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