALSE; - if (g_iSkillLevel == SKILL_HARD) + if( g_iSkillLevel == SKILL_HARD ) m_flNextGrenadeCheck = gpGlobals->time + RANDOM_FLOAT( 2, 5 );// wait a random amount of time before shooting again else m_flNextGrenadeCheck = gpGlobals->time + 6;// wait six seconds before even looking again to see if a grenade can be thrown. @@ -903,28 +908,28 @@ void CHGrunt :: HandleAnimEvent( MonsterEvent_t *pEvent ) break; case HGRUNT_AE_BURST1: { - if ( FBitSet( pev->weapons, HGRUNT_9MMAR )) + if( FBitSet( pev->weapons, HGRUNT_9MMAR ) ) { Shoot(); // the first round of the three round burst plays the sound and puts a sound in the world sound list. - if ( RANDOM_LONG(0,1) ) + if( RANDOM_LONG( 0, 1 ) ) { - EMIT_SOUND( ENT(pev), CHAN_WEAPON, "hgrunt/gr_mgun1.wav", 1, ATTN_NORM ); + EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "hgrunt/gr_mgun1.wav", 1, ATTN_NORM ); } else { - EMIT_SOUND( ENT(pev), CHAN_WEAPON, "hgrunt/gr_mgun2.wav", 1, ATTN_NORM ); + EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "hgrunt/gr_mgun2.wav", 1, ATTN_NORM ); } } else { - Shotgun( ); + Shotgun(); - EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/sbarrel1.wav", 1, ATTN_NORM ); + EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "weapons/sbarrel1.wav", 1, ATTN_NORM ); } - - CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 384, 0.3 ); + + CSoundEnt::InsertSound( bits_SOUND_COMBAT, pev->origin, 384, 0.3 ); } break; case HGRUNT_AE_BURST2: @@ -935,7 +940,7 @@ void CHGrunt :: HandleAnimEvent( MonsterEvent_t *pEvent ) { CBaseEntity *pHurt = Kick(); - if ( pHurt ) + if( pHurt ) { // SOUND HERE! UTIL_MakeVectors( pev->angles ); @@ -947,10 +952,10 @@ void CHGrunt :: HandleAnimEvent( MonsterEvent_t *pEvent ) break; case HGRUNT_AE_CAUGHT_ENEMY: { - if ( FOkToSpeak() ) + if( FOkToSpeak() ) { - SENTENCEG_PlayRndSz(ENT(pev), "HG_ALERT", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch); - JustSpoke(); + SENTENCEG_PlayRndSz( ENT( pev ), "HG_ALERT", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch ); + JustSpoke(); } } @@ -963,32 +968,32 @@ void CHGrunt :: HandleAnimEvent( MonsterEvent_t *pEvent ) //========================================================= // Spawn //========================================================= -void CHGrunt :: Spawn() +void CHGrunt::Spawn() { - Precache( ); + Precache(); - SET_MODEL(ENT(pev), "models/hgrunt.mdl"); - UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX); + SET_MODEL( ENT( pev ), "models/hgrunt.mdl" ); + UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX ); - pev->solid = SOLID_SLIDEBOX; + pev->solid = SOLID_SLIDEBOX; pev->movetype = MOVETYPE_STEP; m_bloodColor = BLOOD_COLOR_RED; pev->effects = 0; - pev->health = gSkillData.hgruntHealth; + pev->health = gSkillData.hgruntHealth; m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result ) m_MonsterState = MONSTERSTATE_NONE; - m_flNextGrenadeCheck = gpGlobals->time + 1; + m_flNextGrenadeCheck = gpGlobals->time + 1; m_flNextPainTime = gpGlobals->time; - m_iSentence = HGRUNT_SENT_NONE; + m_iSentence = HGRUNT_SENT_NONE; m_afCapability = bits_CAP_SQUAD | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP; m_fEnemyEluded = FALSE; m_fFirstEncounter = TRUE;// this is true when the grunt spawns, because he hasn't encountered an enemy yet. - m_HackedGunPos = Vector ( 0, 0, 55 ); + m_HackedGunPos = Vector( 0, 0, 55 ); - if (pev->weapons == 0) + if( pev->weapons == 0 ) { // initialize to original values pev->weapons = HGRUNT_9MMAR | HGRUNT_HANDGRENADE; @@ -996,27 +1001,27 @@ void CHGrunt :: Spawn() // pev->weapons = HGRUNT_9MMAR | HGRUNT_GRENADELAUNCHER; } - if (FBitSet( pev->weapons, HGRUNT_SHOTGUN )) + if( FBitSet( pev->weapons, HGRUNT_SHOTGUN ) ) { SetBodygroup( GUN_GROUP, GUN_SHOTGUN ); - m_cClipSize = 8; + m_cClipSize = 8; } else { - m_cClipSize = GRUNT_CLIP_SIZE; + m_cClipSize = GRUNT_CLIP_SIZE; } - m_cAmmoLoaded = m_cClipSize; + m_cAmmoLoaded = m_cClipSize; - if (RANDOM_LONG( 0, 99 ) < 80) + if( RANDOM_LONG( 0, 99 ) < 80 ) pev->skin = 0; // light skin else pev->skin = 1; // dark skin - if (FBitSet( pev->weapons, HGRUNT_SHOTGUN )) + if( FBitSet( pev->weapons, HGRUNT_SHOTGUN ) ) { - SetBodygroup( HEAD_GROUP, HEAD_SHOTGUN); + SetBodygroup( HEAD_GROUP, HEAD_SHOTGUN ); } - else if (FBitSet( pev->weapons, HGRUNT_GRENADELAUNCHER )) + else if( FBitSet( pev->weapons, HGRUNT_GRENADELAUNCHER ) ) { SetBodygroup( HEAD_GROUP, HEAD_M203 ); pev->skin = 1; // alway dark skin @@ -1030,9 +1035,9 @@ void CHGrunt :: Spawn() //========================================================= // Precache - precaches all resources this monster needs //========================================================= -void CHGrunt :: Precache() +void CHGrunt::Precache() { - PRECACHE_MODEL("models/hgrunt.mdl"); + PRECACHE_MODEL( "models/hgrunt.mdl" ); PRECACHE_SOUND( "hgrunt/gr_mgun1.wav" ); PRECACHE_SOUND( "hgrunt/gr_mgun2.wav" ); @@ -1053,29 +1058,29 @@ void CHGrunt :: Precache() PRECACHE_SOUND( "weapons/sbarrel1.wav" ); - PRECACHE_SOUND("zombie/claw_miss2.wav");// because we use the basemonster SWIPE animation event + PRECACHE_SOUND( "zombie/claw_miss2.wav" );// because we use the basemonster SWIPE animation event // get voice pitch - if (RANDOM_LONG(0,1)) - m_voicePitch = 109 + RANDOM_LONG(0,7); + if( RANDOM_LONG( 0, 1 ) ) + m_voicePitch = 109 + RANDOM_LONG( 0, 7 ); else m_voicePitch = 100; - m_iBrassShell = PRECACHE_MODEL ("models/shell.mdl");// brass shell - m_iShotgunShell = PRECACHE_MODEL ("models/shotgunshell.mdl"); -} + m_iBrassShell = PRECACHE_MODEL( "models/shell.mdl" );// brass shell + m_iShotgunShell = PRECACHE_MODEL( "models/shotgunshell.mdl" ); +} //========================================================= // start task //========================================================= -void CHGrunt :: StartTask ( Task_t *pTask ) +void CHGrunt::StartTask( Task_t *pTask ) { m_iTaskStatus = TASKSTATUS_RUNNING; - switch ( pTask->iTask ) + switch( pTask->iTask ) { case TASK_GRUNT_CHECK_FIRE: - if ( !NoFriendlyFire() ) + if( !NoFriendlyFire() ) { SetConditions( bits_COND_GRUNT_NOFIRE ); } @@ -1089,7 +1094,7 @@ void CHGrunt :: StartTask ( Task_t *pTask ) case TASK_RUN_PATH: // grunt no longer assumes he is covered if he moves Forget( bits_MEMORY_INCOVER ); - CSquadMonster ::StartTask( pTask ); + CSquadMonster::StartTask( pTask ); break; case TASK_RELOAD: m_IdealActivity = ACT_RELOAD; @@ -1098,14 +1103,14 @@ void CHGrunt :: StartTask ( Task_t *pTask ) break; case TASK_FACE_IDEAL: case TASK_FACE_ENEMY: - CSquadMonster :: StartTask( pTask ); - if (pev->movetype == MOVETYPE_FLY) + CSquadMonster::StartTask( pTask ); + if( pev->movetype == MOVETYPE_FLY ) { m_IdealActivity = ACT_GLIDE; } break; default: - CSquadMonster :: StartTask( pTask ); + CSquadMonster::StartTask( pTask ); break; } } @@ -1113,9 +1118,9 @@ void CHGrunt :: StartTask ( Task_t *pTask ) //========================================================= // RunTask //========================================================= -void CHGrunt :: RunTask ( Task_t *pTask ) +void CHGrunt::RunTask( Task_t *pTask ) { - switch ( pTask->iTask ) + switch( pTask->iTask ) { case TASK_GRUNT_FACE_TOSS_DIR: { @@ -1123,7 +1128,7 @@ void CHGrunt :: RunTask ( Task_t *pTask ) MakeIdealYaw( pev->origin + m_vecTossVelocity * 64 ); ChangeYaw( pev->yaw_speed ); - if ( FacingIdeal() ) + if( FacingIdeal() ) { m_iTaskStatus = TASKSTATUS_COMPLETE; } @@ -1131,7 +1136,7 @@ void CHGrunt :: RunTask ( Task_t *pTask ) } default: { - CSquadMonster :: RunTask( pTask ); + CSquadMonster::RunTask( pTask ); break; } } @@ -1140,38 +1145,38 @@ void CHGrunt :: RunTask ( Task_t *pTask ) //========================================================= // PainSound //========================================================= -void CHGrunt :: PainSound ( void ) +void CHGrunt::PainSound( void ) { - if ( gpGlobals->time > m_flNextPainTime ) + if( gpGlobals->time > m_flNextPainTime ) { #if 0 - if ( RANDOM_LONG(0,99) < 5 ) + if( RANDOM_LONG( 0, 99 ) < 5 ) { // pain sentences are rare - if (FOkToSpeak()) + if( FOkToSpeak() ) { - SENTENCEG_PlayRndSz(ENT(pev), "HG_PAIN", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, PITCH_NORM); + SENTENCEG_PlayRndSz( ENT( pev ), "HG_PAIN", HGRUNT_SENTENCE_VOLUME, ATTN_NORM, 0, PITCH_NORM ); JustSpoke(); return; } } #endif - switch ( RANDOM_LONG(0,6) ) + switch( RANDOM_LONG( 0, 6 ) ) { case 0: - EMIT_SOUND( ENT(pev), CHAN_VOICE, "hgrunt/gr_pain3.wav", 1, ATTN_NORM ); + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "hgrunt/gr_pain3.wav", 1, ATTN_NORM ); break; case 1: - EMIT_SOUND( ENT(pev), CHAN_VOICE, "hgrunt/gr_pain4.wav", 1, ATTN_NORM ); + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "hgrunt/gr_pain4.wav", 1, ATTN_NORM ); break; case 2: - EMIT_SOUND( ENT(pev), CHAN_VOICE, "hgrunt/gr_pain5.wav", 1, ATTN_NORM ); + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "hgrunt/gr_pain5.wav", 1, ATTN_NORM ); break; case 3: - EMIT_SOUND( ENT(pev), CHAN_VOICE, "hgrunt/gr_pain1.wav", 1, ATTN_NORM ); + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "hgrunt/gr_pain1.wav", 1, ATTN_NORM ); break; case 4: - EMIT_SOUND( ENT(pev), CHAN_VOICE, "hgrunt/gr_pain2.wav", 1, ATTN_NORM ); + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "hgrunt/gr_pain2.wav", 1, ATTN_NORM ); break; } @@ -1182,18 +1187,18 @@ void CHGrunt :: PainSound ( void ) //========================================================= // DeathSound //========================================================= -void CHGrunt :: DeathSound ( void ) +void CHGrunt::DeathSound( void ) { - switch ( RANDOM_LONG(0,2) ) + switch( RANDOM_LONG( 0, 2 ) ) { - case 0: - EMIT_SOUND( ENT(pev), CHAN_VOICE, "hgrunt/gr_die1.wav", 1, ATTN_IDLE ); + case 0: + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "hgrunt/gr_die1.wav", 1, ATTN_IDLE ); break; case 1: - EMIT_SOUND( ENT(pev), CHAN_VOICE, "hgrunt/gr_die2.wav", 1, ATTN_IDLE ); + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "hgrunt/gr_die2.wav", 1, ATTN_IDLE ); break; case 2: - EMIT_SOUND( ENT(pev), CHAN_VOICE, "hgrunt/gr_die3.wav", 1, ATTN_IDLE ); + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "hgrunt/gr_die3.wav", 1, ATTN_IDLE ); break; } } @@ -1205,19 +1210,19 @@ void CHGrunt :: DeathSound ( void ) //========================================================= // GruntFail //========================================================= -Task_t tlGruntFail[] = +Task_t tlGruntFail[] = { - { TASK_STOP_MOVING, 0 }, - { TASK_SET_ACTIVITY, (float)ACT_IDLE }, - { TASK_WAIT, (float)2 }, - { TASK_WAIT_PVS, (float)0 }, + { TASK_STOP_MOVING, 0 }, + { TASK_SET_ACTIVITY, (float)ACT_IDLE }, + { TASK_WAIT, (float)2 }, + { TASK_WAIT_PVS, (float)0 }, }; -Schedule_t slGruntFail[] = +Schedule_t slGruntFail[] = { { tlGruntFail, - ARRAYSIZE ( tlGruntFail ), + ARRAYSIZE( tlGruntFail ), bits_COND_CAN_RANGE_ATTACK1 | bits_COND_CAN_RANGE_ATTACK2 | bits_COND_CAN_MELEE_ATTACK1 | @@ -1230,20 +1235,20 @@ Schedule_t slGruntFail[] = //========================================================= // Grunt Combat Fail //========================================================= -Task_t tlGruntCombatFail[] = +Task_t tlGruntCombatFail[] = { - { TASK_STOP_MOVING, 0 }, - { TASK_SET_ACTIVITY, (float)ACT_IDLE }, - { TASK_WAIT_FACE_ENEMY, (float)2 }, - { TASK_WAIT_PVS, (float)0 }, + { TASK_STOP_MOVING, 0 }, + { TASK_SET_ACTIVITY, (float)ACT_IDLE }, + { TASK_WAIT_FACE_ENEMY, (float)2 }, + { TASK_WAIT_PVS, (float)0 }, }; -Schedule_t slGruntCombatFail[] = +Schedule_t slGruntCombatFail[] = { { tlGruntCombatFail, - ARRAYSIZE ( tlGruntCombatFail ), - bits_COND_CAN_RANGE_ATTACK1 | + ARRAYSIZE( tlGruntCombatFail ), + bits_COND_CAN_RANGE_ATTACK1 | bits_COND_CAN_RANGE_ATTACK2, 0, "Grunt Combat Fail" @@ -1253,23 +1258,23 @@ Schedule_t slGruntCombatFail[] = //========================================================= // Victory dance! //========================================================= -Task_t tlGruntVictoryDance[] = +Task_t tlGruntVictoryDance[] = { - { TASK_STOP_MOVING, (float)0 }, - { TASK_FACE_ENEMY, (float)0 }, - { TASK_WAIT, (float)1.5 }, - { TASK_GET_PATH_TO_ENEMY_CORPSE, (float)0 }, - { TASK_WALK_PATH, (float)0 }, - { TASK_WAIT_FOR_MOVEMENT, (float)0 }, - { TASK_FACE_ENEMY, (float)0 }, - { TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE }, + { TASK_STOP_MOVING, (float)0 }, + { TASK_FACE_ENEMY, (float)0 }, + { TASK_WAIT, (float)1.5 }, + { TASK_GET_PATH_TO_ENEMY_CORPSE, (float)0 }, + { TASK_WALK_PATH, (float)0 }, + { TASK_WAIT_FOR_MOVEMENT, (float)0 }, + { TASK_FACE_ENEMY, (float)0 }, + { TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE }, }; -Schedule_t slGruntVictoryDance[] = +Schedule_t slGruntVictoryDance[] = { - { + { tlGruntVictoryDance, - ARRAYSIZE ( tlGruntVictoryDance ), + ARRAYSIZE( tlGruntVictoryDance ), bits_COND_NEW_ENEMY | bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE, @@ -1284,26 +1289,25 @@ Schedule_t slGruntVictoryDance[] = //========================================================= Task_t tlGruntEstablishLineOfFire[] = { - { TASK_SET_FAIL_SCHEDULE, (float)SCHED_GRUNT_ELOF_FAIL }, - { TASK_GET_PATH_TO_ENEMY, (float)0 }, - { TASK_GRUNT_SPEAK_SENTENCE,(float)0 }, - { TASK_RUN_PATH, (float)0 }, - { TASK_WAIT_FOR_MOVEMENT, (float)0 }, + { TASK_SET_FAIL_SCHEDULE, (float)SCHED_GRUNT_ELOF_FAIL }, + { TASK_GET_PATH_TO_ENEMY, (float)0 }, + { TASK_GRUNT_SPEAK_SENTENCE,(float)0 }, + { TASK_RUN_PATH, (float)0 }, + { TASK_WAIT_FOR_MOVEMENT, (float)0 }, }; Schedule_t slGruntEstablishLineOfFire[] = { - { + { tlGruntEstablishLineOfFire, - ARRAYSIZE ( tlGruntEstablishLineOfFire ), - bits_COND_NEW_ENEMY | - bits_COND_ENEMY_DEAD | - bits_COND_CAN_RANGE_ATTACK1 | - bits_COND_CAN_MELEE_ATTACK1 | - bits_COND_CAN_RANGE_ATTACK2 | - bits_COND_CAN_MELEE_ATTACK2 | + ARRAYSIZE( tlGruntEstablishLineOfFire ), + bits_COND_NEW_ENEMY | + bits_COND_ENEMY_DEAD | + bits_COND_CAN_RANGE_ATTACK1 | + bits_COND_CAN_MELEE_ATTACK1 | + bits_COND_CAN_RANGE_ATTACK2 | + bits_COND_CAN_MELEE_ATTACK2 | bits_COND_HEAR_SOUND, - bits_SOUND_DANGER, "GruntEstablishLineOfFire" }, @@ -1313,20 +1317,19 @@ Schedule_t slGruntEstablishLineOfFire[] = // GruntFoundEnemy - grunt established sight with an enemy // that was hiding from the squad. //========================================================= -Task_t tlGruntFoundEnemy[] = +Task_t tlGruntFoundEnemy[] = { - { TASK_STOP_MOVING, 0 }, - { TASK_FACE_ENEMY, (float)0 }, - { TASK_PLAY_SEQUENCE_FACE_ENEMY,(float)ACT_SIGNAL1 }, + { TASK_STOP_MOVING, 0 }, + { TASK_FACE_ENEMY, (float)0 }, + { TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_SIGNAL1 }, }; -Schedule_t slGruntFoundEnemy[] = +Schedule_t slGruntFoundEnemy[] = { - { + { tlGruntFoundEnemy, - ARRAYSIZE ( tlGruntFoundEnemy ), + ARRAYSIZE( tlGruntFoundEnemy ), bits_COND_HEAR_SOUND, - bits_SOUND_DANGER, "GruntFoundEnemy" }, @@ -1335,23 +1338,23 @@ Schedule_t slGruntFoundEnemy[] = //========================================================= // GruntCombatFace Schedule //========================================================= -Task_t tlGruntCombatFace1[] = +Task_t tlGruntCombatFace1[] = { - { TASK_STOP_MOVING, 0 }, - { TASK_SET_ACTIVITY, (float)ACT_IDLE }, - { TASK_FACE_ENEMY, (float)0 }, - { TASK_WAIT, (float)1.5 }, - { TASK_SET_SCHEDULE, (float)SCHED_GRUNT_SWEEP }, + { TASK_STOP_MOVING, 0 }, + { TASK_SET_ACTIVITY, (float)ACT_IDLE }, + { TASK_FACE_ENEMY, (float)0 }, + { TASK_WAIT, (float)1.5 }, + { TASK_SET_SCHEDULE, (float)SCHED_GRUNT_SWEEP }, }; -Schedule_t slGruntCombatFace[] = +Schedule_t slGruntCombatFace[] = { - { + { tlGruntCombatFace1, - ARRAYSIZE ( tlGruntCombatFace1 ), - bits_COND_NEW_ENEMY | - bits_COND_ENEMY_DEAD | - bits_COND_CAN_RANGE_ATTACK1 | + ARRAYSIZE( tlGruntCombatFace1 ), + bits_COND_NEW_ENEMY | + bits_COND_ENEMY_DEAD | + bits_COND_CAN_RANGE_ATTACK1 | bits_COND_CAN_RANGE_ATTACK2, 0, "Combat Face" @@ -1362,77 +1365,75 @@ Schedule_t slGruntCombatFace[] = // Suppressing fire - don't stop shooting until the clip is // empty or grunt gets hurt. //========================================================= -Task_t tlGruntSignalSuppress[] = +Task_t tlGruntSignalSuppress[] = { - { TASK_STOP_MOVING, 0 }, - { TASK_FACE_IDEAL, (float)0 }, - { TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_SIGNAL2 }, - { TASK_FACE_ENEMY, (float)0 }, - { TASK_GRUNT_CHECK_FIRE, (float)0 }, - { TASK_RANGE_ATTACK1, (float)0 }, - { TASK_FACE_ENEMY, (float)0 }, - { TASK_GRUNT_CHECK_FIRE, (float)0 }, - { TASK_RANGE_ATTACK1, (float)0 }, - { TASK_FACE_ENEMY, (float)0 }, - { TASK_GRUNT_CHECK_FIRE, (float)0 }, - { TASK_RANGE_ATTACK1, (float)0 }, - { TASK_FACE_ENEMY, (float)0 }, - { TASK_GRUNT_CHECK_FIRE, (float)0 }, - { TASK_RANGE_ATTACK1, (float)0 }, - { TASK_FACE_ENEMY, (float)0 }, - { TASK_GRUNT_CHECK_FIRE, (float)0 }, - { TASK_RANGE_ATTACK1, (float)0 }, + { TASK_STOP_MOVING, 0 }, + { TASK_FACE_IDEAL, (float)0 }, + { TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_SIGNAL2 }, + { TASK_FACE_ENEMY, (float)0 }, + { TASK_GRUNT_CHECK_FIRE, (float)0 }, + { TASK_RANGE_ATTACK1, (float)0 }, + { TASK_FACE_ENEMY, (float)0 }, + { TASK_GRUNT_CHECK_FIRE, (float)0}, + { TASK_RANGE_ATTACK1, (float)0 }, + { TASK_FACE_ENEMY, (float)0 }, + { TASK_GRUNT_CHECK_FIRE, (float)0 }, + { TASK_RANGE_ATTACK1, (float)0 }, + { TASK_FACE_ENEMY, (float)0 }, + { TASK_GRUNT_CHECK_FIRE, (float)0 }, + { TASK_RANGE_ATTACK1, (float)0 }, + { TASK_FACE_ENEMY, (float)0 }, + { TASK_GRUNT_CHECK_FIRE, (float)0 }, + { TASK_RANGE_ATTACK1, (float)0 }, }; -Schedule_t slGruntSignalSuppress[] = +Schedule_t slGruntSignalSuppress[] = { - { + { tlGruntSignalSuppress, - ARRAYSIZE ( tlGruntSignalSuppress ), - bits_COND_ENEMY_DEAD | - bits_COND_LIGHT_DAMAGE | - bits_COND_HEAVY_DAMAGE | - bits_COND_HEAR_SOUND | - bits_COND_GRUNT_NOFIRE | + ARRAYSIZE( tlGruntSignalSuppress ), + bits_COND_ENEMY_DEAD | + bits_COND_LIGHT_DAMAGE | + bits_COND_HEAVY_DAMAGE | + bits_COND_HEAR_SOUND | + bits_COND_GRUNT_NOFIRE | bits_COND_NO_AMMO_LOADED, - bits_SOUND_DANGER, "SignalSuppress" }, }; -Task_t tlGruntSuppress[] = +Task_t tlGruntSuppress[] = { - { TASK_STOP_MOVING, 0 }, - { TASK_FACE_ENEMY, (float)0 }, - { TASK_GRUNT_CHECK_FIRE, (float)0 }, - { TASK_RANGE_ATTACK1, (float)0 }, - { TASK_FACE_ENEMY, (float)0 }, - { TASK_GRUNT_CHECK_FIRE, (float)0 }, - { TASK_RANGE_ATTACK1, (float)0 }, - { TASK_FACE_ENEMY, (float)0 }, - { TASK_GRUNT_CHECK_FIRE, (float)0 }, - { TASK_RANGE_ATTACK1, (float)0 }, - { TASK_FACE_ENEMY, (float)0 }, - { TASK_GRUNT_CHECK_FIRE, (float)0 }, - { TASK_RANGE_ATTACK1, (float)0 }, - { TASK_FACE_ENEMY, (float)0 }, - { TASK_GRUNT_CHECK_FIRE, (float)0 }, - { TASK_RANGE_ATTACK1, (float)0 }, + { TASK_STOP_MOVING, 0 }, + { TASK_FACE_ENEMY, (float)0 }, + { TASK_GRUNT_CHECK_FIRE, (float)0 }, + { TASK_RANGE_ATTACK1, (float)0 }, + { TASK_FACE_ENEMY, (float)0 }, + { TASK_GRUNT_CHECK_FIRE, (float)0 }, + { TASK_RANGE_ATTACK1, (float)0 }, + { TASK_FACE_ENEMY, (float)0 }, + { TASK_GRUNT_CHECK_FIRE, (float)0 }, + { TASK_RANGE_ATTACK1, (float)0 }, + { TASK_FACE_ENEMY, (float)0 }, + { TASK_GRUNT_CHECK_FIRE, (float)0 }, + { TASK_RANGE_ATTACK1, (float)0 }, + { TASK_FACE_ENEMY, (float)0 }, + { TASK_GRUNT_CHECK_FIRE, (float)0 }, + { TASK_RANGE_ATTACK1, (float)0 }, }; -Schedule_t slGruntSuppress[] = +Schedule_t slGruntSuppress[] = { - { + { tlGruntSuppress, - ARRAYSIZE ( tlGruntSuppress ), - bits_COND_ENEMY_DEAD | - bits_COND_LIGHT_DAMAGE | - bits_COND_HEAVY_DAMAGE | - bits_COND_HEAR_SOUND | - bits_COND_GRUNT_NOFIRE | + ARRAYSIZE( tlGruntSuppress ), + bits_COND_ENEMY_DEAD | + bits_COND_LIGHT_DAMAGE | + bits_COND_HEAVY_DAMAGE | + bits_COND_HEAR_SOUND | + bits_COND_GRUNT_NOFIRE | bits_COND_NO_AMMO_LOADED, - bits_SOUND_DANGER, "Suppress" }, @@ -1443,25 +1444,24 @@ Schedule_t slGruntSuppress[] = // to attack to break a grunt's run to cover schedule, but // when a grunt is in cover, we do want them to attack if they can. //========================================================= -Task_t tlGruntWaitInCover[] = +Task_t tlGruntWaitInCover[] = { - { TASK_STOP_MOVING, (float)0 }, - { TASK_SET_ACTIVITY, (float)ACT_IDLE }, - { TASK_WAIT_FACE_ENEMY, (float)1 }, + { TASK_STOP_MOVING, (float)0 }, + { TASK_SET_ACTIVITY, (float)ACT_IDLE }, + { TASK_WAIT_FACE_ENEMY, (float)1 }, }; -Schedule_t slGruntWaitInCover[] = +Schedule_t slGruntWaitInCover[] = { - { + { tlGruntWaitInCover, - ARRAYSIZE ( tlGruntWaitInCover ), - bits_COND_NEW_ENEMY | - bits_COND_HEAR_SOUND | - bits_COND_CAN_RANGE_ATTACK1 | - bits_COND_CAN_RANGE_ATTACK2 | - bits_COND_CAN_MELEE_ATTACK1 | + ARRAYSIZE( tlGruntWaitInCover ), + bits_COND_NEW_ENEMY | + bits_COND_HEAR_SOUND | + bits_COND_CAN_RANGE_ATTACK1 | + bits_COND_CAN_RANGE_ATTACK2 | + bits_COND_CAN_MELEE_ATTACK1 | bits_COND_CAN_MELEE_ATTACK2, - bits_SOUND_DANGER, "GruntWaitInCover" }, @@ -1471,20 +1471,20 @@ Schedule_t slGruntWaitInCover[] = // run to cover. // !!!BUGBUG - set a decent fail schedule here. //========================================================= -Task_t tlGruntTakeCover1[] = +Task_t tlGruntTakeCover1[] = { - { TASK_STOP_MOVING, (float)0 }, - { TASK_SET_FAIL_SCHEDULE, (float)SCHED_GRUNT_TAKECOVER_FAILED }, - { TASK_WAIT, (float)0.2 }, - { TASK_FIND_COVER_FROM_ENEMY, (float)0 }, - { TASK_GRUNT_SPEAK_SENTENCE, (float)0 }, - { TASK_RUN_PATH, (float)0 }, - { TASK_WAIT_FOR_MOVEMENT, (float)0 }, - { TASK_REMEMBER, (float)bits_MEMORY_INCOVER }, - { TASK_SET_SCHEDULE, (float)SCHED_GRUNT_WAIT_FACE_ENEMY }, + { TASK_STOP_MOVING, (float)0 }, + { TASK_SET_FAIL_SCHEDULE, (float)SCHED_GRUNT_TAKECOVER_FAILED }, + { TASK_WAIT, (float)0.2 }, + { TASK_FIND_COVER_FROM_ENEMY, (float)0 }, + { TASK_GRUNT_SPEAK_SENTENCE, (float)0 }, + { TASK_RUN_PATH, (float)0 }, + { TASK_WAIT_FOR_MOVEMENT, (float)0 }, + { TASK_REMEMBER, (float)bits_MEMORY_INCOVER }, + { TASK_SET_SCHEDULE, (float)SCHED_GRUNT_WAIT_FACE_ENEMY }, }; -Schedule_t slGruntTakeCover[] = +Schedule_t slGruntTakeCover[] = { { tlGruntTakeCover1, @@ -1498,23 +1498,23 @@ Schedule_t slGruntTakeCover[] = //========================================================= // drop grenade then run to cover. //========================================================= -Task_t tlGruntGrenadeCover1[] = +Task_t tlGruntGrenadeCover1[] = { - { TASK_STOP_MOVING, (float)0 }, - { TASK_FIND_COVER_FROM_ENEMY, (float)99 }, - { TASK_FIND_FAR_NODE_COVER_FROM_ENEMY, (float)384 }, - { TASK_PLAY_SEQUENCE, (float)ACT_SPECIAL_ATTACK1 }, - { TASK_CLEAR_MOVE_WAIT, (float)0 }, - { TASK_RUN_PATH, (float)0 }, - { TASK_WAIT_FOR_MOVEMENT, (float)0 }, - { TASK_SET_SCHEDULE, (float)SCHED_GRUNT_WAIT_FACE_ENEMY }, + { TASK_STOP_MOVING, (float)0 }, + { TASK_FIND_COVER_FROM_ENEMY, (float)99 }, + { TASK_FIND_FAR_NODE_COVER_FROM_ENEMY, (float)384 }, + { TASK_PLAY_SEQUENCE, (float)ACT_SPECIAL_ATTACK1 }, + { TASK_CLEAR_MOVE_WAIT, (float)0 }, + { TASK_RUN_PATH, (float)0 }, + { TASK_WAIT_FOR_MOVEMENT, (float)0 }, + { TASK_SET_SCHEDULE, (float)SCHED_GRUNT_WAIT_FACE_ENEMY }, }; -Schedule_t slGruntGrenadeCover[] = +Schedule_t slGruntGrenadeCover[] = { - { + { tlGruntGrenadeCover1, - ARRAYSIZE ( tlGruntGrenadeCover1 ), + ARRAYSIZE( tlGruntGrenadeCover1 ), 0, 0, "GrenadeCover" @@ -1524,18 +1524,18 @@ Schedule_t slGruntGrenadeCover[] = //========================================================= // drop grenade then run to cover. //========================================================= -Task_t tlGruntTossGrenadeCover1[] = +Task_t tlGruntTossGrenadeCover1[] = { - { TASK_FACE_ENEMY, (float)0 }, - { TASK_RANGE_ATTACK2, (float)0 }, - { TASK_SET_SCHEDULE, (float)SCHED_TAKE_COVER_FROM_ENEMY }, + { TASK_FACE_ENEMY, (float)0 }, + { TASK_RANGE_ATTACK2, (float)0 }, + { TASK_SET_SCHEDULE, (float)SCHED_TAKE_COVER_FROM_ENEMY }, }; -Schedule_t slGruntTossGrenadeCover[] = +Schedule_t slGruntTossGrenadeCover[] = { - { + { tlGruntTossGrenadeCover1, - ARRAYSIZE ( tlGruntTossGrenadeCover1 ), + ARRAYSIZE( tlGruntTossGrenadeCover1 ), 0, 0, "TossGrenadeCover" @@ -1545,22 +1545,22 @@ Schedule_t slGruntTossGrenadeCover[] = //========================================================= // hide from the loudest sound source (to run from grenade) //========================================================= -Task_t tlGruntTakeCoverFromBestSound[] = +Task_t tlGruntTakeCoverFromBestSound[] = { - { TASK_SET_FAIL_SCHEDULE, (float)SCHED_COWER },// duck and cover if cannot move from explosion - { TASK_STOP_MOVING, (float)0 }, - { TASK_FIND_COVER_FROM_BEST_SOUND, (float)0 }, - { TASK_RUN_PATH, (float)0 }, - { TASK_WAIT_FOR_MOVEMENT, (float)0 }, - { TASK_REMEMBER, (float)bits_MEMORY_INCOVER }, - { TASK_TURN_LEFT, (float)179 }, + { TASK_SET_FAIL_SCHEDULE, (float)SCHED_COWER },// duck and cover if cannot move from explosion + { TASK_STOP_MOVING, (float)0 }, + { TASK_FIND_COVER_FROM_BEST_SOUND, (float)0 }, + { TASK_RUN_PATH, (float)0 }, + { TASK_WAIT_FOR_MOVEMENT, (float)0 }, + { TASK_REMEMBER, (float)bits_MEMORY_INCOVER }, + { TASK_TURN_LEFT, (float)179 }, }; -Schedule_t slGruntTakeCoverFromBestSound[] = +Schedule_t slGruntTakeCoverFromBestSound[] = { - { + { tlGruntTakeCoverFromBestSound, - ARRAYSIZE ( tlGruntTakeCoverFromBestSound ), + ARRAYSIZE( tlGruntTakeCoverFromBestSound ), 0, 0, "GruntTakeCoverFromBestSound" @@ -1572,24 +1572,23 @@ Schedule_t slGruntTakeCoverFromBestSound[] = //========================================================= Task_t tlGruntHideReload[] = { - { TASK_STOP_MOVING, (float)0 }, - { TASK_SET_FAIL_SCHEDULE, (float)SCHED_RELOAD }, - { TASK_FIND_COVER_FROM_ENEMY, (float)0 }, - { TASK_RUN_PATH, (float)0 }, - { TASK_WAIT_FOR_MOVEMENT, (float)0 }, - { TASK_REMEMBER, (float)bits_MEMORY_INCOVER }, - { TASK_FACE_ENEMY, (float)0 }, - { TASK_PLAY_SEQUENCE, (float)ACT_RELOAD }, + { TASK_STOP_MOVING, (float)0 }, + { TASK_SET_FAIL_SCHEDULE, (float)SCHED_RELOAD }, + { TASK_FIND_COVER_FROM_ENEMY, (float)0 }, + { TASK_RUN_PATH, (float)0 }, + { TASK_WAIT_FOR_MOVEMENT, (float)0 }, + { TASK_REMEMBER, (float)bits_MEMORY_INCOVER }, + { TASK_FACE_ENEMY, (float)0 }, + { TASK_PLAY_SEQUENCE, (float)ACT_RELOAD }, }; -Schedule_t slGruntHideReload[] = +Schedule_t slGruntHideReload[] = { { tlGruntHideReload, - ARRAYSIZE ( tlGruntHideReload ), - bits_COND_HEAVY_DAMAGE | + ARRAYSIZE( tlGruntHideReload ), + bits_COND_HEAVY_DAMAGE | bits_COND_HEAR_SOUND, - bits_SOUND_DANGER, "GruntHideReload" } @@ -1598,31 +1597,28 @@ Schedule_t slGruntHideReload[] = //========================================================= // Do a turning sweep of the area //========================================================= -Task_t tlGruntSweep[] = +Task_t tlGruntSweep[] = { - { TASK_TURN_LEFT, (float)179 }, - { TASK_WAIT, (float)1 }, - { TASK_TURN_LEFT, (float)179 }, - { TASK_WAIT, (float)1 }, + { TASK_TURN_LEFT, (float)179 }, + { TASK_WAIT, (float)1 }, + { TASK_TURN_LEFT, (float)179 }, + { TASK_WAIT, (float)1 }, }; -Schedule_t slGruntSweep[] = +Schedule_t slGruntSweep[] = { - { + { tlGruntSweep, - ARRAYSIZE ( tlGruntSweep ), - - bits_COND_NEW_ENEMY | - bits_COND_LIGHT_DAMAGE | - bits_COND_HEAVY_DAMAGE | - bits_COND_CAN_RANGE_ATTACK1 | - bits_COND_CAN_RANGE_ATTACK2 | + ARRAYSIZE( tlGruntSweep ), + bits_COND_NEW_ENEMY | + bits_COND_LIGHT_DAMAGE | + bits_COND_HEAVY_DAMAGE | + bits_COND_CAN_RANGE_ATTACK1 | + bits_COND_CAN_RANGE_ATTACK2 | bits_COND_HEAR_SOUND, - - bits_SOUND_WORLD |// sound flags - bits_SOUND_DANGER | + bits_SOUND_WORLD |// sound flags + bits_SOUND_DANGER | bits_SOUND_PLAYER, - "Grunt Sweep" }, }; @@ -1631,36 +1627,35 @@ Schedule_t slGruntSweep[] = // primary range attack. Overriden because base class stops attacking when the enemy is occluded. // grunt's grenade toss requires the enemy be occluded. //========================================================= -Task_t tlGruntRangeAttack1A[] = +Task_t tlGruntRangeAttack1A[] = { - { TASK_STOP_MOVING, (float)0 }, - { TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_CROUCH }, - { TASK_GRUNT_CHECK_FIRE, (float)0 }, - { TASK_RANGE_ATTACK1, (float)0 }, - { TASK_FACE_ENEMY, (float)0 }, - { TASK_GRUNT_CHECK_FIRE, (float)0 }, - { TASK_RANGE_ATTACK1, (float)0 }, - { TASK_FACE_ENEMY, (float)0 }, - { TASK_GRUNT_CHECK_FIRE, (float)0 }, - { TASK_RANGE_ATTACK1, (float)0 }, - { TASK_FACE_ENEMY, (float)0 }, - { TASK_GRUNT_CHECK_FIRE, (float)0 }, - { TASK_RANGE_ATTACK1, (float)0 }, + { TASK_STOP_MOVING, (float)0 }, + { TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_CROUCH }, + { TASK_GRUNT_CHECK_FIRE, (float)0 }, + { TASK_RANGE_ATTACK1, (float)0 }, + { TASK_FACE_ENEMY, (float)0 }, + { TASK_GRUNT_CHECK_FIRE, (float)0 }, + { TASK_RANGE_ATTACK1, (float)0 }, + { TASK_FACE_ENEMY, (float)0 }, + { TASK_GRUNT_CHECK_FIRE, (float)0 }, + { TASK_RANGE_ATTACK1, (float)0 }, + { TASK_FACE_ENEMY, (float)0 }, + { TASK_GRUNT_CHECK_FIRE, (float)0 }, + { TASK_RANGE_ATTACK1, (float)0 }, }; -Schedule_t slGruntRangeAttack1A[] = +Schedule_t slGruntRangeAttack1A[] = { - { + { tlGruntRangeAttack1A, - ARRAYSIZE ( tlGruntRangeAttack1A ), - bits_COND_NEW_ENEMY | - bits_COND_ENEMY_DEAD | - bits_COND_HEAVY_DAMAGE | - bits_COND_ENEMY_OCCLUDED | - bits_COND_HEAR_SOUND | - bits_COND_GRUNT_NOFIRE | + ARRAYSIZE( tlGruntRangeAttack1A ), + bits_COND_NEW_ENEMY | + bits_COND_ENEMY_DEAD | + bits_COND_HEAVY_DAMAGE | + bits_COND_ENEMY_OCCLUDED | + bits_COND_HEAR_SOUND | + bits_COND_GRUNT_NOFIRE | bits_COND_NO_AMMO_LOADED, - bits_SOUND_DANGER, "Range Attack1A" }, @@ -1670,36 +1665,35 @@ Schedule_t slGruntRangeAttack1A[] = // primary range attack. Overriden because base class stops attacking when the enemy is occluded. // grunt's grenade toss requires the enemy be occluded. //========================================================= -Task_t tlGruntRangeAttack1B[] = +Task_t tlGruntRangeAttack1B[] = { - { TASK_STOP_MOVING, (float)0 }, - { TASK_PLAY_SEQUENCE_FACE_ENEMY,(float)ACT_IDLE_ANGRY }, - { TASK_GRUNT_CHECK_FIRE, (float)0 }, - { TASK_RANGE_ATTACK1, (float)0 }, - { TASK_FACE_ENEMY, (float)0 }, - { TASK_GRUNT_CHECK_FIRE, (float)0 }, - { TASK_RANGE_ATTACK1, (float)0 }, - { TASK_FACE_ENEMY, (float)0 }, - { TASK_GRUNT_CHECK_FIRE, (float)0 }, - { TASK_RANGE_ATTACK1, (float)0 }, - { TASK_FACE_ENEMY, (float)0 }, - { TASK_GRUNT_CHECK_FIRE, (float)0 }, - { TASK_RANGE_ATTACK1, (float)0 }, + { TASK_STOP_MOVING, (float)0 }, + { TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_IDLE_ANGRY }, + { TASK_GRUNT_CHECK_FIRE, (float)0 }, + { TASK_RANGE_ATTACK1, (float)0 }, + { TASK_FACE_ENEMY, (float)0 }, + { TASK_GRUNT_CHECK_FIRE, (float)0 }, + { TASK_RANGE_ATTACK1, (float)0 }, + { TASK_FACE_ENEMY, (float)0 }, + { TASK_GRUNT_CHECK_FIRE, (float)0 }, + { TASK_RANGE_ATTACK1, (float)0 }, + { TASK_FACE_ENEMY, (float)0 }, + { TASK_GRUNT_CHECK_FIRE, (float)0 }, + { TASK_RANGE_ATTACK1, (float)0 }, }; -Schedule_t slGruntRangeAttack1B[] = +Schedule_t slGruntRangeAttack1B[] = { - { + { tlGruntRangeAttack1B, - ARRAYSIZE ( tlGruntRangeAttack1B ), - bits_COND_NEW_ENEMY | - bits_COND_ENEMY_DEAD | - bits_COND_HEAVY_DAMAGE | - bits_COND_ENEMY_OCCLUDED | - bits_COND_NO_AMMO_LOADED | - bits_COND_GRUNT_NOFIRE | + ARRAYSIZE( tlGruntRangeAttack1B ), + bits_COND_NEW_ENEMY | + bits_COND_ENEMY_DEAD | + bits_COND_HEAVY_DAMAGE | + bits_COND_ENEMY_OCCLUDED | + bits_COND_NO_AMMO_LOADED | + bits_COND_GRUNT_NOFIRE | bits_COND_HEAR_SOUND, - bits_SOUND_DANGER, "Range Attack1B" }, @@ -1709,19 +1703,19 @@ Schedule_t slGruntRangeAttack1B[] = // secondary range attack. Overriden because base class stops attacking when the enemy is occluded. // grunt's grenade toss requires the enemy be occluded. //========================================================= -Task_t tlGruntRangeAttack2[] = +Task_t tlGruntRangeAttack2[] = { - { TASK_STOP_MOVING, (float)0 }, - { TASK_GRUNT_FACE_TOSS_DIR, (float)0 }, - { TASK_PLAY_SEQUENCE, (float)ACT_RANGE_ATTACK2 }, - { TASK_SET_SCHEDULE, (float)SCHED_GRUNT_WAIT_FACE_ENEMY },// don't run immediately after throwing grenade. + { TASK_STOP_MOVING, (float)0 }, + { TASK_GRUNT_FACE_TOSS_DIR, (float)0 }, + { TASK_PLAY_SEQUENCE, (float)ACT_RANGE_ATTACK2 }, + { TASK_SET_SCHEDULE, (float)SCHED_GRUNT_WAIT_FACE_ENEMY },// don't run immediately after throwing grenade. }; -Schedule_t slGruntRangeAttack2[] = +Schedule_t slGruntRangeAttack2[] = { - { + { tlGruntRangeAttack2, - ARRAYSIZE ( tlGruntRangeAttack2 ), + ARRAYSIZE( tlGruntRangeAttack2 ), 0, 0, "RangeAttack2" @@ -1731,26 +1725,25 @@ Schedule_t slGruntRangeAttack2[] = //========================================================= // repel //========================================================= -Task_t tlGruntRepel[] = +Task_t tlGruntRepel[] = { - { TASK_STOP_MOVING, (float)0 }, - { TASK_FACE_IDEAL, (float)0 }, - { TASK_PLAY_SEQUENCE, (float)ACT_GLIDE }, + { TASK_STOP_MOVING, (float)0 }, + { TASK_FACE_IDEAL, (float)0 }, + { TASK_PLAY_SEQUENCE, (float)ACT_GLIDE }, }; Schedule_t slGruntRepel[] = { - { + { tlGruntRepel, - ARRAYSIZE ( tlGruntRepel ), - bits_COND_SEE_ENEMY | - bits_COND_NEW_ENEMY | - bits_COND_LIGHT_DAMAGE | - bits_COND_HEAVY_DAMAGE | + ARRAYSIZE( tlGruntRepel ), + bits_COND_SEE_ENEMY | + bits_COND_NEW_ENEMY | + bits_COND_LIGHT_DAMAGE | + bits_COND_HEAVY_DAMAGE | bits_COND_HEAR_SOUND, - - bits_SOUND_DANGER | - bits_SOUND_COMBAT | + bits_SOUND_DANGER | + bits_SOUND_COMBAT | bits_SOUND_PLAYER, "Repel" }, @@ -1759,18 +1752,18 @@ Schedule_t slGruntRepel[] = //========================================================= // repel //========================================================= -Task_t tlGruntRepelAttack[] = +Task_t tlGruntRepelAttack[] = { - { TASK_STOP_MOVING, (float)0 }, - { TASK_FACE_ENEMY, (float)0 }, - { TASK_PLAY_SEQUENCE, (float)ACT_FLY }, + { TASK_STOP_MOVING, (float)0 }, + { TASK_FACE_ENEMY, (float)0 }, + { TASK_PLAY_SEQUENCE, (float)ACT_FLY }, }; -Schedule_t slGruntRepelAttack[] = +Schedule_t slGruntRepelAttack[] = { - { + { tlGruntRepelAttack, - ARRAYSIZE ( tlGruntRepelAttack ), + ARRAYSIZE( tlGruntRepelAttack ), bits_COND_ENEMY_OCCLUDED, 0, "Repel Attack" @@ -1780,29 +1773,28 @@ Schedule_t slGruntRepelAttack[] = //========================================================= // repel land //========================================================= -Task_t tlGruntRepelLand[] = +Task_t tlGruntRepelLand[] = { - { TASK_STOP_MOVING, (float)0 }, - { TASK_PLAY_SEQUENCE, (float)ACT_LAND }, - { TASK_GET_PATH_TO_LASTPOSITION,(float)0 }, - { TASK_RUN_PATH, (float)0 }, - { TASK_WAIT_FOR_MOVEMENT, (float)0 }, - { TASK_CLEAR_LASTPOSITION, (float)0 }, + { TASK_STOP_MOVING, (float)0 }, + { TASK_PLAY_SEQUENCE, (float)ACT_LAND }, + { TASK_GET_PATH_TO_LASTPOSITION, (float)0 }, + { TASK_RUN_PATH, (float)0 }, + { TASK_WAIT_FOR_MOVEMENT, (float)0 }, + { TASK_CLEAR_LASTPOSITION, (float)0 }, }; -Schedule_t slGruntRepelLand[] = +Schedule_t slGruntRepelLand[] = { - { + { tlGruntRepelLand, - ARRAYSIZE ( tlGruntRepelLand ), - bits_COND_SEE_ENEMY | - bits_COND_NEW_ENEMY | - bits_COND_LIGHT_DAMAGE | - bits_COND_HEAVY_DAMAGE | + ARRAYSIZE( tlGruntRepelLand ), + bits_COND_SEE_ENEMY | + bits_COND_NEW_ENEMY | + bits_COND_LIGHT_DAMAGE | + bits_COND_HEAVY_DAMAGE | bits_COND_HEAR_SOUND, - - bits_SOUND_DANGER | - bits_SOUND_COMBAT | + bits_SOUND_DANGER | + bits_SOUND_COMBAT | bits_SOUND_PLAYER, "Repel Land" }, @@ -1839,18 +1831,18 @@ IMPLEMENT_CUSTOM_SCHEDULES( CHGrunt, CSquadMonster ) //========================================================= // SetActivity //========================================================= -void CHGrunt :: SetActivity ( Activity NewActivity ) +void CHGrunt::SetActivity( Activity NewActivity ) { - int iSequence = ACTIVITY_NOT_AVAILABLE; - void *pmodel = GET_MODEL_PTR( ENT(pev) ); + int iSequence = ACTIVITY_NOT_AVAILABLE; + void *pmodel = GET_MODEL_PTR( ENT( pev ) ); - switch ( NewActivity) + switch( NewActivity ) { case ACT_RANGE_ATTACK1: // grunt is either shooting standing or shooting crouched - if (FBitSet( pev->weapons, HGRUNT_9MMAR)) + if( FBitSet( pev->weapons, HGRUNT_9MMAR ) ) { - if ( m_fStanding ) + if( m_fStanding ) { // get aimable sequence iSequence = LookupSequence( "standing_mp5" ); @@ -1863,7 +1855,7 @@ void CHGrunt :: SetActivity ( Activity NewActivity ) } else { - if ( m_fStanding ) + if( m_fStanding ) { // get aimable sequence iSequence = LookupSequence( "standing_shotgun" ); @@ -1878,7 +1870,7 @@ void CHGrunt :: SetActivity ( Activity NewActivity ) case ACT_RANGE_ATTACK2: // grunt is going to a secondary long range attack. This may be a thrown // grenade or fired grenade, we must determine which and pick proper sequence - if ( pev->weapons & HGRUNT_HANDGRENADE ) + if( pev->weapons & HGRUNT_HANDGRENADE ) { // get toss anim iSequence = LookupSequence( "throwgrenade" ); @@ -1890,25 +1882,25 @@ void CHGrunt :: SetActivity ( Activity NewActivity ) } break; case ACT_RUN: - if ( pev->health <= HGRUNT_LIMP_HEALTH ) + if( pev->health <= HGRUNT_LIMP_HEALTH ) { // limp! - iSequence = LookupActivity ( ACT_RUN_HURT ); + iSequence = LookupActivity( ACT_RUN_HURT ); } else { - iSequence = LookupActivity ( NewActivity ); + iSequence = LookupActivity( NewActivity ); } break; case ACT_WALK: - if ( pev->health <= HGRUNT_LIMP_HEALTH ) + if( pev->health <= HGRUNT_LIMP_HEALTH ) { // limp! - iSequence = LookupActivity ( ACT_WALK_HURT ); + iSequence = LookupActivity( ACT_WALK_HURT ); } else { - iSequence = LookupActivity ( NewActivity ); + iSequence = LookupActivity( NewActivity ); } break; case ACT_IDLE: @@ -1916,118 +1908,117 @@ void CHGrunt :: SetActivity ( Activity NewActivity ) { NewActivity = ACT_IDLE_ANGRY; } - iSequence = LookupActivity ( NewActivity ); + iSequence = LookupActivity( NewActivity ); break; default: - iSequence = LookupActivity ( NewActivity ); + iSequence = LookupActivity( NewActivity ); break; } - + m_Activity = NewActivity; // Go ahead and set this so it doesn't keep trying when the anim is not present // Set to the desired anim, or default anim if the desired is not present - if ( iSequence > ACTIVITY_NOT_AVAILABLE ) + if( iSequence > ACTIVITY_NOT_AVAILABLE ) { - if ( pev->sequence != iSequence || !m_fSequenceLoops ) + if( pev->sequence != iSequence || !m_fSequenceLoops ) { pev->frame = 0; } - pev->sequence = iSequence; // Set to the reset anim (if it's there) - ResetSequenceInfo( ); + pev->sequence = iSequence; // Set to the reset anim (if it's there) + ResetSequenceInfo(); SetYawSpeed(); } else { // Not available try to get default anim - ALERT ( at_console, "%s has no sequence for act:%d\n", STRING(pev->classname), NewActivity ); - pev->sequence = 0; // Set to the reset anim (if it's there) + ALERT( at_console, "%s has no sequence for act:%d\n", STRING( pev->classname ), NewActivity ); + pev->sequence = 0; // Set to the reset anim (if it's there) } } //========================================================= // Get Schedule! //========================================================= -Schedule_t *CHGrunt :: GetSchedule( void ) +Schedule_t *CHGrunt::GetSchedule( void ) { // clear old sentence m_iSentence = HGRUNT_SENT_NONE; // flying? If PRONE, barnacle has me. IF not, it's assumed I am rapelling. - if ( pev->movetype == MOVETYPE_FLY && m_MonsterState != MONSTERSTATE_PRONE ) + if( pev->movetype == MOVETYPE_FLY && m_MonsterState != MONSTERSTATE_PRONE ) { - if (pev->flags & FL_ONGROUND) + if( pev->flags & FL_ONGROUND ) { // just landed pev->movetype = MOVETYPE_STEP; - return GetScheduleOfType ( SCHED_GRUNT_REPEL_LAND ); + return GetScheduleOfType( SCHED_GRUNT_REPEL_LAND ); } else { // repel down a rope, - if ( m_MonsterState == MONSTERSTATE_COMBAT ) - return GetScheduleOfType ( SCHED_GRUNT_REPEL_ATTACK ); + if( m_MonsterState == MONSTERSTATE_COMBAT ) + return GetScheduleOfType( SCHED_GRUNT_REPEL_ATTACK ); else - return GetScheduleOfType ( SCHED_GRUNT_REPEL ); + return GetScheduleOfType( SCHED_GRUNT_REPEL ); } } // grunts place HIGH priority on running away from danger sounds. - if ( HasConditions(bits_COND_HEAR_SOUND) ) + if( HasConditions( bits_COND_HEAR_SOUND ) ) { CSound *pSound; pSound = PBestSound(); ASSERT( pSound != NULL ); - if ( pSound) + if( pSound ) { - if (pSound->m_iType & bits_SOUND_DANGER) + if( pSound->m_iType & bits_SOUND_DANGER ) { // dangerous sound nearby! - + //!!!KELLY - currently, this is the grunt's signal that a grenade has landed nearby, // and the grunt should find cover from the blast // good place for "SHIT!" or some other colorful verbal indicator of dismay. // It's not safe to play a verbal order here "Scatter", etc cause // this may only affect a single individual in a squad. - - if (FOkToSpeak()) + if( FOkToSpeak() ) { - SENTENCEG_PlayRndSz( ENT(pev), "HG_GREN", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch); + SENTENCEG_PlayRndSz( ENT( pev ), "HG_GREN", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch ); JustSpoke(); } return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND ); } /* - if (!HasConditions( bits_COND_SEE_ENEMY ) && ( pSound->m_iType & (bits_SOUND_PLAYER | bits_SOUND_COMBAT) )) + if( !HasConditions( bits_COND_SEE_ENEMY ) && ( pSound->m_iType & ( bits_SOUND_PLAYER | bits_SOUND_COMBAT ) ) ) { MakeIdealYaw( pSound->m_vecOrigin ); } */ } } - switch ( m_MonsterState ) + switch( m_MonsterState ) { case MONSTERSTATE_COMBAT: { // dead enemy - if ( HasConditions( bits_COND_ENEMY_DEAD ) ) + if( HasConditions( bits_COND_ENEMY_DEAD ) ) { // call base class, all code to handle dead enemies is centralized there. - return CBaseMonster :: GetSchedule(); + return CBaseMonster::GetSchedule(); } // new enemy - if ( HasConditions(bits_COND_NEW_ENEMY) ) + if( HasConditions( bits_COND_NEW_ENEMY ) ) { - if ( InSquad() ) + if( InSquad() ) { MySquadLeader()->m_fEnemyEluded = FALSE; - if ( !IsLeader() ) + if( !IsLeader() ) { - return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_ENEMY ); + return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY ); } else { @@ -2039,57 +2030,56 @@ Schedule_t *CHGrunt :: GetSchedule( void ) // schedule where the leader plays a handsign anim // that gives us enough time to hear a short sentence or spoken command // before he starts pluggin away. - if (FOkToSpeak())// && RANDOM_LONG(0,1)) + if( FOkToSpeak() )// && RANDOM_LONG( 0, 1 ) ) { - if ((m_hEnemy != NULL) && m_hEnemy->IsPlayer()) + if( ( m_hEnemy != NULL ) && m_hEnemy->IsPlayer() ) // player - SENTENCEG_PlayRndSz( ENT(pev), "HG_ALERT", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch); - else if ((m_hEnemy != NULL) && - (m_hEnemy->Classify() != CLASS_PLAYER_ALLY) && - (m_hEnemy->Classify() != CLASS_HUMAN_PASSIVE) && - (m_hEnemy->Classify() != CLASS_MACHINE)) + SENTENCEG_PlayRndSz( ENT( pev ), "HG_ALERT", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch ); + else if( ( m_hEnemy != NULL ) && + ( m_hEnemy->Classify() != CLASS_PLAYER_ALLY ) && + ( m_hEnemy->Classify() != CLASS_HUMAN_PASSIVE ) && + ( m_hEnemy->Classify() != CLASS_MACHINE ) ) // monster - SENTENCEG_PlayRndSz( ENT(pev), "HG_MONST", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch); + SENTENCEG_PlayRndSz( ENT( pev ), "HG_MONST", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch ); JustSpoke(); } - - if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) ) + + if( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) ) { - return GetScheduleOfType ( SCHED_GRUNT_SUPPRESS ); + return GetScheduleOfType( SCHED_GRUNT_SUPPRESS ); } else { - return GetScheduleOfType ( SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE ); + return GetScheduleOfType( SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE ); } } } } // no ammo - else if ( HasConditions ( bits_COND_NO_AMMO_LOADED ) ) + else if( HasConditions( bits_COND_NO_AMMO_LOADED ) ) { //!!!KELLY - this individual just realized he's out of bullet ammo. // He's going to try to find cover to run to and reload, but rarely, if // none is available, he'll drop and reload in the open here. - return GetScheduleOfType ( SCHED_GRUNT_COVER_AND_RELOAD ); + return GetScheduleOfType( SCHED_GRUNT_COVER_AND_RELOAD ); } - // damaged just a little - else if ( HasConditions( bits_COND_LIGHT_DAMAGE ) ) + else if( HasConditions( bits_COND_LIGHT_DAMAGE ) ) { // if hurt: // 90% chance of taking cover // 10% chance of flinch. - int iPercent = RANDOM_LONG(0,99); + int iPercent = RANDOM_LONG( 0, 99 ); - if ( iPercent <= 90 && m_hEnemy != NULL ) + if( iPercent <= 90 && m_hEnemy != NULL ) { // only try to take cover if we actually have an enemy! //!!!KELLY - this grunt was hit and is going to run to cover. - if (FOkToSpeak()) // && RANDOM_LONG(0,1)) + if( FOkToSpeak() ) // && RANDOM_LONG( 0, 1 ) ) { - //SENTENCEG_PlayRndSz( ENT(pev), "HG_COVER", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch); + //SENTENCEG_PlayRndSz( ENT( pev ), "HG_COVER", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch ); m_iSentence = HGRUNT_SENT_COVER; //JustSpoke(); } @@ -2101,38 +2091,37 @@ Schedule_t *CHGrunt :: GetSchedule( void ) } } // can kick - else if ( HasConditions ( bits_COND_CAN_MELEE_ATTACK1 ) ) + else if( HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) ) { - return GetScheduleOfType ( SCHED_MELEE_ATTACK1 ); + return GetScheduleOfType( SCHED_MELEE_ATTACK1 ); } // can grenade launch - - else if ( FBitSet( pev->weapons, HGRUNT_GRENADELAUNCHER) && HasConditions ( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) ) + else if( FBitSet( pev->weapons, HGRUNT_GRENADELAUNCHER) && HasConditions( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) ) { // shoot a grenade if you can return GetScheduleOfType( SCHED_RANGE_ATTACK2 ); } // can shoot - else if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) ) + else if( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) ) { - if ( InSquad() ) + if( InSquad() ) { // if the enemy has eluded the squad and a squad member has just located the enemy // and the enemy does not see the squad member, issue a call to the squad to waste a // little time and give the player a chance to turn. - if ( MySquadLeader()->m_fEnemyEluded && !HasConditions ( bits_COND_ENEMY_FACING_ME ) ) + if( MySquadLeader()->m_fEnemyEluded && !HasConditions( bits_COND_ENEMY_FACING_ME ) ) { MySquadLeader()->m_fEnemyEluded = FALSE; - return GetScheduleOfType ( SCHED_GRUNT_FOUND_ENEMY ); + return GetScheduleOfType( SCHED_GRUNT_FOUND_ENEMY ); } } - if ( OccupySlot ( bits_SLOTS_HGRUNT_ENGAGE ) ) + if( OccupySlot( bits_SLOTS_HGRUNT_ENGAGE ) ) { // try to take an available ENGAGE slot return GetScheduleOfType( SCHED_RANGE_ATTACK1 ); } - else if ( HasConditions ( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) ) + else if( HasConditions( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) ) { // throw a grenade if can and no engage slots are available return GetScheduleOfType( SCHED_RANGE_ATTACK2 ); @@ -2144,25 +2133,25 @@ Schedule_t *CHGrunt :: GetSchedule( void ) } } // can't see enemy - else if ( HasConditions( bits_COND_ENEMY_OCCLUDED ) ) + else if( HasConditions( bits_COND_ENEMY_OCCLUDED ) ) { - if ( HasConditions( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) ) + if( HasConditions( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) ) { //!!!KELLY - this grunt is about to throw or fire a grenade at the player. Great place for "fire in the hole" "frag out" etc - if (FOkToSpeak()) + if( FOkToSpeak() ) { - SENTENCEG_PlayRndSz( ENT(pev), "HG_THROW", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch); + SENTENCEG_PlayRndSz( ENT( pev ), "HG_THROW", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch ); JustSpoke(); } return GetScheduleOfType( SCHED_RANGE_ATTACK2 ); } - else if ( OccupySlot( bits_SLOTS_HGRUNT_ENGAGE ) ) + else if( OccupySlot( bits_SLOTS_HGRUNT_ENGAGE ) ) { //!!!KELLY - grunt cannot see the enemy and has just decided to // charge the enemy's position. - if (FOkToSpeak())// && RANDOM_LONG(0,1)) + if( FOkToSpeak() )// && RANDOM_LONG( 0, 1 ) ) { - //SENTENCEG_PlayRndSz( ENT(pev), "HG_CHARGE", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch); + //SENTENCEG_PlayRndSz( ENT( pev ), "HG_CHARGE", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch ); m_iSentence = HGRUNT_SENT_CHARGE; //JustSpoke(); } @@ -2174,18 +2163,18 @@ Schedule_t *CHGrunt :: GetSchedule( void ) //!!!KELLY - grunt is going to stay put for a couple seconds to see if // the enemy wanders back out into the open, or approaches the // grunt's covered position. Good place for a taunt, I guess? - if (FOkToSpeak() && RANDOM_LONG(0,1)) + if( FOkToSpeak() && RANDOM_LONG( 0, 1 ) ) { - SENTENCEG_PlayRndSz( ENT(pev), "HG_TAUNT", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch); + SENTENCEG_PlayRndSz( ENT( pev ), "HG_TAUNT", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch ); JustSpoke(); } return GetScheduleOfType( SCHED_STANDOFF ); } } - - if ( HasConditions( bits_COND_SEE_ENEMY ) && !HasConditions ( bits_COND_CAN_RANGE_ATTACK1 ) ) + + if( HasConditions( bits_COND_SEE_ENEMY ) && !HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) ) { - return GetScheduleOfType ( SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE ); + return GetScheduleOfType( SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE ); } } break; @@ -2194,158 +2183,158 @@ Schedule_t *CHGrunt :: GetSchedule( void ) } // no special cases here, call the base class - return CSquadMonster :: GetSchedule(); + return CSquadMonster::GetSchedule(); } //========================================================= //========================================================= -Schedule_t* CHGrunt :: GetScheduleOfType ( int Type ) +Schedule_t *CHGrunt::GetScheduleOfType( int Type ) { - switch ( Type ) + switch( Type ) { case SCHED_TAKE_COVER_FROM_ENEMY: { - if ( InSquad() ) + if( InSquad() ) { - if ( g_iSkillLevel == SKILL_HARD && HasConditions( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) ) + if( g_iSkillLevel == SKILL_HARD && HasConditions( bits_COND_CAN_RANGE_ATTACK2 ) && OccupySlot( bits_SLOTS_HGRUNT_GRENADE ) ) { - if (FOkToSpeak()) + if( FOkToSpeak() ) { - SENTENCEG_PlayRndSz( ENT(pev), "HG_THROW", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch); + SENTENCEG_PlayRndSz( ENT( pev ), "HG_THROW", HGRUNT_SENTENCE_VOLUME, GRUNT_ATTN, 0, m_voicePitch ); JustSpoke(); } return slGruntTossGrenadeCover; } else { - return &slGruntTakeCover[ 0 ]; + return &slGruntTakeCover[0]; } } else { - if ( RANDOM_LONG(0,1) ) + if( RANDOM_LONG( 0, 1 ) ) { - return &slGruntTakeCover[ 0 ]; + return &slGruntTakeCover[0]; } else { - return &slGruntGrenadeCover[ 0 ]; + return &slGruntGrenadeCover[0]; } } } case SCHED_TAKE_COVER_FROM_BEST_SOUND: { - return &slGruntTakeCoverFromBestSound[ 0 ]; + return &slGruntTakeCoverFromBestSound[0]; } case SCHED_GRUNT_TAKECOVER_FAILED: { - if ( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) && OccupySlot( bits_SLOTS_HGRUNT_ENGAGE ) ) + if( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) && OccupySlot( bits_SLOTS_HGRUNT_ENGAGE ) ) { return GetScheduleOfType( SCHED_RANGE_ATTACK1 ); } - return GetScheduleOfType ( SCHED_FAIL ); + return GetScheduleOfType( SCHED_FAIL ); } break; case SCHED_GRUNT_ELOF_FAIL: { // human grunt is unable to move to a position that allows him to attack the enemy. - return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_ENEMY ); + return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY ); } break; case SCHED_GRUNT_ESTABLISH_LINE_OF_FIRE: { - return &slGruntEstablishLineOfFire[ 0 ]; + return &slGruntEstablishLineOfFire[0]; } break; case SCHED_RANGE_ATTACK1: { // randomly stand or crouch - if (RANDOM_LONG(0,9) == 0) - m_fStanding = RANDOM_LONG(0,1); - - if (m_fStanding) - return &slGruntRangeAttack1B[ 0 ]; + if( RANDOM_LONG( 0, 9 ) == 0 ) + m_fStanding = RANDOM_LONG( 0, 1 ); + + if( m_fStanding ) + return &slGruntRangeAttack1B[0]; else - return &slGruntRangeAttack1A[ 0 ]; + return &slGruntRangeAttack1A[0]; } case SCHED_RANGE_ATTACK2: { - return &slGruntRangeAttack2[ 0 ]; + return &slGruntRangeAttack2[0]; } case SCHED_COMBAT_FACE: { - return &slGruntCombatFace[ 0 ]; + return &slGruntCombatFace[0]; } case SCHED_GRUNT_WAIT_FACE_ENEMY: { - return &slGruntWaitInCover[ 0 ]; + return &slGruntWaitInCover[0]; } case SCHED_GRUNT_SWEEP: { - return &slGruntSweep[ 0 ]; + return &slGruntSweep[0]; } case SCHED_GRUNT_COVER_AND_RELOAD: { - return &slGruntHideReload[ 0 ]; + return &slGruntHideReload[0]; } case SCHED_GRUNT_FOUND_ENEMY: { - return &slGruntFoundEnemy[ 0 ]; + return &slGruntFoundEnemy[0]; } case SCHED_VICTORY_DANCE: { - if ( InSquad() ) + if( InSquad() ) { - if ( !IsLeader() ) + if( !IsLeader() ) { - return &slGruntFail[ 0 ]; + return &slGruntFail[0]; } } - return &slGruntVictoryDance[ 0 ]; + return &slGruntVictoryDance[0]; } case SCHED_GRUNT_SUPPRESS: { - if ( m_hEnemy->IsPlayer() && m_fFirstEncounter ) + if( m_hEnemy->IsPlayer() && m_fFirstEncounter ) { m_fFirstEncounter = FALSE;// after first encounter, leader won't issue handsigns anymore when he has a new enemy - return &slGruntSignalSuppress[ 0 ]; + return &slGruntSignalSuppress[0]; } else { - return &slGruntSuppress[ 0 ]; + return &slGruntSuppress[0]; } } case SCHED_FAIL: { - if ( m_hEnemy != NULL ) + if( m_hEnemy != NULL ) { // grunt has an enemy, so pick a different default fail schedule most likely to help recover. - return &slGruntCombatFail[ 0 ]; + return &slGruntCombatFail[0]; } - return &slGruntFail[ 0 ]; + return &slGruntFail[0]; } case SCHED_GRUNT_REPEL: { - if (pev->velocity.z > -128) + if( pev->velocity.z > -128 ) pev->velocity.z -= 32; - return &slGruntRepel[ 0 ]; + return &slGruntRepel[0]; } case SCHED_GRUNT_REPEL_ATTACK: { - if (pev->velocity.z > -128) + if( pev->velocity.z > -128 ) pev->velocity.z -= 32; - return &slGruntRepelAttack[ 0 ]; + return &slGruntRepelAttack[0]; } case SCHED_GRUNT_REPEL_LAND: { - return &slGruntRepelLand[ 0 ]; + return &slGruntRepelLand[0]; } default: { - return CSquadMonster :: GetScheduleOfType ( Type ); + return CSquadMonster::GetScheduleOfType( Type ); } } } @@ -2368,7 +2357,7 @@ LINK_ENTITY_TO_CLASS( monster_grunt_repel, CHGruntRepel ) void CHGruntRepel::Spawn( void ) { - Precache( ); + Precache(); pev->solid = SOLID_NOT; SetUse( &CHGruntRepel::RepelUse ); @@ -2380,17 +2369,17 @@ void CHGruntRepel::Precache( void ) m_iSpriteTexture = PRECACHE_MODEL( "sprites/rope.spr" ); } -void CHGruntRepel::RepelUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) +void CHGruntRepel::RepelUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { TraceResult tr; - UTIL_TraceLine( pev->origin, pev->origin + Vector( 0, 0, -4096.0), dont_ignore_monsters, ENT(pev), &tr); + UTIL_TraceLine( pev->origin, pev->origin + Vector( 0, 0, -4096.0 ), dont_ignore_monsters, ENT( pev ), &tr ); /* - if ( tr.pHit && Instance( tr.pHit )->pev->solid != SOLID_BSP) + if( tr.pHit && Instance( tr.pHit )->pev->solid != SOLID_BSP ) return NULL; */ CBaseEntity *pEntity = Create( "monster_human_grunt", pev->origin, pev->angles ); - CBaseMonster *pGrunt = pEntity->MyMonsterPointer( ); + CBaseMonster *pGrunt = pEntity->MyMonsterPointer(); pGrunt->pev->movetype = MOVETYPE_FLY; pGrunt->pev->velocity = Vector( 0, 0, RANDOM_FLOAT( -196, -128 ) ); pGrunt->SetActivity( ACT_GLIDE ); @@ -2398,7 +2387,7 @@ void CHGruntRepel::RepelUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE pGrunt->m_vecLastPosition = tr.vecEndPos; CBeam *pBeam = CBeam::BeamCreate( "sprites/rope.spr", 10 ); - pBeam->PointEntInit( pev->origin + Vector(0,0,112), pGrunt->entindex() ); + pBeam->PointEntInit( pev->origin + Vector( 0, 0, 112 ), pGrunt->entindex() ); pBeam->SetFlags( BEAM_FSOLID ); pBeam->SetColor( 255, 255, 255 ); pBeam->SetThink( &CBaseEntity::SUB_Remove ); @@ -2414,11 +2403,11 @@ class CDeadHGrunt : public CBaseMonster { public: void Spawn( void ); - int Classify ( void ) { return CLASS_HUMAN_MILITARY; } + int Classify( void ) { return CLASS_HUMAN_MILITARY; } void KeyValue( KeyValueData *pkvd ); - int m_iPose;// which sequence to display -- temporary, don't need to save + int m_iPose;// which sequence to display -- temporary, don't need to save static char *m_szPoses[3]; }; @@ -2426,9 +2415,9 @@ char *CDeadHGrunt::m_szPoses[] = { "deadstomach", "deadside", "deadsitting" }; void CDeadHGrunt::KeyValue( KeyValueData *pkvd ) { - if (FStrEq(pkvd->szKeyName, "pose")) + if( FStrEq( pkvd->szKeyName, "pose" ) ) { - m_iPose = atoi(pkvd->szValue); + m_iPose = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; } else @@ -2440,10 +2429,10 @@ LINK_ENTITY_TO_CLASS( monster_hgrunt_dead, CDeadHGrunt ) //========================================================= // ********** DeadHGrunt SPAWN ********** //========================================================= -void CDeadHGrunt :: Spawn( void ) +void CDeadHGrunt::Spawn( void ) { - PRECACHE_MODEL("models/hgrunt.mdl"); - SET_MODEL(ENT(pev), "models/hgrunt.mdl"); + PRECACHE_MODEL( "models/hgrunt.mdl" ); + SET_MODEL( ENT( pev ), "models/hgrunt.mdl" ); pev->effects = 0; pev->yaw_speed = 8; @@ -2452,36 +2441,40 @@ void CDeadHGrunt :: Spawn( void ) pev->sequence = LookupSequence( m_szPoses[m_iPose] ); - if (pev->sequence == -1) + if( pev->sequence == -1 ) { - ALERT ( at_console, "Dead hgrunt with bad pose\n" ); + ALERT( at_console, "Dead hgrunt with bad pose\n" ); } // Corpses have less health - pev->health = 8; + pev->health = 8; // map old bodies onto new bodies switch( pev->body ) { - case 0: // Grunt with Gun + case 0: + // Grunt with Gun pev->body = 0; pev->skin = 0; SetBodygroup( HEAD_GROUP, HEAD_GRUNT ); SetBodygroup( GUN_GROUP, GUN_MP5 ); break; - case 1: // Commander with Gun + case 1: + // Commander with Gun pev->body = 0; pev->skin = 0; SetBodygroup( HEAD_GROUP, HEAD_COMMANDER ); SetBodygroup( GUN_GROUP, GUN_MP5 ); break; - case 2: // Grunt no Gun + case 2: + // Grunt no Gun pev->body = 0; pev->skin = 0; SetBodygroup( HEAD_GROUP, HEAD_GRUNT ); SetBodygroup( GUN_GROUP, GUN_NONE ); break; - case 3: // Commander no Gun + case 3: + // Commander no Gun pev->body = 0; pev->skin = 0; SetBodygroup( HEAD_GROUP, HEAD_COMMANDER ); diff --git a/dlls/hornet.cpp b/dlls/hornet.cpp index 368a4e07..1e7025a0 100644 --- a/dlls/hornet.cpp +++ b/dlls/hornet.cpp @@ -45,28 +45,28 @@ IMPLEMENT_SAVERESTORE( CHornet, CBaseMonster ) //========================================================= // don't let hornets gib, ever. //========================================================= -int CHornet :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) +int CHornet::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { // filter these bits a little. - bitsDamageType &= ~ ( DMG_ALWAYSGIB ); + bitsDamageType &= ~( DMG_ALWAYSGIB ); bitsDamageType |= DMG_NEVERGIB; - return CBaseMonster :: TakeDamage ( pevInflictor, pevAttacker, flDamage, bitsDamageType ); + return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); } //========================================================= //========================================================= -void CHornet :: Spawn( void ) +void CHornet::Spawn( void ) { Precache(); - pev->movetype = MOVETYPE_FLY; - pev->solid = SOLID_BBOX; + pev->movetype = MOVETYPE_FLY; + pev->solid = SOLID_BBOX; pev->takedamage = DAMAGE_YES; - pev->flags |= FL_MONSTER; - pev->health = 1;// weak! - - if ( g_pGameRules->IsMultiplayer() ) + pev->flags |= FL_MONSTER; + pev->health = 1;// weak! + + if( g_pGameRules->IsMultiplayer() ) { // hornets don't live as long in multiplayer m_flStopAttack = gpGlobals->time + 3.5; @@ -78,7 +78,7 @@ void CHornet :: Spawn( void ) m_flFieldOfView = 0.9; // +- 25 degrees - if ( RANDOM_LONG ( 1, 5 ) <= 2 ) + if( RANDOM_LONG( 1, 5 ) <= 2 ) { m_iHornetType = HORNET_TYPE_RED; m_flFlySpeed = HORNET_RED_SPEED; @@ -89,17 +89,17 @@ void CHornet :: Spawn( void ) m_flFlySpeed = HORNET_ORANGE_SPEED; } - SET_MODEL(ENT( pev ), "models/hornet.mdl"); + SET_MODEL( ENT( pev ), "models/hornet.mdl" ); UTIL_SetSize( pev, Vector( -4, -4, -4 ), Vector( 4, 4, 4 ) ); SetTouch( &CHornet::DieTouch ); SetThink( &CHornet::StartTrack ); edict_t *pSoundEnt = pev->owner; - if ( !pSoundEnt ) + if( !pSoundEnt ) pSoundEnt = edict(); - if ( !FNullEnt(pev->owner) && (pev->owner->v.flags & FL_CLIENT) ) + if( !FNullEnt( pev->owner ) && ( pev->owner->v.flags & FL_CLIENT ) ) { pev->dmg = gSkillData.plrDmgHornet; } @@ -108,14 +108,14 @@ void CHornet :: Spawn( void ) // no real owner, or owner isn't a client. pev->dmg = gSkillData.monDmgHornet; } - + pev->nextthink = gpGlobals->time + 0.1; - ResetSequenceInfo( ); + ResetSequenceInfo(); } -void CHornet :: Precache() +void CHornet::Precache() { - PRECACHE_MODEL("models/hornet.mdl"); + PRECACHE_MODEL( "models/hornet.mdl" ); PRECACHE_SOUND( "agrunt/ag_fire1.wav" ); PRECACHE_SOUND( "agrunt/ag_fire2.wav" ); @@ -130,29 +130,28 @@ void CHornet :: Precache() PRECACHE_SOUND( "hornet/ag_hornethit3.wav" ); iHornetPuff = PRECACHE_MODEL( "sprites/muz1.spr" ); - iHornetTrail = PRECACHE_MODEL("sprites/laserbeam.spr"); -} + iHornetTrail = PRECACHE_MODEL( "sprites/laserbeam.spr" ); +} //========================================================= // hornets will never get mad at each other, no matter who the owner is. //========================================================= -int CHornet::IRelationship ( CBaseEntity *pTarget ) +int CHornet::IRelationship( CBaseEntity *pTarget ) { - if ( pTarget->pev->modelindex == pev->modelindex ) + if( pTarget->pev->modelindex == pev->modelindex ) { return R_NO; } - return CBaseMonster :: IRelationship( pTarget ); + return CBaseMonster::IRelationship( pTarget ); } //========================================================= // ID's Hornet as their owner //========================================================= -int CHornet::Classify ( void ) +int CHornet::Classify( void ) { - - if ( pev->owner && pev->owner->v.flags & FL_CLIENT) + if( pev->owner && pev->owner->v.flags & FL_CLIENT ) { return CLASS_PLAYER_BIOWEAPON; } @@ -163,7 +162,7 @@ int CHornet::Classify ( void ) //========================================================= // StartTrack - starts a hornet out tracking its target //========================================================= -void CHornet :: StartTrack ( void ) +void CHornet::StartTrack( void ) { IgniteTrail(); @@ -176,7 +175,7 @@ void CHornet :: StartTrack ( void ) //========================================================= // StartDart - starts a hornet out just flying straight. //========================================================= -void CHornet :: StartDart ( void ) +void CHornet::StartDart( void ) { IgniteTrail(); @@ -207,21 +206,21 @@ old colors WRITE_BYTE( 0 ); // r, g, b break; case HORNET_TYPE_ORANGE: - WRITE_BYTE( 0 ); // r, g, b + WRITE_BYTE( 0 ); // r, g, b WRITE_BYTE( 100 ); // r, g, b WRITE_BYTE( 255 ); // r, g, b break; - + */ // trail MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); - WRITE_BYTE( TE_BEAMFOLLOW ); + WRITE_BYTE( TE_BEAMFOLLOW ); WRITE_SHORT( entindex() ); // entity WRITE_SHORT( iHornetTrail ); // model WRITE_BYTE( 10 ); // life WRITE_BYTE( 2 ); // width - - switch ( m_iHornetType ) + + switch( m_iHornetType ) { case HORNET_TYPE_RED: WRITE_BYTE( 179 ); // r, g, b @@ -236,22 +235,21 @@ old colors } WRITE_BYTE( 128 ); // brightness - MESSAGE_END(); } //========================================================= // Hornet is flying, gently tracking target //========================================================= -void CHornet :: TrackTarget ( void ) +void CHornet::TrackTarget( void ) { Vector vecFlightDir; Vector vecDirToEnemy; float flDelta; - StudioFrameAdvance( ); + StudioFrameAdvance(); - if (gpGlobals->time > m_flStopAttack) + if( gpGlobals->time > m_flStopAttack ) { SetTouch( NULL ); SetThink( &CBaseEntity::SUB_Remove ); @@ -260,14 +258,14 @@ void CHornet :: TrackTarget ( void ) } // UNDONE: The player pointer should come back after returning from another level - if ( m_hEnemy == NULL ) + if( m_hEnemy == NULL ) { // enemy is dead. Look( 512 ); - m_hEnemy = BestVisibleEnemy( ); + m_hEnemy = BestVisibleEnemy(); } - - if ( m_hEnemy != NULL && FVisible( m_hEnemy )) + + if( m_hEnemy != NULL && FVisible( m_hEnemy ) ) { m_vecEnemyLKP = m_hEnemy->BodyTarget( pev->origin ); } @@ -278,42 +276,48 @@ void CHornet :: TrackTarget ( void ) vecDirToEnemy = ( m_vecEnemyLKP - pev->origin ).Normalize(); - if (pev->velocity.Length() < 0.1) + if( pev->velocity.Length() < 0.1 ) vecFlightDir = vecDirToEnemy; else vecFlightDir = pev->velocity.Normalize(); // measure how far the turn is, the wider the turn, the slow we'll go this time. - flDelta = DotProduct ( vecFlightDir, vecDirToEnemy ); - - if ( flDelta < 0.5 ) + flDelta = DotProduct( vecFlightDir, vecDirToEnemy ); + + if( flDelta < 0.5 ) { // hafta turn wide again. play sound - switch (RANDOM_LONG(0,2)) + switch( RANDOM_LONG( 0, 2 ) ) { - case 0: EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_buzz1.wav", HORNET_BUZZ_VOLUME, ATTN_NORM); break; - case 1: EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_buzz2.wav", HORNET_BUZZ_VOLUME, ATTN_NORM); break; - case 2: EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_buzz3.wav", HORNET_BUZZ_VOLUME, ATTN_NORM); break; + case 0: + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "hornet/ag_buzz1.wav", HORNET_BUZZ_VOLUME, ATTN_NORM ); + break; + case 1: + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "hornet/ag_buzz2.wav", HORNET_BUZZ_VOLUME, ATTN_NORM ); + break; + case 2: + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "hornet/ag_buzz3.wav", HORNET_BUZZ_VOLUME, ATTN_NORM ); + break; } } - if ( flDelta <= 0 && m_iHornetType == HORNET_TYPE_RED ) + if( flDelta <= 0 && m_iHornetType == HORNET_TYPE_RED ) { // no flying backwards, but we don't want to invert this, cause we'd go fast when we have to turn REAL far. flDelta = 0.25; } - pev->velocity = ( vecFlightDir + vecDirToEnemy).Normalize(); + pev->velocity = ( vecFlightDir + vecDirToEnemy ).Normalize(); - if ( pev->owner && (pev->owner->v.flags & FL_MONSTER) ) + if( pev->owner && ( pev->owner->v.flags & FL_MONSTER ) ) { // random pattern only applies to hornets fired by monsters, not players. - pev->velocity.x += RANDOM_FLOAT ( -0.10, 0.10 );// scramble the flight dir a bit. - pev->velocity.y += RANDOM_FLOAT ( -0.10, 0.10 ); - pev->velocity.z += RANDOM_FLOAT ( -0.10, 0.10 ); + pev->velocity.x += RANDOM_FLOAT( -0.10, 0.10 );// scramble the flight dir a bit. + pev->velocity.y += RANDOM_FLOAT( -0.10, 0.10 ); + pev->velocity.z += RANDOM_FLOAT( -0.10, 0.10 ); } - - switch ( m_iHornetType ) + + switch( m_iHornetType ) { case HORNET_TYPE_RED: pev->velocity = pev->velocity * ( m_flFlySpeed * flDelta );// scale the dir by the ( speed * width of turn ) @@ -325,32 +329,38 @@ void CHornet :: TrackTarget ( void ) break; } - pev->angles = UTIL_VecToAngles (pev->velocity); + pev->angles = UTIL_VecToAngles( pev->velocity ); pev->solid = SOLID_BBOX; // if hornet is close to the enemy, jet in a straight line for a half second. // (only in the single player game) - if ( m_hEnemy != NULL && !g_pGameRules->IsMultiplayer() ) + if( m_hEnemy != NULL && !g_pGameRules->IsMultiplayer() ) { - if ( flDelta >= 0.4 && ( pev->origin - m_vecEnemyLKP ).Length() <= 300 ) + if( flDelta >= 0.4 && ( pev->origin - m_vecEnemyLKP ).Length() <= 300 ) { MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin ); WRITE_BYTE( TE_SPRITE ); - WRITE_COORD( pev->origin.x); // pos - WRITE_COORD( pev->origin.y); - WRITE_COORD( pev->origin.z); + WRITE_COORD( pev->origin.x ); // pos + WRITE_COORD( pev->origin.y ); + WRITE_COORD( pev->origin.z ); WRITE_SHORT( iHornetPuff ); // model // WRITE_BYTE( 0 ); // life * 10 WRITE_BYTE( 2 ); // size * 10 WRITE_BYTE( 128 ); // brightness MESSAGE_END(); - switch (RANDOM_LONG(0,2)) + switch( RANDOM_LONG( 0, 2 ) ) { - case 0: EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_buzz1.wav", HORNET_BUZZ_VOLUME, ATTN_NORM); break; - case 1: EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_buzz2.wav", HORNET_BUZZ_VOLUME, ATTN_NORM); break; - case 2: EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_buzz3.wav", HORNET_BUZZ_VOLUME, ATTN_NORM); break; + case 0: + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "hornet/ag_buzz1.wav", HORNET_BUZZ_VOLUME, ATTN_NORM ); + break; + case 1: + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "hornet/ag_buzz2.wav", HORNET_BUZZ_VOLUME, ATTN_NORM ); + break; + case 2: + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "hornet/ag_buzz3.wav", HORNET_BUZZ_VOLUME, ATTN_NORM ); + break; } pev->velocity = pev->velocity * 2; pev->nextthink = gpGlobals->time + 1.0; @@ -363,16 +373,16 @@ void CHornet :: TrackTarget ( void ) //========================================================= // Tracking Hornet hit something //========================================================= -void CHornet :: TrackTouch ( CBaseEntity *pOther ) +void CHornet::TrackTouch( CBaseEntity *pOther ) { - if ( pOther->edict() == pev->owner || pOther->pev->modelindex == pev->modelindex ) + if( pOther->edict() == pev->owner || pOther->pev->modelindex == pev->modelindex ) { // bumped into the guy that shot it. pev->solid = SOLID_NOT; return; } - if ( IRelationship( pOther ) <= R_NO ) + if( IRelationship( pOther ) <= R_NO ) { // hit something we don't want to hurt, so turn around. @@ -395,19 +405,25 @@ void CHornet::DartTouch( CBaseEntity *pOther ) DieTouch( pOther ); } -void CHornet::DieTouch ( CBaseEntity *pOther ) +void CHornet::DieTouch( CBaseEntity *pOther ) { - if ( pOther && pOther->pev->takedamage ) + if( pOther && pOther->pev->takedamage ) { // do the damage - switch (RANDOM_LONG(0,2)) + switch( RANDOM_LONG( 0, 2 ) ) { // buzz when you plug someone - case 0: EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_hornethit1.wav", 1, ATTN_NORM); break; - case 1: EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_hornethit2.wav", 1, ATTN_NORM); break; - case 2: EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_hornethit3.wav", 1, ATTN_NORM); break; + case 0: + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "hornet/ag_hornethit1.wav", 1, ATTN_NORM ); + break; + case 1: + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "hornet/ag_hornethit2.wav", 1, ATTN_NORM ); + break; + case 2: + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "hornet/ag_hornethit3.wav", 1, ATTN_NORM ); + break; } - + pOther->TakeDamage( pev, VARS( pev->owner ), pev->dmg, DMG_BULLET ); } diff --git a/dlls/hornet.h b/dlls/hornet.h index 98d1710f..dc78fc40 100644 --- a/dlls/hornet.h +++ b/dlls/hornet.h @@ -35,24 +35,23 @@ class CHornet : public CBaseMonster public: void Spawn( void ); void Precache( void ); - int Classify ( void ); - int IRelationship ( CBaseEntity *pTarget ); - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); - static TYPEDESCRIPTION m_SaveData[]; + int Classify( void ); + int IRelationship( CBaseEntity *pTarget ); + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); + static TYPEDESCRIPTION m_SaveData[]; void IgniteTrail( void ); - void EXPORT StartTrack ( void ); - void EXPORT StartDart ( void ); - void EXPORT TrackTarget ( void ); - void EXPORT TrackTouch ( CBaseEntity *pOther ); + void EXPORT StartTrack( void ); + void EXPORT StartDart( void ); + void EXPORT TrackTarget( void ); + void EXPORT TrackTouch( CBaseEntity *pOther ); void EXPORT DartTouch( CBaseEntity *pOther ); - void EXPORT DieTouch ( CBaseEntity *pOther ); - + void EXPORT DieTouch( CBaseEntity *pOther ); + int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); - float m_flStopAttack; - int m_iHornetType; - float m_flFlySpeed; + float m_flStopAttack; + int m_iHornetType; + float m_flFlySpeed; }; - diff --git a/dlls/hornetgun.cpp b/dlls/hornetgun.cpp index 6daca286..cc63d6db 100644 --- a/dlls/hornetgun.cpp +++ b/dlls/hornetgun.cpp @@ -24,7 +24,8 @@ #include "hornet.h" #include "gamerules.h" -enum hgun_e { +enum hgun_e +{ HGUN_IDLE1 = 0, HGUN_FIDGETSWAY, HGUN_FIDGETSHAKE, @@ -46,11 +47,11 @@ BOOL CHgun::IsUseable( void ) return TRUE; } -void CHgun::Spawn( ) +void CHgun::Spawn() { - Precache( ); + Precache(); m_iId = WEAPON_HORNETGUN; - SET_MODEL(ENT(pev), "models/w_hgun.mdl"); + SET_MODEL( ENT( pev ), "models/w_hgun.mdl" ); m_iDefaultAmmo = HIVEHAND_DEFAULT_GIVE; m_iFirePhase = 0; @@ -60,24 +61,24 @@ void CHgun::Spawn( ) void CHgun::Precache( void ) { - PRECACHE_MODEL("models/v_hgun.mdl"); - PRECACHE_MODEL("models/w_hgun.mdl"); - PRECACHE_MODEL("models/p_hgun.mdl"); + PRECACHE_MODEL( "models/v_hgun.mdl" ); + PRECACHE_MODEL( "models/w_hgun.mdl" ); + PRECACHE_MODEL( "models/p_hgun.mdl" ); - m_usHornetFire = PRECACHE_EVENT ( 1, "events/firehornet.sc" ); + m_usHornetFire = PRECACHE_EVENT( 1, "events/firehornet.sc" ); - UTIL_PrecacheOther("hornet"); + UTIL_PrecacheOther( "hornet" ); } int CHgun::AddToPlayer( CBasePlayer *pPlayer ) { - if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) ) + if( CBasePlayerWeapon::AddToPlayer( pPlayer ) ) { #ifndef CLIENT_DLL - if ( g_pGameRules->IsMultiplayer() ) + if( g_pGameRules->IsMultiplayer() ) { // in multiplayer, all hivehands come full. - pPlayer->m_rgAmmo[ PrimaryAmmoIndex() ] = HORNET_MAX_CARRY; + pPlayer->m_rgAmmo[PrimaryAmmoIndex()] = HORNET_MAX_CARRY; } #endif MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev ); @@ -88,9 +89,9 @@ int CHgun::AddToPlayer( CBasePlayer *pPlayer ) return FALSE; } -int CHgun::GetItemInfo(ItemInfo *p) +int CHgun::GetItemInfo( ItemInfo *p ) { - p->pszName = STRING(pev->classname); + p->pszName = STRING( pev->classname ); p->pszAmmo1 = "Hornets"; p->iMaxAmmo1 = HORNET_MAX_CARRY; p->pszAmmo2 = NULL; @@ -105,7 +106,7 @@ int CHgun::GetItemInfo(ItemInfo *p) return 1; } -BOOL CHgun::Deploy( ) +BOOL CHgun::Deploy() { return DefaultDeploy( "models/v_hgun.mdl", "models/p_hgun.mdl", HGUN_UP, "hive" ); } @@ -116,17 +117,17 @@ void CHgun::Holster( int skiplocal /* = 0 */ ) SendWeaponAnim( HGUN_DOWN ); //!!!HACKHACK - can't select hornetgun if it's empty! no way to get ammo for it, either. - if ( !m_pPlayer->m_rgAmmo[ PrimaryAmmoIndex() ] ) + if( !m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] ) { - m_pPlayer->m_rgAmmo[ PrimaryAmmoIndex() ] = 1; + m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] = 1; } } void CHgun::PrimaryAttack() { - Reload( ); + Reload(); - if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) + if(m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) { return; } @@ -149,7 +150,6 @@ void CHgun::PrimaryAttack() #else flags = 0; #endif - PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usHornetFire, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, FIREMODE_TRACK, 0, 0, 0 ); // player "shoot" animation @@ -157,7 +157,7 @@ void CHgun::PrimaryAttack() m_flNextPrimaryAttack = m_flNextPrimaryAttack + 0.25; - if (m_flNextPrimaryAttack < UTIL_WeaponTimeBase() ) + if( m_flNextPrimaryAttack < UTIL_WeaponTimeBase() ) { m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25; } @@ -169,7 +169,7 @@ void CHgun::SecondaryAttack( void ) { Reload(); - if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) + if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 ) { return; } @@ -181,10 +181,10 @@ void CHgun::SecondaryAttack( void ) UTIL_MakeVectors( m_pPlayer->pev->v_angle ); - vecSrc = m_pPlayer->GetGunPosition( ) + gpGlobals->v_forward * 16 + gpGlobals->v_right * 8 + gpGlobals->v_up * -12; + vecSrc = m_pPlayer->GetGunPosition() + gpGlobals->v_forward * 16 + gpGlobals->v_right * 8 + gpGlobals->v_up * -12; m_iFirePhase++; - switch ( m_iFirePhase ) + switch( m_iFirePhase ) { case 1: vecSrc = vecSrc + gpGlobals->v_up * 8; @@ -237,7 +237,7 @@ void CHgun::SecondaryAttack( void ) m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH; - // player "shoot" animation + // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.1; @@ -246,10 +246,10 @@ void CHgun::SecondaryAttack( void ) void CHgun::Reload( void ) { - if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] >= HORNET_MAX_CARRY) + if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] >= HORNET_MAX_CARRY ) return; - while (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] < HORNET_MAX_CARRY && m_flRechargeTime < gpGlobals->time) + while( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] < HORNET_MAX_CARRY && m_flRechargeTime < gpGlobals->time ) { m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]++; m_flRechargeTime += 0.5; @@ -258,19 +258,19 @@ void CHgun::Reload( void ) void CHgun::WeaponIdle( void ) { - Reload( ); + Reload(); - if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase()) + if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) return; int iAnim; float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 ); - if (flRand <= 0.75) + if( flRand <= 0.75 ) { iAnim = HGUN_IDLE1; - m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 30.0 / 16 * (2); + m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 30.0 / 16 * ( 2 ); } - else if (flRand <= 0.875) + else if( flRand <= 0.875 ) { iAnim = HGUN_FIDGETSWAY; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 40.0 / 16.0; diff --git a/dlls/houndeye.cpp b/dlls/houndeye.cpp index 6d62369b..f35b0740 100644 --- a/dlls/houndeye.cpp +++ b/dlls/houndeye.cpp @@ -66,10 +66,10 @@ enum // Monster's Anim Events Go Here //========================================================= #define HOUND_AE_WARN 1 -#define HOUND_AE_STARTATTACK 2 +#define HOUND_AE_STARTATTACK 2 #define HOUND_AE_THUMP 3 -#define HOUND_AE_ANGERSOUND1 4 -#define HOUND_AE_ANGERSOUND2 5 +#define HOUND_AE_ANGERSOUND1 4 +#define HOUND_AE_ANGERSOUND2 5 #define HOUND_AE_HOPBACK 6 #define HOUND_AE_CLOSE_EYE 7 @@ -78,28 +78,28 @@ class CHoundeye : public CSquadMonster public: void Spawn( void ); void Precache( void ); - int Classify ( void ); + int Classify( void ); void HandleAnimEvent( MonsterEvent_t *pEvent ); - void SetYawSpeed ( void ); - void WarmUpSound ( void ); + void SetYawSpeed( void ); + void WarmUpSound( void ); void AlertSound( void ); void DeathSound( void ); void WarnSound( void ); void PainSound( void ); void IdleSound( void ); void StartTask( Task_t *pTask ); - void RunTask ( Task_t *pTask ); + void RunTask( Task_t *pTask ); void SonicAttack( void ); void PrescheduleThink( void ); - void SetActivity ( Activity NewActivity ); - void WriteBeamColor ( void ); - BOOL CheckRangeAttack1 ( float flDot, float flDist ); - BOOL FValidateHintType ( short sHint ); - BOOL FCanActiveIdle ( void ); - Schedule_t *GetScheduleOfType ( int Type ); + void SetActivity( Activity NewActivity ); + void WriteBeamColor( void ); + BOOL CheckRangeAttack1( float flDot, float flDist ); + BOOL FValidateHintType( short sHint ); + BOOL FCanActiveIdle( void ); + Schedule_t *GetScheduleOfType( int Type ); Schedule_t *GetSchedule( void ); - int Save( CSave &save ); + int Save( CSave &save ); int Restore( CRestore &restore ); CUSTOM_SCHEDULES @@ -113,7 +113,7 @@ public: LINK_ENTITY_TO_CLASS( monster_houndeye, CHoundeye ) -TYPEDESCRIPTION CHoundeye::m_SaveData[] = +TYPEDESCRIPTION CHoundeye::m_SaveData[] = { DEFINE_FIELD( CHoundeye, m_iSpriteTexture, FIELD_INTEGER ), DEFINE_FIELD( CHoundeye, m_fAsleep, FIELD_BOOLEAN ), @@ -127,15 +127,15 @@ IMPLEMENT_SAVERESTORE( CHoundeye, CSquadMonster ) // Classify - indicates this monster's place in the // relationship table. //========================================================= -int CHoundeye :: Classify ( void ) +int CHoundeye::Classify( void ) { - return CLASS_ALIEN_MONSTER; + return CLASS_ALIEN_MONSTER; } //========================================================= // FValidateHintType //========================================================= -BOOL CHoundeye :: FValidateHintType ( short sHint ) +BOOL CHoundeye::FValidateHintType( short sHint ) { int i; @@ -147,33 +147,32 @@ BOOL CHoundeye :: FValidateHintType ( short sHint ) HINT_WORLD_ALIEN_BLOOD, }; - for ( i = 0 ; i < ARRAYSIZE ( sHoundHints ) ; i++ ) + for( i = 0; i < ARRAYSIZE( sHoundHints ); i++ ) { - if ( sHoundHints[ i ] == sHint ) + if( sHoundHints[i] == sHint ) { return TRUE; } } - ALERT ( at_aiconsole, "Couldn't validate hint type" ); + ALERT( at_aiconsole, "Couldn't validate hint type" ); return FALSE; } - //========================================================= // FCanActiveIdle //========================================================= -BOOL CHoundeye :: FCanActiveIdle ( void ) +BOOL CHoundeye::FCanActiveIdle( void ) { - if ( InSquad() ) + if( InSquad() ) { CSquadMonster *pSquadLeader = MySquadLeader(); - for (int i = 0; i < MAX_SQUAD_MEMBERS;i++) + for( int i = 0; i < MAX_SQUAD_MEMBERS; i++ ) { - CSquadMonster *pMember = pSquadLeader->MySquadMember(i); - - if ( pMember != NULL && pMember != this && pMember->m_iHintNode != NO_NODE ) + CSquadMonster *pMember = pSquadLeader->MySquadMember( i ); + + if( pMember != NULL && pMember != this && pMember->m_iHintNode != NO_NODE ) { // someone else in the group is active idling right now! return FALSE; @@ -186,15 +185,14 @@ BOOL CHoundeye :: FCanActiveIdle ( void ) return TRUE; } - //========================================================= // CheckRangeAttack1 - overridden for houndeyes so that they // try to get within half of their max attack radius before // attacking, so as to increase their chances of doing damage. //========================================================= -BOOL CHoundeye :: CheckRangeAttack1 ( float flDot, float flDist ) +BOOL CHoundeye::CheckRangeAttack1( float flDot, float flDist ) { - if ( flDist <= ( HOUNDEYE_MAX_ATTACK_RADIUS * 0.5 ) && flDot >= 0.3 ) + if( flDist <= ( HOUNDEYE_MAX_ATTACK_RADIUS * 0.5 ) && flDot >= 0.3 ) { return TRUE; } @@ -205,13 +203,13 @@ BOOL CHoundeye :: CheckRangeAttack1 ( float flDot, float flDist ) // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= -void CHoundeye :: SetYawSpeed ( void ) +void CHoundeye::SetYawSpeed( void ) { int ys; ys = 90; - switch ( m_Activity ) + switch( m_Activity ) { case ACT_CROUCHIDLE://sleeping! ys = 0; @@ -234,14 +232,14 @@ void CHoundeye :: SetYawSpeed ( void ) //========================================================= // SetActivity //========================================================= -void CHoundeye :: SetActivity ( Activity NewActivity ) +void CHoundeye::SetActivity( Activity NewActivity ) { - int iSequence; + int iSequence; - if ( NewActivity == m_Activity ) + if( NewActivity == m_Activity ) return; - if ( m_MonsterState == MONSTERSTATE_COMBAT && NewActivity == ACT_IDLE && RANDOM_LONG(0,1) ) + if( m_MonsterState == MONSTERSTATE_COMBAT && NewActivity == ACT_IDLE && RANDOM_LONG( 0, 1 ) ) { // play pissed idle. iSequence = LookupSequence( "madidle" ); @@ -252,17 +250,17 @@ void CHoundeye :: SetActivity ( Activity NewActivity ) m_IdealActivity = m_Activity; // Set to the desired anim, or default anim if the desired is not present - if ( iSequence > ACTIVITY_NOT_AVAILABLE ) + if( iSequence > ACTIVITY_NOT_AVAILABLE ) { - pev->sequence = iSequence; // Set to the reset anim (if it's there) - pev->frame = 0; // FIX: frame counter shouldn't be reset when its the same activity as before + pev->sequence = iSequence; // Set to the reset anim (if it's there) + pev->frame = 0; // FIX: frame counter shouldn't be reset when its the same activity as before ResetSequenceInfo(); SetYawSpeed(); } } else { - CSquadMonster :: SetActivity ( NewActivity ); + CSquadMonster::SetActivity( NewActivity ); } } @@ -270,19 +268,17 @@ void CHoundeye :: SetActivity ( Activity NewActivity ) // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. //========================================================= -void CHoundeye :: HandleAnimEvent( MonsterEvent_t *pEvent ) +void CHoundeye::HandleAnimEvent( MonsterEvent_t *pEvent ) { - switch ( pEvent->event ) + switch( pEvent->event ) { case HOUND_AE_WARN: // do stuff for this event. WarnSound(); break; - case HOUND_AE_STARTATTACK: WarmUpSound(); break; - case HOUND_AE_HOPBACK: { float flGravity = g_psv_gravity->value; @@ -290,31 +286,25 @@ void CHoundeye :: HandleAnimEvent( MonsterEvent_t *pEvent ) pev->flags &= ~FL_ONGROUND; pev->velocity = gpGlobals->v_forward * -200; - pev->velocity.z += (0.6 * flGravity) * 0.5; - + pev->velocity.z += ( 0.6 * flGravity ) * 0.5; break; } - case HOUND_AE_THUMP: // emit the shockwaves SonicAttack(); break; - case HOUND_AE_ANGERSOUND1: - EMIT_SOUND(ENT(pev), CHAN_VOICE, "houndeye/he_pain3.wav", 1, ATTN_NORM); + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "houndeye/he_pain3.wav", 1, ATTN_NORM ); break; - case HOUND_AE_ANGERSOUND2: - EMIT_SOUND(ENT(pev), CHAN_VOICE, "houndeye/he_pain1.wav", 1, ATTN_NORM); + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "houndeye/he_pain1.wav", 1, ATTN_NORM ); break; - case HOUND_AE_CLOSE_EYE: - if ( !m_fDontBlink ) + if( !m_fDontBlink ) { pev->skin = HOUNDEYE_EYE_FRAMES - 1; } break; - default: CSquadMonster::HandleAnimEvent( pEvent ); break; @@ -324,22 +314,22 @@ void CHoundeye :: HandleAnimEvent( MonsterEvent_t *pEvent ) //========================================================= // Spawn //========================================================= -void CHoundeye :: Spawn() +void CHoundeye::Spawn() { - Precache( ); + Precache(); - SET_MODEL(ENT(pev), "models/houndeye.mdl"); - UTIL_SetSize(pev, Vector ( -16, -16, 0 ), Vector ( 16, 16, 36 ) ); + SET_MODEL( ENT( pev ), "models/houndeye.mdl" ); + UTIL_SetSize( pev, Vector( -16, -16, 0 ), Vector( 16, 16, 36 ) ); - pev->solid = SOLID_SLIDEBOX; + pev->solid = SOLID_SLIDEBOX; pev->movetype = MOVETYPE_STEP; m_bloodColor = BLOOD_COLOR_YELLOW; pev->effects = 0; - pev->health = gSkillData.houndeyeHealth; + pev->health = gSkillData.houndeyeHealth; pev->yaw_speed = 5;//!!! should we put this in the monster's changeanim function since turn rates may vary with state/anim? m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result ) m_MonsterState = MONSTERSTATE_NONE; - m_fAsleep = FALSE; // everyone spawns awake + m_fAsleep = FALSE; // everyone spawns awake m_fDontBlink = FALSE; m_afCapability |= bits_CAP_SQUAD; @@ -349,37 +339,37 @@ void CHoundeye :: Spawn() //========================================================= // Precache - precaches all resources this monster needs //========================================================= -void CHoundeye :: Precache() +void CHoundeye::Precache() { - PRECACHE_MODEL("models/houndeye.mdl"); + PRECACHE_MODEL( "models/houndeye.mdl" ); - PRECACHE_SOUND("houndeye/he_alert1.wav"); - PRECACHE_SOUND("houndeye/he_alert2.wav"); - PRECACHE_SOUND("houndeye/he_alert3.wav"); + PRECACHE_SOUND( "houndeye/he_alert1.wav" ); + PRECACHE_SOUND( "houndeye/he_alert2.wav" ); + PRECACHE_SOUND( "houndeye/he_alert3.wav" ); - PRECACHE_SOUND("houndeye/he_die1.wav"); - PRECACHE_SOUND("houndeye/he_die2.wav"); - PRECACHE_SOUND("houndeye/he_die3.wav"); + PRECACHE_SOUND( "houndeye/he_die1.wav" ); + PRECACHE_SOUND( "houndeye/he_die2.wav" ); + PRECACHE_SOUND( "houndeye/he_die3.wav" ); - PRECACHE_SOUND("houndeye/he_idle1.wav"); - PRECACHE_SOUND("houndeye/he_idle2.wav"); - PRECACHE_SOUND("houndeye/he_idle3.wav"); + PRECACHE_SOUND( "houndeye/he_idle1.wav" ); + PRECACHE_SOUND( "houndeye/he_idle2.wav" ); + PRECACHE_SOUND( "houndeye/he_idle3.wav" ); - PRECACHE_SOUND("houndeye/he_hunt1.wav"); - PRECACHE_SOUND("houndeye/he_hunt2.wav"); - PRECACHE_SOUND("houndeye/he_hunt3.wav"); + PRECACHE_SOUND( "houndeye/he_hunt1.wav" ); + PRECACHE_SOUND( "houndeye/he_hunt2.wav" ); + PRECACHE_SOUND( "houndeye/he_hunt3.wav" ); - PRECACHE_SOUND("houndeye/he_pain1.wav"); - PRECACHE_SOUND("houndeye/he_pain3.wav"); - PRECACHE_SOUND("houndeye/he_pain4.wav"); - PRECACHE_SOUND("houndeye/he_pain5.wav"); + PRECACHE_SOUND( "houndeye/he_pain1.wav" ); + PRECACHE_SOUND( "houndeye/he_pain3.wav" ); + PRECACHE_SOUND( "houndeye/he_pain4.wav" ); + PRECACHE_SOUND( "houndeye/he_pain5.wav" ); - PRECACHE_SOUND("houndeye/he_attack1.wav"); - PRECACHE_SOUND("houndeye/he_attack3.wav"); + PRECACHE_SOUND( "houndeye/he_attack1.wav" ); + PRECACHE_SOUND( "houndeye/he_attack3.wav" ); - PRECACHE_SOUND("houndeye/he_blast1.wav"); - PRECACHE_SOUND("houndeye/he_blast2.wav"); - PRECACHE_SOUND("houndeye/he_blast3.wav"); + PRECACHE_SOUND( "houndeye/he_blast1.wav" ); + PRECACHE_SOUND( "houndeye/he_blast2.wav" ); + PRECACHE_SOUND( "houndeye/he_blast3.wav" ); m_iSpriteTexture = PRECACHE_MODEL( "sprites/shockwave.spr" ); } @@ -387,18 +377,18 @@ void CHoundeye :: Precache() //========================================================= // IdleSound //========================================================= -void CHoundeye :: IdleSound ( void ) +void CHoundeye::IdleSound( void ) { - switch ( RANDOM_LONG(0,2) ) + switch( RANDOM_LONG( 0, 2 ) ) { case 0: - EMIT_SOUND( ENT(pev), CHAN_VOICE, "houndeye/he_idle1.wav", 1, ATTN_NORM ); + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "houndeye/he_idle1.wav", 1, ATTN_NORM ); break; case 1: - EMIT_SOUND( ENT(pev), CHAN_VOICE, "houndeye/he_idle2.wav", 1, ATTN_NORM ); + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "houndeye/he_idle2.wav", 1, ATTN_NORM ); break; case 2: - EMIT_SOUND( ENT(pev), CHAN_VOICE, "houndeye/he_idle3.wav", 1, ATTN_NORM ); + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "houndeye/he_idle3.wav", 1, ATTN_NORM ); break; } } @@ -406,15 +396,15 @@ void CHoundeye :: IdleSound ( void ) //========================================================= // IdleSound //========================================================= -void CHoundeye :: WarmUpSound ( void ) +void CHoundeye::WarmUpSound( void ) { - switch ( RANDOM_LONG(0,1) ) + switch( RANDOM_LONG( 0, 1 ) ) { case 0: - EMIT_SOUND( ENT(pev), CHAN_WEAPON, "houndeye/he_attack1.wav", 0.7, ATTN_NORM ); + EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "houndeye/he_attack1.wav", 0.7, ATTN_NORM ); break; case 1: - EMIT_SOUND( ENT(pev), CHAN_WEAPON, "houndeye/he_attack3.wav", 0.7, ATTN_NORM ); + EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "houndeye/he_attack3.wav", 0.7, ATTN_NORM ); break; } } @@ -422,18 +412,18 @@ void CHoundeye :: WarmUpSound ( void ) //========================================================= // WarnSound //========================================================= -void CHoundeye :: WarnSound ( void ) +void CHoundeye::WarnSound( void ) { - switch ( RANDOM_LONG(0,2) ) + switch( RANDOM_LONG( 0, 2 ) ) { case 0: - EMIT_SOUND( ENT(pev), CHAN_VOICE, "houndeye/he_hunt1.wav", 1, ATTN_NORM ); + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "houndeye/he_hunt1.wav", 1, ATTN_NORM ); break; case 1: - EMIT_SOUND( ENT(pev), CHAN_VOICE, "houndeye/he_hunt2.wav", 1, ATTN_NORM ); + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "houndeye/he_hunt2.wav", 1, ATTN_NORM ); break; case 2: - EMIT_SOUND( ENT(pev), CHAN_VOICE, "houndeye/he_hunt3.wav", 1, ATTN_NORM ); + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "houndeye/he_hunt3.wav", 1, ATTN_NORM ); break; } } @@ -441,24 +431,23 @@ void CHoundeye :: WarnSound ( void ) //========================================================= // AlertSound //========================================================= -void CHoundeye :: AlertSound ( void ) +void CHoundeye::AlertSound( void ) { - - if ( InSquad() && !IsLeader() ) + if( InSquad() && !IsLeader() ) { return; // only leader makes ALERT sound. } - switch ( RANDOM_LONG(0,2) ) + switch( RANDOM_LONG( 0, 2 ) ) { case 0: - EMIT_SOUND( ENT(pev), CHAN_VOICE, "houndeye/he_alert1.wav", 1, ATTN_NORM ); + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "houndeye/he_alert1.wav", 1, ATTN_NORM ); break; case 1: - EMIT_SOUND( ENT(pev), CHAN_VOICE, "houndeye/he_alert2.wav", 1, ATTN_NORM ); + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "houndeye/he_alert2.wav", 1, ATTN_NORM ); break; case 2: - EMIT_SOUND( ENT(pev), CHAN_VOICE, "houndeye/he_alert3.wav", 1, ATTN_NORM ); + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "houndeye/he_alert3.wav", 1, ATTN_NORM ); break; } } @@ -466,18 +455,18 @@ void CHoundeye :: AlertSound ( void ) //========================================================= // DeathSound //========================================================= -void CHoundeye :: DeathSound ( void ) +void CHoundeye::DeathSound( void ) { - switch ( RANDOM_LONG(0,2) ) + switch( RANDOM_LONG( 0, 2 ) ) { - case 0: - EMIT_SOUND( ENT(pev), CHAN_VOICE, "houndeye/he_die1.wav", 1, ATTN_NORM ); + case 0: + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "houndeye/he_die1.wav", 1, ATTN_NORM ); break; case 1: - EMIT_SOUND( ENT(pev), CHAN_VOICE, "houndeye/he_die2.wav", 1, ATTN_NORM ); + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "houndeye/he_die2.wav", 1, ATTN_NORM ); break; case 2: - EMIT_SOUND( ENT(pev), CHAN_VOICE, "houndeye/he_die3.wav", 1, ATTN_NORM ); + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "houndeye/he_die3.wav", 1, ATTN_NORM ); break; } } @@ -485,18 +474,18 @@ void CHoundeye :: DeathSound ( void ) //========================================================= // PainSound //========================================================= -void CHoundeye :: PainSound ( void ) +void CHoundeye::PainSound( void ) { - switch ( RANDOM_LONG(0,2) ) + switch( RANDOM_LONG( 0, 2 ) ) { - case 0: - EMIT_SOUND( ENT(pev), CHAN_VOICE, "houndeye/he_pain3.wav", 1, ATTN_NORM ); + case 0: + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "houndeye/he_pain3.wav", 1, ATTN_NORM ); break; case 1: - EMIT_SOUND( ENT(pev), CHAN_VOICE, "houndeye/he_pain4.wav", 1, ATTN_NORM ); + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "houndeye/he_pain4.wav", 1, ATTN_NORM ); break; case 2: - EMIT_SOUND( ENT(pev), CHAN_VOICE, "houndeye/he_pain5.wav", 1, ATTN_NORM ); + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "houndeye/he_pain5.wav", 1, ATTN_NORM ); break; } } @@ -505,75 +494,81 @@ void CHoundeye :: PainSound ( void ) // WriteBeamColor - writes a color vector to the network // based on the size of the group. //========================================================= -void CHoundeye :: WriteBeamColor ( void ) +void CHoundeye::WriteBeamColor( void ) { - BYTE bRed, bGreen, bBlue; + BYTE bRed, bGreen, bBlue; - if ( InSquad() ) + if( InSquad() ) { - switch ( SquadCount() ) + switch( SquadCount() ) { case 2: // no case for 0 or 1, cause those are impossible for monsters in Squads. - bRed = 101; - bGreen = 133; - bBlue = 221; + bRed = 101; + bGreen = 133; + bBlue = 221; break; case 3: - bRed = 67; - bGreen = 85; - bBlue = 255; + bRed = 67; + bGreen = 85; + bBlue = 255; break; case 4: - bRed = 62; - bGreen = 33; - bBlue = 211; + bRed = 62; + bGreen = 33; + bBlue = 211; break; default: - ALERT ( at_aiconsole, "Unsupported Houndeye SquadSize!\n" ); - bRed = 188; - bGreen = 220; - bBlue = 255; + ALERT( at_aiconsole, "Unsupported Houndeye SquadSize!\n" ); + bRed = 188; + bGreen = 220; + bBlue = 255; break; } } else { // solo houndeye - weakest beam - bRed = 188; - bGreen = 220; - bBlue = 255; + bRed = 188; + bGreen = 220; + bBlue = 255; } - - WRITE_BYTE( bRed ); + + WRITE_BYTE( bRed ); WRITE_BYTE( bGreen ); - WRITE_BYTE( bBlue ); + WRITE_BYTE( bBlue ); } //========================================================= // SonicAttack //========================================================= -void CHoundeye :: SonicAttack ( void ) +void CHoundeye::SonicAttack( void ) { - float flAdjustedDamage; - float flDist; + float flAdjustedDamage; + float flDist; - switch ( RANDOM_LONG( 0, 2 ) ) + switch( RANDOM_LONG( 0, 2 ) ) { - case 0: EMIT_SOUND(ENT(pev), CHAN_WEAPON, "houndeye/he_blast1.wav", 1, ATTN_NORM); break; - case 1: EMIT_SOUND(ENT(pev), CHAN_WEAPON, "houndeye/he_blast2.wav", 1, ATTN_NORM); break; - case 2: EMIT_SOUND(ENT(pev), CHAN_WEAPON, "houndeye/he_blast3.wav", 1, ATTN_NORM); break; + case 0: + EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "houndeye/he_blast1.wav", 1, ATTN_NORM ); + break; + case 1: + EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "houndeye/he_blast2.wav", 1, ATTN_NORM ); + break; + case 2: + EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "houndeye/he_blast3.wav", 1, ATTN_NORM ); + break; } // blast circles MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin ); WRITE_BYTE( TE_BEAMCYLINDER ); - WRITE_COORD( pev->origin.x); - WRITE_COORD( pev->origin.y); - WRITE_COORD( pev->origin.z + 16); - WRITE_COORD( pev->origin.x); - WRITE_COORD( pev->origin.y); - WRITE_COORD( pev->origin.z + 16 + HOUNDEYE_MAX_ATTACK_RADIUS / .2); // reach damage radius over .3 seconds + WRITE_COORD( pev->origin.x ); + WRITE_COORD( pev->origin.y ); + WRITE_COORD( pev->origin.z + 16 ); + WRITE_COORD( pev->origin.x ); + WRITE_COORD( pev->origin.y ); + WRITE_COORD( pev->origin.z + 16 + HOUNDEYE_MAX_ATTACK_RADIUS / .2 ); // reach damage radius over .3 seconds WRITE_SHORT( m_iSpriteTexture ); WRITE_BYTE( 0 ); // startframe WRITE_BYTE( 0 ); // framerate @@ -589,12 +584,12 @@ void CHoundeye :: SonicAttack ( void ) MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin ); WRITE_BYTE( TE_BEAMCYLINDER ); - WRITE_COORD( pev->origin.x); - WRITE_COORD( pev->origin.y); - WRITE_COORD( pev->origin.z + 16); - WRITE_COORD( pev->origin.x); - WRITE_COORD( pev->origin.y); - WRITE_COORD( pev->origin.z + 16 + ( HOUNDEYE_MAX_ATTACK_RADIUS / 2 ) / .2); // reach damage radius over .3 seconds + WRITE_COORD( pev->origin.x ); + WRITE_COORD( pev->origin.y ); + WRITE_COORD( pev->origin.z + 16 ); + WRITE_COORD( pev->origin.x ); + WRITE_COORD( pev->origin.y ); + WRITE_COORD( pev->origin.z + 16 + ( HOUNDEYE_MAX_ATTACK_RADIUS / 2 ) / .2 ); // reach damage radius over .3 seconds WRITE_SHORT( m_iSpriteTexture ); WRITE_BYTE( 0 ); // startframe WRITE_BYTE( 0 ); // framerate @@ -603,25 +598,25 @@ void CHoundeye :: SonicAttack ( void ) WRITE_BYTE( 0 ); // noise WriteBeamColor(); - + WRITE_BYTE( 255 ); //brightness WRITE_BYTE( 0 ); // speed MESSAGE_END(); CBaseEntity *pEntity = NULL; // iterate on all entities in the vicinity. - while ((pEntity = UTIL_FindEntityInSphere( pEntity, pev->origin, HOUNDEYE_MAX_ATTACK_RADIUS )) != NULL) + while( ( pEntity = UTIL_FindEntityInSphere( pEntity, pev->origin, HOUNDEYE_MAX_ATTACK_RADIUS ) ) != NULL ) { - if ( pEntity->pev->takedamage != DAMAGE_NO ) + if( pEntity->pev->takedamage != DAMAGE_NO ) { - if ( !FClassnameIs(pEntity->pev, "monster_houndeye") ) + if( !FClassnameIs( pEntity->pev, "monster_houndeye" ) ) { // houndeyes don't hurt other houndeyes with their attack // houndeyes do FULL damage if the ent in question is visible. Half damage otherwise. // This means that you must get out of the houndeye's attack range entirely to avoid damage. // Calculate full damage first - if ( SquadCount() > 1 ) + if( SquadCount() > 1 ) { // squad gets attack bonus. flAdjustedDamage = gSkillData.houndeyeDmgBlast + gSkillData.houndeyeDmgBlast * ( HOUNDEYE_SQUAD_BONUS * ( SquadCount() - 1 ) ); @@ -632,20 +627,20 @@ void CHoundeye :: SonicAttack ( void ) flAdjustedDamage = gSkillData.houndeyeDmgBlast; } - flDist = (pEntity->Center() - pev->origin).Length(); + flDist = ( pEntity->Center() - pev->origin ).Length(); flAdjustedDamage -= ( flDist / HOUNDEYE_MAX_ATTACK_RADIUS ) * flAdjustedDamage; - if ( !FVisible( pEntity ) ) + if( !FVisible( pEntity ) ) { - if ( pEntity->IsPlayer() ) + if( pEntity->IsPlayer() ) { // if this entity is a client, and is not in full view, inflict half damage. We do this so that players still // take the residual damage if they don't totally leave the houndeye's effective radius. We restrict it to clients // so that monsters in other parts of the level don't take the damage and get pissed. flAdjustedDamage *= 0.5; } - else if ( !FClassnameIs( pEntity->pev, "func_breakable" ) && !FClassnameIs( pEntity->pev, "func_pushable" ) ) + else if( !FClassnameIs( pEntity->pev, "func_breakable" ) && !FClassnameIs( pEntity->pev, "func_pushable" ) ) { // do not hurt nonclients through walls, but allow damage to be done to breakables flAdjustedDamage = 0; @@ -654,9 +649,9 @@ void CHoundeye :: SonicAttack ( void ) //ALERT ( at_aiconsole, "Damage: %f\n", flAdjustedDamage ); - if (flAdjustedDamage > 0 ) + if( flAdjustedDamage > 0 ) { - pEntity->TakeDamage ( pev, pev, flAdjustedDamage, DMG_SONIC | DMG_ALWAYSGIB ); + pEntity->TakeDamage( pev, pev, flAdjustedDamage, DMG_SONIC | DMG_ALWAYSGIB ); } } } @@ -666,11 +661,11 @@ void CHoundeye :: SonicAttack ( void ) //========================================================= // start task //========================================================= -void CHoundeye :: StartTask ( Task_t *pTask ) +void CHoundeye::StartTask( Task_t *pTask ) { m_iTaskStatus = TASKSTATUS_RUNNING; - switch ( pTask->iTask ) + switch( pTask->iTask ) { case TASK_HOUND_FALL_ASLEEP: { @@ -711,14 +706,14 @@ void CHoundeye :: StartTask ( Task_t *pTask ) m_IdealActivity = ACT_RANGE_ATTACK1; /* - if ( InSquad() ) + if( InSquad() ) { // see if there is a battery to connect to. CSquadMonster *pSquad = m_pSquadLeader; - while ( pSquad ) + while( pSquad ) { - if ( pSquad->m_iMySlot == bits_SLOT_HOUND_BATTERY ) + if( pSquad->m_iMySlot == bits_SLOT_HOUND_BATTERY ) { // draw a beam. MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); @@ -731,7 +726,7 @@ void CHoundeye :: StartTask ( Task_t *pTask ) WRITE_BYTE( 10 ); // life WRITE_BYTE( 40 ); // width WRITE_BYTE( 10 ); // noise - WRITE_BYTE( 0 ); // r, g, b + WRITE_BYTE( 0 ); // r, g, b WRITE_BYTE( 50 ); // r, g, b WRITE_BYTE( 250); // r, g, b WRITE_BYTE( 255 ); // brightness @@ -758,7 +753,7 @@ void CHoundeye :: StartTask ( Task_t *pTask ) } default: { - CSquadMonster :: StartTask(pTask); + CSquadMonster::StartTask( pTask ); break; } } @@ -767,16 +762,16 @@ void CHoundeye :: StartTask ( Task_t *pTask ) //========================================================= // RunTask //========================================================= -void CHoundeye :: RunTask ( Task_t *pTask ) +void CHoundeye::RunTask( Task_t *pTask ) { - switch ( pTask->iTask ) + switch( pTask->iTask ) { case TASK_HOUND_THREAT_DISPLAY: { - MakeIdealYaw ( m_vecEnemyLKP ); - ChangeYaw ( pev->yaw_speed ); + MakeIdealYaw( m_vecEnemyLKP ); + ChangeYaw( pev->yaw_speed ); - if ( m_fSequenceFinished ) + if( m_fSequenceFinished ) { TaskComplete(); } @@ -784,7 +779,7 @@ void CHoundeye :: RunTask ( Task_t *pTask ) } case TASK_HOUND_CLOSE_EYE: { - if ( pev->skin < HOUNDEYE_EYE_FRAMES - 1 ) + if( pev->skin < HOUNDEYE_EYE_FRAMES - 1 ) { pev->skin++; } @@ -792,7 +787,7 @@ void CHoundeye :: RunTask ( Task_t *pTask ) } case TASK_HOUND_HOP_BACK: { - if ( m_fSequenceFinished ) + if( m_fSequenceFinished ) { TaskComplete(); } @@ -800,26 +795,27 @@ void CHoundeye :: RunTask ( Task_t *pTask ) } case TASK_SPECIAL_ATTACK1: { - pev->skin = RANDOM_LONG(0, HOUNDEYE_EYE_FRAMES - 1); + pev->skin = RANDOM_LONG( 0, HOUNDEYE_EYE_FRAMES - 1 ); + + MakeIdealYaw( m_vecEnemyLKP ); + ChangeYaw( pev->yaw_speed ); - MakeIdealYaw ( m_vecEnemyLKP ); - ChangeYaw ( pev->yaw_speed ); - float life; - life = ((255 - pev->frame) / (pev->framerate * m_flFrameRate)); - if (life < 0.1) life = 0.1; + life = ( ( 255 - pev->frame ) / ( pev->framerate * m_flFrameRate ) ); + if( life < 0.1 ) + life = 0.1; MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin ); - WRITE_BYTE( TE_IMPLOSION); - WRITE_COORD( pev->origin.x); - WRITE_COORD( pev->origin.y); - WRITE_COORD( pev->origin.z + 16); - WRITE_BYTE( 50 * life + 100); // radius + WRITE_BYTE( TE_IMPLOSION ); + WRITE_COORD( pev->origin.x ); + WRITE_COORD( pev->origin.y ); + WRITE_COORD( pev->origin.z + 16 ); + WRITE_BYTE( 50 * life + 100 ); // radius WRITE_BYTE( pev->frame / 25.0 ); // count WRITE_BYTE( life * 10 ); // life MESSAGE_END(); - - if ( m_fSequenceFinished ) + + if( m_fSequenceFinished ) { SonicAttack(); TaskComplete(); @@ -828,7 +824,7 @@ void CHoundeye :: RunTask ( Task_t *pTask ) } default: { - CSquadMonster :: RunTask(pTask); + CSquadMonster::RunTask( pTask ); break; } } @@ -837,23 +833,23 @@ void CHoundeye :: RunTask ( Task_t *pTask ) //========================================================= // PrescheduleThink //========================================================= -void CHoundeye::PrescheduleThink ( void ) +void CHoundeye::PrescheduleThink( void ) { // if the hound is mad and is running, make hunt noises. - if ( m_MonsterState == MONSTERSTATE_COMBAT && m_Activity == ACT_RUN && RANDOM_FLOAT( 0, 1 ) < 0.2 ) + if( m_MonsterState == MONSTERSTATE_COMBAT && m_Activity == ACT_RUN && RANDOM_FLOAT( 0, 1 ) < 0.2 ) { WarnSound(); } // at random, initiate a blink if not already blinking or sleeping - if ( !m_fDontBlink ) + if( !m_fDontBlink ) { - if ( ( pev->skin == 0 ) && RANDOM_LONG(0,0x7F) == 0 ) + if( ( pev->skin == 0 ) && RANDOM_LONG( 0, 0x7F ) == 0 ) { // start blinking! pev->skin = HOUNDEYE_EYE_FRAMES - 1; } - else if ( pev->skin != 0 ) + else if( pev->skin != 0 ) { // already blinking pev->skin--; @@ -861,16 +857,16 @@ void CHoundeye::PrescheduleThink ( void ) } // if you are the leader, average the origins of each pack member to get an approximate center. - if ( IsLeader() ) + if( IsLeader() ) { CSquadMonster *pSquadMember; int iSquadCount = 0; - for (int i = 0; i < MAX_SQUAD_MEMBERS; i++) + for( int i = 0; i < MAX_SQUAD_MEMBERS; i++ ) { - pSquadMember = MySquadMember(i); + pSquadMember = MySquadMember( i ); - if (pSquadMember) + if( pSquadMember ) { iSquadCount++; m_vecPackCenter = m_vecPackCenter + pSquadMember->pev->origin; @@ -884,7 +880,7 @@ void CHoundeye::PrescheduleThink ( void ) //========================================================= // AI Schedules Specific to this monster //========================================================= -Task_t tlHoundGuardPack[] = +Task_t tlHoundGuardPack[] = { { TASK_STOP_MOVING, (float)0 }, { TASK_GUARD, (float)0 }, @@ -1142,107 +1138,106 @@ IMPLEMENT_CUSTOM_SCHEDULES( CHoundeye, CSquadMonster ) //========================================================= // GetScheduleOfType //========================================================= -Schedule_t* CHoundeye :: GetScheduleOfType ( int Type ) +Schedule_t *CHoundeye::GetScheduleOfType( int Type ) { - if ( m_fAsleep ) + if( m_fAsleep ) { // if the hound is sleeping, must wake and stand! - if ( HasConditions( bits_COND_HEAR_SOUND ) ) + if( HasConditions( bits_COND_HEAR_SOUND ) ) { CSound *pWakeSound; pWakeSound = PBestSound(); ASSERT( pWakeSound != NULL ); - if ( pWakeSound ) + if( pWakeSound ) { - MakeIdealYaw ( pWakeSound->m_vecOrigin ); + MakeIdealYaw( pWakeSound->m_vecOrigin ); - if ( FLSoundVolume ( pWakeSound ) >= HOUNDEYE_SOUND_STARTLE_VOLUME ) + if( FLSoundVolume( pWakeSound ) >= HOUNDEYE_SOUND_STARTLE_VOLUME ) { // awakened by a loud sound - return &slHoundWakeUrgent[ 0 ]; + return &slHoundWakeUrgent[0]; } } // sound was not loud enough to scare the bejesus out of houndeye - return &slHoundWakeLazy[ 0 ]; + return &slHoundWakeLazy[0]; } - else if ( HasConditions( bits_COND_NEW_ENEMY ) ) + else if( HasConditions( bits_COND_NEW_ENEMY ) ) { // get up fast, to fight. - return &slHoundWakeUrgent[ 0 ]; + return &slHoundWakeUrgent[0]; } - else { // hound is waking up on its own - return &slHoundWakeLazy[ 0 ]; + return &slHoundWakeLazy[0]; } } - switch ( Type ) + switch( Type ) { case SCHED_IDLE_STAND: { // we may want to sleep instead of stand! - if ( InSquad() && !IsLeader() && !m_fAsleep && RANDOM_LONG(0,29) < 1 ) + if( InSquad() && !IsLeader() && !m_fAsleep && RANDOM_LONG( 0, 29 ) < 1 ) { - return &slHoundSleep[ 0 ]; + return &slHoundSleep[0]; } else { - return CSquadMonster :: GetScheduleOfType( Type ); + return CSquadMonster::GetScheduleOfType( Type ); } } case SCHED_RANGE_ATTACK1: { - return &slHoundRangeAttack[ 0 ]; + return &slHoundRangeAttack[0]; /* - if ( InSquad() ) + if( InSquad() ) { - return &slHoundRangeAttack[ RANDOM_LONG( 0, 1 ) ]; + return &slHoundRangeAttack[RANDOM_LONG( 0, 1 )]; } - return &slHoundRangeAttack[ 1 ]; + return &slHoundRangeAttack[1]; */ } case SCHED_SPECIAL_ATTACK1: { - return &slHoundSpecialAttack1[ 0 ]; + return &slHoundSpecialAttack1[0]; } case SCHED_GUARD: { - return &slHoundGuardPack[ 0 ]; + return &slHoundGuardPack[0]; } case SCHED_HOUND_AGITATED: { - return &slHoundAgitated[ 0 ]; + return &slHoundAgitated[0]; } case SCHED_HOUND_HOP_RETREAT: { - return &slHoundHopRetreat[ 0 ]; + return &slHoundHopRetreat[0]; } case SCHED_FAIL: { - if ( m_MonsterState == MONSTERSTATE_COMBAT ) + if( m_MonsterState == MONSTERSTATE_COMBAT ) { - if ( !FNullEnt( FIND_CLIENT_IN_PVS( edict() ) ) ) + if( !FNullEnt( FIND_CLIENT_IN_PVS( edict() ) ) ) { // client in PVS - return &slHoundCombatFailPVS[ 0 ]; + return &slHoundCombatFailPVS[0]; } else { // client has taken off! - return &slHoundCombatFailNoPVS[ 0 ]; + return &slHoundCombatFailNoPVS[0]; } } else { - return CSquadMonster :: GetScheduleOfType ( Type ); + return CSquadMonster::GetScheduleOfType( Type ); } } default: { - return CSquadMonster :: GetScheduleOfType ( Type ); + return CSquadMonster::GetScheduleOfType( Type ); } } } @@ -1250,45 +1245,45 @@ Schedule_t* CHoundeye :: GetScheduleOfType ( int Type ) //========================================================= // GetSchedule //========================================================= -Schedule_t *CHoundeye :: GetSchedule( void ) +Schedule_t *CHoundeye::GetSchedule( void ) { - switch ( m_MonsterState ) + switch( m_MonsterState ) { case MONSTERSTATE_COMBAT: { // dead enemy - if ( HasConditions( bits_COND_ENEMY_DEAD ) ) + if( HasConditions( bits_COND_ENEMY_DEAD ) ) { // call base class, all code to handle dead enemies is centralized there. - return CBaseMonster :: GetSchedule(); + return CBaseMonster::GetSchedule(); } - if ( HasConditions( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE ) ) + if( HasConditions( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE ) ) { - if ( RANDOM_FLOAT( 0 , 1 ) <= 0.4 ) + if( RANDOM_FLOAT( 0, 1 ) <= 0.4 ) { TraceResult tr; UTIL_MakeVectors( pev->angles ); UTIL_TraceHull( pev->origin, pev->origin + gpGlobals->v_forward * -128, dont_ignore_monsters, head_hull, ENT( pev ), &tr ); - if ( tr.flFraction == 1.0 ) + if( tr.flFraction == 1.0 ) { // it's clear behind, so the hound will jump - return GetScheduleOfType ( SCHED_HOUND_HOP_RETREAT ); + return GetScheduleOfType( SCHED_HOUND_HOP_RETREAT ); } } - return GetScheduleOfType ( SCHED_TAKE_COVER_FROM_ENEMY ); + return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY ); } - if ( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) ) + if( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) ) { - if ( OccupySlot ( bits_SLOTS_HOUND_ATTACK ) ) + if( OccupySlot( bits_SLOTS_HOUND_ATTACK ) ) { - return GetScheduleOfType ( SCHED_RANGE_ATTACK1 ); + return GetScheduleOfType( SCHED_RANGE_ATTACK1 ); } - return GetScheduleOfType ( SCHED_HOUND_AGITATED ); + return GetScheduleOfType( SCHED_HOUND_AGITATED ); } break; } @@ -1296,5 +1291,5 @@ Schedule_t *CHoundeye :: GetSchedule( void ) break; } - return CSquadMonster :: GetSchedule(); + return CSquadMonster::GetSchedule(); } diff --git a/dlls/ichthyosaur.cpp b/dlls/ichthyosaur.cpp index da37bc5d..cbc86d50 100644 --- a/dlls/ichthyosaur.cpp +++ b/dlls/ichthyosaur.cpp @@ -50,14 +50,14 @@ extern CGraph WorldGraph; class CIchthyosaur : public CFlyingMonster { public: - void Spawn( void ); - void Precache( void ); - void SetYawSpeed( void ); - int Classify( void ); - void HandleAnimEvent( MonsterEvent_t *pEvent ); + void Spawn( void ); + void Precache( void ); + void SetYawSpeed( void ); + int Classify( void ); + void HandleAnimEvent( MonsterEvent_t *pEvent ); CUSTOM_SCHEDULES - int Save( CSave &save ); + int Save( CSave &save ); int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; @@ -70,23 +70,23 @@ public: void EXPORT CombatUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); void EXPORT BiteTouch( CBaseEntity *pOther ); - void StartTask( Task_t *pTask ); - void RunTask( Task_t *pTask ); + void StartTask( Task_t *pTask ); + void RunTask( Task_t *pTask ); - BOOL CheckMeleeAttack1 ( float flDot, float flDist ); - BOOL CheckRangeAttack1 ( float flDot, float flDist ); + BOOL CheckMeleeAttack1( float flDot, float flDist ); + BOOL CheckRangeAttack1( float flDot, float flDist ); float ChangeYaw( int speed ); Activity GetStoppedActivity( void ); - void Move( float flInterval ); - void MoveExecute( CBaseEntity *pTargetEnt, const Vector &vecDir, float flInterval ); - void MonsterThink( void ); - void Stop( void ); - void Swim( void ); - Vector DoProbe(const Vector &Probe); + void Move( float flInterval ); + void MoveExecute( CBaseEntity *pTargetEnt, const Vector &vecDir, float flInterval ); + void MonsterThink( void ); + void Stop( void ); + void Swim( void ); + Vector DoProbe(const Vector &Probe ); - float VectorToPitch( const Vector &vec); + float VectorToPitch( const Vector &vec ); float FlPitchDiff( void ); float ChangePitch( int speed ); @@ -178,34 +178,34 @@ const char *CIchthyosaur::pDieSounds[] = }; #define EMIT_ICKY_SOUND( chan, array ) \ - EMIT_SOUND_DYN ( ENT(pev), chan , array [ RANDOM_LONG(0,ARRAYSIZE( array )-1) ], 1.0, 0.6, 0, RANDOM_LONG(95,105) ); + EMIT_SOUND_DYN( ENT( pev ), chan , array[RANDOM_LONG( 0, ARRAYSIZE( array ) - 1 )], 1.0, 0.6, 0, RANDOM_LONG( 95, 105 ) ); -void CIchthyosaur :: IdleSound( void ) +void CIchthyosaur::IdleSound( void ) { EMIT_ICKY_SOUND( CHAN_VOICE, pIdleSounds ); } -void CIchthyosaur :: AlertSound( void ) -{ +void CIchthyosaur::AlertSound( void ) +{ EMIT_ICKY_SOUND( CHAN_VOICE, pAlertSounds ); } -void CIchthyosaur :: AttackSound( void ) +void CIchthyosaur::AttackSound( void ) { EMIT_ICKY_SOUND( CHAN_VOICE, pAttackSounds ); } -void CIchthyosaur :: BiteSound( void ) +void CIchthyosaur::BiteSound( void ) { EMIT_ICKY_SOUND( CHAN_WEAPON, pBiteSounds ); } -void CIchthyosaur :: DeathSound( void ) +void CIchthyosaur::DeathSound( void ) { EMIT_ICKY_SOUND( CHAN_VOICE, pDieSounds ); } -void CIchthyosaur :: PainSound( void ) +void CIchthyosaur::PainSound( void ) { EMIT_ICKY_SOUND( CHAN_VOICE, pPainSounds ); } @@ -213,7 +213,7 @@ void CIchthyosaur :: PainSound( void ) //========================================================= // monster-specific tasks and states //========================================================= -enum +enum { TASK_ICHTHYOSAUR_CIRCLE_ENEMY = LAST_COMMON_TASK + 1, TASK_ICHTHYOSAUR_SWIM, @@ -306,7 +306,7 @@ Schedule_t slTwitchDie[] = DEFINE_CUSTOM_SCHEDULES( CIchthyosaur ) { - slSwimAround, + slSwimAround, slSwimAgitated, slCircleEnemy, slTwitchDie, @@ -318,17 +318,17 @@ IMPLEMENT_CUSTOM_SCHEDULES( CIchthyosaur, CFlyingMonster ) // Classify - indicates this monster's place in the // relationship table. //========================================================= -int CIchthyosaur :: Classify ( void ) +int CIchthyosaur::Classify( void ) { - return CLASS_ALIEN_MONSTER; + return CLASS_ALIEN_MONSTER; } //========================================================= // CheckMeleeAttack1 //========================================================= -BOOL CIchthyosaur :: CheckMeleeAttack1 ( float flDot, float flDist ) +BOOL CIchthyosaur::CheckMeleeAttack1( float flDot, float flDist ) { - if ( flDot >= 0.7 && m_flEnemyTouched > gpGlobals->time - 0.2 ) + if( flDot >= 0.7 && m_flEnemyTouched > gpGlobals->time - 0.2 ) { return TRUE; } @@ -338,7 +338,7 @@ BOOL CIchthyosaur :: CheckMeleeAttack1 ( float flDot, float flDist ) void CIchthyosaur::BiteTouch( CBaseEntity *pOther ) { // bite if we hit who we want to eat - if ( pOther == m_hEnemy ) + if( pOther == m_hEnemy ) { m_flEnemyTouched = gpGlobals->time; m_bOnAttack = TRUE; @@ -347,10 +347,10 @@ void CIchthyosaur::BiteTouch( CBaseEntity *pOther ) void CIchthyosaur::CombatUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { - if ( !ShouldToggle( useType, m_bOnAttack ) ) + if( !ShouldToggle( useType, m_bOnAttack ) ) return; - if (m_bOnAttack) + if( m_bOnAttack ) { m_bOnAttack = 0; } @@ -364,9 +364,9 @@ void CIchthyosaur::CombatUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE // CheckRangeAttack1 - swim in for a chomp // //========================================================= -BOOL CIchthyosaur :: CheckRangeAttack1 ( float flDot, float flDist ) +BOOL CIchthyosaur::CheckRangeAttack1( float flDot, float flDist ) { - if ( flDot > -0.7 && (m_bOnAttack || ( flDist <= 192 && m_idealDist <= 192))) + if( flDot > -0.7 && (m_bOnAttack || ( flDist <= 192 && m_idealDist <= 192 ) ) ) { return TRUE; } @@ -378,7 +378,7 @@ BOOL CIchthyosaur :: CheckRangeAttack1 ( float flDot, float flDist ) // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= -void CIchthyosaur :: SetYawSpeed ( void ) +void CIchthyosaur::SetYawSpeed( void ) { pev->yaw_speed = 100; } @@ -386,7 +386,7 @@ void CIchthyosaur :: SetYawSpeed ( void ) //========================================================= // Killed - overrides CFlyingMonster. // -void CIchthyosaur :: Killed( entvars_t *pevAttacker, int iGib ) +void CIchthyosaur::Killed( entvars_t *pevAttacker, int iGib ) { CBaseMonster::Killed( pevAttacker, iGib ); pev->velocity = Vector( 0, 0, 0 ); @@ -408,7 +408,7 @@ void CIchthyosaur::BecomeDead( void ) // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. //========================================================= -void CIchthyosaur :: HandleAnimEvent( MonsterEvent_t *pEvent ) +void CIchthyosaur::HandleAnimEvent( MonsterEvent_t *pEvent ) { int bDidAttack = FALSE; switch( pEvent->event ) @@ -416,23 +416,23 @@ void CIchthyosaur :: HandleAnimEvent( MonsterEvent_t *pEvent ) case ICHTHYOSAUR_AE_SHAKE_RIGHT: case ICHTHYOSAUR_AE_SHAKE_LEFT: { - if (m_hEnemy != NULL && FVisible( m_hEnemy )) + if( m_hEnemy != NULL && FVisible( m_hEnemy ) ) { CBaseEntity *pHurt = m_hEnemy; - if (m_flEnemyTouched < gpGlobals->time - 0.2 && (m_hEnemy->BodyTarget( pev->origin ) - pev->origin).Length() > (32+16+32)) + if( m_flEnemyTouched < gpGlobals->time - 0.2 && ( m_hEnemy->BodyTarget( pev->origin ) - pev->origin).Length() > ( 32 + 16 + 32 ) ) break; Vector vecShootDir = ShootAtEnemy( pev->origin ); - UTIL_MakeAimVectors ( pev->angles ); + UTIL_MakeAimVectors( pev->angles ); - if (DotProduct( vecShootDir, gpGlobals->v_forward ) > 0.707) + if( DotProduct( vecShootDir, gpGlobals->v_forward ) > 0.707 ) { m_bOnAttack = TRUE; pHurt->pev->punchangle.z = -18; pHurt->pev->punchangle.x = 5; pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_right * 300; - if (pHurt->IsPlayer()) + if( pHurt->IsPlayer() ) { pHurt->pev->angles.x += RANDOM_FLOAT( -35, 35 ); pHurt->pev->angles.y += RANDOM_FLOAT( -90, 90 ); @@ -452,7 +452,7 @@ void CIchthyosaur :: HandleAnimEvent( MonsterEvent_t *pEvent ) break; } - if (bDidAttack) + if( bDidAttack ) { Vector vecSrc = pev->origin + gpGlobals->v_forward * 32; UTIL_Bubbles( vecSrc - Vector( 8, 8, 8 ), vecSrc + Vector( 8, 8, 8 ), 16 ); @@ -462,18 +462,18 @@ void CIchthyosaur :: HandleAnimEvent( MonsterEvent_t *pEvent ) //========================================================= // Spawn //========================================================= -void CIchthyosaur :: Spawn() +void CIchthyosaur::Spawn() { - Precache( ); + Precache(); - SET_MODEL(ENT(pev), "models/icky.mdl"); + SET_MODEL( ENT( pev ), "models/icky.mdl" ); UTIL_SetSize( pev, Vector( -32, -32, -32 ), Vector( 32, 32, 32 ) ); - pev->solid = SOLID_BBOX; + pev->solid = SOLID_BBOX; pev->movetype = MOVETYPE_FLY; m_bloodColor = BLOOD_COLOR_GREEN; - pev->health = gSkillData.ichthyosaurHealth; - pev->view_ofs = Vector ( 0, 0, 16 ); + pev->health = gSkillData.ichthyosaurHealth; + pev->view_ofs = Vector( 0, 0, 16 ); m_flFieldOfView = VIEW_FIELD_WIDE; m_MonsterState = MONSTERSTATE_NONE; SetBits(pev->flags, FL_SWIM); @@ -493,7 +493,7 @@ void CIchthyosaur :: Spawn() m_flMaxDist = 384; Vector Forward; - UTIL_MakeVectorsPrivate(pev->angles, Forward, 0, 0); + UTIL_MakeVectorsPrivate( pev->angles, Forward, 0, 0 ); pev->velocity = m_flightSpeed * Forward.Normalize(); m_SaveVelocity = pev->velocity; } @@ -501,9 +501,9 @@ void CIchthyosaur :: Spawn() //========================================================= // Precache - precaches all resources this monster needs //========================================================= -void CIchthyosaur :: Precache() +void CIchthyosaur::Precache() { - PRECACHE_MODEL("models/icky.mdl"); + PRECACHE_MODEL( "models/icky.mdl" ); PRECACHE_SOUND_ARRAY( pIdleSounds ); PRECACHE_SOUND_ARRAY( pAlertSounds ); @@ -519,7 +519,7 @@ void CIchthyosaur :: Precache() Schedule_t* CIchthyosaur::GetSchedule() { // ALERT( at_console, "GetSchedule( )\n" ); - switch(m_MonsterState) + switch( m_MonsterState ) { case MONSTERSTATE_IDLE: m_flightSpeed = 80; @@ -532,20 +532,21 @@ Schedule_t* CIchthyosaur::GetSchedule() case MONSTERSTATE_COMBAT: m_flMaxSpeed = 400; // eat them - if ( HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) ) + if( HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) ) { return GetScheduleOfType( SCHED_MELEE_ATTACK1 ); } + // chase them down and eat them - if ( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) ) + if( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) ) { return GetScheduleOfType( SCHED_CHASE_ENEMY ); } - if ( HasConditions( bits_COND_HEAVY_DAMAGE ) ) + if( HasConditions( bits_COND_HEAVY_DAMAGE ) ) { m_bOnAttack = TRUE; } - if ( pev->health < pev->max_health - 20 ) + if( pev->health < pev->max_health - 20 ) { m_bOnAttack = TRUE; } @@ -556,15 +557,15 @@ Schedule_t* CIchthyosaur::GetSchedule() break; } - return CFlyingMonster :: GetSchedule(); + return CFlyingMonster::GetSchedule(); } //========================================================= //========================================================= -Schedule_t* CIchthyosaur :: GetScheduleOfType ( int Type ) +Schedule_t *CIchthyosaur::GetScheduleOfType( int Type ) { // ALERT( at_console, "GetScheduleOfType( %d ) %d\n", Type, m_bOnAttack ); - switch ( Type ) + switch( Type ) { case SCHED_IDLE_WALK: return slSwimAround; @@ -575,10 +576,10 @@ Schedule_t* CIchthyosaur :: GetScheduleOfType ( int Type ) case SCHED_DIE: return slTwitchDie; case SCHED_CHASE_ENEMY: - AttackSound( ); + AttackSound(); } - return CBaseMonster :: GetScheduleOfType( Type ); + return CBaseMonster::GetScheduleOfType( Type ); } //========================================================= @@ -586,16 +587,16 @@ Schedule_t* CIchthyosaur :: GetScheduleOfType ( int Type ) // any necessary calculations to start the next task on the // schedule. //========================================================= -void CIchthyosaur::StartTask(Task_t *pTask) +void CIchthyosaur::StartTask( Task_t *pTask ) { - switch (pTask->iTask) + switch( pTask->iTask ) { case TASK_ICHTHYOSAUR_CIRCLE_ENEMY: break; case TASK_ICHTHYOSAUR_SWIM: break; case TASK_SMALL_FLINCH: - if (m_idealDist > 128) + if( m_idealDist > 128 ) { m_flMaxDist = 512; m_idealDist = 512; @@ -604,35 +605,35 @@ void CIchthyosaur::StartTask(Task_t *pTask) { m_bOnAttack = TRUE; } - CFlyingMonster::StartTask(pTask); + CFlyingMonster::StartTask( pTask ); break; case TASK_ICHTHYOSAUR_FLOAT: pev->skin = EYE_BASE; SetSequenceByName( "bellyup" ); break; default: - CFlyingMonster::StartTask(pTask); + CFlyingMonster::StartTask( pTask ); break; } } -void CIchthyosaur :: RunTask ( Task_t *pTask ) +void CIchthyosaur::RunTask( Task_t *pTask ) { - switch ( pTask->iTask ) + switch( pTask->iTask ) { case TASK_ICHTHYOSAUR_CIRCLE_ENEMY: - if (m_hEnemy == NULL) + if( m_hEnemy == NULL ) { - TaskComplete( ); + TaskComplete(); } - else if (FVisible( m_hEnemy )) + else if( FVisible( m_hEnemy ) ) { - Vector vecFrom = m_hEnemy->EyePosition( ); + Vector vecFrom = m_hEnemy->EyePosition(); - Vector vecDelta = (pev->origin - vecFrom).Normalize( ); - Vector vecSwim = CrossProduct( vecDelta, Vector( 0, 0, 1 ) ).Normalize( ); + Vector vecDelta = ( pev->origin - vecFrom ).Normalize(); + Vector vecSwim = CrossProduct( vecDelta, Vector( 0, 0, 1 ) ).Normalize(); - if (DotProduct( vecSwim, m_SaveVelocity ) < 0) + if( DotProduct( vecSwim, m_SaveVelocity ) < 0 ) vecSwim = vecSwim * -1.0; Vector vecPos = vecFrom + vecDelta * m_idealDist + vecSwim * 32; @@ -643,30 +644,31 @@ void CIchthyosaur :: RunTask ( Task_t *pTask ) UTIL_TraceHull( vecFrom, vecPos, ignore_monsters, large_hull, m_hEnemy->edict(), &tr ); - if (tr.flFraction > 0.5) + if( tr.flFraction > 0.5 ) vecPos = tr.vecEndPos; - m_SaveVelocity = m_SaveVelocity * 0.8 + 0.2 * (vecPos - pev->origin).Normalize() * m_flightSpeed; + m_SaveVelocity = m_SaveVelocity * 0.8 + 0.2 * ( vecPos - pev->origin ).Normalize() * m_flightSpeed; // ALERT( at_console, "m_SaveVelocity %.2f %.2f %.2f\n", m_SaveVelocity.x, m_SaveVelocity.y, m_SaveVelocity.z ); - if (HasConditions( bits_COND_ENEMY_FACING_ME ) && m_hEnemy->FVisible( this )) + if( HasConditions( bits_COND_ENEMY_FACING_ME ) && m_hEnemy->FVisible( this ) ) { m_flNextAlert -= 0.1; - if (m_idealDist < m_flMaxDist) + if( m_idealDist < m_flMaxDist ) { m_idealDist += 4; } - if (m_flightSpeed > m_flMinSpeed) + + if( m_flightSpeed > m_flMinSpeed ) { m_flightSpeed -= 2; } - else if (m_flightSpeed < m_flMinSpeed) + else if( m_flightSpeed < m_flMinSpeed ) { m_flightSpeed += 2; } - if (m_flMinSpeed < m_flMaxSpeed) + if( m_flMinSpeed < m_flMaxSpeed ) { m_flMinSpeed += 0.5; } @@ -675,11 +677,11 @@ void CIchthyosaur :: RunTask ( Task_t *pTask ) { m_flNextAlert += 0.1; - if (m_idealDist > 128) + if( m_idealDist > 128 ) { m_idealDist -= 4; } - if (m_flightSpeed < m_flMaxSpeed) + if( m_flightSpeed < m_flMaxSpeed ) { m_flightSpeed += 4; } @@ -691,32 +693,31 @@ void CIchthyosaur :: RunTask ( Task_t *pTask ) m_flNextAlert = gpGlobals->time + 0.2; } - if (m_flNextAlert < gpGlobals->time) + if( m_flNextAlert < gpGlobals->time ) { - // ALERT( at_console, "AlertSound()\n"); - AlertSound( ); + // ALERT( at_console, "AlertSound()\n" ); + AlertSound(); m_flNextAlert = gpGlobals->time + RANDOM_FLOAT( 3, 5 ); } - break; case TASK_ICHTHYOSAUR_SWIM: - if (m_fSequenceFinished) + if( m_fSequenceFinished ) { - TaskComplete( ); + TaskComplete(); } break; case TASK_DIE: - if ( m_fSequenceFinished ) + if( m_fSequenceFinished ) { pev->deadflag = DEAD_DEAD; - TaskComplete( ); + TaskComplete(); } break; case TASK_ICHTHYOSAUR_FLOAT: pev->angles.x = UTIL_ApproachAngle( 0, pev->angles.x, 20 ); pev->velocity = pev->velocity * 0.8; - if (pev->waterlevel > 1 && pev->velocity.z < 64) + if( pev->waterlevel > 1 && pev->velocity.z < 64 ) { pev->velocity.z += 8; } @@ -727,7 +728,7 @@ void CIchthyosaur :: RunTask ( Task_t *pTask ) // ALERT( at_console, "%f\n", pev->velocity.z ); break; default: - CFlyingMonster :: RunTask ( pTask ); + CFlyingMonster::RunTask( pTask ); break; } } @@ -735,61 +736,61 @@ void CIchthyosaur :: RunTask ( Task_t *pTask ) float CIchthyosaur::VectorToPitch( const Vector &vec ) { float pitch; - if (vec.z == 0 && vec.x == 0) + if( vec.z == 0 && vec.x == 0 ) pitch = 0; else { - pitch = (int) (atan2(vec.z, sqrt(vec.x*vec.x+vec.y*vec.y)) * 180 / M_PI); - if (pitch < 0) + pitch = (int) ( atan2( vec.z, sqrt( vec.x * vec.x + vec.y * vec.y ) ) * 180 / M_PI ); + if( pitch < 0 ) pitch += 360; } return pitch; } //========================================================= -void CIchthyosaur::Move(float flInterval) +void CIchthyosaur::Move( float flInterval ) { CFlyingMonster::Move( flInterval ); } float CIchthyosaur::FlPitchDiff( void ) { - float flPitchDiff; - float flCurrentPitch; + float flPitchDiff; + float flCurrentPitch; flCurrentPitch = UTIL_AngleMod( pev->angles.z ); - if ( flCurrentPitch == pev->idealpitch ) + if( flCurrentPitch == pev->idealpitch ) { return 0; } flPitchDiff = pev->idealpitch - flCurrentPitch; - if ( pev->idealpitch > flCurrentPitch ) + if( pev->idealpitch > flCurrentPitch ) { - if (flPitchDiff >= 180) + if( flPitchDiff >= 180 ) flPitchDiff = flPitchDiff - 360; } else { - if (flPitchDiff <= -180) + if( flPitchDiff <= -180 ) flPitchDiff = flPitchDiff + 360; } return flPitchDiff; } -float CIchthyosaur :: ChangePitch( int speed ) +float CIchthyosaur::ChangePitch( int speed ) { - if ( pev->movetype == MOVETYPE_FLY ) + if( pev->movetype == MOVETYPE_FLY ) { float diff = FlPitchDiff(); float target = 0; - if ( m_IdealActivity != GetStoppedActivity() ) + if( m_IdealActivity != GetStoppedActivity() ) { - if (diff < -20) + if( diff < -20 ) target = 45; - else if (diff > 20) + else if( diff > 20 ) target = -45; } pev->angles.x = UTIL_Approach(target, pev->angles.x, 220.0 * 0.1 ); @@ -799,16 +800,16 @@ float CIchthyosaur :: ChangePitch( int speed ) float CIchthyosaur::ChangeYaw( int speed ) { - if ( pev->movetype == MOVETYPE_FLY ) + if( pev->movetype == MOVETYPE_FLY ) { float diff = FlYawDiff(); float target = 0; - if ( m_IdealActivity != GetStoppedActivity() ) + if( m_IdealActivity != GetStoppedActivity() ) { - if ( diff < -20 ) + if( diff < -20 ) target = 20; - else if ( diff > 20 ) + else if( diff > 20 ) target = -20; } pev->angles.z = UTIL_Approach( target, pev->angles.z, 220.0 * 0.1 ); @@ -816,9 +817,9 @@ float CIchthyosaur::ChangeYaw( int speed ) return CFlyingMonster::ChangeYaw( speed ); } -Activity CIchthyosaur:: GetStoppedActivity( void ) +Activity CIchthyosaur::GetStoppedActivity( void ) { - if ( pev->movetype != MOVETYPE_FLY ) // UNDONE: Ground idle here, IDLE may be something else + if( pev->movetype != MOVETYPE_FLY ) // UNDONE: Ground idle here, IDLE may be something else return ACT_IDLE; return ACT_WALK; } @@ -828,24 +829,24 @@ void CIchthyosaur::MoveExecute( CBaseEntity *pTargetEnt, const Vector &vecDir, f m_SaveVelocity = vecDir * m_flightSpeed; } -void CIchthyosaur::MonsterThink ( void ) +void CIchthyosaur::MonsterThink( void ) { - CFlyingMonster::MonsterThink( ); + CFlyingMonster::MonsterThink(); - if (pev->deadflag == DEAD_NO) + if( pev->deadflag == DEAD_NO ) { - if (m_MonsterState != MONSTERSTATE_SCRIPT) + if( m_MonsterState != MONSTERSTATE_SCRIPT ) { - Swim( ); + Swim(); // blink the eye - if (m_flBlink < gpGlobals->time) + if( m_flBlink < gpGlobals->time ) { pev->skin = EYE_CLOSED; - if (m_flBlink + 0.2 < gpGlobals->time) + if( m_flBlink + 0.2 < gpGlobals->time ) { m_flBlink = gpGlobals->time + RANDOM_FLOAT( 3, 4 ); - if (m_bOnAttack) + if( m_bOnAttack ) pev->skin = EYE_MAD; else pev->skin = EYE_BASE; @@ -855,13 +856,13 @@ void CIchthyosaur::MonsterThink ( void ) } } -void CIchthyosaur :: Stop( void ) +void CIchthyosaur::Stop( void ) { - if (!m_bOnAttack) + if( !m_bOnAttack ) m_flightSpeed = 80.0; } -void CIchthyosaur::Swim( ) +void CIchthyosaur::Swim() { int retValue = 0; @@ -870,45 +871,45 @@ void CIchthyosaur::Swim( ) Vector Angles; Vector Forward, Right, Up; - if (FBitSet( pev->flags, FL_ONGROUND)) + if( FBitSet( pev->flags, FL_ONGROUND ) ) { pev->angles.x = 0; pev->angles.y += RANDOM_FLOAT( -45, 45 ); ClearBits( pev->flags, FL_ONGROUND ); Angles = Vector( -pev->angles.x, pev->angles.y, pev->angles.z ); - UTIL_MakeVectorsPrivate(Angles, Forward, Right, Up); + UTIL_MakeVectorsPrivate( Angles, Forward, Right, Up ); pev->velocity = Forward * 200 + Up * 200; return; } - if (m_bOnAttack && m_flightSpeed < m_flMaxSpeed) + if( m_bOnAttack && m_flightSpeed < m_flMaxSpeed ) { m_flightSpeed += 40; } - if (m_flightSpeed < 180) + if( m_flightSpeed < 180 ) { - if (m_IdealActivity == ACT_RUN) + if( m_IdealActivity == ACT_RUN ) SetActivity( ACT_WALK ); - if (m_IdealActivity == ACT_WALK) + if( m_IdealActivity == ACT_WALK ) pev->framerate = m_flightSpeed / 150.0; // ALERT( at_console, "walk %.2f\n", pev->framerate ); } else { - if (m_IdealActivity == ACT_WALK) + if( m_IdealActivity == ACT_WALK ) SetActivity( ACT_RUN ); - if (m_IdealActivity == ACT_RUN) + if( m_IdealActivity == ACT_RUN) pev->framerate = m_flightSpeed / 150.0; // ALERT( at_console, "run %.2f\n", pev->framerate ); } /* - if (!m_pBeam) + if( !m_pBeam ) { m_pBeam = CBeam::BeamCreate( "sprites/laserbeam.spr", 80 ); - m_pBeam->PointEntInit( pev->origin + m_SaveVelocity, entindex( ) ); + m_pBeam->PointEntInit( pev->origin + m_SaveVelocity, entindex() ); m_pBeam->SetEndAttachment( 1 ); m_pBeam->SetColor( 255, 180, 96 ); m_pBeam->SetBrightness( 192 ); @@ -917,27 +918,27 @@ void CIchthyosaur::Swim( ) #define PROBE_LENGTH 150 Angles = UTIL_VecToAngles( m_SaveVelocity ); Angles.x = -Angles.x; - UTIL_MakeVectorsPrivate(Angles, Forward, Right, Up); + UTIL_MakeVectorsPrivate( Angles, Forward, Right, Up ); Vector f, u, l, r, d; - f = DoProbe(start + PROBE_LENGTH * Forward); - r = DoProbe(start + PROBE_LENGTH/3 * Forward+Right); - l = DoProbe(start + PROBE_LENGTH/3 * Forward-Right); - u = DoProbe(start + PROBE_LENGTH/3 * Forward+Up); - d = DoProbe(start + PROBE_LENGTH/3 * Forward-Up); + f = DoProbe( start + PROBE_LENGTH * Forward ); + r = DoProbe( start + PROBE_LENGTH / 3 * Forward + Right ); + l = DoProbe( start + PROBE_LENGTH / 3 * Forward - Right ); + u = DoProbe( start + PROBE_LENGTH / 3 * Forward + Up ); + d = DoProbe( start + PROBE_LENGTH / 3 * Forward - Up ); - Vector SteeringVector = f+r+l+u+d; - m_SaveVelocity = (m_SaveVelocity + SteeringVector/2).Normalize(); + Vector SteeringVector = f + r + l + u + d; + m_SaveVelocity = ( m_SaveVelocity + SteeringVector / 2 ).Normalize(); Angles = Vector( -pev->angles.x, pev->angles.y, pev->angles.z ); - UTIL_MakeVectorsPrivate(Angles, Forward, Right, Up); + UTIL_MakeVectorsPrivate( Angles, Forward, Right, Up ); // ALERT( at_console, "%f : %f\n", Angles.x, Forward.z ); float flDot = DotProduct( Forward, m_SaveVelocity ); - if (flDot > 0.5) + if( flDot > 0.5 ) pev->velocity = m_SaveVelocity = m_SaveVelocity * m_flightSpeed; - else if (flDot > 0) - pev->velocity = m_SaveVelocity = m_SaveVelocity * m_flightSpeed * (flDot + 0.5); + else if( flDot > 0 ) + pev->velocity = m_SaveVelocity = m_SaveVelocity * m_flightSpeed * ( flDot + 0.5 ); else pev->velocity = m_SaveVelocity = m_SaveVelocity * 80; @@ -946,7 +947,7 @@ void CIchthyosaur::Swim( ) // ALERT( at_console, "Steer %f %f %f\n", SteeringVector.x, SteeringVector.y, SteeringVector.z ); /* m_pBeam->SetStartPos( pev->origin + pev->velocity ); - m_pBeam->RelinkBeam( ); + m_pBeam->RelinkBeam(); */ // ALERT( at_console, "speed %f\n", m_flightSpeed ); @@ -954,26 +955,28 @@ void CIchthyosaur::Swim( ) // Smooth Pitch // - if (Angles.x > 180) + if( Angles.x > 180 ) Angles.x = Angles.x - 360; - pev->angles.x = UTIL_Approach(Angles.x, pev->angles.x, 50 * 0.1 ); - if (pev->angles.x < -80) pev->angles.x = -80; - if (pev->angles.x > 80) pev->angles.x = 80; + pev->angles.x = UTIL_Approach( Angles.x, pev->angles.x, 50 * 0.1 ); + if( pev->angles.x < -80 ) + pev->angles.x = -80; + if( pev->angles.x > 80 ) + pev->angles.x = 80; // Smooth Yaw and generate Roll // float turn = 360; // ALERT( at_console, "Y %.0f %.0f\n", Angles.y, pev->angles.y ); - if (fabs(Angles.y - pev->angles.y) < fabs(turn)) + if( fabs( Angles.y - pev->angles.y ) < fabs( turn ) ) { turn = Angles.y - pev->angles.y; } - if (fabs(Angles.y - pev->angles.y + 360) < fabs(turn)) + if( fabs( Angles.y - pev->angles.y + 360 ) < fabs( turn ) ) { turn = Angles.y - pev->angles.y + 360; } - if (fabs(Angles.y - pev->angles.y - 360) < fabs(turn)) + if( fabs( Angles.y - pev->angles.y - 360 ) < fabs( turn ) ) { turn = Angles.y - pev->angles.y - 360; } @@ -981,9 +984,9 @@ void CIchthyosaur::Swim( ) float speed = m_flightSpeed * 0.1; // ALERT( at_console, "speed %.0f %f\n", turn, speed ); - if (fabs(turn) > speed) + if( fabs( turn ) > speed ) { - if (turn < 0.0) + if( turn < 0.0 ) { turn = -speed; } @@ -994,7 +997,7 @@ void CIchthyosaur::Swim( ) } pev->angles.y += turn; pev->angles.z -= turn; - pev->angles.y = fmod((pev->angles.y + 360.0), 360.0); + pev->angles.y = fmod( ( pev->angles.y + 360.0 ), 360.0 ); static float yaw_adj; @@ -1007,26 +1010,27 @@ void CIchthyosaur::Swim( ) // Roll Smoothing // turn = 360; - if (fabs(Angles.z - pev->angles.z) < fabs(turn)) + if( fabs( Angles.z - pev->angles.z ) < fabs( turn ) ) { turn = Angles.z - pev->angles.z; } - if (fabs(Angles.z - pev->angles.z + 360) < fabs(turn)) + if( fabs( Angles.z - pev->angles.z + 360 ) < fabs( turn ) ) { turn = Angles.z - pev->angles.z + 360; } - if (fabs(Angles.z - pev->angles.z - 360) < fabs(turn)) + if( fabs( Angles.z - pev->angles.z - 360 ) < fabs( turn ) ) { turn = Angles.z - pev->angles.z - 360; } - speed = m_flightSpeed/2 * 0.1; - if (fabs(turn) < speed) + speed = m_flightSpeed / 2 * 0.1; + + if( fabs( turn ) < speed ) { pev->angles.z += turn; } else { - if (turn < 0.0) + if( turn < 0.0 ) { pev->angles.z -= speed; } @@ -1035,27 +1039,32 @@ void CIchthyosaur::Swim( ) pev->angles.z += speed; } } - if (pev->angles.z < -20) pev->angles.z = -20; - if (pev->angles.z > 20) pev->angles.z = 20; - UTIL_MakeVectorsPrivate( Vector( -Angles.x, Angles.y, Angles.z ), Forward, Right, Up); + if( pev->angles.z < -20 ) + pev->angles.z = -20; + if( pev->angles.z > 20 ) + pev->angles.z = 20; - // UTIL_MoveToOrigin ( ENT(pev), pev->origin + Forward * speed, speed, MOVE_STRAFE ); + UTIL_MakeVectorsPrivate( Vector( -Angles.x, Angles.y, Angles.z ), Forward, Right, Up ); + + // UTIL_MoveToOrigin ( ENT( pev ), pev->origin + Forward * speed, speed, MOVE_STRAFE ); } -Vector CIchthyosaur::DoProbe(const Vector &Probe) +Vector CIchthyosaur::DoProbe( const Vector &Probe ) { - Vector WallNormal = Vector(0,0,-1); // WATER normal is Straight Down for fish. + Vector WallNormal = Vector( 0, 0, -1 ); // WATER normal is Straight Down for fish. float frac; - BOOL bBumpedSomething = ProbeZ(pev->origin, Probe, &frac); + BOOL bBumpedSomething = ProbeZ( pev->origin, Probe, &frac ); TraceResult tr; - TRACE_MONSTER_HULL(edict(), pev->origin, Probe, dont_ignore_monsters, edict(), &tr); - if ( tr.fAllSolid || tr.flFraction < 0.99 ) + TRACE_MONSTER_HULL( edict(), pev->origin, Probe, dont_ignore_monsters, edict(), &tr ); + if( tr.fAllSolid || tr.flFraction < 0.99 ) { - if (tr.flFraction < 0.0) tr.flFraction = 0.0; - if (tr.flFraction > 1.0) tr.flFraction = 1.0; - if (tr.flFraction < frac) + if( tr.flFraction < 0.0 ) + tr.flFraction = 0.0; + if( tr.flFraction > 1.0 ) + tr.flFraction = 1.0; + if( tr.flFraction < frac ) { frac = tr.flFraction; bBumpedSomething = TRUE; @@ -1063,15 +1072,15 @@ Vector CIchthyosaur::DoProbe(const Vector &Probe) } } - if (bBumpedSomething && (m_hEnemy == NULL || tr.pHit != m_hEnemy->edict())) + if( bBumpedSomething && ( m_hEnemy == NULL || tr.pHit != m_hEnemy->edict() ) ) { Vector ProbeDir = Probe - pev->origin; - Vector NormalToProbeAndWallNormal = CrossProduct(ProbeDir, WallNormal); - Vector SteeringVector = CrossProduct( NormalToProbeAndWallNormal, ProbeDir); + Vector NormalToProbeAndWallNormal = CrossProduct( ProbeDir, WallNormal ); + Vector SteeringVector = CrossProduct( NormalToProbeAndWallNormal, ProbeDir ); - float SteeringForce = m_flightSpeed * (1-frac) * (DotProduct(WallNormal.Normalize(), m_SaveVelocity.Normalize())); - if (SteeringForce < 0.0) + float SteeringForce = m_flightSpeed * ( 1 -frac ) * ( DotProduct( WallNormal.Normalize(), m_SaveVelocity.Normalize() ) ); + if( SteeringForce < 0.0 ) { SteeringForce = -SteeringForce; } @@ -1079,6 +1088,6 @@ Vector CIchthyosaur::DoProbe(const Vector &Probe) return SteeringVector; } - return Vector(0, 0, 0); + return Vector( 0, 0, 0 ); } #endif diff --git a/dlls/islave.cpp b/dlls/islave.cpp index c3bff559..cfb1df1b 100644 --- a/dlls/islave.cpp +++ b/dlls/islave.cpp @@ -31,13 +31,13 @@ extern DLL_GLOBAL int g_iSkillLevel; //========================================================= // Monster's Anim Events Go Here //========================================================= -#define ISLAVE_AE_CLAW ( 1 ) -#define ISLAVE_AE_CLAWRAKE ( 2 ) -#define ISLAVE_AE_ZAP_POWERUP ( 3 ) +#define ISLAVE_AE_CLAW ( 1 ) +#define ISLAVE_AE_CLAWRAKE ( 2 ) +#define ISLAVE_AE_ZAP_POWERUP ( 3 ) #define ISLAVE_AE_ZAP_SHOOT ( 4 ) #define ISLAVE_AE_ZAP_DONE ( 5 ) -#define ISLAVE_MAX_BEAMS 8 +#define ISLAVE_MAX_BEAMS 8 class CISlave : public CSquadMonster { @@ -45,15 +45,15 @@ public: void Spawn( void ); void Precache( void ); void SetYawSpeed( void ); - int ISoundMask( void ); - int Classify ( void ); - int IRelationship( CBaseEntity *pTarget ); + int ISoundMask( void ); + int Classify( void ); + int IRelationship( CBaseEntity *pTarget ); void HandleAnimEvent( MonsterEvent_t *pEvent ); - BOOL CheckRangeAttack1 ( float flDot, float flDist ); - BOOL CheckRangeAttack2 ( float flDot, float flDist ); + BOOL CheckRangeAttack1( float flDot, float flDist ); + BOOL CheckRangeAttack2( float flDot, float flDist ); void CallForHelp( char *szClassname, float flDist, EHANDLE hEnemy, Vector &vecLocation ); - void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); - int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType); + void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ); + int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType ); void DeathSound( void ); void PainSound( void ); @@ -62,16 +62,16 @@ public: void Killed( entvars_t *pevAttacker, int iGib ); - void StartTask ( Task_t *pTask ); + void StartTask( Task_t *pTask ); Schedule_t *GetSchedule( void ); - Schedule_t *GetScheduleOfType ( int Type ); + Schedule_t *GetScheduleOfType( int Type ); CUSTOM_SCHEDULES int Save( CSave &save ); int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; - void ClearBeams( ); + void ClearBeams(); void ArmBeam( int side ); void WackBeam( int side, CBaseEntity *pEntity ); void ZapBeam( int side ); @@ -84,7 +84,7 @@ public: int m_iBeams; float m_flNextAttack; - int m_voicePitch; + int m_voicePitch; EHANDLE m_hDead; @@ -97,7 +97,7 @@ public: LINK_ENTITY_TO_CLASS( monster_alien_slave, CISlave ) LINK_ENTITY_TO_CLASS( monster_vortigaunt, CISlave ) -TYPEDESCRIPTION CISlave::m_SaveData[] = +TYPEDESCRIPTION CISlave::m_SaveData[] = { DEFINE_FIELD( CISlave, m_iBravery, FIELD_INTEGER ), @@ -142,36 +142,36 @@ const char *CISlave::pDeathSounds[] = // Classify - indicates this monster's place in the // relationship table. //========================================================= -int CISlave :: Classify ( void ) +int CISlave::Classify( void ) { - return CLASS_ALIEN_MILITARY; + return CLASS_ALIEN_MILITARY; } int CISlave::IRelationship( CBaseEntity *pTarget ) { - if ( (pTarget->IsPlayer()) ) - if ( (pev->spawnflags & SF_MONSTER_WAIT_UNTIL_PROVOKED ) && ! (m_afMemory & bits_MEMORY_PROVOKED )) + if( ( pTarget->IsPlayer() ) ) + if( ( pev->spawnflags & SF_MONSTER_WAIT_UNTIL_PROVOKED ) && ! ( m_afMemory & bits_MEMORY_PROVOKED ) ) return R_NO; return CBaseMonster::IRelationship( pTarget ); } -void CISlave :: CallForHelp( char *szClassname, float flDist, EHANDLE hEnemy, Vector &vecLocation ) +void CISlave::CallForHelp( char *szClassname, float flDist, EHANDLE hEnemy, Vector &vecLocation ) { // ALERT( at_aiconsole, "help " ); // skip ones not on my netname - if ( FStringNull( pev->netname )) + if( FStringNull( pev->netname ) ) return; CBaseEntity *pEntity = NULL; - while ((pEntity = UTIL_FindEntityByString( pEntity, "netname", STRING( pev->netname ))) != NULL) + while( ( pEntity = UTIL_FindEntityByString( pEntity, "netname", STRING( pev->netname ) ) ) != NULL) { - float d = (pev->origin - pEntity->pev->origin).Length(); - if (d < flDist) + float d = ( pev->origin - pEntity->pev->origin ).Length(); + if( d < flDist ) { - CBaseMonster *pMonster = pEntity->MyMonsterPointer( ); - if (pMonster) + CBaseMonster *pMonster = pEntity->MyMonsterPointer(); + if( pMonster ) { pMonster->m_afMemory |= bits_MEMORY_PROVOKED; pMonster->PushEnemy( hEnemy, vecLocation ); @@ -183,11 +183,11 @@ void CISlave :: CallForHelp( char *szClassname, float flDist, EHANDLE hEnemy, Ve //========================================================= // ALertSound - scream //========================================================= -void CISlave :: AlertSound( void ) +void CISlave::AlertSound( void ) { - if ( m_hEnemy != NULL ) + if( m_hEnemy != NULL ) { - SENTENCEG_PlayRndSz(ENT(pev), "SLV_ALERT", 0.85, ATTN_NORM, 0, m_voicePitch); + SENTENCEG_PlayRndSz( ENT( pev ), "SLV_ALERT", 0.85, ATTN_NORM, 0, m_voicePitch ); CallForHelp( "monster_alien_slave", 512, m_hEnemy, m_vecEnemyLKP ); } @@ -196,72 +196,71 @@ void CISlave :: AlertSound( void ) //========================================================= // IdleSound //========================================================= -void CISlave :: IdleSound( void ) +void CISlave::IdleSound( void ) { - if (RANDOM_LONG( 0, 2 ) == 0) + if( RANDOM_LONG( 0, 2 ) == 0 ) { - SENTENCEG_PlayRndSz(ENT(pev), "SLV_IDLE", 0.85, ATTN_NORM, 0, m_voicePitch); + SENTENCEG_PlayRndSz( ENT( pev ), "SLV_IDLE", 0.85, ATTN_NORM, 0, m_voicePitch ); } #if 0 int side = RANDOM_LONG( 0, 1 ) * 2 - 1; - ClearBeams( ); + ClearBeams(); ArmBeam( side ); UTIL_MakeAimVectors( pev->angles ); Vector vecSrc = pev->origin + gpGlobals->v_right * 2 * side; MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSrc ); - WRITE_BYTE(TE_DLIGHT); - WRITE_COORD(vecSrc.x); // X - WRITE_COORD(vecSrc.y); // Y - WRITE_COORD(vecSrc.z); // Z + WRITE_BYTE( TE_DLIGHT ); + WRITE_COORD( vecSrc.x ); // X + WRITE_COORD( vecSrc.y ); // Y + WRITE_COORD( vecSrc.z ); // Z WRITE_BYTE( 8 ); // radius * 0.1 WRITE_BYTE( 255 ); // r WRITE_BYTE( 180 ); // g WRITE_BYTE( 96 ); // b WRITE_BYTE( 10 ); // time * 10 WRITE_BYTE( 0 ); // decay * 0.1 - MESSAGE_END( ); + MESSAGE_END(); - EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "debris/zap1.wav", 1, ATTN_NORM, 0, 100 ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "debris/zap1.wav", 1, ATTN_NORM, 0, 100 ); #endif } //========================================================= // PainSound //========================================================= -void CISlave :: PainSound( void ) +void CISlave::PainSound( void ) { - if (RANDOM_LONG( 0, 2 ) == 0) + if( RANDOM_LONG( 0, 2 ) == 0 ) { - EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pPainSounds[ RANDOM_LONG(0,ARRAYSIZE(pPainSounds)-1) ], 1.0, ATTN_NORM, 0, m_voicePitch ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pPainSounds[RANDOM_LONG( 0, ARRAYSIZE( pPainSounds ) - 1 )], 1.0, ATTN_NORM, 0, m_voicePitch ); } } //========================================================= // DieSound //========================================================= - -void CISlave :: DeathSound( void ) +void CISlave::DeathSound( void ) { - EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pDeathSounds[ RANDOM_LONG(0,ARRAYSIZE(pDeathSounds)-1) ], 1.0, ATTN_NORM, 0, m_voicePitch ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pDeathSounds[RANDOM_LONG( 0, ARRAYSIZE( pDeathSounds ) - 1 )], 1.0, ATTN_NORM, 0, m_voicePitch ); } //========================================================= // ISoundMask - returns a bit mask indicating which types // of sounds this monster regards. //========================================================= -int CISlave :: ISoundMask ( void) +int CISlave::ISoundMask( void ) { - return bits_SOUND_WORLD | - bits_SOUND_COMBAT | - bits_SOUND_DANGER | - bits_SOUND_PLAYER; + return bits_SOUND_WORLD | + bits_SOUND_COMBAT | + bits_SOUND_DANGER | + bits_SOUND_PLAYER; } void CISlave::Killed( entvars_t *pevAttacker, int iGib ) { - ClearBeams( ); + ClearBeams(); CSquadMonster::Killed( pevAttacker, iGib ); } @@ -269,11 +268,11 @@ void CISlave::Killed( entvars_t *pevAttacker, int iGib ) // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= -void CISlave :: SetYawSpeed ( void ) +void CISlave::SetYawSpeed( void ) { int ys; - switch ( m_Activity ) + switch( m_Activity ) { case ACT_WALK: ys = 50; @@ -298,7 +297,7 @@ void CISlave :: SetYawSpeed ( void ) // // Returns number of events handled, 0 if none. //========================================================= -void CISlave :: HandleAnimEvent( MonsterEvent_t *pEvent ) +void CISlave::HandleAnimEvent( MonsterEvent_t *pEvent ) { // ALERT( at_console, "event %d : %f\n", pEvent->event, pev->frame ); switch( pEvent->event ) @@ -307,67 +306,66 @@ void CISlave :: HandleAnimEvent( MonsterEvent_t *pEvent ) { // SOUND HERE! CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.slaveDmgClaw, DMG_SLASH ); - if ( pHurt ) + if( pHurt ) { - if ( pHurt->pev->flags & (FL_MONSTER|FL_CLIENT) ) + if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) ) { pHurt->pev->punchangle.z = -18; pHurt->pev->punchangle.x = 5; } // Play a random attack hit sound - EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackHitSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackHitSounds)-1) ], 1.0, ATTN_NORM, 0, m_voicePitch ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackHitSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackHitSounds ) - 1 )], 1.0, ATTN_NORM, 0, m_voicePitch ); } else { // Play a random attack miss sound - EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackMissSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackMissSounds)-1) ], 1.0, ATTN_NORM, 0, m_voicePitch ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackMissSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackMissSounds ) - 1 )], 1.0, ATTN_NORM, 0, m_voicePitch ); } } break; case ISLAVE_AE_CLAWRAKE: { CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.slaveDmgClawrake, DMG_SLASH ); - if ( pHurt ) + if( pHurt ) { - if ( pHurt->pev->flags & (FL_MONSTER|FL_CLIENT) ) + if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) ) { pHurt->pev->punchangle.z = -18; pHurt->pev->punchangle.x = 5; } - EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackHitSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackHitSounds)-1) ], 1.0, ATTN_NORM, 0, m_voicePitch ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackHitSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackHitSounds ) - 1 )], 1.0, ATTN_NORM, 0, m_voicePitch ); } else { - EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackMissSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackMissSounds)-1) ], 1.0, ATTN_NORM, 0, m_voicePitch ); + EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, pAttackMissSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackMissSounds ) - 1 )], 1.0, ATTN_NORM, 0, m_voicePitch ); } } break; case ISLAVE_AE_ZAP_POWERUP: { // speed up attack when on hard - if (g_iSkillLevel == SKILL_HARD) + if( g_iSkillLevel == SKILL_HARD ) pev->framerate = 1.5; UTIL_MakeAimVectors( pev->angles ); - if (m_iBeams == 0) + if( m_iBeams == 0 ) { Vector vecSrc = pev->origin + gpGlobals->v_forward * 2; MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSrc ); - WRITE_BYTE(TE_DLIGHT); - WRITE_COORD(vecSrc.x); // X - WRITE_COORD(vecSrc.y); // Y - WRITE_COORD(vecSrc.z); // Z + WRITE_BYTE( TE_DLIGHT ); + WRITE_COORD( vecSrc.x ); // X + WRITE_COORD( vecSrc.y ); // Y + WRITE_COORD( vecSrc.z ); // Z WRITE_BYTE( 12 ); // radius * 0.1 WRITE_BYTE( 255 ); // r WRITE_BYTE( 180 ); // g WRITE_BYTE( 96 ); // b WRITE_BYTE( 20 / pev->framerate ); // time * 10 WRITE_BYTE( 0 ); // decay * 0.1 - MESSAGE_END( ); - + MESSAGE_END(); } - if (m_hDead != NULL) + if( m_hDead != NULL ) { WackBeam( -1, m_hDead ); WackBeam( 1, m_hDead ); @@ -376,24 +374,24 @@ void CISlave :: HandleAnimEvent( MonsterEvent_t *pEvent ) { ArmBeam( -1 ); ArmBeam( 1 ); - BeamGlow( ); + BeamGlow(); } - EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "debris/zap4.wav", 1, ATTN_NORM, 0, 100 + m_iBeams * 10 ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "debris/zap4.wav", 1, ATTN_NORM, 0, 100 + m_iBeams * 10 ); pev->skin = m_iBeams / 2; } break; case ISLAVE_AE_ZAP_SHOOT: { - ClearBeams( ); + ClearBeams(); - if (m_hDead != NULL) + if( m_hDead != NULL ) { Vector vecDest = m_hDead->pev->origin + Vector( 0, 0, 38 ); TraceResult trace; UTIL_TraceHull( vecDest, vecDest, dont_ignore_monsters, human_hull, m_hDead->edict(), &trace ); - if ( !trace.fStartSolid ) + if( !trace.fStartSolid ) { CBaseEntity *pNew = Create( "monster_alien_slave", m_hDead->pev->origin, m_hDead->pev->angles ); CBaseMonster *pNewMonster = pNew->MyMonsterPointer( ); @@ -401,7 +399,7 @@ void CISlave :: HandleAnimEvent( MonsterEvent_t *pEvent ) WackBeam( -1, pNew ); WackBeam( 1, pNew ); UTIL_Remove( m_hDead ); - EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "hassault/hw_shoot1.wav", 1, ATTN_NORM, 0, RANDOM_LONG( 130, 160 ) ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "hassault/hw_shoot1.wav", 1, ATTN_NORM, 0, RANDOM_LONG( 130, 160 ) ); /* CBaseEntity *pEffect = Create( "test_effect", pNew->Center(), pev->angles ); pEffect->Use( this, this, USE_ON, 1 ); @@ -416,16 +414,16 @@ void CISlave :: HandleAnimEvent( MonsterEvent_t *pEvent ) ZapBeam( -1 ); ZapBeam( 1 ); - EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "hassault/hw_shoot1.wav", 1, ATTN_NORM, 0, RANDOM_LONG( 130, 160 ) ); - // STOP_SOUND( ENT(pev), CHAN_WEAPON, "debris/zap4.wav" ); - ApplyMultiDamage(pev, pev); + EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "hassault/hw_shoot1.wav", 1, ATTN_NORM, 0, RANDOM_LONG( 130, 160 ) ); + // STOP_SOUND( ENT( pev ), CHAN_WEAPON, "debris/zap4.wav" ); + ApplyMultiDamage( pev, pev ); m_flNextAttack = gpGlobals->time + RANDOM_FLOAT( 0.5, 4.0 ); } break; case ISLAVE_AE_ZAP_DONE: { - ClearBeams( ); + ClearBeams(); } break; default: @@ -437,9 +435,9 @@ void CISlave :: HandleAnimEvent( MonsterEvent_t *pEvent ) //========================================================= // CheckRangeAttack1 - normal beam attack //========================================================= -BOOL CISlave :: CheckRangeAttack1 ( float flDot, float flDist ) +BOOL CISlave::CheckRangeAttack1( float flDot, float flDist ) { - if (m_flNextAttack > gpGlobals->time) + if( m_flNextAttack > gpGlobals->time ) { return FALSE; } @@ -450,11 +448,11 @@ BOOL CISlave :: CheckRangeAttack1 ( float flDot, float flDist ) //========================================================= // CheckRangeAttack2 - check bravery and try to resurect dead comrades //========================================================= -BOOL CISlave :: CheckRangeAttack2 ( float flDot, float flDist ) +BOOL CISlave::CheckRangeAttack2( float flDot, float flDist ) { return FALSE; - if (m_flNextAttack > gpGlobals->time) + if( m_flNextAttack > gpGlobals->time ) { return FALSE; } @@ -463,17 +461,17 @@ BOOL CISlave :: CheckRangeAttack2 ( float flDot, float flDist ) m_iBravery = 0; CBaseEntity *pEntity = NULL; - while ((pEntity = UTIL_FindEntityByClassname( pEntity, "monster_alien_slave" )) != NULL) + while( ( pEntity = UTIL_FindEntityByClassname( pEntity, "monster_alien_slave" ) ) != NULL ) { TraceResult tr; - UTIL_TraceLine( EyePosition( ), pEntity->EyePosition( ), ignore_monsters, ENT(pev), &tr ); - if (tr.flFraction == 1.0 || tr.pHit == pEntity->edict()) + UTIL_TraceLine( EyePosition(), pEntity->EyePosition(), ignore_monsters, ENT( pev ), &tr ); + if( tr.flFraction == 1.0 || tr.pHit == pEntity->edict() ) { - if (pEntity->pev->deadflag == DEAD_DEAD) + if( pEntity->pev->deadflag == DEAD_DEAD ) { - float d = (pev->origin - pEntity->pev->origin).Length(); - if (d < flDist) + float d = ( pev->origin - pEntity->pev->origin ).Length(); + if( d < flDist ) { m_hDead = pEntity; flDist = d; @@ -486,7 +484,7 @@ BOOL CISlave :: CheckRangeAttack2 ( float flDot, float flDist ) } } } - if (m_hDead != NULL) + if( m_hDead != NULL ) return TRUE; else return FALSE; @@ -495,29 +493,29 @@ BOOL CISlave :: CheckRangeAttack2 ( float flDot, float flDist ) //========================================================= // StartTask //========================================================= -void CISlave :: StartTask ( Task_t *pTask ) +void CISlave::StartTask( Task_t *pTask ) { - ClearBeams( ); + ClearBeams(); - CSquadMonster :: StartTask ( pTask ); + CSquadMonster::StartTask( pTask ); } //========================================================= // Spawn //========================================================= -void CISlave :: Spawn() +void CISlave::Spawn() { - Precache( ); + Precache(); - SET_MODEL(ENT(pev), "models/islave.mdl"); - UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX); + SET_MODEL( ENT( pev ), "models/islave.mdl" ); + UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX ); - pev->solid = SOLID_SLIDEBOX; + pev->solid = SOLID_SLIDEBOX; pev->movetype = MOVETYPE_STEP; m_bloodColor = BLOOD_COLOR_GREEN; pev->effects = 0; - pev->health = gSkillData.slaveHealth; - pev->view_ofs = Vector ( 0, 0, 64 );// position of the eyes relative to monster's origin. + pev->health = gSkillData.slaveHealth; + pev->view_ofs = Vector( 0, 0, 64 );// position of the eyes relative to monster's origin. m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so npc will notice player and say hello m_MonsterState = MONSTERSTATE_NONE; m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_RANGE_ATTACK2 | bits_CAP_DOORS_GROUP; @@ -530,52 +528,52 @@ void CISlave :: Spawn() //========================================================= // Precache - precaches all resources this monster needs //========================================================= -void CISlave :: Precache() +void CISlave::Precache() { int i; - PRECACHE_MODEL("models/islave.mdl"); - PRECACHE_MODEL("sprites/lgtning.spr"); - PRECACHE_SOUND("debris/zap1.wav"); - PRECACHE_SOUND("debris/zap4.wav"); - PRECACHE_SOUND("weapons/electro4.wav"); - PRECACHE_SOUND("hassault/hw_shoot1.wav"); - PRECACHE_SOUND("zombie/zo_pain2.wav"); - PRECACHE_SOUND("headcrab/hc_headbite.wav"); - PRECACHE_SOUND("weapons/cbar_miss1.wav"); + PRECACHE_MODEL( "models/islave.mdl" ); + PRECACHE_MODEL( "sprites/lgtning.spr" ); + PRECACHE_SOUND( "debris/zap1.wav" ); + PRECACHE_SOUND( "debris/zap4.wav" ); + PRECACHE_SOUND( "weapons/electro4.wav" ); + PRECACHE_SOUND( "hassault/hw_shoot1.wav" ); + PRECACHE_SOUND( "zombie/zo_pain2.wav" ); + PRECACHE_SOUND( "headcrab/hc_headbite.wav" ); + PRECACHE_SOUND( "weapons/cbar_miss1.wav" ); - for ( i = 0; i < ARRAYSIZE( pAttackHitSounds ); i++ ) - PRECACHE_SOUND((char *)pAttackHitSounds[i]); + for( i = 0; i < ARRAYSIZE( pAttackHitSounds ); i++ ) + PRECACHE_SOUND( (char *)pAttackHitSounds[i] ); - for ( i = 0; i < ARRAYSIZE( pAttackMissSounds ); i++ ) - PRECACHE_SOUND((char *)pAttackMissSounds[i]); + for( i = 0; i < ARRAYSIZE( pAttackMissSounds ); i++ ) + PRECACHE_SOUND( (char *)pAttackMissSounds[i] ); - for ( i = 0; i < ARRAYSIZE( pPainSounds ); i++ ) - PRECACHE_SOUND((char *)pPainSounds[i]); + for( i = 0; i < ARRAYSIZE( pPainSounds ); i++ ) + PRECACHE_SOUND((char *)pPainSounds[i] ); - for ( i = 0; i < ARRAYSIZE( pDeathSounds ); i++ ) - PRECACHE_SOUND((char *)pDeathSounds[i]); + for( i = 0; i < ARRAYSIZE( pDeathSounds ); i++ ) + PRECACHE_SOUND( (char *)pDeathSounds[i] ); UTIL_PrecacheOther( "test_effect" ); -} +} //========================================================= // TakeDamage - get provoked when injured //========================================================= -int CISlave :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType) +int CISlave::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { // don't slash one of your own - if ((bitsDamageType & DMG_SLASH) && pevAttacker && IRelationship( Instance(pevAttacker) ) < R_DL) + if( ( bitsDamageType & DMG_SLASH ) && pevAttacker && IRelationship( Instance( pevAttacker ) ) < R_DL ) return 0; m_afMemory |= bits_MEMORY_PROVOKED; - return CSquadMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType); + return CSquadMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); } void CISlave::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) { - if (bitsDamageType & DMG_SHOCK) + if( bitsDamageType & DMG_SHOCK ) return; CSquadMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType ); @@ -616,49 +614,49 @@ IMPLEMENT_CUSTOM_SCHEDULES( CISlave, CSquadMonster ) //========================================================= //========================================================= -Schedule_t *CISlave :: GetSchedule( void ) +Schedule_t *CISlave::GetSchedule( void ) { - ClearBeams( ); + ClearBeams(); /* - if (pev->spawnflags) + if( pev->spawnflags ) { pev->spawnflags = 0; return GetScheduleOfType( SCHED_RELOAD ); } */ - if ( HasConditions( bits_COND_HEAR_SOUND ) ) + if( HasConditions( bits_COND_HEAR_SOUND ) ) { CSound *pSound; pSound = PBestSound(); ASSERT( pSound != NULL ); - if ( pSound && (pSound->m_iType & bits_SOUND_DANGER) ) + if( pSound && ( pSound->m_iType & bits_SOUND_DANGER ) ) return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND ); - if ( pSound->m_iType & bits_SOUND_COMBAT ) + if( pSound->m_iType & bits_SOUND_COMBAT ) m_afMemory |= bits_MEMORY_PROVOKED; } - switch (m_MonsterState) + switch( m_MonsterState ) { case MONSTERSTATE_COMBAT: // dead enemy - if ( HasConditions( bits_COND_ENEMY_DEAD ) ) + if( HasConditions( bits_COND_ENEMY_DEAD ) ) { // call base class, all code to handle dead enemies is centralized there. - return CBaseMonster :: GetSchedule(); + return CBaseMonster::GetSchedule(); } - if (pev->health < 20 || m_iBravery < 0) + if( pev->health < 20 || m_iBravery < 0 ) { - if (!HasConditions( bits_COND_CAN_MELEE_ATTACK1 )) + if( !HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) ) { m_failSchedule = SCHED_CHASE_ENEMY; - if (HasConditions( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE)) + if( HasConditions( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE ) ) { return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY ); } - if ( HasConditions ( bits_COND_SEE_ENEMY ) && HasConditions ( bits_COND_ENEMY_FACING_ME ) ) + if( HasConditions( bits_COND_SEE_ENEMY ) && HasConditions( bits_COND_ENEMY_FACING_ME ) ) { // ALERT( at_console, "exposed\n"); return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY ); @@ -669,17 +667,17 @@ Schedule_t *CISlave :: GetSchedule( void ) default: break; } - return CSquadMonster::GetSchedule( ); + return CSquadMonster::GetSchedule(); } -Schedule_t *CISlave :: GetScheduleOfType ( int Type ) +Schedule_t *CISlave::GetScheduleOfType( int Type ) { switch( Type ) { case SCHED_FAIL: - if (HasConditions( bits_COND_CAN_MELEE_ATTACK1 )) + if( HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) ) { - return CSquadMonster :: GetScheduleOfType( SCHED_MELEE_ATTACK1 ); ; + return CSquadMonster::GetScheduleOfType( SCHED_MELEE_ATTACK1 ); } break; case SCHED_RANGE_ATTACK1: @@ -687,30 +685,29 @@ Schedule_t *CISlave :: GetScheduleOfType ( int Type ) case SCHED_RANGE_ATTACK2: return slSlaveAttack1; } - return CSquadMonster :: GetScheduleOfType( Type ); + return CSquadMonster::GetScheduleOfType( Type ); } //========================================================= // ArmBeam - small beam from arm to nearby geometry //========================================================= - -void CISlave :: ArmBeam( int side ) +void CISlave::ArmBeam( int side ) { TraceResult tr; float flDist = 1.0; - - if (m_iBeams >= ISLAVE_MAX_BEAMS) + + if( m_iBeams >= ISLAVE_MAX_BEAMS ) return; UTIL_MakeAimVectors( pev->angles ); Vector vecSrc = pev->origin + gpGlobals->v_up * 36 + gpGlobals->v_right * side * 16 + gpGlobals->v_forward * 32; - for (int i = 0; i < 3; i++) + for( int i = 0; i < 3; i++ ) { Vector vecAim = gpGlobals->v_right * side * RANDOM_FLOAT( 0, 1 ) + gpGlobals->v_up * RANDOM_FLOAT( -1, 1 ); TraceResult tr1; - UTIL_TraceLine ( vecSrc, vecSrc + vecAim * 512, dont_ignore_monsters, ENT( pev ), &tr1); - if (flDist > tr1.flFraction) + UTIL_TraceLine( vecSrc, vecSrc + vecAim * 512, dont_ignore_monsters, ENT( pev ), &tr1 ); + if( flDist > tr1.flFraction ) { tr = tr1; flDist = tr.flFraction; @@ -718,16 +715,16 @@ void CISlave :: ArmBeam( int side ) } // Couldn't find anything close enough - if ( flDist == 1.0 ) + if( flDist == 1.0 ) return; DecalGunshot( &tr, BULLET_PLAYER_CROWBAR ); m_pBeam[m_iBeams] = CBeam::BeamCreate( "sprites/lgtning.spr", 30 ); - if (!m_pBeam[m_iBeams]) + if( !m_pBeam[m_iBeams] ) return; - m_pBeam[m_iBeams]->PointEntInit( tr.vecEndPos, entindex( ) ); + m_pBeam[m_iBeams]->PointEntInit( tr.vecEndPos, entindex() ); m_pBeam[m_iBeams]->SetEndAttachment( side < 0 ? 2 : 1 ); // m_pBeam[m_iBeams]->SetColor( 180, 255, 96 ); m_pBeam[m_iBeams]->SetColor( 96, 128, 16 ); @@ -739,15 +736,15 @@ void CISlave :: ArmBeam( int side ) //========================================================= // BeamGlow - brighten all beams //========================================================= -void CISlave :: BeamGlow( ) +void CISlave::BeamGlow() { int b = m_iBeams * 32; - if (b > 255) + if( b > 255 ) b = 255; - for (int i = 0; i < m_iBeams; i++) + for( int i = 0; i < m_iBeams; i++ ) { - if (m_pBeam[i]->GetBrightness() != 255) + if( m_pBeam[i]->GetBrightness() != 255 ) { m_pBeam[i]->SetBrightness( b ); } @@ -757,22 +754,22 @@ void CISlave :: BeamGlow( ) //========================================================= // WackBeam - regenerate dead colleagues //========================================================= -void CISlave :: WackBeam( int side, CBaseEntity *pEntity ) +void CISlave::WackBeam( int side, CBaseEntity *pEntity ) { Vector vecDest; float flDist = 1.0; - if (m_iBeams >= ISLAVE_MAX_BEAMS) + if( m_iBeams >= ISLAVE_MAX_BEAMS ) return; - if (pEntity == NULL) + if( pEntity == NULL ) return; m_pBeam[m_iBeams] = CBeam::BeamCreate( "sprites/lgtning.spr", 30 ); - if (!m_pBeam[m_iBeams]) + if( !m_pBeam[m_iBeams] ) return; - m_pBeam[m_iBeams]->PointEntInit( pEntity->Center(), entindex( ) ); + m_pBeam[m_iBeams]->PointEntInit( pEntity->Center(), entindex() ); m_pBeam[m_iBeams]->SetEndAttachment( side < 0 ? 2 : 1 ); m_pBeam[m_iBeams]->SetColor( 180, 255, 96 ); m_pBeam[m_iBeams]->SetBrightness( 255 ); @@ -783,48 +780,48 @@ void CISlave :: WackBeam( int side, CBaseEntity *pEntity ) //========================================================= // ZapBeam - heavy damage directly forward //========================================================= -void CISlave :: ZapBeam( int side ) +void CISlave::ZapBeam( int side ) { Vector vecSrc, vecAim; TraceResult tr; CBaseEntity *pEntity; - if (m_iBeams >= ISLAVE_MAX_BEAMS) + if( m_iBeams >= ISLAVE_MAX_BEAMS ) return; vecSrc = pev->origin + gpGlobals->v_up * 36; vecAim = ShootAtEnemy( vecSrc ); float deflection = 0.01; vecAim = vecAim + side * gpGlobals->v_right * RANDOM_FLOAT( 0, deflection ) + gpGlobals->v_up * RANDOM_FLOAT( -deflection, deflection ); - UTIL_TraceLine ( vecSrc, vecSrc + vecAim * 1024, dont_ignore_monsters, ENT( pev ), &tr); + UTIL_TraceLine( vecSrc, vecSrc + vecAim * 1024, dont_ignore_monsters, ENT( pev ), &tr ); m_pBeam[m_iBeams] = CBeam::BeamCreate( "sprites/lgtning.spr", 50 ); - if (!m_pBeam[m_iBeams]) + if( !m_pBeam[m_iBeams] ) return; - m_pBeam[m_iBeams]->PointEntInit( tr.vecEndPos, entindex( ) ); + m_pBeam[m_iBeams]->PointEntInit( tr.vecEndPos, entindex() ); m_pBeam[m_iBeams]->SetEndAttachment( side < 0 ? 2 : 1 ); m_pBeam[m_iBeams]->SetColor( 180, 255, 96 ); m_pBeam[m_iBeams]->SetBrightness( 255 ); m_pBeam[m_iBeams]->SetNoise( 20 ); m_iBeams++; - pEntity = CBaseEntity::Instance(tr.pHit); - if (pEntity != NULL && pEntity->pev->takedamage) + pEntity = CBaseEntity::Instance( tr.pHit ); + if( pEntity != NULL && pEntity->pev->takedamage ) { pEntity->TraceAttack( pev, gSkillData.slaveDmgZap, vecAim, &tr, DMG_SHOCK ); } - UTIL_EmitAmbientSound( ENT(pev), tr.vecEndPos, "weapons/electro4.wav", 0.5, ATTN_NORM, 0, RANDOM_LONG( 140, 160 ) ); + UTIL_EmitAmbientSound( ENT( pev ), tr.vecEndPos, "weapons/electro4.wav", 0.5, ATTN_NORM, 0, RANDOM_LONG( 140, 160 ) ); } //========================================================= // ClearBeams - remove all beams //========================================================= -void CISlave :: ClearBeams( ) +void CISlave::ClearBeams() { - for (int i = 0; i < ISLAVE_MAX_BEAMS; i++) + for( int i = 0; i < ISLAVE_MAX_BEAMS; i++ ) { - if (m_pBeam[i]) + if( m_pBeam[i] ) { UTIL_Remove( m_pBeam[i] ); m_pBeam[i] = NULL; @@ -833,5 +830,5 @@ void CISlave :: ClearBeams( ) m_iBeams = 0; pev->skin = 0; - STOP_SOUND( ENT(pev), CHAN_WEAPON, "debris/zap4.wav" ); + STOP_SOUND( ENT( pev ), CHAN_WEAPON, "debris/zap4.wav" ); } diff --git a/dlls/items.cpp b/dlls/items.cpp index 06d657f2..d9cc7871 100644 --- a/dlls/items.cpp +++ b/dlls/items.cpp @@ -34,18 +34,18 @@ extern int gmsgItemPickup; class CWorldItem : public CBaseEntity { public: - void KeyValue(KeyValueData *pkvd ); - void Spawn( void ); - int m_iType; + void KeyValue( KeyValueData *pkvd ); + void Spawn( void ); + int m_iType; }; -LINK_ENTITY_TO_CLASS(world_items, CWorldItem) +LINK_ENTITY_TO_CLASS( world_items, CWorldItem ) -void CWorldItem::KeyValue(KeyValueData *pkvd) +void CWorldItem::KeyValue( KeyValueData *pkvd ) { - if (FStrEq(pkvd->szKeyName, "type")) + if( FStrEq( pkvd->szKeyName, "type" ) ) { - m_iType = atoi(pkvd->szValue); + m_iType = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; } else @@ -56,7 +56,7 @@ void CWorldItem::Spawn( void ) { CBaseEntity *pEntity = NULL; - switch (m_iType) + switch( m_iType ) { case 44: // ITEM_BATTERY: pEntity = CBaseEntity::Create( "item_battery", pev->origin, pev->angles ); @@ -72,7 +72,7 @@ void CWorldItem::Spawn( void ) break; } - if (!pEntity) + if( !pEntity ) { ALERT( at_console, "unable to create world_item %d\n", m_iType ); } @@ -83,7 +83,7 @@ void CWorldItem::Spawn( void ) pEntity->pev->spawnflags = pev->spawnflags; } - REMOVE_ENTITY(edict()); + REMOVE_ENTITY( edict() ); } void CItem::Spawn( void ) @@ -91,10 +91,10 @@ void CItem::Spawn( void ) pev->movetype = MOVETYPE_TOSS; pev->solid = SOLID_TRIGGER; UTIL_SetOrigin( pev, pev->origin ); - UTIL_SetSize(pev, Vector(-16, -16, 0), Vector(16, 16, 16)); + UTIL_SetSize( pev, Vector( -16, -16, 0 ), Vector( 16, 16, 16 ) ); SetTouch( &CItem::ItemTouch ); - if (DROP_TO_FLOOR(ENT(pev)) == 0) + if( DROP_TO_FLOOR(ENT( pev ) ) == 0 ) { ALERT(at_error, "Item %s fell out of level at %f,%f,%f\n", STRING( pev->classname ), pev->origin.x, pev->origin.y, pev->origin.z); UTIL_Remove( this ); @@ -107,7 +107,7 @@ extern int gEvilImpulse101; void CItem::ItemTouch( CBaseEntity *pOther ) { // if it's not a player, ignore - if ( !pOther->IsPlayer() ) + if( !pOther->IsPlayer() ) { return; } @@ -115,20 +115,20 @@ void CItem::ItemTouch( CBaseEntity *pOther ) CBasePlayer *pPlayer = (CBasePlayer *)pOther; // ok, a player is touching this item, but can he have it? - if ( !g_pGameRules->CanHaveItem( pPlayer, this ) ) + if( !g_pGameRules->CanHaveItem( pPlayer, this ) ) { // no? Ignore the touch. return; } - if (MyTouch( pPlayer )) + if( MyTouch( pPlayer ) ) { SUB_UseTargets( pOther, USE_TOGGLE, 0 ); SetTouch( NULL ); // player grabbed the item. g_pGameRules->PlayerGotItem( pPlayer, this ); - if ( g_pGameRules->ItemShouldRespawn( this ) == GR_ITEM_RESPAWN_YES ) + if( g_pGameRules->ItemShouldRespawn( this ) == GR_ITEM_RESPAWN_YES ) { Respawn(); } @@ -137,7 +137,7 @@ void CItem::ItemTouch( CBaseEntity *pOther ) UTIL_Remove( this ); } } - else if (gEvilImpulse101) + else if( gEvilImpulse101 ) { UTIL_Remove( this ); } @@ -157,10 +157,10 @@ CBaseEntity* CItem::Respawn( void ) void CItem::Materialize( void ) { - if ( pev->effects & EF_NODRAW ) + if( pev->effects & EF_NODRAW ) { // changing from invisible state to visible. - EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "items/suitchargeok1.wav", 1, ATTN_NORM, 0, 150 ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "items/suitchargeok1.wav", 1, ATTN_NORM, 0, 150 ); pev->effects &= ~EF_NODRAW; pev->effects |= EF_MUZZLEFLASH; } @@ -174,78 +174,78 @@ class CItemSuit : public CItem { void Spawn( void ) { - Precache( ); - SET_MODEL(ENT(pev), "models/w_suit.mdl"); - CItem::Spawn( ); + Precache(); + SET_MODEL( ENT( pev ), "models/w_suit.mdl" ); + CItem::Spawn(); } void Precache( void ) { - PRECACHE_MODEL ("models/w_suit.mdl"); + PRECACHE_MODEL( "models/w_suit.mdl" ); } BOOL MyTouch( CBasePlayer *pPlayer ) { - if ( pPlayer->pev->weapons & (1<pev->weapons & ( 1<spawnflags & SF_SUIT_SHORTLOGON ) - EMIT_SOUND_SUIT(pPlayer->edict(), "!HEV_A0"); // short version of suit logon, + if( pev->spawnflags & SF_SUIT_SHORTLOGON ) + EMIT_SOUND_SUIT( pPlayer->edict(), "!HEV_A0" ); // short version of suit logon, else - EMIT_SOUND_SUIT(pPlayer->edict(), "!HEV_AAx"); // long version of suit logon + EMIT_SOUND_SUIT( pPlayer->edict(), "!HEV_AAx" ); // long version of suit logon - pPlayer->pev->weapons |= (1<pev->weapons |= ( 1 << WEAPON_SUIT ); return TRUE; } }; -LINK_ENTITY_TO_CLASS(item_suit, CItemSuit) +LINK_ENTITY_TO_CLASS( item_suit, CItemSuit ) class CItemBattery : public CItem { void Spawn( void ) { - Precache( ); - SET_MODEL(ENT(pev), "models/w_battery.mdl"); - CItem::Spawn( ); + Precache(); + SET_MODEL( ENT( pev ), "models/w_battery.mdl" ); + CItem::Spawn(); } void Precache( void ) { - PRECACHE_MODEL ("models/w_battery.mdl"); + PRECACHE_MODEL( "models/w_battery.mdl" ); PRECACHE_SOUND( "items/gunpickup2.wav" ); } BOOL MyTouch( CBasePlayer *pPlayer ) { - if ( pPlayer->pev->deadflag != DEAD_NO ) + if( pPlayer->pev->deadflag != DEAD_NO ) { return FALSE; } - if ((pPlayer->pev->armorvalue < MAX_NORMAL_BATTERY) && - (pPlayer->pev->weapons & (1<pev->armorvalue < MAX_NORMAL_BATTERY ) && + ( pPlayer->pev->weapons & ( 1 << WEAPON_SUIT ) ) ) { int pct; char szcharge[64]; pPlayer->pev->armorvalue += gSkillData.batteryCapacity; - pPlayer->pev->armorvalue = min(pPlayer->pev->armorvalue, MAX_NORMAL_BATTERY); + pPlayer->pev->armorvalue = min( pPlayer->pev->armorvalue, MAX_NORMAL_BATTERY ); EMIT_SOUND( pPlayer->edict(), CHAN_ITEM, "items/gunpickup2.wav", 1, ATTN_NORM ); MESSAGE_BEGIN( MSG_ONE, gmsgItemPickup, NULL, pPlayer->pev ); - WRITE_STRING( STRING(pev->classname) ); + WRITE_STRING( STRING( pev->classname ) ); MESSAGE_END(); - + // Suit reports new power level // For some reason this wasn't working in release build -- round it. - pct = (int)( (float)(pPlayer->pev->armorvalue * 100.0) * (1.0/MAX_NORMAL_BATTERY) + 0.5); - pct = (pct / 5); - if (pct > 0) + pct = (int)( (float)( pPlayer->pev->armorvalue * 100.0 ) * ( 1.0 / MAX_NORMAL_BATTERY ) + 0.5 ); + pct = ( pct / 5 ); + if( pct > 0 ) pct--; - + sprintf( szcharge,"!HEV_%1dP", pct ); - //EMIT_SOUND_SUIT(ENT(pev), szcharge); - pPlayer->SetSuitUpdate(szcharge, FALSE, SUIT_NEXT_IN_30SEC); - return TRUE; + //EMIT_SOUND_SUIT( ENT( pev ), szcharge ); + pPlayer->SetSuitUpdate( szcharge, FALSE, SUIT_NEXT_IN_30SEC); + return TRUE; } return FALSE; } @@ -257,18 +257,18 @@ class CItemAntidote : public CItem { void Spawn( void ) { - Precache( ); - SET_MODEL(ENT(pev), "models/w_antidote.mdl"); - CItem::Spawn( ); + Precache(); + SET_MODEL( ENT( pev ), "models/w_antidote.mdl" ); + CItem::Spawn(); } void Precache( void ) { - PRECACHE_MODEL ("models/w_antidote.mdl"); + PRECACHE_MODEL( "models/w_antidote.mdl" ); } BOOL MyTouch( CBasePlayer *pPlayer ) { - pPlayer->SetSuitUpdate("!HEV_DET4", FALSE, SUIT_NEXT_IN_1MIN); - + pPlayer->SetSuitUpdate( "!HEV_DET4", FALSE, SUIT_NEXT_IN_1MIN ); + pPlayer->m_rgItems[ITEM_ANTIDOTE] += 1; return TRUE; } @@ -280,13 +280,13 @@ class CItemSecurity : public CItem { void Spawn( void ) { - Precache( ); - SET_MODEL(ENT(pev), "models/w_security.mdl"); - CItem::Spawn( ); + Precache(); + SET_MODEL( ENT( pev ), "models/w_security.mdl" ); + CItem::Spawn(); } void Precache( void ) { - PRECACHE_MODEL ("models/w_security.mdl"); + PRECACHE_MODEL( "models/w_security.mdl" ); } BOOL MyTouch( CBasePlayer *pPlayer ) { @@ -301,29 +301,29 @@ class CItemLongJump : public CItem { void Spawn( void ) { - Precache( ); - SET_MODEL(ENT(pev), "models/w_longjump.mdl"); - CItem::Spawn( ); + Precache(); + SET_MODEL( ENT( pev ), "models/w_longjump.mdl" ); + CItem::Spawn(); } void Precache( void ) { - PRECACHE_MODEL ("models/w_longjump.mdl"); + PRECACHE_MODEL( "models/w_longjump.mdl" ); } BOOL MyTouch( CBasePlayer *pPlayer ) { - if ( pPlayer->m_fLongJump ) + if( pPlayer->m_fLongJump ) { return FALSE; } - if ( ( pPlayer->pev->weapons & (1<pev->weapons & ( 1 << WEAPON_SUIT ) ) ) { pPlayer->m_fLongJump = TRUE;// player now has longjump module g_engfuncs.pfnSetPhysicsKeyValue( pPlayer->edict(), "slj", "1" ); MESSAGE_BEGIN( MSG_ONE, gmsgItemPickup, NULL, pPlayer->pev ); - WRITE_STRING( STRING(pev->classname) ); + WRITE_STRING( STRING( pev->classname ) ); MESSAGE_END(); EMIT_SOUND_SUIT( pPlayer->edict(), "!HEV_A1" ); // Play the longjump sound UNDONE: Kelly? correct sound? diff --git a/dlls/items.h b/dlls/items.h index 53395a55..2c31f801 100644 --- a/dlls/items.h +++ b/dlls/items.h @@ -18,11 +18,13 @@ class CItem : public CBaseEntity { public: - void Spawn( void ); - CBaseEntity* Respawn( void ); - void EXPORT ItemTouch( CBaseEntity *pOther ); - void EXPORT Materialize( void ); - virtual BOOL MyTouch( CBasePlayer *pPlayer ) { return FALSE; }; + void Spawn( void ); + CBaseEntity *Respawn( void ); + void EXPORT ItemTouch( CBaseEntity *pOther ); + void EXPORT Materialize( void ); + virtual BOOL MyTouch( CBasePlayer *pPlayer ) + { + return FALSE; + }; }; - #endif // ITEMS_H diff --git a/dlls/lights.cpp b/dlls/lights.cpp index 18602dc2..2a8b0683 100644 --- a/dlls/lights.cpp +++ b/dlls/lights.cpp @@ -27,23 +27,23 @@ class CLight : public CPointEntity { public: - virtual void KeyValue( KeyValueData* pkvd ); - virtual void Spawn( void ); - void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); + virtual void KeyValue( KeyValueData* pkvd ); + virtual void Spawn( void ); + void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); - - static TYPEDESCRIPTION m_SaveData[]; + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); + + static TYPEDESCRIPTION m_SaveData[]; private: - int m_iStyle; - int m_iszPattern; + int m_iStyle; + int m_iszPattern; }; LINK_ENTITY_TO_CLASS( light, CLight ) -TYPEDESCRIPTION CLight::m_SaveData[] = +TYPEDESCRIPTION CLight::m_SaveData[] = { DEFINE_FIELD( CLight, m_iStyle, FIELD_INTEGER ), DEFINE_FIELD( CLight, m_iszPattern, FIELD_STRING ), @@ -54,19 +54,19 @@ IMPLEMENT_SAVERESTORE( CLight, CPointEntity ) // // Cache user-entity-field values until spawn is called. // -void CLight :: KeyValue( KeyValueData* pkvd) +void CLight::KeyValue( KeyValueData* pkvd ) { - if (FStrEq(pkvd->szKeyName, "style")) + if( FStrEq(pkvd->szKeyName, "style" ) ) { - m_iStyle = atoi(pkvd->szValue); + m_iStyle = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "pitch")) + else if( FStrEq(pkvd->szKeyName, "pitch" ) ) { - pev->angles.x = atof(pkvd->szValue); + pev->angles.x = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "pattern")) + else if( FStrEq(pkvd->szKeyName, "pattern" ) ) { m_iszPattern = ALLOC_STRING( pkvd->szValue ); pkvd->fHandled = TRUE; @@ -84,45 +84,46 @@ Default style is 0 If targeted, it will toggle between on or off. */ -void CLight :: Spawn( void ) +void CLight::Spawn( void ) { - if (FStringNull(pev->targetname)) - { // inert light - REMOVE_ENTITY(ENT(pev)); + if( FStringNull( pev->targetname ) ) + { + // inert light + REMOVE_ENTITY(ENT( pev ) ); return; } - - if (m_iStyle >= 32) + + if( m_iStyle >= 32 ) { //CHANGE_METHOD(ENT(pev), em_use, light_use); - if (FBitSet(pev->spawnflags, SF_LIGHT_START_OFF)) - LIGHT_STYLE(m_iStyle, "a"); - else if (m_iszPattern) - LIGHT_STYLE(m_iStyle, (char *)STRING( m_iszPattern )); + if( FBitSet( pev->spawnflags, SF_LIGHT_START_OFF ) ) + LIGHT_STYLE( m_iStyle, "a" ); + else if( m_iszPattern ) + LIGHT_STYLE( m_iStyle, (char *)STRING( m_iszPattern ) ); else - LIGHT_STYLE(m_iStyle, "m"); + LIGHT_STYLE( m_iStyle, "m" ); } } -void CLight :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) +void CLight::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { - if (m_iStyle >= 32) + if( m_iStyle >= 32 ) { - if ( !ShouldToggle( useType, !FBitSet(pev->spawnflags, SF_LIGHT_START_OFF) ) ) + if( !ShouldToggle( useType, !FBitSet( pev->spawnflags, SF_LIGHT_START_OFF ) ) ) return; - if (FBitSet(pev->spawnflags, SF_LIGHT_START_OFF)) + if( FBitSet( pev->spawnflags, SF_LIGHT_START_OFF ) ) { - if (m_iszPattern) - LIGHT_STYLE(m_iStyle, (char *)STRING( m_iszPattern )); + if( m_iszPattern ) + LIGHT_STYLE( m_iStyle, (char *)STRING( m_iszPattern ) ); else - LIGHT_STYLE(m_iStyle, "m"); - ClearBits(pev->spawnflags, SF_LIGHT_START_OFF); + LIGHT_STYLE( m_iStyle, "m" ); + ClearBits( pev->spawnflags, SF_LIGHT_START_OFF ); } else { - LIGHT_STYLE(m_iStyle, "a"); - SetBits(pev->spawnflags, SF_LIGHT_START_OFF); + LIGHT_STYLE( m_iStyle, "a" ); + SetBits( pev->spawnflags, SF_LIGHT_START_OFF ); } } } @@ -135,28 +136,28 @@ LINK_ENTITY_TO_CLASS( light_spot, CLight ) class CEnvLight : public CLight { public: - void KeyValue( KeyValueData* pkvd ); - void Spawn( void ); + void KeyValue( KeyValueData* pkvd ); + void Spawn( void ); }; LINK_ENTITY_TO_CLASS( light_environment, CEnvLight ) void CEnvLight::KeyValue( KeyValueData* pkvd ) { - if (FStrEq(pkvd->szKeyName, "_light")) + if( FStrEq(pkvd->szKeyName, "_light" ) ) { int r, g, b, v, j; char szColor[64]; j = sscanf( pkvd->szValue, "%d %d %d %d\n", &r, &g, &b, &v ); - if (j == 1) + if( j == 1 ) { g = b = r; } - else if (j == 4) + else if( j == 4 ) { - r = r * (v / 255.0); - g = g * (v / 255.0); - b = b * (v / 255.0); + r = r * ( v / 255.0 ); + g = g * ( v / 255.0 ); + b = b * ( v / 255.0 ); } // simulate qrad direct, ambient,and gamma adjustments, as well as engine scaling @@ -178,7 +179,7 @@ void CEnvLight::KeyValue( KeyValueData* pkvd ) } } -void CEnvLight :: Spawn( void ) +void CEnvLight::Spawn( void ) { char szVector[64]; UTIL_MakeAimVectors( pev->angles ); @@ -190,5 +191,5 @@ void CEnvLight :: Spawn( void ) sprintf( szVector, "%f", gpGlobals->v_forward.z ); CVAR_SET_STRING( "sv_skyvec_z", szVector ); - CLight::Spawn( ); + CLight::Spawn(); } diff --git a/dlls/monstermaker.cpp b/dlls/monstermaker.cpp index ca893969..38173d41 100644 --- a/dlls/monstermaker.cpp +++ b/dlls/monstermaker.cpp @@ -37,23 +37,23 @@ public: void Spawn( void ); void Precache( void ); void KeyValue( KeyValueData* pkvd); - void EXPORT ToggleUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); - void EXPORT CyclicUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); - void EXPORT MakerThink ( void ); - void DeathNotice ( entvars_t *pevChild );// monster maker children use this to tell the monster maker that they have died. + void EXPORT ToggleUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); + void EXPORT CyclicUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); + void EXPORT MakerThink( void ); + void DeathNotice( entvars_t *pevChild );// monster maker children use this to tell the monster maker that they have died. void MakeMonster( void ); - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); - static TYPEDESCRIPTION m_SaveData[]; + static TYPEDESCRIPTION m_SaveData[]; string_t m_iszMonsterClassname;// classname of the monster(s) that will be created. - int m_cNumMonsters;// max number of monsters this ent can create + int m_cNumMonsters;// max number of monsters this ent can create - int m_cLiveChildren;// how many monsters made by this monster maker that are currently alive - int m_iMaxLiveChildren;// max number of monsters that this maker may have out at one time. + int m_cLiveChildren;// how many monsters made by this monster maker that are currently alive + int m_iMaxLiveChildren;// max number of monsters that this maker may have out at one time. float m_flGround; // z coord of the ground under me, used to make sure no monsters are under the maker when it drops a new child @@ -76,19 +76,19 @@ TYPEDESCRIPTION CMonsterMaker::m_SaveData[] = IMPLEMENT_SAVERESTORE( CMonsterMaker, CBaseMonster ) -void CMonsterMaker :: KeyValue( KeyValueData *pkvd ) +void CMonsterMaker::KeyValue( KeyValueData *pkvd ) { - if ( FStrEq(pkvd->szKeyName, "monstercount") ) + if( FStrEq( pkvd->szKeyName, "monstercount" ) ) { - m_cNumMonsters = atoi(pkvd->szValue); + m_cNumMonsters = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if ( FStrEq(pkvd->szKeyName, "m_imaxlivechildren") ) + else if( FStrEq( pkvd->szKeyName, "m_imaxlivechildren" ) ) { - m_iMaxLiveChildren = atoi(pkvd->szValue); + m_iMaxLiveChildren = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if ( FStrEq(pkvd->szKeyName, "monstertype") ) + else if( FStrEq( pkvd->szKeyName, "monstertype" ) ) { m_iszMonsterClassname = ALLOC_STRING( pkvd->szValue ); pkvd->fHandled = TRUE; @@ -97,15 +97,15 @@ void CMonsterMaker :: KeyValue( KeyValueData *pkvd ) CBaseMonster::KeyValue( pkvd ); } -void CMonsterMaker :: Spawn( ) +void CMonsterMaker::Spawn() { pev->solid = SOLID_NOT; m_cLiveChildren = 0; Precache(); - if ( !FStringNull ( pev->targetname ) ) + if( !FStringNull( pev->targetname ) ) { - if ( pev->spawnflags & SF_MONSTERMAKER_CYCLIC ) + if( pev->spawnflags & SF_MONSTERMAKER_CYCLIC ) { SetUse( &CMonsterMaker::CyclicUse );// drop one monster each time we fire } @@ -114,7 +114,7 @@ void CMonsterMaker :: Spawn( ) SetUse( &CMonsterMaker::ToggleUse );// so can be turned on/off } - if ( FBitSet ( pev->spawnflags, SF_MONSTERMAKER_START_ON ) ) + if( FBitSet( pev->spawnflags, SF_MONSTERMAKER_START_ON ) ) { // start making monsters as soon as monstermaker spawns m_fActive = TRUE; @@ -135,7 +135,7 @@ void CMonsterMaker :: Spawn( ) SetThink( &CMonsterMaker::MakerThink ); } - if ( m_cNumMonsters == 1 ) + if( m_cNumMonsters == 1 ) { m_fFadeChildren = FALSE; } @@ -147,7 +147,7 @@ void CMonsterMaker :: Spawn( ) m_flGround = 0; } -void CMonsterMaker :: Precache( void ) +void CMonsterMaker::Precache( void ) { CBaseMonster::Precache(); @@ -160,20 +160,20 @@ void CMonsterMaker :: Precache( void ) void CMonsterMaker::MakeMonster( void ) { edict_t *pent; - entvars_t *pevCreate; + entvars_t *pevCreate; - if ( m_iMaxLiveChildren > 0 && m_cLiveChildren >= m_iMaxLiveChildren ) + if( m_iMaxLiveChildren > 0 && m_cLiveChildren >= m_iMaxLiveChildren ) { // not allowed to make a new one yet. Too many live ones out right now. return; } - if ( !m_flGround ) + if( !m_flGround ) { // set altitude. Now that I'm activated, any breakables, etc should be out from under me. TraceResult tr; - UTIL_TraceLine ( pev->origin, pev->origin - Vector ( 0, 0, 2048 ), ignore_monsters, ENT(pev), &tr ); + UTIL_TraceLine( pev->origin, pev->origin - Vector( 0, 0, 2048 ), ignore_monsters, ENT( pev ), &tr ); m_flGround = tr.vecEndPos.z; } @@ -183,8 +183,8 @@ void CMonsterMaker::MakeMonster( void ) mins.z = m_flGround; CBaseEntity *pList[2]; - int count = UTIL_EntitiesInBox( pList, 2, mins, maxs, FL_CLIENT|FL_MONSTER ); - if ( count ) + int count = UTIL_EntitiesInBox( pList, 2, mins, maxs, FL_CLIENT | FL_MONSTER ); + if( count ) { // don't build a stack of monsters! return; @@ -192,17 +192,17 @@ void CMonsterMaker::MakeMonster( void ) pent = CREATE_NAMED_ENTITY( m_iszMonsterClassname ); - if ( FNullEnt( pent ) ) + if( FNullEnt( pent ) ) { ALERT ( at_console, "NULL Ent in MonsterMaker!\n" ); return; } - + // If I have a target, fire! - if ( !FStringNull ( pev->target ) ) + if( !FStringNull( pev->target ) ) { // delay already overloaded for this entity, so can't call SUB_UseTargets() - FireTargets( STRING(pev->target), this, this, USE_TOGGLE, 0 ); + FireTargets( STRING( pev->target ), this, this, USE_TOGGLE, 0 ); } pevCreate = VARS( pent ); @@ -211,13 +211,13 @@ void CMonsterMaker::MakeMonster( void ) SetBits( pevCreate->spawnflags, SF_MONSTER_FALL_TO_GROUND ); // Children hit monsterclip brushes - if ( pev->spawnflags & SF_MONSTERMAKER_MONSTERCLIP ) + if( pev->spawnflags & SF_MONSTERMAKER_MONSTERCLIP ) SetBits( pevCreate->spawnflags, SF_MONSTER_HITMONSTERCLIP ); DispatchSpawn( ENT( pevCreate ) ); pevCreate->owner = edict(); - if ( !FStringNull( pev->netname ) ) + if( !FStringNull( pev->netname ) ) { // if I have a netname (overloaded), give the child monster that name as a targetname pevCreate->targetname = pev->netname; @@ -226,7 +226,7 @@ void CMonsterMaker::MakeMonster( void ) m_cLiveChildren++;// count this monster m_cNumMonsters--; - if ( m_cNumMonsters == 0 ) + if( m_cNumMonsters == 0 ) { // Disable this forever. Don't kill it because it still gets death notices SetThink( NULL ); @@ -238,7 +238,7 @@ void CMonsterMaker::MakeMonster( void ) // CyclicUse - drops one monster from the monstermaker // each time we call this. //========================================================= -void CMonsterMaker::CyclicUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) +void CMonsterMaker::CyclicUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { MakeMonster(); } @@ -246,12 +246,12 @@ void CMonsterMaker::CyclicUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, U //========================================================= // ToggleUse - activates/deactivates the monster maker //========================================================= -void CMonsterMaker :: ToggleUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) +void CMonsterMaker::ToggleUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { - if ( !ShouldToggle( useType, m_fActive ) ) + if( !ShouldToggle( useType, m_fActive ) ) return; - if ( m_fActive ) + if( m_fActive ) { m_fActive = FALSE; SetThink( NULL ); @@ -268,7 +268,7 @@ void CMonsterMaker :: ToggleUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, //========================================================= // MakerThink - creates a new monster every so often //========================================================= -void CMonsterMaker :: MakerThink ( void ) +void CMonsterMaker::MakerThink( void ) { pev->nextthink = gpGlobals->time + m_flDelay; @@ -277,12 +277,12 @@ void CMonsterMaker :: MakerThink ( void ) //========================================================= //========================================================= -void CMonsterMaker :: DeathNotice ( entvars_t *pevChild ) +void CMonsterMaker::DeathNotice( entvars_t *pevChild ) { // ok, we've gotten the deathnotice from our child, now clear out its owner if we don't want it to fade. m_cLiveChildren--; - if ( !m_fFadeChildren ) + if( !m_fFadeChildren ) { pevChild->owner = NULL; } diff --git a/dlls/monsters.cpp b/dlls/monsters.cpp index da565e6c..631eddd5 100644 --- a/dlls/monsters.cpp +++ b/dlls/monsters.cpp @@ -36,7 +36,7 @@ #define MONSTER_CUT_CORNER_DIST 8 // 8 means the monster's bounding box is contained without the box of the node in WC -Vector VecBModelOrigin( entvars_t* pevBModel ); +Vector VecBModelOrigin( entvars_t *pevBModel ); extern DLL_GLOBAL BOOL g_fDrawLines; extern DLL_GLOBAL short g_sModelIndexLaser;// holds the index for the laser beam @@ -49,7 +49,7 @@ extern CGraph WorldGraph;// the world node graph // lose our enemy pointer or other data (goal ent, target, etc) // that make the current schedule invalid, perhaps it's best // to just pick a new one when we start up again. -TYPEDESCRIPTION CBaseMonster::m_SaveData[] = +TYPEDESCRIPTION CBaseMonster::m_SaveData[] = { DEFINE_FIELD( CBaseMonster, m_hEnemy, FIELD_EHANDLE ), DEFINE_FIELD( CBaseMonster, m_hTargetEnt, FIELD_EHANDLE ), @@ -111,29 +111,29 @@ TYPEDESCRIPTION CBaseMonster::m_SaveData[] = int CBaseMonster::Save( CSave &save ) { - if ( !CBaseToggle::Save(save) ) + if( !CBaseToggle::Save( save ) ) return 0; - return save.WriteFields( "CBaseMonster", this, m_SaveData, ARRAYSIZE(m_SaveData) ); + return save.WriteFields( "CBaseMonster", this, m_SaveData, ARRAYSIZE( m_SaveData ) ); } int CBaseMonster::Restore( CRestore &restore ) { - if ( !CBaseToggle::Restore(restore) ) + if( !CBaseToggle::Restore( restore ) ) return 0; - int status = restore.ReadFields( "CBaseMonster", this, m_SaveData, ARRAYSIZE(m_SaveData) ); - + int status = restore.ReadFields( "CBaseMonster", this, m_SaveData, ARRAYSIZE( m_SaveData ) ); + // We don't save/restore routes yet RouteClear(); // We don't save/restore schedules yet m_pSchedule = NULL; m_iTaskStatus = TASKSTATUS_NEW; - + // Reset animation m_Activity = ACT_RESET; // If we don't have an enemy, clear conditions like see enemy, etc. - if ( m_hEnemy == NULL ) + if( m_hEnemy == NULL ) m_afConditions = 0; return status; @@ -142,7 +142,7 @@ int CBaseMonster::Restore( CRestore &restore ) //========================================================= // Eat - makes a monster full for a little while. //========================================================= -void CBaseMonster :: Eat ( float flFullDuration ) +void CBaseMonster::Eat( float flFullDuration ) { m_flHungryTime = gpGlobals->time + flFullDuration; } @@ -150,9 +150,9 @@ void CBaseMonster :: Eat ( float flFullDuration ) //========================================================= // FShouldEat - returns true if a monster is hungry. //========================================================= -BOOL CBaseMonster :: FShouldEat ( void ) +BOOL CBaseMonster::FShouldEat( void ) { - if ( m_flHungryTime > gpGlobals->time ) + if( m_flHungryTime > gpGlobals->time ) { return FALSE; } @@ -165,13 +165,13 @@ BOOL CBaseMonster :: FShouldEat ( void ) // by Barnacle victims when the barnacle pulls their head // into its mouth //========================================================= -void CBaseMonster :: BarnacleVictimBitten ( entvars_t *pevBarnacle ) +void CBaseMonster::BarnacleVictimBitten( entvars_t *pevBarnacle ) { Schedule_t *pNewSchedule; pNewSchedule = GetScheduleOfType( SCHED_BARNACLE_VICTIM_CHOMP ); - if ( pNewSchedule ) + if( pNewSchedule ) { ChangeSchedule( pNewSchedule ); } @@ -181,7 +181,7 @@ void CBaseMonster :: BarnacleVictimBitten ( entvars_t *pevBarnacle ) // BarnacleVictimReleased - called by barnacle victims when // the host barnacle is killed. //========================================================= -void CBaseMonster :: BarnacleVictimReleased ( void ) +void CBaseMonster::BarnacleVictimReleased( void ) { m_IdealMonsterState = MONSTERSTATE_IDLE; @@ -193,20 +193,20 @@ void CBaseMonster :: BarnacleVictimReleased ( void ) // Listen - monsters dig through the active sound list for // any sounds that may interest them. (smells, too!) //========================================================= -void CBaseMonster :: Listen ( void ) +void CBaseMonster::Listen( void ) { - int iSound; - int iMySounds; + int iSound; + int iMySounds; float hearingSensitivity; CSound *pCurrentSound; m_iAudibleList = SOUNDLIST_EMPTY; - ClearConditions(bits_COND_HEAR_SOUND | bits_COND_SMELL | bits_COND_SMELL_FOOD); + ClearConditions( bits_COND_HEAR_SOUND | bits_COND_SMELL | bits_COND_SMELL_FOOD ); m_afSoundTypes = 0; iMySounds = ISoundMask(); - if ( m_pSchedule ) + if( m_pSchedule ) { //!!!WATCH THIS SPOT IF YOU ARE HAVING SOUND RELATED BUGS! // Make sure your schedule AND personal sound masks agree! @@ -217,23 +217,23 @@ void CBaseMonster :: Listen ( void ) // UNDONE: Clear these here? ClearConditions( bits_COND_HEAR_SOUND | bits_COND_SMELL_FOOD | bits_COND_SMELL ); - hearingSensitivity = HearingSensitivity( ); + hearingSensitivity = HearingSensitivity(); - while ( iSound != SOUNDLIST_EMPTY ) + while( iSound != SOUNDLIST_EMPTY ) { pCurrentSound = CSoundEnt::SoundPointerForIndex( iSound ); - if ( pCurrentSound && - ( pCurrentSound->m_iType & iMySounds ) && - ( pCurrentSound->m_vecOrigin - EarPosition() ).Length() <= pCurrentSound->m_iVolume * hearingSensitivity ) + if( pCurrentSound && + ( pCurrentSound->m_iType & iMySounds ) && + ( pCurrentSound->m_vecOrigin - EarPosition() ).Length() <= pCurrentSound->m_iVolume * hearingSensitivity ) - //if ( ( g_pSoundEnt->m_SoundPool[ iSound ].m_iType & iMySounds ) && ( g_pSoundEnt->m_SoundPool[ iSound ].m_vecOrigin - EarPosition()).Length () <= g_pSoundEnt->m_SoundPool[ iSound ].m_iVolume * hearingSensitivity ) + //if( ( g_pSoundEnt->m_SoundPool[iSound].m_iType & iMySounds ) && ( g_pSoundEnt->m_SoundPool[iSound].m_vecOrigin - EarPosition()).Length () <= g_pSoundEnt->m_SoundPool[iSound].m_iVolume * hearingSensitivity ) { // the monster cares about this sound, and it's close enough to hear. - //g_pSoundEnt->m_SoundPool[ iSound ].m_iNextAudible = m_iAudibleList; + //g_pSoundEnt->m_SoundPool[iSound].m_iNextAudible = m_iAudibleList; pCurrentSound->m_iNextAudible = m_iAudibleList; - - if ( pCurrentSound->FIsSound() ) + + if( pCurrentSound->FIsSound() ) { // this is an audible sound. SetConditions( bits_COND_HEAR_SOUND ); @@ -241,8 +241,8 @@ void CBaseMonster :: Listen ( void ) else { // if not a sound, must be a smell - determine if it's just a scent, or if it's a food scent - //if ( g_pSoundEnt->m_SoundPool[ iSound ].m_iType & ( bits_SOUND_MEAT | bits_SOUND_CARCASS ) ) - if ( pCurrentSound->m_iType & ( bits_SOUND_MEAT | bits_SOUND_CARCASS ) ) + //if( g_pSoundEnt->m_SoundPool[iSound].m_iType & ( bits_SOUND_MEAT | bits_SOUND_CARCASS ) ) + if( pCurrentSound->m_iType & ( bits_SOUND_MEAT | bits_SOUND_CARCASS ) ) { // the detected scent is a food item, so set both conditions. // !!!BUGBUG - maybe a virtual function to determine whether or not the scent is food? @@ -255,13 +255,13 @@ void CBaseMonster :: Listen ( void ) SetConditions( bits_COND_SMELL ); } } - //m_afSoundTypes |= g_pSoundEnt->m_SoundPool[ iSound ].m_iType; + //m_afSoundTypes |= g_pSoundEnt->m_SoundPool[iSound].m_iType; m_afSoundTypes |= pCurrentSound->m_iType; m_iAudibleList = iSound; } - //iSound = g_pSoundEnt->m_SoundPool[ iSound ].m_iNext; + //iSound = g_pSoundEnt->m_SoundPool[iSound].m_iNext; iSound = pCurrentSound->m_iNext; } } @@ -272,7 +272,7 @@ void CBaseMonster :: Listen ( void ) // and returns that value, which is considered to be the 'local' // volume of the sound. //========================================================= -float CBaseMonster :: FLSoundVolume ( CSound *pSound ) +float CBaseMonster::FLSoundVolume( CSound *pSound ) { return ( pSound->m_iVolume - ( ( pSound->m_vecOrigin - pev->origin ).Length() ) ); } @@ -281,7 +281,7 @@ float CBaseMonster :: FLSoundVolume ( CSound *pSound ) // FValidateHintType - tells use whether or not the monster cares // about the type of Hint Node given //========================================================= -BOOL CBaseMonster :: FValidateHintType ( short sHint ) +BOOL CBaseMonster::FValidateHintType( short sHint ) { return FALSE; } @@ -298,48 +298,48 @@ BOOL CBaseMonster :: FValidateHintType ( short sHint ) // (linked via each ent's m_pLink field) // //========================================================= -void CBaseMonster :: Look ( int iDistance ) +void CBaseMonster::Look( int iDistance ) { - int iSighted = 0; + int iSighted = 0; // DON'T let visibility information from last frame sit around! - ClearConditions(bits_COND_SEE_HATE | bits_COND_SEE_DISLIKE | bits_COND_SEE_ENEMY | bits_COND_SEE_FEAR | bits_COND_SEE_NEMESIS | bits_COND_SEE_CLIENT); + ClearConditions( bits_COND_SEE_HATE | bits_COND_SEE_DISLIKE | bits_COND_SEE_ENEMY | bits_COND_SEE_FEAR | bits_COND_SEE_NEMESIS | bits_COND_SEE_CLIENT ); m_pLink = NULL; - CBaseEntity *pSightEnt = NULL;// the current visible entity that we're dealing with + CBaseEntity *pSightEnt = NULL;// the current visible entity that we're dealing with // See no evil if prisoner is set - if ( !FBitSet( pev->spawnflags, SF_MONSTER_PRISONER ) ) + if( !FBitSet( pev->spawnflags, SF_MONSTER_PRISONER ) ) { CBaseEntity *pList[100]; Vector delta = Vector( iDistance, iDistance, iDistance ); // Find only monsters/clients in box, NOT limited to PVS - int count = UTIL_EntitiesInBox( pList, 100, pev->origin - delta, pev->origin + delta, FL_CLIENT|FL_MONSTER ); - for ( int i = 0; i < count; i++ ) + int count = UTIL_EntitiesInBox( pList, 100, pev->origin - delta, pev->origin + delta, FL_CLIENT | FL_MONSTER ); + for( int i = 0; i < count; i++ ) { pSightEnt = pList[i]; // !!!temporarily only considering other monsters and clients, don't see prisoners - if ( pSightEnt != this && - !FBitSet( pSightEnt->pev->spawnflags, SF_MONSTER_PRISONER ) && + if( pSightEnt != this && + !FBitSet( pSightEnt->pev->spawnflags, SF_MONSTER_PRISONER ) && pSightEnt->pev->health > 0 ) { // the looker will want to consider this entity // don't check anything else about an entity that can't be seen, or an entity that you don't care about. - if ( IRelationship( pSightEnt ) != R_NO && FInViewCone( pSightEnt ) && !FBitSet( pSightEnt->pev->flags, FL_NOTARGET ) && FVisible( pSightEnt ) ) + if( IRelationship( pSightEnt ) != R_NO && FInViewCone( pSightEnt ) && !FBitSet( pSightEnt->pev->flags, FL_NOTARGET ) && FVisible( pSightEnt ) ) { - if ( pSightEnt->IsPlayer() ) + if( pSightEnt->IsPlayer() ) { - if ( pev->spawnflags & SF_MONSTER_WAIT_TILL_SEEN ) + if( pev->spawnflags & SF_MONSTER_WAIT_TILL_SEEN ) { CBaseMonster *pClient; pClient = pSightEnt->MyMonsterPointer(); // don't link this client in the list if the monster is wait till seen and the player isn't facing the monster - if ( pSightEnt && !pClient->FInViewCone( this ) ) + if( pSightEnt && !pClient->FInViewCone( this ) ) { // we're not in the player's view cone. continue; @@ -358,7 +358,7 @@ void CBaseMonster :: Look ( int iDistance ) pSightEnt->m_pLink = m_pLink; m_pLink = pSightEnt; - if ( pSightEnt == m_hEnemy ) + if( pSightEnt == m_hEnemy ) { // we know this ent is visible, so if it also happens to be our enemy, store that now. iSighted |= bits_COND_SEE_ENEMY; @@ -366,24 +366,24 @@ void CBaseMonster :: Look ( int iDistance ) // don't add the Enemy's relationship to the conditions. We only want to worry about conditions when // we see monsters other than the Enemy. - switch ( IRelationship ( pSightEnt ) ) + switch( IRelationship( pSightEnt ) ) { - case R_NM: + case R_NM: iSighted |= bits_COND_SEE_NEMESIS; break; - case R_HT: + case R_HT: iSighted |= bits_COND_SEE_HATE; break; - case R_DL: + case R_DL: iSighted |= bits_COND_SEE_DISLIKE; break; - case R_FR: + case R_FR: iSighted |= bits_COND_SEE_FEAR; break; - case R_AL: + case R_AL: break; default: - ALERT ( at_aiconsole, "%s can't assess %s\n", STRING(pev->classname), STRING(pSightEnt->pev->classname ) ); + ALERT( at_aiconsole, "%s can't assess %s\n", STRING( pev->classname ), STRING( pSightEnt->pev->classname ) ); break; } } @@ -399,45 +399,45 @@ void CBaseMonster :: Look ( int iDistance ) // of sounds this monster regards. In the base class implementation, // monsters care about all sounds, but no scents. //========================================================= -int CBaseMonster :: ISoundMask ( void ) +int CBaseMonster::ISoundMask( void ) { - return bits_SOUND_WORLD | - bits_SOUND_COMBAT | - bits_SOUND_PLAYER; + return bits_SOUND_WORLD | + bits_SOUND_COMBAT | + bits_SOUND_PLAYER; } //========================================================= // PBestSound - returns a pointer to the sound the monster // should react to. Right now responds only to nearest sound. //========================================================= -CSound* CBaseMonster :: PBestSound ( void ) +CSound *CBaseMonster::PBestSound( void ) { int iThisSound; - int iBestSound = -1; + int iBestSound = -1; float flBestDist = 8192;// so first nearby sound will become best so far. float flDist; CSound *pSound; iThisSound = m_iAudibleList; - if ( iThisSound == SOUNDLIST_EMPTY ) + if( iThisSound == SOUNDLIST_EMPTY ) { - ALERT ( at_aiconsole, "ERROR! monster %s has no audible sounds!\n", STRING(pev->classname) ); + ALERT( at_aiconsole, "ERROR! monster %s has no audible sounds!\n", STRING( pev->classname ) ); #if _DEBUG ALERT( at_error, "NULL Return from PBestSound\n" ); #endif return NULL; } - while ( iThisSound != SOUNDLIST_EMPTY ) + while( iThisSound != SOUNDLIST_EMPTY ) { pSound = CSoundEnt::SoundPointerForIndex( iThisSound ); - if ( pSound && pSound->FIsSound() ) + if( pSound && pSound->FIsSound() ) { - flDist = ( pSound->m_vecOrigin - EarPosition()).Length(); + flDist = ( pSound->m_vecOrigin - EarPosition() ).Length(); - if ( flDist < flBestDist ) + if( flDist < flBestDist ) { iBestSound = iThisSound; flBestDist = flDist; @@ -446,7 +446,7 @@ CSound* CBaseMonster :: PBestSound ( void ) iThisSound = pSound->m_iNextAudible; } - if ( iBestSound >= 0 ) + if( iBestSound >= 0 ) { pSound = CSoundEnt::SoundPointerForIndex( iBestSound ); return pSound; @@ -461,34 +461,34 @@ CSound* CBaseMonster :: PBestSound ( void ) // PBestScent - returns a pointer to the scent the monster // should react to. Right now responds only to nearest scent //========================================================= -CSound* CBaseMonster :: PBestScent ( void ) -{ +CSound *CBaseMonster::PBestScent( void ) +{ int iThisScent; - int iBestScent = -1; + int iBestScent = -1; float flBestDist = 8192;// so first nearby smell will become best so far. float flDist; CSound *pSound; iThisScent = m_iAudibleList;// smells are in the sound list. - if ( iThisScent == SOUNDLIST_EMPTY ) + if( iThisScent == SOUNDLIST_EMPTY ) { - ALERT ( at_aiconsole, "ERROR! PBestScent() has empty soundlist!\n" ); + ALERT( at_aiconsole, "ERROR! PBestScent() has empty soundlist!\n" ); #if _DEBUG ALERT( at_error, "NULL Return from PBestSound\n" ); #endif return NULL; } - while ( iThisScent != SOUNDLIST_EMPTY ) + while( iThisScent != SOUNDLIST_EMPTY ) { pSound = CSoundEnt::SoundPointerForIndex( iThisScent ); - if ( pSound->FIsScent() ) + if( pSound->FIsScent() ) { flDist = ( pSound->m_vecOrigin - pev->origin ).Length(); - if ( flDist < flBestDist ) + if( flDist < flBestDist ) { iBestScent = iThisScent; flBestDist = flDist; @@ -497,7 +497,7 @@ CSound* CBaseMonster :: PBestScent ( void ) iThisScent = pSound->m_iNextAudible; } - if ( iBestScent >= 0 ) + if( iBestScent >= 0 ) { pSound = CSoundEnt::SoundPointerForIndex( iBestScent ); @@ -513,7 +513,7 @@ CSound* CBaseMonster :: PBestScent ( void ) // Monster Think - calls out to core AI functions and handles this // monster's specific animation events //========================================================= -void CBaseMonster :: MonsterThink ( void ) +void CBaseMonster::MonsterThink( void ) { pev->nextthink = gpGlobals->time + 0.1;// keep monster thinking. @@ -524,39 +524,39 @@ void CBaseMonster :: MonsterThink ( void ) // start or end a fidget // This needs a better home -- switching animations over time should be encapsulated on a per-activity basis // perhaps MaintainActivity() or a ShiftAnimationOverTime() or something. - if ( m_MonsterState != MONSTERSTATE_SCRIPT && m_MonsterState != MONSTERSTATE_DEAD && m_Activity == ACT_IDLE && m_fSequenceFinished ) + if( m_MonsterState != MONSTERSTATE_SCRIPT && m_MonsterState != MONSTERSTATE_DEAD && m_Activity == ACT_IDLE && m_fSequenceFinished ) { int iSequence; - if ( m_fSequenceLoops ) + if( m_fSequenceLoops ) { // animation does loop, which means we're playing subtle idle. Might need to // fidget. - iSequence = LookupActivity ( m_Activity ); + iSequence = LookupActivity( m_Activity ); } else { // animation that just ended doesn't loop! That means we just finished a fidget // and should return to our heaviest weighted idle (the subtle one) - iSequence = LookupActivityHeaviest ( m_Activity ); + iSequence = LookupActivityHeaviest( m_Activity ); } - if ( iSequence != ACTIVITY_NOT_AVAILABLE ) + if( iSequence != ACTIVITY_NOT_AVAILABLE ) { pev->sequence = iSequence; // Set to new anim (if it's there) - ResetSequenceInfo( ); + ResetSequenceInfo(); } } DispatchAnimEvents( flInterval ); - if ( !MovementIsComplete() ) + if( !MovementIsComplete() ) { Move( flInterval ); } #if _DEBUG else { - if ( !TaskIsRunning() && !TaskIsComplete() ) + if( !TaskIsRunning() && !TaskIsComplete() ) ALERT( at_error, "Schedule stalled!!\n" ); } #endif @@ -566,7 +566,7 @@ void CBaseMonster :: MonsterThink ( void ) // CBaseMonster - USE - will make a monster angry at whomever // activated it. //========================================================= -void CBaseMonster :: MonsterUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) +void CBaseMonster::MonsterUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { m_IdealMonsterState = MONSTERSTATE_ALERT; } @@ -578,17 +578,17 @@ void CBaseMonster :: MonsterUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, // schedule, but may not want to interrupt the schedule every // time. (Pain, for instance) //========================================================= -int CBaseMonster :: IgnoreConditions ( void ) +int CBaseMonster::IgnoreConditions( void ) { int iIgnoreConditions = 0; - if ( !FShouldEat() ) + if( !FShouldEat() ) { // not hungry? Ignore food smell. iIgnoreConditions |= bits_COND_SMELL_FOOD; } - if ( m_MonsterState == MONSTERSTATE_SCRIPT && m_pCine ) + if( m_MonsterState == MONSTERSTATE_SCRIPT && m_pCine ) iIgnoreConditions |= m_pCine->IgnoreConditions(); return iIgnoreConditions; @@ -597,7 +597,7 @@ int CBaseMonster :: IgnoreConditions ( void ) //========================================================= // RouteClear - zeroes out the monster's route array and goal //========================================================= -void CBaseMonster :: RouteClear ( void ) +void CBaseMonster::RouteClear( void ) { RouteNew(); m_movementGoal = MOVEGOAL_NONE; @@ -609,19 +609,19 @@ void CBaseMonster :: RouteClear ( void ) // Route New - clears out a route to be changed, but keeps // goal intact. //========================================================= -void CBaseMonster :: RouteNew ( void ) +void CBaseMonster::RouteNew( void ) { - m_Route[ 0 ].iType = 0; - m_iRouteIndex = 0; + m_Route[0].iType = 0; + m_iRouteIndex = 0; } //========================================================= // FRouteClear - returns TRUE is the Route is cleared out // ( invalid ) //========================================================= -BOOL CBaseMonster :: FRouteClear ( void ) +BOOL CBaseMonster::FRouteClear( void ) { - if ( m_Route[ m_iRouteIndex ].iType == 0 || m_movementGoal == MOVEGOAL_NONE ) + if( m_Route[m_iRouteIndex].iType == 0 || m_movementGoal == MOVEGOAL_NONE ) return TRUE; return FALSE; @@ -632,10 +632,10 @@ BOOL CBaseMonster :: FRouteClear ( void ) // target, this function copies as many waypoints as possible // from that path to the monster's Route array //========================================================= -BOOL CBaseMonster :: FRefreshRoute ( void ) +BOOL CBaseMonster::FRefreshRoute( void ) { CBaseEntity *pPathCorner; - int i; + int i; BOOL returnCode; RouteNew(); @@ -650,17 +650,16 @@ BOOL CBaseMonster :: FRefreshRoute ( void ) pPathCorner = m_pGoalEnt; i = 0; - while ( pPathCorner && i < ROUTE_SIZE ) + while( pPathCorner && i < ROUTE_SIZE ) { - m_Route[ i ].iType = bits_MF_TO_PATHCORNER; - m_Route[ i ].vecLocation = pPathCorner->pev->origin; + m_Route[i].iType = bits_MF_TO_PATHCORNER; + m_Route[i].vecLocation = pPathCorner->pev->origin; pPathCorner = pPathCorner->GetNextTarget(); // Last path_corner in list? - if ( !pPathCorner ) + if( !pPathCorner ) m_Route[i].iType |= bits_MF_IS_GOAL; - i++; } } @@ -673,27 +672,26 @@ BOOL CBaseMonster :: FRefreshRoute ( void ) returnCode = BuildRoute( m_vecMoveGoal, bits_MF_TO_LOCATION, NULL ); break; case MOVEGOAL_TARGETENT: - if (m_hTargetEnt != NULL) + if( m_hTargetEnt != NULL ) { returnCode = BuildRoute( m_hTargetEnt->pev->origin, bits_MF_TO_TARGETENT, m_hTargetEnt ); } break; case MOVEGOAL_NODE: returnCode = FGetNodeRoute( m_vecMoveGoal ); -// if ( returnCode ) -// RouteSimplify( NULL ); + //if( returnCode ) + // RouteSimplify( NULL ); break; } return returnCode; } - BOOL CBaseMonster::MoveToEnemy( Activity movementAct, float waitTime ) { m_movementActivity = movementAct; m_moveWaitTime = waitTime; - + m_movementGoal = MOVEGOAL_ENEMY; return FRefreshRoute(); } @@ -730,24 +728,24 @@ BOOL CBaseMonster::MoveToNode( Activity movementAct, float waitTime, const Vecto #ifdef _DEBUG void DrawRoute( entvars_t *pev, WayPoint_t *m_Route, int m_iRouteIndex, int r, int g, int b ) { - int i; + int i; - if ( m_Route[m_iRouteIndex].iType == 0 ) + if( m_Route[m_iRouteIndex].iType == 0 ) { ALERT( at_aiconsole, "Can't draw route!\n" ); return; } -// UTIL_ParticleEffect ( m_Route[ m_iRouteIndex ].vecLocation, g_vecZero, 255, 25 ); + //UTIL_ParticleEffect ( m_Route[m_iRouteIndex].vecLocation, g_vecZero, 255, 25 ); MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_BEAMPOINTS); WRITE_COORD( pev->origin.x ); WRITE_COORD( pev->origin.y ); WRITE_COORD( pev->origin.z ); - WRITE_COORD( m_Route[ m_iRouteIndex ].vecLocation.x ); - WRITE_COORD( m_Route[ m_iRouteIndex ].vecLocation.y ); - WRITE_COORD( m_Route[ m_iRouteIndex ].vecLocation.z ); + WRITE_COORD( m_Route[m_iRouteIndex].vecLocation.x ); + WRITE_COORD( m_Route[m_iRouteIndex].vecLocation.y ); + WRITE_COORD( m_Route[m_iRouteIndex].vecLocation.z ); WRITE_SHORT( g_sModelIndexLaser ); WRITE_BYTE( 0 ); // frame start @@ -762,19 +760,19 @@ void DrawRoute( entvars_t *pev, WayPoint_t *m_Route, int m_iRouteIndex, int r, i WRITE_BYTE( 10 ); // speed MESSAGE_END(); - for ( i = m_iRouteIndex ; i < ROUTE_SIZE - 1; i++ ) + for( i = m_iRouteIndex; i < ROUTE_SIZE - 1; i++ ) { - if ( (m_Route[ i ].iType & bits_MF_IS_GOAL) || (m_Route[ i+1 ].iType == 0) ) + if( ( m_Route[i].iType & bits_MF_IS_GOAL ) || ( m_Route[i + 1].iType == 0 ) ) break; MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_BEAMPOINTS ); - WRITE_COORD( m_Route[ i ].vecLocation.x ); - WRITE_COORD( m_Route[ i ].vecLocation.y ); - WRITE_COORD( m_Route[ i ].vecLocation.z ); - WRITE_COORD( m_Route[ i + 1 ].vecLocation.x ); - WRITE_COORD( m_Route[ i + 1 ].vecLocation.y ); - WRITE_COORD( m_Route[ i + 1 ].vecLocation.z ); + WRITE_COORD( m_Route[i].vecLocation.x ); + WRITE_COORD( m_Route[i].vecLocation.y ); + WRITE_COORD( m_Route[i].vecLocation.z ); + WRITE_COORD( m_Route[i + 1].vecLocation.x ); + WRITE_COORD( m_Route[i + 1].vecLocation.y ); + WRITE_COORD( m_Route[i + 1].vecLocation.z ); WRITE_SHORT( g_sModelIndexLaser ); WRITE_BYTE( 0 ); // frame start WRITE_BYTE( 10 ); // framerate @@ -788,7 +786,7 @@ void DrawRoute( entvars_t *pev, WayPoint_t *m_Route, int m_iRouteIndex, int r, i WRITE_BYTE( 10 ); // speed MESSAGE_END(); -// UTIL_ParticleEffect ( m_Route[ i ].vecLocation, g_vecZero, 255, 25 ); + //UTIL_ParticleEffect( m_Route[i].vecLocation, g_vecZero, 255, 25 ); } } #endif @@ -797,7 +795,7 @@ int ShouldSimplify( int routeType ) { routeType &= ~bits_MF_IS_GOAL; - if ( (routeType == bits_MF_TO_PATHCORNER) || (routeType & bits_MF_DONT_SIMPLIFY) ) + if( ( routeType == bits_MF_TO_PATHCORNER ) || ( routeType & bits_MF_DONT_SIMPLIFY ) ) return FALSE; return TRUE; } @@ -809,26 +807,26 @@ int ShouldSimplify( int routeType ) // unnecessary nodes & cutting corners. // //========================================================= -void CBaseMonster :: RouteSimplify( CBaseEntity *pTargetEnt ) +void CBaseMonster::RouteSimplify( CBaseEntity *pTargetEnt ) { // BUGBUG: this doesn't work 100% yet - int i, count, outCount; + int i, count, outCount; Vector vecStart; - WayPoint_t outRoute[ ROUTE_SIZE * 2 ]; // Any points except the ends can turn into 2 points in the simplified route + WayPoint_t outRoute[ROUTE_SIZE * 2]; // Any points except the ends can turn into 2 points in the simplified route count = 0; - for ( i = m_iRouteIndex; i < ROUTE_SIZE; i++ ) + for( i = m_iRouteIndex; i < ROUTE_SIZE; i++ ) { - if ( !m_Route[i].iType ) + if( !m_Route[i].iType ) break; else count++; - if ( m_Route[i].iType & bits_MF_IS_GOAL ) + if( m_Route[i].iType & bits_MF_IS_GOAL ) break; } // Can't simplify a direct route! - if ( count < 2 ) + if( count < 2 ) { //DrawRoute( pev, m_Route, m_iRouteIndex, 0, 0, 255 ); return; @@ -836,15 +834,15 @@ void CBaseMonster :: RouteSimplify( CBaseEntity *pTargetEnt ) outCount = 0; vecStart = pev->origin; - for ( i = 0; i < count-1; i++ ) + for( i = 0; i < count - 1; i++ ) { // Don't eliminate path_corners - if ( !ShouldSimplify( m_Route[m_iRouteIndex+i].iType ) ) + if( !ShouldSimplify( m_Route[m_iRouteIndex + i].iType ) ) { - outRoute[outCount] = m_Route[ m_iRouteIndex + i ]; + outRoute[outCount] = m_Route[m_iRouteIndex + i]; outCount++; } - else if ( CheckLocalMove ( vecStart, m_Route[m_iRouteIndex+i+1].vecLocation, pTargetEnt, NULL ) == LOCALMOVE_VALID ) + else if( CheckLocalMove( vecStart, m_Route[m_iRouteIndex+i + 1].vecLocation, pTargetEnt, NULL ) == LOCALMOVE_VALID ) { // Skip vert continue; @@ -854,18 +852,18 @@ void CBaseMonster :: RouteSimplify( CBaseEntity *pTargetEnt ) Vector vecTest, vecSplit; // Halfway between this and next - vecTest = (m_Route[m_iRouteIndex+i+1].vecLocation + m_Route[m_iRouteIndex+i].vecLocation) * 0.5; + vecTest = ( m_Route[m_iRouteIndex + i + 1].vecLocation + m_Route[m_iRouteIndex + i].vecLocation ) * 0.5; // Halfway between this and previous - vecSplit = (m_Route[m_iRouteIndex+i].vecLocation + vecStart) * 0.5; + vecSplit = ( m_Route[m_iRouteIndex + i].vecLocation + vecStart ) * 0.5; - int iType = (m_Route[m_iRouteIndex+i].iType | bits_MF_TO_DETOUR) & ~bits_MF_NOT_TO_MASK; - if ( CheckLocalMove ( vecStart, vecTest, pTargetEnt, NULL ) == LOCALMOVE_VALID ) + int iType = ( m_Route[m_iRouteIndex + i].iType | bits_MF_TO_DETOUR ) & ~bits_MF_NOT_TO_MASK; + if( CheckLocalMove( vecStart, vecTest, pTargetEnt, NULL ) == LOCALMOVE_VALID ) { outRoute[outCount].iType = iType; outRoute[outCount].vecLocation = vecTest; } - else if ( CheckLocalMove ( vecSplit, vecTest, pTargetEnt, NULL ) == LOCALMOVE_VALID ) + else if( CheckLocalMove( vecSplit, vecTest, pTargetEnt, NULL ) == LOCALMOVE_VALID ) { outRoute[outCount].iType = iType; outRoute[outCount].vecLocation = vecSplit; @@ -875,35 +873,35 @@ void CBaseMonster :: RouteSimplify( CBaseEntity *pTargetEnt ) } else { - outRoute[outCount] = m_Route[ m_iRouteIndex + i ]; + outRoute[outCount] = m_Route[m_iRouteIndex + i]; } } // Get last point - vecStart = outRoute[ outCount ].vecLocation; + vecStart = outRoute[outCount].vecLocation; outCount++; } ASSERT( i < count ); - outRoute[outCount] = m_Route[ m_iRouteIndex + i ]; + outRoute[outCount] = m_Route[m_iRouteIndex + i]; outCount++; // Terminate outRoute[outCount].iType = 0; - ASSERT( outCount < (ROUTE_SIZE*2) ); + ASSERT( outCount < ( ROUTE_SIZE * 2 ) ); // Copy the simplified route, disable for testing m_iRouteIndex = 0; - for ( i = 0; i < ROUTE_SIZE && i < outCount; i++ ) + for( i = 0; i < ROUTE_SIZE && i < outCount; i++ ) { m_Route[i] = outRoute[i]; } // Terminate route - if ( i < ROUTE_SIZE ) + if( i < ROUTE_SIZE ) m_Route[i].iType = 0; // Debug, test movement code #if 0 -// if ( CVAR_GET_FLOAT( "simplify" ) != 0 ) +// if( CVAR_GET_FLOAT( "simplify" ) != 0 ) DrawRoute( pev, outRoute, 0, 255, 0, 0 ); // else DrawRoute( pev, m_Route, m_iRouteIndex, 0, 255, 0 ); @@ -915,9 +913,9 @@ void CBaseMonster :: RouteSimplify( CBaseEntity *pTargetEnt ) // right now only used when a barnacle snatches someone, so // may have some special case stuff for that. //========================================================= -BOOL CBaseMonster :: FBecomeProne ( void ) +BOOL CBaseMonster::FBecomeProne( void ) { - if ( FBitSet ( pev->flags, FL_ONGROUND ) ) + if( FBitSet( pev->flags, FL_ONGROUND ) ) { pev->flags -= FL_ONGROUND; } @@ -929,9 +927,9 @@ BOOL CBaseMonster :: FBecomeProne ( void ) //========================================================= // CheckRangeAttack1 //========================================================= -BOOL CBaseMonster :: CheckRangeAttack1 ( float flDot, float flDist ) +BOOL CBaseMonster::CheckRangeAttack1( float flDot, float flDist ) { - if ( flDist > 64 && flDist <= 784 && flDot >= 0.5 ) + if( flDist > 64 && flDist <= 784 && flDot >= 0.5 ) { return TRUE; } @@ -941,9 +939,9 @@ BOOL CBaseMonster :: CheckRangeAttack1 ( float flDot, float flDist ) //========================================================= // CheckRangeAttack2 //========================================================= -BOOL CBaseMonster :: CheckRangeAttack2 ( float flDot, float flDist ) +BOOL CBaseMonster::CheckRangeAttack2( float flDot, float flDist ) { - if ( flDist > 64 && flDist <= 512 && flDot >= 0.5 ) + if( flDist > 64 && flDist <= 512 && flDot >= 0.5 ) { return TRUE; } @@ -953,10 +951,10 @@ BOOL CBaseMonster :: CheckRangeAttack2 ( float flDot, float flDist ) //========================================================= // CheckMeleeAttack1 //========================================================= -BOOL CBaseMonster :: CheckMeleeAttack1 ( float flDot, float flDist ) +BOOL CBaseMonster::CheckMeleeAttack1( float flDot, float flDist ) { // Decent fix to keep folks from kicking/punching hornets and snarks is to check the onground flag(sjb) - if ( flDist <= 64 && flDot >= 0.7 && m_hEnemy != NULL && FBitSet ( m_hEnemy->pev->flags, FL_ONGROUND ) ) + if( flDist <= 64 && flDot >= 0.7 && m_hEnemy != NULL && FBitSet( m_hEnemy->pev->flags, FL_ONGROUND ) ) { return TRUE; } @@ -966,9 +964,9 @@ BOOL CBaseMonster :: CheckMeleeAttack1 ( float flDot, float flDist ) //========================================================= // CheckMeleeAttack2 //========================================================= -BOOL CBaseMonster :: CheckMeleeAttack2 ( float flDot, float flDist ) +BOOL CBaseMonster::CheckMeleeAttack2( float flDot, float flDist ) { - if ( flDist <= 64 && flDot >= 0.7 ) + if( flDist <= 64 && flDot >= 0.7 ) { return TRUE; } @@ -979,17 +977,17 @@ BOOL CBaseMonster :: CheckMeleeAttack2 ( float flDot, float flDist ) // CheckAttacks - sets all of the bits for attacks that the // monster is capable of carrying out on the passed entity. //========================================================= -void CBaseMonster :: CheckAttacks ( CBaseEntity *pTarget, float flDist ) +void CBaseMonster::CheckAttacks( CBaseEntity *pTarget, float flDist ) { - Vector2D vec2LOS; - float flDot; + Vector2D vec2LOS; + float flDot; - UTIL_MakeVectors ( pev->angles ); + UTIL_MakeVectors( pev->angles ); vec2LOS = ( pTarget->pev->origin - pev->origin ).Make2D(); vec2LOS = vec2LOS.Normalize(); - flDot = DotProduct (vec2LOS , gpGlobals->v_forward.Make2D() ); + flDot = DotProduct( vec2LOS, gpGlobals->v_forward.Make2D() ); // we know the enemy is in front now. We'll find which attacks the monster is capable of by // checking for corresponding Activities in the model file, then do the simple checks to validate @@ -998,24 +996,24 @@ void CBaseMonster :: CheckAttacks ( CBaseEntity *pTarget, float flDist ) // Clear all attack conditions ClearConditions( bits_COND_CAN_RANGE_ATTACK1 | bits_COND_CAN_RANGE_ATTACK2 | bits_COND_CAN_MELEE_ATTACK1 |bits_COND_CAN_MELEE_ATTACK2 ); - if ( m_afCapability & bits_CAP_RANGE_ATTACK1 ) + if( m_afCapability & bits_CAP_RANGE_ATTACK1 ) { - if ( CheckRangeAttack1 ( flDot, flDist ) ) + if( CheckRangeAttack1( flDot, flDist ) ) SetConditions( bits_COND_CAN_RANGE_ATTACK1 ); } - if ( m_afCapability & bits_CAP_RANGE_ATTACK2 ) + if( m_afCapability & bits_CAP_RANGE_ATTACK2 ) { - if ( CheckRangeAttack2 ( flDot, flDist ) ) + if( CheckRangeAttack2( flDot, flDist ) ) SetConditions( bits_COND_CAN_RANGE_ATTACK2 ); } - if ( m_afCapability & bits_CAP_MELEE_ATTACK1 ) + if( m_afCapability & bits_CAP_MELEE_ATTACK1 ) { - if ( CheckMeleeAttack1 ( flDot, flDist ) ) + if( CheckMeleeAttack1( flDot, flDist ) ) SetConditions( bits_COND_CAN_MELEE_ATTACK1 ); } - if ( m_afCapability & bits_CAP_MELEE_ATTACK2 ) + if( m_afCapability & bits_CAP_MELEE_ATTACK2 ) { - if ( CheckMeleeAttack2 ( flDot, flDist ) ) + if( CheckMeleeAttack2( flDot, flDist ) ) SetConditions( bits_COND_CAN_MELEE_ATTACK2 ); } } @@ -1024,9 +1022,9 @@ void CBaseMonster :: CheckAttacks ( CBaseEntity *pTarget, float flDist ) // CanCheckAttacks - prequalifies a monster to do more fine // checking of potential attacks. //========================================================= -BOOL CBaseMonster :: FCanCheckAttacks ( void ) +BOOL CBaseMonster::FCanCheckAttacks( void ) { - if ( HasConditions(bits_COND_SEE_ENEMY) && !HasConditions( bits_COND_ENEMY_TOOFAR ) ) + if( HasConditions( bits_COND_SEE_ENEMY ) && !HasConditions( bits_COND_ENEMY_TOOFAR ) ) { return TRUE; } @@ -1039,25 +1037,25 @@ BOOL CBaseMonster :: FCanCheckAttacks ( void ) // gets and stores data and conditions pertaining to a monster's // enemy. Returns TRUE if Enemy LKP was updated. //========================================================= -int CBaseMonster :: CheckEnemy ( CBaseEntity *pEnemy ) +int CBaseMonster::CheckEnemy( CBaseEntity *pEnemy ) { float flDistToEnemy; - int iUpdatedLKP;// set this to TRUE if you update the EnemyLKP in this function. + int iUpdatedLKP;// set this to TRUE if you update the EnemyLKP in this function. iUpdatedLKP = FALSE; - ClearConditions ( bits_COND_ENEMY_FACING_ME ); + ClearConditions( bits_COND_ENEMY_FACING_ME ); - if ( !FVisible( pEnemy ) ) + if( !FVisible( pEnemy ) ) { - ASSERT(!HasConditions(bits_COND_SEE_ENEMY)); + ASSERT( !HasConditions( bits_COND_SEE_ENEMY ) ); SetConditions( bits_COND_ENEMY_OCCLUDED ); } else ClearConditions( bits_COND_ENEMY_OCCLUDED ); - if ( !pEnemy->IsAlive() ) + if( !pEnemy->IsAlive() ) { - SetConditions ( bits_COND_ENEMY_DEAD ); + SetConditions( bits_COND_ENEMY_DEAD ); ClearConditions( bits_COND_SEE_ENEMY | bits_COND_ENEMY_OCCLUDED ); return FALSE; } @@ -1069,19 +1067,19 @@ int CBaseMonster :: CheckEnemy ( CBaseEntity *pEnemy ) vecEnemyPos.z += pEnemy->pev->size.z * 0.5; // distance to enemy's head - float flDistToEnemy2 = (vecEnemyPos - pev->origin).Length(); - if (flDistToEnemy2 < flDistToEnemy) + float flDistToEnemy2 = ( vecEnemyPos - pev->origin ).Length(); + if( flDistToEnemy2 < flDistToEnemy ) flDistToEnemy = flDistToEnemy2; else { // distance to enemy's feet vecEnemyPos.z -= pEnemy->pev->size.z; - float flDistToEnemy2 = (vecEnemyPos - pev->origin).Length(); - if (flDistToEnemy2 < flDistToEnemy) + float flDistToEnemy2 = ( vecEnemyPos - pev->origin ).Length(); + if( flDistToEnemy2 < flDistToEnemy ) flDistToEnemy = flDistToEnemy2; } - if ( HasConditions( bits_COND_SEE_ENEMY ) ) + if( HasConditions( bits_COND_SEE_ENEMY ) ) { CBaseMonster *pEnemyMonster; @@ -1090,17 +1088,17 @@ int CBaseMonster :: CheckEnemy ( CBaseEntity *pEnemy ) pEnemyMonster = pEnemy->MyMonsterPointer(); - if ( pEnemyMonster ) + if( pEnemyMonster ) { - if ( pEnemyMonster->FInViewCone ( this ) ) + if( pEnemyMonster->FInViewCone( this ) ) { - SetConditions ( bits_COND_ENEMY_FACING_ME ); + SetConditions( bits_COND_ENEMY_FACING_ME ); } else ClearConditions( bits_COND_ENEMY_FACING_ME ); } - if (pEnemy->pev->velocity != Vector( 0, 0, 0)) + if( pEnemy->pev->velocity != Vector( 0, 0, 0 ) ) { // trail the enemy a bit m_vecEnemyLKP = m_vecEnemyLKP - pEnemy->pev->velocity * RANDOM_FLOAT( -0.05, 0 ); @@ -1110,7 +1108,7 @@ int CBaseMonster :: CheckEnemy ( CBaseEntity *pEnemy ) // UNDONE: use pev->oldorigin? } } - else if ( !HasConditions(bits_COND_ENEMY_OCCLUDED|bits_COND_SEE_ENEMY) && ( flDistToEnemy <= 256 ) ) + else if( !HasConditions( bits_COND_ENEMY_OCCLUDED | bits_COND_SEE_ENEMY ) && ( flDistToEnemy <= 256 ) ) { // if the enemy is not occluded, and unseen, that means it is behind or beside the monster. // if the enemy is near enough the monster, we go ahead and let the monster know where the @@ -1119,7 +1117,7 @@ int CBaseMonster :: CheckEnemy ( CBaseEntity *pEnemy ) m_vecEnemyLKP = pEnemy->pev->origin; } - if ( flDistToEnemy >= m_flDistTooFar ) + if( flDistToEnemy >= m_flDistTooFar ) { // enemy is very far away from monster SetConditions( bits_COND_ENEMY_TOOFAR ); @@ -1127,19 +1125,19 @@ int CBaseMonster :: CheckEnemy ( CBaseEntity *pEnemy ) else ClearConditions( bits_COND_ENEMY_TOOFAR ); - if ( FCanCheckAttacks() ) + if( FCanCheckAttacks() ) { - CheckAttacks ( m_hEnemy, flDistToEnemy ); + CheckAttacks( m_hEnemy, flDistToEnemy ); } - if ( m_movementGoal == MOVEGOAL_ENEMY ) + if( m_movementGoal == MOVEGOAL_ENEMY ) { - for ( int i = m_iRouteIndex; i < ROUTE_SIZE; i++ ) + for( int i = m_iRouteIndex; i < ROUTE_SIZE; i++ ) { - if ( m_Route[ i ].iType == (bits_MF_IS_GOAL|bits_MF_TO_ENEMY) ) + if( m_Route[i].iType == ( bits_MF_IS_GOAL | bits_MF_TO_ENEMY ) ) { // UNDONE: Should we allow monsters to override this distance (80?) - if ( (m_Route[ i ].vecLocation - m_vecEnemyLKP).Length() > 80 ) + if( ( m_Route[i].vecLocation - m_vecEnemyLKP ).Length() > 80 ) { // Refresh FRefreshRoute(); @@ -1155,22 +1153,22 @@ int CBaseMonster :: CheckEnemy ( CBaseEntity *pEnemy ) //========================================================= // PushEnemy - remember the last few enemies, always remember the player //========================================================= -void CBaseMonster :: PushEnemy( CBaseEntity *pEnemy, Vector &vecLastKnownPos ) +void CBaseMonster::PushEnemy( CBaseEntity *pEnemy, Vector &vecLastKnownPos ) { int i; - if (pEnemy == NULL) + if( pEnemy == NULL ) return; // UNDONE: blah, this is bad, we should use a stack but I'm too lazy to code one. - for (i = 0; i < MAX_OLD_ENEMIES; i++) + for( i = 0; i < MAX_OLD_ENEMIES; i++ ) { - if (m_hOldEnemy[i] == pEnemy) + if( m_hOldEnemy[i] == pEnemy ) return; - if (m_hOldEnemy[i] == NULL) // someone died, reuse their slot + if( m_hOldEnemy[i] == NULL ) // someone died, reuse their slot break; } - if (i >= MAX_OLD_ENEMIES) + if( i >= MAX_OLD_ENEMIES ) return; m_hOldEnemy[i] = pEnemy; @@ -1180,18 +1178,18 @@ void CBaseMonster :: PushEnemy( CBaseEntity *pEnemy, Vector &vecLastKnownPos ) //========================================================= // PopEnemy - try remembering the last few enemies //========================================================= -BOOL CBaseMonster :: PopEnemy( ) +BOOL CBaseMonster::PopEnemy() { // UNDONE: blah, this is bad, we should use a stack but I'm too lazy to code one. - for (int i = MAX_OLD_ENEMIES - 1; i >= 0; i--) + for( int i = MAX_OLD_ENEMIES - 1; i >= 0; i-- ) { - if (m_hOldEnemy[i] != NULL) + if( m_hOldEnemy[i] != NULL ) { - if (m_hOldEnemy[i]->IsAlive( )) // cheat and know when they die + if( m_hOldEnemy[i]->IsAlive()) // cheat and know when they die { m_hEnemy = m_hOldEnemy[i]; m_vecEnemyLKP = m_vecOldEnemy[i]; - // ALERT( at_console, "remembering\n"); + // ALERT( at_console, "remembering\n" ); return TRUE; } else @@ -1206,31 +1204,31 @@ BOOL CBaseMonster :: PopEnemy( ) //========================================================= // SetActivity //========================================================= -void CBaseMonster :: SetActivity ( Activity NewActivity ) +void CBaseMonster::SetActivity( Activity NewActivity ) { - int iSequence; + int iSequence; - iSequence = LookupActivity ( NewActivity ); + iSequence = LookupActivity( NewActivity ); // Set to the desired anim, or default anim if the desired is not present - if ( iSequence > ACTIVITY_NOT_AVAILABLE ) + if( iSequence > ACTIVITY_NOT_AVAILABLE ) { - if ( pev->sequence != iSequence || !m_fSequenceLoops ) + if( pev->sequence != iSequence || !m_fSequenceLoops ) { // don't reset frame between walk and run - if ( !(m_Activity == ACT_WALK || m_Activity == ACT_RUN) || !(NewActivity == ACT_WALK || NewActivity == ACT_RUN)) + if( !( m_Activity == ACT_WALK || m_Activity == ACT_RUN ) || !( NewActivity == ACT_WALK || NewActivity == ACT_RUN ) ) pev->frame = 0; } - pev->sequence = iSequence; // Set to the reset anim (if it's there) - ResetSequenceInfo( ); + pev->sequence = iSequence; // Set to the reset anim (if it's there) + ResetSequenceInfo(); SetYawSpeed(); } else { // Not available try to get default anim - ALERT ( at_aiconsole, "%s has no sequence for act:%d\n", STRING(pev->classname), NewActivity ); - pev->sequence = 0; // Set to the reset anim (if it's there) + ALERT( at_aiconsole, "%s has no sequence for act:%d\n", STRING( pev->classname ), NewActivity ); + pev->sequence = 0; // Set to the reset anim (if it's there) } m_Activity = NewActivity; // Go ahead and set this so it doesn't keep trying when the anim is not present @@ -1242,29 +1240,29 @@ void CBaseMonster :: SetActivity ( Activity NewActivity ) //========================================================= // SetSequenceByName //========================================================= -void CBaseMonster :: SetSequenceByName ( char *szSequence ) +void CBaseMonster::SetSequenceByName( char *szSequence ) { - int iSequence; + int iSequence; - iSequence = LookupSequence ( szSequence ); + iSequence = LookupSequence( szSequence ); // Set to the desired anim, or default anim if the desired is not present - if ( iSequence > ACTIVITY_NOT_AVAILABLE ) + if( iSequence > ACTIVITY_NOT_AVAILABLE ) { - if ( pev->sequence != iSequence || !m_fSequenceLoops ) + if( pev->sequence != iSequence || !m_fSequenceLoops ) { pev->frame = 0; } - pev->sequence = iSequence; // Set to the reset anim (if it's there) - ResetSequenceInfo( ); + pev->sequence = iSequence; // Set to the reset anim (if it's there) + ResetSequenceInfo(); SetYawSpeed(); } else { // Not available try to get default anim - ALERT ( at_aiconsole, "%s has no sequence named:%f\n", STRING(pev->classname), szSequence ); - pev->sequence = 0; // Set to the reset anim (if it's there) + ALERT( at_aiconsole, "%s has no sequence named:%f\n", STRING(pev->classname), szSequence ); + pev->sequence = 0; // Set to the reset anim (if it's there) } } @@ -1282,24 +1280,24 @@ void CBaseMonster :: SetSequenceByName ( char *szSequence ) // DON"T USE SETORIGIN! //========================================================= #define LOCAL_STEP_SIZE 16 -int CBaseMonster :: CheckLocalMove ( const Vector &vecStart, const Vector &vecEnd, CBaseEntity *pTarget, float *pflDist ) +int CBaseMonster::CheckLocalMove( const Vector &vecStart, const Vector &vecEnd, CBaseEntity *pTarget, float *pflDist ) { - Vector vecStartPos;// record monster's position before trying the move - float flYaw; - float flDist; - float flStep, stepSize; - int iReturn; + Vector vecStartPos;// record monster's position before trying the move + float flYaw; + float flDist; + float flStep, stepSize; + int iReturn; vecStartPos = pev->origin; - flYaw = UTIL_VecToYaw ( vecEnd - vecStart );// build a yaw that points to the goal. + flYaw = UTIL_VecToYaw( vecEnd - vecStart );// build a yaw that points to the goal. flDist = ( vecEnd - vecStart ).Length2D();// get the distance. iReturn = LOCALMOVE_VALID;// assume everything will be ok. // move the monster to the start of the local move that's to be checked. UTIL_SetOrigin( pev, vecStart );// !!!BUGBUG - won't this fire triggers? - nope, SetOrigin doesn't fire - if ( !(pev->flags & (FL_FLY|FL_SWIM)) ) + if( !( pev->flags & ( FL_FLY | FL_SWIM ) ) ) { DROP_TO_FLOOR( ENT( pev ) );//make sure monster is on the floor! } @@ -1309,7 +1307,7 @@ int CBaseMonster :: CheckLocalMove ( const Vector &vecStart, const Vector &vecEn //pev->origin = vecStart; /* - if ( flDist > 1024 ) + if( flDist > 1024 ) { // !!!PERFORMANCE - this operation may be too CPU intensive to try checks this large. // We don't lose much here, because a distance this great is very likely @@ -1321,23 +1319,23 @@ int CBaseMonster :: CheckLocalMove ( const Vector &vecStart, const Vector &vecEn } */ // this loop takes single steps to the goal. - for ( flStep = 0 ; flStep < flDist ; flStep += LOCAL_STEP_SIZE ) + for( flStep = 0; flStep < flDist; flStep += LOCAL_STEP_SIZE ) { stepSize = LOCAL_STEP_SIZE; - if ( (flStep + LOCAL_STEP_SIZE) >= (flDist-1) ) - stepSize = (flDist - flStep) - 1; + if( ( flStep + LOCAL_STEP_SIZE ) >= ( flDist - 1 ) ) + stepSize = ( flDist - flStep ) - 1; - //UTIL_ParticleEffect ( pev->origin, g_vecZero, 255, 25 ); + //UTIL_ParticleEffect( pev->origin, g_vecZero, 255, 25 ); - if ( !WALK_MOVE( ENT(pev), flYaw, stepSize, WALKMOVE_CHECKONLY ) ) + if( !WALK_MOVE( ENT( pev ), flYaw, stepSize, WALKMOVE_CHECKONLY ) ) { // can't take the next step, fail! - if ( pflDist != NULL ) + if( pflDist != NULL ) { *pflDist = flStep; } - if ( pTarget && pTarget->edict() == gpGlobals->trace_ent ) + if( pTarget && pTarget->edict() == gpGlobals->trace_ent ) { // if this step hits target ent, the move is legal. iReturn = LOCALMOVE_VALID; @@ -1346,7 +1344,7 @@ int CBaseMonster :: CheckLocalMove ( const Vector &vecStart, const Vector &vecEn else { // If we're going toward an entity, and we're almost getting there, it's OK. - //if ( pTarget && fabs( flDist - iStep ) < LOCAL_STEP_SIZE ) + //if( pTarget && fabs( flDist - iStep ) < LOCAL_STEP_SIZE ) // fReturn = TRUE; //else iReturn = LOCALMOVE_INVALID; @@ -1356,25 +1354,25 @@ int CBaseMonster :: CheckLocalMove ( const Vector &vecStart, const Vector &vecEn } } - if ( iReturn == LOCALMOVE_VALID && !(pev->flags & (FL_FLY|FL_SWIM) ) && (!pTarget || (pTarget->pev->flags & FL_ONGROUND)) ) + if( iReturn == LOCALMOVE_VALID && !( pev->flags & ( FL_FLY | FL_SWIM ) ) && ( !pTarget || ( pTarget->pev->flags & FL_ONGROUND ) ) ) { // The monster can move to a spot UNDER the target, but not to it. Don't try to triangulate, go directly to the node graph. // UNDONE: Magic # 64 -- this used to be pev->size.z but that won't work for small creatures like the headcrab - if ( fabs(vecEnd.z - pev->origin.z) > 64 ) + if( fabs( vecEnd.z - pev->origin.z ) > 64 ) { iReturn = LOCALMOVE_INVALID_DONT_TRIANGULATE; } } /* // uncommenting this block will draw a line representing the nearest legal move. - WRITE_BYTE(MSG_BROADCAST, SVC_TEMPENTITY); - WRITE_BYTE(MSG_BROADCAST, TE_SHOWLINE); - WRITE_COORD(MSG_BROADCAST, pev->origin.x); - WRITE_COORD(MSG_BROADCAST, pev->origin.y); - WRITE_COORD(MSG_BROADCAST, pev->origin.z); - WRITE_COORD(MSG_BROADCAST, vecStart.x); - WRITE_COORD(MSG_BROADCAST, vecStart.y); - WRITE_COORD(MSG_BROADCAST, vecStart.z); + WRITE_BYTE( MSG_BROADCAST, SVC_TEMPENTITY ); + WRITE_BYTE( MSG_BROADCAST, TE_SHOWLINE ); + WRITE_COORD( MSG_BROADCAST, pev->origin.x ); + WRITE_COORD( MSG_BROADCAST, pev->origin.y ); + WRITE_COORD( MSG_BROADCAST, pev->origin.z ); + WRITE_COORD( MSG_BROADCAST, vecStart.x ); + WRITE_COORD( MSG_BROADCAST, vecStart.y ); + WRITE_COORD( MSG_BROADCAST, vecStart.z ); */ // since we've actually moved the monster during the check, undo the move. @@ -1383,39 +1381,39 @@ int CBaseMonster :: CheckLocalMove ( const Vector &vecStart, const Vector &vecEn return iReturn; } -float CBaseMonster :: OpenDoorAndWait( entvars_t *pevDoor ) +float CBaseMonster::OpenDoorAndWait( entvars_t *pevDoor ) { float flTravelTime = 0; - //ALERT(at_aiconsole, "A door. "); - CBaseEntity *pcbeDoor = CBaseEntity::Instance(pevDoor); - if (pcbeDoor && !pcbeDoor->IsLockedByMaster()) + //ALERT( at_aiconsole, "A door. " ); + CBaseEntity *pcbeDoor = CBaseEntity::Instance( pevDoor ); + if( pcbeDoor && !pcbeDoor->IsLockedByMaster() ) { - //ALERT(at_aiconsole, "unlocked! "); - pcbeDoor->Use(this, this, USE_ON, 0.0); - //ALERT(at_aiconsole, "pevDoor->nextthink = %d ms\n", (int)(1000*pevDoor->nextthink)); - //ALERT(at_aiconsole, "pevDoor->ltime = %d ms\n", (int)(1000*pevDoor->ltime)); - //ALERT(at_aiconsole, "pev-> nextthink = %d ms\n", (int)(1000*pev->nextthink)); - //ALERT(at_aiconsole, "pev->ltime = %d ms\n", (int)(1000*pev->ltime)); + //ALERT( at_aiconsole, "unlocked! " ); + pcbeDoor->Use( this, this, USE_ON, 0.0 ); + //ALERT( at_aiconsole, "pevDoor->nextthink = %d ms\n", (int)( 1000 * pevDoor->nextthink ) ); + //ALERT( at_aiconsole, "pevDoor->ltime = %d ms\n", (int)( 1000 * pevDoor->ltime ) ); + //ALERT( at_aiconsole, "pev-> nextthink = %d ms\n", (int)( 1000 * pev->nextthink ) ); + //ALERT( at_aiconsole, "pev->ltime = %d ms\n", (int)( 1000 * pev->ltime ) ); flTravelTime = pevDoor->nextthink - pevDoor->ltime; - //ALERT(at_aiconsole, "Waiting %d ms\n", (int)(1000*flTravelTime)); - if ( pcbeDoor->pev->targetname ) + //ALERT( at_aiconsole, "Waiting %d ms\n", (int)( 1000 * flTravelTime ) ); + if( pcbeDoor->pev->targetname ) { edict_t *pentTarget = NULL; - for (;;) + for( ; ; ) { - pentTarget = FIND_ENTITY_BY_TARGETNAME( pentTarget, STRING(pcbeDoor->pev->targetname)); + pentTarget = FIND_ENTITY_BY_TARGETNAME( pentTarget, STRING(pcbeDoor->pev->targetname ) ); - if ( VARS( pentTarget ) != pcbeDoor->pev ) + if( VARS( pentTarget ) != pcbeDoor->pev ) { - if (FNullEnt(pentTarget)) + if( FNullEnt( pentTarget ) ) break; - if ( FClassnameIs ( pentTarget, STRING(pcbeDoor->pev->classname) ) ) + if( FClassnameIs( pentTarget, STRING( pcbeDoor->pev->classname ) ) ) { - CBaseEntity *pDoor = Instance(pentTarget); - if ( pDoor ) - pDoor->Use(this, this, USE_ON, 0.0); + CBaseEntity *pDoor = Instance( pentTarget ); + if( pDoor ) + pDoor->Use( this, this, USE_ON, 0.0 ); } } } @@ -1430,59 +1428,58 @@ float CBaseMonster :: OpenDoorAndWait( entvars_t *pevDoor ) // m_iRouteIndex. If it goes beyond ROUTE_SIZE, the route // is refreshed. //========================================================= -void CBaseMonster :: AdvanceRoute ( float distance ) +void CBaseMonster::AdvanceRoute( float distance ) { - - if ( m_iRouteIndex == ROUTE_SIZE - 1 ) + if( m_iRouteIndex == ROUTE_SIZE - 1 ) { // time to refresh the route. - if ( !FRefreshRoute() ) + if( !FRefreshRoute() ) { - ALERT ( at_aiconsole, "Can't Refresh Route!!\n" ); + ALERT( at_aiconsole, "Can't Refresh Route!!\n" ); } } else { - if ( ! (m_Route[ m_iRouteIndex ].iType & bits_MF_IS_GOAL) ) + if( !( m_Route[m_iRouteIndex].iType & bits_MF_IS_GOAL ) ) { // If we've just passed a path_corner, advance m_pGoalEnt - if ( (m_Route[ m_iRouteIndex ].iType & ~bits_MF_NOT_TO_MASK) == bits_MF_TO_PATHCORNER ) + if( ( m_Route[m_iRouteIndex].iType & ~bits_MF_NOT_TO_MASK ) == bits_MF_TO_PATHCORNER ) m_pGoalEnt = m_pGoalEnt->GetNextTarget(); // IF both waypoints are nodes, then check for a link for a door and operate it. // - if ( (m_Route[m_iRouteIndex].iType & bits_MF_TO_NODE) == bits_MF_TO_NODE - && (m_Route[m_iRouteIndex+1].iType & bits_MF_TO_NODE) == bits_MF_TO_NODE) + if( ( m_Route[m_iRouteIndex].iType & bits_MF_TO_NODE ) == bits_MF_TO_NODE + && ( m_Route[m_iRouteIndex + 1].iType & bits_MF_TO_NODE ) == bits_MF_TO_NODE ) { - //ALERT(at_aiconsole, "SVD: Two nodes. "); + //ALERT( at_aiconsole, "SVD: Two nodes. " ); - int iSrcNode = WorldGraph.FindNearestNode(m_Route[m_iRouteIndex].vecLocation, this ); - int iDestNode = WorldGraph.FindNearestNode(m_Route[m_iRouteIndex+1].vecLocation, this ); + int iSrcNode = WorldGraph.FindNearestNode( m_Route[m_iRouteIndex].vecLocation, this ); + int iDestNode = WorldGraph.FindNearestNode( m_Route[m_iRouteIndex + 1].vecLocation, this ); int iLink; - WorldGraph.HashSearch(iSrcNode, iDestNode, iLink); + WorldGraph.HashSearch( iSrcNode, iDestNode, iLink ); - if ( iLink >= 0 && WorldGraph.m_pLinkPool[iLink].m_pLinkEnt != NULL ) + if( iLink >= 0 && WorldGraph.m_pLinkPool[iLink].m_pLinkEnt != NULL ) { - //ALERT(at_aiconsole, "A link. "); - if ( WorldGraph.HandleLinkEnt ( iSrcNode, WorldGraph.m_pLinkPool[iLink].m_pLinkEnt, m_afCapability, CGraph::NODEGRAPH_DYNAMIC ) ) + //ALERT( at_aiconsole, "A link. " ); + if( WorldGraph.HandleLinkEnt( iSrcNode, WorldGraph.m_pLinkPool[iLink].m_pLinkEnt, m_afCapability, CGraph::NODEGRAPH_DYNAMIC ) ) { - //ALERT(at_aiconsole, "usable."); + //ALERT( at_aiconsole, "usable." ); entvars_t *pevDoor = WorldGraph.m_pLinkPool[iLink].m_pLinkEnt; - if (pevDoor) + if( pevDoor ) { m_flMoveWaitFinished = OpenDoorAndWait( pevDoor ); //ALERT( at_aiconsole, "Wating for door %.2f\n", m_flMoveWaitFinished-gpGlobals->time ); } } } - //ALERT(at_aiconsole, "\n"); + //ALERT( at_aiconsole, "\n" ); } m_iRouteIndex++; } else // At goal!!! { - if ( distance < m_flGroundSpeed * 0.2 /* FIX */ ) + if( distance < m_flGroundSpeed * 0.2 /* FIX */ ) { MovementComplete(); } @@ -1490,21 +1487,21 @@ void CBaseMonster :: AdvanceRoute ( float distance ) } } -int CBaseMonster :: RouteClassify( int iMoveFlag ) +int CBaseMonster::RouteClassify( int iMoveFlag ) { int movementGoal; movementGoal = MOVEGOAL_NONE; - if ( iMoveFlag & bits_MF_TO_TARGETENT ) + if( iMoveFlag & bits_MF_TO_TARGETENT ) movementGoal = MOVEGOAL_TARGETENT; - else if ( iMoveFlag & bits_MF_TO_ENEMY ) + else if( iMoveFlag & bits_MF_TO_ENEMY ) movementGoal = MOVEGOAL_ENEMY; - else if ( iMoveFlag & bits_MF_TO_PATHCORNER ) + else if( iMoveFlag & bits_MF_TO_PATHCORNER ) movementGoal = MOVEGOAL_PATHCORNER; - else if ( iMoveFlag & bits_MF_TO_NODE ) + else if( iMoveFlag & bits_MF_TO_NODE ) movementGoal = MOVEGOAL_NODE; - else if ( iMoveFlag & bits_MF_TO_LOCATION ) + else if( iMoveFlag & bits_MF_TO_LOCATION ) movementGoal = MOVEGOAL_LOCATION; return movementGoal; @@ -1513,55 +1510,55 @@ int CBaseMonster :: RouteClassify( int iMoveFlag ) //========================================================= // BuildRoute //========================================================= -BOOL CBaseMonster :: BuildRoute ( const Vector &vecGoal, int iMoveFlag, CBaseEntity *pTarget ) +BOOL CBaseMonster::BuildRoute( const Vector &vecGoal, int iMoveFlag, CBaseEntity *pTarget ) { - float flDist; - Vector vecApex; - int iLocalMove; + float flDist; + Vector vecApex; + int iLocalMove; RouteNew(); m_movementGoal = RouteClassify( iMoveFlag ); // so we don't end up with no moveflags - m_Route[ 0 ].vecLocation = vecGoal; - m_Route[ 0 ].iType = iMoveFlag | bits_MF_IS_GOAL; + m_Route[0].vecLocation = vecGoal; + m_Route[0].iType = iMoveFlag | bits_MF_IS_GOAL; // check simple local move iLocalMove = CheckLocalMove( pev->origin, vecGoal, pTarget, &flDist ); - if ( iLocalMove == LOCALMOVE_VALID ) + if( iLocalMove == LOCALMOVE_VALID ) { // monster can walk straight there! return TRUE; } // try to triangulate around any obstacles. - else if ( iLocalMove != LOCALMOVE_INVALID_DONT_TRIANGULATE && FTriangulate( pev->origin, vecGoal, flDist, pTarget, &vecApex ) ) + else if( iLocalMove != LOCALMOVE_INVALID_DONT_TRIANGULATE && FTriangulate( pev->origin, vecGoal, flDist, pTarget, &vecApex ) ) { // there is a slightly more complicated path that allows the monster to reach vecGoal - m_Route[ 0 ].vecLocation = vecApex; - m_Route[ 0 ].iType = (iMoveFlag | bits_MF_TO_DETOUR); + m_Route[0].vecLocation = vecApex; + m_Route[0].iType = (iMoveFlag | bits_MF_TO_DETOUR); - m_Route[ 1 ].vecLocation = vecGoal; - m_Route[ 1 ].iType = iMoveFlag | bits_MF_IS_GOAL; + m_Route[1].vecLocation = vecGoal; + m_Route[1].iType = iMoveFlag | bits_MF_IS_GOAL; /* - WRITE_BYTE(MSG_BROADCAST, SVC_TEMPENTITY); - WRITE_BYTE(MSG_BROADCAST, TE_SHOWLINE); - WRITE_COORD(MSG_BROADCAST, vecApex.x ); - WRITE_COORD(MSG_BROADCAST, vecApex.y ); - WRITE_COORD(MSG_BROADCAST, vecApex.z ); - WRITE_COORD(MSG_BROADCAST, vecApex.x ); - WRITE_COORD(MSG_BROADCAST, vecApex.y ); - WRITE_COORD(MSG_BROADCAST, vecApex.z + 128 ); + WRITE_BYTE( MSG_BROADCAST, SVC_TEMPENTITY ); + WRITE_BYTE( MSG_BROADCAST, TE_SHOWLINE ); + WRITE_COORD( MSG_BROADCAST, vecApex.x ); + WRITE_COORD( MSG_BROADCAST, vecApex.y ); + WRITE_COORD( MSG_BROADCAST, vecApex.z ); + WRITE_COORD( MSG_BROADCAST, vecApex.x ); + WRITE_COORD( MSG_BROADCAST, vecApex.y ); + WRITE_COORD( MSG_BROADCAST, vecApex.z + 128 ); */ RouteSimplify( pTarget ); return TRUE; } // last ditch, try nodes - if ( FGetNodeRoute( vecGoal ) ) + if( FGetNodeRoute( vecGoal ) ) { - //ALERT ( at_console, "Can get there on nodes\n" ); + //ALERT( at_console, "Can get there on nodes\n" ); m_vecMoveGoal = vecGoal; RouteSimplify( pTarget ); return TRUE; @@ -1571,28 +1568,27 @@ BOOL CBaseMonster :: BuildRoute ( const Vector &vecGoal, int iMoveFlag, CBaseEnt return FALSE; } - //========================================================= // InsertWaypoint - Rebuilds the existing route so that the // supplied vector and moveflags are the first waypoint in // the route, and fills the rest of the route with as much // of the pre-existing route as possible //========================================================= -void CBaseMonster :: InsertWaypoint ( Vector vecLocation, int afMoveFlags ) +void CBaseMonster::InsertWaypoint( Vector vecLocation, int afMoveFlags ) { - int i, type; + int i, type; // we have to save some Index and Type information from the real // path_corner or node waypoint that the monster was trying to reach. This makes sure that data necessary // to refresh the original path exists even in the new waypoints that don't correspond directy to a path_corner // or node. - type = afMoveFlags | (m_Route[ m_iRouteIndex ].iType & ~bits_MF_NOT_TO_MASK); + type = afMoveFlags | ( m_Route[m_iRouteIndex].iType & ~bits_MF_NOT_TO_MASK ); - for ( i = ROUTE_SIZE-1; i > 0; i-- ) - m_Route[i] = m_Route[i-1]; + for( i = ROUTE_SIZE - 1; i > 0; i-- ) + m_Route[i] = m_Route[i - 1]; - m_Route[ m_iRouteIndex ].vecLocation = vecLocation; - m_Route[ m_iRouteIndex ].iType = type; + m_Route[m_iRouteIndex].vecLocation = vecLocation; + m_Route[m_iRouteIndex].iType = type; } //========================================================= @@ -1602,7 +1598,7 @@ void CBaseMonster :: InsertWaypoint ( Vector vecLocation, int afMoveFlags ) // iApexDist is how far the obstruction that we are trying // to triangulate around is from the monster. //========================================================= -BOOL CBaseMonster :: FTriangulate ( const Vector &vecStart , const Vector &vecEnd, float flDist, CBaseEntity *pTargetEnt, Vector *pApex ) +BOOL CBaseMonster::FTriangulate( const Vector &vecStart, const Vector &vecEnd, float flDist, CBaseEntity *pTargetEnt, Vector *pApex ) { Vector vecDir; Vector vecForward; @@ -1611,24 +1607,24 @@ BOOL CBaseMonster :: FTriangulate ( const Vector &vecStart , const Vector &vecEn Vector vecTop;// the spot we'll try to triangulate to on the top Vector vecBottom;// the spot we'll try to triangulate to on the bottom Vector vecFarSide;// the spot that we'll move to after hitting the triangulated point, before moving on to our normal goal. - int i; + int i; float sizeX, sizeZ; // If the hull width is less than 24, use 24 because CheckLocalMove uses a min of // 24. sizeX = pev->size.x; - if (sizeX < 24.0) + if( sizeX < 24.0 ) sizeX = 24.0; - else if (sizeX > 48.0) + else if( sizeX > 48.0 ) sizeX = 48.0; sizeZ = pev->size.z; - //if (sizeZ < 24.0) + //if( sizeZ < 24.0 ) // sizeZ = 24.0; vecForward = ( vecEnd - vecStart ).Normalize(); - Vector vecDirUp(0,0,1); - vecDir = CrossProduct ( vecForward, vecDirUp); + Vector vecDirUp( 0, 0, 1 ); + vecDir = CrossProduct( vecForward, vecDirUp ); // start checking right about where the object is, picking two equidistant starting points, one on // the left, one on the right. As we progress through the loop, we'll push these away from the obstacle, @@ -1638,19 +1634,19 @@ BOOL CBaseMonster :: FTriangulate ( const Vector &vecStart , const Vector &vecEn vecLeft = pev->origin + ( vecForward * ( flDist + sizeX ) ) - vecDir * ( sizeX * 3 ); vecRight = pev->origin + ( vecForward * ( flDist + sizeX ) ) + vecDir * ( sizeX * 3 ); - if (pev->movetype == MOVETYPE_FLY) + if( pev->movetype == MOVETYPE_FLY ) { - vecTop = pev->origin + (vecForward * flDist) + (vecDirUp * sizeZ * 3); - vecBottom = pev->origin + (vecForward * flDist) - (vecDirUp * sizeZ * 3); + vecTop = pev->origin + ( vecForward * flDist ) + ( vecDirUp * sizeZ * 3 ); + vecBottom = pev->origin + ( vecForward * flDist ) - ( vecDirUp * sizeZ * 3 ); } - vecFarSide = m_Route[ m_iRouteIndex ].vecLocation; + vecFarSide = m_Route[m_iRouteIndex].vecLocation; vecDir = vecDir * sizeX * 2; - if (pev->movetype == MOVETYPE_FLY) + if( pev->movetype == MOVETYPE_FLY ) vecDirUp = vecDirUp * sizeZ * 2; - for ( i = 0 ; i < 8; i++ ) + for( i = 0; i < 8; i++ ) { // Debug, Draw the triangulation #if 0 @@ -1675,7 +1671,7 @@ BOOL CBaseMonster :: FTriangulate ( const Vector &vecStart , const Vector &vecEn MESSAGE_END(); #endif #if 0 - if (pev->movetype == MOVETYPE_FLY) + if( pev->movetype == MOVETYPE_FLY ) { MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_SHOWLINE ); @@ -1698,11 +1694,11 @@ BOOL CBaseMonster :: FTriangulate ( const Vector &vecStart , const Vector &vecEn MESSAGE_END(); } #endif - if ( CheckLocalMove( pev->origin, vecRight, pTargetEnt, NULL ) == LOCALMOVE_VALID ) + if( CheckLocalMove( pev->origin, vecRight, pTargetEnt, NULL ) == LOCALMOVE_VALID ) { - if ( CheckLocalMove ( vecRight, vecFarSide, pTargetEnt, NULL ) == LOCALMOVE_VALID ) + if( CheckLocalMove( vecRight, vecFarSide, pTargetEnt, NULL ) == LOCALMOVE_VALID ) { - if ( pApex ) + if( pApex ) { *pApex = vecRight; } @@ -1710,11 +1706,11 @@ BOOL CBaseMonster :: FTriangulate ( const Vector &vecStart , const Vector &vecEn return TRUE; } } - if ( CheckLocalMove( pev->origin, vecLeft, pTargetEnt, NULL ) == LOCALMOVE_VALID ) + if( CheckLocalMove( pev->origin, vecLeft, pTargetEnt, NULL ) == LOCALMOVE_VALID ) { - if ( CheckLocalMove ( vecLeft, vecFarSide, pTargetEnt, NULL ) == LOCALMOVE_VALID ) + if( CheckLocalMove( vecLeft, vecFarSide, pTargetEnt, NULL ) == LOCALMOVE_VALID ) { - if ( pApex ) + if( pApex ) { *pApex = vecLeft; } @@ -1723,13 +1719,13 @@ BOOL CBaseMonster :: FTriangulate ( const Vector &vecStart , const Vector &vecEn } } - if (pev->movetype == MOVETYPE_FLY) + if( pev->movetype == MOVETYPE_FLY ) { - if ( CheckLocalMove( pev->origin, vecTop, pTargetEnt, NULL ) == LOCALMOVE_VALID) + if( CheckLocalMove( pev->origin, vecTop, pTargetEnt, NULL ) == LOCALMOVE_VALID) { - if ( CheckLocalMove ( vecTop, vecFarSide, pTargetEnt, NULL ) == LOCALMOVE_VALID ) + if( CheckLocalMove ( vecTop, vecFarSide, pTargetEnt, NULL ) == LOCALMOVE_VALID ) { - if ( pApex ) + if( pApex ) { *pApex = vecTop; //ALERT(at_aiconsole, "triangulate over\n"); @@ -1739,11 +1735,11 @@ BOOL CBaseMonster :: FTriangulate ( const Vector &vecStart , const Vector &vecEn } } #if 1 - if ( CheckLocalMove( pev->origin, vecBottom, pTargetEnt, NULL ) == LOCALMOVE_VALID ) + if( CheckLocalMove( pev->origin, vecBottom, pTargetEnt, NULL ) == LOCALMOVE_VALID ) { - if ( CheckLocalMove ( vecBottom, vecFarSide, pTargetEnt, NULL ) == LOCALMOVE_VALID ) + if( CheckLocalMove( vecBottom, vecFarSide, pTargetEnt, NULL ) == LOCALMOVE_VALID ) { - if ( pApex ) + if( pApex ) { *pApex = vecBottom; //ALERT(at_aiconsole, "triangulate under\n"); @@ -1757,7 +1753,7 @@ BOOL CBaseMonster :: FTriangulate ( const Vector &vecStart , const Vector &vecEn vecRight = vecRight + vecDir; vecLeft = vecLeft - vecDir; - if (pev->movetype == MOVETYPE_FLY) + if( pev->movetype == MOVETYPE_FLY ) { vecTop = vecTop + vecDirUp; vecBottom = vecBottom - vecDirUp; @@ -1772,7 +1768,7 @@ BOOL CBaseMonster :: FTriangulate ( const Vector &vecStart , const Vector &vecEn //========================================================= #define DIST_TO_CHECK 200 -void CBaseMonster :: Move ( float flInterval ) +void CBaseMonster::Move( float flInterval ) { float flWaypointDist; float flCheckDist; @@ -1782,11 +1778,11 @@ void CBaseMonster :: Move ( float flInterval ) CBaseEntity *pTargetEnt; // Don't move if no valid route - if ( FRouteClear() ) + if( FRouteClear() ) { // If we still have a movement goal, then this is probably a route truncated by SimplifyRoute() // so refresh it. - if ( m_movementGoal == MOVEGOAL_NONE || !FRefreshRoute() ) + if( m_movementGoal == MOVEGOAL_NONE || !FRefreshRoute() ) { ALERT( at_aiconsole, "Tried to move with no route!\n" ); TaskFail(); @@ -1794,14 +1790,14 @@ void CBaseMonster :: Move ( float flInterval ) } } - if ( m_flMoveWaitFinished > gpGlobals->time ) + if( m_flMoveWaitFinished > gpGlobals->time ) return; // Debug, test movement code #if 0 -// if ( CVAR_GET_FLOAT("stopmove" ) != 0 ) +// if( CVAR_GET_FLOAT("stopmove" ) != 0 ) { - if ( m_movementGoal == MOVEGOAL_ENEMY ) + if( m_movementGoal == MOVEGOAL_ENEMY ) RouteSimplify( m_hEnemy ); else RouteSimplify( m_hTargetEnt ); @@ -1817,14 +1813,14 @@ void CBaseMonster :: Move ( float flInterval ) pTargetEnt = NULL; // local move to waypoint. - vecDir = ( m_Route[ m_iRouteIndex ].vecLocation - pev->origin ).Normalize(); - flWaypointDist = ( m_Route[ m_iRouteIndex ].vecLocation - pev->origin ).Length2D(); + vecDir = ( m_Route[m_iRouteIndex].vecLocation - pev->origin ).Normalize(); + flWaypointDist = ( m_Route[m_iRouteIndex].vecLocation - pev->origin ).Length2D(); - MakeIdealYaw ( m_Route[ m_iRouteIndex ].vecLocation ); - ChangeYaw ( pev->yaw_speed ); + MakeIdealYaw( m_Route[m_iRouteIndex].vecLocation ); + ChangeYaw( pev->yaw_speed ); // if the waypoint is closer than CheckDist, CheckDist is the dist to waypoint - if ( flWaypointDist < DIST_TO_CHECK ) + if( flWaypointDist < DIST_TO_CHECK ) { flCheckDist = flWaypointDist; } @@ -1833,12 +1829,12 @@ void CBaseMonster :: Move ( float flInterval ) flCheckDist = DIST_TO_CHECK; } - if ( (m_Route[ m_iRouteIndex ].iType & (~bits_MF_NOT_TO_MASK)) == bits_MF_TO_ENEMY ) + if( ( m_Route[m_iRouteIndex].iType & ( ~bits_MF_NOT_TO_MASK ) ) == bits_MF_TO_ENEMY ) { // only on a PURE move to enemy ( i.e., ONLY MF_TO_ENEMY set, not MF_TO_ENEMY and DETOUR ) pTargetEnt = m_hEnemy; } - else if ( (m_Route[ m_iRouteIndex ].iType & ~bits_MF_NOT_TO_MASK) == bits_MF_TO_TARGETENT ) + else if( ( m_Route[m_iRouteIndex].iType & ~bits_MF_NOT_TO_MASK ) == bits_MF_TO_TARGETENT ) { pTargetEnt = m_hTargetEnt; } @@ -1847,7 +1843,7 @@ void CBaseMonster :: Move ( float flInterval ) // If this fails, it should be because of some dynamic entity blocking this guy. // We've already checked this path, so we should wait and time out if the entity doesn't move flDist = 0; - if ( CheckLocalMove ( pev->origin, pev->origin + vecDir * flCheckDist, pTargetEnt, &flDist ) != LOCALMOVE_VALID ) + if( CheckLocalMove( pev->origin, pev->origin + vecDir * flCheckDist, pTargetEnt, &flDist ) != LOCALMOVE_VALID ) { CBaseEntity *pBlocker; @@ -1856,15 +1852,15 @@ void CBaseMonster :: Move ( float flInterval ) // Blocking entity is in global trace_ent pBlocker = CBaseEntity::Instance( gpGlobals->trace_ent ); - if (pBlocker) + if( pBlocker ) { DispatchBlocked( edict(), pBlocker->edict() ); } - if ( pBlocker && m_moveWaitTime > 0 && pBlocker->IsMoving() && !pBlocker->IsPlayer() && (gpGlobals->time-m_flMoveWaitFinished) > 3.0 ) + if( pBlocker && m_moveWaitTime > 0 && pBlocker->IsMoving() && !pBlocker->IsPlayer() && ( gpGlobals->time-m_flMoveWaitFinished ) > 3.0 ) { // Can we still move toward our target? - if ( flDist < m_flGroundSpeed ) + if( flDist < m_flGroundSpeed ) { // No, Wait for a second m_flMoveWaitFinished = gpGlobals->time + m_moveWaitTime; @@ -1875,28 +1871,28 @@ void CBaseMonster :: Move ( float flInterval ) else { // try to triangulate around whatever is in the way. - if ( FTriangulate( pev->origin, m_Route[ m_iRouteIndex ].vecLocation, flDist, pTargetEnt, &vecApex ) ) + if( FTriangulate( pev->origin, m_Route[m_iRouteIndex].vecLocation, flDist, pTargetEnt, &vecApex ) ) { InsertWaypoint( vecApex, bits_MF_TO_DETOUR ); RouteSimplify( pTargetEnt ); } else { - //ALERT ( at_aiconsole, "Couldn't Triangulate\n" ); + //ALERT( at_aiconsole, "Couldn't Triangulate\n" ); Stop(); // Only do this once until your route is cleared - if ( m_moveWaitTime > 0 && !(m_afMemory & bits_MEMORY_MOVE_FAILED) ) + if( m_moveWaitTime > 0 && !( m_afMemory & bits_MEMORY_MOVE_FAILED ) ) { FRefreshRoute(); - if ( FRouteClear() ) + if( FRouteClear() ) { TaskFail(); } else { // Don't get stuck - if ( (gpGlobals->time - m_flMoveWaitFinished) < 0.2 ) + if( ( gpGlobals->time - m_flMoveWaitFinished ) < 0.2 ) Remember( bits_MEMORY_MOVE_FAILED ); m_flMoveWaitFinished = gpGlobals->time + 0.1; @@ -1905,8 +1901,8 @@ void CBaseMonster :: Move ( float flInterval ) else { TaskFail(); - ALERT( at_aiconsole, "%s Failed to move (%d)!\n", STRING(pev->classname), HasMemory( bits_MEMORY_MOVE_FAILED ) ); - //ALERT( at_aiconsole, "%f, %f, %f\n", pev->origin.z, (pev->origin + (vecDir * flCheckDist)).z, m_Route[m_iRouteIndex].vecLocation.z ); + ALERT( at_aiconsole, "%s Failed to move (%d)!\n", STRING( pev->classname ), HasMemory( bits_MEMORY_MOVE_FAILED ) ); + //ALERT( at_aiconsole, "%f, %f, %f\n", pev->origin.z, ( pev->origin + ( vecDir * flCheckDist ) ).z, m_Route[m_iRouteIndex].vecLocation.z ); } return; } @@ -1915,36 +1911,36 @@ void CBaseMonster :: Move ( float flInterval ) // close enough to the target, now advance to the next target. This is done before actually reaching // the target so that we get a nice natural turn while moving. - if ( ShouldAdvanceRoute( flWaypointDist ) )///!!!BUGBUG- magic number + if( ShouldAdvanceRoute( flWaypointDist ) )///!!!BUGBUG- magic number { AdvanceRoute( flWaypointDist ); } // Might be waiting for a door - if ( m_flMoveWaitFinished > gpGlobals->time ) + if( m_flMoveWaitFinished > gpGlobals->time ) { Stop(); return; } // UNDONE: this is a hack to quit moving farther than it has looked ahead. - if (flCheckDist < m_flGroundSpeed * flInterval) + if( flCheckDist < m_flGroundSpeed * flInterval ) { flInterval = flCheckDist / m_flGroundSpeed; // ALERT( at_console, "%.02f\n", flInterval ); } MoveExecute( pTargetEnt, vecDir, flInterval ); - if ( MovementIsComplete() ) + if( MovementIsComplete() ) { Stop(); RouteClear(); } } -BOOL CBaseMonster:: ShouldAdvanceRoute( float flWaypointDist ) +BOOL CBaseMonster::ShouldAdvanceRoute( float flWaypointDist ) { - if ( flWaypointDist <= MONSTER_CUT_CORNER_DIST ) + if( flWaypointDist <= MONSTER_CUT_CORNER_DIST ) { // ALERT( at_console, "cut %f\n", flWaypointDist ); return TRUE; @@ -1955,18 +1951,18 @@ BOOL CBaseMonster:: ShouldAdvanceRoute( float flWaypointDist ) void CBaseMonster::MoveExecute( CBaseEntity *pTargetEnt, const Vector &vecDir, float flInterval ) { - //float flYaw = UTIL_VecToYaw ( m_Route[ m_iRouteIndex ].vecLocation - pev->origin );// build a yaw that points to the goal. - //WALK_MOVE( ENT(pev), flYaw, m_flGroundSpeed * flInterval, WALKMOVE_NORMAL ); - if ( m_IdealActivity != m_movementActivity ) + //float flYaw = UTIL_VecToYaw( m_Route[m_iRouteIndex].vecLocation - pev->origin );// build a yaw that points to the goal. + //WALK_MOVE( ENT( pev ), flYaw, m_flGroundSpeed * flInterval, WALKMOVE_NORMAL ); + if( m_IdealActivity != m_movementActivity ) m_IdealActivity = m_movementActivity; float flTotal = m_flGroundSpeed * pev->framerate * flInterval; float flStep; - while (flTotal > 0.001) + while( flTotal > 0.001 ) { // don't walk more than 16 units or stairs stop working flStep = min( 16.0, flTotal ); - UTIL_MoveToOrigin ( ENT(pev), m_Route[ m_iRouteIndex ].vecLocation, flStep, MOVE_NORMAL ); + UTIL_MoveToOrigin( ENT( pev ), m_Route[m_iRouteIndex].vecLocation, flStep, MOVE_NORMAL ); flTotal -= flStep; } // ALERT( at_console, "dist %f\n", m_flGroundSpeed * pev->framerate * flInterval ); @@ -1980,12 +1976,12 @@ void CBaseMonster::MoveExecute( CBaseEntity *pTargetEnt, const Vector &vecDir, f // initialization that should take place for all monsters // goes here. //========================================================= -void CBaseMonster :: MonsterInit ( void ) +void CBaseMonster::MonsterInit( void ) { - if (!g_pGameRules->FAllowMonsters()) + if( !g_pGameRules->FAllowMonsters() ) { pev->flags |= FL_KILLME; // Post this because some monster code modifies class data after calling this function - //REMOVE_ENTITY(ENT(pev)); + //REMOVE_ENTITY( ENT( pev ) ); return; } @@ -1999,22 +1995,22 @@ void CBaseMonster :: MonsterInit ( void ) m_IdealActivity = ACT_IDLE; - SetBits (pev->flags, FL_MONSTER); - if ( pev->spawnflags & SF_MONSTER_HITMONSTERCLIP ) + SetBits( pev->flags, FL_MONSTER ); + if( pev->spawnflags & SF_MONSTER_HITMONSTERCLIP ) pev->flags |= FL_MONSTERCLIP; - + ClearSchedule(); RouteClear(); InitBoneControllers( ); // FIX: should be done in Spawn - m_iHintNode = NO_NODE; + m_iHintNode = NO_NODE; - m_afMemory = MEMORY_CLEAR; + m_afMemory = MEMORY_CLEAR; - m_hEnemy = NULL; + m_hEnemy = NULL; - m_flDistTooFar = 1024.0; - m_flDistLook = 2048.0; + m_flDistTooFar = 1024.0; + m_flDistLook = 2048.0; // set eye position SetEyePosition(); @@ -2028,7 +2024,7 @@ void CBaseMonster :: MonsterInit ( void ) // MonsterInitThink - Calls StartMonster. Startmonster is // virtual, but this function cannot be //========================================================= -void CBaseMonster :: MonsterInitThink ( void ) +void CBaseMonster::MonsterInitThink( void ) { StartMonster(); } @@ -2037,36 +2033,36 @@ void CBaseMonster :: MonsterInitThink ( void ) // StartMonster - final bit of initization before a monster // is turned over to the AI. //========================================================= -void CBaseMonster :: StartMonster ( void ) +void CBaseMonster::StartMonster( void ) { // update capabilities - if ( LookupActivity ( ACT_RANGE_ATTACK1 ) != ACTIVITY_NOT_AVAILABLE ) + if( LookupActivity( ACT_RANGE_ATTACK1 ) != ACTIVITY_NOT_AVAILABLE ) { m_afCapability |= bits_CAP_RANGE_ATTACK1; } - if ( LookupActivity ( ACT_RANGE_ATTACK2 ) != ACTIVITY_NOT_AVAILABLE ) + if( LookupActivity( ACT_RANGE_ATTACK2 ) != ACTIVITY_NOT_AVAILABLE ) { m_afCapability |= bits_CAP_RANGE_ATTACK2; } - if ( LookupActivity ( ACT_MELEE_ATTACK1 ) != ACTIVITY_NOT_AVAILABLE ) + if( LookupActivity( ACT_MELEE_ATTACK1 ) != ACTIVITY_NOT_AVAILABLE ) { m_afCapability |= bits_CAP_MELEE_ATTACK1; } - if ( LookupActivity ( ACT_MELEE_ATTACK2 ) != ACTIVITY_NOT_AVAILABLE ) + if( LookupActivity( ACT_MELEE_ATTACK2 ) != ACTIVITY_NOT_AVAILABLE ) { m_afCapability |= bits_CAP_MELEE_ATTACK2; } // Raise monster off the floor one unit, then drop to floor - if ( pev->movetype != MOVETYPE_FLY && !FBitSet( pev->spawnflags, SF_MONSTER_FALL_TO_GROUND ) ) + if( pev->movetype != MOVETYPE_FLY && !FBitSet( pev->spawnflags, SF_MONSTER_FALL_TO_GROUND ) ) { pev->origin.z += 1; - DROP_TO_FLOOR ( ENT(pev) ); + DROP_TO_FLOOR( ENT( pev ) ); // Try to move the monster to make sure it's not stuck in a brush. - if (!WALK_MOVE ( ENT(pev), 0, 0, WALKMOVE_NORMAL ) ) + if( !WALK_MOVE( ENT( pev ), 0, 0, WALKMOVE_NORMAL ) ) { - ALERT(at_error, "Monster %s stuck in wall--level design error\n", STRING(pev->classname)); + ALERT( at_error, "Monster %s stuck in wall--level design error\n", STRING( pev->classname ) ); pev->effects = EF_BRIGHTFIELD; } } @@ -2075,26 +2071,26 @@ void CBaseMonster :: StartMonster ( void ) pev->flags &= ~FL_ONGROUND; } - if ( !FStringNull(pev->target) )// this monster has a target + if( !FStringNull( pev->target ) )// this monster has a target { // Find the monster's initial target entity, stash it - m_pGoalEnt = CBaseEntity::Instance( FIND_ENTITY_BY_TARGETNAME ( NULL, STRING( pev->target ) ) ); + m_pGoalEnt = CBaseEntity::Instance( FIND_ENTITY_BY_TARGETNAME( NULL, STRING( pev->target ) ) ); - if ( !m_pGoalEnt ) + if( !m_pGoalEnt ) { - ALERT(at_error, "ReadyMonster()--%s couldn't find target %s", STRING(pev->classname), STRING(pev->target)); + ALERT( at_error, "ReadyMonster()--%s couldn't find target %s", STRING( pev->classname ), STRING( pev->target ) ); } else { // Monster will start turning towards his destination - MakeIdealYaw ( m_pGoalEnt->pev->origin ); + MakeIdealYaw( m_pGoalEnt->pev->origin ); // JAY: How important is this error message? Big Momma doesn't obey this rule, so I took it out. #if 0 // At this point, we expect only a path_corner as initial goal - if (!FClassnameIs( m_pGoalEnt->pev, "path_corner")) + if( !FClassnameIs( m_pGoalEnt->pev, "path_corner" ) ) { - ALERT(at_warning, "ReadyMonster--monster's initial goal '%s' is not a path_corner", STRING(pev->target)); + ALERT( at_warning, "ReadyMonster--monster's initial goal '%s' is not a path_corner", STRING( pev->target ) ); } #endif // set the monster up to walk a path corner path. @@ -2102,29 +2098,29 @@ void CBaseMonster :: StartMonster ( void ) // JAYJAY m_movementGoal = MOVEGOAL_PATHCORNER; - if ( pev->movetype == MOVETYPE_FLY ) + if( pev->movetype == MOVETYPE_FLY ) m_movementActivity = ACT_FLY; else m_movementActivity = ACT_WALK; - if ( !FRefreshRoute() ) + if( !FRefreshRoute() ) { - ALERT ( at_aiconsole, "Can't Create Route!\n" ); + ALERT( at_aiconsole, "Can't Create Route!\n" ); } SetState( MONSTERSTATE_IDLE ); ChangeSchedule( GetScheduleOfType( SCHED_IDLE_WALK ) ); } } - //SetState ( m_IdealMonsterState ); - //SetActivity ( m_IdealActivity ); + //SetState( m_IdealMonsterState ); + //SetActivity( m_IdealActivity ); // Delay drop to floor to make sure each door in the level has had its chance to spawn // Spread think times so that they don't all happen at the same time (Carmack) SetThink( &CBaseMonster::CallMonsterThink ); - pev->nextthink += RANDOM_FLOAT(0.1, 0.4); // spread think times. + pev->nextthink += RANDOM_FLOAT( 0.1, 0.4 ); // spread think times. - if ( !FStringNull(pev->targetname) )// wait until triggered + if( !FStringNull( pev->targetname ) )// wait until triggered { SetState( MONSTERSTATE_IDLE ); // UNDONE: Some scripted sequence monsters don't have an idle? @@ -2133,7 +2129,7 @@ void CBaseMonster :: StartMonster ( void ) } } -void CBaseMonster :: MovementComplete( void ) +void CBaseMonster::MovementComplete( void ) { switch( m_iTaskStatus ) { @@ -2155,7 +2151,7 @@ void CBaseMonster :: MovementComplete( void ) int CBaseMonster::TaskIsRunning( void ) { - if ( m_iTaskStatus != TASKSTATUS_COMPLETE && + if( m_iTaskStatus != TASKSTATUS_COMPLETE && m_iTaskStatus != TASKSTATUS_RUNNING_MOVEMENT ) return 1; @@ -2166,7 +2162,7 @@ int CBaseMonster::TaskIsRunning( void ) // IRelationship - returns an integer that describes the // relationship between two types of monster. //========================================================= -int CBaseMonster::IRelationship ( CBaseEntity *pTarget ) +int CBaseMonster::IRelationship( CBaseEntity *pTarget ) { static int iEnemy[14][14] = { // NONE MACH PLYR HPASS HMIL AMIL APASS AMONST APREY APRED INSECT PLRALY PBWPN ABWPN @@ -2186,7 +2182,7 @@ int CBaseMonster::IRelationship ( CBaseEntity *pTarget ) /*ABIOWEAPON*/ { R_NO ,R_NO ,R_DL ,R_DL ,R_DL ,R_AL ,R_NO ,R_DL ,R_DL ,R_NO ,R_NO ,R_DL, R_DL, R_NO } }; - return iEnemy[ Classify() ][ pTarget->Classify() ]; + return iEnemy[Classify()][pTarget->Classify()]; } //========================================================= @@ -2202,33 +2198,33 @@ int CBaseMonster::IRelationship ( CBaseEntity *pTarget ) //float CGraph::PathLength( int iStart, int iDest, int iHull, int afCapMask ) -BOOL CBaseMonster :: FindCover ( Vector vecThreat, Vector vecViewOffset, float flMinDist, float flMaxDist ) +BOOL CBaseMonster::FindCover( Vector vecThreat, Vector vecViewOffset, float flMinDist, float flMaxDist ) { int i; int iMyHullIndex; int iMyNode; int iThreatNode; float flDist; - Vector vecLookersOffset; + Vector vecLookersOffset; TraceResult tr; - if ( !flMaxDist ) + if( !flMaxDist ) { // user didn't supply a MaxDist, so work up a crazy one. flMaxDist = 784; } - if ( flMinDist > 0.5 * flMaxDist) + if( flMinDist > 0.5 * flMaxDist ) { #if _DEBUG - ALERT ( at_console, "FindCover MinDist (%.0f) too close to MaxDist (%.0f)\n", flMinDist, flMaxDist ); + ALERT( at_console, "FindCover MinDist (%.0f) too close to MaxDist (%.0f)\n", flMinDist, flMaxDist ); #endif flMinDist = 0.5 * flMaxDist; } - if ( !WorldGraph.m_fGraphPresent || !WorldGraph.m_fGraphPointersSet ) + if( !WorldGraph.m_fGraphPresent || !WorldGraph.m_fGraphPointersSet ) { - ALERT ( at_aiconsole, "Graph not ready for findcover!\n" ); + ALERT( at_aiconsole, "Graph not ready for findcover!\n" ); return FALSE; } @@ -2236,14 +2232,14 @@ BOOL CBaseMonster :: FindCover ( Vector vecThreat, Vector vecViewOffset, float f iThreatNode = WorldGraph.FindNearestNode ( vecThreat, this ); iMyHullIndex = WorldGraph.HullIndex( this ); - if ( iMyNode == NO_NODE ) + if( iMyNode == NO_NODE ) { - ALERT ( at_aiconsole, "FindCover() - %s has no nearest node!\n", STRING(pev->classname)); + ALERT( at_aiconsole, "FindCover() - %s has no nearest node!\n", STRING( pev->classname ) ); return FALSE; } - if ( iThreatNode == NO_NODE ) + if( iThreatNode == NO_NODE ) { - // ALERT ( at_aiconsole, "FindCover() - Threat has no nearest node!\n" ); + // ALERT( at_aiconsole, "FindCover() - Threat has no nearest node!\n" ); iThreatNode = iMyNode; // return FALSE; } @@ -2251,9 +2247,9 @@ BOOL CBaseMonster :: FindCover ( Vector vecThreat, Vector vecViewOffset, float f vecLookersOffset = vecThreat + vecViewOffset;// calculate location of enemy's eyes // we'll do a rough sample to find nodes that are relatively nearby - for ( i = 0 ; i < WorldGraph.m_cNodes ; i++ ) + for( i = 0; i < WorldGraph.m_cNodes; i++ ) { - int nodeNumber = (i + WorldGraph.m_iLastCoverSearch) % WorldGraph.m_cNodes; + int nodeNumber = ( i + WorldGraph.m_iLastCoverSearch ) % WorldGraph.m_cNodes; CNode &node = WorldGraph.Node( nodeNumber ); WorldGraph.m_iLastCoverSearch = nodeNumber + 1; // next monster that searches for cover node will start where we left off here. @@ -2263,22 +2259,22 @@ BOOL CBaseMonster :: FindCover ( Vector vecThreat, Vector vecViewOffset, float f // DON'T do the trace check on a node that is farther away than a node that we've already found to // provide cover! Also make sure the node is within the mins/maxs of the search. - if ( flDist >= flMinDist && flDist < flMaxDist ) + if( flDist >= flMinDist && flDist < flMaxDist ) { - UTIL_TraceLine ( node.m_vecOrigin + vecViewOffset, vecLookersOffset, ignore_monsters, ignore_glass, ENT(pev), &tr ); + UTIL_TraceLine( node.m_vecOrigin + vecViewOffset, vecLookersOffset, ignore_monsters, ignore_glass, ENT( pev ), &tr ); // if this node will block the threat's line of sight to me... - if ( tr.flFraction != 1.0 ) + if( tr.flFraction != 1.0 ) { // ..and is also closer to me than the threat, or the same distance from myself and the threat the node is good. - if ( ( iMyNode == iThreatNode ) || WorldGraph.PathLength( iMyNode, nodeNumber, iMyHullIndex, m_afCapability ) <= WorldGraph.PathLength( iThreatNode, nodeNumber, iMyHullIndex, m_afCapability ) ) + if( ( iMyNode == iThreatNode ) || WorldGraph.PathLength( iMyNode, nodeNumber, iMyHullIndex, m_afCapability ) <= WorldGraph.PathLength( iThreatNode, nodeNumber, iMyHullIndex, m_afCapability ) ) { - if ( FValidateCover ( node.m_vecOrigin ) && MoveToLocation( ACT_RUN, 0, node.m_vecOrigin ) ) + if( FValidateCover( node.m_vecOrigin ) && MoveToLocation( ACT_RUN, 0, node.m_vecOrigin ) ) { /* MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); - WRITE_BYTE( TE_SHOWLINE); - + WRITE_BYTE( TE_SHOWLINE ); + WRITE_COORD( node.m_vecOrigin.x ); WRITE_COORD( node.m_vecOrigin.y ); WRITE_COORD( node.m_vecOrigin.z ); @@ -2307,69 +2303,69 @@ BOOL CBaseMonster :: FindCover ( Vector vecThreat, Vector vecViewOffset, float f // if MaxDist isn't supplied, it defaults to a reasonable // value //========================================================= -BOOL CBaseMonster :: BuildNearestRoute ( Vector vecThreat, Vector vecViewOffset, float flMinDist, float flMaxDist ) +BOOL CBaseMonster::BuildNearestRoute( Vector vecThreat, Vector vecViewOffset, float flMinDist, float flMaxDist ) { int i; int iMyHullIndex; int iMyNode; float flDist; - Vector vecLookersOffset; + Vector vecLookersOffset; TraceResult tr; - if ( !flMaxDist ) + if( !flMaxDist ) { // user didn't supply a MaxDist, so work up a crazy one. flMaxDist = 784; } - if ( flMinDist > 0.5 * flMaxDist) + if( flMinDist > 0.5 * flMaxDist ) { #if _DEBUG - ALERT ( at_console, "FindCover MinDist (%.0f) too close to MaxDist (%.0f)\n", flMinDist, flMaxDist ); + ALERT( at_console, "FindCover MinDist (%.0f) too close to MaxDist (%.0f)\n", flMinDist, flMaxDist ); #endif flMinDist = 0.5 * flMaxDist; } - if ( !WorldGraph.m_fGraphPresent || !WorldGraph.m_fGraphPointersSet ) + if( !WorldGraph.m_fGraphPresent || !WorldGraph.m_fGraphPointersSet ) { - ALERT ( at_aiconsole, "Graph not ready for BuildNearestRoute!\n" ); + ALERT( at_aiconsole, "Graph not ready for BuildNearestRoute!\n" ); return FALSE; } iMyNode = WorldGraph.FindNearestNode( pev->origin, this ); iMyHullIndex = WorldGraph.HullIndex( this ); - if ( iMyNode == NO_NODE ) + if( iMyNode == NO_NODE ) { - ALERT ( at_aiconsole, "BuildNearestRoute() - %s has no nearest node!\n", STRING(pev->classname)); + ALERT( at_aiconsole, "BuildNearestRoute() - %s has no nearest node!\n", STRING( pev->classname ) ); return FALSE; } vecLookersOffset = vecThreat + vecViewOffset;// calculate location of enemy's eyes // we'll do a rough sample to find nodes that are relatively nearby - for ( i = 0 ; i < WorldGraph.m_cNodes ; i++ ) + for( i = 0; i < WorldGraph.m_cNodes; i++ ) { - int nodeNumber = (i + WorldGraph.m_iLastCoverSearch) % WorldGraph.m_cNodes; + int nodeNumber = ( i + WorldGraph.m_iLastCoverSearch ) % WorldGraph.m_cNodes; CNode &node = WorldGraph.Node( nodeNumber ); WorldGraph.m_iLastCoverSearch = nodeNumber + 1; // next monster that searches for cover node will start where we left off here. // can I get there? - if (WorldGraph.NextNodeInRoute( iMyNode, nodeNumber, iMyHullIndex, 0 ) != iMyNode) + if( WorldGraph.NextNodeInRoute( iMyNode, nodeNumber, iMyHullIndex, 0 ) != iMyNode ) { flDist = ( vecThreat - node.m_vecOrigin ).Length(); // is it close? - if ( flDist > flMinDist && flDist < flMaxDist) + if( flDist > flMinDist && flDist < flMaxDist ) { // can I see where I want to be from there? UTIL_TraceLine( node.m_vecOrigin + pev->view_ofs, vecLookersOffset, ignore_monsters, edict(), &tr ); - if (tr.flFraction == 1.0) + if( tr.flFraction == 1.0 ) { // try to actually get there - if ( BuildRoute ( node.m_vecOrigin, bits_MF_TO_LOCATION, NULL ) ) + if( BuildRoute( node.m_vecOrigin, bits_MF_TO_LOCATION, NULL ) ) { flMaxDist = flDist; m_vecMoveGoal = node.m_vecOrigin; @@ -2392,24 +2388,24 @@ BOOL CBaseMonster :: BuildNearestRoute ( Vector vecThreat, Vector vecViewOffset, // !!!UNDONE - currently, this only returns the closest enemy. // we'll want to consider distance, relationship, attack types, back turned, etc. //========================================================= -CBaseEntity *CBaseMonster :: BestVisibleEnemy ( void ) +CBaseEntity *CBaseMonster::BestVisibleEnemy( void ) { CBaseEntity *pReturn; CBaseEntity *pNextEnt; - int iNearest; - int iDist; - int iBestRelationship; + int iNearest; + int iDist; + int iBestRelationship; iNearest = 8192;// so first visible entity will become the closest. pNextEnt = m_pLink; pReturn = NULL; iBestRelationship = R_NO; - while ( pNextEnt != NULL ) + while( pNextEnt != NULL ) { - if ( pNextEnt->IsAlive() ) + if( pNextEnt->IsAlive() ) { - if ( IRelationship( pNextEnt) > iBestRelationship ) + if( IRelationship( pNextEnt) > iBestRelationship ) { // this entity is disliked MORE than the entity that we // currently think is the best visible enemy. No need to do @@ -2418,17 +2414,17 @@ CBaseEntity *CBaseMonster :: BestVisibleEnemy ( void ) iNearest = ( pNextEnt->pev->origin - pev->origin ).Length(); pReturn = pNextEnt; } - else if ( IRelationship( pNextEnt) == iBestRelationship ) + else if( IRelationship( pNextEnt) == iBestRelationship ) { // this entity is disliked just as much as the entity that // we currently think is the best visible enemy, so we only // get mad at it if it is closer. iDist = ( pNextEnt->pev->origin - pev->origin ).Length(); - if ( iDist <= iNearest ) + if( iDist <= iNearest ) { iNearest = iDist; - iBestRelationship = IRelationship ( pNextEnt ); + iBestRelationship = IRelationship( pNextEnt ); pReturn = pNextEnt; } } @@ -2445,19 +2441,19 @@ CBaseEntity *CBaseMonster :: BestVisibleEnemy ( void ) // face the supplied vector. Value is stuffed into the monster's // ideal_yaw //========================================================= -void CBaseMonster :: MakeIdealYaw( Vector vecTarget ) +void CBaseMonster::MakeIdealYaw( Vector vecTarget ) { - Vector vecProjection; + Vector vecProjection; // strafing monster needs to face 90 degrees away from its goal - if ( m_movementActivity == ACT_STRAFE_LEFT ) + if( m_movementActivity == ACT_STRAFE_LEFT ) { vecProjection.x = -vecTarget.y; vecProjection.y = vecTarget.x; pev->ideal_yaw = UTIL_VecToYaw( vecProjection - pev->origin ); } - else if ( m_movementActivity == ACT_STRAFE_RIGHT ) + else if( m_movementActivity == ACT_STRAFE_RIGHT ) { vecProjection.x = vecTarget.y; vecProjection.y = vecTarget.x; @@ -2466,7 +2462,7 @@ void CBaseMonster :: MakeIdealYaw( Vector vecTarget ) } else { - pev->ideal_yaw = UTIL_VecToYaw ( vecTarget - pev->origin ); + pev->ideal_yaw = UTIL_VecToYaw( vecTarget - pev->origin ); } } @@ -2476,13 +2472,13 @@ void CBaseMonster :: MakeIdealYaw( Vector vecTarget ) // // Positive result is left turn, negative is right turn //========================================================= -float CBaseMonster::FlYawDiff ( void ) +float CBaseMonster::FlYawDiff( void ) { - float flCurrentYaw; + float flCurrentYaw; flCurrentYaw = UTIL_AngleMod( pev->angles.y ); - if ( flCurrentYaw == pev->ideal_yaw ) + if( flCurrentYaw == pev->ideal_yaw ) { return 0; } @@ -2493,49 +2489,51 @@ float CBaseMonster::FlYawDiff ( void ) //========================================================= // Changeyaw - turns a monster towards its ideal_yaw //========================================================= -float CBaseMonster::ChangeYaw ( int yawSpeed ) +float CBaseMonster::ChangeYaw( int yawSpeed ) { float ideal, current, move, speed; current = UTIL_AngleMod( pev->angles.y ); ideal = pev->ideal_yaw; - if (current != ideal) + if( current != ideal ) { speed = (float)yawSpeed * gpGlobals->frametime * 10; move = ideal - current; - if (ideal > current) + if( ideal > current ) { - if (move >= 180) + if( move >= 180 ) move = move - 360; } else { - if (move <= -180) + if( move <= -180 ) move = move + 360; } - if (move > 0) + if( move > 0 ) { // turning to the monster's left - if (move > speed) + if( move > speed ) move = speed; } else { // turning to the monster's right - if (move < -speed) + if( move < -speed ) move = -speed; } - pev->angles.y = UTIL_AngleMod (current + move); + pev->angles.y = UTIL_AngleMod( current + move ); // turn head in desired direction only if they have a turnable head - if (m_afCapability & bits_CAP_TURN_HEAD) + if( m_afCapability & bits_CAP_TURN_HEAD ) { float yaw = pev->ideal_yaw - pev->angles.y; - if (yaw > 180) yaw -= 360; - if (yaw < -180) yaw += 360; + if( yaw > 180 ) + yaw -= 360; + if( yaw < -180 ) + yaw += 360; // yaw *= 0.8; SetBoneController( 0, yaw ); } @@ -2550,9 +2548,9 @@ float CBaseMonster::ChangeYaw ( int yawSpeed ) // VecToYaw - turns a directional vector into a yaw value // that points down that vector. //========================================================= -float CBaseMonster::VecToYaw ( Vector vecDir ) +float CBaseMonster::VecToYaw( Vector vecDir ) { - if (vecDir.x == 0 && vecDir.y == 0 && vecDir.z == 0) + if( vecDir.x == 0 && vecDir.y == 0 && vecDir.z == 0 ) return pev->angles.y; return UTIL_VecToYaw( vecDir ); @@ -2565,7 +2563,7 @@ float CBaseMonster::VecToYaw ( Vector vecDir ) // that vector to the monster's view_ofs // //========================================================= -void CBaseMonster :: SetEyePosition ( void ) +void CBaseMonster::SetEyePosition( void ) { Vector vecEyePosition; void *pmodel = GET_MODEL_PTR( ENT(pev) ); @@ -2574,33 +2572,33 @@ void CBaseMonster :: SetEyePosition ( void ) pev->view_ofs = vecEyePosition; - if ( pev->view_ofs == g_vecZero ) + if( pev->view_ofs == g_vecZero ) { - ALERT ( at_aiconsole, "%s has no view_ofs!\n", STRING ( pev->classname ) ); + ALERT( at_aiconsole, "%s has no view_ofs!\n", STRING( pev->classname ) ); } } -void CBaseMonster :: HandleAnimEvent( MonsterEvent_t *pEvent ) +void CBaseMonster::HandleAnimEvent( MonsterEvent_t *pEvent ) { switch( pEvent->event ) { case SCRIPT_EVENT_DEAD: - if ( m_MonsterState == MONSTERSTATE_SCRIPT ) + if( m_MonsterState == MONSTERSTATE_SCRIPT ) { pev->deadflag = DEAD_DYING; // Kill me now! (and fade out when CineCleanup() is called) #if _DEBUG - ALERT( at_aiconsole, "Death event: %s\n", STRING(pev->classname) ); + ALERT( at_aiconsole, "Death event: %s\n", STRING( pev->classname ) ); #endif pev->health = 0; } #if _DEBUG else - ALERT( at_aiconsole, "INVALID death event:%s\n", STRING(pev->classname) ); + ALERT( at_aiconsole, "INVALID death event:%s\n", STRING( pev->classname ) ); #endif break; case SCRIPT_EVENT_NOT_DEAD: - if ( m_MonsterState == MONSTERSTATE_SCRIPT ) + if( m_MonsterState == MONSTERSTATE_SCRIPT ) { pev->deadflag = DEAD_NO; @@ -2615,7 +2613,7 @@ void CBaseMonster :: HandleAnimEvent( MonsterEvent_t *pEvent ) EMIT_SOUND( edict(), CHAN_VOICE, pEvent->options, 1.0, ATTN_IDLE ); break; case SCRIPT_EVENT_SENTENCE_RND1: // Play a named sentence group 33% of the time - if (RANDOM_LONG(0,2) == 0) + if( RANDOM_LONG( 0, 2 ) == 0 ) break; // fall through... case SCRIPT_EVENT_SENTENCE: // Play a named sentence group @@ -2625,11 +2623,11 @@ void CBaseMonster :: HandleAnimEvent( MonsterEvent_t *pEvent ) FireTargets( pEvent->options, this, this, USE_TOGGLE, 0 ); break; case SCRIPT_EVENT_NOINTERRUPT: // Can't be interrupted from now on - if ( m_pCine ) + if( m_pCine ) m_pCine->AllowInterrupt( FALSE ); break; case SCRIPT_EVENT_CANINTERRUPT: // OK to interrupt now - if ( m_pCine ) + if( m_pCine ) m_pCine->AllowInterrupt( TRUE ); break; #if 0 @@ -2638,47 +2636,47 @@ void CBaseMonster :: HandleAnimEvent( MonsterEvent_t *pEvent ) break; #endif case MONSTER_EVENT_BODYDROP_HEAVY: - if ( pev->flags & FL_ONGROUND ) + if( pev->flags & FL_ONGROUND ) { - if ( RANDOM_LONG( 0, 1 ) == 0 ) + if( RANDOM_LONG( 0, 1 ) == 0 ) { - EMIT_SOUND_DYN( ENT(pev), CHAN_BODY, "common/bodydrop3.wav", 1, ATTN_NORM, 0, 90 ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_BODY, "common/bodydrop3.wav", 1, ATTN_NORM, 0, 90 ); } else { - EMIT_SOUND_DYN( ENT(pev), CHAN_BODY, "common/bodydrop4.wav", 1, ATTN_NORM, 0, 90 ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_BODY, "common/bodydrop4.wav", 1, ATTN_NORM, 0, 90 ); } } break; case MONSTER_EVENT_BODYDROP_LIGHT: - if ( pev->flags & FL_ONGROUND ) + if( pev->flags & FL_ONGROUND ) { - if ( RANDOM_LONG( 0, 1 ) == 0 ) + if( RANDOM_LONG( 0, 1 ) == 0 ) { - EMIT_SOUND( ENT(pev), CHAN_BODY, "common/bodydrop3.wav", 1, ATTN_NORM ); + EMIT_SOUND( ENT( pev ), CHAN_BODY, "common/bodydrop3.wav", 1, ATTN_NORM ); } else { - EMIT_SOUND( ENT(pev), CHAN_BODY, "common/bodydrop4.wav", 1, ATTN_NORM ); + EMIT_SOUND( ENT( pev ), CHAN_BODY, "common/bodydrop4.wav", 1, ATTN_NORM ); } } break; case MONSTER_EVENT_SWISHSOUND: { // NO MONSTER may use this anim event unless that monster's precache precaches this sound!!! - EMIT_SOUND( ENT(pev), CHAN_BODY, "zombie/claw_miss2.wav", 1, ATTN_NORM ); + EMIT_SOUND( ENT( pev ), CHAN_BODY, "zombie/claw_miss2.wav", 1, ATTN_NORM ); break; } default: - ALERT( at_aiconsole, "Unhandled animation event %d for %s\n", pEvent->event, STRING(pev->classname) ); + ALERT( at_aiconsole, "Unhandled animation event %d for %s\n", pEvent->event, STRING( pev->classname ) ); break; } } // Combat -Vector CBaseMonster :: GetGunPosition( ) +Vector CBaseMonster::GetGunPosition() { - UTIL_MakeVectors(pev->angles); + UTIL_MakeVectors( pev->angles ); // Vector vecSrc = pev->origin + gpGlobals->v_forward * 10; //vecSrc.z = pevShooter->absmin.z + pevShooter->size.z * 0.7; @@ -2703,7 +2701,7 @@ Vector CBaseMonster :: GetGunPosition( ) // succeeds (path is valid) or FALSE if failed (no path // exists ) //========================================================= -BOOL CBaseMonster :: FGetNodeRoute ( Vector vecDest ) +BOOL CBaseMonster::FGetNodeRoute( Vector vecDest ) { int iPath[ MAX_PATH_SIZE ]; int iSrcNode, iDestNode; @@ -2711,45 +2709,45 @@ BOOL CBaseMonster :: FGetNodeRoute ( Vector vecDest ) int i; int iNumToCopy; - iSrcNode = WorldGraph.FindNearestNode ( pev->origin, this ); - iDestNode = WorldGraph.FindNearestNode ( vecDest, this ); + iSrcNode = WorldGraph.FindNearestNode( pev->origin, this ); + iDestNode = WorldGraph.FindNearestNode( vecDest, this ); - if ( iSrcNode == -1 ) + if( iSrcNode == -1 ) { // no node nearest self - //ALERT ( at_aiconsole, "FGetNodeRoute: No valid node near self!\n" ); + //ALERT( at_aiconsole, "FGetNodeRoute: No valid node near self!\n" ); return FALSE; } - else if ( iDestNode == -1 ) + else if( iDestNode == -1 ) { // no node nearest target - //ALERT ( at_aiconsole, "FGetNodeRoute: No valid node near target!\n" ); + //ALERT( at_aiconsole, "FGetNodeRoute: No valid node near target!\n" ); return FALSE; } // valid src and dest nodes were found, so it's safe to proceed with // find shortest path int iNodeHull = WorldGraph.HullIndex( this ); // make this a monster virtual function - iResult = WorldGraph.FindShortestPath ( iPath, iSrcNode, iDestNode, iNodeHull, m_afCapability ); + iResult = WorldGraph.FindShortestPath( iPath, iSrcNode, iDestNode, iNodeHull, m_afCapability ); - if ( !iResult ) + if( !iResult ) { #if 1 - ALERT ( at_aiconsole, "No Path from %d to %d!\n", iSrcNode, iDestNode ); + ALERT( at_aiconsole, "No Path from %d to %d!\n", iSrcNode, iDestNode ); return FALSE; #else BOOL bRoutingSave = WorldGraph.m_fRoutingComplete; WorldGraph.m_fRoutingComplete = FALSE; - iResult = WorldGraph.FindShortestPath(iPath, iSrcNode, iDestNode, iNodeHull, m_afCapability); + iResult = WorldGraph.FindShortestPath( iPath, iSrcNode, iDestNode, iNodeHull, m_afCapability ); WorldGraph.m_fRoutingComplete = bRoutingSave; - if ( !iResult ) + if( !iResult ) { - ALERT ( at_aiconsole, "No Path from %d to %d!\n", iSrcNode, iDestNode ); + ALERT( at_aiconsole, "No Path from %d to %d!\n", iSrcNode, iDestNode ); return FALSE; } else { - ALERT ( at_aiconsole, "Routing is inconsistent!" ); + ALERT( at_aiconsole, "Routing is inconsistent!" ); } #endif } @@ -2759,7 +2757,7 @@ BOOL CBaseMonster :: FGetNodeRoute ( Vector vecDest ) // don't copy ROUTE_SIZE entries if the path returned is shorter // than ROUTE_SIZE!!! - if ( iResult < ROUTE_SIZE ) + if( iResult < ROUTE_SIZE ) { iNumToCopy = iResult; } @@ -2768,16 +2766,16 @@ BOOL CBaseMonster :: FGetNodeRoute ( Vector vecDest ) iNumToCopy = ROUTE_SIZE; } - for ( i = 0 ; i < iNumToCopy; i++ ) + for( i = 0 ; i < iNumToCopy; i++ ) { - m_Route[ i ].vecLocation = WorldGraph.m_pNodes[ iPath[ i ] ].m_vecOrigin; - m_Route[ i ].iType = bits_MF_TO_NODE; + m_Route[i].vecLocation = WorldGraph.m_pNodes[iPath[i]].m_vecOrigin; + m_Route[i].iType = bits_MF_TO_NODE; } - if ( iNumToCopy < ROUTE_SIZE ) + if( iNumToCopy < ROUTE_SIZE ) { - m_Route[ iNumToCopy ].vecLocation = vecDest; - m_Route[ iNumToCopy ].iType |= bits_MF_IS_GOAL; + m_Route[iNumToCopy].vecLocation = vecDest; + m_Route[iNumToCopy].iType |= bits_MF_IS_GOAL; } return TRUE; @@ -2786,37 +2784,37 @@ BOOL CBaseMonster :: FGetNodeRoute ( Vector vecDest ) //========================================================= // FindHintNode //========================================================= -int CBaseMonster :: FindHintNode ( void ) +int CBaseMonster::FindHintNode( void ) { int i; TraceResult tr; - if ( !WorldGraph.m_fGraphPresent ) + if( !WorldGraph.m_fGraphPresent ) { - ALERT ( at_aiconsole, "find_hintnode: graph not ready!\n" ); + ALERT( at_aiconsole, "find_hintnode: graph not ready!\n" ); return NO_NODE; } - if ( WorldGraph.m_iLastActiveIdleSearch >= WorldGraph.m_cNodes ) + if( WorldGraph.m_iLastActiveIdleSearch >= WorldGraph.m_cNodes ) { WorldGraph.m_iLastActiveIdleSearch = 0; } - for ( i = 0; i < WorldGraph.m_cNodes ; i++ ) + for( i = 0; i < WorldGraph.m_cNodes; i++ ) { - int nodeNumber = (i + WorldGraph.m_iLastActiveIdleSearch) % WorldGraph.m_cNodes; + int nodeNumber = ( i + WorldGraph.m_iLastActiveIdleSearch) % WorldGraph.m_cNodes; CNode &node = WorldGraph.Node( nodeNumber ); - if ( node.m_sHintType ) + if( node.m_sHintType ) { // this node has a hint. Take it if it is visible, the monster likes it, and the monster has an animation to match the hint's activity. - if ( FValidateHintType ( node.m_sHintType ) ) + if( FValidateHintType( node.m_sHintType ) ) { - if ( !node.m_sHintActivity || LookupActivity ( node.m_sHintActivity ) != ACTIVITY_NOT_AVAILABLE ) + if( !node.m_sHintActivity || LookupActivity( node.m_sHintActivity ) != ACTIVITY_NOT_AVAILABLE ) { - UTIL_TraceLine ( pev->origin + pev->view_ofs, node.m_vecOrigin + pev->view_ofs, ignore_monsters, ENT(pev), &tr ); + UTIL_TraceLine( pev->origin + pev->view_ofs, node.m_vecOrigin + pev->view_ofs, ignore_monsters, ENT( pev ), &tr ); - if ( tr.flFraction == 1.0 ) + if( tr.flFraction == 1.0 ) { WorldGraph.m_iLastActiveIdleSearch = nodeNumber + 1; // next monster that searches for hint nodes will start where we left off. return nodeNumber;// take it! @@ -2838,12 +2836,12 @@ void CBaseMonster::ReportAIState( void ) static const char *pStateNames[] = { "None", "Idle", "Combat", "Alert", "Hunt", "Prone", "Scripted", "Dead" }; ALERT( level, "%s: ", STRING(pev->classname) ); - if ( (int)m_MonsterState < ARRAYSIZE(pStateNames) ) + if( (int)m_MonsterState < ARRAYSIZE( pStateNames ) ) ALERT( level, "State: %s, ", pStateNames[m_MonsterState] ); int i = 0; - while ( activity_map[i].type != 0 ) + while( activity_map[i].type != 0 ) { - if ( activity_map[i].type == (int)m_Activity ) + if( activity_map[i].type == (int)m_Activity ) { ALERT( level, "Activity %s, ", activity_map[i].name ); break; @@ -2851,58 +2849,58 @@ void CBaseMonster::ReportAIState( void ) i++; } - if ( m_pSchedule ) + if( m_pSchedule ) { const char *pName = NULL; pName = m_pSchedule->pName; - if ( !pName ) + if( !pName ) pName = "Unknown"; ALERT( level, "Schedule %s, ", pName ); Task_t *pTask = GetTask(); - if ( pTask ) + if( pTask ) ALERT( level, "Task %d (#%d), ", pTask->iTask, m_iScheduleIndex ); } else ALERT( level, "No Schedule, " ); - if ( m_hEnemy != NULL ) - ALERT( level, "\nEnemy is %s", STRING(m_hEnemy->pev->classname) ); + if( m_hEnemy != NULL ) + ALERT( level, "\nEnemy is %s", STRING( m_hEnemy->pev->classname ) ); else ALERT( level, "No enemy" ); - if ( IsMoving() ) + if( IsMoving() ) { ALERT( level, " Moving " ); - if ( m_flMoveWaitFinished > gpGlobals->time ) + if( m_flMoveWaitFinished > gpGlobals->time ) ALERT( level, ": Stopped for %.2f. ", m_flMoveWaitFinished - gpGlobals->time ); - else if ( m_IdealActivity == GetStoppedActivity() ) + else if( m_IdealActivity == GetStoppedActivity() ) ALERT( level, ": In stopped anim. " ); } CSquadMonster *pSquadMonster = MySquadMonsterPointer(); - if ( pSquadMonster ) + if( pSquadMonster ) { - if ( !pSquadMonster->InSquad() ) + if( !pSquadMonster->InSquad() ) { - ALERT ( level, "not " ); + ALERT( level, "not " ); } - ALERT ( level, "In Squad, " ); + ALERT( level, "In Squad, " ); - if ( !pSquadMonster->IsLeader() ) + if( !pSquadMonster->IsLeader() ) { - ALERT ( level, "not " ); + ALERT( level, "not " ); } - ALERT ( level, "Leader." ); + ALERT( level, "Leader." ); } ALERT( level, "\n" ); ALERT( level, "Yaw speed:%3.1f,Health: %3.1f\n", pev->yaw_speed, pev->health ); - if ( pev->spawnflags & SF_MONSTER_PRISONER ) + if( pev->spawnflags & SF_MONSTER_PRISONER ) ALERT( level, " PRISONER! " ); - if ( pev->spawnflags & SF_MONSTER_PREDISASTER ) + if( pev->spawnflags & SF_MONSTER_PREDISASTER ) ALERT( level, " Pre-Disaster! " ); ALERT( level, "\n" ); } @@ -2912,14 +2910,14 @@ void CBaseMonster::ReportAIState( void ) // // !!! netname entvar field is used in squadmonster for groupname!!! //========================================================= -void CBaseMonster :: KeyValue( KeyValueData *pkvd ) +void CBaseMonster::KeyValue( KeyValueData *pkvd ) { - if (FStrEq(pkvd->szKeyName, "TriggerTarget")) + if( FStrEq( pkvd->szKeyName, "TriggerTarget" ) ) { m_iszTriggerTarget = ALLOC_STRING( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "TriggerCondition") ) + else if( FStrEq( pkvd->szKeyName, "TriggerCondition" ) ) { m_iTriggerCondition = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; @@ -2937,11 +2935,11 @@ void CBaseMonster :: KeyValue( KeyValueData *pkvd ) // // Returns TRUE if the target is fired. //========================================================= -BOOL CBaseMonster :: FCheckAITrigger ( void ) +BOOL CBaseMonster::FCheckAITrigger( void ) { BOOL fFireTarget; - if ( m_iTriggerCondition == AITRIGGER_NONE ) + if( m_iTriggerCondition == AITRIGGER_NONE ) { // no conditions, so this trigger is never fired. return FALSE; @@ -2949,22 +2947,22 @@ BOOL CBaseMonster :: FCheckAITrigger ( void ) fFireTarget = FALSE; - switch ( m_iTriggerCondition ) + switch( m_iTriggerCondition ) { case AITRIGGER_SEEPLAYER_ANGRY_AT_PLAYER: - if ( m_hEnemy != NULL && m_hEnemy->IsPlayer() && HasConditions ( bits_COND_SEE_ENEMY ) ) + if( m_hEnemy != NULL && m_hEnemy->IsPlayer() && HasConditions( bits_COND_SEE_ENEMY ) ) { fFireTarget = TRUE; } break; case AITRIGGER_SEEPLAYER_UNCONDITIONAL: - if ( HasConditions ( bits_COND_SEE_CLIENT ) ) + if( HasConditions( bits_COND_SEE_CLIENT ) ) { fFireTarget = TRUE; } break; case AITRIGGER_SEEPLAYER_NOT_IN_COMBAT: - if ( HasConditions ( bits_COND_SEE_CLIENT ) && + if( HasConditions( bits_COND_SEE_CLIENT ) && m_MonsterState != MONSTERSTATE_COMBAT && m_MonsterState != MONSTERSTATE_PRONE && m_MonsterState != MONSTERSTATE_SCRIPT) @@ -2973,19 +2971,19 @@ BOOL CBaseMonster :: FCheckAITrigger ( void ) } break; case AITRIGGER_TAKEDAMAGE: - if ( m_afConditions & ( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE ) ) + if( m_afConditions & ( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE ) ) { fFireTarget = TRUE; } break; case AITRIGGER_DEATH: - if ( pev->deadflag != DEAD_NO ) + if( pev->deadflag != DEAD_NO ) { fFireTarget = TRUE; } break; case AITRIGGER_HALFHEALTH: - if ( IsAlive() && pev->health <= ( pev->max_health / 2 ) ) + if( IsAlive() && pev->health <= ( pev->max_health / 2 ) ) { fFireTarget = TRUE; } @@ -3000,29 +2998,29 @@ BOOL CBaseMonster :: FCheckAITrigger ( void ) break; */ case AITRIGGER_HEARWORLD: - if ( m_afConditions & bits_COND_HEAR_SOUND && m_afSoundTypes & bits_SOUND_WORLD ) + if( m_afConditions & bits_COND_HEAR_SOUND && m_afSoundTypes & bits_SOUND_WORLD ) { fFireTarget = TRUE; } break; case AITRIGGER_HEARPLAYER: - if ( m_afConditions & bits_COND_HEAR_SOUND && m_afSoundTypes & bits_SOUND_PLAYER ) + if( m_afConditions & bits_COND_HEAR_SOUND && m_afSoundTypes & bits_SOUND_PLAYER ) { fFireTarget = TRUE; } break; case AITRIGGER_HEARCOMBAT: - if ( m_afConditions & bits_COND_HEAR_SOUND && m_afSoundTypes & bits_SOUND_COMBAT ) + if( m_afConditions & bits_COND_HEAR_SOUND && m_afSoundTypes & bits_SOUND_COMBAT ) { fFireTarget = TRUE; } break; } - if ( fFireTarget ) + if( fFireTarget ) { // fire the target, then set the trigger conditions to NONE so we don't fire again - ALERT ( at_aiconsole, "AI Trigger Fire Target\n" ); + ALERT( at_aiconsole, "AI Trigger Fire Target\n" ); FireTargets( STRING( m_iszTriggerTarget ), this, this, USE_TOGGLE, 0 ); m_iTriggerCondition = AITRIGGER_NONE; return TRUE; @@ -3038,27 +3036,27 @@ BOOL CBaseMonster :: FCheckAITrigger ( void ) // will be sucked into the script no matter what state it is // in. ONLY Scripted AI ents should allow this. //========================================================= -int CBaseMonster :: CanPlaySequence( BOOL fDisregardMonsterState, int interruptLevel ) +int CBaseMonster::CanPlaySequence( BOOL fDisregardMonsterState, int interruptLevel ) { - if ( m_pCine || !IsAlive() || m_MonsterState == MONSTERSTATE_PRONE ) + if( m_pCine || !IsAlive() || m_MonsterState == MONSTERSTATE_PRONE ) { // monster is already running a scripted sequence or dead! return FALSE; } - if ( fDisregardMonsterState ) + if( fDisregardMonsterState ) { // ok to go, no matter what the monster state. (scripted AI) return TRUE; } - if ( m_MonsterState == MONSTERSTATE_NONE || m_MonsterState == MONSTERSTATE_IDLE || m_IdealMonsterState == MONSTERSTATE_IDLE ) + if( m_MonsterState == MONSTERSTATE_NONE || m_MonsterState == MONSTERSTATE_IDLE || m_IdealMonsterState == MONSTERSTATE_IDLE ) { // ok to go, but only in these states return TRUE; } - if ( m_MonsterState == MONSTERSTATE_ALERT && interruptLevel >= SS_INTERRUPT_BY_NAME ) + if( m_MonsterState == MONSTERSTATE_ALERT && interruptLevel >= SS_INTERRUPT_BY_NAME ) return TRUE; // unknown situation @@ -3073,35 +3071,35 @@ int CBaseMonster :: CanPlaySequence( BOOL fDisregardMonsterState, int interruptL #define COVER_CHECKS 5// how many checks are made #define COVER_DELTA 48// distance between checks -BOOL CBaseMonster :: FindLateralCover ( const Vector &vecThreat, const Vector &vecViewOffset ) +BOOL CBaseMonster::FindLateralCover( const Vector &vecThreat, const Vector &vecViewOffset ) { - TraceResult tr; + TraceResult tr; Vector vecBestOnLeft; Vector vecBestOnRight; Vector vecLeftTest; Vector vecRightTest; Vector vecStepRight; - int i; + int i; - UTIL_MakeVectors ( pev->angles ); + UTIL_MakeVectors( pev->angles ); vecStepRight = gpGlobals->v_right * COVER_DELTA; vecStepRight.z = 0; vecLeftTest = vecRightTest = pev->origin; - for ( i = 0 ; i < COVER_CHECKS ; i++ ) + for( i = 0; i < COVER_CHECKS; i++ ) { vecLeftTest = vecLeftTest - vecStepRight; vecRightTest = vecRightTest + vecStepRight; // it's faster to check the SightEnt's visibility to the potential spot than to check the local move, so we do that first. - UTIL_TraceLine( vecThreat + vecViewOffset, vecLeftTest + pev->view_ofs, ignore_monsters, ignore_glass, ENT(pev)/*pentIgnore*/, &tr); - - if (tr.flFraction != 1.0) + UTIL_TraceLine( vecThreat + vecViewOffset, vecLeftTest + pev->view_ofs, ignore_monsters, ignore_glass, ENT( pev )/*pentIgnore*/, &tr ); + + if( tr.flFraction != 1.0 ) { - if ( FValidateCover ( vecLeftTest ) && CheckLocalMove( pev->origin, vecLeftTest, NULL, NULL ) == LOCALMOVE_VALID ) + if( FValidateCover( vecLeftTest ) && CheckLocalMove( pev->origin, vecLeftTest, NULL, NULL ) == LOCALMOVE_VALID ) { - if ( MoveToLocation( ACT_RUN, 0, vecLeftTest ) ) + if( MoveToLocation( ACT_RUN, 0, vecLeftTest ) ) { return TRUE; } @@ -3109,13 +3107,13 @@ BOOL CBaseMonster :: FindLateralCover ( const Vector &vecThreat, const Vector &v } // it's faster to check the SightEnt's visibility to the potential spot than to check the local move, so we do that first. - UTIL_TraceLine(vecThreat + vecViewOffset, vecRightTest + pev->view_ofs, ignore_monsters, ignore_glass, ENT(pev)/*pentIgnore*/, &tr); - - if ( tr.flFraction != 1.0 ) + UTIL_TraceLine( vecThreat + vecViewOffset, vecRightTest + pev->view_ofs, ignore_monsters, ignore_glass, ENT(pev)/*pentIgnore*/, &tr ); + + if( tr.flFraction != 1.0 ) { - if ( FValidateCover ( vecRightTest ) && CheckLocalMove( pev->origin, vecRightTest, NULL, NULL ) == LOCALMOVE_VALID ) + if( FValidateCover( vecRightTest ) && CheckLocalMove( pev->origin, vecRightTest, NULL, NULL ) == LOCALMOVE_VALID ) { - if ( MoveToLocation( ACT_RUN, 0, vecRightTest ) ) + if( MoveToLocation( ACT_RUN, 0, vecRightTest ) ) { return TRUE; } @@ -3126,13 +3124,13 @@ BOOL CBaseMonster :: FindLateralCover ( const Vector &vecThreat, const Vector &v return FALSE; } -Vector CBaseMonster :: ShootAtEnemy( const Vector &shootOrigin ) +Vector CBaseMonster::ShootAtEnemy( const Vector &shootOrigin ) { CBaseEntity *pEnemy = m_hEnemy; - if ( pEnemy ) + if( pEnemy ) { - return ( (pEnemy->BodyTarget( shootOrigin ) - pEnemy->pev->origin) + m_vecEnemyLKP - shootOrigin ).Normalize(); + return( ( pEnemy->BodyTarget( shootOrigin ) - pEnemy->pev->origin ) + m_vecEnemyLKP - shootOrigin ).Normalize(); } else return gpGlobals->v_forward; @@ -3145,9 +3143,9 @@ Vector CBaseMonster :: ShootAtEnemy( const Vector &shootOrigin ) // number. Nicer to have it in one place if we're gonna // be stuck with it. //========================================================= -BOOL CBaseMonster :: FacingIdeal( void ) +BOOL CBaseMonster::FacingIdeal( void ) { - if ( fabs( FlYawDiff() ) <= 0.006 )//!!!BUGBUG - no magic numbers!!! + if( fabs( FlYawDiff() ) <= 0.006 )//!!!BUGBUG - no magic numbers!!! { return TRUE; } @@ -3158,10 +3156,10 @@ BOOL CBaseMonster :: FacingIdeal( void ) //========================================================= // FCanActiveIdle //========================================================= -BOOL CBaseMonster :: FCanActiveIdle ( void ) +BOOL CBaseMonster::FCanActiveIdle( void ) { /* - if ( m_MonsterState == MONSTERSTATE_IDLE && m_IdealMonsterState == MONSTERSTATE_IDLE && !IsMoving() ) + if( m_MonsterState == MONSTERSTATE_IDLE && m_IdealMonsterState == MONSTERSTATE_IDLE && !IsMoving() ) { return TRUE; } @@ -3171,9 +3169,9 @@ BOOL CBaseMonster :: FCanActiveIdle ( void ) void CBaseMonster::PlaySentence( const char *pszSentence, float duration, float volume, float attenuation ) { - if ( pszSentence && IsAlive() ) + if( pszSentence && IsAlive() ) { - if ( pszSentence[0] == '!' ) + if( pszSentence[0] == '!' ) EMIT_SOUND_DYN( edict(), CHAN_VOICE, pszSentence, volume, attenuation, 0, PITCH_NORM ); else SENTENCEG_PlayRndSz( edict(), pszSentence, volume, attenuation, 0, PITCH_NORM ); @@ -3192,7 +3190,7 @@ void CBaseMonster::SentenceStop( void ) void CBaseMonster::CorpseFallThink( void ) { - if ( pev->flags & FL_ONGROUND ) + if( pev->flags & FL_ONGROUND ) { SetThink( NULL ); @@ -3204,22 +3202,22 @@ void CBaseMonster::CorpseFallThink( void ) } // Call after animation/pose is set up -void CBaseMonster :: MonsterInitDead( void ) +void CBaseMonster::MonsterInitDead( void ) { InitBoneControllers(); - pev->solid = SOLID_BBOX; + pev->solid = SOLID_BBOX; pev->movetype = MOVETYPE_TOSS;// so he'll fall to ground pev->frame = 0; - ResetSequenceInfo( ); + ResetSequenceInfo(); pev->framerate = 0; // Copy health pev->max_health = pev->health; pev->deadflag = DEAD_DEAD; - UTIL_SetSize(pev, g_vecZero, g_vecZero ); + UTIL_SetSize( pev, g_vecZero, g_vecZero ); UTIL_SetOrigin( pev, pev->origin ); // Setup health counters, etc. @@ -3233,7 +3231,7 @@ void CBaseMonster :: MonsterInitDead( void ) // is lying flat on a surface (traces from all four corners // are same length.) //========================================================= -BOOL CBaseMonster :: BBoxFlat ( void ) +BOOL CBaseMonster::BBoxFlat( void ) { TraceResult tr; Vector vecPoint; @@ -3248,15 +3246,15 @@ BOOL CBaseMonster :: BBoxFlat ( void ) vecPoint.y = pev->origin.y + flYSize; vecPoint.z = pev->origin.z; - UTIL_TraceLine ( vecPoint, vecPoint - Vector ( 0, 0, 100 ), ignore_monsters, ENT(pev), &tr ); - flLength = (vecPoint - tr.vecEndPos).Length(); + UTIL_TraceLine( vecPoint, vecPoint - Vector( 0, 0, 100 ), ignore_monsters, ENT( pev ), &tr ); + flLength = ( vecPoint - tr.vecEndPos ).Length(); vecPoint.x = pev->origin.x - flXSize; vecPoint.y = pev->origin.y - flYSize; - UTIL_TraceLine ( vecPoint, vecPoint - Vector ( 0, 0, 100 ), ignore_monsters, ENT(pev), &tr ); - flLength2 = (vecPoint - tr.vecEndPos).Length(); - if ( flLength2 > flLength ) + UTIL_TraceLine( vecPoint, vecPoint - Vector( 0, 0, 100 ), ignore_monsters, ENT( pev ), &tr ); + flLength2 = ( vecPoint - tr.vecEndPos ).Length(); + if( flLength2 > flLength ) { return FALSE; } @@ -3264,9 +3262,9 @@ BOOL CBaseMonster :: BBoxFlat ( void ) vecPoint.x = pev->origin.x - flXSize; vecPoint.y = pev->origin.y + flYSize; - UTIL_TraceLine ( vecPoint, vecPoint - Vector ( 0, 0, 100 ), ignore_monsters, ENT(pev), &tr ); - flLength2 = (vecPoint - tr.vecEndPos).Length(); - if ( flLength2 > flLength ) + UTIL_TraceLine ( vecPoint, vecPoint - Vector( 0, 0, 100 ), ignore_monsters, ENT( pev ), &tr ); + flLength2 = ( vecPoint - tr.vecEndPos ).Length(); + if( flLength2 > flLength ) { return FALSE; } @@ -3274,9 +3272,9 @@ BOOL CBaseMonster :: BBoxFlat ( void ) vecPoint.x = pev->origin.x + flXSize; vecPoint.y = pev->origin.y - flYSize; - UTIL_TraceLine ( vecPoint, vecPoint - Vector ( 0, 0, 100 ), ignore_monsters, ENT(pev), &tr ); - flLength2 = (vecPoint - tr.vecEndPos).Length(); - if ( flLength2 > flLength ) + UTIL_TraceLine( vecPoint, vecPoint - Vector( 0, 0, 100 ), ignore_monsters, ENT( pev ), &tr ); + flLength2 = ( vecPoint - tr.vecEndPos ).Length(); + if( flLength2 > flLength ) { return FALSE; } @@ -3288,34 +3286,34 @@ BOOL CBaseMonster :: BBoxFlat ( void ) //========================================================= // Get Enemy - tries to find the best suitable enemy for the monster. //========================================================= -BOOL CBaseMonster :: GetEnemy ( void ) +BOOL CBaseMonster::GetEnemy( void ) { CBaseEntity *pNewEnemy; - if ( HasConditions(bits_COND_SEE_HATE | bits_COND_SEE_DISLIKE | bits_COND_SEE_NEMESIS) ) + if( HasConditions( bits_COND_SEE_HATE | bits_COND_SEE_DISLIKE | bits_COND_SEE_NEMESIS ) ) { pNewEnemy = BestVisibleEnemy(); - if ( pNewEnemy != m_hEnemy && pNewEnemy != NULL) + if( pNewEnemy != m_hEnemy && pNewEnemy != NULL ) { // DO NOT mess with the monster's m_hEnemy pointer unless the schedule the monster is currently running will be interrupted // by COND_NEW_ENEMY. This will eliminate the problem of monsters getting a new enemy while they are in a schedule that doesn't care, // and then not realizing it by the time they get to a schedule that does. I don't feel this is a good permanent fix. - if ( m_pSchedule ) + if( m_pSchedule ) { - if ( m_pSchedule->iInterruptMask & bits_COND_NEW_ENEMY ) + if( m_pSchedule->iInterruptMask & bits_COND_NEW_ENEMY ) { PushEnemy( m_hEnemy, m_vecEnemyLKP ); - SetConditions(bits_COND_NEW_ENEMY); + SetConditions( bits_COND_NEW_ENEMY ); m_hEnemy = pNewEnemy; m_vecEnemyLKP = m_hEnemy->pev->origin; } // if the new enemy has an owner, take that one as well - if (pNewEnemy->pev->owner != NULL) + if( pNewEnemy->pev->owner != NULL ) { CBaseEntity *pOwner = GetMonsterPointer( pNewEnemy->pev->owner ); - if ( pOwner && (pOwner->pev->flags & FL_MONSTER) && IRelationship( pOwner ) != R_NO ) + if( pOwner && ( pOwner->pev->flags & FL_MONSTER ) && IRelationship( pOwner ) != R_NO ) PushEnemy( pOwner, m_vecEnemyLKP ); } } @@ -3323,18 +3321,18 @@ BOOL CBaseMonster :: GetEnemy ( void ) } // remember old enemies - if (m_hEnemy == NULL && PopEnemy( )) + if( m_hEnemy == NULL && PopEnemy() ) { - if ( m_pSchedule ) + if( m_pSchedule ) { - if ( m_pSchedule->iInterruptMask & bits_COND_NEW_ENEMY ) + if( m_pSchedule->iInterruptMask & bits_COND_NEW_ENEMY ) { - SetConditions(bits_COND_NEW_ENEMY); + SetConditions( bits_COND_NEW_ENEMY ); } } } - if ( m_hEnemy != NULL ) + if( m_hEnemy != NULL ) { // monster has an enemy. return TRUE; @@ -3346,35 +3344,34 @@ BOOL CBaseMonster :: GetEnemy ( void ) //========================================================= // DropItem - dead monster drops named item //========================================================= -CBaseEntity* CBaseMonster :: DropItem ( char *pszItemName, const Vector &vecPos, const Vector &vecAng ) +CBaseEntity *CBaseMonster::DropItem( char *pszItemName, const Vector &vecPos, const Vector &vecAng ) { - if ( !pszItemName ) + if( !pszItemName ) { - ALERT ( at_console, "DropItem() - No item name!\n" ); + ALERT( at_console, "DropItem() - No item name!\n" ); return NULL; } CBaseEntity *pItem = CBaseEntity::Create( pszItemName, vecPos, vecAng, edict() ); - if ( pItem ) + if( pItem ) { // do we want this behavior to be default?! (sjb) pItem->pev->velocity = pev->velocity; - pItem->pev->avelocity = Vector ( 0, RANDOM_FLOAT( 0, 100 ), 0 ); + pItem->pev->avelocity = Vector( 0, RANDOM_FLOAT( 0, 100 ), 0 ); return pItem; } else { - ALERT ( at_console, "DropItem() - Didn't create!\n" ); + ALERT( at_console, "DropItem() - Didn't create!\n" ); return FALSE; } - } -BOOL CBaseMonster :: ShouldFadeOnDeath( void ) +BOOL CBaseMonster::ShouldFadeOnDeath( void ) { // if flagged to fade out or I have an owner (I came from a monster spawner) - if ( (pev->spawnflags & SF_MONSTER_FADECORPSE) || !FNullEnt( pev->owner ) ) + if( ( pev->spawnflags & SF_MONSTER_FADECORPSE ) || !FNullEnt( pev->owner ) ) return TRUE; return FALSE; diff --git a/dlls/monsterstate.cpp b/dlls/monsterstate.cpp index b40af733..f29664dc 100644 --- a/dlls/monsterstate.cpp +++ b/dlls/monsterstate.cpp @@ -29,12 +29,12 @@ //========================================================= // SetState //========================================================= -void CBaseMonster :: SetState ( MONSTERSTATE State ) +void CBaseMonster::SetState( MONSTERSTATE State ) { /* - if ( State != m_MonsterState ) + if( State != m_MonsterState ) { - ALERT ( at_aiconsole, "State Changed to %d\n", State ); + ALERT( at_aiconsole, "State Changed to %d\n", State ); } */ switch( State ) @@ -42,10 +42,10 @@ void CBaseMonster :: SetState ( MONSTERSTATE State ) // Drop enemy pointers when going to idle case MONSTERSTATE_IDLE: - if ( m_hEnemy != NULL ) + if( m_hEnemy != NULL ) { m_hEnemy = NULL;// not allowed to have an enemy anymore. - ALERT ( at_aiconsole, "Stripped\n" ); + ALERT( at_aiconsole, "Stripped\n" ); } break; default: @@ -59,20 +59,20 @@ void CBaseMonster :: SetState ( MONSTERSTATE State ) //========================================================= // RunAI //========================================================= -void CBaseMonster :: RunAI ( void ) +void CBaseMonster::RunAI( void ) { // to test model's eye height //UTIL_ParticleEffect ( pev->origin + pev->view_ofs, g_vecZero, 255, 10 ); // IDLE sound permitted in ALERT state is because monsters were silent in ALERT state. Only play IDLE sound in IDLE state // once we have sounds for that state. - if ( ( m_MonsterState == MONSTERSTATE_IDLE || m_MonsterState == MONSTERSTATE_ALERT ) && RANDOM_LONG(0,99) == 0 && !(pev->flags & SF_MONSTER_GAG) ) + if( ( m_MonsterState == MONSTERSTATE_IDLE || m_MonsterState == MONSTERSTATE_ALERT ) && RANDOM_LONG( 0, 99 ) == 0 && !( pev->flags & SF_MONSTER_GAG ) ) { IdleSound(); } - if ( m_MonsterState != MONSTERSTATE_NONE && - m_MonsterState != MONSTERSTATE_PRONE && + if( m_MonsterState != MONSTERSTATE_NONE && + m_MonsterState != MONSTERSTATE_PRONE && m_MonsterState != MONSTERSTATE_DEAD )// don't bother with this crap if monster is prone. { // collect some sensory Condition information. @@ -80,7 +80,7 @@ void CBaseMonster :: RunAI ( void ) // things will happen before the player gets there! // UPDATE: We now let COMBAT state monsters think and act fully outside of player PVS. This allows the player to leave // an area where monsters are fighting, and the fight will continue. - if ( !FNullEnt( FIND_CLIENT_IN_PVS( edict() ) ) || ( m_MonsterState == MONSTERSTATE_COMBAT ) ) + if( !FNullEnt( FIND_CLIENT_IN_PVS( edict() ) ) || ( m_MonsterState == MONSTERSTATE_COMBAT ) ) { Look( m_flDistLook ); Listen();// check for audible sounds. @@ -92,7 +92,7 @@ void CBaseMonster :: RunAI ( void ) } // do these calculations if monster has an enemy. - if ( m_hEnemy != NULL ) + if( m_hEnemy != NULL ) { CheckEnemy( m_hEnemy ); } @@ -116,14 +116,14 @@ void CBaseMonster :: RunAI ( void ) // GetIdealState - surveys the Conditions information available // and finds the best new state for a monster. //========================================================= -MONSTERSTATE CBaseMonster :: GetIdealState ( void ) +MONSTERSTATE CBaseMonster::GetIdealState( void ) { - int iConditions; + int iConditions; iConditions = IScheduleFlags(); - + // If no schedule conditions, the new ideal state is probably the reason we're in here. - switch ( m_MonsterState ) + switch( m_MonsterState ) { case MONSTERSTATE_IDLE: /* @@ -134,36 +134,36 @@ MONSTERSTATE CBaseMonster :: GetIdealState ( void ) IDLE goes to HUNT upon smelling food */ { - if ( iConditions & bits_COND_NEW_ENEMY ) + if( iConditions & bits_COND_NEW_ENEMY ) { // new enemy! This means an idle monster has seen someone it dislikes, or // that a monster in combat has found a more suitable target to attack m_IdealMonsterState = MONSTERSTATE_COMBAT; } - else if ( iConditions & bits_COND_LIGHT_DAMAGE ) + else if( iConditions & bits_COND_LIGHT_DAMAGE ) { - MakeIdealYaw ( m_vecEnemyLKP ); + MakeIdealYaw( m_vecEnemyLKP ); m_IdealMonsterState = MONSTERSTATE_ALERT; } - else if ( iConditions & bits_COND_HEAVY_DAMAGE ) + else if( iConditions & bits_COND_HEAVY_DAMAGE ) { - MakeIdealYaw ( m_vecEnemyLKP ); + MakeIdealYaw( m_vecEnemyLKP ); m_IdealMonsterState = MONSTERSTATE_ALERT; } - else if ( iConditions & bits_COND_HEAR_SOUND ) + else if( iConditions & bits_COND_HEAR_SOUND ) { CSound *pSound; - + pSound = PBestSound(); ASSERT( pSound != NULL ); - if ( pSound ) + if( pSound ) { - MakeIdealYaw ( pSound->m_vecOrigin ); - if ( pSound->m_iType & (bits_SOUND_COMBAT|bits_SOUND_DANGER) ) + MakeIdealYaw( pSound->m_vecOrigin ); + if( pSound->m_iType & ( bits_SOUND_COMBAT|bits_SOUND_DANGER ) ) m_IdealMonsterState = MONSTERSTATE_ALERT; } } - else if ( iConditions & (bits_COND_SMELL | bits_COND_SMELL_FOOD) ) + else if( iConditions & ( bits_COND_SMELL | bits_COND_SMELL_FOOD ) ) { m_IdealMonsterState = MONSTERSTATE_ALERT; } @@ -177,18 +177,18 @@ MONSTERSTATE CBaseMonster :: GetIdealState ( void ) ALERT goes to HUNT upon hearing a noise */ { - if ( iConditions & (bits_COND_NEW_ENEMY|bits_COND_SEE_ENEMY) ) + if( iConditions & ( bits_COND_NEW_ENEMY | bits_COND_SEE_ENEMY ) ) { // see an enemy we MUST attack m_IdealMonsterState = MONSTERSTATE_COMBAT; } - else if ( iConditions & bits_COND_HEAR_SOUND ) + else if( iConditions & bits_COND_HEAR_SOUND ) { m_IdealMonsterState = MONSTERSTATE_ALERT; CSound *pSound = PBestSound(); ASSERT( pSound != NULL ); - if ( pSound ) - MakeIdealYaw ( pSound->m_vecOrigin ); + if( pSound ) + MakeIdealYaw( pSound->m_vecOrigin ); } break; } @@ -198,11 +198,11 @@ MONSTERSTATE CBaseMonster :: GetIdealState ( void ) COMBAT goes to ALERT upon death of enemy */ { - if ( m_hEnemy == NULL ) + if( m_hEnemy == NULL ) { m_IdealMonsterState = MONSTERSTATE_ALERT; // pev->effects = EF_BRIGHTFIELD; - ALERT ( at_aiconsole, "***Combat state with no enemy!\n" ); + ALERT( at_aiconsole, "***Combat state with no enemy!\n" ); } break; } @@ -217,7 +217,7 @@ MONSTERSTATE CBaseMonster :: GetIdealState ( void ) break; } case MONSTERSTATE_SCRIPT: - if ( iConditions & (bits_COND_TASK_FAILED|bits_COND_LIGHT_DAMAGE|bits_COND_HEAVY_DAMAGE) ) + if( iConditions & ( bits_COND_TASK_FAILED | bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE ) ) { ExitScriptedSequence(); // This will set the ideal state } diff --git a/dlls/mortar.cpp b/dlls/mortar.cpp index 54c05f25..33a7d2da 100644 --- a/dlls/mortar.cpp +++ b/dlls/mortar.cpp @@ -16,7 +16,7 @@ ===== mortar.cpp ======================================================== - the "LaBuznik" mortar device + the "LaBuznik" mortar device */ @@ -36,12 +36,12 @@ public: void KeyValue( KeyValueData *pkvd ); // Bmodels don't go across transitions - virtual int ObjectCaps( void ) { return CBaseToggle :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } + virtual int ObjectCaps( void ) { return CBaseToggle::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); - static TYPEDESCRIPTION m_SaveData[]; + static TYPEDESCRIPTION m_SaveData[]; void EXPORT FieldUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); @@ -67,55 +67,55 @@ TYPEDESCRIPTION CFuncMortarField::m_SaveData[] = IMPLEMENT_SAVERESTORE( CFuncMortarField, CBaseToggle ) -void CFuncMortarField :: KeyValue( KeyValueData *pkvd ) +void CFuncMortarField::KeyValue( KeyValueData *pkvd ) { - if (FStrEq(pkvd->szKeyName, "m_iszXController")) + if( FStrEq( pkvd->szKeyName, "m_iszXController" ) ) { - m_iszXController = ALLOC_STRING(pkvd->szValue); + m_iszXController = ALLOC_STRING( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "m_iszYController")) + else if( FStrEq( pkvd->szKeyName, "m_iszYController" ) ) { - m_iszYController = ALLOC_STRING(pkvd->szValue); + m_iszYController = ALLOC_STRING( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "m_flSpread")) + else if( FStrEq( pkvd->szKeyName, "m_flSpread" ) ) { - m_flSpread = atof(pkvd->szValue); + m_flSpread = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "m_fControl")) + else if( FStrEq( pkvd->szKeyName, "m_fControl" ) ) { - m_fControl = atoi(pkvd->szValue); + m_fControl = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "m_iCount")) + else if( FStrEq( pkvd->szKeyName, "m_iCount" ) ) { - m_iCount = atoi(pkvd->szValue); + m_iCount = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; } } // Drop bombs from above -void CFuncMortarField :: Spawn( void ) +void CFuncMortarField::Spawn( void ) { pev->solid = SOLID_NOT; - SET_MODEL(ENT(pev), STRING(pev->model)); // set size and link into world + SET_MODEL( ENT( pev ), STRING( pev->model ) ); // set size and link into world pev->movetype = MOVETYPE_NONE; SetBits( pev->effects, EF_NODRAW ); SetUse( &CFuncMortarField::FieldUse ); Precache(); } -void CFuncMortarField :: Precache( void ) +void CFuncMortarField::Precache( void ) { - PRECACHE_SOUND ("weapons/mortar.wav"); - PRECACHE_SOUND ("weapons/mortarhit.wav"); + PRECACHE_SOUND( "weapons/mortar.wav" ); + PRECACHE_SOUND( "weapons/mortarhit.wav" ); PRECACHE_MODEL( "sprites/lgtning.spr" ); } // If connected to a table, then use the table controllers, else hit where the trigger is. -void CFuncMortarField :: FieldUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) +void CFuncMortarField::FieldUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { Vector vecStart; @@ -125,62 +125,66 @@ void CFuncMortarField :: FieldUse( CBaseEntity *pActivator, CBaseEntity *pCaller switch( m_fControl ) { - case 0: // random + case 0: + // random break; - case 1: // Trigger Activator - if (pActivator != NULL) + case 1: + // Trigger Activator + if( pActivator != NULL ) { vecStart.x = pActivator->pev->origin.x; vecStart.y = pActivator->pev->origin.y; } break; - case 2: // table + case 2: + // table { CBaseEntity *pController; - if (!FStringNull(m_iszXController)) + if( !FStringNull( m_iszXController ) ) { - pController = UTIL_FindEntityByTargetname( NULL, STRING(m_iszXController)); - if (pController != NULL) + pController = UTIL_FindEntityByTargetname( NULL, STRING( m_iszXController ) ); + if( pController != NULL ) { - vecStart.x = pev->mins.x + pController->pev->ideal_yaw * (pev->size.x); + vecStart.x = pev->mins.x + pController->pev->ideal_yaw * ( pev->size.x ); } } - if (!FStringNull(m_iszYController)) + if( !FStringNull( m_iszYController ) ) { - pController = UTIL_FindEntityByTargetname( NULL, STRING(m_iszYController)); - if (pController != NULL) + pController = UTIL_FindEntityByTargetname( NULL, STRING( m_iszYController ) ); + if( pController != NULL ) { - vecStart.y = pev->mins.y + pController->pev->ideal_yaw * (pev->size.y); + vecStart.y = pev->mins.y + pController->pev->ideal_yaw * ( pev->size.y ); } } } break; } - int pitch = RANDOM_LONG(95,124); + int pitch = RANDOM_LONG( 95,124 ); - EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "weapons/mortar.wav", 1.0, ATTN_NONE, 0, pitch); + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "weapons/mortar.wav", 1.0, ATTN_NONE, 0, pitch ); float t = 2.5; - for (int i = 0; i < m_iCount; i++) + for( int i = 0; i < m_iCount; i++ ) { Vector vecSpot = vecStart; vecSpot.x += RANDOM_FLOAT( -m_flSpread, m_flSpread ); vecSpot.y += RANDOM_FLOAT( -m_flSpread, m_flSpread ); TraceResult tr; - UTIL_TraceLine( vecSpot, vecSpot + Vector( 0, 0, -1 ) * 4096, ignore_monsters, ENT(pev), &tr ); + UTIL_TraceLine( vecSpot, vecSpot + Vector( 0, 0, -1 ) * 4096, ignore_monsters, ENT( pev ), &tr ); edict_t *pentOwner = NULL; - if (pActivator) pentOwner = pActivator->edict(); + if( pActivator ) + pentOwner = pActivator->edict(); - CBaseEntity *pMortar = Create("monster_mortar", tr.vecEndPos, Vector( 0, 0, 0 ), pentOwner ); + CBaseEntity *pMortar = Create( "monster_mortar", tr.vecEndPos, Vector( 0, 0, 0 ), pentOwner ); pMortar->pev->nextthink = gpGlobals->time + t; t += RANDOM_FLOAT( 0.2, 0.5 ); - if (i == 0) - CSoundEnt::InsertSound ( bits_SOUND_DANGER, tr.vecEndPos, 400, 0.3 ); + if( i == 0 ) + CSoundEnt::InsertSound( bits_SOUND_DANGER, tr.vecEndPos, 400, 0.3 ); } } @@ -197,20 +201,20 @@ public: LINK_ENTITY_TO_CLASS( monster_mortar, CMortar ) -void CMortar::Spawn( ) +void CMortar::Spawn() { - pev->movetype = MOVETYPE_NONE; - pev->solid = SOLID_NOT; + pev->movetype = MOVETYPE_NONE; + pev->solid = SOLID_NOT; - pev->dmg = 200; + pev->dmg = 200; SetThink( &CMortar::MortarExplode ); pev->nextthink = 0; - Precache( ); + Precache(); } -void CMortar::Precache( ) +void CMortar::Precache() { m_spriteTexture = PRECACHE_MODEL( "sprites/lgtning.spr" ); } @@ -221,13 +225,13 @@ void CMortar::MortarExplode( void ) // mortar beam MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_BEAMPOINTS ); - WRITE_COORD(pev->origin.x); - WRITE_COORD(pev->origin.y); - WRITE_COORD(pev->origin.z); - WRITE_COORD(pev->origin.x); - WRITE_COORD(pev->origin.y); - WRITE_COORD(pev->origin.z + 1024); - WRITE_SHORT(m_spriteTexture ); + WRITE_COORD( pev->origin.x ); + WRITE_COORD( pev->origin.y ); + WRITE_COORD( pev->origin.z ); + WRITE_COORD( pev->origin.x ); + WRITE_COORD( pev->origin.y ); + WRITE_COORD( pev->origin.z + 1024 ); + WRITE_SHORT( m_spriteTexture ); WRITE_BYTE( 0 ); // framerate WRITE_BYTE( 0 ); // framerate WRITE_BYTE( 1 ); // life @@ -244,14 +248,14 @@ void CMortar::MortarExplode( void ) #if 0 // blast circle MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); - WRITE_BYTE( TE_BEAMTORUS); - WRITE_COORD(pev->origin.x); - WRITE_COORD(pev->origin.y); - WRITE_COORD(pev->origin.z + 32); - WRITE_COORD(pev->origin.x); - WRITE_COORD(pev->origin.y); - WRITE_COORD(pev->origin.z + 32 + pev->dmg * 2 / .2); // reach damage radius over .3 seconds - WRITE_SHORT(m_spriteTexture ); + WRITE_BYTE( TE_BEAMTORUS ); + WRITE_COORD( pev->origin.x ); + WRITE_COORD( pev->origin.y ); + WRITE_COORD( pev->origin.z + 32 ); + WRITE_COORD( pev->origin.x ); + WRITE_COORD( pev->origin.y ); + WRITE_COORD( pev->origin.z + 32 + pev->dmg * 2 / .2 ); // reach damage radius over .3 seconds + WRITE_SHORT( m_spriteTexture ); WRITE_BYTE( 0 ); // startframe WRITE_BYTE( 0 ); // framerate WRITE_BYTE( 2 ); // life @@ -266,22 +270,22 @@ void CMortar::MortarExplode( void ) #endif TraceResult tr; - UTIL_TraceLine( pev->origin + Vector( 0, 0, 1024 ), pev->origin - Vector( 0, 0, 1024 ), dont_ignore_monsters, ENT(pev), &tr ); + UTIL_TraceLine( pev->origin + Vector( 0, 0, 1024 ), pev->origin - Vector( 0, 0, 1024 ), dont_ignore_monsters, ENT( pev ), &tr ); Explode( &tr, DMG_BLAST | DMG_MORTAR ); UTIL_ScreenShake( tr.vecEndPos, 25.0, 150.0, 1.0, 750 ); #if 0 - int pitch = RANDOM_LONG(95,124); - EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "weapons/mortarhit.wav", 1.0, 0.55, 0, pitch); + int pitch = RANDOM_LONG( 95, 124 ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "weapons/mortarhit.wav", 1.0, 0.55, 0, pitch ); // ForceSound( SNDRADIUS_MP5, bits_SOUND_COMBAT ); // ExplodeModel( pev->origin, 400, g_sModelIndexShrapnel, 30 ); - RadiusDamage ( pev, VARS(pev->owner), pev->dmg, CLASS_NONE, DMG_BLAST ); + RadiusDamage( pev, VARS( pev->owner ), pev->dmg, CLASS_NONE, DMG_BLAST ); /* - if ( RANDOM_FLOAT ( 0 , 1 ) < 0.5 ) + if( RANDOM_FLOAT( 0, 1 ) < 0.5 ) { UTIL_DecalTrace( pTrace, DECAL_SCORCH1 ); } @@ -303,7 +307,7 @@ void CMortar::ShootTimed( EVARS *pevOwner, Vector vecStart, float time ) pMortar->Spawn(); TraceResult tr; - UTIL_TraceLine( vecStart, vecStart + Vector( 0, 0, -1 ) * 4096, ignore_monsters, ENT(pMortar->pev), &tr ); + UTIL_TraceLine( vecStart, vecStart + Vector( 0, 0, -1 ) * 4096, ignore_monsters, ENT( pMortar->pev ), &tr ); pMortar->pev->nextthink = gpGlobals->time + time; diff --git a/dlls/mpstubb.cpp b/dlls/mpstubb.cpp index edfaee5d..3cc2e5c2 100644 --- a/dlls/mpstubb.cpp +++ b/dlls/mpstubb.cpp @@ -25,28 +25,28 @@ float CTalkMonster::g_talkWaitTime = 0; // time delay until it's ok to speak: u /*********************************************************/ -CGraph WorldGraph; -void CGraph :: InitGraph( void ) { } -int CGraph :: FLoadGraph ( char *szMapName ) { return FALSE; } -int CGraph :: AllocNodes ( void ) { return FALSE; } -int CGraph :: CheckNODFile ( char *szMapName ) { return FALSE; } -int CGraph :: FSetGraphPointers ( void ) { return 0; } -void CGraph :: ShowNodeConnections ( int iNode ) { } -int CGraph :: FindNearestNode ( const Vector &vecOrigin, int afNodeTypes ) { return 0; } +CGraph WorldGraph; +void CGraph::InitGraph( void ) { } +int CGraph::FLoadGraph( char *szMapName ) { return FALSE; } +int CGraph::AllocNodes( void ) { return FALSE; } +int CGraph::CheckNODFile( char *szMapName ) { return FALSE; } +int CGraph::FSetGraphPointers( void ) { return 0; } +void CGraph::ShowNodeConnections( int iNode ) { } +int CGraph::FindNearestNode( const Vector &vecOrigin, int afNodeTypes ) { return 0; } /*********************************************************/ -void CBaseMonster :: ReportAIState( void ) { } -float CBaseMonster :: ChangeYaw ( int speed ) { return 0; } -void CBaseMonster :: MakeIdealYaw( Vector vecTarget ) { } +void CBaseMonster::ReportAIState( void ) { } +float CBaseMonster::ChangeYaw( int speed ) { return 0; } +void CBaseMonster::MakeIdealYaw( Vector vecTarget ) { } void CBaseMonster::CorpseFallThink( void ) { - if ( pev->flags & FL_ONGROUND ) + if( pev->flags & FL_ONGROUND ) { SetThink( NULL ); - SetSequenceBox( ); + SetSequenceBox(); UTIL_SetOrigin( pev, pev->origin );// link into world. } else @@ -54,22 +54,22 @@ void CBaseMonster::CorpseFallThink( void ) } // Call after animation/pose is set up -void CBaseMonster :: MonsterInitDead( void ) +void CBaseMonster::MonsterInitDead( void ) { InitBoneControllers(); - pev->solid = SOLID_BBOX; - pev->movetype = MOVETYPE_TOSS;// so he'll fall to ground + pev->solid = SOLID_BBOX; + pev->movetype = MOVETYPE_TOSS;// so he'll fall to ground pev->frame = 0; - ResetSequenceInfo( ); + ResetSequenceInfo(); pev->framerate = 0; - + // Copy health - pev->max_health = pev->health; - pev->deadflag = DEAD_DEAD; - - UTIL_SetSize(pev, g_vecZero, g_vecZero ); + pev->max_health = pev->health; + pev->deadflag = DEAD_DEAD; + + UTIL_SetSize( pev, g_vecZero, g_vecZero ); UTIL_SetOrigin( pev, pev->origin ); // Setup health counters, etc. @@ -78,22 +78,22 @@ void CBaseMonster :: MonsterInitDead( void ) pev->nextthink = gpGlobals->time + 0.5; } -BOOL CBaseMonster :: ShouldFadeOnDeath( void ) -{ - return FALSE; +BOOL CBaseMonster::ShouldFadeOnDeath( void ) +{ + return FALSE; } -BOOL CBaseMonster :: FCheckAITrigger ( void ) -{ - return FALSE; +BOOL CBaseMonster::FCheckAITrigger( void ) +{ + return FALSE; } -void CBaseMonster :: KeyValue( KeyValueData *pkvd ) +void CBaseMonster::KeyValue( KeyValueData *pkvd ) { CBaseToggle::KeyValue( pkvd ); } -int CBaseMonster::IRelationship ( CBaseEntity *pTarget ) +int CBaseMonster::IRelationship( CBaseEntity *pTarget ) { static int iEnemy[14][14] = { // NONE MACH PLYR HPASS HMIL AMIL APASS AMONST APREY APRED INSECT PLRALY PBWPN ABWPN @@ -113,7 +113,7 @@ int CBaseMonster::IRelationship ( CBaseEntity *pTarget ) /*ABIOWEAPON*/ { R_NO ,R_NO ,R_DL ,R_DL ,R_DL ,R_AL ,R_NO ,R_DL ,R_DL ,R_NO ,R_NO ,R_DL, R_DL, R_NO } }; - return iEnemy[ Classify() ][ pTarget->Classify() ]; + return iEnemy[Classify()][pTarget->Classify()]; } //========================================================= @@ -128,33 +128,33 @@ int CBaseMonster::IRelationship ( CBaseEntity *pTarget ) // (linked via each ent's m_pLink field) // //========================================================= -void CBaseMonster :: Look ( int iDistance ) +void CBaseMonster::Look( int iDistance ) { - int iSighted = 0; + int iSighted = 0; // DON'T let visibility information from last frame sit around! - ClearConditions(bits_COND_SEE_HATE | bits_COND_SEE_DISLIKE | bits_COND_SEE_ENEMY | bits_COND_SEE_FEAR | bits_COND_SEE_NEMESIS | bits_COND_SEE_CLIENT); + ClearConditions( bits_COND_SEE_HATE | bits_COND_SEE_DISLIKE | bits_COND_SEE_ENEMY | bits_COND_SEE_FEAR | bits_COND_SEE_NEMESIS | bits_COND_SEE_CLIENT ); m_pLink = NULL; - CBaseEntity *pSightEnt = NULL;// the current visible entity that we're dealing with + CBaseEntity *pSightEnt = NULL;// the current visible entity that we're dealing with CBaseEntity *pList[100]; Vector delta = Vector( iDistance, iDistance, iDistance ); // Find only monsters/clients in box, NOT limited to PVS - int count = UTIL_EntitiesInBox( pList, 100, pev->origin - delta, pev->origin + delta, FL_CLIENT|FL_MONSTER ); - for ( int i = 0; i < count; i++ ) + int count = UTIL_EntitiesInBox( pList, 100, pev->origin - delta, pev->origin + delta, FL_CLIENT | FL_MONSTER ); + for( int i = 0; i < count; i++ ) { pSightEnt = pList[i]; - if ( pSightEnt != this && pSightEnt->pev->health > 0 ) + if( pSightEnt != this && pSightEnt->pev->health > 0 ) { // the looker will want to consider this entity // don't check anything else about an entity that can't be seen, or an entity that you don't care about. - if ( IRelationship( pSightEnt ) != R_NO && FInViewCone( pSightEnt ) && !FBitSet( pSightEnt->pev->flags, FL_NOTARGET ) && FVisible( pSightEnt ) ) + if( IRelationship( pSightEnt ) != R_NO && FInViewCone( pSightEnt ) && !FBitSet( pSightEnt->pev->flags, FL_NOTARGET ) && FVisible( pSightEnt ) ) { - if ( pSightEnt->IsPlayer() ) + if( pSightEnt->IsPlayer() ) { // if we see a client, remember that (mostly for scripted AI) iSighted |= bits_COND_SEE_CLIENT; @@ -163,7 +163,7 @@ void CBaseMonster :: Look ( int iDistance ) pSightEnt->m_pLink = m_pLink; m_pLink = pSightEnt; - if ( pSightEnt == m_hEnemy ) + if( pSightEnt == m_hEnemy ) { // we know this ent is visible, so if it also happens to be our enemy, store that now. iSighted |= bits_COND_SEE_ENEMY; @@ -171,30 +171,30 @@ void CBaseMonster :: Look ( int iDistance ) // don't add the Enemy's relationship to the conditions. We only want to worry about conditions when // we see monsters other than the Enemy. - switch ( IRelationship ( pSightEnt ) ) + switch( IRelationship( pSightEnt ) ) { - case R_NM: + case R_NM: iSighted |= bits_COND_SEE_NEMESIS; break; - case R_HT: + case R_HT: iSighted |= bits_COND_SEE_HATE; break; - case R_DL: + case R_DL: iSighted |= bits_COND_SEE_DISLIKE; break; - case R_FR: + case R_FR: iSighted |= bits_COND_SEE_FEAR; break; - case R_AL: + case R_AL: break; default: - ALERT ( at_aiconsole, "%s can't assess %s\n", STRING(pev->classname), STRING(pSightEnt->pev->classname ) ); + ALERT( at_aiconsole, "%s can't assess %s\n", STRING( pev->classname ), STRING(pSightEnt->pev->classname ) ); break; } } } } - + SetConditions( iSighted ); } @@ -207,43 +207,43 @@ void CBaseMonster :: Look ( int iDistance ) // !!!UNDONE - currently, this only returns the closest enemy. // we'll want to consider distance, relationship, attack types, back turned, etc. //========================================================= -CBaseEntity *CBaseMonster :: BestVisibleEnemy ( void ) +CBaseEntity *CBaseMonster::BestVisibleEnemy( void ) { CBaseEntity *pReturn; CBaseEntity *pNextEnt; - int iNearest; - int iDist; - int iBestRelationship; + int iNearest; + int iDist; + int iBestRelationship; iNearest = 8192;// so first visible entity will become the closest. pNextEnt = m_pLink; pReturn = NULL; iBestRelationship = R_NO; - while ( pNextEnt != NULL ) + while( pNextEnt != NULL ) { - if ( pNextEnt->IsAlive() ) + if( pNextEnt->IsAlive() ) { - if ( IRelationship( pNextEnt) > iBestRelationship ) + if( IRelationship( pNextEnt ) > iBestRelationship ) { // this entity is disliked MORE than the entity that we // currently think is the best visible enemy. No need to do // a distance check, just get mad at this one for now. - iBestRelationship = IRelationship ( pNextEnt ); + iBestRelationship = IRelationship( pNextEnt ); iNearest = ( pNextEnt->pev->origin - pev->origin ).Length(); pReturn = pNextEnt; } - else if ( IRelationship( pNextEnt) == iBestRelationship ) + else if( IRelationship( pNextEnt ) == iBestRelationship ) { // this entity is disliked just as much as the entity that // we currently think is the best visible enemy, so we only // get mad at it if it is closer. iDist = ( pNextEnt->pev->origin - pev->origin ).Length(); - - if ( iDist <= iNearest ) + + if( iDist <= iNearest ) { iNearest = iDist; - iBestRelationship = IRelationship ( pNextEnt ); + iBestRelationship = IRelationship( pNextEnt ); pReturn = pNextEnt; } } diff --git a/dlls/multiplay_gamerules.cpp b/dlls/multiplay_gamerules.cpp index fead70cf..cd5ffaf2 100644 --- a/dlls/multiplay_gamerules.cpp +++ b/dlls/multiplay_gamerules.cpp @@ -29,7 +29,7 @@ #include "voice_gamemgr.h" #include "hltv.h" -extern DLL_GLOBAL CGameRules *g_pGameRules; +extern DLL_GLOBAL CGameRules *g_pGameRules; extern DLL_GLOBAL BOOL g_fGameOver; extern int gmsgDeathMsg; // client dll messages extern int gmsgScoreInfo; @@ -51,11 +51,11 @@ CVoiceGameMgr g_VoiceGameMgr; class CMultiplayGameMgrHelper : public IVoiceGameMgrHelper { public: - virtual bool CanPlayerHearPlayer(CBasePlayer *pListener, CBasePlayer *pTalker) + virtual bool CanPlayerHearPlayer(CBasePlayer *pListener, CBasePlayer *pTalker) { - if ( g_teamplay ) + if( g_teamplay ) { - if ( g_pGameRules->PlayerRelationship( pListener, pTalker ) != GR_TEAMMATE ) + if( g_pGameRules->PlayerRelationship( pListener, pTalker ) != GR_TEAMMATE ) { return false; } @@ -70,13 +70,11 @@ static CMultiplayGameMgrHelper g_GameMgrHelper; //********************************************************* // Rules for the half-life multiplayer game. //********************************************************* - -CHalfLifeMultiplay :: CHalfLifeMultiplay() +CHalfLifeMultiplay::CHalfLifeMultiplay() { #ifndef NO_VOICEGAMEMGR - g_VoiceGameMgr.Init(&g_GameMgrHelper, gpGlobals->maxClients); + g_VoiceGameMgr.Init( &g_GameMgrHelper, gpGlobals->maxClients ); #endif - RefreshSkillData(); m_flIntermissionEndTime = 0; g_flIntermissionStartTime = 0; @@ -90,12 +88,12 @@ CHalfLifeMultiplay :: CHalfLifeMultiplay() // 3/31/99 // Added lservercfg file cvar, since listen and dedicated servers should not // share a single config file. (sjb) - if ( IS_DEDICATED_SERVER() ) + if( IS_DEDICATED_SERVER() ) { // dedicated server char *servercfgfile = (char *)CVAR_GET_STRING( "servercfgfile" ); - if ( servercfgfile && servercfgfile[0] ) + if( servercfgfile && servercfgfile[0] ) { char szCommand[256]; @@ -109,7 +107,7 @@ CHalfLifeMultiplay :: CHalfLifeMultiplay() // listen server char *lservercfgfile = (char *)CVAR_GET_STRING( "lservercfgfile" ); - if ( lservercfgfile && lservercfgfile[0] ) + if( lservercfgfile && lservercfgfile[0] ) { char szCommand[256]; @@ -123,10 +121,10 @@ CHalfLifeMultiplay :: CHalfLifeMultiplay() BOOL CHalfLifeMultiplay::ClientCommand( CBasePlayer *pPlayer, const char *pcmd ) { #ifndef NO_VOICEGAMEMGR - if(g_VoiceGameMgr.ClientCommand(pPlayer, pcmd)) + if( g_VoiceGameMgr.ClientCommand( pPlayer, pcmd ) ) return TRUE; #endif - return CGameRules::ClientCommand(pPlayer, pcmd); + return CGameRules::ClientCommand( pPlayer, pcmd ); } //========================================================= @@ -191,10 +189,10 @@ extern cvar_t mp_chattime; //========================================================= //========================================================= -void CHalfLifeMultiplay :: Think ( void ) +void CHalfLifeMultiplay::Think( void ) { #ifndef NO_VOICEGAMEMGR - g_VoiceGameMgr.Update(gpGlobals->frametime); + g_VoiceGameMgr.Update( gpGlobals->frametime ); #endif ///// Check game rules ///// @@ -204,22 +202,22 @@ void CHalfLifeMultiplay :: Think ( void ) int frags_remaining = 0; int time_remaining = 0; - if ( g_fGameOver ) // someone else quit the game already + if( g_fGameOver ) // someone else quit the game already { // bounds check int time = (int)CVAR_GET_FLOAT( "mp_chattime" ); - if ( time < 1 ) + if( time < 1 ) CVAR_SET_STRING( "mp_chattime", "1" ); - else if ( time > MAX_INTERMISSION_TIME ) + else if( time > MAX_INTERMISSION_TIME ) CVAR_SET_STRING( "mp_chattime", UTIL_dtos1( MAX_INTERMISSION_TIME ) ); m_flIntermissionEndTime = g_flIntermissionStartTime + mp_chattime.value; // check to see if we should change levels now - if ( m_flIntermissionEndTime < gpGlobals->time ) + if( m_flIntermissionEndTime < gpGlobals->time ) { - if ( m_iEndIntermissionButtonHit // check that someone has pressed a key, or the max intermission time is over - || ( ( g_flIntermissionStartTime + MAX_INTERMISSION_TIME ) < gpGlobals->time) ) + if( m_iEndIntermissionButtonHit // check that someone has pressed a key, or the max intermission time is over + || ( ( g_flIntermissionStartTime + MAX_INTERMISSION_TIME ) < gpGlobals->time ) ) ChangeLevel(); // intermission is over } @@ -229,58 +227,56 @@ void CHalfLifeMultiplay :: Think ( void ) float flTimeLimit = timelimit.value * 60; float flFragLimit = fraglimit.value; - time_remaining = (int)(flTimeLimit ? ( flTimeLimit - gpGlobals->time ) : 0); - - if ( flTimeLimit != 0 && gpGlobals->time >= flTimeLimit ) + time_remaining = (int)( flTimeLimit ? ( flTimeLimit - gpGlobals->time ) : 0); + + if( flTimeLimit != 0 && gpGlobals->time >= flTimeLimit ) { GoToIntermission(); return; } - if ( flFragLimit ) + if( flFragLimit ) { int bestfrags = 9999; int remain; // check if any player is over the frag limit - for ( int i = 1; i <= gpGlobals->maxClients; i++ ) + for( int i = 1; i <= gpGlobals->maxClients; i++ ) { CBaseEntity *pPlayer = UTIL_PlayerByIndex( i ); - if ( pPlayer && pPlayer->pev->frags >= flFragLimit ) + if( pPlayer && pPlayer->pev->frags >= flFragLimit ) { GoToIntermission(); return; } - - if ( pPlayer ) + if( pPlayer ) { remain = flFragLimit - pPlayer->pev->frags; - if ( remain < bestfrags ) + if( remain < bestfrags ) { bestfrags = remain; } } - } frags_remaining = bestfrags; } // Updates when frags change - if ( frags_remaining != last_frags ) + if( frags_remaining != last_frags ) { g_engfuncs.pfnCvar_DirectSet( &fragsleft, UTIL_VarArgs( "%i", frags_remaining ) ); } // Updates once per second - if ( timeleft.value != last_time ) + if( timeleft.value != last_time ) { g_engfuncs.pfnCvar_DirectSet( &timeleft, UTIL_VarArgs( "%i", time_remaining ) ); } last_frags = frags_remaining; - last_time = time_remaining; + last_time = time_remaining; } //========================================================= @@ -308,25 +304,25 @@ BOOL CHalfLifeMultiplay::IsCoOp( void ) //========================================================= BOOL CHalfLifeMultiplay::FShouldSwitchWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon ) { - if ( !pWeapon->CanDeploy() ) + if( !pWeapon->CanDeploy() ) { // that weapon can't deploy anyway. return FALSE; } - if ( !pPlayer->m_pActiveItem ) + if( !pPlayer->m_pActiveItem ) { // player doesn't have an active item! return TRUE; } - if ( !pPlayer->m_pActiveItem->CanHolster() ) + if( !pPlayer->m_pActiveItem->CanHolster() ) { // can't put away the active item. return FALSE; } - if ( pWeapon->iWeight() > pPlayer->m_pActiveItem->iWeight() ) + if( pWeapon->iWeight() > pPlayer->m_pActiveItem->iWeight() ) { return TRUE; } @@ -334,9 +330,8 @@ BOOL CHalfLifeMultiplay::FShouldSwitchWeapon( CBasePlayer *pPlayer, CBasePlayerI return FALSE; } -BOOL CHalfLifeMultiplay :: GetNextBestWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon ) +BOOL CHalfLifeMultiplay::GetNextBestWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon ) { - CBasePlayerItem *pCheck; CBasePlayerItem *pBest;// this will be used in the event that we don't find a weapon in the same category. int iBestWeight; @@ -345,19 +340,19 @@ BOOL CHalfLifeMultiplay :: GetNextBestWeapon( CBasePlayer *pPlayer, CBasePlayerI iBestWeight = -1;// no weapon lower than -1 can be autoswitched to pBest = NULL; - if ( !pCurrentWeapon->CanHolster() ) + if( !pCurrentWeapon->CanHolster() ) { // can't put this gun away right now, so can't switch. return FALSE; } - for ( i = 0 ; i < MAX_ITEM_TYPES ; i++ ) + for( i = 0; i < MAX_ITEM_TYPES; i++ ) { - pCheck = pPlayer->m_rgpPlayerItems[ i ]; + pCheck = pPlayer->m_rgpPlayerItems[i]; - while ( pCheck ) + while( pCheck ) { - if ( pCheck->iWeight() > -1 && pCheck->iWeight() == pCurrentWeapon->iWeight() && pCheck != pCurrentWeapon ) + if( pCheck->iWeight() > -1 && pCheck->iWeight() == pCurrentWeapon->iWeight() && pCheck != pCurrentWeapon ) { // this weapon is from the same category. if ( pCheck->CanDeploy() ) @@ -368,13 +363,13 @@ BOOL CHalfLifeMultiplay :: GetNextBestWeapon( CBasePlayer *pPlayer, CBasePlayerI } } } - else if ( pCheck->iWeight() > iBestWeight && pCheck != pCurrentWeapon )// don't reselect the weapon we're trying to get rid of + else if( pCheck->iWeight() > iBestWeight && pCheck != pCurrentWeapon )// don't reselect the weapon we're trying to get rid of { //ALERT ( at_console, "Considering %s\n", STRING( pCheck->pev->classname ) ); // we keep updating the 'best' weapon just in case we can't find a weapon of the same weight // that the player was using. This will end up leaving the player with his heaviest-weighted // weapon. - if ( pCheck->CanDeploy() ) + if( pCheck->CanDeploy() ) { // if this weapon is useable, flag it as the best iBestWeight = pCheck->iWeight(); @@ -391,7 +386,7 @@ BOOL CHalfLifeMultiplay :: GetNextBestWeapon( CBasePlayer *pPlayer, CBasePlayerI // if pBest is null, we didn't find ANYTHING. Shouldn't be possible- should always // at least get the crowbar, but ya never know. - if ( !pBest ) + if( !pBest ) { return FALSE; } @@ -403,10 +398,10 @@ BOOL CHalfLifeMultiplay :: GetNextBestWeapon( CBasePlayer *pPlayer, CBasePlayerI //========================================================= //========================================================= -BOOL CHalfLifeMultiplay :: ClientConnected( edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[ 128 ] ) +BOOL CHalfLifeMultiplay::ClientConnected( edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[128] ) { #ifndef NO_VOICEGAMEMGR - g_VoiceGameMgr.ClientConnected(pEntity); + g_VoiceGameMgr.ClientConnected( pEntity ); #endif return TRUE; } @@ -414,21 +409,21 @@ BOOL CHalfLifeMultiplay :: ClientConnected( edict_t *pEntity, const char *pszNam extern int gmsgSayText; extern int gmsgGameMode; -void CHalfLifeMultiplay :: UpdateGameMode( CBasePlayer *pPlayer ) +void CHalfLifeMultiplay::UpdateGameMode( CBasePlayer *pPlayer ) { MESSAGE_BEGIN( MSG_ONE, gmsgGameMode, NULL, pPlayer->edict() ); WRITE_BYTE( 0 ); // game mode none MESSAGE_END(); } -void CHalfLifeMultiplay :: InitHUD( CBasePlayer *pl ) +void CHalfLifeMultiplay::InitHUD( CBasePlayer *pl ) { // notify other clients of player joining the game UTIL_ClientPrintAll( HUD_PRINTNOTIFY, UTIL_VarArgs( "%s has joined the game\n", - ( pl->pev->netname && STRING(pl->pev->netname)[0] != 0 ) ? STRING(pl->pev->netname) : "unconnected" ) ); + ( pl->pev->netname && STRING( pl->pev->netname )[0] != 0 ) ? STRING( pl->pev->netname ) : "unconnected" ) ); // team match? - if ( g_teamplay ) + if( g_teamplay ) { UTIL_LogPrintf( "\"%s<%i><%s><%s>\" entered the game\n", STRING( pl->pev->netname ), @@ -460,12 +455,12 @@ void CHalfLifeMultiplay :: InitHUD( CBasePlayer *pl ) SendMOTDToClient( pl->edict() ); // loop through all active players and send their score info to the new client - for ( int i = 1; i <= gpGlobals->maxClients; i++ ) + for( int i = 1; i <= gpGlobals->maxClients; i++ ) { // FIXME: Probably don't need to cast this just to read m_iDeaths CBasePlayer *plr = (CBasePlayer *)UTIL_PlayerByIndex( i ); - if ( plr ) + if( plr ) { MESSAGE_BEGIN( MSG_ONE, gmsgScoreInfo, NULL, pl->edict() ); WRITE_BYTE( i ); // client number @@ -477,7 +472,7 @@ void CHalfLifeMultiplay :: InitHUD( CBasePlayer *pl ) } } - if ( g_fGameOver ) + if( g_fGameOver ) { MESSAGE_BEGIN( MSG_ONE, SVC_INTERMISSION, NULL, pl->edict() ); MESSAGE_END(); @@ -486,18 +481,18 @@ void CHalfLifeMultiplay :: InitHUD( CBasePlayer *pl ) //========================================================= //========================================================= -void CHalfLifeMultiplay :: ClientDisconnected( edict_t *pClient ) +void CHalfLifeMultiplay::ClientDisconnected( edict_t *pClient ) { - if ( pClient ) + if( pClient ) { CBasePlayer *pPlayer = (CBasePlayer *)CBaseEntity::Instance( pClient ); - if ( pPlayer ) + if( pPlayer ) { FireTargets( "game_playerleave", pPlayer, pPlayer, USE_TOGGLE, 0 ); // team match? - if ( g_teamplay ) + if( g_teamplay ) { UTIL_LogPrintf( "\"%s<%i><%s><%s>\" disconnected\n", STRING( pPlayer->pev->netname ), @@ -521,18 +516,20 @@ void CHalfLifeMultiplay :: ClientDisconnected( edict_t *pClient ) //========================================================= //========================================================= -float CHalfLifeMultiplay :: FlPlayerFallDamage( CBasePlayer *pPlayer ) +float CHalfLifeMultiplay::FlPlayerFallDamage( CBasePlayer *pPlayer ) { int iFallDamage = (int)falldamage.value; - switch ( iFallDamage ) + switch( iFallDamage ) { - case 1://progressive + case 1: + //progressive pPlayer->m_flFallVelocity -= PLAYER_MAX_SAFE_FALL_SPEED; return pPlayer->m_flFallVelocity * DAMAGE_FOR_FALL_SPEED; break; default: - case 0:// fixed + case 0: + // fixed return 10; break; } @@ -547,12 +544,12 @@ BOOL CHalfLifeMultiplay::FPlayerCanTakeDamage( CBasePlayer *pPlayer, CBaseEntity //========================================================= //========================================================= -void CHalfLifeMultiplay :: PlayerThink( CBasePlayer *pPlayer ) +void CHalfLifeMultiplay::PlayerThink( CBasePlayer *pPlayer ) { - if ( g_fGameOver ) + if( g_fGameOver ) { // check for button presses - if ( pPlayer->m_afButtonPressed & ( IN_DUCK | IN_ATTACK | IN_ATTACK2 | IN_USE | IN_JUMP ) ) + if( pPlayer->m_afButtonPressed & ( IN_DUCK | IN_ATTACK | IN_ATTACK2 | IN_USE | IN_JUMP ) ) m_iEndIntermissionButtonHit = TRUE; // clear attack/use commands from player @@ -564,22 +561,22 @@ void CHalfLifeMultiplay :: PlayerThink( CBasePlayer *pPlayer ) //========================================================= //========================================================= -void CHalfLifeMultiplay :: PlayerSpawn( CBasePlayer *pPlayer ) +void CHalfLifeMultiplay::PlayerSpawn( CBasePlayer *pPlayer ) { BOOL addDefault; CBaseEntity *pWeaponEntity = NULL; - pPlayer->pev->weapons |= (1<pev->weapons |= ( 1 << WEAPON_SUIT ); + addDefault = TRUE; - while ( ( pWeaponEntity = UTIL_FindEntityByClassname( pWeaponEntity, "game_player_equip" ) ) ) + while( ( pWeaponEntity = UTIL_FindEntityByClassname( pWeaponEntity, "game_player_equip" ) ) ) { pWeaponEntity->Touch( pPlayer ); addDefault = FALSE; } - if ( addDefault ) + if( addDefault ) { pPlayer->GiveNamedItem( "weapon_crowbar" ); pPlayer->GiveNamedItem( "weapon_9mmhandgun" ); @@ -589,19 +586,19 @@ void CHalfLifeMultiplay :: PlayerSpawn( CBasePlayer *pPlayer ) //========================================================= //========================================================= -BOOL CHalfLifeMultiplay :: FPlayerCanRespawn( CBasePlayer *pPlayer ) +BOOL CHalfLifeMultiplay::FPlayerCanRespawn( CBasePlayer *pPlayer ) { return TRUE; } //========================================================= //========================================================= -float CHalfLifeMultiplay :: FlPlayerSpawnTime( CBasePlayer *pPlayer ) +float CHalfLifeMultiplay::FlPlayerSpawnTime( CBasePlayer *pPlayer ) { return gpGlobals->time;//now! } -BOOL CHalfLifeMultiplay :: AllowAutoTargetCrosshair( void ) +BOOL CHalfLifeMultiplay::AllowAutoTargetCrosshair( void ) { return ( aimcrosshair.value != 0 ); } @@ -610,7 +607,7 @@ BOOL CHalfLifeMultiplay :: AllowAutoTargetCrosshair( void ) // IPointsForKill - how many points awarded to anyone // that kills this player? //========================================================= -int CHalfLifeMultiplay :: IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *pKilled ) +int CHalfLifeMultiplay::IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *pKilled ) { return 1; } @@ -618,7 +615,7 @@ int CHalfLifeMultiplay :: IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *p //========================================================= // PlayerKilled - someone/something killed this player //========================================================= -void CHalfLifeMultiplay :: PlayerKilled( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor ) +void CHalfLifeMultiplay::PlayerKilled( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor ) { DeathNotice( pVictim, pKiller, pInflictor ); @@ -627,19 +624,19 @@ void CHalfLifeMultiplay :: PlayerKilled( CBasePlayer *pVictim, entvars_t *pKille FireTargets( "game_playerdie", pVictim, pVictim, USE_TOGGLE, 0 ); CBasePlayer *peKiller = NULL; CBaseEntity *ktmp = CBaseEntity::Instance( pKiller ); - if ( ktmp && (ktmp->Classify() == CLASS_PLAYER) ) + if( ktmp && (ktmp->Classify() == CLASS_PLAYER ) ) peKiller = (CBasePlayer*)ktmp; - if ( pVictim->pev == pKiller ) + if( pVictim->pev == pKiller ) { // killed self pKiller->frags -= 1; } - else if ( ktmp && ktmp->IsPlayer() ) + else if( ktmp && ktmp->IsPlayer() ) { // if a player dies in a deathmatch game and the killer is a client, award the killer some points pKiller->frags += IPointsForKill( peKiller, pVictim ); - + FireTargets( "game_playerkill", ktmp, ktmp, USE_TOGGLE, 0 ); } else @@ -660,23 +657,23 @@ void CHalfLifeMultiplay :: PlayerKilled( CBasePlayer *pVictim, entvars_t *pKille // killers score, if it's a player CBaseEntity *ep = CBaseEntity::Instance( pKiller ); - if ( ep && ep->Classify() == CLASS_PLAYER ) + if( ep && ep->Classify() == CLASS_PLAYER ) { CBasePlayer *PK = (CBasePlayer*)ep; MESSAGE_BEGIN( MSG_ALL, gmsgScoreInfo ); - WRITE_BYTE( ENTINDEX(PK->edict()) ); + WRITE_BYTE( ENTINDEX( PK->edict() ) ); WRITE_SHORT( PK->pev->frags ); WRITE_SHORT( PK->m_iDeaths ); WRITE_SHORT( 0 ); - WRITE_SHORT( GetTeamIndex( PK->m_szTeamName) + 1 ); + WRITE_SHORT( GetTeamIndex( PK->m_szTeamName ) + 1 ); MESSAGE_END(); // let the killer paint another decal as soon as he'd like. PK->m_flNextDecalTime = gpGlobals->time; } #ifndef HLDEMO_BUILD - if ( pVictim->HasNamedPlayerItem("weapon_satchel") ) + if( pVictim->HasNamedPlayerItem( "weapon_satchel" ) ) { DeactivateSatchels( pVictim ); } @@ -693,23 +690,23 @@ void CHalfLifeMultiplay::DeathNotice( CBasePlayer *pVictim, entvars_t *pKiller, const char *killer_weapon_name = "world"; // by default, the player is killed by the world int killer_index = 0; - + // Hack to fix name change char *tau = "tau_cannon"; char *gluon = "gluon gun"; - if ( pKiller->flags & FL_CLIENT ) + if( pKiller->flags & FL_CLIENT ) { - killer_index = ENTINDEX(ENT(pKiller)); - - if ( pevInflictor ) + killer_index = ENTINDEX( ENT( pKiller ) ); + + if( pevInflictor ) { - if ( pevInflictor == pKiller ) + if( pevInflictor == pKiller ) { // If the inflictor is the killer, then it must be their current weapon doing the damage CBasePlayer *pPlayer = (CBasePlayer*)CBaseEntity::Instance( pKiller ); - - if ( pPlayer->m_pActiveItem ) + + if( pPlayer->m_pActiveItem ) { killer_weapon_name = pPlayer->m_pActiveItem->pszName(); } @@ -726,31 +723,31 @@ void CHalfLifeMultiplay::DeathNotice( CBasePlayer *pVictim, entvars_t *pKiller, } // strip the monster_* or weapon_* from the inflictor's classname - if ( strncmp( killer_weapon_name, "weapon_", 7 ) == 0 ) + if( strncmp( killer_weapon_name, "weapon_", 7 ) == 0 ) killer_weapon_name += 7; - else if ( strncmp( killer_weapon_name, "monster_", 8 ) == 0 ) + else if( strncmp( killer_weapon_name, "monster_", 8 ) == 0 ) killer_weapon_name += 8; - else if ( strncmp( killer_weapon_name, "func_", 5 ) == 0 ) + else if( strncmp( killer_weapon_name, "func_", 5 ) == 0 ) killer_weapon_name += 5; MESSAGE_BEGIN( MSG_ALL, gmsgDeathMsg ); WRITE_BYTE( killer_index ); // the killer - WRITE_BYTE( ENTINDEX(pVictim->edict()) ); // the victim + WRITE_BYTE( ENTINDEX( pVictim->edict() ) ); // the victim WRITE_STRING( killer_weapon_name ); // what they were killed by (should this be a string?) MESSAGE_END(); // replace the code names with the 'real' names - if ( !strcmp( killer_weapon_name, "egon" ) ) + if( !strcmp( killer_weapon_name, "egon" ) ) killer_weapon_name = gluon; - else if ( !strcmp( killer_weapon_name, "gauss" ) ) + else if( !strcmp( killer_weapon_name, "gauss" ) ) killer_weapon_name = tau; - if ( pVictim->pev == pKiller ) + if( pVictim->pev == pKiller ) { // killed self // team match? - if ( g_teamplay ) + if( g_teamplay ) { UTIL_LogPrintf( "\"%s<%i><%s><%s>\" committed suicide with \"%s\"\n", STRING( pVictim->pev->netname ), @@ -769,10 +766,10 @@ void CHalfLifeMultiplay::DeathNotice( CBasePlayer *pVictim, entvars_t *pKiller, killer_weapon_name ); } } - else if ( pKiller->flags & FL_CLIENT ) + else if( pKiller->flags & FL_CLIENT ) { // team match? - if ( g_teamplay ) + if( g_teamplay ) { UTIL_LogPrintf( "\"%s<%i><%s><%s>\" killed \"%s<%i><%s><%s>\" with \"%s\"\n", STRING( pKiller->netname ), @@ -804,7 +801,7 @@ void CHalfLifeMultiplay::DeathNotice( CBasePlayer *pVictim, entvars_t *pKiller, // killed by the world // team match? - if ( g_teamplay ) + if( g_teamplay ) { UTIL_LogPrintf( "\"%s<%i><%s><%s>\" committed suicide with \"%s\" (world)\n", STRING( pVictim->pev->netname ), @@ -825,60 +822,60 @@ void CHalfLifeMultiplay::DeathNotice( CBasePlayer *pVictim, entvars_t *pKiller, } MESSAGE_BEGIN( MSG_SPEC, SVC_DIRECTOR ); - WRITE_BYTE ( 9 ); // command length in bytes - WRITE_BYTE ( DRC_CMD_EVENT ); // player killed - WRITE_SHORT( ENTINDEX(pVictim->edict()) ); // index number of primary entity - if (pevInflictor) - WRITE_SHORT( ENTINDEX(ENT(pevInflictor)) ); // index number of secondary entity + WRITE_BYTE( 9 ); // command length in bytes + WRITE_BYTE( DRC_CMD_EVENT ); // player killed + WRITE_SHORT( ENTINDEX( pVictim->edict() ) ); // index number of primary entity + if( pevInflictor ) + WRITE_SHORT( ENTINDEX( ENT( pevInflictor ) ) ); // index number of secondary entity else - WRITE_SHORT( ENTINDEX(ENT(pKiller)) ); // index number of secondary entity - WRITE_LONG( 7 | DRC_FLAG_DRAMATIC); // eventflags (priority and flags) + WRITE_SHORT( ENTINDEX( ENT( pKiller ) ) ); // index number of secondary entity + WRITE_LONG( 7 | DRC_FLAG_DRAMATIC ); // eventflags (priority and flags) MESSAGE_END(); // Print a standard message // TODO: make this go direct to console return; // just remove for now /* - char szText[ 128 ]; + char szText[128]; - if ( pKiller->flags & FL_MONSTER ) + if( pKiller->flags & FL_MONSTER ) { // killed by a monster - strcpy ( szText, STRING( pVictim->pev->netname ) ); - strcat ( szText, " was killed by a monster.\n" ); + strcpy( szText, STRING( pVictim->pev->netname ) ); + strcat( szText, " was killed by a monster.\n" ); return; } - if ( pKiller == pVictim->pev ) + if( pKiller == pVictim->pev ) { - strcpy ( szText, STRING( pVictim->pev->netname ) ); - strcat ( szText, " commited suicide.\n" ); + strcpy( szText, STRING( pVictim->pev->netname ) ); + strcat( szText, " commited suicide.\n" ); } - else if ( pKiller->flags & FL_CLIENT ) + else if( pKiller->flags & FL_CLIENT ) { - strcpy ( szText, STRING( pKiller->netname ) ); + strcpy( szText, STRING( pKiller->netname ) ); strcat( szText, " : " ); strcat( szText, killer_weapon_name ); strcat( szText, " : " ); - strcat ( szText, STRING( pVictim->pev->netname ) ); - strcat ( szText, "\n" ); + strcat( szText, STRING( pVictim->pev->netname ) ); + strcat( szText, "\n" ); } - else if ( FClassnameIs ( pKiller, "worldspawn" ) ) + else if( FClassnameIs( pKiller, "worldspawn" ) ) { - strcpy ( szText, STRING( pVictim->pev->netname ) ); - strcat ( szText, " fell or drowned or something.\n" ); + strcpy( szText, STRING( pVictim->pev->netname ) ); + strcat( szText, " fell or drowned or something.\n" ); } - else if ( pKiller->solid == SOLID_BSP ) + else if( pKiller->solid == SOLID_BSP ) { - strcpy ( szText, STRING( pVictim->pev->netname ) ); - strcat ( szText, " was mooshed.\n" ); + strcpy( szText, STRING( pVictim->pev->netname ) ); + strcat( szText, " was mooshed.\n" ); } else { - strcpy ( szText, STRING( pVictim->pev->netname ) ); - strcat ( szText, " died mysteriously.\n" ); + strcpy( szText, STRING( pVictim->pev->netname ) ); + strcat( szText, " died mysteriously.\n" ); } UTIL_ClientPrintAll( szText ); @@ -889,7 +886,7 @@ void CHalfLifeMultiplay::DeathNotice( CBasePlayer *pVictim, entvars_t *pKiller, // PlayerGotWeapon - player has grabbed a weapon that was // sitting in the world //========================================================= -void CHalfLifeMultiplay :: PlayerGotWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon ) +void CHalfLifeMultiplay::PlayerGotWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon ) { } @@ -897,12 +894,12 @@ void CHalfLifeMultiplay :: PlayerGotWeapon( CBasePlayer *pPlayer, CBasePlayerIte // FlWeaponRespawnTime - what is the time in the future // at which this weapon may spawn? //========================================================= -float CHalfLifeMultiplay :: FlWeaponRespawnTime( CBasePlayerItem *pWeapon ) +float CHalfLifeMultiplay::FlWeaponRespawnTime( CBasePlayerItem *pWeapon ) { - if ( weaponstay.value > 0 ) + if( weaponstay.value > 0 ) { // make sure it's only certain weapons - if ( !(pWeapon->iFlags() & ITEM_FLAG_LIMITINWORLD) ) + if( !(pWeapon->iFlags() & ITEM_FLAG_LIMITINWORLD ) ) { return gpGlobals->time + 0; // weapon respawns almost instantly } @@ -920,11 +917,11 @@ float CHalfLifeMultiplay :: FlWeaponRespawnTime( CBasePlayerItem *pWeapon ) // now, otherwise it returns the time at which it can try // to spawn again. //========================================================= -float CHalfLifeMultiplay :: FlWeaponTryRespawn( CBasePlayerItem *pWeapon ) +float CHalfLifeMultiplay::FlWeaponTryRespawn( CBasePlayerItem *pWeapon ) { - if ( pWeapon && pWeapon->m_iId && (pWeapon->iFlags() & ITEM_FLAG_LIMITINWORLD) ) + if( pWeapon && pWeapon->m_iId && ( pWeapon->iFlags() & ITEM_FLAG_LIMITINWORLD ) ) { - if ( NUMBER_OF_ENTITIES() < (gpGlobals->maxEntities - ENTITY_INTOLERANCE) ) + if( NUMBER_OF_ENTITIES() < ( gpGlobals->maxEntities - ENTITY_INTOLERANCE ) ) return 0; // we're past the entity tolerance level, so delay the respawn @@ -938,7 +935,7 @@ float CHalfLifeMultiplay :: FlWeaponTryRespawn( CBasePlayerItem *pWeapon ) // VecWeaponRespawnSpot - where should this weapon spawn? // Some game variations may choose to randomize spawn locations //========================================================= -Vector CHalfLifeMultiplay :: VecWeaponRespawnSpot( CBasePlayerItem *pWeapon ) +Vector CHalfLifeMultiplay::VecWeaponRespawnSpot( CBasePlayerItem *pWeapon ) { return pWeapon->pev->origin; } @@ -947,9 +944,9 @@ Vector CHalfLifeMultiplay :: VecWeaponRespawnSpot( CBasePlayerItem *pWeapon ) // WeaponShouldRespawn - any conditions inhibiting the // respawning of this weapon? //========================================================= -int CHalfLifeMultiplay :: WeaponShouldRespawn( CBasePlayerItem *pWeapon ) +int CHalfLifeMultiplay::WeaponShouldRespawn( CBasePlayerItem *pWeapon ) { - if ( pWeapon->pev->spawnflags & SF_NORESPAWN ) + if( pWeapon->pev->spawnflags & SF_NORESPAWN ) { return GR_WEAPON_RESPAWN_NO; } @@ -963,19 +960,19 @@ int CHalfLifeMultiplay :: WeaponShouldRespawn( CBasePlayerItem *pWeapon ) //========================================================= BOOL CHalfLifeMultiplay::CanHavePlayerItem( CBasePlayer *pPlayer, CBasePlayerItem *pItem ) { - if ( weaponstay.value > 0 ) + if( weaponstay.value > 0 ) { - if ( pItem->iFlags() & ITEM_FLAG_LIMITINWORLD ) + if( pItem->iFlags() & ITEM_FLAG_LIMITINWORLD ) return CGameRules::CanHavePlayerItem( pPlayer, pItem ); // check if the player already has this weapon - for ( int i = 0 ; i < MAX_ITEM_TYPES ; i++ ) + for( int i = 0; i < MAX_ITEM_TYPES; i++ ) { CBasePlayerItem *it = pPlayer->m_rgpPlayerItems[i]; - while ( it != NULL ) + while( it != NULL ) { - if ( it->m_iId == pItem->m_iId ) + if( it->m_iId == pItem->m_iId ) { return FALSE; } @@ -1005,7 +1002,7 @@ void CHalfLifeMultiplay::PlayerGotItem( CBasePlayer *pPlayer, CItem *pItem ) //========================================================= int CHalfLifeMultiplay::ItemShouldRespawn( CItem *pItem ) { - if ( pItem->pev->spawnflags & SF_NORESPAWN ) + if( pItem->pev->spawnflags & SF_NORESPAWN ) { return GR_ITEM_RESPAWN_NO; } @@ -1040,7 +1037,7 @@ void CHalfLifeMultiplay::PlayerGotAmmo( CBasePlayer *pPlayer, char *szName, int //========================================================= BOOL CHalfLifeMultiplay::IsAllowedToSpawn( CBaseEntity *pEntity ) { -// if ( pEntity->pev->flags & FL_MONSTER ) +// if( pEntity->pev->flags & FL_MONSTER ) // return FALSE; return TRUE; @@ -1050,7 +1047,7 @@ BOOL CHalfLifeMultiplay::IsAllowedToSpawn( CBaseEntity *pEntity ) //========================================================= int CHalfLifeMultiplay::AmmoShouldRespawn( CBasePlayerAmmo *pAmmo ) { - if ( pAmmo->pev->spawnflags & SF_NORESPAWN ) + if( pAmmo->pev->spawnflags & SF_NORESPAWN ) { return GR_AMMO_RESPAWN_NO; } @@ -1101,9 +1098,9 @@ int CHalfLifeMultiplay::DeadPlayerAmmo( CBasePlayer *pPlayer ) edict_t *CHalfLifeMultiplay::GetPlayerSpawnSpot( CBasePlayer *pPlayer ) { edict_t *pentSpawnSpot = CGameRules::GetPlayerSpawnSpot( pPlayer ); - if ( IsMultiplayer() && pentSpawnSpot->v.target ) + if( IsMultiplayer() && pentSpawnSpot->v.target ) { - FireTargets( STRING(pentSpawnSpot->v.target), pPlayer, pPlayer, USE_TOGGLE, 0 ); + FireTargets( STRING( pentSpawnSpot->v.target ), pPlayer, pPlayer, USE_TOGGLE, 0 ); } return pentSpawnSpot; @@ -1117,25 +1114,25 @@ int CHalfLifeMultiplay::PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *p return GR_NOTTEAMMATE; } -BOOL CHalfLifeMultiplay :: PlayFootstepSounds( CBasePlayer *pl, float fvol ) +BOOL CHalfLifeMultiplay::PlayFootstepSounds( CBasePlayer *pl, float fvol ) { - if ( g_footsteps && g_footsteps->value == 0 ) + if( g_footsteps && g_footsteps->value == 0 ) return FALSE; - if ( pl->IsOnLadder() || pl->pev->velocity.Length2D() > 220 ) + if( pl->IsOnLadder() || pl->pev->velocity.Length2D() > 220 ) return TRUE; // only make step sounds in multiplayer if the player is moving fast enough return FALSE; } -BOOL CHalfLifeMultiplay :: FAllowFlashlight( void ) -{ +BOOL CHalfLifeMultiplay::FAllowFlashlight( void ) +{ return flashlight.value != 0; } //========================================================= //========================================================= -BOOL CHalfLifeMultiplay :: FAllowMonsters( void ) +BOOL CHalfLifeMultiplay::FAllowMonsters( void ) { return ( allowmonsters.value != 0 ); } @@ -1144,19 +1141,19 @@ BOOL CHalfLifeMultiplay :: FAllowMonsters( void ) //======== CHalfLifeMultiplay private functions =========== #define INTERMISSION_TIME 6 -void CHalfLifeMultiplay :: GoToIntermission( void ) +void CHalfLifeMultiplay::GoToIntermission( void ) { - if ( g_fGameOver ) + if( g_fGameOver ) return; // intermission has already been triggered, so ignore. - MESSAGE_BEGIN(MSG_ALL, SVC_INTERMISSION); + MESSAGE_BEGIN( MSG_ALL, SVC_INTERMISSION ); MESSAGE_END(); // bounds check int time = (int)CVAR_GET_FLOAT( "mp_chattime" ); - if ( time < 1 ) + if( time < 1 ) CVAR_SET_STRING( "mp_chattime", "1" ); - else if ( time > MAX_INTERMISSION_TIME ) + else if( time > MAX_INTERMISSION_TIME ) CVAR_SET_STRING( "mp_chattime", UTIL_dtos1( MAX_INTERMISSION_TIME ) ); m_flIntermissionEndTime = gpGlobals->time + ( (int)mp_chattime.value ); @@ -1172,9 +1169,9 @@ typedef struct mapcycle_item_s { struct mapcycle_item_s *next; - char mapname[ 32 ]; - int minplayers, maxplayers; - char rulebuffer[ MAX_RULE_BUFFER ]; + char mapname[32]; + int minplayers, maxplayers; + char rulebuffer[MAX_RULE_BUFFER]; } mapcycle_item_t; typedef struct mapcycle_s @@ -1194,11 +1191,11 @@ void DestroyMapCycle( mapcycle_t *cycle ) { mapcycle_item_t *p, *n, *start; p = cycle->items; - if ( p ) + if( p ) { start = p; p = p->next; - while ( p != start ) + while( p != start ) { n = p->next; delete p; @@ -1211,7 +1208,7 @@ void DestroyMapCycle( mapcycle_t *cycle ) cycle->next_item = NULL; } -static char com_token[ 1500 ]; +static char com_token[1500]; /* ============== @@ -1220,42 +1217,42 @@ COM_Parse Parse a token out of a string ============== */ -char *COM_Parse (char *data) +char *COM_Parse( char *data ) { - int c; - int len; + int c; + int len; len = 0; com_token[0] = 0; - if (!data) + if( !data ) return NULL; // skip whitespace skipwhite: - while ( (c = *data) <= ' ') + while( ( c = *data ) <= ' ') { - if (c == 0) + if( c == 0 ) return NULL; // end of file; data++; } // skip // comments - if (c=='/' && data[1] == '/') + if( c=='/' && data[1] == '/' ) { - while (*data && *data != '\n') + while( *data && *data != '\n' ) data++; goto skipwhite; } // handle quoted strings specially - if (c == '\"') + if( c == '\"' ) { data++; - while (1) + while( 1 ) { c = *data++; - if (c=='\"' || !c) + if( c=='\"' || !c ) { com_token[len] = 0; return data; @@ -1266,12 +1263,12 @@ skipwhite: } // parse single characters - if (c=='{' || c=='}'|| c==')'|| c=='(' || c=='\'' || c == ',' ) + if( c=='{' || c=='}'|| c==')'|| c=='(' || c=='\'' || c == ',' ) { com_token[len] = c; len++; com_token[len] = 0; - return data+1; + return data + 1; } // parse a regular word @@ -1281,9 +1278,9 @@ skipwhite: data++; len++; c = *data; - if (c=='{' || c=='}'|| c==')'|| c=='(' || c=='\'' || c == ',' ) + if( c=='{' || c=='}'|| c==')'|| c=='(' || c=='\'' || c == ',' ) break; - } while (c>32); + } while ( c > 32 ); com_token[len] = 0; return data; @@ -1301,9 +1298,9 @@ int COM_TokenWaiting( char *buffer ) char *p; p = buffer; - while ( *p && *p!='\n') + while( *p && *p!='\n') { - if ( !isspace( *p ) || isalnum( *p ) ) + if( !isspace( *p ) || isalnum( *p ) ) return 1; p++; @@ -1316,39 +1313,38 @@ int COM_TokenWaiting( char *buffer ) ============== ReloadMapCycleFile - Parses mapcycle.txt file into mapcycle_t structure ============== */ int ReloadMapCycleFile( char *filename, mapcycle_t *cycle ) { - char szBuffer[ MAX_RULE_BUFFER ]; - char szMap[ 32 ]; + char szBuffer[MAX_RULE_BUFFER]; + char szMap[32]; int length; char *pFileList; char *aFileList = pFileList = (char*)LOAD_FILE_FOR_ME( filename, &length ); int hasbuffer; mapcycle_item_s *item, *newlist = NULL, *next; - if ( pFileList && length ) + if( pFileList && length ) { // the first map name in the file becomes the default - while ( 1 ) + while( 1 ) { hasbuffer = 0; memset( szBuffer, 0, MAX_RULE_BUFFER ); pFileList = COM_Parse( pFileList ); - if ( strlen( com_token ) <= 0 ) + if( strlen( com_token ) <= 0 ) break; strcpy( szMap, com_token ); // Any more tokens on this line? - if ( COM_TokenWaiting( pFileList ) ) + if( COM_TokenWaiting( pFileList ) ) { pFileList = COM_Parse( pFileList ); - if ( strlen( com_token ) > 0 ) + if( strlen( com_token ) > 0 ) { hasbuffer = 1; strcpy( szBuffer, com_token ); @@ -1356,7 +1352,7 @@ int ReloadMapCycleFile( char *filename, mapcycle_t *cycle ) } // Check map - if ( IS_MAP_VALID( szMap ) ) + if( IS_MAP_VALID( szMap ) ) { // Create entry char *s; @@ -1370,17 +1366,17 @@ int ReloadMapCycleFile( char *filename, mapcycle_t *cycle ) memset( item->rulebuffer, 0, MAX_RULE_BUFFER ); - if ( hasbuffer ) + if( hasbuffer ) { s = g_engfuncs.pfnInfoKeyValue( szBuffer, "minplayers" ); - if ( s && s[0] ) + if( s && s[0] ) { item->minplayers = atoi( s ); item->minplayers = max( item->minplayers, 0 ); item->minplayers = min( item->minplayers, gpGlobals->maxClients ); } s = g_engfuncs.pfnInfoKeyValue( szBuffer, "maxplayers" ); - if ( s && s[0] ) + if( s && s[0] ) { item->maxplayers = atoi( s ); item->maxplayers = max( item->maxplayers, 0 ); @@ -1402,7 +1398,6 @@ int ReloadMapCycleFile( char *filename, mapcycle_t *cycle ) { ALERT( at_console, "Skipping %s from mapcycle, not a valid map\n", szMap ); } - } FREE_FILE( aFileList ); @@ -1412,7 +1407,7 @@ int ReloadMapCycleFile( char *filename, mapcycle_t *cycle ) item = cycle->items; // Reverse it to get original order - while ( item ) + while( item ) { next = item->next; item->next = newlist; @@ -1423,12 +1418,12 @@ int ReloadMapCycleFile( char *filename, mapcycle_t *cycle ) item = cycle->items; // Didn't parse anything - if ( !item ) + if( !item ) { return 0; } - while ( item->next ) + while( item->next ) { item = item->next; } @@ -1448,13 +1443,13 @@ Determine the current # of active players on the server for map cycling logic */ int CountPlayers( void ) { - int num = 0; + int num = 0; - for ( int i = 1; i <= gpGlobals->maxClients; i++ ) + for( int i = 1; i <= gpGlobals->maxClients; i++ ) { CBaseEntity *pEnt = UTIL_PlayerByIndex( i ); - if ( pEnt ) + if( pEnt ) { num = num + 1; } @@ -1474,18 +1469,18 @@ Parse commands/key value pairs to issue right after map xxx command is issued on void ExtractCommandString( char *s, char *szCommand ) { // Now make rules happen - char pkey[512]; - char value[512]; // use two buffers so compares + char pkey[512]; + char value[512]; // use two buffers so compares // work without stomping on each other - char *o; + char *o; - if ( *s == '\\' ) + if( *s == '\\' ) s++; - while (1) + while( 1 ) { o = pkey; - while ( *s != '\\' ) + while( *s != '\\' ) { if ( !*s ) return; @@ -1496,23 +1491,23 @@ void ExtractCommandString( char *s, char *szCommand ) o = value; - while (*s != '\\' && *s) + while( *s != '\\' && *s ) { - if (!*s) + if( !*s ) return; *o++ = *s++; } *o = 0; strcat( szCommand, pkey ); - if ( strlen( value ) > 0 ) + if( strlen( value ) > 0 ) { strcat( szCommand, " " ); strcat( szCommand, value ); } strcat( szCommand, "\n" ); - if (!*s) + if( !*s ) return; s++; } @@ -1525,64 +1520,64 @@ ChangeLevel Server is changing to a new level, check mapcycle.txt for map name and setup info ============== */ -void CHalfLifeMultiplay :: ChangeLevel( void ) +void CHalfLifeMultiplay::ChangeLevel( void ) { - static char szPreviousMapCycleFile[ 256 ]; + static char szPreviousMapCycleFile[256]; static mapcycle_t mapcycle; char szNextMap[32]; char szFirstMapInList[32]; - char szCommands[ 1500 ]; - char szRules[ 1500 ]; + char szCommands[1500]; + char szRules[1500]; int minplayers = 0, maxplayers = 0; strcpy( szFirstMapInList, "hldm1" ); // the absolute default level is hldm1 - int curplayers; + int curplayers; BOOL do_cycle = TRUE; // find the map to change to char *mapcfile = (char*)CVAR_GET_STRING( "mapcyclefile" ); ASSERT( mapcfile != NULL ); - szCommands[ 0 ] = '\0'; - szRules[ 0 ] = '\0'; + szCommands[0] = '\0'; + szRules[0] = '\0'; curplayers = CountPlayers(); // Has the map cycle filename changed? - if ( stricmp( mapcfile, szPreviousMapCycleFile ) ) + if( stricmp( mapcfile, szPreviousMapCycleFile ) ) { strcpy( szPreviousMapCycleFile, mapcfile ); DestroyMapCycle( &mapcycle ); - if ( !ReloadMapCycleFile( mapcfile, &mapcycle ) || ( !mapcycle.items ) ) + if( !ReloadMapCycleFile( mapcfile, &mapcycle ) || ( !mapcycle.items ) ) { ALERT( at_console, "Unable to load map cycle file %s\n", mapcfile ); do_cycle = FALSE; } } - if ( do_cycle && mapcycle.items ) + if( do_cycle && mapcycle.items ) { BOOL keeplooking = FALSE; BOOL found = FALSE; mapcycle_item_s *item; // Assume current map - strcpy( szNextMap, STRING(gpGlobals->mapname) ); - strcpy( szFirstMapInList, STRING(gpGlobals->mapname) ); + strcpy( szNextMap, STRING( gpGlobals->mapname ) ); + strcpy( szFirstMapInList, STRING( gpGlobals->mapname ) ); // Traverse list - for ( item = mapcycle.next_item; item->next != mapcycle.next_item; item = item->next ) + for( item = mapcycle.next_item; item->next != mapcycle.next_item; item = item->next ) { keeplooking = FALSE; ASSERT( item != NULL ); - if ( item->minplayers != 0 ) + if( item->minplayers != 0 ) { - if ( curplayers >= item->minplayers ) + if( curplayers >= item->minplayers ) { found = TRUE; minplayers = item->minplayers; @@ -1593,9 +1588,9 @@ void CHalfLifeMultiplay :: ChangeLevel( void ) } } - if ( item->maxplayers != 0 ) + if( item->maxplayers != 0 ) { - if ( curplayers <= item->maxplayers ) + if( curplayers <= item->maxplayers ) { found = TRUE; maxplayers = item->maxplayers; @@ -1606,18 +1601,18 @@ void CHalfLifeMultiplay :: ChangeLevel( void ) } } - if ( keeplooking ) + if( keeplooking ) continue; found = TRUE; break; } - if ( !found ) + if( !found ) { item = mapcycle.next_item; - } - + } + // Increment next item pointer mapcycle.next_item = item->next; @@ -1628,7 +1623,7 @@ void CHalfLifeMultiplay :: ChangeLevel( void ) strcpy( szRules, item->rulebuffer ); } - if ( !IS_MAP_VALID(szNextMap) ) + if( !IS_MAP_VALID( szNextMap ) ) { strcpy( szNextMap, szFirstMapInList ); } @@ -1636,17 +1631,17 @@ void CHalfLifeMultiplay :: ChangeLevel( void ) g_fGameOver = TRUE; ALERT( at_console, "CHANGE LEVEL: %s\n", szNextMap ); - if ( minplayers || maxplayers ) + if( minplayers || maxplayers ) { ALERT( at_console, "PLAYER COUNT: min %i max %i current %i\n", minplayers, maxplayers, curplayers ); } - if ( strlen( szRules ) > 0 ) + if( strlen( szRules ) > 0 ) { ALERT( at_console, "RULES: %s\n", szRules ); } - + CHANGE_LEVEL( szNextMap, NULL ); - if ( strlen( szCommands ) > 0 ) + if( strlen( szCommands ) > 0 ) { SERVER_COMMAND( szCommands ); } @@ -1655,7 +1650,7 @@ void CHalfLifeMultiplay :: ChangeLevel( void ) #define MAX_MOTD_CHUNK 60 #define MAX_MOTD_LENGTH 1536 // (MAX_MOTD_CHUNK * 4) -void CHalfLifeMultiplay :: SendMOTDToClient( edict_t *client ) +void CHalfLifeMultiplay::SendMOTDToClient( edict_t *client ) { // read from the MOTD.txt file int length, char_count = 0; @@ -1664,17 +1659,17 @@ void CHalfLifeMultiplay :: SendMOTDToClient( edict_t *client ) // send the server name MESSAGE_BEGIN( MSG_ONE, gmsgServerName, NULL, client ); - WRITE_STRING( CVAR_GET_STRING("hostname") ); + WRITE_STRING( CVAR_GET_STRING( "hostname" ) ); MESSAGE_END(); // Send the message of the day // read it chunk-by-chunk, and send it in parts - while ( pFileList && *pFileList && char_count < MAX_MOTD_LENGTH ) + while( pFileList && *pFileList && char_count < MAX_MOTD_LENGTH ) { - char chunk[MAX_MOTD_CHUNK+1]; + char chunk[MAX_MOTD_CHUNK + 1]; - if ( strlen( pFileList ) < MAX_MOTD_CHUNK ) + if( strlen( pFileList ) < MAX_MOTD_CHUNK ) { strcpy( chunk, pFileList ); } @@ -1685,7 +1680,7 @@ void CHalfLifeMultiplay :: SendMOTDToClient( edict_t *client ) } char_count += strlen( chunk ); - if ( char_count < MAX_MOTD_LENGTH ) + if( char_count < MAX_MOTD_LENGTH ) pFileList = aFileList + char_count; else *pFileList = 0; diff --git a/dlls/nihilanth.cpp b/dlls/nihilanth.cpp index 7b6e6331..58317b3c 100644 --- a/dlls/nihilanth.cpp +++ b/dlls/nihilanth.cpp @@ -28,14 +28,14 @@ class CNihilanth : public CBaseMonster { public: - int Save( CSave &save ); - int Restore( CRestore &restore ); - static TYPEDESCRIPTION m_SaveData[]; + int Save( CSave &save ); + int Restore( CRestore &restore ); + static TYPEDESCRIPTION m_SaveData[]; void Spawn( void ); void Precache( void ); - int Classify( void ) { return CLASS_ALIEN_MILITARY; }; - int BloodColor( void ) { return BLOOD_COLOR_YELLOW; } + int Classify( void ) { return CLASS_ALIEN_MILITARY; }; + int BloodColor( void ) { return BLOOD_COLOR_YELLOW; } void Killed( entvars_t *pevAttacker, int iGib ); void GibMonster( void ); @@ -66,9 +66,9 @@ public: CBaseEntity *RandomTargetname( const char *szName ); void ShootBalls( void ); void MakeFriend( Vector vecPos ); - - int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType ); - void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); + + int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); + void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ); void PainSound( void ); void DeathSound( void ); @@ -112,7 +112,7 @@ public: EHANDLE m_hRecharger; EHANDLE m_hSphere[N_SPHERES]; - int m_iActiveSpheres; + int m_iActiveSpheres; float m_flAdj; @@ -172,9 +172,9 @@ IMPLEMENT_SAVERESTORE( CNihilanth, CBaseMonster ) class CNihilanthHVR : public CBaseMonster { public: - int Save( CSave &save ); - int Restore( CRestore &restore ); - static TYPEDESCRIPTION m_SaveData[]; + int Save( CSave &save ); + int Restore( CRestore &restore ); + static TYPEDESCRIPTION m_SaveData[]; void Spawn( void ); void Precache( void ); @@ -192,7 +192,7 @@ public: void EXPORT ZapThink( void ); void EXPORT TeleportThink( void ); void EXPORT TeleportTouch( CBaseEntity *pOther ); - + void EXPORT RemoveTouch( CBaseEntity *pOther ); void EXPORT BounceTouch( CBaseEntity *pOther ); void EXPORT ZapTouch( CBaseEntity *pOther ); @@ -231,68 +231,68 @@ IMPLEMENT_SAVERESTORE( CNihilanthHVR, CBaseMonster ) // Nihilanth, final Boss monster //========================================================= -const char *CNihilanth::pAttackSounds[] = +const char *CNihilanth::pAttackSounds[] = { "X/x_attack1.wav", "X/x_attack2.wav", "X/x_attack3.wav", }; -const char *CNihilanth::pBallSounds[] = +const char *CNihilanth::pBallSounds[] = { "X/x_ballattack1.wav", }; -const char *CNihilanth::pShootSounds[] = +const char *CNihilanth::pShootSounds[] = { "X/x_shoot1.wav", }; -const char *CNihilanth::pRechargeSounds[] = +const char *CNihilanth::pRechargeSounds[] = { "X/x_recharge1.wav", "X/x_recharge2.wav", "X/x_recharge3.wav", }; -const char *CNihilanth::pLaughSounds[] = +const char *CNihilanth::pLaughSounds[] = { "X/x_laugh1.wav", "X/x_laugh2.wav", }; -const char *CNihilanth::pPainSounds[] = +const char *CNihilanth::pPainSounds[] = { "X/x_pain1.wav", "X/x_pain2.wav", }; -const char *CNihilanth::pDeathSounds[] = +const char *CNihilanth::pDeathSounds[] = { "X/x_die1.wav", }; -void CNihilanth :: Spawn( void ) +void CNihilanth::Spawn( void ) { - Precache( ); + Precache(); // motor pev->movetype = MOVETYPE_FLY; pev->solid = SOLID_BBOX; - SET_MODEL(edict(), "models/nihilanth.mdl"); + SET_MODEL( edict(), "models/nihilanth.mdl" ); // UTIL_SetSize(pev, Vector( -300, -300, 0), Vector(300, 300, 512)); - UTIL_SetSize(pev, Vector( -32, -32, 0), Vector(32, 32, 64)); + UTIL_SetSize( pev, Vector( -32, -32, 0 ), Vector( 32, 32, 64 ) ); UTIL_SetOrigin( pev, pev->origin ); - pev->flags |= FL_MONSTER; + pev->flags |= FL_MONSTER; pev->takedamage = DAMAGE_AIM; - pev->health = gSkillData.nihilanthHealth; + pev->health = gSkillData.nihilanthHealth; pev->view_ofs = Vector( 0, 0, 300 ); m_flFieldOfView = -1; // 360 degrees pev->sequence = 0; - ResetSequenceInfo( ); + ResetSequenceInfo(); InitBoneControllers(); @@ -305,12 +305,18 @@ void CNihilanth :: Spawn( void ) m_iLevel = 1; m_iTeleport = 1; - if (m_szRechargerTarget[0] == '\0') strcpy( m_szRechargerTarget, "n_recharger" ); - if (m_szDrawUse[0] == '\0') strcpy( m_szDrawUse, "n_draw" ); - if (m_szTeleportUse[0] == '\0') strcpy( m_szTeleportUse, "n_leaving" ); - if (m_szTeleportTouch[0] == '\0') strcpy( m_szTeleportTouch, "n_teleport" ); - if (m_szDeadUse[0] == '\0') strcpy( m_szDeadUse, "n_dead" ); - if (m_szDeadTouch[0] == '\0') strcpy( m_szDeadTouch, "n_ending" ); + if( m_szRechargerTarget[0] == '\0' ) + strcpy( m_szRechargerTarget, "n_recharger" ); + if( m_szDrawUse[0] == '\0' ) + strcpy( m_szDrawUse, "n_draw" ); + if( m_szTeleportUse[0] == '\0' ) + strcpy( m_szTeleportUse, "n_leaving" ); + if( m_szTeleportTouch[0] == '\0' ) + strcpy( m_szTeleportTouch, "n_teleport" ); + if( m_szDeadUse[0] == '\0' ) + strcpy( m_szDeadUse, "n_dead" ); + if( m_szDeadTouch[0] == '\0' ) + strcpy( m_szDeadTouch, "n_ending" ); // near death /* @@ -323,8 +329,8 @@ void CNihilanth :: Spawn( void ) void CNihilanth::Precache( void ) { - PRECACHE_MODEL("models/nihilanth.mdl"); - PRECACHE_MODEL("sprites/lgtning.spr"); + PRECACHE_MODEL( "models/nihilanth.mdl" ); + PRECACHE_MODEL( "sprites/lgtning.spr" ); UTIL_PrecacheOther( "nihilanth_energy_ball" ); UTIL_PrecacheOther( "monster_alien_controller" ); UTIL_PrecacheOther( "monster_alien_slave" ); @@ -336,34 +342,34 @@ void CNihilanth::Precache( void ) PRECACHE_SOUND_ARRAY( pLaughSounds ); PRECACHE_SOUND_ARRAY( pPainSounds ); PRECACHE_SOUND_ARRAY( pDeathSounds ); - PRECACHE_SOUND("debris/beamstart7.wav"); + PRECACHE_SOUND( "debris/beamstart7.wav" ); } -void CNihilanth :: PainSound( void ) +void CNihilanth::PainSound( void ) { - if (m_flNextPainSound > gpGlobals->time) + if( m_flNextPainSound > gpGlobals->time ) return; - + m_flNextPainSound = gpGlobals->time + RANDOM_FLOAT( 2, 5 ); - if (pev->health > gSkillData.nihilanthHealth / 2) + if( pev->health > gSkillData.nihilanthHealth / 2 ) { EMIT_SOUND( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY( pLaughSounds ), 1.0, 0.2 ); } - else if (m_irritation >= 2) + else if( m_irritation >= 2 ) { EMIT_SOUND( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY( pPainSounds ), 1.0, 0.2 ); } -} +} -void CNihilanth :: DeathSound( void ) +void CNihilanth::DeathSound( void ) { EMIT_SOUND( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY( pDeathSounds ), 1.0, 0.1 ); } void CNihilanth::NullThink( void ) { - StudioFrameAdvance( ); + StudioFrameAdvance(); pev->nextthink = gpGlobals->time + 0.5; } @@ -381,54 +387,54 @@ void CNihilanth::StartupThink( void ) CBaseEntity *pEntity; - pEntity = UTIL_FindEntityByTargetname( NULL, "n_min"); - if (pEntity) + pEntity = UTIL_FindEntityByTargetname( NULL, "n_min" ); + if( pEntity ) m_flMinZ = pEntity->pev->origin.z; else m_flMinZ = -4096; - pEntity = UTIL_FindEntityByTargetname( NULL, "n_max"); - if (pEntity) + pEntity = UTIL_FindEntityByTargetname( NULL, "n_max" ); + if( pEntity ) m_flMaxZ = pEntity->pev->origin.z; else m_flMaxZ = 4096; m_hRecharger = this; - for (int i = 0; i < N_SPHERES; i++) + for( int i = 0; i < N_SPHERES; i++ ) { - EmitSphere( ); + EmitSphere(); } m_hRecharger = NULL; - SetThink( &CNihilanth::HuntThink); + SetThink( &CNihilanth::HuntThink ); SetUse( &CNihilanth::CommandUse ); pev->nextthink = gpGlobals->time + 0.1; } -void CNihilanth :: Killed( entvars_t *pevAttacker, int iGib ) +void CNihilanth::Killed( entvars_t *pevAttacker, int iGib ) { CBaseMonster::Killed( pevAttacker, iGib ); } -void CNihilanth :: DyingThink( void ) +void CNihilanth::DyingThink( void ) { pev->nextthink = gpGlobals->time + 0.1; - DispatchAnimEvents( ); - StudioFrameAdvance( ); + DispatchAnimEvents(); + StudioFrameAdvance(); - if (pev->deadflag == DEAD_NO) + if( pev->deadflag == DEAD_NO ) { - DeathSound( ); + DeathSound(); pev->deadflag = DEAD_DYING; m_posDesired.z = m_flMaxZ; } - if (pev->deadflag == DEAD_DYING) + if( pev->deadflag == DEAD_DYING ) { - Flight( ); + Flight(); - if (fabs( pev->origin.z - m_flMaxZ ) < 16) + if( fabs( pev->origin.z - m_flMaxZ ) < 16 ) { pev->velocity = Vector( 0, 0, 0 ); FireTargets( m_szDeadUse, this, this, USE_ON, 1.0 ); @@ -436,22 +442,22 @@ void CNihilanth :: DyingThink( void ) } } - if (m_fSequenceFinished) + if( m_fSequenceFinished ) { pev->avelocity.y += RANDOM_FLOAT( -100, 100 ); - if (pev->avelocity.y < -100) + if( pev->avelocity.y < -100 ) pev->avelocity.y = -100; - if (pev->avelocity.y > 100) + if( pev->avelocity.y > 100 ) pev->avelocity.y = 100; pev->sequence = LookupSequence( "die1" ); } - if (m_pBall) + if( m_pBall ) { - if (m_pBall->pev->renderamt > 0) + if( m_pBall->pev->renderamt > 0 ) { - m_pBall->pev->renderamt = max( 0, m_pBall->pev->renderamt - 2); + m_pBall->pev->renderamt = max( 0, m_pBall->pev->renderamt - 2 ); } else { @@ -466,28 +472,32 @@ void CNihilanth :: DyingThink( void ) int iAttachment = RANDOM_LONG( 1, 4 ); do { - vecDir = Vector( RANDOM_FLOAT( -1, 1 ), RANDOM_FLOAT( -1, 1 ), RANDOM_FLOAT( -1, 1 )); - } while (DotProduct( vecDir, vecDir) > 1.0); + vecDir = Vector( RANDOM_FLOAT( -1, 1 ), RANDOM_FLOAT( -1, 1 ), RANDOM_FLOAT( -1, 1 ) ); + } while( DotProduct( vecDir, vecDir ) > 1.0 ); - switch( RANDOM_LONG( 1, 4 )) + switch( RANDOM_LONG( 1, 4 ) ) { - case 1: // head + case 1: + // head vecDir.z = fabs( vecDir.z ) * 0.5; vecDir = vecDir + 2 * gpGlobals->v_up; break; - case 2: // eyes - if (DotProduct( vecDir, gpGlobals->v_forward ) < 0) + case 2: + // eyes + if( DotProduct( vecDir, gpGlobals->v_forward ) < 0 ) vecDir = vecDir * -1; vecDir = vecDir + 2 * gpGlobals->v_forward; break; - case 3: // left hand - if (DotProduct( vecDir, gpGlobals->v_right ) > 0) + case 3: + // left hand + if( DotProduct( vecDir, gpGlobals->v_right ) > 0 ) vecDir = vecDir * -1; vecDir = vecDir - 2 * gpGlobals->v_right; break; - case 4: // right hand - if (DotProduct( vecDir, gpGlobals->v_right ) < 0) + case 4: + // right hand + if( DotProduct( vecDir, gpGlobals->v_right ) < 0 ) vecDir = vecDir * -1; vecDir = vecDir + 2 * gpGlobals->v_right; break; @@ -497,8 +507,8 @@ void CNihilanth :: DyingThink( void ) TraceResult tr; - UTIL_TraceLine( vecSrc, vecSrc + vecDir * 4096, ignore_monsters, ENT(pev), &tr ); - + UTIL_TraceLine( vecSrc, vecSrc + vecDir * 4096, ignore_monsters, ENT( pev ), &tr ); + MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_BEAMENTPOINT ); WRITE_SHORT( entindex() + 0x1000 * iAttachment ); @@ -520,8 +530,8 @@ void CNihilanth :: DyingThink( void ) GetAttachment( 0, vecSrc, vecAngles ); CNihilanthHVR *pEntity = (CNihilanthHVR *)Create( "nihilanth_energy_ball", vecSrc, pev->angles, edict() ); - pEntity->pev->velocity = Vector ( RANDOM_FLOAT( -0.7, 0.7 ), RANDOM_FLOAT( -0.7, 0.7 ), 1.0 ) * 600.0; - pEntity->GreenBallInit( ); + pEntity->pev->velocity = Vector( RANDOM_FLOAT( -0.7, 0.7 ), RANDOM_FLOAT( -0.7, 0.7 ), 1.0 ) * 600.0; + pEntity->GreenBallInit(); return; } @@ -529,37 +539,37 @@ void CNihilanth :: DyingThink( void ) void CNihilanth::CrashTouch( CBaseEntity *pOther ) { // only crash if we hit something solid - if ( pOther->pev->solid == SOLID_BSP) + if( pOther->pev->solid == SOLID_BSP ) { SetTouch( NULL ); pev->nextthink = gpGlobals->time; } } -void CNihilanth :: GibMonster( void ) +void CNihilanth::GibMonster( void ) { - // EMIT_SOUND_DYN(edict(), CHAN_VOICE, "common/bodysplat.wav", 0.75, ATTN_NORM, 0, 200); + // EMIT_SOUND_DYN( edict(), CHAN_VOICE, "common/bodysplat.wav", 0.75, ATTN_NORM, 0, 200 ); } -void CNihilanth :: FloatSequence( void ) +void CNihilanth::FloatSequence( void ) { - if (m_irritation >= 2) + if( m_irritation >= 2 ) { pev->sequence = LookupSequence( "float_open" ); } - else if (m_avelocity.y > 30) + else if( m_avelocity.y > 30 ) { pev->sequence = LookupSequence( "walk_r" ); } - else if (m_avelocity.y < -30) + else if( m_avelocity.y < -30 ) { pev->sequence = LookupSequence( "walk_l" ); } - else if (m_velocity.z > 30) + else if( m_velocity.z > 30 ) { pev->sequence = LookupSequence( "walk_u" ); } - else if (m_velocity.z < -30) + else if( m_velocity.z < -30 ) { pev->sequence = LookupSequence( "walk_d" ); } @@ -569,33 +579,33 @@ void CNihilanth :: FloatSequence( void ) } } -void CNihilanth :: ShootBalls( void ) +void CNihilanth::ShootBalls( void ) { - if (m_flShootEnd > gpGlobals->time) + if( m_flShootEnd > gpGlobals->time ) { Vector vecHand, vecAngle; - while (m_flShootTime < m_flShootEnd && m_flShootTime < gpGlobals->time) + while( m_flShootTime < m_flShootEnd && m_flShootTime < gpGlobals->time ) { - if (m_hEnemy != NULL) + if( m_hEnemy != NULL ) { Vector vecSrc, vecDir; CNihilanthHVR *pEntity; GetAttachment( 2, vecHand, vecAngle ); - vecSrc = vecHand + pev->velocity * (m_flShootTime - gpGlobals->time); - // vecDir = (m_posTarget - vecSrc).Normalize( ); - vecDir = (m_posTarget - pev->origin).Normalize( ); - vecSrc = vecSrc + vecDir * (gpGlobals->time - m_flShootTime); + vecSrc = vecHand + pev->velocity * ( m_flShootTime - gpGlobals->time ); + // vecDir = ( m_posTarget - vecSrc ).Normalize(); + vecDir = ( m_posTarget - pev->origin ).Normalize(); + vecSrc = vecSrc + vecDir * ( gpGlobals->time - m_flShootTime ); pEntity = (CNihilanthHVR *)Create( "nihilanth_energy_ball", vecSrc, pev->angles, edict() ); pEntity->pev->velocity = vecDir * 200.0; pEntity->ZapInit( m_hEnemy ); GetAttachment( 3, vecHand, vecAngle ); - vecSrc = vecHand + pev->velocity * (m_flShootTime - gpGlobals->time); - // vecDir = (m_posTarget - vecSrc).Normalize( ); - vecDir = (m_posTarget - pev->origin).Normalize( ); - vecSrc = vecSrc + vecDir * (gpGlobals->time - m_flShootTime); + vecSrc = vecHand + pev->velocity * ( m_flShootTime - gpGlobals->time ); + // vecDir = ( m_posTarget - vecSrc ).Normalize(); + vecDir = ( m_posTarget - pev->origin ).Normalize(); + vecSrc = vecSrc + vecDir * ( gpGlobals->time - m_flShootTime ); pEntity = (CNihilanthHVR *)Create( "nihilanth_energy_ball", vecSrc, pev->angles, edict() ); pEntity->pev->velocity = vecDir * 200.0; pEntity->ZapInit( m_hEnemy ); @@ -605,46 +615,46 @@ void CNihilanth :: ShootBalls( void ) } } -void CNihilanth :: MakeFriend( Vector vecStart ) +void CNihilanth::MakeFriend( Vector vecStart ) { int i; - for (i = 0; i < 3; i++) + for( i = 0; i < 3; i++ ) { - if (m_hFriend[i] != NULL && !m_hFriend[i]->IsAlive()) + if( m_hFriend[i] != NULL && !m_hFriend[i]->IsAlive() ) { - if (pev->rendermode == kRenderNormal) // don't do it if they are already fading - m_hFriend[i]->MyMonsterPointer()->FadeMonster( ); + if( pev->rendermode == kRenderNormal ) // don't do it if they are already fading + m_hFriend[i]->MyMonsterPointer()->FadeMonster(); m_hFriend[i] = NULL; } - if (m_hFriend[i] == NULL) + if( m_hFriend[i] == NULL ) { - if (RANDOM_LONG(0, 1) == 0) + if( RANDOM_LONG( 0, 1 ) == 0 ) { - int iNode = WorldGraph.FindNearestNode ( vecStart, bits_NODE_AIR ); - if (iNode != NO_NODE) + int iNode = WorldGraph.FindNearestNode( vecStart, bits_NODE_AIR ); + if( iNode != NO_NODE ) { CNode &node = WorldGraph.Node( iNode ); TraceResult tr; UTIL_TraceHull( node.m_vecOrigin + Vector( 0, 0, 32 ), node.m_vecOrigin + Vector( 0, 0, 32 ), dont_ignore_monsters, large_hull, NULL, &tr ); - if (tr.fStartSolid == 0) - m_hFriend[i] = Create("monster_alien_controller", node.m_vecOrigin, pev->angles ); + if( tr.fStartSolid == 0 ) + m_hFriend[i] = Create( "monster_alien_controller", node.m_vecOrigin, pev->angles ); } } else { - int iNode = WorldGraph.FindNearestNode ( vecStart, bits_NODE_LAND | bits_NODE_WATER ); - if (iNode != NO_NODE) + int iNode = WorldGraph.FindNearestNode( vecStart, bits_NODE_LAND | bits_NODE_WATER ); + if( iNode != NO_NODE ) { CNode &node = WorldGraph.Node( iNode ); TraceResult tr; UTIL_TraceHull( node.m_vecOrigin + Vector( 0, 0, 36 ), node.m_vecOrigin + Vector( 0, 0, 36 ), dont_ignore_monsters, human_hull, NULL, &tr ); - if (tr.fStartSolid == 0) - m_hFriend[i] = Create("monster_alien_slave", node.m_vecOrigin, pev->angles ); + if( tr.fStartSolid == 0 ) + m_hFriend[i] = Create( "monster_alien_slave", node.m_vecOrigin, pev->angles ); } } - if (m_hFriend[i] != NULL) + if( m_hFriend[i] != NULL ) { EMIT_SOUND( m_hFriend[i]->edict(), CHAN_WEAPON, "debris/beamstart7.wav", 1.0, ATTN_NORM ); } @@ -654,30 +664,30 @@ void CNihilanth :: MakeFriend( Vector vecStart ) } } -void CNihilanth :: NextActivity( ) +void CNihilanth::NextActivity() { UTIL_MakeAimVectors( pev->angles ); - if (m_irritation >= 2) + if( m_irritation >= 2 ) { - if (m_pBall == NULL) + if( m_pBall == NULL ) { m_pBall = CSprite::SpriteCreate( "sprites/tele1.spr", pev->origin, TRUE ); - if (m_pBall) + if( m_pBall ) { m_pBall->SetTransparency( kRenderTransAdd, 255, 255, 255, 255, kRenderFxNoDissipation ); m_pBall->SetAttachment( edict(), 1 ); m_pBall->SetScale( 4.0 ); m_pBall->pev->framerate = 10.0; - m_pBall->TurnOn( ); + m_pBall->TurnOn(); } } - if (m_pBall) + if( m_pBall ) { MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_ELIGHT ); - WRITE_SHORT( entindex( ) + 0x1000 ); // entity, attachment + WRITE_SHORT( entindex() + 0x1000 ); // entity, attachment WRITE_COORD( pev->origin.x ); // origin WRITE_COORD( pev->origin.y ); WRITE_COORD( pev->origin.z ); @@ -691,7 +701,7 @@ void CNihilanth :: NextActivity( ) } } - if ((pev->health < gSkillData.nihilanthHealth / 2 || m_iActiveSpheres < N_SPHERES / 2) && m_hRecharger == NULL && m_iLevel <= 9) + if( ( pev->health < gSkillData.nihilanthHealth / 2 || m_iActiveSpheres < N_SPHERES / 2 ) && m_hRecharger == NULL && m_iLevel <= 9 ) { char szName[64]; @@ -699,23 +709,23 @@ void CNihilanth :: NextActivity( ) CBaseEntity *pRecharger = NULL; float flDist = 8192; - sprintf(szName, "%s%d", m_szRechargerTarget, m_iLevel ); + sprintf( szName, "%s%d", m_szRechargerTarget, m_iLevel ); - while ((pEnt = UTIL_FindEntityByTargetname( pEnt, szName )) != NULL) + while( ( pEnt = UTIL_FindEntityByTargetname( pEnt, szName ) ) != NULL ) { - float flLocal = (pEnt->pev->origin - pev->origin).Length(); - if (flLocal < flDist) + float flLocal = (pEnt->pev->origin - pev->origin ).Length(); + if( flLocal < flDist ) { flDist = flLocal; pRecharger = pEnt; - } + } } - if (pRecharger) + if( pRecharger ) { m_hRecharger = pRecharger; m_posDesired = Vector( pev->origin.x, pev->origin.y, pRecharger->pev->origin.z ); - m_vecDesired = (pRecharger->pev->origin - m_posDesired).Normalize( ); + m_vecDesired = ( pRecharger->pev->origin - m_posDesired ).Normalize(); m_vecDesired.z = 0; m_vecDesired = m_vecDesired.Normalize(); } @@ -724,22 +734,22 @@ void CNihilanth :: NextActivity( ) m_hRecharger = NULL; ALERT( at_aiconsole, "nihilanth can't find %s\n", szName ); m_iLevel++; - if (m_iLevel > 9) + if( m_iLevel > 9 ) m_irritation = 2; } } - float flDist = (m_posDesired - pev->origin).Length(); + float flDist = ( m_posDesired - pev->origin ).Length(); float flDot = DotProduct( m_vecDesired, gpGlobals->v_forward ); - if (m_hRecharger != NULL) + if( m_hRecharger != NULL ) { // at we at power up yet? - if (flDist < 128.0) + if( flDist < 128.0 ) { int iseq = LookupSequence( "recharge" ); - if (iseq != pev->sequence) + if( iseq != pev->sequence ) { char szText[64]; @@ -752,38 +762,38 @@ void CNihilanth :: NextActivity( ) } else { - FloatSequence( ); + FloatSequence(); } return; } - if (m_hEnemy != NULL && !m_hEnemy->IsAlive()) + if( m_hEnemy != NULL && !m_hEnemy->IsAlive() ) { m_hEnemy = NULL; } - if (m_flLastSeen + 15 < gpGlobals->time) + if( m_flLastSeen + 15 < gpGlobals->time ) { m_hEnemy = NULL; } - if (m_hEnemy == NULL) + if( m_hEnemy == NULL ) { Look( 4096 ); - m_hEnemy = BestVisibleEnemy( ); + m_hEnemy = BestVisibleEnemy(); } - if (m_hEnemy != NULL && m_irritation != 0) + if( m_hEnemy != NULL && m_irritation != 0 ) { - if (m_flLastSeen + 5 > gpGlobals->time && flDist < 256 && flDot > 0) + if( m_flLastSeen + 5 > gpGlobals->time && flDist < 256 && flDot > 0 ) { - if (m_irritation >= 2 && pev->health < gSkillData.nihilanthHealth / 2.0) + if( m_irritation >= 2 && pev->health < gSkillData.nihilanthHealth / 2.0 ) { pev->sequence = LookupSequence( "attack1_open" ); } else { - if (RANDOM_LONG(0, 1 ) == 0) + if( RANDOM_LONG( 0, 1 ) == 0 ) { pev->sequence = LookupSequence( "attack1" ); // zap } @@ -797,7 +807,7 @@ void CNihilanth :: NextActivity( ) sprintf( szText, "%s%d", m_szTeleportUse, m_iTeleport ); CBaseEntity *pTrigger = UTIL_FindEntityByTargetname( NULL, szText ); - if (pTrigger != NULL || pTouch != NULL) + if( pTrigger != NULL || pTouch != NULL ) { pev->sequence = LookupSequence( "attack2" ); // teleport } @@ -812,19 +822,19 @@ void CNihilanth :: NextActivity( ) } } - FloatSequence( ); + FloatSequence(); } -void CNihilanth :: HuntThink( void ) +void CNihilanth::HuntThink( void ) { pev->nextthink = gpGlobals->time + 0.1; - DispatchAnimEvents( ); - StudioFrameAdvance( ); + DispatchAnimEvents(); + StudioFrameAdvance(); - ShootBalls( ); + ShootBalls(); // if dead, force cancelation of current animation - if (pev->health <= 0) + if( pev->health <= 0 ) { SetThink( &CNihilanth::DyingThink ); m_fSequenceFinished = TRUE; @@ -834,31 +844,31 @@ void CNihilanth :: HuntThink( void ) // ALERT( at_console, "health %.0f\n", pev->health ); // if damaged, try to abosorb some spheres - if (pev->health < gSkillData.nihilanthHealth && AbsorbSphere( )) + if( pev->health < gSkillData.nihilanthHealth && AbsorbSphere() ) { pev->health += gSkillData.nihilanthHealth / N_SPHERES; } // get new sequence - if (m_fSequenceFinished) + if( m_fSequenceFinished ) { - // if (!m_fSequenceLoops) + // if ( !m_fSequenceLoops ) pev->frame = 0; - NextActivity( ); - ResetSequenceInfo( ); - pev->framerate = 2.0 - 1.0 * (pev->health / gSkillData.nihilanthHealth); + NextActivity(); + ResetSequenceInfo(); + pev->framerate = 2.0 - 1.0 * ( pev->health / gSkillData.nihilanthHealth ); } // look for current enemy - if (m_hEnemy != NULL && m_hRecharger == NULL) + if( m_hEnemy != NULL && m_hRecharger == NULL ) { - if (FVisible( m_hEnemy )) + if( FVisible( m_hEnemy ) ) { - if (m_flLastSeen < gpGlobals->time - 5) + if( m_flLastSeen < gpGlobals->time - 5 ) m_flPrevSeen = gpGlobals->time; m_flLastSeen = gpGlobals->time; m_posTarget = m_hEnemy->pev->origin; - m_vecTarget = (m_posTarget - pev->origin).Normalize(); + m_vecTarget = ( m_posTarget - pev->origin ).Normalize(); m_vecDesired = m_vecTarget; m_posDesired = Vector( pev->origin.x, pev->origin.y, m_posTarget.z + m_flAdj ); } @@ -869,17 +879,17 @@ void CNihilanth :: HuntThink( void ) } // don't go too high - if (m_posDesired.z > m_flMaxZ) + if( m_posDesired.z > m_flMaxZ ) m_posDesired.z = m_flMaxZ; // don't go too low - if (m_posDesired.z < m_flMinZ) + if( m_posDesired.z < m_flMinZ ) m_posDesired.z = m_flMinZ; - Flight( ); + Flight(); } -void CNihilanth :: Flight( void ) +void CNihilanth::Flight( void ) { // estimate where I'll be facing in one seconds UTIL_MakeAimVectors( pev->angles + m_avelocity ); @@ -888,18 +898,18 @@ void CNihilanth :: Flight( void ) float flSide = DotProduct( m_vecDesired, gpGlobals->v_right ); - if (flSide < 0) + if( flSide < 0 ) { - if (m_avelocity.y < 180) + if( m_avelocity.y < 180 ) { - m_avelocity.y += 6; // 9 * (3.0/2.0); + m_avelocity.y += 6; // 9 * ( 3.0 / 2.0 ); } } else { - if (m_avelocity.y > -180) + if( m_avelocity.y > -180 ) { - m_avelocity.y -= 6; // 9 * (3.0/2.0); + m_avelocity.y -= 6; // 9 * ( 3.0 / 2.0 ); } } m_avelocity.y *= 0.98; @@ -915,27 +925,27 @@ void CNihilanth :: Flight( void ) float flSpeed = m_velocity.Length(); float flDir = DotProduct( Vector( gpGlobals->v_forward.x, gpGlobals->v_forward.y, 0 ), Vector( m_velocity.x, m_velocity.y, 0 ) ); - if (flDir < 0) + if( flDir < 0 ) flSpeed = -flSpeed; float flDist = DotProduct( m_posDesired - vecEst, gpGlobals->v_forward ); // sideways drag - m_velocity.x = m_velocity.x * (1.0 - fabs( gpGlobals->v_right.x ) * 0.05); - m_velocity.y = m_velocity.y * (1.0 - fabs( gpGlobals->v_right.y ) * 0.05); - m_velocity.z = m_velocity.z * (1.0 - fabs( gpGlobals->v_right.z ) * 0.05); + m_velocity.x = m_velocity.x * ( 1.0 - fabs( gpGlobals->v_right.x ) * 0.05 ); + m_velocity.y = m_velocity.y * ( 1.0 - fabs( gpGlobals->v_right.y ) * 0.05 ); + m_velocity.z = m_velocity.z * ( 1.0 - fabs( gpGlobals->v_right.z ) * 0.05 ); // general drag m_velocity = m_velocity * 0.995; // apply power to stay correct height - if (m_flForce < 100 && vecEst.z < m_posDesired.z) + if( m_flForce < 100 && vecEst.z < m_posDesired.z ) { m_flForce += 10; } - else if (m_flForce > -100 && vecEst.z > m_posDesired.z) + else if( m_flForce > -100 && vecEst.z > m_posDesired.z ) { - if (vecEst.z > m_posDesired.z) + if( vecEst.z > m_posDesired.z ) m_flForce -= 10; } @@ -945,14 +955,14 @@ void CNihilanth :: Flight( void ) // ALERT( at_console, "%5.0f %5.0f : %4.0f : %3.0f : %2.0f\n", m_posDesired.z, pev->origin.z, m_velocity.z, m_avelocity.y, m_flForce ); } -BOOL CNihilanth :: AbsorbSphere( void ) +BOOL CNihilanth::AbsorbSphere( void ) { - for (int i = 0; i < N_SPHERES; i++) + for( int i = 0; i < N_SPHERES; i++ ) { - if (m_hSphere[i] != NULL) + if( m_hSphere[i] != NULL ) { - CNihilanthHVR *pSphere = (CNihilanthHVR *)((CBaseEntity *)m_hSphere[i]); - pSphere->AbsorbInit( ); + CNihilanthHVR *pSphere = (CNihilanthHVR *)( (CBaseEntity *)m_hSphere[i] ); + pSphere->AbsorbInit(); m_hSphere[i] = NULL; m_iActiveSpheres--; return TRUE; @@ -961,14 +971,14 @@ BOOL CNihilanth :: AbsorbSphere( void ) return FALSE; } -BOOL CNihilanth :: EmitSphere( void ) +BOOL CNihilanth::EmitSphere( void ) { m_iActiveSpheres = 0; int empty = 0; - for (int i = 0; i < N_SPHERES; i++) + for( int i = 0; i < N_SPHERES; i++ ) { - if (m_hSphere[i] != NULL) + if( m_hSphere[i] != NULL ) { m_iActiveSpheres++; } @@ -978,7 +988,7 @@ BOOL CNihilanth :: EmitSphere( void ) } } - if (m_iActiveSpheres >= N_SPHERES) + if( m_iActiveSpheres >= N_SPHERES ) return FALSE; Vector vecSrc = m_hRecharger->pev->origin; @@ -990,20 +1000,22 @@ BOOL CNihilanth :: EmitSphere( void ) return TRUE; } -void CNihilanth :: TargetSphere( USE_TYPE useType, float value ) +void CNihilanth::TargetSphere( USE_TYPE useType, float value ) { int i; CBaseMonster *pSphere; - for (i = 0; i < N_SPHERES; i++) + + for( i = 0; i < N_SPHERES; i++ ) { - if (m_hSphere[i] != NULL) + if( m_hSphere[i] != NULL ) { pSphere = m_hSphere[i]->MyMonsterPointer(); - if (pSphere->m_hEnemy == NULL) + if( pSphere->m_hEnemy == NULL ) break; } } - if (i == N_SPHERES) + + if( i == N_SPHERES ) { return; } @@ -1015,23 +1027,25 @@ void CNihilanth :: TargetSphere( USE_TYPE useType, float value ) pSphere->pev->velocity = m_vecDesired * RANDOM_FLOAT( 50, 100 ) + Vector( RANDOM_FLOAT( -50, 50 ), RANDOM_FLOAT( -50, 50 ), RANDOM_FLOAT( -50, 50 ) ); } -void CNihilanth :: HandleAnimEvent( MonsterEvent_t *pEvent ) +void CNihilanth::HandleAnimEvent( MonsterEvent_t *pEvent ) { switch( pEvent->event ) { - case 1: // shoot + case 1: + // shoot break; - case 2: // zen - if (m_hEnemy != NULL) + case 2: + // zen + if( m_hEnemy != NULL ) { - if (RANDOM_LONG(0,4) == 0) + if( RANDOM_LONG( 0, 4 ) == 0 ) EMIT_SOUND( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY( pAttackSounds ), 1.0, 0.2 ); EMIT_SOUND( edict(), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pBallSounds ), 1.0, 0.2 ); MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_ELIGHT ); - WRITE_SHORT( entindex( ) + 0x3000 ); // entity, attachment + WRITE_SHORT( entindex() + 0x3000 ); // entity, attachment WRITE_COORD( pev->origin.x ); // origin WRITE_COORD( pev->origin.y ); WRITE_COORD( pev->origin.z ); @@ -1045,7 +1059,7 @@ void CNihilanth :: HandleAnimEvent( MonsterEvent_t *pEvent ) MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_ELIGHT ); - WRITE_SHORT( entindex( ) + 0x4000 ); // entity, attachment + WRITE_SHORT( entindex() + 0x4000 ); // entity, attachment WRITE_COORD( pev->origin.x ); // origin WRITE_COORD( pev->origin.y ); WRITE_COORD( pev->origin.z ); @@ -1061,7 +1075,8 @@ void CNihilanth :: HandleAnimEvent( MonsterEvent_t *pEvent ) m_flShootEnd = gpGlobals->time + 1.0; } break; - case 3: // prayer + case 3: + // prayer if (m_hEnemy != NULL) { char szText[32]; @@ -1072,7 +1087,7 @@ void CNihilanth :: HandleAnimEvent( MonsterEvent_t *pEvent ) sprintf( szText, "%s%d", m_szTeleportUse, m_iTeleport ); CBaseEntity *pTrigger = UTIL_FindEntityByTargetname( NULL, szText ); - if (pTrigger != NULL || pTouch != NULL) + if( pTrigger != NULL || pTouch != NULL ) { EMIT_SOUND( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY( pAttackSounds ), 1.0, 0.2 ); @@ -1092,7 +1107,7 @@ void CNihilanth :: HandleAnimEvent( MonsterEvent_t *pEvent ) MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_ELIGHT ); - WRITE_SHORT( entindex( ) + 0x3000 ); // entity, attachment + WRITE_SHORT( entindex() + 0x3000 ); // entity, attachment WRITE_COORD( pev->origin.x ); // origin WRITE_COORD( pev->origin.y ); WRITE_COORD( pev->origin.z ); @@ -1106,7 +1121,7 @@ void CNihilanth :: HandleAnimEvent( MonsterEvent_t *pEvent ) MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_ELIGHT ); - WRITE_SHORT( entindex( ) + 0x4000 ); // entity, attachment + WRITE_SHORT( entindex() + 0x4000 ); // entity, attachment WRITE_COORD( pev->origin.x ); // origin WRITE_COORD( pev->origin.y ); WRITE_COORD( pev->origin.z ); @@ -1123,24 +1138,26 @@ void CNihilanth :: HandleAnimEvent( MonsterEvent_t *pEvent ) } } break; - case 4: // get a sphere + case 4: + // get a sphere { - if (m_hRecharger != NULL) + if( m_hRecharger != NULL ) { - if (!EmitSphere( )) + if( !EmitSphere() ) { m_hRecharger = NULL; } } } break; - case 5: // start up sphere machine + case 5: + // start up sphere machine { - EMIT_SOUND( edict(), CHAN_VOICE , RANDOM_SOUND_ARRAY( pRechargeSounds ), 1.0, 0.2 ); + EMIT_SOUND( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY( pRechargeSounds ), 1.0, 0.2 ); } break; case 6: - if (m_hEnemy != NULL) + if( m_hEnemy != NULL ) { Vector vecSrc, vecAngles; GetAttachment( 2, vecSrc, vecAngles ); @@ -1154,8 +1171,8 @@ void CNihilanth :: HandleAnimEvent( MonsterEvent_t *pEvent ) Vector vecSrc, vecAngles; GetAttachment( 0, vecSrc, vecAngles ); CNihilanthHVR *pEntity = (CNihilanthHVR *)Create( "nihilanth_energy_ball", vecSrc, pev->angles, edict() ); - pEntity->pev->velocity = Vector ( RANDOM_FLOAT( -0.7, 0.7 ), RANDOM_FLOAT( -0.7, 0.7 ), 1.0 ) * 600.0; - pEntity->GreenBallInit( ); + pEntity->pev->velocity = Vector( RANDOM_FLOAT( -0.7, 0.7 ), RANDOM_FLOAT( -0.7, 0.7 ), 1.0 ) * 600.0; + pEntity->GreenBallInit(); */ break; } @@ -1163,17 +1180,17 @@ void CNihilanth :: HandleAnimEvent( MonsterEvent_t *pEvent ) void CNihilanth::CommandUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { - switch (useType) + switch( useType ) { case USE_OFF: { - CBaseEntity *pTouch = UTIL_FindEntityByTargetname( NULL, m_szDeadTouch ); - if ( pTouch && m_hEnemy != NULL ) - pTouch->Touch( m_hEnemy ); + CBaseEntity *pTouch = UTIL_FindEntityByTargetname( NULL, m_szDeadTouch ); + if( pTouch && m_hEnemy != NULL ) + pTouch->Touch( m_hEnemy ); } break; case USE_ON: - if (m_irritation == 0) + if( m_irritation == 0 ) { m_irritation = 1; } @@ -1185,40 +1202,40 @@ void CNihilanth::CommandUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_ } } -int CNihilanth :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType ) +int CNihilanth::TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType ) { - if (pevInflictor->owner == edict()) + if( pevInflictor->owner == edict() ) return 0; - if (flDamage >= pev->health) + if( flDamage >= pev->health ) { pev->health = 1; - if (m_irritation != 3) + if( m_irritation != 3 ) return 0; } - PainSound( ); + PainSound(); pev->health -= flDamage; return 0; } -void CNihilanth::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) +void CNihilanth::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ) { - if (m_irritation == 3) + if( m_irritation == 3 ) m_irritation = 2; - if (m_irritation == 2 && ptr->iHitgroup == 2 && flDamage > 2) + if( m_irritation == 2 && ptr->iHitgroup == 2 && flDamage > 2 ) m_irritation = 3; - if (m_irritation != 3) + if( m_irritation != 3 ) { - Vector vecBlood = (ptr->vecEndPos - pev->origin).Normalize( ); + Vector vecBlood = ( ptr->vecEndPos - pev->origin ).Normalize(); - UTIL_BloodStream( ptr->vecEndPos, vecBlood, BloodColor(), flDamage + (100 - 100 * (pev->health / gSkillData.nihilanthHealth))); + UTIL_BloodStream( ptr->vecEndPos, vecBlood, BloodColor(), flDamage + ( 100 - 100 * ( pev->health / gSkillData.nihilanthHealth ) ) ); } - // SpawnBlood(ptr->vecEndPos, BloodColor(), flDamage * 5.0);// a little surface blood. + // SpawnBlood( ptr->vecEndPos, BloodColor(), flDamage * 5.0 );// a little surface blood. AddMultiDamage( pevAttacker, this, flDamage, bitsDamageType ); } @@ -1228,10 +1245,10 @@ CBaseEntity *CNihilanth::RandomTargetname( const char *szName ) CBaseEntity *pEntity = NULL; CBaseEntity *pNewEntity = NULL; - while ((pNewEntity = UTIL_FindEntityByTargetname( pNewEntity, szName )) != NULL) + while( ( pNewEntity = UTIL_FindEntityByTargetname( pNewEntity, szName ) ) != NULL ) { total++; - if (RANDOM_LONG(0,total-1) < 1) + if( RANDOM_LONG( 0, total - 1 ) < 1 ) pEntity = pNewEntity; } return pEntity; @@ -1241,38 +1258,38 @@ CBaseEntity *CNihilanth::RandomTargetname( const char *szName ) // Controller bouncy ball attack //========================================================= -void CNihilanthHVR :: Spawn( void ) +void CNihilanthHVR::Spawn( void ) { - Precache( ); + Precache(); pev->rendermode = kRenderTransAdd; pev->renderamt = 255; pev->scale = 3.0; } -void CNihilanthHVR :: Precache( void ) +void CNihilanthHVR::Precache( void ) { - PRECACHE_MODEL("sprites/flare6.spr"); - PRECACHE_MODEL("sprites/nhth1.spr"); - PRECACHE_MODEL("sprites/exit1.spr"); - PRECACHE_MODEL("sprites/tele1.spr"); - PRECACHE_MODEL("sprites/animglow01.spr"); - PRECACHE_MODEL("sprites/xspark4.spr"); - PRECACHE_MODEL("sprites/muzzleflash3.spr"); - PRECACHE_SOUND("debris/zap4.wav"); - PRECACHE_SOUND("weapons/electro4.wav"); - PRECACHE_SOUND("x/x_teleattack1.wav"); + PRECACHE_MODEL( "sprites/flare6.spr" ); + PRECACHE_MODEL( "sprites/nhth1.spr" ); + PRECACHE_MODEL( "sprites/exit1.spr" ); + PRECACHE_MODEL( "sprites/tele1.spr" ); + PRECACHE_MODEL( "sprites/animglow01.spr" ); + PRECACHE_MODEL( "sprites/xspark4.spr" ); + PRECACHE_MODEL( "sprites/muzzleflash3.spr" ); + PRECACHE_SOUND( "debris/zap4.wav" ); + PRECACHE_SOUND( "weapons/electro4.wav" ); + PRECACHE_SOUND( "x/x_teleattack1.wav" ); } -void CNihilanthHVR :: CircleInit( CBaseEntity *pTarget ) +void CNihilanthHVR::CircleInit( CBaseEntity *pTarget ) { pev->movetype = MOVETYPE_NOCLIP; pev->solid = SOLID_NOT; - // SET_MODEL(edict(), "sprites/flare6.spr"); + // SET_MODEL( edict(), "sprites/flare6.spr" ); // pev->scale = 3.0; - // SET_MODEL(edict(), "sprites/xspark4.spr"); - SET_MODEL(edict(), "sprites/muzzleflash3.spr"); + // SET_MODEL( edict(), "sprites/xspark4.spr" ); + SET_MODEL( edict(), "sprites/muzzleflash3.spr" ); pev->rendercolor.x = 255; pev->rendercolor.y = 224; pev->rendercolor.z = 192; @@ -1280,7 +1297,7 @@ void CNihilanthHVR :: CircleInit( CBaseEntity *pTarget ) m_nFrames = 1; pev->renderamt = 255; - UTIL_SetSize(pev, Vector( 0, 0, 0), Vector(0, 0, 0)); + UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) ); UTIL_SetOrigin( pev, pev->origin ); SetThink( &CNihilanthHVR::HoverThink ); @@ -1296,20 +1313,20 @@ CBaseEntity *CNihilanthHVR::RandomClassname( const char *szName ) CBaseEntity *pEntity = NULL; CBaseEntity *pNewEntity = NULL; - while ((pNewEntity = UTIL_FindEntityByClassname( pNewEntity, szName )) != NULL) + while( ( pNewEntity = UTIL_FindEntityByClassname( pNewEntity, szName ) ) != NULL ) { total++; - if (RANDOM_LONG(0,total-1) < 1) + if( RANDOM_LONG( 0, total - 1 ) < 1 ) pEntity = pNewEntity; } return pEntity; } -void CNihilanthHVR :: HoverThink( void ) +void CNihilanthHVR::HoverThink( void ) { pev->nextthink = gpGlobals->time + 0.1; - if (m_hTargetEnt != NULL) + if( m_hTargetEnt != NULL ) { CircleTarget( m_hTargetEnt->pev->origin + Vector( 0, 0, 16 * N_SCALE ) ); } @@ -1318,13 +1335,12 @@ void CNihilanthHVR :: HoverThink( void ) UTIL_Remove( this ); } - - if (RANDOM_LONG( 0, 99 ) < 5) + if( RANDOM_LONG( 0, 99 ) < 5 ) { /* - CBaseEntity *pOther = RandomClassname( STRING(pev->classname) ); + CBaseEntity *pOther = RandomClassname( STRING( pev->classname ) ); - if (pOther && pOther != this) + if( pOther && pOther != this ) { MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_BEAMENTS ); @@ -1364,22 +1380,22 @@ void CNihilanthHVR :: HoverThink( void ) */ } - pev->frame = ((int)pev->frame + 1) % m_nFrames; + pev->frame = ( (int)pev->frame + 1 ) % m_nFrames; } -void CNihilanthHVR :: ZapInit( CBaseEntity *pEnemy ) +void CNihilanthHVR::ZapInit( CBaseEntity *pEnemy ) { pev->movetype = MOVETYPE_FLY; pev->solid = SOLID_BBOX; - SET_MODEL(edict(), "sprites/nhth1.spr"); + SET_MODEL( edict(), "sprites/nhth1.spr" ); pev->rendercolor.x = 255; pev->rendercolor.y = 255; pev->rendercolor.z = 255; pev->scale = 2.0; - pev->velocity = (pEnemy->pev->origin - pev->origin).Normalize() * 200; + pev->velocity = ( pEnemy->pev->origin - pev->origin ).Normalize() * 200; m_hEnemy = pEnemy; SetThink( &CNihilanthHVR::ZapThink ); @@ -1389,35 +1405,35 @@ void CNihilanthHVR :: ZapInit( CBaseEntity *pEnemy ) EMIT_SOUND_DYN( edict(), CHAN_WEAPON, "debris/zap4.wav", 1, ATTN_NORM, 0, 100 ); } -void CNihilanthHVR :: ZapThink( void ) +void CNihilanthHVR::ZapThink( void ) { pev->nextthink = gpGlobals->time + 0.05; // check world boundaries - if (m_hEnemy == NULL || pev->origin.x < -4096 || pev->origin.x > 4096 || pev->origin.y < -4096 || pev->origin.y > 4096 || pev->origin.z < -4096 || pev->origin.z > 4096) + if( m_hEnemy == NULL || pev->origin.x < -4096 || pev->origin.x > 4096 || pev->origin.y < -4096 || pev->origin.y > 4096 || pev->origin.z < -4096 || pev->origin.z > 4096 ) { SetTouch( NULL ); UTIL_Remove( this ); return; } - if (pev->velocity.Length() < 2000) + if( pev->velocity.Length() < 2000 ) { pev->velocity = pev->velocity * 1.2; } - // MovetoTarget( m_hEnemy->Center( ) ); + // MovetoTarget( m_hEnemy->Center() ); - if ((m_hEnemy->Center() - pev->origin).Length() < 256) + if( ( m_hEnemy->Center() - pev->origin ).Length() < 256 ) { TraceResult tr; UTIL_TraceLine( pev->origin, m_hEnemy->Center(), dont_ignore_monsters, edict(), &tr ); - CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit); - if (pEntity != NULL && pEntity->pev->takedamage) + CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit ); + if( pEntity != NULL && pEntity->pev->takedamage ) { - ClearMultiDamage( ); + ClearMultiDamage(); pEntity->TraceAttack( pev, gSkillData.nihilanthZap, pev->velocity, &tr, DMG_SHOCK ); ApplyMultiDamage( pev, pev ); } @@ -1449,7 +1465,7 @@ void CNihilanthHVR :: ZapThink( void ) return; } - pev->frame = (int)(pev->frame + 1) % 11; + pev->frame = (int)( pev->frame + 1 ) % 11; MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_ELIGHT ); @@ -1465,7 +1481,7 @@ void CNihilanthHVR :: ZapThink( void ) WRITE_COORD( 128 ); // decay MESSAGE_END(); - // Crawl( ); + // Crawl(); } void CNihilanthHVR::ZapTouch( CBaseEntity *pOther ) @@ -1476,9 +1492,9 @@ void CNihilanthHVR::ZapTouch( CBaseEntity *pOther ) pev->velocity = pev->velocity * 0; /* - for (int i = 0; i < 10; i++) + for( int i = 0; i < 10; i++ ) { - Crawl( ); + Crawl(); } */ @@ -1487,7 +1503,7 @@ void CNihilanthHVR::ZapTouch( CBaseEntity *pOther ) pev->nextthink = gpGlobals->time + 0.2; } -void CNihilanthHVR :: TeleportInit( CNihilanth *pOwner, CBaseEntity *pEnemy, CBaseEntity *pTarget, CBaseEntity *pTouch ) +void CNihilanthHVR::TeleportInit( CNihilanth *pOwner, CBaseEntity *pEnemy, CBaseEntity *pTarget, CBaseEntity *pTouch ) { pev->movetype = MOVETYPE_FLY; pev->solid = SOLID_BBOX; @@ -1497,7 +1513,7 @@ void CNihilanthHVR :: TeleportInit( CNihilanth *pOwner, CBaseEntity *pEnemy, CBa pev->rendercolor.z = 255; pev->velocity.z *= 0.2; - SET_MODEL(edict(), "sprites/exit1.spr"); + SET_MODEL( edict(), "sprites/exit1.spr" ); m_pNihilanth = pOwner; m_hEnemy = pEnemy; @@ -1511,7 +1527,7 @@ void CNihilanthHVR :: TeleportInit( CNihilanth *pOwner, CBaseEntity *pEnemy, CBa EMIT_SOUND_DYN( edict(), CHAN_WEAPON, "x/x_teleattack1.wav", 1, 0.2, 0, 100 ); } -void CNihilanthHVR :: GreenBallInit( ) +void CNihilanthHVR::GreenBallInit() { pev->movetype = MOVETYPE_FLY; pev->solid = SOLID_BBOX; @@ -1521,42 +1537,42 @@ void CNihilanthHVR :: GreenBallInit( ) pev->rendercolor.z = 255; pev->scale = 1.0; - SET_MODEL(edict(), "sprites/exit1.spr"); + SET_MODEL( edict(), "sprites/exit1.spr" ); SetTouch( &CNihilanthHVR::RemoveTouch ); } -void CNihilanthHVR :: TeleportThink( void ) +void CNihilanthHVR::TeleportThink( void ) { pev->nextthink = gpGlobals->time + 0.1; // check world boundaries - if (m_hEnemy == NULL || !m_hEnemy->IsAlive() || pev->origin.x < -4096 || pev->origin.x > 4096 || pev->origin.y < -4096 || pev->origin.y > 4096 || pev->origin.z < -4096 || pev->origin.z > 4096) + if( m_hEnemy == NULL || !m_hEnemy->IsAlive() || pev->origin.x < -4096 || pev->origin.x > 4096 || pev->origin.y < -4096 || pev->origin.y > 4096 || pev->origin.z < -4096 || pev->origin.z > 4096 ) { - STOP_SOUND(edict(), CHAN_WEAPON, "x/x_teleattack1.wav" ); + STOP_SOUND( edict(), CHAN_WEAPON, "x/x_teleattack1.wav" ); UTIL_Remove( this ); return; } - if ((m_hEnemy->Center() - pev->origin).Length() < 128) + if( ( m_hEnemy->Center() - pev->origin).Length() < 128 ) { - STOP_SOUND(edict(), CHAN_WEAPON, "x/x_teleattack1.wav" ); + STOP_SOUND( edict(), CHAN_WEAPON, "x/x_teleattack1.wav" ); UTIL_Remove( this ); - if (m_hTargetEnt != NULL) + if( m_hTargetEnt != NULL ) m_hTargetEnt->Use( m_hEnemy, m_hEnemy, USE_ON, 1.0 ); - if ( m_hTouch != NULL && m_hEnemy != NULL ) + if( m_hTouch != NULL && m_hEnemy != NULL ) m_hTouch->Touch( m_hEnemy ); } else { - MovetoTarget( m_hEnemy->Center( ) ); + MovetoTarget( m_hEnemy->Center() ); } MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_ELIGHT ); - WRITE_SHORT( entindex( ) ); // entity, attachment + WRITE_SHORT( entindex() ); // entity, attachment WRITE_COORD( pev->origin.x ); // origin WRITE_COORD( pev->origin.y ); WRITE_COORD( pev->origin.z ); @@ -1568,10 +1584,10 @@ void CNihilanthHVR :: TeleportThink( void ) WRITE_COORD( 256 ); // decay MESSAGE_END(); - pev->frame = (int)(pev->frame + 1) % 20; + pev->frame = (int)( pev->frame + 1 ) % 20; } -void CNihilanthHVR :: AbsorbInit( void ) +void CNihilanthHVR::AbsorbInit( void ) { SetThink( &CNihilanthHVR::DissipateThink ); pev->renderamt = 255; @@ -1598,12 +1614,12 @@ void CNihilanthHVR::TeleportTouch( CBaseEntity *pOther ) { CBaseEntity *pEnemy = m_hEnemy; - if (pOther == pEnemy) + if( pOther == pEnemy ) { - if (m_hTargetEnt != NULL) + if( m_hTargetEnt != NULL ) m_hTargetEnt->Use( pEnemy, pEnemy, USE_ON, 1.0 ); - if (m_hTouch != NULL && pEnemy != NULL ) + if( m_hTouch != NULL && pEnemy != NULL ) m_hTouch->Touch( pEnemy ); } else @@ -1616,17 +1632,17 @@ void CNihilanthHVR::TeleportTouch( CBaseEntity *pOther ) UTIL_Remove( this ); } -void CNihilanthHVR :: DissipateThink( void ) +void CNihilanthHVR::DissipateThink( void ) { pev->nextthink = gpGlobals->time + 0.1; - if (pev->scale > 5.0) + if( pev->scale > 5.0 ) UTIL_Remove( this ); pev->renderamt -= 2; pev->scale += 0.1; - if (m_hTargetEnt != NULL) + if( m_hTargetEnt != NULL ) { CircleTarget( m_hTargetEnt->pev->origin + Vector( 0, 0, 4096 ) ); } @@ -1637,7 +1653,7 @@ void CNihilanthHVR :: DissipateThink( void ) MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_ELIGHT ); - WRITE_SHORT( entindex( ) ); // entity, attachment + WRITE_SHORT( entindex() ); // entity, attachment WRITE_COORD( pev->origin.x ); // origin WRITE_COORD( pev->origin.y ); WRITE_COORD( pev->origin.z ); @@ -1650,7 +1666,7 @@ void CNihilanthHVR :: DissipateThink( void ) MESSAGE_END(); } -BOOL CNihilanthHVR :: CircleTarget( Vector vecTarget ) +BOOL CNihilanthHVR::CircleTarget( Vector vecTarget ) { BOOL fClose = FALSE; @@ -1660,42 +1676,42 @@ BOOL CNihilanthHVR :: CircleTarget( Vector vecTarget ) vecDest.z = 0; vecEst.z = 0; vecSrc.z = 0; - float d1 = (vecDest - vecSrc).Length() - 24 * N_SCALE; - float d2 = (vecDest - vecEst).Length() - 24 * N_SCALE; + float d1 = ( vecDest - vecSrc ).Length() - 24 * N_SCALE; + float d2 = ( vecDest - vecEst ).Length() - 24 * N_SCALE; - if (m_vecIdeal == Vector( 0, 0, 0 )) + if( m_vecIdeal == Vector( 0, 0, 0 ) ) { m_vecIdeal = pev->velocity; } - if (d1 < 0 && d2 <= d1) + if( d1 < 0 && d2 <= d1 ) { - // ALERT( at_console, "too close\n"); - m_vecIdeal = m_vecIdeal - (vecDest - vecSrc).Normalize() * 50; + // ALERT( at_console, "too close\n" ); + m_vecIdeal = m_vecIdeal - ( vecDest - vecSrc ).Normalize() * 50; } - else if (d1 > 0 && d2 >= d1) + else if( d1 > 0 && d2 >= d1 ) { - // ALERT( at_console, "too far\n"); - m_vecIdeal = m_vecIdeal + (vecDest - vecSrc).Normalize() * 50; + // ALERT( at_console, "too far\n" ); + m_vecIdeal = m_vecIdeal + ( vecDest - vecSrc ).Normalize() * 50; } pev->avelocity.z = d1 * 20; - if (d1 < 32) + if( d1 < 32 ) { fClose = TRUE; } m_vecIdeal = m_vecIdeal + Vector( RANDOM_FLOAT( -2, 2 ), RANDOM_FLOAT( -2, 2 ), RANDOM_FLOAT( -2, 2 )); - m_vecIdeal = Vector( m_vecIdeal.x, m_vecIdeal.y, 0 ).Normalize( ) * 200 - /* + Vector( -m_vecIdeal.y, m_vecIdeal.x, 0 ).Normalize( ) * 32 */ + m_vecIdeal = Vector( m_vecIdeal.x, m_vecIdeal.y, 0 ).Normalize() * 200 + /* + Vector( -m_vecIdeal.y, m_vecIdeal.x, 0 ).Normalize() * 32 */ + Vector( 0, 0, m_vecIdeal.z ); - // m_vecIdeal = m_vecIdeal + Vector( -m_vecIdeal.y, m_vecIdeal.x, 0 ).Normalize( ) * 2; + // m_vecIdeal = m_vecIdeal + Vector( -m_vecIdeal.y, m_vecIdeal.x, 0 ).Normalize() * 2; // move up/down d1 = vecTarget.z - pev->origin.z; - if (d1 > 0 && m_vecIdeal.z < 200) + if( d1 > 0 && m_vecIdeal.z < 200 ) m_vecIdeal.z += 20; - else if (d1 < 0 && m_vecIdeal.z > -200) + else if( d1 < 0 && m_vecIdeal.z > -200 ) m_vecIdeal.z -= 20; pev->velocity = m_vecIdeal; @@ -1704,34 +1720,34 @@ BOOL CNihilanthHVR :: CircleTarget( Vector vecTarget ) return fClose; } -void CNihilanthHVR :: MovetoTarget( Vector vecTarget ) +void CNihilanthHVR::MovetoTarget( Vector vecTarget ) { - if (m_vecIdeal == Vector( 0, 0, 0 )) + if( m_vecIdeal == Vector( 0, 0, 0 ) ) { m_vecIdeal = pev->velocity; } // accelerate float flSpeed = m_vecIdeal.Length(); - if (flSpeed > 300) + if( flSpeed > 300 ) { - m_vecIdeal = m_vecIdeal.Normalize( ) * 300; + m_vecIdeal = m_vecIdeal.Normalize() * 300; } m_vecIdeal = m_vecIdeal + (vecTarget - pev->origin).Normalize() * 300; pev->velocity = m_vecIdeal; } -void CNihilanthHVR :: Crawl( void ) +void CNihilanthHVR::Crawl( void ) { - Vector vecAim = Vector( RANDOM_FLOAT( -1, 1 ), RANDOM_FLOAT( -1, 1 ), RANDOM_FLOAT( -1, 1 ) ).Normalize( ); + Vector vecAim = Vector( RANDOM_FLOAT( -1, 1 ), RANDOM_FLOAT( -1, 1 ), RANDOM_FLOAT( -1, 1 ) ).Normalize(); Vector vecPnt = pev->origin + pev->velocity * 0.2 + vecAim * 128; MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_BEAMENTPOINT ); WRITE_SHORT( entindex() ); - WRITE_COORD( vecPnt.x); - WRITE_COORD( vecPnt.y); - WRITE_COORD( vecPnt.z); + WRITE_COORD( vecPnt.x ); + WRITE_COORD( vecPnt.y ); + WRITE_COORD( vecPnt.z ); WRITE_SHORT( g_sModelIndexLaser ); WRITE_BYTE( 0 ); // frame start WRITE_BYTE( 10 ); // framerate @@ -1748,17 +1764,17 @@ void CNihilanthHVR :: Crawl( void ) void CNihilanthHVR::RemoveTouch( CBaseEntity *pOther ) { - STOP_SOUND(edict(), CHAN_WEAPON, "x/x_teleattack1.wav" ); + STOP_SOUND( edict(), CHAN_WEAPON, "x/x_teleattack1.wav" ); UTIL_Remove( this ); } void CNihilanthHVR::BounceTouch( CBaseEntity *pOther ) { - Vector vecDir = m_vecIdeal.Normalize( ); + Vector vecDir = m_vecIdeal.Normalize(); - TraceResult tr = UTIL_GetGlobalTrace( ); + TraceResult tr = UTIL_GetGlobalTrace(); - float n = -DotProduct(tr.vecPlaneNormal, vecDir); + float n = -DotProduct( tr.vecPlaneNormal, vecDir ); vecDir = 2.0 * tr.vecPlaneNormal * n + vecDir; diff --git a/dlls/nodes.cpp b/dlls/nodes.cpp index 368ba7b3..55626fc0 100644 --- a/dlls/nodes.cpp +++ b/dlls/nodes.cpp @@ -32,25 +32,27 @@ #define MAX_NODE_INITIAL_LINKS 128 #define MAX_NODES 1024 -extern DLL_GLOBAL edict_t *g_pBodyQueueHead; +extern DLL_GLOBAL edict_t *g_pBodyQueueHead; -Vector VecBModelOrigin( entvars_t* pevBModel ); +Vector VecBModelOrigin( entvars_t *pevBModel ); -CGraph WorldGraph; +CGraph WorldGraph; LINK_ENTITY_TO_CLASS( info_node, CNodeEnt ) LINK_ENTITY_TO_CLASS( info_node_air, CNodeEnt ) + #if defined _LINUX && !defined _WIN32 #include #include #define CreateDirectory(p, n) mkdir(p, 0777) #endif + //========================================================= // CGraph - InitGraph - prepares the graph for use. Frees any // memory currently in use by the world graph, NULLs // all pointers, and zeros the node count. //========================================================= -void CGraph :: InitGraph( void) +void CGraph::InitGraph( void ) { // Make the graph unavailable // @@ -60,37 +62,37 @@ void CGraph :: InitGraph( void) // Free the link pool // - if ( m_pLinkPool ) + if( m_pLinkPool ) { - free ( m_pLinkPool ); + free( m_pLinkPool ); m_pLinkPool = NULL; } - + // Free the node info // - if ( m_pNodes ) + if( m_pNodes ) { - free ( m_pNodes ); + free( m_pNodes ); m_pNodes = NULL; } - if ( m_di ) + if( m_di ) { - free ( m_di ); + free( m_di ); m_di = NULL; } // Free the routing info. // - if ( m_pRouteInfo ) + if( m_pRouteInfo ) { - free ( m_pRouteInfo ); + free( m_pRouteInfo ); m_pRouteInfo = NULL; } - if (m_pHashLinks) + if( m_pHashLinks ) { - free(m_pHashLinks); + free( m_pHashLinks ); m_pHashLinks = NULL; } @@ -109,15 +111,15 @@ void CGraph :: InitGraph( void) // reasonable number of nodes so we can build the path which // will be saved to disk. //========================================================= -int CGraph :: AllocNodes ( void ) +int CGraph::AllocNodes( void ) { // malloc all of the nodes - WorldGraph.m_pNodes = (CNode *)calloc ( sizeof ( CNode ), MAX_NODES ); + WorldGraph.m_pNodes = (CNode *)calloc( sizeof(CNode), MAX_NODES ); // could not malloc space for all the nodes! - if ( !WorldGraph.m_pNodes ) + if( !WorldGraph.m_pNodes ) { - ALERT ( at_aiconsole, "**ERROR**\nCouldn't malloc %d nodes!\n", WorldGraph.m_cNodes ); + ALERT( at_aiconsole, "**ERROR**\nCouldn't malloc %d nodes!\n", WorldGraph.m_cNodes ); return FALSE; } @@ -137,36 +139,36 @@ int CGraph :: AllocNodes ( void ) // pNode is the node the monster will be standing on when it // will need to stop and trigger the ent. //========================================================= -entvars_t* CGraph :: LinkEntForLink ( CLink *pLink, CNode *pNode ) +entvars_t *CGraph::LinkEntForLink( CLink *pLink, CNode *pNode ) { edict_t *pentSearch; edict_t *pentTrigger; - entvars_t *pevTrigger; - entvars_t *pevLinkEnt; - TraceResult tr; + entvars_t *pevTrigger; + entvars_t *pevLinkEnt; + TraceResult tr; pevLinkEnt = pLink->m_pLinkEnt; - if ( !pevLinkEnt ) + if( !pevLinkEnt ) return NULL; pentSearch = NULL;// start search at the top of the ent list. - if ( FClassnameIs ( pevLinkEnt, "func_door" ) || FClassnameIs ( pevLinkEnt, "func_door_rotating" ) ) + if( FClassnameIs( pevLinkEnt, "func_door" ) || FClassnameIs( pevLinkEnt, "func_door_rotating" ) ) { ///!!!UNDONE - check for TOGGLE or STAY open doors here. If a door is in the way, and is // TOGGLE or STAY OPEN, even monsters that can't open doors can go that way. - if ( ( pevLinkEnt->spawnflags & SF_DOOR_USE_ONLY ) ) + if( ( pevLinkEnt->spawnflags & SF_DOOR_USE_ONLY ) ) { // door is use only, so the door is all the monster has to worry about return pevLinkEnt; } - while ( 1 ) + while( 1 ) { - pentTrigger = FIND_ENTITY_BY_TARGET ( pentSearch, STRING( pevLinkEnt->targetname ) );// find the button or trigger + pentTrigger = FIND_ENTITY_BY_TARGET( pentSearch, STRING( pevLinkEnt->targetname ) );// find the button or trigger - if ( FNullEnt( pentTrigger ) ) + if( FNullEnt( pentTrigger ) ) { // no trigger found @@ -175,20 +177,19 @@ entvars_t* CGraph :: LinkEntForLink ( CLink *pLink, CNode *pNode ) // monsters to open these sorts of doors for now. return pevLinkEnt; } - + pentSearch = pentTrigger; pevTrigger = VARS( pentTrigger ); - - if ( FClassnameIs(pevTrigger, "func_button") || FClassnameIs(pevTrigger, "func_rot_button" ) ) + + if( FClassnameIs( pevTrigger, "func_button" ) || FClassnameIs( pevTrigger, "func_rot_button" ) ) { - // only buttons are handled right now. + // only buttons are handled right now. // trace from the node to the trigger, make sure it's one we can see from the node. // !!!HACKHACK Use bodyqueue here cause there are no ents we really wish to ignore! - UTIL_TraceLine ( pNode->m_vecOrigin, VecBModelOrigin( pevTrigger ), ignore_monsters, g_pBodyQueueHead, &tr ); + UTIL_TraceLine( pNode->m_vecOrigin, VecBModelOrigin( pevTrigger ), ignore_monsters, g_pBodyQueueHead, &tr ); - - if ( VARS(tr.pHit) == pevTrigger ) + if( VARS(tr.pHit) == pevTrigger ) { // good to go! return VARS( tr.pHit ); @@ -198,7 +199,7 @@ entvars_t* CGraph :: LinkEntForLink ( CLink *pLink, CNode *pNode ) } else { - ALERT ( at_aiconsole, "Unsupported PathEnt:\n'%s'\n", STRING ( pevLinkEnt->classname ) ); + ALERT( at_aiconsole, "Unsupported PathEnt:\n'%s'\n", STRING( pevLinkEnt->classname ) ); return NULL; } } @@ -209,36 +210,36 @@ entvars_t* CGraph :: LinkEntForLink ( CLink *pLink, CNode *pNode ) // Given the monster's capability, determine whether // or not the monster can go this way. //========================================================= -int CGraph :: HandleLinkEnt ( int iNode, entvars_t *pevLinkEnt, int afCapMask, NODEQUERY queryType ) +int CGraph::HandleLinkEnt( int iNode, entvars_t *pevLinkEnt, int afCapMask, NODEQUERY queryType ) { - edict_t *pentWorld; - CBaseEntity *pDoor; - TraceResult tr; + edict_t *pentWorld; + CBaseEntity *pDoor; + TraceResult tr; - if ( !m_fGraphPresent || !m_fGraphPointersSet ) + if( !m_fGraphPresent || !m_fGraphPointersSet ) { // protect us in the case that the node graph isn't available - ALERT ( at_aiconsole, "Graph not ready!\n" ); + ALERT( at_aiconsole, "Graph not ready!\n" ); return FALSE; } - if ( FNullEnt ( pevLinkEnt ) ) + if( FNullEnt( pevLinkEnt ) ) { - ALERT ( at_aiconsole, "dead path ent!\n" ); + ALERT( at_aiconsole, "dead path ent!\n" ); return TRUE; } pentWorld = NULL; // func_door - if ( FClassnameIs( pevLinkEnt, "func_door" ) || FClassnameIs( pevLinkEnt, "func_door_rotating" ) ) + if( FClassnameIs( pevLinkEnt, "func_door" ) || FClassnameIs( pevLinkEnt, "func_door_rotating" ) ) { // ent is a door. pDoor = ( CBaseEntity::Instance( pevLinkEnt ) ); - if ( ( pevLinkEnt->spawnflags & SF_DOOR_USE_ONLY ) ) + if( ( pevLinkEnt->spawnflags & SF_DOOR_USE_ONLY ) ) { // door is use only. - if ( ( afCapMask & bits_CAP_OPEN_DOORS ) ) + if( ( afCapMask & bits_CAP_OPEN_DOORS ) ) { // let monster right through if he can open doors return TRUE; @@ -246,7 +247,7 @@ int CGraph :: HandleLinkEnt ( int iNode, entvars_t *pevLinkEnt, int afCapMask, N else { // monster should try for it if the door is open and looks as if it will stay that way - if ( pDoor->GetToggleState()== TS_AT_TOP && ( pevLinkEnt->spawnflags & SF_DOOR_NO_AUTO_RETURN ) ) + if( pDoor->GetToggleState()== TS_AT_TOP && ( pevLinkEnt->spawnflags & SF_DOOR_NO_AUTO_RETURN ) ) { return TRUE; } @@ -257,29 +258,29 @@ int CGraph :: HandleLinkEnt ( int iNode, entvars_t *pevLinkEnt, int afCapMask, N else { // door must be opened with a button or trigger field. - + // monster should try for it if the door is open and looks as if it will stay that way - if ( pDoor->GetToggleState() == TS_AT_TOP && ( pevLinkEnt->spawnflags & SF_DOOR_NO_AUTO_RETURN ) ) + if( pDoor->GetToggleState() == TS_AT_TOP && ( pevLinkEnt->spawnflags & SF_DOOR_NO_AUTO_RETURN ) ) { return TRUE; } - if ( ( afCapMask & bits_CAP_OPEN_DOORS ) ) + if( ( afCapMask & bits_CAP_OPEN_DOORS ) ) { - if ( !( pevLinkEnt->spawnflags & SF_DOOR_NOMONSTERS ) || queryType == NODEGRAPH_STATIC ) + if( !( pevLinkEnt->spawnflags & SF_DOOR_NOMONSTERS ) || queryType == NODEGRAPH_STATIC ) return TRUE; } return FALSE; } } - // func_breakable - else if ( FClassnameIs( pevLinkEnt, "func_breakable" ) && queryType == NODEGRAPH_STATIC ) + // func_breakable + else if( FClassnameIs( pevLinkEnt, "func_breakable" ) && queryType == NODEGRAPH_STATIC ) { return TRUE; } else { - ALERT ( at_aiconsole, "Unhandled Ent in Path %s\n", STRING( pevLinkEnt->classname ) ); + ALERT( at_aiconsole, "Unhandled Ent in Path %s\n", STRING( pevLinkEnt->classname ) ); return FALSE; } @@ -294,24 +295,24 @@ int CGraph :: HandleLinkEnt ( int iNode, entvars_t *pevLinkEnt, int afCapMask, N // into the passed int pointer, and a BOOL telling whether or // not the point is along the line into the passed BOOL pointer. //========================================================= -int CGraph :: FindNearestLink ( const Vector &vecTestPoint, int *piNearestLink, BOOL *pfAlongLine ) +int CGraph::FindNearestLink( const Vector &vecTestPoint, int *piNearestLink, BOOL *pfAlongLine ) { - int i, j;// loops - - int iNearestLink;// index into the link pool, this is the nearest node at any time. - float flMinDist;// the distance of of the nearest case so far - float flDistToLine;// the distance of the current test case + int i, j;// loops - BOOL fCurrentAlongLine; - BOOL fSuccess; + int iNearestLink;// index into the link pool, this is the nearest node at any time. + float flMinDist;// the distance of of the nearest case so far + float flDistToLine;// the distance of the current test case - //float flConstant;// line constant - Vector vecSpot1, vecSpot2; - Vector2D vec2Spot1, vec2Spot2, vec2TestPoint; - Vector2D vec2Normal;// line normal - Vector2D vec2Line; + BOOL fCurrentAlongLine; + BOOL fSuccess; - TraceResult tr; + //float flConstant;// line constant + Vector vecSpot1, vecSpot2; + Vector2D vec2Spot1, vec2Spot2, vec2TestPoint; + Vector2D vec2Normal;// line normal + Vector2D vec2Line; + + TraceResult tr; iNearestLink = -1;// prepare for failure fSuccess = FALSE; @@ -322,22 +323,22 @@ int CGraph :: FindNearestLink ( const Vector &vecTestPoint, int *piNearestLink, int cSkip = 0;// how many links proper pairing allowed us to skip int cChecked = 0;// how many links were checked - for ( i = 0 ; i < m_cNodes ; i++ ) + for( i = 0; i < m_cNodes; i++ ) { - vecSpot1 = m_pNodes[ i ].m_vecOrigin; + vecSpot1 = m_pNodes[i].m_vecOrigin; - if ( m_pNodes[ i ].m_cNumLinks <= 0 ) + if( m_pNodes[i].m_cNumLinks <= 0 ) { // this shouldn't happen! - ALERT ( at_aiconsole, "**Node %d has no links\n", i ); + ALERT( at_aiconsole, "**Node %d has no links\n", i ); continue; } - for ( j = 0 ; j < m_pNodes[ i ].m_cNumLinks ; j++ ) + for( j = 0; j < m_pNodes[i].m_cNumLinks; j++ ) { /* !!!This optimization only works when the node graph consists of properly linked pairs. - if ( INodeLink ( i, j ) <= i ) + if( INodeLink( i, j ) <= i ) { // since we're going through the nodes in order, don't check // any connections whose second node is lower in the list @@ -348,10 +349,10 @@ int CGraph :: FindNearestLink ( const Vector &vecTestPoint, int *piNearestLink, } */ - vecSpot2 = PNodeLink ( i, j )->m_vecOrigin; + vecSpot2 = PNodeLink( i, j )->m_vecOrigin; // these values need a little attention now and then, or sometimes ramps cause trouble. - if ( fabs ( vecSpot1.z - vecTestPoint.z ) > 48 && fabs ( vecSpot2.z - vecTestPoint.z ) > 48 ) + if( fabs( vecSpot1.z - vecTestPoint.z ) > 48 && fabs( vecSpot2.z - vecTestPoint.z ) > 48 ) { // if both endpoints of the line are 32 units or more above or below the monster, // the monster won't be able to get to them, so we do a bit of trivial rejection here. @@ -361,9 +362,9 @@ int CGraph :: FindNearestLink ( const Vector &vecTestPoint, int *piNearestLink, continue; } -// now we have two endpoints for a line segment that we've not already checked. -// since all lines that make it this far are within -/+ 32 units of the test point's -// Z Plane, we can get away with doing the point->line check in 2d. + // now we have two endpoints for a line segment that we've not already checked. + // since all lines that make it this far are within -/+ 32 units of the test point's + // Z Plane, we can get away with doing the point->line check in 2d. cChecked++; @@ -376,13 +377,13 @@ int CGraph :: FindNearestLink ( const Vector &vecTestPoint, int *piNearestLink, vec2Normal.x = -vec2Line.y; vec2Normal.y = vec2Line.x; - if ( DotProduct ( vec2Line, ( vec2TestPoint - vec2Spot1 ) ) > 0 ) + if( DotProduct( vec2Line, ( vec2TestPoint - vec2Spot1 ) ) > 0 ) { // point outside of line flDistToLine = ( vec2TestPoint - vec2Spot1 ).Length(); fCurrentAlongLine = FALSE; } - else if ( DotProduct ( vec2Line, ( vec2TestPoint - vec2Spot2 ) ) < 0 ) + else if( DotProduct( vec2Line, ( vec2TestPoint - vec2Spot2 ) ) < 0 ) { // point outside of line flDistToLine = ( vec2TestPoint - vec2Spot2 ).Length(); @@ -391,75 +392,75 @@ int CGraph :: FindNearestLink ( const Vector &vecTestPoint, int *piNearestLink, else { // point inside line - flDistToLine = fabs( DotProduct ( vec2TestPoint - vec2Spot2, vec2Normal ) ); + flDistToLine = fabs( DotProduct( vec2TestPoint - vec2Spot2, vec2Normal ) ); fCurrentAlongLine = TRUE; } - if ( flDistToLine < flMinDist ) + if( flDistToLine < flMinDist ) { // just found a line nearer than any other so far - UTIL_TraceLine ( vecTestPoint, SourceNode( i, j ).m_vecOrigin, ignore_monsters, g_pBodyQueueHead, &tr ); + UTIL_TraceLine( vecTestPoint, SourceNode( i, j ).m_vecOrigin, ignore_monsters, g_pBodyQueueHead, &tr ); - if ( tr.flFraction != 1.0 ) + if( tr.flFraction != 1.0 ) { // crap. can't see the first node of this link, try to see the other UTIL_TraceLine ( vecTestPoint, DestNode( i, j ).m_vecOrigin, ignore_monsters, g_pBodyQueueHead, &tr ); - if ( tr.flFraction != 1.0 ) + if( tr.flFraction != 1.0 ) { // can't use this link, cause can't see either node! continue; } } - + fSuccess = TRUE;// we know there will be something to return. flMinDist = flDistToLine; - iNearestLink = m_pNodes [ i ].m_iFirstLink + j; - *piNearestLink = m_pNodes[ i ].m_iFirstLink + j; + iNearestLink = m_pNodes[i].m_iFirstLink + j; + *piNearestLink = m_pNodes[i].m_iFirstLink + j; *pfAlongLine = fCurrentAlongLine; } } } /* - if ( fSuccess ) + if( fSuccess ) { - WRITE_BYTE(MSG_BROADCAST, SVC_TEMPENTITY); - WRITE_BYTE(MSG_BROADCAST, TE_SHOWLINE); - - WRITE_COORD(MSG_BROADCAST, m_pNodes[ m_pLinkPool[ iNearestLink ].m_iSrcNode ].m_vecOrigin.x ); - WRITE_COORD(MSG_BROADCAST, m_pNodes[ m_pLinkPool[ iNearestLink ].m_iSrcNode ].m_vecOrigin.y ); - WRITE_COORD(MSG_BROADCAST, m_pNodes[ m_pLinkPool[ iNearestLink ].m_iSrcNode ].m_vecOrigin.z + NODE_HEIGHT); + WRITE_BYTE( MSG_BROADCAST, SVC_TEMPENTITY ); + WRITE_BYTE( MSG_BROADCAST, TE_SHOWLINE ); - WRITE_COORD(MSG_BROADCAST, m_pNodes[ m_pLinkPool[ iNearestLink ].m_iDestNode ].m_vecOrigin.x ); - WRITE_COORD(MSG_BROADCAST, m_pNodes[ m_pLinkPool[ iNearestLink ].m_iDestNode ].m_vecOrigin.y ); - WRITE_COORD(MSG_BROADCAST, m_pNodes[ m_pLinkPool[ iNearestLink ].m_iDestNode ].m_vecOrigin.z + NODE_HEIGHT); + WRITE_COORD( MSG_BROADCAST, m_pNodes[m_pLinkPool[iNearestLink].m_iSrcNode].m_vecOrigin.x ); + WRITE_COORD( MSG_BROADCAST, m_pNodes[m_pLinkPool[iNearestLink].m_iSrcNode].m_vecOrigin.y ); + WRITE_COORD( MSG_BROADCAST, m_pNodes[m_pLinkPool[iNearestLink].m_iSrcNode].m_vecOrigin.z + NODE_HEIGHT ); + + WRITE_COORD( MSG_BROADCAST, m_pNodes[m_pLinkPool[iNearestLink].m_iDestNode].m_vecOrigin.x ); + WRITE_COORD( MSG_BROADCAST, m_pNodes[m_pLinkPool[iNearestLink].m_iDestNode].m_vecOrigin.y ); + WRITE_COORD( MSG_BROADCAST, m_pNodes[m_pLinkPool[iNearestLink].m_iDestNode].m_vecOrigin.z + NODE_HEIGHT ); } */ - ALERT ( at_aiconsole, "%d Checked\n", cChecked ); + ALERT( at_aiconsole, "%d Checked\n", cChecked ); return fSuccess; } #endif -int CGraph::HullIndex( const CBaseEntity *pEntity ) +int CGraph::HullIndex( const CBaseEntity *pEntity ) { - if ( pEntity->pev->movetype == MOVETYPE_FLY) + if( pEntity->pev->movetype == MOVETYPE_FLY ) return NODE_FLY_HULL; - if ( pEntity->pev->mins == Vector( -12, -12, 0 ) ) + if( pEntity->pev->mins == Vector( -12, -12, 0 ) ) return NODE_SMALL_HULL; - else if ( pEntity->pev->mins == VEC_HUMAN_HULL_MIN ) + else if( pEntity->pev->mins == VEC_HUMAN_HULL_MIN ) return NODE_HUMAN_HULL; - else if ( pEntity->pev->mins == Vector ( -32, -32, 0 ) ) + else if( pEntity->pev->mins == Vector( -32, -32, 0 ) ) return NODE_LARGE_HULL; - //ALERT ( at_aiconsole, "Unknown Hull Mins!\n" ); + //ALERT( at_aiconsole, "Unknown Hull Mins!\n" ); return NODE_HUMAN_HULL; } int CGraph::NodeType( const CBaseEntity *pEntity ) { - if ( pEntity->pev->movetype == MOVETYPE_FLY) + if( pEntity->pev->movetype == MOVETYPE_FLY ) { - if (pEntity->pev->waterlevel != 0) + if( pEntity->pev->waterlevel != 0 ) { return bits_NODE_WATER; } @@ -474,37 +475,37 @@ int CGraph::NodeType( const CBaseEntity *pEntity ) // Sum up graph weights on the path from iStart to iDest to determine path length float CGraph::PathLength( int iStart, int iDest, int iHull, int afCapMask ) { - float distance = 0; - int iNext; + float distance = 0; + int iNext; - int iMaxLoop = m_cNodes; + int iMaxLoop = m_cNodes; int iCurrentNode = iStart; int iCap = CapIndex( afCapMask ); - while (iCurrentNode != iDest) + while( iCurrentNode != iDest ) { - if (iMaxLoop-- <= 0) + if( iMaxLoop-- <= 0 ) { ALERT( at_console, "Route Failure\n" ); return 0; } iNext = NextNodeInRoute( iCurrentNode, iDest, iHull, iCap ); - if (iCurrentNode == iNext) + if( iCurrentNode == iNext ) { - //ALERT(at_aiconsole, "SVD: Can't get there from here..\n"); + //ALERT( at_aiconsole, "SVD: Can't get there from here..\n" ); return 0; } int iLink; - HashSearch(iCurrentNode, iNext, iLink); - if (iLink < 0) + HashSearch( iCurrentNode, iNext, iLink ); + if( iLink < 0 ) { - ALERT(at_console, "HashLinks is broken from %d to %d.\n", iCurrentNode, iDest); + ALERT( at_console, "HashLinks is broken from %d to %d.\n", iCurrentNode, iDest ); return 0; } - CLink &link = Link(iLink); + CLink &link = Link( iLink ); distance += link.m_flWeight; iCurrentNode = iNext; @@ -517,49 +518,51 @@ float CGraph::PathLength( int iStart, int iDest, int iHull, int afCapMask ) int CGraph::NextNodeInRoute( int iCurrentNode, int iDest, int iHull, int iCap ) { int iNext = iCurrentNode; - int nCount = iDest+1; - signed char *pRoute = m_pRouteInfo + m_pNodes[ iCurrentNode ].m_pNextBestNode[iHull][iCap]; + int nCount = iDest + 1; + signed char *pRoute = m_pRouteInfo + m_pNodes[iCurrentNode].m_pNextBestNode[iHull][iCap]; // Until we decode the next best node // - while (nCount > 0) + while( nCount > 0 ) { signed char ch = *pRoute++; - //ALERT(at_aiconsole, "C(%d)", ch); - if (ch < 0) + //ALERT( at_aiconsole, "C(%d)", ch ); + if( ch < 0 ) { // Sequence phrase // ch = -ch; - if (nCount <= ch) + if( nCount <= ch ) { iNext = iDest; nCount = 0; - //ALERT(at_aiconsole, "SEQ: iNext/iDest=%d\n", iNext); + //ALERT( at_aiconsole, "SEQ: iNext/iDest=%d\n", iNext ); } else { - //ALERT(at_aiconsole, "SEQ: nCount + ch (%d + %d)\n", nCount, ch); + //ALERT( at_aiconsole, "SEQ: nCount + ch (%d + %d)\n", nCount, ch ); nCount = nCount - ch; } } else { - //ALERT(at_aiconsole, "C(%d)", *pRoute); + //ALERT( at_aiconsole, "C(%d)", *pRoute ); // Repeat phrase // - if (nCount <= ch+1) + if( nCount <= ch + 1 ) { iNext = iCurrentNode + *pRoute; - if (iNext >= m_cNodes) iNext -= m_cNodes; - else if (iNext < 0) iNext += m_cNodes; + if( iNext >= m_cNodes ) + iNext -= m_cNodes; + else if( iNext < 0 ) + iNext += m_cNodes; nCount = 0; - //ALERT(at_aiconsole, "REP: iNext=%d\n", iNext); + //ALERT( at_aiconsole, "REP: iNext=%d\n", iNext ); } else { - //ALERT(at_aiconsole, "REP: nCount - ch+1 (%d - %d+1)\n", nCount, ch); + //ALERT( at_aiconsole, "REP: nCount - ch+1 (%d - %d+1)\n", nCount, ch ); nCount = nCount - ch - 1; } pRoute++; @@ -576,28 +579,28 @@ int CGraph::NextNodeInRoute( int iCurrentNode, int iDest, int iHull, int iCap ) // find a path usable by a monster with those capabilities // returns the number of nodes copied into supplied array //========================================================= -int CGraph :: FindShortestPath ( int *piPath, int iStart, int iDest, int iHull, int afCapMask) +int CGraph::FindShortestPath( int *piPath, int iStart, int iDest, int iHull, int afCapMask ) { - int iVisitNode; - int iCurrentNode; - int iNumPathNodes; - int iHullMask; + int iVisitNode; + int iCurrentNode; + int iNumPathNodes; + int iHullMask; - if ( !m_fGraphPresent || !m_fGraphPointersSet ) + if( !m_fGraphPresent || !m_fGraphPointersSet ) { // protect us in the case that the node graph isn't available or built - ALERT ( at_aiconsole, "Graph not ready!\n" ); - return FALSE; - } - - if ( iStart < 0 || iStart > m_cNodes ) - { - // The start node is bad? - ALERT ( at_aiconsole, "Can't build a path, iStart is %d!\n", iStart ); + ALERT( at_aiconsole, "Graph not ready!\n" ); return FALSE; } - if (iStart == iDest) + if( iStart < 0 || iStart > m_cNodes ) + { + // The start node is bad? + ALERT( at_aiconsole, "Can't build a path, iStart is %d!\n", iStart ); + return FALSE; + } + + if( iStart == iDest ) { piPath[0] = iStart; piPath[1] = iDest; @@ -606,7 +609,7 @@ int CGraph :: FindShortestPath ( int *piPath, int iStart, int iDest, int iHull, // Is routing information present. // - if (m_fRoutingComplete) + if( m_fRoutingComplete ) { int iCap = CapIndex( afCapMask ); @@ -615,33 +618,33 @@ int CGraph :: FindShortestPath ( int *piPath, int iStart, int iDest, int iHull, iCurrentNode = iStart; int iNext; - //ALERT(at_aiconsole, "GOAL: %d to %d\n", iStart, iDest); + //ALERT( at_aiconsole, "GOAL: %d to %d\n", iStart, iDest ); // Until we arrive at the destination // - while (iCurrentNode != iDest) + while( iCurrentNode != iDest ) { iNext = NextNodeInRoute( iCurrentNode, iDest, iHull, iCap ); - if (iCurrentNode == iNext) + if( iCurrentNode == iNext ) { - //ALERT(at_aiconsole, "SVD: Can't get there from here..\n"); + //ALERT( at_aiconsole, "SVD: Can't get there from here..\n" ); return 0; break; } - if (iNumPathNodes >= MAX_PATH_SIZE) + if( iNumPathNodes >= MAX_PATH_SIZE ) { - //ALERT(at_aiconsole, "SVD: Don't return the entire path.\n"); + //ALERT( at_aiconsole, "SVD: Don't return the entire path.\n" ); break; } piPath[iNumPathNodes++] = iNext; iCurrentNode = iNext; } - //ALERT( at_aiconsole, "SVD: Path with %d nodes.\n", iNumPathNodes); + //ALERT( at_aiconsole, "SVD: Path with %d nodes.\n", iNumPathNodes ); } else { int i; - CQueuePriority queue; + CQueuePriority queue; switch( iHull ) { @@ -663,58 +666,59 @@ int CGraph :: FindShortestPath ( int *piPath, int iStart, int iDest, int iHull, // for ( i = 0; i < m_cNodes; i++) { - m_pNodes[ i ].m_flClosestSoFar = -1.0; + m_pNodes[i].m_flClosestSoFar = -1.0; } - m_pNodes[ iStart ].m_flClosestSoFar = 0.0; - m_pNodes[ iStart ].m_iPreviousNode = iStart;// tag this as the origin node + m_pNodes[iStart].m_flClosestSoFar = 0.0; + m_pNodes[iStart].m_iPreviousNode = iStart;// tag this as the origin node queue.Insert( iStart, 0.0 );// insert start node - - while ( !queue.Empty() ) + + while( !queue.Empty() ) { // now pull a node out of the queue float flCurrentDistance; - iCurrentNode = queue.Remove(flCurrentDistance); + iCurrentNode = queue.Remove( flCurrentDistance ); // For straight-line weights, the following Shortcut works. For arbitrary weights, // it doesn't. // - if (iCurrentNode == iDest) break; + if( iCurrentNode == iDest ) + break; - CNode *pCurrentNode = &m_pNodes[ iCurrentNode ]; + CNode *pCurrentNode = &m_pNodes[iCurrentNode]; - for ( i = 0 ; i < pCurrentNode->m_cNumLinks ; i++ ) + for( i = 0; i < pCurrentNode->m_cNumLinks; i++ ) { // run through all of this node's neighbors - iVisitNode = INodeLink ( iCurrentNode, i ); - if ( ( m_pLinkPool[ m_pNodes[ iCurrentNode ].m_iFirstLink + i ].m_afLinkInfo & iHullMask ) != iHullMask ) + iVisitNode = INodeLink( iCurrentNode, i ); + if( ( m_pLinkPool[m_pNodes[iCurrentNode].m_iFirstLink + i].m_afLinkInfo & iHullMask ) != iHullMask ) { // monster is too large to walk this connection - //ALERT ( at_aiconsole, "fat ass %d/%d\n",m_pLinkPool[ m_pNodes[ iCurrentNode ].m_iFirstLink + i ].m_afLinkInfo, iMonsterHull ); + //ALERT( at_aiconsole, "fat ass %d/%d\n",m_pLinkPool[m_pNodes[iCurrentNode].m_iFirstLink + i].m_afLinkInfo, iMonsterHull ); continue; } // check the connection from the current node to the node we're about to mark visited and push into the queue - if ( m_pLinkPool[ m_pNodes[ iCurrentNode ].m_iFirstLink + i ].m_pLinkEnt != NULL ) + if( m_pLinkPool[m_pNodes[iCurrentNode].m_iFirstLink + i].m_pLinkEnt != NULL ) { // there's a brush ent in the way! Don't mark this node or put it into the queue unless the monster can negotiate it - if ( !HandleLinkEnt ( iCurrentNode, m_pLinkPool[ m_pNodes[ iCurrentNode ].m_iFirstLink + i ].m_pLinkEnt, afCapMask, NODEGRAPH_STATIC ) ) + if( !HandleLinkEnt( iCurrentNode, m_pLinkPool[m_pNodes[iCurrentNode].m_iFirstLink + i].m_pLinkEnt, afCapMask, NODEGRAPH_STATIC ) ) { // monster should not try to go this way. continue; } } - float flOurDistance = flCurrentDistance + m_pLinkPool[ m_pNodes[ iCurrentNode ].m_iFirstLink + i].m_flWeight; - if ( m_pNodes[ iVisitNode ].m_flClosestSoFar < -0.5 - || flOurDistance < m_pNodes[ iVisitNode ].m_flClosestSoFar - 0.001 ) + float flOurDistance = flCurrentDistance + m_pLinkPool[m_pNodes[iCurrentNode].m_iFirstLink + i].m_flWeight; + if( m_pNodes[iVisitNode].m_flClosestSoFar < -0.5 + || flOurDistance < m_pNodes[iVisitNode].m_flClosestSoFar - 0.001 ) { m_pNodes[iVisitNode].m_flClosestSoFar = flOurDistance; m_pNodes[iVisitNode].m_iPreviousNode = iCurrentNode; - queue.Insert ( iVisitNode, flOurDistance ); + queue.Insert( iVisitNode, flOurDistance ); } } } - if ( m_pNodes[iDest].m_flClosestSoFar < -0.5 ) + if( m_pNodes[iDest].m_flClosestSoFar < -0.5 ) { // Destination is unreachable, no path found. return 0; @@ -725,50 +729,50 @@ int CGraph :: FindShortestPath ( int *piPath, int iStart, int iDest, int iHull, iCurrentNode = iDest; iNumPathNodes = 1;// count the dest - while ( iCurrentNode != iStart ) + while( iCurrentNode != iStart ) { iNumPathNodes++; - iCurrentNode = m_pNodes[ iCurrentNode ].m_iPreviousNode; + iCurrentNode = m_pNodes[iCurrentNode].m_iPreviousNode; } iCurrentNode = iDest; - for ( i = iNumPathNodes - 1 ; i >= 0 ; i-- ) + for( i = iNumPathNodes - 1; i >= 0; i-- ) { - piPath[ i ] = iCurrentNode; - iCurrentNode = m_pNodes [ iCurrentNode ].m_iPreviousNode; + piPath[i] = iCurrentNode; + iCurrentNode = m_pNodes[iCurrentNode].m_iPreviousNode; } } #if 0 - if (m_fRoutingComplete) + if( m_fRoutingComplete ) { // This will draw the entire path that was generated for the monster. - for ( int i = 0 ; i < iNumPathNodes - 1 ; i++ ) + for( int i = 0; i < iNumPathNodes - 1; i++ ) { MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); - WRITE_BYTE( TE_SHOWLINE); - - WRITE_COORD( m_pNodes[ piPath[ i ] ].m_vecOrigin.x ); - WRITE_COORD( m_pNodes[ piPath[ i ] ].m_vecOrigin.y ); - WRITE_COORD( m_pNodes[ piPath[ i ] ].m_vecOrigin.z + NODE_HEIGHT ); + WRITE_BYTE( TE_SHOWLINE ); - WRITE_COORD( m_pNodes[ piPath[ i + 1 ] ].m_vecOrigin.x ); - WRITE_COORD( m_pNodes[ piPath[ i + 1 ] ].m_vecOrigin.y ); - WRITE_COORD( m_pNodes[ piPath[ i + 1 ] ].m_vecOrigin.z + NODE_HEIGHT ); + WRITE_COORD( m_pNodes[piPath[i]].m_vecOrigin.x ); + WRITE_COORD( m_pNodes[piPath[i]].m_vecOrigin.y ); + WRITE_COORD( m_pNodes[piPath[i]].m_vecOrigin.z + NODE_HEIGHT ); + + WRITE_COORD( m_pNodes[piPath[i + 1]].m_vecOrigin.x ); + WRITE_COORD( m_pNodes[piPath[i + 1]].m_vecOrigin.y ); + WRITE_COORD( m_pNodes[piPath[i + 1]].m_vecOrigin.z + NODE_HEIGHT ); MESSAGE_END(); } } #endif #if 0 // MAZE map MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); - WRITE_BYTE( TE_SHOWLINE); - - WRITE_COORD( m_pNodes[ 4 ].m_vecOrigin.x ); - WRITE_COORD( m_pNodes[ 4 ].m_vecOrigin.y ); - WRITE_COORD( m_pNodes[ 4 ].m_vecOrigin.z + NODE_HEIGHT ); + WRITE_BYTE( TE_SHOWLINE ); - WRITE_COORD( m_pNodes[ 9 ].m_vecOrigin.x ); - WRITE_COORD( m_pNodes[ 9 ].m_vecOrigin.y ); - WRITE_COORD( m_pNodes[ 9 ].m_vecOrigin.z + NODE_HEIGHT ); + WRITE_COORD( m_pNodes[4].m_vecOrigin.x ); + WRITE_COORD( m_pNodes[4].m_vecOrigin.y ); + WRITE_COORD( m_pNodes[4].m_vecOrigin.z + NODE_HEIGHT ); + + WRITE_COORD( m_pNodes[9].m_vecOrigin.x ); + WRITE_COORD( m_pNodes[9].m_vecOrigin.y ); + WRITE_COORD( m_pNodes[9].m_vecOrigin.z + NODE_HEIGHT ); MESSAGE_END(); #endif return iNumPathNodes; @@ -785,7 +789,7 @@ inline ULONG Hash( void *p, int len ) void inline CalcBounds( int &Lower, int &Upper, int Goal, int Best ) { int Temp = 2 * Goal - Best; - if ( Best > Goal ) + if( Best > Goal ) { Lower = max( 0, Temp ); Upper = Best; @@ -804,12 +808,14 @@ inline int CALC_RANGE( int x, int lower, int upper ) return NUM_RANGES * ( x - lower ) / ( ( upper - lower + 1 ) ); } -void inline UpdateRange(int &minValue, int &maxValue, int Goal, int Best) +void inline UpdateRange( int &minValue, int &maxValue, int Goal, int Best ) { int Lower, Upper; CalcBounds( Lower, Upper, Goal, Best ); - if( Upper < maxValue ) maxValue = Upper; - if( minValue < Lower ) minValue = Lower; + if( Upper < maxValue ) + maxValue = Upper; + if( minValue < Lower ) + minValue = Lower; } void CGraph::CheckNode( Vector vecOrigin, int iNode ) @@ -828,7 +834,7 @@ void CGraph::CheckNode( Vector vecOrigin, int iNode ) TraceResult tr; // make sure that vecOrigin can trace to this node! - UTIL_TraceLine ( vecOrigin, m_pNodes[iNode].m_vecOriginPeek, ignore_monsters, 0, &tr ); + UTIL_TraceLine( vecOrigin, m_pNodes[iNode].m_vecOriginPeek, ignore_monsters, 0, &tr ); if( tr.flFraction == 1.0 ) { @@ -842,12 +848,12 @@ void CGraph::CheckNode( Vector vecOrigin, int iNode ) // From maxCircle, calculate maximum bounds box. All points must be // simultaneously inside all bounds of the box. // - m_minBoxX = CALC_RANGE(vecOrigin.x - flDist, m_RegionMin[0], m_RegionMax[0]); - m_maxBoxX = CALC_RANGE(vecOrigin.x + flDist, m_RegionMin[0], m_RegionMax[0]); - m_minBoxY = CALC_RANGE(vecOrigin.y - flDist, m_RegionMin[1], m_RegionMax[1]); - m_maxBoxY = CALC_RANGE(vecOrigin.y + flDist, m_RegionMin[1], m_RegionMax[1]); - m_minBoxZ = CALC_RANGE(vecOrigin.z - flDist, m_RegionMin[2], m_RegionMax[2]); - m_maxBoxZ = CALC_RANGE(vecOrigin.z + flDist, m_RegionMin[2], m_RegionMax[2]); + m_minBoxX = CALC_RANGE( vecOrigin.x - flDist, m_RegionMin[0], m_RegionMax[0] ); + m_maxBoxX = CALC_RANGE( vecOrigin.x + flDist, m_RegionMin[0], m_RegionMax[0] ); + m_minBoxY = CALC_RANGE( vecOrigin.y - flDist, m_RegionMin[1], m_RegionMax[1] ); + m_maxBoxY = CALC_RANGE( vecOrigin.y + flDist, m_RegionMin[1], m_RegionMax[1] ); + m_minBoxZ = CALC_RANGE( vecOrigin.z - flDist, m_RegionMin[2], m_RegionMax[2] ); + m_maxBoxZ = CALC_RANGE( vecOrigin.z + flDist, m_RegionMin[2], m_RegionMax[2] ); } } } @@ -857,34 +863,34 @@ void CGraph::CheckNode( Vector vecOrigin, int iNode ) // the given vector -1 is failure (couldn't find a valid // near node ) //========================================================= -int CGraph::FindNearestNode ( const Vector &vecOrigin, CBaseEntity *pEntity ) +int CGraph::FindNearestNode( const Vector &vecOrigin, CBaseEntity *pEntity ) { return FindNearestNode( vecOrigin, NodeType( pEntity ) ); } -int CGraph::FindNearestNode ( const Vector &vecOrigin, int afNodeTypes ) +int CGraph::FindNearestNode( const Vector &vecOrigin, int afNodeTypes ) { - int i; + int i; TraceResult tr; if( !m_fGraphPresent || !m_fGraphPointersSet ) { // protect us in the case that the node graph isn't available - ALERT ( at_aiconsole, "Graph not ready!\n" ); + ALERT( at_aiconsole, "Graph not ready!\n" ); return -1; } // Check with the cache // - ULONG iHash = (CACHE_SIZE-1) & Hash((void *)(const float *)vecOrigin, sizeof(vecOrigin)); - if(m_Cache[iHash].v == vecOrigin) + ULONG iHash = ( CACHE_SIZE - 1 ) & Hash( (void *)(const float *)vecOrigin, sizeof(vecOrigin) ); + if( m_Cache[iHash].v == vecOrigin ) { - //ALERT(at_aiconsole, "Cache Hit.\n"); + //ALERT( at_aiconsole, "Cache Hit.\n" ); return m_Cache[iHash].n; } /* else { - //ALERT(at_aiconsole, "Cache Miss.\n"); + //ALERT( at_aiconsole, "Cache Miss.\n" ); } */ // Mark all points as unchecked. @@ -892,7 +898,7 @@ int CGraph::FindNearestNode ( const Vector &vecOrigin, int afNodeTypes ) m_CheckedCounter++; if( m_CheckedCounter == 0 ) { - for ( i = 0; i < m_cNodes; i++ ) + for( i = 0; i < m_cNodes; i++ ) { m_di[i].m_CheckedEvent = 0; } @@ -913,19 +919,19 @@ int CGraph::FindNearestNode ( const Vector &vecOrigin, int afNodeTypes ) m_minBoxY = 0; m_maxBoxY = 255; m_minBoxZ = 0; m_maxBoxZ = 255; #else - m_minBoxX = CALC_RANGE(vecOrigin.x - flDist, m_RegionMin[0], m_RegionMax[0]); - m_maxBoxX = CALC_RANGE(vecOrigin.x + flDist, m_RegionMin[0], m_RegionMax[0]); - m_minBoxY = CALC_RANGE(vecOrigin.y - flDist, m_RegionMin[1], m_RegionMax[1]); - m_maxBoxY = CALC_RANGE(vecOrigin.y + flDist, m_RegionMin[1], m_RegionMax[1]); - m_minBoxZ = CALC_RANGE(vecOrigin.z - flDist, m_RegionMin[2], m_RegionMax[2]); - m_maxBoxZ = CALC_RANGE(vecOrigin.z + flDist, m_RegionMin[2], m_RegionMax[2]) - CalcBounds(m_minX, m_maxX, CALC_RANGE(vecOrigin.x, m_RegionMin[0], m_RegionMax[0]), m_pNodes[m_iNearest].m_Region[0]); - CalcBounds(m_minY, m_maxY, CALC_RANGE(vecOrigin.y, m_RegionMin[1], m_RegionMax[1]), m_pNodes[m_iNearest].m_Region[1]); - CalcBounds(m_minZ, m_maxZ, CALC_RANGE(vecOrigin.z, m_RegionMin[2], m_RegionMax[2]), m_pNodes[m_iNearest].m_Region[2]); + m_minBoxX = CALC_RANGE( vecOrigin.x - flDist, m_RegionMin[0], m_RegionMax[0] ); + m_maxBoxX = CALC_RANGE( vecOrigin.x + flDist, m_RegionMin[0], m_RegionMax[0] ); + m_minBoxY = CALC_RANGE( vecOrigin.y - flDist, m_RegionMin[1], m_RegionMax[1] ); + m_maxBoxY = CALC_RANGE( vecOrigin.y + flDist, m_RegionMin[1], m_RegionMax[1] ); + m_minBoxZ = CALC_RANGE( vecOrigin.z - flDist, m_RegionMin[2], m_RegionMax[2] ); + m_maxBoxZ = CALC_RANGE( vecOrigin.z + flDist, m_RegionMin[2], m_RegionMax[2] ); + CalcBounds( m_minX, m_maxX, CALC_RANGE( vecOrigin.x, m_RegionMin[0], m_RegionMax[0] ), m_pNodes[m_iNearest].m_Region[0] ); + CalcBounds( m_minY, m_maxY, CALC_RANGE( vecOrigin.y, m_RegionMin[1], m_RegionMax[1] ), m_pNodes[m_iNearest].m_Region[1] ); + CalcBounds( m_minZ, m_maxZ, CALC_RANGE( vecOrigin.z, m_RegionMin[2], m_RegionMax[2] ), m_pNodes[m_iNearest].m_Region[2] ); #endif - int halfX = ( m_minX+m_maxX ) / 2; - int halfY = ( m_minY+m_maxY ) / 2; - int halfZ = ( m_minZ+m_maxZ ) / 2; + int halfX = ( m_minX + m_maxX ) / 2; + int halfY = ( m_minY + m_maxY ) / 2; + int halfZ = ( m_minZ + m_maxZ ) / 2; int j; @@ -933,7 +939,7 @@ int CGraph::FindNearestNode ( const Vector &vecOrigin, int afNodeTypes ) { for( j = m_RangeStart[0][i]; j <= m_RangeEnd[0][i]; j++ ) { - if ( !( m_pNodes[m_di[j].m_SortedBy[0]].m_afNodeInfo & afNodeTypes ) ) + if( !( m_pNodes[m_di[j].m_SortedBy[0]].m_afNodeInfo & afNodeTypes ) ) continue; int rgY = m_pNodes[m_di[j].m_SortedBy[0]].m_Region[1]; @@ -975,13 +981,13 @@ int CGraph::FindNearestNode ( const Vector &vecOrigin, int afNodeTypes ) if( rgX > m_maxBoxX ) continue; - CheckNode(vecOrigin, m_di[j].m_SortedBy[1]); + CheckNode( vecOrigin, m_di[j].m_SortedBy[1] ); } } for( i = min( m_maxZ, halfZ ); i >= m_minZ; i-- ) { - for (j = m_RangeStart[2][i]; j <= m_RangeEnd[2][i]; j++) + for( j = m_RangeStart[2][i]; j <= m_RangeEnd[2][i]; j++ ) { if( !( m_pNodes[m_di[j].m_SortedBy[2]].m_afNodeInfo & afNodeTypes ) ) continue; @@ -1000,58 +1006,73 @@ int CGraph::FindNearestNode ( const Vector &vecOrigin, int afNodeTypes ) if( rgY > m_maxBoxY ) continue; - CheckNode(vecOrigin, m_di[j].m_SortedBy[2]); + CheckNode( vecOrigin, m_di[j].m_SortedBy[2] ); } } - for (i = max(m_minX,halfX+1); i <= m_maxX; i++) - { - for (j = m_RangeStart[0][i]; j <= m_RangeEnd[0][i]; j++) - { - if (!(m_pNodes[m_di[j].m_SortedBy[0]].m_afNodeInfo & afNodeTypes)) continue; + for( i = max( m_minX, halfX + 1 ); i <= m_maxX; i++ ) + { + for( j = m_RangeStart[0][i]; j <= m_RangeEnd[0][i]; j++ ) + { + if( !( m_pNodes[m_di[j].m_SortedBy[0]].m_afNodeInfo & afNodeTypes ) ) + continue; int rgY = m_pNodes[m_di[j].m_SortedBy[0]].m_Region[1]; - if (rgY > m_maxBoxY) break; - if (rgY < m_minBoxY) continue; + if( rgY > m_maxBoxY ) + break; + if( rgY < m_minBoxY ) + continue; int rgZ = m_pNodes[m_di[j].m_SortedBy[0]].m_Region[2]; - if (rgZ < m_minBoxZ) continue; - if (rgZ > m_maxBoxZ) continue; - CheckNode(vecOrigin, m_di[j].m_SortedBy[0]); - } - } + if( rgZ < m_minBoxZ ) + continue; + if( rgZ > m_maxBoxZ ) + continue; + CheckNode( vecOrigin, m_di[j].m_SortedBy[0] ); + } + } - for (i = min(m_maxY,halfY); i >= m_minY; i--) - { - for (j = m_RangeStart[1][i]; j <= m_RangeEnd[1][i]; j++) - { - if (!(m_pNodes[m_di[j].m_SortedBy[1]].m_afNodeInfo & afNodeTypes)) continue; + for( i = min( m_maxY, halfY ); i >= m_minY; i-- ) + { + for( j = m_RangeStart[1][i]; j <= m_RangeEnd[1][i]; j++ ) + { + if( !( m_pNodes[m_di[j].m_SortedBy[1]].m_afNodeInfo & afNodeTypes ) ) + continue; int rgZ = m_pNodes[m_di[j].m_SortedBy[1]].m_Region[2]; - if (rgZ > m_maxBoxZ) break; - if (rgZ < m_minBoxZ) continue; + if( rgZ > m_maxBoxZ ) + break; + if( rgZ < m_minBoxZ ) + continue; int rgX = m_pNodes[m_di[j].m_SortedBy[1]].m_Region[0]; - if (rgX < m_minBoxX) continue; - if (rgX > m_maxBoxX) continue; - CheckNode(vecOrigin, m_di[j].m_SortedBy[1]); - } - } + if( rgX < m_minBoxX ) + continue; + if( rgX > m_maxBoxX ) + continue; + CheckNode( vecOrigin, m_di[j].m_SortedBy[1] ); + } + } - for (i = max(m_minZ,halfZ+1); i <= m_maxZ; i++) - { - for (j = m_RangeStart[2][i]; j <= m_RangeEnd[2][i]; j++) - { - if (!(m_pNodes[m_di[j].m_SortedBy[2]].m_afNodeInfo & afNodeTypes)) continue; + for( i = max( m_minZ, halfZ + 1 ); i <= m_maxZ; i++ ) + { + for( j = m_RangeStart[2][i]; j <= m_RangeEnd[2][i]; j++ ) + { + if( !( m_pNodes[m_di[j].m_SortedBy[2]].m_afNodeInfo & afNodeTypes ) ) + continue; int rgX = m_pNodes[m_di[j].m_SortedBy[2]].m_Region[0]; - if (rgX > m_maxBoxX) break; - if (rgX < m_minBoxX) continue; + if( rgX > m_maxBoxX ) + break; + if( rgX < m_minBoxX ) + continue; int rgY = m_pNodes[m_di[j].m_SortedBy[2]].m_Region[1]; - if (rgY < m_minBoxY) continue; - if (rgY > m_maxBoxY) continue; - CheckNode(vecOrigin, m_di[j].m_SortedBy[2]); - } - } + if( rgY < m_minBoxY ) + continue; + if( rgY > m_maxBoxY ) + continue; + CheckNode(vecOrigin, m_di[j].m_SortedBy[2]); + } + } #if 0 // Verify our answers. @@ -1059,16 +1080,16 @@ int CGraph::FindNearestNode ( const Vector &vecOrigin, int afNodeTypes ) int iNearestCheck = -1; m_flShortest = 8192;// find nodes within this radius - for ( i = 0 ; i < m_cNodes ; i++ ) + for( i = 0; i < m_cNodes; i++ ) { - float flDist = ( vecOrigin - m_pNodes[ i ].m_vecOriginPeek ).Length(); + float flDist = ( vecOrigin - m_pNodes[i].m_vecOriginPeek ).Length(); - if ( flDist < m_flShortest ) + if( flDist < m_flShortest ) { // make sure that vecOrigin can trace to this node! - UTIL_TraceLine ( vecOrigin, m_pNodes[ i ].m_vecOriginPeek, ignore_monsters, 0, &tr ); + UTIL_TraceLine( vecOrigin, m_pNodes[i].m_vecOriginPeek, ignore_monsters, 0, &tr ); - if ( tr.flFraction == 1.0 ) + if( tr.flFraction == 1.0 ) { iNearestCheck = i; m_flShortest = flDist; @@ -1076,7 +1097,7 @@ int CGraph::FindNearestNode ( const Vector &vecOrigin, int afNodeTypes ) } } - if (iNearestCheck != m_iNearest) + if( iNearestCheck != m_iNearest ) { ALERT( at_aiconsole, "NOT closest %d(%f,%f,%f) %d(%f,%f,%f).\n", iNearestCheck, @@ -1084,13 +1105,13 @@ int CGraph::FindNearestNode ( const Vector &vecOrigin, int afNodeTypes ) m_pNodes[iNearestCheck].m_vecOriginPeek.y, m_pNodes[iNearestCheck].m_vecOriginPeek.z, m_iNearest, - (m_iNearest == -1?0.0:m_pNodes[m_iNearest].m_vecOriginPeek.x), - (m_iNearest == -1?0.0:m_pNodes[m_iNearest].m_vecOriginPeek.y), - (m_iNearest == -1?0.0:m_pNodes[m_iNearest].m_vecOriginPeek.z)); + ( m_iNearest == -1?0.0:m_pNodes[m_iNearest].m_vecOriginPeek.x ), + ( m_iNearest == -1?0.0:m_pNodes[m_iNearest].m_vecOriginPeek.y ), + ( m_iNearest == -1?0.0:m_pNodes[m_iNearest].m_vecOriginPeek.z ) ); } - if (m_iNearest == -1) + if( m_iNearest == -1 ) { - ALERT(at_aiconsole, "All that work for nothing.\n"); + ALERT( at_aiconsole, "All that work for nothing.\n" ); } #endif m_Cache[iHash].v = vecOrigin; @@ -1102,46 +1123,47 @@ int CGraph::FindNearestNode ( const Vector &vecOrigin, int afNodeTypes ) // CGraph - ShowNodeConnections - draws a line from the given node // to all connected nodes //========================================================= -void CGraph :: ShowNodeConnections ( int iNode ) +void CGraph::ShowNodeConnections( int iNode ) { - Vector vecSpot; - CNode *pNode; - CNode *pLinkNode; - int i; + Vector vecSpot; + CNode *pNode; + CNode *pLinkNode; + int i; - if ( !m_fGraphPresent || !m_fGraphPointersSet ) - {// protect us in the case that the node graph isn't available or built - ALERT ( at_aiconsole, "Graph not ready!\n" ); + if( !m_fGraphPresent || !m_fGraphPointersSet ) + { + // protect us in the case that the node graph isn't available or built + ALERT( at_aiconsole, "Graph not ready!\n" ); return; } - if ( iNode < 0 ) + if( iNode < 0 ) { ALERT( at_aiconsole, "Can't show connections for node %d\n", iNode ); return; } - pNode = &m_pNodes[ iNode ]; + pNode = &m_pNodes[iNode]; UTIL_ParticleEffect( pNode->m_vecOrigin, g_vecZero, 255, 20 );// show node position - - if ( pNode->m_cNumLinks <= 0 ) - {// no connections! + + if( pNode->m_cNumLinks <= 0 ) + { + // no connections! ALERT ( at_aiconsole, "**No Connections!\n" ); } - for ( i = 0 ; i < pNode->m_cNumLinks ; i++ ) + for( i = 0; i < pNode->m_cNumLinks; i++ ) { - - pLinkNode = &Node( NodeLink( iNode, i).m_iDestNode ); + pLinkNode = &Node( NodeLink( iNode, i ).m_iDestNode ); vecSpot = pLinkNode->m_vecOrigin; MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); - WRITE_BYTE( TE_SHOWLINE); - - WRITE_COORD( m_pNodes[ iNode ].m_vecOrigin.x ); - WRITE_COORD( m_pNodes[ iNode ].m_vecOrigin.y ); - WRITE_COORD( m_pNodes[ iNode ].m_vecOrigin.z + NODE_HEIGHT ); + WRITE_BYTE( TE_SHOWLINE ); + + WRITE_COORD( m_pNodes[iNode].m_vecOrigin.x ); + WRITE_COORD( m_pNodes[iNode].m_vecOrigin.y ); + WRITE_COORD( m_pNodes[iNode].m_vecOrigin.z + NODE_HEIGHT ); WRITE_COORD( vecSpot.x ); WRITE_COORD( vecSpot.y ); @@ -1162,196 +1184,194 @@ void CGraph :: ShowNodeConnections ( int iNode ) // If there's a problem with this process, the index // of the offending node will be written to piBadNode //========================================================= -int CGraph :: LinkVisibleNodes ( CLink *pLinkPool, FILE *file, int *piBadNode ) +int CGraph::LinkVisibleNodes( CLink *pLinkPool, FILE *file, int *piBadNode ) { - int i,j,z; - edict_t *pTraceEnt; - int cTotalLinks, cLinksThisNode, cMaxInitialLinks; - TraceResult tr; - + int i, j, z; + edict_t *pTraceEnt; + int cTotalLinks, cLinksThisNode, cMaxInitialLinks; + TraceResult tr; + // !!!BUGBUG - this function returns 0 if there is a problem in the middle of connecting the graph // it also returns 0 if none of the nodes in a level can see each other. piBadNode is ALWAYS read // by BuildNodeGraph() if this function returns a 0, so make sure that it doesn't get some random // number back. *piBadNode = 0; - - if ( m_cNodes <= 0 ) + if( m_cNodes <= 0 ) { - ALERT ( at_aiconsole, "No Nodes!\n" ); + ALERT( at_aiconsole, "No Nodes!\n" ); return FALSE; } // if the file pointer is bad, don't blow up, just don't write the // file. - if ( !file ) + if( !file ) { - ALERT ( at_aiconsole, "**LinkVisibleNodes:\ncan't write to file." ); + ALERT( at_aiconsole, "**LinkVisibleNodes:\ncan't write to file." ); } else { - fprintf ( file, "----------------------------------------------------------------------------\n" ); - fprintf ( file, "LinkVisibleNodes - Initial Connections\n" ); - fprintf ( file, "----------------------------------------------------------------------------\n" ); + fprintf( file, "----------------------------------------------------------------------------\n" ); + fprintf( file, "LinkVisibleNodes - Initial Connections\n" ); + fprintf( file, "----------------------------------------------------------------------------\n" ); } cTotalLinks = 0;// start with no connections - + // to keep track of the maximum number of initial links any node had so far. // this lets us keep an eye on MAX_NODE_INITIAL_LINKS to ensure that we are // being generous enough. cMaxInitialLinks = 0; - for ( i = 0 ; i < m_cNodes ; i++ ) + for( i = 0; i < m_cNodes; i++ ) { cLinksThisNode = 0;// reset this count for each node. - if ( file ) + if( file ) { - fprintf ( file, "Node #%4d:\n\n", i ); + fprintf( file, "Node #%4d:\n\n", i ); } - for ( z = 0 ; z < MAX_NODE_INITIAL_LINKS ; z++ ) - {// clear out the important fields in the link pool for this node - pLinkPool [ cTotalLinks + z ].m_iSrcNode = i;// so each link knows which node it originates from - pLinkPool [ cTotalLinks + z ].m_iDestNode = 0; - pLinkPool [ cTotalLinks + z ].m_pLinkEnt = NULL; + for( z = 0; z < MAX_NODE_INITIAL_LINKS; z++ ) + { + // clear out the important fields in the link pool for this node + pLinkPool[cTotalLinks + z].m_iSrcNode = i;// so each link knows which node it originates from + pLinkPool[cTotalLinks + z].m_iDestNode = 0; + pLinkPool[cTotalLinks + z].m_pLinkEnt = NULL; } - m_pNodes [ i ].m_iFirstLink = cTotalLinks; + m_pNodes[i].m_iFirstLink = cTotalLinks; // now build a list of every other node that this node can see - for ( j = 0 ; j < m_cNodes ; j++ ) + for( j = 0; j < m_cNodes; j++ ) { - if ( j == i ) - {// don't connect to self! + if( j == i ) + { + // don't connect to self! continue; } - #if 0 - - if ( (m_pNodes[ i ].m_afNodeInfo & bits_NODE_WATER) != (m_pNodes[ j ].m_afNodeInfo & bits_NODE_WATER) ) + if( ( m_pNodes[i].m_afNodeInfo & bits_NODE_WATER ) != ( m_pNodes[j].m_afNodeInfo & bits_NODE_WATER ) ) { // don't connect water nodes to air nodes or land nodes. It just wouldn't be prudent at this juncture. continue; } #else - if ( (m_pNodes[ i ].m_afNodeInfo & bits_NODE_GROUP_REALM) != (m_pNodes[ j ].m_afNodeInfo & bits_NODE_GROUP_REALM) ) + if( ( m_pNodes[i].m_afNodeInfo & bits_NODE_GROUP_REALM ) != ( m_pNodes[j].m_afNodeInfo & bits_NODE_GROUP_REALM ) ) { // don't connect air nodes to water nodes to land nodes. It just wouldn't be prudent at this juncture. continue; } #endif - tr.pHit = NULL;// clear every time so we don't get stuck with last trace's hit ent pTraceEnt = 0; - UTIL_TraceLine ( m_pNodes[ i ].m_vecOrigin, - m_pNodes[ j ].m_vecOrigin, - ignore_monsters, - g_pBodyQueueHead,//!!!HACKHACK no real ent to supply here, using a global we don't care about - &tr ); - - - if ( tr.fStartSolid ) + UTIL_TraceLine( m_pNodes[i].m_vecOrigin, + m_pNodes[j].m_vecOrigin, + ignore_monsters, + g_pBodyQueueHead,//!!!HACKHACK no real ent to supply here, using a global we don't care about + &tr ); + + if( tr.fStartSolid ) continue; - if ( tr.flFraction != 1.0 ) - {// trace hit a brush ent, trace backwards to make sure that this ent is the only thing in the way. - + if( tr.flFraction != 1.0 ) + { + // trace hit a brush ent, trace backwards to make sure that this ent is the only thing in the way. pTraceEnt = tr.pHit;// store the ent that the trace hit, for comparison - - UTIL_TraceLine ( m_pNodes[ j ].m_vecOrigin, - m_pNodes[ i ].m_vecOrigin, - ignore_monsters, - g_pBodyQueueHead,//!!!HACKHACK no real ent to supply here, using a global we don't care about - &tr ); - + UTIL_TraceLine( m_pNodes[j].m_vecOrigin, + m_pNodes[i].m_vecOrigin, + ignore_monsters, + g_pBodyQueueHead,//!!!HACKHACK no real ent to supply here, using a global we don't care about + &tr ); + // there is a solid_bsp ent in the way of these two nodes, so we must record several things about in order to keep // track of it in the pathfinding code, as well as through save and restore of the node graph. ANY data that is manipulated // as part of the process of adding a LINKENT to a connection here must also be done in CGraph::SetGraphPointers, where reloaded // graphs are prepared for use. - if ( tr.pHit == pTraceEnt && !FClassnameIs( tr.pHit, "worldspawn" ) ) + if( tr.pHit == pTraceEnt && !FClassnameIs( tr.pHit, "worldspawn" ) ) { // get a pointer - pLinkPool [ cTotalLinks ].m_pLinkEnt = VARS( tr.pHit ); + pLinkPool[cTotalLinks].m_pLinkEnt = VARS( tr.pHit ); // record the modelname, so that we can save/load node trees - memcpy( pLinkPool [ cTotalLinks ].m_szLinkEntModelname, STRING( VARS(tr.pHit)->model ), 4 ); + memcpy( pLinkPool[cTotalLinks].m_szLinkEntModelname, STRING( VARS( tr.pHit )->model ), 4 ); // set the flag for this ent that indicates that it is attached to the world graph // if this ent is removed from the world, it must also be removed from the connections // that it formerly blocked. - if ( !FBitSet( VARS( tr.pHit )->flags, FL_GRAPHED ) ) + if( !FBitSet( VARS( tr.pHit )->flags, FL_GRAPHED ) ) { VARS( tr.pHit )->flags += FL_GRAPHED; } } else - {// even if the ent wasn't there, these nodes couldn't be connected. Skip. + { + // even if the ent wasn't there, these nodes couldn't be connected. Skip. continue; } } - if ( file ) + if( file ) { - fprintf ( file, "%4d", j ); + fprintf( file, "%4d", j ); - if ( !FNullEnt( pLinkPool[ cTotalLinks ].m_pLinkEnt ) ) - {// record info about the ent in the way, if any. - fprintf ( file, " Entity on connection: %s, name: %s Model: %s", STRING( VARS( pTraceEnt )->classname ), STRING ( VARS( pTraceEnt )->targetname ), STRING ( VARS(tr.pHit)->model ) ); + if( !FNullEnt( pLinkPool[cTotalLinks].m_pLinkEnt ) ) + { + // record info about the ent in the way, if any. + fprintf( file, " Entity on connection: %s, name: %s Model: %s", STRING( VARS( pTraceEnt )->classname ), STRING( VARS( pTraceEnt )->targetname ), STRING( VARS( tr.pHit )->model ) ); } - - //fprintf ( file, "\n", j ); - fprintf ( file, "\n" ); + + //fprintf( file, "\n", j ); + fprintf( file, "\n" ); } - pLinkPool [ cTotalLinks ].m_iDestNode = j; + pLinkPool[cTotalLinks].m_iDestNode = j; cLinksThisNode++; cTotalLinks++; // If we hit this, either a level designer is placing too many nodes in the same area, or // we need to allow for a larger initial link pool. - if ( cLinksThisNode == MAX_NODE_INITIAL_LINKS ) + if( cLinksThisNode == MAX_NODE_INITIAL_LINKS ) { - ALERT ( at_aiconsole, "**LinkVisibleNodes:\nNode %d has NodeLinks > MAX_NODE_INITIAL_LINKS", i ); - fprintf ( file, "** NODE %d HAS NodeLinks > MAX_NODE_INITIAL_LINKS **\n", i ); + ALERT( at_aiconsole, "**LinkVisibleNodes:\nNode %d has NodeLinks > MAX_NODE_INITIAL_LINKS", i ); + fprintf( file, "** NODE %d HAS NodeLinks > MAX_NODE_INITIAL_LINKS **\n", i ); *piBadNode = i; - return FALSE; + return FALSE; } - else if ( cTotalLinks > MAX_NODE_INITIAL_LINKS * m_cNodes ) - {// this is paranoia - ALERT ( at_aiconsole, "**LinkVisibleNodes:\nTotalLinks > MAX_NODE_INITIAL_LINKS * NUMNODES" ); + else if( cTotalLinks > MAX_NODE_INITIAL_LINKS * m_cNodes ) + { + // this is paranoia + ALERT( at_aiconsole, "**LinkVisibleNodes:\nTotalLinks > MAX_NODE_INITIAL_LINKS * NUMNODES" ); *piBadNode = i; - return FALSE; + return FALSE; } - if ( cLinksThisNode == 0 ) + if( cLinksThisNode == 0 ) { - fprintf ( file, "**NO INITIAL LINKS**\n" ); + fprintf( file, "**NO INITIAL LINKS**\n" ); } // record the connection info in the link pool - WorldGraph.m_pNodes [ i ].m_cNumLinks = cLinksThisNode; - + WorldGraph.m_pNodes[i].m_cNumLinks = cLinksThisNode; + // keep track of the most initial links ANY node had, so we can figure out // if we have a large enough default link pool - if ( cLinksThisNode > cMaxInitialLinks ) + if( cLinksThisNode > cMaxInitialLinks ) { cMaxInitialLinks = cLinksThisNode; } } - - if ( file ) + if( file ) { - fprintf ( file, "----------------------------------------------------------------------------\n" ); + fprintf( file, "----------------------------------------------------------------------------\n" ); } } - fprintf ( file, "\n%4d Total Initial Connections - %4d Maximum connections for a single node.\n", cTotalLinks, cMaxInitialLinks ); - fprintf ( file, "----------------------------------------------------------------------------\n\n\n" ); + fprintf( file, "\n%4d Total Initial Connections - %4d Maximum connections for a single node.\n", cTotalLinks, cMaxInitialLinks ); + fprintf( file, "----------------------------------------------------------------------------\n\n\n" ); return cTotalLinks; } @@ -1362,76 +1382,76 @@ int CGraph :: LinkVisibleNodes ( CLink *pLinkPool, FILE *file, int *piBadNode ) // want status reports written to disk ). RETURNS the number // of connections that were rejected //========================================================= -int CGraph :: RejectInlineLinks ( CLink *pLinkPool, FILE *file ) +int CGraph::RejectInlineLinks( CLink *pLinkPool, FILE *file ) { - int i,j,k; + int i, j, k; + int cRejectedLinks; - int cRejectedLinks; + BOOL fRestartLoop;// have to restart the J loop if we eliminate a link. - BOOL fRestartLoop;// have to restart the J loop if we eliminate a link. + CNode *pSrcNode; + CNode *pCheckNode;// the node we are testing for (one of pSrcNode's connections) + CNode *pTestNode;// the node we are checking against ( also one of pSrcNode's connections) - CNode *pSrcNode; - CNode *pCheckNode;// the node we are testing for (one of pSrcNode's connections) - CNode *pTestNode;// the node we are checking against ( also one of pSrcNode's connections) + float flDistToTestNode, flDistToCheckNode; - float flDistToTestNode, flDistToCheckNode; + Vector2D vec2DirToTestNode, vec2DirToCheckNode; - Vector2D vec2DirToTestNode, vec2DirToCheckNode; - - if ( file ) + if( file ) { - fprintf ( file, "----------------------------------------------------------------------------\n" ); - fprintf ( file, "InLine Rejection:\n" ); - fprintf ( file, "----------------------------------------------------------------------------\n" ); + fprintf( file, "----------------------------------------------------------------------------\n" ); + fprintf( file, "InLine Rejection:\n" ); + fprintf( file, "----------------------------------------------------------------------------\n" ); } cRejectedLinks = 0; - for ( i = 0 ; i < m_cNodes ; i++ ) + for( i = 0; i < m_cNodes; i++ ) { - pSrcNode = &m_pNodes[ i ]; + pSrcNode = &m_pNodes[i]; - if ( file ) + if( file ) { - fprintf ( file, "Node %3d:\n", i ); + fprintf( file, "Node %3d:\n", i ); } - for ( j = 0 ; j < pSrcNode->m_cNumLinks ; j++ ) + for( j = 0; j < pSrcNode->m_cNumLinks; j++ ) { - pCheckNode = &m_pNodes[ pLinkPool[ pSrcNode->m_iFirstLink + j ].m_iDestNode ]; + pCheckNode = &m_pNodes[pLinkPool[pSrcNode->m_iFirstLink + j].m_iDestNode]; vec2DirToCheckNode = ( pCheckNode->m_vecOrigin - pSrcNode->m_vecOrigin ).Make2D(); flDistToCheckNode = vec2DirToCheckNode.Length(); vec2DirToCheckNode = vec2DirToCheckNode.Normalize(); - pLinkPool[ pSrcNode->m_iFirstLink + j ].m_flWeight = flDistToCheckNode; + pLinkPool[pSrcNode->m_iFirstLink + j].m_flWeight = flDistToCheckNode; fRestartLoop = FALSE; - for ( k = 0 ; k < pSrcNode->m_cNumLinks && !fRestartLoop ; k++ ) + for( k = 0; k < pSrcNode->m_cNumLinks && !fRestartLoop; k++ ) { - if ( k == j ) - {// don't check against same node + if( k == j ) + { + // don't check against same node continue; } - pTestNode = &m_pNodes [ pLinkPool[ pSrcNode->m_iFirstLink + k ].m_iDestNode ]; + pTestNode = &m_pNodes[pLinkPool[pSrcNode->m_iFirstLink + k].m_iDestNode]; vec2DirToTestNode = ( pTestNode->m_vecOrigin - pSrcNode->m_vecOrigin ).Make2D(); flDistToTestNode = vec2DirToTestNode.Length(); vec2DirToTestNode = vec2DirToTestNode.Normalize(); - if ( DotProduct ( vec2DirToCheckNode, vec2DirToTestNode ) >= 0.998 ) + if( DotProduct( vec2DirToCheckNode, vec2DirToTestNode ) >= 0.998 ) { // there's a chance that TestNode intersects the line to CheckNode. If so, we should disconnect the link to CheckNode. - if ( flDistToTestNode < flDistToCheckNode ) + if( flDistToTestNode < flDistToCheckNode ) { - if ( file ) + if( file ) { - fprintf ( file, "REJECTED NODE %3d through Node %3d, Dot = %8f\n", pLinkPool[ pSrcNode->m_iFirstLink + j ].m_iDestNode, pLinkPool[ pSrcNode->m_iFirstLink + k ].m_iDestNode, DotProduct ( vec2DirToCheckNode, vec2DirToTestNode ) ); + fprintf( file, "REJECTED NODE %3d through Node %3d, Dot = %8f\n", pLinkPool[pSrcNode->m_iFirstLink + j].m_iDestNode, pLinkPool[pSrcNode->m_iFirstLink + k].m_iDestNode, DotProduct( vec2DirToCheckNode, vec2DirToTestNode ) ); } - pLinkPool[ pSrcNode->m_iFirstLink + j ] = pLinkPool[ pSrcNode->m_iFirstLink + ( pSrcNode->m_cNumLinks - 1 ) ]; + pLinkPool[pSrcNode->m_iFirstLink + j] = pLinkPool[pSrcNode->m_iFirstLink + ( pSrcNode->m_cNumLinks - 1 )]; pSrcNode->m_cNumLinks--; j--; @@ -1443,9 +1463,9 @@ int CGraph :: RejectInlineLinks ( CLink *pLinkPool, FILE *file ) } } - if ( file ) + if( file ) { - fprintf ( file, "----------------------------------------------------------------------------\n\n" ); + fprintf( file, "----------------------------------------------------------------------------\n\n" ); } } @@ -1460,14 +1480,14 @@ class CTestHull : public CBaseMonster { public: void Spawn( entvars_t *pevMasterNode ); - virtual int ObjectCaps( void ) { return CBaseMonster :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } + virtual int ObjectCaps( void ) { return CBaseMonster :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } void EXPORT CallBuildNodeGraph ( void ); - void BuildNodeGraph ( void ); - void EXPORT ShowBadNode ( void ); - void EXPORT DropDelay ( void ); - void EXPORT PathFind ( void ); + void BuildNodeGraph( void ); + void EXPORT ShowBadNode( void ); + void EXPORT DropDelay( void ); + void EXPORT PathFind( void ); - Vector vecBadNodeOrigin; + Vector vecBadNodeOrigin; }; LINK_ENTITY_TO_CLASS( testhull, CTestHull ) @@ -1475,19 +1495,20 @@ LINK_ENTITY_TO_CLASS( testhull, CTestHull ) //========================================================= // CTestHull::Spawn //========================================================= -void CTestHull :: Spawn( entvars_t *pevMasterNode ) +void CTestHull::Spawn( entvars_t *pevMasterNode ) { - SET_MODEL(ENT(pev), "models/player.mdl"); - UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX); + SET_MODEL( ENT( pev ), "models/player.mdl" ); + UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX ); - pev->solid = SOLID_SLIDEBOX; - pev->movetype = MOVETYPE_STEP; - pev->effects = 0; - pev->health = 50; - pev->yaw_speed = 8; + pev->solid = SOLID_SLIDEBOX; + pev->movetype = MOVETYPE_STEP; + pev->effects = 0; + pev->health = 50; + pev->yaw_speed = 8; - if ( WorldGraph.m_fGraphPresent ) - {// graph loaded from disk, so we don't need the test hull + if( WorldGraph.m_fGraphPresent ) + { + // graph loaded from disk, so we don't need the test hull SetThink( &CBaseEntity::SUB_Remove ); pev->nextthink = gpGlobals->time; } @@ -1507,11 +1528,11 @@ void CTestHull :: Spawn( entvars_t *pevMasterNode ) // TestHull::DropDelay - spawns TestHull on top of // the 0th node and drops it to the ground. //========================================================= -void CTestHull::DropDelay ( void ) +void CTestHull::DropDelay( void ) { UTIL_CenterPrintAll( "Node Graph out of Date. Rebuilding..." ); - UTIL_SetOrigin ( VARS(pev), WorldGraph.m_pNodes[ 0 ].m_vecOrigin ); + UTIL_SetOrigin( VARS( pev ), WorldGraph.m_pNodes[0].m_vecOrigin ); SetThink( &CTestHull::CallBuildNodeGraph ); @@ -1522,15 +1543,15 @@ void CTestHull::DropDelay ( void ) // nodes start out as ents in the world. As they are spawned, // the node info is recorded then the ents are discarded. //========================================================= -void CNodeEnt :: KeyValue( KeyValueData *pkvd ) +void CNodeEnt::KeyValue( KeyValueData *pkvd ) { - if (FStrEq(pkvd->szKeyName, "hinttype")) + if( FStrEq( pkvd->szKeyName, "hinttype" ) ) { m_sHintType = (short)atoi( pkvd->szValue ); pkvd->fHandled = TRUE; } - if (FStrEq(pkvd->szKeyName, "activity")) + if( FStrEq( pkvd->szKeyName, "activity" ) ) { m_sHintActivity = (short)atoi( pkvd->szValue ); pkvd->fHandled = TRUE; @@ -1541,39 +1562,41 @@ void CNodeEnt :: KeyValue( KeyValueData *pkvd ) //========================================================= //========================================================= -void CNodeEnt :: Spawn( void ) +void CNodeEnt::Spawn( void ) { pev->movetype = MOVETYPE_NONE; pev->solid = SOLID_NOT;// always solid_not - if ( WorldGraph.m_fGraphPresent ) - {// graph loaded from disk, so discard all these node ents as soon as they spawn + if( WorldGraph.m_fGraphPresent ) + { + // graph loaded from disk, so discard all these node ents as soon as they spawn REMOVE_ENTITY( edict() ); return; } - if ( WorldGraph.m_cNodes == 0 ) - {// this is the first node to spawn, spawn the test hull entity that builds and walks the node tree - CTestHull *pHull = GetClassPtr((CTestHull *)NULL); + if( WorldGraph.m_cNodes == 0 ) + { + // this is the first node to spawn, spawn the test hull entity that builds and walks the node tree + CTestHull *pHull = GetClassPtr( (CTestHull *)NULL ); pHull->Spawn( pev ); } - if ( WorldGraph.m_cNodes >= MAX_NODES ) + if( WorldGraph.m_cNodes >= MAX_NODES ) { - ALERT ( at_aiconsole, "cNodes > MAX_NODES\n" ); + ALERT( at_aiconsole, "cNodes > MAX_NODES\n" ); return; } - WorldGraph.m_pNodes[ WorldGraph.m_cNodes ].m_vecOriginPeek = - WorldGraph.m_pNodes[ WorldGraph.m_cNodes ].m_vecOrigin = pev->origin; - WorldGraph.m_pNodes[ WorldGraph.m_cNodes ].m_flHintYaw = pev->angles.y; - WorldGraph.m_pNodes[ WorldGraph.m_cNodes ].m_sHintType = m_sHintType; - WorldGraph.m_pNodes[ WorldGraph.m_cNodes ].m_sHintActivity = m_sHintActivity; + WorldGraph.m_pNodes[WorldGraph.m_cNodes].m_vecOriginPeek = + WorldGraph.m_pNodes[WorldGraph.m_cNodes].m_vecOrigin = pev->origin; + WorldGraph.m_pNodes[WorldGraph.m_cNodes].m_flHintYaw = pev->angles.y; + WorldGraph.m_pNodes[WorldGraph.m_cNodes].m_sHintType = m_sHintType; + WorldGraph.m_pNodes[WorldGraph.m_cNodes].m_sHintActivity = m_sHintActivity; - if (FClassnameIs( pev, "info_node_air" )) - WorldGraph.m_pNodes[ WorldGraph.m_cNodes ].m_afNodeInfo = bits_NODE_AIR; + if( FClassnameIs( pev, "info_node_air" ) ) + WorldGraph.m_pNodes[WorldGraph.m_cNodes].m_afNodeInfo = bits_NODE_AIR; else - WorldGraph.m_pNodes[ WorldGraph.m_cNodes ].m_afNodeInfo = 0; + WorldGraph.m_pNodes[WorldGraph.m_cNodes].m_afNodeInfo = 0; WorldGraph.m_cNodes++; @@ -1586,18 +1609,18 @@ void CNodeEnt :: Spawn( void ) // hull will be placed up the bad node's location and will generate // particles //========================================================= -void CTestHull :: ShowBadNode( void ) +void CTestHull::ShowBadNode( void ) { pev->movetype = MOVETYPE_FLY; pev->angles.y = pev->angles.y + 4; - UTIL_MakeVectors ( pev->angles ); + UTIL_MakeVectors( pev->angles ); - UTIL_ParticleEffect ( pev->origin, g_vecZero, 255, 25 ); - UTIL_ParticleEffect ( pev->origin + gpGlobals->v_forward * 64, g_vecZero, 255, 25 ); - UTIL_ParticleEffect ( pev->origin - gpGlobals->v_forward * 64, g_vecZero, 255, 25 ); - UTIL_ParticleEffect ( pev->origin + gpGlobals->v_right * 64, g_vecZero, 255, 25 ); - UTIL_ParticleEffect ( pev->origin - gpGlobals->v_right * 64, g_vecZero, 255, 25 ); + UTIL_ParticleEffect( pev->origin, g_vecZero, 255, 25 ); + UTIL_ParticleEffect( pev->origin + gpGlobals->v_forward * 64, g_vecZero, 255, 25 ); + UTIL_ParticleEffect( pev->origin - gpGlobals->v_forward * 64, g_vecZero, 255, 25 ); + UTIL_ParticleEffect( pev->origin + gpGlobals->v_right * 64, g_vecZero, 255, 25 ); + UTIL_ParticleEffect( pev->origin - gpGlobals->v_right * 64, g_vecZero, 255, 25 ); pev->nextthink = gpGlobals->time + 0.1; } @@ -1621,59 +1644,58 @@ void CTestHull::CallBuildNodeGraph( void ) // hull that walks between each node and each of its links // to ensure that a monster can actually fit through the space //========================================================= -void CTestHull :: BuildNodeGraph( void ) +void CTestHull::BuildNodeGraph( void ) { - //TraceResult tr; - FILE *file; + //TraceResult tr; + FILE *file; - char szNrpFilename [MAX_PATH];// text node report filename + char szNrpFilename [MAX_PATH];// text node report filename - CLink *pTempPool; // temporary link pool + CLink *pTempPool; // temporary link pool - CNode *pSrcNode;// node we're currently working with - CNode *pDestNode;// the other node in comparison operations + CNode *pSrcNode;// node we're currently working with + CNode *pDestNode;// the other node in comparison operations - BOOL fSkipRemainingHulls;//if smallest hull can't fit, don't check any others - BOOL fPairsValid;// are all links in the graph evenly paired? + BOOL fSkipRemainingHulls;//if smallest hull can't fit, don't check any others + BOOL fPairsValid;// are all links in the graph evenly paired? - int i, j, hull; + int i, j, hull; - int iBadNode;// this is the node that caused graph generation to fail + int iBadNode;// this is the node that caused graph generation to fail - int cMaxInitialLinks = 0; - int cMaxValidLinks = 0; + int cMaxInitialLinks = 0; + int cMaxValidLinks = 0; - int iPoolIndex = 0; - int cPoolLinks;// number of links in the pool. + int iPoolIndex = 0; + int cPoolLinks;// number of links in the pool. - Vector vecDirToCheckNode; - Vector vecDirToTestNode; - Vector vecStepCheckDir; - Vector vecTraceSpot; - Vector vecSpot; + Vector vecDirToCheckNode; + Vector vecDirToTestNode; + Vector vecStepCheckDir; + Vector vecTraceSpot; + Vector vecSpot; - Vector2D vec2DirToCheckNode; - Vector2D vec2DirToTestNode; - Vector2D vec2StepCheckDir; - Vector2D vec2TraceSpot; - Vector2D vec2Spot; + Vector2D vec2DirToCheckNode; + Vector2D vec2DirToTestNode; + Vector2D vec2StepCheckDir; + Vector2D vec2TraceSpot; + Vector2D vec2Spot; - float flYaw;// use this stuff to walk the hull between nodes - float flDist; - int step; + float flYaw;// use this stuff to walk the hull between nodes + float flDist; + int step; SetThink( &CBaseEntity::SUB_Remove );// no matter what happens, the hull gets rid of itself. pev->nextthink = gpGlobals->time; //malloc a swollen temporary connection pool that we trim down after we know exactly how many connections there are. - pTempPool = (CLink *)calloc ( sizeof ( CLink ) , ( WorldGraph.m_cNodes * MAX_NODE_INITIAL_LINKS ) ); - if ( !pTempPool ) + pTempPool = (CLink *)calloc( sizeof(CLink), ( WorldGraph.m_cNodes * MAX_NODE_INITIAL_LINKS ) ); + if( !pTempPool ) { - ALERT ( at_aiconsole, "**Could not malloc TempPool!\n" ); + ALERT( at_aiconsole, "**Could not malloc TempPool!\n" ); return; } - // make sure directories have been made GET_GAME_DIR( szNrpFilename ); strcat( szNrpFilename, "/maps" ); @@ -1685,81 +1707,82 @@ void CTestHull :: BuildNodeGraph( void ) strcat( szNrpFilename, STRING( gpGlobals->mapname ) ); strcat( szNrpFilename, ".nrp" ); - file = fopen ( szNrpFilename, "w+" ); + file = fopen( szNrpFilename, "w+" ); - if ( !file ) - {// file error - ALERT ( at_aiconsole, "Couldn't create %s!\n", szNrpFilename ); + if( !file ) + { + // file error + ALERT( at_aiconsole, "Couldn't create %s!\n", szNrpFilename ); - if ( pTempPool ) + if( pTempPool ) { - free ( pTempPool ); + free( pTempPool ); } return; } - fprintf( file, "Node Graph Report for map: %s.bsp\n", STRING(gpGlobals->mapname) ); - fprintf ( file, "%d Total Nodes\n\n", WorldGraph.m_cNodes ); + fprintf( file, "Node Graph Report for map: %s.bsp\n", STRING( gpGlobals->mapname ) ); + fprintf( file, "%d Total Nodes\n\n", WorldGraph.m_cNodes ); - for ( i = 0 ; i < WorldGraph.m_cNodes ; i++ ) - {// print all node numbers and their locations to the file. - WorldGraph.m_pNodes[ i ].m_cNumLinks = 0; - WorldGraph.m_pNodes[ i ].m_iFirstLink = 0; - memset(WorldGraph.m_pNodes[ i ].m_pNextBestNode, 0, sizeof(WorldGraph.m_pNodes[ i ].m_pNextBestNode)); + for( i = 0; i < WorldGraph.m_cNodes; i++ ) + { + // print all node numbers and their locations to the file. + WorldGraph.m_pNodes[i].m_cNumLinks = 0; + WorldGraph.m_pNodes[i].m_iFirstLink = 0; + memset( WorldGraph.m_pNodes[i].m_pNextBestNode, 0, sizeof(WorldGraph.m_pNodes[i].m_pNextBestNode) ); - fprintf ( file, "Node# %4d\n", i ); - fprintf ( file, "Location %4d,%4d,%4d\n",(int)WorldGraph.m_pNodes[ i ].m_vecOrigin.x, (int)WorldGraph.m_pNodes[ i ].m_vecOrigin.y, (int)WorldGraph.m_pNodes[ i ].m_vecOrigin.z ); - fprintf ( file, "HintType: %4d\n", WorldGraph.m_pNodes[ i ].m_sHintType ); - fprintf ( file, "HintActivity: %4d\n", WorldGraph.m_pNodes[ i ].m_sHintActivity ); - fprintf ( file, "HintYaw: %4f\n", WorldGraph.m_pNodes[ i ].m_flHintYaw ); - fprintf ( file, "-------------------------------------------------------------------------------\n" ); + fprintf( file, "Node# %4d\n", i ); + fprintf( file, "Location %4d,%4d,%4d\n",(int)WorldGraph.m_pNodes[i].m_vecOrigin.x, (int)WorldGraph.m_pNodes[i].m_vecOrigin.y, (int)WorldGraph.m_pNodes[i].m_vecOrigin.z ); + fprintf( file, "HintType: %4d\n", WorldGraph.m_pNodes[i].m_sHintType ); + fprintf( file, "HintActivity: %4d\n", WorldGraph.m_pNodes[i].m_sHintActivity ); + fprintf( file, "HintYaw: %4f\n", WorldGraph.m_pNodes[i].m_flHintYaw ); + fprintf( file, "-------------------------------------------------------------------------------\n" ); } - fprintf ( file, "\n\n" ); - + fprintf( file, "\n\n" ); // Automatically recognize WATER nodes and drop the LAND nodes to the floor. // - for ( i = 0; i < WorldGraph.m_cNodes; i++) + for( i = 0; i < WorldGraph.m_cNodes; i++) { - if (WorldGraph.m_pNodes[ i ].m_afNodeInfo & bits_NODE_AIR) + if( WorldGraph.m_pNodes[i].m_afNodeInfo & bits_NODE_AIR ) { // do nothing } - else if (UTIL_PointContents(WorldGraph.m_pNodes[ i ].m_vecOrigin) == CONTENTS_WATER) + else if( UTIL_PointContents( WorldGraph.m_pNodes[i].m_vecOrigin ) == CONTENTS_WATER ) { - WorldGraph.m_pNodes[ i ].m_afNodeInfo |= bits_NODE_WATER; + WorldGraph.m_pNodes[i].m_afNodeInfo |= bits_NODE_WATER; } else { - WorldGraph.m_pNodes[ i ].m_afNodeInfo |= bits_NODE_LAND; + WorldGraph.m_pNodes[i].m_afNodeInfo |= bits_NODE_LAND; // trace to the ground, then pop up 8 units and place node there to make it // easier for them to connect (think stairs, chairs, and bumps in the floor). // After the routing is done, push them back down. // - TraceResult tr; + TraceResult tr; - UTIL_TraceLine ( WorldGraph.m_pNodes[i].m_vecOrigin, - WorldGraph.m_pNodes[i].m_vecOrigin - Vector ( 0, 0, 384 ), - ignore_monsters, - g_pBodyQueueHead,//!!!HACKHACK no real ent to supply here, using a global we don't care about - &tr ); + UTIL_TraceLine( WorldGraph.m_pNodes[i].m_vecOrigin, + WorldGraph.m_pNodes[i].m_vecOrigin - Vector( 0, 0, 384 ), + ignore_monsters, + g_pBodyQueueHead,//!!!HACKHACK no real ent to supply here, using a global we don't care about + &tr ); // This trace is ONLY used if we hit an entity flagged with FL_WORLDBRUSH - TraceResult trEnt; - UTIL_TraceLine ( WorldGraph.m_pNodes[i].m_vecOrigin, - WorldGraph.m_pNodes[i].m_vecOrigin - Vector ( 0, 0, 384 ), - dont_ignore_monsters, - g_pBodyQueueHead,//!!!HACKHACK no real ent to supply here, using a global we don't care about - &trEnt ); + TraceResult trEnt; + UTIL_TraceLine( WorldGraph.m_pNodes[i].m_vecOrigin, + WorldGraph.m_pNodes[i].m_vecOrigin - Vector( 0, 0, 384 ), + dont_ignore_monsters, + g_pBodyQueueHead,//!!!HACKHACK no real ent to supply here, using a global we don't care about + &trEnt ); // Did we hit something closer than the floor? - if ( trEnt.flFraction < tr.flFraction ) + if( trEnt.flFraction < tr.flFraction ) { // If it was a world brush entity, copy the node location - if ( trEnt.pHit && (trEnt.pHit->v.flags & FL_WORLDBRUSH) ) + if( trEnt.pHit && ( trEnt.pHit->v.flags & FL_WORLDBRUSH ) ) tr.vecEndPos = trEnt.vecEndPos; } @@ -1769,23 +1792,24 @@ void CTestHull :: BuildNodeGraph( void ) } cPoolLinks = WorldGraph.LinkVisibleNodes( pTempPool, file, &iBadNode ); - - if ( !cPoolLinks ) + + if( !cPoolLinks ) { - ALERT ( at_aiconsole, "**ConnectVisibleNodes FAILED!\n" ); - + ALERT( at_aiconsole, "**ConnectVisibleNodes FAILED!\n" ); + SetThink( &CTestHull::ShowBadNode );// send the hull off to show the offending node. //pev->solid = SOLID_NOT; - pev->origin = WorldGraph.m_pNodes[ iBadNode ].m_vecOrigin; - - if ( pTempPool ) + pev->origin = WorldGraph.m_pNodes[iBadNode].m_vecOrigin; + + if( pTempPool ) { - free ( pTempPool ); + free( pTempPool ); } - if ( file ) - {// close the file - fclose ( file ); + if( file ) + { + // close the file + fclose( file ); } return; @@ -1793,88 +1817,88 @@ void CTestHull :: BuildNodeGraph( void ) // send the walkhull to all of this node's connections now. We'll do this here since // so much of it relies on being able to control the test hull. - fprintf ( file, "----------------------------------------------------------------------------\n" ); - fprintf ( file, "Walk Rejection:\n"); + fprintf( file, "----------------------------------------------------------------------------\n" ); + fprintf( file, "Walk Rejection:\n"); - for ( i = 0 ; i < WorldGraph.m_cNodes ; i++ ) + for( i = 0; i < WorldGraph.m_cNodes; i++ ) { - pSrcNode = &WorldGraph.m_pNodes[ i ]; + pSrcNode = &WorldGraph.m_pNodes[i]; - fprintf ( file, "-------------------------------------------------------------------------------\n"); - fprintf ( file, "Node %4d:\n\n", i ); - - for ( j = 0 ; j < pSrcNode->m_cNumLinks ; j++ ) + fprintf( file, "-------------------------------------------------------------------------------\n" ); + fprintf( file, "Node %4d:\n\n", i ); + + for( j = 0; j < pSrcNode->m_cNumLinks; j++ ) { // assume that all hulls can walk this link, then eliminate the ones that can't. - pTempPool [ pSrcNode->m_iFirstLink + j ].m_afLinkInfo = bits_LINK_SMALL_HULL | bits_LINK_HUMAN_HULL | bits_LINK_LARGE_HULL | bits_LINK_FLY_HULL; - + pTempPool[pSrcNode->m_iFirstLink + j].m_afLinkInfo = bits_LINK_SMALL_HULL | bits_LINK_HUMAN_HULL | bits_LINK_LARGE_HULL | bits_LINK_FLY_HULL; // do a check for each hull size. - + // if we can't fit a tiny hull through a connection, no other hulls with fit either, so we // should just fall out of the loop. Do so by setting the SkipRemainingHulls flag. fSkipRemainingHulls = FALSE; - for ( hull = 0 ; hull < MAX_NODE_HULLS; hull++ ) + for( hull = 0; hull < MAX_NODE_HULLS; hull++ ) { - if (fSkipRemainingHulls && (hull == NODE_HUMAN_HULL || hull == NODE_LARGE_HULL)) // skip the remaining walk hulls + if( fSkipRemainingHulls && ( hull == NODE_HUMAN_HULL || hull == NODE_LARGE_HULL ) ) // skip the remaining walk hulls continue; - switch ( hull ) + switch( hull ) { case NODE_SMALL_HULL: - UTIL_SetSize(pev, Vector(-12, -12, 0), Vector(12, 12, 24)); + UTIL_SetSize( pev, Vector( -12, -12, 0 ), Vector( 12, 12, 24 ) ); break; case NODE_HUMAN_HULL: - UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX ); + UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX ); break; case NODE_LARGE_HULL: - UTIL_SetSize(pev, Vector(-32, -32, 0), Vector(32, 32, 64)); + UTIL_SetSize( pev, Vector( -32, -32, 0 ), Vector( 32, 32, 64 ) ); break; case NODE_FLY_HULL: - UTIL_SetSize(pev, Vector(-32, -32, 0), Vector(32, 32, 64)); - // UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0)); + UTIL_SetSize( pev, Vector( -32, -32, 0 ), Vector( 32, 32, 64 ) ); + // UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) ); break; } - UTIL_SetOrigin ( pev, pSrcNode->m_vecOrigin );// place the hull on the node + UTIL_SetOrigin( pev, pSrcNode->m_vecOrigin );// place the hull on the node - if ( !FBitSet ( pev->flags, FL_ONGROUND ) ) + if( !FBitSet( pev->flags, FL_ONGROUND ) ) { - ALERT ( at_aiconsole, "OFFGROUND!\n" ); + ALERT( at_aiconsole, "OFFGROUND!\n" ); } // now build a yaw that points to the dest node, and get the distance. - if ( j < 0 ) + if( j < 0 ) { - ALERT ( at_aiconsole, "**** j = %d ****\n", j ); - if ( pTempPool ) + ALERT( at_aiconsole, "**** j = %d ****\n", j ); + if( pTempPool ) { - free ( pTempPool ); + free( pTempPool ); } - if ( file ) - {// close the file - fclose ( file ); + if( file ) + { + // close the file + fclose( file ); } return; } - pDestNode = &WorldGraph.m_pNodes [ pTempPool[ pSrcNode->m_iFirstLink + j ].m_iDestNode ]; + pDestNode = &WorldGraph.m_pNodes[pTempPool[pSrcNode->m_iFirstLink + j].m_iDestNode]; vecSpot = pDestNode->m_vecOrigin; //vecSpot.z = pev->origin.z; - if (hull < NODE_FLY_HULL) + if( hull < NODE_FLY_HULL ) { int SaveFlags = pev->flags; int MoveMode = WALKMOVE_WORLDONLY; - if (pSrcNode->m_afNodeInfo & bits_NODE_WATER) + if( pSrcNode->m_afNodeInfo & bits_NODE_WATER ) { pev->flags |= FL_SWIM; MoveMode = WALKMOVE_NORMAL; } - flYaw = UTIL_VecToYaw ( pDestNode->m_vecOrigin - pev->origin ); + flYaw = UTIL_VecToYaw( pDestNode->m_vecOrigin - pev->origin ); flDist = ( vecSpot - pev->origin ).Length2D(); @@ -1882,49 +1906,48 @@ void CTestHull :: BuildNodeGraph( void ) // in this loop we take tiny steps from the current node to the nodes that it links to, one at a time. // pev->angles.y = flYaw; - for ( step = 0 ; step < flDist && !fWalkFailed ; step += HULL_STEP_SIZE ) + for( step = 0; step < flDist && !fWalkFailed; step += HULL_STEP_SIZE ) { float stepSize = HULL_STEP_SIZE; - if ( (step + stepSize) >= (flDist-1) ) - stepSize = (flDist - step) - 1; - - if ( !WALK_MOVE( ENT(pev), flYaw, stepSize, MoveMode ) ) - {// can't take the next step + if( ( step + stepSize ) >= ( flDist - 1 ) ) + stepSize = ( flDist - step ) - 1; + if( !WALK_MOVE( ENT( pev ), flYaw, stepSize, MoveMode ) ) + { + // can't take the next step fWalkFailed = TRUE; break; } } - if (!fWalkFailed && (pev->origin - vecSpot).Length() > 64) + if( !fWalkFailed && ( pev->origin - vecSpot ).Length() > 64 ) { - // ALERT( at_console, "bogus walk\n"); + // ALERT( at_console, "bogus walk\n" ); // we thought we fWalkFailed = TRUE; } - if (fWalkFailed) + if( fWalkFailed ) { - - //pTempPool[ pSrcNode->m_iFirstLink + j ] = pTempPool [ pSrcNode->m_iFirstLink + ( pSrcNode->m_cNumLinks - 1 ) ]; + //pTempPool[pSrcNode->m_iFirstLink + j] = pTempPool[pSrcNode->m_iFirstLink + ( pSrcNode->m_cNumLinks - 1 )]; // now me must eliminate the hull that couldn't walk this connection - switch ( hull ) + switch( hull ) { case NODE_SMALL_HULL: // if this hull can't fit, nothing can, so drop the connection - fprintf ( file, "NODE_SMALL_HULL step %d\n", step ); - pTempPool[ pSrcNode->m_iFirstLink + j ].m_afLinkInfo &= ~(bits_LINK_SMALL_HULL | bits_LINK_HUMAN_HULL | bits_LINK_LARGE_HULL); + fprintf( file, "NODE_SMALL_HULL step %d\n", step ); + pTempPool[pSrcNode->m_iFirstLink + j].m_afLinkInfo &= ~( bits_LINK_SMALL_HULL | bits_LINK_HUMAN_HULL | bits_LINK_LARGE_HULL ); fSkipRemainingHulls = TRUE;// don't bother checking larger hulls break; case NODE_HUMAN_HULL: - fprintf ( file, "NODE_HUMAN_HULL step %d\n", step ); - pTempPool[ pSrcNode->m_iFirstLink + j ].m_afLinkInfo &= ~(bits_LINK_HUMAN_HULL | bits_LINK_LARGE_HULL); + fprintf( file, "NODE_HUMAN_HULL step %d\n", step ); + pTempPool[pSrcNode->m_iFirstLink + j].m_afLinkInfo &= ~( bits_LINK_HUMAN_HULL | bits_LINK_LARGE_HULL ); fSkipRemainingHulls = TRUE;// don't bother checking larger hulls break; case NODE_LARGE_HULL: - fprintf ( file, "NODE_LARGE_HULL step %d\n", step ); - pTempPool[ pSrcNode->m_iFirstLink + j ].m_afLinkInfo &= ~bits_LINK_LARGE_HULL; + fprintf( file, "NODE_LARGE_HULL step %d\n", step ); + pTempPool[pSrcNode->m_iFirstLink + j].m_afLinkInfo &= ~bits_LINK_LARGE_HULL; break; } } @@ -1935,19 +1958,19 @@ void CTestHull :: BuildNodeGraph( void ) TraceResult tr; UTIL_TraceHull( pSrcNode->m_vecOrigin + Vector( 0, 0, 32 ), pDestNode->m_vecOriginPeek + Vector( 0, 0, 32 ), ignore_monsters, large_hull, ENT( pev ), &tr ); - if (tr.fStartSolid || tr.flFraction < 1.0) + if( tr.fStartSolid || tr.flFraction < 1.0 ) { - pTempPool[ pSrcNode->m_iFirstLink + j ].m_afLinkInfo &= ~bits_LINK_FLY_HULL; + pTempPool[pSrcNode->m_iFirstLink + j].m_afLinkInfo &= ~bits_LINK_FLY_HULL; } } } - if (pTempPool[ pSrcNode->m_iFirstLink + j ].m_afLinkInfo == 0) + if( pTempPool[pSrcNode->m_iFirstLink + j].m_afLinkInfo == 0 ) { - fprintf ( file, "Rejected Node %3d - Unreachable by ", pTempPool [ pSrcNode->m_iFirstLink + j ].m_iDestNode ); - pTempPool[ pSrcNode->m_iFirstLink + j ] = pTempPool [ pSrcNode->m_iFirstLink + ( pSrcNode->m_cNumLinks - 1 ) ]; - fprintf ( file, "Any Hull\n" ); - + fprintf( file, "Rejected Node %3d - Unreachable by ", pTempPool[ pSrcNode->m_iFirstLink + j].m_iDestNode ); + pTempPool[pSrcNode->m_iFirstLink + j] = pTempPool[pSrcNode->m_iFirstLink + ( pSrcNode->m_cNumLinks - 1 )]; + fprintf( file, "Any Hull\n" ); + pSrcNode->m_cNumLinks--; cPoolLinks--;// we just removed a link, so decrement the total number of links in the pool. j--; @@ -1955,23 +1978,25 @@ void CTestHull :: BuildNodeGraph( void ) } } - fprintf ( file, "-------------------------------------------------------------------------------\n\n\n"); + fprintf( file, "-------------------------------------------------------------------------------\n\n\n" ); - cPoolLinks -= WorldGraph.RejectInlineLinks ( pTempPool, file ); + cPoolLinks -= WorldGraph.RejectInlineLinks( pTempPool, file ); // now malloc a pool just large enough to hold the links that are actually used - WorldGraph.m_pLinkPool = (CLink *) calloc ( sizeof ( CLink ), cPoolLinks ); + WorldGraph.m_pLinkPool = (CLink *)calloc( sizeof(CLink), cPoolLinks ); - if ( !WorldGraph.m_pLinkPool ) - {// couldn't make the link pool! - ALERT ( at_aiconsole, "Couldn't malloc LinkPool!\n" ); - if ( pTempPool ) + if( !WorldGraph.m_pLinkPool ) + { + // couldn't make the link pool! + ALERT( at_aiconsole, "Couldn't malloc LinkPool!\n" ); + if( pTempPool ) { - free ( pTempPool ); + free( pTempPool ); } - if ( file ) - {// close the file - fclose ( file ); + if( file ) + { + // close the file + fclose( file ); } return; @@ -1982,19 +2007,18 @@ void CTestHull :: BuildNodeGraph( void ) int iFinalPoolIndex = 0; int iOldFirstLink; - for ( i = 0 ; i < WorldGraph.m_cNodes ; i++ ) + for( i = 0; i < WorldGraph.m_cNodes; i++ ) { - iOldFirstLink = WorldGraph.m_pNodes[ i ].m_iFirstLink;// store this, because we have to re-assign it before entering the copy loop + iOldFirstLink = WorldGraph.m_pNodes[i].m_iFirstLink;// store this, because we have to re-assign it before entering the copy loop - WorldGraph.m_pNodes[ i ].m_iFirstLink = iFinalPoolIndex; + WorldGraph.m_pNodes[i].m_iFirstLink = iFinalPoolIndex; - for ( j = 0 ; j < WorldGraph.m_pNodes[ i ].m_cNumLinks ; j++ ) + for( j = 0; j < WorldGraph.m_pNodes[i].m_cNumLinks; j++ ) { - WorldGraph.m_pLinkPool[ iFinalPoolIndex++ ] = pTempPool[ iOldFirstLink + j ]; + WorldGraph.m_pLinkPool[iFinalPoolIndex++] = pTempPool[iOldFirstLink + j]; } } - // Node sorting numbers linked nodes close to each other // WorldGraph.SortNodes(); @@ -2005,67 +2029,65 @@ void CTestHull :: BuildNodeGraph( void ) fPairsValid = TRUE; // assume that the connection pairs are all valid to start - fprintf ( file, "\n\n-------------------------------------------------------------------------------\n"); - fprintf ( file, "Link Pairings:\n"); + fprintf( file, "\n\n-------------------------------------------------------------------------------\n" ); + fprintf( file, "Link Pairings:\n" ); // link integrity check. The idea here is that if Node A links to Node B, node B should // link to node A. If not, we have a situation that prevents us from using a basic // optimization in the FindNearestLink function. - for ( i = 0 ; i < WorldGraph.m_cNodes ; i++ ) + for( i = 0; i < WorldGraph.m_cNodes; i++ ) { - for ( j = 0 ; j < WorldGraph.m_pNodes[ i ].m_cNumLinks ; j++ ) + for( j = 0; j < WorldGraph.m_pNodes[i].m_cNumLinks; j++ ) { int iLink; - WorldGraph.HashSearch(WorldGraph.INodeLink(i,j), i, iLink); - if (iLink < 0) + WorldGraph.HashSearch( WorldGraph.INodeLink( i, j ), i, iLink ); + if( iLink < 0 ) { fPairsValid = FALSE;// unmatched link pair. - fprintf ( file, "WARNING: Node %3d does not connect back to Node %3d\n", WorldGraph.INodeLink(i, j), i); + fprintf( file, "WARNING: Node %3d does not connect back to Node %3d\n", WorldGraph.INodeLink( i, j ), i ); } } } // !!!LATER - if all connections are properly paired, when can enable an optimization in the pathfinding code // (in the find nearest line function) - if ( fPairsValid ) + if( fPairsValid ) { - fprintf ( file, "\nAll Connections are Paired!\n"); + fprintf( file, "\nAll Connections are Paired!\n" ); } - fprintf ( file, "-------------------------------------------------------------------------------\n"); - fprintf ( file, "\n\n-------------------------------------------------------------------------------\n"); - fprintf ( file, "Total Number of Connections in Pool: %d\n", cPoolLinks ); - fprintf ( file, "-------------------------------------------------------------------------------\n"); - fprintf ( file, "Connection Pool: %d bytes\n", sizeof ( CLink ) * cPoolLinks ); - fprintf ( file, "-------------------------------------------------------------------------------\n"); + fprintf( file, "-------------------------------------------------------------------------------\n" ); + fprintf( file, "\n\n-------------------------------------------------------------------------------\n" ); + fprintf( file, "Total Number of Connections in Pool: %d\n", cPoolLinks ); + fprintf( file, "-------------------------------------------------------------------------------\n" ); + fprintf( file, "Connection Pool: %d bytes\n", sizeof(CLink) * cPoolLinks ); + fprintf( file, "-------------------------------------------------------------------------------\n" ); + ALERT( at_aiconsole, "%d Nodes, %d Connections\n", WorldGraph.m_cNodes, cPoolLinks ); - ALERT ( at_aiconsole, "%d Nodes, %d Connections\n", WorldGraph.m_cNodes, cPoolLinks ); - // This is used for FindNearestNode // WorldGraph.BuildRegionTables(); - // Push all of the LAND nodes down to the ground now. Leave the water and air nodes alone. // - for ( i = 0 ; i < WorldGraph.m_cNodes ; i++ ) + for( i = 0; i < WorldGraph.m_cNodes; i++ ) { - if ((WorldGraph.m_pNodes[ i ].m_afNodeInfo & bits_NODE_LAND)) + if( ( WorldGraph.m_pNodes[i].m_afNodeInfo & bits_NODE_LAND ) ) { - WorldGraph.m_pNodes[ i ].m_vecOrigin.z -= NODE_HEIGHT; + WorldGraph.m_pNodes[i].m_vecOrigin.z -= NODE_HEIGHT; } } - - if ( pTempPool ) - {// free the temp pool - free ( pTempPool ); + if( pTempPool ) + { + // free the temp pool + free( pTempPool ); } - if ( file ) + if( file ) { - fclose ( file ); + fclose( file ); } // We now have some graphing capabilities. @@ -2080,63 +2102,62 @@ void CTestHull :: BuildNodeGraph( void ) // save the node graph for this level WorldGraph.FSaveGraph( (char *)STRING( gpGlobals->mapname ) ); - ALERT( at_console, "Done.\n"); + ALERT( at_console, "Done.\n" ); } //========================================================= // returns a hardcoded path. //========================================================= -void CTestHull :: PathFind ( void ) +void CTestHull::PathFind( void ) { - int iPath[ 50 ]; - int iPathSize; - int i; - CNode *pNode, *pNextNode; + int iPath[50]; + int iPathSize; + int i; + CNode *pNode, *pNextNode; - if ( !WorldGraph.m_fGraphPresent || !WorldGraph.m_fGraphPointersSet ) - {// protect us in the case that the node graph isn't available - ALERT ( at_aiconsole, "Graph not ready!\n" ); + if( !WorldGraph.m_fGraphPresent || !WorldGraph.m_fGraphPointersSet ) + { + // protect us in the case that the node graph isn't available + ALERT( at_aiconsole, "Graph not ready!\n" ); return; } - iPathSize = WorldGraph.FindShortestPath ( iPath, 0, 19, 0, 0 ); // UNDONE use hull constant + iPathSize = WorldGraph.FindShortestPath( iPath, 0, 19, 0, 0 ); // UNDONE use hull constant - if ( !iPathSize ) + if( !iPathSize ) { - ALERT ( at_aiconsole, "No Path!\n" ); + ALERT( at_aiconsole, "No Path!\n" ); return; } - ALERT ( at_aiconsole, "%d\n", iPathSize ); + ALERT( at_aiconsole, "%d\n", iPathSize ); - pNode = &WorldGraph.m_pNodes[ iPath [ 0 ] ]; + pNode = &WorldGraph.m_pNodes[iPath[0]]; - for ( i = 0 ; i < iPathSize - 1 ; i++ ) + for( i = 0; i < iPathSize - 1; i++ ) { - - pNextNode = &WorldGraph.m_pNodes[ iPath [ i + 1 ] ]; + pNextNode = &WorldGraph.m_pNodes[iPath[i + 1]]; MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); - WRITE_BYTE( TE_SHOWLINE); - + WRITE_BYTE( TE_SHOWLINE ); + WRITE_COORD( pNode->m_vecOrigin.x ); WRITE_COORD( pNode->m_vecOrigin.y ); WRITE_COORD( pNode->m_vecOrigin.z + NODE_HEIGHT ); - WRITE_COORD( pNextNode->m_vecOrigin.x); - WRITE_COORD( pNextNode->m_vecOrigin.y); - WRITE_COORD( pNextNode->m_vecOrigin.z + NODE_HEIGHT); + WRITE_COORD( pNextNode->m_vecOrigin.x ); + WRITE_COORD( pNextNode->m_vecOrigin.y ); + WRITE_COORD( pNextNode->m_vecOrigin.z + NODE_HEIGHT ); MESSAGE_END(); pNode = pNextNode; } - } //========================================================= // CStack Constructor //========================================================= -CStack :: CStack( void ) +CStack::CStack( void ) { m_level = 0; } @@ -2144,11 +2165,11 @@ CStack :: CStack( void ) //========================================================= // pushes a value onto the stack //========================================================= -void CStack :: Push( int value ) +void CStack::Push( int value ) { - if ( m_level >= MAX_STACK_NODES ) + if( m_level >= MAX_STACK_NODES ) { - printf("Error!\n"); + printf( "Error!\n" ); return; } m_stack[m_level] = value; @@ -2158,40 +2179,40 @@ void CStack :: Push( int value ) //========================================================= // pops a value off of the stack //========================================================= -int CStack :: Pop( void ) +int CStack::Pop( void ) { - if ( m_level <= 0 ) + if( m_level <= 0 ) return -1; m_level--; - return m_stack[ m_level ]; + return m_stack[m_level]; } //========================================================= // returns the value on the top of the stack //========================================================= -int CStack :: Top ( void ) +int CStack::Top( void ) { - return m_stack[ m_level - 1 ]; + return m_stack[m_level - 1]; } //========================================================= // copies every element on the stack into an array LIFO //========================================================= -void CStack :: CopyToArray ( int *piArray ) +void CStack::CopyToArray( int *piArray ) { - int i; + int i; - for ( i = 0 ; i < m_level ; i++ ) + for( i = 0; i < m_level; i++ ) { - piArray[ i ] = m_stack[ i ]; + piArray[i] = m_stack[i]; } } //========================================================= // CQueue constructor //========================================================= -CQueue :: CQueue( void ) +CQueue::CQueue( void ) { m_cSize = 0; m_head = 0; @@ -2201,46 +2222,47 @@ CQueue :: CQueue( void ) //========================================================= // inserts a value into the queue //========================================================= -void CQueue :: Insert ( int iValue, float fPriority ) +void CQueue::Insert( int iValue, float fPriority ) { - - if ( Full() ) + if( Full() ) { - printf ( "Queue is full!\n" ); + printf( "Queue is full!\n" ); return; } m_tail++; - if ( m_tail == MAX_STACK_NODES ) - {//wrap around + if( m_tail == MAX_STACK_NODES ) + { + //wrap around m_tail = 0; } - m_queue[ m_tail ].Id = iValue; - m_queue[ m_tail ].Priority = fPriority; + m_queue[m_tail].Id = iValue; + m_queue[m_tail].Priority = fPriority; m_cSize++; } //========================================================= // removes a value from the queue (FIFO) //========================================================= -int CQueue :: Remove ( float &fPriority ) +int CQueue::Remove( float &fPriority ) { - if ( m_head == MAX_STACK_NODES ) - {// wrap + if( m_head == MAX_STACK_NODES ) + { + // wrap m_head = 0; } m_cSize--; - fPriority = m_queue[ m_head ].Priority; - return m_queue[ m_head++ ].Id; + fPriority = m_queue[m_head].Priority; + return m_queue[m_head++].Id; } //========================================================= // CQueue constructor //========================================================= -CQueuePriority :: CQueuePriority( void ) +CQueuePriority::CQueuePriority( void ) { m_cSize = 0; } @@ -2248,82 +2270,81 @@ CQueuePriority :: CQueuePriority( void ) //========================================================= // inserts a value into the priority queue //========================================================= -void CQueuePriority :: Insert( int iValue, float fPriority ) +void CQueuePriority::Insert( int iValue, float fPriority ) { - - if ( Full() ) + if( Full() ) { - printf ( "Queue is full!\n" ); + printf( "Queue is full!\n" ); return; } - m_heap[ m_cSize ].Priority = fPriority; - m_heap[ m_cSize ].Id = iValue; - m_cSize++; - Heap_SiftUp(); + m_heap[m_cSize].Priority = fPriority; + m_heap[m_cSize].Id = iValue; + m_cSize++; + Heap_SiftUp(); } //========================================================= // removes the smallest item from the priority queue // //========================================================= -int CQueuePriority :: Remove( float &fPriority ) +int CQueuePriority::Remove( float &fPriority ) { - int iReturn = m_heap[ 0 ].Id; - fPriority = m_heap[ 0 ].Priority; + int iReturn = m_heap[0].Id; + fPriority = m_heap[0].Priority; m_cSize--; - m_heap[ 0 ] = m_heap[ m_cSize ]; + m_heap[0] = m_heap[m_cSize]; - Heap_SiftDown(0); - return iReturn; + Heap_SiftDown( 0 ); + return iReturn; } -#define HEAP_LEFT_CHILD(x) (2*(x)+1) -#define HEAP_RIGHT_CHILD(x) (2*(x)+2) -#define HEAP_PARENT(x) (((x)-1)/2) +#define HEAP_LEFT_CHILD(x) ( 2 * ( x ) + 1 ) +#define HEAP_RIGHT_CHILD(x) ( 2 * ( x ) + 2 ) +#define HEAP_PARENT(x) ( ( ( x ) - 1 ) / 2 ) -void CQueuePriority::Heap_SiftDown(int iSubRoot) +void CQueuePriority::Heap_SiftDown( int iSubRoot ) { int parent = iSubRoot; - int child = HEAP_LEFT_CHILD(parent); + int child = HEAP_LEFT_CHILD( parent ); - struct tag_HEAP_NODE Ref = m_heap[ parent ]; + struct tag_HEAP_NODE Ref = m_heap[parent]; - while (child < m_cSize) + while( child < m_cSize ) { - int rightchild = HEAP_RIGHT_CHILD(parent); - if (rightchild < m_cSize) + int rightchild = HEAP_RIGHT_CHILD( parent ); + if( rightchild < m_cSize ) { - if ( m_heap[ rightchild ].Priority < m_heap[ child ].Priority ) + if( m_heap[rightchild].Priority < m_heap[child].Priority ) { child = rightchild; } } - if ( Ref.Priority <= m_heap[ child ].Priority ) + if( Ref.Priority <= m_heap[child].Priority ) break; - m_heap[ parent ] = m_heap[ child ]; + m_heap[parent] = m_heap[child]; parent = child; - child = HEAP_LEFT_CHILD(parent); + child = HEAP_LEFT_CHILD( parent ); } - m_heap[ parent ] = Ref; + m_heap[parent] = Ref; } -void CQueuePriority::Heap_SiftUp(void) +void CQueuePriority::Heap_SiftUp( void ) { - int child = m_cSize-1; - while (child) + int child = m_cSize - 1; + while( child ) { - int parent = HEAP_PARENT(child); - if ( m_heap[ parent ].Priority <= m_heap[ child ].Priority ) + int parent = HEAP_PARENT( child ); + if( m_heap[parent].Priority <= m_heap[child].Priority ) break; struct tag_HEAP_NODE Tmp; - Tmp = m_heap[ child ]; - m_heap[ child ] = m_heap[ parent ]; - m_heap[ parent ] = Tmp; + Tmp = m_heap[child]; + m_heap[child] = m_heap[parent]; + m_heap[parent] = Tmp; child = parent; } @@ -2335,29 +2356,29 @@ void CQueuePriority::Heap_SiftUp(void) // will be loaded. If file cannot be loaded, the node tree // will be created and saved to disk. //========================================================= -int CGraph :: FLoadGraph ( char *szMapName ) +int CGraph::FLoadGraph( char *szMapName ) { - char szFilename[MAX_PATH]; - int iVersion; - int length; - byte *aMemFile; - byte *pMemFile; + char szFilename[MAX_PATH]; + int iVersion; + int length; + byte *aMemFile; + byte *pMemFile; // make sure the directories have been made - char szDirName[MAX_PATH]; + char szDirName[MAX_PATH]; GET_GAME_DIR( szDirName ); strcat( szDirName, "/maps" ); CreateDirectory( szDirName, NULL ); strcat( szDirName, "/graphs" ); CreateDirectory( szDirName, NULL ); - strcpy ( szFilename, "maps/graphs/" ); - strcat ( szFilename, szMapName ); + strcpy( szFilename, "maps/graphs/" ); + strcat( szFilename, szMapName ); strcat( szFilename, ".nod" ); - pMemFile = aMemFile = LOAD_FILE_FOR_ME(szFilename, &length); + pMemFile = aMemFile = LOAD_FILE_FOR_ME( szFilename, &length ); - if ( !aMemFile ) + if( !aMemFile ) { return FALSE; } @@ -2366,133 +2387,139 @@ int CGraph :: FLoadGraph ( char *szMapName ) // Read the graph version number // length -= sizeof(int); - if (length < 0) goto ShortFile; - memcpy(&iVersion, pMemFile, sizeof(int)); + if( length < 0 ) + goto ShortFile; + memcpy( &iVersion, pMemFile, sizeof(int) ); pMemFile += sizeof(int); - if ( iVersion != GRAPH_VERSION ) + if( iVersion != GRAPH_VERSION ) { // This file was written by a different build of the dll! // - ALERT ( at_aiconsole, "**ERROR** Graph version is %d, expected %d\n",iVersion, GRAPH_VERSION ); + ALERT( at_aiconsole, "**ERROR** Graph version is %d, expected %d\n", iVersion, GRAPH_VERSION ); goto ShortFile; } // Read the graph class // length -= sizeof(CGraph); - if (length < 0) goto ShortFile; - memcpy(this, pMemFile, sizeof(CGraph)); + if( length < 0 ) + goto ShortFile; + memcpy( this, pMemFile, sizeof(CGraph) ); pMemFile += sizeof(CGraph); // Set the pointers to zero, just in case we run out of memory. // - m_pNodes = NULL; - m_pLinkPool = NULL; - m_di = NULL; + m_pNodes = NULL; + m_pLinkPool = NULL; + m_di = NULL; m_pRouteInfo = NULL; m_pHashLinks = NULL; // Malloc for the nodes // - m_pNodes = ( CNode * )calloc ( sizeof ( CNode ), m_cNodes ); + m_pNodes = (CNode *)calloc( sizeof(CNode), m_cNodes ); - if ( !m_pNodes ) + if( !m_pNodes ) { - ALERT ( at_aiconsole, "**ERROR**\nCouldn't malloc %d nodes!\n", m_cNodes ); + ALERT( at_aiconsole, "**ERROR**\nCouldn't malloc %d nodes!\n", m_cNodes ); goto NoMemory; } // Read in all the nodes // length -= sizeof(CNode) * m_cNodes; - if (length < 0) goto ShortFile; - memcpy(m_pNodes, pMemFile, sizeof(CNode)*m_cNodes); + if( length < 0 ) + goto ShortFile; + memcpy( m_pNodes, pMemFile, sizeof(CNode) * m_cNodes ); pMemFile += sizeof(CNode) * m_cNodes; - // Malloc for the link pool // - m_pLinkPool = ( CLink * )calloc ( sizeof ( CLink ), m_cLinks ); + m_pLinkPool = (CLink *)calloc( sizeof(CLink), m_cLinks ); - if ( !m_pLinkPool ) + if( !m_pLinkPool ) { - ALERT ( at_aiconsole, "**ERROR**\nCouldn't malloc %d link!\n", m_cLinks ); + ALERT( at_aiconsole, "**ERROR**\nCouldn't malloc %d link!\n", m_cLinks ); goto NoMemory; } // Read in all the links // - length -= sizeof(CLink)*m_cLinks; - if (length < 0) goto ShortFile; - memcpy(m_pLinkPool, pMemFile, sizeof(CLink)*m_cLinks); - pMemFile += sizeof(CLink)*m_cLinks; + length -= sizeof(CLink) * m_cLinks; + if( length < 0 ) + goto ShortFile; + memcpy( m_pLinkPool, pMemFile, sizeof(CLink) * m_cLinks ); + pMemFile += sizeof(CLink) * m_cLinks; // Malloc for the sorting info. // m_di = (DIST_INFO *)calloc( sizeof(DIST_INFO), m_cNodes ); - if ( !m_di ) + if( !m_di ) { - ALERT ( at_aiconsole, "***ERROR**\nCouldn't malloc %d entries sorting nodes!\n", m_cNodes ); + ALERT( at_aiconsole, "***ERROR**\nCouldn't malloc %d entries sorting nodes!\n", m_cNodes ); goto NoMemory; } // Read it in. // - length -= sizeof(DIST_INFO)*m_cNodes; - if (length < 0) goto ShortFile; - memcpy(m_di, pMemFile, sizeof(DIST_INFO)*m_cNodes); - pMemFile += sizeof(DIST_INFO)*m_cNodes; + length -= sizeof(DIST_INFO) * m_cNodes; + if( length < 0 ) + goto ShortFile; + memcpy( m_di, pMemFile, sizeof(DIST_INFO) * m_cNodes ); + pMemFile += sizeof(DIST_INFO) * m_cNodes; // Malloc for the routing info. // m_fRoutingComplete = FALSE; m_pRouteInfo = (signed char *)calloc( sizeof(signed char), m_nRouteInfo ); - if ( !m_pRouteInfo ) + if( !m_pRouteInfo ) { - ALERT ( at_aiconsole, "***ERROR**\nCounldn't malloc %d route bytes!\n", m_nRouteInfo ); + ALERT( at_aiconsole, "***ERROR**\nCounldn't malloc %d route bytes!\n", m_nRouteInfo ); goto NoMemory; } m_CheckedCounter = 0; - for (int i = 0; i < m_cNodes; i++) + for(int i = 0; i < m_cNodes; i++ ) { m_di[i].m_CheckedEvent = 0; } - + // Read in the route information. // - length -= sizeof(char)*m_nRouteInfo; - if (length < 0) goto ShortFile; - memcpy(m_pRouteInfo, pMemFile, sizeof(char)*m_nRouteInfo); - pMemFile += sizeof(char)*m_nRouteInfo; - m_fRoutingComplete = TRUE;; + length -= sizeof(char) * m_nRouteInfo; + if( length < 0 ) + goto ShortFile; + memcpy( m_pRouteInfo, pMemFile, sizeof(char) * m_nRouteInfo ); + pMemFile += sizeof(char) * m_nRouteInfo; + m_fRoutingComplete = TRUE; // malloc for the hash links // - m_pHashLinks = (short *)calloc(sizeof(short), m_nHashLinks); - if (!m_pHashLinks) + m_pHashLinks = (short *)calloc( sizeof(short), m_nHashLinks ); + if( !m_pHashLinks ) { - ALERT ( at_aiconsole, "***ERROR**\nCounldn't malloc %d hash link bytes!\n", m_nHashLinks ); + ALERT( at_aiconsole, "***ERROR**\nCounldn't malloc %d hash link bytes!\n", m_nHashLinks ); goto NoMemory; } // Read in the hash link information // - length -= sizeof(short)*m_nHashLinks; - if (length < 0) goto ShortFile; - memcpy(m_pHashLinks, pMemFile, sizeof(short)*m_nHashLinks); - pMemFile += sizeof(short)*m_nHashLinks; + length -= sizeof(short) * m_nHashLinks; + if( length < 0 ) + goto ShortFile; + memcpy( m_pHashLinks, pMemFile, sizeof(short) * m_nHashLinks ); + pMemFile += sizeof(short) * m_nHashLinks; // Set the graph present flag, clear the pointers set flag // m_fGraphPresent = TRUE; m_fGraphPointersSet = FALSE; - - FREE_FILE(aMemFile); - if (length != 0) + FREE_FILE( aMemFile ); + + if( length != 0 ) { - ALERT ( at_aiconsole, "***WARNING***:Node graph was longer than expected by %d bytes.!\n", length); + ALERT( at_aiconsole, "***WARNING***:Node graph was longer than expected by %d bytes.!\n", length ); } return TRUE; @@ -2500,7 +2527,7 @@ int CGraph :: FLoadGraph ( char *szMapName ) ShortFile: NoMemory: - FREE_FILE(aMemFile); + FREE_FILE( aMemFile ); return FALSE; } @@ -2508,16 +2535,16 @@ NoMemory: // CGraph - FSaveGraph - It's not rocket science. // this WILL overwrite existing files. //========================================================= -int CGraph :: FSaveGraph ( char *szMapName ) +int CGraph::FSaveGraph( char *szMapName ) { - - int iVersion = GRAPH_VERSION; - char szFilename[MAX_PATH]; - FILE *file; + int iVersion = GRAPH_VERSION; + char szFilename[MAX_PATH]; + FILE *file; - if ( !m_fGraphPresent || !m_fGraphPointersSet ) - {// protect us in the case that the node graph isn't available or built - ALERT ( at_aiconsole, "Graph not ready!\n" ); + if( !m_fGraphPresent || !m_fGraphPointersSet ) + { + // protect us in the case that the node graph isn't available or built + ALERT( at_aiconsole, "Graph not ready!\n" ); return FALSE; } @@ -2532,43 +2559,44 @@ int CGraph :: FSaveGraph ( char *szMapName ) strcat( szFilename, szMapName ); strcat( szFilename, ".nod" ); - file = fopen ( szFilename, "wb" ); + file = fopen( szFilename, "wb" ); - ALERT ( at_aiconsole, "Created: %s\n", szFilename ); + ALERT( at_aiconsole, "Created: %s\n", szFilename ); - if ( !file ) - {// couldn't create - ALERT ( at_aiconsole, "Couldn't Create: %s\n", szFilename ); + if( !file ) + { + // couldn't create + ALERT( at_aiconsole, "Couldn't Create: %s\n", szFilename ); return FALSE; } else { - // write the version - fwrite ( &iVersion, sizeof ( int ), 1, file ); + // write the version + fwrite( &iVersion, sizeof(int), 1, file ); - // write the CGraph class - fwrite ( this, sizeof ( CGraph ), 1, file ); + // write the CGraph class + fwrite( this, sizeof(CGraph), 1, file ); - // write the nodes - fwrite ( m_pNodes, sizeof ( CNode ), m_cNodes, file ); + // write the nodes + fwrite( m_pNodes, sizeof(CNode), m_cNodes, file ); - // write the links - fwrite ( m_pLinkPool, sizeof ( CLink ), m_cLinks, file ); + // write the links + fwrite( m_pLinkPool, sizeof(CLink), m_cLinks, file ); - fwrite ( m_di, sizeof(DIST_INFO), m_cNodes, file ); + fwrite( m_di, sizeof(DIST_INFO), m_cNodes, file ); // Write the route info. // - if ( m_pRouteInfo && m_nRouteInfo ) + if( m_pRouteInfo && m_nRouteInfo ) { - fwrite ( m_pRouteInfo, sizeof( signed char ), m_nRouteInfo, file ); + fwrite( m_pRouteInfo, sizeof(signed char), m_nRouteInfo, file ); } - if (m_pHashLinks && m_nHashLinks) + if( m_pHashLinks && m_nHashLinks ) { - fwrite(m_pHashLinks, sizeof(short), m_nHashLinks, file); + fwrite( m_pHashLinks, sizeof(short), m_nHashLinks, file ); } - fclose ( file ); + fclose( file ); return TRUE; } } @@ -2580,15 +2608,15 @@ int CGraph :: FSaveGraph ( char *szMapName ) // this is done after loading the graph from disk, whereupon // the pointers are not valid. //========================================================= -int CGraph :: FSetGraphPointers ( void ) +int CGraph::FSetGraphPointers( void ) { - int i; + int i; edict_t *pentLinkEnt; - for ( i = 0 ; i < m_cLinks ; i++ ) - {// go through all of the links - - if ( m_pLinkPool[ i ].m_pLinkEnt != NULL ) + for( i = 0; i < m_cLinks; i++ ) + { + // go through all of the links + if( m_pLinkPool[i].m_pLinkEnt != NULL ) { char name[5]; // when graphs are saved, any valid pointers are will be non-zero, signifying that we should @@ -2596,24 +2624,24 @@ int CGraph :: FSetGraphPointers ( void ) // will be NULL when reloaded, and will ignored by this function. // m_szLinkEntModelname is not necessarily NULL terminated (so we can store it in a more alignment-friendly 4 bytes) - memcpy( name, m_pLinkPool[ i ].m_szLinkEntModelname, 4 ); + memcpy( name, m_pLinkPool[i].m_szLinkEntModelname, 4 ); name[4] = 0; pentLinkEnt = FIND_ENTITY_BY_STRING( NULL, "model", name ); - if ( FNullEnt ( pentLinkEnt ) ) + if( FNullEnt( pentLinkEnt ) ) { - // the ent isn't around anymore? Either there is a major problem, or it was removed from the world - // ( like a func_breakable that's been destroyed or something ). Make sure that LinkEnt is null. - ALERT ( at_aiconsole, "**Could not find model %s\n", name ); - m_pLinkPool[ i ].m_pLinkEnt = NULL; + // the ent isn't around anymore? Either there is a major problem, or it was removed from the world + // ( like a func_breakable that's been destroyed or something ). Make sure that LinkEnt is null. + ALERT( at_aiconsole, "**Could not find model %s\n", name ); + m_pLinkPool[i].m_pLinkEnt = NULL; } else { - m_pLinkPool[ i ].m_pLinkEnt = VARS( pentLinkEnt ); + m_pLinkPool[i].m_pLinkEnt = VARS( pentLinkEnt ); - if ( !FBitSet( m_pLinkPool[ i ].m_pLinkEnt->flags, FL_GRAPHED ) ) + if( !FBitSet( m_pLinkPool[i].m_pLinkEnt->flags, FL_GRAPHED ) ) { - m_pLinkPool[ i ].m_pLinkEnt->flags += FL_GRAPHED; + m_pLinkPool[i].m_pLinkEnt->flags += FL_GRAPHED; } } } @@ -2639,30 +2667,30 @@ int CGraph :: FSetGraphPointers ( void ) // though. ( I now suspect that we are getting GMT back from // these functions and must compensate for local time ) (sjb) //========================================================= -int CGraph :: CheckNODFile ( char *szMapName ) +int CGraph::CheckNODFile( char *szMapName ) { - int retValue; + int retValue; - char szBspFilename[MAX_PATH]; - char szGraphFilename[MAX_PATH]; - + char szBspFilename[MAX_PATH]; + char szGraphFilename[MAX_PATH]; - strcpy ( szBspFilename, "maps/" ); - strcat ( szBspFilename, szMapName ); - strcat ( szBspFilename, ".bsp" ); + strcpy( szBspFilename, "maps/" ); + strcat( szBspFilename, szMapName ); + strcat( szBspFilename, ".bsp" ); + + strcpy( szGraphFilename, "maps/graphs/" ); + strcat( szGraphFilename, szMapName ); + strcat( szGraphFilename, ".nod" ); - strcpy ( szGraphFilename, "maps/graphs/" ); - strcat ( szGraphFilename, szMapName ); - strcat ( szGraphFilename, ".nod" ); - retValue = TRUE; int iCompare; - if (COMPARE_FILE_TIME(szBspFilename, szGraphFilename, &iCompare)) + if( COMPARE_FILE_TIME( szBspFilename, szGraphFilename, &iCompare ) ) { - if ( iCompare > 0 ) - {// BSP file is newer. - ALERT ( at_aiconsole, ".NOD File will be updated\n\n" ); + if( iCompare > 0 ) + { + // BSP file is newer. + ALERT( at_aiconsole, ".NOD File will be updated\n\n" ); retValue = FALSE; } } @@ -2682,53 +2710,55 @@ struct tagNodePair short iDest; }; -void CGraph::HashInsert(int iSrcNode, int iDestNode, int iKey) +void CGraph::HashInsert( int iSrcNode, int iDestNode, int iKey ) { struct tagNodePair np; np.iSrc = iSrcNode; np.iDest = iDestNode; CRC32_t dwHash; - CRC32_INIT(&dwHash); - CRC32_PROCESS_BUFFER(&dwHash, &np, sizeof(np)); - dwHash = CRC32_FINAL(dwHash); + CRC32_INIT( &dwHash ); + CRC32_PROCESS_BUFFER( &dwHash, &np, sizeof(np) ); + dwHash = CRC32_FINAL( dwHash ); - int di = m_HashPrimes[dwHash&15]; - int i = (dwHash >> 4) % m_nHashLinks; - while (m_pHashLinks[i] != ENTRY_STATE_EMPTY) - { - i += di; - if (i >= m_nHashLinks) i -= m_nHashLinks; - } + int di = m_HashPrimes[dwHash&15]; + int i = ( dwHash >> 4 ) % m_nHashLinks; + while( m_pHashLinks[i] != ENTRY_STATE_EMPTY ) + { + i += di; + if( i >= m_nHashLinks ) + i -= m_nHashLinks; + } m_pHashLinks[i] = iKey; } -void CGraph::HashSearch(int iSrcNode, int iDestNode, int &iKey) +void CGraph::HashSearch( int iSrcNode, int iDestNode, int &iKey ) { struct tagNodePair np; - np.iSrc = iSrcNode; + np.iSrc = iSrcNode; np.iDest = iDestNode; CRC32_t dwHash; - CRC32_INIT(&dwHash); - CRC32_PROCESS_BUFFER(&dwHash, &np, sizeof(np)); - dwHash = CRC32_FINAL(dwHash); + CRC32_INIT( &dwHash ); + CRC32_PROCESS_BUFFER( &dwHash, &np, sizeof(np) ); + dwHash = CRC32_FINAL( dwHash ); - int di = m_HashPrimes[dwHash&15]; - int i = (dwHash >> 4) % m_nHashLinks; - while (m_pHashLinks[i] != ENTRY_STATE_EMPTY) - { - CLink &link = Link(m_pHashLinks[i]); - if (iSrcNode == link.m_iSrcNode && iDestNode == link.m_iDestNode) - { + int di = m_HashPrimes[dwHash&15]; + int i = ( dwHash >> 4 ) % m_nHashLinks; + while( m_pHashLinks[i] != ENTRY_STATE_EMPTY ) + { + CLink &link = Link( m_pHashLinks[i] ); + if( iSrcNode == link.m_iSrcNode && iDestNode == link.m_iDestNode ) + { break; - } - else - { - i += di; - if (i >= m_nHashLinks) i -= m_nHashLinks; - } - } + } + else + { + i += di; + if( i >= m_nHashLinks ) + i -= m_nHashLinks; + } + } iKey = m_pHashLinks[i]; } @@ -2747,72 +2777,73 @@ int Primes[NUMBER_OF_PRIMES] = 859, 863, 877, 881, 883, 887, 907, 911, 919, 929, 937, 941, 947, 953, 967, 971, 977, 983, 991, 997, 1009, 1013, 1019, 1021, 1031, 1033, 1039, 0 }; -void CGraph::HashChoosePrimes(int TableSize) +void CGraph::HashChoosePrimes( int TableSize ) { - int iPrime, iZone; - int LargestPrime = TableSize/2; - if (LargestPrime > Primes[NUMBER_OF_PRIMES-2]) - { - LargestPrime = Primes[NUMBER_OF_PRIMES-2]; - } - int Spacing = LargestPrime/16; + int iPrime, iZone; + int LargestPrime = TableSize / 2; + if( LargestPrime > Primes[NUMBER_OF_PRIMES - 2] ) + { + LargestPrime = Primes[NUMBER_OF_PRIMES - 2]; + } + int Spacing = LargestPrime / 16; - // Pick a set primes that are evenly spaced from (0 to LargestPrime) - // We divide this interval into 16 equal sized zones. We want to find - // one prime number that best represents that zone. - // - for ( iZone = 1, iPrime = 0; iPrime < 16; iZone += Spacing ) - { - // Search for a prime number that is less than the target zone - // number given by iZone. - // - int Lower = Primes[0]; - for (int jPrime = 0; Primes[jPrime] != 0; jPrime++) - { - if (jPrime != 0 && TableSize % Primes[jPrime] == 0) continue; - int Upper = Primes[jPrime]; - if (Lower <= iZone && iZone <= Upper) - { - // Choose the closest lower prime number. - // - if (iZone - Lower <= Upper - iZone) - { - m_HashPrimes[iPrime++] = Lower; - } - else - { - m_HashPrimes[iPrime++] = Upper; - } - break; - } - Lower = Upper; - } - } + // Pick a set primes that are evenly spaced from (0 to LargestPrime) + // We divide this interval into 16 equal sized zones. We want to find + // one prime number that best represents that zone. + // + for( iZone = 1, iPrime = 0; iPrime < 16; iZone += Spacing ) + { + // Search for a prime number that is less than the target zone + // number given by iZone. + // + int Lower = Primes[0]; + for( int jPrime = 0; Primes[jPrime] != 0; jPrime++ ) + { + if( jPrime != 0 && TableSize % Primes[jPrime] == 0 ) + continue; + int Upper = Primes[jPrime]; + if( Lower <= iZone && iZone <= Upper ) + { + // Choose the closest lower prime number. + // + if( iZone - Lower <= Upper - iZone ) + { + m_HashPrimes[iPrime++] = Lower; + } + else + { + m_HashPrimes[iPrime++] = Upper; + } + break; + } + Lower = Upper; + } + } - // Alternate negative and positive numbers - // - for (iPrime = 0; iPrime < 16; iPrime += 2) - { - m_HashPrimes[iPrime] = TableSize-m_HashPrimes[iPrime]; - } + // Alternate negative and positive numbers + // + for( iPrime = 0; iPrime < 16; iPrime += 2 ) + { + m_HashPrimes[iPrime] = TableSize - m_HashPrimes[iPrime]; + } - // Shuffle the set of primes to reduce correlation with bits in - // hash key. - // - for (iPrime = 0; iPrime < 16-1; iPrime++) - { - int Pick = RANDOM_LONG(0, 15-iPrime); - int Temp = m_HashPrimes[Pick]; - m_HashPrimes[Pick] = m_HashPrimes[15-iPrime]; - m_HashPrimes[15-iPrime] = Temp; - } + // Shuffle the set of primes to reduce correlation with bits in + // hash key. + // + for( iPrime = 0; iPrime < 16 - 1; iPrime++ ) + { + int Pick = RANDOM_LONG( 0, 15 - iPrime); + int Temp = m_HashPrimes[Pick]; + m_HashPrimes[Pick] = m_HashPrimes[15 - iPrime]; + m_HashPrimes[15 - iPrime] = Temp; + } } // Renumber nodes so that nodes that link together are together. // #define UNNUMBERED_NODE -1 -void CGraph::SortNodes(void) +void CGraph::SortNodes( void ) { // We are using m_iPreviousNode to be the new node number. // After assigning new node numbers to everything, we move @@ -2820,19 +2851,19 @@ void CGraph::SortNodes(void) // int i, iNodeCnt = 0; m_pNodes[0].m_iPreviousNode = iNodeCnt++; - for (i = 1; i < m_cNodes; i++) + for( i = 1; i < m_cNodes; i++ ) { m_pNodes[i].m_iPreviousNode = UNNUMBERED_NODE; } - for (i = 0; i < m_cNodes; i++) + for( i = 0; i < m_cNodes; i++ ) { // Run through all of this node's neighbors // - for (int j = 0 ; j < m_pNodes[i].m_cNumLinks; j++ ) + for( int j = 0; j < m_pNodes[i].m_cNumLinks; j++ ) { - int iDestNode = INodeLink(i, j); - if (m_pNodes[iDestNode].m_iPreviousNode == UNNUMBERED_NODE) + int iDestNode = INodeLink( i, j ); + if( m_pNodes[iDestNode].m_iPreviousNode == UNNUMBERED_NODE ) { m_pNodes[iDestNode].m_iPreviousNode = iNodeCnt++; } @@ -2841,9 +2872,9 @@ void CGraph::SortNodes(void) // Assign remaining node numbers to unlinked nodes. // - for (i = 0; i < m_cNodes; i++) + for( i = 0; i < m_cNodes; i++ ) { - if (m_pNodes[i].m_iPreviousNode == UNNUMBERED_NODE) + if( m_pNodes[i].m_iPreviousNode == UNNUMBERED_NODE ) { m_pNodes[i].m_iPreviousNode = iNodeCnt++; } @@ -2851,7 +2882,7 @@ void CGraph::SortNodes(void) // Alter links to reflect new node numbers. // - for (i = 0; i < m_cLinks; i++) + for( i = 0; i < m_cLinks; i++ ) { m_pLinkPool[i].m_iSrcNode = m_pNodes[m_pLinkPool[i].m_iSrcNode].m_iPreviousNode; m_pLinkPool[i].m_iDestNode = m_pNodes[m_pLinkPool[i].m_iDestNode].m_iPreviousNode; @@ -2859,9 +2890,9 @@ void CGraph::SortNodes(void) // Rearrange nodes to reflect new node numbering. // - for (i = 0; i < m_cNodes; i++) + for( i = 0; i < m_cNodes; i++ ) { - while (m_pNodes[i].m_iPreviousNode != i) + while( m_pNodes[i].m_iPreviousNode != i ) { // Move current node off to where it should be, and bring // that other node back into the current slot. @@ -2874,140 +2905,141 @@ void CGraph::SortNodes(void) } } -void CGraph::BuildLinkLookups(void) +void CGraph::BuildLinkLookups( void ) { int i; - m_nHashLinks = 3*m_cLinks/2 + 3; + m_nHashLinks = 3 * m_cLinks / 2 + 3; - HashChoosePrimes(m_nHashLinks); - m_pHashLinks = (short *)calloc(sizeof(short), m_nHashLinks); - if (!m_pHashLinks) + HashChoosePrimes( m_nHashLinks ); + m_pHashLinks = (short *)calloc( sizeof(short), m_nHashLinks ); + if( !m_pHashLinks ) { - ALERT(at_aiconsole, "Couldn't allocated Link Lookup Table.\n"); + ALERT( at_aiconsole, "Couldn't allocated Link Lookup Table.\n" ); return; } - for ( i = 0; i < m_nHashLinks; i++ ) + for( i = 0; i < m_nHashLinks; i++ ) { m_pHashLinks[i] = ENTRY_STATE_EMPTY; } - for (i = 0; i < m_cLinks; i++) + for( i = 0; i < m_cLinks; i++ ) { - CLink &link = Link(i); - HashInsert(link.m_iSrcNode, link.m_iDestNode, i); + CLink &link = Link( i ); + HashInsert( link.m_iSrcNode, link.m_iDestNode, i ); } #if 0 - for (i = 0; i < m_cLinks; i++) + for( i = 0; i < m_cLinks; i++ ) { - CLink &link = Link(i); + CLink &link = Link( i ); int iKey; - HashSearch(link.m_iSrcNode, link.m_iDestNode, iKey); - if (iKey != i) + HashSearch( link.m_iSrcNode, link.m_iDestNode, iKey ); + if( iKey != i ) { - ALERT(at_aiconsole, "HashLinks don't match (%d versus %d)\n", i, iKey); + ALERT( at_aiconsole, "HashLinks don't match (%d versus %d)\n", i, iKey ); } } #endif } -void CGraph::BuildRegionTables(void) +void CGraph::BuildRegionTables( void ) { int i, j; - if (m_di) free(m_di); + if( m_di ) + free( m_di ); // Go ahead and setup for range searching the nodes for FindNearestNodes // - m_di = (DIST_INFO *)calloc(sizeof(DIST_INFO), m_cNodes); - if (!m_di) + m_di = (DIST_INFO *)calloc( sizeof(DIST_INFO), m_cNodes ); + if( !m_di ) { - ALERT(at_aiconsole, "Couldn't allocated node ordering array.\n"); + ALERT( at_aiconsole, "Couldn't allocated node ordering array.\n" ); return; } // Calculate regions for all the nodes. // // - for ( i = 0; i < 3; i++ ) + for( i = 0; i < 3; i++ ) { m_RegionMin[i] = 999999999.0; // just a big number out there; m_RegionMax[i] = -999999999.0; // just a big number out there; } - for (i = 0; i < m_cNodes; i++) + for( i = 0; i < m_cNodes; i++ ) { - if (m_pNodes[i].m_vecOrigin.x < m_RegionMin[0]) + if( m_pNodes[i].m_vecOrigin.x < m_RegionMin[0] ) m_RegionMin[0] = m_pNodes[i].m_vecOrigin.x; - if (m_pNodes[i].m_vecOrigin.y < m_RegionMin[1]) + if( m_pNodes[i].m_vecOrigin.y < m_RegionMin[1] ) m_RegionMin[1] = m_pNodes[i].m_vecOrigin.y; - if (m_pNodes[i].m_vecOrigin.z < m_RegionMin[2]) + if( m_pNodes[i].m_vecOrigin.z < m_RegionMin[2] ) m_RegionMin[2] = m_pNodes[i].m_vecOrigin.z; - if (m_pNodes[i].m_vecOrigin.x > m_RegionMax[0]) + if( m_pNodes[i].m_vecOrigin.x > m_RegionMax[0] ) m_RegionMax[0] = m_pNodes[i].m_vecOrigin.x; - if (m_pNodes[i].m_vecOrigin.y > m_RegionMax[1]) + if( m_pNodes[i].m_vecOrigin.y > m_RegionMax[1] ) m_RegionMax[1] = m_pNodes[i].m_vecOrigin.y; - if (m_pNodes[i].m_vecOrigin.z > m_RegionMax[2]) + if( m_pNodes[i].m_vecOrigin.z > m_RegionMax[2] ) m_RegionMax[2] = m_pNodes[i].m_vecOrigin.z; } - for (i = 0; i < m_cNodes; i++) + for( i = 0; i < m_cNodes; i++ ) { - m_pNodes[i].m_Region[0] = CALC_RANGE(m_pNodes[i].m_vecOrigin.x, m_RegionMin[0], m_RegionMax[0]); - m_pNodes[i].m_Region[1] = CALC_RANGE(m_pNodes[i].m_vecOrigin.y, m_RegionMin[1], m_RegionMax[1]); - m_pNodes[i].m_Region[2] = CALC_RANGE(m_pNodes[i].m_vecOrigin.z, m_RegionMin[2], m_RegionMax[2]); + m_pNodes[i].m_Region[0] = CALC_RANGE( m_pNodes[i].m_vecOrigin.x, m_RegionMin[0], m_RegionMax[0] ); + m_pNodes[i].m_Region[1] = CALC_RANGE( m_pNodes[i].m_vecOrigin.y, m_RegionMin[1], m_RegionMax[1] ); + m_pNodes[i].m_Region[2] = CALC_RANGE( m_pNodes[i].m_vecOrigin.z, m_RegionMin[2], m_RegionMax[2] ); } - for (i = 0; i < 3; i++) + for( i = 0; i < 3; i++ ) { - for (j = 0; j < NUM_RANGES; j++) + for( j = 0; j < NUM_RANGES; j++ ) { m_RangeStart[i][j] = 255; m_RangeEnd[i][j] = 0; } - for (j = 0; j < m_cNodes; j++) + for( j = 0; j < m_cNodes; j++ ) { m_di[j].m_SortedBy[i] = j; } - for (j = 0; j < m_cNodes - 1; j++) + for( j = 0; j < m_cNodes - 1; j++ ) { int jNode = m_di[j].m_SortedBy[i]; int jCodeX = m_pNodes[jNode].m_Region[0]; int jCodeY = m_pNodes[jNode].m_Region[1]; int jCodeZ = m_pNodes[jNode].m_Region[2]; int jCode; - switch (i) + switch( i ) { case 0: - jCode = (jCodeX << 16) + (jCodeY << 8) + jCodeZ; + jCode = ( jCodeX << 16 ) + ( jCodeY << 8 ) + jCodeZ; break; case 1: - jCode = (jCodeY << 16) + (jCodeZ << 8) + jCodeX; + jCode = ( jCodeY << 16 ) + ( jCodeZ << 8 ) + jCodeX; break; case 2: - jCode = (jCodeZ << 16) + (jCodeX << 8) + jCodeY; + jCode = ( jCodeZ << 16 ) + ( jCodeX << 8 ) + jCodeY; break; } - for (int k = j+1; k < m_cNodes; k++) + for( int k = j + 1; k < m_cNodes; k++ ) { int kNode = m_di[k].m_SortedBy[i]; int kCodeX = m_pNodes[kNode].m_Region[0]; int kCodeY = m_pNodes[kNode].m_Region[1]; int kCodeZ = m_pNodes[kNode].m_Region[2]; int kCode; - switch (i) + switch( i ) { case 0: - kCode = (kCodeX << 16) + (kCodeY << 8) + kCodeZ; + kCode = ( kCodeX << 16 ) + ( kCodeY << 8 ) + kCodeZ; break; case 1: - kCode = (kCodeY << 16) + (kCodeZ << 8) + kCodeX; + kCode = ( kCodeY << 16 ) + ( kCodeZ << 8 ) + kCodeX; break; case 2: - kCode = (kCodeZ << 16) + (kCodeX << 8) + kCodeY; + kCode = ( kCodeZ << 16 ) + ( kCodeX << 8 ) + kCodeY; break; } - if (kCode < jCode) + if( kCode < jCode ) { // Swap j and k entries. // @@ -3021,102 +3053,100 @@ void CGraph::BuildRegionTables(void) // Generate lookup tables. // - for (i = 0; i < m_cNodes; i++) + for( i = 0; i < m_cNodes; i++ ) { int CodeX = m_pNodes[m_di[i].m_SortedBy[0]].m_Region[0]; int CodeY = m_pNodes[m_di[i].m_SortedBy[1]].m_Region[1]; int CodeZ = m_pNodes[m_di[i].m_SortedBy[2]].m_Region[2]; - if (i < m_RangeStart[0][CodeX]) - { - m_RangeStart[0][CodeX] = i; - } - if (i < m_RangeStart[1][CodeY]) - { - m_RangeStart[1][CodeY] = i; - } - if (i < m_RangeStart[2][CodeZ]) - { - m_RangeStart[2][CodeZ] = i; - } - if (m_RangeEnd[0][CodeX] < i) - { - m_RangeEnd[0][CodeX] = i; - } - if (m_RangeEnd[1][CodeY] < i) - { - m_RangeEnd[1][CodeY] = i; - } - if (m_RangeEnd[2][CodeZ] < i) - { - m_RangeEnd[2][CodeZ] = i; - } + if( i < m_RangeStart[0][CodeX] ) + { + m_RangeStart[0][CodeX] = i; + } + if( i < m_RangeStart[1][CodeY] ) + { + m_RangeStart[1][CodeY] = i; + } + if( i < m_RangeStart[2][CodeZ] ) + { + m_RangeStart[2][CodeZ] = i; + } + if( m_RangeEnd[0][CodeX] < i ) + { + m_RangeEnd[0][CodeX] = i; + } + if( m_RangeEnd[1][CodeY] < i ) + { + m_RangeEnd[1][CodeY] = i; + } + if( m_RangeEnd[2][CodeZ] < i ) + { + m_RangeEnd[2][CodeZ] = i; + } } // Initialize the cache. // - memset(m_Cache, 0, sizeof(m_Cache)); + memset( m_Cache, 0, sizeof(m_Cache) ); } -void CGraph :: ComputeStaticRoutingTables( void ) +void CGraph::ComputeStaticRoutingTables( void ) { int iFrom; - int nRoutes = m_cNodes*m_cNodes; -#define FROM_TO(x,y) ((x)*m_cNodes+(y)) + int nRoutes = m_cNodes * m_cNodes; +#define FROM_TO(x,y) ( ( x ) * m_cNodes + ( y ) ) short *Routes = new short[nRoutes]; int *pMyPath = new int[m_cNodes]; unsigned short *BestNextNodes = new unsigned short[m_cNodes]; signed char *pRoute = new signed char[m_cNodes*2]; - - if (Routes && pMyPath && BestNextNodes && pRoute) + if( Routes && pMyPath && BestNextNodes && pRoute ) { int nTotalCompressedSize = 0; - for (int iHull = 0; iHull < MAX_NODE_HULLS; iHull++) + for( int iHull = 0; iHull < MAX_NODE_HULLS; iHull++ ) { - for (int iCap = 0; iCap < 2; iCap++) + for( int iCap = 0; iCap < 2; iCap++ ) { int iCapMask; - switch (iCap) + switch( iCap ) { case 0: iCapMask = 0; break; - case 1: iCapMask = bits_CAP_OPEN_DOORS | bits_CAP_AUTO_DOORS | bits_CAP_USE; break; } - // Initialize Routing table to uncalculated. // - for (iFrom = 0; iFrom < m_cNodes; iFrom++) + for( iFrom = 0; iFrom < m_cNodes; iFrom++ ) { - for (int iTo = 0; iTo < m_cNodes; iTo++) + for( int iTo = 0; iTo < m_cNodes; iTo++ ) { - Routes[FROM_TO(iFrom, iTo)] = -1; + Routes[FROM_TO( iFrom, iTo )] = -1; } } - for (iFrom = 0; iFrom < m_cNodes; iFrom++) + for( iFrom = 0; iFrom < m_cNodes; iFrom++ ) { - for (int iTo = m_cNodes-1; iTo >= 0; iTo--) + for( int iTo = m_cNodes - 1; iTo >= 0; iTo-- ) { - if (Routes[FROM_TO(iFrom, iTo)] != -1) continue; + if( Routes[FROM_TO( iFrom, iTo )] != -1 ) + continue; - int cPathSize = FindShortestPath(pMyPath, iFrom, iTo, iHull, iCapMask); + int cPathSize = FindShortestPath( pMyPath, iFrom, iTo, iHull, iCapMask ); // Use the computed path to update the routing table. // - if (cPathSize > 1) + if( cPathSize > 1 ) { - for (int iNode = 0; iNode < cPathSize-1; iNode++) + for( int iNode = 0; iNode < cPathSize - 1; iNode++ ) { int iStart = pMyPath[iNode]; - int iNext = pMyPath[iNode+1]; - for (int iNode1 = iNode+1; iNode1 < cPathSize; iNode1++) + int iNext = pMyPath[iNode + 1]; + for( int iNode1 = iNode + 1; iNode1 < cPathSize; iNode1++ ) { int iEnd = pMyPath[iNode1]; Routes[FROM_TO(iStart, iEnd)] = iNext; @@ -3128,31 +3158,31 @@ void CGraph :: ComputeStaticRoutingTables( void ) // particular direction. Some links don't appear to have links in // the opposite direction. // - for (iNode = cPathSize-1; iNode >= 1; iNode--) + for( iNode = cPathSize-1; iNode >= 1; iNode-- ) { int iStart = pMyPath[iNode]; - int iNext = pMyPath[iNode-1]; - for (int iNode1 = iNode-1; iNode1 >= 0; iNode1--) + int iNext = pMyPath[iNode - 1]; + for( int iNode1 = iNode-1; iNode1 >= 0; iNode1-- ) { int iEnd = pMyPath[iNode1]; - Routes[FROM_TO(iStart, iEnd)] = iNext; + Routes[FROM_TO( iStart, iEnd )] = iNext; } } #endif } else { - Routes[FROM_TO(iFrom, iTo)] = iFrom; - Routes[FROM_TO(iTo, iFrom)] = iTo; + Routes[FROM_TO( iFrom, iTo )] = iFrom; + Routes[FROM_TO( iTo, iFrom )] = iTo; } } } - for (iFrom = 0; iFrom < m_cNodes; iFrom++) + for( iFrom = 0; iFrom < m_cNodes; iFrom++ ) { - for (int iTo = 0; iTo < m_cNodes; iTo++) + for( int iTo = 0; iTo < m_cNodes; iTo++ ) { - BestNextNodes[iTo] = Routes[FROM_TO(iFrom, iTo)]; + BestNextNodes[iTo] = Routes[FROM_TO( iFrom, iTo )]; } // Compress this node's routing table. @@ -3162,14 +3192,14 @@ void CGraph :: ComputeStaticRoutingTables( void ) int cRepeats = 0; int CompressedSize = 0; signed char *p = pRoute; - for (int i = 0; i < m_cNodes; i++) + for( int i = 0; i < m_cNodes; i++ ) { - BOOL CanRepeat = ((BestNextNodes[i] == iLastNode) && cRepeats < 127); - BOOL CanSequence = (BestNextNodes[i] == i && cSequence < 128); + BOOL CanRepeat = ( ( BestNextNodes[i] == iLastNode ) && cRepeats < 127 ); + BOOL CanSequence = ( BestNextNodes[i] == i && cSequence < 128 ); - if (cRepeats) + if( cRepeats ) { - if (CanRepeat) + if( CanRepeat ) { cRepeats++; } @@ -3182,25 +3212,25 @@ void CGraph :: ComputeStaticRoutingTables( void ) int a = iLastNode - iFrom; int b = iLastNode - iFrom + m_cNodes; int c = iLastNode - iFrom - m_cNodes; - if (-128 <= a && a <= 127) + if( -128 <= a && a <= 127 ) { *p++ = a; } - else if (-128 <= b && b <= 127) + else if( -128 <= b && b <= 127 ) { *p++ = b; } - else if (-128 <= c && c <= 127) + else if( -128 <= c && c <= 127 ) { *p++ = c; } else { - ALERT( at_aiconsole, "Nodes need sorting (%d,%d)!\n", iLastNode, iFrom); + ALERT( at_aiconsole, "Nodes need sorting (%d,%d)!\n", iLastNode, iFrom ); } cRepeats = 0; - if (CanSequence) + if( CanSequence ) { // Start a sequence. // @@ -3214,9 +3244,9 @@ void CGraph :: ComputeStaticRoutingTables( void ) } } } - else if (cSequence) + else if( cSequence ) { - if (CanSequence) + if( CanSequence ) { cSequence++; } @@ -3226,7 +3256,7 @@ void CGraph :: ComputeStaticRoutingTables( void ) // a single-entry sequence phrase with the // next repeat phrase. // - if (cSequence == 1 && CanRepeat) + if( cSequence == 1 && CanRepeat ) { // Combine with repeat phrase. // @@ -3249,7 +3279,7 @@ void CGraph :: ComputeStaticRoutingTables( void ) } else { - if (CanSequence) + if( CanSequence ) { // Start a sequence phrase. // @@ -3264,7 +3294,7 @@ void CGraph :: ComputeStaticRoutingTables( void ) } iLastNode = BestNextNodes[i]; } - if (cRepeats) + if( cRepeats ) { // Emit the repeat phrase. // @@ -3272,30 +3302,32 @@ void CGraph :: ComputeStaticRoutingTables( void ) *p++ = cRepeats - 1; #if 0 iLastNode = iFrom + *pRoute; - if (iLastNode >= m_cNodes) iLastNode -= m_cNodes; - else if (iLastNode < 0) iLastNode += m_cNodes; + if( iLastNode >= m_cNodes ) + iLastNode -= m_cNodes; + else if( iLastNode < 0 ) + iLastNode += m_cNodes; #endif int a = iLastNode - iFrom; int b = iLastNode - iFrom + m_cNodes; int c = iLastNode - iFrom - m_cNodes; - if (-128 <= a && a <= 127) + if( -128 <= a && a <= 127 ) { *p++ = a; } - else if (-128 <= b && b <= 127) + else if( -128 <= b && b <= 127 ) { *p++ = b; } - else if (-128 <= c && c <= 127) + else if( -128 <= c && c <= 127 ) { *p++ = c; } else { - ALERT( at_aiconsole, "Nodes need sorting (%d,%d)!\n", iLastNode, iFrom); + ALERT( at_aiconsole, "Nodes need sorting (%d,%d)!\n", iLastNode, iFrom ); } } - if (cSequence) + if( cSequence ) { // Emit the Sequence phrase. // @@ -3306,28 +3338,28 @@ void CGraph :: ComputeStaticRoutingTables( void ) // Go find a place to store this thing and point to it. // int nRoute = p - pRoute; - if (m_pRouteInfo) + if( m_pRouteInfo ) { int i; - for (i = 0; i < m_nRouteInfo - nRoute; i++) + for( i = 0; i < m_nRouteInfo - nRoute; i++ ) { - if (memcmp(m_pRouteInfo + i, pRoute, nRoute) == 0) + if( memcmp( m_pRouteInfo + i, pRoute, nRoute ) == 0 ) { break; } } - if (i < m_nRouteInfo - nRoute) + if( i < m_nRouteInfo - nRoute ) { - m_pNodes[ iFrom ].m_pNextBestNode[iHull][iCap] = i; + m_pNodes[iFrom].m_pNextBestNode[iHull][iCap] = i; } else { - signed char *Tmp = (signed char *)calloc(sizeof(signed char), (m_nRouteInfo + nRoute)); - memcpy(Tmp, m_pRouteInfo, m_nRouteInfo); - free(m_pRouteInfo); + signed char *Tmp = (signed char *)calloc( sizeof(signed char), ( m_nRouteInfo + nRoute ) ); + memcpy( Tmp, m_pRouteInfo, m_nRouteInfo ); + free( m_pRouteInfo ); m_pRouteInfo = Tmp; - memcpy(m_pRouteInfo + m_nRouteInfo, pRoute, nRoute); - m_pNodes[ iFrom ].m_pNextBestNode[iHull][iCap] = m_nRouteInfo; + memcpy( m_pRouteInfo + m_nRouteInfo, pRoute, nRoute ); + m_pNodes[iFrom].m_pNextBestNode[iHull][iCap] = m_nRouteInfo; m_nRouteInfo += nRoute; nTotalCompressedSize += CompressedSize; } @@ -3335,20 +3367,24 @@ void CGraph :: ComputeStaticRoutingTables( void ) else { m_nRouteInfo = nRoute; - m_pRouteInfo = (signed char *)calloc(sizeof(signed char), nRoute); - memcpy(m_pRouteInfo, pRoute, nRoute); - m_pNodes[ iFrom ].m_pNextBestNode[iHull][iCap] = 0; + m_pRouteInfo = (signed char *)calloc( sizeof(signed char), nRoute ); + memcpy( m_pRouteInfo, pRoute, nRoute ); + m_pNodes[iFrom].m_pNextBestNode[iHull][iCap] = 0; nTotalCompressedSize += CompressedSize; } } } - } - ALERT( at_aiconsole, "Size of Routes = %d\n", nTotalCompressedSize); + } + ALERT( at_aiconsole, "Size of Routes = %d\n", nTotalCompressedSize ); } - if ( Routes ) delete[] Routes; - if ( BestNextNodes ) delete[] BestNextNodes; - if ( pRoute ) delete[] pRoute; - if ( pMyPath ) delete[] pMyPath; + if( Routes ) + delete[] Routes; + if( BestNextNodes ) + delete[] BestNextNodes; + if( pRoute ) + delete[] pRoute; + if( pMyPath ) + delete[] pMyPath; Routes = 0; BestNextNodes = 0; pRoute = 0; @@ -3361,114 +3397,116 @@ void CGraph :: ComputeStaticRoutingTables( void ) // Test those routing tables. Doesn't really work, yet. // -void CGraph :: TestRoutingTables( void ) +void CGraph::TestRoutingTables( void ) { int i; int *pMyPath = new int[m_cNodes]; int *pMyPath2 = new int[m_cNodes]; - if (pMyPath && pMyPath2) + if( pMyPath && pMyPath2 ) { - for (int iHull = 0; iHull < MAX_NODE_HULLS; iHull++) + for( int iHull = 0; iHull < MAX_NODE_HULLS; iHull++ ) { - for (int iCap = 0; iCap < 2; iCap++) + for( int iCap = 0; iCap < 2; iCap++ ) { int iCapMask; - switch (iCap) + switch( iCap ) { case 0: iCapMask = 0; break; - case 1: iCapMask = bits_CAP_OPEN_DOORS | bits_CAP_AUTO_DOORS | bits_CAP_USE; break; } - for (int iFrom = 0; iFrom < m_cNodes; iFrom++) + for( int iFrom = 0; iFrom < m_cNodes; iFrom++ ) { - for (int iTo = 0; iTo < m_cNodes; iTo++) + for( int iTo = 0; iTo < m_cNodes; iTo++ ) { m_fRoutingComplete = FALSE; - int cPathSize1 = FindShortestPath(pMyPath, iFrom, iTo, iHull, iCapMask); + int cPathSize1 = FindShortestPath( pMyPath, iFrom, iTo, iHull, iCapMask ); m_fRoutingComplete = TRUE; - int cPathSize2 = FindShortestPath(pMyPath2, iFrom, iTo, iHull, iCapMask); + int cPathSize2 = FindShortestPath( pMyPath2, iFrom, iTo, iHull, iCapMask ); // Unless we can look at the entire path, we can verify that it's correct. // - if (cPathSize2 == MAX_PATH_SIZE) continue; + if( cPathSize2 == MAX_PATH_SIZE ) + continue; // Compare distances. // #if 1 float flDistance1 = 0.0; - for ( i = 0; i < cPathSize1-1; i++ ) + for( i = 0; i < cPathSize1 - 1; i++ ) { // Find the link from pMyPath[i] to pMyPath[i+1] // - if (pMyPath[i] == pMyPath[i+1]) continue; + if( pMyPath[i] == pMyPath[i + 1] ) + continue; int iVisitNode; BOOL bFound = FALSE; - for (int iLink = 0; iLink < m_pNodes[pMyPath[i]].m_cNumLinks; iLink++) + for( int iLink = 0; iLink < m_pNodes[pMyPath[i]].m_cNumLinks; iLink++ ) { - iVisitNode = INodeLink ( pMyPath[i], iLink ); - if (iVisitNode == pMyPath[i+1]) + iVisitNode = INodeLink( pMyPath[i], iLink ); + if( iVisitNode == pMyPath[i + 1] ) { - flDistance1 += m_pLinkPool[ m_pNodes[ pMyPath[i] ].m_iFirstLink + iLink].m_flWeight; + flDistance1 += m_pLinkPool[m_pNodes[pMyPath[i]].m_iFirstLink + iLink].m_flWeight; bFound = TRUE; break; } } - if (!bFound) + if( !bFound ) { - ALERT(at_aiconsole, "No link.\n"); + ALERT( at_aiconsole, "No link.\n" ); } } float flDistance2 = 0.0; - for (i = 0; i < cPathSize2-1; i++) + for( i = 0; i < cPathSize2 - 1; i++ ) { // Find the link from pMyPath2[i] to pMyPath2[i+1] // - if (pMyPath2[i] == pMyPath2[i+1]) continue; + if( pMyPath2[i] == pMyPath2[i + 1] ) + continue; int iVisitNode; BOOL bFound = FALSE; - for (int iLink = 0; iLink < m_pNodes[pMyPath2[i]].m_cNumLinks; iLink++) + for( int iLink = 0; iLink < m_pNodes[pMyPath2[i]].m_cNumLinks; iLink++ ) { - iVisitNode = INodeLink ( pMyPath2[i], iLink ); - if (iVisitNode == pMyPath2[i+1]) + iVisitNode = INodeLink( pMyPath2[i], iLink ); + if( iVisitNode == pMyPath2[i + 1] ) { - flDistance2 += m_pLinkPool[ m_pNodes[ pMyPath2[i] ].m_iFirstLink + iLink].m_flWeight; + flDistance2 += m_pLinkPool[m_pNodes[pMyPath2[i]].m_iFirstLink + iLink].m_flWeight; bFound = TRUE; break; } } - if (!bFound) + if( !bFound ) { - ALERT(at_aiconsole, "No link.\n"); + ALERT( at_aiconsole, "No link.\n" ); } } - if (fabs(flDistance1 - flDistance2) > 0.10) + if( fabs( flDistance1 - flDistance2 ) > 0.10 ) { #else - if (cPathSize1 != cPathSize2 || memcmp(pMyPath, pMyPath2, sizeof(int)*cPathSize1) != 0) + if( cPathSize1 != cPathSize2 || memcmp( pMyPath, pMyPath2, sizeof(int) * cPathSize1 ) != 0 ) { #endif - ALERT(at_aiconsole, "Routing is inconsistent!!!\n"); - ALERT(at_aiconsole, "(%d to %d |%d/%d)1:", iFrom, iTo, iHull, iCap); - for ( i = 0; i < cPathSize1; i++ ) + ALERT( at_aiconsole, "Routing is inconsistent!!!\n" ); + ALERT( at_aiconsole, "(%d to %d |%d/%d)1:", iFrom, iTo, iHull, iCap ); + for( i = 0; i < cPathSize1; i++ ) { - ALERT(at_aiconsole, "%d ", pMyPath[i]); + ALERT( at_aiconsole, "%d ", pMyPath[i] ); } - ALERT(at_aiconsole, "\n(%d to %d |%d/%d)2:", iFrom, iTo, iHull, iCap); - for (i = 0; i < cPathSize2; i++) + ALERT( at_aiconsole, "\n(%d to %d |%d/%d)2:", iFrom, iTo, iHull, iCap ); + for( i = 0; i < cPathSize2; i++ ) { - ALERT(at_aiconsole, "%d ", pMyPath2[i]); + ALERT( at_aiconsole, "%d ", pMyPath2[i] ); } - ALERT(at_aiconsole, "\n"); + ALERT( at_aiconsole, "\n" ); m_fRoutingComplete = FALSE; - cPathSize1 = FindShortestPath(pMyPath, iFrom, iTo, iHull, iCapMask); + cPathSize1 = FindShortestPath( pMyPath, iFrom, iTo, iHull, iCapMask ); m_fRoutingComplete = TRUE; - cPathSize2 = FindShortestPath(pMyPath2, iFrom, iTo, iHull, iCapMask); + cPathSize2 = FindShortestPath( pMyPath2, iFrom, iTo, iHull, iCapMask ); goto EnoughSaid; } } @@ -3478,8 +3516,10 @@ void CGraph :: TestRoutingTables( void ) } EnoughSaid: - if (pMyPath) delete[] pMyPath; - if (pMyPath2) delete[] pMyPath2; + if( pMyPath ) + delete[] pMyPath; + if( pMyPath2 ) + delete[] pMyPath2; pMyPath = 0; pMyPath2 = 0; } @@ -3496,7 +3536,7 @@ public: int m_iBaseNode; int m_iDraw; - int m_nVisited; + int m_nVisited; int m_aFrom[128]; int m_aTo[128]; int m_iHull; @@ -3513,23 +3553,23 @@ LINK_ENTITY_TO_CLASS( node_viewer_human, CNodeViewer ) LINK_ENTITY_TO_CLASS( node_viewer_fly, CNodeViewer ) LINK_ENTITY_TO_CLASS( node_viewer_large, CNodeViewer ) -void CNodeViewer::Spawn( ) +void CNodeViewer::Spawn() { - if ( !WorldGraph.m_fGraphPresent || !WorldGraph.m_fGraphPointersSet ) - {// protect us in the case that the node graph isn't available or built - ALERT ( at_console, "Graph not ready!\n" ); + if( !WorldGraph.m_fGraphPresent || !WorldGraph.m_fGraphPointersSet ) + { + // protect us in the case that the node graph isn't available or built + ALERT( at_console, "Graph not ready!\n" ); UTIL_Remove( this ); return; } - - if (FClassnameIs( pev, "node_viewer_fly")) + if( FClassnameIs( pev, "node_viewer_fly" ) ) { m_iHull = NODE_FLY_HULL; m_afNodeType = bits_NODE_AIR; m_vecColor = Vector( 160, 100, 255 ); } - else if (FClassnameIs( pev, "node_viewer_large")) + else if( FClassnameIs( pev, "node_viewer_large" ) ) { m_iHull = NODE_LARGE_HULL; m_afNodeType = bits_NODE_LAND | bits_NODE_WATER; @@ -3542,10 +3582,9 @@ void CNodeViewer::Spawn( ) m_vecColor = Vector( 255, 160, 100 ); } + m_iBaseNode = WorldGraph.FindNearestNode( pev->origin, m_afNodeType ); - m_iBaseNode = WorldGraph.FindNearestNode ( pev->origin, m_afNodeType ); - - if ( m_iBaseNode < 0 ) + if( m_iBaseNode < 0 ) { ALERT( at_console, "No nearby node\n" ); return; @@ -3555,11 +3594,11 @@ void CNodeViewer::Spawn( ) ALERT( at_aiconsole, "basenode %d\n", m_iBaseNode ); - if (WorldGraph.m_cNodes < 128) + if( WorldGraph.m_cNodes < 128 ) { - for (int i = 0; i < WorldGraph.m_cNodes; i++) + for( int i = 0; i < WorldGraph.m_cNodes; i++ ) { - AddNode( i, WorldGraph.NextNodeInRoute( i, m_iBaseNode, m_iHull, 0 )); + AddNode( i, WorldGraph.NextNodeInRoute( i, m_iBaseNode, m_iHull, 0 ) ); } } else @@ -3569,15 +3608,15 @@ void CNodeViewer::Spawn( ) int start = 0; int end; - do { + do{ end = m_nVisited; // ALERT( at_console, "%d :", m_nVisited ); - for (end = m_nVisited; start < end; start++) + for( end = m_nVisited; start < end; start++ ) { FindNodeConnections( m_aFrom[start] ); FindNodeConnections( m_aTo[start] ); } - } while (end != m_nVisited); + } while( end != m_nVisited ); } ALERT( at_aiconsole, "%d nodes\n", m_nVisited ); @@ -3587,32 +3626,32 @@ void CNodeViewer::Spawn( ) pev->nextthink = gpGlobals->time; } -void CNodeViewer :: FindNodeConnections ( int iNode ) +void CNodeViewer::FindNodeConnections( int iNode ) { - AddNode( iNode, WorldGraph.NextNodeInRoute( iNode, m_iBaseNode, m_iHull, 0 )); - for ( int i = 0 ; i < WorldGraph.m_pNodes[ iNode ].m_cNumLinks ; i++ ) + AddNode( iNode, WorldGraph.NextNodeInRoute( iNode, m_iBaseNode, m_iHull, 0 ) ); + for( int i = 0; i < WorldGraph.m_pNodes[iNode].m_cNumLinks; i++ ) { - CLink *pToLink = &WorldGraph.NodeLink( iNode, i); - AddNode( pToLink->m_iDestNode, WorldGraph.NextNodeInRoute( pToLink->m_iDestNode, m_iBaseNode, m_iHull, 0 )); + CLink *pToLink = &WorldGraph.NodeLink( iNode, i ); + AddNode( pToLink->m_iDestNode, WorldGraph.NextNodeInRoute( pToLink->m_iDestNode, m_iBaseNode, m_iHull, 0 ) ); } } void CNodeViewer::AddNode( int iFrom, int iTo ) { - if (m_nVisited >= 128) + if( m_nVisited >= 128 ) { return; } else { - if (iFrom == iTo) + if( iFrom == iTo ) return; - for (int i = 0; i < m_nVisited; i++) + for( int i = 0; i < m_nVisited; i++ ) { - if (m_aFrom[i] == iFrom && m_aTo[i] == iTo) + if( m_aFrom[i] == iFrom && m_aTo[i] == iTo ) return; - if (m_aFrom[i] == iTo && m_aTo[i] == iFrom) + if( m_aFrom[i] == iTo && m_aTo[i] == iFrom ) return; } m_aFrom[m_nVisited] = iFrom; @@ -3621,14 +3660,13 @@ void CNodeViewer::AddNode( int iFrom, int iTo ) } } - -void CNodeViewer :: DrawThink( void ) +void CNodeViewer::DrawThink( void ) { pev->nextthink = gpGlobals->time; - for (int i = 0; i < 10; i++) + for( int i = 0; i < 10; i++ ) { - if (m_iDraw == m_nVisited) + if( m_iDraw == m_nVisited ) { UTIL_Remove( this ); return; @@ -3637,13 +3675,13 @@ void CNodeViewer :: DrawThink( void ) extern short g_sModelIndexLaser; MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_BEAMPOINTS ); - WRITE_COORD( WorldGraph.m_pNodes[ m_aFrom[m_iDraw] ].m_vecOrigin.x ); - WRITE_COORD( WorldGraph.m_pNodes[ m_aFrom[m_iDraw] ].m_vecOrigin.y ); - WRITE_COORD( WorldGraph.m_pNodes[ m_aFrom[m_iDraw] ].m_vecOrigin.z + NODE_HEIGHT ); + WRITE_COORD( WorldGraph.m_pNodes[m_aFrom[m_iDraw]].m_vecOrigin.x ); + WRITE_COORD( WorldGraph.m_pNodes[m_aFrom[m_iDraw]].m_vecOrigin.y ); + WRITE_COORD( WorldGraph.m_pNodes[m_aFrom[m_iDraw]].m_vecOrigin.z + NODE_HEIGHT ); - WRITE_COORD( WorldGraph.m_pNodes[ m_aTo[m_iDraw] ].m_vecOrigin.x ); - WRITE_COORD( WorldGraph.m_pNodes[ m_aTo[m_iDraw] ].m_vecOrigin.y ); - WRITE_COORD( WorldGraph.m_pNodes[ m_aTo[m_iDraw] ].m_vecOrigin.z + NODE_HEIGHT ); + WRITE_COORD( WorldGraph.m_pNodes[m_aTo[m_iDraw]].m_vecOrigin.x ); + WRITE_COORD( WorldGraph.m_pNodes[m_aTo[m_iDraw]].m_vecOrigin.y ); + WRITE_COORD( WorldGraph.m_pNodes[m_aTo[m_iDraw]].m_vecOrigin.z + NODE_HEIGHT ); WRITE_SHORT( g_sModelIndexLaser ); WRITE_BYTE( 0 ); // framerate WRITE_BYTE( 0 ); // framerate diff --git a/dlls/osprey.cpp b/dlls/osprey.cpp index 97747f2b..95088d2b 100644 --- a/dlls/osprey.cpp +++ b/dlls/osprey.cpp @@ -38,15 +38,15 @@ typedef struct class COsprey : public CBaseMonster { public: - int Save( CSave &save ); - int Restore( CRestore &restore ); - static TYPEDESCRIPTION m_SaveData[]; - int ObjectCaps( void ) { return CBaseMonster :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } - + int Save( CSave &save ); + int Restore( CRestore &restore ); + static TYPEDESCRIPTION m_SaveData[]; + int ObjectCaps( void ) { return CBaseMonster::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } + void Spawn( void ); void Precache( void ); - int Classify( void ) { return CLASS_MACHINE; }; - int BloodColor( void ) { return DONT_BLEED; } + int Classify( void ) { return CLASS_MACHINE; }; + int BloodColor( void ) { return DONT_BLEED; } void Killed( entvars_t *pevAttacker, int iGib ); void UpdateGoal( void ); @@ -62,8 +62,8 @@ public: void EXPORT DyingThink( void ); void EXPORT CommandUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); - // int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType ); - void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); + // int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); + void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ); void ShowDamage( void ); CBaseEntity *m_pGoalEnt; @@ -84,7 +84,7 @@ public: float m_flRightHealth; float m_flLeftHealth; - int m_iUnits; + int m_iUnits; EHANDLE m_hGrunt[MAX_CARRY]; Vector m_vecOrigin[MAX_CARRY]; EHANDLE m_hRepel[4]; @@ -95,9 +95,9 @@ public: int m_iPitch; int m_iExplode; - int m_iTailGibs; - int m_iBodyGibs; - int m_iEngineGibs; + int m_iTailGibs; + int m_iBodyGibs; + int m_iEngineGibs; int m_iDoLeftSmokePuff; int m_iDoRightSmokePuff; @@ -140,35 +140,35 @@ TYPEDESCRIPTION COsprey::m_SaveData[] = IMPLEMENT_SAVERESTORE( COsprey, CBaseMonster ) -void COsprey :: Spawn( void ) +void COsprey::Spawn( void ) { - Precache( ); + Precache(); // motor pev->movetype = MOVETYPE_FLY; pev->solid = SOLID_BBOX; - SET_MODEL(ENT(pev), "models/osprey.mdl"); - UTIL_SetSize(pev, Vector( -400, -400, -100), Vector(400, 400, 32)); + SET_MODEL( ENT( pev ), "models/osprey.mdl" ); + UTIL_SetSize( pev, Vector( -400, -400, -100 ), Vector( 400, 400, 32 ) ); UTIL_SetOrigin( pev, pev->origin ); pev->flags |= FL_MONSTER; - pev->takedamage = DAMAGE_YES; - m_flRightHealth = 200; - m_flLeftHealth = 200; - pev->health = 400; + pev->takedamage = DAMAGE_YES; + m_flRightHealth = 200; + m_flLeftHealth = 200; + pev->health = 400; m_flFieldOfView = 0; // 180 degrees pev->sequence = 0; - ResetSequenceInfo( ); - pev->frame = RANDOM_LONG(0,0xFF); + ResetSequenceInfo(); + pev->frame = RANDOM_LONG( 0, 0xFF ); InitBoneControllers(); SetThink( &COsprey::FindAllThink ); SetUse( &COsprey::CommandUse ); - if (!(pev->spawnflags & SF_WAITFORTRIGGER)) + if( !( pev->spawnflags & SF_WAITFORTRIGGER ) ) { pev->nextthink = gpGlobals->time + 1.0; } @@ -182,15 +182,15 @@ void COsprey::Precache( void ) { UTIL_PrecacheOther( "monster_human_grunt" ); - PRECACHE_MODEL("models/osprey.mdl"); - PRECACHE_MODEL("models/HVR.mdl"); + PRECACHE_MODEL( "models/osprey.mdl" ); + PRECACHE_MODEL( "models/HVR.mdl" ); - PRECACHE_SOUND("apache/ap_rotor4.wav"); - PRECACHE_SOUND("weapons/mortarhit.wav"); + PRECACHE_SOUND( "apache/ap_rotor4.wav" ); + PRECACHE_SOUND( "weapons/mortarhit.wav" ); m_iSpriteTexture = PRECACHE_MODEL( "sprites/rope.spr" ); - m_iExplode = PRECACHE_MODEL( "sprites/fexplo.spr" ); + m_iExplode = PRECACHE_MODEL( "sprites/fexplo.spr" ); m_iTailGibs = PRECACHE_MODEL( "models/osprey_tailgibs.mdl" ); m_iBodyGibs = PRECACHE_MODEL( "models/osprey_bodygibs.mdl" ); m_iEngineGibs = PRECACHE_MODEL( "models/osprey_enginegibs.mdl" ); @@ -201,24 +201,24 @@ void COsprey::CommandUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYP pev->nextthink = gpGlobals->time + 0.1; } -void COsprey :: FindAllThink( void ) +void COsprey::FindAllThink( void ) { CBaseEntity *pEntity = NULL; m_iUnits = 0; - while (m_iUnits < MAX_CARRY && (pEntity = UTIL_FindEntityByClassname( pEntity, "monster_human_grunt" )) != NULL) + while( m_iUnits < MAX_CARRY && ( pEntity = UTIL_FindEntityByClassname( pEntity, "monster_human_grunt" ) ) != NULL ) { - if (pEntity->IsAlive()) + if( pEntity->IsAlive() ) { - m_hGrunt[m_iUnits] = pEntity; - m_vecOrigin[m_iUnits] = pEntity->pev->origin; + m_hGrunt[m_iUnits] = pEntity; + m_vecOrigin[m_iUnits] = pEntity->pev->origin; m_iUnits++; } } - if (m_iUnits == 0) + if( m_iUnits == 0 ) { - ALERT( at_console, "osprey error: no grunts to resupply\n"); + ALERT( at_console, "osprey error: no grunts to resupply\n" ); UTIL_Remove( this ); return; } @@ -227,7 +227,7 @@ void COsprey :: FindAllThink( void ) m_startTime = gpGlobals->time; } -void COsprey :: DeployThink( void ) +void COsprey::DeployThink( void ) { UTIL_MakeAimVectors( pev->angles ); @@ -238,8 +238,8 @@ void COsprey :: DeployThink( void ) Vector vecSrc; TraceResult tr; - UTIL_TraceLine( pev->origin, pev->origin + Vector( 0, 0, -4096.0), ignore_monsters, ENT(pev), &tr); - CSoundEnt::InsertSound ( bits_SOUND_DANGER, tr.vecEndPos, 400, 0.3 ); + UTIL_TraceLine( pev->origin, pev->origin + Vector( 0, 0, -4096.0 ), ignore_monsters, ENT( pev ), &tr ); + CSoundEnt::InsertSound( bits_SOUND_DANGER, tr.vecEndPos, 400, 0.3 ); vecSrc = pev->origin + vecForward * 32 + vecRight * 100 + vecUp * -96; m_hRepel[0] = MakeGrunt( vecSrc ); @@ -257,11 +257,11 @@ void COsprey :: DeployThink( void ) pev->nextthink = gpGlobals->time + 0.1; } -BOOL COsprey :: HasDead( ) +BOOL COsprey::HasDead() { - for (int i = 0; i < m_iUnits; i++) + for( int i = 0; i < m_iUnits; i++ ) { - if (m_hGrunt[i] == NULL || !m_hGrunt[i]->IsAlive()) + if( m_hGrunt[i] == NULL || !m_hGrunt[i]->IsAlive() ) { return TRUE; } @@ -273,26 +273,26 @@ BOOL COsprey :: HasDead( ) return FALSE; } -CBaseMonster *COsprey :: MakeGrunt( Vector vecSrc ) +CBaseMonster *COsprey::MakeGrunt( Vector vecSrc ) { CBaseEntity *pEntity; CBaseMonster *pGrunt; TraceResult tr; - UTIL_TraceLine( vecSrc, vecSrc + Vector( 0, 0, -4096.0), dont_ignore_monsters, ENT(pev), &tr); - if ( tr.pHit && Instance( tr.pHit )->pev->solid != SOLID_BSP) + UTIL_TraceLine( vecSrc, vecSrc + Vector( 0, 0, -4096.0 ), dont_ignore_monsters, ENT( pev ), &tr ); + if( tr.pHit && Instance( tr.pHit )->pev->solid != SOLID_BSP ) return NULL; - for (int i = 0; i < m_iUnits; i++) + for( int i = 0; i < m_iUnits; i++ ) { - if (m_hGrunt[i] == NULL || !m_hGrunt[i]->IsAlive()) + if( m_hGrunt[i] == NULL || !m_hGrunt[i]->IsAlive() ) { - if (m_hGrunt[i] != NULL && m_hGrunt[i]->pev->rendermode == kRenderNormal) + if( m_hGrunt[i] != NULL && m_hGrunt[i]->pev->rendermode == kRenderNormal ) { - m_hGrunt[i]->SUB_StartFadeOut( ); + m_hGrunt[i]->SUB_StartFadeOut(); } pEntity = Create( "monster_human_grunt", vecSrc, pev->angles ); - pGrunt = pEntity->MyMonsterPointer( ); + pGrunt = pEntity->MyMonsterPointer(); pGrunt->pev->movetype = MOVETYPE_FLY; pGrunt->pev->velocity = Vector( 0, 0, RANDOM_FLOAT( -196, -128 ) ); pGrunt->SetActivity( ACT_GLIDE ); @@ -314,18 +314,18 @@ CBaseMonster *COsprey :: MakeGrunt( Vector vecSrc ) return NULL; } -void COsprey :: HoverThink( void ) +void COsprey::HoverThink( void ) { int i; - for (i = 0; i < 4; i++) + for( i = 0; i < 4; i++ ) { - if (m_hRepel[i] != NULL && m_hRepel[i]->pev->health > 0 && !(m_hRepel[i]->pev->flags & FL_ONGROUND)) + if( m_hRepel[i] != NULL && m_hRepel[i]->pev->health > 0 && !( m_hRepel[i]->pev->flags & FL_ONGROUND ) ) { break; } } - if (i == 4) + if( i == 4 ) { m_startTime = gpGlobals->time; SetThink( &COsprey::FlyThink ); @@ -333,12 +333,12 @@ void COsprey :: HoverThink( void ) pev->nextthink = gpGlobals->time + 0.1; UTIL_MakeAimVectors( pev->angles ); - ShowDamage( ); + ShowDamage(); } -void COsprey::UpdateGoal( ) +void COsprey::UpdateGoal() { - if (m_pGoalEnt) + if( m_pGoalEnt ) { m_pos1 = m_pos2; m_ang1 = m_ang2; @@ -349,65 +349,65 @@ void COsprey::UpdateGoal( ) m_vel2 = gpGlobals->v_forward * m_pGoalEnt->pev->speed; m_startTime = m_startTime + m_dTime; - m_dTime = 2.0 * (m_pos1 - m_pos2).Length() / (m_vel1.Length() + m_pGoalEnt->pev->speed); + m_dTime = 2.0 * ( m_pos1 - m_pos2 ).Length() / ( m_vel1.Length() + m_pGoalEnt->pev->speed ); - if (m_ang1.y - m_ang2.y < -180) + if( m_ang1.y - m_ang2.y < -180 ) { m_ang1.y += 360; } - else if (m_ang1.y - m_ang2.y > 180) + else if( m_ang1.y - m_ang2.y > 180 ) { m_ang1.y -= 360; } - if (m_pGoalEnt->pev->speed < 400) + if( m_pGoalEnt->pev->speed < 400 ) m_flIdealtilt = 0; else m_flIdealtilt = -90; } else { - ALERT( at_console, "osprey missing target"); + ALERT( at_console, "osprey missing target" ); } } void COsprey::FlyThink( void ) { - StudioFrameAdvance( ); + StudioFrameAdvance(); pev->nextthink = gpGlobals->time + 0.1; - if ( m_pGoalEnt == NULL && !FStringNull(pev->target) )// this monster has a target + if( m_pGoalEnt == NULL && !FStringNull( pev->target) )// this monster has a target { - m_pGoalEnt = CBaseEntity::Instance( FIND_ENTITY_BY_TARGETNAME ( NULL, STRING( pev->target ) ) ); - UpdateGoal( ); + m_pGoalEnt = CBaseEntity::Instance( FIND_ENTITY_BY_TARGETNAME( NULL, STRING( pev->target ) ) ); + UpdateGoal(); } - if (gpGlobals->time > m_startTime + m_dTime) + if( gpGlobals->time > m_startTime + m_dTime ) { - if (m_pGoalEnt->pev->speed == 0) + if( m_pGoalEnt->pev->speed == 0 ) { SetThink( &COsprey::DeployThink ); } - do { - m_pGoalEnt = CBaseEntity::Instance( FIND_ENTITY_BY_TARGETNAME ( NULL, STRING( m_pGoalEnt->pev->target ) ) ); - } while (m_pGoalEnt->pev->speed < 400 && !HasDead()); - UpdateGoal( ); + do{ + m_pGoalEnt = CBaseEntity::Instance( FIND_ENTITY_BY_TARGETNAME( NULL, STRING( m_pGoalEnt->pev->target ) ) ); + } while( m_pGoalEnt->pev->speed < 400 && !HasDead() ); + UpdateGoal(); } - Flight( ); - ShowDamage( ); + Flight(); + ShowDamage(); } -void COsprey::Flight( ) +void COsprey::Flight() { - float t = (gpGlobals->time - m_startTime); + float t = ( gpGlobals->time - m_startTime ); float scale = 1.0 / m_dTime; - + float f = UTIL_SplineFraction( t * scale, 1.0 ); - Vector pos = (m_pos1 + m_vel1 * t) * (1.0 - f) + (m_pos2 - m_vel2 * (m_dTime - t)) * f; - Vector ang = (m_ang1) * (1.0 - f) + (m_ang2) * f; - m_velocity = m_vel1 * (1.0 - f) + m_vel2 * f; + Vector pos = ( m_pos1 + m_vel1 * t ) * ( 1.0 - f ) + ( m_pos2 - m_vel2 * ( m_dTime - t ) ) * f; + Vector ang = ( m_ang1 ) * ( 1.0 - f ) + ( m_ang2 ) * f; + m_velocity = m_vel1 * ( 1.0 - f ) + m_vel2 * f; UTIL_SetOrigin( pev, pos ); pev->angles = ang; @@ -416,28 +416,27 @@ void COsprey::Flight( ) // float flSpeed = DotProduct( gpGlobals->v_forward, pev->velocity ); - float m_flIdealtilt = (160 - flSpeed) / 10.0; + float m_flIdealtilt = ( 160 - flSpeed ) / 10.0; // ALERT( at_console, "%f %f\n", flSpeed, flIdealtilt ); - if (m_flRotortilt < m_flIdealtilt) + if( m_flRotortilt < m_flIdealtilt ) { m_flRotortilt += 0.5; - if (m_flRotortilt > 0) + if ( m_flRotortilt > 0 ) m_flRotortilt = 0; } - if (m_flRotortilt > m_flIdealtilt) + if( m_flRotortilt > m_flIdealtilt ) { m_flRotortilt -= 0.5; - if (m_flRotortilt < -90) + if( m_flRotortilt < -90 ) m_flRotortilt = -90; } SetBoneController( 0, m_flRotortilt ); - - if (m_iSoundState == 0) + if( m_iSoundState == 0 ) { - EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, "apache/ap_rotor4.wav", 1.0, 0.15, 0, 110 ); - // EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, "apache/ap_whine1.wav", 0.5, 0.2, 0, 110 ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_STATIC, "apache/ap_rotor4.wav", 1.0, 0.15, 0, 110 ); + // EMIT_SOUND_DYN( ENT( pev ), CHAN_STATIC, "apache/ap_whine1.wav", 0.5, 0.2, 0, 110 ); m_iSoundState = SND_CHANGE_PITCH; // hack for going through level transitions } @@ -447,28 +446,28 @@ void COsprey::Flight( ) pPlayer = UTIL_FindEntityByClassname( NULL, "player" ); // UNDONE: this needs to send different sounds to every player for multiplayer. - if (pPlayer) + if( pPlayer ) { - float pitch = DotProduct( m_velocity - pPlayer->pev->velocity, (pPlayer->pev->origin - pev->origin).Normalize() ); + float pitch = DotProduct( m_velocity - pPlayer->pev->velocity, ( pPlayer->pev->origin - pev->origin ).Normalize() ); - pitch = (int)(100 + pitch / 75.0); + pitch = (int)( 100 + pitch / 75.0 ); - if (pitch > 250) + if( pitch > 250 ) pitch = 250; - if (pitch < 50) + if( pitch < 50 ) pitch = 50; - if (pitch == 100) + if( pitch == 100 ) pitch = 101; - if (pitch != m_iPitch) + if( pitch != m_iPitch ) { m_iPitch = pitch; - EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, "apache/ap_rotor4.wav", 1.0, 0.15, SND_CHANGE_PITCH | SND_CHANGE_VOL, pitch); + EMIT_SOUND_DYN( ENT( pev ), CHAN_STATIC, "apache/ap_rotor4.wav", 1.0, 0.15, SND_CHANGE_PITCH | SND_CHANGE_VOL, pitch ); // ALERT( at_console, "%.0f\n", pitch ); } } - // EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, "apache/ap_whine1.wav", flVol, 0.2, SND_CHANGE_PITCH | SND_CHANGE_VOL, pitch); + // EMIT_SOUND_DYN( ENT( pev ), CHAN_STATIC, "apache/ap_whine1.wav", flVol, 0.2, SND_CHANGE_PITCH | SND_CHANGE_VOL, pitch ); } } @@ -481,7 +480,7 @@ void COsprey::HitTouch( CBaseEntity *pOther ) /* int COsprey::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { - if (m_flRotortilt <= -90) + if( m_flRotortilt <= -90 ) { m_flRotortilt = 0; } @@ -494,15 +493,15 @@ int COsprey::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float } */ -void COsprey :: Killed( entvars_t *pevAttacker, int iGib ) +void COsprey::Killed( entvars_t *pevAttacker, int iGib ) { pev->movetype = MOVETYPE_TOSS; pev->gravity = 0.3; pev->velocity = m_velocity; pev->avelocity = Vector( RANDOM_FLOAT( -20, 20 ), 0, RANDOM_FLOAT( -50, 50 ) ); - STOP_SOUND( ENT(pev), CHAN_STATIC, "apache/ap_rotor4.wav" ); + STOP_SOUND( ENT( pev ), CHAN_STATIC, "apache/ap_rotor4.wav" ); - UTIL_SetSize( pev, Vector( -32, -32, -64), Vector( 32, 32, 0) ); + UTIL_SetSize( pev, Vector( -32, -32, -64 ), Vector( 32, 32, 0 ) ); SetThink( &COsprey::DyingThink ); SetTouch( &COsprey::CrashTouch ); pev->nextthink = gpGlobals->time + 0.1; @@ -515,7 +514,7 @@ void COsprey :: Killed( entvars_t *pevAttacker, int iGib ) void COsprey::CrashTouch( CBaseEntity *pOther ) { // only crash if we hit something solid - if ( pOther->pev->solid == SOLID_BSP) + if( pOther->pev->solid == SOLID_BSP ) { SetTouch( NULL ); m_startTime = gpGlobals->time; @@ -524,46 +523,45 @@ void COsprey::CrashTouch( CBaseEntity *pOther ) } } -void COsprey :: DyingThink( void ) +void COsprey::DyingThink( void ) { - StudioFrameAdvance( ); + StudioFrameAdvance(); pev->nextthink = gpGlobals->time + 0.1; pev->avelocity = pev->avelocity * 1.02; // still falling? - if (m_startTime > gpGlobals->time ) + if( m_startTime > gpGlobals->time ) { UTIL_MakeAimVectors( pev->angles ); - ShowDamage( ); + ShowDamage(); Vector vecSpot = pev->origin + pev->velocity * 0.2; // random explosions MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot ); - WRITE_BYTE( TE_EXPLOSION); // This just makes a dynamic light now - WRITE_COORD( vecSpot.x + RANDOM_FLOAT( -150, 150 )); - WRITE_COORD( vecSpot.y + RANDOM_FLOAT( -150, 150 )); - WRITE_COORD( vecSpot.z + RANDOM_FLOAT( -150, -50 )); + WRITE_BYTE( TE_EXPLOSION ); // This just makes a dynamic light now + WRITE_COORD( vecSpot.x + RANDOM_FLOAT( -150, 150 ) ); + WRITE_COORD( vecSpot.y + RANDOM_FLOAT( -150, 150 ) ); + WRITE_COORD( vecSpot.z + RANDOM_FLOAT( -150, -50 ) ); WRITE_SHORT( g_sModelIndexFireball ); - WRITE_BYTE( RANDOM_LONG(0,29) + 30 ); // scale * 10 - WRITE_BYTE( 12 ); // framerate + WRITE_BYTE( RANDOM_LONG( 0, 29 ) + 30 ); // scale * 10 + WRITE_BYTE( 12 ); // framerate WRITE_BYTE( TE_EXPLFLAG_NONE ); MESSAGE_END(); // lots of smoke MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot ); WRITE_BYTE( TE_SMOKE ); - WRITE_COORD( vecSpot.x + RANDOM_FLOAT( -150, 150 )); - WRITE_COORD( vecSpot.y + RANDOM_FLOAT( -150, 150 )); - WRITE_COORD( vecSpot.z + RANDOM_FLOAT( -150, -50 )); + WRITE_COORD( vecSpot.x + RANDOM_FLOAT( -150, 150 ) ); + WRITE_COORD( vecSpot.y + RANDOM_FLOAT( -150, 150 ) ); + WRITE_COORD( vecSpot.z + RANDOM_FLOAT( -150, -50 ) ); WRITE_SHORT( g_sModelIndexSmoke ); WRITE_BYTE( 100 ); // scale * 10 - WRITE_BYTE( 10 ); // framerate + WRITE_BYTE( 10 ); // framerate MESSAGE_END(); - - vecSpot = pev->origin + (pev->mins + pev->maxs) * 0.5; + vecSpot = pev->origin + ( pev->mins + pev->maxs ) * 0.5; MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot ); WRITE_BYTE( TE_BREAKMODEL); @@ -595,12 +593,9 @@ void COsprey :: DyingThink( void ) WRITE_BYTE( 200 );// 10.0 seconds // flags - WRITE_BYTE( BREAK_METAL ); MESSAGE_END(); - - // don't stop it we touch a entity pev->flags &= ~FL_ONGROUND; pev->nextthink = gpGlobals->time + 0.2; @@ -608,7 +603,7 @@ void COsprey :: DyingThink( void ) } else { - Vector vecSpot = pev->origin + (pev->mins + pev->maxs) * 0.5; + Vector vecSpot = pev->origin + ( pev->mins + pev->maxs ) * 0.5; /* MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); @@ -618,7 +613,7 @@ void COsprey :: DyingThink( void ) WRITE_COORD( vecSpot.z + 512 ); WRITE_SHORT( m_iExplode ); WRITE_BYTE( 250 ); // scale * 10 - WRITE_BYTE( 10 ); // framerate + WRITE_BYTE( 10 ); // framerate MESSAGE_END(); */ @@ -641,7 +636,7 @@ void COsprey :: DyingThink( void ) WRITE_COORD( vecSpot.z + 300 ); WRITE_SHORT( g_sModelIndexSmoke ); WRITE_BYTE( 250 ); // scale * 10 - WRITE_BYTE( 6 ); // framerate + WRITE_BYTE( 6 ); // framerate MESSAGE_END(); */ @@ -667,19 +662,19 @@ void COsprey :: DyingThink( void ) WRITE_BYTE( 0 ); // speed MESSAGE_END(); - EMIT_SOUND(ENT(pev), CHAN_STATIC, "weapons/mortarhit.wav", 1.0, 0.3); + EMIT_SOUND( ENT( pev ), CHAN_STATIC, "weapons/mortarhit.wav", 1.0, 0.3 ); RadiusDamage( pev->origin, pev, pev, 300, CLASS_NONE, DMG_BLAST ); // gibs - vecSpot = pev->origin + (pev->mins + pev->maxs) * 0.5; + vecSpot = pev->origin + ( pev->mins + pev->maxs ) * 0.5; MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, vecSpot ); WRITE_BYTE( TE_BREAKMODEL); // position WRITE_COORD( vecSpot.x ); WRITE_COORD( vecSpot.y ); - WRITE_COORD( vecSpot.z + 64); + WRITE_COORD( vecSpot.z + 64 ); // size WRITE_COORD( 800 ); @@ -704,7 +699,6 @@ void COsprey :: DyingThink( void ) WRITE_BYTE( 200 );// 10.0 seconds // flags - WRITE_BYTE( BREAK_METAL ); MESSAGE_END(); @@ -712,9 +706,9 @@ void COsprey :: DyingThink( void ) } } -void COsprey :: ShowDamage( void ) +void COsprey::ShowDamage( void ) { - if (m_iDoLeftSmokePuff > 0 || RANDOM_LONG(0,99) > m_flLeftHealth) + if( m_iDoLeftSmokePuff > 0 || RANDOM_LONG( 0, 99 ) > m_flLeftHealth ) { Vector vecSrc = pev->origin + gpGlobals->v_right * -340; MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSrc ); @@ -723,13 +717,13 @@ void COsprey :: ShowDamage( void ) WRITE_COORD( vecSrc.y ); WRITE_COORD( vecSrc.z ); WRITE_SHORT( g_sModelIndexSmoke ); - WRITE_BYTE( RANDOM_LONG(0,9) + 20 ); // scale * 10 + WRITE_BYTE( RANDOM_LONG( 0, 9 ) + 20 ); // scale * 10 WRITE_BYTE( 12 ); // framerate MESSAGE_END(); - if (m_iDoLeftSmokePuff > 0) + if( m_iDoLeftSmokePuff > 0 ) m_iDoLeftSmokePuff--; } - if (m_iDoRightSmokePuff > 0 || RANDOM_LONG(0,99) > m_flRightHealth) + if( m_iDoRightSmokePuff > 0 || RANDOM_LONG( 0, 99 ) > m_flRightHealth ) { Vector vecSrc = pev->origin + gpGlobals->v_right * 340; MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSrc ); @@ -738,39 +732,39 @@ void COsprey :: ShowDamage( void ) WRITE_COORD( vecSrc.y ); WRITE_COORD( vecSrc.z ); WRITE_SHORT( g_sModelIndexSmoke ); - WRITE_BYTE( RANDOM_LONG(0,9) + 20 ); // scale * 10 + WRITE_BYTE( RANDOM_LONG( 0, 9 ) + 20 ); // scale * 10 WRITE_BYTE( 12 ); // framerate MESSAGE_END(); - if (m_iDoRightSmokePuff > 0) + if( m_iDoRightSmokePuff > 0 ) m_iDoRightSmokePuff--; } } -void COsprey::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) +void COsprey::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ) { // ALERT( at_console, "%d %.0f\n", ptr->iHitgroup, flDamage ); // only so much per engine - if (ptr->iHitgroup == 3) + if( ptr->iHitgroup == 3 ) { - if (m_flRightHealth < 0) + if( m_flRightHealth < 0 ) return; else m_flRightHealth -= flDamage; - m_iDoLeftSmokePuff = 3 + (flDamage / 5.0); + m_iDoLeftSmokePuff = 3 + ( flDamage / 5.0 ); } - if (ptr->iHitgroup == 2) + if( ptr->iHitgroup == 2 ) { - if (m_flLeftHealth < 0) + if( m_flLeftHealth < 0 ) return; else m_flLeftHealth -= flDamage; - m_iDoRightSmokePuff = 3 + (flDamage / 5.0); + m_iDoRightSmokePuff = 3 + ( flDamage / 5.0 ); } // hit hard, hits cockpit, hits engines - if (flDamage > 50 || ptr->iHitgroup == 1 || ptr->iHitgroup == 2 || ptr->iHitgroup == 3) + if( flDamage > 50 || ptr->iHitgroup == 1 || ptr->iHitgroup == 2 || ptr->iHitgroup == 3 ) { // ALERT( at_console, "%.0f\n", flDamage ); AddMultiDamage( pevAttacker, this, flDamage, bitsDamageType ); diff --git a/dlls/pathcorner.cpp b/dlls/pathcorner.cpp index 3717ee8b..bc999675 100644 --- a/dlls/pathcorner.cpp +++ b/dlls/pathcorner.cpp @@ -25,17 +25,17 @@ class CPathCorner : public CPointEntity { public: - void Spawn( ); + void Spawn(); void KeyValue( KeyValueData* pkvd ); float GetDelay( void ) { return m_flWait; } -// void Touch( CBaseEntity *pOther ); - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); - - static TYPEDESCRIPTION m_SaveData[]; + //void Touch( CBaseEntity *pOther ); + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); + + static TYPEDESCRIPTION m_SaveData[]; private: - float m_flWait; + float m_flWait; }; LINK_ENTITY_TO_CLASS( path_corner, CPathCorner ) @@ -51,67 +51,68 @@ IMPLEMENT_SAVERESTORE( CPathCorner, CPointEntity ) // // Cache user-entity-field values until spawn is called. // -void CPathCorner :: KeyValue( KeyValueData *pkvd ) +void CPathCorner::KeyValue( KeyValueData *pkvd ) { - if (FStrEq(pkvd->szKeyName, "wait")) + if( FStrEq( pkvd->szKeyName, "wait" ) ) { - m_flWait = atof(pkvd->szValue); + m_flWait = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } else CPointEntity::KeyValue( pkvd ); } -void CPathCorner :: Spawn( ) +void CPathCorner::Spawn() { - ASSERTSZ(!FStringNull(pev->targetname), "path_corner without a targetname"); + ASSERTSZ( !FStringNull( pev->targetname ), "path_corner without a targetname" ); } #if 0 -void CPathCorner :: Touch( CBaseEntity *pOther ) +void CPathCorner::Touch( CBaseEntity *pOther ) { - entvars_t* pevToucher = pOther->pev; + entvars_t *pevToucher = pOther->pev; - if ( FBitSet ( pevToucher->flags, FL_MONSTER ) ) - {// monsters don't navigate path corners based on touch anymore + if( FBitSet( pevToucher->flags, FL_MONSTER ) ) + { + // monsters don't navigate path corners based on touch anymore return; } // If OTHER isn't explicitly looking for this path_corner, bail out - if ( pOther->m_pGoalEnt != this ) + if( pOther->m_pGoalEnt != this ) { return; } // If OTHER has an enemy, this touch is incidental, ignore - if ( !FNullEnt(pevToucher->enemy) ) + if( !FNullEnt( pevToucher->enemy ) ) { return; // fighting, not following a path } // UNDONE: support non-zero flWait /* - if (m_flWait != 0) - ALERT(at_warning, "Non-zero path-cornder waits NYI"); + if( m_flWait != 0 ) + ALERT( at_warning, "Non-zero path-cornder waits NYI" ); */ // Find the next "stop" on the path, make it the goal of the "toucher". - if (FStringNull(pev->target)) + if( FStringNull( pev->target ) ) { - ALERT(at_warning, "PathCornerTouch: no next stop specified"); + ALERT( at_warning, "PathCornerTouch: no next stop specified" ); } - pOther->m_pGoalEnt = CBaseEntity::Instance( FIND_ENTITY_BY_TARGETNAME ( NULL, STRING(pev->target) ) ); + pOther->m_pGoalEnt = CBaseEntity::Instance( FIND_ENTITY_BY_TARGETNAME( NULL, STRING( pev->target ) ) ); // If "next spot" was not found (does not exist - level design error) - if ( !pOther->m_pGoalEnt ) + if( !pOther->m_pGoalEnt ) { - ALERT(at_console, "PathCornerTouch--%s couldn't find next stop in path: %s", STRING(pev->classname), STRING(pev->target)); + ALERT( at_console, "PathCornerTouch--%s couldn't find next stop in path: %s", STRING( pev->classname ), STRING( pev->target ) ); return; } // Turn towards the next stop in the path. - pevToucher->ideal_yaw = UTIL_VecToYaw ( pOther->m_pGoalEnt->pev->origin - pevToucher->origin ); + pevToucher->ideal_yaw = UTIL_VecToYaw( pOther->m_pGoalEnt->pev->origin - pevToucher->origin ); } #endif @@ -130,28 +131,28 @@ LINK_ENTITY_TO_CLASS( path_track, CPathTrack ) // // Cache user-entity-field values until spawn is called. // -void CPathTrack :: KeyValue( KeyValueData *pkvd ) +void CPathTrack::KeyValue( KeyValueData *pkvd ) { - if (FStrEq(pkvd->szKeyName, "altpath")) + if( FStrEq( pkvd->szKeyName, "altpath" ) ) { - m_altName = ALLOC_STRING(pkvd->szValue); + m_altName = ALLOC_STRING( pkvd->szValue ); pkvd->fHandled = TRUE; } else CPointEntity::KeyValue( pkvd ); } -void CPathTrack :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) +void CPathTrack::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { int on; // Use toggles between two paths - if ( m_paltpath ) + if( m_paltpath ) { on = !FBitSet( pev->spawnflags, SF_PATH_ALTERNATE ); - if ( ShouldToggle( useType, on ) ) + if( ShouldToggle( useType, on ) ) { - if ( on ) + if( on ) SetBits( pev->spawnflags, SF_PATH_ALTERNATE ); else ClearBits( pev->spawnflags, SF_PATH_ALTERNATE ); @@ -161,9 +162,9 @@ void CPathTrack :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE { on = !FBitSet( pev->spawnflags, SF_PATH_DISABLED ); - if ( ShouldToggle( useType, on ) ) + if( ShouldToggle( useType, on ) ) { - if ( on ) + if( on ) SetBits( pev->spawnflags, SF_PATH_DISABLED ); else ClearBits( pev->spawnflags, SF_PATH_DISABLED ); @@ -171,35 +172,35 @@ void CPathTrack :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE } } -void CPathTrack :: Link( void ) +void CPathTrack::Link( void ) { edict_t *pentTarget; - if ( !FStringNull(pev->target) ) + if( !FStringNull( pev->target ) ) { - pentTarget = FIND_ENTITY_BY_TARGETNAME( NULL, STRING(pev->target) ); - if ( !FNullEnt(pentTarget) ) + pentTarget = FIND_ENTITY_BY_TARGETNAME( NULL, STRING( pev->target ) ); + if( !FNullEnt(pentTarget) ) { m_pnext = CPathTrack::Instance( pentTarget ); - if ( m_pnext ) // If no next pointer, this is the end of a path + if( m_pnext ) // If no next pointer, this is the end of a path { m_pnext->SetPrevious( this ); } } else - ALERT( at_console, "Dead end link %s\n", STRING(pev->target) ); + ALERT( at_console, "Dead end link %s\n", STRING( pev->target ) ); } // Find "alternate" path - if ( m_altName ) + if( m_altName ) { - pentTarget = FIND_ENTITY_BY_TARGETNAME( NULL, STRING(m_altName) ); - if ( !FNullEnt(pentTarget) ) + pentTarget = FIND_ENTITY_BY_TARGETNAME( NULL, STRING( m_altName ) ); + if( !FNullEnt( pentTarget ) ) { m_paltpath = CPathTrack::Instance( pentTarget ); - if ( m_paltpath ) // If no next pointer, this is the end of a path + if( m_paltpath ) // If no next pointer, this is the end of a path { m_paltpath->SetPrevious( this ); } @@ -207,10 +208,10 @@ void CPathTrack :: Link( void ) } } -void CPathTrack :: Spawn( void ) +void CPathTrack::Spawn( void ) { pev->solid = SOLID_TRIGGER; - UTIL_SetSize(pev, Vector(-8, -8, -8), Vector(8, 8, 8)); + UTIL_SetSize( pev, Vector( -8, -8, -8 ), Vector( 8, 8, 8 ) ); m_pnext = NULL; m_pprevious = NULL; @@ -223,26 +224,26 @@ void CPathTrack :: Spawn( void ) void CPathTrack::Activate( void ) { - if ( !FStringNull( pev->targetname ) ) // Link to next, and back-link + if( !FStringNull( pev->targetname ) ) // Link to next, and back-link Link(); } -CPathTrack *CPathTrack :: ValidPath( CPathTrack *ppath, int testFlag ) +CPathTrack *CPathTrack::ValidPath( CPathTrack *ppath, int testFlag ) { - if ( !ppath ) + if( !ppath ) return NULL; - if ( testFlag && FBitSet( ppath->pev->spawnflags, SF_PATH_DISABLED ) ) + if( testFlag && FBitSet( ppath->pev->spawnflags, SF_PATH_DISABLED ) ) return NULL; return ppath; } -void CPathTrack :: Project( CPathTrack *pstart, CPathTrack *pend, Vector *origin, float dist ) +void CPathTrack::Project( CPathTrack *pstart, CPathTrack *pend, Vector *origin, float dist ) { - if ( pstart && pend ) + if( pstart && pend ) { - Vector dir = (pend->pev->origin - pstart->pev->origin); + Vector dir = pend->pev->origin - pstart->pev->origin; dir = dir.Normalize(); *origin = pend->pev->origin + dir * dist; } @@ -250,58 +251,56 @@ void CPathTrack :: Project( CPathTrack *pstart, CPathTrack *pend, Vector *origin CPathTrack *CPathTrack::GetNext( void ) { - if ( m_paltpath && FBitSet( pev->spawnflags, SF_PATH_ALTERNATE ) && !FBitSet( pev->spawnflags, SF_PATH_ALTREVERSE ) ) + if( m_paltpath && FBitSet( pev->spawnflags, SF_PATH_ALTERNATE ) && !FBitSet( pev->spawnflags, SF_PATH_ALTREVERSE ) ) return m_paltpath; - + return m_pnext; } - - CPathTrack *CPathTrack::GetPrevious( void ) { - if ( m_paltpath && FBitSet( pev->spawnflags, SF_PATH_ALTERNATE ) && FBitSet( pev->spawnflags, SF_PATH_ALTREVERSE ) ) + if( m_paltpath && FBitSet( pev->spawnflags, SF_PATH_ALTERNATE ) && FBitSet( pev->spawnflags, SF_PATH_ALTREVERSE ) ) return m_paltpath; - + return m_pprevious; } void CPathTrack::SetPrevious( CPathTrack *pprev ) { // Only set previous if this isn't my alternate path - if ( pprev && !FStrEq( STRING(pprev->pev->targetname), STRING(m_altName) ) ) + if( pprev && !FStrEq( STRING( pprev->pev->targetname ), STRING( m_altName ) ) ) m_pprevious = pprev; } // Assumes this is ALWAYS enabled -CPathTrack *CPathTrack :: LookAhead( Vector *origin, float dist, int move ) +CPathTrack *CPathTrack::LookAhead( Vector *origin, float dist, int move ) { CPathTrack *pcurrent; float originalDist = dist; - + pcurrent = this; Vector currentPos = *origin; - if ( dist < 0 ) // Travelling backwards through path + if( dist < 0 ) // Travelling backwards through path { dist = -dist; - while ( dist > 0 ) + while( dist > 0 ) { Vector dir = pcurrent->pev->origin - currentPos; float length = dir.Length(); - if ( !length ) + if( !length ) { - if ( !ValidPath(pcurrent->GetPrevious(), move) ) // If there is no previous node, or it's disabled, return now. + if( !ValidPath( pcurrent->GetPrevious(), move ) ) // If there is no previous node, or it's disabled, return now. { - if ( !move ) + if( !move ) Project( pcurrent->GetNext(), pcurrent, origin, dist ); return NULL; } pcurrent = pcurrent->GetPrevious(); } - else if ( length > dist ) // enough left in this path to move + else if( length > dist ) // enough left in this path to move { - *origin = currentPos + (dir * (dist / length)); + *origin = currentPos + ( dir * ( dist / length ) ); return pcurrent; } else @@ -309,7 +308,7 @@ CPathTrack *CPathTrack :: LookAhead( Vector *origin, float dist, int move ) dist -= length; currentPos = pcurrent->pev->origin; *origin = currentPos; - if ( !ValidPath(pcurrent->GetPrevious(), move) ) // If there is no previous node, or it's disabled, return now. + if( !ValidPath( pcurrent->GetPrevious(), move ) ) // If there is no previous node, or it's disabled, return now. return NULL; pcurrent = pcurrent->GetPrevious(); @@ -320,23 +319,23 @@ CPathTrack *CPathTrack :: LookAhead( Vector *origin, float dist, int move ) } else { - while ( dist > 0 ) + while( dist > 0 ) { - if ( !ValidPath(pcurrent->GetNext(), move) ) // If there is no next node, or it's disabled, return now. + if( !ValidPath( pcurrent->GetNext(), move ) ) // If there is no next node, or it's disabled, return now. { - if ( !move ) + if( !move ) Project( pcurrent->GetPrevious(), pcurrent, origin, dist ); return NULL; } Vector dir = pcurrent->GetNext()->pev->origin - currentPos; float length = dir.Length(); - if ( !length && !ValidPath( pcurrent->GetNext()->GetNext(), move ) ) + if( !length && !ValidPath( pcurrent->GetNext()->GetNext(), move ) ) { if ( dist == originalDist ) // HACK -- up against a dead end return NULL; return pcurrent; } - if ( length > dist ) // enough left in this path to move + if( length > dist ) // enough left in this path to move { *origin = currentPos + (dir * (dist / length)); return pcurrent; @@ -354,15 +353,14 @@ CPathTrack *CPathTrack :: LookAhead( Vector *origin, float dist, int move ) return pcurrent; } - -// Assumes this is ALWAYS enabled -CPathTrack *CPathTrack :: Nearest( Vector origin ) -{ - int deadCount; - float minDist, dist; - Vector delta; - CPathTrack *ppath, *pnearest; +// Assumes this is ALWAYS enabled +CPathTrack *CPathTrack::Nearest( Vector origin ) +{ + int deadCount; + float minDist, dist; + Vector delta; + CPathTrack *ppath, *pnearest; delta = origin - pev->origin; delta.z = 0; @@ -372,18 +370,18 @@ CPathTrack *CPathTrack :: Nearest( Vector origin ) // Hey, I could use the old 2 racing pointers solution to this, but I'm lazy :) deadCount = 0; - while ( ppath && ppath != this ) + while( ppath && ppath != this ) { deadCount++; - if ( deadCount > 9999 ) + if( deadCount > 9999 ) { - ALERT( at_error, "Bad sequence of path_tracks from %s", STRING(pev->targetname) ); + ALERT( at_error, "Bad sequence of path_tracks from %s", STRING( pev->targetname ) ); return NULL; } delta = origin - ppath->pev->origin; delta.z = 0; dist = delta.Length(); - if ( dist < minDist ) + if( dist < minDist ) { minDist = dist; pnearest = ppath; @@ -394,21 +392,20 @@ CPathTrack *CPathTrack :: Nearest( Vector origin ) } CPathTrack *CPathTrack::Instance( edict_t *pent ) -{ - if ( FClassnameIs( pent, "path_track" ) ) - return (CPathTrack *)GET_PRIVATE(pent); +{ + if( FClassnameIs( pent, "path_track" ) ) + return (CPathTrack *)GET_PRIVATE( pent ); return NULL; } // DEBUGGING CODE #if PATH_SPARKLE_DEBUG -void CPathTrack :: Sparkle( void ) +void CPathTrack::Sparkle( void ) { - pev->nextthink = gpGlobals->time + 0.2; - if ( FBitSet( pev->spawnflags, SF_PATH_DISABLED ) ) - UTIL_ParticleEffect(pev->origin, Vector(0,0,100), 210, 10); + if( FBitSet( pev->spawnflags, SF_PATH_DISABLED ) ) + UTIL_ParticleEffect( pev->origin, Vector( 0, 0,100 ), 210, 10 ); else - UTIL_ParticleEffect(pev->origin, Vector(0,0,100), 84, 10); + UTIL_ParticleEffect( pev->origin, Vector( 0, 0, 100 ), 84, 10 ); } #endif diff --git a/dlls/plane.cpp b/dlls/plane.cpp index 689a0c29..44a8b275 100644 --- a/dlls/plane.cpp +++ b/dlls/plane.cpp @@ -19,7 +19,7 @@ //========================================================= // Plane //========================================================= -CPlane :: CPlane ( void ) +CPlane::CPlane( void ) { m_fInitialized = FALSE; } @@ -28,10 +28,10 @@ CPlane :: CPlane ( void ) // InitializePlane - Takes a normal for the plane and a // point on the plane and //========================================================= -void CPlane :: InitializePlane ( const Vector &vecNormal, const Vector &vecPoint ) +void CPlane::InitializePlane( const Vector &vecNormal, const Vector &vecPoint ) { m_vecNormal = vecNormal; - m_flDist = DotProduct ( m_vecNormal, vecPoint ); + m_flDist = DotProduct( m_vecNormal, vecPoint ); m_fInitialized = TRUE; } @@ -39,18 +39,18 @@ void CPlane :: InitializePlane ( const Vector &vecNormal, const Vector &vecPoint // PointInFront - determines whether the given vector is // in front of the plane. //========================================================= -BOOL CPlane :: PointInFront ( const Vector &vecPoint ) +BOOL CPlane::PointInFront( const Vector &vecPoint ) { float flFace; - if ( !m_fInitialized ) + if( !m_fInitialized ) { return FALSE; } - flFace = DotProduct ( m_vecNormal, vecPoint ) - m_flDist; + flFace = DotProduct( m_vecNormal, vecPoint ) - m_flDist; - if ( flFace >= 0 ) + if( flFace >= 0 ) { return TRUE; } diff --git a/dlls/plane.h b/dlls/plane.h index af70f1cc..35a17611 100644 --- a/dlls/plane.h +++ b/dlls/plane.h @@ -1,7 +1,7 @@ /*** * * Copyright (c) 1996-2002, Valve LLC. All rights reserved. -* +* * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. @@ -18,10 +18,10 @@ //========================================================= // Plane //========================================================= -class CPlane +class CPlane { public: - CPlane ( void ); + CPlane( void ); //========================================================= // InitializePlane - Takes a normal for the plane and a @@ -33,11 +33,10 @@ public: // PointInFront - determines whether the given vector is // in front of the plane. //========================================================= - BOOL PointInFront ( const Vector &vecPoint ); + BOOL PointInFront( const Vector &vecPoint ); - Vector m_vecNormal; - float m_flDist; - BOOL m_fInitialized; + Vector m_vecNormal; + float m_flDist; + BOOL m_fInitialized; }; - #endif // PLANE_H diff --git a/dlls/player.cpp b/dlls/player.cpp index 866898c8..708096b2 100644 --- a/dlls/player.cpp +++ b/dlls/player.cpp @@ -38,29 +38,29 @@ // #define DUCKFIX -extern DLL_GLOBAL ULONG g_ulModelIndexPlayer; -extern DLL_GLOBAL BOOL g_fGameOver; -extern DLL_GLOBAL BOOL g_fDrawLines; +extern DLL_GLOBAL ULONG g_ulModelIndexPlayer; +extern DLL_GLOBAL BOOL g_fGameOver; +extern DLL_GLOBAL BOOL g_fDrawLines; int gEvilImpulse101; -extern DLL_GLOBAL int g_iSkillLevel, gDisplayTitle; +extern DLL_GLOBAL int g_iSkillLevel, gDisplayTitle; BOOL gInitHUD = TRUE; -extern void CopyToBodyQue(entvars_t* pev); -extern void respawn(entvars_t *pev, BOOL fCopyCorpse); -extern Vector VecBModelOrigin(entvars_t *pevBModel ); +extern void CopyToBodyQue( entvars_t *pev); +extern void respawn( entvars_t *pev, BOOL fCopyCorpse ); +extern Vector VecBModelOrigin( entvars_t *pevBModel ); extern edict_t *EntSelectSpawnPoint( CBaseEntity *pPlayer ); // the world node graph -extern CGraph WorldGraph; +extern CGraph WorldGraph; -#define TRAIN_ACTIVE 0x80 +#define TRAIN_ACTIVE 0x80 #define TRAIN_NEW 0xc0 #define TRAIN_OFF 0x00 -#define TRAIN_NEUTRAL 0x01 +#define TRAIN_NEUTRAL 0x01 #define TRAIN_SLOW 0x02 -#define TRAIN_MEDIUM 0x03 -#define TRAIN_FAST 0x04 +#define TRAIN_MEDIUM 0x03 +#define TRAIN_FAST 0x04 #define TRAIN_BACK 0x05 #define FLASH_DRAIN_TIME 1.2 //100 units/3 minutes @@ -182,32 +182,32 @@ int gmsgGeigerRange = 0; int gmsgTeamNames = 0; int gmsgStatusText = 0; -int gmsgStatusValue = 0; +int gmsgStatusValue = 0; void LinkUserMessages( void ) { // Already taken care of? - if ( gmsgSelAmmo ) + if( gmsgSelAmmo ) { return; } - gmsgSelAmmo = REG_USER_MSG("SelAmmo", sizeof(SelAmmo)); - gmsgCurWeapon = REG_USER_MSG("CurWeapon", 3); - gmsgGeigerRange = REG_USER_MSG("Geiger", 1); - gmsgFlashlight = REG_USER_MSG("Flashlight", 2); - gmsgFlashBattery = REG_USER_MSG("FlashBat", 1); + gmsgSelAmmo = REG_USER_MSG( "SelAmmo", sizeof(SelAmmo) ); + gmsgCurWeapon = REG_USER_MSG( "CurWeapon", 3 ); + gmsgGeigerRange = REG_USER_MSG( "Geiger", 1 ); + gmsgFlashlight = REG_USER_MSG( "Flashlight", 2 ); + gmsgFlashBattery = REG_USER_MSG( "FlashBat", 1 ); gmsgHealth = REG_USER_MSG( "Health", 1 ); gmsgDamage = REG_USER_MSG( "Damage", 12 ); gmsgBattery = REG_USER_MSG( "Battery", 2); - gmsgTrain = REG_USER_MSG( "Train", 1); + gmsgTrain = REG_USER_MSG( "Train", 1 ); gmsgHudText = REG_USER_MSG( "HudText", -1 ); gmsgSayText = REG_USER_MSG( "SayText", -1 ); gmsgTextMsg = REG_USER_MSG( "TextMsg", -1 ); - gmsgWeaponList = REG_USER_MSG("WeaponList", -1); - gmsgResetHUD = REG_USER_MSG("ResetHUD", 1); // called every respawn - gmsgInitHUD = REG_USER_MSG("InitHUD", 0 ); // called every time a new player joins the server - gmsgShowGameTitle = REG_USER_MSG("GameTitle", 1); + gmsgWeaponList = REG_USER_MSG( "WeaponList", -1 ); + gmsgResetHUD = REG_USER_MSG( "ResetHUD", 1 ); // called every respawn + gmsgInitHUD = REG_USER_MSG( "InitHUD", 0 ); // called every time a new player joins the server + gmsgShowGameTitle = REG_USER_MSG( "GameTitle", 1 ); gmsgDeathMsg = REG_USER_MSG( "DeathMsg", -1 ); gmsgScoreInfo = REG_USER_MSG( "ScoreInfo", 9 ); gmsgTeamInfo = REG_USER_MSG( "TeamInfo", -1 ); // sets the name of a player's team @@ -221,41 +221,38 @@ void LinkUserMessages( void ) gmsgHideWeapon = REG_USER_MSG( "HideWeapon", 1 ); gmsgSetFOV = REG_USER_MSG( "SetFOV", 1 ); gmsgShowMenu = REG_USER_MSG( "ShowMenu", -1 ); - gmsgShake = REG_USER_MSG("ScreenShake", sizeof(ScreenShake)); - gmsgFade = REG_USER_MSG("ScreenFade", sizeof(ScreenFade)); - gmsgAmmoX = REG_USER_MSG("AmmoX", 2); + gmsgShake = REG_USER_MSG( "ScreenShake", sizeof(ScreenShake) ); + gmsgFade = REG_USER_MSG( "ScreenFade", sizeof(ScreenFade) ); + gmsgAmmoX = REG_USER_MSG( "AmmoX", 2 ); gmsgTeamNames = REG_USER_MSG( "TeamNames", -1 ); - gmsgStatusText = REG_USER_MSG("StatusText", -1); - gmsgStatusValue = REG_USER_MSG("StatusValue", 3); + gmsgStatusText = REG_USER_MSG( "StatusText", -1 ); + gmsgStatusValue = REG_USER_MSG( "StatusValue", 3 ); } LINK_ENTITY_TO_CLASS( player, CBasePlayer ) -void CBasePlayer :: Pain( void ) +void CBasePlayer::Pain( void ) { - float flRndSound;//sound randomizer + float flRndSound;//sound randomizer - flRndSound = RANDOM_FLOAT ( 0 , 1 ); + flRndSound = RANDOM_FLOAT( 0, 1 ); - if ( flRndSound <= 0.33 ) - EMIT_SOUND(ENT(pev), CHAN_VOICE, "player/pl_pain5.wav", 1, ATTN_NORM); - else if ( flRndSound <= 0.66 ) - EMIT_SOUND(ENT(pev), CHAN_VOICE, "player/pl_pain6.wav", 1, ATTN_NORM); + if( flRndSound <= 0.33 ) + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "player/pl_pain5.wav", 1, ATTN_NORM ); + else if( flRndSound <= 0.66 ) + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "player/pl_pain6.wav", 1, ATTN_NORM ); else - EMIT_SOUND(ENT(pev), CHAN_VOICE, "player/pl_pain7.wav", 1, ATTN_NORM); + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "player/pl_pain7.wav", 1, ATTN_NORM ); } -/* - * - */ -Vector VecVelocityForDamage(float flDamage) +Vector VecVelocityForDamage( float flDamage ) { - Vector vec(RANDOM_FLOAT(-100,100), RANDOM_FLOAT(-100,100), RANDOM_FLOAT(200,300)); + Vector vec( RANDOM_FLOAT( -100, 100 ), RANDOM_FLOAT( -100, 100 ), RANDOM_FLOAT( 200, 300 ) ); - if (flDamage > -50) + if( flDamage > -50 ) vec = vec * 0.7; - else if (flDamage > -200) + else if( flDamage > -200 ) vec = vec * 2; else vec = vec * 10; @@ -263,48 +260,47 @@ Vector VecVelocityForDamage(float flDamage) return vec; } -#if 0 /* -static void ThrowGib(entvars_t *pev, char *szGibModel, float flDamage) +#if 0 +static void ThrowGib( entvars_t *pev, char *szGibModel, float flDamage ) { edict_t *pentNew = CREATE_ENTITY(); - entvars_t *pevNew = VARS(pentNew); + entvars_t *pevNew = VARS( pentNew ); pevNew->origin = pev->origin; - SET_MODEL(ENT(pevNew), szGibModel); - UTIL_SetSize(pevNew, g_vecZero, g_vecZero); + SET_MODEL( ENT( pevNew ), szGibModel ); + UTIL_SetSize( pevNew, g_vecZero, g_vecZero ); - pevNew->velocity = VecVelocityForDamage(flDamage); - pevNew->movetype = MOVETYPE_BOUNCE; - pevNew->solid = SOLID_NOT; - pevNew->avelocity.x = RANDOM_FLOAT(0,600); - pevNew->avelocity.y = RANDOM_FLOAT(0,600); - pevNew->avelocity.z = RANDOM_FLOAT(0,600); - CHANGE_METHOD(ENT(pevNew), em_think, SUB_Remove); - pevNew->ltime = gpGlobals->time; - pevNew->nextthink = gpGlobals->time + RANDOM_FLOAT(10,20); - pevNew->frame = 0; - pevNew->flags = 0; + pevNew->velocity = VecVelocityForDamage( flDamage ); + pevNew->movetype = MOVETYPE_BOUNCE; + pevNew->solid = SOLID_NOT; + pevNew->avelocity.x = RANDOM_FLOAT( 0, 600 ); + pevNew->avelocity.y = RANDOM_FLOAT( 0, 600 ); + pevNew->avelocity.z = RANDOM_FLOAT( 0, 600 ); + CHANGE_METHOD( ENT( pevNew ), em_think, SUB_Remove ); + pevNew->ltime = gpGlobals->time; + pevNew->nextthink = gpGlobals->time + RANDOM_FLOAT( 10, 20 ); + pevNew->frame = 0; + pevNew->flags = 0; } -static void ThrowHead(entvars_t *pev, char *szGibModel, floatflDamage) +static void ThrowHead( entvars_t *pev, char *szGibModel, floatflDamage ) { - SET_MODEL(ENT(pev), szGibModel); - pev->frame = 0; - pev->nextthink = -1; - pev->movetype = MOVETYPE_BOUNCE; - pev->takedamage = DAMAGE_NO; - pev->solid = SOLID_NOT; - pev->view_ofs = Vector(0,0,8); - UTIL_SetSize(pev, Vector(-16,-16,0), Vector(16,16,56)); - pev->velocity = VecVelocityForDamage(flDamage); - pev->avelocity = RANDOM_FLOAT(-1,1) * Vector(0,600,0); + SET_MODEL( ENT( pev ), szGibModel ); + pev->frame = 0; + pev->nextthink = -1; + pev->movetype = MOVETYPE_BOUNCE; + pev->takedamage = DAMAGE_NO; + pev->solid = SOLID_NOT; + pev->view_ofs = Vector( 0, 0, 8 ); + UTIL_SetSize( pev, Vector( -16, -16, 0 ), Vector( 16, 16, 56 ) ); + pev->velocity = VecVelocityForDamage( flDamage ); + pev->avelocity = RANDOM_FLOAT( -1, 1 ) * Vector( 0, 600, 0 ); pev->origin.z -= 24; - ClearBits(pev->flags, FL_ONGROUND); + ClearBits( pev->flags, FL_ONGROUND ); } -*/ #endif -int TrainSpeed(int iSpeed, int iMax) +int TrainSpeed( int iSpeed, int iMax ) { float fSpeed, fMax; int iRet = 0; @@ -314,13 +310,13 @@ int TrainSpeed(int iSpeed, int iMax) fSpeed = fSpeed/fMax; - if (iSpeed < 0) + if( iSpeed < 0 ) iRet = TRAIN_BACK; - else if (iSpeed == 0) + else if( iSpeed == 0 ) iRet = TRAIN_NEUTRAL; - else if (fSpeed < 0.33) + else if( fSpeed < 0.33 ) iRet = TRAIN_SLOW; - else if (fSpeed < 0.66) + else if( fSpeed < 0.66 ) iRet = TRAIN_MEDIUM; else iRet = TRAIN_FAST; @@ -328,46 +324,45 @@ int TrainSpeed(int iSpeed, int iMax) return iRet; } -void CBasePlayer :: DeathSound( void ) +void CBasePlayer::DeathSound( void ) { // water death sounds /* - if (pev->waterlevel == 3) + if( pev->waterlevel == 3 ) { - EMIT_SOUND(ENT(pev), CHAN_VOICE, "player/h2odeath.wav", 1, ATTN_NONE); + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "player/h2odeath.wav", 1, ATTN_NONE ); return; } */ // temporarily using pain sounds for death sounds - switch (RANDOM_LONG(1,5)) + switch( RANDOM_LONG( 1, 5 ) ) { case 1: - EMIT_SOUND(ENT(pev), CHAN_VOICE, "player/pl_pain5.wav", 1, ATTN_NORM); + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "player/pl_pain5.wav", 1, ATTN_NORM ); break; case 2: - EMIT_SOUND(ENT(pev), CHAN_VOICE, "player/pl_pain6.wav", 1, ATTN_NORM); + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "player/pl_pain6.wav", 1, ATTN_NORM ); break; case 3: - EMIT_SOUND(ENT(pev), CHAN_VOICE, "player/pl_pain7.wav", 1, ATTN_NORM); + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "player/pl_pain7.wav", 1, ATTN_NORM ); break; } // play one of the suit death alarms - EMIT_GROUPNAME_SUIT(ENT(pev), "HEV_DEAD"); + EMIT_GROUPNAME_SUIT( ENT( pev ), "HEV_DEAD" ); } // override takehealth // bitsDamageType indicates type of damage healed. - -int CBasePlayer :: TakeHealth( float flHealth, int bitsDamageType ) +int CBasePlayer::TakeHealth( float flHealth, int bitsDamageType ) { - return CBaseMonster :: TakeHealth (flHealth, bitsDamageType); + return CBaseMonster::TakeHealth( flHealth, bitsDamageType ); } -Vector CBasePlayer :: GetGunPosition( ) +Vector CBasePlayer::GetGunPosition() { - //UTIL_MakeVectors(pev->v_angle); + //UTIL_MakeVectors( pev->v_angle ); //m_HackedGunPos = pev->view_ofs; Vector origin; @@ -379,13 +374,13 @@ Vector CBasePlayer :: GetGunPosition( ) //========================================================= // TraceAttack //========================================================= -void CBasePlayer :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) +void CBasePlayer::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ) { - if ( pev->takedamage ) + if( pev->takedamage ) { m_LastHitGroup = ptr->iHitgroup; - switch ( ptr->iHitgroup ) + switch( ptr->iHitgroup ) { case HITGROUP_GENERIC: break; @@ -410,7 +405,7 @@ void CBasePlayer :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector break; } - SpawnBlood(ptr->vecEndPos, BloodColor(), flDamage);// a little surface blood. + SpawnBlood( ptr->vecEndPos, BloodColor(), flDamage );// a little surface blood. TraceBleed( flDamage, vecDir, ptr, bitsDamageType ); AddMultiDamage( pevAttacker, this, flDamage, bitsDamageType ); } @@ -423,10 +418,10 @@ void CBasePlayer :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector etc are implemented with subsequent calls to TakeDamage using DMG_GENERIC. */ -#define ARMOR_RATIO 0.2 // Armor Takes 80% of the damage -#define ARMOR_BONUS 0.5 // Each Point of Armor is work 1/x points of health +#define ARMOR_RATIO 0.2 // Armor Takes 80% of the damage +#define ARMOR_BONUS 0.5 // Each Point of Armor is work 1/x points of health -int CBasePlayer :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) +int CBasePlayer::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { // have suit diagnose the problem - ie: report damage type int bitsDamage = bitsDamageType; @@ -442,21 +437,20 @@ int CBasePlayer :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, flBonus = ARMOR_BONUS; flRatio = ARMOR_RATIO; - if ( ( bitsDamageType & DMG_BLAST ) && g_pGameRules->IsMultiplayer() ) + if( ( bitsDamageType & DMG_BLAST ) && g_pGameRules->IsMultiplayer() ) { // blasts damage armor more. flBonus *= 2; } // Already dead - if ( !IsAlive() ) + if( !IsAlive() ) return 0; + // go take the damage first + CBaseEntity *pAttacker = CBaseEntity::Instance( pevAttacker ); - - CBaseEntity *pAttacker = CBaseEntity::Instance(pevAttacker); - - if ( !g_pGameRules->FPlayerCanTakeDamage( this, pAttacker ) ) + if( !g_pGameRules->FPlayerCanTakeDamage( this, pAttacker ) ) { // Refuse the damage return 0; @@ -466,53 +460,52 @@ int CBasePlayer :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, m_lastDamageAmount = flDamage; // Armor. - if (pev->armorvalue && !(bitsDamageType & (DMG_FALL | DMG_DROWN)) )// armor doesn't protect against fall or drown damage! + if( pev->armorvalue && !( bitsDamageType & ( DMG_FALL | DMG_DROWN ) ) )// armor doesn't protect against fall or drown damage! { float flNew = flDamage * flRatio; float flArmor; - flArmor = (flDamage - flNew) * flBonus; + flArmor = ( flDamage - flNew ) * flBonus; // Does this use more armor than we have? - if (flArmor > pev->armorvalue) + if( flArmor > pev->armorvalue ) { flArmor = pev->armorvalue; - flArmor *= (1/flBonus); + flArmor *= ( 1 / flBonus ); flNew = flDamage - flArmor; pev->armorvalue = 0; } else pev->armorvalue -= flArmor; - + flDamage = flNew; } // this cast to INT is critical!!! If a player ends up with 0.5 health, the engine will get that // as an int (zero) and think the player is dead! (this will incite a clientside screentilt, etc) - fTookDamage = CBaseMonster::TakeDamage(pevInflictor, pevAttacker, (int)flDamage, bitsDamageType); + fTookDamage = CBaseMonster::TakeDamage( pevInflictor, pevAttacker, (int)flDamage, bitsDamageType ); // reset damage time countdown for each type of time based damage player just sustained - { - for (int i = 0; i < CDMG_TIMEBASED; i++) - if (bitsDamageType & (DMG_PARALYZE << i)) + for( int i = 0; i < CDMG_TIMEBASED; i++ ) + if( bitsDamageType & ( DMG_PARALYZE << i ) ) m_rgbTimeBasedDamage[i] = 0; } // tell director about it MESSAGE_BEGIN( MSG_SPEC, SVC_DIRECTOR ); - WRITE_BYTE ( 9 ); // command length in bytes - WRITE_BYTE ( DRC_CMD_EVENT ); // take damage event - WRITE_SHORT( ENTINDEX(this->edict()) ); // index number of primary entity - WRITE_SHORT( ENTINDEX(ENT(pevInflictor)) ); // index number of secondary entity + WRITE_BYTE( 9 ); // command length in bytes + WRITE_BYTE( DRC_CMD_EVENT ); // take damage event + WRITE_SHORT( ENTINDEX( this->edict() ) ); // index number of primary entity + WRITE_SHORT( ENTINDEX( ENT( pevInflictor ) ) ); // index number of secondary entity WRITE_LONG( 5 ); // eventflags (priority and flags) MESSAGE_END(); // how bad is it, doc? - ftrivial = (pev->health > 75 || m_lastDamageAmount < 5); - fmajor = (m_lastDamageAmount > 25); - fcritical = (pev->health < 30); + ftrivial = ( pev->health > 75 || m_lastDamageAmount < 5 ); + fmajor = ( m_lastDamageAmount > 25 ); + fcritical = ( pev->health < 30 ); // handle all bits set in this damage message, // let the suit give player the diagnosis @@ -521,7 +514,7 @@ int CBasePlayer :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, // UNDONE: still need to record damage and heal messages for the following types - // DMG_BURN + // DMG_BURN // DMG_FREEZE // DMG_BLAST // DMG_SHOCK @@ -529,86 +522,86 @@ int CBasePlayer :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, m_bitsDamageType |= bitsDamage; // Save this so we can report it to the client m_bitsHUDDamage = -1; // make sure the damage bits get resent - while (fTookDamage && (!ftrivial || (bitsDamage & DMG_TIMEBASED)) && ffound && bitsDamage) + while( fTookDamage && ( !ftrivial || ( bitsDamage & DMG_TIMEBASED ) ) && ffound && bitsDamage ) { ffound = FALSE; - if (bitsDamage & DMG_CLUB) + if( bitsDamage & DMG_CLUB ) { - if (fmajor) - SetSuitUpdate("!HEV_DMG4", FALSE, SUIT_NEXT_IN_30SEC); // minor fracture + if( fmajor ) + SetSuitUpdate( "!HEV_DMG4", FALSE, SUIT_NEXT_IN_30SEC ); // minor fracture bitsDamage &= ~DMG_CLUB; ffound = TRUE; } - if (bitsDamage & (DMG_FALL | DMG_CRUSH)) + if( bitsDamage & ( DMG_FALL | DMG_CRUSH ) ) { - if (fmajor) - SetSuitUpdate("!HEV_DMG5", FALSE, SUIT_NEXT_IN_30SEC); // major fracture + if( fmajor ) + SetSuitUpdate( "!HEV_DMG5", FALSE, SUIT_NEXT_IN_30SEC ); // major fracture else - SetSuitUpdate("!HEV_DMG4", FALSE, SUIT_NEXT_IN_30SEC); // minor fracture + SetSuitUpdate( "!HEV_DMG4", FALSE, SUIT_NEXT_IN_30SEC ); // minor fracture - bitsDamage &= ~(DMG_FALL | DMG_CRUSH); + bitsDamage &= ~( DMG_FALL | DMG_CRUSH ); ffound = TRUE; } - if (bitsDamage & DMG_BULLET) + if( bitsDamage & DMG_BULLET ) { - if (m_lastDamageAmount > 5) - SetSuitUpdate("!HEV_DMG6", FALSE, SUIT_NEXT_IN_30SEC); // blood loss detected + if( m_lastDamageAmount > 5 ) + SetSuitUpdate( "!HEV_DMG6", FALSE, SUIT_NEXT_IN_30SEC ); // blood loss detected //else - // SetSuitUpdate("!HEV_DMG0", FALSE, SUIT_NEXT_IN_30SEC); // minor laceration + // SetSuitUpdate( "!HEV_DMG0", FALSE, SUIT_NEXT_IN_30SEC ); // minor laceration bitsDamage &= ~DMG_BULLET; ffound = TRUE; } - if (bitsDamage & DMG_SLASH) + if( bitsDamage & DMG_SLASH ) { - if (fmajor) - SetSuitUpdate("!HEV_DMG1", FALSE, SUIT_NEXT_IN_30SEC); // major laceration + if( fmajor ) + SetSuitUpdate( "!HEV_DMG1", FALSE, SUIT_NEXT_IN_30SEC ); // major laceration else - SetSuitUpdate("!HEV_DMG0", FALSE, SUIT_NEXT_IN_30SEC); // minor laceration + SetSuitUpdate( "!HEV_DMG0", FALSE, SUIT_NEXT_IN_30SEC ); // minor laceration bitsDamage &= ~DMG_SLASH; ffound = TRUE; } - if (bitsDamage & DMG_SONIC) + if( bitsDamage & DMG_SONIC ) { - if (fmajor) - SetSuitUpdate("!HEV_DMG2", FALSE, SUIT_NEXT_IN_1MIN); // internal bleeding + if( fmajor ) + SetSuitUpdate( "!HEV_DMG2", FALSE, SUIT_NEXT_IN_1MIN ); // internal bleeding bitsDamage &= ~DMG_SONIC; ffound = TRUE; } - if (bitsDamage & (DMG_POISON | DMG_PARALYZE)) + if( bitsDamage & ( DMG_POISON | DMG_PARALYZE ) ) { - SetSuitUpdate("!HEV_DMG3", FALSE, SUIT_NEXT_IN_1MIN); // blood toxins detected - bitsDamage &= ~(DMG_POISON | DMG_PARALYZE); + SetSuitUpdate( "!HEV_DMG3", FALSE, SUIT_NEXT_IN_1MIN ); // blood toxins detected + bitsDamage &= ~( DMG_POISON | DMG_PARALYZE ); ffound = TRUE; } - if (bitsDamage & DMG_ACID) + if( bitsDamage & DMG_ACID ) { - SetSuitUpdate("!HEV_DET1", FALSE, SUIT_NEXT_IN_1MIN); // hazardous chemicals detected + SetSuitUpdate( "!HEV_DET1", FALSE, SUIT_NEXT_IN_1MIN ); // hazardous chemicals detected bitsDamage &= ~DMG_ACID; ffound = TRUE; } - if (bitsDamage & DMG_NERVEGAS) + if( bitsDamage & DMG_NERVEGAS ) { - SetSuitUpdate("!HEV_DET0", FALSE, SUIT_NEXT_IN_1MIN); // biohazard detected + SetSuitUpdate( "!HEV_DET0", FALSE, SUIT_NEXT_IN_1MIN ); // biohazard detected bitsDamage &= ~DMG_NERVEGAS; ffound = TRUE; } - if (bitsDamage & DMG_RADIATION) + if( bitsDamage & DMG_RADIATION ) { - SetSuitUpdate("!HEV_DET2", FALSE, SUIT_NEXT_IN_1MIN); // radiation detected + SetSuitUpdate( "!HEV_DET2", FALSE, SUIT_NEXT_IN_1MIN ); // radiation detected bitsDamage &= ~DMG_RADIATION; ffound = TRUE; } - if (bitsDamage & DMG_SHOCK) + if( bitsDamage & DMG_SHOCK ) { bitsDamage &= ~DMG_SHOCK; ffound = TRUE; @@ -617,40 +610,40 @@ int CBasePlayer :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, pev->punchangle.x = -2; - if (fTookDamage && !ftrivial && fmajor && flHealthPrev >= 75) + if( fTookDamage && !ftrivial && fmajor && flHealthPrev >= 75 ) { // first time we take major damage... // turn automedic on if not on - SetSuitUpdate("!HEV_MED1", FALSE, SUIT_NEXT_IN_30MIN); // automedic on + SetSuitUpdate( "!HEV_MED1", FALSE, SUIT_NEXT_IN_30MIN ); // automedic on // give morphine shot if not given recently - SetSuitUpdate("!HEV_HEAL7", FALSE, SUIT_NEXT_IN_30MIN); // morphine shot + SetSuitUpdate( "!HEV_HEAL7", FALSE, SUIT_NEXT_IN_30MIN ); // morphine shot } - if (fTookDamage && !ftrivial && fcritical && flHealthPrev < 75) + if( fTookDamage && !ftrivial && fcritical && flHealthPrev < 75 ) { // already took major damage, now it's critical... - if (pev->health < 6) - SetSuitUpdate("!HEV_HLTH3", FALSE, SUIT_NEXT_IN_10MIN); // near death - else if (pev->health < 20) - SetSuitUpdate("!HEV_HLTH2", FALSE, SUIT_NEXT_IN_10MIN); // health critical + if( pev->health < 6 ) + SetSuitUpdate( "!HEV_HLTH3", FALSE, SUIT_NEXT_IN_10MIN ); // near death + else if( pev->health < 20 ) + SetSuitUpdate( "!HEV_HLTH2", FALSE, SUIT_NEXT_IN_10MIN ); // health critical // give critical health warnings - if (!RANDOM_LONG(0,3) && flHealthPrev < 50) - SetSuitUpdate("!HEV_DMG7", FALSE, SUIT_NEXT_IN_5MIN); //seek medical attention + if( !RANDOM_LONG( 0, 3 ) && flHealthPrev < 50 ) + SetSuitUpdate( "!HEV_DMG7", FALSE, SUIT_NEXT_IN_5MIN ); //seek medical attention } // if we're taking time based damage, warn about its continuing effects - if (fTookDamage && (bitsDamageType & DMG_TIMEBASED) && flHealthPrev < 75) + if( fTookDamage && ( bitsDamageType & DMG_TIMEBASED ) && flHealthPrev < 75 ) + { + if( flHealthPrev < 50 ) { - if (flHealthPrev < 50) - { - if (!RANDOM_LONG(0,3)) - SetSuitUpdate("!HEV_DMG7", FALSE, SUIT_NEXT_IN_5MIN); //seek medical attention - } - else - SetSuitUpdate("!HEV_HLTH1", FALSE, SUIT_NEXT_IN_10MIN); // health dropping + if( !RANDOM_LONG( 0, 3 ) ) + SetSuitUpdate( "!HEV_DMG7", FALSE, SUIT_NEXT_IN_5MIN ); //seek medical attention } + else + SetSuitUpdate( "!HEV_HLTH1", FALSE, SUIT_NEXT_IN_10MIN ); // health dropping + } return fTookDamage; } @@ -667,19 +660,19 @@ void CBasePlayer::PackDeadPlayerItems( void ) int iWeaponRules; int iAmmoRules; int i; - CBasePlayerWeapon *rgpPackWeapons[ 20 ];// 20 hardcoded for now. How to determine exactly how many weapons we have? - int iPackAmmo[ MAX_AMMO_SLOTS + 1]; + CBasePlayerWeapon *rgpPackWeapons[20];// 20 hardcoded for now. How to determine exactly how many weapons we have? + int iPackAmmo[MAX_AMMO_SLOTS + 1]; int iPW = 0;// index into packweapons array int iPA = 0;// index into packammo array - memset(rgpPackWeapons, NULL, sizeof(rgpPackWeapons) ); - memset(iPackAmmo, -1, sizeof(iPackAmmo) ); + memset( rgpPackWeapons, NULL, sizeof(rgpPackWeapons) ); + memset( iPackAmmo, -1, sizeof(iPackAmmo) ); - // get the game rules + // get the game rules iWeaponRules = g_pGameRules->DeadPlayerWeapons( this ); iAmmoRules = g_pGameRules->DeadPlayerAmmo( this ); - if ( iWeaponRules == GR_PLR_DROP_GUN_NO && iAmmoRules == GR_PLR_DROP_AMMO_NO ) + if( iWeaponRules == GR_PLR_DROP_GUN_NO && iAmmoRules == GR_PLR_DROP_AMMO_NO ) { // nothing to pack. Remove the weapons and return. Don't call create on the box! RemoveAllItems( TRUE ); @@ -687,26 +680,26 @@ void CBasePlayer::PackDeadPlayerItems( void ) } // go through all of the weapons and make a list of the ones to pack - for ( i = 0 ; i < MAX_ITEM_TYPES ; i++ ) + for( i = 0; i < MAX_ITEM_TYPES; i++ ) { - if ( m_rgpPlayerItems[ i ] ) + if( m_rgpPlayerItems[i] ) { // there's a weapon here. Should I pack it? - CBasePlayerItem *pPlayerItem = m_rgpPlayerItems[ i ]; + CBasePlayerItem *pPlayerItem = m_rgpPlayerItems[i]; - while ( pPlayerItem ) + while( pPlayerItem ) { switch( iWeaponRules ) { case GR_PLR_DROP_GUN_ACTIVE: - if ( m_pActiveItem && pPlayerItem == m_pActiveItem ) + if( m_pActiveItem && pPlayerItem == m_pActiveItem ) { // this is the active item. Pack it. - rgpPackWeapons[ iPW++ ] = (CBasePlayerWeapon *)pPlayerItem; + rgpPackWeapons[iPW++] = (CBasePlayerWeapon *)pPlayerItem; } break; case GR_PLR_DROP_GUN_ALL: - rgpPackWeapons[ iPW++ ] = (CBasePlayerWeapon *)pPlayerItem; + rgpPackWeapons[iPW++] = (CBasePlayerWeapon *)pPlayerItem; break; default: break; @@ -718,28 +711,28 @@ void CBasePlayer::PackDeadPlayerItems( void ) } // now go through ammo and make a list of which types to pack. - if ( iAmmoRules != GR_PLR_DROP_AMMO_NO ) + if( iAmmoRules != GR_PLR_DROP_AMMO_NO ) { - for ( i = 0 ; i < MAX_AMMO_SLOTS ; i++ ) + for( i = 0; i < MAX_AMMO_SLOTS; i++ ) { - if ( m_rgAmmo[ i ] > 0 ) + if( m_rgAmmo[i] > 0 ) { // player has some ammo of this type. - switch ( iAmmoRules ) + switch( iAmmoRules ) { case GR_PLR_DROP_AMMO_ALL: - iPackAmmo[ iPA++ ] = i; + iPackAmmo[iPA++] = i; break; case GR_PLR_DROP_AMMO_ACTIVE: - if ( m_pActiveItem && i == m_pActiveItem->PrimaryAmmoIndex() ) + if( m_pActiveItem && i == m_pActiveItem->PrimaryAmmoIndex() ) { // this is the primary ammo type for the active weapon - iPackAmmo[ iPA++ ] = i; + iPackAmmo[iPA++] = i; } - else if ( m_pActiveItem && i == m_pActiveItem->SecondaryAmmoIndex() ) + else if( m_pActiveItem && i == m_pActiveItem->SecondaryAmmoIndex() ) { // this is the secondary ammo type for the active weapon - iPackAmmo[ iPA++ ] = i; + iPackAmmo[iPA++] = i; } break; default: @@ -762,17 +755,17 @@ void CBasePlayer::PackDeadPlayerItems( void ) iPW = 0; // pack the ammo - while ( iPackAmmo[ iPA ] != -1 ) + while( iPackAmmo[iPA] != -1 ) { - pWeaponBox->PackAmmo( MAKE_STRING( CBasePlayerItem::AmmoInfoArray[ iPackAmmo[ iPA ] ].pszName ), m_rgAmmo[ iPackAmmo[ iPA ] ] ); + pWeaponBox->PackAmmo( MAKE_STRING( CBasePlayerItem::AmmoInfoArray[iPackAmmo[iPA]].pszName ), m_rgAmmo[iPackAmmo[iPA]] ); iPA++; } // now pack all of the items in the lists - while ( rgpPackWeapons[ iPW ] ) + while( rgpPackWeapons[iPW] ) { // weapon unhooked from the player. Pack it into der box. - pWeaponBox->PackWeapon( rgpPackWeapons[ iPW ] ); + pWeaponBox->PackWeapon( rgpPackWeapons[iPW] ); iPW++; } @@ -784,10 +777,10 @@ void CBasePlayer::PackDeadPlayerItems( void ) void CBasePlayer::RemoveAllItems( BOOL removeSuit ) { - if (m_pActiveItem) + if( m_pActiveItem ) { - ResetAutoaim( ); - m_pActiveItem->Holster( ); + ResetAutoaim(); + m_pActiveItem->Holster(); m_pActiveItem = NULL; } @@ -795,37 +788,37 @@ void CBasePlayer::RemoveAllItems( BOOL removeSuit ) int i; CBasePlayerItem *pPendingItem; - for (i = 0; i < MAX_ITEM_TYPES; i++) + for( i = 0; i < MAX_ITEM_TYPES; i++ ) { m_pActiveItem = m_rgpPlayerItems[i]; - while (m_pActiveItem) + while( m_pActiveItem ) { pPendingItem = m_pActiveItem->m_pNext; - m_pActiveItem->Drop( ); + m_pActiveItem->Drop(); m_pActiveItem = pPendingItem; } m_rgpPlayerItems[i] = NULL; } m_pActiveItem = NULL; - pev->viewmodel = 0; - pev->weaponmodel = 0; + pev->viewmodel = 0; + pev->weaponmodel = 0; - if ( removeSuit ) + if( removeSuit ) pev->weapons = 0; else pev->weapons &= ~WEAPON_ALLWEAPONS; - for ( i = 0; i < MAX_AMMO_SLOTS;i++) + for( i = 0; i < MAX_AMMO_SLOTS; i++ ) m_rgAmmo[i] = 0; UpdateClientData(); // send Selected Weapon Message to our client MESSAGE_BEGIN( MSG_ONE, gmsgCurWeapon, NULL, pev ); - WRITE_BYTE(0); - WRITE_BYTE(0); - WRITE_BYTE(0); + WRITE_BYTE( 0 ); + WRITE_BYTE( 0 ); + WRITE_BYTE( 0 ); MESSAGE_END(); } @@ -842,12 +835,12 @@ void CBasePlayer::Killed( entvars_t *pevAttacker, int iGib ) CSound *pSound; // Holster weapon immediately, to allow it to cleanup - if ( m_pActiveItem ) - m_pActiveItem->Holster( ); + if( m_pActiveItem ) + m_pActiveItem->Holster(); g_pGameRules->PlayerKilled( this, pevAttacker, g_pevLastInflictor ); - if ( m_pTank != NULL ) + if( m_pTank != NULL ) { m_pTank->Use( this, this, USE_OFF, 0 ); m_pTank = NULL; @@ -856,7 +849,7 @@ void CBasePlayer::Killed( entvars_t *pevAttacker, int iGib ) // this client isn't going to be thinking for a while, so reset the sound until they respawn pSound = CSoundEnt::SoundPointerForIndex( CSoundEnt::ClientSoundIndex( edict() ) ); { - if ( pSound ) + if( pSound ) { pSound->Reset(); } @@ -868,14 +861,14 @@ void CBasePlayer::Killed( entvars_t *pevAttacker, int iGib ) pev->modelindex = g_ulModelIndexPlayer; // don't use eyes - pev->deadflag = DEAD_DYING; - pev->movetype = MOVETYPE_TOSS; + pev->deadflag = DEAD_DYING; + pev->movetype = MOVETYPE_TOSS; ClearBits( pev->flags, FL_ONGROUND ); - if (pev->velocity.z < 10) - pev->velocity.z += RANDOM_FLOAT(0,300); + if( pev->velocity.z < 10 ) + pev->velocity.z += RANDOM_FLOAT( 0, 300 ); // clear out the suit message cache so we don't keep chattering - SetSuitUpdate(NULL, FALSE, 0); + SetSuitUpdate( NULL, FALSE, 0 ); // send "health" update message to zero m_iClientHealth = 0; @@ -885,24 +878,24 @@ void CBasePlayer::Killed( entvars_t *pevAttacker, int iGib ) // Tell Ammo Hud that the player is dead MESSAGE_BEGIN( MSG_ONE, gmsgCurWeapon, NULL, pev ); - WRITE_BYTE(0); - WRITE_BYTE(0XFF); - WRITE_BYTE(0xFF); + WRITE_BYTE( 0 ); + WRITE_BYTE( 0XFF ); + WRITE_BYTE( 0xFF ); MESSAGE_END(); // reset FOV pev->fov = m_iFOV = m_iClientFOV = 0; MESSAGE_BEGIN( MSG_ONE, gmsgSetFOV, NULL, pev ); - WRITE_BYTE(0); + WRITE_BYTE( 0 ); MESSAGE_END(); // UNDONE: Put this in, but add FFADE_PERMANENT and make fade time 8.8 instead of 4.12 - // UTIL_ScreenFade( edict(), Vector(128,0,0), 6, 15, 255, FFADE_OUT | FFADE_MODULATE ); + // UTIL_ScreenFade( edict(), Vector( 128, 0, 0 ), 6, 15, 255, FFADE_OUT | FFADE_MODULATE ); - if ( ( pev->health < -40 && iGib != GIB_NEVER ) || iGib == GIB_ALWAYS ) + if( ( pev->health < -40 && iGib != GIB_NEVER ) || iGib == GIB_ALWAYS ) { - pev->solid = SOLID_NOT; + pev->solid = SOLID_NOT; GibMonster(); // This clears pev->model pev->effects |= EF_NODRAW; return; @@ -926,13 +919,13 @@ void CBasePlayer::SetAnimation( PLAYER_ANIM playerAnim ) speed = pev->velocity.Length2D(); - if (pev->flags & FL_FROZEN) + if( pev->flags & FL_FROZEN ) { speed = 0; playerAnim = PLAYER_IDLE; } - switch (playerAnim) + switch( playerAnim ) { case PLAYER_JUMP: m_IdealActivity = ACT_HOP; @@ -942,9 +935,9 @@ void CBasePlayer::SetAnimation( PLAYER_ANIM playerAnim ) break; case PLAYER_DIE: m_IdealActivity = ACT_DIESIMPLE; - m_IdealActivity = GetDeathActivity( ); + m_IdealActivity = GetDeathActivity(); break; - case PLAYER_ATTACK1: + case PLAYER_ATTACK1: switch( m_Activity ) { case ACT_HOVER: @@ -961,13 +954,13 @@ void CBasePlayer::SetAnimation( PLAYER_ANIM playerAnim ) break; case PLAYER_IDLE: case PLAYER_WALK: - if ( !FBitSet( pev->flags, FL_ONGROUND ) && (m_Activity == ACT_HOP || m_Activity == ACT_LEAP) ) // Still jumping + if( !FBitSet( pev->flags, FL_ONGROUND ) && ( m_Activity == ACT_HOP || m_Activity == ACT_LEAP ) ) // Still jumping { m_IdealActivity = m_Activity; } - else if ( pev->waterlevel > 1 ) + else if( pev->waterlevel > 1 ) { - if ( speed == 0 ) + if( speed == 0 ) m_IdealActivity = ACT_HOVER; else m_IdealActivity = ACT_SWIM; @@ -979,7 +972,7 @@ void CBasePlayer::SetAnimation( PLAYER_ANIM playerAnim ) break; } - switch (m_IdealActivity) + switch( m_IdealActivity ) { case ACT_HOVER: case ACT_LEAP: @@ -987,56 +980,56 @@ void CBasePlayer::SetAnimation( PLAYER_ANIM playerAnim ) case ACT_HOP: case ACT_DIESIMPLE: default: - if ( m_Activity == m_IdealActivity) + if( m_Activity == m_IdealActivity ) return; m_Activity = m_IdealActivity; animDesired = LookupActivity( m_Activity ); // Already using the desired animation? - if (pev->sequence == animDesired) + if( pev->sequence == animDesired ) return; pev->gaitsequence = 0; - pev->sequence = animDesired; - pev->frame = 0; - ResetSequenceInfo( ); + pev->sequence = animDesired; + pev->frame = 0; + ResetSequenceInfo(); return; case ACT_RANGE_ATTACK1: - if ( FBitSet( pev->flags, FL_DUCKING ) ) // crouching + if( FBitSet( pev->flags, FL_DUCKING ) ) // crouching strcpy( szAnim, "crouch_shoot_" ); else strcpy( szAnim, "ref_shoot_" ); strcat( szAnim, m_szAnimExtention ); animDesired = LookupSequence( szAnim ); - if (animDesired == -1) + if( animDesired == -1 ) animDesired = 0; - if ( pev->sequence != animDesired || !m_fSequenceLoops ) + if( pev->sequence != animDesired || !m_fSequenceLoops ) { pev->frame = 0; } - if (!m_fSequenceLoops) + if( !m_fSequenceLoops ) { pev->effects |= EF_NOINTERP; } m_Activity = m_IdealActivity; - pev->sequence = animDesired; - ResetSequenceInfo( ); + pev->sequence = animDesired; + ResetSequenceInfo(); break; case ACT_WALK: - if (m_Activity != ACT_RANGE_ATTACK1 || m_fSequenceFinished) + if( m_Activity != ACT_RANGE_ATTACK1 || m_fSequenceFinished ) { - if ( FBitSet( pev->flags, FL_DUCKING ) ) // crouching + if( FBitSet( pev->flags, FL_DUCKING ) ) // crouching strcpy( szAnim, "crouch_aim_" ); else strcpy( szAnim, "ref_aim_" ); strcat( szAnim, m_szAnimExtention ); animDesired = LookupSequence( szAnim ); - if (animDesired == -1) + if( animDesired == -1 ) animDesired = 0; m_Activity = ACT_WALK; } @@ -1046,41 +1039,41 @@ void CBasePlayer::SetAnimation( PLAYER_ANIM playerAnim ) } } - if ( FBitSet( pev->flags, FL_DUCKING ) ) + if( FBitSet( pev->flags, FL_DUCKING ) ) { - if ( speed == 0) + if( speed == 0 ) { - pev->gaitsequence = LookupActivity( ACT_CROUCHIDLE ); - // pev->gaitsequence = LookupActivity( ACT_CROUCH ); + pev->gaitsequence = LookupActivity( ACT_CROUCHIDLE ); + // pev->gaitsequence = LookupActivity( ACT_CROUCH ); } else { - pev->gaitsequence = LookupActivity( ACT_CROUCH ); + pev->gaitsequence = LookupActivity( ACT_CROUCH ); } } - else if ( speed > 220 ) + else if( speed > 220 ) { - pev->gaitsequence = LookupActivity( ACT_RUN ); + pev->gaitsequence = LookupActivity( ACT_RUN ); } - else if (speed > 0) + else if( speed > 0 ) { - pev->gaitsequence = LookupActivity( ACT_WALK ); + pev->gaitsequence = LookupActivity( ACT_WALK ); } else { - // pev->gaitsequence = LookupActivity( ACT_WALK ); - pev->gaitsequence = LookupSequence( "deep_idle" ); + // pev->gaitsequence = LookupActivity( ACT_WALK ); + pev->gaitsequence = LookupSequence( "deep_idle" ); } // Already using the desired animation? - if (pev->sequence == animDesired) + if( pev->sequence == animDesired ) return; //ALERT( at_console, "Set animation to %d\n", animDesired ); // Reset to first frame of desired animation - pev->sequence = animDesired; - pev->frame = 0; - ResetSequenceInfo( ); + pev->sequence = animDesired; + pev->frame = 0; + ResetSequenceInfo(); } /* @@ -1102,7 +1095,6 @@ void CBasePlayer::TabulateAmmo() ammo_hornets = AmmoInventory( GetAmmoIndex( "Hornets" ) ); } - /* =========== WaterMove @@ -1114,10 +1106,10 @@ void CBasePlayer::WaterMove() { int air; - if (pev->movetype == MOVETYPE_NOCLIP) + if( pev->movetype == MOVETYPE_NOCLIP ) return; - if (pev->health < 0) + if( pev->health < 0 ) return; // waterlevel 0 - not in water @@ -1125,21 +1117,21 @@ void CBasePlayer::WaterMove() // waterlevel 2 - waist in water // waterlevel 3 - head in water - if (pev->waterlevel != 3) + if( pev->waterlevel != 3 ) { // not underwater // play 'up for air' sound - if (pev->air_finished < gpGlobals->time) - EMIT_SOUND(ENT(pev), CHAN_VOICE, "player/pl_wade1.wav", 1, ATTN_NORM); - else if (pev->air_finished < gpGlobals->time + 9) - EMIT_SOUND(ENT(pev), CHAN_VOICE, "player/pl_wade2.wav", 1, ATTN_NORM); + if( pev->air_finished < gpGlobals->time ) + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "player/pl_wade1.wav", 1, ATTN_NORM ); + else if( pev->air_finished < gpGlobals->time + 9 ) + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "player/pl_wade2.wav", 1, ATTN_NORM ); pev->air_finished = gpGlobals->time + AIRTIME; pev->dmg = 2; // if we took drowning damage, give it back slowly - if (m_idrowndmg > m_idrownrestored) + if( m_idrowndmg > m_idrownrestored ) { // set drowning damage bit. hack - dmg_drownrecover actually // makes the time based damage code 'give back' health over time. @@ -1159,15 +1151,15 @@ void CBasePlayer::WaterMove() m_bitsDamageType &= ~DMG_DROWNRECOVER; m_rgbTimeBasedDamage[itbd_DrownRecover] = 0; - if (pev->air_finished < gpGlobals->time) // drown! + if( pev->air_finished < gpGlobals->time ) // drown! { - if (pev->pain_finished < gpGlobals->time) + if( pev->pain_finished < gpGlobals->time ) { // take drowning damage pev->dmg += 1; - if (pev->dmg > 5) + if( pev->dmg > 5 ) pev->dmg = 5; - TakeDamage(VARS(eoNullEntity), VARS(eoNullEntity), pev->dmg, DMG_DROWN); + TakeDamage( VARS( eoNullEntity ), VARS( eoNullEntity ), pev->dmg, DMG_DROWN ); pev->pain_finished = gpGlobals->time + 1; // track drowning damage, give it back when @@ -1182,42 +1174,50 @@ void CBasePlayer::WaterMove() } } - if (!pev->waterlevel) + if( !pev->waterlevel ) { - if (FBitSet(pev->flags, FL_INWATER)) - { - ClearBits(pev->flags, FL_INWATER); + if( FBitSet( pev->flags, FL_INWATER ) ) + { + ClearBits( pev->flags, FL_INWATER ); } return; } // make bubbles - air = (int)(pev->air_finished - gpGlobals->time); - if (!RANDOM_LONG(0,0x1f) && RANDOM_LONG(0,AIRTIME-1) >= air) + air = (int)( pev->air_finished - gpGlobals->time ); + if( !RANDOM_LONG( 0, 0x1f ) && RANDOM_LONG( 0, AIRTIME - 1 ) >= air ) { - switch (RANDOM_LONG(0,3)) - { - case 0: EMIT_SOUND(ENT(pev), CHAN_BODY, "player/pl_swim1.wav", 0.8, ATTN_NORM); break; - case 1: EMIT_SOUND(ENT(pev), CHAN_BODY, "player/pl_swim2.wav", 0.8, ATTN_NORM); break; - case 2: EMIT_SOUND(ENT(pev), CHAN_BODY, "player/pl_swim3.wav", 0.8, ATTN_NORM); break; - case 3: EMIT_SOUND(ENT(pev), CHAN_BODY, "player/pl_swim4.wav", 0.8, ATTN_NORM); break; + switch( RANDOM_LONG( 0, 3 ) ) + { + case 0: + EMIT_SOUND( ENT( pev ), CHAN_BODY, "player/pl_swim1.wav", 0.8, ATTN_NORM ); + break; + case 1: + EMIT_SOUND( ENT( pev ), CHAN_BODY, "player/pl_swim2.wav", 0.8, ATTN_NORM ); + break; + case 2: + EMIT_SOUND( ENT( pev ), CHAN_BODY, "player/pl_swim3.wav", 0.8, ATTN_NORM ); + break; + case 3: + EMIT_SOUND( ENT( pev ), CHAN_BODY, "player/pl_swim4.wav", 0.8, ATTN_NORM ); + break; } } - if (pev->watertype == CONTENT_LAVA) // do damage + if( pev->watertype == CONTENT_LAVA ) // do damage { - if (pev->dmgtime < gpGlobals->time) - TakeDamage(VARS(eoNullEntity), VARS(eoNullEntity), 10 * pev->waterlevel, DMG_BURN); + if( pev->dmgtime < gpGlobals->time ) + TakeDamage( VARS( eoNullEntity ), VARS( eoNullEntity ), 10 * pev->waterlevel, DMG_BURN ); } - else if (pev->watertype == CONTENT_SLIME) // do damage + else if( pev->watertype == CONTENT_SLIME ) // do damage { pev->dmgtime = gpGlobals->time + 1; - TakeDamage(VARS(eoNullEntity), VARS(eoNullEntity), 4 * pev->waterlevel, DMG_ACID); + TakeDamage( VARS( eoNullEntity ), VARS( eoNullEntity ), 4 * pev->waterlevel, DMG_ACID ); } - if (!FBitSet(pev->flags, FL_INWATER)) + if( !FBitSet( pev->flags, FL_INWATER ) ) { - SetBits(pev->flags, FL_INWATER); + SetBits( pev->flags, FL_INWATER ); pev->dmgtime = 0; } } @@ -1228,20 +1228,20 @@ BOOL CBasePlayer::IsOnLadder( void ) return ( pev->movetype == MOVETYPE_FLY ); } -void CBasePlayer::PlayerDeathThink(void) +void CBasePlayer::PlayerDeathThink( void ) { float flForward; - if (FBitSet(pev->flags, FL_ONGROUND)) + if( FBitSet( pev->flags, FL_ONGROUND ) ) { flForward = pev->velocity.Length() - 20; - if (flForward <= 0) + if( flForward <= 0 ) pev->velocity = g_vecZero; else pev->velocity = flForward * pev->velocity.Normalize(); } - if ( HasWeapons() ) + if( HasWeapons() ) { // we drop the guns here because weapons that have an area effect and can kill their user // will sometimes crash coming back from CBasePlayer::Killed() if they kill their owner because the @@ -1250,21 +1250,21 @@ void CBasePlayer::PlayerDeathThink(void) PackDeadPlayerItems(); } - if (pev->modelindex && (!m_fSequenceFinished) && (pev->deadflag == DEAD_DYING)) + if( pev->modelindex && ( !m_fSequenceFinished ) && ( pev->deadflag == DEAD_DYING ) ) { - StudioFrameAdvance( ); + StudioFrameAdvance(); m_iRespawnFrames++; // Note, these aren't necessarily real "frames", so behavior is dependent on # of client movement commands - if ( m_iRespawnFrames < 120 ) // Animations should be no longer than this + if( m_iRespawnFrames < 120 ) // Animations should be no longer than this return; } // once we're done animating our death and we're on the ground, we want to set movetype to None so our dead body won't do collisions and stuff anymore // this prevents a bug where the dead body would go to a player's head if he walked over it while the dead player was clicking their button to respawn - if ( pev->movetype != MOVETYPE_NONE && FBitSet(pev->flags, FL_ONGROUND) ) + if( pev->movetype != MOVETYPE_NONE && FBitSet( pev->flags, FL_ONGROUND ) ) pev->movetype = MOVETYPE_NONE; - if (pev->deadflag == DEAD_DYING) + if( pev->deadflag == DEAD_DYING ) pev->deadflag = DEAD_DEAD; StopAnimation(); @@ -1272,15 +1272,15 @@ void CBasePlayer::PlayerDeathThink(void) pev->effects |= EF_NOINTERP; pev->framerate = 0.0; - BOOL fAnyButtonDown = (pev->button & ~IN_SCORE ); + BOOL fAnyButtonDown = ( pev->button & ~IN_SCORE ); // wait for all buttons released - if (pev->deadflag == DEAD_DEAD) + if( pev->deadflag == DEAD_DEAD ) { - if (fAnyButtonDown) + if( fAnyButtonDown ) return; - if ( g_pGameRules->FPlayerCanRespawn( this ) ) + if( g_pGameRules->FPlayerCanRespawn( this ) ) { m_fDeadTime = gpGlobals->time; pev->deadflag = DEAD_RESPAWNABLE; @@ -1292,23 +1292,22 @@ void CBasePlayer::PlayerDeathThink(void) // if the player has been dead for one second longer than allowed by forcerespawn, // forcerespawn isn't on. Send the player off to an intermission camera until they // choose to respawn. - if ( g_pGameRules->IsMultiplayer() && ( gpGlobals->time > (m_fDeadTime + 6) ) && !(m_afPhysicsFlags & PFLAG_OBSERVER) ) + if( g_pGameRules->IsMultiplayer() && ( gpGlobals->time > ( m_fDeadTime + 6 ) ) && !( m_afPhysicsFlags & PFLAG_OBSERVER ) ) { // go to dead camera. StartDeathCam(); } // wait for any button down, or mp_forcerespawn is set and the respawn time is up - if (!fAnyButtonDown - && !( g_pGameRules->IsMultiplayer() && forcerespawn.value > 0 && (gpGlobals->time > (m_fDeadTime + 5))) ) + if( !fAnyButtonDown && !( g_pGameRules->IsMultiplayer() && forcerespawn.value > 0 && ( gpGlobals->time > ( m_fDeadTime + 5 ) ) ) ) return; pev->button = 0; m_iRespawnFrames = 0; - //ALERT(at_console, "Respawn\n"); + //ALERT( at_console, "Respawn\n" ); - respawn(pev, !(m_afPhysicsFlags & PFLAG_OBSERVER) );// don't copy a corpse if we're in deathcam. + respawn( pev, !( m_afPhysicsFlags & PFLAG_OBSERVER ) );// don't copy a corpse if we're in deathcam. pev->nextthink = -1; } @@ -1321,24 +1320,24 @@ void CBasePlayer::StartDeathCam( void ) edict_t *pSpot, *pNewSpot; int iRand; - if ( pev->view_ofs == g_vecZero ) + if( pev->view_ofs == g_vecZero ) { // don't accept subsequent attempts to StartDeathCam() return; } - pSpot = FIND_ENTITY_BY_CLASSNAME( NULL, "info_intermission"); + pSpot = FIND_ENTITY_BY_CLASSNAME( NULL, "info_intermission" ); - if ( !FNullEnt( pSpot ) ) + if( !FNullEnt( pSpot ) ) { // at least one intermission spot in the world. iRand = RANDOM_LONG( 0, 3 ); - while ( iRand > 0 ) + while( iRand > 0 ) { - pNewSpot = FIND_ENTITY_BY_CLASSNAME( pSpot, "info_intermission"); + pNewSpot = FIND_ENTITY_BY_CLASSNAME( pSpot, "info_intermission" ); - if ( pNewSpot ) + if( pNewSpot ) { pSpot = pNewSpot; } @@ -1355,7 +1354,7 @@ void CBasePlayer::StartDeathCam( void ) TraceResult tr; CopyToBodyQue( pev ); UTIL_TraceLine( pev->origin, pev->origin + Vector( 0, 0, 128 ), ignore_monsters, edict(), &tr ); - StartObserver( tr.vecEndPos, UTIL_VecToAngles( tr.vecEndPos - pev->origin ) ); + StartObserver( tr.vecEndPos, UTIL_VecToAngles( tr.vecEndPos - pev->origin ) ); return; } } @@ -1379,16 +1378,16 @@ void CBasePlayer::StartObserver( Vector vecPosition, Vector vecViewAngle ) // #define PLAYER_SEARCH_RADIUS (float)64 -void CBasePlayer::PlayerUse ( void ) +void CBasePlayer::PlayerUse( void ) { // Was use pressed or released? - if ( ! ((pev->button | m_afButtonPressed | m_afButtonReleased) & IN_USE) ) + if( !( ( pev->button | m_afButtonPressed | m_afButtonReleased) & IN_USE ) ) return; // Hit Use on a train? - if ( m_afButtonPressed & IN_USE ) + if( m_afButtonPressed & IN_USE ) { - if ( m_pTank != NULL ) + if( m_pTank != NULL ) { // Stop controlling the tank // TODO: Send HUD Update @@ -1398,7 +1397,7 @@ void CBasePlayer::PlayerUse ( void ) } else { - if ( m_afPhysicsFlags & PFLAG_ONTRAIN ) + if( m_afPhysicsFlags & PFLAG_ONTRAIN ) { m_afPhysicsFlags &= ~PFLAG_ONTRAIN; m_iTrain = TRAIN_NEW|TRAIN_OFF; @@ -1408,12 +1407,12 @@ void CBasePlayer::PlayerUse ( void ) { // Start controlling the train! CBaseEntity *pTrain = CBaseEntity::Instance( pev->groundentity ); - if ( pTrain && !(pev->button & IN_JUMP) && FBitSet(pev->flags, FL_ONGROUND) && (pTrain->ObjectCaps() & FCAP_DIRECTIONAL_USE) && pTrain->OnControls(pev) ) + if( pTrain && !( pev->button & IN_JUMP ) && FBitSet( pev->flags, FL_ONGROUND ) && (pTrain->ObjectCaps() & FCAP_DIRECTIONAL_USE ) && pTrain->OnControls( pev ) ) { m_afPhysicsFlags |= PFLAG_ONTRAIN; - m_iTrain = TrainSpeed(pTrain->pev->speed, pTrain->pev->impulse); + m_iTrain = TrainSpeed( pTrain->pev->speed, pTrain->pev->impulse ); m_iTrain |= TRAIN_NEW; - EMIT_SOUND( ENT(pev), CHAN_ITEM, "plats/train_use1.wav", 0.8, ATTN_NORM); + EMIT_SOUND( ENT( pev ), CHAN_ITEM, "plats/train_use1.wav", 0.8, ATTN_NORM ); return; } } @@ -1422,28 +1421,27 @@ void CBasePlayer::PlayerUse ( void ) CBaseEntity *pObject = NULL; CBaseEntity *pClosest = NULL; - Vector vecLOS; + Vector vecLOS; float flMaxDot = VIEW_FIELD_NARROW; float flDot; - UTIL_MakeVectors ( pev->v_angle );// so we know which way we are facing + UTIL_MakeVectors( pev->v_angle );// so we know which way we are facing - while ((pObject = UTIL_FindEntityInSphere( pObject, pev->origin, PLAYER_SEARCH_RADIUS )) != NULL) + while( ( pObject = UTIL_FindEntityInSphere( pObject, pev->origin, PLAYER_SEARCH_RADIUS ) ) != NULL ) { - - if (pObject->ObjectCaps() & (FCAP_IMPULSE_USE | FCAP_CONTINUOUS_USE | FCAP_ONOFF_USE)) + if( pObject->ObjectCaps() & ( FCAP_IMPULSE_USE | FCAP_CONTINUOUS_USE | FCAP_ONOFF_USE ) ) { // !!!PERFORMANCE- should this check be done on a per case basis AFTER we've determined that // this object is actually usable? This dot is being done for every object within PLAYER_SEARCH_RADIUS // when player hits the use key. How many objects can be in that area, anyway? (sjb) - vecLOS = (VecBModelOrigin( pObject->pev ) - (pev->origin + pev->view_ofs)); + vecLOS = ( VecBModelOrigin( pObject->pev ) - ( pev->origin + pev->view_ofs ) ); // This essentially moves the origin of the target to the corner nearest the player to test to see // if it's "hull" is in the view cone vecLOS = UTIL_ClampVectorToBox( vecLOS, pObject->pev->size * 0.5 ); - flDot = DotProduct (vecLOS , gpGlobals->v_forward); - if (flDot > flMaxDot ) + flDot = DotProduct( vecLOS , gpGlobals->v_forward ); + if( flDot > flMaxDot ) { // only if the item is in front of the user pClosest = pObject; @@ -1456,46 +1454,46 @@ void CBasePlayer::PlayerUse ( void ) pObject = pClosest; // Found an object - if (pObject ) + if( pObject ) { //!!!UNDONE: traceline here to prevent USEing buttons through walls int caps = pObject->ObjectCaps(); - if ( m_afButtonPressed & IN_USE ) - EMIT_SOUND( ENT(pev), CHAN_ITEM, "common/wpn_select.wav", 0.4, ATTN_NORM); + if( m_afButtonPressed & IN_USE ) + EMIT_SOUND( ENT(pev), CHAN_ITEM, "common/wpn_select.wav", 0.4, ATTN_NORM ); - if ( ( (pev->button & IN_USE) && (caps & FCAP_CONTINUOUS_USE) ) || - ( (m_afButtonPressed & IN_USE) && (caps & (FCAP_IMPULSE_USE|FCAP_ONOFF_USE)) ) ) + if( ( ( pev->button & IN_USE ) && ( caps & FCAP_CONTINUOUS_USE ) ) || + ( ( m_afButtonPressed & IN_USE ) && ( caps & ( FCAP_IMPULSE_USE | FCAP_ONOFF_USE ) ) ) ) { - if ( caps & FCAP_CONTINUOUS_USE ) + if( caps & FCAP_CONTINUOUS_USE ) m_afPhysicsFlags |= PFLAG_USING; pObject->Use( this, this, USE_SET, 1 ); } // UNDONE: Send different USE codes for ON/OFF. Cache last ONOFF_USE object to send 'off' if you turn away - else if ( (m_afButtonReleased & IN_USE) && (pObject->ObjectCaps() & FCAP_ONOFF_USE) ) // BUGBUG This is an "off" use + else if( ( m_afButtonReleased & IN_USE ) && ( pObject->ObjectCaps() & FCAP_ONOFF_USE ) ) // BUGBUG This is an "off" use { pObject->Use( this, this, USE_SET, 0 ); } } else { - if ( m_afButtonPressed & IN_USE ) - EMIT_SOUND( ENT(pev), CHAN_ITEM, "common/wpn_denyselect.wav", 0.4, ATTN_NORM); + if( m_afButtonPressed & IN_USE ) + EMIT_SOUND( ENT( pev ), CHAN_ITEM, "common/wpn_denyselect.wav", 0.4, ATTN_NORM ); } } void CBasePlayer::Jump() { - Vector vecWallCheckDir;// direction we're tracing a line to find a wall when walljumping - Vector vecAdjustedVelocity; - Vector vecSpot; - TraceResult tr; + Vector vecWallCheckDir;// direction we're tracing a line to find a wall when walljumping + Vector vecAdjustedVelocity; + Vector vecSpot; + TraceResult tr; - if (FBitSet(pev->flags, FL_WATERJUMP)) + if( FBitSet( pev->flags, FL_WATERJUMP ) ) return; - if (pev->waterlevel >= 2) + if( pev->waterlevel >= 2 ) { return; } @@ -1503,23 +1501,23 @@ void CBasePlayer::Jump() // jump velocity is sqrt( height * gravity * 2) // If this isn't the first frame pressing the jump button, break out. - if ( !FBitSet( m_afButtonPressed, IN_JUMP ) ) + if( !FBitSet( m_afButtonPressed, IN_JUMP ) ) return; // don't pogo stick - if ( !(pev->flags & FL_ONGROUND) || !pev->groundentity ) + if( !( pev->flags & FL_ONGROUND ) || !pev->groundentity ) { return; } // many features in this function use v_forward, so makevectors now. - UTIL_MakeVectors (pev->angles); + UTIL_MakeVectors( pev->angles ); - // ClearBits(pev->flags, FL_ONGROUND); // don't stairwalk + // ClearBits( pev->flags, FL_ONGROUND ); // don't stairwalk SetAnimation( PLAYER_JUMP ); - if ( m_fLongJump && - (pev->button & IN_DUCK) && + if( m_fLongJump && + ( pev->button & IN_DUCK ) && ( pev->flDuckTime > 0 ) && pev->velocity.Length() > 50 ) { @@ -1527,8 +1525,8 @@ void CBasePlayer::Jump() } // If you're standing on a conveyor, add it's velocity to yours (for momentum) - entvars_t *pevGround = VARS(pev->groundentity); - if ( pevGround && (pevGround->flags & FL_CONVEYOR) ) + entvars_t *pevGround = VARS( pev->groundentity ); + if( pevGround && ( pevGround->flags & FL_CONVEYOR ) ) { pev->velocity = pev->velocity + pev->basevelocity; } @@ -1542,21 +1540,21 @@ void FixPlayerCrouchStuck( edict_t *pPlayer ) TraceResult trace; // Move up as many as 18 pixels if the player is stuck. - for ( int i = 0; i < 18; i++ ) + for( int i = 0; i < 18; i++ ) { UTIL_TraceHull( pPlayer->v.origin, pPlayer->v.origin, dont_ignore_monsters, head_hull, pPlayer, &trace ); - if ( trace.fStartSolid ) - pPlayer->v.origin.z ++; + if( trace.fStartSolid ) + pPlayer->v.origin.z++; else break; } } -void CBasePlayer::Duck( ) +void CBasePlayer::Duck() { - if (pev->button & IN_DUCK) + if( pev->button & IN_DUCK ) { - if ( m_IdealActivity != ACT_LEAP ) + if( m_IdealActivity != ACT_LEAP ) { SetAnimation( PLAYER_WALK ); } @@ -1566,7 +1564,7 @@ void CBasePlayer::Duck( ) // // ID's player as such. // -int CBasePlayer::Classify ( void ) +int CBasePlayer::Classify( void ) { return CLASS_PLAYER; } @@ -1574,14 +1572,14 @@ int CBasePlayer::Classify ( void ) void CBasePlayer::AddPoints( int score, BOOL bAllowNegativeScore ) { // Positive score always adds - if ( score < 0 ) + if( score < 0 ) { - if ( !bAllowNegativeScore ) + if( !bAllowNegativeScore ) { - if ( pev->frags < 0 ) // Can't go more negative + if( pev->frags < 0 ) // Can't go more negative return; - if ( -score > pev->frags ) // Will this go negative? + if( -score > pev->frags ) // Will this go negative? { score = -pev->frags; // Sum will be 0 } @@ -1591,7 +1589,7 @@ void CBasePlayer::AddPoints( int score, BOOL bAllowNegativeScore ) pev->frags += score; MESSAGE_BEGIN( MSG_ALL, gmsgScoreInfo ); - WRITE_BYTE( ENTINDEX(edict()) ); + WRITE_BYTE( ENTINDEX( edict() ) ); WRITE_SHORT( pev->frags ); WRITE_SHORT( m_iDeaths ); WRITE_SHORT( 0 ); @@ -1603,13 +1601,13 @@ void CBasePlayer::AddPointsToTeam( int score, BOOL bAllowNegativeScore ) { int index = entindex(); - for ( int i = 1; i <= gpGlobals->maxClients; i++ ) + for( int i = 1; i <= gpGlobals->maxClients; i++ ) { CBaseEntity *pPlayer = UTIL_PlayerByIndex( i ); - if ( pPlayer && i != index ) + if( pPlayer && i != index ) { - if ( g_pGameRules->PlayerRelationship( this, pPlayer ) == GR_TEAMMATE ) + if( g_pGameRules->PlayerRelationship( this, pPlayer ) == GR_TEAMMATE ) { pPlayer->AddPoints( score, bAllowNegativeScore ); } @@ -1626,8 +1624,8 @@ void CBasePlayer::InitStatusBar() void CBasePlayer::UpdateStatusBar() { - int newSBarState[ SBAR_END ]; - char sbuf0[ SBAR_STRING_SIZE ]; + int newSBarState[SBAR_END]; + char sbuf0[SBAR_STRING_SIZE]; char sbuf1[ SBAR_STRING_SIZE ]; memset( newSBarState, 0, sizeof(newSBarState) ); @@ -1638,42 +1636,42 @@ void CBasePlayer::UpdateStatusBar() TraceResult tr; UTIL_MakeVectors( pev->v_angle + pev->punchangle ); Vector vecSrc = EyePosition(); - Vector vecEnd = vecSrc + (gpGlobals->v_forward * MAX_ID_RANGE); - UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, edict(), &tr); + Vector vecEnd = vecSrc + ( gpGlobals->v_forward * MAX_ID_RANGE ); + UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, edict(), &tr ); - if (tr.flFraction != 1.0) + if( tr.flFraction != 1.0 ) { - if ( !FNullEnt( tr.pHit ) ) + if( !FNullEnt( tr.pHit ) ) { CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit ); - if (pEntity->Classify() == CLASS_PLAYER ) + if( pEntity->Classify() == CLASS_PLAYER ) { - newSBarState[ SBAR_ID_TARGETNAME ] = ENTINDEX( pEntity->edict() ); + newSBarState[SBAR_ID_TARGETNAME] = ENTINDEX( pEntity->edict() ); strcpy( sbuf1, "1 %p1\n2 Health: %i2%%\n3 Armor: %i3%%" ); // allies and medics get to see the targets health - if ( g_pGameRules->PlayerRelationship( this, pEntity ) == GR_TEAMMATE ) + if( g_pGameRules->PlayerRelationship( this, pEntity ) == GR_TEAMMATE ) { - newSBarState[ SBAR_ID_TARGETHEALTH ] = 100 * (pEntity->pev->health / pEntity->pev->max_health); - newSBarState[ SBAR_ID_TARGETARMOR ] = pEntity->pev->armorvalue; //No need to get it % based since 100 it's the max. + newSBarState[SBAR_ID_TARGETHEALTH] = 100 * ( pEntity->pev->health / pEntity->pev->max_health ); + newSBarState[SBAR_ID_TARGETARMOR] = pEntity->pev->armorvalue; //No need to get it % based since 100 it's the max. } m_flStatusBarDisappearDelay = gpGlobals->time + 1.0; } } - else if ( m_flStatusBarDisappearDelay > gpGlobals->time ) + else if( m_flStatusBarDisappearDelay > gpGlobals->time ) { // hold the values for a short amount of time after viewing the object - newSBarState[ SBAR_ID_TARGETNAME ] = m_izSBarState[ SBAR_ID_TARGETNAME ]; - newSBarState[ SBAR_ID_TARGETHEALTH ] = m_izSBarState[ SBAR_ID_TARGETHEALTH ]; - newSBarState[ SBAR_ID_TARGETARMOR ] = m_izSBarState[ SBAR_ID_TARGETARMOR ]; + newSBarState[SBAR_ID_TARGETNAME] = m_izSBarState[SBAR_ID_TARGETNAME]; + newSBarState[SBAR_ID_TARGETHEALTH] = m_izSBarState[SBAR_ID_TARGETHEALTH]; + newSBarState[SBAR_ID_TARGETARMOR] = m_izSBarState[SBAR_ID_TARGETARMOR]; } } BOOL bForceResend = FALSE; - if ( strcmp( sbuf0, m_SbarString0 ) ) + if( strcmp( sbuf0, m_SbarString0 ) ) { MESSAGE_BEGIN( MSG_ONE, gmsgStatusText, NULL, pev ); WRITE_BYTE( 0 ); @@ -1686,7 +1684,7 @@ void CBasePlayer::UpdateStatusBar() bForceResend = TRUE; } - if ( strcmp( sbuf1, m_SbarString1 ) ) + if( strcmp( sbuf1, m_SbarString1 ) ) { MESSAGE_BEGIN( MSG_ONE, gmsgStatusText, NULL, pev ); WRITE_BYTE( 1 ); @@ -1700,9 +1698,9 @@ void CBasePlayer::UpdateStatusBar() } // Check values and send if they don't match - for (int i = 1; i < SBAR_END; i++) + for( int i = 1; i < SBAR_END; i++ ) { - if ( newSBarState[i] != m_izSBarState[i] || bForceResend ) + if( newSBarState[i] != m_izSBarState[i] || bForceResend ) { MESSAGE_BEGIN( MSG_ONE, gmsgStatusValue, NULL, pev ); WRITE_BYTE( i ); @@ -1714,32 +1712,32 @@ void CBasePlayer::UpdateStatusBar() } } -#define CLIMB_SHAKE_FREQUENCY 22 // how many frames in between screen shakes when climbing +#define CLIMB_SHAKE_FREQUENCY 22 // how many frames in between screen shakes when climbing #define MAX_CLIMB_SPEED 200 // fastest vertical climbing speed possible #define CLIMB_SPEED_DEC 15 // climbing deceleration rate #define CLIMB_PUNCH_X -7 // how far to 'punch' client X axis when climbing #define CLIMB_PUNCH_Z 7 // how far to 'punch' client Z axis when climbing -void CBasePlayer::PreThink(void) +void CBasePlayer::PreThink( void ) { - int buttonsChanged = (m_afButtonLast ^ pev->button); // These buttons have changed this frame + int buttonsChanged = ( m_afButtonLast ^ pev->button ); // These buttons have changed this frame // Debounced button codes for pressed/released // UNDONE: Do we need auto-repeat? m_afButtonPressed = buttonsChanged & pev->button; // The changed ones still down are "pressed" - m_afButtonReleased = buttonsChanged & (~pev->button); // The ones not down are "released" + m_afButtonReleased = buttonsChanged & ( ~pev->button ); // The ones not down are "released" g_pGameRules->PlayerThink( this ); - if ( g_fGameOver ) + if( g_fGameOver ) return; // intermission or finale - UTIL_MakeVectors(pev->v_angle); // is this still used? + UTIL_MakeVectors( pev->v_angle ); // is this still used? - ItemPreFrame( ); + ItemPreFrame(); WaterMove(); - if ( g_pGameRules && g_pGameRules->FAllowFlashlight() ) + if( g_pGameRules && g_pGameRules->FAllowFlashlight() ) m_iHideHUD &= ~HIDEHUD_FLASHLIGHT; else m_iHideHUD |= HIDEHUD_FLASHLIGHT; @@ -1751,7 +1749,7 @@ void CBasePlayer::PreThink(void) CheckSuitUpdate(); - if (pev->deadflag >= DEAD_DYING) + if( pev->deadflag >= DEAD_DYING ) { PlayerDeathThink(); return; @@ -1759,28 +1757,28 @@ void CBasePlayer::PreThink(void) // So the correct flags get sent to client asap. // - if ( m_afPhysicsFlags & PFLAG_ONTRAIN ) + if( m_afPhysicsFlags & PFLAG_ONTRAIN ) pev->flags |= FL_ONTRAIN; else pev->flags &= ~FL_ONTRAIN; // Train speed control - if ( m_afPhysicsFlags & PFLAG_ONTRAIN ) + if( m_afPhysicsFlags & PFLAG_ONTRAIN ) { CBaseEntity *pTrain = CBaseEntity::Instance( pev->groundentity ); float vel; - if ( !pTrain ) + if( !pTrain ) { TraceResult trainTrace; // Maybe this is on the other side of a level transition - UTIL_TraceLine( pev->origin, pev->origin + Vector(0,0,-38), ignore_monsters, ENT(pev), &trainTrace ); + UTIL_TraceLine( pev->origin, pev->origin + Vector( 0, 0, -38 ), ignore_monsters, ENT( pev ), &trainTrace ); // HACKHACK - Just look for the func_tracktrain classname - if ( trainTrace.flFraction != 1.0 && trainTrace.pHit ) + if( trainTrace.flFraction != 1.0 && trainTrace.pHit ) pTrain = CBaseEntity::Instance( trainTrace.pHit ); - if ( !pTrain || !(pTrain->ObjectCaps() & FCAP_DIRECTIONAL_USE) || !pTrain->OnControls(pev) ) + if( !pTrain || !( pTrain->ObjectCaps() & FCAP_DIRECTIONAL_USE ) || !pTrain->OnControls( pev ) ) { //ALERT( at_error, "In train mode with no train!\n" ); m_afPhysicsFlags &= ~PFLAG_ONTRAIN; @@ -1788,37 +1786,37 @@ void CBasePlayer::PreThink(void) return; } } - else if ( !FBitSet( pev->flags, FL_ONGROUND ) || FBitSet( pTrain->pev->spawnflags, SF_TRACKTRAIN_NOCONTROL ) || (pev->button & (IN_MOVELEFT|IN_MOVERIGHT) ) ) + else if( !FBitSet( pev->flags, FL_ONGROUND ) || FBitSet( pTrain->pev->spawnflags, SF_TRACKTRAIN_NOCONTROL ) || ( pev->button & ( IN_MOVELEFT | IN_MOVERIGHT ) ) ) { // Turn off the train if you jump, strafe, or the train controls go dead m_afPhysicsFlags &= ~PFLAG_ONTRAIN; - m_iTrain = TRAIN_NEW|TRAIN_OFF; + m_iTrain = TRAIN_NEW | TRAIN_OFF; return; } pev->velocity = g_vecZero; vel = 0; - if ( m_afButtonPressed & IN_FORWARD ) + if( m_afButtonPressed & IN_FORWARD ) { vel = 1; pTrain->Use( this, this, USE_SET, (float)vel ); } - else if ( m_afButtonPressed & IN_BACK ) + else if( m_afButtonPressed & IN_BACK ) { vel = -1; pTrain->Use( this, this, USE_SET, (float)vel ); } - if (vel) + if( vel ) { - m_iTrain = TrainSpeed(pTrain->pev->speed, pTrain->pev->impulse); + m_iTrain = TrainSpeed( pTrain->pev->speed, pTrain->pev->impulse ); m_iTrain |= TRAIN_ACTIVE|TRAIN_NEW; } } else if( m_iTrain & TRAIN_ACTIVE ) m_iTrain = TRAIN_NEW; // turn off train - if (pev->button & IN_JUMP) + if( pev->button & IN_JUMP ) { // If on a ladder, jump off the ladder // else Jump @@ -1826,20 +1824,20 @@ void CBasePlayer::PreThink(void) } // If trying to duck, already ducked, or in the process of ducking - if ((pev->button & IN_DUCK) || FBitSet(pev->flags,FL_DUCKING) || (m_afPhysicsFlags & PFLAG_DUCKING) ) + if( ( pev->button & IN_DUCK ) || FBitSet( pev->flags,FL_DUCKING ) || ( m_afPhysicsFlags & PFLAG_DUCKING ) ) Duck(); - if ( !FBitSet ( pev->flags, FL_ONGROUND ) ) + if( !FBitSet( pev->flags, FL_ONGROUND ) ) { m_flFallVelocity = -pev->velocity.z; } - // StudioFrameAdvance( );//!!!HACKHACK!!! Can't be hit by traceline when not animating? + // StudioFrameAdvance();//!!!HACKHACK!!! Can't be hit by traceline when not animating? // Clear out ladder pointer m_hEnemy = NULL; - if ( m_afPhysicsFlags & PFLAG_ONBARNACLE ) + if( m_afPhysicsFlags & PFLAG_ONBARNACLE ) { pev->velocity = g_vecZero; } @@ -1849,10 +1847,10 @@ void CBasePlayer::PreThink(void) #define DMG_PARALYZE (1 << 14) // slows affected creature down #define DMG_NERVEGAS (1 << 15) // nerve toxins, very bad - #define DMG_POISON (1 << 16) // blood poisioning + #define DMG_POISON (1 << 16) // blood poisioning #define DMG_RADIATION (1 << 17) // radiation exposure #define DMG_DROWNRECOVER (1 << 18) // drown recovery - #define DMG_ACID (1 << 19) // toxic chemicals or acid burns + #define DMG_ACID (1 << 19) // toxic chemicals or acid burns #define DMG_SLOWBURN (1 << 20) // in an oven #define DMG_SLOWFREEZE (1 << 21) // in a subzero freezer @@ -1896,28 +1894,26 @@ void CBasePlayer::PreThink(void) // This routine will detect the initial on value of the m_bitsDamageType // and init the appropriate counter. Only processes damage every second. -//#define PARALYZE_DURATION 30 // number of 2 second intervals to take damage +//#define PARALYZE_DURATION 30 // number of 2 second intervals to take damage //#define PARALYZE_DAMAGE 0.0 // damage to take each 2 second interval -//#define NERVEGAS_DURATION 16 +//#define NERVEGAS_DURATION 16 //#define NERVEGAS_DAMAGE 5.0 //#define POISON_DURATION 25 -//#define POISON_DAMAGE 2.0 +//#define POISON_DAMAGE 2.0 -//#define RADIATION_DURATION 50 -//#define RADIATION_DAMAGE 1.0 +//#define RADIATION_DURATION 50 +//#define RADIATION_DAMAGE 1.0 -//#define ACID_DURATION 10 +//#define ACID_DURATION 10 //#define ACID_DAMAGE 5.0 -//#define SLOWBURN_DURATION 2 +//#define SLOWBURN_DURATION 2 //#define SLOWBURN_DAMAGE 1.0 -//#define SLOWFREEZE_DURATION 1.0 -//#define SLOWFREEZE_DAMAGE 3.0 - -/* */ +//#define SLOWFREEZE_DURATION 1.0 +//#define SLOWFREEZE_DAMAGE 3.0 void CBasePlayer::CheckTimeBasedDamage() { @@ -1926,87 +1922,87 @@ void CBasePlayer::CheckTimeBasedDamage() static float gtbdPrev = 0.0; - if (!(m_bitsDamageType & DMG_TIMEBASED)) + if( !( m_bitsDamageType & DMG_TIMEBASED ) ) return; // only check for time based damage approx. every 2 seconds - if ( fabs( gpGlobals->time - m_tbdPrev ) < 2.0 ) + if( fabs( gpGlobals->time - m_tbdPrev ) < 2.0 ) return; m_tbdPrev = gpGlobals->time; - for (i = 0; i < CDMG_TIMEBASED; i++) + for( i = 0; i < CDMG_TIMEBASED; i++ ) { // make sure bit is set for damage type - if (m_bitsDamageType & (DMG_PARALYZE << i)) + if( m_bitsDamageType & ( DMG_PARALYZE << i ) ) { - switch (i) + switch( i ) { case itbd_Paralyze: // UNDONE - flag movement as half-speed bDuration = PARALYZE_DURATION; break; case itbd_NerveGas: - //TakeDamage(pev, pev, NERVEGAS_DAMAGE, DMG_GENERIC); + //TakeDamage( pev, pev, NERVEGAS_DAMAGE, DMG_GENERIC ); bDuration = NERVEGAS_DURATION; break; case itbd_Poison: - TakeDamage(pev, pev, POISON_DAMAGE, DMG_GENERIC); + TakeDamage( pev, pev, POISON_DAMAGE, DMG_GENERIC ); bDuration = POISON_DURATION; break; case itbd_Radiation: - //TakeDamage(pev, pev, RADIATION_DAMAGE, DMG_GENERIC); + //TakeDamage( pev, pev, RADIATION_DAMAGE, DMG_GENERIC ); bDuration = RADIATION_DURATION; break; case itbd_DrownRecover: // NOTE: this hack is actually used to RESTORE health // after the player has been drowning and finally takes a breath - if (m_idrowndmg > m_idrownrestored) + if( m_idrowndmg > m_idrownrestored ) { - int idif = min(m_idrowndmg - m_idrownrestored, 10); + int idif = min( m_idrowndmg - m_idrownrestored, 10 ); - TakeHealth(idif, DMG_GENERIC); + TakeHealth( idif, DMG_GENERIC ); m_idrownrestored += idif; } bDuration = 4; // get up to 5*10 = 50 points back break; case itbd_Acid: - //TakeDamage(pev, pev, ACID_DAMAGE, DMG_GENERIC); + //TakeDamage( pev, pev, ACID_DAMAGE, DMG_GENERIC ); bDuration = ACID_DURATION; break; case itbd_SlowBurn: - //TakeDamage(pev, pev, SLOWBURN_DAMAGE, DMG_GENERIC); + //TakeDamage( pev, pev, SLOWBURN_DAMAGE, DMG_GENERIC ); bDuration = SLOWBURN_DURATION; break; case itbd_SlowFreeze: - //TakeDamage(pev, pev, SLOWFREEZE_DAMAGE, DMG_GENERIC); + //TakeDamage( pev, pev, SLOWFREEZE_DAMAGE, DMG_GENERIC ); bDuration = SLOWFREEZE_DURATION; break; default: bDuration = 0; } - if (m_rgbTimeBasedDamage[i]) + if( m_rgbTimeBasedDamage[i] ) { // use up an antitoxin on poison or nervegas after a few seconds of damage - if (((i == itbd_NerveGas) && (m_rgbTimeBasedDamage[i] < NERVEGAS_DURATION)) || - ((i == itbd_Poison) && (m_rgbTimeBasedDamage[i] < POISON_DURATION))) + if( ( ( i == itbd_NerveGas ) && ( m_rgbTimeBasedDamage[i] < NERVEGAS_DURATION ) ) || + ( ( i == itbd_Poison ) && ( m_rgbTimeBasedDamage[i] < POISON_DURATION ) ) ) { - if (m_rgItems[ITEM_ANTIDOTE]) + if( m_rgItems[ITEM_ANTIDOTE] ) { m_rgbTimeBasedDamage[i] = 0; m_rgItems[ITEM_ANTIDOTE]--; - SetSuitUpdate("!HEV_HEAL4", FALSE, SUIT_REPEAT_OK); + SetSuitUpdate( "!HEV_HEAL4", FALSE, SUIT_REPEAT_OK ); } } // decrement damage duration, detect when done. - if (!m_rgbTimeBasedDamage[i] || --m_rgbTimeBasedDamage[i] == 0) + if( !m_rgbTimeBasedDamage[i] || --m_rgbTimeBasedDamage[i] == 0 ) { m_rgbTimeBasedDamage[i] = 0; // if we're done, clear damage bits - m_bitsDamageType &= ~(DMG_PARALYZE << i); + m_bitsDamageType &= ~( DMG_PARALYZE << i ); } } else @@ -2086,20 +2082,20 @@ Things powered by the battery #define GEIGERDELAY 0.25 -void CBasePlayer :: UpdateGeigerCounter( void ) +void CBasePlayer::UpdateGeigerCounter( void ) { BYTE range; // delay per update ie: don't flood net with these msgs - if (gpGlobals->time < m_flgeigerDelay) + if( gpGlobals->time < m_flgeigerDelay ) return; m_flgeigerDelay = gpGlobals->time + GEIGERDELAY; // send range to radition source to client - range = (BYTE) (m_flgeigerRange / 4); + range = (BYTE)( m_flgeigerRange / 4 ); - if (range != m_igeigerRangePrev) + if( range != m_igeigerRangePrev ) { m_igeigerRangePrev = range; @@ -2109,7 +2105,7 @@ void CBasePlayer :: UpdateGeigerCounter( void ) } // reset counter and semaphore - if (!RANDOM_LONG(0,3)) + if( !RANDOM_LONG( 0, 3 ) ) m_flgeigerRange = 1000; } @@ -2121,8 +2117,8 @@ Play suit update if it's time ================ */ -#define SUITUPDATETIME 3.5 -#define SUITFIRSTUPDATETIME 0.1 +#define SUITUPDATETIME 3.5 +#define SUITFIRSTUPDATETIME 0.1 void CBasePlayer::CheckSuitUpdate() { @@ -2131,45 +2127,45 @@ void CBasePlayer::CheckSuitUpdate() int isearch = m_iSuitPlayNext; // Ignore suit updates if no suit - if ( !(pev->weapons & (1<weapons & ( 1 << WEAPON_SUIT ) ) ) return; // if in range of radiation source, ping geiger counter UpdateGeigerCounter(); - if ( g_pGameRules->IsMultiplayer() ) + if( g_pGameRules->IsMultiplayer() ) { // don't bother updating HEV voice in multiplayer. return; } - if ( gpGlobals->time >= m_flSuitUpdate && m_flSuitUpdate > 0) + if( gpGlobals->time >= m_flSuitUpdate && m_flSuitUpdate > 0 ) { // play a sentence off of the end of the queue - for (i = 0; i < CSUITPLAYLIST; i++) + for( i = 0; i < CSUITPLAYLIST; i++ ) { - if ( ( isentence = m_rgSuitPlayList[isearch] ) ) + if( ( isentence = m_rgSuitPlayList[isearch] ) ) break; - if (++isearch == CSUITPLAYLIST) + if( ++isearch == CSUITPLAYLIST ) isearch = 0; } - if (isentence) + if( isentence ) { m_rgSuitPlayList[isearch] = 0; - if (isentence > 0) + if( isentence > 0 ) { // play sentence number char sentence[CBSENTENCENAME_MAX + 1]; - strcpy(sentence, "!"); - strcat(sentence, gszallsentencenames[isentence]); - EMIT_SOUND_SUIT(ENT(pev), sentence); + strcpy( sentence, "!" ); + strcat( sentence, gszallsentencenames[isentence] ); + EMIT_SOUND_SUIT( ENT( pev ), sentence ); } else { // play sentence group - EMIT_GROUPID_SUIT(ENT(pev), -isentence); + EMIT_GROUPID_SUIT( ENT( pev ), -isentence ); } m_flSuitUpdate = gpGlobals->time + SUITUPDATETIME; } @@ -2185,52 +2181,51 @@ void CBasePlayer::CheckSuitUpdate() // seconds, then we won't repeat playback of this word or sentence // for at least that number of seconds. -void CBasePlayer::SetSuitUpdate(char *name, int fgroup, int iNoRepeatTime) +void CBasePlayer::SetSuitUpdate( char *name, int fgroup, int iNoRepeatTime ) { int i; int isentence; int iempty = -1; // Ignore suit updates if no suit - if ( !(pev->weapons & (1<weapons & ( 1 << WEAPON_SUIT ) ) ) return; - if ( g_pGameRules->IsMultiplayer() ) + if( g_pGameRules->IsMultiplayer() ) { // due to static channel design, etc. We don't play HEV sounds in multiplayer right now. return; } // if name == NULL, then clear out the queue - - if (!name) + if( !name ) { - for (i = 0; i < CSUITPLAYLIST; i++) + for( i = 0; i < CSUITPLAYLIST; i++ ) m_rgSuitPlayList[i] = 0; return; } // get sentence or group number - if (!fgroup) + if( !fgroup ) { - isentence = SENTENCEG_Lookup(name, NULL); - if (isentence < 0) + isentence = SENTENCEG_Lookup( name, NULL ); + if( isentence < 0 ) return; } else // mark group number as negative - isentence = -SENTENCEG_GetIndex(name); + isentence = -SENTENCEG_GetIndex( name ); // check norepeat list - this list lets us cancel // the playback of words or sentences that have already // been played within a certain time. - for (i = 0; i < CSUITNOREPEAT; i++) + for( i = 0; i < CSUITNOREPEAT; i++ ) { - if (isentence == m_rgiSuitNoRepeat[i]) + if( isentence == m_rgiSuitNoRepeat[i] ) { // this sentence or group is already in // the norepeat list - if (m_rgflSuitNoRepeatTime[i] < gpGlobals->time) + if( m_rgflSuitNoRepeatTime[i] < gpGlobals->time ) { // norepeat time has expired, clear it out m_rgiSuitNoRepeat[i] = 0; @@ -2245,28 +2240,27 @@ void CBasePlayer::SetSuitUpdate(char *name, int fgroup, int iNoRepeatTime) } } // keep track of empty slot - if (!m_rgiSuitNoRepeat[i]) + if( !m_rgiSuitNoRepeat[i] ) iempty = i; } // sentence is not in norepeat list, save if norepeat time was given - if (iNoRepeatTime) + if( iNoRepeatTime ) { - if (iempty < 0) - iempty = RANDOM_LONG(0, CSUITNOREPEAT-1); // pick random slot to take over + if( iempty < 0 ) + iempty = RANDOM_LONG( 0, CSUITNOREPEAT - 1 ); // pick random slot to take over m_rgiSuitNoRepeat[iempty] = isentence; m_rgflSuitNoRepeatTime[iempty] = iNoRepeatTime + gpGlobals->time; } // find empty spot in queue, or overwrite last spot - m_rgSuitPlayList[m_iSuitPlayNext++] = isentence; - if (m_iSuitPlayNext == CSUITPLAYLIST) + if( m_iSuitPlayNext == CSUITPLAYLIST ) m_iSuitPlayNext = 0; - if (m_flSuitUpdate <= gpGlobals->time) + if( m_flSuitUpdate <= gpGlobals->time ) { - if (m_flSuitUpdate == 0) + if( m_flSuitUpdate == 0 ) // play queue is empty, don't delay too long before playback m_flSuitUpdate = gpGlobals->time + SUITFIRSTUPDATETIME; else @@ -2283,9 +2277,9 @@ Check for turning off powerups GLOBALS ASSUMED SET: g_ulModelIndexPlayer ================ */ -static void CheckPowerups(entvars_t *pev) +static void CheckPowerups( entvars_t *pev ) { - if (pev->health <= 0) + if( pev->health <= 0 ) return; pev->modelindex = g_ulModelIndexPlayer; // don't use eyes @@ -2295,17 +2289,17 @@ static void CheckPowerups(entvars_t *pev) // UpdatePlayerSound - updates the position of the player's // reserved sound slot in the sound list. //========================================================= -void CBasePlayer :: UpdatePlayerSound ( void ) +void CBasePlayer::UpdatePlayerSound( void ) { int iBodyVolume; int iVolume; CSound *pSound; - pSound = CSoundEnt::SoundPointerForIndex( CSoundEnt :: ClientSoundIndex( edict() ) ); + pSound = CSoundEnt::SoundPointerForIndex( CSoundEnt::ClientSoundIndex( edict() ) ); - if ( !pSound ) + if( !pSound ) { - ALERT ( at_console, "Client lost reserved sound!\n" ); + ALERT( at_console, "Client lost reserved sound!\n" ); return; } @@ -2313,13 +2307,13 @@ void CBasePlayer :: UpdatePlayerSound ( void ) // now calculate the best target volume for the sound. If the player's weapon // is louder than his body/movement, use the weapon volume, else, use the body volume. - if ( FBitSet ( pev->flags, FL_ONGROUND ) ) - { + if( FBitSet( pev->flags, FL_ONGROUND ) ) + { iBodyVolume = pev->velocity.Length(); // clamp the noise that can be made by the body, in case a push trigger, // weapon recoil, or anything shoves the player abnormally fast. - if ( iBodyVolume > 512 ) + if( iBodyVolume > 512 ) { iBodyVolume = 512; } @@ -2329,13 +2323,13 @@ void CBasePlayer :: UpdatePlayerSound ( void ) iBodyVolume = 0; } - if ( pev->button & IN_JUMP ) + if( pev->button & IN_JUMP ) { iBodyVolume += 100; } // convert player move speed and actions into sound audible by monsters. - if ( m_iWeaponVolume > iBodyVolume ) + if( m_iWeaponVolume > iBodyVolume ) { m_iTargetVolume = m_iWeaponVolume; @@ -2349,7 +2343,7 @@ void CBasePlayer :: UpdatePlayerSound ( void ) // decay weapon volume over time so bits_SOUND_COMBAT stays set for a while m_iWeaponVolume -= 250 * gpGlobals->frametime; - if ( m_iWeaponVolume < 0 ) + if( m_iWeaponVolume < 0 ) { iVolume = 0; } @@ -2360,34 +2354,34 @@ void CBasePlayer :: UpdatePlayerSound ( void ) // to hear a sound, especially if they don't listen every frame. iVolume = pSound->m_iVolume; - if ( m_iTargetVolume > iVolume ) + if( m_iTargetVolume > iVolume ) { iVolume = m_iTargetVolume; } - else if ( iVolume > m_iTargetVolume ) + else if( iVolume > m_iTargetVolume ) { iVolume -= 250 * gpGlobals->frametime; - if ( iVolume < m_iTargetVolume ) + if( iVolume < m_iTargetVolume ) { iVolume = 0; } } - if ( m_fNoPlayerSound ) + if( m_fNoPlayerSound ) { // debugging flag, lets players move around and shoot without monsters hearing. iVolume = 0; } - if ( gpGlobals->time > m_flStopExtraSoundTime ) + if( gpGlobals->time > m_flStopExtraSoundTime ) { // since the extra sound that a weapon emits only lasts for one client frame, we keep that sound around for a server frame or two // after actual emission to make sure it gets heard. m_iExtraSoundTypes = 0; } - if ( pSound ) + if( pSound ) { pSound->m_vecOrigin = pev->origin; pSound->m_iType |= ( bits_SOUND_PLAYER | m_iExtraSoundTypes ); @@ -2396,31 +2390,31 @@ void CBasePlayer :: UpdatePlayerSound ( void ) // keep track of virtual muzzle flash m_iWeaponFlash -= 256 * gpGlobals->frametime; - if (m_iWeaponFlash < 0) + if( m_iWeaponFlash < 0 ) m_iWeaponFlash = 0; - //UTIL_MakeVectors ( pev->angles ); + //UTIL_MakeVectors( pev->angles ); //gpGlobals->v_forward.z = 0; // Below are a couple of useful little bits that make it easier to determine just how much noise the // player is making. - // UTIL_ParticleEffect ( pev->origin + gpGlobals->v_forward * iVolume, g_vecZero, 255, 25 ); - //ALERT ( at_console, "%d/%d\n", iVolume, m_iTargetVolume ); + // UTIL_ParticleEffect( pev->origin + gpGlobals->v_forward * iVolume, g_vecZero, 255, 25 ); + //ALERT( at_console, "%d/%d\n", iVolume, m_iTargetVolume ); } void CBasePlayer::PostThink() { - if ( g_fGameOver ) - goto pt_end; // intermission or finale + if( g_fGameOver ) + goto pt_end; // intermission or finale - if (!IsAlive()) + if( !IsAlive() ) goto pt_end; // Handle Tank controlling - if ( m_pTank != NULL ) + if( m_pTank != NULL ) { // if they've moved too far from the gun, or selected a weapon, unuse the gun - if ( m_pTank->OnControls( pev ) && !pev->weaponmodel ) + if( m_pTank->OnControls( pev ) && !pev->weaponmodel ) { m_pTank->Use( this, this, USE_SET, 2 ); // try fire the gun } @@ -2433,74 +2427,73 @@ void CBasePlayer::PostThink() } // do weapon stuff - ItemPostFrame( ); + ItemPostFrame(); -// check to see if player landed hard enough to make a sound -// falling farther than half of the maximum safe distance, but not as far a max safe distance will -// play a bootscrape sound, and no damage will be inflicted. Fallling a distance shorter than half -// of maximum safe distance will make no sound. Falling farther than max safe distance will play a -// fallpain sound, and damage will be inflicted based on how far the player fell + // check to see if player landed hard enough to make a sound + // falling farther than half of the maximum safe distance, but not as far a max safe distance will + // play a bootscrape sound, and no damage will be inflicted. Fallling a distance shorter than half + // of maximum safe distance will make no sound. Falling farther than max safe distance will play a + // fallpain sound, and damage will be inflicted based on how far the player fell - if ( (FBitSet(pev->flags, FL_ONGROUND)) && (pev->health > 0) && m_flFallVelocity >= PLAYER_FALL_PUNCH_THRESHHOLD ) + if( ( FBitSet( pev->flags, FL_ONGROUND ) ) && ( pev->health > 0 ) && m_flFallVelocity >= PLAYER_FALL_PUNCH_THRESHHOLD ) { - // ALERT ( at_console, "%f\n", m_flFallVelocity ); - - if (pev->watertype == CONTENT_WATER) + // ALERT( at_console, "%f\n", m_flFallVelocity ); + if( pev->watertype == CONTENT_WATER ) { // Did he hit the world or a non-moving entity? // BUG - this happens all the time in water, especially when // BUG - water has current force - // if ( !pev->groundentity || VARS(pev->groundentity)->velocity.z == 0 ) - // EMIT_SOUND(ENT(pev), CHAN_BODY, "player/pl_wade1.wav", 1, ATTN_NORM); + // if( !pev->groundentity || VARS(pev->groundentity )->velocity.z == 0 ) + // EMIT_SOUND( ENT( pev ), CHAN_BODY, "player/pl_wade1.wav", 1, ATTN_NORM ); } - else if ( m_flFallVelocity > PLAYER_MAX_SAFE_FALL_SPEED ) + else if( m_flFallVelocity > PLAYER_MAX_SAFE_FALL_SPEED ) { // after this point, we start doing damage float flFallDamage = g_pGameRules->FlPlayerFallDamage( this ); - if ( flFallDamage > pev->health ) + if( flFallDamage > pev->health ) { //splat // note: play on item channel because we play footstep landing on body channel - EMIT_SOUND(ENT(pev), CHAN_ITEM, "common/bodysplat.wav", 1, ATTN_NORM); + EMIT_SOUND( ENT( pev ), CHAN_ITEM, "common/bodysplat.wav", 1, ATTN_NORM ); } - if ( flFallDamage > 0 ) + if( flFallDamage > 0 ) { - TakeDamage(VARS(eoNullEntity), VARS(eoNullEntity), flFallDamage, DMG_FALL ); + TakeDamage( VARS( eoNullEntity ), VARS( eoNullEntity ), flFallDamage, DMG_FALL ); pev->punchangle.x = 0; } } - if ( IsAlive() ) + if( IsAlive() ) { SetAnimation( PLAYER_WALK ); } } - if (FBitSet(pev->flags, FL_ONGROUND)) - { - if (m_flFallVelocity > 64 && !g_pGameRules->IsMultiplayer()) + if( FBitSet( pev->flags, FL_ONGROUND ) ) + { + if( m_flFallVelocity > 64 && !g_pGameRules->IsMultiplayer() ) { - CSoundEnt::InsertSound ( bits_SOUND_PLAYER, pev->origin, m_flFallVelocity, 0.2 ); + CSoundEnt::InsertSound( bits_SOUND_PLAYER, pev->origin, m_flFallVelocity, 0.2 ); // ALERT( at_console, "fall %f\n", m_flFallVelocity ); } m_flFallVelocity = 0; } // select the proper animation for the player character - if ( IsAlive() ) + if( IsAlive() ) { - if (!pev->velocity.x && !pev->velocity.y) + if( !pev->velocity.x && !pev->velocity.y ) SetAnimation( PLAYER_IDLE ); - else if ((pev->velocity.x || pev->velocity.y) && (FBitSet(pev->flags, FL_ONGROUND))) + else if( ( pev->velocity.x || pev->velocity.y ) && ( FBitSet( pev->flags, FL_ONGROUND ) ) ) SetAnimation( PLAYER_WALK ); - else if (pev->waterlevel > 1) + else if( pev->waterlevel > 1 ) SetAnimation( PLAYER_WALK ); } - StudioFrameAdvance( ); - CheckPowerups(pev); + StudioFrameAdvance(); + CheckPowerups( pev ); UpdatePlayerSound(); @@ -2511,37 +2504,37 @@ pt_end: #if defined( CLIENT_WEAPONS ) // Decay timers on weapons // go through all of the weapons and make a list of the ones to pack - for ( int i = 0 ; i < MAX_ITEM_TYPES ; i++ ) + for( int i = 0; i < MAX_ITEM_TYPES; i++ ) { - if ( m_rgpPlayerItems[ i ] ) + if( m_rgpPlayerItems[i] ) { - CBasePlayerItem *pPlayerItem = m_rgpPlayerItems[ i ]; + CBasePlayerItem *pPlayerItem = m_rgpPlayerItems[i]; - while ( pPlayerItem ) + while( pPlayerItem ) { CBasePlayerWeapon *gun; gun = (CBasePlayerWeapon *)pPlayerItem->GetWeaponPtr(); - if ( gun && gun->UseDecrement() ) + if( gun && gun->UseDecrement() ) { - gun->m_flNextPrimaryAttack = max( gun->m_flNextPrimaryAttack - gpGlobals->frametime, -1.0 ); - gun->m_flNextSecondaryAttack = max( gun->m_flNextSecondaryAttack - gpGlobals->frametime, -0.001 ); + gun->m_flNextPrimaryAttack = max( gun->m_flNextPrimaryAttack - gpGlobals->frametime, -1.0 ); + gun->m_flNextSecondaryAttack = max( gun->m_flNextSecondaryAttack - gpGlobals->frametime, -0.001 ); - if ( gun->m_flTimeWeaponIdle != 1000 ) + if( gun->m_flTimeWeaponIdle != 1000 ) { - gun->m_flTimeWeaponIdle = max( gun->m_flTimeWeaponIdle - gpGlobals->frametime, -0.001 ); + gun->m_flTimeWeaponIdle = max( gun->m_flTimeWeaponIdle - gpGlobals->frametime, -0.001 ); } - if ( gun->pev->fuser1 != 1000 ) + if( gun->pev->fuser1 != 1000 ) { - gun->pev->fuser1 = max( gun->pev->fuser1 - gpGlobals->frametime, -0.001 ); + gun->pev->fuser1 = max( gun->pev->fuser1 - gpGlobals->frametime, -0.001 ); } // Only decrement if not flagged as NO_DECREMENT - /*if ( gun->m_flPumpTime != 1000 ) + /*if( gun->m_flPumpTime != 1000 ) { - gun->m_flPumpTime = max( gun->m_flPumpTime - gpGlobals->frametime, -0.001 ); + gun->m_flPumpTime = max( gun->m_flPumpTime - gpGlobals->frametime, -0.001 ); }*/ } @@ -2551,22 +2544,22 @@ pt_end: } m_flNextAttack -= gpGlobals->frametime; - if ( m_flNextAttack < -0.001 ) + if( m_flNextAttack < -0.001 ) m_flNextAttack = -0.001; - if ( m_flNextAmmoBurn != 1000 ) + if( m_flNextAmmoBurn != 1000 ) { m_flNextAmmoBurn -= gpGlobals->frametime; - - if ( m_flNextAmmoBurn < -0.001 ) + + if( m_flNextAmmoBurn < -0.001 ) m_flNextAmmoBurn = -0.001; } - if ( m_flAmmoStartCharge != 1000 ) + if( m_flAmmoStartCharge != 1000 ) { m_flAmmoStartCharge -= gpGlobals->frametime; - - if ( m_flAmmoStartCharge < -0.001 ) + + if( m_flAmmoStartCharge < -0.001 ) m_flAmmoStartCharge = -0.001; } #else @@ -2579,15 +2572,15 @@ BOOL IsSpawnPointValid( CBaseEntity *pPlayer, CBaseEntity *pSpot ) { CBaseEntity *ent = NULL; - if ( !pSpot->IsTriggered( pPlayer ) ) + if( !pSpot->IsTriggered( pPlayer ) ) { return FALSE; } - while ( (ent = UTIL_FindEntityInSphere( ent, pSpot->pev->origin, 128 )) != NULL ) + while( ( ent = UTIL_FindEntityInSphere( ent, pSpot->pev->origin, 128 ) ) != NULL ) { // if ent is a client, don't spawn on 'em - if ( ent->IsPlayer() && ent != pPlayer ) + if( ent->IsPlayer() && ent != pPlayer ) return FALSE; } @@ -2595,7 +2588,7 @@ BOOL IsSpawnPointValid( CBaseEntity *pPlayer, CBaseEntity *pSpot ) } DLL_GLOBAL CBaseEntity *g_pLastSpawn; -inline int FNullEnt( CBaseEntity *ent ) { return (ent == NULL) || FNullEnt( ent->edict() ); } +inline int FNullEnt( CBaseEntity *ent ) { return ( ent == NULL ) || FNullEnt( ent->edict() ); } /* ============ @@ -2609,39 +2602,39 @@ USES AND SETS GLOBAL g_pLastSpawn edict_t *EntSelectSpawnPoint( CBaseEntity *pPlayer ) { CBaseEntity *pSpot; - edict_t *player; + edict_t *player; player = pPlayer->edict(); // choose a info_player_deathmatch point - if (g_pGameRules->IsCoOp()) + if( g_pGameRules->IsCoOp() ) { - pSpot = UTIL_FindEntityByClassname( g_pLastSpawn, "info_player_coop"); - if ( !FNullEnt(pSpot) ) + pSpot = UTIL_FindEntityByClassname( g_pLastSpawn, "info_player_coop" ); + if( !FNullEnt( pSpot ) ) goto ReturnSpot; - pSpot = UTIL_FindEntityByClassname( g_pLastSpawn, "info_player_start"); - if ( !FNullEnt(pSpot) ) + pSpot = UTIL_FindEntityByClassname( g_pLastSpawn, "info_player_start" ); + if( !FNullEnt(pSpot) ) goto ReturnSpot; } - else if ( g_pGameRules->IsDeathmatch() ) + else if( g_pGameRules->IsDeathmatch() ) { pSpot = g_pLastSpawn; // Randomize the start spot - for ( int i = RANDOM_LONG(1,5); i > 0; i-- ) + for( int i = RANDOM_LONG( 1, 5 ); i > 0; i-- ) pSpot = UTIL_FindEntityByClassname( pSpot, "info_player_deathmatch" ); - if ( FNullEnt( pSpot ) ) // skip over the null point + if( FNullEnt( pSpot ) ) // skip over the null point pSpot = UTIL_FindEntityByClassname( pSpot, "info_player_deathmatch" ); CBaseEntity *pFirstSpot = pSpot; do { - if ( pSpot ) + if( pSpot ) { // check if pSpot is valid - if ( IsSpawnPointValid( pPlayer, pSpot ) ) + if( IsSpawnPointValid( pPlayer, pSpot ) ) { - if ( pSpot->pev->origin == Vector( 0, 0, 0 ) ) + if( pSpot->pev->origin == Vector( 0, 0, 0 ) ) { pSpot = UTIL_FindEntityByClassname( pSpot, "info_player_deathmatch" ); continue; @@ -2653,41 +2646,41 @@ edict_t *EntSelectSpawnPoint( CBaseEntity *pPlayer ) } // increment pSpot pSpot = UTIL_FindEntityByClassname( pSpot, "info_player_deathmatch" ); - } while ( pSpot != pFirstSpot ); // loop if we're not back to the start + } while( pSpot != pFirstSpot ); // loop if we're not back to the start // we haven't found a place to spawn yet, so kill any guy at the first spawn point and spawn there - if ( !FNullEnt( pSpot ) ) + if( !FNullEnt( pSpot ) ) { CBaseEntity *ent = NULL; - while ( (ent = UTIL_FindEntityInSphere( ent, pSpot->pev->origin, 128 )) != NULL ) + while( ( ent = UTIL_FindEntityInSphere( ent, pSpot->pev->origin, 128 ) ) != NULL ) { // if ent is a client, kill em (unless they are ourselves) - if ( ent->IsPlayer() && !(ent->edict() == player) ) - ent->TakeDamage( VARS(INDEXENT(0)), VARS(INDEXENT(0)), 300, DMG_GENERIC ); + if( ent->IsPlayer() && !(ent->edict() == player) ) + ent->TakeDamage( VARS( INDEXENT( 0 ) ), VARS( INDEXENT( 0 ) ), 300, DMG_GENERIC ); } goto ReturnSpot; } } // If startspot is set, (re)spawn there. - if ( FStringNull( gpGlobals->startspot ) || !strlen(STRING(gpGlobals->startspot))) + if( FStringNull( gpGlobals->startspot ) || !strlen(STRING( gpGlobals->startspot ) ) ) { - pSpot = UTIL_FindEntityByClassname(NULL, "info_player_start"); - if ( !FNullEnt(pSpot) ) + pSpot = UTIL_FindEntityByClassname( NULL, "info_player_start" ); + if( !FNullEnt( pSpot ) ) goto ReturnSpot; } else { - pSpot = UTIL_FindEntityByTargetname( NULL, STRING(gpGlobals->startspot) ); - if ( !FNullEnt(pSpot) ) + pSpot = UTIL_FindEntityByTargetname( NULL, STRING( gpGlobals->startspot ) ); + if( !FNullEnt( pSpot ) ) goto ReturnSpot; } ReturnSpot: - if ( FNullEnt( pSpot ) ) + if( FNullEnt( pSpot ) ) { - ALERT(at_error, "PutClientInServer: no info_player_start on level"); - return INDEXENT(0); + ALERT( at_error, "PutClientInServer: no info_player_start on level" ); + return INDEXENT( 0 ); } g_pLastSpawn = pSpot; @@ -2696,45 +2689,45 @@ ReturnSpot: void CBasePlayer::Spawn( void ) { - pev->classname = MAKE_STRING("player"); - pev->health = 100; - pev->armorvalue = 0; - pev->takedamage = DAMAGE_AIM; - pev->solid = SOLID_SLIDEBOX; - pev->movetype = MOVETYPE_WALK; - pev->max_health = pev->health; - pev->flags &= FL_PROXY; // keep proxy flag sey by engine - pev->flags |= FL_CLIENT; - pev->air_finished = gpGlobals->time + 12; - pev->dmg = 2; // initial water damage - pev->effects = 0; - pev->deadflag = DEAD_NO; - pev->dmg_take = 0; - pev->dmg_save = 0; - pev->friction = 1.0; - pev->gravity = 1.0; - m_bitsHUDDamage = -1; - m_bitsDamageType = 0; - m_afPhysicsFlags = 0; - m_fLongJump = FALSE;// no longjump module. + pev->classname = MAKE_STRING( "player" ); + pev->health = 100; + pev->armorvalue = 0; + pev->takedamage = DAMAGE_AIM; + pev->solid = SOLID_SLIDEBOX; + pev->movetype = MOVETYPE_WALK; + pev->max_health = pev->health; + pev->flags &= FL_PROXY; // keep proxy flag sey by engine + pev->flags |= FL_CLIENT; + pev->air_finished = gpGlobals->time + 12; + pev->dmg = 2; // initial water damage + pev->effects = 0; + pev->deadflag = DEAD_NO; + pev->dmg_take = 0; + pev->dmg_save = 0; + pev->friction = 1.0; + pev->gravity = 1.0; + m_bitsHUDDamage = -1; + m_bitsDamageType = 0; + m_afPhysicsFlags = 0; + m_fLongJump = FALSE;// no longjump module. g_engfuncs.pfnSetPhysicsKeyValue( edict(), "slj", "0" ); g_engfuncs.pfnSetPhysicsKeyValue( edict(), "hl", "1" ); - pev->fov = m_iFOV = 0;// init field of view. - m_iClientFOV = -1; // make sure fov reset is sent + pev->fov = m_iFOV = 0;// init field of view. + m_iClientFOV = -1; // make sure fov reset is sent - m_flNextDecalTime = 0;// let this player decal as soon as he spawns. + m_flNextDecalTime = 0;// let this player decal as soon as he spawns. m_flgeigerDelay = gpGlobals->time + 2.0; // wait a few seconds until user-defined message registrations // are recieved by all clients - m_flTimeStepSound = 0; + m_flTimeStepSound = 0; m_iStepLeft = 0; - m_flFieldOfView = 0.5;// some monsters use this to determine whether or not the player is looking at them. + m_flFieldOfView = 0.5;// some monsters use this to determine whether or not the player is looking at them. - m_bloodColor = BLOOD_COLOR_RED; - m_flNextAttack = UTIL_WeaponTimeBase(); + m_bloodColor = BLOOD_COLOR_RED; + m_flNextAttack = UTIL_WeaponTimeBase(); StartSneaking(); m_iFlashBattery = 99; @@ -2746,22 +2739,22 @@ void CBasePlayer::Spawn( void ) g_pGameRules->SetDefaultPlayerTeam( this ); g_pGameRules->GetPlayerSpawnSpot( this ); - SET_MODEL(ENT(pev), "models/player.mdl"); + SET_MODEL( ENT( pev ), "models/player.mdl" ); g_ulModelIndexPlayer = pev->modelindex; - pev->sequence = LookupActivity( ACT_IDLE ); + pev->sequence = LookupActivity( ACT_IDLE ); - if ( FBitSet(pev->flags, FL_DUCKING) ) - UTIL_SetSize(pev, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX); + if( FBitSet( pev->flags, FL_DUCKING ) ) + UTIL_SetSize( pev, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX ); else - UTIL_SetSize(pev, VEC_HULL_MIN, VEC_HULL_MAX); + UTIL_SetSize( pev, VEC_HULL_MIN, VEC_HULL_MAX ); pev->view_ofs = VEC_VIEW; Precache(); - m_HackedGunPos = Vector( 0, 32, 0 ); + m_HackedGunPos = Vector( 0, 32, 0 ); - if ( m_iPlayerSound == SOUNDLIST_EMPTY ) + if( m_iPlayerSound == SOUNDLIST_EMPTY ) { - ALERT ( at_console, "Couldn't alloc player sound slot!\n" ); + ALERT( at_console, "Couldn't alloc player sound slot!\n" ); } m_fNoPlayerSound = FALSE;// normal sound behavior. @@ -2774,35 +2767,35 @@ void CBasePlayer::Spawn( void ) m_iClientBattery = -1; // reset all ammo values to 0 - for ( int i = 0; i < MAX_AMMO_SLOTS; i++ ) + for( int i = 0; i < MAX_AMMO_SLOTS; i++ ) { m_rgAmmo[i] = 0; m_rgAmmoLast[i] = 0; // client ammo values also have to be reset (the death hud clear messages does on the client side) } m_lastx = m_lasty = 0; - + m_flNextChatTime = gpGlobals->time; g_pGameRules->PlayerSpawn( this ); } -void CBasePlayer :: Precache( void ) +void CBasePlayer::Precache( void ) { // in the event that the player JUST spawned, and the level node graph // was loaded, fix all of the node graph pointers before the game starts. - + // !!!BUGBUG - now that we have multiplayer, this needs to be moved! - if ( WorldGraph.m_fGraphPresent && !WorldGraph.m_fGraphPointersSet ) + if( WorldGraph.m_fGraphPresent && !WorldGraph.m_fGraphPointersSet ) { - if ( !WorldGraph.FSetGraphPointers() ) + if( !WorldGraph.FSetGraphPointers() ) { - ALERT ( at_console, "**Graph pointers were not set!\n"); + ALERT( at_console, "**Graph pointers were not set!\n" ); } else { - ALERT ( at_console, "**Graph Pointers Set!\n" ); - } + ALERT( at_console, "**Graph Pointers Set!\n" ); + } } // SOUNDS / MODELS ARE PRECACHED in ClientPrecache() (game specific) @@ -2828,43 +2821,43 @@ void CBasePlayer :: Precache( void ) m_iUpdateTime = 5; // won't update for 1/2 a second - if ( gInitHUD ) + if( gInitHUD ) m_fInitHUD = TRUE; } int CBasePlayer::Save( CSave &save ) { - if ( !CBaseMonster::Save(save) ) + if( !CBaseMonster::Save( save ) ) return 0; - return save.WriteFields( "PLAYER", this, m_playerSaveData, ARRAYSIZE(m_playerSaveData) ); + return save.WriteFields( "PLAYER", this, m_playerSaveData, ARRAYSIZE( m_playerSaveData ) ); } // // Marks everything as new so the player will resend this to the hud. // -void CBasePlayer::RenewItems(void) +void CBasePlayer::RenewItems( void ) { } int CBasePlayer::Restore( CRestore &restore ) { - if ( !CBaseMonster::Restore(restore) ) + if( !CBaseMonster::Restore( restore ) ) return 0; - int status = restore.ReadFields( "PLAYER", this, m_playerSaveData, ARRAYSIZE(m_playerSaveData) ); + int status = restore.ReadFields( "PLAYER", this, m_playerSaveData, ARRAYSIZE( m_playerSaveData ) ); SAVERESTOREDATA *pSaveData = (SAVERESTOREDATA *)gpGlobals->pSaveData; // landmark isn't present. - if ( !pSaveData->fUseLandmark ) + if( !pSaveData->fUseLandmark ) { ALERT( at_console, "No Landmark:%s\n", pSaveData->szLandmarkName ); // default to normal spawn - edict_t* pentSpawnSpot = EntSelectSpawnPoint( this ); - pev->origin = VARS(pentSpawnSpot)->origin + Vector(0,0,1); - pev->angles = VARS(pentSpawnSpot)->angles; + edict_t *pentSpawnSpot = EntSelectSpawnPoint( this ); + pev->origin = VARS( pentSpawnSpot )->origin + Vector( 0, 0, 1 ); + pev->angles = VARS( pentSpawnSpot )->angles; } pev->v_angle.z = 0; // Clear out roll pev->angles = pev->v_angle; @@ -2872,25 +2865,25 @@ int CBasePlayer::Restore( CRestore &restore ) pev->fixangle = TRUE; // turn this way immediately // Copied from spawn() for now - m_bloodColor = BLOOD_COLOR_RED; + m_bloodColor = BLOOD_COLOR_RED; g_ulModelIndexPlayer = pev->modelindex; - if ( FBitSet(pev->flags, FL_DUCKING) ) + if( FBitSet( pev->flags, FL_DUCKING ) ) { // Use the crouch HACK //FixPlayerCrouchStuck( edict() ); // Don't need to do this with new player prediction code. - UTIL_SetSize(pev, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX); + UTIL_SetSize( pev, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX ); } else { - UTIL_SetSize(pev, VEC_HULL_MIN, VEC_HULL_MAX); + UTIL_SetSize( pev, VEC_HULL_MIN, VEC_HULL_MAX ); } g_engfuncs.pfnSetPhysicsKeyValue( edict(), "hl", "1" ); - if ( m_fLongJump ) + if( m_fLongJump ) { g_engfuncs.pfnSetPhysicsKeyValue( edict(), "slj", "1" ); } @@ -2914,118 +2907,118 @@ void CBasePlayer::SelectNextItem( int iItem ) { CBasePlayerItem *pItem; - pItem = m_rgpPlayerItems[ iItem ]; - - if (!pItem) + pItem = m_rgpPlayerItems[iItem]; + + if( !pItem ) return; - if (pItem == m_pActiveItem) + if( pItem == m_pActiveItem ) { // select the next one in the chain pItem = m_pActiveItem->m_pNext; - if (! pItem) + if( !pItem ) { return; } CBasePlayerItem *pLast; pLast = pItem; - while (pLast->m_pNext) + while( pLast->m_pNext ) pLast = pLast->m_pNext; // relink chain pLast->m_pNext = m_pActiveItem; m_pActiveItem->m_pNext = NULL; - m_rgpPlayerItems[ iItem ] = pItem; + m_rgpPlayerItems[iItem] = pItem; } - ResetAutoaim( ); + ResetAutoaim(); // FIX, this needs to queue them up and delay - if (m_pActiveItem) + if( m_pActiveItem ) { - m_pActiveItem->Holster( ); + m_pActiveItem->Holster(); } - + m_pActiveItem = pItem; - if (m_pActiveItem) + if( m_pActiveItem ) { - m_pActiveItem->Deploy( ); - m_pActiveItem->UpdateItemInfo( ); + m_pActiveItem->Deploy(); + m_pActiveItem->UpdateItemInfo(); } } -void CBasePlayer::SelectItem(const char *pstr) +void CBasePlayer::SelectItem( const char *pstr ) { - if (!pstr) + if( !pstr ) return; CBasePlayerItem *pItem = NULL; - for (int i = 0; i < MAX_ITEM_TYPES; i++) + for( int i = 0; i < MAX_ITEM_TYPES; i++ ) { - if (m_rgpPlayerItems[i]) + if( m_rgpPlayerItems[i] ) { pItem = m_rgpPlayerItems[i]; - - while (pItem) + + while( pItem ) { - if (FClassnameIs(pItem->pev, pstr)) + if( FClassnameIs( pItem->pev, pstr ) ) break; pItem = pItem->m_pNext; } } - if (pItem) + if( pItem ) break; } - if (!pItem) + if( !pItem ) return; - if (pItem == m_pActiveItem) + if( pItem == m_pActiveItem ) return; - ResetAutoaim( ); + ResetAutoaim(); // FIX, this needs to queue them up and delay - if (m_pActiveItem) - m_pActiveItem->Holster( ); - + if( m_pActiveItem ) + m_pActiveItem->Holster(); + m_pLastItem = m_pActiveItem; m_pActiveItem = pItem; - if (m_pActiveItem) + if( m_pActiveItem ) { - m_pActiveItem->Deploy( ); - m_pActiveItem->UpdateItemInfo( ); + m_pActiveItem->Deploy(); + m_pActiveItem->UpdateItemInfo(); } } -void CBasePlayer::SelectLastItem(void) +void CBasePlayer::SelectLastItem( void ) { - if (!m_pLastItem) + if( !m_pLastItem ) { return; } - if ( m_pActiveItem && !m_pActiveItem->CanHolster() ) + if( m_pActiveItem && !m_pActiveItem->CanHolster() ) { return; } - ResetAutoaim( ); + ResetAutoaim(); // FIX, this needs to queue them up and delay - if (m_pActiveItem) - m_pActiveItem->Holster( ); - + if( m_pActiveItem ) + m_pActiveItem->Holster(); + CBasePlayerItem *pTemp = m_pActiveItem; m_pActiveItem = m_pLastItem; m_pLastItem = pTemp; - m_pActiveItem->Deploy( ); - m_pActiveItem->UpdateItemInfo( ); + m_pActiveItem->Deploy(); + m_pActiveItem->UpdateItemInfo(); } //============================================== @@ -3035,9 +3028,9 @@ BOOL CBasePlayer::HasWeapons( void ) { int i; - for ( i = 0 ; i < MAX_ITEM_TYPES ; i++ ) + for( i = 0; i < MAX_ITEM_TYPES; i++ ) { - if ( m_rgpPlayerItems[ i ] ) + if( m_rgpPlayerItems[i] ) { return TRUE; } @@ -3052,7 +3045,7 @@ void CBasePlayer::SelectPrevItem( int iItem ) const char *CBasePlayer::TeamID( void ) { - if ( pev == NULL ) // Not fully connected yet + if( pev == NULL ) // Not fully connected yet return ""; // return their team name @@ -3066,46 +3059,46 @@ const char *CBasePlayer::TeamID( void ) class CSprayCan : public CBaseEntity { public: - void Spawn ( entvars_t *pevOwner ); - void Think( void ); + void Spawn( entvars_t *pevOwner ); + void Think( void ); - virtual int ObjectCaps( void ) { return FCAP_DONT_SAVE; } + virtual int ObjectCaps( void ) { return FCAP_DONT_SAVE; } }; -void CSprayCan::Spawn ( entvars_t *pevOwner ) +void CSprayCan::Spawn( entvars_t *pevOwner ) { - pev->origin = pevOwner->origin + Vector ( 0 , 0 , 32 ); + pev->origin = pevOwner->origin + Vector( 0, 0, 32 ); pev->angles = pevOwner->v_angle; - pev->owner = ENT(pevOwner); + pev->owner = ENT( pevOwner ); pev->frame = 0; pev->nextthink = gpGlobals->time + 0.1; - EMIT_SOUND(ENT(pev), CHAN_VOICE, "player/sprayer.wav", 1, ATTN_NORM); + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "player/sprayer.wav", 1, ATTN_NORM ); } void CSprayCan::Think( void ) { - TraceResult tr; + TraceResult tr; int playernum; int nFrames; CBasePlayer *pPlayer; - - pPlayer = (CBasePlayer *)GET_PRIVATE(pev->owner); - if (pPlayer) + pPlayer = (CBasePlayer *)GET_PRIVATE( pev->owner ); + + if( pPlayer ) nFrames = pPlayer->GetCustomDecalFrames(); else nFrames = -1; - playernum = ENTINDEX(pev->owner); - - // ALERT(at_console, "Spray by player %i, %i of %i\n", playernum, (int)(pev->frame + 1), nFrames); + playernum = ENTINDEX( pev->owner ); - UTIL_MakeVectors(pev->angles); - UTIL_TraceLine ( pev->origin, pev->origin + gpGlobals->v_forward * 128, ignore_monsters, pev->owner, & tr); + // ALERT( at_console, "Spray by player %i, %i of %i\n", playernum, (int)( pev->frame + 1 ), nFrames ); + + UTIL_MakeVectors( pev->angles ); + UTIL_TraceLine( pev->origin, pev->origin + gpGlobals->v_forward * 128, ignore_monsters, pev->owner, & tr ); // No customization present. - if (nFrames == -1) + if( nFrames == -1 ) { UTIL_DecalTrace( &tr, DECAL_LAMBDA6 ); UTIL_Remove( this ); @@ -3114,38 +3107,38 @@ void CSprayCan::Think( void ) { UTIL_PlayerDecalTrace( &tr, playernum, pev->frame, TRUE ); // Just painted last custom frame. - if ( pev->frame++ >= (nFrames - 1)) + if( pev->frame++ >= ( nFrames - 1 ) ) UTIL_Remove( this ); } pev->nextthink = gpGlobals->time + 0.1; } -class CBloodSplat : public CBaseEntity +class CBloodSplat : public CBaseEntity { public: - void Spawn ( entvars_t *pevOwner ); - void Spray ( void ); + void Spawn( entvars_t *pevOwner ); + void Spray( void ); }; -void CBloodSplat::Spawn ( entvars_t *pevOwner ) +void CBloodSplat::Spawn( entvars_t *pevOwner ) { - pev->origin = pevOwner->origin + Vector ( 0 , 0 , 32 ); + pev->origin = pevOwner->origin + Vector( 0, 0, 32 ); pev->angles = pevOwner->v_angle; - pev->owner = ENT(pevOwner); + pev->owner = ENT( pevOwner ); SetThink( &CBloodSplat::Spray ); pev->nextthink = gpGlobals->time + 0.1; } -void CBloodSplat::Spray ( void ) +void CBloodSplat::Spray( void ) { - TraceResult tr; + TraceResult tr; - if ( g_Language != LANGUAGE_GERMAN ) + if( g_Language != LANGUAGE_GERMAN ) { - UTIL_MakeVectors(pev->angles); - UTIL_TraceLine ( pev->origin, pev->origin + gpGlobals->v_forward * 128, ignore_monsters, pev->owner, & tr); + UTIL_MakeVectors( pev->angles ); + UTIL_TraceLine( pev->origin, pev->origin + gpGlobals->v_forward * 128, ignore_monsters, pev->owner, & tr ); UTIL_BloodDecalTrace( &tr, BLOOD_COLOR_RED ); } @@ -3154,17 +3147,16 @@ void CBloodSplat::Spray ( void ) } //============================================== - void CBasePlayer::GiveNamedItem( const char *pszName ) { edict_t *pent; - int istr = MAKE_STRING(pszName); + int istr = MAKE_STRING( pszName ); - pent = CREATE_NAMED_ENTITY(istr); - if ( FNullEnt( pent ) ) + pent = CREATE_NAMED_ENTITY( istr ); + if( FNullEnt( pent ) ) { - ALERT ( at_console, "NULL Ent in GiveNamedItem!\n" ); + ALERT( at_console, "NULL Ent in GiveNamedItem!\n" ); return; } VARS( pent )->origin = pev->origin; @@ -3178,9 +3170,9 @@ CBaseEntity *FindEntityForward( CBaseEntity *pMe ) { TraceResult tr; - UTIL_MakeVectors(pMe->pev->v_angle); - UTIL_TraceLine(pMe->pev->origin + pMe->pev->view_ofs,pMe->pev->origin + pMe->pev->view_ofs + gpGlobals->v_forward * 8192,dont_ignore_monsters, pMe->edict(), &tr ); - if ( tr.flFraction != 1.0 && !FNullEnt( tr.pHit) ) + UTIL_MakeVectors( pMe->pev->v_angle ); + UTIL_TraceLine( pMe->pev->origin + pMe->pev->view_ofs,pMe->pev->origin + pMe->pev->view_ofs + gpGlobals->v_forward * 8192,dont_ignore_monsters, pMe->edict(), &tr ); + if( tr.flFraction != 1.0 && !FNullEnt( tr.pHit ) ) { CBaseEntity *pHit = CBaseEntity::Instance( tr.pHit ); return pHit; @@ -3188,38 +3180,38 @@ CBaseEntity *FindEntityForward( CBaseEntity *pMe ) return NULL; } -BOOL CBasePlayer :: FlashlightIsOn( void ) +BOOL CBasePlayer::FlashlightIsOn( void ) { - return FBitSet(pev->effects, EF_DIMLIGHT); + return FBitSet( pev->effects, EF_DIMLIGHT ); } -void CBasePlayer :: FlashlightTurnOn( void ) +void CBasePlayer::FlashlightTurnOn( void ) { - if ( !g_pGameRules->FAllowFlashlight() ) + if( !g_pGameRules->FAllowFlashlight() ) { return; } - if ( (pev->weapons & (1<weapons & ( 1 << WEAPON_SUIT ) ) ) { - EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, SOUND_FLASHLIGHT_ON, 1.0, ATTN_NORM, 0, PITCH_NORM ); - SetBits(pev->effects, EF_DIMLIGHT); + EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, SOUND_FLASHLIGHT_ON, 1.0, ATTN_NORM, 0, PITCH_NORM ); + SetBits( pev->effects, EF_DIMLIGHT ); MESSAGE_BEGIN( MSG_ONE, gmsgFlashlight, NULL, pev ); - WRITE_BYTE(1); - WRITE_BYTE(m_iFlashBattery); + WRITE_BYTE( 1 ); + WRITE_BYTE( m_iFlashBattery ); MESSAGE_END(); m_flFlashLightTime = FLASH_DRAIN_TIME + gpGlobals->time; } } -void CBasePlayer :: FlashlightTurnOff( void ) +void CBasePlayer::FlashlightTurnOff( void ) { - EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, SOUND_FLASHLIGHT_OFF, 1.0, ATTN_NORM, 0, PITCH_NORM ); - ClearBits(pev->effects, EF_DIMLIGHT); + EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, SOUND_FLASHLIGHT_OFF, 1.0, ATTN_NORM, 0, PITCH_NORM ); + ClearBits( pev->effects, EF_DIMLIGHT ); MESSAGE_BEGIN( MSG_ONE, gmsgFlashlight, NULL, pev ); - WRITE_BYTE(0); - WRITE_BYTE(m_iFlashBattery); + WRITE_BYTE( 0 ); + WRITE_BYTE( m_iFlashBattery ); MESSAGE_END(); m_flFlashLightTime = FLASH_CHARGE_TIME + gpGlobals->time; @@ -3234,9 +3226,9 @@ so that the client side .dll can behave correctly. Reset stuff so that the state is transmitted. =============== */ -void CBasePlayer :: ForceClientDllUpdate( void ) +void CBasePlayer::ForceClientDllUpdate( void ) { - m_iClientHealth = -1; + m_iClientHealth = -1; m_iClientBattery = -1; m_iTrain |= TRAIN_NEW; // Force new train message. m_fWeapon = FALSE; // Force weapon send @@ -3255,24 +3247,23 @@ ImpulseCommands */ extern float g_flWeaponCheat; -void CBasePlayer::ImpulseCommands( ) +void CBasePlayer::ImpulseCommands() { - TraceResult tr;// UNDONE: kill me! This is temporary for PreAlpha CDs + TraceResult tr;// UNDONE: kill me! This is temporary for PreAlpha CDs // Handle use events PlayerUse(); int iImpulse = (int)pev->impulse; - switch (iImpulse) + switch( iImpulse ) { case 99: - { int iOn; - if (!gmsgLogo) + if( !gmsgLogo ) { iOn = 1; - gmsgLogo = REG_USER_MSG("Logo", 1); + gmsgLogo = REG_USER_MSG( "Logo", 1 ); } else { @@ -3283,40 +3274,39 @@ void CBasePlayer::ImpulseCommands( ) // send "health" update message MESSAGE_BEGIN( MSG_ONE, gmsgLogo, NULL, pev ); - WRITE_BYTE(iOn); + WRITE_BYTE( iOn ); MESSAGE_END(); if(!iOn) gmsgLogo = 0; break; - } case 100: // temporary flashlight for level designers - if ( FlashlightIsOn() ) + if( FlashlightIsOn() ) { FlashlightTurnOff(); } - else + else { FlashlightTurnOn(); } break; case 201: // paint decal - if ( gpGlobals->time < m_flNextDecalTime ) + if( gpGlobals->time < m_flNextDecalTime ) { // too early! break; } - UTIL_MakeVectors(pev->v_angle); - UTIL_TraceLine ( pev->origin + pev->view_ofs, pev->origin + pev->view_ofs + gpGlobals->v_forward * 128, ignore_monsters, ENT(pev), & tr); + UTIL_MakeVectors( pev->v_angle ); + UTIL_TraceLine( pev->origin + pev->view_ofs, pev->origin + pev->view_ofs + gpGlobals->v_forward * 128, ignore_monsters, ENT( pev ), &tr ); - if ( tr.flFraction != 1.0 ) + if( tr.flFraction != 1.0 ) { // line hit something, so paint a decal m_flNextDecalTime = gpGlobals->time + decalfrequency.value; - CSprayCan *pCan = GetClassPtr((CSprayCan *)NULL); + CSprayCan *pCan = GetClassPtr( (CSprayCan *)NULL ); pCan->Spawn( pev ); } break; @@ -3334,7 +3324,7 @@ void CBasePlayer::ImpulseCommands( ) void CBasePlayer::CheatImpulseCommands( int iImpulse ) { #if !defined( HLDEMO_BUILD ) - if ( g_flWeaponCheat == 0.0 ) + if( g_flWeaponCheat == 0.0 ) { return; } @@ -3342,22 +3332,20 @@ void CBasePlayer::CheatImpulseCommands( int iImpulse ) CBaseEntity *pEntity; TraceResult tr; - switch ( iImpulse ) + switch( iImpulse ) { case 76: + if( !giPrecacheGrunt ) { - if (!giPrecacheGrunt) - { - giPrecacheGrunt = 1; - ALERT(at_console, "You must now restart to use Grunt-o-matic.\n"); - } - else - { - UTIL_MakeVectors( Vector( 0, pev->v_angle.y, 0 ) ); - Create("monster_human_grunt", pev->origin + gpGlobals->v_forward * 128, pev->angles); - } - break; + giPrecacheGrunt = 1; + ALERT( at_console, "You must now restart to use Grunt-o-matic.\n" ); } + else + { + UTIL_MakeVectors( Vector( 0, pev->v_angle.y, 0 ) ); + Create( "monster_human_grunt", pev->origin + gpGlobals->v_forward * 128, pev->angles ); + } + break; case 101: gEvilImpulse101 = TRUE; GiveNamedItem( "item_suit" ); @@ -3395,10 +3383,10 @@ void CBasePlayer::CheatImpulseCommands( int iImpulse ) case 103: // What the hell are you doing? pEntity = FindEntityForward( this ); - if ( pEntity ) + if( pEntity ) { CBaseMonster *pMonster = pEntity->MyMonsterPointer(); - if ( pMonster ) + if( pMonster ) pMonster->ReportAIState(); } break; @@ -3407,94 +3395,98 @@ void CBasePlayer::CheatImpulseCommands( int iImpulse ) gGlobalState.DumpGlobals(); break; case 105:// player makes no sound for monsters to hear. + if( m_fNoPlayerSound ) { - if ( m_fNoPlayerSound ) - { - ALERT ( at_console, "Player is audible\n" ); - m_fNoPlayerSound = FALSE; - } - else - { - ALERT ( at_console, "Player is silent\n" ); - m_fNoPlayerSound = TRUE; - } - break; + ALERT( at_console, "Player is audible\n" ); + m_fNoPlayerSound = FALSE; } + else + { + ALERT( at_console, "Player is silent\n" ); + m_fNoPlayerSound = TRUE; + } + break; case 106: // Give me the classname and targetname of this entity. pEntity = FindEntityForward( this ); - if ( pEntity ) + if( pEntity ) { - ALERT ( at_console, "Classname: %s", STRING( pEntity->pev->classname ) ); - - if ( !FStringNull ( pEntity->pev->targetname ) ) + ALERT( at_console, "Classname: %s", STRING( pEntity->pev->classname ) ); + + if( !FStringNull( pEntity->pev->targetname ) ) { - ALERT ( at_console, " - Targetname: %s\n", STRING( pEntity->pev->targetname ) ); + ALERT( at_console, " - Targetname: %s\n", STRING( pEntity->pev->targetname ) ); } else { - ALERT ( at_console, " - TargetName: No Targetname\n" ); + ALERT( at_console, " - TargetName: No Targetname\n" ); } - ALERT ( at_console, "Model: %s\n", STRING( pEntity->pev->model ) ); - if ( pEntity->pev->globalname ) - ALERT ( at_console, "Globalname: %s\n", STRING( pEntity->pev->globalname ) ); + ALERT( at_console, "Model: %s\n", STRING( pEntity->pev->model ) ); + if( pEntity->pev->globalname ) + ALERT( at_console, "Globalname: %s\n", STRING( pEntity->pev->globalname ) ); } break; case 107: { //TraceResult tr; - edict_t *pWorld = g_engfuncs.pfnPEntityOfEntIndex( 0 ); + edict_t *pWorld = g_engfuncs.pfnPEntityOfEntIndex( 0 ); Vector start = pev->origin + pev->view_ofs; Vector end = start + gpGlobals->v_forward * 1024; UTIL_TraceLine( start, end, ignore_monsters, edict(), &tr ); - if ( tr.pHit ) + if( tr.pHit ) pWorld = tr.pHit; const char *pTextureName = TRACE_TEXTURE( pWorld, start, end ); - if ( pTextureName ) + if( pTextureName ) ALERT( at_console, "Texture: %s\n", pTextureName ); } break; - case 195:// show shortest paths for entire level to nearest node + case 195: + // show shortest paths for entire level to nearest node { - Create("node_viewer_fly", pev->origin, pev->angles); + Create( "node_viewer_fly", pev->origin, pev->angles ); } break; - case 196:// show shortest paths for entire level to nearest node + case 196: + // show shortest paths for entire level to nearest node { - Create("node_viewer_large", pev->origin, pev->angles); + Create( "node_viewer_large", pev->origin, pev->angles ); } break; - case 197:// show shortest paths for entire level to nearest node + case 197: + // show shortest paths for entire level to nearest node { - Create("node_viewer_human", pev->origin, pev->angles); + Create( "node_viewer_human", pev->origin, pev->angles ); } break; - case 199:// show nearest node and all connections + case 199: + // show nearest node and all connections { - ALERT ( at_console, "%d\n", WorldGraph.FindNearestNode ( pev->origin, bits_NODE_GROUP_REALM ) ); - WorldGraph.ShowNodeConnections ( WorldGraph.FindNearestNode ( pev->origin, bits_NODE_GROUP_REALM ) ); + ALERT( at_console, "%d\n", WorldGraph.FindNearestNode( pev->origin, bits_NODE_GROUP_REALM ) ); + WorldGraph.ShowNodeConnections( WorldGraph.FindNearestNode( pev->origin, bits_NODE_GROUP_REALM ) ); } break; - case 202:// Random blood splatter - UTIL_MakeVectors(pev->v_angle); - UTIL_TraceLine ( pev->origin + pev->view_ofs, pev->origin + pev->view_ofs + gpGlobals->v_forward * 128, ignore_monsters, ENT(pev), & tr); + case 202: + // Random blood splatter + UTIL_MakeVectors( pev->v_angle ); + UTIL_TraceLine( pev->origin + pev->view_ofs, pev->origin + pev->view_ofs + gpGlobals->v_forward * 128, ignore_monsters, ENT( pev ), &tr ); - if ( tr.flFraction != 1.0 ) + if( tr.flFraction != 1.0 ) { // line hit something, so paint a decal - CBloodSplat *pBlood = GetClassPtr((CBloodSplat *)NULL); + CBloodSplat *pBlood = GetClassPtr( (CBloodSplat *)NULL ); pBlood->Spawn( pev ); } break; - case 203:// remove creature. + case 203: + // remove creature. pEntity = FindEntityForward( this ); - if ( pEntity ) + if( pEntity ) { - if ( pEntity->pev->takedamage ) - pEntity->SetThink( &CBaseEntity::SUB_Remove); + if( pEntity->pev->takedamage ) + pEntity->SetThink( &CBaseEntity::SUB_Remove ); } break; } @@ -3510,85 +3502,85 @@ int CBasePlayer::AddPlayerItem( CBasePlayerItem *pItem ) pInsert = m_rgpPlayerItems[pItem->iItemSlot()]; - while (pInsert) + while( pInsert ) { - if (FClassnameIs( pInsert->pev, STRING( pItem->pev->classname) )) + if( FClassnameIs( pInsert->pev, STRING( pItem->pev->classname ) ) ) { - if (pItem->AddDuplicate( pInsert )) + if( pItem->AddDuplicate( pInsert ) ) { - g_pGameRules->PlayerGotWeapon ( this, pItem ); + g_pGameRules->PlayerGotWeapon( this, pItem ); pItem->CheckRespawn(); // ugly hack to update clip w/o an update clip message - pInsert->UpdateItemInfo( ); - if (m_pActiveItem) - m_pActiveItem->UpdateItemInfo( ); + pInsert->UpdateItemInfo(); + if( m_pActiveItem ) + m_pActiveItem->UpdateItemInfo(); - pItem->Kill( ); + pItem->Kill(); } - else if (gEvilImpulse101) + else if( gEvilImpulse101 ) { // FIXME: remove anyway for deathmatch testing - pItem->Kill( ); + pItem->Kill(); } return FALSE; } pInsert = pInsert->m_pNext; } - if (pItem->AddToPlayer( this )) + if( pItem->AddToPlayer( this ) ) { - g_pGameRules->PlayerGotWeapon ( this, pItem ); + g_pGameRules->PlayerGotWeapon( this, pItem ); pItem->CheckRespawn(); pItem->m_pNext = m_rgpPlayerItems[pItem->iItemSlot()]; m_rgpPlayerItems[pItem->iItemSlot()] = pItem; // should we switch to this item? - if ( g_pGameRules->FShouldSwitchWeapon( this, pItem ) ) + if( g_pGameRules->FShouldSwitchWeapon( this, pItem ) ) { SwitchWeapon( pItem ); } return TRUE; } - else if (gEvilImpulse101) + else if( gEvilImpulse101 ) { // FIXME: remove anyway for deathmatch testing - pItem->Kill( ); + pItem->Kill(); } return FALSE; } int CBasePlayer::RemovePlayerItem( CBasePlayerItem *pItem ) { - if (m_pActiveItem == pItem) + if( m_pActiveItem == pItem ) { - ResetAutoaim( ); - pItem->Holster( ); + ResetAutoaim(); + pItem->Holster(); pItem->pev->nextthink = 0;// crowbar may be trying to swing again, etc. pItem->SetThink( NULL ); m_pActiveItem = NULL; pev->viewmodel = 0; pev->weaponmodel = 0; } - else if ( m_pLastItem == pItem ) + else if( m_pLastItem == pItem ) m_pLastItem = NULL; CBasePlayerItem *pPrev = m_rgpPlayerItems[pItem->iItemSlot()]; - if (pPrev == pItem) + if( pPrev == pItem ) { m_rgpPlayerItems[pItem->iItemSlot()] = pItem->m_pNext; return TRUE; } else { - while (pPrev && pPrev->m_pNext != pItem) + while( pPrev && pPrev->m_pNext != pItem ) { pPrev = pPrev->m_pNext; } - if (pPrev) + if( pPrev ) { pPrev->m_pNext = pItem->m_pNext; return TRUE; @@ -3600,15 +3592,15 @@ int CBasePlayer::RemovePlayerItem( CBasePlayerItem *pItem ) // // Returns the unique ID for the ammo, or -1 if error // -int CBasePlayer :: GiveAmmo( int iCount, char *szName, int iMax ) +int CBasePlayer::GiveAmmo( int iCount, char *szName, int iMax ) { - if ( !szName ) + if( !szName ) { // no ammo. return -1; } - if ( !g_pGameRules->CanHaveAmmo( this, szName, iMax ) ) + if( !g_pGameRules->CanHaveAmmo( this, szName, iMax ) ) { // game rules say I can't have any more of this ammo type. return -1; @@ -3618,20 +3610,20 @@ int CBasePlayer :: GiveAmmo( int iCount, char *szName, int iMax ) i = GetAmmoIndex( szName ); - if ( i < 0 || i >= MAX_AMMO_SLOTS ) + if( i < 0 || i >= MAX_AMMO_SLOTS ) return -1; int iAdd = min( iCount, iMax - m_rgAmmo[i] ); - if ( iAdd < 1 ) + if( iAdd < 1 ) return i; - m_rgAmmo[ i ] += iAdd; + m_rgAmmo[i] += iAdd; - if ( gmsgAmmoPickup ) // make sure the ammo messages have been linked first + if( gmsgAmmoPickup ) // make sure the ammo messages have been linked first { // Send the message that ammo has been picked up MESSAGE_BEGIN( MSG_ONE, gmsgAmmoPickup, NULL, pev ); - WRITE_BYTE( GetAmmoIndex(szName) ); // ammo ID + WRITE_BYTE( GetAmmoIndex( szName ) ); // ammo ID WRITE_BYTE( iAdd ); // amount MESSAGE_END(); } @@ -3651,18 +3643,18 @@ Called every frame by the player PreThink void CBasePlayer::ItemPreFrame() { #if defined( CLIENT_WEAPONS ) - if ( m_flNextAttack > 0 ) + if( m_flNextAttack > 0 ) #else - if ( gpGlobals->time < m_flNextAttack ) + if( gpGlobals->time < m_flNextAttack ) #endif { return; } - if (!m_pActiveItem) + if( !m_pActiveItem ) return; - m_pActiveItem->ItemPreFrame( ); + m_pActiveItem->ItemPreFrame(); } /* @@ -3677,13 +3669,13 @@ void CBasePlayer::ItemPostFrame() static int fInSelect = FALSE; // check if the player is using a tank - if ( m_pTank != NULL ) + if( m_pTank != NULL ) return; #if defined( CLIENT_WEAPONS ) - if ( m_flNextAttack > 0 ) + if( m_flNextAttack > 0 ) #else - if ( gpGlobals->time < m_flNextAttack ) + if( gpGlobals->time < m_flNextAttack ) #endif { return; @@ -3691,35 +3683,35 @@ void CBasePlayer::ItemPostFrame() ImpulseCommands(); - if (!m_pActiveItem) + if( !m_pActiveItem ) return; - m_pActiveItem->ItemPostFrame( ); + m_pActiveItem->ItemPostFrame(); } int CBasePlayer::AmmoInventory( int iAmmoIndex ) { - if (iAmmoIndex == -1) + if( iAmmoIndex == -1 ) { return -1; } - return m_rgAmmo[ iAmmoIndex ]; + return m_rgAmmo[iAmmoIndex]; } -int CBasePlayer::GetAmmoIndex(const char *psz) +int CBasePlayer::GetAmmoIndex( const char *psz ) { int i; - if (!psz) + if( !psz ) return -1; - for (i = 1; i < MAX_AMMO_SLOTS; i++) + for( i = 1; i < MAX_AMMO_SLOTS; i++ ) { - if ( !CBasePlayerItem::AmmoInfoArray[i].pszName ) + if( !CBasePlayerItem::AmmoInfoArray[i].pszName ) continue; - if (stricmp( psz, CBasePlayerItem::AmmoInfoArray[i].pszName ) == 0) + if( stricmp( psz, CBasePlayerItem::AmmoInfoArray[i].pszName ) == 0 ) return i; } @@ -3728,11 +3720,11 @@ int CBasePlayer::GetAmmoIndex(const char *psz) // Called from UpdateClientData // makes sure the client has all the necessary ammo info, if values have changed -void CBasePlayer::SendAmmoUpdate(void) +void CBasePlayer::SendAmmoUpdate( void ) { - for (int i=0; i < MAX_AMMO_SLOTS;i++) + for( int i = 0; i < MAX_AMMO_SLOTS; i++ ) { - if (m_rgAmmo[i] != m_rgAmmoLast[i]) + if( m_rgAmmo[i] != m_rgAmmoLast[i] ) { m_rgAmmoLast[i] = m_rgAmmo[i]; @@ -3759,9 +3751,9 @@ ForceClientDllUpdate to ensure the demo gets messages reflecting all of the HUD state info. ========================================================= */ -void CBasePlayer :: UpdateClientData( void ) +void CBasePlayer::UpdateClientData( void ) { - if (m_fInitHUD) + if( m_fInitHUD ) { m_fInitHUD = FALSE; gInitHUD = FALSE; @@ -3770,14 +3762,14 @@ void CBasePlayer :: UpdateClientData( void ) WRITE_BYTE( 0 ); MESSAGE_END(); - if ( !m_fGameHUDInitialized ) + if( !m_fGameHUDInitialized ) { MESSAGE_BEGIN( MSG_ONE, gmsgInitHUD, NULL, pev ); MESSAGE_END(); g_pGameRules->InitHUD( this ); m_fGameHUDInitialized = TRUE; - if ( g_pGameRules->IsMultiplayer() ) + if( g_pGameRules->IsMultiplayer() ) { FireTargets( "game_playerjoin", this, this, USE_TOGGLE, 0 ); } @@ -3788,7 +3780,7 @@ void CBasePlayer :: UpdateClientData( void ) InitStatusBar(); } - if ( m_iHideHUD != m_iClientHideHUD ) + if( m_iHideHUD != m_iClientHideHUD ) { MESSAGE_BEGIN( MSG_ONE, gmsgHideWeapon, NULL, pev ); WRITE_BYTE( m_iHideHUD ); @@ -3797,7 +3789,7 @@ void CBasePlayer :: UpdateClientData( void ) m_iClientHideHUD = m_iHideHUD; } - if ( m_iFOV != m_iClientFOV ) + if( m_iFOV != m_iClientFOV ) { MESSAGE_BEGIN( MSG_ONE, gmsgSetFOV, NULL, pev ); WRITE_BYTE( m_iFOV ); @@ -3807,7 +3799,7 @@ void CBasePlayer :: UpdateClientData( void ) } // HACKHACK -- send the message to display the game title - if (gDisplayTitle) + if( gDisplayTitle ) { MESSAGE_BEGIN( MSG_ONE, gmsgShowGameTitle, NULL, pev ); WRITE_BYTE( 0 ); @@ -3815,7 +3807,7 @@ void CBasePlayer :: UpdateClientData( void ) gDisplayTitle = 0; } - if (pev->health != m_iClientHealth) + if( pev->health != m_iClientHealth ) { int iHealth = max( pev->health, 0 ); // make sure that no negative health values are sent @@ -3827,7 +3819,7 @@ void CBasePlayer :: UpdateClientData( void ) m_iClientHealth = pev->health; } - if (pev->armorvalue != m_iClientBattery) + if( pev->armorvalue != m_iClientBattery ) { m_iClientBattery = pev->armorvalue; @@ -3835,21 +3827,21 @@ void CBasePlayer :: UpdateClientData( void ) // send "health" update message MESSAGE_BEGIN( MSG_ONE, gmsgBattery, NULL, pev ); - WRITE_SHORT( (int)pev->armorvalue); + WRITE_SHORT( (int)pev->armorvalue ); MESSAGE_END(); } - if (pev->dmg_take || pev->dmg_save || m_bitsHUDDamage != m_bitsDamageType) + if( pev->dmg_take || pev->dmg_save || m_bitsHUDDamage != m_bitsDamageType ) { // Comes from inside me if not set Vector damageOrigin = pev->origin; // send "damage" message // causes screen to flash, and pain compass to show direction of damage edict_t *other = pev->dmg_inflictor; - if ( other ) + if( other ) { - CBaseEntity *pEntity = CBaseEntity::Instance(other); - if ( pEntity ) + CBaseEntity *pEntity = CBaseEntity::Instance( other ); + if( pEntity ) damageOrigin = pEntity->Center(); } @@ -3864,32 +3856,32 @@ void CBasePlayer :: UpdateClientData( void ) WRITE_COORD( damageOrigin.y ); WRITE_COORD( damageOrigin.z ); MESSAGE_END(); - + pev->dmg_take = 0; pev->dmg_save = 0; m_bitsHUDDamage = m_bitsDamageType; - + // Clear off non-time-based damage indicators m_bitsDamageType &= DMG_TIMEBASED; } // Update Flashlight - if ((m_flFlashLightTime) && (m_flFlashLightTime <= gpGlobals->time)) + if( ( m_flFlashLightTime ) && ( m_flFlashLightTime <= gpGlobals->time ) ) { - if (FlashlightIsOn()) + if( FlashlightIsOn() ) { - if (m_iFlashBattery) + if( m_iFlashBattery ) { m_flFlashLightTime = FLASH_DRAIN_TIME + gpGlobals->time; m_iFlashBattery--; - if (!m_iFlashBattery) + if( !m_iFlashBattery ) FlashlightTurnOff(); } } else { - if (m_iFlashBattery < 100) + if( m_iFlashBattery < 100 ) { m_flFlashLightTime = FLASH_CHARGE_TIME + gpGlobals->time; m_iFlashBattery++; @@ -3899,17 +3891,17 @@ void CBasePlayer :: UpdateClientData( void ) } MESSAGE_BEGIN( MSG_ONE, gmsgFlashBattery, NULL, pev ); - WRITE_BYTE(m_iFlashBattery); + WRITE_BYTE( m_iFlashBattery ); MESSAGE_END(); } - if (m_iTrain & TRAIN_NEW) + if( m_iTrain & TRAIN_NEW ) { ASSERT( gmsgTrain > 0 ); // send "health" update message MESSAGE_BEGIN( MSG_ONE, gmsgTrain, NULL, pev ); - WRITE_BYTE(m_iTrain & 0xF); + WRITE_BYTE( m_iTrain & 0xF ); MESSAGE_END(); m_iTrain &= ~TRAIN_NEW; @@ -3918,7 +3910,7 @@ void CBasePlayer :: UpdateClientData( void ) // // New Weapon? // - if (!m_fKnownItem) + if( !m_fKnownItem ) { m_fKnownItem = TRUE; @@ -3932,35 +3924,35 @@ void CBasePlayer :: UpdateClientData( void ) // byte Ammo2 Type // byte bucket // byte bucket pos - // byte flags + // byte flags // ???? Icons // Send ALL the weapon info now int i; - for (i = 0; i < MAX_WEAPONS; i++) + for( i = 0; i < MAX_WEAPONS; i++ ) { ItemInfo& II = CBasePlayerItem::ItemInfoArray[i]; - if ( !II.iId ) + if( !II.iId ) continue; const char *pszName; - if (!II.pszName) + if( !II.pszName ) pszName = "Empty"; else pszName = II.pszName; MESSAGE_BEGIN( MSG_ONE, gmsgWeaponList, NULL, pev ); - WRITE_STRING(pszName); // string weapon name - WRITE_BYTE(GetAmmoIndex(II.pszAmmo1)); // byte Ammo Type - WRITE_BYTE(II.iMaxAmmo1); // byte Max Ammo 1 - WRITE_BYTE(GetAmmoIndex(II.pszAmmo2)); // byte Ammo2 Type - WRITE_BYTE(II.iMaxAmmo2); // byte Max Ammo 2 - WRITE_BYTE(II.iSlot); // byte bucket - WRITE_BYTE(II.iPosition); // byte bucket pos - WRITE_BYTE(II.iId); // byte id (bit index into pev->weapons) - WRITE_BYTE(II.iFlags); // byte Flags + WRITE_STRING( pszName ); // string weapon name + WRITE_BYTE( GetAmmoIndex( II.pszAmmo1 ) ); // byte Ammo Type + WRITE_BYTE( II.iMaxAmmo1 ); // byte Max Ammo 1 + WRITE_BYTE( GetAmmoIndex( II.pszAmmo2 ) ); // byte Ammo2 Type + WRITE_BYTE( II.iMaxAmmo2 ); // byte Max Ammo 2 + WRITE_BYTE( II.iSlot ); // byte bucket + WRITE_BYTE( II.iPosition ); // byte bucket pos + WRITE_BYTE( II.iId ); // byte id (bit index into pev->weapons) + WRITE_BYTE( II.iFlags ); // byte Flags MESSAGE_END(); } } @@ -3968,9 +3960,9 @@ void CBasePlayer :: UpdateClientData( void ) SendAmmoUpdate(); // Update all the items - for ( int i = 0; i < MAX_ITEM_TYPES; i++ ) + for( int i = 0; i < MAX_ITEM_TYPES; i++ ) { - if ( m_rgpPlayerItems[i] ) // each item updates it's successors + if( m_rgpPlayerItems[i] ) // each item updates it's successors m_rgpPlayerItems[i]->UpdateClientData( this ); } @@ -3979,7 +3971,7 @@ void CBasePlayer :: UpdateClientData( void ) m_iClientFOV = m_iFOV; // Update Status Bar - if ( m_flNextSBarUpdateTime < gpGlobals->time ) + if( m_flNextSBarUpdateTime < gpGlobals->time ) { UpdateStatusBar(); m_flNextSBarUpdateTime = gpGlobals->time + 0.2; @@ -3990,7 +3982,7 @@ void CBasePlayer :: UpdateClientData( void ) // FBecomeProne - Overridden for the player to set the proper // physics flags when a barnacle grabs player. //========================================================= -BOOL CBasePlayer :: FBecomeProne ( void ) +BOOL CBasePlayer::FBecomeProne( void ) { m_afPhysicsFlags |= PFLAG_ONBARNACLE; return TRUE; @@ -4001,16 +3993,16 @@ BOOL CBasePlayer :: FBecomeProne ( void ) // by Barnacle victims when the barnacle pulls their head // into its mouth. For the player, just die. //========================================================= -void CBasePlayer :: BarnacleVictimBitten ( entvars_t *pevBarnacle ) +void CBasePlayer::BarnacleVictimBitten( entvars_t *pevBarnacle ) { - TakeDamage ( pevBarnacle, pevBarnacle, pev->health + pev->armorvalue, DMG_SLASH | DMG_ALWAYSGIB ); + TakeDamage( pevBarnacle, pevBarnacle, pev->health + pev->armorvalue, DMG_SLASH | DMG_ALWAYSGIB ); } //========================================================= // BarnacleVictimReleased - overridden for player who has // physics flags concerns. //========================================================= -void CBasePlayer :: BarnacleVictimReleased ( void ) +void CBasePlayer::BarnacleVictimReleased( void ) { m_afPhysicsFlags &= ~PFLAG_ONBARNACLE; } @@ -4019,23 +4011,22 @@ void CBasePlayer :: BarnacleVictimReleased ( void ) // Illumination // return player light level plus virtual muzzle flash //========================================================= -int CBasePlayer :: Illumination( void ) +int CBasePlayer::Illumination( void ) { - int iIllum = CBaseEntity::Illumination( ); + int iIllum = CBaseEntity::Illumination(); iIllum += m_iWeaponFlash; - if (iIllum > 255) + if( iIllum > 255 ) return 255; return iIllum; } -void CBasePlayer :: EnableControl(BOOL fControl) +void CBasePlayer::EnableControl( BOOL fControl ) { - if (!fControl) + if( !fControl ) pev->flags |= FL_FROZEN; else pev->flags &= ~FL_FROZEN; - } #define DOT_1DEGREE 0.9998476951564 @@ -4056,20 +4047,20 @@ void CBasePlayer :: EnableControl(BOOL fControl) // Autoaim // set crosshair position to point to enemey //========================================================= -Vector CBasePlayer :: GetAutoaimVector( float flDelta ) +Vector CBasePlayer::GetAutoaimVector( float flDelta ) { - if (g_iSkillLevel == SKILL_HARD) + if( g_iSkillLevel == SKILL_HARD ) { UTIL_MakeVectors( pev->v_angle + pev->punchangle ); return gpGlobals->v_forward; } - Vector vecSrc = GetGunPosition( ); + Vector vecSrc = GetGunPosition(); float flDist = 8192; // always use non-sticky autoaim // UNDONE: use sever variable to chose! - if (1 || g_iSkillLevel == SKILL_MEDIUM) + if( 1 || g_iSkillLevel == SKILL_MEDIUM ) { m_vecAutoAim = Vector( 0, 0, 0 ); // flDelta *= 0.5; @@ -4079,34 +4070,34 @@ Vector CBasePlayer :: GetAutoaimVector( float flDelta ) Vector angles = AutoaimDeflection(vecSrc, flDist, flDelta ); // update ontarget if changed - if ( !g_pGameRules->AllowAutoTargetCrosshair() ) + if( !g_pGameRules->AllowAutoTargetCrosshair() ) m_fOnTarget = 0; - else if (m_fOldTargeting != m_fOnTarget) + else if( m_fOldTargeting != m_fOnTarget ) { - m_pActiveItem->UpdateItemInfo( ); + m_pActiveItem->UpdateItemInfo(); } - if (angles.x > 180) + if( angles.x > 180 ) angles.x -= 360; - if (angles.x < -180) + if( angles.x < -180 ) angles.x += 360; - if (angles.y > 180) + if( angles.y > 180 ) angles.y -= 360; - if (angles.y < -180) + if( angles.y < -180 ) angles.y += 360; - if (angles.x > 25) + if( angles.x > 25 ) angles.x = 25; - if (angles.x < -25) + if( angles.x < -25 ) angles.x = -25; - if (angles.y > 12) + if( angles.y > 12 ) angles.y = 12; - if (angles.y < -12) + if( angles.y < -12 ) angles.y = -12; // always use non-sticky autoaim // UNDONE: use sever variable to chose! - if (0 || g_iSkillLevel == SKILL_EASY) + if( 0 || g_iSkillLevel == SKILL_EASY ) { m_vecAutoAim = m_vecAutoAim * 0.67 + angles * 0.33; } @@ -4118,13 +4109,12 @@ Vector CBasePlayer :: GetAutoaimVector( float flDelta ) // m_vecAutoAim = m_vecAutoAim * 0.99; // Don't send across network if sv_aim is 0 - if ( g_psv_aim->value != 0 ) + if( g_psv_aim->value != 0 ) { - if ( m_vecAutoAim.x != m_lastx || - m_vecAutoAim.y != m_lasty ) + if( m_vecAutoAim.x != m_lastx || m_vecAutoAim.y != m_lasty ) { SET_CROSSHAIRANGLE( edict(), -m_vecAutoAim.x, m_vecAutoAim.y ); - + m_lastx = m_vecAutoAim.x; m_lasty = m_vecAutoAim.y; } @@ -4136,16 +4126,16 @@ Vector CBasePlayer :: GetAutoaimVector( float flDelta ) return gpGlobals->v_forward; } -Vector CBasePlayer :: AutoaimDeflection( Vector &vecSrc, float flDist, float flDelta ) +Vector CBasePlayer::AutoaimDeflection( Vector &vecSrc, float flDist, float flDelta ) { - edict_t *pEdict = g_engfuncs.pfnPEntityOfEntIndex( 1 ); - CBaseEntity *pEntity; - float bestdot; - Vector bestdir; - edict_t *bestent; + edict_t *pEdict = g_engfuncs.pfnPEntityOfEntIndex( 1 ); + CBaseEntity *pEntity; + float bestdot; + Vector bestdir; + edict_t *bestent; TraceResult tr; - if ( g_psv_aim->value == 0 ) + if( g_psv_aim->value == 0 ) { m_fOnTarget = FALSE; return g_vecZero; @@ -4162,78 +4152,75 @@ Vector CBasePlayer :: AutoaimDeflection( Vector &vecSrc, float flDist, float flD UTIL_TraceLine( vecSrc, vecSrc + bestdir * flDist, dont_ignore_monsters, edict(), &tr ); - if ( tr.pHit && tr.pHit->v.takedamage != DAMAGE_NO) + if( tr.pHit && tr.pHit->v.takedamage != DAMAGE_NO ) { // don't look through water - if (!((pev->waterlevel != 3 && tr.pHit->v.waterlevel == 3) - || (pev->waterlevel == 3 && tr.pHit->v.waterlevel == 0))) + if( !( ( pev->waterlevel != 3 && tr.pHit->v.waterlevel == 3 ) || ( pev->waterlevel == 3 && tr.pHit->v.waterlevel == 0 ) ) ) { - if (tr.pHit->v.takedamage == DAMAGE_AIM) + if( tr.pHit->v.takedamage == DAMAGE_AIM ) m_fOnTarget = TRUE; return m_vecAutoAim; } } - for ( int i = 1; i < gpGlobals->maxEntities; i++, pEdict++ ) + for( int i = 1; i < gpGlobals->maxEntities; i++, pEdict++ ) { Vector center; Vector dir; float dot; - if ( pEdict->free ) // Not in use + if( pEdict->free ) // Not in use continue; - if (pEdict->v.takedamage != DAMAGE_AIM) + if( pEdict->v.takedamage != DAMAGE_AIM ) continue; - if (pEdict == edict()) + if( pEdict == edict() ) continue; - //if (pev->team > 0 && pEdict->v.team == pev->team) + //if( pev->team > 0 && pEdict->v.team == pev->team ) // continue; // don't aim at teammate - if ( !g_pGameRules->ShouldAutoAim( this, pEdict ) ) + if( !g_pGameRules->ShouldAutoAim( this, pEdict ) ) continue; pEntity = Instance( pEdict ); - if (pEntity == NULL) + if( pEntity == NULL ) continue; - if (!pEntity->IsAlive()) + if( !pEntity->IsAlive() ) continue; // don't look through water - if ((pev->waterlevel != 3 && pEntity->pev->waterlevel == 3) - || (pev->waterlevel == 3 && pEntity->pev->waterlevel == 0)) + if( ( pev->waterlevel != 3 && pEntity->pev->waterlevel == 3 ) || ( pev->waterlevel == 3 && pEntity->pev->waterlevel == 0 ) ) continue; center = pEntity->BodyTarget( vecSrc ); - dir = (center - vecSrc).Normalize( ); + dir = ( center - vecSrc ).Normalize(); // make sure it's in front of the player - if (DotProduct (dir, gpGlobals->v_forward ) < 0) + if( DotProduct( dir, gpGlobals->v_forward ) < 0 ) continue; - dot = fabs( DotProduct (dir, gpGlobals->v_right ) ) - + fabs( DotProduct (dir, gpGlobals->v_up ) ) * 0.5; + dot = fabs( DotProduct( dir, gpGlobals->v_right ) ) + fabs( DotProduct( dir, gpGlobals->v_up ) ) * 0.5; // tweek for distance - dot *= 1.0 + 0.2 * ((center - vecSrc).Length() / flDist); + dot *= 1.0 + 0.2 * ( ( center - vecSrc ).Length() / flDist ); - if (dot > bestdot) + if( dot > bestdot ) continue; // to far to turn UTIL_TraceLine( vecSrc, center, dont_ignore_monsters, edict(), &tr ); - if (tr.flFraction != 1.0 && tr.pHit != pEdict) + if( tr.flFraction != 1.0 && tr.pHit != pEdict ) { // ALERT( at_console, "hit %s, can't see %s\n", STRING( tr.pHit->v.classname ), STRING( pEdict->v.classname ) ); continue; } // don't shoot at friends - if (IRelationship( pEntity ) < 0) + if( IRelationship( pEntity ) < 0 ) { - if ( !pEntity->IsPlayer() && !g_pGameRules->IsDeathmatch()) - // ALERT( at_console, "friend\n"); + if( !pEntity->IsPlayer() && !g_pGameRules->IsDeathmatch() ) + // ALERT( at_console, "friend\n" ); continue; } @@ -4243,13 +4230,13 @@ Vector CBasePlayer :: AutoaimDeflection( Vector &vecSrc, float flDist, float flD bestdir = dir; } - if (bestent) + if( bestent ) { - bestdir = UTIL_VecToAngles (bestdir); + bestdir = UTIL_VecToAngles( bestdir ); bestdir.x = -bestdir.x; bestdir = bestdir - pev->v_angle - pev->punchangle; - if (bestent->v.takedamage == DAMAGE_AIM) + if( bestent->v.takedamage == DAMAGE_AIM ) m_fOnTarget = TRUE; return bestdir; @@ -4258,9 +4245,9 @@ Vector CBasePlayer :: AutoaimDeflection( Vector &vecSrc, float flDist, float flD return Vector( 0, 0, 0 ); } -void CBasePlayer :: ResetAutoaim( ) +void CBasePlayer::ResetAutoaim() { - if (m_vecAutoAim.x != 0 || m_vecAutoAim.y != 0) + if( m_vecAutoAim.x != 0 || m_vecAutoAim.y != 0 ) { m_vecAutoAim = Vector( 0, 0, 0 ); SET_CROSSHAIRANGLE( edict(), 0, 0 ); @@ -4276,10 +4263,9 @@ SetCustomDecalFrames Note: -1 means no custom frames present. ============= */ -void CBasePlayer :: SetCustomDecalFrames( int nFrames ) +void CBasePlayer::SetCustomDecalFrames( int nFrames ) { - if (nFrames > 0 && - nFrames < 8) + if( nFrames > 0 && nFrames < 8 ) m_nCustomSprayFrames = nFrames; else m_nCustomSprayFrames = -1; @@ -4292,7 +4278,7 @@ GetCustomDecalFrames Returns the # of custom frames this player's custom clan logo contains. ============= */ -int CBasePlayer :: GetCustomDecalFrames( void ) +int CBasePlayer::GetCustomDecalFrames( void ) { return m_nCustomSprayFrames; } @@ -4301,15 +4287,15 @@ int CBasePlayer :: GetCustomDecalFrames( void ) // DropPlayerItem - drop the named item, or if no name, // the active item. //========================================================= -void CBasePlayer::DropPlayerItem ( char *pszItemName ) +void CBasePlayer::DropPlayerItem( char *pszItemName ) { - if ( !g_pGameRules->IsMultiplayer() || (weaponstay.value > 0) ) + if( !g_pGameRules->IsMultiplayer() || ( weaponstay.value > 0 ) ) { // no dropping in single player. return; } - if ( !strlen( pszItemName ) ) + if( !strlen( pszItemName ) ) { // if this string has no length, the client didn't type a name! // assume player wants to drop the active item. @@ -4320,16 +4306,16 @@ void CBasePlayer::DropPlayerItem ( char *pszItemName ) CBasePlayerItem *pWeapon; int i; - for ( i = 0 ; i < MAX_ITEM_TYPES ; i++ ) + for( i = 0; i < MAX_ITEM_TYPES; i++ ) { - pWeapon = m_rgpPlayerItems[ i ]; + pWeapon = m_rgpPlayerItems[i]; - while ( pWeapon ) + while( pWeapon ) { - if ( pszItemName ) + if( pszItemName ) { // try to match by name. - if ( !strcmp( pszItemName, STRING( pWeapon->pev->classname ) ) ) + if( !strcmp( pszItemName, STRING( pWeapon->pev->classname ) ) ) { // match! break; @@ -4338,7 +4324,7 @@ void CBasePlayer::DropPlayerItem ( char *pszItemName ) else { // trying to drop active item - if ( pWeapon == m_pActiveItem ) + if( pWeapon == m_pActiveItem ) { // active item! break; @@ -4350,13 +4336,13 @@ void CBasePlayer::DropPlayerItem ( char *pszItemName ) // if we land here with a valid pWeapon pointer, that's because we found the // item we want to drop and hit a BREAK; pWeapon is the item. - if ( pWeapon ) + if( pWeapon ) { g_pGameRules->GetNextBestWeapon( this, pWeapon ); - UTIL_MakeVectors ( pev->angles ); + UTIL_MakeVectors( pev->angles ); - pev->weapons &= ~(1<m_iId);// take item off hud + pev->weapons &= ~( 1 << pWeapon->m_iId );// take item off hud CWeaponBox *pWeaponBox = (CWeaponBox *)CBaseEntity::Create( "weaponbox", pev->origin + gpGlobals->v_forward * 10, pev->angles, edict() ); pWeaponBox->pev->angles.x = 0; @@ -4365,24 +4351,24 @@ void CBasePlayer::DropPlayerItem ( char *pszItemName ) pWeaponBox->pev->velocity = gpGlobals->v_forward * 300 + gpGlobals->v_forward * 100; // drop half of the ammo for this weapon. - int iAmmoIndex; + int iAmmoIndex; - iAmmoIndex = GetAmmoIndex ( pWeapon->pszAmmo1() ); // ??? - - if ( iAmmoIndex != -1 ) + iAmmoIndex = GetAmmoIndex( pWeapon->pszAmmo1() ); // ??? + + if( iAmmoIndex != -1 ) { // this weapon weapon uses ammo, so pack an appropriate amount. - if ( pWeapon->iFlags() & ITEM_FLAG_EXHAUSTIBLE ) + if( pWeapon->iFlags() & ITEM_FLAG_EXHAUSTIBLE ) { // pack up all the ammo, this weapon is its own ammo type - pWeaponBox->PackAmmo( MAKE_STRING(pWeapon->pszAmmo1()), m_rgAmmo[ iAmmoIndex ] ); - m_rgAmmo[ iAmmoIndex ] = 0; + pWeaponBox->PackAmmo( MAKE_STRING( pWeapon->pszAmmo1() ), m_rgAmmo[iAmmoIndex] ); + m_rgAmmo[iAmmoIndex] = 0; } else { // pack half of the ammo - pWeaponBox->PackAmmo( MAKE_STRING(pWeapon->pszAmmo1()), m_rgAmmo[ iAmmoIndex ] / 2 ); - m_rgAmmo[ iAmmoIndex ] /= 2; + pWeaponBox->PackAmmo( MAKE_STRING( pWeapon->pszAmmo1() ), m_rgAmmo[iAmmoIndex] / 2 ); + m_rgAmmo[iAmmoIndex] /= 2; } } @@ -4398,9 +4384,9 @@ BOOL CBasePlayer::HasPlayerItem( CBasePlayerItem *pCheckItem ) { CBasePlayerItem *pItem = m_rgpPlayerItems[pCheckItem->iItemSlot()]; - while (pItem) + while( pItem ) { - if (FClassnameIs( pItem->pev, STRING( pCheckItem->pev->classname) )) + if( FClassnameIs( pItem->pev, STRING( pCheckItem->pev->classname ) ) ) { return TRUE; } @@ -4418,13 +4404,13 @@ BOOL CBasePlayer::HasNamedPlayerItem( const char *pszItemName ) CBasePlayerItem *pItem; int i; - for ( i = 0 ; i < MAX_ITEM_TYPES ; i++ ) + for( i = 0; i < MAX_ITEM_TYPES; i++ ) { - pItem = m_rgpPlayerItems[ i ]; - - while (pItem) + pItem = m_rgpPlayerItems[i]; + + while( pItem ) { - if ( !strcmp( pszItemName, STRING( pItem->pev->classname ) ) ) + if( !strcmp( pszItemName, STRING( pItem->pev->classname ) ) ) { return TRUE; } @@ -4438,22 +4424,22 @@ BOOL CBasePlayer::HasNamedPlayerItem( const char *pszItemName ) //========================================================= // //========================================================= -BOOL CBasePlayer :: SwitchWeapon( CBasePlayerItem *pWeapon ) +BOOL CBasePlayer::SwitchWeapon( CBasePlayerItem *pWeapon ) { - if ( !pWeapon->CanDeploy() ) + if( !pWeapon->CanDeploy() ) { return FALSE; } - ResetAutoaim( ); - - if (m_pActiveItem) + ResetAutoaim(); + + if( m_pActiveItem ) { - m_pActiveItem->Holster( ); + m_pActiveItem->Holster(); } m_pActiveItem = pWeapon; - pWeapon->Deploy( ); + pWeapon->Deploy(); return TRUE; } @@ -4465,24 +4451,33 @@ class CDeadHEV : public CBaseMonster { public: void Spawn( void ); - int Classify ( void ) { return CLASS_HUMAN_MILITARY; } + int Classify( void ) + { + return CLASS_HUMAN_MILITARY; + } void KeyValue( KeyValueData *pkvd ); - int m_iPose;// which sequence to display -- temporary, don't need to save + int m_iPose;// which sequence to display -- temporary, don't need to save static char *m_szPoses[4]; }; -char *CDeadHEV::m_szPoses[] = { "deadback", "deadsitting", "deadstomach", "deadtable" }; +char *CDeadHEV::m_szPoses[] = +{ + "deadback", + "deadsitting", + "deadstomach", + "deadtable" +}; void CDeadHEV::KeyValue( KeyValueData *pkvd ) { - if (FStrEq(pkvd->szKeyName, "pose")) + if( FStrEq( pkvd->szKeyName, "pose" ) ) { - m_iPose = atoi(pkvd->szValue); + m_iPose = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; } - else + else CBaseMonster::KeyValue( pkvd ); } @@ -4491,28 +4486,28 @@ LINK_ENTITY_TO_CLASS( monster_hevsuit_dead, CDeadHEV ) //========================================================= // ********** DeadHEV SPAWN ********** //========================================================= -void CDeadHEV :: Spawn( void ) +void CDeadHEV::Spawn( void ) { - PRECACHE_MODEL("models/player.mdl"); - SET_MODEL(ENT(pev), "models/player.mdl"); + PRECACHE_MODEL( "models/player.mdl" ); + SET_MODEL( ENT( pev ), "models/player.mdl" ); - pev->effects = 0; - pev->yaw_speed = 8; - pev->sequence = 0; - pev->body = 1; - m_bloodColor = BLOOD_COLOR_RED; + pev->effects = 0; + pev->yaw_speed = 8; + pev->sequence = 0; + pev->body = 1; + m_bloodColor = BLOOD_COLOR_RED; pev->sequence = LookupSequence( m_szPoses[m_iPose] ); - if (pev->sequence == -1) + if( pev->sequence == -1 ) { - ALERT ( at_console, "Dead hevsuit with bad pose\n" ); + ALERT( at_console, "Dead hevsuit with bad pose\n" ); pev->sequence = 0; pev->effects = EF_BRIGHTFIELD; } // Corpses have less health - pev->health = 8; + pev->health = 8; MonsterInitDead(); } @@ -4520,55 +4515,55 @@ void CDeadHEV :: Spawn( void ) class CStripWeapons : public CPointEntity { public: - void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); + void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); private: }; LINK_ENTITY_TO_CLASS( player_weaponstrip, CStripWeapons ) -void CStripWeapons :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) +void CStripWeapons::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { CBasePlayer *pPlayer = NULL; - if ( pActivator && pActivator->IsPlayer() ) + if( pActivator && pActivator->IsPlayer() ) { pPlayer = (CBasePlayer *)pActivator; } - else if ( !g_pGameRules->IsDeathmatch() ) + else if( !g_pGameRules->IsDeathmatch() ) { pPlayer = (CBasePlayer *)CBaseEntity::Instance( g_engfuncs.pfnPEntityOfEntIndex( 1 ) ); } - if ( pPlayer ) + if( pPlayer ) pPlayer->RemoveAllItems( FALSE ); } class CRevertSaved : public CPointEntity { public: - void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); - void EXPORT MessageThink( void ); - void EXPORT LoadThink( void ); - void KeyValue( KeyValueData *pkvd ); + void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); + void EXPORT MessageThink( void ); + void EXPORT LoadThink( void ); + void KeyValue( KeyValueData *pkvd ); - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); - static TYPEDESCRIPTION m_SaveData[]; + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); + static TYPEDESCRIPTION m_SaveData[]; - inline float Duration( void ) { return pev->dmg_take; } - inline float HoldTime( void ) { return pev->dmg_save; } - inline float MessageTime( void ) { return m_messageTime; } - inline float LoadTime( void ) { return m_loadTime; } + inline float Duration( void ) { return pev->dmg_take; } + inline float HoldTime( void ) { return pev->dmg_save; } + inline float MessageTime( void ) { return m_messageTime; } + inline float LoadTime( void ) { return m_loadTime; } - inline void SetDuration( float duration ) { pev->dmg_take = duration; } - inline void SetHoldTime( float hold ) { pev->dmg_save = hold; } - inline void SetMessageTime( float time ) { m_messageTime = time; } - inline void SetLoadTime( float time ) { m_loadTime = time; } + inline void SetDuration( float duration ) { pev->dmg_take = duration; } + inline void SetHoldTime( float hold ) { pev->dmg_save = hold; } + inline void SetMessageTime( float time ) { m_messageTime = time; } + inline void SetLoadTime( float time ) { m_loadTime = time; } private: - float m_messageTime; - float m_loadTime; + float m_messageTime; + float m_loadTime; }; LINK_ENTITY_TO_CLASS( player_loadsaved, CRevertSaved ) @@ -4581,44 +4576,44 @@ TYPEDESCRIPTION CRevertSaved::m_SaveData[] = IMPLEMENT_SAVERESTORE( CRevertSaved, CPointEntity ) -void CRevertSaved :: KeyValue( KeyValueData *pkvd ) +void CRevertSaved::KeyValue( KeyValueData *pkvd ) { - if (FStrEq(pkvd->szKeyName, "duration")) + if( FStrEq( pkvd->szKeyName, "duration" ) ) { - SetDuration( atof(pkvd->szValue) ); + SetDuration( atof( pkvd->szValue ) ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "holdtime")) + else if( FStrEq( pkvd->szKeyName, "holdtime" ) ) { - SetHoldTime( atof(pkvd->szValue) ); + SetHoldTime( atof( pkvd->szValue ) ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "messagetime")) + else if( FStrEq( pkvd->szKeyName, "messagetime" ) ) { - SetMessageTime( atof(pkvd->szValue) ); + SetMessageTime( atof( pkvd->szValue ) ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "loadtime")) + else if( FStrEq( pkvd->szKeyName, "loadtime" ) ) { - SetLoadTime( atof(pkvd->szValue) ); + SetLoadTime( atof( pkvd->szValue ) ); pkvd->fHandled = TRUE; } - else + else CPointEntity::KeyValue( pkvd ); } -void CRevertSaved :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) +void CRevertSaved::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { UTIL_ScreenFadeAll( pev->rendercolor, Duration(), HoldTime(), pev->renderamt, FFADE_OUT ); pev->nextthink = gpGlobals->time + MessageTime(); SetThink( &CRevertSaved::MessageThink ); } -void CRevertSaved :: MessageThink( void ) +void CRevertSaved::MessageThink( void ) { - UTIL_ShowMessageAll( STRING(pev->message) ); + UTIL_ShowMessageAll( STRING( pev->message ) ); float nextThink = LoadTime() - MessageTime(); - if ( nextThink > 0 ) + if( nextThink > 0 ) { pev->nextthink = gpGlobals->time + nextThink; SetThink( &CRevertSaved::LoadThink ); @@ -4627,11 +4622,11 @@ void CRevertSaved :: MessageThink( void ) LoadThink(); } -void CRevertSaved :: LoadThink( void ) +void CRevertSaved::LoadThink( void ) { - if ( !gpGlobals->deathmatch ) + if( !gpGlobals->deathmatch ) { - SERVER_COMMAND("reload\n"); + SERVER_COMMAND( "reload\n" ); } } @@ -4654,16 +4649,16 @@ void CInfoIntermission::Spawn( void ) pev->nextthink = gpGlobals->time + 2;// let targets spawn! } -void CInfoIntermission::Think ( void ) +void CInfoIntermission::Think( void ) { edict_t *pTarget; // find my target - pTarget = FIND_ENTITY_BY_TARGETNAME( NULL, STRING(pev->target) ); + pTarget = FIND_ENTITY_BY_TARGETNAME( NULL, STRING( pev->target ) ); - if ( !FNullEnt(pTarget) ) + if( !FNullEnt( pTarget ) ) { - pev->v_angle = UTIL_VecToAngles( (pTarget->v.origin - pev->origin).Normalize() ); + pev->v_angle = UTIL_VecToAngles( ( pTarget->v.origin - pev->origin ).Normalize() ); pev->v_angle.x = -pev->v_angle.x; } } diff --git a/dlls/playermonster.cpp b/dlls/playermonster.cpp index 9a5bf898..cd3484ab 100644 --- a/dlls/playermonster.cpp +++ b/dlls/playermonster.cpp @@ -28,9 +28,9 @@ public: void Spawn( void ); void Precache( void ); void SetYawSpeed( void ); - int Classify ( void ); + int Classify( void ); void HandleAnimEvent( MonsterEvent_t *pEvent ); - int ISoundMask ( void ); + int ISoundMask( void ); }; LINK_ENTITY_TO_CLASS( monster_player, CPlayerMonster ) @@ -39,20 +39,20 @@ LINK_ENTITY_TO_CLASS( monster_player, CPlayerMonster ) // Classify - indicates this monster's place in the // relationship table. //========================================================= -int CPlayerMonster :: Classify ( void ) +int CPlayerMonster::Classify( void ) { - return CLASS_PLAYER_ALLY; + return CLASS_PLAYER_ALLY; } //========================================================= // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= -void CPlayerMonster :: SetYawSpeed ( void ) +void CPlayerMonster::SetYawSpeed( void ) { int ys; - switch ( m_Activity ) + switch( m_Activity ) { case ACT_IDLE: default: @@ -80,30 +80,30 @@ void CPlayerMonster :: HandleAnimEvent( MonsterEvent_t *pEvent ) //========================================================= // ISoundMask - player monster can't hear. //========================================================= -int CPlayerMonster :: ISoundMask ( void ) +int CPlayerMonster::ISoundMask( void ) { - return NULL; + return NULL; } //========================================================= // Spawn //========================================================= -void CPlayerMonster :: Spawn() +void CPlayerMonster::Spawn() { - Precache( ); + Precache(); - SET_MODEL(ENT(pev), "models/player.mdl"); - UTIL_SetSize(pev, VEC_HULL_MIN, VEC_HULL_MAX); + SET_MODEL( ENT( pev ), "models/player.mdl" ); + UTIL_SetSize( pev, VEC_HULL_MIN, VEC_HULL_MAX ); - pev->solid = SOLID_SLIDEBOX; - pev->movetype = MOVETYPE_STEP; - m_bloodColor = BLOOD_COLOR_RED; - pev->health = 8; - m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result ) - m_MonsterState = MONSTERSTATE_NONE; + pev->solid = SOLID_SLIDEBOX; + pev->movetype = MOVETYPE_STEP; + m_bloodColor = BLOOD_COLOR_RED; + pev->health = 8; + m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result ) + m_MonsterState = MONSTERSTATE_NONE; MonsterInit(); - if ( pev->spawnflags & SF_MONSTERPLAYER_NOTSOLID ) + if( pev->spawnflags & SF_MONSTERPLAYER_NOTSOLID ) { pev->solid = SOLID_NOT; pev->takedamage = DAMAGE_NO; @@ -113,10 +113,10 @@ void CPlayerMonster :: Spawn() //========================================================= // Precache - precaches all resources this monster needs //========================================================= -void CPlayerMonster :: Precache() +void CPlayerMonster::Precache() { - PRECACHE_MODEL("models/player.mdl"); -} + PRECACHE_MODEL( "models/player.mdl" ); +} //========================================================= // AI Schedules Specific to this monster diff --git a/dlls/python.cpp b/dlls/python.cpp index a49d0015..7bb71325 100644 --- a/dlls/python.cpp +++ b/dlls/python.cpp @@ -22,8 +22,8 @@ #include "player.h" #include "gamerules.h" - -enum python_e { +enum python_e +{ PYTHON_IDLE1 = 0, PYTHON_FIDGET, PYTHON_FIRE1, @@ -37,9 +37,9 @@ enum python_e { LINK_ENTITY_TO_CLASS( weapon_python, CPython ) LINK_ENTITY_TO_CLASS( weapon_357, CPython ) -int CPython::GetItemInfo(ItemInfo *p) +int CPython::GetItemInfo( ItemInfo *p ) { - p->pszName = STRING(pev->classname); + p->pszName = STRING( pev->classname ); p->pszAmmo1 = "357"; p->iMaxAmmo1 = _357_MAX_CARRY; p->pszAmmo2 = NULL; @@ -56,7 +56,7 @@ int CPython::GetItemInfo(ItemInfo *p) int CPython::AddToPlayer( CBasePlayer *pPlayer ) { - if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) ) + if( CBasePlayerWeapon::AddToPlayer( pPlayer ) ) { MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev ); WRITE_BYTE( m_iId ); @@ -66,12 +66,12 @@ int CPython::AddToPlayer( CBasePlayer *pPlayer ) return FALSE; } -void CPython::Spawn( ) +void CPython::Spawn() { - pev->classname = MAKE_STRING("weapon_357"); // hack to allow for old names - Precache( ); + pev->classname = MAKE_STRING( "weapon_357" ); // hack to allow for old names + Precache(); m_iId = WEAPON_PYTHON; - SET_MODEL(ENT(pev), "models/w_357.mdl"); + SET_MODEL( ENT( pev ), "models/w_357.mdl" ); m_iDefaultAmmo = PYTHON_DEFAULT_GIVE; @@ -80,27 +80,27 @@ void CPython::Spawn( ) void CPython::Precache( void ) { - PRECACHE_MODEL("models/v_357.mdl"); - PRECACHE_MODEL("models/w_357.mdl"); - PRECACHE_MODEL("models/p_357.mdl"); + PRECACHE_MODEL( "models/v_357.mdl" ); + PRECACHE_MODEL( "models/w_357.mdl" ); + PRECACHE_MODEL( "models/p_357.mdl" ); - PRECACHE_MODEL("models/w_357ammobox.mdl"); - PRECACHE_SOUND("items/9mmclip1.wav"); + PRECACHE_MODEL( "models/w_357ammobox.mdl" ); + PRECACHE_SOUND( "items/9mmclip1.wav" ); - PRECACHE_SOUND ("weapons/357_reload1.wav"); - PRECACHE_SOUND ("weapons/357_cock1.wav"); - PRECACHE_SOUND ("weapons/357_shot1.wav"); - PRECACHE_SOUND ("weapons/357_shot2.wav"); + PRECACHE_SOUND( "weapons/357_reload1.wav" ); + PRECACHE_SOUND( "weapons/357_cock1.wav" ); + PRECACHE_SOUND( "weapons/357_shot1.wav" ); + PRECACHE_SOUND( "weapons/357_shot2.wav" ); m_usFirePython = PRECACHE_EVENT( 1, "events/python.sc" ); } -BOOL CPython::Deploy( ) +BOOL CPython::Deploy() { #ifdef CLIENT_DLL - if ( bIsMultiplayer() ) + if( bIsMultiplayer() ) #else - if ( g_pGameRules->IsMultiplayer() ) + if( g_pGameRules->IsMultiplayer() ) #endif { // enable laser sight geometry. @@ -118,7 +118,7 @@ void CPython::Holster( int skiplocal /* = 0 */ ) { m_fInReload = FALSE;// cancel any reload in progress. - if ( m_fInZoom ) + if( m_fInZoom ) { SecondaryAttack(); } @@ -131,20 +131,20 @@ void CPython::Holster( int skiplocal /* = 0 */ ) void CPython::SecondaryAttack( void ) { #ifdef CLIENT_DLL - if ( !bIsMultiplayer() ) + if( !bIsMultiplayer() ) #else - if ( !g_pGameRules->IsMultiplayer() ) + if( !g_pGameRules->IsMultiplayer() ) #endif { return; } - if ( m_pPlayer->pev->fov != 0 ) + if( m_pPlayer->pev->fov != 0 ) { m_fInZoom = FALSE; m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov } - else if ( m_pPlayer->pev->fov != 40 ) + else if( m_pPlayer->pev->fov != 40 ) { m_fInZoom = TRUE; m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 40; @@ -156,20 +156,20 @@ void CPython::SecondaryAttack( void ) void CPython::PrimaryAttack() { // don't fire underwater - if (m_pPlayer->pev->waterlevel == 3) + if( m_pPlayer->pev->waterlevel == 3 ) { - PlayEmptySound( ); + PlayEmptySound(); m_flNextPrimaryAttack = 0.15; return; } - if (m_iClip <= 0) + if( m_iClip <= 0 ) { - if (!m_fFireOnEmpty) - Reload( ); + if( !m_fFireOnEmpty ) + Reload(); else { - EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM); + EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM ); m_flNextPrimaryAttack = 0.15; } @@ -181,14 +181,14 @@ void CPython::PrimaryAttack() m_iClip--; - m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH; + m_pPlayer->pev->effects = (int)( m_pPlayer->pev->effects ) | EF_MUZZLEFLASH; // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle ); - Vector vecSrc = m_pPlayer->GetGunPosition( ); + Vector vecSrc = m_pPlayer->GetGunPosition(); Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); Vector vecDir; @@ -202,9 +202,9 @@ void CPython::PrimaryAttack() #endif PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usFirePython, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 ); - if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) + if( !m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 ) // HEV suit - indicate out of ammo condition - m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); + m_pPlayer->SetSuitUpdate( "!HEV_AMO0", FALSE, 0 ); m_flNextPrimaryAttack = 0.75; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); @@ -212,10 +212,10 @@ void CPython::PrimaryAttack() void CPython::Reload( void ) { - if ( m_pPlayer->ammo_357 <= 0 ) + if( m_pPlayer->ammo_357 <= 0 ) return; - if ( m_pPlayer->pev->fov != 0 ) + if( m_pPlayer->pev->fov != 0 ) { m_fInZoom = FALSE; m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov @@ -227,8 +227,7 @@ void CPython::Reload( void ) #else bUseScope = g_pGameRules->IsMultiplayer(); #endif - - if (DefaultReload( 6, PYTHON_RELOAD, 2.0, bUseScope )) + if( DefaultReload( 6, PYTHON_RELOAD, 2.0, bUseScope ) ) { m_flSoundDelay = 1.5; } @@ -236,41 +235,41 @@ void CPython::Reload( void ) void CPython::WeaponIdle( void ) { - ResetEmptySound( ); + ResetEmptySound(); m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); // ALERT( at_console, "%.2f\n", gpGlobals->time - m_flSoundDelay ); - if (m_flSoundDelay != 0 && m_flSoundDelay <= UTIL_WeaponTimeBase() ) + if( m_flSoundDelay != 0 && m_flSoundDelay <= UTIL_WeaponTimeBase() ) { - EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_reload1.wav", RANDOM_FLOAT(0.8, 0.9), ATTN_NORM); + EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/357_reload1.wav", RANDOM_FLOAT( 0.8, 0.9 ), ATTN_NORM ); m_flSoundDelay = 0; } - if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) + if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) return; int iAnim; float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.0f, 1.0f ); - if (flRand <= 0.5) + if( flRand <= 0.5 ) { iAnim = PYTHON_IDLE1; - m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (70.0/30.0); + m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 70.0 / 30.0 ); } - else if (flRand <= 0.7) + else if( flRand <= 0.7 ) { iAnim = PYTHON_IDLE2; - m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (60.0/30.0); + m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 60.0 / 30.0 ); } - else if (flRand <= 0.9) + else if( flRand <= 0.9 ) { iAnim = PYTHON_IDLE3; - m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (88.0/30.0); + m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 88.0 / 30.0 ); } else { iAnim = PYTHON_FIDGET; - m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (170.0/30.0); + m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 170.0 / 30.0 ); } int bUseScope = FALSE; @@ -279,7 +278,6 @@ void CPython::WeaponIdle( void ) #else bUseScope = g_pGameRules->IsMultiplayer(); #endif - SendWeaponAnim( iAnim, UseDecrement() ? 1 : 0, bUseScope ); } @@ -287,20 +285,20 @@ class CPythonAmmo : public CBasePlayerAmmo { void Spawn( void ) { - Precache( ); - SET_MODEL(ENT(pev), "models/w_357ammobox.mdl"); - CBasePlayerAmmo::Spawn( ); + Precache(); + SET_MODEL( ENT(pev), "models/w_357ammobox.mdl" ); + CBasePlayerAmmo::Spawn(); } void Precache( void ) { - PRECACHE_MODEL ("models/w_357ammobox.mdl"); - PRECACHE_SOUND("items/9mmclip1.wav"); + PRECACHE_MODEL( "models/w_357ammobox.mdl" ); + PRECACHE_SOUND( "items/9mmclip1.wav" ); } - BOOL AddAmmo( CBaseEntity *pOther ) + BOOL AddAmmo( CBaseEntity *pOther ) { - if (pOther->GiveAmmo( AMMO_357BOX_GIVE, "357", _357_MAX_CARRY ) != -1) + if( pOther->GiveAmmo( AMMO_357BOX_GIVE, "357", _357_MAX_CARRY ) != -1 ) { - EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); + EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM ); return TRUE; } return FALSE; diff --git a/dlls/rat.cpp b/dlls/rat.cpp index 3676d9e5..dd9a5905 100644 --- a/dlls/rat.cpp +++ b/dlls/rat.cpp @@ -32,7 +32,7 @@ public: void Spawn( void ); void Precache( void ); void SetYawSpeed( void ); - int Classify ( void ); + int Classify( void ); }; LINK_ENTITY_TO_CLASS( monster_rat, CRat ) @@ -41,20 +41,20 @@ LINK_ENTITY_TO_CLASS( monster_rat, CRat ) // Classify - indicates this monster's place in the // relationship table. //========================================================= -int CRat :: Classify ( void ) +int CRat::Classify( void ) { - return CLASS_INSECT; + return CLASS_INSECT; } //========================================================= // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= -void CRat :: SetYawSpeed ( void ) +void CRat::SetYawSpeed( void ) { int ys; - switch ( m_Activity ) + switch( m_Activity ) { case ACT_IDLE: default: @@ -68,20 +68,20 @@ void CRat :: SetYawSpeed ( void ) //========================================================= // Spawn //========================================================= -void CRat :: Spawn() +void CRat::Spawn() { - Precache( ); + Precache(); - SET_MODEL(ENT(pev), "models/bigrat.mdl"); + SET_MODEL( ENT( pev ), "models/bigrat.mdl" ); UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) ); - pev->solid = SOLID_SLIDEBOX; - pev->movetype = MOVETYPE_STEP; - m_bloodColor = BLOOD_COLOR_RED; - pev->health = 8; - pev->view_ofs = Vector ( 0, 0, 6 );// position of the eyes relative to monster's origin. - m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result ) - m_MonsterState = MONSTERSTATE_NONE; + pev->solid = SOLID_SLIDEBOX; + pev->movetype = MOVETYPE_STEP; + m_bloodColor = BLOOD_COLOR_RED; + pev->health = 8; + pev->view_ofs = Vector( 0, 0, 6 );// position of the eyes relative to monster's origin. + m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result ) + m_MonsterState = MONSTERSTATE_NONE; MonsterInit(); } @@ -89,10 +89,10 @@ void CRat :: Spawn() //========================================================= // Precache - precaches all resources this monster needs //========================================================= -void CRat :: Precache() +void CRat::Precache() { - PRECACHE_MODEL("models/bigrat.mdl"); -} + PRECACHE_MODEL( "models/bigrat.mdl" ); +} //========================================================= // AI Schedules Specific to this monster diff --git a/dlls/roach.cpp b/dlls/roach.cpp index 78ff1c19..692b4beb 100644 --- a/dlls/roach.cpp +++ b/dlls/roach.cpp @@ -16,20 +16,20 @@ // cockroach //========================================================= -#include "extdll.h" -#include "util.h" -#include "cbase.h" -#include "monsters.h" -#include "schedule.h" -#include "soundent.h" -#include "decals.h" +#include "extdll.h" +#include "util.h" +#include "cbase.h" +#include "monsters.h" +#include "schedule.h" +#include "soundent.h" +#include "decals.h" -#define ROACH_IDLE 0 -#define ROACH_BORED 1 -#define ROACH_SCARED_BY_ENT 2 -#define ROACH_SCARED_BY_LIGHT 3 -#define ROACH_SMELL_FOOD 4 -#define ROACH_EAT 5 +#define ROACH_IDLE 0 +#define ROACH_BORED 1 +#define ROACH_SCARED_BY_ENT 2 +#define ROACH_SCARED_BY_LIGHT 3 +#define ROACH_SMELL_FOOD 4 +#define ROACH_EAT 5 //========================================================= // Monster's Anim Events Go Here @@ -41,22 +41,23 @@ public: void Precache( void ); void SetYawSpeed( void ); void EXPORT MonsterThink ( void ); - void Move ( float flInterval ); - void PickNewDest ( int iCondition ); - void EXPORT Touch ( CBaseEntity *pOther ); + void Move( float flInterval ); + void PickNewDest( int iCondition ); + void EXPORT Touch( CBaseEntity *pOther ); void Killed( entvars_t *pevAttacker, int iGib ); - float m_flLastLightLevel; - float m_flNextSmellTime; - int Classify ( void ); - void Look ( int iDistance ); - int ISoundMask ( void ); - + float m_flLastLightLevel; + float m_flNextSmellTime; + int Classify( void ); + void Look( int iDistance ); + int ISoundMask( void ); + // UNDONE: These don't necessarily need to be save/restored, but if we add more data, it may - BOOL m_fLightHacked; - int m_iMode; + BOOL m_fLightHacked; + int m_iMode; // ----------------------------- }; + LINK_ENTITY_TO_CLASS( monster_cockroach, CRoach ) //========================================================= @@ -64,16 +65,16 @@ LINK_ENTITY_TO_CLASS( monster_cockroach, CRoach ) // of sounds this monster regards. In the base class implementation, // monsters care about all sounds, but no scents. //========================================================= -int CRoach :: ISoundMask ( void ) +int CRoach::ISoundMask( void ) { - return bits_SOUND_CARCASS | bits_SOUND_MEAT; + return bits_SOUND_CARCASS | bits_SOUND_MEAT; } //========================================================= // Classify - indicates this monster's place in the // relationship table. //========================================================= -int CRoach :: Classify ( void ) +int CRoach::Classify( void ) { return CLASS_INSECT; } @@ -81,21 +82,21 @@ int CRoach :: Classify ( void ) //========================================================= // Touch //========================================================= -void CRoach :: Touch ( CBaseEntity *pOther ) +void CRoach::Touch( CBaseEntity *pOther ) { - Vector vecSpot; - TraceResult tr; + Vector vecSpot; + TraceResult tr; - if ( pOther->pev->velocity == g_vecZero || !pOther->IsPlayer() ) + if( pOther->pev->velocity == g_vecZero || !pOther->IsPlayer() ) { return; } - vecSpot = pev->origin + Vector ( 0 , 0 , 8 );//move up a bit, and trace down. - UTIL_TraceLine ( vecSpot, vecSpot + Vector ( 0, 0, -24 ), ignore_monsters, ENT(pev), & tr); + vecSpot = pev->origin + Vector( 0, 0, 8 );//move up a bit, and trace down. + UTIL_TraceLine( vecSpot, vecSpot + Vector( 0, 0, -24 ), ignore_monsters, ENT( pev ), &tr ); // This isn't really blood. So you don't have to screen it out based on violence levels (UTIL_ShouldShowBlood()) - UTIL_DecalTrace( &tr, DECAL_YBLOOD1 +RANDOM_LONG(0,5) ); + UTIL_DecalTrace( &tr, DECAL_YBLOOD1 + RANDOM_LONG( 0, 5 ) ); TakeDamage( pOther->pev, pOther->pev, pev->health, DMG_CRUSH ); } @@ -104,7 +105,7 @@ void CRoach :: Touch ( CBaseEntity *pOther ) // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= -void CRoach :: SetYawSpeed ( void ) +void CRoach::SetYawSpeed( void ) { int ys; @@ -116,66 +117,65 @@ void CRoach :: SetYawSpeed ( void ) //========================================================= // Spawn //========================================================= -void CRoach :: Spawn() +void CRoach::Spawn() { - Precache( ); + Precache(); - SET_MODEL(ENT(pev), "models/roach.mdl"); + SET_MODEL( ENT( pev ), "models/roach.mdl" ); UTIL_SetSize( pev, Vector( -1, -1, 0 ), Vector( 1, 1, 2 ) ); - pev->solid = SOLID_SLIDEBOX; - pev->movetype = MOVETYPE_STEP; - m_bloodColor = BLOOD_COLOR_YELLOW; - pev->effects = 0; - pev->health = 1; - m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result ) - m_MonsterState = MONSTERSTATE_NONE; + pev->solid = SOLID_SLIDEBOX; + pev->movetype = MOVETYPE_STEP; + m_bloodColor = BLOOD_COLOR_YELLOW; + pev->effects = 0; + pev->health = 1; + m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result ) + m_MonsterState = MONSTERSTATE_NONE; MonsterInit(); - SetActivity ( ACT_IDLE ); + SetActivity( ACT_IDLE ); - pev->view_ofs = Vector ( 0, 0, 1 );// position of the eyes relative to monster's origin. - pev->takedamage = DAMAGE_YES; - m_fLightHacked = FALSE; - m_flLastLightLevel = -1; - m_iMode = ROACH_IDLE; - m_flNextSmellTime = gpGlobals->time; + pev->view_ofs = Vector( 0, 0, 1 );// position of the eyes relative to monster's origin. + pev->takedamage = DAMAGE_YES; + m_fLightHacked = FALSE; + m_flLastLightLevel = -1; + m_iMode = ROACH_IDLE; + m_flNextSmellTime = gpGlobals->time; } //========================================================= // Precache - precaches all resources this monster needs //========================================================= -void CRoach :: Precache() +void CRoach::Precache() { - PRECACHE_MODEL("models/roach.mdl"); - - PRECACHE_SOUND("roach/rch_die.wav"); - PRECACHE_SOUND("roach/rch_walk.wav"); - PRECACHE_SOUND("roach/rch_smash.wav"); -} + PRECACHE_MODEL( "models/roach.mdl" ); + PRECACHE_SOUND( "roach/rch_die.wav" ); + PRECACHE_SOUND( "roach/rch_walk.wav" ); + PRECACHE_SOUND( "roach/rch_smash.wav" ); +} //========================================================= // Killed. //========================================================= -void CRoach :: Killed( entvars_t *pevAttacker, int iGib ) +void CRoach::Killed( entvars_t *pevAttacker, int iGib ) { pev->solid = SOLID_NOT; //random sound - if ( RANDOM_LONG(0,4) == 1 ) + if( RANDOM_LONG( 0, 4 ) == 1 ) { - EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "roach/rch_die.wav", 0.8, ATTN_NORM, 0, 80 + RANDOM_LONG(0,39) ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "roach/rch_die.wav", 0.8, ATTN_NORM, 0, 80 + RANDOM_LONG( 0, 39 ) ); } else { - EMIT_SOUND_DYN(ENT(pev), CHAN_BODY, "roach/rch_smash.wav", 0.7, ATTN_NORM, 0, 80 + RANDOM_LONG(0,39) ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_BODY, "roach/rch_smash.wav", 0.7, ATTN_NORM, 0, 80 + RANDOM_LONG( 0, 39 ) ); } - CSoundEnt::InsertSound ( bits_SOUND_WORLD, pev->origin, 128, 1 ); + CSoundEnt::InsertSound( bits_SOUND_WORLD, pev->origin, 128, 1 ); - CBaseEntity *pOwner = CBaseEntity::Instance(pev->owner); - if ( pOwner ) + CBaseEntity *pOwner = CBaseEntity::Instance( pev->owner ); + if( pOwner ) { pOwner->DeathNotice( pev ); } @@ -185,16 +185,16 @@ void CRoach :: Killed( entvars_t *pevAttacker, int iGib ) //========================================================= // MonsterThink, overridden for roaches. //========================================================= -void CRoach :: MonsterThink( void ) +void CRoach::MonsterThink( void ) { - if ( FNullEnt( FIND_CLIENT_IN_PVS( edict() ) ) ) - pev->nextthink = gpGlobals->time + RANDOM_FLOAT(1,1.5); + if( FNullEnt( FIND_CLIENT_IN_PVS( edict() ) ) ) + pev->nextthink = gpGlobals->time + RANDOM_FLOAT( 1, 1.5 ); else pev->nextthink = gpGlobals->time + 0.1;// keep monster thinking - float flInterval = StudioFrameAdvance( ); // animate + float flInterval = StudioFrameAdvance(); // animate - if ( !m_fLightHacked ) + if( !m_fLightHacked ) { // if light value hasn't been collection for the first time yet, // suspend the creature for a second so the world finishes spawning, then we'll collect the light level. @@ -202,89 +202,89 @@ void CRoach :: MonsterThink( void ) m_fLightHacked = TRUE; return; } - else if ( m_flLastLightLevel < 0 ) + else if( m_flLastLightLevel < 0 ) { // collect light level for the first time, now that all of the lightmaps in the roach's area have been calculated. m_flLastLightLevel = GETENTITYILLUM( ENT( pev ) ); } - switch ( m_iMode ) + switch( m_iMode ) { - case ROACH_IDLE: - case ROACH_EAT: + case ROACH_IDLE: + case ROACH_EAT: { // if not moving, sample environment to see if anything scary is around. Do a radius search 'look' at random. - if ( RANDOM_LONG(0,3) == 1 ) + if( RANDOM_LONG( 0, 3 ) == 1 ) { Look( 150 ); - if (HasConditions(bits_COND_SEE_FEAR)) + if( HasConditions( bits_COND_SEE_FEAR ) ) { // if see something scary - //ALERT ( at_aiconsole, "Scared\n" ); - Eat( 30 + ( RANDOM_LONG(0,14) ) );// roach will ignore food for 30 to 45 seconds + //ALERT( at_aiconsole, "Scared\n" ); + Eat( 30 + ( RANDOM_LONG( 0, 14 ) ) );// roach will ignore food for 30 to 45 seconds PickNewDest( ROACH_SCARED_BY_ENT ); - SetActivity ( ACT_WALK ); + SetActivity( ACT_WALK ); } - else if ( RANDOM_LONG(0,149) == 1 ) + else if( RANDOM_LONG( 0, 149 ) == 1 ) { // if roach doesn't see anything, there's still a chance that it will move. (boredom) - //ALERT ( at_aiconsole, "Bored\n" ); + //ALERT( at_aiconsole, "Bored\n" ); PickNewDest( ROACH_BORED ); - SetActivity ( ACT_WALK ); + SetActivity( ACT_WALK ); - if ( m_iMode == ROACH_EAT ) + if( m_iMode == ROACH_EAT ) { // roach will ignore food for 30 to 45 seconds if it got bored while eating. - Eat( 30 + ( RANDOM_LONG(0,14) ) ); + Eat( 30 + ( RANDOM_LONG( 0, 14 ) ) ); } } } - + // don't do this stuff if eating! - if ( m_iMode == ROACH_IDLE ) + if( m_iMode == ROACH_IDLE ) { - if ( FShouldEat() ) + if( FShouldEat() ) { Listen(); } - if ( GETENTITYILLUM( ENT(pev) ) > m_flLastLightLevel ) + if( GETENTITYILLUM( ENT( pev ) ) > m_flLastLightLevel ) { // someone turned on lights! - //ALERT ( at_console, "Lights!\n" ); + //ALERT( at_console, "Lights!\n" ); PickNewDest( ROACH_SCARED_BY_LIGHT ); - SetActivity ( ACT_WALK ); + SetActivity( ACT_WALK ); } - else if ( HasConditions(bits_COND_SMELL_FOOD) ) + else if( HasConditions( bits_COND_SMELL_FOOD ) ) { CSound *pSound; pSound = CSoundEnt::SoundPointerForIndex( m_iAudibleList ); // roach smells food and is just standing around. Go to food unless food isn't on same z-plane. - if ( pSound && fabs( pSound->m_vecOrigin.z - pev->origin.z ) <= 3.0 ) + if( pSound && fabs( pSound->m_vecOrigin.z - pev->origin.z ) <= 3.0 ) { PickNewDest( ROACH_SMELL_FOOD ); - SetActivity ( ACT_WALK ); + SetActivity( ACT_WALK ); } } } break; } - case ROACH_SCARED_BY_LIGHT: + case ROACH_SCARED_BY_LIGHT: { // if roach was scared by light, then stop if we're over a spot at least as dark as where we started! - if ( GETENTITYILLUM( ENT( pev ) ) <= m_flLastLightLevel ) + if( GETENTITYILLUM( ENT( pev ) ) <= m_flLastLightLevel ) { - SetActivity ( ACT_IDLE ); - m_flLastLightLevel = GETENTITYILLUM( ENT ( pev ) );// make this our new light level. + SetActivity( ACT_IDLE ); + m_flLastLightLevel = GETENTITYILLUM( ENT( pev ) );// make this our new light level. } break; } } - - if ( m_flGroundSpeed != 0 ) + + if( m_flGroundSpeed != 0 ) { Move( flInterval ); } @@ -293,93 +293,93 @@ void CRoach :: MonsterThink( void ) //========================================================= // Picks a new spot for roach to run to.( //========================================================= -void CRoach :: PickNewDest ( int iCondition ) +void CRoach::PickNewDest( int iCondition ) { - Vector vecNewDir; - Vector vecDest; - float flDist; + Vector vecNewDir; + Vector vecDest; + float flDist; m_iMode = iCondition; - if ( m_iMode == ROACH_SMELL_FOOD ) + if( m_iMode == ROACH_SMELL_FOOD ) { // find the food and go there. CSound *pSound; pSound = CSoundEnt::SoundPointerForIndex( m_iAudibleList ); - if ( pSound ) + if( pSound ) { - m_Route[ 0 ].vecLocation.x = pSound->m_vecOrigin.x + ( 3 - RANDOM_LONG(0,5) ); - m_Route[ 0 ].vecLocation.y = pSound->m_vecOrigin.y + ( 3 - RANDOM_LONG(0,5) ); - m_Route[ 0 ].vecLocation.z = pSound->m_vecOrigin.z; - m_Route[ 0 ].iType = bits_MF_TO_LOCATION; - m_movementGoal = RouteClassify( m_Route[ 0 ].iType ); + m_Route[0].vecLocation.x = pSound->m_vecOrigin.x + ( 3 - RANDOM_LONG( 0, 5 ) ); + m_Route[0].vecLocation.y = pSound->m_vecOrigin.y + ( 3 - RANDOM_LONG( 0, 5 ) ); + m_Route[0].vecLocation.z = pSound->m_vecOrigin.z; + m_Route[0].iType = bits_MF_TO_LOCATION; + m_movementGoal = RouteClassify( m_Route[0].iType ); return; } } - do + do { // picks a random spot, requiring that it be at least 128 units away // else, the roach will pick a spot too close to itself and run in // circles. this is a hack but buys me time to work on the real monsters. vecNewDir.x = RANDOM_FLOAT( -1, 1 ); vecNewDir.y = RANDOM_FLOAT( -1, 1 ); - flDist = 256 + ( RANDOM_LONG(0,255) ); + flDist = 256 + ( RANDOM_LONG( 0, 255 ) ); vecDest = pev->origin + vecNewDir * flDist; - } while ( ( vecDest - pev->origin ).Length2D() < 128 ); + } while( ( vecDest - pev->origin ).Length2D() < 128 ); - m_Route[ 0 ].vecLocation.x = vecDest.x; - m_Route[ 0 ].vecLocation.y = vecDest.y; - m_Route[ 0 ].vecLocation.z = pev->origin.z; - m_Route[ 0 ].iType = bits_MF_TO_LOCATION; - m_movementGoal = RouteClassify( m_Route[ 0 ].iType ); + m_Route[0].vecLocation.x = vecDest.x; + m_Route[0].vecLocation.y = vecDest.y; + m_Route[0].vecLocation.z = pev->origin.z; + m_Route[0].iType = bits_MF_TO_LOCATION; + m_movementGoal = RouteClassify( m_Route[0].iType ); - if ( RANDOM_LONG(0,9) == 1 ) + if( RANDOM_LONG( 0, 9 ) == 1 ) { // every once in a while, a roach will play a skitter sound when they decide to run - EMIT_SOUND_DYN(ENT(pev), CHAN_BODY, "roach/rch_walk.wav", 1, ATTN_NORM, 0, 80 + RANDOM_LONG(0,39) ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_BODY, "roach/rch_walk.wav", 1, ATTN_NORM, 0, 80 + RANDOM_LONG( 0, 39 ) ); } } //========================================================= // roach's move function //========================================================= -void CRoach :: Move ( float flInterval ) +void CRoach::Move( float flInterval ) { - float flWaypointDist; - Vector vecApex; + float flWaypointDist; + Vector vecApex; // local move to waypoint. - flWaypointDist = ( m_Route[ m_iRouteIndex ].vecLocation - pev->origin ).Length2D(); - MakeIdealYaw ( m_Route[ m_iRouteIndex ].vecLocation ); + flWaypointDist = ( m_Route[m_iRouteIndex].vecLocation - pev->origin ).Length2D(); + MakeIdealYaw( m_Route[m_iRouteIndex].vecLocation ); - ChangeYaw ( pev->yaw_speed ); + ChangeYaw( pev->yaw_speed ); UTIL_MakeVectors( pev->angles ); - if ( RANDOM_LONG(0,7) == 1 ) + if( RANDOM_LONG( 0, 7 ) == 1 ) { // randomly check for blocked path.(more random load balancing) - if ( !WALK_MOVE( ENT(pev), pev->ideal_yaw, 4, WALKMOVE_NORMAL ) ) + if( !WALK_MOVE( ENT( pev ), pev->ideal_yaw, 4, WALKMOVE_NORMAL ) ) { // stuck, so just pick a new spot to run off to PickNewDest( m_iMode ); } } - WALK_MOVE( ENT(pev), pev->ideal_yaw, m_flGroundSpeed * flInterval, WALKMOVE_NORMAL ); + WALK_MOVE( ENT( pev ), pev->ideal_yaw, m_flGroundSpeed * flInterval, WALKMOVE_NORMAL ); // if the waypoint is closer than step size, then stop after next step (ok for roach to overshoot) - if ( flWaypointDist <= m_flGroundSpeed * flInterval ) + if( flWaypointDist <= m_flGroundSpeed * flInterval ) { // take truncated step and stop - SetActivity ( ACT_IDLE ); - m_flLastLightLevel = GETENTITYILLUM( ENT ( pev ) );// this is roach's new comfortable light level + SetActivity( ACT_IDLE ); + m_flLastLightLevel = GETENTITYILLUM( ENT( pev ) );// this is roach's new comfortable light level - if ( m_iMode == ROACH_SMELL_FOOD ) + if( m_iMode == ROACH_SMELL_FOOD ) { m_iMode = ROACH_EAT; } @@ -389,7 +389,7 @@ void CRoach :: Move ( float flInterval ) } } - if ( RANDOM_LONG(0,149) == 1 && m_iMode != ROACH_SCARED_BY_LIGHT && m_iMode != ROACH_SMELL_FOOD ) + if( RANDOM_LONG( 0, 149 ) == 1 && m_iMode != ROACH_SCARED_BY_LIGHT && m_iMode != ROACH_SMELL_FOOD ) { // random skitter while moving as long as not on a b-line to get out of light or going to food PickNewDest( FALSE ); @@ -400,18 +400,18 @@ void CRoach :: Move ( float flInterval ) // Look - overriden for the roach, which can virtually see // 360 degrees. //========================================================= -void CRoach :: Look ( int iDistance ) +void CRoach::Look( int iDistance ) { - CBaseEntity *pSightEnt = NULL;// the current visible entity that we're dealing with - CBaseEntity *pPreviousEnt;// the last entity added to the link list - int iSighted = 0; + CBaseEntity *pSightEnt = NULL;// the current visible entity that we're dealing with + CBaseEntity *pPreviousEnt;// the last entity added to the link list + int iSighted = 0; // DON'T let visibility information from last frame sit around! - ClearConditions( bits_COND_SEE_HATE |bits_COND_SEE_DISLIKE | bits_COND_SEE_ENEMY | bits_COND_SEE_FEAR ); + ClearConditions( bits_COND_SEE_HATE | bits_COND_SEE_DISLIKE | bits_COND_SEE_ENEMY | bits_COND_SEE_FEAR ); // don't let monsters outside of the player's PVS act up, or most of the interesting // things will happen before the player gets there! - if ( FNullEnt( FIND_CLIENT_IN_PVS( edict() ) ) ) + if( FNullEnt( FIND_CLIENT_IN_PVS( edict() ) ) ) { return; } @@ -422,12 +422,12 @@ void CRoach :: Look ( int iDistance ) // Does sphere also limit itself to PVS? // Examine all entities within a reasonable radius // !!!PERFORMANCE - let's trivially reject the ent list before radius searching! - while ((pSightEnt = UTIL_FindEntityInSphere( pSightEnt, pev->origin, iDistance )) != NULL) + while( ( pSightEnt = UTIL_FindEntityInSphere( pSightEnt, pev->origin, iDistance ) ) != NULL ) { // only consider ents that can be damaged. !!!temporarily only considering other monsters and clients - if ( pSightEnt->IsPlayer() || FBitSet ( pSightEnt->pev->flags, FL_MONSTER ) ) + if( pSightEnt->IsPlayer() || FBitSet( pSightEnt->pev->flags, FL_MONSTER ) ) { - if ( /*FVisible( pSightEnt ) &&*/ !FBitSet( pSightEnt->pev->flags, FL_NOTARGET ) && pSightEnt->pev->health > 0 ) + if( /*FVisible( pSightEnt ) &&*/ !FBitSet( pSightEnt->pev->flags, FL_NOTARGET ) && pSightEnt->pev->health > 0 ) { // NULL the Link pointer for each ent added to the link list. If other ents follow, the will overwrite // this value. If this ent happens to be the last, the list will be properly terminated. @@ -437,15 +437,15 @@ void CRoach :: Look ( int iDistance ) // don't add the Enemy's relationship to the conditions. We only want to worry about conditions when // we see monsters other than the Enemy. - switch ( IRelationship ( pSightEnt ) ) + switch( IRelationship( pSightEnt ) ) { - case R_FR: + case R_FR: iSighted |= bits_COND_SEE_FEAR; break; - case R_NO: + case R_NO: break; default: - ALERT ( at_console, "%s can't asses %s\n", STRING(pev->classname), STRING(pSightEnt->pev->classname ) ); + ALERT( at_console, "%s can't asses %s\n", STRING( pev->classname ), STRING( pSightEnt->pev->classname ) ); break; } } @@ -457,4 +457,3 @@ void CRoach :: Look ( int iDistance ) //========================================================= // AI Schedules Specific to this monster //========================================================= - diff --git a/dlls/rpg.cpp b/dlls/rpg.cpp index 093faf38..1fec5cf1 100644 --- a/dlls/rpg.cpp +++ b/dlls/rpg.cpp @@ -23,10 +23,8 @@ #include "player.h" #include "gamerules.h" - - - -enum rpg_e { +enum rpg_e +{ RPG_IDLE = 0, RPG_FIDGET, RPG_RELOAD, // to reload @@ -52,7 +50,7 @@ CLaserSpot *CLaserSpot::CreateSpot( void ) CLaserSpot *pSpot = GetClassPtr( (CLaserSpot *)NULL ); pSpot->Spawn(); - pSpot->pev->classname = MAKE_STRING("laser_spot"); + pSpot->pev->classname = MAKE_STRING( "laser_spot" ); return pSpot; } @@ -61,7 +59,7 @@ CLaserSpot *CLaserSpot::CreateSpot( void ) //========================================================= void CLaserSpot::Spawn( void ) { - Precache( ); + Precache(); pev->movetype = MOVETYPE_NONE; pev->solid = SOLID_NOT; @@ -69,7 +67,7 @@ void CLaserSpot::Spawn( void ) pev->renderfx = kRenderFxNoDissipation; pev->renderamt = 255; - SET_MODEL(ENT(pev), "sprites/laserdot.spr"); + SET_MODEL( ENT( pev ), "sprites/laserdot.spr" ); UTIL_SetOrigin( pev, pev->origin ); } @@ -79,7 +77,7 @@ void CLaserSpot::Spawn( void ) void CLaserSpot::Suspend( float flSuspendTime ) { pev->effects |= EF_NODRAW; - + SetThink( &CLaserSpot::Revive ); pev->nextthink = gpGlobals->time + flSuspendTime; } @@ -96,7 +94,7 @@ void CLaserSpot::Revive( void ) void CLaserSpot::Precache( void ) { - PRECACHE_MODEL("sprites/laserdot.spr"); + PRECACHE_MODEL( "sprites/laserdot.spr" ); } LINK_ENTITY_TO_CLASS( rpg_rocket, CRpgRocket ) @@ -120,25 +118,25 @@ CRpgRocket *CRpgRocket::CreateRpgRocket( Vector vecOrigin, Vector vecAngles, CBa //========================================================= //========================================================= -void CRpgRocket :: Spawn( void ) +void CRpgRocket::Spawn( void ) { - Precache( ); + Precache(); // motor pev->movetype = MOVETYPE_BOUNCE; pev->solid = SOLID_BBOX; - SET_MODEL(ENT(pev), "models/rpgrocket.mdl"); - UTIL_SetSize(pev, Vector( 0, 0, 0), Vector(0, 0, 0)); + SET_MODEL( ENT( pev ), "models/rpgrocket.mdl" ); + UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) ); UTIL_SetOrigin( pev, pev->origin ); - pev->classname = MAKE_STRING("rpg_rocket"); + pev->classname = MAKE_STRING( "rpg_rocket" ); SetThink( &CRpgRocket::IgniteThink ); SetTouch( &CGrenade::ExplodeTouch ); pev->angles.x -= 30; UTIL_MakeVectors( pev->angles ); - pev->angles.x = -(pev->angles.x + 30); + pev->angles.x = -( pev->angles.x + 30 ); pev->velocity = gpGlobals->v_forward * 250; pev->gravity = 0.5; @@ -150,9 +148,9 @@ void CRpgRocket :: Spawn( void ) //========================================================= //========================================================= -void CRpgRocket :: RocketTouch ( CBaseEntity *pOther ) +void CRpgRocket::RocketTouch( CBaseEntity *pOther ) { - if ( m_pLauncher ) + if( m_pLauncher ) { // my launcher is still around, tell it I'm dead. m_pLauncher->m_cActiveRockets--; @@ -164,15 +162,14 @@ void CRpgRocket :: RocketTouch ( CBaseEntity *pOther ) //========================================================= //========================================================= -void CRpgRocket :: Precache( void ) +void CRpgRocket::Precache( void ) { - PRECACHE_MODEL("models/rpgrocket.mdl"); - m_iTrail = PRECACHE_MODEL("sprites/smoke.spr"); - PRECACHE_SOUND ("weapons/rocket1.wav"); + PRECACHE_MODEL( "models/rpgrocket.mdl" ); + m_iTrail = PRECACHE_MODEL( "sprites/smoke.spr" ); + PRECACHE_SOUND( "weapons/rocket1.wav" ); } - -void CRpgRocket :: IgniteThink( void ) +void CRpgRocket::IgniteThink( void ) { // pev->movetype = MOVETYPE_TOSS; @@ -180,21 +177,19 @@ void CRpgRocket :: IgniteThink( void ) pev->effects |= EF_LIGHT; // make rocket sound - EMIT_SOUND( ENT(pev), CHAN_VOICE, "weapons/rocket1.wav", 1, 0.5 ); + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "weapons/rocket1.wav", 1, 0.5 ); // rocket trail MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); - WRITE_BYTE( TE_BEAMFOLLOW ); - WRITE_SHORT(entindex()); // entity - WRITE_SHORT(m_iTrail ); // model + WRITE_SHORT( entindex() ); // entity + WRITE_SHORT( m_iTrail ); // model WRITE_BYTE( 40 ); // life WRITE_BYTE( 5 ); // width WRITE_BYTE( 224 ); // r, g, b WRITE_BYTE( 224 ); // r, g, b WRITE_BYTE( 255 ); // r, g, b WRITE_BYTE( 255 ); // brightness - MESSAGE_END(); // move PHS/PVS data sending into here (SEND_ALL, SEND_PVS, SEND_PHS) m_flIgniteTime = gpGlobals->time; @@ -204,7 +199,7 @@ void CRpgRocket :: IgniteThink( void ) pev->nextthink = gpGlobals->time + 0.1; } -void CRpgRocket :: FollowThink( void ) +void CRpgRocket::FollowThink( void ) { CBaseEntity *pOther = NULL; Vector vecTarget; @@ -218,19 +213,19 @@ void CRpgRocket :: FollowThink( void ) flMax = 4096; // Examine all entities within a reasonable radius - while ((pOther = UTIL_FindEntityByClassname( pOther, "laser_spot" )) != NULL) + while( ( pOther = UTIL_FindEntityByClassname( pOther, "laser_spot" ) ) != NULL ) { - UTIL_TraceLine ( pev->origin, pOther->pev->origin, dont_ignore_monsters, ENT(pev), &tr ); + UTIL_TraceLine( pev->origin, pOther->pev->origin, dont_ignore_monsters, ENT( pev ), &tr ); // ALERT( at_console, "%f\n", tr.flFraction ); - if (tr.flFraction >= 0.90) + if( tr.flFraction >= 0.90 ) { vecDir = pOther->pev->origin - pev->origin; - flDist = vecDir.Length( ); - vecDir = vecDir.Normalize( ); + flDist = vecDir.Length(); + vecDir = vecDir.Normalize(); flDot = DotProduct( gpGlobals->v_forward, vecDir ); - if ((flDot > 0) && (flDist * (1 - flDot) < flMax)) + if( ( flDot > 0 ) && ( flDist * ( 1 - flDot ) < flMax ) ) { - flMax = flDist * (1 - flDot); + flMax = flDist * ( 1 - flDot ); vecTarget = vecDir; } } @@ -240,13 +235,13 @@ void CRpgRocket :: FollowThink( void ) // this acceleration and turning math is totally wrong, but it seems to respond well so don't change it. float flSpeed = pev->velocity.Length(); - if (gpGlobals->time - m_flIgniteTime < 1.0) + if( gpGlobals->time - m_flIgniteTime < 1.0 ) { - pev->velocity = pev->velocity * 0.2 + vecTarget * (flSpeed * 0.8 + 400); - if (pev->waterlevel == 3) + pev->velocity = pev->velocity * 0.2 + vecTarget * ( flSpeed * 0.8 + 400 ); + if( pev->waterlevel == 3 ) { // go slow underwater - if (pev->velocity.Length() > 300) + if( pev->velocity.Length() > 300 ) { pev->velocity = pev->velocity.Normalize() * 300; } @@ -254,7 +249,7 @@ void CRpgRocket :: FollowThink( void ) } else { - if (pev->velocity.Length() > 2000) + if( pev->velocity.Length() > 2000 ) { pev->velocity = pev->velocity.Normalize() * 2000; } @@ -262,15 +257,15 @@ void CRpgRocket :: FollowThink( void ) } else { - if (pev->effects & EF_LIGHT) + if( pev->effects & EF_LIGHT ) { pev->effects = 0; - STOP_SOUND( ENT(pev), CHAN_VOICE, "weapons/rocket1.wav" ); + STOP_SOUND( ENT( pev ), CHAN_VOICE, "weapons/rocket1.wav" ); } pev->velocity = pev->velocity * 0.2 + vecTarget * flSpeed * 0.798; - if (pev->waterlevel == 0 && pev->velocity.Length() < 1500) + if( pev->waterlevel == 0 && pev->velocity.Length() < 1500 ) { - Detonate( ); + Detonate(); } } // ALERT( at_console, "%.0f\n", flSpeed ); @@ -283,13 +278,13 @@ void CRpg::Reload( void ) { int iResult = 0; - if ( m_iClip == 1 ) + if( m_iClip == 1 ) { // don't bother with any of this if don't need to reload. return; } - if ( m_pPlayer->ammo_rockets <= 0 ) + if( m_pPlayer->ammo_rockets <= 0 ) return; // because the RPG waits to autoreload when no missiles are active while the LTD is on, the @@ -304,7 +299,7 @@ void CRpg::Reload( void ) m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5; - if ( m_cActiveRockets && m_fSpotActive ) + if( m_cActiveRockets && m_fSpotActive ) { // no reloading when there are active missiles tracking the designator. // ward off future autoreload attempts by setting next attack time into the future for a bit. @@ -312,33 +307,32 @@ void CRpg::Reload( void ) } #ifndef CLIENT_DLL - if ( m_pSpot && m_fSpotActive ) + if( m_pSpot && m_fSpotActive ) { m_pSpot->Suspend( 2.1 ); m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 2.1; } #endif - if ( m_iClip == 0 ) + if( m_iClip == 0 ) iResult = DefaultReload( RPG_MAX_CLIP, RPG_RELOAD, 2 ); - - if ( iResult ) + + if( iResult ) m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); - } -void CRpg::Spawn( ) +void CRpg::Spawn() { - Precache( ); + Precache(); m_iId = WEAPON_RPG; - SET_MODEL(ENT(pev), "models/w_rpg.mdl"); + SET_MODEL( ENT( pev ), "models/w_rpg.mdl" ); m_fSpotActive = 1; #ifdef CLIENT_DLL - if ( bIsMultiplayer() ) + if( bIsMultiplayer() ) #else - if ( g_pGameRules->IsMultiplayer() ) + if( g_pGameRules->IsMultiplayer() ) #endif { // more default ammo in multiplay. @@ -354,25 +348,24 @@ void CRpg::Spawn( ) void CRpg::Precache( void ) { - PRECACHE_MODEL("models/w_rpg.mdl"); - PRECACHE_MODEL("models/v_rpg.mdl"); - PRECACHE_MODEL("models/p_rpg.mdl"); + PRECACHE_MODEL( "models/w_rpg.mdl" ); + PRECACHE_MODEL( "models/v_rpg.mdl" ); + PRECACHE_MODEL( "models/p_rpg.mdl" ); - PRECACHE_SOUND("items/9mmclip1.wav"); + PRECACHE_SOUND( "items/9mmclip1.wav" ); UTIL_PrecacheOther( "laser_spot" ); UTIL_PrecacheOther( "rpg_rocket" ); - PRECACHE_SOUND("weapons/rocketfire1.wav"); - PRECACHE_SOUND("weapons/glauncher.wav"); // alternative fire sound + PRECACHE_SOUND( "weapons/rocketfire1.wav" ); + PRECACHE_SOUND( "weapons/glauncher.wav" ); // alternative fire sound - m_usRpg = PRECACHE_EVENT ( 1, "events/rpg.sc" ); + m_usRpg = PRECACHE_EVENT( 1, "events/rpg.sc" ); } - -int CRpg::GetItemInfo(ItemInfo *p) +int CRpg::GetItemInfo( ItemInfo *p ) { - p->pszName = STRING(pev->classname); + p->pszName = STRING( pev->classname ); p->pszAmmo1 = "rockets"; p->iMaxAmmo1 = ROCKET_MAX_CARRY; p->pszAmmo2 = NULL; @@ -389,7 +382,7 @@ int CRpg::GetItemInfo(ItemInfo *p) int CRpg::AddToPlayer( CBasePlayer *pPlayer ) { - if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) ) + if( CBasePlayerWeapon::AddToPlayer( pPlayer ) ) { MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev ); WRITE_BYTE( m_iId ); @@ -399,9 +392,9 @@ int CRpg::AddToPlayer( CBasePlayer *pPlayer ) return FALSE; } -BOOL CRpg::Deploy( ) +BOOL CRpg::Deploy() { - if ( m_iClip == 0 ) + if( m_iClip == 0 ) { return DefaultDeploy( "models/v_rpg.mdl", "models/p_rpg.mdl", RPG_DRAW_UL, "rpg" ); } @@ -411,7 +404,7 @@ BOOL CRpg::Deploy( ) BOOL CRpg::CanHolster( void ) { - if ( m_fSpotActive && m_cActiveRockets ) + if( m_fSpotActive && m_cActiveRockets ) { // can't put away while guiding a missile. return FALSE; @@ -425,11 +418,11 @@ void CRpg::Holster( int skiplocal /* = 0 */ ) m_fInReload = FALSE;// cancel any reload in progress. m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; - + SendWeaponAnim( RPG_HOLSTER1 ); #ifndef CLIENT_DLL - if (m_pSpot) + if( m_pSpot ) { m_pSpot->Killed( NULL, GIB_NEVER ); m_pSpot = NULL; @@ -439,7 +432,7 @@ void CRpg::Holster( int skiplocal /* = 0 */ ) void CRpg::PrimaryAttack() { - if ( m_iClip ) + if( m_iClip ) { m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH; @@ -449,8 +442,8 @@ void CRpg::PrimaryAttack() m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); UTIL_MakeVectors( m_pPlayer->pev->v_angle ); - Vector vecSrc = m_pPlayer->GetGunPosition( ) + gpGlobals->v_forward * 16 + gpGlobals->v_right * 8 + gpGlobals->v_up * -8; - + Vector vecSrc = m_pPlayer->GetGunPosition() + gpGlobals->v_forward * 16 + gpGlobals->v_right * 8 + gpGlobals->v_up * -8; + CRpgRocket *pRocket = CRpgRocket::CreateRpgRocket( vecSrc, m_pPlayer->pev->v_angle, m_pPlayer, this ); UTIL_MakeVectors( m_pPlayer->pev->v_angle );// RpgRocket::Create stomps on globals, so remake. @@ -466,28 +459,27 @@ void CRpg::PrimaryAttack() #else flags = 0; #endif - PLAYBACK_EVENT( flags, m_pPlayer->edict(), m_usRpg ); m_iClip--; - + m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1.5; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.5; } else { - PlayEmptySound( ); + PlayEmptySound(); m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2; } - UpdateSpot( ); + UpdateSpot(); } void CRpg::SecondaryAttack() { - m_fSpotActive = ! m_fSpotActive; + m_fSpotActive = !m_fSpotActive; #ifndef CLIENT_DLL - if (!m_fSpotActive && m_pSpot) + if( !m_fSpotActive && m_pSpot ) { m_pSpot->Killed( NULL, GIB_NORMAL ); m_pSpot = NULL; @@ -498,20 +490,20 @@ void CRpg::SecondaryAttack() void CRpg::WeaponIdle( void ) { - UpdateSpot( ); + UpdateSpot(); - ResetEmptySound( ); + ResetEmptySound(); - if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) + if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) return; - if ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]) + if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] ) { int iAnim; float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 ); - if (flRand <= 0.75 || m_fSpotActive) + if( flRand <= 0.75 || m_fSpotActive ) { - if ( m_iClip == 0 ) + if( m_iClip == 0 ) iAnim = RPG_IDLE_UL; else iAnim = RPG_IDLE; @@ -520,7 +512,7 @@ void CRpg::WeaponIdle( void ) } else { - if ( m_iClip == 0 ) + if( m_iClip == 0 ) iAnim = RPG_FIDGET_UL; else iAnim = RPG_FIDGET; @@ -539,20 +531,20 @@ void CRpg::WeaponIdle( void ) void CRpg::UpdateSpot( void ) { #ifndef CLIENT_DLL - if (m_fSpotActive) + if( m_fSpotActive ) { - if (!m_pSpot) + if( !m_pSpot ) { m_pSpot = CLaserSpot::CreateSpot(); } UTIL_MakeVectors( m_pPlayer->pev->v_angle ); - Vector vecSrc = m_pPlayer->GetGunPosition( );; + Vector vecSrc = m_pPlayer->GetGunPosition(); Vector vecAiming = gpGlobals->v_forward; TraceResult tr; - UTIL_TraceLine ( vecSrc, vecSrc + vecAiming * 8192, dont_ignore_monsters, ENT(m_pPlayer->pev), &tr ); - + UTIL_TraceLine( vecSrc, vecSrc + vecAiming * 8192, dont_ignore_monsters, ENT( m_pPlayer->pev ), &tr ); + UTIL_SetOrigin( m_pSpot->pev, tr.vecEndPos ); } #endif @@ -561,24 +553,23 @@ void CRpg::UpdateSpot( void ) class CRpgAmmo : public CBasePlayerAmmo { void Spawn( void ) - { - Precache( ); - SET_MODEL(ENT(pev), "models/w_rpgammo.mdl"); - CBasePlayerAmmo::Spawn( ); + { + Precache(); + SET_MODEL( ENT( pev ), "models/w_rpgammo.mdl" ); + CBasePlayerAmmo::Spawn(); } void Precache( void ) { - PRECACHE_MODEL ("models/w_rpgammo.mdl"); - PRECACHE_SOUND("items/9mmclip1.wav"); + PRECACHE_MODEL( "models/w_rpgammo.mdl" ); + PRECACHE_SOUND( "items/9mmclip1.wav" ); } BOOL AddAmmo( CBaseEntity *pOther ) { int iGive; - #ifdef CLIENT_DLL - if ( bIsMultiplayer() ) + if( bIsMultiplayer() ) #else - if ( g_pGameRules->IsMultiplayer() ) + if( g_pGameRules->IsMultiplayer() ) #endif { // hand out more ammo per rocket in multiplayer. @@ -589,9 +580,9 @@ class CRpgAmmo : public CBasePlayerAmmo iGive = AMMO_RPGCLIP_GIVE; } - if (pOther->GiveAmmo( iGive, "rockets", ROCKET_MAX_CARRY ) != -1) + if( pOther->GiveAmmo( iGive, "rockets", ROCKET_MAX_CARRY ) != -1 ) { - EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); + EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM ); return TRUE; } return FALSE; diff --git a/dlls/satchel.cpp b/dlls/satchel.cpp index ed1f8216..48ec5b9a 100644 --- a/dlls/satchel.cpp +++ b/dlls/satchel.cpp @@ -23,14 +23,16 @@ #include "player.h" #include "gamerules.h" -enum satchel_e { +enum satchel_e +{ SATCHEL_IDLE1 = 0, SATCHEL_FIDGET1, SATCHEL_DRAW, SATCHEL_DROP }; -enum satchel_radio_e { +enum satchel_radio_e +{ SATCHEL_RADIO_IDLE1 = 0, SATCHEL_RADIO_FIDGET1, SATCHEL_RADIO_DRAW, @@ -63,16 +65,16 @@ void CSatchelCharge::Deactivate( void ) UTIL_Remove( this ); } -void CSatchelCharge :: Spawn( void ) +void CSatchelCharge::Spawn( void ) { - Precache( ); + Precache(); // motor pev->movetype = MOVETYPE_BOUNCE; pev->solid = SOLID_BBOX; - SET_MODEL(ENT(pev), "models/w_satchel.mdl"); - //UTIL_SetSize(pev, Vector( -16, -16, -4), Vector(16, 16, 32)); // Old box -- size of headcrab monsters/players get blocked by this - UTIL_SetSize(pev, Vector( -4, -4, -4), Vector(4, 4, 4)); // Uses point-sized, and can be stepped over + SET_MODEL( ENT( pev ), "models/w_satchel.mdl" ); + //UTIL_SetSize( pev, Vector( -16, -16, -4 ), Vector( 16, 16, 32 ) ); // Old box -- size of headcrab monsters/players get blocked by this + UTIL_SetSize( pev, Vector( -4, -4, -4 ), Vector( 4, 4, 4 ) ); // Uses point-sized, and can be stepped over UTIL_SetOrigin( pev, pev->origin ); SetTouch( &CSatchelCharge::SatchelSlide ); @@ -84,58 +86,58 @@ void CSatchelCharge :: Spawn( void ) pev->friction = 0.8; pev->dmg = gSkillData.plrDmgSatchel; - // ResetSequenceInfo( ); + // ResetSequenceInfo(); pev->sequence = 1; } void CSatchelCharge::SatchelSlide( CBaseEntity *pOther ) { - entvars_t *pevOther = pOther->pev; + entvars_t *pevOther = pOther->pev; // don't hit the guy that launched this grenade - if ( pOther->edict() == pev->owner ) + if( pOther->edict() == pev->owner ) return; - // pev->avelocity = Vector (300, 300, 300); + // pev->avelocity = Vector( 300, 300, 300 ); pev->gravity = 1;// normal gravity now // HACKHACK - On ground isn't always set, so look for ground underneath TraceResult tr; - UTIL_TraceLine( pev->origin, pev->origin - Vector(0,0,10), ignore_monsters, edict(), &tr ); + UTIL_TraceLine( pev->origin, pev->origin - Vector( 0, 0, 10 ), ignore_monsters, edict(), &tr ); - if ( tr.flFraction < 1.0 ) + if( tr.flFraction < 1.0 ) { // add a bit of static friction pev->velocity = pev->velocity * 0.95; pev->avelocity = pev->avelocity * 0.9; // play sliding sound, volume based on velocity } - if ( !(pev->flags & FL_ONGROUND) && pev->velocity.Length2D() > 10 ) + if( !( pev->flags & FL_ONGROUND ) && pev->velocity.Length2D() > 10 ) { BounceSound(); } - StudioFrameAdvance( ); + StudioFrameAdvance(); } -void CSatchelCharge :: SatchelThink( void ) +void CSatchelCharge::SatchelThink( void ) { - StudioFrameAdvance( ); + StudioFrameAdvance(); pev->nextthink = gpGlobals->time + 0.1; - if (!IsInWorld()) + if( !IsInWorld() ) { UTIL_Remove( this ); return; } - if (pev->waterlevel == 3) + if( pev->waterlevel == 3 ) { pev->movetype = MOVETYPE_FLY; pev->velocity = pev->velocity * 0.8; pev->avelocity = pev->avelocity * 0.9; pev->velocity.z += 8; } - else if (pev->waterlevel == 0) + else if( pev->waterlevel == 0 ) { pev->movetype = MOVETYPE_BOUNCE; } @@ -145,21 +147,27 @@ void CSatchelCharge :: SatchelThink( void ) } } -void CSatchelCharge :: Precache( void ) +void CSatchelCharge::Precache( void ) { - PRECACHE_MODEL("models/grenade.mdl"); - PRECACHE_SOUND("weapons/g_bounce1.wav"); - PRECACHE_SOUND("weapons/g_bounce2.wav"); - PRECACHE_SOUND("weapons/g_bounce3.wav"); + PRECACHE_MODEL( "models/grenade.mdl" ); + PRECACHE_SOUND( "weapons/g_bounce1.wav" ); + PRECACHE_SOUND( "weapons/g_bounce2.wav" ); + PRECACHE_SOUND( "weapons/g_bounce3.wav" ); } -void CSatchelCharge :: BounceSound( void ) +void CSatchelCharge::BounceSound( void ) { - switch ( RANDOM_LONG( 0, 2 ) ) + switch( RANDOM_LONG( 0, 2 ) ) { - case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/g_bounce1.wav", 1, ATTN_NORM); break; - case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/g_bounce2.wav", 1, ATTN_NORM); break; - case 2: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/g_bounce3.wav", 1, ATTN_NORM); break; + case 0: + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "weapons/g_bounce1.wav", 1, ATTN_NORM ); + break; + case 1: + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "weapons/g_bounce2.wav", 1, ATTN_NORM ); + break; + case 2: + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "weapons/g_bounce3.wav", 1, ATTN_NORM ); + break; } } @@ -173,21 +181,21 @@ int CSatchel::AddDuplicate( CBasePlayerItem *pOriginal ) CSatchel *pSatchel; #ifdef CLIENT_DLL - if ( bIsMultiplayer() ) + if( bIsMultiplayer() ) #else - if ( g_pGameRules->IsMultiplayer() ) + if( g_pGameRules->IsMultiplayer() ) #endif { pSatchel = (CSatchel *)pOriginal; - if ( pSatchel->m_chargeReady != 0 ) + if( pSatchel->m_chargeReady != 0 ) { // player has some satchels deployed. Refuse to add more. return FALSE; } } - return CBasePlayerWeapon::AddDuplicate ( pOriginal ); + return CBasePlayerWeapon::AddDuplicate( pOriginal ); } //========================================================= @@ -196,21 +204,21 @@ int CSatchel::AddToPlayer( CBasePlayer *pPlayer ) { int bResult = CBasePlayerItem::AddToPlayer( pPlayer ); - pPlayer->pev->weapons |= (1<pev->weapons |= ( 1 << m_iId ); m_chargeReady = 0;// this satchel charge weapon now forgets that any satchels are deployed by it. - if ( bResult ) + if( bResult ) { - return AddWeapon( ); + return AddWeapon(); } return FALSE; } -void CSatchel::Spawn( ) +void CSatchel::Spawn() { - Precache( ); + Precache(); m_iId = WEAPON_SATCHEL; - SET_MODEL(ENT(pev), "models/w_satchel.mdl"); + SET_MODEL( ENT( pev ), "models/w_satchel.mdl" ); m_iDefaultAmmo = SATCHEL_DEFAULT_GIVE; @@ -219,18 +227,18 @@ void CSatchel::Spawn( ) void CSatchel::Precache( void ) { - PRECACHE_MODEL("models/v_satchel.mdl"); - PRECACHE_MODEL("models/v_satchel_radio.mdl"); - PRECACHE_MODEL("models/w_satchel.mdl"); - PRECACHE_MODEL("models/p_satchel.mdl"); - PRECACHE_MODEL("models/p_satchel_radio.mdl"); + PRECACHE_MODEL( "models/v_satchel.mdl" ); + PRECACHE_MODEL( "models/v_satchel_radio.mdl" ); + PRECACHE_MODEL( "models/w_satchel.mdl" ); + PRECACHE_MODEL( "models/p_satchel.mdl" ); + PRECACHE_MODEL( "models/p_satchel_radio.mdl" ); UTIL_PrecacheOther( "monster_satchel" ); } -int CSatchel::GetItemInfo(ItemInfo *p) +int CSatchel::GetItemInfo( ItemInfo *p ) { - p->pszName = STRING(pev->classname); + p->pszName = STRING( pev->classname ); p->pszAmmo1 = "Satchel Charge"; p->iMaxAmmo1 = SATCHEL_MAX_CARRY; p->pszAmmo2 = NULL; @@ -249,13 +257,13 @@ int CSatchel::GetItemInfo(ItemInfo *p) //========================================================= BOOL CSatchel::IsUseable( void ) { - if ( m_pPlayer->m_rgAmmo[ PrimaryAmmoIndex() ] > 0 ) + if( m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] > 0 ) { // player is carrying some satchels return TRUE; } - if ( m_chargeReady != 0 ) + if( m_chargeReady != 0 ) { // player isn't carrying any satchels, but has some out return TRUE; @@ -266,13 +274,13 @@ BOOL CSatchel::IsUseable( void ) BOOL CSatchel::CanDeploy( void ) { - if ( m_pPlayer->m_rgAmmo[ PrimaryAmmoIndex() ] > 0 ) + if( m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] > 0 ) { // player is carrying some satchels return TRUE; } - if ( m_chargeReady != 0 ) + if( m_chargeReady != 0 ) { // player isn't carrying any satchels, but has some out return TRUE; @@ -281,17 +289,15 @@ BOOL CSatchel::CanDeploy( void ) return FALSE; } -BOOL CSatchel::Deploy( ) +BOOL CSatchel::Deploy() { - m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); - if ( m_chargeReady ) + if( m_chargeReady ) return DefaultDeploy( "models/v_satchel_radio.mdl", "models/p_satchel_radio.mdl", SATCHEL_RADIO_DRAW, "hive" ); else return DefaultDeploy( "models/v_satchel.mdl", "models/p_satchel.mdl", SATCHEL_DRAW, "trip" ); - return TRUE; } @@ -299,8 +305,8 @@ BOOL CSatchel::Deploy( ) void CSatchel::Holster( int skiplocal /* = 0 */ ) { m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; - - if ( m_chargeReady ) + + if( m_chargeReady ) { SendWeaponAnim( SATCHEL_RADIO_HOLSTER ); } @@ -308,11 +314,11 @@ void CSatchel::Holster( int skiplocal /* = 0 */ ) { SendWeaponAnim( SATCHEL_DROP ); } - EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "common/null.wav", 1.0, ATTN_NORM); + EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "common/null.wav", 1.0, ATTN_NORM ); - if ( !m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] && !m_chargeReady ) + if( !m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] && !m_chargeReady ) { - m_pPlayer->pev->weapons &= ~(1<pev->weapons &= ~( 1 << WEAPON_SATCHEL ); SetThink( &CBasePlayerItem::DestroyItem ); pev->nextthink = gpGlobals->time + 0.1; } @@ -320,26 +326,26 @@ void CSatchel::Holster( int skiplocal /* = 0 */ ) void CSatchel::PrimaryAttack() { - switch (m_chargeReady) + switch( m_chargeReady ) { case 0: { - Throw( ); + Throw(); } break; case 1: { SendWeaponAnim( SATCHEL_RADIO_FIRE ); - edict_t *pPlayer = m_pPlayer->edict( ); + edict_t *pPlayer = m_pPlayer->edict(); CBaseEntity *pSatchel = NULL; - while ((pSatchel = UTIL_FindEntityInSphere( pSatchel, m_pPlayer->pev->origin, 4096 )) != NULL) + while( ( pSatchel = UTIL_FindEntityInSphere( pSatchel, m_pPlayer->pev->origin, 4096 ) ) != NULL ) { - if (FClassnameIs( pSatchel->pev, "monster_satchel")) + if( FClassnameIs( pSatchel->pev, "monster_satchel" ) ) { - if (pSatchel->pev->owner == pPlayer) + if( pSatchel->pev->owner == pPlayer ) { pSatchel->Use( m_pPlayer, m_pPlayer, USE_ON, 0 ); m_chargeReady = 2; @@ -355,37 +361,35 @@ void CSatchel::PrimaryAttack() } case 2: // we're reloading, don't allow fire - { - } break; } } void CSatchel::SecondaryAttack( void ) { - if ( m_chargeReady != 2 ) + if( m_chargeReady != 2 ) { - Throw( ); + Throw(); } } void CSatchel::Throw( void ) { - if ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] ) + if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] ) { Vector vecSrc = m_pPlayer->pev->origin; Vector vecThrow = gpGlobals->v_forward * 274 + m_pPlayer->pev->velocity; #ifndef CLIENT_DLL - CBaseEntity *pSatchel = Create( "monster_satchel", vecSrc, Vector( 0, 0, 0), m_pPlayer->edict() ); + CBaseEntity *pSatchel = Create( "monster_satchel", vecSrc, Vector( 0, 0, 0 ), m_pPlayer->edict() ); pSatchel->pev->velocity = vecThrow; pSatchel->pev->avelocity.y = 400; - m_pPlayer->pev->viewmodel = MAKE_STRING("models/v_satchel_radio.mdl"); - m_pPlayer->pev->weaponmodel = MAKE_STRING("models/p_satchel_radio.mdl"); + m_pPlayer->pev->viewmodel = MAKE_STRING( "models/v_satchel_radio.mdl" ); + m_pPlayer->pev->weaponmodel = MAKE_STRING( "models/p_satchel_radio.mdl" ); #else - LoadVModel ( "models/v_satchel_radio.mdl", m_pPlayer ); + LoadVModel( "models/v_satchel_radio.mdl", m_pPlayer ); #endif SendWeaponAnim( SATCHEL_RADIO_DRAW ); @@ -404,7 +408,7 @@ void CSatchel::Throw( void ) void CSatchel::WeaponIdle( void ) { - if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) + if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) return; switch( m_chargeReady ) @@ -420,7 +424,7 @@ void CSatchel::WeaponIdle( void ) strcpy( m_pPlayer->m_szAnimExtention, "hive" ); break; case 2: - if ( !m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] ) + if( !m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] ) { m_chargeReady = 0; RetireWeapon(); @@ -428,10 +432,10 @@ void CSatchel::WeaponIdle( void ) } #ifndef CLIENT_DLL - m_pPlayer->pev->viewmodel = MAKE_STRING("models/v_satchel.mdl"); - m_pPlayer->pev->weaponmodel = MAKE_STRING("models/p_satchel.mdl"); + m_pPlayer->pev->viewmodel = MAKE_STRING( "models/v_satchel.mdl" ); + m_pPlayer->pev->weaponmodel = MAKE_STRING( "models/p_satchel.mdl" ); #else - LoadVModel ( "models/v_satchel.mdl", m_pPlayer ); + LoadVModel( "models/v_satchel.mdl", m_pPlayer ); #endif SendWeaponAnim( SATCHEL_DRAW ); @@ -458,14 +462,14 @@ void DeactivateSatchels( CBasePlayer *pOwner ) pFind = FIND_ENTITY_BY_CLASSNAME( NULL, "monster_satchel" ); - while ( !FNullEnt( pFind ) ) + while( !FNullEnt( pFind ) ) { CBaseEntity *pEnt = CBaseEntity::Instance( pFind ); CSatchelCharge *pSatchel = (CSatchelCharge *)pEnt; - if ( pSatchel ) + if( pSatchel ) { - if ( pSatchel->pev->owner == pOwner->edict() ) + if( pSatchel->pev->owner == pOwner->edict() ) { pSatchel->Deactivate(); } diff --git a/dlls/schedule.cpp b/dlls/schedule.cpp index c0911c94..c28a88fa 100644 --- a/dlls/schedule.cpp +++ b/dlls/schedule.cpp @@ -33,9 +33,9 @@ extern CGraph WorldGraph; // FHaveSchedule - Returns TRUE if monster's m_pSchedule // is anything other than NULL. //========================================================= -BOOL CBaseMonster :: FHaveSchedule( void ) +BOOL CBaseMonster::FHaveSchedule( void ) { - if ( m_pSchedule == NULL ) + if( m_pSchedule == NULL ) { return FALSE; } @@ -47,7 +47,7 @@ BOOL CBaseMonster :: FHaveSchedule( void ) // ClearSchedule - blanks out the caller's schedule pointer // and index. //========================================================= -void CBaseMonster :: ClearSchedule( void ) +void CBaseMonster::ClearSchedule( void ) { m_iTaskStatus = TASKSTATUS_NEW; m_pSchedule = NULL; @@ -58,11 +58,11 @@ void CBaseMonster :: ClearSchedule( void ) // FScheduleDone - Returns TRUE if the caller is on the // last task in the schedule //========================================================= -BOOL CBaseMonster :: FScheduleDone ( void ) +BOOL CBaseMonster::FScheduleDone( void ) { ASSERT( m_pSchedule != NULL ); - if ( m_iScheduleIndex == m_pSchedule->cTasks ) + if( m_iScheduleIndex == m_pSchedule->cTasks ) { return TRUE; } @@ -75,27 +75,27 @@ BOOL CBaseMonster :: FScheduleDone ( void ) // with the passed pointer, and sets the ScheduleIndex back // to 0 //========================================================= -void CBaseMonster :: ChangeSchedule ( Schedule_t *pNewSchedule ) +void CBaseMonster::ChangeSchedule( Schedule_t *pNewSchedule ) { ASSERT( pNewSchedule != NULL ); - m_pSchedule = pNewSchedule; - m_iScheduleIndex = 0; - m_iTaskStatus = TASKSTATUS_NEW; - m_afConditions = 0;// clear all of the conditions - m_failSchedule = SCHED_NONE; + m_pSchedule = pNewSchedule; + m_iScheduleIndex = 0; + m_iTaskStatus = TASKSTATUS_NEW; + m_afConditions = 0;// clear all of the conditions + m_failSchedule = SCHED_NONE; - if ( m_pSchedule->iInterruptMask & bits_COND_HEAR_SOUND && !(m_pSchedule->iSoundMask) ) + if( m_pSchedule->iInterruptMask & bits_COND_HEAR_SOUND && !(m_pSchedule->iSoundMask) ) { - ALERT ( at_aiconsole, "COND_HEAR_SOUND with no sound mask!\n" ); + ALERT( at_aiconsole, "COND_HEAR_SOUND with no sound mask!\n" ); } - else if ( m_pSchedule->iSoundMask && !(m_pSchedule->iInterruptMask & bits_COND_HEAR_SOUND) ) + else if( m_pSchedule->iSoundMask && !(m_pSchedule->iInterruptMask & bits_COND_HEAR_SOUND) ) { - ALERT ( at_aiconsole, "Sound mask without COND_HEAR_SOUND!\n" ); + ALERT( at_aiconsole, "Sound mask without COND_HEAR_SOUND!\n" ); } #if _DEBUG - if ( !ScheduleFromName( pNewSchedule->pName ) ) + if( !ScheduleFromName( pNewSchedule->pName ) ) { ALERT( at_console, "Schedule %s not in table!!!\n", pNewSchedule->pName ); } @@ -104,15 +104,15 @@ void CBaseMonster :: ChangeSchedule ( Schedule_t *pNewSchedule ) // this is very useful code if you can isolate a test case in a level with a single monster. It will notify // you of every schedule selection the monster makes. #if 0 - if ( FClassnameIs( pev, "monster_human_grunt" ) ) + if( FClassnameIs( pev, "monster_human_grunt" ) ) { Task_t *pTask = GetTask(); - if ( pTask ) + if( pTask ) { const char *pName = NULL; - if ( m_pSchedule ) + if( m_pSchedule ) { pName = m_pSchedule->pName; } @@ -121,7 +121,7 @@ void CBaseMonster :: ChangeSchedule ( Schedule_t *pNewSchedule ) pName = "No Schedule"; } - if ( !pName ) + if( !pName ) { pName = "Unknown"; } @@ -135,14 +135,14 @@ void CBaseMonster :: ChangeSchedule ( Schedule_t *pNewSchedule ) //========================================================= // NextScheduledTask - increments the ScheduleIndex //========================================================= -void CBaseMonster :: NextScheduledTask ( void ) +void CBaseMonster::NextScheduledTask( void ) { ASSERT( m_pSchedule != NULL ); m_iTaskStatus = TASKSTATUS_NEW; m_iScheduleIndex++; - if ( FScheduleDone() ) + if( FScheduleDone() ) { // just completed last task in schedule, so make it invalid by clearing it. SetConditions( bits_COND_SCHEDULE_DONE ); @@ -155,7 +155,7 @@ void CBaseMonster :: NextScheduledTask ( void ) // bits that are currently set and also set in the current // schedule's Interrupt mask. //========================================================= -int CBaseMonster :: IScheduleFlags ( void ) +int CBaseMonster::IScheduleFlags( void ) { if( !m_pSchedule ) { @@ -171,21 +171,21 @@ int CBaseMonster :: IScheduleFlags ( void ) // schedule is still the proper schedule to be executing, // taking into account all conditions //========================================================= -BOOL CBaseMonster :: FScheduleValid ( void ) +BOOL CBaseMonster::FScheduleValid( void ) { - if ( m_pSchedule == NULL ) + if( m_pSchedule == NULL ) { // schedule is empty, and therefore not valid. return FALSE; } - if ( HasConditions( m_pSchedule->iInterruptMask | bits_COND_SCHEDULE_DONE | bits_COND_TASK_FAILED ) ) + if( HasConditions( m_pSchedule->iInterruptMask | bits_COND_SCHEDULE_DONE | bits_COND_TASK_FAILED ) ) { #ifdef DEBUG - if ( HasConditions ( bits_COND_TASK_FAILED ) && m_failSchedule == SCHED_NONE ) + if( HasConditions( bits_COND_TASK_FAILED ) && m_failSchedule == SCHED_NONE ) { // fail! Send a visual indicator. - ALERT ( at_aiconsole, "Schedule: %s Failed\n", m_pSchedule->pName ); + ALERT( at_aiconsole, "Schedule: %s Failed\n", m_pSchedule->pName ); Vector tmp = pev->origin; tmp.z = pev->absmax.z + 16; @@ -204,21 +204,21 @@ BOOL CBaseMonster :: FScheduleValid ( void ) // ensures that the monster leaves this function with a valid // schedule! //========================================================= -void CBaseMonster :: MaintainSchedule ( void ) +void CBaseMonster::MaintainSchedule( void ) { - Schedule_t *pNewSchedule; - int i; + Schedule_t *pNewSchedule; + int i; // UNDONE: Tune/fix this 10... This is just here so infinite loops are impossible - for ( i = 0; i < 10; i++ ) + for( i = 0; i < 10; i++ ) { - if ( m_pSchedule != NULL && TaskIsComplete() ) + if( m_pSchedule != NULL && TaskIsComplete() ) { NextScheduledTask(); } // validate existing schedule - if ( !FScheduleValid() || m_MonsterState != m_IdealMonsterState ) + if( !FScheduleValid() || m_MonsterState != m_IdealMonsterState ) { // if we come into this block of code, the schedule is going to have to be changed. // if the previous schedule was interrupted by a condition, GetIdealState will be @@ -233,31 +233,31 @@ void CBaseMonster :: MaintainSchedule ( void ) // - schedule is done but schedule indicates it wants GetIdealState called // after successful completion (by setting bits_COND_SCHEDULE_DONE in iInterruptMask) // DEAD & SCRIPT are not suggestions, they are commands! - if ( m_IdealMonsterState != MONSTERSTATE_DEAD && - (m_IdealMonsterState != MONSTERSTATE_SCRIPT || m_IdealMonsterState == m_MonsterState) ) + if( m_IdealMonsterState != MONSTERSTATE_DEAD && + ( m_IdealMonsterState != MONSTERSTATE_SCRIPT || m_IdealMonsterState == m_MonsterState ) ) { - if ( (m_afConditions && !HasConditions(bits_COND_SCHEDULE_DONE)) || - (m_pSchedule && (m_pSchedule->iInterruptMask & bits_COND_SCHEDULE_DONE)) || - ((m_MonsterState == MONSTERSTATE_COMBAT) && (m_hEnemy == NULL)) ) + if( (m_afConditions && !HasConditions( bits_COND_SCHEDULE_DONE ) ) || + ( m_pSchedule && (m_pSchedule->iInterruptMask & bits_COND_SCHEDULE_DONE ) ) || + ( ( m_MonsterState == MONSTERSTATE_COMBAT ) && ( m_hEnemy == NULL ) ) ) { GetIdealState(); } } - if ( HasConditions( bits_COND_TASK_FAILED ) && m_MonsterState == m_IdealMonsterState ) + if( HasConditions( bits_COND_TASK_FAILED ) && m_MonsterState == m_IdealMonsterState ) { - if ( m_failSchedule != SCHED_NONE ) + if( m_failSchedule != SCHED_NONE ) pNewSchedule = GetScheduleOfType( m_failSchedule ); else pNewSchedule = GetScheduleOfType( SCHED_FAIL ); // schedule was invalid because the current task failed to start or complete - ALERT ( at_aiconsole, "Schedule Failed at %d!\n", m_iScheduleIndex ); + ALERT( at_aiconsole, "Schedule Failed at %d!\n", m_iScheduleIndex ); ChangeSchedule( pNewSchedule ); } else { SetState( m_IdealMonsterState ); - if ( m_MonsterState == MONSTERSTATE_SCRIPT || m_MonsterState == MONSTERSTATE_DEAD ) + if( m_MonsterState == MONSTERSTATE_SCRIPT || m_MonsterState == MONSTERSTATE_DEAD ) pNewSchedule = CBaseMonster::GetSchedule(); else pNewSchedule = GetSchedule(); @@ -265,7 +265,7 @@ void CBaseMonster :: MaintainSchedule ( void ) } } - if ( m_iTaskStatus == TASKSTATUS_NEW ) + if( m_iTaskStatus == TASKSTATUS_NEW ) { Task_t *pTask = GetTask(); ASSERT( pTask != NULL ); @@ -274,16 +274,16 @@ void CBaseMonster :: MaintainSchedule ( void ) } // UNDONE: Twice?!!! - if ( m_Activity != m_IdealActivity ) + if( m_Activity != m_IdealActivity ) { - SetActivity ( m_IdealActivity ); + SetActivity( m_IdealActivity ); } - if ( !TaskIsComplete() && m_iTaskStatus != TASKSTATUS_NEW ) + if( !TaskIsComplete() && m_iTaskStatus != TASKSTATUS_NEW ) break; } - if ( TaskIsRunning() ) + if( TaskIsRunning() ) { Task_t *pTask = GetTask(); ASSERT( pTask != NULL ); @@ -293,25 +293,25 @@ void CBaseMonster :: MaintainSchedule ( void ) // UNDONE: We have to do this so that we have an animation set to blend to if RunTask changes the animation // RunTask() will always change animations at the end of a script! // Don't do this twice - if ( m_Activity != m_IdealActivity ) + if( m_Activity != m_IdealActivity ) { - SetActivity ( m_IdealActivity ); + SetActivity( m_IdealActivity ); } } //========================================================= // RunTask //========================================================= -void CBaseMonster :: RunTask ( Task_t *pTask ) +void CBaseMonster::RunTask( Task_t *pTask ) { - switch ( pTask->iTask ) + switch( pTask->iTask ) { case TASK_TURN_RIGHT: case TASK_TURN_LEFT: { ChangeYaw( pev->yaw_speed ); - if ( FacingIdeal() ) + if( FacingIdeal() ) { TaskComplete(); } @@ -322,23 +322,23 @@ void CBaseMonster :: RunTask ( Task_t *pTask ) { CBaseEntity *pTarget; - if ( pTask->iTask == TASK_PLAY_SEQUENCE_FACE_TARGET ) + if( pTask->iTask == TASK_PLAY_SEQUENCE_FACE_TARGET ) pTarget = m_hTargetEnt; else pTarget = m_hEnemy; - if ( pTarget ) + if( pTarget ) { pev->ideal_yaw = UTIL_VecToYaw( pTarget->pev->origin - pev->origin ); ChangeYaw( pev->yaw_speed ); } - if ( m_fSequenceFinished ) + if( m_fSequenceFinished ) TaskComplete(); } break; case TASK_PLAY_SEQUENCE: case TASK_PLAY_ACTIVE_IDLE: { - if ( m_fSequenceFinished ) + if( m_fSequenceFinished ) { TaskComplete(); } @@ -350,7 +350,7 @@ void CBaseMonster :: RunTask ( Task_t *pTask ) ChangeYaw( pev->yaw_speed ); - if ( FacingIdeal() ) + if( FacingIdeal() ) { TaskComplete(); } @@ -364,7 +364,7 @@ void CBaseMonster :: RunTask ( Task_t *pTask ) { ChangeYaw( pev->yaw_speed ); - if ( FacingIdeal() ) + if( FacingIdeal() ) { TaskComplete(); } @@ -372,7 +372,7 @@ void CBaseMonster :: RunTask ( Task_t *pTask ) } case TASK_WAIT_PVS: { - if ( !FNullEnt(FIND_CLIENT_IN_PVS(edict())) ) + if( !FNullEnt( FIND_CLIENT_IN_PVS( edict() ) ) ) { TaskComplete(); } @@ -386,7 +386,7 @@ void CBaseMonster :: RunTask ( Task_t *pTask ) case TASK_WAIT: case TASK_WAIT_RANDOM: { - if ( gpGlobals->time >= m_flWaitFinished ) + if( gpGlobals->time >= m_flWaitFinished ) { TaskComplete(); } @@ -394,10 +394,10 @@ void CBaseMonster :: RunTask ( Task_t *pTask ) } case TASK_WAIT_FACE_ENEMY: { - MakeIdealYaw ( m_vecEnemyLKP ); + MakeIdealYaw( m_vecEnemyLKP ); ChangeYaw( pev->yaw_speed ); - if ( gpGlobals->time >= m_flWaitFinished ) + if( gpGlobals->time >= m_flWaitFinished ) { TaskComplete(); } @@ -407,14 +407,14 @@ void CBaseMonster :: RunTask ( Task_t *pTask ) { float distance; - if ( m_hTargetEnt == NULL ) + if( m_hTargetEnt == NULL ) TaskFail(); else { distance = ( m_vecMoveGoal - pev->origin ).Length2D(); // Re-evaluate when you think your finished, or the target has moved too far - if ( (distance < pTask->flData) || (m_vecMoveGoal - m_hTargetEnt->pev->origin).Length() > pTask->flData * 0.5 ) + if( ( distance < pTask->flData ) || ( m_vecMoveGoal - m_hTargetEnt->pev->origin ).Length() > pTask->flData * 0.5 ) { m_vecMoveGoal = m_hTargetEnt->pev->origin; distance = ( m_vecMoveGoal - pev->origin ).Length2D(); @@ -423,21 +423,21 @@ void CBaseMonster :: RunTask ( Task_t *pTask ) // Set the appropriate activity based on an overlapping range // overlap the range to prevent oscillation - if ( distance < pTask->flData ) + if( distance < pTask->flData ) { TaskComplete(); RouteClear(); // Stop moving } - else if ( distance < 190 && m_movementActivity != ACT_WALK ) + else if( distance < 190 && m_movementActivity != ACT_WALK ) m_movementActivity = ACT_WALK; - else if ( distance >= 270 && m_movementActivity != ACT_RUN ) + else if( distance >= 270 && m_movementActivity != ACT_RUN ) m_movementActivity = ACT_RUN; } break; } case TASK_WAIT_FOR_MOVEMENT: { - if (MovementIsComplete()) + if( MovementIsComplete() ) { TaskComplete(); RouteClear(); // Stop moving @@ -446,24 +446,24 @@ void CBaseMonster :: RunTask ( Task_t *pTask ) } case TASK_DIE: { - if ( m_fSequenceFinished && pev->frame >= 255 ) + if( m_fSequenceFinished && pev->frame >= 255 ) { pev->deadflag = DEAD_DEAD; SetThink( NULL ); StopAnimation(); - if ( !BBoxFlat() ) + if( !BBoxFlat() ) { // a bit of a hack. If a corpses' bbox is positioned such that being left solid so that it can be attacked will // block the player on a slope or stairs, the corpse is made nonsolid. //pev->solid = SOLID_NOT; - UTIL_SetSize ( pev, Vector ( -4, -4, 0 ), Vector ( 4, 4, 1 ) ); + UTIL_SetSize( pev, Vector( -4, -4, 0 ), Vector( 4, 4, 1 ) ); } else // !!!HACKHACK - put monster in a thin, wide bounding box until we fix the solid type/bounding volume problem - UTIL_SetSize ( pev, Vector ( pev->mins.x, pev->mins.y, pev->mins.z ), Vector ( pev->maxs.x, pev->maxs.y, pev->mins.z + 1 ) ); + UTIL_SetSize( pev, Vector( pev->mins.x, pev->mins.y, pev->mins.z ), Vector( pev->maxs.x, pev->maxs.y, pev->mins.z + 1 ) ); - if ( ShouldFadeOnDeath() ) + if( ShouldFadeOnDeath() ) { // this monster was created by a monstermaker... fade the corpse out. SUB_StartFadeOut(); @@ -471,7 +471,7 @@ void CBaseMonster :: RunTask ( Task_t *pTask ) else { // body is gonna be around for a while, so have it stink for a bit. - CSoundEnt::InsertSound ( bits_SOUND_CARCASS, pev->origin, 384, 30 ); + CSoundEnt::InsertSound( bits_SOUND_CARCASS, pev->origin, 384, 30 ); } } break; @@ -482,7 +482,7 @@ void CBaseMonster :: RunTask ( Task_t *pTask ) case TASK_RANGE_ATTACK2_NOTURN: case TASK_RELOAD_NOTURN: { - if ( m_fSequenceFinished ) + if( m_fSequenceFinished ) { m_Activity = ACT_RESET; TaskComplete(); @@ -497,10 +497,10 @@ void CBaseMonster :: RunTask ( Task_t *pTask ) case TASK_SPECIAL_ATTACK2: case TASK_RELOAD: { - MakeIdealYaw ( m_vecEnemyLKP ); - ChangeYaw ( pev->yaw_speed ); + MakeIdealYaw( m_vecEnemyLKP ); + ChangeYaw( pev->yaw_speed ); - if ( m_fSequenceFinished ) + if( m_fSequenceFinished ) { m_Activity = ACT_RESET; TaskComplete(); @@ -509,7 +509,7 @@ void CBaseMonster :: RunTask ( Task_t *pTask ) } case TASK_SMALL_FLINCH: { - if ( m_fSequenceFinished ) + if( m_fSequenceFinished ) { TaskComplete(); } @@ -517,20 +517,20 @@ void CBaseMonster :: RunTask ( Task_t *pTask ) break; case TASK_WAIT_FOR_SCRIPT: { - if ( m_pCine->m_iDelay <= 0 && gpGlobals->time >= m_pCine->m_startTime ) + if( m_pCine->m_iDelay <= 0 && gpGlobals->time >= m_pCine->m_startTime ) { TaskComplete(); m_pCine->StartSequence( (CBaseMonster *)this, m_pCine->m_iszPlay, TRUE ); - if ( m_fSequenceFinished ) + if( m_fSequenceFinished ) ClearSchedule(); pev->framerate = 1.0; - //ALERT( at_aiconsole, "Script %s has begun for %s\n", STRING( m_pCine->m_iszPlay ), STRING(pev->classname) ); + //ALERT( at_aiconsole, "Script %s has begun for %s\n", STRING( m_pCine->m_iszPlay ), STRING( pev->classname ) ); } break; } case TASK_PLAY_SCRIPT: { - if (m_fSequenceFinished) + if( m_fSequenceFinished ) { m_pCine->SequenceDone( this ); } @@ -544,17 +544,17 @@ void CBaseMonster :: RunTask ( Task_t *pTask ) // the monster is facing and determines whether or not to // select one of the 180 turn animations. //========================================================= -void CBaseMonster :: SetTurnActivity ( void ) +void CBaseMonster::SetTurnActivity( void ) { float flYD; flYD = FlYawDiff(); - if ( flYD <= -45 && LookupActivity ( ACT_TURN_RIGHT ) != ACTIVITY_NOT_AVAILABLE ) + if( flYD <= -45 && LookupActivity( ACT_TURN_RIGHT ) != ACTIVITY_NOT_AVAILABLE ) { // big right turn m_IdealActivity = ACT_TURN_RIGHT; } - else if ( flYD > 45 && LookupActivity ( ACT_TURN_LEFT ) != ACTIVITY_NOT_AVAILABLE ) + else if( flYD > 45 && LookupActivity( ACT_TURN_LEFT ) != ACTIVITY_NOT_AVAILABLE ) { // big left turn m_IdealActivity = ACT_TURN_LEFT; @@ -566,9 +566,9 @@ void CBaseMonster :: SetTurnActivity ( void ) // any necessary calculations to start the next task on the // schedule. //========================================================= -void CBaseMonster :: StartTask ( Task_t *pTask ) +void CBaseMonster::StartTask( Task_t *pTask ) { - switch ( pTask->iTask ) + switch( pTask->iTask ) { case TASK_TURN_RIGHT: { @@ -590,13 +590,13 @@ void CBaseMonster :: StartTask ( Task_t *pTask ) } case TASK_REMEMBER: { - Remember ( (int)pTask->flData ); + Remember( (int)pTask->flData ); TaskComplete(); break; } case TASK_FORGET: { - Forget ( (int)pTask->flData ); + Forget( (int)pTask->flData ); TaskComplete(); break; } @@ -604,7 +604,7 @@ void CBaseMonster :: StartTask ( Task_t *pTask ) { m_iHintNode = FindHintNode(); - if ( m_iHintNode != NO_NODE ) + if( m_iHintNode != NO_NODE ) { TaskComplete(); } @@ -634,7 +634,7 @@ void CBaseMonster :: StartTask ( Task_t *pTask ) } case TASK_STOP_MOVING: { - if ( m_IdealActivity == m_movementActivity ) + if( m_IdealActivity == m_movementActivity ) { m_IdealActivity = GetStoppedActivity(); } @@ -647,14 +647,14 @@ void CBaseMonster :: StartTask ( Task_t *pTask ) case TASK_PLAY_SEQUENCE_FACE_TARGET: case TASK_PLAY_SEQUENCE: { - m_IdealActivity = ( Activity )( int )pTask->flData; + m_IdealActivity = (Activity)(int)pTask->flData; break; } case TASK_PLAY_ACTIVE_IDLE: { // monsters verify that they have a sequence for the node's activity BEFORE // moving towards the node, so it's ok to just set the activity without checking here. - m_IdealActivity = ( Activity )WorldGraph.m_pNodes[ m_iHintNode ].m_sHintActivity; + m_IdealActivity = (Activity)WorldGraph.m_pNodes[m_iHintNode].m_sHintActivity; break; } case TASK_SET_SCHEDULE: @@ -662,8 +662,8 @@ void CBaseMonster :: StartTask ( Task_t *pTask ) Schedule_t *pNewSchedule; pNewSchedule = GetScheduleOfType( (int)pTask->flData ); - - if ( pNewSchedule ) + + if( pNewSchedule ) { ChangeSchedule( pNewSchedule ); } @@ -675,13 +675,13 @@ void CBaseMonster :: StartTask ( Task_t *pTask ) } case TASK_FIND_NEAR_NODE_COVER_FROM_ENEMY: { - if ( m_hEnemy == NULL ) + if( m_hEnemy == NULL ) { TaskFail(); return; } - if ( FindCover( m_hEnemy->pev->origin, m_hEnemy->pev->view_ofs, 0, pTask->flData ) ) + if( FindCover( m_hEnemy->pev->origin, m_hEnemy->pev->view_ofs, 0, pTask->flData ) ) { // try for cover farther than the FLData from the schedule. TaskComplete(); @@ -695,13 +695,13 @@ void CBaseMonster :: StartTask ( Task_t *pTask ) } case TASK_FIND_FAR_NODE_COVER_FROM_ENEMY: { - if ( m_hEnemy == NULL ) + if( m_hEnemy == NULL ) { TaskFail(); return; } - if ( FindCover( m_hEnemy->pev->origin, m_hEnemy->pev->view_ofs, pTask->flData, CoverRadius() ) ) + if( FindCover( m_hEnemy->pev->origin, m_hEnemy->pev->view_ofs, pTask->flData, CoverRadius() ) ) { // try for cover farther than the FLData from the schedule. TaskComplete(); @@ -715,13 +715,13 @@ void CBaseMonster :: StartTask ( Task_t *pTask ) } case TASK_FIND_NODE_COVER_FROM_ENEMY: { - if ( m_hEnemy == NULL ) + if( m_hEnemy == NULL ) { TaskFail(); return; } - if ( FindCover( m_hEnemy->pev->origin, m_hEnemy->pev->view_ofs, 0, CoverRadius() ) ) + if( FindCover( m_hEnemy->pev->origin, m_hEnemy->pev->view_ofs, 0, CoverRadius() ) ) { // try for cover farther than the FLData from the schedule. TaskComplete(); @@ -737,7 +737,7 @@ void CBaseMonster :: StartTask ( Task_t *pTask ) { entvars_t *pevCover; - if ( m_hEnemy == NULL ) + if( m_hEnemy == NULL ) { // Find cover from self if no enemy available pevCover = pev; @@ -747,13 +747,13 @@ void CBaseMonster :: StartTask ( Task_t *pTask ) else pevCover = m_hEnemy->pev; - if ( FindLateralCover( pevCover->origin, pevCover->view_ofs ) ) + if( FindLateralCover( pevCover->origin, pevCover->view_ofs ) ) { // try lateral first m_flMoveWaitFinished = gpGlobals->time + pTask->flData; TaskComplete(); } - else if ( FindCover( pevCover->origin, pevCover->view_ofs, 0, CoverRadius() ) ) + else if( FindCover( pevCover->origin, pevCover->view_ofs, 0, CoverRadius() ) ) { // then try for plain ole cover m_flMoveWaitFinished = gpGlobals->time + pTask->flData; @@ -768,7 +768,7 @@ void CBaseMonster :: StartTask ( Task_t *pTask ) } case TASK_FIND_COVER_FROM_ORIGIN: { - if ( FindCover( pev->origin, pev->view_ofs, 0, CoverRadius() ) ) + if( FindCover( pev->origin, pev->view_ofs, 0, CoverRadius() ) ) { // then try for plain ole cover m_flMoveWaitFinished = gpGlobals->time + pTask->flData; @@ -789,7 +789,7 @@ void CBaseMonster :: StartTask ( Task_t *pTask ) ASSERT( pBestSound != NULL ); /* - if ( pBestSound && FindLateralCover( pBestSound->m_vecOrigin, g_vecZero ) ) + if( pBestSound && FindLateralCover( pBestSound->m_vecOrigin, g_vecZero ) ) { // try lateral first m_flMoveWaitFinished = gpGlobals->time + pTask->flData; @@ -797,7 +797,7 @@ void CBaseMonster :: StartTask ( Task_t *pTask ) } */ - if ( pBestSound && FindCover( pBestSound->m_vecOrigin, g_vecZero, pBestSound->m_iVolume, CoverRadius() ) ) + if( pBestSound && FindCover( pBestSound->m_vecOrigin, g_vecZero, pBestSound->m_iVolume, CoverRadius() ) ) { // then try for plain ole cover m_flMoveWaitFinished = gpGlobals->time + pTask->flData; @@ -812,18 +812,18 @@ void CBaseMonster :: StartTask ( Task_t *pTask ) } case TASK_FACE_HINTNODE: { - pev->ideal_yaw = WorldGraph.m_pNodes[ m_iHintNode ].m_flHintYaw; + pev->ideal_yaw = WorldGraph.m_pNodes[m_iHintNode].m_flHintYaw; SetTurnActivity(); break; } case TASK_FACE_LASTPOSITION: - MakeIdealYaw ( m_vecLastPosition ); + MakeIdealYaw( m_vecLastPosition ); SetTurnActivity(); break; case TASK_FACE_TARGET: - if ( m_hTargetEnt != NULL ) + if( m_hTargetEnt != NULL ) { - MakeIdealYaw ( m_hTargetEnt->pev->origin ); + MakeIdealYaw( m_hTargetEnt->pev->origin ); SetTurnActivity(); } else @@ -831,7 +831,7 @@ void CBaseMonster :: StartTask ( Task_t *pTask ) break; case TASK_FACE_ENEMY: { - MakeIdealYaw ( m_vecEnemyLKP ); + MakeIdealYaw( m_vecEnemyLKP ); SetTurnActivity(); break; } @@ -842,14 +842,14 @@ void CBaseMonster :: StartTask ( Task_t *pTask ) } case TASK_FACE_ROUTE: { - if (FRouteClear()) + if( FRouteClear() ) { - ALERT(at_aiconsole, "No route to face!\n"); + ALERT( at_aiconsole, "No route to face!\n" ); TaskFail(); } else { - MakeIdealYaw(m_Route[m_iRouteIndex].vecLocation); + MakeIdealYaw( m_Route[m_iRouteIndex].vecLocation ); SetTurnActivity(); } break; @@ -875,12 +875,12 @@ void CBaseMonster :: StartTask ( Task_t *pTask ) } case TASK_MOVE_TO_TARGET_RANGE: { - if ( (m_hTargetEnt->pev->origin - pev->origin).Length() < 1 ) + if( ( m_hTargetEnt->pev->origin - pev->origin ).Length() < 1 ) TaskComplete(); else { m_vecMoveGoal = m_hTargetEnt->pev->origin; - if ( !MoveToTarget( ACT_WALK, 2 ) ) + if( !MoveToTarget( ACT_WALK, 2 ) ) TaskFail(); } break; @@ -890,24 +890,24 @@ void CBaseMonster :: StartTask ( Task_t *pTask ) { Activity newActivity; - if ( (m_hTargetEnt->pev->origin - pev->origin).Length() < 1 ) + if( ( m_hTargetEnt->pev->origin - pev->origin ).Length() < 1 ) TaskComplete(); else { - if ( pTask->iTask == TASK_WALK_TO_TARGET ) + if( pTask->iTask == TASK_WALK_TO_TARGET ) newActivity = ACT_WALK; else newActivity = ACT_RUN; // This monster can't do this! - if ( LookupActivity( newActivity ) == ACTIVITY_NOT_AVAILABLE ) + if( LookupActivity( newActivity ) == ACTIVITY_NOT_AVAILABLE ) TaskComplete(); else { - if ( m_hTargetEnt == NULL || !MoveToTarget( newActivity, 2 ) ) + if( m_hTargetEnt == NULL || !MoveToTarget( newActivity, 2 ) ) { TaskFail(); - ALERT( at_aiconsole, "%s Failed to reach target!!!\n", STRING(pev->classname) ); + ALERT( at_aiconsole, "%s Failed to reach target!!!\n", STRING( pev->classname ) ); RouteClear(); } } @@ -969,18 +969,18 @@ void CBaseMonster :: StartTask ( Task_t *pTask ) } case TASK_GET_PATH_TO_ENEMY_LKP: { - if ( BuildRoute ( m_vecEnemyLKP, bits_MF_TO_LOCATION, NULL ) ) + if( BuildRoute( m_vecEnemyLKP, bits_MF_TO_LOCATION, NULL ) ) { TaskComplete(); } - else if (BuildNearestRoute( m_vecEnemyLKP, pev->view_ofs, 0, (m_vecEnemyLKP - pev->origin).Length() )) + else if( BuildNearestRoute( m_vecEnemyLKP, pev->view_ofs, 0, ( m_vecEnemyLKP - pev->origin ).Length() ) ) { TaskComplete(); } else { // no way to get there =( - ALERT ( at_aiconsole, "GetPathToEnemyLKP failed!!\n" ); + ALERT( at_aiconsole, "GetPathToEnemyLKP failed!!\n" ); TaskFail(); } break; @@ -989,24 +989,24 @@ void CBaseMonster :: StartTask ( Task_t *pTask ) { CBaseEntity *pEnemy = m_hEnemy; - if ( pEnemy == NULL ) + if( pEnemy == NULL ) { TaskFail(); return; } - if ( BuildRoute ( pEnemy->pev->origin, bits_MF_TO_ENEMY, pEnemy ) ) + if( BuildRoute( pEnemy->pev->origin, bits_MF_TO_ENEMY, pEnemy ) ) { TaskComplete(); } - else if (BuildNearestRoute( pEnemy->pev->origin, pEnemy->pev->view_ofs, 0, (pEnemy->pev->origin - pev->origin).Length() )) + else if( BuildNearestRoute( pEnemy->pev->origin, pEnemy->pev->view_ofs, 0, ( pEnemy->pev->origin - pev->origin ).Length() ) ) { TaskComplete(); } else { // no way to get there =( - ALERT ( at_aiconsole, "GetPathToEnemy failed!!\n" ); + ALERT( at_aiconsole, "GetPathToEnemy failed!!\n" ); TaskFail(); } break; @@ -1014,13 +1014,13 @@ void CBaseMonster :: StartTask ( Task_t *pTask ) case TASK_GET_PATH_TO_ENEMY_CORPSE: { UTIL_MakeVectors( pev->angles ); - if ( BuildRoute ( m_vecEnemyLKP - gpGlobals->v_forward * 64, bits_MF_TO_LOCATION, NULL ) ) + if( BuildRoute( m_vecEnemyLKP - gpGlobals->v_forward * 64, bits_MF_TO_LOCATION, NULL ) ) { TaskComplete(); } else { - ALERT ( at_aiconsole, "GetPathToEnemyCorpse failed!!\n" ); + ALERT( at_aiconsole, "GetPathToEnemyCorpse failed!!\n" ); TaskFail(); } } @@ -1028,14 +1028,14 @@ void CBaseMonster :: StartTask ( Task_t *pTask ) case TASK_GET_PATH_TO_SPOT: { CBaseEntity *pPlayer = CBaseEntity::Instance( FIND_ENTITY_BY_CLASSNAME( NULL, "player" ) ); - if ( BuildRoute ( m_vecMoveGoal, bits_MF_TO_LOCATION, pPlayer ) ) + if( BuildRoute( m_vecMoveGoal, bits_MF_TO_LOCATION, pPlayer ) ) { TaskComplete(); } else { // no way to get there =( - ALERT ( at_aiconsole, "GetPathToSpot failed!!\n" ); + ALERT( at_aiconsole, "GetPathToSpot failed!!\n" ); TaskFail(); } break; @@ -1043,28 +1043,29 @@ void CBaseMonster :: StartTask ( Task_t *pTask ) case TASK_GET_PATH_TO_TARGET: { RouteClear(); - if ( m_hTargetEnt != NULL && MoveToTarget( m_movementActivity, 1 ) ) + if( m_hTargetEnt != NULL && MoveToTarget( m_movementActivity, 1 ) ) { TaskComplete(); } else { // no way to get there =( - ALERT ( at_aiconsole, "GetPathToSpot failed!!\n" ); + ALERT( at_aiconsole, "GetPathToSpot failed!!\n" ); TaskFail(); } break; } - case TASK_GET_PATH_TO_HINTNODE:// for active idles! + case TASK_GET_PATH_TO_HINTNODE: + // for active idles! { - if ( MoveToLocation( m_movementActivity, 2, WorldGraph.m_pNodes[ m_iHintNode ].m_vecOrigin ) ) + if( MoveToLocation( m_movementActivity, 2, WorldGraph.m_pNodes[m_iHintNode].m_vecOrigin ) ) { TaskComplete(); } else { // no way to get there =( - ALERT ( at_aiconsole, "GetPathToHintNode failed!!\n" ); + ALERT( at_aiconsole, "GetPathToHintNode failed!!\n" ); TaskFail(); } break; @@ -1073,7 +1074,7 @@ void CBaseMonster :: StartTask ( Task_t *pTask ) { m_vecMoveGoal = m_vecLastPosition; - if ( MoveToLocation( m_movementActivity, 2, m_vecMoveGoal ) ) + if( MoveToLocation( m_movementActivity, 2, m_vecMoveGoal ) ) { TaskComplete(); } @@ -1091,7 +1092,7 @@ void CBaseMonster :: StartTask ( Task_t *pTask ) pSound = PBestSound(); - if ( pSound && MoveToLocation( m_movementActivity, 2, pSound->m_vecOrigin ) ) + if( pSound && MoveToLocation( m_movementActivity, 2, pSound->m_vecOrigin ) ) { TaskComplete(); } @@ -1109,7 +1110,7 @@ void CBaseMonster :: StartTask ( Task_t *pTask ) pScent = PBestScent(); - if ( pScent && MoveToLocation( m_movementActivity, 2, pScent->m_vecOrigin ) ) + if( pScent && MoveToLocation( m_movementActivity, 2, pScent->m_vecOrigin ) ) { TaskComplete(); } @@ -1125,7 +1126,7 @@ void CBaseMonster :: StartTask ( Task_t *pTask ) case TASK_RUN_PATH: { // UNDONE: This is in some default AI and some monsters can't run? -- walk instead? - if ( LookupActivity( ACT_RUN ) != ACTIVITY_NOT_AVAILABLE ) + if( LookupActivity( ACT_RUN ) != ACTIVITY_NOT_AVAILABLE ) { m_movementActivity = ACT_RUN; } @@ -1138,11 +1139,11 @@ void CBaseMonster :: StartTask ( Task_t *pTask ) } case TASK_WALK_PATH: { - if ( pev->movetype == MOVETYPE_FLY ) + if( pev->movetype == MOVETYPE_FLY ) { m_movementActivity = ACT_FLY; } - if ( LookupActivity( ACT_WALK ) != ACTIVITY_NOT_AVAILABLE ) + if( LookupActivity( ACT_WALK ) != ACTIVITY_NOT_AVAILABLE ) { m_movementActivity = ACT_WALK; } @@ -1155,16 +1156,16 @@ void CBaseMonster :: StartTask ( Task_t *pTask ) } case TASK_STRAFE_PATH: { - Vector2D vec2DirToPoint; - Vector2D vec2RightSide; + Vector2D vec2DirToPoint; + Vector2D vec2RightSide; // to start strafing, we have to first figure out if the target is on the left side or right side - UTIL_MakeVectors ( pev->angles ); + UTIL_MakeVectors( pev->angles ); - vec2DirToPoint = ( m_Route[ 0 ].vecLocation - pev->origin ).Make2D().Normalize(); + vec2DirToPoint = ( m_Route[0].vecLocation - pev->origin ).Make2D().Normalize(); vec2RightSide = gpGlobals->v_right.Make2D().Normalize(); - if ( DotProduct ( vec2DirToPoint, vec2RightSide ) > 0 ) + if( DotProduct ( vec2DirToPoint, vec2RightSide ) > 0 ) { // strafe right m_movementActivity = ACT_STRAFE_RIGHT; @@ -1179,7 +1180,7 @@ void CBaseMonster :: StartTask ( Task_t *pTask ) } case TASK_WAIT_FOR_MOVEMENT: { - if (FRouteClear()) + if( FRouteClear() ) { TaskComplete(); } @@ -1198,7 +1199,7 @@ void CBaseMonster :: StartTask ( Task_t *pTask ) } case TASK_DIE: { - RouteClear(); + RouteClear(); m_IdealActivity = GetDeathActivity(); @@ -1238,16 +1239,16 @@ void CBaseMonster :: StartTask ( Task_t *pTask ) case TASK_SOUND_ANGRY: { // sounds are complete as soon as we get here, cause we've already played them. - ALERT ( at_aiconsole, "SOUND\n" ); + ALERT( at_aiconsole, "SOUND\n" ); TaskComplete(); break; } case TASK_WAIT_FOR_SCRIPT: { - if (m_pCine->m_iszIdle) + if( m_pCine->m_iszIdle ) { m_pCine->StartSequence( (CBaseMonster *)this, m_pCine->m_iszIdle, FALSE ); - if (FStrEq( STRING(m_pCine->m_iszIdle), STRING(m_pCine->m_iszPlay))) + if( FStrEq( STRING( m_pCine->m_iszIdle ), STRING( m_pCine->m_iszPlay ) ) ) { pev->framerate = 0; } @@ -1259,7 +1260,7 @@ void CBaseMonster :: StartTask ( Task_t *pTask ) case TASK_PLAY_SCRIPT: { pev->movetype = MOVETYPE_FLY; - ClearBits(pev->flags, FL_ONGROUND); + ClearBits( pev->flags, FL_ONGROUND ); m_scriptState = SCRIPT_PLAYING; break; } @@ -1271,7 +1272,7 @@ void CBaseMonster :: StartTask ( Task_t *pTask ) } case TASK_PLANT_ON_SCRIPT: { - if ( m_hTargetEnt != NULL ) + if( m_hTargetEnt != NULL ) { pev->origin = m_hTargetEnt->pev->origin; // Plant on target } @@ -1281,7 +1282,7 @@ void CBaseMonster :: StartTask ( Task_t *pTask ) } case TASK_FACE_SCRIPT: { - if ( m_hTargetEnt != NULL ) + if( m_hTargetEnt != NULL ) { pev->ideal_yaw = UTIL_AngleMod( m_hTargetEnt->pev->angles.y ); } @@ -1307,7 +1308,7 @@ void CBaseMonster :: StartTask ( Task_t *pTask ) break; default: { - ALERT ( at_aiconsole, "No StartTask entry for %d\n", (SHARED_TASKS)pTask->iTask ); + ALERT( at_aiconsole, "No StartTask entry for %d\n", (SHARED_TASKS)pTask->iTask ); break; } } @@ -1317,16 +1318,16 @@ void CBaseMonster :: StartTask ( Task_t *pTask ) // GetTask - returns a pointer to the current // scheduled task. NULL if there's a problem. //========================================================= -Task_t *CBaseMonster :: GetTask ( void ) +Task_t *CBaseMonster::GetTask( void ) { - if ( m_iScheduleIndex < 0 || m_iScheduleIndex >= m_pSchedule->cTasks ) + if( m_iScheduleIndex < 0 || m_iScheduleIndex >= m_pSchedule->cTasks ) { // m_iScheduleIndex is not within valid range for the monster's current schedule. return NULL; } else { - return &m_pSchedule->pTasklist[ m_iScheduleIndex ]; + return &m_pSchedule->pTasklist[m_iScheduleIndex]; } } @@ -1336,9 +1337,9 @@ Task_t *CBaseMonster :: GetTask ( void ) // monster's member function to get a pointer to a schedule // of the proper type. //========================================================= -Schedule_t *CBaseMonster :: GetSchedule ( void ) +Schedule_t *CBaseMonster::GetSchedule( void ) { - switch ( m_MonsterState ) + switch( m_MonsterState ) { case MONSTERSTATE_PRONE: { @@ -1347,16 +1348,16 @@ Schedule_t *CBaseMonster :: GetSchedule ( void ) } case MONSTERSTATE_NONE: { - ALERT ( at_aiconsole, "MONSTERSTATE IS NONE!\n" ); + ALERT( at_aiconsole, "MONSTERSTATE IS NONE!\n" ); break; } case MONSTERSTATE_IDLE: { - if ( HasConditions ( bits_COND_HEAR_SOUND ) ) + if( HasConditions( bits_COND_HEAR_SOUND ) ) { return GetScheduleOfType( SCHED_ALERT_FACE ); } - else if ( FRouteClear() ) + else if( FRouteClear() ) { // no valid route! return GetScheduleOfType( SCHED_IDLE_STAND ); @@ -1370,14 +1371,14 @@ Schedule_t *CBaseMonster :: GetSchedule ( void ) } case MONSTERSTATE_ALERT: { - if ( HasConditions( bits_COND_ENEMY_DEAD ) && LookupActivity( ACT_VICTORY_DANCE ) != ACTIVITY_NOT_AVAILABLE ) + if( HasConditions( bits_COND_ENEMY_DEAD ) && LookupActivity( ACT_VICTORY_DANCE ) != ACTIVITY_NOT_AVAILABLE ) { - return GetScheduleOfType ( SCHED_VICTORY_DANCE ); + return GetScheduleOfType( SCHED_VICTORY_DANCE ); } - if ( HasConditions(bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE) ) + if( HasConditions( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE ) ) { - if ( fabs( FlYawDiff() ) < (1.0 - m_flFieldOfView) * 60 ) // roughly in the correct direction + if( fabs( FlYawDiff() ) < ( 1.0 - m_flFieldOfView ) * 60 ) // roughly in the correct direction { return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ORIGIN ); } @@ -1386,7 +1387,7 @@ Schedule_t *CBaseMonster :: GetSchedule ( void ) return GetScheduleOfType( SCHED_ALERT_SMALL_FLINCH ); } } - else if ( HasConditions ( bits_COND_HEAR_SOUND ) ) + else if( HasConditions ( bits_COND_HEAR_SOUND ) ) { return GetScheduleOfType( SCHED_ALERT_FACE ); } @@ -1398,12 +1399,12 @@ Schedule_t *CBaseMonster :: GetSchedule ( void ) } case MONSTERSTATE_COMBAT: { - if ( HasConditions( bits_COND_ENEMY_DEAD ) ) + if( HasConditions( bits_COND_ENEMY_DEAD ) ) { // clear the current (dead) enemy and try to find another. m_hEnemy = NULL; - if ( GetEnemy() ) + if( GetEnemy() ) { ClearConditions( bits_COND_ENEMY_DEAD ); return GetSchedule(); @@ -1415,18 +1416,18 @@ Schedule_t *CBaseMonster :: GetSchedule ( void ) } } - if ( HasConditions(bits_COND_NEW_ENEMY) ) + if( HasConditions( bits_COND_NEW_ENEMY ) ) { - return GetScheduleOfType ( SCHED_WAKE_ANGRY ); + return GetScheduleOfType( SCHED_WAKE_ANGRY ); } - else if (HasConditions(bits_COND_LIGHT_DAMAGE) && !HasMemory( bits_MEMORY_FLINCHED) ) + else if( HasConditions( bits_COND_LIGHT_DAMAGE ) && !HasMemory( bits_MEMORY_FLINCHED ) ) { return GetScheduleOfType( SCHED_SMALL_FLINCH ); } - else if ( !HasConditions(bits_COND_SEE_ENEMY) ) + else if( !HasConditions( bits_COND_SEE_ENEMY ) ) { // we can't see the enemy - if ( !HasConditions(bits_COND_ENEMY_OCCLUDED) ) + if( !HasConditions( bits_COND_ENEMY_OCCLUDED ) ) { // enemy is unseen, but not occluded! // turn to face enemy @@ -1441,35 +1442,35 @@ Schedule_t *CBaseMonster :: GetSchedule ( void ) else { // we can see the enemy - if ( HasConditions(bits_COND_CAN_RANGE_ATTACK1) ) + if( HasConditions( bits_COND_CAN_RANGE_ATTACK1 ) ) { return GetScheduleOfType( SCHED_RANGE_ATTACK1 ); } - if ( HasConditions(bits_COND_CAN_RANGE_ATTACK2) ) + if( HasConditions( bits_COND_CAN_RANGE_ATTACK2 ) ) { return GetScheduleOfType( SCHED_RANGE_ATTACK2 ); } - if ( HasConditions(bits_COND_CAN_MELEE_ATTACK1) ) + if( HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) ) { return GetScheduleOfType( SCHED_MELEE_ATTACK1 ); } - if ( HasConditions(bits_COND_CAN_MELEE_ATTACK2) ) + if( HasConditions( bits_COND_CAN_MELEE_ATTACK2 ) ) { return GetScheduleOfType( SCHED_MELEE_ATTACK2 ); } - if ( !HasConditions(bits_COND_CAN_RANGE_ATTACK1 | bits_COND_CAN_MELEE_ATTACK1) ) + if( !HasConditions( bits_COND_CAN_RANGE_ATTACK1 | bits_COND_CAN_MELEE_ATTACK1 ) ) { // if we can see enemy but can't use either attack type, we must need to get closer to enemy return GetScheduleOfType( SCHED_CHASE_ENEMY ); } - else if ( !FacingIdeal() ) + else if( !FacingIdeal() ) { //turn return GetScheduleOfType( SCHED_COMBAT_FACE ); } else { - ALERT ( at_aiconsole, "No suitable combat schedule!\n" ); + ALERT( at_aiconsole, "No suitable combat schedule!\n" ); } } break; @@ -1482,9 +1483,9 @@ Schedule_t *CBaseMonster :: GetSchedule ( void ) case MONSTERSTATE_SCRIPT: { ASSERT( m_pCine != NULL ); - if ( !m_pCine ) + if( !m_pCine ) { - ALERT( at_aiconsole, "Script failed for %s\n", STRING(pev->classname) ); + ALERT( at_aiconsole, "Script failed for %s\n", STRING( pev->classname ) ); CineCleanup(); return GetScheduleOfType( SCHED_IDLE_STAND ); } @@ -1493,10 +1494,10 @@ Schedule_t *CBaseMonster :: GetSchedule ( void ) } default: { - ALERT ( at_aiconsole, "Invalid State for GetSchedule!\n" ); + ALERT( at_aiconsole, "Invalid State for GetSchedule!\n" ); break; } } - return &slError[ 0 ]; + return &slError[0]; } diff --git a/dlls/scientist.cpp b/dlls/scientist.cpp index b2f2b784..4e60c58e 100644 --- a/dlls/scientist.cpp +++ b/dlls/scientist.cpp @@ -27,8 +27,15 @@ #include "animation.h" #include "soundent.h" -#define NUM_SCIENTIST_HEADS 4 // four heads available for scientist model -enum { HEAD_GLASSES = 0, HEAD_EINSTEIN = 1, HEAD_LUTHER = 2, HEAD_SLICK = 3 }; +#define NUM_SCIENTIST_HEADS 4 // four heads available for scientist model + +enum +{ + HEAD_GLASSES = 0, + HEAD_EINSTEIN = 1, + HEAD_LUTHER = 2, + HEAD_SLICK = 3 +}; enum { @@ -54,14 +61,13 @@ enum //========================================================= // Monster's Anim Events Go Here //========================================================= -#define SCIENTIST_AE_HEAL ( 1 ) +#define SCIENTIST_AE_HEAL ( 1 ) #define SCIENTIST_AE_NEEDLEON ( 2 ) #define SCIENTIST_AE_NEEDLEOFF ( 3 ) //======================================================= // Scientist //======================================================= - class CScientist : public CTalkMonster { public: @@ -69,40 +75,40 @@ public: void Precache( void ); void SetYawSpeed( void ); - int Classify ( void ); + int Classify( void ); void HandleAnimEvent( MonsterEvent_t *pEvent ); void RunTask( Task_t *pTask ); void StartTask( Task_t *pTask ); - int ObjectCaps( void ) { return CTalkMonster :: ObjectCaps() | FCAP_IMPULSE_USE; } - int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType); + int ObjectCaps( void ) { return CTalkMonster::ObjectCaps() | FCAP_IMPULSE_USE; } + int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); virtual int FriendNumber( int arrayNumber ); - void SetActivity ( Activity newActivity ); + void SetActivity( Activity newActivity ); Activity GetStoppedActivity( void ); int ISoundMask( void ); void DeclineFollowing( void ); - float CoverRadius( void ) { return 1200; } // Need more room for cover because scientists want to get far away! - BOOL DisregardEnemy( CBaseEntity *pEnemy ) { return !pEnemy->IsAlive() || (gpGlobals->time - m_fearTime) > 15; } + float CoverRadius( void ) { return 1200; } // Need more room for cover because scientists want to get far away! + BOOL DisregardEnemy( CBaseEntity *pEnemy ) { return !pEnemy->IsAlive() || ( gpGlobals->time - m_fearTime ) > 15; } - BOOL CanHeal( void ); - void Heal( void ); - void Scream( void ); + BOOL CanHeal( void ); + void Heal( void ); + void Scream( void ); // Override these to set behavior - Schedule_t *GetScheduleOfType ( int Type ); - Schedule_t *GetSchedule ( void ); - MONSTERSTATE GetIdealState ( void ); + Schedule_t *GetScheduleOfType( int Type ); + Schedule_t *GetSchedule( void ); + MONSTERSTATE GetIdealState( void ); void DeathSound( void ); void PainSound( void ); void TalkInit( void ); - void Killed( entvars_t *pevAttacker, int iGib ); - - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); - static TYPEDESCRIPTION m_SaveData[]; + void Killed( entvars_t *pevAttacker, int iGib ); + + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); + static TYPEDESCRIPTION m_SaveData[]; CUSTOM_SCHEDULES @@ -128,16 +134,16 @@ IMPLEMENT_SAVERESTORE( CScientist, CTalkMonster ) //========================================================= Task_t tlFollow[] = { - { TASK_SET_FAIL_SCHEDULE, (float)SCHED_CANT_FOLLOW }, // If you fail, bail out of follow - { TASK_MOVE_TO_TARGET_RANGE,(float)128 }, // Move within 128 of target ent (client) -// { TASK_SET_SCHEDULE, (float)SCHED_TARGET_FACE }, + { TASK_SET_FAIL_SCHEDULE, (float)SCHED_CANT_FOLLOW }, // If you fail, bail out of follow + { TASK_MOVE_TO_TARGET_RANGE, (float)128 }, // Move within 128 of target ent (client) + //{ TASK_SET_SCHEDULE, (float)SCHED_TARGET_FACE }, }; -Schedule_t slFollow[] = +Schedule_t slFollow[] = { { tlFollow, - ARRAYSIZE ( tlFollow ), + ARRAYSIZE( tlFollow ), bits_COND_NEW_ENEMY | bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE | @@ -148,18 +154,18 @@ Schedule_t slFollow[] = }, }; -Task_t tlFollowScared[] = +Task_t tlFollowScared[] = { - { TASK_SET_FAIL_SCHEDULE, (float)SCHED_TARGET_CHASE },// If you fail, follow normally - { TASK_MOVE_TO_TARGET_RANGE_SCARED,(float)128 }, // Move within 128 of target ent (client) -// { TASK_SET_SCHEDULE, (float)SCHED_TARGET_FACE_SCARED }, + { TASK_SET_FAIL_SCHEDULE, (float)SCHED_TARGET_CHASE },// If you fail, follow normally + { TASK_MOVE_TO_TARGET_RANGE_SCARED, (float)128 }, // Move within 128 of target ent (client) + //{ TASK_SET_SCHEDULE, (float)SCHED_TARGET_FACE_SCARED }, }; -Schedule_t slFollowScared[] = +Schedule_t slFollowScared[] = { { tlFollowScared, - ARRAYSIZE ( tlFollowScared ), + ARRAYSIZE( tlFollowScared ), bits_COND_NEW_ENEMY | bits_COND_HEAR_SOUND | bits_COND_LIGHT_DAMAGE | @@ -169,18 +175,18 @@ Schedule_t slFollowScared[] = }, }; -Task_t tlFaceTargetScared[] = +Task_t tlFaceTargetScared[] = { - { TASK_FACE_TARGET, (float)0 }, - { TASK_SET_ACTIVITY, (float)ACT_CROUCHIDLE }, - { TASK_SET_SCHEDULE, (float)SCHED_TARGET_CHASE_SCARED }, + { TASK_FACE_TARGET, (float)0 }, + { TASK_SET_ACTIVITY, (float)ACT_CROUCHIDLE }, + { TASK_SET_SCHEDULE, (float)SCHED_TARGET_CHASE_SCARED }, }; -Schedule_t slFaceTargetScared[] = +Schedule_t slFaceTargetScared[] = { { tlFaceTargetScared, - ARRAYSIZE ( tlFaceTargetScared ), + ARRAYSIZE( tlFaceTargetScared ), bits_COND_HEAR_SOUND | bits_COND_NEW_ENEMY, bits_SOUND_DANGER, @@ -188,57 +194,57 @@ Schedule_t slFaceTargetScared[] = }, }; -Task_t tlStopFollowing[] = +Task_t tlStopFollowing[] = { - { TASK_CANT_FOLLOW, (float)0 }, + { TASK_CANT_FOLLOW, (float)0 }, }; -Schedule_t slStopFollowing[] = +Schedule_t slStopFollowing[] = { { tlStopFollowing, - ARRAYSIZE ( tlStopFollowing ), + ARRAYSIZE( tlStopFollowing ), 0, 0, "StopFollowing" }, }; -Task_t tlHeal[] = +Task_t tlHeal[] = { - { TASK_MOVE_TO_TARGET_RANGE,(float)50 }, // Move within 60 of target ent (client) - { TASK_SET_FAIL_SCHEDULE, (float)SCHED_TARGET_CHASE }, // If you fail, catch up with that guy! (change this to put syringe away and then chase) - { TASK_FACE_IDEAL, (float)0 }, - { TASK_SAY_HEAL, (float)0 }, - { TASK_PLAY_SEQUENCE_FACE_TARGET, (float)ACT_ARM }, // Whip out the needle - { TASK_HEAL, (float)0 }, // Put it in the player - { TASK_PLAY_SEQUENCE_FACE_TARGET, (float)ACT_DISARM }, // Put away the needle + { TASK_MOVE_TO_TARGET_RANGE, (float)50 }, // Move within 60 of target ent (client) + { TASK_SET_FAIL_SCHEDULE, (float)SCHED_TARGET_CHASE }, // If you fail, catch up with that guy! (change this to put syringe away and then chase) + { TASK_FACE_IDEAL, (float)0 }, + { TASK_SAY_HEAL, (float)0 }, + { TASK_PLAY_SEQUENCE_FACE_TARGET, (float)ACT_ARM }, // Whip out the needle + { TASK_HEAL, (float)0 }, // Put it in the player + { TASK_PLAY_SEQUENCE_FACE_TARGET, (float)ACT_DISARM }, // Put away the needle }; -Schedule_t slHeal[] = +Schedule_t slHeal[] = { { tlHeal, - ARRAYSIZE ( tlHeal ), + ARRAYSIZE( tlHeal ), 0, // Don't interrupt or he'll end up running around with a needle all the time 0, "Heal" }, }; -Task_t tlFaceTarget[] = +Task_t tlFaceTarget[] = { - { TASK_STOP_MOVING, (float)0 }, - { TASK_FACE_TARGET, (float)0 }, - { TASK_SET_ACTIVITY, (float)ACT_IDLE }, - { TASK_SET_SCHEDULE, (float)SCHED_TARGET_CHASE }, + { TASK_STOP_MOVING, (float)0 }, + { TASK_FACE_TARGET, (float)0 }, + { TASK_SET_ACTIVITY, (float)ACT_IDLE }, + { TASK_SET_SCHEDULE, (float)SCHED_TARGET_CHASE }, }; -Schedule_t slFaceTarget[] = +Schedule_t slFaceTarget[] = { { tlFaceTarget, - ARRAYSIZE ( tlFaceTarget ), + ARRAYSIZE( tlFaceTarget ), bits_COND_CLIENT_PUSH | bits_COND_NEW_ENEMY | bits_COND_HEAR_SOUND, @@ -248,94 +254,93 @@ Schedule_t slFaceTarget[] = }, }; -Task_t tlSciPanic[] = +Task_t tlSciPanic[] = { - { TASK_STOP_MOVING, (float)0 }, - { TASK_FACE_ENEMY, (float)0 }, - { TASK_SCREAM, (float)0 }, - { TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_EXCITED }, // This is really fear-stricken excitement - { TASK_SET_ACTIVITY, (float)ACT_IDLE }, + { TASK_STOP_MOVING, (float)0 }, + { TASK_FACE_ENEMY, (float)0 }, + { TASK_SCREAM, (float)0 }, + { TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_EXCITED }, // This is really fear-stricken excitement + { TASK_SET_ACTIVITY, (float)ACT_IDLE }, }; -Schedule_t slSciPanic[] = +Schedule_t slSciPanic[] = { { tlSciPanic, - ARRAYSIZE ( tlSciPanic ), + ARRAYSIZE( tlSciPanic ), 0, 0, "SciPanic" }, }; -Task_t tlIdleSciStand[] = +Task_t tlIdleSciStand[] = { - { TASK_STOP_MOVING, 0 }, - { TASK_SET_ACTIVITY, (float)ACT_IDLE }, - { TASK_WAIT, (float)2 }, // repick IDLESTAND every two seconds. - { TASK_TLK_HEADRESET, (float)0 }, // reset head position + { TASK_STOP_MOVING, 0 }, + { TASK_SET_ACTIVITY, (float)ACT_IDLE }, + { TASK_WAIT, (float)2 }, // repick IDLESTAND every two seconds. + { TASK_TLK_HEADRESET, (float)0 }, // reset head position }; -Schedule_t slIdleSciStand[] = +Schedule_t slIdleSciStand[] = { - { + { tlIdleSciStand, - ARRAYSIZE ( tlIdleSciStand ), - bits_COND_NEW_ENEMY | - bits_COND_LIGHT_DAMAGE | - bits_COND_HEAVY_DAMAGE | - bits_COND_HEAR_SOUND | - bits_COND_SMELL | - bits_COND_CLIENT_PUSH | + ARRAYSIZE( tlIdleSciStand ), + bits_COND_NEW_ENEMY | + bits_COND_LIGHT_DAMAGE | + bits_COND_HEAVY_DAMAGE | + bits_COND_HEAR_SOUND | + bits_COND_SMELL | + bits_COND_CLIENT_PUSH | bits_COND_PROVOKED, - - bits_SOUND_COMBAT |// sound flags - //bits_SOUND_PLAYER | - //bits_SOUND_WORLD | - bits_SOUND_DANGER | - bits_SOUND_MEAT |// scents - bits_SOUND_CARCASS | + bits_SOUND_COMBAT |// sound flags + //bits_SOUND_PLAYER | + //bits_SOUND_WORLD | + bits_SOUND_DANGER | + bits_SOUND_MEAT |// scents + bits_SOUND_CARCASS | bits_SOUND_GARBAGE, "IdleSciStand" }, }; -Task_t tlScientistCover[] = +Task_t tlScientistCover[] = { - { TASK_SET_FAIL_SCHEDULE, (float)SCHED_PANIC }, // If you fail, just panic! - { TASK_STOP_MOVING, (float)0 }, - { TASK_FIND_COVER_FROM_ENEMY, (float)0 }, - { TASK_RUN_PATH_SCARED, (float)0 }, - { TASK_TURN_LEFT, (float)179 }, - { TASK_SET_SCHEDULE, (float)SCHED_HIDE }, + { TASK_SET_FAIL_SCHEDULE, (float)SCHED_PANIC }, // If you fail, just panic! + { TASK_STOP_MOVING, (float)0 }, + { TASK_FIND_COVER_FROM_ENEMY, (float)0 }, + { TASK_RUN_PATH_SCARED, (float)0 }, + { TASK_TURN_LEFT, (float)179 }, + { TASK_SET_SCHEDULE, (float)SCHED_HIDE }, }; -Schedule_t slScientistCover[] = +Schedule_t slScientistCover[] = { - { + { tlScientistCover, - ARRAYSIZE ( tlScientistCover ), + ARRAYSIZE( tlScientistCover ), bits_COND_NEW_ENEMY, 0, "ScientistCover" }, }; -Task_t tlScientistHide[] = +Task_t tlScientistHide[] = { - { TASK_SET_FAIL_SCHEDULE, (float)SCHED_PANIC }, // If you fail, just panic! - { TASK_STOP_MOVING, (float)0 }, - { TASK_PLAY_SEQUENCE, (float)ACT_CROUCH }, - { TASK_SET_ACTIVITY, (float)ACT_CROUCHIDLE }, // FIXME: This looks lame - { TASK_WAIT_RANDOM, (float)10.0 }, + { TASK_SET_FAIL_SCHEDULE, (float)SCHED_PANIC }, // If you fail, just panic! + { TASK_STOP_MOVING, (float)0 }, + { TASK_PLAY_SEQUENCE, (float)ACT_CROUCH }, + { TASK_SET_ACTIVITY, (float)ACT_CROUCHIDLE }, // FIXME: This looks lame + { TASK_WAIT_RANDOM, (float)10.0 }, }; -Schedule_t slScientistHide[] = +Schedule_t slScientistHide[] = { - { + { tlScientistHide, - ARRAYSIZE ( tlScientistHide ), + ARRAYSIZE( tlScientistHide ), bits_COND_NEW_ENEMY | bits_COND_HEAR_SOUND | bits_COND_SEE_ENEMY | @@ -347,22 +352,22 @@ Schedule_t slScientistHide[] = }, }; -Task_t tlScientistStartle[] = +Task_t tlScientistStartle[] = { - { TASK_SET_FAIL_SCHEDULE, (float)SCHED_PANIC }, // If you fail, just panic! - { TASK_RANDOM_SCREAM, (float)0.3 }, // Scream 30% of the time - { TASK_STOP_MOVING, (float)0 }, - { TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_CROUCH }, - { TASK_RANDOM_SCREAM, (float)0.1 }, // Scream again 10% of the time - { TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_CROUCHIDLE }, - { TASK_WAIT_RANDOM, (float)1.0 }, + { TASK_SET_FAIL_SCHEDULE, (float)SCHED_PANIC }, // If you fail, just panic! + { TASK_RANDOM_SCREAM, (float)0.3 }, // Scream 30% of the time + { TASK_STOP_MOVING, (float)0 }, + { TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_CROUCH }, + { TASK_RANDOM_SCREAM, (float)0.1 }, // Scream again 10% of the time + { TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_CROUCHIDLE }, + { TASK_WAIT_RANDOM, (float)1.0 }, }; -Schedule_t slScientistStartle[] = +Schedule_t slScientistStartle[] = { - { + { tlScientistStartle, - ARRAYSIZE ( tlScientistStartle ), + ARRAYSIZE( tlScientistStartle ), bits_COND_NEW_ENEMY | bits_COND_SEE_ENEMY | bits_COND_SEE_HATE | @@ -373,19 +378,19 @@ Schedule_t slScientistStartle[] = }, }; -Task_t tlFear[] = +Task_t tlFear[] = { - { TASK_STOP_MOVING, (float)0 }, - { TASK_FACE_ENEMY, (float)0 }, - { TASK_SAY_FEAR, (float)0 }, -// { TASK_PLAY_SEQUENCE, (float)ACT_FEAR_DISPLAY }, + { TASK_STOP_MOVING, (float)0 }, + { TASK_FACE_ENEMY, (float)0 }, + { TASK_SAY_FEAR, (float)0 }, + //{ TASK_PLAY_SEQUENCE, (float)ACT_FEAR_DISPLAY }, }; -Schedule_t slFear[] = +Schedule_t slFear[] = { - { + { tlFear, - ARRAYSIZE ( tlFear ), + ARRAYSIZE( tlFear ), bits_COND_NEW_ENEMY, 0, "Fear" @@ -417,33 +422,32 @@ void CScientist::DeclineFollowing( void ) PlaySentence( "SC_POK", 2, VOL_NORM, ATTN_NORM ); } -void CScientist :: Scream( void ) +void CScientist::Scream( void ) { - if ( FOkToSpeak() ) + if( FOkToSpeak() ) { Talk( 10 ); m_hTalkTarget = m_hEnemy; - PlaySentence( "SC_SCREAM", RANDOM_FLOAT(3, 6), VOL_NORM, ATTN_NORM ); + PlaySentence( "SC_SCREAM", RANDOM_FLOAT( 3, 6 ), VOL_NORM, ATTN_NORM ); } } Activity CScientist::GetStoppedActivity( void ) { - if ( m_hEnemy != NULL ) + if( m_hEnemy != NULL ) return ACT_EXCITED; return CTalkMonster::GetStoppedActivity(); } -void CScientist :: StartTask( Task_t *pTask ) +void CScientist::StartTask( Task_t *pTask ) { switch( pTask->iTask ) { case TASK_SAY_HEAL: -// if ( FOkToSpeak() ) + //if( FOkToSpeak() ) Talk( 2 ); m_hTalkTarget = m_hTargetEnt; PlaySentence( "SC_HEAL", 2, VOL_NORM, ATTN_IDLE ); - TaskComplete(); break; case TASK_SCREAM: @@ -451,16 +455,16 @@ void CScientist :: StartTask( Task_t *pTask ) TaskComplete(); break; case TASK_RANDOM_SCREAM: - if ( RANDOM_FLOAT( 0, 1 ) < pTask->flData ) + if( RANDOM_FLOAT( 0, 1 ) < pTask->flData ) Scream(); TaskComplete(); break; case TASK_SAY_FEAR: - if ( FOkToSpeak() ) + if( FOkToSpeak() ) { Talk( 2 ); m_hTalkTarget = m_hEnemy; - if ( m_hEnemy->IsPlayer() ) + if( m_hEnemy->IsPlayer() ) PlaySentence( "SC_PLFEAR", 5, VOL_NORM, ATTN_NORM ); else PlaySentence( "SC_FEAR", 5, VOL_NORM, ATTN_NORM ); @@ -475,12 +479,12 @@ void CScientist :: StartTask( Task_t *pTask ) break; case TASK_MOVE_TO_TARGET_RANGE_SCARED: { - if ( (m_hTargetEnt->pev->origin - pev->origin).Length() < 1 ) + if( ( m_hTargetEnt->pev->origin - pev->origin).Length() < 1 ) TaskComplete(); else { m_vecMoveGoal = m_hTargetEnt->pev->origin; - if ( !MoveToTarget( ACT_WALK_SCARED, 0.5 ) ) + if( !MoveToTarget( ACT_WALK_SCARED, 0.5 ) ) TaskFail(); } } @@ -491,22 +495,22 @@ void CScientist :: StartTask( Task_t *pTask ) } } -void CScientist :: RunTask( Task_t *pTask ) +void CScientist::RunTask( Task_t *pTask ) { - switch ( pTask->iTask ) + switch( pTask->iTask ) { case TASK_RUN_PATH_SCARED: - if ( MovementIsComplete() ) + if( MovementIsComplete() ) TaskComplete(); - if ( RANDOM_LONG(0,31) < 8 ) + if( RANDOM_LONG( 0, 31 ) < 8 ) Scream(); break; case TASK_MOVE_TO_TARGET_RANGE_SCARED: { - if ( RANDOM_LONG(0,63)< 8 ) + if( RANDOM_LONG( 0, 63 ) < 8 ) Scream(); - if ( m_hEnemy == NULL ) + if( m_hEnemy == NULL ) { TaskFail(); } @@ -516,7 +520,7 @@ void CScientist :: RunTask( Task_t *pTask ) distance = ( m_vecMoveGoal - pev->origin ).Length2D(); // Re-evaluate when you think your finished, or the target has moved too far - if ( (distance < pTask->flData) || (m_vecMoveGoal - m_hTargetEnt->pev->origin).Length() > pTask->flData * 0.5 ) + if( ( distance < pTask->flData ) || ( m_vecMoveGoal - m_hTargetEnt->pev->origin ).Length() > pTask->flData * 0.5 ) { m_vecMoveGoal = m_hTargetEnt->pev->origin; distance = ( m_vecMoveGoal - pev->origin ).Length2D(); @@ -525,26 +529,26 @@ void CScientist :: RunTask( Task_t *pTask ) // Set the appropriate activity based on an overlapping range // overlap the range to prevent oscillation - if ( distance < pTask->flData ) + if( distance < pTask->flData ) { TaskComplete(); RouteClear(); // Stop moving } - else if ( distance < 190 && m_movementActivity != ACT_WALK_SCARED ) + else if( distance < 190 && m_movementActivity != ACT_WALK_SCARED ) m_movementActivity = ACT_WALK_SCARED; - else if ( distance >= 270 && m_movementActivity != ACT_RUN_SCARED ) + else if( distance >= 270 && m_movementActivity != ACT_RUN_SCARED ) m_movementActivity = ACT_RUN_SCARED; } } break; case TASK_HEAL: - if ( m_fSequenceFinished ) + if( m_fSequenceFinished ) { TaskComplete(); } else { - if ( TargetDistance() > 90 ) + if( TargetDistance() > 90 ) TaskComplete(); pev->ideal_yaw = UTIL_VecToYaw( m_hTargetEnt->pev->origin - pev->origin ); ChangeYaw( pev->yaw_speed ); @@ -560,22 +564,22 @@ void CScientist :: RunTask( Task_t *pTask ) // Classify - indicates this monster's place in the // relationship table. //========================================================= -int CScientist :: Classify ( void ) +int CScientist::Classify( void ) { - return CLASS_HUMAN_PASSIVE; + return CLASS_HUMAN_PASSIVE; } //========================================================= // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= -void CScientist :: SetYawSpeed ( void ) +void CScientist::SetYawSpeed( void ) { int ys; ys = 90; - switch ( m_Activity ) + switch( m_Activity ) { case ACT_IDLE: ys = 120; @@ -601,7 +605,7 @@ void CScientist :: SetYawSpeed ( void ) // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. //========================================================= -void CScientist :: HandleAnimEvent( MonsterEvent_t *pEvent ) +void CScientist::HandleAnimEvent( MonsterEvent_t *pEvent ) { switch( pEvent->event ) { @@ -610,14 +614,14 @@ void CScientist :: HandleAnimEvent( MonsterEvent_t *pEvent ) break; case SCIENTIST_AE_NEEDLEON: { - int oldBody = pev->body; - pev->body = (oldBody % NUM_SCIENTIST_HEADS) + NUM_SCIENTIST_HEADS * 1; + int oldBody = pev->body; + pev->body = ( oldBody % NUM_SCIENTIST_HEADS ) + NUM_SCIENTIST_HEADS * 1; } break; case SCIENTIST_AE_NEEDLEOFF: { - int oldBody = pev->body; - pev->body = (oldBody % NUM_SCIENTIST_HEADS) + NUM_SCIENTIST_HEADS * 0; + int oldBody = pev->body; + pev->body = ( oldBody % NUM_SCIENTIST_HEADS ) + NUM_SCIENTIST_HEADS * 0; } break; default: @@ -628,36 +632,36 @@ void CScientist :: HandleAnimEvent( MonsterEvent_t *pEvent ) //========================================================= // Spawn //========================================================= -void CScientist :: Spawn( void ) +void CScientist::Spawn( void ) { - Precache( ); + Precache(); - SET_MODEL(ENT(pev), "models/scientist.mdl"); - UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX); + SET_MODEL( ENT( pev ), "models/scientist.mdl" ); + UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX ); - pev->solid = SOLID_SLIDEBOX; - pev->movetype = MOVETYPE_STEP; - m_bloodColor = BLOOD_COLOR_RED; - pev->health = gSkillData.scientistHealth; - pev->view_ofs = Vector ( 0, 0, 50 );// position of the eyes relative to monster's origin. - m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so scientists will notice player and say hello - m_MonsterState = MONSTERSTATE_NONE; + pev->solid = SOLID_SLIDEBOX; + pev->movetype = MOVETYPE_STEP; + m_bloodColor = BLOOD_COLOR_RED; + pev->health = gSkillData.scientistHealth; + pev->view_ofs = Vector( 0, 0, 50 );// position of the eyes relative to monster's origin. + m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so scientists will notice player and say hello + m_MonsterState = MONSTERSTATE_NONE; - //m_flDistTooFar = 256.0; + //m_flDistTooFar = 256.0; - m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_OPEN_DOORS | bits_CAP_AUTO_DOORS | bits_CAP_USE; + m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_OPEN_DOORS | bits_CAP_AUTO_DOORS | bits_CAP_USE; // White hands pev->skin = 0; - if ( pev->body == -1 ) + if( pev->body == -1 ) { // -1 chooses a random head - pev->body = RANDOM_LONG(0, NUM_SCIENTIST_HEADS-1);// pick a head, any head + pev->body = RANDOM_LONG( 0, NUM_SCIENTIST_HEADS - 1 );// pick a head, any head } // Luther is black, make his hands black - if ( pev->body == HEAD_LUTHER ) + if( pev->body == HEAD_LUTHER ) pev->skin = 1; MonsterInit(); @@ -667,14 +671,14 @@ void CScientist :: Spawn( void ) //========================================================= // Precache - precaches all resources this monster needs //========================================================= -void CScientist :: Precache( void ) +void CScientist::Precache( void ) { - PRECACHE_MODEL("models/scientist.mdl"); - PRECACHE_SOUND("scientist/sci_pain1.wav"); - PRECACHE_SOUND("scientist/sci_pain2.wav"); - PRECACHE_SOUND("scientist/sci_pain3.wav"); - PRECACHE_SOUND("scientist/sci_pain4.wav"); - PRECACHE_SOUND("scientist/sci_pain5.wav"); + PRECACHE_MODEL( "models/scientist.mdl" ); + PRECACHE_SOUND( "scientist/sci_pain1.wav" ); + PRECACHE_SOUND( "scientist/sci_pain2.wav" ); + PRECACHE_SOUND( "scientist/sci_pain3.wav" ); + PRECACHE_SOUND( "scientist/sci_pain4.wav" ); + PRECACHE_SOUND( "scientist/sci_pain5.wav" ); // every new scientist must call this, otherwise // when a level is loaded, nobody will talk (time is reset to 0) @@ -684,7 +688,7 @@ void CScientist :: Precache( void ) } // Init talk data -void CScientist :: TalkInit() +void CScientist::TalkInit() { CTalkMonster::TalkInit(); @@ -696,49 +700,57 @@ void CScientist :: TalkInit() // scientists speach group names (group names are in sentences.txt) - m_szGrp[TLK_ANSWER] = "SC_ANSWER"; - m_szGrp[TLK_QUESTION] = "SC_QUESTION"; - m_szGrp[TLK_IDLE] = "SC_IDLE"; - m_szGrp[TLK_STARE] = "SC_STARE"; - m_szGrp[TLK_USE] = "SC_OK"; - m_szGrp[TLK_UNUSE] = "SC_WAIT"; - m_szGrp[TLK_STOP] = "SC_STOP"; - m_szGrp[TLK_NOSHOOT] = "SC_SCARED"; - m_szGrp[TLK_HELLO] = "SC_HELLO"; + m_szGrp[TLK_ANSWER] = "SC_ANSWER"; + m_szGrp[TLK_QUESTION] = "SC_QUESTION"; + m_szGrp[TLK_IDLE] = "SC_IDLE"; + m_szGrp[TLK_STARE] = "SC_STARE"; + m_szGrp[TLK_USE] = "SC_OK"; + m_szGrp[TLK_UNUSE] = "SC_WAIT"; + m_szGrp[TLK_STOP] = "SC_STOP"; + m_szGrp[TLK_NOSHOOT] = "SC_SCARED"; + m_szGrp[TLK_HELLO] = "SC_HELLO"; - m_szGrp[TLK_PLHURT1] = "!SC_CUREA"; - m_szGrp[TLK_PLHURT2] = "!SC_CUREB"; - m_szGrp[TLK_PLHURT3] = "!SC_CUREC"; + m_szGrp[TLK_PLHURT1] = "!SC_CUREA"; + m_szGrp[TLK_PLHURT2] = "!SC_CUREB"; + m_szGrp[TLK_PLHURT3] = "!SC_CUREC"; - m_szGrp[TLK_PHELLO] = "SC_PHELLO"; - m_szGrp[TLK_PIDLE] = "SC_PIDLE"; + m_szGrp[TLK_PHELLO] = "SC_PHELLO"; + m_szGrp[TLK_PIDLE] = "SC_PIDLE"; m_szGrp[TLK_PQUESTION] = "SC_PQUEST"; - m_szGrp[TLK_SMELL] = "SC_SMELL"; + m_szGrp[TLK_SMELL] = "SC_SMELL"; - m_szGrp[TLK_WOUND] = "SC_WOUND"; - m_szGrp[TLK_MORTAL] = "SC_MORTAL"; + m_szGrp[TLK_WOUND] = "SC_WOUND"; + m_szGrp[TLK_MORTAL] = "SC_MORTAL"; // get voice for head - switch (pev->body % 3) + switch( pev->body % 3 ) { default: - case HEAD_GLASSES: m_voicePitch = 105; break; //glasses - case HEAD_EINSTEIN: m_voicePitch = 100; break; //einstein - case HEAD_LUTHER: m_voicePitch = 95; break; //luther - case HEAD_SLICK: m_voicePitch = 100; break;//slick + case HEAD_GLASSES: + m_voicePitch = 105; + break; //glasses + case HEAD_EINSTEIN: + m_voicePitch = 100; + break; //einstein + case HEAD_LUTHER: + m_voicePitch = 95; + break; //luther + case HEAD_SLICK: + m_voicePitch = 100; + break; //slick } } -int CScientist :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) +int CScientist::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { - if ( pevInflictor && pevInflictor->flags & FL_CLIENT ) + if( pevInflictor && pevInflictor->flags & FL_CLIENT ) { Remember( bits_MEMORY_PROVOKED ); StopFollowing( TRUE ); } // make sure friends talk about it if player hurts scientist... - return CTalkMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType); + return CTalkMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); } //========================================================= @@ -746,38 +758,48 @@ int CScientist :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, f // of sounds this monster regards. In the base class implementation, // monsters care about all sounds, but no scents. //========================================================= -int CScientist :: ISoundMask ( void ) +int CScientist::ISoundMask( void ) { - return bits_SOUND_WORLD | - bits_SOUND_COMBAT | - bits_SOUND_DANGER | + return bits_SOUND_WORLD | + bits_SOUND_COMBAT | + bits_SOUND_DANGER | bits_SOUND_PLAYER; } //========================================================= // PainSound //========================================================= -void CScientist :: PainSound ( void ) +void CScientist::PainSound( void ) { - if (gpGlobals->time < m_painTime ) + if( gpGlobals->time < m_painTime ) return; - m_painTime = gpGlobals->time + RANDOM_FLOAT(0.5, 0.75); + m_painTime = gpGlobals->time + RANDOM_FLOAT( 0.5, 0.75 ); - switch (RANDOM_LONG(0,4)) + switch( RANDOM_LONG( 0, 4 ) ) { - case 0: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "scientist/sci_pain1.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break; - case 1: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "scientist/sci_pain2.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break; - case 2: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "scientist/sci_pain3.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break; - case 3: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "scientist/sci_pain4.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break; - case 4: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "scientist/sci_pain5.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break; + case 0: + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "scientist/sci_pain1.wav", 1, ATTN_NORM, 0, GetVoicePitch() ); + break; + case 1: + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "scientist/sci_pain2.wav", 1, ATTN_NORM, 0, GetVoicePitch() ); + break; + case 2: + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "scientist/sci_pain3.wav", 1, ATTN_NORM, 0, GetVoicePitch() ); + break; + case 3: + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "scientist/sci_pain4.wav", 1, ATTN_NORM, 0, GetVoicePitch() ); + break; + case 4: + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "scientist/sci_pain5.wav", 1, ATTN_NORM, 0, GetVoicePitch() ); + break; } } //========================================================= // DeathSound //========================================================= -void CScientist :: DeathSound ( void ) +void CScientist::DeathSound( void ) { PainSound(); } @@ -788,19 +810,19 @@ void CScientist::Killed( entvars_t *pevAttacker, int iGib ) CTalkMonster::Killed( pevAttacker, iGib ); } -void CScientist :: SetActivity ( Activity newActivity ) +void CScientist::SetActivity( Activity newActivity ) { - int iSequence; + int iSequence; - iSequence = LookupActivity ( newActivity ); + iSequence = LookupActivity( newActivity ); // Set to the desired anim, or default anim if the desired is not present - if ( iSequence == ACTIVITY_NOT_AVAILABLE ) + if( iSequence == ACTIVITY_NOT_AVAILABLE ) newActivity = ACT_IDLE; CTalkMonster::SetActivity( newActivity ); } -Schedule_t* CScientist :: GetScheduleOfType ( int Type ) +Schedule_t *CScientist::GetScheduleOfType( int Type ) { Schedule_t *psched; @@ -809,10 +831,10 @@ Schedule_t* CScientist :: GetScheduleOfType ( int Type ) // Hook these to make a looping schedule case SCHED_TARGET_FACE: // call base class default so that scientist will talk - // when 'used' - psched = CTalkMonster::GetScheduleOfType(Type); + // when 'used' + psched = CTalkMonster::GetScheduleOfType( Type ); - if (psched == slIdleStand) + if( psched == slIdleStand ) return slFaceTarget; // override this for different target face behavior else return psched; @@ -829,9 +851,9 @@ Schedule_t* CScientist :: GetScheduleOfType ( int Type ) case SCHED_IDLE_STAND: // call base class default so that scientist will talk // when standing during idle - psched = CTalkMonster::GetScheduleOfType(Type); + psched = CTalkMonster::GetScheduleOfType( Type ); - if (psched == slIdleStand) + if( psched == slIdleStand ) return slIdleSciStand; else return psched; @@ -846,18 +868,18 @@ Schedule_t* CScientist :: GetScheduleOfType ( int Type ) return CTalkMonster::GetScheduleOfType( Type ); } -Schedule_t *CScientist :: GetSchedule ( void ) +Schedule_t *CScientist::GetSchedule( void ) { // so we don't keep calling through the EHANDLE stuff CBaseEntity *pEnemy = m_hEnemy; - if ( HasConditions( bits_COND_HEAR_SOUND ) ) + if( HasConditions( bits_COND_HEAR_SOUND ) ) { CSound *pSound; pSound = PBestSound(); ASSERT( pSound != NULL ); - if ( pSound && (pSound->m_iType & bits_SOUND_DANGER) ) + if( pSound && ( pSound->m_iType & bits_SOUND_DANGER ) ) return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND ); } @@ -865,35 +887,35 @@ Schedule_t *CScientist :: GetSchedule ( void ) { case MONSTERSTATE_ALERT: case MONSTERSTATE_IDLE: - if ( pEnemy ) + if( pEnemy ) { - if ( HasConditions( bits_COND_SEE_ENEMY ) ) + if( HasConditions( bits_COND_SEE_ENEMY ) ) m_fearTime = gpGlobals->time; - else if ( DisregardEnemy( pEnemy ) ) // After 15 seconds of being hidden, return to alert + else if( DisregardEnemy( pEnemy ) ) // After 15 seconds of being hidden, return to alert { m_hEnemy = NULL; pEnemy = NULL; } } - if ( HasConditions(bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE)) + if( HasConditions( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE ) ) { // flinch if hurt return GetScheduleOfType( SCHED_SMALL_FLINCH ); } // Cower when you hear something scary - if ( HasConditions( bits_COND_HEAR_SOUND ) ) + if( HasConditions( bits_COND_HEAR_SOUND ) ) { CSound *pSound; pSound = PBestSound(); ASSERT( pSound != NULL ); - if ( pSound ) + if( pSound ) { - if ( pSound->m_iType & (bits_SOUND_DANGER | bits_SOUND_COMBAT) ) + if( pSound->m_iType & ( bits_SOUND_DANGER | bits_SOUND_COMBAT ) ) { - if ( gpGlobals->time - m_fearTime > 3 ) // Only cower every 3 seconds or so + if( gpGlobals->time - m_fearTime > 3 ) // Only cower every 3 seconds or so { m_fearTime = gpGlobals->time; // Update last fear return GetScheduleOfType( SCHED_STARTLE ); // This will just duck for a second @@ -903,9 +925,9 @@ Schedule_t *CScientist :: GetSchedule ( void ) } // Behavior for following the player - if ( IsFollowing() ) + if( IsFollowing() ) { - if ( !m_hTargetEnt->IsAlive() ) + if( !m_hTargetEnt->IsAlive() ) { // UNDONE: Comment about the recently dead player here? StopFollowing( FALSE ); @@ -915,43 +937,43 @@ Schedule_t *CScientist :: GetSchedule ( void ) int relationship = R_NO; // Nothing scary, just me and the player - if ( pEnemy != NULL ) + if( pEnemy != NULL ) relationship = IRelationship( pEnemy ); // UNDONE: Model fear properly, fix R_FR and add multiple levels of fear - if ( relationship != R_DL && relationship != R_HT ) + if( relationship != R_DL && relationship != R_HT ) { // If I'm already close enough to my target - if ( TargetDistance() <= 128 ) + if( TargetDistance() <= 128 ) { - if ( CanHeal() ) // Heal opportunistically + if( CanHeal() ) // Heal opportunistically return slHeal; - if ( HasConditions( bits_COND_CLIENT_PUSH ) ) // Player wants me to move + if( HasConditions( bits_COND_CLIENT_PUSH ) ) // Player wants me to move return GetScheduleOfType( SCHED_MOVE_AWAY_FOLLOW ); } return GetScheduleOfType( SCHED_TARGET_FACE ); // Just face and follow. } else // UNDONE: When afraid, scientist won't move out of your way. Keep This? If not, write move away scared { - if ( HasConditions( bits_COND_NEW_ENEMY ) ) // I just saw something new and scary, react + if( HasConditions( bits_COND_NEW_ENEMY ) ) // I just saw something new and scary, react return GetScheduleOfType( SCHED_FEAR ); // React to something scary return GetScheduleOfType( SCHED_TARGET_FACE_SCARED ); // face and follow, but I'm scared! } } - if ( HasConditions( bits_COND_CLIENT_PUSH ) ) // Player wants me to move + if( HasConditions( bits_COND_CLIENT_PUSH ) ) // Player wants me to move return GetScheduleOfType( SCHED_MOVE_AWAY ); // try to say something about smells TrySmellTalk(); break; case MONSTERSTATE_COMBAT: - if ( HasConditions( bits_COND_NEW_ENEMY ) ) + if( HasConditions( bits_COND_NEW_ENEMY ) ) return slFear; // Point and scream! - if ( HasConditions( bits_COND_SEE_ENEMY ) ) + if( HasConditions( bits_COND_SEE_ENEMY ) ) return slScientistCover; // Take Cover - - if ( HasConditions( bits_COND_HEAR_SOUND ) ) + + if( HasConditions( bits_COND_HEAR_SOUND ) ) return slTakeCoverFromBestSound; // Cower and panic from the scary sound! return slScientistCover; // Run & Cower @@ -963,18 +985,18 @@ Schedule_t *CScientist :: GetSchedule ( void ) return CTalkMonster::GetSchedule(); } -MONSTERSTATE CScientist :: GetIdealState ( void ) +MONSTERSTATE CScientist::GetIdealState( void ) { - switch ( m_MonsterState ) + switch( m_MonsterState ) { case MONSTERSTATE_ALERT: case MONSTERSTATE_IDLE: - if ( HasConditions( bits_COND_NEW_ENEMY ) ) + if( HasConditions( bits_COND_NEW_ENEMY ) ) { - if ( IsFollowing() ) + if( IsFollowing() ) { int relationship = IRelationship( m_hEnemy ); - if ( relationship != R_FR || ( relationship != R_HT && !HasConditions( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE ) ) ) + if( relationship != R_FR || ( relationship != R_HT && !HasConditions( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE ) ) ) { // Don't go to combat if you're following the player m_IdealMonsterState = MONSTERSTATE_ALERT; @@ -983,19 +1005,19 @@ MONSTERSTATE CScientist :: GetIdealState ( void ) StopFollowing( TRUE ); } } - else if ( HasConditions( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE ) ) + else if( HasConditions( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE ) ) { // Stop following if you take damage - if ( IsFollowing() ) + if( IsFollowing() ) StopFollowing( TRUE ); } break; case MONSTERSTATE_COMBAT: { CBaseEntity *pEnemy = m_hEnemy; - if ( pEnemy != NULL ) + if( pEnemy != NULL ) { - if ( DisregardEnemy( pEnemy ) ) // After 15 seconds of being hidden, return to alert + if( DisregardEnemy( pEnemy ) ) // After 15 seconds of being hidden, return to alert { // Strip enemy when going to alert m_IdealMonsterState = MONSTERSTATE_ALERT; @@ -1004,13 +1026,13 @@ MONSTERSTATE CScientist :: GetIdealState ( void ) } // Follow if only scared a little - if ( m_hTargetEnt != NULL ) + if( m_hTargetEnt != NULL ) { m_IdealMonsterState = MONSTERSTATE_ALERT; return m_IdealMonsterState; } - if ( HasConditions ( bits_COND_SEE_ENEMY ) ) + if( HasConditions( bits_COND_SEE_ENEMY ) ) { m_fearTime = gpGlobals->time; m_IdealMonsterState = MONSTERSTATE_COMBAT; @@ -1028,7 +1050,7 @@ MONSTERSTATE CScientist :: GetIdealState ( void ) BOOL CScientist::CanHeal( void ) { - if ( (m_healTime > gpGlobals->time) || (m_hTargetEnt == NULL) || (m_hTargetEnt->pev->health > (m_hTargetEnt->pev->max_health * 0.5)) ) + if( ( m_healTime > gpGlobals->time ) || ( m_hTargetEnt == NULL ) || ( m_hTargetEnt->pev->health > ( m_hTargetEnt->pev->max_health * 0.5 ) ) ) return FALSE; return TRUE; @@ -1036,11 +1058,11 @@ BOOL CScientist::CanHeal( void ) void CScientist::Heal( void ) { - if ( !CanHeal() ) + if( !CanHeal() ) return; Vector target = m_hTargetEnt->pev->origin - pev->origin; - if ( target.Length() > 100 ) + if( target.Length() > 100 ) return; m_hTargetEnt->TakeHealth( gSkillData.scientistHeal, DMG_GENERIC ); @@ -1051,8 +1073,8 @@ void CScientist::Heal( void ) int CScientist::FriendNumber( int arrayNumber ) { static int array[3] = { 1, 2, 0 }; - if ( arrayNumber < 3 ) - return array[ arrayNumber ]; + if( arrayNumber < 3 ) + return array[arrayNumber]; return arrayNumber; } @@ -1064,19 +1086,32 @@ class CDeadScientist : public CBaseMonster { public: void Spawn( void ); - int Classify ( void ) { return CLASS_HUMAN_PASSIVE; } + int Classify( void ) + { + return CLASS_HUMAN_PASSIVE; + } void KeyValue( KeyValueData *pkvd ); - int m_iPose;// which sequence to display + int m_iPose;// which sequence to display static char *m_szPoses[7]; }; -char *CDeadScientist::m_szPoses[] = { "lying_on_back", "lying_on_stomach", "dead_sitting", "dead_hang", "dead_table1", "dead_table2", "dead_table3" }; + +char *CDeadScientist::m_szPoses[] = +{ + "lying_on_back", + "lying_on_stomach", + "dead_sitting", + "dead_hang", + "dead_table1", + "dead_table2", + "dead_table3" +}; void CDeadScientist::KeyValue( KeyValueData *pkvd ) { - if (FStrEq(pkvd->szKeyName, "pose")) + if( FStrEq( pkvd->szKeyName, "pose" ) ) { - m_iPose = atoi(pkvd->szValue); + m_iPose = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; } else @@ -1087,33 +1122,33 @@ LINK_ENTITY_TO_CLASS( monster_scientist_dead, CDeadScientist ) // // ********** DeadScientist SPAWN ********** // -void CDeadScientist :: Spawn( ) +void CDeadScientist::Spawn() { - PRECACHE_MODEL("models/scientist.mdl"); - SET_MODEL(ENT(pev), "models/scientist.mdl"); - - pev->effects = 0; - pev->sequence = 0; + PRECACHE_MODEL( "models/scientist.mdl" ); + SET_MODEL( ENT( pev ), "models/scientist.mdl" ); + + pev->effects = 0; + pev->sequence = 0; // Corpses have less health - pev->health = 8;//gSkillData.scientistHealth; + pev->health = 8;//gSkillData.scientistHealth; m_bloodColor = BLOOD_COLOR_RED; - if ( pev->body == -1 ) + if( pev->body == -1 ) { // -1 chooses a random head - pev->body = RANDOM_LONG(0, NUM_SCIENTIST_HEADS-1);// pick a head, any head + pev->body = RANDOM_LONG( 0, NUM_SCIENTIST_HEADS - 1 );// pick a head, any head } // Luther is black, make his hands black - if ( pev->body == HEAD_LUTHER ) + if( pev->body == HEAD_LUTHER ) pev->skin = 1; else pev->skin = 0; pev->sequence = LookupSequence( m_szPoses[m_iPose] ); - if (pev->sequence == -1) + if( pev->sequence == -1 ) { ALERT ( at_console, "Dead scientist with bad pose\n" ); } @@ -1125,29 +1160,29 @@ void CDeadScientist :: Spawn( ) //========================================================= // Sitting Scientist PROP //========================================================= - class CSittingScientist : public CScientist // kdb: changed from public CBaseMonster so he can speak { public: void Spawn( void ); - void Precache( void ); + void Precache( void ); void EXPORT SittingThink( void ); - int Classify ( void ); - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); - static TYPEDESCRIPTION m_SaveData[]; + int Classify( void ); + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); + static TYPEDESCRIPTION m_SaveData[]; virtual void SetAnswerQuestion( CTalkMonster *pSpeaker ); int FriendNumber( int arrayNumber ); - int FIdleSpeak ( void ); - int m_baseSequence; - int m_headTurn; - float m_flResponseDelay; + int FIdleSpeak( void ); + int m_baseSequence; + int m_headTurn; + float m_flResponseDelay; }; LINK_ENTITY_TO_CLASS( monster_sitting_scientist, CSittingScientist ) + TYPEDESCRIPTION CSittingScientist::m_SaveData[] = { // Don't need to save/restore m_baseSequence (recalced) @@ -1170,48 +1205,48 @@ SITTING_ANIM_sitting3 // // ********** Scientist SPAWN ********** // -void CSittingScientist :: Spawn( ) +void CSittingScientist::Spawn() { - PRECACHE_MODEL("models/scientist.mdl"); - SET_MODEL(ENT(pev), "models/scientist.mdl"); + PRECACHE_MODEL( "models/scientist.mdl" ); + SET_MODEL( ENT( pev ), "models/scientist.mdl" ); Precache(); InitBoneControllers(); - UTIL_SetSize(pev, Vector(-14, -14, 0), Vector(14, 14, 36)); + UTIL_SetSize( pev, Vector( -14, -14, 0 ), Vector( 14, 14, 36 ) ); - pev->solid = SOLID_SLIDEBOX; - pev->movetype = MOVETYPE_STEP; - pev->effects = 0; - pev->health = 50; + pev->solid = SOLID_SLIDEBOX; + pev->movetype = MOVETYPE_STEP; + pev->effects = 0; + pev->health = 50; m_bloodColor = BLOOD_COLOR_RED; - m_flFieldOfView = VIEW_FIELD_WIDE; // indicates the width of this monster's forward view cone ( as a dotproduct result ) + m_flFieldOfView = VIEW_FIELD_WIDE; // indicates the width of this monster's forward view cone ( as a dotproduct result ) - m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD; + m_afCapability= bits_CAP_HEAR | bits_CAP_TURN_HEAD; - SetBits(pev->spawnflags, SF_MONSTER_PREDISASTER); // predisaster only! + SetBits( pev->spawnflags, SF_MONSTER_PREDISASTER ); // predisaster only! - if ( pev->body == -1 ) + if( pev->body == -1 ) { // -1 chooses a random head - pev->body = RANDOM_LONG(0, NUM_SCIENTIST_HEADS-1);// pick a head, any head + pev->body = RANDOM_LONG( 0, NUM_SCIENTIST_HEADS - 1 );// pick a head, any head } // Luther is black, make his hands black - if ( pev->body == HEAD_LUTHER ) + if( pev->body == HEAD_LUTHER ) pev->skin = 1; - + m_baseSequence = LookupSequence( "sitlookleft" ); - pev->sequence = m_baseSequence + RANDOM_LONG(0,4); - ResetSequenceInfo( ); - - SetThink( &CSittingScientist::SittingThink); + pev->sequence = m_baseSequence + RANDOM_LONG( 0, 4 ); + ResetSequenceInfo(); + + SetThink( &CSittingScientist::SittingThink ); pev->nextthink = gpGlobals->time + 0.1; - DROP_TO_FLOOR ( ENT(pev) ); + DROP_TO_FLOOR( ENT( pev ) ); } -void CSittingScientist :: Precache( void ) +void CSittingScientist::Precache( void ) { m_baseSequence = LookupSequence( "sitlookleft" ); TalkInit(); @@ -1220,108 +1255,112 @@ void CSittingScientist :: Precache( void ) //========================================================= // ID as a passive human //========================================================= -int CSittingScientist :: Classify ( void ) +int CSittingScientist::Classify( void ) { - return CLASS_HUMAN_PASSIVE; + return CLASS_HUMAN_PASSIVE; } int CSittingScientist::FriendNumber( int arrayNumber ) { static int array[3] = { 2, 1, 0 }; - if ( arrayNumber < 3 ) - return array[ arrayNumber ]; + if( arrayNumber < 3 ) + return array[arrayNumber]; return arrayNumber; } //========================================================= // sit, do stuff //========================================================= -void CSittingScientist :: SittingThink( void ) +void CSittingScientist::SittingThink( void ) { - CBaseEntity *pent; + CBaseEntity *pent; - StudioFrameAdvance( ); + StudioFrameAdvance(); // try to greet player - if (FIdleHello()) + if( FIdleHello() ) { - pent = FindNearestFriend(TRUE); - if (pent) + pent = FindNearestFriend( TRUE ); + if( pent ) { - float yaw = VecToYaw(pent->pev->origin - pev->origin) - pev->angles.y; + float yaw = VecToYaw( pent->pev->origin - pev->origin ) - pev->angles.y; - if (yaw > 180) yaw -= 360; - if (yaw < -180) yaw += 360; - - if (yaw > 0) + if( yaw > 180 ) + yaw -= 360; + if( yaw < -180 ) + yaw += 360; + + if( yaw > 0 ) pev->sequence = m_baseSequence + SITTING_ANIM_sitlookleft; else pev->sequence = m_baseSequence + SITTING_ANIM_sitlookright; - - ResetSequenceInfo( ); + + ResetSequenceInfo(); pev->frame = 0; SetBoneController( 0, 0 ); } } - else if (m_fSequenceFinished) + else if( m_fSequenceFinished ) { - int i = RANDOM_LONG(0,99); + int i = RANDOM_LONG( 0, 99 ); m_headTurn = 0; - if (m_flResponseDelay && gpGlobals->time > m_flResponseDelay) + if( m_flResponseDelay && gpGlobals->time > m_flResponseDelay ) { // respond to question IdleRespond(); pev->sequence = m_baseSequence + SITTING_ANIM_sitscared; m_flResponseDelay = 0; } - else if (i < 30) + else if( i < 30 ) { pev->sequence = m_baseSequence + SITTING_ANIM_sitting3; // turn towards player or nearest friend and speak - if (!FBitSet(m_bitsSaid, bit_saidHelloPlayer)) - pent = FindNearestFriend(TRUE); + if( !FBitSet( m_bitsSaid, bit_saidHelloPlayer ) ) + pent = FindNearestFriend( TRUE ); else - pent = FindNearestFriend(FALSE); + pent = FindNearestFriend( FALSE ); - if (!FIdleSpeak() || !pent) - { - m_headTurn = RANDOM_LONG(0,8) * 10 - 40; + if( !FIdleSpeak() || !pent ) + { + m_headTurn = RANDOM_LONG( 0, 8 ) * 10 - 40; pev->sequence = m_baseSequence + SITTING_ANIM_sitting3; } else { // only turn head if we spoke - float yaw = VecToYaw(pent->pev->origin - pev->origin) - pev->angles.y; + float yaw = VecToYaw( pent->pev->origin - pev->origin ) - pev->angles.y; - if (yaw > 180) yaw -= 360; - if (yaw < -180) yaw += 360; - - if (yaw > 0) + if( yaw > 180 ) + yaw -= 360; + if( yaw < -180 ) + yaw += 360; + + if( yaw > 0 ) pev->sequence = m_baseSequence + SITTING_ANIM_sitlookleft; else pev->sequence = m_baseSequence + SITTING_ANIM_sitlookright; - //ALERT(at_console, "sitting speak\n"); + //ALERT( at_console, "sitting speak\n" ); } } - else if (i < 60) + else if( i < 60 ) { pev->sequence = m_baseSequence + SITTING_ANIM_sitting3; - m_headTurn = RANDOM_LONG(0,8) * 10 - 40; - if (RANDOM_LONG(0,99) < 5) + m_headTurn = RANDOM_LONG( 0, 8 ) * 10 - 40; + if( RANDOM_LONG( 0, 99 ) < 5 ) { - //ALERT(at_console, "sitting speak2\n"); + //ALERT( at_console, "sitting speak2\n" ); FIdleSpeak(); } } - else if (i < 80) + else if( i < 80 ) { pev->sequence = m_baseSequence + SITTING_ANIM_sitting2; } - else if (i < 100) + else if( i < 100 ) { pev->sequence = m_baseSequence + SITTING_ANIM_sitscared; } @@ -1334,9 +1373,9 @@ void CSittingScientist :: SittingThink( void ) } // prepare sitting scientist to answer a question -void CSittingScientist :: SetAnswerQuestion( CTalkMonster *pSpeaker ) +void CSittingScientist::SetAnswerQuestion( CTalkMonster *pSpeaker ) { - m_flResponseDelay = gpGlobals->time + RANDOM_FLOAT(3, 4); + m_flResponseDelay = gpGlobals->time + RANDOM_FLOAT( 3, 4 ); m_hTalkTarget = (CBaseMonster *)pSpeaker; } @@ -1344,42 +1383,42 @@ void CSittingScientist :: SetAnswerQuestion( CTalkMonster *pSpeaker ) // FIdleSpeak // ask question of nearby friend, or make statement //========================================================= -int CSittingScientist :: FIdleSpeak ( void ) +int CSittingScientist::FIdleSpeak( void ) { // try to start a conversation, or make statement int pitch; - - if (!FOkToSpeak()) + + if( !FOkToSpeak() ) return FALSE; // set global min delay for next conversation - CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT(4.8, 5.2); + CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT( 4.8, 5.2 ); pitch = GetVoicePitch(); - + // if there is a friend nearby to speak to, play sentence, set friend's response time, return // try to talk to any standing or sitting scientists nearby - CBaseEntity *pentFriend = FindNearestFriend(FALSE); + CBaseEntity *pentFriend = FindNearestFriend( FALSE ); - if (pentFriend && RANDOM_LONG(0,1)) + if( pentFriend && RANDOM_LONG( 0, 1 ) ) { - CTalkMonster *pTalkMonster = GetClassPtr((CTalkMonster *)pentFriend->pev); + CTalkMonster *pTalkMonster = GetClassPtr( (CTalkMonster *)pentFriend->pev ); pTalkMonster->SetAnswerQuestion( this ); - - IdleHeadTurn(pentFriend->pev->origin); - SENTENCEG_PlayRndSz( ENT(pev), m_szGrp[TLK_PQUESTION], 1.0, ATTN_IDLE, 0, pitch ); + + IdleHeadTurn( pentFriend->pev->origin ); + SENTENCEG_PlayRndSz( ENT( pev ), m_szGrp[TLK_PQUESTION], 1.0, ATTN_IDLE, 0, pitch ); // set global min delay for next conversation - CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT(4.8, 5.2); + CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT( 4.8, 5.2 ); return TRUE; } // otherwise, play an idle statement - if (RANDOM_LONG(0,1)) + if( RANDOM_LONG( 0, 1 ) ) { - SENTENCEG_PlayRndSz( ENT(pev), m_szGrp[TLK_PIDLE], 1.0, ATTN_IDLE, 0, pitch ); + SENTENCEG_PlayRndSz( ENT( pev ), m_szGrp[TLK_PIDLE], 1.0, ATTN_IDLE, 0, pitch ); // set global min delay for next conversation - CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT(4.8, 5.2); + CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT( 4.8, 5.2 ); return TRUE; } diff --git a/dlls/scripted.cpp b/dlls/scripted.cpp index aa3701d8..f3cf37c5 100644 --- a/dlls/scripted.cpp +++ b/dlls/scripted.cpp @@ -51,40 +51,39 @@ spawnflags - (stop if blocked, stop if player seen) // // Cache user-entity-field values until spawn is called. // - -void CCineMonster :: KeyValue( KeyValueData *pkvd ) +void CCineMonster::KeyValue( KeyValueData *pkvd ) { - if (FStrEq(pkvd->szKeyName, "m_iszIdle")) + if( FStrEq( pkvd->szKeyName, "m_iszIdle" ) ) { m_iszIdle = ALLOC_STRING( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "m_iszPlay")) + else if( FStrEq( pkvd->szKeyName, "m_iszPlay" ) ) { m_iszPlay = ALLOC_STRING( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "m_iszEntity")) + else if( FStrEq( pkvd->szKeyName, "m_iszEntity" ) ) { m_iszEntity = ALLOC_STRING( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "m_fMoveTo")) + else if( FStrEq( pkvd->szKeyName, "m_fMoveTo" ) ) { m_fMoveTo = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "m_flRepeat")) + else if( FStrEq( pkvd->szKeyName, "m_flRepeat" ) ) { m_flRepeat = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "m_flRadius")) + else if( FStrEq( pkvd->szKeyName, "m_flRadius" ) ) { m_flRadius = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "m_iFinishSchedule")) + else if( FStrEq( pkvd->szKeyName, "m_iFinishSchedule" ) ) { m_iFinishSchedule = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; @@ -107,8 +106,8 @@ TYPEDESCRIPTION CCineMonster::m_SaveData[] = DEFINE_FIELD( CCineMonster, m_iDelay, FIELD_INTEGER ), DEFINE_FIELD( CCineMonster, m_startTime, FIELD_TIME ), - DEFINE_FIELD( CCineMonster, m_saved_movetype, FIELD_INTEGER ), - DEFINE_FIELD( CCineMonster, m_saved_solid, FIELD_INTEGER ), + DEFINE_FIELD( CCineMonster, m_saved_movetype, FIELD_INTEGER ), + DEFINE_FIELD( CCineMonster, m_saved_solid, FIELD_INTEGER ), DEFINE_FIELD( CCineMonster, m_saved_effects, FIELD_INTEGER ), DEFINE_FIELD( CCineMonster, m_iFinishSchedule, FIELD_INTEGER ), DEFINE_FIELD( CCineMonster, m_interruptable, FIELD_BOOLEAN ), @@ -122,27 +121,27 @@ LINK_ENTITY_TO_CLASS( scripted_sequence, CCineMonster ) LINK_ENTITY_TO_CLASS( aiscripted_sequence, CCineAI ) -void CCineMonster :: Spawn( void ) +void CCineMonster::Spawn( void ) { // pev->solid = SOLID_TRIGGER; - // UTIL_SetSize(pev, Vector(-8, -8, -8), Vector(8, 8, 8)); + // UTIL_SetSize( pev, Vector( -8, -8, -8 ), Vector( 8, 8, 8 ) ); pev->solid = SOLID_NOT; // REMOVE: The old side-effect #if 0 - if ( m_iszIdle ) + if( m_iszIdle ) m_fMoveTo = 4; #endif // if no targetname, start now - if ( FStringNull(pev->targetname) || !FStringNull( m_iszIdle ) ) + if( FStringNull( pev->targetname ) || !FStringNull( m_iszIdle ) ) { SetThink( &CCineMonster::CineThink ); pev->nextthink = gpGlobals->time + 1.0; // Wait to be used? - if ( pev->targetname ) + if( pev->targetname ) m_startTime = gpGlobals->time + 1E6; } - if ( pev->spawnflags & SF_SCRIPT_NOINTERRUPT ) + if( pev->spawnflags & SF_SCRIPT_NOINTERRUPT ) m_interruptable = FALSE; else m_interruptable = TRUE; @@ -152,9 +151,9 @@ void CCineMonster :: Spawn( void ) // FCanOverrideState - returns FALSE, scripted sequences // cannot possess entities regardless of state. //========================================================= -BOOL CCineMonster :: FCanOverrideState( void ) +BOOL CCineMonster::FCanOverrideState( void ) { - if ( pev->spawnflags & SF_SCRIPT_OVERRIDESTATE ) + if( pev->spawnflags & SF_SCRIPT_OVERRIDESTATE ) return TRUE; return FALSE; } @@ -163,7 +162,7 @@ BOOL CCineMonster :: FCanOverrideState( void ) // FCanOverrideState - returns true because scripted AI can // possess entities regardless of their state. //========================================================= -BOOL CCineAI :: FCanOverrideState( void ) +BOOL CCineAI::FCanOverrideState( void ) { return TRUE; } @@ -171,19 +170,19 @@ BOOL CCineAI :: FCanOverrideState( void ) // // CineStart // -void CCineMonster :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) +void CCineMonster::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { // do I already know who I should use - CBaseEntity *pEntity = m_hTargetEnt; - CBaseMonster *pTarget = NULL; + CBaseEntity *pEntity = m_hTargetEnt; + CBaseMonster *pTarget = NULL; - if ( pEntity ) + if( pEntity ) pTarget = pEntity->MyMonsterPointer(); - if ( pTarget ) + if( pTarget ) { // am I already playing the script? - if ( pTarget->m_scriptState == SCRIPT_PLAYING ) + if( pTarget->m_scriptState == SCRIPT_PLAYING ) return; m_startTime = gpGlobals->time + 0.05; @@ -197,18 +196,18 @@ void CCineMonster :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYP } // This doesn't really make sense since only MOVETYPE_PUSH get 'Blocked' events -void CCineMonster :: Blocked( CBaseEntity *pOther ) +void CCineMonster::Blocked( CBaseEntity *pOther ) { } -void CCineMonster :: Touch( CBaseEntity *pOther ) +void CCineMonster::Touch( CBaseEntity *pOther ) { /* ALERT( at_aiconsole, "Cine Touch\n" ); - if (m_pentTarget && OFFSET(pOther->pev) == OFFSET(m_pentTarget)) + if( m_pentTarget && OFFSET( pOther->pev ) == OFFSET( m_pentTarget ) ) { - CBaseMonster *pTarget = GetClassPtr((CBaseMonster *)VARS(m_pentTarget)); + CBaseMonster *pTarget = GetClassPtr( (CBaseMonster *)VARS( m_pentTarget ) ); pTarget->m_monsterState == MONSTERSTATE_SCRIPT; } */ @@ -217,7 +216,7 @@ void CCineMonster :: Touch( CBaseEntity *pOther ) /* entvars_t *pevOther = VARS( gpGlobals->other ); - if ( !FBitSet ( pevOther->flags , FL_MONSTER ) ) + if( !FBitSet( pevOther->flags, FL_MONSTER ) ) { // touched by a non-monster. return; @@ -225,7 +224,7 @@ void CCineMonster :: Touch( CBaseEntity *pOther ) pevOther->origin.z += 1; - if ( FBitSet ( pevOther->flags, FL_ONGROUND ) ) + if( FBitSet( pevOther->flags, FL_ONGROUND ) ) { // clear the onground so physics don't bitch pevOther->flags -= FL_ONGROUND; @@ -243,7 +242,7 @@ void CCineMonster :: Touch( CBaseEntity *pOther ) // // ********** Cinematic DIE ********** // -void CCineMonster :: Die( void ) +void CCineMonster::Die( void ) { SetThink( &CBaseEntity::SUB_Remove ); } @@ -251,7 +250,7 @@ void CCineMonster :: Die( void ) // // ********** Cinematic PAIN ********** // -void CCineMonster :: Pain( void ) +void CCineMonster::Pain( void ) { } @@ -261,41 +260,41 @@ void CCineMonster :: Pain( void ) // // find a viable entity -int CCineMonster :: FindEntity( void ) +int CCineMonster::FindEntity( void ) { edict_t *pentTarget; - pentTarget = FIND_ENTITY_BY_TARGETNAME(NULL, STRING(m_iszEntity)); + pentTarget = FIND_ENTITY_BY_TARGETNAME( NULL, STRING( m_iszEntity ) ); m_hTargetEnt = NULL; - CBaseMonster *pTarget = NULL; + CBaseMonster *pTarget = NULL; - while (!FNullEnt(pentTarget)) + while( !FNullEnt( pentTarget ) ) { - if ( FBitSet( VARS(pentTarget)->flags, FL_MONSTER )) + if( FBitSet( VARS( pentTarget )->flags, FL_MONSTER ) ) { pTarget = GetMonsterPointer( pentTarget ); - if ( pTarget && pTarget->CanPlaySequence( FCanOverrideState(), SS_INTERRUPT_BY_NAME ) ) + if( pTarget && pTarget->CanPlaySequence( FCanOverrideState(), SS_INTERRUPT_BY_NAME ) ) { m_hTargetEnt = pTarget; return TRUE; } - ALERT( at_console, "Found %s, but can't play!\n", STRING(m_iszEntity) ); + ALERT( at_console, "Found %s, but can't play!\n", STRING( m_iszEntity ) ); } - pentTarget = FIND_ENTITY_BY_TARGETNAME(pentTarget, STRING(m_iszEntity)); + pentTarget = FIND_ENTITY_BY_TARGETNAME( pentTarget, STRING( m_iszEntity ) ); pTarget = NULL; } - if ( !pTarget ) + if( !pTarget ) { CBaseEntity *pEntity = NULL; - while ((pEntity = UTIL_FindEntityInSphere( pEntity, pev->origin, m_flRadius )) != NULL) + while( ( pEntity = UTIL_FindEntityInSphere( pEntity, pev->origin, m_flRadius ) ) != NULL ) { - if (FClassnameIs( pEntity->pev, STRING(m_iszEntity))) + if( FClassnameIs( pEntity->pev, STRING( m_iszEntity ) ) ) { - if ( FBitSet( pEntity->pev->flags, FL_MONSTER )) + if( FBitSet( pEntity->pev->flags, FL_MONSTER ) ) { - pTarget = pEntity->MyMonsterPointer( ); - if ( pTarget && pTarget->CanPlaySequence( FCanOverrideState(), SS_INTERRUPT_IDLE ) ) + pTarget = pEntity->MyMonsterPointer(); + if( pTarget && pTarget->CanPlaySequence( FCanOverrideState(), SS_INTERRUPT_IDLE ) ) { m_hTargetEnt = pTarget; return TRUE; @@ -310,21 +309,20 @@ int CCineMonster :: FindEntity( void ) } // make the entity enter a scripted sequence -void CCineMonster :: PossessEntity( void ) +void CCineMonster::PossessEntity( void ) { - CBaseEntity *pEntity = m_hTargetEnt; - CBaseMonster *pTarget = NULL; - if ( pEntity ) + CBaseEntity *pEntity = m_hTargetEnt; + CBaseMonster *pTarget = NULL; + if( pEntity ) pTarget = pEntity->MyMonsterPointer(); - if ( pTarget ) + if( pTarget ) { - // FindEntity() just checked this! #if 0 - if ( !pTarget->CanPlaySequence( FCanOverrideState() ) ) + if( !pTarget->CanPlaySequence( FCanOverrideState() ) ) { - ALERT( at_aiconsole, "Can't possess entity %s\n", STRING(pTarget->pev->classname) ); + ALERT( at_aiconsole, "Can't possess entity %s\n", STRING( pTarget->pev->classname ) ); return; } #endif @@ -337,7 +335,7 @@ void CCineMonster :: PossessEntity( void ) m_saved_effects = pTarget->pev->effects; pTarget->pev->effects |= pev->effects; - switch (m_fMoveTo) + switch( m_fMoveTo ) { case 0: pTarget->m_scriptState = SCRIPT_WAIT; @@ -363,13 +361,13 @@ void CCineMonster :: PossessEntity( void ) // pTarget->pev->flags &= ~FL_ONGROUND; break; } - //ALERT( at_aiconsole, "\"%s\" found and used (INT: %s)\n", STRING( pTarget->pev->targetname ), FBitSet(pev->spawnflags, SF_SCRIPT_NOINTERRUPT)?"No":"Yes" ); + //ALERT( at_aiconsole, "\"%s\" found and used (INT: %s)\n", STRING( pTarget->pev->targetname ), FBitSet( pev->spawnflags, SF_SCRIPT_NOINTERRUPT )? "No" : "Yes" ); pTarget->m_IdealMonsterState = MONSTERSTATE_SCRIPT; - if (m_iszIdle) + if( m_iszIdle ) { StartSequence( pTarget, m_iszIdle, FALSE ); - if (FStrEq( STRING(m_iszIdle), STRING(m_iszPlay))) + if( FStrEq( STRING( m_iszIdle ), STRING( m_iszPlay ) ) ) { pTarget->pev->framerate = 0; } @@ -379,20 +377,20 @@ void CCineMonster :: PossessEntity( void ) // make the entity carry out the scripted sequence instructions, but without // destroying the monster's state. -void CCineAI :: PossessEntity( void ) +void CCineAI::PossessEntity( void ) { Schedule_t *pNewSchedule; - CBaseEntity *pEntity = m_hTargetEnt; - CBaseMonster *pTarget = NULL; - if ( pEntity ) + CBaseEntity *pEntity = m_hTargetEnt; + CBaseMonster *pTarget = NULL; + if( pEntity ) pTarget = pEntity->MyMonsterPointer(); - if ( pTarget ) + if( pTarget ) { - if ( !pTarget->CanPlaySequence( FCanOverrideState(), SS_INTERRUPT_AI ) ) + if( !pTarget->CanPlaySequence( FCanOverrideState(), SS_INTERRUPT_AI ) ) { - ALERT( at_aiconsole, "(AI)Can't possess entity %s\n", STRING(pTarget->pev->classname) ); + ALERT( at_aiconsole, "(AI)Can't possess entity %s\n", STRING( pTarget->pev->classname ) ); return; } @@ -405,7 +403,7 @@ void CCineAI :: PossessEntity( void ) m_saved_effects = pTarget->pev->effects; pTarget->pev->effects |= pev->effects; - switch (m_fMoveTo) + switch( m_fMoveTo ) { case 0: case 5: @@ -431,7 +429,7 @@ void CCineAI :: PossessEntity( void ) pTarget->pev->flags &= ~FL_ONGROUND; break; default: - ALERT ( at_aiconsole, "aiscript: invalid Move To Position value!" ); + ALERT( at_aiconsole, "aiscript: invalid Move To Position value!" ); break; } @@ -439,17 +437,17 @@ void CCineAI :: PossessEntity( void ) pTarget->m_IdealMonsterState = MONSTERSTATE_SCRIPT; /* - if (m_iszIdle) + if( m_iszIdle ) { StartSequence( pTarget, m_iszIdle, FALSE ); - if (FStrEq( STRING(m_iszIdle), STRING(m_iszPlay))) + if( FStrEq( STRING( m_iszIdle ), STRING( m_iszPlay ) ) ) { pTarget->pev->framerate = 0; } } */ // Already in a scripted state? - if ( pTarget->m_MonsterState == MONSTERSTATE_SCRIPT ) + if( pTarget->m_MonsterState == MONSTERSTATE_SCRIPT ) { pNewSchedule = pTarget->GetScheduleOfType( SCHED_AISCRIPT ); pTarget->ChangeSchedule( pNewSchedule ); @@ -457,45 +455,45 @@ void CCineAI :: PossessEntity( void ) } } -void CCineMonster :: CineThink( void ) +void CCineMonster::CineThink( void ) { - if (FindEntity()) + if( FindEntity() ) { - PossessEntity( ); + PossessEntity(); ALERT( at_aiconsole, "script \"%s\" using monster \"%s\"\n", STRING( pev->targetname ), STRING( m_iszEntity ) ); } else { - CancelScript( ); + CancelScript(); ALERT( at_aiconsole, "script \"%s\" can't find monster \"%s\"\n", STRING( pev->targetname ), STRING( m_iszEntity ) ); pev->nextthink = gpGlobals->time + 1.0; } } // lookup a sequence name and setup the target monster to play it -BOOL CCineMonster :: StartSequence( CBaseMonster *pTarget, int iszSeq, BOOL completeOnEmpty ) +BOOL CCineMonster::StartSequence( CBaseMonster *pTarget, int iszSeq, BOOL completeOnEmpty ) { - if ( !iszSeq && completeOnEmpty ) + if( !iszSeq && completeOnEmpty ) { SequenceDone( pTarget ); return FALSE; } pTarget->pev->sequence = pTarget->LookupSequence( STRING( iszSeq ) ); - if (pTarget->pev->sequence == -1) + if( pTarget->pev->sequence == -1 ) { - ALERT( at_error, "%s: unknown scripted sequence \"%s\"\n", STRING( pTarget->pev->targetname ), STRING( iszSeq) ); + ALERT( at_error, "%s: unknown scripted sequence \"%s\"\n", STRING( pTarget->pev->targetname ), STRING( iszSeq ) ); pTarget->pev->sequence = 0; // return FALSE; } #if 0 char *s; - if ( pev->spawnflags & SF_SCRIPT_NOINTERRUPT ) + if( pev->spawnflags & SF_SCRIPT_NOINTERRUPT ) s = "No"; else s = "Yes"; - ALERT( at_console, "%s (%s): started \"%s\":INT:%s\n", STRING( pTarget->pev->targetname ), STRING( pTarget->pev->classname ), STRING( iszSeq), s ); + ALERT( at_console, "%s (%s): started \"%s\":INT:%s\n", STRING( pTarget->pev->targetname ), STRING( pTarget->pev->classname ), STRING( iszSeq ), s ); #endif pTarget->pev->frame = 0; pTarget->ResetSequenceInfo( ); @@ -505,9 +503,9 @@ BOOL CCineMonster :: StartSequence( CBaseMonster *pTarget, int iszSeq, BOOL comp // lookup a sequence name and setup the target monster to play it // overridden for CCineAI because it's ok for them to not have an animation sequence // for the monster to play. For a regular Scripted Sequence, that situation is an error. -BOOL CCineAI :: StartSequence( CBaseMonster *pTarget, int iszSeq, BOOL completeOnEmpty ) +BOOL CCineAI::StartSequence( CBaseMonster *pTarget, int iszSeq, BOOL completeOnEmpty ) { - if ( iszSeq == 0 && completeOnEmpty ) + if( iszSeq == 0 && completeOnEmpty ) { // no sequence was provided. Just let the monster proceed, however, we still have to fire any Sequence target // and remove any non-repeatable CineAI entities here ( because there is code elsewhere that handles those tasks, but @@ -520,15 +518,15 @@ BOOL CCineAI :: StartSequence( CBaseMonster *pTarget, int iszSeq, BOOL completeO pTarget->pev->sequence = pTarget->LookupSequence( STRING( iszSeq ) ); - if (pTarget->pev->sequence == -1) + if( pTarget->pev->sequence == -1 ) { - ALERT( at_error, "%s: unknown aiscripted sequence \"%s\"\n", STRING( pTarget->pev->targetname ), STRING( iszSeq) ); + ALERT( at_error, "%s: unknown aiscripted sequence \"%s\"\n", STRING( pTarget->pev->targetname ), STRING( iszSeq ) ); pTarget->pev->sequence = 0; // return FALSE; } pTarget->pev->frame = 0; - pTarget->ResetSequenceInfo( ); + pTarget->ResetSequenceInfo(); return TRUE; } @@ -539,11 +537,11 @@ BOOL CCineAI :: StartSequence( CBaseMonster *pTarget, int iszSeq, BOOL completeO // the CBaseMonster pointer to the monster that the sequence // possesses. //========================================================= -void CCineMonster :: SequenceDone ( CBaseMonster *pMonster ) +void CCineMonster::SequenceDone( CBaseMonster *pMonster ) { //ALERT( at_aiconsole, "Sequence %s finished\n", STRING( m_pCine->m_iszPlay ) ); - if ( !( pev->spawnflags & SF_SCRIPT_REPEATABLE ) ) + if( !( pev->spawnflags & SF_SCRIPT_REPEATABLE ) ) { SetThink( &CBaseEntity::SUB_Remove ); pev->nextthink = gpGlobals->time + 0.1; @@ -568,9 +566,9 @@ void CCineMonster :: SequenceDone ( CBaseMonster *pMonster ) // Scripted sequences just dirty the Schedule and drop the // monster in Idle State. //========================================================= -void CCineMonster :: FixScriptMonsterSchedule( CBaseMonster *pMonster ) +void CCineMonster::FixScriptMonsterSchedule( CBaseMonster *pMonster ) { - if ( pMonster->m_IdealMonsterState != MONSTERSTATE_DEAD ) + if( pMonster->m_IdealMonsterState != MONSTERSTATE_DEAD ) pMonster->m_IdealMonsterState = MONSTERSTATE_IDLE; pMonster->ClearSchedule(); } @@ -588,7 +586,7 @@ void CCineMonster :: FixScriptMonsterSchedule( CBaseMonster *pMonster ) // // -Select a specific AMBUSH schedule, regardless of state. //========================================================= -void CCineAI :: FixScriptMonsterSchedule( CBaseMonster *pMonster ) +void CCineAI::FixScriptMonsterSchedule( CBaseMonster *pMonster ) { switch ( m_iFinishSchedule ) { @@ -599,15 +597,15 @@ void CCineAI :: FixScriptMonsterSchedule( CBaseMonster *pMonster ) pMonster->ChangeSchedule( pMonster->GetScheduleOfType( SCHED_AMBUSH ) ); break; default: - ALERT ( at_aiconsole, "FixScriptMonsterSchedule - no case!\n" ); + ALERT( at_aiconsole, "FixScriptMonsterSchedule - no case!\n" ); pMonster->ClearSchedule(); break; } } -BOOL CBaseMonster :: ExitScriptedSequence( ) +BOOL CBaseMonster::ExitScriptedSequence() { - if ( pev->deadflag == DEAD_DYING ) + if( pev->deadflag == DEAD_DYING ) { // is this legal? // BUGBUG -- This doesn't call Killed() @@ -615,9 +613,9 @@ BOOL CBaseMonster :: ExitScriptedSequence( ) return FALSE; } - if (m_pCine) + if( m_pCine ) { - m_pCine->CancelScript( ); + m_pCine->CancelScript(); } return TRUE; @@ -625,19 +623,19 @@ BOOL CBaseMonster :: ExitScriptedSequence( ) void CCineMonster::AllowInterrupt( BOOL fAllow ) { - if ( pev->spawnflags & SF_SCRIPT_NOINTERRUPT ) + if( pev->spawnflags & SF_SCRIPT_NOINTERRUPT ) return; m_interruptable = fAllow; } BOOL CCineMonster::CanInterrupt( void ) { - if ( !m_interruptable ) + if( !m_interruptable ) return FALSE; CBaseEntity *pTarget = m_hTargetEnt; - if ( pTarget != NULL && pTarget->pev->deadflag == DEAD_NO ) + if( pTarget != NULL && pTarget->pev->deadflag == DEAD_NO ) return TRUE; return FALSE; @@ -645,7 +643,7 @@ BOOL CCineMonster::CanInterrupt( void ) int CCineMonster::IgnoreConditions( void ) { - if ( CanInterrupt() ) + if( CanInterrupt() ) return 0; return SCRIPT_BREAK_CONDITIONS; } @@ -653,61 +651,61 @@ int CCineMonster::IgnoreConditions( void ) void ScriptEntityCancel( edict_t *pentCine ) { // make sure they are a scripted_sequence - if (FClassnameIs( pentCine, CLASSNAME )) + if( FClassnameIs( pentCine, CLASSNAME ) ) { - CCineMonster *pCineTarget = GetClassPtr((CCineMonster *)VARS(pentCine)); + CCineMonster *pCineTarget = GetClassPtr( (CCineMonster *)VARS( pentCine ) ); // make sure they have a monster in mind for the script - CBaseEntity *pEntity = pCineTarget->m_hTargetEnt; - CBaseMonster *pTarget = NULL; - if ( pEntity ) + CBaseEntity *pEntity = pCineTarget->m_hTargetEnt; + CBaseMonster *pTarget = NULL; + if( pEntity ) pTarget = pEntity->MyMonsterPointer(); - if (pTarget) + if( pTarget ) { // make sure their monster is actually playing a script - if ( pTarget->m_MonsterState == MONSTERSTATE_SCRIPT ) + if( pTarget->m_MonsterState == MONSTERSTATE_SCRIPT ) { // tell them do die pTarget->m_scriptState = CCineMonster::SCRIPT_CLEANUP; // do it now - pTarget->CineCleanup( ); + pTarget->CineCleanup(); } } } } // find all the cinematic entities with my targetname and stop them from playing -void CCineMonster :: CancelScript( void ) +void CCineMonster::CancelScript( void ) { - ALERT( at_aiconsole, "Cancelling script: %s\n", STRING(m_iszPlay) ); + ALERT( at_aiconsole, "Cancelling script: %s\n", STRING( m_iszPlay ) ); - if ( !pev->targetname ) + if( !pev->targetname ) { ScriptEntityCancel( edict() ); return; } - edict_t *pentCineTarget = FIND_ENTITY_BY_TARGETNAME(NULL, STRING(pev->targetname)); + edict_t *pentCineTarget = FIND_ENTITY_BY_TARGETNAME( NULL, STRING( pev->targetname ) ); - while (!FNullEnt(pentCineTarget)) + while( !FNullEnt( pentCineTarget ) ) { ScriptEntityCancel( pentCineTarget ); - pentCineTarget = FIND_ENTITY_BY_TARGETNAME(pentCineTarget, STRING(pev->targetname)); + pentCineTarget = FIND_ENTITY_BY_TARGETNAME( pentCineTarget, STRING( pev->targetname ) ); } } // find all the cinematic entities with my targetname and tell them to wait before starting -void CCineMonster :: DelayStart( int state ) +void CCineMonster::DelayStart( int state ) { - edict_t *pentCine = FIND_ENTITY_BY_TARGETNAME(NULL, STRING(pev->targetname)); + edict_t *pentCine = FIND_ENTITY_BY_TARGETNAME( NULL, STRING( pev->targetname ) ); - while (!FNullEnt(pentCine)) + while( !FNullEnt( pentCine ) ) { - if (FClassnameIs( pentCine, "scripted_sequence" )) + if( FClassnameIs( pentCine, "scripted_sequence" ) ) { - CCineMonster *pTarget = GetClassPtr((CCineMonster *)VARS(pentCine)); - if (state) + CCineMonster *pTarget = GetClassPtr( ( CCineMonster *)VARS( pentCine ) ); + if( state ) { pTarget->m_iDelay++; } @@ -718,38 +716,38 @@ void CCineMonster :: DelayStart( int state ) pTarget->m_startTime = gpGlobals->time + 0.05; } } - pentCine = FIND_ENTITY_BY_TARGETNAME(pentCine, STRING(pev->targetname)); + pentCine = FIND_ENTITY_BY_TARGETNAME( pentCine, STRING( pev->targetname ) ); } } // Find an entity that I'm interested in and precache the sounds he'll need in the sequence. -void CCineMonster :: Activate( void ) +void CCineMonster::Activate( void ) { - edict_t *pentTarget; - CBaseMonster *pTarget; + edict_t *pentTarget; + CBaseMonster *pTarget; // The entity name could be a target name or a classname // Check the targetname - pentTarget = FIND_ENTITY_BY_TARGETNAME(NULL, STRING(m_iszEntity)); + pentTarget = FIND_ENTITY_BY_TARGETNAME( NULL, STRING( m_iszEntity ) ); pTarget = NULL; - while (!pTarget && !FNullEnt(pentTarget)) + while( !pTarget && !FNullEnt( pentTarget ) ) { - if ( FBitSet( VARS(pentTarget)->flags, FL_MONSTER )) + if( FBitSet( VARS( pentTarget )->flags, FL_MONSTER ) ) { pTarget = GetMonsterPointer( pentTarget ); } - pentTarget = FIND_ENTITY_BY_TARGETNAME(pentTarget, STRING(m_iszEntity)); + pentTarget = FIND_ENTITY_BY_TARGETNAME( pentTarget, STRING( m_iszEntity ) ); } // If no entity with that targetname, check the classname if ( !pTarget ) { - pentTarget = FIND_ENTITY_BY_CLASSNAME(NULL, STRING(m_iszEntity)); - while (!pTarget && !FNullEnt(pentTarget)) + pentTarget = FIND_ENTITY_BY_CLASSNAME(NULL, STRING( m_iszEntity ) ); + while( !pTarget && !FNullEnt( pentTarget ) ) { pTarget = GetMonsterPointer( pentTarget ); - pentTarget = FIND_ENTITY_BY_TARGETNAME(pentTarget, STRING(m_iszEntity)); + pentTarget = FIND_ENTITY_BY_TARGETNAME(pentTarget, STRING( m_iszEntity ) ); } } @@ -758,7 +756,7 @@ void CCineMonster :: Activate( void ) { void *pmodel; pmodel = GET_MODEL_PTR( pTarget->edict() ); - if ( pmodel ) + if( pmodel ) { // Look through the event list for stuff to precache SequencePrecache( pmodel, STRING( m_iszIdle ) ); @@ -767,12 +765,12 @@ void CCineMonster :: Activate( void ) } } -BOOL CBaseMonster :: CineCleanup( ) +BOOL CBaseMonster::CineCleanup() { CCineMonster *pOldCine = m_pCine; // am I linked to a cinematic? - if (m_pCine) + if( m_pCine ) { // okay, reset me to what it thought I was before m_pCine->m_hTargetEnt = NULL; @@ -789,17 +787,17 @@ BOOL CBaseMonster :: CineCleanup( ) m_pCine = NULL; m_hTargetEnt = NULL; m_pGoalEnt = NULL; - if (pev->deadflag == DEAD_DYING) + if( pev->deadflag == DEAD_DYING ) { // last frame of death animation? - pev->health = 0; - pev->framerate = 0.0; - pev->solid = SOLID_NOT; + pev->health = 0; + pev->framerate = 0.0; + pev->solid = SOLID_NOT; SetState( MONSTERSTATE_DEAD ); pev->deadflag = DEAD_DEAD; - UTIL_SetSize( pev, pev->mins, Vector(pev->maxs.x, pev->maxs.y, pev->mins.z + 2) ); + UTIL_SetSize( pev, pev->mins, Vector( pev->maxs.x, pev->maxs.y, pev->mins.z + 2 ) ); - if ( pOldCine && FBitSet( pOldCine->pev->spawnflags, SF_SCRIPT_LEAVECORPSE ) ) + if( pOldCine && FBitSet( pOldCine->pev->spawnflags, SF_SCRIPT_LEAVECORPSE ) ) { SetUse( NULL ); // BUGBUG -- This doesn't call Killed() SetThink( NULL ); // This will probably break some stuff @@ -815,9 +813,9 @@ BOOL CBaseMonster :: CineCleanup( ) } // If we actually played a sequence - if ( pOldCine && pOldCine->m_iszPlay ) + if( pOldCine && pOldCine->m_iszPlay ) { - if ( !(pOldCine->pev->spawnflags & SF_SCRIPT_NOSCRIPTMOVEMENT) ) + if( !( pOldCine->pev->spawnflags & SF_SCRIPT_NOSCRIPTMOVEMENT ) ) { // reset position Vector new_origin, new_angle; @@ -838,7 +836,7 @@ BOOL CBaseMonster :: CineCleanup( ) // UNDONE: ugly hack. Don't move monster if they don't "seem" to move // this really needs to be done with the AX,AY,etc. flags, but that aren't consistantly // being set, so animations that really do move won't be caught. - if ((oldOrigin - new_origin).Length2D() < 8.0) + if( ( oldOrigin - new_origin).Length2D() < 8.0 ) new_origin = oldOrigin; pev->origin.x = new_origin.x; @@ -846,12 +844,12 @@ BOOL CBaseMonster :: CineCleanup( ) pev->origin.z += 1; pev->flags |= FL_ONGROUND; - int drop = DROP_TO_FLOOR( ENT(pev) ); + int drop = DROP_TO_FLOOR( ENT( pev ) ); // Origin in solid? Set to org at the end of the sequence - if ( drop < 0 ) + if( drop < 0 ) pev->origin = oldOrigin; - else if ( drop == 0 ) // Hanging in air? + else if( drop == 0 ) // Hanging in air? { pev->origin.z = new_origin.z; pev->flags &= ~FL_ONGROUND; @@ -870,7 +868,7 @@ BOOL CBaseMonster :: CineCleanup( ) } // set them back into a normal state pev->enemy = NULL; - if ( pev->health > 0 ) + if( pev->health > 0 ) m_IdealMonsterState = MONSTERSTATE_IDLE; // m_previousState; else { @@ -884,7 +882,7 @@ BOOL CBaseMonster :: CineCleanup( ) } // SetAnimation( m_MonsterState ); - ClearBits(pev->spawnflags, SF_MONSTER_WAIT_FOR_SCRIPT ); + ClearBits( pev->spawnflags, SF_MONSTER_WAIT_FOR_SCRIPT ); return TRUE; } @@ -897,30 +895,30 @@ public: void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); void EXPORT FindThink( void ); void EXPORT DelayThink( void ); - int ObjectCaps( void ) { return (CBaseToggle :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION); } + int ObjectCaps( void ) { return ( CBaseToggle::ObjectCaps() & ~FCAP_ACROSS_TRANSITION ); } - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); - static TYPEDESCRIPTION m_SaveData[]; + static TYPEDESCRIPTION m_SaveData[]; CBaseMonster *FindEntity( void ); BOOL AcceptableSpeaker( CBaseMonster *pMonster ); BOOL StartSentence( CBaseMonster *pTarget ); private: - int m_iszSentence; // string index for idle animation - int m_iszEntity; // entity that is wanted for this sentence - float m_flRadius; // range to search - float m_flDuration; // How long the sentence lasts - float m_flRepeat; // repeat rate - float m_flAttenuation; - float m_flVolume; - BOOL m_active; - int m_iszListener; // name of entity to look at while talking + int m_iszSentence; // string index for idle animation + int m_iszEntity; // entity that is wanted for this sentence + float m_flRadius; // range to search + float m_flDuration; // How long the sentence lasts + float m_flRepeat; // repeat rate + float m_flAttenuation; + float m_flVolume; + BOOL m_active; + int m_iszListener; // name of entity to look at while talking }; -#define SF_SENTENCE_ONCE 0x0001 +#define SF_SENTENCE_ONCE 0x0001 #define SF_SENTENCE_FOLLOWERS 0x0002 // only say if following player #define SF_SENTENCE_INTERRUPT 0x0004 // force talking except when dead #define SF_SENTENCE_CONCURRENT 0x0008 // allow other people to keep talking @@ -942,44 +940,44 @@ IMPLEMENT_SAVERESTORE( CScriptedSentence, CBaseToggle ) LINK_ENTITY_TO_CLASS( scripted_sentence, CScriptedSentence ) -void CScriptedSentence :: KeyValue( KeyValueData *pkvd ) +void CScriptedSentence::KeyValue( KeyValueData *pkvd ) { - if (FStrEq(pkvd->szKeyName, "sentence")) + if( FStrEq( pkvd->szKeyName, "sentence" ) ) { m_iszSentence = ALLOC_STRING( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "entity")) + else if( FStrEq( pkvd->szKeyName, "entity" ) ) { m_iszEntity = ALLOC_STRING( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "duration")) + else if( FStrEq( pkvd->szKeyName, "duration" ) ) { m_flDuration = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "radius")) + else if( FStrEq( pkvd->szKeyName, "radius" ) ) { m_flRadius = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "refire")) + else if( FStrEq( pkvd->szKeyName, "refire") ) { m_flRepeat = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if(FStrEq(pkvd->szKeyName, "attenuation")) + else if( FStrEq( pkvd->szKeyName, "attenuation" ) ) { pev->impulse = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if(FStrEq(pkvd->szKeyName, "volume")) + else if( FStrEq( pkvd->szKeyName, "volume" ) ) { m_flVolume = atof( pkvd->szValue ) * 0.1; pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "listener")) + else if( FStrEq( pkvd->szKeyName, "listener" ) ) { m_iszListener = ALLOC_STRING( pkvd->szValue ); pkvd->fHandled = TRUE; @@ -988,22 +986,22 @@ void CScriptedSentence :: KeyValue( KeyValueData *pkvd ) CBaseToggle::KeyValue( pkvd ); } -void CScriptedSentence :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) +void CScriptedSentence::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { - if ( !m_active ) + if( !m_active ) return; - //ALERT( at_console, "Firing sentence: %s\n", STRING(m_iszSentence) ); + //ALERT( at_console, "Firing sentence: %s\n", STRING( m_iszSentence ) ); SetThink( &CScriptedSentence::FindThink ); pev->nextthink = gpGlobals->time; } -void CScriptedSentence :: Spawn( void ) +void CScriptedSentence::Spawn( void ) { pev->solid = SOLID_NOT; m_active = TRUE; // if no targetname, start now - if ( !pev->targetname ) + if( !pev->targetname ) { SetThink( &CScriptedSentence::FindThink ); pev->nextthink = gpGlobals->time + 1.0; @@ -1011,104 +1009,108 @@ void CScriptedSentence :: Spawn( void ) switch( pev->impulse ) { - case 1: // Medium radius + case 1: + // Medium radius m_flAttenuation = ATTN_STATIC; break; - case 2: // Large radius + case 2: + // Large radius m_flAttenuation = ATTN_NORM; break; - case 3: //EVERYWHERE + case 3: + //EVERYWHERE m_flAttenuation = ATTN_NONE; break; default: - case 0: // Small radius + case 0: + // Small radius m_flAttenuation = ATTN_IDLE; break; } pev->impulse = 0; // No volume, use normal - if ( m_flVolume <= 0 ) + if( m_flVolume <= 0 ) m_flVolume = 1.0; } -void CScriptedSentence :: FindThink( void ) +void CScriptedSentence::FindThink( void ) { CBaseMonster *pMonster = FindEntity(); - if ( pMonster ) + if( pMonster ) { StartSentence( pMonster ); - if ( pev->spawnflags & SF_SENTENCE_ONCE ) + if( pev->spawnflags & SF_SENTENCE_ONCE ) UTIL_Remove( this ); SetThink( &CScriptedSentence::DelayThink ); pev->nextthink = gpGlobals->time + m_flDuration + m_flRepeat; m_active = FALSE; - //ALERT( at_console, "%s: found monster %s\n", STRING(m_iszSentence), STRING(m_iszEntity) ); + //ALERT( at_console, "%s: found monster %s\n", STRING( m_iszSentence ), STRING( m_iszEntity ) ); } else { - //ALERT( at_console, "%s: can't find monster %s\n", STRING(m_iszSentence), STRING(m_iszEntity) ); + //ALERT( at_console, "%s: can't find monster %s\n", STRING( m_iszSentence ), STRING( m_iszEntity ) ); pev->nextthink = gpGlobals->time + m_flRepeat + 0.5; } } -void CScriptedSentence :: DelayThink( void ) +void CScriptedSentence::DelayThink( void ) { m_active = TRUE; - if ( !pev->targetname ) + if( !pev->targetname ) pev->nextthink = gpGlobals->time + 0.1; SetThink( &CScriptedSentence::FindThink ); } -BOOL CScriptedSentence :: AcceptableSpeaker( CBaseMonster *pMonster ) +BOOL CScriptedSentence::AcceptableSpeaker( CBaseMonster *pMonster ) { - if ( pMonster ) + if( pMonster ) { - if ( pev->spawnflags & SF_SENTENCE_FOLLOWERS ) + if( pev->spawnflags & SF_SENTENCE_FOLLOWERS ) { - if ( pMonster->m_hTargetEnt == NULL || !FClassnameIs(pMonster->m_hTargetEnt->pev, "player") ) + if( pMonster->m_hTargetEnt == NULL || !FClassnameIs( pMonster->m_hTargetEnt->pev, "player" ) ) return FALSE; } BOOL override; - if ( pev->spawnflags & SF_SENTENCE_INTERRUPT ) + if( pev->spawnflags & SF_SENTENCE_INTERRUPT ) override = TRUE; else override = FALSE; - if ( pMonster->CanPlaySentence( override ) ) + if( pMonster->CanPlaySentence( override ) ) return TRUE; } return FALSE; } -CBaseMonster *CScriptedSentence :: FindEntity( void ) +CBaseMonster *CScriptedSentence::FindEntity( void ) { edict_t *pentTarget; CBaseMonster *pMonster; - pentTarget = FIND_ENTITY_BY_TARGETNAME(NULL, STRING(m_iszEntity)); + pentTarget = FIND_ENTITY_BY_TARGETNAME( NULL, STRING( m_iszEntity ) ); pMonster = NULL; - while (!FNullEnt(pentTarget)) + while( !FNullEnt( pentTarget ) ) { pMonster = GetMonsterPointer( pentTarget ); - if ( pMonster != NULL ) + if( pMonster != NULL ) { - if ( AcceptableSpeaker( pMonster ) ) + if( AcceptableSpeaker( pMonster ) ) return pMonster; - //ALERT( at_console, "%s (%s), not acceptable\n", STRING(pMonster->pev->classname), STRING(pMonster->pev->targetname) ); + //ALERT( at_console, "%s (%s), not acceptable\n", STRING( pMonster->pev->classname ), STRING( pMonster->pev->targetname ) ); } - pentTarget = FIND_ENTITY_BY_TARGETNAME(pentTarget, STRING(m_iszEntity)); + pentTarget = FIND_ENTITY_BY_TARGETNAME( pentTarget, STRING( m_iszEntity ) ); } - + CBaseEntity *pEntity = NULL; - while ((pEntity = UTIL_FindEntityInSphere( pEntity, pev->origin, m_flRadius )) != NULL) + while( ( pEntity = UTIL_FindEntityInSphere( pEntity, pev->origin, m_flRadius ) ) != NULL ) { - if (FClassnameIs( pEntity->pev, STRING(m_iszEntity))) + if( FClassnameIs( pEntity->pev, STRING( m_iszEntity ) ) ) { - if ( FBitSet( pEntity->pev->flags, FL_MONSTER )) + if( FBitSet( pEntity->pev->flags, FL_MONSTER ) ) { - pMonster = pEntity->MyMonsterPointer( ); - if ( AcceptableSpeaker( pMonster ) ) + pMonster = pEntity->MyMonsterPointer(); + if( AcceptableSpeaker( pMonster ) ) return pMonster; } } @@ -1117,31 +1119,31 @@ CBaseMonster *CScriptedSentence :: FindEntity( void ) return NULL; } -BOOL CScriptedSentence :: StartSentence( CBaseMonster *pTarget ) +BOOL CScriptedSentence::StartSentence( CBaseMonster *pTarget ) { - if ( !pTarget ) + if( !pTarget ) { - ALERT( at_aiconsole, "Not Playing sentence %s\n", STRING(m_iszSentence) ); + ALERT( at_aiconsole, "Not Playing sentence %s\n", STRING( m_iszSentence ) ); return NULL; } BOOL bConcurrent = FALSE; - if ( !(pev->spawnflags & SF_SENTENCE_CONCURRENT) ) + if( !( pev->spawnflags & SF_SENTENCE_CONCURRENT ) ) bConcurrent = TRUE; CBaseEntity *pListener = NULL; - if (!FStringNull(m_iszListener)) + if( !FStringNull( m_iszListener ) ) { float radius = m_flRadius; - if ( FStrEq( STRING(m_iszListener ), "player" ) ) + if( FStrEq( STRING( m_iszListener ), "player" ) ) radius = 4096; // Always find the player pListener = UTIL_FindEntityGeneric( STRING( m_iszListener ), pTarget->pev->origin, radius ); } - pTarget->PlayScriptedSentence( STRING(m_iszSentence), m_flDuration, m_flVolume, m_flAttenuation, bConcurrent, pListener ); - ALERT( at_aiconsole, "Playing sentence %s (%.1f)\n", STRING(m_iszSentence), m_flDuration ); + pTarget->PlayScriptedSentence( STRING( m_iszSentence ), m_flDuration, m_flVolume, m_flAttenuation, bConcurrent, pListener ); + ALERT( at_aiconsole, "Playing sentence %s (%.1f)\n", STRING( m_iszSentence ), m_flDuration ); SUB_UseTargets( NULL, USE_TOGGLE, 0 ); return TRUE; } @@ -1152,10 +1154,10 @@ BOOL CScriptedSentence :: StartSentence( CBaseMonster *pTarget ) class CFurniture : public CBaseMonster { public: - void Spawn ( void ); + void Spawn( void ); void Die( void ); - int Classify ( void ); - virtual int ObjectCaps( void ) { return (CBaseMonster :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION); } + int Classify( void ); + virtual int ObjectCaps( void ) { return (CBaseMonster::ObjectCaps() & ~FCAP_ACROSS_TRANSITION); } }; LINK_ENTITY_TO_CLASS( monster_furniture, CFurniture ) @@ -1163,7 +1165,7 @@ LINK_ENTITY_TO_CLASS( monster_furniture, CFurniture ) //========================================================= // Furniture is killed //========================================================= -void CFurniture :: Die ( void ) +void CFurniture::Die( void ) { SetThink( &CBaseEntity::SUB_Remove ); pev->nextthink = gpGlobals->time; @@ -1173,24 +1175,24 @@ void CFurniture :: Die ( void ) // This used to have something to do with bees flying, but // now it only initializes moving furniture in scripted sequences //========================================================= -void CFurniture :: Spawn( ) +void CFurniture::Spawn() { - PRECACHE_MODEL((char *)STRING(pev->model)); - SET_MODEL(ENT(pev), STRING(pev->model)); + PRECACHE_MODEL( (char *)STRING( pev->model ) ); + SET_MODEL( ENT( pev ), STRING( pev->model ) ); - pev->movetype = MOVETYPE_NONE; - pev->solid = SOLID_BBOX; - pev->health = 80000; + pev->movetype = MOVETYPE_NONE; + pev->solid = SOLID_BBOX; + pev->health = 80000; pev->takedamage = DAMAGE_AIM; - pev->effects = 0; - pev->yaw_speed = 0; - pev->sequence = 0; - pev->frame = 0; + pev->effects = 0; + pev->yaw_speed = 0; + pev->sequence = 0; + pev->frame = 0; //pev->nextthink += 1.0; - //SetThink( &WalkMonsterDelay); + //SetThink( &WalkMonsterDelay ); - ResetSequenceInfo( ); + ResetSequenceInfo(); pev->frame = 0; MonsterInit(); } @@ -1198,7 +1200,7 @@ void CFurniture :: Spawn( ) //========================================================= // ID's Furniture as neutral (noone will attack it) //========================================================= -int CFurniture::Classify ( void ) +int CFurniture::Classify( void ) { - return CLASS_NONE; + return CLASS_NONE; } diff --git a/dlls/shotgun.cpp b/dlls/shotgun.cpp index 6fe2c74e..8c96e99c 100644 --- a/dlls/shotgun.cpp +++ b/dlls/shotgun.cpp @@ -23,10 +23,11 @@ #include "gamerules.h" // special deathmatch shotgun spreads -#define VECTOR_CONE_DM_SHOTGUN Vector( 0.08716, 0.04362, 0.00 )// 10 degrees by 5 degrees +#define VECTOR_CONE_DM_SHOTGUN Vector( 0.08716, 0.04362, 0.00 )// 10 degrees by 5 degrees #define VECTOR_CONE_DM_DOUBLESHOTGUN Vector( 0.17365, 0.04362, 0.00 ) // 20 degrees by 5 degrees -enum shotgun_e { +enum shotgun_e +{ SHOTGUN_IDLE = 0, SHOTGUN_FIRE, SHOTGUN_FIRE2, @@ -41,11 +42,11 @@ enum shotgun_e { LINK_ENTITY_TO_CLASS( weapon_shotgun, CShotgun ) -void CShotgun::Spawn( ) +void CShotgun::Spawn() { - Precache( ); + Precache(); m_iId = WEAPON_SHOTGUN; - SET_MODEL(ENT(pev), "models/w_shotgun.mdl"); + SET_MODEL( ENT( pev ), "models/w_shotgun.mdl" ); m_iDefaultAmmo = SHOTGUN_DEFAULT_GIVE; @@ -54,25 +55,25 @@ void CShotgun::Spawn( ) void CShotgun::Precache( void ) { - PRECACHE_MODEL("models/v_shotgun.mdl"); - PRECACHE_MODEL("models/w_shotgun.mdl"); - PRECACHE_MODEL("models/p_shotgun.mdl"); + PRECACHE_MODEL( "models/v_shotgun.mdl" ); + PRECACHE_MODEL( "models/w_shotgun.mdl" ); + PRECACHE_MODEL( "models/p_shotgun.mdl" ); - m_iShell = PRECACHE_MODEL ("models/shotgunshell.mdl");// shotgun shell + m_iShell = PRECACHE_MODEL( "models/shotgunshell.mdl" );// shotgun shell - PRECACHE_SOUND("items/9mmclip1.wav"); + PRECACHE_SOUND( "items/9mmclip1.wav" ); - PRECACHE_SOUND ("weapons/dbarrel1.wav");//shotgun - PRECACHE_SOUND ("weapons/sbarrel1.wav");//shotgun + PRECACHE_SOUND( "weapons/dbarrel1.wav" );//shotgun + PRECACHE_SOUND( "weapons/sbarrel1.wav" );//shotgun - PRECACHE_SOUND ("weapons/reload1.wav"); // shotgun reload - PRECACHE_SOUND ("weapons/reload3.wav"); // shotgun reload + PRECACHE_SOUND( "weapons/reload1.wav" ); // shotgun reload + PRECACHE_SOUND( "weapons/reload3.wav" ); // shotgun reload -// PRECACHE_SOUND ("weapons/sshell1.wav"); // shotgun reload - played on client -// PRECACHE_SOUND ("weapons/sshell3.wav"); // shotgun reload - played on client + //PRECACHE_SOUND( "weapons/sshell1.wav" ); // shotgun reload - played on client + //PRECACHE_SOUND( "weapons/sshell3.wav" ); // shotgun reload - played on client - PRECACHE_SOUND ("weapons/357_cock1.wav"); // gun empty sound - PRECACHE_SOUND ("weapons/scock1.wav"); // cock gun + PRECACHE_SOUND( "weapons/357_cock1.wav" ); // gun empty sound + PRECACHE_SOUND( "weapons/scock1.wav" ); // cock gun m_usSingleFire = PRECACHE_EVENT( 1, "events/shotgun1.sc" ); m_usDoubleFire = PRECACHE_EVENT( 1, "events/shotgun2.sc" ); @@ -80,7 +81,7 @@ void CShotgun::Precache( void ) int CShotgun::AddToPlayer( CBasePlayer *pPlayer ) { - if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) ) + if( CBasePlayerWeapon::AddToPlayer( pPlayer ) ) { MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev ); WRITE_BYTE( m_iId ); @@ -90,9 +91,9 @@ int CShotgun::AddToPlayer( CBasePlayer *pPlayer ) return FALSE; } -int CShotgun::GetItemInfo(ItemInfo *p) +int CShotgun::GetItemInfo( ItemInfo *p ) { - p->pszName = STRING(pev->classname); + p->pszName = STRING( pev->classname ); p->pszAmmo1 = "buckshot"; p->iMaxAmmo1 = BUCKSHOT_MAX_CARRY; p->pszAmmo2 = NULL; @@ -107,7 +108,7 @@ int CShotgun::GetItemInfo(ItemInfo *p) return 1; } -BOOL CShotgun::Deploy( ) +BOOL CShotgun::Deploy() { return DefaultDeploy( "models/v_shotgun.mdl", "models/p_shotgun.mdl", SHOTGUN_DRAW, "shotgun" ); } @@ -115,18 +116,18 @@ BOOL CShotgun::Deploy( ) void CShotgun::PrimaryAttack() { // don't fire underwater - if (m_pPlayer->pev->waterlevel == 3) + if( m_pPlayer->pev->waterlevel == 3 ) { - PlayEmptySound( ); + PlayEmptySound(); m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15; return; } - if (m_iClip <= 0) + if( m_iClip <= 0 ) { - Reload( ); - if (m_iClip == 0) - PlayEmptySound( ); + Reload(); + if( m_iClip == 0 ) + PlayEmptySound(); return; } @@ -141,18 +142,17 @@ void CShotgun::PrimaryAttack() #else flags = 0; #endif + m_pPlayer->pev->effects = (int)( m_pPlayer->pev->effects ) | EF_MUZZLEFLASH; - m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH; - - Vector vecSrc = m_pPlayer->GetGunPosition( ); + Vector vecSrc = m_pPlayer->GetGunPosition(); Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); Vector vecDir; #ifdef CLIENT_DLL - if ( bIsMultiplayer() ) + if( bIsMultiplayer() ) #else - if ( g_pGameRules->IsMultiplayer() ) + if( g_pGameRules->IsMultiplayer() ) #endif { vecDir = m_pPlayer->FireBulletsPlayer( 4, vecSrc, vecAiming, VECTOR_CONE_DM_SHOTGUN, 2048, BULLET_PLAYER_BUCKSHOT, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed ); @@ -165,16 +165,16 @@ void CShotgun::PrimaryAttack() PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usSingleFire, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 ); - if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) + if( !m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 ) // HEV suit - indicate out of ammo condition - m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); + m_pPlayer->SetSuitUpdate( "!HEV_AMO0", FALSE, 0 ); - if (m_iClip != 0) + if( m_iClip != 0 ) m_flPumpTime = gpGlobals->time + 0.5; m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.75; m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.75; - if (m_iClip != 0) + if( m_iClip != 0 ) m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5.0; else m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.75; @@ -184,17 +184,17 @@ void CShotgun::PrimaryAttack() void CShotgun::SecondaryAttack( void ) { // don't fire underwater - if (m_pPlayer->pev->waterlevel == 3) + if( m_pPlayer->pev->waterlevel == 3 ) { - PlayEmptySound( ); + PlayEmptySound(); m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15; return; } - if (m_iClip <= 1) + if( m_iClip <= 1 ) { - Reload( ); - PlayEmptySound( ); + Reload(); + PlayEmptySound(); return; } @@ -209,20 +209,20 @@ void CShotgun::SecondaryAttack( void ) #else flags = 0; #endif - m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH; + m_pPlayer->pev->effects = (int)( m_pPlayer->pev->effects ) | EF_MUZZLEFLASH; // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); - Vector vecSrc = m_pPlayer->GetGunPosition( ); + Vector vecSrc = m_pPlayer->GetGunPosition(); Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); Vector vecDir; - + #ifdef CLIENT_DLL - if ( bIsMultiplayer() ) + if( bIsMultiplayer() ) #else - if ( g_pGameRules->IsMultiplayer() ) + if( g_pGameRules->IsMultiplayer() ) #endif { // tuned for deathmatch @@ -233,19 +233,19 @@ void CShotgun::SecondaryAttack( void ) // untouched default single player vecDir = m_pPlayer->FireBulletsPlayer( 12, vecSrc, vecAiming, VECTOR_CONE_10DEGREES, 2048, BULLET_PLAYER_BUCKSHOT, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed ); } - + PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usDoubleFire, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 ); - if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) + if( !m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 ) // HEV suit - indicate out of ammo condition - m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); + m_pPlayer->SetSuitUpdate( "!HEV_AMO0", FALSE, 0 ); - if (m_iClip != 0) + if( m_iClip != 0 ) m_flPumpTime = gpGlobals->time + 0.95; m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1.5; m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.5; - if (m_iClip != 0) + if( m_iClip != 0 ) m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 6.0; else m_flTimeWeaponIdle = 1.5; @@ -255,15 +255,15 @@ void CShotgun::SecondaryAttack( void ) void CShotgun::Reload( void ) { - if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == SHOTGUN_MAX_CLIP) + if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == SHOTGUN_MAX_CLIP ) return; // don't reload until recoil is done - if (m_flNextPrimaryAttack > UTIL_WeaponTimeBase()) + if( m_flNextPrimaryAttack > UTIL_WeaponTimeBase() ) return; // check to see if we're ready to reload - if (m_fInSpecialReload == 0) + if( m_fInSpecialReload == 0 ) { SendWeaponAnim( SHOTGUN_START_RELOAD ); m_fInSpecialReload = 1; @@ -273,17 +273,17 @@ void CShotgun::Reload( void ) m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0; return; } - else if (m_fInSpecialReload == 1) + else if( m_fInSpecialReload == 1 ) { - if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase()) + if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) return; // was waiting for gun to move to side m_fInSpecialReload = 2; - if (RANDOM_LONG(0,1)) - EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/reload1.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG(0,0x1f)); + if( RANDOM_LONG( 0, 1 ) ) + EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/reload1.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG( 0, 0x1f ) ); else - EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/reload3.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG(0,0x1f)); + EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/reload3.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG( 0, 0x1f ) ); SendWeaponAnim( SHOTGUN_RELOAD ); @@ -301,28 +301,28 @@ void CShotgun::Reload( void ) void CShotgun::WeaponIdle( void ) { - ResetEmptySound( ); + ResetEmptySound(); m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); - if ( m_flPumpTime && m_flPumpTime < gpGlobals->time ) + if( m_flPumpTime && m_flPumpTime < gpGlobals->time ) { // play pumping sound - EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/scock1.wav", 1, ATTN_NORM, 0, 95 + RANDOM_LONG(0,0x1f)); + EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/scock1.wav", 1, ATTN_NORM, 0, 95 + RANDOM_LONG( 0, 0x1f ) ); m_flPumpTime = 0; } - if (m_flTimeWeaponIdle < UTIL_WeaponTimeBase() ) + if( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() ) { - if (m_iClip == 0 && m_fInSpecialReload == 0 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]) + if( m_iClip == 0 && m_fInSpecialReload == 0 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] ) { - Reload( ); + Reload(); } - else if (m_fInSpecialReload != 0) + else if( m_fInSpecialReload != 0 ) { - if (m_iClip != 8 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]) + if( m_iClip != 8 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] ) { - Reload( ); + Reload(); } else { @@ -330,7 +330,7 @@ void CShotgun::WeaponIdle( void ) SendWeaponAnim( SHOTGUN_PUMP ); // play cocking sound - EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/scock1.wav", 1, ATTN_NORM, 0, 95 + RANDOM_LONG(0,0x1f)); + EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/scock1.wav", 1, ATTN_NORM, 0, 95 + RANDOM_LONG( 0, 0x1f ) ); m_fInSpecialReload = 0; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.5; } @@ -339,20 +339,20 @@ void CShotgun::WeaponIdle( void ) { int iAnim; float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 ); - if (flRand <= 0.8) + if( flRand <= 0.8 ) { iAnim = SHOTGUN_IDLE_DEEP; - m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (60.0/12.0);// * RANDOM_LONG(2, 5); + m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 60.0 / 12.0 );// * RANDOM_LONG( 2, 5 ); } - else if (flRand <= 0.95) + else if( flRand <= 0.95 ) { iAnim = SHOTGUN_IDLE; - m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (20.0/9.0); + m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 20.0 / 9.0 ); } else { iAnim = SHOTGUN_IDLE4; - m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (20.0/9.0); + m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 20.0 / 9.0 ); } SendWeaponAnim( iAnim ); } @@ -363,20 +363,20 @@ class CShotgunAmmo : public CBasePlayerAmmo { void Spawn( void ) { - Precache( ); - SET_MODEL(ENT(pev), "models/w_shotbox.mdl"); - CBasePlayerAmmo::Spawn( ); + Precache(); + SET_MODEL( ENT( pev ), "models/w_shotbox.mdl" ); + CBasePlayerAmmo::Spawn(); } void Precache( void ) { - PRECACHE_MODEL ("models/w_shotbox.mdl"); - PRECACHE_SOUND("items/9mmclip1.wav"); + PRECACHE_MODEL( "models/w_shotbox.mdl" ); + PRECACHE_SOUND( "items/9mmclip1.wav" ); } BOOL AddAmmo( CBaseEntity *pOther ) { - if (pOther->GiveAmmo( AMMO_BUCKSHOTBOX_GIVE, "buckshot", BUCKSHOT_MAX_CARRY ) != -1) + if( pOther->GiveAmmo( AMMO_BUCKSHOTBOX_GIVE, "buckshot", BUCKSHOT_MAX_CARRY ) != -1 ) { - EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); + EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM ); return TRUE; } return FALSE; diff --git a/dlls/singleplay_gamerules.cpp b/dlls/singleplay_gamerules.cpp index e6358eed..9a46e722 100644 --- a/dlls/singleplay_gamerules.cpp +++ b/dlls/singleplay_gamerules.cpp @@ -40,7 +40,7 @@ CHalfLifeRules::CHalfLifeRules( void ) //========================================================= //========================================================= -void CHalfLifeRules::Think ( void ) +void CHalfLifeRules::Think( void ) { } @@ -53,7 +53,7 @@ BOOL CHalfLifeRules::IsMultiplayer( void ) //========================================================= //========================================================= -BOOL CHalfLifeRules::IsDeathmatch ( void ) +BOOL CHalfLifeRules::IsDeathmatch( void ) { return FALSE; } @@ -65,18 +65,17 @@ BOOL CHalfLifeRules::IsCoOp( void ) return FALSE; } - //========================================================= //========================================================= BOOL CHalfLifeRules::FShouldSwitchWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon ) { - if ( !pPlayer->m_pActiveItem ) + if( !pPlayer->m_pActiveItem ) { // player doesn't have an active item! return TRUE; } - if ( !pPlayer->m_pActiveItem->CanHolster() ) + if( !pPlayer->m_pActiveItem->CanHolster() ) { return FALSE; } @@ -86,25 +85,25 @@ BOOL CHalfLifeRules::FShouldSwitchWeapon( CBasePlayer *pPlayer, CBasePlayerItem //========================================================= //========================================================= -BOOL CHalfLifeRules :: GetNextBestWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon ) +BOOL CHalfLifeRules::GetNextBestWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon ) { return FALSE; } //========================================================= //========================================================= -BOOL CHalfLifeRules :: ClientConnected( edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[ 128 ] ) +BOOL CHalfLifeRules::ClientConnected( edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[128] ) { return TRUE; } -void CHalfLifeRules :: InitHUD( CBasePlayer *pl ) +void CHalfLifeRules::InitHUD( CBasePlayer *pl ) { } //========================================================= //========================================================= -void CHalfLifeRules :: ClientDisconnected( edict_t *pClient ) +void CHalfLifeRules::ClientDisconnected( edict_t *pClient ) { } @@ -120,33 +119,33 @@ float CHalfLifeRules::FlPlayerFallDamage( CBasePlayer *pPlayer ) //========================================================= //========================================================= -void CHalfLifeRules :: PlayerSpawn( CBasePlayer *pPlayer ) +void CHalfLifeRules::PlayerSpawn( CBasePlayer *pPlayer ) { } //========================================================= //========================================================= -BOOL CHalfLifeRules :: AllowAutoTargetCrosshair( void ) +BOOL CHalfLifeRules::AllowAutoTargetCrosshair( void ) { return ( g_iSkillLevel == SKILL_EASY ); } //========================================================= //========================================================= -void CHalfLifeRules :: PlayerThink( CBasePlayer *pPlayer ) +void CHalfLifeRules::PlayerThink( CBasePlayer *pPlayer ) { } //========================================================= //========================================================= -BOOL CHalfLifeRules :: FPlayerCanRespawn( CBasePlayer *pPlayer ) +BOOL CHalfLifeRules::FPlayerCanRespawn( CBasePlayer *pPlayer ) { return TRUE; } //========================================================= //========================================================= -float CHalfLifeRules :: FlPlayerSpawnTime( CBasePlayer *pPlayer ) +float CHalfLifeRules::FlPlayerSpawnTime( CBasePlayer *pPlayer ) { return gpGlobals->time;//now! } @@ -155,7 +154,7 @@ float CHalfLifeRules :: FlPlayerSpawnTime( CBasePlayer *pPlayer ) // IPointsForKill - how many points awarded to anyone // that kills this player? //========================================================= -int CHalfLifeRules :: IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *pKilled ) +int CHalfLifeRules::IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *pKilled ) { return 1; } @@ -163,7 +162,7 @@ int CHalfLifeRules :: IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *pKill //========================================================= // PlayerKilled - someone/something killed this player //========================================================= -void CHalfLifeRules :: PlayerKilled( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor ) +void CHalfLifeRules::PlayerKilled( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor ) { } @@ -178,7 +177,7 @@ void CHalfLifeRules::DeathNotice( CBasePlayer *pVictim, entvars_t *pKiller, entv // PlayerGotWeapon - player has grabbed a weapon that was // sitting in the world //========================================================= -void CHalfLifeRules :: PlayerGotWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon ) +void CHalfLifeRules::PlayerGotWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon ) { } @@ -186,7 +185,7 @@ void CHalfLifeRules :: PlayerGotWeapon( CBasePlayer *pPlayer, CBasePlayerItem *p // FlWeaponRespawnTime - what is the time in the future // at which this weapon may spawn? //========================================================= -float CHalfLifeRules :: FlWeaponRespawnTime( CBasePlayerItem *pWeapon ) +float CHalfLifeRules::FlWeaponRespawnTime( CBasePlayerItem *pWeapon ) { return -1; } @@ -196,7 +195,7 @@ float CHalfLifeRules :: FlWeaponRespawnTime( CBasePlayerItem *pWeapon ) // now, otherwise it returns the time at which it can try // to spawn again. //========================================================= -float CHalfLifeRules :: FlWeaponTryRespawn( CBasePlayerItem *pWeapon ) +float CHalfLifeRules::FlWeaponTryRespawn( CBasePlayerItem *pWeapon ) { return 0; } @@ -205,7 +204,7 @@ float CHalfLifeRules :: FlWeaponTryRespawn( CBasePlayerItem *pWeapon ) // VecWeaponRespawnSpot - where should this weapon spawn? // Some game variations may choose to randomize spawn locations //========================================================= -Vector CHalfLifeRules :: VecWeaponRespawnSpot( CBasePlayerItem *pWeapon ) +Vector CHalfLifeRules::VecWeaponRespawnSpot( CBasePlayerItem *pWeapon ) { return pWeapon->pev->origin; } @@ -214,7 +213,7 @@ Vector CHalfLifeRules :: VecWeaponRespawnSpot( CBasePlayerItem *pWeapon ) // WeaponShouldRespawn - any conditions inhibiting the // respawning of this weapon? //========================================================= -int CHalfLifeRules :: WeaponShouldRespawn( CBasePlayerItem *pWeapon ) +int CHalfLifeRules::WeaponShouldRespawn( CBasePlayerItem *pWeapon ) { return GR_WEAPON_RESPAWN_NO; } @@ -321,7 +320,7 @@ int CHalfLifeRules::PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarg //========================================================= //========================================================= -BOOL CHalfLifeRules :: FAllowMonsters( void ) +BOOL CHalfLifeRules::FAllowMonsters( void ) { return TRUE; } diff --git a/dlls/skill.cpp b/dlls/skill.cpp index e73b1b38..2a68e1a5 100644 --- a/dlls/skill.cpp +++ b/dlls/skill.cpp @@ -19,7 +19,7 @@ #include "util.h" #include "skill.h" -skilldata_t gSkillData; +skilldata_t gSkillData; //========================================================= // take the name of a cvar, tack a digit for the skill level @@ -27,17 +27,17 @@ skilldata_t gSkillData; //========================================================= float GetSkillCvar( char *pName ) { - int iCount; - float flValue; - char szBuffer[ 64 ]; + int iCount; + float flValue; + char szBuffer[64]; iCount = sprintf( szBuffer, "%s%d",pName, gSkillData.iSkillLevel ); - flValue = CVAR_GET_FLOAT ( szBuffer ); + flValue = CVAR_GET_FLOAT( szBuffer ); - if ( flValue <= 0 ) + if( flValue <= 0 ) { - ALERT ( at_console, "\n\n** GetSkillCVar Got a zero for %s **\n\n", szBuffer ); + ALERT( at_console, "\n\n** GetSkillCVar Got a zero for %s **\n\n", szBuffer ); } return flValue; diff --git a/dlls/sound.cpp b/dlls/sound.cpp index b45299e8..7ca01410 100644 --- a/dlls/sound.cpp +++ b/dlls/sound.cpp @@ -48,15 +48,15 @@ typedef struct dynpitchvol int fadein; // volume fade in time 0 - 100 int fadeout; // volume fade out time 0 - 100 // Low Frequency Oscillator - int lfotype; // 0) off 1) square 2) triangle 3) random + int lfotype; // 0) off 1) square 2) triangle 3) random int lforate; // 0 - 1000, how fast lfo osciallates - + int lfomodpitch; // 0-100 mod of current pitch. 0 is off. int lfomodvol; // 0-100 mod of current volume. 0 is off. int cspinup; // each trigger hit increments counter and spinup pitch - int cspincount; + int cspincount; int pitch; int spinupsav; @@ -68,9 +68,8 @@ typedef struct dynpitchvol int fadeoutsav; int volfrac; - int lfofrac; - int lfomult; - + int lfofrac; + int lfomult; } dynpitchvol_t; #define CDPVPRESETMAX 27 @@ -112,23 +111,23 @@ dynpitchvol_t rgdpvpreset[CDPVPRESETMAX] = class CAmbientGeneric : public CBaseEntity { public: - void KeyValue( KeyValueData* pkvd); + void KeyValue( KeyValueData* pkvd ); void Spawn( void ); void Precache( void ); - void EXPORT ToggleUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); + void EXPORT ToggleUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); void EXPORT RampThink( void ); - void InitModulationParms(void); + void InitModulationParms( void ); - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); - static TYPEDESCRIPTION m_SaveData[]; - virtual int ObjectCaps( void ) { return (CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION); } + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); + static TYPEDESCRIPTION m_SaveData[]; + virtual int ObjectCaps( void ) { return ( CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION ); } float m_flAttenuation; // attenuation value - dynpitchvol_t m_dpv; + dynpitchvol_t m_dpv; - BOOL m_fActive; // only TRUE when the entity is playing a looping sound - BOOL m_fLooping; // TRUE when the sound played will loop + BOOL m_fActive; // only TRUE when the entity is playing a looping sound + BOOL m_fLooping; // TRUE when the sound played will loop }; LINK_ENTITY_TO_CLASS( ambient_generic, CAmbientGeneric ) @@ -152,7 +151,7 @@ IMPLEMENT_SAVERESTORE( CAmbientGeneric, CBaseEntity ) // // ambient_generic - general-purpose user-defined static sound // -void CAmbientGeneric :: Spawn( void ) +void CAmbientGeneric::Spawn( void ) { /* -1 : "Default" @@ -161,19 +160,19 @@ void CAmbientGeneric :: Spawn( void ) 125 : "Medium Radius" 80 : "Large Radius" */ - if ( FBitSet ( pev->spawnflags, AMBIENT_SOUND_EVERYWHERE) ) + if( FBitSet( pev->spawnflags, AMBIENT_SOUND_EVERYWHERE ) ) { m_flAttenuation = ATTN_NONE; } - else if ( FBitSet ( pev->spawnflags, AMBIENT_SOUND_SMALLRADIUS) ) + else if( FBitSet( pev->spawnflags, AMBIENT_SOUND_SMALLRADIUS ) ) { m_flAttenuation = ATTN_IDLE; } - else if ( FBitSet ( pev->spawnflags, AMBIENT_SOUND_MEDIUMRADIUS) ) + else if( FBitSet( pev->spawnflags, AMBIENT_SOUND_MEDIUMRADIUS ) ) { m_flAttenuation = ATTN_STATIC; } - else if ( FBitSet ( pev->spawnflags, AMBIENT_SOUND_LARGERADIUS) ) + else if( FBitSet( pev->spawnflags, AMBIENT_SOUND_LARGERADIUS ) ) { m_flAttenuation = ATTN_NORM; } @@ -183,23 +182,23 @@ void CAmbientGeneric :: Spawn( void ) m_flAttenuation = ATTN_STATIC; } - char* szSoundFile = (char*) STRING(pev->message); + char* szSoundFile = (char*)STRING( pev->message ); - if ( FStringNull( pev->message ) || strlen( szSoundFile ) < 1 ) + if( FStringNull( pev->message ) || strlen( szSoundFile ) < 1 ) { ALERT( at_error, "EMPTY AMBIENT AT: %f, %f, %f\n", pev->origin.x, pev->origin.y, pev->origin.z ); pev->nextthink = gpGlobals->time + 0.1; SetThink( &CBaseEntity::SUB_Remove ); return; } - pev->solid = SOLID_NOT; - pev->movetype = MOVETYPE_NONE; + pev->solid = SOLID_NOT; + pev->movetype = MOVETYPE_NONE; // Set up think function for dynamic modification // of ambient sound's pitch or volume. Don't // start thinking yet. - SetThink( &CAmbientGeneric::RampThink); + SetThink( &CAmbientGeneric::RampThink ); pev->nextthink = 0; // allow on/off switching via 'use' function. @@ -208,36 +207,36 @@ void CAmbientGeneric :: Spawn( void ) m_fActive = FALSE; - if ( FBitSet ( pev->spawnflags, AMBIENT_SOUND_NOT_LOOPING ) ) + if( FBitSet( pev->spawnflags, AMBIENT_SOUND_NOT_LOOPING ) ) m_fLooping = FALSE; else m_fLooping = TRUE; - Precache( ); + Precache(); } -void CAmbientGeneric :: Precache( void ) +void CAmbientGeneric::Precache( void ) { - char* szSoundFile = (char*) STRING(pev->message); + char* szSoundFile = (char*)STRING( pev->message ); - if ( !FStringNull( pev->message ) && strlen( szSoundFile ) > 1 ) + if( !FStringNull( pev->message ) && strlen( szSoundFile ) > 1 ) { - if (*szSoundFile != '!') - PRECACHE_SOUND(szSoundFile); + if( *szSoundFile != '!' ) + PRECACHE_SOUND( szSoundFile ); } // init all dynamic modulation parms InitModulationParms(); - if ( !FBitSet (pev->spawnflags, AMBIENT_SOUND_START_SILENT ) ) + if( !FBitSet( pev->spawnflags, AMBIENT_SOUND_START_SILENT ) ) { // start the sound ASAP - if (m_fLooping) + if( m_fLooping ) m_fActive = TRUE; } - if ( m_fActive ) + if( m_fActive ) { - UTIL_EmitAmbientSound ( ENT(pev), pev->origin, szSoundFile, - (m_dpv.vol * 0.01), m_flAttenuation, SND_SPAWNING, m_dpv.pitch); + UTIL_EmitAmbientSound( ENT( pev ), pev->origin, szSoundFile, + ( m_dpv.vol * 0.01 ), m_flAttenuation, SND_SPAWNING, m_dpv.pitch ); pev->nextthink = gpGlobals->time + 0.1; } @@ -247,141 +246,144 @@ void CAmbientGeneric :: Precache( void ) // pitch or volume of the playing sound. This function will // ramp pitch and/or volume up or down, modify pitch/volume // with lfo if active. - -void CAmbientGeneric :: RampThink( void ) +void CAmbientGeneric::RampThink( void ) { char* szSoundFile = (char*) STRING(pev->message); int pitch = m_dpv.pitch; int vol = m_dpv.vol; int flags = 0; int fChanged = 0; // FALSE if pitch and vol remain unchanged this round - int prev; + int prev; - if (!m_dpv.spinup && !m_dpv.spindown && !m_dpv.fadein && !m_dpv.fadeout && !m_dpv.lfotype) + if( !m_dpv.spinup && !m_dpv.spindown && !m_dpv.fadein && !m_dpv.fadeout && !m_dpv.lfotype ) return; // no ramps or lfo, stop thinking // ============== // pitch envelope // ============== - if (m_dpv.spinup || m_dpv.spindown) + if( m_dpv.spinup || m_dpv.spindown ) { prev = m_dpv.pitchfrac >> 8; - if (m_dpv.spinup > 0) + if( m_dpv.spinup > 0 ) m_dpv.pitchfrac += m_dpv.spinup; - else if (m_dpv.spindown > 0) + else if( m_dpv.spindown > 0 ) m_dpv.pitchfrac -= m_dpv.spindown; pitch = m_dpv.pitchfrac >> 8; - - if (pitch > m_dpv.pitchrun) + + if( pitch > m_dpv.pitchrun ) { pitch = m_dpv.pitchrun; m_dpv.spinup = 0; // done with ramp up } - if (pitch < m_dpv.pitchstart) + if( pitch < m_dpv.pitchstart ) { pitch = m_dpv.pitchstart; m_dpv.spindown = 0; // done with ramp down // shut sound off - UTIL_EmitAmbientSound(ENT(pev), pev->origin, szSoundFile, - 0, 0, SND_STOP, 0); + UTIL_EmitAmbientSound( ENT( pev ), pev->origin, szSoundFile, + 0, 0, SND_STOP, 0 ); // return without setting nextthink return; } - if (pitch > 255) pitch = 255; - if (pitch < 1) pitch = 1; + if( pitch > 255 ) + pitch = 255; + if( pitch < 1 ) + pitch = 1; m_dpv.pitch = pitch; - fChanged |= (prev != pitch); + fChanged |= ( prev != pitch ); flags |= SND_CHANGE_PITCH; } // ================== // amplitude envelope // ================== - if (m_dpv.fadein || m_dpv.fadeout) + if( m_dpv.fadein || m_dpv.fadeout ) { prev = m_dpv.volfrac >> 8; - if (m_dpv.fadein > 0) + if( m_dpv.fadein > 0 ) m_dpv.volfrac += m_dpv.fadein; - else if (m_dpv.fadeout > 0) + else if( m_dpv.fadeout > 0 ) m_dpv.volfrac -= m_dpv.fadeout; vol = m_dpv.volfrac >> 8; - if (vol > m_dpv.volrun) + if( vol > m_dpv.volrun ) { vol = m_dpv.volrun; m_dpv.fadein = 0; // done with ramp up } - if (vol < m_dpv.volstart) + if( vol < m_dpv.volstart ) { vol = m_dpv.volstart; m_dpv.fadeout = 0; // done with ramp down // shut sound off - UTIL_EmitAmbientSound(ENT(pev), pev->origin, szSoundFile, - 0, 0, SND_STOP, 0); + UTIL_EmitAmbientSound( ENT( pev ), pev->origin, szSoundFile, + 0, 0, SND_STOP, 0 ); // return without setting nextthink return; } - if (vol > 100) vol = 100; - if (vol < 1) vol = 1; + if( vol > 100 ) + vol = 100; + if( vol < 1 ) + vol = 1; m_dpv.vol = vol; - fChanged |= (prev != vol); + fChanged |= ( prev != vol ); flags |= SND_CHANGE_VOL; } // =================== // pitch/amplitude LFO // =================== - if (m_dpv.lfotype) + if( m_dpv.lfotype ) { int pos; - if (m_dpv.lfofrac > 0x6fffffff) + if( m_dpv.lfofrac > 0x6fffffff ) m_dpv.lfofrac = 0; // update lfo, lfofrac/255 makes a triangle wave 0-255 m_dpv.lfofrac += m_dpv.lforate; pos = m_dpv.lfofrac >> 8; - if (m_dpv.lfofrac < 0) + if( m_dpv.lfofrac < 0 ) { m_dpv.lfofrac = 0; - m_dpv.lforate = abs(m_dpv.lforate); + m_dpv.lforate = abs( m_dpv.lforate ); pos = 0; } - else if (pos > 255) + else if( pos > 255 ) { pos = 255; - m_dpv.lfofrac = (255 << 8); - m_dpv.lforate = -abs(m_dpv.lforate); + m_dpv.lfofrac = ( 255 << 8 ); + m_dpv.lforate = -abs( m_dpv.lforate ); } - switch(m_dpv.lfotype) + switch( m_dpv.lfotype ) { case LFO_SQUARE: - if (pos < 128) + if( pos < 128 ) m_dpv.lfomult = 255; else m_dpv.lfomult = 0; break; case LFO_RANDOM: - if (pos == 255) - m_dpv.lfomult = RANDOM_LONG(0, 255); + if( pos == 255 ) + m_dpv.lfomult = RANDOM_LONG( 0, 255 ); break; case LFO_TRIANGLE: default: @@ -389,31 +391,35 @@ void CAmbientGeneric :: RampThink( void ) break; } - if (m_dpv.lfomodpitch) + if( m_dpv.lfomodpitch ) { prev = pitch; // pitch 0-255 - pitch += ((m_dpv.lfomult - 128) * m_dpv.lfomodpitch) / 100; + pitch += ( ( m_dpv.lfomult - 128 ) * m_dpv.lfomodpitch ) / 100; - if (pitch > 255) pitch = 255; - if (pitch < 1) pitch = 1; + if( pitch > 255 ) + pitch = 255; + if( pitch < 1 ) + pitch = 1; - fChanged |= (prev != pitch); + fChanged |= ( prev != pitch ); flags |= SND_CHANGE_PITCH; } - if (m_dpv.lfomodvol) + if( m_dpv.lfomodvol ) { // vol 0-100 prev = vol; - vol += ((m_dpv.lfomult - 128) * m_dpv.lfomodvol) / 100; + vol += ( ( m_dpv.lfomult - 128 ) * m_dpv.lfomodvol ) / 100; - if (vol > 100) vol = 100; - if (vol < 0) vol = 0; + if( vol > 100 ) + vol = 100; + if( vol < 0 ) + vol = 0; - fChanged |= (prev != vol); + fChanged |= ( prev != vol ); flags |= SND_CHANGE_VOL; } } @@ -421,13 +427,13 @@ void CAmbientGeneric :: RampThink( void ) // Send update to playing sound only if we actually changed // pitch or volume in this routine. - if (flags && fChanged) + if( flags && fChanged ) { - if (pitch == PITCH_NORM) + if( pitch == PITCH_NORM ) pitch = PITCH_NORM + 1; // don't send 'no pitch' ! - UTIL_EmitAmbientSound(ENT(pev), pev->origin, szSoundFile, - (vol * 0.01), m_flAttenuation, flags, pitch); + UTIL_EmitAmbientSound( ENT( pev ), pev->origin, szSoundFile, + ( vol * 0.01 ), m_flAttenuation, flags, pitch ); } // update ramps at 5hz @@ -438,34 +444,36 @@ void CAmbientGeneric :: RampThink( void ) // Init all ramp params in preparation to // play a new sound -void CAmbientGeneric :: InitModulationParms(void) +void CAmbientGeneric::InitModulationParms( void ) { int pitchinc; m_dpv.volrun = pev->health * 10; // 0 - 100 - if (m_dpv.volrun > 100) m_dpv.volrun = 100; - if (m_dpv.volrun < 0) m_dpv.volrun = 0; + if( m_dpv.volrun > 100 ) + m_dpv.volrun = 100; + if( m_dpv.volrun < 0 ) + m_dpv.volrun = 0; // get presets - if (m_dpv.preset != 0 && m_dpv.preset <= CDPVPRESETMAX) + if( m_dpv.preset != 0 && m_dpv.preset <= CDPVPRESETMAX ) { // load preset values m_dpv = rgdpvpreset[m_dpv.preset - 1]; // fixup preset values, just like // fixups in KeyValue routine. - if (m_dpv.spindown > 0) - m_dpv.spindown = (101 - m_dpv.spindown) * 64; - if (m_dpv.spinup > 0) - m_dpv.spinup = (101 - m_dpv.spinup) * 64; + if( m_dpv.spindown > 0 ) + m_dpv.spindown = ( 101 - m_dpv.spindown ) * 64; + if( m_dpv.spinup > 0 ) + m_dpv.spinup = ( 101 - m_dpv.spinup ) * 64; m_dpv.volstart *= 10; m_dpv.volrun *= 10; - if (m_dpv.fadein > 0) - m_dpv.fadein = (101 - m_dpv.fadein) * 64; - if (m_dpv.fadeout > 0) - m_dpv.fadeout = (101 - m_dpv.fadeout) * 64; + if( m_dpv.fadein > 0 ) + m_dpv.fadein = ( 101 - m_dpv.fadein ) * 64; + if( m_dpv.fadeout > 0 ) + m_dpv.fadeout = ( 101 - m_dpv.fadeout ) * 64; m_dpv.lforate *= 256; @@ -477,8 +485,8 @@ void CAmbientGeneric :: InitModulationParms(void) m_dpv.fadein = m_dpv.fadeinsav; m_dpv.fadeout = 0; - - if (m_dpv.fadein) + + if( m_dpv.fadein ) m_dpv.vol = m_dpv.volstart; else m_dpv.vol = m_dpv.volrun; @@ -486,32 +494,33 @@ void CAmbientGeneric :: InitModulationParms(void) m_dpv.spinup = m_dpv.spinupsav; m_dpv.spindown = 0; - if (m_dpv.spinup) + if( m_dpv.spinup ) m_dpv.pitch = m_dpv.pitchstart; else m_dpv.pitch = m_dpv.pitchrun; - if (m_dpv.pitch == 0) + if( m_dpv.pitch == 0 ) m_dpv.pitch = PITCH_NORM; m_dpv.pitchfrac = m_dpv.pitch << 8; m_dpv.volfrac = m_dpv.vol << 8; m_dpv.lfofrac = 0; - m_dpv.lforate = abs(m_dpv.lforate); + m_dpv.lforate = abs( m_dpv.lforate ); m_dpv.cspincount = 1; - if (m_dpv.cspinup) + if( m_dpv.cspinup ) { - pitchinc = (255 - m_dpv.pitchstart) / m_dpv.cspinup; + pitchinc = ( 255 - m_dpv.pitchstart ) / m_dpv.cspinup; m_dpv.pitchrun = m_dpv.pitchstart + pitchinc; - if (m_dpv.pitchrun > 255) m_dpv.pitchrun = 255; + if( m_dpv.pitchrun > 255 ) + m_dpv.pitchrun = 255; } - if ((m_dpv.spinupsav || m_dpv.spindownsav || (m_dpv.lfotype && m_dpv.lfomodpitch)) - && (m_dpv.pitch == PITCH_NORM)) + if( ( m_dpv.spinupsav || m_dpv.spindownsav || ( m_dpv.lfotype && m_dpv.lfomodpitch ) ) + && ( m_dpv.pitch == PITCH_NORM ) ) m_dpv.pitch = PITCH_NORM + 1; // must never send 'no pitch' as first pitch // if we intend to pitch shift later! } @@ -522,58 +531,58 @@ void CAmbientGeneric :: InitModulationParms(void) // if it's playing, innactive if not. If the sound is not // a looping sound, never mark it as active. // -void CAmbientGeneric :: ToggleUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) +void CAmbientGeneric::ToggleUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { - char* szSoundFile = (char*) STRING(pev->message); + char* szSoundFile = (char*)STRING( pev->message ); float fraction; - if ( useType != USE_TOGGLE ) + if( useType != USE_TOGGLE ) { - if ( (m_fActive && useType == USE_ON) || (!m_fActive && useType == USE_OFF) ) + if( ( m_fActive && useType == USE_ON ) || ( !m_fActive && useType == USE_OFF ) ) return; } // Directly change pitch if arg passed. Only works if sound is already playing. - if (useType == USE_SET && m_fActive) // Momentary buttons will pass down a float in here + if( useType == USE_SET && m_fActive ) // Momentary buttons will pass down a float in here { fraction = value; - - if ( fraction > 1.0 ) + + if( fraction > 1.0 ) fraction = 1.0; - if (fraction < 0.0) + if( fraction < 0.0 ) fraction = 0.01; m_dpv.pitch = fraction * 255; - UTIL_EmitAmbientSound(ENT(pev), pev->origin, szSoundFile, - 0, 0, SND_CHANGE_PITCH, m_dpv.pitch); + UTIL_EmitAmbientSound( ENT( pev ), pev->origin, szSoundFile, 0, 0, SND_CHANGE_PITCH, m_dpv.pitch ); return; } // Toggle // m_fActive is TRUE only if a looping sound is playing. - if ( m_fActive ) + if( m_fActive ) { // turn sound off - if (m_dpv.cspinup) + if( m_dpv.cspinup ) { // Don't actually shut off. Each toggle causes // incremental spinup to max pitch - if (m_dpv.cspincount <= m_dpv.cspinup) - { + if( m_dpv.cspincount <= m_dpv.cspinup ) + { int pitchinc; // start a new spinup m_dpv.cspincount++; - - pitchinc = (255 - m_dpv.pitchstart) / m_dpv.cspinup; + + pitchinc = ( 255 - m_dpv.pitchstart ) / m_dpv.cspinup; m_dpv.spinup = m_dpv.spinupsav; m_dpv.spindown = 0; m_dpv.pitchrun = m_dpv.pitchstart + pitchinc * m_dpv.cspincount; - if (m_dpv.pitchrun > 255) m_dpv.pitchrun = 255; + if( m_dpv.pitchrun > 255 ) + m_dpv.pitchrun = 255; pev->nextthink = gpGlobals->time + 0.1; } @@ -585,7 +594,7 @@ void CAmbientGeneric :: ToggleUse ( CBaseEntity *pActivator, CBaseEntity *pCalle // HACKHACK - this makes the code in Precache() work properly after a save/restore pev->spawnflags |= AMBIENT_SOUND_START_SILENT; - if (m_dpv.spindownsav || m_dpv.fadeoutsav) + if( m_dpv.spindownsav || m_dpv.fadeoutsav ) { // spin it down (or fade it) before shutoff if spindown is set m_dpv.spindown = m_dpv.spindownsav; @@ -596,8 +605,7 @@ void CAmbientGeneric :: ToggleUse ( CBaseEntity *pActivator, CBaseEntity *pCalle pev->nextthink = gpGlobals->time + 0.1; } else - UTIL_EmitAmbientSound(ENT(pev), pev->origin, szSoundFile, - 0, 0, SND_STOP, 0); + UTIL_EmitAmbientSound( ENT( pev ), pev->origin, szSoundFile, 0, 0, SND_STOP, 0 ); } } else @@ -608,18 +616,16 @@ void CAmbientGeneric :: ToggleUse ( CBaseEntity *pActivator, CBaseEntity *pCalle // trigger will cause the sound to play. If the sound is still // playing from a previous trigger press, it will be shut off // and then restarted. - if (m_fLooping) + if( m_fLooping ) m_fActive = TRUE; else // shut sound off now - may be interrupting a long non-looping sound - UTIL_EmitAmbientSound(ENT(pev), pev->origin, szSoundFile, - 0, 0, SND_STOP, 0); + UTIL_EmitAmbientSound( ENT( pev ), pev->origin, szSoundFile, 0, 0, SND_STOP, 0 ); // init all ramp params for startup InitModulationParms(); - UTIL_EmitAmbientSound(ENT(pev), pev->origin, szSoundFile, - (m_dpv.vol * 0.01), m_flAttenuation, 0, m_dpv.pitch); + UTIL_EmitAmbientSound( ENT( pev ), pev->origin, szSoundFile, ( m_dpv.vol * 0.01 ), m_flAttenuation, 0, m_dpv.pitch ); pev->nextthink = gpGlobals->time + 0.1; } @@ -627,143 +633,165 @@ void CAmbientGeneric :: ToggleUse ( CBaseEntity *pActivator, CBaseEntity *pCalle // KeyValue - load keyvalue pairs into member data of the // ambient generic. NOTE: called BEFORE spawn! - -void CAmbientGeneric :: KeyValue( KeyValueData *pkvd ) +void CAmbientGeneric::KeyValue( KeyValueData *pkvd ) { // NOTE: changing any of the modifiers in this code // NOTE: also requires changing InitModulationParms code. // preset - if (FStrEq(pkvd->szKeyName, "preset")) + if( FStrEq( pkvd->szKeyName, "preset" ) ) { - m_dpv.preset = atoi(pkvd->szValue); + m_dpv.preset = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; } // pitchrun - else if (FStrEq(pkvd->szKeyName, "pitch")) + else if( FStrEq( pkvd->szKeyName, "pitch" ) ) { - m_dpv.pitchrun = atoi(pkvd->szValue); + m_dpv.pitchrun = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; - if (m_dpv.pitchrun > 255) m_dpv.pitchrun = 255; - if (m_dpv.pitchrun < 0) m_dpv.pitchrun = 0; + if( m_dpv.pitchrun > 255 ) + m_dpv.pitchrun = 255; + if( m_dpv.pitchrun < 0 ) + m_dpv.pitchrun = 0; } // pitchstart - else if (FStrEq(pkvd->szKeyName, "pitchstart")) + else if( FStrEq( pkvd->szKeyName, "pitchstart" ) ) { - m_dpv.pitchstart = atoi(pkvd->szValue); - pkvd->fHandled = TRUE; + m_dpv.pitchstart = atoi( pkvd->szValue ); + pkvd->fHandled = TRUE; - if (m_dpv.pitchstart > 255) m_dpv.pitchstart = 255; - if (m_dpv.pitchstart < 0) m_dpv.pitchstart = 0; + if( m_dpv.pitchstart > 255 ) + m_dpv.pitchstart = 255; + if( m_dpv.pitchstart < 0 ) + m_dpv.pitchstart = 0; } // spinup - else if (FStrEq(pkvd->szKeyName, "spinup")) + else if( FStrEq( pkvd->szKeyName, "spinup" ) ) { - m_dpv.spinup = atoi(pkvd->szValue); - - if (m_dpv.spinup > 100) m_dpv.spinup = 100; - if (m_dpv.spinup < 0) m_dpv.spinup = 0; + m_dpv.spinup = atoi( pkvd->szValue ); - if (m_dpv.spinup > 0) - m_dpv.spinup = (101 - m_dpv.spinup) * 64; + if( m_dpv.spinup > 100 ) + m_dpv.spinup = 100; + if( m_dpv.spinup < 0 ) + m_dpv.spinup = 0; + + if( m_dpv.spinup > 0 ) + m_dpv.spinup = ( 101 - m_dpv.spinup ) * 64; m_dpv.spinupsav = m_dpv.spinup; pkvd->fHandled = TRUE; } // spindown - else if (FStrEq(pkvd->szKeyName, "spindown")) + else if( FStrEq( pkvd->szKeyName, "spindown" ) ) { - m_dpv.spindown = atoi(pkvd->szValue); - - if (m_dpv.spindown > 100) m_dpv.spindown = 100; - if (m_dpv.spindown < 0) m_dpv.spindown = 0; + m_dpv.spindown = atoi( pkvd->szValue ); - if (m_dpv.spindown > 0) - m_dpv.spindown = (101 - m_dpv.spindown) * 64; + if( m_dpv.spindown > 100 ) + m_dpv.spindown = 100; + if( m_dpv.spindown < 0 ) + m_dpv.spindown = 0; + + if( m_dpv.spindown > 0 ) + m_dpv.spindown = ( 101 - m_dpv.spindown ) * 64; m_dpv.spindownsav = m_dpv.spindown; pkvd->fHandled = TRUE; } // volstart - else if (FStrEq(pkvd->szKeyName, "volstart")) + else if( FStrEq( pkvd->szKeyName, "volstart" ) ) { - m_dpv.volstart = atoi(pkvd->szValue); + m_dpv.volstart = atoi( pkvd->szValue ); - if (m_dpv.volstart > 10) m_dpv.volstart = 10; - if (m_dpv.volstart < 0) m_dpv.volstart = 0; + if( m_dpv.volstart > 10 ) + m_dpv.volstart = 10; + if( m_dpv.volstart < 0 ) + m_dpv.volstart = 0; m_dpv.volstart *= 10; // 0 - 100 pkvd->fHandled = TRUE; } // fadein - else if (FStrEq(pkvd->szKeyName, "fadein")) + else if( FStrEq( pkvd->szKeyName, "fadein" ) ) { - m_dpv.fadein = atoi(pkvd->szValue); + m_dpv.fadein = atoi( pkvd->szValue ); - if (m_dpv.fadein > 100) m_dpv.fadein = 100; - if (m_dpv.fadein < 0) m_dpv.fadein = 0; + if( m_dpv.fadein > 100 ) + m_dpv.fadein = 100; + if( m_dpv.fadein < 0 ) + m_dpv.fadein = 0; - if (m_dpv.fadein > 0) - m_dpv.fadein = (101 - m_dpv.fadein) * 64; + if( m_dpv.fadein > 0 ) + m_dpv.fadein = ( 101 - m_dpv.fadein ) * 64; m_dpv.fadeinsav = m_dpv.fadein; pkvd->fHandled = TRUE; } // fadeout - else if (FStrEq(pkvd->szKeyName, "fadeout")) + else if( FStrEq( pkvd->szKeyName, "fadeout" ) ) { - m_dpv.fadeout = atoi(pkvd->szValue); + m_dpv.fadeout = atoi( pkvd->szValue ); - if (m_dpv.fadeout > 100) m_dpv.fadeout = 100; - if (m_dpv.fadeout < 0) m_dpv.fadeout = 0; + if( m_dpv.fadeout > 100 ) + m_dpv.fadeout = 100; + if( m_dpv.fadeout < 0 ) + m_dpv.fadeout = 0; - if (m_dpv.fadeout > 0) - m_dpv.fadeout = (101 - m_dpv.fadeout) * 64; + if( m_dpv.fadeout > 0 ) + m_dpv.fadeout = ( 101 - m_dpv.fadeout ) * 64; m_dpv.fadeoutsav = m_dpv.fadeout; pkvd->fHandled = TRUE; } // lfotype - else if (FStrEq(pkvd->szKeyName, "lfotype")) + else if( FStrEq( pkvd->szKeyName, "lfotype" ) ) { - m_dpv.lfotype = atoi(pkvd->szValue); - if (m_dpv.lfotype > 4) m_dpv.lfotype = LFO_TRIANGLE; + m_dpv.lfotype = atoi( pkvd->szValue ); + if( m_dpv.lfotype > 4 ) + m_dpv.lfotype = LFO_TRIANGLE; pkvd->fHandled = TRUE; } // lforate - else if (FStrEq(pkvd->szKeyName, "lforate")) + else if( FStrEq( pkvd->szKeyName, "lforate" ) ) { - m_dpv.lforate = atoi(pkvd->szValue); + m_dpv.lforate = atoi( pkvd->szValue ); - if (m_dpv.lforate > 1000) m_dpv.lforate = 1000; - if (m_dpv.lforate < 0) m_dpv.lforate = 0; + if( m_dpv.lforate > 1000 ) + m_dpv.lforate = 1000; + if( m_dpv.lforate < 0 ) + m_dpv.lforate = 0; m_dpv.lforate *= 256; pkvd->fHandled = TRUE; } // lfomodpitch - else if (FStrEq(pkvd->szKeyName, "lfomodpitch")) + else if( FStrEq( pkvd->szKeyName, "lfomodpitch" ) ) { - m_dpv.lfomodpitch = atoi(pkvd->szValue); - if (m_dpv.lfomodpitch > 100) m_dpv.lfomodpitch = 100; - if (m_dpv.lfomodpitch < 0) m_dpv.lfomodpitch = 0; + m_dpv.lfomodpitch = atoi( pkvd->szValue ); + if( m_dpv.lfomodpitch > 100 ) + m_dpv.lfomodpitch = 100; + if( m_dpv.lfomodpitch < 0 ) + m_dpv.lfomodpitch = 0; pkvd->fHandled = TRUE; } // lfomodvol - else if (FStrEq(pkvd->szKeyName, "lfomodvol")) + else if( FStrEq( pkvd->szKeyName, "lfomodvol" ) ) { - m_dpv.lfomodvol = atoi(pkvd->szValue); - if (m_dpv.lfomodvol > 100) m_dpv.lfomodvol = 100; - if (m_dpv.lfomodvol < 0) m_dpv.lfomodvol = 0; + m_dpv.lfomodvol = atoi( pkvd->szValue ); + if( m_dpv.lfomodvol > 100 ) + m_dpv.lfomodvol = 100; + if( m_dpv.lfomodvol < 0 ) + m_dpv.lfomodvol = 0; pkvd->fHandled = TRUE; } // cspinup - else if (FStrEq(pkvd->szKeyName, "cspinup")) + else if( FStrEq( pkvd->szKeyName, "cspinup" ) ) { - m_dpv.cspinup = atoi(pkvd->szValue); - if (m_dpv.cspinup > 100) m_dpv.cspinup = 100; - if (m_dpv.cspinup < 0) m_dpv.cspinup = 0; + m_dpv.cspinup = atoi( pkvd->szValue ); + if( m_dpv.cspinup > 100 ) + m_dpv.cspinup = 100; + if( m_dpv.cspinup < 0 ) + m_dpv.cspinup = 0; pkvd->fHandled = TRUE; } @@ -781,9 +809,9 @@ public: void Think( void ); - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); - static TYPEDESCRIPTION m_SaveData[]; + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); + static TYPEDESCRIPTION m_SaveData[]; float m_flRadius; float m_flRoomtype; @@ -799,16 +827,16 @@ TYPEDESCRIPTION CEnvSound::m_SaveData[] = IMPLEMENT_SAVERESTORE( CEnvSound, CBaseEntity ) -void CEnvSound :: KeyValue( KeyValueData *pkvd ) +void CEnvSound::KeyValue( KeyValueData *pkvd ) { - if (FStrEq(pkvd->szKeyName, "radius")) + if( FStrEq( pkvd->szKeyName, "radius" ) ) { - m_flRadius = atof(pkvd->szValue); + m_flRadius = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - if (FStrEq(pkvd->szKeyName, "roomtype")) + if( FStrEq( pkvd->szKeyName, "roomtype" ) ) { - m_flRoomtype = atof(pkvd->szValue); + m_flRoomtype = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } } @@ -816,7 +844,7 @@ void CEnvSound :: KeyValue( KeyValueData *pkvd ) // returns TRUE if the given sound entity (pev) is in range // and can see the given player entity (pevTarget) -BOOL FEnvSoundInRange(entvars_t *pev, entvars_t *pevTarget, float *pflRange) +BOOL FEnvSoundInRange( entvars_t *pev, entvars_t *pevTarget, float *pflRange ) { CEnvSound *pSound = GetClassPtr( (CEnvSound *)pev ); Vector vecSpot1 = pev->origin + pev->view_ofs; @@ -825,20 +853,20 @@ BOOL FEnvSoundInRange(entvars_t *pev, entvars_t *pevTarget, float *pflRange) float flRange; TraceResult tr; - UTIL_TraceLine(vecSpot1, vecSpot2, ignore_monsters, ENT(pev), &tr); + UTIL_TraceLine( vecSpot1, vecSpot2, ignore_monsters, ENT( pev ), &tr ); // check if line of sight crosses water boundary, or is blocked - if ((tr.fInOpen && tr.fInWater) || tr.flFraction != 1) + if( ( tr.fInOpen && tr.fInWater ) || tr.flFraction != 1 ) return FALSE; // calc range from sound entity to player vecRange = tr.vecEndPos - vecSpot1; flRange = vecRange.Length(); - if (pSound->m_flRadius < flRange) + if( pSound->m_flRadius < flRange ) return FALSE; - - if (pflRange) + + if( pflRange ) *pflRange = flRange; return TRUE; @@ -855,30 +883,30 @@ BOOL FEnvSoundInRange(entvars_t *pev, entvars_t *pevTarget, float *pflRange) // CONSIDER: if player in water state, autoset roomtype to 14,15 or 16. -void CEnvSound :: Think( void ) +void CEnvSound::Think( void ) { // get pointer to client if visible; FIND_CLIENT_IN_PVS will // cycle through visible clients on consecutive calls. - edict_t *pentPlayer = FIND_CLIENT_IN_PVS(edict()); + edict_t *pentPlayer = FIND_CLIENT_IN_PVS( edict() ); CBasePlayer *pPlayer = NULL; - if (FNullEnt(pentPlayer)) + if( FNullEnt( pentPlayer ) ) goto env_sound_Think_slow; // no player in pvs of sound entity, slow it down - pPlayer = GetClassPtr( (CBasePlayer *)VARS(pentPlayer)); + pPlayer = GetClassPtr( (CBasePlayer *)VARS( pentPlayer ) ); float flRange; // check to see if this is the sound entity that is // currently affecting this player - if(!FNullEnt(pPlayer->m_pentSndLast) && (pPlayer->m_pentSndLast == ENT(pev))) + if( !FNullEnt( pPlayer->m_pentSndLast ) && ( pPlayer->m_pentSndLast == ENT( pev ) ) ) { // this is the entity currently affecting player, check // for validity - if (pPlayer->m_flSndRoomtype != 0 && pPlayer->m_flSndRange != 0) + if( pPlayer->m_flSndRoomtype != 0 && pPlayer->m_flSndRange != 0 ) { // we're looking at a valid sound entity affecting // player, make sure it's still valid, update range - if (FEnvSoundInRange(pev, VARS(pentPlayer), &flRange)) + if( FEnvSoundInRange( pev, VARS( pentPlayer ), &flRange ) ) { pPlayer->m_flSndRange = flRange; goto env_sound_Think_fast; @@ -904,12 +932,12 @@ void CEnvSound :: Think( void ) // if we got this far, we're looking at an entity that is contending // for current player sound. the closest entity to player wins. - if (FEnvSoundInRange(pev, VARS(pentPlayer), &flRange)) + if( FEnvSoundInRange( pev, VARS(pentPlayer), &flRange ) ) { - if (flRange < pPlayer->m_flSndRange || pPlayer->m_flSndRange == 0) + if( flRange < pPlayer->m_flSndRange || pPlayer->m_flSndRange == 0 ) { // new entity is closer to player, so it wins. - pPlayer->m_pentSndLast = ENT(pev); + pPlayer->m_pentSndLast = ENT( pev ); pPlayer->m_flSndRoomtype = m_flRoomtype; pPlayer->m_flSndRange = flRange; @@ -917,7 +945,7 @@ void CEnvSound :: Think( void ) // this should be a rare event - once per change of room_type // only! - //CLIENT_COMMAND(pentPlayer, "room_type %f", m_flRoomtype); + //CLIENT_COMMAND( pentPlayer, "room_type %f", m_flRoomtype ); MESSAGE_BEGIN( MSG_ONE, SVC_ROOMTYPE, NULL, pentPlayer ); // use the magic #1 for "one client" WRITE_SHORT( (short)m_flRoomtype ); // sequence number @@ -946,10 +974,10 @@ env_sound_Think_slow: // when player moves in range and sight. // // -void CEnvSound :: Spawn( ) +void CEnvSound::Spawn() { // spread think times - pev->nextthink = gpGlobals->time + RANDOM_FLOAT(0.0, 0.5); + pev->nextthink = gpGlobals->time + RANDOM_FLOAT( 0.0, 0.5 ); } // ==================== SENTENCE GROUPS, UTILITY FUNCTIONS ====================================== @@ -976,25 +1004,25 @@ int gcallsentences = 0; // randomize list of sentence name indices -void USENTENCEG_InitLRU(unsigned char *plru, int count) +void USENTENCEG_InitLRU( unsigned char *plru, int count ) { int i, j, k; unsigned char temp; - if (!fSentencesInit) + if( !fSentencesInit ) return; - if (count > CSENTENCE_LRU_MAX) + if( count > CSENTENCE_LRU_MAX ) count = CSENTENCE_LRU_MAX; - for (i = 0; i < count; i++) - plru[i] = (unsigned char) i; + for( i = 0; i < count; i++ ) + plru[i] = (unsigned char)i; // randomize array - for (i = 0; i < (count * 4); i++) + for( i = 0; i < ( count * 4 ); i++ ) { - j = RANDOM_LONG(0,count-1); - k = RANDOM_LONG(0,count-1); + j = RANDOM_LONG( 0, count - 1 ); + k = RANDOM_LONG( 0, count -1 ); temp = plru[j]; plru[j] = plru[k]; plru[k] = temp; @@ -1007,35 +1035,35 @@ void USENTENCEG_InitLRU(unsigned char *plru, int count) // ipick 'next' is returned. // return of -1 indicates an error. -int USENTENCEG_PickSequential(int isentenceg, char *szfound, int ipick, int freset) +int USENTENCEG_PickSequential( int isentenceg, char *szfound, int ipick, int freset ) { char *szgroupname; unsigned char count; char sznum[8]; - if (!fSentencesInit) + if( !fSentencesInit ) return -1; - if (isentenceg < 0) + if( isentenceg < 0 ) return -1; szgroupname = rgsentenceg[isentenceg].szgroupname; count = rgsentenceg[isentenceg].count; - if (count == 0) + if( count == 0 ) return -1; - if (ipick >= count) - ipick = count-1; + if( ipick >= count ) + ipick = count - 1; - strcpy(szfound, "!"); - strcat(szfound, szgroupname); - sprintf(sznum, "%d", ipick); - strcat(szfound, sznum); + strcpy( szfound, "!" ); + strcat( szfound, szgroupname ); + sprintf( sznum, "%d", ipick ); + strcat( szfound, sznum ); - if (ipick >= count) + if( ipick >= count ) { - if (freset) + if( freset ) // reset at end of list return 0; else @@ -1053,7 +1081,7 @@ int USENTENCEG_PickSequential(int isentenceg, char *szfound, int ipick, int fres // actually the size of the list. Returns ipick, the ordinal // of the picked sentence within the group. -int USENTENCEG_Pick(int isentenceg, char *szfound) +int USENTENCEG_Pick( int isentenceg, char *szfound ) { char *szgroupname; unsigned char *plru; @@ -1063,20 +1091,20 @@ int USENTENCEG_Pick(int isentenceg, char *szfound) unsigned char ipick; int ffound = FALSE; - if (!fSentencesInit) + if( !fSentencesInit ) return -1; - if (isentenceg < 0) + if( isentenceg < 0 ) return -1; szgroupname = rgsentenceg[isentenceg].szgroupname; count = rgsentenceg[isentenceg].count; plru = rgsentenceg[isentenceg].rgblru; - while (!ffound) + while( !ffound ) { - for (i = 0; i < count; i++) - if (plru[i] != 0xFF) + for(i = 0; i < count; i++ ) + if( plru[i] != 0xFF ) { ipick = plru[i]; plru[i] = 0xFF; @@ -1084,14 +1112,14 @@ int USENTENCEG_Pick(int isentenceg, char *szfound) break; } - if (!ffound) - USENTENCEG_InitLRU(plru, count); + if( !ffound ) + USENTENCEG_InitLRU( plru, count ); else { - strcpy(szfound, "!"); - strcat(szfound, szgroupname); - sprintf(sznum, "%d", ipick); - strcat(szfound, sznum); + strcpy( szfound, "!" ); + strcat( szfound, szgroupname ); + sprintf( sznum, "%d", ipick ); + strcat( szfound, sznum ); return ipick; } } @@ -1103,18 +1131,18 @@ int USENTENCEG_Pick(int isentenceg, char *szfound) // Given sentence group rootname (name without number suffix), // get sentence group index (isentenceg). Returns -1 if no such name. -int SENTENCEG_GetIndex(const char *szgroupname) +int SENTENCEG_GetIndex( const char *szgroupname ) { int i; - if (!fSentencesInit || !szgroupname) + if( !fSentencesInit || !szgroupname ) return -1; // search rgsentenceg for match on szgroupname i = 0; - while (rgsentenceg[i].count) + while( rgsentenceg[i].count ) { - if (!strcmp(szgroupname, rgsentenceg[i].szgroupname)) + if( !strcmp( szgroupname, rgsentenceg[i].szgroupname ) ) return i; i++; } @@ -1127,95 +1155,92 @@ int SENTENCEG_GetIndex(const char *szgroupname) // play from the group. Ipick is only needed if you plan on stopping // the sound before playback is done (see SENTENCEG_Stop). -int SENTENCEG_PlayRndI(edict_t *entity, int isentenceg, - float volume, float attenuation, int flags, int pitch) +int SENTENCEG_PlayRndI( edict_t *entity, int isentenceg, float volume, float attenuation, int flags, int pitch ) { char name[64]; int ipick; - if (!fSentencesInit) + if( !fSentencesInit ) return -1; name[0] = 0; - ipick = USENTENCEG_Pick(isentenceg, name); + ipick = USENTENCEG_Pick( isentenceg, name ); if( ipick > 0 ) - EMIT_SOUND_DYN(entity, CHAN_VOICE, name, volume, attenuation, flags, pitch); + EMIT_SOUND_DYN( entity, CHAN_VOICE, name, volume, attenuation, flags, pitch ); return ipick; } // same as above, but takes sentence group name instead of index -int SENTENCEG_PlayRndSz(edict_t *entity, const char *szgroupname, - float volume, float attenuation, int flags, int pitch) +int SENTENCEG_PlayRndSz( edict_t *entity, const char *szgroupname, float volume, float attenuation, int flags, int pitch ) { char name[64]; int ipick; int isentenceg; - if (!fSentencesInit) + if( !fSentencesInit ) return -1; name[0] = 0; - isentenceg = SENTENCEG_GetIndex(szgroupname); - if (isentenceg < 0) + isentenceg = SENTENCEG_GetIndex( szgroupname ); + if( isentenceg < 0 ) { ALERT( at_console, "No such sentence group %s\n", szgroupname ); return -1; } - ipick = USENTENCEG_Pick(isentenceg, name); - if (ipick >= 0 && name[0]) - EMIT_SOUND_DYN(entity, CHAN_VOICE, name, volume, attenuation, flags, pitch); + ipick = USENTENCEG_Pick( isentenceg, name ); + if( ipick >= 0 && name[0] ) + EMIT_SOUND_DYN( entity, CHAN_VOICE, name, volume, attenuation, flags, pitch ); return ipick; } // play sentences in sequential order from sentence group. Reset after last sentence. -int SENTENCEG_PlaySequentialSz(edict_t *entity, const char *szgroupname, - float volume, float attenuation, int flags, int pitch, int ipick, int freset) +int SENTENCEG_PlaySequentialSz( edict_t *entity, const char *szgroupname, float volume, float attenuation, int flags, int pitch, int ipick, int freset ) { char name[64]; int ipicknext; int isentenceg; - if (!fSentencesInit) + if( !fSentencesInit ) return -1; name[0] = 0; isentenceg = SENTENCEG_GetIndex(szgroupname); - if (isentenceg < 0) + if( isentenceg < 0 ) return -1; - ipicknext = USENTENCEG_PickSequential(isentenceg, name, ipick, freset); - if (ipicknext >= 0 && name[0]) - EMIT_SOUND_DYN(entity, CHAN_VOICE, name, volume, attenuation, flags, pitch); + ipicknext = USENTENCEG_PickSequential(isentenceg, name, ipick, freset ); + if( ipicknext >= 0 && name[0] ) + EMIT_SOUND_DYN( entity, CHAN_VOICE, name, volume, attenuation, flags, pitch ); return ipicknext; } // for this entity, for the given sentence within the sentence group, stop // the sentence. -void SENTENCEG_Stop(edict_t *entity, int isentenceg, int ipick) +void SENTENCEG_Stop( edict_t *entity, int isentenceg, int ipick ) { char buffer[64]; char sznum[8]; - if (!fSentencesInit) + if( !fSentencesInit ) return; - if (isentenceg < 0 || ipick < 0) + if( isentenceg < 0 || ipick < 0 ) return; - strcpy(buffer, "!"); - strcat(buffer, rgsentenceg[isentenceg].szgroupname); - sprintf(sznum, "%d", ipick); - strcat(buffer, sznum); + strcpy( buffer, "!" ); + strcat( buffer, rgsentenceg[isentenceg].szgroupname ); + sprintf( sznum, "%d", ipick ); + strcat( buffer, sznum ); - STOP_SOUND(entity, CHAN_VOICE, buffer); + STOP_SOUND( entity, CHAN_VOICE, buffer ); } // open sentences.txt, scan for groups, build rgsentenceg @@ -1229,47 +1254,47 @@ void SENTENCEG_Init() int i, j; int isentencegs; - if (fSentencesInit) + if( fSentencesInit ) return; - memset(gszallsentencenames, 0, CVOXFILESENTENCEMAX * CBSENTENCENAME_MAX); + memset( gszallsentencenames, 0, CVOXFILESENTENCEMAX * CBSENTENCENAME_MAX ); gcallsentences = 0; - memset(rgsentenceg, 0, CSENTENCEG_MAX * sizeof(SENTENCEG)); - memset(buffer, 0, 512); - memset(szgroup, 0, 64); + memset( rgsentenceg, 0, CSENTENCEG_MAX * sizeof(SENTENCEG) ); + memset( buffer, 0, 512 ); + memset( szgroup, 0, 64 ); isentencegs = -1; int filePos = 0, fileSize; byte *pMemFile = g_engfuncs.pfnLoadFileForMe( "sound/sentences.txt", &fileSize ); - if ( !pMemFile ) + if( !pMemFile ) return; // for each line in the file... - while ( memfgets(pMemFile, fileSize, filePos, buffer, 511) != NULL ) + while( memfgets( pMemFile, fileSize, filePos, buffer, 511 ) != NULL ) { // skip whitespace i = 0; - while(buffer[i] && buffer[i] == ' ') + while( buffer[i] && buffer[i] == ' ' ) i++; - if (!buffer[i]) + if( !buffer[i] ) continue; - if (buffer[i] == '/' || !isalpha(buffer[i])) + if( buffer[i] == '/' || !isalpha( buffer[i] ) ) continue; // get sentence name j = i; - while (buffer[j] && buffer[j] != ' ') + while( buffer[j] && buffer[j] != ' ' ) j++; - if (!buffer[j]) + if( !buffer[j] ) continue; - if (gcallsentences > CVOXFILESENTENCEMAX) + if( gcallsentences > CVOXFILESENTENCEMAX ) { - ALERT (at_error, "Too many sentences in sentences.txt!\n"); + ALERT( at_error, "Too many sentences in sentences.txt!\n" ); break; } @@ -1277,51 +1302,50 @@ void SENTENCEG_Init() buffer[j] = 0; const char *pString = buffer + i; - if ( strlen( pString ) >= CBSENTENCENAME_MAX ) - ALERT( at_warning, "Sentence %s longer than %d letters\n", pString, CBSENTENCENAME_MAX-1 ); + if( strlen( pString ) >= CBSENTENCENAME_MAX ) + ALERT( at_warning, "Sentence %s longer than %d letters\n", pString, CBSENTENCENAME_MAX - 1 ); strcpy( gszallsentencenames[gcallsentences++], pString ); j--; - if (j <= i) + if( j <= i ) continue; - if (!isdigit(buffer[j])) + if( !isdigit( buffer[j] ) ) continue; // cut out suffix numbers - while (j > i && isdigit(buffer[j])) + while( j > i && isdigit( buffer[j] ) ) j--; - if (j <= i) + if( j <= i ) continue; - buffer[j+1] = 0; + buffer[j + 1] = 0; // if new name doesn't match previous group name, // make a new group. - - if (strcmp(szgroup, &(buffer[i]))) + if( strcmp( szgroup, &( buffer[i] ) ) ) { // name doesn't match with prev name, // copy name into group, init count to 1 isentencegs++; - if (isentencegs >= CSENTENCEG_MAX) + if( isentencegs >= CSENTENCEG_MAX ) { - ALERT (at_error, "Too many sentence groups in sentences.txt!\n"); + ALERT( at_error, "Too many sentence groups in sentences.txt!\n" ); break; } - strcpy(rgsentenceg[isentencegs].szgroupname, &(buffer[i])); + strcpy( rgsentenceg[isentencegs].szgroupname, &( buffer[i] ) ); rgsentenceg[isentencegs].count = 1; - strcpy(szgroup, &(buffer[i])); + strcpy( szgroup, &( buffer[i] ) ); continue; } else { //name matches with previous, increment group count - if (isentencegs >= 0) + if( isentencegs >= 0 ) rgsentenceg[isentencegs].count++; } } @@ -1334,30 +1358,30 @@ void SENTENCEG_Init() i = 0; - while (rgsentenceg[i].count && i < CSENTENCEG_MAX) + while( rgsentenceg[i].count && i < CSENTENCEG_MAX ) { - USENTENCEG_InitLRU(&(rgsentenceg[i].rgblru[0]), rgsentenceg[i].count); + USENTENCEG_InitLRU( &( rgsentenceg[i].rgblru[0] ), rgsentenceg[i].count ); i++; } } // convert sentence (sample) name to !sentencenum, return !sentencenum -int SENTENCEG_Lookup(const char *sample, char *sentencenum) +int SENTENCEG_Lookup( const char *sample, char *sentencenum ) { char sznum[8]; int i; // this is a sentence name; lookup sentence number // and give to engine as string. - for (i = 0; i < gcallsentences; i++) - if (!stricmp(gszallsentencenames[i], sample+1)) + for( i = 0; i < gcallsentences; i++ ) + if( !stricmp( gszallsentencenames[i], sample + 1 ) ) { - if (sentencenum) + if( sentencenum ) { - strcpy(sentencenum, "!"); - sprintf(sznum, "%d", i); - strcat(sentencenum, sznum); + strcpy( sentencenum, "!" ); + sprintf( sznum, "%d", i ); + strcat( sentencenum, sznum ); } return i; } @@ -1365,64 +1389,63 @@ int SENTENCEG_Lookup(const char *sample, char *sentencenum) return -1; } -void EMIT_SOUND_DYN(edict_t *entity, int channel, const char *sample, float volume, float attenuation, - int flags, int pitch) +void EMIT_SOUND_DYN( edict_t *entity, int channel, const char *sample, float volume, float attenuation, int flags, int pitch ) { - if (sample && *sample == '!') + if( sample && *sample == '!' ) { char name[32]; - if (SENTENCEG_Lookup(sample, name) >= 0) - EMIT_SOUND_DYN2(entity, channel, name, volume, attenuation, flags, pitch); + if( SENTENCEG_Lookup( sample, name ) >= 0 ) + EMIT_SOUND_DYN2( entity, channel, name, volume, attenuation, flags, pitch ); else ALERT( at_aiconsole, "Unable to find %s in sentences.txt\n", sample ); } else - EMIT_SOUND_DYN2(entity, channel, sample, volume, attenuation, flags, pitch); + EMIT_SOUND_DYN2( entity, channel, sample, volume, attenuation, flags, pitch ); } // play a specific sentence over the HEV suit speaker - just pass player entity, and !sentencename -void EMIT_SOUND_SUIT(edict_t *entity, const char *sample) +void EMIT_SOUND_SUIT( edict_t *entity, const char *sample ) { float fvol; int pitch = PITCH_NORM; - fvol = CVAR_GET_FLOAT("suitvolume"); - if (RANDOM_LONG(0,1)) - pitch = RANDOM_LONG(0,6) + 98; + fvol = CVAR_GET_FLOAT( "suitvolume" ); + if( RANDOM_LONG( 0, 1 ) ) + pitch = RANDOM_LONG( 0, 6 ) + 98; - if (fvol > 0.05) - EMIT_SOUND_DYN(entity, CHAN_STATIC, sample, fvol, ATTN_NORM, 0, pitch); + if( fvol > 0.05 ) + EMIT_SOUND_DYN( entity, CHAN_STATIC, sample, fvol, ATTN_NORM, 0, pitch ); } // play a sentence, randomly selected from the passed in group id, over the HEV suit speaker -void EMIT_GROUPID_SUIT(edict_t *entity, int isentenceg) +void EMIT_GROUPID_SUIT( edict_t *entity, int isentenceg ) { float fvol; int pitch = PITCH_NORM; - fvol = CVAR_GET_FLOAT("suitvolume"); - if (RANDOM_LONG(0,1)) - pitch = RANDOM_LONG(0,6) + 98; + fvol = CVAR_GET_FLOAT( "suitvolume" ); + if( RANDOM_LONG( 0, 1 ) ) + pitch = RANDOM_LONG( 0, 6 ) + 98; - if (fvol > 0.05) - SENTENCEG_PlayRndI(entity, isentenceg, fvol, ATTN_NORM, 0, pitch); + if( fvol > 0.05 ) + SENTENCEG_PlayRndI( entity, isentenceg, fvol, ATTN_NORM, 0, pitch ); } // play a sentence, randomly selected from the passed in groupname -void EMIT_GROUPNAME_SUIT(edict_t *entity, const char *groupname) +void EMIT_GROUPNAME_SUIT( edict_t *entity, const char *groupname ) { float fvol; int pitch = PITCH_NORM; - fvol = CVAR_GET_FLOAT("suitvolume"); - if (RANDOM_LONG(0,1)) - pitch = RANDOM_LONG(0,6) + 98; + fvol = CVAR_GET_FLOAT( "suitvolume" ); + if( RANDOM_LONG( 0, 1 ) ) + pitch = RANDOM_LONG( 0, 6 ) + 98; - if (fvol > 0.05) - SENTENCEG_PlayRndSz(entity, groupname, fvol, ATTN_NORM, 0, pitch); + if( fvol > 0.05 ) + SENTENCEG_PlayRndSz( entity, groupname, fvol, ATTN_NORM, 0, pitch ); } // ===================== MATERIAL TYPE DETECTION, MAIN ROUTINES ======================== @@ -1446,39 +1469,39 @@ char grgchTextureType[CTEXTURESMAX]; // parallel array of texture types static char *memfgets( byte *pMemFile, int fileSize, int &filePos, char *pBuffer, int bufferSize ) { // Bullet-proofing - if ( !pMemFile || !pBuffer ) + if( !pMemFile || !pBuffer ) return NULL; - if ( filePos >= fileSize ) + if( filePos >= fileSize ) return NULL; int i = filePos; int last = fileSize; // fgets always NULL terminates, so only read bufferSize-1 characters - if ( last - filePos > (bufferSize-1) ) - last = filePos + (bufferSize-1); + if( last - filePos > ( bufferSize - 1 ) ) + last = filePos + ( bufferSize - 1 ); int stop = 0; // Stop at the next newline (inclusive) or end of buffer - while ( i < last && !stop ) + while( i < last && !stop ) { - if ( pMemFile[i] == '\n' ) + if( pMemFile[i] == '\n' ) stop = 1; i++; } // If we actually advanced the pointer, copy it over - if ( i != filePos ) + if( i != filePos ) { // We read in size bytes int size = i - filePos; // copy it out - memcpy( pBuffer, pMemFile + filePos, sizeof(byte)*size ); + memcpy( pBuffer, pMemFile + filePos, sizeof(byte) * size ); // If the buffer isn't full, terminate (this is always true) - if ( size < bufferSize ) + if( size < bufferSize ) pBuffer[size] = 0; // Update file pointer @@ -1497,56 +1520,56 @@ void TEXTURETYPE_Init() byte *pMemFile; int fileSize, filePos = 0; - if (fTextureTypeInit) + if( fTextureTypeInit ) return; - memset(&(grgszTextureName[0][0]), 0, CTEXTURESMAX * CBTEXTURENAMEMAX); - memset(grgchTextureType, 0, CTEXTURESMAX); + memset( &( grgszTextureName[0][0] ), 0, CTEXTURESMAX * CBTEXTURENAMEMAX ); + memset( grgchTextureType, 0, CTEXTURESMAX ); gcTextures = 0; - memset(buffer, 0, 512); + memset( buffer, 0, 512 ); pMemFile = g_engfuncs.pfnLoadFileForMe( "sound/materials.txt", &fileSize ); - if ( !pMemFile ) + if( !pMemFile ) return; // for each line in the file... - while (memfgets(pMemFile, fileSize, filePos, buffer, 511) != NULL && (gcTextures < CTEXTURESMAX)) + while( memfgets( pMemFile, fileSize, filePos, buffer, 511 ) != NULL && ( gcTextures < CTEXTURESMAX) ) { // skip whitespace i = 0; - while(buffer[i] && isspace(buffer[i])) + while( buffer[i] && isspace( buffer[i] ) ) i++; - if (!buffer[i]) + if( !buffer[i] ) continue; // skip comment lines - if (buffer[i] == '/' || !isalpha(buffer[i])) + if( buffer[i] == '/' || !isalpha( buffer[i] ) ) continue; // get texture type - grgchTextureType[gcTextures] = toupper(buffer[i++]); + grgchTextureType[gcTextures] = toupper( buffer[i++] ); // skip whitespace - while(buffer[i] && isspace(buffer[i])) + while( buffer[i] && isspace( buffer[i] ) ) i++; - if (!buffer[i]) + if( !buffer[i] ) continue; // get sentence name j = i; - while (buffer[j] && !isspace(buffer[j])) + while( buffer[j] && !isspace( buffer[j] ) ) j++; - if (!buffer[j]) + if( !buffer[j] ) continue; // null-terminate name and save in sentences array - j = min (j, CBTEXTURENAMEMAX-1+i); + j = min( j, CBTEXTURENAMEMAX - 1 + i ); buffer[j] = 0; - strcpy(&(grgszTextureName[gcTextures++][0]), &(buffer[i])); + strcpy( &( grgszTextureName[gcTextures++][0] ), &( buffer[i] ) ); } g_engfuncs.pfnFreeFile( pMemFile ); @@ -1560,14 +1583,14 @@ void TEXTURETYPE_Init() // NOTE: this routine should ONLY be called if the // current texture under the player changes! -char TEXTURETYPE_Find(char *name) +char TEXTURETYPE_Find( char *name ) { // CONSIDER: pre-sort texture names and perform faster binary search here - for (int i = 0; i < gcTextures; i++) + for( int i = 0; i < gcTextures; i++ ) { - if (!strnicmp(name, &(grgszTextureName[i][0]), CBTEXTURENAMEMAX-1)) - return (grgchTextureType[i]); + if( !strnicmp( name, &( grgszTextureName[i][0] ), CBTEXTURENAMEMAX - 1 ) ) + return grgchTextureType[i]; } return CHAR_TEX_CONCRETE; @@ -1577,7 +1600,7 @@ char TEXTURETYPE_Find(char *name) // original traceline endpoints used by the attacker, iBulletType is the type of bullet that hit the texture. // returns volume of strike instrument (crowbar) to play -float TEXTURETYPE_PlaySound(TraceResult *ptr, Vector vecSrc, Vector vecEnd, int iBulletType) +float TEXTURETYPE_PlaySound( TraceResult *ptr, Vector vecSrc, Vector vecEnd, int iBulletType ) { // hit the world, try to play sound based on texture material type char chTextureType; @@ -1591,14 +1614,14 @@ float TEXTURETYPE_PlaySound(TraceResult *ptr, Vector vecSrc, Vector vecEnd, int int cnt; float fattn = ATTN_NORM; - if ( !g_pGameRules->PlayTextureSounds() ) + if( !g_pGameRules->PlayTextureSounds() ) return 0.0; - CBaseEntity *pEntity = CBaseEntity::Instance(ptr->pHit); + CBaseEntity *pEntity = CBaseEntity::Instance( ptr->pHit ); chTextureType = 0; - if (pEntity && pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE) + if( pEntity && pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE ) // hit body chTextureType = CHAR_TEX_FLESH; else @@ -1609,78 +1632,94 @@ float TEXTURETYPE_PlaySound(TraceResult *ptr, Vector vecSrc, Vector vecEnd, int // copy trace vector into array for trace_texture - vecSrc.CopyToArray(rgfl1); - vecEnd.CopyToArray(rgfl2); + vecSrc.CopyToArray( rgfl1 ); + vecEnd.CopyToArray( rgfl2 ); // get texture from entity or world (world is ent(0)) - if (pEntity) - pTextureName = TRACE_TEXTURE( ENT(pEntity->pev), rgfl1, rgfl2 ); + if( pEntity ) + pTextureName = TRACE_TEXTURE( ENT( pEntity->pev ), rgfl1, rgfl2 ); else - pTextureName = TRACE_TEXTURE( ENT(0), rgfl1, rgfl2 ); + pTextureName = TRACE_TEXTURE( ENT( 0 ), rgfl1, rgfl2 ); - if ( pTextureName ) + if( pTextureName ) { // strip leading '-0' or '+0~' or '{' or '!' - if (*pTextureName == '-' || *pTextureName == '+') + if( *pTextureName == '-' || *pTextureName == '+' ) pTextureName += 2; - if (*pTextureName == '{' || *pTextureName == '!' || *pTextureName == '~' || *pTextureName == ' ') + if( *pTextureName == '{' || *pTextureName == '!' || *pTextureName == '~' || *pTextureName == ' ' ) pTextureName++; // '}}' - strcpy(szbuffer, pTextureName); + strcpy( szbuffer, pTextureName ); szbuffer[CBTEXTURENAMEMAX - 1] = 0; - // ALERT ( at_console, "texture hit: %s\n", szbuffer); + // ALERT( at_console, "texture hit: %s\n", szbuffer ); // get texture type - chTextureType = TEXTURETYPE_Find(szbuffer); + chTextureType = TEXTURETYPE_Find( szbuffer ); } } - switch (chTextureType) + switch( chTextureType ) { default: - case CHAR_TEX_CONCRETE: fvol = 0.9; fvolbar = 0.6; + case CHAR_TEX_CONCRETE: + fvol = 0.9; + fvolbar = 0.6; rgsz[0] = "player/pl_step1.wav"; rgsz[1] = "player/pl_step2.wav"; cnt = 2; break; - case CHAR_TEX_METAL: fvol = 0.9; fvolbar = 0.3; + case CHAR_TEX_METAL: + fvol = 0.9; + fvolbar = 0.3; rgsz[0] = "player/pl_metal1.wav"; rgsz[1] = "player/pl_metal2.wav"; cnt = 2; break; - case CHAR_TEX_DIRT: fvol = 0.9; fvolbar = 0.1; + case CHAR_TEX_DIRT: + fvol = 0.9; + fvolbar = 0.1; rgsz[0] = "player/pl_dirt1.wav"; rgsz[1] = "player/pl_dirt2.wav"; rgsz[2] = "player/pl_dirt3.wav"; cnt = 3; break; - case CHAR_TEX_VENT: fvol = 0.5; fvolbar = 0.3; + case CHAR_TEX_VENT: + fvol = 0.5; + fvolbar = 0.3; rgsz[0] = "player/pl_duct1.wav"; rgsz[1] = "player/pl_duct1.wav"; cnt = 2; break; - case CHAR_TEX_GRATE: fvol = 0.9; fvolbar = 0.5; + case CHAR_TEX_GRATE: + fvol = 0.9; + fvolbar = 0.5; rgsz[0] = "player/pl_grate1.wav"; rgsz[1] = "player/pl_grate4.wav"; cnt = 2; break; - case CHAR_TEX_TILE: fvol = 0.8; fvolbar = 0.2; + case CHAR_TEX_TILE: + fvol = 0.8; + fvolbar = 0.2; rgsz[0] = "player/pl_tile1.wav"; rgsz[1] = "player/pl_tile3.wav"; rgsz[2] = "player/pl_tile2.wav"; rgsz[3] = "player/pl_tile4.wav"; cnt = 4; break; - case CHAR_TEX_SLOSH: fvol = 0.9; fvolbar = 0.0; + case CHAR_TEX_SLOSH: + fvol = 0.9; + fvolbar = 0.0; rgsz[0] = "player/pl_slosh1.wav"; rgsz[1] = "player/pl_slosh3.wav"; rgsz[2] = "player/pl_slosh2.wav"; rgsz[3] = "player/pl_slosh4.wav"; cnt = 4; break; - case CHAR_TEX_WOOD: fvol = 0.9; fvolbar = 0.2; + case CHAR_TEX_WOOD: + fvol = 0.9; + fvolbar = 0.2; rgsz[0] = "debris/wood1.wav"; rgsz[1] = "debris/wood2.wav"; rgsz[2] = "debris/wood3.wav"; @@ -1688,16 +1727,18 @@ float TEXTURETYPE_PlaySound(TraceResult *ptr, Vector vecSrc, Vector vecEnd, int break; case CHAR_TEX_GLASS: case CHAR_TEX_COMPUTER: - fvol = 0.8; fvolbar = 0.2; + fvol = 0.8; + fvolbar = 0.2; rgsz[0] = "debris/glass1.wav"; rgsz[1] = "debris/glass2.wav"; rgsz[2] = "debris/glass3.wav"; cnt = 3; break; case CHAR_TEX_FLESH: - if (iBulletType == BULLET_PLAYER_CROWBAR) + if( iBulletType == BULLET_PLAYER_CROWBAR ) return 0.0; // crowbar already makes this sound - fvol = 1.0; fvolbar = 0.2; + fvol = 1.0; + fvolbar = 0.2; rgsz[0] = "weapons/bullet_hit1.wav"; rgsz[1] = "weapons/bullet_hit2.wav"; fattn = 1.0; @@ -1706,34 +1747,42 @@ float TEXTURETYPE_PlaySound(TraceResult *ptr, Vector vecSrc, Vector vecEnd, int } // did we hit a breakable? - if (pEntity && FClassnameIs(pEntity->pev, "func_breakable")) + if( pEntity && FClassnameIs( pEntity->pev, "func_breakable" ) ) { // drop volumes, the object will already play a damaged sound fvol /= 1.5; - fvolbar /= 2.0; + fvolbar /= 2.0; } - else if (chTextureType == CHAR_TEX_COMPUTER) + else if( chTextureType == CHAR_TEX_COMPUTER ) { // play random spark if computer - if ( ptr->flFraction != 1.0 && RANDOM_LONG(0,1)) + if( ptr->flFraction != 1.0 && RANDOM_LONG( 0, 1 ) ) { UTIL_Sparks( ptr->vecEndPos ); - float flVolume = RANDOM_FLOAT ( 0.7 , 1.0 );//random volume range - switch ( RANDOM_LONG(0,1) ) + float flVolume = RANDOM_FLOAT( 0.7, 1.0 );//random volume range + switch( RANDOM_LONG( 0, 1 ) ) { - case 0: UTIL_EmitAmbientSound(ENT(0), ptr->vecEndPos, "buttons/spark5.wav", flVolume, ATTN_NORM, 0, 100); break; - case 1: UTIL_EmitAmbientSound(ENT(0), ptr->vecEndPos, "buttons/spark6.wav", flVolume, ATTN_NORM, 0, 100); break; - // case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark5.wav", flVolume, ATTN_NORM); break; - // case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark6.wav", flVolume, ATTN_NORM); break; + case 0: + UTIL_EmitAmbientSound( ENT( 0 ), ptr->vecEndPos, "buttons/spark5.wav", flVolume, ATTN_NORM, 0, 100 ); + break; + case 1: + UTIL_EmitAmbientSound( ENT( 0 ), ptr->vecEndPos, "buttons/spark6.wav", flVolume, ATTN_NORM, 0, 100 ); + break; + /*case 0: + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "buttons/spark5.wav", flVolume, ATTN_NORM ); + break; + case 1: + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "buttons/spark6.wav", flVolume, ATTN_NORM ); + break;*/ } } } // play material hit sound - UTIL_EmitAmbientSound(ENT(0), ptr->vecEndPos, rgsz[RANDOM_LONG(0,cnt-1)], fvol, fattn, 0, 96 + RANDOM_LONG(0,0xf)); - //EMIT_SOUND_DYN( ENT(m_pPlayer->pev), CHAN_WEAPON, rgsz[RANDOM_LONG(0,cnt-1)], fvol, ATTN_NORM, 0, 96 + RANDOM_LONG(0,0xf)); - + UTIL_EmitAmbientSound( ENT( 0 ), ptr->vecEndPos, rgsz[RANDOM_LONG( 0, cnt - 1 )], fvol, fattn, 0, 96 + RANDOM_LONG( 0, 0xf ) ); + //EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, rgsz[RANDOM_LONG( 0, cnt - 1 )], fvol, ATTN_NORM, 0, 96 + RANDOM_LONG( 0, 0xf ) ); + return fvolbar; } @@ -1741,26 +1790,26 @@ float TEXTURETYPE_PlaySound(TraceResult *ptr, Vector vecSrc, Vector vecEnd, int // // Speaker class. Used for announcements per level, for door lock/unlock spoken voice. // - class CSpeaker : public CBaseEntity { public: - void KeyValue( KeyValueData* pkvd); + void KeyValue( KeyValueData *pkvd ); void Spawn( void ); void Precache( void ); - void EXPORT ToggleUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); + void EXPORT ToggleUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); void EXPORT SpeakerThink( void ); - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); - static TYPEDESCRIPTION m_SaveData[]; + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); + static TYPEDESCRIPTION m_SaveData[]; - virtual int ObjectCaps( void ) { return (CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION); } + virtual int ObjectCaps( void ) { return ( CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION ); } - int m_preset; // preset number + int m_preset; // preset number }; LINK_ENTITY_TO_CLASS( speaker, CSpeaker ) + TYPEDESCRIPTION CSpeaker::m_SaveData[] = { DEFINE_FIELD( CSpeaker, m_preset, FIELD_INTEGER ), @@ -1771,39 +1820,39 @@ IMPLEMENT_SAVERESTORE( CSpeaker, CBaseEntity ) // // ambient_generic - general-purpose user-defined static sound // -void CSpeaker :: Spawn( void ) +void CSpeaker::Spawn( void ) { - char* szSoundFile = (char*) STRING(pev->message); + char *szSoundFile = (char*) STRING( pev->message ); - if ( !m_preset && (FStringNull( pev->message ) || strlen( szSoundFile ) < 1 )) + if( !m_preset && ( FStringNull( pev->message ) || strlen( szSoundFile ) < 1 ) ) { ALERT( at_error, "SPEAKER with no Level/Sentence! at: %f, %f, %f\n", pev->origin.x, pev->origin.y, pev->origin.z ); pev->nextthink = gpGlobals->time + 0.1; SetThink( &CBaseEntity::SUB_Remove ); return; } - pev->solid = SOLID_NOT; - pev->movetype = MOVETYPE_NONE; + pev->solid = SOLID_NOT; + pev->movetype = MOVETYPE_NONE; - SetThink( &CSpeaker::SpeakerThink); + SetThink( &CSpeaker::SpeakerThink ); pev->nextthink = 0.0; // allow on/off switching via 'use' function. SetUse( &CSpeaker::ToggleUse ); - Precache( ); + Precache(); } #define ANNOUNCE_MINUTES_MIN 0.25 #define ANNOUNCE_MINUTES_MAX 2.25 -void CSpeaker :: Precache( void ) +void CSpeaker::Precache( void ) { - if ( !FBitSet (pev->spawnflags, SPEAKER_START_SILENT ) ) + if( !FBitSet( pev->spawnflags, SPEAKER_START_SILENT ) ) // set first announcement time for random n second - pev->nextthink = gpGlobals->time + RANDOM_FLOAT(5.0, 15.0); + pev->nextthink = gpGlobals->time + RANDOM_FLOAT( 5.0, 15.0 ); } -void CSpeaker :: SpeakerThink( void ) +void CSpeaker::SpeakerThink( void ) { char* szSoundFile; float flvolume = pev->health * 0.1; @@ -1812,39 +1861,63 @@ void CSpeaker :: SpeakerThink( void ) int pitch = 100; // Wait for the talkmonster to finish first. - if (gpGlobals->time <= CTalkMonster::g_talkWaitTime) + if( gpGlobals->time <= CTalkMonster::g_talkWaitTime ) { pev->nextthink = CTalkMonster::g_talkWaitTime + RANDOM_FLOAT( 5, 10 ); return; } - if (m_preset) + if( m_preset ) { // go lookup preset text, assign szSoundFile - switch (m_preset) + switch( m_preset ) { - case 1: szSoundFile = "C1A0_"; break; - case 2: szSoundFile = "C1A1_"; break; - case 3: szSoundFile = "C1A2_"; break; - case 4: szSoundFile = "C1A3_"; break; - case 5: szSoundFile = "C1A4_"; break; - case 6: szSoundFile = "C2A1_"; break; - case 7: szSoundFile = "C2A2_"; break; - case 8: szSoundFile = "C2A3_"; break; - case 9: szSoundFile = "C2A4_"; break; - case 10: szSoundFile = "C2A5_"; break; - case 11: szSoundFile = "C3A1_"; break; - case 12: szSoundFile = "C3A2_"; break; + case 1: + szSoundFile = "C1A0_"; + break; + case 2: + szSoundFile = "C1A1_"; + break; + case 3: + szSoundFile = "C1A2_"; + break; + case 4: + szSoundFile = "C1A3_"; + break; + case 5: + szSoundFile = "C1A4_"; + break; + case 6: + szSoundFile = "C2A1_"; + break; + case 7: + szSoundFile = "C2A2_"; + break; + case 8: + szSoundFile = "C2A3_"; + break; + case 9: + szSoundFile = "C2A4_"; + break; + case 10: + szSoundFile = "C2A5_"; + break; + case 11: + szSoundFile = "C3A1_"; + break; + case 12: + szSoundFile = "C3A2_"; + break; } } else - szSoundFile = (char*) STRING(pev->message); + szSoundFile = (char*)STRING( pev->message ); - if (szSoundFile[0] == '!') + if( szSoundFile[0] == '!' ) { // play single sentence, one shot - UTIL_EmitAmbientSound ( ENT(pev), pev->origin, szSoundFile, - flvolume, flattenuation, flags, pitch); + UTIL_EmitAmbientSound( ENT( pev ), pev->origin, szSoundFile, + flvolume, flattenuation, flags, pitch ); // shut off and reset pev->nextthink = 0.0; @@ -1852,11 +1925,11 @@ void CSpeaker :: SpeakerThink( void ) else { // make random announcement from sentence group - if (SENTENCEG_PlayRndSz(ENT(pev), szSoundFile, flvolume, flattenuation, flags, pitch) < 0) - ALERT(at_console, "Level Design Error!\nSPEAKER has bad sentence group name: %s\n",szSoundFile); + if( SENTENCEG_PlayRndSz( ENT( pev ), szSoundFile, flvolume, flattenuation, flags, pitch ) < 0 ) + ALERT( at_console, "Level Design Error!\nSPEAKER has bad sentence group name: %s\n",szSoundFile ); // set next announcement time for random 5 to 10 minute delay - pev->nextthink = gpGlobals->time + RANDOM_FLOAT(ANNOUNCE_MINUTES_MIN * 60.0, ANNOUNCE_MINUTES_MAX * 60.0); + pev->nextthink = gpGlobals->time + RANDOM_FLOAT( ANNOUNCE_MINUTES_MIN * 60.0, ANNOUNCE_MINUTES_MAX * 60.0 ); CTalkMonster::g_talkWaitTime = gpGlobals->time + 5; // time delay until it's ok to speak: used so that two NPCs don't talk at once } @@ -1867,28 +1940,28 @@ void CSpeaker :: SpeakerThink( void ) // // ToggleUse - if an announcement is pending, cancel it. If no announcement is pending, start one. // -void CSpeaker :: ToggleUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) +void CSpeaker::ToggleUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { - int fActive = (pev->nextthink > 0.0); + int fActive = ( pev->nextthink > 0.0 ); // fActive is TRUE only if an announcement is pending - if ( useType != USE_TOGGLE ) + if( useType != USE_TOGGLE ) { // ignore if we're just turning something on that's already on, or // turning something off that's already off. - if ( (fActive && useType == USE_ON) || (!fActive && useType == USE_OFF) ) + if( ( fActive && useType == USE_ON ) || ( !fActive && useType == USE_OFF ) ) return; } - if ( useType == USE_ON ) + if( useType == USE_ON ) { // turn on announcements pev->nextthink = gpGlobals->time + 0.1; return; } - if ( useType == USE_OFF ) + if( useType == USE_OFF ) { // turn off announcements pev->nextthink = 0.0; @@ -1896,7 +1969,7 @@ void CSpeaker :: ToggleUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_ } // Toggle announcements - if ( fActive ) + if( fActive ) { // turn off announcements pev->nextthink = 0.0; @@ -1911,12 +1984,12 @@ void CSpeaker :: ToggleUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_ // KeyValue - load keyvalue pairs into member data // NOTE: called BEFORE spawn! -void CSpeaker :: KeyValue( KeyValueData *pkvd ) +void CSpeaker::KeyValue( KeyValueData *pkvd ) { // preset - if (FStrEq(pkvd->szKeyName, "preset")) + if( FStrEq( pkvd->szKeyName, "preset" ) ) { - m_preset = atoi(pkvd->szValue); + m_preset = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; } else diff --git a/dlls/spectator.cpp b/dlls/spectator.cpp index e4174a31..0ac09640 100644 --- a/dlls/spectator.cpp +++ b/dlls/spectator.cpp @@ -32,7 +32,7 @@ SpectatorConnect called when a spectator connects to a server ============ */ -void CBaseSpectator::SpectatorConnect(void) +void CBaseSpectator::SpectatorConnect( void ) { pev->flags = FL_SPECTATOR; pev->solid = SOLID_NOT; @@ -48,7 +48,7 @@ SpectatorDisconnect called when a spectator disconnects from a server ============ */ -void CBaseSpectator::SpectatorDisconnect(void) +void CBaseSpectator::SpectatorDisconnect( void ) { } @@ -59,14 +59,14 @@ SpectatorImpulseCommand Called by SpectatorThink if the spectator entered an impulse ================ */ -void CBaseSpectator::SpectatorImpulseCommand(void) +void CBaseSpectator::SpectatorImpulseCommand( void ) { - static edict_t *pGoal = NULL; - edict_t *pPreviousGoal; - edict_t *pCurrentGoal; - BOOL bFound; + static edict_t *pGoal = NULL; + edict_t *pPreviousGoal; + edict_t *pCurrentGoal; + BOOL bFound; - switch (pev->impulse) + switch( pev->impulse ) { case 1: // teleport the spectator to the next spawn point @@ -78,24 +78,24 @@ void CBaseSpectator::SpectatorImpulseCommand(void) // back around bFound = FALSE; - while (1) + while( 1 ) { - pCurrentGoal = FIND_ENTITY_BY_CLASSNAME(pCurrentGoal, "info_player_deathmatch"); + pCurrentGoal = FIND_ENTITY_BY_CLASSNAME( pCurrentGoal, "info_player_deathmatch" ); // Looped around, failure - if (pCurrentGoal == pPreviousGoal) + if( pCurrentGoal == pPreviousGoal ) { - ALERT(at_console, "Could not find a spawn spot.\n"); + ALERT( at_console, "Could not find a spawn spot.\n" ); break; } // Found a non-world entity, set success, otherwise, look for the next one. - if (!FNullEnt(pCurrentGoal)) + if( !FNullEnt( pCurrentGoal ) ) { bFound = TRUE; break; } } - if (!bFound) // Didn't find a good spot. + if( !bFound ) // Didn't find a good spot. break; pGoal = pCurrentGoal; @@ -104,7 +104,7 @@ void CBaseSpectator::SpectatorImpulseCommand(void) pev->fixangle = FALSE; break; default: - ALERT(at_console, "Unknown spectator impulse\n"); + ALERT( at_console, "Unknown spectator impulse\n" ); break; } @@ -118,17 +118,17 @@ SpectatorThink Called every frame after physics are run ================ */ -void CBaseSpectator::SpectatorThink(void) +void CBaseSpectator::SpectatorThink( void ) { - if (!(pev->flags & FL_SPECTATOR)) + if( !( pev->flags & FL_SPECTATOR ) ) { pev->flags = FL_SPECTATOR; } - pev->solid = SOLID_NOT; - pev->movetype = MOVETYPE_NOCLIP; + pev->solid = SOLID_NOT; + pev->movetype = MOVETYPE_NOCLIP; - if (pev->impulse) + if( pev->impulse ) SpectatorImpulseCommand(); } diff --git a/dlls/spectator.h b/dlls/spectator.h index d459a384..90f8678f 100644 --- a/dlls/spectator.h +++ b/dlls/spectator.h @@ -18,10 +18,10 @@ class CBaseSpectator : public CBaseEntity { public: void Spawn(); - void SpectatorConnect(void); - void SpectatorDisconnect(void); - void SpectatorThink(void); + void SpectatorConnect( void ); + void SpectatorDisconnect( void ); + void SpectatorThink( void ); private: - void SpectatorImpulseCommand(void); -}; \ No newline at end of file + void SpectatorImpulseCommand( void ); +}; diff --git a/dlls/squadmonster.cpp b/dlls/squadmonster.cpp index 6785018c..a89f39f9 100644 --- a/dlls/squadmonster.cpp +++ b/dlls/squadmonster.cpp @@ -47,18 +47,18 @@ IMPLEMENT_SAVERESTORE( CSquadMonster, CBaseMonster ) // OccupySlot - if any slots of the passed slots are // available, the monster will be assigned to one. //========================================================= -BOOL CSquadMonster :: OccupySlot( int iDesiredSlots ) +BOOL CSquadMonster::OccupySlot( int iDesiredSlots ) { int i; int iMask; int iSquadSlots; - if ( !InSquad() ) + if( !InSquad() ) { return TRUE; } - if ( SquadEnemySplit() ) + if( SquadEnemySplit() ) { // if the squad members aren't all fighting the same enemy, slots are disabled // so that a squad member doesn't get stranded unable to engage his enemy because @@ -69,7 +69,7 @@ BOOL CSquadMonster :: OccupySlot( int iDesiredSlots ) CSquadMonster *pSquadLeader = MySquadLeader(); - if ( !( iDesiredSlots ^ pSquadLeader->m_afSquadSlots ) ) + if( !( iDesiredSlots ^ pSquadLeader->m_afSquadSlots ) ) { // none of the desired slots are available. return FALSE; @@ -77,17 +77,17 @@ BOOL CSquadMonster :: OccupySlot( int iDesiredSlots ) iSquadSlots = pSquadLeader->m_afSquadSlots; - for ( i = 0; i < NUM_SLOTS; i++ ) + for( i = 0; i < NUM_SLOTS; i++ ) { - iMask = 1<m_afSquadSlots |= iMask; m_iMySlot = iMask; - //ALERT ( at_aiconsole, "Took slot %d - %d\n", i, m_hSquadLeader->m_afSquadSlots ); + //ALERT( at_aiconsole, "Took slot %d - %d\n", i, m_hSquadLeader->m_afSquadSlots ); return TRUE; } } @@ -97,13 +97,13 @@ BOOL CSquadMonster :: OccupySlot( int iDesiredSlots ) } //========================================================= -// VacateSlot +// VacateSlot //========================================================= -void CSquadMonster :: VacateSlot() +void CSquadMonster::VacateSlot() { - if ( m_iMySlot != bits_NO_SLOT && InSquad() ) + if( m_iMySlot != bits_NO_SLOT && InSquad() ) { - //ALERT ( at_aiconsole, "Vacated Slot %d - %d\n", m_iMySlot, m_hSquadLeader->m_afSquadSlots ); + //ALERT( at_aiconsole, "Vacated Slot %d - %d\n", m_iMySlot, m_hSquadLeader->m_afSquadSlots ); MySquadLeader()->m_afSquadSlots &= ~m_iMySlot; m_iMySlot = bits_NO_SLOT; } @@ -112,7 +112,7 @@ void CSquadMonster :: VacateSlot() //========================================================= // ScheduleChange //========================================================= -void CSquadMonster :: ScheduleChange ( void ) +void CSquadMonster::ScheduleChange ( void ) { VacateSlot(); } @@ -120,16 +120,16 @@ void CSquadMonster :: ScheduleChange ( void ) //========================================================= // Killed //========================================================= -void CSquadMonster :: Killed( entvars_t *pevAttacker, int iGib ) +void CSquadMonster::Killed( entvars_t *pevAttacker, int iGib ) { VacateSlot(); - if ( InSquad() ) + if( InSquad() ) { MySquadLeader()->SquadRemove( this ); } - CBaseMonster :: Killed ( pevAttacker, iGib ); + CBaseMonster::Killed( pevAttacker, iGib ); } // These functions are still awaiting conversion to CSquadMonster @@ -141,19 +141,19 @@ void CSquadMonster :: Killed( entvars_t *pevAttacker, int iGib ) // If I am pRemove, promote m_pSquadNext to leader // //========================================================= -void CSquadMonster :: SquadRemove( CSquadMonster *pRemove ) +void CSquadMonster::SquadRemove( CSquadMonster *pRemove ) { ASSERT( pRemove!=NULL ); ASSERT( this->IsLeader() ); ASSERT( pRemove->m_hSquadLeader == this ); // If I'm the leader, get rid of my squad - if (pRemove == MySquadLeader()) + if( pRemove == MySquadLeader() ) { - for (int i = 0; i < MAX_SQUAD_MEMBERS-1;i++) + for( int i = 0; i < MAX_SQUAD_MEMBERS - 1; i++ ) { - CSquadMonster *pMember = MySquadMember(i); - if (pMember) + CSquadMonster *pMember = MySquadMember( i ); + if( pMember ) { pMember->m_hSquadLeader = NULL; m_hSquadMember[i] = NULL; @@ -163,11 +163,11 @@ void CSquadMonster :: SquadRemove( CSquadMonster *pRemove ) else { CSquadMonster *pSquadLeader = MySquadLeader(); - if (pSquadLeader) + if( pSquadLeader ) { - for (int i = 0; i < MAX_SQUAD_MEMBERS-1;i++) + for( int i = 0; i < MAX_SQUAD_MEMBERS - 1; i++ ) { - if (pSquadLeader->m_hSquadMember[i] == this) + if( pSquadLeader->m_hSquadMember[i] == this ) { pSquadLeader->m_hSquadMember[i] = NULL; break; @@ -184,15 +184,15 @@ void CSquadMonster :: SquadRemove( CSquadMonster *pRemove ) // SquadAdd(), add pAdd to my squad // //========================================================= -BOOL CSquadMonster :: SquadAdd( CSquadMonster *pAdd ) +BOOL CSquadMonster::SquadAdd( CSquadMonster *pAdd ) { - ASSERT( pAdd!=NULL ); + ASSERT( pAdd != NULL ); ASSERT( !pAdd->InSquad() ); ASSERT( this->IsLeader() ); - for (int i = 0; i < MAX_SQUAD_MEMBERS-1; i++) + for( int i = 0; i < MAX_SQUAD_MEMBERS - 1; i++ ) { - if (m_hSquadMember[i] == NULL) + if( m_hSquadMember[i] == NULL ) { m_hSquadMember[i] = pAdd; pAdd->m_hSquadLeader = this; @@ -210,10 +210,10 @@ BOOL CSquadMonster :: SquadAdd( CSquadMonster *pAdd ) // members who don't have current info. // //========================================================= -void CSquadMonster :: SquadPasteEnemyInfo ( void ) +void CSquadMonster::SquadPasteEnemyInfo( void ) { - CSquadMonster *pSquadLeader = MySquadLeader( ); - if (pSquadLeader) + CSquadMonster *pSquadLeader = MySquadLeader(); + if( pSquadLeader ) pSquadLeader->m_vecEnemyLKP = m_vecEnemyLKP; } @@ -225,10 +225,10 @@ void CSquadMonster :: SquadPasteEnemyInfo ( void ) // so the most recent data is always available here. // //========================================================= -void CSquadMonster :: SquadCopyEnemyInfo ( void ) +void CSquadMonster::SquadCopyEnemyInfo( void ) { - CSquadMonster *pSquadLeader = MySquadLeader( ); - if (pSquadLeader) + CSquadMonster *pSquadLeader = MySquadLeader(); + if( pSquadLeader ) m_vecEnemyLKP = pSquadLeader->m_vecEnemyLKP; } @@ -238,27 +238,27 @@ void CSquadMonster :: SquadCopyEnemyInfo ( void ) // the same entity. // //========================================================= -void CSquadMonster :: SquadMakeEnemy ( CBaseEntity *pEnemy ) +void CSquadMonster::SquadMakeEnemy( CBaseEntity *pEnemy ) { - if (!InSquad()) + if( !InSquad() ) return; - if ( !pEnemy ) + if( !pEnemy ) { - ALERT ( at_console, "ERROR: SquadMakeEnemy() - pEnemy is NULL!\n" ); + ALERT( at_console, "ERROR: SquadMakeEnemy() - pEnemy is NULL!\n" ); return; } - CSquadMonster *pSquadLeader = MySquadLeader( ); - for (int i = 0; i < MAX_SQUAD_MEMBERS; i++) + CSquadMonster *pSquadLeader = MySquadLeader(); + for( int i = 0; i < MAX_SQUAD_MEMBERS; i++ ) { - CSquadMonster *pMember = pSquadLeader->MySquadMember(i); - if (pMember) + CSquadMonster *pMember = pSquadLeader->MySquadMember( i ); + if( pMember ) { // reset members who aren't activly engaged in fighting - if (pMember->m_hEnemy != pEnemy && !pMember->HasConditions( bits_COND_SEE_ENEMY)) + if( pMember->m_hEnemy != pEnemy && !pMember->HasConditions( bits_COND_SEE_ENEMY ) ) { - if ( pMember->m_hEnemy != NULL) + if( pMember->m_hEnemy != NULL ) { // remember their current enemy pMember->PushEnemy( pMember->m_hEnemy, pMember->m_vecEnemyLKP ); @@ -266,7 +266,7 @@ void CSquadMonster :: SquadMakeEnemy ( CBaseEntity *pEnemy ) // give them a new enemy pMember->m_hEnemy = pEnemy; pMember->m_vecEnemyLKP = pEnemy->pev->origin; - pMember->SetConditions ( bits_COND_NEW_ENEMY ); + pMember->SetConditions( bits_COND_NEW_ENEMY ); } } } @@ -278,16 +278,16 @@ void CSquadMonster :: SquadMakeEnemy ( CBaseEntity *pEnemy ) // callable from leaders & followers // //========================================================= -int CSquadMonster :: SquadCount( void ) +int CSquadMonster::SquadCount( void ) { - if (!InSquad()) + if( !InSquad() ) return 0; CSquadMonster *pSquadLeader = MySquadLeader(); int squadCount = 0; - for (int i = 0; i < MAX_SQUAD_MEMBERS; i++) + for( int i = 0; i < MAX_SQUAD_MEMBERS; i++ ) { - if (pSquadLeader->MySquadMember(i) != NULL) + if( pSquadLeader->MySquadMember( i ) != NULL ) squadCount++; } @@ -300,16 +300,16 @@ int CSquadMonster :: SquadCount( void ) // link them as a group. returns the group size // //========================================================= -int CSquadMonster :: SquadRecruit( int searchRadius, int maxMembers ) +int CSquadMonster::SquadRecruit( int searchRadius, int maxMembers ) { int squadCount; int iMyClass = Classify();// cache this monster's class // Don't recruit if I'm already in a group - if ( InSquad() ) + if( InSquad() ) return 0; - if ( maxMembers < 2 ) + if( maxMembers < 2 ) return 0; // I am my own leader @@ -318,20 +318,20 @@ int CSquadMonster :: SquadRecruit( int searchRadius, int maxMembers ) CBaseEntity *pEntity = NULL; - if ( !FStringNull( pev->netname ) ) + if( !FStringNull( pev->netname ) ) { // I have a netname, so unconditionally recruit everyone else with that name. pEntity = UTIL_FindEntityByString( pEntity, "netname", STRING( pev->netname ) ); - while ( pEntity ) + while( pEntity ) { CSquadMonster *pRecruit = pEntity->MySquadMonsterPointer(); - if ( pRecruit ) + if( pRecruit ) { - if ( !pRecruit->InSquad() && pRecruit->Classify() == iMyClass && pRecruit != this ) + if( !pRecruit->InSquad() && pRecruit->Classify() == iMyClass && pRecruit != this ) { // minimum protection here against user error.in worldcraft. - if (!SquadAdd( pRecruit )) + if( !SquadAdd( pRecruit ) ) break; squadCount++; } @@ -342,22 +342,22 @@ int CSquadMonster :: SquadRecruit( int searchRadius, int maxMembers ) } else { - while ((pEntity = UTIL_FindEntityInSphere( pEntity, pev->origin, searchRadius )) != NULL) + while( ( pEntity = UTIL_FindEntityInSphere( pEntity, pev->origin, searchRadius ) ) != NULL ) { - CSquadMonster *pRecruit = pEntity->MySquadMonsterPointer( ); + CSquadMonster *pRecruit = pEntity->MySquadMonsterPointer(); - if ( pRecruit && pRecruit != this && pRecruit->IsAlive() && !pRecruit->m_pCine ) + if( pRecruit && pRecruit != this && pRecruit->IsAlive() && !pRecruit->m_pCine ) { // Can we recruit this guy? - if ( !pRecruit->InSquad() && pRecruit->Classify() == iMyClass && - ( (iMyClass != CLASS_ALIEN_MONSTER) || FStrEq(STRING(pev->classname), STRING(pRecruit->pev->classname))) && + if( !pRecruit->InSquad() && pRecruit->Classify() == iMyClass && + ( ( iMyClass != CLASS_ALIEN_MONSTER ) || FStrEq( STRING( pev->classname ), STRING( pRecruit->pev->classname ) ) ) && FStringNull( pRecruit->pev->netname ) ) { TraceResult tr; UTIL_TraceLine( pev->origin + pev->view_ofs, pRecruit->pev->origin + pev->view_ofs, ignore_monsters, pRecruit->edict(), &tr );// try to hit recruit with a traceline. - if ( tr.flFraction == 1.0 ) + if( tr.flFraction == 1.0 ) { - if (!SquadAdd( pRecruit )) + if( !SquadAdd( pRecruit ) ) break; squadCount++; @@ -368,7 +368,7 @@ int CSquadMonster :: SquadRecruit( int searchRadius, int maxMembers ) } // no single member squads - if (squadCount == 1) + if( squadCount == 1 ) { m_hSquadLeader = NULL; } @@ -379,16 +379,16 @@ int CSquadMonster :: SquadRecruit( int searchRadius, int maxMembers ) //========================================================= // CheckEnemy //========================================================= -int CSquadMonster :: CheckEnemy ( CBaseEntity *pEnemy ) +int CSquadMonster::CheckEnemy( CBaseEntity *pEnemy ) { int iUpdatedLKP; - iUpdatedLKP = CBaseMonster :: CheckEnemy ( m_hEnemy ); - + iUpdatedLKP = CBaseMonster::CheckEnemy( m_hEnemy ); + // communicate with squad members about the enemy IF this individual has the same enemy as the squad leader. - if ( InSquad() && (CBaseEntity *)m_hEnemy == MySquadLeader()->m_hEnemy ) + if( InSquad() && (CBaseEntity *)m_hEnemy == MySquadLeader()->m_hEnemy ) { - if ( iUpdatedLKP ) + if( iUpdatedLKP ) { // have new enemy information, so paste to the squad. SquadPasteEnemyInfo(); @@ -406,16 +406,16 @@ int CSquadMonster :: CheckEnemy ( CBaseEntity *pEnemy ) //========================================================= // StartMonster //========================================================= -void CSquadMonster :: StartMonster( void ) +void CSquadMonster::StartMonster( void ) { - CBaseMonster :: StartMonster(); + CBaseMonster::StartMonster(); - if ( ( m_afCapability & bits_CAP_SQUAD ) && !InSquad() ) + if( ( m_afCapability & bits_CAP_SQUAD ) && !InSquad() ) { - if ( !FStringNull( pev->netname ) ) + if( !FStringNull( pev->netname ) ) { // if I have a groupname, I can only recruit if I'm flagged as leader - if ( !( pev->spawnflags & SF_SQUADMONSTER_LEADER ) ) + if( !( pev->spawnflags & SF_SQUADMONSTER_LEADER ) ) { return; } @@ -424,12 +424,12 @@ void CSquadMonster :: StartMonster( void ) // try to form squads now. int iSquadSize = SquadRecruit( 1024, 4 ); - if ( iSquadSize ) + if( iSquadSize ) { - ALERT ( at_aiconsole, "Squad of %d %s formed\n", iSquadSize, STRING( pev->classname ) ); + ALERT( at_aiconsole, "Squad of %d %s formed\n", iSquadSize, STRING( pev->classname ) ); } - if ( IsLeader() && FClassnameIs ( pev, "monster_human_grunt" ) ) + if( IsLeader() && FClassnameIs( pev, "monster_human_grunt" ) ) { SetBodygroup( 1, 1 ); // UNDONE: truly ugly hack pev->skin = 0; @@ -443,26 +443,25 @@ void CSquadMonster :: StartMonster( void ) // Builds a large box in front of the grunt and checks to see // if any squad members are in that box. //========================================================= -BOOL CSquadMonster :: NoFriendlyFire( void ) +BOOL CSquadMonster::NoFriendlyFire( void ) { - if ( !InSquad() ) + if( !InSquad() ) { return TRUE; } - CPlane backPlane; - CPlane leftPlane; - CPlane rightPlane; + CPlane backPlane; + CPlane leftPlane; + CPlane rightPlane; - Vector vecLeftSide; - Vector vecRightSide; - Vector v_left; + Vector vecLeftSide; + Vector vecRightSide; + Vector v_left; //!!!BUGBUG - to fix this, the planes must be aligned to where the monster will be firing its gun, not the direction it is facing!!! - - if ( m_hEnemy != NULL ) + if( m_hEnemy != NULL ) { - UTIL_MakeVectors ( UTIL_VecToAngles( m_hEnemy->Center() - pev->origin ) ); + UTIL_MakeVectors( UTIL_VecToAngles( m_hEnemy->Center() - pev->origin ) ); } else { @@ -470,30 +469,29 @@ BOOL CSquadMonster :: NoFriendlyFire( void ) return FALSE; } - //UTIL_MakeVectors ( pev->angles ); - + //UTIL_MakeVectors( pev->angles ); + vecLeftSide = pev->origin - ( gpGlobals->v_right * ( pev->size.x * 1.5 ) ); vecRightSide = pev->origin + ( gpGlobals->v_right * ( pev->size.x * 1.5 ) ); v_left = gpGlobals->v_right * -1; - leftPlane.InitializePlane ( gpGlobals->v_right, vecLeftSide ); - rightPlane.InitializePlane ( v_left, vecRightSide ); - backPlane.InitializePlane ( gpGlobals->v_forward, pev->origin ); + leftPlane.InitializePlane( gpGlobals->v_right, vecLeftSide ); + rightPlane.InitializePlane( v_left, vecRightSide ); + backPlane.InitializePlane( gpGlobals->v_forward, pev->origin ); /* - ALERT ( at_console, "LeftPlane: %f %f %f : %f\n", leftPlane.m_vecNormal.x, leftPlane.m_vecNormal.y, leftPlane.m_vecNormal.z, leftPlane.m_flDist ); - ALERT ( at_console, "RightPlane: %f %f %f : %f\n", rightPlane.m_vecNormal.x, rightPlane.m_vecNormal.y, rightPlane.m_vecNormal.z, rightPlane.m_flDist ); - ALERT ( at_console, "BackPlane: %f %f %f : %f\n", backPlane.m_vecNormal.x, backPlane.m_vecNormal.y, backPlane.m_vecNormal.z, backPlane.m_flDist ); + ALERT( at_console, "LeftPlane: %f %f %f : %f\n", leftPlane.m_vecNormal.x, leftPlane.m_vecNormal.y, leftPlane.m_vecNormal.z, leftPlane.m_flDist ); + ALERT( at_console, "RightPlane: %f %f %f : %f\n", rightPlane.m_vecNormal.x, rightPlane.m_vecNormal.y, rightPlane.m_vecNormal.z, rightPlane.m_flDist ); + ALERT( at_console, "BackPlane: %f %f %f : %f\n", backPlane.m_vecNormal.x, backPlane.m_vecNormal.y, backPlane.m_vecNormal.z, backPlane.m_flDist ); */ CSquadMonster *pSquadLeader = MySquadLeader(); - for (int i = 0; i < MAX_SQUAD_MEMBERS; i++) + for( int i = 0; i < MAX_SQUAD_MEMBERS; i++ ) { - CSquadMonster *pMember = pSquadLeader->MySquadMember(i); - if (pMember && pMember != this) + CSquadMonster *pMember = pSquadLeader->MySquadMember( i ); + if( pMember && pMember != this ) { - - if ( backPlane.PointInFront ( pMember->pev->origin ) && - leftPlane.PointInFront ( pMember->pev->origin ) && - rightPlane.PointInFront ( pMember->pev->origin) ) + if( backPlane.PointInFront( pMember->pev->origin ) && + leftPlane.PointInFront( pMember->pev->origin ) && + rightPlane.PointInFront( pMember->pev->origin ) ) { // this guy is in the check volume! Don't shoot! return FALSE; @@ -508,27 +506,27 @@ BOOL CSquadMonster :: NoFriendlyFire( void ) // GetIdealState - surveys the Conditions information available // and finds the best new state for a monster. //========================================================= -MONSTERSTATE CSquadMonster :: GetIdealState ( void ) +MONSTERSTATE CSquadMonster::GetIdealState ( void ) { - int iConditions; + int iConditions; iConditions = IScheduleFlags(); // If no schedule conditions, the new ideal state is probably the reason we're in here. - switch ( m_MonsterState ) + switch( m_MonsterState ) { case MONSTERSTATE_IDLE: case MONSTERSTATE_ALERT: - if ( HasConditions ( bits_COND_NEW_ENEMY ) && InSquad() ) + if( HasConditions( bits_COND_NEW_ENEMY ) && InSquad() ) { - SquadMakeEnemy ( m_hEnemy ); + SquadMakeEnemy( m_hEnemy ); } break; default: break; } - return CBaseMonster :: GetIdealState(); + return CBaseMonster::GetIdealState(); } //========================================================= @@ -536,14 +534,14 @@ MONSTERSTATE CSquadMonster :: GetIdealState ( void ) // cover location is a good one to move to. (currently based // on proximity to others in the squad) //========================================================= -BOOL CSquadMonster :: FValidateCover ( const Vector &vecCoverLocation ) +BOOL CSquadMonster::FValidateCover( const Vector &vecCoverLocation ) { - if ( !InSquad() ) + if( !InSquad() ) { return TRUE; } - if (SquadMemberInRange( vecCoverLocation, 128 )) + if( SquadMemberInRange( vecCoverLocation, 128 ) ) { // another squad member is too close to this piece of cover. return FALSE; @@ -556,18 +554,18 @@ BOOL CSquadMonster :: FValidateCover ( const Vector &vecCoverLocation ) // SquadEnemySplit- returns TRUE if not all squad members // are fighting the same enemy. //========================================================= -BOOL CSquadMonster :: SquadEnemySplit ( void ) +BOOL CSquadMonster::SquadEnemySplit( void ) { - if (!InSquad()) + if( !InSquad() ) return FALSE; - CSquadMonster *pSquadLeader = MySquadLeader(); - CBaseEntity *pEnemy = pSquadLeader->m_hEnemy; + CSquadMonster *pSquadLeader = MySquadLeader(); + CBaseEntity *pEnemy = pSquadLeader->m_hEnemy; - for (int i = 0; i < MAX_SQUAD_MEMBERS; i++) + for( int i = 0; i < MAX_SQUAD_MEMBERS; i++ ) { - CSquadMonster *pMember = pSquadLeader->MySquadMember(i); - if (pMember != NULL && pMember->m_hEnemy != NULL && pMember->m_hEnemy != pEnemy) + CSquadMonster *pMember = pSquadLeader->MySquadMember( i ); + if( pMember != NULL && pMember->m_hEnemy != NULL && pMember->m_hEnemy != pEnemy ) { return TRUE; } @@ -580,31 +578,31 @@ BOOL CSquadMonster :: SquadEnemySplit ( void ) // cover location is a good one to move to. (currently based // on proximity to others in the squad) //========================================================= -BOOL CSquadMonster :: SquadMemberInRange ( const Vector &vecLocation, float flDist ) +BOOL CSquadMonster::SquadMemberInRange( const Vector &vecLocation, float flDist ) { - if (!InSquad()) + if( !InSquad() ) return FALSE; CSquadMonster *pSquadLeader = MySquadLeader(); - for (int i = 0; i < MAX_SQUAD_MEMBERS; i++) + for( int i = 0; i < MAX_SQUAD_MEMBERS; i++ ) { - CSquadMonster *pSquadMember = pSquadLeader->MySquadMember(i); - if (pSquadMember && (vecLocation - pSquadMember->pev->origin ).Length2D() <= flDist) + CSquadMonster *pSquadMember = pSquadLeader->MySquadMember( i ); + if( pSquadMember && ( vecLocation - pSquadMember->pev->origin ).Length2D() <= flDist ) return TRUE; } return FALSE; } -extern Schedule_t slChaseEnemyFailed[]; +extern Schedule_t slChaseEnemyFailed[]; Schedule_t *CSquadMonster::GetScheduleOfType( int iType ) { - switch ( iType ) + switch( iType ) { case SCHED_CHASE_ENEMY_FAILED: { - return &slChaseEnemyFailed[ 0 ]; + return &slChaseEnemyFailed[0]; } default: return CBaseMonster::GetScheduleOfType( iType ); diff --git a/dlls/squadmonster.h b/dlls/squadmonster.h index 43363b98..ecd75ee5 100644 --- a/dlls/squadmonster.h +++ b/dlls/squadmonster.h @@ -57,16 +57,16 @@ class CSquadMonster : public CBaseMonster public: // squad leader info EHANDLE m_hSquadLeader; // who is my leader - EHANDLE m_hSquadMember[MAX_SQUAD_MEMBERS-1]; // valid only for leader - int m_afSquadSlots; - float m_flLastEnemySightTime; // last time anyone in the squad saw the enemy - BOOL m_fEnemyEluded; + EHANDLE m_hSquadMember[MAX_SQUAD_MEMBERS - 1]; // valid only for leader + int m_afSquadSlots; + float m_flLastEnemySightTime; // last time anyone in the squad saw the enemy + BOOL m_fEnemyEluded; // squad member info - int m_iMySlot;// this is the behaviour slot that the monster currently holds in the squad. + int m_iMySlot;// this is the behaviour slot that the monster currently holds in the squad. - int CheckEnemy ( CBaseEntity *pEnemy ); - void StartMonster ( void ); + int CheckEnemy( CBaseEntity *pEnemy ); + void StartMonster( void ); void VacateSlot( void ); void ScheduleChange( void ); void Killed( entvars_t *pevAttacker, int iGib ); @@ -74,45 +74,45 @@ public: BOOL NoFriendlyFire( void ); // squad functions still left in base class - CSquadMonster *MySquadLeader( ) - { - CSquadMonster *pSquadLeader = (CSquadMonster *)((CBaseEntity *)m_hSquadLeader); - if (pSquadLeader != NULL) + CSquadMonster *MySquadLeader() + { + CSquadMonster *pSquadLeader = (CSquadMonster *)( (CBaseEntity *)m_hSquadLeader ); + if( pSquadLeader != NULL ) return pSquadLeader; return this; } - CSquadMonster *MySquadMember( int i ) - { - if (i >= MAX_SQUAD_MEMBERS-1) + CSquadMonster *MySquadMember( int i ) + { + if( i >= MAX_SQUAD_MEMBERS - 1 ) return this; else - return (CSquadMonster *)((CBaseEntity *)m_hSquadMember[i]); + return (CSquadMonster *)( (CBaseEntity *)m_hSquadMember[i] ); } - int InSquad ( void ) { return m_hSquadLeader != NULL; } - int IsLeader ( void ) { return m_hSquadLeader == this; } - int SquadJoin ( int searchRadius ); - int SquadRecruit ( int searchRadius, int maxMembers ); - int SquadCount( void ); + int InSquad( void ) { return m_hSquadLeader != NULL; } + int IsLeader( void ) { return m_hSquadLeader == this; } + int SquadJoin( int searchRadius ); + int SquadRecruit( int searchRadius, int maxMembers ); + int SquadCount( void ); void SquadRemove( CSquadMonster *pRemove ); void SquadUnlink( void ); BOOL SquadAdd( CSquadMonster *pAdd ); void SquadDisband( void ); - void SquadAddConditions ( int iConditions ); - void SquadMakeEnemy ( CBaseEntity *pEnemy ); - void SquadPasteEnemyInfo ( void ); - void SquadCopyEnemyInfo ( void ); - BOOL SquadEnemySplit ( void ); + void SquadAddConditions( int iConditions ); + void SquadMakeEnemy( CBaseEntity *pEnemy ); + void SquadPasteEnemyInfo( void ); + void SquadCopyEnemyInfo( void ); + BOOL SquadEnemySplit( void ); BOOL SquadMemberInRange( const Vector &vecLocation, float flDist ); virtual CSquadMonster *MySquadMonsterPointer( void ) { return this; } static TYPEDESCRIPTION m_SaveData[]; - int Save( CSave &save ); + int Save( CSave &save ); int Restore( CRestore &restore ); - BOOL FValidateCover ( const Vector &vecCoverLocation ); + BOOL FValidateCover( const Vector &vecCoverLocation ); - MONSTERSTATE GetIdealState ( void ); - Schedule_t *GetScheduleOfType ( int iType ); + MONSTERSTATE GetIdealState( void ); + Schedule_t *GetScheduleOfType( int iType ); }; diff --git a/dlls/squeakgrenade.cpp b/dlls/squeakgrenade.cpp index ab79638e..22200b74 100644 --- a/dlls/squeakgrenade.cpp +++ b/dlls/squeakgrenade.cpp @@ -24,14 +24,16 @@ #include "soundent.h" #include "gamerules.h" -enum w_squeak_e { +enum w_squeak_e +{ WSQUEAK_IDLE1 = 0, WSQUEAK_FIDGET, WSQUEAK_JUMP, WSQUEAK_RUN }; -enum squeak_e { +enum squeak_e +{ SQUEAK_IDLE1 = 0, SQUEAK_FIDGETFIT, SQUEAK_FIDGETNIP, @@ -41,22 +43,21 @@ enum squeak_e { }; #ifndef CLIENT_DLL - class CSqueakGrenade : public CGrenade { void Spawn( void ); void Precache( void ); - int Classify( void ); + int Classify( void ); void EXPORT SuperBounceTouch( CBaseEntity *pOther ); void EXPORT HuntThink( void ); - int BloodColor( void ) { return BLOOD_COLOR_YELLOW; } + int BloodColor( void ) { return BLOOD_COLOR_YELLOW; } void Killed( entvars_t *pevAttacker, int iGib ); void GibMonster( void ); - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); - static TYPEDESCRIPTION m_SaveData[]; + static TYPEDESCRIPTION m_SaveData[]; static float m_flNextBounceSoundTime; @@ -67,7 +68,7 @@ class CSqueakGrenade : public CGrenade float m_flNextHit; Vector m_posPrev; EHANDLE m_hOwner; - int m_iMyClass; + int m_iMyClass; }; float CSqueakGrenade::m_flNextBounceSoundTime = 0; @@ -88,15 +89,15 @@ IMPLEMENT_SAVERESTORE( CSqueakGrenade, CGrenade ) #define SQUEEK_DETONATE_DELAY 15.0 -int CSqueakGrenade :: Classify ( void ) +int CSqueakGrenade::Classify( void ) { - if (m_iMyClass != 0) + if( m_iMyClass != 0 ) return m_iMyClass; // protect against recursion - if (m_hEnemy != NULL) + if( m_hEnemy != NULL ) { m_iMyClass = CLASS_INSECT; // no one cares about it - switch( m_hEnemy->Classify( ) ) + switch( m_hEnemy->Classify() ) { case CLASS_PLAYER: case CLASS_HUMAN_PASSIVE: @@ -110,16 +111,16 @@ int CSqueakGrenade :: Classify ( void ) return CLASS_ALIEN_BIOWEAPON; } -void CSqueakGrenade :: Spawn( void ) +void CSqueakGrenade::Spawn( void ) { - Precache( ); + Precache(); // motor pev->movetype = MOVETYPE_BOUNCE; pev->solid = SOLID_BBOX; - SET_MODEL(ENT(pev), "models/w_squeak.mdl"); - UTIL_SetSize(pev, Vector( -4, -4, 0), Vector(4, 4, 8)); + SET_MODEL( ENT( pev ), "models/w_squeak.mdl" ); + UTIL_SetSize( pev, Vector( -4, -4, 0 ), Vector( 4, 4, 8 ) ); UTIL_SetOrigin( pev, pev->origin ); SetTouch( &CSqueakGrenade::SuperBounceTouch ); @@ -128,10 +129,10 @@ void CSqueakGrenade :: Spawn( void ) m_flNextHunt = gpGlobals->time + 1E6; pev->flags |= FL_MONSTER; - pev->takedamage = DAMAGE_AIM; - pev->health = gSkillData.snarkHealth; - pev->gravity = 0.5; - pev->friction = 0.5; + pev->takedamage = DAMAGE_AIM; + pev->health = gSkillData.snarkHealth; + pev->gravity = 0.5; + pev->friction = 0.5; pev->dmg = gSkillData.snarkDmgPop; @@ -139,28 +140,28 @@ void CSqueakGrenade :: Spawn( void ) m_flFieldOfView = 0; // 180 degrees - if ( pev->owner ) + if( pev->owner ) m_hOwner = Instance( pev->owner ); m_flNextBounceSoundTime = gpGlobals->time;// reset each time a snark is spawned. pev->sequence = WSQUEAK_RUN; - ResetSequenceInfo( ); + ResetSequenceInfo(); } void CSqueakGrenade::Precache( void ) { - PRECACHE_MODEL("models/w_squeak.mdl"); - PRECACHE_SOUND("squeek/sqk_blast1.wav"); - PRECACHE_SOUND("common/bodysplat.wav"); - PRECACHE_SOUND("squeek/sqk_die1.wav"); - PRECACHE_SOUND("squeek/sqk_hunt1.wav"); - PRECACHE_SOUND("squeek/sqk_hunt2.wav"); - PRECACHE_SOUND("squeek/sqk_hunt3.wav"); - PRECACHE_SOUND("squeek/sqk_deploy1.wav"); + PRECACHE_MODEL( "models/w_squeak.mdl" ); + PRECACHE_SOUND( "squeek/sqk_blast1.wav" ); + PRECACHE_SOUND( "common/bodysplat.wav" ); + PRECACHE_SOUND( "squeek/sqk_die1.wav" ); + PRECACHE_SOUND( "squeek/sqk_hunt1.wav" ); + PRECACHE_SOUND( "squeek/sqk_hunt2.wav" ); + PRECACHE_SOUND( "squeek/sqk_hunt3.wav" ); + PRECACHE_SOUND( "squeek/sqk_deploy1.wav" ); } -void CSqueakGrenade :: Killed( entvars_t *pevAttacker, int iGib ) +void CSqueakGrenade::Killed( entvars_t *pevAttacker, int iGib ) { pev->model = iStringNull;// make invisible SetThink( &CBaseEntity::SUB_Remove ); @@ -173,69 +174,69 @@ void CSqueakGrenade :: Killed( entvars_t *pevAttacker, int iGib ) pev->takedamage = DAMAGE_NO; // play squeek blast - EMIT_SOUND_DYN(ENT(pev), CHAN_ITEM, "squeek/sqk_blast1.wav", 1, 0.5, 0, PITCH_NORM); + EMIT_SOUND_DYN( ENT( pev ), CHAN_ITEM, "squeek/sqk_blast1.wav", 1, 0.5, 0, PITCH_NORM ); - CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, SMALL_EXPLOSION_VOLUME, 3.0 ); + CSoundEnt::InsertSound( bits_SOUND_COMBAT, pev->origin, SMALL_EXPLOSION_VOLUME, 3.0 ); UTIL_BloodDrips( pev->origin, g_vecZero, BloodColor(), 80 ); - if (m_hOwner != NULL) - RadiusDamage ( pev, m_hOwner->pev, pev->dmg, CLASS_NONE, DMG_BLAST ); + if( m_hOwner != NULL ) + RadiusDamage( pev, m_hOwner->pev, pev->dmg, CLASS_NONE, DMG_BLAST ); else - RadiusDamage ( pev, pev, pev->dmg, CLASS_NONE, DMG_BLAST ); + RadiusDamage( pev, pev, pev->dmg, CLASS_NONE, DMG_BLAST ); // reset owner so death message happens - if (m_hOwner != NULL) + if( m_hOwner != NULL ) pev->owner = m_hOwner->edict(); - CBaseMonster :: Killed( pevAttacker, GIB_ALWAYS ); + CBaseMonster::Killed( pevAttacker, GIB_ALWAYS ); } -void CSqueakGrenade :: GibMonster( void ) +void CSqueakGrenade::GibMonster( void ) { - EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "common/bodysplat.wav", 0.75, ATTN_NORM, 0, 200); + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "common/bodysplat.wav", 0.75, ATTN_NORM, 0, 200 ); } void CSqueakGrenade::HuntThink( void ) { // ALERT( at_console, "think\n" ); - if (!IsInWorld()) + if( !IsInWorld() ) { SetTouch( NULL ); UTIL_Remove( this ); return; } - - StudioFrameAdvance( ); + + StudioFrameAdvance(); pev->nextthink = gpGlobals->time + 0.1; // explode when ready - if (gpGlobals->time >= m_flDie) + if( gpGlobals->time >= m_flDie ) { - g_vecAttackDir = pev->velocity.Normalize( ); + g_vecAttackDir = pev->velocity.Normalize(); pev->health = -1; Killed( pev, 0 ); return; } // float - if (pev->waterlevel != 0) + if( pev->waterlevel != 0 ) { - if (pev->movetype == MOVETYPE_BOUNCE) + if( pev->movetype == MOVETYPE_BOUNCE ) { pev->movetype = MOVETYPE_FLY; } pev->velocity = pev->velocity * 0.9; pev->velocity.z += 8.0; } - else if ( ( pev->movetype = MOVETYPE_FLY ) ) + else if( ( pev->movetype = MOVETYPE_FLY ) ) { pev->movetype = MOVETYPE_BOUNCE; } // return if not time to hunt - if (m_flNextHunt > gpGlobals->time) + if( m_flNextHunt > gpGlobals->time ) return; m_flNextHunt = gpGlobals->time + 2.0; @@ -246,41 +247,41 @@ void CSqueakGrenade::HuntThink( void ) Vector vecFlat = pev->velocity; vecFlat.z = 0; - vecFlat = vecFlat.Normalize( ); + vecFlat = vecFlat.Normalize(); UTIL_MakeVectors( pev->angles ); - if (m_hEnemy == NULL || !m_hEnemy->IsAlive()) + if( m_hEnemy == NULL || !m_hEnemy->IsAlive() ) { // find target, bounce a bit towards it. Look( 512 ); - m_hEnemy = BestVisibleEnemy( ); + m_hEnemy = BestVisibleEnemy(); } // squeek if it's about time blow up - if ((m_flDie - gpGlobals->time <= 0.5) && (m_flDie - gpGlobals->time >= 0.3)) + if( ( m_flDie - gpGlobals->time <= 0.5 ) && ( m_flDie - gpGlobals->time >= 0.3 ) ) { - EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "squeek/sqk_die1.wav", 1, ATTN_NORM, 0, 100 + RANDOM_LONG(0,0x3F)); - CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 256, 0.25 ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "squeek/sqk_die1.wav", 1, ATTN_NORM, 0, 100 + RANDOM_LONG( 0, 0x3F ) ); + CSoundEnt::InsertSound( bits_SOUND_COMBAT, pev->origin, 256, 0.25 ); } // higher pitch as squeeker gets closer to detonation time - float flpitch = 155.0 - 60.0 * ((m_flDie - gpGlobals->time) / SQUEEK_DETONATE_DELAY); - if (flpitch < 80) + float flpitch = 155.0 - 60.0 * ( ( m_flDie - gpGlobals->time ) / SQUEEK_DETONATE_DELAY ); + if( flpitch < 80 ) flpitch = 80; - if (m_hEnemy != NULL) + if( m_hEnemy != NULL ) { - if (FVisible( m_hEnemy )) + if( FVisible( m_hEnemy ) ) { vecDir = m_hEnemy->EyePosition() - pev->origin; - m_vecTarget = vecDir.Normalize( ); + m_vecTarget = vecDir.Normalize(); } float flVel = pev->velocity.Length(); - float flAdj = 50.0 / (flVel + 10.0); + float flAdj = 50.0 / ( flVel + 10.0 ); - if (flAdj > 1.2) + if( flAdj > 1.2 ) flAdj = 1.2; // ALERT( at_console, "think : enemy\n"); @@ -290,20 +291,20 @@ void CSqueakGrenade::HuntThink( void ) pev->velocity = pev->velocity * flAdj + m_vecTarget * 300; } - if (pev->flags & FL_ONGROUND) + if( pev->flags & FL_ONGROUND ) { pev->avelocity = Vector( 0, 0, 0 ); } else { - if (pev->avelocity == Vector( 0, 0, 0)) + if( pev->avelocity == Vector( 0, 0, 0 ) ) { pev->avelocity.x = RANDOM_FLOAT( -100, 100 ); pev->avelocity.z = RANDOM_FLOAT( -100, 100 ); } } - if ((pev->origin - m_posPrev).Length() < 1.0) + if( ( pev->origin - m_posPrev ).Length() < 1.0 ) { pev->velocity.x = RANDOM_FLOAT( -100, 100 ); pev->velocity.y = RANDOM_FLOAT( -100, 100 ); @@ -317,12 +318,12 @@ void CSqueakGrenade::HuntThink( void ) void CSqueakGrenade::SuperBounceTouch( CBaseEntity *pOther ) { - float flpitch; + float flpitch; - TraceResult tr = UTIL_GetGlobalTrace( ); + TraceResult tr = UTIL_GetGlobalTrace(); // don't hit the guy that launched this grenade - if ( pev->owner && pOther->edict() == pev->owner ) + if( pev->owner && pOther->edict() == pev->owner ) return; // at least until we've bounced once @@ -332,26 +333,26 @@ void CSqueakGrenade::SuperBounceTouch( CBaseEntity *pOther ) pev->angles.z = 0; // avoid bouncing too much - if (m_flNextHit > gpGlobals->time) + if( m_flNextHit > gpGlobals->time ) return; // higher pitch as squeeker gets closer to detonation time - flpitch = 155.0 - 60.0 * ((m_flDie - gpGlobals->time) / SQUEEK_DETONATE_DELAY); + flpitch = 155.0 - 60.0 * ( ( m_flDie - gpGlobals->time ) / SQUEEK_DETONATE_DELAY ); - if ( pOther->pev->takedamage && m_flNextAttack < gpGlobals->time ) + if( pOther->pev->takedamage && m_flNextAttack < gpGlobals->time ) { // attack! // make sure it's me who has touched them - if (tr.pHit == pOther->edict()) + if( tr.pHit == pOther->edict() ) { // and it's not another squeakgrenade - if (tr.pHit->v.modelindex != pev->modelindex) + if( tr.pHit->v.modelindex != pev->modelindex ) { - // ALERT( at_console, "hit enemy\n"); + // ALERT( at_console, "hit enemy\n" ); ClearMultiDamage( ); - pOther->TraceAttack(pev, gSkillData.snarkDmgBite, gpGlobals->v_forward, &tr, DMG_SLASH ); - if (m_hOwner != NULL) + pOther->TraceAttack( pev, gSkillData.snarkDmgBite, gpGlobals->v_forward, &tr, DMG_SLASH ); + if( m_hOwner != NULL ) ApplyMultiDamage( pev, m_hOwner->pev ); else ApplyMultiDamage( pev, pev ); @@ -360,46 +361,46 @@ void CSqueakGrenade::SuperBounceTouch( CBaseEntity *pOther ) // m_flDie += 2.0; // add more life // make bite sound - EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "squeek/sqk_deploy1.wav", 1.0, ATTN_NORM, 0, (int)flpitch); + EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "squeek/sqk_deploy1.wav", 1.0, ATTN_NORM, 0, (int)flpitch ); m_flNextAttack = gpGlobals->time + 0.5; } } else { - // ALERT( at_console, "been hit\n"); + // ALERT( at_console, "been hit\n" ); } } m_flNextHit = gpGlobals->time + 0.1; m_flNextHunt = gpGlobals->time; - if ( g_pGameRules->IsMultiplayer() ) + if( g_pGameRules->IsMultiplayer() ) { // in multiplayer, we limit how often snarks can make their bounce sounds to prevent overflows. - if ( gpGlobals->time < m_flNextBounceSoundTime ) + if( gpGlobals->time < m_flNextBounceSoundTime ) { // too soon! return; } } - if (!(pev->flags & FL_ONGROUND)) + if( !( pev->flags & FL_ONGROUND ) ) { // play bounce sound - float flRndSound = RANDOM_FLOAT ( 0 , 1 ); + float flRndSound = RANDOM_FLOAT( 0, 1 ); - if ( flRndSound <= 0.33 ) - EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "squeek/sqk_hunt1.wav", 1, ATTN_NORM, 0, (int)flpitch); - else if (flRndSound <= 0.66) - EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "squeek/sqk_hunt2.wav", 1, ATTN_NORM, 0, (int)flpitch); - else - EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "squeek/sqk_hunt3.wav", 1, ATTN_NORM, 0, (int)flpitch); - CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 256, 0.25 ); + if( flRndSound <= 0.33 ) + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "squeek/sqk_hunt1.wav", 1, ATTN_NORM, 0, (int)flpitch ); + else if( flRndSound <= 0.66 ) + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "squeek/sqk_hunt2.wav", 1, ATTN_NORM, 0, (int)flpitch ); + else + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "squeek/sqk_hunt3.wav", 1, ATTN_NORM, 0, (int)flpitch ); + CSoundEnt::InsertSound( bits_SOUND_COMBAT, pev->origin, 256, 0.25 ); } else { // skittering sound - CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 100, 0.1 ); + CSoundEnt::InsertSound( bits_SOUND_COMBAT, pev->origin, 100, 0.1 ); } m_flNextBounceSoundTime = gpGlobals->time + 0.5;// half second. @@ -408,16 +409,16 @@ void CSqueakGrenade::SuperBounceTouch( CBaseEntity *pOther ) LINK_ENTITY_TO_CLASS( weapon_snark, CSqueak ) -void CSqueak::Spawn( ) +void CSqueak::Spawn() { - Precache( ); + Precache(); m_iId = WEAPON_SNARK; - SET_MODEL(ENT(pev), "models/w_sqknest.mdl"); + SET_MODEL( ENT( pev ), "models/w_sqknest.mdl" ); FallInit();//get ready to fall down. m_iDefaultAmmo = SNARK_DEFAULT_GIVE; - + pev->sequence = 1; pev->animtime = gpGlobals->time; pev->framerate = 1.0; @@ -425,19 +426,19 @@ void CSqueak::Spawn( ) void CSqueak::Precache( void ) { - PRECACHE_MODEL("models/w_sqknest.mdl"); - PRECACHE_MODEL("models/v_squeak.mdl"); - PRECACHE_MODEL("models/p_squeak.mdl"); - PRECACHE_SOUND("squeek/sqk_hunt2.wav"); - PRECACHE_SOUND("squeek/sqk_hunt3.wav"); - UTIL_PrecacheOther("monster_snark"); + PRECACHE_MODEL( "models/w_sqknest.mdl" ); + PRECACHE_MODEL( "models/v_squeak.mdl" ); + PRECACHE_MODEL( "models/p_squeak.mdl" ); + PRECACHE_SOUND( "squeek/sqk_hunt2.wav" ); + PRECACHE_SOUND( "squeek/sqk_hunt3.wav" ); + UTIL_PrecacheOther( "monster_snark" ); - m_usSnarkFire = PRECACHE_EVENT ( 1, "events/snarkfire.sc" ); + m_usSnarkFire = PRECACHE_EVENT( 1, "events/snarkfire.sc" ); } -int CSqueak::GetItemInfo(ItemInfo *p) +int CSqueak::GetItemInfo( ItemInfo *p ) { - p->pszName = STRING(pev->classname); + p->pszName = STRING( pev->classname ); p->pszAmmo1 = "Snarks"; p->iMaxAmmo1 = SNARK_MAX_CARRY; p->pszAmmo2 = NULL; @@ -452,15 +453,15 @@ int CSqueak::GetItemInfo(ItemInfo *p) return 1; } -BOOL CSqueak::Deploy( ) +BOOL CSqueak::Deploy() { // play hunt sound - float flRndSound = RANDOM_FLOAT ( 0 , 1 ); + float flRndSound = RANDOM_FLOAT( 0, 1 ); - if ( flRndSound <= 0.5 ) - EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "squeek/sqk_hunt2.wav", 1, ATTN_NORM, 0, 100); - else - EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "squeek/sqk_hunt3.wav", 1, ATTN_NORM, 0, 100); + if( flRndSound <= 0.5 ) + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "squeek/sqk_hunt2.wav", 1, ATTN_NORM, 0, 100 ); + else + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "squeek/sqk_hunt3.wav", 1, ATTN_NORM, 0, 100 ); m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME; @@ -470,22 +471,22 @@ BOOL CSqueak::Deploy( ) void CSqueak::Holster( int skiplocal /* = 0 */ ) { m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; - - if ( !m_pPlayer->m_rgAmmo[ m_iPrimaryAmmoType ] ) + + if( !m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] ) { - m_pPlayer->pev->weapons &= ~(1<pev->weapons &= ~( 1 << WEAPON_SNARK ); SetThink( &CBasePlayerItem::DestroyItem ); pev->nextthink = gpGlobals->time + 0.1; return; } SendWeaponAnim( SQUEAK_DOWN ); - EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "common/null.wav", 1.0, ATTN_NORM); + EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "common/null.wav", 1.0, ATTN_NORM ); } void CSqueak::PrimaryAttack() { - if ( m_pPlayer->m_rgAmmo[ m_iPrimaryAmmoType ] ) + if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] ) { UTIL_MakeVectors( m_pPlayer->pev->v_angle ); TraceResult tr; @@ -494,7 +495,7 @@ void CSqueak::PrimaryAttack() // HACK HACK: Ugly hacks to handle change in origin based on new physics code for players // Move origin up if crouched and start trace a bit outside of body ( 20 units instead of 16 ) trace_origin = m_pPlayer->pev->origin; - if ( m_pPlayer->pev->flags & FL_DUCKING ) + if( m_pPlayer->pev->flags & FL_DUCKING ) { trace_origin = trace_origin - ( VEC_HULL_MIN - VEC_DUCK_HULL_MIN ); } @@ -502,15 +503,15 @@ void CSqueak::PrimaryAttack() // find place to toss monster UTIL_TraceLine( trace_origin + gpGlobals->v_forward * 20, trace_origin + gpGlobals->v_forward * 64, dont_ignore_monsters, NULL, &tr ); - int flags; + int flags; #ifdef CLIENT_WEAPONS - flags = FEV_NOTHOST; + flags = FEV_NOTHOST; #else - flags = 0; + flags = 0; #endif - PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usSnarkFire, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, 0, 0 ); + PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usSnarkFire, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, 0, 0 ); - if ( tr.fAllSolid == 0 && tr.fStartSolid == 0 && tr.flFraction > 0.25 ) + if( tr.fAllSolid == 0 && tr.fStartSolid == 0 && tr.flFraction > 0.25 ) { // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); @@ -519,12 +520,12 @@ void CSqueak::PrimaryAttack() pSqueak->pev->velocity = gpGlobals->v_forward * 200 + m_pPlayer->pev->velocity; #endif // play hunt sound - float flRndSound = RANDOM_FLOAT ( 0 , 1 ); + float flRndSound = RANDOM_FLOAT( 0, 1 ); - if ( flRndSound <= 0.5 ) - EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "squeek/sqk_hunt2.wav", 1, ATTN_NORM, 0, 105); + if( flRndSound <= 0.5 ) + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "squeek/sqk_hunt2.wav", 1, ATTN_NORM, 0, 105 ); else - EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "squeek/sqk_hunt3.wav", 1, ATTN_NORM, 0, 105); + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "squeek/sqk_hunt3.wav", 1, ATTN_NORM, 0, 105 ); m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME; @@ -545,14 +546,14 @@ void CSqueak::SecondaryAttack( void ) void CSqueak::WeaponIdle( void ) { - if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) + if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) return; - if (m_fJustThrown) + if( m_fJustThrown ) { m_fJustThrown = 0; - if ( !m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] ) + if( !m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] ) { RetireWeapon(); return; @@ -565,12 +566,12 @@ void CSqueak::WeaponIdle( void ) int iAnim; float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 ); - if (flRand <= 0.75) + if( flRand <= 0.75 ) { iAnim = SQUEAK_IDLE1; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 30.0 / 16 * (2); } - else if (flRand <= 0.875) + else if( flRand <= 0.875 ) { iAnim = SQUEAK_FIDGETFIT; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 70.0 / 16.0; diff --git a/dlls/stats.cpp b/dlls/stats.cpp index a725af1a..cdb42d82 100644 --- a/dlls/stats.cpp +++ b/dlls/stats.cpp @@ -21,28 +21,28 @@ float AmmoDamage( const char *pName ) { - if ( !pName ) + if( !pName ) return 0; - if ( !strcmp( pName, "9mm" ) ) + if( !strcmp( pName, "9mm" ) ) return gSkillData.plrDmg9MM; - if ( !strcmp( pName, "357" ) ) + if( !strcmp( pName, "357" ) ) return gSkillData.plrDmg357; - if ( !strcmp( pName, "ARgrenades" ) ) + if( !strcmp( pName, "ARgrenades" ) ) return gSkillData.plrDmgM203Grenade; - if ( !strcmp( pName, "buckshot" ) ) + if( !strcmp( pName, "buckshot" ) ) return gSkillData.plrDmgBuckshot; - if ( !strcmp( pName, "bolts") ) + if( !strcmp( pName, "bolts") ) return gSkillData.plrDmgCrossbowMonster; - if ( !strcmp( pName, "rockets") ) + if( !strcmp( pName, "rockets") ) return gSkillData.plrDmgRPG; - if ( !strcmp( pName, "uranium") ) + if( !strcmp( pName, "uranium") ) return gSkillData.plrDmgGauss; - if ( !strcmp( pName, "Hand Grenade") ) + if( !strcmp( pName, "Hand Grenade") ) return gSkillData.plrDmgHandGrenade; - if ( !strcmp( pName, "Satchel Charge") ) + if( !strcmp( pName, "Satchel Charge") ) return gSkillData.plrDmgSatchel; - if ( !strcmp( pName, "Trip Mine") ) + if( !strcmp( pName, "Trip Mine") ) return gSkillData.plrDmgTripmine; return 0; @@ -53,7 +53,7 @@ void UpdateStatsFile( float dataTime, char *pMapname, float health, float ammo, FILE *fp; fp = fopen( "stats.txt", "a" ); - if ( !fp ) + if( !fp ) return; fprintf( fp, "%6.2f, %6.2f, %6.2f, %s, %2d\n", dataTime, health, ammo, pMapname, skillLevel ); fclose( fp ); @@ -65,27 +65,27 @@ void UpdateStatsFile( float dataTime, char *pMapname, float health, float ammo, typedef struct { - int lastAmmo; - float lastHealth; - float lastOutputTime; // NOTE: These times are in "game" time -- a running total of elapsed time since the game started - float nextOutputTime; - float dataTime; - float gameTime; - float lastGameTime; + int lastAmmo; + float lastHealth; + float lastOutputTime; // NOTE: These times are in "game" time -- a running total of elapsed time since the game started + float nextOutputTime; + float dataTime; + float gameTime; + float lastGameTime; } TESTSTATS; -TESTSTATS gStats = {0,0,0,0,0,0,0}; +TESTSTATS gStats = { 0, 0, 0, 0, 0, 0, 0 }; void UpdateStats( CBasePlayer *pPlayer ) { int i; - int ammoCount[ MAX_AMMO_SLOTS ]; + int ammoCount[MAX_AMMO_SLOTS]; memcpy( ammoCount, pPlayer->m_rgAmmo, MAX_AMMO_SLOTS * sizeof(int) ); // Keep a running time, so the graph doesn't overlap - - if ( gpGlobals->time < gStats.lastGameTime ) // Changed level or died, don't b0rk + + if( gpGlobals->time < gStats.lastGameTime ) // Changed level or died, don't b0rk { gStats.lastGameTime = gpGlobals->time; gStats.dataTime = gStats.gameTime; @@ -94,26 +94,26 @@ void UpdateStats( CBasePlayer *pPlayer ) gStats.gameTime += gpGlobals->time - gStats.lastGameTime; gStats.lastGameTime = gpGlobals->time; - for (i = 0; i < MAX_ITEM_TYPES; i++) + for( i = 0; i < MAX_ITEM_TYPES; i++ ) { CBasePlayerItem *p = pPlayer->m_rgpPlayerItems[i]; - while (p) + while( p ) { ItemInfo II; - memset(&II, 0, sizeof(II)); - p->GetItemInfo(&II); + memset( &II, 0, sizeof(II) ); + p->GetItemInfo( &II ); + + int index = pPlayer->GetAmmoIndex( II.pszAmmo1 ); + if( index >= 0 ) + ammoCount[index] += ( (CBasePlayerWeapon *)p )->m_iClip; - int index = pPlayer->GetAmmoIndex(II.pszAmmo1); - if ( index >= 0 ) - ammoCount[ index ] += ((CBasePlayerWeapon *)p)->m_iClip; - p = p->m_pNext; } } float ammo = 0; - for (i = 1; i < MAX_AMMO_SLOTS; i++) + for( i = 1; i < MAX_AMMO_SLOTS; i++ ) { ammo += ammoCount[i] * AmmoDamage( CBasePlayerItem::AmmoInfoArray[i].pszName ); } @@ -122,12 +122,12 @@ void UpdateStats( CBasePlayer *pPlayer ) float ammoDelta = fabs( ammo - gStats.lastAmmo ); float healthDelta = fabs( health - gStats.lastHealth ); int forceWrite = 0; - if ( health <= 0 && gStats.lastHealth > 0 ) + if( health <= 0 && gStats.lastHealth > 0 ) forceWrite = 1; - if ( (ammoDelta > AMMO_THRESHOLD || healthDelta > HEALTH_THRESHOLD) && !forceWrite ) + if( ( ammoDelta > AMMO_THRESHOLD || healthDelta > HEALTH_THRESHOLD ) && !forceWrite ) { - if ( gStats.nextOutputTime == 0 ) + if( gStats.nextOutputTime == 0 ) gStats.dataTime = gStats.gameTime; gStats.lastAmmo = ammo; @@ -135,9 +135,9 @@ void UpdateStats( CBasePlayer *pPlayer ) gStats.nextOutputTime = gStats.gameTime + OUTPUT_LATENCY; } - else if ( (gStats.nextOutputTime != 0 && gStats.nextOutputTime < gStats.gameTime) || forceWrite ) + else if( ( gStats.nextOutputTime != 0 && gStats.nextOutputTime < gStats.gameTime ) || forceWrite ) { - UpdateStatsFile( gStats.dataTime, (char *)STRING(gpGlobals->mapname), health, ammo, (int)CVAR_GET_FLOAT("skill") ); + UpdateStatsFile( gStats.dataTime, (char *)STRING( gpGlobals->mapname ), health, ammo, (int)CVAR_GET_FLOAT( "skill" ) ); gStats.lastAmmo = ammo; gStats.lastHealth = health; diff --git a/dlls/subs.cpp b/dlls/subs.cpp index a9a8caa1..bc7baf18 100644 --- a/dlls/subs.cpp +++ b/dlls/subs.cpp @@ -29,15 +29,15 @@ extern CGraph WorldGraph; -extern BOOL FEntIsVisible(entvars_t* pev, entvars_t* pevTarget); +extern BOOL FEntIsVisible( entvars_t *pev, entvars_t *pevTarget ); extern DLL_GLOBAL int g_iSkillLevel; // Landmark class -void CPointEntity :: Spawn( void ) +void CPointEntity::Spawn( void ) { pev->solid = SOLID_NOT; - //UTIL_SetSize(pev, g_vecZero, g_vecZero); + //UTIL_SetSize( pev, g_vecZero, g_vecZero ); } class CNullEntity : public CBaseEntity @@ -47,32 +47,32 @@ public: }; // Null Entity, remove on startup -void CNullEntity :: Spawn( void ) +void CNullEntity::Spawn( void ) { - REMOVE_ENTITY(ENT(pev)); + REMOVE_ENTITY( ENT( pev ) ); } -LINK_ENTITY_TO_CLASS(info_null,CNullEntity) +LINK_ENTITY_TO_CLASS( info_null, CNullEntity ) class CBaseDMStart : public CPointEntity { public: - void KeyValue( KeyValueData *pkvd ); - BOOL IsTriggered( CBaseEntity *pEntity ); + void KeyValue( KeyValueData *pkvd ); + BOOL IsTriggered( CBaseEntity *pEntity ); private: }; // These are the new entry points to entities. LINK_ENTITY_TO_CLASS( info_player_deathmatch, CBaseDMStart ) -LINK_ENTITY_TO_CLASS(info_player_start,CPointEntity) -LINK_ENTITY_TO_CLASS(info_landmark,CPointEntity) +LINK_ENTITY_TO_CLASS( info_player_start, CPointEntity ) +LINK_ENTITY_TO_CLASS( info_landmark, CPointEntity ) void CBaseDMStart::KeyValue( KeyValueData *pkvd ) { - if (FStrEq(pkvd->szKeyName, "master")) + if( FStrEq( pkvd->szKeyName, "master" ) ) { - pev->netname = ALLOC_STRING(pkvd->szValue); + pev->netname = ALLOC_STRING( pkvd->szValue ); pkvd->fHandled = TRUE; } else @@ -89,46 +89,45 @@ BOOL CBaseDMStart::IsTriggered( CBaseEntity *pEntity ) // This updates global tables that need to know about entities being removed void CBaseEntity::UpdateOnRemove( void ) { - int i; + int i; - if ( FBitSet( pev->flags, FL_GRAPHED ) ) + if( FBitSet( pev->flags, FL_GRAPHED ) ) { - // this entity was a LinkEnt in the world node graph, so we must remove it from - // the graph since we are removing it from the world. - for ( i = 0 ; i < WorldGraph.m_cLinks ; i++ ) + // this entity was a LinkEnt in the world node graph, so we must remove it from + // the graph since we are removing it from the world. + for( i = 0; i < WorldGraph.m_cLinks; i++ ) { - if ( WorldGraph.m_pLinkPool [ i ].m_pLinkEnt == pev ) + if( WorldGraph.m_pLinkPool[i].m_pLinkEnt == pev ) { // if this link has a link ent which is the same ent that is removing itself, remove it! - WorldGraph.m_pLinkPool [ i ].m_pLinkEnt = NULL; + WorldGraph.m_pLinkPool[i].m_pLinkEnt = NULL; } } } - if ( pev->globalname ) + + if( pev->globalname ) gGlobalState.EntitySetState( pev->globalname, GLOBAL_DEAD ); } // Convenient way to delay removing oneself -void CBaseEntity :: SUB_Remove( void ) +void CBaseEntity::SUB_Remove( void ) { UpdateOnRemove(); - if (pev->health > 0) + if( pev->health > 0 ) { // this situation can screw up monsters who can't tell their entity pointers are invalid. pev->health = 0; - ALERT( at_aiconsole, "SUB_Remove called on entity with health > 0\n"); + ALERT( at_aiconsole, "SUB_Remove called on entity with health > 0\n" ); } - REMOVE_ENTITY(ENT(pev)); + REMOVE_ENTITY( ENT( pev ) ); } - // Convenient way to explicitly do nothing (passed to functions that require a method) -void CBaseEntity :: SUB_DoNothing( void ) +void CBaseEntity::SUB_DoNothing( void ) { } - // Global Savedata for Delay TYPEDESCRIPTION CBaseDelay::m_SaveData[] = { @@ -138,16 +137,16 @@ TYPEDESCRIPTION CBaseDelay::m_SaveData[] = IMPLEMENT_SAVERESTORE( CBaseDelay, CBaseEntity ) -void CBaseDelay :: KeyValue( KeyValueData *pkvd ) +void CBaseDelay::KeyValue( KeyValueData *pkvd ) { - if (FStrEq(pkvd->szKeyName, "delay")) + if( FStrEq( pkvd->szKeyName, "delay" ) ) { m_flDelay = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "killtarget")) + else if( FStrEq( pkvd->szKeyName, "killtarget" ) ) { - m_iszKillTarget = ALLOC_STRING(pkvd->szValue); + m_iszKillTarget = ALLOC_STRING( pkvd->szValue ); pkvd->fHandled = TRUE; } else @@ -171,36 +170,35 @@ match (string)self.target and call their .use function (if they have one) ============================== */ -void CBaseEntity :: SUB_UseTargets( CBaseEntity *pActivator, USE_TYPE useType, float value ) +void CBaseEntity::SUB_UseTargets( CBaseEntity *pActivator, USE_TYPE useType, float value ) { // // fire targets // - if (!FStringNull(pev->target)) + if( !FStringNull( pev->target ) ) { - FireTargets( STRING(pev->target), pActivator, this, useType, value ); + FireTargets( STRING( pev->target ), pActivator, this, useType, value ); } } - void FireTargets( const char *targetName, CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { edict_t *pentTarget = NULL; - if ( !targetName ) + if( !targetName ) return; ALERT( at_aiconsole, "Firing: (%s)\n", targetName ); - for (;;) + for( ; ; ) { - pentTarget = FIND_ENTITY_BY_TARGETNAME(pentTarget, targetName); - if (FNullEnt(pentTarget)) + pentTarget = FIND_ENTITY_BY_TARGETNAME( pentTarget, targetName ); + if( FNullEnt( pentTarget ) ) break; CBaseEntity *pTarget = CBaseEntity::Instance( pentTarget ); - if ( pTarget && !(pTarget->pev->flags & FL_KILLME) ) // Don't use dying ents + if( pTarget && !( pTarget->pev->flags & FL_KILLME ) ) // Don't use dying ents { - ALERT( at_aiconsole, "Found: %s, firing (%s)\n", STRING(pTarget->pev->classname), targetName ); + ALERT( at_aiconsole, "Found: %s, firing (%s)\n", STRING( pTarget->pev->classname ), targetName ); pTarget->Use( pActivator, pCaller, useType, value ); } } @@ -208,22 +206,22 @@ void FireTargets( const char *targetName, CBaseEntity *pActivator, CBaseEntity * LINK_ENTITY_TO_CLASS( DelayedUse, CBaseDelay ) -void CBaseDelay :: SUB_UseTargets( CBaseEntity *pActivator, USE_TYPE useType, float value ) +void CBaseDelay::SUB_UseTargets( CBaseEntity *pActivator, USE_TYPE useType, float value ) { // // exit immediatly if we don't have a target or kill target // - if (FStringNull(pev->target) && !m_iszKillTarget) + if( FStringNull( pev->target ) && !m_iszKillTarget ) return; // // check for a delay // - if (m_flDelay != 0) + if( m_flDelay != 0 ) { // create a temp object to fire at a later time - CBaseDelay *pTemp = GetClassPtr( (CBaseDelay *)NULL); - pTemp->pev->classname = MAKE_STRING("DelayedUse"); + CBaseDelay *pTemp = GetClassPtr( (CBaseDelay *)NULL ); + pTemp->pev->classname = MAKE_STRING( "DelayedUse" ); pTemp->pev->nextthink = gpGlobals->time + m_flDelay; @@ -239,7 +237,7 @@ void CBaseDelay :: SUB_UseTargets( CBaseEntity *pActivator, USE_TYPE useType, fl // This wasn't in the release build of Half-Life. We should have moved m_hActivator into this class // but changing member variable hierarchy would break save/restore without some ugly code. // This code is not as ugly as that code - if ( pActivator && pActivator->IsPlayer() ) // If a player activates, then save it + if( pActivator && pActivator->IsPlayer() ) // If a player activates, then save it { pTemp->pev->owner = pActivator->edict(); } @@ -254,35 +252,34 @@ void CBaseDelay :: SUB_UseTargets( CBaseEntity *pActivator, USE_TYPE useType, fl // // kill the killtargets // - - if ( m_iszKillTarget ) + if( m_iszKillTarget ) { edict_t *pentKillTarget = NULL; - ALERT( at_aiconsole, "KillTarget: %s\n", STRING(m_iszKillTarget) ); - pentKillTarget = FIND_ENTITY_BY_TARGETNAME( NULL, STRING(m_iszKillTarget) ); - while ( !FNullEnt(pentKillTarget) ) + ALERT( at_aiconsole, "KillTarget: %s\n", STRING( m_iszKillTarget ) ); + pentKillTarget = FIND_ENTITY_BY_TARGETNAME( NULL, STRING( m_iszKillTarget ) ); + while( !FNullEnt(pentKillTarget) ) { - UTIL_Remove( CBaseEntity::Instance(pentKillTarget) ); + UTIL_Remove( CBaseEntity::Instance( pentKillTarget ) ); ALERT( at_aiconsole, "killing %s\n", STRING( pentKillTarget->v.classname ) ); - pentKillTarget = FIND_ENTITY_BY_TARGETNAME( pentKillTarget, STRING(m_iszKillTarget) ); + pentKillTarget = FIND_ENTITY_BY_TARGETNAME( pentKillTarget, STRING( m_iszKillTarget ) ); } } - + // // fire targets // - if (!FStringNull(pev->target)) + if( !FStringNull( pev->target ) ) { - FireTargets( STRING(pev->target), pActivator, this, useType, value ); + FireTargets( STRING( pev->target ), pActivator, this, useType, value ); } } /* -void CBaseDelay :: SUB_UseTargetsEntMethod( void ) +void CBaseDelay::SUB_UseTargetsEntMethod( void ) { - SUB_UseTargets(pev); + SUB_UseTargets( pev ); } */ @@ -292,20 +289,20 @@ just constant angles. */ void SetMovedir( entvars_t *pev ) { - if (pev->angles == Vector(0, -1, 0)) + if( pev->angles == Vector( 0, -1, 0 ) ) { - pev->movedir = Vector(0, 0, 1); + pev->movedir = Vector( 0, 0, 1 ); } - else if (pev->angles == Vector(0, -2, 0)) + else if (pev->angles == Vector( 0, -2, 0 ) ) { - pev->movedir = Vector(0, 0, -1); + pev->movedir = Vector( 0, 0, -1 ); } else { - UTIL_MakeVectors(pev->angles); + UTIL_MakeVectors( pev->angles ); pev->movedir = gpGlobals->v_forward; } - + pev->angles = g_vecZero; } @@ -313,14 +310,14 @@ void CBaseDelay::DelayThink( void ) { CBaseEntity *pActivator = NULL; - if ( pev->owner != NULL ) // A player activated this on delay + if( pev->owner != NULL ) // A player activated this on delay { pActivator = CBaseEntity::Instance( pev->owner ); } // The use type is cached (and stashed) in pev->button SUB_UseTargets( pActivator, (USE_TYPE)pev->button, 0 ); - REMOVE_ENTITY(ENT(pev)); + REMOVE_ENTITY( ENT( pev ) ); } // Global Savedata for Toggle @@ -351,24 +348,24 @@ IMPLEMENT_SAVERESTORE( CBaseToggle, CBaseAnimating ) void CBaseToggle::KeyValue( KeyValueData *pkvd ) { - if (FStrEq(pkvd->szKeyName, "lip")) + if( FStrEq(pkvd->szKeyName, "lip" ) ) { - m_flLip = atof(pkvd->szValue); + m_flLip = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "wait")) + else if( FStrEq( pkvd->szKeyName, "wait" ) ) { - m_flWait = atof(pkvd->szValue); + m_flWait = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "master")) + else if( FStrEq( pkvd->szKeyName, "master" ) ) { - m_sMaster = ALLOC_STRING(pkvd->szValue); + m_sMaster = ALLOC_STRING( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "distance")) + else if( FStrEq( pkvd->szKeyName, "distance" ) ) { - m_flMoveDistance = atof(pkvd->szValue); + m_flMoveDistance = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } else @@ -383,20 +380,20 @@ calculate pev->velocity and pev->nextthink to reach vecDest from pev->origin traveling at flSpeed =============== */ -void CBaseToggle :: LinearMove( Vector vecDest, float flSpeed ) +void CBaseToggle::LinearMove( Vector vecDest, float flSpeed ) { - ASSERTSZ(flSpeed != 0, "LinearMove: no speed is defined!"); - //ASSERTSZ(m_pfnCallWhenMoveDone != NULL, "LinearMove: no post-move function defined"); + ASSERTSZ( flSpeed != 0, "LinearMove: no speed is defined!" ); + //ASSERTSZ( m_pfnCallWhenMoveDone != NULL, "LinearMove: no post-move function defined" ); m_vecFinalDest = vecDest; // Already there? - if (vecDest == pev->origin) + if( vecDest == pev->origin ) { LinearMoveDone(); return; } - + // set destdelta to the vector needed to move Vector vecDestDelta = vecDest - pev->origin; @@ -416,18 +413,18 @@ void CBaseToggle :: LinearMove( Vector vecDest, float flSpeed ) After moving, set origin to exact final destination, call "move done" function ============ */ -void CBaseToggle :: LinearMoveDone( void ) +void CBaseToggle::LinearMoveDone( void ) { - UTIL_SetOrigin(pev, m_vecFinalDest); + UTIL_SetOrigin( pev, m_vecFinalDest ); pev->velocity = g_vecZero; pev->nextthink = -1; - if ( m_pfnCallWhenMoveDone ) - (this->*m_pfnCallWhenMoveDone)(); + if( m_pfnCallWhenMoveDone ) + ( this->*m_pfnCallWhenMoveDone )(); } -BOOL CBaseToggle :: IsLockedByMaster( void ) +BOOL CBaseToggle::IsLockedByMaster( void ) { - if (m_sMaster && !UTIL_IsMasterTriggered(m_sMaster, m_hActivator)) + if( m_sMaster && !UTIL_IsMasterTriggered( m_sMaster, m_hActivator ) ) return TRUE; else return FALSE; @@ -442,15 +439,15 @@ pev->origin traveling at flSpeed Just like LinearMove, but rotational. =============== */ -void CBaseToggle :: AngularMove( Vector vecDestAngle, float flSpeed ) +void CBaseToggle::AngularMove( Vector vecDestAngle, float flSpeed ) { - ASSERTSZ(flSpeed != 0, "AngularMove: no speed is defined!"); - //ASSERTSZ(m_pfnCallWhenMoveDone != NULL, "AngularMove: no post-move function defined"); + ASSERTSZ( flSpeed != 0, "AngularMove: no speed is defined!" ); + //ASSERTSZ( m_pfnCallWhenMoveDone != NULL, "AngularMove: no post-move function defined" ); m_vecFinalAngle = vecDestAngle; // Already there? - if (vecDestAngle == pev->angles) + if( vecDestAngle == pev->angles ) { AngularMoveDone(); return; @@ -475,41 +472,41 @@ void CBaseToggle :: AngularMove( Vector vecDestAngle, float flSpeed ) After rotating, set angle to exact final angle, call "move done" function ============ */ -void CBaseToggle :: AngularMoveDone( void ) +void CBaseToggle::AngularMoveDone( void ) { pev->angles = m_vecFinalAngle; pev->avelocity = g_vecZero; pev->nextthink = -1; - if ( m_pfnCallWhenMoveDone ) - (this->*m_pfnCallWhenMoveDone)(); + if( m_pfnCallWhenMoveDone ) + ( this->*m_pfnCallWhenMoveDone )(); } -float CBaseToggle :: AxisValue( int flags, const Vector &angles ) +float CBaseToggle::AxisValue( int flags, const Vector &angles ) { - if ( FBitSet(flags, SF_DOOR_ROTATE_Z) ) + if( FBitSet( flags, SF_DOOR_ROTATE_Z ) ) return angles.z; - if ( FBitSet(flags, SF_DOOR_ROTATE_X) ) + if( FBitSet( flags, SF_DOOR_ROTATE_X ) ) return angles.x; return angles.y; } -void CBaseToggle :: AxisDir( entvars_t *pev ) +void CBaseToggle::AxisDir( entvars_t *pev ) { - if ( FBitSet(pev->spawnflags, SF_DOOR_ROTATE_Z) ) - pev->movedir = Vector ( 0, 0, 1 ); // around z-axis - else if ( FBitSet(pev->spawnflags, SF_DOOR_ROTATE_X) ) - pev->movedir = Vector ( 1, 0, 0 ); // around x-axis + if( FBitSet( pev->spawnflags, SF_DOOR_ROTATE_Z ) ) + pev->movedir = Vector( 0, 0, 1 ); // around z-axis + else if( FBitSet( pev->spawnflags, SF_DOOR_ROTATE_X ) ) + pev->movedir = Vector( 1, 0, 0 ); // around x-axis else - pev->movedir = Vector ( 0, 1, 0 ); // around y-axis + pev->movedir = Vector( 0, 1, 0 ); // around y-axis } -float CBaseToggle :: AxisDelta( int flags, const Vector &angle1, const Vector &angle2 ) +float CBaseToggle::AxisDelta( int flags, const Vector &angle1, const Vector &angle2 ) { - if ( FBitSet (flags, SF_DOOR_ROTATE_Z) ) + if( FBitSet( flags, SF_DOOR_ROTATE_Z ) ) return angle1.z - angle2.z; - if ( FBitSet (flags, SF_DOOR_ROTATE_X) ) + if( FBitSet( flags, SF_DOOR_ROTATE_X ) ) return angle1.x - angle2.x; return angle1.y - angle2.y; @@ -522,18 +519,18 @@ FEntIsVisible returns TRUE if the passed entity is visible to caller, even if not infront () ============= */ -BOOL FEntIsVisible( entvars_t* pev, entvars_t* pevTarget) +BOOL FEntIsVisible( entvars_t *pev, entvars_t *pevTarget) { Vector vecSpot1 = pev->origin + pev->view_ofs; Vector vecSpot2 = pevTarget->origin + pevTarget->view_ofs; TraceResult tr; - UTIL_TraceLine(vecSpot1, vecSpot2, ignore_monsters, ENT(pev), &tr); + UTIL_TraceLine( vecSpot1, vecSpot2, ignore_monsters, ENT( pev ), &tr ); - if (tr.fInOpen && tr.fInWater) + if( tr.fInOpen && tr.fInWater ) return FALSE; // sight line crossed contents - if (tr.flFraction == 1) + if( tr.flFraction == 1 ) return TRUE; return FALSE; diff --git a/dlls/talkmonster.cpp b/dlls/talkmonster.cpp index b626a384..a370b949 100644 --- a/dlls/talkmonster.cpp +++ b/dlls/talkmonster.cpp @@ -28,7 +28,7 @@ // Talking monster base class // Used for scientists and barneys //========================================================= -float CTalkMonster::g_talkWaitTime = 0; // time delay until it's ok to speak: used so that two NPCs don't talk at once +float CTalkMonster::g_talkWaitTime = 0; // time delay until it's ok to speak: used so that two NPCs don't talk at once // NOTE: m_voicePitch & m_szGrp should be fixed up by precache each save/restore @@ -38,8 +38,8 @@ TYPEDESCRIPTION CTalkMonster::m_SaveData[] = DEFINE_FIELD( CTalkMonster, m_nSpeak, FIELD_INTEGER ), // Recalc'ed in Precache() - // DEFINE_FIELD( CTalkMonster, m_voicePitch, FIELD_INTEGER ), - // DEFINE_FIELD( CTalkMonster, m_szGrp, FIELD_??? ), + //DEFINE_FIELD( CTalkMonster, m_voicePitch, FIELD_INTEGER ), + //DEFINE_FIELD( CTalkMonster, m_szGrp, FIELD_??? ), DEFINE_FIELD( CTalkMonster, m_useTime, FIELD_TIME ), DEFINE_FIELD( CTalkMonster, m_iszUse, FIELD_STRING ), DEFINE_FIELD( CTalkMonster, m_iszUnUse, FIELD_STRING ), @@ -61,51 +61,49 @@ char *CTalkMonster::m_szFriends[TLK_CFRIENDS] = //========================================================= // AI Schedules Specific to talking monsters //========================================================= - -Task_t tlIdleResponse[] = +Task_t tlIdleResponse[] = { - { TASK_SET_ACTIVITY, (float)ACT_IDLE },// Stop and listen - { TASK_WAIT, (float)0.5 },// Wait until sure it's me they are talking to - { TASK_TLK_EYECONTACT, (float)0 },// Wait until speaker is done - { TASK_TLK_RESPOND, (float)0 },// Wait and then say my response - { TASK_TLK_IDEALYAW, (float)0 },// look at who I'm talking to - { TASK_FACE_IDEAL, (float)0 }, - { TASK_SET_ACTIVITY, (float)ACT_SIGNAL3 }, - { TASK_TLK_EYECONTACT, (float)0 },// Wait until speaker is done + { TASK_SET_ACTIVITY, (float)ACT_IDLE }, // Stop and listen + { TASK_WAIT, (float)0.5 }, // Wait until sure it's me they are talking to + { TASK_TLK_EYECONTACT, (float)0 }, // Wait until speaker is done + { TASK_TLK_RESPOND, (float)0 }, // Wait and then say my response + { TASK_TLK_IDEALYAW, (float)0 }, // look at who I'm talking to + { TASK_FACE_IDEAL, (float)0 }, + { TASK_SET_ACTIVITY, (float)ACT_SIGNAL3 }, + { TASK_TLK_EYECONTACT, (float)0 }, // Wait until speaker is done }; -Schedule_t slIdleResponse[] = +Schedule_t slIdleResponse[] = { - { + { tlIdleResponse, - ARRAYSIZE ( tlIdleResponse ), - bits_COND_NEW_ENEMY | - bits_COND_LIGHT_DAMAGE | + ARRAYSIZE( tlIdleResponse ), + bits_COND_NEW_ENEMY | + bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE, 0, "Idle Response" - }, }; -Task_t tlIdleSpeak[] = +Task_t tlIdleSpeak[] = { - { TASK_TLK_SPEAK, (float)0 },// question or remark - { TASK_TLK_IDEALYAW, (float)0 },// look at who I'm talking to - { TASK_FACE_IDEAL, (float)0 }, - { TASK_SET_ACTIVITY, (float)ACT_SIGNAL3 }, - { TASK_TLK_EYECONTACT, (float)0 }, - { TASK_WAIT_RANDOM, (float)0.5 }, + { TASK_TLK_SPEAK, (float)0 },// question or remark + { TASK_TLK_IDEALYAW, (float)0 },// look at who I'm talking to + { TASK_FACE_IDEAL, (float)0 }, + { TASK_SET_ACTIVITY, (float)ACT_SIGNAL3 }, + { TASK_TLK_EYECONTACT, (float)0 }, + { TASK_WAIT_RANDOM, (float)0.5 }, }; -Schedule_t slIdleSpeak[] = +Schedule_t slIdleSpeak[] = { { tlIdleSpeak, - ARRAYSIZE ( tlIdleSpeak ), - bits_COND_NEW_ENEMY | - bits_COND_CLIENT_PUSH | - bits_COND_LIGHT_DAMAGE | + ARRAYSIZE( tlIdleSpeak ), + bits_COND_NEW_ENEMY | + bits_COND_CLIENT_PUSH | + bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE, 0, "Idle Speak" @@ -114,202 +112,197 @@ Schedule_t slIdleSpeak[] = Task_t tlIdleSpeakWait[] = { - { TASK_SET_ACTIVITY, (float)ACT_SIGNAL3 },// Stop and talk - { TASK_TLK_SPEAK, (float)0 },// question or remark - { TASK_TLK_EYECONTACT, (float)0 },// - { TASK_WAIT, (float)2 },// wait - used when sci is in 'use' mode to keep head turned + { TASK_SET_ACTIVITY, (float)ACT_SIGNAL3 },// Stop and talk + { TASK_TLK_SPEAK, (float)0 },// question or remark + { TASK_TLK_EYECONTACT, (float)0 },// + { TASK_WAIT, (float)2 },// wait - used when sci is in 'use' mode to keep head turned }; -Schedule_t slIdleSpeakWait[] = +Schedule_t slIdleSpeakWait[] = { - { + { tlIdleSpeakWait, - ARRAYSIZE ( tlIdleSpeakWait ), - bits_COND_NEW_ENEMY | - bits_COND_CLIENT_PUSH | - bits_COND_LIGHT_DAMAGE | + ARRAYSIZE( tlIdleSpeakWait ), + bits_COND_NEW_ENEMY | + bits_COND_CLIENT_PUSH | + bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE, 0, "Idle Speak Wait" }, }; -Task_t tlIdleHello[] = +Task_t tlIdleHello[] = { - { TASK_SET_ACTIVITY, (float)ACT_SIGNAL3 },// Stop and talk - { TASK_TLK_HELLO, (float)0 },// Try to say hello to player - { TASK_TLK_EYECONTACT, (float)0 }, - { TASK_WAIT, (float)0.5 },// wait a bit - { TASK_TLK_HELLO, (float)0 },// Try to say hello to player - { TASK_TLK_EYECONTACT, (float)0 }, - { TASK_WAIT, (float)0.5 },// wait a bit - { TASK_TLK_HELLO, (float)0 },// Try to say hello to player - { TASK_TLK_EYECONTACT, (float)0 }, - { TASK_WAIT, (float)0.5 },// wait a bit - { TASK_TLK_HELLO, (float)0 },// Try to say hello to player - { TASK_TLK_EYECONTACT, (float)0 }, - { TASK_WAIT, (float)0.5 },// wait a bit + { TASK_SET_ACTIVITY, (float)ACT_SIGNAL3 },// Stop and talk + { TASK_TLK_HELLO, (float)0 },// Try to say hello to player + { TASK_TLK_EYECONTACT, (float)0 }, + { TASK_WAIT, (float)0.5 },// wait a bit + { TASK_TLK_HELLO, (float)0 },// Try to say hello to player + { TASK_TLK_EYECONTACT, (float)0 }, + { TASK_WAIT, (float)0.5 },// wait a bit + { TASK_TLK_HELLO, (float)0 },// Try to say hello to player + { TASK_TLK_EYECONTACT, (float)0 }, + { TASK_WAIT, (float)0.5 },// wait a bit + { TASK_TLK_HELLO, (float)0 },// Try to say hello to player + { TASK_TLK_EYECONTACT, (float)0 }, + { TASK_WAIT, (float)0.5 },// wait a bit }; -Schedule_t slIdleHello[] = +Schedule_t slIdleHello[] = { - { + { tlIdleHello, - ARRAYSIZE ( tlIdleHello ), - bits_COND_NEW_ENEMY | - bits_COND_CLIENT_PUSH | - bits_COND_LIGHT_DAMAGE | - bits_COND_HEAVY_DAMAGE | - bits_COND_HEAR_SOUND | + ARRAYSIZE( tlIdleHello ), + bits_COND_NEW_ENEMY | + bits_COND_CLIENT_PUSH | + bits_COND_LIGHT_DAMAGE | + bits_COND_HEAVY_DAMAGE | + bits_COND_HEAR_SOUND | bits_COND_PROVOKED, - bits_SOUND_COMBAT, "Idle Hello" }, }; -Task_t tlIdleStopShooting[] = +Task_t tlIdleStopShooting[] = { - { TASK_TLK_STOPSHOOTING, (float)0 },// tell player to stop shooting friend - // { TASK_TLK_EYECONTACT, (float)0 },// look at the player + { TASK_TLK_STOPSHOOTING, (float)0 },// tell player to stop shooting friend + // { TASK_TLK_EYECONTACT, (float)0 },// look at the player }; -Schedule_t slIdleStopShooting[] = +Schedule_t slIdleStopShooting[] = { - { + { tlIdleStopShooting, - ARRAYSIZE ( tlIdleStopShooting ), - bits_COND_NEW_ENEMY | - bits_COND_LIGHT_DAMAGE | - bits_COND_HEAVY_DAMAGE | + ARRAYSIZE( tlIdleStopShooting ), + bits_COND_NEW_ENEMY | + bits_COND_LIGHT_DAMAGE | + bits_COND_HEAVY_DAMAGE | bits_COND_HEAR_SOUND, 0, "Idle Stop Shooting" }, }; -Task_t tlMoveAway[] = +Task_t tlMoveAway[] = { - { TASK_SET_FAIL_SCHEDULE, (float)SCHED_MOVE_AWAY_FAIL }, - { TASK_STORE_LASTPOSITION, (float)0 }, - { TASK_MOVE_AWAY_PATH, (float)100 }, - { TASK_WALK_PATH_FOR_UNITS, (float)100 }, - { TASK_STOP_MOVING, (float)0 }, - { TASK_FACE_PLAYER, (float)0.5 }, + { TASK_SET_FAIL_SCHEDULE, (float)SCHED_MOVE_AWAY_FAIL }, + { TASK_STORE_LASTPOSITION, (float)0 }, + { TASK_MOVE_AWAY_PATH, (float)100 }, + { TASK_WALK_PATH_FOR_UNITS, (float)100 }, + { TASK_STOP_MOVING, (float)0 }, + { TASK_FACE_PLAYER, (float)0.5 }, }; -Schedule_t slMoveAway[] = +Schedule_t slMoveAway[] = { { tlMoveAway, - ARRAYSIZE ( tlMoveAway ), + ARRAYSIZE( tlMoveAway ), 0, 0, "MoveAway" }, }; -Task_t tlMoveAwayFail[] = +Task_t tlMoveAwayFail[] = { - { TASK_STOP_MOVING, (float)0 }, - { TASK_FACE_PLAYER, (float)0.5 }, + { TASK_STOP_MOVING, (float)0 }, + { TASK_FACE_PLAYER, (float)0.5 }, }; -Schedule_t slMoveAwayFail[] = +Schedule_t slMoveAwayFail[] = { { tlMoveAwayFail, - ARRAYSIZE ( tlMoveAwayFail ), + ARRAYSIZE( tlMoveAwayFail ), 0, 0, "MoveAwayFail" }, }; -Task_t tlMoveAwayFollow[] = +Task_t tlMoveAwayFollow[] = { - { TASK_SET_FAIL_SCHEDULE, (float)SCHED_TARGET_FACE }, - { TASK_STORE_LASTPOSITION, (float)0 }, - { TASK_MOVE_AWAY_PATH, (float)100 }, - { TASK_WALK_PATH_FOR_UNITS, (float)100 }, - { TASK_STOP_MOVING, (float)0 }, - { TASK_SET_SCHEDULE, (float)SCHED_TARGET_FACE }, + { TASK_SET_FAIL_SCHEDULE, (float)SCHED_TARGET_FACE }, + { TASK_STORE_LASTPOSITION, (float)0 }, + { TASK_MOVE_AWAY_PATH, (float)100 }, + { TASK_WALK_PATH_FOR_UNITS, (float)100 }, + { TASK_STOP_MOVING, (float)0 }, + { TASK_SET_SCHEDULE, (float)SCHED_TARGET_FACE }, }; -Schedule_t slMoveAwayFollow[] = +Schedule_t slMoveAwayFollow[] = { { tlMoveAwayFollow, - ARRAYSIZE ( tlMoveAwayFollow ), + ARRAYSIZE( tlMoveAwayFollow ), 0, 0, "MoveAwayFollow" }, }; -Task_t tlTlkIdleWatchClient[] = +Task_t tlTlkIdleWatchClient[] = { - { TASK_STOP_MOVING, 0 }, - { TASK_SET_ACTIVITY, (float)ACT_IDLE }, - { TASK_TLK_LOOK_AT_CLIENT, (float)6 }, + { TASK_STOP_MOVING, 0 }, + { TASK_SET_ACTIVITY, (float)ACT_IDLE }, + { TASK_TLK_LOOK_AT_CLIENT, (float)6 }, }; -Task_t tlTlkIdleWatchClientStare[] = +Task_t tlTlkIdleWatchClientStare[] = { - { TASK_STOP_MOVING, 0 }, - { TASK_SET_ACTIVITY, (float)ACT_IDLE }, - { TASK_TLK_CLIENT_STARE, (float)6 }, - { TASK_TLK_STARE, (float)0 }, - { TASK_TLK_IDEALYAW, (float)0 },// look at who I'm talking to - { TASK_FACE_IDEAL, (float)0 }, - { TASK_SET_ACTIVITY, (float)ACT_SIGNAL3 }, - { TASK_TLK_EYECONTACT, (float)0 }, + { TASK_STOP_MOVING, 0 }, + { TASK_SET_ACTIVITY, (float)ACT_IDLE }, + { TASK_TLK_CLIENT_STARE, (float)6 }, + { TASK_TLK_STARE, (float)0 }, + { TASK_TLK_IDEALYAW, (float)0 },// look at who I'm talking to + { TASK_FACE_IDEAL, (float)0 }, + { TASK_SET_ACTIVITY, (float)ACT_SIGNAL3 }, + { TASK_TLK_EYECONTACT, (float)0 }, }; -Schedule_t slTlkIdleWatchClient[] = +Schedule_t slTlkIdleWatchClient[] = { - { + { tlTlkIdleWatchClient, - ARRAYSIZE ( tlTlkIdleWatchClient ), - bits_COND_NEW_ENEMY | - bits_COND_LIGHT_DAMAGE | - bits_COND_HEAVY_DAMAGE | - bits_COND_HEAR_SOUND | - bits_COND_SMELL | - bits_COND_CLIENT_PUSH | - bits_COND_CLIENT_UNSEEN | + ARRAYSIZE( tlTlkIdleWatchClient ), + bits_COND_NEW_ENEMY | + bits_COND_LIGHT_DAMAGE | + bits_COND_HEAVY_DAMAGE | + bits_COND_HEAR_SOUND | + bits_COND_SMELL | + bits_COND_CLIENT_PUSH | + bits_COND_CLIENT_UNSEEN | bits_COND_PROVOKED, - - bits_SOUND_COMBAT |// sound flags - change these, and you'll break the talking code. - //bits_SOUND_PLAYER | - //bits_SOUND_WORLD | - - bits_SOUND_DANGER | - bits_SOUND_MEAT |// scents - bits_SOUND_CARCASS | + bits_SOUND_COMBAT |// sound flags - change these, and you'll break the talking code. + //bits_SOUND_PLAYER | + //bits_SOUND_WORLD | + bits_SOUND_DANGER | + bits_SOUND_MEAT |// scents + bits_SOUND_CARCASS | bits_SOUND_GARBAGE, "TlkIdleWatchClient" }, - { + { tlTlkIdleWatchClientStare, - ARRAYSIZE ( tlTlkIdleWatchClientStare ), - bits_COND_NEW_ENEMY | - bits_COND_LIGHT_DAMAGE | - bits_COND_HEAVY_DAMAGE | - bits_COND_HEAR_SOUND | - bits_COND_SMELL | - bits_COND_CLIENT_PUSH | - bits_COND_CLIENT_UNSEEN | + ARRAYSIZE( tlTlkIdleWatchClientStare ), + bits_COND_NEW_ENEMY | + bits_COND_LIGHT_DAMAGE | + bits_COND_HEAVY_DAMAGE | + bits_COND_HEAR_SOUND | + bits_COND_SMELL | + bits_COND_CLIENT_PUSH | + bits_COND_CLIENT_UNSEEN | bits_COND_PROVOKED, - - bits_SOUND_COMBAT |// sound flags - change these, and you'll break the talking code. - //bits_SOUND_PLAYER | - //bits_SOUND_WORLD | - - bits_SOUND_DANGER | - bits_SOUND_MEAT |// scents - bits_SOUND_CARCASS | + bits_SOUND_COMBAT |// sound flags - change these, and you'll break the talking code. + //bits_SOUND_PLAYER | + //bits_SOUND_WORLD | + bits_SOUND_DANGER | + bits_SOUND_MEAT |// scents + bits_SOUND_CARCASS | bits_SOUND_GARBAGE, "TlkIdleWatchClientStare" }, @@ -317,20 +310,20 @@ Schedule_t slTlkIdleWatchClient[] = Task_t tlTlkIdleEyecontact[] = { - { TASK_TLK_IDEALYAW, (float)0 },// look at who I'm talking to - { TASK_FACE_IDEAL, (float)0 }, - { TASK_SET_ACTIVITY, (float)ACT_SIGNAL3 }, - { TASK_TLK_EYECONTACT, (float)0 },// Wait until speaker is done + { TASK_TLK_IDEALYAW, (float)0 },// look at who I'm talking to + { TASK_FACE_IDEAL, (float)0 }, + { TASK_SET_ACTIVITY, (float)ACT_SIGNAL3 }, + { TASK_TLK_EYECONTACT, (float)0 },// Wait until speaker is done }; -Schedule_t slTlkIdleEyecontact[] = +Schedule_t slTlkIdleEyecontact[] = { { tlTlkIdleEyecontact, - ARRAYSIZE ( tlTlkIdleEyecontact ), - bits_COND_NEW_ENEMY | - bits_COND_CLIENT_PUSH | - bits_COND_LIGHT_DAMAGE | + ARRAYSIZE( tlTlkIdleEyecontact ), + bits_COND_NEW_ENEMY | + bits_COND_CLIENT_PUSH | + bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE, 0, "TlkIdleEyecontact" @@ -348,26 +341,26 @@ DEFINE_CUSTOM_SCHEDULES( CTalkMonster ) slMoveAwayFollow, slMoveAwayFail, slTlkIdleWatchClient, - &slTlkIdleWatchClient[ 1 ], + &slTlkIdleWatchClient[1], slTlkIdleEyecontact, }; IMPLEMENT_CUSTOM_SCHEDULES( CTalkMonster, CBaseMonster ) -void CTalkMonster :: SetActivity ( Activity newActivity ) +void CTalkMonster::SetActivity( Activity newActivity ) { - if (newActivity == ACT_IDLE && IsTalking() ) + if( newActivity == ACT_IDLE && IsTalking() ) newActivity = ACT_SIGNAL3; - if ( newActivity == ACT_SIGNAL3 && (LookupActivity ( ACT_SIGNAL3 ) == ACTIVITY_NOT_AVAILABLE)) + if( newActivity == ACT_SIGNAL3 && ( LookupActivity( ACT_SIGNAL3 ) == ACTIVITY_NOT_AVAILABLE ) ) newActivity = ACT_IDLE; CBaseMonster::SetActivity( newActivity ); } -void CTalkMonster :: StartTask( Task_t *pTask ) +void CTalkMonster::StartTask( Task_t *pTask ) { - switch ( pTask->iTask ) + switch( pTask->iTask ) { case TASK_TLK_SPEAK: // ask question or make statement @@ -398,15 +391,17 @@ void CTalkMonster :: StartTask( Task_t *pTask ) case TASK_TLK_EYECONTACT: break; case TASK_TLK_IDEALYAW: - if (m_hTalkTarget != NULL) + if( m_hTalkTarget != NULL ) { pev->yaw_speed = 60; - float yaw = VecToYaw(m_hTalkTarget->pev->origin - pev->origin) - pev->angles.y; + float yaw = VecToYaw( m_hTalkTarget->pev->origin - pev->origin ) - pev->angles.y; - if (yaw > 180) yaw -= 360; - if (yaw < -180) yaw += 360; + if( yaw > 180 ) + yaw -= 360; + if( yaw < -180 ) + yaw += 360; - if (yaw < 0) + if( yaw < 0 ) { pev->ideal_yaw = min( yaw + 45, 0 ) + pev->angles.y; } @@ -424,12 +419,12 @@ void CTalkMonster :: StartTask( Task_t *pTask ) break; case TASK_TLK_STOPSHOOTING: // tell player to stop shooting - PlaySentence( m_szGrp[TLK_NOSHOOT], RANDOM_FLOAT(2.8, 3.2), VOL_NORM, ATTN_NORM ); + PlaySentence( m_szGrp[TLK_NOSHOOT], RANDOM_FLOAT( 2.8, 3.2 ), VOL_NORM, ATTN_NORM ); TaskComplete(); break; case TASK_CANT_FOLLOW: StopFollowing( FALSE ); - PlaySentence( m_szGrp[TLK_STOP], RANDOM_FLOAT(2, 2.5), VOL_NORM, ATTN_NORM ); + PlaySentence( m_szGrp[TLK_STOP], RANDOM_FLOAT( 2, 2.5 ), VOL_NORM, ATTN_NORM ); TaskComplete(); break; case TASK_WALK_PATH_FOR_UNITS: @@ -443,11 +438,11 @@ void CTalkMonster :: StartTask( Task_t *pTask ) UTIL_MakeVectorsPrivate( dir, move, NULL, NULL ); dir = pev->origin + move * pTask->flData; - if ( MoveToLocation( ACT_WALK, 2, dir ) ) + if( MoveToLocation( ACT_WALK, 2, dir ) ) { TaskComplete(); } - else if ( FindCover( pev->origin, pev->view_ofs, 0, CoverRadius() ) ) + else if( FindCover( pev->origin, pev->view_ofs, 0, CoverRadius() ) ) { // then try for plain ole cover m_flMoveWaitFinished = gpGlobals->time + 2; @@ -469,7 +464,7 @@ void CTalkMonster :: StartTask( Task_t *pTask ) } } -void CTalkMonster :: RunTask( Task_t *pTask ) +void CTalkMonster::RunTask( Task_t *pTask ) { switch( pTask->iTask ) { @@ -478,14 +473,14 @@ void CTalkMonster :: RunTask( Task_t *pTask ) edict_t *pPlayer; // track head to the client for a while. - if ( m_MonsterState == MONSTERSTATE_IDLE && - !IsMoving() && - !IsTalking() ) + if( m_MonsterState == MONSTERSTATE_IDLE && + !IsMoving() && + !IsTalking() ) { // Get edict for one player pPlayer = g_engfuncs.pfnPEntityOfEntIndex( 1 ); - if ( pPlayer ) + if( pPlayer ) { IdleHeadTurn( pPlayer->v.origin ); } @@ -497,24 +492,24 @@ void CTalkMonster :: RunTask( Task_t *pTask ) return; } - if ( pTask->iTask == TASK_TLK_CLIENT_STARE ) + if( pTask->iTask == TASK_TLK_CLIENT_STARE ) { // fail out if the player looks away or moves away. - if ( ( pPlayer->v.origin - pev->origin ).Length2D() > TLK_STARE_DIST ) + if( ( pPlayer->v.origin - pev->origin ).Length2D() > TLK_STARE_DIST ) { // player moved away. TaskFail(); } UTIL_MakeVectors( pPlayer->v.angles ); - if ( UTIL_DotPoints( pPlayer->v.origin, pev->origin, gpGlobals->v_forward ) < m_flFieldOfView ) + if( UTIL_DotPoints( pPlayer->v.origin, pev->origin, gpGlobals->v_forward ) < m_flFieldOfView ) { // player looked away TaskFail(); } } - if ( gpGlobals->time > m_flWaitFinished ) + if( gpGlobals->time > m_flWaitFinished ) { TaskComplete(); } @@ -524,12 +519,12 @@ void CTalkMonster :: RunTask( Task_t *pTask ) // Get edict for one player edict_t *pPlayer = g_engfuncs.pfnPEntityOfEntIndex( 1 ); - if ( pPlayer ) + if( pPlayer ) { - MakeIdealYaw ( pPlayer->v.origin ); - ChangeYaw ( pev->yaw_speed ); + MakeIdealYaw( pPlayer->v.origin ); + ChangeYaw( pev->yaw_speed ); IdleHeadTurn( pPlayer->v.origin ); - if ( gpGlobals->time > m_flWaitFinished && FlYawDiff() < 10 ) + if( gpGlobals->time > m_flWaitFinished && FlYawDiff() < 10 ) { TaskComplete(); } @@ -541,7 +536,7 @@ void CTalkMonster :: RunTask( Task_t *pTask ) } break; case TASK_TLK_EYECONTACT: - if (!IsMoving() && IsTalking() && m_hTalkTarget != NULL) + if( !IsMoving() && IsTalking() && m_hTalkTarget != NULL ) { // ALERT( at_console, "waiting %f\n", m_flStopTalkTime - gpGlobals->time ); IdleHeadTurn( m_hTalkTarget->pev->origin ); @@ -555,10 +550,10 @@ void CTalkMonster :: RunTask( Task_t *pTask ) { float distance; - distance = (m_vecLastPosition - pev->origin).Length2D(); + distance = ( m_vecLastPosition - pev->origin ).Length2D(); // Walk path until far enough away - if ( distance > pTask->flData || MovementIsComplete() ) + if( distance > pTask->flData || MovementIsComplete() ) { TaskComplete(); RouteClear(); // Stop moving @@ -566,9 +561,9 @@ void CTalkMonster :: RunTask( Task_t *pTask ) } break; case TASK_WAIT_FOR_MOVEMENT: - if (IsTalking() && m_hTalkTarget != NULL) + if( IsTalking() && m_hTalkTarget != NULL ) { - // ALERT(at_console, "walking, talking\n"); + // ALERT( at_console, "walking, talking\n" ); IdleHeadTurn( m_hTalkTarget->pev->origin ); } else @@ -576,18 +571,18 @@ void CTalkMonster :: RunTask( Task_t *pTask ) IdleHeadTurn( pev->origin ); // override so that during walk, a scientist may talk and greet player FIdleHello(); - if (RANDOM_LONG(0,m_nSpeak * 20) == 0) + if( RANDOM_LONG( 0, m_nSpeak * 20 ) == 0) { FIdleSpeak(); } } CBaseMonster::RunTask( pTask ); - if (TaskIsComplete()) + if( TaskIsComplete() ) IdleHeadTurn( pev->origin ); break; default: - if (IsTalking() && m_hTalkTarget != NULL) + if( IsTalking() && m_hTalkTarget != NULL ) { IdleHeadTurn( m_hTalkTarget->pev->origin ); } @@ -599,13 +594,13 @@ void CTalkMonster :: RunTask( Task_t *pTask ) } } -void CTalkMonster :: Killed( entvars_t *pevAttacker, int iGib ) +void CTalkMonster::Killed( entvars_t *pevAttacker, int iGib ) { // If a client killed me (unless I was already Barnacle'd), make everyone else mad/afraid of him - if ( (pevAttacker->flags & FL_CLIENT) && m_MonsterState != MONSTERSTATE_PRONE ) + if( ( pevAttacker->flags & FL_CLIENT) && m_MonsterState != MONSTERSTATE_PRONE ) { AlertFriends(); - LimitFollowers( CBaseEntity::Instance(pevAttacker), 0 ); + LimitFollowers( CBaseEntity::Instance( pevAttacker ), 0 ); } m_hTargetEnt = NULL; @@ -615,30 +610,30 @@ void CTalkMonster :: Killed( entvars_t *pevAttacker, int iGib ) CBaseMonster::Killed( pevAttacker, iGib ); } -CBaseEntity *CTalkMonster::EnumFriends( CBaseEntity *pPrevious, int listNumber, BOOL bTrace ) +CBaseEntity *CTalkMonster::EnumFriends( CBaseEntity *pPrevious, int listNumber, BOOL bTrace ) { CBaseEntity *pFriend = pPrevious; char *pszFriend; TraceResult tr; Vector vecCheck; - pszFriend = m_szFriends[ FriendNumber(listNumber) ]; - while ( ( pFriend = UTIL_FindEntityByClassname( pFriend, pszFriend ) ) ) + pszFriend = m_szFriends[FriendNumber( listNumber )]; + while( ( pFriend = UTIL_FindEntityByClassname( pFriend, pszFriend ) ) ) { - if (pFriend == this || !pFriend->IsAlive()) + if( pFriend == this || !pFriend->IsAlive() ) // don't talk to self or dead people continue; - if ( bTrace ) + if( bTrace ) { vecCheck = pFriend->pev->origin; vecCheck.z = pFriend->pev->absmax.z; - UTIL_TraceLine( pev->origin, vecCheck, ignore_monsters, ENT(pev), &tr); + UTIL_TraceLine( pev->origin, vecCheck, ignore_monsters, ENT( pev ), &tr ); } else tr.flFraction = 1.0; - if (tr.flFraction == 1.0) + if( tr.flFraction == 1.0 ) { return pFriend; } @@ -653,12 +648,12 @@ void CTalkMonster::AlertFriends( void ) int i; // for each friend in this bsp... - for ( i = 0; i < TLK_CFRIENDS; i++ ) + for( i = 0; i < TLK_CFRIENDS; i++ ) { - while ( ( pFriend = EnumFriends( pFriend, i, TRUE ) ) ) + while( ( pFriend = EnumFriends( pFriend, i, TRUE ) ) ) { CBaseMonster *pMonster = pFriend->MyMonsterPointer(); - if ( pMonster->IsAlive() ) + if( pMonster->IsAlive() ) { // don't provoke a friend that's playing a death animation. They're a goner pMonster->m_afMemory |= bits_MEMORY_PROVOKED; @@ -673,12 +668,12 @@ void CTalkMonster::ShutUpFriends( void ) int i; // for each friend in this bsp... - for ( i = 0; i < TLK_CFRIENDS; i++ ) + for( i = 0; i < TLK_CFRIENDS; i++ ) { - while ( ( pFriend = EnumFriends( pFriend, i, TRUE ) ) ) + while( ( pFriend = EnumFriends( pFriend, i, TRUE ) ) ) { CBaseMonster *pMonster = pFriend->MyMonsterPointer(); - if ( pMonster ) + if( pMonster ) { pMonster->SentenceStop(); } @@ -696,17 +691,17 @@ void CTalkMonster::LimitFollowers( CBaseEntity *pPlayer, int maxFollowers ) count = 0; // for each friend in this bsp... - for ( i = 0; i < TLK_CFRIENDS; i++ ) + for( i = 0; i < TLK_CFRIENDS; i++ ) { - while ( ( pFriend = EnumFriends( pFriend, i, FALSE ) ) ) + while( ( pFriend = EnumFriends( pFriend, i, FALSE ) ) ) { CBaseMonster *pMonster = pFriend->MyMonsterPointer(); - if ( pMonster ) + if( pMonster ) { - if ( pMonster->m_hTargetEnt == pPlayer ) + if( pMonster->m_hTargetEnt == pPlayer ) { count++; - if ( count > maxFollowers ) + if( count > maxFollowers ) pMonster->StopFollowing( TRUE ); } } @@ -717,28 +712,28 @@ void CTalkMonster::LimitFollowers( CBaseEntity *pPlayer, int maxFollowers ) float CTalkMonster::TargetDistance( void ) { // If we lose the player, or he dies, return a really large distance - if ( m_hTargetEnt == NULL || !m_hTargetEnt->IsAlive() ) + if( m_hTargetEnt == NULL || !m_hTargetEnt->IsAlive() ) return 1e6; - return (m_hTargetEnt->pev->origin - pev->origin).Length(); + return ( m_hTargetEnt->pev->origin - pev->origin ).Length(); } //========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. //========================================================= -void CTalkMonster :: HandleAnimEvent( MonsterEvent_t *pEvent ) +void CTalkMonster::HandleAnimEvent( MonsterEvent_t *pEvent ) { switch( pEvent->event ) - { + { case SCRIPT_EVENT_SENTENCE_RND1: // Play a named sentence group 25% of the time - if (RANDOM_LONG(0,99) < 75) + if( RANDOM_LONG( 0, 99 ) < 75 ) break; // fall through... case SCRIPT_EVENT_SENTENCE: // Play a named sentence group ShutUpFriends(); - PlaySentence( pEvent->options, RANDOM_FLOAT(2.8, 3.4), VOL_NORM, ATTN_IDLE ); - //ALERT(at_console, "script event speak\n"); + PlaySentence( pEvent->options, RANDOM_FLOAT( 2.8, 3.4 ), VOL_NORM, ATTN_IDLE ); + //ALERT( at_console, "script event speak\n" ); break; default: CBaseMonster::HandleAnimEvent( pEvent ); @@ -747,7 +742,7 @@ void CTalkMonster :: HandleAnimEvent( MonsterEvent_t *pEvent ) } // monsters derived from ctalkmonster should call this in precache() -void CTalkMonster :: TalkInit( void ) +void CTalkMonster::TalkInit( void ) { // every new talking monster must reset this global, otherwise // when a level is loaded, nobody will talk (time is reset to 0) @@ -760,7 +755,7 @@ void CTalkMonster :: TalkInit( void ) // Scan for nearest, visible friend. If fPlayer is true, look for // nearest player //========================================================= -CBaseEntity *CTalkMonster :: FindNearestFriend(BOOL fPlayer) +CBaseEntity *CTalkMonster::FindNearestFriend( BOOL fPlayer ) { CBaseEntity *pFriend = NULL; CBaseEntity *pNearest = NULL; @@ -774,50 +769,50 @@ CBaseEntity *CTalkMonster :: FindNearestFriend(BOOL fPlayer) vecStart.z = pev->absmax.z; - if (fPlayer) + if( fPlayer ) cfriends = 1; else cfriends = TLK_CFRIENDS; // for each type of friend... - for (i = cfriends-1; i > -1; i--) + for( i = cfriends-1; i > -1; i-- ) { - if (fPlayer) + if( fPlayer ) pszFriend = "player"; else - pszFriend = m_szFriends[FriendNumber(i)]; + pszFriend = m_szFriends[FriendNumber( i )]; - if (!pszFriend) + if( !pszFriend ) continue; // for each friend in this bsp... - while ( ( pFriend = UTIL_FindEntityByClassname( pFriend, pszFriend ) ) ) + while( ( pFriend = UTIL_FindEntityByClassname( pFriend, pszFriend ) ) ) { - if (pFriend == this || !pFriend->IsAlive()) + if( pFriend == this || !pFriend->IsAlive() ) // don't talk to self or dead people continue; CBaseMonster *pMonster = pFriend->MyMonsterPointer(); // If not a monster for some reason, or in a script, or prone - if ( !pMonster || pMonster->m_MonsterState == MONSTERSTATE_SCRIPT || pMonster->m_MonsterState == MONSTERSTATE_PRONE ) + if( !pMonster || pMonster->m_MonsterState == MONSTERSTATE_SCRIPT || pMonster->m_MonsterState == MONSTERSTATE_PRONE ) continue; vecCheck = pFriend->pev->origin; vecCheck.z = pFriend->pev->absmax.z; // if closer than previous friend, and in range, see if he's visible - if (range > (vecStart - vecCheck).Length()) + if( range > ( vecStart - vecCheck ).Length()) { - UTIL_TraceLine(vecStart, vecCheck, ignore_monsters, ENT(pev), &tr); + UTIL_TraceLine( vecStart, vecCheck, ignore_monsters, ENT( pev ), &tr ); - if (tr.flFraction == 1.0) + if( tr.flFraction == 1.0 ) { // visible and in range, this is the new nearest scientist - if ((vecStart - vecCheck).Length() < TALKRANGE_MIN) + if( ( vecStart - vecCheck ).Length() < TALKRANGE_MIN ) { pNearest = pFriend; - range = (vecStart - vecCheck).Length(); + range = ( vecStart - vecCheck ).Length(); } } } @@ -826,27 +821,27 @@ CBaseEntity *CTalkMonster :: FindNearestFriend(BOOL fPlayer) return pNearest; } -int CTalkMonster :: GetVoicePitch( void ) +int CTalkMonster::GetVoicePitch( void ) { - return m_voicePitch + RANDOM_LONG(0,3); + return m_voicePitch + RANDOM_LONG( 0, 3 ); } -void CTalkMonster :: Touch( CBaseEntity *pOther ) +void CTalkMonster::Touch( CBaseEntity *pOther ) { // Did the player touch me? - if ( pOther->IsPlayer() ) + if( pOther->IsPlayer() ) { // Ignore if pissed at player - if ( m_afMemory & bits_MEMORY_PROVOKED ) + if( m_afMemory & bits_MEMORY_PROVOKED ) return; // Stay put during speech - if ( IsTalking() ) + if( IsTalking() ) return; // Heuristic for determining if the player is pushing me away - float speed = fabs(pOther->pev->velocity.x) + fabs(pOther->pev->velocity.y); - if ( speed > 50 ) + float speed = fabs( pOther->pev->velocity.x ) + fabs( pOther->pev->velocity.y ); + if( speed > 50 ) { SetConditions( bits_COND_CLIENT_PUSH ); MakeIdealYaw( pOther->pev->origin ); @@ -858,44 +853,44 @@ void CTalkMonster :: Touch( CBaseEntity *pOther ) // IdleRespond // Respond to a previous question //========================================================= -void CTalkMonster :: IdleRespond( void ) +void CTalkMonster::IdleRespond( void ) { int pitch = GetVoicePitch(); // play response - PlaySentence( m_szGrp[TLK_ANSWER], RANDOM_FLOAT(2.8, 3.2), VOL_NORM, ATTN_IDLE ); + PlaySentence( m_szGrp[TLK_ANSWER], RANDOM_FLOAT( 2.8, 3.2 ), VOL_NORM, ATTN_IDLE ); } -int CTalkMonster :: FOkToSpeak( void ) +int CTalkMonster::FOkToSpeak( void ) { // if in the grip of a barnacle, don't speak - if ( m_MonsterState == MONSTERSTATE_PRONE || m_IdealMonsterState == MONSTERSTATE_PRONE ) + if( m_MonsterState == MONSTERSTATE_PRONE || m_IdealMonsterState == MONSTERSTATE_PRONE ) { return FALSE; } // if not alive, certainly don't speak - if ( pev->deadflag != DEAD_NO ) + if( pev->deadflag != DEAD_NO ) { return FALSE; } // if someone else is talking, don't speak - if (gpGlobals->time <= CTalkMonster::g_talkWaitTime) + if( gpGlobals->time <= CTalkMonster::g_talkWaitTime ) return FALSE; - if ( pev->spawnflags & SF_MONSTER_GAG ) + if( pev->spawnflags & SF_MONSTER_GAG ) return FALSE; - if ( m_MonsterState == MONSTERSTATE_PRONE ) + if( m_MonsterState == MONSTERSTATE_PRONE ) return FALSE; // if player is not in pvs, don't speak - if (!IsAlive() || FNullEnt(FIND_CLIENT_IN_PVS(edict()))) + if( !IsAlive() || FNullEnt(FIND_CLIENT_IN_PVS( edict() ) ) ) return FALSE; // don't talk if you're in combat - if (m_hEnemy != NULL && FVisible( m_hEnemy )) + if( m_hEnemy != NULL && FVisible( m_hEnemy ) ) return FALSE; return TRUE; @@ -903,7 +898,7 @@ int CTalkMonster :: FOkToSpeak( void ) int CTalkMonster::CanPlaySentence( BOOL fDisregardState ) { - if ( fDisregardState ) + if( fDisregardState ) return CBaseMonster::CanPlaySentence( fDisregardState ); return FOkToSpeak(); } @@ -911,9 +906,9 @@ int CTalkMonster::CanPlaySentence( BOOL fDisregardState ) //========================================================= // FIdleStare //========================================================= -int CTalkMonster :: FIdleStare( void ) +int CTalkMonster::FIdleStare( void ) { - if (!FOkToSpeak()) + if( !FOkToSpeak() ) return FALSE; PlaySentence( m_szGrp[TLK_STARE], RANDOM_FLOAT(5, 7.5), VOL_NORM, ATTN_IDLE ); @@ -926,30 +921,30 @@ int CTalkMonster :: FIdleStare( void ) // IdleHello // Try to greet player first time he's seen //========================================================= -int CTalkMonster :: FIdleHello( void ) +int CTalkMonster::FIdleHello( void ) { - if (!FOkToSpeak()) + if( !FOkToSpeak() ) return FALSE; // if this is first time scientist has seen player, greet him - if (!FBitSet(m_bitsSaid, bit_saidHelloPlayer)) + if( !FBitSet( m_bitsSaid, bit_saidHelloPlayer ) ) { // get a player - CBaseEntity *pPlayer = FindNearestFriend(TRUE); + CBaseEntity *pPlayer = FindNearestFriend( TRUE ); - if (pPlayer) + if( pPlayer ) { - if (FInViewCone(pPlayer) && FVisible(pPlayer)) + if( FInViewCone( pPlayer ) && FVisible( pPlayer ) ) { m_hTalkTarget = pPlayer; - if (FBitSet(pev->spawnflags, SF_MONSTER_PREDISASTER)) - PlaySentence( m_szGrp[TLK_PHELLO], RANDOM_FLOAT(3, 3.5), VOL_NORM, ATTN_IDLE ); + if( FBitSet(pev->spawnflags, SF_MONSTER_PREDISASTER ) ) + PlaySentence( m_szGrp[TLK_PHELLO], RANDOM_FLOAT( 3, 3.5 ), VOL_NORM, ATTN_IDLE ); else - PlaySentence( m_szGrp[TLK_HELLO], RANDOM_FLOAT(3, 3.5), VOL_NORM, ATTN_IDLE ); + PlaySentence( m_szGrp[TLK_HELLO], RANDOM_FLOAT( 3, 3.5 ), VOL_NORM, ATTN_IDLE ); + + SetBits( m_bitsSaid, bit_saidHelloPlayer ); - SetBits(m_bitsSaid, bit_saidHelloPlayer); - return TRUE; } } @@ -958,15 +953,17 @@ int CTalkMonster :: FIdleHello( void ) } // turn head towards supplied origin -void CTalkMonster :: IdleHeadTurn( Vector &vecFriend ) +void CTalkMonster::IdleHeadTurn( Vector &vecFriend ) { // turn head in desired direction only if ent has a turnable head - if (m_afCapability & bits_CAP_TURN_HEAD) + if( m_afCapability & bits_CAP_TURN_HEAD ) { - float yaw = VecToYaw(vecFriend - pev->origin) - pev->angles.y; + float yaw = VecToYaw( vecFriend - pev->origin ) - pev->angles.y; - if (yaw > 180) yaw -= 360; - if (yaw < -180) yaw += 360; + if( yaw > 180 ) + yaw -= 360; + if( yaw < -180 ) + yaw += 360; // turn towards vector SetBoneController( 0, yaw ); @@ -977,7 +974,7 @@ void CTalkMonster :: IdleHeadTurn( Vector &vecFriend ) // FIdleSpeak // ask question of nearby friend, or make statement //========================================================= -int CTalkMonster :: FIdleSpeak ( void ) +int CTalkMonster::FIdleSpeak( void ) { // try to start a conversation, or make statement int pitch; @@ -985,23 +982,23 @@ int CTalkMonster :: FIdleSpeak ( void ) const char *szQuestionGroup; float duration; - if (!FOkToSpeak()) + if( !FOkToSpeak() ) return FALSE; // set idle groups based on pre/post disaster - if (FBitSet(pev->spawnflags, SF_MONSTER_PREDISASTER)) + if( FBitSet( pev->spawnflags, SF_MONSTER_PREDISASTER ) ) { szIdleGroup = m_szGrp[TLK_PIDLE]; szQuestionGroup = m_szGrp[TLK_PQUESTION]; // set global min delay for next conversation - duration = RANDOM_FLOAT(4.8, 5.2); + duration = RANDOM_FLOAT( 4.8, 5.2 ); } else { szIdleGroup = m_szGrp[TLK_IDLE]; szQuestionGroup = m_szGrp[TLK_QUESTION]; // set global min delay for next conversation - duration = RANDOM_FLOAT(2.8, 3.2); + duration = RANDOM_FLOAT( 2.8, 3.2 ); } pitch = GetVoicePitch(); @@ -1009,35 +1006,35 @@ int CTalkMonster :: FIdleSpeak ( void ) // player using this entity is alive and wounded? CBaseEntity *pTarget = m_hTargetEnt; - if ( pTarget != NULL ) + if( pTarget != NULL ) { - if ( pTarget->IsPlayer() ) + if( pTarget->IsPlayer() ) { - if ( pTarget->IsAlive() ) + if( pTarget->IsAlive() ) { m_hTalkTarget = m_hTargetEnt; - if (!FBitSet(m_bitsSaid, bit_saidDamageHeavy) && - (m_hTargetEnt->pev->health <= m_hTargetEnt->pev->max_health / 8)) + if( !FBitSet(m_bitsSaid, bit_saidDamageHeavy ) && + ( m_hTargetEnt->pev->health <= m_hTargetEnt->pev->max_health / 8 ) ) { - //EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, m_szGrp[TLK_PLHURT3], 1.0, ATTN_IDLE, 0, pitch); + //EMIT_SOUND_DYN(ENT( pev ), CHAN_VOICE, m_szGrp[TLK_PLHURT3], 1.0, ATTN_IDLE, 0, pitch ); PlaySentence( m_szGrp[TLK_PLHURT3], duration, VOL_NORM, ATTN_IDLE ); - SetBits(m_bitsSaid, bit_saidDamageHeavy); + SetBits( m_bitsSaid, bit_saidDamageHeavy ); return TRUE; } - else if (!FBitSet(m_bitsSaid, bit_saidDamageMedium) && - (m_hTargetEnt->pev->health <= m_hTargetEnt->pev->max_health / 4)) + else if( !FBitSet( m_bitsSaid, bit_saidDamageMedium ) && + ( m_hTargetEnt->pev->health <= m_hTargetEnt->pev->max_health / 4 ) ) { - //EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, m_szGrp[TLK_PLHURT2], 1.0, ATTN_IDLE, 0, pitch); + //EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, m_szGrp[TLK_PLHURT2], 1.0, ATTN_IDLE, 0, pitch ); PlaySentence( m_szGrp[TLK_PLHURT2], duration, VOL_NORM, ATTN_IDLE ); - SetBits(m_bitsSaid, bit_saidDamageMedium); + SetBits( m_bitsSaid, bit_saidDamageMedium ); return TRUE; } - else if (!FBitSet(m_bitsSaid, bit_saidDamageLight) && - (m_hTargetEnt->pev->health <= m_hTargetEnt->pev->max_health / 2)) + else if( !FBitSet( m_bitsSaid, bit_saidDamageLight) && + ( m_hTargetEnt->pev->health <= m_hTargetEnt->pev->max_health / 2 ) ) { - //EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, m_szGrp[TLK_PLHURT1], 1.0, ATTN_IDLE, 0, pitch); + //EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, m_szGrp[TLK_PLHURT1], 1.0, ATTN_IDLE, 0, pitch ); PlaySentence( m_szGrp[TLK_PLHURT1], duration, VOL_NORM, ATTN_IDLE ); - SetBits(m_bitsSaid, bit_saidDamageLight); + SetBits( m_bitsSaid, bit_saidDamageLight ); return TRUE; } } @@ -1051,12 +1048,12 @@ int CTalkMonster :: FIdleSpeak ( void ) } // if there is a friend nearby to speak to, play sentence, set friend's response time, return - CBaseEntity *pFriend = FindNearestFriend(FALSE); + CBaseEntity *pFriend = FindNearestFriend( FALSE ); - if (pFriend && !(pFriend->IsMoving()) && (RANDOM_LONG(0,99) < 75)) + if( pFriend && !( pFriend->IsMoving() ) && ( RANDOM_LONG( 0, 99 ) < 75 ) ) { PlaySentence( szQuestionGroup, duration, VOL_NORM, ATTN_IDLE ); - //SENTENCEG_PlayRndSz( ENT(pev), szQuestionGroup, 1.0, ATTN_IDLE, 0, pitch ); + //SENTENCEG_PlayRndSz( ENT( pev ), szQuestionGroup, 1.0, ATTN_IDLE, 0, pitch ); // force friend to answer CTalkMonster *pTalkMonster = (CTalkMonster *)pFriend; @@ -1069,12 +1066,12 @@ int CTalkMonster :: FIdleSpeak ( void ) } // otherwise, play an idle statement, try to face client when making a statement. - if ( RANDOM_LONG(0,1) ) + if( RANDOM_LONG( 0, 1 ) ) { - //SENTENCEG_PlayRndSz( ENT(pev), szIdleGroup, 1.0, ATTN_IDLE, 0, pitch ); - pFriend = FindNearestFriend(TRUE); + //SENTENCEG_PlayRndSz( ENT( pev ), szIdleGroup, 1.0, ATTN_IDLE, 0, pitch ); + pFriend = FindNearestFriend( TRUE ); - if ( pFriend ) + if( pFriend ) { m_hTalkTarget = pFriend; PlaySentence( szIdleGroup, duration, VOL_NORM, ATTN_IDLE ); @@ -1091,7 +1088,7 @@ int CTalkMonster :: FIdleSpeak ( void ) void CTalkMonster::PlayScriptedSentence( const char *pszSentence, float duration, float volume, float attenuation, BOOL bConcurrent, CBaseEntity *pListener ) { - if ( !bConcurrent ) + if( !bConcurrent ) ShutUpFriends(); ClearConditions( bits_COND_CLIENT_PUSH ); // Forget about moving! I've got something to say! @@ -1103,28 +1100,28 @@ void CTalkMonster::PlayScriptedSentence( const char *pszSentence, float duration void CTalkMonster::PlaySentence( const char *pszSentence, float duration, float volume, float attenuation ) { - if ( !pszSentence ) + if( !pszSentence ) return; - Talk ( duration ); + Talk( duration ); CTalkMonster::g_talkWaitTime = gpGlobals->time + duration + 2.0; - if ( pszSentence[0] == '!' ) - EMIT_SOUND_DYN( edict(), CHAN_VOICE, pszSentence, volume, attenuation, 0, GetVoicePitch()); + if( pszSentence[0] == '!' ) + EMIT_SOUND_DYN( edict(), CHAN_VOICE, pszSentence, volume, attenuation, 0, GetVoicePitch() ); else SENTENCEG_PlayRndSz( edict(), pszSentence, volume, attenuation, 0, GetVoicePitch() ); // If you say anything, don't greet the player - you may have already spoken to them - SetBits(m_bitsSaid, bit_saidHelloPlayer); + SetBits( m_bitsSaid, bit_saidHelloPlayer ); } //========================================================= // Talk - set a timer that tells us when the monster is done // talking. //========================================================= -void CTalkMonster :: Talk( float flDuration ) +void CTalkMonster::Talk( float flDuration ) { - if ( flDuration <= 0 ) + if( flDuration <= 0 ) { // no duration :( m_flStopTalkTime = gpGlobals->time + 3; @@ -1136,23 +1133,23 @@ void CTalkMonster :: Talk( float flDuration ) } // Prepare this talking monster to answer question -void CTalkMonster :: SetAnswerQuestion( CTalkMonster *pSpeaker ) +void CTalkMonster::SetAnswerQuestion( CTalkMonster *pSpeaker ) { - if ( !m_pCine ) + if( !m_pCine ) ChangeSchedule( slIdleResponse ); m_hTalkTarget = (CBaseMonster *)pSpeaker; } -int CTalkMonster :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType) +int CTalkMonster::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { - if ( IsAlive() ) + if( IsAlive() ) { // if player damaged this entity, have other friends talk about it - if (pevAttacker && m_MonsterState != MONSTERSTATE_PRONE && FBitSet(pevAttacker->flags, FL_CLIENT)) + if( pevAttacker && m_MonsterState != MONSTERSTATE_PRONE && FBitSet( pevAttacker->flags, FL_CLIENT ) ) { - CBaseEntity *pFriend = FindNearestFriend(FALSE); + CBaseEntity *pFriend = FindNearestFriend( FALSE ); - if (pFriend && pFriend->IsAlive()) + if( pFriend && pFriend->IsAlive() ) { // only if not dead or dying! CTalkMonster *pTalkMonster = (CTalkMonster *)pFriend; @@ -1160,10 +1157,10 @@ int CTalkMonster :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, } } } - return CBaseMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType); + return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); } -Schedule_t* CTalkMonster :: GetScheduleOfType ( int Type ) +Schedule_t *CTalkMonster::GetScheduleOfType( int Type ) { switch( Type ) { @@ -1175,58 +1172,58 @@ Schedule_t* CTalkMonster :: GetScheduleOfType ( int Type ) return slMoveAwayFail; case SCHED_TARGET_FACE: // speak during 'use' - if (RANDOM_LONG(0,99) < 2) - //ALERT ( at_console, "target chase speak\n" ); + if( RANDOM_LONG( 0, 99 ) < 2 ) + //ALERT( at_console, "target chase speak\n" ); return slIdleSpeakWait; else return slIdleStand; case SCHED_IDLE_STAND: { // if never seen player, try to greet him - if (!FBitSet(m_bitsSaid, bit_saidHelloPlayer)) + if( !FBitSet( m_bitsSaid, bit_saidHelloPlayer ) ) { return slIdleHello; } // sustained light wounds? - if (!FBitSet(m_bitsSaid, bit_saidWoundLight) && (pev->health <= (pev->max_health * 0.75))) + if( !FBitSet( m_bitsSaid, bit_saidWoundLight ) && ( pev->health <= ( pev->max_health * 0.75 ) ) ) { - //SENTENCEG_PlayRndSz( ENT(pev), m_szGrp[TLK_WOUND], 1.0, ATTN_IDLE, 0, GetVoicePitch() ); - //CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT(2.8, 3.2); - PlaySentence( m_szGrp[TLK_WOUND], RANDOM_FLOAT(2.8, 3.2), VOL_NORM, ATTN_IDLE ); - SetBits(m_bitsSaid, bit_saidWoundLight); + //SENTENCEG_PlayRndSz( ENT( pev ), m_szGrp[TLK_WOUND], 1.0, ATTN_IDLE, 0, GetVoicePitch() ); + //CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT( 2.8, 3.2 ); + PlaySentence( m_szGrp[TLK_WOUND], RANDOM_FLOAT( 2.8, 3.2 ), VOL_NORM, ATTN_IDLE ); + SetBits( m_bitsSaid, bit_saidWoundLight ); return slIdleStand; } // sustained heavy wounds? - else if (!FBitSet(m_bitsSaid, bit_saidWoundHeavy) && (pev->health <= (pev->max_health * 0.5))) + else if( !FBitSet( m_bitsSaid, bit_saidWoundHeavy ) && ( pev->health <= ( pev->max_health * 0.5 ) ) ) { - //SENTENCEG_PlayRndSz( ENT(pev), m_szGrp[TLK_MORTAL], 1.0, ATTN_IDLE, 0, GetVoicePitch() ); - //CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT(2.8, 3.2); - PlaySentence( m_szGrp[TLK_MORTAL], RANDOM_FLOAT(2.8, 3.2), VOL_NORM, ATTN_IDLE ); - SetBits(m_bitsSaid, bit_saidWoundHeavy); + //SENTENCEG_PlayRndSz( ENT( pev ), m_szGrp[TLK_MORTAL], 1.0, ATTN_IDLE, 0, GetVoicePitch() ); + //CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT( 2.8, 3.2 ); + PlaySentence( m_szGrp[TLK_MORTAL], RANDOM_FLOAT( 2.8, 3.2 ), VOL_NORM, ATTN_IDLE ); + SetBits( m_bitsSaid, bit_saidWoundHeavy ); return slIdleStand; } // talk about world - if (FOkToSpeak() && RANDOM_LONG(0,m_nSpeak * 2) == 0) + if( FOkToSpeak() && RANDOM_LONG( 0, m_nSpeak * 2 ) == 0 ) { //ALERT ( at_console, "standing idle speak\n" ); return slIdleSpeak; } - if ( !IsTalking() && HasConditions ( bits_COND_SEE_CLIENT ) && RANDOM_LONG( 0, 6 ) == 0 ) + if( !IsTalking() && HasConditions( bits_COND_SEE_CLIENT ) && RANDOM_LONG( 0, 6 ) == 0 ) { edict_t *pPlayer = g_engfuncs.pfnPEntityOfEntIndex( 1 ); - if ( pPlayer ) + if( pPlayer ) { // watch the client. - UTIL_MakeVectors ( pPlayer->v.angles ); - if ( ( pPlayer->v.origin - pev->origin ).Length2D() < TLK_STARE_DIST && - UTIL_DotPoints( pPlayer->v.origin, pev->origin, gpGlobals->v_forward ) >= m_flFieldOfView ) + UTIL_MakeVectors( pPlayer->v.angles ); + if( ( pPlayer->v.origin - pev->origin ).Length2D() < TLK_STARE_DIST && + UTIL_DotPoints( pPlayer->v.origin, pev->origin, gpGlobals->v_forward ) >= m_flFieldOfView ) { // go into the special STARE schedule if the player is close, and looking at me too. - return &slTlkIdleWatchClient[ 1 ]; + return &slTlkIdleWatchClient[1]; } return slTlkIdleWatchClient; @@ -1234,7 +1231,7 @@ Schedule_t* CTalkMonster :: GetScheduleOfType ( int Type ) } else { - if (IsTalking()) + if( IsTalking() ) // look at who we're talking to return slTlkIdleEyecontact; else @@ -1255,9 +1252,9 @@ Schedule_t* CTalkMonster :: GetScheduleOfType ( int Type ) //========================================================= // IsTalking - am I saying a sentence right now? //========================================================= -BOOL CTalkMonster :: IsTalking( void ) +BOOL CTalkMonster::IsTalking( void ) { - if ( m_flStopTalkTime > gpGlobals->time ) + if( m_flStopTalkTime > gpGlobals->time ) { return TRUE; } @@ -1268,74 +1265,74 @@ BOOL CTalkMonster :: IsTalking( void ) //========================================================= // If there's a player around, watch him. //========================================================= -void CTalkMonster :: PrescheduleThink ( void ) +void CTalkMonster::PrescheduleThink( void ) { - if ( !HasConditions ( bits_COND_SEE_CLIENT ) ) + if( !HasConditions( bits_COND_SEE_CLIENT ) ) { - SetConditions ( bits_COND_CLIENT_UNSEEN ); + SetConditions( bits_COND_CLIENT_UNSEEN ); } } // try to smell something -void CTalkMonster :: TrySmellTalk( void ) +void CTalkMonster::TrySmellTalk( void ) { - if ( !FOkToSpeak() ) + if( !FOkToSpeak() ) return; // clear smell bits periodically - if ( gpGlobals->time > m_flLastSaidSmelled ) + if( gpGlobals->time > m_flLastSaidSmelled ) { - //ALERT ( at_aiconsole, "Clear smell bits\n" ); - ClearBits(m_bitsSaid, bit_saidSmelled); + //ALERT( at_aiconsole, "Clear smell bits\n" ); + ClearBits( m_bitsSaid, bit_saidSmelled ); } // smelled something? - if (!FBitSet(m_bitsSaid, bit_saidSmelled) && HasConditions ( bits_COND_SMELL )) + if( !FBitSet( m_bitsSaid, bit_saidSmelled ) && HasConditions( bits_COND_SMELL ) ) { - PlaySentence( m_szGrp[TLK_SMELL], RANDOM_FLOAT(2.8, 3.2), VOL_NORM, ATTN_IDLE ); + PlaySentence( m_szGrp[TLK_SMELL], RANDOM_FLOAT( 2.8, 3.2 ), VOL_NORM, ATTN_IDLE ); m_flLastSaidSmelled = gpGlobals->time + 60;// don't talk about the stinky for a while. - SetBits(m_bitsSaid, bit_saidSmelled); + SetBits( m_bitsSaid, bit_saidSmelled ); } } int CTalkMonster::IRelationship( CBaseEntity *pTarget ) { - if ( pTarget->IsPlayer() ) - if ( m_afMemory & bits_MEMORY_PROVOKED ) + if( pTarget->IsPlayer() ) + if( m_afMemory & bits_MEMORY_PROVOKED ) return R_HT; return CBaseMonster::IRelationship( pTarget ); } void CTalkMonster::StopFollowing( BOOL clearSchedule ) { - if ( IsFollowing() ) + if( IsFollowing() ) { - if ( !(m_afMemory & bits_MEMORY_PROVOKED) ) + if( !( m_afMemory & bits_MEMORY_PROVOKED ) ) { - PlaySentence( m_szGrp[TLK_UNUSE], RANDOM_FLOAT(2.8, 3.2), VOL_NORM, ATTN_IDLE ); + PlaySentence( m_szGrp[TLK_UNUSE], RANDOM_FLOAT( 2.8, 3.2 ), VOL_NORM, ATTN_IDLE ); m_hTalkTarget = m_hTargetEnt; } - if ( m_movementGoal == MOVEGOAL_TARGETENT ) + if( m_movementGoal == MOVEGOAL_TARGETENT ) RouteClear(); // Stop him from walking toward the player m_hTargetEnt = NULL; - if ( clearSchedule ) + if( clearSchedule ) ClearSchedule(); - if ( m_hEnemy != NULL ) + if( m_hEnemy != NULL ) m_IdealMonsterState = MONSTERSTATE_COMBAT; } } void CTalkMonster::StartFollowing( CBaseEntity *pLeader ) { - if ( m_pCine ) + if( m_pCine ) m_pCine->CancelScript(); - if ( m_hEnemy != NULL ) + if( m_hEnemy != NULL ) m_IdealMonsterState = MONSTERSTATE_ALERT; m_hTargetEnt = pLeader; - PlaySentence( m_szGrp[TLK_USE], RANDOM_FLOAT(2.8, 3.2), VOL_NORM, ATTN_IDLE ); + PlaySentence( m_szGrp[TLK_USE], RANDOM_FLOAT( 2.8, 3.2 ), VOL_NORM, ATTN_IDLE ); m_hTalkTarget = m_hTargetEnt; ClearConditions( bits_COND_CLIENT_PUSH ); ClearSchedule(); @@ -1343,41 +1340,41 @@ void CTalkMonster::StartFollowing( CBaseEntity *pLeader ) BOOL CTalkMonster::CanFollow( void ) { - if ( m_MonsterState == MONSTERSTATE_SCRIPT ) + if( m_MonsterState == MONSTERSTATE_SCRIPT ) { - if ( !m_pCine->CanInterrupt() ) + if( !m_pCine->CanInterrupt() ) return FALSE; } - - if ( !IsAlive() ) + + if( !IsAlive() ) return FALSE; return !IsFollowing(); } -void CTalkMonster :: FollowerUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) +void CTalkMonster::FollowerUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { // Don't allow use during a scripted_sentence - if ( m_useTime > gpGlobals->time ) + if( m_useTime > gpGlobals->time ) return; - if ( pCaller != NULL && pCaller->IsPlayer() ) + if( pCaller != NULL && pCaller->IsPlayer() ) { // Pre-disaster followers can't be used - if ( pev->spawnflags & SF_MONSTER_PREDISASTER ) + if( pev->spawnflags & SF_MONSTER_PREDISASTER ) { DeclineFollowing(); } - else if ( CanFollow() ) + else if( CanFollow() ) { - LimitFollowers( pCaller , 1 ); + LimitFollowers( pCaller, 1 ); - if ( m_afMemory & bits_MEMORY_PROVOKED ) + if( m_afMemory & bits_MEMORY_PROVOKED ) ALERT( at_console, "I'm not following you, you evil person!\n" ); else { StartFollowing( pCaller ); - SetBits(m_bitsSaid, bit_saidHelloPlayer); // Don't say hi after you've started following + SetBits( m_bitsSaid, bit_saidHelloPlayer ); // Don't say hi after you've started following } } else @@ -1389,14 +1386,14 @@ void CTalkMonster :: FollowerUse( CBaseEntity *pActivator, CBaseEntity *pCaller, void CTalkMonster::KeyValue( KeyValueData *pkvd ) { - if (FStrEq(pkvd->szKeyName, "UseSentence")) + if( FStrEq( pkvd->szKeyName, "UseSentence" ) ) { - m_iszUse = ALLOC_STRING(pkvd->szValue); + m_iszUse = ALLOC_STRING( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "UnUseSentence")) + else if( FStrEq( pkvd->szKeyName, "UnUseSentence" ) ) { - m_iszUnUse = ALLOC_STRING(pkvd->szValue); + m_iszUnUse = ALLOC_STRING( pkvd->szValue ); pkvd->fHandled = TRUE; } else @@ -1405,8 +1402,8 @@ void CTalkMonster::KeyValue( KeyValueData *pkvd ) void CTalkMonster::Precache( void ) { - if ( m_iszUse ) + if( m_iszUse ) m_szGrp[TLK_USE] = STRING( m_iszUse ); - if ( m_iszUnUse ) + if( m_iszUnUse ) m_szGrp[TLK_UNUSE] = STRING( m_iszUnUse ); } diff --git a/dlls/teamplay_gamerules.cpp b/dlls/teamplay_gamerules.cpp index 52f3512a..6c9d72af 100644 --- a/dlls/teamplay_gamerules.cpp +++ b/dlls/teamplay_gamerules.cpp @@ -31,7 +31,7 @@ static int num_teams = 0; extern DLL_GLOBAL BOOL g_fGameOver; -CHalfLifeTeamplay :: CHalfLifeTeamplay() +CHalfLifeTeamplay::CHalfLifeTeamplay() { m_DisableDeathMessages = FALSE; m_DisableDeathPenalty = FALSE; @@ -46,20 +46,20 @@ CHalfLifeTeamplay :: CHalfLifeTeamplay() // Cache this because the team code doesn't want to deal with changing this in the middle of a game strncpy( m_szTeamList, teamlist.string, TEAMPLAY_TEAMLISTLENGTH ); - edict_t *pWorld = INDEXENT(0); - if ( pWorld && pWorld->v.team ) + edict_t *pWorld = INDEXENT( 0 ); + if( pWorld && pWorld->v.team ) { - if ( teamoverride.value ) + if( teamoverride.value ) { - const char *pTeamList = STRING(pWorld->v.team); - if ( pTeamList && strlen(pTeamList) ) + const char *pTeamList = STRING( pWorld->v.team ); + if( pTeamList && strlen( pTeamList ) ) { strncpy( m_szTeamList, pTeamList, TEAMPLAY_TEAMLISTLENGTH ); } } } // Has the server set teams - if ( strlen( m_szTeamList ) ) + if( strlen( m_szTeamList ) ) m_teamLimit = TRUE; else m_teamLimit = FALSE; @@ -71,9 +71,9 @@ extern cvar_t timeleft, fragsleft; #ifndef NO_VOICEGAMEMGR #include "voice_gamemgr.h" -extern CVoiceGameMgr g_VoiceGameMgr; +extern CVoiceGameMgr g_VoiceGameMgr; #endif -void CHalfLifeTeamplay :: Think ( void ) +void CHalfLifeTeamplay::Think( void ) { ///// Check game rules ///// static int last_frags; @@ -85,39 +85,39 @@ void CHalfLifeTeamplay :: Think ( void ) #ifndef NO_VOICEGAMEMGR g_VoiceGameMgr.Update(gpGlobals->frametime); #endif - if ( g_fGameOver ) // someone else quit the game already + if( g_fGameOver ) // someone else quit the game already { CHalfLifeMultiplay::Think(); return; } - float flTimeLimit = CVAR_GET_FLOAT("mp_timelimit") * 60; + float flTimeLimit = CVAR_GET_FLOAT( "mp_timelimit" ) * 60; - time_remaining = (int)(flTimeLimit ? ( flTimeLimit - gpGlobals->time ) : 0); + time_remaining = (int)( flTimeLimit ? ( flTimeLimit - gpGlobals->time ) : 0 ); - if ( flTimeLimit != 0 && gpGlobals->time >= flTimeLimit ) + if( flTimeLimit != 0 && gpGlobals->time >= flTimeLimit ) { GoToIntermission(); return; } float flFragLimit = fraglimit.value; - if ( flFragLimit ) + if( flFragLimit ) { int bestfrags = 9999; int remain; // check if any team is over the frag limit - for ( int i = 0; i < num_teams; i++ ) + for( int i = 0; i < num_teams; i++ ) { - if ( team_scores[i] >= flFragLimit ) + if( team_scores[i] >= flFragLimit ) { GoToIntermission(); return; } remain = flFragLimit - team_scores[i]; - if ( remain < bestfrags ) + if( remain < bestfrags ) { bestfrags = remain; } @@ -126,19 +126,19 @@ void CHalfLifeTeamplay :: Think ( void ) } // Updates when frags change - if ( frags_remaining != last_frags ) + if( frags_remaining != last_frags ) { g_engfuncs.pfnCvar_DirectSet( &fragsleft, UTIL_VarArgs( "%i", frags_remaining ) ); } // Updates once per second - if ( timeleft.value != last_time ) + if( timeleft.value != last_time ) { g_engfuncs.pfnCvar_DirectSet( &timeleft, UTIL_VarArgs( "%i", time_remaining ) ); } last_frags = frags_remaining; - last_time = time_remaining; + last_time = time_remaining; } //========================================================= @@ -146,18 +146,18 @@ void CHalfLifeTeamplay :: Think ( void ) // the user has typed a command which is unrecognized by everything else; // this check to see if the gamerules knows anything about the command //========================================================= -BOOL CHalfLifeTeamplay :: ClientCommand( CBasePlayer *pPlayer, const char *pcmd ) +BOOL CHalfLifeTeamplay::ClientCommand( CBasePlayer *pPlayer, const char *pcmd ) { #ifndef NO_VOICEGAMEMGR - if(g_VoiceGameMgr.ClientCommand(pPlayer, pcmd)) + if( g_VoiceGameMgr.ClientCommand( pPlayer, pcmd ) ) return TRUE; #endif - if ( FStrEq( pcmd, "menuselect" ) ) + if( FStrEq( pcmd, "menuselect" ) ) { - if ( CMD_ARGC() < 2 ) + if( CMD_ARGC() < 2 ) return TRUE; - int slot = atoi( CMD_ARGV(1) ); + int slot = atoi( CMD_ARGV( 1 ) ); // select the item from the current menu return TRUE; @@ -172,7 +172,7 @@ extern int gmsgTeamInfo; extern int gmsgTeamNames; extern int gmsgScoreInfo; -void CHalfLifeTeamplay :: UpdateGameMode( CBasePlayer *pPlayer ) +void CHalfLifeTeamplay::UpdateGameMode( CBasePlayer *pPlayer ) { MESSAGE_BEGIN( MSG_ONE, gmsgGameMode, NULL, pPlayer->edict() ); WRITE_BYTE( 1 ); // game mode teamplay @@ -188,11 +188,11 @@ const char *CHalfLifeTeamplay::SetDefaultPlayerTeam( CBasePlayer *pPlayer ) RecountTeams(); // update the current player of the team he is joining - if ( pPlayer->m_szTeamName[0] == '\0' || !IsValidTeam( pPlayer->m_szTeamName ) || defaultteam.value ) + if( pPlayer->m_szTeamName[0] == '\0' || !IsValidTeam( pPlayer->m_szTeamName ) || defaultteam.value ) { const char *pTeamName = NULL; - if ( defaultteam.value ) + if( defaultteam.value ) { pTeamName = team_names[0]; } @@ -219,9 +219,9 @@ void CHalfLifeTeamplay::InitHUD( CBasePlayer *pPlayer ) // Send down the team names MESSAGE_BEGIN( MSG_ONE, gmsgTeamNames, NULL, pPlayer->edict() ); WRITE_BYTE( num_teams ); - for ( i = 0; i < num_teams; i++ ) + for( i = 0; i < num_teams; i++ ) { - WRITE_STRING( team_names[ i ] ); + WRITE_STRING( team_names[i] ); } MESSAGE_END(); @@ -230,7 +230,7 @@ void CHalfLifeTeamplay::InitHUD( CBasePlayer *pPlayer ) char *mdls = g_engfuncs.pfnInfoKeyValue( g_engfuncs.pfnGetInfoKeyBuffer( pPlayer->edict() ), "model" ); // update the current player of the team he is joining char text[1024]; - if ( !strcmp( mdls, pPlayer->m_szTeamName ) ) + if( !strcmp( mdls, pPlayer->m_szTeamName ) ) { sprintf( text, "* you are on team \'%s\'\n", pPlayer->m_szTeamName ); } @@ -245,10 +245,10 @@ void CHalfLifeTeamplay::InitHUD( CBasePlayer *pPlayer ) RecountTeams(); // update this player with all the other players team info // loop through all active players and send their team info to the new client - for ( i = 1; i <= gpGlobals->maxClients; i++ ) + for( i = 1; i <= gpGlobals->maxClients; i++ ) { CBaseEntity *plr = UTIL_PlayerByIndex( i ); - if ( plr && IsValidTeam( plr->TeamID() ) ) + if( plr && IsValidTeam( plr->TeamID() ) ) { MESSAGE_BEGIN( MSG_ONE, gmsgTeamInfo, NULL, pPlayer->edict() ); WRITE_BYTE( plr->entindex() ); @@ -263,7 +263,7 @@ void CHalfLifeTeamplay::ChangePlayerTeam( CBasePlayer *pPlayer, const char *pTea int damageFlags = DMG_GENERIC; int clientIndex = pPlayer->entindex(); - if ( !bGib ) + if( !bGib ) { damageFlags |= DMG_NEVERGIB; } @@ -272,13 +272,13 @@ void CHalfLifeTeamplay::ChangePlayerTeam( CBasePlayer *pPlayer, const char *pTea damageFlags |= DMG_ALWAYSGIB; } - if ( bKill ) + if( bKill ) { // kill the player, remove a death, and let them start on the new team m_DisableDeathMessages = TRUE; m_DisableDeathPenalty = TRUE; - entvars_t *pevWorld = VARS( INDEXENT(0) ); + entvars_t *pevWorld = VARS( INDEXENT( 0 ) ); pPlayer->TakeDamage( pevWorld, pevWorld, 900, damageFlags ); m_DisableDeathMessages = FALSE; @@ -317,10 +317,10 @@ void CHalfLifeTeamplay::ClientUserInfoChanged( CBasePlayer *pPlayer, char *infob // prevent skin/color/model changes char *mdls = g_engfuncs.pfnInfoKeyValue( infobuffer, "model" ); - if ( !stricmp( mdls, pPlayer->m_szTeamName ) ) + if( !stricmp( mdls, pPlayer->m_szTeamName ) ) return; - if ( defaultteam.value ) + if( defaultteam.value ) { int clientIndex = pPlayer->entindex(); @@ -331,7 +331,7 @@ void CHalfLifeTeamplay::ClientUserInfoChanged( CBasePlayer *pPlayer, char *infob return; } - if ( defaultteam.value || !IsValidTeam( mdls ) ) + if( defaultteam.value || !IsValidTeam( mdls ) ) { int clientIndex = pPlayer->entindex(); @@ -347,7 +347,7 @@ void CHalfLifeTeamplay::ClientUserInfoChanged( CBasePlayer *pPlayer, char *infob UTIL_SayTextAll( text, pPlayer ); UTIL_LogPrintf( "\"%s<%i><%s><%s>\" joined team \"%s\"\n", - STRING(pPlayer->pev->netname), + STRING( pPlayer->pev->netname ), GETPLAYERUSERID( pPlayer->edict() ), GETPLAYERAUTHID( pPlayer->edict() ), pPlayer->m_szTeamName, @@ -366,20 +366,20 @@ extern int gmsgDeathMsg; //========================================================= void CHalfLifeTeamplay::DeathNotice( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pevInflictor ) { - if ( m_DisableDeathMessages ) + if( m_DisableDeathMessages ) return; - if ( pVictim && pKiller && pKiller->flags & FL_CLIENT ) + if( pVictim && pKiller && pKiller->flags & FL_CLIENT ) { CBasePlayer *pk = (CBasePlayer*) CBaseEntity::Instance( pKiller ); - if ( pk ) + if( pk ) { - if ( (pk != pVictim) && (PlayerRelationship( pVictim, pk ) == GR_TEAMMATE) ) + if( ( pk != pVictim ) && ( PlayerRelationship( pVictim, pk ) == GR_TEAMMATE ) ) { MESSAGE_BEGIN( MSG_ALL, gmsgDeathMsg ); - WRITE_BYTE( ENTINDEX(ENT(pKiller)) ); // the killer - WRITE_BYTE( ENTINDEX(pVictim->edict()) ); // the victim + WRITE_BYTE( ENTINDEX( ENT( pKiller ) ) ); // the killer + WRITE_BYTE( ENTINDEX( pVictim->edict() ) ); // the victim WRITE_STRING( "teammate" ); // flag this as a teammate kill MESSAGE_END(); return; @@ -392,9 +392,9 @@ void CHalfLifeTeamplay::DeathNotice( CBasePlayer *pVictim, entvars_t *pKiller, e //========================================================= //========================================================= -void CHalfLifeTeamplay :: PlayerKilled( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor ) +void CHalfLifeTeamplay::PlayerKilled( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor ) { - if ( !m_DisableDeathPenalty ) + if( !m_DisableDeathPenalty ) { CHalfLifeMultiplay::PlayerKilled( pVictim, pKiller, pInflictor ); RecountTeams(); @@ -411,10 +411,10 @@ BOOL CHalfLifeTeamplay::IsTeamplay( void ) BOOL CHalfLifeTeamplay::FPlayerCanTakeDamage( CBasePlayer *pPlayer, CBaseEntity *pAttacker ) { - if ( pAttacker && PlayerRelationship( pPlayer, pAttacker ) == GR_TEAMMATE ) + if( pAttacker && PlayerRelationship( pPlayer, pAttacker ) == GR_TEAMMATE ) { // my teammate hit me. - if ( (friendlyfire.value == 0) && (pAttacker != pPlayer) ) + if( ( friendlyfire.value == 0 ) && ( pAttacker != pPlayer ) ) { // friendly fire is off, and this hit came from someone other than myself, then don't get hurt return FALSE; @@ -430,10 +430,10 @@ int CHalfLifeTeamplay::PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pT { // half life multiplay has a simple concept of Player Relationships. // you are either on another player's team, or you are not. - if ( !pPlayer || !pTarget || !pTarget->IsPlayer() ) + if( !pPlayer || !pTarget || !pTarget->IsPlayer() ) return GR_NOTTEAMMATE; - if ( (*GetTeamID(pPlayer) != '\0') && (*GetTeamID(pTarget) != '\0') && !stricmp( GetTeamID(pPlayer), GetTeamID(pTarget) ) ) + if( ( *GetTeamID( pPlayer ) != '\0' ) && ( *GetTeamID( pTarget ) != '\0' ) && !stricmp( GetTeamID( pPlayer ), GetTeamID( pTarget ) ) ) { return GR_TEAMMATE; } @@ -447,9 +447,9 @@ BOOL CHalfLifeTeamplay::ShouldAutoAim( CBasePlayer *pPlayer, edict_t *target ) { // always autoaim, unless target is a teammate CBaseEntity *pTgt = CBaseEntity::Instance( target ); - if ( pTgt && pTgt->IsPlayer() ) + if( pTgt && pTgt->IsPlayer() ) { - if ( PlayerRelationship( pPlayer, pTgt ) == GR_TEAMMATE ) + if( PlayerRelationship( pPlayer, pTgt ) == GR_TEAMMATE ) return FALSE; // don't autoaim at teammates } @@ -460,13 +460,13 @@ BOOL CHalfLifeTeamplay::ShouldAutoAim( CBasePlayer *pPlayer, edict_t *target ) //========================================================= int CHalfLifeTeamplay::IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *pKilled ) { - if ( !pKilled ) + if( !pKilled ) return 0; - if ( !pAttacker ) + if( !pAttacker ) return 1; - if ( pAttacker != pKilled && PlayerRelationship( pAttacker, pKilled ) == GR_TEAMMATE ) + if( pAttacker != pKilled && PlayerRelationship( pAttacker, pKilled ) == GR_TEAMMATE ) return -1; return 1; @@ -476,7 +476,7 @@ int CHalfLifeTeamplay::IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *pKil //========================================================= const char *CHalfLifeTeamplay::GetTeamID( CBaseEntity *pEntity ) { - if ( pEntity == NULL || pEntity->pev == NULL ) + if( pEntity == NULL || pEntity->pev == NULL ) return ""; // return their team name @@ -485,12 +485,12 @@ const char *CHalfLifeTeamplay::GetTeamID( CBaseEntity *pEntity ) int CHalfLifeTeamplay::GetTeamIndex( const char *pTeamName ) { - if ( pTeamName && *pTeamName != 0 ) + if( pTeamName && *pTeamName != 0 ) { // try to find existing team - for ( int tm = 0; tm < num_teams; tm++ ) + for( int tm = 0; tm < num_teams; tm++ ) { - if ( !stricmp( team_names[tm], pTeamName ) ) + if( !stricmp( team_names[tm], pTeamName ) ) return tm; } } @@ -500,15 +500,15 @@ int CHalfLifeTeamplay::GetTeamIndex( const char *pTeamName ) const char *CHalfLifeTeamplay::GetIndexedTeamName( int teamIndex ) { - if ( teamIndex < 0 || teamIndex >= num_teams ) + if( teamIndex < 0 || teamIndex >= num_teams ) return ""; - return team_names[ teamIndex ]; + return team_names[teamIndex]; } BOOL CHalfLifeTeamplay::IsValidTeam( const char *pTeamName ) { - if ( !m_teamLimit ) // Any team is valid if the teamlist isn't set + if( !m_teamLimit ) // Any team is valid if the teamlist isn't set return TRUE; return ( GetTeamIndex( pTeamName ) != -1 ) ? TRUE : FALSE; @@ -518,28 +518,28 @@ const char *CHalfLifeTeamplay::TeamWithFewestPlayers( void ) { int i; int minPlayers = MAX_TEAMS; - int teamCount[ MAX_TEAMS ]; + int teamCount[MAX_TEAMS]; char *pTeamName = NULL; memset( teamCount, 0, MAX_TEAMS * sizeof(int) ); // loop through all clients, count number of players on each team - for ( i = 1; i <= gpGlobals->maxClients; i++ ) + for( i = 1; i <= gpGlobals->maxClients; i++ ) { CBaseEntity *plr = UTIL_PlayerByIndex( i ); - if ( plr ) + if( plr ) { int team = GetTeamIndex( plr->TeamID() ); - if ( team >= 0 ) - teamCount[team] ++; + if( team >= 0 ) + teamCount[team]++; } } // Find team with least players - for ( i = 0; i < num_teams; i++ ) + for( i = 0; i < num_teams; i++ ) { - if ( teamCount[i] < minPlayers ) + if( teamCount[i] < minPlayers ) { minPlayers = teamCount[i]; pTeamName = team_names[i]; @@ -553,8 +553,8 @@ const char *CHalfLifeTeamplay::TeamWithFewestPlayers( void ) //========================================================= void CHalfLifeTeamplay::RecountTeams( bool bResendInfo ) { - char *pName; - char teamlist[TEAMPLAY_TEAMLISTLENGTH]; + char *pName; + char teamlist[TEAMPLAY_TEAMLISTLENGTH]; // loop through all teams, recounting everything num_teams = 0; @@ -564,9 +564,9 @@ void CHalfLifeTeamplay::RecountTeams( bool bResendInfo ) strcpy( teamlist, m_szTeamList ); pName = teamlist; pName = strtok( pName, ";" ); - while ( pName != NULL && *pName ) + while( pName != NULL && *pName ) { - if ( GetTeamIndex( pName ) < 0 ) + if( GetTeamIndex( pName ) < 0 ) { strcpy( team_names[num_teams], pName ); num_teams++; @@ -574,7 +574,7 @@ void CHalfLifeTeamplay::RecountTeams( bool bResendInfo ) pName = strtok( NULL, ";" ); } - if ( num_teams < 2 ) + if( num_teams < 2 ) { num_teams = 0; m_teamLimit = FALSE; @@ -584,20 +584,20 @@ void CHalfLifeTeamplay::RecountTeams( bool bResendInfo ) memset( team_scores, 0, sizeof(team_scores) ); // loop through all clients - for ( int i = 1; i <= gpGlobals->maxClients; i++ ) + for( int i = 1; i <= gpGlobals->maxClients; i++ ) { CBaseEntity *plr = UTIL_PlayerByIndex( i ); - if ( plr ) + if( plr ) { const char *pTeamName = plr->TeamID(); // try add to existing team int tm = GetTeamIndex( pTeamName ); - if ( tm < 0 ) // no team match found + if( tm < 0 ) // no team match found { - if ( !m_teamLimit ) + if( !m_teamLimit ) { // add to new team tm = num_teams; @@ -607,14 +607,14 @@ void CHalfLifeTeamplay::RecountTeams( bool bResendInfo ) } } - if ( tm >= 0 ) + if( tm >= 0 ) { team_scores[tm] += plr->pev->frags; } - if ( bResendInfo ) //Someone's info changed, let's send the team info again. + if( bResendInfo ) //Someone's info changed, let's send the team info again. { - if ( plr && IsValidTeam( plr->TeamID() ) ) + if( plr && IsValidTeam( plr->TeamID() ) ) { MESSAGE_BEGIN( MSG_ALL, gmsgTeamInfo, NULL ); WRITE_BYTE( plr->entindex() ); diff --git a/dlls/teamplay_gamerules.h b/dlls/teamplay_gamerules.h index 5d4246bd..06823ca6 100644 --- a/dlls/teamplay_gamerules.h +++ b/dlls/teamplay_gamerules.h @@ -16,7 +16,7 @@ // teamplay_gamerules.h // -#define MAX_TEAMNAME_LENGTH 16 +#define MAX_TEAMNAME_LENGTH 16 #define MAX_TEAMS 32 #define TEAMPLAY_TEAMLISTLENGTH MAX_TEAMS*MAX_TEAMNAME_LENGTH @@ -39,7 +39,7 @@ public: virtual const char *GetGameDescription( void ) { return "HL Teamplay"; } // this is the game name that gets seen in the server browser virtual void UpdateGameMode( CBasePlayer *pPlayer ); // the client needs to be informed of the current game mode virtual void PlayerKilled( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor ); - virtual void Think ( void ); + virtual void Think( void ); virtual int GetTeamIndex( const char *pTeamName ); virtual const char *GetIndexedTeamName( int teamIndex ); virtual BOOL IsValidTeam( const char *pTeamName ); diff --git a/dlls/tentacle.cpp b/dlls/tentacle.cpp index 3af50ee2..637b8946 100644 --- a/dlls/tentacle.cpp +++ b/dlls/tentacle.cpp @@ -28,30 +28,30 @@ #include "soundent.h" #define ACT_T_IDLE 1010 -#define ACT_T_TAP 1020 +#define ACT_T_TAP 1020 #define ACT_T_STRIKE 1030 -#define ACT_T_REARIDLE 1040 +#define ACT_T_REARIDLE 1040 class CTentacle : public CBaseMonster { public: CTentacle( void ); - void Spawn( ); - void Precache( ); + void Spawn(); + void Precache(); void KeyValue( KeyValueData *pkvd ); - int Save( CSave &save ); - int Restore( CRestore &restore ); - static TYPEDESCRIPTION m_SaveData[]; + int Save( CSave &save ); + int Restore( CRestore &restore ); + static TYPEDESCRIPTION m_SaveData[]; // Don't allow the tentacle to go across transitions!!! - virtual int ObjectCaps( void ) { return CBaseMonster :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } + virtual int ObjectCaps( void ) { return CBaseMonster::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } void SetObjectCollisionBox( void ) { - pev->absmin = pev->origin + Vector(-400, -400, 0); - pev->absmax = pev->origin + Vector(400, 400, 850); + pev->absmin = pev->origin + Vector( -400, -400, 0 ); + pev->absmax = pev->origin + Vector( 400, 400, 850 ); } void EXPORT Cycle( void ); @@ -65,11 +65,11 @@ public: float HearingSensitivity( void ) { return 2.0; }; - int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType ); + int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); void HandleAnimEvent( MonsterEvent_t *pEvent ); void Killed( entvars_t *pevAttacker, int iGib ); - MONSTERSTATE GetIdealState ( void ) { return MONSTERSTATE_IDLE; }; + MONSTERSTATE GetIdealState( void ) { return MONSTERSTATE_IDLE; }; int CanPlaySequence( BOOL fDisregardState ) { return TRUE; }; int Classify( void ); @@ -107,8 +107,8 @@ public: static const char *pHitWater[]; }; -int CTentacle :: g_fFlySound; -int CTentacle :: g_fSquirmSound; +int CTentacle::g_fFlySound; +int CTentacle::g_fSquirmSound; LINK_ENTITY_TO_CLASS( monster_tentacle, CTentacle ) @@ -231,31 +231,31 @@ typedef enum // Classify - indicates this monster's place in the // relationship table. //========================================================= -int CTentacle :: Classify ( void ) +int CTentacle::Classify( void ) { - return CLASS_ALIEN_MONSTER; + return CLASS_ALIEN_MONSTER; } // // Tentacle Spawn // -void CTentacle :: Spawn( ) +void CTentacle::Spawn() { - Precache( ); + Precache(); - pev->solid = SOLID_BBOX; - pev->movetype = MOVETYPE_FLY; - pev->effects = 0; - pev->health = 75; - pev->sequence = 0; + pev->solid = SOLID_BBOX; + pev->movetype = MOVETYPE_FLY; + pev->effects = 0; + pev->health = 75; + pev->sequence = 0; - SET_MODEL(ENT(pev), "models/tentacle2.mdl"); + SET_MODEL( ENT( pev ), "models/tentacle2.mdl" ); UTIL_SetSize( pev, Vector( -32, -32, 0 ), Vector( 32, 32, 64 ) ); - pev->takedamage = DAMAGE_AIM; - pev->flags |= FL_MONSTER; + pev->takedamage = DAMAGE_AIM; + pev->flags |= FL_MONSTER; - m_bloodColor = BLOOD_COLOR_GREEN; + m_bloodColor = BLOOD_COLOR_GREEN; SetThink( &CTentacle::Start ); SetTouch( &CTentacle::HitTouch ); @@ -263,7 +263,7 @@ void CTentacle :: Spawn( ) pev->nextthink = gpGlobals->time + 0.2; - ResetSequenceInfo( ); + ResetSequenceInfo(); m_iDir = 1; pev->yaw_speed = 18; @@ -275,7 +275,7 @@ void CTentacle :: Spawn( ) m_iHitDmg = 20; - if (m_flMaxYaw <= 0) + if( m_flMaxYaw <= 0 ) m_flMaxYaw = 65; m_MonsterState = MONSTERSTATE_IDLE; @@ -284,36 +284,36 @@ void CTentacle :: Spawn( ) UTIL_SetOrigin( pev, pev->origin ); } -void CTentacle :: Precache( ) +void CTentacle::Precache() { - PRECACHE_MODEL("models/tentacle2.mdl"); + PRECACHE_MODEL( "models/tentacle2.mdl" ); - PRECACHE_SOUND("ambience/flies.wav"); - PRECACHE_SOUND("ambience/squirm2.wav"); + PRECACHE_SOUND( "ambience/flies.wav" ); + PRECACHE_SOUND( "ambience/squirm2.wav" ); - PRECACHE_SOUND("tentacle/te_alert1.wav"); - PRECACHE_SOUND("tentacle/te_alert2.wav"); - PRECACHE_SOUND("tentacle/te_flies1.wav"); - PRECACHE_SOUND("tentacle/te_move1.wav"); - PRECACHE_SOUND("tentacle/te_move2.wav"); - PRECACHE_SOUND("tentacle/te_roar1.wav"); - PRECACHE_SOUND("tentacle/te_roar2.wav"); - PRECACHE_SOUND("tentacle/te_search1.wav"); - PRECACHE_SOUND("tentacle/te_search2.wav"); - PRECACHE_SOUND("tentacle/te_sing1.wav"); - PRECACHE_SOUND("tentacle/te_sing2.wav"); - PRECACHE_SOUND("tentacle/te_squirm2.wav"); - PRECACHE_SOUND("tentacle/te_strike1.wav"); - PRECACHE_SOUND("tentacle/te_strike2.wav"); - PRECACHE_SOUND("tentacle/te_swing1.wav"); - PRECACHE_SOUND("tentacle/te_swing2.wav"); + PRECACHE_SOUND( "tentacle/te_alert1.wav" ); + PRECACHE_SOUND( "tentacle/te_alert2.wav" ); + PRECACHE_SOUND( "tentacle/te_flies1.wav" ); + PRECACHE_SOUND( "tentacle/te_move1.wav" ); + PRECACHE_SOUND( "tentacle/te_move2.wav" ); + PRECACHE_SOUND( "tentacle/te_roar1.wav" ); + PRECACHE_SOUND( "tentacle/te_roar2.wav" ); + PRECACHE_SOUND( "tentacle/te_search1.wav" ); + PRECACHE_SOUND( "tentacle/te_search2.wav" ); + PRECACHE_SOUND( "tentacle/te_sing1.wav" ); + PRECACHE_SOUND( "tentacle/te_sing2.wav" ); + PRECACHE_SOUND( "tentacle/te_squirm2.wav" ); + PRECACHE_SOUND( "tentacle/te_strike1.wav" ); + PRECACHE_SOUND( "tentacle/te_strike2.wav" ); + PRECACHE_SOUND( "tentacle/te_swing1.wav" ); + PRECACHE_SOUND( "tentacle/te_swing2.wav" ); PRECACHE_SOUND_ARRAY( pHitSilo ); PRECACHE_SOUND_ARRAY( pHitDirt ); PRECACHE_SOUND_ARRAY( pHitWater ); } -CTentacle::CTentacle( ) +CTentacle::CTentacle() { m_flMaxYaw = 65; m_iTapSound = 0; @@ -321,34 +321,34 @@ CTentacle::CTentacle( ) void CTentacle::KeyValue( KeyValueData *pkvd ) { - if (FStrEq(pkvd->szKeyName, "sweeparc")) + if( FStrEq( pkvd->szKeyName, "sweeparc" ) ) { - m_flMaxYaw = atof(pkvd->szValue) / 2.0; + m_flMaxYaw = atof( pkvd->szValue ) / 2.0; pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "sound")) + else if( FStrEq( pkvd->szKeyName, "sound" ) ) { - m_iTapSound = atoi(pkvd->szValue); + m_iTapSound = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; } else CBaseMonster::KeyValue( pkvd ); } -int CTentacle :: Level( float dz ) +int CTentacle::Level( float dz ) { - if (dz < 216) + if( dz < 216 ) return 0; - if (dz < 408) + if( dz < 408 ) return 1; - if (dz < 600) + if( dz < 600 ) return 2; return 3; } -float CTentacle :: MyHeight( ) +float CTentacle::MyHeight() { - switch ( MyLevel( ) ) + switch( MyLevel() ) { case 1: return 256; @@ -360,7 +360,7 @@ float CTentacle :: MyHeight( ) return 0; } -int CTentacle :: MyLevel( ) +int CTentacle::MyLevel() { switch( pev->sequence ) { @@ -421,56 +421,56 @@ int CTentacle :: MyLevel( ) return -1; } -void CTentacle :: Test( void ) +void CTentacle::Test( void ) { pev->sequence = TENTACLE_ANIM_Floor_Strike; pev->framerate = 0; - StudioFrameAdvance( ); + StudioFrameAdvance(); pev->nextthink = gpGlobals->time + 0.1; } // // TentacleThink // -void CTentacle :: Cycle( void ) +void CTentacle::Cycle( void ) { // ALERT( at_console, "%s %.2f %d %d\n", STRING( pev->targetname ), pev->origin.z, m_MonsterState, m_IdealMonsterState ); pev->nextthink = gpGlobals-> time + 0.1; // ALERT( at_console, "%s %d %d %d %f %f\n", STRING( pev->targetname ), pev->sequence, m_iGoalAnim, m_iDir, pev->framerate, pev->health ); - if (m_MonsterState == MONSTERSTATE_SCRIPT || m_IdealMonsterState == MONSTERSTATE_SCRIPT) + if( m_MonsterState == MONSTERSTATE_SCRIPT || m_IdealMonsterState == MONSTERSTATE_SCRIPT ) { pev->angles.y = m_flInitialYaw; pev->ideal_yaw = m_flInitialYaw; ClearConditions( IgnoreConditions() ); - MonsterThink( ); + MonsterThink(); m_iGoalAnim = TENTACLE_ANIM_Pit_Idle; return; } - DispatchAnimEvents( ); - StudioFrameAdvance( ); + DispatchAnimEvents(); + StudioFrameAdvance(); ChangeYaw( pev->yaw_speed ); CSound *pSound; - Listen( ); + Listen(); // Listen will set this if there's something in my sound list - if ( HasConditions( bits_COND_HEAR_SOUND ) ) + if( HasConditions( bits_COND_HEAR_SOUND ) ) pSound = PBestSound(); else pSound = NULL; - if ( pSound ) + if( pSound ) { Vector vecDir; - if (gpGlobals->time - m_flPrevSoundTime < 0.5) + if( gpGlobals->time - m_flPrevSoundTime < 0.5 ) { float dt = gpGlobals->time - m_flPrevSoundTime; - vecDir = pSound->m_vecOrigin + (pSound->m_vecOrigin - m_vecPrevSound) / dt - pev->origin; + vecDir = pSound->m_vecOrigin + ( pSound->m_vecOrigin - m_vecPrevSound ) / dt - pev->origin; } else { @@ -479,27 +479,31 @@ void CTentacle :: Cycle( void ) m_flPrevSoundTime = gpGlobals->time; m_vecPrevSound = pSound->m_vecOrigin; - m_flSoundYaw = UTIL_VecToYaw ( vecDir ) - m_flInitialYaw; + m_flSoundYaw = UTIL_VecToYaw( vecDir ) - m_flInitialYaw; m_iSoundLevel = Level( vecDir.z ); - if (m_flSoundYaw < -180) + if( m_flSoundYaw < -180 ) m_flSoundYaw += 360; - if (m_flSoundYaw > 180) + if( m_flSoundYaw > 180 ) m_flSoundYaw -= 360; // ALERT( at_console, "sound %d %.0f\n", m_iSoundLevel, m_flSoundYaw ); - if (m_flSoundTime < gpGlobals->time) + if( m_flSoundTime < gpGlobals->time ) { // play "I hear new something" sound - char *sound; + char *sound; - switch( RANDOM_LONG(0,1) ) + switch( RANDOM_LONG( 0, 1 ) ) { - case 0: sound = "tentacle/te_alert1.wav"; break; - case 1: sound = "tentacle/te_alert2.wav"; break; + case 0: + sound = "tentacle/te_alert1.wav"; + break; + case 1: + sound = "tentacle/te_alert2.wav"; + break; } - // UTIL_EmitAmbientSound(ENT(pev), pev->origin + Vector( 0, 0, MyHeight()), sound, 1.0, ATTN_NORM, 0, 100); + // UTIL_EmitAmbientSound( ENT( pev ), pev->origin + Vector( 0, 0, MyHeight() ), sound, 1.0, ATTN_NORM, 0, 100 ); } m_flSoundTime = gpGlobals->time + RANDOM_FLOAT( 5.0, 10.0 ); } @@ -516,38 +520,38 @@ void CTentacle :: Cycle( void ) case TENTACLE_ANIM_Lev2_Rear_Idle: case TENTACLE_ANIM_Lev3_Rear: case TENTACLE_ANIM_Lev3_Rear_Idle: - if (dy < 0 && dy > -m_flMaxYaw) + if( dy < 0 && dy > -m_flMaxYaw ) dy = -m_flMaxYaw; - if (dy > 0 && dy < m_flMaxYaw) + if( dy > 0 && dy < m_flMaxYaw ) dy = m_flMaxYaw; break; default: - if (dy < -m_flMaxYaw) + if( dy < -m_flMaxYaw ) dy = -m_flMaxYaw; - if (dy > m_flMaxYaw) + if( dy > m_flMaxYaw ) dy = m_flMaxYaw; } pev->ideal_yaw = m_flInitialYaw + dy; - if (m_fSequenceFinished) + if( m_fSequenceFinished ) { // ALERT( at_console, "%s done %d %d\n", STRING( pev->targetname ), pev->sequence, m_iGoalAnim ); - if (pev->health <= 1) + if( pev->health <= 1 ) { m_iGoalAnim = TENTACLE_ANIM_Pit_Idle; - if (pev->sequence == TENTACLE_ANIM_Pit_Idle) + if( pev->sequence == TENTACLE_ANIM_Pit_Idle ) { pev->health = 75; } } - else if ( m_flSoundTime > gpGlobals->time ) + else if( m_flSoundTime > gpGlobals->time ) { - if (m_flSoundYaw >= -(m_flMaxYaw + 30) && m_flSoundYaw <= (m_flMaxYaw + 30)) + if( m_flSoundYaw >= -( m_flMaxYaw + 30 ) && m_flSoundYaw <= ( m_flMaxYaw + 30 ) ) { // strike m_iGoalAnim = LookupActivity( ACT_T_STRIKE + m_iSoundLevel ); } - else if (m_flSoundYaw >= -m_flMaxYaw * 2 && m_flSoundYaw <= m_flMaxYaw * 2) + else if( m_flSoundYaw >= -m_flMaxYaw * 2 && m_flSoundYaw <= m_flMaxYaw * 2 ) { // tap m_iGoalAnim = LookupActivity( ACT_T_TAP + m_iSoundLevel ); @@ -558,16 +562,16 @@ void CTentacle :: Cycle( void ) m_iGoalAnim = LookupActivity( ACT_T_REARIDLE + m_iSoundLevel ); } } - else if (pev->sequence == TENTACLE_ANIM_Pit_Idle) + else if( pev->sequence == TENTACLE_ANIM_Pit_Idle ) { // stay in pit until hear noise m_iGoalAnim = TENTACLE_ANIM_Pit_Idle; } - else if (pev->sequence == m_iGoalAnim) + else if( pev->sequence == m_iGoalAnim ) { - if (MyLevel() >= 0 && gpGlobals->time < m_flSoundTime) + if( MyLevel() >= 0 && gpGlobals->time < m_flSoundTime ) { - if (RANDOM_LONG(0,9) < m_flSoundTime - gpGlobals->time) + if( RANDOM_LONG( 0, 9 ) < m_flSoundTime - gpGlobals->time ) { // continue stike m_iGoalAnim = LookupActivity( ACT_T_STRIKE + m_iSoundLevel ); @@ -578,45 +582,49 @@ void CTentacle :: Cycle( void ) m_iGoalAnim = LookupActivity( ACT_T_TAP + m_iSoundLevel ); } } - else if (MyLevel( ) < 0) + else if( MyLevel() < 0 ) { m_iGoalAnim = LookupActivity( ACT_T_IDLE + 0 ); } else { - if (m_flNextSong < gpGlobals->time) + if( m_flNextSong < gpGlobals->time ) { // play "I hear new something" sound char *sound; - switch( RANDOM_LONG(0,1) ) + switch( RANDOM_LONG( 0, 1 ) ) { - case 0: sound = "tentacle/te_sing1.wav"; break; - case 1: sound = "tentacle/te_sing2.wav"; break; + case 0: + sound = "tentacle/te_sing1.wav"; + break; + case 1: + sound = "tentacle/te_sing2.wav"; + break; } - EMIT_SOUND(ENT(pev), CHAN_VOICE, sound, 1.0, ATTN_NORM); + EMIT_SOUND( ENT( pev ), CHAN_VOICE, sound, 1.0, ATTN_NORM ); m_flNextSong = gpGlobals->time + RANDOM_FLOAT( 10, 20 ); } - if (RANDOM_LONG(0,15) == 0) + if( RANDOM_LONG( 0,15 ) == 0 ) { // idle on new level - m_iGoalAnim = LookupActivity( ACT_T_IDLE + RANDOM_LONG(0,3) ); + m_iGoalAnim = LookupActivity( ACT_T_IDLE + RANDOM_LONG( 0, 3 ) ); } - else if (RANDOM_LONG(0,3) == 0) + else if( RANDOM_LONG( 0, 3 ) == 0 ) { // tap - m_iGoalAnim = LookupActivity( ACT_T_TAP + MyLevel( ) ); + m_iGoalAnim = LookupActivity( ACT_T_TAP + MyLevel() ); } else { // idle - m_iGoalAnim = LookupActivity( ACT_T_IDLE + MyLevel( ) ); + m_iGoalAnim = LookupActivity( ACT_T_IDLE + MyLevel() ); } } - if (m_flSoundYaw < 0) + if( m_flSoundYaw < 0 ) m_flSoundYaw += RANDOM_FLOAT( 2, 8 ); else m_flSoundYaw -= RANDOM_FLOAT( 2, 8 ); @@ -624,7 +632,7 @@ void CTentacle :: Cycle( void ) pev->sequence = FindTransition( pev->sequence, m_iGoalAnim, &m_iDir ); - if (m_iDir > 0) + if( m_iDir > 0 ) { pev->frame = 0; } @@ -633,12 +641,12 @@ void CTentacle :: Cycle( void ) m_iDir = -1; // just to safe pev->frame = 255; } - ResetSequenceInfo( ); + ResetSequenceInfo(); m_flFramerateAdj = RANDOM_FLOAT( -0.2, 0.2 ); pev->framerate = m_iDir * 1.0 + m_flFramerateAdj; - switch( pev->sequence) + switch( pev->sequence ) { case TENTACLE_ANIM_Floor_Tap: case TENTACLE_ANIM_Lev1_Tap: @@ -650,10 +658,10 @@ void CTentacle :: Cycle( void ) TraceResult tr1, tr2; - vecSrc = pev->origin + Vector( 0, 0, MyHeight() - 4); + vecSrc = pev->origin + Vector( 0, 0, MyHeight() - 4 ); UTIL_TraceLine( vecSrc, vecSrc + gpGlobals->v_forward * 512, ignore_monsters, ENT( pev ), &tr1 ); - vecSrc = pev->origin + Vector( 0, 0, MyHeight() + 8); + vecSrc = pev->origin + Vector( 0, 0, MyHeight() + 8 ); UTIL_TraceLine( vecSrc, vecSrc + gpGlobals->v_forward * 512, ignore_monsters, ENT( pev ), &tr2 ); // ALERT( at_console, "%f %f\n", tr1.flFraction * 512, tr2.flFraction * 512 ); @@ -665,19 +673,19 @@ void CTentacle :: Cycle( void ) m_flTapRadius = 336; // 400 - 64 break; } - pev->view_ofs.z = MyHeight( ); + pev->view_ofs.z = MyHeight(); // ALERT( at_console, "seq %d\n", pev->sequence ); } - if (m_flPrevSoundTime + 2.0 > gpGlobals->time) + if( m_flPrevSoundTime + 2.0 > gpGlobals->time ) { // 1.5 normal speed if hears sounds pev->framerate = m_iDir * 1.5 + m_flFramerateAdj; } - else if (m_flPrevSoundTime + 5.0 > gpGlobals->time) + else if( m_flPrevSoundTime + 5.0 > gpGlobals->time ) { // slowdown to normal - pev->framerate = m_iDir + m_iDir * (5 - (gpGlobals->time - m_flPrevSoundTime)) / 2 + m_flFramerateAdj; + pev->framerate = m_iDir + m_iDir * ( 5 - ( gpGlobals->time - m_flPrevSoundTime ) ) / 2 + m_flFramerateAdj; } } @@ -692,10 +700,10 @@ void CTentacle::CommandUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_T m_iGoalAnim = TENTACLE_ANIM_Engine_Death1; break; case USE_ON: - if (pActivator) + if( pActivator ) { - // ALERT( at_console, "insert sound\n"); - CSoundEnt::InsertSound ( bits_SOUND_WORLD, pActivator->pev->origin, 1024, 1.0 ); + // ALERT( at_console, "insert sound\n" ); + CSoundEnt::InsertSound( bits_SOUND_WORLD, pActivator->pev->origin, 1024, 1.0 ); } break; case USE_SET: @@ -706,21 +714,20 @@ void CTentacle::CommandUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_T m_iGoalAnim = TENTACLE_ANIM_Engine_Idle; break; } - } -void CTentacle :: DieThink( void ) +void CTentacle::DieThink( void ) { pev->nextthink = gpGlobals-> time + 0.1; - DispatchAnimEvents( ); - StudioFrameAdvance( ); + DispatchAnimEvents(); + StudioFrameAdvance(); ChangeYaw( 24 ); - if (m_fSequenceFinished) + if( m_fSequenceFinished ) { - if (pev->sequence == m_iGoalAnim) + if( pev->sequence == m_iGoalAnim ) { switch( m_iGoalAnim ) { @@ -742,7 +749,7 @@ void CTentacle :: DieThink( void ) pev->sequence = FindTransition( pev->sequence, m_iGoalAnim, &m_iDir ); // ALERT( at_console, "%d\n", pev->sequence ); - if (m_iDir > 0) + if( m_iDir > 0 ) { pev->frame = 0; } @@ -750,7 +757,7 @@ void CTentacle :: DieThink( void ) { pev->frame = 255; } - ResetSequenceInfo( ); + ResetSequenceInfo(); float dy; switch( pev->sequence ) @@ -782,97 +789,119 @@ void CTentacle :: DieThink( void ) } } -void CTentacle :: HandleAnimEvent( MonsterEvent_t *pEvent ) +void CTentacle::HandleAnimEvent( MonsterEvent_t *pEvent ) { char *sound; switch( pEvent->event ) { - case 1: // bang + case 1: + // bang { Vector vecSrc, vecAngles; GetAttachment( 0, vecSrc, vecAngles ); - // Vector vecSrc = pev->origin + m_flTapRadius * Vector( cos( pev->angles.y * (3.14192653 / 180.0) ), sin( pev->angles.y * (M_PI / 180.0) ), 0.0 ); + // Vector vecSrc = pev->origin + m_flTapRadius * Vector( cos( pev->angles.y * ( 3.14192653 / 180.0 ) ), sin( pev->angles.y * ( M_PI / 180.0 ) ), 0.0 ); - // vecSrc.z += MyHeight( ); + // vecSrc.z += MyHeight(); switch( m_iTapSound ) { case TE_SILO: - UTIL_EmitAmbientSound(ENT(pev), vecSrc, RANDOM_SOUND_ARRAY( pHitSilo ), 1.0, ATTN_NORM, 0, 100); + UTIL_EmitAmbientSound( ENT( pev ), vecSrc, RANDOM_SOUND_ARRAY( pHitSilo ), 1.0, ATTN_NORM, 0, 100 ); break; case TE_NONE: break; case TE_DIRT: - UTIL_EmitAmbientSound(ENT(pev), vecSrc, RANDOM_SOUND_ARRAY( pHitDirt ), 1.0, ATTN_NORM, 0, 100); + UTIL_EmitAmbientSound( ENT( pev ), vecSrc, RANDOM_SOUND_ARRAY( pHitDirt ), 1.0, ATTN_NORM, 0, 100 ); break; case TE_WATER: - UTIL_EmitAmbientSound(ENT(pev), vecSrc, RANDOM_SOUND_ARRAY( pHitWater ), 1.0, ATTN_NORM, 0, 100); + UTIL_EmitAmbientSound( ENT( pev ), vecSrc, RANDOM_SOUND_ARRAY( pHitWater ), 1.0, ATTN_NORM, 0, 100 ); break; } - gpGlobals->force_retouch++; + gpGlobals->force_retouch++; } break; - case 3: // start killing swing + case 3: + // start killing swing m_iHitDmg = 200; - // UTIL_EmitAmbientSound(ENT(pev), pev->origin + Vector( 0, 0, MyHeight()), "tentacle/te_swing1.wav", 1.0, ATTN_NORM, 0, 100); + // UTIL_EmitAmbientSound( ENT( pev ), pev->origin + Vector( 0, 0, MyHeight() ), "tentacle/te_swing1.wav", 1.0, ATTN_NORM, 0, 100 ); break; - case 4: // end killing swing + case 4: + // end killing swing m_iHitDmg = 25; break; - case 5: // just "whoosh" sound - // UTIL_EmitAmbientSound(ENT(pev), pev->origin + Vector( 0, 0, MyHeight()), "tentacle/te_swing2.wav", 1.0, ATTN_NORM, 0, 100); + case 5: + // just "whoosh" sound + // UTIL_EmitAmbientSound( ENT( pev ), pev->origin + Vector( 0, 0, MyHeight() ), "tentacle/te_swing2.wav", 1.0, ATTN_NORM, 0, 100 ); break; - case 2: // tap scrape - case 6: // light tap + case 2: + // tap scrape + case 6: + // light tap { - Vector vecSrc = pev->origin + m_flTapRadius * Vector( cos( pev->angles.y * (M_PI / 180.0) ), sin( pev->angles.y * (M_PI / 180.0) ), 0.0 ); + Vector vecSrc = pev->origin + m_flTapRadius * Vector( cos( pev->angles.y * ( M_PI / 180.0 ) ), sin( pev->angles.y * ( M_PI / 180.0 ) ), 0.0 ); - vecSrc.z += MyHeight( ); + vecSrc.z += MyHeight(); float flVol = RANDOM_FLOAT( 0.3, 0.5 ); switch( m_iTapSound ) { case TE_SILO: - UTIL_EmitAmbientSound(ENT(pev), vecSrc, RANDOM_SOUND_ARRAY( pHitSilo ), flVol, ATTN_NORM, 0, 100); + UTIL_EmitAmbientSound( ENT( pev ), vecSrc, RANDOM_SOUND_ARRAY( pHitSilo ), flVol, ATTN_NORM, 0, 100 ); break; case TE_NONE: break; case TE_DIRT: - UTIL_EmitAmbientSound(ENT(pev), vecSrc, RANDOM_SOUND_ARRAY( pHitDirt ), flVol, ATTN_NORM, 0, 100); + UTIL_EmitAmbientSound( ENT( pev ), vecSrc, RANDOM_SOUND_ARRAY( pHitDirt ), flVol, ATTN_NORM, 0, 100 ); break; case TE_WATER: - UTIL_EmitAmbientSound(ENT(pev), vecSrc, RANDOM_SOUND_ARRAY( pHitWater ), flVol, ATTN_NORM, 0, 100); + UTIL_EmitAmbientSound( ENT( pev ), vecSrc, RANDOM_SOUND_ARRAY( pHitWater ), flVol, ATTN_NORM, 0, 100 ); break; } } break; - case 7: // roar - switch( RANDOM_LONG(0,1) ) + case 7: + // roar + switch( RANDOM_LONG( 0, 1 ) ) { - case 0: sound = "tentacle/te_roar1.wav"; break; - case 1: sound = "tentacle/te_roar2.wav"; break; + case 0: + sound = "tentacle/te_roar1.wav"; + break; + case 1: + sound = "tentacle/te_roar2.wav"; + break; + } + + UTIL_EmitAmbientSound( ENT( pev ), pev->origin + Vector( 0, 0, MyHeight() ), sound, 1.0, ATTN_NORM, 0, 100 ); + break; + case 8: + // search + switch( RANDOM_LONG( 0, 1 ) ) + { + case 0: + sound = "tentacle/te_search1.wav"; + break; + case 1: + sound = "tentacle/te_search2.wav"; + break; } UTIL_EmitAmbientSound(ENT(pev), pev->origin + Vector( 0, 0, MyHeight()), sound, 1.0, ATTN_NORM, 0, 100); break; - case 8: // search - switch( RANDOM_LONG(0,1) ) + case 9: + // swing + switch( RANDOM_LONG( 0, 1 ) ) { - case 0: sound = "tentacle/te_search1.wav"; break; - case 1: sound = "tentacle/te_search2.wav"; break; + case 0: + sound = "tentacle/te_move1.wav"; + break; + case 1: + sound = "tentacle/te_move2.wav"; + break; } - UTIL_EmitAmbientSound(ENT(pev), pev->origin + Vector( 0, 0, MyHeight()), sound, 1.0, ATTN_NORM, 0, 100); - break; - case 9: // swing - switch( RANDOM_LONG(0,1) ) - { - case 0: sound = "tentacle/te_move1.wav"; break; - case 1: sound = "tentacle/te_move2.wav"; break; - } - UTIL_EmitAmbientSound(ENT(pev), pev->origin + Vector( 0, 0, MyHeight()), sound, 1.0, ATTN_NORM, 0, 100); + UTIL_EmitAmbientSound( ENT( pev ), pev->origin + Vector( 0, 0, MyHeight() ), sound, 1.0, ATTN_NORM, 0, 100 ); break; default: CBaseMonster::HandleAnimEvent( pEvent ); @@ -882,46 +911,46 @@ void CTentacle :: HandleAnimEvent( MonsterEvent_t *pEvent ) // // TentacleStart // -// void CTentacle :: Start( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) -void CTentacle :: Start( void ) +// void CTentacle::Start( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) +void CTentacle::Start( void ) { SetThink( &CTentacle::Cycle ); - if ( !g_fFlySound ) + if( !g_fFlySound ) { - EMIT_SOUND (ENT(pev), CHAN_BODY, "ambience/flies.wav", 1, ATTN_NORM ); + EMIT_SOUND( ENT( pev ), CHAN_BODY, "ambience/flies.wav", 1, ATTN_NORM ); g_fFlySound = TRUE; //pev->nextthink = gpGlobals-> time + 0.1; } - else if ( !g_fSquirmSound ) + else if( !g_fSquirmSound ) { - EMIT_SOUND (ENT(pev), CHAN_BODY, "ambience/squirm2.wav", 1, ATTN_NORM ); + EMIT_SOUND( ENT( pev ), CHAN_BODY, "ambience/squirm2.wav", 1, ATTN_NORM ); g_fSquirmSound = TRUE; } pev->nextthink = gpGlobals->time + 0.1; } -void CTentacle :: HitTouch( CBaseEntity *pOther ) +void CTentacle::HitTouch( CBaseEntity *pOther ) { - TraceResult tr = UTIL_GetGlobalTrace( ); + TraceResult tr = UTIL_GetGlobalTrace(); - if (pOther->pev->modelindex == pev->modelindex) + if( pOther->pev->modelindex == pev->modelindex ) return; - if (m_flHitTime > gpGlobals->time) + if( m_flHitTime > gpGlobals->time ) return; // only look at the ones where the player hit me - if (tr.pHit == NULL || tr.pHit->v.modelindex != pev->modelindex) + if( tr.pHit == NULL || tr.pHit->v.modelindex != pev->modelindex ) return; - if (tr.iHitgroup >= 3) + if( tr.iHitgroup >= 3 ) { pOther->TakeDamage( pev, pev, m_iHitDmg, DMG_CRUSH ); // ALERT( at_console, "wack %3d : ", m_iHitDmg ); } - else if (tr.iHitgroup != 0) + else if( tr.iHitgroup != 0 ) { pOther->TakeDamage( pev, pev, 20, DMG_CRUSH ); // ALERT( at_console, "tap %3d : ", 20 ); @@ -938,9 +967,9 @@ void CTentacle :: HitTouch( CBaseEntity *pOther ) // ALERT( at_console, "%.0f : %s : %d\n", pev->angles.y, STRING( pOther->pev->classname ), tr.iHitgroup ); } -int CTentacle::TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType ) +int CTentacle::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { - if (flDamage > pev->health) + if( flDamage > pev->health ) { pev->health = 1; } @@ -951,7 +980,7 @@ int CTentacle::TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, floa return 1; } -void CTentacle :: Killed( entvars_t *pevAttacker, int iGib ) +void CTentacle::Killed( entvars_t *pevAttacker, int iGib ) { m_iGoalAnim = TENTACLE_ANIM_Pit_Idle; return; @@ -960,8 +989,8 @@ void CTentacle :: Killed( entvars_t *pevAttacker, int iGib ) class CTentacleMaw : public CBaseMonster { public: - void Spawn( ); - void Precache( ); + void Spawn(); + void Precache(); }; LINK_ENTITY_TO_CLASS( monster_tentaclemaw, CTentacleMaw ) @@ -969,25 +998,25 @@ LINK_ENTITY_TO_CLASS( monster_tentaclemaw, CTentacleMaw ) // // Tentacle Spawn // -void CTentacleMaw :: Spawn( ) +void CTentacleMaw::Spawn() { - Precache( ); - SET_MODEL(ENT(pev), "models/maw.mdl"); - UTIL_SetSize(pev, Vector(-32, -32, 0), Vector(32, 32, 64)); + Precache(); + SET_MODEL( ENT( pev ), "models/maw.mdl" ); + UTIL_SetSize( pev, Vector( -32, -32, 0 ), Vector( 32, 32, 64 ) ); - pev->solid = SOLID_NOT; - pev->movetype = MOVETYPE_STEP; - pev->effects = 0; - pev->health = 75; - pev->yaw_speed = 8; - pev->sequence = 0; + pev->solid = SOLID_NOT; + pev->movetype = MOVETYPE_STEP; + pev->effects = 0; + pev->health = 75; + pev->yaw_speed = 8; + pev->sequence = 0; - pev->angles.x = 90; + pev->angles.x = 90; // ResetSequenceInfo( ); } -void CTentacleMaw :: Precache( ) +void CTentacleMaw::Precache() { - PRECACHE_MODEL("models/maw.mdl"); + PRECACHE_MODEL( "models/maw.mdl" ); } #endif diff --git a/dlls/trains.h b/dlls/trains.h index f1fabaae..e8003b3e 100644 --- a/dlls/trains.h +++ b/dlls/trains.h @@ -25,11 +25,11 @@ #define SF_PATH_DISABLED 0x00000001 #define SF_PATH_FIREONCE 0x00000002 #define SF_PATH_ALTREVERSE 0x00000004 -#define SF_PATH_DISABLE_TRAIN 0x00000008 +#define SF_PATH_DISABLE_TRAIN 0x00000008 #define SF_PATH_ALTERNATE 0x00008000 // Spawnflags of CPathCorner -#define SF_CORNER_WAITFORTRIG 0x001 +#define SF_CORNER_WAITFORTRIG 0x001 #define SF_CORNER_TELEPORT 0x002 #define SF_CORNER_FIREONCE 0x004 @@ -37,37 +37,37 @@ class CPathTrack : public CPointEntity { public: - void Spawn( void ); - void Activate( void ); - void KeyValue( KeyValueData* pkvd); + void Spawn( void ); + void Activate( void ); + void KeyValue( KeyValueData* pkvd); - void SetPrevious( CPathTrack *pprevious ); - void Link( void ); - void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); + void SetPrevious( CPathTrack *pprevious ); + void Link( void ); + void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); - CPathTrack *ValidPath( CPathTrack *ppath, int testFlag ); // Returns ppath if enabled, NULL otherwise - void Project( CPathTrack *pstart, CPathTrack *pend, Vector *origin, float dist ); + CPathTrack *ValidPath( CPathTrack *ppath, int testFlag ); // Returns ppath if enabled, NULL otherwise + void Project( CPathTrack *pstart, CPathTrack *pend, Vector *origin, float dist ); static CPathTrack *Instance( edict_t *pent ); - CPathTrack *LookAhead( Vector *origin, float dist, int move ); - CPathTrack *Nearest( Vector origin ); + CPathTrack *LookAhead( Vector *origin, float dist, int move ); + CPathTrack *Nearest( Vector origin ); - CPathTrack *GetNext( void ); - CPathTrack *GetPrevious( void ); + CPathTrack *GetNext( void ); + CPathTrack *GetPrevious( void ); - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); - - static TYPEDESCRIPTION m_SaveData[]; + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); + + static TYPEDESCRIPTION m_SaveData[]; #if PATH_SPARKLE_DEBUG - void EXPORT Sparkle(void); + void EXPORT Sparkle( void ); #endif - float m_length; - string_t m_altName; - CPathTrack *m_pnext; - CPathTrack *m_pprevious; - CPathTrack *m_paltpath; + float m_length; + string_t m_altName; + CPathTrack *m_pnext; + CPathTrack *m_pprevious; + CPathTrack *m_paltpath; }; class CFuncTrackTrain : public CBaseEntity @@ -85,38 +85,38 @@ public: void EXPORT NearestPath( void ); void EXPORT DeadEnd( void ); - void NextThink( float thinkTime, BOOL alwaysThink ); + void NextThink( float thinkTime, BOOL alwaysThink ); - void SetTrack( CPathTrack *track ) { m_ppath = track->Nearest(pev->origin); } + void SetTrack( CPathTrack *track ) { m_ppath = track->Nearest( pev->origin ); } void SetControls( entvars_t *pevControls ); BOOL OnControls( entvars_t *pev ); - void StopSound ( void ); - void UpdateSound ( void ); - + void StopSound( void ); + void UpdateSound( void ); + static CFuncTrackTrain *Instance( edict_t *pent ); - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); - - static TYPEDESCRIPTION m_SaveData[]; - virtual int ObjectCaps( void ) { return (CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | FCAP_DIRECTIONAL_USE; } + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); - virtual void OverrideReset( void ); + static TYPEDESCRIPTION m_SaveData[]; + virtual int ObjectCaps( void ) { return ( CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION ) | FCAP_DIRECTIONAL_USE; } - CPathTrack *m_ppath; - float m_length; - float m_height; - float m_speed; - float m_dir; - float m_startSpeed; - Vector m_controlMins; - Vector m_controlMaxs; - int m_soundPlaying; - int m_sounds; - float m_flVolume; - float m_flBank; - float m_oldSpeed; + virtual void OverrideReset( void ); + + CPathTrack *m_ppath; + float m_length; + float m_height; + float m_speed; + float m_dir; + float m_startSpeed; + Vector m_controlMins; + Vector m_controlMaxs; + int m_soundPlaying; + int m_sounds; + float m_flVolume; + float m_flBank; + float m_oldSpeed; private: unsigned short m_usAdjustPitch; diff --git a/dlls/triggers.cpp b/dlls/triggers.cpp index a6e8102b..d7f9483c 100644 --- a/dlls/triggers.cpp +++ b/dlls/triggers.cpp @@ -43,17 +43,17 @@ extern Vector VecBModelOrigin( entvars_t* pevBModel ); class CFrictionModifier : public CBaseEntity { public: - void Spawn( void ); - void KeyValue( KeyValueData *pkvd ); - void EXPORT ChangeFriction( CBaseEntity *pOther ); - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); + void Spawn( void ); + void KeyValue( KeyValueData *pkvd ); + void EXPORT ChangeFriction( CBaseEntity *pOther ); + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); - virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } + virtual int ObjectCaps( void ) { return CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } - static TYPEDESCRIPTION m_SaveData[]; + static TYPEDESCRIPTION m_SaveData[]; - float m_frictionFraction; // Sorry, couldn't resist this name :) + float m_frictionFraction; // Sorry, couldn't resist this name :) }; LINK_ENTITY_TO_CLASS( func_friction, CFrictionModifier ) @@ -67,27 +67,27 @@ TYPEDESCRIPTION CFrictionModifier::m_SaveData[] = IMPLEMENT_SAVERESTORE( CFrictionModifier, CBaseEntity ) // Modify an entity's friction -void CFrictionModifier :: Spawn( void ) +void CFrictionModifier::Spawn( void ) { pev->solid = SOLID_TRIGGER; - SET_MODEL(ENT(pev), STRING(pev->model)); // set size and link into world + SET_MODEL( ENT( pev ), STRING( pev->model ) ); // set size and link into world pev->movetype = MOVETYPE_NONE; SetTouch( &CFrictionModifier::ChangeFriction ); } // Sets toucher's friction to m_frictionFraction (1.0 = normal friction) -void CFrictionModifier :: ChangeFriction( CBaseEntity *pOther ) +void CFrictionModifier::ChangeFriction( CBaseEntity *pOther ) { - if ( pOther->pev->movetype != MOVETYPE_BOUNCEMISSILE && pOther->pev->movetype != MOVETYPE_BOUNCE ) + if( pOther->pev->movetype != MOVETYPE_BOUNCEMISSILE && pOther->pev->movetype != MOVETYPE_BOUNCE ) pOther->pev->friction = m_frictionFraction; } // Sets toucher's friction to m_frictionFraction (1.0 = normal friction) -void CFrictionModifier :: KeyValue( KeyValueData *pkvd ) +void CFrictionModifier::KeyValue( KeyValueData *pkvd ) { - if (FStrEq(pkvd->szKeyName, "modifier")) + if( FStrEq(pkvd->szKeyName, "modifier" ) ) { - m_frictionFraction = atof(pkvd->szValue) / 100.0; + m_frictionFraction = atof( pkvd->szValue ) / 100.0; pkvd->fHandled = TRUE; } else @@ -108,14 +108,14 @@ public: void Think( void ); int ObjectCaps( void ) { return CBaseDelay::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); - static TYPEDESCRIPTION m_SaveData[]; + static TYPEDESCRIPTION m_SaveData[]; private: - int m_globalstate; - USE_TYPE triggerType; + int m_globalstate; + USE_TYPE triggerType; }; LINK_ENTITY_TO_CLASS( trigger_auto, CAutoTrigger ) @@ -130,12 +130,12 @@ IMPLEMENT_SAVERESTORE( CAutoTrigger, CBaseDelay ) void CAutoTrigger::KeyValue( KeyValueData *pkvd ) { - if (FStrEq(pkvd->szKeyName, "globalstate")) + if( FStrEq( pkvd->szKeyName, "globalstate" ) ) { m_globalstate = ALLOC_STRING( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "triggerstate")) + else if( FStrEq( pkvd->szKeyName, "triggerstate" ) ) { int type = atoi( pkvd->szValue ); switch( type ) @@ -168,10 +168,10 @@ void CAutoTrigger::Precache( void ) void CAutoTrigger::Think( void ) { - if ( !m_globalstate || gGlobalState.EntityGetState( m_globalstate ) == GLOBAL_ON ) + if( !m_globalstate || gGlobalState.EntityGetState( m_globalstate ) == GLOBAL_ON ) { SUB_UseTargets( this, triggerType, 0 ); - if ( pev->spawnflags & SF_AUTO_FIREONCE ) + if( pev->spawnflags & SF_AUTO_FIREONCE ) UTIL_Remove( this ); } } @@ -186,13 +186,13 @@ public: void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); int ObjectCaps( void ) { return CBaseDelay::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); - static TYPEDESCRIPTION m_SaveData[]; + static TYPEDESCRIPTION m_SaveData[]; private: - USE_TYPE triggerType; + USE_TYPE triggerType; }; LINK_ENTITY_TO_CLASS( trigger_relay, CTriggerRelay ) @@ -206,7 +206,7 @@ IMPLEMENT_SAVERESTORE( CTriggerRelay, CBaseDelay ) void CTriggerRelay::KeyValue( KeyValueData *pkvd ) { - if (FStrEq(pkvd->szKeyName, "triggerstate")) + if( FStrEq( pkvd->szKeyName, "triggerstate" ) ) { int type = atoi( pkvd->szValue ); switch( type ) @@ -234,7 +234,7 @@ void CTriggerRelay::Spawn( void ) void CTriggerRelay::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { SUB_UseTargets( this, triggerType, 0 ); - if ( pev->spawnflags & SF_RELAY_FIREONCE ) + if( pev->spawnflags & SF_RELAY_FIREONCE ) UTIL_Remove( this ); } @@ -251,35 +251,35 @@ class CMultiManager : public CBaseToggle { public: void KeyValue( KeyValueData *pkvd ); - void Spawn ( void ); - void EXPORT ManagerThink ( void ); - void EXPORT ManagerUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); + void Spawn( void ); + void EXPORT ManagerThink( void ); + void EXPORT ManagerUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); #if _DEBUG void EXPORT ManagerReport( void ); #endif - BOOL HasTarget( string_t targetname ); + BOOL HasTarget( string_t targetname ); int ObjectCaps( void ) { return CBaseToggle::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); - static TYPEDESCRIPTION m_SaveData[]; + static TYPEDESCRIPTION m_SaveData[]; - int m_cTargets; // the total number of targets in this manager's fire list. - int m_index; // Current target - float m_startTime;// Time we started firing - int m_iTargetName [ MAX_MULTI_TARGETS ];// list if indexes into global string array - float m_flTargetDelay [ MAX_MULTI_TARGETS ];// delay (in seconds) from time of manager fire to target fire + int m_cTargets; // the total number of targets in this manager's fire list. + int m_index; // Current target + float m_startTime;// Time we started firing + int m_iTargetName[MAX_MULTI_TARGETS];// list if indexes into global string array + float m_flTargetDelay[MAX_MULTI_TARGETS];// delay (in seconds) from time of manager fire to target fire private: - inline BOOL IsClone( void ) { return (pev->spawnflags & SF_MULTIMAN_CLONE) ? TRUE : FALSE; } - inline BOOL ShouldClone( void ) + inline BOOL IsClone( void ) { return ( pev->spawnflags & SF_MULTIMAN_CLONE ) ? TRUE : FALSE; } + inline BOOL ShouldClone( void ) { - if ( IsClone() ) + if( IsClone() ) return FALSE; - return (pev->spawnflags & SF_MULTIMAN_THREAD) ? TRUE : FALSE; + return ( pev->spawnflags & SF_MULTIMAN_THREAD ) ? TRUE : FALSE; } CMultiManager *Clone( void ); @@ -297,37 +297,37 @@ TYPEDESCRIPTION CMultiManager::m_SaveData[] = DEFINE_ARRAY( CMultiManager, m_flTargetDelay, FIELD_FLOAT, MAX_MULTI_TARGETS ), }; -IMPLEMENT_SAVERESTORE(CMultiManager,CBaseToggle) +IMPLEMENT_SAVERESTORE( CMultiManager, CBaseToggle ) -void CMultiManager :: KeyValue( KeyValueData *pkvd ) +void CMultiManager::KeyValue( KeyValueData *pkvd ) { // UNDONE: Maybe this should do something like this: //CBaseToggle::KeyValue( pkvd ); - // if ( !pkvd->fHandled ) + // if( !pkvd->fHandled ) // ... etc. - if (FStrEq(pkvd->szKeyName, "wait")) + if( FStrEq( pkvd->szKeyName, "wait" ) ) { - m_flWait = atof(pkvd->szValue); + m_flWait = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } else // add this field to the target list { // this assumes that additional fields are targetnames and their values are delay values. - if ( m_cTargets < MAX_MULTI_TARGETS ) + if( m_cTargets < MAX_MULTI_TARGETS ) { char tmp[128]; UTIL_StripToken( pkvd->szKeyName, tmp ); - m_iTargetName [ m_cTargets ] = ALLOC_STRING( tmp ); - m_flTargetDelay [ m_cTargets ] = atof (pkvd->szValue); + m_iTargetName[m_cTargets] = ALLOC_STRING( tmp ); + m_flTargetDelay[m_cTargets] = atof( pkvd->szValue ); m_cTargets++; pkvd->fHandled = TRUE; } } } -void CMultiManager :: Spawn( void ) +void CMultiManager::Spawn( void ) { pev->solid = SOLID_NOT; SetUse( &CMultiManager::ManagerUse ); @@ -337,20 +337,20 @@ void CMultiManager :: Spawn( void ) // Quick and dirty bubble sort int swapped = 1; - while ( swapped ) + while( swapped ) { swapped = 0; - for ( int i = 1; i < m_cTargets; i++ ) + for( int i = 1; i < m_cTargets; i++ ) { - if ( m_flTargetDelay[i] < m_flTargetDelay[i-1] ) + if( m_flTargetDelay[i] < m_flTargetDelay[i - 1] ) { // Swap out of order elements int name = m_iTargetName[i]; float delay = m_flTargetDelay[i]; - m_iTargetName[i] = m_iTargetName[i-1]; - m_flTargetDelay[i] = m_flTargetDelay[i-1]; - m_iTargetName[i-1] = name; - m_flTargetDelay[i-1] = delay; + m_iTargetName[i] = m_iTargetName[i - 1]; + m_flTargetDelay[i] = m_flTargetDelay[i - 1]; + m_iTargetName[i - 1] = name; + m_flTargetDelay[i - 1] = delay; swapped = 1; } } @@ -359,8 +359,8 @@ void CMultiManager :: Spawn( void ) BOOL CMultiManager::HasTarget( string_t targetname ) { - for ( int i = 0; i < m_cTargets; i++ ) - if ( FStrEq(STRING(targetname), STRING(m_iTargetName[i])) ) + for( int i = 0; i < m_cTargets; i++ ) + if( FStrEq( STRING( targetname ), STRING( m_iTargetName[i] ) ) ) return TRUE; return FALSE; @@ -368,21 +368,21 @@ BOOL CMultiManager::HasTarget( string_t targetname ) // Designers were using this to fire targets that may or may not exist -- // so I changed it to use the standard target fire code, made it a little simpler. -void CMultiManager :: ManagerThink ( void ) +void CMultiManager::ManagerThink( void ) { - float time; + float time; time = gpGlobals->time - m_startTime; - while ( m_index < m_cTargets && m_flTargetDelay[ m_index ] <= time ) + while( m_index < m_cTargets && m_flTargetDelay[m_index] <= time ) { - FireTargets( STRING( m_iTargetName[ m_index ] ), m_hActivator, this, USE_TOGGLE, 0 ); + FireTargets( STRING( m_iTargetName[m_index] ), m_hActivator, this, USE_TOGGLE, 0 ); m_index++; } - if ( m_index >= m_cTargets )// have we fired all targets? + if( m_index >= m_cTargets )// have we fired all targets? { SetThink( NULL ); - if ( IsClone() ) + if( IsClone() ) { UTIL_Remove( this ); return; @@ -390,7 +390,7 @@ void CMultiManager :: ManagerThink ( void ) SetUse( &CMultiManager::ManagerUse );// allow manager re-use } else - pev->nextthink = m_startTime + m_flTargetDelay[ m_index ]; + pev->nextthink = m_startTime + m_flTargetDelay[m_index]; } CMultiManager *CMultiManager::Clone( void ) @@ -410,11 +410,11 @@ CMultiManager *CMultiManager::Clone( void ) } // The USE function builds the time table and starts the entity thinking. -void CMultiManager :: ManagerUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) +void CMultiManager::ManagerUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { // In multiplayer games, clone the MM and execute in the clone (like a thread) // to allow multiple players to trigger the same multimanager - if ( ShouldClone() ) + if( ShouldClone() ) { CMultiManager *pClone = Clone(); pClone->ManagerUse( pActivator, pCaller, useType, value ); @@ -432,13 +432,13 @@ void CMultiManager :: ManagerUse ( CBaseEntity *pActivator, CBaseEntity *pCaller } #if _DEBUG -void CMultiManager :: ManagerReport ( void ) +void CMultiManager::ManagerReport( void ) { - int cIndex; + int cIndex; - for ( cIndex = 0 ; cIndex < m_cTargets ; cIndex++ ) + for( cIndex = 0; cIndex < m_cTargets; cIndex++ ) { - ALERT ( at_console, "%s %f\n", STRING(m_iTargetName[cIndex]), m_flTargetDelay[cIndex] ); + ALERT( at_console, "%s %f\n", STRING( m_iTargetName[cIndex] ), m_flTargetDelay[cIndex] ); } } #endif @@ -452,44 +452,44 @@ void CMultiManager :: ManagerReport ( void ) // // Flags to indicate masking off various render parameters that are normally copied to the targets -#define SF_RENDER_MASKFX (1<<0) -#define SF_RENDER_MASKAMT (1<<1) -#define SF_RENDER_MASKMODE (1<<2) -#define SF_RENDER_MASKCOLOR (1<<3) +#define SF_RENDER_MASKFX ( 1 << 0 ) +#define SF_RENDER_MASKAMT ( 1 << 1 ) +#define SF_RENDER_MASKMODE ( 1 << 2 ) +#define SF_RENDER_MASKCOLOR ( 1 << 3 ) class CRenderFxManager : public CBaseEntity { public: void Spawn( void ); - void Use ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); + void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); }; LINK_ENTITY_TO_CLASS( env_render, CRenderFxManager ) -void CRenderFxManager :: Spawn ( void ) +void CRenderFxManager::Spawn( void ) { pev->solid = SOLID_NOT; } -void CRenderFxManager :: Use ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) +void CRenderFxManager::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { - if (!FStringNull(pev->target)) + if( !FStringNull( pev->target ) ) { - edict_t* pentTarget = NULL; - while ( 1 ) + edict_t *pentTarget = NULL; + while( 1 ) { - pentTarget = FIND_ENTITY_BY_TARGETNAME(pentTarget, STRING(pev->target)); - if (FNullEnt(pentTarget)) + pentTarget = FIND_ENTITY_BY_TARGETNAME( pentTarget, STRING( pev->target ) ); + if( FNullEnt( pentTarget ) ) break; entvars_t *pevTarget = VARS( pentTarget ); - if ( !FBitSet( pev->spawnflags, SF_RENDER_MASKFX ) ) + if( !FBitSet( pev->spawnflags, SF_RENDER_MASKFX ) ) pevTarget->renderfx = pev->renderfx; - if ( !FBitSet( pev->spawnflags, SF_RENDER_MASKAMT ) ) + if( !FBitSet( pev->spawnflags, SF_RENDER_MASKAMT ) ) pevTarget->renderamt = pev->renderamt; - if ( !FBitSet( pev->spawnflags, SF_RENDER_MASKMODE ) ) + if( !FBitSet( pev->spawnflags, SF_RENDER_MASKMODE ) ) pevTarget->rendermode = pev->rendermode; - if ( !FBitSet( pev->spawnflags, SF_RENDER_MASKCOLOR ) ) + if( !FBitSet( pev->spawnflags, SF_RENDER_MASKCOLOR ) ) pevTarget->rendercolor = pev->rendercolor; } } @@ -498,18 +498,18 @@ void CRenderFxManager :: Use ( CBaseEntity *pActivator, CBaseEntity *pCaller, US class CBaseTrigger : public CBaseToggle { public: - void EXPORT TeleportTouch ( CBaseEntity *pOther ); + void EXPORT TeleportTouch( CBaseEntity *pOther ); void KeyValue( KeyValueData *pkvd ); void EXPORT MultiTouch( CBaseEntity *pOther ); - void EXPORT HurtTouch ( CBaseEntity *pOther ); - void EXPORT CDAudioTouch ( CBaseEntity *pOther ); + void EXPORT HurtTouch( CBaseEntity *pOther ); + void EXPORT CDAudioTouch( CBaseEntity *pOther ); void ActivateMultiTrigger( CBaseEntity *pActivator ); void EXPORT MultiWaitOver( void ); void EXPORT CounterUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); - void EXPORT ToggleUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); + void EXPORT ToggleUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); void InitTrigger( void ); - virtual int ObjectCaps( void ) { return CBaseToggle :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } + virtual int ObjectCaps( void ) { return CBaseToggle::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } }; LINK_ENTITY_TO_CLASS( trigger, CBaseTrigger ) @@ -519,38 +519,37 @@ LINK_ENTITY_TO_CLASS( trigger, CBaseTrigger ) InitTrigger ================ */ -void CBaseTrigger::InitTrigger( ) +void CBaseTrigger::InitTrigger() { // trigger angles are used for one-way touches. An angle of 0 is assumed // to mean no restrictions, so use a yaw of 360 instead. - if (pev->angles != g_vecZero) - SetMovedir(pev); + if( pev->angles != g_vecZero ) + SetMovedir( pev ); pev->solid = SOLID_TRIGGER; pev->movetype = MOVETYPE_NONE; - SET_MODEL(ENT(pev), STRING(pev->model)); // set size and link into world - if ( CVAR_GET_FLOAT("showtriggers") == 0 ) + SET_MODEL(ENT(pev), STRING( pev->model ) ); // set size and link into world + if( CVAR_GET_FLOAT( "showtriggers" ) == 0 ) SetBits( pev->effects, EF_NODRAW ); } // // Cache user-entity-field values until spawn is called. // - -void CBaseTrigger :: KeyValue( KeyValueData *pkvd ) +void CBaseTrigger::KeyValue( KeyValueData *pkvd ) { - if (FStrEq(pkvd->szKeyName, "damage")) + if( FStrEq( pkvd->szKeyName, "damage" ) ) { - pev->dmg = atof(pkvd->szValue); + pev->dmg = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "count")) + else if( FStrEq( pkvd->szKeyName, "count" ) ) { - m_cTriggersLeft = (int) atof(pkvd->szValue); + m_cTriggersLeft = (int)atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "damagetype")) + else if( FStrEq( pkvd->szKeyName, "damagetype" ) ) { - m_bitsDamageInflict = atoi(pkvd->szValue); + m_bitsDamageInflict = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; } else @@ -579,17 +578,17 @@ public: LINK_ENTITY_TO_CLASS( trigger_monsterjump, CTriggerMonsterJump ) -void CTriggerMonsterJump :: Spawn ( void ) +void CTriggerMonsterJump::Spawn( void ) { - SetMovedir ( pev ); + SetMovedir( pev ); - InitTrigger (); + InitTrigger(); pev->nextthink = 0; pev->speed = 200; m_flHeight = 150; - if ( !FStringNull ( pev->targetname ) ) + if( !FStringNull( pev->targetname ) ) { // if targetted, spawn turned off pev->solid = SOLID_NOT; @@ -598,18 +597,18 @@ void CTriggerMonsterJump :: Spawn ( void ) } } -void CTriggerMonsterJump :: Think( void ) +void CTriggerMonsterJump::Think( void ) { pev->solid = SOLID_NOT;// kill the trigger for now !!!UNDONE UTIL_SetOrigin( pev, pev->origin ); // Unlink from trigger list SetThink( NULL ); } -void CTriggerMonsterJump :: Touch( CBaseEntity *pOther ) +void CTriggerMonsterJump::Touch( CBaseEntity *pOther ) { entvars_t *pevOther = pOther->pev; - if ( !FBitSet ( pevOther->flags , FL_MONSTER ) ) + if( !FBitSet( pevOther->flags, FL_MONSTER ) ) { // touched by a non-monster. return; @@ -617,7 +616,7 @@ void CTriggerMonsterJump :: Touch( CBaseEntity *pOther ) pevOther->origin.z += 1; - if ( FBitSet ( pevOther->flags, FL_ONGROUND ) ) + if( FBitSet( pevOther->flags, FL_ONGROUND ) ) { // clear the onground so physics don't bitch pevOther->flags &= ~FL_ONGROUND; @@ -640,7 +639,7 @@ public: virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); void PlayTrack( void ); - void Touch ( CBaseEntity *pOther ); + void Touch( CBaseEntity *pOther ); }; LINK_ENTITY_TO_CLASS( trigger_cdaudio, CTriggerCDAudio ) @@ -649,9 +648,9 @@ LINK_ENTITY_TO_CLASS( trigger_cdaudio, CTriggerCDAudio ) // Changes tracks or stops CD when player touches // // !!!HACK - overloaded HEALTH to avoid adding new field -void CTriggerCDAudio :: Touch ( CBaseEntity *pOther ) +void CTriggerCDAudio::Touch( CBaseEntity *pOther ) { - if ( !pOther->IsPlayer() ) + if( !pOther->IsPlayer() ) { // only clients may trigger these events return; @@ -660,7 +659,7 @@ void CTriggerCDAudio :: Touch ( CBaseEntity *pOther ) PlayTrack(); } -void CTriggerCDAudio :: Spawn( void ) +void CTriggerCDAudio::Spawn( void ) { InitTrigger(); } @@ -678,30 +677,30 @@ void PlayCDTrack( int iTrack ) pClient = g_engfuncs.pfnPEntityOfEntIndex( 1 ); // Can't play if the client is not connected! - if ( !pClient ) + if( !pClient ) return; - if ( iTrack < -1 || iTrack > 30 ) + if( iTrack < -1 || iTrack > 30 ) { - ALERT ( at_console, "TriggerCDAudio - Track %d out of range\n" ); + ALERT( at_console, "TriggerCDAudio - Track %d out of range\n" ); return; } - if ( iTrack == -1 ) + if( iTrack == -1 ) { - CLIENT_COMMAND ( pClient, "cd pause\n"); + CLIENT_COMMAND( pClient, "cd pause\n" ); } else { - char string [ 64 ]; + char string[64]; sprintf( string, "cd play %3d\n", iTrack ); - CLIENT_COMMAND ( pClient, string); + CLIENT_COMMAND( pClient, string ); } } // only plays for ONE client, so only use in single play! -void CTriggerCDAudio :: PlayTrack( void ) +void CTriggerCDAudio::PlayTrack( void ) { PlayCDTrack( (int)pev->health ); @@ -713,33 +712,33 @@ void CTriggerCDAudio :: PlayTrack( void ) class CTargetCDAudio : public CPointEntity { public: - void Spawn( void ); - void KeyValue( KeyValueData *pkvd ); + void Spawn( void ); + void KeyValue( KeyValueData *pkvd ); - virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); - void Think( void ); - void Play( void ); + virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); + void Think( void ); + void Play( void ); }; LINK_ENTITY_TO_CLASS( target_cdaudio, CTargetCDAudio ) -void CTargetCDAudio :: KeyValue( KeyValueData *pkvd ) +void CTargetCDAudio::KeyValue( KeyValueData *pkvd ) { - if (FStrEq(pkvd->szKeyName, "radius")) + if( FStrEq( pkvd->szKeyName, "radius" ) ) { - pev->scale = atof(pkvd->szValue); + pev->scale = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } else CPointEntity::KeyValue( pkvd ); } -void CTargetCDAudio :: Spawn( void ) +void CTargetCDAudio::Spawn( void ) { pev->solid = SOLID_NOT; pev->movetype = MOVETYPE_NONE; - if ( pev->scale > 0 ) + if( pev->scale > 0 ) pev->nextthink = gpGlobals->time + 1.0; } @@ -757,34 +756,33 @@ void CTargetCDAudio::Think( void ) pClient = g_engfuncs.pfnPEntityOfEntIndex( 1 ); // Can't play if the client is not connected! - if ( !pClient ) + if( !pClient ) return; pev->nextthink = gpGlobals->time + 0.5; - if ( (pClient->v.origin - pev->origin).Length() <= pev->scale ) + if( ( pClient->v.origin - pev->origin ).Length() <= pev->scale ) Play(); } void CTargetCDAudio::Play( void ) -{ +{ PlayCDTrack( (int)pev->health ); - UTIL_Remove(this); + UTIL_Remove( this ); } //===================================== - // // trigger_hurt - hurts anything that touches it. if the trigger has a targetname, firing it will toggle state // //int gfToggleState = 0; // used to determine when all radiation trigger hurts have called 'RadiationThink' -void CTriggerHurt :: Spawn( void ) +void CTriggerHurt::Spawn( void ) { InitTrigger(); SetTouch( &CBaseTrigger::HurtTouch ); - if ( !FStringNull ( pev->targetname ) ) + if( !FStringNull( pev->targetname ) ) { SetUse( &CBaseTrigger::ToggleUse ); } @@ -793,13 +791,13 @@ void CTriggerHurt :: Spawn( void ) SetUse( NULL ); } - if (m_bitsDamageInflict & DMG_RADIATION) + if( m_bitsDamageInflict & DMG_RADIATION ) { SetThink( &CTriggerHurt::RadiationThink ); - pev->nextthink = gpGlobals->time + RANDOM_FLOAT(0.0, 0.5); + pev->nextthink = gpGlobals->time + RANDOM_FLOAT( 0.0, 0.5 ); } - if ( FBitSet (pev->spawnflags, SF_TRIGGER_HURT_START_OFF) )// if flagged to Start Turned Off, make trigger nonsolid. + if( FBitSet( pev->spawnflags, SF_TRIGGER_HURT_START_OFF ) )// if flagged to Start Turned Off, make trigger nonsolid. pev->solid = SOLID_NOT; UTIL_SetOrigin( pev, pev->origin ); // Link into the list @@ -808,10 +806,8 @@ void CTriggerHurt :: Spawn( void ) // trigger hurt that causes radiation will do a radius // check and set the player's geiger counter level // according to distance from center of trigger - -void CTriggerHurt :: RadiationThink( void ) +void CTriggerHurt::RadiationThink( void ) { - edict_t *pentPlayer; CBasePlayer *pPlayer = NULL; float flRange; @@ -829,24 +825,24 @@ void CTriggerHurt :: RadiationThink( void ) origin = pev->origin; view_ofs = pev->view_ofs; - pev->origin = (pev->absmin + pev->absmax) * 0.5; + pev->origin = ( pev->absmin + pev->absmax ) * 0.5; pev->view_ofs = pev->view_ofs * 0.0; - pentPlayer = FIND_CLIENT_IN_PVS(edict()); + pentPlayer = FIND_CLIENT_IN_PVS( edict() ); pev->origin = origin; pev->view_ofs = view_ofs; // reset origin - if (!FNullEnt(pentPlayer)) + if( !FNullEnt( pentPlayer ) ) { - pPlayer = GetClassPtr( (CBasePlayer *)VARS(pentPlayer)); + pPlayer = GetClassPtr( (CBasePlayer *)VARS( pentPlayer ) ); - pevTarget = VARS(pentPlayer); + pevTarget = VARS( pentPlayer ); // get range to player; - vecSpot1 = (pev->absmin + pev->absmax) * 0.5; - vecSpot2 = (pevTarget->absmin + pevTarget->absmax) * 0.5; + vecSpot1 = ( pev->absmin + pev->absmax ) * 0.5; + vecSpot2 = ( pevTarget->absmin + pevTarget->absmax ) * 0.5; vecRange = vecSpot1 - vecSpot2; flRange = vecRange.Length(); @@ -855,7 +851,7 @@ void CTriggerHurt :: RadiationThink( void ) // than range to this trigger hurt, reset player's // geiger counter range - if (pPlayer->m_flgeigerRange >= flRange) + if( pPlayer->m_flgeigerRange >= flRange ) pPlayer->m_flgeigerRange = flRange; } @@ -865,9 +861,9 @@ void CTriggerHurt :: RadiationThink( void ) // // ToggleUse - If this is the USE function for a trigger, its state will toggle every time it's fired // -void CBaseTrigger :: ToggleUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) +void CBaseTrigger::ToggleUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { - if (pev->solid == SOLID_NOT) + if( pev->solid == SOLID_NOT ) { // if the trigger is off, turn it on pev->solid = SOLID_TRIGGER; @@ -884,38 +880,38 @@ void CBaseTrigger :: ToggleUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, } // When touched, a hurt trigger does DMG points of damage each half-second -void CBaseTrigger :: HurtTouch ( CBaseEntity *pOther ) +void CBaseTrigger::HurtTouch( CBaseEntity *pOther ) { float fldmg; - if ( !pOther->pev->takedamage ) + if( !pOther->pev->takedamage ) return; - if ( (pev->spawnflags & SF_TRIGGER_HURT_CLIENTONLYTOUCH) && !pOther->IsPlayer() ) + if( ( pev->spawnflags & SF_TRIGGER_HURT_CLIENTONLYTOUCH ) && !pOther->IsPlayer() ) { // this trigger is only allowed to touch clients, and this ain't a client. return; } - if ( (pev->spawnflags & SF_TRIGGER_HURT_NO_CLIENTS) && pOther->IsPlayer() ) + if( ( pev->spawnflags & SF_TRIGGER_HURT_NO_CLIENTS ) && pOther->IsPlayer() ) return; // HACKHACK -- In multiplayer, players touch this based on packet receipt. // So the players who send packets later aren't always hurt. Keep track of // how much time has passed and whether or not you've touched that player - if ( g_pGameRules->IsMultiplayer() ) + if( g_pGameRules->IsMultiplayer() ) { - if ( pev->dmgtime > gpGlobals->time ) + if( pev->dmgtime > gpGlobals->time ) { - if ( gpGlobals->time != pev->pain_finished ) + if( gpGlobals->time != pev->pain_finished ) { // too early to hurt again, and not same frame with a different entity - if ( pOther->IsPlayer() ) + if( pOther->IsPlayer() ) { - int playerMask = 1 << (pOther->entindex() - 1); + int playerMask = 1 << ( pOther->entindex() - 1 ); // If I've already touched this player (this time), then bail out - if ( pev->impulse & playerMask ) + if( pev->impulse & playerMask ) return; // Mark this player as touched @@ -932,9 +928,9 @@ void CBaseTrigger :: HurtTouch ( CBaseEntity *pOther ) { // New clock, "un-touch" all players pev->impulse = 0; - if ( pOther->IsPlayer() ) + if( pOther->IsPlayer() ) { - int playerMask = 1 << (pOther->entindex() - 1); + int playerMask = 1 << ( pOther->entindex() - 1 ); // Mark this player as touched // BUGBUG - There can be only 32 players! @@ -944,7 +940,7 @@ void CBaseTrigger :: HurtTouch ( CBaseEntity *pOther ) } else // Original code -- single player { - if ( pev->dmgtime > gpGlobals->time && gpGlobals->time != pev->pain_finished ) + if( pev->dmgtime > gpGlobals->time && gpGlobals->time != pev->pain_finished ) { // too early to hurt again, and not same frame with a different entity return; @@ -960,19 +956,34 @@ void CBaseTrigger :: HurtTouch ( CBaseEntity *pOther ) // JAY: Cut this because it wasn't fully realized. Damage is simpler now. #if 0 - switch (m_bitsDamageInflict) + switch( m_bitsDamageInflict ) { - default: break; - case DMG_POISON: fldmg = POISON_DAMAGE/4; break; - case DMG_NERVEGAS: fldmg = NERVEGAS_DAMAGE/4; break; - case DMG_RADIATION: fldmg = RADIATION_DAMAGE/4; break; - case DMG_PARALYZE: fldmg = PARALYZE_DAMAGE/4; break; // UNDONE: cut this? should slow movement to 50% - case DMG_ACID: fldmg = ACID_DAMAGE/4; break; - case DMG_SLOWBURN: fldmg = SLOWBURN_DAMAGE/4; break; - case DMG_SLOWFREEZE: fldmg = SLOWFREEZE_DAMAGE/4; break; + default: + break; + case DMG_POISON: + fldmg = POISON_DAMAGE / 4; + break; + case DMG_NERVEGAS: + fldmg = NERVEGAS_DAMAGE / 4; + break; + case DMG_RADIATION: + fldmg = RADIATION_DAMAGE / 4; + break; + case DMG_PARALYZE: // UNDONE: cut this? should slow movement to 50% + fldmg = PARALYZE_DAMAGE / 4; + break; + case DMG_ACID: + fldmg = ACID_DAMAGE / 4; + break; + case DMG_SLOWBURN: + fldmg = SLOWBURN_DAMAGE / 4; + break; + case DMG_SLOWFREEZE: + fldmg = SLOWFREEZE_DAMAGE / 4; + break; } #endif - if ( fldmg < 0 ) + if( fldmg < 0 ) pOther->TakeHealth( -fldmg, m_bitsDamageInflict ); else pOther->TakeDamage( pev, pev, fldmg, m_bitsDamageInflict ); @@ -983,20 +994,20 @@ void CBaseTrigger :: HurtTouch ( CBaseEntity *pOther ) // Apply damage every half second pev->dmgtime = gpGlobals->time + 0.5;// half second delay until this trigger can hurt toucher again - if ( pev->target ) + if( pev->target ) { // trigger has a target it wants to fire. - if ( pev->spawnflags & SF_TRIGGER_HURT_CLIENTONLYFIRE ) + if( pev->spawnflags & SF_TRIGGER_HURT_CLIENTONLYFIRE ) { // if the toucher isn't a client, don't fire the target! - if ( !pOther->IsPlayer() ) + if( !pOther->IsPlayer() ) { return; } } SUB_UseTargets( pOther, USE_TOGGLE, 0 ); - if ( pev->spawnflags & SF_TRIGGER_HURT_TARGETONCE ) + if( pev->spawnflags & SF_TRIGGER_HURT_TARGETONCE ) pev->target = 0; } } @@ -1024,28 +1035,28 @@ public: LINK_ENTITY_TO_CLASS( trigger_multiple, CTriggerMultiple ) -void CTriggerMultiple :: Spawn( void ) +void CTriggerMultiple::Spawn( void ) { - if (m_flWait == 0) + if( m_flWait == 0 ) m_flWait = 0.2; InitTrigger(); - ASSERTSZ(pev->health == 0, "trigger_multiple with health"); -// UTIL_SetOrigin(pev, pev->origin); -// SET_MODEL( ENT(pev), STRING(pev->model) ); -// if (pev->health > 0) -// { -// if (FBitSet(pev->spawnflags, SPAWNFLAG_NOTOUCH)) -// ALERT(at_error, "trigger_multiple spawn: health and notouch don't make sense"); -// pev->max_health = pev->health; -//UNDONE: where to get pfnDie from? -// pev->pfnDie = multi_killed; -// pev->takedamage = DAMAGE_YES; -// pev->solid = SOLID_BBOX; -// UTIL_SetOrigin(pev, pev->origin); // make sure it links into the world -// } -// else + ASSERTSZ( pev->health == 0, "trigger_multiple with health" ); + /*UTIL_SetOrigin( pev, pev->origin ); + SET_MODEL( ENT( pev ), STRING( pev->model ) ); + if( pev->health > 0 ) + { + if( FBitSet( pev->spawnflags, SPAWNFLAG_NOTOUCH ) ) + ALERT( at_error, "trigger_multiple spawn: health and notouch don't make sense" ); + pev->max_health = pev->health; +UNDONE: where to get pfnDie from? + pev->pfnDie = multi_killed; + pev->takedamage = DAMAGE_YES; + pev->solid = SOLID_BBOX; + UTIL_SetOrigin( pev, pev->origin ); // make sure it links into the world + } + else*/ { SetTouch( &CBaseTrigger::MultiTouch ); } @@ -1075,27 +1086,27 @@ void CTriggerOnce::Spawn( void ) { m_flWait = -1; - CTriggerMultiple :: Spawn(); + CTriggerMultiple::Spawn(); } -void CBaseTrigger :: MultiTouch( CBaseEntity *pOther ) +void CBaseTrigger::MultiTouch( CBaseEntity *pOther ) { - entvars_t *pevToucher; + entvars_t *pevToucher; pevToucher = pOther->pev; // Only touch clients, monsters, or pushables (depending on flags) - if ( ((pevToucher->flags & FL_CLIENT) && !(pev->spawnflags & SF_TRIGGER_NOCLIENTS)) || - ((pevToucher->flags & FL_MONSTER) && (pev->spawnflags & SF_TRIGGER_ALLOWMONSTERS)) || + if( ( ( pevToucher->flags & FL_CLIENT ) && !( pev->spawnflags & SF_TRIGGER_NOCLIENTS ) ) || + ( ( pevToucher->flags & FL_MONSTER ) && (pev->spawnflags & SF_TRIGGER_ALLOWMONSTERS ) ) || ( ( pev->spawnflags & SF_TRIGGER_PUSHABLES ) && FClassnameIs( pevToucher,"func_pushable" ) ) ) { #if 0 // if the trigger has an angles field, check player's facing direction - if (pev->movedir != g_vecZero) + if( pev->movedir != g_vecZero ) { UTIL_MakeVectors( pevToucher->angles ); - if ( DotProduct( gpGlobals->v_forward, pev->movedir ) < 0 ) + if( DotProduct( gpGlobals->v_forward, pev->movedir ) < 0 ) return; // not facing the right way } #endif @@ -1108,23 +1119,23 @@ void CBaseTrigger :: MultiTouch( CBaseEntity *pOther ) // self.enemy should be set to the activator so it can be held through a delay // so wait for the delay time before firing // -void CBaseTrigger :: ActivateMultiTrigger( CBaseEntity *pActivator ) +void CBaseTrigger::ActivateMultiTrigger( CBaseEntity *pActivator ) { - if (pev->nextthink > gpGlobals->time) + if( pev->nextthink > gpGlobals->time ) return; // still waiting for reset time - if (!UTIL_IsMasterTriggered(m_sMaster,pActivator)) + if( !UTIL_IsMasterTriggered( m_sMaster,pActivator ) ) return; - if (FClassnameIs(pev, "trigger_secret")) + if( FClassnameIs( pev, "trigger_secret" ) ) { - if ( pev->enemy == NULL || !FClassnameIs(pev->enemy, "player")) + if( pev->enemy == NULL || !FClassnameIs( pev->enemy, "player" ) ) return; gpGlobals->found_secrets++; } - if (!FStringNull(pev->noise)) - EMIT_SOUND(ENT(pev), CHAN_VOICE, (char*)STRING(pev->noise), 1, ATTN_NORM); + if( !FStringNull( pev->noise ) ) + EMIT_SOUND( ENT( pev ), CHAN_VOICE, (char*)STRING( pev->noise ), 1, ATTN_NORM ); // don't trigger again until reset // pev->takedamage = DAMAGE_NO; @@ -1132,13 +1143,13 @@ void CBaseTrigger :: ActivateMultiTrigger( CBaseEntity *pActivator ) m_hActivator = pActivator; SUB_UseTargets( m_hActivator, USE_TOGGLE, 0 ); - if ( pev->message && pActivator->IsPlayer() ) + if( pev->message && pActivator->IsPlayer() ) { - UTIL_ShowMessage( STRING(pev->message), pActivator ); - //CLIENT_PRINTF( ENT( pActivator->pev ), print_center, STRING(pev->message) ); + UTIL_ShowMessage( STRING( pev->message ), pActivator ); + //CLIENT_PRINTF( ENT( pActivator->pev ), print_center, STRING( pev->message ) ); } - if (m_flWait > 0) + if( m_flWait > 0 ) { SetThink( &CBaseTrigger::MultiWaitOver ); pev->nextthink = gpGlobals->time + m_flWait; @@ -1154,13 +1165,13 @@ void CBaseTrigger :: ActivateMultiTrigger( CBaseEntity *pActivator ) } // the wait time has passed, so set back up for another activation -void CBaseTrigger :: MultiWaitOver( void ) +void CBaseTrigger::MultiWaitOver( void ) { - /*if (pev->max_health) + /*if( pev->max_health ) { - pev->health = pev->max_health; + pev->health = pev->max_health; pev->takedamage = DAMAGE_YES; - pev->solid = SOLID_BBOX; + pev->solid = SOLID_BBOX; }*/ SetThink( NULL ); } @@ -1175,32 +1186,40 @@ void CBaseTrigger::CounterUse( CBaseEntity *pActivator, CBaseEntity *pCaller, US m_cTriggersLeft--; m_hActivator = pActivator; - if (m_cTriggersLeft < 0) + if( m_cTriggersLeft < 0 ) return; BOOL fTellActivator = - (m_hActivator != 0) && - FClassnameIs(m_hActivator->pev, "player") && - !FBitSet(pev->spawnflags, SPAWNFLAG_NOMESSAGE); - if (m_cTriggersLeft != 0) + ( m_hActivator != 0 ) && + FClassnameIs( m_hActivator->pev, "player" ) && + !FBitSet( pev->spawnflags, SPAWNFLAG_NOMESSAGE ); + if( m_cTriggersLeft != 0 ) { - if (fTellActivator) + if( fTellActivator ) { // UNDONE: I don't think we want these Quakesque messages - switch (m_cTriggersLeft) + switch( m_cTriggersLeft ) { - case 1: ALERT(at_console, "Only 1 more to go..."); break; - case 2: ALERT(at_console, "Only 2 more to go..."); break; - case 3: ALERT(at_console, "Only 3 more to go..."); break; - default: ALERT(at_console, "There are more to go..."); break; + case 1: + ALERT( at_console, "Only 1 more to go..." ); + break; + case 2: + ALERT( at_console, "Only 2 more to go..." ); + break; + case 3: + ALERT( at_console, "Only 3 more to go..." ); + break; + default: + ALERT( at_console, "There are more to go..." ); + break; } } return; } // !!!UNDONE: I don't think we want these Quakesque messages - if (fTellActivator) - ALERT(at_console, "Sequence completed!"); + if( fTellActivator ) + ALERT( at_console, "Sequence completed!" ); ActivateMultiTrigger( m_hActivator ); } @@ -1219,13 +1238,13 @@ public: LINK_ENTITY_TO_CLASS( trigger_counter, CTriggerCounter ) -void CTriggerCounter :: Spawn( void ) +void CTriggerCounter::Spawn( void ) { // By making the flWait be -1, this counter-trigger will disappear after it's activated // (but of course it needs cTriggersLeft "uses" before that happens). m_flWait = -1; - if (m_cTriggersLeft == 0) + if( m_cTriggersLeft == 0 ) m_cTriggersLeft = 2; SetUse( &CBaseTrigger::CounterUse ); } @@ -1235,17 +1254,17 @@ void CTriggerCounter :: Spawn( void ) class CTriggerVolume : public CPointEntity // Derive from point entity so this doesn't move across levels { public: - void Spawn( void ); + void Spawn( void ); }; LINK_ENTITY_TO_CLASS( trigger_transition, CTriggerVolume ) // Define space that travels across a level transition -void CTriggerVolume :: Spawn( void ) +void CTriggerVolume::Spawn( void ) { pev->solid = SOLID_NOT; pev->movetype = MOVETYPE_NONE; - SET_MODEL(ENT(pev), STRING(pev->model)); // set size and link into world + SET_MODEL( ENT(pev), STRING( pev->model ) ); // set size and link into world pev->model = NULL; pev->modelindex = 0; } @@ -1264,7 +1283,7 @@ LINK_ENTITY_TO_CLASS( fireanddie, CFireAndDie ) void CFireAndDie::Spawn( void ) { - pev->classname = MAKE_STRING("fireanddie"); + pev->classname = MAKE_STRING( "fireanddie" ); // Don't call Precache() - it should be called on restore } @@ -1286,7 +1305,7 @@ class CChangeLevel : public CBaseTrigger public: void Spawn( void ); void KeyValue( KeyValueData *pkvd ); - void EXPORT UseChangeLevel ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); + void EXPORT UseChangeLevel( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); void EXPORT TriggerChangeLevel( void ); void EXPORT ExecuteChangeLevel( void ); void EXPORT TouchChangeLevel( CBaseEntity *pOther ); @@ -1297,15 +1316,15 @@ public: static int AddTransitionToList( LEVELLIST *pLevelList, int listCount, const char *pMapName, const char *pLandmarkName, edict_t *pentLandmark ); static int InTransitionVolume( CBaseEntity *pEntity, char *pVolumeName ); - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); - static TYPEDESCRIPTION m_SaveData[]; + static TYPEDESCRIPTION m_SaveData[]; char m_szMapName[cchMapNameMost]; // trigger_changelevel only: next map char m_szLandmarkName[cchMapNameMost]; // trigger_changelevel only: landmark on next map - int m_changeTarget; - float m_changeTargetDelay; + int m_changeTarget; + float m_changeTargetDelay; }; LINK_ENTITY_TO_CLASS( trigger_changelevel, CChangeLevel ) @@ -1324,29 +1343,28 @@ IMPLEMENT_SAVERESTORE(CChangeLevel,CBaseTrigger) // // Cache user-entity-field values until spawn is called. // - -void CChangeLevel :: KeyValue( KeyValueData *pkvd ) +void CChangeLevel::KeyValue( KeyValueData *pkvd ) { - if (FStrEq(pkvd->szKeyName, "map")) + if( FStrEq( pkvd->szKeyName, "map" ) ) { - if (strlen(pkvd->szValue) >= cchMapNameMost) + if( strlen( pkvd->szValue ) >= cchMapNameMost ) ALERT( at_error, "Map name '%s' too long (32 chars)\n", pkvd->szValue ); - strcpy(m_szMapName, pkvd->szValue); + strcpy( m_szMapName, pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "landmark")) + else if( FStrEq( pkvd->szKeyName, "landmark" ) ) { - if (strlen(pkvd->szValue) >= cchMapNameMost) + if( strlen( pkvd->szValue ) >= cchMapNameMost ) ALERT( at_error, "Landmark name '%s' too long (32 chars)\n", pkvd->szValue ); - strcpy(m_szLandmarkName, pkvd->szValue); + strcpy( m_szLandmarkName, pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "changetarget")) + else if( FStrEq( pkvd->szKeyName, "changetarget" ) ) { m_changeTarget = ALLOC_STRING( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "changedelay")) + else if( FStrEq( pkvd->szKeyName, "changedelay" ) ) { m_changeTargetDelay = atof( pkvd->szValue ); pkvd->fHandled = TRUE; @@ -1358,48 +1376,47 @@ void CChangeLevel :: KeyValue( KeyValueData *pkvd ) /*QUAKED trigger_changelevel (0.5 0.5 0.5) ? NO_INTERMISSION When the player touches this, he gets sent to the map listed in the "map" variable. Unless the NO_INTERMISSION flag is set, the view will go to the info_intermission spot and display stats. */ - -void CChangeLevel :: Spawn( void ) +void CChangeLevel::Spawn( void ) { - if ( FStrEq( m_szMapName, "" ) ) + if( FStrEq( m_szMapName, "" ) ) ALERT( at_console, "a trigger_changelevel doesn't have a map" ); - if ( FStrEq( m_szLandmarkName, "" ) ) + if( FStrEq( m_szLandmarkName, "" ) ) ALERT( at_console, "trigger_changelevel to %s doesn't have a landmark\n", m_szMapName ); - if (!FStringNull ( pev->targetname ) ) + if( !FStringNull( pev->targetname ) ) { SetUse( &CChangeLevel::UseChangeLevel ); } InitTrigger(); - if ( !(pev->spawnflags & SF_CHANGELEVEL_USEONLY) ) + if( !( pev->spawnflags & SF_CHANGELEVEL_USEONLY ) ) SetTouch( &CChangeLevel::TouchChangeLevel ); //ALERT( at_console, "TRANSITION: %s (%s)\n", m_szMapName, m_szLandmarkName ); } -void CChangeLevel :: ExecuteChangeLevel( void ) +void CChangeLevel::ExecuteChangeLevel( void ) { MESSAGE_BEGIN( MSG_ALL, SVC_CDTRACK ); WRITE_BYTE( 3 ); WRITE_BYTE( 3 ); MESSAGE_END(); - MESSAGE_BEGIN(MSG_ALL, SVC_INTERMISSION); + MESSAGE_BEGIN( MSG_ALL, SVC_INTERMISSION ); MESSAGE_END(); } FILE_GLOBAL char st_szNextMap[cchMapNameMost]; FILE_GLOBAL char st_szNextSpot[cchMapNameMost]; -edict_t *CChangeLevel :: FindLandmark( const char *pLandmarkName ) +edict_t *CChangeLevel::FindLandmark( const char *pLandmarkName ) { edict_t *pentLandmark; pentLandmark = FIND_ENTITY_BY_STRING( NULL, "targetname", pLandmarkName ); - while ( !FNullEnt( pentLandmark ) ) + while( !FNullEnt( pentLandmark ) ) { // Found the landmark - if ( FClassnameIs( pentLandmark, "info_landmark" ) ) + if( FClassnameIs( pentLandmark, "info_landmark" ) ) return pentLandmark; else pentLandmark = FIND_ENTITY_BY_STRING( pentLandmark, "targetname", pLandmarkName ); @@ -1413,40 +1430,40 @@ edict_t *CChangeLevel :: FindLandmark( const char *pLandmarkName ) // triggered by buttons, etc. // //========================================================= -void CChangeLevel :: UseChangeLevel ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) +void CChangeLevel::UseChangeLevel( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { ChangeLevelNow( pActivator ); } -void CChangeLevel :: ChangeLevelNow( CBaseEntity *pActivator ) +void CChangeLevel::ChangeLevelNow( CBaseEntity *pActivator ) { edict_t *pentLandmark; - LEVELLIST levels[16]; + LEVELLIST levels[16]; - ASSERT(!FStrEq(m_szMapName, "")); + ASSERT( !FStrEq( m_szMapName, "" ) ); // Don't work in deathmatch - if ( g_pGameRules->IsDeathmatch() ) + if( g_pGameRules->IsDeathmatch() ) return; // Some people are firing these multiple times in a frame, disable - if ( gpGlobals->time == pev->dmgtime ) + if( gpGlobals->time == pev->dmgtime ) return; pev->dmgtime = gpGlobals->time; CBaseEntity *pPlayer = CBaseEntity::Instance( g_engfuncs.pfnPEntityOfEntIndex( 1 ) ); - if ( !InTransitionVolume( pPlayer, m_szLandmarkName ) ) + if( !InTransitionVolume( pPlayer, m_szLandmarkName ) ) { ALERT( at_aiconsole, "Player isn't in the transition volume %s, aborting\n", m_szLandmarkName ); return; } // Create an entity to fire the changetarget - if ( m_changeTarget ) + if( m_changeTarget ) { CFireAndDie *pFireAndDie = GetClassPtr( (CFireAndDie *)NULL ); - if ( pFireAndDie ) + if( pFireAndDie ) { // Set target and delay pFireAndDie->pev->target = m_changeTarget; @@ -1459,18 +1476,18 @@ void CChangeLevel :: ChangeLevelNow( CBaseEntity *pActivator ) } // This object will get removed in the call to CHANGE_LEVEL, copy the params into "safe" memory - strcpy(st_szNextMap, m_szMapName); + strcpy( st_szNextMap, m_szMapName ); m_hActivator = pActivator; SUB_UseTargets( pActivator, USE_TOGGLE, 0 ); st_szNextSpot[0] = 0; // Init landmark to NULL - // look for a landmark entity + // look for a landmark entity pentLandmark = FindLandmark( m_szLandmarkName ); - if ( !FNullEnt( pentLandmark ) ) + if( !FNullEnt( pentLandmark ) ) { - strcpy(st_szNextSpot, m_szLandmarkName); - gpGlobals->vecLandmarkOffset = VARS(pentLandmark)->origin; + strcpy( st_szNextSpot, m_szLandmarkName ); + gpGlobals->vecLandmarkOffset = VARS( pentLandmark )->origin; } //ALERT( at_console, "Level touches %d levels\n", ChangeList( levels, 16 ) ); ALERT( at_console, "CHANGE LEVEL: %s %s\n", st_szNextMap, st_szNextSpot ); @@ -1480,9 +1497,9 @@ void CChangeLevel :: ChangeLevelNow( CBaseEntity *pActivator ) // // GLOBALS ASSUMED SET: st_szNextMap // -void CChangeLevel :: TouchChangeLevel( CBaseEntity *pOther ) +void CChangeLevel::TouchChangeLevel( CBaseEntity *pOther ) { - if (!FClassnameIs(pOther->pev, "player")) + if( !FClassnameIs( pOther->pev, "player" ) ) return; ChangeLevelNow( pOther ); @@ -1494,18 +1511,18 @@ int CChangeLevel::AddTransitionToList( LEVELLIST *pLevelList, int listCount, con { int i; - if ( !pLevelList || !pMapName || !pLandmarkName || !pentLandmark ) + if( !pLevelList || !pMapName || !pLandmarkName || !pentLandmark ) return 0; - for ( i = 0; i < listCount; i++ ) + for( i = 0; i < listCount; i++ ) { - if ( pLevelList[i].pentLandmark == pentLandmark && strcmp( pLevelList[i].mapName, pMapName ) == 0 ) + if( pLevelList[i].pentLandmark == pentLandmark && strcmp( pLevelList[i].mapName, pMapName ) == 0 ) return 0; } strcpy( pLevelList[listCount].mapName, pMapName ); strcpy( pLevelList[listCount].landmarkName, pLandmarkName ); pLevelList[listCount].pentLandmark = pentLandmark; - pLevelList[listCount].vecLandmarkOrigin = VARS(pentLandmark)->origin; + pLevelList[listCount].vecLandmarkOrigin = VARS( pentLandmark )->origin; return 1; } @@ -1519,26 +1536,26 @@ int CChangeLevel::InTransitionVolume( CBaseEntity *pEntity, char *pVolumeName ) { edict_t *pentVolume; - if ( pEntity->ObjectCaps() & FCAP_FORCE_TRANSITION ) + if( pEntity->ObjectCaps() & FCAP_FORCE_TRANSITION ) return 1; // If you're following another entity, follow it through the transition (weapons follow the player) - if ( pEntity->pev->movetype == MOVETYPE_FOLLOW ) + if( pEntity->pev->movetype == MOVETYPE_FOLLOW ) { - if ( pEntity->pev->aiment != NULL ) + if( pEntity->pev->aiment != NULL ) pEntity = CBaseEntity::Instance( pEntity->pev->aiment ); } int inVolume = 1; // Unless we find a trigger_transition, everything is in the volume pentVolume = FIND_ENTITY_BY_TARGETNAME( NULL, pVolumeName ); - while ( !FNullEnt( pentVolume ) ) + while( !FNullEnt( pentVolume ) ) { CBaseEntity *pVolume = CBaseEntity::Instance( pentVolume ); - - if ( pVolume && FClassnameIs( pVolume->pev, "trigger_transition" ) ) + + if( pVolume && FClassnameIs( pVolume->pev, "trigger_transition" ) ) { - if ( pVolume->Intersects( pEntity ) ) // It touches one, it's in the volume + if( pVolume->Intersects( pEntity ) ) // It touches one, it's in the volume return 1; else inVolume = 0; // Found a trigger_transition, but I don't intersect it -- if I don't find another, don't go! @@ -1559,30 +1576,30 @@ int CChangeLevel::InTransitionVolume( CBaseEntity *pEntity, char *pVolumeName ) int CChangeLevel::ChangeList( LEVELLIST *pLevelList, int maxList ) { edict_t *pentChangelevel, *pentLandmark; - int i, count; + int i, count; count = 0; // Find all of the possible level changes on this BSP pentChangelevel = FIND_ENTITY_BY_STRING( NULL, "classname", "trigger_changelevel" ); - if ( FNullEnt( pentChangelevel ) ) + if( FNullEnt( pentChangelevel ) ) return 0; - while ( !FNullEnt( pentChangelevel ) ) + while( !FNullEnt( pentChangelevel ) ) { CChangeLevel *pTrigger; pTrigger = GetClassPtr((CChangeLevel *)VARS(pentChangelevel)); - if ( pTrigger ) + if( pTrigger ) { // Find the corresponding landmark pentLandmark = FindLandmark( pTrigger->m_szLandmarkName ); - if ( pentLandmark ) + if( pentLandmark ) { // Build a list of unique transitions - if ( AddTransitionToList( pLevelList, count, pTrigger->m_szMapName, pTrigger->m_szLandmarkName, pentLandmark ) ) + if( AddTransitionToList( pLevelList, count, pTrigger->m_szMapName, pTrigger->m_szLandmarkName, pentLandmark ) ) { count++; - if ( count >= maxList ) // FULL!! + if( count >= maxList ) // FULL!! break; } } @@ -1590,66 +1607,66 @@ int CChangeLevel::ChangeList( LEVELLIST *pLevelList, int maxList ) pentChangelevel = FIND_ENTITY_BY_STRING( pentChangelevel, "classname", "trigger_changelevel" ); } - if ( gpGlobals->pSaveData && ((SAVERESTOREDATA *)gpGlobals->pSaveData)->pTable ) + if( gpGlobals->pSaveData && ( (SAVERESTOREDATA *)gpGlobals->pSaveData)->pTable ) { CSave saveHelper( (SAVERESTOREDATA *)gpGlobals->pSaveData ); - for ( i = 0; i < count; i++ ) + for( i = 0; i < count; i++ ) { int j, entityCount = 0; - CBaseEntity *pEntList[ MAX_ENTITY ]; - int entityFlags[ MAX_ENTITY ]; + CBaseEntity *pEntList[MAX_ENTITY]; + int entityFlags[MAX_ENTITY]; // Follow the linked list of entities in the PVS of the transition landmark edict_t *pent = UTIL_EntitiesInPVS( pLevelList[i].pentLandmark ); // Build a list of valid entities in this linked list (we're going to use pent->v.chain again) - while ( !FNullEnt( pent ) ) + while( !FNullEnt( pent ) ) { - CBaseEntity *pEntity = CBaseEntity::Instance(pent); - if ( pEntity ) + CBaseEntity *pEntity = CBaseEntity::Instance( pent ); + if( pEntity ) { - //ALERT( at_console, "Trying %s\n", STRING(pEntity->pev->classname) ); + //ALERT( at_console, "Trying %s\n", STRING( pEntity->pev->classname ) ); int caps = pEntity->ObjectCaps(); - if ( !(caps & FCAP_DONT_SAVE) ) + if( !(caps & FCAP_DONT_SAVE ) ) { int flags = 0; // If this entity can be moved or is global, mark it - if ( caps & FCAP_ACROSS_TRANSITION ) + if( caps & FCAP_ACROSS_TRANSITION ) flags |= FENTTABLE_MOVEABLE; - if ( pEntity->pev->globalname && !pEntity->IsDormant() ) + if( pEntity->pev->globalname && !pEntity->IsDormant() ) flags |= FENTTABLE_GLOBAL; - if ( flags ) + if( flags ) { - pEntList[ entityCount ] = pEntity; - entityFlags[ entityCount ] = flags; + pEntList[entityCount] = pEntity; + entityFlags[entityCount] = flags; entityCount++; - if ( entityCount > MAX_ENTITY ) + if( entityCount > MAX_ENTITY ) ALERT( at_error, "Too many entities across a transition!" ); } //else - // ALERT( at_console, "Failed %s\n", STRING(pEntity->pev->classname) ); + // ALERT( at_console, "Failed %s\n", STRING( pEntity->pev->classname ) ); } //else - // ALERT( at_console, "DON'T SAVE %s\n", STRING(pEntity->pev->classname) ); + // ALERT( at_console, "DON'T SAVE %s\n", STRING( pEntity->pev->classname ) ); } pent = pent->v.chain; } - for ( j = 0; j < entityCount; j++ ) + for( j = 0; j < entityCount; j++ ) { // Check to make sure the entity isn't screened out by a trigger_transition - if ( entityFlags[j] && InTransitionVolume( pEntList[j], pLevelList[i].landmarkName ) ) + if( entityFlags[j] && InTransitionVolume( pEntList[j], pLevelList[i].landmarkName ) ) { // Mark entity table with 1<pev->classname) ); + // ALERT( at_console, "Screened out %s\n", STRING( pEntList[j]->pev->classname ) ); } } } @@ -1667,22 +1684,22 @@ void NextLevel( void ) CChangeLevel *pChange; // find a trigger_changelevel - pent = FIND_ENTITY_BY_CLASSNAME(NULL, "trigger_changelevel"); + pent = FIND_ENTITY_BY_CLASSNAME( NULL, "trigger_changelevel" ); // go back to start if no trigger_changelevel - if (FNullEnt(pent)) + if( FNullEnt( pent ) ) { - gpGlobals->mapname = ALLOC_STRING("start"); + gpGlobals->mapname = ALLOC_STRING( "start" ); pChange = GetClassPtr( (CChangeLevel *)NULL ); - strcpy(pChange->m_szMapName, "start"); + strcpy( pChange->m_szMapName, "start" ); } else - pChange = GetClassPtr( (CChangeLevel *)VARS(pent)); + pChange = GetClassPtr( (CChangeLevel *)VARS( pent ) ); - strcpy(st_szNextMap, pChange->m_szMapName); + strcpy( st_szNextMap, pChange->m_szMapName ); g_fGameOver = TRUE; - if (pChange->pev->nextthink < gpGlobals->time) + if( pChange->pev->nextthink < gpGlobals->time ) { pChange->SetThink( &CChangeLevel::ExecuteChangeLevel ); pChange->pev->nextthink = gpGlobals->time + 0.1; @@ -1701,7 +1718,7 @@ public: LINK_ENTITY_TO_CLASS( func_ladder, CLadder ) -void CLadder :: KeyValue( KeyValueData *pkvd ) +void CLadder::KeyValue( KeyValueData *pkvd ) { CBaseTrigger::KeyValue( pkvd ); } @@ -1709,12 +1726,12 @@ void CLadder :: KeyValue( KeyValueData *pkvd ) //========================================================= // func_ladder - makes an area vertically negotiable //========================================================= -void CLadder :: Precache( void ) +void CLadder::Precache( void ) { // Do all of this in here because we need to 'convert' old saved games pev->solid = SOLID_NOT; pev->skin = CONTENTS_LADDER; - if ( CVAR_GET_FLOAT("showtriggers") == 0 ) + if( CVAR_GET_FLOAT( "showtriggers" ) == 0 ) { pev->rendermode = kRenderTransTexture; pev->renderamt = 0; @@ -1722,11 +1739,11 @@ void CLadder :: Precache( void ) pev->effects &= ~EF_NODRAW; } -void CLadder :: Spawn( void ) +void CLadder::Spawn( void ) { Precache(); - SET_MODEL(ENT(pev), STRING(pev->model)); // set size and link into world + SET_MODEL( ENT( pev ), STRING( pev->model ) ); // set size and link into world pev->movetype = MOVETYPE_PUSH; } @@ -1742,7 +1759,7 @@ public: LINK_ENTITY_TO_CLASS( trigger_push, CTriggerPush ) -void CTriggerPush :: KeyValue( KeyValueData *pkvd ) +void CTriggerPush::KeyValue( KeyValueData *pkvd ) { CBaseTrigger::KeyValue( pkvd ); } @@ -1751,20 +1768,20 @@ void CTriggerPush :: KeyValue( KeyValueData *pkvd ) Pushes the player */ -void CTriggerPush :: Spawn( ) +void CTriggerPush::Spawn() { - if ( pev->angles == g_vecZero ) + if( pev->angles == g_vecZero ) pev->angles.y = 360; InitTrigger(); - if (pev->speed == 0) + if( pev->speed == 0 ) pev->speed = 100; // this flag was changed and flying barrels on c2a5 stay broken - if ( FStrEq( STRING( gpGlobals->mapname ), "c2a5" ) && pev->spawnflags & 4) + if( FStrEq( STRING( gpGlobals->mapname ), "c2a5" ) && pev->spawnflags & 4 ) pev->spawnflags |= SF_TRIG_PUSH_ONCE; - if ( FBitSet (pev->spawnflags, SF_TRIGGER_PUSH_START_OFF) )// if flagged to Start Turned Off, make trigger nonsolid. + if( FBitSet( pev->spawnflags, SF_TRIGGER_PUSH_START_OFF ) )// if flagged to Start Turned Off, make trigger nonsolid. pev->solid = SOLID_NOT; SetUse( &CBaseTrigger::ToggleUse ); @@ -1772,9 +1789,9 @@ void CTriggerPush :: Spawn( ) UTIL_SetOrigin( pev, pev->origin ); // Link into the list } -void CTriggerPush :: Touch( CBaseEntity *pOther ) +void CTriggerPush::Touch( CBaseEntity *pOther ) { - entvars_t* pevToucher = pOther->pev; + entvars_t *pevToucher = pOther->pev; // UNDONE: Is there a better way than health to detect things that have physics? (clients/monsters) switch( pevToucher->movetype ) @@ -1786,22 +1803,22 @@ void CTriggerPush :: Touch( CBaseEntity *pOther ) return; } - if ( pevToucher->solid != SOLID_NOT && pevToucher->solid != SOLID_BSP ) + if( pevToucher->solid != SOLID_NOT && pevToucher->solid != SOLID_BSP ) { // Instant trigger, just transfer velocity and remove - if (FBitSet(pev->spawnflags, SF_TRIG_PUSH_ONCE)) + if( FBitSet( pev->spawnflags, SF_TRIG_PUSH_ONCE ) ) { - pevToucher->velocity = pevToucher->velocity + (pev->speed * pev->movedir); - if ( pevToucher->velocity.z > 0 ) + pevToucher->velocity = pevToucher->velocity + ( pev->speed * pev->movedir ); + if( pevToucher->velocity.z > 0 ) pevToucher->flags &= ~FL_ONGROUND; UTIL_Remove( this ); } else { // Push field, transfer to base velocity - Vector vecPush = (pev->speed * pev->movedir); - if ( pevToucher->flags & FL_BASEVELOCITY ) - vecPush = vecPush + pevToucher->basevelocity; + Vector vecPush = pev->speed * pev->movedir; + if( pevToucher->flags & FL_BASEVELOCITY ) + vecPush = vecPush + pevToucher->basevelocity; pevToucher->basevelocity = vecPush; @@ -1815,44 +1832,43 @@ void CTriggerPush :: Touch( CBaseEntity *pOther ) // teleport trigger // // - -void CBaseTrigger :: TeleportTouch( CBaseEntity *pOther ) +void CBaseTrigger::TeleportTouch( CBaseEntity *pOther ) { - entvars_t* pevToucher = pOther->pev; + entvars_t *pevToucher = pOther->pev; edict_t *pentTarget = NULL; // Only teleport monsters or clients - if ( !FBitSet( pevToucher->flags, FL_CLIENT|FL_MONSTER ) ) + if( !FBitSet( pevToucher->flags, FL_CLIENT | FL_MONSTER ) ) return; - if (!UTIL_IsMasterTriggered(m_sMaster, pOther)) + if( !UTIL_IsMasterTriggered( m_sMaster, pOther ) ) return; - if ( !( pev->spawnflags & SF_TRIGGER_ALLOWMONSTERS ) ) + if( !( pev->spawnflags & SF_TRIGGER_ALLOWMONSTERS ) ) { // no monsters allowed! - if ( FBitSet( pevToucher->flags, FL_MONSTER ) ) + if( FBitSet( pevToucher->flags, FL_MONSTER ) ) { return; } } - if ( ( pev->spawnflags & SF_TRIGGER_NOCLIENTS ) ) + if( ( pev->spawnflags & SF_TRIGGER_NOCLIENTS ) ) { // no clients allowed - if ( pOther->IsPlayer() ) + if( pOther->IsPlayer() ) { return; } } - pentTarget = FIND_ENTITY_BY_TARGETNAME( pentTarget, STRING(pev->target) ); - if (FNullEnt(pentTarget)) + pentTarget = FIND_ENTITY_BY_TARGETNAME( pentTarget, STRING( pev->target ) ); + if( FNullEnt( pentTarget ) ) return; Vector tmp = VARS( pentTarget )->origin; - if ( pOther->IsPlayer() ) + if( pOther->IsPlayer() ) { tmp.z -= pOther->pev->mins.z;// make origin adjustments in case the teleportee is a player. (origin in center, not at feet) } @@ -1865,7 +1881,7 @@ void CBaseTrigger :: TeleportTouch( CBaseEntity *pOther ) pevToucher->angles = pentTarget->v.angles; - if ( pOther->IsPlayer() ) + if( pOther->IsPlayer() ) { pevToucher->v_angle = pentTarget->v.angles; } @@ -1882,7 +1898,7 @@ public: LINK_ENTITY_TO_CLASS( trigger_teleport, CTriggerTeleport ) -void CTriggerTeleport :: Spawn( void ) +void CTriggerTeleport::Spawn( void ) { InitTrigger(); @@ -1902,9 +1918,9 @@ LINK_ENTITY_TO_CLASS( trigger_autosave, CTriggerSave ) void CTriggerSave::Spawn( void ) { - if ( g_pGameRules->IsDeathmatch() ) + if( g_pGameRules->IsDeathmatch() ) { - REMOVE_ENTITY( ENT(pev) ); + REMOVE_ENTITY( ENT( pev ) ); return; } @@ -1914,11 +1930,11 @@ void CTriggerSave::Spawn( void ) void CTriggerSave::SaveTouch( CBaseEntity *pOther ) { - if ( !UTIL_IsMasterTriggered( m_sMaster, pOther ) ) + if( !UTIL_IsMasterTriggered( m_sMaster, pOther ) ) return; // Only save on clients - if ( !pOther->IsPlayer() ) + if( !pOther->IsPlayer() ) return; SetTouch( NULL ); @@ -1942,23 +1958,23 @@ LINK_ENTITY_TO_CLASS( trigger_endsection, CTriggerEndSection ) void CTriggerEndSection::EndSectionUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { // Only save on clients - if ( pActivator && !pActivator->IsNetClient() ) + if( pActivator && !pActivator->IsNetClient() ) return; SetUse( NULL ); - if ( pev->message ) + if( pev->message ) { - g_engfuncs.pfnEndSection(STRING(pev->message)); + g_engfuncs.pfnEndSection( STRING( pev->message ) ); } UTIL_Remove( this ); } void CTriggerEndSection::Spawn( void ) { - if ( g_pGameRules->IsDeathmatch() ) + if( g_pGameRules->IsDeathmatch() ) { - REMOVE_ENTITY( ENT(pev) ); + REMOVE_ENTITY( ENT( pev ) ); return; } @@ -1967,28 +1983,28 @@ void CTriggerEndSection::Spawn( void ) SetUse( &CTriggerEndSection::EndSectionUse ); // If it is a "use only" trigger, then don't set the touch function. - if ( ! (pev->spawnflags & SF_ENDSECTION_USEONLY) ) + if( !( pev->spawnflags & SF_ENDSECTION_USEONLY ) ) SetTouch( &CTriggerEndSection::EndSectionTouch ); } void CTriggerEndSection::EndSectionTouch( CBaseEntity *pOther ) { // Only save on clients - if ( !pOther->IsNetClient() ) + if( !pOther->IsNetClient() ) return; SetTouch( NULL ); - if (pev->message) + if( pev->message ) { - g_engfuncs.pfnEndSection(STRING(pev->message)); + g_engfuncs.pfnEndSection( STRING( pev->message ) ); } UTIL_Remove( this ); } -void CTriggerEndSection :: KeyValue( KeyValueData *pkvd ) +void CTriggerEndSection::KeyValue( KeyValueData *pkvd ) { - if (FStrEq(pkvd->szKeyName, "section")) + if( FStrEq( pkvd->szKeyName, "section" ) ) { //m_iszSectionName = ALLOC_STRING( pkvd->szValue ); // Store this in message so we don't have to write save/restore for this ent @@ -2017,7 +2033,7 @@ void CTriggerGravity::Spawn( void ) void CTriggerGravity::GravityTouch( CBaseEntity *pOther ) { // Only save on clients - if ( !pOther->IsPlayer() ) + if( !pOther->IsPlayer() ) return; pOther->pev->gravity = pev->gravity; @@ -2032,13 +2048,13 @@ public: void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); int ObjectCaps( void ) { return CBaseDelay::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); - static TYPEDESCRIPTION m_SaveData[]; + static TYPEDESCRIPTION m_SaveData[]; private: - int m_iszNewTarget; + int m_iszNewTarget; }; LINK_ENTITY_TO_CLASS( trigger_changetarget, CTriggerChangeTarget ) @@ -2048,11 +2064,11 @@ TYPEDESCRIPTION CTriggerChangeTarget::m_SaveData[] = DEFINE_FIELD( CTriggerChangeTarget, m_iszNewTarget, FIELD_STRING ), }; -IMPLEMENT_SAVERESTORE(CTriggerChangeTarget,CBaseDelay) +IMPLEMENT_SAVERESTORE( CTriggerChangeTarget,CBaseDelay ) void CTriggerChangeTarget::KeyValue( KeyValueData *pkvd ) { - if (FStrEq(pkvd->szKeyName, "m_iszNewTarget")) + if( FStrEq( pkvd->szKeyName, "m_iszNewTarget" ) ) { m_iszNewTarget = ALLOC_STRING( pkvd->szValue ); pkvd->fHandled = TRUE; @@ -2069,11 +2085,11 @@ void CTriggerChangeTarget::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, U { CBaseEntity *pTarget = UTIL_FindEntityByString( NULL, "targetname", STRING( pev->target ) ); - if (pTarget) + if( pTarget ) { pTarget->pev->target = m_iszNewTarget; - CBaseMonster *pMonster = pTarget->MyMonsterPointer( ); - if (pMonster) + CBaseMonster *pMonster = pTarget->MyMonsterPointer(); + if( pMonster ) { pMonster->m_pGoalEnt = NULL; } @@ -2091,17 +2107,17 @@ public: void KeyValue( KeyValueData *pkvd ); void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); void EXPORT FollowTarget( void ); - void Move(void); + void Move( void ); - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); - virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } - static TYPEDESCRIPTION m_SaveData[]; + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); + virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } + static TYPEDESCRIPTION m_SaveData[]; EHANDLE m_hPlayer; EHANDLE m_hTarget; CBaseEntity *m_pentPath; - int m_sPath; + int m_sPath; float m_flWait; float m_flReturnTime; float m_flStopTime; @@ -2110,13 +2126,13 @@ public: float m_initialSpeed; float m_acceleration; float m_deceleration; - int m_state; + int m_state; }; LINK_ENTITY_TO_CLASS( trigger_camera, CTriggerCamera ) // Global Savedata for changelevel friction modifier -TYPEDESCRIPTION CTriggerCamera::m_SaveData[] = +TYPEDESCRIPTION CTriggerCamera::m_SaveData[] = { DEFINE_FIELD( CTriggerCamera, m_hPlayer, FIELD_EHANDLE ), DEFINE_FIELD( CTriggerCamera, m_hTarget, FIELD_EHANDLE ), @@ -2133,7 +2149,7 @@ TYPEDESCRIPTION CTriggerCamera::m_SaveData[] = DEFINE_FIELD( CTriggerCamera, m_state, FIELD_INTEGER ), }; -IMPLEMENT_SAVERESTORE(CTriggerCamera,CBaseDelay) +IMPLEMENT_SAVERESTORE( CTriggerCamera, CBaseDelay ) void CTriggerCamera::Spawn( void ) { @@ -2143,30 +2159,30 @@ void CTriggerCamera::Spawn( void ) pev->rendermode = kRenderTransTexture; m_initialSpeed = pev->speed; - if ( m_acceleration == 0 ) + if( m_acceleration == 0 ) m_acceleration = 500; - if ( m_deceleration == 0 ) + if( m_deceleration == 0 ) m_deceleration = 500; } -void CTriggerCamera :: KeyValue( KeyValueData *pkvd ) +void CTriggerCamera::KeyValue( KeyValueData *pkvd ) { - if (FStrEq(pkvd->szKeyName, "wait")) + if( FStrEq( pkvd->szKeyName, "wait" ) ) { - m_flWait = atof(pkvd->szValue); + m_flWait = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "moveto")) + else if( FStrEq(pkvd->szKeyName, "moveto" ) ) { m_sPath = ALLOC_STRING( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "acceleration")) + else if( FStrEq( pkvd->szKeyName, "acceleration" ) ) { m_acceleration = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "deceleration")) + else if( FStrEq(pkvd->szKeyName, "deceleration" ) ) { m_deceleration = atof( pkvd->szValue ); pkvd->fHandled = TRUE; @@ -2177,28 +2193,28 @@ void CTriggerCamera :: KeyValue( KeyValueData *pkvd ) void CTriggerCamera::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { - if ( !ShouldToggle( useType, m_state ) ) + if( !ShouldToggle( useType, m_state ) ) return; // Toggle state m_state = !m_state; - if (m_state == 0) + if( m_state == 0 ) { m_flReturnTime = gpGlobals->time; return; } - if ( !pActivator || !pActivator->IsPlayer() ) + if( !pActivator || !pActivator->IsPlayer() ) { - pActivator = CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex( 1 )); + pActivator = CBaseEntity::Instance( g_engfuncs.pfnPEntityOfEntIndex( 1 ) ); } - + m_hPlayer = pActivator; m_flReturnTime = gpGlobals->time + m_flWait; pev->speed = m_initialSpeed; m_targetSpeed = m_initialSpeed; - if (FBitSet (pev->spawnflags, SF_CAMERA_PLAYER_TARGET ) ) + if( FBitSet( pev->spawnflags, SF_CAMERA_PLAYER_TARGET ) ) { m_hTarget = m_hPlayer; } @@ -2208,19 +2224,19 @@ void CTriggerCamera::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYP } // Nothing to look at! - if ( m_hTarget == NULL ) + if( m_hTarget == NULL ) { return; } - if (FBitSet (pev->spawnflags, SF_CAMERA_PLAYER_TAKECONTROL ) ) + if( FBitSet( pev->spawnflags, SF_CAMERA_PLAYER_TAKECONTROL ) ) { - ((CBasePlayer *)pActivator)->EnableControl(FALSE); + ( (CBasePlayer *)pActivator )->EnableControl( FALSE ); } - if ( m_sPath ) + if( m_sPath ) { - m_pentPath = Instance( FIND_ENTITY_BY_TARGETNAME ( NULL, STRING(m_sPath)) ); + m_pentPath = Instance( FIND_ENTITY_BY_TARGETNAME( NULL, STRING( m_sPath ) ) ); } else { @@ -2228,16 +2244,16 @@ void CTriggerCamera::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYP } m_flStopTime = gpGlobals->time; - if ( m_pentPath ) + if( m_pentPath ) { - if ( m_pentPath->pev->speed != 0 ) + if( m_pentPath->pev->speed != 0 ) m_targetSpeed = m_pentPath->pev->speed; m_flStopTime += m_pentPath->GetDelay(); } // copy over player information - if (FBitSet (pev->spawnflags, SF_CAMERA_PLAYER_POSITION ) ) + if( FBitSet(pev->spawnflags, SF_CAMERA_PLAYER_POSITION ) ) { UTIL_SetOrigin( pev, pActivator->pev->origin + pActivator->pev->view_ofs ); pev->angles.x = -pActivator->pev->angles.x; @@ -2252,7 +2268,7 @@ void CTriggerCamera::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYP SET_VIEW( pActivator->edict(), edict() ); - SET_MODEL(ENT(pev), STRING(pActivator->pev->model) ); + SET_MODEL( ENT( pev ), STRING( pActivator->pev->model ) ); // follow the player down SetThink( &CTriggerCamera::FollowTarget ); @@ -2262,17 +2278,17 @@ void CTriggerCamera::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYP Move(); } -void CTriggerCamera::FollowTarget( ) +void CTriggerCamera::FollowTarget() { - if (m_hPlayer == NULL) + if( m_hPlayer == NULL ) return; - if (m_hTarget == NULL || m_flReturnTime < gpGlobals->time) + if( m_hTarget == NULL || m_flReturnTime < gpGlobals->time ) { - if (m_hPlayer->IsAlive( )) + if( m_hPlayer->IsAlive() ) { SET_VIEW( m_hPlayer->edict(), m_hPlayer->edict() ); - ((CBasePlayer *)((CBaseEntity *)m_hPlayer))->EnableControl(TRUE); + ( (CBasePlayer *)( (CBaseEntity *)m_hPlayer ) )->EnableControl( TRUE ); } SUB_UseTargets( this, USE_TOGGLE, 0 ); pev->avelocity = Vector( 0, 0, 0 ); @@ -2283,32 +2299,32 @@ void CTriggerCamera::FollowTarget( ) Vector vecGoal = UTIL_VecToAngles( m_hTarget->pev->origin - pev->origin ); vecGoal.x = -vecGoal.x; - if (pev->angles.y > 360) + if( pev->angles.y > 360 ) pev->angles.y -= 360; - if (pev->angles.y < 0) + if( pev->angles.y < 0 ) pev->angles.y += 360; float dx = vecGoal.x - pev->angles.x; float dy = vecGoal.y - pev->angles.y; - if (dx < -180) + if( dx < -180 ) dx += 360; - if (dx > 180) + if( dx > 180 ) dx = dx - 360; - if (dy < -180) + if( dy < -180 ) dy += 360; - if (dy > 180) + if( dy > 180 ) dy = dy - 360; pev->avelocity.x = dx * 40 * gpGlobals->frametime; pev->avelocity.y = dy * 40 * gpGlobals->frametime; - if (!(FBitSet (pev->spawnflags, SF_CAMERA_PLAYER_TAKECONTROL))) + if( !( FBitSet( pev->spawnflags, SF_CAMERA_PLAYER_TAKECONTROL ) ) ) { pev->velocity = pev->velocity * 0.8; - if (pev->velocity.Length( ) < 10.0) + if( pev->velocity.Length() < 10.0 ) pev->velocity = g_vecZero; } @@ -2320,20 +2336,20 @@ void CTriggerCamera::FollowTarget( ) void CTriggerCamera::Move() { // Not moving on a path, return - if (!m_pentPath) + if( !m_pentPath ) return; // Subtract movement from the previous frame m_moveDistance -= pev->speed * gpGlobals->frametime; // Have we moved enough to reach the target? - if ( m_moveDistance <= 0 ) + if( m_moveDistance <= 0 ) { // Fire the passtarget if there is one - if ( m_pentPath->pev->message ) + if( m_pentPath->pev->message ) { - FireTargets( STRING(m_pentPath->pev->message), this, this, USE_TOGGLE, 0 ); - if ( FBitSet( m_pentPath->pev->spawnflags, SF_CORNER_FIREONCE ) ) + FireTargets( STRING( m_pentPath->pev->message ), this, this, USE_TOGGLE, 0 ); + if( FBitSet( m_pentPath->pev->spawnflags, SF_CORNER_FIREONCE ) ) m_pentPath->pev->message = 0; } @@ -2341,13 +2357,13 @@ void CTriggerCamera::Move() m_pentPath = m_pentPath->GetNextTarget(); // Set up next corner - if ( !m_pentPath ) + if( !m_pentPath ) { pev->velocity = g_vecZero; } else { - if ( m_pentPath->pev->speed != 0 ) + if( m_pentPath->pev->speed != 0 ) m_targetSpeed = m_pentPath->pev->speed; Vector delta = m_pentPath->pev->origin - pev->origin; @@ -2357,11 +2373,11 @@ void CTriggerCamera::Move() } } - if ( m_flStopTime > gpGlobals->time ) + if( m_flStopTime > gpGlobals->time ) pev->speed = UTIL_Approach( 0, pev->speed, m_deceleration * gpGlobals->frametime ); else pev->speed = UTIL_Approach( m_targetSpeed, pev->speed, m_acceleration * gpGlobals->frametime ); float fraction = 2 * gpGlobals->frametime; - pev->velocity = ((pev->movedir * pev->speed) * fraction) + (pev->velocity * (1-fraction)); + pev->velocity = ( ( pev->movedir * pev->speed ) * fraction ) + ( pev->velocity * ( 1 - fraction ) ); } diff --git a/dlls/tripmine.cpp b/dlls/tripmine.cpp index 477aa466..f04d906a 100644 --- a/dlls/tripmine.cpp +++ b/dlls/tripmine.cpp @@ -25,7 +25,8 @@ #define TRIPMINE_PRIMARY_VOLUME 450 -enum tripmine_e { +enum tripmine_e +{ TRIPMINE_IDLE1 = 0, TRIPMINE_IDLE2, TRIPMINE_ARM1, @@ -43,13 +44,13 @@ class CTripmineGrenade : public CGrenade void Spawn( void ); void Precache( void ); - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); - static TYPEDESCRIPTION m_SaveData[]; + static TYPEDESCRIPTION m_SaveData[]; int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); - + void EXPORT WarningThink( void ); void EXPORT PowerupThink( void ); void EXPORT BeamBreakThink( void ); @@ -59,16 +60,16 @@ class CTripmineGrenade : public CGrenade void MakeBeam( void ); void KillBeam( void ); - float m_flPowerUp; - Vector m_vecDir; - Vector m_vecEnd; - float m_flBeamLength; + float m_flPowerUp; + Vector m_vecDir; + Vector m_vecEnd; + float m_flBeamLength; - EHANDLE m_hOwner; - CBeam *m_pBeam; - Vector m_posOwner; - Vector m_angleOwner; - edict_t *m_pRealOwner;// tracelines don't hit PEV->OWNER, which means a player couldn't detonate his own trip mine, so we store the owner here. + EHANDLE m_hOwner; + CBeam *m_pBeam; + Vector m_posOwner; + Vector m_angleOwner; + edict_t *m_pRealOwner;// tracelines don't hit PEV->OWNER, which means a player couldn't detonate his own trip mine, so we store the owner here. }; LINK_ENTITY_TO_CLASS( monster_tripmine, CTripmineGrenade ) @@ -86,27 +87,27 @@ TYPEDESCRIPTION CTripmineGrenade::m_SaveData[] = DEFINE_FIELD( CTripmineGrenade, m_pRealOwner, FIELD_EDICT ), }; -IMPLEMENT_SAVERESTORE(CTripmineGrenade,CGrenade) +IMPLEMENT_SAVERESTORE( CTripmineGrenade, CGrenade ) -void CTripmineGrenade :: Spawn( void ) +void CTripmineGrenade::Spawn( void ) { - Precache( ); + Precache(); // motor pev->movetype = MOVETYPE_FLY; pev->solid = SOLID_NOT; - SET_MODEL(ENT(pev), "models/v_tripmine.mdl"); + SET_MODEL( ENT( pev ), "models/v_tripmine.mdl" ); pev->frame = 0; pev->body = 3; pev->sequence = TRIPMINE_WORLD; - ResetSequenceInfo( ); + ResetSequenceInfo(); pev->framerate = 0; - UTIL_SetSize(pev, Vector( -8, -8, -8), Vector(8, 8, 8)); + UTIL_SetSize( pev, Vector( -8, -8, -8 ), Vector( 8, 8, 8 ) ); UTIL_SetOrigin( pev, pev->origin ); - if (pev->spawnflags & 1) + if( pev->spawnflags & 1 ) { // power up quickly m_flPowerUp = gpGlobals->time + 1.0; @@ -124,11 +125,11 @@ void CTripmineGrenade :: Spawn( void ) pev->dmg = gSkillData.plrDmgTripmine; pev->health = 1; // don't let die normally - if (pev->owner != NULL) + if( pev->owner != NULL ) { // play deploy sound - EMIT_SOUND( ENT(pev), CHAN_VOICE, "weapons/mine_deploy.wav", 1.0, ATTN_NORM ); - EMIT_SOUND( ENT(pev), CHAN_BODY, "weapons/mine_charge.wav", 0.2, ATTN_NORM ); // chargeup + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "weapons/mine_deploy.wav", 1.0, ATTN_NORM ); + EMIT_SOUND( ENT( pev ), CHAN_BODY, "weapons/mine_charge.wav", 0.2, ATTN_NORM ); // chargeup m_pRealOwner = pev->owner;// see CTripmineGrenade for why. } @@ -139,42 +140,42 @@ void CTripmineGrenade :: Spawn( void ) m_vecEnd = pev->origin + m_vecDir * 2048; } -void CTripmineGrenade :: Precache( void ) +void CTripmineGrenade::Precache( void ) { - PRECACHE_MODEL("models/v_tripmine.mdl"); - PRECACHE_SOUND("weapons/mine_deploy.wav"); - PRECACHE_SOUND("weapons/mine_activate.wav"); - PRECACHE_SOUND("weapons/mine_charge.wav"); + PRECACHE_MODEL( "models/v_tripmine.mdl" ); + PRECACHE_SOUND( "weapons/mine_deploy.wav" ); + PRECACHE_SOUND( "weapons/mine_activate.wav" ); + PRECACHE_SOUND( "weapons/mine_charge.wav" ); } -void CTripmineGrenade :: WarningThink( void ) +void CTripmineGrenade::WarningThink( void ) { // play warning sound - // EMIT_SOUND( ENT(pev), CHAN_VOICE, "buttons/Blip2.wav", 1.0, ATTN_NORM ); + // EMIT_SOUND( ENT( pev ), CHAN_VOICE, "buttons/Blip2.wav", 1.0, ATTN_NORM ); // set to power up SetThink( &CTripmineGrenade::PowerupThink ); pev->nextthink = gpGlobals->time + 1.0; } -void CTripmineGrenade :: PowerupThink( void ) +void CTripmineGrenade::PowerupThink( void ) { TraceResult tr; - if (m_hOwner == NULL) + if( m_hOwner == NULL ) { // find an owner edict_t *oldowner = pev->owner; pev->owner = NULL; UTIL_TraceLine( pev->origin + m_vecDir * 8, pev->origin - m_vecDir * 32, dont_ignore_monsters, ENT( pev ), &tr ); - if (tr.fStartSolid || (oldowner && tr.pHit == oldowner)) + if( tr.fStartSolid || ( oldowner && tr.pHit == oldowner ) ) { pev->owner = oldowner; m_flPowerUp += 0.1; pev->nextthink = gpGlobals->time + 0.1; return; } - if (tr.flFraction < 1.0) + if( tr.flFraction < 1.0 ) { pev->owner = tr.pHit; m_hOwner = CBaseEntity::Instance( pev->owner ); @@ -183,8 +184,8 @@ void CTripmineGrenade :: PowerupThink( void ) } else { - STOP_SOUND( ENT(pev), CHAN_VOICE, "weapons/mine_deploy.wav" ); - STOP_SOUND( ENT(pev), CHAN_BODY, "weapons/mine_charge.wav" ); + STOP_SOUND( ENT( pev ), CHAN_VOICE, "weapons/mine_deploy.wav" ); + STOP_SOUND( ENT( pev ), CHAN_BODY, "weapons/mine_charge.wav" ); SetThink( &CBaseEntity::SUB_Remove ); pev->nextthink = gpGlobals->time + 0.1; ALERT( at_console, "WARNING:Tripmine at %.0f, %.0f, %.0f removed\n", pev->origin.x, pev->origin.y, pev->origin.z ); @@ -192,11 +193,11 @@ void CTripmineGrenade :: PowerupThink( void ) return; } } - else if (m_posOwner != m_hOwner->pev->origin || m_angleOwner != m_hOwner->pev->angles) + else if( m_posOwner != m_hOwner->pev->origin || m_angleOwner != m_hOwner->pev->angles ) { // disable - STOP_SOUND( ENT(pev), CHAN_VOICE, "weapons/mine_deploy.wav" ); - STOP_SOUND( ENT(pev), CHAN_BODY, "weapons/mine_charge.wav" ); + STOP_SOUND( ENT( pev ), CHAN_VOICE, "weapons/mine_deploy.wav" ); + STOP_SOUND( ENT( pev ), CHAN_BODY, "weapons/mine_charge.wav" ); CBaseEntity *pMine = Create( "weapon_tripmine", pev->origin + m_vecDir * 24, pev->angles ); pMine->pev->spawnflags |= SF_NORESPAWN; @@ -207,30 +208,30 @@ void CTripmineGrenade :: PowerupThink( void ) } // ALERT( at_console, "%d %.0f %.0f %0.f\n", pev->owner, m_pOwner->pev->origin.x, m_pOwner->pev->origin.y, m_pOwner->pev->origin.z ); - if (gpGlobals->time > m_flPowerUp) + if( gpGlobals->time > m_flPowerUp ) { // make solid pev->solid = SOLID_BBOX; UTIL_SetOrigin( pev, pev->origin ); - MakeBeam( ); + MakeBeam(); // play enabled sound - EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "weapons/mine_activate.wav", 0.5, ATTN_NORM, 1.0, 75 ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "weapons/mine_activate.wav", 0.5, ATTN_NORM, 1.0, 75 ); } pev->nextthink = gpGlobals->time + 0.1; } -void CTripmineGrenade :: KillBeam( void ) +void CTripmineGrenade::KillBeam( void ) { - if ( m_pBeam ) + if( m_pBeam ) { UTIL_Remove( m_pBeam ); m_pBeam = NULL; } } -void CTripmineGrenade :: MakeBeam( void ) +void CTripmineGrenade::MakeBeam( void ) { TraceResult tr; @@ -253,7 +254,7 @@ void CTripmineGrenade :: MakeBeam( void ) m_pBeam->SetBrightness( 64 ); } -void CTripmineGrenade :: BeamBreakThink( void ) +void CTripmineGrenade::BeamBreakThink( void ) { BOOL bBlowup = 0; @@ -266,28 +267,28 @@ void CTripmineGrenade :: BeamBreakThink( void ) // ALERT( at_console, "%f : %f\n", tr.flFraction, m_flBeamLength ); // respawn detect. - if ( !m_pBeam ) + if( !m_pBeam ) { - MakeBeam( ); - if ( tr.pHit ) + MakeBeam(); + if( tr.pHit ) m_hOwner = CBaseEntity::Instance( tr.pHit ); // reset owner too } - if (fabs( m_flBeamLength - tr.flFraction ) > 0.001) + if( fabs( m_flBeamLength - tr.flFraction ) > 0.001 ) { bBlowup = 1; } else { - if (m_hOwner == NULL) + if( m_hOwner == NULL ) bBlowup = 1; - else if (m_posOwner != m_hOwner->pev->origin) + else if( m_posOwner != m_hOwner->pev->origin ) bBlowup = 1; - else if (m_angleOwner != m_hOwner->pev->angles) + else if( m_angleOwner != m_hOwner->pev->angles ) bBlowup = 1; } - if (bBlowup) + if( bBlowup ) { // a bit of a hack, but all CGrenade code passes pev->owner along to make sure the proper player gets credit for the kill // so we have to restore pev->owner from pRealOwner, because an entity's tracelines don't strike it's pev->owner which meant @@ -302,9 +303,9 @@ void CTripmineGrenade :: BeamBreakThink( void ) pev->nextthink = gpGlobals->time + 0.1; } -int CTripmineGrenade :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) +int CTripmineGrenade::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { - if (gpGlobals->time < m_flPowerUp && flDamage < pev->health) + if( gpGlobals->time < m_flPowerUp && flDamage < pev->health ) { // disable // Create( "weapon_tripmine", pev->origin + m_vecDir * 24, pev->angles ); @@ -319,8 +320,8 @@ int CTripmineGrenade :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttac void CTripmineGrenade::Killed( entvars_t *pevAttacker, int iGib ) { pev->takedamage = DAMAGE_NO; - - if ( pevAttacker && ( pevAttacker->flags & FL_CLIENT ) ) + + if( pevAttacker && ( pevAttacker->flags & FL_CLIENT ) ) { // some client has destroyed this mine, he'll get credit for any kills pev->owner = ENT( pevAttacker ); @@ -329,14 +330,14 @@ void CTripmineGrenade::Killed( entvars_t *pevAttacker, int iGib ) SetThink( &CTripmineGrenade::DelayDeathThink ); pev->nextthink = gpGlobals->time + RANDOM_FLOAT( 0.1, 0.3 ); - EMIT_SOUND( ENT(pev), CHAN_BODY, "common/null.wav", 0.5, ATTN_NORM ); // shut off chargeup + EMIT_SOUND( ENT( pev ), CHAN_BODY, "common/null.wav", 0.5, ATTN_NORM ); // shut off chargeup } void CTripmineGrenade::DelayDeathThink( void ) { KillBeam(); TraceResult tr; - UTIL_TraceLine ( pev->origin + m_vecDir * 8, pev->origin - m_vecDir * 64, dont_ignore_monsters, ENT(pev), & tr); + UTIL_TraceLine( pev->origin + m_vecDir * 8, pev->origin - m_vecDir * 64, dont_ignore_monsters, ENT( pev ), &tr ); Explode( &tr, DMG_BLAST ); } @@ -344,15 +345,15 @@ void CTripmineGrenade::DelayDeathThink( void ) LINK_ENTITY_TO_CLASS( weapon_tripmine, CTripmine ) -void CTripmine::Spawn( ) +void CTripmine::Spawn() { - Precache( ); + Precache(); m_iId = WEAPON_TRIPMINE; - SET_MODEL(ENT(pev), "models/v_tripmine.mdl"); + SET_MODEL( ENT( pev ), "models/v_tripmine.mdl" ); pev->frame = 0; pev->body = 3; pev->sequence = TRIPMINE_GROUND; - // ResetSequenceInfo( ); + // ResetSequenceInfo(); pev->framerate = 0; FallInit();// get ready to fall down @@ -360,27 +361,27 @@ void CTripmine::Spawn( ) m_iDefaultAmmo = TRIPMINE_DEFAULT_GIVE; #ifdef CLIENT_DLL - if ( !bIsMultiplayer() ) + if( !bIsMultiplayer() ) #else - if ( !g_pGameRules->IsDeathmatch() ) + if( !g_pGameRules->IsDeathmatch() ) #endif { - UTIL_SetSize(pev, Vector(-16, -16, 0), Vector(16, 16, 28) ); + UTIL_SetSize( pev, Vector( -16, -16, 0 ), Vector( 16, 16, 28 ) ); } } void CTripmine::Precache( void ) { - PRECACHE_MODEL ("models/v_tripmine.mdl"); - PRECACHE_MODEL ("models/p_tripmine.mdl"); + PRECACHE_MODEL( "models/v_tripmine.mdl" ); + PRECACHE_MODEL( "models/p_tripmine.mdl" ); UTIL_PrecacheOther( "monster_tripmine" ); m_usTripFire = PRECACHE_EVENT( 1, "events/tripfire.sc" ); } -int CTripmine::GetItemInfo(ItemInfo *p) +int CTripmine::GetItemInfo( ItemInfo *p ) { - p->pszName = STRING(pev->classname); + p->pszName = STRING( pev->classname ); p->pszAmmo1 = "Trip Mine"; p->iMaxAmmo1 = TRIPMINE_MAX_CARRY; p->pszAmmo2 = NULL; @@ -395,7 +396,7 @@ int CTripmine::GetItemInfo(ItemInfo *p) return 1; } -BOOL CTripmine::Deploy( ) +BOOL CTripmine::Deploy() { pev->body = 0; return DefaultDeploy( "models/v_tripmine.mdl", "models/p_tripmine.mdl", TRIPMINE_DRAW, "trip" ); @@ -405,25 +406,25 @@ void CTripmine::Holster( int skiplocal /* = 0 */ ) { m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; - if (!m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]) + if( !m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] ) { // out of mines - m_pPlayer->pev->weapons &= ~(1<pev->weapons &= ~( 1 << WEAPON_TRIPMINE ); SetThink( &CBasePlayerItem::DestroyItem ); pev->nextthink = gpGlobals->time + 0.1; } SendWeaponAnim( TRIPMINE_HOLSTER ); - EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "common/null.wav", 1.0, ATTN_NORM); + EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "common/null.wav", 1.0, ATTN_NORM ); } void CTripmine::PrimaryAttack( void ) { - if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) + if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 ) return; UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle ); - Vector vecSrc = m_pPlayer->GetGunPosition( ); + Vector vecSrc = m_pPlayer->GetGunPosition(); Vector vecAiming = gpGlobals->v_forward; TraceResult tr; @@ -438,10 +439,10 @@ void CTripmine::PrimaryAttack( void ) #endif PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usTripFire, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, 0, 0 ); - if (tr.flFraction < 1.0) + if( tr.flFraction < 1.0 ) { CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit ); - if ( pEntity && !(pEntity->pev->flags & FL_CONVEYOR) ) + if( pEntity && !( pEntity->pev->flags & FL_CONVEYOR ) ) { Vector angles = UTIL_VecToAngles( tr.vecPlaneNormal ); @@ -452,7 +453,7 @@ void CTripmine::PrimaryAttack( void ) // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); - if ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 ) + if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 ) { // no more mines! RetireWeapon(); @@ -475,10 +476,10 @@ void CTripmine::PrimaryAttack( void ) void CTripmine::WeaponIdle( void ) { - if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) + if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) return; - if ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] > 0 ) + if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] > 0 ) { SendWeaponAnim( TRIPMINE_DRAW ); } @@ -490,12 +491,12 @@ void CTripmine::WeaponIdle( void ) int iAnim; float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 ); - if (flRand <= 0.25) + if( flRand <= 0.25 ) { iAnim = TRIPMINE_IDLE1; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 90.0 / 30.0; } - else if (flRand <= 0.75) + else if( flRand <= 0.75 ) { iAnim = TRIPMINE_IDLE2; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0 / 30.0; diff --git a/dlls/turret.cpp b/dlls/turret.cpp index 0da7cd54..2dce87fb 100644 --- a/dlls/turret.cpp +++ b/dlls/turret.cpp @@ -54,14 +54,14 @@ typedef enum class CBaseTurret : public CBaseMonster { public: - void Spawn(void); - virtual void Precache(void); + void Spawn( void ); + virtual void Precache( void ); void KeyValue( KeyValueData *pkvd ); void EXPORT TurretUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); - virtual void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); - virtual int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); - virtual int Classify(void); + virtual void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ); + virtual int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); + virtual int Classify( void ); int BloodColor( void ) { return DONT_BLEED; } void GibMonster( void ) {} // UNDONE: Throw turret gibs? @@ -75,48 +75,48 @@ public: virtual void EXPORT SpinDownCall(void) { m_iSpin = 0; } virtual void EXPORT SpinUpCall(void) { m_iSpin = 1; } - // void SpinDown(void); + // void SpinDown( void ); // float EXPORT SpinDownCall( void ) { return SpinDown(); } - // virtual float SpinDown(void) { return 0;} - // virtual float Retire(void) { return 0;} + // virtual float SpinDown( void ) { return 0;} + // virtual float Retire( void ) { return 0;} - void EXPORT Deploy(void); - void EXPORT Retire(void); + void EXPORT Deploy( void ); + void EXPORT Retire( void ); - void EXPORT Initialize(void); + void EXPORT Initialize( void ); - virtual void Ping(void); - virtual void EyeOn(void); - virtual void EyeOff(void); + virtual void Ping( void ); + virtual void EyeOn( void ); + virtual void EyeOff( void ); - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); - static TYPEDESCRIPTION m_SaveData[]; + static TYPEDESCRIPTION m_SaveData[]; // other functions - void SetTurretAnim(TURRET_ANIM anim); - int MoveTurret(void); - virtual void Shoot(Vector &vecSrc, Vector &vecDirToEnemy) { }; + void SetTurretAnim( TURRET_ANIM anim ); + int MoveTurret( void ); + virtual void Shoot( Vector &vecSrc, Vector &vecDirToEnemy ) { }; float m_flMaxSpin; // Max time to spin the barrel w/o a target int m_iSpin; CSprite *m_pEyeGlow; - int m_eyeBrightness; + int m_eyeBrightness; - int m_iDeployHeight; - int m_iRetractHeight; + int m_iDeployHeight; + int m_iRetractHeight; int m_iMinPitch; int m_iBaseTurnRate; // angles per second float m_fTurnRate; // actual turn rate int m_iOrientation; // 0 = floor, 1 = Ceiling - int m_iOn; + int m_iOn; int m_fBeserk; // Sometimes this bitch will just freak out int m_iAutoStart; // true if the turret auto deploys when a target - // enters its range + // enters its range Vector m_vecLastSight; float m_flLastSight; // Last time we saw a target @@ -124,12 +124,12 @@ public: int m_iSearchSpeed; // Not Used! // movement - float m_flStartYaw; - Vector m_vecCurAngles; - Vector m_vecGoalAngles; + float m_flStartYaw; + Vector m_vecCurAngles; + Vector m_vecGoalAngles; - float m_flPingTime; // Time until the next ping, used when searching - float m_flSpinUpTime; // Amount of time until the barrel should spin down when searching + float m_flPingTime; // Time until the next ping, used when searching + float m_flSpinUpTime; // Amount of time until the barrel should spin down when searching }; TYPEDESCRIPTION CBaseTurret::m_SaveData[] = @@ -168,19 +168,19 @@ IMPLEMENT_SAVERESTORE( CBaseTurret, CBaseMonster ) class CTurret : public CBaseTurret { public: - void Spawn(void); - void Precache(void); + void Spawn( void ); + void Precache( void ); // Think functions - void SpinUpCall(void); - void SpinDownCall(void); + void SpinUpCall( void ); + void SpinDownCall( void ); - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); - static TYPEDESCRIPTION m_SaveData[]; + static TYPEDESCRIPTION m_SaveData[]; // other functions - void Shoot(Vector &vecSrc, Vector &vecDirToEnemy); + void Shoot( Vector &vecSrc, Vector &vecDirToEnemy ); private: int m_iStartSpin; @@ -196,10 +196,10 @@ IMPLEMENT_SAVERESTORE( CTurret, CBaseTurret ) class CMiniTurret : public CBaseTurret { public: - void Spawn( ); - void Precache(void); + void Spawn(); + void Precache( void ); // other functions - void Shoot(Vector &vecSrc, Vector &vecDirToEnemy); + void Shoot( Vector &vecSrc, Vector &vecDirToEnemy ); }; LINK_ENTITY_TO_CLASS( monster_turret, CTurret ) @@ -207,33 +207,31 @@ LINK_ENTITY_TO_CLASS( monster_miniturret, CMiniTurret ) void CBaseTurret::KeyValue( KeyValueData *pkvd ) { - if (FStrEq(pkvd->szKeyName, "maxsleep")) + if( FStrEq( pkvd->szKeyName, "maxsleep" ) ) { - m_flMaxWait = atof(pkvd->szValue); + m_flMaxWait = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "orientation")) + else if( FStrEq( pkvd->szKeyName, "orientation" ) ) { - m_iOrientation = atoi(pkvd->szValue); - pkvd->fHandled = TRUE; - - } - else if (FStrEq(pkvd->szKeyName, "searchspeed")) - { - m_iSearchSpeed = atoi(pkvd->szValue); - pkvd->fHandled = TRUE; - - } - else if (FStrEq(pkvd->szKeyName, "turnrate")) - { - m_iBaseTurnRate = atoi(pkvd->szValue); + m_iOrientation = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "style") || - FStrEq(pkvd->szKeyName, "height") || - FStrEq(pkvd->szKeyName, "value1") || - FStrEq(pkvd->szKeyName, "value2") || - FStrEq(pkvd->szKeyName, "value3")) + else if( FStrEq( pkvd->szKeyName, "searchspeed" ) ) + { + m_iSearchSpeed = atoi( pkvd->szValue ); + pkvd->fHandled = TRUE; + } + else if( FStrEq( pkvd->szKeyName, "turnrate" ) ) + { + m_iBaseTurnRate = atoi( pkvd->szValue ); + pkvd->fHandled = TRUE; + } + else if( FStrEq( pkvd->szKeyName, "style" ) || + FStrEq( pkvd->szKeyName, "height" ) || + FStrEq( pkvd->szKeyName, "value1" ) || + FStrEq( pkvd->szKeyName, "value2" ) || + FStrEq( pkvd->szKeyName, "value3" ) ) pkvd->fHandled = TRUE; else CBaseMonster::KeyValue( pkvd ); @@ -241,65 +239,65 @@ void CBaseTurret::KeyValue( KeyValueData *pkvd ) void CBaseTurret::Spawn() { - Precache( ); + Precache(); pev->nextthink = gpGlobals->time + 1; pev->movetype = MOVETYPE_FLY; pev->sequence = 0; - pev->frame = 0; - pev->solid = SOLID_SLIDEBOX; + pev->frame = 0; + pev->solid = SOLID_SLIDEBOX; pev->takedamage = DAMAGE_AIM; - SetBits (pev->flags, FL_MONSTER); + SetBits( pev->flags, FL_MONSTER ); SetUse( &CBaseTurret::TurretUse ); - if (( pev->spawnflags & SF_MONSTER_TURRET_AUTOACTIVATE ) - && !( pev->spawnflags & SF_MONSTER_TURRET_STARTINACTIVE )) + if( ( pev->spawnflags & SF_MONSTER_TURRET_AUTOACTIVATE ) + && !( pev->spawnflags & SF_MONSTER_TURRET_STARTINACTIVE ) ) { m_iAutoStart = TRUE; } - ResetSequenceInfo( ); + ResetSequenceInfo(); SetBoneController( 0, 0 ); SetBoneController( 1, 0 ); m_flFieldOfView = VIEW_FIELD_FULL; // m_flSightRange = TURRET_RANGE; } -void CBaseTurret::Precache( ) +void CBaseTurret::Precache() { - PRECACHE_SOUND ("turret/tu_fire1.wav"); - PRECACHE_SOUND ("turret/tu_ping.wav"); - PRECACHE_SOUND ("turret/tu_active2.wav"); - PRECACHE_SOUND ("turret/tu_die.wav"); - PRECACHE_SOUND ("turret/tu_die2.wav"); - PRECACHE_SOUND ("turret/tu_die3.wav"); - // PRECACHE_SOUND ("turret/tu_retract.wav"); // just use deploy sound to save memory - PRECACHE_SOUND ("turret/tu_deploy.wav"); - PRECACHE_SOUND ("turret/tu_spinup.wav"); - PRECACHE_SOUND ("turret/tu_spindown.wav"); - PRECACHE_SOUND ("turret/tu_search.wav"); - PRECACHE_SOUND ("turret/tu_alert.wav"); + PRECACHE_SOUND( "turret/tu_fire1.wav" ); + PRECACHE_SOUND( "turret/tu_ping.wav" ); + PRECACHE_SOUND( "turret/tu_active2.wav" ); + PRECACHE_SOUND( "turret/tu_die.wav" ); + PRECACHE_SOUND( "turret/tu_die2.wav" ); + PRECACHE_SOUND( "turret/tu_die3.wav" ); + // PRECACHE_SOUND( "turret/tu_retract.wav" ); // just use deploy sound to save memory + PRECACHE_SOUND( "turret/tu_deploy.wav" ); + PRECACHE_SOUND( "turret/tu_spinup.wav" ); + PRECACHE_SOUND( "turret/tu_spindown.wav" ); + PRECACHE_SOUND( "turret/tu_search.wav" ); + PRECACHE_SOUND( "turret/tu_alert.wav" ); } #define TURRET_GLOW_SPRITE "sprites/flare3.spr" void CTurret::Spawn() -{ - Precache( ); - SET_MODEL(ENT(pev), "models/turret.mdl"); - pev->health = gSkillData.turretHealth; +{ + Precache(); + SET_MODEL( ENT( pev ), "models/turret.mdl" ); + pev->health = gSkillData.turretHealth; m_HackedGunPos = Vector( 0, 0, 12.75 ); - m_flMaxSpin = TURRET_MAXSPIN; - pev->view_ofs.z = 12.75; + m_flMaxSpin = TURRET_MAXSPIN; + pev->view_ofs.z = 12.75; - CBaseTurret::Spawn( ); + CBaseTurret::Spawn(); m_iRetractHeight = 16; m_iDeployHeight = 32; - m_iMinPitch = -15; - UTIL_SetSize(pev, Vector(-32, -32, -m_iRetractHeight), Vector(32, 32, m_iRetractHeight)); + m_iMinPitch = -15; + UTIL_SetSize( pev, Vector( -32, -32, -m_iRetractHeight ), Vector( 32, 32, m_iRetractHeight ) ); - SetThink( &CBaseTurret::Initialize); + SetThink( &CBaseTurret::Initialize ); m_pEyeGlow = CSprite::SpriteCreate( TURRET_GLOW_SPRITE, pev->origin, FALSE ); m_pEyeGlow->SetTransparency( kRenderGlow, 255, 0, 0, 0, kRenderFxNoDissipation ); @@ -311,40 +309,40 @@ void CTurret::Spawn() void CTurret::Precache() { - CBaseTurret::Precache( ); - PRECACHE_MODEL ("models/turret.mdl"); - PRECACHE_MODEL (TURRET_GLOW_SPRITE); + CBaseTurret::Precache(); + PRECACHE_MODEL( "models/turret.mdl" ); + PRECACHE_MODEL( TURRET_GLOW_SPRITE ); } void CMiniTurret::Spawn() { - Precache( ); - SET_MODEL(ENT(pev), "models/miniturret.mdl"); - pev->health = gSkillData.miniturretHealth; - m_HackedGunPos = Vector( 0, 0, 12.75 ); + Precache(); + SET_MODEL( ENT( pev ), "models/miniturret.mdl" ); + pev->health = gSkillData.miniturretHealth; + m_HackedGunPos = Vector( 0, 0, 12.75 ); m_flMaxSpin = 0; pev->view_ofs.z = 12.75; - CBaseTurret::Spawn( ); + CBaseTurret::Spawn(); m_iRetractHeight = 16; m_iDeployHeight = 32; - m_iMinPitch = -15; - UTIL_SetSize(pev, Vector(-16, -16, -m_iRetractHeight), Vector(16, 16, m_iRetractHeight)); + m_iMinPitch = -15; + UTIL_SetSize( pev, Vector( -16, -16, -m_iRetractHeight ), Vector( 16, 16, m_iRetractHeight ) ); - SetThink( &CBaseTurret::Initialize); + SetThink( &CBaseTurret::Initialize ); pev->nextthink = gpGlobals->time + 0.3; } void CMiniTurret::Precache() { - CBaseTurret::Precache( ); - PRECACHE_MODEL ("models/miniturret.mdl"); - PRECACHE_SOUND("weapons/hks1.wav"); - PRECACHE_SOUND("weapons/hks2.wav"); - PRECACHE_SOUND("weapons/hks3.wav"); + CBaseTurret::Precache(); + PRECACHE_MODEL( "models/miniturret.mdl" ); + PRECACHE_SOUND( "weapons/hks1.wav" ); + PRECACHE_SOUND( "weapons/hks2.wav" ); + PRECACHE_SOUND( "weapons/hks3.wav" ); } -void CBaseTurret::Initialize(void) +void CBaseTurret::Initialize( void ) { m_iOn = 0; m_fBeserk = 0; @@ -353,82 +351,84 @@ void CBaseTurret::Initialize(void) SetBoneController( 0, 0 ); SetBoneController( 1, 0 ); - if (m_iBaseTurnRate == 0) m_iBaseTurnRate = TURRET_TURNRATE; - if (m_flMaxWait == 0) m_flMaxWait = TURRET_MAXWAIT; + if( m_iBaseTurnRate == 0 ) + m_iBaseTurnRate = TURRET_TURNRATE; + if( m_flMaxWait == 0 ) + m_flMaxWait = TURRET_MAXWAIT; m_flStartYaw = pev->angles.y; - if (m_iOrientation == 1) + if( m_iOrientation == 1 ) { pev->idealpitch = 180; pev->angles.x = 180; pev->view_ofs.z = -pev->view_ofs.z; pev->effects |= EF_INVLIGHT; pev->angles.y = pev->angles.y + 180; - if (pev->angles.y > 360) + if( pev->angles.y > 360 ) pev->angles.y = pev->angles.y - 360; } m_vecGoalAngles.x = 0; - if (m_iAutoStart) + if( m_iAutoStart ) { m_flLastSight = gpGlobals->time + m_flMaxWait; - SetThink( &CBaseTurret::AutoSearchThink); + SetThink( &CBaseTurret::AutoSearchThink ); pev->nextthink = gpGlobals->time + .1; } else - SetThink( &CBaseEntity::SUB_DoNothing); + SetThink( &CBaseEntity::SUB_DoNothing ); } void CBaseTurret::TurretUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { - if ( !ShouldToggle( useType, m_iOn ) ) + if( !ShouldToggle( useType, m_iOn ) ) return; - if (m_iOn) + if( m_iOn ) { m_hEnemy = NULL; pev->nextthink = gpGlobals->time + 0.1; m_iAutoStart = FALSE;// switching off a turret disables autostart //!!!! this should spin down first!!BUGBUG - SetThink( &CBaseTurret::Retire); + SetThink( &CBaseTurret::Retire ); } else { pev->nextthink = gpGlobals->time + 0.1; // turn on delay // if the turret is flagged as an autoactivate turret, re-enable it's ability open self. - if ( pev->spawnflags & SF_MONSTER_TURRET_AUTOACTIVATE ) + if( pev->spawnflags & SF_MONSTER_TURRET_AUTOACTIVATE ) { m_iAutoStart = TRUE; } - SetThink( &CBaseTurret::Deploy); + SetThink( &CBaseTurret::Deploy ); } } void CBaseTurret::Ping( void ) { // make the pinging noise every second while searching - if (m_flPingTime == 0) + if( m_flPingTime == 0 ) m_flPingTime = gpGlobals->time + 1; - else if (m_flPingTime <= gpGlobals->time) + else if( m_flPingTime <= gpGlobals->time ) { m_flPingTime = gpGlobals->time + 1; - EMIT_SOUND(ENT(pev), CHAN_ITEM, "turret/tu_ping.wav", 1, ATTN_NORM); - EyeOn( ); + EMIT_SOUND( ENT( pev ), CHAN_ITEM, "turret/tu_ping.wav", 1, ATTN_NORM ); + EyeOn(); } - else if (m_eyeBrightness > 0) + else if( m_eyeBrightness > 0 ) { - EyeOff( ); + EyeOff(); } } -void CBaseTurret::EyeOn( ) +void CBaseTurret::EyeOn() { - if (m_pEyeGlow) + if( m_pEyeGlow ) { - if (m_eyeBrightness != 255) + if( m_eyeBrightness != 255 ) { m_eyeBrightness = 255; } @@ -436,11 +436,11 @@ void CBaseTurret::EyeOn( ) } } -void CBaseTurret::EyeOff( ) +void CBaseTurret::EyeOff() { - if (m_pEyeGlow) + if( m_pEyeGlow ) { - if (m_eyeBrightness > 0) + if( m_eyeBrightness > 0 ) { m_eyeBrightness = max( 0, m_eyeBrightness - 30 ); m_pEyeGlow->SetBrightness( m_eyeBrightness ); @@ -448,36 +448,36 @@ void CBaseTurret::EyeOff( ) } } -void CBaseTurret::ActiveThink(void) +void CBaseTurret::ActiveThink( void ) { int fAttack = 0; Vector vecDirToEnemy; pev->nextthink = gpGlobals->time + 0.1; - StudioFrameAdvance( ); + StudioFrameAdvance(); - if ((!m_iOn) || (m_hEnemy == NULL)) + if( ( !m_iOn ) || ( m_hEnemy == NULL ) ) { m_hEnemy = NULL; m_flLastSight = gpGlobals->time + m_flMaxWait; - SetThink( &CBaseTurret::SearchThink); + SetThink( &CBaseTurret::SearchThink ); return; } // if it's dead, look for something new - if ( !m_hEnemy->IsAlive() ) + if( !m_hEnemy->IsAlive() ) { - if (!m_flLastSight) + if( !m_flLastSight ) { m_flLastSight = gpGlobals->time + 0.5; // continue-shooting timeout } else { - if (gpGlobals->time > m_flLastSight) - { + if( gpGlobals->time > m_flLastSight ) + { m_hEnemy = NULL; m_flLastSight = gpGlobals->time + m_flMaxWait; - SetThink( &CBaseTurret::SearchThink); + SetThink( &CBaseTurret::SearchThink ); return; } } @@ -487,26 +487,26 @@ void CBaseTurret::ActiveThink(void) Vector vecMidEnemy = m_hEnemy->BodyTarget( vecMid ); // Look for our current enemy - int fEnemyVisible = FBoxVisible(pev, m_hEnemy->pev, vecMidEnemy ); + int fEnemyVisible = FBoxVisible( pev, m_hEnemy->pev, vecMidEnemy ); vecDirToEnemy = vecMidEnemy - vecMid; // calculate dir and dist to enemy float flDistToEnemy = vecDirToEnemy.Length(); - Vector vec = UTIL_VecToAngles(vecMidEnemy - vecMid); + Vector vec = UTIL_VecToAngles( vecMidEnemy - vecMid ); // Current enmey is not visible. - if (!fEnemyVisible || (flDistToEnemy > TURRET_RANGE)) + if( !fEnemyVisible || ( flDistToEnemy > TURRET_RANGE ) ) { - if (!m_flLastSight) + if( !m_flLastSight ) m_flLastSight = gpGlobals->time + 0.5; else { // Should we look for a new target? - if (gpGlobals->time > m_flLastSight) + if( gpGlobals->time > m_flLastSight ) { m_hEnemy = NULL; m_flLastSight = gpGlobals->time + m_flMaxWait; - SetThink( &CBaseTurret::SearchThink); + SetThink( &CBaseTurret::SearchThink ); return; } } @@ -517,7 +517,7 @@ void CBaseTurret::ActiveThink(void) m_vecLastSight = vecMidEnemy; } - UTIL_MakeAimVectors(m_vecCurAngles); + UTIL_MakeAimVectors(m_vecCurAngles); /* ALERT( at_console, "%.0f %.0f : %.2f %.2f %.2f\n", @@ -529,70 +529,70 @@ void CBaseTurret::ActiveThink(void) vecLOS = vecLOS.Normalize(); // Is the Gun looking at the target - if (DotProduct(vecLOS, gpGlobals->v_forward) <= 0.866) // 30 degree slop + if( DotProduct( vecLOS, gpGlobals->v_forward ) <= 0.866 ) // 30 degree slop fAttack = FALSE; else fAttack = TRUE; // fire the gun - if (m_iSpin && ((fAttack) || (m_fBeserk))) + if( m_iSpin && ( ( fAttack ) || ( m_fBeserk ) ) ) { Vector vecSrc, vecAng; GetAttachment( 0, vecSrc, vecAng ); - SetTurretAnim(TURRET_ANIM_FIRE); - Shoot(vecSrc, gpGlobals->v_forward ); + SetTurretAnim( TURRET_ANIM_FIRE ); + Shoot( vecSrc, gpGlobals->v_forward ); } else { - SetTurretAnim(TURRET_ANIM_SPIN); + SetTurretAnim( TURRET_ANIM_SPIN ); } //move the gun - if (m_fBeserk) + if( m_fBeserk ) { - if (RANDOM_LONG(0,9) == 0) + if( RANDOM_LONG( 0, 9 ) == 0 ) { - m_vecGoalAngles.y = RANDOM_FLOAT(0,360); - m_vecGoalAngles.x = RANDOM_FLOAT(0,90) - 90 * m_iOrientation; - TakeDamage(pev,pev,1, DMG_GENERIC); // don't beserk forever + m_vecGoalAngles.y = RANDOM_FLOAT( 0, 360 ); + m_vecGoalAngles.x = RANDOM_FLOAT( 0, 90 ) - 90 * m_iOrientation; + TakeDamage( pev, pev, 1, DMG_GENERIC ); // don't beserk forever return; } } - else if (fEnemyVisible) + else if( fEnemyVisible ) { - if (vec.y > 360) + if( vec.y > 360 ) vec.y -= 360; - if (vec.y < 0) + if( vec.y < 0 ) vec.y += 360; - //ALERT(at_console, "[%.2f]", vec.x); + //ALERT( at_console, "[%.2f]", vec.x ); - if (vec.x < -180) + if( vec.x < -180 ) vec.x += 360; - if (vec.x > 180) + if( vec.x > 180 ) vec.x -= 360; // now all numbers should be in [1...360] // pin to turret limitations to [-90...15] - if (m_iOrientation == 0) + if( m_iOrientation == 0 ) { - if (vec.x > 90) + if( vec.x > 90 ) vec.x = 90; - else if (vec.x < m_iMinPitch) + else if( vec.x < m_iMinPitch ) vec.x = m_iMinPitch; } else { - if (vec.x < -90) + if( vec.x < -90 ) vec.x = -90; - else if (vec.x > -m_iMinPitch) + else if( vec.x > -m_iMinPitch ) vec.x = -m_iMinPitch; } - // ALERT(at_console, "->[%.2f]\n", vec.x); + // ALERT( at_console, "->[%.2f]\n", vec.x ); m_vecGoalAngles.y = vec.y; m_vecGoalAngles.x = vec.x; @@ -602,48 +602,54 @@ void CBaseTurret::ActiveThink(void) MoveTurret(); } -void CTurret::Shoot(Vector &vecSrc, Vector &vecDirToEnemy) +void CTurret::Shoot( Vector &vecSrc, Vector &vecDirToEnemy ) { FireBullets( 1, vecSrc, vecDirToEnemy, TURRET_SPREAD, TURRET_RANGE, BULLET_MONSTER_12MM, 1 ); - EMIT_SOUND(ENT(pev), CHAN_WEAPON, "turret/tu_fire1.wav", 1, 0.6); + EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "turret/tu_fire1.wav", 1, 0.6 ); pev->effects = pev->effects | EF_MUZZLEFLASH; } -void CMiniTurret::Shoot(Vector &vecSrc, Vector &vecDirToEnemy) +void CMiniTurret::Shoot( Vector &vecSrc, Vector &vecDirToEnemy ) { FireBullets( 1, vecSrc, vecDirToEnemy, TURRET_SPREAD, TURRET_RANGE, BULLET_MONSTER_9MM, 1 ); - switch(RANDOM_LONG(0,2)) + switch( RANDOM_LONG( 0, 2 ) ) { - case 0: EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/hks1.wav", 1, ATTN_NORM); break; - case 1: EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/hks2.wav", 1, ATTN_NORM); break; - case 2: EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/hks3.wav", 1, ATTN_NORM); break; + case 0: + EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "weapons/hks1.wav", 1, ATTN_NORM ); + break; + case 1: + EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "weapons/hks2.wav", 1, ATTN_NORM ); + break; + case 2: + EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "weapons/hks3.wav", 1, ATTN_NORM ); + break; } pev->effects = pev->effects | EF_MUZZLEFLASH; } -void CBaseTurret::Deploy(void) +void CBaseTurret::Deploy( void ) { pev->nextthink = gpGlobals->time + 0.1; - StudioFrameAdvance( ); + StudioFrameAdvance(); - if (pev->sequence != TURRET_ANIM_DEPLOY) + if( pev->sequence != TURRET_ANIM_DEPLOY ) { m_iOn = 1; - SetTurretAnim(TURRET_ANIM_DEPLOY); - EMIT_SOUND(ENT(pev), CHAN_BODY, "turret/tu_deploy.wav", TURRET_MACHINE_VOLUME, ATTN_NORM); + SetTurretAnim( TURRET_ANIM_DEPLOY ); + EMIT_SOUND( ENT( pev ), CHAN_BODY, "turret/tu_deploy.wav", TURRET_MACHINE_VOLUME, ATTN_NORM ); SUB_UseTargets( this, USE_ON, 0 ); } - if (m_fSequenceFinished) + if( m_fSequenceFinished ) { pev->maxs.z = m_iDeployHeight; pev->mins.z = -m_iDeployHeight; - UTIL_SetSize(pev, pev->mins, pev->maxs); + UTIL_SetSize( pev, pev->mins, pev->maxs ); m_vecCurAngles.x = 0; - if (m_iOrientation == 1) + if( m_iOrientation == 1 ) { m_vecCurAngles.y = UTIL_AngleMod( pev->angles.y + 180 ); } @@ -652,15 +658,15 @@ void CBaseTurret::Deploy(void) m_vecCurAngles.y = UTIL_AngleMod( pev->angles.y ); } - SetTurretAnim(TURRET_ANIM_SPIN); + SetTurretAnim( TURRET_ANIM_SPIN ); pev->framerate = 0; - SetThink( &CBaseTurret::SearchThink); + SetThink( &CBaseTurret::SearchThink ); } m_flLastSight = gpGlobals->time + m_flMaxWait; } -void CBaseTurret::Retire(void) +void CBaseTurret::Retire( void ) { // make the turret level m_vecGoalAngles.x = 0; @@ -668,69 +674,69 @@ void CBaseTurret::Retire(void) pev->nextthink = gpGlobals->time + 0.1; - StudioFrameAdvance( ); + StudioFrameAdvance(); - EyeOff( ); + EyeOff(); - if (!MoveTurret()) + if( !MoveTurret() ) { - if (m_iSpin) + if( m_iSpin ) { SpinDownCall(); } - else if (pev->sequence != TURRET_ANIM_RETIRE) + else if( pev->sequence != TURRET_ANIM_RETIRE ) { - SetTurretAnim(TURRET_ANIM_RETIRE); - EMIT_SOUND_DYN(ENT(pev), CHAN_BODY, "turret/tu_deploy.wav", TURRET_MACHINE_VOLUME, ATTN_NORM, 0, 120); + SetTurretAnim( TURRET_ANIM_RETIRE ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_BODY, "turret/tu_deploy.wav", TURRET_MACHINE_VOLUME, ATTN_NORM, 0, 120 ); SUB_UseTargets( this, USE_OFF, 0 ); } - else if (m_fSequenceFinished) - { + else if( m_fSequenceFinished ) + { m_iOn = 0; m_flLastSight = 0; - SetTurretAnim(TURRET_ANIM_NONE); + SetTurretAnim( TURRET_ANIM_NONE ); pev->maxs.z = m_iRetractHeight; pev->mins.z = -m_iRetractHeight; - UTIL_SetSize(pev, pev->mins, pev->maxs); - if (m_iAutoStart) + UTIL_SetSize( pev, pev->mins, pev->maxs ); + if( m_iAutoStart ) { - SetThink( &CBaseTurret::AutoSearchThink); + SetThink( &CBaseTurret::AutoSearchThink ); pev->nextthink = gpGlobals->time + .1; } else - SetThink( &CBaseEntity::SUB_DoNothing); + SetThink( &CBaseEntity::SUB_DoNothing ); } } else { - SetTurretAnim(TURRET_ANIM_SPIN); + SetTurretAnim( TURRET_ANIM_SPIN ); } } -void CTurret::SpinUpCall(void) +void CTurret::SpinUpCall( void ) { - StudioFrameAdvance( ); + StudioFrameAdvance(); pev->nextthink = gpGlobals->time + 0.1; // Are we already spun up? If not start the two stage process. - if (!m_iSpin) + if( !m_iSpin ) { SetTurretAnim( TURRET_ANIM_SPIN ); // for the first pass, spin up the the barrel - if (!m_iStartSpin) + if( !m_iStartSpin ) { pev->nextthink = gpGlobals->time + 1.0; // spinup delay - EMIT_SOUND(ENT(pev), CHAN_BODY, "turret/tu_spinup.wav", TURRET_MACHINE_VOLUME, ATTN_NORM); + EMIT_SOUND( ENT( pev ), CHAN_BODY, "turret/tu_spinup.wav", TURRET_MACHINE_VOLUME, ATTN_NORM ); m_iStartSpin = 1; pev->framerate = 0.1; } // after the barrel is spun up, turn on the hum - else if (pev->framerate >= 1.0) + else if( pev->framerate >= 1.0 ) { pev->nextthink = gpGlobals->time + 0.1; // retarget delay - EMIT_SOUND(ENT(pev), CHAN_STATIC, "turret/tu_active2.wav", TURRET_MACHINE_VOLUME, ATTN_NORM); - SetThink( &CBaseTurret::ActiveThink); + EMIT_SOUND( ENT( pev ), CHAN_STATIC, "turret/tu_active2.wav", TURRET_MACHINE_VOLUME, ATTN_NORM ); + SetThink( &CBaseTurret::ActiveThink ); m_iStartSpin = 0; m_iSpin = 1; } @@ -740,24 +746,24 @@ void CTurret::SpinUpCall(void) } } - if (m_iSpin) + if( m_iSpin ) { - SetThink( &CBaseTurret::ActiveThink); + SetThink( &CBaseTurret::ActiveThink ); } } -void CTurret::SpinDownCall(void) +void CTurret::SpinDownCall( void ) { - if (m_iSpin) + if( m_iSpin ) { SetTurretAnim( TURRET_ANIM_SPIN ); - if (pev->framerate == 1.0) + if( pev->framerate == 1.0 ) { - EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, "turret/tu_active2.wav", 0, 0, SND_STOP, 100); - EMIT_SOUND(ENT(pev), CHAN_ITEM, "turret/tu_spindown.wav", TURRET_MACHINE_VOLUME, ATTN_NORM); + EMIT_SOUND_DYN( ENT( pev ), CHAN_STATIC, "turret/tu_active2.wav", 0, 0, SND_STOP, 100 ); + EMIT_SOUND( ENT( pev ), CHAN_ITEM, "turret/tu_spindown.wav", TURRET_MACHINE_VOLUME, ATTN_NORM ); } pev->framerate -= 0.02; - if (pev->framerate <= 0) + if( pev->framerate <= 0 ) { pev->framerate = 0; m_iSpin = 0; @@ -765,15 +771,15 @@ void CTurret::SpinDownCall(void) } } -void CBaseTurret::SetTurretAnim(TURRET_ANIM anim) +void CBaseTurret::SetTurretAnim( TURRET_ANIM anim ) { - if (pev->sequence != anim) + if( pev->sequence != anim ) { - switch(anim) + switch( anim ) { case TURRET_ANIM_FIRE: case TURRET_ANIM_SPIN: - if (pev->sequence != TURRET_ANIM_FIRE && pev->sequence != TURRET_ANIM_SPIN) + if( pev->sequence != TURRET_ANIM_FIRE && pev->sequence != TURRET_ANIM_SPIN ) { pev->frame = 0; } @@ -784,21 +790,21 @@ void CBaseTurret::SetTurretAnim(TURRET_ANIM anim) } pev->sequence = anim; - ResetSequenceInfo( ); + ResetSequenceInfo(); - switch(anim) + switch( anim ) { case TURRET_ANIM_RETIRE: - pev->frame = 255; - pev->framerate = -1.0; + pev->frame = 255; + pev->framerate = -1.0; break; case TURRET_ANIM_DIE: - pev->framerate = 1.0; + pev->framerate = 1.0; break; default: break; } - //ALERT(at_console, "Turret anim #%d\n", anim); + //ALERT( at_console, "Turret anim #%d\n", anim ); } } @@ -807,58 +813,58 @@ void CBaseTurret::SetTurretAnim(TURRET_ANIM anim) // After a set amount of time, the barrel will spin down. After m_flMaxWait, the turret will // retact. // -void CBaseTurret::SearchThink(void) +void CBaseTurret::SearchThink( void ) { // ensure rethink - SetTurretAnim(TURRET_ANIM_SPIN); - StudioFrameAdvance( ); + SetTurretAnim( TURRET_ANIM_SPIN ); + StudioFrameAdvance(); pev->nextthink = gpGlobals->time + 0.1; - if (m_flSpinUpTime == 0 && m_flMaxSpin) + if( m_flSpinUpTime == 0 && m_flMaxSpin ) m_flSpinUpTime = gpGlobals->time + m_flMaxSpin; - Ping( ); + Ping(); // If we have a target and we're still healthy - if (m_hEnemy != NULL) + if( m_hEnemy != NULL ) { - if (!m_hEnemy->IsAlive() ) + if( !m_hEnemy->IsAlive() ) m_hEnemy = NULL;// Dead enemy forces a search for new one } // Acquire Target - if (m_hEnemy == NULL) + if( m_hEnemy == NULL ) { - Look(TURRET_RANGE); + Look( TURRET_RANGE ); m_hEnemy = BestVisibleEnemy(); } // If we've found a target, spin up the barrel and start to attack - if (m_hEnemy != NULL) + if( m_hEnemy != NULL ) { m_flLastSight = 0; m_flSpinUpTime = 0; - SetThink( &CBaseTurret::ActiveThink); + SetThink( &CBaseTurret::ActiveThink ); } else { // Are we out of time, do we need to retract? - if (gpGlobals->time > m_flLastSight) + if( gpGlobals->time > m_flLastSight ) { //Before we retrace, make sure that we are spun down. m_flLastSight = 0; m_flSpinUpTime = 0; - SetThink( &CBaseTurret::Retire); + SetThink( &CBaseTurret::Retire ); } // should we stop the spin? - else if ((m_flSpinUpTime) && (gpGlobals->time > m_flSpinUpTime)) + else if( ( m_flSpinUpTime ) && ( gpGlobals->time > m_flSpinUpTime ) ) { SpinDownCall(); } // generic hunt for new victims - m_vecGoalAngles.y = (m_vecGoalAngles.y + 0.1 * m_fTurnRate); - if (m_vecGoalAngles.y >= 360) + m_vecGoalAngles.y = ( m_vecGoalAngles.y + 0.1 * m_fTurnRate ); + if( m_vecGoalAngles.y >= 360 ) m_vecGoalAngles.y -= 360; MoveTurret(); } @@ -868,70 +874,68 @@ void CBaseTurret::SearchThink(void) // This think function will deploy the turret when something comes into range. This is for // automatically activated turrets. // -void CBaseTurret::AutoSearchThink(void) +void CBaseTurret::AutoSearchThink( void ) { // ensure rethink - StudioFrameAdvance( ); + StudioFrameAdvance(); pev->nextthink = gpGlobals->time + 0.3; // If we have a target and we're still healthy - - if (m_hEnemy != NULL) + if( m_hEnemy != NULL ) { - if (!m_hEnemy->IsAlive() ) + if( !m_hEnemy->IsAlive() ) m_hEnemy = NULL;// Dead enemy forces a search for new one } // Acquire Target - - if (m_hEnemy == NULL) + if( m_hEnemy == NULL ) { Look( TURRET_RANGE ); m_hEnemy = BestVisibleEnemy(); } - if (m_hEnemy != NULL) + if( m_hEnemy != NULL ) { - SetThink( &CBaseTurret::Deploy); - EMIT_SOUND(ENT(pev), CHAN_BODY, "turret/tu_alert.wav", TURRET_MACHINE_VOLUME, ATTN_NORM); + SetThink( &CBaseTurret::Deploy ); + EMIT_SOUND( ENT( pev ), CHAN_BODY, "turret/tu_alert.wav", TURRET_MACHINE_VOLUME, ATTN_NORM ); } } -void CBaseTurret :: TurretDeath( void ) +void CBaseTurret::TurretDeath( void ) { BOOL iActive = FALSE; - StudioFrameAdvance( ); + StudioFrameAdvance(); pev->nextthink = gpGlobals->time + 0.1; - if (pev->deadflag != DEAD_DEAD) + if( pev->deadflag != DEAD_DEAD ) { pev->deadflag = DEAD_DEAD; - float flRndSound = RANDOM_FLOAT ( 0 , 1 ); + float flRndSound = RANDOM_FLOAT( 0, 1 ); - if ( flRndSound <= 0.33 ) - EMIT_SOUND(ENT(pev), CHAN_BODY, "turret/tu_die.wav", 1.0, ATTN_NORM); - else if ( flRndSound <= 0.66 ) - EMIT_SOUND(ENT(pev), CHAN_BODY, "turret/tu_die2.wav", 1.0, ATTN_NORM); + if( flRndSound <= 0.33 ) + EMIT_SOUND( ENT( pev ), CHAN_BODY, "turret/tu_die.wav", 1.0, ATTN_NORM ); + else if( flRndSound <= 0.66 ) + EMIT_SOUND( ENT( pev ), CHAN_BODY, "turret/tu_die2.wav", 1.0, ATTN_NORM ); else - EMIT_SOUND(ENT(pev), CHAN_BODY, "turret/tu_die3.wav", 1.0, ATTN_NORM); + EMIT_SOUND( ENT( pev ), CHAN_BODY, "turret/tu_die3.wav", 1.0, ATTN_NORM ); - EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, "turret/tu_active2.wav", 0, 0, SND_STOP, 100); + EMIT_SOUND_DYN( ENT( pev ), CHAN_STATIC, "turret/tu_active2.wav", 0, 0, SND_STOP, 100 ); - if (m_iOrientation == 0) + if( m_iOrientation == 0 ) m_vecGoalAngles.x = -15; else m_vecGoalAngles.x = -90; - SetTurretAnim(TURRET_ANIM_DIE); + SetTurretAnim( TURRET_ANIM_DIE ); - EyeOn( ); + EyeOn(); } - EyeOff( ); + EyeOff(); - if (pev->dmgtime + RANDOM_FLOAT( 0, 2 ) > gpGlobals->time) + if( pev->dmgtime + RANDOM_FLOAT( 0, 2 ) > gpGlobals->time ) { // lots of smoke MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); @@ -941,14 +945,14 @@ void CBaseTurret :: TurretDeath( void ) WRITE_COORD( pev->origin.z - m_iOrientation * 64 ); WRITE_SHORT( g_sModelIndexSmoke ); WRITE_BYTE( 25 ); // scale * 10 - WRITE_BYTE( 10 - m_iOrientation * 5); // framerate + WRITE_BYTE( 10 - m_iOrientation * 5 ); // framerate MESSAGE_END(); } - if (pev->dmgtime + RANDOM_FLOAT( 0, 5 ) > gpGlobals->time) + if( pev->dmgtime + RANDOM_FLOAT( 0, 5 ) > gpGlobals->time ) { Vector vecSrc = Vector( RANDOM_FLOAT( pev->absmin.x, pev->absmax.x ), RANDOM_FLOAT( pev->absmin.y, pev->absmax.y ), 0 ); - if (m_iOrientation == 0) + if( m_iOrientation == 0 ) vecSrc = vecSrc + Vector( 0, 0, RANDOM_FLOAT( pev->origin.z, pev->absmax.z ) ); else vecSrc = vecSrc + Vector( 0, 0, RANDOM_FLOAT( pev->absmin.z, pev->origin.z ) ); @@ -956,119 +960,119 @@ void CBaseTurret :: TurretDeath( void ) UTIL_Sparks( vecSrc ); } - if (m_fSequenceFinished && !MoveTurret( ) && pev->dmgtime + 5 < gpGlobals->time) + if( m_fSequenceFinished && !MoveTurret() && pev->dmgtime + 5 < gpGlobals->time ) { pev->framerate = 0; SetThink( NULL ); } } -void CBaseTurret :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) +void CBaseTurret::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ) { - if ( ptr->iHitgroup == 10 ) + if( ptr->iHitgroup == 10 ) { // hit armor - if ( pev->dmgtime != gpGlobals->time || (RANDOM_LONG(0,10) < 1) ) + if( pev->dmgtime != gpGlobals->time || (RANDOM_LONG( 0, 10 ) < 1 ) ) { - UTIL_Ricochet( ptr->vecEndPos, RANDOM_FLOAT( 1, 2) ); + UTIL_Ricochet( ptr->vecEndPos, RANDOM_FLOAT( 1, 2 ) ); pev->dmgtime = gpGlobals->time; } flDamage = 0.1;// don't hurt the monster much, but allow bits_COND_LIGHT_DAMAGE to be generated } - if ( !pev->takedamage ) + if( !pev->takedamage ) return; AddMultiDamage( pevAttacker, this, flDamage, bitsDamageType ); } // take damage. bitsDamageType indicates type of damage sustained, ie: DMG_BULLET -int CBaseTurret::TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) +int CBaseTurret::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { - if ( !pev->takedamage ) + if( !pev->takedamage ) return 0; - if (!m_iOn) + if( !m_iOn ) flDamage /= 10.0; pev->health -= flDamage; - if (pev->health <= 0) + if( pev->health <= 0 ) { pev->health = 0; pev->takedamage = DAMAGE_NO; pev->dmgtime = gpGlobals->time; - ClearBits (pev->flags, FL_MONSTER); // why are they set in the first place??? + ClearBits( pev->flags, FL_MONSTER ); // why are they set in the first place??? SetUse( NULL ); - SetThink( &CBaseTurret::TurretDeath); + SetThink( &CBaseTurret::TurretDeath ); SUB_UseTargets( this, USE_ON, 0 ); // wake up others pev->nextthink = gpGlobals->time + 0.1; return 0; } - if (pev->health <= 10) + if( pev->health <= 10 ) { - if (m_iOn && (1 || RANDOM_LONG(0, 0x7FFF) > 800)) + if( m_iOn && ( 1 || RANDOM_LONG( 0, 0x7FFF ) > 800 ) ) { m_fBeserk = 1; - SetThink( &CBaseTurret::SearchThink); + SetThink( &CBaseTurret::SearchThink ); } } return 1; } -int CBaseTurret::MoveTurret(void) +int CBaseTurret::MoveTurret( void ) { int state = 0; // any x movement? - if (m_vecCurAngles.x != m_vecGoalAngles.x) + if( m_vecCurAngles.x != m_vecGoalAngles.x ) { float flDir = m_vecGoalAngles.x > m_vecCurAngles.x ? 1 : -1 ; m_vecCurAngles.x += 0.1 * m_fTurnRate * flDir; // if we started below the goal, and now we're past, peg to goal - if (flDir == 1) + if( flDir == 1 ) { - if (m_vecCurAngles.x > m_vecGoalAngles.x) + if( m_vecCurAngles.x > m_vecGoalAngles.x ) m_vecCurAngles.x = m_vecGoalAngles.x; } else { - if (m_vecCurAngles.x < m_vecGoalAngles.x) + if( m_vecCurAngles.x < m_vecGoalAngles.x ) m_vecCurAngles.x = m_vecGoalAngles.x; } - if (m_iOrientation == 0) - SetBoneController(1, -m_vecCurAngles.x); + if( m_iOrientation == 0 ) + SetBoneController( 1, -m_vecCurAngles.x ); else - SetBoneController(1, m_vecCurAngles.x); + SetBoneController( 1, m_vecCurAngles.x ); state = 1; } - if (m_vecCurAngles.y != m_vecGoalAngles.y) + if( m_vecCurAngles.y != m_vecGoalAngles.y ) { float flDir = m_vecGoalAngles.y > m_vecCurAngles.y ? 1 : -1 ; - float flDist = fabs(m_vecGoalAngles.y - m_vecCurAngles.y); - - if (flDist > 180) + float flDist = fabs( m_vecGoalAngles.y - m_vecCurAngles.y ); + + if( flDist > 180 ) { flDist = 360 - flDist; flDir = -flDir; } - if (flDist > 30) + if( flDist > 30 ) { - if (m_fTurnRate < m_iBaseTurnRate * 10) + if( m_fTurnRate < m_iBaseTurnRate * 10 ) { m_fTurnRate += m_iBaseTurnRate; } } - else if (m_fTurnRate > 45) + else if( m_fTurnRate > 45 ) { m_fTurnRate -= m_iBaseTurnRate; } @@ -1079,36 +1083,36 @@ int CBaseTurret::MoveTurret(void) m_vecCurAngles.y += 0.1 * m_fTurnRate * flDir; - if (m_vecCurAngles.y < 0) + if( m_vecCurAngles.y < 0 ) m_vecCurAngles.y += 360; - else if (m_vecCurAngles.y >= 360) + else if( m_vecCurAngles.y >= 360 ) m_vecCurAngles.y -= 360; - if (flDist < (0.05 * m_iBaseTurnRate)) + if( flDist < ( 0.05 * m_iBaseTurnRate ) ) m_vecCurAngles.y = m_vecGoalAngles.y; - //ALERT(at_console, "%.2f -> %.2f\n", m_vecCurAngles.y, y); - if (m_iOrientation == 0) - SetBoneController(0, m_vecCurAngles.y - pev->angles.y ); + //ALERT( at_console, "%.2f -> %.2f\n", m_vecCurAngles.y, y ); + if( m_iOrientation == 0 ) + SetBoneController( 0, m_vecCurAngles.y - pev->angles.y ); else - SetBoneController(0, pev->angles.y - 180 - m_vecCurAngles.y ); + SetBoneController( 0, pev->angles.y - 180 - m_vecCurAngles.y ); state = 1; } - if (!state) + if( !state ) m_fTurnRate = m_iBaseTurnRate; - //ALERT(at_console, "(%.2f, %.2f)->(%.2f, %.2f)\n", m_vecCurAngles.x, - // m_vecCurAngles.y, m_vecGoalAngles.x, m_vecGoalAngles.y); + //ALERT( at_console, "(%.2f, %.2f)->(%.2f, %.2f)\n", m_vecCurAngles.x, + // m_vecCurAngles.y, m_vecGoalAngles.x, m_vecGoalAngles.y ); return state; } // // ID as a machine // -int CBaseTurret::Classify ( void ) +int CBaseTurret::Classify( void ) { - if (m_iOn || m_iAutoStart) + if( m_iOn || m_iAutoStart ) return CLASS_MACHINE; return CLASS_NONE; } @@ -1119,11 +1123,11 @@ int CBaseTurret::Classify ( void ) class CSentry : public CBaseTurret { public: - void Spawn( ); - void Precache(void); + void Spawn(); + void Precache( void ); // other functions - void Shoot(Vector &vecSrc, Vector &vecDirToEnemy); - int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType); + void Shoot( Vector &vecSrc, Vector &vecDirToEnemy ); + int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); void EXPORT SentryTouch( CBaseEntity *pOther ); void EXPORT SentryDeath( void ); }; @@ -1132,50 +1136,56 @@ LINK_ENTITY_TO_CLASS( monster_sentry, CSentry ) void CSentry::Precache() { - CBaseTurret::Precache( ); - PRECACHE_MODEL ("models/sentry.mdl"); + CBaseTurret::Precache(); + PRECACHE_MODEL( "models/sentry.mdl" ); } void CSentry::Spawn() { - Precache( ); - SET_MODEL(ENT(pev), "models/sentry.mdl"); - pev->health = gSkillData.sentryHealth; - m_HackedGunPos = Vector( 0, 0, 48 ); - pev->view_ofs.z = 48; + Precache(); + SET_MODEL( ENT( pev ), "models/sentry.mdl" ); + pev->health = gSkillData.sentryHealth; + m_HackedGunPos = Vector( 0, 0, 48 ); + pev->view_ofs.z = 48; m_flMaxWait = 1E6; - m_flMaxSpin = 1E6; + m_flMaxSpin = 1E6; CBaseTurret::Spawn(); m_iRetractHeight = 64; m_iDeployHeight = 64; - m_iMinPitch = -60; - UTIL_SetSize(pev, Vector(-16, -16, -m_iRetractHeight), Vector(16, 16, m_iRetractHeight)); + m_iMinPitch = -60; + UTIL_SetSize( pev, Vector( -16, -16, -m_iRetractHeight ), Vector( 16, 16, m_iRetractHeight ) ); - SetTouch( &CSentry::SentryTouch); - SetThink( &CBaseTurret::Initialize); + SetTouch( &CSentry::SentryTouch ); + SetThink( &CBaseTurret::Initialize ); pev->nextthink = gpGlobals->time + 0.3; } -void CSentry::Shoot(Vector &vecSrc, Vector &vecDirToEnemy) +void CSentry::Shoot( Vector &vecSrc, Vector &vecDirToEnemy ) { FireBullets( 1, vecSrc, vecDirToEnemy, TURRET_SPREAD, TURRET_RANGE, BULLET_MONSTER_MP5, 1 ); - switch(RANDOM_LONG(0,2)) + switch( RANDOM_LONG( 0, 2 ) ) { - case 0: EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/hks1.wav", 1, ATTN_NORM); break; - case 1: EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/hks2.wav", 1, ATTN_NORM); break; - case 2: EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/hks3.wav", 1, ATTN_NORM); break; + case 0: + EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "weapons/hks1.wav", 1, ATTN_NORM ); + break; + case 1: + EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "weapons/hks2.wav", 1, ATTN_NORM ); + break; + case 2: + EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "weapons/hks3.wav", 1, ATTN_NORM ); + break; } pev->effects = pev->effects | EF_MUZZLEFLASH; } -int CSentry::TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) +int CSentry::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { - if ( !pev->takedamage ) + if( !pev->takedamage ) return 0; - if (!m_iOn) + if( !m_iOn ) { SetThink( &CBaseTurret::Deploy ); SetUse( NULL ); @@ -1183,16 +1193,16 @@ int CSentry::TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float f } pev->health -= flDamage; - if (pev->health <= 0) + if( pev->health <= 0 ) { pev->health = 0; pev->takedamage = DAMAGE_NO; pev->dmgtime = gpGlobals->time; - ClearBits (pev->flags, FL_MONSTER); // why are they set in the first place??? + ClearBits( pev->flags, FL_MONSTER ); // why are they set in the first place??? SetUse( NULL ); - SetThink( &CSentry::SentryDeath); + SetThink( &CSentry::SentryDeath ); SUB_UseTargets( this, USE_ON, 0 ); // wake up others pev->nextthink = gpGlobals->time + 0.1; @@ -1204,51 +1214,51 @@ int CSentry::TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float f void CSentry::SentryTouch( CBaseEntity *pOther ) { - if ( pOther && (pOther->IsPlayer() || (pOther->pev->flags & FL_MONSTER)) ) + if( pOther && ( pOther->IsPlayer() || ( pOther->pev->flags & FL_MONSTER ) ) ) { - TakeDamage(pOther->pev, pOther->pev, 0, 0 ); + TakeDamage( pOther->pev, pOther->pev, 0, 0 ); } } -void CSentry :: SentryDeath( void ) +void CSentry::SentryDeath( void ) { BOOL iActive = FALSE; - StudioFrameAdvance( ); + StudioFrameAdvance(); pev->nextthink = gpGlobals->time + 0.1; - if (pev->deadflag != DEAD_DEAD) + if( pev->deadflag != DEAD_DEAD ) { pev->deadflag = DEAD_DEAD; - float flRndSound = RANDOM_FLOAT ( 0 , 1 ); + float flRndSound = RANDOM_FLOAT( 0, 1 ); - if ( flRndSound <= 0.33 ) - EMIT_SOUND(ENT(pev), CHAN_BODY, "turret/tu_die.wav", 1.0, ATTN_NORM); - else if ( flRndSound <= 0.66 ) - EMIT_SOUND(ENT(pev), CHAN_BODY, "turret/tu_die2.wav", 1.0, ATTN_NORM); + if( flRndSound <= 0.33 ) + EMIT_SOUND( ENT( pev ), CHAN_BODY, "turret/tu_die.wav", 1.0, ATTN_NORM ); + else if( flRndSound <= 0.66 ) + EMIT_SOUND( ENT( pev ), CHAN_BODY, "turret/tu_die2.wav", 1.0, ATTN_NORM ); else - EMIT_SOUND(ENT(pev), CHAN_BODY, "turret/tu_die3.wav", 1.0, ATTN_NORM); + EMIT_SOUND( ENT( pev ), CHAN_BODY, "turret/tu_die3.wav", 1.0, ATTN_NORM ); - EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, "turret/tu_active2.wav", 0, 0, SND_STOP, 100); + EMIT_SOUND_DYN( ENT( pev ), CHAN_STATIC, "turret/tu_active2.wav", 0, 0, SND_STOP, 100 ); SetBoneController( 0, 0 ); SetBoneController( 1, 0 ); - SetTurretAnim(TURRET_ANIM_DIE); + SetTurretAnim( TURRET_ANIM_DIE ); pev->solid = SOLID_NOT; pev->angles.y = UTIL_AngleMod( pev->angles.y + RANDOM_LONG( 0, 2 ) * 120 ); - EyeOn( ); + EyeOn(); } - EyeOff( ); + EyeOff(); Vector vecSrc, vecAng; GetAttachment( 1, vecSrc, vecAng ); - if (pev->dmgtime + RANDOM_FLOAT( 0, 2 ) > gpGlobals->time) + if( pev->dmgtime + RANDOM_FLOAT( 0, 2 ) > gpGlobals->time ) { // lots of smoke MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); @@ -1262,12 +1272,12 @@ void CSentry :: SentryDeath( void ) MESSAGE_END(); } - if (pev->dmgtime + RANDOM_FLOAT( 0, 8 ) > gpGlobals->time) + if( pev->dmgtime + RANDOM_FLOAT( 0, 8 ) > gpGlobals->time ) { UTIL_Sparks( vecSrc ); } - if (m_fSequenceFinished && pev->dmgtime + 5 < gpGlobals->time) + if( m_fSequenceFinished && pev->dmgtime + 5 < gpGlobals->time ) { pev->framerate = 0; SetThink( NULL ); diff --git a/dlls/util.cpp b/dlls/util.cpp index 223f973b..825e5241 100644 --- a/dlls/util.cpp +++ b/dlls/util.cpp @@ -42,7 +42,7 @@ float UTIL_WeaponTimeBase( void ) static unsigned int glSeed = 0; -unsigned int seed_table[ 256 ] = +unsigned int seed_table[256] = { 28985, 27138, 26457, 9451, 17764, 10909, 28790, 8716, 6361, 4853, 17798, 21977, 19643, 20662, 10834, 20103, 27067, 28634, 18623, 25849, 8576, 26234, 23887, 18228, 32587, 4836, 3306, 1811, 3035, 24559, 18399, 315, @@ -65,14 +65,14 @@ unsigned int seed_table[ 256 ] = unsigned int U_Random( void ) { glSeed *= 69069; - glSeed += seed_table[ glSeed & 0xff ]; - + glSeed += seed_table[glSeed & 0xff]; + return ( ++glSeed & 0x0fffffff ); } void U_Srand( unsigned int seed ) { - glSeed = seed_table[ seed & 0xff ]; + glSeed = seed_table[seed & 0xff]; } /* @@ -87,7 +87,7 @@ int UTIL_SharedRandomLong( unsigned int seed, int low, int high ) U_Srand( (int)seed + low + high ); range = high - low + 1; - if ( !(range - 1) ) + if( !( range - 1 ) ) { return low; } @@ -100,7 +100,7 @@ int UTIL_SharedRandomLong( unsigned int seed, int low, int high ) offset = rnum % range; - return (low + offset); + return ( low + offset ); } } @@ -119,7 +119,7 @@ float UTIL_SharedRandomFloat( unsigned int seed, float low, float high ) U_Random(); range = high - low; - if ( !range ) + if( !range ) { return low; } @@ -132,7 +132,7 @@ float UTIL_SharedRandomFloat( unsigned int seed, float low, float high ) offset = (float)tensixrand / 65536.0; - return (low + offset * range ); + return ( low + offset * range ); } } @@ -142,13 +142,13 @@ void UTIL_ParametricRocket( entvars_t *pev, Vector vecOrigin, Vector vecAngles, // Trace out line to end pos TraceResult tr; UTIL_MakeVectors( vecAngles ); - UTIL_TraceLine( pev->startpos, pev->startpos + gpGlobals->v_forward * 8192, ignore_monsters, owner, &tr); + UTIL_TraceLine( pev->startpos, pev->startpos + gpGlobals->v_forward * 8192, ignore_monsters, owner, &tr ); pev->endpos = tr.vecEndPos; // Now compute how long it will take based on current velocity Vector vecTravel = pev->endpos - pev->startpos; float travelTime = 0.0; - if ( pev->velocity.Length() > 0 ) + if( pev->velocity.Length() > 0 ) { travelTime = vecTravel.Length() / pev->velocity.Length(); } @@ -162,16 +162,16 @@ int g_groupop = 0; // Normal overrides void UTIL_SetGroupTrace( int groupmask, int op ) { - g_groupmask = groupmask; - g_groupop = op; + g_groupmask = groupmask; + g_groupop = op; ENGINE_SETGROUPMASK( g_groupmask, g_groupop ); } void UTIL_UnsetGroupTrace( void ) { - g_groupmask = 0; - g_groupop = 0; + g_groupmask = 0; + g_groupop = 0; ENGINE_SETGROUPMASK( 0, 0 ); } @@ -179,19 +179,19 @@ void UTIL_UnsetGroupTrace( void ) // Smart version, it'll clean itself up when it pops off stack UTIL_GroupTrace::UTIL_GroupTrace( int groupmask, int op ) { - m_oldgroupmask = g_groupmask; - m_oldgroupop = g_groupop; + m_oldgroupmask = g_groupmask; + m_oldgroupop = g_groupop; - g_groupmask = groupmask; - g_groupop = op; + g_groupmask = groupmask; + g_groupop = op; ENGINE_SETGROUPMASK( g_groupmask, g_groupop ); } UTIL_GroupTrace::~UTIL_GroupTrace( void ) { - g_groupmask = m_oldgroupmask; - g_groupop = m_oldgroupop; + g_groupmask = m_oldgroupmask; + g_groupop = m_oldgroupop; ENGINE_SETGROUPMASK( g_groupmask, g_groupop ); } @@ -307,33 +307,33 @@ TYPEDESCRIPTION gEntvarsDescription[] = DEFINE_ENTITY_FIELD( radsuit_finished, FIELD_TIME ), }; -#define ENTVARS_COUNT (sizeof(gEntvarsDescription)/sizeof(gEntvarsDescription[0])) +#define ENTVARS_COUNT ( sizeof(gEntvarsDescription) / sizeof(gEntvarsDescription[0]) ) #ifdef DEBUG edict_t *DBG_EntOfVars( const entvars_t *pev ) { - if (pev->pContainingEntity != NULL) + if( pev->pContainingEntity != NULL ) return pev->pContainingEntity; - ALERT(at_console, "entvars_t pContainingEntity is NULL, calling into engine"); - edict_t* pent = (*g_engfuncs.pfnFindEntityByVars)((entvars_t*)pev); - if (pent == NULL) - ALERT(at_console, "DAMN! Even the engine couldn't FindEntityByVars!"); - ((entvars_t *)pev)->pContainingEntity = pent; + ALERT( at_console, "entvars_t pContainingEntity is NULL, calling into engine" ); + edict_t *pent = (*g_engfuncs.pfnFindEntityByVars)( (entvars_t*)pev ); + if( pent == NULL ) + ALERT( at_console, "DAMN! Even the engine couldn't FindEntityByVars!" ); + ( (entvars_t *)pev )->pContainingEntity = pent; return pent; } void DBG_AssertFunction( BOOL fExpr, const char* szExpr, const char* szFile, int szLine, const char* szMessage ) { - if (fExpr) + if( fExpr ) return; char szOut[512]; - if (szMessage != NULL) - sprintf(szOut, "ASSERT FAILED:\n %s \n(%s@%d)\n%s", szExpr, szFile, szLine, szMessage); + if( szMessage != NULL ) + sprintf( szOut, "ASSERT FAILED:\n %s \n(%s@%d)\n%s", szExpr, szFile, szLine, szMessage ); else - sprintf(szOut, "ASSERT FAILED:\n %s \n(%s@%d)", szExpr, szFile, szLine); + sprintf( szOut, "ASSERT FAILED:\n %s \n(%s@%d)", szExpr, szFile, szLine ); - ALERT(at_console, szOut); + ALERT( at_console, szOut ); } #endif // DEBUG @@ -345,17 +345,18 @@ BOOL UTIL_GetNextBestWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeap // ripped this out of the engine float UTIL_AngleMod( float a ) { - /*if (a < 0) + /*if( a < 0 ) { - a = a + 360 * ((int)(a / 360) + 1); + a = a + 360 * ( (int)( a / 360 ) + 1 ); } - else if (a >= 360) + else if( a >= 360 ) { - a = a - 360 * ((int)(a / 360)); + a = a - 360 * ( (int)( a / 360 ) ); }*/ - // a = (360.0/65536) * ((int)(a*(65536/360.0)) & 65535); + // a = ( 360.0 / 65536 ) * ( (int)( a * ( 65536 / 360.0 ) ) & 65535 ); a = fmod( a, 360.0f ); - if( a < 0 ) a += 360; + if( a < 0 ) + a += 360; return a; } @@ -364,14 +365,14 @@ float UTIL_AngleDiff( float destAngle, float srcAngle ) float delta; delta = destAngle - srcAngle; - if ( destAngle > srcAngle ) + if( destAngle > srcAngle ) { - if ( delta >= 180 ) + if( delta >= 180 ) delta -= 360; } else { - if ( delta <= -180 ) + if( delta <= -180 ) delta += 360; } return delta; @@ -380,54 +381,54 @@ float UTIL_AngleDiff( float destAngle, float srcAngle ) Vector UTIL_VecToAngles( const Vector &vec ) { float rgflVecOut[3]; - VEC_TO_ANGLES(vec, rgflVecOut); - return Vector(rgflVecOut); + VEC_TO_ANGLES( vec, rgflVecOut ); + return Vector( rgflVecOut ); } // float UTIL_MoveToOrigin( edict_t *pent, const Vector vecGoal, float flDist, int iMoveType ) void UTIL_MoveToOrigin( edict_t *pent, const Vector &vecGoal, float flDist, int iMoveType ) { float rgfl[3]; - vecGoal.CopyToArray(rgfl); -// return MOVE_TO_ORIGIN ( pent, rgfl, flDist, iMoveType ); - MOVE_TO_ORIGIN ( pent, rgfl, flDist, iMoveType ); + vecGoal.CopyToArray( rgfl ); + //return MOVE_TO_ORIGIN( pent, rgfl, flDist, iMoveType ); + MOVE_TO_ORIGIN( pent, rgfl, flDist, iMoveType ); } int UTIL_EntitiesInBox( CBaseEntity **pList, int listMax, const Vector &mins, const Vector &maxs, int flagMask ) { - edict_t *pEdict = g_engfuncs.pfnPEntityOfEntIndex( 1 ); + edict_t *pEdict = g_engfuncs.pfnPEntityOfEntIndex( 1 ); CBaseEntity *pEntity; - int count; + int count; count = 0; - if ( !pEdict ) + if( !pEdict ) return count; - for ( int i = 1; i < gpGlobals->maxEntities; i++, pEdict++ ) + for( int i = 1; i < gpGlobals->maxEntities; i++, pEdict++ ) { - if ( pEdict->free ) // Not in use + if( pEdict->free ) // Not in use continue; - if ( flagMask && !(pEdict->v.flags & flagMask) ) // Does it meet the criteria? + if( flagMask && !( pEdict->v.flags & flagMask ) ) // Does it meet the criteria? continue; - if ( mins.x > pEdict->v.absmax.x || - mins.y > pEdict->v.absmax.y || - mins.z > pEdict->v.absmax.z || - maxs.x < pEdict->v.absmin.x || - maxs.y < pEdict->v.absmin.y || - maxs.z < pEdict->v.absmin.z ) - continue; - - pEntity = CBaseEntity::Instance(pEdict); - if ( !pEntity ) + if( mins.x > pEdict->v.absmax.x || + mins.y > pEdict->v.absmax.y || + mins.z > pEdict->v.absmax.z || + maxs.x < pEdict->v.absmin.x || + maxs.y < pEdict->v.absmin.y || + maxs.z < pEdict->v.absmin.z ) continue; - pList[ count ] = pEntity; + pEntity = CBaseEntity::Instance( pEdict ); + if( !pEntity ) + continue; + + pList[count] = pEntity; count++; - if ( count >= listMax ) + if( count >= listMax ) return count; } @@ -436,58 +437,58 @@ int UTIL_EntitiesInBox( CBaseEntity **pList, int listMax, const Vector &mins, co int UTIL_MonstersInSphere( CBaseEntity **pList, int listMax, const Vector ¢er, float radius ) { - edict_t *pEdict = g_engfuncs.pfnPEntityOfEntIndex( 1 ); + edict_t *pEdict = g_engfuncs.pfnPEntityOfEntIndex( 1 ); CBaseEntity *pEntity; - int count; + int count; float distance, delta; count = 0; float radiusSquared = radius * radius; - if ( !pEdict ) + if( !pEdict ) return count; - for ( int i = 1; i < gpGlobals->maxEntities; i++, pEdict++ ) + for( int i = 1; i < gpGlobals->maxEntities; i++, pEdict++ ) { - if ( pEdict->free ) // Not in use + if( pEdict->free ) // Not in use continue; - if ( !(pEdict->v.flags & (FL_CLIENT|FL_MONSTER)) ) // Not a client/monster ? + if( !( pEdict->v.flags & ( FL_CLIENT | FL_MONSTER ) ) ) // Not a client/monster ? continue; // Use origin for X & Y since they are centered for all monsters // Now X - delta = center.x - pEdict->v.origin.x;//(pEdict->v.absmin.x + pEdict->v.absmax.x)*0.5; + delta = center.x - pEdict->v.origin.x;//( pEdict->v.absmin.x + pEdict->v.absmax.x ) * 0.5; delta *= delta; - if ( delta > radiusSquared ) + if( delta > radiusSquared ) continue; distance = delta; // Now Y - delta = center.y - pEdict->v.origin.y;//(pEdict->v.absmin.y + pEdict->v.absmax.y)*0.5; + delta = center.y - pEdict->v.origin.y;//( pEdict->v.absmin.y + pEdict->v.absmax.y )*0.5; delta *= delta; distance += delta; - if ( distance > radiusSquared ) + if( distance > radiusSquared ) continue; // Now Z - delta = center.z - (pEdict->v.absmin.z + pEdict->v.absmax.z)*0.5; + delta = center.z - ( pEdict->v.absmin.z + pEdict->v.absmax.z ) * 0.5; delta *= delta; distance += delta; - if ( distance > radiusSquared ) + if( distance > radiusSquared ) continue; - pEntity = CBaseEntity::Instance(pEdict); - if ( !pEntity ) + pEntity = CBaseEntity::Instance( pEdict ); + if( !pEntity ) continue; - pList[ count ] = pEntity; + pList[count] = pEntity; count++; - if ( count >= listMax ) + if( count >= listMax ) return count; } @@ -498,15 +499,15 @@ CBaseEntity *UTIL_FindEntityInSphere( CBaseEntity *pStartEntity, const Vector &v { edict_t *pentEntity; - if (pStartEntity) + if( pStartEntity ) pentEntity = pStartEntity->edict(); else pentEntity = NULL; - pentEntity = FIND_ENTITY_IN_SPHERE( pentEntity, vecCenter, flRadius); + pentEntity = FIND_ENTITY_IN_SPHERE( pentEntity, vecCenter, flRadius ); - if (!FNullEnt(pentEntity)) - return CBaseEntity::Instance(pentEntity); + if( !FNullEnt( pentEntity ) ) + return CBaseEntity::Instance( pentEntity ); return NULL; } @@ -514,15 +515,15 @@ CBaseEntity *UTIL_FindEntityByString( CBaseEntity *pStartEntity, const char *szK { edict_t *pentEntity; - if (pStartEntity) + if( pStartEntity ) pentEntity = pStartEntity->edict(); else pentEntity = NULL; pentEntity = FIND_ENTITY_BY_STRING( pentEntity, szKeyword, szValue ); - if (!FNullEnt(pentEntity)) - return CBaseEntity::Instance(pentEntity); + if( !FNullEnt( pentEntity ) ) + return CBaseEntity::Instance( pentEntity ); return NULL; } @@ -541,16 +542,16 @@ CBaseEntity *UTIL_FindEntityGeneric( const char *szWhatever, Vector &vecSrc, flo CBaseEntity *pEntity = NULL; pEntity = UTIL_FindEntityByTargetname( NULL, szWhatever ); - if (pEntity) + if( pEntity ) return pEntity; CBaseEntity *pSearch = NULL; float flMaxDist2 = flRadius * flRadius; - while ((pSearch = UTIL_FindEntityByClassname( pSearch, szWhatever )) != NULL) + while( ( pSearch = UTIL_FindEntityByClassname( pSearch, szWhatever ) ) != NULL ) { - float flDist2 = (pSearch->pev->origin - vecSrc).Length(); + float flDist2 = ( pSearch->pev->origin - vecSrc ).Length(); flDist2 = flDist2 * flDist2; - if (flMaxDist2 > flDist2) + if( flMaxDist2 > flDist2 ) { pEntity = pSearch; flMaxDist2 = flDist2; @@ -562,14 +563,14 @@ CBaseEntity *UTIL_FindEntityGeneric( const char *szWhatever, Vector &vecSrc, flo // returns a CBaseEntity pointer to a player by index. Only returns if the player is spawned and connected // otherwise returns NULL // Index is 1 based -CBaseEntity *UTIL_PlayerByIndex( int playerIndex ) +CBaseEntity *UTIL_PlayerByIndex( int playerIndex ) { CBaseEntity *pPlayer = NULL; - if ( playerIndex > 0 && playerIndex <= gpGlobals->maxClients ) + if( playerIndex > 0 && playerIndex <= gpGlobals->maxClients ) { edict_t *pPlayerEdict = INDEXENT( playerIndex ); - if ( pPlayerEdict && !pPlayerEdict->free ) + if( pPlayerEdict && !pPlayerEdict->free ) { pPlayer = CBaseEntity::Instance( pPlayerEdict ); } @@ -588,36 +589,36 @@ void UTIL_MakeAimVectors( const Vector &vecAngles ) float rgflVec[3]; vecAngles.CopyToArray(rgflVec); rgflVec[0] = -rgflVec[0]; - MAKE_VECTORS(rgflVec); + MAKE_VECTORS( rgflVec ); } -#define SWAP(a,b,temp) ((temp)=(a),(a)=(b),(b)=(temp)) +#define SWAP( a, b, temp ) ( ( temp ) = ( a ), ( a ) = ( b ), ( b ) = ( temp ) ) void UTIL_MakeInvVectors( const Vector &vec, globalvars_t *pgv ) { - MAKE_VECTORS(vec); + MAKE_VECTORS( vec ); float tmp; pgv->v_right = pgv->v_right * -1; - SWAP(pgv->v_forward.y, pgv->v_right.x, tmp); - SWAP(pgv->v_forward.z, pgv->v_up.x, tmp); - SWAP(pgv->v_right.z, pgv->v_up.y, tmp); + SWAP( pgv->v_forward.y, pgv->v_right.x, tmp ); + SWAP( pgv->v_forward.z, pgv->v_up.x, tmp ); + SWAP( pgv->v_right.z, pgv->v_up.y, tmp ); } void UTIL_EmitAmbientSound( edict_t *entity, const Vector &vecOrigin, const char *samp, float vol, float attenuation, int fFlags, int pitch ) { float rgfl[3]; - vecOrigin.CopyToArray(rgfl); + vecOrigin.CopyToArray( rgfl ); - if (samp && *samp == '!') + if( samp && *samp == '!' ) { char name[32]; - if (SENTENCEG_Lookup(samp, name) >= 0) - EMIT_AMBIENT_SOUND(entity, rgfl, name, vol, attenuation, fFlags, pitch); + if( SENTENCEG_Lookup( samp, name ) >= 0 ) + EMIT_AMBIENT_SOUND( entity, rgfl, name, vol, attenuation, fFlags, pitch ); } else - EMIT_AMBIENT_SOUND(entity, rgfl, samp, vol, attenuation, fFlags, pitch); + EMIT_AMBIENT_SOUND( entity, rgfl, samp, vol, attenuation, fFlags, pitch ); } static unsigned short FixedUnsigned16( float value, float scale ) @@ -625,9 +626,9 @@ static unsigned short FixedUnsigned16( float value, float scale ) int output; output = value * scale; - if ( output < 0 ) + if( output < 0 ) output = 0; - if ( output > 0xFFFF ) + if( output > 0xFFFF ) output = 0xFFFF; return (unsigned short)output; @@ -639,10 +640,10 @@ static short FixedSigned16( float value, float scale ) output = value * scale; - if ( output > 32767 ) + if( output > 32767 ) output = 32767; - if ( output < -32768 ) + if( output < -32768 ) output = -32768; return (short)output; @@ -655,23 +656,23 @@ static short FixedSigned16( float value, float scale ) // UNDONE: Affect user controls? void UTIL_ScreenShake( const Vector ¢er, float amplitude, float frequency, float duration, float radius ) { - int i; + int i; float localAmplitude; ScreenShake shake; - shake.duration = FixedUnsigned16( duration, 1<<12 ); // 4.12 fixed - shake.frequency = FixedUnsigned16( frequency, 1<<8 ); // 8.8 fixed + shake.duration = FixedUnsigned16( duration, 1 << 12 ); // 4.12 fixed + shake.frequency = FixedUnsigned16( frequency, 1 << 8 ); // 8.8 fixed - for ( i = 1; i <= gpGlobals->maxClients; i++ ) + for( i = 1; i <= gpGlobals->maxClients; i++ ) { CBaseEntity *pPlayer = UTIL_PlayerByIndex( i ); - if ( !pPlayer || !(pPlayer->pev->flags & FL_ONGROUND) ) // Don't shake if not onground + if( !pPlayer || !( pPlayer->pev->flags & FL_ONGROUND ) ) // Don't shake if not onground continue; localAmplitude = 0; - if ( radius <= 0 ) + if( radius <= 0 ) localAmplitude = amplitude; else { @@ -679,19 +680,17 @@ void UTIL_ScreenShake( const Vector ¢er, float amplitude, float frequency, f float distance = delta.Length(); // Had to get rid of this falloff - it didn't work well - if ( distance < radius ) + if( distance < radius ) localAmplitude = amplitude;//radius - distance; } - if ( localAmplitude ) + if( localAmplitude ) { - shake.amplitude = FixedUnsigned16( localAmplitude, 1<<12 ); // 4.12 fixed + shake.amplitude = FixedUnsigned16( localAmplitude, 1 << 12 ); // 4.12 fixed MESSAGE_BEGIN( MSG_ONE, gmsgShake, NULL, pPlayer->edict() ); // use the magic #1 for "one client" - WRITE_SHORT( shake.amplitude ); // shake amount WRITE_SHORT( shake.duration ); // shake lasts this long WRITE_SHORT( shake.frequency ); // shake noise frequency - MESSAGE_END(); } } @@ -704,8 +703,8 @@ void UTIL_ScreenShakeAll( const Vector ¢er, float amplitude, float frequency void UTIL_ScreenFadeBuild( ScreenFade &fade, const Vector &color, float fadeTime, float fadeHold, int alpha, int flags ) { - fade.duration = FixedUnsigned16( fadeTime, 1<<12 ); // 4.12 fixed - fade.holdTime = FixedUnsigned16( fadeHold, 1<<12 ); // 4.12 fixed + fade.duration = FixedUnsigned16( fadeTime, 1 << 12 ); // 4.12 fixed + fade.holdTime = FixedUnsigned16( fadeHold, 1 << 12 ); // 4.12 fixed fade.r = (int)color.x; fade.g = (int)color.y; fade.b = (int)color.z; @@ -715,11 +714,10 @@ void UTIL_ScreenFadeBuild( ScreenFade &fade, const Vector &color, float fadeTime void UTIL_ScreenFadeWrite( const ScreenFade &fade, CBaseEntity *pEntity ) { - if ( !pEntity || !pEntity->IsNetClient() ) + if( !pEntity || !pEntity->IsNetClient() ) return; MESSAGE_BEGIN( MSG_ONE, gmsgFade, NULL, pEntity->edict() ); // use the magic #1 for "one client" - WRITE_SHORT( fade.duration ); // fade lasts this long WRITE_SHORT( fade.holdTime ); // fade lasts this long WRITE_SHORT( fade.fadeFlags ); // fade type (in / out) @@ -727,18 +725,17 @@ void UTIL_ScreenFadeWrite( const ScreenFade &fade, CBaseEntity *pEntity ) WRITE_BYTE( fade.g ); // fade green WRITE_BYTE( fade.b ); // fade blue WRITE_BYTE( fade.a ); // fade blue - MESSAGE_END(); } void UTIL_ScreenFadeAll( const Vector &color, float fadeTime, float fadeHold, int alpha, int flags ) { - int i; - ScreenFade fade; + int i; + ScreenFade fade; UTIL_ScreenFadeBuild( fade, color, fadeTime, fadeHold, alpha, flags ); - for ( i = 1; i <= gpGlobals->maxClients; i++ ) + for( i = 1; i <= gpGlobals->maxClients; i++ ) { CBaseEntity *pPlayer = UTIL_PlayerByIndex( i ); @@ -748,7 +745,7 @@ void UTIL_ScreenFadeAll( const Vector &color, float fadeTime, float fadeHold, in void UTIL_ScreenFade( CBaseEntity *pEntity, const Vector &color, float fadeTime, float fadeHold, int alpha, int flags ) { - ScreenFade fade; + ScreenFade fade; UTIL_ScreenFadeBuild( fade, color, fadeTime, fadeHold, alpha, flags ); UTIL_ScreenFadeWrite( fade, pEntity ); @@ -756,15 +753,15 @@ void UTIL_ScreenFade( CBaseEntity *pEntity, const Vector &color, float fadeTime, void UTIL_HudMessage( CBaseEntity *pEntity, const hudtextparms_t &textparms, const char *pMessage ) { - if ( !pEntity || !pEntity->IsNetClient() ) + if( !pEntity || !pEntity->IsNetClient() ) return; MESSAGE_BEGIN( MSG_ONE, SVC_TEMPENTITY, NULL, pEntity->edict() ); WRITE_BYTE( TE_TEXTMESSAGE ); WRITE_BYTE( textparms.channel & 0xFF ); - WRITE_SHORT( FixedSigned16( textparms.x, 1<<13 ) ); - WRITE_SHORT( FixedSigned16( textparms.y, 1<<13 ) ); + WRITE_SHORT( FixedSigned16( textparms.x, 1 << 13 ) ); + WRITE_SHORT( FixedSigned16( textparms.y, 1 << 13 ) ); WRITE_BYTE( textparms.effect ); WRITE_BYTE( textparms.r1 ); @@ -777,14 +774,14 @@ void UTIL_HudMessage( CBaseEntity *pEntity, const hudtextparms_t &textparms, con WRITE_BYTE( textparms.b2 ); WRITE_BYTE( textparms.a2 ); - WRITE_SHORT( FixedUnsigned16( textparms.fadeinTime, 1<<8 ) ); - WRITE_SHORT( FixedUnsigned16( textparms.fadeoutTime, 1<<8 ) ); - WRITE_SHORT( FixedUnsigned16( textparms.holdTime, 1<<8 ) ); + WRITE_SHORT( FixedUnsigned16( textparms.fadeinTime, 1 << 8 ) ); + WRITE_SHORT( FixedUnsigned16( textparms.fadeoutTime, 1 << 8 ) ); + WRITE_SHORT( FixedUnsigned16( textparms.holdTime, 1 << 8 ) ); - if ( textparms.effect == 2 ) - WRITE_SHORT( FixedUnsigned16( textparms.fxTime, 1<<8 ) ); - - if ( strlen( pMessage ) < 512 ) + if( textparms.effect == 2 ) + WRITE_SHORT( FixedUnsigned16( textparms.fxTime, 1 << 8 ) ); + + if( strlen( pMessage ) < 512 ) { WRITE_STRING( pMessage ); } @@ -800,12 +797,12 @@ void UTIL_HudMessage( CBaseEntity *pEntity, const hudtextparms_t &textparms, con void UTIL_HudMessageAll( const hudtextparms_t &textparms, const char *pMessage ) { - int i; + int i; - for ( i = 1; i <= gpGlobals->maxClients; i++ ) + for( i = 1; i <= gpGlobals->maxClients; i++ ) { CBaseEntity *pPlayer = UTIL_PlayerByIndex( i ); - if ( pPlayer ) + if( pPlayer ) UTIL_HudMessage( pPlayer, textparms, pMessage ); } } @@ -817,15 +814,14 @@ void UTIL_ClientPrintAll( int msg_dest, const char *msg_name, const char *param1 WRITE_BYTE( msg_dest ); WRITE_STRING( msg_name ); - if ( param1 ) + if( param1 ) WRITE_STRING( param1 ); - if ( param2 ) + if( param2 ) WRITE_STRING( param2 ); - if ( param3 ) + if( param3 ) WRITE_STRING( param3 ); - if ( param4 ) + if( param4 ) WRITE_STRING( param4 ); - MESSAGE_END(); } @@ -835,21 +831,20 @@ void ClientPrint( entvars_t *client, int msg_dest, const char *msg_name, const c WRITE_BYTE( msg_dest ); WRITE_STRING( msg_name ); - if ( param1 ) + if( param1 ) WRITE_STRING( param1 ); - if ( param2 ) + if( param2 ) WRITE_STRING( param2 ); - if ( param3 ) + if( param3 ) WRITE_STRING( param3 ); - if ( param4 ) + if( param4 ) WRITE_STRING( param4 ); - MESSAGE_END(); } void UTIL_SayText( const char *pText, CBaseEntity *pEntity ) { - if ( !pEntity->IsNetClient() ) + if( !pEntity->IsNetClient() ) return; MESSAGE_BEGIN( MSG_ONE, gmsgSayText, NULL, pEntity->edict() ); @@ -896,7 +891,7 @@ char *UTIL_dtos4( int d ) void UTIL_ShowMessage( const char *pString, CBaseEntity *pEntity ) { - if ( !pEntity || !pEntity->IsNetClient() ) + if( !pEntity || !pEntity->IsNetClient() ) return; MESSAGE_BEGIN( MSG_ONE, gmsgHudText, NULL, pEntity->edict() ); @@ -906,13 +901,13 @@ void UTIL_ShowMessage( const char *pString, CBaseEntity *pEntity ) void UTIL_ShowMessageAll( const char *pString ) { - int i; + int i; // loop through all players - for ( i = 1; i <= gpGlobals->maxClients; i++ ) + for( i = 1; i <= gpGlobals->maxClients; i++ ) { CBaseEntity *pPlayer = UTIL_PlayerByIndex( i ); - if ( pPlayer ) + if( pPlayer ) UTIL_ShowMessage( pString, pPlayer ); } } @@ -920,17 +915,17 @@ void UTIL_ShowMessageAll( const char *pString ) // Overloaded to add IGNORE_GLASS void UTIL_TraceLine( const Vector &vecStart, const Vector &vecEnd, IGNORE_MONSTERS igmon, IGNORE_GLASS ignoreGlass, edict_t *pentIgnore, TraceResult *ptr ) { - TRACE_LINE( vecStart, vecEnd, (igmon == ignore_monsters ? TRUE : FALSE) | (ignoreGlass?0x100:0), pentIgnore, ptr ); + TRACE_LINE( vecStart, vecEnd, ( igmon == ignore_monsters ? TRUE : FALSE ) | ( ignoreGlass ? 0x100 : 0 ), pentIgnore, ptr ); } void UTIL_TraceLine( const Vector &vecStart, const Vector &vecEnd, IGNORE_MONSTERS igmon, edict_t *pentIgnore, TraceResult *ptr ) { - TRACE_LINE( vecStart, vecEnd, (igmon == ignore_monsters ? TRUE : FALSE), pentIgnore, ptr ); + TRACE_LINE( vecStart, vecEnd, ( igmon == ignore_monsters ? TRUE : FALSE ), pentIgnore, ptr ); } void UTIL_TraceHull( const Vector &vecStart, const Vector &vecEnd, IGNORE_MONSTERS igmon, int hullNumber, edict_t *pentIgnore, TraceResult *ptr ) { - TRACE_HULL( vecStart, vecEnd, (igmon == ignore_monsters ? TRUE : FALSE), hullNumber, pentIgnore, ptr ); + TRACE_HULL( vecStart, vecEnd, ( igmon == ignore_monsters ? TRUE : FALSE ), hullNumber, pentIgnore, ptr ); } void UTIL_TraceModel( const Vector &vecStart, const Vector &vecEnd, int hullNumber, edict_t *pentModel, TraceResult *ptr ) @@ -944,8 +939,8 @@ TraceResult UTIL_GetGlobalTrace( ) tr.fAllSolid = gpGlobals->trace_allsolid; tr.fStartSolid = gpGlobals->trace_startsolid; - tr.fInOpen = gpGlobals->trace_inopen; - tr.fInWater = gpGlobals->trace_inwater; + tr.fInOpen = gpGlobals->trace_inopen; + tr.fInWater = gpGlobals->trace_inwater; tr.flFraction = gpGlobals->trace_fraction; tr.flPlaneDist = gpGlobals->trace_plane_dist; tr.pHit = gpGlobals->trace_ent; @@ -957,18 +952,18 @@ TraceResult UTIL_GetGlobalTrace( ) void UTIL_SetSize( entvars_t *pev, const Vector &vecMin, const Vector &vecMax ) { - SET_SIZE( ENT(pev), vecMin, vecMax ); + SET_SIZE( ENT( pev ), vecMin, vecMax ); } float UTIL_VecToYaw( const Vector &vec ) { - return VEC_TO_YAW(vec); + return VEC_TO_YAW( vec ); } void UTIL_SetOrigin( entvars_t *pev, const Vector &vecOrigin ) { - edict_t *ent = ENT(pev); - if ( ent ) + edict_t *ent = ENT( pev ); + if( ent ) SET_ORIGIN( ent, vecOrigin ); } @@ -981,9 +976,9 @@ float UTIL_Approach( float target, float value, float speed ) { float delta = target - value; - if ( delta > speed ) + if( delta > speed ) value += speed; - else if ( delta < -speed ) + else if( delta < -speed ) value -= speed; else value = target; @@ -999,17 +994,17 @@ float UTIL_ApproachAngle( float target, float value, float speed ) float delta = target - value; // Speed is assumed to be positive - if ( speed < 0 ) + if( speed < 0 ) speed = -speed; - if ( delta < -180 ) + if( delta < -180 ) delta += 360; - else if ( delta > 180 ) + else if( delta > 180 ) delta -= 360; - if ( delta > speed ) + if( delta > speed ) value += speed; - else if ( delta < -speed ) + else if( delta < -speed ) value -= speed; else value = target; @@ -1021,9 +1016,9 @@ float UTIL_AngleDistance( float next, float cur ) { float delta = next - cur; - if ( delta < -180 ) + if( delta < -180 ) delta += 360; - else if ( delta > 180 ) + else if( delta > 180 ) delta -= 360; return delta; @@ -1038,39 +1033,39 @@ float UTIL_SplineFraction( float value, float scale ) return 3 * valueSquared - 2 * valueSquared * value; } -char* UTIL_VarArgs( char *format, ... ) +char *UTIL_VarArgs( char *format, ... ) { - va_list argptr; - static char string[1024]; + va_list argptr; + static char string[1024]; - va_start (argptr, format); - vsprintf (string, format,argptr); - va_end (argptr); + va_start( argptr, format ); + vsprintf( string, format, argptr ); + va_end( argptr ); - return string; + return string; } Vector UTIL_GetAimVector( edict_t *pent, float flSpeed ) { Vector tmp; - GET_AIM_VECTOR(pent, flSpeed, tmp); + GET_AIM_VECTOR( pent, flSpeed, tmp ); return tmp; } int UTIL_IsMasterTriggered(string_t sMaster, CBaseEntity *pActivator) { - if (sMaster) + if( sMaster ) { - edict_t *pentTarget = FIND_ENTITY_BY_TARGETNAME(NULL, STRING(sMaster)); + edict_t *pentTarget = FIND_ENTITY_BY_TARGETNAME( NULL, STRING( sMaster ) ); - if ( !FNullEnt(pentTarget) ) + if( !FNullEnt( pentTarget ) ) { - CBaseEntity *pMaster = CBaseEntity::Instance(pentTarget); - if ( pMaster && (pMaster->ObjectCaps() & FCAP_MASTER) ) + CBaseEntity *pMaster = CBaseEntity::Instance( pentTarget ); + if( pMaster && ( pMaster->ObjectCaps() & FCAP_MASTER ) ) return pMaster->IsTriggered( pActivator ); } - ALERT(at_console, "Master was null or not a master!\n"); + ALERT( at_console, "Master was null or not a master!\n" ); } // if this isn't a master entity, just say yes. @@ -1079,16 +1074,16 @@ int UTIL_IsMasterTriggered(string_t sMaster, CBaseEntity *pActivator) BOOL UTIL_ShouldShowBlood( int color ) { - if ( color != DONT_BLEED ) + if( color != DONT_BLEED ) { - if ( color == BLOOD_COLOR_RED ) + if( color == BLOOD_COLOR_RED ) { - if ( CVAR_GET_FLOAT("violence_hblood") != 0 ) + if( CVAR_GET_FLOAT( "violence_hblood" ) != 0 ) return TRUE; } else { - if ( CVAR_GET_FLOAT("violence_ablood") != 0 ) + if( CVAR_GET_FLOAT( "violence_ablood" ) != 0 ) return TRUE; } } @@ -1102,10 +1097,10 @@ int UTIL_PointContents( const Vector &vec ) void UTIL_BloodStream( const Vector &origin, const Vector &direction, int color, int amount ) { - if ( !UTIL_ShouldShowBlood( color ) ) + if( !UTIL_ShouldShowBlood( color ) ) return; - if ( g_Language == LANGUAGE_GERMAN && color == BLOOD_COLOR_RED ) + if( g_Language == LANGUAGE_GERMAN && color == BLOOD_COLOR_RED ) color = 0; MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, origin ); @@ -1123,22 +1118,22 @@ void UTIL_BloodStream( const Vector &origin, const Vector &direction, int color, void UTIL_BloodDrips( const Vector &origin, const Vector &direction, int color, int amount ) { - if ( !UTIL_ShouldShowBlood( color ) ) + if( !UTIL_ShouldShowBlood( color ) ) return; - if ( color == DONT_BLEED || amount == 0 ) + if( color == DONT_BLEED || amount == 0 ) return; - if ( g_Language == LANGUAGE_GERMAN && color == BLOOD_COLOR_RED ) + if( g_Language == LANGUAGE_GERMAN && color == BLOOD_COLOR_RED ) color = 0; - if ( g_pGameRules->IsMultiplayer() ) + if( g_pGameRules->IsMultiplayer() ) { // scale up blood effect in multiplayer for better visibility amount *= 2; } - if ( amount > 255 ) + if( amount > 255 ) amount = 255; MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, origin ); @@ -1157,21 +1152,21 @@ Vector UTIL_RandomBloodVector( void ) { Vector direction; - direction.x = RANDOM_FLOAT ( -1, 1 ); - direction.y = RANDOM_FLOAT ( -1, 1 ); - direction.z = RANDOM_FLOAT ( 0, 1 ); + direction.x = RANDOM_FLOAT( -1, 1 ); + direction.y = RANDOM_FLOAT( -1, 1 ); + direction.z = RANDOM_FLOAT( 0, 1 ); return direction; } void UTIL_BloodDecalTrace( TraceResult *pTrace, int bloodColor ) { - if ( UTIL_ShouldShowBlood( bloodColor ) ) + if( UTIL_ShouldShowBlood( bloodColor ) ) { - if ( bloodColor == BLOOD_COLOR_RED ) - UTIL_DecalTrace( pTrace, DECAL_BLOOD1 + RANDOM_LONG(0,5) ); + if( bloodColor == BLOOD_COLOR_RED ) + UTIL_DecalTrace( pTrace, DECAL_BLOOD1 + RANDOM_LONG( 0, 5 ) ); else - UTIL_DecalTrace( pTrace, DECAL_YBLOOD1 + RANDOM_LONG(0,5) ); + UTIL_DecalTrace( pTrace, DECAL_YBLOOD1 + RANDOM_LONG( 0, 5 ) ); } } @@ -1181,32 +1176,32 @@ void UTIL_DecalTrace( TraceResult *pTrace, int decalNumber ) int index; int message; - if ( decalNumber < 0 ) + if( decalNumber < 0 ) return; - index = gDecals[ decalNumber ].index; + index = gDecals[decalNumber].index; - if ( index < 0 ) + if( index < 0 ) return; - if (pTrace->flFraction == 1.0) + if( pTrace->flFraction == 1.0 ) return; // Only decal BSP models - if ( pTrace->pHit ) + if( pTrace->pHit ) { CBaseEntity *pEntity = CBaseEntity::Instance( pTrace->pHit ); - if ( pEntity && !pEntity->IsBSPModel() ) + if( pEntity && !pEntity->IsBSPModel() ) return; entityIndex = ENTINDEX( pTrace->pHit ); } - else + else entityIndex = 0; message = TE_DECAL; - if ( entityIndex != 0 ) + if( entityIndex != 0 ) { - if ( index > 255 ) + if( index > 255 ) { message = TE_DECALHIGH; index -= 256; @@ -1215,20 +1210,20 @@ void UTIL_DecalTrace( TraceResult *pTrace, int decalNumber ) else { message = TE_WORLDDECAL; - if ( index > 255 ) + if( index > 255 ) { message = TE_WORLDDECALHIGH; index -= 256; } } - + MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( message ); WRITE_COORD( pTrace->vecEndPos.x ); WRITE_COORD( pTrace->vecEndPos.y ); WRITE_COORD( pTrace->vecEndPos.z ); WRITE_BYTE( index ); - if ( entityIndex ) + if( entityIndex ) WRITE_SHORT( entityIndex ); MESSAGE_END(); } @@ -1246,42 +1241,42 @@ void UTIL_PlayerDecalTrace( TraceResult *pTrace, int playernum, int decalNumber, { int index; - if (!bIsCustom) + if( !bIsCustom ) { - if ( decalNumber < 0 ) + if( decalNumber < 0 ) return; - index = gDecals[ decalNumber ].index; - if ( index < 0 ) + index = gDecals[decalNumber].index; + if( index < 0 ) return; } else index = decalNumber; - if (pTrace->flFraction == 1.0) + if( pTrace->flFraction == 1.0 ) return; MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_PLAYERDECAL ); - WRITE_BYTE ( playernum ); + WRITE_BYTE( playernum ); WRITE_COORD( pTrace->vecEndPos.x ); WRITE_COORD( pTrace->vecEndPos.y ); WRITE_COORD( pTrace->vecEndPos.z ); - WRITE_SHORT( (short)ENTINDEX(pTrace->pHit) ); + WRITE_SHORT( (short)ENTINDEX( pTrace->pHit ) ); WRITE_BYTE( index ); MESSAGE_END(); } void UTIL_GunshotDecalTrace( TraceResult *pTrace, int decalNumber ) { - if ( decalNumber < 0 ) + if( decalNumber < 0 ) return; - int index = gDecals[ decalNumber ].index; - if ( index < 0 ) + int index = gDecals[decalNumber].index; + if( index < 0 ) return; - if (pTrace->flFraction == 1.0) + if( pTrace->flFraction == 1.0 ) return; MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pTrace->vecEndPos ); @@ -1289,7 +1284,7 @@ void UTIL_GunshotDecalTrace( TraceResult *pTrace, int decalNumber ) WRITE_COORD( pTrace->vecEndPos.x ); WRITE_COORD( pTrace->vecEndPos.y ); WRITE_COORD( pTrace->vecEndPos.z ); - WRITE_SHORT( (short)ENTINDEX(pTrace->pHit) ); + WRITE_SHORT( (short)ENTINDEX( pTrace->pHit ) ); WRITE_BYTE( index ); MESSAGE_END(); } @@ -1311,20 +1306,20 @@ void UTIL_Ricochet( const Vector &position, float scale ) WRITE_COORD( position.x ); WRITE_COORD( position.y ); WRITE_COORD( position.z ); - WRITE_BYTE( (int)(scale*10) ); + WRITE_BYTE( (int)( scale * 10 ) ); MESSAGE_END(); } BOOL UTIL_TeamsMatch( const char *pTeamName1, const char *pTeamName2 ) { // Everyone matches unless it's teamplay - if ( !g_pGameRules->IsTeamplay() ) + if( !g_pGameRules->IsTeamplay() ) return TRUE; // Both on a team? - if ( *pTeamName1 != 0 && *pTeamName2 != 0 ) + if( *pTeamName1 != 0 && *pTeamName2 != 0 ) { - if ( !stricmp( pTeamName1, pTeamName2 ) ) // Same Team? + if( !stricmp( pTeamName1, pTeamName2 ) ) // Same Team? return TRUE; } @@ -1334,29 +1329,29 @@ BOOL UTIL_TeamsMatch( const char *pTeamName1, const char *pTeamName2 ) void UTIL_StringToVector( float *pVector, const char *pString ) { char *pstr, *pfront, tempString[128]; - int j; + int j; strcpy( tempString, pString ); pstr = pfront = tempString; - for ( j = 0; j < 3; j++ ) // lifted from pr_edict.c + for( j = 0; j < 3; j++ ) // lifted from pr_edict.c { pVector[j] = atof( pfront ); - while ( *pstr && *pstr != ' ' ) + while( *pstr && *pstr != ' ' ) pstr++; - if (!*pstr) + if( !(*pstr) ) break; pstr++; pfront = pstr; } - if (j < 2) + if( j < 2 ) { /* ALERT( at_error, "Bad field in entity!! %s:%s == \"%s\"\n", pkvd->szClassName, pkvd->szKeyName, pkvd->szValue ); */ - for (j = j+1;j < 3; j++) + for( j = j + 1;j < 3; j++ ) pVector[j] = 0; } } @@ -1364,24 +1359,24 @@ void UTIL_StringToVector( float *pVector, const char *pString ) void UTIL_StringToIntArray( int *pVector, int count, const char *pString ) { char *pstr, *pfront, tempString[128]; - int j; + int j; strcpy( tempString, pString ); pstr = pfront = tempString; - for ( j = 0; j < count; j++ ) // lifted from pr_edict.c + for( j = 0; j < count; j++ ) // lifted from pr_edict.c { pVector[j] = atoi( pfront ); - while ( *pstr && *pstr != ' ' ) + while( *pstr && *pstr != ' ' ) pstr++; - if (!*pstr) + if( !(*pstr) ) break; pstr++; pfront = pstr; } - for ( j++; j < count; j++ ) + for( j++; j < count; j++ ) { pVector[j] = 0; } @@ -1391,23 +1386,23 @@ Vector UTIL_ClampVectorToBox( const Vector &input, const Vector &clampSize ) { Vector sourceVector = input; - if ( sourceVector.x > clampSize.x ) + if( sourceVector.x > clampSize.x ) sourceVector.x -= clampSize.x; - else if ( sourceVector.x < -clampSize.x ) + else if( sourceVector.x < -clampSize.x ) sourceVector.x += clampSize.x; else sourceVector.x = 0; - if ( sourceVector.y > clampSize.y ) + if( sourceVector.y > clampSize.y ) sourceVector.y -= clampSize.y; - else if ( sourceVector.y < -clampSize.y ) + else if( sourceVector.y < -clampSize.y ) sourceVector.y += clampSize.y; else sourceVector.y = 0; - - if ( sourceVector.z > clampSize.z ) + + if( sourceVector.z > clampSize.z ) sourceVector.z -= clampSize.z; - else if ( sourceVector.z < -clampSize.z ) + else if( sourceVector.z < -clampSize.z ) sourceVector.z += clampSize.z; else sourceVector.z = 0; @@ -1420,18 +1415,18 @@ float UTIL_WaterLevel( const Vector &position, float minz, float maxz ) Vector midUp = position; midUp.z = minz; - if (UTIL_PointContents(midUp) != CONTENTS_WATER) + if( UTIL_PointContents( midUp ) != CONTENTS_WATER ) return minz; midUp.z = maxz; - if (UTIL_PointContents(midUp) == CONTENTS_WATER) + if( UTIL_PointContents( midUp ) == CONTENTS_WATER ) return maxz; float diff = maxz - minz; - while (diff > 1.0) + while( diff > 1.0 ) { - midUp.z = minz + diff/2.0; - if (UTIL_PointContents(midUp) == CONTENTS_WATER) + midUp.z = minz + diff / 2.0; + if( UTIL_PointContents( midUp ) == CONTENTS_WATER ) { minz = midUp.z; } @@ -1445,13 +1440,13 @@ float UTIL_WaterLevel( const Vector &position, float minz, float maxz ) return midUp.z; } -extern DLL_GLOBAL short g_sModelIndexBubbles;// holds the index for the bubbles model +extern DLL_GLOBAL short g_sModelIndexBubbles;// holds the index for the bubbles model void UTIL_Bubbles( Vector mins, Vector maxs, int count ) { - Vector mid = (mins + maxs) * 0.5; + Vector mid = ( mins + maxs ) * 0.5; - float flHeight = UTIL_WaterLevel( mid, mid.z, mid.z + 1024 ); + float flHeight = UTIL_WaterLevel( mid, mid.z, mid.z + 1024 ); flHeight = flHeight - mins.z; MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, mid ); @@ -1471,21 +1466,21 @@ void UTIL_Bubbles( Vector mins, Vector maxs, int count ) void UTIL_BubbleTrail( Vector from, Vector to, int count ) { - float flHeight = UTIL_WaterLevel( from, from.z, from.z + 256 ); + float flHeight = UTIL_WaterLevel( from, from.z, from.z + 256 ); flHeight = flHeight - from.z; - if (flHeight < 8) + if( flHeight < 8 ) { - flHeight = UTIL_WaterLevel( to, to.z, to.z + 256 ); + flHeight = UTIL_WaterLevel( to, to.z, to.z + 256 ); flHeight = flHeight - to.z; - if (flHeight < 8) + if( flHeight < 8 ) return; // UNDONE: do a ploink sound flHeight = flHeight + to.z - from.z; } - if (count > 255) + if( count > 255 ) count = 255; MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); @@ -1505,7 +1500,7 @@ void UTIL_BubbleTrail( Vector from, Vector to, int count ) void UTIL_Remove( CBaseEntity *pEntity ) { - if ( !pEntity ) + if( !pEntity ) return; pEntity->UpdateOnRemove(); @@ -1515,7 +1510,7 @@ void UTIL_Remove( CBaseEntity *pEntity ) BOOL UTIL_IsValidEntity( edict_t *pent ) { - if ( !pent || pent->free || (pent->v.flags & FL_KILLME) ) + if( !pent || pent->free || ( pent->v.flags & FL_KILLME ) ) return FALSE; return TRUE; } @@ -1525,16 +1520,16 @@ void UTIL_PrecacheOther( const char *szClassname ) edict_t *pent; pent = CREATE_NAMED_ENTITY( MAKE_STRING( szClassname ) ); - if ( FNullEnt( pent ) ) + if( FNullEnt( pent ) ) { - ALERT ( at_console, "NULL Ent in UTIL_PrecacheOther\n" ); + ALERT( at_console, "NULL Ent in UTIL_PrecacheOther\n" ); return; } - CBaseEntity *pEntity = CBaseEntity::Instance (VARS( pent )); - if (pEntity) - pEntity->Precache( ); - REMOVE_ENTITY(pent); + CBaseEntity *pEntity = CBaseEntity::Instance( VARS( pent ) ); + if( pEntity ) + pEntity->Precache(); + REMOVE_ENTITY( pent ); } //========================================================= @@ -1543,12 +1538,12 @@ void UTIL_PrecacheOther( const char *szClassname ) //========================================================= void UTIL_LogPrintf( char *fmt, ... ) { - va_list argptr; - static char string[1024]; + va_list argptr; + static char string[1024]; - va_start ( argptr, fmt ); - vsprintf ( string, fmt, argptr ); - va_end ( argptr ); + va_start( argptr, fmt ); + vsprintf( string, fmt, argptr ); + va_end( argptr ); // Print to server console ALERT( at_logged, "%s", string ); @@ -1558,14 +1553,14 @@ void UTIL_LogPrintf( char *fmt, ... ) // UTIL_DotPoints - returns the dot product of a line from // src to check and vecdir. //========================================================= -float UTIL_DotPoints ( const Vector &vecSrc, const Vector &vecCheck, const Vector &vecDir ) +float UTIL_DotPoints( const Vector &vecSrc, const Vector &vecCheck, const Vector &vecDir ) { - Vector2D vec2LOS; + Vector2D vec2LOS; vec2LOS = ( vecCheck - vecSrc ).Make2D(); vec2LOS = vec2LOS.Normalize(); - return DotProduct (vec2LOS , ( vecDir.Make2D() ) ); + return DotProduct( vec2LOS, ( vecDir.Make2D() ) ); } //========================================================= @@ -1575,7 +1570,7 @@ void UTIL_StripToken( const char *pKey, char *pDest ) { int i = 0; - while ( pKey[i] && pKey[i] != '#' ) + while( pKey[i] && pKey[i] != '#' ) { pDest[i] = pKey[i]; i++; @@ -1597,12 +1592,12 @@ static int gSizes[FIELD_TYPECOUNT] = sizeof(int), // FIELD_EHANDLE sizeof(int), // FIELD_entvars_t sizeof(int), // FIELD_EDICT - sizeof(float)*3, // FIELD_VECTOR - sizeof(float)*3, // FIELD_POSITION_VECTOR + sizeof(float) * 3, // FIELD_VECTOR + sizeof(float) * 3, // FIELD_POSITION_VECTOR sizeof(int *), // FIELD_POINTER sizeof(int), // FIELD_INTEGER #ifdef GNUC - sizeof(int *)*2, // FIELD_FUNCTION + sizeof(int *) * 2, // FIELD_FUNCTION #else sizeof(int *), // FIELD_FUNCTION #endif @@ -1615,92 +1610,92 @@ static int gSizes[FIELD_TYPECOUNT] = }; // Base class includes common SAVERESTOREDATA pointer, and manages the entity table -CSaveRestoreBuffer :: CSaveRestoreBuffer( void ) +CSaveRestoreBuffer::CSaveRestoreBuffer( void ) { m_pdata = NULL; } -CSaveRestoreBuffer :: CSaveRestoreBuffer( SAVERESTOREDATA *pdata ) +CSaveRestoreBuffer::CSaveRestoreBuffer( SAVERESTOREDATA *pdata ) { m_pdata = pdata; } -CSaveRestoreBuffer :: ~CSaveRestoreBuffer( void ) +CSaveRestoreBuffer::~CSaveRestoreBuffer( void ) { } -int CSaveRestoreBuffer :: EntityIndex( CBaseEntity *pEntity ) +int CSaveRestoreBuffer::EntityIndex( CBaseEntity *pEntity ) { - if ( pEntity == NULL ) + if( pEntity == NULL ) return -1; return EntityIndex( pEntity->pev ); } -int CSaveRestoreBuffer :: EntityIndex( entvars_t *pevLookup ) +int CSaveRestoreBuffer::EntityIndex( entvars_t *pevLookup ) { - if ( pevLookup == NULL ) + if( pevLookup == NULL ) return -1; return EntityIndex( ENT( pevLookup ) ); } -int CSaveRestoreBuffer :: EntityIndex( EOFFSET eoLookup ) +int CSaveRestoreBuffer::EntityIndex( EOFFSET eoLookup ) { return EntityIndex( ENT( eoLookup ) ); } -int CSaveRestoreBuffer :: EntityIndex( edict_t *pentLookup ) +int CSaveRestoreBuffer::EntityIndex( edict_t *pentLookup ) { - if ( !m_pdata || pentLookup == NULL ) + if( !m_pdata || pentLookup == NULL ) return -1; int i; ENTITYTABLE *pTable; - for ( i = 0; i < m_pdata->tableCount; i++ ) + for( i = 0; i < m_pdata->tableCount; i++ ) { pTable = m_pdata->pTable + i; - if ( pTable->pent == pentLookup ) + if( pTable->pent == pentLookup ) return i; } return -1; } -edict_t *CSaveRestoreBuffer :: EntityFromIndex( int entityIndex ) +edict_t *CSaveRestoreBuffer::EntityFromIndex( int entityIndex ) { - if ( !m_pdata || entityIndex < 0 ) + if( !m_pdata || entityIndex < 0 ) return NULL; int i; ENTITYTABLE *pTable; - for ( i = 0; i < m_pdata->tableCount; i++ ) + for( i = 0; i < m_pdata->tableCount; i++ ) { pTable = m_pdata->pTable + i; - if ( pTable->id == entityIndex ) + if( pTable->id == entityIndex ) return pTable->pent; } return NULL; } -int CSaveRestoreBuffer :: EntityFlagsSet( int entityIndex, int flags ) +int CSaveRestoreBuffer::EntityFlagsSet( int entityIndex, int flags ) { - if ( !m_pdata || entityIndex < 0 ) + if( !m_pdata || entityIndex < 0 ) return 0; - if ( entityIndex > m_pdata->tableCount ) + if( entityIndex > m_pdata->tableCount ) return 0; - m_pdata->pTable[ entityIndex ].flags |= flags; + m_pdata->pTable[entityIndex].flags |= flags; - return m_pdata->pTable[ entityIndex ].flags; + return m_pdata->pTable[entityIndex].flags; } -void CSaveRestoreBuffer :: BufferRewind( int size ) +void CSaveRestoreBuffer::BufferRewind( int size ) { - if ( !m_pdata ) + if( !m_pdata ) return; - if ( m_pdata->size < size ) + if( m_pdata->size < size ) size = m_pdata->size; m_pdata->pCurrentData -= size; @@ -1709,7 +1704,7 @@ void CSaveRestoreBuffer :: BufferRewind( int size ) #ifndef _WIN32 extern "C" { -unsigned _rotr ( unsigned val, int shift) +unsigned _rotr( unsigned val, int shift ) { register unsigned lobit; /* non-zero means lo bit set */ register unsigned num = val; /* number to rotate */ @@ -1721,7 +1716,7 @@ unsigned _rotr ( unsigned val, int shift) { lobit = num & 1; /* get high bit */ num >>= 1; /* shift right one bit */ - if (lobit) + if( lobit ) num |= 0x80000000; /* set hi bit if lo bit was set */ } @@ -1730,85 +1725,85 @@ unsigned _rotr ( unsigned val, int shift) } #endif -unsigned int CSaveRestoreBuffer :: HashString( const char *pszToken ) +unsigned int CSaveRestoreBuffer::HashString( const char *pszToken ) { - unsigned int hash = 0; + unsigned int hash = 0; - while ( *pszToken ) + while( *pszToken ) hash = _rotr( hash, 4 ) ^ *pszToken++; return hash; } -unsigned short CSaveRestoreBuffer :: TokenHash( const char *pszToken ) +unsigned short CSaveRestoreBuffer::TokenHash( const char *pszToken ) { - unsigned short hash = (unsigned short)(HashString( pszToken ) % (unsigned)m_pdata->tokenCount ); + unsigned short hash = (unsigned short)( HashString( pszToken ) % (unsigned)m_pdata->tokenCount ); #if _DEBUG static int tokensparsed = 0; tokensparsed++; - if ( !m_pdata->tokenCount || !m_pdata->pTokens ) + if( !m_pdata->tokenCount || !m_pdata->pTokens ) ALERT( at_error, "No token table array in TokenHash()!" ); #endif - for ( int i=0; itokenCount; i++ ) + for( int i = 0; i < m_pdata->tokenCount; i++ ) { #if _DEBUG static qboolean beentheredonethat = FALSE; - if ( i > 50 && !beentheredonethat ) + if( i > 50 && !beentheredonethat ) { beentheredonethat = TRUE; ALERT( at_error, "CSaveRestoreBuffer :: TokenHash() is getting too full!" ); } #endif - int index = hash + i; - if ( index >= m_pdata->tokenCount ) + int index = hash + i; + if( index >= m_pdata->tokenCount ) index -= m_pdata->tokenCount; - if ( !m_pdata->pTokens[index] || strcmp( pszToken, m_pdata->pTokens[index] ) == 0 ) + if( !m_pdata->pTokens[index] || strcmp( pszToken, m_pdata->pTokens[index] ) == 0 ) { m_pdata->pTokens[index] = (char *)pszToken; return index; } } - + // Token hash table full!!! // [Consider doing overflow table(s) after the main table & limiting linear hash table search] ALERT( at_error, "CSaveRestoreBuffer :: TokenHash() is COMPLETELY FULL!" ); return 0; } -void CSave :: WriteData( const char *pname, int size, const char *pdata ) +void CSave::WriteData( const char *pname, int size, const char *pdata ) { BufferField( pname, size, pdata ); } -void CSave :: WriteShort( const char *pname, const short *data, int count ) +void CSave::WriteShort( const char *pname, const short *data, int count ) { BufferField( pname, sizeof(short) * count, (const char *)data ); } -void CSave :: WriteInt( const char *pname, const int *data, int count ) +void CSave::WriteInt( const char *pname, const int *data, int count ) { BufferField( pname, sizeof(int) * count, (const char *)data ); } -void CSave :: WriteFloat( const char *pname, const float *data, int count ) +void CSave::WriteFloat( const char *pname, const float *data, int count ) { BufferField( pname, sizeof(float) * count, (const char *)data ); } -void CSave :: WriteTime( const char *pname, const float *data, int count ) +void CSave::WriteTime( const char *pname, const float *data, int count ) { int i; Vector tmp, input; BufferHeader( pname, sizeof(float) * count ); - for ( i = 0; i < count; i++ ) + for( i = 0; i < count; i++ ) { float tmp = data[0]; // Always encode time as a delta from the current time so it can be re-based if loaded in a new level // Times of 0 are never written to the file, so they will be restored as 0, not a relative time - if ( m_pdata ) + if( m_pdata ) tmp -= m_pdata->time; BufferData( (const char *)&tmp, sizeof(float) ); @@ -1816,55 +1811,55 @@ void CSave :: WriteTime( const char *pname, const float *data, int count ) } } -void CSave :: WriteString( const char *pname, const char *pdata ) +void CSave::WriteString( const char *pname, const char *pdata ) { #ifdef TOKENIZE - short token = (short)TokenHash( pdata ); + short token = (short)TokenHash( pdata ); WriteShort( pname, &token, 1 ); #else - BufferField( pname, strlen(pdata) + 1, pdata ); + BufferField( pname, strlen( pdata ) + 1, pdata ); #endif } -void CSave :: WriteString( const char *pname, const int *stringId, int count ) +void CSave::WriteString( const char *pname, const int *stringId, int count ) { int i, size; #ifdef TOKENIZE - short token = (short)TokenHash( STRING( *stringId ) ); + short token = (short)TokenHash( STRING( *stringId ) ); WriteShort( pname, &token, 1 ); #else #if 0 - if ( count != 1 ) + if( count != 1 ) ALERT( at_error, "No string arrays!\n" ); - WriteString( pname, (char *)STRING(*stringId) ); + WriteString( pname, (char *)STRING( *stringId ) ); #endif size = 0; - for ( i = 0; i < count; i++ ) + for( i = 0; i < count; i++ ) size += strlen( STRING( stringId[i] ) ) + 1; BufferHeader( pname, size ); - for ( i = 0; i < count; i++ ) + for( i = 0; i < count; i++ ) { - const char *pString = STRING(stringId[i]); - BufferData( pString, strlen(pString)+1 ); + const char *pString = STRING( stringId[i] ); + BufferData( pString, strlen( pString ) + 1 ); } #endif } -void CSave :: WriteVector( const char *pname, const Vector &value ) +void CSave::WriteVector( const char *pname, const Vector &value ) { WriteVector( pname, &value.x, 1 ); } -void CSave :: WriteVector( const char *pname, const float *value, int count ) +void CSave::WriteVector( const char *pname, const float *value, int count ) { BufferHeader( pname, sizeof(float) * 3 * count ); BufferData( (const char *)value, sizeof(float) * 3 * count ); } -void CSave :: WritePositionVector( const char *pname, const Vector &value ) +void CSave::WritePositionVector( const char *pname, const Vector &value ) { - if ( m_pdata && m_pdata->fUseLandmark ) + if( m_pdata && m_pdata->fUseLandmark ) { Vector tmp = value - m_pdata->vecLandmarkOffset; WriteVector( pname, tmp ); @@ -1873,17 +1868,17 @@ void CSave :: WritePositionVector( const char *pname, const Vector &value ) WriteVector( pname, value ); } -void CSave :: WritePositionVector( const char *pname, const float *value, int count ) +void CSave::WritePositionVector( const char *pname, const float *value, int count ) { int i; Vector tmp, input; BufferHeader( pname, sizeof(float) * 3 * count ); - for ( i = 0; i < count; i++ ) + for( i = 0; i < count; i++ ) { Vector tmp( value[0], value[1], value[2] ); - if ( m_pdata && m_pdata->fUseLandmark ) + if( m_pdata && m_pdata->fUseLandmark ) tmp = tmp - m_pdata->vecLandmarkOffset; BufferData( (const char *)&tmp.x, sizeof(float) * 3 ); @@ -1891,13 +1886,13 @@ void CSave :: WritePositionVector( const char *pname, const float *value, int co } } -void CSave :: WriteFunction( const char *pname, const int *data, int count ) +void CSave::WriteFunction( const char *pname, const int *data, int count ) { const char *functionName; functionName = NAME_FOR_FUNCTION( *data ); - if ( functionName ) - BufferField( pname, strlen(functionName) + 1, functionName ); + if( functionName ) + BufferField( pname, strlen( functionName ) + 1, functionName ); else ALERT( at_error, "Invalid function pointer in entity!" ); } @@ -1905,31 +1900,31 @@ void CSave :: WriteFunction( const char *pname, const int *data, int count ) void EntvarsKeyvalue( entvars_t *pev, KeyValueData *pkvd ) { int i; - TYPEDESCRIPTION *pField; + TYPEDESCRIPTION *pField; - for ( i = 0; i < ENTVARS_COUNT; i++ ) + for( i = 0; i < ENTVARS_COUNT; i++ ) { pField = &gEntvarsDescription[i]; - if ( !stricmp( pField->fieldName, pkvd->szKeyName ) ) + if( !stricmp( pField->fieldName, pkvd->szKeyName ) ) { switch( pField->fieldType ) { case FIELD_MODELNAME: case FIELD_SOUNDNAME: case FIELD_STRING: - (*(int *)((char *)pev + pField->fieldOffset)) = ALLOC_STRING( pkvd->szValue ); + ( *(int *)( (char *)pev + pField->fieldOffset ) ) = ALLOC_STRING( pkvd->szValue ); break; case FIELD_TIME: case FIELD_FLOAT: - (*(float *)((char *)pev + pField->fieldOffset)) = atof( pkvd->szValue ); + ( *(float *)( (char *)pev + pField->fieldOffset ) ) = atof( pkvd->szValue ); break; case FIELD_INTEGER: - (*(int *)((char *)pev + pField->fieldOffset)) = atoi( pkvd->szValue ); + ( *(int *)( (char *)pev + pField->fieldOffset ) ) = atoi( pkvd->szValue ); break; case FIELD_POSITION_VECTOR: case FIELD_VECTOR: - UTIL_StringToVector( (float *)((char *)pev + pField->fieldOffset), pkvd->szValue ); + UTIL_StringToVector( (float *)( (char *)pev + pField->fieldOffset ), pkvd->szValue ); break; default: case FIELD_EVARS: @@ -1946,24 +1941,24 @@ void EntvarsKeyvalue( entvars_t *pev, KeyValueData *pkvd ) } } -int CSave :: WriteEntVars( const char *pname, entvars_t *pev ) +int CSave::WriteEntVars( const char *pname, entvars_t *pev ) { return WriteFields( pname, pev, gEntvarsDescription, ENTVARS_COUNT ); } -int CSave :: WriteFields( const char *pname, void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCount ) +int CSave::WriteFields( const char *pname, void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCount ) { - int i, j, actualCount, emptyCount; + int i, j, actualCount, emptyCount; TYPEDESCRIPTION *pTest; - int entityArray[MAX_ENTITYARRAY]; + int entityArray[MAX_ENTITYARRAY]; // Precalculate the number of empty fields emptyCount = 0; - for ( i = 0; i < fieldCount; i++ ) + for( i = 0; i < fieldCount; i++ ) { void *pOutputData; - pOutputData = ((char *)pBaseData + pFields[i].fieldOffset ); - if ( DataEmpty( (const char *)pOutputData, pFields[i].fieldSize * gSizes[pFields[i].fieldType] ) ) + pOutputData = ( (char *)pBaseData + pFields[i].fieldOffset ); + if( DataEmpty( (const char *)pOutputData, pFields[i].fieldSize * gSizes[pFields[i].fieldType] ) ) emptyCount++; } @@ -1971,14 +1966,14 @@ int CSave :: WriteFields( const char *pname, void *pBaseData, TYPEDESCRIPTION *p actualCount = fieldCount - emptyCount; WriteInt( pname, &actualCount, 1 ); - for ( i = 0; i < fieldCount; i++ ) + for( i = 0; i < fieldCount; i++ ) { void *pOutputData; - pTest = &pFields[ i ]; - pOutputData = ((char *)pBaseData + pTest->fieldOffset ); + pTest = &pFields[i]; + pOutputData = ( (char *)pBaseData + pTest->fieldOffset ); // UNDONE: Must we do this twice? - if ( DataEmpty( (const char *)pOutputData, pTest->fieldSize * gSizes[pTest->fieldType] ) ) + if( DataEmpty( (const char *)pOutputData, pTest->fieldSize * gSizes[pTest->fieldType] ) ) continue; switch( pTest->fieldType ) @@ -1999,26 +1994,26 @@ int CSave :: WriteFields( const char *pname, void *pBaseData, TYPEDESCRIPTION *p case FIELD_EDICT: case FIELD_ENTITY: case FIELD_EHANDLE: - if ( pTest->fieldSize > MAX_ENTITYARRAY ) + if( pTest->fieldSize > MAX_ENTITYARRAY ) ALERT( at_error, "Can't save more than %d entities in an array!!!\n", MAX_ENTITYARRAY ); - for ( j = 0; j < pTest->fieldSize; j++ ) + for( j = 0; j < pTest->fieldSize; j++ ) { switch( pTest->fieldType ) { case FIELD_EVARS: - entityArray[j] = EntityIndex( ((entvars_t **)pOutputData)[j] ); + entityArray[j] = EntityIndex( ( (entvars_t **)pOutputData )[j] ); break; case FIELD_CLASSPTR: - entityArray[j] = EntityIndex( ((CBaseEntity **)pOutputData)[j] ); + entityArray[j] = EntityIndex( ( (CBaseEntity **)pOutputData )[j] ); break; case FIELD_EDICT: - entityArray[j] = EntityIndex( ((edict_t **)pOutputData)[j] ); + entityArray[j] = EntityIndex( ( (edict_t **)pOutputData )[j] ); break; case FIELD_ENTITY: - entityArray[j] = EntityIndex( ((EOFFSET *)pOutputData)[j] ); + entityArray[j] = EntityIndex( ( (EOFFSET *)pOutputData )[j] ); break; case FIELD_EHANDLE: - entityArray[j] = EntityIndex( (CBaseEntity *)(((EHANDLE *)pOutputData)[j]) ); + entityArray[j] = EntityIndex( (CBaseEntity *)( ( (EHANDLE *)pOutputData)[j] ) ); break; default: break; @@ -2037,10 +2032,10 @@ int CSave :: WriteFields( const char *pname, void *pBaseData, TYPEDESCRIPTION *p WriteInt( pTest->fieldName, (int *)pOutputData, pTest->fieldSize ); break; case FIELD_SHORT: - WriteData( pTest->fieldName, 2 * pTest->fieldSize, ((char *)pOutputData) ); + WriteData( pTest->fieldName, 2 * pTest->fieldSize, ( (char *)pOutputData ) ); break; case FIELD_CHARACTER: - WriteData( pTest->fieldName, pTest->fieldSize, ((char *)pOutputData) ); + WriteData( pTest->fieldName, pTest->fieldSize, ( (char *)pOutputData ) ); break; // For now, just write the address out, we're not going to change memory while doing this yet! case FIELD_POINTER: @@ -2057,7 +2052,7 @@ int CSave :: WriteFields( const char *pname, void *pBaseData, TYPEDESCRIPTION *p return 1; } -void CSave :: BufferString( char *pdata, int len ) +void CSave::BufferString( char *pdata, int len ) { char c = 0; @@ -2065,37 +2060,37 @@ void CSave :: BufferString( char *pdata, int len ) BufferData( &c, 1 ); // Write a null terminator } -int CSave :: DataEmpty( const char *pdata, int size ) +int CSave::DataEmpty( const char *pdata, int size ) { - for ( int i = 0; i < size; i++ ) + for( int i = 0; i < size; i++ ) { - if ( pdata[i] ) + if( pdata[i] ) return 0; } return 1; } -void CSave :: BufferField( const char *pname, int size, const char *pdata ) +void CSave::BufferField( const char *pname, int size, const char *pdata ) { BufferHeader( pname, size ); BufferData( pdata, size ); } -void CSave :: BufferHeader( const char *pname, int size ) +void CSave::BufferHeader( const char *pname, int size ) { - short hashvalue = TokenHash( pname ); - if ( size > 1<<(sizeof(short)*8) ) + short hashvalue = TokenHash( pname ); + if( size > 1 << ( sizeof(short) * 8 ) ) ALERT( at_error, "CSave :: BufferHeader() size parameter exceeds 'short'!" ); BufferData( (const char *)&size, sizeof(short) ); BufferData( (const char *)&hashvalue, sizeof(short) ); } -void CSave :: BufferData( const char *pdata, int size ) +void CSave::BufferData( const char *pdata, int size ) { - if ( !m_pdata ) + if( !m_pdata ) return; - if ( m_pdata->size + size > m_pdata->bufferSize ) + if( m_pdata->size + size > m_pdata->bufferSize ) { ALERT( at_error, "Save/Restore overflow!" ); m_pdata->size = m_pdata->bufferSize; @@ -2112,84 +2107,83 @@ void CSave :: BufferData( const char *pdata, int size ) // CRestore // // -------------------------------------------------------------- - int CRestore::ReadField( void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCount, int startField, int size, char *pName, void *pData ) { int i, j, stringCount, fieldNumber, entityIndex; TYPEDESCRIPTION *pTest; - float time, timeData; - Vector position; + float time, timeData; + Vector position; edict_t *pent; - char *pString; + char *pString; time = 0; - position = Vector(0,0,0); + position = Vector( 0, 0, 0 ); - if ( m_pdata ) + if( m_pdata ) { time = m_pdata->time; - if ( m_pdata->fUseLandmark ) + if( m_pdata->fUseLandmark ) position = m_pdata->vecLandmarkOffset; } - for ( i = 0; i < fieldCount; i++ ) + for( i = 0; i < fieldCount; i++ ) { - fieldNumber = (i+startField)%fieldCount; - pTest = &pFields[ fieldNumber ]; - if ( !stricmp( pTest->fieldName, pName ) ) + fieldNumber = ( i + startField ) % fieldCount; + pTest = &pFields[fieldNumber]; + if( !stricmp( pTest->fieldName, pName ) ) { - if ( !m_global || !(pTest->flags & FTYPEDESC_GLOBAL) ) + if( !m_global || !(pTest->flags & FTYPEDESC_GLOBAL ) ) { - for ( j = 0; j < pTest->fieldSize; j++ ) + for( j = 0; j < pTest->fieldSize; j++ ) { - void *pOutputData = ((char *)pBaseData + pTest->fieldOffset + (j*gSizes[pTest->fieldType]) ); + void *pOutputData = ( (char *)pBaseData + pTest->fieldOffset + ( j * gSizes[pTest->fieldType] ) ); void *pInputData = (char *)pData + j * gSizes[pTest->fieldType]; switch( pTest->fieldType ) { case FIELD_TIME: #ifdef __VFP_FP__ - memcpy(&timeData, pInputData, 4); + memcpy( &timeData, pInputData, 4 ); // Re-base time variables timeData += time; - memcpy(pOutputData, &timeData, 4); + memcpy( pOutputData, &timeData, 4 ); #else timeData = *(float *)pInputData; // Re-base time variables timeData += time; - *((float *)pOutputData) = timeData; + *( (float *)pOutputData ) = timeData; #endif break; case FIELD_FLOAT: - memcpy(pOutputData, pInputData, 4); + memcpy( pOutputData, pInputData, 4 ); break; case FIELD_MODELNAME: case FIELD_SOUNDNAME: case FIELD_STRING: // Skip over j strings pString = (char *)pData; - for ( stringCount = 0; stringCount < j; stringCount++ ) + for( stringCount = 0; stringCount < j; stringCount++ ) { - while (*pString) + while( *pString ) pString++; pString++; } pInputData = pString; - if ( strlen( (char *)pInputData ) == 0 ) - *((int *)pOutputData) = 0; + if( strlen( (char *)pInputData ) == 0 ) + *( (int *)pOutputData ) = 0; else { int string; string = ALLOC_STRING( (char *)pInputData ); - *((int *)pOutputData) = string; + *( (int *)pOutputData ) = string; - if ( !FStringNull( string ) && m_precache ) + if( !FStringNull( string ) && m_precache ) { - if ( pTest->fieldType == FIELD_MODELNAME ) + if( pTest->fieldType == FIELD_MODELNAME ) PRECACHE_MODEL( (char *)STRING( string ) ); - else if ( pTest->fieldType == FIELD_SOUNDNAME ) + else if( pTest->fieldType == FIELD_SOUNDNAME ) PRECACHE_SOUND( (char *)STRING( string ) ); } } @@ -2197,83 +2191,83 @@ int CRestore::ReadField( void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCou case FIELD_EVARS: entityIndex = *( int *)pInputData; pent = EntityFromIndex( entityIndex ); - if ( pent ) - *((entvars_t **)pOutputData) = VARS(pent); + if( pent ) + *( (entvars_t **)pOutputData ) = VARS( pent ); else - *((entvars_t **)pOutputData) = NULL; + *( (entvars_t **)pOutputData ) = NULL; break; case FIELD_CLASSPTR: entityIndex = *( int *)pInputData; pent = EntityFromIndex( entityIndex ); - if ( pent ) - *((CBaseEntity **)pOutputData) = CBaseEntity::Instance(pent); + if( pent ) + *( (CBaseEntity **)pOutputData ) = CBaseEntity::Instance( pent ); else - *((CBaseEntity **)pOutputData) = NULL; + *( (CBaseEntity **)pOutputData ) = NULL; break; case FIELD_EDICT: - entityIndex = *( int *)pInputData; + entityIndex = *(int *)pInputData; pent = EntityFromIndex( entityIndex ); - *((edict_t **)pOutputData) = pent; + *( (edict_t **)pOutputData ) = pent; break; case FIELD_EHANDLE: // Input and Output sizes are different! - pOutputData = (char *)pOutputData + j*(sizeof(EHANDLE) - gSizes[pTest->fieldType]); - entityIndex = *( int *)pInputData; + pOutputData = (char *)pOutputData + j * ( sizeof(EHANDLE) - gSizes[pTest->fieldType] ); + entityIndex = *(int *)pInputData; pent = EntityFromIndex( entityIndex ); - if ( pent ) - *((EHANDLE *)pOutputData) = CBaseEntity::Instance(pent); + if( pent ) + *( (EHANDLE *)pOutputData ) = CBaseEntity::Instance( pent ); else - *((EHANDLE *)pOutputData) = NULL; + *( (EHANDLE *)pOutputData ) = NULL; break; case FIELD_ENTITY: - entityIndex = *( int *)pInputData; + entityIndex = *(int *)pInputData; pent = EntityFromIndex( entityIndex ); - if ( pent ) - *((EOFFSET *)pOutputData) = OFFSET(pent); + if( pent ) + *( (EOFFSET *)pOutputData ) = OFFSET( pent ); else - *((EOFFSET *)pOutputData) = 0; + *( (EOFFSET *)pOutputData ) = 0; break; case FIELD_VECTOR: - ((float *)pOutputData)[0] = ((float *)pInputData)[0]; - ((float *)pOutputData)[1] = ((float *)pInputData)[1]; - ((float *)pOutputData)[2] = ((float *)pInputData)[2]; + ( (float *)pOutputData )[0] = ( (float *)pInputData )[0]; + ( (float *)pOutputData )[1] = ( (float *)pInputData )[1]; + ( (float *)pOutputData )[2] = ( (float *)pInputData )[2]; break; case FIELD_POSITION_VECTOR: #ifdef __VFP_FP__ float tmp; - memcpy(&tmp, (char *)pInputData + 0, 4); + memcpy( &tmp, (char *)pInputData + 0, 4 ); tmp += position.x; - memcpy((char *)pOutputData + 0, &tmp, 4); - memcpy(&tmp, (char *)pInputData + 4, 4); + memcpy( (char *)pOutputData + 0, &tmp, 4 ); + memcpy( &tmp, (char *)pInputData + 4, 4 ); tmp += position.y; - memcpy((char *)pOutputData + 4, &tmp, 4); - memcpy(&tmp, (char *)pInputData + 8, 4); + memcpy( (char *)pOutputData + 4, &tmp, 4 ); + memcpy( &tmp, (char *)pInputData + 8, 4 ); tmp += position.z; - memcpy((char *)pOutputData + 8, &tmp, 4); + memcpy( (char *)pOutputData + 8, &tmp, 4 ); #else - ((float *)pOutputData)[0] = ((float *)pInputData)[0] + position.x; - ((float *)pOutputData)[1] = ((float *)pInputData)[1] + position.y; - ((float *)pOutputData)[2] = ((float *)pInputData)[2] + position.z; + ( (float *)pOutputData )[0] = ( (float *)pInputData )[0] + position.x; + ( (float *)pOutputData )[1] = ( (float *)pInputData )[1] + position.y; + ( (float *)pOutputData )[2] = ( (float *)pInputData )[2] + position.z; #endif break; case FIELD_BOOLEAN: case FIELD_INTEGER: - *((int *)pOutputData) = *( int *)pInputData; + *( (int *)pOutputData ) = *(int *)pInputData; break; case FIELD_SHORT: - *((short *)pOutputData) = *( short *)pInputData; + *( (short *)pOutputData ) = *(short *)pInputData; break; case FIELD_CHARACTER: - *((char *)pOutputData) = *( char *)pInputData; + *( (char *)pOutputData ) = *(char *)pInputData; break; case FIELD_POINTER: - *((void**)pOutputData) = *( void **)pInputData; + *( (void**)pOutputData ) = *(void **)pInputData; break; case FIELD_FUNCTION: - if ( strlen( (char *)pInputData ) == 0 ) - *((void**)pOutputData) = 0; + if( strlen( (char *)pInputData ) == 0 ) + *( (void**)pOutputData ) = 0; else - *((void**)pOutputData) = (void**)FUNCTION_FROM_NAME( (char *)pInputData ); + *( (void**)pOutputData ) = (void**)FUNCTION_FROM_NAME( (char *)pInputData ); break; default: ALERT( at_error, "Bad field type\n" ); @@ -2299,9 +2293,9 @@ int CRestore::ReadEntVars( const char *pname, entvars_t *pev ) int CRestore::ReadFields( const char *pname, void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCount ) { - unsigned short i, token; - int lastField, fileCount; - HEADER header; + unsigned short i, token; + int lastField, fileCount; + HEADER header; i = ReadShort(); ASSERT( i == sizeof(int) ); // First entry should be an int @@ -2309,10 +2303,10 @@ int CRestore::ReadFields( const char *pname, void *pBaseData, TYPEDESCRIPTION *p token = ReadShort(); // Check the struct name - if ( token != TokenHash(pname) ) // Field Set marker + if( token != TokenHash(pname) ) // Field Set marker { //ALERT( at_error, "Expected %s found %s!\n", pname, BufferPointer() ); - BufferRewind( 2*sizeof(short) ); + BufferRewind( 2 * sizeof( short ) ); return 0; } @@ -2322,14 +2316,14 @@ int CRestore::ReadFields( const char *pname, void *pBaseData, TYPEDESCRIPTION *p lastField = 0; // Make searches faster, most data is read/written in the same order // Clear out base data - for ( i = 0; i < fieldCount; i++ ) + for( i = 0; i < fieldCount; i++ ) { // Don't clear global fields - if ( !m_global || !(pFields[i].flags & FTYPEDESC_GLOBAL) ) - memset( ((char *)pBaseData + pFields[i].fieldOffset), 0, pFields[i].fieldSize * gSizes[pFields[i].fieldType] ); + if( !m_global || !( pFields[i].flags & FTYPEDESC_GLOBAL ) ) + memset( ( (char *)pBaseData + pFields[i].fieldOffset ), 0, pFields[i].fieldSize * gSizes[pFields[i].fieldType] ); } - for ( i = 0; i < fileCount; i++ ) + for( i = 0; i < fileCount; i++ ) { BufferReadHeader( &header ); lastField = ReadField( pBaseData, pFields, fieldCount, lastField, header.size, m_pdata->pTokens[header.token], header.pData ); @@ -2372,7 +2366,7 @@ int CRestore::ReadNamedInt( const char *pName ) HEADER header; BufferReadHeader( &header ); - return ((int *)header.pData)[0]; + return ( (int *)header.pData )[0]; } char *CRestore::ReadNamedString( const char *pName ) @@ -2381,7 +2375,7 @@ char *CRestore::ReadNamedString( const char *pName ) BufferReadHeader( &header ); #ifdef TOKENIZE - return (char *)(m_pdata->pTokens[*(short *)header.pData]); + return (char *)( m_pdata->pTokens[*(short *)header.pData] ); #else return (char *)header.pData; #endif @@ -2389,7 +2383,7 @@ char *CRestore::ReadNamedString( const char *pName ) char *CRestore::BufferPointer( void ) { - if ( !m_pdata ) + if( !m_pdata ) return NULL; return m_pdata->pCurrentData; @@ -2399,17 +2393,17 @@ void CRestore::BufferReadBytes( char *pOutput, int size ) { ASSERT( m_pdata !=NULL ); - if ( !m_pdata || Empty() ) + if( !m_pdata || Empty() ) return; - if ( (m_pdata->size + size) > m_pdata->bufferSize ) + if( ( m_pdata->size + size ) > m_pdata->bufferSize ) { ALERT( at_error, "Restore overflow!" ); m_pdata->size = m_pdata->bufferSize; return; } - if ( pOutput ) + if( pOutput ) memcpy( pOutput, m_pdata->pCurrentData, size ); m_pdata->pCurrentData += size; m_pdata->size += size; @@ -2423,16 +2417,16 @@ void CRestore::BufferSkipBytes( int bytes ) int CRestore::BufferSkipZString( void ) { char *pszSearch; - int len; + int len; - if ( !m_pdata ) + if( !m_pdata ) return 0; int maxLen = m_pdata->bufferSize - m_pdata->size; len = 0; pszSearch = m_pdata->pCurrentData; - while ( *pszSearch++ && len < maxLen ) + while( *pszSearch++ && len < maxLen ) len++; len++; @@ -2444,14 +2438,14 @@ int CRestore::BufferSkipZString( void ) int CRestore::BufferCheckZString( const char *string ) { - if ( !m_pdata ) + if( !m_pdata ) return 0; int maxLen = m_pdata->bufferSize - m_pdata->size; int len = strlen( string ); - if ( len <= maxLen ) + if( len <= maxLen ) { - if ( !strncmp( string, m_pdata->pCurrentData, len ) ) + if( !strncmp( string, m_pdata->pCurrentData, len ) ) return 1; } return 0; diff --git a/dlls/vector.h b/dlls/vector.h index 81b3e575..d3347983 100644 --- a/dlls/vector.h +++ b/dlls/vector.h @@ -24,19 +24,19 @@ class Vector2D public: inline Vector2D(void) { } inline Vector2D(float X, float Y) { x = X; y = Y; } - inline Vector2D operator+(const Vector2D& v) const { return Vector2D(x+v.x, y+v.y); } - inline Vector2D operator-(const Vector2D& v) const { return Vector2D(x-v.x, y-v.y); } - inline Vector2D operator*(float fl) const { return Vector2D(x*fl, y*fl); } - inline Vector2D operator/(float fl) const { return Vector2D(x/fl, y/fl); } + inline Vector2D operator+(const Vector2D& v) const { return Vector2D( x + v.x, y + v.y ); } + inline Vector2D operator-(const Vector2D& v) const { return Vector2D( x - v.x, y - v.y ); } + inline Vector2D operator*(float fl) const { return Vector2D( x * fl, y * fl ); } + inline Vector2D operator/(float fl) const { return Vector2D( x / fl, y / fl ); } - inline float Length(void) const { return sqrt(x*x + y*y ); } + inline float Length(void) const { return sqrt(x * x + y * y ); } inline Vector2D Normalize ( void ) const { Vector2D vec2; float flLen = Length(); - if ( flLen == 0 ) + if( flLen == 0 ) { return Vector2D( 0, 0 ); } @@ -50,8 +50,8 @@ public: vec_t x, y; }; -inline float DotProduct(const Vector2D& a, const Vector2D& b) { return( a.x*b.x + a.y*b.y ); } -inline Vector2D operator*(float fl, const Vector2D& v) { return v * fl; } +inline float DotProduct( const Vector2D& a, const Vector2D& b ) { return( a.x * b.x + a.y * b.y ); } +inline Vector2D operator*( float fl, const Vector2D& v ) { return v * fl; } //========================================================= // 3D Vector @@ -60,36 +60,36 @@ class Vector // same data-layout as engine's vec3_t, { // which is a vec_t[3] public: // Construction/destruction - inline Vector(void) { } - inline Vector(float X, float Y, float Z) { x = X; y = Y; z = Z; } - //inline Vector(double X, double Y, double Z) { x = (float)X; y = (float)Y; z = (float)Z; } - //inline Vector(int X, int Y, int Z) { x = (float)X; y = (float)Y; z = (float)Z; } - inline Vector(const Vector& v) { x = v.x; y = v.y; z = v.z; } - inline Vector(float rgfl[3]) { x = rgfl[0]; y = rgfl[1]; z = rgfl[2]; } + inline Vector( void ) { } + inline Vector( float X, float Y, float Z ) { x = X; y = Y; z = Z; } + //inline Vector( double X, double Y, double Z ) { x = (float)X; y = (float)Y; z = (float)Z; } + //inline Vector( int X, int Y, int Z ) { x = (float)X; y = (float)Y; z = (float)Z; } + inline Vector( const Vector& v ) { x = v.x; y = v.y; z = v.z; } + inline Vector( float rgfl[3] ) { x = rgfl[0]; y = rgfl[1]; z = rgfl[2]; } // Operators - inline Vector operator-(void) const { return Vector(-x,-y,-z); } - inline int operator==(const Vector& v) const { return x==v.x && y==v.y && z==v.z; } - inline int operator!=(const Vector& v) const { return !(*this==v); } - inline Vector operator+(const Vector& v) const { return Vector(x+v.x, y+v.y, z+v.z); } - inline Vector operator-(const Vector& v) const { return Vector(x-v.x, y-v.y, z-v.z); } - inline Vector operator*(float fl) const { return Vector(x*fl, y*fl, z*fl); } - inline Vector operator/(float fl) const { return Vector(x/fl, y/fl, z/fl); } + inline Vector operator-( void ) const { return Vector( -x, -y, -z ); } + inline int operator==( const Vector& v ) const { return x==v.x && y==v.y && z==v.z; } + inline int operator!=( const Vector& v ) const { return !( *this==v ); } + inline Vector operator+( const Vector& v ) const { return Vector( x + v.x, y + v.y, z + v.z ); } + inline Vector operator-( const Vector& v ) const { return Vector( x - v.x, y - v.y, z - v.z ); } + inline Vector operator*( float fl) const { return Vector( x * fl, y * fl, z * fl ); } + inline Vector operator/( float fl) const { return Vector( x / fl, y / fl, z / fl ); } // Methods - inline void CopyToArray(float* rgfl) const { rgfl[0] = x, rgfl[1] = y, rgfl[2] = z; } - inline float Length(void) const { return sqrt(x*x + y*y + z*z); } + inline void CopyToArray( float* rgfl ) const { rgfl[0] = x, rgfl[1] = y, rgfl[2] = z; } + inline float Length( void ) const { return sqrt( x * x + y * y + z * z ); } operator float *() { return &x; } // Vectors will now automatically convert to float * when needed operator const float *() const { return &x; } // Vectors will now automatically convert to float * when needed - inline Vector Normalize(void) const + inline Vector Normalize( void ) const { float flLen = Length(); - if (flLen == 0) return Vector(0,0,1); // ???? + if( flLen == 0 ) return Vector( 0, 0, 1 ); // ???? flLen = 1 / flLen; - return Vector(x * flLen, y * flLen, z * flLen); + return Vector( x * flLen, y * flLen, z * flLen ); } - inline Vector2D Make2D ( void ) const + inline Vector2D Make2D( void ) const { Vector2D Vec2; @@ -98,12 +98,12 @@ public: return Vec2; } - inline float Length2D(void) const { return sqrt(x*x + y*y); } + inline float Length2D( void ) const { return sqrt( x * x + y * y ); } // Members vec_t x, y, z; }; -inline Vector operator*(float fl, const Vector& v) { return v * fl; } -inline float DotProduct(const Vector& a, const Vector& b) { return(a.x*b.x+a.y*b.y+a.z*b.z); } -inline Vector CrossProduct(const Vector& a, const Vector& b) { return Vector( a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z, a.x*b.y - a.y*b.x ); } +inline Vector operator*( float fl, const Vector& v ) { return v * fl; } +inline float DotProduct( const Vector& a, const Vector& b ) { return( a.x * b.x + a.y * b.y + a.z * b.z); } +inline Vector CrossProduct( const Vector& a, const Vector& b ) { return Vector( a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x ); } #endif diff --git a/dlls/world.cpp b/dlls/world.cpp index ed416139..ffe5e8c4 100644 --- a/dlls/world.cpp +++ b/dlls/world.cpp @@ -41,19 +41,19 @@ extern CSoundEnt *pSoundEnt; extern CBaseEntity *g_pLastSpawn; DLL_GLOBAL edict_t *g_pBodyQueueHead; CGlobalState gGlobalState; -extern DLL_GLOBAL int gDisplayTitle; +extern DLL_GLOBAL int gDisplayTitle; -extern void W_Precache(void); +extern void W_Precache( void ); // // This must match the list in util.h // DLL_DECALLIST gDecals[] = { - { "{shot1", 0 }, // DECAL_GUNSHOT1 - { "{shot2", 0 }, // DECAL_GUNSHOT2 - { "{shot3",0 }, // DECAL_GUNSHOT3 - { "{shot4", 0 }, // DECAL_GUNSHOT4 - { "{shot5", 0 }, // DECAL_GUNSHOT5 + { "{shot1", 0 }, // DECAL_GUNSHOT1 + { "{shot2", 0 }, // DECAL_GUNSHOT2 + { "{shot3", 0 }, // DECAL_GUNSHOT3 + { "{shot4", 0 }, // DECAL_GUNSHOT4 + { "{shot5", 0 }, // DECAL_GUNSHOT5 { "{lambda01", 0 }, // DECAL_LAMBDA1 { "{lambda02", 0 }, // DECAL_LAMBDA2 { "{lambda03", 0 }, // DECAL_LAMBDA3 @@ -85,12 +85,12 @@ DLL_DECALLIST gDecals[] = { { "{spit1", 0 }, // DECAL_SPIT1 { "{spit2", 0 }, // DECAL_SPIT2 { "{bproof1", 0 }, // DECAL_BPROOF1 - { "{gargstomp", 0 }, // DECAL_GARGSTOMP1, // Gargantua stomp crack - { "{smscorch1", 0 }, // DECAL_SMALLSCORCH1, // Small scorch mark - { "{smscorch2", 0 }, // DECAL_SMALLSCORCH2, // Small scorch mark - { "{smscorch3", 0 }, // DECAL_SMALLSCORCH3, // Small scorch mark - { "{mommablob", 0 }, // DECAL_MOMMABIRTH // BM Birth spray - { "{mommablob", 0 }, // DECAL_MOMMASPLAT // BM Mortar spray?? need decal + { "{gargstomp", 0 }, // DECAL_GARGSTOMP1, // Gargantua stomp crack + { "{smscorch1", 0 }, // DECAL_SMALLSCORCH1, // Small scorch mark + { "{smscorch2", 0 }, // DECAL_SMALLSCORCH2, // Small scorch mark + { "{smscorch3", 0 }, // DECAL_SMALLSCORCH3, // Small scorch mark + { "{mommablob", 0 }, // DECAL_MOMMABIRTH // BM Birth spray + { "{mommablob", 0 }, // DECAL_MOMMASPLAT // BM Mortar spray?? need decal }; /* @@ -106,24 +106,24 @@ BODY QUE class CDecal : public CBaseEntity { public: - void Spawn( void ); - void KeyValue( KeyValueData *pkvd ); - void EXPORT StaticDecal( void ); - void EXPORT TriggerDecal( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); + void Spawn( void ); + void KeyValue( KeyValueData *pkvd ); + void EXPORT StaticDecal( void ); + void EXPORT TriggerDecal( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); }; LINK_ENTITY_TO_CLASS( infodecal, CDecal ) // UNDONE: These won't get sent to joining players in multi-player -void CDecal :: Spawn( void ) +void CDecal::Spawn( void ) { - if ( pev->skin < 0 || (gpGlobals->deathmatch && FBitSet( pev->spawnflags, SF_DECAL_NOTINDEATHMATCH )) ) + if( pev->skin < 0 || ( gpGlobals->deathmatch && FBitSet( pev->spawnflags, SF_DECAL_NOTINDEATHMATCH ) ) ) { - REMOVE_ENTITY(ENT(pev)); + REMOVE_ENTITY( ENT( pev ) ); return; } - if ( FStringNull ( pev->targetname ) ) + if( FStringNull( pev->targetname ) ) { SetThink( &CDecal::StaticDecal ); // if there's no targetname, the decal will spray itself on as soon as the world is done spawning. @@ -133,45 +133,45 @@ void CDecal :: Spawn( void ) { // if there IS a targetname, the decal sprays itself on when it is triggered. SetThink( &CBaseEntity::SUB_DoNothing ); - SetUse( &CDecal::TriggerDecal); + SetUse( &CDecal::TriggerDecal ); } } -void CDecal :: TriggerDecal ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) +void CDecal::TriggerDecal( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { // this is set up as a USE function for infodecals that have targetnames, so that the // decal doesn't get applied until it is fired. (usually by a scripted sequence) TraceResult trace; - int entityIndex; + int entityIndex; - UTIL_TraceLine( pev->origin - Vector(5,5,5), pev->origin + Vector(5,5,5), ignore_monsters, ENT(pev), &trace ); + UTIL_TraceLine( pev->origin - Vector( 5, 5, 5 ), pev->origin + Vector( 5, 5, 5 ), ignore_monsters, ENT( pev ), &trace ); - MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY); + MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_BSPDECAL ); WRITE_COORD( pev->origin.x ); WRITE_COORD( pev->origin.y ); WRITE_COORD( pev->origin.z ); WRITE_SHORT( (int)pev->skin ); - entityIndex = (short)ENTINDEX(trace.pHit); + entityIndex = (short)ENTINDEX( trace.pHit ); WRITE_SHORT( entityIndex ); - if ( entityIndex ) - WRITE_SHORT( (int)VARS(trace.pHit)->modelindex ); + if( entityIndex ) + WRITE_SHORT( (int)VARS( trace.pHit )->modelindex ); MESSAGE_END(); SetThink( &CBaseEntity::SUB_Remove ); pev->nextthink = gpGlobals->time + 0.1; } -void CDecal :: StaticDecal( void ) +void CDecal::StaticDecal( void ) { TraceResult trace; - int entityIndex, modelIndex; + int entityIndex, modelIndex; - UTIL_TraceLine( pev->origin - Vector(5,5,5), pev->origin + Vector(5,5,5), ignore_monsters, ENT(pev), &trace ); + UTIL_TraceLine( pev->origin - Vector( 5, 5, 5 ), pev->origin + Vector( 5, 5, 5 ), ignore_monsters, ENT( pev ), &trace ); - entityIndex = (short)ENTINDEX(trace.pHit); - if ( entityIndex ) - modelIndex = (int)VARS(trace.pHit)->modelindex; + entityIndex = (short)ENTINDEX( trace.pHit ); + if( entityIndex ) + modelIndex = (int)VARS( trace.pHit )->modelindex; else modelIndex = 0; @@ -180,14 +180,14 @@ void CDecal :: StaticDecal( void ) SUB_Remove(); } -void CDecal :: KeyValue( KeyValueData *pkvd ) +void CDecal::KeyValue( KeyValueData *pkvd ) { - if (FStrEq(pkvd->szKeyName, "texture")) + if( FStrEq( pkvd->szKeyName, "texture" ) ) { pev->skin = DECAL_INDEX( pkvd->szValue ); // Found - if ( pev->skin >= 0 ) + if( pev->skin >= 0 ) return; ALERT( at_console, "Can't find decal %s\n", pkvd->szValue ); } @@ -203,18 +203,18 @@ class CCorpse : public CBaseEntity LINK_ENTITY_TO_CLASS( bodyque, CCorpse ) -static void InitBodyQue(void) +static void InitBodyQue( void ) { - string_t istrClassname = MAKE_STRING("bodyque"); + string_t istrClassname = MAKE_STRING( "bodyque" ); g_pBodyQueueHead = CREATE_NAMED_ENTITY( istrClassname ); - entvars_t *pev = VARS(g_pBodyQueueHead); + entvars_t *pev = VARS( g_pBodyQueueHead ); // Reserve 3 more slots for dead bodies - for ( int i = 0; i < 3; i++ ) + for( int i = 0; i < 3; i++ ) { pev->owner = CREATE_NAMED_ENTITY( istrClassname ); - pev = VARS(pev->owner); + pev = VARS( pev->owner ); } pev->owner = g_pBodyQueueHead; @@ -225,12 +225,12 @@ static void InitBodyQue(void) // // GLOBALS ASSUMED SET: g_eoBodyQueueHead // -void CopyToBodyQue(entvars_t *pev) +void CopyToBodyQue( entvars_t *pev ) { - if (pev->effects & EF_NODRAW) + if( pev->effects & EF_NODRAW ) return; - entvars_t *pevHead = VARS(g_pBodyQueueHead); + entvars_t *pevHead = VARS( g_pBodyQueueHead ); pevHead->angles = pev->angles; pevHead->model = pev->model; @@ -244,16 +244,16 @@ void CopyToBodyQue(entvars_t *pev) pevHead->renderfx = kRenderFxDeadPlayer; pevHead->renderamt = ENTINDEX( ENT( pev ) ); - pevHead->effects = pev->effects | EF_NOINTERP; + pevHead->effects = pev->effects | EF_NOINTERP; //pevHead->goalstarttime = pev->goalstarttime; - //pevHead->goalframe = pev->goalframe; + //pevHead->goalframe = pev->goalframe; //pevHead->goalendtime = pev->goalendtime ; pevHead->sequence = pev->sequence; pevHead->animtime = pev->animtime; - UTIL_SetOrigin(pevHead, pev->origin); - UTIL_SetSize(pevHead, pev->mins, pev->maxs); + UTIL_SetOrigin( pevHead, pev->origin ); + UTIL_SetSize( pevHead, pev->mins, pev->maxs ); g_pBodyQueueHead = pevHead->owner; } @@ -268,18 +268,18 @@ void CGlobalState::Reset( void ) m_listCount = 0; } -globalentity_t *CGlobalState :: Find( string_t globalname ) +globalentity_t *CGlobalState::Find( string_t globalname ) { - if ( !globalname ) + if( !globalname ) return NULL; globalentity_t *pTest; - const char *pEntityName = STRING(globalname); + const char *pEntityName = STRING( globalname ); pTest = m_pList; - while ( pTest ) + while( pTest ) { - if ( FStrEq( pEntityName, pTest->name ) ) + if( FStrEq( pEntityName, pTest->name ) ) break; pTest = pTest->pNext; @@ -290,14 +290,14 @@ globalentity_t *CGlobalState :: Find( string_t globalname ) // This is available all the time now on impulse 104, remove later //#ifdef _DEBUG -void CGlobalState :: DumpGlobals( void ) +void CGlobalState::DumpGlobals( void ) { static char *estates[] = { "Off", "On", "Dead" }; globalentity_t *pTest; ALERT( at_console, "-- Globals --\n" ); pTest = m_pList; - while ( pTest ) + while( pTest ) { ALERT( at_console, "%s: %s (%s)\n", pTest->name, pTest->levelName, estates[pTest->state] ); pTest = pTest->pNext; @@ -305,25 +305,25 @@ void CGlobalState :: DumpGlobals( void ) } //#endif -void CGlobalState :: EntityAdd( string_t globalname, string_t mapName, GLOBALESTATE state ) +void CGlobalState::EntityAdd( string_t globalname, string_t mapName, GLOBALESTATE state ) { - ASSERT( !Find(globalname) ); + ASSERT( !Find( globalname ) ); globalentity_t *pNewEntity = (globalentity_t *)calloc( sizeof( globalentity_t ), 1 ); ASSERT( pNewEntity != NULL ); pNewEntity->pNext = m_pList; m_pList = pNewEntity; strcpy( pNewEntity->name, STRING( globalname ) ); - strcpy( pNewEntity->levelName, STRING(mapName) ); + strcpy( pNewEntity->levelName, STRING( mapName ) ); pNewEntity->state = state; m_listCount++; } -void CGlobalState :: EntitySetState( string_t globalname, GLOBALESTATE state ) +void CGlobalState::EntitySetState( string_t globalname, GLOBALESTATE state ) { globalentity_t *pEnt = Find( globalname ); - if ( pEnt ) + if( pEnt ) pEnt->state = state; } @@ -334,10 +334,10 @@ const globalentity_t *CGlobalState :: EntityFromTable( string_t globalname ) return pEnt; } -GLOBALESTATE CGlobalState :: EntityGetState( string_t globalname ) +GLOBALESTATE CGlobalState::EntityGetState( string_t globalname ) { globalentity_t *pEnt = Find( globalname ); - if ( pEnt ) + if( pEnt ) return pEnt->state; return GLOBAL_OFF; @@ -362,13 +362,13 @@ int CGlobalState::Save( CSave &save ) int i; globalentity_t *pEntity; - if ( !save.WriteFields( "GLOBAL", this, m_SaveData, ARRAYSIZE(m_SaveData) ) ) + if( !save.WriteFields( "GLOBAL", this, m_SaveData, ARRAYSIZE( m_SaveData ) ) ) return 0; pEntity = m_pList; - for ( i = 0; i < m_listCount && pEntity; i++ ) + for( i = 0; i < m_listCount && pEntity; i++ ) { - if ( !save.WriteFields( "GENT", pEntity, gGlobalEntitySaveData, ARRAYSIZE(gGlobalEntitySaveData) ) ) + if( !save.WriteFields( "GENT", pEntity, gGlobalEntitySaveData, ARRAYSIZE( gGlobalEntitySaveData ) ) ) return 0; pEntity = pEntity->pNext; @@ -383,17 +383,17 @@ int CGlobalState::Restore( CRestore &restore ) globalentity_t tmpEntity; ClearStates(); - if ( !restore.ReadFields( "GLOBAL", this, m_SaveData, ARRAYSIZE(m_SaveData) ) ) + if( !restore.ReadFields( "GLOBAL", this, m_SaveData, ARRAYSIZE( m_SaveData ) ) ) return 0; listCount = m_listCount; // Get new list count m_listCount = 0; // Clear loaded data - for ( i = 0; i < listCount; i++ ) + for( i = 0; i < listCount; i++ ) { - if ( !restore.ReadFields( "GENT", &tmpEntity, gGlobalEntitySaveData, ARRAYSIZE(gGlobalEntitySaveData) ) ) + if( !restore.ReadFields( "GENT", &tmpEntity, gGlobalEntitySaveData, ARRAYSIZE( gGlobalEntitySaveData ) ) ) return 0; - EntityAdd( MAKE_STRING(tmpEntity.name), MAKE_STRING(tmpEntity.levelName), tmpEntity.state ); + EntityAdd( MAKE_STRING( tmpEntity.name ), MAKE_STRING( tmpEntity.levelName ), tmpEntity.state ); } return 1; } @@ -402,14 +402,14 @@ void CGlobalState::EntityUpdate( string_t globalname, string_t mapname ) { globalentity_t *pEnt = Find( globalname ); - if ( pEnt ) - strcpy( pEnt->levelName, STRING(mapname) ); + if( pEnt ) + strcpy( pEnt->levelName, STRING( mapname ) ); } void CGlobalState::ClearStates( void ) { globalentity_t *pFree = m_pList; - while ( pFree ) + while( pFree ) { globalentity_t *pNext = pFree->pNext; free( pFree ); @@ -452,13 +452,13 @@ LINK_ENTITY_TO_CLASS( worldspawn, CWorld ) extern DLL_GLOBAL BOOL g_fGameOver; float g_flWeaponCheat; -void CWorld :: Spawn( void ) +void CWorld::Spawn( void ) { g_fGameOver = FALSE; - Precache( ); + Precache(); } -void CWorld :: Precache( void ) +void CWorld::Precache( void ) { g_pLastSpawn = NULL; #if 1 @@ -471,12 +471,12 @@ void CWorld :: Precache( void ) CVAR_SET_STRING("room_type", "0");// clear DSP // Set up game rules - if (g_pGameRules) + if( g_pGameRules ) { delete g_pGameRules; } - g_pGameRules = InstallGameRules( ); + g_pGameRules = InstallGameRules(); //!!!UNDONE why is there so much Spawn code in the Precache function? I'll just keep it here @@ -485,13 +485,13 @@ void CWorld :: Precache( void ) pSoundEnt = GetClassPtr( ( CSoundEnt *)NULL ); pSoundEnt->Spawn(); - if ( !pSoundEnt ) + if( !pSoundEnt ) { ALERT ( at_console, "**COULD NOT CREATE SOUNDENT**\n" ); } InitBodyQue(); - + // init sentence group playback stuff from sentences.txt. // ok to call this multiple times, calls after first are ignored. SENTENCEG_Init(); @@ -501,12 +501,12 @@ void CWorld :: Precache( void ) // the area based ambient sounds MUST be the first precache_sounds // player precaches - W_Precache (); // get weapon precaches + W_Precache(); // get weapon precaches ClientPrecache(); // sounds used from C physics code - PRECACHE_SOUND("common/null.wav");// clears sound channels + PRECACHE_SOUND( "common/null.wav" );// clears sound channels PRECACHE_SOUND( "items/suitchargeok1.wav" );//!!! temporary sound for respawning weapons. PRECACHE_SOUND( "items/gunpickup2.wav" );// player picks up a gun. @@ -515,7 +515,7 @@ void CWorld :: Precache( void ) PRECACHE_SOUND( "common/bodydrop4.wav" ); g_Language = (int)CVAR_GET_FLOAT( "sv_language" ); - if ( g_Language == LANGUAGE_GERMAN ) + if( g_Language == LANGUAGE_GERMAN ) { PRECACHE_MODEL( "models/germangibs.mdl" ); } @@ -525,90 +525,90 @@ void CWorld :: Precache( void ) PRECACHE_MODEL( "models/agibs.mdl" ); } - PRECACHE_SOUND ("weapons/ric1.wav"); - PRECACHE_SOUND ("weapons/ric2.wav"); - PRECACHE_SOUND ("weapons/ric3.wav"); - PRECACHE_SOUND ("weapons/ric4.wav"); - PRECACHE_SOUND ("weapons/ric5.wav"); + PRECACHE_SOUND( "weapons/ric1.wav" ); + PRECACHE_SOUND( "weapons/ric2.wav" ); + PRECACHE_SOUND( "weapons/ric3.wav" ); + PRECACHE_SOUND( "weapons/ric4.wav" ); + PRECACHE_SOUND( "weapons/ric5.wav" ); // // Setup light animation tables. 'a' is total darkness, 'z' is maxbright. // // 0 normal - LIGHT_STYLE(0, "m"); + LIGHT_STYLE( 0, "m" ); // 1 FLICKER (first variety) - LIGHT_STYLE(1, "mmnmmommommnonmmonqnmmo"); + LIGHT_STYLE( 1, "mmnmmommommnonmmonqnmmo" ); // 2 SLOW STRONG PULSE - LIGHT_STYLE(2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba"); + LIGHT_STYLE( 2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba" ); // 3 CANDLE (first variety) - LIGHT_STYLE(3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg"); + LIGHT_STYLE( 3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg" ); // 4 FAST STROBE - LIGHT_STYLE(4, "mamamamamama"); + LIGHT_STYLE( 4, "mamamamamama" ); // 5 GENTLE PULSE 1 - LIGHT_STYLE(5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj"); + LIGHT_STYLE( 5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj" ); // 6 FLICKER (second variety) - LIGHT_STYLE(6, "nmonqnmomnmomomno"); + LIGHT_STYLE( 6, "nmonqnmomnmomomno" ); // 7 CANDLE (second variety) - LIGHT_STYLE(7, "mmmaaaabcdefgmmmmaaaammmaamm"); + LIGHT_STYLE( 7, "mmmaaaabcdefgmmmmaaaammmaamm" ); // 8 CANDLE (third variety) - LIGHT_STYLE(8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa"); + LIGHT_STYLE( 8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa" ); // 9 SLOW STROBE (fourth variety) - LIGHT_STYLE(9, "aaaaaaaazzzzzzzz"); + LIGHT_STYLE( 9, "aaaaaaaazzzzzzzz" ); // 10 FLUORESCENT FLICKER - LIGHT_STYLE(10, "mmamammmmammamamaaamammma"); + LIGHT_STYLE( 10, "mmamammmmammamamaaamammma" ); // 11 SLOW PULSE NOT FADE TO BLACK - LIGHT_STYLE(11, "abcdefghijklmnopqrrqponmlkjihgfedcba"); + LIGHT_STYLE( 11, "abcdefghijklmnopqrrqponmlkjihgfedcba" ); // 12 UNDERWATER LIGHT MUTATION // this light only distorts the lightmap - no contribution // is made to the brightness of affected surfaces - LIGHT_STYLE(12, "mmnnmmnnnmmnn"); + LIGHT_STYLE( 12, "mmnnmmnnnmmnn" ); // styles 32-62 are assigned by the light program for switchable lights // 63 testing - LIGHT_STYLE(63, "a"); + LIGHT_STYLE( 63, "a" ); - for ( int i = 0; i < ARRAYSIZE(gDecals); i++ ) + for( int i = 0; i < ARRAYSIZE( gDecals ); i++ ) gDecals[i].index = DECAL_INDEX( gDecals[i].name ); // init the WorldGraph. WorldGraph.InitGraph(); // make sure the .NOD file is newer than the .BSP file. - if ( !WorldGraph.CheckNODFile ( ( char * )STRING( gpGlobals->mapname ) ) ) + if( !WorldGraph.CheckNODFile( ( char * )STRING( gpGlobals->mapname ) ) ) { // NOD file is not present, or is older than the BSP file. - WorldGraph.AllocNodes (); + WorldGraph.AllocNodes(); } else { // Load the node graph for this level - if ( !WorldGraph.FLoadGraph ( (char *)STRING( gpGlobals->mapname ) ) ) + if( !WorldGraph.FLoadGraph ( (char *)STRING( gpGlobals->mapname ) ) ) { // couldn't load, so alloc and prepare to build a graph. - ALERT ( at_console, "*Error opening .NOD file\n" ); - WorldGraph.AllocNodes (); + ALERT( at_console, "*Error opening .NOD file\n" ); + WorldGraph.AllocNodes(); } else { - ALERT ( at_console, "\n*Graph Loaded!\n" ); + ALERT( at_console, "\n*Graph Loaded!\n" ); } } - if ( pev->speed > 0 ) + if( pev->speed > 0 ) CVAR_SET_FLOAT( "sv_zmax", pev->speed ); else CVAR_SET_FLOAT( "sv_zmax", 4096 ); @@ -616,11 +616,11 @@ void CWorld :: Precache( void ) // g-cont. moved here to right restore global WaveHeight on save\restore level CVAR_SET_FLOAT( "sv_wateramp", pev->scale ); - if ( pev->netname ) + if( pev->netname ) { - ALERT( at_aiconsole, "Chapter title: %s\n", STRING(pev->netname) ); + ALERT( at_aiconsole, "Chapter title: %s\n", STRING( pev->netname ) ); CBaseEntity *pEntity = CBaseEntity::Create( "env_message", g_vecZero, g_vecZero, NULL ); - if ( pEntity ) + if( pEntity ) { pEntity->SetThink( &CBaseEntity::SUB_CallUseToggle ); pEntity->pev->message = pev->netname; @@ -630,21 +630,21 @@ void CWorld :: Precache( void ) } } - if ( pev->spawnflags & SF_WORLD_DARK ) + if( pev->spawnflags & SF_WORLD_DARK ) CVAR_SET_FLOAT( "v_dark", 1.0 ); else CVAR_SET_FLOAT( "v_dark", 0.0 ); pev->spawnflags &= ~SF_WORLD_DARK; // g-cont. don't apply fade after save\restore - - if ( pev->spawnflags & SF_WORLD_TITLE ) + + if( pev->spawnflags & SF_WORLD_TITLE ) gDisplayTitle = TRUE; // display the game title if this key is set else gDisplayTitle = FALSE; pev->spawnflags &= ~SF_WORLD_TITLE; // g-cont. don't show logo after save\restore - - if ( pev->spawnflags & SF_WORLD_FORCETEAM ) + + if( pev->spawnflags & SF_WORLD_FORCETEAM ) { CVAR_SET_FLOAT( "mp_defaultteam", 1 ); } @@ -660,66 +660,66 @@ void CWorld :: Precache( void ) // // Just to ignore the "wad" field. // -void CWorld :: KeyValue( KeyValueData *pkvd ) +void CWorld::KeyValue( KeyValueData *pkvd ) { - if ( FStrEq(pkvd->szKeyName, "skyname") ) + if( FStrEq( pkvd->szKeyName, "skyname" ) ) { // Sent over net now. CVAR_SET_STRING( "sv_skyname", pkvd->szValue ); pkvd->fHandled = TRUE; } - else if ( FStrEq(pkvd->szKeyName, "sounds") ) + else if( FStrEq( pkvd->szKeyName, "sounds" ) ) { - gpGlobals->cdAudioTrack = atoi(pkvd->szValue); + gpGlobals->cdAudioTrack = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if ( FStrEq(pkvd->szKeyName, "WaveHeight") ) + else if( FStrEq(pkvd->szKeyName, "WaveHeight" ) ) { // Sent over net now. - pev->scale = atof(pkvd->szValue) * (1.0/8.0); + pev->scale = atof( pkvd->szValue ) * ( 1.0 / 8.0 ); pkvd->fHandled = TRUE; } - else if ( FStrEq(pkvd->szKeyName, "MaxRange") ) + else if( FStrEq( pkvd->szKeyName, "MaxRange" ) ) { - pev->speed = atof(pkvd->szValue); + pev->speed = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if ( FStrEq(pkvd->szKeyName, "chaptertitle") ) + else if( FStrEq( pkvd->szKeyName, "chaptertitle" ) ) { - pev->netname = ALLOC_STRING(pkvd->szValue); + pev->netname = ALLOC_STRING( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if ( FStrEq(pkvd->szKeyName, "startdark") ) + else if( FStrEq( pkvd->szKeyName, "startdark" ) ) { // UNDONE: This is a gross hack!!! The CVAR is NOT sent over the client/sever link // but it will work for single player - int flag = atoi(pkvd->szValue); + int flag = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; - if ( flag ) + if( flag ) pev->spawnflags |= SF_WORLD_DARK; } - else if ( FStrEq(pkvd->szKeyName, "newunit") ) + else if( FStrEq(pkvd->szKeyName, "newunit") ) { // Single player only. Clear save directory if set - if ( atoi(pkvd->szValue) ) + if( atoi( pkvd->szValue ) ) CVAR_SET_FLOAT( "sv_newunit", 1 ); pkvd->fHandled = TRUE; } - else if ( FStrEq(pkvd->szKeyName, "gametitle") ) + else if( FStrEq(pkvd->szKeyName, "gametitle" ) ) { - if ( atoi(pkvd->szValue) ) + if( atoi( pkvd->szValue ) ) pev->spawnflags |= SF_WORLD_TITLE; pkvd->fHandled = TRUE; } - else if ( FStrEq(pkvd->szKeyName, "mapteams") ) + else if( FStrEq( pkvd->szKeyName, "mapteams" ) ) { pev->team = ALLOC_STRING( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if ( FStrEq(pkvd->szKeyName, "defaultteam") ) + else if( FStrEq( pkvd->szKeyName, "defaultteam" ) ) { - if ( atoi(pkvd->szValue) ) + if( atoi( pkvd->szValue ) ) { pev->spawnflags |= SF_WORLD_FORCETEAM; } @@ -733,7 +733,7 @@ void CWorld :: KeyValue( KeyValueData *pkvd ) // Xash3D physics interface // -typedef void ( *LINK_ENTITY_FN)( entvars_t *pev ); +typedef void (*LINK_ENTITY_FN)( entvars_t *pev ); // // attempt to create custom entity when default method is failed @@ -744,7 +744,7 @@ int DispatchCreateEntity( edict_t *pent, const char *szName ) /* #ifdef CREATE_ENTITY_TEST // quake armor entities. we just replaced it with item_battery... - if( !strcmp( szName, "item_armor1" ) || !strcmp( szName, "item_armor2" )) + if( !strcmp( szName, "item_armor1" ) || !strcmp( szName, "item_armor2" ) ) { LINK_ENTITY_FN SpawnEdict; @@ -756,12 +756,12 @@ int DispatchCreateEntity( edict_t *pent, const char *szName ) // BUGBUG: old classname hanging in memory pent->v.classname = ALLOC_STRING( "item_battery" ); - //ALERT( at_console, "DispatchCreateEntity: replace %s with %s\n", szName, STRING( pent->v.classname )); + //ALERT( at_console, "DispatchCreateEntity: replace %s with %s\n", szName, STRING( pent->v.classname ) ); SpawnEdict( &pent->v ); return 0; // handled } - } + } #endif */ return -1; @@ -773,11 +773,11 @@ int DispatchCreateEntity( edict_t *pent, const char *szName ) // int DispatchPhysicsEntity( edict_t *pEdict ) { - CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE(pEdict); + CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE( pEdict ); if( !pEntity ) { - //ALERT( at_console, "skip %s [%i] without private data\n", STRING( pEdict->v.classname ), ENTINDEX( pEdict )); + //ALERT( at_console, "skip %s [%i] without private data\n", STRING( pEdict->v.classname ), ENTINDEX( pEdict ) ); return 0; // not initialized } @@ -785,15 +785,15 @@ int DispatchPhysicsEntity( edict_t *pEdict ) /* #ifdef CUSTOM_PHYSICS_TEST // test alien controller without physics, thinking only - if( FClassnameIs( pEntity->pev, "monster_alien_controller" )) + if( FClassnameIs( pEntity->pev, "monster_alien_controller" ) ) { - float thinktime; + float thinktime; thinktime = pEntity->pev->nextthink; if( thinktime <= 0.0f || thinktime > PHYSICS_TIME() + gpGlobals->frametime ) return 1; - if( thinktime < PHYSICS_TIME( )) + if( thinktime < PHYSICS_TIME() ) thinktime = PHYSICS_TIME(); // don't let things stay in the past. // it is possible to start that way // by a trigger with a local time. @@ -813,8 +813,8 @@ int DispatchPhysicsEntity( edict_t *pEdict ) */ return 0; } - -static physics_interface_t gPhysicsInterface = + +static physics_interface_t gPhysicsInterface = { SV_PHYSICS_INTERFACE_VERSION, DispatchCreateEntity, @@ -823,16 +823,16 @@ static physics_interface_t gPhysicsInterface = int Server_GetPhysicsInterface( int iVersion, server_physics_api_t *pfuncsFromEngine, physics_interface_t *pFunctionTable ) { - if ( !pFunctionTable || !pfuncsFromEngine || iVersion != SV_PHYSICS_INTERFACE_VERSION ) + if( !pFunctionTable || !pfuncsFromEngine || iVersion != SV_PHYSICS_INTERFACE_VERSION ) { return FALSE; } // copy new physics interface - memcpy(&g_physfuncs, pfuncsFromEngine, sizeof(server_physics_api_t)); + memcpy( &g_physfuncs, pfuncsFromEngine, sizeof(server_physics_api_t) ); // fill engine callbacks - memcpy( pFunctionTable, &gPhysicsInterface, sizeof( physics_interface_t ) ); + memcpy( pFunctionTable, &gPhysicsInterface, sizeof(physics_interface_t) ); return TRUE; } diff --git a/dlls/xen.cpp b/dlls/xen.cpp index feb61741..8e9c771c 100644 --- a/dlls/xen.cpp +++ b/dlls/xen.cpp @@ -24,17 +24,17 @@ class CActAnimating : public CBaseAnimating { public: - void SetActivity( Activity act ); + void SetActivity( Activity act ); inline Activity GetActivity( void ) { return m_Activity; } - virtual int ObjectCaps( void ) { return CBaseAnimating :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } + virtual int ObjectCaps( void ) { return CBaseAnimating::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); - static TYPEDESCRIPTION m_SaveData[]; + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); + static TYPEDESCRIPTION m_SaveData[]; private: - Activity m_Activity; + Activity m_Activity; }; TYPEDESCRIPTION CActAnimating::m_SaveData[] = @@ -44,35 +44,35 @@ TYPEDESCRIPTION CActAnimating::m_SaveData[] = IMPLEMENT_SAVERESTORE( CActAnimating, CBaseAnimating ) -void CActAnimating :: SetActivity( Activity act ) +void CActAnimating::SetActivity( Activity act ) { int sequence = LookupActivity( act ); - if ( sequence != ACTIVITY_NOT_AVAILABLE ) + if( sequence != ACTIVITY_NOT_AVAILABLE ) { pev->sequence = sequence; m_Activity = act; pev->frame = 0; - ResetSequenceInfo( ); + ResetSequenceInfo(); } } class CXenPLight : public CActAnimating { public: - void Spawn( void ); - void Precache( void ); - void Touch( CBaseEntity *pOther ); - void Think( void ); + void Spawn( void ); + void Precache( void ); + void Touch( CBaseEntity *pOther ); + void Think( void ); - void LightOn( void ); - void LightOff( void ); + void LightOn( void ); + void LightOff( void ); - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); - static TYPEDESCRIPTION m_SaveData[]; + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); + static TYPEDESCRIPTION m_SaveData[]; private: - CSprite *m_pGlow; + CSprite *m_pGlow; }; LINK_ENTITY_TO_CLASS( xen_plantlight, CXenPLight ) @@ -84,31 +84,31 @@ TYPEDESCRIPTION CXenPLight::m_SaveData[] = IMPLEMENT_SAVERESTORE( CXenPLight, CActAnimating ) -void CXenPLight :: Spawn( void ) +void CXenPLight::Spawn( void ) { Precache(); - SET_MODEL( ENT(pev), "models/light.mdl" ); - pev->movetype = MOVETYPE_NONE; - pev->solid = SOLID_TRIGGER; + SET_MODEL( ENT( pev ), "models/light.mdl" ); + pev->movetype = MOVETYPE_NONE; + pev->solid = SOLID_TRIGGER; - UTIL_SetSize( pev, Vector(-80,-80,0), Vector(80,80,32)); + UTIL_SetSize( pev, Vector( -80, -80, 0 ), Vector( 80, 80, 32 ) ); SetActivity( ACT_IDLE ); pev->nextthink = gpGlobals->time + 0.1; - pev->frame = RANDOM_FLOAT(0,255); + pev->frame = RANDOM_FLOAT( 0, 255 ); m_pGlow = CSprite::SpriteCreate( XEN_PLANT_GLOW_SPRITE, pev->origin + Vector(0,0,(pev->mins.z+pev->maxs.z)*0.5), FALSE ); m_pGlow->SetTransparency( kRenderGlow, pev->rendercolor.x, pev->rendercolor.y, pev->rendercolor.z, pev->renderamt, pev->renderfx ); m_pGlow->SetAttachment( edict(), 1 ); } -void CXenPLight :: Precache( void ) +void CXenPLight::Precache( void ) { PRECACHE_MODEL( "models/light.mdl" ); PRECACHE_MODEL( XEN_PLANT_GLOW_SPRITE ); } -void CXenPLight :: Think( void ) +void CXenPLight::Think( void ) { StudioFrameAdvance(); pev->nextthink = gpGlobals->time + 0.1; @@ -116,21 +116,21 @@ void CXenPLight :: Think( void ) switch( GetActivity() ) { case ACT_CROUCH: - if ( m_fSequenceFinished ) + if( m_fSequenceFinished ) { SetActivity( ACT_CROUCHIDLE ); LightOff(); } break; case ACT_CROUCHIDLE: - if ( gpGlobals->time > pev->dmgtime ) + if( gpGlobals->time > pev->dmgtime ) { SetActivity( ACT_STAND ); LightOn(); } break; case ACT_STAND: - if ( m_fSequenceFinished ) + if( m_fSequenceFinished ) SetActivity( ACT_IDLE ); break; case ACT_IDLE: @@ -139,38 +139,38 @@ void CXenPLight :: Think( void ) } } -void CXenPLight :: Touch( CBaseEntity *pOther ) +void CXenPLight::Touch( CBaseEntity *pOther ) { - if ( pOther->IsPlayer() ) + if( pOther->IsPlayer() ) { pev->dmgtime = gpGlobals->time + XEN_PLANT_HIDE_TIME; - if ( GetActivity() == ACT_IDLE || GetActivity() == ACT_STAND ) + if( GetActivity() == ACT_IDLE || GetActivity() == ACT_STAND ) { SetActivity( ACT_CROUCH ); } } } -void CXenPLight :: LightOn( void ) +void CXenPLight::LightOn( void ) { SUB_UseTargets( this, USE_ON, 0 ); - if ( m_pGlow ) + if( m_pGlow ) m_pGlow->pev->effects &= ~EF_NODRAW; } -void CXenPLight :: LightOff( void ) +void CXenPLight::LightOff( void ) { SUB_UseTargets( this, USE_OFF, 0 ); - if ( m_pGlow ) + if( m_pGlow ) m_pGlow->pev->effects |= EF_NODRAW; } class CXenHair : public CActAnimating { public: - void Spawn( void ); - void Precache( void ); - void Think( void ); + void Spawn( void ); + void Precache( void ); + void Think( void ); }; LINK_ENTITY_TO_CLASS( xen_hair, CXenHair ) @@ -181,15 +181,15 @@ void CXenHair::Spawn( void ) { Precache(); SET_MODEL( edict(), "models/hair.mdl" ); - UTIL_SetSize( pev, Vector(-4,-4,0), Vector(4,4,32)); + UTIL_SetSize( pev, Vector( -4, -4, 0 ), Vector( 4, 4, 32 ) ); pev->sequence = 0; - - if ( !(pev->spawnflags & SF_HAIR_SYNC) ) + + if( !( pev->spawnflags & SF_HAIR_SYNC ) ) { - pev->frame = RANDOM_FLOAT(0,255); + pev->frame = RANDOM_FLOAT( 0, 255 ); pev->framerate = RANDOM_FLOAT( 0.7, 1.4 ); } - ResetSequenceInfo( ); + ResetSequenceInfo(); pev->solid = SOLID_NOT; pev->movetype = MOVETYPE_NONE; @@ -210,17 +210,17 @@ void CXenHair::Precache( void ) class CXenTreeTrigger : public CBaseEntity { public: - void Touch( CBaseEntity *pOther ); + void Touch( CBaseEntity *pOther ); static CXenTreeTrigger *TriggerCreate( edict_t *pOwner, const Vector &position ); }; LINK_ENTITY_TO_CLASS( xen_ttrigger, CXenTreeTrigger ) -CXenTreeTrigger *CXenTreeTrigger :: TriggerCreate( edict_t *pOwner, const Vector &position ) +CXenTreeTrigger *CXenTreeTrigger::TriggerCreate( edict_t *pOwner, const Vector &position ) { CXenTreeTrigger *pTrigger = GetClassPtr( (CXenTreeTrigger *)NULL ); pTrigger->pev->origin = position; - pTrigger->pev->classname = MAKE_STRING("xen_ttrigger"); + pTrigger->pev->classname = MAKE_STRING( "xen_ttrigger" ); pTrigger->pev->solid = SOLID_TRIGGER; pTrigger->pev->movetype = MOVETYPE_NONE; pTrigger->pev->owner = pOwner; @@ -230,9 +230,9 @@ CXenTreeTrigger *CXenTreeTrigger :: TriggerCreate( edict_t *pOwner, const Vector void CXenTreeTrigger::Touch( CBaseEntity *pOther ) { - if ( pev->owner ) + if( pev->owner ) { - CBaseEntity *pEntity = CBaseEntity::Instance(pev->owner); + CBaseEntity *pEntity = CBaseEntity::Instance( pev->owner ); pEntity->Touch( pOther ); } } @@ -242,18 +242,18 @@ void CXenTreeTrigger::Touch( CBaseEntity *pOther ) class CXenTree : public CActAnimating { public: - void Spawn( void ); - void Precache( void ); - void Touch( CBaseEntity *pOther ); - void Think( void ); - int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { Attack(); return 0; } - void HandleAnimEvent( MonsterEvent_t *pEvent ); - void Attack( void ); - int Classify( void ) { return CLASS_BARNACLE; } + void Spawn( void ); + void Precache( void ); + void Touch( CBaseEntity *pOther ); + void Think( void ); + int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { Attack(); return 0; } + void HandleAnimEvent( MonsterEvent_t *pEvent ); + void Attack( void ); + int Classify( void ) { return CLASS_BARNACLE; } - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); - static TYPEDESCRIPTION m_SaveData[]; + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); + static TYPEDESCRIPTION m_SaveData[]; static const char *pAttackHitSounds[]; static const char *pAttackMissSounds[]; @@ -271,25 +271,25 @@ TYPEDESCRIPTION CXenTree::m_SaveData[] = IMPLEMENT_SAVERESTORE( CXenTree, CActAnimating ) -void CXenTree :: Spawn( void ) +void CXenTree::Spawn( void ) { Precache(); - SET_MODEL( ENT(pev), "models/tree.mdl" ); - pev->movetype = MOVETYPE_NONE; - pev->solid = SOLID_BBOX; + SET_MODEL( ENT( pev ), "models/tree.mdl" ); + pev->movetype = MOVETYPE_NONE; + pev->solid = SOLID_BBOX; pev->takedamage = DAMAGE_YES; - UTIL_SetSize( pev, Vector(-30,-30,0), Vector(30,30,188)); + UTIL_SetSize( pev, Vector( -30, -30, 0 ), Vector( 30, 30, 188 ) ); SetActivity( ACT_IDLE ); pev->nextthink = gpGlobals->time + 0.1; - pev->frame = RANDOM_FLOAT(0,255); + pev->frame = RANDOM_FLOAT( 0, 255 ); pev->framerate = RANDOM_FLOAT( 0.7, 1.4 ); Vector triggerPosition; UTIL_MakeVectorsPrivate( pev->angles, triggerPosition, NULL, NULL ); - triggerPosition = pev->origin + (triggerPosition * 64); + triggerPosition = pev->origin + ( triggerPosition * 64 ); // Create the trigger m_pTrigger = CXenTreeTrigger::TriggerCreate( edict(), triggerPosition ); UTIL_SetSize( m_pTrigger->pev, Vector( -24, -24, 0 ), Vector( 24, 24, 128 ) ); @@ -308,7 +308,7 @@ const char *CXenTree::pAttackMissSounds[] = "zombie/claw_miss2.wav", }; -void CXenTree :: Precache( void ) +void CXenTree::Precache( void ) { PRECACHE_MODEL( "models/tree.mdl" ); PRECACHE_MODEL( XEN_PLANT_GLOW_SPRITE ); @@ -316,17 +316,17 @@ void CXenTree :: Precache( void ) PRECACHE_SOUND_ARRAY( pAttackMissSounds ); } -void CXenTree :: Touch( CBaseEntity *pOther ) +void CXenTree::Touch( CBaseEntity *pOther ) { - if ( !pOther->IsPlayer() && FClassnameIs( pOther->pev, "monster_bigmomma" ) ) + if( !pOther->IsPlayer() && FClassnameIs( pOther->pev, "monster_bigmomma" ) ) return; Attack(); } -void CXenTree :: Attack( void ) +void CXenTree::Attack( void ) { - if ( GetActivity() == ACT_IDLE ) + if( GetActivity() == ACT_IDLE ) { SetActivity( ACT_MELEE_ATTACK1 ); pev->framerate = RANDOM_FLOAT( 1.0, 1.4 ); @@ -334,7 +334,7 @@ void CXenTree :: Attack( void ) } } -void CXenTree :: HandleAnimEvent( MonsterEvent_t *pEvent ) +void CXenTree::HandleAnimEvent( MonsterEvent_t *pEvent ) { switch( pEvent->event ) { @@ -342,16 +342,16 @@ void CXenTree :: HandleAnimEvent( MonsterEvent_t *pEvent ) { CBaseEntity *pList[8]; BOOL sound = FALSE; - int count = UTIL_EntitiesInBox( pList, 8, m_pTrigger->pev->absmin, m_pTrigger->pev->absmax, FL_MONSTER|FL_CLIENT ); + int count = UTIL_EntitiesInBox( pList, 8, m_pTrigger->pev->absmin, m_pTrigger->pev->absmax, FL_MONSTER | FL_CLIENT ); Vector forward; UTIL_MakeVectorsPrivate( pev->angles, forward, NULL, NULL ); - for ( int i = 0; i < count; i++ ) + for( int i = 0; i < count; i++ ) { - if ( pList[i] != this ) + if( pList[i] != this ) { - if ( pList[i]->pev->owner != edict() ) + if( pList[i]->pev->owner != edict() ) { sound = TRUE; pList[i]->TakeDamage( pev, pev, 25, DMG_CRUSH | DMG_SLASH ); @@ -361,7 +361,7 @@ void CXenTree :: HandleAnimEvent( MonsterEvent_t *pEvent ) } } - if ( sound ) + if( sound ) { EMIT_SOUND_ARRAY_DYN( CHAN_WEAPON, pAttackHitSounds ); } @@ -372,7 +372,7 @@ void CXenTree :: HandleAnimEvent( MonsterEvent_t *pEvent ) CActAnimating::HandleAnimEvent( pEvent ); } -void CXenTree :: Think( void ) +void CXenTree::Think( void ) { float flInterval = StudioFrameAdvance(); pev->nextthink = gpGlobals->time + 0.1; @@ -381,7 +381,7 @@ void CXenTree :: Think( void ) switch( GetActivity() ) { case ACT_MELEE_ATTACK1: - if ( m_fSequenceFinished ) + if( m_fSequenceFinished ) { SetActivity( ACT_IDLE ); pev->framerate = RANDOM_FLOAT( 0.6, 1.4 ); @@ -403,30 +403,30 @@ void CXenTree :: Think( void ) class CXenSpore : public CActAnimating { public: - void Spawn( void ); - void Precache( void ); - void Touch( CBaseEntity *pOther ); - void Think( void ); - int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { Attack(); return 0; } - //void HandleAnimEvent( MonsterEvent_t *pEvent ); - void Attack( void ) {} + void Spawn( void ); + void Precache( void ); + void Touch( CBaseEntity *pOther ); + void Think( void ); + int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { Attack(); return 0; } + //void HandleAnimEvent( MonsterEvent_t *pEvent ); + void Attack( void ) {} static const char *pModelNames[]; }; class CXenSporeSmall : public CXenSpore { - void Spawn( void ); + void Spawn( void ); }; class CXenSporeMed : public CXenSpore { - void Spawn( void ); + void Spawn( void ); }; class CXenSporeLarge : public CXenSpore { - void Spawn( void ); + void Spawn( void ); static const Vector m_hullSizes[]; }; @@ -436,10 +436,10 @@ class CXenHull : public CPointEntity { public: static CXenHull *CreateHull( CBaseEntity *source, const Vector &mins, const Vector &maxs, const Vector &offset ); - int Classify( void ) { return CLASS_BARNACLE; } + int Classify( void ) { return CLASS_BARNACLE; } }; -CXenHull *CXenHull :: CreateHull( CBaseEntity *source, const Vector &mins, const Vector &maxs, const Vector &offset ) +CXenHull *CXenHull::CreateHull( CBaseEntity *source, const Vector &mins, const Vector &maxs, const Vector &offset ) { CXenHull *pHull = GetClassPtr( (CXenHull *)NULL ); @@ -466,14 +466,14 @@ void CXenSporeSmall::Spawn( void ) { pev->skin = 0; CXenSpore::Spawn(); - UTIL_SetSize( pev, Vector(-16,-16,0), Vector(16,16,64)); + UTIL_SetSize( pev, Vector( -16, -16, 0 ), Vector( 16, 16, 64) ); } void CXenSporeMed::Spawn( void ) { pev->skin = 1; CXenSpore::Spawn(); - UTIL_SetSize( pev, Vector(-40,-40,0), Vector(40,40,120)); + UTIL_SetSize( pev, Vector( -40, -40, 0 ), Vector( 40, 40, 120 ) ); } // I just eyeballed these -- fill in hulls for the legs @@ -490,31 +490,31 @@ void CXenSporeLarge::Spawn( void ) { pev->skin = 2; CXenSpore::Spawn(); - UTIL_SetSize( pev, Vector(-48,-48,110), Vector(48,48,240)); + UTIL_SetSize( pev, Vector( -48, -48, 110 ), Vector( 48, 48, 240 ) ); Vector forward, right; UTIL_MakeVectorsPrivate( pev->angles, forward, right, NULL ); // Rotate the leg hulls into position - for ( int i = 0; i < ARRAYSIZE(m_hullSizes); i++ ) - CXenHull :: CreateHull( this, Vector(-12, -12, 0 ), Vector( 12, 12, 120 ), (m_hullSizes[i].x * forward) + (m_hullSizes[i].y * right) ); + for( int i = 0; i < ARRAYSIZE( m_hullSizes ); i++ ) + CXenHull::CreateHull( this, Vector( -12, -12, 0 ), Vector( 12, 12, 120 ), ( m_hullSizes[i].x * forward ) + ( m_hullSizes[i].y * right ) ); } void CXenSpore :: Spawn( void ) { Precache(); - SET_MODEL( ENT(pev), pModelNames[pev->skin] ); - pev->movetype = MOVETYPE_NONE; - pev->solid = SOLID_BBOX; + SET_MODEL( ENT( pev ), pModelNames[pev->skin] ); + pev->movetype = MOVETYPE_NONE; + pev->solid = SOLID_BBOX; pev->takedamage = DAMAGE_YES; //SetActivity( ACT_IDLE ); pev->sequence = 0; - pev->frame = RANDOM_FLOAT(0,255); + pev->frame = RANDOM_FLOAT( 0, 255 ); pev->framerate = RANDOM_FLOAT( 0.7, 1.4 ); - ResetSequenceInfo( ); + ResetSequenceInfo(); pev->nextthink = gpGlobals->time + RANDOM_FLOAT( 0.1, 0.4 ); // Load balance these a bit } @@ -525,16 +525,16 @@ const char *CXenSpore::pModelNames[] = "models/fungus(large).mdl", }; -void CXenSpore :: Precache( void ) +void CXenSpore::Precache( void ) { PRECACHE_MODEL( (char *)pModelNames[pev->skin] ); } -void CXenSpore :: Touch( CBaseEntity *pOther ) +void CXenSpore::Touch( CBaseEntity *pOther ) { } -void CXenSpore :: Think( void ) +void CXenSpore::Think( void ) { float flInterval = StudioFrameAdvance(); pev->nextthink = gpGlobals->time + 0.1; diff --git a/dlls/zombie.cpp b/dlls/zombie.cpp index 2ae4b690..7fe416c7 100644 --- a/dlls/zombie.cpp +++ b/dlls/zombie.cpp @@ -31,7 +31,7 @@ #define ZOMBIE_AE_ATTACK_LEFT 0x02 #define ZOMBIE_AE_ATTACK_BOTH 0x03 -#define ZOMBIE_FLINCH_DELAY 2 // at most one flinch every n secs +#define ZOMBIE_FLINCH_DELAY 2 // at most one flinch every n secs class CZombie : public CBaseMonster { @@ -39,9 +39,9 @@ public: void Spawn( void ); void Precache( void ); void SetYawSpeed( void ); - int Classify ( void ); + int Classify( void ); void HandleAnimEvent( MonsterEvent_t *pEvent ); - int IgnoreConditions ( void ); + int IgnoreConditions( void ); float m_flNextFlinch; @@ -58,8 +58,8 @@ public: static const char *pAttackMissSounds[]; // No range attacks - BOOL CheckRangeAttack1 ( float flDot, float flDist ) { return FALSE; } - BOOL CheckRangeAttack2 ( float flDot, float flDist ) { return FALSE; } + BOOL CheckRangeAttack1( float flDot, float flDist ) { return FALSE; } + BOOL CheckRangeAttack2( float flDot, float flDist ) { return FALSE; } int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); }; @@ -109,7 +109,7 @@ const char *CZombie::pPainSounds[] = // Classify - indicates this monster's place in the // relationship table. //========================================================= -int CZombie :: Classify ( void ) +int CZombie::Classify( void ) { return CLASS_ALIEN_MONSTER; } @@ -118,7 +118,7 @@ int CZombie :: Classify ( void ) // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= -void CZombie :: SetYawSpeed ( void ) +void CZombie::SetYawSpeed( void ) { int ys; @@ -131,10 +131,10 @@ void CZombie :: SetYawSpeed ( void ) pev->yaw_speed = ys; } -int CZombie :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) +int CZombie::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { // Take 30% damage from bullets - if ( bitsDamageType == DMG_BULLET ) + if( bitsDamageType == DMG_BULLET ) { Vector vecDir = pev->origin - (pevInflictor->absmin + pevInflictor->absmax) * 0.5; vecDir = vecDir.Normalize(); @@ -144,45 +144,45 @@ int CZombie :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, floa } // HACK HACK -- until we fix this. - if ( IsAlive() ) + if( IsAlive() ) PainSound(); return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); } -void CZombie :: PainSound( void ) +void CZombie::PainSound( void ) { - int pitch = 95 + RANDOM_LONG(0,9); + int pitch = 95 + RANDOM_LONG( 0, 9 ); - if (RANDOM_LONG(0,5) < 2) - EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pPainSounds[ RANDOM_LONG(0,ARRAYSIZE(pPainSounds)-1) ], 1.0, ATTN_NORM, 0, pitch ); + if( RANDOM_LONG( 0, 5 ) < 2 ) + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pPainSounds[RANDOM_LONG( 0, ARRAYSIZE( pPainSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch ); } -void CZombie :: AlertSound( void ) +void CZombie::AlertSound( void ) { - int pitch = 95 + RANDOM_LONG(0,9); + int pitch = 95 + RANDOM_LONG( 0, 9 ); - EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pAlertSounds[ RANDOM_LONG(0,ARRAYSIZE(pAlertSounds)-1) ], 1.0, ATTN_NORM, 0, pitch ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pAlertSounds[ RANDOM_LONG( 0, ARRAYSIZE( pAlertSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch ); } -void CZombie :: IdleSound( void ) +void CZombie::IdleSound( void ) { - int pitch = 95 + RANDOM_LONG(0,9); + int pitch = 95 + RANDOM_LONG( 0, 9 ); // Play a random idle sound - EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pIdleSounds[ RANDOM_LONG(0,ARRAYSIZE(pIdleSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pIdleSounds[RANDOM_LONG( 0, ARRAYSIZE( pIdleSounds ) -1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); } -void CZombie :: AttackSound( void ) +void CZombie::AttackSound( void ) { // Play a random attack sound - EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pAttackSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pAttackSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); } //========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. //========================================================= -void CZombie :: HandleAnimEvent( MonsterEvent_t *pEvent ) +void CZombie::HandleAnimEvent( MonsterEvent_t *pEvent ) { switch( pEvent->event ) { @@ -191,21 +191,21 @@ void CZombie :: HandleAnimEvent( MonsterEvent_t *pEvent ) // do stuff for this event. //ALERT( at_console, "Slash right!\n" ); CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgOneSlash, DMG_SLASH ); - if ( pHurt ) + if( pHurt ) { - if ( pHurt->pev->flags & (FL_MONSTER|FL_CLIENT) ) + if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) ) { pHurt->pev->punchangle.z = -18; pHurt->pev->punchangle.x = 5; pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_right * 100; } // Play a random attack hit sound - EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackHitSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackHitSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackHitSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackHitSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5 , 5 ) ); } else // Play a random attack miss sound - EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackMissSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackMissSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackMissSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackMissSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); - if (RANDOM_LONG(0,1)) + if( RANDOM_LONG( 0, 1 ) ) AttackSound(); } break; @@ -214,20 +214,20 @@ void CZombie :: HandleAnimEvent( MonsterEvent_t *pEvent ) // do stuff for this event. //ALERT( at_console, "Slash left!\n" ); CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgOneSlash, DMG_SLASH ); - if ( pHurt ) + if( pHurt ) { - if ( pHurt->pev->flags & (FL_MONSTER|FL_CLIENT) ) + if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) ) { pHurt->pev->punchangle.z = 18; pHurt->pev->punchangle.x = 5; pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 100; } - EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackHitSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackHitSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackHitSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackHitSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); } else - EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackMissSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackMissSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackMissSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackMissSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); - if (RANDOM_LONG(0,1)) + if( RANDOM_LONG( 0, 1 ) ) AttackSound(); } break; @@ -235,19 +235,19 @@ void CZombie :: HandleAnimEvent( MonsterEvent_t *pEvent ) { // do stuff for this event. CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgBothSlash, DMG_SLASH ); - if ( pHurt ) + if( pHurt ) { - if ( pHurt->pev->flags & (FL_MONSTER|FL_CLIENT) ) + if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) ) { pHurt->pev->punchangle.x = 5; pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * -100; } - EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackHitSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackHitSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackHitSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackHitSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); } else - EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackMissSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackMissSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackMissSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackMissSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) ); - if (RANDOM_LONG(0,1)) + if( RANDOM_LONG( 0, 1 ) ) AttackSound(); } break; @@ -260,17 +260,17 @@ void CZombie :: HandleAnimEvent( MonsterEvent_t *pEvent ) //========================================================= // Spawn //========================================================= -void CZombie :: Spawn() +void CZombie::Spawn() { - Precache( ); + Precache(); - SET_MODEL(ENT(pev), "models/zombie.mdl"); + SET_MODEL( ENT(pev), "models/zombie.mdl" ); UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX ); - pev->solid = SOLID_SLIDEBOX; + pev->solid = SOLID_SLIDEBOX; pev->movetype = MOVETYPE_STEP; m_bloodColor = BLOOD_COLOR_GREEN; - pev->health = gSkillData.zombieHealth; + pev->health = gSkillData.zombieHealth; pev->view_ofs = VEC_VIEW;// position of the eyes relative to monster's origin. m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result ) m_MonsterState = MONSTERSTATE_NONE; @@ -282,53 +282,53 @@ void CZombie :: Spawn() //========================================================= // Precache - precaches all resources this monster needs //========================================================= -void CZombie :: Precache() +void CZombie::Precache() { int i; - PRECACHE_MODEL("models/zombie.mdl"); + PRECACHE_MODEL( "models/zombie.mdl" ); - for ( i = 0; i < ARRAYSIZE( pAttackHitSounds ); i++ ) - PRECACHE_SOUND((char *)pAttackHitSounds[i]); + for( i = 0; i < ARRAYSIZE( pAttackHitSounds ); i++ ) + PRECACHE_SOUND( (char *)pAttackHitSounds[i] ); - for ( i = 0; i < ARRAYSIZE( pAttackMissSounds ); i++ ) - PRECACHE_SOUND((char *)pAttackMissSounds[i]); + for( i = 0; i < ARRAYSIZE( pAttackMissSounds ); i++ ) + PRECACHE_SOUND( (char *)pAttackMissSounds[i] ); - for ( i = 0; i < ARRAYSIZE( pAttackSounds ); i++ ) - PRECACHE_SOUND((char *)pAttackSounds[i]); + for( i = 0; i < ARRAYSIZE( pAttackSounds ); i++ ) + PRECACHE_SOUND( (char *)pAttackSounds[i] ); - for ( i = 0; i < ARRAYSIZE( pIdleSounds ); i++ ) - PRECACHE_SOUND((char *)pIdleSounds[i]); + for( i = 0; i < ARRAYSIZE( pIdleSounds ); i++ ) + PRECACHE_SOUND( (char *)pIdleSounds[i] ); - for ( i = 0; i < ARRAYSIZE( pAlertSounds ); i++ ) - PRECACHE_SOUND((char *)pAlertSounds[i]); + for( i = 0; i < ARRAYSIZE( pAlertSounds ); i++ ) + PRECACHE_SOUND( (char *)pAlertSounds[i] ); - for ( i = 0; i < ARRAYSIZE( pPainSounds ); i++ ) - PRECACHE_SOUND((char *)pPainSounds[i]); + for( i = 0; i < ARRAYSIZE( pPainSounds ); i++ ) + PRECACHE_SOUND( (char *)pPainSounds[i] ); } //========================================================= // AI Schedules Specific to this monster //========================================================= -int CZombie::IgnoreConditions ( void ) +int CZombie::IgnoreConditions( void ) { int iIgnore = CBaseMonster::IgnoreConditions(); - if ((m_Activity == ACT_MELEE_ATTACK1) || (m_Activity == ACT_MELEE_ATTACK1)) + if( ( m_Activity == ACT_MELEE_ATTACK1 ) || ( m_Activity == ACT_MELEE_ATTACK1 ) ) { #if 0 - if (pev->health < 20) - iIgnore |= (bits_COND_LIGHT_DAMAGE|bits_COND_HEAVY_DAMAGE); + if( pev->health < 20 ) + iIgnore |= ( bits_COND_LIGHT_DAMAGE| bits_COND_HEAVY_DAMAGE ); else -#endif - if (m_flNextFlinch >= gpGlobals->time) - iIgnore |= (bits_COND_LIGHT_DAMAGE|bits_COND_HEAVY_DAMAGE); +#endif + if( m_flNextFlinch >= gpGlobals->time ) + iIgnore |= ( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE ); } - if ((m_Activity == ACT_SMALL_FLINCH) || (m_Activity == ACT_BIG_FLINCH)) + if( ( m_Activity == ACT_SMALL_FLINCH ) || ( m_Activity == ACT_BIG_FLINCH ) ) { - if (m_flNextFlinch < gpGlobals->time) + if( m_flNextFlinch < gpGlobals->time ) m_flNextFlinch = gpGlobals->time + ZOMBIE_FLINCH_DELAY; } diff --git a/game_shared/bitvec.h b/game_shared/bitvec.h index 4c6b2c97..b7f5343a 100644 --- a/game_shared/bitvec.h +++ b/game_shared/bitvec.h @@ -11,23 +11,21 @@ #pragma once #endif - #include #include class CBitVecAccessor { public: - CBitVecAccessor(unsigned long *pDWords, int iBit); + CBitVecAccessor( unsigned long *pDWords, int iBit ); - void operator=(int val); - operator unsigned long(); + void operator=( int val ); + operator unsigned long(); private: - unsigned long *m_pDWords; - int m_iBit; + unsigned long *m_pDWords; + int m_iBit; }; - // CBitVec allows you to store a list of bits and do operations on them like they were // an atomic type. @@ -35,124 +33,111 @@ template class CBitVec { public: - - CBitVec(); + CBitVec(); // Set all values to the specified value (0 or 1..) - void Init(int val = 0); + void Init( int val = 0 ); // Access the bits like an array. - CBitVecAccessor operator[](int i); + CBitVecAccessor operator[]( int i ); // Operations on other bit vectors. - CBitVec& operator=(CBitVec const &other); - bool operator==(CBitVec const &other); - bool operator!=(CBitVec const &other); + CBitVec& operator=( CBitVec const &other ); + bool operator==( CBitVec const &other ); + bool operator!=( CBitVec const &other ); // Get underlying dword representations of the bits. - int GetNumDWords(); - unsigned long GetDWord(int i); - void SetDWord(int i, unsigned long val); + int GetNumDWords(); + unsigned long GetDWord( int i ); + void SetDWord( int i, unsigned long val ); - int GetNumBits(); + int GetNumBits(); private: - - enum {NUM_DWORDS = NUM_BITS/32 + !!(NUM_BITS & 31)}; - unsigned long m_DWords[NUM_DWORDS]; + enum + { + NUM_DWORDS = NUM_BITS / 32 + !!( NUM_BITS & 31 ) + }; + unsigned long m_DWords[NUM_DWORDS]; }; - - // ------------------------------------------------------------------------ // // CBitVecAccessor inlines. // ------------------------------------------------------------------------ // - inline CBitVecAccessor::CBitVecAccessor(unsigned long *pDWords, int iBit) { m_pDWords = pDWords; m_iBit = iBit; } - -inline void CBitVecAccessor::operator=(int val) +inline void CBitVecAccessor::operator=( int val ) { - if(val) - m_pDWords[m_iBit >> 5] |= (1 << (m_iBit & 31)); + if( val ) + m_pDWords[m_iBit >> 5] |= ( 1 << ( m_iBit & 31 ) ); else - m_pDWords[m_iBit >> 5] &= ~(unsigned long)(1 << (m_iBit & 31)); + m_pDWords[m_iBit >> 5] &= ~(unsigned long)( 1 << ( m_iBit & 31 ) ); } inline CBitVecAccessor::operator unsigned long() { - return m_pDWords[m_iBit >> 5] & (1 << (m_iBit & 31)); + return m_pDWords[m_iBit >> 5] & ( 1 << ( m_iBit & 31 ) ); } - - // ------------------------------------------------------------------------ // // CBitVec inlines. // ------------------------------------------------------------------------ // - template inline int CBitVec::GetNumBits() { return NUM_BITS; } - template inline CBitVec::CBitVec() { - for(int i=0; i < NUM_DWORDS; i++) + for( int i = 0; i < NUM_DWORDS; i++ ) m_DWords[i] = 0; } - template -inline void CBitVec::Init(int val) +inline void CBitVec::Init( int val ) { - for(int i=0; i < GetNumBits(); i++) + for( int i = 0; i < GetNumBits(); i++ ) { - (*this)[i] = val; + ( *this )[i] = val; } } - template -inline CBitVec& CBitVec::operator=(CBitVec const &other) +inline CBitVec& CBitVec::operator=( CBitVec const &other ) { - memcpy(m_DWords, other.m_DWords, sizeof(m_DWords)); + memcpy( m_DWords, other.m_DWords, sizeof(m_DWords) ); return *this; } - template -inline CBitVecAccessor CBitVec::operator[](int i) +inline CBitVecAccessor CBitVec::operator[]( int i ) { - assert(i >= 0 && i < GetNumBits()); - return CBitVecAccessor(m_DWords, i); + assert( i >= 0 && i < GetNumBits() ); + return CBitVecAccessor( m_DWords, i ); } - template -inline bool CBitVec::operator==(CBitVec const &other) +inline bool CBitVec::operator==( CBitVec const &other ) { - for(int i=0; i < NUM_DWORDS; i++) - if(m_DWords[i] != other.m_DWords[i]) + for( int i = 0; i < NUM_DWORDS; i++ ) + if( m_DWords[i] != other.m_DWords[i] ) return false; return true; } - template -inline bool CBitVec::operator!=(CBitVec const &other) +inline bool CBitVec::operator!=( CBitVec const &other ) { - return !(*this == other); + return !( *this == other ); } - template inline int CBitVec::GetNumDWords() { @@ -160,20 +145,16 @@ inline int CBitVec::GetNumDWords() } template -inline unsigned long CBitVec::GetDWord(int i) +inline unsigned long CBitVec::GetDWord( int i ) { - assert(i >= 0 && i < NUM_DWORDS); + assert( i >= 0 && i < NUM_DWORDS ); return m_DWords[i]; } - template -inline void CBitVec::SetDWord(int i, unsigned long val) +inline void CBitVec::SetDWord( int i, unsigned long val ) { - assert(i >= 0 && i < NUM_DWORDS); + assert( i >= 0 && i < NUM_DWORDS ); m_DWords[i] = val; } - - #endif // BITVEC_H - diff --git a/game_shared/voice_gamemgr.cpp b/game_shared/voice_gamemgr.cpp index 829368a6..403d4320 100644 --- a/game_shared/voice_gamemgr.cpp +++ b/game_shared/voice_gamemgr.cpp @@ -1,6 +1,6 @@ //========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============ // -// Purpose: +// Purpose: // // $NoKeywords: $ //============================================================================= @@ -13,11 +13,8 @@ #include "cbase.h" #include "player.h" - - #define UPDATE_INTERVAL 0.3 - // These are stored off as CVoiceGameMgr is created and deleted. CPlayerBitVec g_PlayerModEnable; // Set to 1 for each player if the player wants to use voice in this mod. // (If it's zero, then the server reports that the game rules are saying the @@ -40,20 +37,19 @@ cvar_t sv_alltalk = {"sv_alltalk", "0"}; // ------------------------------------------------------------------------ // // Static helpers. // ------------------------------------------------------------------------ // - // Find a player with a case-insensitive name search. -static CBasePlayer* FindPlayerByName(const char *pTestName) +static CBasePlayer* FindPlayerByName( const char *pTestName ) { - for(int i=1; i <= gpGlobals->maxClients; i++) + for( int i = 1; i <= gpGlobals->maxClients; i++ ) { - edict_t *pEdict = g_engfuncs.pfnPEntityOfEntIndex(i); - if(pEdict) + edict_t *pEdict = g_engfuncs.pfnPEntityOfEntIndex( i ); + if( pEdict ) { - CBaseEntity *pEnt = CBaseEntity::Instance(pEdict); - if(pEnt && pEnt->IsPlayer()) - { - const char *pNetName = STRING(pEnt->pev->netname); - if(stricmp(pNetName, pTestName) == 0) + CBaseEntity *pEnt = CBaseEntity::Instance( pEdict ); + if( pEnt && pEnt->IsPlayer() ) + { + const char *pNetName = STRING( pEnt->pev->netname ); + if( stricmp( pNetName, pTestName ) == 0 ) { return (CBasePlayer*)pEnt; } @@ -79,37 +75,30 @@ static void VoiceServerDebug( char const *pFmt, ... ) ALERT( at_console, "%s", msg ); } - - // ------------------------------------------------------------------------ // // CVoiceGameMgr. // ------------------------------------------------------------------------ // - CVoiceGameMgr::CVoiceGameMgr() { m_UpdateInterval = 0; m_nMaxPlayers = 0; } - CVoiceGameMgr::~CVoiceGameMgr() { } - -bool CVoiceGameMgr::Init( - IVoiceGameMgrHelper *pHelper, - int maxClients) +bool CVoiceGameMgr::Init( IVoiceGameMgrHelper *pHelper, int maxClients ) { m_pHelper = pHelper; m_nMaxPlayers = VOICE_MAX_PLAYERS < maxClients ? VOICE_MAX_PLAYERS : maxClients; - g_engfuncs.pfnPrecacheModel("sprites/voiceicon.spr"); + g_engfuncs.pfnPrecacheModel( "sprites/voiceicon.spr" ); - m_msgPlayerVoiceMask = REG_USER_MSG( "VoiceMask", VOICE_MAX_PLAYERS_DW*4 * 2 ); + m_msgPlayerVoiceMask = REG_USER_MSG( "VoiceMask", VOICE_MAX_PLAYERS_DW * 4 * 2 ); m_msgRequestState = REG_USER_MSG( "ReqState", 0 ); // register voice_serverdebug if it hasn't been registered already - if ( !CVAR_GET_POINTER( "voice_serverdebug" ) ) + if( !CVAR_GET_POINTER( "voice_serverdebug" ) ) CVAR_REGISTER( &voice_serverdebug ); if( !CVAR_GET_POINTER( "sv_alltalk" ) ) @@ -118,73 +107,70 @@ bool CVoiceGameMgr::Init( return true; } - -void CVoiceGameMgr::SetHelper(IVoiceGameMgrHelper *pHelper) +void CVoiceGameMgr::SetHelper( IVoiceGameMgrHelper *pHelper ) { m_pHelper = pHelper; } - -void CVoiceGameMgr::Update(double frametime) +void CVoiceGameMgr::Update( double frametime ) { // Only update periodically. m_UpdateInterval += frametime; - if(m_UpdateInterval < UPDATE_INTERVAL) + if( m_UpdateInterval < UPDATE_INTERVAL ) return; UpdateMasks(); } - -void CVoiceGameMgr::ClientConnected(edict_t *pEdict) +void CVoiceGameMgr::ClientConnected( edict_t *pEdict ) { - int index = ENTINDEX(pEdict) - 1; + int index = ENTINDEX( pEdict ) - 1; // Clear out everything we use for deltas on this guy. g_bWantModEnable[index] = true; - g_SentGameRulesMasks[index].Init(0); - g_SentBanMasks[index].Init(0); + g_SentGameRulesMasks[index].Init( 0 ); + g_SentBanMasks[index].Init( 0 ); } // Called to determine if the Receiver has muted (blocked) the Sender // Returns true if the receiver has blocked the sender -bool CVoiceGameMgr::PlayerHasBlockedPlayer(CBasePlayer *pReceiver, CBasePlayer *pSender) +bool CVoiceGameMgr::PlayerHasBlockedPlayer( CBasePlayer *pReceiver, CBasePlayer *pSender ) { int iReceiverIndex, iSenderIndex; - if ( !pReceiver || !pSender ) + if( !pReceiver || !pSender ) return false; iReceiverIndex = pReceiver->entindex() - 1; - iSenderIndex = pSender->entindex() - 1; + iSenderIndex = pSender->entindex() - 1; - if ( iReceiverIndex < 0 || iReceiverIndex >= m_nMaxPlayers || iSenderIndex < 0 || iSenderIndex >= m_nMaxPlayers ) + if( iReceiverIndex < 0 || iReceiverIndex >= m_nMaxPlayers || iSenderIndex < 0 || iSenderIndex >= m_nMaxPlayers ) return false; return ( g_BanMasks[iReceiverIndex][iSenderIndex] ? true : false ); } -bool CVoiceGameMgr::ClientCommand(CBasePlayer *pPlayer, const char *cmd) +bool CVoiceGameMgr::ClientCommand( CBasePlayer *pPlayer, const char *cmd ) { int playerClientIndex = pPlayer->entindex() - 1; - if(playerClientIndex < 0 || playerClientIndex >= m_nMaxPlayers) + if( playerClientIndex < 0 || playerClientIndex >= m_nMaxPlayers ) { VoiceServerDebug( "CVoiceGameMgr::ClientCommand: cmd %s from invalid client (%d)\n", cmd, playerClientIndex ); return true; } - bool bBan = stricmp(cmd, "vban") == 0; - if(bBan && CMD_ARGC() >= 2) + bool bBan = stricmp( cmd, "vban" ) == 0; + if( bBan && CMD_ARGC() >= 2 ) { - for(int i=1; i < CMD_ARGC(); i++) + for( int i = 1; i < CMD_ARGC(); i++ ) { unsigned long mask = 0; - sscanf(CMD_ARGV(i), "%lx", &mask); + sscanf( CMD_ARGV(i), "%lx", &mask ); - if(i <= VOICE_MAX_PLAYERS_DW) + if( i <= VOICE_MAX_PLAYERS_DW ) { VoiceServerDebug( "CVoiceGameMgr::ClientCommand: vban (0x%x) from %d\n", mask, playerClientIndex ); - g_BanMasks[playerClientIndex].SetDWord(i-1, mask); + g_BanMasks[playerClientIndex].SetDWord( i - 1, mask ); } else { @@ -196,12 +182,12 @@ bool CVoiceGameMgr::ClientCommand(CBasePlayer *pPlayer, const char *cmd) //UpdateMasks(); return true; } - else if(stricmp(cmd, "VModEnable") == 0 && CMD_ARGC() >= 2) + else if( stricmp( cmd, "VModEnable" ) == 0 && CMD_ARGC() >= 2 ) { - VoiceServerDebug( "CVoiceGameMgr::ClientCommand: VModEnable (%d)\n", !!atoi(CMD_ARGV(1)) ); - g_PlayerModEnable[playerClientIndex] = !!atoi(CMD_ARGV(1)); + VoiceServerDebug( "CVoiceGameMgr::ClientCommand: VModEnable (%d)\n", !!atoi( CMD_ARGV( 1 ) ) ); + g_PlayerModEnable[playerClientIndex] = !!atoi( CMD_ARGV( 1 ) ); g_bWantModEnable[playerClientIndex] = false; - //UpdateMasks(); + //UpdateMasks(); return true; } else @@ -210,23 +196,22 @@ bool CVoiceGameMgr::ClientCommand(CBasePlayer *pPlayer, const char *cmd) } } - void CVoiceGameMgr::UpdateMasks() { m_UpdateInterval = 0; bool bAllTalk = !!g_engfuncs.pfnCVarGetFloat( "sv_alltalk" ); - for(int iClient=0; iClient < m_nMaxPlayers; iClient++) + for( int iClient = 0; iClient < m_nMaxPlayers; iClient++ ) { - CBaseEntity *pEnt = UTIL_PlayerByIndex(iClient+1); - if(!pEnt || !pEnt->IsPlayer()) + CBaseEntity *pEnt = UTIL_PlayerByIndex( iClient + 1 ); + if( !pEnt || !pEnt->IsPlayer() ) continue; // Request the state of their "VModEnable" cvar. - if(g_bWantModEnable[iClient]) + if( g_bWantModEnable[iClient] ) { - MESSAGE_BEGIN(MSG_ONE, m_msgRequestState, NULL, pEnt->pev); + MESSAGE_BEGIN( MSG_ONE, m_msgRequestState, NULL, pEnt->pev ); MESSAGE_END(); } @@ -236,11 +221,10 @@ void CVoiceGameMgr::UpdateMasks() if( g_PlayerModEnable[iClient] ) { // Build a mask of who they can hear based on the game rules. - for(int iOtherClient=0; iOtherClient < m_nMaxPlayers; iOtherClient++) + for( int iOtherClient = 0; iOtherClient < m_nMaxPlayers; iOtherClient++ ) { - pEnt = UTIL_PlayerByIndex(iOtherClient+1); - if(pEnt && pEnt->IsPlayer() && - (bAllTalk || m_pHelper->CanPlayerHearPlayer(pPlayer, (CBasePlayer*)pEnt)) ) + pEnt = UTIL_PlayerByIndex( iOtherClient + 1 ); + if( pEnt && pEnt->IsPlayer() && ( bAllTalk || m_pHelper->CanPlayerHearPlayer( pPlayer, (CBasePlayer*)pEnt ) ) ) { gameRulesMask[iOtherClient] = true; } @@ -248,27 +232,26 @@ void CVoiceGameMgr::UpdateMasks() } // If this is different from what the client has, send an update. - if(gameRulesMask != g_SentGameRulesMasks[iClient] || - g_BanMasks[iClient] != g_SentBanMasks[iClient]) + if( gameRulesMask != g_SentGameRulesMasks[iClient] || g_BanMasks[iClient] != g_SentBanMasks[iClient] ) { g_SentGameRulesMasks[iClient] = gameRulesMask; g_SentBanMasks[iClient] = g_BanMasks[iClient]; - MESSAGE_BEGIN(MSG_ONE, m_msgPlayerVoiceMask, NULL, pPlayer->pev); + MESSAGE_BEGIN( MSG_ONE, m_msgPlayerVoiceMask, NULL, pPlayer->pev ); int dw; - for(dw=0; dw < VOICE_MAX_PLAYERS_DW; dw++) + for( dw = 0; dw < VOICE_MAX_PLAYERS_DW; dw++ ) { - WRITE_LONG(gameRulesMask.GetDWord(dw)); - WRITE_LONG(g_BanMasks[iClient].GetDWord(dw)); + WRITE_LONG( gameRulesMask.GetDWord( dw ) ); + WRITE_LONG( g_BanMasks[iClient].GetDWord( dw ) ); } MESSAGE_END(); } // Tell the engine. - for(int iOtherClient=0; iOtherClient < m_nMaxPlayers; iOtherClient++) + for( int iOtherClient = 0; iOtherClient < m_nMaxPlayers; iOtherClient++ ) { bool bCanHear = gameRulesMask[iOtherClient] && !g_BanMasks[iClient][iOtherClient]; - g_engfuncs.pfnVoice_SetClientListening(iClient+1, iOtherClient+1, bCanHear); + g_engfuncs.pfnVoice_SetClientListening( iClient + 1, iOtherClient + 1, bCanHear ); } } } diff --git a/game_shared/voice_gamemgr.h b/game_shared/voice_gamemgr.h index de5f3cdc..bc2d26a8 100644 --- a/game_shared/voice_gamemgr.h +++ b/game_shared/voice_gamemgr.h @@ -9,71 +9,59 @@ #define VOICE_GAMEMGR_H #pragma once - #include "voice_common.h" - class CGameRules; class CBasePlayer; - class IVoiceGameMgrHelper { public: - virtual ~IVoiceGameMgrHelper() {} + virtual ~IVoiceGameMgrHelper() {} // Called each frame to determine which players are allowed to hear each other. This overrides // whatever squelch settings players have. - virtual bool CanPlayerHearPlayer(CBasePlayer *pListener, CBasePlayer *pTalker) = 0; + virtual bool CanPlayerHearPlayer( CBasePlayer *pListener, CBasePlayer *pTalker ) = 0; }; - // CVoiceGameMgr manages which clients can hear which other clients. class CVoiceGameMgr { public: - CVoiceGameMgr(); - virtual ~CVoiceGameMgr(); - - bool Init( - IVoiceGameMgrHelper *m_pHelper, - int maxClients - ); + CVoiceGameMgr(); + virtual ~CVoiceGameMgr(); - void SetHelper(IVoiceGameMgrHelper *pHelper); + bool Init( IVoiceGameMgrHelper *m_pHelper, int maxClients ); + + void SetHelper( IVoiceGameMgrHelper *pHelper ); // Updates which players can hear which other players. // If gameplay mode is DM, then only players within the PVS can hear each other. // If gameplay mode is teamplay, then only players on the same team can hear each other. // Player masks are always applied. - void Update(double frametime); + void Update( double frametime ); // Called when a new client connects (unsquelches its entity for everyone). - void ClientConnected(struct edict_s *pEdict); + void ClientConnected( struct edict_s *pEdict ); // Called on ClientCommand. Checks for the squelch and unsquelch commands. // Returns true if it handled the command. - bool ClientCommand(CBasePlayer *pPlayer, const char *cmd); + bool ClientCommand( CBasePlayer *pPlayer, const char *cmd ); // Called to determine if the Receiver has muted (blocked) the Sender // Returns true if the receiver has blocked the sender - bool PlayerHasBlockedPlayer(CBasePlayer *pReceiver, CBasePlayer *pSender); - + bool PlayerHasBlockedPlayer( CBasePlayer *pReceiver, CBasePlayer *pSender ); private: - // Force it to update the client masks. - void UpdateMasks(); - + void UpdateMasks(); private: - int m_msgPlayerVoiceMask; - int m_msgRequestState; + int m_msgPlayerVoiceMask; + int m_msgRequestState; - IVoiceGameMgrHelper *m_pHelper; - int m_nMaxPlayers; - double m_UpdateInterval; // How long since the last update. + IVoiceGameMgrHelper *m_pHelper; + int m_nMaxPlayers; + double m_UpdateInterval; // How long since the last update. }; - - #endif // VOICE_GAMEMGR_H diff --git a/pm_shared/pm_debug.h b/pm_shared/pm_debug.h index 5e48ee54..4959d165 100644 --- a/pm_shared/pm_debug.h +++ b/pm_shared/pm_debug.h @@ -16,8 +16,7 @@ #define PM_DEBUG_H void PM_ViewEntity( void ); -void PM_DrawBBox(vec3_t mins, vec3_t maxs, vec3_t origin, int pcolor, float life); -void PM_ParticleLine(vec3_t start, vec3_t end, int pcolor, float life, float vert); +void PM_DrawBBox( vec3_t mins, vec3_t maxs, vec3_t origin, int pcolor, float life ); +void PM_ParticleLine( vec3_t start, vec3_t end, int pcolor, float life, float vert ); void PM_ShowClipBox( void ); - -#endif//PM_DEBUG_H \ No newline at end of file +#endif//PM_DEBUG_H diff --git a/pm_shared/pm_info.h b/pm_shared/pm_info.h index ea54e6db..321527f2 100644 --- a/pm_shared/pm_info.h +++ b/pm_shared/pm_info.h @@ -16,5 +16,4 @@ #define PM_INFO_H #define MAX_PHYSINFO_STRING 256 - -#endif//PM_INFO_H \ No newline at end of file +#endif//PM_INFO_H diff --git a/pm_shared/pm_materials.h b/pm_shared/pm_materials.h index 8e3b7792..cd1051d2 100644 --- a/pm_shared/pm_materials.h +++ b/pm_shared/pm_materials.h @@ -28,5 +28,4 @@ #define CHAR_TEX_COMPUTER 'P' #define CHAR_TEX_GLASS 'Y' #define CHAR_TEX_FLESH 'F' - -#endif//PM_MATERIALS_H \ No newline at end of file +#endif//PM_MATERIALS_H diff --git a/pm_shared/pm_math.c b/pm_shared/pm_math.c index 8edaa3a4..3718dc63 100644 --- a/pm_shared/pm_math.c +++ b/pm_shared/pm_math.c @@ -21,147 +21,146 @@ // up / down #define PITCH 0 // left / right -#define YAW 1 +#define YAW 1 // fall over #define ROLL 2 #pragma warning(disable : 4244) -vec3_t vec3_origin = {0,0,0}; -int nanmask = 255<<23; +vec3_t vec3_origin = { 0,0,0 }; +int nanmask = 255 << 23; -float anglemod(float a) +float anglemod( float a ) { - a = (360.0/65536) * ((int)(a*(65536/360.0)) & 65535); + a = ( 360.0 / 65536 ) * ( (int)( a * ( 65536 / 360.0 ) ) & 65535 ); return a; } -void AngleVectors (const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up) +void AngleVectors( const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up ) { - float angle; - float sr, sp, sy, cr, cp, cy; - - angle = angles[YAW] * (M_PI*2 / 360); - sy = sin(angle); - cy = cos(angle); - angle = angles[PITCH] * (M_PI*2 / 360); - sp = sin(angle); - cp = cos(angle); - angle = angles[ROLL] * (M_PI*2 / 360); - sr = sin(angle); - cr = cos(angle); + float angle; + float sr, sp, sy, cr, cp, cy; - if (forward) + angle = angles[YAW] * ( M_PI * 2 / 360 ); + sy = sin( angle ); + cy = cos( angle ); + angle = angles[PITCH] * ( M_PI*2 / 360 ); + sp = sin( angle ); + cp = cos( angle ); + angle = angles[ROLL] * ( M_PI*2 / 360 ); + sr = sin( angle ); + cr = cos( angle ); + + if( forward ) { - forward[0] = cp*cy; - forward[1] = cp*sy; + forward[0] = cp * cy; + forward[1] = cp * sy; forward[2] = -sp; } - if (right) + if( right ) { - right[0] = (-1*sr*sp*cy+-1*cr*-sy); - right[1] = (-1*sr*sp*sy+-1*cr*cy); - right[2] = -1*sr*cp; + right[0] = ( -1 * sr * sp * cy + -1 * cr * -sy ); + right[1] = ( -1 * sr * sp * sy + -1 * cr * cy ); + right[2] = -1 * sr * cp; } - if (up) + if( up ) { - up[0] = (cr*sp*cy+-sr*-sy); - up[1] = (cr*sp*sy+-sr*cy); - up[2] = cr*cp; + up[0] = ( cr * sp * cy + -sr * -sy ); + up[1] = ( cr * sp * sy + -sr * cy ); + up[2] = cr * cp; } } -void AngleVectorsTranspose (const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up) +void AngleVectorsTranspose( const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up ) { - float angle; - float sr, sp, sy, cr, cp, cy; + float angle; + float sr, sp, sy, cr, cp, cy; - angle = angles[YAW] * (M_PI*2 / 360); - sy = sin(angle); - cy = cos(angle); - angle = angles[PITCH] * (M_PI*2 / 360); - sp = sin(angle); - cp = cos(angle); - angle = angles[ROLL] * (M_PI*2 / 360); - sr = sin(angle); - cr = cos(angle); + angle = angles[YAW] * ( M_PI * 2 / 360 ); + sy = sin( angle ); + cy = cos( angle ); + angle = angles[PITCH] * ( M_PI * 2 / 360 ); + sp = sin( angle ); + cp = cos( angle ); + angle = angles[ROLL] * ( M_PI * 2 / 360 ); + sr = sin( angle ); + cr = cos( angle ); - if (forward) + if( forward ) { - forward[0] = cp*cy; - forward[1] = (sr*sp*cy+cr*-sy); - forward[2] = (cr*sp*cy+-sr*-sy); + forward[0] = cp * cy; + forward[1] = ( sr * sp * cy + cr * -sy ); + forward[2] = ( cr * sp * cy + -sr * -sy ); } - if (right) + if( right ) { - right[0] = cp*sy; - right[1] = (sr*sp*sy+cr*cy); - right[2] = (cr*sp*sy+-sr*cy); + right[0] = cp * sy; + right[1] = ( sr * sp * sy + cr * cy ); + right[2] = ( cr * sp * sy + -sr * cy ); } - if (up) + if( up ) { - up[0] = -sp; - up[1] = sr*cp; - up[2] = cr*cp; + up[0] = -sp; + up[1] = sr * cp; + up[2] = cr * cp; } } - -void AngleMatrix (const vec3_t angles, float (*matrix)[4] ) +void AngleMatrix( const vec3_t angles, float (*matrix)[4] ) { - float angle; - float sr, sp, sy, cr, cp, cy; - - angle = angles[YAW] * (M_PI*2 / 360); - sy = sin(angle); - cy = cos(angle); - angle = angles[PITCH] * (M_PI*2 / 360); - sp = sin(angle); - cp = cos(angle); - angle = angles[ROLL] * (M_PI*2 / 360); - sr = sin(angle); - cr = cos(angle); + float angle; + float sr, sp, sy, cr, cp, cy; - // matrix = (YAW * PITCH) * ROLL - matrix[0][0] = cp*cy; - matrix[1][0] = cp*sy; + angle = angles[YAW] * ( M_PI * 2 / 360 ); + sy = sin( angle ); + cy = cos( angle ); + angle = angles[PITCH] * ( M_PI * 2 / 360 ); + sp = sin( angle ); + cp = cos( angle ); + angle = angles[ROLL] * ( M_PI * 2 / 360 ); + sr = sin( angle ); + cr = cos( angle ); + + // matrix = ( YAW * PITCH ) * ROLL + matrix[0][0] = cp * cy; + matrix[1][0] = cp * sy; matrix[2][0] = -sp; - matrix[0][1] = sr*sp*cy+cr*-sy; - matrix[1][1] = sr*sp*sy+cr*cy; - matrix[2][1] = sr*cp; - matrix[0][2] = (cr*sp*cy+-sr*-sy); - matrix[1][2] = (cr*sp*sy+-sr*cy); - matrix[2][2] = cr*cp; + matrix[0][1] = sr * sp * cy + cr * -sy; + matrix[1][1] = sr * sp * sy + cr * cy; + matrix[2][1] = sr * cp; + matrix[0][2] = ( cr * sp * cy + -sr * -sy ); + matrix[1][2] = ( cr * sp * sy + -sr * cy ); + matrix[2][2] = cr * cp; matrix[0][3] = 0.0; matrix[1][3] = 0.0; matrix[2][3] = 0.0; } -void AngleIMatrix (const vec3_t angles, float matrix[3][4] ) +void AngleIMatrix( const vec3_t angles, float matrix[3][4] ) { - float angle; - float sr, sp, sy, cr, cp, cy; - - angle = angles[YAW] * (M_PI*2 / 360); - sy = sin(angle); - cy = cos(angle); - angle = angles[PITCH] * (M_PI*2 / 360); - sp = sin(angle); - cp = cos(angle); - angle = angles[ROLL] * (M_PI*2 / 360); - sr = sin(angle); - cr = cos(angle); + float angle; + float sr, sp, sy, cr, cp, cy; - // matrix = (YAW * PITCH) * ROLL - matrix[0][0] = cp*cy; - matrix[0][1] = cp*sy; + angle = angles[YAW] * ( M_PI * 2 / 360 ); + sy = sin( angle ); + cy = cos( angle ); + angle = angles[PITCH] * ( M_PI * 2 / 360 ); + sp = sin( angle ); + cp = cos( angle ); + angle = angles[ROLL] * ( M_PI * 2 / 360 ); + sr = sin( angle ); + cr = cos( angle ); + + // matrix = ( YAW * PITCH ) * ROLL + matrix[0][0] = cp * cy; + matrix[0][1] = cp * sy; matrix[0][2] = -sp; - matrix[1][0] = sr*sp*cy+cr*-sy; - matrix[1][1] = sr*sp*sy+cr*cy; - matrix[1][2] = sr*cp; - matrix[2][0] = (cr*sp*cy+-sr*-sy); - matrix[2][1] = (cr*sp*sy+-sr*cy); - matrix[2][2] = cr*cp; + matrix[1][0] = sr * sp * cy + cr * -sy; + matrix[1][1] = sr * sp * sy + cr * cy; + matrix[1][2] = sr * cp; + matrix[2][0] = ( cr * sp * cy + -sr * -sy ); + matrix[2][1] = ( cr * sp * sy + -sr * cy ); + matrix[2][2] = cr * cp; matrix[0][3] = 0.0; matrix[1][3] = 0.0; matrix[2][3] = 0.0; @@ -171,13 +170,13 @@ void NormalizeAngles( float *angles ) { int i; // Normalize angles - for ( i = 0; i < 3; i++ ) + for( i = 0; i < 3; i++ ) { - if ( angles[i] > 180.0 ) + if( angles[i] > 180.0 ) { angles[i] -= 360.0; } - else if ( angles[i] < -180.0 ) + else if( angles[i] < -180.0 ) { angles[i] += 360.0; } @@ -198,21 +197,21 @@ void InterpolateAngles( float *start, float *end, float *output, float frac ) int i; float ang1, ang2; float d; - + NormalizeAngles( start ); NormalizeAngles( end ); - for ( i = 0 ; i < 3 ; i++ ) + for( i = 0; i < 3; i++ ) { ang1 = start[i]; ang2 = end[i]; d = ang2 - ang1; - if ( d > 180 ) + if( d > 180 ) { d -= 360; } - else if ( d < -180 ) + else if( d < -180 ) { d += 360; } @@ -222,7 +221,6 @@ void InterpolateAngles( float *start, float *end, float *output, float frac ) NormalizeAngles( output ); } - /* =================== @@ -236,144 +234,139 @@ float AngleBetweenVectors( const vec3_t v1, const vec3_t v2 ) float l1 = Length( v1 ); float l2 = Length( v2 ); - if ( !l1 || !l2 ) + if( !l1 || !l2 ) return 0.0f; - angle = acos( DotProduct( v1, v2 ) ) / (l1*l2); + angle = acos( DotProduct( v1, v2 ) ) / ( l1 * l2 ); angle = ( angle * 180.0f ) / M_PI; return angle; } - -void VectorTransform (const vec3_t in1, float in2[3][4], vec3_t out) +void VectorTransform( const vec3_t in1, float in2[3][4], vec3_t out ) { - out[0] = DotProduct(in1, in2[0]) + in2[0][3]; - out[1] = DotProduct(in1, in2[1]) + in2[1][3]; - out[2] = DotProduct(in1, in2[2]) + in2[2][3]; + out[0] = DotProduct( in1, in2[0] ) + in2[0][3]; + out[1] = DotProduct( in1, in2[1] ) + in2[1][3]; + out[2] = DotProduct( in1, in2[2] ) + in2[2][3]; } - -int VectorCompare (const vec3_t v1, const vec3_t v2) +int VectorCompare( const vec3_t v1, const vec3_t v2 ) { - int i; - - for (i=0 ; i<3 ; i++) - if (v1[i] != v2[i]) + int i; + + for( i = 0; i < 3; i++ ) + if( v1[i] != v2[i] ) return 0; - + return 1; } -void VectorMA (const vec3_t veca, float scale, const vec3_t vecb, vec3_t vecc) +void VectorMA( const vec3_t veca, float scale, const vec3_t vecb, vec3_t vecc ) { - vecc[0] = veca[0] + scale*vecb[0]; - vecc[1] = veca[1] + scale*vecb[1]; - vecc[2] = veca[2] + scale*vecb[2]; + vecc[0] = veca[0] + scale * vecb[0]; + vecc[1] = veca[1] + scale * vecb[1]; + vecc[2] = veca[2] + scale * vecb[2]; } - -vec_t _DotProduct (vec3_t v1, vec3_t v2) +vec_t _DotProduct( vec3_t v1, vec3_t v2 ) { - return v1[0]*v2[0] + v1[1]*v2[1] + v1[2]*v2[2]; + return v1[0] * v2[0] + v1[1] * v2[1] + v1[2] * v2[2]; } -void _VectorSubtract (vec3_t veca, vec3_t vecb, vec3_t out) +void _VectorSubtract( vec3_t veca, vec3_t vecb, vec3_t out ) { - out[0] = veca[0]-vecb[0]; - out[1] = veca[1]-vecb[1]; - out[2] = veca[2]-vecb[2]; + out[0] = veca[0] - vecb[0]; + out[1] = veca[1] - vecb[1]; + out[2] = veca[2] - vecb[2]; } -void _VectorAdd (vec3_t veca, vec3_t vecb, vec3_t out) +void _VectorAdd( vec3_t veca, vec3_t vecb, vec3_t out ) { - out[0] = veca[0]+vecb[0]; - out[1] = veca[1]+vecb[1]; - out[2] = veca[2]+vecb[2]; + out[0] = veca[0] + vecb[0]; + out[1] = veca[1] + vecb[1]; + out[2] = veca[2] + vecb[2]; } -void _VectorCopy (vec3_t in, vec3_t out) +void _VectorCopy( vec3_t in, vec3_t out ) { out[0] = in[0]; out[1] = in[1]; out[2] = in[2]; } -void CrossProduct (const vec3_t v1, const vec3_t v2, vec3_t cross) +void CrossProduct( const vec3_t v1, const vec3_t v2, vec3_t cross ) { - cross[0] = v1[1]*v2[2] - v1[2]*v2[1]; - cross[1] = v1[2]*v2[0] - v1[0]*v2[2]; - cross[2] = v1[0]*v2[1] - v1[1]*v2[0]; + cross[0] = v1[1] * v2[2] - v1[2] * v2[1]; + cross[1] = v1[2] * v2[0] - v1[0] * v2[2]; + cross[2] = v1[0] * v2[1] - v1[1] * v2[0]; } -double sqrt(double x); +double sqrt( double x ); -float Length(const vec3_t v) +float Length( const vec3_t v ) { - int i; - float length = 0.0f; - - for (i=0 ; i< 3 ; i++) - length += v[i]*v[i]; - length = sqrt (length); // FIXME + int i; + float length = 0.0f; + + for( i = 0; i < 3; i++ ) + length += v[i] * v[i]; + length = sqrt( length ); // FIXME return length; } -float Distance(const vec3_t v1, const vec3_t v2) +float Distance( const vec3_t v1, const vec3_t v2 ) { vec3_t d; - VectorSubtract(v2,v1,d); - return Length(d); + VectorSubtract( v2, v1, d ); + return Length( d ); } -float VectorNormalize (vec3_t v) +float VectorNormalize( vec3_t v ) { - float length, ilength; + float length, ilength; - length = v[0]*v[0] + v[1]*v[1] + v[2]*v[2]; - length = sqrt (length); // FIXME + length = v[0] * v[0] + v[1] * v[1] + v[2] * v[2]; + length = sqrt( length ); // FIXME - if (length) + if( length ) { - ilength = 1/length; + ilength = 1 / length; v[0] *= ilength; v[1] *= ilength; v[2] *= ilength; } - - return length; + return length; } -void VectorInverse (vec3_t v) +void VectorInverse( vec3_t v ) { v[0] = -v[0]; v[1] = -v[1]; v[2] = -v[2]; } -void VectorScale (const vec3_t in, vec_t scale, vec3_t out) +void VectorScale( const vec3_t in, vec_t scale, vec3_t out ) { - out[0] = in[0]*scale; - out[1] = in[1]*scale; - out[2] = in[2]*scale; + out[0] = in[0] * scale; + out[1] = in[1] * scale; + out[2] = in[2] * scale; } - -int Q_log2(int val) +int Q_log2( int val ) { - int answer=0; - while (val>>=1) + int answer = 0; + while( val >>= 1 ) answer++; return answer; } -void VectorMatrix( vec3_t forward, vec3_t right, vec3_t up) +void VectorMatrix( vec3_t forward, vec3_t right, vec3_t up ) { vec3_t tmp; - if (forward[0] == 0 && forward[1] == 0) + if( forward[0] == 0 && forward[1] == 0 ) { right[0] = 1; right[1] = 0; @@ -391,31 +384,30 @@ void VectorMatrix( vec3_t forward, vec3_t right, vec3_t up) VectorNormalize( up ); } - void VectorAngles( const vec3_t forward, vec3_t angles ) { - float tmp, yaw, pitch; - - if (forward[1] == 0 && forward[0] == 0) + float tmp, yaw, pitch; + + if( forward[1] == 0 && forward[0] == 0 ) { yaw = 0; - if (forward[2] > 0) + if( forward[2] > 0 ) pitch = 90; else pitch = 270; } else { - yaw = (atan2(forward[1], forward[0]) * 180 / M_PI); - if (yaw < 0) + yaw = ( atan2( forward[1], forward[0] ) * 180 / M_PI ); + if( yaw < 0 ) yaw += 360; - tmp = sqrt (forward[0]*forward[0] + forward[1]*forward[1]); - pitch = (atan2(forward[2], tmp) * 180 / M_PI); - if (pitch < 0) + tmp = sqrt( forward[0] * forward[0] + forward[1] * forward[1] ); + pitch = ( atan2( forward[2], tmp ) * 180 / M_PI ); + if( pitch < 0 ) pitch += 360; } - + angles[0] = pitch; angles[1] = yaw; angles[2] = 0; diff --git a/pm_shared/pm_movevars.h b/pm_shared/pm_movevars.h index 6360b355..35fa5b4f 100644 --- a/pm_shared/pm_movevars.h +++ b/pm_shared/pm_movevars.h @@ -50,5 +50,4 @@ struct movevars_s }; extern movevars_t movevars; - -#endif \ No newline at end of file +#endif diff --git a/pm_shared/pm_shared.c b/pm_shared/pm_shared.c index 9fa5accf..2ac023a2 100644 --- a/pm_shared/pm_shared.c +++ b/pm_shared/pm_shared.c @@ -29,7 +29,7 @@ #ifdef CLIENT_DLL // Spectator Mode - int iJumpSpectator; + int iJumpSpectator; float vJumpOrigin[3]; float vJumpAngles[3]; #endif @@ -38,15 +38,21 @@ static int pm_shared_initialized = 0; #pragma warning( disable : 4305 ) -typedef enum {mod_brush, mod_sprite, mod_alias, mod_studio} modtype_t; +typedef enum +{ + mod_brush, + mod_sprite, + mod_alias, + mod_studio +}modtype_t; playermove_t *pmove = NULL; typedef struct { - int planenum; - short children[2]; // negative numbers are contents -} dclipnode_t; + int planenum; + short children[2]; // negative numbers are contents +}dclipnode_t; typedef struct mplane_s { @@ -55,31 +61,31 @@ typedef struct mplane_s byte type; // for texture axis selection and fast side tests byte signbits; // signx + signy<<1 + signz<<1 byte pad[2]; -} mplane_t; +}mplane_t; typedef struct hull_s { dclipnode_t *clipnodes; mplane_t *planes; - int firstclipnode; - int lastclipnode; + int firstclipnode; + int lastclipnode; vec3_t clip_mins; vec3_t clip_maxs; } hull_t; // Ducking time -#define TIME_TO_DUCK 0.4 +#define TIME_TO_DUCK 0.4 #define VEC_DUCK_HULL_MIN -18 #define VEC_DUCK_HULL_MAX 18 #define VEC_DUCK_VIEW 12 #define PM_DEAD_VIEWHEIGHT -8 -#define MAX_CLIMB_SPEED 200 -#define STUCK_MOVEUP 1 -#define STUCK_MOVEDOWN -1 +#define MAX_CLIMB_SPEED 200 +#define STUCK_MOVEUP 1 +#define STUCK_MOVEDOWN -1 #define VEC_HULL_MIN -36 #define VEC_HULL_MAX 36 -#define VEC_VIEW 28 -#define STOP_EPSILON 0.1 +#define VEC_VIEW 28 +#define STOP_EPSILON 0.1 #define CTEXTURESMAX 512 // max number of textures loaded #define CBTEXTURENAMEMAX 13 // only load first n chars of name @@ -96,7 +102,7 @@ typedef struct hull_s #define CHAR_TEX_GLASS 'Y' #define CHAR_TEX_FLESH 'F' -#define STEP_CONCRETE 0 // default step sound +#define STEP_CONCRETE 0 // default step sound #define STEP_METAL 1 // metal floor #define STEP_DIRT 2 // dirt, sand, rock #define STEP_VENT 3 // ventillation duct @@ -110,31 +116,31 @@ typedef struct hull_s #define PLAYER_MAX_SAFE_FALL_SPEED 580// approx 20 feet #define DAMAGE_FOR_FALL_SPEED (float) 100 / ( PLAYER_FATAL_FALL_SPEED - PLAYER_MAX_SAFE_FALL_SPEED )// damage per unit per second. #define PLAYER_MIN_BOUNCE_SPEED 200 -#define PLAYER_FALL_PUNCH_THRESHHOLD (float)350 // won't punch player's screen/make scrape noise unless player falling at least this fast. +#define PLAYER_FALL_PUNCH_THRESHHOLD (float)350 // won't punch player's screen/make scrape noise unless player falling at least this fast. -#define PLAYER_LONGJUMP_SPEED 350 // how fast we longjump +#define PLAYER_LONGJUMP_SPEED 350 // how fast we longjump // double to float warning #pragma warning(disable : 4244) #define max(a, b) (((a) > (b)) ? (a) : (b)) #define min(a, b) (((a) < (b)) ? (a) : (b)) // up / down -#define PITCH 0 +#define PITCH 0 // left / right #define YAW 1 // fall over -#define ROLL 2 +#define ROLL 2 -#define MAX_CLIENTS 32 +#define MAX_CLIENTS 32 #define CONTENTS_CURRENT_0 -9 #define CONTENTS_CURRENT_90 -10 -#define CONTENTS_CURRENT_180 -11 -#define CONTENTS_CURRENT_270 -12 +#define CONTENTS_CURRENT_180 -11 +#define CONTENTS_CURRENT_270 -12 #define CONTENTS_CURRENT_UP -13 -#define CONTENTS_CURRENT_DOWN -14 +#define CONTENTS_CURRENT_DOWN -14 -#define CONTENTS_TRANSLUCENT -15 +#define CONTENTS_TRANSLUCENT -15 static vec3_t rgv3tStuckTable[54]; static int rgStuckLast[MAX_CLIENTS][2]; @@ -149,16 +155,16 @@ int g_onladder = 0; void PM_SwapTextures( int i, int j ) { char chTemp; - char szTemp[ CBTEXTURENAMEMAX ]; + char szTemp[CBTEXTURENAMEMAX]; - strcpy( szTemp, grgszTextureName[ i ] ); - chTemp = grgchTextureType[ i ]; + strcpy( szTemp, grgszTextureName[i] ); + chTemp = grgchTextureType[i]; - strcpy( grgszTextureName[ i ], grgszTextureName[ j ] ); - grgchTextureType[ i ] = grgchTextureType[ j ]; + strcpy( grgszTextureName[i], grgszTextureName[j] ); + grgchTextureType[i] = grgchTextureType[j]; - strcpy( grgszTextureName[ j ], szTemp ); - grgchTextureType[ j ] = chTemp; + strcpy( grgszTextureName[j], szTemp ); + grgchTextureType[j] = chTemp; } void PM_SortTextures( void ) @@ -167,11 +173,11 @@ void PM_SortTextures( void ) // int i, j; - for ( i = 0 ; i < gcTextures; i++ ) + for( i = 0; i < gcTextures; i++ ) { - for ( j = i + 1; j < gcTextures; j++ ) + for( j = i + 1; j < gcTextures; j++ ) { - if ( stricmp( grgszTextureName[ i ], grgszTextureName[ j ] ) > 0 ) + if( stricmp( grgszTextureName[i], grgszTextureName[j] ) > 0 ) { // Swap // @@ -189,62 +195,62 @@ void PM_InitTextureTypes() int fileSize, filePos = 0; static qboolean bTextureTypeInit = false; - if ( bTextureTypeInit ) + if( bTextureTypeInit ) return; - memset(&(grgszTextureName[0][0]), 0, CTEXTURESMAX * CBTEXTURENAMEMAX); - memset(grgchTextureType, 0, CTEXTURESMAX); + memset(&( grgszTextureName[0][0] ), 0, CTEXTURESMAX * CBTEXTURENAMEMAX ); + memset( grgchTextureType, 0, CTEXTURESMAX ); gcTextures = 0; - memset(buffer, 0, 512); + memset( buffer, 0, 512 ); fileSize = pmove->COM_FileSize( "sound/materials.txt" ); pMemFile = pmove->COM_LoadFile( "sound/materials.txt", 5, NULL ); - if ( !pMemFile ) + if( !pMemFile ) return; filePos = 0; // for each line in the file... - while ( pmove->memfgets( pMemFile, fileSize, &filePos, buffer, 511 ) != NULL && (gcTextures < CTEXTURESMAX) ) + while( pmove->memfgets( pMemFile, fileSize, &filePos, buffer, 511 ) != NULL && (gcTextures < CTEXTURESMAX ) ) { // skip whitespace i = 0; - while(buffer[i] && isspace(buffer[i])) + while( buffer[i] && isspace( buffer[i] ) ) i++; - - if (!buffer[i]) + + if( !buffer[i] ) continue; // skip comment lines - if (buffer[i] == '/' || !isalpha(buffer[i])) + if( buffer[i] == '/' || !isalpha( buffer[i] ) ) continue; // get texture type - grgchTextureType[gcTextures] = toupper(buffer[i++]); + grgchTextureType[gcTextures] = toupper( buffer[i++] ); // skip whitespace - while(buffer[i] && isspace(buffer[i])) + while( buffer[i] && isspace( buffer[i] ) ) i++; - if (!buffer[i]) + if( !buffer[i] ) continue; // get sentence name j = i; - while (buffer[j] && !isspace(buffer[j])) + while( buffer[j] && !isspace( buffer[j] ) ) j++; - if (!buffer[j]) + if( !buffer[j] ) continue; // null-terminate name and save in sentences array - j = min (j, CBTEXTURENAMEMAX-1+i); + j = min( j, CBTEXTURENAMEMAX - 1 + i ); buffer[j] = 0; - strcpy(&(grgszTextureName[gcTextures++][0]), &(buffer[i])); + strcpy( &( grgszTextureName[gcTextures++][0] ), &( buffer[i] ) ); } // Must use engine to free since we are in a .dll - pmove->COM_FreeFile ( pMemFile ); + pmove->COM_FreeFile( pMemFile ); PM_SortTextures(); @@ -261,20 +267,20 @@ char PM_FindTextureType( char *name ) left = 0; right = gcTextures - 1; - while ( left <= right ) + while( left <= right ) { pivot = ( left + right ) / 2; - val = strnicmp( name, grgszTextureName[ pivot ], CBTEXTURENAMEMAX-1 ); - if ( val == 0 ) + val = strnicmp( name, grgszTextureName[pivot], CBTEXTURENAMEMAX - 1 ); + if( val == 0 ) { - return grgchTextureType[ pivot ]; + return grgchTextureType[pivot]; } - else if ( val > 0 ) + else if( val > 0 ) { left = pivot + 1; } - else if ( val < 0 ) + else if( val < 0 ) { right = pivot - 1; } @@ -291,158 +297,239 @@ void PM_PlayStepSound( int step, float fvol ) pmove->iStepLeft = !pmove->iStepLeft; - if ( !pmove->runfuncs ) + if( !pmove->runfuncs ) { return; } - - irand = pmove->RandomLong(0,1) + ( pmove->iStepLeft * 2 ); + + irand = pmove->RandomLong( 0, 1 ) + ( pmove->iStepLeft * 2 ); // FIXME mp_footsteps needs to be a movevar - if ( pmove->multiplayer && !pmove->movevars->footsteps ) + if( pmove->multiplayer && !pmove->movevars->footsteps ) return; VectorCopy( pmove->velocity, hvel ); hvel[2] = 0.0; - if ( pmove->multiplayer && ( !g_onladder && Length( hvel ) <= 220 ) ) + if( pmove->multiplayer && ( !g_onladder && Length( hvel ) <= 220 ) ) return; // irand - 0,1 for right foot, 2,3 for left foot // used to alternate left and right foot // FIXME, move to player state - switch (step) + switch( step ) { default: case STEP_CONCRETE: - switch (irand) + switch( irand ) { // right foot - case 0: pmove->PM_PlaySound( CHAN_BODY, "player/pl_step1.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; - case 1: pmove->PM_PlaySound( CHAN_BODY, "player/pl_step3.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; + case 0: + pmove->PM_PlaySound( CHAN_BODY, "player/pl_step1.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); + break; + case 1: + pmove->PM_PlaySound( CHAN_BODY, "player/pl_step3.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); + break; // left foot - case 2: pmove->PM_PlaySound( CHAN_BODY, "player/pl_step2.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; - case 3: pmove->PM_PlaySound( CHAN_BODY, "player/pl_step4.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; + case 2: + pmove->PM_PlaySound( CHAN_BODY, "player/pl_step2.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); + break; + case 3: + pmove->PM_PlaySound( CHAN_BODY, "player/pl_step4.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); + break; } break; case STEP_METAL: - switch(irand) + switch( irand ) { // right foot - case 0: pmove->PM_PlaySound( CHAN_BODY, "player/pl_metal1.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; - case 1: pmove->PM_PlaySound( CHAN_BODY, "player/pl_metal3.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; + case 0: + pmove->PM_PlaySound( CHAN_BODY, "player/pl_metal1.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); + break; + case 1: + pmove->PM_PlaySound( CHAN_BODY, "player/pl_metal3.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); + break; // left foot - case 2: pmove->PM_PlaySound( CHAN_BODY, "player/pl_metal2.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; - case 3: pmove->PM_PlaySound( CHAN_BODY, "player/pl_metal4.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; + case 2: + pmove->PM_PlaySound( CHAN_BODY, "player/pl_metal2.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); + break; + case 3: + pmove->PM_PlaySound( CHAN_BODY, "player/pl_metal4.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); + break; } break; case STEP_DIRT: - switch(irand) + switch( irand ) { // right foot - case 0: pmove->PM_PlaySound( CHAN_BODY, "player/pl_dirt1.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; - case 1: pmove->PM_PlaySound( CHAN_BODY, "player/pl_dirt3.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; + case 0: + pmove->PM_PlaySound( CHAN_BODY, "player/pl_dirt1.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); + break; + case 1: + pmove->PM_PlaySound( CHAN_BODY, "player/pl_dirt3.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); + break; // left foot - case 2: pmove->PM_PlaySound( CHAN_BODY, "player/pl_dirt2.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; - case 3: pmove->PM_PlaySound( CHAN_BODY, "player/pl_dirt4.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; + case 2: + pmove->PM_PlaySound( CHAN_BODY, "player/pl_dirt2.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); + break; + case 3: + pmove->PM_PlaySound( CHAN_BODY, "player/pl_dirt4.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); + break; } break; case STEP_VENT: - switch(irand) + switch( irand ) { // right foot - case 0: pmove->PM_PlaySound( CHAN_BODY, "player/pl_duct1.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; - case 1: pmove->PM_PlaySound( CHAN_BODY, "player/pl_duct3.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; + case 0: + pmove->PM_PlaySound( CHAN_BODY, "player/pl_duct1.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); + break; + case 1: + pmove->PM_PlaySound( CHAN_BODY, "player/pl_duct3.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); + break; // left foot - case 2: pmove->PM_PlaySound( CHAN_BODY, "player/pl_duct2.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; - case 3: pmove->PM_PlaySound( CHAN_BODY, "player/pl_duct4.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; + case 2: + pmove->PM_PlaySound( CHAN_BODY, "player/pl_duct2.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); + break; + case 3: + pmove->PM_PlaySound( CHAN_BODY, "player/pl_duct4.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); + break; } break; case STEP_GRATE: - switch(irand) + switch( irand ) { // right foot - case 0: pmove->PM_PlaySound( CHAN_BODY, "player/pl_grate1.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; - case 1: pmove->PM_PlaySound( CHAN_BODY, "player/pl_grate3.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; + case 0: + pmove->PM_PlaySound( CHAN_BODY, "player/pl_grate1.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); + break; + case 1: + pmove->PM_PlaySound( CHAN_BODY, "player/pl_grate3.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); + break; // left foot - case 2: pmove->PM_PlaySound( CHAN_BODY, "player/pl_grate2.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; - case 3: pmove->PM_PlaySound( CHAN_BODY, "player/pl_grate4.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; + case 2: + pmove->PM_PlaySound( CHAN_BODY, "player/pl_grate2.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); + break; + case 3: + pmove->PM_PlaySound( CHAN_BODY, "player/pl_grate4.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); + break; } break; case STEP_TILE: - if ( !pmove->RandomLong(0,4) ) + if( !pmove->RandomLong( 0, 4 ) ) irand = 4; - switch(irand) + switch( irand ) { // right foot - case 0: pmove->PM_PlaySound( CHAN_BODY, "player/pl_tile1.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; - case 1: pmove->PM_PlaySound( CHAN_BODY, "player/pl_tile3.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; + case 0: + pmove->PM_PlaySound( CHAN_BODY, "player/pl_tile1.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); + break; + case 1: + pmove->PM_PlaySound( CHAN_BODY, "player/pl_tile3.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); + break; // left foot - case 2: pmove->PM_PlaySound( CHAN_BODY, "player/pl_tile2.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; - case 3: pmove->PM_PlaySound( CHAN_BODY, "player/pl_tile4.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; - case 4: pmove->PM_PlaySound( CHAN_BODY, "player/pl_tile5.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; + case 2: + pmove->PM_PlaySound( CHAN_BODY, "player/pl_tile2.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); + break; + case 3: + pmove->PM_PlaySound( CHAN_BODY, "player/pl_tile4.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); + break; + case 4: + pmove->PM_PlaySound( CHAN_BODY, "player/pl_tile5.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); + break; } break; case STEP_SLOSH: - switch(irand) + switch( irand ) { // right foot - case 0: pmove->PM_PlaySound( CHAN_BODY, "player/pl_slosh1.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; - case 1: pmove->PM_PlaySound( CHAN_BODY, "player/pl_slosh3.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; + case 0: + pmove->PM_PlaySound( CHAN_BODY, "player/pl_slosh1.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); + break; + case 1: + pmove->PM_PlaySound( CHAN_BODY, "player/pl_slosh3.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); + break; // left foot - case 2: pmove->PM_PlaySound( CHAN_BODY, "player/pl_slosh2.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; - case 3: pmove->PM_PlaySound( CHAN_BODY, "player/pl_slosh4.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; + case 2: + pmove->PM_PlaySound( CHAN_BODY, "player/pl_slosh2.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); + break; + case 3: + pmove->PM_PlaySound( CHAN_BODY, "player/pl_slosh4.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); + break; } break; case STEP_WADE: - if ( iSkipStep == 0 ) + if( iSkipStep == 0 ) { iSkipStep++; break; } - if ( iSkipStep++ == 3 ) + if( iSkipStep++ == 3 ) { iSkipStep = 0; } - switch (irand) + switch( irand ) { // right foot - case 0: pmove->PM_PlaySound( CHAN_BODY, "player/pl_wade1.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; - case 1: pmove->PM_PlaySound( CHAN_BODY, "player/pl_wade2.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; + case 0: + pmove->PM_PlaySound( CHAN_BODY, "player/pl_wade1.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); + break; + case 1: + pmove->PM_PlaySound( CHAN_BODY, "player/pl_wade2.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); + break; // left foot - case 2: pmove->PM_PlaySound( CHAN_BODY, "player/pl_wade3.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; - case 3: pmove->PM_PlaySound( CHAN_BODY, "player/pl_wade4.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; + case 2: + pmove->PM_PlaySound( CHAN_BODY, "player/pl_wade3.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); + break; + case 3: + pmove->PM_PlaySound( CHAN_BODY, "player/pl_wade4.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); + break; } break; case STEP_LADDER: - switch(irand) + switch( irand ) { // right foot - case 0: pmove->PM_PlaySound( CHAN_BODY, "player/pl_ladder1.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; - case 1: pmove->PM_PlaySound( CHAN_BODY, "player/pl_ladder3.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; + case 0: + pmove->PM_PlaySound( CHAN_BODY, "player/pl_ladder1.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); + break; + case 1: + pmove->PM_PlaySound( CHAN_BODY, "player/pl_ladder3.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); + break; // left foot - case 2: pmove->PM_PlaySound( CHAN_BODY, "player/pl_ladder2.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; - case 3: pmove->PM_PlaySound( CHAN_BODY, "player/pl_ladder4.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); break; + case 2: + pmove->PM_PlaySound( CHAN_BODY, "player/pl_ladder2.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); + break; + case 3: + pmove->PM_PlaySound( CHAN_BODY, "player/pl_ladder4.wav", fvol, ATTN_NORM, 0, PITCH_NORM ); + break; } break; } } -int PM_MapTextureTypeStepType(char chTextureType) +int PM_MapTextureTypeStepType( char chTextureType ) { - switch (chTextureType) + switch( chTextureType ) { default: - case CHAR_TEX_CONCRETE: return STEP_CONCRETE; - case CHAR_TEX_METAL: return STEP_METAL; - case CHAR_TEX_DIRT: return STEP_DIRT; - case CHAR_TEX_VENT: return STEP_VENT; - case CHAR_TEX_GRATE: return STEP_GRATE; - case CHAR_TEX_TILE: return STEP_TILE; - case CHAR_TEX_SLOSH: return STEP_SLOSH; + case CHAR_TEX_CONCRETE: + return STEP_CONCRETE; + case CHAR_TEX_METAL: + return STEP_METAL; + case CHAR_TEX_DIRT: + return STEP_DIRT; + case CHAR_TEX_VENT: + return STEP_VENT; + case CHAR_TEX_GRATE: + return STEP_GRATE; + case CHAR_TEX_TILE: + return STEP_TILE; + case CHAR_TEX_SLOSH: + return STEP_SLOSH; } } @@ -469,27 +556,27 @@ void PM_CatagorizeTextureType( void ) pmove->chtexturetype = CHAR_TEX_CONCRETE; pTextureName = pmove->PM_TraceTexture( pmove->onground, start, end ); - if ( !pTextureName ) + if( !pTextureName ) return; // strip leading '-0' or '+0~' or '{' or '!' - if (*pTextureName == '-' || *pTextureName == '+') + if( *pTextureName == '-' || *pTextureName == '+' ) pTextureName += 2; - if (*pTextureName == '{' || *pTextureName == '!' || *pTextureName == '~' || *pTextureName == ' ') + if( *pTextureName == '{' || *pTextureName == '!' || *pTextureName == '~' || *pTextureName == ' ' ) pTextureName++; // '}}' strcpy( pmove->sztexturename, pTextureName); - pmove->sztexturename[ CBTEXTURENAMEMAX - 1 ] = 0; - + pmove->sztexturename[CBTEXTURENAMEMAX - 1] = 0; + // get texture type pmove->chtexturetype = PM_FindTextureType( pmove->sztexturename ); } void PM_UpdateStepSound( void ) { - int fWalking; + int fWalking; float fvol; vec3_t knee; vec3_t feet; @@ -499,13 +586,13 @@ void PM_UpdateStepSound( void ) float velrun; float velwalk; float flduck; - int fLadder; + int fLadder; int step; - if ( pmove->flTimeStepSound > 0 ) + if( pmove->flTimeStepSound > 0 ) return; - if ( pmove->flags & FL_FROZEN ) + if( pmove->flags & FL_FROZEN ) return; PM_CatagorizeTextureType(); @@ -516,7 +603,7 @@ void PM_UpdateStepSound( void ) fLadder = ( pmove->movetype == MOVETYPE_FLY );// IsOnLadder(); // UNDONE: need defined numbers for run, walk, crouch, crouch run velocities!!!! - if ( ( pmove->flags & FL_DUCKING) || fLadder ) + if( ( pmove->flags & FL_DUCKING) || fLadder ) { velwalk = 60; // These constants should be based on cl_movespeedkey * cl_forwardspeed somehow velrun = 80; // UNDONE: Move walking to server @@ -532,9 +619,7 @@ void PM_UpdateStepSound( void ) // If we're on a ladder or on the ground, and we're moving fast enough, // play step sound. Also, if pmove->flTimeStepSound is zero, get the new // sound right away - we just started moving in new level. - if ( (fLadder || ( pmove->onground != -1 ) ) && - ( Length( pmove->velocity ) > 0.0 ) && - ( speed >= velwalk || !pmove->flTimeStepSound ) ) + if( ( fLadder || ( pmove->onground != -1 ) ) && ( Length( pmove->velocity ) > 0.0 ) && ( speed >= velwalk || !pmove->flTimeStepSound ) ) { fWalking = speed < velrun; @@ -542,25 +627,25 @@ void PM_UpdateStepSound( void ) VectorCopy( pmove->origin, knee ); VectorCopy( pmove->origin, feet ); - height = pmove->player_maxs[ pmove->usehull ][ 2 ] - pmove->player_mins[ pmove->usehull ][ 2 ]; + height = pmove->player_maxs[pmove->usehull][2] - pmove->player_mins[pmove->usehull][2]; knee[2] = pmove->origin[2] - 0.3 * height; feet[2] = pmove->origin[2] - 0.5 * height; // find out what we're stepping in or on... - if (fLadder) + if( fLadder ) { step = STEP_LADDER; fvol = 0.35; pmove->flTimeStepSound = 350; } - else if ( pmove->PM_PointContents ( knee, NULL ) == CONTENTS_WATER ) + else if( pmove->PM_PointContents( knee, NULL ) == CONTENTS_WATER ) { step = STEP_WADE; fvol = 0.65; pmove->flTimeStepSound = 600; } - else if ( pmove->PM_PointContents ( feet, NULL ) == CONTENTS_WATER ) + else if( pmove->PM_PointContents( feet, NULL ) == CONTENTS_WATER ) { step = STEP_SLOSH; fvol = fWalking ? 0.2 : 0.5; @@ -572,51 +657,45 @@ void PM_UpdateStepSound( void ) // get material type step = PM_MapTextureTypeStepType( pmove->chtexturetype ); - switch ( pmove->chtexturetype ) + switch( pmove->chtexturetype ) { default: case CHAR_TEX_CONCRETE: fvol = fWalking ? 0.2 : 0.5; pmove->flTimeStepSound = fWalking ? 400 : 300; break; - case CHAR_TEX_METAL: fvol = fWalking ? 0.2 : 0.5; pmove->flTimeStepSound = fWalking ? 400 : 300; break; - case CHAR_TEX_DIRT: fvol = fWalking ? 0.25 : 0.55; pmove->flTimeStepSound = fWalking ? 400 : 300; break; - case CHAR_TEX_VENT: fvol = fWalking ? 0.4 : 0.7; pmove->flTimeStepSound = fWalking ? 400 : 300; break; - case CHAR_TEX_GRATE: fvol = fWalking ? 0.2 : 0.5; pmove->flTimeStepSound = fWalking ? 400 : 300; break; - case CHAR_TEX_TILE: fvol = fWalking ? 0.2 : 0.5; pmove->flTimeStepSound = fWalking ? 400 : 300; break; - case CHAR_TEX_SLOSH: fvol = fWalking ? 0.2 : 0.5; pmove->flTimeStepSound = fWalking ? 400 : 300; break; } } - + pmove->flTimeStepSound += flduck; // slower step time if ducking // play the sound // 35% volume if ducking - if ( pmove->flags & FL_DUCKING ) + if( pmove->flags & FL_DUCKING ) { fvol *= 0.35; } @@ -632,22 +711,22 @@ PM_AddToTouched Add's the trace result to touch list, if contact is not already in list. ================ */ -qboolean PM_AddToTouched(pmtrace_t tr, vec3_t impactvelocity) +qboolean PM_AddToTouched( pmtrace_t tr, vec3_t impactvelocity ) { int i; - for (i = 0; i < pmove->numtouch; i++) + for( i = 0; i < pmove->numtouch; i++ ) { - if (pmove->touchindex[i].ent == tr.ent) + if( pmove->touchindex[i].ent == tr.ent ) break; } - if (i != pmove->numtouch) // Already in list. + if( i != pmove->numtouch ) // Already in list. return false; VectorCopy( impactvelocity, tr.deltavelocity ); - if (pmove->numtouch >= MAX_PHYSENTS) - pmove->Con_DPrintf("Too many entities were touched!\n"); + if( pmove->numtouch >= MAX_PHYSENTS ) + pmove->Con_DPrintf( "Too many entities were touched!\n" ); pmove->touchindex[pmove->numtouch++] = tr; return true; @@ -660,36 +739,36 @@ PM_CheckVelocity See if the player has a bogus velocity value. ================ */ -void PM_CheckVelocity () +void PM_CheckVelocity() { - int i; + int i; // // bound velocity // - for (i=0 ; i<3 ; i++) + for( i = 0; i < 3; i++ ) { // See if it's bogus. - if (IS_NAN(pmove->velocity[i])) + if( IS_NAN( pmove->velocity[i] ) ) { - pmove->Con_Printf ("PM Got a NaN velocity %i\n", i); + pmove->Con_Printf( "PM Got a NaN velocity %i\n", i ); pmove->velocity[i] = 0; } - if (IS_NAN(pmove->origin[i])) + if( IS_NAN( pmove->origin[i] ) ) { - pmove->Con_Printf ("PM Got a NaN origin on %i\n", i); + pmove->Con_Printf( "PM Got a NaN origin on %i\n", i ); pmove->origin[i] = 0; } // Bound it. - if (pmove->velocity[i] > pmove->movevars->maxvelocity) + if( pmove->velocity[i] > pmove->movevars->maxvelocity ) { - pmove->Con_DPrintf ("PM Got a velocity too high on %i\n", i); + pmove->Con_DPrintf( "PM Got a velocity too high on %i\n", i ); pmove->velocity[i] = pmove->movevars->maxvelocity; } - else if (pmove->velocity[i] < -pmove->movevars->maxvelocity) + else if( pmove->velocity[i] < -pmove->movevars->maxvelocity ) { - pmove->Con_DPrintf ("PM Got a velocity too low on %i\n", i); + pmove->Con_DPrintf( "PM Got a velocity too low on %i\n", i ); pmove->velocity[i] = -pmove->movevars->maxvelocity; } } @@ -705,74 +784,73 @@ returns the blocked flags: 0x02 == step / wall ================== */ -int PM_ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce) +int PM_ClipVelocity( vec3_t in, vec3_t normal, vec3_t out, float overbounce ) { - float backoff; - float change; + float backoff; + float change; float angle; - int i, blocked; + int i, blocked; - angle = normal[ 2 ]; + angle = normal[2]; blocked = 0x00; // Assume unblocked. - if (angle > 0) // If the plane that is blocking us has a positive z component, then assume it's a floor. - blocked |= 0x01; // - if (!angle) // If the plane has no Z, it is vertical (wall/step) - blocked |= 0x02; // - + if( angle > 0 ) // If the plane that is blocking us has a positive z component, then assume it's a floor. + blocked |= 0x01; + if( !angle ) // If the plane has no Z, it is vertical (wall/step) + blocked |= 0x02; + // Determine how far along plane to slide based on incoming direction. // Scale by overbounce factor. - backoff = DotProduct (in, normal) * overbounce; + backoff = DotProduct( in, normal ) * overbounce; - for (i=0 ; i<3 ; i++) + for( i = 0; i < 3; i++ ) { - change = normal[i]*backoff; + change = normal[i] * backoff; out[i] = in[i] - change; // If out velocity is too small, zero it out. - if (out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON) + if( out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON ) out[i] = 0; } - + // Return blocking flags. return blocked; } -void PM_AddCorrectGravity () +void PM_AddCorrectGravity() { - float ent_gravity; + float ent_gravity; - if ( pmove->waterjumptime ) + if( pmove->waterjumptime ) return; - if (pmove->gravity) + if( pmove->gravity ) ent_gravity = pmove->gravity; else ent_gravity = 1.0; // Add gravity so they'll be in the correct position during movement // yes, this 0.5 looks wrong, but it's not. - pmove->velocity[2] -= (ent_gravity * pmove->movevars->gravity * 0.5 * pmove->frametime ); + pmove->velocity[2] -= ( ent_gravity * pmove->movevars->gravity * 0.5 * pmove->frametime ); pmove->velocity[2] += pmove->basevelocity[2] * pmove->frametime; pmove->basevelocity[2] = 0; PM_CheckVelocity(); } - -void PM_FixupGravityVelocity () +void PM_FixupGravityVelocity() { - float ent_gravity; + float ent_gravity; - if ( pmove->waterjumptime ) + if( pmove->waterjumptime ) return; - if (pmove->gravity) + if( pmove->gravity ) ent_gravity = pmove->gravity; else ent_gravity = 1.0; // Get the correct velocity for the end of the dt - pmove->velocity[2] -= (ent_gravity * pmove->movevars->gravity * pmove->frametime * 0.5 ); + pmove->velocity[2] -= ( ent_gravity * pmove->movevars->gravity * pmove->frametime * 0.5 ); PM_CheckVelocity(); } @@ -784,90 +862,90 @@ PM_FlyMove The basic solid body movement clip that slides along multiple planes ============ */ -int PM_FlyMove (void) +int PM_FlyMove( void ) { - int bumpcount, numbumps; - vec3_t dir; - float d; - int numplanes; - vec3_t planes[MAX_CLIP_PLANES]; - vec3_t primal_velocity, original_velocity; - vec3_t new_velocity; - int i, j; - pmtrace_t trace; - vec3_t end; - float time_left, allFraction; - int blocked; - - numbumps = 4; // Bump up to four times - - blocked = 0; // Assume not blocked + int bumpcount, numbumps; + vec3_t dir; + float d; + int numplanes; + vec3_t planes[MAX_CLIP_PLANES]; + vec3_t primal_velocity, original_velocity; + vec3_t new_velocity; + int i, j; + pmtrace_t trace; + vec3_t end; + float time_left, allFraction; + int blocked; + + numbumps = 4; // Bump up to four times + + blocked = 0; // Assume not blocked numplanes = 0; // and not sliding along any planes - VectorCopy (pmove->velocity, original_velocity); // Store original velocity - VectorCopy (pmove->velocity, primal_velocity); - + VectorCopy( pmove->velocity, original_velocity ); // Store original velocity + VectorCopy( pmove->velocity, primal_velocity ); + allFraction = 0; time_left = pmove->frametime; // Total time for this movement operation. - for (bumpcount=0 ; bumpcountvelocity[0] && !pmove->velocity[1] && !pmove->velocity[2]) + if( !pmove->velocity[0] && !pmove->velocity[1] && !pmove->velocity[2] ) break; // Assume we can move all the way from the current origin to the // end point. - for (i=0 ; i<3 ; i++) + for( i = 0;i < 3; i++ ) end[i] = pmove->origin[i] + time_left * pmove->velocity[i]; // See if we can make it from origin to end point. - trace = pmove->PM_PlayerTrace (pmove->origin, end, PM_NORMAL, -1 ); + trace = pmove->PM_PlayerTrace( pmove->origin, end, PM_NORMAL, -1 ); allFraction += trace.fraction; // If we started in a solid object, or we were in solid space // the whole way, zero out our velocity and return that we // are blocked by floor and wall. - if (trace.allsolid) + if( trace.allsolid ) { // entity is trapped in another solid - VectorCopy (vec3_origin, pmove->velocity); - //Con_DPrintf("Trapped 4\n"); + VectorCopy( vec3_origin, pmove->velocity ); + //Con_DPrintf( "Trapped 4\n" ); return 4; } // If we moved some portion of the total distance, then // copy the end position into the pmove->origin and // zero the plane counter. - if (trace.fraction > 0) + if( trace.fraction > 0 ) { // actually covered some distance - VectorCopy (trace.endpos, pmove->origin); - VectorCopy (pmove->velocity, original_velocity); + VectorCopy( trace.endpos, pmove->origin ); + VectorCopy( pmove->velocity, original_velocity ); numplanes = 0; } // If we covered the entire distance, we are done // and can return. - if (trace.fraction == 1) + if( trace.fraction == 1 ) break; // moved the entire distance - //if (!trace.ent) - // Sys_Error ("PM_PlayerTrace: !trace.ent"); + //if( !trace.ent ) + // Sys_Error( "PM_PlayerTrace: !trace.ent" ); // Save entity that blocked us (since fraction was < 1.0) // for contact // Add it if it's not already in the list!!! - PM_AddToTouched(trace, pmove->velocity); + PM_AddToTouched( trace, pmove->velocity ); // If the plane we hit has a high z component in the normal, then // it's probably a floor - if (trace.plane.normal[2] > 0.7) + if( trace.plane.normal[2] > 0.7 ) { - blocked |= 1; // floor + blocked |= 1; // floor } // If the plane has a zero z component in the normal, then it's a // step or wall - if (!trace.plane.normal[2]) + if( !trace.plane.normal[2] ) { - blocked |= 2; // step / wall - //Con_DPrintf("Blocked by %i\n", trace.ent); + blocked |= 2; // step / wall + //Con_DPrintf( "Blocked by %i\n", trace.ent ); } // Reduce amount of pmove->frametime left by total time left * fraction @@ -875,34 +953,32 @@ int PM_FlyMove (void) time_left -= time_left * trace.fraction; // Did we run out of planes to clip against? - if (numplanes >= MAX_CLIP_PLANES) + if( numplanes >= MAX_CLIP_PLANES ) { // this shouldn't really happen // Stop our movement if so. - VectorCopy (vec3_origin, pmove->velocity); - //Con_DPrintf("Too many planes 4\n"); - + VectorCopy( vec3_origin, pmove->velocity ); + //Con_DPrintf( "Too many planes 4\n" ); break; } // Set up next clipping plane - VectorCopy (trace.plane.normal, planes[numplanes]); + VectorCopy( trace.plane.normal, planes[numplanes] ); numplanes++; -// -// modify original_velocity so it parallels all of the clip planes -// - if ( pmove->movetype == MOVETYPE_WALK && - ((pmove->onground == -1) || (pmove->friction != 1)) ) // relfect player velocity + // modify original_velocity so it parallels all of the clip planes + // + if( pmove->movetype == MOVETYPE_WALK && ( ( pmove->onground == -1 ) || ( pmove->friction != 1 ) ) ) // relfect player velocity { - for ( i = 0; i < numplanes; i++ ) + for( i = 0; i < numplanes; i++ ) { - if ( planes[i][2] > 0.7 ) - {// floor or slope + if( planes[i][2] > 0.7 ) + { + // floor or slope PM_ClipVelocity( original_velocity, planes[i], new_velocity, 1 ); VectorCopy( new_velocity, original_velocity ); } - else - PM_ClipVelocity( original_velocity, planes[i], new_velocity, 1.0 + pmove->movevars->bounce * (1-pmove->friction) ); + else + PM_ClipVelocity( original_velocity, planes[i], new_velocity, 1.0 + pmove->movevars->bounce * ( 1 - pmove->friction ) ); } VectorCopy( new_velocity, pmove->velocity ); @@ -910,61 +986,56 @@ int PM_FlyMove (void) } else { - for (i=0 ; ivelocity, - 1); - for (j=0 ; jvelocity, 1 ); + for( j = 0; j < numplanes; j++ ) + if( j != i ) { // Are we now moving against this plane? - if (DotProduct (pmove->velocity, planes[j]) < 0) + if( DotProduct( pmove->velocity, planes[j] ) < 0 ) break; // not ok } - if (j == numplanes) // Didn't have to clip, so we're ok + if( j == numplanes ) // Didn't have to clip, so we're ok break; } // Did we go all the way through plane set - if (i != numplanes) - { // go along this plane - // pmove->velocity is set in clipping call, no need to set again. - ; + if( i != numplanes ) + { + // go along this plane + // pmove->velocity is set in clipping call, no need to set again. } else { // go along the crease - if (numplanes != 2) + if( numplanes != 2 ) { - //Con_Printf ("clip velocity, numplanes == %i\n",numplanes); - VectorCopy (vec3_origin, pmove->velocity); - //Con_DPrintf("Trapped 4\n"); - + //Con_Printf( "clip velocity, numplanes == %i\n",numplanes ); + VectorCopy( vec3_origin, pmove->velocity ); + //Con_DPrintf( "Trapped 4\n" ); break; } - CrossProduct (planes[0], planes[1], dir); - d = DotProduct (dir, pmove->velocity); - VectorScale (dir, d, pmove->velocity ); + CrossProduct( planes[0], planes[1], dir ); + d = DotProduct( dir, pmove->velocity ); + VectorScale( dir, d, pmove->velocity ); } - // - // if original velocity is against the original velocity, stop dead - // to avoid tiny occilations in sloping corners - // - if (DotProduct (pmove->velocity, primal_velocity) <= 0) + // + // if original velocity is against the original velocity, stop dead + // to avoid tiny occilations in sloping corners + // + if( DotProduct( pmove->velocity, primal_velocity ) <= 0 ) { - //Con_DPrintf("Back\n"); - VectorCopy (vec3_origin, pmove->velocity); + //Con_DPrintf( "Back\n" ); + VectorCopy( vec3_origin, pmove->velocity ); break; } } } - if ( allFraction == 0 ) + if( allFraction == 0 ) { - VectorCopy (vec3_origin, pmove->velocity); + VectorCopy( vec3_origin, pmove->velocity ); //Con_DPrintf( "Don't stick\n" ); } @@ -976,38 +1047,38 @@ int PM_FlyMove (void) PM_Accelerate ============== */ -void PM_Accelerate (vec3_t wishdir, float wishspeed, float accel) +void PM_Accelerate( vec3_t wishdir, float wishspeed, float accel ) { - int i; - float addspeed, accelspeed, currentspeed; + int i; + float addspeed, accelspeed, currentspeed; // Dead player's don't accelerate - if (pmove->dead) + if( pmove->dead ) return; // If waterjumping, don't accelerate - if (pmove->waterjumptime) + if( pmove->waterjumptime ) return; // See if we are changing direction a bit - currentspeed = DotProduct (pmove->velocity, wishdir); + currentspeed = DotProduct( pmove->velocity, wishdir ); // Reduce wishspeed by the amount of veer. addspeed = wishspeed - currentspeed; // If not going to add any speed, done. - if (addspeed <= 0) + if( addspeed <= 0 ) return; // Determine amount of accleration. accelspeed = accel * pmove->frametime * wishspeed * pmove->friction; // Cap at addspeed - if (accelspeed > addspeed) + if( accelspeed > addspeed ) accelspeed = addspeed; // Adjust velocity. - for (i=0 ; i<3 ; i++) + for( i = 0; i < 3; i++ ) { pmove->velocity[i] += accelspeed * wishdir[i]; } @@ -1020,17 +1091,17 @@ PM_WalkMove Only used by players. Moves along the ground when player is a MOVETYPE_WALK. ====================== */ -void PM_WalkMove () +void PM_WalkMove() { - int clip; - int oldonground; + int clip; + int oldonground; int i; - vec3_t wishvel; - float spd; - float fmove, smove; - vec3_t wishdir; - float wishspeed; + vec3_t wishvel; + float spd; + float fmove, smove; + vec3_t wishdir; + float wishspeed; vec3_t dest, start; vec3_t original, originalvel; @@ -1038,147 +1109,146 @@ void PM_WalkMove () float downdist, updist; pmtrace_t trace; - + // Copy movement amounts fmove = pmove->cmd.forwardmove; smove = pmove->cmd.sidemove; - + // Zero out z components of movement vectors pmove->forward[2] = 0; - pmove->right[2] = 0; - - VectorNormalize (pmove->forward); // Normalize remainder of vectors. - VectorNormalize (pmove->right); // + pmove->right[2] = 0; + + VectorNormalize( pmove->forward ); // Normalize remainder of vectors. + VectorNormalize( pmove->right ); // + + for( i = 0; i < 2; i++ ) // Determine x and y parts of velocity + wishvel[i] = pmove->forward[i] * fmove + pmove->right[i] * smove; - for (i=0 ; i<2 ; i++) // Determine x and y parts of velocity - wishvel[i] = pmove->forward[i]*fmove + pmove->right[i]*smove; - wishvel[2] = 0; // Zero out z part of velocity - VectorCopy (wishvel, wishdir); // Determine maginitude of speed of move - wishspeed = VectorNormalize(wishdir); + VectorCopy( wishvel, wishdir ); // Determine maginitude of speed of move + wishspeed = VectorNormalize( wishdir ); -// -// Clamp to server defined max speed -// - if (wishspeed > pmove->maxspeed) + // + // Clamp to server defined max speed + // + if( wishspeed > pmove->maxspeed ) { - VectorScale (wishvel, pmove->maxspeed/wishspeed, wishvel); + VectorScale( wishvel, pmove->maxspeed / wishspeed, wishvel ); wishspeed = pmove->maxspeed; } // Set pmove velocity pmove->velocity[2] = 0; - PM_Accelerate (wishdir, wishspeed, pmove->movevars->accelerate); + PM_Accelerate( wishdir, wishspeed, pmove->movevars->accelerate ); pmove->velocity[2] = 0; // Add in any base velocity to the current velocity. - VectorAdd (pmove->velocity, pmove->basevelocity, pmove->velocity ); + VectorAdd( pmove->velocity, pmove->basevelocity, pmove->velocity ); spd = Length( pmove->velocity ); - if (spd < 1.0f) + if( spd < 1.0f ) { VectorClear( pmove->velocity ); return; } // If we are not moving, do nothing - //if (!pmove->velocity[0] && !pmove->velocity[1] && !pmove->velocity[2]) + //if( !pmove->velocity[0] && !pmove->velocity[1] && !pmove->velocity[2] ) // return; oldonground = pmove->onground; -// first try just moving to the destination - dest[0] = pmove->origin[0] + pmove->velocity[0]*pmove->frametime; - dest[1] = pmove->origin[1] + pmove->velocity[1]*pmove->frametime; + // first try just moving to the destination + dest[0] = pmove->origin[0] + pmove->velocity[0] * pmove->frametime; + dest[1] = pmove->origin[1] + pmove->velocity[1] * pmove->frametime; dest[2] = pmove->origin[2]; // first try moving directly to the next spot - VectorCopy (dest, start); - trace = pmove->PM_PlayerTrace (pmove->origin, dest, PM_NORMAL, -1 ); + VectorCopy( dest, start ); + trace = pmove->PM_PlayerTrace( pmove->origin, dest, PM_NORMAL, -1 ); // If we made it all the way, then copy trace end // as new player position. - if (trace.fraction == 1) + if( trace.fraction == 1 ) { - VectorCopy (trace.endpos, pmove->origin); + VectorCopy( trace.endpos, pmove->origin ); return; } - if (oldonground == -1 && // Don't walk up stairs if not on ground. - pmove->waterlevel == 0) + // Don't walk up stairs if not on ground. + if( oldonground == -1 && pmove->waterlevel == 0 ) return; - if (pmove->waterjumptime) // If we are jumping out of water, don't do anything more. + if( pmove->waterjumptime ) // If we are jumping out of water, don't do anything more. return; // Try sliding forward both on ground and up 16 pixels // take the move that goes farthest - VectorCopy (pmove->origin, original); // Save out original pos & - VectorCopy (pmove->velocity, originalvel); // velocity. + VectorCopy( pmove->origin, original ); // Save out original pos & + VectorCopy( pmove->velocity, originalvel ); // velocity. // Slide move - clip = PM_FlyMove (); + clip = PM_FlyMove(); // Copy the results out - VectorCopy (pmove->origin , down); - VectorCopy (pmove->velocity, downvel); + VectorCopy( pmove->origin, down ); + VectorCopy( pmove->velocity, downvel ); // Reset original values. - VectorCopy (original, pmove->origin); + VectorCopy( original, pmove->origin ); - VectorCopy (originalvel, pmove->velocity); + VectorCopy( originalvel, pmove->velocity ); // Start out up one stair height - VectorCopy (pmove->origin, dest); + VectorCopy( pmove->origin, dest ); dest[2] += pmove->movevars->stepsize; - - trace = pmove->PM_PlayerTrace (pmove->origin, dest, PM_NORMAL, -1 ); + + trace = pmove->PM_PlayerTrace( pmove->origin, dest, PM_NORMAL, -1 ); // If we started okay and made it part of the way at least, // copy the results to the movement start position and then // run another move try. - if (!trace.startsolid && !trace.allsolid) + if( !trace.startsolid && !trace.allsolid ) { - VectorCopy (trace.endpos, pmove->origin); + VectorCopy( trace.endpos, pmove->origin ); } -// slide move the rest of the way. - clip = PM_FlyMove (); + // slide move the rest of the way. + clip = PM_FlyMove(); -// Now try going back down from the end point -// press down the stepheight - VectorCopy (pmove->origin, dest); + // Now try going back down from the end point + // press down the stepheight + VectorCopy( pmove->origin, dest ); dest[2] -= pmove->movevars->stepsize; - - trace = pmove->PM_PlayerTrace (pmove->origin, dest, PM_NORMAL, -1 ); + + trace = pmove->PM_PlayerTrace( pmove->origin, dest, PM_NORMAL, -1 ); // If we are not on the ground any more then // use the original movement attempt - if ( trace.plane.normal[2] < 0.7) + if( trace.plane.normal[2] < 0.7 ) goto usedown; // If the trace ended up in empty space, copy the end // over to the origin. - if (!trace.startsolid && !trace.allsolid) + if( !trace.startsolid && !trace.allsolid ) { - VectorCopy (trace.endpos, pmove->origin); + VectorCopy( trace.endpos, pmove->origin ); } // Copy this origion to up. - VectorCopy (pmove->origin, pmove->up); + VectorCopy( pmove->origin, pmove->up ); // decide which one went farther - downdist = (down[0] - original[0])*(down[0] - original[0]) - + (down[1] - original[1])*(down[1] - original[1]); - updist = (pmove->up[0] - original[0])*(pmove->up[0] - original[0]) - + (pmove->up[1] - original[1])*(pmove->up[1] - original[1]); + downdist = ( down[0] - original[0] ) * ( down[0] - original[0] ) + + ( down[1] - original[1] ) * ( down[1] - original[1] ); + updist = ( pmove->up[0] - original[0] ) * ( pmove->up[0] - original[0] ) + + ( pmove->up[1] - original[1] ) * ( pmove->up[1] - original[1] ); - if (downdist > updist) + if( downdist > updist ) { usedown: - VectorCopy (down , pmove->origin); - VectorCopy (downvel, pmove->velocity); + VectorCopy( down, pmove->origin ); + VectorCopy( downvel, pmove->velocity ); } else // copy z value from slide move pmove->velocity[2] = downvel[2]; - } /* @@ -1188,46 +1258,46 @@ PM_Friction Handles both ground friction and water friction ================== */ -void PM_Friction (void) +void PM_Friction( void ) { - float *vel; - float speed, newspeed, control; - float friction; - float drop; + float *vel; + float speed, newspeed, control; + float friction; + float drop; vec3_t newvel; - + // If we are in water jump cycle, don't apply friction - if (pmove->waterjumptime) + if( pmove->waterjumptime ) return; // Get velocity vel = pmove->velocity; // Calculate speed - speed = sqrt(vel[0]*vel[0] +vel[1]*vel[1] + vel[2]*vel[2]); - + speed = sqrt( vel[0] * vel[0] + vel[1] * vel[1] + vel[2] * vel[2] ); + // If too slow, return - if (speed < 0.1f) + if( speed < 0.1f ) { return; } drop = 0; -// apply ground friction - if (pmove->onground != -1) // On an entity that is the ground + // apply ground friction + if( pmove->onground != -1 ) // On an entity that is the ground { vec3_t start, stop; pmtrace_t trace; - start[0] = stop[0] = pmove->origin[0] + vel[0]/speed*16; - start[1] = stop[1] = pmove->origin[1] + vel[1]/speed*16; + start[0] = stop[0] = pmove->origin[0] + vel[0] / speed * 16; + start[1] = stop[1] = pmove->origin[1] + vel[1] / speed * 16; start[2] = pmove->origin[2] + pmove->player_mins[pmove->usehull][2]; stop[2] = start[2] - 34; - trace = pmove->PM_PlayerTrace (start, stop, PM_NORMAL, -1 ); + trace = pmove->PM_PlayerTrace( start, stop, PM_NORMAL, -1 ); - if (trace.fraction == 1.0) + if( trace.fraction == 1.0 ) friction = pmove->movevars->friction*pmove->movevars->edgefriction; else friction = pmove->movevars->friction; @@ -1239,19 +1309,18 @@ void PM_Friction (void) // Bleed off some speed, but if we have less than the bleed // threshhold, bleed the theshold amount. - control = (speed < pmove->movevars->stopspeed) ? - pmove->movevars->stopspeed : speed; + control = ( speed < pmove->movevars->stopspeed ) ? pmove->movevars->stopspeed : speed; // Add the amount to t'he drop amount. - drop += control*friction*pmove->frametime; + drop += control * friction * pmove->frametime; } -// apply water friction -// if (pmove->waterlevel) -// drop += speed * pmove->movevars->waterfriction * waterlevel * pmove->frametime; + // apply water friction + //if( pmove->waterlevel ) + // drop += speed * pmove->movevars->waterfriction * waterlevel * pmove->frametime; -// scale the velocity + // scale the velocity newspeed = speed - drop; - if (newspeed < 0) + if( newspeed < 0 ) newspeed = 0; // Determine proportion of old speed we are using. @@ -1265,39 +1334,39 @@ void PM_Friction (void) VectorCopy( newvel, pmove->velocity ); } -void PM_AirAccelerate (vec3_t wishdir, float wishspeed, float accel) +void PM_AirAccelerate( vec3_t wishdir, float wishspeed, float accel ) { - int i; - float addspeed, accelspeed, currentspeed, wishspd = wishspeed; - - if (pmove->dead) + int i; + float addspeed, accelspeed, currentspeed, wishspd = wishspeed; + + if( pmove->dead ) return; - if (pmove->waterjumptime) + if( pmove->waterjumptime ) return; // Cap speed - //wishspd = VectorNormalize (pmove->wishveloc); - - if (wishspd > 30) + //wishspd = VectorNormalize( pmove->wishveloc ); + + if( wishspd > 30 ) wishspd = 30; // Determine veer amount - currentspeed = DotProduct (pmove->velocity, wishdir); + currentspeed = DotProduct( pmove->velocity, wishdir ); // See how much to add addspeed = wishspd - currentspeed; // If not adding any, done. - if (addspeed <= 0) + if( addspeed <= 0 ) return; // Determine acceleration speed after acceleration accelspeed = accel * wishspeed * pmove->frametime * pmove->friction; // Cap it - if (accelspeed > addspeed) + if( accelspeed > addspeed ) accelspeed = addspeed; - + // Adjust pmove vel. - for (i=0 ; i<3 ; i++) + for( i = 0; i < 3; i++ ) { - pmove->velocity[i] += accelspeed*wishdir[i]; + pmove->velocity[i] += accelspeed * wishdir[i]; } } @@ -1307,54 +1376,55 @@ PM_WaterMove =================== */ -void PM_WaterMove (void) +void PM_WaterMove( void ) { - int i; - vec3_t wishvel; - float wishspeed; - vec3_t wishdir; - vec3_t start, dest; - vec3_t temp; - pmtrace_t trace; + int i; + vec3_t wishvel; + float wishspeed; + vec3_t wishdir; + vec3_t start, dest; + vec3_t temp; + pmtrace_t trace; float speed, newspeed, addspeed, accelspeed; // // user intentions // - for (i=0 ; i<3 ; i++) - wishvel[i] = pmove->forward[i]*pmove->cmd.forwardmove + pmove->right[i]*pmove->cmd.sidemove; + for( i = 0; i < 3; i++ ) + wishvel[i] = pmove->forward[i] * pmove->cmd.forwardmove + pmove->right[i] * pmove->cmd.sidemove; // Sinking after no other movement occurs - if (!pmove->cmd.forwardmove && !pmove->cmd.sidemove && !pmove->cmd.upmove) + if( !pmove->cmd.forwardmove && !pmove->cmd.sidemove && !pmove->cmd.upmove ) wishvel[2] -= 60; // drift towards bottom else // Go straight up by upmove amount. wishvel[2] += pmove->cmd.upmove; // Copy it over and determine speed - VectorCopy (wishvel, wishdir); - wishspeed = VectorNormalize(wishdir); + VectorCopy( wishvel, wishdir ); + wishspeed = VectorNormalize( wishdir ); // Cap speed. - if (wishspeed > pmove->maxspeed) + if( wishspeed > pmove->maxspeed ) { - VectorScale (wishvel, pmove->maxspeed/wishspeed, wishvel); + VectorScale( wishvel, pmove->maxspeed / wishspeed, wishvel ); wishspeed = pmove->maxspeed; } // Slow us down a bit. wishspeed *= 0.8; - VectorAdd (pmove->velocity, pmove->basevelocity, pmove->velocity); -// Water friction - VectorCopy(pmove->velocity, temp); - speed = VectorNormalize(temp); - if (speed) + VectorAdd( pmove->velocity, pmove->basevelocity, pmove->velocity ); + + // Water friction + VectorCopy( pmove->velocity, temp ); + speed = VectorNormalize( temp ); + if( speed ) { newspeed = speed - pmove->frametime * speed * pmove->movevars->friction * pmove->friction; - if (newspeed < 0) + if( newspeed < 0 ) newspeed = 0; - VectorScale (pmove->velocity, newspeed/speed, pmove->velocity); + VectorScale( pmove->velocity, newspeed / speed, pmove->velocity ); } else newspeed = 0; @@ -1362,40 +1432,38 @@ void PM_WaterMove (void) // // water acceleration // - if ( wishspeed < 0.1f ) + if( wishspeed < 0.1f ) { return; } addspeed = wishspeed - newspeed; - if (addspeed > 0) + if( addspeed > 0 ) { - - VectorNormalize(wishvel); + VectorNormalize( wishvel ); accelspeed = pmove->movevars->accelerate * wishspeed * pmove->frametime * pmove->friction; - if (accelspeed > addspeed) + if( accelspeed > addspeed ) accelspeed = addspeed; - for (i = 0; i < 3; i++) + for( i = 0; i < 3; i++ ) pmove->velocity[i] += accelspeed * wishvel[i]; } // Now move // assume it is a stair or a slope, so press down from stepheight above - VectorMA (pmove->origin, pmove->frametime, pmove->velocity, dest); - VectorCopy (dest, start); + VectorMA( pmove->origin, pmove->frametime, pmove->velocity, dest ); + VectorCopy( dest, start ); start[2] += pmove->movevars->stepsize + 1; - trace = pmove->PM_PlayerTrace (start, dest, PM_NORMAL, -1 ); - if (!trace.startsolid && !trace.allsolid) // FIXME: check steep slope? + trace = pmove->PM_PlayerTrace( start, dest, PM_NORMAL, -1 ); + if( !trace.startsolid && !trace.allsolid ) // FIXME: check steep slope? { // walked up the step, so just keep result and exit - VectorCopy (trace.endpos, pmove->origin); + VectorCopy( trace.endpos, pmove->origin ); return; } - - // Try moving straight along out normal path. - PM_FlyMove (); -} + // Try moving straight along out normal path. + PM_FlyMove(); +} /* =================== @@ -1403,50 +1471,50 @@ PM_AirMove =================== */ -void PM_AirMove (void) +void PM_AirMove( void ) { - int i; - vec3_t wishvel; - float fmove, smove; - vec3_t wishdir; - float wishspeed; + int i; + vec3_t wishvel; + float fmove, smove; + vec3_t wishdir; + float wishspeed; // Copy movement amounts fmove = pmove->cmd.forwardmove; smove = pmove->cmd.sidemove; - + // Zero out z components of movement vectors pmove->forward[2] = 0; - pmove->right[2] = 0; + pmove->right[2] = 0; // Renormalize - VectorNormalize (pmove->forward); - VectorNormalize (pmove->right); + VectorNormalize( pmove->forward ); + VectorNormalize( pmove->right ); // Determine x and y parts of velocity - for (i=0 ; i<2 ; i++) + for( i = 0; i < 2; i++ ) { - wishvel[i] = pmove->forward[i]*fmove + pmove->right[i]*smove; + wishvel[i] = pmove->forward[i] * fmove + pmove->right[i] * smove; } // Zero out z part of velocity - wishvel[2] = 0; + wishvel[2] = 0; // Determine maginitude of speed of move - VectorCopy (wishvel, wishdir); - wishspeed = VectorNormalize(wishdir); + VectorCopy( wishvel, wishdir ); + wishspeed = VectorNormalize( wishdir ); // Clamp to server defined max speed - if (wishspeed > pmove->maxspeed) + if( wishspeed > pmove->maxspeed ) { - VectorScale (wishvel, pmove->maxspeed/wishspeed, wishvel); + VectorScale( wishvel, pmove->maxspeed/wishspeed, wishvel ); wishspeed = pmove->maxspeed; } - PM_AirAccelerate (wishdir, wishspeed, pmove->movevars->airaccelerate); + PM_AirAccelerate( wishdir, wishspeed, pmove->movevars->airaccelerate ); // Add in any base velocity to the current velocity. - VectorAdd (pmove->velocity, pmove->basevelocity, pmove->velocity ); + VectorAdd( pmove->velocity, pmove->basevelocity, pmove->velocity ); - PM_FlyMove (); + PM_FlyMove(); } qboolean PM_InWater( void ) @@ -1461,19 +1529,19 @@ PM_CheckWater Sets pmove->waterlevel and pmove->watertype values. ============= */ -qboolean PM_CheckWater () +qboolean PM_CheckWater() { - vec3_t point; - int cont; - int truecont; - float height; - float heightover2; + vec3_t point; + int cont; + int truecont; + float height; + float heightover2; // Pick a spot just above the players feet. - point[0] = pmove->origin[0] + (pmove->player_mins[pmove->usehull][0] + pmove->player_maxs[pmove->usehull][0]) * 0.5; - point[1] = pmove->origin[1] + (pmove->player_mins[pmove->usehull][1] + pmove->player_maxs[pmove->usehull][1]) * 0.5; + point[0] = pmove->origin[0] + ( pmove->player_mins[pmove->usehull][0] + pmove->player_maxs[pmove->usehull][0] ) * 0.5; + point[1] = pmove->origin[1] + ( pmove->player_mins[pmove->usehull][1] + pmove->player_maxs[pmove->usehull][1] ) * 0.5; point[2] = pmove->origin[2] + pmove->player_mins[pmove->usehull][2] + 1; - + // Assume that we are not in water at all. pmove->waterlevel = 0; pmove->watertype = CONTENTS_EMPTY; @@ -1481,7 +1549,7 @@ qboolean PM_CheckWater () // Grab point contents. cont = pmove->PM_PointContents (point, &truecont ); // Are we under water? (not solid and not empty?) - if (cont <= CONTENTS_WATER && cont > CONTENTS_TRANSLUCENT ) + if( cont <= CONTENTS_WATER && cont > CONTENTS_TRANSLUCENT ) { // Set water type pmove->watertype = cont; @@ -1489,14 +1557,14 @@ qboolean PM_CheckWater () // We are at least at level one pmove->waterlevel = 1; - height = (pmove->player_mins[pmove->usehull][2] + pmove->player_maxs[pmove->usehull][2]); + height = ( pmove->player_mins[pmove->usehull][2] + pmove->player_maxs[pmove->usehull][2] ); heightover2 = height * 0.5; // Now check a point that is at the player hull midpoint. point[2] = pmove->origin[2] + heightover2; - cont = pmove->PM_PointContents (point, NULL ); + cont = pmove->PM_PointContents( point, NULL ); // If that point is also under water... - if (cont <= CONTENTS_WATER && cont > CONTENTS_TRANSLUCENT ) + if( cont <= CONTENTS_WATER && cont > CONTENTS_TRANSLUCENT ) { // Set a higher water level. pmove->waterlevel = 2; @@ -1504,23 +1572,26 @@ qboolean PM_CheckWater () // Now check the eye position. (view_ofs is relative to the origin) point[2] = pmove->origin[2] + pmove->view_ofs[2]; - cont = pmove->PM_PointContents (point, NULL ); - if (cont <= CONTENTS_WATER && cont > CONTENTS_TRANSLUCENT ) + cont = pmove->PM_PointContents( point, NULL ); + if( cont <= CONTENTS_WATER && cont > CONTENTS_TRANSLUCENT ) pmove->waterlevel = 3; // In over our eyes } // Adjust velocity based on water current, if any. - if ( ( truecont <= CONTENTS_CURRENT_0 ) && - ( truecont >= CONTENTS_CURRENT_DOWN ) ) + if( ( truecont <= CONTENTS_CURRENT_0 ) && ( truecont >= CONTENTS_CURRENT_DOWN ) ) { // The deeper we are, the stronger the current. static vec3_t current_table[] = { - {1, 0, 0}, {0, 1, 0}, {-1, 0, 0}, - {0, -1, 0}, {0, 0, 1}, {0, 0, -1} + {1, 0, 0}, + {0, 1, 0}, + {-1, 0, 0}, + {0, -1, 0}, + {0, 0, 1}, + {0, 0, -1} }; - VectorMA (pmove->basevelocity, 50.0*pmove->waterlevel, current_table[CONTENTS_CURRENT_0 - truecont], pmove->basevelocity); + VectorMA( pmove->basevelocity, 50.0*pmove->waterlevel, current_table[CONTENTS_CURRENT_0 - truecont], pmove->basevelocity ); } } @@ -1532,10 +1603,10 @@ qboolean PM_CheckWater () PM_CatagorizePosition ============= */ -void PM_CatagorizePosition (void) +void PM_CatagorizePosition( void ) { - vec3_t point; - pmtrace_t tr; + vec3_t point; + pmtrace_t tr; // if the player hull point one unit down is solid, the player // is on ground @@ -1553,34 +1624,34 @@ void PM_CatagorizePosition (void) point[1] = pmove->origin[1]; point[2] = pmove->origin[2] - 2; - if (pmove->velocity[2] > 180) // Shooting up really fast. Definitely not on ground. + if( pmove->velocity[2] > 180 ) // Shooting up really fast. Definitely not on ground. { pmove->onground = -1; } else { // Try and move down. - tr = pmove->PM_PlayerTrace (pmove->origin, point, PM_NORMAL, -1 ); + tr = pmove->PM_PlayerTrace( pmove->origin, point, PM_NORMAL, -1 ); // If we hit a steep plane, we are not on ground - if ( tr.plane.normal[2] < 0.7) + if( tr.plane.normal[2] < 0.7 ) pmove->onground = -1; // too steep else pmove->onground = tr.ent; // Otherwise, point to index of ent under us. // If we are on something... - if (pmove->onground != -1) + if( pmove->onground != -1 ) { // Then we are not in water jump sequence pmove->waterjumptime = 0; // If we could make the move, drop us down that 1 pixel - if (pmove->waterlevel < 2 && !tr.startsolid && !tr.allsolid) - VectorCopy (tr.endpos, pmove->origin); + if( pmove->waterlevel < 2 && !tr.startsolid && !tr.allsolid ) + VectorCopy( tr.endpos, pmove->origin ); } // Standing on an entity other than the world - if (tr.ent > 0) // So signal that we are touching something. + if( tr.ent > 0 ) // So signal that we are touching something. { - PM_AddToTouched(tr, pmove->velocity); + PM_AddToTouched( tr, pmove->velocity ); } } } @@ -1593,18 +1664,18 @@ When a player is stuck, it's costly to try and unstick them Grab a test offset for the player based on a passed in index ================= */ -int PM_GetRandomStuckOffsets(int nIndex, int server, vec3_t offset) +int PM_GetRandomStuckOffsets( int nIndex, int server, vec3_t offset ) { - // Last time we did a full + // Last time we did a full int idx; idx = rgStuckLast[nIndex][server]++; - VectorCopy(rgv3tStuckTable[idx % 54], offset); + VectorCopy( rgv3tStuckTable[idx % 54], offset ); - return (idx % 54); + return ( idx % 54 ); } -void PM_ResetStuckOffsets(int nIndex, int server) +void PM_ResetStuckOffsets( int nIndex, int server ) { rgStuckLast[nIndex][server] = 0; } @@ -1620,68 +1691,65 @@ allow for the cut precision of the net coordinates */ #define PM_CHECKSTUCK_MINTIME 0.05 // Don't check again too quickly. -int PM_CheckStuck (void) +int PM_CheckStuck( void ) { - vec3_t base; - vec3_t offset; - vec3_t test; - int hitent; - int idx; - float fTime; + vec3_t base; + vec3_t offset; + vec3_t test; + int hitent; + int idx; + float fTime; int i; pmtrace_t traceresult; static float rgStuckCheckTime[MAX_CLIENTS][2]; // Last time we did a full // If position is okay, exit - hitent = pmove->PM_TestPlayerPosition (pmove->origin, &traceresult ); - if (hitent == -1 ) + hitent = pmove->PM_TestPlayerPosition( pmove->origin, &traceresult ); + if( hitent == -1 ) { PM_ResetStuckOffsets( pmove->player_index, pmove->server ); return 0; } - VectorCopy (pmove->origin, base); + VectorCopy( pmove->origin, base ); - // + // // Deal with precision error in network. - // - if (!pmove->server) + // + if( !pmove->server ) { // World or BSP model - if ( ( hitent == 0 ) || - ( pmove->physents[hitent].model != NULL ) ) + if( ( hitent == 0 ) || ( pmove->physents[hitent].model != NULL ) ) { int nReps = 0; PM_ResetStuckOffsets( pmove->player_index, pmove->server ); do { - i = PM_GetRandomStuckOffsets(pmove->player_index, pmove->server, offset); + i = PM_GetRandomStuckOffsets( pmove->player_index, pmove->server, offset ); - VectorAdd(base, offset, test); - if (pmove->PM_TestPlayerPosition (test, &traceresult ) == -1) + VectorAdd( base, offset, test ); + if( pmove->PM_TestPlayerPosition( test, &traceresult ) == -1 ) { PM_ResetStuckOffsets( pmove->player_index, pmove->server ); - - VectorCopy ( test, pmove->origin ); + + VectorCopy( test, pmove->origin ); return 0; } nReps++; - } while (nReps < 54); + } while( nReps < 54 ); } } // Only an issue on the client. - - if (pmove->server) + if( pmove->server ) idx = 0; else idx = 1; fTime = pmove->Sys_FloatTime(); // Too soon? - if (rgStuckCheckTime[pmove->player_index][idx] >= - ( fTime - PM_CHECKSTUCK_MINTIME ) ) + if( rgStuckCheckTime[pmove->player_index][idx] >= ( fTime - PM_CHECKSTUCK_MINTIME ) ) { return 1; } @@ -1689,41 +1757,41 @@ int PM_CheckStuck (void) pmove->PM_StuckTouch( hitent, &traceresult ); - i = PM_GetRandomStuckOffsets(pmove->player_index, pmove->server, offset); + i = PM_GetRandomStuckOffsets( pmove->player_index, pmove->server, offset ); - VectorAdd(base, offset, test); - if ( ( hitent = pmove->PM_TestPlayerPosition ( test, NULL ) ) == -1 ) + VectorAdd( base, offset, test ); + if( ( hitent = pmove->PM_TestPlayerPosition( test, NULL ) ) == -1 ) { - //Con_DPrintf("Nudged\n"); + //Con_DPrintf( "Nudged\n" ); PM_ResetStuckOffsets( pmove->player_index, pmove->server ); - VectorCopy ( test, pmove->origin ); + VectorCopy( test, pmove->origin ); return 0; } // If player is flailing while stuck in another player ( should never happen ), then see // if we can't "unstick" them forceably. - if ( pmove->cmd.buttons & ( IN_JUMP | IN_DUCK | IN_ATTACK ) && ( pmove->physents[ hitent ].player != 0 ) ) + if( pmove->cmd.buttons & ( IN_JUMP | IN_DUCK | IN_ATTACK ) && ( pmove->physents[hitent].player != 0 ) ) { float x, y, z; float xystep = 8.0; float zstep = 18.0; float xyminmax = xystep; float zminmax = 4 * zstep; - - for ( z = 0; z <= zminmax; z += zstep ) + + for( z = 0; z <= zminmax; z += zstep ) { - for ( x = -xyminmax; x <= xyminmax; x += xystep ) + for( x = -xyminmax; x <= xyminmax; x += xystep ) { - for ( y = -xyminmax; y <= xyminmax; y += xystep ) + for( y = -xyminmax; y <= xyminmax; y += xystep ) { VectorCopy( base, test ); test[0] += x; test[1] += y; test[2] += z; - if ( pmove->PM_TestPlayerPosition ( test, NULL ) == -1 ) + if( pmove->PM_TestPlayerPosition( test, NULL ) == -1 ) { VectorCopy( test, pmove->origin ); return 0; @@ -1733,7 +1801,7 @@ int PM_CheckStuck (void) } } - //VectorCopy (base, pmove->origin); + //VectorCopy( base, pmove->origin ); return 1; } @@ -1743,27 +1811,26 @@ int PM_CheckStuck (void) PM_SpectatorMove =============== */ -void PM_SpectatorMove (void) +void PM_SpectatorMove( void ) { - float speed, drop, friction, control, newspeed; - //float accel; - float currentspeed, addspeed, accelspeed; - int i; - vec3_t wishvel; - float fmove, smove; - vec3_t wishdir; - float wishspeed; + float speed, drop, friction, control, newspeed; + //float accel; + float currentspeed, addspeed, accelspeed; + int i; + vec3_t wishvel; + float fmove, smove; + vec3_t wishdir; + float wishspeed; // this routine keeps track of the spectators psoition // there a two different main move types : track player or moce freely (OBS_ROAMING) // doesn't need excate track position, only to generate PVS, so just copy // targets position and real view position is calculated on client (saves server CPU) - if ( pmove->iuser1 == OBS_ROAMING) + if( pmove->iuser1 == OBS_ROAMING ) { - #ifdef CLIENT_DLL // jump only in roaming mode - if ( iJumpSpectator ) + if( iJumpSpectator ) { VectorCopy( vJumpOrigin, pmove->origin ); VectorCopy( vJumpAngles, pmove->angles ); @@ -1771,70 +1838,69 @@ void PM_SpectatorMove (void) iJumpSpectator = 0; return; } - #endif +#endif // Move around in normal spectator method - - speed = Length (pmove->velocity); - if (speed < 1) + speed = Length( pmove->velocity ); + if( speed < 1 ) { - VectorCopy (vec3_origin, pmove->velocity) + VectorCopy( vec3_origin, pmove->velocity ) } else { drop = 0; - friction = pmove->movevars->friction*1.5; // extra friction + friction = pmove->movevars->friction * 1.5; // extra friction control = speed < pmove->movevars->stopspeed ? pmove->movevars->stopspeed : speed; - drop += control*friction*pmove->frametime; + drop += control * friction*pmove->frametime; // scale the velocity newspeed = speed - drop; - if (newspeed < 0) + if( newspeed < 0 ) newspeed = 0; newspeed /= speed; - VectorScale (pmove->velocity, newspeed, pmove->velocity); + VectorScale( pmove->velocity, newspeed, pmove->velocity ); } // accelerate fmove = pmove->cmd.forwardmove; smove = pmove->cmd.sidemove; - - VectorNormalize (pmove->forward); - VectorNormalize (pmove->right); - for (i=0 ; i<3 ; i++) + VectorNormalize( pmove->forward ); + VectorNormalize( pmove->right ); + + for( i = 0; i < 3; i++ ) { - wishvel[i] = pmove->forward[i]*fmove + pmove->right[i]*smove; + wishvel[i] = pmove->forward[i] * fmove + pmove->right[i] * smove; } wishvel[2] += pmove->cmd.upmove; - VectorCopy (wishvel, wishdir); - wishspeed = VectorNormalize(wishdir); + VectorCopy( wishvel, wishdir ); + wishspeed = VectorNormalize( wishdir ); // // clamp to server defined max speed // - if (wishspeed > pmove->movevars->spectatormaxspeed) + if( wishspeed > pmove->movevars->spectatormaxspeed ) { - VectorScale (wishvel, pmove->movevars->spectatormaxspeed/wishspeed, wishvel); + VectorScale( wishvel, pmove->movevars->spectatormaxspeed/wishspeed, wishvel ); wishspeed = pmove->movevars->spectatormaxspeed; } - currentspeed = DotProduct(pmove->velocity, wishdir); + currentspeed = DotProduct( pmove->velocity, wishdir ); addspeed = wishspeed - currentspeed; - if (addspeed <= 0) + if( addspeed <= 0 ) return; - accelspeed = pmove->movevars->accelerate*pmove->frametime*wishspeed; - if (accelspeed > addspeed) + accelspeed = pmove->movevars->accelerate * pmove->frametime * wishspeed; + if( accelspeed > addspeed ) accelspeed = addspeed; - - for (i=0 ; i<3 ; i++) - pmove->velocity[i] += accelspeed*wishdir[i]; + + for( i = 0; i < 3; i++ ) + pmove->velocity[i] += accelspeed*wishdir[i]; // move - VectorMA (pmove->origin, pmove->frametime, pmove->velocity, pmove->origin); + VectorMA( pmove->origin, pmove->frametime, pmove->velocity, pmove->origin ); } else { @@ -1843,17 +1909,17 @@ void PM_SpectatorMove (void) int target; // no valid target ? - if ( pmove->iuser2 <= 0) + if( pmove->iuser2 <= 0 ) return; // Find the client this player's targeting - for (target = 0; target < pmove->numphysent; target++) + for( target = 0; target < pmove->numphysent; target++ ) { - if ( pmove->physents[target].info == pmove->iuser2 ) + if( pmove->physents[target].info == pmove->iuser2 ) break; } - if (target == pmove->numphysent) + if( target == pmove->numphysent ) return; // use targets position as own origin for PVS @@ -1886,20 +1952,20 @@ float PM_SplineFraction( float value, float scale ) void PM_FixPlayerCrouchStuck( int direction ) { - int hitent; + int hitent; int i; vec3_t test; - hitent = pmove->PM_TestPlayerPosition ( pmove->origin, NULL ); - if (hitent == -1 ) + hitent = pmove->PM_TestPlayerPosition( pmove->origin, NULL ); + if( hitent == -1 ) return; - - VectorCopy( pmove->origin, test ); - for ( i = 0; i < 36; i++ ) + + VectorCopy( pmove->origin, test ); + for( i = 0; i < 36; i++ ) { pmove->origin[2] += direction; - hitent = pmove->PM_TestPlayerPosition ( pmove->origin, NULL ); - if (hitent == -1 ) + hitent = pmove->PM_TestPlayerPosition( pmove->origin, NULL ); + if( hitent == -1 ) return; } @@ -1914,23 +1980,23 @@ void PM_UnDuck( void ) VectorCopy( pmove->origin, newOrigin ); - if ( pmove->onground != -1 ) + if( pmove->onground != -1 ) { - for ( i = 0; i < 3; i++ ) + for( i = 0; i < 3; i++ ) { newOrigin[i] += ( pmove->player_mins[1][i] - pmove->player_mins[0][i] ); } } - + trace = pmove->PM_PlayerTrace( newOrigin, newOrigin, PM_NORMAL, -1 ); - if ( !trace.startsolid ) + if( !trace.startsolid ) { pmove->usehull = 0; // Oh, no, changing hulls stuck us into something, try unsticking downward first. - trace = pmove->PM_PlayerTrace( newOrigin, newOrigin, PM_NORMAL, -1 ); - if ( trace.startsolid ) + trace = pmove->PM_PlayerTrace( newOrigin, newOrigin, PM_NORMAL, -1 ); + if( trace.startsolid ) { // See if we are stuck? If so, stay ducked with the duck hull until we have a clear spot //Con_Printf( "unstick got stuck\n" ); @@ -1942,7 +2008,7 @@ void PM_UnDuck( void ) pmove->bInDuck = false; pmove->view_ofs[2] = VEC_VIEW; pmove->flDuckTime = 0; - + VectorCopy( newOrigin, pmove->origin ); // Recatagorize position since ducking can change origin @@ -1956,13 +2022,13 @@ void PM_Duck( void ) float time; float duckFraction; - int buttonsChanged = ( pmove->oldbuttons ^ pmove->cmd.buttons ); // These buttons have changed this frame - int nButtonPressed = buttonsChanged & pmove->cmd.buttons; // The changed ones still down are "pressed" + int buttonsChanged = ( pmove->oldbuttons ^ pmove->cmd.buttons ); // These buttons have changed this frame + int nButtonPressed = buttonsChanged & pmove->cmd.buttons; // The changed ones still down are "pressed" - int duckchange = buttonsChanged & IN_DUCK ? 1 : 0; - int duckpressed = nButtonPressed & IN_DUCK ? 1 : 0; + int duckchange = buttonsChanged & IN_DUCK ? 1 : 0; + int duckpressed = nButtonPressed & IN_DUCK ? 1 : 0; - if ( pmove->cmd.buttons & IN_DUCK ) + if( pmove->cmd.buttons & IN_DUCK ) { pmove->oldbuttons |= IN_DUCK; } @@ -1972,41 +2038,40 @@ void PM_Duck( void ) } // Prevent ducking if the iuser3 variable is set - if ( pmove->iuser3 || pmove->dead ) + if( pmove->iuser3 || pmove->dead ) { // Try to unduck - if ( pmove->flags & FL_DUCKING ) + if( pmove->flags & FL_DUCKING ) { PM_UnDuck(); } return; } - if ( pmove->flags & FL_DUCKING ) + if( pmove->flags & FL_DUCKING ) { pmove->cmd.forwardmove *= 0.333; - pmove->cmd.sidemove *= 0.333; - pmove->cmd.upmove *= 0.333; + pmove->cmd.sidemove *= 0.333; + pmove->cmd.upmove *= 0.333; } - if ( ( pmove->cmd.buttons & IN_DUCK ) || ( pmove->bInDuck ) || ( pmove->flags & FL_DUCKING ) ) + if( ( pmove->cmd.buttons & IN_DUCK ) || ( pmove->bInDuck ) || ( pmove->flags & FL_DUCKING ) ) { - if ( pmove->cmd.buttons & IN_DUCK ) + if( pmove->cmd.buttons & IN_DUCK ) { - if ( (nButtonPressed & IN_DUCK ) && !( pmove->flags & FL_DUCKING ) ) + if( (nButtonPressed & IN_DUCK ) && !( pmove->flags & FL_DUCKING ) ) { // Use 1 second so super long jump will work pmove->flDuckTime = 1000; - pmove->bInDuck = true; + pmove->bInDuck = true; } time = max( 0.0, ( 1.0 - (float)pmove->flDuckTime / 1000.0 ) ); - - if ( pmove->bInDuck ) + + if( pmove->bInDuck ) { // Finish ducking immediately if duck time is over or not on ground - if ( ( (float)pmove->flDuckTime / 1000.0 <= ( 1.0 - TIME_TO_DUCK ) ) || - ( pmove->onground == -1 ) ) + if( ( (float)pmove->flDuckTime / 1000.0 <= ( 1.0 - TIME_TO_DUCK ) ) || ( pmove->onground == -1 ) ) { pmove->usehull = 1; pmove->view_ofs[2] = VEC_DUCK_VIEW; @@ -2014,9 +2079,9 @@ void PM_Duck( void ) pmove->bInDuck = false; // HACKHACK - Fudge for collision bug - no time to fix this properly - if ( pmove->onground != -1 ) + if( pmove->onground != -1 ) { - for ( i = 0; i < 3; i++ ) + for( i = 0; i < 3; i++ ) { pmove->origin[i] -= ( pmove->player_mins[1][i] - pmove->player_mins[0][i] ); } @@ -2029,11 +2094,11 @@ void PM_Duck( void ) } else { - float fMore = (VEC_DUCK_HULL_MIN - VEC_HULL_MIN); + float fMore = VEC_DUCK_HULL_MIN - VEC_HULL_MIN; // Calc parametric time duckFraction = PM_SplineFraction( time, (1.0/TIME_TO_DUCK) ); - pmove->view_ofs[2] = ((VEC_DUCK_VIEW - fMore ) * duckFraction) + (VEC_VIEW * (1-duckFraction)); + pmove->view_ofs[2] = ( ( VEC_DUCK_VIEW - fMore ) * duckFraction ) + ( VEC_VIEW * ( 1 - duckFraction ) ); } } } @@ -2047,13 +2112,13 @@ void PM_Duck( void ) void PM_LadderMove( physent_t *pLadder ) { - vec3_t ladderCenter; - trace_t trace; - qboolean onFloor; - vec3_t floor; - vec3_t modelmins, modelmaxs; + vec3_t ladderCenter; + trace_t trace; + qboolean onFloor; + vec3_t floor; + vec3_t modelmins, modelmaxs; - if ( pmove->movetype == MOVETYPE_NOCLIP ) + if( pmove->movetype == MOVETYPE_NOCLIP ) return; pmove->PM_GetModelBounds( pLadder->model, modelmins, modelmaxs ); @@ -2064,67 +2129,63 @@ void PM_LadderMove( physent_t *pLadder ) pmove->movetype = MOVETYPE_FLY; // On ladder, convert movement to be relative to the ladder - VectorCopy( pmove->origin, floor ); floor[2] += pmove->player_mins[pmove->usehull][2] - 1; - if ( pmove->PM_PointContents( floor, NULL ) == CONTENTS_SOLID ) + if( pmove->PM_PointContents( floor, NULL ) == CONTENTS_SOLID ) onFloor = true; else onFloor = false; pmove->gravity = 0; pmove->PM_TraceModel( pLadder, pmove->origin, ladderCenter, &trace ); - if ( trace.fraction != 1.0 ) + if( trace.fraction != 1.0 ) { float forward = 0, right = 0; vec3_t vpn, v_right; AngleVectors( pmove->angles, vpn, v_right, NULL ); - if ( pmove->cmd.buttons & IN_BACK ) + if( pmove->cmd.buttons & IN_BACK ) forward -= MAX_CLIMB_SPEED; - if ( pmove->cmd.buttons & IN_FORWARD ) + if( pmove->cmd.buttons & IN_FORWARD ) forward += MAX_CLIMB_SPEED; - if ( pmove->cmd.buttons & IN_MOVELEFT ) + if( pmove->cmd.buttons & IN_MOVELEFT ) right -= MAX_CLIMB_SPEED; - if ( pmove->cmd.buttons & IN_MOVERIGHT ) + if( pmove->cmd.buttons & IN_MOVERIGHT ) right += MAX_CLIMB_SPEED; - if ( pmove->cmd.buttons & IN_JUMP ) + if( pmove->cmd.buttons & IN_JUMP ) { pmove->movetype = MOVETYPE_WALK; VectorScale( trace.plane.normal, 270, pmove->velocity ); } else { - if ( forward != 0 || right != 0 ) + if( forward != 0 || right != 0 ) { vec3_t velocity, perp, cross, lateral, tmp; float normal; - //ALERT(at_console, "pev %.2f %.2f %.2f - ", - // pev->velocity.x, pev->velocity.y, pev->velocity.z); + //ALERT( at_console, "pev %.2f %.2f %.2f - ", + // pev->velocity.x, pev->velocity.y, pev->velocity.z ); // Calculate player's intended velocity - //Vector velocity = (forward * gpGlobals->v_forward) + (right * gpGlobals->v_right); + //Vector velocity = ( forward * gpGlobals->v_forward ) + ( right * gpGlobals->v_right ); VectorScale( vpn, forward, velocity ); VectorMA( velocity, right, v_right, velocity ); - // Perpendicular in the ladder plane - // Vector perp = CrossProduct( Vector(0,0,1), trace.vecPlaneNormal ); - // perp = perp.Normalize(); + // Vector perp = CrossProduct( Vector( 0, 0, 1 ), trace.vecPlaneNormal ); + // perp = perp.Normalize(); VectorClear( tmp ); tmp[2] = 1; CrossProduct( tmp, trace.plane.normal, perp ); VectorNormalize( perp ); - // decompose velocity into ladder plane normal = DotProduct( velocity, trace.plane.normal ); // This is the velocity into the face of the ladder VectorScale( trace.plane.normal, normal, cross ); - // This is the player's additional velocity VectorSubtract( velocity, cross, lateral ); @@ -2135,11 +2196,11 @@ void PM_LadderMove( physent_t *pLadder ) // velocity through the face of the ladder -- by design. CrossProduct( trace.plane.normal, perp, tmp ); VectorMA( lateral, -normal, tmp, pmove->velocity ); - if ( onFloor && normal > 0 ) // On ground moving away from the ladder + if( onFloor && normal > 0 ) // On ground moving away from the ladder { VectorMA( pmove->velocity, MAX_CLIMB_SPEED, trace.plane.normal, pmove->velocity ); } - //pev->velocity = lateral - (CrossProduct( trace.vecPlaneNormal, perp ) * normal); + //pev->velocity = lateral - ( CrossProduct( trace.vecPlaneNormal, perp ) * normal ); } else { @@ -2151,29 +2212,29 @@ void PM_LadderMove( physent_t *pLadder ) physent_t *PM_Ladder( void ) { - int i; - physent_t *pe; - hull_t *hull; - int num; - vec3_t test; + int i; + physent_t *pe; + hull_t *hull; + int num; + vec3_t test; - for ( i = 0; i < pmove->nummoveent; i++ ) + for( i = 0; i < pmove->nummoveent; i++ ) { pe = &pmove->moveents[i]; - - if ( pe->model && (modtype_t)pmove->PM_GetModelType( pe->model ) == mod_brush && pe->skin == CONTENTS_LADDER ) + + if( pe->model && (modtype_t)pmove->PM_GetModelType( pe->model ) == mod_brush && pe->skin == CONTENTS_LADDER ) { hull = (hull_t *)pmove->PM_HullForBsp( pe, test ); num = hull->firstclipnode; // Offset the test point appropriately for this hull. - VectorSubtract ( pmove->origin, test, test); + VectorSubtract( pmove->origin, test, test ); // Test the player's hull for intersection with this model - if ( pmove->PM_HullPointContents (hull, num, test) == CONTENTS_EMPTY) + if( pmove->PM_HullPointContents( hull, num, test ) == CONTENTS_EMPTY ) continue; - + return pe; } } @@ -2181,21 +2242,18 @@ physent_t *PM_Ladder( void ) return NULL; } - - -void PM_WaterJump (void) +void PM_WaterJump( void ) { - if ( pmove->waterjumptime > 10000 ) + if( pmove->waterjumptime > 10000 ) { pmove->waterjumptime = 10000; } - if ( !pmove->waterjumptime ) + if( !pmove->waterjumptime ) return; pmove->waterjumptime -= pmove->cmd.msec; - if ( pmove->waterjumptime < 0 || - !pmove->waterlevel ) + if( pmove->waterjumptime < 0 || !pmove->waterlevel ) { pmove->waterjumptime = 0; pmove->flags &= ~FL_WATERJUMP; @@ -2211,17 +2269,17 @@ PM_AddGravity ============ */ -void PM_AddGravity () +void PM_AddGravity() { - float ent_gravity; + float ent_gravity; - if (pmove->gravity) + if( pmove->gravity ) ent_gravity = pmove->gravity; else ent_gravity = 1.0; // Add gravity incorrectly - pmove->velocity[2] -= (ent_gravity * pmove->movevars->gravity * pmove->frametime ); + pmove->velocity[2] -= ( ent_gravity * pmove->movevars->gravity * pmove->frametime ); pmove->velocity[2] += pmove->basevelocity[2] * pmove->frametime; pmove->basevelocity[2] = 0; PM_CheckVelocity(); @@ -2233,22 +2291,21 @@ PM_PushEntity Does not change the entities velocity at all ============ */ -pmtrace_t PM_PushEntity (vec3_t push) +pmtrace_t PM_PushEntity( vec3_t push ) { - pmtrace_t trace; - vec3_t end; - - VectorAdd (pmove->origin, push, end); + pmtrace_t trace; + vec3_t end; - trace = pmove->PM_PlayerTrace (pmove->origin, end, PM_NORMAL, -1 ); - - VectorCopy (trace.endpos, pmove->origin); + VectorAdd( pmove->origin, push, end ); + + trace = pmove->PM_PlayerTrace( pmove->origin, end, PM_NORMAL, -1 ); + + VectorCopy( trace.endpos, pmove->origin ); // So we can run impact function afterwards. - if (trace.fraction < 1.0 && - !trace.allsolid) + if( trace.fraction < 1.0 && !trace.allsolid ) { - PM_AddToTouched(trace, pmove->velocity); + PM_AddToTouched( trace, pmove->velocity ); } return trace; @@ -2264,75 +2321,71 @@ Dead player flying through air., e.g. void PM_Physics_Toss() { pmtrace_t trace; - vec3_t move; - float backoff; + vec3_t move; + float backoff; PM_CheckWater(); - if (pmove->velocity[2] > 0) + if( pmove->velocity[2] > 0 ) pmove->onground = -1; // If on ground and not moving, return. - if ( pmove->onground != -1 ) + if( pmove->onground != -1 ) { - if (VectorCompare(pmove->basevelocity, vec3_origin) && - VectorCompare(pmove->velocity, vec3_origin)) + if( VectorCompare( pmove->basevelocity, vec3_origin ) && VectorCompare( pmove->velocity, vec3_origin ) ) return; } - PM_CheckVelocity (); + PM_CheckVelocity(); -// add gravity - if ( pmove->movetype != MOVETYPE_FLY && - pmove->movetype != MOVETYPE_BOUNCEMISSILE && - pmove->movetype != MOVETYPE_FLYMISSILE ) + // add gravity + if( pmove->movetype != MOVETYPE_FLY && pmove->movetype != MOVETYPE_BOUNCEMISSILE && pmove->movetype != MOVETYPE_FLYMISSILE ) PM_AddGravity (); -// move origin + // move origin // Base velocity is not properly accounted for since this entity will move again after the bounce without // taking it into account - VectorAdd (pmove->velocity, pmove->basevelocity, pmove->velocity); - - PM_CheckVelocity(); - VectorScale (pmove->velocity, pmove->frametime, move); - VectorSubtract (pmove->velocity, pmove->basevelocity, pmove->velocity); + VectorAdd( pmove->velocity, pmove->basevelocity, pmove->velocity ); - trace = PM_PushEntity (move); // Should this clear basevelocity + PM_CheckVelocity(); + VectorScale( pmove->velocity, pmove->frametime, move ); + VectorSubtract( pmove->velocity, pmove->basevelocity, pmove->velocity ); + + trace = PM_PushEntity( move ); // Should this clear basevelocity PM_CheckVelocity(); - if (trace.allsolid) + if( trace.allsolid ) { // entity is trapped in another solid pmove->onground = trace.ent; - VectorCopy (vec3_origin, pmove->velocity); + VectorCopy( vec3_origin, pmove->velocity ); return; } - if (trace.fraction == 1) + if( trace.fraction == 1 ) { PM_CheckWater(); return; } - - if (pmove->movetype == MOVETYPE_BOUNCE) + if( pmove->movetype == MOVETYPE_BOUNCE ) backoff = 2.0 - pmove->friction; - else if (pmove->movetype == MOVETYPE_BOUNCEMISSILE) + else if( pmove->movetype == MOVETYPE_BOUNCEMISSILE ) backoff = 2.0; else backoff = 1; - PM_ClipVelocity (pmove->velocity, trace.plane.normal, pmove->velocity, backoff); + PM_ClipVelocity( pmove->velocity, trace.plane.normal, pmove->velocity, backoff ); // stop if on ground - if (trace.plane.normal[2] > 0.7) - { + if( trace.plane.normal[2] > 0.7 ) + { float vel; vec3_t base; VectorClear( base ); - if (pmove->velocity[2] < pmove->movevars->gravity * pmove->frametime) + if( pmove->velocity[2] < pmove->movevars->gravity * pmove->frametime ) { // we're rolling on the ground, add static friction. pmove->onground = trace.ent; @@ -2341,22 +2394,22 @@ void PM_Physics_Toss() vel = DotProduct( pmove->velocity, pmove->velocity ); - // Con_DPrintf("%f %f: %.0f %.0f %.0f\n", vel, trace.fraction, ent->velocity[0], ent->velocity[1], ent->velocity[2] ); + // Con_DPrintf( "%f %f: %.0f %.0f %.0f\n", vel, trace.fraction, ent->velocity[0], ent->velocity[1], ent->velocity[2] ); - if (vel < (30 * 30) || (pmove->movetype != MOVETYPE_BOUNCE && pmove->movetype != MOVETYPE_BOUNCEMISSILE)) + if( vel < ( 30 * 30 ) || ( pmove->movetype != MOVETYPE_BOUNCE && pmove->movetype != MOVETYPE_BOUNCEMISSILE ) ) { pmove->onground = trace.ent; - VectorCopy (vec3_origin, pmove->velocity); + VectorCopy( vec3_origin, pmove->velocity ); } else { - VectorScale (pmove->velocity, (1.0 - trace.fraction) * pmove->frametime * 0.9, move); - trace = PM_PushEntity (move); + VectorScale( pmove->velocity, ( 1.0 - trace.fraction) * pmove->frametime * 0.9, move ); + trace = PM_PushEntity( move ); } VectorSubtract( pmove->velocity, base, pmove->velocity ) } - -// check for in water + + // check for in water PM_CheckWater(); } @@ -2368,30 +2421,29 @@ PM_NoClip */ void PM_NoClip() { - int i; - vec3_t wishvel; - float fmove, smove; -// float currentspeed, addspeed, accelspeed; + int i; + vec3_t wishvel; + float fmove, smove; + //float currentspeed, addspeed, accelspeed; // Copy movement amounts fmove = pmove->cmd.forwardmove; smove = pmove->cmd.sidemove; - - VectorNormalize ( pmove->forward ); - VectorNormalize ( pmove->right ); - for (i=0 ; i<3 ; i++) // Determine x and y parts of velocity + VectorNormalize( pmove->forward ); + VectorNormalize( pmove->right ); + + for( i = 0; i < 3; i++ ) // Determine x and y parts of velocity { - wishvel[i] = pmove->forward[i]*fmove + pmove->right[i]*smove; + wishvel[i] = pmove->forward[i] * fmove + pmove->right[i] * smove; } wishvel[2] += pmove->cmd.upmove; - VectorMA (pmove->origin, pmove->frametime, wishvel, pmove->origin); - - // Zero out the velocity so that we don't accumulate a huge downward velocity from - // gravity, etc. - VectorClear( pmove->velocity ); + VectorMA (pmove->origin, pmove->frametime, wishvel, pmove->origin ); + // Zero out the velocity so that we don't accumulate a huge downward velocity from + // gravity, etc. + VectorClear( pmove->velocity ); } // Only allow bunny jumping up to 1.7x server / player maxspeed setting @@ -2415,12 +2467,12 @@ void PM_PreventMegaBunnyJumping( void ) maxscaledspeed = BUNNYJUMP_MAX_SPEED_FACTOR * pmove->maxspeed; // Don't divide by zero - if ( maxscaledspeed <= 0.0f ) + if( maxscaledspeed <= 0.0f ) return; spd = Length( pmove->velocity ); - if ( spd <= maxscaledspeed ) + if( spd <= maxscaledspeed ) return; fraction = ( maxscaledspeed / spd ) * 0.65; //Returns the modifier for the velocity @@ -2433,33 +2485,32 @@ void PM_PreventMegaBunnyJumping( void ) PM_Jump ============= */ -void PM_Jump (void) +void PM_Jump( void ) { int i; qboolean tfc = false; qboolean cansuperjump = false; - if (pmove->dead) + if( pmove->dead ) { - pmove->oldbuttons |= IN_JUMP ; // don't jump again until released + pmove->oldbuttons |= IN_JUMP; // don't jump again until released return; } tfc = atoi( pmove->PM_Info_ValueForKey( pmove->physinfo, "tfc" ) ) == 1 ? true : false; // Spy that's feigning death cannot jump - if ( tfc && - ( pmove->deadflag == ( DEAD_DISCARDBODY + 1 ) ) ) + if( tfc && ( pmove->deadflag == ( DEAD_DISCARDBODY + 1 ) ) ) { return; } // See if we are waterjumping. If so, decrement count and return. - if ( pmove->waterjumptime ) + if( pmove->waterjumptime ) { pmove->waterjumptime -= pmove->cmd.msec; - if (pmove->waterjumptime < 0) + if( pmove->waterjumptime < 0 ) { pmove->waterjumptime = 0; } @@ -2467,24 +2518,25 @@ void PM_Jump (void) } // If we are in the water most of the way... - if (pmove->waterlevel >= 2) - { // swimming, not jumping + if( pmove->waterlevel >= 2 ) + { + // swimming, not jumping pmove->onground = -1; - if (pmove->watertype == CONTENTS_WATER) // We move up a certain amount + if( pmove->watertype == CONTENTS_WATER ) // We move up a certain amount pmove->velocity[2] = 100; - else if (pmove->watertype == CONTENTS_SLIME) + else if( pmove->watertype == CONTENTS_SLIME ) pmove->velocity[2] = 80; - else // LAVA + else // LAVA pmove->velocity[2] = 50; // play swiming sound - if ( pmove->flSwimTime <= 0 ) + if( pmove->flSwimTime <= 0 ) { // Don't play sound again for 1 second pmove->flSwimTime = 1000; - switch ( pmove->RandomLong( 0, 3 ) ) - { + switch( pmove->RandomLong( 0, 3 ) ) + { case 0: pmove->PM_PlaySound( CHAN_BODY, "player/pl_wade1.wav", 1, ATTN_NORM, 0, PITCH_NORM ); break; @@ -2504,7 +2556,7 @@ void PM_Jump (void) } // No more effect - if ( pmove->onground == -1 ) + if( pmove->onground == -1 ) { // Flag that we jumped. // HACK HACK HACK @@ -2513,15 +2565,15 @@ void PM_Jump (void) return; // in air, so no effect } - if ( pmove->oldbuttons & IN_JUMP ) + if( pmove->oldbuttons & IN_JUMP ) return; // don't pogo stick // In the air now. - pmove->onground = -1; + pmove->onground = -1; PM_PreventMegaBunnyJumping(); - if ( tfc ) + if( tfc ) { pmove->PM_PlaySound( CHAN_BODY, "player/plyrjmp8.wav", 0.5, ATTN_NORM, 0, PITCH_NORM ); } @@ -2535,32 +2587,30 @@ void PM_Jump (void) // Acclerate upward // If we are ducking... - if ( ( pmove->bInDuck ) || ( pmove->flags & FL_DUCKING ) ) + if( ( pmove->bInDuck ) || ( pmove->flags & FL_DUCKING ) ) { // Adjust for super long jump module // UNDONE -- note this should be based on forward angles, not current velocity. - if ( cansuperjump && - ( pmove->cmd.buttons & IN_DUCK ) && - ( pmove->flDuckTime > 0 ) && + if( cansuperjump && ( pmove->cmd.buttons & IN_DUCK ) && ( pmove->flDuckTime > 0 ) && Length( pmove->velocity ) > 50 ) { pmove->punchangle[0] = -5; - for (i =0; i < 2; i++) + for( i = 0; i < 2; i++ ) { pmove->velocity[i] = pmove->forward[i] * PLAYER_LONGJUMP_SPEED * 1.6; } - - pmove->velocity[2] = sqrt(2 * 800 * 56.0); + + pmove->velocity[2] = sqrt( 2 * 800 * 56.0 ); } else { - pmove->velocity[2] = sqrt(2 * 800 * 45.0); + pmove->velocity[2] = sqrt( 2 * 800 * 45.0 ); } } else { - pmove->velocity[2] = sqrt(2 * 800 * 45.0); + pmove->velocity[2] = sqrt( 2 * 800 * 45.0 ); } // Decay it for simulation @@ -2576,21 +2626,21 @@ PM_CheckWaterJump ============= */ #define WJ_HEIGHT 8 -void PM_CheckWaterJump (void) +void PM_CheckWaterJump( void ) { - vec3_t vecStart, vecEnd; - vec3_t flatforward; - vec3_t flatvelocity; + vec3_t vecStart, vecEnd; + vec3_t flatforward; + vec3_t flatvelocity; float curspeed; pmtrace_t tr; - int savehull; + int savehull; // Already water jumping. - if ( pmove->waterjumptime ) + if( pmove->waterjumptime ) return; // Don't hop out if we just jumped in - if ( pmove->velocity[2] < -180 ) + if( pmove->velocity[2] < -180 ) return; // only hop out if we are moving up // See if we are backing up @@ -2600,34 +2650,34 @@ void PM_CheckWaterJump (void) // Must be moving curspeed = VectorNormalize( flatvelocity ); - + // see if near an edge flatforward[0] = pmove->forward[0]; flatforward[1] = pmove->forward[1]; flatforward[2] = 0; - VectorNormalize (flatforward); + VectorNormalize( flatforward ); // Are we backing into water from steps or something? If so, don't pop forward - if ( curspeed != 0.0 && ( DotProduct( flatvelocity, flatforward ) < 0.0 ) ) + if( curspeed != 0.0 && ( DotProduct( flatvelocity, flatforward ) < 0.0 ) ) return; VectorCopy( pmove->origin, vecStart ); vecStart[2] += WJ_HEIGHT; - VectorMA ( vecStart, 24, flatforward, vecEnd ); - + VectorMA( vecStart, 24, flatforward, vecEnd ); + // Trace, this trace should use the point sized collision hull savehull = pmove->usehull; pmove->usehull = 2; tr = pmove->PM_PlayerTrace( vecStart, vecEnd, PM_NORMAL, -1 ); - if ( tr.fraction < 1.0 && fabs( tr.plane.normal[2] ) < 0.1f ) // Facing a near vertical wall? + if( tr.fraction < 1.0 && fabs( tr.plane.normal[2] ) < 0.1f ) // Facing a near vertical wall? { - vecStart[2] += pmove->player_maxs[ savehull ][2] - WJ_HEIGHT; + vecStart[2] += pmove->player_maxs[savehull][2] - WJ_HEIGHT; VectorMA( vecStart, 24, flatforward, vecEnd ); VectorMA( vec3_origin, -50, tr.plane.normal, pmove->movedir ); tr = pmove->PM_PlayerTrace( vecStart, vecEnd, PM_NORMAL, -1 ); - if ( tr.fraction == 1.0 ) + if( tr.fraction == 1.0 ) { pmove->waterjumptime = 2000; pmove->velocity[2] = 225; @@ -2642,20 +2692,18 @@ void PM_CheckWaterJump (void) void PM_CheckFalling( void ) { - if ( pmove->onground != -1 && - !pmove->dead && - pmove->flFallVelocity >= PLAYER_FALL_PUNCH_THRESHHOLD ) + if( pmove->onground != -1 && !pmove->dead && pmove->flFallVelocity >= PLAYER_FALL_PUNCH_THRESHHOLD ) { float fvol = 0.5; - if ( pmove->waterlevel > 0 ) + if( pmove->waterlevel > 0 ) { } - else if ( pmove->flFallVelocity > PLAYER_MAX_SAFE_FALL_SPEED ) + else if( pmove->flFallVelocity > PLAYER_MAX_SAFE_FALL_SPEED ) { - // NOTE: In the original game dll , there were no breaks after these cases, causing the first one to + // NOTE: In the original game dll, there were no breaks after these cases, causing the first one to // cascade into the second - //switch ( RandomLong(0,1) ) + //switch( RandomLong( 0, 1 ) ) //{ //case 0: //pmove->PM_PlaySound( CHAN_VOICE, "player/pl_fallpain2.wav", 1, ATTN_NORM, 0, PITCH_NORM ); @@ -2666,45 +2714,45 @@ void PM_CheckFalling( void ) //} fvol = 1.0; } - else if ( pmove->flFallVelocity > PLAYER_MAX_SAFE_FALL_SPEED / 2 ) + else if( pmove->flFallVelocity > PLAYER_MAX_SAFE_FALL_SPEED / 2 ) { qboolean tfc = false; tfc = atoi( pmove->PM_Info_ValueForKey( pmove->physinfo, "tfc" ) ) == 1 ? true : false; - if ( tfc ) + if( tfc ) { pmove->PM_PlaySound( CHAN_VOICE, "player/pl_fallpain3.wav", 1, ATTN_NORM, 0, PITCH_NORM ); } fvol = 0.85; } - else if ( pmove->flFallVelocity < PLAYER_MIN_BOUNCE_SPEED ) + else if( pmove->flFallVelocity < PLAYER_MIN_BOUNCE_SPEED ) { fvol = 0; } - if ( fvol > 0.0 ) + if( fvol > 0.0 ) { // Play landing step right away pmove->flTimeStepSound = 0; - + PM_UpdateStepSound(); - + // play step sound for current texture PM_PlayStepSound( PM_MapTextureTypeStepType( pmove->chtexturetype ), fvol ); // Knock the screen around a little bit, temporary effect - pmove->punchangle[ 2 ] = pmove->flFallVelocity * 0.013; // punch z axis + pmove->punchangle[2] = pmove->flFallVelocity * 0.013; // punch z axis - if ( pmove->punchangle[ 0 ] > 8 ) + if( pmove->punchangle[0] > 8 ) { - pmove->punchangle[ 0 ] = 8; + pmove->punchangle[0] = 8; } } } - if ( pmove->onground != -1 ) - { + if( pmove->onground != -1 ) + { pmove->flFallVelocity = 0; } } @@ -2718,10 +2766,9 @@ PM_PlayWaterSounds void PM_PlayWaterSounds( void ) { // Did we enter or leave water? - if ( ( pmove->oldwaterlevel == 0 && pmove->waterlevel != 0 ) || - ( pmove->oldwaterlevel != 0 && pmove->waterlevel == 0 ) ) + if( ( pmove->oldwaterlevel == 0 && pmove->waterlevel != 0 ) || ( pmove->oldwaterlevel != 0 && pmove->waterlevel == 0 ) ) { - switch ( pmove->RandomLong(0,3) ) + switch( pmove->RandomLong( 0, 3 ) ) { case 0: pmove->PM_PlaySound( CHAN_BODY, "player/pl_wade1.wav", 1, ATTN_NORM, 0, PITCH_NORM ); @@ -2745,32 +2792,32 @@ PM_CalcRoll =============== */ -float PM_CalcRoll (vec3_t angles, vec3_t velocity, float rollangle, float rollspeed ) +float PM_CalcRoll( vec3_t angles, vec3_t velocity, float rollangle, float rollspeed ) { - float sign; - float side; - float value; - vec3_t forward, right, up; - - AngleVectors (angles, forward, right, up); - - side = DotProduct (velocity, right); - + float sign; + float side; + float value; + vec3_t forward, right, up; + + AngleVectors( angles, forward, right, up ); + + side = DotProduct( velocity, right ); + sign = side < 0 ? -1 : 1; - - side = fabs(side); - + + side = fabs( side ); + value = rollangle; - - if (side < rollspeed) + + if( side < rollspeed ) { side = side * value / rollspeed; } - else + else { side = value; } - + return side * sign; } @@ -2780,14 +2827,14 @@ PM_DropPunchAngle ============= */ -void PM_DropPunchAngle ( vec3_t punchangle ) +void PM_DropPunchAngle( vec3_t punchangle ) { - float len; + float len; - len = VectorNormalize ( punchangle ); - len -= (10.0 + len * 0.5) * pmove->frametime; + len = VectorNormalize( punchangle ); + len -= ( 10.0 + len * 0.5 ) * pmove->frametime; len = max( len, 0.0 ); - VectorScale ( punchangle, len, punchangle); + VectorScale( punchangle, len, punchangle ); } /* @@ -2800,50 +2847,45 @@ void PM_CheckParamters( void ) { float spd; float maxspeed; - vec3_t v_angle; + vec3_t v_angle; - spd = ( pmove->cmd.forwardmove * pmove->cmd.forwardmove ) + - ( pmove->cmd.sidemove * pmove->cmd.sidemove ) + - ( pmove->cmd.upmove * pmove->cmd.upmove ); + spd = ( pmove->cmd.forwardmove * pmove->cmd.forwardmove ) + ( pmove->cmd.sidemove * pmove->cmd.sidemove ) + + ( pmove->cmd.upmove * pmove->cmd.upmove ); spd = sqrt( spd ); maxspeed = pmove->clientmaxspeed; //atof( pmove->PM_Info_ValueForKey( pmove->physinfo, "maxspd" ) ); - if ( maxspeed != 0.0 ) + if( maxspeed != 0.0 ) { pmove->maxspeed = min( maxspeed, pmove->maxspeed ); } - if ( ( spd != 0.0 ) && - ( spd > pmove->maxspeed ) ) + if( ( spd != 0.0 ) && ( spd > pmove->maxspeed ) ) { float fRatio = pmove->maxspeed / spd; pmove->cmd.forwardmove *= fRatio; - pmove->cmd.sidemove *= fRatio; - pmove->cmd.upmove *= fRatio; + pmove->cmd.sidemove *= fRatio; + pmove->cmd.upmove *= fRatio; } - if ( pmove->flags & FL_FROZEN || - pmove->flags & FL_ONTRAIN || - pmove->dead ) + if( pmove->flags & FL_FROZEN || pmove->flags & FL_ONTRAIN || pmove->dead ) { pmove->cmd.forwardmove = 0; - pmove->cmd.sidemove = 0; - pmove->cmd.upmove = 0; + pmove->cmd.sidemove = 0; + pmove->cmd.upmove = 0; } - PM_DropPunchAngle( pmove->punchangle ); // Take angles from command. - if ( !pmove->dead ) + if( !pmove->dead ) { - VectorCopy ( pmove->cmd.viewangles, v_angle ); + VectorCopy( pmove->cmd.viewangles, v_angle ); VectorAdd( v_angle, pmove->punchangle, v_angle ); // Set up view angles. - pmove->angles[ROLL] = PM_CalcRoll ( v_angle, pmove->velocity, pmove->movevars->rollangle, pmove->movevars->rollspeed )*4; - pmove->angles[PITCH] = v_angle[PITCH]; - pmove->angles[YAW] = v_angle[YAW]; + pmove->angles[ROLL] = PM_CalcRoll( v_angle, pmove->velocity, pmove->movevars->rollangle, pmove->movevars->rollspeed ) * 4; + pmove->angles[PITCH] = v_angle[PITCH]; + pmove->angles[YAW] = v_angle[YAW]; } else { @@ -2851,41 +2893,40 @@ void PM_CheckParamters( void ) } // Set dead player view_offset - if ( pmove->dead ) + if( pmove->dead ) { pmove->view_ofs[2] = PM_DEAD_VIEWHEIGHT; } // Adjust client view angles to match values used on server. - if (pmove->angles[YAW] > 180.0f) + if( pmove->angles[YAW] > 180.0f ) { pmove->angles[YAW] -= 360.0f; } - } void PM_ReduceTimers( void ) { - if ( pmove->flTimeStepSound > 0 ) + if( pmove->flTimeStepSound > 0 ) { pmove->flTimeStepSound -= pmove->cmd.msec; - if ( pmove->flTimeStepSound < 0 ) + if( pmove->flTimeStepSound < 0 ) { pmove->flTimeStepSound = 0; } } - if ( pmove->flDuckTime > 0 ) + if( pmove->flDuckTime > 0 ) { pmove->flDuckTime -= pmove->cmd.msec; - if ( pmove->flDuckTime < 0 ) + if( pmove->flDuckTime < 0 ) { pmove->flDuckTime = 0; } } - if ( pmove->flSwimTime > 0 ) + if( pmove->flSwimTime > 0 ) { pmove->flSwimTime -= pmove->cmd.msec; - if ( pmove->flSwimTime < 0 ) + if( pmove->flSwimTime < 0 ) { pmove->flSwimTime = 0; } @@ -2902,7 +2943,7 @@ Numtouch and touchindex[] will be set if any of the physents were contacted during the move. ============= */ -void PM_PlayerMove ( qboolean server ) +void PM_PlayerMove( qboolean server ) { physent_t *pLadder = NULL; @@ -2921,12 +2962,12 @@ void PM_PlayerMove ( qboolean server ) PM_ReduceTimers(); // Convert view angles to vectors - AngleVectors (pmove->angles, pmove->forward, pmove->right, pmove->up); + AngleVectors( pmove->angles, pmove->forward, pmove->right, pmove->up ); // PM_ShowClipBox(); // Special handling for spectator and observers. (iuser1 is set if the player's in observer mode) - if ( pmove->spectator || pmove->iuser1 > 0 ) + if( pmove->spectator || pmove->iuser1 > 0 ) { PM_SpectatorMove(); PM_CatagorizePosition(); @@ -2934,9 +2975,9 @@ void PM_PlayerMove ( qboolean server ) } // Always try and unstick us unless we are in NOCLIP mode - if ( pmove->movetype != MOVETYPE_NOCLIP && pmove->movetype != MOVETYPE_NONE ) + if( pmove->movetype != MOVETYPE_NOCLIP && pmove->movetype != MOVETYPE_NONE ) { - if ( PM_CheckStuck() ) + if( PM_CheckStuck() ) { return; // Can't move, we're stuck } @@ -2949,17 +2990,17 @@ void PM_PlayerMove ( qboolean server ) pmove->oldwaterlevel = pmove->waterlevel; // If we are not on ground, store off how fast we are moving down - if ( pmove->onground == -1 ) + if( pmove->onground == -1 ) { pmove->flFallVelocity = -pmove->velocity[2]; } g_onladder = 0; // Don't run ladder code if dead or on a train - if ( !pmove->dead && !(pmove->flags & FL_ONTRAIN) ) + if( !pmove->dead && !( pmove->flags & FL_ONTRAIN ) ) { pLadder = PM_Ladder(); - if ( pLadder ) + if( pLadder ) { g_onladder = 1; } @@ -2970,14 +3011,13 @@ void PM_PlayerMove ( qboolean server ) PM_Duck(); // Don't run ladder code if dead or on a train - if ( !pmove->dead && !(pmove->flags & FL_ONTRAIN) ) + if( !pmove->dead && !( pmove->flags & FL_ONTRAIN ) ) { - if ( pLadder ) + if( pLadder ) { PM_LadderMove( pLadder ); } - else if ( pmove->movetype != MOVETYPE_WALK && - pmove->movetype != MOVETYPE_NOCLIP ) + else if( pmove->movetype != MOVETYPE_WALK && pmove->movetype != MOVETYPE_NOCLIP ) { // Clear ladder stuff unless player is noclipping // it will be set immediately again next frame if necessary @@ -2986,63 +3026,57 @@ void PM_PlayerMove ( qboolean server ) } // Slow down, I'm pulling it! (a box maybe) but only when I'm standing on ground - if ( ( pmove->onground != -1 ) && ( pmove->cmd.buttons & IN_USE) ) + if( ( pmove->onground != -1 ) && ( pmove->cmd.buttons & IN_USE ) ) { VectorScale( pmove->velocity, 0.3, pmove->velocity ); } // Handle movement - switch ( pmove->movetype ) + switch( pmove->movetype ) { default: - pmove->Con_DPrintf("Bogus pmove player movetype %i on (%i) 0=cl 1=sv\n", pmove->movetype, pmove->server); + pmove->Con_DPrintf( "Bogus pmove player movetype %i on (%i) 0=cl 1=sv\n", pmove->movetype, pmove->server ); break; - case MOVETYPE_NONE: break; - case MOVETYPE_NOCLIP: PM_NoClip(); break; - case MOVETYPE_TOSS: case MOVETYPE_BOUNCE: PM_Physics_Toss(); break; - case MOVETYPE_FLY: - PM_CheckWater(); // Was jump button pressed? // If so, set velocity to 270 away from ladder. This is currently wrong. // Also, set MOVE_TYPE to walk, too. - if ( pmove->cmd.buttons & IN_JUMP ) + if( pmove->cmd.buttons & IN_JUMP ) { - if ( !pLadder ) + if( !pLadder ) { - PM_Jump (); + PM_Jump(); } } else { pmove->oldbuttons &= ~IN_JUMP; } - - // Perform the move accounting for any base velocity. - VectorAdd (pmove->velocity, pmove->basevelocity, pmove->velocity); - PM_FlyMove (); - VectorSubtract (pmove->velocity, pmove->basevelocity, pmove->velocity); - break; + // Perform the move accounting for any base velocity. + VectorAdd( pmove->velocity, pmove->basevelocity, pmove->velocity ); + PM_FlyMove(); + VectorSubtract( pmove->velocity, pmove->basevelocity, pmove->velocity ); + break; case MOVETYPE_WALK: - if ( !PM_InWater() ) + if( !PM_InWater() ) { PM_AddCorrectGravity(); } // If we are leaping out of the water, just update the counters. - if ( pmove->waterjumptime ) + if( pmove->waterjumptime ) { PM_WaterJump(); PM_FlyMove(); @@ -3054,23 +3088,23 @@ void PM_PlayerMove ( qboolean server ) // If we are swimming in the water, see if we are nudging against a place we can jump up out // of, and, if so, start out jump. Otherwise, if we are not moving up, then reset jump timer to 0 - if ( pmove->waterlevel >= 2 ) + if( pmove->waterlevel >= 2 ) { - if ( pmove->waterlevel == 2 ) + if( pmove->waterlevel == 2 ) { PM_CheckWaterJump(); } // If we are falling again, then we must not trying to jump out of water any more. - if ( pmove->velocity[2] < 0 && pmove->waterjumptime ) + if( pmove->velocity[2] < 0 && pmove->waterjumptime ) { pmove->waterjumptime = 0; } // Was jump button pressed? - if (pmove->cmd.buttons & IN_JUMP) + if( pmove->cmd.buttons & IN_JUMP ) { - PM_Jump (); + PM_Jump(); } else { @@ -3079,22 +3113,21 @@ void PM_PlayerMove ( qboolean server ) // Perform regular water movement PM_WaterMove(); - - VectorSubtract (pmove->velocity, pmove->basevelocity, pmove->velocity); + + VectorSubtract( pmove->velocity, pmove->basevelocity, pmove->velocity ); // Get a final position PM_CatagorizePosition(); } else - // Not underwater { // Was jump button pressed? - if ( pmove->cmd.buttons & IN_JUMP ) + if( pmove->cmd.buttons & IN_JUMP ) { - if ( !pLadder ) + if( !pLadder ) { - PM_Jump (); + PM_Jump(); } } else @@ -3104,7 +3137,7 @@ void PM_PlayerMove ( qboolean server ) // Fricion is handled before we add in any base velocity. That way, if we are on a conveyor, // we don't slow when standing still, relative to the conveyor. - if ( pmove->onground != -1 ) + if( pmove->onground != -1 ) { pmove->velocity[2] = 0.0; PM_Friction(); @@ -3114,7 +3147,7 @@ void PM_PlayerMove ( qboolean server ) PM_CheckVelocity(); // Are we on ground now - if ( pmove->onground != -1 ) + if( pmove->onground != -1 ) { PM_WalkMove(); } @@ -3129,19 +3162,19 @@ void PM_PlayerMove ( qboolean server ) // Now pull the base velocity back out. // Base velocity is set if you are on a moving object, like // a conveyor (or maybe another monster?) - VectorSubtract (pmove->velocity, pmove->basevelocity, pmove->velocity ); - + VectorSubtract( pmove->velocity, pmove->basevelocity, pmove->velocity ); + // Make sure velocity is valid. PM_CheckVelocity(); // Add any remaining gravitational component. - if ( !PM_InWater() ) + if( !PM_InWater() ) { PM_FixupGravityVelocity(); } // If we are on ground, no downward velocity. - if ( pmove->onground != -1 ) + if( pmove->onground != -1 ) { pmove->velocity[2] = 0; } @@ -3164,13 +3197,13 @@ void PM_CreateStuckTable( void ) int i; float zi[3]; - memset(rgv3tStuckTable, 0, 54 * sizeof(vec3_t)); + memset( rgv3tStuckTable, 0, 54 * sizeof(vec3_t) ); idx = 0; // Little Moves. x = y = 0; // Z moves - for (z = -0.125 ; z <= 0.125 ; z += 0.125) + for( z = -0.125; z <= 0.125; z += 0.125 ) { rgv3tStuckTable[idx][0] = x; rgv3tStuckTable[idx][1] = y; @@ -3179,7 +3212,7 @@ void PM_CreateStuckTable( void ) } x = z = 0; // Y moves - for (y = -0.125 ; y <= 0.125 ; y += 0.125) + for( y = -0.125; y <= 0.125; y += 0.125 ) { rgv3tStuckTable[idx][0] = x; rgv3tStuckTable[idx][1] = y; @@ -3188,7 +3221,7 @@ void PM_CreateStuckTable( void ) } y = z = 0; // X moves - for (x = -0.125 ; x <= 0.125 ; x += 0.125) + for( x = -0.125; x <= 0.125; x += 0.125 ) { rgv3tStuckTable[idx][0] = x; rgv3tStuckTable[idx][1] = y; @@ -3197,11 +3230,11 @@ void PM_CreateStuckTable( void ) } // Remaining multi axis nudges. - for ( x = - 0.125; x <= 0.125; x += 0.250 ) + for( x = - 0.125; x <= 0.125; x += 0.250 ) { - for ( y = - 0.125; y <= 0.125; y += 0.250 ) + for( y = - 0.125; y <= 0.125; y += 0.250 ) { - for ( z = - 0.125; z <= 0.125; z += 0.250 ) + for( z = - 0.125; z <= 0.125; z += 0.250 ) { rgv3tStuckTable[idx][0] = x; rgv3tStuckTable[idx][1] = y; @@ -3217,7 +3250,7 @@ void PM_CreateStuckTable( void ) zi[1] = 1.0f; zi[2] = 6.0f; - for (i = 0; i < 3; i++) + for( i = 0; i < 3; i++ ) { // Z moves z = zi[i]; @@ -3230,7 +3263,7 @@ void PM_CreateStuckTable( void ) x = z = 0; // Y moves - for (y = -2.0f ; y <= 2.0f ; y += 2.0) + for( y = -2.0f ; y <= 2.0f ; y += 2.0 ) { rgv3tStuckTable[idx][0] = x; rgv3tStuckTable[idx][1] = y; @@ -3239,7 +3272,7 @@ void PM_CreateStuckTable( void ) } y = z = 0; // X moves - for (x = -2.0f ; x <= 2.0f ; x += 2.0f) + for( x = -2.0f ; x <= 2.0f ; x += 2.0f ) { rgv3tStuckTable[idx][0] = x; rgv3tStuckTable[idx][1] = y; @@ -3248,13 +3281,13 @@ void PM_CreateStuckTable( void ) } // Remaining multi axis nudges. - for (i = 0 ; i < 3; i++) + for( i = 0 ; i < 3; i++ ) { z = zi[i]; - - for (x = -2.0f ; x <= 2.0f ; x += 2.0f) + + for( x = -2.0f; x <= 2.0f; x += 2.0f ) { - for (y = -2.0f ; y <= 2.0f ; y += 2.0) + for( y = -2.0f; y <= 2.0f; y += 2.0 ) { rgv3tStuckTable[idx][0] = x; rgv3tStuckTable[idx][1] = y; @@ -3265,8 +3298,6 @@ void PM_CreateStuckTable( void ) } } - - /* This modume implements the shared player physics code between any particular game and the engine. The same PM_Move routine is built into the game .dll and the client .dll and is @@ -3274,17 +3305,17 @@ invoked by each side as appropriate. There should be no distinction, internally and client. This will ensure that prediction behaves appropriately. */ -void PM_Move ( struct playermove_s *ppmove, int server ) +void PM_Move( struct playermove_s *ppmove, int server ) { assert( pm_shared_initialized ); pmove = ppmove; -// pmove->Con_Printf( "PM_Move: %g, frametime %g, onground %i\n", pmove->time, pmove->frametime, pmove->onground ); + //pmove->Con_Printf( "PM_Move: %g, frametime %g, onground %i\n", pmove->time, pmove->frametime, pmove->onground ); PM_PlayerMove( ( server != 0 ) ? true : false ); - if ( pmove->onground != -1 ) + if( pmove->onground != -1 ) { pmove->flags |= FL_ONGROUND; } @@ -3294,7 +3325,7 @@ void PM_Move ( struct playermove_s *ppmove, int server ) } // In single player, reset friction after each movement to FrictionModifier Triggers work still. - if ( !pmove->multiplayer && ( pmove->movetype == MOVETYPE_WALK ) ) + if( !pmove->multiplayer && ( pmove->movetype == MOVETYPE_WALK ) ) { pmove->friction = 1.0f; } @@ -3302,18 +3333,18 @@ void PM_Move ( struct playermove_s *ppmove, int server ) int PM_GetVisEntInfo( int ent ) { - if ( ent >= 0 && ent <= pmove->numvisent ) + if( ent >= 0 && ent <= pmove->numvisent ) { - return pmove->visents[ ent ].info; + return pmove->visents[ent].info; } return -1; } int PM_GetPhysEntInfo( int ent ) { - if ( ent >= 0 && ent <= pmove->numphysent) + if( ent >= 0 && ent <= pmove->numphysent ) { - return pmove->physents[ ent ].info; + return pmove->physents[ent].info; } return -1; } diff --git a/pm_shared/pm_shared.h b/pm_shared/pm_shared.h index 9743044c..124d37ba 100644 --- a/pm_shared/pm_shared.h +++ b/pm_shared/pm_shared.h @@ -23,10 +23,9 @@ char PM_FindTextureType( char *name ); // Spectator Movement modes (stored in pev->iuser1, so the physics code can get at them) #define OBS_NONE 0 #define OBS_CHASE_LOCKED 1 -#define OBS_CHASE_FREE 2 +#define OBS_CHASE_FREE 2 #define OBS_ROAMING 3 #define OBS_IN_EYE 4 -#define OBS_MAP_FREE 5 -#define OBS_MAP_CHASE 6 - -#endif//PM_SHARED_H \ No newline at end of file +#define OBS_MAP_FREE 5 +#define OBS_MAP_CHASE 6 +#endif//PM_SHARED_H From 327bf79e7416de9583bd77c76ff35d3809709c00 Mon Sep 17 00:00:00 2001 From: Night Owl Date: Sun, 31 Jul 2016 19:52:15 +0500 Subject: [PATCH 15/30] Remove h_cine.cpp from Android.mk. --- dlls/Android.mk | 1 - 1 file changed, 1 deletion(-) diff --git a/dlls/Android.mk b/dlls/Android.mk index ac887f8b..e61ca6fc 100644 --- a/dlls/Android.mk +++ b/dlls/Android.mk @@ -65,7 +65,6 @@ LOCAL_SRC_FILES := agrunt.cpp airtank.cpp \ gman.cpp \ h_ai.cpp \ h_battery.cpp \ - h_cine.cpp \ h_cycler.cpp \ h_export.cpp \ handgrenade.cpp \ From 07347addc2a039212189eabfba311fbf4c8203fc Mon Sep 17 00:00:00 2001 From: Night Owl Date: Sun, 31 Jul 2016 19:54:54 +0500 Subject: [PATCH 16/30] Move h_cine.cpp to dlls/legacy directory. --- dlls/{ => legacy}/h_cine.cpp | 0 1 file changed, 0 insertions(+), 0 deletions(-) rename dlls/{ => legacy}/h_cine.cpp (100%) diff --git a/dlls/h_cine.cpp b/dlls/legacy/h_cine.cpp similarity index 100% rename from dlls/h_cine.cpp rename to dlls/legacy/h_cine.cpp From 3b8bc0a417a3a199ace944f93641cb433ad13892 Mon Sep 17 00:00:00 2001 From: Night Owl Date: Mon, 1 Aug 2016 16:13:13 +0500 Subject: [PATCH 17/30] Reformat some files yet. --- cl_dll/StudioModelRenderer.cpp | 814 +++++++++++----------- cl_dll/StudioModelRenderer.h | 72 +- dlls/decals.h | 4 +- dlls/extdll.h | 7 +- dlls/leech.cpp | 290 ++++---- dlls/monsterevent.h | 9 +- dlls/monsters.h | 53 +- dlls/mp5.cpp | 143 ++-- dlls/plats.cpp | 1164 ++++++++++++++++---------------- dlls/prop.cpp | 575 ++++++++-------- dlls/soundent.cpp | 154 ++--- dlls/weapons.cpp | 503 +++++++------- 12 files changed, 1898 insertions(+), 1890 deletions(-) diff --git a/cl_dll/StudioModelRenderer.cpp b/cl_dll/StudioModelRenderer.cpp index d4644408..b7c3c1c6 100644 --- a/cl_dll/StudioModelRenderer.cpp +++ b/cl_dll/StudioModelRenderer.cpp @@ -39,14 +39,14 @@ engine_studio_api_t IEngineStudio; // enumerate all the bones that used for gait animation const char *legs_bones[] = { - "Bip01" , - "Bip01 Pelvis" , - "Bip01 L Leg" , - "Bip01 L Leg1" , - "Bip01 L Foot" , - "Bip01 R Leg" , - "Bip01 R Leg1" , - "Bip01 R Foot" + "Bip01", + "Bip01 Pelvis", + "Bip01 L Leg", + "Bip01 L Leg1", + "Bip01 L Foot", + "Bip01 R Leg", + "Bip01 R Leg1", + "Bip01 R Foot" }; /* @@ -81,7 +81,7 @@ CStudioModelRenderer */ CStudioModelRenderer::CStudioModelRenderer( void ) { - m_fDoInterp = 1; + m_fDoInterp = 1; m_fGaitEstimation = 1; m_pCurrentEntity = NULL; m_pCvarHiModels = NULL; @@ -95,8 +95,8 @@ CStudioModelRenderer::CStudioModelRenderer( void ) m_pbonetransform = NULL; m_plighttransform = NULL; m_pStudioHeader = NULL; - m_pBodyPart = NULL; - m_pSubModel = NULL; + m_pBodyPart = NULL; + m_pSubModel = NULL; m_pPlayerInfo = NULL; m_pRenderModel = NULL; } @@ -119,54 +119,54 @@ StudioCalcBoneAdj */ void CStudioModelRenderer::StudioCalcBoneAdj( float dadt, float *adj, const byte *pcontroller1, const byte *pcontroller2, byte mouthopen ) { - int i, j; - float value; + int i, j; + float value; mstudiobonecontroller_t *pbonecontroller; - - pbonecontroller = (mstudiobonecontroller_t *)((byte *)m_pStudioHeader + m_pStudioHeader->bonecontrollerindex); - for (j = 0; j < m_pStudioHeader->numbonecontrollers; j++) + pbonecontroller = (mstudiobonecontroller_t *)( (byte *)m_pStudioHeader + m_pStudioHeader->bonecontrollerindex ); + + for( j = 0; j < m_pStudioHeader->numbonecontrollers; j++ ) { i = pbonecontroller[j].index; - if (i <= 3) + if( i <= 3 ) { // check for 360% wrapping - if (pbonecontroller[j].type & STUDIO_RLOOP) + if( pbonecontroller[j].type & STUDIO_RLOOP ) { - if (abs(pcontroller1[i] - pcontroller2[i]) > 128) + if( abs( pcontroller1[i] - pcontroller2[i] ) > 128) { int a, b; - a = (pcontroller1[j] + 128) % 256; - b = (pcontroller2[j] + 128) % 256; - value = ((a * dadt) + (b * (1 - dadt)) - 128) * (360.0/256.0) + pbonecontroller[j].start; + a = ( pcontroller1[j] + 128 ) % 256; + b = ( pcontroller2[j] + 128 ) % 256; + value = ( ( a * dadt ) + ( b * ( 1 - dadt ) ) - 128 ) * ( 360.0 / 256.0 ) + pbonecontroller[j].start; } - else + else { - value = ((pcontroller1[i] * dadt + (pcontroller2[i]) * (1.0 - dadt))) * (360.0/256.0) + pbonecontroller[j].start; + value = ( ( pcontroller1[i] * dadt + ( pcontroller2[i] ) * ( 1.0 - dadt ) ) ) * ( 360.0 / 256.0 ) + pbonecontroller[j].start; } } - else + else { - value = (pcontroller1[i] * dadt + pcontroller2[i] * (1.0 - dadt)) / 255.0; - if (value < 0) value = 0; - if (value > 1.0) value = 1.0; - value = (1.0 - value) * pbonecontroller[j].start + value * pbonecontroller[j].end; + value = ( pcontroller1[i] * dadt + pcontroller2[i] * ( 1.0 - dadt ) ) / 255.0; + if( value < 0 ) value = 0; + if( value > 1.0 ) value = 1.0; + value = ( 1.0 - value ) * pbonecontroller[j].start + value * pbonecontroller[j].end; } // Con_DPrintf( "%d %d %f : %f\n", m_pCurrentEntity->curstate.controller[j], m_pCurrentEntity->latched.prevcontroller[j], value, dadt ); } else { value = mouthopen / 64.0; - if (value > 1.0) value = 1.0; - value = (1.0 - value) * pbonecontroller[j].start + value * pbonecontroller[j].end; - // Con_DPrintf("%d %f\n", mouthopen, value ); + if( value > 1.0 ) value = 1.0; + value = ( 1.0 - value ) * pbonecontroller[j].start + value * pbonecontroller[j].end; + // Con_DPrintf( "%d %f\n", mouthopen, value ); } - switch(pbonecontroller[j].type & STUDIO_TYPES) + switch( pbonecontroller[j].type & STUDIO_TYPES ) { case STUDIO_XR: case STUDIO_YR: case STUDIO_ZR: - adj[j] = value * (M_PI / 180.0); + adj[j] = value * ( M_PI / 180.0 ); break; case STUDIO_X: case STUDIO_Y: @@ -186,53 +186,53 @@ StudioCalcBoneQuaterion */ void CStudioModelRenderer::StudioCalcBoneQuaterion( int frame, float s, mstudiobone_t *pbone, mstudioanim_t *panim, float *adj, float *q ) { - int j, k; - vec4_t q1, q2; - vec3_t angle1, angle2; - mstudioanimvalue_t *panimvalue; + int j, k; + vec4_t q1, q2; + vec3_t angle1, angle2; + mstudioanimvalue_t *panimvalue; - for (j = 0; j < 3; j++) + for( j = 0; j < 3; j++ ) { - if (panim->offset[j+3] == 0) + if( panim->offset[j + 3] == 0 ) { - angle2[j] = angle1[j] = pbone->value[j+3]; // default; + angle2[j] = angle1[j] = pbone->value[ j + 3]; // default; } else { - panimvalue = (mstudioanimvalue_t *)((byte *)panim + panim->offset[j+3]); + panimvalue = (mstudioanimvalue_t *)( (byte *)panim + panim->offset[j + 3] ); k = frame; // DEBUG - if (panimvalue->num.total < panimvalue->num.valid) + if( panimvalue->num.total < panimvalue->num.valid ) k = 0; - while (panimvalue->num.total <= k) + while( panimvalue->num.total <= k ) { k -= panimvalue->num.total; panimvalue += panimvalue->num.valid + 1; // DEBUG - if (panimvalue->num.total < panimvalue->num.valid) + if( panimvalue->num.total < panimvalue->num.valid ) k = 0; } // Bah, missing blend! - if (panimvalue->num.valid > k) + if( panimvalue->num.valid > k ) { - angle1[j] = panimvalue[k+1].value; + angle1[j] = panimvalue[k + 1].value; - if (panimvalue->num.valid > k + 1) + if( panimvalue->num.valid > k + 1 ) { - angle2[j] = panimvalue[k+2].value; + angle2[j] = panimvalue[k + 2].value; } else { - if (panimvalue->num.total > k + 1) + if( panimvalue->num.total > k + 1 ) angle2[j] = angle1[j]; else - angle2[j] = panimvalue[panimvalue->num.valid+2].value; + angle2[j] = panimvalue[panimvalue->num.valid + 2].value; } } else { angle1[j] = panimvalue[panimvalue->num.valid].value; - if (panimvalue->num.total > k + 1) + if( panimvalue->num.total > k + 1 ) { angle2[j] = angle1[j]; } @@ -241,18 +241,18 @@ void CStudioModelRenderer::StudioCalcBoneQuaterion( int frame, float s, mstudiob angle2[j] = panimvalue[panimvalue->num.valid + 2].value; } } - angle1[j] = pbone->value[j+3] + angle1[j] * pbone->scale[j+3]; - angle2[j] = pbone->value[j+3] + angle2[j] * pbone->scale[j+3]; + angle1[j] = pbone->value[j+3] + angle1[j] * pbone->scale[j + 3]; + angle2[j] = pbone->value[j+3] + angle2[j] * pbone->scale[j + 3]; } - if (pbone->bonecontroller[j+3] != -1) + if( pbone->bonecontroller[j + 3] != -1 ) { - angle1[j] += adj[pbone->bonecontroller[j+3]]; - angle2[j] += adj[pbone->bonecontroller[j+3]]; + angle1[j] += adj[pbone->bonecontroller[j + 3]]; + angle2[j] += adj[pbone->bonecontroller[j + 3]]; } } - if (!VectorCompare( angle1, angle2 )) + if( !VectorCompare( angle1, angle2 ) ) { AngleQuaternion( angle1, q1 ); AngleQuaternion( angle2, q2 ); @@ -272,52 +272,52 @@ StudioCalcBonePosition */ void CStudioModelRenderer::StudioCalcBonePosition( int frame, float s, mstudiobone_t *pbone, mstudioanim_t *panim, float *adj, float *pos ) { - int j, k; - mstudioanimvalue_t *panimvalue; + int j, k; + mstudioanimvalue_t *panimvalue; - for (j = 0; j < 3; j++) + for( j = 0; j < 3; j++ ) { pos[j] = pbone->value[j]; // default; - if (panim->offset[j] != 0) + if( panim->offset[j] != 0 ) { - panimvalue = (mstudioanimvalue_t *)((byte *)panim + panim->offset[j]); + panimvalue = (mstudioanimvalue_t *)( (byte *)panim + panim->offset[j] ); /* - if (i == 0 && j == 0) - Con_DPrintf("%d %d:%d %f\n", frame, panimvalue->num.valid, panimvalue->num.total, s ); + if( i == 0 && j == 0 ) + Con_DPrintf( "%d %d:%d %f\n", frame, panimvalue->num.valid, panimvalue->num.total, s ); */ k = frame; // DEBUG - if (panimvalue->num.total < panimvalue->num.valid) + if( panimvalue->num.total < panimvalue->num.valid ) k = 0; // find span of values that includes the frame we want - while (panimvalue->num.total <= k) + while( panimvalue->num.total <= k ) { k -= panimvalue->num.total; panimvalue += panimvalue->num.valid + 1; // DEBUG - if (panimvalue->num.total < panimvalue->num.valid) + if( panimvalue->num.total < panimvalue->num.valid ) k = 0; } // if we're inside the span - if (panimvalue->num.valid > k) + if( panimvalue->num.valid > k ) { // and there's more data in the span - if (panimvalue->num.valid > k + 1) + if( panimvalue->num.valid > k + 1 ) { - pos[j] += (panimvalue[k+1].value * (1.0 - s) + s * panimvalue[k+2].value) * pbone->scale[j]; + pos[j] += ( panimvalue[k + 1].value * ( 1.0 - s ) + s * panimvalue[k + 2].value ) * pbone->scale[j]; } else { - pos[j] += panimvalue[k+1].value * pbone->scale[j]; + pos[j] += panimvalue[k + 1].value * pbone->scale[j]; } } else { // are we at the end of the repeating values section and there's another section with data? - if (panimvalue->num.total <= k + 1) + if( panimvalue->num.total <= k + 1 ) { - pos[j] += (panimvalue[panimvalue->num.valid].value * (1.0 - s) + s * panimvalue[panimvalue->num.valid + 2].value) * pbone->scale[j]; + pos[j] += ( panimvalue[panimvalue->num.valid].value * ( 1.0 - s ) + s * panimvalue[panimvalue->num.valid + 2].value ) * pbone->scale[j]; } else { @@ -325,7 +325,7 @@ void CStudioModelRenderer::StudioCalcBonePosition( int frame, float s, mstudiobo } } } - if ( pbone->bonecontroller[j] != -1 && adj ) + if( pbone->bonecontroller[j] != -1 && adj ) { pos[j] += adj[pbone->bonecontroller[j]]; } @@ -340,16 +340,18 @@ StudioSlerpBones */ void CStudioModelRenderer::StudioSlerpBones( vec4_t q1[], float pos1[][3], vec4_t q2[], float pos2[][3], float s ) { - int i; - vec4_t q3; - float s1; + int i; + vec4_t q3; + float s1; - if (s < 0) s = 0; - else if (s > 1.0) s = 1.0; + if( s < 0 ) + s = 0; + else if( s > 1.0 ) + s = 1.0; s1 = 1.0 - s; - for (i = 0; i < m_pStudioHeader->numbones; i++) + for( i = 0; i < m_pStudioHeader->numbones; i++ ) { QuaternionSlerp( q1[i], q2[i], s, q3 ); q1[i][0] = q3[0]; @@ -370,30 +372,30 @@ StudioGetAnim */ mstudioanim_t *CStudioModelRenderer::StudioGetAnim( model_t *m_pSubModel, mstudioseqdesc_t *pseqdesc ) { - mstudioseqgroup_t *pseqgroup; + mstudioseqgroup_t *pseqgroup; cache_user_t *paSequences; - pseqgroup = (mstudioseqgroup_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqgroupindex) + pseqdesc->seqgroup; + pseqgroup = (mstudioseqgroup_t *)( (byte *)m_pStudioHeader + m_pStudioHeader->seqgroupindex ) + pseqdesc->seqgroup; - if (pseqdesc->seqgroup == 0) + if( pseqdesc->seqgroup == 0 ) { - return (mstudioanim_t *)((byte *)m_pStudioHeader + pseqdesc->animindex); + return (mstudioanim_t *)( (byte *)m_pStudioHeader + pseqdesc->animindex ); } paSequences = (cache_user_t *)m_pSubModel->submodels; - if (paSequences == NULL) + if( paSequences == NULL ) { - paSequences = (cache_user_t *)IEngineStudio.Mem_Calloc( 16, sizeof( cache_user_t ) ); // UNDONE: leak! + paSequences = (cache_user_t *)IEngineStudio.Mem_Calloc( 16, sizeof(cache_user_t) ); // UNDONE: leak! m_pSubModel->submodels = (dmodel_t *)paSequences; } - if (!IEngineStudio.Cache_Check( (struct cache_user_s *)&(paSequences[pseqdesc->seqgroup]))) + if( !IEngineStudio.Cache_Check( (struct cache_user_s *)&( paSequences[pseqdesc->seqgroup] ) ) ) { gEngfuncs.Con_DPrintf("loading %s\n", pseqgroup->name ); IEngineStudio.LoadCacheFile( pseqgroup->name, (struct cache_user_s *)&paSequences[pseqdesc->seqgroup] ); } - return (mstudioanim_t *)((byte *)paSequences[pseqdesc->seqgroup].data + pseqdesc->animindex); + return (mstudioanim_t *)( (byte *)paSequences[pseqdesc->seqgroup].data + pseqdesc->animindex ); } /* @@ -405,23 +407,23 @@ StudioPlayerBlend void CStudioModelRenderer::StudioPlayerBlend( mstudioseqdesc_t *pseqdesc, int *pBlend, float *pPitch ) { // calc up/down pointing - *pBlend = (*pPitch * 3); - if (*pBlend < pseqdesc->blendstart[0]) + *pBlend = ( *pPitch * 3 ); + if( *pBlend < pseqdesc->blendstart[0] ) { *pPitch -= pseqdesc->blendstart[0] / 3.0; *pBlend = 0; } - else if (*pBlend > pseqdesc->blendend[0]) + else if( *pBlend > pseqdesc->blendend[0] ) { *pPitch -= pseqdesc->blendend[0] / 3.0; *pBlend = 255; } else { - if (pseqdesc->blendend[0] - pseqdesc->blendstart[0] < 0.1) // catch qc error + if( pseqdesc->blendend[0] - pseqdesc->blendstart[0] < 0.1 ) // catch qc error *pBlend = 127; else - *pBlend = 255 * (*pBlend - pseqdesc->blendstart[0]) / (pseqdesc->blendend[0] - pseqdesc->blendstart[0]); + *pBlend = 255 * ( *pBlend - pseqdesc->blendstart[0] ) / ( pseqdesc->blendend[0] - pseqdesc->blendstart[0] ); *pPitch = 0; } } @@ -432,14 +434,14 @@ StudioSetUpTransform ==================== */ -void CStudioModelRenderer::StudioSetUpTransform (int trivial_accept) +void CStudioModelRenderer::StudioSetUpTransform( int trivial_accept ) { - int i; - vec3_t angles; - vec3_t modelpos; + int i; + vec3_t angles; + vec3_t modelpos; -// tweek model origin - //for (i = 0; i < 3; i++) + // tweek model origin + //for( i = 0; i < 3; i++ ) // modelpos[i] = m_pCurrentEntity->origin[i]; VectorCopy( m_pCurrentEntity->origin, modelpos ); @@ -451,26 +453,26 @@ void CStudioModelRenderer::StudioSetUpTransform (int trivial_accept) angles[PITCH] = m_pCurrentEntity->curstate.angles[PITCH]; angles[YAW] = m_pCurrentEntity->curstate.angles[YAW]; - //Con_DPrintf("Angles %4.2f prev %4.2f for %i\n", angles[PITCH], m_pCurrentEntity->index); - //Con_DPrintf("movetype %d %d\n", m_pCurrentEntity->movetype, m_pCurrentEntity->aiment ); - if (m_pCurrentEntity->curstate.movetype == MOVETYPE_STEP) + //Con_DPrintf( "Angles %4.2f prev %4.2f for %i\n", angles[PITCH], m_pCurrentEntity->index ); + //Con_DPrintf( "movetype %d %d\n", m_pCurrentEntity->movetype, m_pCurrentEntity->aiment ); + if( m_pCurrentEntity->curstate.movetype == MOVETYPE_STEP ) { - float f = 0; - float d; + float f = 0; + float d; // don't do it if the goalstarttime hasn't updated in a while. // NOTE: Because we need to interpolate multiplayer characters, the interpolation time limit // was increased to 1.0 s., which is 2x the max lag we are accounting for. - if ( ( m_clTime < m_pCurrentEntity->curstate.animtime + 1.0f ) && - ( m_pCurrentEntity->curstate.animtime != m_pCurrentEntity->latched.prevanimtime ) ) + if( ( m_clTime < m_pCurrentEntity->curstate.animtime + 1.0f ) && + ( m_pCurrentEntity->curstate.animtime != m_pCurrentEntity->latched.prevanimtime ) ) { - f = (m_clTime - m_pCurrentEntity->curstate.animtime) / (m_pCurrentEntity->curstate.animtime - m_pCurrentEntity->latched.prevanimtime); - //Con_DPrintf("%4.2f %.2f %.2f\n", f, m_pCurrentEntity->curstate.animtime, m_clTime); + f = ( m_clTime - m_pCurrentEntity->curstate.animtime ) / ( m_pCurrentEntity->curstate.animtime - m_pCurrentEntity->latched.prevanimtime ); + //Con_DPrintf( "%4.2f %.2f %.2f\n", f, m_pCurrentEntity->curstate.animtime, m_clTime ); } - if (m_fDoInterp) + if( m_fDoInterp ) { // ugly hack to interpolate angle, position. current is reached 0.1 seconds after being set f = f - 1.0; @@ -480,17 +482,16 @@ void CStudioModelRenderer::StudioSetUpTransform (int trivial_accept) f = 0; } - for (i = 0; i < 3; i++) + for( i = 0; i < 3; i++ ) { - modelpos[i] += (m_pCurrentEntity->origin[i] - m_pCurrentEntity->latched.prevorigin[i]) * f; + modelpos[i] += ( m_pCurrentEntity->origin[i] - m_pCurrentEntity->latched.prevorigin[i] ) * f; } // NOTE: Because multiplayer lag can be relatively large, we don't want to cap // f at 1.5 anymore. - //if (f > -1.0 && f < 1.5) {} - -// Con_DPrintf("%.0f %.0f\n",m_pCurrentEntity->msg_angles[0][YAW], m_pCurrentEntity->msg_angles[1][YAW] ); - for (i = 0; i < 3; i++) + //if( f > -1.0 && f < 1.5 ) {} + //Con_DPrintf( "%.0f %.0f\n",m_pCurrentEntity->msg_angles[0][YAW], m_pCurrentEntity->msg_angles[1][YAW] ); + for( i = 0; i < 3; i++ ) { float ang1, ang2; @@ -498,60 +499,57 @@ void CStudioModelRenderer::StudioSetUpTransform (int trivial_accept) ang2 = m_pCurrentEntity->latched.prevangles[i]; d = ang1 - ang2; - if (d > 180) + if( d > 180 ) { d -= 360; } - else if (d < -180) - { + else if( d < -180 ) + { d += 360; } angles[i] += d * f; } - //Con_DPrintf("%.3f \n", f ); + //Con_DPrintf( "%.3f \n", f ); } - else if ( m_pCurrentEntity->curstate.movetype != MOVETYPE_NONE ) + else if( m_pCurrentEntity->curstate.movetype != MOVETYPE_NONE ) { VectorCopy( m_pCurrentEntity->angles, angles ); } - //Con_DPrintf("%.0f %0.f %0.f\n", modelpos[0], modelpos[1], modelpos[2] ); - //Con_DPrintf("%.0f %0.f %0.f\n", angles[0], angles[1], angles[2] ); + //Con_DPrintf( "%.0f %0.f %0.f\n", modelpos[0], modelpos[1], modelpos[2] ); + //Con_DPrintf( "%.0f %0.f %0.f\n", angles[0], angles[1], angles[2] ); angles[PITCH] = -angles[PITCH]; - AngleMatrix (angles, (*m_protationmatrix)); + AngleMatrix( angles, ( *m_protationmatrix ) ); - if ( !IEngineStudio.IsHardware() ) + if( !IEngineStudio.IsHardware() ) { static float viewmatrix[3][4]; - VectorCopy (m_vRight, viewmatrix[0]); - VectorCopy (m_vUp, viewmatrix[1]); - VectorInverse (viewmatrix[1]); - VectorCopy (m_vNormal, viewmatrix[2]); + VectorCopy( m_vRight, viewmatrix[0] ); + VectorCopy( m_vUp, viewmatrix[1] ); + VectorInverse( viewmatrix[1] ); + VectorCopy( m_vNormal, viewmatrix[2] ); (*m_protationmatrix)[0][3] = modelpos[0] - m_vRenderOrigin[0]; (*m_protationmatrix)[1][3] = modelpos[1] - m_vRenderOrigin[1]; (*m_protationmatrix)[2][3] = modelpos[2] - m_vRenderOrigin[2]; - ConcatTransforms (viewmatrix, (*m_protationmatrix), (*m_paliastransform)); + ConcatTransforms( viewmatrix, (*m_protationmatrix), (*m_paliastransform) ); // do the scaling up of x and y to screen coordinates as part of the transform // for the unclipped case (it would mess up clipping in the clipped case). // Also scale down z, so 1/z is scaled 31 bits for free, and scale down x and y // correspondingly so the projected x and y come out right // FIXME: make this work for clipped case too? - if (trivial_accept) + if( trivial_accept ) { - for (i=0 ; i<4 ; i++) + for( i = 0; i < 4; i++ ) { - (*m_paliastransform)[0][i] *= m_fSoftwareXScale * - (1.0 / (ZISCALE * 0x10000)); - (*m_paliastransform)[1][i] *= m_fSoftwareYScale * - (1.0 / (ZISCALE * 0x10000)); - (*m_paliastransform)[2][i] *= 1.0 / (ZISCALE * 0x10000); - + (*m_paliastransform)[0][i] *= m_fSoftwareXScale * ( 1.0 / ( ZISCALE * 0x10000 ) ); + (*m_paliastransform)[1][i] *= m_fSoftwareYScale * ( 1.0 / ( ZISCALE * 0x10000 ) ); + (*m_paliastransform)[2][i] *= 1.0 / ( ZISCALE * 0x10000 ); } } } @@ -561,7 +559,6 @@ void CStudioModelRenderer::StudioSetUpTransform (int trivial_accept) (*m_protationmatrix)[2][3] = modelpos[2]; } - /* ==================== StudioEstimateInterpolant @@ -572,10 +569,10 @@ float CStudioModelRenderer::StudioEstimateInterpolant( void ) { float dadt = 1.0; - if ( m_fDoInterp && ( m_pCurrentEntity->curstate.animtime >= m_pCurrentEntity->latched.prevanimtime + 0.01 ) ) + if( m_fDoInterp && ( m_pCurrentEntity->curstate.animtime >= m_pCurrentEntity->latched.prevanimtime + 0.01 ) ) { - dadt = (m_clTime - m_pCurrentEntity->curstate.animtime) / 0.1; - if (dadt > 2.0) + dadt = ( m_clTime - m_pCurrentEntity->curstate.animtime ) / 0.1; + if( dadt > 2.0 ) { dadt = 2.0; } @@ -589,78 +586,77 @@ StudioCalcRotations ==================== */ -void CStudioModelRenderer::StudioCalcRotations ( float pos[][3], vec4_t *q, mstudioseqdesc_t *pseqdesc, mstudioanim_t *panim, float f ) +void CStudioModelRenderer::StudioCalcRotations( float pos[][3], vec4_t *q, mstudioseqdesc_t *pseqdesc, mstudioanim_t *panim, float f ) { - int i; - int frame; - mstudiobone_t *pbone; + int i; + int frame; + mstudiobone_t *pbone; - float s; - float adj[MAXSTUDIOCONTROLLERS]; - float dadt; + float s; + float adj[MAXSTUDIOCONTROLLERS]; + float dadt; - if (f > pseqdesc->numframes - 1) + if( f > pseqdesc->numframes - 1 ) { f = 0; // bah, fix this bug with changing sequences too fast } // BUG ( somewhere else ) but this code should validate this data. // This could cause a crash if the frame # is negative, so we'll go ahead // and clamp it here - else if ( f < -0.01 ) + else if( f < -0.01 ) { f = -0.01; } frame = (int)f; - // Con_DPrintf("%d %.4f %.4f %.4f %.4f %d\n", m_pCurrentEntity->curstate.sequence, m_clTime, m_pCurrentEntity->animtime, m_pCurrentEntity->frame, f, frame ); + // Con_DPrintf( "%d %.4f %.4f %.4f %.4f %d\n", m_pCurrentEntity->curstate.sequence, m_clTime, m_pCurrentEntity->animtime, m_pCurrentEntity->frame, f, frame ); // Con_DPrintf( "%f %f %f\n", m_pCurrentEntity->angles[ROLL], m_pCurrentEntity->angles[PITCH], m_pCurrentEntity->angles[YAW] ); - // Con_DPrintf("frame %d %d\n", frame1, frame2 ); + // Con_DPrintf( "frame %d %d\n", frame1, frame2 ); - - dadt = StudioEstimateInterpolant( ); - s = (f - frame); + dadt = StudioEstimateInterpolant(); + s = ( f - frame ); // add in programtic controllers - pbone = (mstudiobone_t *)((byte *)m_pStudioHeader + m_pStudioHeader->boneindex); + pbone = (mstudiobone_t *)( (byte *)m_pStudioHeader + m_pStudioHeader->boneindex ); StudioCalcBoneAdj( dadt, adj, m_pCurrentEntity->curstate.controller, m_pCurrentEntity->latched.prevcontroller, m_pCurrentEntity->mouth.mouthopen ); - for (i = 0; i < m_pStudioHeader->numbones; i++, pbone++, panim++) + for( i = 0; i < m_pStudioHeader->numbones; i++, pbone++, panim++ ) { StudioCalcBoneQuaterion( frame, s, pbone, panim, adj, q[i] ); StudioCalcBonePosition( frame, s, pbone, panim, adj, pos[i] ); - // if (0 && i == 0) - // Con_DPrintf("%d %d %d %d\n", m_pCurrentEntity->curstate.sequence, frame, j, k ); + // if( 0 && i == 0 ) + // Con_DPrintf( "%d %d %d %d\n", m_pCurrentEntity->curstate.sequence, frame, j, k ); } - if (pseqdesc->motiontype & STUDIO_X) + if( pseqdesc->motiontype & STUDIO_X ) { pos[pseqdesc->motionbone][0] = 0.0; } - if (pseqdesc->motiontype & STUDIO_Y) + if( pseqdesc->motiontype & STUDIO_Y ) { pos[pseqdesc->motionbone][1] = 0.0; } - if (pseqdesc->motiontype & STUDIO_Z) + if( pseqdesc->motiontype & STUDIO_Z ) { pos[pseqdesc->motionbone][2] = 0.0; } - s = 0 * ((1.0 - (f - (int)(f))) / (pseqdesc->numframes)) * m_pCurrentEntity->curstate.framerate; + s = 0 * ( ( 1.0 - ( f - (int)( f ) ) ) / ( pseqdesc->numframes ) ) * m_pCurrentEntity->curstate.framerate; - if (pseqdesc->motiontype & STUDIO_LX) + if( pseqdesc->motiontype & STUDIO_LX ) { pos[pseqdesc->motionbone][0] += s * pseqdesc->linearmovement[0]; } - if (pseqdesc->motiontype & STUDIO_LY) + if( pseqdesc->motiontype & STUDIO_LY ) { pos[pseqdesc->motionbone][1] += s * pseqdesc->linearmovement[1]; } - if (pseqdesc->motiontype & STUDIO_LZ) + if( pseqdesc->motiontype & STUDIO_LZ ) { pos[pseqdesc->motionbone][2] += s * pseqdesc->linearmovement[2]; } @@ -678,36 +674,35 @@ void CStudioModelRenderer::StudioFxTransform( cl_entity_t *ent, float transform[ { case kRenderFxDistort: case kRenderFxHologram: - if ( gEngfuncs.pfnRandomLong(0,49) == 0 ) + if( gEngfuncs.pfnRandomLong( 0, 49 ) == 0 ) { - int axis = gEngfuncs.pfnRandomLong(0,1); - if ( axis == 1 ) // Choose between x & z + int axis = gEngfuncs.pfnRandomLong( 0, 1 ); + if( axis == 1 ) // Choose between x & z axis = 2; - VectorScale( transform[axis], gEngfuncs.pfnRandomFloat(1,1.484), transform[axis] ); + VectorScale( transform[axis], gEngfuncs.pfnRandomFloat( 1, 1.484 ), transform[axis] ); } - else if ( gEngfuncs.pfnRandomLong(0,49) == 0 ) + else if( gEngfuncs.pfnRandomLong( 0, 49 ) == 0 ) { float offset; int axis = gEngfuncs.pfnRandomLong(0,1); - if ( axis == 1 ) // Choose between x & z + if( axis == 1 ) // Choose between x & z axis = 2; - offset = gEngfuncs.pfnRandomFloat(-10,10); - transform[gEngfuncs.pfnRandomLong(0,2)][3] += offset; + offset = gEngfuncs.pfnRandomFloat( -10, 10 ); + transform[gEngfuncs.pfnRandomLong( 0, 2 )][3] += offset; } break; case kRenderFxExplode: { float scale; - scale = 1.0 + ( m_clTime - ent->curstate.animtime) * 10.0; - if ( scale > 2 ) // Don't blow up more than 200% + scale = 1.0 + ( m_clTime - ent->curstate.animtime ) * 10.0; + if( scale > 2 ) // Don't blow up more than 200% scale = 2; transform[0][1] *= scale; transform[1][1] *= scale; transform[2][1] *= scale; } break; - } } @@ -719,18 +714,17 @@ StudioEstimateFrame */ float CStudioModelRenderer::StudioEstimateFrame( mstudioseqdesc_t *pseqdesc ) { - double dfdt, f; + double dfdt, f; - if ( m_fDoInterp ) + if( m_fDoInterp ) { - if ( m_clTime < m_pCurrentEntity->curstate.animtime ) + if( m_clTime < m_pCurrentEntity->curstate.animtime ) { dfdt = 0; } else { - dfdt = (m_clTime - m_pCurrentEntity->curstate.animtime) * m_pCurrentEntity->curstate.framerate * pseqdesc->fps; - + dfdt = ( m_clTime - m_pCurrentEntity->curstate.animtime ) * m_pCurrentEntity->curstate.framerate * pseqdesc->fps; } } else @@ -738,35 +732,35 @@ float CStudioModelRenderer::StudioEstimateFrame( mstudioseqdesc_t *pseqdesc ) dfdt = 0; } - if (pseqdesc->numframes <= 1) + if( pseqdesc->numframes <= 1 ) { f = 0; } else { - f = (m_pCurrentEntity->curstate.frame * (pseqdesc->numframes - 1)) / 256.0; + f = ( m_pCurrentEntity->curstate.frame * ( pseqdesc->numframes - 1 ) ) / 256.0; } - + f += dfdt; - if (pseqdesc->flags & STUDIO_LOOPING) + if( pseqdesc->flags & STUDIO_LOOPING ) { - if (pseqdesc->numframes > 1) + if( pseqdesc->numframes > 1 ) { - f -= (int)(f / (pseqdesc->numframes - 1)) * (pseqdesc->numframes - 1); + f -= (int)( f / ( pseqdesc->numframes - 1 ) ) * ( pseqdesc->numframes - 1 ); } - if (f < 0) + if( f < 0 ) { - f += (pseqdesc->numframes - 1); + f += ( pseqdesc->numframes - 1 ); } } else { - if (f >= pseqdesc->numframes - 1.001) + if( f >= pseqdesc->numframes - 1.001 ) { f = pseqdesc->numframes - 1.001; } - if (f < 0.0) + if( f < 0.0 ) { f = 0.0; } @@ -780,57 +774,57 @@ StudioSetupBones ==================== */ -void CStudioModelRenderer::StudioSetupBones ( void ) +void CStudioModelRenderer::StudioSetupBones( void ) { - int i, j; - double f; + int i, j; + double f; - mstudiobone_t *pbones; - mstudioseqdesc_t *pseqdesc; - mstudioanim_t *panim; + mstudiobone_t *pbones; + mstudioseqdesc_t *pseqdesc; + mstudioanim_t *panim; - static float pos[MAXSTUDIOBONES][3]; - static vec4_t q[MAXSTUDIOBONES]; - float bonematrix[3][4]; + static float pos[MAXSTUDIOBONES][3]; + static vec4_t q[MAXSTUDIOBONES]; + float bonematrix[3][4]; - static float pos2[MAXSTUDIOBONES][3]; - static vec4_t q2[MAXSTUDIOBONES]; - static float pos3[MAXSTUDIOBONES][3]; - static vec4_t q3[MAXSTUDIOBONES]; - static float pos4[MAXSTUDIOBONES][3]; - static vec4_t q4[MAXSTUDIOBONES]; + static float pos2[MAXSTUDIOBONES][3]; + static vec4_t q2[MAXSTUDIOBONES]; + static float pos3[MAXSTUDIOBONES][3]; + static vec4_t q3[MAXSTUDIOBONES]; + static float pos4[MAXSTUDIOBONES][3]; + static vec4_t q4[MAXSTUDIOBONES]; - if (m_pCurrentEntity->curstate.sequence >= m_pStudioHeader->numseq) + if( m_pCurrentEntity->curstate.sequence >= m_pStudioHeader->numseq ) { m_pCurrentEntity->curstate.sequence = 0; } - pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + m_pCurrentEntity->curstate.sequence; + pseqdesc = (mstudioseqdesc_t *)( (byte *)m_pStudioHeader + m_pStudioHeader->seqindex ) + m_pCurrentEntity->curstate.sequence; f = StudioEstimateFrame( pseqdesc ); - if (m_pCurrentEntity->latched.prevframe > f) + if( m_pCurrentEntity->latched.prevframe > f ) { - //Con_DPrintf("%f %f\n", m_pCurrentEntity->prevframe, f ); + //Con_DPrintf( "%f %f\n", m_pCurrentEntity->prevframe, f ); } panim = StudioGetAnim( m_pRenderModel, pseqdesc ); StudioCalcRotations( pos, q, pseqdesc, panim, f ); - if (pseqdesc->numblends > 1) + if( pseqdesc->numblends > 1 ) { - float s; - float dadt; + float s; + float dadt; panim += m_pStudioHeader->numbones; StudioCalcRotations( pos2, q2, pseqdesc, panim, f ); dadt = StudioEstimateInterpolant(); - s = (m_pCurrentEntity->curstate.blending[0] * dadt + m_pCurrentEntity->latched.prevblending[0] * (1.0 - dadt)) / 255.0; + s = ( m_pCurrentEntity->curstate.blending[0] * dadt + m_pCurrentEntity->latched.prevblending[0] * ( 1.0 - dadt ) ) / 255.0; StudioSlerpBones( q, pos, q2, pos2, s ); - if (pseqdesc->numblends == 4) + if( pseqdesc->numblends == 4 ) { panim += m_pStudioHeader->numbones; StudioCalcRotations( pos3, q3, pseqdesc, panim, f ); @@ -838,30 +832,29 @@ void CStudioModelRenderer::StudioSetupBones ( void ) panim += m_pStudioHeader->numbones; StudioCalcRotations( pos4, q4, pseqdesc, panim, f ); - s = (m_pCurrentEntity->curstate.blending[0] * dadt + m_pCurrentEntity->latched.prevblending[0] * (1.0 - dadt)) / 255.0; + s = ( m_pCurrentEntity->curstate.blending[0] * dadt + m_pCurrentEntity->latched.prevblending[0] * ( 1.0 - dadt ) ) / 255.0; StudioSlerpBones( q3, pos3, q4, pos4, s ); - s = (m_pCurrentEntity->curstate.blending[1] * dadt + m_pCurrentEntity->latched.prevblending[1] * (1.0 - dadt)) / 255.0; + s = ( m_pCurrentEntity->curstate.blending[1] * dadt + m_pCurrentEntity->latched.prevblending[1] * ( 1.0 - dadt ) ) / 255.0; StudioSlerpBones( q, pos, q3, pos3, s ); } } - if (m_fDoInterp && - m_pCurrentEntity->latched.sequencetime && + if( m_fDoInterp && m_pCurrentEntity->latched.sequencetime && ( m_pCurrentEntity->latched.sequencetime + 0.2 > m_clTime ) && - ( m_pCurrentEntity->latched.prevsequence < m_pStudioHeader->numseq )) + ( m_pCurrentEntity->latched.prevsequence < m_pStudioHeader->numseq ) ) { // blend from last sequence - static float pos1b[MAXSTUDIOBONES][3]; - static vec4_t q1b[MAXSTUDIOBONES]; - float s; + static float pos1b[MAXSTUDIOBONES][3]; + static vec4_t q1b[MAXSTUDIOBONES]; + float s; - pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + m_pCurrentEntity->latched.prevsequence; + pseqdesc = (mstudioseqdesc_t *)( (byte *)m_pStudioHeader + m_pStudioHeader->seqindex ) + m_pCurrentEntity->latched.prevsequence; panim = StudioGetAnim( m_pRenderModel, pseqdesc ); // clip prevframe StudioCalcRotations( pos1b, q1b, pseqdesc, panim, m_pCurrentEntity->latched.prevframe ); - if (pseqdesc->numblends > 1) + if( pseqdesc->numblends > 1 ) { panim += m_pStudioHeader->numbones; StudioCalcRotations( pos2, q2, pseqdesc, panim, m_pCurrentEntity->latched.prevframe ); @@ -869,7 +862,7 @@ void CStudioModelRenderer::StudioSetupBones ( void ) s = (m_pCurrentEntity->latched.prevseqblending[0]) / 255.0; StudioSlerpBones( q1b, pos1b, q2, pos2, s ); - if (pseqdesc->numblends == 4) + if( pseqdesc->numblends == 4 ) { panim += m_pStudioHeader->numbones; StudioCalcRotations( pos3, q3, pseqdesc, panim, m_pCurrentEntity->latched.prevframe ); @@ -877,15 +870,15 @@ void CStudioModelRenderer::StudioSetupBones ( void ) panim += m_pStudioHeader->numbones; StudioCalcRotations( pos4, q4, pseqdesc, panim, m_pCurrentEntity->latched.prevframe ); - s = (m_pCurrentEntity->latched.prevseqblending[0]) / 255.0; + s = ( m_pCurrentEntity->latched.prevseqblending[0] ) / 255.0; StudioSlerpBones( q3, pos3, q4, pos4, s ); - s = (m_pCurrentEntity->latched.prevseqblending[1]) / 255.0; + s = ( m_pCurrentEntity->latched.prevseqblending[1] ) / 255.0; StudioSlerpBones( q1b, pos1b, q3, pos3, s ); } } - s = 1.0 - (m_clTime - m_pCurrentEntity->latched.sequencetime) / 0.2; + s = 1.0 - ( m_clTime - m_pCurrentEntity->latched.sequencetime ) / 0.2; StudioSlerpBones( q, pos, q1b, pos1b, s ); } else @@ -894,39 +887,39 @@ void CStudioModelRenderer::StudioSetupBones ( void ) m_pCurrentEntity->latched.prevframe = f; } - pbones = (mstudiobone_t *)((byte *)m_pStudioHeader + m_pStudioHeader->boneindex); + pbones = (mstudiobone_t *)( (byte *)m_pStudioHeader + m_pStudioHeader->boneindex ); // calc gait animation - if (m_pPlayerInfo && m_pPlayerInfo->gaitsequence != 0) + if( m_pPlayerInfo && m_pPlayerInfo->gaitsequence != 0 ) { - if (m_pPlayerInfo->gaitsequence >= m_pStudioHeader->numseq) + if( m_pPlayerInfo->gaitsequence >= m_pStudioHeader->numseq ) { m_pPlayerInfo->gaitsequence = 0; } - pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + m_pPlayerInfo->gaitsequence; + pseqdesc = (mstudioseqdesc_t *)( (byte *)m_pStudioHeader + m_pStudioHeader->seqindex ) + m_pPlayerInfo->gaitsequence; panim = StudioGetAnim( m_pRenderModel, pseqdesc ); StudioCalcRotations( pos2, q2, pseqdesc, panim, m_pPlayerInfo->gaitframe ); - for (i = 0; i < m_pStudioHeader->numbones; i++) + for( i = 0; i < m_pStudioHeader->numbones; i++ ) { for( j = 0; j < LEGS_BONES_COUNT; j++ ) { - if( !strcmp( pbones[i].name, legs_bones[j] )) + if( !strcmp( pbones[i].name, legs_bones[j] ) ) break; } if( j == LEGS_BONES_COUNT ) continue; // not used for legs - memcpy( pos[i], pos2[i], sizeof( pos[i] )); - memcpy( q[i], q2[i], sizeof( q[i] )); + memcpy( pos[i], pos2[i], sizeof(pos[i]) ); + memcpy( q[i], q2[i], sizeof(q[i]) ); } } - for (i = 0; i < m_pStudioHeader->numbones; i++) + for( i = 0; i < m_pStudioHeader->numbones; i++ ) { QuaternionMatrix( q[i], bonematrix ); @@ -934,20 +927,20 @@ void CStudioModelRenderer::StudioSetupBones ( void ) bonematrix[1][3] = pos[i][1]; bonematrix[2][3] = pos[i][2]; - if (pbones[i].parent == -1) + if( pbones[i].parent == -1 ) { - if ( IEngineStudio.IsHardware() ) + if( IEngineStudio.IsHardware() ) { - ConcatTransforms ((*m_protationmatrix), bonematrix, (*m_pbonetransform)[i]); + ConcatTransforms( (*m_protationmatrix), bonematrix, (*m_pbonetransform)[i] ); // MatrixCopy should be faster... - //ConcatTransforms ((*m_protationmatrix), bonematrix, (*m_plighttransform)[i]); + //ConcatTransforms( (*m_protationmatrix), bonematrix, (*m_plighttransform)[i] ); MatrixCopy( (*m_pbonetransform)[i], (*m_plighttransform)[i] ); } else { - ConcatTransforms ((*m_paliastransform), bonematrix, (*m_pbonetransform)[i]); - ConcatTransforms ((*m_protationmatrix), bonematrix, (*m_plighttransform)[i]); + ConcatTransforms( (*m_paliastransform), bonematrix, (*m_pbonetransform)[i] ); + ConcatTransforms( (*m_protationmatrix), bonematrix, (*m_plighttransform)[i] ); } // Apply client-side effects to the transformation matrix @@ -955,13 +948,12 @@ void CStudioModelRenderer::StudioSetupBones ( void ) } else { - ConcatTransforms ((*m_pbonetransform)[pbones[i].parent], bonematrix, (*m_pbonetransform)[i]); - ConcatTransforms ((*m_plighttransform)[pbones[i].parent], bonematrix, (*m_plighttransform)[i]); + ConcatTransforms( (*m_pbonetransform)[pbones[i].parent], bonematrix, (*m_pbonetransform)[i] ); + ConcatTransforms( (*m_plighttransform)[pbones[i].parent], bonematrix, (*m_plighttransform)[i] ); } } } - /* ==================== StudioSaveBones @@ -970,14 +962,14 @@ StudioSaveBones */ void CStudioModelRenderer::StudioSaveBones( void ) { - int i; + int i; - mstudiobone_t *pbones; - pbones = (mstudiobone_t *)((byte *)m_pStudioHeader + m_pStudioHeader->boneindex); + mstudiobone_t *pbones; + pbones = (mstudiobone_t *)( (byte *)m_pStudioHeader + m_pStudioHeader->boneindex ); m_nCachedBones = m_pStudioHeader->numbones; - for (i = 0; i < m_pStudioHeader->numbones; i++) + for( i = 0; i < m_pStudioHeader->numbones; i++ ) { strcpy( m_nCachedBoneNames[i], pbones[i].name ); MatrixCopy( (*m_pbonetransform)[i], m_rgCachedBoneTransform[i] ); @@ -985,59 +977,57 @@ void CStudioModelRenderer::StudioSaveBones( void ) } } - /* ==================== StudioMergeBones ==================== */ -void CStudioModelRenderer::StudioMergeBones ( model_t *m_pSubModel ) +void CStudioModelRenderer::StudioMergeBones( model_t *m_pSubModel ) { - int i, j; - double f; - int do_hunt = true; + int i, j; + double f; + int do_hunt = true; - mstudiobone_t *pbones; - mstudioseqdesc_t *pseqdesc; - mstudioanim_t *panim; + mstudiobone_t *pbones; + mstudioseqdesc_t *pseqdesc; + mstudioanim_t *panim; - static float pos[MAXSTUDIOBONES][3]; - float bonematrix[3][4]; - static vec4_t q[MAXSTUDIOBONES]; + static float pos[MAXSTUDIOBONES][3]; + float bonematrix[3][4]; + static vec4_t q[MAXSTUDIOBONES]; - if (m_pCurrentEntity->curstate.sequence >= m_pStudioHeader->numseq) + if( m_pCurrentEntity->curstate.sequence >= m_pStudioHeader->numseq ) { m_pCurrentEntity->curstate.sequence = 0; } - pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + m_pCurrentEntity->curstate.sequence; + pseqdesc = (mstudioseqdesc_t *)( (byte *)m_pStudioHeader + m_pStudioHeader->seqindex ) + m_pCurrentEntity->curstate.sequence; f = StudioEstimateFrame( pseqdesc ); - if (m_pCurrentEntity->latched.prevframe > f) + if( m_pCurrentEntity->latched.prevframe > f ) { - //Con_DPrintf("%f %f\n", m_pCurrentEntity->prevframe, f ); + //Con_DPrintf( "%f %f\n", m_pCurrentEntity->prevframe, f ); } panim = StudioGetAnim( m_pSubModel, pseqdesc ); StudioCalcRotations( pos, q, pseqdesc, panim, f ); - pbones = (mstudiobone_t *)((byte *)m_pStudioHeader + m_pStudioHeader->boneindex); + pbones = (mstudiobone_t *)( (byte *)m_pStudioHeader + m_pStudioHeader->boneindex ); - - for (i = 0; i < m_pStudioHeader->numbones; i++) + for( i = 0; i < m_pStudioHeader->numbones; i++ ) { - for (j = 0; j < m_nCachedBones; j++) + for( j = 0; j < m_nCachedBones; j++ ) { - if (stricmp(pbones[i].name, m_nCachedBoneNames[j]) == 0) + if( stricmp( pbones[i].name, m_nCachedBoneNames[j] ) == 0 ) { MatrixCopy( m_rgCachedBoneTransform[j], (*m_pbonetransform)[i] ); MatrixCopy( m_rgCachedLightTransform[j], (*m_plighttransform)[i] ); break; } } - if (j >= m_nCachedBones) + if( j >= m_nCachedBones ) { QuaternionMatrix( q[i], bonematrix ); @@ -1045,20 +1035,20 @@ void CStudioModelRenderer::StudioMergeBones ( model_t *m_pSubModel ) bonematrix[1][3] = pos[i][1]; bonematrix[2][3] = pos[i][2]; - if (pbones[i].parent == -1) + if( pbones[i].parent == -1 ) { - if ( IEngineStudio.IsHardware() ) + if( IEngineStudio.IsHardware() ) { - ConcatTransforms ((*m_protationmatrix), bonematrix, (*m_pbonetransform)[i]); + ConcatTransforms( (*m_protationmatrix), bonematrix, (*m_pbonetransform)[i] ); // MatrixCopy should be faster... - //ConcatTransforms ((*m_protationmatrix), bonematrix, (*m_plighttransform)[i]); + //ConcatTransforms( (*m_protationmatrix), bonematrix, (*m_plighttransform)[i] ); MatrixCopy( (*m_pbonetransform)[i], (*m_plighttransform)[i] ); } else { - ConcatTransforms ((*m_paliastransform), bonematrix, (*m_pbonetransform)[i]); - ConcatTransforms ((*m_protationmatrix), bonematrix, (*m_plighttransform)[i]); + ConcatTransforms( (*m_paliastransform), bonematrix, (*m_pbonetransform)[i] ); + ConcatTransforms( (*m_protationmatrix), bonematrix, (*m_plighttransform)[i] ); } // Apply client-side effects to the transformation matrix @@ -1066,8 +1056,8 @@ void CStudioModelRenderer::StudioMergeBones ( model_t *m_pSubModel ) } else { - ConcatTransforms ((*m_pbonetransform)[pbones[i].parent], bonematrix, (*m_pbonetransform)[i]); - ConcatTransforms ((*m_plighttransform)[pbones[i].parent], bonematrix, (*m_plighttransform)[i]); + ConcatTransforms( (*m_pbonetransform)[pbones[i].parent], bonematrix, (*m_pbonetransform)[i] ); + ConcatTransforms( (*m_plighttransform)[pbones[i].parent], bonematrix, (*m_plighttransform)[i] ); } } } @@ -1089,18 +1079,18 @@ int CStudioModelRenderer::StudioDrawModel( int flags ) IEngineStudio.GetViewInfo( m_vRenderOrigin, m_vUp, m_vRight, m_vNormal ); IEngineStudio.GetAliasScale( &m_fSoftwareXScale, &m_fSoftwareYScale ); - if (m_pCurrentEntity->curstate.renderfx == kRenderFxDeadPlayer) + if( m_pCurrentEntity->curstate.renderfx == kRenderFxDeadPlayer ) { entity_state_t deadplayer; int result; int save_interp; - if (m_pCurrentEntity->curstate.renderamt <= 0 || m_pCurrentEntity->curstate.renderamt > gEngfuncs.GetMaxClients() ) + if( m_pCurrentEntity->curstate.renderamt <= 0 || m_pCurrentEntity->curstate.renderamt > gEngfuncs.GetMaxClients() ) return 0; // get copy of player - deadplayer = *(IEngineStudio.GetPlayerState( m_pCurrentEntity->curstate.renderamt - 1 )); //cl.frames[cl.parsecount & CL_UPDATE_MASK].playerstate[m_pCurrentEntity->curstate.renderamt-1]; + deadplayer = *( IEngineStudio.GetPlayerState( m_pCurrentEntity->curstate.renderamt - 1 ) ); //cl.frames[cl.parsecount & CL_UPDATE_MASK].playerstate[m_pCurrentEntity->curstate.renderamt - 1]; // clear weapon, movement state deadplayer.number = m_pCurrentEntity->curstate.renderamt; @@ -1122,65 +1112,65 @@ int CStudioModelRenderer::StudioDrawModel( int flags ) } m_pRenderModel = m_pCurrentEntity->model; - m_pStudioHeader = (studiohdr_t *)IEngineStudio.Mod_Extradata (m_pRenderModel); + m_pStudioHeader = (studiohdr_t *)IEngineStudio.Mod_Extradata( m_pRenderModel ); IEngineStudio.StudioSetHeader( m_pStudioHeader ); IEngineStudio.SetRenderModel( m_pRenderModel ); StudioSetUpTransform( 0 ); - if (flags & STUDIO_RENDER) + if( flags & STUDIO_RENDER ) { // see if the bounding box lets us trivially reject, also sets - if (!IEngineStudio.StudioCheckBBox ()) + if( !IEngineStudio.StudioCheckBBox() ) return 0; - (*m_pModelsDrawn)++; - (*m_pStudioModelCount)++; // render data cache cookie + ( *m_pModelsDrawn )++; + ( *m_pStudioModelCount )++; // render data cache cookie - if (m_pStudioHeader->numbodyparts == 0) + if( m_pStudioHeader->numbodyparts == 0 ) return 1; } - if (m_pCurrentEntity->curstate.movetype == MOVETYPE_FOLLOW) + if( m_pCurrentEntity->curstate.movetype == MOVETYPE_FOLLOW ) { StudioMergeBones( m_pRenderModel ); } else { - StudioSetupBones( ); + StudioSetupBones(); } - StudioSaveBones( ); + StudioSaveBones(); - if (flags & STUDIO_EVENTS) + if( flags & STUDIO_EVENTS ) { - StudioCalcAttachments( ); - IEngineStudio.StudioClientEvents( ); + StudioCalcAttachments(); + IEngineStudio.StudioClientEvents(); // copy attachments into global entity array - if ( m_pCurrentEntity->index > 0 ) + if( m_pCurrentEntity->index > 0 ) { cl_entity_t *ent = gEngfuncs.GetEntityByIndex( m_pCurrentEntity->index ); - memcpy( ent->attachment, m_pCurrentEntity->attachment, sizeof( vec3_t ) * 4 ); + memcpy( ent->attachment, m_pCurrentEntity->attachment, sizeof(vec3_t) * 4 ); } } - if (flags & STUDIO_RENDER) + if( flags & STUDIO_RENDER ) { lighting.plightvec = dir; - IEngineStudio.StudioDynamicLight(m_pCurrentEntity, &lighting ); + IEngineStudio.StudioDynamicLight( m_pCurrentEntity, &lighting ); IEngineStudio.StudioEntityLight( &lighting ); // model and frame independant - IEngineStudio.StudioSetupLighting (&lighting); + IEngineStudio.StudioSetupLighting( &lighting ); // get remap colors m_nTopColor = m_pCurrentEntity->curstate.colormap & 0xFF; - m_nBottomColor = (m_pCurrentEntity->curstate.colormap & 0xFF00) >> 8; + m_nBottomColor = ( m_pCurrentEntity->curstate.colormap & 0xFF00 ) >> 8; IEngineStudio.StudioSetRemapColors( m_nTopColor, m_nBottomColor ); - StudioRenderModel( ); + StudioRenderModel(); } return 1; @@ -1197,25 +1187,25 @@ void CStudioModelRenderer::StudioEstimateGait( entity_state_t *pplayer ) float dt; vec3_t est_velocity; - dt = (m_clTime - m_clOldTime); - if (dt < 0) + dt = ( m_clTime - m_clOldTime ); + if( dt < 0 ) dt = 0; - else if (dt > 1.0) + else if( dt > 1.0 ) dt = 1; - if (dt == 0 || m_pPlayerInfo->renderframe == m_nFrameCount) + if( dt == 0 || m_pPlayerInfo->renderframe == m_nFrameCount ) { m_flGaitMovement = 0; return; } // VectorAdd( pplayer->velocity, pplayer->prediction_error, est_velocity ); - if ( m_fGaitEstimation ) + if( m_fGaitEstimation ) { VectorSubtract( m_pCurrentEntity->origin, m_pPlayerInfo->prevgaitorigin, est_velocity ); VectorCopy( m_pCurrentEntity->origin, m_pPlayerInfo->prevgaitorigin ); m_flGaitMovement = Length( est_velocity ); - if (dt <= 0 || m_flGaitMovement / dt < 5) + if( dt <= 0 || m_flGaitMovement / dt < 5 ) { m_flGaitMovement = 0; est_velocity[0] = 0; @@ -1228,34 +1218,33 @@ void CStudioModelRenderer::StudioEstimateGait( entity_state_t *pplayer ) m_flGaitMovement = Length( est_velocity ) * dt; } - if (est_velocity[1] == 0 && est_velocity[0] == 0) + if( est_velocity[1] == 0 && est_velocity[0] == 0 ) { float flYawDiff = m_pCurrentEntity->angles[YAW] - m_pPlayerInfo->gaityaw; - flYawDiff = flYawDiff - (int)(flYawDiff / 360) * 360; - if (flYawDiff > 180) + flYawDiff = flYawDiff - (int)( flYawDiff / 360 ) * 360; + if( flYawDiff > 180 ) flYawDiff -= 360; - if (flYawDiff < -180) + if( flYawDiff < -180 ) flYawDiff += 360; - if (dt < 0.25) + if( dt < 0.25 ) flYawDiff *= dt * 4; else flYawDiff *= dt; m_pPlayerInfo->gaityaw += flYawDiff; - m_pPlayerInfo->gaityaw = m_pPlayerInfo->gaityaw - (int)(m_pPlayerInfo->gaityaw / 360) * 360; + m_pPlayerInfo->gaityaw = m_pPlayerInfo->gaityaw - (int)( m_pPlayerInfo->gaityaw / 360 ) * 360; m_flGaitMovement = 0; } else { - m_pPlayerInfo->gaityaw = (atan2(est_velocity[1], est_velocity[0]) * 180 / M_PI); - if (m_pPlayerInfo->gaityaw > 180) + m_pPlayerInfo->gaityaw = ( atan2( est_velocity[1], est_velocity[0] ) * 180 / M_PI ); + if( m_pPlayerInfo->gaityaw > 180 ) m_pPlayerInfo->gaityaw = 180; - if (m_pPlayerInfo->gaityaw < -180) + if( m_pPlayerInfo->gaityaw < -180 ) m_pPlayerInfo->gaityaw = -180; } - } /* @@ -1266,17 +1255,17 @@ StudioProcessGait */ void CStudioModelRenderer::StudioProcessGait( entity_state_t *pplayer ) { - mstudioseqdesc_t *pseqdesc; + mstudioseqdesc_t *pseqdesc; float dt; int iBlend; float flYaw; // view direction relative to movement - if (m_pCurrentEntity->curstate.sequence >= m_pStudioHeader->numseq) + if( m_pCurrentEntity->curstate.sequence >= m_pStudioHeader->numseq ) { m_pCurrentEntity->curstate.sequence = 0; } - pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + m_pCurrentEntity->curstate.sequence; + pseqdesc = (mstudioseqdesc_t *)( (byte *)m_pStudioHeader + m_pStudioHeader->seqindex ) + m_pCurrentEntity->curstate.sequence; StudioPlayerBlend( pseqdesc, &iBlend, &m_pCurrentEntity->angles[PITCH] ); @@ -1285,33 +1274,33 @@ void CStudioModelRenderer::StudioProcessGait( entity_state_t *pplayer ) m_pCurrentEntity->latched.prevblending[0] = m_pCurrentEntity->curstate.blending[0]; m_pCurrentEntity->latched.prevseqblending[0] = m_pCurrentEntity->curstate.blending[0]; - // Con_DPrintf("%f %d\n", m_pCurrentEntity->angles[PITCH], m_pCurrentEntity->blending[0] ); + // Con_DPrintf( "%f %d\n", m_pCurrentEntity->angles[PITCH], m_pCurrentEntity->blending[0] ); - dt = (m_clTime - m_clOldTime); - if (dt < 0) + dt = ( m_clTime - m_clOldTime ); + if( dt < 0 ) dt = 0; - else if (dt > 1.0) + else if( dt > 1.0 ) dt = 1; StudioEstimateGait( pplayer ); - // Con_DPrintf("%f %f\n", m_pCurrentEntity->angles[YAW], m_pPlayerInfo->gaityaw ); + // Con_DPrintf( "%f %f\n", m_pCurrentEntity->angles[YAW], m_pPlayerInfo->gaityaw ); // calc side to side turning flYaw = m_pCurrentEntity->angles[YAW] - m_pPlayerInfo->gaityaw; - flYaw = flYaw - (int)(flYaw / 360) * 360; - if (flYaw < -180) + flYaw = flYaw - (int)( flYaw / 360 ) * 360; + if( flYaw < -180 ) flYaw = flYaw + 360; - if (flYaw > 180) + if( flYaw > 180 ) flYaw = flYaw - 360; - if (flYaw > 120) + if( flYaw > 120 ) { m_pPlayerInfo->gaityaw = m_pPlayerInfo->gaityaw - 180; m_flGaitMovement = -m_flGaitMovement; flYaw = flYaw - 180; } - else if (flYaw < -120) + else if( flYaw < -120 ) { m_pPlayerInfo->gaityaw = m_pPlayerInfo->gaityaw + 180; m_flGaitMovement = -m_flGaitMovement; @@ -1319,31 +1308,31 @@ void CStudioModelRenderer::StudioProcessGait( entity_state_t *pplayer ) } // adjust torso - m_pCurrentEntity->curstate.controller[0] = ((flYaw / 4.0) + 30) / (60.0 / 255.0); - m_pCurrentEntity->curstate.controller[1] = ((flYaw / 4.0) + 30) / (60.0 / 255.0); - m_pCurrentEntity->curstate.controller[2] = ((flYaw / 4.0) + 30) / (60.0 / 255.0); - m_pCurrentEntity->curstate.controller[3] = ((flYaw / 4.0) + 30) / (60.0 / 255.0); + m_pCurrentEntity->curstate.controller[0] = ( ( flYaw / 4.0 ) + 30 ) / ( 60.0 / 255.0 ); + m_pCurrentEntity->curstate.controller[1] = ( ( flYaw / 4.0 ) + 30 ) / ( 60.0 / 255.0 ); + m_pCurrentEntity->curstate.controller[2] = ( ( flYaw / 4.0 ) + 30 ) / ( 60.0 / 255.0 ); + m_pCurrentEntity->curstate.controller[3] = ( ( flYaw / 4.0 ) + 30 ) / ( 60.0 / 255.0 ); m_pCurrentEntity->latched.prevcontroller[0] = m_pCurrentEntity->curstate.controller[0]; m_pCurrentEntity->latched.prevcontroller[1] = m_pCurrentEntity->curstate.controller[1]; m_pCurrentEntity->latched.prevcontroller[2] = m_pCurrentEntity->curstate.controller[2]; m_pCurrentEntity->latched.prevcontroller[3] = m_pCurrentEntity->curstate.controller[3]; m_pCurrentEntity->angles[YAW] = m_pPlayerInfo->gaityaw; - if (m_pCurrentEntity->angles[YAW] < -0) + if( m_pCurrentEntity->angles[YAW] < -0 ) m_pCurrentEntity->angles[YAW] += 360; m_pCurrentEntity->latched.prevangles[YAW] = m_pCurrentEntity->angles[YAW]; - if (pplayer->gaitsequence >= m_pStudioHeader->numseq) + if( pplayer->gaitsequence >= m_pStudioHeader->numseq ) { pplayer->gaitsequence = 0; } - pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + pplayer->gaitsequence; + pseqdesc = (mstudioseqdesc_t *)( (byte *)m_pStudioHeader + m_pStudioHeader->seqindex ) + pplayer->gaitsequence; // calc gait frame - if (pseqdesc->linearmovement[0] > 0) + if( pseqdesc->linearmovement[0] > 0 ) { - m_pPlayerInfo->gaitframe += (m_flGaitMovement / pseqdesc->linearmovement[0]) * pseqdesc->numframes; + m_pPlayerInfo->gaitframe += ( m_flGaitMovement / pseqdesc->linearmovement[0] ) * pseqdesc->numframes; } else { @@ -1352,7 +1341,7 @@ void CStudioModelRenderer::StudioProcessGait( entity_state_t *pplayer ) // do modulo m_pPlayerInfo->gaitframe = m_pPlayerInfo->gaitframe - (int)(m_pPlayerInfo->gaitframe / pseqdesc->numframes) * pseqdesc->numframes; - if (m_pPlayerInfo->gaitframe < 0) + if( m_pPlayerInfo->gaitframe < 0 ) m_pPlayerInfo->gaitframe += pseqdesc->numframes; } @@ -1372,32 +1361,32 @@ int CStudioModelRenderer::StudioDrawPlayer( int flags, entity_state_t *pplayer ) IEngineStudio.GetViewInfo( m_vRenderOrigin, m_vUp, m_vRight, m_vNormal ); IEngineStudio.GetAliasScale( &m_fSoftwareXScale, &m_fSoftwareYScale ); - // Con_DPrintf("DrawPlayer %d\n", m_pCurrentEntity->blending[0] ); + // Con_DPrintf( "DrawPlayer %d\n", m_pCurrentEntity->blending[0] ); - // Con_DPrintf("DrawPlayer %d %d (%d)\n", m_nFrameCount, pplayer->player_index, m_pCurrentEntity->curstate.sequence ); + // Con_DPrintf( "DrawPlayer %d %d (%d)\n", m_nFrameCount, pplayer->player_index, m_pCurrentEntity->curstate.sequence ); // Con_DPrintf("Player %.2f %.2f %.2f\n", pplayer->velocity[0], pplayer->velocity[1], pplayer->velocity[2] ); m_nPlayerIndex = pplayer->number - 1; - if (m_nPlayerIndex < 0 || m_nPlayerIndex >= gEngfuncs.GetMaxClients()) + if( m_nPlayerIndex < 0 || m_nPlayerIndex >= gEngfuncs.GetMaxClients() ) return 0; m_pRenderModel = IEngineStudio.SetupPlayerModel( m_nPlayerIndex ); - if (m_pRenderModel == NULL) + if( m_pRenderModel == NULL ) return 0; - m_pStudioHeader = (studiohdr_t *)IEngineStudio.Mod_Extradata (m_pRenderModel); + m_pStudioHeader = (studiohdr_t *)IEngineStudio.Mod_Extradata( m_pRenderModel ); IEngineStudio.StudioSetHeader( m_pStudioHeader ); IEngineStudio.SetRenderModel( m_pRenderModel ); - if (pplayer->gaitsequence) + if( pplayer->gaitsequence ) { vec3_t orig_angles; m_pPlayerInfo = IEngineStudio.PlayerInfo( m_nPlayerIndex ); VectorCopy( m_pCurrentEntity->angles, orig_angles ); - + StudioProcessGait( pplayer ); m_pPlayerInfo->gaitsequence = pplayer->gaitsequence; @@ -1416,102 +1405,102 @@ int CStudioModelRenderer::StudioDrawPlayer( int flags, entity_state_t *pplayer ) m_pCurrentEntity->latched.prevcontroller[1] = m_pCurrentEntity->curstate.controller[1]; m_pCurrentEntity->latched.prevcontroller[2] = m_pCurrentEntity->curstate.controller[2]; m_pCurrentEntity->latched.prevcontroller[3] = m_pCurrentEntity->curstate.controller[3]; - + m_pPlayerInfo = IEngineStudio.PlayerInfo( m_nPlayerIndex ); m_pPlayerInfo->gaitsequence = 0; StudioSetUpTransform( 0 ); } - if (flags & STUDIO_RENDER) + if( flags & STUDIO_RENDER ) { // see if the bounding box lets us trivially reject, also sets - if (!IEngineStudio.StudioCheckBBox ()) + if( !IEngineStudio.StudioCheckBBox () ) return 0; - (*m_pModelsDrawn)++; - (*m_pStudioModelCount)++; // render data cache cookie + ( *m_pModelsDrawn )++; + ( *m_pStudioModelCount )++; // render data cache cookie - if (m_pStudioHeader->numbodyparts == 0) + if( m_pStudioHeader->numbodyparts == 0 ) return 1; } m_pPlayerInfo = IEngineStudio.PlayerInfo( m_nPlayerIndex ); - StudioSetupBones( ); - StudioSaveBones( ); + StudioSetupBones(); + StudioSaveBones(); m_pPlayerInfo->renderframe = m_nFrameCount; m_pPlayerInfo = NULL; - if (flags & STUDIO_EVENTS) + if( flags & STUDIO_EVENTS ) { - StudioCalcAttachments( ); - IEngineStudio.StudioClientEvents( ); + StudioCalcAttachments(); + IEngineStudio.StudioClientEvents(); // copy attachments into global entity array - if ( m_pCurrentEntity->index > 0 ) + if( m_pCurrentEntity->index > 0 ) { cl_entity_t *ent = gEngfuncs.GetEntityByIndex( m_pCurrentEntity->index ); - memcpy( ent->attachment, m_pCurrentEntity->attachment, sizeof( vec3_t ) * 4 ); + memcpy( ent->attachment, m_pCurrentEntity->attachment, sizeof(vec3_t) * 4 ); } } - if (flags & STUDIO_RENDER) + if( flags & STUDIO_RENDER ) { - if (m_pCvarHiModels->value && m_pRenderModel != m_pCurrentEntity->model ) + if( m_pCvarHiModels->value && m_pRenderModel != m_pCurrentEntity->model ) { // show highest resolution multiplayer model m_pCurrentEntity->curstate.body = 255; } - if (!(m_pCvarDeveloper->value == 0 && gEngfuncs.GetMaxClients() == 1 ) && ( m_pRenderModel == m_pCurrentEntity->model ) ) + if( !( m_pCvarDeveloper->value == 0 && gEngfuncs.GetMaxClients() == 1 ) && ( m_pRenderModel == m_pCurrentEntity->model ) ) { m_pCurrentEntity->curstate.body = 1; // force helmet } lighting.plightvec = dir; - IEngineStudio.StudioDynamicLight(m_pCurrentEntity, &lighting ); + IEngineStudio.StudioDynamicLight( m_pCurrentEntity, &lighting ); IEngineStudio.StudioEntityLight( &lighting ); // model and frame independant - IEngineStudio.StudioSetupLighting (&lighting); + IEngineStudio.StudioSetupLighting( &lighting ); m_pPlayerInfo = IEngineStudio.PlayerInfo( m_nPlayerIndex ); // get remap colors m_nTopColor = m_pPlayerInfo->topcolor; m_nBottomColor = m_pPlayerInfo->bottomcolor; - if (m_nTopColor < 0) + if( m_nTopColor < 0 ) m_nTopColor = 0; - if (m_nTopColor > 360) + if( m_nTopColor > 360 ) m_nTopColor = 360; - if (m_nBottomColor < 0) + if( m_nBottomColor < 0 ) m_nBottomColor = 0; - if (m_nBottomColor > 360) + if( m_nBottomColor > 360 ) m_nBottomColor = 360; IEngineStudio.StudioSetRemapColors( m_nTopColor, m_nBottomColor ); - StudioRenderModel( ); + StudioRenderModel(); m_pPlayerInfo = NULL; - if (pplayer->weaponmodel) + if( pplayer->weaponmodel ) { cl_entity_t saveent = *m_pCurrentEntity; model_t *pweaponmodel = IEngineStudio.GetModelByIndex( pplayer->weaponmodel ); - m_pStudioHeader = (studiohdr_t *)IEngineStudio.Mod_Extradata (pweaponmodel); + m_pStudioHeader = (studiohdr_t *)IEngineStudio.Mod_Extradata( pweaponmodel ); IEngineStudio.StudioSetHeader( m_pStudioHeader ); - StudioMergeBones( pweaponmodel); + StudioMergeBones( pweaponmodel ); - IEngineStudio.StudioSetupLighting (&lighting); + IEngineStudio.StudioSetupLighting( &lighting ); - StudioRenderModel( ); + StudioRenderModel(); - StudioCalcAttachments( ); + StudioCalcAttachments(); *m_pCurrentEntity = saveent; } @@ -1531,17 +1520,17 @@ void CStudioModelRenderer::StudioCalcAttachments( void ) int i; mstudioattachment_t *pattachment; - if ( m_pStudioHeader->numattachments > 4 ) + if( m_pStudioHeader->numattachments > 4 ) { gEngfuncs.Con_DPrintf( "Too many attachments on %s\n", m_pCurrentEntity->model->name ); exit( -1 ); } // calculate attachment points - pattachment = (mstudioattachment_t *)((byte *)m_pStudioHeader + m_pStudioHeader->attachmentindex); - for (i = 0; i < m_pStudioHeader->numattachments; i++) + pattachment = (mstudioattachment_t *)( (byte *)m_pStudioHeader + m_pStudioHeader->attachmentindex ); + for( i = 0; i < m_pStudioHeader->numattachments; i++ ) { - VectorTransform( pattachment[i].org, (*m_plighttransform)[pattachment[i].bone], m_pCurrentEntity->attachment[i] ); + VectorTransform( pattachment[i].org, (*m_plighttransform)[pattachment[i].bone], m_pCurrentEntity->attachment[i] ); } } @@ -1556,12 +1545,12 @@ void CStudioModelRenderer::StudioRenderModel( void ) IEngineStudio.SetChromeOrigin(); IEngineStudio.SetForceFaceFlags( 0 ); - if ( m_pCurrentEntity->curstate.renderfx == kRenderFxGlowShell ) + if( m_pCurrentEntity->curstate.renderfx == kRenderFxGlowShell ) { m_pCurrentEntity->curstate.renderfx = kRenderFxNone; - StudioRenderFinal( ); - - if ( !IEngineStudio.IsHardware() ) + StudioRenderFinal(); + + if( !IEngineStudio.IsHardware() ) { gEngfuncs.pTriAPI->RenderMode( kRenderTransAdd ); } @@ -1571,15 +1560,15 @@ void CStudioModelRenderer::StudioRenderModel( void ) gEngfuncs.pTriAPI->SpriteTexture( m_pChromeSprite, 0 ); m_pCurrentEntity->curstate.renderfx = kRenderFxGlowShell; - StudioRenderFinal( ); - if ( !IEngineStudio.IsHardware() ) + StudioRenderFinal(); + if( !IEngineStudio.IsHardware() ) { gEngfuncs.pTriAPI->RenderMode( kRenderNormal ); } } else { - StudioRenderFinal( ); + StudioRenderFinal(); } } @@ -1596,35 +1585,35 @@ void CStudioModelRenderer::StudioRenderFinal_Software( void ) // Note, rendermode set here has effect in SW IEngineStudio.SetupRenderer( 0 ); - if (m_pCvarDrawEntities->value == 2) + if( m_pCvarDrawEntities->value == 2 ) { - IEngineStudio.StudioDrawBones( ); + IEngineStudio.StudioDrawBones(); } - else if (m_pCvarDrawEntities->value == 3) + else if( m_pCvarDrawEntities->value == 3 ) { - IEngineStudio.StudioDrawHulls( ); + IEngineStudio.StudioDrawHulls(); } else { - for (i=0 ; i < m_pStudioHeader->numbodyparts ; i++) + for( i = 0; i < m_pStudioHeader->numbodyparts; i++ ) { IEngineStudio.StudioSetupModel( i, (void **)&m_pBodyPart, (void **)&m_pSubModel ); - IEngineStudio.StudioDrawPoints( ); + IEngineStudio.StudioDrawPoints(); } } - if (m_pCvarDrawEntities->value == 4) + if( m_pCvarDrawEntities->value == 4 ) { gEngfuncs.pTriAPI->RenderMode( kRenderTransAdd ); - IEngineStudio.StudioDrawHulls( ); + IEngineStudio.StudioDrawHulls(); gEngfuncs.pTriAPI->RenderMode( kRenderNormal ); } - if (m_pCvarDrawEntities->value == 5) + if( m_pCvarDrawEntities->value == 5 ) { - IEngineStudio.StudioDrawAbsBBox( ); + IEngineStudio.StudioDrawAbsBBox(); } - + IEngineStudio.RestoreRenderer(); } @@ -1641,22 +1630,22 @@ void CStudioModelRenderer::StudioRenderFinal_Hardware( void ) rendermode = IEngineStudio.GetForceFaceFlags() ? kRenderTransAdd : m_pCurrentEntity->curstate.rendermode; IEngineStudio.SetupRenderer( rendermode ); - - if (m_pCvarDrawEntities->value == 2) + + if( m_pCvarDrawEntities->value == 2 ) { IEngineStudio.StudioDrawBones(); } - else if (m_pCvarDrawEntities->value == 3) + else if( m_pCvarDrawEntities->value == 3 ) { IEngineStudio.StudioDrawHulls(); } else { - for (i=0 ; i < m_pStudioHeader->numbodyparts ; i++) + for( i = 0; i < m_pStudioHeader->numbodyparts; i++ ) { IEngineStudio.StudioSetupModel( i, (void **)&m_pBodyPart, (void **)&m_pSubModel ); - if (m_fDoInterp) + if( m_fDoInterp ) { // interpolation messes up bounding boxes. m_pCurrentEntity->trivial_accept = 0; @@ -1668,16 +1657,16 @@ void CStudioModelRenderer::StudioRenderFinal_Hardware( void ) } } - if ( m_pCvarDrawEntities->value == 4 ) + if( m_pCvarDrawEntities->value == 4 ) { gEngfuncs.pTriAPI->RenderMode( kRenderTransAdd ); - IEngineStudio.StudioDrawHulls( ); + IEngineStudio.StudioDrawHulls(); gEngfuncs.pTriAPI->RenderMode( kRenderNormal ); } - if (m_pCvarDrawEntities->value == 5) + if( m_pCvarDrawEntities->value == 5 ) { - IEngineStudio.StudioDrawAbsBBox( ); + IEngineStudio.StudioDrawAbsBBox(); } IEngineStudio.RestoreRenderer(); @@ -1689,9 +1678,9 @@ StudioRenderFinal ==================== */ -void CStudioModelRenderer::StudioRenderFinal(void) +void CStudioModelRenderer::StudioRenderFinal( void ) { - if ( IEngineStudio.IsHardware() ) + if( IEngineStudio.IsHardware() ) { StudioRenderFinal_Hardware(); } @@ -1700,4 +1689,3 @@ void CStudioModelRenderer::StudioRenderFinal(void) StudioRenderFinal_Software(); } } - diff --git a/cl_dll/StudioModelRenderer.h b/cl_dll/StudioModelRenderer.h index 8f1427ff..0a56b731 100644 --- a/cl_dll/StudioModelRenderer.h +++ b/cl_dll/StudioModelRenderer.h @@ -27,76 +27,76 @@ public: // Initialization virtual void Init( void ); -public: +public: // Public Interfaces - virtual int StudioDrawModel ( int flags ); - virtual int StudioDrawPlayer ( int flags, struct entity_state_s *pplayer ); + virtual int StudioDrawModel( int flags ); + virtual int StudioDrawPlayer( int flags, struct entity_state_s *pplayer ); public: // Local interfaces // // Look up animation data for sequence - virtual mstudioanim_t *StudioGetAnim ( model_t *m_pSubModel, mstudioseqdesc_t *pseqdesc ); + virtual mstudioanim_t *StudioGetAnim( model_t *m_pSubModel, mstudioseqdesc_t *pseqdesc ); // Interpolate model position and angles and set up matrices - virtual void StudioSetUpTransform (int trivial_accept); + virtual void StudioSetUpTransform( int trivial_accept ); // Set up model bone positions - virtual void StudioSetupBones ( void ); + virtual void StudioSetupBones( void ); // Find final attachment points - virtual void StudioCalcAttachments ( void ); + virtual void StudioCalcAttachments( void ); // Save bone matrices and names virtual void StudioSaveBones( void ); // Merge cached bones with current bones for model - virtual void StudioMergeBones ( model_t *m_pSubModel ); + virtual void StudioMergeBones( model_t *m_pSubModel ); // Determine interpolation fraction virtual float StudioEstimateInterpolant( void ); // Determine current frame for rendering - virtual float StudioEstimateFrame ( mstudioseqdesc_t *pseqdesc ); + virtual float StudioEstimateFrame( mstudioseqdesc_t *pseqdesc ); // Apply special effects to transform matrix virtual void StudioFxTransform( cl_entity_t *ent, float transform[3][4] ); // Spherical interpolation of bones - virtual void StudioSlerpBones ( vec4_t q1[], float pos1[][3], vec4_t q2[], float pos2[][3], float s ); + virtual void StudioSlerpBones( vec4_t q1[], float pos1[][3], vec4_t q2[], float pos2[][3], float s ); - // Compute bone adjustments ( bone controllers ) - virtual void StudioCalcBoneAdj ( float dadt, float *adj, const byte *pcontroller1, const byte *pcontroller2, byte mouthopen ); + // Compute bone adjustments( bone controllers ) + virtual void StudioCalcBoneAdj( float dadt, float *adj, const byte *pcontroller1, const byte *pcontroller2, byte mouthopen ); // Get bone quaternions - virtual void StudioCalcBoneQuaterion ( int frame, float s, mstudiobone_t *pbone, mstudioanim_t *panim, float *adj, float *q ); + virtual void StudioCalcBoneQuaterion( int frame, float s, mstudiobone_t *pbone, mstudioanim_t *panim, float *adj, float *q ); // Get bone positions - virtual void StudioCalcBonePosition ( int frame, float s, mstudiobone_t *pbone, mstudioanim_t *panim, float *adj, float *pos ); + virtual void StudioCalcBonePosition( int frame, float s, mstudiobone_t *pbone, mstudioanim_t *panim, float *adj, float *pos ); // Compute rotations - virtual void StudioCalcRotations ( float pos[][3], vec4_t *q, mstudioseqdesc_t *pseqdesc, mstudioanim_t *panim, float f ); + virtual void StudioCalcRotations( float pos[][3], vec4_t *q, mstudioseqdesc_t *pseqdesc, mstudioanim_t *panim, float f ); // Send bones and verts to renderer - virtual void StudioRenderModel ( void ); + virtual void StudioRenderModel( void ); // Finalize rendering - virtual void StudioRenderFinal (void); + virtual void StudioRenderFinal( void ); // GL&D3D vs. Software renderer finishing functions - virtual void StudioRenderFinal_Software ( void ); - virtual void StudioRenderFinal_Hardware ( void ); + virtual void StudioRenderFinal_Software( void ); + virtual void StudioRenderFinal_Hardware( void ); // Player specific data // Determine pitch and blending amounts for players - virtual void StudioPlayerBlend ( mstudioseqdesc_t *pseqdesc, int *pBlend, float *pPitch ); + virtual void StudioPlayerBlend( mstudioseqdesc_t *pseqdesc, int *pBlend, float *pPitch ); // Estimate gait frame for player - virtual void StudioEstimateGait ( entity_state_t *pplayer ); + virtual void StudioEstimateGait( entity_state_t *pplayer ); // Process movement of player - virtual void StudioProcessGait ( entity_state_t *pplayer ); + virtual void StudioProcessGait( entity_state_t *pplayer ); public: @@ -145,7 +145,7 @@ public: mstudiomodel_t *m_pSubModel; // Palette substition for top and bottom of model - int m_nTopColor; + int m_nTopColor; int m_nBottomColor; // @@ -156,34 +156,34 @@ public: // Number of bones in bone cache int m_nCachedBones; // Names of cached bones - char m_nCachedBoneNames[ MAXSTUDIOBONES ][ 32 ]; + char m_nCachedBoneNames[MAXSTUDIOBONES][32]; // Cached bone & light transformation matrices - float m_rgCachedBoneTransform [ MAXSTUDIOBONES ][ 3 ][ 4 ]; - float m_rgCachedLightTransform[ MAXSTUDIOBONES ][ 3 ][ 4 ]; + float m_rgCachedBoneTransform[MAXSTUDIOBONES][3][4]; + float m_rgCachedLightTransform[MAXSTUDIOBONES][3][4]; // Software renderer scale factors float m_fSoftwareXScale, m_fSoftwareYScale; // Current view vectors and render origin - float m_vUp[ 3 ]; - float m_vRight[ 3 ]; - float m_vNormal[ 3 ]; + float m_vUp[3]; + float m_vRight[3]; + float m_vNormal[3]; + + float m_vRenderOrigin[3]; - float m_vRenderOrigin[ 3 ]; - // Model render counters ( from engine ) int *m_pStudioModelCount; int *m_pModelsDrawn; // Matrices // Model to world transformation - float (*m_protationmatrix)[ 3 ][ 4 ]; + float (*m_protationmatrix)[3][4]; // Model to view transformation - float (*m_paliastransform)[ 3 ][ 4 ]; + float (*m_paliastransform)[3][4]; // Concatenated bone and light transforms - float (*m_pbonetransform) [ MAXSTUDIOBONES ][ 3 ][ 4 ]; - float (*m_plighttransform)[ MAXSTUDIOBONES ][ 3 ][ 4 ]; + float (*m_pbonetransform)[MAXSTUDIOBONES][3][4]; + float (*m_plighttransform)[MAXSTUDIOBONES][3][4]; }; -#endif // STUDIOMODELRENDERER_H \ No newline at end of file +#endif // STUDIOMODELRENDERER_H diff --git a/dlls/decals.h b/dlls/decals.h index dd13fafe..ce5a2b53 100644 --- a/dlls/decals.h +++ b/dlls/decals.h @@ -66,8 +66,8 @@ enum decal_e typedef struct { - char *name; - int index; + char *name; + int index; } DLL_DECALLIST; extern DLL_DECALLIST gDecals[]; diff --git a/dlls/extdll.h b/dlls/extdll.h index 659f9a0a..be2df7e8 100644 --- a/dlls/extdll.h +++ b/dlls/extdll.h @@ -15,7 +15,6 @@ #ifndef EXTDLL_H #define EXTDLL_H - // // Global header file for extension DLLs // @@ -57,15 +56,14 @@ typedef int BOOL; #define max(a,b) (((a) > (b)) ? (a) : (b)) #endif - // Misc C-runtime library headers #include "stdio.h" #include "stdlib.h" #include "math.h" // Header file containing definition of globalvars_t and entvars_t -typedef unsigned int func_t; // -typedef unsigned int string_t; // from engine's pr_comp.h; +typedef unsigned int func_t; +typedef unsigned int string_t; // from engine's pr_comp.h; typedef float vec_t; // needed before including progdefs.h // Vector class @@ -84,5 +82,4 @@ typedef float vec_t; // needed before including progdefs.h // Shared header between the client DLL and the game DLLs #include "cdll_dll.h" - #endif //EXTDLL_H diff --git a/dlls/leech.cpp b/dlls/leech.cpp index 8bb9b0c5..ea524aaa 100644 --- a/dlls/leech.cpp +++ b/dlls/leech.cpp @@ -46,14 +46,14 @@ // Movement constants -#define LEECH_ACCELERATE 10 -#define LEECH_CHECK_DIST 45 -#define LEECH_SWIM_SPEED 50 -#define LEECH_SWIM_ACCEL 80 -#define LEECH_SWIM_DECEL 10 -#define LEECH_TURN_RATE 90 -#define LEECH_SIZEX 10 -#define LEECH_FRAMETIME 0.1 +#define LEECH_ACCELERATE 10 +#define LEECH_CHECK_DIST 45 +#define LEECH_SWIM_SPEED 50 +#define LEECH_SWIM_ACCEL 80 +#define LEECH_SWIM_DECEL 10 +#define LEECH_TURN_RATE 90 +#define LEECH_SIZEX 10 +#define LEECH_FRAMETIME 0.1 #define DEBUG_BEAMS 0 @@ -71,10 +71,10 @@ public: void EXPORT DeadThink( void ); void Touch( CBaseEntity *pOther ) { - if ( pOther->IsPlayer() ) + if( pOther->IsPlayer() ) { // If the client is pushing me, give me some base velocity - if ( gpGlobals->trace_ent && gpGlobals->trace_ent == edict() ) + if( gpGlobals->trace_ent && gpGlobals->trace_ent == edict() ) { pev->basevelocity = pOther->pev->velocity; pev->flags |= FL_BASEVELOCITY; @@ -84,8 +84,8 @@ public: void SetObjectCollisionBox( void ) { - pev->absmin = pev->origin + Vector(-8,-8,0); - pev->absmax = pev->origin + Vector(8,8,2); + pev->absmin = pev->origin + Vector( -8, -8, 0 ); + pev->absmax = pev->origin + Vector( 8, 8, 2 ); } void AttackSound( void ); @@ -98,38 +98,38 @@ public: // Base entity functions void HandleAnimEvent( MonsterEvent_t *pEvent ); - int BloodColor( void ) { return DONT_BLEED; } + int BloodColor( void ) { return DONT_BLEED; } void Killed( entvars_t *pevAttacker, int iGib ); void Activate( void ); int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); - int Classify( void ) { return CLASS_INSECT; } + int Classify( void ) { return CLASS_INSECT; } int IRelationship( CBaseEntity *pTarget ); - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); - static TYPEDESCRIPTION m_SaveData[]; + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); + static TYPEDESCRIPTION m_SaveData[]; static const char *pAttackSounds[]; static const char *pAlertSounds[]; private: // UNDONE: Remove unused boid vars, do group behavior - float m_flTurning;// is this boid turning? - BOOL m_fPathBlocked;// TRUE if there is an obstacle ahead - float m_flAccelerate; - float m_obstacle; - float m_top; - float m_bottom; - float m_height; - float m_waterTime; - float m_sideTime; // Timer to randomly check clearance on sides - float m_zTime; - float m_stateTime; - float m_attackSoundTime; + float m_flTurning;// is this boid turning? + BOOL m_fPathBlocked;// TRUE if there is an obstacle ahead + float m_flAccelerate; + float m_obstacle; + float m_top; + float m_bottom; + float m_height; + float m_waterTime; + float m_sideTime; // Timer to randomly check clearance on sides + float m_zTime; + float m_stateTime; + float m_attackSoundTime; #if DEBUG_BEAMS - CBeam *m_pb; - CBeam *m_pt; + CBeam *m_pb; + CBeam *m_pt; #endif }; @@ -169,20 +169,20 @@ const char *CLeech::pAlertSounds[] = void CLeech::Spawn( void ) { Precache(); - SET_MODEL(ENT(pev), "models/leech.mdl"); + SET_MODEL( ENT( pev ), "models/leech.mdl" ); // Just for fun - // SET_MODEL(ENT(pev), "models/icky.mdl"); + // SET_MODEL( ENT( pev ), "models/icky.mdl" ); //UTIL_SetSize( pev, g_vecZero, g_vecZero ); - UTIL_SetSize( pev, Vector(-1,-1,0), Vector(1,1,2)); + UTIL_SetSize( pev, Vector( -1, -1, 0 ), Vector( 1, 1, 2 ) ); // Don't push the minz down too much or the water check will fail because this entity is really point-sized - pev->solid = SOLID_SLIDEBOX; - pev->movetype = MOVETYPE_FLY; - SetBits(pev->flags, FL_SWIM); - pev->health = gSkillData.leechHealth; + pev->solid = SOLID_SLIDEBOX; + pev->movetype = MOVETYPE_FLY; + SetBits( pev->flags, FL_SWIM ); + pev->health = gSkillData.leechHealth; - m_flFieldOfView = -0.5; // 180 degree FOV - m_flDistLook = 750; + m_flFieldOfView = -0.5; // 180 degree FOV + m_flDistLook = 750; MonsterInit(); SetThink( &CLeech::SwimThink ); SetUse( NULL ); @@ -204,12 +204,12 @@ void CLeech::Activate( void ) void CLeech::RecalculateWaterlevel( void ) { // Calculate boundaries - Vector vecTest = pev->origin - Vector(0,0,400); + Vector vecTest = pev->origin - Vector( 0, 0, 400 ); TraceResult tr; - UTIL_TraceLine(pev->origin, vecTest, missile, edict(), &tr); - if ( tr.flFraction != 1.0 ) + UTIL_TraceLine( pev->origin, vecTest, missile, edict(), &tr ); + if( tr.flFraction != 1.0 ) m_bottom = tr.vecEndPos.z + 1; else m_bottom = vecTest.z; @@ -227,7 +227,7 @@ void CLeech::RecalculateWaterlevel( void ) void CLeech::SwitchLeechState( void ) { m_stateTime = gpGlobals->time + RANDOM_FLOAT( 3, 6 ); - if ( m_MonsterState == MONSTERSTATE_COMBAT ) + if( m_MonsterState == MONSTERSTATE_COMBAT ) { m_hEnemy = NULL; SetState( MONSTERSTATE_IDLE ); @@ -238,7 +238,7 @@ void CLeech::SwitchLeechState( void ) { Look( m_flDistLook ); CBaseEntity *pEnemy = BestVisibleEnemy(); - if ( pEnemy && pEnemy->pev->waterlevel != 0 ) + if( pEnemy && pEnemy->pev->waterlevel != 0 ) { m_hEnemy = pEnemy; SetState( MONSTERSTATE_COMBAT ); @@ -250,36 +250,36 @@ void CLeech::SwitchLeechState( void ) int CLeech::IRelationship( CBaseEntity *pTarget ) { - if ( pTarget->IsPlayer() ) + if( pTarget->IsPlayer() ) return R_DL; return CBaseMonster::IRelationship( pTarget ); } void CLeech::AttackSound( void ) { - if ( gpGlobals->time > m_attackSoundTime ) + if( gpGlobals->time > m_attackSoundTime ) { - EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pAttackSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackSounds)-1) ], 1.0, ATTN_NORM, 0, PITCH_NORM ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pAttackSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackSounds ) - 1 )], 1.0, ATTN_NORM, 0, PITCH_NORM ); m_attackSoundTime = gpGlobals->time + 0.5; } } void CLeech::AlertSound( void ) { - EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pAlertSounds[ RANDOM_LONG(0,ARRAYSIZE(pAlertSounds)-1) ], 1.0, ATTN_NORM * 0.5, 0, PITCH_NORM ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pAlertSounds[RANDOM_LONG( 0, ARRAYSIZE( pAlertSounds ) - 1 )], 1.0, ATTN_NORM * 0.5, 0, PITCH_NORM ); } void CLeech::Precache( void ) { int i; - //PRECACHE_MODEL("models/icky.mdl"); - PRECACHE_MODEL("models/leech.mdl"); + //PRECACHE_MODEL( "models/icky.mdl" ); + PRECACHE_MODEL( "models/leech.mdl" ); - for ( i = 0; i < ARRAYSIZE( pAttackSounds ); i++ ) - PRECACHE_SOUND((char *)pAttackSounds[i]); - for ( i = 0; i < ARRAYSIZE( pAlertSounds ); i++ ) - PRECACHE_SOUND((char *)pAlertSounds[i]); + for( i = 0; i < ARRAYSIZE( pAttackSounds ); i++ ) + PRECACHE_SOUND( (char *)pAttackSounds[i] ); + for( i = 0; i < ARRAYSIZE( pAlertSounds ); i++ ) + PRECACHE_SOUND( (char *)pAlertSounds[i] ); } int CLeech::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) @@ -287,9 +287,9 @@ int CLeech::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float f pev->velocity = g_vecZero; // Nudge the leech away from the damage - if ( pevInflictor ) + if( pevInflictor ) { - pev->velocity = (pev->origin - pevInflictor->origin).Normalize() * 25; + pev->velocity = ( pev->origin - pevInflictor->origin ).Normalize() * 25; } return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); @@ -304,7 +304,7 @@ void CLeech::HandleAnimEvent( MonsterEvent_t *pEvent ) CBaseEntity *pEnemy; pEnemy = m_hEnemy; - if ( pEnemy != NULL ) + if( pEnemy != NULL ) { Vector dir, face; @@ -315,7 +315,7 @@ void CLeech::HandleAnimEvent( MonsterEvent_t *pEvent ) dir = dir.Normalize(); face = face.Normalize(); - if ( DotProduct(dir, face) > 0.9 ) // Only take damage if the leech is facing the prey + if( DotProduct( dir, face ) > 0.9 ) // Only take damage if the leech is facing the prey pEnemy->TakeDamage( pev, pev, gSkillData.leechDmgBite, DMG_SLASH ); } m_stateTime -= 2; @@ -333,7 +333,7 @@ void CLeech::MakeVectors( void ) { Vector tmp = pev->angles; tmp.x = -tmp.x; - UTIL_MakeVectors ( tmp ); + UTIL_MakeVectors( tmp ); } // @@ -341,8 +341,8 @@ void CLeech::MakeVectors( void ) // float CLeech::ObstacleDistance( CBaseEntity *pTarget ) { - TraceResult tr; - Vector vecTest; + TraceResult tr; + Vector vecTest; // use VELOCITY, not angles, not all boids point the direction they are flying //Vector vecDir = UTIL_VecToAngles( pev->velocity ); @@ -350,58 +350,58 @@ float CLeech::ObstacleDistance( CBaseEntity *pTarget ) // check for obstacle ahead vecTest = pev->origin + gpGlobals->v_forward * LEECH_CHECK_DIST; - UTIL_TraceLine(pev->origin, vecTest, missile, edict(), &tr); + UTIL_TraceLine( pev->origin, vecTest, missile, edict(), &tr ); - if ( tr.fStartSolid ) + if( tr.fStartSolid ) { pev->speed = -LEECH_SWIM_SPEED * 0.5; -// ALERT( at_console, "Stuck from (%f %f %f) to (%f %f %f)\n", pev->oldorigin.x, pev->oldorigin.y, pev->oldorigin.z, pev->origin.x, pev->origin.y, pev->origin.z ); -// UTIL_SetOrigin( pev, pev->oldorigin ); + //ALERT( at_console, "Stuck from (%f %f %f) to (%f %f %f)\n", pev->oldorigin.x, pev->oldorigin.y, pev->oldorigin.z, pev->origin.x, pev->origin.y, pev->origin.z ); + //UTIL_SetOrigin( pev, pev->oldorigin ); } - if ( tr.flFraction != 1.0 ) + if( tr.flFraction != 1.0 ) { - if ( (pTarget == NULL || tr.pHit != pTarget->edict()) ) + if( ( pTarget == NULL || tr.pHit != pTarget->edict() ) ) { return tr.flFraction; } else { - if ( fabs(m_height - pev->origin.z) > 10 ) + if( fabs( m_height - pev->origin.z ) > 10 ) return tr.flFraction; } } - if ( m_sideTime < gpGlobals->time ) + if( m_sideTime < gpGlobals->time ) { // extra wide checks vecTest = pev->origin + gpGlobals->v_right * LEECH_SIZEX * 2 + gpGlobals->v_forward * LEECH_CHECK_DIST; - UTIL_TraceLine(pev->origin, vecTest, missile, edict(), &tr); - if (tr.flFraction != 1.0) + UTIL_TraceLine( pev->origin, vecTest, missile, edict(), &tr ); + if( tr.flFraction != 1.0 ) return tr.flFraction; vecTest = pev->origin - gpGlobals->v_right * LEECH_SIZEX * 2 + gpGlobals->v_forward * LEECH_CHECK_DIST; - UTIL_TraceLine(pev->origin, vecTest, missile, edict(), &tr); - if (tr.flFraction != 1.0) + UTIL_TraceLine( pev->origin, vecTest, missile, edict(), &tr ); + if( tr.flFraction != 1.0 ) return tr.flFraction; // Didn't hit either side, so stop testing for another 0.5 - 1 seconds - m_sideTime = gpGlobals->time + RANDOM_FLOAT(0.5,1); + m_sideTime = gpGlobals->time + RANDOM_FLOAT( 0.5, 1 ); } return 1.0; } void CLeech::DeadThink( void ) { - if ( m_fSequenceFinished ) + if( m_fSequenceFinished ) { - if ( m_Activity == ACT_DIEFORWARD ) + if( m_Activity == ACT_DIEFORWARD ) { SetThink( NULL ); StopAnimation(); return; } - else if ( pev->flags & FL_ONGROUND ) + else if( pev->flags & FL_ONGROUND ) { pev->solid = SOLID_NOT; SetActivity(ACT_DIEFORWARD); @@ -411,13 +411,13 @@ void CLeech::DeadThink( void ) pev->nextthink = gpGlobals->time + 0.1; // Apply damage velocity, but keep out of the walls - if ( pev->velocity.x != 0 || pev->velocity.y != 0 ) + if( pev->velocity.x != 0 || pev->velocity.y != 0 ) { TraceResult tr; // Look 0.5 seconds ahead - UTIL_TraceLine(pev->origin, pev->origin + pev->velocity * 0.5, missile, edict(), &tr); - if (tr.flFraction != 1.0) + UTIL_TraceLine( pev->origin, pev->origin + pev->velocity * 0.5, missile, edict(), &tr ); + if( tr.flFraction != 1.0 ) { pev->velocity.x = 0; pev->velocity.y = 0; @@ -427,27 +427,27 @@ void CLeech::DeadThink( void ) void CLeech::UpdateMotion( void ) { - float flapspeed = (pev->speed - m_flAccelerate) / LEECH_ACCELERATE; + float flapspeed = ( pev->speed - m_flAccelerate ) / LEECH_ACCELERATE; m_flAccelerate = m_flAccelerate * 0.8 + pev->speed * 0.2; - if (flapspeed < 0) + if( flapspeed < 0 ) flapspeed = -flapspeed; flapspeed += 1.0; - if (flapspeed < 0.5) + if( flapspeed < 0.5 ) flapspeed = 0.5; - if (flapspeed > 1.9) + if( flapspeed > 1.9 ) flapspeed = 1.9; pev->framerate = flapspeed; - if ( !m_fPathBlocked ) + if( !m_fPathBlocked ) pev->avelocity.y = pev->ideal_yaw; else pev->avelocity.y = pev->ideal_yaw * m_obstacle; - if ( pev->avelocity.y > 150 ) + if( pev->avelocity.y > 150 ) m_IdealActivity = ACT_TURN_LEFT; - else if ( pev->avelocity.y < -150 ) + else if( pev->avelocity.y < -150 ) m_IdealActivity = ACT_TURN_RIGHT; else m_IdealActivity = ACT_SWIM; @@ -456,9 +456,9 @@ void CLeech::UpdateMotion( void ) float targetPitch, delta; delta = m_height - pev->origin.z; - if ( delta < -10 ) + if( delta < -10 ) targetPitch = -30; - else if ( delta > 10 ) + else if( delta > 10 ) targetPitch = 30; else targetPitch = 0; @@ -466,13 +466,13 @@ void CLeech::UpdateMotion( void ) pev->angles.x = UTIL_Approach( targetPitch, pev->angles.x, 60 * LEECH_FRAMETIME ); // bank - pev->avelocity.z = - (pev->angles.z + (pev->avelocity.y * 0.25)); + pev->avelocity.z = -( pev->angles.z + ( pev->avelocity.y * 0.25 ) ); - if ( m_MonsterState == MONSTERSTATE_COMBAT && HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) ) + if( m_MonsterState == MONSTERSTATE_COMBAT && HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) ) m_IdealActivity = ACT_MELEE_ATTACK1; // Out of water check - if ( !pev->waterlevel ) + if( !pev->waterlevel ) { pev->movetype = MOVETYPE_TOSS; m_IdealActivity = ACT_TWITCH; @@ -482,10 +482,10 @@ void CLeech::UpdateMotion( void ) pev->angles.z = 0; pev->angles.x = 0; - if ( pev->framerate < 1.0 ) + if( pev->framerate < 1.0 ) pev->framerate = 1.0; } - else if ( pev->movetype == MOVETYPE_TOSS ) + else if( pev->movetype == MOVETYPE_TOSS ) { pev->movetype = MOVETYPE_FLY; pev->flags &= ~FL_ONGROUND; @@ -493,25 +493,25 @@ void CLeech::UpdateMotion( void ) m_waterTime = gpGlobals->time + 2; // Recalc again soon, water may be rising } - if ( m_Activity != m_IdealActivity ) + if( m_Activity != m_IdealActivity ) { - SetActivity ( m_IdealActivity ); + SetActivity( m_IdealActivity ); } float flInterval = StudioFrameAdvance(); - DispatchAnimEvents ( flInterval ); + DispatchAnimEvents( flInterval ); #if DEBUG_BEAMS - if ( !m_pb ) + if( !m_pb ) m_pb = CBeam::BeamCreate( "sprites/laserbeam.spr", 5 ); - if ( !m_pt ) + if( !m_pt ) m_pt = CBeam::BeamCreate( "sprites/laserbeam.spr", 5 ); m_pb->PointsInit( pev->origin, pev->origin + gpGlobals->v_forward * LEECH_CHECK_DIST ); - m_pt->PointsInit( pev->origin, pev->origin - gpGlobals->v_right * (pev->avelocity.y*0.25) ); - if ( m_fPathBlocked ) + m_pt->PointsInit( pev->origin, pev->origin - gpGlobals->v_right * ( pev->avelocity.y * 0.25 ) ); + if( m_fPathBlocked ) { float color = m_obstacle * 30; - if ( m_obstacle == 1.0 ) + if( m_obstacle == 1.0 ) color = 0; - if ( color > 255 ) + if( color > 255 ) color = 255; m_pb->SetColor( 255, (int)color, (int)color ); } @@ -523,16 +523,16 @@ void CLeech::UpdateMotion( void ) void CLeech::SwimThink( void ) { - TraceResult tr; - float flLeftSide; - float flRightSide; - float targetSpeed; - float targetYaw = 0; - CBaseEntity *pTarget; + TraceResult tr; + float flLeftSide; + float flRightSide; + float targetSpeed; + float targetYaw = 0; + CBaseEntity *pTarget; - if ( FNullEnt( FIND_CLIENT_IN_PVS( edict() ) ) ) + if( FNullEnt( FIND_CLIENT_IN_PVS( edict() ) ) ) { - pev->nextthink = gpGlobals->time + RANDOM_FLOAT(1,1.5); + pev->nextthink = gpGlobals->time + RANDOM_FLOAT( 1, 1.5 ); pev->velocity = g_vecZero; return; } @@ -541,10 +541,10 @@ void CLeech::SwimThink( void ) targetSpeed = LEECH_SWIM_SPEED; - if ( m_waterTime < gpGlobals->time ) + if( m_waterTime < gpGlobals->time ) RecalculateWaterlevel(); - if ( m_stateTime < gpGlobals->time ) + if( m_stateTime < gpGlobals->time ) SwitchLeechState(); ClearConditions( bits_COND_CAN_MELEE_ATTACK1 ); @@ -552,47 +552,47 @@ void CLeech::SwimThink( void ) { case MONSTERSTATE_COMBAT: pTarget = m_hEnemy; - if ( !pTarget ) + if( !pTarget ) SwitchLeechState(); else { // Chase the enemy's eyes m_height = pTarget->pev->origin.z + pTarget->pev->view_ofs.z - 5; // Clip to viable water area - if ( m_height < m_bottom ) + if( m_height < m_bottom ) m_height = m_bottom; - else if ( m_height > m_top ) + else if( m_height > m_top ) m_height = m_top; Vector location = pTarget->pev->origin - pev->origin; location.z += (pTarget->pev->view_ofs.z); - if ( location.Length() < 40 ) + if( location.Length() < 40 ) SetConditions( bits_COND_CAN_MELEE_ATTACK1 ); // Turn towards target ent targetYaw = UTIL_VecToYaw( location ); targetYaw = UTIL_AngleDiff( targetYaw, UTIL_AngleMod( pev->angles.y ) ); - if ( targetYaw < (-LEECH_TURN_RATE*0.75) ) - targetYaw = (-LEECH_TURN_RATE*0.75); - else if ( targetYaw > (LEECH_TURN_RATE*0.75) ) - targetYaw = (LEECH_TURN_RATE*0.75); + if( targetYaw < ( -LEECH_TURN_RATE * 0.75 ) ) + targetYaw = ( -LEECH_TURN_RATE * 0.75 ); + else if( targetYaw > ( LEECH_TURN_RATE * 0.75 ) ) + targetYaw = ( LEECH_TURN_RATE * 0.75 ); else targetSpeed *= 2; } break; default: - if ( m_zTime < gpGlobals->time ) + if( m_zTime < gpGlobals->time ) { float newHeight = RANDOM_FLOAT( m_bottom, m_top ); m_height = 0.5 * m_height + 0.5 * newHeight; m_zTime = gpGlobals->time + RANDOM_FLOAT( 1, 4 ); } - if ( RANDOM_LONG( 0, 100 ) < 10 ) + if( RANDOM_LONG( 0, 100 ) < 10 ) targetYaw = RANDOM_LONG( -30, 30 ); pTarget = NULL; // oldorigin test - if ( (pev->origin - pev->oldorigin).Length() < 1 ) + if( ( pev->origin - pev->oldorigin ).Length() < 1 ) { // If leech didn't move, there must be something blocking it, so try to turn m_sideTime = 0; @@ -602,14 +602,14 @@ void CLeech::SwimThink( void ) m_obstacle = ObstacleDistance( pTarget ); pev->oldorigin = pev->origin; - if ( m_obstacle < 0.1 ) + if( m_obstacle < 0.1 ) m_obstacle = 0.1; // is the way ahead clear? - if ( m_obstacle == 1.0 ) + if( m_obstacle == 1.0 ) { // if the leech is turning, stop the trend. - if ( m_flTurning != 0 ) + if( m_flTurning != 0 ) { m_flTurning = 0; } @@ -625,55 +625,55 @@ void CLeech::SwimThink( void ) // IF we get this far in the function, the leader's path is blocked! m_fPathBlocked = TRUE; - if ( m_flTurning == 0 )// something in the way and leech is not already turning to avoid + if( m_flTurning == 0 )// something in the way and leech is not already turning to avoid { Vector vecTest; // measure clearance on left and right to pick the best dir to turn - vecTest = pev->origin + (gpGlobals->v_right * LEECH_SIZEX) + (gpGlobals->v_forward * LEECH_CHECK_DIST); - UTIL_TraceLine(pev->origin, vecTest, missile, edict(), &tr); + vecTest = pev->origin + ( gpGlobals->v_right * LEECH_SIZEX ) + ( gpGlobals->v_forward * LEECH_CHECK_DIST ); + UTIL_TraceLine( pev->origin, vecTest, missile, edict(), &tr ); flRightSide = tr.flFraction; - vecTest = pev->origin + (gpGlobals->v_right * -LEECH_SIZEX) + (gpGlobals->v_forward * LEECH_CHECK_DIST); - UTIL_TraceLine(pev->origin, vecTest, missile, edict(), &tr); + vecTest = pev->origin + ( gpGlobals->v_right * -LEECH_SIZEX ) + ( gpGlobals->v_forward * LEECH_CHECK_DIST ); + UTIL_TraceLine( pev->origin, vecTest, missile, edict(), &tr ); flLeftSide = tr.flFraction; // turn left, right or random depending on clearance ratio - float delta = (flRightSide - flLeftSide); - if ( delta > 0.1 || (delta > -0.1 && RANDOM_LONG(0,100)<50) ) + float delta = ( flRightSide - flLeftSide ); + if( delta > 0.1 || ( delta > -0.1 && RANDOM_LONG( 0, 100 ) < 50 ) ) m_flTurning = -LEECH_TURN_RATE; else m_flTurning = LEECH_TURN_RATE; } - pev->speed = UTIL_Approach( -(LEECH_SWIM_SPEED*0.5), pev->speed, LEECH_SWIM_DECEL * LEECH_FRAMETIME * m_obstacle ); + pev->speed = UTIL_Approach( -( LEECH_SWIM_SPEED * 0.5 ), pev->speed, LEECH_SWIM_DECEL * LEECH_FRAMETIME * m_obstacle ); pev->velocity = gpGlobals->v_forward * pev->speed; } pev->ideal_yaw = m_flTurning + targetYaw; UpdateMotion(); } -void CLeech::Killed(entvars_t *pevAttacker, int iGib) +void CLeech::Killed( entvars_t *pevAttacker, int iGib ) { - Vector vecSplatDir; - TraceResult tr; + Vector vecSplatDir; + TraceResult tr; //ALERT(at_aiconsole, "Leech: killed\n"); // tell owner ( if any ) that we're dead.This is mostly for MonsterMaker functionality. - CBaseEntity *pOwner = CBaseEntity::Instance(pev->owner); - if (pOwner) - pOwner->DeathNotice(pev); + CBaseEntity *pOwner = CBaseEntity::Instance( pev->owner ); + if( pOwner ) + pOwner->DeathNotice( pev ); // When we hit the ground, play the "death_end" activity - if ( pev->waterlevel ) + if( pev->waterlevel ) { pev->angles.z = 0; pev->angles.x = 0; pev->origin.z += 1; pev->avelocity = g_vecZero; - if ( RANDOM_LONG( 0, 99 ) < 70 ) + if( RANDOM_LONG( 0, 99 ) < 70 ) pev->avelocity.y = RANDOM_LONG( -720, 720 ); pev->gravity = 0.02; - ClearBits(pev->flags, FL_ONGROUND); + ClearBits( pev->flags, FL_ONGROUND ); SetActivity( ACT_DIESIMPLE ); } else diff --git a/dlls/monsterevent.h b/dlls/monsterevent.h index 5d144750..ab54b687 100644 --- a/dlls/monsterevent.h +++ b/dlls/monsterevent.h @@ -18,9 +18,9 @@ typedef struct { - int event; - char *options; -} MonsterEvent_t; + int event; + char *options; +}MonsterEvent_t; #define EVENT_SPECIFIC 0 #define EVENT_SCRIPTED 1000 @@ -30,6 +30,5 @@ typedef struct #define MONSTER_EVENT_BODYDROP_LIGHT 2001 #define MONSTER_EVENT_BODYDROP_HEAVY 2002 -#define MONSTER_EVENT_SWISHSOUND 2010 - +#define MONSTER_EVENT_SWISHSOUND 2010 #endif //MONSTEREVENT_H diff --git a/dlls/monsters.h b/dlls/monsters.h index bf30ffcc..6f2df294 100644 --- a/dlls/monsters.h +++ b/dlls/monsters.h @@ -41,10 +41,10 @@ // Monster Spawnflags #define SF_MONSTER_WAIT_TILL_SEEN 1// spawnflag that makes monsters wait until player can see them before attacking. -#define SF_MONSTER_GAG 2 // no idle noises from this monster +#define SF_MONSTER_GAG 2 // no idle noises from this monster #define SF_MONSTER_HITMONSTERCLIP 4 // 8 -#define SF_MONSTER_PRISONER 16 // monster won't attack anyone, no one will attacke him. +#define SF_MONSTER_PRISONER 16 // monster won't attack anyone, no one will attacke him. // 32 // 64 #define SF_MONSTER_WAIT_FOR_SCRIPT 128 //spawnflag that makes monsters wait to check for attacking until the script is done or they've been attacked @@ -58,27 +58,27 @@ #define SF_MONSTER_WAIT_UNTIL_PROVOKED 64 // don't attack the player unless provoked // MoveToOrigin stuff -#define MOVE_START_TURN_DIST 64 // when this far away from moveGoal, start turning to face next goal -#define MOVE_STUCK_DIST 32 // if a monster can't step this far, it is stuck. +#define MOVE_START_TURN_DIST 64 // when this far away from moveGoal, start turning to face next goal +#define MOVE_STUCK_DIST 32 // if a monster can't step this far, it is stuck. // MoveToOrigin stuff -#define MOVE_NORMAL 0// normal move in the direction monster is facing -#define MOVE_STRAFE 1// moves in direction specified, no matter which way monster is facing +#define MOVE_NORMAL 0// normal move in the direction monster is facing +#define MOVE_STRAFE 1// moves in direction specified, no matter which way monster is facing // spawn flags 256 and above are already taken by the engine extern void UTIL_MoveToOrigin( edict_t* pent, const Vector &vecGoal, float flDist, int iMoveType ); -Vector VecCheckToss ( entvars_t *pev, const Vector &vecSpot1, Vector vecSpot2, float flGravityAdj = 1.0 ); -Vector VecCheckThrow ( entvars_t *pev, const Vector &vecSpot1, Vector vecSpot2, float flSpeed, float flGravityAdj = 1.0 ); -extern DLL_GLOBAL Vector g_vecAttackDir; +Vector VecCheckToss( entvars_t *pev, const Vector &vecSpot1, Vector vecSpot2, float flGravityAdj = 1.0 ); +Vector VecCheckThrow( entvars_t *pev, const Vector &vecSpot1, Vector vecSpot2, float flSpeed, float flGravityAdj = 1.0 ); +extern DLL_GLOBAL Vector g_vecAttackDir; extern DLL_GLOBAL CONSTANT float g_flMeleeRange; extern DLL_GLOBAL CONSTANT float g_flMediumRange; extern DLL_GLOBAL CONSTANT float g_flLongRange; -extern void EjectBrass (const Vector &vecOrigin, const Vector &vecVelocity, float rotation, int model, int soundtype ); +extern void EjectBrass(const Vector &vecOrigin, const Vector &vecVelocity, float rotation, int model, int soundtype ); extern void ExplodeModel( const Vector &vecOrigin, float speed, int model, int count ); -BOOL FBoxVisible ( entvars_t *pevLooker, entvars_t *pevTarget ); -BOOL FBoxVisible ( entvars_t *pevLooker, entvars_t *pevTarget, Vector &vecTargetOrigin, float flSize = 0.0 ); +BOOL FBoxVisible( entvars_t *pevLooker, entvars_t *pevTarget ); +BOOL FBoxVisible( entvars_t *pevLooker, entvars_t *pevTarget, Vector &vecTargetOrigin, float flSize = 0.0 ); // monster to monster relationship types #define R_AL -2 // (ALLY) pals. Good alternative to R_NO when applicable. @@ -140,20 +140,20 @@ class CGib : public CBaseEntity { public: void Spawn( const char *szGibModel ); - void EXPORT BounceGibTouch ( CBaseEntity *pOther ); - void EXPORT StickyGibTouch ( CBaseEntity *pOther ); + void EXPORT BounceGibTouch( CBaseEntity *pOther ); + void EXPORT StickyGibTouch( CBaseEntity *pOther ); void EXPORT WaitTillLand( void ); - void LimitVelocity( void ); + void LimitVelocity( void ); - virtual int ObjectCaps( void ) { return (CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | FCAP_DONT_SAVE; } - static void SpawnHeadGib( entvars_t *pevVictim ); - static void SpawnRandomGibs( entvars_t *pevVictim, int cGibs, int human ); - static void SpawnStickyGibs( entvars_t *pevVictim, Vector vecOrigin, int cGibs ); + virtual int ObjectCaps( void ) { return ( CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION ) | FCAP_DONT_SAVE; } + static void SpawnHeadGib( entvars_t *pevVictim ); + static void SpawnRandomGibs( entvars_t *pevVictim, int cGibs, int human ); + static void SpawnStickyGibs( entvars_t *pevVictim, Vector vecOrigin, int cGibs ); - int m_bloodColor; - int m_cBloodDecals; - int m_material; - float m_lifeTime; + int m_bloodColor; + int m_cBloodDecals; + int m_material; + float m_lifeTime; }; #define CUSTOM_SCHEDULES\ @@ -166,10 +166,9 @@ public: #define IMPLEMENT_CUSTOM_SCHEDULES(derivedClass, baseClass)\ Schedule_t *derivedClass::ScheduleFromName( const char *pName )\ {\ - Schedule_t *pSchedule = ScheduleInList( pName, m_scheduleList, ARRAYSIZE(m_scheduleList) );\ - if ( !pSchedule )\ - return baseClass::ScheduleFromName(pName);\ + Schedule_t *pSchedule = ScheduleInList( pName, m_scheduleList, ARRAYSIZE( m_scheduleList ) );\ + if( !pSchedule )\ + return baseClass::ScheduleFromName( pName );\ return pSchedule;\ } - #endif //MONSTERS_H diff --git a/dlls/mp5.cpp b/dlls/mp5.cpp index 850bf549..7d05d5e1 100644 --- a/dlls/mp5.cpp +++ b/dlls/mp5.cpp @@ -45,11 +45,11 @@ int CMP5::SecondaryAmmoIndex( void ) return m_iSecondaryAmmoType; } -void CMP5::Spawn( ) +void CMP5::Spawn() { - pev->classname = MAKE_STRING("weapon_9mmAR"); // hack to allow for old names - Precache( ); - SET_MODEL(ENT(pev), "models/w_9mmAR.mdl"); + pev->classname = MAKE_STRING( "weapon_9mmAR" ); // hack to allow for old names + Precache(); + SET_MODEL( ENT( pev ), "models/w_9mmAR.mdl" ); m_iId = WEAPON_MP5; m_iDefaultAmmo = MP5_DEFAULT_GIVE; @@ -59,36 +59,36 @@ void CMP5::Spawn( ) void CMP5::Precache( void ) { - PRECACHE_MODEL("models/v_9mmAR.mdl"); - PRECACHE_MODEL("models/w_9mmAR.mdl"); - PRECACHE_MODEL("models/p_9mmAR.mdl"); + PRECACHE_MODEL( "models/v_9mmAR.mdl" ); + PRECACHE_MODEL( "models/w_9mmAR.mdl" ); + PRECACHE_MODEL( "models/p_9mmAR.mdl" ); - m_iShell = PRECACHE_MODEL ("models/shell.mdl");// brass shellTE_MODEL + m_iShell = PRECACHE_MODEL( "models/shell.mdl" );// brass shellTE_MODEL - PRECACHE_MODEL("models/grenade.mdl"); // grenade + PRECACHE_MODEL( "models/grenade.mdl" ); // grenade - PRECACHE_MODEL("models/w_9mmARclip.mdl"); - PRECACHE_SOUND("items/9mmclip1.wav"); + PRECACHE_MODEL( "models/w_9mmARclip.mdl" ); + PRECACHE_SOUND( "items/9mmclip1.wav" ); - PRECACHE_SOUND("items/clipinsert1.wav"); - PRECACHE_SOUND("items/cliprelease1.wav"); + PRECACHE_SOUND( "items/clipinsert1.wav" ); + PRECACHE_SOUND( "items/cliprelease1.wav" ); - PRECACHE_SOUND ("weapons/hks1.wav");// H to the K - PRECACHE_SOUND ("weapons/hks2.wav");// H to the K - PRECACHE_SOUND ("weapons/hks3.wav");// H to the K + PRECACHE_SOUND( "weapons/hks1.wav" );// H to the K + PRECACHE_SOUND( "weapons/hks2.wav" );// H to the K + PRECACHE_SOUND( "weapons/hks3.wav" );// H to the K PRECACHE_SOUND( "weapons/glauncher.wav" ); PRECACHE_SOUND( "weapons/glauncher2.wav" ); - PRECACHE_SOUND ("weapons/357_cock1.wav"); + PRECACHE_SOUND( "weapons/357_cock1.wav" ); m_usMP5 = PRECACHE_EVENT( 1, "events/mp5.sc" ); m_usMP52 = PRECACHE_EVENT( 1, "events/mp52.sc" ); } -int CMP5::GetItemInfo(ItemInfo *p) +int CMP5::GetItemInfo( ItemInfo *p ) { - p->pszName = STRING(pev->classname); + p->pszName = STRING( pev->classname ); p->pszAmmo1 = "9mm"; p->iMaxAmmo1 = _9MM_MAX_CARRY; p->pszAmmo2 = "ARgrenades"; @@ -105,7 +105,7 @@ int CMP5::GetItemInfo(ItemInfo *p) int CMP5::AddToPlayer( CBasePlayer *pPlayer ) { - if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) ) + if( CBasePlayerWeapon::AddToPlayer( pPlayer ) ) { MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev ); WRITE_BYTE( m_iId ); @@ -115,7 +115,7 @@ int CMP5::AddToPlayer( CBasePlayer *pPlayer ) return FALSE; } -BOOL CMP5::Deploy( ) +BOOL CMP5::Deploy() { return DefaultDeploy( "models/v_9mmAR.mdl", "models/p_9mmAR.mdl", MP5_DEPLOY, "mp5" ); } @@ -123,14 +123,14 @@ BOOL CMP5::Deploy( ) void CMP5::PrimaryAttack() { // don't fire underwater - if (m_pPlayer->pev->waterlevel == 3) + if( m_pPlayer->pev->waterlevel == 3 ) { - PlayEmptySound( ); + PlayEmptySound(); m_flNextPrimaryAttack = 0.15; return; } - if (m_iClip <= 0) + if( m_iClip <= 0 ) { PlayEmptySound(); m_flNextPrimaryAttack = 0.15; @@ -142,18 +142,18 @@ void CMP5::PrimaryAttack() m_iClip--; - m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH; + m_pPlayer->pev->effects = (int)( m_pPlayer->pev->effects ) | EF_MUZZLEFLASH; // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); - Vector vecSrc = m_pPlayer->GetGunPosition( ); + Vector vecSrc = m_pPlayer->GetGunPosition(); Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); Vector vecDir; #ifdef CLIENT_DLL - if ( !bIsMultiplayer() ) + if( !bIsMultiplayer() ) #else - if ( !g_pGameRules->IsMultiplayer() ) + if( !g_pGameRules->IsMultiplayer() ) #endif { // optimized multiplayer. Widened to make it easier to hit a moving player @@ -173,13 +173,13 @@ void CMP5::PrimaryAttack() #endif PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usMP5, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 ); - if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) + if( !m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 ) // HEV suit - indicate out of ammo condition - m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); + m_pPlayer->SetSuitUpdate( "!HEV_AMO0", FALSE, 0 ); m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1; - if ( m_flNextPrimaryAttack < UTIL_WeaponTimeBase() ) + if( m_flNextPrimaryAttack < UTIL_WeaponTimeBase() ) m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); @@ -188,16 +188,16 @@ void CMP5::PrimaryAttack() void CMP5::SecondaryAttack( void ) { // don't fire underwater - if (m_pPlayer->pev->waterlevel == 3) + if( m_pPlayer->pev->waterlevel == 3 ) { PlayEmptySound( ); m_flNextPrimaryAttack = 0.15; return; } - if (m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] == 0) + if( m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] == 0 ) { - PlayEmptySound( ); + PlayEmptySound(); return; } @@ -206,7 +206,7 @@ void CMP5::SecondaryAttack( void ) m_pPlayer->m_iExtraSoundTypes = bits_SOUND_DANGER; m_pPlayer->m_flStopExtraSoundTime = UTIL_WeaponTimeBase() + 0.2; - + m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType]--; // player "shoot" animation @@ -215,9 +215,9 @@ void CMP5::SecondaryAttack( void ) UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle ); // we don't add in player velocity anymore. - CGrenade::ShootContact( m_pPlayer->pev, - m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16, - gpGlobals->v_forward * 800 ); + CGrenade::ShootContact( m_pPlayer->pev, + m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16, + gpGlobals->v_forward * 800 ); int flags; #if defined( CLIENT_WEAPONS ) @@ -226,19 +226,19 @@ void CMP5::SecondaryAttack( void ) flags = 0; #endif PLAYBACK_EVENT( flags, m_pPlayer->edict(), m_usMP52 ); - + m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1; m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5;// idle pretty soon after shooting. - if (!m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType]) + if( !m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] ) // HEV suit - indicate out of ammo condition - m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); + m_pPlayer->SetSuitUpdate( "!HEV_AMO0", FALSE, 0 ); } void CMP5::Reload( void ) { - if ( m_pPlayer->ammo_9mm <= 0 ) + if( m_pPlayer->ammo_9mm <= 0 ) return; DefaultReload( MP5_MAX_CLIP, MP5_RELOAD, 1.5 ); @@ -246,20 +246,19 @@ void CMP5::Reload( void ) void CMP5::WeaponIdle( void ) { - ResetEmptySound( ); + ResetEmptySound(); m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); - if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) + if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) return; int iAnim; - switch ( RANDOM_LONG( 0, 1 ) ) + switch( RANDOM_LONG( 0, 1 ) ) { case 0: iAnim = MP5_LONGIDLE; break; - default: case 1: iAnim = MP5_IDLE1; @@ -274,22 +273,22 @@ void CMP5::WeaponIdle( void ) class CMP5AmmoClip : public CBasePlayerAmmo { void Spawn( void ) - { - Precache( ); - SET_MODEL(ENT(pev), "models/w_9mmARclip.mdl"); - CBasePlayerAmmo::Spawn( ); + { + Precache(); + SET_MODEL( ENT( pev ), "models/w_9mmARclip.mdl" ); + CBasePlayerAmmo::Spawn(); } void Precache( void ) { - PRECACHE_MODEL ("models/w_9mmARclip.mdl"); - PRECACHE_SOUND("items/9mmclip1.wav"); + PRECACHE_MODEL( "models/w_9mmARclip.mdl" ); + PRECACHE_SOUND( "items/9mmclip1.wav" ); } BOOL AddAmmo( CBaseEntity *pOther ) { - int bResult = (pOther->GiveAmmo( AMMO_MP5CLIP_GIVE, "9mm", _9MM_MAX_CARRY) != -1); - if (bResult) + int bResult = ( pOther->GiveAmmo( AMMO_MP5CLIP_GIVE, "9mm", _9MM_MAX_CARRY ) != -1 ); + if( bResult ) { - EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); + EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM ); } return bResult; } @@ -302,21 +301,21 @@ class CMP5Chainammo : public CBasePlayerAmmo { void Spawn( void ) { - Precache( ); - SET_MODEL(ENT(pev), "models/w_chainammo.mdl"); - CBasePlayerAmmo::Spawn( ); + Precache(); + SET_MODEL( ENT( pev ), "models/w_chainammo.mdl" ); + CBasePlayerAmmo::Spawn(); } void Precache( void ) { - PRECACHE_MODEL ("models/w_chainammo.mdl"); - PRECACHE_SOUND("items/9mmclip1.wav"); + PRECACHE_MODEL( "models/w_chainammo.mdl" ); + PRECACHE_SOUND( "items/9mmclip1.wav" ); } BOOL AddAmmo( CBaseEntity *pOther ) { - int bResult = (pOther->GiveAmmo( AMMO_CHAINBOX_GIVE, "9mm", _9MM_MAX_CARRY) != -1); - if (bResult) + int bResult = ( pOther->GiveAmmo( AMMO_CHAINBOX_GIVE, "9mm", _9MM_MAX_CARRY ) != -1 ); + if( bResult ) { - EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); + EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM ); } return bResult; } @@ -327,23 +326,23 @@ LINK_ENTITY_TO_CLASS( ammo_9mmbox, CMP5Chainammo ) class CMP5AmmoGrenade : public CBasePlayerAmmo { void Spawn( void ) - { - Precache( ); - SET_MODEL(ENT(pev), "models/w_ARgrenade.mdl"); - CBasePlayerAmmo::Spawn( ); + { + Precache(); + SET_MODEL( ENT( pev ), "models/w_ARgrenade.mdl" ); + CBasePlayerAmmo::Spawn(); } void Precache( void ) { - PRECACHE_MODEL ("models/w_ARgrenade.mdl"); - PRECACHE_SOUND("items/9mmclip1.wav"); + PRECACHE_MODEL( "models/w_ARgrenade.mdl" ); + PRECACHE_SOUND( "items/9mmclip1.wav" ); } BOOL AddAmmo( CBaseEntity *pOther ) { - int bResult = (pOther->GiveAmmo( AMMO_M203BOX_GIVE, "ARgrenades", M203_GRENADE_MAX_CARRY ) != -1); + int bResult = ( pOther->GiveAmmo( AMMO_M203BOX_GIVE, "ARgrenades", M203_GRENADE_MAX_CARRY ) != -1 ); - if (bResult) + if( bResult ) { - EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); + EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM ); } return bResult; } diff --git a/dlls/plats.cpp b/dlls/plats.cpp index e4e30ef1..93fb22fe 100644 --- a/dlls/plats.cpp +++ b/dlls/plats.cpp @@ -33,20 +33,20 @@ static void PlatSpawnInsideTrigger(entvars_t* pevPlatform); class CBasePlatTrain : public CBaseToggle { public: - virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } + virtual int ObjectCaps( void ) { return CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } void KeyValue( KeyValueData* pkvd); void Precache( void ); // This is done to fix spawn flag collisions between this class and a derived class - virtual BOOL IsTogglePlat( void ) { return (pev->spawnflags & SF_PLAT_TOGGLE) ? TRUE : FALSE; } + virtual BOOL IsTogglePlat( void ) { return ( pev->spawnflags & SF_PLAT_TOGGLE ) ? TRUE : FALSE; } - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); - static TYPEDESCRIPTION m_SaveData[]; + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); + static TYPEDESCRIPTION m_SaveData[]; - BYTE m_bMoveSnd; // sound a plat makes while moving - BYTE m_bStopSnd; // sound a plat makes when it stops - float m_volume; // Sound volume + BYTE m_bMoveSnd; // sound a plat makes while moving + BYTE m_bStopSnd; // sound a plat makes when it stops + float m_volume; // Sound volume }; TYPEDESCRIPTION CBasePlatTrain::m_SaveData[] = @@ -58,41 +58,41 @@ TYPEDESCRIPTION CBasePlatTrain::m_SaveData[] = IMPLEMENT_SAVERESTORE( CBasePlatTrain, CBaseToggle ) -void CBasePlatTrain :: KeyValue( KeyValueData *pkvd ) +void CBasePlatTrain::KeyValue( KeyValueData *pkvd ) { - if (FStrEq(pkvd->szKeyName, "lip")) + if( FStrEq( pkvd->szKeyName, "lip" ) ) { - m_flLip = atof(pkvd->szValue); + m_flLip = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "wait")) + else if( FStrEq( pkvd->szKeyName, "wait" ) ) { - m_flWait = atof(pkvd->szValue); + m_flWait = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "height")) + else if( FStrEq( pkvd->szKeyName, "height" ) ) { - m_flHeight = atof(pkvd->szValue); + m_flHeight = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "rotation")) + else if( FStrEq( pkvd->szKeyName, "rotation" ) ) { - m_vecFinalAngle.x = atof(pkvd->szValue); + m_vecFinalAngle.x = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "movesnd")) + else if( FStrEq( pkvd->szKeyName, "movesnd" ) ) { - m_bMoveSnd = atof(pkvd->szValue); + m_bMoveSnd = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "stopsnd")) + else if( FStrEq( pkvd->szKeyName, "stopsnd" ) ) { - m_bStopSnd = atof(pkvd->szValue); + m_bStopSnd = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "volume")) + else if( FStrEq( pkvd->szKeyName, "volume" ) ) { - m_volume = atof(pkvd->szValue); + m_volume = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } else @@ -105,109 +105,108 @@ void CBasePlatTrain :: KeyValue( KeyValueData *pkvd ) void CBasePlatTrain::Precache( void ) { // set the plat's "in-motion" sound - switch (m_bMoveSnd) + switch( m_bMoveSnd ) { - case 0: - pev->noiseMoving = MAKE_STRING("common/null.wav"); + case 0: + pev->noiseMoving = MAKE_STRING( "common/null.wav" ); break; - case 1: - PRECACHE_SOUND ("plats/bigmove1.wav"); - pev->noiseMoving = MAKE_STRING("plats/bigmove1.wav"); + case 1: + PRECACHE_SOUND( "plats/bigmove1.wav" ); + pev->noiseMoving = MAKE_STRING( "plats/bigmove1.wav" ); break; - case 2: - PRECACHE_SOUND ("plats/bigmove2.wav"); - pev->noiseMoving = MAKE_STRING("plats/bigmove2.wav"); + case 2: + PRECACHE_SOUND( "plats/bigmove2.wav" ); + pev->noiseMoving = MAKE_STRING( "plats/bigmove2.wav" ); break; - case 3: - PRECACHE_SOUND ("plats/elevmove1.wav"); - pev->noiseMoving = MAKE_STRING("plats/elevmove1.wav"); + case 3: + PRECACHE_SOUND( "plats/elevmove1.wav" ); + pev->noiseMoving = MAKE_STRING( "plats/elevmove1.wav" ); break; - case 4: - PRECACHE_SOUND ("plats/elevmove2.wav"); - pev->noiseMoving = MAKE_STRING("plats/elevmove2.wav"); + case 4: + PRECACHE_SOUND( "plats/elevmove2.wav" ); + pev->noiseMoving = MAKE_STRING( "plats/elevmove2.wav" ); break; - case 5: - PRECACHE_SOUND ("plats/elevmove3.wav"); - pev->noiseMoving = MAKE_STRING("plats/elevmove3.wav"); + case 5: + PRECACHE_SOUND( "plats/elevmove3.wav" ); + pev->noiseMoving = MAKE_STRING( "plats/elevmove3.wav" ); break; - case 6: - PRECACHE_SOUND ("plats/freightmove1.wav"); - pev->noiseMoving = MAKE_STRING("plats/freightmove1.wav"); + case 6: + PRECACHE_SOUND( "plats/freightmove1.wav" ); + pev->noiseMoving = MAKE_STRING( "plats/freightmove1.wav" ); break; - case 7: - PRECACHE_SOUND ("plats/freightmove2.wav"); - pev->noiseMoving = MAKE_STRING("plats/freightmove2.wav"); + case 7: + PRECACHE_SOUND( "plats/freightmove2.wav" ); + pev->noiseMoving = MAKE_STRING( "plats/freightmove2.wav" ); break; - case 8: - PRECACHE_SOUND ("plats/heavymove1.wav"); - pev->noiseMoving = MAKE_STRING("plats/heavymove1.wav"); + case 8: + PRECACHE_SOUND( "plats/heavymove1.wav" ); + pev->noiseMoving = MAKE_STRING( "plats/heavymove1.wav" ); break; - case 9: - PRECACHE_SOUND ("plats/rackmove1.wav"); - pev->noiseMoving = MAKE_STRING("plats/rackmove1.wav"); + case 9: + PRECACHE_SOUND( "plats/rackmove1.wav" ); + pev->noiseMoving = MAKE_STRING( "plats/rackmove1.wav" ); break; - case 10: - PRECACHE_SOUND ("plats/railmove1.wav"); - pev->noiseMoving = MAKE_STRING("plats/railmove1.wav"); + case 10: + PRECACHE_SOUND( "plats/railmove1.wav" ); + pev->noiseMoving = MAKE_STRING( "plats/railmove1.wav" ); break; - case 11: - PRECACHE_SOUND ("plats/squeekmove1.wav"); - pev->noiseMoving = MAKE_STRING("plats/squeekmove1.wav"); + case 11: + PRECACHE_SOUND( "plats/squeekmove1.wav" ); + pev->noiseMoving = MAKE_STRING( "plats/squeekmove1.wav" ); break; - case 12: - PRECACHE_SOUND ("plats/talkmove1.wav"); - pev->noiseMoving = MAKE_STRING("plats/talkmove1.wav"); + case 12: + PRECACHE_SOUND( "plats/talkmove1.wav" ); + pev->noiseMoving = MAKE_STRING( "plats/talkmove1.wav" ); break; - case 13: - PRECACHE_SOUND ("plats/talkmove2.wav"); - pev->noiseMoving = MAKE_STRING("plats/talkmove2.wav"); + case 13: + PRECACHE_SOUND( "plats/talkmove2.wav" ); + pev->noiseMoving = MAKE_STRING( "plats/talkmove2.wav" ); break; default: - pev->noiseMoving = MAKE_STRING("common/null.wav"); + pev->noiseMoving = MAKE_STRING( "common/null.wav" ); break; } // set the plat's 'reached destination' stop sound - switch (m_bStopSnd) + switch( m_bStopSnd ) { - case 0: - pev->noiseArrived = MAKE_STRING("common/null.wav"); + case 0: + pev->noiseArrived = MAKE_STRING( "common/null.wav" ); break; - case 1: - PRECACHE_SOUND ("plats/bigstop1.wav"); - pev->noiseArrived = MAKE_STRING("plats/bigstop1.wav"); + case 1: + PRECACHE_SOUND( "plats/bigstop1.wav" ); + pev->noiseArrived = MAKE_STRING( "plats/bigstop1.wav" ); break; - case 2: - PRECACHE_SOUND ("plats/bigstop2.wav"); - pev->noiseArrived = MAKE_STRING("plats/bigstop2.wav"); + case 2: + PRECACHE_SOUND( "plats/bigstop2.wav" ); + pev->noiseArrived = MAKE_STRING( "plats/bigstop2.wav" ); break; - case 3: - PRECACHE_SOUND ("plats/freightstop1.wav"); - pev->noiseArrived = MAKE_STRING("plats/freightstop1.wav"); + case 3: + PRECACHE_SOUND( "plats/freightstop1.wav" ); + pev->noiseArrived = MAKE_STRING( "plats/freightstop1.wav" ); break; - case 4: - PRECACHE_SOUND ("plats/heavystop2.wav"); - pev->noiseArrived = MAKE_STRING("plats/heavystop2.wav"); + case 4: + PRECACHE_SOUND( "plats/heavystop2.wav" ); + pev->noiseArrived = MAKE_STRING( "plats/heavystop2.wav" ); break; - case 5: - PRECACHE_SOUND ("plats/rackstop1.wav"); - pev->noiseArrived = MAKE_STRING("plats/rackstop1.wav"); + case 5: + PRECACHE_SOUND( "plats/rackstop1.wav" ); + pev->noiseArrived = MAKE_STRING( "plats/rackstop1.wav" ); break; - case 6: - PRECACHE_SOUND ("plats/railstop1.wav"); - pev->noiseArrived = MAKE_STRING("plats/railstop1.wav"); + case 6: + PRECACHE_SOUND( "plats/railstop1.wav" ); + pev->noiseArrived = MAKE_STRING( "plats/railstop1.wav" ); break; - case 7: - PRECACHE_SOUND ("plats/squeekstop1.wav"); - pev->noiseArrived = MAKE_STRING("plats/squeekstop1.wav"); + case 7: + PRECACHE_SOUND( "plats/squeekstop1.wav" ); + pev->noiseArrived = MAKE_STRING( "plats/squeekstop1.wav" ); break; - case 8: - PRECACHE_SOUND ("plats/talkstop1.wav"); - pev->noiseArrived = MAKE_STRING("plats/talkstop1.wav"); + case 8: + PRECACHE_SOUND( "plats/talkstop1.wav" ); + pev->noiseArrived = MAKE_STRING( "plats/talkstop1.wav" ); break; - default: - pev->noiseArrived = MAKE_STRING("common/null.wav"); + pev->noiseArrived = MAKE_STRING( "common/null.wav" ); break; } } @@ -230,9 +229,9 @@ public: void EXPORT PlatUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); - void EXPORT CallGoDown( void ) { GoDown(); } - void EXPORT CallHitTop( void ) { HitTop(); } - void EXPORT CallHitBottom( void ) { HitBottom(); } + void EXPORT CallGoDown( void ) { GoDown(); } + void EXPORT CallHitTop( void ) { HitTop(); } + void EXPORT CallHitBottom( void ) { HitBottom(); } virtual void GoUp( void ); virtual void GoDown( void ); @@ -246,7 +245,7 @@ LINK_ENTITY_TO_CLASS( func_plat, CFuncPlat ) class CPlatTrigger : public CBaseEntity { public: - virtual int ObjectCaps( void ) { return (CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | FCAP_DONT_SAVE; } + virtual int ObjectCaps( void ) { return (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | FCAP_DONT_SAVE; } void SpawnInsideTrigger( CFuncPlat *pPlatform ); void Touch( CBaseEntity *pOther ); CFuncPlat *m_pPlatform; @@ -268,49 +267,49 @@ Set "sounds" to one of the following: 2) chain slow */ -void CFuncPlat :: Setup( void ) +void CFuncPlat::Setup( void ) { - //pev->noiseMovement = MAKE_STRING("plats/platmove1.wav"); - //pev->noiseStopMoving = MAKE_STRING("plats/platstop1.wav"); + //pev->noiseMovement = MAKE_STRING( "plats/platmove1.wav" ); + //pev->noiseStopMoving = MAKE_STRING( "plats/platstop1.wav" ); - if (m_flTLength == 0) + if( m_flTLength == 0 ) m_flTLength = 80; - if (m_flTWidth == 0) + if( m_flTWidth == 0 ) m_flTWidth = 10; - pev->angles = g_vecZero; + pev->angles = g_vecZero; - pev->solid = SOLID_BSP; - pev->movetype = MOVETYPE_PUSH; + pev->solid = SOLID_BSP; + pev->movetype = MOVETYPE_PUSH; - UTIL_SetOrigin(pev, pev->origin); // set size and link into world - UTIL_SetSize(pev, pev->mins, pev->maxs); - SET_MODEL(ENT(pev), STRING(pev->model) ); + UTIL_SetOrigin( pev, pev->origin ); // set size and link into world + UTIL_SetSize( pev, pev->mins, pev->maxs ); + SET_MODEL( ENT( pev), STRING( pev->model ) ); // vecPosition1 is the top position, vecPosition2 is the bottom m_vecPosition1 = pev->origin; m_vecPosition2 = pev->origin; - if (m_flHeight != 0) + if( m_flHeight != 0 ) m_vecPosition2.z = pev->origin.z - m_flHeight; else m_vecPosition2.z = pev->origin.z - pev->size.z + 8; - if (pev->speed == 0) + if( pev->speed == 0 ) pev->speed = 150; - if ( m_volume == 0 ) + if( m_volume == 0 ) m_volume = 0.85; } -void CFuncPlat :: Precache( ) +void CFuncPlat::Precache() { CBasePlatTrain::Precache(); - //PRECACHE_SOUND("plats/platmove1.wav"); - //PRECACHE_SOUND("plats/platstop1.wav"); - if ( !IsTogglePlat() ) + //PRECACHE_SOUND( "plats/platmove1.wav" ); + //PRECACHE_SOUND( "plats/platstop1.wav" ); + if( !IsTogglePlat() ) PlatSpawnInsideTrigger( pev ); // the "start moving" trigger } -void CFuncPlat :: Spawn( ) +void CFuncPlat::Spawn() { Setup(); @@ -318,70 +317,70 @@ void CFuncPlat :: Spawn( ) // If this platform is the target of some button, it starts at the TOP position, // and is brought down by that button. Otherwise, it starts at BOTTOM. - if ( !FStringNull(pev->targetname) ) + if( !FStringNull( pev->targetname ) ) { - UTIL_SetOrigin (pev, m_vecPosition1); + UTIL_SetOrigin( pev, m_vecPosition1 ); m_toggle_state = TS_AT_TOP; SetUse( &CFuncPlat::PlatUse ); } else { - UTIL_SetOrigin (pev, m_vecPosition2); + UTIL_SetOrigin( pev, m_vecPosition2 ); m_toggle_state = TS_AT_BOTTOM; } } -static void PlatSpawnInsideTrigger(entvars_t* pevPlatform) +static void PlatSpawnInsideTrigger( entvars_t *pevPlatform ) { - GetClassPtr( (CPlatTrigger *)NULL)->SpawnInsideTrigger( GetClassPtr( (CFuncPlat *)pevPlatform ) ); + GetClassPtr( (CPlatTrigger *)NULL )->SpawnInsideTrigger( GetClassPtr( (CFuncPlat *)pevPlatform ) ); } // // Create a trigger entity for a platform. // -void CPlatTrigger :: SpawnInsideTrigger( CFuncPlat *pPlatform ) +void CPlatTrigger::SpawnInsideTrigger( CFuncPlat *pPlatform ) { m_pPlatform = pPlatform; // Create trigger entity, "point" it at the owning platform, give it a touch method - pev->solid = SOLID_TRIGGER; - pev->movetype = MOVETYPE_NONE; + pev->solid = SOLID_TRIGGER; + pev->movetype = MOVETYPE_NONE; pev->origin = pPlatform->pev->origin; // Establish the trigger field's size - Vector vecTMin = m_pPlatform->pev->mins + Vector ( 25 , 25 , 0 ); - Vector vecTMax = m_pPlatform->pev->maxs + Vector ( 25 , 25 , 8 ); + Vector vecTMin = m_pPlatform->pev->mins + Vector( 25, 25, 0 ); + Vector vecTMax = m_pPlatform->pev->maxs + Vector( 25, 25, 8 ); vecTMin.z = vecTMax.z - ( m_pPlatform->m_vecPosition1.z - m_pPlatform->m_vecPosition2.z + 8 ); - if (m_pPlatform->pev->size.x <= 50) + if( m_pPlatform->pev->size.x <= 50 ) { - vecTMin.x = (m_pPlatform->pev->mins.x + m_pPlatform->pev->maxs.x) / 2; + vecTMin.x = ( m_pPlatform->pev->mins.x + m_pPlatform->pev->maxs.x ) / 2; vecTMax.x = vecTMin.x + 1; } - if (m_pPlatform->pev->size.y <= 50) + if( m_pPlatform->pev->size.y <= 50 ) { - vecTMin.y = (m_pPlatform->pev->mins.y + m_pPlatform->pev->maxs.y) / 2; + vecTMin.y = ( m_pPlatform->pev->mins.y + m_pPlatform->pev->maxs.y ) / 2; vecTMax.y = vecTMin.y + 1; } - UTIL_SetSize ( pev, vecTMin, vecTMax ); + UTIL_SetSize( pev, vecTMin, vecTMax ); } // // When the platform's trigger field is touched, the platform ??? // -void CPlatTrigger :: Touch( CBaseEntity *pOther ) +void CPlatTrigger::Touch( CBaseEntity *pOther ) { // Ignore touches by non-players - entvars_t* pevToucher = pOther->pev; - if ( !FClassnameIs (pevToucher, "player") ) + entvars_t *pevToucher = pOther->pev; + if( !FClassnameIs( pevToucher, "player" ) ) return; // Ignore touches by corpses - if (!pOther->IsAlive()) + if( !pOther->IsAlive() ) return; - + // Make linked platform go up/down. - if (m_pPlatform->m_toggle_state == TS_AT_BOTTOM) + if( m_pPlatform->m_toggle_state == TS_AT_BOTTOM ) m_pPlatform->GoUp(); - else if (m_pPlatform->m_toggle_state == TS_AT_TOP) + else if( m_pPlatform->m_toggle_state == TS_AT_TOP ) m_pPlatform->pev->nextthink = m_pPlatform->pev->ltime + 1;// delay going down } @@ -389,26 +388,26 @@ void CPlatTrigger :: Touch( CBaseEntity *pOther ) // Used by SUB_UseTargets, when a platform is the target of a button. // Start bringing platform down. // -void CFuncPlat :: PlatUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) +void CFuncPlat::PlatUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { - if ( IsTogglePlat() ) + if( IsTogglePlat() ) { // Top is off, bottom is on - BOOL on = (m_toggle_state == TS_AT_BOTTOM) ? TRUE : FALSE; + BOOL on = ( m_toggle_state == TS_AT_BOTTOM ) ? TRUE : FALSE; - if ( !ShouldToggle( useType, on ) ) + if( !ShouldToggle( useType, on ) ) return; - if (m_toggle_state == TS_AT_TOP) + if( m_toggle_state == TS_AT_TOP ) GoDown(); - else if ( m_toggle_state == TS_AT_BOTTOM ) + else if( m_toggle_state == TS_AT_BOTTOM ) GoUp(); } else { SetUse( NULL ); - if (m_toggle_state == TS_AT_TOP) + if( m_toggle_state == TS_AT_TOP ) GoDown(); } } @@ -416,61 +415,61 @@ void CFuncPlat :: PlatUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TY // // Platform is at top, now starts moving down. // -void CFuncPlat :: GoDown( void ) +void CFuncPlat::GoDown( void ) { - if(pev->noiseMovement) - EMIT_SOUND(ENT(pev), CHAN_STATIC, (char*)STRING(pev->noiseMovement), m_volume, ATTN_NORM); + if( pev->noiseMovement ) + EMIT_SOUND( ENT( pev ), CHAN_STATIC, (char*)STRING( pev->noiseMovement ), m_volume, ATTN_NORM ); - ASSERT(m_toggle_state == TS_AT_TOP || m_toggle_state == TS_GOING_UP); + ASSERT( m_toggle_state == TS_AT_TOP || m_toggle_state == TS_GOING_UP ); m_toggle_state = TS_GOING_DOWN; - SetMoveDone( &CFuncPlat::CallHitBottom); - LinearMove(m_vecPosition2, pev->speed); + SetMoveDone( &CFuncPlat::CallHitBottom ); + LinearMove( m_vecPosition2, pev->speed ); } // // Platform has hit bottom. Stops and waits forever. // -void CFuncPlat :: HitBottom( void ) +void CFuncPlat::HitBottom( void ) { - if(pev->noiseMovement) - STOP_SOUND(ENT(pev), CHAN_STATIC, (char*)STRING(pev->noiseMovement)); + if( pev->noiseMovement ) + STOP_SOUND( ENT( pev ), CHAN_STATIC, (char*)STRING( pev->noiseMovement ) ); - if (pev->noiseStopMoving) - EMIT_SOUND(ENT(pev), CHAN_WEAPON, (char*)STRING(pev->noiseStopMoving), m_volume, ATTN_NORM); + if( pev->noiseStopMoving ) + EMIT_SOUND( ENT( pev ), CHAN_WEAPON, (char*)STRING( pev->noiseStopMoving ), m_volume, ATTN_NORM ); - ASSERT(m_toggle_state == TS_GOING_DOWN); + ASSERT( m_toggle_state == TS_GOING_DOWN ); m_toggle_state = TS_AT_BOTTOM; } // // Platform is at bottom, now starts moving up // -void CFuncPlat :: GoUp( void ) +void CFuncPlat::GoUp( void ) { - if (pev->noiseMovement) - EMIT_SOUND(ENT(pev), CHAN_STATIC, (char*)STRING(pev->noiseMovement), m_volume, ATTN_NORM); - - ASSERT(m_toggle_state == TS_AT_BOTTOM || m_toggle_state == TS_GOING_DOWN); + if( pev->noiseMovement ) + EMIT_SOUND( ENT( pev ), CHAN_STATIC, (char*)STRING( pev->noiseMovement ), m_volume, ATTN_NORM ); + + ASSERT( m_toggle_state == TS_AT_BOTTOM || m_toggle_state == TS_GOING_DOWN ); m_toggle_state = TS_GOING_UP; - SetMoveDone( &CFuncPlat::CallHitTop); + SetMoveDone( &CFuncPlat::CallHitTop ); LinearMove(m_vecPosition1, pev->speed); } // // Platform has hit top. Pauses, then starts back down again. // -void CFuncPlat :: HitTop( void ) +void CFuncPlat::HitTop( void ) { - if(pev->noiseMovement) - STOP_SOUND(ENT(pev), CHAN_STATIC, (char*)STRING(pev->noiseMovement)); + if( pev->noiseMovement ) + STOP_SOUND( ENT( pev ), CHAN_STATIC, (char*)STRING( pev->noiseMovement ) ); - if (pev->noiseStopMoving) - EMIT_SOUND(ENT(pev), CHAN_WEAPON, (char*)STRING(pev->noiseStopMoving), m_volume, ATTN_NORM); - - ASSERT(m_toggle_state == TS_GOING_UP); + if( pev->noiseStopMoving ) + EMIT_SOUND( ENT( pev ), CHAN_WEAPON, (char*)STRING( pev->noiseStopMoving ), m_volume, ATTN_NORM ); + + ASSERT( m_toggle_state == TS_GOING_UP ); m_toggle_state = TS_AT_TOP; - if ( !IsTogglePlat() ) + if( !IsTogglePlat() ) { // After a delay, the platform will automatically start going down again. SetThink( &CFuncPlat::CallGoDown ); @@ -478,20 +477,20 @@ void CFuncPlat :: HitTop( void ) } } -void CFuncPlat :: Blocked( CBaseEntity *pOther ) +void CFuncPlat::Blocked( CBaseEntity *pOther ) { - ALERT( at_aiconsole, "%s Blocked by %s\n", STRING(pev->classname), STRING(pOther->pev->classname) ); + ALERT( at_aiconsole, "%s Blocked by %s\n", STRING( pev->classname ), STRING( pOther->pev->classname ) ); // Hurt the blocker a little - pOther->TakeDamage(pev, pev, 1, DMG_CRUSH); + pOther->TakeDamage( pev, pev, 1, DMG_CRUSH ); + + if( pev->noiseMovement ) + STOP_SOUND( ENT( pev ), CHAN_STATIC, (char*)STRING( pev->noiseMovement ) ); - if(pev->noiseMovement) - STOP_SOUND(ENT(pev), CHAN_STATIC, (char*)STRING(pev->noiseMovement)); - // Send the platform back where it came from - ASSERT(m_toggle_state == TS_GOING_UP || m_toggle_state == TS_GOING_DOWN); - if (m_toggle_state == TS_GOING_UP) + ASSERT( m_toggle_state == TS_GOING_UP || m_toggle_state == TS_GOING_DOWN ); + if( m_toggle_state == TS_GOING_UP ) GoDown(); - else if (m_toggle_state == TS_GOING_DOWN) + else if( m_toggle_state == TS_GOING_DOWN ) GoUp (); } @@ -501,17 +500,17 @@ public: void Spawn( void ); void SetupRotation( void ); - virtual void GoUp( void ); - virtual void GoDown( void ); - virtual void HitTop( void ); - virtual void HitBottom( void ); - - void RotMove( Vector &destAngle, float time ); - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); - static TYPEDESCRIPTION m_SaveData[]; + virtual void GoUp( void ); + virtual void GoDown( void ); + virtual void HitTop( void ); + virtual void HitBottom( void ); - Vector m_end, m_start; + void RotMove( Vector &destAngle, float time ); + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); + static TYPEDESCRIPTION m_SaveData[]; + + Vector m_end, m_start; }; LINK_ENTITY_TO_CLASS( func_platrot, CFuncPlatRot ) @@ -523,11 +522,11 @@ TYPEDESCRIPTION CFuncPlatRot::m_SaveData[] = IMPLEMENT_SAVERESTORE( CFuncPlatRot, CFuncPlat ) -void CFuncPlatRot :: SetupRotation( void ) +void CFuncPlatRot::SetupRotation( void ) { - if ( m_vecFinalAngle.x != 0 ) // This plat rotates too! + if( m_vecFinalAngle.x != 0 ) // This plat rotates too! { - CBaseToggle :: AxisDir( pev ); + CBaseToggle::AxisDir( pev ); m_start = pev->angles; m_end = pev->angles + pev->movedir * m_vecFinalAngle.x; } @@ -536,30 +535,30 @@ void CFuncPlatRot :: SetupRotation( void ) m_start = g_vecZero; m_end = g_vecZero; } - if ( !FStringNull(pev->targetname) ) // Start at top + if( !FStringNull( pev->targetname ) ) // Start at top { pev->angles = m_end; } } -void CFuncPlatRot :: Spawn( void ) +void CFuncPlatRot::Spawn( void ) { - CFuncPlat :: Spawn(); + CFuncPlat::Spawn(); SetupRotation(); } -void CFuncPlatRot :: GoDown( void ) +void CFuncPlatRot::GoDown( void ) { - CFuncPlat :: GoDown(); + CFuncPlat::GoDown(); RotMove( m_start, pev->nextthink - pev->ltime ); } // // Platform has hit bottom. Stops and waits forever. // -void CFuncPlatRot :: HitBottom( void ) +void CFuncPlatRot::HitBottom( void ) { - CFuncPlat :: HitBottom(); + CFuncPlat::HitBottom(); pev->avelocity = g_vecZero; pev->angles = m_start; } @@ -567,29 +566,29 @@ void CFuncPlatRot :: HitBottom( void ) // // Platform is at bottom, now starts moving up // -void CFuncPlatRot :: GoUp( void ) +void CFuncPlatRot::GoUp( void ) { - CFuncPlat :: GoUp(); + CFuncPlat::GoUp(); RotMove( m_end, pev->nextthink - pev->ltime ); } // // Platform has hit top. Pauses, then starts back down again. // -void CFuncPlatRot :: HitTop( void ) +void CFuncPlatRot::HitTop( void ) { - CFuncPlat :: HitTop(); + CFuncPlat::HitTop(); pev->avelocity = g_vecZero; pev->angles = m_end; } -void CFuncPlatRot :: RotMove( Vector &destAngle, float time ) +void CFuncPlatRot::RotMove( Vector &destAngle, float time ) { // set destdelta to the vector needed to move Vector vecDestDelta = destAngle - pev->angles; // Travel time is so short, we're practically there already; so make it so. - if ( time >= 0.1) + if( time >= 0.1 ) pev->avelocity = vecDestDelta / time; else { @@ -601,7 +600,6 @@ void CFuncPlatRot :: RotMove( Vector &destAngle, float time ) // //====================== TRAIN code ================================================== // - class CFuncTrain : public CBasePlatTrain { public: @@ -614,16 +612,15 @@ public: void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); void KeyValue( KeyValueData *pkvd ); - void EXPORT Wait( void ); void EXPORT Next( void ); - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); - static TYPEDESCRIPTION m_SaveData[]; + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); + static TYPEDESCRIPTION m_SaveData[]; - entvars_t *m_pevCurrentTarget; - int m_sounds; - BOOL m_activated; + entvars_t *m_pevCurrentTarget; + int m_sounds; + BOOL m_activated; }; LINK_ENTITY_TO_CLASS( func_train, CFuncTrain ) @@ -637,30 +634,30 @@ TYPEDESCRIPTION CFuncTrain::m_SaveData[] = IMPLEMENT_SAVERESTORE( CFuncTrain, CBasePlatTrain ) -void CFuncTrain :: KeyValue( KeyValueData *pkvd ) +void CFuncTrain::KeyValue( KeyValueData *pkvd ) { - if (FStrEq(pkvd->szKeyName, "sounds")) + if( FStrEq( pkvd->szKeyName, "sounds" ) ) { - m_sounds = atoi(pkvd->szValue); + m_sounds = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; } else CBasePlatTrain::KeyValue( pkvd ); } -void CFuncTrain :: Blocked( CBaseEntity *pOther ) +void CFuncTrain::Blocked( CBaseEntity *pOther ) { - if ( gpGlobals->time < m_flActivateFinished) + if( gpGlobals->time < m_flActivateFinished ) return; m_flActivateFinished = gpGlobals->time + 0.5; - - pOther->TakeDamage(pev, pev, pev->dmg, DMG_CRUSH); + + pOther->TakeDamage( pev, pev, pev->dmg, DMG_CRUSH ); } -void CFuncTrain :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) +void CFuncTrain::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { - if ( pev->spawnflags & SF_TRAIN_WAIT_RETRIGGER ) + if( pev->spawnflags & SF_TRAIN_WAIT_RETRIGGER ) { // Move toward my target pev->spawnflags &= ~SF_TRAIN_WAIT_RETRIGGER; @@ -670,49 +667,48 @@ void CFuncTrain :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE { pev->spawnflags |= SF_TRAIN_WAIT_RETRIGGER; // Pop back to last target if it's available - if ( pev->enemy ) + if( pev->enemy ) pev->target = pev->enemy->v.targetname; pev->nextthink = 0; pev->velocity = g_vecZero; - if ( pev->noiseStopMoving ) - EMIT_SOUND (ENT(pev), CHAN_VOICE, (char*)STRING(pev->noiseStopMoving), m_volume, ATTN_NORM); + if( pev->noiseStopMoving ) + EMIT_SOUND( ENT( pev ), CHAN_VOICE, (char*)STRING( pev->noiseStopMoving ), m_volume, ATTN_NORM ); } } -void CFuncTrain :: Wait( void ) +void CFuncTrain::Wait( void ) { // Fire the pass target if there is one - if ( m_pevCurrentTarget->message ) + if( m_pevCurrentTarget->message ) { - FireTargets( STRING(m_pevCurrentTarget->message), this, this, USE_TOGGLE, 0 ); - if ( FBitSet( m_pevCurrentTarget->spawnflags, SF_CORNER_FIREONCE ) ) + FireTargets( STRING( m_pevCurrentTarget->message ), this, this, USE_TOGGLE, 0 ); + if( FBitSet( m_pevCurrentTarget->spawnflags, SF_CORNER_FIREONCE ) ) m_pevCurrentTarget->message = 0; } - + // need pointer to LAST target. - if ( FBitSet (m_pevCurrentTarget->spawnflags , SF_TRAIN_WAIT_RETRIGGER ) || ( pev->spawnflags & SF_TRAIN_WAIT_RETRIGGER ) ) + if( FBitSet( m_pevCurrentTarget->spawnflags, SF_TRAIN_WAIT_RETRIGGER ) || ( pev->spawnflags & SF_TRAIN_WAIT_RETRIGGER ) ) { pev->spawnflags |= SF_TRAIN_WAIT_RETRIGGER; // clear the sound channel. - if ( pev->noiseMovement ) - STOP_SOUND( edict(), CHAN_STATIC, (char*)STRING(pev->noiseMovement) ); - if ( pev->noiseStopMoving ) - EMIT_SOUND (ENT(pev), CHAN_VOICE, (char*)STRING(pev->noiseStopMoving), m_volume, ATTN_NORM); + if( pev->noiseMovement ) + STOP_SOUND( edict(), CHAN_STATIC, (char*)STRING( pev->noiseMovement ) ); + if( pev->noiseStopMoving ) + EMIT_SOUND( ENT( pev ), CHAN_VOICE, (char*)STRING( pev->noiseStopMoving ), m_volume, ATTN_NORM ); pev->nextthink = 0; return; } - // ALERT ( at_console, "%f\n", m_flWait ); - - if (m_flWait != 0) + // ALERT( at_console, "%f\n", m_flWait ); + if( m_flWait != 0 ) { // -1 wait will wait forever! pev->nextthink = pev->ltime + m_flWait; - if ( pev->noiseMovement ) - STOP_SOUND( edict(), CHAN_STATIC, (char*)STRING(pev->noiseMovement) ); - if ( pev->noiseStopMoving ) - EMIT_SOUND (ENT(pev), CHAN_VOICE, (char*)STRING(pev->noiseStopMoving), m_volume, ATTN_NORM); + if( pev->noiseMovement ) + STOP_SOUND( edict(), CHAN_STATIC, (char*)STRING( pev->noiseMovement ) ); + if( pev->noiseStopMoving ) + EMIT_SOUND( ENT( pev ), CHAN_VOICE, (char*)STRING( pev->noiseStopMoving ), m_volume, ATTN_NORM ); SetThink( &CFuncTrain::Next ); } else @@ -724,21 +720,20 @@ void CFuncTrain :: Wait( void ) // // Train next - path corner needs to change to next target // -void CFuncTrain :: Next( void ) +void CFuncTrain::Next( void ) { - CBaseEntity *pTarg; + CBaseEntity *pTarg; - // now find our next target pTarg = GetNextTarget(); if( !pTarg ) { - if ( pev->noiseMovement ) - STOP_SOUND( edict(), CHAN_STATIC, (char*)STRING(pev->noiseMovement) ); + if( pev->noiseMovement ) + STOP_SOUND( edict(), CHAN_STATIC, (char*)STRING( pev->noiseMovement ) ); // Play stop sound - if ( pev->noiseStopMoving ) - EMIT_SOUND (ENT(pev), CHAN_VOICE, (char*)STRING(pev->noiseStopMoving), m_volume, ATTN_NORM); + if( pev->noiseStopMoving ) + EMIT_SOUND( ENT( pev ), CHAN_VOICE, (char*)STRING( pev->noiseStopMoving ), m_volume, ATTN_NORM ); return; } @@ -782,20 +777,20 @@ void CFuncTrain :: Next( void ) } } -void CFuncTrain :: Activate( void ) +void CFuncTrain::Activate( void ) { // Not yet active, so teleport to first target - if ( !m_activated ) + if( !m_activated ) { m_activated = TRUE; - entvars_t *pevTarg = VARS( FIND_ENTITY_BY_TARGETNAME (NULL, STRING(pev->target) ) ); - + entvars_t *pevTarg = VARS( FIND_ENTITY_BY_TARGETNAME( NULL, STRING( pev->target ) ) ); + pev->target = pevTarg->target; m_pevCurrentTarget = pevTarg;// keep track of this since path corners change our target for us. - UTIL_SetOrigin (pev, pevTarg->origin - (pev->mins + pev->maxs) * 0.5 ); - - if ( FStringNull(pev->targetname) ) + UTIL_SetOrigin( pev, pevTarg->origin - ( pev->mins + pev->maxs ) * 0.5 ); + + if( FStringNull( pev->targetname ) ) { // not triggered, so start immediately pev->nextthink = pev->ltime + 0.1; SetThink( &CFuncTrain::Next ); @@ -815,58 +810,57 @@ dmg default 2 sounds 1) ratchet metal */ - -void CFuncTrain :: Spawn( void ) +void CFuncTrain::Spawn( void ) { Precache(); - if (pev->speed == 0) + if( pev->speed == 0 ) pev->speed = 100; - if ( FStringNull(pev->target) ) - ALERT(at_console, "FuncTrain with no target"); + if( FStringNull(pev->target) ) + ALERT( at_console, "FuncTrain with no target" ); - if (pev->dmg == 0) + if( pev->dmg == 0 ) pev->dmg = 2; pev->movetype = MOVETYPE_PUSH; - if ( FBitSet (pev->spawnflags, SF_TRACKTRAIN_PASSABLE) ) - pev->solid = SOLID_NOT; + if( FBitSet( pev->spawnflags, SF_TRACKTRAIN_PASSABLE ) ) + pev->solid = SOLID_NOT; else - pev->solid = SOLID_BSP; + pev->solid = SOLID_BSP; - SET_MODEL( ENT(pev), STRING(pev->model) ); - UTIL_SetSize (pev, pev->mins, pev->maxs); - UTIL_SetOrigin(pev, pev->origin); + SET_MODEL( ENT( pev ), STRING( pev->model ) ); + UTIL_SetSize( pev, pev->mins, pev->maxs ); + UTIL_SetOrigin( pev, pev->origin ); m_activated = FALSE; - if ( m_volume == 0 ) + if( m_volume == 0 ) m_volume = 0.85; } void CFuncTrain::Precache( void ) { CBasePlatTrain::Precache(); -#if 0 // obsolete +#if 0 // obsolete // otherwise use preset sound - switch (m_sounds) + switch( m_sounds ) { case 0: pev->noise = 0; pev->noise1 = 0; break; case 1: - PRECACHE_SOUND ("plats/train2.wav"); - PRECACHE_SOUND ("plats/train1.wav"); - pev->noise = MAKE_STRING("plats/train2.wav"); - pev->noise1 = MAKE_STRING("plats/train1.wav"); + PRECACHE_SOUND( "plats/train2.wav" ); + PRECACHE_SOUND( "plats/train1.wav" ); + pev->noise = MAKE_STRING("plats/train2.wav" ); + pev->noise1 = MAKE_STRING("plats/train1.wav" ); break; case 2: - PRECACHE_SOUND ("plats/platmove1.wav"); - PRECACHE_SOUND ("plats/platstop1.wav"); - pev->noise = MAKE_STRING("plats/platstop1.wav"); - pev->noise1 = MAKE_STRING("plats/platmove1.wav"); + PRECACHE_SOUND( "plats/platmove1.wav" ); + PRECACHE_SOUND( "plats/platstop1.wav" ); + pev->noise = MAKE_STRING( "plats/platstop1.wav" ); + pev->noise1 = MAKE_STRING( "plats/platmove1.wav" ); break; } #endif @@ -874,15 +868,15 @@ void CFuncTrain::Precache( void ) void CFuncTrain::OverrideReset( void ) { - CBaseEntity *pTarg; + CBaseEntity *pTarg; // Are we moving? - if ( pev->velocity != g_vecZero && pev->nextthink != 0 ) + if( pev->velocity != g_vecZero && pev->nextthink != 0 ) { pev->target = pev->message; // now find our next target pTarg = GetNextTarget(); - if ( !pTarg ) + if( !pTarg ) { pev->nextthink = 0; pev->velocity = g_vecZero; @@ -920,46 +914,46 @@ TYPEDESCRIPTION CFuncTrackTrain::m_SaveData[] = IMPLEMENT_SAVERESTORE( CFuncTrackTrain, CBaseEntity ) LINK_ENTITY_TO_CLASS( func_tracktrain, CFuncTrackTrain ) -void CFuncTrackTrain :: KeyValue( KeyValueData *pkvd ) +void CFuncTrackTrain::KeyValue( KeyValueData *pkvd ) { - if (FStrEq(pkvd->szKeyName, "wheels")) + if( FStrEq( pkvd->szKeyName, "wheels" ) ) { - m_length = atof(pkvd->szValue); + m_length = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "height")) + else if( FStrEq( pkvd->szKeyName, "height" ) ) { m_height = atof(pkvd->szValue); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "startspeed")) + else if( FStrEq( pkvd->szKeyName, "startspeed" ) ) { m_startSpeed = atof(pkvd->szValue); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "sounds")) + else if( FStrEq( pkvd->szKeyName, "sounds" ) ) { m_sounds = atoi(pkvd->szValue); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "volume")) + else if( FStrEq( pkvd->szKeyName, "volume" ) ) { - m_flVolume = (float) (atoi(pkvd->szValue)); + m_flVolume = (float)atoi( pkvd->szValue ); m_flVolume *= 0.1; pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "bank")) + else if( FStrEq( pkvd->szKeyName, "bank" ) ) { - m_flBank = atof(pkvd->szValue); + m_flBank = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } else CBaseEntity::KeyValue( pkvd ); } -void CFuncTrackTrain :: NextThink( float thinkTime, BOOL alwaysThink ) +void CFuncTrackTrain::NextThink( float thinkTime, BOOL alwaysThink ) { - if ( alwaysThink ) + if( alwaysThink ) pev->flags |= FL_ALWAYSTHINK; else pev->flags &= ~FL_ALWAYSTHINK; @@ -967,38 +961,38 @@ void CFuncTrackTrain :: NextThink( float thinkTime, BOOL alwaysThink ) pev->nextthink = thinkTime; } -void CFuncTrackTrain :: Blocked( CBaseEntity *pOther ) +void CFuncTrackTrain::Blocked( CBaseEntity *pOther ) { - entvars_t *pevOther = pOther->pev; + entvars_t *pevOther = pOther->pev; // Blocker is on-ground on the train - if ( FBitSet( pevOther->flags, FL_ONGROUND ) && VARS(pevOther->groundentity) == pev ) + if( FBitSet( pevOther->flags, FL_ONGROUND ) && VARS( pevOther->groundentity ) == pev ) { - float deltaSpeed = fabs(pev->speed); - if ( deltaSpeed > 50 ) + float deltaSpeed = fabs( pev->speed ); + if( deltaSpeed > 50 ) deltaSpeed = 50; - if ( !pevOther->velocity.z ) + if( !pevOther->velocity.z ) pevOther->velocity.z += deltaSpeed; return; } else - pevOther->velocity = (pevOther->origin - pev->origin ).Normalize() * pev->dmg; + pevOther->velocity = ( pevOther->origin - pev->origin ).Normalize() * pev->dmg; - ALERT( at_aiconsole, "TRAIN(%s): Blocked by %s (dmg:%.2f)\n", STRING(pev->targetname), STRING(pOther->pev->classname), pev->dmg ); - if ( pev->dmg <= 0 ) + ALERT( at_aiconsole, "TRAIN(%s): Blocked by %s (dmg:%.2f)\n", STRING( pev->targetname ), STRING( pOther->pev->classname ), pev->dmg ); + if( pev->dmg <= 0 ) return; // we can't hurt this thing, so we're not concerned with it - pOther->TakeDamage(pev, pev, pev->dmg, DMG_CRUSH); + pOther->TakeDamage( pev, pev, pev->dmg, DMG_CRUSH ); } -void CFuncTrackTrain :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) +void CFuncTrackTrain::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { - if ( useType != USE_SET ) + if( useType != USE_SET ) { - if ( !ShouldToggle( useType, (pev->speed != 0) ) ) + if( !ShouldToggle( useType, ( pev->speed != 0 ) ) ) return; - if ( pev->speed == 0 ) + if( pev->speed == 0 ) { pev->speed = m_speed * m_dir; @@ -1017,27 +1011,27 @@ void CFuncTrackTrain :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_ { float delta = value; - delta = ((int)(pev->speed * 4) / (int)m_speed)*0.25 + 0.25 * delta; - if ( delta > 1 ) + delta = ( (int)( pev->speed * 4 ) / (int)m_speed )*0.25 + 0.25 * delta; + if( delta > 1 ) delta = 1; else if ( delta < -1 ) delta = -1; - if ( pev->spawnflags & SF_TRACKTRAIN_FORWARDONLY ) + if( pev->spawnflags & SF_TRACKTRAIN_FORWARDONLY ) { - if ( delta < 0 ) + if( delta < 0 ) delta = 0; } pev->speed = m_speed * delta; Next(); - ALERT( at_aiconsole, "TRAIN(%s), speed to %.2f\n", STRING(pev->targetname), pev->speed ); + ALERT( at_aiconsole, "TRAIN(%s), speed to %.2f\n", STRING( pev->targetname ), pev->speed ); } } static float Fix( float angle ) { - while ( angle < 0 ) + while( angle < 0 ) angle += 360; - while ( angle > 360 ) + while( angle > 360 ) angle -= 360; return angle; @@ -1054,23 +1048,22 @@ static void FixupAngles( Vector &v ) #define TRAIN_MAXPITCH 200 #define TRAIN_MAXSPEED 1000 // approx max speed for sound pitch calculation -void CFuncTrackTrain :: StopSound( void ) +void CFuncTrackTrain::StopSound( void ) { // if sound playing, stop it - if (m_soundPlaying && pev->noise) + if( m_soundPlaying && pev->noise ) { unsigned short us_encode; - unsigned short us_sound = ( ( unsigned short )( m_sounds ) & 0x0007 ) << 12; + unsigned short us_sound = ( (unsigned short)( m_sounds ) & 0x0007 ) << 12; us_encode = us_sound; PLAYBACK_EVENT_FULL( FEV_RELIABLE | FEV_UPDATE, edict(), m_usAdjustPitch, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, us_encode, 0, 1, 0 ); - /* - STOP_SOUND(ENT(pev), CHAN_STATIC, (char*)STRING(pev->noise)); + STOP_SOUND( ENT( pev ), CHAN_STATIC, (char*)STRING( pev->noise ) ); */ - EMIT_SOUND_DYN(ENT(pev), CHAN_ITEM, "plats/ttrain_brake1.wav", m_flVolume, ATTN_NORM, 0, 100); + EMIT_SOUND_DYN( ENT( pev ), CHAN_ITEM, "plats/ttrain_brake1.wav", m_flVolume, ATTN_NORM, 0, 100 ); } m_soundPlaying = 0; @@ -1079,28 +1072,27 @@ void CFuncTrackTrain :: StopSound( void ) // update pitch based on speed, start sound if not playing // NOTE: when train goes through transition, m_soundPlaying should go to 0, // which will cause the looped sound to restart. - -void CFuncTrackTrain :: UpdateSound( void ) +void CFuncTrackTrain::UpdateSound( void ) { float flpitch; - if (!pev->noise) + if( !pev->noise ) return; - flpitch = TRAIN_STARTPITCH + (fabs(pev->speed) * (TRAIN_MAXPITCH - TRAIN_STARTPITCH) / TRAIN_MAXSPEED); + flpitch = TRAIN_STARTPITCH + ( fabs( pev->speed ) * ( TRAIN_MAXPITCH - TRAIN_STARTPITCH ) / TRAIN_MAXSPEED ); - if (!m_soundPlaying) + if( !m_soundPlaying ) { // play startup sound for train - EMIT_SOUND_DYN(ENT(pev), CHAN_ITEM, "plats/ttrain_start1.wav", m_flVolume, ATTN_NORM, 0, 100); - EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, (char*)STRING(pev->noise), m_flVolume, ATTN_NORM, 0, (int) flpitch); + EMIT_SOUND_DYN( ENT( pev ), CHAN_ITEM, "plats/ttrain_start1.wav", m_flVolume, ATTN_NORM, 0, 100 ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_STATIC, (char*)STRING( pev->noise ), m_flVolume, ATTN_NORM, 0, (int)flpitch ); m_soundPlaying = 1; } else { /* // update pitch - EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, (char*)STRING(pev->noise), m_flVolume, ATTN_NORM, SND_CHANGE_PITCH, (int) flpitch); + EMIT_SOUND_DYN( ENT( pev ), CHAN_STATIC, (char*)STRING( pev->noise ), m_flVolume, ATTN_NORM, SND_CHANGE_PITCH, (int)flpitch ); */ // volume 0.0 - 1.0 - 6 bits // m_sounds 3 bits @@ -1114,27 +1106,27 @@ void CFuncTrackTrain :: UpdateSound( void ) us_encode = us_sound | us_pitch | us_volume; - PLAYBACK_EVENT_FULL( FEV_RELIABLE | FEV_UPDATE, edict(), m_usAdjustPitch, 0.0, + PLAYBACK_EVENT_FULL( FEV_RELIABLE | FEV_UPDATE, edict(), m_usAdjustPitch, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, us_encode, 0, 0, 0 ); } } -void CFuncTrackTrain :: Next( void ) +void CFuncTrackTrain::Next( void ) { float time = 0.5; - if ( !pev->speed ) + if( !pev->speed ) { - ALERT( at_aiconsole, "TRAIN(%s): Speed is 0\n", STRING(pev->targetname) ); + ALERT( at_aiconsole, "TRAIN(%s): Speed is 0\n", STRING( pev->targetname ) ); StopSound(); return; } -// if ( !m_ppath ) -// m_ppath = CPathTrack::Instance(FIND_ENTITY_BY_TARGETNAME( NULL, STRING(pev->target) )); - if ( !m_ppath ) + //if( !m_ppath ) + // m_ppath = CPathTrack::Instance( FIND_ENTITY_BY_TARGETNAME( NULL, STRING( pev->target ) ) ); + if( !m_ppath ) { - ALERT( at_aiconsole, "TRAIN(%s): Lost path\n", STRING(pev->targetname) ); + ALERT( at_aiconsole, "TRAIN(%s): Lost path\n", STRING( pev->targetname ) ); StopSound(); return; } @@ -1147,11 +1139,11 @@ void CFuncTrackTrain :: Next( void ) CPathTrack *pnext = m_ppath->LookAhead( &nextPos, pev->speed * 0.1, 1 ); nextPos.z += m_height; - pev->velocity = (nextPos - pev->origin) * 10; + pev->velocity = ( nextPos - pev->origin ) * 10; Vector nextFront = pev->origin; nextFront.z -= m_height; - if ( m_length > 0 ) + if( m_length > 0 ) m_ppath->LookAhead( &nextFront, m_length, 0 ); else m_ppath->LookAhead( &nextFront, 100, 0 ); @@ -1166,11 +1158,11 @@ void CFuncTrackTrain :: Next( void ) FixupAngles( angles ); FixupAngles( pev->angles ); - if ( !pnext || (delta.x == 0 && delta.y == 0) ) + if( !pnext || ( delta.x == 0 && delta.y == 0 ) ) angles = pev->angles; float vy, vx; - if ( !(pev->spawnflags & SF_TRACKTRAIN_NOPITCH) ) + if( !( pev->spawnflags & SF_TRACKTRAIN_NOPITCH ) ) vx = UTIL_AngleDistance( angles.x, pev->angles.x ); else vx = 0; @@ -1179,46 +1171,46 @@ void CFuncTrackTrain :: Next( void ) pev->avelocity.y = vy * 10; pev->avelocity.x = vx * 10; - if ( m_flBank != 0 ) + if( m_flBank != 0 ) { - if ( pev->avelocity.y < -5 ) - pev->avelocity.z = UTIL_AngleDistance( UTIL_ApproachAngle( -m_flBank, pev->angles.z, m_flBank*2 ), pev->angles.z); - else if ( pev->avelocity.y > 5 ) - pev->avelocity.z = UTIL_AngleDistance( UTIL_ApproachAngle( m_flBank, pev->angles.z, m_flBank*2 ), pev->angles.z); + if( pev->avelocity.y < -5 ) + pev->avelocity.z = UTIL_AngleDistance( UTIL_ApproachAngle( -m_flBank, pev->angles.z, m_flBank * 2 ), pev->angles.z ); + else if( pev->avelocity.y > 5 ) + pev->avelocity.z = UTIL_AngleDistance( UTIL_ApproachAngle( m_flBank, pev->angles.z, m_flBank * 2 ), pev->angles.z ); else - pev->avelocity.z = UTIL_AngleDistance( UTIL_ApproachAngle( 0, pev->angles.z, m_flBank*4 ), pev->angles.z) * 4; + pev->avelocity.z = UTIL_AngleDistance( UTIL_ApproachAngle( 0, pev->angles.z, m_flBank * 4 ), pev->angles.z ) * 4; } - - if ( pnext ) + + if( pnext ) { - if ( pnext != m_ppath ) + if( pnext != m_ppath ) { CPathTrack *pFire; - if ( pev->speed >= 0 ) + if( pev->speed >= 0 ) pFire = pnext; else pFire = m_ppath; m_ppath = pnext; // Fire the pass target if there is one - if ( pFire->pev->message ) + if( pFire->pev->message ) { - FireTargets( STRING(pFire->pev->message), this, this, USE_TOGGLE, 0 ); - if ( FBitSet( pFire->pev->spawnflags, SF_PATH_FIREONCE ) ) + FireTargets( STRING( pFire->pev->message ), this, this, USE_TOGGLE, 0 ); + if( FBitSet( pFire->pev->spawnflags, SF_PATH_FIREONCE ) ) pFire->pev->message = 0; } - if ( pFire->pev->spawnflags & SF_PATH_DISABLE_TRAIN ) + if( pFire->pev->spawnflags & SF_PATH_DISABLE_TRAIN ) pev->spawnflags |= SF_TRACKTRAIN_NOCONTROL; // Don't override speed if under user control - if ( pev->spawnflags & SF_TRACKTRAIN_NOCONTROL ) + if( pev->spawnflags & SF_TRACKTRAIN_NOCONTROL ) { - if ( pFire->pev->speed != 0 ) + if( pFire->pev->speed != 0 ) { // don't copy speed from target if it is 0 (uninitialized) pev->speed = pFire->pev->speed; - ALERT( at_aiconsole, "TrackTrain %s speed to %4.2f\n", STRING(pev->targetname), pev->speed ); + ALERT( at_aiconsole, "TrackTrain %s speed to %4.2f\n", STRING( pev->targetname ), pev->speed ); } } @@ -1229,7 +1221,7 @@ void CFuncTrackTrain :: Next( void ) else // end of path, stop { StopSound(); - pev->velocity = (nextPos - pev->origin); + pev->velocity = nextPos - pev->origin; pev->avelocity = g_vecZero; float distance = pev->velocity.Length(); m_oldSpeed = pev->speed; @@ -1239,11 +1231,11 @@ void CFuncTrackTrain :: Next( void ) // Move to the dead end // Are we there yet? - if ( distance > 0 ) + if( distance > 0 ) { // no, how long to get there? time = distance / m_oldSpeed; - pev->velocity = pev->velocity * (m_oldSpeed / distance); + pev->velocity = pev->velocity * ( m_oldSpeed / distance ); SetThink( &CFuncTrackTrain::DeadEnd ); NextThink( pev->ltime + time, FALSE ); } @@ -1261,45 +1253,45 @@ void CFuncTrackTrain::DeadEnd( void ) pTrack = m_ppath; - ALERT( at_aiconsole, "TRAIN(%s): Dead end ", STRING(pev->targetname) ); + ALERT( at_aiconsole, "TRAIN(%s): Dead end ", STRING( pev->targetname ) ); // Find the dead end path node // HACKHACK -- This is bugly, but the train can actually stop moving at a different node depending on it's speed // so we have to traverse the list to it's end. - if ( pTrack ) + if( pTrack ) { - if ( m_oldSpeed < 0 ) + if( m_oldSpeed < 0 ) { do { pNext = pTrack->ValidPath( pTrack->GetPrevious(), TRUE ); - if ( pNext ) + if( pNext ) pTrack = pNext; - } while ( pNext ); + } while( pNext ); } else { do { pNext = pTrack->ValidPath( pTrack->GetNext(), TRUE ); - if ( pNext ) + if( pNext ) pTrack = pNext; - } while ( pNext ); + } while( pNext ); } } pev->velocity = g_vecZero; pev->avelocity = g_vecZero; - if ( pTrack ) + if( pTrack ) { - ALERT( at_aiconsole, "at %s\n", STRING(pTrack->pev->targetname) ); - if ( pTrack->pev->netname ) - FireTargets( STRING(pTrack->pev->netname), this, this, USE_TOGGLE, 0 ); + ALERT( at_aiconsole, "at %s\n", STRING( pTrack->pev->targetname ) ); + if( pTrack->pev->netname ) + FireTargets( STRING( pTrack->pev->netname ), this, this, USE_TOGGLE, 0 ); } else ALERT( at_aiconsole, "\n" ); } -void CFuncTrackTrain :: SetControls( entvars_t *pevControls ) +void CFuncTrackTrain::SetControls( entvars_t *pevControls ) { Vector offset = pevControls->origin - pev->oldorigin; @@ -1307,11 +1299,11 @@ void CFuncTrackTrain :: SetControls( entvars_t *pevControls ) m_controlMaxs = pevControls->maxs + offset; } -BOOL CFuncTrackTrain :: OnControls( entvars_t *pevTest ) +BOOL CFuncTrackTrain::OnControls( entvars_t *pevTest ) { Vector offset = pevTest->origin - pev->origin; - if ( pev->spawnflags & SF_TRACKTRAIN_NOCONTROL ) + if( pev->spawnflags & SF_TRACKTRAIN_NOCONTROL ) return FALSE; // Transform offset into local coordinates @@ -1321,21 +1313,21 @@ BOOL CFuncTrackTrain :: OnControls( entvars_t *pevTest ) local.y = -DotProduct( offset, gpGlobals->v_right ); local.z = DotProduct( offset, gpGlobals->v_up ); - if ( local.x >= m_controlMins.x && local.y >= m_controlMins.y && local.z >= m_controlMins.z && + if( local.x >= m_controlMins.x && local.y >= m_controlMins.y && local.z >= m_controlMins.z && local.x <= m_controlMaxs.x && local.y <= m_controlMaxs.y && local.z <= m_controlMaxs.z ) return TRUE; return FALSE; } -void CFuncTrackTrain :: Find( void ) +void CFuncTrackTrain::Find( void ) { - m_ppath = CPathTrack::Instance(FIND_ENTITY_BY_TARGETNAME( NULL, STRING(pev->target) )); - if ( !m_ppath ) + m_ppath = CPathTrack::Instance(FIND_ENTITY_BY_TARGETNAME( NULL, STRING( pev->target ) ) ); + if( !m_ppath ) return; entvars_t *pevTarget = m_ppath->pev; - if ( !FClassnameIs( pevTarget, "path_track" ) ) + if( !FClassnameIs( pevTarget, "path_track" ) ) { ALERT( at_error, "func_track_train must be on a path of path_track\n" ); m_ppath = NULL; @@ -1354,7 +1346,7 @@ void CFuncTrackTrain :: Find( void ) // The train actually points west pev->angles.y += 180; - if ( pev->spawnflags & SF_TRACKTRAIN_NOPITCH ) + if( pev->spawnflags & SF_TRACKTRAIN_NOPITCH ) pev->angles.x = 0; UTIL_SetOrigin( pev, nextPos ); NextThink( pev->ltime + 0.1, FALSE ); @@ -1364,7 +1356,7 @@ void CFuncTrackTrain :: Find( void ) UpdateSound(); } -void CFuncTrackTrain :: NearestPath( void ) +void CFuncTrackTrain::NearestPath( void ) { CBaseEntity *pTrack = NULL; CBaseEntity *pNearest = NULL; @@ -1372,13 +1364,13 @@ void CFuncTrackTrain :: NearestPath( void ) closest = 1024; - while ((pTrack = UTIL_FindEntityInSphere( pTrack, pev->origin, 1024 )) != NULL) + while( ( pTrack = UTIL_FindEntityInSphere( pTrack, pev->origin, 1024 ) ) != NULL ) { // filter out non-tracks - if ( !(pTrack->pev->flags & (FL_CLIENT|FL_MONSTER)) && FClassnameIs( pTrack->pev, "path_track" ) ) + if( !( pTrack->pev->flags & ( FL_CLIENT | FL_MONSTER ) ) && FClassnameIs( pTrack->pev, "path_track" ) ) { - dist = (pev->origin - pTrack->pev->origin).Length(); - if ( dist < closest ) + dist = ( pev->origin - pTrack->pev->origin ).Length(); + if( dist < closest ) { closest = dist; pNearest = pTrack; @@ -1386,25 +1378,25 @@ void CFuncTrackTrain :: NearestPath( void ) } } - if ( !pNearest ) + if( !pNearest ) { ALERT( at_console, "Can't find a nearby track !!!\n" ); SetThink( NULL ); return; } - ALERT( at_aiconsole, "TRAIN: %s, Nearest track is %s\n", STRING(pev->targetname), STRING(pNearest->pev->targetname) ); + ALERT( at_aiconsole, "TRAIN: %s, Nearest track is %s\n", STRING( pev->targetname ), STRING( pNearest->pev->targetname ) ); // If I'm closer to the next path_track on this path, then it's my real path - pTrack = ((CPathTrack *)pNearest)->GetNext(); - if ( pTrack ) + pTrack = ( (CPathTrack *)pNearest )->GetNext(); + if( pTrack ) { - if ( (pev->origin - pTrack->pev->origin).Length() < (pev->origin - pNearest->pev->origin).Length() ) + if( ( pev->origin - pTrack->pev->origin ).Length() < ( pev->origin - pNearest->pev->origin ).Length() ) pNearest = pTrack; } m_ppath = (CPathTrack *)pNearest; - if ( pev->speed != 0 ) + if( pev->speed != 0 ) { NextThink( pev->ltime + 0.1, FALSE ); SetThink( &CFuncTrackTrain::Next ); @@ -1419,8 +1411,8 @@ void CFuncTrackTrain::OverrideReset( void ) CFuncTrackTrain *CFuncTrackTrain::Instance( edict_t *pent ) { - if ( FClassnameIs( pent, "func_tracktrain" ) ) - return (CFuncTrackTrain *)GET_PRIVATE(pent); + if( FClassnameIs( pent, "func_tracktrain" ) ) + return (CFuncTrackTrain *)GET_PRIVATE( pent ); return NULL; } @@ -1435,9 +1427,9 @@ sounds 1) ratchet metal */ -void CFuncTrackTrain :: Spawn( void ) +void CFuncTrackTrain::Spawn( void ) { - if ( pev->speed == 0 ) + if( pev->speed == 0 ) m_speed = 100; else m_speed = pev->speed; @@ -1449,16 +1441,16 @@ void CFuncTrackTrain :: Spawn( void ) m_dir = 1; - if ( FStringNull(pev->target) ) + if( FStringNull( pev->target ) ) ALERT( at_console, "FuncTrain with no target" ); - if ( pev->spawnflags & SF_TRACKTRAIN_PASSABLE ) + if( pev->spawnflags & SF_TRACKTRAIN_PASSABLE ) pev->solid = SOLID_NOT; else pev->solid = SOLID_BSP; pev->movetype = MOVETYPE_PUSH; - SET_MODEL( ENT(pev), STRING(pev->model) ); + SET_MODEL( ENT( pev ), STRING( pev->model ) ); UTIL_SetSize( pev, pev->mins, pev->maxs ); UTIL_SetOrigin( pev, pev->origin ); @@ -1477,27 +1469,45 @@ void CFuncTrackTrain :: Spawn( void ) Precache(); } -void CFuncTrackTrain :: Precache( void ) +void CFuncTrackTrain::Precache( void ) { - if (m_flVolume == 0.0) + if( m_flVolume == 0.0 ) m_flVolume = 1.0; - switch (m_sounds) + switch( m_sounds ) { default: // no sound pev->noise = 0; break; - case 1: PRECACHE_SOUND("plats/ttrain1.wav"); pev->noise = MAKE_STRING("plats/ttrain1.wav");break; - case 2: PRECACHE_SOUND("plats/ttrain2.wav"); pev->noise = MAKE_STRING("plats/ttrain2.wav");break; - case 3: PRECACHE_SOUND("plats/ttrain3.wav"); pev->noise = MAKE_STRING("plats/ttrain3.wav");break; - case 4: PRECACHE_SOUND("plats/ttrain4.wav"); pev->noise = MAKE_STRING("plats/ttrain4.wav");break; - case 5: PRECACHE_SOUND("plats/ttrain6.wav"); pev->noise = MAKE_STRING("plats/ttrain6.wav");break; - case 6: PRECACHE_SOUND("plats/ttrain7.wav"); pev->noise = MAKE_STRING("plats/ttrain7.wav");break; + case 1: + PRECACHE_SOUND( "plats/ttrain1.wav" ); + pev->noise = MAKE_STRING("plats/ttrain1.wav" ); + break; + case 2: + PRECACHE_SOUND( "plats/ttrain2.wav" ); + pev->noise = MAKE_STRING( "plats/ttrain2.wav" ); + break; + case 3: + PRECACHE_SOUND( "plats/ttrain3.wav" ); + pev->noise = MAKE_STRING( "plats/ttrain3.wav" ); + break; + case 4: + PRECACHE_SOUND( "plats/ttrain4.wav" ); + pev->noise = MAKE_STRING( "plats/ttrain4.wav" ); + break; + case 5: + PRECACHE_SOUND( "plats/ttrain6.wav" ); + pev->noise = MAKE_STRING( "plats/ttrain6.wav" ); + break; + case 6: + PRECACHE_SOUND( "plats/ttrain7.wav" ); + pev->noise = MAKE_STRING( "plats/ttrain7.wav" ); + break; } - PRECACHE_SOUND("plats/ttrain_brake1.wav"); - PRECACHE_SOUND("plats/ttrain_start1.wav"); + PRECACHE_SOUND( "plats/ttrain_brake1.wav" ); + PRECACHE_SOUND( "plats/ttrain_start1.wav" ); m_usAdjustPitch = PRECACHE_EVENT( 1, "events/train.sc" ); } @@ -1506,38 +1516,38 @@ void CFuncTrackTrain :: Precache( void ) class CFuncTrainControls : public CBaseEntity { public: - virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } + virtual int ObjectCaps( void ) { return CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } void Spawn( void ); void EXPORT Find( void ); }; LINK_ENTITY_TO_CLASS( func_traincontrols, CFuncTrainControls ) -void CFuncTrainControls :: Find( void ) +void CFuncTrainControls::Find( void ) { edict_t *pTarget = NULL; do { - pTarget = FIND_ENTITY_BY_TARGETNAME( pTarget, STRING(pev->target) ); - } while ( !FNullEnt(pTarget) && !FClassnameIs(pTarget, "func_tracktrain") ); + pTarget = FIND_ENTITY_BY_TARGETNAME( pTarget, STRING( pev->target ) ); + } while( !FNullEnt(pTarget) && !FClassnameIs( pTarget, "func_tracktrain" ) ); - if ( FNullEnt( pTarget ) ) + if( FNullEnt( pTarget ) ) { - ALERT( at_console, "No train %s\n", STRING(pev->target) ); + ALERT( at_console, "No train %s\n", STRING( pev->target ) ); return; } - CFuncTrackTrain *ptrain = CFuncTrackTrain::Instance(pTarget); + CFuncTrackTrain *ptrain = CFuncTrackTrain::Instance( pTarget ); ptrain->SetControls( pev ); UTIL_Remove( this ); } -void CFuncTrainControls :: Spawn( void ) +void CFuncTrainControls::Spawn( void ) { pev->solid = SOLID_NOT; pev->movetype = MOVETYPE_NONE; - SET_MODEL( ENT(pev), STRING(pev->model) ); + SET_MODEL( ENT( pev ), STRING( pev->model ) ); UTIL_SetSize( pev, pev->mins, pev->maxs ); UTIL_SetOrigin( pev, pev->origin ); @@ -1551,11 +1561,10 @@ void CFuncTrainControls :: Spawn( void ) // Track changer / Train elevator // // ---------------------------------------------------------------------------- - -#define SF_TRACK_ACTIVATETRAIN 0x00000001 +#define SF_TRACK_ACTIVATETRAIN 0x00000001 #define SF_TRACK_RELINK 0x00000002 #define SF_TRACK_ROTMOVE 0x00000004 -#define SF_TRACK_STARTBOTTOM 0x00000008 +#define SF_TRACK_STARTBOTTOM 0x00000008 #define SF_TRACK_DONT_MOVE 0x00000010 // @@ -1563,8 +1572,12 @@ void CFuncTrainControls :: Spawn( void ) // It must be larger in X-Y planar area than the train, since it must contain the // train within these dimensions in order to operate when the train is near it. // - -typedef enum { TRAIN_SAFE, TRAIN_BLOCKING, TRAIN_FOLLOWING } TRAIN_CODE; +typedef enum +{ + TRAIN_SAFE, + TRAIN_BLOCKING, + TRAIN_FOLLOWING +}TRAIN_CODE; class CFuncTrackChange : public CFuncPlatRot { @@ -1572,42 +1585,42 @@ public: void Spawn( void ); void Precache( void ); - //virtual void Blocked( void ); - virtual void EXPORT GoUp( void ); - virtual void EXPORT GoDown( void ); + //virtual void Blocked( void ); + virtual void EXPORT GoUp( void ); + virtual void EXPORT GoDown( void ); - void KeyValue( KeyValueData* pkvd ); - void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); - void EXPORT Find( void ); - TRAIN_CODE EvaluateTrain( CPathTrack *pcurrent ); - void UpdateTrain( Vector &dest ); - virtual void HitBottom( void ); - virtual void HitTop( void ); - void Touch( CBaseEntity *pOther ); - virtual void UpdateAutoTargets( int toggleState ); - virtual BOOL IsTogglePlat( void ) { return TRUE; } + void KeyValue( KeyValueData* pkvd ); + void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); + void EXPORT Find( void ); + TRAIN_CODE EvaluateTrain( CPathTrack *pcurrent ); + void UpdateTrain( Vector &dest ); + virtual void HitBottom( void ); + virtual void HitTop( void ); + void Touch( CBaseEntity *pOther ); + virtual void UpdateAutoTargets( int toggleState ); + virtual BOOL IsTogglePlat( void ) { return TRUE; } - void DisableUse( void ) { m_use = 0; } - void EnableUse( void ) { m_use = 1; } - int UseEnabled( void ) { return m_use; } + void DisableUse( void ) { m_use = 0; } + void EnableUse( void ) { m_use = 1; } + int UseEnabled( void ) { return m_use; } - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); - static TYPEDESCRIPTION m_SaveData[]; + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); + static TYPEDESCRIPTION m_SaveData[]; - virtual void OverrideReset( void ); + virtual void OverrideReset( void ); - CPathTrack *m_trackTop; - CPathTrack *m_trackBottom; + CPathTrack *m_trackTop; + CPathTrack *m_trackBottom; CFuncTrackTrain *m_train; - int m_trackTopName; - int m_trackBottomName; - int m_trainName; - TRAIN_CODE m_code; - int m_targetState; - int m_use; + int m_trackTopName; + int m_trackBottomName; + int m_trainName; + TRAIN_CODE m_code; + int m_targetState; + int m_use; }; LINK_ENTITY_TO_CLASS( func_trackchange, CFuncTrackChange ) @@ -1627,24 +1640,24 @@ TYPEDESCRIPTION CFuncTrackChange::m_SaveData[] = IMPLEMENT_SAVERESTORE( CFuncTrackChange, CFuncPlatRot ) -void CFuncTrackChange :: Spawn( void ) +void CFuncTrackChange::Spawn( void ) { Setup(); - if ( FBitSet( pev->spawnflags, SF_TRACK_DONT_MOVE ) ) + if( FBitSet( pev->spawnflags, SF_TRACK_DONT_MOVE ) ) m_vecPosition2.z = pev->origin.z; SetupRotation(); - if ( FBitSet( pev->spawnflags, SF_TRACK_STARTBOTTOM ) ) + if( FBitSet( pev->spawnflags, SF_TRACK_STARTBOTTOM ) ) { - UTIL_SetOrigin (pev, m_vecPosition2); + UTIL_SetOrigin( pev, m_vecPosition2 ); m_toggle_state = TS_AT_BOTTOM; pev->angles = m_start; m_targetState = TS_AT_TOP; } else { - UTIL_SetOrigin (pev, m_vecPosition1); + UTIL_SetOrigin( pev, m_vecPosition1 ); m_toggle_state = TS_AT_TOP; pev->angles = m_end; m_targetState = TS_AT_BOTTOM; @@ -1656,7 +1669,7 @@ void CFuncTrackChange :: Spawn( void ) Precache(); } -void CFuncTrackChange :: Precache( void ) +void CFuncTrackChange::Precache( void ) { // Can't trigger sound PRECACHE_SOUND( "buttons/button11.wav" ); @@ -1665,7 +1678,7 @@ void CFuncTrackChange :: Precache( void ) } // UNDONE: Filter touches before re-evaluating the train. -void CFuncTrackChange :: Touch( CBaseEntity *pOther ) +void CFuncTrackChange::Touch( CBaseEntity *pOther ) { #if 0 TRAIN_CODE code; @@ -1673,19 +1686,19 @@ void CFuncTrackChange :: Touch( CBaseEntity *pOther ) #endif } -void CFuncTrackChange :: KeyValue( KeyValueData *pkvd ) +void CFuncTrackChange::KeyValue( KeyValueData *pkvd ) { - if ( FStrEq(pkvd->szKeyName, "train") ) + if( FStrEq( pkvd->szKeyName, "train" ) ) { m_trainName = ALLOC_STRING( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if ( FStrEq(pkvd->szKeyName, "toptrack") ) + else if( FStrEq( pkvd->szKeyName, "toptrack" ) ) { m_trackTopName = ALLOC_STRING( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if ( FStrEq(pkvd->szKeyName, "bottomtrack") ) + else if( FStrEq( pkvd->szKeyName, "bottomtrack" ) ) { m_trackBottomName = ALLOC_STRING( pkvd->szValue ); pkvd->fHandled = TRUE; @@ -1702,29 +1715,29 @@ void CFuncTrackChange::OverrideReset( void ) SetThink( &CFuncTrackChange::Find ); } -void CFuncTrackChange :: Find( void ) +void CFuncTrackChange::Find( void ) { // Find track entities edict_t *target; - target = FIND_ENTITY_BY_TARGETNAME( NULL, STRING(m_trackTopName) ); - if ( !FNullEnt(target) ) + target = FIND_ENTITY_BY_TARGETNAME( NULL, STRING( m_trackTopName ) ); + if( !FNullEnt( target ) ) { m_trackTop = CPathTrack::Instance( target ); - target = FIND_ENTITY_BY_TARGETNAME( NULL, STRING(m_trackBottomName) ); - if ( !FNullEnt(target) ) + target = FIND_ENTITY_BY_TARGETNAME( NULL, STRING( m_trackBottomName ) ); + if( !FNullEnt( target ) ) { m_trackBottom = CPathTrack::Instance( target ); - target = FIND_ENTITY_BY_TARGETNAME( NULL, STRING(m_trainName) ); - if ( !FNullEnt(target) ) + target = FIND_ENTITY_BY_TARGETNAME( NULL, STRING( m_trainName ) ); + if( !FNullEnt( target ) ) { - m_train = CFuncTrackTrain::Instance( FIND_ENTITY_BY_TARGETNAME( NULL, STRING(m_trainName) ) ); - if ( !m_train ) + m_train = CFuncTrackTrain::Instance( FIND_ENTITY_BY_TARGETNAME( NULL, STRING( m_trainName ) ) ); + if( !m_train ) { - ALERT( at_error, "Can't find train for track change! %s\n", STRING(m_trainName) ); + ALERT( at_error, "Can't find train for track change! %s\n", STRING( m_trainName ) ); return; } - Vector center = (pev->absmin + pev->absmax) * 0.5; + Vector center = ( pev->absmin + pev->absmax ) * 0.5; m_trackBottom = m_trackBottom->Nearest( center ); m_trackTop = m_trackTop->Nearest( center ); UpdateAutoTargets( m_toggle_state ); @@ -1733,34 +1746,34 @@ void CFuncTrackChange :: Find( void ) } else { - ALERT( at_error, "Can't find train for track change! %s\n", STRING(m_trainName) ); - target = FIND_ENTITY_BY_TARGETNAME( NULL, STRING(m_trainName) ); + ALERT( at_error, "Can't find train for track change! %s\n", STRING( m_trainName ) ); + target = FIND_ENTITY_BY_TARGETNAME( NULL, STRING( m_trainName ) ); } } else - ALERT( at_error, "Can't find bottom track for track change! %s\n", STRING(m_trackBottomName) ); + ALERT( at_error, "Can't find bottom track for track change! %s\n", STRING( m_trackBottomName ) ); } else - ALERT( at_error, "Can't find top track for track change! %s\n", STRING(m_trackTopName) ); + ALERT( at_error, "Can't find top track for track change! %s\n", STRING( m_trackTopName ) ); } -TRAIN_CODE CFuncTrackChange :: EvaluateTrain( CPathTrack *pcurrent ) +TRAIN_CODE CFuncTrackChange::EvaluateTrain( CPathTrack *pcurrent ) { // Go ahead and work, we don't have anything to switch, so just be an elevator - if ( !pcurrent || !m_train ) + if( !pcurrent || !m_train ) return TRAIN_SAFE; - if ( m_train->m_ppath == pcurrent || (pcurrent->m_pprevious && m_train->m_ppath == pcurrent->m_pprevious) || - (pcurrent->m_pnext && m_train->m_ppath == pcurrent->m_pnext) ) + if( m_train->m_ppath == pcurrent || ( pcurrent->m_pprevious && m_train->m_ppath == pcurrent->m_pprevious ) || + ( pcurrent->m_pnext && m_train->m_ppath == pcurrent->m_pnext ) ) { - if ( m_train->pev->speed != 0 ) + if( m_train->pev->speed != 0 ) return TRAIN_BLOCKING; Vector dist = pev->origin - m_train->pev->origin; float length = dist.Length2D(); - if ( length < m_train->m_length ) // Empirically determined close distance + if( length < m_train->m_length ) // Empirically determined close distance return TRAIN_FOLLOWING; - else if ( length > (150 + m_train->m_length) ) + else if( length > ( 150 + m_train->m_length ) ) return TRAIN_SAFE; return TRAIN_BLOCKING; @@ -1769,16 +1782,16 @@ TRAIN_CODE CFuncTrackChange :: EvaluateTrain( CPathTrack *pcurrent ) return TRAIN_SAFE; } -void CFuncTrackChange :: UpdateTrain( Vector &dest ) +void CFuncTrackChange::UpdateTrain( Vector &dest ) { - float time = (pev->nextthink - pev->ltime); + float time = ( pev->nextthink - pev->ltime ); m_train->pev->velocity = pev->velocity; m_train->pev->avelocity = pev->avelocity; m_train->NextThink( m_train->pev->ltime + time, FALSE ); // Attempt at getting the train to rotate properly around the origin of the trackchange - if ( time <= 0 ) + if( time <= 0 ) return; Vector offset = m_train->pev->origin - pev->origin; @@ -1791,12 +1804,12 @@ void CFuncTrackChange :: UpdateTrain( Vector &dest ) local.z = DotProduct( offset, gpGlobals->v_up ); local = local - offset; - m_train->pev->velocity = pev->velocity + (local * (1.0/time)); + m_train->pev->velocity = pev->velocity + ( local * ( 1.0 / time ) ); } -void CFuncTrackChange :: GoDown( void ) +void CFuncTrackChange::GoDown( void ) { - if ( m_code == TRAIN_BLOCKING ) + if( m_code == TRAIN_BLOCKING ) return; // HitBottom may get called during CFuncPlat::GoDown(), so set up for that @@ -1804,7 +1817,7 @@ void CFuncTrackChange :: GoDown( void ) UpdateAutoTargets( TS_GOING_DOWN ); // If ROTMOVE, move & rotate - if ( FBitSet( pev->spawnflags, SF_TRACK_DONT_MOVE ) ) + if( FBitSet( pev->spawnflags, SF_TRACK_DONT_MOVE ) ) { SetMoveDone( &CFuncPlat::CallHitBottom ); m_toggle_state = TS_GOING_DOWN; @@ -1812,14 +1825,14 @@ void CFuncTrackChange :: GoDown( void ) } else { - CFuncPlat :: GoDown(); + CFuncPlat::GoDown(); SetMoveDone( &CFuncPlat::CallHitBottom ); RotMove( m_start, pev->nextthink - pev->ltime ); } // Otherwise, rotate first, move second // If the train is moving with the platform, update it - if ( m_code == TRAIN_FOLLOWING ) + if( m_code == TRAIN_FOLLOWING ) { UpdateTrain( m_start ); m_train->m_ppath = NULL; @@ -1829,16 +1842,15 @@ void CFuncTrackChange :: GoDown( void ) // // Platform is at bottom, now starts moving up // -void CFuncTrackChange :: GoUp( void ) +void CFuncTrackChange::GoUp( void ) { - if ( m_code == TRAIN_BLOCKING ) + if( m_code == TRAIN_BLOCKING ) return; // HitTop may get called during CFuncPlat::GoUp(), so set up for that // before you call GoUp(); - UpdateAutoTargets( TS_GOING_UP ); - if ( FBitSet( pev->spawnflags, SF_TRACK_DONT_MOVE ) ) + if( FBitSet( pev->spawnflags, SF_TRACK_DONT_MOVE ) ) { m_toggle_state = TS_GOING_UP; SetMoveDone( &CFuncPlat::CallHitTop ); @@ -1847,7 +1859,7 @@ void CFuncTrackChange :: GoUp( void ) else { // If ROTMOVE, move & rotate - CFuncPlat :: GoUp(); + CFuncPlat::GoUp(); SetMoveDone( &CFuncPlat::CallHitTop ); RotMove( m_end, pev->nextthink - pev->ltime ); } @@ -1855,7 +1867,7 @@ void CFuncTrackChange :: GoUp( void ) // Otherwise, move first, rotate second // If the train is moving with the platform, update it - if ( m_code == TRAIN_FOLLOWING ) + if( m_code == TRAIN_FOLLOWING ) { UpdateTrain( m_end ); m_train->m_ppath = NULL; @@ -1863,47 +1875,46 @@ void CFuncTrackChange :: GoUp( void ) } // Normal track change -void CFuncTrackChange :: UpdateAutoTargets( int toggleState ) +void CFuncTrackChange::UpdateAutoTargets( int toggleState ) { - if ( !m_trackTop || !m_trackBottom ) + if( !m_trackTop || !m_trackBottom ) return; - if ( toggleState == TS_AT_TOP ) + if( toggleState == TS_AT_TOP ) ClearBits( m_trackTop->pev->spawnflags, SF_PATH_DISABLED ); else SetBits( m_trackTop->pev->spawnflags, SF_PATH_DISABLED ); - if ( toggleState == TS_AT_BOTTOM ) + if( toggleState == TS_AT_BOTTOM ) ClearBits( m_trackBottom->pev->spawnflags, SF_PATH_DISABLED ); else SetBits( m_trackBottom->pev->spawnflags, SF_PATH_DISABLED ); } -void CFuncTrackChange :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) +void CFuncTrackChange::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { - if ( m_toggle_state != TS_AT_TOP && m_toggle_state != TS_AT_BOTTOM ) + if( m_toggle_state != TS_AT_TOP && m_toggle_state != TS_AT_BOTTOM ) return; // If train is in "safe" area, but not on the elevator, play alarm sound - if ( m_toggle_state == TS_AT_TOP ) + if( m_toggle_state == TS_AT_TOP ) m_code = EvaluateTrain( m_trackTop ); - else if ( m_toggle_state == TS_AT_BOTTOM ) + else if( m_toggle_state == TS_AT_BOTTOM ) m_code = EvaluateTrain( m_trackBottom ); else m_code = TRAIN_BLOCKING; - if ( m_code == TRAIN_BLOCKING ) + if( m_code == TRAIN_BLOCKING ) { // Play alarm and return - EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/button11.wav", 1, ATTN_NORM); + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "buttons/button11.wav", 1, ATTN_NORM ); return; } // Otherwise, it's safe to move // If at top, go down // at bottom, go up - DisableUse(); - if (m_toggle_state == TS_AT_TOP) + if( m_toggle_state == TS_AT_TOP ) GoDown(); else GoUp(); @@ -1912,10 +1923,10 @@ void CFuncTrackChange :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE // // Platform has hit bottom. Stops and waits forever. // -void CFuncTrackChange :: HitBottom( void ) +void CFuncTrackChange::HitBottom( void ) { - CFuncPlatRot :: HitBottom(); - if ( m_code == TRAIN_FOLLOWING ) + CFuncPlatRot::HitBottom(); + if( m_code == TRAIN_FOLLOWING ) { //UpdateTrain(); m_train->SetTrack( m_trackBottom ); @@ -1931,10 +1942,10 @@ void CFuncTrackChange :: HitBottom( void ) // // Platform has hit bottom. Stops and waits forever. // -void CFuncTrackChange :: HitTop( void ) +void CFuncTrackChange::HitTop( void ) { - CFuncPlatRot :: HitTop(); - if ( m_code == TRAIN_FOLLOWING ) + CFuncPlatRot::HitTop(); + if( m_code == TRAIN_FOLLOWING ) { //UpdateTrain(); m_train->SetTrack( m_trackTop ); @@ -1957,14 +1968,14 @@ public: LINK_ENTITY_TO_CLASS( func_trackautochange, CFuncTrackAuto ) // Auto track change -void CFuncTrackAuto :: UpdateAutoTargets( int toggleState ) +void CFuncTrackAuto::UpdateAutoTargets( int toggleState ) { CPathTrack *pTarget, *pNextTarget; - if ( !m_trackTop || !m_trackBottom ) + if( !m_trackTop || !m_trackBottom ) return; - if ( m_targetState == TS_AT_TOP ) + if( m_targetState == TS_AT_TOP ) { pTarget = m_trackTop->GetNext(); pNextTarget = m_trackBottom->GetNext(); @@ -1974,40 +1985,40 @@ void CFuncTrackAuto :: UpdateAutoTargets( int toggleState ) pTarget = m_trackBottom->GetNext(); pNextTarget = m_trackTop->GetNext(); } - if ( pTarget ) + if( pTarget ) { ClearBits( pTarget->pev->spawnflags, SF_PATH_DISABLED ); - if ( m_code == TRAIN_FOLLOWING && m_train && m_train->pev->speed == 0 ) + if( m_code == TRAIN_FOLLOWING && m_train && m_train->pev->speed == 0 ) m_train->Use( this, this, USE_ON, 0 ); } - if ( pNextTarget ) + if( pNextTarget ) SetBits( pNextTarget->pev->spawnflags, SF_PATH_DISABLED ); } -void CFuncTrackAuto :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) +void CFuncTrackAuto::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { CPathTrack *pTarget; - if ( !UseEnabled() ) + if( !UseEnabled() ) return; - if ( m_toggle_state == TS_AT_TOP ) + if( m_toggle_state == TS_AT_TOP ) pTarget = m_trackTop; - else if ( m_toggle_state == TS_AT_BOTTOM ) + else if( m_toggle_state == TS_AT_BOTTOM ) pTarget = m_trackBottom; else pTarget = NULL; - if ( FClassnameIs( pActivator->pev, "func_tracktrain" ) ) + if( FClassnameIs( pActivator->pev, "func_tracktrain" ) ) { m_code = EvaluateTrain( pTarget ); // Safe to fire? - if ( m_code == TRAIN_FOLLOWING && m_toggle_state != m_targetState ) + if( m_code == TRAIN_FOLLOWING && m_toggle_state != m_targetState ) { DisableUse(); - if (m_toggle_state == TS_AT_TOP) + if( m_toggle_state == TS_AT_TOP ) GoDown(); else GoUp(); @@ -2015,11 +2026,11 @@ void CFuncTrackAuto :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_T } else { - if ( pTarget ) + if( pTarget ) pTarget = pTarget->GetNext(); - if ( pTarget && m_train->m_ppath != pTarget && ShouldToggle( useType, m_targetState ) ) + if( pTarget && m_train->m_ppath != pTarget && ShouldToggle( useType, m_targetState ) ) { - if ( m_targetState == TS_AT_TOP ) + if( m_targetState == TS_AT_TOP ) m_targetState = TS_AT_BOTTOM; else m_targetState = TS_AT_TOP; @@ -2041,27 +2052,27 @@ void CFuncTrackAuto :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_T class CGunTarget : public CBaseMonster { public: - void Spawn( void ); - void Activate( void ); - void EXPORT Next( void ); - void EXPORT Start( void ); - void EXPORT Wait( void ); - void Stop( void ); + void Spawn( void ); + void Activate( void ); + void EXPORT Next( void ); + void EXPORT Start( void ); + void EXPORT Wait( void ); + void Stop( void ); - int BloodColor( void ) { return DONT_BLEED; } - int Classify( void ) { return CLASS_MACHINE; } - int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); - void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); - Vector BodyTarget( const Vector &posSrc ) { return pev->origin; } + int BloodColor( void ) { return DONT_BLEED; } + int Classify( void ) { return CLASS_MACHINE; } + int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); + void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); + Vector BodyTarget( const Vector &posSrc ) { return pev->origin; } - virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } - virtual int Save( CSave &save ); - virtual int Restore( CRestore &restore ); + virtual int ObjectCaps( void ) { return CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } + virtual int Save( CSave &save ); + virtual int Restore( CRestore &restore ); - static TYPEDESCRIPTION m_SaveData[]; + static TYPEDESCRIPTION m_SaveData[]; private: - BOOL m_on; + BOOL m_on; }; LINK_ENTITY_TO_CLASS( func_guntarget, CGunTarget ) @@ -2075,13 +2086,13 @@ IMPLEMENT_SAVERESTORE( CGunTarget, CBaseMonster ) void CGunTarget::Spawn( void ) { - pev->solid = SOLID_BSP; - pev->movetype = MOVETYPE_PUSH; + pev->solid = SOLID_BSP; + pev->movetype = MOVETYPE_PUSH; - UTIL_SetOrigin(pev, pev->origin); - SET_MODEL(ENT(pev), STRING(pev->model) ); + UTIL_SetOrigin( pev, pev->origin ); + SET_MODEL( ENT( pev ), STRING( pev->model ) ); - if ( pev->speed == 0 ) + if( pev->speed == 0 ) pev->speed = 100; // Don't take damage until "on" @@ -2091,7 +2102,7 @@ void CGunTarget::Spawn( void ) m_on = FALSE; pev->max_health = pev->health; - if ( pev->spawnflags & FGUNTARGET_START_ON ) + if( pev->spawnflags & FGUNTARGET_START_ON ) { SetThink( &CGunTarget::Start ); pev->nextthink = pev->ltime + 0.3; @@ -2100,14 +2111,14 @@ void CGunTarget::Spawn( void ) void CGunTarget::Activate( void ) { - CBaseEntity *pTarg; + CBaseEntity *pTarg; // now find our next target pTarg = GetNextTarget(); - if ( pTarg ) + if( pTarg ) { m_hTargetEnt = pTarg; - UTIL_SetOrigin( pev, pTarg->pev->origin - (pev->mins + pev->maxs) * 0.5 ); + UTIL_SetOrigin( pev, pTarg->pev->origin - ( pev->mins + pev->maxs ) * 0.5 ); } } @@ -2123,38 +2134,38 @@ void CGunTarget::Next( void ) m_hTargetEnt = GetNextTarget(); CBaseEntity *pTarget = m_hTargetEnt; - if ( !pTarget ) + if( !pTarget ) { Stop(); return; } SetMoveDone( &CGunTarget::Wait ); - LinearMove( pTarget->pev->origin - (pev->mins + pev->maxs) * 0.5, pev->speed ); + LinearMove( pTarget->pev->origin - ( pev->mins + pev->maxs ) * 0.5, pev->speed ); } void CGunTarget::Wait( void ) { CBaseEntity *pTarget = m_hTargetEnt; - if ( !pTarget ) + if( !pTarget ) { Stop(); return; } // Fire the pass target if there is one - if ( pTarget->pev->message ) + if( pTarget->pev->message ) { FireTargets( STRING(pTarget->pev->message), this, this, USE_TOGGLE, 0 ); - if ( FBitSet( pTarget->pev->spawnflags, SF_CORNER_FIREONCE ) ) + if( FBitSet( pTarget->pev->spawnflags, SF_CORNER_FIREONCE ) ) pTarget->pev->message = 0; } - + m_flWait = pTarget->GetDelay(); pev->target = pTarget->pev->target; SetThink( &CGunTarget::Next ); - if (m_flWait != 0) + if( m_flWait != 0 ) { // -1 wait will wait forever! pev->nextthink = pev->ltime + m_flWait; @@ -2172,18 +2183,17 @@ void CGunTarget::Stop( void ) pev->takedamage = DAMAGE_NO; } - int CGunTarget::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { - if ( pev->health > 0 ) + if( pev->health > 0 ) { pev->health -= flDamage; - if ( pev->health <= 0 ) + if( pev->health <= 0 ) { pev->health = 0; Stop(); - if ( pev->message ) - FireTargets( STRING(pev->message), this, this, USE_TOGGLE, 0 ); + if( pev->message ) + FireTargets( STRING( pev->message ), this, this, USE_TOGGLE, 0 ); } } return 0; @@ -2191,10 +2201,10 @@ int CGunTarget::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, flo void CGunTarget::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { - if ( !ShouldToggle( useType, m_on ) ) + if( !ShouldToggle( useType, m_on ) ) return; - if ( m_on ) + if( m_on ) { Stop(); } @@ -2202,7 +2212,7 @@ void CGunTarget::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE us { pev->takedamage = DAMAGE_AIM; m_hTargetEnt = GetNextTarget(); - if ( m_hTargetEnt == NULL ) + if( m_hTargetEnt == NULL ) return; pev->health = pev->max_health; Next(); diff --git a/dlls/prop.cpp b/dlls/prop.cpp index 0c3cbc8f..c6c4017e 100644 --- a/dlls/prop.cpp +++ b/dlls/prop.cpp @@ -31,35 +31,53 @@ #include "gamerules.h" #define SF_PROP_RESPAWN 8 // enable autorespawn -#define SF_PROP_BREAKABLE 16 // enable break/explode +#define SF_PROP_BREAKABLE 16 // enable break/explode #define SF_PROP_FIXED 32 // don't move untill touch -typedef enum { expRandom, expDirected} Explosions; -typedef enum { matGlass = 0, matWood, matMetal, matFlesh, matCinderBlock, matCeilingTile, matComputer, matUnbreakableGlass, matRocks, matNone, matLastMaterial } Materials; +typedef enum +{ + expRandom, + expDirected +}Explosions; -//extern "C" void AngleVectors (const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up); -Vector UTIL_AngleVectorsF(const Vector &angles) +typedef enum +{ + matGlass = 0, + matWood, + matMetal, + matFlesh, + matCinderBlock, + matCeilingTile, + matComputer, + matUnbreakableGlass, + matRocks, + matNone, + matLastMaterial +}Materials; + +//extern "C" void AngleVectors( const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up); +Vector UTIL_AngleVectorsF( const Vector &angles ) { float rgflVecOut[3]; float rgflVecIn[3]; - angles.CopyToArray(rgflVecIn); - g_engfuncs.pfnAngleVectors(rgflVecIn, rgflVecOut, NULL, NULL); - return Vector(rgflVecOut); + angles.CopyToArray( rgflVecIn ); + g_engfuncs.pfnAngleVectors( rgflVecIn, rgflVecOut, NULL, NULL ); + return Vector( rgflVecOut ); } -Vector UTIL_AngleVectorsR(const Vector &angles) +Vector UTIL_AngleVectorsR( const Vector &angles ) { float rgflVecOut[3]; float rgflVecIn[3]; - angles.CopyToArray(rgflVecIn); - g_engfuncs.pfnAngleVectors(rgflVecIn, NULL, rgflVecOut, NULL); - return Vector(rgflVecOut); + angles.CopyToArray( rgflVecIn ); + g_engfuncs.pfnAngleVectors( rgflVecIn, NULL, rgflVecOut, NULL ); + return Vector( rgflVecOut ); } -Vector UTIL_AngleVectorsU(const Vector &angles) +Vector UTIL_AngleVectorsU( const Vector &angles ) { float rgflVecOut[3]; float rgflVecIn[3]; - angles.CopyToArray(rgflVecIn); - g_engfuncs.pfnAngleVectors(rgflVecIn, NULL, rgflVecOut, NULL); - return Vector(rgflVecOut); + angles.CopyToArray( rgflVecIn ); + g_engfuncs.pfnAngleVectors( rgflVecIn, NULL, rgflVecOut, NULL ); + return Vector( rgflVecOut ); } //===================grenade @@ -76,18 +94,18 @@ enum PropShape class CProp : public CBaseEntity { public: - void Spawn(void); + void Spawn( void ); void Precache(); - void EXPORT BounceTouch(CBaseEntity *pOther); - //void EXPORT SlideTouch(CBaseEntity *pOther); - virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value); - virtual void Force(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value); - int TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType); - virtual int ObjectCaps(void) { return (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | FCAP_IMPULSE_USE | FCAP_CONTINUOUS_USE; } - virtual void BounceSound(void); - virtual int BloodColor(void) { return DONT_BLEED; } - virtual void Killed(entvars_t *pevAttacker, int iGib); + void EXPORT BounceTouch( CBaseEntity *pOther ); + //void EXPORT SlideTouch( CBaseEntity *pOther ); + virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); + virtual void Force( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); + int TakeDamage( entvars_t *pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType ); + virtual int ObjectCaps( void ) { return ( CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION ) | FCAP_IMPULSE_USE | FCAP_CONTINUOUS_USE; } + virtual void BounceSound( void ); + virtual int BloodColor( void ) { return DONT_BLEED; } + virtual void Killed( entvars_t *pevAttacker, int iGib ); void CheckRotate(); void EXPORT RespawnThink(); void EXPORT AngleThink(); @@ -95,7 +113,7 @@ public: void EXPORT DieThink(); void DamageSound( void ); void PropRespawn(); - void KeyValue( KeyValueData* pkvd); + void KeyValue( KeyValueData *pkvd ); static const char *pSoundsWood[]; static const char *pSoundsFlesh[]; @@ -104,15 +122,14 @@ public: static const char *pSoundsConcrete[]; static const char *pSpawnObjects[]; - inline BOOL Explodable( void ) { return ExplosionMagnitude() > 0; } - inline int ExplosionMagnitude( void ) { return pev->impulse; } - inline void ExplosionSetMagnitude( int magnitude ) { pev->impulse = magnitude; } - + inline BOOL Explodable( void ) { return ExplosionMagnitude() > 0; } + inline int ExplosionMagnitude( void ) { return pev->impulse; } + inline void ExplosionSetMagnitude( int magnitude ) { pev->impulse = magnitude; } static void MaterialSoundPrecache( Materials precacheMaterial ); static void MaterialSoundRandom( edict_t *pEdict, Materials soundMaterial, float volume ); static const char **MaterialSoundList( Materials precacheMaterial, int &soundCount ); - void EXPORT Die( void ); + void EXPORT Die( void ); BOOL m_bBarrel; float m_flFloorFriction; @@ -134,16 +151,16 @@ public: PropShape m_oldshape; CBasePlayer *m_pHolstered; float m_flSpawnHealth; - int m_idShard; - float m_angle; - int m_iszGibModel; - Materials m_Material; - Explosions m_Explosion; + int m_idShard; + float m_angle; + int m_iszGibModel; + Materials m_Material; + Explosions m_Explosion; int m_iaCustomAnglesX[10]; int m_iaCustomAnglesZ[10]; }; -LINK_ENTITY_TO_CLASS(prop, CProp) +LINK_ENTITY_TO_CLASS( prop, CProp ) const char *CProp::pSoundsWood[] = { @@ -185,33 +202,32 @@ const char *CProp::pSoundsGlass[] = const char **CProp::MaterialSoundList( Materials precacheMaterial, int &soundCount ) { - const char **pSoundList = NULL; + const char **pSoundList = NULL; - switch ( precacheMaterial ) + switch( precacheMaterial ) { case matWood: pSoundList = pSoundsWood; - soundCount = ARRAYSIZE(pSoundsWood); + soundCount = ARRAYSIZE( pSoundsWood ); break; case matFlesh: pSoundList = pSoundsFlesh; - soundCount = ARRAYSIZE(pSoundsFlesh); + soundCount = ARRAYSIZE( pSoundsFlesh ); break; case matComputer: case matUnbreakableGlass: case matGlass: pSoundList = pSoundsGlass; - soundCount = ARRAYSIZE(pSoundsGlass); + soundCount = ARRAYSIZE( pSoundsGlass ); break; - case matMetal: pSoundList = pSoundsMetal; - soundCount = ARRAYSIZE(pSoundsMetal); + soundCount = ARRAYSIZE( pSoundsMetal ); break; case matCinderBlock: case matRocks: pSoundList = pSoundsConcrete; - soundCount = ARRAYSIZE(pSoundsConcrete); + soundCount = ARRAYSIZE( pSoundsConcrete ); break; case matCeilingTile: case matNone: @@ -225,12 +241,12 @@ const char **CProp::MaterialSoundList( Materials precacheMaterial, int &soundCou void CProp::MaterialSoundPrecache( Materials precacheMaterial ) { - const char **pSoundList; - int i, soundCount = 0; + const char **pSoundList; + int i, soundCount = 0; pSoundList = MaterialSoundList( precacheMaterial, soundCount ); - for ( i = 0; i < soundCount; i++ ) + for( i = 0; i < soundCount; i++ ) { PRECACHE_SOUND( (char *)pSoundList[i] ); } @@ -238,13 +254,13 @@ void CProp::MaterialSoundPrecache( Materials precacheMaterial ) void CProp::MaterialSoundRandom( edict_t *pEdict, Materials soundMaterial, float volume ) { - const char **pSoundList; - int soundCount = 0; + const char **pSoundList; + int soundCount = 0; pSoundList = MaterialSoundList( soundMaterial, soundCount ); - if ( soundCount ) - EMIT_SOUND( pEdict, CHAN_BODY, pSoundList[ RANDOM_LONG(0,soundCount-1) ], volume, 1.0 ); + if( soundCount ) + EMIT_SOUND( pEdict, CHAN_BODY, pSoundList[RANDOM_LONG( 0, soundCount - 1 )], volume, 1.0 ); } void CProp::Precache( void ) @@ -254,65 +270,65 @@ void CProp::Precache( void ) if( !pev->model ) pev->model = MAKE_STRING( "models/xash/barrel_brown.mdl" ); - switch (m_Material) + switch( m_Material ) { case matWood: pGibName = "models/woodgibs.mdl"; - PRECACHE_SOUND("debris/bustcrate1.wav"); - PRECACHE_SOUND("debris/bustcrate2.wav"); + PRECACHE_SOUND( "debris/bustcrate1.wav" ); + PRECACHE_SOUND( "debris/bustcrate2.wav" ); break; case matFlesh: pGibName = "models/fleshgibs.mdl"; - PRECACHE_SOUND("debris/bustflesh1.wav"); - PRECACHE_SOUND("debris/bustflesh2.wav"); + PRECACHE_SOUND( "debris/bustflesh1.wav" ); + PRECACHE_SOUND( "debris/bustflesh2.wav" ); break; case matComputer: - PRECACHE_SOUND("buttons/spark5.wav"); - PRECACHE_SOUND("buttons/spark6.wav"); + PRECACHE_SOUND( "buttons/spark5.wav"); + PRECACHE_SOUND( "buttons/spark6.wav"); pGibName = "models/computergibs.mdl"; - PRECACHE_SOUND("debris/bustmetal1.wav"); - PRECACHE_SOUND("debris/bustmetal2.wav"); + PRECACHE_SOUND( "debris/bustmetal1.wav" ); + PRECACHE_SOUND( "debris/bustmetal2.wav" ); break; case matUnbreakableGlass: case matGlass: pGibName = "models/glassgibs.mdl"; - PRECACHE_SOUND("debris/bustglass1.wav"); - PRECACHE_SOUND("debris/bustglass2.wav"); + PRECACHE_SOUND( "debris/bustglass1.wav" ); + PRECACHE_SOUND( "debris/bustglass2.wav" ); break; case matMetal: pGibName = "models/metalplategibs.mdl"; - PRECACHE_SOUND("debris/bustmetal1.wav"); - PRECACHE_SOUND("debris/bustmetal2.wav"); + PRECACHE_SOUND( "debris/bustmetal1.wav" ); + PRECACHE_SOUND( "debris/bustmetal2.wav" ); break; case matCinderBlock: pGibName = "models/cindergibs.mdl"; - PRECACHE_SOUND("debris/bustconcrete1.wav"); - PRECACHE_SOUND("debris/bustconcrete2.wav"); + PRECACHE_SOUND( "debris/bustconcrete1.wav" ); + PRECACHE_SOUND( "debris/bustconcrete2.wav" ); break; case matRocks: pGibName = "models/rockgibs.mdl"; - PRECACHE_SOUND("debris/bustconcrete1.wav"); - PRECACHE_SOUND("debris/bustconcrete2.wav"); + PRECACHE_SOUND( "debris/bustconcrete1.wav" ); + PRECACHE_SOUND( "debris/bustconcrete2.wav" ); break; case matCeilingTile: pGibName = "models/ceilinggibs.mdl"; - PRECACHE_SOUND ("debris/bustceiling.wav"); + PRECACHE_SOUND( "debris/bustceiling.wav" ); break; } MaterialSoundPrecache( m_Material ); - if ( m_iszGibModel ) - pGibName = STRING(m_iszGibModel); + if( m_iszGibModel ) + pGibName = STRING( m_iszGibModel ); m_idShard = PRECACHE_MODEL( (char *)pGibName ); - PRECACHE_MODEL( (char *)STRING(pev->model) ); + PRECACHE_MODEL( (char *)STRING( pev->model ) ); } void CProp::DamageSound( void ) @@ -323,20 +339,20 @@ void CProp::DamageSound( void ) int i; int material = m_Material; - //if (RANDOM_LONG(0,1)) + //if( RANDOM_LONG( 0, 1 ) ) // return; - if (RANDOM_LONG(0,2)) + if( RANDOM_LONG( 0, 2 ) ) pitch = PITCH_NORM; else - pitch = 95 + RANDOM_LONG(0,34); + pitch = 95 + RANDOM_LONG( 0, 34 ); - fvol = RANDOM_FLOAT(0.75, 1.0); + fvol = RANDOM_FLOAT( 0.75, 1.0 ); - if (material == matComputer && RANDOM_LONG(0,1)) + if( material == matComputer && RANDOM_LONG( 0, 1 ) ) material = matMetal; - switch (material) + switch( material ) { case matComputer: case matGlass: @@ -380,8 +396,8 @@ void CProp::DamageSound( void ) break; } - if (i) - EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, rgpsz[RANDOM_LONG(0,i-1)], fvol, ATTN_NORM, 0, pitch); + if( i ) + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, rgpsz[RANDOM_LONG( 0, i - 1 )], fvol, ATTN_NORM, 0, pitch ); } void CProp::Die( void ) @@ -392,79 +408,89 @@ void CProp::Die( void ) int pitch; float fvol; - pitch = 95 + RANDOM_LONG(0,29); + pitch = 95 + RANDOM_LONG( 0, 29 ); - if (pitch > 97 && pitch < 103) + if( pitch > 97 && pitch < 103 ) pitch = 100; // The more negative pev->health, the louder // the sound should be. - fvol = RANDOM_FLOAT(0.85, 1.0) + (fabs(pev->health) / 100.0); + fvol = RANDOM_FLOAT( 0.85, 1.0 ) + ( fabs( pev->health ) / 100.0 ); - if (fvol > 1.0) + if( fvol > 1.0 ) fvol = 1.0; - switch (m_Material) + switch( m_Material ) { case matGlass: - switch ( RANDOM_LONG(0,1) ) + switch( RANDOM_LONG( 0, 1 ) ) { - case 0: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustglass1.wav", fvol, ATTN_NORM, 0, pitch); + case 0: + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "debris/bustglass1.wav", fvol, ATTN_NORM, 0, pitch ); break; - case 1: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustglass2.wav", fvol, ATTN_NORM, 0, pitch); + case 1: + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "debris/bustglass2.wav", fvol, ATTN_NORM, 0, pitch ); break; } cFlag = BREAK_GLASS; break; case matWood: - switch ( RANDOM_LONG(0,1) ) + switch( RANDOM_LONG( 0, 1 ) ) { - case 0: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustcrate1.wav", fvol, ATTN_NORM, 0, pitch); + case 0: + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "debris/bustcrate1.wav", fvol, ATTN_NORM, 0, pitch ); break; - case 1: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustcrate2.wav", fvol, ATTN_NORM, 0, pitch); + case 1: + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "debris/bustcrate2.wav", fvol, ATTN_NORM, 0, pitch ); break; } cFlag = BREAK_WOOD; break; case matComputer: case matMetal: - switch ( RANDOM_LONG(0,1) ) + switch( RANDOM_LONG( 0, 1 ) ) { - case 0: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustmetal1.wav", fvol, ATTN_NORM, 0, pitch); + case 0: + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "debris/bustmetal1.wav", fvol, ATTN_NORM, 0, pitch ); break; - case 1: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustmetal2.wav", fvol, ATTN_NORM, 0, pitch); + case 1: + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "debris/bustmetal2.wav", fvol, ATTN_NORM, 0, pitch ); break; } cFlag = BREAK_METAL; break; case matFlesh: - switch ( RANDOM_LONG(0,1) ) + switch( RANDOM_LONG( 0, 1 ) ) { - case 0: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustflesh1.wav", fvol, ATTN_NORM, 0, pitch); + case 0: + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "debris/bustflesh1.wav", fvol, ATTN_NORM, 0, pitch ); break; - case 1: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustflesh2.wav", fvol, ATTN_NORM, 0, pitch); + case 1: + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "debris/bustflesh2.wav", fvol, ATTN_NORM, 0, pitch ); break; } cFlag = BREAK_FLESH; break; case matRocks: case matCinderBlock: - switch ( RANDOM_LONG(0,1) ) + switch( RANDOM_LONG( 0, 1 ) ) { - case 0: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustconcrete1.wav", fvol, ATTN_NORM, 0, pitch); + case 0: + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "debris/bustconcrete1.wav", fvol, ATTN_NORM, 0, pitch ); break; - case 1: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustconcrete2.wav", fvol, ATTN_NORM, 0, pitch); + case 1: + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "debris/bustconcrete2.wav", fvol, ATTN_NORM, 0, pitch ); break; } cFlag = BREAK_CONCRETE; break; case matCeilingTile: - EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustceiling.wav", fvol, ATTN_NORM, 0, pitch); + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "debris/bustceiling.wav", fvol, ATTN_NORM, 0, pitch ); break; } - if (m_Explosion == expDirected) + if( m_Explosion == expDirected ) vecVelocity = g_vecAttackDir * 200; else { @@ -509,9 +535,9 @@ void CProp::Die( void ) MESSAGE_END(); float size = pev->size.x; - if ( size < pev->size.y ) + if( size < pev->size.y ) size = pev->size.y; - if ( size < pev->size.z ) + if( size < pev->size.z ) size = pev->size.z; // !!! HACK This should work! @@ -524,9 +550,9 @@ void CProp::Die( void ) // BUGBUG -- can only find 256 entities on a breakable -- should be enough CBaseEntity *pList[256]; int count = UTIL_EntitiesInBox( pList, 256, mins, maxs, FL_ONGROUND ); - if ( count ) + if( count ) { - for ( int i = 0; i < count; i++ ) + for( int i = 0; i < count; i++ ) { ClearBits( pList[i]->pev->flags, FL_ONGROUND ); pList[i]->pev->groundentity = NULL; @@ -541,15 +567,15 @@ void CProp::Die( void ) // Fire targets on break SUB_UseTargets( NULL, USE_TOGGLE, 0 ); - if ( Explodable() && (m_attacker != NULL) ) + if( Explodable() && ( m_attacker != NULL ) ) { ExplosionCreate( pev->origin, pev->angles, m_attacker, ExplosionMagnitude(), FALSE ); - RadiusDamage ( pev->origin, pev, VARS(m_attacker), ExplosionMagnitude(), ExplosionMagnitude() * 2.5 , CLASS_NONE, DMG_BLAST ); + RadiusDamage( pev->origin, pev, VARS(m_attacker), ExplosionMagnitude(), ExplosionMagnitude() * 2.5 , CLASS_NONE, DMG_BLAST ); } - UTIL_SetSize(pev, Vector( 0, 0, 0), Vector(0, 0, 0) ); + UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) ); } -void CProp::Killed(entvars_t *pevAttacker, int iGib) +void CProp::Killed( entvars_t *pevAttacker, int iGib ) { pev->takedamage = DAMAGE_NO; pev->deadflag = DEAD_DEAD; @@ -561,13 +587,13 @@ void CProp::Killed(entvars_t *pevAttacker, int iGib) SetUse( NULL ); } -void CProp::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) +void CProp::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { - if( pev->health <= 0) + if( pev->health <= 0 ) return; - if (m_owner2 != pActivator->edict()) + if( m_owner2 != pActivator->edict() ) { - if (pev->velocity.Length() < 100 && pActivator->IsPlayer()) + if( pev->velocity.Length() < 100 && pActivator->IsPlayer() ) { m_owner2 = m_attacker = pActivator->edict(); } @@ -580,9 +606,9 @@ void CProp::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, if( m_pHolstered ) { - if ( m_pHolstered->m_pActiveItem ) + if( m_pHolstered->m_pActiveItem ) { - CBasePlayerWeapon *weapon = (CBasePlayerWeapon *) m_pHolstered->m_pActiveItem->GetWeaponPtr(); + CBasePlayerWeapon *weapon = (CBasePlayerWeapon *)m_pHolstered->m_pActiveItem->GetWeaponPtr(); //m_Holstered->m_pActiveItem->Holster(); // strange bug here. ValveWHY? @@ -600,64 +626,64 @@ void CProp::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, pev->nextthink = gpGlobals->time + 0.2; } } - Vector target = pActivator->pev->origin + UTIL_GetAimVector(m_owner2, 1000) * 50; + Vector target = pActivator->pev->origin + UTIL_GetAimVector( m_owner2, 1000 ) * 50; target.z = target.z + 32; - pev->velocity = (target - VecBModelOrigin(pev)) * 10; - Vector atarget = UTIL_VecToAngles(UTIL_GetAimVector(m_owner2, 1000)); - pev->angles.x = UTIL_AngleMod(pev->angles.x); - pev->angles.y = UTIL_AngleMod(pev->angles.y); - pev->angles.z = UTIL_AngleMod(pev->angles.z); - atarget.x = UTIL_AngleMod(atarget.x); - atarget.y = UTIL_AngleMod(atarget.y); - atarget.z = UTIL_AngleMod(atarget.z); - pev->avelocity.x = UTIL_AngleDiff(atarget.x, pev->angles.x) * 10; - pev->avelocity.y = UTIL_AngleDiff(atarget.y, pev->angles.y) * 10; - pev->avelocity.z = UTIL_AngleDiff(atarget.z, pev->angles.z) * 10; - //pev->angles.z += (0 - pev->angles.z) * 0.06; - if ((pActivator->pev->button & (IN_ATTACK))) + pev->velocity = ( target - VecBModelOrigin( pev ) ) * 10; + Vector atarget = UTIL_VecToAngles(UTIL_GetAimVector( m_owner2, 1000 ) ); + pev->angles.x = UTIL_AngleMod( pev->angles.x ); + pev->angles.y = UTIL_AngleMod( pev->angles.y ); + pev->angles.z = UTIL_AngleMod( pev->angles.z ); + atarget.x = UTIL_AngleMod( atarget.x ); + atarget.y = UTIL_AngleMod( atarget.y ); + atarget.z = UTIL_AngleMod( atarget.z ); + pev->avelocity.x = UTIL_AngleDiff( atarget.x, pev->angles.x ) * 10; + pev->avelocity.y = UTIL_AngleDiff( atarget.y, pev->angles.y ) * 10; + pev->avelocity.z = UTIL_AngleDiff( atarget.z, pev->angles.z ) * 10; + //pev->angles.z += ( 0 - pev->angles.z ) * 0.06; + if( ( pActivator->pev->button & ( IN_ATTACK ) ) ) { - pev->velocity = UTIL_GetAimVector(m_owner2, 1000) * 1000; - pev->avelocity.y = pev->avelocity.y*1.5 + RANDOM_FLOAT(100, -100); - pev->avelocity.x = pev->avelocity.x*1.5 + RANDOM_FLOAT(100, -100); - //pev->avelocity.z = pev->avelocity.z*0.5 + RANDOM_FLOAT ( 100, -100 ); + pev->velocity = UTIL_GetAimVector( m_owner2, 1000 ) * 1000; + pev->avelocity.y = pev->avelocity.y * 1.5 + RANDOM_FLOAT( 100, -100 ); + pev->avelocity.x = pev->avelocity.x * 1.5 + RANDOM_FLOAT( 100, -100 ); + //pev->avelocity.z = pev->avelocity.z * 0.5 + RANDOM_FLOAT( 100, -100 ); } - if ((pActivator->pev->button & (IN_ATTACK2))) + if ( ( pActivator->pev->button & ( IN_ATTACK2 ) ) ) { //m_Horizontal = false; //pev->angles.z = 0; } - // m_Horizontal = (fabs(UTIL_AngleDiff(pev->angles.z, 90)) < 20) || ( sin(pev->angles.x/180*M_PI) > 0.1); + // m_Horizontal = ( fabs( UTIL_AngleDiff( pev->angles.z, 90 ) ) < 20 ) || ( sin( pev->angles.x / 180 * M_PI ) > 0.1 ); // CheckRotate(); - //ALERT( at_console, "Prop use!\n"); + //ALERT( at_console, "Prop use!\n" ); } -void CProp::Force(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) +void CProp::Force( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { if( pev->health <= 0 ) return; - if (m_owner2 != pActivator->edict()) + if( m_owner2 != pActivator->edict() ) { - if (pev->velocity.Length() < 100 && pActivator->IsPlayer()) + if( pev->velocity.Length() < 100 && pActivator->IsPlayer() ) m_attacker = pActivator->edict(); else return; } - if ((pActivator->pev->button & (IN_ATTACK))) + if( ( pActivator->pev->button & ( IN_ATTACK ) ) ) { - pev->velocity = UTIL_GetAimVector(m_owner2, 3000) * 1000; - pev->avelocity.y = pev->avelocity.y*1.5 + RANDOM_FLOAT(100, -100); - pev->avelocity.x = pev->avelocity.x*1.5 + RANDOM_FLOAT(100, -100); - //pev->avelocity.z = pev->avelocity.z*0.5 + RANDOM_FLOAT ( 100, -100 ); + pev->velocity = UTIL_GetAimVector( m_owner2, 3000 ) * 1000; + pev->avelocity.y = pev->avelocity.y * 1.5 + RANDOM_FLOAT( 100, -100 ); + pev->avelocity.x = pev->avelocity.x * 1.5 + RANDOM_FLOAT( 100, -100 ); + //pev->avelocity.z = pev->avelocity.z * 0.5 + RANDOM_FLOAT( 100, -100 ); } - if ((pActivator->pev->button & (IN_ATTACK2))) + if( ( pActivator->pev->button & ( IN_ATTACK2 ) ) ) { //m_Horizontal = false; //pev->angles.z = 0; } pev->nextthink = gpGlobals->time + m_flRespawnTime; - SetThink( &CProp::RespawnThink); + SetThink( &CProp::RespawnThink ); } void CProp::CheckRotate() @@ -667,47 +693,45 @@ void CProp::CheckRotate() UTIL_SetSize(pev, minsH, maxsH); return; } - if( (fabs(UTIL_AngleDiff(pev->angles.z, 90)) < 20) || - (fabs(sin(pev->angles.x / 180 * M_PI)) > 0.3) ) + if( ( fabs( UTIL_AngleDiff( pev->angles.z, 90 ) ) < 20 ) || ( fabs( sin( pev->angles.x / 180 * M_PI ) ) > 0.3 ) ) m_shape = SHAPE_CYL_H; else m_shape = SHAPE_CYL_V; - if (m_oldshape != m_shape) + if( m_oldshape != m_shape ) { - - if (m_shape == SHAPE_CYL_H) + if( m_shape == SHAPE_CYL_H ) { pev->angles.y += 90; - ALERT(at_console, "setH: %f %f %f\n", pev->angles.x, pev->angles.y, pev->angles.z); + ALERT( at_console, "setH: %f %f %f\n", pev->angles.x, pev->angles.y, pev->angles.z ); - UTIL_SetSize(pev, minsH, maxsH); + UTIL_SetSize( pev, minsH, maxsH ); } - else if (m_shape == SHAPE_CYL_V) + else if( m_shape == SHAPE_CYL_V ) { Vector mins = pev->absmin; Vector maxs = pev->absmax; mins.z = pev->absmax.z; maxs.z += 10; - ALERT(at_console, "setV: %f %f %f\n", pev->angles.x, pev->angles.y, pev->angles.z); + ALERT( at_console, "setV: %f %f %f\n", pev->angles.x, pev->angles.y, pev->angles.z ); // BUGBUG -- can only find 256 entities on a prop -- should be enough CBaseEntity *pList[256]; int count = UTIL_EntitiesInBox( pList, 256, mins, maxs, FL_ONGROUND ); - if ( count ) + if( count ) { - for ( int i = 0; i < count; i++ ) + for( int i = 0; i < count; i++ ) { pList[i]->pev->origin.z += 10; } } pev->origin.z += 10; //pev->angles.y -= 90; - UTIL_SetSize(pev, minsV, maxsV); + UTIL_SetSize( pev, minsV, maxsV ); } - //DROP_TO_FLOOR(edict()); + //DROP_TO_FLOOR( edict() ); //pev->origin.z += 0.5; m_oldshape = m_shape; } @@ -737,7 +761,7 @@ void CProp::DeployThink( void ) } } -void CProp::BounceTouch(CBaseEntity *pOther) +void CProp::BounceTouch( CBaseEntity *pOther ) { if( pev->health <= 0 ) return; @@ -745,50 +769,50 @@ void CProp::BounceTouch(CBaseEntity *pOther) // only do damage if we're moving fairly fast DeployThink(); - if ( m_flNextAttack < gpGlobals->time && pev->velocity.Length() > 300) + if( m_flNextAttack < gpGlobals->time && pev->velocity.Length() > 300 ) { - entvars_t *pevOwner = VARS(m_attacker); - if (pevOwner) + entvars_t *pevOwner = VARS( m_attacker ); + if( pevOwner ) { float dmg = 50 + pev->velocity.Length() / 40; - if (pOther->edict() == m_owner2) + if( pOther->edict() == m_owner2 ) { dmg = 5; - if (pOther->pev->button & (IN_USE)) + if( pOther->pev->button & ( IN_USE ) ) { dmg = 1; } } TraceResult tr = UTIL_GetGlobalTrace(); ClearMultiDamage(); - pOther->TraceAttack(pevOwner, dmg, gpGlobals->v_forward, &tr, DMG_CLUB); - ApplyMultiDamage(pev, pevOwner); + pOther->TraceAttack( pevOwner, dmg, gpGlobals->v_forward, &tr, DMG_CLUB ); + ApplyMultiDamage( pev, pevOwner ); } m_flNextAttack = gpGlobals->time + 1.0; // debounce } - if( (pOther->edict() != m_owner2) && (pev->spawnflags & SF_PROP_BREAKABLE) && (pev->velocity.Length() > 900) ) + if( ( pOther->edict() != m_owner2 ) && ( pev->spawnflags & SF_PROP_BREAKABLE ) && ( pev->velocity.Length() > 900 ) ) { pev->nextthink = gpGlobals->time + 0.1; SetThink( &CProp::DieThink ); } pev->velocity = pev->velocity + pOther->pev->velocity; - float dp = cos(M_PI / 180 * UTIL_AngleDiff(UTIL_VecToAngles(pev->velocity).y, pev->angles.y)); - if (pev->flags & FL_ONGROUND || fabs(pev->velocity.z) < 40) + float dp = cos( M_PI / 180 * UTIL_AngleDiff( UTIL_VecToAngles( pev->velocity ).y, pev->angles.y ) ); + if( pev->flags & FL_ONGROUND || fabs( pev->velocity.z ) < 40 ) { CheckRotate(); - if (m_shape == SHAPE_CYL_H) + if( m_shape == SHAPE_CYL_H ) { - pev->velocity.x *= fabs(dp) * 0.8 + 0.2; - pev->velocity.y *= fabs(dp) * 0.8 + 0.2; + pev->velocity.x *= fabs( dp ) * 0.8 + 0.2; + pev->velocity.y *= fabs( dp ) * 0.8 + 0.2; pev->velocity.z -= 20; pev->avelocity.x = -dp*pev->velocity.Length()* 1.5; pev->avelocity.y = 0; pev->avelocity.z = 0; - pev->angles.z += UTIL_AngleDiff(90, pev->angles.z) * 0.7; + pev->angles.z += UTIL_AngleDiff( 90, pev->angles.z ) * 0.7; //AngleThink(); } - else if (m_shape == SHAPE_CYL_V) + else if( m_shape == SHAPE_CYL_V ) { // pev->angles.z *= 0.3; //pev->angles.x *= 0.3; @@ -798,13 +822,13 @@ void CProp::BounceTouch(CBaseEntity *pOther) pev->velocity.x *= m_flFloorFriction; pev->velocity.y *= m_flFloorFriction; pev->velocity.z -= 10; - pev->avelocity.y = pev->avelocity.y*0.4 + RANDOM_FLOAT(30, -30); + pev->avelocity.y = pev->avelocity.y * 0.4 + RANDOM_FLOAT( 30, -30 ); } else if( m_shape == SHAPE_SPHERE ) { pev->velocity.z -= 20; - pev->avelocity.x = -cos(M_PI / 180 * UTIL_AngleDiff(UTIL_VecToAngles(pev->velocity).y, pev->angles.y))*pev->velocity.Length()* 1.5; - pev->avelocity.y = -sin(M_PI / 180 * UTIL_AngleDiff(UTIL_VecToAngles(pev->velocity).y, pev->angles.y))*pev->velocity.Length()* 1.5;; + pev->avelocity.x = -cos( M_PI / 180 * UTIL_AngleDiff( UTIL_VecToAngles( pev->velocity ).y, pev->angles.y ) ) * pev->velocity.Length() * 1.5; + pev->avelocity.y = -sin( M_PI / 180 * UTIL_AngleDiff( UTIL_VecToAngles( pev->velocity ).y, pev->angles.y ) ) * pev->velocity.Length() * 1.5;; pev->avelocity.z = 0; } else if( m_shape == SHAPE_BOX || m_shape == SHAPE_GENERIC ) @@ -823,48 +847,54 @@ void CProp::BounceTouch(CBaseEntity *pOther) pev->velocity.x *= m_flCollideFriction; if( m_shape != SHAPE_SPHERE ) { - pev->avelocity.y = pev->avelocity.y*0.4 + RANDOM_FLOAT(100, -100); - pev->avelocity.x = pev->avelocity.x*0.5 + RANDOM_FLOAT(100, -100); + pev->avelocity.y = pev->avelocity.y * 0.4 + RANDOM_FLOAT( 100, -100 ); + pev->avelocity.x = pev->avelocity.x * 0.5 + RANDOM_FLOAT( 100, -100 ); } } - //pev->avelocity.z = pev->avelocity.z*0.5 + RANDOM_FLOAT ( 1, -1 ); + //pev->avelocity.z = pev->avelocity.z*0.5 + RANDOM_FLOAT( 1, -1 ); BounceSound(); } pev->framerate = pev->velocity.Length() / 200.0; - if (pev->framerate > 1.0) + if( pev->framerate > 1.0 ) pev->framerate = 1; - else if (pev->framerate < 0.2) + else if( pev->framerate < 0.2 ) { CheckRotate(); AngleThink(); - if (pev->angles.z == 0 || pev->angles.z == 90) + if( pev->angles.z == 0 || pev->angles.z == 90 ) pev->framerate = 0; else pev->framerate = 0.2; } } -void CProp::BounceSound(void) +void CProp::BounceSound( void ) { - switch (RANDOM_LONG(0, 2)) + switch( RANDOM_LONG( 0, 2 ) ) { - case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/grenade_hit1.wav", 0.25, ATTN_NORM); break; - case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/grenade_hit2.wav", 0.25, ATTN_NORM); break; - case 2: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/grenade_hit3.wav", 0.25, ATTN_NORM); break; + case 0: + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "weapons/grenade_hit1.wav", 0.25, ATTN_NORM ); + break; + case 1: + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "weapons/grenade_hit2.wav", 0.25, ATTN_NORM ); + break; + case 2: + EMIT_SOUND( ENT( pev ), CHAN_VOICE, "weapons/grenade_hit3.wav", 0.25, ATTN_NORM ); + break; } } -void CProp::Spawn(void) +void CProp::Spawn( void ) { Precache(); if( minsH == g_vecZero ) { // default barrel parameters - minsV = Vector(-10, -10, -17); - maxsV = Vector(10, 10, 18); - minsH = Vector(-10, -10, -10); - maxsH = Vector(10, 10, 13); + minsV = Vector( -10, -10, -17 ); + maxsV = Vector( 10, 10, 18 ); + minsH = Vector( -10, -10, -10 ); + maxsH = Vector( 10, 10, 13 ); } m_flCollideFriction = 0.7; m_flFloorFriction = 0.5; @@ -881,7 +911,7 @@ void CProp::Spawn(void) void CProp::PropRespawn() { - UTIL_SetSize(pev, Vector( 0, 0, 0), Vector(0, 0, 0) ); + UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) ); pev->effects &= ~EF_NODRAW; pev->movetype = MOVETYPE_BOUNCE; pev->solid = SOLID_SLIDEBOX; @@ -890,8 +920,8 @@ void CProp::PropRespawn() pev->velocity = pev->avelocity = g_vecZero; pev->angles = spawnAngles; pev->deadflag = DEAD_NO; - SET_MODEL( ENT(pev), STRING(pev->model) ); - m_oldshape = (PropShape)-1; + SET_MODEL( ENT( pev ), STRING( pev->model ) ); + m_oldshape = ( PropShape ) - 1; CheckRotate(); SetTouch( &CProp::BounceTouch ); SetUse( &CProp::Use ); @@ -902,7 +932,7 @@ void CProp::PropRespawn() void CProp::RespawnThink() { - if( !(pev->spawnflags & SF_PROP_RESPAWN)) + if( !( pev->spawnflags & SF_PROP_RESPAWN ) ) { if( pev->health <= 0 ) { @@ -918,75 +948,75 @@ void CProp::AngleThink() { pev->nextthink = gpGlobals->time + m_flRespawnTime; SetThink( &CProp::RespawnThink); - if (!(pev->flags & FL_ONGROUND || fabs(pev->velocity.z) < 40)) + if(! ( pev->flags & FL_ONGROUND || fabs( pev->velocity.z ) < 40 ) ) { m_owner2 = m_attacker = 0; return; } - if (m_shape == SHAPE_CYL_H) + if( m_shape == SHAPE_CYL_H ) { - pev->angles.z += UTIL_AngleDiff(90, pev->angles.z) * 0.7; - if (fabs(UTIL_AngleDiff(90, pev->angles.z)) > 0.1) + pev->angles.z += UTIL_AngleDiff( 90, pev->angles.z ) * 0.7; + if( fabs( UTIL_AngleDiff( 90, pev->angles.z ) ) > 0.1 ) { - SetThink( &CProp::AngleThink); + SetThink( &CProp::AngleThink ); pev->nextthink = gpGlobals->time + 0.1; } //ALERT( at_console, "AngleThink: %f %f %f\n", pev->angles.x, pev->angles.y, pev->angles.z ); pev->avelocity.y = pev->avelocity.z = 0; } - else if (m_shape == SHAPE_CYL_V) + else if( m_shape == SHAPE_CYL_V ) { - if (fabs(UTIL_AngleDiff(90, pev->angles.z)) > 0.1) + if( fabs( UTIL_AngleDiff( 90, pev->angles.z ) ) > 0.1 ) { - SetThink( &CProp::AngleThink); + SetThink( &CProp::AngleThink ); pev->nextthink = gpGlobals->time + 0.1; } - pev->angles.z += UTIL_AngleDiff(0, pev->angles.z) * 0.7; + pev->angles.z += UTIL_AngleDiff( 0, pev->angles.z ) * 0.7; //pev->angles.x += UTIL_AngleDiff( 0, pev->angles.x ) * 0.3; pev->avelocity.x = pev->avelocity.y = pev->avelocity.z = 0; } - else if (m_shape == SHAPE_BOX) + else if( m_shape == SHAPE_BOX ) { Vector iangles; iangles.x = round( pev->angles.x / 90 ) * 90; iangles.y = round( pev->angles.y / 90 ) * 90; iangles.z = round( pev->angles.z / 90 ) * 90; - if (fabs(UTIL_AngleDiff(iangles.x, pev->angles.x)) > 0.1 || - //fabs(UTIL_AngleDiff(iangles.y, pev->angles.y)) > 0.1 || - fabs(UTIL_AngleDiff(iangles.z, pev->angles.z)) > 0.1) + if( fabs( UTIL_AngleDiff( iangles.x, pev->angles.x ) ) > 0.1 || + //fabs( UTIL_AngleDiff( iangles.y, pev->angles.y ) ) > 0.1 || + fabs( UTIL_AngleDiff( iangles.z, pev->angles.z ) ) > 0.1) { - SetThink( &CProp::AngleThink); + SetThink( &CProp::AngleThink ); pev->nextthink = gpGlobals->time + 0.1; } - pev->angles.x += UTIL_AngleDiff(iangles.x, pev->angles.x) * 0.6; - //pev->angles.y += UTIL_AngleDiff(iangles.y, pev->angles.y) * 0.6; - pev->angles.z += UTIL_AngleDiff(iangles.z, pev->angles.z) * 0.6; + pev->angles.x += UTIL_AngleDiff( iangles.x, pev->angles.x ) * 0.6; + //pev->angles.y += UTIL_AngleDiff( iangles.y, pev->angles.y ) * 0.6; + pev->angles.z += UTIL_AngleDiff( iangles.z, pev->angles.z ) * 0.6; pev->avelocity.x = pev->avelocity.y = pev->avelocity.z = 0; } - else if (m_shape == SHAPE_NOROTATE) + else if( m_shape == SHAPE_NOROTATE ) { pev->avelocity.x = pev->avelocity.y = pev->avelocity.z = 0; Vector iangles = spawnAngles; - if (fabs(UTIL_AngleDiff(iangles.x, pev->angles.x)) > 0.1 || - fabs(UTIL_AngleDiff(iangles.y, pev->angles.y)) > 0.1 || - fabs(UTIL_AngleDiff(iangles.z, pev->angles.z)) > 0.1) + if( fabs(UTIL_AngleDiff( iangles.x, pev->angles.x ) ) > 0.1 || + fabs( UTIL_AngleDiff( iangles.y, pev->angles.y ) ) > 0.1 || + fabs( UTIL_AngleDiff( iangles.z, pev->angles.z ) ) > 0.1 ) { - SetThink( &CProp::AngleThink); + SetThink( &CProp::AngleThink ); pev->nextthink = gpGlobals->time + 0.1; } - pev->angles.x += UTIL_AngleDiff(iangles.x, pev->angles.x) * 0.6; - pev->angles.y += UTIL_AngleDiff(iangles.y, pev->angles.y) * 0.6; - pev->angles.z += UTIL_AngleDiff(iangles.z, pev->angles.z) * 0.6; + pev->angles.x += UTIL_AngleDiff( iangles.x, pev->angles.x ) * 0.6; + pev->angles.y += UTIL_AngleDiff( iangles.y, pev->angles.y ) * 0.6; + pev->angles.z += UTIL_AngleDiff( iangles.z, pev->angles.z ) * 0.6; } - else if (m_shape == SHAPE_GENERIC) + else if( m_shape == SHAPE_GENERIC ) { float ianglex = 0, ianglez = 0, imaxanglediff=360.0f; // if first number is zero, it is angle // all other zeroes is array end - for( int i = 0; (i < 10) && ( (i == 0 ) || m_iaCustomAnglesX[i] ); i++) + for( int i = 0; ( i < 10 ) && ( ( i == 0 ) || m_iaCustomAnglesX[i] ); i++ ) { - float anglediff = fabs(UTIL_AngleDiff(pev->angles.x, m_iaCustomAnglesX[i])); + float anglediff = fabs( UTIL_AngleDiff( pev->angles.x, m_iaCustomAnglesX[i] ) ); if( imaxanglediff > anglediff ) { ianglex = m_iaCustomAnglesX[i]; @@ -994,66 +1024,65 @@ void CProp::AngleThink() } } imaxanglediff=360.0f; - for( int i = 0; (i < 10) && ( (i == 0 ) || m_iaCustomAnglesZ[i] ); i++) + for( int i = 0; ( i < 10 ) && ( ( i == 0 ) || m_iaCustomAnglesZ[i] ); i++ ) { - float anglediff = fabs(UTIL_AngleDiff(pev->angles.z, m_iaCustomAnglesZ[i])); + float anglediff = fabs( UTIL_AngleDiff( pev->angles.z, m_iaCustomAnglesZ[i] ) ); if( imaxanglediff > anglediff ) { ianglez = m_iaCustomAnglesZ[i]; imaxanglediff = anglediff; } } - if (fabs(UTIL_AngleDiff(ianglex, pev->angles.x)) > 0.1 || - fabs(UTIL_AngleDiff(ianglez, pev->angles.z)) > 0.1 ) + if( fabs( UTIL_AngleDiff( ianglex, pev->angles.x ) ) > 0.1 || + fabs( UTIL_AngleDiff( ianglez, pev->angles.z ) ) > 0.1 ) { - SetThink( &CProp::AngleThink); + SetThink( &CProp::AngleThink ); pev->nextthink = gpGlobals->time + 0.1; } - pev->angles.x += UTIL_AngleDiff(ianglex, pev->angles.x) * 0.6; - pev->angles.z += UTIL_AngleDiff(ianglez, pev->angles.z) * 0.6; + pev->angles.x += UTIL_AngleDiff( ianglex, pev->angles.x ) * 0.6; + pev->angles.z += UTIL_AngleDiff( ianglez, pev->angles.z ) * 0.6; pev->avelocity.x = pev->avelocity.y = pev->avelocity.z = 0; } - pev->angles.x = UTIL_AngleMod(pev->angles.x); - pev->angles.y = UTIL_AngleMod(pev->angles.y); - pev->angles.z = UTIL_AngleMod(pev->angles.z); + pev->angles.x = UTIL_AngleMod( pev->angles.x ); + pev->angles.y = UTIL_AngleMod( pev->angles.y ); + pev->angles.z = UTIL_AngleMod( pev->angles.z ); } void CProp::DieThink() { - Killed( VARS(m_attacker), GIB_NORMAL ); + Killed( VARS( m_attacker ), GIB_NORMAL ); Die(); } -int CProp::TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType) +int CProp::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { - Vector r = (pevInflictor->origin - pev->origin); - if ( (!m_attacker - || (pev->velocity.Length() < 700)) - && ((CBaseEntity*)GET_PRIVATE(ENT(pevAttacker)))->IsPlayer()) - m_attacker = ENT(pevAttacker); + Vector r = ( pevInflictor->origin - pev->origin ); + if( ( !m_attacker || ( pev->velocity.Length() < 700 ) ) + && ( (CBaseEntity*)GET_PRIVATE( ENT( pevAttacker ) ) )->IsPlayer() ) + m_attacker = ENT( pevAttacker ); DeployThink(); pev->velocity = r * flDamage / -7; - pev->avelocity.x = pev->avelocity.x*0.5 + RANDOM_FLOAT(100, -100); - ALERT(at_console, "Takedmg: %s %s %f %f\n", STRING(pevInflictor->classname), STRING(pevAttacker->classname), flDamage, pev->health ); + pev->avelocity.x = pev->avelocity.x*0.5 + RANDOM_FLOAT( 100, -100 ); + ALERT( at_console, "Takedmg: %s %s %f %f\n", STRING( pevInflictor->classname ), STRING( pevAttacker->classname ), flDamage, pev->health ); // now some func_breakable code - if ( !(pev->spawnflags & SF_PROP_BREAKABLE ) ) + if( !( pev->spawnflags & SF_PROP_BREAKABLE ) ) return 0; - if ( pev->health <= 0 ) + if( pev->health <= 0 ) return; // Breakables take double damage from the crowbar - if ( bitsDamageType & DMG_CLUB ) + if( bitsDamageType & DMG_CLUB ) flDamage *= 2; // Boxes / glass / etc. don't take much poison damage, just the impact of the dart - consider that 10% - if ( bitsDamageType & DMG_POISON ) + if( bitsDamageType & DMG_POISON ) flDamage *= 0.1; g_vecAttackDir = r.Normalize(); // do the damage pev->health -= flDamage; - if ( pev->health <= 0 ) + if( pev->health <= 0 ) { // delayed explode SetThink( &CProp::DieThink ); @@ -1069,84 +1098,84 @@ int CProp::TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flD void CProp::KeyValue( KeyValueData* pkvd ) { - ALERT( at_console, "%s %s\n", pkvd->szKeyName, pkvd->szValue); + ALERT( at_console, "%s %s\n", pkvd->szKeyName, pkvd->szValue ); // UNDONE_WC: explicitly ignoring these fields, but they shouldn't be in the map file! - if (FStrEq(pkvd->szKeyName, "explosion")) + if( FStrEq( pkvd->szKeyName, "explosion" ) ) { - if (!stricmp(pkvd->szValue, "directed")) + if( !stricmp( pkvd->szValue, "directed" ) ) m_Explosion = expDirected; - else if (!stricmp(pkvd->szValue, "random")) + else if( !stricmp(pkvd->szValue, "random" ) ) m_Explosion = expRandom; else m_Explosion = expRandom; pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "material")) + else if( FStrEq( pkvd->szKeyName, "material" ) ) { - int i = atoi( pkvd->szValue); + int i = atoi( pkvd->szValue ); // 0:glass, 1:metal, 2:flesh, 3:wood - if ((i < 0) || (i >= matLastMaterial)) + if( ( i < 0 ) || ( i >= matLastMaterial ) ) m_Material = matWood; else m_Material = (Materials)i; pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "shape")) + else if( FStrEq( pkvd->szKeyName, "shape" ) ) { - int i = atoi( pkvd->szValue); + int i = atoi( pkvd->szValue ); - if ((i < 0) || (i >= SHAPE_NOROTATE)) + if( ( i < 0 ) || ( i >= SHAPE_NOROTATE ) ) m_shape = SHAPE_NOROTATE; else m_shape = (PropShape)i; pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "gibmodel") ) + else if( FStrEq( pkvd->szKeyName, "gibmodel" ) ) { - m_iszGibModel = ALLOC_STRING(pkvd->szValue); + m_iszGibModel = ALLOC_STRING( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "explodemagnitude") ) + else if( FStrEq( pkvd->szKeyName, "explodemagnitude" ) ) { ExplosionSetMagnitude( atoi( pkvd->szValue ) ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "respawntime") ) + else if( FStrEq( pkvd->szKeyName, "respawntime" ) ) { m_flRespawnTime = atof( pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "customanglesx")) + else if( FStrEq( pkvd->szKeyName, "customanglesx" ) ) { UTIL_StringToIntArray( m_iaCustomAnglesX, ARRAYSIZE( m_iaCustomAnglesX ), pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "customanglesz")) + else if( FStrEq( pkvd->szKeyName, "customanglesz" ) ) { UTIL_StringToIntArray( m_iaCustomAnglesZ, ARRAYSIZE( m_iaCustomAnglesZ ), pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "hmin")) + else if( FStrEq( pkvd->szKeyName, "hmin" ) ) { UTIL_StringToVector( minsH, pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "hmax")) + else if( FStrEq( pkvd->szKeyName, "hmax" ) ) { UTIL_StringToVector( maxsH, pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "vmin")) + else if( FStrEq( pkvd->szKeyName, "vmin" ) ) { UTIL_StringToVector( minsV, pkvd->szValue ); pkvd->fHandled = TRUE; } - else if (FStrEq(pkvd->szKeyName, "vmax")) + else if( FStrEq( pkvd->szKeyName, "vmax" ) ) { UTIL_StringToVector( maxsV, pkvd->szValue ); pkvd->fHandled = TRUE; diff --git a/dlls/soundent.cpp b/dlls/soundent.cpp index b59511f4..08000f28 100644 --- a/dlls/soundent.cpp +++ b/dlls/soundent.cpp @@ -26,34 +26,34 @@ CSoundEnt *pSoundEnt; //========================================================= // CSound - Clear - zeros all fields for a sound //========================================================= -void CSound :: Clear ( void ) +void CSound::Clear( void ) { - m_vecOrigin = g_vecZero; - m_iType = 0; - m_iVolume = 0; - m_flExpireTime = 0; - m_iNext = SOUNDLIST_EMPTY; - m_iNextAudible = 0; + m_vecOrigin = g_vecZero; + m_iType = 0; + m_iVolume = 0; + m_flExpireTime = 0; + m_iNext = SOUNDLIST_EMPTY; + m_iNextAudible = 0; } //========================================================= // Reset - clears the volume, origin, and type for a sound, // but doesn't expire or unlink it. //========================================================= -void CSound :: Reset ( void ) +void CSound::Reset( void ) { - m_vecOrigin = g_vecZero; - m_iType = 0; - m_iVolume = 0; - m_iNext = SOUNDLIST_EMPTY; + m_vecOrigin = g_vecZero; + m_iType = 0; + m_iVolume = 0; + m_iNext = SOUNDLIST_EMPTY; } //========================================================= // FIsSound - returns TRUE if the sound is an Audible sound //========================================================= -BOOL CSound :: FIsSound ( void ) +BOOL CSound::FIsSound( void ) { - if ( m_iType & ( bits_SOUND_COMBAT | bits_SOUND_WORLD | bits_SOUND_PLAYER | bits_SOUND_DANGER ) ) + if( m_iType & ( bits_SOUND_COMBAT | bits_SOUND_WORLD | bits_SOUND_PLAYER | bits_SOUND_DANGER ) ) { return TRUE; } @@ -64,9 +64,9 @@ BOOL CSound :: FIsSound ( void ) //========================================================= // FIsScent - returns TRUE if the sound is actually a scent //========================================================= -BOOL CSound :: FIsScent ( void ) +BOOL CSound::FIsScent( void ) { - if ( m_iType & ( bits_SOUND_CARCASS | bits_SOUND_MEAT | bits_SOUND_GARBAGE ) ) + if( m_iType & ( bits_SOUND_CARCASS | bits_SOUND_MEAT | bits_SOUND_GARBAGE ) ) { return TRUE; } @@ -77,7 +77,7 @@ BOOL CSound :: FIsScent ( void ) //========================================================= // Spawn //========================================================= -void CSoundEnt :: Spawn( void ) +void CSoundEnt::Spawn( void ) { pev->solid = SOLID_NOT; Initialize(); @@ -90,7 +90,7 @@ void CSoundEnt :: Spawn( void ) // for sounds that have ExpireTimes less than or equal // to the current world time, and these sounds are deallocated. //========================================================= -void CSoundEnt :: Think ( void ) +void CSoundEnt::Think( void ) { int iSound; int iPreviousSound; @@ -100,9 +100,9 @@ void CSoundEnt :: Think ( void ) iPreviousSound = SOUNDLIST_EMPTY; iSound = m_iActiveSound; - while ( iSound != SOUNDLIST_EMPTY ) + while( iSound != SOUNDLIST_EMPTY ) { - if ( m_SoundPool[ iSound ].m_flExpireTime <= gpGlobals->time && m_SoundPool[ iSound ].m_flExpireTime != SOUND_NEVER_EXPIRE ) + if( m_SoundPool[ iSound ].m_flExpireTime <= gpGlobals->time && m_SoundPool[ iSound ].m_flExpireTime != SOUND_NEVER_EXPIRE ) { int iNext = m_SoundPool[ iSound ].m_iNext; @@ -118,17 +118,17 @@ void CSoundEnt :: Think ( void ) } } - if ( m_fShowReport ) + if( m_fShowReport ) { - ALERT ( at_aiconsole, "Soundlist: %d / %d (%d)\n", ISoundsInList( SOUNDLISTTYPE_ACTIVE ),ISoundsInList( SOUNDLISTTYPE_FREE ), ISoundsInList( SOUNDLISTTYPE_ACTIVE ) - m_cLastActiveSounds ); - m_cLastActiveSounds = ISoundsInList ( SOUNDLISTTYPE_ACTIVE ); + ALERT( at_aiconsole, "Soundlist: %d / %d (%d)\n", ISoundsInList( SOUNDLISTTYPE_ACTIVE ),ISoundsInList( SOUNDLISTTYPE_FREE ), ISoundsInList( SOUNDLISTTYPE_ACTIVE ) - m_cLastActiveSounds ); + m_cLastActiveSounds = ISoundsInList( SOUNDLISTTYPE_ACTIVE ); } } //========================================================= // Precache - dummy function //========================================================= -void CSoundEnt :: Precache ( void ) +void CSoundEnt::Precache( void ) { } @@ -137,29 +137,29 @@ void CSoundEnt :: Precache ( void ) // to the top of the free list. TAKE CARE to only call this // function for sounds in the Active list!! //========================================================= -void CSoundEnt :: FreeSound ( int iSound, int iPrevious ) +void CSoundEnt::FreeSound( int iSound, int iPrevious ) { - if ( !pSoundEnt ) + if( !pSoundEnt ) { // no sound ent! return; } - if ( iPrevious != SOUNDLIST_EMPTY ) + if( iPrevious != SOUNDLIST_EMPTY ) { // iSound is not the head of the active list, so // must fix the index for the Previous sound - //pSoundEnt->m_SoundPool[ iPrevious ].m_iNext = m_SoundPool[ iSound ].m_iNext; - pSoundEnt->m_SoundPool[ iPrevious ].m_iNext = pSoundEnt->m_SoundPool[ iSound ].m_iNext; + //pSoundEnt->m_SoundPool[iPrevious].m_iNext = m_SoundPool[iSound].m_iNext; + pSoundEnt->m_SoundPool[iPrevious].m_iNext = pSoundEnt->m_SoundPool[iSound].m_iNext; } else { // the sound we're freeing IS the head of the active list. - pSoundEnt->m_iActiveSound = pSoundEnt->m_SoundPool [ iSound ].m_iNext; + pSoundEnt->m_iActiveSound = pSoundEnt->m_SoundPool[iSound].m_iNext; } // make iSound the head of the Free list. - pSoundEnt->m_SoundPool[ iSound ].m_iNext = pSoundEnt->m_iFreeSound; + pSoundEnt->m_SoundPool[iSound].m_iNext = pSoundEnt->m_iFreeSound; pSoundEnt->m_iFreeSound = iSound; } @@ -167,25 +167,25 @@ void CSoundEnt :: FreeSound ( int iSound, int iPrevious ) // IAllocSound - moves a sound from the Free list to the // Active list returns the index of the alloc'd sound //========================================================= -int CSoundEnt :: IAllocSound( void ) +int CSoundEnt::IAllocSound( void ) { int iNewSound; - if ( m_iFreeSound == SOUNDLIST_EMPTY ) + if( m_iFreeSound == SOUNDLIST_EMPTY ) { // no free sound! - ALERT ( at_console, "Free Sound List is full!\n" ); + ALERT( at_console, "Free Sound List is full!\n" ); return SOUNDLIST_EMPTY; } // there is at least one sound available, so move it to the // Active sound list, and return its SoundPool index. - + iNewSound = m_iFreeSound;// copy the index of the next free sound - m_iFreeSound = m_SoundPool[ m_iFreeSound ].m_iNext;// move the index down into the free list. + m_iFreeSound = m_SoundPool[m_iFreeSound].m_iNext;// move the index down into the free list. - m_SoundPool[ iNewSound ].m_iNext = m_iActiveSound;// point the new sound at the top of the active list. + m_SoundPool[iNewSound].m_iNext = m_iActiveSound;// point the new sound at the top of the active list. m_iActiveSound = iNewSound;// now make the new sound the top of the active list. You're done. @@ -196,11 +196,11 @@ int CSoundEnt :: IAllocSound( void ) // InsertSound - Allocates a free sound and fills it with // sound info. //========================================================= -void CSoundEnt :: InsertSound ( int iType, const Vector &vecOrigin, int iVolume, float flDuration ) +void CSoundEnt::InsertSound( int iType, const Vector &vecOrigin, int iVolume, float flDuration ) { - int iThisSound; + int iThisSound; - if ( !pSoundEnt ) + if( !pSoundEnt ) { // no sound ent! return; @@ -208,23 +208,23 @@ void CSoundEnt :: InsertSound ( int iType, const Vector &vecOrigin, int iVolume, iThisSound = pSoundEnt->IAllocSound(); - if ( iThisSound == SOUNDLIST_EMPTY ) + if( iThisSound == SOUNDLIST_EMPTY ) { - ALERT ( at_console, "Could not AllocSound() for InsertSound() (DLL)\n" ); + ALERT( at_console, "Could not AllocSound() for InsertSound() (DLL)\n" ); return; } - pSoundEnt->m_SoundPool[ iThisSound ].m_vecOrigin = vecOrigin; - pSoundEnt->m_SoundPool[ iThisSound ].m_iType = iType; - pSoundEnt->m_SoundPool[ iThisSound ].m_iVolume = iVolume; - pSoundEnt->m_SoundPool[ iThisSound ].m_flExpireTime = gpGlobals->time + flDuration; + pSoundEnt->m_SoundPool[iThisSound].m_vecOrigin = vecOrigin; + pSoundEnt->m_SoundPool[iThisSound].m_iType = iType; + pSoundEnt->m_SoundPool[iThisSound].m_iVolume = iVolume; + pSoundEnt->m_SoundPool[iThisSound].m_flExpireTime = gpGlobals->time + flDuration; } //========================================================= // Initialize - clears all sounds and moves them into the // free sound list. //========================================================= -void CSoundEnt :: Initialize ( void ) +void CSoundEnt::Initialize( void ) { int i; int iSound; @@ -233,30 +233,30 @@ void CSoundEnt :: Initialize ( void ) m_iFreeSound = 0; m_iActiveSound = SOUNDLIST_EMPTY; - for ( i = 0 ; i < MAX_WORLD_SOUNDS ; i++ ) + for( i = 0; i < MAX_WORLD_SOUNDS; i++ ) { // clear all sounds, and link them into the free sound list. - m_SoundPool[ i ].Clear(); - m_SoundPool[ i ].m_iNext = i + 1; + m_SoundPool[i].Clear(); + m_SoundPool[i].m_iNext = i + 1; } - m_SoundPool[ i - 1 ].m_iNext = SOUNDLIST_EMPTY;// terminate the list here. + m_SoundPool[i - 1].m_iNext = SOUNDLIST_EMPTY;// terminate the list here. // now reserve enough sounds for each client - for ( i = 0 ; i < gpGlobals->maxClients ; i++ ) + for( i = 0; i < gpGlobals->maxClients; i++ ) { iSound = pSoundEnt->IAllocSound(); - if ( iSound == SOUNDLIST_EMPTY ) + if( iSound == SOUNDLIST_EMPTY ) { - ALERT ( at_console, "Could not AllocSound() for Client Reserve! (DLL)\n" ); + ALERT( at_console, "Could not AllocSound() for Client Reserve! (DLL)\n" ); return; } - pSoundEnt->m_SoundPool[ iSound ].m_flExpireTime = SOUND_NEVER_EXPIRE; + pSoundEnt->m_SoundPool[iSound].m_flExpireTime = SOUND_NEVER_EXPIRE; } - if ( CVAR_GET_FLOAT("displaysoundlist") == 1 ) + if( CVAR_GET_FLOAT( "displaysoundlist" ) == 1 ) { m_fShowReport = TRUE; } @@ -270,36 +270,36 @@ void CSoundEnt :: Initialize ( void ) // ISoundsInList - returns the number of sounds in the desired // sound list. //========================================================= -int CSoundEnt :: ISoundsInList ( int iListType ) +int CSoundEnt::ISoundsInList( int iListType ) { int i; int iThisSound = 0; - if ( iListType == SOUNDLISTTYPE_FREE ) + if( iListType == SOUNDLISTTYPE_FREE ) { iThisSound = m_iFreeSound; } - else if ( iListType == SOUNDLISTTYPE_ACTIVE ) + else if( iListType == SOUNDLISTTYPE_ACTIVE ) { iThisSound = m_iActiveSound; } else { - ALERT ( at_console, "Unknown Sound List Type!\n" ); + ALERT( at_console, "Unknown Sound List Type!\n" ); } - if ( iThisSound == SOUNDLIST_EMPTY ) + if( iThisSound == SOUNDLIST_EMPTY ) { return 0; } i = 0; - while ( iThisSound != SOUNDLIST_EMPTY ) + while( iThisSound != SOUNDLIST_EMPTY ) { i++; - iThisSound = m_SoundPool[ iThisSound ].m_iNext; + iThisSound = m_SoundPool[iThisSound].m_iNext; } return i; @@ -308,9 +308,9 @@ int CSoundEnt :: ISoundsInList ( int iListType ) //========================================================= // ActiveList - returns the head of the active sound list //========================================================= -int CSoundEnt :: ActiveList ( void ) +int CSoundEnt::ActiveList( void ) { - if ( !pSoundEnt ) + if( !pSoundEnt ) { return SOUNDLIST_EMPTY; } @@ -321,9 +321,9 @@ int CSoundEnt :: ActiveList ( void ) //========================================================= // FreeList - returns the head of the free sound list //========================================================= -int CSoundEnt :: FreeList ( void ) +int CSoundEnt::FreeList( void ) { - if ( !pSoundEnt ) + if( !pSoundEnt ) { return SOUNDLIST_EMPTY; } @@ -335,26 +335,26 @@ int CSoundEnt :: FreeList ( void ) // SoundPointerForIndex - returns a pointer to the instance // of CSound at index's position in the sound pool. //========================================================= -CSound* CSoundEnt :: SoundPointerForIndex( int iIndex ) +CSound *CSoundEnt::SoundPointerForIndex( int iIndex ) { - if ( !pSoundEnt ) + if( !pSoundEnt ) { return NULL; } - if ( iIndex > ( MAX_WORLD_SOUNDS - 1 ) ) + if( iIndex > ( MAX_WORLD_SOUNDS - 1 ) ) { - ALERT ( at_console, "SoundPointerForIndex() - Index too large!\n" ); + ALERT( at_console, "SoundPointerForIndex() - Index too large!\n" ); return NULL; } - if ( iIndex < 0 ) + if( iIndex < 0 ) { - ALERT ( at_console, "SoundPointerForIndex() - Index < 0!\n" ); + ALERT( at_console, "SoundPointerForIndex() - Index < 0!\n" ); return NULL; } - return &pSoundEnt->m_SoundPool[ iIndex ]; + return &pSoundEnt->m_SoundPool[iIndex]; } //========================================================= @@ -363,14 +363,14 @@ CSound* CSoundEnt :: SoundPointerForIndex( int iIndex ) // so this function ensures that a client gets the proper index // to his reserved sound in the soundlist. //========================================================= -int CSoundEnt :: ClientSoundIndex ( edict_t *pClient ) +int CSoundEnt::ClientSoundIndex( edict_t *pClient ) { int iReturn = ENTINDEX( pClient ) - 1; #ifdef _DEBUG - if ( iReturn < 0 || iReturn > gpGlobals->maxClients ) + if( iReturn < 0 || iReturn > gpGlobals->maxClients ) { - ALERT ( at_console, "** ClientSoundIndex returning a bogus value! **\n" ); + ALERT( at_console, "** ClientSoundIndex returning a bogus value! **\n" ); } #endif // _DEBUG diff --git a/dlls/weapons.cpp b/dlls/weapons.cpp index f3d67ac6..b1ba1385 100644 --- a/dlls/weapons.cpp +++ b/dlls/weapons.cpp @@ -31,20 +31,20 @@ #include "decals.h" #include "gamerules.h" -extern CGraph WorldGraph; +extern CGraph WorldGraph; extern int gEvilImpulse101; #define NOT_USED 255 -DLL_GLOBAL short g_sModelIndexLaser;// holds the index for the laser beam -DLL_GLOBAL const char *g_pModelNameLaser = "sprites/laserbeam.spr"; -DLL_GLOBAL short g_sModelIndexLaserDot;// holds the index for the laser beam dot -DLL_GLOBAL short g_sModelIndexFireball;// holds the index for the fireball -DLL_GLOBAL short g_sModelIndexSmoke;// holds the index for the smoke cloud -DLL_GLOBAL short g_sModelIndexWExplosion;// holds the index for the underwater explosion -DLL_GLOBAL short g_sModelIndexBubbles;// holds the index for the bubbles model -DLL_GLOBAL short g_sModelIndexBloodDrop;// holds the sprite index for the initial blood -DLL_GLOBAL short g_sModelIndexBloodSpray;// holds the sprite index for splattered blood +DLL_GLOBAL short g_sModelIndexLaser;// holds the index for the laser beam +DLL_GLOBAL const char *g_pModelNameLaser = "sprites/laserbeam.spr"; +DLL_GLOBAL short g_sModelIndexLaserDot;// holds the index for the laser beam dot +DLL_GLOBAL short g_sModelIndexFireball;// holds the index for the fireball +DLL_GLOBAL short g_sModelIndexSmoke;// holds the index for the smoke cloud +DLL_GLOBAL short g_sModelIndexWExplosion;// holds the index for the underwater explosion +DLL_GLOBAL short g_sModelIndexBubbles;// holds the index for the bubbles model +DLL_GLOBAL short g_sModelIndexBloodDrop;// holds the sprite index for the initial blood +DLL_GLOBAL short g_sModelIndexBloodSpray;// holds the sprite index for splattered blood ItemInfo CBasePlayerItem::ItemInfoArray[MAX_WEAPONS]; AmmoInfo CBasePlayerItem::AmmoInfoArray[MAX_AMMO_SLOTS]; @@ -62,11 +62,11 @@ MULTIDAMAGE gMultiDamage; //========================================================= int MaxAmmoCarry( int iszName ) { - for ( int i = 0; i < MAX_WEAPONS; i++ ) + for( int i = 0; i < MAX_WEAPONS; i++ ) { - if ( CBasePlayerItem::ItemInfoArray[i].pszAmmo1 && !strcmp( STRING(iszName), CBasePlayerItem::ItemInfoArray[i].pszAmmo1 ) ) + if( CBasePlayerItem::ItemInfoArray[i].pszAmmo1 && !strcmp( STRING( iszName ), CBasePlayerItem::ItemInfoArray[i].pszAmmo1 ) ) return CBasePlayerItem::ItemInfoArray[i].iMaxAmmo1; - if ( CBasePlayerItem::ItemInfoArray[i].pszAmmo2 && !strcmp( STRING(iszName), CBasePlayerItem::ItemInfoArray[i].pszAmmo2 ) ) + if( CBasePlayerItem::ItemInfoArray[i].pszAmmo2 && !strcmp( STRING( iszName ), CBasePlayerItem::ItemInfoArray[i].pszAmmo2 ) ) return CBasePlayerItem::ItemInfoArray[i].iMaxAmmo2; } @@ -87,10 +87,10 @@ Collects multiple small damages into a single damage // // ClearMultiDamage - resets the global multi damage accumulator // -void ClearMultiDamage(void) +void ClearMultiDamage( void ) { gMultiDamage.pEntity = NULL; - gMultiDamage.amount = 0; + gMultiDamage.amount = 0; gMultiDamage.type = 0; } @@ -99,34 +99,32 @@ void ClearMultiDamage(void) // // GLOBALS USED: // gMultiDamage - -void ApplyMultiDamage(entvars_t *pevInflictor, entvars_t *pevAttacker ) +void ApplyMultiDamage( entvars_t *pevInflictor, entvars_t *pevAttacker ) { - Vector vecSpot1;//where blood comes from - Vector vecDir;//direction blood should go - TraceResult tr; + Vector vecSpot1;//where blood comes from + Vector vecDir;//direction blood should go + TraceResult tr; - if ( !gMultiDamage.pEntity ) + if( !gMultiDamage.pEntity ) return; - gMultiDamage.pEntity->TakeDamage(pevInflictor, pevAttacker, gMultiDamage.amount, gMultiDamage.type ); + gMultiDamage.pEntity->TakeDamage( pevInflictor, pevAttacker, gMultiDamage.amount, gMultiDamage.type ); } // GLOBALS USED: // gMultiDamage - -void AddMultiDamage( entvars_t *pevInflictor, CBaseEntity *pEntity, float flDamage, int bitsDamageType) +void AddMultiDamage( entvars_t *pevInflictor, CBaseEntity *pEntity, float flDamage, int bitsDamageType ) { - if ( !pEntity ) + if( !pEntity ) return; gMultiDamage.type |= bitsDamageType; - if ( pEntity != gMultiDamage.pEntity ) + if( pEntity != gMultiDamage.pEntity ) { - ApplyMultiDamage(pevInflictor,pevInflictor); // UNDONE: wrong attacker! - gMultiDamage.pEntity = pEntity; - gMultiDamage.amount = 0; + ApplyMultiDamage( pevInflictor,pevInflictor ); // UNDONE: wrong attacker! + gMultiDamage.pEntity = pEntity; + gMultiDamage.amount = 0; } gMultiDamage.amount += flDamage; @@ -137,15 +135,15 @@ void AddMultiDamage( entvars_t *pevInflictor, CBaseEntity *pEntity, float flDama SpawnBlood ================ */ -void SpawnBlood(Vector vecSpot, int bloodColor, float flDamage) +void SpawnBlood( Vector vecSpot, int bloodColor, float flDamage ) { UTIL_BloodDrips( vecSpot, g_vecAttackDir, bloodColor, (int)flDamage ); } int DamageDecal( CBaseEntity *pEntity, int bitsDamageType ) { - if ( !pEntity ) - return (DECAL_GUNSHOT1 + RANDOM_LONG(0,4)); + if( !pEntity ) + return ( DECAL_GUNSHOT1 + RANDOM_LONG( 0, 4 ) ); return pEntity->DamageDecal( bitsDamageType ); } @@ -153,15 +151,15 @@ int DamageDecal( CBaseEntity *pEntity, int bitsDamageType ) void DecalGunshot( TraceResult *pTrace, int iBulletType ) { // Is the entity valid - if ( !UTIL_IsValidEntity( pTrace->pHit ) ) + if( !UTIL_IsValidEntity( pTrace->pHit ) ) return; - if ( VARS(pTrace->pHit)->solid == SOLID_BSP || VARS(pTrace->pHit)->movetype == MOVETYPE_PUSHSTEP ) + if( VARS( pTrace->pHit )->solid == SOLID_BSP || VARS( pTrace->pHit )->movetype == MOVETYPE_PUSHSTEP ) { CBaseEntity *pEntity = NULL; // Decal the wall with a gunshot - if ( !FNullEnt(pTrace->pHit) ) - pEntity = CBaseEntity::Instance(pTrace->pHit); + if( !FNullEnt( pTrace->pHit ) ) + pEntity = CBaseEntity::Instance( pTrace->pHit ); switch( iBulletType ) { @@ -190,22 +188,21 @@ void DecalGunshot( TraceResult *pTrace, int iBulletType ) // // EjectBrass - tosses a brass shell from passed origin at passed velocity // -void EjectBrass ( const Vector &vecOrigin, const Vector &vecVelocity, float rotation, int model, int soundtype ) +void EjectBrass( const Vector &vecOrigin, const Vector &vecVelocity, float rotation, int model, int soundtype ) { // FIX: when the player shoots, their gun isn't in the same position as it is on the model other players see. - MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecOrigin ); - WRITE_BYTE( TE_MODEL); - WRITE_COORD( vecOrigin.x); - WRITE_COORD( vecOrigin.y); - WRITE_COORD( vecOrigin.z); - WRITE_COORD( vecVelocity.x); - WRITE_COORD( vecVelocity.y); - WRITE_COORD( vecVelocity.z); + WRITE_BYTE( TE_MODEL ); + WRITE_COORD( vecOrigin.x ); + WRITE_COORD( vecOrigin.y ); + WRITE_COORD( vecOrigin.z ); + WRITE_COORD( vecVelocity.x ); + WRITE_COORD( vecVelocity.y ); + WRITE_COORD( vecVelocity.z ); WRITE_ANGLE( rotation ); WRITE_SHORT( model ); - WRITE_BYTE ( soundtype); - WRITE_BYTE ( 25 );// 2.5 seconds + WRITE_BYTE( soundtype ); + WRITE_BYTE( 25 );// 2.5 seconds MESSAGE_END(); } @@ -214,14 +211,14 @@ void EjectBrass ( const Vector &vecOrigin, const Vector &vecVelocity, float rota void ExplodeModel( const Vector &vecOrigin, float speed, int model, int count ) { MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecOrigin ); - WRITE_BYTE ( TE_EXPLODEMODEL ); + WRITE_BYTE( TE_EXPLODEMODEL ); WRITE_COORD( vecOrigin.x ); WRITE_COORD( vecOrigin.y ); WRITE_COORD( vecOrigin.z ); WRITE_COORD( speed ); WRITE_SHORT( model ); WRITE_SHORT( count ); - WRITE_BYTE ( 15 );// 1.5 seconds + WRITE_BYTE( 15 );// 1.5 seconds MESSAGE_END(); } #endif @@ -232,18 +229,18 @@ int giAmmoIndex = 0; void AddAmmoNameToAmmoRegistry( const char *szAmmoname ) { // make sure it's not already in the registry - for ( int i = 0; i < MAX_AMMO_SLOTS; i++ ) + for( int i = 0; i < MAX_AMMO_SLOTS; i++ ) { - if ( !CBasePlayerItem::AmmoInfoArray[i].pszName) + if( !CBasePlayerItem::AmmoInfoArray[i].pszName) continue; - if ( stricmp( CBasePlayerItem::AmmoInfoArray[i].pszName, szAmmoname ) == 0 ) + if( stricmp( CBasePlayerItem::AmmoInfoArray[i].pszName, szAmmoname ) == 0 ) return; // ammo already in registry, just quite } giAmmoIndex++; ASSERT( giAmmoIndex < MAX_AMMO_SLOTS ); - if ( giAmmoIndex >= MAX_AMMO_SLOTS ) + if( giAmmoIndex >= MAX_AMMO_SLOTS ) giAmmoIndex = 0; CBasePlayerItem::AmmoInfoArray[giAmmoIndex].pszName = szAmmoname; @@ -256,29 +253,29 @@ void UTIL_PrecacheOtherWeapon( const char *szClassname ) edict_t *pent; pent = CREATE_NAMED_ENTITY( MAKE_STRING( szClassname ) ); - if ( FNullEnt( pent ) ) + if( FNullEnt( pent ) ) { - ALERT ( at_console, "NULL Ent in UTIL_PrecacheOtherWeapon\n" ); + ALERT( at_console, "NULL Ent in UTIL_PrecacheOtherWeapon\n" ); return; } - CBaseEntity *pEntity = CBaseEntity::Instance (VARS( pent )); + CBaseEntity *pEntity = CBaseEntity::Instance( VARS( pent ) ); - if (pEntity) + if( pEntity ) { ItemInfo II; - pEntity->Precache( ); + pEntity->Precache(); memset( &II, 0, sizeof II ); - if ( ((CBasePlayerItem*)pEntity)->GetItemInfo( &II ) ) + if( ( (CBasePlayerItem*)pEntity )->GetItemInfo( &II ) ) { CBasePlayerItem::ItemInfoArray[II.iId] = II; - if ( II.pszAmmo1 && *II.pszAmmo1 ) + if( II.pszAmmo1 && *II.pszAmmo1 ) { AddAmmoNameToAmmoRegistry( II.pszAmmo1 ); } - if ( II.pszAmmo2 && *II.pszAmmo2 ) + if( II.pszAmmo2 && *II.pszAmmo2 ) { AddAmmoNameToAmmoRegistry( II.pszAmmo2 ); } @@ -287,11 +284,11 @@ void UTIL_PrecacheOtherWeapon( const char *szClassname ) } } - REMOVE_ENTITY(pent); + REMOVE_ENTITY( pent ); } // called by worldspawn -void W_Precache(void) +void W_Precache( void ) { memset( CBasePlayerItem::ItemInfoArray, 0, sizeof(CBasePlayerItem::ItemInfoArray) ); memset( CBasePlayerItem::AmmoInfoArray, 0, sizeof(CBasePlayerItem::AmmoInfoArray) ); @@ -326,9 +323,7 @@ void W_Precache(void) // python UTIL_PrecacheOtherWeapon( "weapon_357" ); UTIL_PrecacheOther( "ammo_357" ); -#endif -#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD ) // gauss UTIL_PrecacheOtherWeapon( "weapon_gauss" ); UTIL_PrecacheOther( "ammo_gaussclip" ); @@ -336,9 +331,7 @@ void W_Precache(void) // rpg UTIL_PrecacheOtherWeapon( "weapon_rpg" ); UTIL_PrecacheOther( "ammo_rpgclip" ); -#endif -#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD ) // crossbow UTIL_PrecacheOtherWeapon( "weapon_crossbow" ); UTIL_PrecacheOther( "ammo_crossbow" ); @@ -361,37 +354,37 @@ void W_Precache(void) // hornetgun UTIL_PrecacheOtherWeapon( "weapon_hornetgun" ); - if ( g_pGameRules->IsDeathmatch() ) + if( g_pGameRules->IsDeathmatch() ) { UTIL_PrecacheOther( "weaponbox" );// container for dropped deathmatch weapons } #endif - g_sModelIndexFireball = PRECACHE_MODEL ("sprites/zerogxplode.spr");// fireball - g_sModelIndexWExplosion = PRECACHE_MODEL ("sprites/WXplo1.spr");// underwater fireball - g_sModelIndexSmoke = PRECACHE_MODEL ("sprites/steam1.spr");// smoke - g_sModelIndexBubbles = PRECACHE_MODEL ("sprites/bubble.spr");//bubbles - g_sModelIndexBloodSpray = PRECACHE_MODEL ("sprites/bloodspray.spr"); // initial blood - g_sModelIndexBloodDrop = PRECACHE_MODEL ("sprites/blood.spr"); // splattered blood + g_sModelIndexFireball = PRECACHE_MODEL( "sprites/zerogxplode.spr" );// fireball + g_sModelIndexWExplosion = PRECACHE_MODEL( "sprites/WXplo1.spr" );// underwater fireball + g_sModelIndexSmoke = PRECACHE_MODEL( "sprites/steam1.spr" );// smoke + g_sModelIndexBubbles = PRECACHE_MODEL( "sprites/bubble.spr" );//bubbles + g_sModelIndexBloodSpray = PRECACHE_MODEL( "sprites/bloodspray.spr" ); // initial blood + g_sModelIndexBloodDrop = PRECACHE_MODEL( "sprites/blood.spr" ); // splattered blood g_sModelIndexLaser = PRECACHE_MODEL( (char *)g_pModelNameLaser ); - g_sModelIndexLaserDot = PRECACHE_MODEL("sprites/laserdot.spr"); + g_sModelIndexLaserDot = PRECACHE_MODEL( "sprites/laserdot.spr" ); // used by explosions - PRECACHE_MODEL ("models/grenade.mdl"); - PRECACHE_MODEL ("sprites/explode1.spr"); + PRECACHE_MODEL( "models/grenade.mdl" ); + PRECACHE_MODEL( "sprites/explode1.spr" ); - PRECACHE_SOUND ("weapons/debris1.wav");// explosion aftermaths - PRECACHE_SOUND ("weapons/debris2.wav");// explosion aftermaths - PRECACHE_SOUND ("weapons/debris3.wav");// explosion aftermaths + PRECACHE_SOUND( "weapons/debris1.wav" );// explosion aftermaths + PRECACHE_SOUND( "weapons/debris2.wav" );// explosion aftermaths + PRECACHE_SOUND( "weapons/debris3.wav" );// explosion aftermaths - PRECACHE_SOUND ("weapons/grenade_hit1.wav");//grenade - PRECACHE_SOUND ("weapons/grenade_hit2.wav");//grenade - PRECACHE_SOUND ("weapons/grenade_hit3.wav");//grenade + PRECACHE_SOUND( "weapons/grenade_hit1.wav" );//grenade + PRECACHE_SOUND( "weapons/grenade_hit2.wav" );//grenade + PRECACHE_SOUND( "weapons/grenade_hit3.wav" );//grenade - PRECACHE_SOUND ("weapons/bullet_hit1.wav"); // hit by bullet - PRECACHE_SOUND ("weapons/bullet_hit2.wav"); // hit by bullet - - PRECACHE_SOUND ("items/weapondrop1.wav");// weapon falls to the ground + PRECACHE_SOUND( "weapons/bullet_hit1.wav" ); // hit by bullet + PRECACHE_SOUND( "weapons/bullet_hit2.wav" ); // hit by bullet + + PRECACHE_SOUND( "items/weapondrop1.wav" );// weapon falls to the ground } TYPEDESCRIPTION CBasePlayerItem::m_SaveData[] = @@ -421,28 +414,28 @@ TYPEDESCRIPTION CBasePlayerWeapon::m_SaveData[] = DEFINE_FIELD( CBasePlayerWeapon, m_iSecondaryAmmoType, FIELD_INTEGER ), DEFINE_FIELD( CBasePlayerWeapon, m_iClip, FIELD_INTEGER ), DEFINE_FIELD( CBasePlayerWeapon, m_iDefaultAmmo, FIELD_INTEGER ), -// DEFINE_FIELD( CBasePlayerWeapon, m_iClientClip, FIELD_INTEGER ) , reset to zero on load so hud gets updated correctly -// DEFINE_FIELD( CBasePlayerWeapon, m_iClientWeaponState, FIELD_INTEGER ), reset to zero on load so hud gets updated correctly + //DEFINE_FIELD( CBasePlayerWeapon, m_iClientClip, FIELD_INTEGER ), reset to zero on load so hud gets updated correctly + //DEFINE_FIELD( CBasePlayerWeapon, m_iClientWeaponState, FIELD_INTEGER ), reset to zero on load so hud gets updated correctly }; IMPLEMENT_SAVERESTORE( CBasePlayerWeapon, CBasePlayerItem ) -void CBasePlayerItem :: SetObjectCollisionBox( void ) +void CBasePlayerItem::SetObjectCollisionBox( void ) { - pev->absmin = pev->origin + Vector(-24, -24, 0); - pev->absmax = pev->origin + Vector(24, 24, 16); + pev->absmin = pev->origin + Vector( -24, -24, 0 ); + pev->absmax = pev->origin + Vector( 24, 24, 16 ); } //========================================================= // Sets up movetype, size, solidtype for a new weapon. //========================================================= -void CBasePlayerItem :: FallInit( void ) +void CBasePlayerItem::FallInit( void ) { pev->movetype = MOVETYPE_TOSS; pev->solid = SOLID_BBOX; UTIL_SetOrigin( pev, pev->origin ); - UTIL_SetSize(pev, Vector( 0, 0, 0), Vector(0, 0, 0) );//pointsize until it lands on the ground. + UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) );//pointsize until it lands on the ground. SetTouch( &CBasePlayerItem::DefaultTouch ); SetThink( &CBasePlayerItem::FallThink ); @@ -457,18 +450,18 @@ void CBasePlayerItem :: FallInit( void ) // to trigger and set it in a large box that helps the // player get it. //========================================================= -void CBasePlayerItem::FallThink ( void ) +void CBasePlayerItem::FallThink( void ) { pev->nextthink = gpGlobals->time + 0.1; - if ( pev->flags & FL_ONGROUND ) + if( pev->flags & FL_ONGROUND ) { // clatter if we have an owner (i.e., dropped by someone) // don't clatter if the gun is waiting to respawn (if it's waiting, it is invisible!) - if ( !FNullEnt( pev->owner ) ) + if( !FNullEnt( pev->owner ) ) { - int pitch = 95 + RANDOM_LONG(0,29); - EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "items/weapondrop1.wav", 1, ATTN_NORM, 0, pitch); + int pitch = 95 + RANDOM_LONG( 0, 29 ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "items/weapondrop1.wav", 1, ATTN_NORM, 0, pitch ); } // lie flat @@ -484,10 +477,10 @@ void CBasePlayerItem::FallThink ( void ) //========================================================= void CBasePlayerItem::Materialize( void ) { - if ( pev->effects & EF_NODRAW ) + if( pev->effects & EF_NODRAW ) { // changing from invisible state to visible. - EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "items/suitchargeok1.wav", 1, ATTN_NORM, 0, 150 ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "items/suitchargeok1.wav", 1, ATTN_NORM, 0, 150 ); pev->effects &= ~EF_NODRAW; pev->effects |= EF_MUZZLEFLASH; } @@ -507,7 +500,7 @@ void CBasePlayerItem::AttemptToMaterialize( void ) { float time = g_pGameRules->FlWeaponTryRespawn( this ); - if ( time == 0 ) + if( time == 0 ) { Materialize(); return; @@ -520,9 +513,9 @@ void CBasePlayerItem::AttemptToMaterialize( void ) // CheckRespawn - a player is taking this weapon, should // it respawn? //========================================================= -void CBasePlayerItem :: CheckRespawn ( void ) +void CBasePlayerItem::CheckRespawn( void ) { - switch ( g_pGameRules->WeaponShouldRespawn( this ) ) + switch( g_pGameRules->WeaponShouldRespawn( this ) ) { case GR_WEAPON_RESPAWN_YES: Respawn(); @@ -543,13 +536,13 @@ CBaseEntity* CBasePlayerItem::Respawn( void ) // will decide when to make the weapon visible and touchable. CBaseEntity *pNewWeapon = CBaseEntity::Create( (char *)STRING( pev->classname ), g_pGameRules->VecWeaponRespawnSpot( this ), pev->angles, pev->owner ); - if ( pNewWeapon ) + if( pNewWeapon ) { pNewWeapon->pev->effects |= EF_NODRAW;// invisible for now pNewWeapon->SetTouch( NULL );// no touch pNewWeapon->SetThink( &CBasePlayerItem::AttemptToMaterialize ); - DROP_TO_FLOOR ( ENT(pev) ); + DROP_TO_FLOOR( ENT( pev ) ); // not a typo! We want to know when the weapon the player just picked up should respawn! This new entity we created is the replacement, // but when it should respawn is based on conditions belonging to the weapon that was taken. @@ -557,7 +550,7 @@ CBaseEntity* CBasePlayerItem::Respawn( void ) } else { - ALERT ( at_console, "Respawn failed to create %s!\n", STRING( pev->classname ) ); + ALERT( at_console, "Respawn failed to create %s!\n", STRING( pev->classname ) ); } return pNewWeapon; @@ -566,25 +559,25 @@ CBaseEntity* CBasePlayerItem::Respawn( void ) void CBasePlayerItem::DefaultTouch( CBaseEntity *pOther ) { // if it's not a player, ignore - if ( !pOther->IsPlayer() ) + if( !pOther->IsPlayer() ) return; CBasePlayer *pPlayer = (CBasePlayer *)pOther; // can I have this? - if ( !g_pGameRules->CanHavePlayerItem( pPlayer, this ) ) + if( !g_pGameRules->CanHavePlayerItem( pPlayer, this ) ) { - if ( gEvilImpulse101 ) + if( gEvilImpulse101 ) { UTIL_Remove( this ); } return; } - if (pOther->AddPlayerItem( this )) + if( pOther->AddPlayerItem( this ) ) { AttachToPlayer( pPlayer ); - EMIT_SOUND(ENT(pPlayer->pev), CHAN_ITEM, "items/gunpickup2.wav", 1, ATTN_NORM); + EMIT_SOUND( ENT( pPlayer->pev ), CHAN_ITEM, "items/gunpickup2.wav", 1, ATTN_NORM ); } SUB_UseTargets( pOther, USE_TOGGLE, 0 ); // UNDONE: when should this happen? @@ -593,9 +586,9 @@ void CBasePlayerItem::DefaultTouch( CBaseEntity *pOther ) BOOL CanAttack( float attack_time, float curtime, BOOL isPredicted ) { #if defined( CLIENT_WEAPONS ) - if ( !isPredicted ) + if( !isPredicted ) #else - if ( 1 ) + if( 1 ) #endif { return ( attack_time <= curtime ) ? TRUE : FALSE; @@ -608,7 +601,7 @@ BOOL CanAttack( float attack_time, float curtime, BOOL isPredicted ) void CBasePlayerWeapon::ItemPostFrame( void ) { - if ((m_fInReload) && ( m_pPlayer->m_flNextAttack <= UTIL_WeaponTimeBase() ) ) + if( ( m_fInReload ) && ( m_pPlayer->m_flNextAttack <= UTIL_WeaponTimeBase() ) ) { // complete the reload. int j = min( iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]); @@ -622,9 +615,9 @@ void CBasePlayerWeapon::ItemPostFrame( void ) m_fInReload = FALSE; } - if ((m_pPlayer->pev->button & IN_ATTACK2) && CanAttack( m_flNextSecondaryAttack, gpGlobals->time, UseDecrement() ) ) + if( ( m_pPlayer->pev->button & IN_ATTACK2 ) && CanAttack( m_flNextSecondaryAttack, gpGlobals->time, UseDecrement() ) ) { - if ( pszAmmo2() && !m_pPlayer->m_rgAmmo[SecondaryAmmoIndex()] ) + if( pszAmmo2() && !m_pPlayer->m_rgAmmo[SecondaryAmmoIndex()] ) { m_fFireOnEmpty = TRUE; } @@ -633,9 +626,9 @@ void CBasePlayerWeapon::ItemPostFrame( void ) SecondaryAttack(); m_pPlayer->pev->button &= ~IN_ATTACK2; } - else if ((m_pPlayer->pev->button & IN_ATTACK) && CanAttack( m_flNextPrimaryAttack, gpGlobals->time, UseDecrement() ) ) + else if( ( m_pPlayer->pev->button & IN_ATTACK ) && CanAttack( m_flNextPrimaryAttack, gpGlobals->time, UseDecrement() ) ) { - if ( (m_iClip == 0 && pszAmmo1()) || (iMaxClip() == -1 && !m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] ) ) + if( ( m_iClip == 0 && pszAmmo1() ) || ( iMaxClip() == -1 && !m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] ) ) { m_fFireOnEmpty = TRUE; } @@ -643,21 +636,20 @@ void CBasePlayerWeapon::ItemPostFrame( void ) m_pPlayer->TabulateAmmo(); PrimaryAttack(); } - else if ( m_pPlayer->pev->button & IN_RELOAD && iMaxClip() != WEAPON_NOCLIP && !m_fInReload ) + else if( m_pPlayer->pev->button & IN_RELOAD && iMaxClip() != WEAPON_NOCLIP && !m_fInReload ) { // reload when reload is pressed, or if no buttons are down and weapon is empty. Reload(); } - else if ( !(m_pPlayer->pev->button & (IN_ATTACK|IN_ATTACK2) ) ) + else if( !( m_pPlayer->pev->button & ( IN_ATTACK | IN_ATTACK2 ) ) ) { // no fire buttons down - m_fFireOnEmpty = FALSE; - if ( !IsUseable() && m_flNextPrimaryAttack < ( UseDecrement() ? 0.0 : gpGlobals->time ) ) + if( !IsUseable() && m_flNextPrimaryAttack < ( UseDecrement() ? 0.0 : gpGlobals->time ) ) { // weapon isn't useable, switch. - if ( !(iFlags() & ITEM_FLAG_NOAUTOSWITCHEMPTY) && g_pGameRules->GetNextBestWeapon( m_pPlayer, this ) ) + if( !( iFlags() & ITEM_FLAG_NOAUTOSWITCHEMPTY ) && g_pGameRules->GetNextBestWeapon( m_pPlayer, this ) ) { m_flNextPrimaryAttack = ( UseDecrement() ? 0.0 : gpGlobals->time ) + 0.3; return; @@ -666,19 +658,19 @@ void CBasePlayerWeapon::ItemPostFrame( void ) else { // weapon is useable. Reload if empty and weapon has waited as long as it has to after firing - if ( m_iClip == 0 && !(iFlags() & ITEM_FLAG_NOAUTORELOAD) && m_flNextPrimaryAttack < ( UseDecrement() ? 0.0 : gpGlobals->time ) ) + if( m_iClip == 0 && !(iFlags() & ITEM_FLAG_NOAUTORELOAD ) && m_flNextPrimaryAttack < ( UseDecrement() ? 0.0 : gpGlobals->time ) ) { Reload(); return; } } - WeaponIdle( ); + WeaponIdle(); return; } // catch all - if ( ShouldWeaponIdle() ) + if( ShouldWeaponIdle() ) { WeaponIdle(); } @@ -686,13 +678,13 @@ void CBasePlayerWeapon::ItemPostFrame( void ) void CBasePlayerItem::DestroyItem( void ) { - if ( m_pPlayer ) + if( m_pPlayer ) { // if attached to a player, remove. m_pPlayer->RemovePlayerItem( this ); } - Kill( ); + Kill(); } int CBasePlayerItem::AddToPlayer( CBasePlayer *pPlayer ) @@ -705,14 +697,14 @@ int CBasePlayerItem::AddToPlayer( CBasePlayer *pPlayer ) void CBasePlayerItem::Drop( void ) { SetTouch( NULL ); - SetThink( &CBaseEntity::SUB_Remove); + SetThink( &CBaseEntity::SUB_Remove ); pev->nextthink = gpGlobals->time + .1; } void CBasePlayerItem::Kill( void ) { SetTouch( NULL ); - SetThink( &CBaseEntity::SUB_Remove); + SetThink( &CBaseEntity::SUB_Remove ); pev->nextthink = gpGlobals->time + .1; } @@ -722,7 +714,7 @@ void CBasePlayerItem::Holster( int skiplocal /* = 0 */ ) m_pPlayer->pev->weaponmodel = 0; } -void CBasePlayerItem::AttachToPlayer ( CBasePlayer *pPlayer ) +void CBasePlayerItem::AttachToPlayer( CBasePlayer *pPlayer ) { pev->movetype = MOVETYPE_FOLLOW; pev->solid = SOLID_NOT; @@ -739,7 +731,7 @@ void CBasePlayerItem::AttachToPlayer ( CBasePlayer *pPlayer ) // CALLED THROUGH the newly-touched weapon's instance. The existing player weapon is pOriginal int CBasePlayerWeapon::AddDuplicate( CBasePlayerItem *pOriginal ) { - if ( m_iDefaultAmmo ) + if( m_iDefaultAmmo ) { return ExtractAmmo( (CBasePlayerWeapon *)pOriginal ); } @@ -754,16 +746,16 @@ int CBasePlayerWeapon::AddToPlayer( CBasePlayer *pPlayer ) { int bResult = CBasePlayerItem::AddToPlayer( pPlayer ); - pPlayer->pev->weapons |= (1<pev->weapons |= ( 1 << m_iId ); - if ( !m_iPrimaryAmmoType ) + if( !m_iPrimaryAmmoType ) { m_iPrimaryAmmoType = pPlayer->GetAmmoIndex( pszAmmo1() ); m_iSecondaryAmmoType = pPlayer->GetAmmoIndex( pszAmmo2() ); } - if (bResult) - return AddWeapon( ); + if( bResult ) + return AddWeapon(); return FALSE; } @@ -771,39 +763,36 @@ int CBasePlayerWeapon::UpdateClientData( CBasePlayer *pPlayer ) { BOOL bSend = FALSE; int state = 0; - if ( pPlayer->m_pActiveItem == this ) + if( pPlayer->m_pActiveItem == this ) { - if ( pPlayer->m_fOnTarget ) + if( pPlayer->m_fOnTarget ) state = WEAPON_IS_ONTARGET; else state = 1; } // Forcing send of all data! - if ( !pPlayer->m_fWeapon ) + if( !pPlayer->m_fWeapon ) { bSend = TRUE; } - + // This is the current or last weapon, so the state will need to be updated - if ( this == pPlayer->m_pActiveItem || - this == pPlayer->m_pClientActiveItem ) + if( this == pPlayer->m_pActiveItem || this == pPlayer->m_pClientActiveItem ) { - if ( pPlayer->m_pActiveItem != pPlayer->m_pClientActiveItem ) + if( pPlayer->m_pActiveItem != pPlayer->m_pClientActiveItem ) { bSend = TRUE; } } // If the ammo, state, or fov has changed, update the weapon - if ( m_iClip != m_iClientClip || - state != m_iClientWeaponState || - pPlayer->m_iFOV != pPlayer->m_iClientFOV ) + if( m_iClip != m_iClientClip || state != m_iClientWeaponState || pPlayer->m_iFOV != pPlayer->m_iClientFOV ) { bSend = TRUE; } - if ( bSend ) + if( bSend ) { MESSAGE_BEGIN( MSG_ONE, gmsgCurWeapon, NULL, pPlayer->pev ); WRITE_BYTE( state ); @@ -816,7 +805,7 @@ int CBasePlayerWeapon::UpdateClientData( CBasePlayer *pPlayer ) pPlayer->m_fWeapon = TRUE; } - if ( m_pNext ) + if( m_pNext ) m_pNext->UpdateClientData( pPlayer ); return 1; @@ -824,7 +813,7 @@ int CBasePlayerWeapon::UpdateClientData( CBasePlayer *pPlayer ) void CBasePlayerWeapon::SendWeaponAnim( int iAnim, int skiplocal, int body ) { - if ( UseDecrement() ) + if( UseDecrement() ) skiplocal = 1; else skiplocal = 0; @@ -832,25 +821,25 @@ void CBasePlayerWeapon::SendWeaponAnim( int iAnim, int skiplocal, int body ) m_pPlayer->pev->weaponanim = iAnim; #if defined( CLIENT_WEAPONS ) - if ( skiplocal && ENGINE_CANSKIP( m_pPlayer->edict() ) ) + if( skiplocal && ENGINE_CANSKIP( m_pPlayer->edict() ) ) return; #endif MESSAGE_BEGIN( MSG_ONE, SVC_WEAPONANIM, NULL, m_pPlayer->pev ); - WRITE_BYTE( iAnim ); // sequence number - WRITE_BYTE( pev->body ); // weaponmodel bodygroup. + WRITE_BYTE( iAnim ); // sequence number + WRITE_BYTE( pev->body ); // weaponmodel bodygroup. MESSAGE_END(); } -BOOL CBasePlayerWeapon :: AddPrimaryAmmo( int iCount, char *szName, int iMaxClip, int iMaxCarry ) +BOOL CBasePlayerWeapon::AddPrimaryAmmo( int iCount, char *szName, int iMaxClip, int iMaxCarry ) { int iIdAmmo; - if (iMaxClip < 1) + if( iMaxClip < 1 ) { m_iClip = -1; iIdAmmo = m_pPlayer->GiveAmmo( iCount, szName, iMaxCarry ); } - else if (m_iClip == 0) + else if( m_iClip == 0 ) { int i; i = min( m_iClip + iCount, iMaxClip ) - m_iClip; @@ -864,21 +853,21 @@ BOOL CBasePlayerWeapon :: AddPrimaryAmmo( int iCount, char *szName, int iMaxClip // m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] = iMaxCarry; // hack for testing - if (iIdAmmo > 0) + if( iIdAmmo > 0 ) { m_iPrimaryAmmoType = iIdAmmo; - if (m_pPlayer->HasPlayerItem( this ) ) + if( m_pPlayer->HasPlayerItem( this ) ) { // play the "got ammo" sound only if we gave some ammo to a player that already had this gun. // if the player is just getting this gun for the first time, DefaultTouch will play the "picked up gun" sound for us. - EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); + EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM ); } } return iIdAmmo > 0 ? TRUE : FALSE; } -BOOL CBasePlayerWeapon :: AddSecondaryAmmo( int iCount, char *szName, int iMax ) +BOOL CBasePlayerWeapon::AddSecondaryAmmo( int iCount, char *szName, int iMax ) { int iIdAmmo; @@ -886,10 +875,10 @@ BOOL CBasePlayerWeapon :: AddSecondaryAmmo( int iCount, char *szName, int iMax ) //m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] = iMax; // hack for testing - if (iIdAmmo > 0) + if( iIdAmmo > 0 ) { m_iSecondaryAmmoType = iIdAmmo; - EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); + EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM ); } return iIdAmmo > 0 ? TRUE : FALSE; } @@ -900,11 +889,11 @@ BOOL CBasePlayerWeapon :: AddSecondaryAmmo( int iCount, char *szName, int iMax ) // (does it have ammo loaded? do I have any ammo for the // weapon?, etc) //========================================================= -BOOL CBasePlayerWeapon :: IsUseable( void ) +BOOL CBasePlayerWeapon::IsUseable( void ) { - if ( m_iClip <= 0 ) + if( m_iClip <= 0 ) { - if ( m_pPlayer->m_rgAmmo[ PrimaryAmmoIndex() ] <= 0 && iMaxAmmo1() != -1 ) + if( m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] <= 0 && iMaxAmmo1() != -1 ) { // clip is empty (or nonexistant) and the player has no more ammo of this type. return FALSE; @@ -914,29 +903,29 @@ BOOL CBasePlayerWeapon :: IsUseable( void ) return TRUE; } -BOOL CBasePlayerWeapon :: CanDeploy( void ) +BOOL CBasePlayerWeapon::CanDeploy( void ) { BOOL bHasAmmo = 0; - if ( !pszAmmo1() ) + if( !pszAmmo1() ) { // this weapon doesn't use ammo, can always deploy. return TRUE; } - if ( pszAmmo1() ) + if( pszAmmo1() ) { - bHasAmmo |= (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] != 0); + bHasAmmo |= ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] != 0 ); } - if ( pszAmmo2() ) + if( pszAmmo2() ) { - bHasAmmo |= (m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] != 0); + bHasAmmo |= ( m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] != 0 ); } - if (m_iClip > 0) + if( m_iClip > 0 ) { bHasAmmo |= 1; } - if (!bHasAmmo) + if( !bHasAmmo ) { return FALSE; } @@ -944,14 +933,14 @@ BOOL CBasePlayerWeapon :: CanDeploy( void ) return TRUE; } -BOOL CBasePlayerWeapon :: DefaultDeploy( char *szViewModel, char *szWeaponModel, int iAnim, char *szAnimExt, int skiplocal /* = 0 */, int body ) +BOOL CBasePlayerWeapon::DefaultDeploy( char *szViewModel, char *szWeaponModel, int iAnim, char *szAnimExt, int skiplocal /* = 0 */, int body ) { - if (!CanDeploy( )) + if( !CanDeploy() ) return FALSE; m_pPlayer->TabulateAmmo(); - m_pPlayer->pev->viewmodel = MAKE_STRING(szViewModel); - m_pPlayer->pev->weaponmodel = MAKE_STRING(szWeaponModel); + m_pPlayer->pev->viewmodel = MAKE_STRING( szViewModel ); + m_pPlayer->pev->weaponmodel = MAKE_STRING( szWeaponModel ); strcpy( m_pPlayer->m_szAnimExtention, szAnimExt ); SendWeaponAnim( iAnim, skiplocal, body ); @@ -961,14 +950,14 @@ BOOL CBasePlayerWeapon :: DefaultDeploy( char *szViewModel, char *szWeaponModel, return TRUE; } -BOOL CBasePlayerWeapon :: DefaultReload( int iClipSize, int iAnim, float fDelay, int body ) +BOOL CBasePlayerWeapon::DefaultReload( int iClipSize, int iAnim, float fDelay, int body ) { - if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) + if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 ) return FALSE; - int j = min(iClipSize - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]); + int j = min( iClipSize - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] ); - if (j == 0) + if( j == 0 ) return FALSE; m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + fDelay; @@ -982,18 +971,18 @@ BOOL CBasePlayerWeapon :: DefaultReload( int iClipSize, int iAnim, float fDelay, return TRUE; } -BOOL CBasePlayerWeapon :: PlayEmptySound( void ) +BOOL CBasePlayerWeapon::PlayEmptySound( void ) { - if (m_iPlayEmptySound) + if( m_iPlayEmptySound ) { - EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM); + EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM ); m_iPlayEmptySound = 0; return 0; } return 0; } -void CBasePlayerWeapon :: ResetEmptySound( void ) +void CBasePlayerWeapon::ResetEmptySound( void ) { m_iPlayEmptySound = 1; } @@ -1023,7 +1012,7 @@ void CBasePlayerAmmo::Spawn( void ) { pev->movetype = MOVETYPE_TOSS; pev->solid = SOLID_TRIGGER; - UTIL_SetSize(pev, Vector(-16, -16, 0), Vector(16, 16, 16)); + UTIL_SetSize( pev, Vector( -16, -16, 0 ), Vector( 16, 16, 16 ) ); UTIL_SetOrigin( pev, pev->origin ); SetTouch( &CBasePlayerAmmo::DefaultTouch ); @@ -1044,10 +1033,10 @@ CBaseEntity* CBasePlayerAmmo::Respawn( void ) void CBasePlayerAmmo::Materialize( void ) { - if ( pev->effects & EF_NODRAW ) + if( pev->effects & EF_NODRAW ) { // changing from invisible state to visible. - EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "items/suitchargeok1.wav", 1, ATTN_NORM, 0, 150 ); + EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "items/suitchargeok1.wav", 1, ATTN_NORM, 0, 150 ); pev->effects &= ~EF_NODRAW; pev->effects |= EF_MUZZLEFLASH; } @@ -1055,31 +1044,31 @@ void CBasePlayerAmmo::Materialize( void ) SetTouch( &CBasePlayerAmmo::DefaultTouch ); } -void CBasePlayerAmmo :: DefaultTouch( CBaseEntity *pOther ) +void CBasePlayerAmmo::DefaultTouch( CBaseEntity *pOther ) { - if ( !pOther->IsPlayer() ) + if( !pOther->IsPlayer() ) { return; } - if (AddAmmo( pOther )) + if( AddAmmo( pOther ) ) { - if ( g_pGameRules->AmmoShouldRespawn( this ) == GR_AMMO_RESPAWN_YES ) + if( g_pGameRules->AmmoShouldRespawn( this ) == GR_AMMO_RESPAWN_YES ) { Respawn(); } else { SetTouch( NULL ); - SetThink( &CBaseEntity::SUB_Remove); + SetThink( &CBaseEntity::SUB_Remove ); pev->nextthink = gpGlobals->time + .1; } } - else if (gEvilImpulse101) + else if( gEvilImpulse101 ) { // evil impulse 101 hack, kill always SetTouch( NULL ); - SetThink( &CBaseEntity::SUB_Remove); + SetThink( &CBaseEntity::SUB_Remove ); pev->nextthink = gpGlobals->time + .1; } } @@ -1094,9 +1083,9 @@ void CBasePlayerAmmo :: DefaultTouch( CBaseEntity *pOther ) //========================================================= int CBasePlayerWeapon::ExtractAmmo( CBasePlayerWeapon *pWeapon ) { - int iReturn; + int iReturn; - if ( pszAmmo1() != NULL ) + if( pszAmmo1() != NULL ) { // blindly call with m_iDefaultAmmo. It's either going to be a value or zero. If it is zero, // we only get the ammo in the weapon's clip, which is what we want. @@ -1104,7 +1093,7 @@ int CBasePlayerWeapon::ExtractAmmo( CBasePlayerWeapon *pWeapon ) m_iDefaultAmmo = 0; } - if ( pszAmmo2() != NULL ) + if( pszAmmo2() != NULL ) { iReturn = pWeapon->AddSecondaryAmmo( 0, (char *)pszAmmo2(), iMaxAmmo2() ); } @@ -1117,9 +1106,9 @@ int CBasePlayerWeapon::ExtractAmmo( CBasePlayerWeapon *pWeapon ) //========================================================= int CBasePlayerWeapon::ExtractClipAmmo( CBasePlayerWeapon *pWeapon ) { - int iAmmo; + int iAmmo; - if ( m_iClip == WEAPON_NOCLIP ) + if( m_iClip == WEAPON_NOCLIP ) { iAmmo = 0;// guns with no clips always come empty if they are second-hand } @@ -1127,7 +1116,7 @@ int CBasePlayerWeapon::ExtractClipAmmo( CBasePlayerWeapon *pWeapon ) { iAmmo = m_iClip; } - + return pWeapon->m_pPlayer->GiveAmmo( iAmmo, (char *)pszAmmo1(), iMaxAmmo1() ); // , &m_iPrimaryAmmoType } @@ -1165,23 +1154,23 @@ IMPLEMENT_SAVERESTORE( CWeaponBox, CBaseEntity ) //========================================================= void CWeaponBox::Precache( void ) { - PRECACHE_MODEL("models/w_weaponbox.mdl"); + PRECACHE_MODEL( "models/w_weaponbox.mdl" ); } //========================================================= //========================================================= -void CWeaponBox :: KeyValue( KeyValueData *pkvd ) +void CWeaponBox::KeyValue( KeyValueData *pkvd ) { - if ( m_cAmmoTypes < MAX_AMMO_SLOTS ) + if( m_cAmmoTypes < MAX_AMMO_SLOTS ) { - PackAmmo( ALLOC_STRING(pkvd->szKeyName), atoi(pkvd->szValue) ); + PackAmmo( ALLOC_STRING( pkvd->szKeyName ), atoi( pkvd->szValue ) ); m_cAmmoTypes++;// count this new ammo type. pkvd->fHandled = TRUE; } else { - ALERT ( at_console, "WeaponBox too full! only %d ammotypes allowed\n", MAX_AMMO_SLOTS ); + ALERT( at_console, "WeaponBox too full! only %d ammotypes allowed\n", MAX_AMMO_SLOTS ); } } @@ -1190,14 +1179,14 @@ void CWeaponBox :: KeyValue( KeyValueData *pkvd ) //========================================================= void CWeaponBox::Spawn( void ) { - Precache( ); + Precache(); pev->movetype = MOVETYPE_TOSS; pev->solid = SOLID_TRIGGER; UTIL_SetSize( pev, g_vecZero, g_vecZero ); - SET_MODEL( ENT(pev), "models/w_weaponbox.mdl"); + SET_MODEL( ENT( pev ), "models/w_weaponbox.mdl" ); } //========================================================= @@ -1210,13 +1199,13 @@ void CWeaponBox::Kill( void ) int i; // destroy the weapons - for ( i = 0 ; i < MAX_ITEM_TYPES ; i++ ) + for( i = 0; i < MAX_ITEM_TYPES; i++ ) { - pWeapon = m_rgpPlayerItems[ i ]; + pWeapon = m_rgpPlayerItems[i]; - while ( pWeapon ) + while( pWeapon ) { - pWeapon->SetThink( &CBaseEntity::SUB_Remove); + pWeapon->SetThink( &CBaseEntity::SUB_Remove ); pWeapon->pev->nextthink = gpGlobals->time + 0.1; pWeapon = pWeapon->m_pNext; } @@ -1232,18 +1221,18 @@ void CWeaponBox::Kill( void ) //========================================================= void CWeaponBox::Touch( CBaseEntity *pOther ) { - if ( !(pev->flags & FL_ONGROUND ) ) + if( !( pev->flags & FL_ONGROUND ) ) { return; } - if ( !pOther->IsPlayer() ) + if( !pOther->IsPlayer() ) { // only players may touch a weaponbox. return; } - if ( !pOther->IsAlive() ) + if( !pOther->IsAlive() ) { // no dead guys. return; @@ -1253,39 +1242,39 @@ void CWeaponBox::Touch( CBaseEntity *pOther ) int i; // dole out ammo - for ( i = 0 ; i < MAX_AMMO_SLOTS ; i++ ) + for( i = 0; i < MAX_AMMO_SLOTS; i++ ) { - if ( !FStringNull( m_rgiszAmmo[ i ] ) ) + if( !FStringNull( m_rgiszAmmo[i] ) ) { // there's some ammo of this type. - pPlayer->GiveAmmo( m_rgAmmo[ i ], (char *)STRING( m_rgiszAmmo[ i ] ), MaxAmmoCarry( m_rgiszAmmo[ i ] ) ); + pPlayer->GiveAmmo( m_rgAmmo[i], (char *)STRING( m_rgiszAmmo[i] ), MaxAmmoCarry( m_rgiszAmmo[i] ) ); - //ALERT ( at_console, "Gave %d rounds of %s\n", m_rgAmmo[i], STRING(m_rgiszAmmo[i]) ); + //ALERT( at_console, "Gave %d rounds of %s\n", m_rgAmmo[i], STRING( m_rgiszAmmo[i] ) ); // now empty the ammo from the weaponbox since we just gave it to the player - m_rgiszAmmo[ i ] = iStringNull; - m_rgAmmo[ i ] = 0; + m_rgiszAmmo[i] = iStringNull; + m_rgAmmo[i] = 0; } } // go through my weapons and try to give the usable ones to the player. // it's important the the player be given ammo first, so the weapons code doesn't refuse // to deploy a better weapon that the player may pick up because he has no ammo for it. - for ( i = 0 ; i < MAX_ITEM_TYPES ; i++ ) + for( i = 0; i < MAX_ITEM_TYPES; i++ ) { - if ( m_rgpPlayerItems[ i ] ) + if( m_rgpPlayerItems[i] ) { CBasePlayerItem *pItem; // have at least one weapon in this slot - while ( m_rgpPlayerItems[ i ] ) + while( m_rgpPlayerItems[i] ) { - //ALERT ( at_console, "trying to give %s\n", STRING( m_rgpPlayerItems[ i ]->pev->classname ) ); + //ALERT( at_console, "trying to give %s\n", STRING( m_rgpPlayerItems[i]->pev->classname ) ); - pItem = m_rgpPlayerItems[ i ]; - m_rgpPlayerItems[ i ] = m_rgpPlayerItems[ i ]->m_pNext;// unlink this weapon from the box + pItem = m_rgpPlayerItems[i]; + m_rgpPlayerItems[i] = m_rgpPlayerItems[i]->m_pNext;// unlink this weapon from the box - if ( pPlayer->AddPlayerItem( pItem ) ) + if( pPlayer->AddPlayerItem( pItem ) ) { pItem->AttachToPlayer( pPlayer ); } @@ -1304,14 +1293,14 @@ void CWeaponBox::Touch( CBaseEntity *pOther ) BOOL CWeaponBox::PackWeapon( CBasePlayerItem *pWeapon ) { // is one of these weapons already packed in this box? - if ( HasWeapon( pWeapon ) ) + if( HasWeapon( pWeapon ) ) { return FALSE;// box can only hold one of each weapon type } - if ( pWeapon->m_pPlayer ) + if( pWeapon->m_pPlayer ) { - if ( !pWeapon->m_pPlayer->RemovePlayerItem( pWeapon ) ) + if( !pWeapon->m_pPlayer->RemovePlayerItem( pWeapon ) ) { // failed to unhook the weapon from the player! return FALSE; @@ -1320,16 +1309,16 @@ BOOL CWeaponBox::PackWeapon( CBasePlayerItem *pWeapon ) int iWeaponSlot = pWeapon->iItemSlot(); - if ( m_rgpPlayerItems[ iWeaponSlot ] ) + if( m_rgpPlayerItems[iWeaponSlot] ) { // there's already one weapon in this slot, so link this into the slot's column - pWeapon->m_pNext = m_rgpPlayerItems[ iWeaponSlot ]; - m_rgpPlayerItems[ iWeaponSlot ] = pWeapon; + pWeapon->m_pNext = m_rgpPlayerItems[iWeaponSlot]; + m_rgpPlayerItems[iWeaponSlot] = pWeapon; } else { // first weapon we have for this slot - m_rgpPlayerItems[ iWeaponSlot ] = pWeapon; + m_rgpPlayerItems[iWeaponSlot] = pWeapon; pWeapon->m_pNext = NULL; } @@ -1344,7 +1333,7 @@ BOOL CWeaponBox::PackWeapon( CBasePlayerItem *pWeapon ) pWeapon->SetTouch( NULL ); pWeapon->m_pPlayer = NULL; - //ALERT ( at_console, "packed %s\n", STRING(pWeapon->pev->classname) ); + //ALERT( at_console, "packed %s\n", STRING( pWeapon->pev->classname ) ); return TRUE; } @@ -1356,18 +1345,18 @@ BOOL CWeaponBox::PackAmmo( int iszName, int iCount ) { int iMaxCarry; - if ( FStringNull( iszName ) ) + if( FStringNull( iszName ) ) { // error here - ALERT ( at_console, "NULL String in PackAmmo!\n" ); + ALERT( at_console, "NULL String in PackAmmo!\n" ); return FALSE; } iMaxCarry = MaxAmmoCarry( iszName ); - if ( iMaxCarry != -1 && iCount > 0 ) + if( iMaxCarry != -1 && iCount > 0 ) { - //ALERT ( at_console, "Packed %d rounds of %s\n", iCount, STRING(iszName) ); + //ALERT( at_console, "Packed %d rounds of %s\n", iCount, STRING( iszName ) ); GiveAmmo( iCount, (char *)STRING( iszName ), iMaxCarry ); return TRUE; } @@ -1382,15 +1371,15 @@ int CWeaponBox::GiveAmmo( int iCount, char *szName, int iMax, int *pIndex/* = NU { int i; - for (i = 1; i < MAX_AMMO_SLOTS && !FStringNull( m_rgiszAmmo[i] ); i++) + for( i = 1; i < MAX_AMMO_SLOTS && !FStringNull( m_rgiszAmmo[i] ); i++ ) { - if (stricmp( szName, STRING( m_rgiszAmmo[i])) == 0) + if( stricmp( szName, STRING( m_rgiszAmmo[i] ) ) == 0 ) { - if (pIndex) + if( pIndex ) *pIndex = i; - int iAdd = min( iCount, iMax - m_rgAmmo[i]); - if (iCount == 0 || iAdd > 0) + int iAdd = min( iCount, iMax - m_rgAmmo[i] ); + if( iCount == 0 || iAdd > 0 ) { m_rgAmmo[i] += iAdd; @@ -1399,9 +1388,9 @@ int CWeaponBox::GiveAmmo( int iCount, char *szName, int iMax, int *pIndex/* = NU return -1; } } - if (i < MAX_AMMO_SLOTS) + if( i < MAX_AMMO_SLOTS ) { - if (pIndex) + if( pIndex ) *pIndex = i; m_rgiszAmmo[i] = MAKE_STRING( szName ); @@ -1409,7 +1398,7 @@ int CWeaponBox::GiveAmmo( int iCount, char *szName, int iMax, int *pIndex/* = NU return i; } - ALERT( at_console, "out of named ammo slots\n"); + ALERT( at_console, "out of named ammo slots\n" ); return i; } @@ -1421,9 +1410,9 @@ BOOL CWeaponBox::HasWeapon( CBasePlayerItem *pCheckItem ) { CBasePlayerItem *pItem = m_rgpPlayerItems[pCheckItem->iItemSlot()]; - while (pItem) + while( pItem ) { - if (FClassnameIs( pItem->pev, STRING( pCheckItem->pev->classname) )) + if( FClassnameIs( pItem->pev, STRING( pCheckItem->pev->classname ) ) ) { return TRUE; } @@ -1440,17 +1429,17 @@ BOOL CWeaponBox::IsEmpty( void ) { int i; - for ( i = 0 ; i < MAX_ITEM_TYPES ; i++ ) + for( i = 0; i < MAX_ITEM_TYPES; i++ ) { - if ( m_rgpPlayerItems[ i ] ) + if( m_rgpPlayerItems[i] ) { return FALSE; } } - for ( i = 0 ; i < MAX_AMMO_SLOTS ; i++ ) + for( i = 0; i < MAX_AMMO_SLOTS; i++ ) { - if ( !FStringNull( m_rgiszAmmo[ i ] ) ) + if( !FStringNull( m_rgiszAmmo[i] ) ) { // still have a bit of this type of ammo return FALSE; @@ -1464,11 +1453,10 @@ BOOL CWeaponBox::IsEmpty( void ) //========================================================= void CWeaponBox::SetObjectCollisionBox( void ) { - pev->absmin = pev->origin + Vector(-16, -16, 0); - pev->absmax = pev->origin + Vector(16, 16, 16); + pev->absmin = pev->origin + Vector( -16, -16, 0 ); + pev->absmax = pev->origin + Vector( 16, 16, 16 ); } - void CBasePlayerWeapon::PrintState( void ) { ALERT( at_console, "primary: %f\n", m_flNextPrimaryAttack ); @@ -1542,4 +1530,3 @@ TYPEDESCRIPTION CSatchel::m_SaveData[] = }; IMPLEMENT_SAVERESTORE( CSatchel, CBasePlayerWeapon ) - From 2f0174474f4a7b17a899df4755d606b162ba5ab3 Mon Sep 17 00:00:00 2001 From: Night Owl Date: Mon, 1 Aug 2016 22:11:01 +0500 Subject: [PATCH 18/30] Oops. Fix macros. --- cl_dll/cl_util.h | 36 ++++++++++++++++++------------------ cl_dll/scoreboard.cpp | 2 +- 2 files changed, 19 insertions(+), 19 deletions(-) diff --git a/cl_dll/cl_util.h b/cl_dll/cl_util.h index 8d9661b2..84488050 100644 --- a/cl_dll/cl_util.h +++ b/cl_dll/cl_util.h @@ -43,29 +43,29 @@ inline float CVAR_GET_FLOAT( const char *x ) { return gEngfuncs.pfnGetCvarFloat( inline char* CVAR_GET_STRING( const char *x ) { return gEngfuncs.pfnGetCvarString( (char*)x ); } inline struct cvar_s *CVAR_CREATE( const char *cv, const char *val, const int flags ) { return gEngfuncs.pfnRegisterVariable( (char*)cv, (char*)val, flags ); } -#define SPR_Load( *gEngfuncs.pfnSPR_Load ) -#define SPR_Set( *gEngfuncs.pfnSPR_Set ) -#define SPR_Frames( *gEngfuncs.pfnSPR_Frames ) -#define SPR_GetList( *gEngfuncs.pfnSPR_GetList ) +#define SPR_Load ( *gEngfuncs.pfnSPR_Load ) +#define SPR_Set ( *gEngfuncs.pfnSPR_Set ) +#define SPR_Frames ( *gEngfuncs.pfnSPR_Frames ) +#define SPR_GetList ( *gEngfuncs.pfnSPR_GetList ) // SPR_Draw draws a the current sprite as solid -#define SPR_Draw( *gEngfuncs.pfnSPR_Draw ) +#define SPR_Draw ( *gEngfuncs.pfnSPR_Draw ) // SPR_DrawHoles draws the current sprites, with color index255 not drawn (transparent) -#define SPR_DrawHoles( *gEngfuncs.pfnSPR_DrawHoles ) +#define SPR_DrawHoles ( *gEngfuncs.pfnSPR_DrawHoles ) // SPR_DrawAdditive adds the sprites RGB values to the background (additive transulency) -#define SPR_DrawAdditive( *gEngfuncs.pfnSPR_DrawAdditive ) +#define SPR_DrawAdditive ( *gEngfuncs.pfnSPR_DrawAdditive ) // SPR_EnableScissor sets a clipping rect for HUD sprites. (0,0) is the top-left hand corner of the screen. -#define SPR_EnableScissor( *gEngfuncs.pfnSPR_EnableScissor ) +#define SPR_EnableScissor ( *gEngfuncs.pfnSPR_EnableScissor ) // SPR_DisableScissor disables the clipping rect -#define SPR_DisableScissor( *gEngfuncs.pfnSPR_DisableScissor ) +#define SPR_DisableScissor ( *gEngfuncs.pfnSPR_DisableScissor ) // -#define FillRGBA( *gEngfuncs.pfnFillRGBA ) +#define FillRGBA ( *gEngfuncs.pfnFillRGBA ) // ScreenHeight returns the height of the screen, in pixels -#define ScreenHeight( gHUD.m_scrinfo.iHeight ) +#define ScreenHeight ( gHUD.m_scrinfo.iHeight ) // ScreenWidth returns the width of the screen, in pixels -#define ScreenWidth( gHUD.m_scrinfo.iWidth ) +#define ScreenWidth ( gHUD.m_scrinfo.iWidth ) // Use this to set any co-ords in 640x480 space #define XRES(x) ( (int)( float(x) * ( (float)ScreenWidth / 640.0f ) + 0.5f ) ) @@ -75,11 +75,11 @@ inline struct cvar_s *CVAR_CREATE( const char *cv, const char *val, const int fl #define XPROJECT(x) ( ( 1.0f + (x) ) * ScreenWidth * 0.5f ) #define YPROJECT(y) ( ( 1.0f - (y) ) * ScreenHeight * 0.5f ) -#define GetScreenInfo( *gEngfuncs.pfnGetScreenInfo ) -#define ServerCmd( *gEngfuncs.pfnServerCmd ) -#define ClientCmd( *gEngfuncs.pfnClientCmd ) -#define SetCrosshair( *gEngfuncs.pfnSetCrosshair ) -#define AngleVectors( *gEngfuncs.pfnAngleVectors ) +#define GetScreenInfo ( *gEngfuncs.pfnGetScreenInfo ) +#define ServerCmd ( *gEngfuncs.pfnServerCmd ) +#define ClientCmd ( *gEngfuncs.pfnClientCmd ) +#define SetCrosshair ( *gEngfuncs.pfnSetCrosshair ) +#define AngleVectors ( *gEngfuncs.pfnAngleVectors ) extern cvar_t *hud_textmode; extern float g_hud_text_color[3]; inline void DrawSetTextColor( float r, float g, float b ) @@ -135,7 +135,7 @@ inline void CenterPrint( const char *string ) } // returns the players name of entity no. -#define GetPlayerInfo( *gEngfuncs.pfnGetPlayerInfo ) +#define GetPlayerInfo ( *gEngfuncs.pfnGetPlayerInfo ) // sound functions inline void PlaySound( char *szSound, float vol ) { gEngfuncs.pfnPlaySoundByName( szSound, vol ); } diff --git a/cl_dll/scoreboard.cpp b/cl_dll/scoreboard.cpp index 62d140e1..2e0722f9 100644 --- a/cl_dll/scoreboard.cpp +++ b/cl_dll/scoreboard.cpp @@ -107,7 +107,7 @@ int SCOREBOARD_WIDTH = 320; // Y positions #define ROW_GAP 13 #define ROW_RANGE_MIN 15 -#define ROW_RANGE_MAX( ScreenHeight - 50 ) +#define ROW_RANGE_MAX ( ScreenHeight - 50 ) int CHudScoreboard::Draw( float fTime ) { From 213653e3729165ac22f1535955a50ef2f1b3f9cd Mon Sep 17 00:00:00 2001 From: Night Owl Date: Mon, 1 Aug 2016 22:14:28 +0500 Subject: [PATCH 19/30] Remove duplicate macros. --- cl_dll/eventscripts.h | 44 ------------------------------------------- 1 file changed, 44 deletions(-) diff --git a/cl_dll/eventscripts.h b/cl_dll/eventscripts.h index c052805d..bb835474 100644 --- a/cl_dll/eventscripts.h +++ b/cl_dll/eventscripts.h @@ -15,49 +15,6 @@ #define FTENT_FADEOUT 0x00000080 -#define DMG_GENERIC 0 // generic damage was done -#define DMG_CRUSH (1 << 0) // crushed by falling or moving object -#define DMG_BULLET (1 << 1) // shot -#define DMG_SLASH (1 << 2) // cut, clawed, stabbed -#define DMG_BURN (1 << 3) // heat burned -#define DMG_FREEZE (1 << 4) // frozen -#define DMG_FALL (1 << 5) // fell too far -#define DMG_BLAST (1 << 6) // explosive blast damage -#define DMG_CLUB (1 << 7) // crowbar, punch, headbutt -#define DMG_SHOCK (1 << 8) // electric shock -#define DMG_SONIC (1 << 9) // sound pulse shockwave -#define DMG_ENERGYBEAM (1 << 10) // laser or other high energy beam -#define DMG_NEVERGIB (1 << 12) // with this bit OR'd in, no damage type will be able to gib victims upon death -#define DMG_ALWAYSGIB (1 << 13) // with this bit OR'd in, any damage type can be made to gib victims upon death. - -// time-based damage -//mask off TF-specific stuff too -#define DMG_TIMEBASED (~(0xff003fff)) // mask for time-based damage - -#define DMG_DROWN (1 << 14) // Drowning -#define DMG_FIRSTTIMEBASED DMG_DROWN - -#define DMG_PARALYZE (1 << 15) // slows affected creature down -#define DMG_NERVEGAS (1 << 16) // nerve toxins, very bad -#define DMG_POISON (1 << 17) // blood poisioning -#define DMG_RADIATION (1 << 18) // radiation exposure -#define DMG_DROWNRECOVER (1 << 19) // drowning recovery -#define DMG_ACID (1 << 20) // toxic chemicals or acid burns -#define DMG_SLOWBURN (1 << 21) // in an oven -#define DMG_SLOWFREEZE (1 << 22) // in a subzero freezer -#define DMG_MORTAR (1 << 23) // Hit by air raid (done to distinguish grenade from mortar) - -//TF ADDITIONS -#define DMG_IGNITE (1 << 24) // Players hit by this begin to burn -#define DMG_RADIUS_MAX (1 << 25) // Radius damage with this flag doesn't decrease over distance -#define DMG_RADIUS_QUAKE (1 << 26) // Radius damage is done like Quake. 1/2 damage at 1/2 radius. -#define DMG_IGNOREARMOR (1 << 27) // Damage ignores target's armor -#define DMG_AIMED (1 << 28) // Does Hit location damage -#define DMG_WALLPIERCING (1 << 29) // Blast Damages ents through walls - -#define DMG_CALTROP (1 << 30) -#define DMG_HALLUC (1 << 31) - // Some of these are HL/TFC specific? void EV_EjectBrass( float *origin, float *velocity, float rotation, int model, int soundtype ); void EV_GetGunPosition( struct event_args_s *args, float *pos, float *origin ); @@ -69,5 +26,4 @@ void EV_CreateTracer( float *start, float *end ); struct cl_entity_s *GetEntity( int idx ); struct cl_entity_s *GetViewEntity( void ); void EV_MuzzleFlash( void ); - #endif // EVENTSCRIPTSH From acd54c6edfacc667267a6ed3b9eee659a3e14c33 Mon Sep 17 00:00:00 2001 From: Night Owl Date: Mon, 1 Aug 2016 22:18:54 +0500 Subject: [PATCH 20/30] Rework DNO_VOICEGAMEMGR macro. --- dlls/multiplay_gamerules.cpp | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/dlls/multiplay_gamerules.cpp b/dlls/multiplay_gamerules.cpp index cd5ffaf2..43a24077 100644 --- a/dlls/multiplay_gamerules.cpp +++ b/dlls/multiplay_gamerules.cpp @@ -26,7 +26,9 @@ #include "skill.h" #include "game.h" #include "items.h" +#ifndef NO_VOICEGAMEMGR #include "voice_gamemgr.h" +#endif #include "hltv.h" extern DLL_GLOBAL CGameRules *g_pGameRules; @@ -46,7 +48,6 @@ float g_flIntermissionStartTime = 0; #ifndef NO_VOICEGAMEMGR CVoiceGameMgr g_VoiceGameMgr; -#endif class CMultiplayGameMgrHelper : public IVoiceGameMgrHelper { @@ -66,7 +67,7 @@ public: }; static CMultiplayGameMgrHelper g_GameMgrHelper; - +#endif //********************************************************* // Rules for the half-life multiplayer game. //********************************************************* From 7c17f6e0428878cc4512c202331cfac54b0bb4b3 Mon Sep 17 00:00:00 2001 From: Night Owl Date: Tue, 2 Aug 2016 16:59:22 +0500 Subject: [PATCH 21/30] Rework initialization. --- cl_dll/hl/hl_weapons.cpp | 4 +--- cl_dll/hud_servers.cpp | 3 +-- cl_dll/statusbar.cpp | 3 +-- dlls/client.cpp | 7 ++----- dlls/multiplay_gamerules.cpp | 3 +-- dlls/player.cpp | 6 ++---- dlls/sound.cpp | 6 +++--- dlls/stats.cpp | 3 +-- dlls/teamplay_gamerules.cpp | 4 +--- dlls/weapons.cpp | 5 +---- pm_shared/pm_shared.c | 4 ++-- 11 files changed, 16 insertions(+), 32 deletions(-) diff --git a/cl_dll/hl/hl_weapons.cpp b/cl_dll/hl/hl_weapons.cpp index c712b76f..5a17e858 100644 --- a/cl_dll/hl/hl_weapons.cpp +++ b/cl_dll/hl/hl_weapons.cpp @@ -688,11 +688,9 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm int buttonsChanged; CBasePlayerWeapon *pWeapon = NULL; CBasePlayerWeapon *pCurrent; - weapon_data_t nulldata, *pfrom, *pto; + weapon_data_t nulldata = {0}, *pfrom, *pto; static int lasthealth; - memset( &nulldata, 0, sizeof(nulldata) ); - HUD_InitClientWeapons(); // Get current clock diff --git a/cl_dll/hud_servers.cpp b/cl_dll/hud_servers.cpp index 3cdab827..67973c75 100644 --- a/cl_dll/hud_servers.cpp +++ b/cl_dll/hud_servers.cpp @@ -914,8 +914,7 @@ void CHudServers::RequestBroadcastList( int clearpending ) m_nDone = 0; m_dStarted = m_fElapsed; - netadr_t adr; - memset( &adr, 0, sizeof(adr) ); + netadr_t adr = {0}; if( clearpending ) { diff --git a/cl_dll/statusbar.cpp b/cl_dll/statusbar.cpp index e730f05e..98b317c5 100644 --- a/cl_dll/statusbar.cpp +++ b/cl_dll/statusbar.cpp @@ -73,8 +73,7 @@ void CHudStatusBar::Reset( void ) void CHudStatusBar::ParseStatusString( int line_num ) { // localise string first - char szBuffer[MAX_STATUSTEXT_LENGTH]; - memset( szBuffer, 0, sizeof szBuffer ); + char szBuffer[MAX_STATUSTEXT_LENGTH] = {0}; gHUD.m_TextMessage.LocaliseTextString( m_szStatusText[line_num], szBuffer, MAX_STATUSTEXT_LENGTH ); // parse m_szStatusText & m_iStatusValues into m_szStatusBar diff --git a/dlls/client.cpp b/dlls/client.cpp index 908769db..21e5d810 100644 --- a/dlls/client.cpp +++ b/dlls/client.cpp @@ -1489,8 +1489,6 @@ int GetWeaponData( struct edict_s *player, struct weapon_data_s *info ) CBasePlayer *pl = (CBasePlayer *)CBasePlayer::Instance( pev ); CBasePlayerWeapon *gun; - ItemInfo II; - memset( info, 0, 32 * sizeof(weapon_data_t) ); if( !pl ) @@ -1509,8 +1507,8 @@ int GetWeaponData( struct edict_s *player, struct weapon_data_s *info ) gun = (CBasePlayerWeapon *)pPlayerItem->GetWeaponPtr(); if( gun && gun->UseDecrement() ) { + ItemInfo II = {0}; // Get The ID. - memset( &II, 0, sizeof(II) ); gun->GetItemInfo( &II ); if( II.iId >= 0 && II.iId < 32 ) @@ -1610,8 +1608,7 @@ void UpdateClientData( const struct edict_s *ent, int sendweapons, struct client gun = (CBasePlayerWeapon *)pl->m_pActiveItem->GetWeaponPtr(); if( gun && gun->UseDecrement() ) { - ItemInfo II; - memset( &II, 0, sizeof(II) ); + ItemInfo II = {0}; gun->GetItemInfo( &II ); cd->m_iId = II.iId; diff --git a/dlls/multiplay_gamerules.cpp b/dlls/multiplay_gamerules.cpp index 43a24077..929c2bf6 100644 --- a/dlls/multiplay_gamerules.cpp +++ b/dlls/multiplay_gamerules.cpp @@ -1319,7 +1319,6 @@ Parses mapcycle.txt file into mapcycle_t structure */ int ReloadMapCycleFile( char *filename, mapcycle_t *cycle ) { - char szBuffer[MAX_RULE_BUFFER]; char szMap[32]; int length; char *pFileList; @@ -1332,8 +1331,8 @@ int ReloadMapCycleFile( char *filename, mapcycle_t *cycle ) // the first map name in the file becomes the default while( 1 ) { + char szBuffer[MAX_RULE_BUFFER] = {0}; hasbuffer = 0; - memset( szBuffer, 0, MAX_RULE_BUFFER ); pFileList = COM_Parse( pFileList ); if( strlen( com_token ) <= 0 ) diff --git a/dlls/player.cpp b/dlls/player.cpp index 708096b2..2f097072 100644 --- a/dlls/player.cpp +++ b/dlls/player.cpp @@ -660,12 +660,11 @@ void CBasePlayer::PackDeadPlayerItems( void ) int iWeaponRules; int iAmmoRules; int i; - CBasePlayerWeapon *rgpPackWeapons[20];// 20 hardcoded for now. How to determine exactly how many weapons we have? + CBasePlayerWeapon *rgpPackWeapons[20] = {0};// 20 hardcoded for now. How to determine exactly how many weapons we have? int iPackAmmo[MAX_AMMO_SLOTS + 1]; int iPW = 0;// index into packweapons array int iPA = 0;// index into packammo array - memset( rgpPackWeapons, NULL, sizeof(rgpPackWeapons) ); memset( iPackAmmo, -1, sizeof(iPackAmmo) ); // get the game rules @@ -1624,11 +1623,10 @@ void CBasePlayer::InitStatusBar() void CBasePlayer::UpdateStatusBar() { - int newSBarState[SBAR_END]; + int newSBarState[SBAR_END] = {0}; char sbuf0[SBAR_STRING_SIZE]; char sbuf1[ SBAR_STRING_SIZE ]; - memset( newSBarState, 0, sizeof(newSBarState) ); strcpy( sbuf0, m_SbarString0 ); strcpy( sbuf1, m_SbarString1 ); diff --git a/dlls/sound.cpp b/dlls/sound.cpp index 7ca01410..5f0d3da3 100644 --- a/dlls/sound.cpp +++ b/dlls/sound.cpp @@ -1261,8 +1261,6 @@ void SENTENCEG_Init() gcallsentences = 0; memset( rgsentenceg, 0, CSENTENCEG_MAX * sizeof(SENTENCEG) ); - memset( buffer, 0, 512 ); - memset( szgroup, 0, 64 ); isentencegs = -1; int filePos = 0, fileSize; @@ -1270,6 +1268,7 @@ void SENTENCEG_Init() if( !pMemFile ) return; + memset( buffer, 0, 512 ); // for each line in the file... while( memfgets( pMemFile, fileSize, filePos, buffer, 511 ) != NULL ) { @@ -1322,6 +1321,7 @@ void SENTENCEG_Init() buffer[j + 1] = 0; + memset( szgroup, 0, 64 ); // if new name doesn't match previous group name, // make a new group. if( strcmp( szgroup, &( buffer[i] ) ) ) @@ -1527,12 +1527,12 @@ void TEXTURETYPE_Init() memset( grgchTextureType, 0, CTEXTURESMAX ); gcTextures = 0; - memset( buffer, 0, 512 ); pMemFile = g_engfuncs.pfnLoadFileForMe( "sound/materials.txt", &fileSize ); if( !pMemFile ) return; + memset( buffer, 0, 512 ); // for each line in the file... while( memfgets( pMemFile, fileSize, filePos, buffer, 511 ) != NULL && ( gcTextures < CTEXTURESMAX) ) { diff --git a/dlls/stats.cpp b/dlls/stats.cpp index cdb42d82..038e1667 100644 --- a/dlls/stats.cpp +++ b/dlls/stats.cpp @@ -99,9 +99,8 @@ void UpdateStats( CBasePlayer *pPlayer ) CBasePlayerItem *p = pPlayer->m_rgpPlayerItems[i]; while( p ) { - ItemInfo II; + ItemInfo II = {0}; - memset( &II, 0, sizeof(II) ); p->GetItemInfo( &II ); int index = pPlayer->GetAmmoIndex( II.pszAmmo1 ); diff --git a/dlls/teamplay_gamerules.cpp b/dlls/teamplay_gamerules.cpp index 6c9d72af..614bd7bb 100644 --- a/dlls/teamplay_gamerules.cpp +++ b/dlls/teamplay_gamerules.cpp @@ -518,11 +518,9 @@ const char *CHalfLifeTeamplay::TeamWithFewestPlayers( void ) { int i; int minPlayers = MAX_TEAMS; - int teamCount[MAX_TEAMS]; + int teamCount[MAX_TEAMS] = {0}; char *pTeamName = NULL; - memset( teamCount, 0, MAX_TEAMS * sizeof(int) ); - // loop through all clients, count number of players on each team for( i = 1; i <= gpGlobals->maxClients; i++ ) { diff --git a/dlls/weapons.cpp b/dlls/weapons.cpp index b1ba1385..3e2ef386 100644 --- a/dlls/weapons.cpp +++ b/dlls/weapons.cpp @@ -263,9 +263,8 @@ void UTIL_PrecacheOtherWeapon( const char *szClassname ) if( pEntity ) { - ItemInfo II; + ItemInfo II = {0}; pEntity->Precache(); - memset( &II, 0, sizeof II ); if( ( (CBasePlayerItem*)pEntity )->GetItemInfo( &II ) ) { CBasePlayerItem::ItemInfoArray[II.iId] = II; @@ -279,8 +278,6 @@ void UTIL_PrecacheOtherWeapon( const char *szClassname ) { AddAmmoNameToAmmoRegistry( II.pszAmmo2 ); } - - memset( &II, 0, sizeof II ); } } diff --git a/pm_shared/pm_shared.c b/pm_shared/pm_shared.c index 2ac023a2..92377197 100644 --- a/pm_shared/pm_shared.c +++ b/pm_shared/pm_shared.c @@ -192,7 +192,7 @@ void PM_InitTextureTypes() char buffer[512]; int i, j; byte *pMemFile; - int fileSize, filePos = 0; + int fileSize, filePos; static qboolean bTextureTypeInit = false; if( bTextureTypeInit ) @@ -202,13 +202,13 @@ void PM_InitTextureTypes() memset( grgchTextureType, 0, CTEXTURESMAX ); gcTextures = 0; - memset( buffer, 0, 512 ); fileSize = pmove->COM_FileSize( "sound/materials.txt" ); pMemFile = pmove->COM_LoadFile( "sound/materials.txt", 5, NULL ); if( !pMemFile ) return; + memset( buffer, 0, 512 ); filePos = 0; // for each line in the file... while( pmove->memfgets( pMemFile, fileSize, &filePos, buffer, 511 ) != NULL && (gcTextures < CTEXTURESMAX ) ) From 156b0ae69ae0d059c8bb3ce65e5d0279548f5f33 Mon Sep 17 00:00:00 2001 From: Night Owl Date: Tue, 2 Aug 2016 18:36:48 +0500 Subject: [PATCH 22/30] Reformat some strings yet. --- cl_dll/MOTD.cpp | 50 ++++++++++++++++++------------------- cl_dll/ammo_secondary.cpp | 4 +-- cl_dll/com_weapons.cpp | 28 +++++++++++++++++---- cl_dll/hl/hl_baseentity.cpp | 16 ++++++------ 4 files changed, 58 insertions(+), 40 deletions(-) diff --git a/cl_dll/MOTD.cpp b/cl_dll/MOTD.cpp index dfb587aa..4273b0bf 100644 --- a/cl_dll/MOTD.cpp +++ b/cl_dll/MOTD.cpp @@ -28,7 +28,7 @@ DECLARE_MESSAGE( m_MOTD, MOTD ) -int CHudMOTD :: Init( void ) +int CHudMOTD::Init( void ) { gHUD.AddHudElem( this ); @@ -42,13 +42,13 @@ int CHudMOTD :: Init( void ) return 1; } -int CHudMOTD :: VidInit( void ) +int CHudMOTD::VidInit( void ) { // Load sprites here return 1; } -void CHudMOTD :: Reset( void ) +void CHudMOTD::Reset( void ) { m_iFlags &= ~HUD_ACTIVE; // start out inactive m_szMOTD[0] = 0; @@ -60,7 +60,7 @@ void CHudMOTD :: Reset( void ) #define ROW_GAP 13 #define ROW_RANGE_MIN 30 #define ROW_RANGE_MAX ( ScreenHeight - 100 ) -int CHudMOTD :: Draw( float fTime ) +int CHudMOTD::Draw( float fTime ) { gHUD.m_iNoConsolePrint &= ~( 1 << 1 ); if( !m_bShow ) @@ -68,60 +68,61 @@ int CHudMOTD :: Draw( float fTime ) gHUD.m_iNoConsolePrint |= 1 << 1; bool bScroll; // find the top of where the MOTD should be drawn, so the whole thing is centered in the screen - int ypos = (ScreenHeight - LINE_HEIGHT * m_iLines)/2; // shift it up slightly + int ypos = ( ScreenHeight - LINE_HEIGHT * m_iLines ) / 2; // shift it up slightly char *ch = m_szMOTD; - int xpos = (ScreenWidth - gHUD.m_scrinfo.charWidths[ 'M' ] * m_iMaxLength) / 2; - if( xpos < 30 ) xpos = 30; - int xmax = xpos + gHUD.m_scrinfo.charWidths[ 'M' ] * m_iMaxLength; + int xpos = ( ScreenWidth - gHUD.m_scrinfo.charWidths['M'] * m_iMaxLength ) / 2; + if( xpos < 30 ) + xpos = 30; + int xmax = xpos + gHUD.m_scrinfo.charWidths['M'] * m_iMaxLength; int height = LINE_HEIGHT * m_iLines; int ypos_r=ypos; if( height > ROW_RANGE_MAX ) { ypos = ROW_RANGE_MIN + 7 + scroll; if( ypos > ROW_RANGE_MIN + 4 ) - scroll-= (ypos - ( ROW_RANGE_MIN + 4))/3.0; + scroll-= ( ypos - ( ROW_RANGE_MIN + 4 ) ) / 3.0; if( ypos + height < ROW_RANGE_MAX ) - scroll+= (ROW_RANGE_MAX - (ypos + height))/ 3.0; + scroll+= ( ROW_RANGE_MAX - ( ypos + height ) ) / 3.0; ypos_r = ROW_RANGE_MIN; height = ROW_RANGE_MAX; } int ymax = ypos + height; if( xmax > ScreenWidth - 30 ) xmax = ScreenWidth - 30; - gHUD.DrawDarkRectangle(xpos-5, ypos_r - 5, xmax - xpos+10, height + 10); - while ( *ch ) + gHUD.DrawDarkRectangle( xpos - 5, ypos_r - 5, xmax - xpos + 10, height + 10 ); + while( *ch ) { char *next_line; int line_length = 0; // count the length of the current line - for ( next_line = ch; *next_line != '\n' && *next_line != 0; next_line++ ) - line_length += gHUD.m_scrinfo.charWidths[ *next_line ]; + for( next_line = ch; *next_line != '\n' && *next_line != 0; next_line++ ) + line_length += gHUD.m_scrinfo.charWidths[*next_line]; char *top = next_line; - if ( *top == '\n' ) + if( *top == '\n' ) *top = 0; else top = NULL; // find where to start drawing the line - if( (ypos > ROW_RANGE_MIN) && (ypos + LINE_HEIGHT <= ypos_r + height) ) + if( ( ypos > ROW_RANGE_MIN ) && ( ypos + LINE_HEIGHT <= ypos_r + height ) ) gHUD.DrawHudString( xpos, ypos, xmax, ch, 255, 180, 0 ); ypos += LINE_HEIGHT; - if ( top ) // restore + if( top ) // restore *top = '\n'; ch = next_line; - if ( *ch == '\n' ) + if( *ch == '\n' ) ch++; - if ( ypos > (ScreenHeight - 20) ) + if( ypos > ( ScreenHeight - 20 ) ) break; // don't let it draw too low } return 1; } -int CHudMOTD :: MsgFunc_MOTD( const char *pszName, int iSize, void *pbuf ) +int CHudMOTD::MsgFunc_MOTD( const char *pszName, int iSize, void *pbuf ) { - if ( m_iFlags & HUD_ACTIVE ) + if( m_iFlags & HUD_ACTIVE ) { Reset(); // clear the current MOTD in prep for this one } @@ -131,17 +132,16 @@ int CHudMOTD :: MsgFunc_MOTD( const char *pszName, int iSize, void *pbuf ) int is_finished = READ_BYTE(); strncat( m_szMOTD, READ_STRING(), sizeof(m_szMOTD) ); - if ( is_finished ) + if( is_finished ) { int length = 0; m_iMaxLength = 0; m_iFlags |= HUD_ACTIVE; - - for ( char *sz = m_szMOTD; *sz != 0; sz++ ) // count the number of lines in the MOTD + for( char *sz = m_szMOTD; *sz != 0; sz++ ) // count the number of lines in the MOTD { - if ( *sz == '\n' ) + if( *sz == '\n' ) { m_iLines++; if( length > m_iMaxLength ) diff --git a/cl_dll/ammo_secondary.cpp b/cl_dll/ammo_secondary.cpp index 994350ed..148d29b7 100644 --- a/cl_dll/ammo_secondary.cpp +++ b/cl_dll/ammo_secondary.cpp @@ -35,7 +35,7 @@ int CHudAmmoSecondary::Init( void ) gHUD.AddHudElem(this); m_HUD_ammoicon = 0; - for ( int i = 0; i < MAX_SEC_AMMO_VALUES; i++ ) + for( int i = 0; i < MAX_SEC_AMMO_VALUES; i++ ) m_iAmmoAmounts[i] = -1; // -1 means don't draw this value Reset(); @@ -55,7 +55,7 @@ int CHudAmmoSecondary::VidInit( void ) int CHudAmmoSecondary::Draw( float flTime ) { - if ( ( gHUD.m_iHideHUDDisplay & ( HIDEHUD_WEAPONS | HIDEHUD_ALL ) ) ) + if( ( gHUD.m_iHideHUDDisplay & ( HIDEHUD_WEAPONS | HIDEHUD_ALL ) ) ) return 1; // draw secondary ammo icons above normal ammo readout diff --git a/cl_dll/com_weapons.cpp b/cl_dll/com_weapons.cpp index 3a3f0a6f..4f539df9 100644 --- a/cl_dll/com_weapons.cpp +++ b/cl_dll/com_weapons.cpp @@ -268,8 +268,26 @@ stub functions for such things as precaching. So we don't have to modify weapon is compiled into both game and client .dlls. ====================== */ -int stub_PrecacheModel ( char* s ) { return 0; } -int stub_PrecacheSound ( char* s ) { return 0; } -unsigned short stub_PrecacheEvent ( int type, const char *s ) { return 0; } -const char *stub_NameForFunction ( unsigned long function ) { return "func"; } -void stub_SetModel ( edict_t *e, const char *m ) {} +int stub_PrecacheModel( char* s ) +{ + return 0; +} + +int stub_PrecacheSound( char* s ) +{ + return 0; +} + +unsigned short stub_PrecacheEvent( int type, const char *s ) +{ + return 0; +} + +const char *stub_NameForFunction( unsigned long function ) +{ + return "func"; +} + +void stub_SetModel( edict_t *e, const char *m ) +{ +} diff --git a/cl_dll/hl/hl_baseentity.cpp b/cl_dll/hl/hl_baseentity.cpp index 655272d4..9a47110f 100644 --- a/cl_dll/hl/hl_baseentity.cpp +++ b/cl_dll/hl/hl_baseentity.cpp @@ -42,19 +42,19 @@ ItemInfo CBasePlayerItem::ItemInfoArray[MAX_WEAPONS]; void EMIT_SOUND_DYN( edict_t *entity, int channel, const char *sample, float volume, float attenuation, int flags, int pitch ) { } // CBaseEntity Stubs -int CBaseEntity :: TakeHealth( float flHealth, int bitsDamageType ) { return 1; } -int CBaseEntity :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType ) { return 1; } +int CBaseEntity::TakeHealth( float flHealth, int bitsDamageType ) { return 1; } +int CBaseEntity::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { return 1; } CBaseEntity *CBaseEntity::GetNextTarget( void ) { return NULL; } int CBaseEntity::Save( CSave &save ) { return 1; } int CBaseEntity::Restore( CRestore &restore ) { return 1; } void CBaseEntity::SetObjectCollisionBox( void ) { } -int CBaseEntity :: Intersects( CBaseEntity *pOther ) { return 0; } -void CBaseEntity :: MakeDormant( void ) { } -int CBaseEntity :: IsDormant( void ) { return 0; } -BOOL CBaseEntity :: IsInWorld( void ) { return TRUE; } +int CBaseEntity::Intersects( CBaseEntity *pOther ) { return 0; } +void CBaseEntity::MakeDormant( void ) { } +int CBaseEntity::IsDormant( void ) { return 0; } +BOOL CBaseEntity::IsInWorld( void ) { return TRUE; } int CBaseEntity::ShouldToggle( USE_TYPE useType, BOOL currentState ) { return 0; } -int CBaseEntity :: DamageDecal( int bitsDamageType ) { return -1; } -CBaseEntity * CBaseEntity::Create( char *szName, const Vector &vecOrigin, const Vector &vecAngles, edict_t *pentOwner ) { return NULL; } +int CBaseEntity::DamageDecal( int bitsDamageType ) { return -1; } +CBaseEntity *CBaseEntity::Create( char *szName, const Vector &vecOrigin, const Vector &vecAngles, edict_t *pentOwner ) { return NULL; } void CBaseEntity::SUB_Remove( void ) { } // CBaseDelay Stubs From b925cbd284158711a75d92ff74b1899b4b9c0e4d Mon Sep 17 00:00:00 2001 From: Night Owl Date: Tue, 2 Aug 2016 21:24:33 +0500 Subject: [PATCH 23/30] Oops. Fix voice. --- dlls/sound.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/dlls/sound.cpp b/dlls/sound.cpp index 5f0d3da3..b97eee12 100644 --- a/dlls/sound.cpp +++ b/dlls/sound.cpp @@ -1269,6 +1269,7 @@ void SENTENCEG_Init() return; memset( buffer, 0, 512 ); + memset( szgroup, 0, 64 ); // for each line in the file... while( memfgets( pMemFile, fileSize, filePos, buffer, 511 ) != NULL ) { @@ -1321,7 +1322,6 @@ void SENTENCEG_Init() buffer[j + 1] = 0; - memset( szgroup, 0, 64 ); // if new name doesn't match previous group name, // make a new group. if( strcmp( szgroup, &( buffer[i] ) ) ) From 932d269e7488848d7755f028f3b0676846a9ee92 Mon Sep 17 00:00:00 2001 From: Night Owl Date: Tue, 2 Aug 2016 22:24:25 +0500 Subject: [PATCH 24/30] Fix memory leak. --- dlls/gamerules.h | 2 ++ dlls/world.cpp | 11 ++++++----- 2 files changed, 8 insertions(+), 5 deletions(-) diff --git a/dlls/gamerules.h b/dlls/gamerules.h index ef235fc1..41dec089 100644 --- a/dlls/gamerules.h +++ b/dlls/gamerules.h @@ -59,6 +59,8 @@ enum class CGameRules { public: + virtual ~CGameRules(); + virtual void RefreshSkillData( void );// fill skill data struct with proper values virtual void Think( void ) = 0;// GR_Think - runs every server frame, should handle any timer tasks, periodic events, etc. virtual BOOL IsAllowedToSpawn( CBaseEntity *pEntity ) = 0; // Can this item spawn (eg monsters don't spawn in deathmatch). diff --git a/dlls/world.cpp b/dlls/world.cpp index ffe5e8c4..fe119919 100644 --- a/dlls/world.cpp +++ b/dlls/world.cpp @@ -462,18 +462,19 @@ void CWorld::Precache( void ) { g_pLastSpawn = NULL; #if 1 - CVAR_SET_STRING("sv_gravity", "800"); // 67ft/sec - CVAR_SET_STRING("sv_stepsize", "18"); + CVAR_SET_STRING( "sv_gravity", "800" ); // 67ft/sec + CVAR_SET_STRING( "sv_stepsize", "18" ); #else - CVAR_SET_STRING("sv_gravity", "384"); // 32ft/sec - CVAR_SET_STRING("sv_stepsize", "24"); + CVAR_SET_STRING( "sv_gravity", "384" ); // 32ft/sec + CVAR_SET_STRING( "sv_stepsize", "24" ); #endif - CVAR_SET_STRING("room_type", "0");// clear DSP + CVAR_SET_STRING( "room_type", "0" );// clear DSP // Set up game rules if( g_pGameRules ) { delete g_pGameRules; + g_pGameRules = NULL; } g_pGameRules = InstallGameRules(); From a8b188e1d5bd5ee9003f98b32b946195ded2c9a0 Mon Sep 17 00:00:00 2001 From: Night Owl Date: Tue, 2 Aug 2016 23:16:24 +0500 Subject: [PATCH 25/30] Fix -Wshadow. --- cl_dll/ev_hldm.cpp | 7 +++---- dlls/buttons.cpp | 2 +- dlls/gauss.cpp | 2 +- dlls/monsters.cpp | 2 +- dlls/talkmonster.cpp | 6 +++--- dlls/util.cpp | 4 ++-- 6 files changed, 11 insertions(+), 12 deletions(-) diff --git a/cl_dll/ev_hldm.cpp b/cl_dll/ev_hldm.cpp index a011ae4f..9787a839 100644 --- a/cl_dll/ev_hldm.cpp +++ b/cl_dll/ev_hldm.cpp @@ -1048,7 +1048,6 @@ void EV_FireGauss( event_args_t *args ) if( !beam_tr.allsolid ) { vec3_t delta; - float n; // trace backwards to find exit point gEngfuncs.pEventAPI->EV_PlayerTrace( beam_tr.endpos, tr.endpos, PM_STUDIO_BOX, -1, &beam_tr ); @@ -1057,9 +1056,9 @@ void EV_FireGauss( event_args_t *args ) n = Length( delta ); - if(n < flDamage) + if( n < flDamage ) { - if(n == 0) + if( n == 0 ) n = 1; flDamage -= n; @@ -1443,7 +1442,7 @@ void EV_EgonFire( event_args_t *args ) if( iStartup == 1 && EV_IsLocal( idx ) && !pBeam && !pBeam2 && cl_lw->value ) //Adrian: Added the cl_lw check for those lital people that hate weapon prediction. { - vec3_t vecSrc, vecEnd, origin, angles, forward, right, up; + vec3_t vecSrc, vecEnd, angles, forward, right, up; pmtrace_t tr; cl_entity_t *pl = gEngfuncs.GetEntityByIndex( idx ); diff --git a/dlls/buttons.cpp b/dlls/buttons.cpp index 15a17cf2..7b050add 100644 --- a/dlls/buttons.cpp +++ b/dlls/buttons.cpp @@ -191,7 +191,7 @@ void CMultiSource::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE if( IsTriggered( pActivator ) ) { ALERT( at_aiconsole, "Multisource %s enabled (%d inputs)\n", STRING( pev->targetname ), m_iTotal ); - USE_TYPE useType = USE_TOGGLE; + useType = USE_TOGGLE; if( m_globalstate ) useType = USE_ON; SUB_UseTargets( NULL, useType, 0 ); diff --git a/dlls/gauss.cpp b/dlls/gauss.cpp index db806eb3..14aac39b 100644 --- a/dlls/gauss.cpp +++ b/dlls/gauss.cpp @@ -469,7 +469,7 @@ void CGauss::Fire( Vector vecOrigSrc, Vector vecDir, float flDamage ) // trace backwards to find exit point UTIL_TraceLine( beam_tr.vecEndPos, tr.vecEndPos, dont_ignore_monsters, pentIgnore, &beam_tr ); - float n = (beam_tr.vecEndPos - tr.vecEndPos).Length( ); + n = ( beam_tr.vecEndPos - tr.vecEndPos ).Length(); if( n < flDamage ) { diff --git a/dlls/monsters.cpp b/dlls/monsters.cpp index 631eddd5..d034abd6 100644 --- a/dlls/monsters.cpp +++ b/dlls/monsters.cpp @@ -1074,7 +1074,7 @@ int CBaseMonster::CheckEnemy( CBaseEntity *pEnemy ) { // distance to enemy's feet vecEnemyPos.z -= pEnemy->pev->size.z; - float flDistToEnemy2 = ( vecEnemyPos - pev->origin ).Length(); + flDistToEnemy2 = ( vecEnemyPos - pev->origin ).Length(); if( flDistToEnemy2 < flDistToEnemy ) flDistToEnemy = flDistToEnemy2; } diff --git a/dlls/talkmonster.cpp b/dlls/talkmonster.cpp index a370b949..a0a52f52 100644 --- a/dlls/talkmonster.cpp +++ b/dlls/talkmonster.cpp @@ -466,12 +466,12 @@ void CTalkMonster::StartTask( Task_t *pTask ) void CTalkMonster::RunTask( Task_t *pTask ) { + edict_t *pPlayer; + switch( pTask->iTask ) { case TASK_TLK_CLIENT_STARE: case TASK_TLK_LOOK_AT_CLIENT: - edict_t *pPlayer; - // track head to the client for a while. if( m_MonsterState == MONSTERSTATE_IDLE && !IsMoving() && @@ -517,7 +517,7 @@ void CTalkMonster::RunTask( Task_t *pTask ) case TASK_FACE_PLAYER: { // Get edict for one player - edict_t *pPlayer = g_engfuncs.pfnPEntityOfEntIndex( 1 ); + pPlayer = g_engfuncs.pfnPEntityOfEntIndex( 1 ); if( pPlayer ) { diff --git a/dlls/util.cpp b/dlls/util.cpp index 825e5241..47eaf2f8 100644 --- a/dlls/util.cpp +++ b/dlls/util.cpp @@ -1794,7 +1794,7 @@ void CSave::WriteFloat( const char *pname, const float *data, int count ) void CSave::WriteTime( const char *pname, const float *data, int count ) { int i; - Vector tmp, input; + //Vector tmp, input; BufferHeader( pname, sizeof(float) * count ); for( i = 0; i < count; i++ ) @@ -1871,7 +1871,7 @@ void CSave::WritePositionVector( const char *pname, const Vector &value ) void CSave::WritePositionVector( const char *pname, const float *value, int count ) { int i; - Vector tmp, input; + //Vector tmp, input; BufferHeader( pname, sizeof(float) * 3 * count ); for( i = 0; i < count; i++ ) From 9e262a0e14dd3f4389f4c6398c5e584950801082 Mon Sep 17 00:00:00 2001 From: Night Owl Date: Wed, 3 Aug 2016 00:54:19 +0500 Subject: [PATCH 26/30] Include missing header. Remove duplicate structs definitions. --- pm_shared/pm_defs.h | 4 ++-- pm_shared/pm_shared.c | 33 --------------------------------- 2 files changed, 2 insertions(+), 35 deletions(-) diff --git a/pm_shared/pm_defs.h b/pm_shared/pm_defs.h index 7c04d22d..70b8369d 100644 --- a/pm_shared/pm_defs.h +++ b/pm_shared/pm_defs.h @@ -36,7 +36,7 @@ // PM_PlayerTrace results. #include "pmtrace.h" - +#include "com_model.h" #include "usercmd.h" // physent_t @@ -218,4 +218,4 @@ typedef struct playermove_s struct pmtrace_s *(*PM_TraceLineEx)( float *start, float *end, int flags, int usehulll, int (*pfnIgnore)( physent_t *pe )); struct msurface_s *(*PM_TraceSurface)( int ground, float *vstart, float *vend ); } playermove_t; -#endif//PM_DEFS_H \ No newline at end of file +#endif//PM_DEFS_H diff --git a/pm_shared/pm_shared.c b/pm_shared/pm_shared.c index 92377197..a9ac380f 100644 --- a/pm_shared/pm_shared.c +++ b/pm_shared/pm_shared.c @@ -38,41 +38,8 @@ static int pm_shared_initialized = 0; #pragma warning( disable : 4305 ) -typedef enum -{ - mod_brush, - mod_sprite, - mod_alias, - mod_studio -}modtype_t; - playermove_t *pmove = NULL; -typedef struct -{ - int planenum; - short children[2]; // negative numbers are contents -}dclipnode_t; - -typedef struct mplane_s -{ - vec3_t normal; // surface normal - float dist; // closest appoach to origin - byte type; // for texture axis selection and fast side tests - byte signbits; // signx + signy<<1 + signz<<1 - byte pad[2]; -}mplane_t; - -typedef struct hull_s -{ - dclipnode_t *clipnodes; - mplane_t *planes; - int firstclipnode; - int lastclipnode; - vec3_t clip_mins; - vec3_t clip_maxs; -} hull_t; - // Ducking time #define TIME_TO_DUCK 0.4 #define VEC_DUCK_HULL_MIN -18 From f614c7331852fed4565cd0d4572c64960e743a59 Mon Sep 17 00:00:00 2001 From: Night Owl Date: Wed, 3 Aug 2016 02:05:15 +0500 Subject: [PATCH 27/30] Remove duplicate loop. --- cl_dll/health.cpp | 25 +++++++++---------------- 1 file changed, 9 insertions(+), 16 deletions(-) diff --git a/cl_dll/health.cpp b/cl_dll/health.cpp index 4a567665..d4979c35 100644 --- a/cl_dll/health.cpp +++ b/cl_dll/health.cpp @@ -125,7 +125,7 @@ int CHudHealth::MsgFunc_Damage( const char *pszName, int iSize, void *pbuf ) vec3_t vecFrom; - for ( int i = 0; i < 3; i++ ) + for( int i = 0; i < 3; i++ ) vecFrom[i] = READ_COORD(); UpdateTiles( gHUD.m_flTime, bitsDamage ); @@ -240,8 +240,8 @@ int CHudHealth::Draw( float flTime ) void CHudHealth::CalcDamageDirection( vec3_t vecFrom ) { - vec3_t forward, right, up; - float side, front; + vec3_t forward, right, up; + float side, front; vec3_t vecOrigin, vecAngles; if( !vecFrom[0] && !vecFrom[1] && !vecFrom[2] ) @@ -376,26 +376,15 @@ int CHudHealth::DrawDamage( float flTime ) int i, r, g, b, a; DAMAGE_IMAGE *pdmg; - if (!m_bitsDamage) + if( !m_bitsDamage ) return 1; UnpackRGB( r, g, b, RGB_YELLOWISH ); - a = (int)( fabs( sin( flTime * 2 ) ) * 256.0); + a = (int)( fabs( sin( flTime * 2 ) ) * 256.0 ); ScaleColors( r, g, b, a ); - // Draw all the items - for( i = 0; i < NUM_DMG_TYPES; i++ ) - { - if (m_bitsDamage & giDmgFlags[i]) - { - pdmg = &m_dmg[i]; - SPR_Set(gHUD.GetSprite(m_HUD_dmg_bio + i), r, g, b ); - SPR_DrawAdditive(0, pdmg->x, pdmg->y, &gHUD.GetSpriteRect(m_HUD_dmg_bio + i)); - } - } - // check for bits that should be expired for( i = 0; i < NUM_DMG_TYPES; i++ ) { @@ -403,6 +392,10 @@ int CHudHealth::DrawDamage( float flTime ) { pdmg = &m_dmg[i]; + // Draw all the items + SPR_Set( gHUD.GetSprite( m_HUD_dmg_bio + i ), r, g, b ); + SPR_DrawAdditive( 0, pdmg->x, pdmg->y, &gHUD.GetSpriteRect( m_HUD_dmg_bio + i ) ); + pdmg->fExpire = min( flTime + DMG_IMAGE_LIFE, pdmg->fExpire ); if( pdmg->fExpire <= flTime // when the time has expired From d8c8c09d54b30bf8ca488922b4f85384413f1a71 Mon Sep 17 00:00:00 2001 From: Night Owl Date: Wed, 3 Aug 2016 02:40:57 +0500 Subject: [PATCH 28/30] Oops. Fix my mistakes. --- dlls/gamerules.cpp | 2 +- dlls/gamerules.h | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/dlls/gamerules.cpp b/dlls/gamerules.cpp index 059b4d61..f59788c4 100644 --- a/dlls/gamerules.cpp +++ b/dlls/gamerules.cpp @@ -156,7 +156,7 @@ void CGameRules::RefreshSkillData ( void ) gSkillData.gargantuaHealth = GetSkillCvar( "sk_gargantua_health" ); gSkillData.gargantuaDmgSlash = GetSkillCvar( "sk_gargantua_dmg_slash" ); gSkillData.gargantuaDmgFire = GetSkillCvar( "sk_gargantua_dmg_fire" ); - gSkillData.gargantuaDmgStomp = GetSkillCvar( "sk_gargantua_dmg_stomp "); + gSkillData.gargantuaDmgStomp = GetSkillCvar( "sk_gargantua_dmg_stomp" ); // Hassassin gSkillData.hassassinHealth = GetSkillCvar( "sk_hassassin_health" ); diff --git a/dlls/gamerules.h b/dlls/gamerules.h index 41dec089..6ad470d0 100644 --- a/dlls/gamerules.h +++ b/dlls/gamerules.h @@ -59,7 +59,7 @@ enum class CGameRules { public: - virtual ~CGameRules(); + virtual ~CGameRules(){} virtual void RefreshSkillData( void );// fill skill data struct with proper values virtual void Think( void ) = 0;// GR_Think - runs every server frame, should handle any timer tasks, periodic events, etc. From b2da6a4c926b8a9e593f0623284f7bf5dae167ba Mon Sep 17 00:00:00 2001 From: Night Owl Date: Wed, 3 Aug 2016 02:50:36 +0500 Subject: [PATCH 29/30] Move vgui files to useless/game_shared directory. --- {game_shared => useless/game_shared}/vgui_checkbutton2.cpp | 0 {game_shared => useless/game_shared}/vgui_checkbutton2.h | 0 {game_shared => useless/game_shared}/vgui_defaultinputsignal.h | 0 {game_shared => useless/game_shared}/vgui_grid.cpp | 0 {game_shared => useless/game_shared}/vgui_grid.h | 0 {game_shared => useless/game_shared}/vgui_helpers.cpp | 0 {game_shared => useless/game_shared}/vgui_helpers.h | 0 {game_shared => useless/game_shared}/vgui_listbox.cpp | 0 {game_shared => useless/game_shared}/vgui_listbox.h | 0 {game_shared => useless/game_shared}/vgui_loadtga.cpp | 0 {game_shared => useless/game_shared}/vgui_loadtga.h | 0 {game_shared => useless/game_shared}/vgui_scrollbar2.cpp | 0 {game_shared => useless/game_shared}/vgui_scrollbar2.h | 0 {game_shared => useless/game_shared}/vgui_slider2.cpp | 0 {game_shared => useless/game_shared}/vgui_slider2.h | 0 {game_shared => useless/game_shared}/voice_vgui_tweakdlg.cpp | 0 {game_shared => useless/game_shared}/voice_vgui_tweakdlg.h | 0 17 files changed, 0 insertions(+), 0 deletions(-) rename {game_shared => useless/game_shared}/vgui_checkbutton2.cpp (100%) rename {game_shared => useless/game_shared}/vgui_checkbutton2.h (100%) rename {game_shared => useless/game_shared}/vgui_defaultinputsignal.h (100%) rename {game_shared => useless/game_shared}/vgui_grid.cpp (100%) rename {game_shared => useless/game_shared}/vgui_grid.h (100%) rename {game_shared => useless/game_shared}/vgui_helpers.cpp (100%) rename {game_shared => useless/game_shared}/vgui_helpers.h (100%) rename {game_shared => useless/game_shared}/vgui_listbox.cpp (100%) rename {game_shared => useless/game_shared}/vgui_listbox.h (100%) rename {game_shared => useless/game_shared}/vgui_loadtga.cpp (100%) rename {game_shared => useless/game_shared}/vgui_loadtga.h (100%) rename {game_shared => useless/game_shared}/vgui_scrollbar2.cpp (100%) rename {game_shared => useless/game_shared}/vgui_scrollbar2.h (100%) rename {game_shared => useless/game_shared}/vgui_slider2.cpp (100%) rename {game_shared => useless/game_shared}/vgui_slider2.h (100%) rename {game_shared => useless/game_shared}/voice_vgui_tweakdlg.cpp (100%) rename {game_shared => useless/game_shared}/voice_vgui_tweakdlg.h (100%) diff --git a/game_shared/vgui_checkbutton2.cpp b/useless/game_shared/vgui_checkbutton2.cpp similarity index 100% rename from game_shared/vgui_checkbutton2.cpp rename to useless/game_shared/vgui_checkbutton2.cpp diff --git a/game_shared/vgui_checkbutton2.h b/useless/game_shared/vgui_checkbutton2.h similarity index 100% rename from game_shared/vgui_checkbutton2.h rename to useless/game_shared/vgui_checkbutton2.h diff --git a/game_shared/vgui_defaultinputsignal.h b/useless/game_shared/vgui_defaultinputsignal.h similarity index 100% rename from game_shared/vgui_defaultinputsignal.h rename to useless/game_shared/vgui_defaultinputsignal.h diff --git a/game_shared/vgui_grid.cpp b/useless/game_shared/vgui_grid.cpp similarity index 100% rename from game_shared/vgui_grid.cpp rename to useless/game_shared/vgui_grid.cpp diff --git a/game_shared/vgui_grid.h b/useless/game_shared/vgui_grid.h similarity index 100% rename from game_shared/vgui_grid.h rename to useless/game_shared/vgui_grid.h diff --git a/game_shared/vgui_helpers.cpp b/useless/game_shared/vgui_helpers.cpp similarity index 100% rename from game_shared/vgui_helpers.cpp rename to useless/game_shared/vgui_helpers.cpp diff --git a/game_shared/vgui_helpers.h b/useless/game_shared/vgui_helpers.h similarity index 100% rename from game_shared/vgui_helpers.h rename to useless/game_shared/vgui_helpers.h diff --git a/game_shared/vgui_listbox.cpp b/useless/game_shared/vgui_listbox.cpp similarity index 100% rename from game_shared/vgui_listbox.cpp rename to useless/game_shared/vgui_listbox.cpp diff --git a/game_shared/vgui_listbox.h b/useless/game_shared/vgui_listbox.h similarity index 100% rename from game_shared/vgui_listbox.h rename to useless/game_shared/vgui_listbox.h diff --git a/game_shared/vgui_loadtga.cpp b/useless/game_shared/vgui_loadtga.cpp similarity index 100% rename from game_shared/vgui_loadtga.cpp rename to useless/game_shared/vgui_loadtga.cpp diff --git a/game_shared/vgui_loadtga.h b/useless/game_shared/vgui_loadtga.h similarity index 100% rename from game_shared/vgui_loadtga.h rename to useless/game_shared/vgui_loadtga.h diff --git a/game_shared/vgui_scrollbar2.cpp b/useless/game_shared/vgui_scrollbar2.cpp similarity index 100% rename from game_shared/vgui_scrollbar2.cpp rename to useless/game_shared/vgui_scrollbar2.cpp diff --git a/game_shared/vgui_scrollbar2.h b/useless/game_shared/vgui_scrollbar2.h similarity index 100% rename from game_shared/vgui_scrollbar2.h rename to useless/game_shared/vgui_scrollbar2.h diff --git a/game_shared/vgui_slider2.cpp b/useless/game_shared/vgui_slider2.cpp similarity index 100% rename from game_shared/vgui_slider2.cpp rename to useless/game_shared/vgui_slider2.cpp diff --git a/game_shared/vgui_slider2.h b/useless/game_shared/vgui_slider2.h similarity index 100% rename from game_shared/vgui_slider2.h rename to useless/game_shared/vgui_slider2.h diff --git a/game_shared/voice_vgui_tweakdlg.cpp b/useless/game_shared/voice_vgui_tweakdlg.cpp similarity index 100% rename from game_shared/voice_vgui_tweakdlg.cpp rename to useless/game_shared/voice_vgui_tweakdlg.cpp diff --git a/game_shared/voice_vgui_tweakdlg.h b/useless/game_shared/voice_vgui_tweakdlg.h similarity index 100% rename from game_shared/voice_vgui_tweakdlg.h rename to useless/game_shared/voice_vgui_tweakdlg.h From 95b177bf3a475ca4c0b702467f1e4514e1fde947 Mon Sep 17 00:00:00 2001 From: Night Owl Date: Wed, 3 Aug 2016 03:00:40 +0500 Subject: [PATCH 30/30] CRLF to LF for license. --- gnu.txt | 1240 +++++++++++++++++++++++++++---------------------------- 1 file changed, 620 insertions(+), 620 deletions(-) diff --git a/gnu.txt b/gnu.txt index f718b3eb..e587591e 100644 --- a/gnu.txt +++ b/gnu.txt @@ -1,621 +1,621 @@ - GNU GENERAL PUBLIC LICENSE - Version 3, 29 June 2007 - - Copyright (C) 2007 Free Software Foundation, Inc. - Everyone is permitted to copy and distribute verbatim copies - of this license document, but changing it is not allowed. - - Preamble - - The GNU General Public License is a free, copyleft license for -software and other kinds of works. - - The licenses for most software and other practical works are designed -to take away your freedom to share and change the works. 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