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|
/*
* Portions Copyright (C) 2000-2001 Tim Angus
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation; either version 2.1, or (at your option)
* any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
/* To assertain which portions are licensed under the LGPL and which are
* licensed by Id Software, Inc. please run a diff between the equivalent
* versions of the "Tremulous" modification and the unmodified "Quake3"
* game source code.
*/
#include "g_local.h"
#define REFRESH_TIME 2000
/*
================
findPower
attempt to find power for self, return qtrue if successful
================
*/
qboolean findPower( gentity_t *self )
{
int i;
gentity_t *ent;
gentity_t *closestPower;
int distance = 0;
int minDistance = 10000;
vec3_t temp_v;
qboolean foundPower = qfalse;
if( self->parentNode && self->parentNode->active )
return qtrue;
//reset parent
self->parentNode = NULL;
for ( i = 1, ent = g_entities + i; i < level.num_entities; i++, ent++ )
{
if( !ent->classname )
continue;
if( !Q_stricmp( ent->classname, "team_human_reactor" ) ||
!Q_stricmp( ent->classname, "team_human_repeater" ) )
{
VectorSubtract( self->s.origin, ent->s.origin, temp_v );
distance = VectorLength( temp_v );
if( distance < minDistance )
{
closestPower = ent;
minDistance = distance;
foundPower = qtrue;
}
}
}
if( !foundPower )
return qfalse;
if( (
!Q_stricmp( closestPower->classname, "team_human_reactor" ) &&
( minDistance <= REACTOR_BASESIZE )
) ||
(
!Q_stricmp( closestPower->classname, "team_human_repeater" ) &&
!Q_stricmp( self->classname, "team_human_spawn" ) &&
( minDistance <= REPEATER_BASESIZE ) &&
closestPower->powered
) ||
(
!Q_stricmp( closestPower->classname, "team_human_repeater" ) &&
( minDistance <= REPEATER_BASESIZE ) &&
closestPower->active &&
closestPower->powered
)
)
{
self->parentNode = closestPower;
return qtrue;
}
else
return qfalse;
}
/*
================
nullDieFunction
hack to prevent compilers complaining about function pointer -> NULL conversion
================
*/
void nullDieFunction( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod )
{
}
/*
================
D_CreepRecede
Called when an droid spawn dies
================
*/
void D_CreepRecede( gentity_t *self )
{
if( ( self->timestamp + 100 ) == level.time )
G_AddEvent( self, EV_ITEM_RECEDE, 0 );
if( ( self->timestamp + 10000 ) > level.time )
{
self->nextthink = level.time + 500;
trap_LinkEntity( self );
}
else
G_FreeEntity( self );
}
/*
================
DSpawn_Melt
Called when an droid spawn dies
================
*/
void DSpawn_Melt( gentity_t *self )
{
//FIXME: this line crashes the QVM (but not binary when MOD is set to MOD_[H/D]SPAWN
G_SelectiveRadiusDamage( self->s.pos.trBase, self->parent, self->splashDamage,
self->splashRadius, self, MOD_SHOTGUN, PTE_DROIDS );
if( ( self->timestamp + 500 ) == level.time )
G_AddEvent( self, EV_ITEM_RECEDE, 0 );
if( ( self->timestamp + 10000 ) > level.time )
{
self->nextthink = level.time + 500;
trap_LinkEntity( self );
}
else
G_FreeEntity( self );
}
/*
================
DSpawn_Die
Called when an droid spawn dies
================
*/
void DSpawn_Die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod )
{
vec3_t dir;
// we don't have a valid direction, so just point straight up
dir[0] = dir[1] = 0;
dir[2] = 1;
G_SelectiveRadiusDamage( self->s.pos.trBase, self->parent, self->splashDamage,
self->splashRadius, self, self->splashMethodOfDeath, PTE_DROIDS );
self->s.modelindex = 0; //don't draw the model once its destroyed
G_AddEvent( self, EV_GIB_DROID, DirToByte( dir ) );
self->r.contents = CONTENTS_TRIGGER;
self->timestamp = level.time;
self->die = nullDieFunction;
self->think = DSpawn_Melt;
self->nextthink = level.time + 500; //wait .5 seconds before damaging others
trap_LinkEntity( self );
}
/*
================
DDef1_Die
Called when an droid spawn dies
================
*/
void DDef1_Die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod )
{
vec3_t dir;
// we don't have a valid direction, so just point straight up
dir[0] = dir[1] = 0;
dir[2] = 1;
G_SelectiveRadiusDamage( self->s.pos.trBase, self->parent, self->splashDamage,
self->splashRadius, self, self->splashMethodOfDeath, PTE_DROIDS );
self->s.modelindex = 0; //don't draw the model once its destroyed
G_AddEvent( self, EV_GIB_DROID, DirToByte( dir ) );
self->r.contents = CONTENTS_TRIGGER;
self->timestamp = level.time;
self->die = nullDieFunction;
self->think = D_CreepRecede;
self->nextthink = level.time + 100;
trap_LinkEntity( self );
}
/*
================
DSpawn_Think
think function for Droid Spawn
================
*/
void DSpawn_Think( gentity_t *self )
{
}
/*
================
DDef1_Think
think function for Droid Spawn
================
*/
void DDef1_Think( gentity_t *self )
{
int i;
gentity_t *ent;
gentity_t *closestSpawn;
int distance = 0;
int minDistance = 10000;
vec3_t temp_v;
vec3_t dir = { 0, 0, 1 }; //up
if( ( self->parentNode == NULL ) || !self->parentNode->inuse )
{
for ( i = 1, ent = g_entities + i; i < level.num_entities; i++, ent++ )
{
if( !Q_stricmp( ent->classname, "team_droid_spawn" ) ||
!Q_stricmp( ent->classname, "team_droid_hivemind" ) )
{
VectorSubtract( self->s.origin, ent->s.origin, temp_v );
distance = VectorLength( temp_v );
if( distance < minDistance )
{
closestSpawn = ent;
minDistance = distance;
}
}
}
if( minDistance <= ( CREEP_BASESIZE * 3 ) )
self->parentNode = closestSpawn;
else
{
G_Damage( self, NULL, NULL, NULL, NULL, 10000, 0, MOD_SUICIDE );
return;
}
}
G_SelectiveRadiusDamage( self->s.pos.trBase, self->parent, self->splashDamage,
self->splashRadius, self, self->splashMethodOfDeath, PTE_DROIDS );
self->nextthink = level.time + 100;
}
/*
================
HRpt_Think
Think for human power repeater
================
*/
void HRpt_Think( gentity_t *self )
{
int i;
int count = 0;
qboolean reactor = qfalse;
gentity_t *ent;
for ( i = 1, ent = g_entities + i; i < level.num_entities; i++, ent++ )
{
if( !Q_stricmp( ent->classname, "team_human_spawn" ) && ent->parentNode == self )
count++;
if( !Q_stricmp( ent->classname, "team_human_reactor" ) )
reactor = qtrue;
}
if( count && reactor )
self->active = qtrue;
else
self->active = qfalse;
self->powered = reactor;
self->nextthink = level.time + REFRESH_TIME;
}
/*
================
HMCU_Activate
Called when a human activates an MCU
================
*/
void HMCU_Activate( gentity_t *self, gentity_t *other, gentity_t *activator )
{
if( activator->client->ps.stats[ STAT_PTEAM ] != PTE_HUMANS ) return;
if( self->powered )
G_AddPredictableEvent( activator, EV_MENU, MN_H_MCU );
else
G_AddPredictableEvent( activator, EV_MENU, MN_H_MCUPOWER );
}
/*
================
HMCU_Think
Think for mcu
================
*/
void HMCU_Think( gentity_t *self )
{
self->nextthink = level.time + REFRESH_TIME;
self->powered = findPower( self );
}
//TA: the following defense turret code was written by
// "fuzzysteve" (fuzzysteve@quakefiles.com) and
// Anthony "inolen" Pesch (www.inolen.com)
//with modifications by me of course :)
#define HDEF1_RANGE 500
#define HDEF1_ANGULARSPEED 15
#define HDEF1_FIRINGSPEED 200
#define HDEF1_ACCURACYTOLERANCE HDEF1_ANGULARSPEED - 5
#define HDEF1_VERTICALCAP 20
/*
================
hdef1_trackenemy
Used by HDef1_Think to track enemy location
================
*/
qboolean hdef1_trackenemy( gentity_t *self )
{
vec3_t dirToTarget, angleToTarget, angularDiff;
float temp;
float distanceToTarget;
float timeTilImpact;
VectorSubtract( self->enemy->s.pos.trBase, self->s.pos.trBase, dirToTarget );
//lead targets
#if 1
distanceToTarget = VectorLength( dirToTarget );
timeTilImpact = distanceToTarget / 2000.0f;
VectorMA( self->enemy->s.pos.trBase, timeTilImpact, self->enemy->s.pos.trDelta, dirToTarget );
VectorSubtract( dirToTarget, self->s.pos.trBase, dirToTarget );
#endif
VectorNormalize( dirToTarget );
vectoangles( dirToTarget, angleToTarget );
angularDiff[ PITCH ] = AngleSubtract( self->turloc[ PITCH ], angleToTarget[ PITCH ] );
angularDiff[ YAW ] = AngleSubtract( self->turloc[ YAW ], angleToTarget[ YAW ] );
if( angularDiff[ PITCH ] < -HDEF1_ACCURACYTOLERANCE )
self->turloc[ PITCH ] += HDEF1_ANGULARSPEED;
else if( angularDiff[ PITCH ] > HDEF1_ACCURACYTOLERANCE )
self->turloc[ PITCH ] -= HDEF1_ANGULARSPEED;
else
self->turloc[ PITCH ] = angleToTarget[ PITCH ];
temp = fabs( self->turloc[ PITCH ] );
if( temp > 180 )
temp -= 360;
if( temp < -HDEF1_VERTICALCAP )
self->turloc[ PITCH ] = (-360)+HDEF1_VERTICALCAP;
else if( temp > HDEF1_VERTICALCAP )
self->turloc[ PITCH ] = -HDEF1_VERTICALCAP;
if( angularDiff[ YAW ] < -HDEF1_ACCURACYTOLERANCE )
self->turloc[ YAW ] += HDEF1_ANGULARSPEED;
else if( angularDiff[ YAW ] > HDEF1_ACCURACYTOLERANCE )
self->turloc[ YAW ] -= HDEF1_ANGULARSPEED;
else
self->turloc[ YAW ] = angleToTarget[ YAW ];
VectorCopy( self->turloc, self->s.angles2 );
trap_LinkEntity( self );
if( abs( angleToTarget[ YAW ] - self->turloc[ YAW ] ) <= HDEF1_ACCURACYTOLERANCE &&
abs( angleToTarget[ PITCH ] - self->turloc[ PITCH ] ) <= HDEF1_ACCURACYTOLERANCE )
return qtrue;
return qfalse;
}
/*
================
hdef1_fireonemeny
Used by HDef1_Think to fire at enemy
================
*/
void hdef1_fireonenemy( gentity_t *self )
{
vec3_t aimVector;
AngleVectors( self->turloc, aimVector, NULL, NULL );
fire_plasma( self, self->s.pos.trBase, aimVector );
self->count = level.time + HDEF1_FIRINGSPEED;
}
/*
================
hdef1_checktarget
Used by HDef1_Think to check enemies for validity
================
*/
qboolean hdef1_checktarget(gentity_t *self, gentity_t *target)
{
vec3_t distance;
trace_t trace;
if( !target ) // Do we have a target?
return qfalse;
if( !target->inuse ) // Does the target still exist?
return qfalse;
if( target == self ) // is the target us?
return qfalse;
if( !target->client ) // is the target a bot or player?
return qfalse;
if( target->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) // is the target one of us?
return qfalse;
if( target->client->sess.sessionTeam == TEAM_SPECTATOR ) // is the target alive?
return qfalse;
if( target->client->ps.stats[ STAT_STATE ] & SS_INFESTING ) // is the target alive?
return qfalse;
if( target->health <= 0 ) // is the target still alive?
return qfalse;
VectorSubtract( target->r.currentOrigin, self->r.currentOrigin, distance );
if( VectorLength( distance ) > HDEF1_RANGE ) // is the target within range?
return qfalse;
trap_Trace( &trace, self->s.pos.trBase, NULL, NULL, target->s.pos.trBase, self->s.number, MASK_SHOT );
if ( trace.contents & CONTENTS_SOLID ) // can we see the target?
return qfalse;
return qtrue;
}
/*
================
hdef1_findenemy
Used by HDef1_Think to locate enemy gentities
================
*/
void hdef1_findenemy( gentity_t *ent )
{
gentity_t *target;
target = g_entities;
for (; target < &g_entities[ level.num_entities ]; target++)
{
if( !hdef1_checktarget( ent, target ) )
continue;
ent->enemy = target;
return;
}
ent->enemy = NULL;
}
/*
================
HDef1_Think
think function for Human Defense
================
*/
void HDef1_Think( gentity_t *self )
{
self->nextthink = level.time + 50;
self->powered = findPower( self );
if( !self->powered )
{
self->nextthink = level.time + REFRESH_TIME;
return;
}
if( !hdef1_checktarget( self, self->enemy) )
hdef1_findenemy( self );
if( !self->enemy )
return;
if( hdef1_trackenemy( self ) && ( self->count < level.time ) )
hdef1_fireonenemy( self );
}
/*
================
HSpawn_blast
Called when a human spawn explodes
think function
================
*/
void HSpawn_Blast( gentity_t *self )
{
G_RadiusDamage( self->s.pos.trBase, self->parent, self->splashDamage,
self->splashRadius, self, self->splashMethodOfDeath );
G_FreeEntity( self );
}
/*
================
HSpawn_die
Called when a human spawn dies
================
*/
void HSpawn_Die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod )
{
vec3_t dir;
// we don't have a valid direction, so just point straight up
dir[0] = dir[1] = 0;
dir[2] = 1;
self->s.modelindex = 0; //don't draw the model once its destroyed
G_AddEvent( self, EV_ITEM_EXPLOSION, DirToByte( dir ) );
self->r.contents = CONTENTS_TRIGGER;
self->timestamp = level.time;
self->die = nullDieFunction;
self->think = HSpawn_Blast;
self->nextthink = level.time + 1000; //wait 1.5 seconds before damaging others
trap_LinkEntity( self );
}
/*
================
HSpawn_Think
Think for human spawn
================
*/
void HSpawn_Think( gentity_t *self )
{
self->nextthink = level.time + REFRESH_TIME;
self->powered = findPower( self );
}
/*
================
itemFits
Checks to see if an item fits in a specific area
================
*/
itemBuildError_t itemFits( gentity_t *ent, buildable_t buildable, int distance )
{
vec3_t forward;
vec3_t angles;
vec3_t player_origin, entity_origin;
vec3_t mins, maxs;
vec3_t temp_v;
trace_t tr1, tr2;
int i;
itemBuildError_t reason = IBE_NONE;
gentity_t *tempent, *closestPower;
int minDistance = 10000;
int templength;
VectorCopy( ent->s.apos.trBase, angles );
angles[PITCH] = 0; // always forward
AngleVectors( angles, forward, NULL, NULL );
VectorCopy( ent->s.pos.trBase, player_origin );
VectorMA( player_origin, distance, forward, entity_origin );
BG_FindBBoxForBuildable( buildable, mins, maxs );
trap_Trace( &tr1, entity_origin, mins, maxs, entity_origin, ent->s.number, MASK_PLAYERSOLID );
trap_Trace( &tr2, player_origin, NULL, NULL, entity_origin, ent->s.number, MASK_PLAYERSOLID );
if( tr1.fraction < 1.0 || tr2.fraction < 1.0 )
reason = IBE_NOROOM;
if( ent->client->ps.stats[ STAT_PTEAM ] == PTE_DROIDS )
{
//droid criteria
if( level.droidBuildPoints - BG_FindBuildPointsForBuildable( buildable ) < 0 )
reason = IBE_NOASSERT;
if( BG_FindCreepTestForBuildable( buildable ) )
{
for ( i = 1, tempent = g_entities + i; i < level.num_entities; i++, tempent++ )
{
if( !Q_stricmp( tempent->classname, "team_droid_spawn" ) ||
!Q_stricmp( tempent->classname, "team_droid_hivemind" ) )
{
VectorSubtract( entity_origin, tempent->s.origin, temp_v );
if( VectorLength( temp_v ) <= ( CREEP_BASESIZE * 3 ) )
break;
}
}
if( i >= level.num_entities )
reason = IBE_NOCREEP;
}
for ( i = 1, tempent = g_entities + i; i < level.num_entities; i++, tempent++ )
{
if( !Q_stricmp( tempent->classname, "team_droid_hivemind" ) )
break;
}
if( i >= level.num_entities && buildable != BA_D_HIVEMIND )
{
if( buildable == BA_D_SPAWN )
reason = IBE_SPWNWARN;
else
reason = IBE_NOHIVEMIND;
}
if( BG_FindUniqueTestForBuildable( buildable ) )
{
for ( i = 1, tempent = g_entities + i; i < level.num_entities; i++, tempent++ )
{
if( !Q_stricmp( tempent->classname, "team_droid_hivemind" ) )
{
reason = IBE_HIVEMIND;
break;
}
}
}
}
else if( ent->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS )
{
//human criteria
if( level.humanBuildPoints - BG_FindBuildPointsForBuildable( buildable ) < 0 )
reason = IBE_NOPOWER;
for ( i = 1, tempent = g_entities + i; i < level.num_entities; i++, tempent++ )
{
if( !Q_stricmp( tempent->classname, "team_human_reactor" ) ||
!Q_stricmp( tempent->classname, "team_human_repeater" ) )
{
VectorSubtract( entity_origin, tempent->s.origin, temp_v );
templength = VectorLength( temp_v );
if( templength < minDistance )
{
closestPower = tempent;
minDistance = templength;
}
}
}
if( !(( !Q_stricmp( closestPower->classname, "team_human_reactor" ) &&
minDistance <= REACTOR_BASESIZE ) ||
( !Q_stricmp( closestPower->classname, "team_human_repeater" ) &&
minDistance <= REPEATER_BASESIZE &&
( ( buildable == BA_H_SPAWN && closestPower->powered ) ||
( closestPower->powered && closestPower->active ) ) ) )
)
{
if( buildable != BA_H_REACTOR && buildable != BA_H_REPEATER )
reason = IBE_REPEATER;
if( buildable == BA_H_SPAWN )
reason = IBE_RPLWARN;
}
if( buildable == BA_H_REPEATER )
{
for ( i = 1, tempent = g_entities + i; i < level.num_entities; i++, tempent++ )
{
if( !Q_stricmp( tempent->classname, "team_human_reactor" ) )
break;
}
if( i >= level.num_entities )
reason = IBE_RPTWARN;
}
if( BG_FindUniqueTestForBuildable( buildable ) )
{
for ( i = 1, tempent = g_entities + i; i < level.num_entities; i++, tempent++ )
{
if( !Q_stricmp( tempent->classname, "team_human_reactor" ) )
{
reason = IBE_REACTOR;
break;
}
}
}
}
return reason;
}
/*
================
Build_Item
Spawns an item and tosses it forward
================
*/
gentity_t *Build_Item( gentity_t *ent, buildable_t buildable, int distance ) {
vec3_t forward;
vec3_t angles;
vec3_t origin;
gentity_t *built;
VectorCopy( ent->s.apos.trBase, angles );
angles[PITCH] = 0; // always forward
AngleVectors( angles, forward, NULL, NULL );
VectorCopy( ent->s.pos.trBase, origin );
VectorMA( origin, distance, forward, origin );
built = G_Spawn();
built->s.eType = ET_BUILDABLE;
built->classname = BG_FindEntityNameForBuildable( buildable );
built->item = BG_FindItemForBuildable( buildable );
built->s.modelindex = built->item - bg_itemlist; // store item number in modelindex
built->s.clientNum = buildable; //so we can tell what this is on the client side
BG_FindBBoxForBuildable( buildable, built->r.mins, built->r.maxs );
built->biteam = built->s.modelindex2 = BG_FindTeamForBuildable( buildable );
built->health = BG_FindHealthForBuildable( buildable );
built->damage = BG_FindDamageForBuildable( buildable );
built->splashDamage = BG_FindSplashDamageForBuildable( buildable );
built->splashRadius = BG_FindSplashRadiusForBuildable( buildable );
built->splashMethodOfDeath = BG_FindMODForBuildable( buildable );
if( BG_FindEventForBuildable( buildable ) != EV_NONE )
G_AddEvent( built, BG_FindEventForBuildable( buildable ), 0 );
built->nextthink = BG_FindNextThinkForBuildable( buildable );
if( buildable == BA_D_SPAWN )
{
built->die = DSpawn_Die;
built->think = DSpawn_Think;
}
else if( buildable == BA_D_DEF1 )
{
built->die = DDef1_Die;
built->think = DDef1_Think;
}
else if( buildable == BA_D_HIVEMIND )
{
built->die = DSpawn_Die;
}
else if( buildable == BA_H_SPAWN )
{
built->die = HSpawn_Die;
built->think = HSpawn_Think;
}
else if( buildable == BA_H_DEF1 )
{
built->die = HSpawn_Die;
built->think = HDef1_Think;
built->enemy = NULL;
}
else if( buildable == BA_H_MCU )
{
built->think = HMCU_Think;
built->die = HSpawn_Die;
built->use = HMCU_Activate;
}
else if( buildable == BA_H_REACTOR )
{
built->die = HSpawn_Die;
built->powered = qtrue;
}
else if( buildable == BA_H_REPEATER )
{
built->think = HRpt_Think;
built->die = HSpawn_Die;
}
built->takedamage = qtrue;
built->s.number = built - g_entities;
built->r.contents = CONTENTS_BODY;
built->clipmask = MASK_PLAYERSOLID;
G_SetOrigin( built, origin );
VectorCopy( angles, built->s.angles );
built->turloc[ YAW ] = built->s.angles2[ YAW ] = angles[ YAW ];
VectorCopy( origin, built->s.origin );
built->s.pos.trType = TR_GRAVITY;
built->s.pos.trTime = level.time;
trap_LinkEntity (built);
return built;
}
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