/* * Copyright (c) 2016-2022 Vera Visions LLC. * * Permission to use, copy, modify, and distribute this software for any * purpose with or without fee is hereby granted, provided that the above * copyright notice and this permission notice appear in all copies. * * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES * WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER * IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING * OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. */ /*QUAKED func_pendulum (0 .5 .8) ? FUNCPEND_STARTON x x FUNCPEND_NONSOLID FUNCPEND_RETURNONTRIGGER x FUNCPEND_XAXIS FUNCPEND_YAXIS A brush that swings along a pivot point like a pendulum. -------- KEYS -------- "targetname" : Name "damp" : Dampening factor. "distance" : Swinging distance in euler-angles. "speed" : Speed at which it swings in units-per-second. -------- SPAWNFLAGS -------- FUNCPEND_STARTON : Start swinging immediately. FUNCPEND_NONSOLID : Don't do collision testing against this entity. FUNCPEND_RETURNONTRIGGER : Once it gets triggered it'll return to its starting position. FUNCPEND_XAXIS : Swing on the X-axis. FUNCPEND_YAXIS : Swing on the Y-axis. -------- NOTES -------- Please include an origin brush so that a pivot point will be defined. -------- TRIVIA -------- This entity was introduced in Half-Life (1998). */ enumflags { FUNCPEND_STARTON, FUNCPEND_UNUSED1, FUNCPEND_UNUSED2, FUNCPEND_NONSOLID, FUNCPEND_RETURNONTRIGGER, FUNCPEND_UNUSED3, FUNCPEND_XAXIS, FUNCPEND_YAXIS }; class func_pendulum:NSRenderableEntity { int m_iActive; float m_flProgress; float m_flDampening; float m_flDistance; public: void func_pendulum(void); virtual void Save(float); virtual void Restore(string,string); virtual void SpawnKey(string,string); virtual void Respawn(void); virtual void Trigger(entity,int); virtual void customphysics(void); }; void func_pendulum::func_pendulum(void) { m_iActive = 0i; m_flProgress = 0.0f; m_flDampening = 0.0f; m_flDistance = 0.0f; } void func_pendulum::Save(float handle) { super::Save(handle); SaveInt(handle, "m_iActive", m_iActive); SaveFloat(handle, "m_flProgress", m_flProgress); SaveFloat(handle, "m_flDampening", m_flDampening); SaveFloat(handle, "m_flDistance", m_flDistance); } void func_pendulum::Restore(string strKey, string strValue) { switch (strKey) { case "m_iActive": m_iActive = ReadInt(strValue); break; case "m_flProgress": m_flProgress = ReadFloat(strValue); break; case "m_flDampening": m_flDampening = ReadFloat(strValue); break; case "m_flDistance": m_flDistance = ReadFloat(strValue); break; default: super::Restore(strKey, strValue); } } void func_pendulum::SpawnKey(string strKey, string strValue) { switch (strKey) { case "damp": m_flDampening = stof(strValue); break; case "distance": m_flDistance = stof(strValue); break; default: super::SpawnKey(strKey, strValue); } } void func_pendulum::Respawn(void) { if (HasSpawnFlags(FUNCPEND_STARTON)) m_iActive = TRUE; if (HasSpawnFlags(FUNCPEND_NONSOLID)) SetSolid(SOLID_NOT); else SetSolid(SOLID_BSP); movetype = MOVETYPE_PUSH; SetModel(GetSpawnModel()); SetOrigin(origin); } void func_pendulum::Trigger(entity act, int state) { switch (state) { case TRIG_OFF: m_iActive = 0; break; case TRIG_ON: m_iActive = 1; break; default: m_iActive = 1 - m_iActive; } if (m_iActive == 0 && HasSpawnFlags(FUNCPEND_RETURNONTRIGGER)) angles = [0.0f, 0.0f, 0.0f]; } void func_pendulum::customphysics(void) { if (!m_iActive) return; m_flProgress += frametime; if (HasSpawnFlags(FUNCPEND_XAXIS)) angles[2] = sin(m_flProgress); else if (HasSpawnFlags(FUNCPEND_YAXIS)) angles[0] = sin(m_flProgress); else angles[1] = sin(m_flProgress); angles *= m_flDistance; }