149 lines
3.6 KiB
Plaintext
149 lines
3.6 KiB
Plaintext
/*
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* Copyright (c) 2023 Vera Visions LLC.
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/*!QUAKED phys_slideconstraint (.5 .3 0) (-8 -8 -8) (8 8 8) BREAKCOLL LIMITENDS
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# OVERVIEW
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Will slide an entity along a segment.
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# KEYS
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- "targetname" : Name
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- "attach1" : Entity 1
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- "attach2" : Entity 2
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- "slideaxis" : Axis onto which the entity slides along. Technically the position it is aiming at.
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- "slidefriction" : Friction the entity experiences along the slide.
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# INPUTS
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- "Break" : Forcefully break the constraint.
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- "TurnOn" : Turn
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- "TurnOff" : Disables the constraint
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# SPAWNFLAGS
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- BREAKCOLL (1) : No collision until the connection breaks.
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- LIMITENDS (2) : Limit endpoints.
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# TRIVIA
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This entity was introduced in Half-Life 2 (2004).
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*/
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class
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phys_slideconstraint:NSPhysicsConstraint
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{
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public:
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void phys_slideconstraint(void);
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virtual void Save(float);
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virtual void Restore(string,string);
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virtual void SpawnKey(string, string);
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virtual void Input(entity, string, string);
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virtual void Respawn(void);
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nonvirtual void AfterSpawn(void);
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private:
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vector m_vecSliderAxis;
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float m_flSliderFriction;
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};
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void
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phys_slideconstraint::phys_slideconstraint(void)
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{
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m_vecSliderAxis = g_vec_null;
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m_flSliderFriction = 0.0f;
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}
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void
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phys_slideconstraint::Save(float handle)
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{
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super::Save(handle);
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SaveVector(handle, "m_vecSliderAxis", m_vecSliderAxis);
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SaveFloat(handle, "m_flSliderFriction", m_flSliderFriction);
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}
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void
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phys_slideconstraint::Restore(string strKey, string strValue)
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{
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switch (strKey) {
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case "m_vecSliderAxis":
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m_vecSliderAxis = ReadVector(strValue);
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break;
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case "m_flSliderFriction":
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m_flSliderFriction = ReadFloat(strValue);
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break;
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default:
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super::Restore(strKey, strValue);
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}
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}
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void
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phys_slideconstraint::SpawnKey(string keyName, string setValue)
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{
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switch (keyName) {
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case "slideaxis":
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m_vecSliderAxis = ReadVector(setValue);
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break;
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case "slidefriction":
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m_flSliderFriction = ReadFloat(setValue);
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break;
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default:
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super::SpawnKey(keyName, setValue);
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break;
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}
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}
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void
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phys_slideconstraint::Respawn(void)
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{
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ScheduleThink(AfterSpawn, 0.0f);
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}
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void
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phys_slideconstraint::AfterSpawn(void)
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{
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SetConstraintType(CONSTRAINT_SLIDER);
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SetOrigin(GetSpawnOrigin());
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SetEntity1(find(world, ::targetname, m_strEnt1));
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if (m_strEnt2)
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SetEntity2(find(world, ::targetname, m_strEnt2));
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else
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SetEntity2(this);
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SetAngles(vectoangles(m_vecSliderAxis - GetOrigin()));
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SetSliderMaxVelocity(99999);
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SetSliderFriction(m_flSliderFriction);
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if (HasSpawnFlags(2))
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SetSliderStop(vlen(m_vecSliderAxis - GetOrigin()));
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WakeTargets();
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}
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void
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phys_slideconstraint::Input(entity activatorEnt, string inputName, string dataString)
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{
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switch (inputName) {
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case "SetVelocity":
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if (GetSliderVelocity() > 0.0f)
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SetSliderVelocity(-stof(dataString));
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else
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SetSliderVelocity(stof(dataString));
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WakeTargets();
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break;
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default:
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super::Input(activatorEnt, inputName, dataString);
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break;
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}
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} |