git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@7459 e016b1c5-ed68-44aa-a2f7-31cac88cffde
672 lines
20 KiB
C++
672 lines
20 KiB
C++
// entities.cpp: map entity related functions (pickup etc.)
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#include "cube.h"
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VAR(showclips, 0, 1, 1);
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VAR(showmodelclipping, 0, 0, 1);
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vector<entity> ents;
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vector<int> eh_ents; // edithide entities
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const char *entmdlnames[] =
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{
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"pistolclips", "ammobox", "nade", "health", "helmet", "kevlar", "akimbo", "nades", //FIXME
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};
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void renderent(entity &e)
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{
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/* FIXME: if the item list change, this hack will be messed */
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defformatstring(widn)("modmdlpickup%d", e.type-3);
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defformatstring(mdlname)("pickups/%s", identexists(widn)?getalias(widn):
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entmdlnames[e.type-I_CLIPS+(m_lss && e.type==I_GRENADE ? 5:0)]);
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float z = (float)(1+sinf(lastmillis/100.0f+e.x+e.y)/20), yaw = lastmillis/10.0f;
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rendermodel(mdlname, ANIM_MAPMODEL|ANIM_LOOP|ANIM_DYNALLOC, 0, 0, vec(e.x, e.y, z+S(e.x, e.y)->floor+e.attr1), yaw, 0);
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}
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void renderclip(entity &e)
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{
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float xradius = max(float(e.attr2), 0.1f), yradius = max(float(e.attr3), 0.1f);
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vec bbmin(e.x - xradius, e.y - yradius, float(S(e.x, e.y)->floor+e.attr1)),
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bbmax(e.x + xradius, e.y + yradius, bbmin.z + max(float(e.attr4), 0.1f));
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glDisable(GL_TEXTURE_2D);
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switch(e.type)
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{
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case CLIP: linestyle(1, 0xFF, 0xFF, 0); break; // yellow
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case MAPMODEL: linestyle(1, 0, 0xFF, 0); break; // green
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case PLCLIP: linestyle(1, 0xFF, 0, 0xFF); break; // magenta
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}
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glBegin(GL_LINES);
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glVertex3f(bbmin.x, bbmin.y, bbmin.z);
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loopi(2) glVertex3f(bbmax.x, bbmin.y, bbmin.z);
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loopi(2) glVertex3f(bbmax.x, bbmax.y, bbmin.z);
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loopi(2) glVertex3f(bbmin.x, bbmax.y, bbmin.z);
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glVertex3f(bbmin.x, bbmin.y, bbmin.z);
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glVertex3f(bbmin.x, bbmin.y, bbmax.z);
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loopi(2) glVertex3f(bbmax.x, bbmin.y, bbmax.z);
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loopi(2) glVertex3f(bbmax.x, bbmax.y, bbmax.z);
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loopi(2) glVertex3f(bbmin.x, bbmax.y, bbmax.z);
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glVertex3f(bbmin.x, bbmin.y, bbmax.z);
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loopi(8) glVertex3f(i&2 ? bbmax.x : bbmin.x, i&4 ? bbmax.y : bbmin.y, i&1 ? bbmax.z : bbmin.z);
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glEnd();
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glEnable(GL_TEXTURE_2D);
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}
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void rendermapmodels()
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{
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loopv(ents)
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{
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entity &e = ents[i];
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if(e.type==MAPMODEL)
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{
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mapmodelinfo &mmi = getmminfo(e.attr2);
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if(!&mmi) continue;
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rendermodel(mmi.name, ANIM_MAPMODEL|ANIM_LOOP, e.attr4, 0, vec(e.x, e.y, (float)S(e.x, e.y)->floor+mmi.zoff+e.attr3), (float)((e.attr1+7)-(e.attr1+7)%15), 0, 10.0f);
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}
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}
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}
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void showedithide()
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{
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loopv(eh_ents)
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{
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if(eh_ents[i]>0 && eh_ents[i]<MAXENTTYPES) { conoutf("#%02d: %d : %s", i, eh_ents[i], entnames[eh_ents[i]]); }
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else { conoutf("#%02d: %d : -n/a-", i, eh_ents[i]); }
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}
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}
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COMMAND(showedithide, "");
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void setedithide(char *text) // FIXME: human indexing inside
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{
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eh_ents.setsize(0);
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if(text && text[0] != '\0')
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{
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const char *s = strtok(text, " ");
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do
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{
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bool k = false;
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int sn = -1;
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int tn = atoi(s);
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loopi(MAXENTTYPES) if(!strcmp(entnames[i], s)) sn = i;
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if(sn!=-1) { loopv(eh_ents) { if(eh_ents[i]==sn) { k = true; } } }
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else sn = tn;
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if(!k) { if(sn>0 && sn<MAXENTTYPES) eh_ents.add(sn); }
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s = strtok(NULL, " ");
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}
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while(s);
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}
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}
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COMMAND(setedithide, "c");
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void seteditshow(char *just)
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{
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eh_ents.setsize(0);
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if(just && just[0] != '\0')
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{
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const char *s = strtok(just, " ");
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int sn = -1;
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int tn = atoi(s);
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loopi(MAXENTTYPES) if(!strcmp(entnames[i], s)) sn = i;
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if(sn==-1) sn = tn;
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loopi(MAXENTTYPES-1)
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{
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int j = i+1;
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if(j!=sn) eh_ents.add(j);
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}
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}
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}
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COMMAND(seteditshow, "s");
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void renderentarrow(const entity &e, const vec &dir, float radius)
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{
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if(radius <= 0) return;
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float arrowsize = min(radius/8, 0.5f);
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vec epos(e.x, e.y, e.z);
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vec target = vec(dir).mul(radius).add(epos), arrowbase = vec(dir).mul(radius - arrowsize).add(epos), spoke;
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spoke.orthogonal(dir);
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spoke.normalize();
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spoke.mul(arrowsize);
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glDisable(GL_TEXTURE_2D); // this disables reaction to light, but also emphasizes shadows .. a nice effect, but should be independent
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glDisable(GL_CULL_FACE);
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glLineWidth(3);
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glBegin(GL_LINES);
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glVertex3fv(epos.v);
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glVertex3fv(target.v);
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glEnd();
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glBegin(GL_TRIANGLE_FAN);
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glVertex3fv(target.v);
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loopi(5)
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{
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vec p(spoke);
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p.rotate(2*M_PI*i/4.0f, dir);
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p.add(arrowbase);
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glVertex3fv(p.v);
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}
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glEnd();
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glLineWidth(1);
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glEnable(GL_CULL_FACE);
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glEnable(GL_TEXTURE_2D);
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}
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void renderentities()
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{
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int closest = editmode ? closestent() : -1;
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if(editmode && !reflecting && !refracting && !stenciling)
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{
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static int lastsparkle = 0;
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if(lastmillis - lastsparkle >= 20)
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{
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lastsparkle = lastmillis - (lastmillis%20);
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// closest see above
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loopv(ents)
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{
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entity &e = ents[i];
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if(e.type==NOTUSED) continue;
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bool ice = false;
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loopk(eh_ents.length()) if(eh_ents[k]==e.type) ice = true;
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if(ice) continue;
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vec v(e.x, e.y, e.z);
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if(vec(v).sub(camera1->o).dot(camdir) < 0) continue;
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//particle_splash(i == closest ? PART_ELIGHT : PART_ECLOSEST, 2, 40, v);
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int sc = PART_ECARROT; // "carrot" (orange) - entity slot currently unused, possibly "reserved"
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if(i==closest)
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{
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sc = PART_ECLOSEST; // blue
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}
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else switch(e.type)
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{
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case LIGHT : sc = PART_ELIGHT; break; // white
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case PLAYERSTART: sc = PART_ESPAWN; break; // green
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case I_CLIPS:
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case I_AMMO:
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case I_GRENADE: sc = PART_EAMMO; break; // red
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case I_HEALTH:
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case I_HELMET:
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case I_ARMOUR:
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case I_AKIMBO: sc = PART_EPICKUP; break; // yellow
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case MAPMODEL:
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case SOUND: sc = PART_EMODEL; break; // magenta
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case LADDER:
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case CLIP:
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case PLCLIP: sc = PART_ELADDER; break; // grey
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case CTF_FLAG: sc = PART_EFLAG; break; // turquoise
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default: break;
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}
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//particle_splash(sc, i==closest?6:2, i==closest?120:40, v);
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particle_splash(sc, 2, 40, v);
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}
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}
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}
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loopv(ents)
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{
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entity &e = ents[i];
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if(isitem(e.type))
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{
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if((!OUTBORD(e.x, e.y) && e.spawned) || editmode)
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{
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renderent(e);
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}
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}
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else if(editmode)
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{
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if(e.type==CTF_FLAG)
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{
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defformatstring(path)("pickups/flags/%s", team_basestring(e.attr2));
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rendermodel(path, ANIM_FLAG|ANIM_LOOP, 0, 0, vec(e.x, e.y, (float)S(e.x, e.y)->floor), (float)((e.attr1+7)-(e.attr1+7)%15), 0, 120.0f);
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}
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else if((e.type == CLIP || e.type == PLCLIP) && showclips && !stenciling) renderclip(e);
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else if(e.type == MAPMODEL && showclips && showmodelclipping && !stenciling)
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{
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mapmodelinfo &mmi = getmminfo(e.attr2);
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if(&mmi && mmi.h)
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{
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entity ce = e;
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ce.type = MAPMODEL;
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ce.attr1 = mmi.zoff+e.attr3;
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ce.attr2 = ce.attr3 = mmi.rad;
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ce.attr4 = mmi.h;
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renderclip(ce);
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}
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}
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}
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if(editmode && i==closest && !stenciling)//closest see above
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{
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switch(e.type)
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{
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case PLAYERSTART:
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{
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glColor3f(0, 1, 1);
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vec dir;
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vecfromyawpitch(e.attr1, 0, -1, 0, dir);
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renderentarrow(e, dir, 4);
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glColor3f(1, 1, 1);
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}
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default: break;
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}
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}
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}
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if(m_flags && !editmode) loopi(2)
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{
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flaginfo &f = flaginfos[i];
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switch(f.state)
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{
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case CTFF_STOLEN:
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if(f.actor && f.actor != player1)
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{
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if(OUTBORD(f.actor->o.x, f.actor->o.y)) break;
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defformatstring(path)("pickups/flags/small_%s%s", m_ktf ? "" : team_basestring(i), m_htf ? "_htf" : m_ktf ? "ktf" : "");
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rendermodel(path, ANIM_FLAG|ANIM_START|ANIM_DYNALLOC, 0, 0, vec(f.actor->o).add(vec(0, 0, 0.3f+(sinf(lastmillis/100.0f)+1)/10)), lastmillis/2.5f, 0, 120.0f);
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}
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break;
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case CTFF_INBASE:
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if(!numflagspawn[i]) break;
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case CTFF_DROPPED:
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{
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if(OUTBORD(f.pos.x, f.pos.y)) break;
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entity &e = *f.flagent;
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defformatstring(path)("pickups/flags/%s%s", m_ktf ? "" : team_basestring(i), m_htf ? "_htf" : m_ktf ? "ktf" : "");
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if(f.flagent->spawned) rendermodel(path, ANIM_FLAG|ANIM_LOOP, 0, 0, vec(f.pos.x, f.pos.y, f.state==CTFF_INBASE ? (float)S(int(f.pos.x), int(f.pos.y))->floor : f.pos.z), (float)((e.attr1+7)-(e.attr1+7)%15), 0, 120.0f);
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break;
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}
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case CTFF_IDLE:
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break;
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}
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}
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}
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// these two functions are called when the server acknowledges that you really
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// picked up the item (in multiplayer someone may grab it before you).
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void pickupeffects(int n, playerent *d)
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{
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if(!ents.inrange(n)) return;
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entity &e = ents[n];
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e.spawned = false;
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if(!d) return;
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d->pickup(e.type);
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if (m_lss && e.type == I_GRENADE) d->pickup(e.type); // get 2
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itemstat &is = d->itemstats(e.type);
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if(d!=player1 && d->type!=ENT_BOT) return;
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if(&is)
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{
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if(d==player1)
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{
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audiomgr.playsoundc(is.sound);
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/*
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onPickup arg1 legend:
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0 = pistol clips
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1 = ammo box
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2 = grenade
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3 = health pack
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4 = helmet
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5 = armour
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6 = akimbo
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*/
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if(identexists("onPickup"))
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{
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string o;
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itemstat *tmp = NULL;
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switch(e.type)
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{
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case I_CLIPS: tmp = &ammostats[GUN_PISTOL]; break;
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case I_AMMO: tmp = &ammostats[player1->primary]; break;
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case I_GRENADE: tmp = &ammostats[GUN_GRENADE]; break;
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case I_AKIMBO: tmp = &ammostats[GUN_AKIMBO]; break;
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case I_HEALTH:
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case I_HELMET:
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case I_ARMOUR: tmp = &powerupstats[e.type-I_HEALTH]; break;
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default: break;
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}
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if(tmp)
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{
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formatstring(o)("onPickup %d %d", e.type - 3, m_lss && e.type == I_GRENADE ? 2 : tmp->add);
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execute(o);
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}
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}
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}
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else audiomgr.playsound(is.sound, d);
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}
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weapon *w = NULL;
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switch(e.type)
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{
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case I_AKIMBO: w = d->weapons[GUN_AKIMBO]; break;
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case I_CLIPS: w = d->weapons[GUN_PISTOL]; break;
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case I_AMMO: w = d->primweap; break;
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case I_GRENADE: w = d->weapons[GUN_GRENADE]; break;
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}
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if(w) w->onammopicked();
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}
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// these functions are called when the client touches the item
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extern int lastspawn;
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void trypickup(int n, playerent *d)
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{
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entity &e = ents[n];
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switch(e.type)
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{
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default:
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if( d->canpickup(e.type) && lastmillis > e.lastmillis + 250 && lastmillis > lastspawn + 500 )
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{
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if(d->type==ENT_PLAYER) addmsg(SV_ITEMPICKUP, "ri", n);
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else if(d->type==ENT_BOT && serverpickup(n, -1)) pickupeffects(n, d);
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e.lastmillis = lastmillis;
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}
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break;
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case LADDER:
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if(!d->crouching) d->onladder = true;
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break;
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}
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}
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void trypickupflag(int flag, playerent *d)
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{
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if(d==player1)
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{
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flaginfo &f = flaginfos[flag];
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flaginfo &of = flaginfos[team_opposite(flag)];
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if(f.state == CTFF_STOLEN) return;
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bool own = flag == team_base(d->team);
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if(m_ctf)
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{
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if(own) // it's the own flag
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{
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if(f.state == CTFF_DROPPED) flagreturn(flag);
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else if(f.state == CTFF_INBASE && of.state == CTFF_STOLEN && of.actor == d && of.ack) flagscore(of.team);
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}
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else flagpickup(flag);
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}
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else if(m_htf)
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{
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if(own)
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{
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flagpickup(flag);
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}
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else
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{
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if(f.state == CTFF_DROPPED) flagscore(f.team); // may not count!
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}
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}
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else if(m_ktf)
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{
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if(f.state != CTFF_INBASE) return;
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flagpickup(flag);
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}
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}
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}
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void checkitems(playerent *d)
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{
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if(editmode || d->state!=CS_ALIVE) return;
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d->onladder = false;
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float eyeheight = d->eyeheight;
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loopv(ents)
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{
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entity &e = ents[i];
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if(e.type==NOTUSED) continue;
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if(e.type==LADDER)
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{
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if(OUTBORD(e.x, e.y)) continue;
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vec v(e.x, e.y, d->o.z);
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float dist1 = d->o.dist(v);
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float dist2 = d->o.z - (S(e.x, e.y)->floor+eyeheight);
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if(dist1<1.5f && dist2<e.attr1) trypickup(i, d);
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continue;
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}
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if(!e.spawned) continue;
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if(OUTBORD(e.x, e.y)) continue;
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if(e.type==CTF_FLAG) continue;
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// simple 2d collision
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vec v(e.x, e.y, S(e.x, e.y)->floor+eyeheight);
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if(isitem(e.type)) v.z += e.attr1;
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if(d->o.dist(v)<2.5f) trypickup(i, d);
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}
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if(m_flags) loopi(2)
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{
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flaginfo &f = flaginfos[i];
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entity &e = *f.flagent;
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if(!e.spawned || !f.ack || (f.state == CTFF_INBASE && !numflagspawn[i])) continue;
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if(OUTBORD(f.pos.x, f.pos.y)) continue;
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if(f.state==CTFF_DROPPED) // 3d collision for dropped ctf flags
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{
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if(objcollide(d, f.pos, 2.5f, 8.0f)) trypickupflag(i, d);
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}
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else // simple 2d collision
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{
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vec v = f.pos;
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v.z = S(int(v.x), int(v.y))->floor + eyeheight;
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if(d->o.dist(v)<2.5f) trypickupflag(i, d);
|
|
}
|
|
}
|
|
}
|
|
|
|
void spawnallitems() // spawns items locally
|
|
{
|
|
loopv(ents) if(ents[i].fitsmode(gamemode) || (multiplayer(false) && gamespeed!=100 && (i=-1)))
|
|
{
|
|
ents[i].spawned = true;
|
|
ents[i].lastmillis = lastmillis;
|
|
}
|
|
}
|
|
|
|
void resetspawns(int type)
|
|
{
|
|
loopv(ents) if(type < 0 || type == ents[i].type) ents[i].spawned = false;
|
|
if(m_noitemsnade || m_pistol)
|
|
{
|
|
loopv(ents) ents[i].transformtype(gamemode);
|
|
}
|
|
}
|
|
|
|
void setspawn(int i, bool on)
|
|
{
|
|
if(ents.inrange(i))
|
|
{
|
|
ents[i].spawned = on;
|
|
if (on) ents[i].lastmillis = lastmillis; // to control trypickup spam
|
|
}
|
|
}
|
|
|
|
bool selectnextprimary(int num)
|
|
{
|
|
switch(num)
|
|
{
|
|
// case GUN_CPISTOL:
|
|
case GUN_CARBINE:
|
|
case GUN_SHOTGUN:
|
|
case GUN_SUBGUN:
|
|
case GUN_SNIPER:
|
|
case GUN_ASSAULT:
|
|
player1->setnextprimary(num);
|
|
addmsg(SV_PRIMARYWEAP, "ri", player1->nextprimweap->type);
|
|
return true;
|
|
|
|
default:
|
|
conoutf("this is not a valid primary weapon");
|
|
return false;
|
|
}
|
|
}
|
|
|
|
VARFP(nextprimary, 0, GUN_ASSAULT, NUMGUNS,
|
|
{
|
|
if(!selectnextprimary(nextprimary)) selectnextprimary((nextprimary = GUN_ASSAULT));
|
|
});
|
|
|
|
// flag ent actions done by the local player
|
|
|
|
int flagdropmillis = 0;
|
|
|
|
void flagpickup(int fln)
|
|
{
|
|
if(flagdropmillis && flagdropmillis>lastmillis) return;
|
|
flaginfo &f = flaginfos[fln];
|
|
int action = f.state == CTFF_INBASE ? FA_STEAL : FA_PICKUP;
|
|
f.flagent->spawned = false;
|
|
f.state = CTFF_STOLEN;
|
|
f.actor = player1; // do this although we don't know if we picked the flag to avoid getting it after a possible respawn
|
|
f.actor_cn = getclientnum();
|
|
f.ack = false;
|
|
addmsg(SV_FLAGACTION, "rii", action, f.team);
|
|
}
|
|
|
|
void tryflagdrop(bool manual)
|
|
{
|
|
loopi(2)
|
|
{
|
|
flaginfo &f = flaginfos[i];
|
|
if(f.state==CTFF_STOLEN && f.actor==player1)
|
|
{
|
|
f.flagent->spawned = false;
|
|
f.state = CTFF_DROPPED;
|
|
f.ack = false;
|
|
flagdropmillis = lastmillis+3000;
|
|
addmsg(SV_FLAGACTION, "rii", manual ? FA_DROP : FA_LOST, f.team);
|
|
}
|
|
}
|
|
}
|
|
|
|
void flagreturn(int fln)
|
|
{
|
|
flaginfo &f = flaginfos[fln];
|
|
f.flagent->spawned = false;
|
|
f.ack = false;
|
|
addmsg(SV_FLAGACTION, "rii", FA_RETURN, f.team);
|
|
}
|
|
|
|
void flagscore(int fln)
|
|
{
|
|
flaginfo &f = flaginfos[fln];
|
|
f.ack = false;
|
|
addmsg(SV_FLAGACTION, "rii", FA_SCORE, f.team);
|
|
}
|
|
|
|
// flag ent actions from the net
|
|
|
|
void flagstolen(int flag, int act)
|
|
{
|
|
playerent *actor = getclient(act);
|
|
flaginfo &f = flaginfos[flag];
|
|
f.actor = actor; // could be NULL if we just connected
|
|
f.actor_cn = act;
|
|
f.flagent->spawned = false;
|
|
f.ack = true;
|
|
}
|
|
|
|
void flagdropped(int flag, float x, float y, float z)
|
|
{
|
|
flaginfo &f = flaginfos[flag];
|
|
if(OUTBORD(x, y)) return; // valid pos
|
|
bounceent p;
|
|
p.plclipped = true;
|
|
p.rotspeed = 0.0f;
|
|
p.o.x = x;
|
|
p.o.y = y;
|
|
p.o.z = z;
|
|
p.vel.z = -0.8f;
|
|
p.aboveeye = p.eyeheight = p.maxeyeheight = 0.4f;
|
|
p.radius = 0.1f;
|
|
|
|
bool oldcancollide = false;
|
|
if(f.actor)
|
|
{
|
|
oldcancollide = f.actor->cancollide;
|
|
f.actor->cancollide = false; // avoid collision with owner
|
|
}
|
|
loopi(100) // perform physics steps
|
|
{
|
|
moveplayer(&p, 10, true, 50);
|
|
if(p.stuck) break;
|
|
}
|
|
if(f.actor) f.actor->cancollide = oldcancollide; // restore settings
|
|
|
|
f.pos.x = round(p.o.x);
|
|
f.pos.y = round(p.o.y);
|
|
f.pos.z = round(p.o.z);
|
|
if(f.pos.z < hdr.waterlevel) f.pos.z = (short) hdr.waterlevel;
|
|
f.flagent->spawned = true;
|
|
f.ack = true;
|
|
}
|
|
|
|
void flaginbase(int flag)
|
|
{
|
|
flaginfo &f = flaginfos[flag];
|
|
f.actor = NULL; f.actor_cn = -1;
|
|
f.pos = vec(f.flagent->x, f.flagent->y, f.flagent->z);
|
|
f.flagent->spawned = true;
|
|
f.ack = true;
|
|
}
|
|
|
|
void flagidle(int flag)
|
|
{
|
|
flaginbase(flag);
|
|
flaginfos[flag].flagent->spawned = false;
|
|
}
|
|
|
|
void entstats(void)
|
|
{
|
|
int entcnt[MAXENTTYPES] = {0}, clipents = 0, spawncnt[5] = {0};
|
|
loopv(ents)
|
|
{
|
|
entity &e = ents[i];
|
|
if(e.type >= MAXENTTYPES) continue;
|
|
entcnt[e.type]++;
|
|
switch(e.type)
|
|
{
|
|
case MAPMODEL:
|
|
{
|
|
mapmodelinfo &mmi = getmminfo(e.attr2);
|
|
if(&mmi && mmi.h) clipents++;
|
|
break;
|
|
}
|
|
case PLAYERSTART:
|
|
if(e.attr2 < 2) spawncnt[e.attr2]++;
|
|
if(e.attr2 == 100) spawncnt[2]++;
|
|
break;
|
|
case CTF_FLAG:
|
|
if(e.attr2 < 2) spawncnt[e.attr2 + 3]++;
|
|
break;
|
|
}
|
|
}
|
|
loopi(MAXENTTYPES)
|
|
{
|
|
if(entcnt[i]) switch(i)
|
|
{
|
|
case MAPMODEL: conoutf(" %d %s, %d clipped", entcnt[i], entnames[i], clipents); break;
|
|
case PLAYERSTART: conoutf(" %d %s, %d CLA, %d RVSF, %d FFA", entcnt[i], entnames[i], spawncnt[0], spawncnt[1], spawncnt[2]); break;
|
|
case CTF_FLAG: conoutf(" %d %s, %d CLA, %d RVSF", entcnt[i], entnames[i], spawncnt[3], spawncnt[4]); break;
|
|
default: conoutf(" %d %s", entcnt[i], entnames[i]); break;
|
|
}
|
|
}
|
|
conoutf("total entities: %d", ents.length());
|
|
}
|
|
|
|
COMMAND(entstats, "");
|
|
|
|
vector<int> changedents;
|
|
int lastentsync = 0;
|
|
|
|
void syncentchanges(bool force)
|
|
{
|
|
if(lastmillis - lastentsync < 1000 && !force) return;
|
|
loopv(changedents) if(ents.inrange(changedents[i]))
|
|
{
|
|
entity &e = ents[changedents[i]];
|
|
addmsg(SV_EDITENT, "ri9", changedents[i], e.type, e.x, e.y, e.z, e.attr1, e.attr2, e.attr3, e.attr4);
|
|
}
|
|
changedents.setsize(0);
|
|
lastentsync = lastmillis;
|
|
}
|