mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-27 07:05:38 +03:00
1140 lines
30 KiB
C++
1140 lines
30 KiB
C++
#include "precompiled.h"
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#if !defined(DOOR_ASSERT)
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#undef DbgAssert
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#undef DbgAssertMsg
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#define DbgAssert(_exp) ((void)0)
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#define DbgAssertMsg(_exp, _msg) ((void)0)
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#endif
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TYPEDESCRIPTION CBaseDoor::m_SaveData[] =
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{
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DEFINE_FIELD(CBaseDoor, m_bHealthValue, FIELD_CHARACTER),
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DEFINE_FIELD(CBaseDoor, m_bMoveSnd, FIELD_CHARACTER),
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DEFINE_FIELD(CBaseDoor, m_bStopSnd, FIELD_CHARACTER),
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DEFINE_FIELD(CBaseDoor, m_bLockedSound, FIELD_CHARACTER),
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DEFINE_FIELD(CBaseDoor, m_bLockedSentence, FIELD_CHARACTER),
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DEFINE_FIELD(CBaseDoor, m_bUnlockedSound, FIELD_CHARACTER),
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DEFINE_FIELD(CBaseDoor, m_bUnlockedSentence, FIELD_CHARACTER),
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};
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IMPLEMENT_SAVERESTORE(CBaseDoor, CBaseToggle)
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// play door or button locked or unlocked sounds.
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// pass in pointer to valid locksound struct.
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// if flocked is true, play 'door is locked' sound,
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// otherwise play 'door is unlocked' sound
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// NOTE: this routine is shared by doors and buttons
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void PlayLockSounds(entvars_t *pev, locksound_t *pls, int flocked, int fbutton)
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{
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// LOCKED SOUND
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// CONSIDER: consolidate the locksound_t struct (all entries are duplicates for lock/unlock)
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// CONSIDER: and condense this code.
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float flsoundwait;
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if (fbutton)
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flsoundwait = BUTTON_SOUNDWAIT;
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else
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flsoundwait = DOOR_SOUNDWAIT;
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if (flocked)
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{
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int fplaysound = (pls->sLockedSound && gpGlobals->time > pls->flwaitSound);
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int fplaysentence = (pls->sLockedSentence && !pls->bEOFLocked && gpGlobals->time > pls->flwaitSentence);
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float fvol;
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if (fplaysound && fplaysentence)
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fvol = 0.25f;
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else
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fvol = 1.0f;
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// if there is a locked sound, and we've debounced, play sound
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if (fplaysound)
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{
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// play 'door locked' sound
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EMIT_SOUND(ENT(pev), CHAN_ITEM, (char *)STRING(pls->sLockedSound), fvol, ATTN_NORM);
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pls->flwaitSound = gpGlobals->time + flsoundwait;
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}
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// if there is a sentence, we've not played all in list, and we've debounced, play sound
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if (fplaysentence)
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{
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// play next 'door locked' sentence in group
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int iprev = pls->iLockedSentence;
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pls->iLockedSentence = SENTENCEG_PlaySequentialSz(ENT(pev), STRING(pls->sLockedSentence), 0.85, ATTN_NORM, 0, 100, pls->iLockedSentence, FALSE);
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pls->iUnlockedSentence = 0;
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// make sure we don't keep calling last sentence in list
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pls->bEOFLocked = (iprev == pls->iLockedSentence);
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pls->flwaitSentence = gpGlobals->time + DOOR_SENTENCEWAIT;
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}
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}
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else
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{
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// UNLOCKED SOUND
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int fplaysound = (pls->sUnlockedSound && gpGlobals->time > pls->flwaitSound);
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int fplaysentence = (pls->sUnlockedSentence && !pls->bEOFUnlocked && gpGlobals->time > pls->flwaitSentence);
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float fvol;
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// if playing both sentence and sound, lower sound volume so we hear sentence
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if (fplaysound && fplaysentence)
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fvol = 0.25f;
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else
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fvol = 1.0f;
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// play 'door unlocked' sound if set
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if (fplaysound)
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{
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EMIT_SOUND(ENT(pev), CHAN_ITEM, (char *)STRING(pls->sUnlockedSound), fvol, ATTN_NORM);
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pls->flwaitSound = gpGlobals->time + flsoundwait;
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}
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// play next 'door unlocked' sentence in group
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if (fplaysentence)
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{
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int iprev = pls->iUnlockedSentence;
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pls->iUnlockedSentence = SENTENCEG_PlaySequentialSz(ENT(pev), STRING(pls->sUnlockedSentence), 0.85, ATTN_NORM, 0, 100, pls->iUnlockedSentence, FALSE);
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pls->iLockedSentence = 0;
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// make sure we don't keep calling last sentence in list
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pls->bEOFUnlocked = (iprev == pls->iUnlockedSentence);
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pls->flwaitSentence = gpGlobals->time + DOOR_SENTENCEWAIT;
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}
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}
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}
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// Cache user-entity-field values until spawn is called.
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void CBaseDoor::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 if (FStrEq(pkvd->szKeyName, "movesnd"))
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{
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m_bMoveSnd = Q_atoi(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "stopsnd"))
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{
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m_bStopSnd = Q_atoi(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "healthvalue"))
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{
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m_bHealthValue = Q_atoi(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "locked_sound"))
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{
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m_bLockedSound = Q_atoi(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "locked_sentence"))
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{
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m_bLockedSentence = Q_atoi(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "unlocked_sound"))
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{
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m_bUnlockedSound = Q_atoi(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "unlocked_sentence"))
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{
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m_bUnlockedSentence = Q_atoi(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "WaveHeight"))
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{
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pev->scale = Q_atof(pkvd->szValue) * (1.0 / 8.0);
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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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// QUAKED func_door (0 .5 .8) ? START_OPEN x DOOR_DONT_LINK TOGGLE
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// if two doors touch, they are assumed to be connected and operate as a unit.
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// TOGGLE causes the door to wait in both the start and end states for a trigger event.
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// START_OPEN causes the door to move to its destination when spawned, and operate in reverse.
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// It is used to temporarily or permanently close off an area when triggered (not usefull for
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// touch or takedamage doors).
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// "angle" determines the opening direction
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// "targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
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// "health" if set, door must be shot open
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// "speed" movement speed (100 default)
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// "wait" wait before returning (3 default, -1 = never return)
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// "lip" lip remaining at end of move (8 default)
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// "dmg" damage to inflict when blocked (2 default)
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// "sounds"
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// 0) no sound
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// 1) stone
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// 2) base
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// 3) stone chain
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// 4) screechy metal
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LINK_ENTITY_TO_CLASS(func_door, CBaseDoor, CCSDoor)
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// func_water - same as a door.
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LINK_ENTITY_TO_CLASS(func_water, CBaseDoor, CCSDoor)
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void CBaseDoor::Spawn()
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{
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Precache();
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SetMovedir(pev);
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// normal door
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if (pev->skin == 0)
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{
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if (pev->spawnflags & SF_DOOR_PASSABLE)
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pev->solid = SOLID_NOT;
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else
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pev->solid = SOLID_BSP;
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}
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else // special contents
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{
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pev->solid = SOLID_NOT;
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// water is silent for now
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pev->spawnflags |= SF_DOOR_ACTUALLY_WATER;
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}
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pev->movetype = MOVETYPE_PUSH;
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UTIL_SetOrigin(pev, pev->origin);
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SET_MODEL(ENT(pev), STRING(pev->model));
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if (pev->speed == 0)
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pev->speed = 100;
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m_vecPosition1 = pev->origin;
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// Subtract 2 from size because the engine expands bboxes by 1 in all directions making the size too big
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m_vecPosition2 = m_vecPosition1 + (pev->movedir * (Q_fabs(real_t(pev->movedir.x * (pev->size.x - 2))) + Q_fabs(real_t(pev->movedir.y * (pev->size.y - 2))) + Q_fabs(real_t(pev->movedir.z * (pev->size.z - 2))) - m_flLip));
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DbgAssertMsg(m_vecPosition1 != m_vecPosition2, "door start/end positions are equal");
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if (pev->spawnflags & SF_DOOR_START_OPEN)
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{
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// swap pos1 and pos2, put door at pos2
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UTIL_SetOrigin(pev, m_vecPosition2);
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m_vecPosition2 = m_vecPosition1;
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m_vecPosition1 = pev->origin;
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}
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m_toggle_state = TS_AT_BOTTOM;
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// if the door is flagged for USE button activation only, use NULL touch function
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if (pev->spawnflags & SF_DOOR_USE_ONLY)
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{
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SetTouch(nullptr);
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}
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else
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{
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// touchable button
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SetTouch(&CBaseDoor::DoorTouch);
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}
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m_lastBlockedTimestamp = 0;
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}
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void CBaseDoor::Restart()
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{
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SetMovedir(pev);
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m_toggle_state = TS_AT_BOTTOM;
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DoorGoDown();
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if (pev->spawnflags & SF_DOOR_USE_ONLY)
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SetTouch(nullptr);
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else
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SetTouch(&CBaseDoor::DoorTouch);
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}
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void CBaseDoor::SetToggleState(int state)
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{
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if (state == TS_AT_TOP)
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UTIL_SetOrigin(pev, m_vecPosition2);
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else
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UTIL_SetOrigin(pev, m_vecPosition1);
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}
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#define noiseMoving noise1
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#define noiseArrived noise2
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void CBaseDoor::Precache()
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{
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char *pszSound;
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// set the door's "in-motion" sound
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switch (m_bMoveSnd)
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{
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case 0:
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pev->noiseMoving = ALLOC_STRING("common/null.wav");
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break;
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case 1:
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PRECACHE_SOUND("doors/doormove1.wav");
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pev->noiseMoving = ALLOC_STRING("doors/doormove1.wav");
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break;
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case 2:
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PRECACHE_SOUND("doors/doormove2.wav");
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pev->noiseMoving = ALLOC_STRING("doors/doormove2.wav");
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break;
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case 3:
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PRECACHE_SOUND("doors/doormove3.wav");
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pev->noiseMoving = ALLOC_STRING("doors/doormove3.wav");
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break;
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case 4:
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PRECACHE_SOUND("doors/doormove4.wav");
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pev->noiseMoving = ALLOC_STRING("doors/doormove4.wav");
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break;
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case 5:
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PRECACHE_SOUND("doors/doormove5.wav");
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pev->noiseMoving = ALLOC_STRING("doors/doormove5.wav");
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break;
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case 6:
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PRECACHE_SOUND("doors/doormove6.wav");
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pev->noiseMoving = ALLOC_STRING("doors/doormove6.wav");
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break;
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case 7:
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PRECACHE_SOUND("doors/doormove7.wav");
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pev->noiseMoving = ALLOC_STRING("doors/doormove7.wav");
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break;
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case 8:
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PRECACHE_SOUND("doors/doormove8.wav");
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pev->noiseMoving = ALLOC_STRING("doors/doormove8.wav");
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break;
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case 9:
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PRECACHE_SOUND("doors/doormove9.wav");
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pev->noiseMoving = ALLOC_STRING("doors/doormove9.wav");
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break;
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case 10:
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PRECACHE_SOUND("doors/doormove10.wav");
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pev->noiseMoving = ALLOC_STRING("doors/doormove10.wav");
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break;
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default:
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pev->noiseMoving = ALLOC_STRING("common/null.wav");
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break;
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}
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// set the door's 'reached destination' stop sound
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switch (m_bStopSnd)
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{
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case 0:
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pev->noiseArrived = ALLOC_STRING("common/null.wav");
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break;
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case 1:
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PRECACHE_SOUND("doors/doorstop1.wav");
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pev->noiseArrived = ALLOC_STRING("doors/doorstop1.wav");
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break;
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case 2:
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PRECACHE_SOUND("doors/doorstop2.wav");
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pev->noiseArrived = ALLOC_STRING("doors/doorstop2.wav");
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break;
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case 3:
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PRECACHE_SOUND("doors/doorstop3.wav");
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pev->noiseArrived = ALLOC_STRING("doors/doorstop3.wav");
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break;
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case 4:
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PRECACHE_SOUND("doors/doorstop4.wav");
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pev->noiseArrived = ALLOC_STRING("doors/doorstop4.wav");
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break;
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case 5:
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PRECACHE_SOUND("doors/doorstop5.wav");
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pev->noiseArrived = ALLOC_STRING("doors/doorstop5.wav");
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break;
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case 6:
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PRECACHE_SOUND("doors/doorstop6.wav");
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pev->noiseArrived = ALLOC_STRING("doors/doorstop6.wav");
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break;
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case 7:
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PRECACHE_SOUND("doors/doorstop7.wav");
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pev->noiseArrived = ALLOC_STRING("doors/doorstop7.wav");
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break;
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case 8:
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PRECACHE_SOUND("doors/doorstop8.wav");
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pev->noiseArrived = ALLOC_STRING("doors/doorstop8.wav");
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break;
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default:
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pev->noiseArrived = ALLOC_STRING("common/null.wav");
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break;
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}
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// get door button sounds, for doors which are directly 'touched' to open
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if (m_bLockedSound)
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{
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pszSound = ButtonSound(int(m_bLockedSound));
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PRECACHE_SOUND(pszSound);
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m_ls.sLockedSound = ALLOC_STRING(pszSound);
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}
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if (m_bUnlockedSound)
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{
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pszSound = ButtonSound(int(m_bUnlockedSound));
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PRECACHE_SOUND(pszSound);
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m_ls.sUnlockedSound = ALLOC_STRING(pszSound);
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}
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// get sentence group names, for doors which are directly 'touched' to open
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switch (m_bLockedSentence)
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{
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case 1: m_ls.sLockedSentence = ALLOC_STRING("NA"); break; // access denied
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case 2: m_ls.sLockedSentence = ALLOC_STRING("ND"); break; // security lockout
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case 3: m_ls.sLockedSentence = ALLOC_STRING("NF"); break; // blast door
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case 4: m_ls.sLockedSentence = ALLOC_STRING("NFIRE"); break; // fire door
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case 5: m_ls.sLockedSentence = ALLOC_STRING("NCHEM"); break; // chemical door
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case 6: m_ls.sLockedSentence = ALLOC_STRING("NRAD"); break; // radiation door
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case 7: m_ls.sLockedSentence = ALLOC_STRING("NCON"); break; // gen containment
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case 8: m_ls.sLockedSentence = ALLOC_STRING("NH"); break; // maintenance door
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case 9: m_ls.sLockedSentence = ALLOC_STRING("NG"); break; // broken door
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default: m_ls.sLockedSentence = 0; break;
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}
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switch (m_bUnlockedSentence)
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{
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case 1: m_ls.sUnlockedSentence = ALLOC_STRING("EA"); break; // access granted
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case 2: m_ls.sUnlockedSentence = ALLOC_STRING("ED"); break; // security door
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case 3: m_ls.sUnlockedSentence = ALLOC_STRING("EF"); break; // blast door
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case 4: m_ls.sUnlockedSentence = ALLOC_STRING("EFIRE"); break; // fire door
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case 5: m_ls.sUnlockedSentence = ALLOC_STRING("ECHEM"); break; // chemical door
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case 6: m_ls.sUnlockedSentence = ALLOC_STRING("ERAD"); break; // radiation door
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case 7: m_ls.sUnlockedSentence = ALLOC_STRING("ECON"); break; // gen containment
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case 8: m_ls.sUnlockedSentence = ALLOC_STRING("EH"); break; // maintenance door
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default: m_ls.sUnlockedSentence = 0; break;
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}
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}
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// Doors not tied to anything (e.g. button, another door) can be touched, to make them activate.
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void CBaseDoor::DoorTouch(CBaseEntity *pOther)
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{
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entvars_t *pevToucher = pOther->pev;
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#ifdef REGAMEDLL_ADD
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if ((pev->spawnflags & SF_DOOR_TOUCH_ONLY_CLIENTS) && !pOther->IsPlayer())
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return;
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#endif
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// Ignore touches by dead players
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if (pevToucher->deadflag != DEAD_NO)
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return;
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// If door has master, and it's not ready to trigger,
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// play 'locked' sound
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if (!FStringNull(m_sMaster) && !UTIL_IsMasterTriggered(m_sMaster, pOther))
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{
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PlayLockSounds(pev, &m_ls, TRUE, FALSE);
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}
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// If door is somebody's target, then touching does nothing.
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// You have to activate the owner (e.g. button).
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if (!FStringNull(pev->targetname))
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{
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// play locked sound
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PlayLockSounds(pev, &m_ls, TRUE, FALSE);
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return;
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}
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// remember who activated the door
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m_hActivator = pOther;
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if (DoorActivate())
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{
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// Temporarily disable the touch function, until movement is finished.
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SetTouch(nullptr);
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}
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}
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// Used by SUB_UseTargets, when a door is the target of a button.
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void CBaseDoor::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
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{
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m_hActivator = pActivator;
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// 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 && 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.
|
|
DbgAssert(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)
|
|
{
|
|
// water is silent
|
|
if (!(pev->spawnflags & SF_DOOR_ACTUALLY_WATER))
|
|
{
|
|
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)
|
|
{
|
|
#ifdef REGAMEDLL_FIXES
|
|
if (m_hActivator && m_hActivator->IsPlayer())
|
|
#endif
|
|
{
|
|
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 = 1.0f;
|
|
|
|
if (m_hActivator)
|
|
{
|
|
pevActivator = m_hActivator->pev;
|
|
|
|
// Y axis rotation, move away from the player
|
|
if (!(pev->spawnflags & SF_DOOR_ROTATE_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)
|
|
{
|
|
#ifdef REGAMEDLL_FIXES
|
|
if (Q_abs(momentArmY) > Q_abs(momentArmX))
|
|
#else
|
|
if (Q_abs(int(momentArmY)) > Q_abs(int(momentArmX)))
|
|
#endif
|
|
sign = (momentArmY < 0) ? 1 : -1;
|
|
else
|
|
sign = (momentArmX > 0) ? 1 : -1;
|
|
}
|
|
else if (toActivator.y > hiY)
|
|
{
|
|
#ifdef REGAMEDLL_FIXES
|
|
if (Q_abs(momentArmY) > Q_abs(momentArmX))
|
|
#else
|
|
if (Q_abs(int(momentArmY)) > Q_abs(int(momentArmX)))
|
|
#endif
|
|
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)
|
|
{
|
|
#ifdef REGAMEDLL_FIXES
|
|
if (Q_abs(momentArmY) > Q_abs(momentArmX))
|
|
#else
|
|
if (Q_abs(int(momentArmY)) > Q_abs(int(momentArmX)))
|
|
#endif
|
|
sign = (momentArmY > 0) ? 1 : -1;
|
|
else
|
|
sign = (momentArmX > 0) ? 1 : -1;
|
|
}
|
|
else if (toActivator.y > hiY)
|
|
{
|
|
#ifdef REGAMEDLL_FIXES
|
|
if (Q_abs(momentArmY) > Q_abs(momentArmX))
|
|
#else
|
|
if (Q_abs(int(momentArmY)) > Q_abs(int(momentArmX)))
|
|
#endif
|
|
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()
|
|
{
|
|
// water is silent
|
|
if (!(pev->spawnflags & SF_DOOR_ACTUALLY_WATER))
|
|
{
|
|
STOP_SOUND(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseMoving));
|
|
EMIT_SOUND(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseArrived), VOL_NORM, ATTN_NORM);
|
|
}
|
|
|
|
DbgAssert(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)
|
|
{
|
|
// water is silent
|
|
if (!(pev->spawnflags & SF_DOOR_ACTUALLY_WATER))
|
|
{
|
|
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)
|
|
{
|
|
#ifdef REGAMEDLL_FIXES
|
|
if (m_hActivator && m_hActivator->IsPlayer())
|
|
#endif
|
|
{
|
|
TheBots->OnEvent(EVENT_DOOR, m_hActivator);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
DbgAssert(m_toggle_state == TS_AT_TOP);
|
|
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()
|
|
{
|
|
// water is silent
|
|
if (!(pev->spawnflags & SF_DOOR_ACTUALLY_WATER))
|
|
{
|
|
STOP_SOUND(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseMoving));
|
|
EMIT_SOUND(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseArrived), VOL_NORM, ATTN_NORM);
|
|
}
|
|
|
|
DbgAssert(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(nullptr);
|
|
}
|
|
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::Blocked(CBaseEntity *pOther)
|
|
{
|
|
edict_t *pentTarget = nullptr;
|
|
CBaseDoor *pDoor = nullptr;
|
|
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_ACTUALLY_WATER))
|
|
{
|
|
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::Restart()
|
|
{
|
|
CBaseToggle::AxisDir(pev);
|
|
|
|
if (pev->spawnflags & SF_DOOR_ROTATE_BACKWARDS)
|
|
{
|
|
pev->movedir = pev->movedir * -1;
|
|
}
|
|
|
|
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)
|
|
{
|
|
#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;
|
|
}
|
|
#ifdef REGAMEDLL_FIXES
|
|
else if (pev->netname.IsNull())
|
|
{
|
|
pev->angles = m_vecAngle1;
|
|
}
|
|
#endif
|
|
|
|
m_toggle_state = TS_AT_BOTTOM;
|
|
DoorGoDown();
|
|
}
|
|
|
|
void CRotDoor::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;
|
|
|
|
DbgAssertMsg(m_vecAngle1 != m_vecAngle2, "rotating door start/end positions are equal");
|
|
|
|
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(nullptr);
|
|
}
|
|
else
|
|
{
|
|
// touchable button
|
|
SetTouch(&CRotDoor::DoorTouch);
|
|
}
|
|
}
|
|
|
|
void CRotDoor::SetToggleState(int state)
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{
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if (state == TS_AT_TOP)
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pev->angles = m_vecAngle2;
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else
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pev->angles = m_vecAngle1;
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|
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UTIL_SetOrigin(pev, pev->origin);
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}
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|
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TYPEDESCRIPTION CMomentaryDoor::m_SaveData[] =
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{
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DEFINE_FIELD(CMomentaryDoor, m_bMoveSnd, FIELD_CHARACTER),
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};
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LINK_ENTITY_TO_CLASS(momentary_door, CMomentaryDoor, CCSMomentaryDoor)
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IMPLEMENT_SAVERESTORE(CMomentaryDoor, CBaseToggle)
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void CMomentaryDoor::Spawn()
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{
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SetMovedir(pev);
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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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|
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if (pev->speed == 0)
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pev->speed = 100;
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|
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if (pev->dmg == 0)
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pev->dmg = 2;
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|
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m_vecPosition1 = pev->origin;
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|
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// Subtract 2 from size because the engine expands bboxes by 1 in all directions making the size too big
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m_vecPosition2 = m_vecPosition1 + (pev->movedir * (Q_fabs(real_t(pev->movedir.x * (pev->size.x - 2))) + Q_fabs(real_t(pev->movedir.y * (pev->size.y - 2))) + Q_fabs(real_t(pev->movedir.z * (pev->size.z - 2))) - m_flLip));
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DbgAssertMsg(m_vecPosition1 != m_vecPosition2, "door start/end positions are equal");
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|
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if (pev->spawnflags & SF_DOOR_START_OPEN)
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|
{
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// swap pos1 and pos2, put door at pos2
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UTIL_SetOrigin(pev, m_vecPosition2);
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|
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m_vecPosition2 = m_vecPosition1;
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m_vecPosition1 = pev->origin;
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}
|
|
|
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SetTouch(nullptr);
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Precache();
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}
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|
|
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void CMomentaryDoor::Precache()
|
|
{
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|
// set the door's "in-motion" sound
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|
switch (m_bMoveSnd)
|
|
{
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case 0:
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pev->noiseMoving = ALLOC_STRING("common/null.wav");
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break;
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|
case 1:
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|
PRECACHE_SOUND("doors/doormove1.wav");
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pev->noiseMoving = ALLOC_STRING("doors/doormove1.wav");
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|
break;
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|
case 2:
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|
PRECACHE_SOUND("doors/doormove2.wav");
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|
pev->noiseMoving = ALLOC_STRING("doors/doormove2.wav");
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|
break;
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|
case 3:
|
|
PRECACHE_SOUND("doors/doormove3.wav");
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|
pev->noiseMoving = ALLOC_STRING("doors/doormove3.wav");
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|
break;
|
|
case 4:
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|
PRECACHE_SOUND("doors/doormove4.wav");
|
|
pev->noiseMoving = ALLOC_STRING("doors/doormove4.wav");
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|
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::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::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);
|
|
}
|