func_train: Fix TELEPORT spawn-flag from the path-corner. Previously we

acted the next frame, but this causes the move action to be made nil.
This commit is contained in:
Marco Cawthorne 2021-01-22 12:07:42 +01:00
parent 4b5125d97f
commit 5ff673cbae
1 changed files with 43 additions and 18 deletions

View File

@ -30,6 +30,8 @@ Upon level entry, the func_train will spawn right where its first path_corner
node is. This is so you can light the func_train somewhere else - like a lonely
box somewhere outside the playable area.
If no targetname is specified, the train will move on its own at map-launch.
Marking the func_train with the flag TRAIN_NOTSOLID will make entities not
collide with the train. This is best used for things in the distance or for
when lasers are following this train as a sort of guide.
@ -55,8 +57,9 @@ class func_train:CBaseTrigger
string m_strStopSnd;
void(void) func_train;
virtual void(void) NextPath;
virtual void(void) GoToTarget;
virtual void(void) AfterSpawn;
virtual void(void) PathNext;
virtual void(void) PathMove;
virtual void(entity, int) Trigger;
virtual void(void) Respawn;
virtual void(void) Blocked;
@ -80,7 +83,7 @@ func_train::Blocked(void)
}
void
func_train::GoToTarget(void)
func_train::PathMove(void)
{
entity eNode;
float flTravelTime;
@ -101,8 +104,8 @@ func_train::GoToTarget(void)
flTravelTime = (vlen(vecVelocity) / m_flSpeed);
if (!flTravelTime) {
print("^1func_train::^3GoToTarget^7: Distance short, going next\n");
think = NextPath;
print("^1func_train::^3PathMove^7: Distance short, going next\n");
think = PathNext;
nextthink = ltime;
return;
}
@ -113,12 +116,12 @@ func_train::GoToTarget(void)
}
velocity = (vecVelocity * (1 / flTravelTime));
think = NextPath;
think = PathNext;
nextthink = (ltime + flTravelTime);
}
void
func_train::NextPath(void)
func_train::PathDone(void)
{
path_corner eNode;
eNode = (path_corner)find(world, ::targetname, target);
@ -136,10 +139,22 @@ func_train::NextPath(void)
if (m_strStopSnd) {
Sound_Play(this, CHAN_BODY, m_strStopSnd);
}
/* make the loopy noise stop */
if (m_strMoveSnd) {
sound(this, CHAN_VOICE, "common/null.wav", 1.0, ATTN_NORM);
}
}
void
func_train::PathNext(void)
{
path_corner eNode;
eNode = (path_corner)find(world, ::targetname, target);
if (!eNode) {
return;
}
SetOrigin(eNode.origin - (mins + maxs) * 0.5);
@ -151,24 +166,24 @@ func_train::NextPath(void)
target = eNode.target;
velocity = [0,0,0];
/* warp next frame */
/* warp */
if (eNode.spawnflags & PC_TELEPORT) {
print(sprintf("^1func_train::^3NextPath^7: Node %s wants %s to teleport\n", eNode.targetname, targetname));
think = NextPath;
nextthink = ltime;
return;
SetOrigin(eNode.origin - (mins + maxs) * 0.5);
PathDone();
}
/* stop until triggered again */
if (targetname)
if (eNode.spawnflags & PC_WAIT || spawnflags & TRAIN_WAIT) {
return;
}
/* move after delay, or instantly when none is given */
if (m_flWait > 0) {
think = GoToTarget;
think = PathMove;
nextthink = ltime + m_flWait;
} else {
GoToTarget();
PathMove();
}
}
@ -176,14 +191,24 @@ func_train::NextPath(void)
void
func_train::Trigger(entity act, int state)
{
GoToTarget();
PathMove();
}
void
func_train::AfterSpawn(void)
{
PathNext();
if (!targetname) {
PathMove();
}
}
void
func_train::Respawn(void)
{
solid = spawnflags & TRAIN_NOTSOLID ? SOLID_NOT : SOLID_BSP;
movetype = MOVETYPE_PUSH;
SetSolid(spawnflags & TRAIN_NOTSOLID ? SOLID_NOT : SOLID_BSP);
SetMovetype(MOVETYPE_PUSH);
blocked = Blocked;
SetModel(m_oldModel);
SetOrigin(m_oldOrigin);
@ -191,7 +216,7 @@ func_train::Respawn(void)
/* let's wait 1/4 a second to give the path_corner entities a chance to
* spawn in case they're after us in the ent lump */
target = m_oldstrTarget;
think = NextPath;
think = AfterSpawn;
nextthink = ltime + 0.25f;
}