public static LinkEdict ( |
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ent | ||
touch_triggers | bool | |
Результат | void |
/* * =============== * PF_droptofloor * * void() droptofloor * =============== */ static void PF_droptofloor() { edict_t ent = Server.ProgToEdict(Progs.GlobalStruct.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 = Server.Move(ref org, ref mins, ref maxs, ref end, 0, ent); if (trace.fraction == 1 || trace.allsolid) { ReturnFloat(0); } else { Mathlib.Copy(ref trace.endpos, out ent.v.origin); Server.LinkEdict(ent, false); ent.v.flags = (int)ent.v.flags | EdictFlags.FL_ONGROUND; ent.v.groundentity = Server.EdictToProg(trace.ent); ReturnFloat(1); } }
/// <summary> /// PF_setorigin /// This is the only valid way to move an object without using the physics of the world (setting velocity and waiting). /// Directly changing origin will not set internal links correctly, so clipping would be messed up. /// This should be called when an object is spawned, and then only if it is teleported. /// setorigin (entity, origin) /// </summary> static unsafe void PF_setorigin() { edict_t e = GetEdict(OFS.OFS_PARM0); float * org = GetVector(OFS.OFS_PARM1); Copy(org, ref e.v.origin); Server.LinkEdict(e, false); }
/// <summary> /// Host_Loadgame_f /// </summary> private static void Loadgame_f() { if (Cmd.Source != cmd_source_t.src_command) { return; } if (Cmd.Argc != 2) { Con.Print("load <savename> : load a game\n"); return; } Client.cls.demonum = -1; // stop demo loop in case this fails string name = Path.ChangeExtension(Path.Combine(Common.GameDir, Cmd.Argv(1)), ".sav"); // we can't call SCR_BeginLoadingPlaque, because too much stack space has // been used. The menu calls it before stuffing loadgame command // SCR_BeginLoadingPlaque (); Con.Print("Loading game from {0}...\n", name); FileStream fs = Sys.FileOpenRead(name); if (fs == null) { Con.Print("ERROR: couldn't open.\n"); return; } using (StreamReader reader = new StreamReader(fs, Encoding.ASCII)) { string line = reader.ReadLine(); int version = Common.atoi(line); if (version != SAVEGAME_VERSION) { Con.Print("Savegame is version {0}, not {1}\n", version, SAVEGAME_VERSION); return; } line = reader.ReadLine(); float[] spawn_parms = new float[Server.NUM_SPAWN_PARMS]; for (int i = 0; i < spawn_parms.Length; i++) { line = reader.ReadLine(); spawn_parms[i] = Common.atof(line); } // this silliness is so we can load 1.06 save files, which have float skill values line = reader.ReadLine(); float tfloat = Common.atof(line); Host.CurrentSkill = (int)(tfloat + 0.1); Cvar.Set("skill", (float)Host.CurrentSkill); string mapname = reader.ReadLine(); line = reader.ReadLine(); float time = Common.atof(line); Client.Disconnect_f(); Server.SpawnServer(mapname); if (!Server.sv.active) { Con.Print("Couldn't load map\n"); return; } Server.sv.paused = true; // pause until all clients connect Server.sv.loadgame = true; // load the light styles for (int i = 0; i < QDef.MAX_LIGHTSTYLES; i++) { line = reader.ReadLine(); Server.sv.lightstyles[i] = line; } // load the edicts out of the savegame file int entnum = -1; // -1 is the globals StringBuilder sb = new StringBuilder(32768); while (!reader.EndOfStream) { line = reader.ReadLine(); if (line == null) { Sys.Error("EOF without closing brace"); } sb.AppendLine(line); int idx = line.IndexOf('}'); if (idx != -1) { int length = 1 + sb.Length - (line.Length - idx); string data = Common.Parse(sb.ToString(0, length)); if (String.IsNullOrEmpty(Common.Token)) { break; // end of file } if (Common.Token != "{") { Sys.Error("First token isn't a brace"); } if (entnum == -1) { // parse the global vars Progs.ParseGlobals(data); } else { // parse an edict edict_t ent = Server.EdictNum(entnum); ent.Clear(); Progs.ParseEdict(data, ent); // link it into the bsp tree if (!ent.free) { Server.LinkEdict(ent, false); } } entnum++; sb.Remove(0, length); } } Server.sv.num_edicts = entnum; Server.sv.time = time; for (int i = 0; i < Server.NUM_SPAWN_PARMS; i++) { Server.svs.clients[0].spawn_parms[i] = spawn_parms[i]; } } if (Client.cls.state != cactive_t.ca_dedicated) { Client.EstablishConnection("local"); Reconnect_f(); } }
static void SetMinMaxSize(edict_t e, ref Vector3 min, ref Vector3 max, bool rotate) { if (min.X > max.X || min.Y > max.Y || min.Z > max.Z) { Progs.RunError("backwards mins/maxs"); } rotate = false; // FIXME: implement rotation properly again Vector3 rmin = min, rmax = max; if (!rotate) { //rmin = min; //rmax = max; } else { // find min / max for rotations //angles = e.v.angles; //a = angles[1] / 180 * M_PI; //xvector[0] = cos(a); //xvector[1] = sin(a); //yvector[0] = -sin(a); //yvector[1] = cos(a); //VectorCopy(min, bounds[0]); //VectorCopy(max, bounds[1]); //rmin[0] = rmin[1] = rmin[2] = 9999; //rmax[0] = rmax[1] = rmax[2] = -9999; //for (i = 0; i <= 1; i++) //{ // base[0] = bounds[i][0]; // for (j = 0; j <= 1; j++) // { // base[1] = bounds[j][1]; // for (k = 0; k <= 1; k++) // { // base[2] = bounds[k][2]; // // transform the point // transformed[0] = xvector[0] * base[0] + yvector[0] * base[1]; // transformed[1] = xvector[1] * base[0] + yvector[1] * base[1]; // transformed[2] = base[2]; // for (l = 0; l < 3; l++) // { // if (transformed[l] < rmin[l]) // rmin[l] = transformed[l]; // if (transformed[l] > rmax[l]) // rmax[l] = transformed[l]; // } // } // } //} } // set derived values Mathlib.Copy(ref rmin, out e.v.mins); Mathlib.Copy(ref rmax, out e.v.maxs); Vector3 s = max - min; Mathlib.Copy(ref s, out e.v.size); Server.LinkEdict(e, false); }