Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
modeleffects.qc
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1#include "modeleffects.qh"
2
3REGISTER_NET_LINKED(ENT_CLIENT_MODELEFFECT)
4
5#ifdef SVQC
6
7.float scale2;
8
9bool modeleffect_SendEntity(entity this, entity to, int sf)
10{
11 float f;
12 WriteHeader(MSG_ENTITY, ENT_CLIENT_MODELEFFECT);
13
14 f = 0;
15 if(this.velocity != '0 0 0')
16 f |= 1;
17 if(this.angles != '0 0 0')
18 f |= 2;
19 if(this.avelocity != '0 0 0')
20 f |= 4;
21
26 WriteVector(MSG_ENTITY, this.origin);
27 if(f & 1)
28 {
29 WriteVector(MSG_ENTITY, this.velocity);
30 }
31 if(f & 2)
32 {
33 WriteAngleVector(MSG_ENTITY, this.angles);
34 }
35 if(f & 4)
36 {
37 WriteAngleVector(MSG_ENTITY, this.avelocity);
38 }
39 WriteShort(MSG_ENTITY, this.scale * 256.0);
40 WriteShort(MSG_ENTITY, this.scale2 * 256.0);
41 WriteByte(MSG_ENTITY, this.teleport_time * 100.0);
42 WriteByte(MSG_ENTITY, this.fade_time * 100.0);
43 WriteByte(MSG_ENTITY, this.alpha * 255.0);
44
45 return true;
46}
47
48void modeleffect_spawn(string m, float s, float f, vector o, vector v, vector ang, vector angv, float s0, float s2, float a, float t1, float t2)
49{
50 entity e = new(modeleffect);
51 _setmodel(e, m);
52 e.frame = f;
53 setorigin(e, o);
54 e.velocity = v;
55 e.angles = ang;
56 e.avelocity = angv;
57 e.alpha = a;
58 e.teleport_time = t1;
59 e.fade_time = t2;
60 e.skin = s;
61 if(s0 >= 0)
62 e.scale = s0 / max6(-e.mins.x, -e.mins.y, -e.mins.z, e.maxs.x, e.maxs.y, e.maxs.z);
63 else
64 e.scale = -s0;
65 if(s2 >= 0)
66 e.scale2 = s2 / max6(-e.mins.x, -e.mins.y, -e.mins.z, e.maxs.x, e.maxs.y, e.maxs.z);
67 else
68 e.scale2 = -s2;
69 float sz = max(e.scale, e.scale2);
70 setsize(e, e.mins * sz, e.maxs * sz);
72}
73
74#endif
75
76#ifdef CSQC
77
78entityclass(ModelEffect);
79classfield(ModelEffect) .float frame1time;
80classfield(ModelEffect) .float lifetime, fadetime;
81classfield(ModelEffect) .float teleport_time;
82classfield(ModelEffect) .float scale1, scale2;
83
84.float cnt;
85.float scale;
86.float alpha;
87
89{
90 this.angles = this.angles + frametime * this.avelocity;
91 setorigin(this, this.origin + frametime * this.velocity);
92 this.scale = this.scale1 + (this.scale2 - this.scale1) * (time - this.teleport_time) / (this.lifetime + this.fadetime - this.teleport_time);
93 this.alpha = this.cnt * bound(0, 1 - (time - this.lifetime) / this.fadetime, 1);
94 if(this.alpha < ALPHA_MIN_VISIBLE)
95 {
96 delete(this);
97 return;
98 }
99 this.drawmask = MASK_NORMAL;
100 if(this.scale <= 0)
101 {
102 this.drawmask = 0;
103 return;
104 }
105}
106
107NET_HANDLE(ENT_CLIENT_MODELEFFECT, bool isnew)
108{
109 make_pure(this);
110
111 int f = ReadByte();
112
113 entity e = new(modeleffect);
114 e.model = "from network";
115 e.modelindex = ReadShort();
116 e.skin = ReadByte();
117 e.frame = ReadByte();
118 e.frame1time = time;
119 e.origin = ReadVector();
120 setorigin(e, e.origin);
121 if(f & 1)
122 {
123 e.velocity = ReadVector();
124 }
125 if(f & 2)
126 {
127 e.angles = ReadAngleVector();
128 }
129 if(f & 4)
130 {
131 e.avelocity = ReadAngleVector();
132 }
133 e.scale1 = ReadShort() / 256.0;
134 e.scale2 = ReadShort() / 256.0;
135 e.lifetime = time + ReadByte() * 0.01;
136 e.fadetime = ReadByte() * 0.01;
137 e.teleport_time = time;
138 e.cnt = ReadByte() / 255.0; // actually alpha
139
140 e.draw = ModelEffect_Draw;
141 if (isnew) IL_PUSH(g_drawables, e);
142
143 if (!isnew) delete(e); // yes, this IS stupid, but I don't need to duplicate all the read* stuff then
144 return true;
145}
146#endif
float frame1time
start time of framegroup animation
Definition anim.qh:22
float frame
primary framegroup animation (strength = 1 - lerpfrac - lerpfrac3 - lerpfrac4)
Definition anim.qh:6
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
float lifetime
Definition powerups.qc:23
float cnt
Definition powerups.qc:24
float alpha
Definition items.qc:13
IntrusiveList g_drawables
Definition main.qh:91
const float ALPHA_MIN_VISIBLE
Definition main.qh:158
float teleport_time
Definition player.qh:216
float drawmask
float modelindex
vector avelocity
float frametime
const float MASK_NORMAL
vector velocity
float skin
float time
vector origin
ent angles
Definition ent_cs.qc:121
ERASEABLE entity IL_PUSH(IntrusiveList this, entity it)
Push to tail.
#define NET_HANDLE(id, param)
Definition net.qh:15
const int MSG_ENTITY
Definition net.qh:115
#define ReadVector()
Definition net.qh:367
#define ReadAngleVector()
Definition net.qh:369
#define WriteHeader(to, id)
Definition net.qh:221
#define REGISTER_NET_LINKED(id)
Definition net.qh:55
void Net_LinkEntity(entity e, bool docull, float dt, bool(entity this, entity to, int sendflags) sendfunc)
Definition net.qh:123
int ReadByte()
float bound(float min, float value, float max)
void WriteShort(float data, float dest, float desto)
void WriteByte(float data, float dest, float desto)
float max(float f,...)
void modeleffect_spawn(string m, float s, float f, vector o, vector v, vector ang, vector angv, float s0, float s2, float a, float t1, float t2)
float scale2
void ModelEffect_Draw(entity this)
fadetime
bool modeleffect_SendEntity(entity this, entity to, int sf)
spree_inf s1 s2 s3loc s2 spree_inf s1 s2 s3loc s2 spree_inf s1 s2 s3loc s2 s1 s2loc s1 s2loc s1 s2loc s1 s2loc s1 s2loc s1 s2loc s1 s2 f1points s1 s2
Definition all.inc:469
#define entityclass(...)
Definition oo.qh:52
#define make_pure(e)
direct use is
Definition oo.qh:13
#define classfield(name)
Definition oo.qh:57
float scale
Definition projectile.qc:14
vector
Definition self.qh:92
vector vector ang
Definition self.qh:92
float fade_time
Definition common.qh:23