diff options
author | Tim Angus <tim@ngus.net> | 2005-10-03 20:52:19 +0000 |
---|---|---|
committer | Tim Angus <tim@ngus.net> | 2005-10-03 20:52:19 +0000 |
commit | 57a17f003806d9326b64317babf866d6111c0abb (patch) | |
tree | 9783aa743a70eadc3c2e6d88117d145d6d1ba3cb /src/game/g_buildable.c | |
parent | e6f475ab2290ff7bc847336ed1f211f2092ac602 (diff) |
* Removed jump pad code (and associated media loading)
* Removed loading of some Q3 cruft
* Spilled events attached to temporary entities are now reattached to their
original entities, fixing the missing flame bug
* Fixed "suicide god" bug
* Fixed bug where zap ignores armour
* Fixed missing particle systems when follow-spectating
* Fixed potential bug involving dodgy pointer arithmetic in CG_LoadClientInfo
* Cleaned up logic in CG_AddPlayerWeapon
* MASK_SHOT traces no longer collide with corpses
* Corpses timeout in 20 seconds instead of 60
* Improved robustness of spawn validation, fixing the bug on transit
* A crapload of whitespace fixes
Diffstat (limited to 'src/game/g_buildable.c')
-rw-r--r-- | src/game/g_buildable.c | 411 |
1 files changed, 212 insertions, 199 deletions
diff --git a/src/game/g_buildable.c b/src/game/g_buildable.c index fef7697c..923d210f 100644 --- a/src/game/g_buildable.c +++ b/src/game/g_buildable.c @@ -26,9 +26,9 @@ void G_setBuildableAnim( gentity_t *ent, buildableAnimNumber_t anim, qboolean fo if( force ) localAnim |= ANIM_FORCEBIT; - + localAnim |= ( ( ent->s.legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ); - + ent->s.legsAnim = localAnim; } @@ -51,7 +51,8 @@ G_CheckSpawnPoint Check if a spawn at a specified point is valid =============== */ -gentity_t *G_CheckSpawnPoint( vec3_t origin, vec3_t normal, buildable_t spawn, vec3_t spawnOrigin ) +gentity_t *G_CheckSpawnPoint( int spawnNum, vec3_t origin, vec3_t normal, + buildable_t spawn, vec3_t spawnOrigin ) { float displacement; vec3_t mins, maxs; @@ -65,17 +66,22 @@ gentity_t *G_CheckSpawnPoint( vec3_t origin, vec3_t normal, buildable_t spawn, v { VectorSet( cmins, -MAX_ALIEN_BBOX, -MAX_ALIEN_BBOX, -MAX_ALIEN_BBOX ); VectorSet( cmaxs, MAX_ALIEN_BBOX, MAX_ALIEN_BBOX, MAX_ALIEN_BBOX ); - + displacement = ( maxs[ 2 ] + MAX_ALIEN_BBOX ) * M_ROOT3; VectorMA( origin, displacement, normal, localOrigin ); - + + trap_Trace( &tr, origin, NULL, NULL, localOrigin, spawnNum, MASK_SHOT ); + + if( tr.entityNum != ENTITYNUM_NONE ) + return &g_entities[ tr.entityNum ]; + trap_Trace( &tr, localOrigin, cmins, cmaxs, localOrigin, -1, MASK_SHOT ); if( tr.entityNum == ENTITYNUM_NONE ) { if( spawnOrigin != NULL ) VectorCopy( localOrigin, spawnOrigin ); - + return NULL; } else @@ -87,14 +93,19 @@ gentity_t *G_CheckSpawnPoint( vec3_t origin, vec3_t normal, buildable_t spawn, v VectorCopy( origin, localOrigin ); localOrigin[ 2 ] += maxs[ 2 ] + fabs( cmins[ 2 ] ) + 1.0f; - + + trap_Trace( &tr, origin, NULL, NULL, localOrigin, spawnNum, MASK_SHOT ); + + if( tr.entityNum != ENTITYNUM_NONE ) + return &g_entities[ tr.entityNum ]; + trap_Trace( &tr, localOrigin, cmins, cmaxs, localOrigin, -1, MASK_SHOT ); - + if( tr.entityNum == ENTITYNUM_NONE ) { if( spawnOrigin != NULL ) VectorCopy( localOrigin, spawnOrigin ); - + return NULL; } else @@ -115,7 +126,7 @@ static int G_NumberOfDependants( gentity_t *self ) { int i, n = 0; gentity_t *ent; - + for ( i = 1, ent = g_entities + i; i < level.num_entities; i++, ent++ ) { if( ent->s.eType != ET_BUILDABLE ) @@ -149,18 +160,18 @@ static qboolean findPower( gentity_t *self ) if( self->biteam != BIT_HUMANS ) return qfalse; - + //reactor is always powered if( self->s.modelindex == BA_H_REACTOR ) return qtrue; - + //if this already has power then stop now if( self->parentNode && self->parentNode->powered ) return qtrue; - + //reset parent self->parentNode = NULL; - + //iterate through entities for ( i = 1, ent = g_entities + i; i < level.num_entities; i++, ent++ ) { @@ -185,9 +196,9 @@ static qboolean findPower( gentity_t *self ) //if there were no power items nearby give up if( !foundPower ) return qfalse; - + //bleh - if( ( closestPower->s.modelindex == BA_H_REACTOR && ( minDistance <= REACTOR_BASESIZE ) ) || + if( ( closestPower->s.modelindex == BA_H_REACTOR && ( minDistance <= REACTOR_BASESIZE ) ) || ( closestPower->s.modelindex == BA_H_REPEATER && ( minDistance <= REPEATER_BASESIZE ) && closestPower->powered ) ) { @@ -236,14 +247,14 @@ static qboolean findDCC( gentity_t *self ) if( self->biteam != BIT_HUMANS ) return qfalse; - + //if this already has dcc then stop now if( self->dccNode && self->dccNode->powered ) return qtrue; - + //reset parent self->dccNode = NULL; - + //iterate through entities for( i = 1, ent = g_entities + i; i < level.num_entities; i++, ent++ ) { @@ -267,7 +278,7 @@ static qboolean findDCC( gentity_t *self ) //if there were no power items nearby give up if( !foundDCC ) return qfalse; - + self->dccNode = closestDCC; return qtrue; @@ -304,14 +315,14 @@ static qboolean findOvermind( gentity_t *self ) if( self->biteam != BIT_ALIENS ) return qfalse; - + //if this already has overmind then stop now if( self->overmindNode && self->overmindNode->health > 0 ) return qtrue; - + //reset parent self->overmindNode = NULL; - + //iterate through entities for( i = 1, ent = g_entities + i; i < level.num_entities; i++, ent++ ) { @@ -365,7 +376,7 @@ static qboolean findCreep( gentity_t *self ) //don't check for creep if flying through the air if( self->s.groundEntityNum == -1 ) return qtrue; - + //if self does not have a parentNode or it's parentNode is invalid find a new one if( ( self->parentNode == NULL ) || !self->parentNode->inuse ) { @@ -386,7 +397,7 @@ static qboolean findCreep( gentity_t *self ) } } } - + if( minDistance <= CREEP_BASESIZE ) { self->parentNode = closestSpawn; @@ -438,13 +449,13 @@ static void creepSlow( gentity_t *self ) VectorAdd( self->s.origin, range, maxs ); VectorSubtract( self->s.origin, range, mins ); - + //find humans num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); for( i = 0; i < num; i++ ) { enemy = &g_entities[ entityList[ i ] ]; - + if( enemy->client && enemy->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS && enemy->client->ps.groundEntityNum != ENTITYNUM_NONE && G_Visible( self, enemy ) ) @@ -504,7 +515,7 @@ void A_CreepRecede( gentity_t *self ) ( 1.0f - ( (float)( level.time - self->buildTime ) / (float)BG_FindBuildTimeForBuildable( self->s.modelindex ) ) ) ) ); } - + //creep is still receeding if( ( self->timestamp + 10000 ) > level.time ) self->nextthink = level.time + 500; @@ -537,7 +548,7 @@ void ASpawn_Melt( gentity_t *self ) { self->s.eFlags |= EF_DEAD; G_AddEvent( self, EV_BUILD_DESTROY, 0 ); - + if( self->spawned ) self->s.time = -level.time; else @@ -546,7 +557,7 @@ void ASpawn_Melt( gentity_t *self ) ( 1.0f - ( (float)( level.time - self->buildTime ) / (float)BG_FindBuildTimeForBuildable( self->s.modelindex ) ) ) ) ); } - + //not dead yet if( ( self->timestamp + 10000 ) > level.time ) self->nextthink = level.time + 500; @@ -577,7 +588,7 @@ void ASpawn_Blast( gentity_t *self ) self->timestamp = level.time; self->think = ASpawn_Melt; self->nextthink = level.time + 500; //wait .5 seconds before damaging others - + self->r.contents = 0; //stop collisions... trap_LinkEntity( self ); //...requires a relink } @@ -596,14 +607,14 @@ void ASpawn_Die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int self->die = nullDieFunction; self->think = ASpawn_Blast; - + if( self->spawned ) self->nextthink = level.time + 5000; else self->nextthink = level.time; //blast immediately - + self->s.eFlags &= ~EF_FIRING; //prevent any firing effects - + if( attacker && attacker->client && attacker->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) { if( self->s.modelindex == BA_A_OVERMIND ) @@ -624,12 +635,13 @@ void ASpawn_Think( gentity_t *self ) { gentity_t *ent; - if( self->spawned ) + if( self->spawned ) { //only suicide if at rest if( self->s.groundEntityNum ) { - if( ( ent = G_CheckSpawnPoint( self->s.origin, self->s.origin2, BA_A_SPAWN, NULL ) ) != NULL ) + if( ( ent = G_CheckSpawnPoint( self->s.number, self->s.origin, + self->s.origin2, BA_A_SPAWN, NULL ) ) != NULL ) { if( ent->s.eType == ET_BUILDABLE || ent->s.number == ENTITYNUM_WORLD || ent->s.eType == ET_MOVER ) @@ -692,7 +704,7 @@ void AOvermind_Think( gentity_t *self ) VectorAdd( self->s.origin, range, maxs ); VectorSubtract( self->s.origin, range, mins ); - + if( self->spawned && ( self->health > 0 ) ) { //do some damage @@ -700,7 +712,7 @@ void AOvermind_Think( gentity_t *self ) for( i = 0; i < num; i++ ) { enemy = &g_entities[ entityList[ i ] ]; - + if( enemy->client && enemy->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) { self->timestamp = level.time; @@ -716,7 +728,7 @@ void AOvermind_Think( gentity_t *self ) self->overmindSpawnsTimer = level.time + OVERMIND_SPAWNS_PERIOD; G_BroadcastEvent( EV_OVERMIND_SPAWNS, 0 ); } - + //overmind dying if( self->health < ( OVERMIND_HEALTH / 10.0f ) && level.time > self->overmindDyingTimer ) { @@ -730,7 +742,7 @@ void AOvermind_Think( gentity_t *self ) self->overmindAttackTimer = level.time + OVERMIND_ATTACK_PERIOD; G_BroadcastEvent( EV_OVERMIND_ATTACK, 0 ); } - + self->lastHealth = self->health; } else @@ -790,7 +802,7 @@ void ABarricade_Blast( gentity_t *self ) self->timestamp = level.time; self->think = A_CreepRecede; self->nextthink = level.time + 500; //wait .5 seconds before damaging others - + self->r.contents = 0; //stop collisions... trap_LinkEntity( self ); //...requires a relink } @@ -806,11 +818,11 @@ void ABarricade_Die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, { G_setBuildableAnim( self, BANIM_DESTROY1, qtrue ); G_setIdleBuildableAnim( self, BANIM_DESTROYED ); - + self->die = nullDieFunction; self->think = ABarricade_Blast; self->s.eFlags &= ~EF_FIRING; //prevent any firing effects - + if( self->spawned ) self->nextthink = level.time + 5000; else @@ -832,7 +844,7 @@ void ABarricade_Think( gentity_t *self ) G_Damage( self, NULL, NULL, NULL, NULL, 10000, 0, MOD_SUICIDE ); return; } - + creepSlow( self ); self->nextthink = level.time + BG_FindNextThinkForBuildable( self->s.modelindex ); @@ -864,7 +876,7 @@ void AAcidTube_Damage( gentity_t *self ) self->s.eFlags |= EF_FIRING; G_AddEvent( self, EV_ALIEN_ACIDTUBE, DirToByte( self->s.origin2 ) ); } - + if( ( self->timestamp + ACIDTUBE_REPEAT ) > level.time ) self->think = AAcidTube_Damage; else @@ -900,22 +912,22 @@ void AAcidTube_Think( gentity_t *self ) VectorAdd( self->s.origin, range, maxs ); VectorSubtract( self->s.origin, range, mins ); - + //if there is no creep nearby die if( !findCreep( self ) ) { G_Damage( self, NULL, NULL, NULL, NULL, 10000, 0, MOD_SUICIDE ); return; } - - if( self->spawned && findOvermind( self ) ) + + if( self->spawned && findOvermind( self ) ) { //do some damage num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); for( i = 0; i < num; i++ ) { enemy = &g_entities[ entityList[ i ] ]; - + if( !G_Visible( self, enemy ) ) continue; @@ -960,10 +972,10 @@ void AHive_Think( gentity_t *self ) vec3_t dirToTarget; self->nextthink = level.time + BG_FindNextThinkForBuildable( self->s.modelindex ); - + VectorAdd( self->s.origin, range, maxs ); VectorSubtract( self->s.origin, range, mins ); - + //if there is no creep nearby die if( !findCreep( self ) ) { @@ -973,15 +985,15 @@ void AHive_Think( gentity_t *self ) if( self->timestamp < level.time ) self->active = qfalse; //nothing has returned in HIVE_REPEAT seconds, forget about it - - if( self->spawned && !self->active && findOvermind( self ) ) + + if( self->spawned && !self->active && findOvermind( self ) ) { //do some damage num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); for( i = 0; i < num; i++ ) { enemy = &g_entities[ entityList[ i ] ]; - + if( enemy->health <= 0 ) continue; @@ -993,11 +1005,11 @@ void AHive_Think( gentity_t *self ) self->active = qtrue; self->target_ent = enemy; self->timestamp = level.time + HIVE_REPEAT; - + VectorSubtract( enemy->s.pos.trBase, self->s.pos.trBase, dirToTarget ); VectorNormalize( dirToTarget ); vectoangles( dirToTarget, self->turretAim ); - + //fire at target FireWeapon( self ); G_setBuildableAnim( self, BANIM_ATTACK1, qfalse ); @@ -1036,7 +1048,7 @@ qboolean AHovel_Blocked( gentity_t *hovel, gentity_t *player, qboolean provideEx BG_FindBBoxForBuildable( BA_A_HOVEL, NULL, hovelMaxs ); BG_FindBBoxForClass( player->client->ps.stats[ STAT_PCLASS ], mins, maxs, NULL, NULL, NULL ); - + VectorCopy( hovel->s.origin2, normal ); AngleVectors( hovel->s.angles, forward, NULL, NULL ); VectorInverse( forward ); @@ -1048,21 +1060,21 @@ qboolean AHovel_Blocked( gentity_t *hovel, gentity_t *player, qboolean provideEx vectoangles( forward, angles ); VectorMA( origin, HOVEL_TRACE_DEPTH, normal, start ); - + //compute a place up in the air to start the real trace trap_Trace( &tr, origin, mins, maxs, start, player->s.number, MASK_PLAYERSOLID ); VectorMA( origin, ( HOVEL_TRACE_DEPTH * tr.fraction ) - 1.0f, normal, start ); VectorMA( origin, -HOVEL_TRACE_DEPTH, normal, end ); - + trap_Trace( &tr, start, mins, maxs, end, player->s.number, MASK_PLAYERSOLID ); - + if( tr.startsolid ) return qtrue; VectorCopy( tr.endpos, origin ); - + trap_Trace( &tr, origin, mins, maxs, origin, player->s.number, MASK_PLAYERSOLID ); - + if( provideExit ) { G_SetOrigin( player, origin ); @@ -1070,7 +1082,7 @@ qboolean AHovel_Blocked( gentity_t *hovel, gentity_t *player, qboolean provideEx VectorCopy( vec3_origin, player->client->ps.velocity ); SetClientViewAngle( player, angles ); } - + if( tr.fraction < 1.0f ) return qtrue; else @@ -1106,8 +1118,8 @@ Called when an alien uses a hovel void AHovel_Use( gentity_t *self, gentity_t *other, gentity_t *activator ) { vec3_t hovelOrigin, hovelAngles, inverseNormal; - - if( self->spawned && findOvermind( self ) ) + + if( self->spawned && findOvermind( self ) ) { if( self->active ) { @@ -1169,7 +1181,7 @@ void AHovel_Think( gentity_t *self ) else G_setIdleBuildableAnim( self, BANIM_IDLE1 ); } - + creepSlow( self ); self->nextthink = level.time + 200; @@ -1199,31 +1211,31 @@ void AHovel_Die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int self->timestamp = level.time; self->think = ASpawn_Melt; self->nextthink = level.time + 500; //wait .5 seconds before damaging others - + //if the hovel is occupied free the occupant if( self->active ) { gentity_t *builder = self->builder; vec3_t newOrigin; vec3_t newAngles; - + VectorCopy( self->s.angles, newAngles ); newAngles[ ROLL ] = 0; - + VectorCopy( self->s.origin, newOrigin ); VectorMA( newOrigin, 1.0f, self->s.origin2, newOrigin ); - + //prevent lerping builder->client->ps.eFlags ^= EF_TELEPORT_BIT; - + G_SetOrigin( builder, newOrigin ); VectorCopy( newOrigin, builder->client->ps.origin ); SetClientViewAngle( builder, newAngles ); - + //client leaves hovel builder->client->ps.stats[ STAT_STATE ] &= ~SS_HOVELING; } - + self->r.contents = 0; //stop collisions... trap_LinkEntity( self ); //...requires a relink } @@ -1248,10 +1260,10 @@ void ABooster_Touch( gentity_t *self, gentity_t *other, trace_t *trace ) { int maxAmmo, maxClips; gclient_t *client = other->client; - + if( !self->spawned ) return; - + if( !findOvermind( self ) ) return; @@ -1260,15 +1272,15 @@ void ABooster_Touch( gentity_t *self, gentity_t *other, trace_t *trace ) if( client && client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) return; - + //only allow boostage once every 30 seconds if( client->lastBoostedTime + BOOSTER_INTERVAL > level.time ) return; - + //restore ammo, if any BG_FindAmmoForWeapon( client->ps.weapon, &maxAmmo, &maxClips ); BG_PackAmmoArray( client->ps.weapon, client->ps.ammo, client->ps.powerups, maxAmmo, maxClips ); - + if( !( client->ps.stats[ STAT_STATE ] & SS_BOOSTED ) ) { client->ps.stats[ STAT_STATE ] |= SS_BOOSTED; @@ -1295,7 +1307,7 @@ void ADef_FireOnEnemy( gentity_t *self, int firespeed, float range ) vec3_t halfAcceleration, thirdJerk; float distanceToTarget = BG_FindRangeForBuildable( self->s.modelindex ); int i; - + VectorScale( self->enemy->acceleration, 1.0f / 2.0f, halfAcceleration ); VectorScale( self->enemy->jerk, 1.0f / 3.0f, thirdJerk ); @@ -1308,7 +1320,7 @@ void ADef_FireOnEnemy( gentity_t *self, int firespeed, float range ) { VectorSubtract( self->enemy->s.pos.trBase, self->s.pos.trBase, dirToTarget ); distanceToTarget = VectorLength( dirToTarget ); - + G_LogPrintf( "ADef_FireOnEnemy failed.\n" " %dth iteration\n enemy location: %v\n" " enemy accleration: %v\n enemy jerk: %v\n" @@ -1316,9 +1328,9 @@ void ADef_FireOnEnemy( gentity_t *self, int firespeed, float range ) i, self->enemy->s.pos.trBase, self->enemy->acceleration, self->enemy->jerk, self->s.pos.trBase, distanceToTarget ); - return; + return; } - + VectorMA( self->enemy->s.pos.trBase, time, self->enemy->s.pos.trDelta, dirToTarget ); VectorMA( dirToTarget, time * time, halfAcceleration, dirToTarget ); @@ -1328,7 +1340,7 @@ void ADef_FireOnEnemy( gentity_t *self, int firespeed, float range ) distanceToTarget -= self->enemy->r.maxs[ 0 ]; } - + VectorNormalize( dirToTarget ); vectoangles( dirToTarget, self->turretAim ); @@ -1400,7 +1412,7 @@ void ADef_FindEnemy( gentity_t *ent, int range ) //if target is not valid keep searching if( !ADef_CheckTarget( ent, target, range ) ) continue; - + //we found a target ent->enemy = target; return; @@ -1442,7 +1454,7 @@ void ATrapper_Think( gentity_t *self ) //if a new target cannot be found don't do anything if( !self->enemy ) return; - + //if we are pointing at our target and we can fire shoot it if( self->count < level.time ) ADef_FireOnEnemy( self, firespeed, range ); @@ -1480,7 +1492,7 @@ void HRepeater_Think( gentity_t *self ) reactor = qtrue; } } - + if( G_NumberOfDependants( self ) == 0 ) { //if no dependants for x seconds then disappear @@ -1511,7 +1523,7 @@ void HRepeater_Use( gentity_t *self, gentity_t *other, gentity_t *activator ) if( !self->spawned ) return; - + G_GiveClientMaxAmmo( self, qtrue ); } @@ -1535,7 +1547,7 @@ void HReactor_Think( gentity_t *self ) VectorAdd( self->s.origin, range, maxs ); VectorSubtract( self->s.origin, range, mins ); - + if( self->spawned && ( self->health > 0 ) ) { //do some damage @@ -1543,22 +1555,22 @@ void HReactor_Think( gentity_t *self ) for( i = 0; i < num; i++ ) { enemy = &g_entities[ entityList[ i ] ]; - + if( enemy->client && enemy->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) { self->timestamp = level.time; G_SelectiveRadiusDamage( self->s.pos.trBase, self, REACTOR_ATTACK_DAMAGE, REACTOR_ATTACK_RANGE, self, MOD_REACTOR, PTE_HUMANS ); - + tent = G_TempEntity( enemy->s.pos.trBase, EV_TESLATRAIL ); VectorCopy( self->s.pos.trBase, tent->s.origin2 ); - + tent->s.generic1 = self->s.number; //src tent->s.clientNum = enemy->s.number; //dest } } - + //reactor under attack if( self->health < self->lastHealth && level.time > level.humanBaseAttackTimer && G_isDCC( ) ) @@ -1566,7 +1578,7 @@ void HReactor_Think( gentity_t *self ) level.humanBaseAttackTimer = level.time + DCC_ATTACK_PERIOD; G_BroadcastEvent( EV_DCC_ATTACK, 0 ); } - + self->lastHealth = self->health; } @@ -1591,7 +1603,7 @@ void HArmoury_Activate( gentity_t *self, gentity_t *other, gentity_t *activator //only humans can activate this if( activator->client->ps.stats[ STAT_PTEAM ] != PTE_HUMANS ) return; - + //if this is powered then call the armoury menu if( self->powered ) G_TriggerMenu( activator->client->ps.clientNum, MN_H_ARMOURY ); @@ -1611,7 +1623,7 @@ void HArmoury_Think( gentity_t *self ) { //make sure we have power self->nextthink = level.time + POWER_REFRESH_TIME; - + self->powered = findPower( self ); } @@ -1635,7 +1647,7 @@ void HDCC_Think( gentity_t *self ) { //make sure we have power self->nextthink = level.time + POWER_REFRESH_TIME; - + self->powered = findPower( self ); } @@ -1667,7 +1679,7 @@ void HMedistat_Think( gentity_t *self ) self->nextthink = level.time + POWER_REFRESH_TIME; return; } - + if( self->spawned ) { VectorAdd( self->s.origin, self->r.maxs, maxs ); @@ -1675,7 +1687,7 @@ void HMedistat_Think( gentity_t *self ) mins[ 2 ] += fabs( self->r.mins[ 2 ] ) + self->r.maxs[ 2 ]; maxs[ 2 ] += 60; //player height - + //if active use the healing idle if( self->active ) G_setIdleBuildableAnim( self, BANIM_IDLE2 ); @@ -1685,7 +1697,7 @@ void HMedistat_Think( gentity_t *self ) for( i = 0; i < num; i++ ) { player = &g_entities[ entityList[ i ] ]; - + if( player->client && player->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) { if( player->health < player->client->ps.stats[ STAT_MAX_HEALTH ] && @@ -1698,19 +1710,19 @@ void HMedistat_Think( gentity_t *self ) if( !occupied ) { self->enemy = NULL; - + //look for something to heal for( i = 0; i < num; i++ ) { player = &g_entities[ entityList[ i ] ]; - + if( player->client && player->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) { if( player->health < player->client->ps.stats[ STAT_MAX_HEALTH ] && player->client->ps.pm_type != PM_DEAD ) { self->enemy = player; - + //start the heal anim if( !self->active ) { @@ -1729,17 +1741,17 @@ void HMedistat_Think( gentity_t *self ) { G_setBuildableAnim( self, BANIM_CONSTRUCT2, qtrue ); G_setIdleBuildableAnim( self, BANIM_IDLE1 ); - + self->active = qfalse; } else if( self->enemy ) //heal! { if( self->enemy->client && self->enemy->client->ps.stats[ STAT_STATE ] & SS_POISONED ) self->enemy->client->ps.stats[ STAT_STATE ] &= ~SS_POISONED; - + if( self->enemy->client && self->enemy->client->ps.stats[ STAT_STATE ] & SS_MEDKIT_ACTIVE ) self->enemy->client->ps.stats[ STAT_STATE ] &= ~SS_MEDKIT_ACTIVE; - + self->enemy->health++; //if they're completely healed, give them a medkit @@ -1792,12 +1804,12 @@ qboolean HMGTurret_TrackEnemy( gentity_t *self ) VectorSubtract( self->enemy->s.pos.trBase, self->s.pos.trBase, dirToTarget ); VectorNormalize( dirToTarget ); - + CrossProduct( self->s.origin2, refNormal, xNormal ); VectorNormalize( xNormal ); rotAngle = RAD2DEG( acos( DotProduct( self->s.origin2, refNormal ) ) ); RotatePointAroundVector( dttAdjusted, xNormal, dirToTarget, rotAngle ); - + vectoangles( dttAdjusted, angleToTarget ); angularDiff[ PITCH ] = AngleSubtract( self->s.angles2[ PITCH ], angleToTarget[ PITCH ] ); @@ -1815,10 +1827,10 @@ qboolean HMGTurret_TrackEnemy( gentity_t *self ) temp = fabs( self->s.angles2[ PITCH ] ); if( temp > 180 ) temp -= 360; - + if( temp < -MGTURRET_VERTICALCAP ) self->s.angles2[ PITCH ] = (-360) + MGTURRET_VERTICALCAP; - + //if not pointing at our target then move accordingly if( angularDiff[ YAW ] < (-accuracyTolerance) ) self->s.angles2[ YAW ] += angularSpeed; @@ -1826,7 +1838,7 @@ qboolean HMGTurret_TrackEnemy( gentity_t *self ) self->s.angles2[ YAW ] -= angularSpeed; else self->s.angles2[ YAW ] = angleToTarget[ YAW ]; - + AngleVectors( self->s.angles2, dttAdjusted, NULL, NULL ); RotatePointAroundVector( dirToTarget, xNormal, dttAdjusted, -rotAngle ); vectoangles( dirToTarget, self->turretAim ); @@ -1835,7 +1847,7 @@ qboolean HMGTurret_TrackEnemy( gentity_t *self ) if( abs( angleToTarget[ YAW ] - self->s.angles2[ YAW ] ) <= accuracyTolerance && abs( angleToTarget[ PITCH ] - self->s.angles2[ PITCH ] ) <= accuracyTolerance ) return qtrue; - + return qfalse; } @@ -1851,7 +1863,7 @@ qboolean HMGTurret_CheckTarget( gentity_t *self, gentity_t *target, qboolean ign { trace_t trace; gentity_t *traceEnt; - + if( !target ) return qfalse; @@ -1860,10 +1872,10 @@ qboolean HMGTurret_CheckTarget( gentity_t *self, gentity_t *target, qboolean ign if( target->client->ps.stats[ STAT_STATE ] & SS_HOVELING ) return qfalse; - + if( target->health <= 0 ) return qfalse; - + if( Distance( self->s.origin, target->s.pos.trBase ) > MGTURRET_RANGE ) return qfalse; @@ -1872,7 +1884,7 @@ qboolean HMGTurret_CheckTarget( gentity_t *self, gentity_t *target, qboolean ign return qfalse; trap_Trace( &trace, self->s.pos.trBase, NULL, NULL, target->s.pos.trBase, self->s.number, MASK_SHOT ); - + traceEnt = &g_entities[ trace.entityNum ]; if( !traceEnt->client ) @@ -1903,19 +1915,19 @@ void HMGTurret_FindEnemy( gentity_t *self ) VectorSet( range, MGTURRET_RANGE, MGTURRET_RANGE, MGTURRET_RANGE ); VectorAdd( self->s.origin, range, maxs ); VectorSubtract( self->s.origin, range, mins ); - + //find aliens num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); for( i = 0; i < num; i++ ) { target = &g_entities[ entityList[ i ] ]; - + if( target->client && target->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) { //if target is not valid keep searching if( !HMGTurret_CheckTarget( self, target, qfalse ) ) continue; - + //we found a target self->enemy = target; return; @@ -1928,20 +1940,20 @@ void HMGTurret_FindEnemy( gentity_t *self ) for( i = 0; i < num; i++ ) { target = &g_entities[ entityList[ i ] ]; - + if( target->client && target->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) { //if target is not valid keep searching if( !HMGTurret_CheckTarget( self, target, qtrue ) ) continue; - + //we found a target self->enemy = target; return; } } } - + //couldn't find a target self->enemy = NULL; } @@ -1962,19 +1974,19 @@ void HMGTurret_Think( gentity_t *self ) //used for client side muzzle flashes self->s.eFlags &= ~EF_FIRING; - + //if not powered don't do anything and check again for power next think if( !( self->powered = findPower( self ) ) ) { self->nextthink = level.time + POWER_REFRESH_TIME; return; } - + if( self->spawned ) { //find a dcc for self self->dcced = findDCC( self ); - + //if the current target is not valid find a new one if( !HMGTurret_CheckTarget( self, self->enemy, qfalse ) ) { @@ -1987,7 +1999,7 @@ void HMGTurret_Think( gentity_t *self ) //if a new target cannot be found don't do anything if( !self->enemy ) return; - + self->enemy->targeted = self; //if we are pointing at our target and we can fire shoot it @@ -1995,7 +2007,7 @@ void HMGTurret_Think( gentity_t *self ) { //fire at target FireWeapon( self ); - + self->s.eFlags |= EF_FIRING; G_AddEvent( self, EV_FIRE_WEAPON, 0 ); G_setBuildableAnim( self, BANIM_ATTACK1, qfalse ); @@ -2038,22 +2050,22 @@ void HTeslaGen_Think( gentity_t *self ) self->nextthink = level.time + POWER_REFRESH_TIME; return; } - + if( self->spawned && self->count < level.time ) { //used to mark client side effects self->s.eFlags &= ~EF_FIRING; - + VectorSet( range, TESLAGEN_RANGE, TESLAGEN_RANGE, TESLAGEN_RANGE ); VectorAdd( self->s.origin, range, maxs ); VectorSubtract( self->s.origin, range, mins ); - + //find aliens num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); for( i = 0; i < num; i++ ) { enemy = &g_entities[ entityList[ i ] ]; - + if( enemy->client && enemy->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS && enemy->health > 0 ) { @@ -2107,7 +2119,7 @@ void HSpawn_Disappear( gentity_t *self ) self->think = freeBuildable; self->nextthink = level.time + 100; - + self->r.contents = 0; //stop collisions... trap_LinkEntity( self ); //...requires a relink } @@ -2139,7 +2151,7 @@ void HSpawn_Blast( gentity_t *self ) self->think = freeBuildable; self->nextthink = level.time + 100; - + self->r.contents = 0; //stop collisions... trap_LinkEntity( self ); //...requires a relink } @@ -2157,11 +2169,11 @@ void HSpawn_Die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int //pretty events and cleanup G_setBuildableAnim( self, BANIM_DESTROY1, qtrue ); G_setIdleBuildableAnim( self, BANIM_DESTROYED ); - + self->die = nullDieFunction; self->powered = qfalse; //free up power self->s.eFlags &= ~EF_FIRING; //prevent any firing effects - + if( self->spawned ) { self->think = HSpawn_Blast; @@ -2201,7 +2213,8 @@ void HSpawn_Think( gentity_t *self ) //only suicide if at rest if( self->s.groundEntityNum ) { - if( ( ent = G_CheckSpawnPoint( self->s.origin, self->s.origin2, BA_H_SPAWN, NULL ) ) != NULL ) + if( ( ent = G_CheckSpawnPoint( self->s.number, self->s.origin, + self->s.origin2, BA_H_SPAWN, NULL ) ) != NULL ) { if( ent->s.eType == ET_BUILDABLE || ent->s.number == ENTITYNUM_WORLD || ent->s.eType == ET_MOVER ) @@ -2214,7 +2227,7 @@ void HSpawn_Think( gentity_t *self ) G_FreeEntity( ent ); //quietly remove } } - + //spawn under attack if( self->health < self->lastHealth && level.time > level.humanBaseAttackTimer && G_isDCC( ) ) @@ -2222,7 +2235,7 @@ void HSpawn_Think( gentity_t *self ) level.humanBaseAttackTimer = level.time + DCC_ATTACK_PERIOD; G_BroadcastEvent( EV_DCC_ATTACK, 0 ); } - + self->lastHealth = self->health; } @@ -2257,10 +2270,10 @@ void G_BuildableTouchTriggers( gentity_t *ent ) return; BG_FindBBoxForBuildable( ent->s.modelindex, bmins, bmaxs ); - + VectorAdd( ent->s.origin, bmins, mins ); VectorAdd( ent->s.origin, bmaxs, maxs ); - + VectorSubtract( mins, range, mins ); VectorAdd( maxs, range, maxs ); @@ -2269,7 +2282,7 @@ void G_BuildableTouchTriggers( gentity_t *ent ) VectorAdd( ent->s.origin, bmins, mins ); VectorAdd( ent->s.origin, bmaxs, maxs ); - for( i = 0; i < num; i++ ) + for( i = 0; i < num; i++ ) { hit = &g_entities[ touch[ i ] ]; @@ -2282,7 +2295,7 @@ void G_BuildableTouchTriggers( gentity_t *ent ) //ignore buildables not yet spawned if( !ent->spawned ) continue; - + if( !trap_EntityContact( mins, maxs, hit ) ) continue; @@ -2315,15 +2328,15 @@ void G_BuildableThink( gentity_t *ent, int msec ) if( ent->buildTime + bTime < level.time ) ent->spawned = qtrue; } - + ent->s.generic1 = (int)( ( (float)ent->health / (float)bHealth ) * B_HEALTH_SCALE ); if( ent->s.generic1 < 0 ) ent->s.generic1 = 0; - + if( ent->powered ) ent->s.generic1 |= B_POWERED_TOGGLEBIT; - + if( ent->dcced ) ent->s.generic1 |= B_DCCED_TOGGLEBIT; @@ -2335,13 +2348,13 @@ void G_BuildableThink( gentity_t *ent, int msec ) if( ent->time1000 >= 1000 ) { ent->time1000 -= 1000; - + if( !ent->spawned ) ent->health += (int)( ceil( (float)bHealth / (float)( bTime * 0.001 ) ) ); else if( ent->biteam == BIT_ALIENS && ent->health > 0 && ent->health < bHealth && bRegen && ( ent->lastDamageTime + ALIEN_REGEN_DAMAGE_TIME ) < level.time ) ent->health += bRegen; - + if( ent->health > bHealth ) ent->health = bHealth; } @@ -2351,13 +2364,13 @@ void G_BuildableThink( gentity_t *ent, int msec ) if( ent->clientSpawnTime > 0 ) ent->clientSpawnTime -= msec; - + if( ent->clientSpawnTime < 0 ) ent->clientSpawnTime = 0; //check if this buildable is touching any triggers G_BuildableTouchTriggers( ent ); - + //fall back on normal physics routines G_Physics( ent, msec ); } @@ -2377,19 +2390,19 @@ qboolean G_BuildableRange( vec3_t origin, float r, buildable_t buildable ) vec3_t mins, maxs; int i, num; gentity_t *ent; - + VectorSet( range, r, r, r ); VectorAdd( origin, range, maxs ); VectorSubtract( origin, range, mins ); - + num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); for( i = 0; i < num; i++ ) { ent = &g_entities[ entityList[ i ] ]; - + if( ent->s.eType != ET_BUILDABLE ) continue; - + if( ent->biteam == BIT_HUMANS && !ent->powered ) continue; @@ -2423,7 +2436,7 @@ itemBuildError_t G_itemFits( gentity_t *ent, buildable_t buildable, int distance playerState_t *ps = &ent->client->ps; BG_FindBBoxForBuildable( buildable, mins, maxs ); - + BG_PositionBuildableRelativeToPlayer( ps, mins, maxs, trap_Trace, entity_origin, angles, &tr1 ); trap_Trace( &tr2, entity_origin, mins, maxs, entity_origin, ent->s.number, MASK_PLAYERSOLID ); @@ -2434,7 +2447,7 @@ itemBuildError_t G_itemFits( gentity_t *ent, buildable_t buildable, int distance //this item does not fit here if( tr2.fraction < 1.0 || tr3.fraction < 1.0 ) return IBE_NOROOM; //NO other reason is allowed to override this - + VectorCopy( tr1.plane.normal, normal ); minNormal = BG_FindMinNormalForBuildable( buildable ); invert = BG_FindInvertNormalForBuildable( buildable ); @@ -2442,12 +2455,12 @@ itemBuildError_t G_itemFits( gentity_t *ent, buildable_t buildable, int distance //can we build at this angle? if( !( normal[ 2 ] >= minNormal || ( invert && normal[ 2 ] <= -minNormal ) ) ) return IBE_NORMAL; - + if( tr1.entityNum != ENTITYNUM_WORLD ) return IBE_NORMAL; //check there is enough room to spawn from (presuming this is a spawn) - if( G_CheckSpawnPoint( origin, normal, buildable, NULL ) != NULL ) + if( G_CheckSpawnPoint( -1, origin, normal, buildable, NULL ) != NULL ) return IBE_NORMAL; contents = trap_PointContents( entity_origin, -1 ); @@ -2459,21 +2472,21 @@ itemBuildError_t G_itemFits( gentity_t *ent, buildable_t buildable, int distance if( buildable == BA_A_HOVEL ) { vec3_t builderMins, builderMaxs; - + //this assumes the adv builder is the biggest thing that'll use the hovel BG_FindBBoxForClass( PCL_ALIEN_BUILDER0_UPG, builderMins, builderMaxs, NULL, NULL, NULL ); if( APropHovel_Blocked( angles, origin, normal, ent ) ) reason = IBE_HOVELEXIT; } - + //check there is creep near by for building on if( BG_FindCreepTestForBuildable( buildable ) ) { if( !isCreep( entity_origin ) ) reason = IBE_NOCREEP; } - + //check permission to build here if( tr1.surfaceFlags & SURF_NOALIENBUILD || tr1.surfaceFlags & SURF_NOBUILD || contents & CONTENTS_NOALIENBUILD || contents & CONTENTS_NOBUILD ) @@ -2491,7 +2504,7 @@ itemBuildError_t G_itemFits( gentity_t *ent, buildable_t buildable, int distance //if none found... if( i >= level.num_entities && buildable != BA_A_OVERMIND ) reason = IBE_NOOVERMIND; - + //can we only have one of these? if( BG_FindUniqueTestForBuildable( buildable ) ) { @@ -2524,7 +2537,7 @@ itemBuildError_t G_itemFits( gentity_t *ent, buildable_t buildable, int distance //this buildable requires a DCC if( BG_FindDCCTestForBuildable( buildable ) && !G_isDCC( ) ) reason = IBE_NODCC; - + //check that there is a parent reactor when building a repeater if( buildable == BA_H_REPEATER ) { @@ -2533,16 +2546,16 @@ itemBuildError_t G_itemFits( gentity_t *ent, buildable_t buildable, int distance if( tempent->s.eType != ET_BUILDABLE ) continue; - if( tempent->s.modelindex == BA_H_REACTOR ) + if( tempent->s.modelindex == BA_H_REACTOR ) break; } - + if( i >= level.num_entities ) reason = IBE_RPTWARN; else if( G_isPower( entity_origin ) ) reason = IBE_RPTWARN2; } - + //check permission to build here if( tr1.surfaceFlags & SURF_NOHUMANBUILD || tr1.surfaceFlags & SURF_NOBUILD || contents & CONTENTS_NOHUMANBUILD || contents & CONTENTS_NOBUILD ) @@ -2556,7 +2569,7 @@ itemBuildError_t G_itemFits( gentity_t *ent, buildable_t buildable, int distance if( tempent->s.eType != ET_BUILDABLE ) continue; - if( tempent->s.modelindex == BA_H_REACTOR ) + if( tempent->s.modelindex == BA_H_REACTOR ) { reason = IBE_REACTOR; break; @@ -2590,19 +2603,19 @@ gentity_t *G_buildItem( gentity_t *builder, buildable_t buildable, vec3_t origin built->s.eType = ET_BUILDABLE; built->classname = BG_FindEntityNameForBuildable( buildable ); - + built->s.modelindex = buildable; //so we can tell what this is on the client side built->biteam = built->s.modelindex2 = BG_FindTeamForBuildable( buildable ); BG_FindBBoxForBuildable( buildable, built->r.mins, built->r.maxs ); built->health = 1; - + built->splashDamage = BG_FindSplashDamageForBuildable( buildable ); built->splashRadius = BG_FindSplashRadiusForBuildable( buildable ); built->splashMethodOfDeath = BG_FindMODForBuildable( buildable ); - + built->nextthink = BG_FindNextThinkForBuildable( buildable ); - + built->takedamage = qtrue; built->spawned = qfalse; built->buildTime = built->s.time = level.time; @@ -2615,96 +2628,96 @@ gentity_t *G_buildItem( gentity_t *builder, buildable_t buildable, vec3_t origin built->think = ASpawn_Think; built->pain = ASpawn_Pain; break; - + case BA_A_BARRICADE: built->die = ABarricade_Die; built->think = ABarricade_Think; built->pain = ABarricade_Pain; break; - + case BA_A_BOOSTER: built->die = ABarricade_Die; built->think = ABarricade_Think; built->pain = ABarricade_Pain; built->touch = ABooster_Touch; break; - + case BA_A_ACIDTUBE: built->die = ABarricade_Die; built->think = AAcidTube_Think; built->pain = ASpawn_Pain; break; - + case BA_A_HIVE: built->die = ABarricade_Die; built->think = AHive_Think; built->pain = ASpawn_Pain; break; - + case BA_A_TRAPPER: built->die = ABarricade_Die; built->think = ATrapper_Think; built->pain = ASpawn_Pain; break; - + case BA_A_OVERMIND: built->die = ASpawn_Die; built->think = AOvermind_Think; built->pain = ASpawn_Pain; break; - + case BA_A_HOVEL: built->die = AHovel_Die; built->use = AHovel_Use; built->think = AHovel_Think; built->pain = ASpawn_Pain; break; - + case BA_H_SPAWN: built->die = HSpawn_Die; built->think = HSpawn_Think; break; - + case BA_H_MGTURRET: built->die = HSpawn_Die; built->think = HMGTurret_Think; break; - + case BA_H_TESLAGEN: built->die = HSpawn_Die; built->think = HTeslaGen_Think; break; - + case BA_H_ARMOURY: built->think = HArmoury_Think; built->die = HSpawn_Die; built->use = HArmoury_Activate; break; - + case BA_H_DCC: built->think = HDCC_Think; built->die = HSpawn_Die; break; - + case BA_H_MEDISTAT: built->think = HMedistat_Think; built->die = HSpawn_Die; break; - + case BA_H_REACTOR: built->think = HReactor_Think; built->die = HSpawn_Die; built->use = HRepeater_Use; built->powered = built->active = qtrue; break; - + case BA_H_REPEATER: built->think = HRepeater_Think; built->die = HSpawn_Die; built->use = HRepeater_Use; built->count = -1; break; - + default: //erk break; @@ -2729,14 +2742,14 @@ gentity_t *G_buildItem( gentity_t *builder, buildable_t buildable, vec3_t origin built->s.pos.trTime = level.time; built->physicsBounce = BG_FindBounceForBuildable( buildable ); built->s.groundEntityNum = -1; - + if( builder->client && builder->client->ps.stats[ STAT_STATE ] & SS_WALLCLIMBING ) { if( builder->client->ps.stats[ STAT_STATE ] & SS_WALLCLIMBINGCEILING ) VectorSet( normal, 0.0f, 0.0f, -1.0f ); else VectorCopy( builder->client->ps.grapplePoint, normal ); - + //gently nudge the buildable onto the surface :) VectorScale( normal, -50.0f, built->s.pos.trDelta ); } @@ -2748,21 +2761,21 @@ gentity_t *G_buildItem( gentity_t *builder, buildable_t buildable, vec3_t origin if( built->s.generic1 < 0 ) built->s.generic1 = 0; - + if( ( built->powered = findPower( built ) ) ) built->s.generic1 |= B_POWERED_TOGGLEBIT; - + if( ( built->dcced = findDCC( built ) ) ) built->s.generic1 |= B_DCCED_TOGGLEBIT; - + built->s.generic1 &= ~B_SPAWNED_TOGGLEBIT; VectorCopy( normal, built->s.origin2 ); - + G_AddEvent( built, EV_BUILD_CONSTRUCT, 0 ); G_setIdleBuildableAnim( built, BG_FindAnimForBuildable( buildable ) ); - + if( built->builtBy >= 0 ) G_setBuildableAnim( built, BANIM_CONSTRUCT1, qtrue ); @@ -2782,7 +2795,7 @@ qboolean G_ValidateBuild( gentity_t *ent, buildable_t buildable ) vec3_t origin; dist = BG_FindBuildDistForClass( ent->client->ps.stats[ STAT_PCLASS ] ); - + switch( G_itemFits( ent, buildable, dist, origin ) ) { case IBE_NONE: @@ -2841,21 +2854,21 @@ qboolean G_ValidateBuild( gentity_t *ent, buildable_t buildable ) case IBE_NOPOWER: G_TriggerMenu( ent->client->ps.clientNum, MN_H_NOPOWER ); return qfalse; - + case IBE_NODCC: G_TriggerMenu( ent->client->ps.clientNum, MN_H_NODCC ); return qfalse; - + case IBE_SPWNWARN: G_TriggerMenu( ent->client->ps.clientNum, MN_A_SPWNWARN ); G_buildItem( ent, buildable, origin, ent->s.apos.trBase ); return qtrue; - + case IBE_TNODEWARN: G_TriggerMenu( ent->client->ps.clientNum, MN_H_TNODEWARN ); G_buildItem( ent, buildable, origin, ent->s.apos.trBase ); return qtrue; - + case IBE_RPTWARN: G_TriggerMenu( ent->client->ps.clientNum, MN_H_RPTWARN ); G_buildItem( ent, buildable, origin, ent->s.apos.trBase ); @@ -2894,7 +2907,7 @@ void FinishSpawningBuildable( gentity_t *ent ) built->spawned = qtrue; //map entities are already spawned built->health = BG_FindHealthForBuildable( buildable ); built->s.generic1 |= B_SPAWNED_TOGGLEBIT; - + // drop to floor if( buildable != BA_NONE && BG_FindTrajectoryForBuildable( buildable ) == TR_BUOYANCY ) VectorSet( dest, built->s.origin[ 0 ], built->s.origin[ 1 ], built->s.origin[ 2 ] + 4096 ); @@ -2902,7 +2915,7 @@ void FinishSpawningBuildable( gentity_t *ent ) VectorSet( dest, built->s.origin[ 0 ], built->s.origin[ 1 ], built->s.origin[ 2 ] - 4096 ); trap_Trace( &tr, built->s.origin, built->r.mins, built->r.maxs, dest, built->s.number, built->clipmask ); - + if( tr.startsolid ) { G_Printf( S_COLOR_YELLOW "FinishSpawningBuildable: %s startsolid at %s\n", built->classname, vtos( built->s.origin ) ); |