forked from FWGS/Paranoia2
441 lines
10 KiB
C++
441 lines
10 KiB
C++
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/***
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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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// ========================== PATH_CORNER ===========================
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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 "trains.h"
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#include "saverestore.h"
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class CPathCorner : public CPointEntity
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{
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public:
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void Spawn( );
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void KeyValue( KeyValueData* pkvd );
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float GetDelay( void ) { return m_flWait; }
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// void Touch( CBaseEntity *pOther );
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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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private:
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float m_flWait;
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};
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LINK_ENTITY_TO_CLASS( path_corner, CPathCorner );
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// Global Savedata for Delay
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TYPEDESCRIPTION CPathCorner::m_SaveData[] =
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{
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DEFINE_FIELD( CPathCorner, m_flWait, FIELD_FLOAT ),
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};
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IMPLEMENT_SAVERESTORE( CPathCorner, CPointEntity );
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//
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// Cache user-entity-field values until spawn is called.
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//
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void CPathCorner :: KeyValue( KeyValueData *pkvd )
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{
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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, "turnspeed")) //LRC
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{
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if (pkvd->szValue[0]) // if the field is blank, don't set the spawnflag.
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{
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pev->spawnflags |= SF_CORNER_AVELOCITY;
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UTIL_StringToVector( (float*)pev->avelocity, pkvd->szValue);
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}
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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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void CPathCorner :: Spawn( )
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{
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ASSERTSZ(!FStringNull(pev->targetname), "path_corner without a targetname");
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}
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#if 0
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void CPathCorner :: Touch( CBaseEntity *pOther )
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{
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entvars_t* pevToucher = pOther->pev;
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if ( FBitSet ( pevToucher->flags, FL_MONSTER ) )
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{// monsters don't navigate path corners based on touch anymore
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return;
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}
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// If OTHER isn't explicitly looking for this path_corner, bail out
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if ( pOther->m_pGoalEnt != this )
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{
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return;
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}
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// If OTHER has an enemy, this touch is incidental, ignore
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if ( !FNullEnt(pevToucher->enemy) )
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{
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return; // fighting, not following a path
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}
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// UNDONE: support non-zero flWait
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/*
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if (m_flWait != 0)
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ALERT(at_warning, "Non-zero path-cornder waits NYI");
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*/
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// Find the next "stop" on the path, make it the goal of the "toucher".
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if (FStringNull(pev->target))
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{
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ALERT(at_warning, "PathCornerTouch: no next stop specified");
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}
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pOther->m_pGoalEnt = UTIL_FindEntityByTargetname ( NULL, STRING(pev->target) );
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// If "next spot" was not found (does not exist - level design error)
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if ( !pOther->m_pGoalEnt )
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{
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ALERT(at_debug, "PathCornerTouch--%s couldn't find next stop in path: %s", STRING(pev->classname), STRING(pev->target));
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return;
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}
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// Turn towards the next stop in the path.
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pevToucher->ideal_yaw = UTIL_VecToYaw ( pOther->m_pGoalEnt->pev->origin - pevToucher->origin );
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}
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#endif
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TYPEDESCRIPTION CPathTrack::m_SaveData[] =
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{
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DEFINE_FIELD( CPathTrack, m_length, FIELD_FLOAT ),
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DEFINE_FIELD( CPathTrack, m_pnext, FIELD_CLASSPTR ),
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DEFINE_FIELD( CPathTrack, m_paltpath, FIELD_CLASSPTR ),
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DEFINE_FIELD( CPathTrack, m_pprevious, FIELD_CLASSPTR ),
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DEFINE_FIELD( CPathTrack, m_altName, FIELD_STRING ),
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};
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IMPLEMENT_SAVERESTORE( CPathTrack, CBaseEntity );
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LINK_ENTITY_TO_CLASS( path_track, CPathTrack );
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//
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// Cache user-entity-field values until spawn is called.
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//
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void CPathTrack :: KeyValue( KeyValueData *pkvd )
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{
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if (FStrEq(pkvd->szKeyName, "altpath"))
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{
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m_altName = ALLOC_STRING(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "turnspeed")) //LRC
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{
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if (pkvd->szValue[0]) // if the field is blank, don't set the spawnflag.
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{
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pev->spawnflags |= SF_PATH_AVELOCITY;
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UTIL_StringToVector( (float*)pev->avelocity, pkvd->szValue);
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}
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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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void CPathTrack :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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int on;
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// Use toggles between two paths
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if ( m_paltpath )
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{
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on = !FBitSet( pev->spawnflags, SF_PATH_ALTERNATE );
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if ( ShouldToggle( useType, on ) )
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{
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if ( on )
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SetBits( pev->spawnflags, SF_PATH_ALTERNATE );
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else
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ClearBits( pev->spawnflags, SF_PATH_ALTERNATE );
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}
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}
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else // Use toggles between enabled/disabled
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{
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on = !FBitSet( pev->spawnflags, SF_PATH_DISABLED );
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if ( ShouldToggle( useType, on ) )
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{
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if ( on )
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SetBits( pev->spawnflags, SF_PATH_DISABLED );
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else
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ClearBits( pev->spawnflags, SF_PATH_DISABLED );
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}
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}
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}
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void CPathTrack :: Link( void )
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{
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CBaseEntity *pTarget;
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if ( !FStringNull(pev->target) )
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{
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pTarget = UTIL_FindEntityByTargetname( NULL, STRING(pev->target) );
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if ( pTarget )
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{
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m_pnext = (CPathTrack*)pTarget;
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m_pnext->SetPrevious( this );
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}
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else
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ALERT( at_debug, "Dead end link %s\n", STRING(pev->target) );
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}
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// Find "alternate" path
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if ( m_altName )
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{
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pTarget = UTIL_FindEntityByTargetname( NULL, STRING(m_altName) );
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if ( pTarget ) // If no next pointer, this is the end of a path
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{
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m_paltpath = (CPathTrack*)pTarget;
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m_paltpath->SetPrevious( this );
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}
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}
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}
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void CPathTrack :: Spawn( void )
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{
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pev->solid = SOLID_TRIGGER;
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UTIL_SetSize(pev, Vector(-8, -8, -8), Vector(8, 8, 8));
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m_pnext = NULL;
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m_pprevious = NULL;
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// DEBUGGING CODE
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#if PATH_SPARKLE_DEBUG
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SetThink(&CPathTrack :: Sparkle );
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SetNextThink( 0.5 );
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#endif
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}
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void CPathTrack::Activate( void )
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{
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if ( !FStringNull( pev->targetname ) ) // Link to next, and back-link
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Link();
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CPointEntity::Activate();
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}
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CPathTrack *CPathTrack :: ValidPath( CPathTrack *ppath, int testFlag )
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{
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if ( !ppath )
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return NULL;
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if ( testFlag && FBitSet( ppath->pev->spawnflags, SF_PATH_DISABLED ) )
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return NULL;
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return ppath;
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}
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void CPathTrack :: Project( CPathTrack *pstart, CPathTrack *pend, Vector *origin, float dist )
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{
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if ( pstart && pend )
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{
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Vector dir = (pend->pev->origin - pstart->pev->origin);
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dir = dir.Normalize();
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*origin = pend->pev->origin + dir * dist;
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}
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}
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CPathTrack *CPathTrack::GetNext( void )
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{
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if ( m_paltpath && FBitSet( pev->spawnflags, SF_PATH_ALTERNATE ) && !FBitSet( pev->spawnflags, SF_PATH_ALTREVERSE ) )
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return m_paltpath;
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return m_pnext;
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}
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CPathTrack *CPathTrack::GetPrevious( void )
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{
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if ( m_paltpath && FBitSet( pev->spawnflags, SF_PATH_ALTERNATE ) && FBitSet( pev->spawnflags, SF_PATH_ALTREVERSE ) )
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return m_paltpath;
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return m_pprevious;
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}
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void CPathTrack::SetPrevious( CPathTrack *pprev )
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{
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// Only set previous if this isn't my alternate path
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if ( pprev && !FStrEq( STRING(pprev->pev->targetname), STRING(m_altName) ) )
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m_pprevious = pprev;
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}
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// Assumes this is ALWAYS enabled
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CPathTrack *CPathTrack :: LookAhead( Vector *origin, float dist, int move )
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{
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CPathTrack *pcurrent;
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float originalDist = dist;
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pcurrent = this;
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Vector currentPos = *origin;
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if ( dist < 0 ) // Travelling backwards through path
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{
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dist = -dist;
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while ( dist > 0 )
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{
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Vector dir = pcurrent->pev->origin - currentPos;
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float length = dir.Length();
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if ( !length )
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{
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if ( !ValidPath(pcurrent->GetPrevious(), move) ) // If there is no previous node, or it's disabled, return now.
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{
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if ( !move )
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Project( pcurrent->GetNext(), pcurrent, origin, dist );
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return NULL;
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}
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pcurrent = pcurrent->GetPrevious();
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}
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else if ( length > dist ) // enough left in this path to move
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{
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*origin = currentPos + (dir * (dist / length));
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return pcurrent;
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}
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else
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{
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dist -= length;
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currentPos = pcurrent->pev->origin;
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*origin = currentPos;
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if ( !ValidPath(pcurrent->GetPrevious(), move) ) // If there is no previous node, or it's disabled, return now.
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return NULL;
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pcurrent = pcurrent->GetPrevious();
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}
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}
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*origin = currentPos;
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return pcurrent;
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}
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else
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{
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while ( dist > 0 )
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{
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if ( !ValidPath(pcurrent->GetNext(), move) ) // If there is no next node, or it's disabled, return now.
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{
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if ( !move )
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Project( pcurrent->GetPrevious(), pcurrent, origin, dist );
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return NULL;
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}
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Vector dir = pcurrent->GetNext()->pev->origin - currentPos;
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float length = dir.Length();
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if ( !length && !ValidPath( pcurrent->GetNext()->GetNext(), move ) )
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{
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if ( dist == originalDist ) // HACK -- up against a dead end
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return NULL;
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return pcurrent;
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}
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if ( length > dist ) // enough left in this path to move
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{
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*origin = currentPos + (dir * (dist / length));
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return pcurrent;
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}
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else
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{
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dist -= length;
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currentPos = pcurrent->GetNext()->pev->origin;
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pcurrent = pcurrent->GetNext();
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*origin = currentPos;
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}
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}
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*origin = currentPos;
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}
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return pcurrent;
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}
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// Assumes this is ALWAYS enabled
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CPathTrack *CPathTrack :: Nearest( Vector origin )
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{
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int deadCount;
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float minDist, dist;
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Vector delta;
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CPathTrack *ppath, *pnearest;
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delta = origin - pev->origin;
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delta.z = 0;
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minDist = delta.Length();
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pnearest = this;
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ppath = GetNext();
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// Hey, I could use the old 2 racing pointers solution to this, but I'm lazy :)
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deadCount = 0;
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while ( ppath && ppath != this )
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{
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deadCount++;
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if ( deadCount > 9999 )
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{
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ALERT( at_error, "Bad sequence of path_tracks from %s", STRING(pev->targetname) );
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return NULL;
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}
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delta = origin - ppath->pev->origin;
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delta.z = 0;
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dist = delta.Length();
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if ( dist < minDist )
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{
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minDist = dist;
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pnearest = ppath;
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}
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ppath = ppath->GetNext();
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}
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return pnearest;
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}
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CPathTrack *CPathTrack::Instance( edict_t *pent )
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{
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if ( FClassnameIs( pent, "path_track" ) )
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return (CPathTrack *)GET_PRIVATE(pent);
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return NULL;
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}
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// DEBUGGING CODE
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#if PATH_SPARKLE_DEBUG
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void CPathTrack :: Sparkle( void )
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{
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SetNextThink( 0.2 );
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if ( FBitSet( pev->spawnflags, SF_PATH_DISABLED ) )
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UTIL_ParticleEffect(pev->origin, Vector(0,0,100), 210, 10);
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else
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UTIL_ParticleEffect(pev->origin, Vector(0,0,100), 84, 10);
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}
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#endif
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