mirror of
https://github.com/alliedmodders/amxmodx.git
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959 lines
24 KiB
C++
959 lines
24 KiB
C++
/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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/*
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===== bmodels.cpp ========================================================
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spawn, think, and use functions for entities that use brush models
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*/
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "doors.h"
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extern DLL_GLOBAL Vector g_vecAttackDir;
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#define SF_BRUSH_ACCDCC 16// brush should accelerate and decelerate when toggled
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#define SF_BRUSH_HURT 32// rotating brush that inflicts pain based on rotation speed
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#define SF_ROTATING_NOT_SOLID 64 // some special rotating objects are not solid.
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// covering cheesy noise1, noise2, & noise3 fields so they make more sense (for rotating fans)
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#define noiseStart noise1
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#define noiseStop noise2
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#define noiseRunning noise3
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#define SF_PENDULUM_SWING 2 // spawnflag that makes a pendulum a rope swing.
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//
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// BModelOrigin - calculates origin of a bmodel from absmin/size because all bmodel origins are 0 0 0
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//
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Vector VecBModelOrigin( entvars_t* pevBModel )
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{
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return pevBModel->absmin + ( pevBModel->size * 0.5 );
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}
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// =================== FUNC_WALL ==============================================
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/*QUAKED func_wall (0 .5 .8) ?
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This is just a solid wall if not inhibited
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*/
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class CFuncWall : public CBaseEntity
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{
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public:
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void Spawn( void );
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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// Bmodels don't go across transitions
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virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
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};
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LINK_ENTITY_TO_CLASS( func_wall, CFuncWall );
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void CFuncWall :: Spawn( void )
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{
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pev->angles = g_vecZero;
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pev->movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything
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pev->solid = SOLID_BSP;
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SET_MODEL( ENT(pev), STRING(pev->model) );
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// If it can't move/go away, it's really part of the world
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pev->flags |= FL_WORLDBRUSH;
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}
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void CFuncWall :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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if ( ShouldToggle( useType, (int)(pev->frame)) )
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pev->frame = 1 - pev->frame;
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}
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#define SF_WALL_START_OFF 0x0001
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class CFuncWallToggle : public CFuncWall
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{
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public:
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void Spawn( void );
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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void TurnOff( void );
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void TurnOn( void );
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BOOL IsOn( void );
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};
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LINK_ENTITY_TO_CLASS( func_wall_toggle, CFuncWallToggle );
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void CFuncWallToggle :: Spawn( void )
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{
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CFuncWall::Spawn();
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if ( pev->spawnflags & SF_WALL_START_OFF )
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TurnOff();
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}
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void CFuncWallToggle :: TurnOff( void )
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{
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pev->solid = SOLID_NOT;
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pev->effects |= EF_NODRAW;
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UTIL_SetOrigin( pev, pev->origin );
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}
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void CFuncWallToggle :: TurnOn( void )
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{
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pev->solid = SOLID_BSP;
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pev->effects &= ~EF_NODRAW;
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UTIL_SetOrigin( pev, pev->origin );
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}
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BOOL CFuncWallToggle :: IsOn( void )
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{
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if ( pev->solid == SOLID_NOT )
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return FALSE;
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return TRUE;
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}
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void CFuncWallToggle :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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int status = IsOn();
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if ( ShouldToggle( useType, status ) )
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{
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if ( status )
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TurnOff();
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else
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TurnOn();
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}
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}
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#define SF_CONVEYOR_VISUAL 0x0001
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#define SF_CONVEYOR_NOTSOLID 0x0002
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class CFuncConveyor : public CFuncWall
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{
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public:
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void Spawn( void );
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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void UpdateSpeed( float speed );
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};
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LINK_ENTITY_TO_CLASS( func_conveyor, CFuncConveyor );
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void CFuncConveyor :: Spawn( void )
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{
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SetMovedir( pev );
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CFuncWall::Spawn();
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if ( !(pev->spawnflags & SF_CONVEYOR_VISUAL) )
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SetBits( pev->flags, FL_CONVEYOR );
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// HACKHACK - This is to allow for some special effects
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if ( pev->spawnflags & SF_CONVEYOR_NOTSOLID )
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{
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pev->solid = SOLID_NOT;
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pev->skin = 0; // Don't want the engine thinking we've got special contents on this brush
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}
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if ( pev->speed == 0 )
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pev->speed = 100;
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UpdateSpeed( pev->speed );
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}
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// HACKHACK -- This is ugly, but encode the speed in the rendercolor to avoid adding more data to the network stream
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void CFuncConveyor :: UpdateSpeed( float speed )
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{
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// Encode it as an integer with 4 fractional bits
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int speedCode = (int)(fabs(speed) * 16.0);
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if ( speed < 0 )
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pev->rendercolor.x = 1;
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else
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pev->rendercolor.x = 0;
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pev->rendercolor.y = (speedCode >> 8);
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pev->rendercolor.z = (speedCode & 0xFF);
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}
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void CFuncConveyor :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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pev->speed = -pev->speed;
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UpdateSpeed( pev->speed );
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}
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// =================== FUNC_ILLUSIONARY ==============================================
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/*QUAKED func_illusionary (0 .5 .8) ?
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A simple entity that looks solid but lets you walk through it.
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*/
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class CFuncIllusionary : public CBaseToggle
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{
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public:
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void Spawn( void );
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void EXPORT SloshTouch( CBaseEntity *pOther );
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void KeyValue( KeyValueData *pkvd );
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virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
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};
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LINK_ENTITY_TO_CLASS( func_illusionary, CFuncIllusionary );
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void CFuncIllusionary :: KeyValue( KeyValueData *pkvd )
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{
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if (FStrEq(pkvd->szKeyName, "skin"))//skin is used for content type
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{
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pev->skin = atoi(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else
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CBaseToggle::KeyValue( pkvd );
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}
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void CFuncIllusionary :: Spawn( void )
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{
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pev->angles = g_vecZero;
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pev->movetype = MOVETYPE_NONE;
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pev->solid = SOLID_NOT;// always solid_not
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SET_MODEL( ENT(pev), STRING(pev->model) );
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// I'd rather eat the network bandwidth of this than figure out how to save/restore
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// these entities after they have been moved to the client, or respawn them ala Quake
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// Perhaps we can do this in deathmatch only.
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// MAKE_STATIC(ENT(pev));
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}
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// -------------------------------------------------------------------------------
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//
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// Monster only clip brush
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//
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// This brush will be solid for any entity who has the FL_MONSTERCLIP flag set
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// in pev->flags
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//
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// otherwise it will be invisible and not solid. This can be used to keep
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// specific monsters out of certain areas
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//
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// -------------------------------------------------------------------------------
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class CFuncMonsterClip : public CFuncWall
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{
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public:
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void Spawn( void );
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) {} // Clear out func_wall's use function
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};
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LINK_ENTITY_TO_CLASS( func_monsterclip, CFuncMonsterClip );
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void CFuncMonsterClip::Spawn( void )
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{
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CFuncWall::Spawn();
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if ( CVAR_GET_FLOAT("showtriggers") == 0 )
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pev->effects = EF_NODRAW;
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pev->flags |= FL_MONSTERCLIP;
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}
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// =================== FUNC_ROTATING ==============================================
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class CFuncRotating : public CBaseEntity
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{
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public:
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// basic functions
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void Spawn( void );
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void Precache( void );
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void EXPORT SpinUp ( void );
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void EXPORT SpinDown ( void );
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void KeyValue( KeyValueData* pkvd);
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void EXPORT HurtTouch ( CBaseEntity *pOther );
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void EXPORT RotatingUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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void EXPORT Rotate( void );
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void RampPitchVol (int fUp );
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void Blocked( CBaseEntity *pOther );
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virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
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virtual int Save( CSave &save );
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virtual int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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float m_flFanFriction;
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float m_flAttenuation;
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float m_flVolume;
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float m_pitch;
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int m_sounds;
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};
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TYPEDESCRIPTION CFuncRotating::m_SaveData[] =
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{
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DEFINE_FIELD( CFuncRotating, m_flFanFriction, FIELD_FLOAT ),
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DEFINE_FIELD( CFuncRotating, m_flAttenuation, FIELD_FLOAT ),
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DEFINE_FIELD( CFuncRotating, m_flVolume, FIELD_FLOAT ),
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DEFINE_FIELD( CFuncRotating, m_pitch, FIELD_FLOAT ),
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DEFINE_FIELD( CFuncRotating, m_sounds, FIELD_INTEGER )
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};
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IMPLEMENT_SAVERESTORE( CFuncRotating, CBaseEntity );
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LINK_ENTITY_TO_CLASS( func_rotating, CFuncRotating );
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void CFuncRotating :: KeyValue( KeyValueData* pkvd)
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{
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if (FStrEq(pkvd->szKeyName, "fanfriction"))
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{
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m_flFanFriction = atof(pkvd->szValue)/100;
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "Volume"))
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{
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m_flVolume = atof(pkvd->szValue)/10.0;
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if (m_flVolume > 1.0)
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m_flVolume = 1.0;
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if (m_flVolume < 0.0)
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m_flVolume = 0.0;
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "spawnorigin"))
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{
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Vector tmp;
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UTIL_StringToVector( (float *)tmp, pkvd->szValue );
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if ( tmp != g_vecZero )
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pev->origin = tmp;
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}
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else if (FStrEq(pkvd->szKeyName, "sounds"))
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{
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m_sounds = atoi(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else
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CBaseEntity::KeyValue( pkvd );
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}
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/*QUAKED func_rotating (0 .5 .8) ? START_ON REVERSE X_AXIS Y_AXIS
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You need to have an origin brush as part of this entity. The
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center of that brush will be
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the point around which it is rotated. It will rotate around the Z
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axis by default. You can
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check either the X_AXIS or Y_AXIS box to change that.
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"speed" determines how fast it moves; default value is 100.
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"dmg" damage to inflict when blocked (2 default)
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REVERSE will cause the it to rotate in the opposite direction.
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*/
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void CFuncRotating :: Spawn( )
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{
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// set final pitch. Must not be PITCH_NORM, since we
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// plan on pitch shifting later.
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m_pitch = PITCH_NORM - 1;
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// maintain compatibility with previous maps
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if (m_flVolume == 0.0)
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m_flVolume = 1.0;
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// if the designer didn't set a sound attenuation, default to one.
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m_flAttenuation = ATTN_NORM;
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if ( FBitSet ( pev->spawnflags, SF_BRUSH_ROTATE_SMALLRADIUS) )
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{
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m_flAttenuation = ATTN_IDLE;
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}
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else if ( FBitSet ( pev->spawnflags, SF_BRUSH_ROTATE_MEDIUMRADIUS) )
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{
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m_flAttenuation = ATTN_STATIC;
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}
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else if ( FBitSet ( pev->spawnflags, SF_BRUSH_ROTATE_LARGERADIUS) )
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{
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m_flAttenuation = ATTN_NORM;
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}
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// prevent divide by zero if level designer forgets friction!
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if ( m_flFanFriction == 0 )
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{
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m_flFanFriction = 1;
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}
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if ( FBitSet(pev->spawnflags, SF_BRUSH_ROTATE_Z_AXIS) )
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pev->movedir = Vector(0,0,1);
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else if ( FBitSet(pev->spawnflags, SF_BRUSH_ROTATE_X_AXIS) )
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pev->movedir = Vector(1,0,0);
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else
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pev->movedir = Vector(0,1,0); // y-axis
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// check for reverse rotation
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if ( FBitSet(pev->spawnflags, SF_BRUSH_ROTATE_BACKWARDS) )
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pev->movedir = pev->movedir * -1;
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// some rotating objects like fake volumetric lights will not be solid.
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if ( FBitSet(pev->spawnflags, SF_ROTATING_NOT_SOLID) )
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{
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pev->solid = SOLID_NOT;
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pev->skin = CONTENTS_EMPTY;
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pev->movetype = MOVETYPE_PUSH;
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}
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else
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{
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pev->solid = SOLID_BSP;
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pev->movetype = MOVETYPE_PUSH;
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}
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UTIL_SetOrigin(pev, pev->origin);
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SET_MODEL( ENT(pev), STRING(pev->model) );
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SetUse( &CFuncRotating::RotatingUse );
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// did level designer forget to assign speed?
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if (pev->speed <= 0)
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pev->speed = 0;
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// Removed this per level designers request. -- JAY
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// if (pev->dmg == 0)
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// pev->dmg = 2;
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// instant-use brush?
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if ( FBitSet( pev->spawnflags, SF_BRUSH_ROTATE_INSTANT) )
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{
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SetThink( &CBaseEntity::SUB_CallUseToggle );
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pev->nextthink = pev->ltime + 1.5; // leave a magic delay for client to start up
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}
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// can this brush inflict pain?
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if ( FBitSet (pev->spawnflags, SF_BRUSH_HURT) )
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{
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SetTouch( &CFuncRotating::HurtTouch );
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}
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Precache( );
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}
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void CFuncRotating :: Precache( void )
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{
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char* szSoundFile = (char*) STRING(pev->message);
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// set up fan sounds
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if (!FStringNull( pev->message ) && strlen( szSoundFile ) > 0)
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{
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// if a path is set for a wave, use it
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PRECACHE_SOUND(szSoundFile);
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pev->noiseRunning = ALLOC_STRING(szSoundFile);
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} else
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{
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// otherwise use preset sound
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switch (m_sounds)
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{
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case 1:
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PRECACHE_SOUND ("fans/fan1.wav");
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pev->noiseRunning = ALLOC_STRING("fans/fan1.wav");
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break;
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case 2:
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PRECACHE_SOUND ("fans/fan2.wav");
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pev->noiseRunning = ALLOC_STRING("fans/fan2.wav");
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break;
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case 3:
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PRECACHE_SOUND ("fans/fan3.wav");
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pev->noiseRunning = ALLOC_STRING("fans/fan3.wav");
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break;
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case 4:
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PRECACHE_SOUND ("fans/fan4.wav");
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pev->noiseRunning = ALLOC_STRING("fans/fan4.wav");
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break;
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case 5:
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PRECACHE_SOUND ("fans/fan5.wav");
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pev->noiseRunning = ALLOC_STRING("fans/fan5.wav");
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break;
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case 0:
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default:
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if (!FStringNull( pev->message ) && strlen( szSoundFile ) > 0)
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{
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PRECACHE_SOUND(szSoundFile);
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pev->noiseRunning = ALLOC_STRING(szSoundFile);
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break;
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} else
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{
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pev->noiseRunning = ALLOC_STRING("common/null.wav");
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break;
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}
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}
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}
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if (pev->avelocity != g_vecZero )
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{
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// if fan was spinning, and we went through transition or save/restore,
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// make sure we restart the sound. 1.5 sec delay is magic number. KDB
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SetThink ( &CFuncRotating::SpinUp );
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pev->nextthink = pev->ltime + 1.5;
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}
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}
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//
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// Touch - will hurt others based on how fast the brush is spinning
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//
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void CFuncRotating :: HurtTouch ( CBaseEntity *pOther )
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{
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entvars_t *pevOther = pOther->pev;
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// we can't hurt this thing, so we're not concerned with it
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if ( !pevOther->takedamage )
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return;
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|
// calculate damage based on rotation speed
|
|
pev->dmg = pev->avelocity.Length() / 10;
|
|
|
|
pOther->TakeDamage( pev, pev, pev->dmg, DMG_CRUSH);
|
|
|
|
pevOther->velocity = (pevOther->origin - VecBModelOrigin(pev) ).Normalize() * pev->dmg;
|
|
}
|
|
|
|
//
|
|
// RampPitchVol - ramp pitch and volume up to final values, based on difference
|
|
// between how fast we're going vs how fast we plan to go
|
|
//
|
|
#define FANPITCHMIN 30
|
|
#define FANPITCHMAX 100
|
|
|
|
void CFuncRotating :: RampPitchVol (int fUp)
|
|
{
|
|
|
|
Vector vecAVel = pev->avelocity;
|
|
vec_t vecCur;
|
|
vec_t vecFinal;
|
|
float fpct;
|
|
float fvol;
|
|
float fpitch;
|
|
int pitch;
|
|
|
|
// get current angular velocity
|
|
|
|
vecCur = abs(vecAVel.x != 0 ? static_cast<int>(vecAVel.x) : static_cast<int>(vecAVel.y != 0 ? vecAVel.y : vecAVel.z));
|
|
|
|
// get target angular velocity
|
|
|
|
vecFinal = (pev->movedir.x != 0 ? pev->movedir.x : (pev->movedir.y != 0 ? pev->movedir.y : pev->movedir.z));
|
|
vecFinal *= pev->speed;
|
|
vecFinal = abs(static_cast<int>(vecFinal));
|
|
|
|
// calc volume and pitch as % of final vol and pitch
|
|
|
|
fpct = vecCur / vecFinal;
|
|
// if (fUp)
|
|
// fvol = m_flVolume * (0.5 + fpct/2.0); // spinup volume ramps up from 50% max vol
|
|
// else
|
|
fvol = m_flVolume * fpct; // slowdown volume ramps down to 0
|
|
|
|
fpitch = FANPITCHMIN + (FANPITCHMAX - FANPITCHMIN) * fpct;
|
|
|
|
pitch = (int) fpitch;
|
|
if (pitch == PITCH_NORM)
|
|
pitch = PITCH_NORM-1;
|
|
|
|
// change the fan's vol and pitch
|
|
|
|
EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseRunning),
|
|
fvol, m_flAttenuation, SND_CHANGE_PITCH | SND_CHANGE_VOL, pitch);
|
|
|
|
}
|
|
|
|
//
|
|
// SpinUp - accelerates a non-moving func_rotating up to it's speed
|
|
//
|
|
void CFuncRotating :: SpinUp( void )
|
|
{
|
|
Vector vecAVel;//rotational velocity
|
|
|
|
pev->nextthink = pev->ltime + 0.1;
|
|
pev->avelocity = pev->avelocity + ( pev->movedir * ( pev->speed * m_flFanFriction ) );
|
|
|
|
vecAVel = pev->avelocity;// cache entity's rotational velocity
|
|
|
|
// if we've met or exceeded target speed, set target speed and stop thinking
|
|
if ( abs(static_cast<int>(vecAVel.x)) >= abs(static_cast<int>(pev->movedir.x * pev->speed)) &&
|
|
abs(static_cast<int>(vecAVel.y)) >= abs(static_cast<int>(pev->movedir.y * pev->speed)) &&
|
|
abs(static_cast<int>(vecAVel.z)) >= abs(static_cast<int>(pev->movedir.z * pev->speed)) )
|
|
{
|
|
pev->avelocity = pev->movedir * pev->speed;// set speed in case we overshot
|
|
EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseRunning),
|
|
m_flVolume, m_flAttenuation, SND_CHANGE_PITCH | SND_CHANGE_VOL, FANPITCHMAX);
|
|
|
|
SetThink( &CFuncRotating::Rotate );
|
|
Rotate();
|
|
}
|
|
else
|
|
{
|
|
RampPitchVol(TRUE);
|
|
}
|
|
}
|
|
|
|
//
|
|
// SpinDown - decelerates a moving func_rotating to a standstill.
|
|
//
|
|
void CFuncRotating :: SpinDown( void )
|
|
{
|
|
Vector vecAVel;//rotational velocity
|
|
vec_t vecdir;
|
|
|
|
pev->nextthink = pev->ltime + 0.1;
|
|
|
|
pev->avelocity = pev->avelocity - ( pev->movedir * ( pev->speed * m_flFanFriction ) );//spin down slower than spinup
|
|
|
|
vecAVel = pev->avelocity;// cache entity's rotational velocity
|
|
|
|
if (pev->movedir.x != 0)
|
|
vecdir = pev->movedir.x;
|
|
else if (pev->movedir.y != 0)
|
|
vecdir = pev->movedir.y;
|
|
else
|
|
vecdir = pev->movedir.z;
|
|
|
|
// if we've met or exceeded target speed, set target speed and stop thinking
|
|
// (note: must check for movedir > 0 or < 0)
|
|
if (((vecdir > 0) && (vecAVel.x <= 0 && vecAVel.y <= 0 && vecAVel.z <= 0)) ||
|
|
((vecdir < 0) && (vecAVel.x >= 0 && vecAVel.y >= 0 && vecAVel.z >= 0)))
|
|
{
|
|
pev->avelocity = g_vecZero;// set speed in case we overshot
|
|
|
|
// stop sound, we're done
|
|
EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseRunning /* Stop */),
|
|
0, 0, SND_STOP, static_cast<int>(m_pitch));
|
|
|
|
SetThink( &CFuncRotating::Rotate );
|
|
Rotate();
|
|
}
|
|
else
|
|
{
|
|
RampPitchVol(FALSE);
|
|
}
|
|
}
|
|
|
|
void CFuncRotating :: Rotate( void )
|
|
{
|
|
pev->nextthink = pev->ltime + 10;
|
|
}
|
|
|
|
//=========================================================
|
|
// Rotating Use - when a rotating brush is triggered
|
|
//=========================================================
|
|
void CFuncRotating :: RotatingUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
|
{
|
|
// is this a brush that should accelerate and decelerate when turned on/off (fan)?
|
|
if ( FBitSet ( pev->spawnflags, SF_BRUSH_ACCDCC ) )
|
|
{
|
|
// fan is spinning, so stop it.
|
|
if ( pev->avelocity != g_vecZero )
|
|
{
|
|
SetThink ( &CFuncRotating::SpinDown );
|
|
//EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, (char *)STRING(pev->noiseStop),
|
|
// m_flVolume, m_flAttenuation, 0, m_pitch);
|
|
|
|
pev->nextthink = pev->ltime + 0.1;
|
|
}
|
|
else// fan is not moving, so start it
|
|
{
|
|
SetThink ( &CFuncRotating::SpinUp );
|
|
EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseRunning),
|
|
0.01, m_flAttenuation, 0, FANPITCHMIN);
|
|
|
|
pev->nextthink = pev->ltime + 0.1;
|
|
}
|
|
}
|
|
else if ( !FBitSet ( pev->spawnflags, SF_BRUSH_ACCDCC ) )//this is a normal start/stop brush.
|
|
{
|
|
if ( pev->avelocity != g_vecZero )
|
|
{
|
|
// play stopping sound here
|
|
SetThink ( &CFuncRotating::SpinDown );
|
|
|
|
// EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, (char *)STRING(pev->noiseStop),
|
|
// m_flVolume, m_flAttenuation, 0, m_pitch);
|
|
|
|
pev->nextthink = pev->ltime + 0.1;
|
|
// pev->avelocity = g_vecZero;
|
|
}
|
|
else
|
|
{
|
|
EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseRunning),
|
|
m_flVolume, m_flAttenuation, 0, FANPITCHMAX);
|
|
pev->avelocity = pev->movedir * pev->speed;
|
|
|
|
SetThink( &CFuncRotating::Rotate );
|
|
Rotate();
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//
|
|
// RotatingBlocked - An entity has blocked the brush
|
|
//
|
|
void CFuncRotating :: Blocked( CBaseEntity *pOther )
|
|
|
|
{
|
|
pOther->TakeDamage( pev, pev, pev->dmg, DMG_CRUSH);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//#endif
|
|
|
|
|
|
class CPendulum : public CBaseEntity
|
|
{
|
|
public:
|
|
void Spawn ( void );
|
|
void KeyValue( KeyValueData *pkvd );
|
|
void EXPORT Swing( void );
|
|
void EXPORT PendulumUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
|
void EXPORT Stop( void );
|
|
void Touch( CBaseEntity *pOther );
|
|
void EXPORT RopeTouch ( CBaseEntity *pOther );// this touch func makes the pendulum a rope
|
|
virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
|
|
virtual int Save( CSave &save );
|
|
virtual int Restore( CRestore &restore );
|
|
void Blocked( CBaseEntity *pOther );
|
|
|
|
static TYPEDESCRIPTION m_SaveData[];
|
|
|
|
float m_accel; // Acceleration
|
|
float m_distance; //
|
|
float m_time;
|
|
float m_damp;
|
|
float m_maxSpeed;
|
|
float m_dampSpeed;
|
|
vec3_t m_center;
|
|
vec3_t m_start;
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( func_pendulum, CPendulum );
|
|
|
|
TYPEDESCRIPTION CPendulum::m_SaveData[] =
|
|
{
|
|
DEFINE_FIELD( CPendulum, m_accel, FIELD_FLOAT ),
|
|
DEFINE_FIELD( CPendulum, m_distance, FIELD_FLOAT ),
|
|
DEFINE_FIELD( CPendulum, m_time, FIELD_TIME ),
|
|
DEFINE_FIELD( CPendulum, m_damp, FIELD_FLOAT ),
|
|
DEFINE_FIELD( CPendulum, m_maxSpeed, FIELD_FLOAT ),
|
|
DEFINE_FIELD( CPendulum, m_dampSpeed, FIELD_FLOAT ),
|
|
DEFINE_FIELD( CPendulum, m_center, FIELD_VECTOR ),
|
|
DEFINE_FIELD( CPendulum, m_start, FIELD_VECTOR ),
|
|
};
|
|
|
|
IMPLEMENT_SAVERESTORE( CPendulum, CBaseEntity );
|
|
|
|
|
|
|
|
void CPendulum :: KeyValue( KeyValueData *pkvd )
|
|
{
|
|
if (FStrEq(pkvd->szKeyName, "distance"))
|
|
{
|
|
m_distance = atof(pkvd->szValue);
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if (FStrEq(pkvd->szKeyName, "damp"))
|
|
{
|
|
m_damp = atof(pkvd->szValue) * 0.001;
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else
|
|
CBaseEntity::KeyValue( pkvd );
|
|
}
|
|
|
|
|
|
void CPendulum :: Spawn( void )
|
|
{
|
|
// set the axis of rotation
|
|
CBaseToggle :: AxisDir( pev );
|
|
|
|
if ( FBitSet (pev->spawnflags, SF_DOOR_PASSABLE) )
|
|
pev->solid = SOLID_NOT;
|
|
else
|
|
pev->solid = SOLID_BSP;
|
|
pev->movetype = MOVETYPE_PUSH;
|
|
UTIL_SetOrigin(pev, pev->origin);
|
|
SET_MODEL(ENT(pev), STRING(pev->model) );
|
|
|
|
if ( m_distance == 0 )
|
|
return;
|
|
|
|
if (pev->speed == 0)
|
|
pev->speed = 100;
|
|
|
|
m_accel = (pev->speed * pev->speed) / (2 * fabs(m_distance)); // Calculate constant acceleration from speed and distance
|
|
m_maxSpeed = pev->speed;
|
|
m_start = pev->angles;
|
|
m_center = pev->angles + (m_distance * 0.5) * pev->movedir;
|
|
|
|
if ( FBitSet( pev->spawnflags, SF_BRUSH_ROTATE_INSTANT) )
|
|
{
|
|
SetThink( &CBaseEntity::SUB_CallUseToggle );
|
|
pev->nextthink = gpGlobals->time + 0.1;
|
|
}
|
|
pev->speed = 0;
|
|
SetUse( &CPendulum::PendulumUse );
|
|
|
|
if ( FBitSet( pev->spawnflags, SF_PENDULUM_SWING ) )
|
|
{
|
|
SetTouch ( &CPendulum::RopeTouch );
|
|
}
|
|
}
|
|
|
|
|
|
void CPendulum :: PendulumUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
|
{
|
|
if ( pev->speed ) // Pendulum is moving, stop it and auto-return if necessary
|
|
{
|
|
if ( FBitSet( pev->spawnflags, SF_PENDULUM_AUTO_RETURN ) )
|
|
{
|
|
float delta;
|
|
|
|
delta = CBaseToggle :: AxisDelta( pev->spawnflags, pev->angles, m_start );
|
|
|
|
pev->avelocity = m_maxSpeed * pev->movedir;
|
|
pev->nextthink = pev->ltime + (delta / m_maxSpeed);
|
|
SetThink( &CPendulum::Stop );
|
|
}
|
|
else
|
|
{
|
|
pev->speed = 0; // Dead stop
|
|
SetThink( NULL );
|
|
pev->avelocity = g_vecZero;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
pev->nextthink = pev->ltime + 0.1; // Start the pendulum moving
|
|
m_time = gpGlobals->time; // Save time to calculate dt
|
|
SetThink( &CPendulum::Swing );
|
|
m_dampSpeed = m_maxSpeed;
|
|
}
|
|
}
|
|
|
|
|
|
void CPendulum :: Stop( void )
|
|
{
|
|
pev->angles = m_start;
|
|
pev->speed = 0;
|
|
SetThink( NULL );
|
|
pev->avelocity = g_vecZero;
|
|
}
|
|
|
|
|
|
void CPendulum::Blocked( CBaseEntity *pOther )
|
|
{
|
|
m_time = gpGlobals->time;
|
|
}
|
|
|
|
|
|
void CPendulum :: Swing( void )
|
|
{
|
|
float delta, dt;
|
|
|
|
delta = CBaseToggle :: AxisDelta( pev->spawnflags, pev->angles, m_center );
|
|
dt = gpGlobals->time - m_time; // How much time has passed?
|
|
m_time = gpGlobals->time; // Remember the last time called
|
|
|
|
if ( delta > 0 && m_accel > 0 )
|
|
pev->speed -= m_accel * dt; // Integrate velocity
|
|
else
|
|
pev->speed += m_accel * dt;
|
|
|
|
if ( pev->speed > m_maxSpeed )
|
|
pev->speed = m_maxSpeed;
|
|
else if ( pev->speed < -m_maxSpeed )
|
|
pev->speed = -m_maxSpeed;
|
|
// scale the destdelta vector by the time spent traveling to get velocity
|
|
pev->avelocity = pev->speed * pev->movedir;
|
|
|
|
// Call this again
|
|
pev->nextthink = pev->ltime + 0.1;
|
|
|
|
if ( m_damp )
|
|
{
|
|
m_dampSpeed -= m_damp * m_dampSpeed * dt;
|
|
if ( m_dampSpeed < 30.0 )
|
|
{
|
|
pev->angles = m_center;
|
|
pev->speed = 0;
|
|
SetThink( NULL );
|
|
pev->avelocity = g_vecZero;
|
|
}
|
|
else if ( pev->speed > m_dampSpeed )
|
|
pev->speed = m_dampSpeed;
|
|
else if ( pev->speed < -m_dampSpeed )
|
|
pev->speed = -m_dampSpeed;
|
|
|
|
}
|
|
}
|
|
|
|
|
|
void CPendulum :: Touch ( CBaseEntity *pOther )
|
|
{
|
|
entvars_t *pevOther = pOther->pev;
|
|
|
|
if ( pev->dmg <= 0 )
|
|
return;
|
|
|
|
// we can't hurt this thing, so we're not concerned with it
|
|
if ( !pevOther->takedamage )
|
|
return;
|
|
|
|
// calculate damage based on rotation speed
|
|
float damage = pev->dmg * pev->speed * 0.01;
|
|
|
|
if ( damage < 0 )
|
|
damage = -damage;
|
|
|
|
pOther->TakeDamage( pev, pev, damage, DMG_CRUSH );
|
|
|
|
pevOther->velocity = (pevOther->origin - VecBModelOrigin(pev) ).Normalize() * damage;
|
|
}
|
|
|
|
void CPendulum :: RopeTouch ( CBaseEntity *pOther )
|
|
{
|
|
entvars_t *pevOther = pOther->pev;
|
|
|
|
if ( !pOther->IsPlayer() )
|
|
{// not a player!
|
|
ALERT ( at_console, "Not a client\n" );
|
|
return;
|
|
}
|
|
|
|
if ( ENT(pevOther) == pev->enemy )
|
|
{// this player already on the rope.
|
|
return;
|
|
}
|
|
|
|
pev->enemy = pOther->edict();
|
|
pevOther->velocity = g_vecZero;
|
|
pevOther->movetype = MOVETYPE_NONE;
|
|
}
|
|
|
|
|