예제 #1
0
void update_create_entity_statistics (entity_types type)
{
	ASSERT ((type > ENTITY_TYPE_UNKNOWN) && (type < NUM_ENTITY_TYPES));

	//
	// ignore client create on transmit (wait until client create on receive)
	//

	if ((get_comms_model () == COMMS_MODEL_CLIENT) && (get_comms_data_flow () == COMMS_DATA_FLOW_TX))
	{
		return;
	}

	if (++entity_count > entity_peak_count)
	{
		entity_peak_count = entity_count;
	}

	entity_type_stats[type].total_created++;

	if (++entity_type_stats[type].count > entity_type_stats[type].peak_count)
	{
		entity_type_stats[type].peak_count = entity_type_stats[type].count;
	}
}
예제 #2
0
파일: en_valid.c 프로젝트: Comanche93/eech
int assert_local_create_entity_index (int index)
{
	//Xhit: Added so that ENTITY_INDEX_CREATE_LOCAL are also accepted (030428)
	//VJ 030508 if downwash 
	if (command_line_downwash && index == ENTITY_INDEX_CREATE_LOCAL)
	{
		return (TRUE);	
	}
	
	if (get_comms_model () == COMMS_MODEL_SERVER)
	{
		return (index == ENTITY_INDEX_DONT_CARE);
	}
	else
	{
		if (get_comms_data_flow () == COMMS_DATA_FLOW_TX)
		{
			return (FALSE);
		}
		else
		{
			return (index != ENTITY_INDEX_DONT_CARE);
		}
	}
}
예제 #3
0
파일: pilot.c 프로젝트: Comanche93/eech
void set_pilot_entity (entity *en)
{
	comms_data_flow_types
		store_data_flow;

	if (en)
	{
		debug_log ("PILOT: Setting pilot_entity to %s", get_local_entity_string (en, STRING_TYPE_PILOTS_NAME));

		ASSERT (pilot_entity == NULL);

		ASSERT (get_local_entity_type (en) == ENTITY_TYPE_PILOT);
	
		pilot_entity = en;

		// turn on NEXT button now Pilot entity has arrived
		if (get_comms_model () == COMMS_MODEL_CLIENT)
		{

			set_display_gunship_buttons (FALSE, "ENGAGE");

			// turn on only the gunship_next button
			set_ui_object_drawable (gunship_screen_next_button, TRUE);
		}
		//-- Werewolf
		else
		{
			// If we're the server, remember our player name. This will be sent out in the heartbeat packets.
			net_set_hostname( get_local_entity_string (en, STRING_TYPE_PILOTS_NAME) );
		}
		//-- Werewolf
	}
	else if (pilot_entity)
	{
		debug_log ("PILOT: Setting pilot_entity to NULL");

		ASSERT (pilot_entity);

		//
		// Program MUST be in TX mode otherwise clients pilot will not be destroyed on the server
		//
		
		store_data_flow = get_comms_data_flow ();

		set_comms_data_flow (COMMS_DATA_FLOW_TX);

		destroy_client_server_entity (pilot_entity);

		set_comms_data_flow (store_data_flow);

		pilot_entity = NULL;
	}
}
예제 #4
0
static void debug_log_text (entity_debug_modes mode, entity *en, char *format, ...)
{
	va_list
		pargs;

	char
		s1[400],
		s2[400],
		*name;

	//
	// prefix
	//

	strcpy (s1, debug_log_comms_prefix[get_comms_model ()][get_comms_data_flow ()]);

	strcat (s1, debug_log_mode_prefix[mode]);

	//
	// entity type and index
	//

	if (en)
	{
		name = get_local_entity_type_name (en);
	}
	else
	{
		name = get_entity_type_name (ENTITY_TYPE_UNKNOWN);
	}

	sprintf (s2, "%-25.25s (index = %5d): ", name, get_local_entity_safe_index (en));

	strcat (s1, s2);

	//
	// args
	//

	va_start (pargs, format);

	vsprintf (s2, format, pargs);

	va_end (pargs);

	strcat (s1, s2);

	debug_log (s1);
}
예제 #5
0
파일: ks_int.c 프로젝트: Comanche93/eech
static void set_client_int_value (entity *en, int_types type, int value)
{
	if (get_comms_data_flow () == COMMS_DATA_FLOW_TX)
	{
		validate_client_server_remote_fn ();

		set_remote_int_value (en, type, value);
	}
	else
	{
		validate_client_server_local_fn ();

		set_local_int_value (en, type, value);
	}
}
예제 #6
0
파일: gp_vec3d.c 프로젝트: Comanche93/eech
static void set_client_vec3d (entity *en, vec3d_types type, vec3d *v)
{
	ASSERT (v);

	if (get_comms_data_flow () == COMMS_DATA_FLOW_TX)
	{
		validate_client_server_remote_fn ();

		set_remote_vec3d (en, type, v);
	}
	else
	{
		validate_client_server_local_fn ();

		set_local_vec3d (en, type, v);
	}
}
예제 #7
0
파일: dv_str.c 프로젝트: Comanche93/eech
static void set_client_string (entity *en, string_types type, const char *s)
{
	ASSERT (s);

	if (get_comms_data_flow () == COMMS_DATA_FLOW_TX)
	{
		validate_client_server_remote_fn ();

		set_remote_string (en, type, s);
	}
	else
	{
		validate_client_server_local_fn ();

		set_local_string (en, type, s);
	}
}
예제 #8
0
파일: en_valid.c 프로젝트: Comanche93/eech
int assert_remote_create_entity_index (int index)
{
	if (get_comms_model () == COMMS_MODEL_SERVER)
	{
		return (index != ENTITY_INDEX_DONT_CARE);
	}
	else
	{
		if (get_comms_data_flow () == COMMS_DATA_FLOW_TX)
		{
			return (index == ENTITY_INDEX_DONT_CARE);
		}
		else
		{
			return (FALSE);
		}
	}
}
예제 #9
0
static void kill_client (entity *en)
{
	if (get_comms_data_flow () == COMMS_DATA_FLOW_TX)
	{
		validate_client_server_remote_fn ();

		kill_remote (en);
	}
	else
	{
		validate_client_server_local_fn ();

		//
		// kill local using 'full' function
		//

		kill_local_entity (en);
	}
}
예제 #10
0
static entity *create_client (entity_types type, int index, char *pargs)
{
	entity
		*en;

	if (get_comms_data_flow () == COMMS_DATA_FLOW_TX)
	{
		validate_client_server_remote_fn ();

		en = create_remote (type, index, pargs);
	}
	else
	{
		validate_client_server_local_fn ();

		en = create_local (type, index, pargs);
	}

	return (en);
}
예제 #11
0
void set_client_server_entity_weapon_damage (entity *en, int heading_depth, entity_sub_types weapon_sub_type, int damage)
{
    ASSERT (en);

    if (get_comms_model () == COMMS_MODEL_SERVER)
    {
        ////////////////////////////////////////
        //
        // SERVER/TX and SERVER/RX
        //
        ////////////////////////////////////////

        set_local_entity_weapon_damage (en, heading_depth, weapon_sub_type, damage);

        transmit_entity_comms_message (ENTITY_COMMS_DAMAGE_WEAPON_PACKAGE, en, heading_depth, weapon_sub_type, damage);
    }
    else
    {
        if (get_comms_data_flow () == COMMS_DATA_FLOW_TX)
        {
            ////////////////////////////////////////
            //
            // CLIENT/TX
            //
            ////////////////////////////////////////

            transmit_entity_comms_message (ENTITY_COMMS_DAMAGE_WEAPON_PACKAGE, en, heading_depth, weapon_sub_type, damage);
        }
        else
        {
            ////////////////////////////////////////
            //
            // CLIENT/RX
            //
            ////////////////////////////////////////

            set_local_entity_weapon_damage (en, heading_depth, weapon_sub_type, damage);
        }
    }
}
예제 #12
0
파일: ai.c 프로젝트: DexterWard/comanche
void reinitialise_client_ai_system (void)
{

	comms_model_types
		temp_comms_model;

	comms_data_flow_types
		temp_comms_data_flow;

	temp_comms_model = get_comms_model ();

	temp_comms_data_flow = get_comms_data_flow ();

	//
	// set comms model and data flow to SERVER/TX
	//

	set_comms_model (COMMS_MODEL_SERVER);

	set_comms_data_flow (COMMS_DATA_FLOW_TX);

	if (population_placement_filename)
	{

		read_population_placement_file (population_placement_filename);
	}

	set_comms_model (temp_comms_model);

	set_comms_data_flow (temp_comms_data_flow);

	initialise_keysite_farp_enable (get_local_force_entity (ENTITY_SIDE_BLUE_FORCE));

	initialise_keysite_farp_enable (get_local_force_entity (ENTITY_SIDE_RED_FORCE));

	initialise_briefing_parser ();

	set_assign_create_waypoint_route (TRUE);
}
예제 #13
0
entity *create_local_sound_effect_entity
			(
				int index,
				entity *parent,
				entity_sides side,
				entity_sub_types sub_type,
				sound_channel_types channel,
				sound_locality_types locality,
				vec3d *position,
				float amp,
				int valid,
				int looping,
				int sample_count,
				sound_sample_indices *sample_indices
			)
{
	entity
		*en;

	vec3d
		pos;

	int
		panning,
		create_stack_attributes;

	ASSERT (parent);

	create_stack_attributes = force_local_entity_create_stack_attributes;

	if (get_comms_data_flow () == COMMS_DATA_FLOW_RX)
	{
		set_force_local_entity_create_stack_attributes (TRUE);
	}

	panning = TRUE;

	if (position)
	{
		pos = *position;
	}
	else
	{
		position = get_local_entity_vec3d_ptr (parent, VEC3D_TYPE_POSITION);

		if (position)
		{
			pos = *position;
		}
		else
		{
			pos.x = MID_MAP_X;
			pos.y = MID_MAP_Y;
			pos.z = MID_MAP_Z;

			panning = FALSE;
		}
	}

	//
	// special cases for speech
	//
	
	switch (sub_type)
	{
		case ENTITY_SUB_TYPE_EFFECT_SOUND_RADIO_MESSAGE:
		{
			if (get_global_gunship_side () == side)
			{
				amp = adjust_radio_message_amplification (amp, &pos);
			}
			else
			{	
				amp = 0.0;
			}

			panning = FALSE;

			break;
		}

		case ENTITY_SUB_TYPE_EFFECT_SOUND_CPG_MESSAGE:
		case ENTITY_SUB_TYPE_EFFECT_SOUND_WARNING_MESSAGE:
		{
			if (parent == get_gunship_entity ())
			{
				amp = 1.0;
			}
			else
			{
				amp = 0.0;
			}

			panning = FALSE;

			break;
		}
	}

	//
	// create sound
	//

	en = create_local_entity
	(
		ENTITY_TYPE_SOUND_EFFECT,
		index,
		ENTITY_ATTR_INT_VALUE (INT_TYPE_ENTITY_SUB_TYPE, sub_type),
		ENTITY_ATTR_PARENT (LIST_TYPE_SPECIAL_EFFECT, parent),
		ENTITY_ATTR_VEC3D (VEC3D_TYPE_POSITION, pos.x, pos.y, pos.z),
		ENTITY_ATTR_INT_VALUE (INT_TYPE_SOUND_CHANNEL, channel),
		ENTITY_ATTR_INT_VALUE (INT_TYPE_SOUND_EFFECT_LOOPING, looping),
		ENTITY_ATTR_INT_VALUE (INT_TYPE_SOUND_EFFECT_PANNING, panning),
		ENTITY_ATTR_INT_VALUE (INT_TYPE_SOUND_LOCALITY, locality),
		ENTITY_ATTR_INT_VALUE (INT_TYPE_VALID_SOUND_EFFECT, valid),
		ENTITY_ATTR_FLOAT_VALUE (FLOAT_TYPE_AMPLIFICATION, amp),
		ENTITY_ATTR_END
	);

	set_local_sound_effect_sample_indices (en, sample_count, sample_indices);

	#if DEBUG_MODULE

	debug_log ("SOUNDEFF : created effect %s (%d), parent %s (%d), next %d, looping %d, valid %d",
							application_sound_effects [sample_indices [0]].name,
							get_local_entity_index (en),
							get_local_entity_type_name (parent),
							get_local_entity_index (parent),
							looping,
							valid);

	#endif

	set_force_local_entity_create_stack_attributes (create_stack_attributes);

	return en;
}
예제 #14
0
파일: wn_creat.c 프로젝트: Comanche93/eech
void create_client_server_entity_weapon (entity *launcher, entity_sub_types weapon_sub_type, int weapon_index, int burst_size, int *smoke_trail_indices)
{
	entity
		*force,
		*target,
		*weapon;

	meta_smoke_list_types
		smoke_trail_type;

	int
		i,
		num_smoke_trail_entities,
		valid_sound_effect,
		current_weapon_count,
		new_weapon_count;

	ASSERT (launcher);

	ASSERT (entity_sub_type_weapon_valid (weapon_sub_type));

	//
	// get target
	//

	if (!(weapon_database[weapon_sub_type].weapon_class & (WEAPON_CLASS_DECOY | WEAPON_CLASS_CARGO | WEAPON_CLASS_DEBRIS)))
	{
		target = get_local_entity_parent (launcher, LIST_TYPE_TARGET);

/*		if (weapon_database[weapon_sub_type].hellfire_flight_profile)
		{
			if (get_local_entity_int_value (launcher, INT_TYPE_LOCK_ON_AFTER_LAUNCH))
			{
				target = NULL;
			}
		} */
	}
	else
	{
		target = NULL;
	}

	if (get_comms_model () == COMMS_MODEL_SERVER)
	{
		////////////////////////////////////////
		//
		// SERVER/TX and SERVER/RX
		//
		////////////////////////////////////////

		ASSERT (weapon_index == ENTITY_INDEX_DONT_CARE);

		ASSERT (burst_size == BURST_SIZE_DONT_CARE);

		ASSERT (!smoke_trail_indices);

		// NOTE: The clients' weapon counters lag the servers' so it is possible that the
		//       client may unknowingly attempt to create more weapons than are available.
		//       This is prone to happen during rapid firing.

		current_weapon_count = get_local_entity_weapon_count (launcher, weapon_sub_type);

		if (current_weapon_count > 0)
		{
			int loal_mode = weapon_database[weapon_sub_type].hellfire_flight_profile && get_local_entity_int_value (launcher, INT_TYPE_LOCK_ON_AFTER_LAUNCH);

			if (get_comms_data_flow () == COMMS_DATA_FLOW_RX)
			{
				set_force_local_entity_create_stack_attributes (TRUE);
			}

			//
			// get burst size wrt rate of fire
			//

			if (weapon_database[weapon_sub_type].rate_of_fire != FIRE_SINGLE_WEAPON)
			{
				float time_per_shot = weapon_database[weapon_sub_type].inverse_rate_of_fire * ONE_MINUTE;
				unsigned int* last_shot = NULL;

				switch (launcher->type)
				{
				case ENTITY_TYPE_HELICOPTER:
					last_shot = &((helicopter*)get_local_entity_data(launcher))->ac.weapon_salvo_timer;
					break;

				case ENTITY_TYPE_FIXED_WING:
					last_shot = &((fixed_wing*)get_local_entity_data(launcher))->ac.weapon_salvo_timer;
					break;

				case ENTITY_TYPE_ANTI_AIRCRAFT:
					last_shot = &((anti_aircraft*)get_local_entity_data(launcher))->vh.weapon_salvo_timer;
					break;

				case ENTITY_TYPE_PERSON:
					last_shot = &((person*)get_local_entity_data(launcher))->vh.weapon_salvo_timer;
					break;

				case ENTITY_TYPE_ROUTED_VEHICLE:
					last_shot = &((routed_vehicle*)get_local_entity_data(launcher))->vh.weapon_salvo_timer;
					break;

				case ENTITY_TYPE_SHIP_VEHICLE:
					last_shot = &((ship_vehicle*)get_local_entity_data(launcher))->vh.weapon_salvo_timer;
					break;
				}

				if (last_shot)
				{
					unsigned int current_time = get_system_time();
					float elapsed_time = 1;

					if (*last_shot > 0)
					{
						if (current_time < *last_shot)
							return;
						elapsed_time = (current_time - *last_shot) * 0.001;
					}
					else
						elapsed_time = get_delta_time();

					burst_size = (int)(weapon_database[weapon_sub_type].rate_of_fire * ONE_OVER_ONE_MINUTE * elapsed_time);
					if (burst_size < 1)
					{
						if (*last_shot == 0)  // first shot in salvo always get fired
							burst_size = 1;
						else
							return;
					}

					if (*last_shot)
						*last_shot += (int)(burst_size * time_per_shot * 1000.0);
					else
						*last_shot = current_time;
				}
				else
				{
					ASSERT(FALSE);
					burst_size = 1;
				}
			}
			else
			{
				burst_size = 1;
			}

			//
			// set burst timer
			//

			valid_sound_effect = FALSE;

			if (get_local_entity_float_value (launcher, FLOAT_TYPE_WEAPON_BURST_TIMER) == 0.0)
			{
				set_local_entity_float_value (launcher, FLOAT_TYPE_WEAPON_BURST_TIMER, weapon_database[weapon_sub_type].burst_duration);

				valid_sound_effect = TRUE;
			}

			//
			// create weapon
			//

			weapon = create_local_entity
			(
				ENTITY_TYPE_WEAPON,
				ENTITY_INDEX_DONT_CARE,
				ENTITY_ATTR_INT_VALUE (INT_TYPE_ENTITY_SUB_TYPE, weapon_sub_type),
				ENTITY_ATTR_INT_VALUE (INT_TYPE_WEAPON_BURST_SIZE, burst_size),
				ENTITY_ATTR_INT_VALUE (INT_TYPE_WEAPON_MISSILE_PHASE, MISSILE_PHASE1),
				ENTITY_ATTR_INT_VALUE (INT_TYPE_LOCK_ON_AFTER_LAUNCH, loal_mode),
				ENTITY_ATTR_PARENT (LIST_TYPE_LAUNCHED_WEAPON, launcher),
				ENTITY_ATTR_PARENT (LIST_TYPE_TARGET, target),
				ENTITY_ATTR_END
			);

			if (weapon)
			{
				//
				// send FIRE message to force (unless it's a decoy/cargo/debris being launched)
				//

				if ((target) && (!(weapon_database[weapon_sub_type].weapon_class & (WEAPON_CLASS_DECOY | WEAPON_CLASS_CARGO | WEAPON_CLASS_DEBRIS))))
				{
					force = get_local_force_entity ((entity_sides) get_local_entity_int_value (target, INT_TYPE_SIDE));

					if (force)
					{
						notify_local_entity (ENTITY_MESSAGE_ENTITY_FIRED_AT, force, launcher, target);
					}
				}

				//
				// create sound effect(s)
				//

				if (valid_sound_effect)
				{
					create_weapon_launched_sound_effects (launcher, weapon_sub_type);
				}

				//
				// create smoke trail
				//

				smoke_trail_type = (meta_smoke_list_types) get_local_entity_int_value (weapon, INT_TYPE_WEAPON_SMOKE_TRAIL_TYPE);

				if (smoke_trail_type != META_SMOKE_LIST_TYPE_NONE)
				{
					struct OBJECT_3D_BOUNDS
						*bounding_box;

					vec3d
						exhaust_offset;

					num_smoke_trail_entities = count_entities_in_meta_smoke_list (smoke_trail_type);

					ASSERT (num_smoke_trail_entities > 0);

					smoke_trail_indices = (int *) malloc_fast_mem (sizeof (int) * num_smoke_trail_entities);

					for (i = 0; i < num_smoke_trail_entities; i++)
					{
						smoke_trail_indices[i] = ENTITY_INDEX_DONT_CARE;
					}

					bounding_box = get_object_3d_bounding_box (get_local_entity_int_value (weapon, INT_TYPE_DEFAULT_3D_SHAPE));

					if ((weapon_sub_type == ENTITY_SUB_TYPE_WEAPON_HOKUM_PILOT) ||(weapon_sub_type == ENTITY_SUB_TYPE_WEAPON_HOKUM_CO_PILOT))
					{
						exhaust_offset.x = 0.0;
						exhaust_offset.y = 0.0;
						exhaust_offset.z = 0.0;
					}
					else
					{
						exhaust_offset.x = 0.0;
						exhaust_offset.y = 0.0;
						exhaust_offset.z = bounding_box->zmin;
					}

					create_meta_smoke_list_specified_offset (smoke_trail_type, weapon, &exhaust_offset, smoke_trail_indices);
				}

				transmit_entity_comms_message
				(
					ENTITY_COMMS_CREATE_WEAPON,
					NULL,
					launcher,
					weapon_sub_type,
					get_local_entity_safe_index (weapon),
					burst_size,
					smoke_trail_indices
				);

				if (smoke_trail_indices)
				{
					free_mem (smoke_trail_indices);
				}

				//
				// out of weapons (if infinite weapons then reload else select next weapon)
				//

				new_weapon_count = get_local_entity_weapon_count (launcher, weapon_sub_type);

				if (new_weapon_count <= 0)
				{
					#if !DEMO_VERSION
					if (get_local_entity_int_value (get_session_entity (), INT_TYPE_INFINITE_WEAPONS))
					{
						weapon_config_types
							config_type;

						config_type = (weapon_config_types) get_local_entity_int_value (launcher, INT_TYPE_WEAPON_CONFIG_TYPE);

						set_client_server_entity_int_value (launcher, INT_TYPE_WEAPON_CONFIG_TYPE, config_type);
					}
					else
					#endif
					{
						//
						// play weapon out of ammo speech
						//

						play_entity_weapon_out_speech (launcher, weapon_sub_type);

						//
						// select next weapon
						//
/*
						if (!(weapon_database[weapon_sub_type].weapon_class & (WEAPON_CLASS_DECOY | WEAPON_CLASS_CARGO | WEAPON_CLASS_DEBRIS)))
						{
							entity_sub_types
								next_weapon_sub_type;

							if (get_local_entity_int_value (launcher, INT_TYPE_PLAYER) != ENTITY_PLAYER_AI)
							{
								next_weapon_sub_type = get_next_available_weapon_sub_type (launcher);
							}
							else
							{
								next_weapon_sub_type = ENTITY_SUB_TYPE_WEAPON_NO_WEAPON;
							}

							set_client_server_entity_int_value (launcher, INT_TYPE_SELECTED_WEAPON, next_weapon_sub_type);
						}
*/
					}
				}
				else
				{
					int
						report_ammo_low_count;

					report_ammo_low_count = weapon_database[weapon_sub_type].report_ammo_low_count;

					if ((current_weapon_count > report_ammo_low_count) && (new_weapon_count <= report_ammo_low_count))
					{
						//
						// play weapon low speech
						//

						play_entity_weapon_low_speech (launcher, weapon_sub_type);
					}
					else
					{
						//
						// weapon launch speech
						//

						play_entity_weapon_launched_speech (launcher, weapon_sub_type);
					}
				}
			}

			set_force_local_entity_create_stack_attributes (FALSE);
		}
		else
		{
			pause_client_server_continuous_weapon_sound_effect (launcher, weapon_sub_type);
		}
	}
	else
	{
		if (get_comms_data_flow () == COMMS_DATA_FLOW_TX)
		{
			////////////////////////////////////////
			//
			// CLIENT/TX
			//
			////////////////////////////////////////

			ASSERT (weapon_index == ENTITY_INDEX_DONT_CARE);

			ASSERT (burst_size == BURST_SIZE_DONT_CARE);

			ASSERT (!smoke_trail_indices);

			// NOTE: The clients' weapon counters lag the servers' so it is possible that the
			//       client may unknowingly attempt to create more weapons than are available.
			//       This is prone to happen during rapid firing.

			if (get_local_entity_weapon_available (launcher, weapon_sub_type))
			{
				transmit_entity_comms_message
				(
					ENTITY_COMMS_CREATE_WEAPON,
					NULL,
					launcher,
					weapon_sub_type,
					ENTITY_INDEX_DONT_CARE,
					burst_size,
					NULL
				);
			}
		}
		else
		{
			////////////////////////////////////////
			//
			// CLIENT/RX
			//
			////////////////////////////////////////

			ASSERT (weapon_index != ENTITY_INDEX_DONT_CARE);

			ASSERT (burst_size > 0);

			set_force_local_entity_create_stack_attributes (TRUE);

			weapon = create_local_entity
			(
				ENTITY_TYPE_WEAPON,
				weapon_index,
				ENTITY_ATTR_INT_VALUE (INT_TYPE_ENTITY_SUB_TYPE, weapon_sub_type),
				ENTITY_ATTR_INT_VALUE (INT_TYPE_WEAPON_BURST_SIZE, burst_size),
				ENTITY_ATTR_PARENT (LIST_TYPE_LAUNCHED_WEAPON, launcher),
				ENTITY_ATTR_PARENT (LIST_TYPE_TARGET, target),
				ENTITY_ATTR_END
			);

			ASSERT (weapon);

			//
			// create smoke trail
			//

			smoke_trail_type = (meta_smoke_list_types) get_local_entity_int_value (weapon, INT_TYPE_WEAPON_SMOKE_TRAIL_TYPE);

			if (smoke_trail_type != META_SMOKE_LIST_TYPE_NONE)
			{
				struct OBJECT_3D_BOUNDS
					*bounding_box;

				vec3d
					exhaust_offset;

				ASSERT (smoke_trail_indices);

				bounding_box = get_object_3d_bounding_box (get_local_entity_int_value (weapon, INT_TYPE_DEFAULT_3D_SHAPE));

				if ((weapon_sub_type == ENTITY_SUB_TYPE_WEAPON_HOKUM_PILOT) ||(weapon_sub_type == ENTITY_SUB_TYPE_WEAPON_HOKUM_CO_PILOT))
				{
					exhaust_offset.x = 0.0;
					exhaust_offset.y = 0.0;
					exhaust_offset.z = 0.0;
				}
				else
				{
					exhaust_offset.x = 0.0;
					exhaust_offset.y = 0.0;
					exhaust_offset.z = bounding_box->zmin;
				}

				create_meta_smoke_list_specified_offset (smoke_trail_type, weapon, &exhaust_offset, smoke_trail_indices);
			}
			else
			{
				ASSERT (!smoke_trail_indices);
			}

			set_force_local_entity_create_stack_attributes (FALSE);
		}
	}
}
예제 #15
0
파일: en_valid.c 프로젝트: Comanche93/eech
int assert_client_server_remote_fn (void)
{
	return (!((get_comms_model () == COMMS_MODEL_CLIENT) && (get_comms_data_flow () == COMMS_DATA_FLOW_RX)));
}