Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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//=========================================
// NEW file for Spirit of Half-Life 0.7
// Created 14/01/02
//=========================================
// Spirit of Half-Life's particle system uses "locus triggers" to tell
// entities where to perform their actions.
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "locus.h"
#include "effects.h"
#include "decals.h"
Vector CalcLocus_Position( CBaseEntity *pEntity, CBaseEntity *pLocus, const char *szText )
{
if ((*szText >= '0' && *szText <= '9') || *szText == '-')
{ // it's a vector
Vector tmp;
UTIL_StringToRandomVector( (float *)tmp, szText );
return tmp;
}
CBaseEntity *pCalc = UTIL_FindEntityByTargetname(NULL, szText, pLocus);
if (pCalc != NULL)
{
return pCalc->CalcPosition( pLocus );
}
ALERT(at_error, "%s \"%s\" has bad or missing calc_position value \"%s\"\n", STRING(pEntity->pev->classname), STRING(pEntity->pev->targetname), szText);
return g_vecZero;
}
Vector CalcLocus_Velocity( CBaseEntity *pEntity, CBaseEntity *pLocus, const char *szText )
{
if ((*szText >= '0' && *szText <= '9') || *szText == '-')
{ // it's a vector
Vector tmp;
UTIL_StringToRandomVector( (float *)tmp, szText );
return tmp;
}
CBaseEntity *pCalc = UTIL_FindEntityByTargetname(NULL, szText, pLocus);
if (pCalc != NULL)
return pCalc->CalcVelocity( pLocus );
ALERT(at_error, "%s \"%s\" has bad or missing calc_velocity value \"%s\"\n", STRING(pEntity->pev->classname), STRING(pEntity->pev->targetname), szText);
return g_vecZero;
}
float CalcLocus_Ratio( CBaseEntity *pLocus, const char *szText )
{
if ((*szText >= '0' && *szText <= '9') || *szText == '-')
{ // assume it's a float
return atof( szText );
}
CBaseEntity *pCalc = UTIL_FindEntityByTargetname(NULL, szText, pLocus);
if (pCalc != NULL)
return pCalc->CalcRatio( pLocus );
ALERT(at_error, "Bad or missing calc_ratio entity \"%s\"\n", szText);
return 0; // we need some signal for "fail". NaN, maybe?
}
//=============================================
//locus_x effects
//=============================================
// Entity variable
class CLocusAlias : public CBaseAlias
{
public:
void PostSpawn( void );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
CBaseEntity *FollowAlias( CBaseEntity *pFrom );
void FlushChanges( void );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
EHANDLE m_hValue;
EHANDLE m_hChangeTo;
};
TYPEDESCRIPTION CLocusAlias::m_SaveData[] =
{
DEFINE_FIELD( CLocusAlias, m_hValue, FIELD_EHANDLE),
DEFINE_FIELD( CLocusAlias, m_hChangeTo, FIELD_EHANDLE),
};
LINK_ENTITY_TO_CLASS( locus_alias, CLocusAlias );
IMPLEMENT_SAVERESTORE( CLocusAlias, CBaseAlias );
void CLocusAlias::PostSpawn( void )
{
m_hValue = UTIL_FindEntityByTargetname( NULL, STRING(pev->netname) );
}
void CLocusAlias::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
m_hChangeTo = pActivator;
UTIL_AddToAliasList( this );
}
void CLocusAlias::FlushChanges( void )
{
m_hValue = m_hChangeTo;
m_hChangeTo = NULL;
}
CBaseEntity *CLocusAlias::FollowAlias( CBaseEntity *pFrom )
{
if (m_hValue == 0)
return NULL;
else if ( pFrom == NULL || (OFFSET(m_hValue->pev) > OFFSET(pFrom->pev)) )
{
// ALERT(at_console, "LocusAlias returns %s: %f %f %f\n", STRING(m_pValue->pev->targetname), m_pValue->pev->origin.x, m_pValue->pev->origin.y, m_pValue->pev->origin.z);
return m_hValue;
}
else
return NULL;
}
// Beam maker
#define BEAM_FSINE 0x10
#define BEAM_FSOLID 0x20
#define BEAM_FSHADEIN 0x40
#define BEAM_FSHADEOUT 0x80
#define SF_LBEAM_SHADEIN 128
#define SF_LBEAM_SHADEOUT 256
#define SF_LBEAM_SOLID 512
#define SF_LBEAM_SINE 1024
class CLocusBeam : public CPointEntity
{
public:
void Spawn( void );
void Precache( void );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void KeyValue( KeyValueData *pkvd );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
int m_iszSprite;
int m_iszTargetName;
int m_iszStart;
int m_iszEnd;
int m_iWidth;
int m_iDistortion;
float m_fFrame;
int m_iScrollRate;
float m_fDuration;
float m_fDamage;
int m_iDamageType;
int m_iFlags;
};
TYPEDESCRIPTION CLocusBeam::m_SaveData[] =
{
DEFINE_FIELD( CLocusBeam, m_iszSprite, FIELD_STRING),
DEFINE_FIELD( CLocusBeam, m_iszTargetName, FIELD_STRING),
DEFINE_FIELD( CLocusBeam, m_iszStart, FIELD_STRING),
DEFINE_FIELD( CLocusBeam, m_iszEnd, FIELD_STRING),
DEFINE_FIELD( CLocusBeam, m_iWidth, FIELD_INTEGER),
DEFINE_FIELD( CLocusBeam, m_iDistortion, FIELD_INTEGER),
DEFINE_FIELD( CLocusBeam, m_fFrame, FIELD_FLOAT),
DEFINE_FIELD( CLocusBeam, m_iScrollRate, FIELD_INTEGER),
DEFINE_FIELD( CLocusBeam, m_fDuration, FIELD_FLOAT),
DEFINE_FIELD( CLocusBeam, m_fDamage, FIELD_FLOAT),
DEFINE_FIELD( CLocusBeam, m_iDamageType, FIELD_INTEGER),
DEFINE_FIELD( CLocusBeam, m_iFlags, FIELD_INTEGER),
};
LINK_ENTITY_TO_CLASS( locus_beam, CLocusBeam );
IMPLEMENT_SAVERESTORE(CLocusBeam,CPointEntity);
void CLocusBeam :: KeyValue( KeyValueData *pkvd )
{
if (FStrEq(pkvd->szKeyName, "m_iszSprite"))
{
m_iszSprite = ALLOC_STRING(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_iszTargetName"))
{
m_iszTargetName = ALLOC_STRING(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_iszStart"))
{
m_iszStart = ALLOC_STRING(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_iszEnd"))
{
m_iszEnd = ALLOC_STRING(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_iWidth"))
{
m_iWidth = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_iDistortion"))
{
m_iDistortion = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_fFrame"))
{
m_fFrame = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_iScrollRate"))
{
m_iScrollRate = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_fDuration"))
{
m_fDuration = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_fDamage"))
{
m_fDamage = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_iDamageType"))
{
m_iDamageType = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else
CBaseEntity::KeyValue( pkvd );
}
void CLocusBeam :: Precache ( void )
{
PRECACHE_MODEL ( STRING(m_iszSprite) );
}
void CLocusBeam::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
CBaseEntity *pStartEnt;
CBaseEntity *pEndEnt;
Vector vecStartPos;
Vector vecEndPos;
CBeam *pBeam;
switch(pev->impulse)
{
case 0: // ents
pStartEnt = UTIL_FindEntityByTargetname(NULL, STRING(m_iszStart), pActivator);
pEndEnt = UTIL_FindEntityByTargetname(NULL, STRING(m_iszEnd), pActivator);
if (pStartEnt == NULL || pEndEnt == NULL)
return;
pBeam = CBeam::BeamCreate( STRING(m_iszSprite), m_iWidth );
pBeam->EntsInit( pStartEnt->entindex(), pEndEnt->entindex() );
break;
case 1: // pointent
vecStartPos = CalcLocus_Position( this, pActivator, STRING(m_iszStart) );
pEndEnt = UTIL_FindEntityByTargetname(NULL, STRING(m_iszEnd), pActivator);
if (pEndEnt == NULL)
return;
pBeam = CBeam::BeamCreate( STRING(m_iszSprite), m_iWidth );
pBeam->PointEntInit( vecStartPos, pEndEnt->entindex() );
break;
case 2: // points
vecStartPos = CalcLocus_Position( this, pActivator, STRING(m_iszStart) );
vecEndPos = CalcLocus_Position( this, pActivator, STRING(m_iszEnd) );
pBeam = CBeam::BeamCreate( STRING(m_iszSprite), m_iWidth );
pBeam->PointsInit( vecStartPos, vecEndPos );
break;
case 3: // point & offset
vecStartPos = CalcLocus_Position( this, pActivator, STRING(m_iszStart) );
vecEndPos = CalcLocus_Velocity( this, pActivator, STRING(m_iszEnd) );
pBeam = CBeam::BeamCreate( STRING(m_iszSprite), m_iWidth );
pBeam->PointsInit( vecStartPos, vecStartPos + vecEndPos );
break;
}
pBeam->SetColor( pev->rendercolor.x, pev->rendercolor.y, pev->rendercolor.z );
pBeam->SetBrightness( pev->renderamt );
pBeam->SetNoise( m_iDistortion );
pBeam->SetFrame( m_fFrame );
pBeam->SetScrollRate( m_iScrollRate );
pBeam->SetFlags( m_iFlags );
pBeam->pev->dmg = m_fDamage;
pBeam->pev->frags = m_iDamageType;
pBeam->pev->spawnflags |= pev->spawnflags & (SF_BEAM_RING |
SF_BEAM_SPARKSTART | SF_BEAM_SPARKEND | SF_BEAM_DECALS);
if (m_fDuration)
{
pBeam->SetThink(&CBeam:: SUB_Remove );
pBeam->SetNextThink( m_fDuration );
}
pBeam->pev->targetname = m_iszTargetName;
if (pev->target)
{
FireTargets( STRING(pev->target), pBeam, this, USE_TOGGLE, 0 );
}
}
void CLocusBeam::Spawn( void )
{
Precache();
m_iFlags = 0;
if (pev->spawnflags & SF_LBEAM_SHADEIN)
m_iFlags |= BEAM_FSHADEIN;
if (pev->spawnflags & SF_LBEAM_SHADEOUT)
m_iFlags |= BEAM_FSHADEOUT;
if (pev->spawnflags & SF_LBEAM_SINE)
m_iFlags |= BEAM_FSINE;
if (pev->spawnflags & SF_LBEAM_SOLID)
m_iFlags |= BEAM_FSOLID;
}
//=============================================
//calc_x entities
//=============================================
class CCalcPosition : public CPointEntity
{
public:
Vector CalcPosition( CBaseEntity *pLocus );
};
LINK_ENTITY_TO_CLASS( calc_position, CCalcPosition );
Vector CCalcPosition::CalcPosition( CBaseEntity *pLocus )
{
CBaseEntity *pSubject = UTIL_FindEntityByTargetname(NULL, STRING(pev->netname), pLocus);
Vector vecOffset = CalcLocus_Velocity( this, pLocus, STRING(pev->message));
Vector vecPosition;
Vector vecJunk;
Vector vecResult;
switch (pev->impulse)
{
case 1: //eyes
vecResult = vecOffset + pSubject->EyePosition();
//ALERT(at_console, "calc_subpos returns %f %f %f\n", vecResult.x, vecResult.y, vecResult.z);
return vecResult;
//return vecOffset + pLocus->EyePosition();
case 2: // top
return vecOffset + pSubject->pev->origin + Vector(
(pSubject->pev->mins.x + pSubject->pev->maxs.x)/2,
(pSubject->pev->mins.y + pSubject->pev->maxs.y)/2,
pSubject->pev->maxs.z
);
case 3: // centre
return vecOffset + pSubject->pev->origin + Vector(
(pSubject->pev->mins.x + pSubject->pev->maxs.x)/2,
(pSubject->pev->mins.y + pSubject->pev->maxs.y)/2,
(pSubject->pev->mins.z + pSubject->pev->maxs.z)/2
);
case 4: // bottom
return vecOffset + pSubject->pev->origin + Vector(
(pSubject->pev->mins.x + pSubject->pev->maxs.x)/2,
(pSubject->pev->mins.y + pSubject->pev->maxs.y)/2,
pSubject->pev->mins.z
);
case 5:
// this could cause problems.
// is there a good way to check whether it's really a CBaseAnimating?
((CBaseAnimating*)pSubject)->GetAttachment( 0, vecPosition, vecJunk );
return vecOffset + vecPosition;
case 6:
((CBaseAnimating*)pSubject)->GetAttachment( 1, vecPosition, vecJunk );
return vecOffset + vecPosition;
case 7:
((CBaseAnimating*)pSubject)->GetAttachment( 2, vecPosition, vecJunk );
return vecOffset + vecPosition;
case 8:
((CBaseAnimating*)pSubject)->GetAttachment( 3, vecPosition, vecJunk );
return vecOffset + vecPosition;
case 9:
return vecOffset + pSubject->pev->origin + Vector(
RANDOM_FLOAT(pSubject->pev->mins.x, pSubject->pev->maxs.x),
RANDOM_FLOAT(pSubject->pev->mins.y, pSubject->pev->maxs.y),
RANDOM_FLOAT(pSubject->pev->mins.z, pSubject->pev->maxs.z)
);
default:
return vecOffset + pSubject->pev->origin;
}
}
//=======================================================
class CCalcRatio : public CPointEntity
{
public:
float CalcRatio( CBaseEntity *pLocus );
};
LINK_ENTITY_TO_CLASS( calc_ratio, CCalcRatio );
float CCalcRatio::CalcRatio( CBaseEntity *pLocus )
{
float fBasis = CalcLocus_Ratio( pLocus, STRING(pev->target));
switch (pev->impulse)
{
case 1: fBasis = 1-fBasis; break; //reversed
case 2: fBasis = -fBasis; break; //negative
case 3: fBasis = 1/fBasis; break; //reciprocal
}
fBasis += CalcLocus_Ratio( pLocus, STRING(pev->netname));
fBasis = fBasis * CalcLocus_Ratio( pLocus, STRING(pev->message));
if (!FStringNull(pev->noise))
{
float fMin = CalcLocus_Ratio( pLocus, STRING(pev->noise));
if (!FStringNull(pev->noise1))
{
float fMax = CalcLocus_Ratio( pLocus, STRING(pev->noise1));
if (fBasis >= fMin && fBasis <= fMax)
return fBasis;
switch ((int)pev->frags)
{
case 0:
if (fBasis < fMin)
return fMin;
else
return fMax;
case 1:
while (fBasis < fMin)
fBasis += fMax - fMin;
while (fBasis > fMax)
fBasis -= fMax - fMin;
return fBasis;
case 2:
while (fBasis < fMin || fBasis > fMax)
{
if (fBasis < fMin)
fBasis = fMin + fMax - fBasis;
else
fBasis = fMax + fMax - fBasis;
}
return fBasis;
}
}
if (fBasis > fMin)
return fBasis;
else
return fMin; // crop to nearest value
}
else if (!FStringNull(pev->noise1))
{
float fMax = CalcLocus_Ratio( pLocus, STRING(pev->noise1));
if (fBasis < fMax)
return fBasis;
else
return fMax; // crop to nearest value
}
else
return fBasis;
}
//=======================================================
#define SF_CALCVELOCITY_NORMALIZE 1
#define SF_CALCVELOCITY_SWAPZ 2
class CCalcSubVelocity : public CPointEntity
{
Vector Convert( CBaseEntity *pLocus, Vector vecVel );
Vector ConvertAngles( CBaseEntity *pLocus, Vector vecAngles );
public:
Vector CalcVelocity( CBaseEntity *pLocus );
};
LINK_ENTITY_TO_CLASS( calc_subvelocity, CCalcSubVelocity );
Vector CCalcSubVelocity::CalcVelocity( CBaseEntity *pLocus )
{
pLocus = UTIL_FindEntityByTargetname( NULL, STRING(pev->netname), pLocus );
Vector vecAngles;
Vector vecJunk;
switch (pev->impulse)
{
case 1: //angles
return ConvertAngles( pLocus, pLocus->pev->angles );
case 2: //v_angle
return ConvertAngles( pLocus, pLocus->pev->v_angle );
case 5:
// this could cause problems.
// is there a good way to check whether it's really a CBaseAnimating?
((CBaseAnimating*)pLocus)->GetAttachment( 0, vecJunk, vecAngles );
return ConvertAngles( pLocus, vecAngles );
case 6:
((CBaseAnimating*)pLocus)->GetAttachment( 1, vecJunk, vecAngles );
return ConvertAngles( pLocus, vecAngles );
case 7:
((CBaseAnimating*)pLocus)->GetAttachment( 2, vecJunk, vecAngles );
return ConvertAngles( pLocus, vecAngles );
case 8:
((CBaseAnimating*)pLocus)->GetAttachment( 3, vecJunk, vecAngles );
return ConvertAngles( pLocus, vecAngles );
default:
return Convert( pLocus, pLocus->pev->velocity );
}
}
Vector CCalcSubVelocity::Convert( CBaseEntity *pLocus, Vector vecDir )
{
if (pev->spawnflags & SF_CALCVELOCITY_NORMALIZE)
vecDir = vecDir.Normalize();
float fRatio = CalcLocus_Ratio( pLocus, STRING(pev->noise) );
Vector vecOffset = CalcLocus_Velocity( this, pLocus, STRING(pev->message));
Vector vecResult = vecOffset + (vecDir*fRatio);
if (pev->spawnflags & SF_CALCVELOCITY_SWAPZ)
vecResult.z = -vecResult.z;
// ALERT(at_console, "calc_subvel returns (%f %f %f) = (%f %f %f) + ((%f %f %f) * %f)\n", vecResult.x, vecResult.y, vecResult.z, vecOffset.x, vecOffset.y, vecOffset.z, vecDir.x, vecDir.y, vecDir.z, fRatio);
return vecResult;
}
Vector CCalcSubVelocity::ConvertAngles( CBaseEntity *pLocus, Vector vecAngles )
{
UTIL_MakeVectors( vecAngles );
return Convert( pLocus, gpGlobals->v_forward );
}
//=======================================================
class CCalcVelocityPath : public CPointEntity
{
public:
Vector CalcVelocity( CBaseEntity *pLocus );
};
LINK_ENTITY_TO_CLASS( calc_velocity_path, CCalcVelocityPath );
Vector CCalcVelocityPath::CalcVelocity( CBaseEntity *pLocus )
{
Vector vecStart = CalcLocus_Position( this, pLocus, STRING(pev->target) );
// ALERT(at_console, "vecStart %f %f %f\n", vecStart.x, vecStart.y, vecStart.z);
Vector vecOffs;
float fFactor = CalcLocus_Ratio( pLocus, STRING(pev->noise) );
switch ((int)pev->armorvalue)
{
case 0:
vecOffs = CalcLocus_Position( this, pLocus, STRING(pev->netname) ) - vecStart;
break;
case 1:
vecOffs = CalcLocus_Velocity( this, pLocus, STRING(pev->netname) );
break;
}
// ALERT(at_console, "vecOffs %f %f %f\n", vecOffs.x, vecOffs.y, vecOffs.z);
if (pev->health)
{
float len = vecOffs.Length();
switch ((int)pev->health)
{
case 1:
vecOffs = vecOffs/len;
break;
case 2:
vecOffs = vecOffs/(len*len);
break;
case 3:
vecOffs = vecOffs/(len*len*len);
break;
case 4:
vecOffs = vecOffs*len;
break;
}
}
vecOffs = vecOffs * fFactor;
if (pev->frags)
{
TraceResult tr;
IGNORE_GLASS iIgnoreGlass = ignore_glass;
IGNORE_MONSTERS iIgnoreMonsters = ignore_monsters;
switch ((int)pev->frags)
{
case 2:
iIgnoreGlass = dont_ignore_glass;
break;
case 4:
iIgnoreGlass = dont_ignore_glass;
// fall through
case 3:
iIgnoreMonsters = dont_ignore_monsters;
break;
}
UTIL_TraceLine( vecStart, vecStart+vecOffs, iIgnoreMonsters, iIgnoreGlass, NULL, &tr );
vecOffs = tr.vecEndPos - vecStart;
}
// ALERT(at_console, "path: %f %f %f\n", vecOffs.x, vecOffs.y, vecOffs.z);
return vecOffs;
}
//=======================================================
class CCalcVelocityPolar : public CPointEntity
{
public:
Vector CalcVelocity( CBaseEntity *pLocus );
};
LINK_ENTITY_TO_CLASS( calc_velocity_polar, CCalcVelocityPolar );
Vector CCalcVelocityPolar::CalcVelocity( CBaseEntity *pLocus )
{
Vector vecBasis = CalcLocus_Velocity( this, pLocus, STRING(pev->netname) );
Vector vecAngles = UTIL_VecToAngles( vecBasis ) + pev->angles;
Vector vecOffset = CalcLocus_Velocity( this, pLocus, STRING(pev->message) );
float fFactor = CalcLocus_Ratio( pLocus, STRING(pev->noise) );
if (!(pev->spawnflags & SF_CALCVELOCITY_NORMALIZE))
fFactor = fFactor * vecBasis.Length();
UTIL_MakeVectors( vecAngles );
return (gpGlobals->v_forward * fFactor) + vecOffset;
}
//=======================================================
// Position marker
class CMark : public CPointEntity
{
public:
Vector CalcVelocity(CBaseEntity *pLocus) { return pev->movedir; }
float CalcRatio(CBaseEntity *pLocus) { return pev->frags; }
void Think( void ) { SUB_Remove(); }
};
class CLocusVariable : public CPointEntity
{
public:
void Spawn( void );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
Vector CalcVelocity(CBaseEntity *pLocus) { return pev->movedir; }
float CalcRatio(CBaseEntity *pLocus) { return pev->frags; }
void KeyValue( KeyValueData *pkvd );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
int m_iszPosition;
int m_iszVelocity;
int m_iszRatio;
int m_iszTargetName;
int m_iszFireOnSpawn;
float m_fDuration;
};
TYPEDESCRIPTION CLocusVariable::m_SaveData[] =
{
DEFINE_FIELD( CLocusVariable, m_iszPosition, FIELD_STRING),
DEFINE_FIELD( CLocusVariable, m_iszVelocity, FIELD_STRING),
DEFINE_FIELD( CLocusVariable, m_iszRatio, FIELD_STRING),
DEFINE_FIELD( CLocusVariable, m_iszTargetName, FIELD_STRING),
DEFINE_FIELD( CLocusVariable, m_iszFireOnSpawn, FIELD_STRING),
DEFINE_FIELD( CLocusVariable, m_fDuration, FIELD_FLOAT),
};
IMPLEMENT_SAVERESTORE( CLocusVariable, CPointEntity );
LINK_ENTITY_TO_CLASS( locus_variable, CLocusVariable );
void CLocusVariable :: KeyValue( KeyValueData *pkvd )
{
if (FStrEq(pkvd->szKeyName, "m_iszPosition"))
{
m_iszPosition = ALLOC_STRING(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_iszVelocity"))
{
m_iszVelocity = ALLOC_STRING(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_iszRatio"))
{
m_iszRatio = ALLOC_STRING(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_iszTargetName"))
{
m_iszTargetName = ALLOC_STRING(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_iszFireOnSpawn"))
{
m_iszFireOnSpawn = ALLOC_STRING(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_fDuration"))
{
m_fDuration = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else
CPointEntity::KeyValue( pkvd );
}
void CLocusVariable::Spawn( void )
{
SetMovedir(pev);
}
void CLocusVariable::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
Vector vecPos = g_vecZero;
Vector vecDir = g_vecZero;
float fRatio = 0;
if (m_iszPosition)
vecPos = CalcLocus_Position(this, pActivator, STRING(m_iszPosition));
if (m_iszVelocity)
vecDir = CalcLocus_Velocity(this, pActivator, STRING(m_iszVelocity));
if (m_iszRatio)
fRatio = CalcLocus_Ratio(pActivator, STRING(m_iszRatio));
if (m_iszTargetName)
{
CMark *pMark = GetClassPtr( (CMark*)NULL );
pMark->pev->classname = MAKE_STRING("mark");
pMark->pev->origin = vecPos;
pMark->pev->movedir = vecDir;
pMark->pev->frags = fRatio;
pMark->pev->targetname = m_iszTargetName;
pMark->SetNextThink(m_fDuration);
FireTargets(STRING(m_iszFireOnSpawn), pMark, this, USE_TOGGLE, 0);
}
else
{
pev->origin = vecPos;
pev->movedir = vecDir;
pev->frags = fRatio;
FireTargets(STRING(m_iszFireOnSpawn), this, this, USE_TOGGLE, 0);
}
}