mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-31 00:55:51 +03:00
455f0c6118
Fix crash-bug with autobuy (CBasePlayer::AddAutoBuyData) Removed some useless code for CS Added cssdk
476 lines
13 KiB
C++
476 lines
13 KiB
C++
#include "precompiled.h"
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/*
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* Globals initialization
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*/
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#ifndef HOOK_GAMEDLL
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// Global Savedata for Delay
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TYPEDESCRIPTION CBaseDelay::m_SaveData[] =
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{
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DEFINE_FIELD(CBaseDelay, m_flDelay, FIELD_FLOAT),
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DEFINE_FIELD(CBaseDelay, m_iszKillTarget, FIELD_STRING),
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};
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// Global Savedata for Toggle
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TYPEDESCRIPTION CBaseToggle::m_SaveData[] =
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{
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DEFINE_FIELD(CBaseToggle, m_toggle_state, FIELD_INTEGER),
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DEFINE_FIELD(CBaseToggle, m_flActivateFinished, FIELD_TIME),
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DEFINE_FIELD(CBaseToggle, m_flMoveDistance, FIELD_FLOAT),
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DEFINE_FIELD(CBaseToggle, m_flWait, FIELD_FLOAT),
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DEFINE_FIELD(CBaseToggle, m_flLip, FIELD_FLOAT),
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DEFINE_FIELD(CBaseToggle, m_flTWidth, FIELD_FLOAT),
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DEFINE_FIELD(CBaseToggle, m_flTLength, FIELD_FLOAT),
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DEFINE_FIELD(CBaseToggle, m_vecPosition1, FIELD_POSITION_VECTOR),
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DEFINE_FIELD(CBaseToggle, m_vecPosition2, FIELD_POSITION_VECTOR),
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DEFINE_FIELD(CBaseToggle, m_vecAngle1, FIELD_VECTOR), // UNDONE: Position could go through transition, but also angle?
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DEFINE_FIELD(CBaseToggle, m_vecAngle2, FIELD_VECTOR), // UNDONE: Position could go through transition, but also angle?
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DEFINE_FIELD(CBaseToggle, m_cTriggersLeft, FIELD_INTEGER),
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DEFINE_FIELD(CBaseToggle, m_flHeight, FIELD_FLOAT),
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DEFINE_FIELD(CBaseToggle, m_hActivator, FIELD_EHANDLE),
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DEFINE_FIELD(CBaseToggle, m_pfnCallWhenMoveDone, FIELD_FUNCTION),
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DEFINE_FIELD(CBaseToggle, m_vecFinalDest, FIELD_POSITION_VECTOR),
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DEFINE_FIELD(CBaseToggle, m_vecFinalAngle, FIELD_VECTOR),
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DEFINE_FIELD(CBaseToggle, m_sMaster, FIELD_STRING),
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DEFINE_FIELD(CBaseToggle, m_bitsDamageInflict, FIELD_INTEGER), // damage type inflicted
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};
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#endif
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// Landmark class
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void CPointEntity::__MAKE_VHOOK(Spawn)()
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{
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pev->solid = SOLID_NOT;
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}
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// Null Entity, remove on startup
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void CNullEntity::__MAKE_VHOOK(Spawn)()
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{
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REMOVE_ENTITY(ENT(pev));
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}
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LINK_ENTITY_TO_CLASS(info_null, CNullEntity, CCSNullEntity);
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// These are the new entry points to entities.
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LINK_ENTITY_TO_CLASS(info_player_deathmatch, CBaseDMStart, CCSDMStart);
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LINK_ENTITY_TO_CLASS(info_player_start, CPointEntity, CCSPointEntity);
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LINK_ENTITY_TO_CLASS(info_vip_start, CBaseDMStart, CCSDMStart);
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LINK_ENTITY_TO_CLASS(info_landmark, CPointEntity, CCSPointEntity);
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LINK_ENTITY_TO_CLASS(info_hostage_rescue, CPointEntity, CCSPointEntity);
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LINK_ENTITY_TO_CLASS(info_bomb_target, CPointEntity, CCSPointEntity);
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void CBaseDMStart::__MAKE_VHOOK(KeyValue)(KeyValueData *pkvd)
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{
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if (FStrEq(pkvd->szKeyName, "master"))
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{
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pev->netname = ALLOC_STRING(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else
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CPointEntity::KeyValue(pkvd);
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}
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BOOL CBaseDMStart::__MAKE_VHOOK(IsTriggered)(CBaseEntity *pEntity)
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{
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BOOL master = UTIL_IsMasterTriggered(pev->netname, pEntity);
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return master;
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}
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// This updates global tables that need to know about entities being removed
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void CBaseEntity::UpdateOnRemove()
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{
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#ifndef REGAMEDLL_FIXES
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if (pev->flags & FL_GRAPHED)
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{
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// this entity was a LinkEnt in the world node graph, so we must remove it from
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// the graph since we are removing it from the world.
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for (int i = 0; i < WorldGraph.m_cLinks; ++i)
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{
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if (WorldGraph.m_pLinkPool[i].m_pLinkEnt == pev)
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{
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// if this link has a link ent which is the same ent that is removing itself, remove it!
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WorldGraph.m_pLinkPool[i].m_pLinkEnt = NULL;
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}
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}
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}
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#endif
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if (pev->globalname)
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{
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gGlobalState.EntitySetState(pev->globalname, GLOBAL_DEAD);
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}
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}
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// Convenient way to delay removing oneself
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void CBaseEntity::SUB_Remove()
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{
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UpdateOnRemove();
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if (pev->health > 0)
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{
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// this situation can screw up monsters who can't tell their entity pointers are invalid.
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pev->health = 0;
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ALERT(at_aiconsole, "SUB_Remove called on entity with health > 0\n");
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}
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REMOVE_ENTITY(ENT(pev));
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}
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// Convenient way to explicitly do nothing (passed to functions that require a method)
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void CBaseEntity::SUB_DoNothing()
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{
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;
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}
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IMPLEMENT_SAVERESTORE(CBaseDelay, CBaseEntity);
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void CBaseDelay::__MAKE_VHOOK(KeyValue)(KeyValueData *pkvd)
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{
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if (FStrEq(pkvd->szKeyName, "delay"))
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{
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m_flDelay = Q_atof(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "killtarget"))
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{
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m_iszKillTarget = ALLOC_STRING(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else
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CBaseEntity::KeyValue(pkvd);
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}
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// If self.delay is set, a DelayedUse entity will be created that will actually
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// do the SUB_UseTargets after that many seconds have passed.
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//
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// Removes all entities with a targetname that match self.killtarget,
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// and removes them, so some events can remove other triggers.
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//
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// Search for (string)targetname in all entities that
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// match (string)self.target and call their .use function (if they have one)
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void CBaseEntity::SUB_UseTargets(CBaseEntity *pActivator, USE_TYPE useType, float value)
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{
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// fire targets
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if (!FStringNull(pev->target))
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{
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FireTargets(STRING(pev->target), pActivator, this, useType, value);
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}
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}
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void FireTargets(const char *targetName, CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
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{
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edict_t *pentTarget = NULL;
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if (!targetName)
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return;
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ALERT(at_aiconsole, "Firing: (%s)\n", targetName);
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while (true)
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{
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pentTarget = FIND_ENTITY_BY_TARGETNAME(pentTarget, targetName);
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if (FNullEnt(pentTarget))
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break;
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CBaseEntity *pTarget = CBaseEntity::Instance(pentTarget);
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// Don't use dying ents
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if (pTarget != NULL && !(pTarget->pev->flags & FL_KILLME))
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{
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ALERT(at_aiconsole, "Found: %s, firing (%s)\n", STRING(pTarget->pev->classname), targetName);
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pTarget->Use(pActivator, pCaller, useType, value);
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}
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}
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}
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LINK_ENTITY_TO_CLASS(DelayedUse, CBaseDelay, CCSDelay);
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void CBaseDelay::SUB_UseTargets(CBaseEntity *pActivator, USE_TYPE useType, float value)
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{
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// exit immediatly if we don't have a target or kill target
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if (FStringNull(pev->target) && !m_iszKillTarget)
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return;
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// check for a delay
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if (m_flDelay != 0)
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{
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// create a temp object to fire at a later time
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CBaseDelay *pTemp = GetClassPtr<CCSDelay>((CBaseDelay *)NULL);
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MAKE_STRING_CLASS("DelayedUse", pTemp->pev);
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pTemp->pev->nextthink = gpGlobals->time + m_flDelay;
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pTemp->SetThink(&CBaseDelay::DelayThink);
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// Save the useType
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pTemp->pev->button = int(useType);
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pTemp->m_iszKillTarget = m_iszKillTarget;
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// prevent "recursion"
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pTemp->m_flDelay = 0;
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pTemp->pev->target = pev->target;
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// HACKHACK
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// This wasn't in the release build of Half-Life. We should have moved m_hActivator into this class
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// but changing member variable hierarchy would break save/restore without some ugly code.
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// This code is not as ugly as that code
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// If a player activates, then save it
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if (pActivator && pActivator->IsPlayer())
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{
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pTemp->pev->owner = pActivator->edict();
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}
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else
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{
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pTemp->pev->owner = NULL;
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}
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return;
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}
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// kill the killtargets
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if (m_iszKillTarget)
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{
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edict_t *pentKillTarget = NULL;
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ALERT(at_aiconsole, "KillTarget: %s\n", STRING(m_iszKillTarget));
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pentKillTarget = FIND_ENTITY_BY_TARGETNAME(NULL, STRING(m_iszKillTarget));
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while (!FNullEnt(pentKillTarget))
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{
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UTIL_Remove(CBaseEntity::Instance(pentKillTarget));
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ALERT(at_aiconsole, "killing %s\n", STRING(pentKillTarget->v.classname));
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pentKillTarget = FIND_ENTITY_BY_TARGETNAME(pentKillTarget, STRING(m_iszKillTarget));
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}
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}
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// fire targets
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if (!FStringNull(pev->target))
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{
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FireTargets(STRING(pev->target), pActivator, this, useType, value);
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}
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}
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// QuakeEd only writes a single float for angles (bad idea), so up and down are
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// just constant angles.
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void SetMovedir(entvars_t *pev)
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{
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if (pev->angles == Vector(0, -1, 0))
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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->angles == Vector(0, -2, 0))
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{
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pev->movedir = Vector(0, 0, -1);
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}
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else
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{
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UTIL_MakeVectors(pev->angles);
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pev->movedir = gpGlobals->v_forward;
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}
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pev->angles = g_vecZero;
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}
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void CBaseDelay::DelayThink()
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{
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CBaseEntity *pActivator = NULL;
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// A player activated this on delay
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if (pev->owner != NULL)
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{
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pActivator = CBaseEntity::Instance(pev->owner);
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}
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// The use type is cached (and stashed) in pev->button
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SUB_UseTargets(pActivator, (USE_TYPE)pev->button, 0);
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REMOVE_ENTITY(ENT(pev));
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}
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IMPLEMENT_SAVERESTORE(CBaseToggle, CBaseAnimating);
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void CBaseToggle::__MAKE_VHOOK(KeyValue)(KeyValueData *pkvd)
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{
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if (FStrEq(pkvd->szKeyName, "lip"))
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{
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m_flLip = Q_atof(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "wait"))
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{
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m_flWait = Q_atof(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "master"))
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{
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m_sMaster = ALLOC_STRING(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "distance"))
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{
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m_flMoveDistance = Q_atof(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else
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CBaseDelay::KeyValue(pkvd);
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}
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// calculate pev->velocity and pev->nextthink to reach vecDest from
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// pev->origin traveling at flSpeed
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void CBaseToggle::LinearMove(Vector vecDest, float flSpeed)
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{
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assert(("LinearMove: no speed is defined!", flSpeed != 0));
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//assert(("LinearMove: no post-move function defined", m_pfnCallWhenMoveDone != NULL));
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m_vecFinalDest = vecDest;
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// Already there?
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if (vecDest == pev->origin)
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{
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LinearMoveDone();
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return;
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}
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// set destdelta to the vector needed to move
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Vector vecDestDelta = vecDest - pev->origin;
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// divide vector length by speed to get time to reach dest
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float_precision flTravelTime = vecDestDelta.Length() / flSpeed;
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// set nextthink to trigger a call to LinearMoveDone when dest is reached
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pev->nextthink = pev->ltime + flTravelTime;
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SetThink(&CBaseToggle::LinearMoveDone);
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// scale the destdelta vector by the time spent traveling to get velocity
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pev->velocity = vecDestDelta * float(1 / flTravelTime);
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}
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// After moving, set origin to exact final destination, call "move done" function
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void CBaseToggle::LinearMoveDone()
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{
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UTIL_SetOrigin(pev, m_vecFinalDest);
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pev->velocity = g_vecZero;
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pev->nextthink = -1;
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if (m_pfnCallWhenMoveDone)
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{
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(this->*m_pfnCallWhenMoveDone)();
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}
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}
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NOXREF BOOL CBaseToggle::IsLockedByMaster()
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{
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if (!FStringNull(m_sMaster) && !UTIL_IsMasterTriggered(m_sMaster, m_hActivator))
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return TRUE;
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else
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return FALSE;
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}
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// calculate pev->velocity and pev->nextthink to reach vecDest from
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// pev->origin traveling at flSpeed
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// Just like LinearMove, but rotational.
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void CBaseToggle::AngularMove(Vector vecDestAngle, float flSpeed)
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{
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assert(("AngularMove: no speed is defined!", flSpeed != 0));
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//assert(("AngularMove: no post-move function defined", m_pfnCallWhenMoveDone != NULL));
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m_vecFinalAngle = vecDestAngle;
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// Already there?
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if (vecDestAngle == pev->angles)
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{
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AngularMoveDone();
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return;
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}
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// set destdelta to the vector needed to move
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Vector vecDestDelta = vecDestAngle - pev->angles;
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// divide by speed to get time to reach dest
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float_precision flTravelTime = vecDestDelta.Length() / flSpeed;
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// set nextthink to trigger a call to AngularMoveDone when dest is reached
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pev->nextthink = pev->ltime + flTravelTime;
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SetThink(&CBaseToggle::AngularMoveDone);
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// scale the destdelta vector by the time spent traveling to get velocity
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pev->avelocity = vecDestDelta / flTravelTime;
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}
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// After rotating, set angle to exact final angle, call "move done" function
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void CBaseToggle::AngularMoveDone()
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{
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pev->angles = m_vecFinalAngle;
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pev->avelocity = g_vecZero;
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pev->nextthink = -1;
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if (m_pfnCallWhenMoveDone)
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{
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(this->*m_pfnCallWhenMoveDone)();
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}
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}
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float CBaseToggle::AxisValue(int flags, const Vector &angles)
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{
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if (flags & SF_DOOR_ROTATE_Z)
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return angles.z;
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if (flags & SF_DOOR_ROTATE_X)
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return angles.x;
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return angles.y;
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}
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void CBaseToggle::AxisDir(entvars_t *pev)
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{
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if (pev->spawnflags & SF_DOOR_ROTATE_Z)
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{
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// around z-axis
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pev->movedir = Vector(0, 0, 1);
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}
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else if (pev->spawnflags & SF_DOOR_ROTATE_X)
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{
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// around x-axis
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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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// around y-axis
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pev->movedir = Vector(0, 1, 0);
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}
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}
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float CBaseToggle::AxisDelta(int flags, const Vector &angle1, const Vector &angle2)
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{
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if (flags & SF_DOOR_ROTATE_Z)
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return angle1.z - angle2.z;
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if (flags & SF_DOOR_ROTATE_X)
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return angle1.x - angle2.x;
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return angle1.y - angle2.y;
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}
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// returns TRUE if the passed entity is visible to caller, even if not infront ()
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NOXREF BOOL FEntIsVisible(entvars_t *pev, entvars_t *pevTarget)
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{
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Vector vecSpot1 = pev->origin + pev->view_ofs;
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Vector vecSpot2 = pevTarget->origin + pevTarget->view_ofs;
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TraceResult tr;
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UTIL_TraceLine(vecSpot1, vecSpot2, ignore_monsters, ENT(pev), &tr);
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if (tr.fInOpen && tr.fInWater)
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{
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// sight line crossed contents
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return FALSE;
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}
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if (tr.flFraction == 1.0f)
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{
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return TRUE;
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}
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return FALSE;
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}
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