nuclide/src/client/npc.qc

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/*
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
class
CBaseNPC:CBaseEntity
{
int body;
float frame_last;
virtual float() predraw;
virtual void(float flChanged) ReceiveEntity;
};
float
CBaseNPC::predraw(void)
{
#ifdef GS_RENDERFX
RenderFXPass();
#endif
if (lerpfrac > 0) {
lerpfrac -= frametime * 5;
if (lerpfrac < 0) {
lerpfrac = 0;
}
}
if (frame != frame_last) {
frame2time = frame1time;
frame2 = frame_last;
frame_last = frame;
lerpfrac = 1.0f;
frame1time = 0.0f;
}
frame2time += clframetime;
frame1time += clframetime;
ProcessWordQue();
addentity(this);
return (PREDRAW_NEXT);
}
void
CBaseNPC::ReceiveEntity(float fl)
{
if (fl & NPC_MODELINDEX)
modelindex = readshort();
if (fl & NPC_ORIGIN_X)
origin[0] = readcoord();
if (fl & NPC_ORIGIN_Y)
origin[1] = readcoord();
if (fl & NPC_ORIGIN_Z)
origin[2] = readcoord();
if (fl & NPC_ANGLES_X)
angles[0] = readfloat();
if (fl & NPC_ANGLES_Y)
angles[1] = readfloat();
if (fl & NPC_ANGLES_Z)
angles[2] = readfloat();
if (fl & NPC_VELOCITY_X)
velocity[0] = readcoord();
if (fl & NPC_VELOCITY_Y)
velocity[1] = readcoord();
if (fl & NPC_VELOCITY_Z)
velocity[2] = readcoord();
if (fl & NPC_FRAME)
frame = readbyte();
if (fl & NPC_SKIN)
skin = readbyte();
if (fl & NPC_BODY) {
body = readbyte();
setcustomskin(this, "", sprintf("geomset 1 %i\n", body));
}
setorigin(this, origin);
}
void
CBaseNPC::CBaseNPC(void)
{
solid = SOLID_SLIDEBOX;
movetype = MOVETYPE_NONE;
drawmask = MASK_ENGINE;
customphysics = Empty;
setsize(this, VEC_HULL_MIN + [0,0,36], VEC_HULL_MAX + [0,0,36]);
}