Ejemplo n.º 1
0
/*
================
G_RunItem

================
*/
void G_RunItem( gentity_t *ent ) {
	vec3_t		origin;
	trace_t		tr;
	int			contents;
	int			mask;

	// if groundentity has been set to -1, it may have been pushed off an edge
	if ( ent->s.groundEntityNum == -1 ) {
		if ( ent->s.pos.trType != TR_GRAVITY ) {
			ent->s.pos.trType = TR_GRAVITY;
			ent->s.pos.trTime = level.time;
		}
	}

	if ( ent->s.pos.trType == TR_STATIONARY ) {
		// check think function
		G_RunThink( ent );
		return;
	}

	// get current position
	BG_EvaluateTrajectory( &ent->s.pos, level.time, origin );

	// trace a line from the previous position to the current position
	if ( ent->clipmask ) {
		mask = ent->clipmask;
	} else {
		mask = MASK_PLAYERSOLID & ~CONTENTS_BODY;//MASK_SOLID;
	}
	trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, origin,
		ent->r.ownerNum, mask );

	VectorCopy( tr.endpos, ent->r.currentOrigin );

	if ( tr.startsolid ) {
		tr.fraction = 0;
	}

	trap_LinkEntity( ent );	// FIXME: avoid this for stationary?

	// check think function
	G_RunThink( ent );

	if ( tr.fraction == 1 ) {
		return;
	}

	// if it is in a nodrop volume, remove it
	contents = trap_PointContents( ent->r.currentOrigin, -1 );
	if ( contents & CONTENTS_NODROP ) {
		if (ent->item && ent->item->giType == IT_TEAM) {
			Team_FreeEntity(ent);
		} else {
			G_FreeEntity( ent );
		}
		return;
	}

	G_BounceItem( ent, &tr );
}
Ejemplo n.º 2
0
/*
================
G_RunItem

================
*/
void G_RunItem(gentity_t * ent)
{
	vec3_t origin;
	trace_t tr;
	int contents;
	int mask;

	// if its groundentity has been set to none, it may have been pushed off an edge
	if (ent->s.groundEntityNum == ENTITYNUM_NONE) {
		if (ent->s.pos.trType != TR_GRAVITY) {
			ent->s.pos.trType = TR_GRAVITY;
			ent->s.pos.trTime = level.time;
		}
	}
	if (ent->s.pos.trType == TR_STATIONARY) {
		// check think function
		G_RunThink(ent);
		return;
	}
	// get current position
	G_EvaluateTrajectory(&ent->s.pos, level.time, origin);

	// trace a line from the previous position to the current position
	if (ent->clipmask) {
		mask = ent->clipmask;
	} else {
		mask = MASK_PLAYERSOLID & ~CONTENTS_BODY;	//MASK_SOLID;
	}
	trap_Trace(&tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, origin, ent->r.ownerNum, mask);

	VectorCopy(tr.endpos, ent->r.currentOrigin);

	if (tr.startsolid) {
		tr.fraction = 0;
	}

	if (ent->flags & FL_DROPPED_ITEM && VectorLength(ent->s.pos.trDelta) != 0 &&
	    (ent->item->giType == IT_WEAPON || ent->item->giType == IT_HOLDABLE)) {
		// calculate spin -- should be identical to cg.autoAngles
		//cg.autoAnglesFast[1] = ( cg.time & 1023 ) * 360 / 1024.0f;
		ent->s.angles[1] = (level.time & 1023) * 360 / 1024.0f;
	}

	trap_LinkEntity(ent);	// FIXME: avoid this for stationary?

	// check think function
	G_RunThink(ent);

	if (tr.fraction == 1) {
		return;
	}
	//Elder: debug
	//if (ent->item && ent->item->giType == IT_WEAPON) {
	//G_Printf("item velocity: %s\n", vtos(ent->s.pos.trDelta));
	//}

	// if it is in a nodrop volume, remove it
	contents = trap_PointContents(ent->r.currentOrigin, -1);
	if (contents & CONTENTS_NODROP) {
		if (ent->item && ent->item->giType == IT_TEAM) {
			Team_FreeEntity(ent);
		} else if (ent->item && ent->item->giType == IT_WEAPON) {
			//Elder: force-call the weaponthink function
			RQ3_DroppedWeaponThink(ent);
		} else if (ent->item && ent->item->giType == IT_HOLDABLE) {
			RQ3_DroppedItemThink(ent);
		} else {
			G_FreeEntity(ent);
		}
		return;
	}

	G_BounceItem(ent, &tr);
}