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trail.qc
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#ifdef SINGLE_PLAYER
/*
==============================================================================
PLAYER TRAIL
==============================================================================
This is a circular list containing the a list of points of where
the player has been recently. It is used by monsters for pursuit.
.origin the spot
.owner forward link
.aiment backward link
*/
const int TRAIL_LENGTH = 8;
PROGS_LOCAL static entity trail[TRAIL_LENGTH];
PROGS_LOCAL static int trail_head;
PROGS_LOCAL static var bool trail_active = false;
#define NEXT(n) (((n) + 1) & (TRAIL_LENGTH - 1))
#define PREV(n) (((n) - 1) & (TRAIL_LENGTH - 1))
void() PlayerTrail_Init =
{
int n;
if (deathmatch.intVal)
return;
for (n = 0; n < TRAIL_LENGTH; n++)
{
trail[n] = G_Spawn();
trail[n].classname = "player_trail";
}
trail_head = 0;
trail_active = true;
}
void(vector spot) PlayerTrail_Add =
{
vector temp;
if (!trail_active)
return;
trail[trail_head].s.origin = spot;
trail[trail_head].timestamp = level.framenum;
temp = spot - trail[PREV(trail_head)].s.origin;
trail[trail_head].s.angles[YAW] = vectoyaw(temp);
trail_head = NEXT(trail_head);
}
void(vector spot) PlayerTrail_New =
{
if (!trail_active)
return;
PlayerTrail_Init();
PlayerTrail_Add(spot);
}
entity(entity self) PlayerTrail_PickFirst =
{
int marker;
int n;
if (!trail_active)
return world;
for (marker = trail_head, n = TRAIL_LENGTH; n; n--)
{
if (trail[marker].timestamp <= self.monsterinfo.trail_framenum)
marker = NEXT(marker);
else
break;
}
if (visible(self, trail[marker]))
return trail[marker];
if (visible(self, trail[PREV(marker)]))
return trail[PREV(marker)];
return trail[marker];
}
entity(entity self) PlayerTrail_PickNext =
{
int marker;
int n;
if (!trail_active)
return world;
for (marker = trail_head, n = TRAIL_LENGTH; n; n--) {
if (trail[marker].timestamp <= self.monsterinfo.trail_framenum)
marker = NEXT(marker);
else
break;
}
return trail[marker];
}
entity() PlayerTrail_LastSpot =
{
return trail[PREV(trail_head)];
}
#endif