mirror of
https://github.com/FWGS/hlsdk-xash3d
synced 2024-11-06 02:11:54 +01:00
ba2cab60df
* Get VGUI back (optionally) * Add some missing VGUI invocations * Update CMakeLists.txt to build with vgui for Windows * Move windows.h inclusions only to those places where it's really needed * Try fix mingw build * Update hud_spectator * Merge nekonomicon's vgui branch * Don't include vgui panel and app in cdll_int.cpp if vgui is real * Deduplicate scoreboard global variables * Add options to prefer non-vgui motd and scoreboard when vgui is enabled * Add vgui-dev as a submodule. Add building vith vgui to CI * Fix artifact uploading * Don't use global variable when not necessary * char* to const char* in CMenuHandler_StringCommand constructor * Fix 'format string is not a literal string' warnings * Fix 'always evaluate to true' warnings * Team Fortress classes to const char* * CreateCommandMenu accepts const char* * Fix printf formats. Turn some unsigned longs into unsigned ints since they use only 32 bits anyway * Explicit assignment result as condition * Prevent memory leak on menu reading * Localize button text * Create FileInputStream on stack avoiding the leak * Remove Servers Browser code * Arrow file names to const char* * Fix assignment to the wrong variable
964 lines
25 KiB
C++
964 lines
25 KiB
C++
//========= Copyright (c) 1996-2002, Valve LLC, All rights reserved. ============
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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// Client side entity management functions
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#include <memory.h>
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#include "hud.h"
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#include "cl_util.h"
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#include "const.h"
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#include "entity_types.h"
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#include "studio_event.h" // def. of mstudioevent_t
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#include "r_efx.h"
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#include "event_api.h"
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#include "pm_defs.h"
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#include "pmtrace.h"
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#include "pm_shared.h"
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void Game_AddObjects( void );
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extern vec3_t v_origin;
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int g_iAlive = 1;
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extern "C"
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{
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int DLLEXPORT HUD_AddEntity( int type, struct cl_entity_s *ent, const char *modelname );
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void DLLEXPORT HUD_CreateEntities( void );
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void DLLEXPORT HUD_StudioEvent( const struct mstudioevent_s *event, const struct cl_entity_s *entity );
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void DLLEXPORT HUD_TxferLocalOverrides( struct entity_state_s *state, const struct clientdata_s *client );
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void DLLEXPORT HUD_ProcessPlayerState( struct entity_state_s *dst, const struct entity_state_s *src );
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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 );
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void DLLEXPORT HUD_TempEntUpdate( double frametime, double client_time, double cl_gravity, struct tempent_s **ppTempEntFree, struct tempent_s **ppTempEntActive, int ( *Callback_AddVisibleEntity )( struct cl_entity_s *pEntity ), void ( *Callback_TempEntPlaySound )( struct tempent_s *pTemp, float damp ) );
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struct cl_entity_s DLLEXPORT *HUD_GetUserEntity( int index );
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}
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/*
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========================
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HUD_AddEntity
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Return 0 to filter entity from visible list for rendering
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========================
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*/
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int DLLEXPORT HUD_AddEntity( int type, struct cl_entity_s *ent, const char *modelname )
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{
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switch( type )
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{
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case ET_NORMAL:
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case ET_PLAYER:
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case ET_BEAM:
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case ET_TEMPENTITY:
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case ET_FRAGMENTED:
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default:
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break;
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}
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// each frame every entity passes this function, so the overview hooks it to filter the overview entities
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// in spectator mode:
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// each frame every entity passes this function, so the overview hooks
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// it to filter the overview entities
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if( g_iUser1 )
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{
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gHUD.m_Spectator.AddOverviewEntity( type, ent, modelname );
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if( ( g_iUser1 == OBS_IN_EYE || gHUD.m_Spectator.m_pip->value == INSET_IN_EYE ) &&
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ent->index == g_iUser2 )
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return 0; // don't draw the player we are following in eye
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}
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return 1;
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}
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/*
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=========================
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HUD_TxferLocalOverrides
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The server sends us our origin with extra precision as part of the clientdata structure, not during the normal
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playerstate update in entity_state_t. In order for these overrides to eventually get to the appropriate playerstate
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structure, we need to copy them into the state structure at this point.
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=========================
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*/
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void DLLEXPORT HUD_TxferLocalOverrides( struct entity_state_s *state, const struct clientdata_s *client )
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{
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VectorCopy( client->origin, state->origin );
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// Spectator
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state->iuser1 = client->iuser1;
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state->iuser2 = client->iuser2;
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// Duck prevention
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state->iuser3 = client->iuser3;
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// Fire prevention
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state->iuser4 = client->iuser4;
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}
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/*
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=========================
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HUD_ProcessPlayerState
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We have received entity_state_t for this player over the network. We need to copy appropriate fields to the
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playerstate structure
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=========================
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*/
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void DLLEXPORT HUD_ProcessPlayerState( struct entity_state_s *dst, const struct entity_state_s *src )
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{
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// Copy in network data
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VectorCopy( src->origin, dst->origin );
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VectorCopy( src->angles, dst->angles );
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VectorCopy( src->velocity, dst->velocity );
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dst->frame = src->frame;
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dst->modelindex = src->modelindex;
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dst->skin = src->skin;
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dst->effects = src->effects;
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dst->weaponmodel = src->weaponmodel;
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dst->movetype = src->movetype;
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dst->sequence = src->sequence;
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dst->animtime = src->animtime;
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dst->solid = src->solid;
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dst->rendermode = src->rendermode;
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dst->renderamt = src->renderamt;
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dst->rendercolor.r = src->rendercolor.r;
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dst->rendercolor.g = src->rendercolor.g;
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dst->rendercolor.b = src->rendercolor.b;
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dst->renderfx = src->renderfx;
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dst->framerate = src->framerate;
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dst->body = src->body;
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memcpy( &dst->controller[0], &src->controller[0], 4 * sizeof(byte) );
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memcpy( &dst->blending[0], &src->blending[0], 2 * sizeof(byte) );
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VectorCopy( src->basevelocity, dst->basevelocity );
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dst->friction = src->friction;
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dst->gravity = src->gravity;
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dst->gaitsequence = src->gaitsequence;
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dst->spectator = src->spectator;
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dst->usehull = src->usehull;
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dst->playerclass = src->playerclass;
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dst->team = src->team;
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dst->colormap = src->colormap;
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// Save off some data so other areas of the Client DLL can get to it
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cl_entity_t *player = gEngfuncs.GetLocalPlayer(); // Get the local player's index
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if( dst->number == player->index )
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{
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g_iPlayerClass = dst->playerclass;
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g_iTeamNumber = dst->team;
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g_iUser1 = src->iuser1;
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g_iUser2 = src->iuser2;
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g_iUser3 = src->iuser3;
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}
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}
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/*
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=========================
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HUD_TxferPredictionData
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Because we can predict an arbitrary number of frames before the server responds with an update, we need to be able to copy client side prediction data in
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from the state that the server ack'd receiving, which can be anywhere along the predicted frame path ( i.e., we could predict 20 frames into the future and the server ack's
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up through 10 of those frames, so we need to copy persistent client-side only state from the 10th predicted frame to the slot the server
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update is occupying.
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=========================
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*/
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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 )
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{
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ps->oldbuttons = pps->oldbuttons;
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ps->flFallVelocity = pps->flFallVelocity;
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ps->iStepLeft = pps->iStepLeft;
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ps->playerclass = pps->playerclass;
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pcd->viewmodel = ppcd->viewmodel;
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pcd->m_iId = ppcd->m_iId;
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pcd->ammo_shells = ppcd->ammo_shells;
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pcd->ammo_nails = ppcd->ammo_nails;
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pcd->ammo_cells = ppcd->ammo_cells;
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pcd->ammo_rockets = ppcd->ammo_rockets;
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pcd->m_flNextAttack = ppcd->m_flNextAttack;
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pcd->fov = ppcd->fov;
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pcd->weaponanim = ppcd->weaponanim;
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pcd->tfstate = ppcd->tfstate;
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pcd->maxspeed = ppcd->maxspeed;
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pcd->deadflag = ppcd->deadflag;
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// Spectating or not dead == get control over view angles.
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g_iAlive = ( ppcd->iuser1 || ( pcd->deadflag == DEAD_NO ) ) ? 1 : 0;
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// Spectator
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pcd->iuser1 = ppcd->iuser1;
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pcd->iuser2 = ppcd->iuser2;
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// Duck prevention
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pcd->iuser3 = ppcd->iuser3;
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if( gEngfuncs.IsSpectateOnly() )
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{
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// in specator mode we tell the engine who we want to spectate and how
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// iuser3 is not used for duck prevention (since the spectator can't duck at all)
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pcd->iuser1 = g_iUser1; // observer mode
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pcd->iuser2 = g_iUser2; // first target
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pcd->iuser3 = g_iUser3; // second target
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}
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// Fire prevention
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pcd->iuser4 = ppcd->iuser4;
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pcd->fuser2 = ppcd->fuser2;
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pcd->fuser3 = ppcd->fuser3;
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VectorCopy( ppcd->vuser1, pcd->vuser1 );
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VectorCopy( ppcd->vuser2, pcd->vuser2 );
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VectorCopy( ppcd->vuser3, pcd->vuser3 );
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VectorCopy( ppcd->vuser4, pcd->vuser4 );
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memcpy( wd, pwd, 32 * sizeof(weapon_data_t) );
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}
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/*
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//#define TEST_IT 1
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#if TEST_IT
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cl_entity_t mymodel[9];
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void MoveModel( void )
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{
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cl_entity_t *player;
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int i, j;
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int modelindex;
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struct model_s *mod;
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// Load it up with some bogus data
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player = gEngfuncs.GetLocalPlayer();
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if( !player )
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return;
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mod = gEngfuncs.CL_LoadModel( "models/sentry3.mdl", &modelindex );
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for( i = 0; i < 3; i++ )
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{
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for( j = 0; j < 3; j++ )
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{
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// Don't draw over ourself...
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if( ( i == 1 ) && ( j == 1 ) )
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continue;
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mymodel[i * 3 + j] = *player;
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mymodel[i * 3 + j].player = 0;
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mymodel[i * 3 + j].model = mod;
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mymodel[i * 3 + j].curstate.modelindex = modelindex;
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// Move it out a bit
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mymodel[i * 3 + j].origin[0] = player->origin[0] + 50 * ( 1 - i );
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mymodel[i * 3 + j].origin[1] = player->origin[1] + 50 * ( 1 - j );
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gEngfuncs.CL_CreateVisibleEntity( ET_NORMAL, &mymodel[i * 3 + j] );
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}
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}
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}
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#endif
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//#define TRACE_TEST 1
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#if TRACE_TEST
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extern int hitent;
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cl_entity_t hit;
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void TraceModel( void )
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{
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cl_entity_t *ent;
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if( hitent <= 0 )
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return;
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// Load it up with some bogus data
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ent = gEngfuncs.GetEntityByIndex( hitent );
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if( !ent )
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return;
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hit = *ent;
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//hit.curstate.rendermode = kRenderTransTexture;
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//hit.curstate.renderfx = kRenderFxGlowShell;
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//hit.curstate.renderamt = 100;
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hit.origin[2] += 40;
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gEngfuncs.CL_CreateVisibleEntity( ET_NORMAL, &hit );
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}
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#endif
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*/
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/*
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void ParticleCallback( struct particle_s *particle, float frametime )
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{
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int i;
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for( i = 0; i < 3; i++ )
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{
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particle->org[i] += particle->vel[i] * frametime;
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}
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}
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cvar_t *color = NULL;
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void Particles( void )
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{
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static float lasttime;
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float curtime;
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curtime = gEngfuncs.GetClientTime();
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if( ( curtime - lasttime ) < 2.0f )
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return;
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if( !color )
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{
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color = gEngfuncs.pfnRegisterVariable( "color", "255 0 0", 0 );
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}
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lasttime = curtime;
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// Create a few particles
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particle_t *p;
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int i, j;
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for( i = 0; i < 1000; i++ )
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{
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int r, g, b;
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p = gEngfuncs.pEfxAPI->R_AllocParticle( ParticleCallback );
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if( !p )
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break;
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for( j = 0; j < 3; j++ )
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{
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p->org[j] = v_origin[j] + gEngfuncs.pfnRandomFloat( -32.0f, 32.0f );
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p->vel[j] = gEngfuncs.pfnRandomFloat( -100.0f, 100.0f );
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}
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if( color )
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{
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sscanf( color->string, "%i %i %i", &r, &g, &b );
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}
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else
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{
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r = 192;
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g = 0;
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b = 0;
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}
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p->color = gEngfuncs.pEfxAPI->R_LookupColor( r, g, b );
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gEngfuncs.pEfxAPI->R_GetPackedColor( &p->packedColor, p->color );
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// p->die is set to current time so all you have to do is add an additional time to it
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p->die += 3.0f;
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}
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}
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*/
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/*
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void TempEntCallback( struct tempent_s *ent, float frametime, float currenttime )
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{
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int i;
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for( i = 0; i < 3; i++ )
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{
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ent->entity.curstate.origin[i] += ent->entity.baseline.origin[i] * frametime;
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}
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}
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void TempEnts( void )
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{
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static float lasttime;
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float curtime;
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curtime = gEngfuncs.GetClientTime();
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if( ( curtime - lasttime ) < 10.0f )
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return;
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lasttime = curtime;
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TEMPENTITY *p;
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int i, j;
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struct model_s *mod;
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vec3_t origin;
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int index;
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mod = gEngfuncs.CL_LoadModel( "sprites/laserdot.spr", &index );
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for( i = 0; i < 100; i++ )
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{
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for( j = 0; j < 3; j++ )
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{
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origin[j] = v_origin[j];
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if( j != 2 )
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{
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origin[j] += 75;
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}
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}
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p = gEngfuncs.pEfxAPI->CL_TentEntAllocCustom( (float *)&origin, mod, 0, TempEntCallback );
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if( !p )
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break;
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for( j = 0; j < 3; j++ )
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{
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p->entity.curstate.origin[j] = origin[j];
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// Store velocity in baseline origin
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p->entity.baseline.origin[j] = gEngfuncs.pfnRandomFloat( -100.0f, 100.0f );
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}
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// p->die is set to current time so all you have to do is add an additional time to it
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p->die += 10.0f;
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}
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}
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*/
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#if BEAM_TEST
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// Note can't index beam[0] in Beam callback, so don't use that index
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// Room for 1 beam ( 0 can't be used )
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static cl_entity_t beams[2];
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void BeamEndModel( void )
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{
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cl_entity_t *player, *model;
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int modelindex;
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struct model_s *mod;
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// Load it up with some bogus data
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player = gEngfuncs.GetLocalPlayer();
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if( !player )
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return;
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mod = gEngfuncs.CL_LoadModel( "models/sentry3.mdl", &modelindex );
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if( !mod )
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return;
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// Slot 1
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model = &beams[1];
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*model = *player;
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model->player = 0;
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model->model = mod;
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model->curstate.modelindex = modelindex;
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// Move it out a bit
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model->origin[0] = player->origin[0] - 100;
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model->origin[1] = player->origin[1];
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model->attachment[0] = model->origin;
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model->attachment[1] = model->origin;
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model->attachment[2] = model->origin;
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model->attachment[3] = model->origin;
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gEngfuncs.CL_CreateVisibleEntity( ET_NORMAL, model );
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}
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void Beams( void )
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{
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static float lasttime;
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float curtime;
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struct model_s *mod;
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int index;
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BeamEndModel();
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curtime = gEngfuncs.GetClientTime();
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float end[3];
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if( ( curtime - lasttime ) < 10.0 )
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return;
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mod = gEngfuncs.CL_LoadModel( "sprites/laserbeam.spr", &index );
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if( !mod )
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return;
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lasttime = curtime;
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end[0] = v_origin.x + 100;
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end[1] = v_origin.y + 100;
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end[2] = v_origin.z;
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BEAM *p1;
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p1 = gEngfuncs.pEfxAPI->R_BeamEntPoint( -1, end, index,
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10.0, 2.0, 0.3, 1.0, 5.0, 0.0, 1.0, 1.0, 1.0, 1.0 );
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}
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#endif
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/*
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=========================
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HUD_CreateEntities
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Gives us a chance to add additional entities to the render this frame
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=========================
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*/
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void DLLEXPORT HUD_CreateEntities( void )
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{
|
|
// e.g., create a persistent cl_entity_t somewhere.
|
|
// Load an appropriate model into it ( gEngfuncs.CL_LoadModel )
|
|
// Call gEngfuncs.CL_CreateVisibleEntity to add it to the visedicts list
|
|
/*
|
|
#if TEST_IT
|
|
MoveModel();
|
|
#endif
|
|
#if TRACE_TEST
|
|
TraceModel();
|
|
#endif
|
|
*/
|
|
/*
|
|
Particles();
|
|
*/
|
|
/*
|
|
TempEnts();
|
|
*/
|
|
#if BEAM_TEST
|
|
Beams();
|
|
#endif
|
|
// Add in any game specific objects
|
|
Game_AddObjects();
|
|
|
|
#if USE_VGUI
|
|
GetClientVoiceMgr()->CreateEntities();
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
=========================
|
|
HUD_StudioEvent
|
|
|
|
The entity's studio model description indicated an event was
|
|
fired during this frame, handle the event by it's tag ( e.g., muzzleflash, sound )
|
|
=========================
|
|
*/
|
|
void DLLEXPORT HUD_StudioEvent( const struct mstudioevent_s *event, const struct cl_entity_s *entity )
|
|
{
|
|
switch( event->event )
|
|
{
|
|
case 5001:
|
|
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 ) );
|
|
break;
|
|
case 5021:
|
|
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 ) );
|
|
break;
|
|
case 5002:
|
|
gEngfuncs.pEfxAPI->R_SparkEffect( (float *)&entity->attachment[0], atoi( event->options ), -100, 100 );
|
|
break;
|
|
// Client side sound
|
|
case 5004:
|
|
gEngfuncs.pfnPlaySoundByNameAtLocation( (char *)event->options, 1.0, (float *)&entity->attachment[0] );
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
CL_UpdateTEnts
|
|
|
|
Simulation and cleanup of temporary entities
|
|
=================
|
|
*/
|
|
void DLLEXPORT HUD_TempEntUpdate (
|
|
double frametime, // Simulation time
|
|
double client_time, // Absolute time on client
|
|
double cl_gravity, // True gravity on client
|
|
TEMPENTITY **ppTempEntFree, // List of freed temporary ents
|
|
TEMPENTITY **ppTempEntActive, // List
|
|
int ( *Callback_AddVisibleEntity )( cl_entity_t *pEntity ),
|
|
void ( *Callback_TempEntPlaySound )( TEMPENTITY *pTemp, float damp ) )
|
|
{
|
|
static int gTempEntFrame = 0;
|
|
int i;
|
|
TEMPENTITY *pTemp, *pnext, *pprev;
|
|
float /*freq,*/ gravity, gravitySlow, life, fastFreq;
|
|
|
|
// Nothing to simulate
|
|
if( !*ppTempEntActive )
|
|
return;
|
|
|
|
// in order to have tents collide with players, we have to run the player prediction code so
|
|
// that the client has the player list. We run this code once when we detect any COLLIDEALL
|
|
// tent, then set this BOOL to true so the code doesn't get run again if there's more than
|
|
// one COLLIDEALL ent for this update. (often are).
|
|
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( -1 );
|
|
|
|
// !!!BUGBUG -- This needs to be time based
|
|
gTempEntFrame = ( gTempEntFrame + 1 ) & 31;
|
|
|
|
pTemp = *ppTempEntActive;
|
|
|
|
// !!! Don't simulate while paused.... This is sort of a hack, revisit.
|
|
if( frametime <= 0 )
|
|
{
|
|
while( pTemp )
|
|
{
|
|
if( !( pTemp->flags & FTENT_NOMODEL ) )
|
|
{
|
|
Callback_AddVisibleEntity( &pTemp->entity );
|
|
}
|
|
pTemp = pTemp->next;
|
|
}
|
|
goto finish;
|
|
}
|
|
|
|
pprev = NULL;
|
|
//freq = client_time * 0.01;
|
|
fastFreq = client_time * 5.5;
|
|
gravity = -frametime * cl_gravity;
|
|
gravitySlow = gravity * 0.5f;
|
|
|
|
while( pTemp )
|
|
{
|
|
int active;
|
|
|
|
active = 1;
|
|
|
|
life = pTemp->die - (float)client_time;
|
|
pnext = pTemp->next;
|
|
if( life < 0 )
|
|
{
|
|
if( pTemp->flags & FTENT_FADEOUT )
|
|
{
|
|
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 )
|
|
active = 0;
|
|
}
|
|
else
|
|
active = 0;
|
|
}
|
|
if( !active ) // Kill it
|
|
{
|
|
pTemp->next = *ppTempEntFree;
|
|
*ppTempEntFree = pTemp;
|
|
if( !pprev ) // Deleting at head of list
|
|
*ppTempEntActive = pnext;
|
|
else
|
|
pprev->next = pnext;
|
|
}
|
|
else
|
|
{
|
|
pprev = pTemp;
|
|
|
|
VectorCopy( pTemp->entity.origin, pTemp->entity.prevstate.origin );
|
|
|
|
if( pTemp->flags & FTENT_SPARKSHOWER )
|
|
{
|
|
// Adjust speed if it's time
|
|
// Scale is next think time
|
|
if( client_time > pTemp->entity.baseline.scale )
|
|
{
|
|
// Show Sparks
|
|
gEngfuncs.pEfxAPI->R_SparkEffect( pTemp->entity.origin, 8, -200, 200 );
|
|
|
|
// Reduce life
|
|
pTemp->entity.baseline.framerate -= 0.1f;
|
|
|
|
if( pTemp->entity.baseline.framerate <= 0.0f )
|
|
{
|
|
pTemp->die = client_time;
|
|
}
|
|
else
|
|
{
|
|
// So it will die no matter what
|
|
pTemp->die = client_time + 0.5;
|
|
|
|
// Next think
|
|
pTemp->entity.baseline.scale = client_time + 0.1;
|
|
}
|
|
}
|
|
}
|
|
else if( pTemp->flags & FTENT_PLYRATTACHMENT )
|
|
{
|
|
cl_entity_t *pClient;
|
|
|
|
pClient = gEngfuncs.GetEntityByIndex( pTemp->clientIndex );
|
|
|
|
VectorAdd( pClient->origin, pTemp->tentOffset, pTemp->entity.origin );
|
|
}
|
|
else if( pTemp->flags & FTENT_SINEWAVE )
|
|
{
|
|
pTemp->x += pTemp->entity.baseline.origin[0] * (float)frametime;
|
|
pTemp->y += pTemp->entity.baseline.origin[1] * (float)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 + 0.7f ) * ( 8 * pTemp->entity.curstate.framerate );
|
|
pTemp->entity.origin[2] += pTemp->entity.baseline.origin[2] * frametime;
|
|
}
|
|
else if( pTemp->flags & FTENT_SPIRAL )
|
|
{
|
|
/*float s, c;
|
|
s = sin( pTemp->entity.baseline.origin[2] + fastFreq );
|
|
c = cos( pTemp->entity.baseline.origin[2] + fastFreq );*/
|
|
|
|
pTemp->entity.origin[0] += pTemp->entity.baseline.origin[0] * (float)frametime + 8 * sin( client_time * 20 + (size_t)pTemp );
|
|
pTemp->entity.origin[1] += pTemp->entity.baseline.origin[1] * (float)frametime + 4 * sin( client_time * 30 + (size_t)pTemp );
|
|
pTemp->entity.origin[2] += pTemp->entity.baseline.origin[2] * (float)frametime;
|
|
}
|
|
else
|
|
{
|
|
for( i = 0; i < 3; i++ )
|
|
pTemp->entity.origin[i] += pTemp->entity.baseline.origin[i] * (float)frametime;
|
|
}
|
|
|
|
if( pTemp->flags & FTENT_SPRANIMATE )
|
|
{
|
|
pTemp->entity.curstate.frame += (float)frametime * pTemp->entity.curstate.framerate;
|
|
if( pTemp->entity.curstate.frame >= pTemp->frameMax )
|
|
{
|
|
pTemp->entity.curstate.frame = pTemp->entity.curstate.frame - (int)( pTemp->entity.curstate.frame );
|
|
|
|
if( !( pTemp->flags & FTENT_SPRANIMATELOOP ) )
|
|
{
|
|
// this animating sprite isn't set to loop, so destroy it.
|
|
pTemp->die = client_time;
|
|
pTemp = pnext;
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
else if( pTemp->flags & FTENT_SPRCYCLE )
|
|
{
|
|
pTemp->entity.curstate.frame += frametime * 10;
|
|
if( pTemp->entity.curstate.frame >= pTemp->frameMax )
|
|
{
|
|
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 );
|
|
#endif
|
|
|
|
if( pTemp->flags & FTENT_ROTATE )
|
|
{
|
|
pTemp->entity.angles[0] += pTemp->entity.baseline.angles[0] * (float)frametime;
|
|
pTemp->entity.angles[1] += pTemp->entity.baseline.angles[1] * (float)frametime;
|
|
pTemp->entity.angles[2] += pTemp->entity.baseline.angles[2] * (float)frametime;
|
|
|
|
VectorCopy( pTemp->entity.angles, pTemp->entity.latched.prevangles );
|
|
}
|
|
|
|
if( pTemp->flags & ( FTENT_COLLIDEALL | FTENT_COLLIDEWORLD ) )
|
|
{
|
|
vec3_t traceNormal( 0.0f, 0.0f, 0.0f );
|
|
float traceFraction = 1;
|
|
|
|
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 )
|
|
{
|
|
pe = gEngfuncs.pEventAPI->EV_GetPhysent( pmtrace.ent );
|
|
|
|
if( !pmtrace.ent || ( pe->info != pTemp->clientIndex ) )
|
|
{
|
|
traceFraction = pmtrace.fraction;
|
|
VectorCopy( pmtrace.plane.normal, traceNormal );
|
|
|
|
if( pTemp->hitcallback )
|
|
{
|
|
(*pTemp->hitcallback)( pTemp, &pmtrace );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
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 );
|
|
|
|
if( pmtrace.fraction != 1 )
|
|
{
|
|
traceFraction = pmtrace.fraction;
|
|
VectorCopy( pmtrace.plane.normal, traceNormal );
|
|
|
|
if( pTemp->flags & FTENT_SPARKSHOWER )
|
|
{
|
|
// Chop spark speeds a bit more
|
|
//
|
|
VectorScale( pTemp->entity.baseline.origin, 0.6f, pTemp->entity.baseline.origin );
|
|
|
|
if( Length( pTemp->entity.baseline.origin ) < 10 )
|
|
{
|
|
pTemp->entity.baseline.framerate = 0.0;
|
|
}
|
|
}
|
|
|
|
if( pTemp->hitcallback )
|
|
{
|
|
(*pTemp->hitcallback)( pTemp, &pmtrace );
|
|
}
|
|
}
|
|
}
|
|
|
|
if( traceFraction != 1 ) // Decent collision now, and damping works
|
|
{
|
|
float proj, damp;
|
|
|
|
// Place at contact point
|
|
VectorMA( pTemp->entity.prevstate.origin, traceFraction * (float)frametime, pTemp->entity.baseline.origin, pTemp->entity.origin );
|
|
// Damp velocity
|
|
damp = pTemp->bounceFactor;
|
|
if( pTemp->flags & ( FTENT_GRAVITY | FTENT_SLOWGRAVITY ) )
|
|
{
|
|
damp *= 0.5f;
|
|
if( traceNormal[2] > 0.9f ) // Hit floor?
|
|
{
|
|
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->entity.angles[0] = 0;
|
|
pTemp->entity.angles[2] = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
if( pTemp->hitSound )
|
|
{
|
|
Callback_TempEntPlaySound( pTemp, damp );
|
|
}
|
|
|
|
if( pTemp->flags & FTENT_COLLIDEKILL )
|
|
{
|
|
// die on impact
|
|
pTemp->flags &= ~FTENT_FADEOUT;
|
|
pTemp->die = client_time;
|
|
}
|
|
else
|
|
{
|
|
// Reflect velocity
|
|
if( damp != 0 )
|
|
{
|
|
proj = DotProduct( pTemp->entity.baseline.origin, traceNormal );
|
|
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 )
|
|
{
|
|
|
|
VectorScale( pTemp->entity.baseline.origin, damp, pTemp->entity.baseline.origin );
|
|
VectorScale( pTemp->entity.angles, 0.9, pTemp->entity.angles );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if( ( pTemp->flags & FTENT_FLICKER ) && gTempEntFrame == pTemp->entity.curstate.effects )
|
|
{
|
|
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;
|
|
dl->color.b = 0;
|
|
dl->die = client_time + 0.01;
|
|
}
|
|
|
|
if( pTemp->flags & FTENT_SMOKETRAIL )
|
|
{
|
|
gEngfuncs.pEfxAPI->R_RocketTrail( pTemp->entity.prevstate.origin, pTemp->entity.origin, 1 );
|
|
}
|
|
|
|
if( pTemp->flags & FTENT_GRAVITY )
|
|
pTemp->entity.baseline.origin[2] += gravity;
|
|
else if( pTemp->flags & FTENT_SLOWGRAVITY )
|
|
pTemp->entity.baseline.origin[2] += gravitySlow;
|
|
|
|
if( pTemp->flags & FTENT_CLIENTCUSTOM )
|
|
{
|
|
if( pTemp->callback )
|
|
{
|
|
(*pTemp->callback)( pTemp, frametime, client_time );
|
|
}
|
|
}
|
|
|
|
// Cull to PVS (not frustum cull, just PVS)
|
|
if( !( pTemp->flags & FTENT_NOMODEL ) )
|
|
{
|
|
if( !Callback_AddVisibleEntity( &pTemp->entity ) )
|
|
{
|
|
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
|
|
}
|
|
}
|
|
}
|
|
}
|
|
pTemp = pnext;
|
|
}
|
|
finish:
|
|
// Restore state info
|
|
gEngfuncs.pEventAPI->EV_PopPMStates();
|
|
}
|
|
|
|
/*
|
|
=================
|
|
HUD_GetUserEntity
|
|
|
|
If you specify negative numbers for beam start and end point entities, then
|
|
the engine will call back into this function requesting a pointer to a cl_entity_t
|
|
object that describes the entity to attach the beam onto.
|
|
|
|
Indices must start at 1, not zero.
|
|
=================
|
|
*/
|
|
cl_entity_t DLLEXPORT *HUD_GetUserEntity( int index )
|
|
{
|
|
#if 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 )
|
|
{
|
|
return &beams[index];
|
|
}
|
|
else
|
|
{
|
|
return NULL;
|
|
}
|
|
#else
|
|
return NULL;
|
|
#endif
|
|
}
|