summaryrefslogtreecommitdiff
path: root/src/game/g_buildable.c
diff options
context:
space:
mode:
Diffstat (limited to 'src/game/g_buildable.c')
-rw-r--r--src/game/g_buildable.c40
1 files changed, 19 insertions, 21 deletions
diff --git a/src/game/g_buildable.c b/src/game/g_buildable.c
index 305fb117..3b237379 100644
--- a/src/game/g_buildable.c
+++ b/src/game/g_buildable.c
@@ -3342,7 +3342,8 @@ G_CanBuild
Checks to see if a buildable can be built
================
*/
-itemBuildError_t G_CanBuild( gentity_t *ent, buildable_t buildable, int distance, vec3_t origin, vec3_t normal )
+itemBuildError_t G_CanBuild( gentity_t *ent, buildable_t buildable, int distance,
+ vec3_t origin, vec3_t normal, int *groundEntNum )
{
vec3_t angles;
vec3_t entity_origin;
@@ -3365,7 +3366,7 @@ itemBuildError_t G_CanBuild( gentity_t *ent, buildable_t buildable, int distance
trap_Trace( &tr3, ps->origin, NULL, NULL, entity_origin, ent->s.number, MASK_PLAYERSOLID );
VectorCopy( entity_origin, origin );
-
+ *groundEntNum = tr1.entityNum;
VectorCopy( tr1.plane.normal, normal );
minNormal = BG_Buildable( buildable )->minNormal;
invert = BG_Buildable( buildable )->invertNormal;
@@ -3496,16 +3497,13 @@ Spawns a buildable
================
*/
static gentity_t *G_Build( gentity_t *builder, buildable_t buildable,
- const vec3_t origin, const vec3_t normal, const vec3_t angles )
+ const vec3_t origin, const vec3_t normal, const vec3_t angles, int groundEntNum )
{
gentity_t *built;
- vec3_t localOrigin;
char readable[ MAX_STRING_CHARS ];
char buildnums[ MAX_STRING_CHARS ];
buildLog_t *log;
- VectorCopy( origin, localOrigin );
-
if( builder->client )
log = G_BuildLogNew( builder, BF_CONSTRUCT );
else
@@ -3524,11 +3522,6 @@ static gentity_t *G_Build( gentity_t *builder, buildable_t buildable,
built->buildableTeam = built->s.modelindex2 = BG_Buildable( buildable )->team;
BG_BuildableBoundingBox( buildable, built->r.mins, built->r.maxs );
- // when building the initial layout, spawn the entity slightly off its
- // target surface so that it can be "dropped" onto it
- if( !builder->client )
- VectorMA( localOrigin, 1.0f, normal, localOrigin );
-
built->health = 1;
built->splashDamage = BG_Buildable( buildable )->splashDamage;
@@ -3660,10 +3653,7 @@ static gentity_t *G_Build( gentity_t *builder, buildable_t buildable,
else
built->builtBy = NULL;
- G_SetOrigin( built, localOrigin );
-
- // gently nudge the buildable onto the surface :)
- VectorScale( normal, -50.0f, built->s.pos.trDelta );
+ G_SetOrigin( built, origin );
// set turret angles
VectorCopy( builder->s.angles2, built->s.angles2 );
@@ -3672,10 +3662,16 @@ static gentity_t *G_Build( gentity_t *builder, buildable_t buildable,
built->s.angles[ PITCH ] = 0.0f;
built->s.angles2[ YAW ] = angles[ YAW ];
built->s.angles2[ PITCH ] = MGTURRET_VERTICALCAP;
- built->s.pos.trType = BG_Buildable( buildable )->traj;
- built->s.pos.trTime = level.time;
built->physicsBounce = BG_Buildable( buildable )->bounce;
- built->s.groundEntityNum = ENTITYNUM_NONE;
+
+ built->s.groundEntityNum = groundEntNum;
+ if( groundEntNum == ENTITYNUM_NONE )
+ {
+ built->s.pos.trType = BG_Buildable( buildable )->traj;
+ built->s.pos.trTime = level.time;
+ // gently nudge the buildable onto the surface :)
+ VectorScale( normal, -50.0f, built->s.pos.trDelta );
+ }
built->s.generic1 = MAX( built->health, 0 );
@@ -3735,13 +3731,14 @@ qboolean G_BuildIfValid( gentity_t *ent, buildable_t buildable )
{
float dist;
vec3_t origin, normal;
+ int groundEntNum;
dist = BG_Class( ent->client->ps.stats[ STAT_CLASS ] )->buildDist;
- switch( G_CanBuild( ent, buildable, dist, origin, normal ) )
+ switch( G_CanBuild( ent, buildable, dist, origin, normal, &groundEntNum ) )
{
case IBE_NONE:
- G_Build( ent, buildable, origin, normal, ent->s.apos.trBase );
+ G_Build( ent, buildable, origin, normal, ent->s.apos.trBase, groundEntNum );
return qtrue;
case IBE_NOALIENBP:
@@ -3825,7 +3822,8 @@ static gentity_t *G_FinishSpawningBuildable( gentity_t *ent, qboolean force )
else
VectorSet( normal, 0.0f, 0.0f, 1.0f );
- built = G_Build( ent, buildable, ent->s.pos.trBase, normal, ent->s.angles );
+ built = G_Build( ent, buildable, ent->s.pos.trBase,
+ normal, ent->s.angles, ENTITYNUM_NONE );
built->takedamage = qtrue;
built->spawned = qtrue; //map entities are already spawned