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PRYDON CLIENTCURSOR

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Revision as of 14:09, 29 February 2008 by KrimZon (talk | contribs) (New page: Effects bit: <pre> float EF_SELECTABLE = 16384; // allows cursor to highlight entity (brighten) </pre> Field definitions: <pre> .float cursor_active; // True if cl_prydoncursor mod...)
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Effects bit:

float EF_SELECTABLE = 16384; // allows cursor to highlight entity (brighten)

Field definitions:

.float cursor_active;        // True if cl_prydoncursor mode is on
.vector cursor_screen; // Screen position of cursor as -1 to +1 in _x and _y (_z unused)
.vector cursor_trace_start;  // Position of camera
.vector cursor_trace_endpos; // Position of cursor in world (as traced from camera)
.entity cursor_trace_ent;    // Entity the cursor is pointing at (server forces this to 
                             // world if the entity is currently free at time of receipt)

Cvar definitions:

cl_prydoncursor (0/1+, default 0, 1 and above use cursors named 
   gfx/prydoncursor%03i.lmp - or .tga and such if DP_GFX_EXTERNALTEXTURES is implemented)

Shows that the engine supports the cl_prydoncursor cvar, this puts a clientside mouse pointer on the screen and feeds input to the server for the QuakeC to use as it sees fit.

The mouse pointer triggers button4 if cursor is at left edge of screen, button5 if at right edge of screen, button6 if at top edge of screen, button7 if at bottom edge of screen.

The clientside trace skips transparent entities (except those marked EF_SELECTABLE).

The selected entity highlights only if EF_SELECTABLE is set, a typical selection method would be doubling the brightness of the entity by some means (such as colormod[] *= 2).

Intended to be used by Prydon Gate.