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397 lines
12 KiB
397 lines
12 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Implements a brush model entity that moves along a linear path.
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// Water whose level can be changed is implemented using the same entity.
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//
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//=============================================================================//
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#include "cbase.h"
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#include "func_movelinear.h"
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#include "entitylist.h"
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#include "locksounds.h"
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#include "ndebugoverlay.h"
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#include "engine/IEngineSound.h"
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#include "physics_saverestore.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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// -------------------------------
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// SPAWN_FLAGS
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// -------------------------------
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#define SF_MOVELINEAR_NOTSOLID 8
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LINK_ENTITY_TO_CLASS( func_movelinear, CFuncMoveLinear );
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LINK_ENTITY_TO_CLASS( momentary_door, CFuncMoveLinear ); // For backward compatibility
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//
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// func_water_analog is implemented as a linear mover so we can raise/lower the water level.
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//
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LINK_ENTITY_TO_CLASS( func_water_analog, CFuncMoveLinear );
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BEGIN_DATADESC( CFuncMoveLinear )
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DEFINE_KEYFIELD( m_vecMoveDir, FIELD_VECTOR, "movedir" ),
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DEFINE_KEYFIELD( m_soundStart, FIELD_SOUNDNAME, "StartSound" ),
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DEFINE_KEYFIELD( m_soundStop, FIELD_SOUNDNAME, "StopSound" ),
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DEFINE_FIELD( m_currentSound, FIELD_SOUNDNAME ),
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DEFINE_KEYFIELD( m_flBlockDamage, FIELD_FLOAT, "BlockDamage"),
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DEFINE_KEYFIELD( m_flStartPosition, FIELD_FLOAT, "StartPosition"),
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DEFINE_KEYFIELD( m_flMoveDistance, FIELD_FLOAT, "MoveDistance"),
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// DEFINE_PHYSPTR( m_pFluidController ),
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// Inputs
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DEFINE_INPUTFUNC( FIELD_VOID, "Open", InputOpen ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Close", InputClose ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetPosition", InputSetPosition ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetSpeed", InputSetSpeed ),
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// Outputs
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DEFINE_OUTPUT( m_OnFullyOpen, "OnFullyOpen" ),
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DEFINE_OUTPUT( m_OnFullyClosed, "OnFullyClosed" ),
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// Functions
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DEFINE_FUNCTION( StopMoveSound ),
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END_DATADESC()
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//------------------------------------------------------------------------------
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// Purpose: Called before spawning, after keyvalues have been parsed.
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//------------------------------------------------------------------------------
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void CFuncMoveLinear::Spawn( void )
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{
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// Convert movedir from angles to a vector
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QAngle angMoveDir = QAngle( m_vecMoveDir.x, m_vecMoveDir.y, m_vecMoveDir.z );
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AngleVectors( angMoveDir, &m_vecMoveDir );
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SetMoveType( MOVETYPE_PUSH );
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SetModel( STRING( GetModelName() ) );
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// Don't allow zero or negative speeds
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if (m_flSpeed <= 0)
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{
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m_flSpeed = 100;
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}
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// If move distance is set to zero, use with width of the
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// brush to determine the size of the move distance
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if (m_flMoveDistance <= 0)
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{
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Vector vecOBB = CollisionProp()->OBBSize();
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vecOBB -= Vector( 2, 2, 2 );
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m_flMoveDistance = DotProductAbs( m_vecMoveDir, vecOBB ) - m_flLip;
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}
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m_vecPosition1 = GetAbsOrigin() - (m_vecMoveDir * m_flMoveDistance * m_flStartPosition);
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m_vecPosition2 = m_vecPosition1 + (m_vecMoveDir * m_flMoveDistance);
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m_vecFinalDest = GetAbsOrigin();
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SetTouch( NULL );
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Precache();
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// It is solid?
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SetSolid( SOLID_VPHYSICS );
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if ( FClassnameIs( this, "func_water_analog" ) )
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{
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AddSolidFlags( FSOLID_VOLUME_CONTENTS );
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}
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if ( !FClassnameIs( this, "func_water_analog" ) && FBitSet (m_spawnflags, SF_MOVELINEAR_NOTSOLID) )
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{
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AddSolidFlags( FSOLID_NOT_SOLID );
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}
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CreateVPhysics();
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}
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bool CFuncMoveLinear::ShouldSavePhysics( void )
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{
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// don't save physics for func_water_analog, regen
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return !FClassnameIs( this, "func_water_analog" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CFuncMoveLinear::CreateVPhysics( void )
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{
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if ( !FClassnameIs( this, "func_water_analog" ) )
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{
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//normal door
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if ( !IsSolidFlagSet( FSOLID_NOT_SOLID ) )
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{
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VPhysicsInitShadow( false, false );
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}
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}
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else
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{
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// special contents
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AddSolidFlags( FSOLID_VOLUME_CONTENTS );
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//SETBITS( m_spawnflags, SF_DOOR_SILENT ); // water is silent for now
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IPhysicsObject *pPhysics = VPhysicsInitShadow( false, false );
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fluidparams_t fluid;
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Assert( CollisionProp()->GetCollisionAngles() == vec3_angle );
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fluid.damping = 0.01f;
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fluid.surfacePlane[0] = 0;
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fluid.surfacePlane[1] = 0;
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fluid.surfacePlane[2] = 1;
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fluid.surfacePlane[3] = CollisionProp()->GetCollisionOrigin().z + CollisionProp()->OBBMaxs().z - 1;
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fluid.currentVelocity.Init(0,0,0);
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fluid.torqueFactor = 0.1f;
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fluid.viscosityFactor = 0.01f;
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fluid.pGameData = static_cast<void *>(this);
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//FIXME: Currently there's no way to specify that you want slime
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fluid.contents = CONTENTS_WATER;
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m_pFluidController = physenv->CreateFluidController( pPhysics, &fluid );
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}
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return true;
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}
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//------------------------------------------------------------------------------
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// Purpose:
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//------------------------------------------------------------------------------
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void CFuncMoveLinear::Precache( void )
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{
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if (m_soundStart != NULL_STRING)
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{
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PrecacheScriptSound( (char *) STRING(m_soundStart) );
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}
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if (m_soundStop != NULL_STRING)
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{
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PrecacheScriptSound( (char *) STRING(m_soundStop) );
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}
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m_currentSound = NULL_STRING;
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}
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//------------------------------------------------------------------------------
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// Purpose:
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//------------------------------------------------------------------------------
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void CFuncMoveLinear::MoveTo(Vector vPosition, float flSpeed)
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{
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if ( flSpeed != 0 )
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{
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if ( m_soundStart != NULL_STRING )
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{
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if (m_currentSound == m_soundStart)
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{
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StopSound(entindex(), CHAN_BODY, (char*)STRING(m_soundStop));
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}
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else
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{
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m_currentSound = m_soundStart;
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CPASAttenuationFilter filter( this );
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EmitSound_t ep;
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ep.m_nChannel = CHAN_BODY;
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ep.m_pSoundName = (char*)STRING(m_soundStart);
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ep.m_flVolume = 1;
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ep.m_SoundLevel = SNDLVL_NORM;
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EmitSound( filter, entindex(), ep );
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}
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}
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LinearMove( vPosition, flSpeed );
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if ( m_pFluidController )
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{
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m_pFluidController->WakeAllSleepingObjects();
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}
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// Clear think (that stops sounds)
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SetThink(NULL);
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}
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}
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//------------------------------------------------------------------------------
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// Purpose:
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//------------------------------------------------------------------------------
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void CFuncMoveLinear::StopMoveSound( void )
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{
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if ( m_soundStart != NULL_STRING && ( m_currentSound == m_soundStart ) )
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{
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StopSound(entindex(), CHAN_BODY, (char*)STRING(m_soundStart) );
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}
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if ( m_soundStop != NULL_STRING && ( m_currentSound != m_soundStop ) )
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{
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m_currentSound = m_soundStop;
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CPASAttenuationFilter filter( this );
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EmitSound_t ep;
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ep.m_nChannel = CHAN_BODY;
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ep.m_pSoundName = (char*)STRING(m_soundStop);
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ep.m_flVolume = 1;
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ep.m_SoundLevel = SNDLVL_NORM;
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EmitSound( filter, entindex(), ep );
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}
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SetThink(NULL);
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}
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//------------------------------------------------------------------------------
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// Purpose:
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//------------------------------------------------------------------------------
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void CFuncMoveLinear::MoveDone( void )
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{
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// Stop sounds at the next think, rather than here as another
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// SetPosition call might immediately follow the end of this move
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SetThink(&CFuncMoveLinear::StopMoveSound);
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SetNextThink( gpGlobals->curtime + 0.1f );
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BaseClass::MoveDone();
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if ( GetAbsOrigin() == m_vecPosition2 )
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{
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m_OnFullyOpen.FireOutput( this, this );
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}
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else if ( GetAbsOrigin() == m_vecPosition1 )
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{
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m_OnFullyClosed.FireOutput( this, this );
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}
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}
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//------------------------------------------------------------------------------
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// Purpose:
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//------------------------------------------------------------------------------
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void CFuncMoveLinear::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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if ( useType != USE_SET ) // Momentary buttons will pass down a float in here
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return;
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if ( value > 1.0 )
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value = 1.0;
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Vector move = m_vecPosition1 + (value * (m_vecPosition2 - m_vecPosition1));
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Vector delta = move - GetLocalOrigin();
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float speed = delta.Length() * 10;
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MoveTo(move, speed);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Sets the position as a value from [0..1].
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//-----------------------------------------------------------------------------
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void CFuncMoveLinear::SetPosition( float flPosition )
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{
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Vector vTargetPos = m_vecPosition1 + ( flPosition * (m_vecPosition2 - m_vecPosition1));
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if ((vTargetPos - GetLocalOrigin()).Length() > 0.001)
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{
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MoveTo(vTargetPos, m_flSpeed);
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}
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}
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//------------------------------------------------------------------------------
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// Purpose:
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//------------------------------------------------------------------------------
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void CFuncMoveLinear::InputOpen( inputdata_t &inputdata )
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{
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if (GetLocalOrigin() != m_vecPosition2)
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{
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MoveTo(m_vecPosition2, m_flSpeed);
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}
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}
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//------------------------------------------------------------------------------
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// Purpose:
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//------------------------------------------------------------------------------
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void CFuncMoveLinear::InputClose( inputdata_t &inputdata )
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{
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if (GetLocalOrigin() != m_vecPosition1)
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{
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MoveTo(m_vecPosition1, m_flSpeed);
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}
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}
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//------------------------------------------------------------------------------
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// Purpose: Input handler for setting the position from [0..1].
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// Input : Float position.
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//-----------------------------------------------------------------------------
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void CFuncMoveLinear::InputSetPosition( inputdata_t &inputdata )
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{
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SetPosition( inputdata.value.Float() );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called every frame when the bruch is blocked while moving
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// Input : pOther - The blocking entity.
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//-----------------------------------------------------------------------------
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void CFuncMoveLinear::Blocked( CBaseEntity *pOther )
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{
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// Hurt the blocker
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if ( m_flBlockDamage )
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{
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if ( pOther->m_takedamage == DAMAGE_EVENTS_ONLY )
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{
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if ( FClassnameIs( pOther, "gib" ) )
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UTIL_Remove( pOther );
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}
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else
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pOther->TakeDamage( CTakeDamageInfo( this, this, m_flBlockDamage, DMG_CRUSH ) );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &inputdata -
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//-----------------------------------------------------------------------------
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void CFuncMoveLinear::InputSetSpeed( inputdata_t &inputdata )
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{
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// Set the new speed
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m_flSpeed = inputdata.value.Float();
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// FIXME: This is a little questionable. Do we want to fix the speed, or let it continue on at the old speed?
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float flDistToGoalSqr = ( m_vecFinalDest - GetAbsOrigin() ).LengthSqr();
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if ( flDistToGoalSqr > Square( FLT_EPSILON ) )
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{
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// NOTE: We do NOT want to call sound functions here, just vanilla position changes
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LinearMove( m_vecFinalDest, m_flSpeed );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Draw any debug text overlays
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// Output : Current text offset from the top
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//-----------------------------------------------------------------------------
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int CFuncMoveLinear::DrawDebugTextOverlays(void)
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{
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int text_offset = BaseClass::DrawDebugTextOverlays();
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if (m_debugOverlays & OVERLAY_TEXT_BIT)
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{
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char tempstr[512];
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float flTravelDist = (m_vecPosition1 - m_vecPosition2).Length();
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float flCurDist = (m_vecPosition1 - GetLocalOrigin()).Length();
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Q_snprintf(tempstr,sizeof(tempstr),"Current Pos: %3.3f",flCurDist/flTravelDist);
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EntityText(text_offset,tempstr,0);
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text_offset++;
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float flTargetDist = (m_vecPosition1 - m_vecFinalDest).Length();
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Q_snprintf(tempstr,sizeof(tempstr),"Target Pos: %3.3f",flTargetDist/flTravelDist);
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EntityText(text_offset,tempstr,0);
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text_offset++;
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}
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return text_offset;
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}
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