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authorTim Angus <tim@ngus.net>2001-08-28 18:35:20 +0000
committerTim Angus <tim@ngus.net>2001-08-28 18:35:20 +0000
commit0ec416c5c51458d1faac712884c2d7cbddd2eb43 (patch)
tree04dd2d2387857a7d5583f70a13bd5b6717796420 /src
parent5af435dc4a2c87798f1b72b1e113209e1d1c2de4 (diff)
Ceiling eggs
Diffstat (limited to 'src')
-rw-r--r--src/cgame/cg_buildable.c40
-rw-r--r--src/cgame/cg_local.h2
-rw-r--r--src/cgame/cg_players.c24
-rw-r--r--src/cgame/cg_predict.c33
-rw-r--r--src/game/bg_misc.c106
-rw-r--r--src/game/bg_public.h7
-rw-r--r--src/game/g_buildable.c29
-rw-r--r--src/game/g_client.c15
-rw-r--r--src/game/g_cmds.c27
-rw-r--r--src/game/g_local.h4
10 files changed, 234 insertions, 53 deletions
diff --git a/src/cgame/cg_buildable.c b/src/cgame/cg_buildable.c
index 7e8ed9c8..efe56a8a 100644
--- a/src/cgame/cg_buildable.c
+++ b/src/cgame/cg_buildable.c
@@ -286,6 +286,7 @@ static void CG_BuildableAnimation( centity_t *cent, int *old, int *now, float *b
*backLerp = cent->lerpFrame.backlerp;
}
+#define TRACE_DEPTH 128.0f
/*
==================
@@ -297,6 +298,8 @@ void CG_Buildable( centity_t *cent )
refEntity_t ent;
refEntity_t ent2;
entityState_t *es;
+ vec3_t forward, surfNormal, end, start, mins, maxs;
+ trace_t tr;
es = &cent->currentState;
if ( es->modelindex >= bg_numItems )
@@ -312,13 +315,40 @@ void CG_Buildable( centity_t *cent )
memset ( &ent, 0, sizeof( ent ) );
- VectorCopy( es->angles, cent->lerpAngles );
- AnglesToAxis( cent->lerpAngles, ent.axis );
+ VectorCopy( cent->lerpOrigin, ent.origin );
+ VectorCopy( cent->lerpOrigin, ent.oldorigin );
- ent.hModel = cg_items[es->modelindex].models[0];
+ VectorCopy( es->origin2, surfNormal );
+ BG_FindBBoxForBuildable( es->clientNum, mins, maxs );
+
+ if( surfNormal[ 2 ] != 1.0f )
+ {
+ AngleVectors( cent->lerpAngles, forward, NULL, NULL );
+ VectorCopy( surfNormal, ent.axis[2] );
+ ProjectPointOnPlane( ent.axis[0], forward, ent.axis[2] );
+ if( !VectorNormalize( ent.axis[0] ) )
+ {
+ AngleVectors( cent->lerpAngles, NULL, NULL, forward );
+ ProjectPointOnPlane( ent.axis[0], forward, ent.axis[2] );
+ VectorNormalize( ent.axis[0] );
+ }
+ CrossProduct( ent.axis[0], ent.axis[2], ent.axis[1] );
+ ent.axis[1][0] = -ent.axis[1][0];
+ ent.axis[1][1] = -ent.axis[1][1];
+ ent.axis[1][2] = -ent.axis[1][2];
+
+ VectorMA( ent.origin, -TRACE_DEPTH, surfNormal, end );
+ VectorMA( ent.origin, 1.0f, surfNormal, start );
+ CG_CapTrace( &tr, start, mins, maxs, end, es->number, MASK_PLAYERSOLID );
+ VectorMA( ent.origin, tr.fraction * -TRACE_DEPTH, surfNormal, ent.origin );
+
+ VectorCopy( ent.origin, ent.lightingOrigin );
+ VectorCopy( ent.origin, ent.oldorigin ); // don't positionally lerp at all
+ }
+ else
+ AnglesToAxis( es->angles, ent.axis );
- VectorCopy( cent->lerpOrigin, ent.origin);
- VectorCopy( cent->lerpOrigin, ent.oldorigin);
+ ent.hModel = cg_items[es->modelindex].models[0];
ent.nonNormalizedAxes = qfalse;
diff --git a/src/cgame/cg_local.h b/src/cgame/cg_local.h
index 74d7f6b6..f87d1b90 100644
--- a/src/cgame/cg_local.h
+++ b/src/cgame/cg_local.h
@@ -1357,6 +1357,8 @@ void CG_BuildSolidList( void );
int CG_PointContents( const vec3_t point, int passEntityNum );
void CG_Trace( trace_t *result, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end,
int skipNumber, int mask );
+void CG_CapTrace( trace_t *result, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end,
+ int skipNumber, int mask );
void CG_PredictPlayerState( void );
void CG_LoadDeferredPlayers( void );
diff --git a/src/cgame/cg_players.c b/src/cgame/cg_players.c
index c876ed17..7dba674c 100644
--- a/src/cgame/cg_players.c
+++ b/src/cgame/cg_players.c
@@ -1781,6 +1781,7 @@ int CG_AmbientLight( vec3_t point )
return (int)((float)( result[0] + result[1] + result[2] ) / 3.0f );
}
+#define TRACE_DEPTH 128.0f
/*
===============
@@ -1793,10 +1794,11 @@ void CG_Player( centity_t *cent )
refEntity_t legs;
refEntity_t torso;
refEntity_t head;
- int clientNum;
- int renderfx;
- qboolean shadow;
- float shadowPlane;
+ int clientNum;
+ int renderfx;
+ qboolean shadow;
+ float shadowPlane;
+ entityState_t *es = &cent->currentState;
// the client number is stored in clientNum. It can't be derived
// from the entity number, because a single client may have
@@ -1870,17 +1872,12 @@ void CG_Player( centity_t *cent )
!( cent->currentState.eFlags & EF_DEAD ) &&
!( cg.intermissionStarted ) )
{
- vec3_t forward, surfNormal;
+ vec3_t forward, surfNormal, start, end, mins, maxs;
trace_t tr;
VectorCopy( cent->currentState.angles2, surfNormal );
+ BG_FindBBoxForClass( ( es->powerups >> 8 ) & 0xFF, mins, maxs, NULL, NULL, NULL );
- /*CG_Printf( "%d: ", cent->currentState.number );
- CG_Printf( "%f ", surfNormal[ 0 ] );
- CG_Printf( "%f ", surfNormal[ 1 ] );
- CG_Printf( "%f ", surfNormal[ 2 ] );
- CG_Printf( "\n" );*/
-
AngleVectors( cent->lerpAngles, forward, NULL, NULL );
VectorCopy( surfNormal, legs.axis[2] );
ProjectPointOnPlane( legs.axis[0], forward, legs.axis[2] );
@@ -1895,6 +1892,11 @@ void CG_Player( centity_t *cent )
legs.axis[1][1] = -legs.axis[1][1];
legs.axis[1][2] = -legs.axis[1][2];
+ VectorMA( legs.origin, -TRACE_DEPTH, surfNormal, end );
+ VectorMA( legs.origin, 1.0f, surfNormal, start );
+ CG_CapTrace( &tr, start, mins, maxs, end, es->number, MASK_PLAYERSOLID );
+ VectorMA( legs.origin, tr.fraction * -TRACE_DEPTH, surfNormal, legs.origin );
+
VectorCopy( legs.origin, legs.lightingOrigin );
VectorCopy( legs.origin, legs.oldorigin ); // don't positionally lerp at all
}
diff --git a/src/cgame/cg_predict.c b/src/cgame/cg_predict.c
index 71045d16..3ff351ad 100644
--- a/src/cgame/cg_predict.c
+++ b/src/cgame/cg_predict.c
@@ -87,7 +87,7 @@ CG_ClipMoveToEntities
====================
*/
static void CG_ClipMoveToEntities ( const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end,
- int skipNumber, int mask, trace_t *tr ) {
+ int skipNumber, int mask, trace_t *tr, qboolean capsule ) {
int i, x, zd, zu;
trace_t trace;
entityState_t *ent;
@@ -126,8 +126,16 @@ static void CG_ClipMoveToEntities ( const vec3_t start, const vec3_t mins, const
}
- trap_CM_TransformedBoxTrace ( &trace, start, end,
- mins, maxs, cmodel, mask, origin, angles);
+ if( capsule )
+ {
+ trap_CM_TransformedCapsuleTrace ( &trace, start, end,
+ mins, maxs, cmodel, mask, origin, angles);
+ }
+ else
+ {
+ trap_CM_TransformedBoxTrace ( &trace, start, end,
+ mins, maxs, cmodel, mask, origin, angles);
+ }
if (trace.allsolid || trace.fraction < tr->fraction) {
trace.entityNum = ent->number;
@@ -153,7 +161,24 @@ void CG_Trace( trace_t *result, const vec3_t start, const vec3_t mins, const ve
trap_CM_BoxTrace ( &t, start, end, mins, maxs, 0, mask);
t.entityNum = t.fraction != 1.0 ? ENTITYNUM_WORLD : ENTITYNUM_NONE;
// check all other solid models
- CG_ClipMoveToEntities (start, mins, maxs, end, skipNumber, mask, &t);
+ CG_ClipMoveToEntities (start, mins, maxs, end, skipNumber, mask, &t, qfalse);
+
+ *result = t;
+}
+
+/*
+================
+CG_CapTrace
+================
+*/
+void CG_CapTrace( trace_t *result, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end,
+ int skipNumber, int mask ) {
+ trace_t t;
+
+ trap_CM_CapsuleTrace ( &t, start, end, mins, maxs, 0, mask);
+ t.entityNum = t.fraction != 1.0 ? ENTITYNUM_WORLD : ENTITYNUM_NONE;
+ // check all other solid models
+ CG_ClipMoveToEntities (start, mins, maxs, end, skipNumber, mask, &t, qtrue);
*result = t;
}
diff --git a/src/game/bg_misc.c b/src/game/bg_misc.c
index 4741f15d..408be48c 100644
--- a/src/game/bg_misc.c
+++ b/src/game/bg_misc.c
@@ -1165,6 +1165,8 @@ buildableAttributes_t bg_buildableList[ ] =
0, //int turretFireSpeed;
0, //int turretRange;
WP_NONE, //weapon_t turretProjType;
+ 0.5f, //float minNormal;
+ qtrue, //qboolean invertNormal;
qfalse, //qboolean creepTest;
qfalse //qboolean reactorTest;
},
@@ -1189,6 +1191,8 @@ buildableAttributes_t bg_buildableList[ ] =
0, //int turretFireSpeed;
0, //int turretRange;
WP_NONE, //weapon_t turretProjType;
+ 0.707f, //float minNormal;
+ qfalse, //qboolean invertNormal;
qtrue, //qboolean creepTest;
qfalse //qboolean reactorTest;
},
@@ -1213,6 +1217,8 @@ buildableAttributes_t bg_buildableList[ ] =
1500, //int turretFireSpeed;
500, //int turretRange;
WP_SAWBLADE_LAUNCHER, //weapon_t turretProjType;
+ 0.707f, //float minNormal;
+ qfalse, //qboolean invertNormal;
qtrue, //qboolean creepTest;
qfalse //qboolean reactorTest;
},
@@ -1237,6 +1243,8 @@ buildableAttributes_t bg_buildableList[ ] =
0, //int turretFireSpeed;
0, //int turretRange;
WP_NONE, //weapon_t turretProjType;
+ 0.707f, //float minNormal;
+ qfalse, //qboolean invertNormal;
qfalse, //qboolean creepTest;
qtrue //qboolean reactorTest;
},
@@ -1261,6 +1269,8 @@ buildableAttributes_t bg_buildableList[ ] =
0, //int turretFireSpeed;
0, //int turretRange;
WP_NONE, //weapon_t turretProjType;
+ 0.707f, //float minNormal;
+ qfalse, //qboolean invertNormal;
qfalse, //qboolean creepTest;
qfalse //qboolean reactorTest;
},
@@ -1285,6 +1295,8 @@ buildableAttributes_t bg_buildableList[ ] =
500, //int turretFireSpeed;
500, //int turretRange;
WP_PLASMAGUN, //weapon_t turretProjType;
+ 0.707f, //float minNormal;
+ qfalse, //qboolean invertNormal;
qfalse, //qboolean creepTest;
qfalse //qboolean reactorTest;
},
@@ -1309,6 +1321,8 @@ buildableAttributes_t bg_buildableList[ ] =
50, //int turretFireSpeed;
300, //int turretRange;
WP_MACHINEGUN, //weapon_t turretProjType;
+ 0.707f, //float minNormal;
+ qfalse, //qboolean invertNormal;
qfalse, //qboolean creepTest;
qfalse //qboolean reactorTest;
},
@@ -1333,6 +1347,8 @@ buildableAttributes_t bg_buildableList[ ] =
4000, //int turretFireSpeed;
1500, //int turretRange;
WP_RAILGUN, //weapon_t turretProjType;
+ 0.707f, //float minNormal;
+ qfalse, //qboolean invertNormal;
qfalse, //qboolean creepTest;
qfalse //qboolean reactorTest;
},
@@ -1357,6 +1373,8 @@ buildableAttributes_t bg_buildableList[ ] =
0, //int turretFireSpeed;
0, //int turretRange;
WP_NONE, //weapon_t turretProjType;
+ 0.707f, //float minNormal;
+ qfalse, //qboolean invertNormal;
qfalse, //qboolean creepTest;
qfalse //qboolean reactorTest;
},
@@ -1381,6 +1399,8 @@ buildableAttributes_t bg_buildableList[ ] =
0, //int turretFireSpeed;
0, //int turretRange;
WP_NONE, //weapon_t turretProjType;
+ 0.707f, //float minNormal;
+ qfalse, //qboolean invertNormal;
qfalse, //qboolean creepTest;
qtrue //qboolean reactorTest;
},
@@ -1405,6 +1425,8 @@ buildableAttributes_t bg_buildableList[ ] =
0, //int turretFireSpeed;
0, //int turretRange;
WP_NONE, //weapon_t turretProjType;
+ 0.707f, //float minNormal;
+ qfalse, //qboolean invertNormal;
qfalse, //qboolean creepTest;
qfalse //qboolean reactorTest;
},
@@ -1429,6 +1451,8 @@ buildableAttributes_t bg_buildableList[ ] =
0, //int turretFireSpeed;
0, //int turretRange;
WP_NONE, //weapon_t turretProjType;
+ 0.707f, //float minNormal;
+ qfalse, //qboolean invertNormal;
qfalse, //qboolean creepTest;
qfalse //qboolean reactorTest;
}
@@ -1844,6 +1868,46 @@ weapon_t BG_FindProjTypeForBuildable( int bclass )
/*
==============
+BG_FindMinNormalForBuildable
+==============
+*/
+float BG_FindMinNormalForBuildable( int bclass )
+{
+ int i;
+
+ for( i = 0; i < bg_numBuildables; i++ )
+ {
+ if( bg_buildableList[ i ].buildNum == bclass )
+ {
+ return bg_buildableList[ i ].minNormal;
+ }
+ }
+
+ return 0.707f;
+}
+
+/*
+==============
+BG_FindInvertNormalForBuildable
+==============
+*/
+qboolean BG_FindInvertNormalForBuildable( int bclass )
+{
+ int i;
+
+ for( i = 0; i < bg_numBuildables; i++ )
+ {
+ if( bg_buildableList[ i ].buildNum == bclass )
+ {
+ return bg_buildableList[ i ].invertNormal;
+ }
+ }
+
+ return qfalse;
+}
+
+/*
+==============
BG_FindCreepTestForBuildable
==============
*/
@@ -1901,6 +1965,7 @@ classAttributes_t bg_classList[ ] =
0, //int armor;
SCA_TAKESFALLDAMAGE|SCA_FOVWARPS, //int abilities;
50.0f, //float buildDist;
+ 1000.0f, //float launchSpeed;
80, //int fov;
0.015f, //float bob;
350, //int steptime;
@@ -1925,6 +1990,7 @@ classAttributes_t bg_classList[ ] =
10, //int armor;
SCA_CANJUMP|SCA_FOVWARPS, //int abilities;
50.0f, //float buildDist;
+ 0.0f, //float launchSpeed;
110, //int fov;
0.005f, //float bob;
200, //int steptime;
@@ -1949,6 +2015,7 @@ classAttributes_t bg_classList[ ] =
40, //int armor;
SCA_TAKESFALLDAMAGE|SCA_FOVWARPS, //int abilities;
50.0f, //float buildDist;
+ 0.0f, //float launchSpeed;
90, //int fov;
0.015f, //float bob;
350, //int steptime;
@@ -1973,6 +2040,7 @@ classAttributes_t bg_classList[ ] =
40, //int armor;
SCA_CANJUMP|SCA_FOVWARPS, //int abilities;
50.0f, //float buildDist;
+ 0.0f, //float launchSpeed;
120, //int fov;
0.002f, //float bob;
350, //int steptime;
@@ -1997,6 +2065,7 @@ classAttributes_t bg_classList[ ] =
40, //int armor;
SCA_CANJUMP|SCA_FOVWARPS, //int abilities;
50.0f, //float buildDist;
+ 0.0f, //float launchSpeed;
100, //int fov;
0.015f, //float bob;
350, //int steptime;
@@ -2021,6 +2090,7 @@ classAttributes_t bg_classList[ ] =
0, //int armor;
SCA_WALLCLIMBER|SCA_CANJUMP|SCA_NOWEAPONDRIFT|SCA_FOVWARPS, //int abilities;
0.0f, //float buildDist;
+ 0.0f, //float launchSpeed;
140, //int fov;
0.0f, //float bob;
25, //int steptime;
@@ -2045,6 +2115,7 @@ classAttributes_t bg_classList[ ] =
5, //int armor;
SCA_CANJUMP|SCA_NOWEAPONDRIFT|SCA_FOVWARPS, //int abilities;
0.0f, //float buildDist;
+ 0.0f, //float launchSpeed;
120, //int fov;
0.001f, //float bob;
25, //int steptime;
@@ -2069,6 +2140,7 @@ classAttributes_t bg_classList[ ] =
10, //int armor;
SCA_CANJUMP|SCA_NOWEAPONDRIFT|SCA_FOVWARPS, //int abilities;
0.0f, //float buildDist;
+ 0.0f, //float launchSpeed;
120, //int fov;
0.0005f, //float bob;
25, //int steptime;
@@ -2093,6 +2165,7 @@ classAttributes_t bg_classList[ ] =
20, //int armor;
SCA_CANJUMP|SCA_NOWEAPONDRIFT|SCA_FOVWARPS, //int abilities;
0.0f, //float buildDist;
+ 0.0f, //float launchSpeed;
130, //int fov;
0.0f, //float bob;
60, //int steptime;
@@ -2117,6 +2190,7 @@ classAttributes_t bg_classList[ ] =
30, //int armor;
SCA_CANJUMP|SCA_NOWEAPONDRIFT|SCA_FOVWARPS, //int abilities;
0.0f, //float buildDist;
+ 0.0f, //float launchSpeed;
130, //int fov;
0.0f, //float bob;
60, //int steptime;
@@ -2141,6 +2215,7 @@ classAttributes_t bg_classList[ ] =
40, //int armor;
SCA_CANJUMP|SCA_NOWEAPONDRIFT|SCA_FOVWARPS, //int abilities;
0.0f, //float buildDist;
+ 0.0f, //float launchSpeed;
120, //int fov;
0.0f, //float bob;
200, //int steptime;
@@ -2165,6 +2240,7 @@ classAttributes_t bg_classList[ ] =
50, //int armor;
SCA_CANJUMP|SCA_NOWEAPONDRIFT|SCA_FOVWARPS, //int abilities;
0.0f, //float buildDist;
+ 0.0f, //float launchSpeed;
120, //int fov;
0.0f, //float bob;
200, //int steptime;
@@ -2189,6 +2265,7 @@ classAttributes_t bg_classList[ ] =
60, //int armor;
SCA_CANJUMP|SCA_NOWEAPONDRIFT|SCA_FOVWARPS, //int abilities;
0.0f, //float buildDist;
+ 0.0f, //float launchSpeed;
120, //int fov;
0.0f, //float bob;
200, //int steptime;
@@ -2213,6 +2290,7 @@ classAttributes_t bg_classList[ ] =
0, //int armor;
SCA_WALLCLIMBER|SCA_CANJUMP|SCA_NOWEAPONDRIFT|SCA_FOVWARPS, //int abilities;
0.0f, //float buildDist;
+ 0.0f, //float launchSpeed;
90, //int fov;
0.0f, //float bob;
25, //int steptime;
@@ -2237,6 +2315,7 @@ classAttributes_t bg_classList[ ] =
50, //int armor;
SCA_CANJUMP|SCA_NOWEAPONDRIFT|SCA_FOVWARPS, //int abilities;
0.0f, //float buildDist;
+ 0.0f, //float launchSpeed;
100, //int fov;
0.0f, //float bob;
25, //int steptime;
@@ -2261,6 +2340,7 @@ classAttributes_t bg_classList[ ] =
50, //int armor;
SCA_CANJUMP|SCA_NOWEAPONDRIFT|SCA_FOVWARPS, //int abilities;
0.0f, //float buildDist;
+ 0.0f, //float launchSpeed;
100, //int fov;
0.0f, //float bob;
25, //int steptime;
@@ -2285,6 +2365,7 @@ classAttributes_t bg_classList[ ] =
50, //int armor;
SCA_CANJUMP|SCA_NOWEAPONDRIFT|SCA_FOVWARPS, //int abilities;
0.0f, //float buildDist;
+ 0.0f, //float launchSpeed;
110, //int fov;
0.0f, //float bob;
25, //int steptime;
@@ -2309,6 +2390,7 @@ classAttributes_t bg_classList[ ] =
50, //int armor;
SCA_CANJUMP|SCA_NOWEAPONDRIFT|SCA_FOVWARPS, //int abilities;
0.0f, //float buildDist;
+ 0.0f, //float launchSpeed;
110, //int fov;
0.0f, //float bob;
25, //int steptime;
@@ -2333,6 +2415,7 @@ classAttributes_t bg_classList[ ] =
50, //int armor;
SCA_CANJUMP|SCA_NOWEAPONDRIFT|SCA_FOVWARPS, //int abilities;
0.0f, //float buildDist;
+ 0.0f, //float launchSpeed;
130, //int fov;
0.0f, //float bob;
25, //int steptime;
@@ -2357,6 +2440,7 @@ classAttributes_t bg_classList[ ] =
50, //int armor;
SCA_CANJUMP|SCA_NOWEAPONDRIFT|SCA_FOVWARPS, //int abilities;
0.0f, //float buildDist;
+ 0.0f, //float launchSpeed;
130, //int fov;
0.0f, //float bob;
25, //int steptime;
@@ -2381,6 +2465,7 @@ classAttributes_t bg_classList[ ] =
50, //int armor;
SCA_CANJUMP|SCA_NOWEAPONDRIFT|SCA_FOVWARPS, //int abilities;
0.0f, //float buildDist;
+ 0.0f, //float launchSpeed;
130, //int fov;
0.0f, //float bob;
25, //int steptime;
@@ -2405,6 +2490,7 @@ classAttributes_t bg_classList[ ] =
0, //int armor;
SCA_TAKESFALLDAMAGE|SCA_CANJUMP, //int abilities;
80.0f, //float buildDist;
+ 0.0f, //float launchSpeed;
90, //int fov;
0.002f, //float bob;
200, //int steptime;
@@ -2739,6 +2825,26 @@ float BG_FindBuildDistForClass( int pclass )
/*
==============
+BG_FindLaunchSpeedForClass
+==============
+*/
+float BG_FindLaunchSpeedForClass( int pclass )
+{
+ int i;
+
+ for( i = 0; i < bg_numPclasses; i++ )
+ {
+ if( bg_classList[ i ].classNum == pclass )
+ {
+ return bg_classList[ i ].launchSpeed;
+ }
+ }
+
+ return 0.0f;
+}
+
+/*
+==============
BG_ClassCanEvolveFromTo
==============
*/
diff --git a/src/game/bg_public.h b/src/game/bg_public.h
index 1c068d35..1a78753a 100644
--- a/src/game/bg_public.h
+++ b/src/game/bg_public.h
@@ -832,6 +832,7 @@ typedef struct
int abilities;
float buildDist;
+ float launchSpeed;
int fov;
float bob;
@@ -879,6 +880,9 @@ typedef struct
int turretRange;
weapon_t turretProjType;
+ float minNormal;
+ qboolean invertNormal;
+
qboolean creepTest;
qboolean reactorTest;
} buildableAttributes_t;
@@ -948,6 +952,8 @@ int BG_FindNextThinkForBuildable( int bclass );
int BG_FindFireSpeedForBuildable( int bclass );
int BG_FindRangeForBuildable( int bclass );
weapon_t BG_FindProjTypeForBuildable( int bclass );
+float BG_FindMinNormalForBuildable( int bclass );
+qboolean BG_FindInvertNormalForBuildable( int bclass );
int BG_FindCreepTestForBuildable( int bclass );
int BG_FindUniqueTestForBuildable( int bclass );
@@ -965,6 +971,7 @@ float BG_FindStickyForClass( int pclass );
int BG_FindSteptimeForClass( int pclass );
qboolean BG_ClassHasAbility( int pclass, int ability );
float BG_FindBuildDistForClass( int pclass );
+float BG_FindLaunchSpeedForClass( int pclass );
qboolean BG_ClassCanEvolveFromTo( int fclass, int tclass );
int BG_FindEvolveTimeForClass( int pclass );
int BG_FindValueOfClass( int pclass );
diff --git a/src/game/g_buildable.c b/src/game/g_buildable.c
index bd1332e2..289a65eb 100644
--- a/src/game/g_buildable.c
+++ b/src/game/g_buildable.c
@@ -1111,12 +1111,12 @@ void HSpawn_Think( gentity_t *self )
/*
================
-itemFits
+G_itemFits
Checks to see if an item fits in a specific area
================
*/
-itemBuildError_t itemFits( gentity_t *ent, buildable_t buildable, int distance )
+itemBuildError_t G_itemFits( gentity_t *ent, buildable_t buildable, int distance )
{
vec3_t forward;
vec3_t angles;
@@ -1149,10 +1149,8 @@ itemBuildError_t itemFits( gentity_t *ent, buildable_t buildable, int distance )
if( ent->client->ps.stats[ STAT_PTEAM ] == PTE_DROIDS )
{
//droid criteria
- if( level.droidBuildPoints - BG_FindBuildPointsForBuildable( buildable ) < 0 )
- reason = IBE_NOASSERT;
-
//check there is creep near by for building on
+
if( BG_FindCreepTestForBuildable( buildable ) )
{
for ( i = 1, tempent = g_entities + i; i < level.num_entities; i++, tempent++ )
@@ -1198,12 +1196,15 @@ itemBuildError_t itemFits( gentity_t *ent, buildable_t buildable, int distance )
}
}
}
+
+ if( level.droidBuildPoints - BG_FindBuildPointsForBuildable( buildable ) < 0 )
+ reason = IBE_NOASSERT;
+
+ G_Printf( "%d %d\n", level.droidBuildPoints );
}
else if( ent->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS )
{
//human criteria
- if( level.humanBuildPoints - BG_FindBuildPointsForBuildable( buildable ) < 0 )
- reason = IBE_NOPOWER;
closestPower = g_entities + 1; //FIXME
@@ -1274,6 +1275,9 @@ itemBuildError_t itemFits( gentity_t *ent, buildable_t buildable, int distance )
}
}
}
+
+ if( level.humanBuildPoints - BG_FindBuildPointsForBuildable( buildable ) < 0 )
+ reason = IBE_NOPOWER;
}
return reason;
@@ -1282,12 +1286,13 @@ itemBuildError_t itemFits( gentity_t *ent, buildable_t buildable, int distance )
/*
================
-Build_Item
+G_buildItem
-Spawns an item and tosses it forward
+Spawns a buildable
================
*/
-gentity_t *Build_Item( gentity_t *ent, buildable_t buildable, int distance ) {
+gentity_t *G_buildItem( gentity_t *ent, buildable_t buildable, int distance, float speed )
+{
vec3_t forward;
vec3_t angles;
vec3_t origin;
@@ -1410,6 +1415,10 @@ gentity_t *Build_Item( gentity_t *ent, buildable_t buildable, int distance ) {
built->s.pos.trType = BG_FindTrajectoryForBuildable( buildable );
built->physicsBounce = BG_FindBounceForBuildable( buildable );
built->s.pos.trTime = level.time;
+ AngleVectors( ent->s.apos.trBase, built->s.pos.trDelta, NULL, NULL );
+
+ VectorScale( built->s.pos.trDelta, speed, built->s.pos.trDelta );
+ VectorSet( built->s.origin2, 0.0f, 0.0f, 1.0f );
G_AddEvent( built, EV_BUILD_CONSTRUCT, BANIM_CONSTRUCT1 );
diff --git a/src/game/g_client.c b/src/game/g_client.c
index 9a6d1226..d9928cc4 100644
--- a/src/game/g_client.c
+++ b/src/game/g_client.c
@@ -384,23 +384,16 @@ gentity_t *SelectTremulousSpawnPoint( int team, vec3_t origin, vec3_t angles )
//no available spots
if( !spot )
- {
return NULL;
- }
-
- // find a single player start spot
- if (!spot) {
- //G_Error( "Couldn't find a spawn point" );
- }
//TA: why isn't spot->s.origin being set?
- VectorCopy (spot->s.pos.trBase, origin);
- VectorCopy (spot->s.angles, angles);
+ VectorCopy( spot->s.pos.trBase, origin );
+ VectorCopy( spot->s.angles, angles );
if( team == PTE_DROIDS )
- origin[2] += 40;
+ VectorMA( origin, 40.0f, spot->s.origin2, origin );
else if( team == PTE_HUMANS )
- origin[2] += 29;
+ VectorMA( origin, 29.0f, spot->s.origin2, origin );
return spot;
diff --git a/src/game/g_cmds.c b/src/game/g_cmds.c
index 29b1f27c..35a453a4 100644
--- a/src/game/g_cmds.c
+++ b/src/game/g_cmds.c
@@ -2004,23 +2004,30 @@ Cmd_Build_f
void Cmd_Build_f( gentity_t *ent )
{
char s[ MAX_TOKEN_CHARS ];
+ char s1[ MAX_TOKEN_CHARS ];
buildable_t buildable;
weapon_t weapon;
- float dist;
+ float dist, speed, maxspeed;
trap_Argv( 1, s, sizeof( s ) );
+ trap_Argv( 2, s1, sizeof( s1 ) );
buildable = BG_FindBuildNumForName( s );
+ speed = atof( s1 );
+ maxspeed = BG_FindLaunchSpeedForClass( ent->client->ps.stats[ STAT_PCLASS ] );
+
+ if( speed > maxspeed )
+ speed = maxspeed;
if( buildable != BA_NONE &&
( 1 << ent->client->ps.weapon ) & BG_FindBuildWeaponForBuildable( buildable ) )
{
dist = BG_FindBuildDistForClass( ent->client->ps.stats[ STAT_PCLASS ] );
- switch( itemFits( ent, buildable, dist ) )
+ switch( G_itemFits( ent, buildable, dist ) )
{
case IBE_NONE:
- Build_Item( ent, buildable, dist );
+ G_buildItem( ent, buildable, dist, speed );
break;
case IBE_NOCREEP:
@@ -2039,11 +2046,6 @@ void Cmd_Build_f( gentity_t *ent )
G_AddPredictableEvent( ent, EV_MENU, MN_D_HIVEMIND );
break;
- case IBE_SPWNWARN:
- G_AddPredictableEvent( ent, EV_MENU, MN_D_SPWNWARN );
- Build_Item( ent, buildable, dist );
- break;
-
case IBE_REACTOR:
G_AddPredictableEvent( ent, EV_MENU, MN_H_REACTOR );
break;
@@ -2063,14 +2065,19 @@ void Cmd_Build_f( gentity_t *ent )
G_AddPredictableEvent( ent, EV_MENU, MN_H_NOPOWER );
break;
+ case IBE_SPWNWARN:
+ G_AddPredictableEvent( ent, EV_MENU, MN_D_SPWNWARN );
+ G_buildItem( ent, buildable, dist, speed );
+ break;
+
case IBE_RPLWARN:
G_AddPredictableEvent( ent, EV_MENU, MN_H_RPLWARN );
- Build_Item( ent, buildable, dist );
+ G_buildItem( ent, buildable, dist, speed );
break;
case IBE_RPTWARN:
G_AddPredictableEvent( ent, EV_MENU, MN_H_RPTWARN );
- Build_Item( ent, buildable, dist );
+ G_buildItem( ent, buildable, dist, speed );
break;
}
}
diff --git a/src/game/g_local.h b/src/game/g_local.h
index bd77686e..0fcfdc75 100644
--- a/src/game/g_local.h
+++ b/src/game/g_local.h
@@ -540,8 +540,8 @@ typedef enum
IBE_MAXERRORS
} itemBuildError_t;
-itemBuildError_t itemFits( gentity_t *ent, buildable_t buildable, int distance );
-gentity_t *Build_Item( gentity_t *ent, buildable_t buildable, int distance );
+itemBuildError_t G_itemFits( gentity_t *ent, buildable_t buildable, int distance );
+gentity_t *G_buildItem( gentity_t *ent, buildable_t buildable, int distance, float speed );
void G_setBuildableAnim( gentity_t *ent, buildableAnimNumber_t anim );
void G_setIdleBuildableAnim( gentity_t *ent, buildableAnimNumber_t anim );