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902 lines
24 KiB
902 lines
24 KiB
/*** |
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* |
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved. |
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* |
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* This product contains software technology licensed from Id |
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
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* All Rights Reserved. |
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* |
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* Use, distribution, and modification of this source code and/or resulting |
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* object code is restricted to non-commercial enhancements to products from |
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* Valve LLC. All other use, distribution, or modification is prohibited |
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* without written permission from Valve LLC. |
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* |
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****/ |
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/* |
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===== bmodels.cpp ======================================================== |
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spawn, think, and use functions for entities that use brush models |
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*/ |
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#include "extdll.h" |
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#include "util.h" |
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#include "cbase.h" |
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#include "doors.h" |
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extern DLL_GLOBAL Vector g_vecAttackDir; |
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#define SF_BRUSH_ACCDCC 16// brush should accelerate and decelerate when toggled |
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#define SF_BRUSH_HURT 32// rotating brush that inflicts pain based on rotation speed |
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#define SF_ROTATING_NOT_SOLID 64 // some special rotating objects are not solid. |
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// covering cheesy noise1, noise2, & noise3 fields so they make more sense (for rotating fans) |
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#define noiseStart noise1 |
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#define noiseStop noise2 |
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#define noiseRunning noise3 |
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#define SF_PENDULUM_SWING 2 // spawnflag that makes a pendulum a rope swing. |
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// |
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// BModelOrigin - calculates origin of a bmodel from absmin/size because all bmodel origins are 0 0 0 |
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// |
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Vector VecBModelOrigin( entvars_t* pevBModel ) |
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{ |
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return pevBModel->absmin + ( pevBModel->size * 0.5f ); |
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} |
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// =================== FUNC_WALL ============================================== |
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/*QUAKED func_wall (0 .5 .8) ? |
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This is just a solid wall if not inhibited |
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*/ |
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class CFuncWall : public CBaseEntity |
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{ |
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public: |
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void Spawn( void ); |
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); |
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// Bmodels don't go across transitions |
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virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } |
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}; |
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LINK_ENTITY_TO_CLASS( func_wall, CFuncWall ) |
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void CFuncWall::Spawn( void ) |
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{ |
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pev->angles = g_vecZero; |
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pev->movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything |
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pev->solid = SOLID_BSP; |
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SET_MODEL( ENT( pev ), STRING( pev->model ) ); |
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// If it can't move/go away, it's really part of the world |
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pev->flags |= FL_WORLDBRUSH; |
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} |
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void CFuncWall::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) |
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{ |
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if( ShouldToggle( useType, (int)( pev->frame ) ) ) |
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pev->frame = 1 - pev->frame; |
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} |
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#define SF_WALL_START_OFF 0x0001 |
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class CFuncWallToggle : public CFuncWall |
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{ |
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public: |
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void Spawn( void ); |
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); |
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void TurnOff( void ); |
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void TurnOn( void ); |
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BOOL IsOn( void ); |
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}; |
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LINK_ENTITY_TO_CLASS( func_wall_toggle, CFuncWallToggle ) |
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void CFuncWallToggle::Spawn( void ) |
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{ |
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CFuncWall::Spawn(); |
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if( pev->spawnflags & SF_WALL_START_OFF ) |
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TurnOff(); |
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} |
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void CFuncWallToggle::TurnOff( void ) |
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{ |
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pev->solid = SOLID_NOT; |
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pev->effects |= EF_NODRAW; |
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UTIL_SetOrigin( pev, pev->origin ); |
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} |
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void CFuncWallToggle::TurnOn( void ) |
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{ |
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pev->solid = SOLID_BSP; |
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pev->effects &= ~EF_NODRAW; |
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UTIL_SetOrigin( pev, pev->origin ); |
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} |
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BOOL CFuncWallToggle::IsOn( void ) |
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{ |
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if( pev->solid == SOLID_NOT ) |
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return FALSE; |
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return TRUE; |
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} |
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void CFuncWallToggle::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) |
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{ |
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int status = IsOn(); |
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if( ShouldToggle( useType, status ) ) |
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{ |
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if( status ) |
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TurnOff(); |
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else |
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TurnOn(); |
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} |
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} |
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#define SF_CONVEYOR_VISUAL 0x0001 |
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#define SF_CONVEYOR_NOTSOLID 0x0002 |
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class CFuncConveyor : public CFuncWall |
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{ |
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public: |
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void Spawn( void ); |
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); |
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void UpdateSpeed( float speed ); |
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}; |
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LINK_ENTITY_TO_CLASS( func_conveyor, CFuncConveyor ) |
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void CFuncConveyor::Spawn( void ) |
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{ |
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SetMovedir( pev ); |
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CFuncWall::Spawn(); |
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if( !( pev->spawnflags & SF_CONVEYOR_VISUAL ) ) |
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SetBits( pev->flags, FL_CONVEYOR ); |
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// HACKHACK - This is to allow for some special effects |
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if( pev->spawnflags & SF_CONVEYOR_NOTSOLID ) |
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{ |
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pev->solid = SOLID_NOT; |
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pev->skin = 0; // Don't want the engine thinking we've got special contents on this brush |
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} |
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if( pev->speed == 0.0f ) |
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pev->speed = 100.0f; |
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UpdateSpeed( pev->speed ); |
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} |
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// HACKHACK -- This is ugly, but encode the speed in the rendercolor to avoid adding more data to the network stream |
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void CFuncConveyor::UpdateSpeed( float speed ) |
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{ |
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// Encode it as an integer with 4 fractional bits |
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int speedCode = (int)( fabs( speed ) * 16.0f ); |
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if( speed < 0 ) |
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pev->rendercolor.x = 1; |
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else |
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pev->rendercolor.x = 0; |
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pev->rendercolor.y = speedCode >> 8; |
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pev->rendercolor.z = speedCode & 0xFF; |
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} |
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void CFuncConveyor::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) |
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{ |
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pev->speed = -pev->speed; |
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UpdateSpeed( pev->speed ); |
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} |
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// =================== FUNC_ILLUSIONARY ============================================== |
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/*QUAKED func_illusionary (0 .5 .8) ? |
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A simple entity that looks solid but lets you walk through it. |
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*/ |
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class CFuncIllusionary : public CBaseToggle |
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{ |
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public: |
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void Spawn( void ); |
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void EXPORT SloshTouch( CBaseEntity *pOther ); |
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void KeyValue( KeyValueData *pkvd ); |
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virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } |
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}; |
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LINK_ENTITY_TO_CLASS( func_illusionary, CFuncIllusionary ) |
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void CFuncIllusionary::KeyValue( KeyValueData *pkvd ) |
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{ |
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if( FStrEq( pkvd->szKeyName, "skin" ) )//skin is used for content type |
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{ |
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pev->skin = atoi( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else |
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CBaseToggle::KeyValue( pkvd ); |
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} |
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void CFuncIllusionary::Spawn( void ) |
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{ |
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pev->angles = g_vecZero; |
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pev->movetype = MOVETYPE_NONE; |
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pev->solid = SOLID_NOT;// always solid_not |
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SET_MODEL( ENT( pev ), STRING( pev->model ) ); |
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// I'd rather eat the network bandwidth of this than figure out how to save/restore |
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// these entities after they have been moved to the client, or respawn them ala Quake |
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// Perhaps we can do this in deathmatch only. |
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// MAKE_STATIC(ENT(pev)); |
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} |
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// ------------------------------------------------------------------------------- |
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// |
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// Monster only clip brush |
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// |
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// This brush will be solid for any entity who has the FL_MONSTERCLIP flag set |
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// in pev->flags |
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// |
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// otherwise it will be invisible and not solid. This can be used to keep |
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// specific monsters out of certain areas |
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// |
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// ------------------------------------------------------------------------------- |
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class CFuncMonsterClip : public CFuncWall |
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{ |
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public: |
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void Spawn( void ); |
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) {} // Clear out func_wall's use function |
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}; |
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LINK_ENTITY_TO_CLASS( func_monsterclip, CFuncMonsterClip ) |
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void CFuncMonsterClip::Spawn( void ) |
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{ |
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CFuncWall::Spawn(); |
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if( CVAR_GET_FLOAT( "showtriggers" ) == 0 ) |
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pev->effects = EF_NODRAW; |
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pev->flags |= FL_MONSTERCLIP; |
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} |
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// =================== FUNC_ROTATING ============================================== |
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class CFuncRotating : public CBaseEntity |
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{ |
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public: |
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// basic functions |
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void Spawn( void ); |
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void Precache( void ); |
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void EXPORT SpinUp( void ); |
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void EXPORT SpinDown( void ); |
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void KeyValue( KeyValueData* pkvd); |
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void EXPORT HurtTouch( CBaseEntity *pOther ); |
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void EXPORT RotatingUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); |
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void EXPORT Rotate( void ); |
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void RampPitchVol(int fUp ); |
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void Blocked( CBaseEntity *pOther ); |
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virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } |
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virtual int Save( CSave &save ); |
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virtual int Restore( CRestore &restore ); |
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static TYPEDESCRIPTION m_SaveData[]; |
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float m_flFanFriction; |
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float m_flAttenuation; |
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float m_flVolume; |
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float m_pitch; |
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int m_sounds; |
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}; |
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TYPEDESCRIPTION CFuncRotating::m_SaveData[] = |
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{ |
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DEFINE_FIELD( CFuncRotating, m_flFanFriction, FIELD_FLOAT ), |
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DEFINE_FIELD( CFuncRotating, m_flAttenuation, FIELD_FLOAT ), |
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DEFINE_FIELD( CFuncRotating, m_flVolume, FIELD_FLOAT ), |
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DEFINE_FIELD( CFuncRotating, m_pitch, FIELD_FLOAT ), |
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DEFINE_FIELD( CFuncRotating, m_sounds, FIELD_INTEGER ) |
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}; |
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IMPLEMENT_SAVERESTORE( CFuncRotating, CBaseEntity ) |
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LINK_ENTITY_TO_CLASS( func_rotating, CFuncRotating ) |
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void CFuncRotating::KeyValue( KeyValueData* pkvd ) |
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{ |
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if( FStrEq( pkvd->szKeyName, "fanfriction" ) ) |
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{ |
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m_flFanFriction = atof( pkvd->szValue ) * 0.01f; |
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pkvd->fHandled = TRUE; |
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} |
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else if( FStrEq( pkvd->szKeyName, "Volume" ) ) |
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{ |
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m_flVolume = atof( pkvd->szValue ) * 0.1f; |
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if( m_flVolume > 1.0f ) |
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m_flVolume = 1.0f; |
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if( m_flVolume < 0.0f ) |
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m_flVolume = 0.0f; |
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pkvd->fHandled = TRUE; |
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} |
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else if( FStrEq( pkvd->szKeyName, "spawnorigin" ) ) |
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{ |
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Vector tmp; |
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UTIL_StringToVector( (float *)tmp, pkvd->szValue ); |
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if( tmp != g_vecZero ) |
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pev->origin = tmp; |
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} |
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else if( FStrEq( pkvd->szKeyName, "sounds" ) ) |
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{ |
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m_sounds = atoi( 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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/*QUAKED func_rotating (0 .5 .8) ? START_ON REVERSE X_AXIS Y_AXIS |
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You need to have an origin brush as part of this entity. The |
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center of that brush will be |
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the point around which it is rotated. It will rotate around the Z |
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axis by default. You can |
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check either the X_AXIS or Y_AXIS box to change that. |
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"speed" determines how fast it moves; default value is 100. |
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"dmg" damage to inflict when blocked (2 default) |
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REVERSE will cause the it to rotate in the opposite direction. |
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*/ |
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void CFuncRotating::Spawn() |
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{ |
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// set final pitch. Must not be PITCH_NORM, since we |
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// plan on pitch shifting later. |
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m_pitch = PITCH_NORM - 1; |
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// maintain compatibility with previous maps |
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if( m_flVolume == 0.0f ) |
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m_flVolume = 1.0f; |
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// if the designer didn't set a sound attenuation, default to one. |
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m_flAttenuation = ATTN_NORM; |
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if( FBitSet( pev->spawnflags, SF_BRUSH_ROTATE_SMALLRADIUS) ) |
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{ |
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m_flAttenuation = ATTN_IDLE; |
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} |
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else if( FBitSet( pev->spawnflags, SF_BRUSH_ROTATE_MEDIUMRADIUS ) ) |
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{ |
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m_flAttenuation = ATTN_STATIC; |
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} |
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else if( FBitSet( pev->spawnflags, SF_BRUSH_ROTATE_LARGERADIUS ) ) |
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{ |
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m_flAttenuation = ATTN_NORM; |
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} |
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// prevent divide by zero if level designer forgets friction! |
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if( m_flFanFriction == 0.0f ) |
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{ |
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m_flFanFriction = 1.0f; |
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} |
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if( FBitSet( pev->spawnflags, SF_BRUSH_ROTATE_Z_AXIS ) ) |
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pev->movedir = Vector( 0.0f, 0.0f, 1.0f ); |
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else if( FBitSet( pev->spawnflags, SF_BRUSH_ROTATE_X_AXIS ) ) |
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pev->movedir = Vector( 1.0f, 0.0f, 0.0f ); |
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else |
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pev->movedir = Vector( 0.0f, 1.0f, 0.0f ); // y-axis |
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// check for reverse rotation |
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if( FBitSet( pev->spawnflags, SF_BRUSH_ROTATE_BACKWARDS ) ) |
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pev->movedir = pev->movedir * -1.0f; |
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// some rotating objects like fake volumetric lights will not be solid. |
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if( FBitSet( pev->spawnflags, SF_ROTATING_NOT_SOLID ) ) |
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{ |
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pev->solid = SOLID_NOT; |
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pev->skin = CONTENTS_EMPTY; |
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pev->movetype = MOVETYPE_PUSH; |
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} |
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else |
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{ |
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pev->solid = SOLID_BSP; |
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pev->movetype = MOVETYPE_PUSH; |
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} |
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UTIL_SetOrigin( pev, pev->origin ); |
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SET_MODEL( ENT( pev ), STRING( pev->model ) ); |
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SetUse( &CFuncRotating::RotatingUse ); |
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// did level designer forget to assign speed? |
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if( pev->speed <= 0.0f ) |
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pev->speed = 0.0f; |
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// Removed this per level designers request. -- JAY |
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// if( pev->dmg == 0 ) |
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// pev->dmg = 2; |
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// instant-use brush? |
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if( FBitSet( pev->spawnflags, SF_BRUSH_ROTATE_INSTANT ) ) |
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{ |
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SetThink( &CBaseEntity::SUB_CallUseToggle ); |
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pev->nextthink = pev->ltime + 1.5f; // leave a magic delay for client to start up |
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} |
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// can this brush inflict pain? |
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if( FBitSet( pev->spawnflags, SF_BRUSH_HURT ) ) |
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{ |
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SetTouch( &CFuncRotating::HurtTouch ); |
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} |
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Precache(); |
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} |
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void CFuncRotating::Precache( void ) |
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{ |
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const char* szSoundFile = STRING( pev->message ); |
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BOOL NullSound = FALSE; |
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// set up fan sounds |
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if( !FStringNull( pev->message ) && szSoundFile[0] != '\0' ) |
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{ |
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// if a path is set for a wave, use it |
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} |
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else |
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{ |
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// otherwise use preset sound |
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switch( m_sounds ) |
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{ |
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case 1: |
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szSoundFile = "fans/fan1.wav"; |
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break; |
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case 2: |
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szSoundFile = "fans/fan2.wav"; |
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break; |
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case 3: |
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szSoundFile = "fans/fan3.wav"; |
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break; |
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case 4: |
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szSoundFile = "fans/fan4.wav"; |
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break; |
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case 5: |
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szSoundFile = "fans/fan5.wav"; |
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break; |
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case 0: |
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default: |
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szSoundFile = "common/null.wav"; |
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NullSound = TRUE; |
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break; |
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} |
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} |
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if( !NullSound ) |
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PRECACHE_SOUND( szSoundFile ); |
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pev->noiseRunning = MAKE_STRING( szSoundFile ); |
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if( pev->avelocity != g_vecZero ) |
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{ |
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// if fan was spinning, and we went through transition or save/restore, |
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// make sure we restart the sound. 1.5 sec delay is magic number. KDB |
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SetThink( &CFuncRotating::SpinUp ); |
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pev->nextthink = pev->ltime + 1.5f; |
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} |
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} |
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// |
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// Touch - will hurt others based on how fast the brush is spinning |
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// |
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void CFuncRotating::HurtTouch( CBaseEntity *pOther ) |
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{ |
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entvars_t *pevOther = pOther->pev; |
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// we can't hurt this thing, so we're not concerned with it |
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if( !pevOther->takedamage ) |
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return; |
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// calculate damage based on rotation speed |
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pev->dmg = pev->avelocity.Length() / 10; |
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pOther->TakeDamage( pev, pev, pev->dmg, DMG_CRUSH ); |
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pevOther->velocity = ( pevOther->origin - VecBModelOrigin( pev ) ).Normalize() * pev->dmg; |
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} |
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// |
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// RampPitchVol - ramp pitch and volume up to final values, based on difference |
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// between how fast we're going vs how fast we plan to go |
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// |
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#define FANPITCHMIN 30 |
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#define FANPITCHMAX 100 |
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void CFuncRotating::RampPitchVol( int fUp ) |
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{ |
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Vector vecAVel = pev->avelocity; |
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vec_t vecCur; |
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vec_t vecFinal; |
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float fpct; |
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float fvol; |
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float fpitch; |
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int pitch; |
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// get current angular velocity |
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vecCur = fabs( vecAVel.x != 0 ? vecAVel.x : ( vecAVel.y != 0 ? vecAVel.y : vecAVel.z ) ); |
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// get target angular velocity |
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vecFinal = ( pev->movedir.x != 0 ? pev->movedir.x : ( pev->movedir.y != 0 ? pev->movedir.y : pev->movedir.z ) ); |
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vecFinal *= pev->speed; |
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vecFinal = fabs( vecFinal ); |
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// calc volume and pitch as % of final vol and pitch |
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fpct = vecCur / vecFinal; |
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//if (fUp) |
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// fvol = m_flVolume * (0.5f + fpct/2.0f); // spinup volume ramps up from 50% max vol |
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//else |
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fvol = m_flVolume * fpct; // slowdown volume ramps down to 0 |
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fpitch = FANPITCHMIN + ( FANPITCHMAX - FANPITCHMIN ) * fpct; |
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pitch = (int)fpitch; |
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if( pitch == PITCH_NORM ) |
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pitch = PITCH_NORM - 1; |
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// change the fan's vol and pitch |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_STATIC, STRING( pev->noiseRunning ), |
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fvol, m_flAttenuation, SND_CHANGE_PITCH | SND_CHANGE_VOL, pitch ); |
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} |
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// |
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// SpinUp - accelerates a non-moving func_rotating up to it's speed |
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// |
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void CFuncRotating::SpinUp( void ) |
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{ |
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Vector vecAVel;//rotational velocity |
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pev->nextthink = pev->ltime + 0.1f; |
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pev->avelocity = pev->avelocity + ( pev->movedir * ( pev->speed * m_flFanFriction ) ); |
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vecAVel = pev->avelocity;// cache entity's rotational velocity |
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// if we've met or exceeded target speed, set target speed and stop thinking |
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if( fabs( vecAVel.x ) >= fabs( pev->movedir.x * pev->speed ) && |
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fabs( vecAVel.y ) >= fabs( pev->movedir.y * pev->speed ) && |
|
fabs( vecAVel.z ) >= fabs( pev->movedir.z * pev->speed ) ) |
|
{ |
|
pev->avelocity = pev->movedir * pev->speed;// set speed in case we overshot |
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_STATIC, STRING( pev->noiseRunning ), |
|
m_flVolume, m_flAttenuation, SND_CHANGE_PITCH | SND_CHANGE_VOL, FANPITCHMAX ); |
|
|
|
SetThink( &CFuncRotating::Rotate ); |
|
Rotate(); |
|
} |
|
else |
|
{ |
|
RampPitchVol( TRUE ); |
|
} |
|
} |
|
|
|
// |
|
// SpinDown - decelerates a moving func_rotating to a standstill. |
|
// |
|
void CFuncRotating::SpinDown( void ) |
|
{ |
|
Vector vecAVel;//rotational velocity |
|
vec_t vecdir; |
|
|
|
pev->nextthink = pev->ltime + 0.1f; |
|
|
|
pev->avelocity = pev->avelocity - ( pev->movedir * ( pev->speed * m_flFanFriction ) );//spin down slower than spinup |
|
|
|
vecAVel = pev->avelocity;// cache entity's rotational velocity |
|
|
|
if( pev->movedir.x != 0.0f ) |
|
vecdir = pev->movedir.x; |
|
else if( pev->movedir.y != 0.0f ) |
|
vecdir = pev->movedir.y; |
|
else |
|
vecdir = pev->movedir.z; |
|
|
|
// if we've met or exceeded target speed, set target speed and stop thinking |
|
// (note: must check for movedir > 0 or < 0) |
|
if( ( ( vecdir > 0.0f ) && ( vecAVel.x <= 0.0f && vecAVel.y <= 0.0f && vecAVel.z <= 0.0f ) ) || |
|
( ( vecdir < 0.0f ) && ( vecAVel.x >= 0.0f && vecAVel.y >= 0.0f && vecAVel.z >= 0.0f ) ) ) |
|
{ |
|
pev->avelocity = g_vecZero;// set speed in case we overshot |
|
|
|
// stop sound, we're done |
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_STATIC, STRING( pev->noiseRunning /* Stop */ ), |
|
0, 0, SND_STOP, (int)m_pitch ); |
|
|
|
SetThink( &CFuncRotating::Rotate ); |
|
Rotate(); |
|
} |
|
else |
|
{ |
|
RampPitchVol( FALSE ); |
|
} |
|
} |
|
|
|
void CFuncRotating::Rotate( void ) |
|
{ |
|
pev->nextthink = pev->ltime + 10.0f; |
|
} |
|
|
|
//========================================================= |
|
// Rotating Use - when a rotating brush is triggered |
|
//========================================================= |
|
void CFuncRotating::RotatingUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) |
|
{ |
|
// is this a brush that should accelerate and decelerate when turned on/off (fan)? |
|
if( FBitSet ( pev->spawnflags, SF_BRUSH_ACCDCC ) ) |
|
{ |
|
// fan is spinning, so stop it. |
|
if( pev->avelocity != g_vecZero ) |
|
{ |
|
SetThink( &CFuncRotating::SpinDown ); |
|
//EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, STRING( pev->noiseStop ), |
|
// m_flVolume, m_flAttenuation, 0, m_pitch ); |
|
|
|
pev->nextthink = pev->ltime + 0.1f; |
|
} |
|
else// fan is not moving, so start it |
|
{ |
|
SetThink( &CFuncRotating::SpinUp ); |
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_STATIC, STRING( pev->noiseRunning ), |
|
0.01f, m_flAttenuation, 0, FANPITCHMIN ); |
|
|
|
pev->nextthink = pev->ltime + 0.1f; |
|
} |
|
} |
|
else if( !FBitSet( pev->spawnflags, SF_BRUSH_ACCDCC ) )//this is a normal start/stop brush. |
|
{ |
|
if( pev->avelocity != g_vecZero ) |
|
{ |
|
// play stopping sound here |
|
SetThink( &CFuncRotating::SpinDown ); |
|
|
|
// EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, STRING( pev->noiseStop ), |
|
// m_flVolume, m_flAttenuation, 0, m_pitch ); |
|
|
|
pev->nextthink = pev->ltime + 0.1f; |
|
// pev->avelocity = g_vecZero; |
|
} |
|
else |
|
{ |
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_STATIC, STRING( pev->noiseRunning ), |
|
m_flVolume, m_flAttenuation, 0, FANPITCHMAX ); |
|
pev->avelocity = pev->movedir * pev->speed; |
|
|
|
SetThink( &CFuncRotating::Rotate ); |
|
Rotate(); |
|
} |
|
} |
|
} |
|
|
|
// |
|
// RotatingBlocked - An entity has blocked the brush |
|
// |
|
void CFuncRotating::Blocked( CBaseEntity *pOther ) |
|
{ |
|
pOther->TakeDamage( pev, pev, pev->dmg, DMG_CRUSH ); |
|
} |
|
//#endif |
|
class CPendulum : public CBaseEntity |
|
{ |
|
public: |
|
void Spawn( void ); |
|
void KeyValue( KeyValueData *pkvd ); |
|
void EXPORT Swing( void ); |
|
void EXPORT PendulumUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); |
|
void EXPORT Stop( void ); |
|
void Touch( CBaseEntity *pOther ); |
|
void EXPORT RopeTouch( CBaseEntity *pOther );// this touch func makes the pendulum a rope |
|
virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } |
|
virtual int Save( CSave &save ); |
|
virtual int Restore( CRestore &restore ); |
|
void Blocked( CBaseEntity *pOther ); |
|
|
|
static TYPEDESCRIPTION m_SaveData[]; |
|
|
|
float m_accel; // Acceleration |
|
float m_distance; |
|
float m_time; |
|
float m_damp; |
|
float m_maxSpeed; |
|
float m_dampSpeed; |
|
vec3_t m_center; |
|
vec3_t m_start; |
|
}; |
|
|
|
LINK_ENTITY_TO_CLASS( func_pendulum, CPendulum ) |
|
|
|
TYPEDESCRIPTION CPendulum::m_SaveData[] = |
|
{ |
|
DEFINE_FIELD( CPendulum, m_accel, FIELD_FLOAT ), |
|
DEFINE_FIELD( CPendulum, m_distance, FIELD_FLOAT ), |
|
DEFINE_FIELD( CPendulum, m_time, FIELD_TIME ), |
|
DEFINE_FIELD( CPendulum, m_damp, FIELD_FLOAT ), |
|
DEFINE_FIELD( CPendulum, m_maxSpeed, FIELD_FLOAT ), |
|
DEFINE_FIELD( CPendulum, m_dampSpeed, FIELD_FLOAT ), |
|
DEFINE_FIELD( CPendulum, m_center, FIELD_VECTOR ), |
|
DEFINE_FIELD( CPendulum, m_start, FIELD_VECTOR ), |
|
}; |
|
|
|
IMPLEMENT_SAVERESTORE( CPendulum, CBaseEntity ) |
|
|
|
void CPendulum::KeyValue( KeyValueData *pkvd ) |
|
{ |
|
if( FStrEq( pkvd->szKeyName, "distance" ) ) |
|
{ |
|
m_distance = atof( pkvd->szValue ); |
|
pkvd->fHandled = TRUE; |
|
} |
|
else if( FStrEq( pkvd->szKeyName, "damp" ) ) |
|
{ |
|
m_damp = atof( pkvd->szValue ) * 0.001f; |
|
pkvd->fHandled = TRUE; |
|
} |
|
else |
|
CBaseEntity::KeyValue( pkvd ); |
|
} |
|
|
|
void CPendulum::Spawn( void ) |
|
{ |
|
// set the axis of rotation |
|
CBaseToggle::AxisDir( pev ); |
|
|
|
if( FBitSet( 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( m_distance == 0 ) |
|
return; |
|
|
|
if( pev->speed == 0.0f ) |
|
pev->speed = 100.0f; |
|
|
|
m_accel = ( pev->speed * pev->speed ) / ( 2.0f * fabs( m_distance ) ); // Calculate constant acceleration from speed and distance |
|
m_maxSpeed = pev->speed; |
|
m_start = pev->angles; |
|
m_center = pev->angles + ( m_distance * 0.5f ) * pev->movedir; |
|
|
|
if( FBitSet( pev->spawnflags, SF_BRUSH_ROTATE_INSTANT ) ) |
|
{ |
|
SetThink( &CBaseEntity::SUB_CallUseToggle ); |
|
pev->nextthink = gpGlobals->time + 0.1f; |
|
} |
|
pev->speed = 0; |
|
SetUse( &CPendulum::PendulumUse ); |
|
|
|
if( FBitSet( pev->spawnflags, SF_PENDULUM_SWING ) ) |
|
{ |
|
SetTouch( &CPendulum::RopeTouch ); |
|
} |
|
} |
|
|
|
void CPendulum::PendulumUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) |
|
{ |
|
if( pev->speed ) // Pendulum is moving, stop it and auto-return if necessary |
|
{ |
|
if( FBitSet( pev->spawnflags, SF_PENDULUM_AUTO_RETURN ) ) |
|
{ |
|
float delta; |
|
|
|
delta = CBaseToggle::AxisDelta( pev->spawnflags, pev->angles, m_start ); |
|
|
|
pev->avelocity = m_maxSpeed * pev->movedir; |
|
pev->nextthink = pev->ltime + ( delta / m_maxSpeed ); |
|
SetThink( &CPendulum::Stop ); |
|
} |
|
else |
|
{ |
|
pev->speed = 0.0f; // Dead stop |
|
SetThink( NULL ); |
|
pev->avelocity = g_vecZero; |
|
} |
|
} |
|
else |
|
{ |
|
pev->nextthink = pev->ltime + 0.1f; // Start the pendulum moving |
|
m_time = gpGlobals->time; // Save time to calculate dt |
|
SetThink( &CPendulum::Swing ); |
|
m_dampSpeed = m_maxSpeed; |
|
} |
|
} |
|
|
|
void CPendulum::Stop( void ) |
|
{ |
|
pev->angles = m_start; |
|
pev->speed = 0.0f; |
|
SetThink( NULL ); |
|
pev->avelocity = g_vecZero; |
|
} |
|
|
|
void CPendulum::Blocked( CBaseEntity *pOther ) |
|
{ |
|
m_time = gpGlobals->time; |
|
} |
|
|
|
void CPendulum::Swing( void ) |
|
{ |
|
float delta, dt; |
|
|
|
delta = CBaseToggle::AxisDelta( pev->spawnflags, pev->angles, m_center ); |
|
dt = gpGlobals->time - m_time; // How much time has passed? |
|
m_time = gpGlobals->time; // Remember the last time called |
|
|
|
if( delta > 0.0f && m_accel > 0.0f ) |
|
pev->speed -= m_accel * dt; // Integrate velocity |
|
else |
|
pev->speed += m_accel * dt; |
|
|
|
if( pev->speed > m_maxSpeed ) |
|
pev->speed = m_maxSpeed; |
|
else if( pev->speed < -m_maxSpeed ) |
|
pev->speed = -m_maxSpeed; |
|
// scale the destdelta vector by the time spent traveling to get velocity |
|
pev->avelocity = pev->speed * pev->movedir; |
|
|
|
// Call this again |
|
pev->nextthink = pev->ltime + 0.1f; |
|
|
|
if( m_damp ) |
|
{ |
|
m_dampSpeed -= m_damp * m_dampSpeed * dt; |
|
if( m_dampSpeed < 30.0f ) |
|
{ |
|
pev->angles = m_center; |
|
pev->speed = 0; |
|
SetThink( NULL ); |
|
pev->avelocity = g_vecZero; |
|
} |
|
else if( pev->speed > m_dampSpeed ) |
|
pev->speed = m_dampSpeed; |
|
else if( pev->speed < -m_dampSpeed ) |
|
pev->speed = -m_dampSpeed; |
|
} |
|
} |
|
|
|
void CPendulum::Touch( CBaseEntity *pOther ) |
|
{ |
|
entvars_t *pevOther = pOther->pev; |
|
|
|
if( pev->dmg <= 0 ) |
|
return; |
|
|
|
// we can't hurt this thing, so we're not concerned with it |
|
if( !pevOther->takedamage ) |
|
return; |
|
|
|
// calculate damage based on rotation speed |
|
float damage = pev->dmg * pev->speed * 0.01f; |
|
|
|
if( damage < 0 ) |
|
damage = -damage; |
|
|
|
pOther->TakeDamage( pev, pev, damage, DMG_CRUSH ); |
|
|
|
pevOther->velocity = ( pevOther->origin - VecBModelOrigin( pev ) ).Normalize() * damage; |
|
} |
|
|
|
void CPendulum::RopeTouch( CBaseEntity *pOther ) |
|
{ |
|
entvars_t *pevOther = pOther->pev; |
|
|
|
if( !pOther->IsPlayer() ) |
|
{ |
|
// not a player! |
|
ALERT( at_console, "Not a client\n" ); |
|
return; |
|
} |
|
|
|
if( ENT( pevOther ) == pev->enemy ) |
|
{ |
|
// this player already on the rope. |
|
return; |
|
} |
|
|
|
pev->enemy = pOther->edict(); |
|
pevOther->velocity = g_vecZero; |
|
pevOther->movetype = MOVETYPE_NONE; |
|
}
|
|
|