// (3, [0..3])
// (3.5, [0.2..2.3])
// (4, 1)
+
+ /*
+ On another note:
+ inflection point is always at (2s + e - 3) / (3s + 3e - 6).
+
+ s + e - 2 == 0: no inflection
+
+ s + e > 2:
+ 0 < inflection < 1 if:
+ 0 < 2s + e - 3 < 3s + 3e - 6
+ 2s + e > 3 and 2e + s > 3
+
+ s + e < 2:
+ 0 < inflection < 1 if:
+ 0 > 2s + e - 3 > 3s + 3e - 6
+ 2s + e < 3 and 2e + s < 3
+
+ Therefore: there is an inflection point iff:
+ e outside (3 - s)/2 .. 3 - s*2
+
+ in other words, if (s,e) in triangle (1,1)(0,3)(0,1.5) or in triangle (1,1)(3,0)(1.5,0)
+ */
}
+
+.float FindConnectedComponent_processing;
+void FindConnectedComponent(entity e, .entity fld, findNextEntityNearFunction_t nxt, isConnectedFunction_t iscon, entity pass)
+{
+ entity queue_start, queue_end;
+
+ // we build a queue of to-be-processed entities.
+ // queue_start is the next entity to be checked for neighbors
+ // queue_end is the last entity added
+
+ if(e.FindConnectedComponent_processing)
+ error("recursion or broken cleanup");
+
+ // start with a 1-element queue
+ queue_start = queue_end = e;
+ queue_end.fld = world;
+ queue_end.FindConnectedComponent_processing = 1;
+
+ // for each queued item:
+ for(; queue_start; queue_start = queue_start.fld)
+ {
+ // find all neighbors of queue_start
+ entity t;
+ for(t = world; (t = nxt(t, queue_start, pass)); )
+ {
+ if(t.FindConnectedComponent_processing)
+ continue;
+ if(iscon(t, queue_start, pass))
+ {
+ // it is connected? ADD IT. It will look for neighbors soon too.
+ queue_end.fld = t;
+ queue_end = t;
+ queue_end.fld = world;
+ queue_end.FindConnectedComponent_processing = 1;
+ }
+ }
+ }
+
+ // unmark
+ for(queue_start = e; queue_start; queue_start = queue_start.fld)
+ queue_start.FindConnectedComponent_processing = 0;
+}
+
+// todo: this sucks, lets find a better way to do backtraces?
+#ifndef MENUQC
+void backtrace(string msg)
+{
+ float dev, war;
+ #ifdef SVQC
+ dev = autocvar_developer;
+ war = autocvar_prvm_backtraceforwarnings;
+ #else
+ dev = cvar("developer");
+ war = cvar("prvm_backtraceforwarnings");
+ #endif
+ cvar_set("developer", "1");
+ cvar_set("prvm_backtraceforwarnings", "1");
+ print("\n");
+ print("--- CUT HERE ---\nWARNING: ");
+ print(msg);
+ print("\n");
+ remove(world); // isn't there any better way to cause a backtrace?
+ print("\n--- CUT UNTIL HERE ---\n");
+ cvar_set("developer", ftos(dev));
+ cvar_set("prvm_backtraceforwarnings", ftos(war));
+}
+#endif
+
+// color code replace, place inside of sprintf and parse the string
+string CCR(string input)
+{
+ // See the autocvar declarations in util.qh for default values
+
+ // foreground/normal colors
+ input = strreplace("^F1", strcat("^", autocvar_hud_colorset_foreground_1), input);
+ input = strreplace("^F2", strcat("^", autocvar_hud_colorset_foreground_2), input);
+ input = strreplace("^F3", strcat("^", autocvar_hud_colorset_foreground_3), input);
+ input = strreplace("^F4", strcat("^", autocvar_hud_colorset_foreground_4), input);
+
+ // "kill" colors
+ input = strreplace("^K1", strcat("^", autocvar_hud_colorset_kill_1), input);
+ input = strreplace("^K2", strcat("^", autocvar_hud_colorset_kill_2), input);
+ input = strreplace("^K3", strcat("^", autocvar_hud_colorset_kill_3), input);
+
+ // background colors
+ input = strreplace("^BG", strcat("^", autocvar_hud_colorset_background), input);
+ input = strreplace("^N", "^7", input); // "none"-- reset to white...
+ return input;
+}
+
+vector vec3(float x, float y, float z)
+{
+ vector v;
+ v_x = x;
+ v_y = y;
+ v_z = z;
+ return v;
+}
+
+#ifndef MENUQC
+vector animfixfps(entity e, vector a, vector b)
+{
+ // multi-frame anim: keep as-is
+ if(a_y == 1)
+ {
+ float dur;
+ dur = frameduration(e.modelindex, a_x);
+ if(dur <= 0 && b_y)
+ {
+ a = b;
+ dur = frameduration(e.modelindex, a_x);
+ }
+ if(dur > 0)
+ a_z = 1.0 / dur;
+ }
+ return a;
+}
+#endif
+
+#ifdef SVQC
+void dedicated_print(string input) // print(), but only print if the server is not local
+{
+ if(server_is_dedicated) { print(input); }
+}
+#endif
+
+#ifndef MENUQC
+float Announcer_PickNumber(float type, float num)
+{
+ switch(type)
+ {
+ case CNT_GAMESTART:
+ {
+ switch(num)
+ {
+ case 10: return ANNCE_NUM_GAMESTART_10;
+ case 9: return ANNCE_NUM_GAMESTART_9;
+ case 8: return ANNCE_NUM_GAMESTART_8;
+ case 7: return ANNCE_NUM_GAMESTART_7;
+ case 6: return ANNCE_NUM_GAMESTART_6;
+ case 5: return ANNCE_NUM_GAMESTART_5;
+ case 4: return ANNCE_NUM_GAMESTART_4;
+ case 3: return ANNCE_NUM_GAMESTART_3;
+ case 2: return ANNCE_NUM_GAMESTART_2;
+ case 1: return ANNCE_NUM_GAMESTART_1;
+ }
+ break;
+ }
+ case CNT_IDLE:
+ {
+ switch(num)
+ {
+ case 10: return ANNCE_NUM_IDLE_10;
+ case 9: return ANNCE_NUM_IDLE_9;
+ case 8: return ANNCE_NUM_IDLE_8;
+ case 7: return ANNCE_NUM_IDLE_7;
+ case 6: return ANNCE_NUM_IDLE_6;
+ case 5: return ANNCE_NUM_IDLE_5;
+ case 4: return ANNCE_NUM_IDLE_4;
+ case 3: return ANNCE_NUM_IDLE_3;
+ case 2: return ANNCE_NUM_IDLE_2;
+ case 1: return ANNCE_NUM_IDLE_1;
+ }
+ break;
+ }
+ case CNT_KILL:
+ {
+ switch(num)
+ {
+ case 10: return ANNCE_NUM_KILL_10;
+ case 9: return ANNCE_NUM_KILL_9;
+ case 8: return ANNCE_NUM_KILL_8;
+ case 7: return ANNCE_NUM_KILL_7;
+ case 6: return ANNCE_NUM_KILL_6;
+ case 5: return ANNCE_NUM_KILL_5;
+ case 4: return ANNCE_NUM_KILL_4;
+ case 3: return ANNCE_NUM_KILL_3;
+ case 2: return ANNCE_NUM_KILL_2;
+ case 1: return ANNCE_NUM_KILL_1;
+ }
+ break;
+ }
+ case CNT_RESPAWN:
+ {
+ switch(num)
+ {
+ case 10: return ANNCE_NUM_RESPAWN_10;
+ case 9: return ANNCE_NUM_RESPAWN_9;
+ case 8: return ANNCE_NUM_RESPAWN_8;
+ case 7: return ANNCE_NUM_RESPAWN_7;
+ case 6: return ANNCE_NUM_RESPAWN_6;
+ case 5: return ANNCE_NUM_RESPAWN_5;
+ case 4: return ANNCE_NUM_RESPAWN_4;
+ case 3: return ANNCE_NUM_RESPAWN_3;
+ case 2: return ANNCE_NUM_RESPAWN_2;
+ case 1: return ANNCE_NUM_RESPAWN_1;
+ }
+ break;
+ }
+ case CNT_ROUNDSTART:
+ {
+ switch(num)
+ {
+ case 10: return ANNCE_NUM_ROUNDSTART_10;
+ case 9: return ANNCE_NUM_ROUNDSTART_9;
+ case 8: return ANNCE_NUM_ROUNDSTART_8;
+ case 7: return ANNCE_NUM_ROUNDSTART_7;
+ case 6: return ANNCE_NUM_ROUNDSTART_6;
+ case 5: return ANNCE_NUM_ROUNDSTART_5;
+ case 4: return ANNCE_NUM_ROUNDSTART_4;
+ case 3: return ANNCE_NUM_ROUNDSTART_3;
+ case 2: return ANNCE_NUM_ROUNDSTART_2;
+ case 1: return ANNCE_NUM_ROUNDSTART_1;
+ }
+ break;
+ }
+ default:
+ {
+ switch(num)
+ {
+ case 10: return ANNCE_NUM_10;
+ case 9: return ANNCE_NUM_9;
+ case 8: return ANNCE_NUM_8;
+ case 7: return ANNCE_NUM_7;
+ case 6: return ANNCE_NUM_6;
+ case 5: return ANNCE_NUM_5;
+ case 4: return ANNCE_NUM_4;
+ case 3: return ANNCE_NUM_3;
+ case 2: return ANNCE_NUM_2;
+ case 1: return ANNCE_NUM_1;
+ }
+ break;
+ }
+ }
+ return NOTIF_ABORT; // abort sending if none of these numbers were right
+}
+#endif
void plat_go_down()
{
- sound (self, CH_TRIGGER_SINGLE, self.noise, VOL_BASE, ATTN_NORM);
+ sound (self, CH_TRIGGER_SINGLE, self.noise, VOL_BASE, ATTEN_NORM);
self.state = 3;
- SUB_CalcMove (self.pos2, self.speed, plat_hit_bottom);
+ SUB_CalcMove (self.pos2, TSPEED_LINEAR, self.speed, plat_hit_bottom);
}
void plat_go_up()
{
- sound (self, CH_TRIGGER_SINGLE, self.noise, VOL_BASE, ATTN_NORM);
+ sound (self, CH_TRIGGER_SINGLE, self.noise, VOL_BASE, ATTEN_NORM);
self.state = 4;
- SUB_CalcMove (self.pos1, self.speed, plat_hit_top);
+ SUB_CalcMove (self.pos1, TSPEED_LINEAR, self.speed, plat_hit_top);
}
void plat_center_touch()
void train_next()
{
- entity targ;
+ entity targ, cp;
+ vector cp_org;
+
targ = find(world, targetname, self.target);
- self.enemy = targ;
self.target = targ.target;
- if (!self.target)
+ if (self.spawnflags & 1)
+ {
+ if(targ.curvetarget)
+ {
+ cp = find(world, targetname, targ.curvetarget); // get its second target (the control point)
+ cp_org = cp.origin - self.view_ofs; // no control point found, assume a straight line to the destination
+ }
+ else
+ cp = world; // no cp
+ }
+ if (self.target == "")
objerror("train_next: no next target");
self.wait = targ.wait;
if (!self.wait)
self.wait = 0.1;
+ if(targ.platmovetype)
+ {
+ // this path_corner contains a movetype overrider, apply it
+ self.platmovetype_start = targ.platmovetype_start;
+ self.platmovetype_end = targ.platmovetype_end;
+ }
+ else
+ {
+ // this path_corner doesn't contain a movetype overrider, use the train's defaults
+ self.platmovetype_start = self.platmovetype_start_default;
+ self.platmovetype_end = self.platmovetype_end_default;
+ }
+
if (targ.speed)
- SUB_CalcMove(targ.origin - self.mins, targ.speed, train_wait);
+ {
+ if (cp)
+ SUB_CalcMove_Bezier(cp_org, targ.origin - self.view_ofs, TSPEED_LINEAR, targ.speed, train_wait);
+ else
+ SUB_CalcMove(targ.origin - self.view_ofs, TSPEED_LINEAR, targ.speed, train_wait);
+ }
else
- SUB_CalcMove(targ.origin - self.mins, self.speed, train_wait);
+ {
+ if (cp)
+ SUB_CalcMove_Bezier(cp_org, targ.origin - self.view_ofs, TSPEED_LINEAR, self.speed, train_wait);
+ else
+ SUB_CalcMove(targ.origin - self.view_ofs, TSPEED_LINEAR, self.speed, train_wait);
+ }
if(self.noise != "")
- sound(self, CH_TRIGGER_SINGLE, self.noise, VOL_BASE, ATTN_IDLE);
+ sound(self, CH_TRIGGER_SINGLE, self.noise, VOL_BASE, ATTEN_IDLE);
}
void func_train_find()
entity targ;
targ = find(world, targetname, self.target);
self.target = targ.target;
- if (!self.target)
+ if (self.target == "")
objerror("func_train_find: no next target");
- setorigin(self, targ.origin - self.mins);
+ setorigin(self, targ.origin - self.view_ofs);
self.nextthink = self.ltime + 1;
self.think = train_next;
}
return;
if (self.noise != "")
- sound (self, CH_TRIGGER, self.noise, VOL_BASE, ATTN_NORM);
+ sound (self, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM);
self.state = STATE_UP;
- SUB_CalcMove (self.pos2, self.speed, button_wait);
+ SUB_CalcMove (self.pos2, TSPEED_LINEAR, self.speed, button_wait);
}
void button_reset()
}
if (self.noise2 != "")
- sound (self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTN_NORM);
+ sound (self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM);
self.state = STATE_UP;
- SUB_CalcMove (self.pos2, self.speed, door_hit_top);
+ SUB_CalcMove (self.pos2, TSPEED_LINEAR, self.speed, door_hit_top);
string oldmessage;
oldmessage = self.message;
return;
}
if (self.noise2 != "")
- sound (self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTN_NORM);
+ sound (self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM);
self.state = STATE_UP;
- SUB_CalcAngleMove (self.pos2, self.speed, door_rotating_hit_top);
+ SUB_CalcAngleMove (self.pos2, TSPEED_LINEAR, self.speed, door_rotating_hit_top);
string oldmessage;
oldmessage = self.message;
self.dest1 = self.origin + v_right * (self.t_width * temp);
self.dest2 = self.dest1 + v_forward * self.t_length;
- SUB_CalcMove(self.dest1, self.speed, fd_secret_move1);
+ SUB_CalcMove(self.dest1, TSPEED_LINEAR, self.speed, fd_secret_move1);
if (self.noise2 != "")
- sound(self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTN_NORM);
+ sound(self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM);
+}
+
+void fd_secret_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+{
+ fd_secret_use();
}
// Wait after first movement...
void fd_secret_move2()
{
if (self.noise2 != "")
- sound(self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTN_NORM);
+ sound(self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM);
- SUB_CalcMove(self.dest2, self.speed, fd_secret_move3);
+ SUB_CalcMove(self.dest2, TSPEED_LINEAR, self.speed, fd_secret_move3);
}
// Wait here until time to go back...
void fd_secret_move4()
{
if (self.noise2 != "")
- sound(self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTN_NORM);
+ sound(self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM);
- SUB_CalcMove(self.dest1, self.speed, fd_secret_move5);
+ SUB_CalcMove(self.dest1, TSPEED_LINEAR, self.speed, fd_secret_move5);
}
// Wait 1 second...
void fd_secret_move6()
{
if (self.noise2 != "")
- sound(self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTN_NORM);
+ sound(self, CH_TRIGGER_SINGLE, self.noise2, VOL_BASE, ATTEN_NORM);
- SUB_CalcMove(self.oldorigin, self.speed, fd_secret_done);
+ SUB_CalcMove(self.oldorigin, TSPEED_LINEAR, self.speed, fd_secret_done);
}
void fd_secret_done()