forked from FWGS/Paranoia2
937 lines
24 KiB
C++
937 lines
24 KiB
C++
/***
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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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#include "movewith.h"
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#include "player.h"
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extern CGraph WorldGraph;
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extern int gmsgDelParticle;
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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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}
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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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LINK_ENTITY_TO_CLASS(info_texlights,CNullEntity); // don't complain about Merl's new info entities
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LINK_ENTITY_TO_CLASS(info_compile_parameters,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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STATE GetState( 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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STATE CBaseDMStart::GetState( CBaseEntity *pEntity )
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{
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if (UTIL_IsMasterTriggered( pev->netname, pEntity ))
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return STATE_ON;
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else
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return STATE_OFF;
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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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CBaseEntity* pTemp;
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if( pev->modelindex )
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{
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// remove all the particle trails, attached to this entity
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MESSAGE_BEGIN( MSG_ALL, gmsgDelParticle );
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WRITE_ENTITY( entindex() );
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MESSAGE_END();
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}
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if (!g_pWorld)
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{
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ALERT(at_debug, "UpdateOnRemove has no AssistList!\n");
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return;
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}
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//LRC - remove this from the AssistList.
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for (pTemp = g_pWorld; pTemp->m_pAssistLink != NULL; pTemp = pTemp->m_pAssistLink)
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{
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if (this == pTemp->m_pAssistLink)
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{
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// ALERT(at_console,"REMOVE: %s removed from the Assist List.\n", STRING(pev->classname));
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pTemp->m_pAssistLink = this->m_pAssistLink;
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this->m_pAssistLink = NULL;
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break;
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}
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}
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//LRC
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if (m_pMoveWith)
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{
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// if I'm moving with another entity, take me out of the list. (otherwise things crash!)
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pTemp = m_pMoveWith->m_pChildMoveWith;
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if (pTemp == this)
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{
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m_pMoveWith->m_pChildMoveWith = this->m_pSiblingMoveWith;
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}
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else
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{
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while (pTemp->m_pSiblingMoveWith)
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{
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if (pTemp->m_pSiblingMoveWith == this)
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{
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pTemp->m_pSiblingMoveWith = this->m_pSiblingMoveWith;
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break;
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}
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pTemp = pTemp->m_pSiblingMoveWith;
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}
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}
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// ALERT(at_console,"REMOVE: %s removed from the %s ChildMoveWith list.\n", STRING(pev->classname), STRING(m_pMoveWith->pev->targetname));
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}
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//LRC - do the same thing if another entity is moving with _me_.
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if (m_pChildMoveWith)
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{
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CBaseEntity* pCur = m_pChildMoveWith;
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CBaseEntity* pNext;
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while (pCur != NULL)
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{
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pNext = pCur->m_pSiblingMoveWith;
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// bring children to a stop
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UTIL_SetMoveWithVelocity(pCur, g_vecZero, 100);
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UTIL_SetMoveWithAvelocity(pCur, g_vecZero, 100);
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pCur->m_pMoveWith = NULL;
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pCur->m_pSiblingMoveWith = NULL;
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pCur = pNext;
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}
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}
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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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// if (pev->ltime)
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// ALERT(at_console, "Doing Nothing %f\n", pev->ltime);
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// else
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// ALERT(at_console, "Doing Nothing %f\n", gpGlobals->time);
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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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DEFINE_FIELD( CBaseDelay, m_hActivator, FIELD_EHANDLE ), //LRC
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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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const char *inputTargetName = targetName;
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CBaseEntity *inputActivator = pActivator;
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CBaseEntity *pTarget = NULL;
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int i,j, found = false;
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char szBuf[80];
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if ( !targetName )
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return;
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if (useType == USE_NOT)
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return;
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//LRC - allow changing of usetype
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if (targetName[0] == '+')
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{
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targetName++;
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useType = USE_ON;
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}
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else if (targetName[0] == '-')
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{
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targetName++;
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useType = USE_OFF;
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}
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ALERT( at_aiconsole, "Firing: (%s)\n", targetName );
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pTarget = UTIL_FindEntityByTargetname(pTarget, targetName, pActivator);
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if( !pTarget )
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{
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// it's not an entity name; check for a locus specifier, e.g: "fadein(mywall)"
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for (i = 0; targetName[i]; i++)
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{
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if (targetName[i] == '(')
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{
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i++;
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for (j = i; targetName[j]; j++)
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{
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if (targetName[j] == ')')
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{
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strncpy(szBuf, targetName+i, j-i);
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szBuf[j-i] = 0;
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pActivator = UTIL_FindEntityByTargetname(NULL, szBuf, inputActivator);
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if (!pActivator)
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{
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//ALERT(at_console, "Missing activator \"%s\"\n", szBuf);
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return; // it's a locus specifier, but the locus is invalid.
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}
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//ALERT(at_console, "Found activator \"%s\"\n", STRING(pActivator->pev->targetname));
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found = true;
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break;
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}
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}
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if (!found) ALERT(at_error, "Missing ')' in target value \"%s\"", inputTargetName);
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break;
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}
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}
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if (!found) return; // no, it's not a locus specifier.
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strncpy(szBuf, targetName, i-1);
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szBuf[i-1] = 0;
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targetName = szBuf;
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pTarget = UTIL_FindEntityByTargetname(NULL, targetName, inputActivator);
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if (!pTarget) return; // it's a locus specifier all right, but the target's invalid.
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}
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do // start firing targets
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{
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if ( !(pTarget->pev->flags & FL_KILLME) ) // Don't use dying ents
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{
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if (useType == USE_KILL)
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{
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ALERT( at_aiconsole, "Use_kill on %s\n", STRING( pTarget->pev->classname ) );
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UTIL_Remove( pTarget );
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}
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else
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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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pTarget = UTIL_FindEntityByTargetname(pTarget, targetName, inputActivator);
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} while (pTarget);
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//LRC- Firing has finished, aliases can now reflect their new values.
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UTIL_FlushAliases();
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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->SetNextThink( 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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//LRC - Valve had a hacked thing here to avoid breaking
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// save/restore. In Spirit that's not a problem.
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// I've moved m_hActivator into this class, for the "elegant" fix.
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pTemp->m_hActivator = pActivator;
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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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//LRC- now just USE_KILLs its killtarget, for consistency.
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FireTargets( STRING(m_iszKillTarget), pActivator, this, USE_KILL, 0);
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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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pev->movedir = GetMovedir(pev->angles);
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pev->angles = g_vecZero;
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}
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Vector GetMovedir( Vector vecAngles )
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{
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if (vecAngles == Vector(0, -1, 0))
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{
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return Vector(0, 0, 1);
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}
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else if (vecAngles == Vector(0, -2, 0))
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{
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return Vector(0, 0, -1);
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}
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else
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{
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UTIL_MakeVectors(vecAngles);
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return gpGlobals->v_forward;
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}
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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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// The use type is cached (and stashed) in pev->button
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//LRC - now using m_hActivator.
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SUB_UseTargets( m_hActivator, (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_flLinearMoveSpeed, FIELD_FLOAT ),
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DEFINE_FIELD( CBaseToggle, m_flAngularMoveSpeed, FIELD_FLOAT ), //LRC
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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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//void CBaseToggle :: LinearMove( Vector vecInput, float flSpeed)
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//{
|
|
// LinearMove(vecInput, flSpeed);
|
|
//}
|
|
|
|
/*
|
|
=============
|
|
LinearMove
|
|
|
|
calculate pev->velocity and pev->nextthink to reach vecDest from
|
|
pev->origin traveling at flSpeed
|
|
===============
|
|
*/
|
|
void CBaseToggle :: LinearMove( Vector vecInput, float flSpeed )//, BOOL bNow )
|
|
{
|
|
// ALERT(at_console, "LMove %s: %f %f %f, speed %f\n", STRING(pev->targetname), vecInput.x, vecInput.y, vecInput.z, flSpeed);
|
|
ASSERTSZ(flSpeed != 0, "LinearMove: no speed is defined!");
|
|
// ASSERTSZ(m_pfnCallWhenMoveDone != NULL, "LinearMove: no post-move function defined");
|
|
|
|
m_flLinearMoveSpeed = flSpeed;
|
|
m_vecFinalDest = vecInput;
|
|
|
|
// if ((m_pMoveWith || m_pChildMoveWith))// && !bNow)
|
|
// {
|
|
// ALERT(at_console,"Setting LinearMoveNow to happen after %f\n",gpGlobals->time);
|
|
SetThink(&CBaseToggle :: LinearMoveNow );
|
|
UTIL_DesiredThink( this );
|
|
//pev->nextthink = pev->ltime + 0.01;
|
|
// }
|
|
// else
|
|
// {
|
|
// LinearMoveNow(); // starring Martin Sheen and Marlon Brando
|
|
// }
|
|
}
|
|
|
|
void CBaseToggle :: LinearMoveNow( void )
|
|
{
|
|
// ALERT(at_console, "LMNow %s\n", STRING(pev->targetname));
|
|
|
|
Vector vecDest;
|
|
// if (m_pMoveWith || m_pChildMoveWith )
|
|
// ALERT(at_console,"THINK: LinearMoveNow happens at %f, speed %f\n",gpGlobals->time, m_flLinearMoveSpeed);
|
|
|
|
if (m_pMoveWith)
|
|
{
|
|
vecDest = m_vecFinalDest + m_pMoveWith->pev->origin;
|
|
}
|
|
else
|
|
vecDest = m_vecFinalDest;
|
|
|
|
// ALERT(at_console,"LinearMoveNow: Destination is (%f %f %f), finalDest was (%f %f %f)\n",
|
|
// vecDest.x,vecDest.y,vecDest.z,
|
|
// m_vecFinalDest.x,m_vecFinalDest.y,m_vecFinalDest.z
|
|
// );
|
|
|
|
// Already there?
|
|
if (vecDest == pev->origin)
|
|
{
|
|
LinearMoveDone();
|
|
return;
|
|
}
|
|
|
|
// set destdelta to the vector needed to move
|
|
Vector vecDestDelta = vecDest - pev->origin;
|
|
|
|
// divide vector length by speed to get time to reach dest
|
|
float flTravelTime = vecDestDelta.Length() / m_flLinearMoveSpeed;
|
|
|
|
// set nextthink to trigger a call to LinearMoveDone when dest is reached
|
|
SetNextThink( flTravelTime, TRUE );
|
|
SetThink(&CBaseToggle :: LinearMoveDone );
|
|
|
|
// scale the destdelta vector by the time spent traveling to get velocity
|
|
// pev->velocity = vecDestDelta / flTravelTime;
|
|
UTIL_SetVelocity( this, vecDestDelta / flTravelTime );
|
|
|
|
// ALERT(at_console, "LMNow \"%s\": Vel %f %f %f, think %f\n", STRING(pev->targetname), pev->velocity.x, pev->velocity.y, pev->velocity.z, pev->nextthink);
|
|
}
|
|
|
|
|
|
/*
|
|
============
|
|
After moving, set origin to exact final destination, call "move done" function
|
|
============
|
|
*/
|
|
/*void CBaseToggle :: LinearMoveDone( void )
|
|
{
|
|
Vector vecDiff;
|
|
if (m_pMoveWith)
|
|
vecDiff = (m_vecFinalDest + m_pMoveWith->pev->origin) - pev->origin;
|
|
else
|
|
vecDiff = m_vecFinalDest - pev->origin;
|
|
if (vecDiff.Length() > 0.05) //pev->velocity.Length())
|
|
{
|
|
// HACK: not there yet, try waiting one more frame.
|
|
ALERT(at_console,"Rejecting difference %f\n",vecDiff.Length());
|
|
SetThink(&CBaseToggle ::LinearMoveFinalDone);
|
|
pev->nextthink = gpGlobals->time + 0.01;
|
|
}
|
|
else
|
|
{
|
|
LinearMoveFinalDone();
|
|
}
|
|
}*/
|
|
|
|
void CBaseToggle :: LinearMoveDone( void )
|
|
{
|
|
SetThink(&CBaseToggle ::LinearMoveDoneNow);
|
|
// ALERT(at_console, "LMD: desiredThink %s\n", STRING(pev->targetname));
|
|
UTIL_DesiredThink( this );
|
|
}
|
|
|
|
void CBaseToggle :: LinearMoveDoneNow( void )
|
|
{
|
|
Vector vecDest;
|
|
|
|
// ALERT(at_console, "LMDone %s\n", STRING(pev->targetname));
|
|
|
|
UTIL_SetVelocity(this, g_vecZero);//, TRUE);
|
|
// pev->velocity = g_vecZero;
|
|
if (m_pMoveWith)
|
|
{
|
|
vecDest = m_vecFinalDest + m_pMoveWith->pev->origin;
|
|
// ALERT(at_console, "LMDone %s: p.origin = %f %f %f, origin = %f %f %f. Set it to %f %f %f\n", STRING(pev->targetname), m_pMoveWith->pev->origin.x, m_pMoveWith->pev->origin.y, m_pMoveWith->pev->origin.z, pev->origin.x, pev->origin.y, pev->origin.z, vecDest.x, vecDest.y, vecDest.z);
|
|
}
|
|
else
|
|
{
|
|
vecDest = m_vecFinalDest;
|
|
// ALERT(at_console, "LMDone %s: origin = %f %f %f. Set it to %f %f %f\n", STRING(pev->targetname), pev->origin.x, pev->origin.y, pev->origin.z, vecDest.x, vecDest.y, vecDest.z);
|
|
}
|
|
UTIL_AssignOrigin(this, vecDest);
|
|
DontThink(); //LRC
|
|
//pev->nextthink = -1;
|
|
if ( m_pfnCallWhenMoveDone )
|
|
(this->*m_pfnCallWhenMoveDone)();
|
|
}
|
|
|
|
BOOL CBaseToggle :: IsLockedByMaster( void )
|
|
{
|
|
if (UTIL_IsMasterTriggered(m_sMaster, m_hActivator))
|
|
return FALSE;
|
|
else
|
|
return TRUE;
|
|
}
|
|
|
|
//LRC- mapping toggle-states to global states
|
|
STATE CBaseToggle :: GetState ( void )
|
|
{
|
|
switch (m_toggle_state)
|
|
{
|
|
case TS_AT_TOP: return STATE_ON;
|
|
case TS_AT_BOTTOM: return STATE_OFF;
|
|
case TS_GOING_UP: return STATE_TURN_ON;
|
|
case TS_GOING_DOWN: return STATE_TURN_OFF;
|
|
default: return STATE_OFF; // This should never happen.
|
|
}
|
|
};
|
|
|
|
/*
|
|
=============
|
|
AngularMove
|
|
|
|
calculate pev->velocity and pev->nextthink to reach vecDest from
|
|
pev->origin traveling at flSpeed
|
|
Just like LinearMove, but rotational.
|
|
===============
|
|
*/
|
|
void CBaseToggle :: AngularMove( Vector vecDestAngle, float flSpeed )
|
|
{
|
|
ASSERTSZ(flSpeed != 0, "AngularMove: no speed is defined!");
|
|
// ASSERTSZ(m_pfnCallWhenMoveDone != NULL, "AngularMove: no post-move function defined");
|
|
|
|
m_vecFinalAngle = vecDestAngle;
|
|
m_flAngularMoveSpeed = flSpeed;
|
|
|
|
// if ((m_pMoveWith || m_pChildMoveWith))// && !bNow)
|
|
// {
|
|
// ALERT(at_console,"Setting AngularMoveNow to happen after %f\n",gpGlobals->time);
|
|
SetThink(&CBaseToggle :: AngularMoveNow );
|
|
UTIL_DesiredThink( this );
|
|
// ExternalThink( 0.01 );
|
|
// pev->nextthink = pev->ltime + 0.01;
|
|
// }
|
|
// else
|
|
// {
|
|
// AngularMoveNow(); // starring Martin Sheen and Marlon Brando
|
|
// }
|
|
}
|
|
|
|
void CBaseToggle :: AngularMoveNow()
|
|
{
|
|
// ALERT(at_console, "AngularMoveNow %f\n", pev->ltime);
|
|
Vector vecDestAngle;
|
|
|
|
if (m_pMoveWith)
|
|
vecDestAngle = m_vecFinalAngle + m_pMoveWith->pev->angles;
|
|
else
|
|
vecDestAngle = m_vecFinalAngle;
|
|
|
|
// Already there?
|
|
if (vecDestAngle == pev->angles)
|
|
{
|
|
AngularMoveDone();
|
|
return;
|
|
}
|
|
|
|
// set destdelta to the vector needed to move
|
|
Vector vecDestDelta = vecDestAngle - pev->angles;
|
|
|
|
// divide by speed to get time to reach dest
|
|
float flTravelTime = vecDestDelta.Length() / m_flAngularMoveSpeed;
|
|
|
|
// set nextthink to trigger a call to AngularMoveDone when dest is reached
|
|
SetNextThink( flTravelTime, TRUE );
|
|
SetThink(&CBaseToggle :: AngularMoveDone );
|
|
|
|
// scale the destdelta vector by the time spent traveling to get velocity
|
|
UTIL_SetAvelocity(this, vecDestDelta / flTravelTime );
|
|
}
|
|
|
|
void CBaseToggle :: AngularMoveDone( void )
|
|
{
|
|
SetThink(&CBaseToggle ::AngularMoveDoneNow);
|
|
// ALERT(at_console, "LMD: desiredThink %s\n", STRING(pev->targetname));
|
|
UTIL_DesiredThink( this );
|
|
}
|
|
|
|
/*
|
|
============
|
|
After rotating, set angle to exact final angle, call "move done" function
|
|
============
|
|
*/
|
|
void CBaseToggle :: AngularMoveDoneNow( void )
|
|
{
|
|
// ALERT(at_console, "AngularMoveDone %f\n", pev->ltime);
|
|
UTIL_SetAvelocity(this, g_vecZero);
|
|
if (m_pMoveWith)
|
|
{
|
|
UTIL_SetAngles(this, m_vecFinalAngle + m_pMoveWith->pev->angles);
|
|
}
|
|
else
|
|
{
|
|
UTIL_SetAngles(this, m_vecFinalAngle);
|
|
}
|
|
DontThink();
|
|
if ( m_pfnCallWhenMoveDone )
|
|
(this->*m_pfnCallWhenMoveDone)();
|
|
}
|
|
|
|
// this isn't currently used. Otherwise I'd fix it to use movedir the way it should...
|
|
float CBaseToggle :: AxisValue( int flags, const Vector &angles )
|
|
{
|
|
if ( FBitSet(flags, SF_DOOR_ROTATE_Z) )
|
|
return angles.z;
|
|
if ( FBitSet(flags, SF_DOOR_ROTATE_X) )
|
|
return angles.x;
|
|
|
|
return angles.y;
|
|
}
|
|
|
|
|
|
void CBaseToggle :: AxisDir( entvars_t *pev )
|
|
{
|
|
if ( pev->movedir != g_vecZero) //LRC
|
|
return;
|
|
|
|
if ( FBitSet(pev->spawnflags, SF_DOOR_ROTATE_Z) )
|
|
pev->movedir = Vector ( 0, 0, 1 ); // around z-axis
|
|
else if ( FBitSet(pev->spawnflags, SF_DOOR_ROTATE_X) )
|
|
pev->movedir = Vector ( 1, 0, 0 ); // around x-axis
|
|
else
|
|
pev->movedir = Vector ( 0, 1, 0 ); // around y-axis
|
|
}
|
|
|
|
|
|
float CBaseToggle :: AxisDelta( int flags, const Vector &angle1, const Vector &angle2 )
|
|
{
|
|
if ( FBitSet (flags, SF_DOOR_ROTATE_Z) )
|
|
return angle1.z - angle2.z;
|
|
|
|
if ( FBitSet (flags, SF_DOOR_ROTATE_X) )
|
|
return angle1.x - angle2.x;
|
|
|
|
return angle1.y - angle2.y;
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
FEntIsVisible
|
|
|
|
returns TRUE if the passed entity is visible to caller, even if not infront ()
|
|
=============
|
|
*/
|
|
BOOL
|
|
FEntIsVisible(
|
|
entvars_t* pev,
|
|
entvars_t* pevTarget)
|
|
{
|
|
Vector vecSpot1 = pev->origin + pev->view_ofs;
|
|
Vector vecSpot2 = pevTarget->origin + pevTarget->view_ofs;
|
|
TraceResult tr;
|
|
|
|
UTIL_TraceLine(vecSpot1, vecSpot2, ignore_monsters, ENT(pev), &tr);
|
|
|
|
if (tr.fInOpen && tr.fInWater)
|
|
return FALSE; // sight line crossed contents
|
|
|
|
if (tr.flFraction == 1)
|
|
return TRUE;
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// LRC - info_movewith, the first entity I've made which
|
|
// truly doesn't fit ANY preexisting category.
|
|
//=========================================================
|
|
#define SF_IMW_INACTIVE 1
|
|
#define SF_IMW_BLOCKABLE 2
|
|
|
|
class CInfoMoveWith : public CBaseEntity
|
|
{
|
|
public:
|
|
void Spawn( void );
|
|
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
|
virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
|
|
|
|
STATE GetState() { return (pev->spawnflags & SF_IMW_INACTIVE)?STATE_OFF:STATE_ON; }
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS(info_movewith, CInfoMoveWith);
|
|
|
|
void CInfoMoveWith :: Spawn( void )
|
|
{
|
|
if (pev->spawnflags & SF_IMW_INACTIVE)
|
|
m_MoveWith = pev->netname;
|
|
else
|
|
m_MoveWith = pev->target;
|
|
|
|
if (pev->spawnflags & SF_IMW_BLOCKABLE)
|
|
{
|
|
pev->solid = SOLID_SLIDEBOX;
|
|
pev->movetype = MOVETYPE_FLY;
|
|
}
|
|
// and allow InitMoveWith to set things up as usual.
|
|
}
|
|
|
|
void CInfoMoveWith :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
|
{
|
|
CBaseEntity *pSibling;
|
|
|
|
if (!ShouldToggle(useType)) return;
|
|
|
|
if (m_pMoveWith)
|
|
{
|
|
// remove this from the old parent's list of children
|
|
pSibling = m_pMoveWith->m_pChildMoveWith;
|
|
if (pSibling == this)
|
|
m_pMoveWith->m_pChildMoveWith = this->m_pSiblingMoveWith;
|
|
else
|
|
{
|
|
while (pSibling->m_pSiblingMoveWith && pSibling->m_pSiblingMoveWith != this)
|
|
{ pSibling = pSibling->m_pSiblingMoveWith; }
|
|
|
|
if (pSibling->m_pSiblingMoveWith == this)
|
|
{
|
|
pSibling->m_pSiblingMoveWith = this->m_pSiblingMoveWith;
|
|
}
|
|
else
|
|
{
|
|
// failed to find myself in the list, complain
|
|
ALERT(at_error, "info_movewith can't find itself\n");
|
|
return;
|
|
}
|
|
}
|
|
m_pMoveWith = NULL;
|
|
m_pSiblingMoveWith = NULL;
|
|
}
|
|
|
|
if (pev->spawnflags & SF_IMW_INACTIVE)
|
|
{
|
|
pev->spawnflags &= ~SF_IMW_INACTIVE;
|
|
m_MoveWith = pev->target;
|
|
}
|
|
else
|
|
{
|
|
pev->spawnflags |= SF_IMW_INACTIVE;
|
|
m_MoveWith = pev->netname;
|
|
}
|
|
|
|
// set things up for the new m_MoveWith value
|
|
if (!m_MoveWith)
|
|
{
|
|
UTIL_SetVelocity(this, g_vecZero); // come to a stop
|
|
return;
|
|
}
|
|
|
|
m_pMoveWith = UTIL_FindEntityByTargetname(NULL, STRING(m_MoveWith));
|
|
if (!m_pMoveWith)
|
|
{
|
|
ALERT(at_debug,"Missing movewith entity %s\n", STRING(m_MoveWith));
|
|
return;
|
|
}
|
|
|
|
pSibling = m_pMoveWith->m_pChildMoveWith;
|
|
while (pSibling) // check that this entity isn't already in the list of children
|
|
{
|
|
if (pSibling == this) return;
|
|
pSibling = pSibling->m_pSiblingMoveWith;
|
|
}
|
|
|
|
// add this entity to the list of children
|
|
m_pSiblingMoveWith = m_pMoveWith->m_pChildMoveWith; // may be null: that's fine by me.
|
|
m_pMoveWith->m_pChildMoveWith = this;
|
|
m_vecMoveWithOffset = pev->origin - m_pMoveWith->pev->origin;
|
|
UTIL_SetVelocity(this, g_vecZero); // match speed with the new entity
|
|
}
|