Exemple #1
0
    public static void R_SetupFrame()
    {
        // don't allow cheats in multiplayer
        if (cl.maxclients > 1)
        {
            Cvar.Cvar_Set("r_fullbright", "0");
        }

        R_AnimateLight();

        r_framecount++;

        // build the transformation matrix for the given view angles
        r_origin = r_refdef.vieworg;

        Mathlib.AngleVectors(ref r_refdef.viewangles, out vpn, out vright, out vup);

        // current viewleaf
        r_oldviewleaf = r_viewleaf;
        r_viewleaf    = Mod_PointInLeaf(ref r_origin, cl.worldmodel);

        game_engine.V_SetContentsColor(r_viewleaf.contents);
        game_engine.V_CalcBlend();

        r_cache_thrash = false;
        c_brush_polys  = 0;
        c_alias_polys  = 0;
    }
Exemple #2
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    public static void R_TeleportSplash(ref Vector3 org)
    {
        for (int i = -16; i < 16; i += 4)
        {
            for (int j = -16; j < 16; j += 4)
            {
                for (int k = -24; k < 32; k += 4)
                {
                    particle_t p = AllocParticle();
                    if (p == null)
                    {
                        return;
                    }

                    p.die   = (float)(cl.time + 0.2 + (Random() & 7) * 0.02);
                    p.color = 7 + (Random() & 7);
                    p.type  = ptype_t.pt_slowgrav;

                    Vector3 dir = new Vector3(j * 8, i * 8, k * 8);

                    p.org = org + new Vector3(i + (Random() & 3), j + (Random() & 3), k + (Random() & 3));

                    Mathlib.Normalize(ref dir);
                    float vel = 50 + (Random() & 63);
                    p.vel = dir * vel;
                }
            }
        }
    }
Exemple #3
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    public static int SV_HullPointContents(hull_t hull, int num, ref Vector3 p)
    {
        while (num >= 0)
        {
            if (num < hull.firstclipnode || num > hull.lastclipnode)
            {
                Sys_Error("SV_HullPointContents: bad node number");
            }

            short[]  node_children = hull.clipnodes[num].children;
            mplane_t plane         = hull.planes[hull.clipnodes[num].planenum];
            float    d;
            if (plane.type < 3)
            {
                d = Mathlib.Comp(ref p, plane.type) - plane.dist;
            }
            else
            {
                d = Vector3.Dot(plane.normal, p) - plane.dist;
            }
            if (d < 0)
            {
                num = node_children[1];
            }
            else
            {
                num = node_children[0];
            }
        }

        return(num);
    }
    public static trace_t PushEntity(edict_t ent, ref v3f push)
    {
        v3f end;

        Mathlib.VectorAdd(ref ent.v.origin, ref push, out end);

        trace_t trace;

        if (ent.v.movetype == q_shared.MOVETYPE_FLYMISSILE)
        {
            trace = Move(ref ent.v.origin, ref ent.v.mins, ref ent.v.maxs, ref end, q_shared.MOVE_MISSILE, ent);
        }
        else if (ent.v.solid == q_shared.SOLID_TRIGGER || ent.v.solid == q_shared.SOLID_NOT)
        {
            // only clip against bmodels
            trace = Move(ref ent.v.origin, ref ent.v.mins, ref ent.v.maxs, ref end, q_shared.MOVE_NOMONSTERS, ent);
        }
        else
        {
            trace = Move(ref ent.v.origin, ref ent.v.mins, ref ent.v.maxs, ref end, q_shared.MOVE_NORMAL, ent);
        }

        Mathlib.Copy(ref trace.endpos, out ent.v.origin);
        SV_LinkEdict(ent, true);

        if (trace.ent != null)
        {
            SV_Impact(ent, trace.ent);
        }

        return(trace);
    }
Exemple #5
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    public static void R_LavaSplash(ref Vector3 org)
    {
        Vector3 dir;

        for (int i = -16; i < 16; i++)
        {
            for (int j = -16; j < 16; j++)
            {
                for (int k = 0; k < 1; k++)
                {
                    particle_t p = AllocParticle();
                    if (p == null)
                    {
                        return;
                    }

                    p.die   = (float)(cl.time + 2 + (Random() & 31) * 0.02);
                    p.color = 224 + (Random() & 7);
                    p.type  = ptype_t.pt_slowgrav;

                    dir.X = j * 8 + (Random() & 7);
                    dir.Y = i * 8 + (Random() & 7);
                    dir.Z = 256;

                    p.org    = org + dir;
                    p.org.Z += Random() & 63;

                    Mathlib.Normalize(ref dir);
                    float vel = 50 + (Random() & 63);
                    p.vel = dir * vel;
                }
            }
        }
    }
Exemple #6
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    static void PF_droptofloor()
    {
        edict_t ent = PROG_TO_EDICT(pr_global_struct.self);

        Vector3 org, mins, maxs;

        Mathlib.Copy(ref ent.v.origin, out org);
        Mathlib.Copy(ref ent.v.mins, out mins);
        Mathlib.Copy(ref ent.v.maxs, out maxs);
        Vector3 end = org;

        end.Z -= 256;

        trace_t trace = SV_Move(ref org, ref mins, ref maxs, ref end, 0, ent);

        if (trace.fraction == 1 || trace.allsolid)
        {
            G_FLOAT((float)0);
        }
        else
        {
            Mathlib.Copy(ref trace.endpos, out ent.v.origin);
            SV_LinkEdict(ent, false);
            ent.v.flags        = (int)ent.v.flags | q_shared.FL_ONGROUND;
            ent.v.groundentity = EDICT_TO_PROG(trace.ent);
            G_FLOAT((float)1);
        }
    }
Exemple #7
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    public static void Chase_Update()
    {
        // if can't see player, reset
        Vector3 forward, up, right;

        Mathlib.AngleVectors(ref cl.viewangles, out forward, out right, out up);

        // calc exact destination
        chase_dest   = r_refdef.vieworg - forward * chase_back.value - right * chase_right.value;
        chase_dest.Z = r_refdef.vieworg.Z + chase_up.value;

        // find the spot the player is looking at
        Vector3 dest = r_refdef.vieworg + forward * 4096;

        Vector3 stop;

        TraceLine(ref r_refdef.vieworg, ref dest, out stop);

        // calculate pitch to look at the same spot from camera
        stop -= r_refdef.vieworg;
        float dist;

        Vector3.Dot(ref stop, ref forward, out dist);
        if (dist < 1)
        {
            dist = 1;
        }

        r_refdef.viewangles.X = (float)(-Math.Atan(stop.Z / dist) / Math.PI * 180.0);
        //r_refdef.viewangles[PITCH] = -atan(stop[2] / dist) / M_PI * 180;

        // move towards destination
        r_refdef.vieworg = chase_dest; //VectorCopy(chase_dest, r_refdef.vieworg);
    }
    public static void SV_AirAccelerate(Vector3 wishveloc)
    {
        float wishspd = Mathlib.Normalize(ref wishveloc);

        if (wishspd > 30)
        {
            wishspd = 30;
        }
        float currentspeed = Vector3.Dot(ToVector(ref sv_player.v.velocity), wishveloc);
        float addspeed     = wishspd - currentspeed;

        if (addspeed <= 0)
        {
            return;
        }
        float accelspeed = (float)(sv_accelerate.value * wishspeed * host_framtime);

        if (accelspeed > addspeed)
        {
            accelspeed = addspeed;
        }

        wishveloc *= accelspeed;
        sv_player.v.velocity.x += wishveloc.X;
        sv_player.v.velocity.y += wishveloc.Y;
        sv_player.v.velocity.z += wishveloc.Z;
    }
Exemple #9
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    static unsafe void PF_traceline()
    {
        float * v1         = G_VECTOR(q_shared.OFS_PARM0);
        float * v2         = G_VECTOR(q_shared.OFS_PARM1);
        int     nomonsters = (int)G_FLOAT(q_shared.OFS_PARM2);
        edict_t ent        = G_EDICT(q_shared.OFS_PARM3);

        Vector3 vec1, vec2;

        Copy(v1, out vec1);
        Copy(v2, out vec2);
        trace_t trace = SV_Move(ref vec1, ref q_shared.ZeroVector, ref q_shared.ZeroVector, ref vec2, nomonsters, ent);

        pr_global_struct.trace_allsolid   = trace.allsolid ? 1 : 0;
        pr_global_struct.trace_startsolid = trace.startsolid ? 1 : 0;
        pr_global_struct.trace_fraction   = trace.fraction;
        pr_global_struct.trace_inwater    = trace.inwater ? 1 : 0;
        pr_global_struct.trace_inopen     = trace.inopen ? 1 : 0;
        Mathlib.Copy(ref trace.endpos, out pr_global_struct.trace_endpos);
        Mathlib.Copy(ref trace.plane.normal, out pr_global_struct.trace_plane_normal);
        pr_global_struct.trace_plane_dist = trace.plane.dist;
        if (trace.ent != null)
        {
            pr_global_struct.trace_ent = EDICT_TO_PROG(trace.ent);
        }
        else
        {
            pr_global_struct.trace_ent = EDICT_TO_PROG(sv.edicts[0]);
        }
    }
    public static void Test5_f()
    {
        entity_t p = cl_entities[cl.viewentity];

        if (p == null)
        {
            return;
        }

        OpenTK.Vector3 org = p.origin;

        for (int i = 0; i < sv.edicts.Length; i++)
        {
            edict_t ed = sv.edicts[i];

            if (ed.free)
            {
                continue;
            }

            OpenTK.Vector3 vmin, vmax;
            Mathlib.Copy(ref ed.v.absmax, out vmax);
            Mathlib.Copy(ref ed.v.absmin, out vmin);

            if (org.X >= vmin.X && org.Y >= vmin.Y && org.Z >= vmin.Z &&
                org.X <= vmax.X && org.Y <= vmax.Y && org.Z <= vmax.Z)
            {
                Con_Printf("{0}\n", i);
            }
        }
    }
Exemple #11
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    public static void R_SetFrustum()
    {
        if (r_refdef.fov_x == 90)
        {
            // front side is visible
            frustum[0].normal = vpn + vright;
            frustum[1].normal = vpn - vright;

            frustum[2].normal = vpn + vup;
            frustum[3].normal = vpn - vup;
        }
        else
        {
            // rotate VPN right by FOV_X/2 degrees
            Mathlib.RotatePointAroundVector(out frustum[0].normal, ref vup, ref vpn, -(90 - r_refdef.fov_x / 2));
            // rotate VPN left by FOV_X/2 degrees
            Mathlib.RotatePointAroundVector(out frustum[1].normal, ref vup, ref vpn, 90 - r_refdef.fov_x / 2);
            // rotate VPN up by FOV_X/2 degrees
            Mathlib.RotatePointAroundVector(out frustum[2].normal, ref vright, ref vpn, 90 - r_refdef.fov_y / 2);
            // rotate VPN down by FOV_X/2 degrees
            Mathlib.RotatePointAroundVector(out frustum[3].normal, ref vright, ref vpn, -(90 - r_refdef.fov_y / 2));
        }

        for (int i = 0; i < 4; i++)
        {
            frustum[i].type     = q_shared.PLANE_ANYZ;
            frustum[i].dist     = Vector3.Dot(r_origin, frustum[i].normal);
            frustum[i].signbits = (byte)SignbitsForPlane(frustum[i]);
        }
    }
    public static void SV_ReadClientMove(ref usercmd_t move)
    {
        client_t client = host_client;

        // read ping time
        client.ping_times[client.num_pings % q_shared.NUM_PING_TIMES] = (float)(sv.time - Reader.MSG_ReadFloat());
        client.num_pings++;

        // read current angles
        Vector3 angles = Reader.ReadAngles();

        Mathlib.Copy(ref angles, out client.edict.v.v_angle);

        // read movement
        move.forwardmove = Reader.MSG_ReadShort();
        move.sidemove    = Reader.MSG_ReadShort();
        move.upmove      = Reader.MSG_ReadShort();

        // read buttons
        int bits = Reader.MSG_ReadByte();

        client.edict.v.button0 = bits & 1;
        client.edict.v.button2 = (bits & 2) >> 1;

        int i = Reader.MSG_ReadByte();

        if (i != 0)
        {
            client.edict.v.impulse = i;
        }
    }
Exemple #13
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 static float angledelta(float a)
 {
     a = Mathlib.anglemod(a);
     if (a > 180)
     {
         a -= 360;
     }
     return(a);
 }
Exemple #14
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    public virtual void Awake()
    {
        if (Instance == null)
        {
            Instance = this;
            return;
        }

        Destroy(this.gameObject);
    }
Exemple #15
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    static unsafe void PF_normalize()
    {
        float * value1 = G_VECTOR(q_shared.OFS_PARM0);
        Vector3 tmp;

        Copy(value1, out tmp);
        Mathlib.Normalize(ref tmp);

        G_VECTOR(ref tmp);
    }
    public static trace_t Move(ref v3f start, ref v3f mins, ref v3f maxs, ref v3f end, int type, edict_t passedict)
    {
        Vector3 vstart, vmins, vmaxs, vend;

        Mathlib.Copy(ref start, out vstart);
        Mathlib.Copy(ref mins, out vmins);
        Mathlib.Copy(ref maxs, out vmaxs);
        Mathlib.Copy(ref end, out vend);
        return(SV_Move(ref vstart, ref vmins, ref vmaxs, ref vend, type, passedict));
    }
Exemple #17
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 public static bool R_CullBox(ref Vector3 mins, ref Vector3 maxs)
 {
     for (int i = 0; i < 4; i++)
     {
         if (Mathlib.BoxOnPlaneSide(ref mins, ref maxs, frustum[i]) == 2)
         {
             return(true);
         }
     }
     return(false);
 }
Exemple #18
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    static unsafe void PF_makevectors()
    {
        float * av = G_VECTOR(q_shared.OFS_PARM0);
        Vector3 a = new Vector3(av[0], av[1], av[2]);
        Vector3 fw, right, up;

        Mathlib.AngleVectors(ref a, out fw, out right, out up);
        Mathlib.Copy(ref fw, out pr_global_struct.v_forward);
        Mathlib.Copy(ref right, out pr_global_struct.v_right);
        Mathlib.Copy(ref up, out pr_global_struct.v_up);
    }
    public static void DropPunchAngle()
    {
        Vector3 v   = ToVector(ref sv_player.v.punchangle);
        double  len = Mathlib.Normalize(ref v) - 10 * host_framtime;

        if (len < 0)
        {
            len = 0;
        }
        v *= (float)len;
        Mathlib.Copy(ref v, out sv_player.v.punchangle);
    }
    public static void SV_ClientThink()
    {
        if (sv_player.v.movetype == q_shared.MOVETYPE_NONE)
        {
            return;
        }

        onground = ((int)sv_player.v.flags & q_shared.FL_ONGROUND) != 0;

        DropPunchAngle();

        //
        // if dead, behave differently
        //
        if (sv_player.v.health <= 0)
        {
            return;
        }

        //
        // angles
        // show 1/3 the pitch angle and all the roll angle
        cmd = host_client.cmd;

        v3f v_angle;

        Mathlib.VectorAdd(ref sv_player.v.v_angle, ref sv_player.v.punchangle, out v_angle);
        Vector3 pang = ToVector(ref sv_player.v.angles);
        Vector3 pvel = ToVector(ref sv_player.v.velocity);

        sv_player.v.angles.z = game_engine.V_CalcRoll(ref pang, ref pvel) * 4;
        if (sv_player.v.fixangle == 0)
        {
            sv_player.v.angles.x = -v_angle.x / 3;
            sv_player.v.angles.y = v_angle.y;
        }

        if (((int)sv_player.v.flags & q_shared.FL_WATERJUMP) != 0)
        {
            SV_WaterJump();
            return;
        }
        //
        // walk
        //
        if ((sv_player.v.waterlevel >= 2) && (sv_player.v.movetype != q_shared.MOVETYPE_NOCLIP))
        {
            SV_WaterMove();
            return;
        }

        SV_AirMove();
    }
    public static void SV_Physics_Noclip(edict_t ent)
    {
        // regular thinking
        if (!SV_RunThink(ent))
        {
            return;
        }

        Mathlib.VectorMA(ref ent.v.angles, (float)host_framtime, ref ent.v.avelocity, out ent.v.angles);
        Mathlib.VectorMA(ref ent.v.origin, (float)host_framtime, ref ent.v.velocity, out ent.v.origin);
        SV_LinkEdict(ent, false);
    }
Exemple #22
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    public static void CL_AdjustAngles()
    {
        float speed = (float)host_framtime;

        if (in_speed.IsDown)
        {
            speed *= cl_anglespeedkey.value;
        }

        if (!in_strafe.IsDown)
        {
            cl.viewangles.Y -= speed * cl_yawspeed.value * CL_KeyState(ref in_right);
            cl.viewangles.Y += speed * cl_yawspeed.value * CL_KeyState(ref in_left);
            cl.viewangles.Y  = Mathlib.anglemod(cl.viewangles.Y);
        }

        if (in_klook.IsDown)
        {
            game_engine.V_StopPitchDrift();
            cl.viewangles.X -= speed * cl_pitchspeed.value * CL_KeyState(ref in_forward);
            cl.viewangles.X += speed * cl_pitchspeed.value * CL_KeyState(ref in_back);
        }

        float up   = CL_KeyState(ref in_lookup);
        float down = CL_KeyState(ref in_lookdown);

        cl.viewangles.X -= speed * cl_pitchspeed.value * up;
        cl.viewangles.X += speed * cl_pitchspeed.value * down;

        if (up != 0 || down != 0)
        {
            game_engine.V_StopPitchDrift();
        }

        if (cl.viewangles.X > 80)
        {
            cl.viewangles.X = 80;
        }
        if (cl.viewangles.X < -70)
        {
            cl.viewangles.X = -70;
        }

        if (cl.viewangles.Z > 50)
        {
            cl.viewangles.Z = 50;
        }
        if (cl.viewangles.Z < -50)
        {
            cl.viewangles.Z = -50;
        }
    }
Exemple #23
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    public static bool IsCollinear(float[] prev, float[] cur, float[] next)
    {
        Vector3 v1 = new Vector3(cur[0] - prev[0], cur[1] - prev[1], cur[2] - prev[2]);

        Mathlib.Normalize(ref v1);
        Vector3 v2 = new Vector3(next[0] - prev[0], next[1] - prev[1], next[2] - prev[2]);

        Mathlib.Normalize(ref v2);
        v1 -= v2;
        return((Math.Abs(v1.X) <= q_shared.COLINEAR_EPSILON) &&
               (Math.Abs(v1.Y) <= q_shared.COLINEAR_EPSILON) &&
               (Math.Abs(v1.Z) <= q_shared.COLINEAR_EPSILON));
    }
Exemple #24
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    public static void SV_TouchLinks(edict_t ent, areanode_t node)
    {
        // touch linked edicts
        link_t next;

        for (link_t l = node.trigger_edicts.Next; l != node.trigger_edicts; l = next)
        {
            next = l.Next;
            edict_t touch = (edict_t)l.Owner;// EDICT_FROM_AREA(l);
            if (touch == ent)
            {
                continue;
            }
            if (touch.v.touch == 0 || touch.v.solid != q_shared.SOLID_TRIGGER)
            {
                continue;
            }
            if (ent.v.absmin.x > touch.v.absmax.x || ent.v.absmin.y > touch.v.absmax.y ||
                ent.v.absmin.z > touch.v.absmax.z || ent.v.absmax.x < touch.v.absmin.x ||
                ent.v.absmax.y < touch.v.absmin.y || ent.v.absmax.z < touch.v.absmin.z)
            {
                continue;
            }

            int old_self  = pr_global_struct.self;
            int old_other = pr_global_struct.other;

            pr_global_struct.self  = EDICT_TO_PROG(touch);
            pr_global_struct.other = EDICT_TO_PROG(ent);
            pr_global_struct.time  = (float)sv.time;
            PR_ExecuteProgram(touch.v.touch);

            pr_global_struct.self  = old_self;
            pr_global_struct.other = old_other;
        }

        // recurse down both sides
        if (node.axis == -1)
        {
            return;
        }

        if (Mathlib.Comp(ref ent.v.absmax, node.axis) > node.dist)
        {
            SV_TouchLinks(ent, node.children[0]);
        }
        if (Mathlib.Comp(ref ent.v.absmin, node.axis) < node.dist)
        {
            SV_TouchLinks(ent, node.children[1]);
        }
    }
Exemple #25
0
    public static void R_DrawSpriteModel(entity_t e)
    {
        // don't even bother culling, because it's just a single
        // polygon without a surface cache
        mspriteframe_t frame   = R_GetSpriteFrame(e);
        msprite_t      psprite = (msprite_t)e.model.cache.data;

        Vector3 v_forward, right, up;

        if (psprite.type == q_shared.SPR_ORIENTED)
        {
            // bullet marks on walls
            Mathlib.AngleVectors(ref e.angles, out v_forward, out right, out up); // Uze: changed from _CurrentEntity to e
        }
        else
        {                   // normal sprite
            up    = vup;    // vup;
            right = vright; // vright;
        }

        GL.Color3(1f, 1, 1);

        GL_DisableMultitexture();

        GL_Bind(frame.gl_texturenum);

        GL.Enable(EnableCap.AlphaTest);
        GL.Begin(BeginMode.Quads);

        GL.TexCoord2(0f, 1);
        Vector3 point = e.origin + up * frame.down + right * frame.left;

        GL.Vertex3(point);

        GL.TexCoord2(0f, 0);
        point = e.origin + up * frame.up + right * frame.left;
        GL.Vertex3(point);

        GL.TexCoord2(1f, 0);
        point = e.origin + up * frame.up + right * frame.right;
        GL.Vertex3(point);

        GL.TexCoord2(1f, 1);
        point = e.origin + up * frame.down + right * frame.right;
        GL.Vertex3(point);

        GL.End();
        GL.Disable(EnableCap.AlphaTest);
    }
    public static void SV_AirMove()
    {
        Vector3 pangles = ToVector(ref sv_player.v.angles);

        Mathlib.AngleVectors(ref pangles, out forward, out right, out up);

        float fmove = cmd.forwardmove;
        float smove = cmd.sidemove;

        // hack to not let you back into teleporter
        if (sv.time < sv_player.v.teleport_time && fmove < 0)
        {
            fmove = 0;
        }

        Vector3 wishvel = forward * fmove + right * smove;

        if ((int)sv_player.v.movetype != q_shared.MOVETYPE_WALK)
        {
            wishvel.Z = cmd.upmove;
        }
        else
        {
            wishvel.Z = 0;
        }

        wishdir   = wishvel;
        wishspeed = Mathlib.Normalize(ref wishdir);
        if (wishspeed > sv_maxspeed.value)
        {
            wishvel  *= sv_maxspeed.value / wishspeed;
            wishspeed = sv_maxspeed.value;
        }

        if (sv_player.v.movetype == q_shared.MOVETYPE_NOCLIP)
        {
            // noclip
            Mathlib.Copy(ref wishvel, out sv_player.v.velocity);
        }
        else if (onground)
        {
            SV_UserFriction();
            SV_Accelerate();
        }
        else
        {   // not on ground, so little effect on velocity
            SV_AirAccelerate(wishvel);
        }
    }
Exemple #27
0
    static void SND_Spatialize(channel_t ch)
    {
        // anything coming from the view entity will allways be full volume
        if (ch.entnum == cl.viewentity)
        {
            ch.leftvol  = ch.master_vol;
            ch.rightvol = ch.master_vol;
            return;
        }

        // calculate stereo seperation and distance attenuation
        sfx_t   snd        = ch.sfx;
        Vector3 source_vec = ch.origin - listener_origin;

        float dist = Mathlib.Normalize(ref source_vec) * ch.dist_mult;
        float dot  = Vector3.Dot(listener_right, source_vec);

        float rscale, lscale;

        if (shm.channels == 1)
        {
            rscale = 1.0f;
            lscale = 1.0f;
        }
        else
        {
            rscale = 1.0f + dot;
            lscale = 1.0f - dot;
        }

        // add in distance effect
        float scale = (1.0f - dist) * rscale;

        ch.rightvol = (int)(ch.master_vol * scale);
        if (ch.rightvol < 0)
        {
            ch.rightvol = 0;
        }

        scale      = (1.0f - dist) * lscale;
        ch.leftvol = (int)(ch.master_vol * scale);
        if (ch.leftvol < 0)
        {
            ch.leftvol = 0;
        }
    }
Exemple #28
0
    public static void PF_changeyaw()
    {
        edict_t ent     = PROG_TO_EDICT(pr_global_struct.self);
        float   current = Mathlib.anglemod(ent.v.angles.y);
        float   ideal   = ent.v.ideal_yaw;
        float   speed   = ent.v.yaw_speed;

        if (current == ideal)
        {
            return;
        }

        float move = ideal - current;

        if (ideal > current)
        {
            if (move >= 180)
            {
                move = move - 360;
            }
        }
        else
        {
            if (move <= -180)
            {
                move = move + 360;
            }
        }
        if (move > 0)
        {
            if (move > speed)
            {
                move = speed;
            }
        }
        else
        {
            if (move < -speed)
            {
                move = -speed;
            }
        }

        ent.v.angles.y = Mathlib.anglemod(current + move);
    }
Exemple #29
0
    static void PF_makestatic()
    {
        edict_t   ent = G_EDICT(q_shared.OFS_PARM0);
        MsgWriter msg = sv.signon;

        msg.MSG_WriteByte(q_shared.svc_spawnstatic);
        msg.MSG_WriteByte(SV_ModelIndex(GetString(ent.v.model)));
        msg.MSG_WriteByte((int)ent.v.frame);
        msg.MSG_WriteByte((int)ent.v.colormap);
        msg.MSG_WriteByte((int)ent.v.skin);
        for (int i = 0; i < 3; i++)
        {
            msg.MSG_WriteCoord(Mathlib.Comp(ref ent.v.origin, i));
            msg.MSG_WriteAngle(Mathlib.Comp(ref ent.v.angles, i));
        }

        // throw the entity away now
        ED_Free(ent);
    }
    public static void SV_CheckVelocity(edict_t ent)
    {
        //
        // bound velocity
        //
        if (Mathlib.CheckNaN(ref ent.v.velocity, 0))
        {
            Con_Printf("Got a NaN velocity on {0}\n", GetString(ent.v.classname));
        }

        if (Mathlib.CheckNaN(ref ent.v.origin, 0))
        {
            Con_Printf("Got a NaN origin on {0}\n", GetString(ent.v.classname));
        }

        Vector3 max = Vector3.One * sv_maxvelocity.value;
        Vector3 min = -Vector3.One * sv_maxvelocity.value;

        Mathlib.Clamp(ref ent.v.velocity, ref min, ref max, out ent.v.velocity);
    }