202 lines
4.7 KiB
Plaintext
202 lines
4.7 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 trigger_look (.5 .5 .5) ?
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# OVERVIEW
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Triggers itself when a player is inside its volume and is looking at a
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specific entity within a specified field-of-view cone.
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It then disables itself.
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It's like the beginning in Halo - you know, where you have to look up/down
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at lights and stuff? No...? Well... ever played Splinter Cell?... Nevermind.
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# KEYS
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- "targetname" : Name
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- "target" : Target when triggered.
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- "delay" : Delay until target is triggered.
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- "killtarget" : Target to kill when triggered.
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- "looktarget" : Name of the entity to be looked at. Doesn't have to be solid.
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- "looktime" : How long the player must look at the 'looktarget', in seconds.
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- "fov" : Area of the view-cone check, 1.0 is straight ahead, 0.0 is in the realm of 90 degrees. Default is 0.9.
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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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trigger_look:NSBrushTrigger
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{
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public:
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void trigger_look(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 Touch(entity);
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private:
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float m_flFOV;
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float m_flLookTime;
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float m_flDelay;
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float m_flLooked;
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string m_strLookTarget;
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/* Input/Output */
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string m_strOnTrigger;
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};
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void
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trigger_look::trigger_look(void)
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{
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m_flFOV = 0.9f;
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m_flLookTime = 0.5f;
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m_flDelay = 0.0f;
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m_flLooked = 0.0f;
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m_strLookTarget = __NULL__;
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m_strOnTrigger = __NULL__;
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}
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void
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trigger_look::Save(float handle)
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{
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super::Save(handle);
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SaveFloat(handle, "m_flFOV", m_flFOV);
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SaveFloat(handle, "m_flLookTime", m_flLookTime);
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SaveFloat(handle, "m_flDelay", m_flDelay);
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SaveFloat(handle, "m_flLooked", m_flLooked);
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SaveString(handle, "m_strLookTarget", m_strLookTarget);
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SaveString(handle, "m_strOnTrigger", m_strOnTrigger);
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}
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void
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trigger_look::Restore(string strKey, string strValue)
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{
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switch (strKey) {
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case "m_flFOV":
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m_flFOV = ReadFloat(strValue);
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break;
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case "m_flLookTime":
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m_flLookTime = ReadFloat(strValue);
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break;
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case "m_flDelay":
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m_flDelay = ReadFloat(strValue);
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break;
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case "m_flLooked":
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m_flLooked = ReadFloat(strValue);
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break;
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case "m_strLookTarget":
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m_strLookTarget = ReadString(strValue);
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break;
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case "m_strOnTrigger":
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m_strOnTrigger = 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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trigger_look::SpawnKey(string strKey, string strValue)
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{
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switch (strKey) {
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case "looktarget":
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case "target_destination":
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m_strLookTarget = strValue;
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break;
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case "fov":
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case "FieldOfView":
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m_flFOV = stof(strValue);
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break;
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case "looktime":
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case "LookTime":
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m_flLookTime = stof(strValue);
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break;
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case "OnTrigger":
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m_strOnTrigger = PrepareOutput(m_strOnTrigger, strValue);
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break;
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default:
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super::SpawnKey(strKey, strValue);
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break;
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}
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}
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void
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trigger_look::Spawned(void)
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{
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super::Spawned();
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if (m_strOnTrigger)
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m_strOnTrigger = CreateOutput(m_strOnTrigger);
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}
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void
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trigger_look::Respawn(void)
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{
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/* reset */
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InitBrushTrigger();
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m_flLooked = 0.0f;
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}
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void
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trigger_look::Touch(entity eToucher)
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{
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float dot;
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entity lt;
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if (GetMaster(eToucher) == FALSE)
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return;
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if (!(eToucher.flags & FL_CLIENT)) {
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/* FIXME: could this conflict with other entities? probably. */
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m_flLooked = 0.0f;
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return;
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}
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/* find the looktarget */
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lt = find(world, ::targetname, m_strLookTarget);
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if (!lt) {
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EntLog("^1trigger_look:Touch^7: Invalid m_strLookTarget %s!", m_strLookTarget);
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Destroy();
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return;
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}
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/* test against the looktarget position */
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makevectors(eToucher.v_angle);
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vector v = normalize (lt.origin - other.origin);
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dot = v * v_forward;
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/* field of view check */
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if (dot < m_flFOV) {
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m_flLooked = 0.0f;
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return;
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}
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/* increment the 'looked-time' a little bit one frame after another */
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if (m_flLooked < m_flLookTime) {
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m_flLooked += frametime;
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return;
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}
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/* trigger and disable entity, for now */
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SetSolid(SOLID_NOT);
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if (!target)
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UseOutput(eToucher, m_strOnTrigger);
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else
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UseTargets(eToucher, TRIG_TOGGLE, m_flDelay);
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}
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