188 lines
4.6 KiB
Plaintext
188 lines
4.6 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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/*QUAKED func_pushable (0 .5 .8) ? SF_TRIGGER SF_TOUCH SF_PRESSURE
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This is essentially the same entity as a func_breakable, but
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a player can push and pull it around the level.
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-------- KEYS --------
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"targetname" : Name
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"target" : Target when triggered.
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"killtarget" : Target to kill when triggered.
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-------- NOTES --------
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It uses stepping player physics to move around.
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Please look at func_breakable for more entity keys, inputs and outputs.
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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_pushable:func_breakable
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{
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entity m_pPuller;
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entity m_eCollBox;
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public:
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void func_pushable(void);
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virtual void Save(float);
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virtual void Restore(string,string);
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virtual void customphysics(void);
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virtual void Respawn(void);
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virtual void Touch(entity);
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virtual void OnPlayerUse(void);
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virtual void OnRemoveEntity(void);
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};
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void
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func_pushable::func_pushable(void)
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{
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m_pPuller = __NULL__;
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m_eCollBox = __NULL__;
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}
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void
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func_pushable::Save(float handle)
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{
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super::Save(handle);
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SaveEntity(handle, "puller", m_pPuller);
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SaveEntity(handle, "collbox", m_eCollBox);
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}
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void
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func_pushable::Restore(string strKey, string strValue)
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{
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switch (strKey) {
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case "puller":
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m_pPuller = ReadEntity(strValue);
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break;
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case "collbox":
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m_eCollBox = ReadEntity(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_pushable::Respawn(void)
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{
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super::Respawn();
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SetSolid(SOLID_BSP);
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SetOrigin(GetSpawnOrigin());
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SetMovetype(MOVETYPE_STEP);
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PlayerUse = OnPlayerUse;
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hitcontentsmaski = CONTENTBIT_BODY; /* don't collide with anything but players */
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if (!m_eCollBox) {
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m_eCollBox = spawn();
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m_eCollBox.classname = "func_pushable_bbox";
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m_eCollBox.solid = SOLID_BBOX;
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m_eCollBox.owner = this;
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setsize(m_eCollBox, -(size/2) * 0.9f, (size/2) * 0.9f);
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setorigin(m_eCollBox, WorldSpaceCenter());
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}
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}
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void
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func_pushable::OnRemoveEntity(void)
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{
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if (m_eCollBox)
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remove(m_eCollBox);
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}
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void
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func_pushable::customphysics(void)
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{
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input_movevalues = [0,0,0];
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input_impulse = 0;
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input_buttons = 0;
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input_angles = [0,0,0];
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input_timelength = frametime;
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/* we're destroyed, most likely */
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if (m_eCollBox)
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if (modelindex == 0) {
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m_eCollBox.solid = SOLID_NOT;
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} else {
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m_eCollBox.solid = SOLID_BBOX;
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}
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/* when we pull the box, it'll follow us whereever we go, just not too fast so it doesn't clip into us! */
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if (!m_pPuller.button5) {
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m_pPuller = world;
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} else {
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/* drag us, make sure we don't collide */
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velocity[0] = m_pPuller.velocity[0] * 0.9f;
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velocity[1] = m_pPuller.velocity[1] * 0.9f;
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}
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/* see if we're clipping against entities or other func_pushable_bbox helper entities */
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vector position = WorldSpaceCenter();
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/* if we're too far away from our box, split */
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if ((vlen(m_pPuller.origin - position) - vlen(size)) > 64)
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m_pPuller = world;
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tracebox(position, -(size/2) * 0.95f, (size/2) * 0.95f, \
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position + (velocity * input_timelength), MOVE_NORMAL, this);
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if (trace_fraction < 1.0f)
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return;
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/* run the physics, then fix our helper bbox! */
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friction = 0.5f;
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if (vlen(velocity))
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runstandardplayerphysics(this);
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setorigin(m_eCollBox, position);
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}
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void
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func_pushable::Touch(entity eToucher)
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{
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/* don't cause bounces */
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if (eToucher.movetype == MOVETYPE_NONE) {
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return;
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}
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/* check if we're inside the pushable */
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if (eToucher.origin[0] >= absmin[0] && eToucher.origin[0] <= absmax[0])
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if (eToucher.origin[1] >= absmin[1] && eToucher.origin[1] <= absmax[1])
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return;
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/* check if we're above the pushable... */
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if ((eToucher.absmin[2] + 16) >= absmax[2]) {
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return;
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}
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/* get the direction of the pushing player towards the pushable, then get a matrix */
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makevectors(vectoangles(eToucher.origin - WorldSpaceCenter()));
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/* add forward direction times speed */
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velocity = v_forward * -64;
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}
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void
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func_pushable::OnPlayerUse(void)
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{
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m_pPuller = eActivator;
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}
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