Files
assaultcube-/source/src/entities.cpp
T
ac-stef 1a4fca5c3c make some editmode options persistent
keep values of showmodelclipping, showladderentities and showplayerstarts
2016-08-27 21:58:02 +02:00

744 lines
24 KiB
C++

// entities.cpp: map entity related functions (pickup etc.)
#include "cube.h"
VAR(showclips, 0, 1, 1);
VARP(showmodelclipping, 0, 0, 1);
VARP(showladderentities, 0, 0, 1);
VARP(showplayerstarts, 0, 0, 1);
vector<entity> ents;
vector<int> eh_ents; // edithide entities
const char *entmdlnames[] =
{
"pistolclips", "ammobox", "nade", "health", "helmet", "kevlar", "akimbo", "nades" //FIXME
};
void renderent(entity &e)
{
/* FIXME: if the item list change, this hack will be messed */
defformatstring(widn)("modmdlpickup%d", e.type-3);
defformatstring(mdlname)("pickups/%s", identexists(widn)?getalias(widn):
entmdlnames[e.type-I_CLIPS+(m_lss && e.type==I_GRENADE ? 5:0)]);
float z = (float)(1+sinf(lastmillis/100.0f+e.x+e.y)/20), yaw = lastmillis/10.0f;
rendermodel(mdlname, ANIM_MAPMODEL|ANIM_LOOP|ANIM_DYNALLOC, 0, 0, vec(e.x, e.y, z+S(e.x, e.y)->floor + float(e.attr1) / ENTSCALE10), 0, yaw, 0);
}
void renderclip(entity &e)
{
float xradius = max(float(e.attr2) / ENTSCALE5, 0.05f), yradius = max(float(e.attr3) / ENTSCALE5, 0.05f), h = max(float(e.attr4) / ENTSCALE5, 0.1f);
vec bbmin(e.x - xradius, e.y - yradius, float(S(e.x, e.y)->floor + float(e.attr1) / ENTSCALE10)),
bbmax(e.x + xradius, e.y + yradius, bbmin.z + h);
vec bb[4];
loopi(4) bb[i] = bbmin;
bb[2].x = bb[1].x = bbmax.x;
bb[2].y = bb[3].y = bbmax.y;
vec o(e.x, e.y, bbmin.z);
float tx = 0, ty = 0, angle = 0;
switch(e.attr7 & 3)
{
case 1: tx = float(e.attr6) / (4 * ENTSCALE10); break; // tilt x
case 2: ty = float(e.attr6) / (4 * ENTSCALE10); break; // tilt y
case 3: angle = PI/4; break; // rotate 45°
}
loopi(4)
{
bb[i].sub(o).rotate_around_z(angle); // rotate
bb[i].z += bb[i].x * tx + bb[i].y * ty; // tilt
bb[i].add(o);
}
glDisable(GL_TEXTURE_2D);
switch(e.type)
{
case CLIP: linestyle(1, 0xFF, 0xFF, 0); break; // yellow
case MAPMODEL: linestyle(1, 0, 0xFF, 0); break; // green
case PLCLIP: linestyle(1, 0xFF, 0, 0xFF); break; // magenta
case LADDER: linestyle(1, 0, 0, 0xFF); break; // blue
}
glBegin(GL_LINES);
loopi(16)
{
int j = ((i + 1) % 8) / 2;
glVertex3f(bb[j].x, bb[j].y, bb[j].z + (i > 7 ? h : 0));
}
loopi(8) glVertex3f(bb[i / 2].x, bb[i / 2].y, bb[i / 2].z + (i & 1 ? h : 0));
glEnd();
glEnable(GL_TEXTURE_2D);
}
void rendermapmodels()
{
loopv(ents)
{
entity &e = ents[i];
if(e.type==MAPMODEL)
{
mapmodelinfo *mmi = getmminfo(e.attr2);
if(!mmi) continue;
rendermodel(mmi->name, ANIM_MAPMODEL|ANIM_LOOP, e.attr4, 0, vec(e.x, e.y, S(e.x, e.y)->floor + mmi->zoff + float(e.attr3) / ENTSCALE5), e.attr6, float(e.attr1) / ENTSCALE10, float(e.attr5) / ENTSCALE10, 10.0f, 0, NULL, NULL, mmi->scale);
}
}
}
void showedithide()
{
loopv(eh_ents)
{
if(eh_ents[i]>0 && eh_ents[i]<MAXENTTYPES) { conoutf("#%02d: %d : %s", i, eh_ents[i], entnames[eh_ents[i]]); }
else { conoutf("#%02d: %d : -n/a-", i, eh_ents[i]); }
}
}
COMMAND(showedithide, "");
void setedithide(char *text) // FIXME: human indexing inside
{
eh_ents.setsize(0);
if(text && text[0] != '\0')
{
char *b, *s = strtok_r(text, " ", &b);
do
{
bool k = false;
int sn = -1;
int tn = atoi(s);
loopi(MAXENTTYPES) if(!strcmp(entnames[i], s)) sn = i;
if(sn!=-1) { loopv(eh_ents) { if(eh_ents[i]==sn) { k = true; } } }
else sn = tn;
if(!k) { if(sn>0 && sn<MAXENTTYPES) eh_ents.add(sn); }
s = strtok_r(NULL, " ", &b);
}
while(s);
}
}
COMMAND(setedithide, "c");
void seteditshow(char *just)
{
eh_ents.setsize(0);
if(just && just[0] != '\0')
{
char *b, *s = strtok_r(just, " ", &b);
int sn = -1;
int tn = atoi(s);
loopi(MAXENTTYPES) if(!strcmp(entnames[i], s)) sn = i;
if(sn==-1) sn = tn;
loopi(MAXENTTYPES-1)
{
int j = i+1;
if(j!=sn) eh_ents.add(j);
}
}
}
COMMAND(seteditshow, "s");
void renderentarrow(const entity &e, const vec &dir, float radius)
{
if(radius <= 0) return;
float arrowsize = min(radius/8, 0.5f);
vec epos(e.x, e.y, e.z);
vec target = vec(dir).mul(radius).add(epos), arrowbase = vec(dir).mul(radius - arrowsize).add(epos), spoke;
spoke.orthogonal(dir);
spoke.normalize();
spoke.mul(arrowsize);
glDisable(GL_TEXTURE_2D); // this disables reaction to light, but also emphasizes shadows .. a nice effect, but should be independent
glDisable(GL_CULL_FACE);
glLineWidth(3);
glBegin(GL_LINES);
glVertex3fv(epos.v);
glVertex3fv(target.v);
glEnd();
glBegin(GL_TRIANGLE_FAN);
glVertex3fv(target.v);
loopi(5)
{
vec p(spoke);
p.rotate(2*M_PI*i/4.0f, dir);
p.add(arrowbase);
glVertex3fv(p.v);
}
glEnd();
glLineWidth(1);
glEnable(GL_CULL_FACE);
glEnable(GL_TEXTURE_2D);
}
void renderentities()
{
int closest = editmode ? closestent() : -1;
if(editmode && !reflecting && !refracting && !stenciling)
{
static int lastsparkle = 0;
if(lastmillis - lastsparkle >= 20)
{
lastsparkle = lastmillis - (lastmillis%20);
// closest see above
loopv(ents)
{
entity &e = ents[i];
if(e.type==NOTUSED) continue;
bool ice = false;
loopk(eh_ents.length()) if(eh_ents[k]==e.type) ice = true;
if(ice) continue;
vec v(e.x, e.y, e.z);
if(vec(v).sub(camera1->o).dot(camdir) < 0) continue;
//particle_splash(i == closest ? PART_ELIGHT : PART_ECLOSEST, 2, 40, v);
int sc = PART_ECARROT; // "carrot" (orange) - entity slot currently unused, possibly "reserved"
if(i==closest)
{
sc = PART_ECLOSEST; // blue
}
else switch(e.type)
{
case LIGHT : sc = PART_ELIGHT; break; // white
case PLAYERSTART: sc = PART_ESPAWN; break; // green
case I_CLIPS:
case I_AMMO:
case I_GRENADE: sc = PART_EAMMO; break; // red
case I_HEALTH:
case I_HELMET:
case I_ARMOUR:
case I_AKIMBO: sc = PART_EPICKUP; break; // yellow
case MAPMODEL:
case SOUND: sc = PART_EMODEL; break; // magenta
case LADDER:
case CLIP:
case PLCLIP: sc = PART_ELADDER; break; // grey
case CTF_FLAG: sc = PART_EFLAG; break; // turquoise
default: break;
}
//particle_splash(sc, i==closest?6:2, i==closest?120:40, v);
particle_splash(sc, 2, 40, v);
}
}
}
loopv(ents)
{
entity &e = ents[i];
if(isitem(e.type))
{
if((!OUTBORD(e.x, e.y) && e.spawned) || editmode)
{
renderent(e);
}
}
else if(editmode)
{
if(e.type==CTF_FLAG)
{
defformatstring(path)("pickups/flags/%s", team_basestring(e.attr2));
rendermodel(path, ANIM_FLAG|ANIM_LOOP, 0, 0, vec(e.x, e.y, (float)S(e.x, e.y)->floor), 0, float(e.attr1) / ENTSCALE10, 0, 120.0f);
}
else if((e.type == CLIP || e.type == PLCLIP) && showclips && !stenciling) renderclip(e);
else if(e.type == MAPMODEL && showclips && showmodelclipping && !stenciling)
{
mapmodelinfo *mmi = getmminfo(e.attr2);
if(mmi && mmi->h)
{
entity ce = e;
ce.attr1 = (mmi->zoff + float(e.attr3) / ENTSCALE5) * ENTSCALE10;
ce.attr2 = ce.attr3 = mmi->rad * ENTSCALE5;
ce.attr4 = mmi->h * ENTSCALE5;
ce.attr5 = ce.attr6 = ce.attr7 = 0;
renderclip(ce);
}
}
else if(e.type == LADDER && showladderentities && !stenciling)
{
entity ce = e;
ce.attr1 = 0;
ce.attr2 = ce.attr3 = 0;
ce.attr4 = e.attr1 * ENTSCALE5;
ce.attr5 = ce.attr6 = 0;
ce.attr7 = 3;
renderclip(ce);
}
else if(e.type == PLAYERSTART && showplayerstarts)
{
vec o(e.x, e.y, 0);
if(!OUTBORD(e.x, e.y)) o.z += S(e.x, e.y)->floor;
const char *skin;
switch(e.attr2)
{
case 0: skin = "packages/models/playermodels/CLA/red.jpg"; break;
case 1: skin = "packages/models/playermodels/RVSF/blue.jpg"; break;
default: skin = "packages/models/playermodels/ffaspawn.jpg"; break;
}
rendermodel("playermodels", ANIM_IDLE, -(int)textureload(skin)->id, 1.5f, o, 0, e.attr1 / ENTSCALE10 + 90, 0);
}
}
if(editmode && i==closest && !stenciling)//closest see above
{
switch(e.type)
{
case PLAYERSTART:
{
glColor3f(0, 1, 1);
vec dir(0, -1, 0);
dir.rotate_around_z(float(e.attr1) / ENTSCALE10 * RAD);
renderentarrow(e, dir, 4);
glColor3f(1, 1, 1);
}
default: break;
}
}
}
if(m_flags && !editmode) loopi(2)
{
flaginfo &f = flaginfos[i];
switch(f.state)
{
case CTFF_STOLEN:
if(f.actor && f.actor != player1)
{
if(OUTBORD(f.actor->o.x, f.actor->o.y)) break;
defformatstring(path)("pickups/flags/small_%s%s", m_ktf ? "" : team_basestring(i), m_htf ? "_htf" : m_ktf ? "ktf" : "");
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)), 0, lastmillis/2.5f, 0, 120.0f);
}
break;
case CTFF_INBASE:
if(!clentstats.flags[i]) break;
case CTFF_DROPPED:
{
if(OUTBORD(f.pos.x, f.pos.y)) break;
entity &e = *f.flagent;
defformatstring(path)("pickups/flags/%s%s", m_ktf ? "" : team_basestring(i), m_htf ? "_htf" : m_ktf ? "ktf" : "");
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), 0, float(e.attr1) / ENTSCALE10, 0, 120.0f);
break;
}
case CTFF_IDLE:
break;
}
}
}
// these two functions are called when the server acknowledges that you really
// picked up the item (in multiplayer someone may grab it before you).
void pickupeffects(int n, playerent *d)
{
if(!ents.inrange(n)) return;
entity &e = ents[n];
e.spawned = false;
if(!d) return;
d->pickup(e.type);
if (m_lss && e.type == I_GRENADE) d->pickup(e.type); // get 2
itemstat *is = d->itemstats(e.type);
if(d!=player1 && d->type!=ENT_BOT) return;
if(is)
{
if(d==player1)
{
audiomgr.playsoundc(is->sound);
/*
onPickup arg1 legend:
0 = pistol clips
1 = ammo box
2 = grenade
3 = health pack
4 = helmet
5 = armour
6 = akimbo
*/
if(identexists("onPickup"))
{
itemstat *tmp = NULL;
switch(e.type)
{
case I_CLIPS: tmp = &ammostats[GUN_PISTOL]; break;
case I_AMMO: tmp = &ammostats[player1->primary]; break;
case I_GRENADE: tmp = &ammostats[GUN_GRENADE]; break;
case I_AKIMBO: tmp = &ammostats[GUN_AKIMBO]; break;
case I_HEALTH:
case I_HELMET:
case I_ARMOUR: tmp = &powerupstats[e.type-I_HEALTH]; break;
default: break;
}
if(tmp) exechook(HOOK_SP, "onPickup", "%d %d", e.type - 3, m_lss && e.type == I_GRENADE ? 2 : tmp->add);
}
}
else audiomgr.playsound(is->sound, d);
}
weapon *w = NULL;
switch(e.type)
{
case I_AKIMBO: w = d->weapons[GUN_AKIMBO]; break;
case I_CLIPS: w = d->weapons[GUN_PISTOL]; break;
case I_AMMO: w = d->primweap; break;
case I_GRENADE: w = d->weapons[GUN_GRENADE]; break;
}
if(w) w->onammopicked();
}
// these functions are called when the client touches the item
extern int lastspawn;
void trypickup(int n, playerent *d)
{
entity &e = ents[n];
switch(e.type)
{
default:
if( d->canpickup(e.type) && lastmillis > e.lastmillis + 250 && lastmillis > lastspawn + 500 )
{
if(d->type==ENT_PLAYER) addmsg(SV_ITEMPICKUP, "ri", n);
else if(d->type==ENT_BOT && serverpickup(n, -1)) pickupeffects(n, d);
e.lastmillis = lastmillis;
}
break;
case LADDER:
if(!d->crouching) d->onladder = true;
break;
}
}
void trypickupflag(int flag, playerent *d)
{
if(d==player1)
{
flaginfo &f = flaginfos[flag];
flaginfo &of = flaginfos[team_opposite(flag)];
if(f.state == CTFF_STOLEN) return;
bool own = flag == team_base(d->team);
if(m_ctf)
{
if(own) // it's the own flag
{
if(f.state == CTFF_DROPPED) flagreturn(flag);
else if(f.state == CTFF_INBASE && of.state == CTFF_STOLEN && of.actor == d && of.ack) flagscore(of.team);
}
else flagpickup(flag);
}
else if(m_htf)
{
if(own)
{
flagpickup(flag);
}
else
{
if(f.state == CTFF_DROPPED) flagscore(f.team); // may not count!
}
}
else if(m_ktf)
{
if(f.state != CTFF_INBASE) return;
flagpickup(flag);
}
}
}
void checkitems(playerent *d)
{
if(editmode || d->state!=CS_ALIVE) return;
d->onladder = false;
float eyeheight = d->eyeheight;
loopv(ents)
{
entity &e = ents[i];
if(e.type==NOTUSED) continue;
if(e.type==LADDER)
{
if(OUTBORD(e.x, e.y)) continue;
vec v(e.x, e.y, d->o.z);
float dist1 = d->o.dist(v);
float dist2 = d->o.z - (S(e.x, e.y)->floor+eyeheight);
if(dist1<1.5f && dist2<e.attr1) trypickup(i, d);
continue;
}
if(!e.spawned) continue;
if(OUTBORD(e.x, e.y)) continue;
if(e.type==CTF_FLAG) continue;
// simple 2d collision
vec v(e.x, e.y, S(e.x, e.y)->floor+eyeheight);
if(isitem(e.type)) v.z += float(e.attr1) / ENTSCALE10;
if(d->o.dist(v)<2.5f) trypickup(i, d);
}
if(m_flags) loopi(2)
{
flaginfo &f = flaginfos[i];
entity &e = *f.flagent;
if(!e.spawned || !f.ack || (f.state == CTFF_INBASE && !clentstats.flags[i])) continue;
if(OUTBORD(f.pos.x, f.pos.y)) continue;
if(f.state==CTFF_DROPPED) // 3d collision for dropped ctf flags
{
if(objcollide(d, f.pos, 2.5f, 8.0f)) trypickupflag(i, d);
}
else // simple 2d collision
{
vec v = f.pos;
v.z = S(int(v.x), int(v.y))->floor + eyeheight;
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
}
}
SVARFP(nextprimary, guns[GUN_ASSAULT].modelname,
{
int n = getlistindex(nextprimary, gunnames, true, -1);
switch(n)
{
default:
conoutf("\"%s\" is not a valid primary weapon", nextprimary);
n = GUN_ASSAULT;
case GUN_CARBINE:
case GUN_SHOTGUN:
case GUN_SUBGUN:
case GUN_SNIPER:
case GUN_ASSAULT:
player1->setnextprimary(n);
addmsg(SV_PRIMARYWEAP, "ri", player1->nextprimweap->type);
nextprimary = exchangestr(nextprimary, gunnames[player1->nextprimweap->type]);
break;
}
});
// 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.pos.x = floor(player1->o.x + 0.5f);
f.pos.y = floor(player1->o.y + 0.5f);
f.pos.z = floor(player1->o.z + 0.5f);
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 = 1.0f;
p.eyeheight = p.maxeyeheight = 0.1f;
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(p.o.z < waterlevel)
{
p.aboveeye = 6.7f;
loopirev((waterlevel - p.o.z) / 0.2f + 1)
{
p.o.z += 0.2f;
if(p.o.z > z) p.radius = 1.0f; // don't float through small holes in the ceiling
if(collide(&p)) break;
}
if(p.o.z > waterlevel) p.o.z = waterlevel;
}
if(f.actor) f.actor->cancollide = oldcancollide; // restore settings
f.pos.x = floor(p.o.x + 0.5f);
f.pos.y = floor(p.o.y + 0.5f);
f.pos.z = floor(p.o.z * 5 + 0.5f) / 5;
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)
{
entitystats_s es;
calcentitystats(es, NULL, 0);
int clipents = 0;
loopv(ents)
{
entity &e = ents[i];
if(e.type == MAPMODEL)
{
mapmodelinfo *mmi = getmminfo(e.attr2);
if(mmi && mmi->h) clipents++;
}
}
string txt = "", clips = "";
loopi(MAXENTTYPES) if(es.entcnt[i]) switch(i)
{
case MAPMODEL: conoutf(" %d %s, %d clipped", es.entcnt[i], entnames[i], clipents); break;
case PLAYERSTART: conoutf(" %d %s, %d CLA, %d RVSF, %d FFA%c \f3unknown %d", es.entcnt[i], entnames[i], es.spawns[0], es.spawns[1], es.spawns[2], es.unknownspawns ? ',' : '\0', es.unknownspawns); break;
case CTF_FLAG: conoutf(" %d %s, %d CLA, %d RVSF%c \f3unknown %d", es.entcnt[i], entnames[i], es.flags[0], es.flags[1], es.unknownflags ? ',' : '\0', es.unknownflags); break;
case CLIP:
case PLCLIP: concatformatstring(clips, ", %d %s", es.entcnt[i], entnames[i]); break;
case NOTUSED: conoutf(" %d deleted", es.entcnt[i]); break;
default: if(isitem(i)) concatformatstring(txt, ", %d %s", es.entcnt[i], entnames[i]);
else conoutf(" %d %s", es.entcnt[i], entnames[i]);
break;
}
if(*clips) conoutf(" %s", clips + 2);
if(es.pickups)
{
conoutf(" %d pickups:%s", es.pickups, txt + 1);
*txt = '\0';
loopi(LARGEST_FACTOR + 1) concatformatstring(txt, " %d", es.pickupdistance[i]);
conoutf(" pickupdistance:%s", txt);
}
if(es.entcnt[CTF_FLAG]) conoutf(" flag distance: %d", es.flagentdistance);
conoutf(" map capabilities: has ffa spawns %d, has team spawns %d, has flags %d", es.hasffaspawns ? 1 : 0, es.hasteamspawns ? 1 : 0, es.hasflags ? 1 : 0);
conoutf("total entities: %d", ents.length());
}
COMMANDN(entstats, 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, "ri9i3", changedents[i], e.type, e.x, e.y, e.z, e.attr1, e.attr2, e.attr3, e.attr4, e.attr5, e.attr6, e.attr7);
}
changedents.setsize(0);
lastentsync = lastmillis;
}
void clampentityattributes(persistent_entity &e)
{
if(e.type < MAXENTTYPES)
{
int c;
#define CLAMPATTR(x) \
c = entwraparound[e.type][x - 1]; \
if(c > 0) e.attr##x = (e.attr##x % c + c) % c; /* fold value into range 0..c */ \
else if(c < 0) e.attr##x = e.attr##x % (-c) /* fold value into range -c..c */
CLAMPATTR(1);
CLAMPATTR(2);
CLAMPATTR(3);
CLAMPATTR(4);
CLAMPATTR(5);
CLAMPATTR(6);
CLAMPATTR(7);
}
}
const char *formatentityattributes(const persistent_entity &e, bool withcomma)
{
static string res;
int t = e.type < MAXENTTYPES ? e.type : 0;
const char *c = withcomma ? "," : "";
#define AA(x) floatstr(float(e.attr##x) / entscale[t][x - 1], true)
formatstring(res)("%s%s %s%s %s%s %s%s %s%s %s%s %s", AA(1), c, AA(2), c, AA(3), c, AA(4), c, AA(5), c, AA(6), c, AA(7));
#undef AA
return res;
}