ReGameDLL_CS/regamedll/dlls/bmodels.cpp
2019-09-23 04:09:58 +07:00

903 lines
20 KiB
C++

#include "precompiled.h"
// Calculates origin of a bmodel from absmin/size because all bmodel origins are 0 0 0
Vector VecBModelOrigin(entvars_t *pevBModel)
{
return pevBModel->absmin + (pevBModel->size * 0.5f);
}
LINK_ENTITY_TO_CLASS(func_wall, CFuncWall, CCSFuncWall)
void CFuncWall::Spawn()
{
pev->angles = g_vecZero;
// so it doesn't get pushed by anything
pev->movetype = MOVETYPE_PUSH;
pev->solid = SOLID_BSP;
SET_MODEL(ENT(pev), STRING(pev->model));
// If it can't move/go away, it's really part of the world
pev->flags |= FL_WORLDBRUSH;
}
void CFuncWall::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
{
if (ShouldToggle(useType, int(pev->frame)))
{
pev->frame = 1.0 - pev->frame;
}
}
LINK_ENTITY_TO_CLASS(func_wall_toggle, CFuncWallToggle, CCSFuncWallToggle)
void CFuncWallToggle::Spawn()
{
CFuncWall::Spawn();
if (pev->spawnflags & SF_WALL_TOOGLE_START_OFF)
{
TurnOff();
}
#ifdef REGAMEDLL_ADD
if (pev->spawnflags & SF_WALL_TOOGLE_NOTSOLID)
{
pev->solid = SOLID_NOT;
}
#endif
}
#ifdef REGAMEDLL_FIXES
void CFuncWallToggle::Restart()
{
CFuncWall::Spawn();
if (pev->spawnflags & SF_WALL_TOOGLE_START_OFF)
{
TurnOff();
return;
}
TurnOn();
}
#endif
void CFuncWallToggle::TurnOff()
{
pev->solid = SOLID_NOT;
pev->effects |= EF_NODRAW;
UTIL_SetOrigin(pev, pev->origin);
}
void CFuncWallToggle::TurnOn()
{
pev->solid = SOLID_BSP;
pev->effects &= ~EF_NODRAW;
UTIL_SetOrigin(pev, pev->origin);
}
BOOL CFuncWallToggle::IsOn()
{
if (pev->solid == SOLID_NOT)
{
return FALSE;
}
return TRUE;
}
void CFuncWallToggle::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
{
int status = IsOn();
if (ShouldToggle(useType, status))
{
if (status)
TurnOff();
else
TurnOn();
}
}
LINK_ENTITY_TO_CLASS(func_conveyor, CFuncConveyor, CCSFuncConveyor)
void CFuncConveyor::Spawn()
{
SetMovedir(pev);
CFuncWall::Spawn();
if (!(pev->spawnflags & SF_CONVEYOR_VISUAL))
{
pev->flags |= FL_CONVEYOR;
}
// HACKHACK - This is to allow for some special effects
if (pev->spawnflags & SF_CONVEYOR_NOTSOLID)
{
// Don't want the engine thinking we've got special contents on this brush
pev->solid = SOLID_NOT;
pev->skin = 0;
}
if (pev->speed == 0)
pev->speed = 100;
UpdateSpeed(pev->speed);
}
// HACKHACK -- This is ugly, but encode the speed in the rendercolor to avoid adding more data to the network stream
void CFuncConveyor::UpdateSpeed(float speed)
{
// Encode it as an integer with 4 fractional bits
int speedCode = int(Q_fabs(real_t(speed)) * 16.0);
if (speed < 0)
pev->rendercolor.x = 1;
else
pev->rendercolor.x = 0;
pev->rendercolor.y = (speedCode >> 8);
pev->rendercolor.z = (speedCode & 0xFF);
}
void CFuncConveyor::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
{
pev->speed = -pev->speed;
UpdateSpeed(pev->speed);
}
LINK_ENTITY_TO_CLASS(func_illusionary, CFuncIllusionary, CCSFuncIllusionary)
void CFuncIllusionary::KeyValue(KeyValueData *pkvd)
{
// skin is used for content type
if (FStrEq(pkvd->szKeyName, "skin"))
{
pev->skin = Q_atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else
{
CBaseToggle::KeyValue(pkvd);
}
}
void CFuncIllusionary::Spawn()
{
pev->angles = g_vecZero;
pev->movetype = MOVETYPE_NONE;
// always solid_not
pev->solid = SOLID_NOT;
SET_MODEL(ENT(pev), STRING(pev->model));
// I'd rather eat the network bandwidth of this than figure out how to save/restore
// these entities after they have been moved to the client, or respawn them ala Quake
// Perhaps we can do this in deathmatch only.
// MAKE_STATIC(ENT(pev));
}
LINK_ENTITY_TO_CLASS(func_monsterclip, CFuncMonsterClip, CCSFuncMonsterClip)
void CFuncMonsterClip::Spawn()
{
CFuncWall::Spawn();
if (CVAR_GET_FLOAT("showtriggers") == 0)
{
pev->effects = EF_NODRAW;
}
pev->flags |= FL_MONSTERCLIP;
}
TYPEDESCRIPTION CFuncRotating::m_SaveData[] =
{
DEFINE_FIELD(CFuncRotating, m_flFanFriction, FIELD_FLOAT),
DEFINE_FIELD(CFuncRotating, m_flAttenuation, FIELD_FLOAT),
DEFINE_FIELD(CFuncRotating, m_flVolume, FIELD_FLOAT),
DEFINE_FIELD(CFuncRotating, m_pitch, FIELD_FLOAT),
DEFINE_FIELD(CFuncRotating, m_sounds, FIELD_INTEGER)
};
LINK_ENTITY_TO_CLASS(func_rotating, CFuncRotating, CCSFuncRotating)
IMPLEMENT_SAVERESTORE(CFuncRotating, CBaseEntity)
void CFuncRotating::KeyValue(KeyValueData *pkvd)
{
if (FStrEq(pkvd->szKeyName, "fanfriction"))
{
m_flFanFriction = Q_atof(pkvd->szValue) / 100;
pkvd->fHandled = TRUE;
}
#ifdef REGAMEDLL_FIXES
else if (FStrEq(pkvd->szKeyName, "volume"))
#else
else if (FStrEq(pkvd->szKeyName, "Volume"))
#endif
{
m_flVolume = Q_atof(pkvd->szValue) / 10.0;
if (m_flVolume > 1.0)
m_flVolume = 1.0;
if (m_flVolume < 0.0)
m_flVolume = 0.0;
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "spawnorigin"))
{
Vector tmp;
UTIL_StringToVector((float *)tmp, pkvd->szValue);
if (tmp != g_vecZero)
{
pev->origin = tmp;
}
}
else if (FStrEq(pkvd->szKeyName, "sounds"))
{
m_sounds = Q_atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else
{
CBaseEntity::KeyValue(pkvd);
}
}
// QUAKED func_rotating (0 .5 .8) ? START_ON REVERSE X_AXIS Y_AXIS
// You need to have an origin brush as part of this entity. The
// center of that brush will be
// the point around which it is rotated. It will rotate around the Z
// axis by default. You can
// check either the X_AXIS or Y_AXIS box to change that.
// "speed" determines how fast it moves; default value is 100.
// "dmg" damage to inflict when blocked (2 default)
// REVERSE will cause the it to rotate in the opposite direction.
void CFuncRotating::Spawn()
{
#ifdef REGAMEDLL_FIXES
m_angles = pev->angles;
#endif
// set final pitch. Must not be PITCH_NORM, since we
// plan on pitch shifting later.
m_pitch = PITCH_NORM - 1;
// maintain compatibility with previous maps
if (m_flVolume == 0.0)
m_flVolume = 1.0;
// if the designer didn't set a sound attenuation, default to one.
m_flAttenuation = ATTN_NORM;
if (pev->spawnflags & SF_BRUSH_ROTATE_SMALLRADIUS)
{
m_flAttenuation = ATTN_IDLE;
}
else if (pev->spawnflags & SF_BRUSH_ROTATE_MEDIUMRADIUS)
{
m_flAttenuation = ATTN_STATIC;
}
else if (pev->spawnflags & SF_BRUSH_ROTATE_LARGERADIUS)
{
m_flAttenuation = ATTN_NORM;
}
// prevent divide by zero if level designer forgets friction!
if (m_flFanFriction == 0)
{
m_flFanFriction = 1;
}
if (pev->spawnflags & SF_BRUSH_ROTATE_Z_AXIS)
{
pev->movedir = Vector(0, 0, 1);
}
else if (pev->spawnflags & SF_BRUSH_ROTATE_X_AXIS)
{
pev->movedir = Vector(1, 0, 0);
}
else
{
// y-axis
pev->movedir = Vector(0, 1, 0);
}
// check for reverse rotation
if (pev->spawnflags & SF_BRUSH_ROTATE_BACKWARDS)
{
pev->movedir = pev->movedir * -1;
}
// some rotating objects like fake volumetric lights will not be solid.
if (pev->spawnflags & SF_BRUSH_ROTATE_NOT_SOLID)
{
pev->solid = SOLID_NOT;
pev->skin = CONTENTS_EMPTY;
pev->movetype = MOVETYPE_PUSH;
}
else
{
pev->solid = SOLID_BSP;
pev->movetype = MOVETYPE_PUSH;
}
UTIL_SetOrigin(pev, pev->origin);
SET_MODEL(ENT(pev), STRING(pev->model));
SetUse(&CFuncRotating::RotatingUse);
// did level designer forget to assign speed?
if (pev->speed <= 0)
{
pev->speed = 0;
}
// Removed this per level designers request. -- JAY
// if (pev->dmg == 0)
// pev->dmg = 2;
// instant-use brush?
if (pev->spawnflags & SF_BRUSH_ROTATE_START_ON)
{
SetThink(&CFuncRotating::SUB_CallUseToggle);
// leave a magic delay for client to start up
pev->nextthink = pev->ltime + 1.5f;
}
// can this brush inflict pain?
if (pev->spawnflags & SF_BRUSH_HURT)
{
SetTouch(&CFuncRotating::HurtTouch);
}
Precache();
}
#ifdef REGAMEDLL_FIXES
void CFuncRotating::Restart()
{
// stop sound, we're done
EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseRunning), 0, ATTN_NONE, SND_STOP, m_pitch);
// restore angles
pev->angles = m_angles;
pev->avelocity = g_vecZero;
// some rotating objects like fake volumetric lights will not be solid.
if (pev->spawnflags & SF_BRUSH_ROTATE_NOT_SOLID)
{
pev->solid = SOLID_NOT;
pev->skin = CONTENTS_EMPTY;
pev->movetype = MOVETYPE_PUSH;
}
else
{
pev->solid = SOLID_BSP;
pev->movetype = MOVETYPE_PUSH;
}
UTIL_SetOrigin(pev, pev->origin);
SET_MODEL(ENT(pev), STRING(pev->model));
SetUse(&CFuncRotating::RotatingUse);
// did level designer forget to assign speed?
if (pev->speed <= 0)
{
pev->speed = 0;
}
// instant-use brush?
if (pev->spawnflags & SF_BRUSH_ROTATE_START_ON)
{
SetThink(&CFuncRotating::SUB_CallUseToggle);
// leave a magic delay for client to start up
pev->nextthink = pev->ltime + 0.1f;
}
// can this brush inflict pain?
if (pev->spawnflags & SF_BRUSH_HURT)
{
SetTouch(&CFuncRotating::HurtTouch);
}
}
#endif
void CFuncRotating::Precache()
{
char *szSoundFile = (char *)STRING(pev->message);
// set up fan sounds
if (!FStringNull(pev->message) && Q_strlen(szSoundFile) > 0)
{
// if a path is set for a wave, use it
PRECACHE_SOUND(szSoundFile);
pev->noiseRunning = ALLOC_STRING(szSoundFile);
}
else
{
// otherwise use preset sound
switch (m_sounds)
{
case 1:
PRECACHE_SOUND("fans/fan1.wav");
pev->noiseRunning = ALLOC_STRING("fans/fan1.wav");
break;
case 2:
PRECACHE_SOUND("fans/fan2.wav");
pev->noiseRunning = ALLOC_STRING("fans/fan2.wav");
break;
case 3:
PRECACHE_SOUND("fans/fan3.wav");
pev->noiseRunning = ALLOC_STRING("fans/fan3.wav");
break;
case 4:
PRECACHE_SOUND("fans/fan4.wav");
pev->noiseRunning = ALLOC_STRING("fans/fan4.wav");
break;
case 5:
PRECACHE_SOUND("fans/fan5.wav");
pev->noiseRunning = ALLOC_STRING("fans/fan5.wav");
break;
case 0:
default:
if (!FStringNull(pev->message) && Q_strlen(szSoundFile) > 0)
{
PRECACHE_SOUND(szSoundFile);
pev->noiseRunning = ALLOC_STRING(szSoundFile);
break;
}
else
{
pev->noiseRunning = ALLOC_STRING("common/null.wav");
break;
}
}
}
if (pev->avelocity != g_vecZero)
{
// if fan was spinning, and we went through transition or save/restore,
// make sure we restart the sound. 1.5 sec delay is magic number. KDB
SetThink(&CFuncRotating::SpinUp);
pev->nextthink = pev->ltime + 1.5f;
}
}
// Will hurt others based on how fast the brush is spinning
void CFuncRotating::HurtTouch(CBaseEntity *pOther)
{
entvars_t *pevOther = pOther->pev;
// 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
pev->dmg = pev->avelocity.Length() / 10;
pOther->TakeDamage(pev, pev, pev->dmg, DMG_CRUSH);
pevOther->velocity = (pevOther->origin - VecBModelOrigin(pev)).Normalize() * pev->dmg;
}
// Ramp pitch and volume up to final values, based on difference
// between how fast we're going vs how fast we plan to go
void CFuncRotating::RampPitchVol(BOOL fUp)
{
Vector vecAVel = pev->avelocity;
real_t vecCur;
real_t vecFinal;
real_t fpct;
float fvol;
float fpitch;
int pitch;
// get current angular velocity
#ifdef REGAMEDLL_FIXES
vecCur = Q_abs(vecAVel.x != 0 ? vecAVel.x : (vecAVel.y != 0 ? vecAVel.y : vecAVel.z));
#else
vecCur = Q_abs(int(vecAVel.x != 0 ? vecAVel.x : (vecAVel.y != 0 ? vecAVel.y : vecAVel.z)));
#endif
// 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;
#ifdef REGAMEDLL_FIXES
vecFinal = Q_abs(vecFinal);
#else
vecFinal = Q_abs(int(vecFinal));
#endif
// calc volume and pitch as % of final vol and pitch
fpct = vecCur / vecFinal;
//if (fUp)
//{
// // spinup volume ramps up from 50% max vol
// fvol = m_flVolume * (0.5 + fpct / 2.0);
//}
//else
{
// 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;
}