178 lines
4.0 KiB
Plaintext
178 lines
4.0 KiB
Plaintext
/*
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* Copyright (c) 2016-2022 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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enumflags
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{
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FUNCPEND_STARTON,
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FUNCPEND_UNUSED1,
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FUNCPEND_UNUSED2,
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FUNCPEND_NONSOLID,
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FUNCPEND_RETURNONTRIGGER,
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FUNCPEND_UNUSED3,
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FUNCPEND_XAXIS,
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FUNCPEND_YAXIS
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};
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/*!QUAKED func_pendulum (0 .5 .8) ? FUNCPEND_STARTON x x FUNCPEND_NONSOLID FUNCPEND_RETURNONTRIGGER x FUNCPEND_XAXIS FUNCPEND_YAXIS
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# OVERVIEW
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A brush that swings along a pivot point like a pendulum.
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# KEYS
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- "targetname" : Name
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- "damp" : Dampening factor.
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- "distance" : Swinging distance in euler-angles.
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- "speed" : Speed at which it swings in units-per-second.
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# SPAWNFLAGS
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- FUNCPEND_STARTON (1) : Start swinging immediately.
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- FUNCPEND_NONSOLID (8) : Don't do collision testing against this entity.
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- FUNCPEND_RETURNONTRIGGER (16) : Once it gets triggered it'll return to its starting position.
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- FUNCPEND_XAXIS (64) : Swing on the X-axis.
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- FUNCPEND_YAXIS (128) : Swing on the Y-axis.
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# NOTES
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Please include an origin brush so that a pivot point will be defined.
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# TRIVIA
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This entity was introduced in Half-Life (1998).
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*/
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class
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func_pendulum:NSRenderableEntity
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{
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int m_iActive;
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float m_flProgress;
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float m_flDampening;
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float m_flDistance;
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public:
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void func_pendulum(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 Respawn(void);
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virtual void Trigger(entity, triggermode_t);
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virtual void customphysics(void);
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};
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void
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func_pendulum::func_pendulum(void)
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{
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m_iActive = 0i;
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m_flProgress = 0.0f;
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m_flDampening = 0.0f;
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m_flDistance = 0.0f;
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}
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void
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func_pendulum::Save(float handle)
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{
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super::Save(handle);
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SaveInt(handle, "m_iActive", m_iActive);
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SaveFloat(handle, "m_flProgress", m_flProgress);
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SaveFloat(handle, "m_flDampening", m_flDampening);
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SaveFloat(handle, "m_flDistance", m_flDistance);
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}
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void
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func_pendulum::Restore(string strKey, string strValue)
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{
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switch (strKey) {
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case "m_iActive":
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m_iActive = ReadInt(strValue);
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break;
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case "m_flProgress":
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m_flProgress = ReadFloat(strValue);
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break;
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case "m_flDampening":
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m_flDampening = ReadFloat(strValue);
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break;
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case "m_flDistance":
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m_flDistance = 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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func_pendulum::SpawnKey(string strKey, string strValue)
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{
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switch (strKey) {
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case "damp":
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m_flDampening = stof(strValue);
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break;
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case "distance":
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m_flDistance = stof(strValue);
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break;
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default:
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super::SpawnKey(strKey, strValue);
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}
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}
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void
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func_pendulum::Respawn(void)
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{
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if (HasSpawnFlags(FUNCPEND_STARTON))
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m_iActive = TRUE;
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if (HasSpawnFlags(FUNCPEND_NONSOLID))
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SetSolid(SOLID_NOT);
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else
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SetSolid(SOLID_BSP);
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movetype = MOVETYPE_PUSH;
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SetModel(GetSpawnModel());
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SetOrigin(origin);
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}
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void
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func_pendulum::Trigger(entity act, triggermode_t state)
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{
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switch (state) {
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case TRIG_OFF:
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m_iActive = 0;
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break;
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case TRIG_ON:
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m_iActive = 1;
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break;
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default:
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m_iActive = 1 - m_iActive;
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}
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if (m_iActive == 0 && HasSpawnFlags(FUNCPEND_RETURNONTRIGGER))
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angles = [0.0f, 0.0f, 0.0f];
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}
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void
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func_pendulum::customphysics(void)
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{
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if (!m_iActive)
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return;
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m_flProgress += frametime;
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if (HasSpawnFlags(FUNCPEND_XAXIS))
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angles[2] = sin(m_flProgress);
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else if (HasSpawnFlags(FUNCPEND_YAXIS))
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angles[0] = sin(m_flProgress);
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else
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angles[1] = sin(m_flProgress);
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angles *= m_flDistance;
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}
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