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

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