NSPhysicsEntity: move .geomtype into ODE ifdef

This commit is contained in:
Marco Cawthorne 2023-09-18 19:36:15 -07:00
parent c920dc2df0
commit c3f5e7a1c2
Signed by: eukara
GPG Key ID: CE2032F0A2882A22
1 changed files with 178 additions and 286 deletions

View File

@ -14,6 +14,8 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
//#define ODE_MODE 1
void
NSPhysicsEntity::NSPhysicsEntity(void)
{
@ -25,8 +27,13 @@ NSPhysicsEntity::NSPhysicsEntity(void)
m_iMaterial = 0i;
m_iFlags = 0i;
#ifdef ODE_MODE
cvar_set("physics_ode_iterationsperframe", "1");
cvar_set("physics_ode_movelimit", "0.1");
#else
cvar_set("physics_bullet_maxiterationsperframe", "10");
cvar_set("physics_bullet_framerate", "60");
#endif
}
#ifdef SERVER
@ -66,8 +73,6 @@ NSPhysicsEntity::Restore(string strKey, string strValue)
}
#endif
#define ODE_MODE 1
#ifdef CLIENT
bool physics_supported(void)
{
@ -88,94 +93,57 @@ bool physics_supported(void)
void
NSPhysicsEntity::EvaluateEntity(void)
{
#if 0
origin[0] = rint(origin[0]);
origin[1] = rint(origin[1]);
origin[2] = rint(origin[2]);
angles[0] = rint(angles[0]);
angles[1] = rint(angles[1]);
angles[2] = rint(angles[2]);
#endif
if (origin_x != origin_net_x) {
SetSendFlags(PHYENT_CHANGED_ORIGIN_X);
}
if (origin_y != origin_net_y) {
SetSendFlags(PHYENT_CHANGED_ORIGIN_Y);
}
if (origin_z != origin_net_z) {
SetSendFlags(PHYENT_CHANGED_ORIGIN_Z);
}
if (angles_x != angles_net_x) {
SetSendFlags(PHYENT_CHANGED_ANGLES_X);
}
if (angles_y != angles_net_y) {
SetSendFlags(PHYENT_CHANGED_ANGLES_Y);
}
if (angles_z != angles_net_z) {
SetSendFlags(PHYENT_CHANGED_ANGLES_Z);
}
if (ATTR_CHANGED(modelindex)) {
SetSendFlags(PHYENT_CHANGED_MODELINDEX);
}
if (ATTR_CHANGED(solid)) {
SetSendFlags(PHYENT_CHANGED_SOLID);
}
if (ATTR_CHANGED(movetype)) {
SetSendFlags(PHYENT_CHANGED_MOVETYPE);
}
if (ATTR_CHANGED(size)) {
SetSendFlags(PHYENT_CHANGED_SIZE);
}
if (ATTR_CHANGED(frame)) {
SetSendFlags(PHYENT_CHANGED_FRAME);
}
if (ATTR_CHANGED(skin)) {
SetSendFlags(PHYENT_CHANGED_SKIN);
}
if (ATTR_CHANGED(effects)) {
SetSendFlags(PHYENT_CHANGED_EFFECTS);
}
if (ATTR_CHANGED(m_iBody)) {
SetSendFlags(PHYENT_CHANGED_BODY);
}
if (ATTR_CHANGED(scale)) {
SetSendFlags(PHYENT_CHANGED_SCALE);
}
if (ATTR_CHANGED(velocity)) {
SetSendFlags(PHYENT_CHANGED_VELOCITY);
}
SAVE_STATE(origin)
SAVE_STATE(angles)
SAVE_STATE(modelindex)
SAVE_STATE(solid)
SAVE_STATE(movetype)
SAVE_STATE(size)
SAVE_STATE(frame)
SAVE_STATE(skin)
SAVE_STATE(effects)
SAVE_STATE(m_iBody)
SAVE_STATE(scale)
SAVE_STATE(velocity)
if (ATTR_CHANGED(m_iRenderMode)) {
SetSendFlags(PHYENT_CHANGED_RENDERMODE);
}
if (ATTR_CHANGED(m_iRenderFX)) {
SetSendFlags(PHYENT_CHANGED_RENDERMODE);
}
if (ATTR_CHANGED(m_vecRenderColor)) {
SetSendFlags(PHYENT_CHANGED_RENDERCOLOR);
}
if (ATTR_CHANGED(m_flRenderAmt)) {
SetSendFlags(PHYENT_CHANGED_RENDERAMT);
}
EVALUATE_VECTOR(origin, 0, RDENT_CHANGED_ORIGIN_X)
EVALUATE_VECTOR(origin, 1, RDENT_CHANGED_ORIGIN_Y)
EVALUATE_VECTOR(origin, 2, RDENT_CHANGED_ORIGIN_Z)
EVALUATE_VECTOR(angles, 0, RDENT_CHANGED_ANGLES_X)
EVALUATE_VECTOR(angles, 1, RDENT_CHANGED_ANGLES_Y)
EVALUATE_VECTOR(angles, 2, RDENT_CHANGED_ANGLES_Z)
EVALUATE_FIELD(modelindex, RDENT_CHANGED_MODELINDEX)
EVALUATE_FIELD(colormap, RDENT_CHANGED_MODELINDEX)
EVALUATE_FIELD(solid, RDENT_CHANGED_SOLIDMOVETYPE)
EVALUATE_FIELD(movetype, RDENT_CHANGED_SOLIDMOVETYPE)
EVALUATE_FIELD(flags, RDENT_CHANGED_FLAGS)
EVALUATE_FIELD(modelflags, RDENT_CHANGED_FLAGS)
EVALUATE_VECTOR(mins, 0, RDENT_CHANGED_SIZE)
EVALUATE_VECTOR(mins, 1, RDENT_CHANGED_SIZE)
EVALUATE_VECTOR(mins, 2, RDENT_CHANGED_SIZE)
EVALUATE_VECTOR(maxs, 0, RDENT_CHANGED_SIZE)
EVALUATE_VECTOR(maxs, 1, RDENT_CHANGED_SIZE)
EVALUATE_VECTOR(maxs, 2, RDENT_CHANGED_SIZE)
EVALUATE_FIELD(frame, RDENT_CHANGED_FRAME)
EVALUATE_FIELD(frame1time, RDENT_CHANGED_FRAME)
EVALUATE_FIELD(skin, RDENT_CHANGED_SKIN)
EVALUATE_FIELD(effects, RDENT_CHANGED_EFFECTS)
EVALUATE_FIELD(m_iBody, RDENT_CHANGED_BODY)
EVALUATE_FIELD(scale, RDENT_CHANGED_SCALE)
EVALUATE_VECTOR(m_vecAxialScale, 0, RDENT_CHANGED_SCALE)
EVALUATE_VECTOR(m_vecAxialScale, 1, RDENT_CHANGED_SCALE)
EVALUATE_VECTOR(m_vecAxialScale, 2, RDENT_CHANGED_SCALE)
EVALUATE_VECTOR(velocity, 0, RDENT_CHANGED_VELOCITY)
EVALUATE_VECTOR(velocity, 1, RDENT_CHANGED_VELOCITY)
EVALUATE_VECTOR(velocity, 2, RDENT_CHANGED_VELOCITY)
EVALUATE_VECTOR(avelocity, 0, RDENT_CHANGED_ANGULARVELOCITY)
EVALUATE_VECTOR(avelocity, 1, RDENT_CHANGED_ANGULARVELOCITY)
EVALUATE_VECTOR(avelocity, 2, RDENT_CHANGED_ANGULARVELOCITY)
EVALUATE_FIELD(m_iRenderMode, RDENT_CHANGED_RENDERMODE)
EVALUATE_FIELD(m_iRenderFX, RDENT_CHANGED_RENDERMODE)
EVALUATE_VECTOR(m_vecRenderColor, 0, RDENT_CHANGED_RENDERCOLOR)
EVALUATE_VECTOR(m_vecRenderColor, 1, RDENT_CHANGED_RENDERCOLOR)
EVALUATE_VECTOR(m_vecRenderColor, 2, RDENT_CHANGED_RENDERCOLOR)
EVALUATE_VECTOR(glowmod, 0, RDENT_CHANGED_RENDERCOLOR)
EVALUATE_VECTOR(glowmod, 1, RDENT_CHANGED_RENDERCOLOR)
EVALUATE_VECTOR(glowmod, 2, RDENT_CHANGED_RENDERCOLOR)
EVALUATE_FIELD(m_flRenderAmt, RDENT_CHANGED_RENDERAMT)
EVALUATE_FIELD(m_flBoneControl1, RDENT_CHANGED_CONTROLLER)
EVALUATE_FIELD(m_flBoneControl2, RDENT_CHANGED_CONTROLLER)
EVALUATE_FIELD(m_flBoneControl3, RDENT_CHANGED_CONTROLLER)
EVALUATE_FIELD(m_flBoneControl4, RDENT_CHANGED_CONTROLLER)
EVALUATE_FIELD(m_flBoneControl5, RDENT_CHANGED_CONTROLLER)
}
float
NSPhysicsEntity::SendEntity(entity ePEnt, float fChanged)
NSPhysicsEntity::SendEntity(entity ePEnt, float flChanged)
{
if (!modelindex)
return (0);
@ -185,123 +153,80 @@ NSPhysicsEntity::SendEntity(entity ePEnt, float fChanged)
WriteByte(MSG_ENTITY, ENT_PHYSICS);
/* newly popped into the PVS, sadly this is the only hacky way to check
* for this right now. convince the engine maintainer to make this more sensible */
if (fChanged == 0xFFFFFF) {
/* check for defaults. if these are predictable fields, don't even bother
* networking them! you're just wasting bandwidth. */
if (frame == 0)
fChanged &= ~PHYENT_CHANGED_FRAME;
if (skin == 0)
fChanged &= ~PHYENT_CHANGED_SKIN;
if (effects == 0)
fChanged &= ~PHYENT_CHANGED_EFFECTS;
if (m_iBody == 0)
fChanged &= ~PHYENT_CHANGED_BODY;
if (scale == 0.0 || scale == 1.0)
fChanged &= ~PHYENT_CHANGED_SCALE;
if (origin[0] == 0)
fChanged &= ~PHYENT_CHANGED_ORIGIN_X;
if (origin[1] == 0)
fChanged &= ~PHYENT_CHANGED_ORIGIN_Y;
if (origin[2] == 0)
fChanged &= ~PHYENT_CHANGED_ORIGIN_Z;
if (angles[0] == 0)
fChanged &= ~PHYENT_CHANGED_ANGLES_X;
if (angles[1] == 0)
fChanged &= ~PHYENT_CHANGED_ANGLES_Y;
if (angles[2] == 0)
fChanged &= ~PHYENT_CHANGED_ANGLES_Z;
if (velocity == [0,0,0])
fChanged &= ~PHYENT_CHANGED_VELOCITY;
if (mins == [0,0,0] && maxs == [0,0,0])
fChanged &= ~PHYENT_CHANGED_SIZE;
if (solid == SOLID_NOT)
fChanged &= ~PHYENT_CHANGED_SOLID;
if (movetype == MOVETYPE_NONE)
fChanged &= ~PHYENT_CHANGED_MOVETYPE;
if (m_iRenderMode == RM_NORMAL)
fChanged &= ~PHYENT_CHANGED_RENDERMODE;
/* optimisation */
{
/* we'll never network these if we aren't moving. */
if (movetype == MOVETYPE_NONE) {
flChanged &= ~RDENT_CHANGED_VELOCITY;
flChanged &= ~RDENT_CHANGED_ANGULARVELOCITY;
}
/* no rendermode means no extra fields */
if (m_iRenderMode == RM_NORMAL && m_iRenderFX == RFX_NORMAL) {
flChanged &= ~RDENT_CHANGED_RENDERMODE;
//flChanged &= ~RDENT_CHANGED_RENDERCOLOR; /* glowmod needs this */
flChanged &= ~RDENT_CHANGED_RENDERAMT;
}
if (m_bIsBrush == true) {
flChanged &= ~RDENT_CHANGED_FLAGS;
flChanged &= ~RDENT_CHANGED_BODY;
flChanged &= ~RDENT_CHANGED_SCALE;
flChanged &= ~RDENT_CHANGED_CONTROLLER;
}
}
/* broadcast how much data is expected to be read */
WriteFloat(MSG_ENTITY, fChanged);
WriteFloat(MSG_ENTITY, flChanged);
/* really trying to get our moneys worth with 23 bits of mantissa */
if (fChanged & PHYENT_CHANGED_ORIGIN_X) {
WriteCoord(MSG_ENTITY, origin[0]);
}
if (fChanged & PHYENT_CHANGED_ORIGIN_Y) {
WriteCoord(MSG_ENTITY, origin[1]);
}
if (fChanged & PHYENT_CHANGED_ORIGIN_Z) {
WriteCoord(MSG_ENTITY, origin[2]);
}
if (fChanged & PHYENT_CHANGED_ANGLES_X) {
WriteShort(MSG_ENTITY, angles[0] * 32767 / 360);
}
if (fChanged & PHYENT_CHANGED_ANGLES_Y) {
WriteShort(MSG_ENTITY, angles[1] * 32767 / 360);
}
if (fChanged & PHYENT_CHANGED_ANGLES_Z) {
WriteShort(MSG_ENTITY, angles[2] * 32767 / 360);
}
if (fChanged & PHYENT_CHANGED_MODELINDEX) {
WriteShort(MSG_ENTITY, modelindex);
}
if (fChanged & PHYENT_CHANGED_SOLID) {
WriteByte(MSG_ENTITY, solid);
}
if (fChanged & PHYENT_CHANGED_MOVETYPE) {
WriteByte(MSG_ENTITY, movetype);
}
if (fChanged & PHYENT_CHANGED_SIZE) {
WriteCoord(MSG_ENTITY, mins[0]);
WriteCoord(MSG_ENTITY, mins[1]);
WriteCoord(MSG_ENTITY, mins[2]);
WriteCoord(MSG_ENTITY, maxs[0]);
WriteCoord(MSG_ENTITY, maxs[1]);
WriteCoord(MSG_ENTITY, maxs[2]);
}
if (fChanged & PHYENT_CHANGED_FRAME) {
WriteByte(MSG_ENTITY, frame);
WriteByte(MSG_ENTITY, frame1time);
}
if (fChanged & PHYENT_CHANGED_SKIN) {
WriteByte(MSG_ENTITY, skin + 128);
}
if (fChanged & PHYENT_CHANGED_EFFECTS) {
WriteFloat(MSG_ENTITY, effects);
}
if (fChanged & PHYENT_CHANGED_BODY) {
WriteByte(MSG_ENTITY, m_iBody);
}
if (fChanged & PHYENT_CHANGED_SCALE) {
WriteFloat(MSG_ENTITY, scale);
}
if (fChanged & PHYENT_CHANGED_VELOCITY) {
WriteFloat(MSG_ENTITY, velocity[0]);
WriteFloat(MSG_ENTITY, velocity[1]);
WriteFloat(MSG_ENTITY, velocity[2]);
}
if (fChanged & PHYENT_CHANGED_RENDERMODE) {
WriteByte(MSG_ENTITY, m_iRenderMode);
WriteByte(MSG_ENTITY, m_iRenderFX);
}
if (fChanged & PHYENT_CHANGED_RENDERCOLOR) {
WriteFloat(MSG_ENTITY, m_vecRenderColor[0]);
WriteFloat(MSG_ENTITY, m_vecRenderColor[1]);
WriteFloat(MSG_ENTITY, m_vecRenderColor[2]);
WriteFloat(MSG_ENTITY, glowmod[0]);
WriteFloat(MSG_ENTITY, glowmod[1]);
WriteFloat(MSG_ENTITY, glowmod[2]);
}
if (fChanged & PHYENT_CHANGED_RENDERAMT) {
WriteFloat(MSG_ENTITY, m_flRenderAmt);
}
SENDENTITY_COORD(origin[0], RDENT_CHANGED_ORIGIN_X)
SENDENTITY_COORD(origin[1], RDENT_CHANGED_ORIGIN_Y)
SENDENTITY_COORD(origin[2], RDENT_CHANGED_ORIGIN_Z)
SENDENTITY_ANGLE(angles[0], RDENT_CHANGED_ANGLES_X)
SENDENTITY_ANGLE(angles[1], RDENT_CHANGED_ANGLES_Y)
SENDENTITY_ANGLE(angles[2], RDENT_CHANGED_ANGLES_Z)
SENDENTITY_SHORT(modelindex, RDENT_CHANGED_MODELINDEX)
SENDENTITY_BYTE(colormap, RDENT_CHANGED_MODELINDEX)
SENDENTITY_BYTE(solid, RDENT_CHANGED_SOLIDMOVETYPE)
SENDENTITY_BYTE(movetype, RDENT_CHANGED_SOLIDMOVETYPE)
SENDENTITY_INT(flags, RDENT_CHANGED_FLAGS)
SENDENTITY_INT(modelflags, RDENT_CHANGED_FLAGS)
SENDENTITY_COORD(mins[0], RDENT_CHANGED_SIZE)
SENDENTITY_COORD(mins[1], RDENT_CHANGED_SIZE)
SENDENTITY_COORD(mins[2], RDENT_CHANGED_SIZE)
SENDENTITY_COORD(maxs[0], RDENT_CHANGED_SIZE)
SENDENTITY_COORD(maxs[1], RDENT_CHANGED_SIZE)
SENDENTITY_COORD(maxs[2], RDENT_CHANGED_SIZE)
SENDENTITY_BYTE(frame, RDENT_CHANGED_FRAME)
SENDENTITY_FLOAT(frame1time, RDENT_CHANGED_FRAME)
SENDENTITY_FLOAT(skin, RDENT_CHANGED_SKIN)
SENDENTITY_FLOAT(effects, RDENT_CHANGED_EFFECTS)
SENDENTITY_SHORT(m_iBody, RDENT_CHANGED_BODY)
SENDENTITY_FLOAT(scale, RDENT_CHANGED_SCALE)
SENDENTITY_FLOAT(m_vecAxialScale[0], RDENT_CHANGED_SCALE)
SENDENTITY_FLOAT(m_vecAxialScale[1], RDENT_CHANGED_SCALE)
SENDENTITY_FLOAT(m_vecAxialScale[2], RDENT_CHANGED_SCALE)
SENDENTITY_COORD(velocity[0], RDENT_CHANGED_VELOCITY)
SENDENTITY_COORD(velocity[1], RDENT_CHANGED_VELOCITY)
SENDENTITY_COORD(velocity[2], RDENT_CHANGED_VELOCITY)
SENDENTITY_COORD(avelocity[0], RDENT_CHANGED_ANGULARVELOCITY)
SENDENTITY_COORD(avelocity[1], RDENT_CHANGED_ANGULARVELOCITY)
SENDENTITY_COORD(avelocity[2], RDENT_CHANGED_ANGULARVELOCITY)
SENDENTITY_BYTE(m_iRenderMode, RDENT_CHANGED_RENDERMODE)
SENDENTITY_BYTE(m_iRenderFX, RDENT_CHANGED_RENDERMODE)
SENDENTITY_ANGLE(m_vecRenderColor[0], RDENT_CHANGED_RENDERCOLOR)
SENDENTITY_ANGLE(m_vecRenderColor[1], RDENT_CHANGED_RENDERCOLOR)
SENDENTITY_ANGLE(m_vecRenderColor[2], RDENT_CHANGED_RENDERCOLOR)
/* these need more precision for shader hacks... */
SENDENTITY_FLOAT(glowmod[0], RDENT_CHANGED_RENDERCOLOR)
SENDENTITY_FLOAT(glowmod[1], RDENT_CHANGED_RENDERCOLOR)
SENDENTITY_FLOAT(glowmod[2], RDENT_CHANGED_RENDERCOLOR)
SENDENTITY_ANGLE(m_flRenderAmt, RDENT_CHANGED_RENDERAMT)
SENDENTITY_ANGLE(m_flBoneControl1, RDENT_CHANGED_CONTROLLER)
SENDENTITY_ANGLE(m_flBoneControl2, RDENT_CHANGED_CONTROLLER)
SENDENTITY_ANGLE(m_flBoneControl3, RDENT_CHANGED_CONTROLLER)
SENDENTITY_ANGLE(m_flBoneControl4, RDENT_CHANGED_CONTROLLER)
SENDENTITY_ANGLE(m_flBoneControl5, RDENT_CHANGED_CONTROLLER)
return (1);
}
@ -315,98 +240,65 @@ NSPhysicsEntity::ReceiveEntity
void
NSPhysicsEntity::ReceiveEntity(float flNew, float flChanged)
{
if (flChanged & PHYENT_CHANGED_ORIGIN_X) {
origin[0] = readcoord();
}
if (flChanged & PHYENT_CHANGED_ORIGIN_Y) {
origin[1] = readcoord();
}
if (flChanged & PHYENT_CHANGED_ORIGIN_Z) {
origin[2] = readcoord();
}
if (flChanged & PHYENT_CHANGED_ANGLES_X) {
angles[0] = readshort() / (32767 / 360);
}
if (flChanged & PHYENT_CHANGED_ANGLES_Y) {
angles[1] = readshort() / (32767 / 360);
}
if (flChanged & PHYENT_CHANGED_ANGLES_Z) {
angles[2] = readshort() / (32767 / 360);
}
if (flChanged & PHYENT_CHANGED_MODELINDEX) {
setmodelindex(this, readshort());
}
if (flChanged & PHYENT_CHANGED_SOLID) {
solid = readbyte();
}
if (flChanged & PHYENT_CHANGED_MOVETYPE) {
movetype = readbyte();
if (movetype == MOVETYPE_PHYSICS) {
movetype = MOVETYPE_NONE;
}
}
if (flChanged & PHYENT_CHANGED_SIZE) {
mins[0] = readcoord();
mins[1] = readcoord();
mins[2] = readcoord();
maxs[0] = readcoord();
maxs[1] = readcoord();
maxs[2] = readcoord();
}
if (flChanged & PHYENT_CHANGED_FRAME) {
frame = readbyte();
frame1time =
frame2time = readbyte();
}
if (flChanged & PHYENT_CHANGED_SKIN) {
skin = readbyte() - 128;
}
if (flChanged & PHYENT_CHANGED_EFFECTS) {
effects = readfloat();
}
if (flChanged & PHYENT_CHANGED_BODY) {
m_iBody = readbyte();
setcustomskin(this, "", sprintf("geomset 0 %i\ngeomset 1 %i\n", m_iBody, m_iBody));
}
if (flChanged & PHYENT_CHANGED_SCALE) {
scale = readfloat();
}
if (flChanged & PHYENT_CHANGED_VELOCITY) {
velocity[0] = readfloat();
velocity[1] = readfloat();
velocity[2] = readfloat();
}
if (flChanged & PHYENT_CHANGED_RENDERMODE) {
m_iRenderMode = readbyte();
m_iRenderFX = readbyte();
}
if (flChanged & PHYENT_CHANGED_RENDERCOLOR) {
m_vecRenderColor[0] = readfloat();
m_vecRenderColor[1] = readfloat();
m_vecRenderColor[2] = readfloat();
glowmod[0] = readfloat();
glowmod[1] = readfloat();
glowmod[2] = readfloat();
}
if (flChanged & PHYENT_CHANGED_RENDERAMT) {
m_flRenderAmt = readfloat();
}
if (modelindex) {
drawmask = MASK_ENGINE;
} else {
drawmask = 0;
}
READENTITY_COORD(origin[0], RDENT_CHANGED_ORIGIN_X)
READENTITY_COORD(origin[1], RDENT_CHANGED_ORIGIN_Y)
READENTITY_COORD(origin[2], RDENT_CHANGED_ORIGIN_Z)
READENTITY_ANGLE(angles[0], RDENT_CHANGED_ANGLES_X)
READENTITY_ANGLE(angles[1], RDENT_CHANGED_ANGLES_Y)
READENTITY_ANGLE(angles[2], RDENT_CHANGED_ANGLES_Z)
READENTITY_SHORT(modelindex, RDENT_CHANGED_MODELINDEX)
READENTITY_BYTE(colormap, RDENT_CHANGED_MODELINDEX)
READENTITY_BYTE(solid, RDENT_CHANGED_SOLIDMOVETYPE)
READENTITY_BYTE(movetype, RDENT_CHANGED_SOLIDMOVETYPE)
READENTITY_INT(flags, RDENT_CHANGED_FLAGS)
READENTITY_INT(modelflags, RDENT_CHANGED_FLAGS)
READENTITY_COORD(mins[0], RDENT_CHANGED_SIZE)
READENTITY_COORD(mins[1], RDENT_CHANGED_SIZE)
READENTITY_COORD(mins[2], RDENT_CHANGED_SIZE)
READENTITY_COORD(maxs[0], RDENT_CHANGED_SIZE)
READENTITY_COORD(maxs[1], RDENT_CHANGED_SIZE)
READENTITY_COORD(maxs[2], RDENT_CHANGED_SIZE)
READENTITY_BYTE(frame, RDENT_CHANGED_FRAME)
READENTITY_FLOAT(frame1time, RDENT_CHANGED_FRAME)
READENTITY_FLOAT(skin, RDENT_CHANGED_SKIN)
READENTITY_FLOAT(effects, RDENT_CHANGED_EFFECTS)
READENTITY_SHORT(m_iBody, RDENT_CHANGED_BODY)
READENTITY_FLOAT(scale, RDENT_CHANGED_SCALE)
READENTITY_FLOAT(m_vecAxialScale[0], RDENT_CHANGED_SCALE)
READENTITY_FLOAT(m_vecAxialScale[1], RDENT_CHANGED_SCALE)
READENTITY_FLOAT(m_vecAxialScale[2], RDENT_CHANGED_SCALE)
READENTITY_COORD(velocity[0], RDENT_CHANGED_VELOCITY)
READENTITY_COORD(velocity[1], RDENT_CHANGED_VELOCITY)
READENTITY_COORD(velocity[2], RDENT_CHANGED_VELOCITY)
READENTITY_COORD(avelocity[0], RDENT_CHANGED_ANGULARVELOCITY)
READENTITY_COORD(avelocity[1], RDENT_CHANGED_ANGULARVELOCITY)
READENTITY_COORD(avelocity[2], RDENT_CHANGED_ANGULARVELOCITY)
READENTITY_BYTE(m_iRenderMode, RDENT_CHANGED_RENDERMODE)
READENTITY_BYTE(m_iRenderFX, RDENT_CHANGED_RENDERMODE)
READENTITY_ANGLE(m_vecRenderColor[0], RDENT_CHANGED_RENDERCOLOR)
READENTITY_ANGLE(m_vecRenderColor[1], RDENT_CHANGED_RENDERCOLOR)
READENTITY_ANGLE(m_vecRenderColor[2], RDENT_CHANGED_RENDERCOLOR)
/* these need more precision for shader hacks... */
READENTITY_FLOAT(glowmod[0], RDENT_CHANGED_RENDERCOLOR)
READENTITY_FLOAT(glowmod[1], RDENT_CHANGED_RENDERCOLOR)
READENTITY_FLOAT(glowmod[2], RDENT_CHANGED_RENDERCOLOR)
READENTITY_ANGLE(m_flRenderAmt, RDENT_CHANGED_RENDERAMT)
READENTITY_ANGLE(m_flBoneControl1, RDENT_CHANGED_CONTROLLER)
READENTITY_ANGLE(m_flBoneControl2, RDENT_CHANGED_CONTROLLER)
READENTITY_ANGLE(m_flBoneControl3, RDENT_CHANGED_CONTROLLER)
READENTITY_ANGLE(m_flBoneControl4, RDENT_CHANGED_CONTROLLER)
READENTITY_ANGLE(m_flBoneControl5, RDENT_CHANGED_CONTROLLER)
if (scale == 0.0)
scale = 1.0f;
if (flChanged & PHYENT_CHANGED_SIZE)
if (flChanged & RDENT_CHANGED_SIZE)
setsize(this, mins * scale, maxs * scale);
if (flChanged & RDENT_CHANGED_BODY)
_UpdateGeomset();
setorigin(this, origin);
movetype = MOVETYPE_NONE;
}
#endif
@ -669,7 +561,6 @@ NSPhysicsEntity::Respawn(void)
SetMovetype(MOVETYPE_PHYSICS);
SetSolid(SOLID_PHYSICS_BOX + m_iShape);
SetModel(GetSpawnModel());
geomtype = GEOMTYPE_TRIMESH;
#ifdef SERVER
SetTakedamage(DAMAGE_YES);
@ -685,6 +576,7 @@ NSPhysicsEntity::Respawn(void)
SetMass(1.0f);
SetFriction(1.0f);
SetBounceFactor(0.1f);
geomtype = GEOMTYPE_TRIMESH;
#endif
SetOrigin(GetSpawnOrigin());