987 lines
22 KiB
Plaintext
987 lines
22 KiB
Plaintext
/*
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* Copyright (c) 2016-2022 Vera Visions LLC.
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/*
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============
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NSRenderableEntity::MakeStatic
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after this gets called the entity is unreachable in the QC-logic
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and merged with the world to optimise drawcalls
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we usually want to do this with most decorative ents without
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a valid targetname
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============
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*/
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void
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NSRenderableEntity::MakeStatic(void)
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{
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#ifdef CLIENT
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/* give renderFX the opportunity to write into renderable
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* fields at least once before forever pulling it out the cgame */
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if (m_iRenderMode > RM_FULLBRIGHT)
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return;
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RenderFXPass();
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/* static ents = no collision, so let's make a copy for visibility */
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if (alpha > 0.0)
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makestatic(copyentity(this));
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/* now *this* is only used for csqc collision */
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drawmask = 0;
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#endif
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}
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#ifdef SERVER
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void
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NSRenderableEntity::EvaluateEntity(void)
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{
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if (VEC_CHANGED(origin,0)) {
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SetSendFlags(RDENT_CHANGED_ORIGIN_X);
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}
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if (VEC_CHANGED(origin,1)) {
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SetSendFlags(RDENT_CHANGED_ORIGIN_Y);
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}
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if (VEC_CHANGED(origin,2)) {
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SetSendFlags(RDENT_CHANGED_ORIGIN_Z);
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}
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if (VEC_CHANGED(angles,0)) {
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SetSendFlags(RDENT_CHANGED_ANGLES_X);
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}
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if (VEC_CHANGED(angles,1)) {
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SetSendFlags(RDENT_CHANGED_ANGLES_Y);
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}
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if (VEC_CHANGED(angles,2)) {
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SetSendFlags(RDENT_CHANGED_ANGLES_Z);
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}
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if (ATTR_CHANGED(modelindex)) {
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SetSendFlags(RDENT_CHANGED_MODELINDEX);
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}
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if (ATTR_CHANGED(solid)) {
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SetSendFlags(RDENT_CHANGED_SOLID);
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}
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if (ATTR_CHANGED(movetype)) {
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SetSendFlags(RDENT_CHANGED_MOVETYPE);
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}
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if (ATTR_CHANGED(size)) {
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SetSendFlags(RDENT_CHANGED_SIZE);
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}
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if (ATTR_CHANGED(frame)) {
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SetSendFlags(RDENT_CHANGED_FRAME);
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}
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if (ATTR_CHANGED(skin)) {
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SetSendFlags(RDENT_CHANGED_SKIN);
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}
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if (ATTR_CHANGED(effects)) {
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SetSendFlags(RDENT_CHANGED_EFFECTS);
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}
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if (ATTR_CHANGED(m_iBody)) {
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SetSendFlags(RDENT_CHANGED_BODY);
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}
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if (ATTR_CHANGED(scale)) {
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SetSendFlags(RDENT_CHANGED_SCALE);
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}
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if (ATTR_CHANGED(velocity)) {
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SetSendFlags(RDENT_CHANGED_VELOCITY);
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}
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if (ATTR_CHANGED(colormap)) {
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SetSendFlags(RDENT_CHANGED_MODELINDEX);
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}
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if (ATTR_CHANGED(m_flBoneControl1)) {
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SetSendFlags(RDENT_CHANGED_CONTROLLER);
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}
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if (ATTR_CHANGED(m_flBoneControl2)) {
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SetSendFlags(RDENT_CHANGED_CONTROLLER);
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}
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if (ATTR_CHANGED(m_flBoneControl3)) {
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SetSendFlags(RDENT_CHANGED_CONTROLLER);
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}
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if (ATTR_CHANGED(m_flBoneControl4)) {
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SetSendFlags(RDENT_CHANGED_CONTROLLER);
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}
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if (ATTR_CHANGED(m_flBoneControl5)) {
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SetSendFlags(RDENT_CHANGED_CONTROLLER);
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}
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SAVE_STATE(origin);
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angles = Math_FixDeltaVector(angles);
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SAVE_STATE(angles);
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SAVE_STATE(modelindex);
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SAVE_STATE(colormap);
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SAVE_STATE(solid);
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SAVE_STATE(movetype);
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SAVE_STATE(size);
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SAVE_STATE(frame);
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SAVE_STATE(skin);
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SAVE_STATE(effects);
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SAVE_STATE(m_iBody);
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SAVE_STATE(scale);
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SAVE_STATE(velocity);
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SAVE_STATE(m_flBoneControl1);
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SAVE_STATE(m_flBoneControl2);
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SAVE_STATE(m_flBoneControl3);
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SAVE_STATE(m_flBoneControl4);
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SAVE_STATE(m_flBoneControl5);
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if (ATTR_CHANGED(m_iRenderMode)) {
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SetSendFlags(RDENT_CHANGED_RENDERMODE);
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}
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if (ATTR_CHANGED(m_iRenderFX)) {
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SetSendFlags(RDENT_CHANGED_RENDERMODE);
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}
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if (ATTR_CHANGED(m_vecRenderColor)) {
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SetSendFlags(RDENT_CHANGED_RENDERCOLOR);
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}
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if (ATTR_CHANGED(m_flRenderAmt)) {
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SetSendFlags(RDENT_CHANGED_RENDERAMT);
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}
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SAVE_STATE(m_iRenderMode);
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SAVE_STATE(m_iRenderFX);
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SAVE_STATE(m_vecRenderColor);
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SAVE_STATE(m_flRenderAmt);
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}
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/* Make sure StartFrame calls this */
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float
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NSRenderableEntity::SendEntity(entity ePEnt, float fChanged)
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{
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if (!modelindex)
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return (0);
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if (clienttype(ePEnt) != CLIENTTYPE_REAL)
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return (0);
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WriteByte(MSG_ENTITY, ENT_ENTITYRENDERABLE);
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#if 0
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/* newly popped into the PVS, sadly this is the only hacky way to check
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* for this right now. convince the engine maintainer to make this more sensible */
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if (fChanged == 0xFFFFFF) {
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/* check for defaults. if these are predictable fields, don't even bother
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* networking them! you're just wasting bandwidth. */
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if (frame == 0)
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fChanged &= ~RDENT_CHANGED_FRAME;
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if (skin == 0)
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fChanged &= ~RDENT_CHANGED_SKIN;
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if (effects == 0)
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fChanged &= ~RDENT_CHANGED_EFFECTS;
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if (m_iBody == 0)
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fChanged &= ~RDENT_CHANGED_BODY;
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if (scale == 0.0 || scale == 1.0)
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fChanged &= ~RDENT_CHANGED_SCALE;
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if (origin[0] == 0)
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fChanged &= ~RDENT_CHANGED_ORIGIN_X;
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if (origin[1] == 0)
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fChanged &= ~RDENT_CHANGED_ORIGIN_Y;
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if (origin[2] == 0)
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fChanged &= ~RDENT_CHANGED_ORIGIN_Z;
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if (angles[0] == 0)
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fChanged &= ~RDENT_CHANGED_ANGLES_X;
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if (angles[1] == 0)
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fChanged &= ~RDENT_CHANGED_ANGLES_Y;
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if (angles[2] == 0)
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fChanged &= ~RDENT_CHANGED_ANGLES_Z;
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if (velocity == [0,0,0])
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fChanged &= ~RDENT_CHANGED_VELOCITY;
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if (mins == [0,0,0] && maxs == [0,0,0])
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fChanged &= ~RDENT_CHANGED_SIZE;
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if (solid == SOLID_NOT)
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fChanged &= ~RDENT_CHANGED_SOLID;
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if (movetype == MOVETYPE_NONE)
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fChanged &= ~RDENT_CHANGED_MOVETYPE;
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if (m_iRenderMode == RM_NORMAL)
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fChanged &= ~RDENT_CHANGED_RENDERMODE;
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}
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#endif
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/* don't network triggers unless provoked */
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/*if (cvar("developer") == 0 && m_iRenderMode == RM_TRIGGER)
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return (0);*/
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/* broadcast how much data is expected to be read */
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WriteFloat(MSG_ENTITY, fChanged);
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//print(sprintf("rendent send: %s %x %d\n", classname, fChanged, fChanged));
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/* really trying to get our moneys worth with 23 bits of mantissa */
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if (fChanged & RDENT_CHANGED_ORIGIN_X) {
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WriteCoord(MSG_ENTITY, origin[0]);
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}
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if (fChanged & RDENT_CHANGED_ORIGIN_Y) {
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WriteCoord(MSG_ENTITY, origin[1]);
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}
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if (fChanged & RDENT_CHANGED_ORIGIN_Z) {
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WriteCoord(MSG_ENTITY, origin[2]);
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}
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if (fChanged & RDENT_CHANGED_ANGLES_X) {
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WriteShort(MSG_ENTITY, angles[0] * 32767 / 360);
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}
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if (fChanged & RDENT_CHANGED_ANGLES_Y) {
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WriteShort(MSG_ENTITY, angles[1] * 32767 / 360);
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}
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if (fChanged & RDENT_CHANGED_ANGLES_Z) {
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WriteShort(MSG_ENTITY, angles[2] * 32767 / 360);
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}
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if (fChanged & RDENT_CHANGED_MODELINDEX) {
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WriteShort(MSG_ENTITY, modelindex);
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WriteByte(MSG_ENTITY, colormap);
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}
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if (fChanged & RDENT_CHANGED_SOLID) {
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WriteByte(MSG_ENTITY, solid);
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}
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if (fChanged & RDENT_CHANGED_MOVETYPE) {
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WriteByte(MSG_ENTITY, movetype);
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}
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if (fChanged & RDENT_CHANGED_SIZE) {
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WriteCoord(MSG_ENTITY, mins[0]);
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WriteCoord(MSG_ENTITY, mins[1]);
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WriteCoord(MSG_ENTITY, mins[2]);
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WriteCoord(MSG_ENTITY, maxs[0]);
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WriteCoord(MSG_ENTITY, maxs[1]);
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WriteCoord(MSG_ENTITY, maxs[2]);
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}
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if (fChanged & RDENT_CHANGED_FRAME) {
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WriteByte(MSG_ENTITY, frame);
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WriteByte(MSG_ENTITY, frame1time);
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}
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if (fChanged & RDENT_CHANGED_SKIN) {
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WriteByte(MSG_ENTITY, skin + 128);
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}
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if (fChanged & RDENT_CHANGED_EFFECTS) {
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WriteFloat(MSG_ENTITY, effects);
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}
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if (fChanged & RDENT_CHANGED_BODY) {
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WriteByte(MSG_ENTITY, m_iBody);
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}
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if (fChanged & RDENT_CHANGED_SCALE) {
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WriteFloat(MSG_ENTITY, scale);
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}
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if (fChanged & RDENT_CHANGED_VELOCITY) {
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WriteFloat(MSG_ENTITY, velocity[0]);
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WriteFloat(MSG_ENTITY, velocity[1]);
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WriteFloat(MSG_ENTITY, velocity[2]);
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}
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if (fChanged & RDENT_CHANGED_RENDERMODE) {
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WriteByte(MSG_ENTITY, m_iRenderMode);
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WriteByte(MSG_ENTITY, m_iRenderFX);
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}
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if (fChanged & RDENT_CHANGED_RENDERCOLOR) {
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WriteFloat(MSG_ENTITY, m_vecRenderColor[0]);
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WriteFloat(MSG_ENTITY, m_vecRenderColor[1]);
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WriteFloat(MSG_ENTITY, m_vecRenderColor[2]);
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WriteFloat(MSG_ENTITY, glowmod[0]);
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WriteFloat(MSG_ENTITY, glowmod[1]);
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WriteFloat(MSG_ENTITY, glowmod[2]);
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}
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if (fChanged & RDENT_CHANGED_RENDERAMT) {
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WriteFloat(MSG_ENTITY, m_flRenderAmt);
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}
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if (fChanged & RDENT_CHANGED_CONTROLLER) {
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WriteShort(MSG_ENTITY, m_flBoneControl1 * 32767 / 360);
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WriteShort(MSG_ENTITY, m_flBoneControl2 * 32767 / 360);
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WriteShort(MSG_ENTITY, m_flBoneControl3 * 32767 / 360);
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WriteShort(MSG_ENTITY, m_flBoneControl4 * 32767 / 360);
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WriteShort(MSG_ENTITY, m_flBoneControl5 * 32767 / 360);
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}
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return (1);
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}
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#else
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/*
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============
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NSRenderableEntity::RenderFXPass
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all the render-modes manipulating the final colormod, alpha and effects
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fields that the engine cares about
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============
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*/
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void
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NSRenderableEntity::RenderFXPass(void)
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{
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vector vecPlayer;
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int s = (float)getproperty(VF_ACTIVESEAT);
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pSeat = &g_seats[s];
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vecPlayer = pSeat->m_vecPredictedOrigin;
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/* HACK: this tells our GLSL to render this masked */
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//glowmod = [1.0,0.0,1.0];
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colormod = m_vecRenderColor;
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alpha = m_flRenderAmt;
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/* these should be reset! */
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renderflags = 0;
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effects = 0;
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drawflags = 0;
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abslight = 0;
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switch (m_iRenderMode) {
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case RM_NORMAL:
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colormod = [1,1,1];
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alpha = 1.0f;
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break;
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case RM_COLOR:
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break;
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case RM_TEXTURE:
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if (autocvar_rm_unlit_texture == 0) {
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drawflags = 0;
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abslight = 0;
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} else {
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drawflags = 7;
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abslight = 128;
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}
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break;
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case RM_GLOW:
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case RM_WORLDGLOW: /* TODO: Figure out what this does differently */
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if (checkpvs(vecPlayer, this) == FALSE)
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alpha -= clframetime;
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other = world;
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traceline(this.origin, vecPlayer, MOVE_OTHERONLY, this);
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/* If we can't trace against the player, or are two close, fade out */
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if (trace_fraction < 1.0f || vlen(origin - vecPlayer) < 128)
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alpha -= clframetime;
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else
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alpha += clframetime;
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/* max alpha will be applied here to the color instead */
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colormod *= m_flRenderAmt;
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alpha = bound(0.0f, alpha, 1.0f);
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effects = EF_ADDITIVE | EF_FULLBRIGHT;
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/* Scale the glow somewhat with the players distance */
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if (alpha > 0.0f)
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scale = bound(1, vlen(vecPlayer - origin) / 256, 4);
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break;
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case RM_SOLID:
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colormod = [1,1,1];
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alpha = (m_flRenderAmt == 0.0) ? 0.0f : 1.0f;
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break;
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case RM_ADDITIVE:
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effects = EF_ADDITIVE;
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break;
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case RM_ADDFRAC: /* TODO: Figure out what this does differently */
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effects = EF_ADDITIVE;
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if (autocvar_rm_unlit_additive == 0) {
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drawflags = 0;
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abslight = 0;
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} else {
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drawflags = 7;
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abslight = 128;
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}
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break;
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case RM_FULLBRIGHT:
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alpha = 1.0f;
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drawflags = 7;
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abslight = 128;
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break;
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case RM_TRIGGER:
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if (autocvar_cl_showtriggers) {
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effects = EF_FULLBRIGHT;
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alpha = 0.75f;
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colormod = [1,0,0];
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} else {
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alpha = 0.0f;
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}
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break;
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case RM_DONTRENDER:
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/* prevent addentity() from being called */
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alpha = 0.0f;
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break;
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}
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switch (m_iRenderFX) {
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case RFX_SLOWPULSE:
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alpha = sin(cltime * 0.5) + (M_PI * 0.5);
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break;
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case RFX_FASTPULSE:
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alpha = sin(cltime * 2.0) + (M_PI * 0.5);
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break;
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case RFX_SLOWWIDEPULSE:
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alpha = (sin(cltime * 2.0));
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break;
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case RFX_FASTWIDEPULSE:
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alpha = sin(cltime * 2.0) + (M_PI * 0.5);
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break;
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case RFX_SLOWFADEAWAY:
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alpha -= clframetime * 0.25;
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break;
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case RFX_FASTFADEAWAY:
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effects = 0;
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alpha -= clframetime;
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break;
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case RFX_SLOWBECOMESOLID:
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break;
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case RFX_FASTBECOMESOLID:
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break;
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case RFX_SLOWSTROBE:
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alpha = (cltime & 1) ? 1.0 : 0.0f;
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break;
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case RFX_FASTSTROBE:
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alpha = ((cltime*2.0) & 1) ? 1.0 : 0.0f;
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break;
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case RFX_FASTERSTROBE:
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alpha = ((cltime*4.0) & 1) ? 1.0 : 0.0f;
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break;
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case RFX_SLOWFLICKER:
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break;
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case RFX_FASTFLICKER:
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break;
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case RFX_CONSTANTGLOW:
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break;
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case RFX_DISTORT:
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break;
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case RFX_HOLOGRAM:
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/* messy hologram imitation */
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float dist;
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float r;
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r = random() * 0.5f;
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makevectors(angles);
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if (cltime & 1) {
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v_right *= 0.75 + r;
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renderflags |= RF_USEAXIS;
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} else if (cltime & 2) {
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v_up *= 1.0 - (random() * 0.2f);
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renderflags |= RF_USEAXIS;
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}
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dist = vlen(vecPlayer - origin);
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if (dist < 256) {
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float distalpha = dist / 256;
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alpha = 1.0 - distalpha;
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alpha -= r;
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alpha *= m_flRenderAmt;
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} else {
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alpha = 0.00001f;
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}
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colormod *= 0.5;
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effects = EF_ADDITIVE;
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drawflags = 7;
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abslight = 128;
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break;
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case RFX_GLOWSHELL2:
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/* make this entity shellchrome */
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effects = EF_ADDITIVE;
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fatness = 0;
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colormod = m_vecRenderColor;
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forceshader = g_shellchromeshader_cull;
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alpha = 1.0;
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/* copy entity into rendering queue */
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addentity(this);
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/* reset */
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forceshader = 0;
|
|
fatness = 0;
|
|
colormod = [1,1,1];
|
|
alpha = 1.0f;
|
|
effects = 0;
|
|
break;
|
|
case RFX_GLOWSHELL:
|
|
/* make this entity shellchrome */
|
|
effects = EF_ADDITIVE;
|
|
fatness = 0;
|
|
colormod = m_vecRenderColor;
|
|
forceshader = g_shellchromeshader;
|
|
alpha = 1.0;
|
|
/* copy entity into rendering queue */
|
|
addentity(this);
|
|
/* reset */
|
|
forceshader = 0;
|
|
fatness = 0;
|
|
colormod = [1,1,1];
|
|
alpha = 1.0f;
|
|
effects = 0;
|
|
break;
|
|
case RFX_Q2PULSE:
|
|
default:
|
|
break;
|
|
}
|
|
|
|
/* HACK: This marks this entity as alphatested in platform's defaultwall.glsl */
|
|
if (m_iRenderMode != RM_NORMAL) {
|
|
glowmod[0] = 0.5f;
|
|
} else {
|
|
glowmod[0] = 1.0f;
|
|
}
|
|
}
|
|
|
|
/*
|
|
============
|
|
NSRenderableEntity::ReceiveEntity
|
|
============
|
|
*/
|
|
void
|
|
NSRenderableEntity::ReceiveEntity(float flNew, float flChanged)
|
|
{
|
|
if (flChanged & RDENT_CHANGED_ORIGIN_X) {
|
|
origin[0] = readcoord();
|
|
}
|
|
if (flChanged & RDENT_CHANGED_ORIGIN_Y) {
|
|
origin[1] = readcoord();
|
|
}
|
|
if (flChanged & RDENT_CHANGED_ORIGIN_Z) {
|
|
origin[2] = readcoord();
|
|
}
|
|
if (flChanged & RDENT_CHANGED_ANGLES_X) {
|
|
angles[0] = readshort() / (32767 / 360);
|
|
}
|
|
if (flChanged & RDENT_CHANGED_ANGLES_Y) {
|
|
angles[1] = readshort() / (32767 / 360);
|
|
}
|
|
if (flChanged & RDENT_CHANGED_ANGLES_Z) {
|
|
angles[2] = readshort() / (32767 / 360);
|
|
}
|
|
if (flChanged & RDENT_CHANGED_MODELINDEX) {
|
|
setmodelindex(this, readshort());
|
|
colormap = readbyte();
|
|
}
|
|
if (flChanged & RDENT_CHANGED_SOLID) {
|
|
solid = readbyte();
|
|
}
|
|
if (flChanged & RDENT_CHANGED_MOVETYPE) {
|
|
movetype = readbyte();
|
|
|
|
if (movetype == MOVETYPE_PHYSICS) {
|
|
movetype = MOVETYPE_NONE;
|
|
}
|
|
}
|
|
if (flChanged & RDENT_CHANGED_SIZE) {
|
|
mins[0] = readcoord();
|
|
mins[1] = readcoord();
|
|
mins[2] = readcoord();
|
|
maxs[0] = readcoord();
|
|
maxs[1] = readcoord();
|
|
maxs[2] = readcoord();
|
|
}
|
|
if (flChanged & RDENT_CHANGED_FRAME) {
|
|
frame = readbyte();
|
|
frame1time =
|
|
frame2time = readbyte();
|
|
}
|
|
if (flChanged & RDENT_CHANGED_SKIN) {
|
|
skin = readbyte() - 128;
|
|
}
|
|
if (flChanged & RDENT_CHANGED_EFFECTS) {
|
|
effects = readfloat();
|
|
}
|
|
if (flChanged & RDENT_CHANGED_BODY) {
|
|
m_iBody = readbyte();
|
|
setcustomskin(this, "", sprintf("geomset 0 %i\ngeomset 1 %i\n", m_iBody, m_iBody));
|
|
}
|
|
if (flChanged & RDENT_CHANGED_SCALE) {
|
|
scale = readfloat();
|
|
}
|
|
if (flChanged & RDENT_CHANGED_VELOCITY) {
|
|
velocity[0] = readfloat();
|
|
velocity[1] = readfloat();
|
|
velocity[2] = readfloat();
|
|
}
|
|
|
|
if (flChanged & RDENT_CHANGED_RENDERMODE) {
|
|
m_iRenderMode = readbyte();
|
|
m_iRenderFX = readbyte();
|
|
}
|
|
|
|
if (flChanged & RDENT_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 & RDENT_CHANGED_RENDERAMT) {
|
|
m_flRenderAmt = readfloat();
|
|
}
|
|
if (flChanged & RDENT_CHANGED_CONTROLLER) {
|
|
m_flBoneControl1 = readshort() / (32767 / 360);
|
|
m_flBoneControl2 = readshort() / (32767 / 360);
|
|
m_flBoneControl3 = readshort() / (32767 / 360);
|
|
m_flBoneControl4 = readshort() / (32767 / 360);
|
|
m_flBoneControl5 = readshort() / (32767 / 360);
|
|
}
|
|
|
|
if (scale == 0.0)
|
|
scale = 1.0f;
|
|
|
|
if (flChanged & RDENT_CHANGED_SIZE)
|
|
setsize(this, mins * scale, maxs * scale);
|
|
|
|
setorigin(this, origin);
|
|
}
|
|
|
|
void
|
|
NSRenderableEntity::RenderDebugSkeleton(void)
|
|
{
|
|
if (autocvar(r_showSkeleton, 0))
|
|
for (int i = 1; i < 64; i++) {
|
|
vector v1 = gettaginfo(this, i);
|
|
|
|
if (v1 == this.origin) {
|
|
continue;
|
|
}
|
|
|
|
makevectors(input_angles);
|
|
R_BeginPolygon("textures/dev/model_bone", 0, 0);
|
|
R_PolygonVertex(v1 + v_right * 1 - v_up * 1, [1,1], [1,1,1], 1.0f);
|
|
R_PolygonVertex(v1 - v_right * 1 - v_up * 1, [0,1], [1,1,1], 1.0f);
|
|
R_PolygonVertex(v1 - v_right * 1 + v_up * 1, [0,0], [1,1,1], 1.0f);
|
|
R_PolygonVertex(v1 + v_right * 1 + v_up * 1, [1,0], [1,1,1],1.0f);
|
|
R_EndPolygon();
|
|
alpha = 0.25f;
|
|
}
|
|
}
|
|
|
|
/*
|
|
============
|
|
NSRenderableEntity::predraw
|
|
|
|
a lot of the things in here don't even apply to most
|
|
entities, so TODO: make things like anims, sentences apply
|
|
only to relevant child-classes
|
|
============
|
|
*/
|
|
float
|
|
NSRenderableEntity::predraw(void)
|
|
{
|
|
if (!modelindex) {
|
|
return (PREDRAW_NEXT);
|
|
}
|
|
|
|
bonecontrol1 = m_flBoneControl1;
|
|
bonecontrol2 = m_flBoneControl2;
|
|
bonecontrol3 = m_flBoneControl3;
|
|
bonecontrol4 = m_flBoneControl4;
|
|
bonecontrol5 = m_flBoneControl5;
|
|
|
|
RenderFXPass();
|
|
RenderDebugSkeleton();
|
|
|
|
if (serverkeyfloat(SERVERKEY_PAUSESTATE) != 1)
|
|
frame1time += frametime;
|
|
|
|
processmodelevents(modelindex, frame, m_flBaseTime,
|
|
frame1time, ClientGame_ModelEvent);
|
|
|
|
if (alpha > 0.0) {
|
|
/* TODO: Move this somewhere more sane */
|
|
if (m_iRenderFX == RFX_Q2PULSE) {
|
|
float dim = ((sin(time * autocvar(rfx_q2pulse_speed, 4)) + (M_PI/2)) * autocvar(rfx_q2pulse_intensity, 1.0));
|
|
dim += 1.0f;
|
|
addentity_lighting(this, [0,0,0], [dim, dim, dim], [0,0,0], 0, 0);
|
|
} else {
|
|
addentity(this);
|
|
}
|
|
}
|
|
|
|
return (PREDRAW_NEXT);
|
|
}
|
|
#endif
|
|
|
|
#ifdef SERVER
|
|
void
|
|
NSRenderableEntity::Respawn(void)
|
|
{
|
|
super::Respawn();
|
|
|
|
SetRenderFX(m_oldiRenderFX);
|
|
SetRenderMode(m_oldiRenderMode);
|
|
SetRenderAmt(m_oldflRenderAmt);
|
|
SetRenderColor(m_oldvecRenderColor);
|
|
}
|
|
|
|
void
|
|
NSRenderableEntity::Show(void)
|
|
{
|
|
}
|
|
|
|
void
|
|
NSRenderableEntity::Hide(void)
|
|
{
|
|
SetModelindex(0);
|
|
SetSolid(SOLID_NOT);
|
|
SetMovetype(MOVETYPE_NONE);
|
|
takedamage = DAMAGE_NO;
|
|
}
|
|
#endif
|
|
|
|
void
|
|
NSRenderableEntity::SetEffects(float newEffects)
|
|
{
|
|
if (newEffects == effects)
|
|
return;
|
|
|
|
effects = newEffects;
|
|
}
|
|
void
|
|
NSRenderableEntity::SetFrame(float newFrame)
|
|
{
|
|
if (newFrame == frame)
|
|
return;
|
|
|
|
frame = newFrame;
|
|
frame1time = 0.0f;
|
|
}
|
|
void
|
|
NSRenderableEntity::SetSkin(float newSkin)
|
|
{
|
|
if (newSkin == skin)
|
|
return;
|
|
|
|
skin = newSkin;
|
|
}
|
|
void
|
|
NSRenderableEntity::SetBody(int newBody)
|
|
{
|
|
if (newBody == m_iBody)
|
|
return;
|
|
|
|
m_iBody = newBody;
|
|
}
|
|
void
|
|
NSRenderableEntity::SetScale(float newScale)
|
|
{
|
|
if (newScale == scale)
|
|
return;
|
|
|
|
scale = newScale;
|
|
setsize(this, m_vecMins * scale, m_vecMaxs * scale);
|
|
}
|
|
|
|
void
|
|
NSRenderableEntity::SetRenderFX(float newFX)
|
|
{
|
|
if (newFX == m_iRenderFX)
|
|
return;
|
|
|
|
m_iRenderFX = newFX;
|
|
}
|
|
void
|
|
NSRenderableEntity::SetRenderMode(float newMode)
|
|
{
|
|
if (newMode == m_iRenderMode)
|
|
return;
|
|
|
|
m_iRenderMode = newMode;
|
|
}
|
|
void
|
|
NSRenderableEntity::SetRenderAmt(float newAmt)
|
|
{
|
|
if (newAmt == m_flRenderAmt)
|
|
return;
|
|
|
|
m_flRenderAmt = newAmt;
|
|
}
|
|
void
|
|
NSRenderableEntity::SetRenderColor(vector newColor)
|
|
{
|
|
if (newColor == m_vecRenderColor)
|
|
return;
|
|
|
|
m_vecRenderColor = newColor;
|
|
}
|
|
|
|
void
|
|
NSRenderableEntity::SetBoneControl1(float val)
|
|
{
|
|
m_flBoneControl1 = val;
|
|
}
|
|
|
|
void
|
|
NSRenderableEntity::SetBoneControl2(float val)
|
|
{
|
|
m_flBoneControl2 = val;
|
|
}
|
|
|
|
void
|
|
NSRenderableEntity::SetBoneControl3(float val)
|
|
{
|
|
m_flBoneControl3 = val;
|
|
}
|
|
|
|
void
|
|
NSRenderableEntity::SetBoneControl4(float val)
|
|
{
|
|
m_flBoneControl4 = val;
|
|
}
|
|
|
|
void
|
|
NSRenderableEntity::SetBoneControl5(float val)
|
|
{
|
|
m_flBoneControl5 = val;
|
|
}
|
|
|
|
#ifdef SERVER
|
|
void
|
|
NSRenderableEntity::Save(float handle)
|
|
{
|
|
super::Save(handle);
|
|
SaveInt(handle, "body", m_iBody);
|
|
SaveFloat(handle, "frame", frame);
|
|
SaveFloat(handle, "scale", scale);
|
|
SaveFloat(handle, "skin", skin);
|
|
SaveFloat(handle, "effects", effects);
|
|
SaveFloat(handle, "renderamt", m_flRenderAmt);
|
|
SaveVector(handle, "rendercolor", m_vecRenderColor);
|
|
SaveFloat(handle, "rendermode", m_iRenderMode);
|
|
SaveFloat(handle, "renderfx", m_iRenderFX);
|
|
}
|
|
void
|
|
NSRenderableEntity::Restore(string strKey, string strValue)
|
|
{
|
|
switch (strKey) {
|
|
case "body":
|
|
m_iBody = stoi(strValue);
|
|
break;
|
|
case "frame":
|
|
frame = stof(strValue);
|
|
break;
|
|
case "scale":
|
|
scale = stof(strValue);
|
|
break;
|
|
case "skin":
|
|
skin = stof(strValue);
|
|
break;
|
|
case "effects":
|
|
effects = stof(strValue);
|
|
break;
|
|
case "renderamt":
|
|
m_flRenderAmt = stof(strValue) / 255;
|
|
break;
|
|
case "rendercolor":
|
|
m_vecRenderColor = stov(strValue) / 255;
|
|
break;
|
|
case "rendermode":
|
|
m_iRenderMode = stof(strValue);
|
|
break;
|
|
case "renderfx":
|
|
m_iRenderFX = stof(strValue);
|
|
break;
|
|
default:
|
|
super::Restore(strKey, strValue);
|
|
}
|
|
}
|
|
|
|
void
|
|
NSRenderableEntity::Input(entity eAct, string strInput, string strData)
|
|
{
|
|
switch (strInput) {
|
|
case "Color":
|
|
SetRenderColor(stov(strData) / 255);
|
|
break;
|
|
case "Alpha":
|
|
SetRenderAmt(stof(strData) / 255);
|
|
break;
|
|
case "DisableShadow":
|
|
effects |= EF_NOSHADOW;
|
|
break;
|
|
case "EnableShadow":
|
|
effects &= ~EF_NOSHADOW;
|
|
break;
|
|
default:
|
|
super::Input(eAct, strInput, strData);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
void
|
|
NSRenderableEntity::SpawnKey(string strKey, string strValue)
|
|
{
|
|
switch (strKey) {
|
|
case "body":
|
|
m_iBody = stoi(strValue);
|
|
break;
|
|
case "modelscale":
|
|
case "scale":
|
|
scale = stof(strValue);
|
|
break;
|
|
case "skin":
|
|
skin = stof(strValue);
|
|
break;
|
|
case "shadows":
|
|
if (stof(strValue) == 1) {
|
|
effects &= ~EF_NOSHADOW;
|
|
}
|
|
break;
|
|
/* Source */
|
|
case "disableshadows":
|
|
if (stof(strValue) == 1) {
|
|
effects |= EF_NOSHADOW;
|
|
}
|
|
break;
|
|
case "renderamt":
|
|
m_flRenderAmt = stof(strValue) / 255;
|
|
#ifdef SERVER
|
|
m_oldflRenderAmt = m_flRenderAmt;
|
|
#endif
|
|
break;
|
|
case "rendercolor":
|
|
m_vecRenderColor = stov(strValue) / 255;
|
|
#ifdef SERVER
|
|
m_oldvecRenderColor = m_vecRenderColor;
|
|
#endif
|
|
break;
|
|
case "rendermode":
|
|
m_iRenderMode = stof(strValue);
|
|
#ifdef SERVER
|
|
m_oldiRenderMode = m_iRenderMode;
|
|
#endif
|
|
break;
|
|
case "renderfx":
|
|
m_iRenderFX = stof(strValue);
|
|
#ifdef SERVER
|
|
m_oldiRenderFX = m_iRenderFX;
|
|
#endif
|
|
break;
|
|
default:
|
|
super::SpawnKey(strKey, strValue);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void
|
|
NSRenderableEntity::NSRenderableEntity(void)
|
|
{
|
|
effects |= EF_NOSHADOW;
|
|
|
|
#ifdef CLIENT
|
|
drawmask = MASK_ENGINE;
|
|
#endif
|
|
}
|
|
|
|
#ifdef CLIENT
|
|
void
|
|
NSRenderableEntity_ReadEntity(bool new)
|
|
{
|
|
float fl;
|
|
|
|
NSRenderableEntity rend = (NSRenderableEntity)self;
|
|
if (new) {
|
|
spawnfunc_NSRenderableEntity();
|
|
}
|
|
|
|
fl = readfloat();
|
|
rend.ReceiveEntity(new, fl);
|
|
}
|
|
#endif
|