186 lines
3.9 KiB
Plaintext
186 lines
3.9 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 prop_physics_multiplayer (0 0 0.8) (-16 -16 -16) (16 16 16) PRPPHYS_ASLEEP
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Physics prop that is optimised for netplay.
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It either pushes the player away, or gets pushed away by the player.
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The simulation can take place on either client or server.
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-------- KEYS --------
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"targetname" : Name
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"physicsmode" : Which type of push/simulation model to use. See notes.
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-------- NOTES --------
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'physicsmode' can be one of three things:
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1 - push player away
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2 - get pushed (server-side)
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3 - get pushed (client-side)
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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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#ifndef PHYSICS_STATIC
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#define PRPPHYS_ASLEEP 1
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class prop_physics_multiplayer:NSPhysicsEntity
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{
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int m_iPhysicsMode;
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void(void) prop_physics_multiplayer;
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#ifdef CLIENT
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virtual void(void) Init;
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#endif
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virtual void(void) Respawn;
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virtual void(string, string) SpawnKey;
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virtual void(entity) Touch;
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virtual void(void) TouchThink;
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};
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void
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prop_physics_multiplayer::TouchThink(void)
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{
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//super::TouchThink();
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{
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float oldsolid, oldmovetype;
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/* let players collide */
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dimension_solid = 255;
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dimension_hit = 255;
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oldsolid = solid;
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oldmovetype = movetype;
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movetype = MOVETYPE_NONE;
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solid = SOLID_TRIGGER;
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tracebox(origin, mins, maxs, origin, MOVE_NORMAL, this);
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solid = oldsolid;
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movetype = oldmovetype;
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dimension_solid = 1;
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dimension_hit = 1;
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if (trace_ent.flags & FL_CLIENT) {
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//print(sprintf("%s %f\n", trace_ent.classname, trace_fraction));
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PhysicsEnable();
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makevectors(origin - trace_ent.origin);
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ApplyForceCenter(v_forward * 64);
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velocity = v_forward * 64;
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}
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}
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if (m_iPhysicsMode == 3) {
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} else {
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if (vlen(velocity) < 2) {
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velocity = [0,0,0];
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PhysicsDisable();
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}
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}
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nextthink = time;
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}
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void
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prop_physics_multiplayer::Touch(entity eToucher)
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{
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/* we want to push our toucher away */
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if (eToucher && eToucher.flags & FL_CLIENT)
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if (m_iPhysicsMode == 1) {
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makevectors(eToucher.origin - origin);
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eToucher.velocity = v_forward * 256;
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}
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super::Touch(eToucher);
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nextthink = time;
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}
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void
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prop_physics_multiplayer::Respawn(void)
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{
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#ifdef SERVER
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if (m_iPhysicsMode == 3) {
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#else
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if (m_iPhysicsMode != 3) {
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#endif
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Destroy();
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return;
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}
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#ifdef SERVER
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dimension_solid = 1;
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dimension_hit = 1;
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#endif
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super::Respawn();
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if (HasSpawnFlags(PRPPHYS_ASLEEP))
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PhysicsDisable();
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else
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PhysicsEnable();
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}
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void
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prop_physics_multiplayer::SpawnKey(string strKey, string strValue)
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{
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switch (strKey) {
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case "physicsmode":
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m_iPhysicsMode = stoi(strValue);
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break;
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default:
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NSPhysicsEntity::SpawnKey(strKey, strValue);
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}
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}
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#ifdef CLIENT
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void
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prop_physics_multiplayer::Init(void)
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{
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super::Init();
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m_oldAngle = angles;
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m_oldOrigin = origin;
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m_oldModel = Util_FixModel(model);
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Respawn();
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drawmask = MASK_ENGINE;
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}
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#endif
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void
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prop_physics_multiplayer::prop_physics_multiplayer(void)
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{
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}
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#else
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#ifdef SERVER
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class prop_physics_multiplayer:NSRenderableEntity
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{
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void(void) prop_physics_multiplayer;
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virtual void(void) Respawn;
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};
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void
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prop_physics_multiplayer::Respawn(void)
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{
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super::Respawn();
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SetSolid(SOLID_BBOX);
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}
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void
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prop_physics_multiplayer::prop_physics_multiplayer(void)
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{
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}
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#endif
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#endif
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