VectorSubtract() public static method

public static VectorSubtract ( v3f &a, v3f &b, v3f &c ) : void
a v3f
b v3f
c v3f
return void
Exemplo n.º 1
0
        /// <summary>
        /// SV_WriteEntitiesToClient
        /// </summary>
        static void WriteEntitiesToClient(edict_t clent, MsgWriter msg)
        {
            // find the client's PVS
            Vector3 org = Common.ToVector(ref clent.v.origin) + Common.ToVector(ref clent.v.view_ofs);

            byte[] pvs = FatPVS(ref org);

            // send over all entities (except the client) that touch the pvs
            for (int e = 1; e < sv.num_edicts; e++)
            {
                edict_t ent = sv.edicts[e];
                // ignore if not touching a PV leaf
                if (ent != clent)       // clent is ALLWAYS sent
                {
                    // ignore ents without visible models
                    string mname = Progs.GetString(ent.v.model);
                    if (String.IsNullOrEmpty(mname))
                    {
                        continue;
                    }

                    int i;
                    for (i = 0; i < ent.num_leafs; i++)
                    {
                        if ((pvs[ent.leafnums[i] >> 3] & (1 << (ent.leafnums[i] & 7))) != 0)
                        {
                            break;
                        }
                    }

                    if (i == ent.num_leafs)
                    {
                        continue;               // not visible
                    }
                }

                if (msg.Capacity - msg.Length < 16)
                {
                    Con.Print("packet overflow\n");
                    return;
                }

                // send an update
                int bits = 0;
                v3f miss;
                Mathlib.VectorSubtract(ref ent.v.origin, ref ent.baseline.origin, out miss);
                if (miss.x < -0.1f || miss.x > 0.1f)
                {
                    bits |= Protocol.U_ORIGIN1;
                }
                if (miss.y < -0.1f || miss.y > 0.1f)
                {
                    bits |= Protocol.U_ORIGIN2;
                }
                if (miss.z < -0.1f || miss.z > 0.1f)
                {
                    bits |= Protocol.U_ORIGIN3;
                }

                if (ent.v.angles.x != ent.baseline.angles.x)
                {
                    bits |= Protocol.U_ANGLE1;
                }

                if (ent.v.angles.y != ent.baseline.angles.y)
                {
                    bits |= Protocol.U_ANGLE2;
                }

                if (ent.v.angles.z != ent.baseline.angles.z)
                {
                    bits |= Protocol.U_ANGLE3;
                }

                if (ent.v.movetype == Movetypes.MOVETYPE_STEP)
                {
                    bits |= Protocol.U_NOLERP;  // don't mess up the step animation
                }
                if (ent.baseline.colormap != ent.v.colormap)
                {
                    bits |= Protocol.U_COLORMAP;
                }

                if (ent.baseline.skin != ent.v.skin)
                {
                    bits |= Protocol.U_SKIN;
                }

                if (ent.baseline.frame != ent.v.frame)
                {
                    bits |= Protocol.U_FRAME;
                }

                if (ent.baseline.effects != ent.v.effects)
                {
                    bits |= Protocol.U_EFFECTS;
                }

                if (ent.baseline.modelindex != ent.v.modelindex)
                {
                    bits |= Protocol.U_MODEL;
                }

                if (e >= 256)
                {
                    bits |= Protocol.U_LONGENTITY;
                }

                if (bits >= 256)
                {
                    bits |= Protocol.U_MOREBITS;
                }

                //
                // write the message
                //
                msg.WriteByte(bits | Protocol.U_SIGNAL);

                if ((bits & Protocol.U_MOREBITS) != 0)
                {
                    msg.WriteByte(bits >> 8);
                }
                if ((bits & Protocol.U_LONGENTITY) != 0)
                {
                    msg.WriteShort(e);
                }
                else
                {
                    msg.WriteByte(e);
                }

                if ((bits & Protocol.U_MODEL) != 0)
                {
                    msg.WriteByte((int)ent.v.modelindex);
                }
                if ((bits & Protocol.U_FRAME) != 0)
                {
                    msg.WriteByte((int)ent.v.frame);
                }
                if ((bits & Protocol.U_COLORMAP) != 0)
                {
                    msg.WriteByte((int)ent.v.colormap);
                }
                if ((bits & Protocol.U_SKIN) != 0)
                {
                    msg.WriteByte((int)ent.v.skin);
                }
                if ((bits & Protocol.U_EFFECTS) != 0)
                {
                    msg.WriteByte((int)ent.v.effects);
                }
                if ((bits & Protocol.U_ORIGIN1) != 0)
                {
                    msg.WriteCoord(ent.v.origin.x);
                }
                if ((bits & Protocol.U_ANGLE1) != 0)
                {
                    msg.WriteAngle(ent.v.angles.x);
                }
                if ((bits & Protocol.U_ORIGIN2) != 0)
                {
                    msg.WriteCoord(ent.v.origin.y);
                }
                if ((bits & Protocol.U_ANGLE2) != 0)
                {
                    msg.WriteAngle(ent.v.angles.y);
                }
                if ((bits & Protocol.U_ORIGIN3) != 0)
                {
                    msg.WriteCoord(ent.v.origin.z);
                }
                if ((bits & Protocol.U_ANGLE3) != 0)
                {
                    msg.WriteAngle(ent.v.angles.z);
                }
            }
        }
Exemplo n.º 2
0
        /*
         * =============
         * PF_aim
         *
         * Pick a vector for the player to shoot along
         * vector aim(entity, missilespeed)
         * =============
         */
        static void PF_aim()
        {
            edict_t ent   = GetEdict(OFS.OFS_PARM0);
            float   speed = GetFloat(OFS.OFS_PARM1);

            Vector3 start = Common.ToVector(ref ent.v.origin);

            start.Z += 20;

            // try sending a trace straight
            Vector3 dir;

            Mathlib.Copy(ref Progs.GlobalStruct.v_forward, out dir);
            Vector3 end = start + dir * 2048;
            trace_t tr  = Server.Move(ref start, ref Common.ZeroVector, ref Common.ZeroVector, ref end, 0, ent);

            if (tr.ent != null && tr.ent.v.takedamage == Damages.DAMAGE_AIM &&
                (Host.TeamPlay == 0 || ent.v.team <= 0 || ent.v.team != tr.ent.v.team))
            {
                ReturnVector(ref Progs.GlobalStruct.v_forward);
                return;
            }

            // try all possible entities
            Vector3 bestdir  = dir;
            float   bestdist = Server.Aim;
            edict_t bestent  = null;

            for (int i = 1; i < Server.sv.num_edicts; i++)
            {
                edict_t check = Server.sv.edicts[i];
                if (check.v.takedamage != Damages.DAMAGE_AIM)
                {
                    continue;
                }

                if (check == ent)
                {
                    continue;
                }

                if (Host.TeamPlay != 0 && ent.v.team > 0 && ent.v.team == check.v.team)
                {
                    continue;   // don't aim at teammate
                }

                v3f tmp;
                Mathlib.VectorAdd(ref check.v.mins, ref check.v.maxs, out tmp);
                Mathlib.VectorMA(ref check.v.origin, 0.5f, ref tmp, out tmp);
                Mathlib.Copy(ref tmp, out end);

                dir = end - start;
                Mathlib.Normalize(ref dir);
                float dist = Vector3.Dot(dir, Common.ToVector(ref Progs.GlobalStruct.v_forward));
                if (dist < bestdist)
                {
                    continue;   // to far to turn
                }

                tr = Server.Move(ref start, ref Common.ZeroVector, ref Common.ZeroVector, ref end, 0, ent);
                if (tr.ent == check)
                {       // can shoot at this one
                    bestdist = dist;
                    bestent  = check;
                }
            }

            if (bestent != null)
            {
                v3f dir2, end2;
                Mathlib.VectorSubtract(ref bestent.v.origin, ref ent.v.origin, out dir2);
                float dist = Mathlib.DotProduct(ref dir2, ref Progs.GlobalStruct.v_forward);
                Mathlib.VectorScale(ref Progs.GlobalStruct.v_forward, dist, out end2);
                end2.z = dir2.z;
                Mathlib.Normalize(ref end2);
                ReturnVector(ref end2);
            }
            else
            {
                ReturnVector(ref bestdir);
            }
        }