mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-27 07:05:38 +03:00
903 lines
20 KiB
C++
903 lines
20 KiB
C++
#include "precompiled.h"
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// Calculates origin of a bmodel from absmin/size because all bmodel origins are 0 0 0
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Vector VecBModelOrigin(entvars_t *pevBModel)
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{
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return pevBModel->absmin + (pevBModel->size * 0.5f);
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}
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LINK_ENTITY_TO_CLASS(func_wall, CFuncWall, CCSFuncWall)
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void CFuncWall::Spawn()
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{
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pev->angles = g_vecZero;
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// so it doesn't get pushed by anything
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pev->movetype = MOVETYPE_PUSH;
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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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{
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pev->frame = 1.0 - pev->frame;
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}
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}
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LINK_ENTITY_TO_CLASS(func_wall_toggle, CFuncWallToggle, CCSFuncWallToggle)
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void CFuncWallToggle::Spawn()
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{
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CFuncWall::Spawn();
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if (pev->spawnflags & SF_WALL_TOOGLE_START_OFF)
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{
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TurnOff();
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}
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#ifdef REGAMEDLL_ADD
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if (pev->spawnflags & SF_WALL_TOOGLE_NOTSOLID)
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{
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pev->solid = SOLID_NOT;
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}
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#endif
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}
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#ifdef REGAMEDLL_FIXES
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void CFuncWallToggle::Restart()
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{
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CFuncWall::Spawn();
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if (pev->spawnflags & SF_WALL_TOOGLE_START_OFF)
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{
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TurnOff();
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return;
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}
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TurnOn();
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}
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#endif
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void CFuncWallToggle::TurnOff()
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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()
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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()
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{
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if (pev->solid == SOLID_NOT)
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{
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return FALSE;
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}
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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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LINK_ENTITY_TO_CLASS(func_conveyor, CFuncConveyor, CCSFuncConveyor)
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void CFuncConveyor::Spawn()
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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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{
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pev->flags |= FL_CONVEYOR;
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}
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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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// Don't want the engine thinking we've got special contents on this brush
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pev->solid = SOLID_NOT;
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pev->skin = 0;
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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(Q_fabs(real_t(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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LINK_ENTITY_TO_CLASS(func_illusionary, CFuncIllusionary, CCSFuncIllusionary)
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void CFuncIllusionary::KeyValue(KeyValueData *pkvd)
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{
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// skin is used for content type
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if (FStrEq(pkvd->szKeyName, "skin"))
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{
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pev->skin = Q_atoi(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else
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{
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CBaseToggle::KeyValue(pkvd);
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}
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}
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void CFuncIllusionary::Spawn()
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{
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pev->angles = g_vecZero;
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pev->movetype = MOVETYPE_NONE;
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// always solid_not
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pev->solid = 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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LINK_ENTITY_TO_CLASS(func_monsterclip, CFuncMonsterClip, CCSFuncMonsterClip)
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void CFuncMonsterClip::Spawn()
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{
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CFuncWall::Spawn();
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if (CVAR_GET_FLOAT("showtriggers") == 0)
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{
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pev->effects = EF_NODRAW;
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}
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pev->flags |= FL_MONSTERCLIP;
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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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LINK_ENTITY_TO_CLASS(func_rotating, CFuncRotating, CCSFuncRotating)
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IMPLEMENT_SAVERESTORE(CFuncRotating, CBaseEntity)
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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 = Q_atof(pkvd->szValue) / 100;
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pkvd->fHandled = TRUE;
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}
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#ifdef REGAMEDLL_FIXES
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else if (FStrEq(pkvd->szKeyName, "volume"))
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#else
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else if (FStrEq(pkvd->szKeyName, "Volume"))
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#endif
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{
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m_flVolume = Q_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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{
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pev->origin = tmp;
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}
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}
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else if (FStrEq(pkvd->szKeyName, "sounds"))
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{
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m_sounds = Q_atoi(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else
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{
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CBaseEntity::KeyValue(pkvd);
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}
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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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void CFuncRotating::Spawn()
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{
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#ifdef REGAMEDLL_FIXES
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m_angles = pev->angles;
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#endif
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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 (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 (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 (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 (pev->spawnflags & SF_BRUSH_ROTATE_Z_AXIS)
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{
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pev->movedir = Vector(0, 0, 1);
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}
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else if (pev->spawnflags & SF_BRUSH_ROTATE_X_AXIS)
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{
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pev->movedir = Vector(1, 0, 0);
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}
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else
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{
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// y-axis
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pev->movedir = Vector(0, 1, 0);
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}
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// check for reverse rotation
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if (pev->spawnflags & SF_BRUSH_ROTATE_BACKWARDS)
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{
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pev->movedir = pev->movedir * -1;
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}
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// some rotating objects like fake volumetric lights will not be solid.
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if (pev->spawnflags & SF_BRUSH_ROTATE_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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{
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pev->speed = 0;
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}
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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 (pev->spawnflags & SF_BRUSH_ROTATE_START_ON)
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{
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SetThink(&CFuncRotating::SUB_CallUseToggle);
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// leave a magic delay for client to start up
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pev->nextthink = pev->ltime + 1.5f;
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}
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// can this brush inflict pain?
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if (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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#ifdef REGAMEDLL_FIXES
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void CFuncRotating::Restart()
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{
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// stop sound, we're done
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EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseRunning), 0, ATTN_NONE, SND_STOP, m_pitch);
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// restore angles
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pev->angles = m_angles;
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pev->avelocity = g_vecZero;
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// some rotating objects like fake volumetric lights will not be solid.
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if (pev->spawnflags & SF_BRUSH_ROTATE_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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{
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pev->speed = 0;
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}
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// instant-use brush?
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if (pev->spawnflags & SF_BRUSH_ROTATE_START_ON)
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{
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SetThink(&CFuncRotating::SUB_CallUseToggle);
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// leave a magic delay for client to start up
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pev->nextthink = pev->ltime + 0.1f;
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}
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// can this brush inflict pain?
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if (pev->spawnflags & SF_BRUSH_HURT)
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{
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SetTouch(&CFuncRotating::HurtTouch);
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}
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}
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#endif
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void CFuncRotating::Precache()
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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) && Q_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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}
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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) && Q_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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}
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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 + 1.5f;
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}
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}
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// Will hurt others based on how fast the brush is spinning
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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 == DAMAGE_NO)
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{
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return;
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}
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// calculate damage based on rotation speed
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pev->dmg = pev->avelocity.Length() / 10;
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pOther->TakeDamage(pev, pev, pev->dmg, DMG_CRUSH);
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pevOther->velocity = (pevOther->origin - VecBModelOrigin(pev)).Normalize() * pev->dmg;
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}
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// Ramp pitch and volume up to final values, based on difference
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// between how fast we're going vs how fast we plan to go
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void CFuncRotating::RampPitchVol(BOOL fUp)
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{
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Vector vecAVel = pev->avelocity;
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real_t vecCur;
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real_t vecFinal;
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real_t fpct;
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float fvol;
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float fpitch;
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int pitch;
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// get current angular velocity
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#ifdef REGAMEDLL_FIXES
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vecCur = Q_abs(vecAVel.x != 0 ? vecAVel.x : (vecAVel.y != 0 ? vecAVel.y : vecAVel.z));
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#else
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vecCur = Q_abs(int(vecAVel.x != 0 ? vecAVel.x : (vecAVel.y != 0 ? vecAVel.y : vecAVel.z)));
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#endif
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// get target angular velocity
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vecFinal = (pev->movedir.x != 0 ? pev->movedir.x : (pev->movedir.y != 0 ? pev->movedir.y : pev->movedir.z));
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vecFinal *= pev->speed;
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#ifdef REGAMEDLL_FIXES
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vecFinal = Q_abs(vecFinal);
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#else
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vecFinal = Q_abs(int(vecFinal));
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#endif
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// calc volume and pitch as % of final vol and pitch
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fpct = vecCur / vecFinal;
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//if (fUp)
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//{
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// // spinup volume ramps up from 50% max vol
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// fvol = m_flVolume * (0.5 + fpct / 2.0);
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//}
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//else
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|
{
|
|
// slowdown volume ramps down to 0
|
|
fvol = m_flVolume * fpct;
|
|
}
|
|
|
|
fpitch = MIN_FANPITCH + (MAX_FANPITCH - MIN_FANPITCH) * 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);
|
|
}
|
|
|
|
// Accelerates a non-moving func_rotating up to it's speed
|
|
void CFuncRotating::SpinUp()
|
|
{
|
|
pev->nextthink = pev->ltime + 0.1;
|
|
pev->avelocity = pev->avelocity + (pev->movedir * (pev->speed * m_flFanFriction));
|
|
|
|
// cache entity's rotational velocity
|
|
Vector vecAVel = pev->avelocity;
|
|
|
|
// if we've met or exceeded target speed, set target speed and stop thinking
|
|
#ifdef REGAMEDLL_FIXES
|
|
if (Q_abs(vecAVel.x) >= Q_abs(pev->movedir.x * pev->speed)
|
|
&& Q_abs(vecAVel.y) >= Q_abs(pev->movedir.y * pev->speed)
|
|
&& Q_abs(vecAVel.z) >= Q_abs(pev->movedir.z * pev->speed))
|
|
#else
|
|
if (Q_abs(int(vecAVel.x)) >= Q_abs(int(pev->movedir.x * pev->speed))
|
|
&& Q_abs(int(vecAVel.y)) >= Q_abs(int(pev->movedir.y * pev->speed))
|
|
&& Q_abs(int(vecAVel.z)) >= Q_abs(int(pev->movedir.z * pev->speed)))
|
|
#endif
|
|
{
|
|
// set speed in case we overshot
|
|
pev->avelocity = pev->movedir * pev->speed;
|
|
EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseRunning), m_flVolume, m_flAttenuation, (SND_CHANGE_PITCH | SND_CHANGE_VOL), MAX_FANPITCH);
|
|
|
|
SetThink(&CFuncRotating::Rotate);
|
|
Rotate();
|
|
}
|
|
else
|
|
{
|
|
RampPitchVol(TRUE);
|
|
}
|
|
}
|
|
|
|
void CFuncRotating::SpinDown()
|
|
{
|
|
// rotational velocity
|
|
Vector vecAVel;
|
|
vec_t vecdir;
|
|
|
|
pev->nextthink = pev->ltime + 0.1f;
|
|
|
|
// spin down slower than spinup
|
|
pev->avelocity = pev->avelocity - (pev->movedir * (pev->speed * m_flFanFriction));
|
|
|
|
// cache entity's rotational velocity
|
|
vecAVel = pev->avelocity;
|
|
|
|
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)))
|
|
{
|
|
// set speed in case we overshot
|
|
pev->avelocity = g_vecZero;
|
|
|
|
// stop sound, we're done
|
|
EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseRunning), 0, ATTN_NONE, SND_STOP, m_pitch);
|
|
|
|
SetThink(&CFuncRotating::Rotate);
|
|
Rotate();
|
|
}
|
|
else
|
|
{
|
|
RampPitchVol(FALSE);
|
|
}
|
|
}
|
|
|
|
void CFuncRotating::Rotate()
|
|
{
|
|
pev->nextthink = pev->ltime + 10;
|
|
}
|
|
|
|
// 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 (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 + 0.1f;
|
|
}
|
|
// fan is not moving, so start it
|
|
else
|
|
{
|
|
SetThink(&CFuncRotating::SpinUp);
|
|
EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseRunning), 0.01, m_flAttenuation, 0, MIN_FANPITCH);
|
|
|
|
pev->nextthink = pev->ltime + 0.1;
|
|
}
|
|
}
|
|
else if (!(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 + 0.1f;
|
|
// pev->avelocity = g_vecZero;
|
|
}
|
|
else
|
|
{
|
|
EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseRunning), m_flVolume, m_flAttenuation, 0, MAX_FANPITCH);
|
|
pev->avelocity = pev->movedir * pev->speed;
|
|
|
|
SetThink(&CFuncRotating::Rotate);
|
|
Rotate();
|
|
}
|
|
}
|
|
}
|
|
|
|
// An entity has blocked the brush
|
|
void CFuncRotating::Blocked(CBaseEntity *pOther)
|
|
{
|
|
pOther->TakeDamage(pev, pev, pev->dmg, DMG_CRUSH);
|
|
}
|
|
|
|
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),
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS(func_pendulum, CPendulum, CCSPendulum)
|
|
IMPLEMENT_SAVERESTORE(CPendulum, CBaseEntity)
|
|
|
|
void CPendulum::KeyValue(KeyValueData *pkvd)
|
|
{
|
|
if (FStrEq(pkvd->szKeyName, "distance"))
|
|
{
|
|
m_distance = Q_atof(pkvd->szValue);
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if (FStrEq(pkvd->szKeyName, "damp"))
|
|
{
|
|
m_damp = Q_atof(pkvd->szValue) * 0.001;
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else
|
|
{
|
|
CBaseEntity::KeyValue(pkvd);
|
|
}
|
|
}
|
|
|
|
void CPendulum::Spawn()
|
|
{
|
|
// set the axis of rotation
|
|
CBaseToggle::AxisDir(pev);
|
|
|
|
if (pev->spawnflags & SF_PENDULUM_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;
|
|
|
|
// Calculate constant acceleration from speed and distance
|
|
m_accel = (pev->speed * pev->speed) / (2 * Q_fabs(real_t(m_distance)));
|
|
m_maxSpeed = pev->speed;
|
|
m_start = pev->angles;
|
|
m_center = pev->angles + (m_distance * 0.5) * pev->movedir;
|
|
|
|
// instant-use brush?
|
|
if (pev->spawnflags & SF_PENDULUM_START_ON)
|
|
{
|
|
SetThink(&CPendulum::SUB_CallUseToggle);
|
|
|
|
// leave a magic delay for client to start up
|
|
pev->nextthink = gpGlobals->time + 0.1f;
|
|
}
|
|
|
|
pev->speed = 0;
|
|
SetUse(&CPendulum::PendulumUse);
|
|
|
|
// this brush makes a pendulum a rope swing
|
|
if (pev->spawnflags & SF_PENDULUM_SWING)
|
|
{
|
|
SetTouch(&CPendulum::RopeTouch);
|
|
}
|
|
}
|
|
|
|
void CPendulum::PendulumUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
|
|
{
|
|
// Pendulum is moving, stop it and auto-return if necessary
|
|
if (pev->speed)
|
|
{
|
|
if (pev->spawnflags & SF_PENDULUM_AUTO_RETURN)
|
|
{
|
|
real_t 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
|
|
{
|
|
// Dead stop
|
|
pev->speed = 0;
|
|
SetThink(nullptr);
|
|
pev->avelocity = g_vecZero;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Start the pendulum moving
|
|
pev->nextthink = pev->ltime + 0.1f;
|
|
|
|
// Save time to calculate dt
|
|
m_time = gpGlobals->time;
|
|
SetThink(&CPendulum::Swing);
|
|
m_dampSpeed = m_maxSpeed;
|
|
}
|
|
}
|
|
|
|
void CPendulum::Stop()
|
|
{
|
|
pev->angles = m_start;
|
|
pev->speed = 0;
|
|
SetThink(nullptr);
|
|
pev->avelocity = g_vecZero;
|
|
}
|
|
|
|
void CPendulum::Blocked(CBaseEntity *pOther)
|
|
{
|
|
m_time = gpGlobals->time;
|
|
}
|
|
|
|
void CPendulum::Swing()
|
|
{
|
|
float delta, dt;
|
|
|
|
delta = CBaseToggle::AxisDelta(pev->spawnflags, pev->angles, m_center);
|
|
|
|
// How much time has passed?
|
|
dt = gpGlobals->time - m_time;
|
|
|
|
// Remember the last time called
|
|
m_time = gpGlobals->time;
|
|
|
|
if (delta > 0 && m_accel > 0)
|
|
{
|
|
// Integrate velocity
|
|
pev->speed -= m_accel * dt;
|
|
}
|
|
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 + 0.1f;
|
|
|
|
if (m_damp)
|
|
{
|
|
m_dampSpeed -= m_damp * m_dampSpeed * dt;
|
|
|
|
if (m_dampSpeed < 30.0)
|
|
{
|
|
pev->angles = m_center;
|
|
pev->speed = 0;
|
|
SetThink(nullptr);
|
|
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 == DAMAGE_NO)
|
|
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;
|
|
|
|
// not a player!
|
|
if (!pOther->IsPlayer())
|
|
{
|
|
ALERT(at_console, "Not a client\n");
|
|
return;
|
|
}
|
|
|
|
// this player already on the rope.
|
|
if (ENT(pevOther) == pev->enemy)
|
|
{
|
|
return;
|
|
}
|
|
|
|
pev->enemy = pOther->edict();
|
|
pevOther->velocity = g_vecZero;
|
|
pevOther->movetype = MOVETYPE_NONE;
|
|
}
|