273 lines
6.0 KiB
Plaintext
273 lines
6.0 KiB
Plaintext
/*
|
|
* 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_rot_button (0 .5 .8) ? FNCROTBUT_NONSOLID FNCROTBUT_REVERSE x x x FNCROTBUT_TOGGLE FNCROTBUT_XAXIS FNCROTBUT_YAXIS FNCROTBUT_TOUCHABLE
|
|
A button that rotates along a pivot point. Used for valves, spigots and alike.
|
|
|
|
-------- KEYS --------
|
|
"targetname" : Name
|
|
"target" : Name of the entity to trigger when opened
|
|
"speed" : How fast the button rotates when activated.
|
|
"health" : If non-zero, the button must be damaged to turn.
|
|
"wait" : Time to wait before button resets itself. -1 makes it stay set.
|
|
"distance" : Distance in degrees the button will rotate.
|
|
|
|
-------- SPAWNFLAGS --------
|
|
FNCROTBUT_NONSOLID : Don't do collision testing against this entity.
|
|
FNCROTBUT_REVERSE : Rotate the counter-clockwise.
|
|
FNCROTBUT_TOGGLE : Can only be activated via trigger, not player interaction.
|
|
FNCROTBUT_XAXIS : Rotate along the X-axis.
|
|
FNCROTBUT_YAXIS : Rotate along 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
|
|
{
|
|
FNCROTBUT_NONSOLID,
|
|
FNCROTBUT_REVERSE,
|
|
FNCROTBUT_UNUSED1,
|
|
FNCROTBUT_UNUSED2,
|
|
FNCROTBUT_UNUSED3,
|
|
FNCROTBUT_TOGGLE,
|
|
FNCROTBUT_XAXIS,
|
|
FNCROTBUT_YAXIS,
|
|
FNCROTBUT_TOUCHABLE
|
|
};
|
|
|
|
enum
|
|
{
|
|
ROTBTNSTATE_OPENED,
|
|
ROTBTNSTATE_CLOSED,
|
|
ROTBTNSTATE_OPENING,
|
|
ROTBTNSTATE_CLOSING
|
|
};
|
|
|
|
class
|
|
func_rot_button:NSSurfacePropEntity
|
|
{
|
|
vector m_vecMoveAngle;
|
|
int m_iState;
|
|
|
|
float m_flSpeed;
|
|
float m_flDistance;
|
|
float m_flReturnTime;
|
|
|
|
public:
|
|
void func_rot_button(void);
|
|
|
|
/* overrides */
|
|
virtual void Save(float);
|
|
virtual void Restore(string,string);
|
|
virtual void SpawnKey(string,string);
|
|
virtual void Respawn(void);
|
|
virtual void Touch(entity);
|
|
virtual void Death(void);
|
|
|
|
virtual void ArrivedClosed(void);
|
|
virtual void ArrivedOpened(void);
|
|
virtual void TriggerTargets(void);
|
|
virtual void Rotate(vector, void());
|
|
virtual void TurnToggle(void);
|
|
virtual void OnPlayerUse(void);
|
|
|
|
};
|
|
|
|
void
|
|
func_rot_button::func_rot_button(void)
|
|
{
|
|
m_vecMoveAngle = [0.0f, 0.0f, 0.0f];
|
|
m_iState = 0i;
|
|
m_flSpeed = 0.0f;
|
|
m_flDistance = 0.0f;
|
|
m_flReturnTime = 0.0f;
|
|
}
|
|
|
|
void
|
|
func_rot_button::Save(float handle)
|
|
{
|
|
super::Save(handle);
|
|
SaveVector(handle, "m_vecMoveAngle", m_vecMoveAngle);
|
|
SaveInt(handle, "m_iState", m_iState);
|
|
SaveFloat(handle, "m_flSpeed", m_flSpeed);
|
|
SaveFloat(handle, "m_flDistance", m_flDistance);
|
|
SaveFloat(handle, "m_flReturnTime", m_flReturnTime);
|
|
}
|
|
|
|
void
|
|
func_rot_button::Restore(string strKey, string strValue)
|
|
{
|
|
switch (strKey) {
|
|
case "m_vecMoveAngle":
|
|
m_vecMoveAngle = ReadVector(strValue);
|
|
break;
|
|
case "m_iState":
|
|
m_iState = ReadInt(strValue);
|
|
break;
|
|
case "m_flSpeed":
|
|
m_flSpeed = ReadFloat(strValue);
|
|
break;
|
|
case "m_flDistance":
|
|
m_flDistance = ReadFloat(strValue);
|
|
break;
|
|
case "m_flReturnTime":
|
|
m_flReturnTime = ReadFloat(strValue);
|
|
break;
|
|
default:
|
|
super::Restore(strKey, strValue);
|
|
}
|
|
}
|
|
|
|
void
|
|
func_rot_button::SpawnKey(string strKey, string strValue)
|
|
{
|
|
switch (strKey) {
|
|
case "distance":
|
|
m_flDistance = stof(strValue);
|
|
break;
|
|
case "speed":
|
|
m_flSpeed = stof(strValue);
|
|
break;
|
|
case "wait":
|
|
m_flReturnTime = stof(strValue);
|
|
break;
|
|
default:
|
|
super::SpawnKey(strKey, strValue);
|
|
}
|
|
}
|
|
|
|
void
|
|
func_rot_button::Respawn(void)
|
|
{
|
|
SetMovetype(MOVETYPE_PUSH);
|
|
|
|
if (HasSpawnFlags(FNCROTBUT_NONSOLID))
|
|
SetSolid(SOLID_NOT);
|
|
else
|
|
SetSolid(SOLID_BSP);
|
|
|
|
SetModel(GetSpawnModel());
|
|
SetOrigin(GetSpawnOrigin());
|
|
SetAngles(GetSpawnAngles());
|
|
AddFlags(FL_FINDABLE_NONSOLID);
|
|
PlayerUse = OnPlayerUse;
|
|
|
|
m_iState = ROTBTNSTATE_OPENED;
|
|
ReleaseThink();
|
|
|
|
if (GetSpawnHealth() > 0) {
|
|
SetTakedamage(DAMAGE_YES);
|
|
SetHealth(GetSpawnHealth());
|
|
}
|
|
|
|
vector vecMoveDir;
|
|
if (HasSpawnFlags(FNCROTBUT_XAXIS)) {
|
|
vecMoveDir = [0,0,1];
|
|
} else if (HasSpawnFlags(FNCROTBUT_YAXIS)) {
|
|
vecMoveDir = [0,1,0];
|
|
} else {
|
|
vecMoveDir = [1,0,0];
|
|
}
|
|
|
|
if (HasSpawnFlags(FNCROTBUT_REVERSE)) {
|
|
vecMoveDir *= -1;
|
|
}
|
|
|
|
m_vecMoveAngle = vecMoveDir * m_flDistance;
|
|
}
|
|
|
|
void
|
|
func_rot_button::TriggerTargets(void)
|
|
{
|
|
UseTargets(this, TRIG_TOGGLE, m_flDelay);
|
|
}
|
|
|
|
void
|
|
func_rot_button::ArrivedClosed(void)
|
|
{
|
|
ClearVelocity();
|
|
ReleaseThink();
|
|
|
|
m_iState = ROTBTNSTATE_CLOSED;
|
|
TriggerTargets();
|
|
|
|
if (m_flReturnTime > 0.0f) {
|
|
ScheduleThink(TurnToggle, m_flReturnTime);
|
|
}
|
|
}
|
|
|
|
void
|
|
func_rot_button::ArrivedOpened(void)
|
|
{
|
|
ClearVelocity();
|
|
ReleaseThink();
|
|
m_iState = ROTBTNSTATE_OPENED;
|
|
}
|
|
|
|
void
|
|
func_rot_button::Rotate(vector vecDest, void(void) vFunc)
|
|
{
|
|
vector vecAngleDifference;
|
|
float flTravelLength, flTravelTime;
|
|
|
|
vecAngleDifference = (vecDest - angles);
|
|
flTravelLength = vlen(vecAngleDifference);
|
|
flTravelTime = (flTravelLength / m_flSpeed);
|
|
|
|
SetAngularVelocity(vecAngleDifference * (1 / flTravelTime));
|
|
ScheduleThink(vFunc, flTravelTime);
|
|
}
|
|
|
|
void
|
|
func_rot_button::OnPlayerUse(void)
|
|
{
|
|
TurnToggle();
|
|
}
|
|
|
|
void
|
|
func_rot_button::Touch(entity eToucher)
|
|
{
|
|
eActivator = eToucher;
|
|
|
|
if (HasSpawnFlags(FNCROTBUT_TOUCHABLE))
|
|
TurnToggle();
|
|
}
|
|
|
|
void
|
|
func_rot_button::TurnToggle(void)
|
|
{
|
|
if (m_iState == ROTBTNSTATE_OPENED) {
|
|
Rotate(m_vecMoveAngle, ArrivedClosed);
|
|
} else if (m_iState == ROTBTNSTATE_CLOSED) {
|
|
Rotate(GetSpawnAngles(), ArrivedOpened);
|
|
|
|
/* in toggle mode, we trigger our targets every turn */
|
|
if (HasSpawnFlags(FNCROTBUT_TOGGLE))
|
|
TriggerTargets();
|
|
}
|
|
}
|
|
|
|
void
|
|
func_rot_button::Death(void)
|
|
{
|
|
SetTakedamage(DAMAGE_NO);
|
|
TurnToggle();
|
|
}
|