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-rw-r--r--src/game/bg_misc.c105
-rw-r--r--src/game/bg_public.h3
-rw-r--r--src/game/g_weapon.c17
3 files changed, 113 insertions, 12 deletions
diff --git a/src/game/bg_misc.c b/src/game/bg_misc.c
index 8ce10291..d969fea1 100644
--- a/src/game/bg_misc.c
+++ b/src/game/bg_misc.c
@@ -3464,6 +3464,111 @@ int atoi_neg( char *token, qboolean allowNegative )
/*
===============
+BG_PackZapTargets
+
+pack up to 12 entityNums into an entityState_t
+===============
+*/
+void BG_PackZapTargets( entityState_t *es, int *entityNums, int count )
+{
+ int i;
+ es->misc = es->time = es->time2 = es->constantLight = 0;
+ for( i = 0; i < MAX_GENTITYNUM_PACK; i++ )
+ {
+ int entityNum = ENTITYNUM_NONE;
+ if( i < count )
+ entityNum = entityNums[i];
+ if( entityNum & ~(GENTITYNUM_MASK) )
+ {
+ Com_Printf("Warning: BG_PackZapTargets: entityNums[%d] (%d) doesn't fit in %d bits, using ENTITYNUM_NONE",
+ i, entityNums[i], GENTITYNUM_BITS);
+ entityNum = ENTITYNUM_NONE;
+ }
+ switch( i )
+ {
+ case 0:
+ es->misc |= entityNum;
+ break;
+ case 1:
+ es->time |= entityNum;
+ break;
+ case 2:
+ es->time |= entityNum << GENTITYNUM_BITS;
+ break;
+ case 3:
+ es->time |= entityNum << (GENTITYNUM_BITS * 2);
+ break;
+ case 4:
+ es->time2 |= entityNum;
+ break;
+ case 5:
+ es->time2 |= entityNum << GENTITYNUM_BITS;
+ break;
+ case 6:
+ es->time2 |= entityNum << (GENTITYNUM_BITS * 2);
+ break;
+ case 7:
+ es->constantLight |= entityNum;
+ break;
+ case 8:
+ es->constantLight |= entityNum << GENTITYNUM_BITS;
+ break;
+ case 9:
+ es->constantLight |= entityNum << (GENTITYNUM_BITS * 2);
+ }
+ }
+}
+
+/*
+===============
+BG_UnpackZapTargets
+
+unpacks the 12 entityNums in an entityState_t
+===============
+*/
+void BG_UnpackZapTargets( entityState_t *es, int *entityNums, int count )
+{
+ int i;
+ for( i = 0; i < count; i++ )
+ {
+ switch( i )
+ {
+ case 0:
+ entityNums[i] = es->misc & GENTITYNUM_MASK;
+ break;
+ case 1:
+ entityNums[i] = es->time & GENTITYNUM_MASK;
+ break;
+ case 2:
+ entityNums[i] = (es->time >> GENTITYNUM_BITS) & GENTITYNUM_MASK;
+ break;
+ case 3:
+ entityNums[i] = (es->time >> (GENTITYNUM_BITS * 2)) & GENTITYNUM_MASK;
+ break;
+ case 4:
+ entityNums[i] = es->time2 & GENTITYNUM_MASK;
+ break;
+ case 5:
+ entityNums[i] = (es->time2 >> GENTITYNUM_BITS) & GENTITYNUM_MASK;
+ break;
+ case 6:
+ entityNums[i] = (es->time2 >> (GENTITYNUM_BITS * 2)) & GENTITYNUM_MASK;
+ break;
+ case 7:
+ entityNums[i] = es->constantLight & GENTITYNUM_MASK;
+ break;
+ case 8:
+ entityNums[i] = (es->constantLight >> GENTITYNUM_BITS) & GENTITYNUM_MASK;
+ break;
+ case 9:
+ entityNums[i] = (es->constantLight >> (GENTITYNUM_BITS * 2)) & GENTITYNUM_MASK;
+ break;
+ }
+ }
+}
+
+/*
+===============
BG_ParseCSVEquipmentList
===============
*/
diff --git a/src/game/bg_public.h b/src/game/bg_public.h
index 57803a24..2ec0435d 100644
--- a/src/game/bg_public.h
+++ b/src/game/bg_public.h
@@ -1114,6 +1114,9 @@ int BG_PlayerPoisonCloudTime( playerState_t *ps );
weapon_t BG_GetPlayerWeapon( playerState_t *ps );
qboolean BG_HasEnergyWeapon( playerState_t *ps );
+void BG_PackZapTargets( entityState_t *es, int *entityNums, int count );
+void BG_UnpackZapTargets( entityState_t *es, int *entityNums, int count );
+
const buildableAttributes_t *BG_BuildableByName( const char *name );
const buildableAttributes_t *BG_BuildableByEntityName( const char *name );
const buildableAttributes_t *BG_Buildable( buildable_t buildable );
diff --git a/src/game/g_weapon.c b/src/game/g_weapon.c
index 1c58e212..a9849572 100644
--- a/src/game/g_weapon.c
+++ b/src/game/g_weapon.c
@@ -1149,7 +1149,7 @@ static gentity_t *G_FindNewZapTarget( gentity_t *ent )
}
}
- return NULL;
+ return &g_entities[ ENTITYNUM_NONE ];
}
/*
@@ -1161,27 +1161,20 @@ static void G_UpdateZapEffect( zap_t *zap )
{
int j;
gentity_t *effect = zap->effectChannel;
+ int targets[MAX_ZAP_TARGETS + 1];
effect->s.eType = ET_LEV2_ZAP_CHAIN;
effect->classname = "lev2zapchain";
G_SetOrigin( effect, zap->creator->s.origin );
- effect->s.misc = zap->creator->s.number;
-
- effect->s.time = effect->s.time2 = effect->s.constantLight = -1;
+ targets[ 0 ] = zap->creator->s.number;
for( j = 0; j < zap->numTargets; j++ )
{
int number = zap->targets[ j ]->s.number;
-
- switch( j )
- {
- case 0: effect->s.time = number; break;
- case 1: effect->s.time2 = number; break;
- case 2: effect->s.constantLight = number; break;
- default: break;
- }
+ targets[ j + 1 ] = number;
}
+ BG_PackZapTargets( &effect->s, targets, zap->numTargets );
trap_LinkEntity( effect );
}