nuclide/src/gs-entbase/server/momentary_door.qc

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/*
* 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 momentary_door (0 .5 .8) ?
Dynamic door that will move back down if it's not being used.
-------- KEYS --------
"targetname" : Name
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/
class
momentary_door:NSMomentary
{
public:
void momentary_door(void);
virtual void SpawnKey(string,string);
virtual void Respawn(void);
virtual void SetMovementDirection(void);
virtual void MovementDone(void);
virtual void MovementStateChanged(void);
virtual float GetProgress(void);
};
void
momentary_door::momentary_door(void)
{
}
void
momentary_door::SpawnKey(string strKey, string strValue)
{
switch (strKey) {
case "lip":
m_flDistance = stof(strValue);
break;
case "speed":
m_flSpeed = stof(strValue);
break;
case "returnspeed":
m_flReturnspeed = stof(strValue);
break;
default:
super::SpawnKey(strKey, strValue);
}
}
void
momentary_door::Respawn(void)
{
RestoreAngles();
SetMovementDirection();
ClearAngles();
ClearVelocity();
SetMovetype(MOVETYPE_PUSH);
SetSolid(SOLID_BSP);
SetModel(GetSpawnModel());
SetOrigin(GetSpawnOrigin());
m_vecPos1 = GetSpawnOrigin();
m_vecPos2 = (m_vecPos1 + m_vecMoveDir * (fabs(m_vecMoveDir * size) - m_flDistance));
}
float
momentary_door::GetProgress(void)
{
return (vlen(origin) / vlen(m_vecPos2));
}
void
momentary_door::MovementDone(void)
{
m_vecDest = [0,0,0];
ClearVelocity();
}
void
momentary_door::MovementStateChanged(void)
{
vector vecDifference;
float flTravelLength;
float flTravelTime;
float flSpeed;
switch (m_iMoveState) {
case MOMENTARY_IDLE:
MovementDone();
return;
break;
case MOMENTARY_ROTATING:
m_vecDest = m_vecPos2;
flSpeed = m_flSpeed;
break;
case MOMENTARY_RETURNING:
m_vecDest = m_vecPos1;
flSpeed = m_flReturnspeed;
break;
}
vecDifference = (m_vecDest - origin);
flTravelLength = vlen(vecDifference);
flTravelTime = (flTravelLength / m_flSpeed);
if (flTravelTime < 0.1) {
MovementDone();
return;
}
ScheduleThink(MovementDone, flTravelTime);
SetVelocity(vecDifference * (1.0f / flTravelTime));
}
void
momentary_door::SetMovementDirection(void)
{
if (GetSpawnAngles() == [0,-1,0]) {
m_vecMoveDir = [0,0,1];
} else if (GetSpawnAngles() == [0,-2,0]) {
m_vecMoveDir = [0,0,-1];
} else {
makevectors(GetSpawnAngles());
m_vecMoveDir = v_forward;
}
}