267 lines
5.2 KiB
Plaintext
267 lines
5.2 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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#define SF_GUNTARGET_ON 1
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/*!QUAKED func_guntarget (0 .5 .8) ?
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# OVERVIEW
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Gun targets brushes that trigger a target once they 'die'.
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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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- "health" : Health until it stops and triggers its targets.
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- "speed" : Speed in units per second at which it moves.
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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_guntarget:NSSurfacePropEntity
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{
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public:
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void func_guntarget(void);
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/* overrides */
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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 Spawned(void);
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virtual void Respawn(void);
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virtual void Trigger(entity, triggermode_t);
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virtual void Death(void);
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nonvirtual void NextPath(void);
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nonvirtual void Move(void);
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nonvirtual void Start(void);
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nonvirtual void Stop(void);
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virtual void Input(entity, string, string);
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private:
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float m_flSpeed;
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string m_strOnDeath;
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string m_strOnDeathLegacy;
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};
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void
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func_guntarget::func_guntarget(void)
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{
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m_flSpeed = 100;
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m_strOnDeath = __NULL__;
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m_strOnDeathLegacy = __NULL__;
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}
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void
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func_guntarget::Save(float handle)
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{
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super::Save(handle);
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SaveFloat(handle, "m_flSpeed", m_flSpeed);
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SaveString(handle, "m_strOnDeath", m_strOnDeath);
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SaveString(handle, "m_strOnDeathLegacy", m_strOnDeathLegacy);
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}
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void
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func_guntarget::Restore(string strKey, string strValue)
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{
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switch (strKey) {
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case "m_flSpeed":
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m_flSpeed = ReadFloat(strValue);
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break;
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case "m_strOnDeath":
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m_strOnDeath = ReadString(strValue);
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break;
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case "m_strOnDeathLegacy":
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m_strOnDeathLegacy = ReadString(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_guntarget::SpawnKey(string strKey, string strValue)
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{
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switch (strKey) {
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case "speed":
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m_flSpeed = stof(strValue);
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break;
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case "message":
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m_strOnDeathLegacy = strValue;
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break;
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case "OnDeath":
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m_strOnDeath = PrepareOutput(m_strOnDeath, 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_guntarget::Spawned(void)
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{
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super::Spawned();
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if (m_strOnDeath)
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m_strOnDeath = CreateOutput(m_strOnDeath);
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}
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void
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func_guntarget::Respawn(void)
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{
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static void ThinkWrap(void) {
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Trigger(this, TRIG_TOGGLE);
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}
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SetSolid(SOLID_BSP);
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SetMovetype(MOVETYPE_PUSH);
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SetModel(GetSpawnModel());
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SetOrigin(GetSpawnOrigin());
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SetHealth(GetSpawnHealth());
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if (HasSpawnFlags(SF_GUNTARGET_ON) == true) {
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ScheduleThink(ThinkWrap, 0.25f);
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}
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}
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void
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func_guntarget::Move(void)
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{
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float flTravelTime;
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vector vel_to_pos;
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path_corner node;
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node = (path_corner)find(world, ::targetname, target);
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if (!node) {
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EntWarning("node %s for %s not found!", target, targetname);
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return;
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}
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vector vecWorldPos;
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vecWorldPos = WorldSpaceCenter();
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vel_to_pos = (node.origin - vecWorldPos);
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flTravelTime = (vlen(vel_to_pos) / m_flSpeed);
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if (flTravelTime <= 0.0f) {
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NextPath();
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return;
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}
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SetVelocity(vel_to_pos * (1 / flTravelTime));
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ScheduleThink(NextPath, flTravelTime);
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}
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void
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func_guntarget::NextPath(void)
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{
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path_corner node;
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EntLog("Talking to current target %s... ", target);
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node = (path_corner)find(world, ::targetname, target);
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if (!node) {
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dprint("^1FAILED.\n");
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} else {
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dprint("^2SUCCESS.\n");
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}
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target = node.target;
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ClearVelocity();
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if (target) {
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Move();
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}
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}
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void
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func_guntarget::Death(void)
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{
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Stop();
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if (!m_strOnDeath && !m_strOnDeathLegacy) {
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return;
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}
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if (!m_strOnDeathLegacy) {
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UseOutput(g_dmg_eAttacker, m_strOnDeath);
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} else {
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entity a;
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for (a = world; (a = find(a, ::targetname, m_strOnDeathLegacy));) {
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NSEntity trigger = (NSEntity)a;
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trigger.Trigger(g_dmg_eAttacker, TRIG_TOGGLE);
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}
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}
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}
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void
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func_guntarget::Start(void)
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{
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SetTakedamage(DAMAGE_YES);
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NextPath();
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m_iValue = 0;
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}
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void
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func_guntarget::Stop(void)
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{
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SetTakedamage(DAMAGE_NO);
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ClearVelocity();
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ReleaseThink();
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m_iValue = 1;
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}
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void
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func_guntarget::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_iValue = 0;
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break;
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case TRIG_ON:
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m_iValue = 1;
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break;
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default:
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m_iValue = 1 - m_iValue;
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}
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if (m_iValue) {
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Start();
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} else {
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Stop();
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}
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}
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void
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func_guntarget::Input(entity eAct, string strInput, string strData)
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{
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switch (strInput) {
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case "Start":
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Trigger(eAct, TRIG_ON);
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break;
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case "Stop":
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Trigger(eAct, TRIG_OFF);
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break;
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case "Toggle":
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Trigger(eAct, TRIG_TOGGLE);
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break;
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default:
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super::Input(eAct, strInput, strData);
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}
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}
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