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545 lines
14 KiB
545 lines
14 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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===== subs.cpp ======================================================== |
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frequently used global functions |
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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 "saverestore.h" |
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#include "nodes.h" |
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#include "doors.h" |
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extern CGraph WorldGraph; |
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extern BOOL FEntIsVisible( entvars_t *pev, entvars_t *pevTarget ); |
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extern DLL_GLOBAL int g_iSkillLevel; |
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// Landmark class |
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void CPointEntity::Spawn( void ) |
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{ |
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pev->solid = SOLID_NOT; |
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//UTIL_SetSize( pev, g_vecZero, g_vecZero ); |
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} |
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class CNullEntity : public CBaseEntity |
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{ |
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public: |
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void Spawn( void ); |
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}; |
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// Null Entity, remove on startup |
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void CNullEntity::Spawn( void ) |
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{ |
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REMOVE_ENTITY( ENT( pev ) ); |
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} |
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LINK_ENTITY_TO_CLASS( info_null, CNullEntity ) |
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class CBaseDMStart : public CPointEntity |
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{ |
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public: |
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void KeyValue( KeyValueData *pkvd ); |
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BOOL IsTriggered( CBaseEntity *pEntity ); |
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private: |
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}; |
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// These are the new entry points to entities. |
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LINK_ENTITY_TO_CLASS( info_player_deathmatch, CBaseDMStart ) |
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LINK_ENTITY_TO_CLASS( info_player_start, CPointEntity ) |
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LINK_ENTITY_TO_CLASS( info_landmark, CPointEntity ) |
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void CBaseDMStart::KeyValue( KeyValueData *pkvd ) |
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{ |
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if( FStrEq( pkvd->szKeyName, "master" ) ) |
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{ |
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pev->netname = ALLOC_STRING( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else |
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CPointEntity::KeyValue( pkvd ); |
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} |
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BOOL CBaseDMStart::IsTriggered( CBaseEntity *pEntity ) |
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{ |
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BOOL master = UTIL_IsMasterTriggered( pev->netname, pEntity ); |
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return master; |
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} |
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// This updates global tables that need to know about entities being removed |
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void CBaseEntity::UpdateOnRemove( void ) |
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{ |
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int i; |
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if( FBitSet( pev->flags, FL_GRAPHED ) ) |
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{ |
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// this entity was a LinkEnt in the world node graph, so we must remove it from |
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// the graph since we are removing it from the world. |
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for( i = 0; i < WorldGraph.m_cLinks; i++ ) |
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{ |
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if( WorldGraph.m_pLinkPool[i].m_pLinkEnt == pev ) |
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{ |
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// if this link has a link ent which is the same ent that is removing itself, remove it! |
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WorldGraph.m_pLinkPool[i].m_pLinkEnt = NULL; |
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} |
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} |
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} |
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if( pev->globalname ) |
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gGlobalState.EntitySetState( pev->globalname, GLOBAL_DEAD ); |
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} |
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// Convenient way to delay removing oneself |
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void CBaseEntity::SUB_Remove( void ) |
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{ |
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UpdateOnRemove(); |
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if( pev->health > 0 ) |
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{ |
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// this situation can screw up monsters who can't tell their entity pointers are invalid. |
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pev->health = 0; |
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ALERT( at_aiconsole, "SUB_Remove called on entity with health > 0\n" ); |
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} |
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REMOVE_ENTITY( ENT( pev ) ); |
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} |
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// Convenient way to explicitly do nothing (passed to functions that require a method) |
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void CBaseEntity::SUB_DoNothing( void ) |
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{ |
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} |
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// Global Savedata for Delay |
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TYPEDESCRIPTION CBaseDelay::m_SaveData[] = |
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{ |
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DEFINE_FIELD( CBaseDelay, m_flDelay, FIELD_FLOAT ), |
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DEFINE_FIELD( CBaseDelay, m_iszKillTarget, FIELD_STRING ), |
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}; |
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IMPLEMENT_SAVERESTORE( CBaseDelay, CBaseEntity ) |
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void CBaseDelay::KeyValue( KeyValueData *pkvd ) |
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{ |
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if( FStrEq( pkvd->szKeyName, "delay" ) ) |
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{ |
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m_flDelay = atof( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else if( FStrEq( pkvd->szKeyName, "killtarget" ) ) |
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{ |
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m_iszKillTarget = ALLOC_STRING( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else |
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{ |
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CBaseEntity::KeyValue( pkvd ); |
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} |
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} |
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/* |
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============================== |
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SUB_UseTargets |
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If self.delay is set, a DelayedUse entity will be created that will actually |
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do the SUB_UseTargets after that many seconds have passed. |
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Removes all entities with a targetname that match self.killtarget, |
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and removes them, so some events can remove other triggers. |
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Search for (string)targetname in all entities that |
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match (string)self.target and call their .use function (if they have one) |
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============================== |
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*/ |
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void CBaseEntity::SUB_UseTargets( CBaseEntity *pActivator, USE_TYPE useType, float value ) |
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{ |
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// |
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// fire targets |
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// |
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if( !FStringNull( pev->target ) ) |
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{ |
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FireTargets( STRING( pev->target ), pActivator, this, useType, value ); |
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} |
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} |
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void FireTargets( const char *targetName, CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) |
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{ |
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edict_t *pentTarget = NULL; |
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if( !targetName ) |
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return; |
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ALERT( at_aiconsole, "Firing: (%s)\n", targetName ); |
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for( ; ; ) |
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{ |
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pentTarget = FIND_ENTITY_BY_TARGETNAME( pentTarget, targetName ); |
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if( FNullEnt( pentTarget ) ) |
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break; |
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CBaseEntity *pTarget = CBaseEntity::Instance( pentTarget ); |
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if( pTarget && !( pTarget->pev->flags & FL_KILLME ) ) // Don't use dying ents |
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{ |
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ALERT( at_aiconsole, "Found: %s, firing (%s)\n", STRING( pTarget->pev->classname ), targetName ); |
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pTarget->Use( pActivator, pCaller, useType, value ); |
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} |
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} |
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} |
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LINK_ENTITY_TO_CLASS( DelayedUse, CBaseDelay ) |
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void CBaseDelay::SUB_UseTargets( CBaseEntity *pActivator, USE_TYPE useType, float value ) |
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{ |
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// |
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// exit immediatly if we don't have a target or kill target |
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// |
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if( FStringNull( pev->target ) && !m_iszKillTarget ) |
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return; |
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// |
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// check for a delay |
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// |
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if( m_flDelay != 0 ) |
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{ |
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// create a temp object to fire at a later time |
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CBaseDelay *pTemp = GetClassPtr( (CBaseDelay *)NULL ); |
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pTemp->pev->classname = MAKE_STRING( "DelayedUse" ); |
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pTemp->pev->nextthink = gpGlobals->time + m_flDelay; |
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pTemp->SetThink( &CBaseDelay::DelayThink ); |
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// Save the useType |
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pTemp->pev->button = (int)useType; |
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pTemp->m_iszKillTarget = m_iszKillTarget; |
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pTemp->m_flDelay = 0; // prevent "recursion" |
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pTemp->pev->target = pev->target; |
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// HACKHACK |
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// This wasn't in the release build of Half-Life. We should have moved m_hActivator into this class |
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// but changing member variable hierarchy would break save/restore without some ugly code. |
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// This code is not as ugly as that code |
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if( pActivator && pActivator->IsPlayer() ) // If a player activates, then save it |
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{ |
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pTemp->pev->owner = pActivator->edict(); |
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} |
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else |
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{ |
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pTemp->pev->owner = NULL; |
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} |
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return; |
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} |
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// |
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// kill the killtargets |
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// |
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if( m_iszKillTarget ) |
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{ |
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edict_t *pentKillTarget = NULL; |
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ALERT( at_aiconsole, "KillTarget: %s\n", STRING( m_iszKillTarget ) ); |
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pentKillTarget = FIND_ENTITY_BY_TARGETNAME( NULL, STRING( m_iszKillTarget ) ); |
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while( !FNullEnt(pentKillTarget) ) |
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{ |
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UTIL_Remove( CBaseEntity::Instance( pentKillTarget ) ); |
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ALERT( at_aiconsole, "killing %s\n", STRING( pentKillTarget->v.classname ) ); |
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pentKillTarget = FIND_ENTITY_BY_TARGETNAME( pentKillTarget, STRING( m_iszKillTarget ) ); |
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} |
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} |
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// |
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// fire targets |
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// |
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if( !FStringNull( pev->target ) ) |
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{ |
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FireTargets( STRING( pev->target ), pActivator, this, useType, value ); |
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} |
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} |
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/* |
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void CBaseDelay::SUB_UseTargetsEntMethod( void ) |
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{ |
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SUB_UseTargets( pev ); |
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} |
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*/ |
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/* |
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QuakeEd only writes a single float for angles (bad idea), so up and down are |
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just constant angles. |
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*/ |
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void SetMovedir( entvars_t *pev ) |
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{ |
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if( pev->angles == Vector( 0, -1, 0 ) ) |
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{ |
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pev->movedir = Vector( 0, 0, 1 ); |
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} |
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else if (pev->angles == Vector( 0, -2, 0 ) ) |
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{ |
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pev->movedir = Vector( 0, 0, -1 ); |
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} |
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else |
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{ |
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UTIL_MakeVectors( pev->angles ); |
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pev->movedir = gpGlobals->v_forward; |
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} |
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pev->angles = g_vecZero; |
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} |
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void CBaseDelay::DelayThink( void ) |
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{ |
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CBaseEntity *pActivator = NULL; |
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if( pev->owner != NULL ) // A player activated this on delay |
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{ |
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pActivator = CBaseEntity::Instance( pev->owner ); |
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} |
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// The use type is cached (and stashed) in pev->button |
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SUB_UseTargets( pActivator, (USE_TYPE)pev->button, 0 ); |
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REMOVE_ENTITY( ENT( pev ) ); |
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} |
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// Global Savedata for Toggle |
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TYPEDESCRIPTION CBaseToggle::m_SaveData[] = |
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{ |
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DEFINE_FIELD( CBaseToggle, m_toggle_state, FIELD_INTEGER ), |
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DEFINE_FIELD( CBaseToggle, m_flActivateFinished, FIELD_TIME ), |
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DEFINE_FIELD( CBaseToggle, m_flMoveDistance, FIELD_FLOAT ), |
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DEFINE_FIELD( CBaseToggle, m_flWait, FIELD_FLOAT ), |
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DEFINE_FIELD( CBaseToggle, m_flLip, FIELD_FLOAT ), |
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DEFINE_FIELD( CBaseToggle, m_flTWidth, FIELD_FLOAT ), |
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DEFINE_FIELD( CBaseToggle, m_flTLength, FIELD_FLOAT ), |
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DEFINE_FIELD( CBaseToggle, m_vecPosition1, FIELD_POSITION_VECTOR ), |
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DEFINE_FIELD( CBaseToggle, m_vecPosition2, FIELD_POSITION_VECTOR ), |
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DEFINE_FIELD( CBaseToggle, m_vecAngle1, FIELD_VECTOR ), // UNDONE: Position could go through transition, but also angle? |
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DEFINE_FIELD( CBaseToggle, m_vecAngle2, FIELD_VECTOR ), // UNDONE: Position could go through transition, but also angle? |
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DEFINE_FIELD( CBaseToggle, m_cTriggersLeft, FIELD_INTEGER ), |
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DEFINE_FIELD( CBaseToggle, m_flHeight, FIELD_FLOAT ), |
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DEFINE_FIELD( CBaseToggle, m_hActivator, FIELD_EHANDLE ), |
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DEFINE_FIELD( CBaseToggle, m_pfnCallWhenMoveDone, FIELD_FUNCTION ), |
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DEFINE_FIELD( CBaseToggle, m_vecFinalDest, FIELD_POSITION_VECTOR ), |
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DEFINE_FIELD( CBaseToggle, m_vecFinalAngle, FIELD_VECTOR ), |
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DEFINE_FIELD( CBaseToggle, m_sMaster, FIELD_STRING), |
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DEFINE_FIELD( CBaseToggle, m_bitsDamageInflict, FIELD_INTEGER ), // damage type inflicted |
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}; |
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IMPLEMENT_SAVERESTORE( CBaseToggle, CBaseAnimating ) |
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void CBaseToggle::KeyValue( KeyValueData *pkvd ) |
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{ |
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if( FStrEq(pkvd->szKeyName, "lip" ) ) |
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{ |
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m_flLip = atof( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else if( FStrEq( pkvd->szKeyName, "wait" ) ) |
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{ |
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m_flWait = atof( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else if( FStrEq( pkvd->szKeyName, "master" ) ) |
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{ |
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m_sMaster = ALLOC_STRING( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else if( FStrEq( pkvd->szKeyName, "distance" ) ) |
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{ |
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m_flMoveDistance = atof( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else |
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CBaseDelay::KeyValue( pkvd ); |
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} |
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/* |
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============= |
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LinearMove |
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calculate pev->velocity and pev->nextthink to reach vecDest from |
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pev->origin traveling at flSpeed |
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=============== |
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*/ |
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void CBaseToggle::LinearMove( Vector vecDest, float flSpeed ) |
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{ |
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ASSERTSZ( flSpeed != 0, "LinearMove: no speed is defined!" ); |
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//ASSERTSZ( m_pfnCallWhenMoveDone != NULL, "LinearMove: no post-move function defined" ); |
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m_vecFinalDest = vecDest; |
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// Already there? |
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if( vecDest == pev->origin ) |
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{ |
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LinearMoveDone(); |
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return; |
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} |
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// set destdelta to the vector needed to move |
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Vector vecDestDelta = vecDest - pev->origin; |
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// divide vector length by speed to get time to reach dest |
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float flTravelTime = vecDestDelta.Length() / flSpeed; |
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// set nextthink to trigger a call to LinearMoveDone when dest is reached |
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pev->nextthink = pev->ltime + flTravelTime; |
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SetThink( &CBaseToggle::LinearMoveDone ); |
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// scale the destdelta vector by the time spent traveling to get velocity |
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pev->velocity = vecDestDelta / flTravelTime; |
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} |
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/* |
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============ |
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After moving, set origin to exact final destination, call "move done" function |
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============ |
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*/ |
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void CBaseToggle::LinearMoveDone( void ) |
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{ |
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Vector delta = m_vecFinalDest - pev->origin; |
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float error = delta.Length(); |
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if( error > 0.03125 ) |
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{ |
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LinearMove( m_vecFinalDest, 100 ); |
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return; |
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} |
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UTIL_SetOrigin( pev, m_vecFinalDest ); |
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pev->velocity = g_vecZero; |
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pev->nextthink = -1; |
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if( m_pfnCallWhenMoveDone ) |
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( this->*m_pfnCallWhenMoveDone )(); |
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} |
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BOOL CBaseToggle::IsLockedByMaster( void ) |
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{ |
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if( m_sMaster && !UTIL_IsMasterTriggered( m_sMaster, m_hActivator ) ) |
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return TRUE; |
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else |
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return FALSE; |
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} |
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/* |
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============= |
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AngularMove |
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calculate pev->velocity and pev->nextthink to reach vecDest from |
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pev->origin traveling at flSpeed |
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Just like LinearMove, but rotational. |
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=============== |
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*/ |
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void CBaseToggle::AngularMove( Vector vecDestAngle, float flSpeed ) |
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{ |
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ASSERTSZ( flSpeed != 0, "AngularMove: no speed is defined!" ); |
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//ASSERTSZ( m_pfnCallWhenMoveDone != NULL, "AngularMove: no post-move function defined" ); |
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m_vecFinalAngle = vecDestAngle; |
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// Already there? |
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if( vecDestAngle == pev->angles ) |
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{ |
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AngularMoveDone(); |
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return; |
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} |
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// set destdelta to the vector needed to move |
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Vector vecDestDelta = vecDestAngle - pev->angles; |
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// divide by speed to get time to reach dest |
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float flTravelTime = vecDestDelta.Length() / flSpeed; |
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// set nextthink to trigger a call to AngularMoveDone when dest is reached |
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pev->nextthink = pev->ltime + flTravelTime; |
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SetThink( &CBaseToggle::AngularMoveDone ); |
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// scale the destdelta vector by the time spent traveling to get velocity |
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pev->avelocity = vecDestDelta / flTravelTime; |
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} |
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/* |
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============ |
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After rotating, set angle to exact final angle, call "move done" function |
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============ |
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*/ |
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void CBaseToggle::AngularMoveDone( void ) |
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{ |
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pev->angles = m_vecFinalAngle; |
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pev->avelocity = g_vecZero; |
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pev->nextthink = -1; |
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if( m_pfnCallWhenMoveDone ) |
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( this->*m_pfnCallWhenMoveDone )(); |
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} |
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float CBaseToggle::AxisValue( int flags, const Vector &angles ) |
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{ |
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if( FBitSet( flags, SF_DOOR_ROTATE_Z ) ) |
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return angles.z; |
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if( FBitSet( flags, SF_DOOR_ROTATE_X ) ) |
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return angles.x; |
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return angles.y; |
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} |
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void CBaseToggle::AxisDir( entvars_t *pev ) |
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{ |
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if( FBitSet( pev->spawnflags, SF_DOOR_ROTATE_Z ) ) |
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pev->movedir = Vector( 0, 0, 1 ); // around z-axis |
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else if( FBitSet( pev->spawnflags, SF_DOOR_ROTATE_X ) ) |
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pev->movedir = Vector( 1, 0, 0 ); // around x-axis |
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else |
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pev->movedir = Vector( 0, 1, 0 ); // around y-axis |
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} |
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float CBaseToggle::AxisDelta( int flags, const Vector &angle1, const Vector &angle2 ) |
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{ |
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if( FBitSet( flags, SF_DOOR_ROTATE_Z ) ) |
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return angle1.z - angle2.z; |
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if( FBitSet( flags, SF_DOOR_ROTATE_X ) ) |
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return angle1.x - angle2.x; |
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return angle1.y - angle2.y; |
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} |
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/* |
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============= |
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FEntIsVisible |
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returns TRUE if the passed entity is visible to caller, even if not infront () |
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============= |
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*/ |
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BOOL FEntIsVisible( entvars_t *pev, entvars_t *pevTarget) |
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{ |
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Vector vecSpot1 = pev->origin + pev->view_ofs; |
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Vector vecSpot2 = pevTarget->origin + pevTarget->view_ofs; |
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TraceResult tr; |
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UTIL_TraceLine( vecSpot1, vecSpot2, ignore_monsters, ENT( pev ), &tr ); |
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if( tr.fInOpen && tr.fInWater ) |
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return FALSE; // sight line crossed contents |
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if( tr.flFraction == 1 ) |
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return TRUE; |
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return FALSE; |
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}
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