mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-31 00:55:51 +03:00
5864d1ea34
Bugfix: func_breakable not precached some sound files.
1094 lines
30 KiB
C++
1094 lines
30 KiB
C++
#include "precompiled.h"
|
|
|
|
/*
|
|
* Globals initialization
|
|
*/
|
|
#ifndef HOOK_GAMEDLL
|
|
|
|
TYPEDESCRIPTION CBaseDoor::m_SaveData[] =
|
|
{
|
|
DEFINE_FIELD(CBaseDoor, m_bHealthValue, FIELD_CHARACTER),
|
|
DEFINE_FIELD(CBaseDoor, m_bMoveSnd, FIELD_CHARACTER),
|
|
DEFINE_FIELD(CBaseDoor, m_bStopSnd, FIELD_CHARACTER),
|
|
DEFINE_FIELD(CBaseDoor, m_bLockedSound, FIELD_CHARACTER),
|
|
DEFINE_FIELD(CBaseDoor, m_bLockedSentence, FIELD_CHARACTER),
|
|
DEFINE_FIELD(CBaseDoor, m_bUnlockedSound, FIELD_CHARACTER),
|
|
DEFINE_FIELD(CBaseDoor, m_bUnlockedSentence, FIELD_CHARACTER),
|
|
};
|
|
|
|
TYPEDESCRIPTION CMomentaryDoor::m_SaveData[] =
|
|
{
|
|
DEFINE_FIELD(CMomentaryDoor, m_bMoveSnd, FIELD_CHARACTER),
|
|
};
|
|
|
|
#endif
|
|
|
|
IMPLEMENT_SAVERESTORE(CBaseDoor, CBaseToggle);
|
|
|
|
// play door or button locked or unlocked sounds.
|
|
// pass in pointer to valid locksound struct.
|
|
// if flocked is true, play 'door is locked' sound,
|
|
// otherwise play 'door is unlocked' sound
|
|
// NOTE: this routine is shared by doors and buttons
|
|
void PlayLockSounds(entvars_t *pev, locksound_t *pls, int flocked, int fbutton)
|
|
{
|
|
// LOCKED SOUND
|
|
|
|
// CONSIDER: consolidate the locksound_t struct (all entries are duplicates for lock/unlock)
|
|
// CONSIDER: and condense this code.
|
|
float flsoundwait;
|
|
|
|
if (fbutton)
|
|
flsoundwait = BUTTON_SOUNDWAIT;
|
|
else
|
|
flsoundwait = DOOR_SOUNDWAIT;
|
|
|
|
if (flocked)
|
|
{
|
|
int fplaysound = (pls->sLockedSound && gpGlobals->time > pls->flwaitSound);
|
|
int fplaysentence = (pls->sLockedSentence && !pls->bEOFLocked && gpGlobals->time > pls->flwaitSentence);
|
|
float fvol;
|
|
|
|
if (fplaysound && fplaysentence)
|
|
fvol = 0.25f;
|
|
else
|
|
fvol = 1.0f;
|
|
|
|
// if there is a locked sound, and we've debounced, play sound
|
|
if (fplaysound)
|
|
{
|
|
// play 'door locked' sound
|
|
EMIT_SOUND(ENT(pev), CHAN_ITEM, (char *)STRING(pls->sLockedSound), fvol, ATTN_NORM);
|
|
pls->flwaitSound = gpGlobals->time + flsoundwait;
|
|
}
|
|
|
|
// if there is a sentence, we've not played all in list, and we've debounced, play sound
|
|
if (fplaysentence)
|
|
{
|
|
// play next 'door locked' sentence in group
|
|
int iprev = pls->iLockedSentence;
|
|
|
|
pls->iLockedSentence = SENTENCEG_PlaySequentialSz(ENT(pev), STRING(pls->sLockedSentence), 0.85, ATTN_NORM, 0, 100, pls->iLockedSentence, FALSE);
|
|
pls->iUnlockedSentence = 0;
|
|
|
|
// make sure we don't keep calling last sentence in list
|
|
pls->bEOFLocked = (iprev == pls->iLockedSentence);
|
|
pls->flwaitSentence = gpGlobals->time + DOOR_SENTENCEWAIT;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// UNLOCKED SOUND
|
|
|
|
int fplaysound = (pls->sUnlockedSound && gpGlobals->time > pls->flwaitSound);
|
|
int fplaysentence = (pls->sUnlockedSentence && !pls->bEOFUnlocked && gpGlobals->time > pls->flwaitSentence);
|
|
float fvol;
|
|
|
|
// if playing both sentence and sound, lower sound volume so we hear sentence
|
|
if (fplaysound && fplaysentence)
|
|
fvol = 0.25f;
|
|
else
|
|
fvol = 1.0f;
|
|
|
|
// play 'door unlocked' sound if set
|
|
if (fplaysound)
|
|
{
|
|
EMIT_SOUND(ENT(pev), CHAN_ITEM, (char *)STRING(pls->sUnlockedSound), fvol, ATTN_NORM);
|
|
pls->flwaitSound = gpGlobals->time + flsoundwait;
|
|
}
|
|
|
|
// play next 'door unlocked' sentence in group
|
|
if (fplaysentence)
|
|
{
|
|
int iprev = pls->iUnlockedSentence;
|
|
|
|
pls->iUnlockedSentence = SENTENCEG_PlaySequentialSz(ENT(pev), STRING(pls->sUnlockedSentence), 0.85, ATTN_NORM, 0, 100, pls->iUnlockedSentence, FALSE);
|
|
pls->iLockedSentence = 0;
|
|
|
|
// make sure we don't keep calling last sentence in list
|
|
pls->bEOFUnlocked = (iprev == pls->iUnlockedSentence);
|
|
pls->flwaitSentence = gpGlobals->time + DOOR_SENTENCEWAIT;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Cache user-entity-field values until spawn is called.
|
|
void CBaseDoor::__MAKE_VHOOK(KeyValue)(KeyValueData *pkvd)
|
|
{
|
|
//skin is used for content type
|
|
if (FStrEq(pkvd->szKeyName, "skin"))
|
|
{
|
|
pev->skin = Q_atoi(pkvd->szValue);
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if (FStrEq(pkvd->szKeyName, "movesnd"))
|
|
{
|
|
m_bMoveSnd = Q_atoi(pkvd->szValue);
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if (FStrEq(pkvd->szKeyName, "stopsnd"))
|
|
{
|
|
m_bStopSnd = Q_atoi(pkvd->szValue);
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if (FStrEq(pkvd->szKeyName, "healthvalue"))
|
|
{
|
|
m_bHealthValue = Q_atoi(pkvd->szValue);
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if (FStrEq(pkvd->szKeyName, "locked_sound"))
|
|
{
|
|
m_bLockedSound = Q_atoi(pkvd->szValue);
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if (FStrEq(pkvd->szKeyName, "locked_sentence"))
|
|
{
|
|
m_bLockedSentence = Q_atoi(pkvd->szValue);
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if (FStrEq(pkvd->szKeyName, "unlocked_sound"))
|
|
{
|
|
m_bUnlockedSound = Q_atoi(pkvd->szValue);
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if (FStrEq(pkvd->szKeyName, "unlocked_sentence"))
|
|
{
|
|
m_bUnlockedSentence = Q_atoi(pkvd->szValue);
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if (FStrEq(pkvd->szKeyName, "WaveHeight"))
|
|
{
|
|
pev->scale = Q_atof(pkvd->szValue) * (1.0 / 8.0);
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else
|
|
CBaseToggle::KeyValue(pkvd);
|
|
}
|
|
|
|
// QUAKED func_door (0 .5 .8) ? START_OPEN x DOOR_DONT_LINK TOGGLE
|
|
// if two doors touch, they are assumed to be connected and operate as a unit.
|
|
|
|
// TOGGLE causes the door to wait in both the start and end states for a trigger event.
|
|
|
|
// START_OPEN causes the door to move to its destination when spawned, and operate in reverse.
|
|
// It is used to temporarily or permanently close off an area when triggered (not usefull for
|
|
// touch or takedamage doors).
|
|
|
|
// "angle" determines the opening direction
|
|
// "targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
|
|
// "health" if set, door must be shot open
|
|
// "speed" movement speed (100 default)
|
|
// "wait" wait before returning (3 default, -1 = never return)
|
|
// "lip" lip remaining at end of move (8 default)
|
|
// "dmg" damage to inflict when blocked (2 default)
|
|
// "sounds"
|
|
// 0) no sound
|
|
// 1) stone
|
|
// 2) base
|
|
// 3) stone chain
|
|
// 4) screechy metal
|
|
LINK_ENTITY_TO_CLASS(func_door, CBaseDoor, CCSDoor);
|
|
|
|
// func_water - same as a door.
|
|
LINK_ENTITY_TO_CLASS(func_water, CBaseDoor, CCSDoor);
|
|
|
|
void CBaseDoor::__MAKE_VHOOK(Spawn)()
|
|
{
|
|
Precache();
|
|
SetMovedir(pev);
|
|
|
|
// normal door
|
|
if (pev->skin == 0)
|
|
{
|
|
if (pev->spawnflags & SF_DOOR_PASSABLE)
|
|
pev->solid = SOLID_NOT;
|
|
else
|
|
pev->solid = SOLID_BSP;
|
|
}
|
|
else // special contents
|
|
{
|
|
pev->solid = SOLID_NOT;
|
|
|
|
// water is silent for now
|
|
pev->spawnflags |= SF_DOOR_SILENT;
|
|
}
|
|
|
|
pev->movetype = MOVETYPE_PUSH;
|
|
UTIL_SetOrigin(pev, pev->origin);
|
|
SET_MODEL(ENT(pev), STRING(pev->model));
|
|
|
|
if (pev->speed == 0)
|
|
pev->speed = 100;
|
|
|
|
m_vecPosition1 = pev->origin;
|
|
|
|
// Subtract 2 from size because the engine expands bboxes by 1 in all directions making the size too big
|
|
m_vecPosition2 = m_vecPosition1 + (pev->movedir * (Q_fabs(float_precision(pev->movedir.x * (pev->size.x - 2))) + Q_fabs(float_precision(pev->movedir.y * (pev->size.y - 2))) + Q_fabs(float_precision(pev->movedir.z * (pev->size.z - 2))) - m_flLip));
|
|
|
|
assert(("door start/end positions are equal", m_vecPosition1 != m_vecPosition2));
|
|
|
|
if (pev->spawnflags & SF_DOOR_START_OPEN)
|
|
{
|
|
// swap pos1 and pos2, put door at pos2
|
|
UTIL_SetOrigin(pev, m_vecPosition2);
|
|
m_vecPosition2 = m_vecPosition1;
|
|
m_vecPosition1 = pev->origin;
|
|
}
|
|
|
|
m_toggle_state = TS_AT_BOTTOM;
|
|
|
|
// if the door is flagged for USE button activation only, use NULL touch function
|
|
if (pev->spawnflags & SF_DOOR_USE_ONLY)
|
|
{
|
|
SetTouch(NULL);
|
|
}
|
|
else
|
|
{
|
|
// touchable button
|
|
SetTouch(&CBaseDoor::DoorTouch);
|
|
}
|
|
|
|
m_lastBlockedTimestamp = 0;
|
|
}
|
|
|
|
void CBaseDoor::__MAKE_VHOOK(Restart)()
|
|
{
|
|
SetMovedir(pev);
|
|
m_toggle_state = TS_AT_BOTTOM;
|
|
DoorGoDown();
|
|
|
|
if (pev->spawnflags & SF_DOOR_USE_ONLY)
|
|
SetTouch(NULL);
|
|
else
|
|
SetTouch(&CBaseDoor::DoorTouch);
|
|
}
|
|
|
|
void CBaseDoor::__MAKE_VHOOK(SetToggleState)(int state)
|
|
{
|
|
if (state == TS_AT_TOP)
|
|
UTIL_SetOrigin(pev, m_vecPosition2);
|
|
else
|
|
UTIL_SetOrigin(pev, m_vecPosition1);
|
|
}
|
|
|
|
#define noiseMoving noise1
|
|
#define noiseArrived noise2
|
|
|
|
void CBaseDoor::__MAKE_VHOOK(Precache)()
|
|
{
|
|
char *pszSound;
|
|
|
|
// set the door's "in-motion" sound
|
|
switch (m_bMoveSnd)
|
|
{
|
|
case 0:
|
|
pev->noiseMoving = ALLOC_STRING("common/null.wav");
|
|
break;
|
|
case 1:
|
|
PRECACHE_SOUND("doors/doormove1.wav");
|
|
pev->noiseMoving = ALLOC_STRING("doors/doormove1.wav");
|
|
break;
|
|
case 2:
|
|
PRECACHE_SOUND("doors/doormove2.wav");
|
|
pev->noiseMoving = ALLOC_STRING("doors/doormove2.wav");
|
|
break;
|
|
case 3:
|
|
PRECACHE_SOUND("doors/doormove3.wav");
|
|
pev->noiseMoving = ALLOC_STRING("doors/doormove3.wav");
|
|
break;
|
|
case 4:
|
|
PRECACHE_SOUND("doors/doormove4.wav");
|
|
pev->noiseMoving = ALLOC_STRING("doors/doormove4.wav");
|
|
break;
|
|
case 5:
|
|
PRECACHE_SOUND("doors/doormove5.wav");
|
|
pev->noiseMoving = ALLOC_STRING("doors/doormove5.wav");
|
|
break;
|
|
case 6:
|
|
PRECACHE_SOUND("doors/doormove6.wav");
|
|
pev->noiseMoving = ALLOC_STRING("doors/doormove6.wav");
|
|
break;
|
|
case 7:
|
|
PRECACHE_SOUND("doors/doormove7.wav");
|
|
pev->noiseMoving = ALLOC_STRING("doors/doormove7.wav");
|
|
break;
|
|
case 8:
|
|
PRECACHE_SOUND("doors/doormove8.wav");
|
|
pev->noiseMoving = ALLOC_STRING("doors/doormove8.wav");
|
|
break;
|
|
case 9:
|
|
PRECACHE_SOUND("doors/doormove9.wav");
|
|
pev->noiseMoving = ALLOC_STRING("doors/doormove9.wav");
|
|
break;
|
|
case 10:
|
|
PRECACHE_SOUND("doors/doormove10.wav");
|
|
pev->noiseMoving = ALLOC_STRING("doors/doormove10.wav");
|
|
break;
|
|
default:
|
|
pev->noiseMoving = ALLOC_STRING("common/null.wav");
|
|
break;
|
|
}
|
|
|
|
// set the door's 'reached destination' stop sound
|
|
switch (m_bStopSnd)
|
|
{
|
|
case 0:
|
|
pev->noiseArrived = ALLOC_STRING("common/null.wav");
|
|
break;
|
|
case 1:
|
|
PRECACHE_SOUND("doors/doorstop1.wav");
|
|
pev->noiseArrived = ALLOC_STRING("doors/doorstop1.wav");
|
|
break;
|
|
case 2:
|
|
PRECACHE_SOUND("doors/doorstop2.wav");
|
|
pev->noiseArrived = ALLOC_STRING("doors/doorstop2.wav");
|
|
break;
|
|
case 3:
|
|
PRECACHE_SOUND("doors/doorstop3.wav");
|
|
pev->noiseArrived = ALLOC_STRING("doors/doorstop3.wav");
|
|
break;
|
|
case 4:
|
|
PRECACHE_SOUND("doors/doorstop4.wav");
|
|
pev->noiseArrived = ALLOC_STRING("doors/doorstop4.wav");
|
|
break;
|
|
case 5:
|
|
PRECACHE_SOUND("doors/doorstop5.wav");
|
|
pev->noiseArrived = ALLOC_STRING("doors/doorstop5.wav");
|
|
break;
|
|
case 6:
|
|
PRECACHE_SOUND("doors/doorstop6.wav");
|
|
pev->noiseArrived = ALLOC_STRING("doors/doorstop6.wav");
|
|
break;
|
|
case 7:
|
|
PRECACHE_SOUND("doors/doorstop7.wav");
|
|
pev->noiseArrived = ALLOC_STRING("doors/doorstop7.wav");
|
|
break;
|
|
case 8:
|
|
PRECACHE_SOUND("doors/doorstop8.wav");
|
|
pev->noiseArrived = ALLOC_STRING("doors/doorstop8.wav");
|
|
break;
|
|
default:
|
|
pev->noiseArrived = ALLOC_STRING("common/null.wav");
|
|
break;
|
|
}
|
|
|
|
// get door button sounds, for doors which are directly 'touched' to open
|
|
if (m_bLockedSound)
|
|
{
|
|
pszSound = ButtonSound(int(m_bLockedSound));
|
|
PRECACHE_SOUND(pszSound);
|
|
m_ls.sLockedSound = ALLOC_STRING(pszSound);
|
|
}
|
|
|
|
if (m_bUnlockedSound)
|
|
{
|
|
pszSound = ButtonSound(int(m_bUnlockedSound));
|
|
PRECACHE_SOUND(pszSound);
|
|
m_ls.sUnlockedSound = ALLOC_STRING(pszSound);
|
|
}
|
|
|
|
// get sentence group names, for doors which are directly 'touched' to open
|
|
switch (m_bLockedSentence)
|
|
{
|
|
case 1: m_ls.sLockedSentence = ALLOC_STRING("NA"); break; // access denied
|
|
case 2: m_ls.sLockedSentence = ALLOC_STRING("ND"); break; // security lockout
|
|
case 3: m_ls.sLockedSentence = ALLOC_STRING("NF"); break; // blast door
|
|
case 4: m_ls.sLockedSentence = ALLOC_STRING("NFIRE"); break; // fire door
|
|
case 5: m_ls.sLockedSentence = ALLOC_STRING("NCHEM"); break; // chemical door
|
|
case 6: m_ls.sLockedSentence = ALLOC_STRING("NRAD"); break; // radiation door
|
|
case 7: m_ls.sLockedSentence = ALLOC_STRING("NCON"); break; // gen containment
|
|
case 8: m_ls.sLockedSentence = ALLOC_STRING("NH"); break; // maintenance door
|
|
case 9: m_ls.sLockedSentence = ALLOC_STRING("NG"); break; // broken door
|
|
default: m_ls.sLockedSentence = 0; break;
|
|
}
|
|
|
|
switch (m_bUnlockedSentence)
|
|
{
|
|
case 1: m_ls.sUnlockedSentence = ALLOC_STRING("EA"); break; // access granted
|
|
case 2: m_ls.sUnlockedSentence = ALLOC_STRING("ED"); break; // security door
|
|
case 3: m_ls.sUnlockedSentence = ALLOC_STRING("EF"); break; // blast door
|
|
case 4: m_ls.sUnlockedSentence = ALLOC_STRING("EFIRE"); break; // fire door
|
|
case 5: m_ls.sUnlockedSentence = ALLOC_STRING("ECHEM"); break; // chemical door
|
|
case 6: m_ls.sUnlockedSentence = ALLOC_STRING("ERAD"); break; // radiation door
|
|
case 7: m_ls.sUnlockedSentence = ALLOC_STRING("ECON"); break; // gen containment
|
|
case 8: m_ls.sUnlockedSentence = ALLOC_STRING("EH"); break; // maintenance door
|
|
default: m_ls.sUnlockedSentence = 0; break;
|
|
}
|
|
}
|
|
|
|
// Doors not tied to anything (e.g. button, another door) can be touched, to make them activate.
|
|
void CBaseDoor::DoorTouch(CBaseEntity *pOther)
|
|
{
|
|
entvars_t *pevToucher = pOther->pev;
|
|
|
|
// Ignore touches by dead players
|
|
if (pevToucher->deadflag != DEAD_NO)
|
|
return;
|
|
|
|
// If door has master, and it's not ready to trigger,
|
|
// play 'locked' sound
|
|
if (!FStringNull(m_sMaster) && !UTIL_IsMasterTriggered(m_sMaster, pOther))
|
|
{
|
|
PlayLockSounds(pev, &m_ls, TRUE, FALSE);
|
|
}
|
|
|
|
// If door is somebody's target, then touching does nothing.
|
|
// You have to activate the owner (e.g. button).
|
|
if (!FStringNull(pev->targetname))
|
|
{
|
|
// play locked sound
|
|
PlayLockSounds(pev, &m_ls, TRUE, FALSE);
|
|
return;
|
|
}
|
|
|
|
// remember who activated the door
|
|
m_hActivator = pOther;
|
|
|
|
if (DoorActivate())
|
|
{
|
|
// Temporarily disable the touch function, until movement is finished.
|
|
SetTouch(NULL);
|
|
}
|
|
}
|
|
|
|
// Used by SUB_UseTargets, when a door is the target of a button.
|
|
void CBaseDoor::__MAKE_VHOOK(Use)(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
|
|
{
|
|
m_hActivator = pActivator;
|
|
|
|
// if not ready to be used, ignore "use" command.
|
|
if (m_toggle_state == TS_AT_BOTTOM || ((pev->spawnflags & SF_DOOR_NO_AUTO_RETURN) && m_toggle_state == TS_AT_TOP))
|
|
{
|
|
DoorActivate();
|
|
}
|
|
}
|
|
|
|
// Causes the door to "do its thing", i.e. start moving, and cascade activation.
|
|
int CBaseDoor::DoorActivate()
|
|
{
|
|
if (!UTIL_IsMasterTriggered(m_sMaster, m_hActivator))
|
|
return 0;
|
|
|
|
// door should close
|
|
if ((pev->spawnflags & SF_DOOR_NO_AUTO_RETURN) && m_toggle_state == TS_AT_TOP)
|
|
{
|
|
DoorGoDown();
|
|
}
|
|
else // door should open
|
|
{
|
|
// give health if player opened the door (medikit)
|
|
if (m_hActivator != NULL && m_hActivator->IsPlayer())
|
|
{
|
|
// VARS(m_eoActivator)->health += m_bHealthValue;
|
|
m_hActivator->TakeHealth(m_bHealthValue, DMG_GENERIC);
|
|
|
|
}
|
|
|
|
// play door unlock sounds
|
|
PlayLockSounds(pev, &m_ls, FALSE, FALSE);
|
|
DoorGoUp();
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
// Starts the door going to its "up" position (simply ToggleData->vecPosition2).
|
|
void CBaseDoor::DoorGoUp()
|
|
{
|
|
entvars_t *pevActivator;
|
|
bool isReversing = (m_toggle_state == TS_GOING_DOWN);
|
|
|
|
// It could be going-down, if blocked.
|
|
assert(m_toggle_state == TS_AT_BOTTOM || m_toggle_state == TS_GOING_DOWN);
|
|
|
|
// emit door moving and stop sounds on CHAN_STATIC so that the multicast doesn't
|
|
// filter them out and leave a client stuck with looping door sounds!
|
|
if (!isReversing)
|
|
{
|
|
if (!(pev->spawnflags & SF_DOOR_SILENT))
|
|
{
|
|
if (m_toggle_state != TS_GOING_UP && m_toggle_state != TS_GOING_DOWN)
|
|
{
|
|
EMIT_SOUND(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseMoving), VOL_NORM, ATTN_NORM);
|
|
}
|
|
|
|
if (TheBots != NULL)
|
|
{
|
|
TheBots->OnEvent(EVENT_DOOR, m_hActivator);
|
|
}
|
|
}
|
|
}
|
|
|
|
m_toggle_state = TS_GOING_UP;
|
|
|
|
SetMoveDone(&CBaseDoor::DoorHitTop);
|
|
|
|
// BUGBUG: Triggered doors don't work with this yet
|
|
if (FClassnameIs(pev, "func_door_rotating"))
|
|
{
|
|
float sign = 1.0;
|
|
|
|
if (m_hActivator != NULL)
|
|
{
|
|
pevActivator = m_hActivator->pev;
|
|
|
|
// Y axis rotation, move away from the player
|
|
if (!(pev->spawnflags & SF_DOOR_ONEWAY) && pev->movedir.y)
|
|
{
|
|
Vector2D toActivator = pevActivator->origin.Make2D();
|
|
|
|
float loX = pev->mins.x + pev->origin.x;
|
|
float loY = pev->mins.y + pev->origin.y;
|
|
|
|
float hiX = pev->maxs.x + pev->origin.x;
|
|
float hiY = pev->maxs.y + pev->origin.y;
|
|
|
|
float momentArmX = toActivator.x - pev->origin.x;
|
|
float momentArmY = toActivator.y - pev->origin.y;
|
|
|
|
if (loX > toActivator.x)
|
|
{
|
|
if (toActivator.y < loY)
|
|
{
|
|
if (Q_abs(int(momentArmY)) > Q_abs(int(momentArmX)))
|
|
sign = (momentArmY < 0) ? 1 : -1;
|
|
else
|
|
sign = (momentArmX > 0) ? 1 : -1;
|
|
}
|
|
else if (toActivator.y > hiY)
|
|
{
|
|
if (Q_abs(int(momentArmY)) > Q_abs(int(momentArmX)))
|
|
sign = (momentArmY < 0) ? 1 : -1;
|
|
else
|
|
sign = (momentArmX < 0) ? 1 : -1;
|
|
}
|
|
else
|
|
sign = (momentArmY < 0) ? 1 : -1;
|
|
}
|
|
else
|
|
{
|
|
if (toActivator.x <= hiX)
|
|
{
|
|
if (toActivator.y < loY)
|
|
sign = (momentArmX > 0) ? 1 : -1;
|
|
else if (toActivator.y > hiY)
|
|
sign = (momentArmX < 0) ? 1 : -1;
|
|
}
|
|
else if (toActivator.y < loY)
|
|
{
|
|
if (Q_abs(int(momentArmY)) > Q_abs(int(momentArmX)))
|
|
sign = (momentArmY > 0) ? 1 : -1;
|
|
else
|
|
sign = (momentArmX > 0) ? 1 : -1;
|
|
}
|
|
else if (toActivator.y > hiY)
|
|
{
|
|
if (Q_abs(int(momentArmY)) > Q_abs(int(momentArmX)))
|
|
sign = (momentArmY > 0) ? 1 : -1;
|
|
else
|
|
sign = (momentArmX < 0) ? 1 : -1;
|
|
}
|
|
else
|
|
sign = (momentArmY > 0) ? 1 : -1;
|
|
}
|
|
|
|
if (isReversing)
|
|
{
|
|
sign = -sign;
|
|
}
|
|
}
|
|
}
|
|
|
|
AngularMove(m_vecAngle2 * sign, pev->speed);
|
|
}
|
|
else
|
|
LinearMove(m_vecPosition2, pev->speed);
|
|
}
|
|
|
|
// The door has reached the "up" position. Either go back down, or wait for another activation.
|
|
void CBaseDoor::DoorHitTop()
|
|
{
|
|
if (!(pev->spawnflags & SF_DOOR_SILENT))
|
|
{
|
|
STOP_SOUND(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseMoving));
|
|
EMIT_SOUND(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseArrived), VOL_NORM, ATTN_NORM);
|
|
}
|
|
|
|
assert(m_toggle_state == TS_GOING_UP);
|
|
m_toggle_state = TS_AT_TOP;
|
|
|
|
// toggle-doors don't come down automatically, they wait for refire.
|
|
if (pev->spawnflags & SF_DOOR_NO_AUTO_RETURN)
|
|
{
|
|
// Re-instate touch method, movement is complete
|
|
if (!(pev->spawnflags & SF_DOOR_USE_ONLY))
|
|
{
|
|
SetTouch(&CBaseDoor::DoorTouch);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// In flWait seconds, DoorGoDown will fire, unless wait is -1, then door stays open
|
|
pev->nextthink = pev->ltime + m_flWait;
|
|
SetThink(&CBaseDoor::DoorGoDown);
|
|
|
|
if (m_flWait == -1)
|
|
{
|
|
pev->nextthink = -1;
|
|
}
|
|
}
|
|
|
|
// Fire the close target (if startopen is set, then "top" is closed) - netname is the close target
|
|
if (!FStringNull(pev->netname) && (pev->spawnflags & SF_DOOR_START_OPEN))
|
|
{
|
|
FireTargets(STRING(pev->netname), m_hActivator, this, USE_TOGGLE, 0);
|
|
}
|
|
|
|
// this isn't finished
|
|
SUB_UseTargets(m_hActivator, USE_TOGGLE, 0);
|
|
}
|
|
|
|
// Starts the door going to its "down" position (simply ToggleData->vecPosition1).
|
|
void CBaseDoor::DoorGoDown()
|
|
{
|
|
bool isReversing = (m_toggle_state == TS_GOING_UP);
|
|
|
|
if (!isReversing)
|
|
{
|
|
if (!(pev->spawnflags & SF_DOOR_SILENT))
|
|
{
|
|
if (m_toggle_state != TS_GOING_UP && m_toggle_state != TS_GOING_DOWN)
|
|
{
|
|
EMIT_SOUND(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseMoving), VOL_NORM, ATTN_NORM);
|
|
}
|
|
|
|
if (TheBots != NULL)
|
|
{
|
|
TheBots->OnEvent(EVENT_DOOR, m_hActivator);
|
|
}
|
|
}
|
|
}
|
|
|
|
#ifdef DOOR_ASSERT
|
|
assert(m_toggle_state == TS_AT_TOP);
|
|
#endif
|
|
|
|
m_toggle_state = TS_GOING_DOWN;
|
|
|
|
SetMoveDone(&CBaseDoor::DoorHitBottom);
|
|
|
|
//rotating door
|
|
if (FClassnameIs(pev, "func_door_rotating"))
|
|
{
|
|
AngularMove(m_vecAngle1, pev->speed);
|
|
}
|
|
else
|
|
LinearMove(m_vecPosition1, pev->speed);
|
|
}
|
|
|
|
// The door has reached the "down" position. Back to quiescence.
|
|
void CBaseDoor::DoorHitBottom()
|
|
{
|
|
if (!(pev->spawnflags & SF_DOOR_SILENT))
|
|
{
|
|
STOP_SOUND(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseMoving));
|
|
EMIT_SOUND(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseArrived), VOL_NORM, ATTN_NORM);
|
|
}
|
|
|
|
assert(m_toggle_state == TS_GOING_DOWN);
|
|
m_toggle_state = TS_AT_BOTTOM;
|
|
|
|
// Re-instate touch method, cycle is complete
|
|
if (pev->spawnflags & SF_DOOR_USE_ONLY)
|
|
{
|
|
// use only door
|
|
SetTouch(NULL);
|
|
}
|
|
else
|
|
{
|
|
// touchable door
|
|
SetTouch(&CBaseDoor::DoorTouch);
|
|
}
|
|
|
|
// this isn't finished
|
|
SUB_UseTargets(m_hActivator, USE_TOGGLE, 0);
|
|
|
|
// Fire the close target (if startopen is set, then "top" is closed) - netname is the close target
|
|
if (!FStringNull(pev->netname) && !(pev->spawnflags & SF_DOOR_START_OPEN))
|
|
{
|
|
FireTargets(STRING(pev->netname), m_hActivator, this, USE_TOGGLE, 0);
|
|
}
|
|
}
|
|
|
|
void CBaseDoor::__MAKE_VHOOK(Blocked)(CBaseEntity *pOther)
|
|
{
|
|
edict_t *pentTarget = NULL;
|
|
CBaseDoor *pDoor = NULL;
|
|
const float checkBlockedInterval = 0.25f;
|
|
|
|
// Hurt the blocker a little.
|
|
if (pev->dmg != 0.0f)
|
|
{
|
|
pOther->TakeDamage(pev, pev, pev->dmg, DMG_CRUSH);
|
|
}
|
|
|
|
if (gpGlobals->time - m_lastBlockedTimestamp < checkBlockedInterval)
|
|
{
|
|
return;
|
|
}
|
|
|
|
m_lastBlockedTimestamp = gpGlobals->time;
|
|
|
|
// if a door has a negative wait, it would never come back if blocked,
|
|
// so let it just squash the object to death real fast
|
|
if (m_flWait >= 0)
|
|
{
|
|
if (m_toggle_state == TS_GOING_DOWN)
|
|
{
|
|
DoorGoUp();
|
|
}
|
|
else
|
|
{
|
|
DoorGoDown();
|
|
}
|
|
}
|
|
|
|
// Block all door pieces with the same targetname here.
|
|
if (!FStringNull(pev->targetname))
|
|
{
|
|
while (true)
|
|
{
|
|
pentTarget = FIND_ENTITY_BY_TARGETNAME(pentTarget, STRING(pev->targetname));
|
|
|
|
if (VARS(pentTarget) != pev)
|
|
{
|
|
if (FNullEnt(pentTarget))
|
|
break;
|
|
|
|
if (FClassnameIs(pentTarget, "func_door") || FClassnameIs(pentTarget, "func_door_rotating"))
|
|
{
|
|
pDoor = GetClassPtr<CCSDoor>((CBaseDoor *)VARS(pentTarget));
|
|
|
|
if (pDoor->m_flWait >= 0)
|
|
{
|
|
if (pDoor->pev->velocity == pev->velocity && pDoor->pev->avelocity == pev->velocity)
|
|
{
|
|
// this is the most hacked, evil, bastardized thing I've ever seen. kjb
|
|
if (FClassnameIs(pentTarget, "func_door"))
|
|
{
|
|
// set origin to realign normal doors
|
|
pDoor->pev->origin = pev->origin;
|
|
|
|
// stop!
|
|
pDoor->pev->velocity = g_vecZero;
|
|
}
|
|
else
|
|
{
|
|
// set angles to realign rotating doors
|
|
pDoor->pev->angles = pev->angles;
|
|
pDoor->pev->avelocity = g_vecZero;
|
|
}
|
|
}
|
|
|
|
if (!(pev->spawnflags & SF_DOOR_SILENT))
|
|
{
|
|
STOP_SOUND(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseMoving));
|
|
}
|
|
|
|
if (pDoor->m_toggle_state == TS_GOING_DOWN)
|
|
pDoor->DoorGoUp();
|
|
else
|
|
pDoor->DoorGoDown();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// QUAKED FuncRotDoorSpawn (0 .5 .8) ? START_OPEN REVERSE
|
|
// DOOR_DONT_LINK TOGGLE X_AXIS Y_AXIS
|
|
// if two doors touch, they are assumed to be connected and operate as a unit.
|
|
|
|
// TOGGLE causes the door to wait in both the start and end states for a trigger event.
|
|
|
|
// START_OPEN causes the door to move to its destination when spawned,
|
|
// and operate in reverse. It is used to temporarily or permanently
|
|
// close off an area when triggered (not usefull for touch or
|
|
// takedamage doors).
|
|
|
|
// 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.
|
|
|
|
// "distance" is how many degrees the door will be rotated.
|
|
// "speed" determines how fast the door moves; default value is 100.
|
|
|
|
// REVERSE will cause the door to rotate in the opposite direction.
|
|
|
|
// "angle" determines the opening direction
|
|
// "targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
|
|
// "health" if set, door must be shot open
|
|
// "speed" movement speed (100 default)
|
|
// "wait" wait before returning (3 default, -1 = never return)
|
|
// "dmg" damage to inflict when blocked (2 default)
|
|
// "sounds"
|
|
// 0) no sound
|
|
// 1) stone
|
|
// 2) base
|
|
// 3) stone chain
|
|
// 4) screechy metal
|
|
LINK_ENTITY_TO_CLASS(func_door_rotating, CRotDoor, CCSRotDoor);
|
|
|
|
void CRotDoor::__MAKE_VHOOK(Restart)()
|
|
{
|
|
CBaseToggle::AxisDir(pev);
|
|
|
|
if (pev->spawnflags & SF_DOOR_ROTATE_BACKWARDS)
|
|
{
|
|
pev->movedir = pev->movedir * -1;
|
|
}
|
|
|
|
if (pev->speed == 0)
|
|
pev->speed = 100;
|
|
|
|
if (pev->spawnflags & SF_DOOR_START_OPEN)
|
|
{
|
|
#ifdef REGAMEDLL_FIXES
|
|
pev->angles = m_vecAngle1;
|
|
#else
|
|
pev->angles = m_vecAngle2;
|
|
|
|
Vector vecSav = m_vecAngle1;
|
|
m_vecAngle2 = m_vecAngle1;
|
|
m_vecAngle1 = vecSav;
|
|
#endif
|
|
|
|
pev->movedir = pev->movedir * -1;
|
|
}
|
|
|
|
m_toggle_state = TS_AT_BOTTOM;
|
|
DoorGoDown();
|
|
}
|
|
|
|
void CRotDoor::__MAKE_VHOOK(Spawn)()
|
|
{
|
|
Precache();
|
|
|
|
// set the axis of rotation
|
|
CBaseToggle::AxisDir(pev);
|
|
|
|
// check for clockwise rotation
|
|
if (pev->spawnflags & SF_DOOR_ROTATE_BACKWARDS)
|
|
{
|
|
pev->movedir = pev->movedir * -1;
|
|
}
|
|
|
|
//m_flWait = 2; who the hell did this? (sjb)
|
|
m_vecAngle1 = pev->angles;
|
|
m_vecAngle2 = pev->angles + pev->movedir * m_flMoveDistance;
|
|
|
|
assert(("rotating door start/end positions are equal", m_vecAngle1 != m_vecAngle2));
|
|
|
|
if (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 (pev->speed == 0)
|
|
pev->speed = 100;
|
|
|
|
// DOOR_START_OPEN is to allow an entity to be lighted in the closed position
|
|
// but spawn in the open position
|
|
if (pev->spawnflags & SF_DOOR_START_OPEN)
|
|
{
|
|
// swap pos1 and pos2, put door at pos2, invert movement direction
|
|
pev->angles = m_vecAngle2;
|
|
|
|
#ifdef REGAMEDLL_FIXES
|
|
SWAP(m_vecAngle1, m_vecAngle2);
|
|
#else
|
|
Vector vecSav = m_vecAngle1;
|
|
m_vecAngle2 = m_vecAngle1;
|
|
m_vecAngle1 = vecSav;
|
|
#endif
|
|
|
|
pev->movedir = pev->movedir * -1;
|
|
}
|
|
|
|
m_toggle_state = TS_AT_BOTTOM;
|
|
|
|
if (pev->spawnflags & SF_DOOR_USE_ONLY)
|
|
{
|
|
SetTouch(NULL);
|
|
}
|
|
else
|
|
{
|
|
// touchable button
|
|
SetTouch(&CRotDoor::DoorTouch);
|
|
}
|
|
}
|
|
|
|
void CRotDoor::__MAKE_VHOOK(SetToggleState)(int state)
|
|
{
|
|
if (state == TS_AT_TOP)
|
|
pev->angles = m_vecAngle2;
|
|
else
|
|
pev->angles = m_vecAngle1;
|
|
|
|
UTIL_SetOrigin(pev, pev->origin);
|
|
}
|
|
|
|
LINK_ENTITY_TO_CLASS(momentary_door, CMomentaryDoor, CCSMomentaryDoor);
|
|
IMPLEMENT_SAVERESTORE(CMomentaryDoor, CBaseToggle);
|
|
|
|
void CMomentaryDoor::__MAKE_VHOOK(Spawn)()
|
|
{
|
|
SetMovedir(pev);
|
|
|
|
pev->solid = SOLID_BSP;
|
|
pev->movetype = MOVETYPE_PUSH;
|
|
|
|
UTIL_SetOrigin(pev, pev->origin);
|
|
SET_MODEL(ENT(pev), STRING(pev->model));
|
|
|
|
if (pev->speed == 0)
|
|
pev->speed = 100;
|
|
|
|
if (pev->dmg == 0)
|
|
pev->dmg = 2;
|
|
|
|
m_vecPosition1 = pev->origin;
|
|
|
|
// Subtract 2 from size because the engine expands bboxes by 1 in all directions making the size too big
|
|
m_vecPosition2 = m_vecPosition1 + (pev->movedir * (Q_fabs(float_precision(pev->movedir.x * (pev->size.x - 2))) + Q_fabs(float_precision(pev->movedir.y * (pev->size.y - 2))) + Q_fabs(float_precision(pev->movedir.z * (pev->size.z - 2))) - m_flLip));
|
|
assert(("door start/end positions are equal", m_vecPosition1 != m_vecPosition2));
|
|
|
|
if (pev->spawnflags & SF_DOOR_START_OPEN)
|
|
{
|
|
// swap pos1 and pos2, put door at pos2
|
|
UTIL_SetOrigin(pev, m_vecPosition2);
|
|
|
|
m_vecPosition2 = m_vecPosition1;
|
|
m_vecPosition1 = pev->origin;
|
|
}
|
|
|
|
SetTouch(NULL);
|
|
Precache();
|
|
}
|
|
|
|
void CMomentaryDoor::__MAKE_VHOOK(Precache)()
|
|
{
|
|
// set the door's "in-motion" sound
|
|
switch (m_bMoveSnd)
|
|
{
|
|
case 0:
|
|
pev->noiseMoving = ALLOC_STRING("common/null.wav");
|
|
break;
|
|
case 1:
|
|
PRECACHE_SOUND("doors/doormove1.wav");
|
|
pev->noiseMoving = ALLOC_STRING("doors/doormove1.wav");
|
|
break;
|
|
case 2:
|
|
PRECACHE_SOUND("doors/doormove2.wav");
|
|
pev->noiseMoving = ALLOC_STRING("doors/doormove2.wav");
|
|
break;
|
|
case 3:
|
|
PRECACHE_SOUND("doors/doormove3.wav");
|
|
pev->noiseMoving = ALLOC_STRING("doors/doormove3.wav");
|
|
break;
|
|
case 4:
|
|
PRECACHE_SOUND("doors/doormove4.wav");
|
|
pev->noiseMoving = ALLOC_STRING("doors/doormove4.wav");
|
|
break;
|
|
case 5:
|
|
PRECACHE_SOUND("doors/doormove5.wav");
|
|
pev->noiseMoving = ALLOC_STRING("doors/doormove5.wav");
|
|
break;
|
|
case 6:
|
|
PRECACHE_SOUND("doors/doormove6.wav");
|
|
pev->noiseMoving = ALLOC_STRING("doors/doormove6.wav");
|
|
break;
|
|
case 7:
|
|
PRECACHE_SOUND("doors/doormove7.wav");
|
|
pev->noiseMoving = ALLOC_STRING("doors/doormove7.wav");
|
|
break;
|
|
case 8:
|
|
PRECACHE_SOUND("doors/doormove8.wav");
|
|
pev->noiseMoving = ALLOC_STRING("doors/doormove8.wav");
|
|
break;
|
|
default:
|
|
pev->noiseMoving = ALLOC_STRING("common/null.wav");
|
|
break;
|
|
}
|
|
}
|
|
|
|
void CMomentaryDoor::__MAKE_VHOOK(KeyValue)(KeyValueData *pkvd)
|
|
{
|
|
if (FStrEq(pkvd->szKeyName, "movesnd"))
|
|
{
|
|
m_bMoveSnd = Q_atoi(pkvd->szValue);
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if (FStrEq(pkvd->szKeyName, "stopsnd"))
|
|
{
|
|
//m_bStopSnd = Q_atoi(pkvd->szValue);
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if (FStrEq(pkvd->szKeyName, "healthvalue"))
|
|
{
|
|
//m_bHealthValue = Q_atoi(pkvd->szValue);
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else
|
|
CBaseToggle::KeyValue(pkvd);
|
|
}
|
|
|
|
void CMomentaryDoor::__MAKE_VHOOK(Use)(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
|
|
{
|
|
// Momentary buttons will pass down a float in here
|
|
if (useType != USE_SET)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (value > 1.0f)
|
|
value = 1.0f;
|
|
|
|
Vector move = m_vecPosition1 + (value * (m_vecPosition2 - m_vecPosition1));
|
|
Vector delta = move - pev->origin;
|
|
|
|
//float speed = delta.Length() * 10;
|
|
|
|
// move there in 0.1 sec
|
|
float speed = delta.Length() / 0.1f;
|
|
|
|
if (speed == 0)
|
|
return;
|
|
|
|
// This entity only thinks when it moves, so if it's thinking, it's in the process of moving
|
|
// play the sound when it starts moving (not yet thinking)
|
|
if (pev->nextthink < pev->ltime || pev->nextthink == 0)
|
|
{
|
|
EMIT_SOUND(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseMoving), VOL_NORM, ATTN_NORM);
|
|
}
|
|
#if 0
|
|
// If we already moving to designated point, return
|
|
else if (move == m_vecFinalDest)
|
|
{
|
|
return;
|
|
}
|
|
|
|
SetMoveDone(&CMomentaryDoor::DoorMoveDone);
|
|
#endif
|
|
|
|
LinearMove(move, speed);
|
|
}
|