209 lines
4.5 KiB
Plaintext
209 lines
4.5 KiB
Plaintext
/*
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* Copyright (c) 2023 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 phys_convert (.5 .3 0) (-8 -8 -8) (8 8 8) ASLEEP DEBRIS
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# OVERVIEW
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Turns a standard entity into a physically simulated one.
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# KEYS
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- "targetname" : Name
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- "target" : Entity 1
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- "swapmodel" : Model override.
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- "massoverride" : Optional new mass.
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# INPUTS
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- "ConvertTarget" : Triggers the conversion.
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# OUTPUTS
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- "OnConvert" : Triggered after successful conversion.
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# SPAWNFLAGS
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- ASLEEP (1) : Don't activate motion when conversion is done.
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- DEBRIS (2) : Makes converted entity non-solid.
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# TRIVIA
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This entity was introduced in Half-Life 2 (2004).
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*/
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class
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phys_convert:NSPhysicsConstraint
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{
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public:
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void phys_convert(void);
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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 Input(entity, string, string);
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nonvirtual void AfterSpawn(void);
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nonvirtual void ConvertTarget(entity);
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private:
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string m_strSwapModel;
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float m_flMassOverride;
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string m_strOnConvert;
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};
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void
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phys_convert::phys_convert(void)
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{
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m_strSwapModel = __NULL__;
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m_flMassOverride = 0.0f;
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m_strOnConvert = __NULL__;
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}
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void
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phys_convert::Save(float handle)
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{
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super::Save(handle);
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SaveString(handle, "m_strSwapModel", m_strSwapModel);
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SaveFloat(handle, "m_flMassOverride", m_flMassOverride);
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SaveString(handle, "m_strOnConvert", m_strOnConvert);
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}
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void
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phys_convert::Restore(string strKey, string strValue)
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{
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switch (strKey) {
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case "m_strSwapModel":
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m_strSwapModel = ReadString(strValue);
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break;
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case "m_flMassOverride":
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m_flMassOverride = ReadFloat(strValue);
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break;
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case "m_strOnConvert":
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m_strOnConvert = 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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phys_convert::SpawnKey(string keyName, string setValue)
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{
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switch (keyName) {
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case "target":
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m_strEnt1 = ReadString(setValue);
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break;
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case "swapmodel":
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m_strSwapModel = ReadString(setValue);
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break;
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case "massoverride":
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m_flMassOverride = ReadFloat(setValue);
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break;
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case "OnConvert":
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m_strOnConvert = PrepareOutput(m_strOnConvert, setValue);
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break;
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default:
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super::SpawnKey(keyName, setValue);
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break;
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}
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}
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void
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phys_convert::Spawned(void)
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{
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super::Spawned();
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if (m_strOnConvert)
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m_strOnConvert = CreateOutput(m_strOnConvert);
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}
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void
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phys_convert::Respawn(void)
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{
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ScheduleThink(AfterSpawn, 0.0f);
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}
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void
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phys_convert::AfterSpawn(void)
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{
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SetOrigin(GetSpawnOrigin());
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SetEntity1(find(world, ::targetname, m_strEnt1));
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}
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void
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phys_convert::ConvertTarget(entity activatorEnt)
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{
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NSEntity targetEnt = (NSEntity)GetEntity1();
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string targetModel;
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vector targetAngle;
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vector targetPos;
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vector targetVelocity;
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string targetName;
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NSPhysicsEntity new;
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if (!targetEnt) {
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EntWarning("Cannot find target to convert.");
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return;
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}
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targetModel = targetEnt.GetModel();
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targetAngle = targetEnt.GetAngles();
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targetPos = targetEnt.GetOrigin();
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targetVelocity = targetEnt.GetVelocity();
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targetName = targetEnt.targetname;
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new = spawn(NSPhysicsEntity);
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new.Respawn();
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/* may have an override */
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if (m_strSwapModel) {
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targetModel = m_strSwapModel;
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}
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new.SetModel(targetModel);
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new.SetOrigin(targetPos);
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new.SetAngles(targetAngle);
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new.SetVelocity(targetVelocity);
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new.targetname = (targetName);
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if (m_flMassOverride > 0.0f) {
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new.SetMass(m_flMassOverride);
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}
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/* Spawnflags ASLEEP */
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if (HasSpawnFlags(1)) {
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new.Sleep();
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} else {
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new.Wake();
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}
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/* Spawnflag DEBRIS */
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if (HasSpawnFlags(2)) {
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new.SetSolid(SOLID_NOT);
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}
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targetEnt.Destroy();
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if (m_strOnConvert)
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UseOutput(activatorEnt, m_strOnConvert);
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}
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void
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phys_convert::Input(entity activatorEnt, string inputName, string dataString)
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{
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switch (inputName) {
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case "ConvertTarget":
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ConvertTarget(activatorEnt);
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break;
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default:
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super::Input(activatorEnt, inputName, dataString);
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break;
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}
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} |