mirror of
https://github.com/nillerusr/source-engine.git
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1466 lines
38 KiB
C++
1466 lines
38 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Spawn, think, and use functions for common brush entities.
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//
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//=============================================================================//
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#include "cbase.h"
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#include "doors.h"
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#include "mathlib/mathlib.h"
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#include "physics.h"
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#include "ndebugoverlay.h"
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#include "engine/IEngineSound.h"
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#include "globals.h"
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#include "filters.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#define SF_BRUSH_ACCDCC 16// brush should accelerate and decelerate when toggled
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#define SF_BRUSH_HURT 32// rotating brush that inflicts pain based on rotation speed
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#define SF_ROTATING_NOT_SOLID 64 // some special rotating objects are not solid.
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// =================== FUNC_WALL ==============================================
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class CFuncWall : public CBaseEntity
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{
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public:
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DECLARE_DATADESC();
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DECLARE_CLASS( CFuncWall, CBaseEntity );
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void Spawn( void );
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bool CreateVPhysics( void );
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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int m_nState;
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};
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LINK_ENTITY_TO_CLASS( func_wall, CFuncWall );
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//---------------------------------------------------------
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// Save/Restore
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//---------------------------------------------------------
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BEGIN_DATADESC( CFuncWall )
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DEFINE_FIELD( m_nState, FIELD_INTEGER ),
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END_DATADESC()
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void CFuncWall::Spawn( void )
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{
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SetLocalAngles( vec3_angle );
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SetMoveType( MOVETYPE_PUSH ); // so it doesn't get pushed by anything
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SetModel( STRING( GetModelName() ) );
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// If it can't move/go away, it's really part of the world
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AddFlag( FL_WORLDBRUSH );
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// set manual mode
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CreateVPhysics();
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}
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bool CFuncWall::CreateVPhysics( void )
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{
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SetSolid( SOLID_BSP );
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IPhysicsObject *pPhys = VPhysicsInitStatic();
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if ( pPhys )
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{
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int contents = modelinfo->GetModelContents( GetModelIndex() );
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if ( ! (contents & (MASK_SOLID|MASK_PLAYERSOLID|MASK_NPCSOLID)) )
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{
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// leave the physics shadow there in case it has crap constrained to it
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// but disable collisions with it
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pPhys->EnableCollisions( false );
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}
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}
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return true;
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}
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void CFuncWall::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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if ( ShouldToggle( useType, m_nState ) )
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{
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m_nState = 1 - m_nState;
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}
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}
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#define SF_WALL_START_OFF 0x0001
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class CFuncWallToggle : public CFuncWall
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{
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public:
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DECLARE_CLASS( CFuncWallToggle, CFuncWall );
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DECLARE_DATADESC();
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void Spawn( void );
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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void InputToggle( inputdata_t &inputdata );
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void TurnOff( void );
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void TurnOn( void );
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bool IsOn( void );
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};
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BEGIN_DATADESC( CFuncWallToggle )
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DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( func_wall_toggle, CFuncWallToggle );
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void CFuncWallToggle::Spawn( void )
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{
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BaseClass::Spawn();
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if ( HasSpawnFlags( SF_WALL_START_OFF ) )
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TurnOff();
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SetMoveType( MOVETYPE_PUSH );
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}
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void CFuncWallToggle::TurnOff( void )
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{
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IPhysicsObject *pPhys = VPhysicsGetObject();
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if ( pPhys )
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{
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pPhys->EnableCollisions( false );
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}
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AddSolidFlags( FSOLID_NOT_SOLID );
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AddEffects( EF_NODRAW );
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}
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void CFuncWallToggle::TurnOn( void )
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{
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IPhysicsObject *pPhys = VPhysicsGetObject();
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if ( pPhys )
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{
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pPhys->EnableCollisions( true );
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}
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RemoveSolidFlags( FSOLID_NOT_SOLID );
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RemoveEffects( EF_NODRAW );
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}
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bool CFuncWallToggle::IsOn( void )
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{
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if ( IsSolidFlagSet( FSOLID_NOT_SOLID ) )
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return false;
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return true;
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}
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void CFuncWallToggle::InputToggle( inputdata_t &inputdata )
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{
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int status = IsOn();
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if ( ShouldToggle( USE_TOGGLE, status ) )
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{
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if ( status )
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TurnOff();
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else
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TurnOn();
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}
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}
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//Adrian - Is this function needed at all?
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void CFuncWallToggle::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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int status = IsOn();
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if ( ShouldToggle( useType, status ) )
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{
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if ( status )
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TurnOff();
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else
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TurnOn();
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}
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}
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//============================== FUNC_VEHICLECLIP =====================================
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class CFuncVehicleClip : public CBaseEntity
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{
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public:
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DECLARE_CLASS( CFuncVehicleClip, CBaseEntity );
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DECLARE_DATADESC();
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void Spawn();
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bool CreateVPhysics( void );
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void InputEnable( inputdata_t &data );
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void InputDisable( inputdata_t &data );
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private:
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};
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BEGIN_DATADESC( CFuncVehicleClip )
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DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( func_vehicleclip, CFuncVehicleClip );
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void CFuncVehicleClip::Spawn()
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{
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SetLocalAngles( vec3_angle );
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SetMoveType( MOVETYPE_PUSH ); // so it doesn't get pushed by anything
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SetModel( STRING( GetModelName() ) );
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// It's part of the world
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AddFlag( FL_WORLDBRUSH );
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CreateVPhysics();
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AddEffects( EF_NODRAW ); // make entity invisible
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SetCollisionGroup( COLLISION_GROUP_VEHICLE_CLIP );
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}
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bool CFuncVehicleClip::CreateVPhysics( void )
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{
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SetSolid( SOLID_BSP );
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VPhysicsInitStatic();
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return true;
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}
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void CFuncVehicleClip::InputEnable( inputdata_t &data )
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{
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IPhysicsObject *pPhys = VPhysicsGetObject();
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if ( pPhys )
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{
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pPhys->EnableCollisions( true );
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}
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RemoveSolidFlags( FSOLID_NOT_SOLID );
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}
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void CFuncVehicleClip::InputDisable( inputdata_t &data )
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{
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IPhysicsObject *pPhys = VPhysicsGetObject();
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if ( pPhys )
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{
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pPhys->EnableCollisions( false );
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}
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AddSolidFlags( FSOLID_NOT_SOLID );
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}
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//============================= FUNC_CONVEYOR =======================================
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#define SF_CONVEYOR_VISUAL 0x0001
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#define SF_CONVEYOR_NOTSOLID 0x0002
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class CFuncConveyor : public CFuncWall
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{
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public:
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DECLARE_CLASS( CFuncConveyor, CFuncWall );
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DECLARE_DATADESC();
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DECLARE_SERVERCLASS();
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CFuncConveyor();
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void Spawn( void );
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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void UpdateSpeed( float flNewSpeed );
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void GetGroundVelocityToApply( Vector &vecGroundVel );
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// Input handlers.
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void InputToggleDirection( inputdata_t &inputdata );
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void InputSetSpeed( inputdata_t &inputdata );
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private:
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Vector m_vecMoveDir;
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CNetworkVar( float, m_flConveyorSpeed );
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};
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LINK_ENTITY_TO_CLASS( func_conveyor, CFuncConveyor );
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BEGIN_DATADESC( CFuncConveyor )
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DEFINE_INPUTFUNC( FIELD_VOID, "ToggleDirection", InputToggleDirection ),
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DEFINE_INPUTFUNC( FIELD_VOID, "SetSpeed", InputSetSpeed ),
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DEFINE_KEYFIELD( m_vecMoveDir, FIELD_VECTOR, "movedir" ),
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DEFINE_FIELD( m_flConveyorSpeed, FIELD_FLOAT ),
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END_DATADESC()
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IMPLEMENT_SERVERCLASS_ST(CFuncConveyor, DT_FuncConveyor)
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SendPropFloat( SENDINFO(m_flConveyorSpeed), 0, SPROP_NOSCALE ),
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END_SEND_TABLE()
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CFuncConveyor::CFuncConveyor()
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{
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m_flConveyorSpeed = 0.0;
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}
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void CFuncConveyor::Spawn( void )
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{
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// Convert movedir from angles to a vector
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QAngle angMoveDir = QAngle( m_vecMoveDir.x, m_vecMoveDir.y, m_vecMoveDir.z );
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AngleVectors( angMoveDir, &m_vecMoveDir );
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BaseClass::Spawn();
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if ( !HasSpawnFlags(SF_CONVEYOR_VISUAL) )
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AddFlag( FL_CONVEYOR );
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// HACKHACK - This is to allow for some special effects
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if ( HasSpawnFlags( SF_CONVEYOR_NOTSOLID ) )
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{
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AddSolidFlags( FSOLID_NOT_SOLID );
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}
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if ( m_flSpeed == 0 )
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m_flSpeed = 100;
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UpdateSpeed( m_flSpeed );
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}
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void CFuncConveyor::UpdateSpeed( float flNewSpeed )
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{
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m_flConveyorSpeed = flNewSpeed;
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}
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void CFuncConveyor::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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m_flSpeed = -m_flSpeed;
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UpdateSpeed( m_flSpeed );
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}
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void CFuncConveyor::InputToggleDirection( inputdata_t &inputdata )
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{
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Use( inputdata.pActivator, inputdata.pCaller, USE_TOGGLE, 0 );
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}
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void CFuncConveyor::InputSetSpeed( inputdata_t &inputdata )
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{
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m_flSpeed = inputdata.value.Float();
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UpdateSpeed( m_flSpeed );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns the velocity imparted to players standing on us.
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//-----------------------------------------------------------------------------
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void CFuncConveyor::GetGroundVelocityToApply( Vector &vecGroundVel )
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{
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vecGroundVel = m_vecMoveDir * m_flSpeed;
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}
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// =================== FUNC_ILLUSIONARY ==============================================
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// A simple entity that looks solid but lets you walk through it.
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class CFuncIllusionary : public CBaseEntity
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{
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DECLARE_CLASS( CFuncIllusionary, CBaseEntity );
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public:
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void Spawn( void );
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};
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LINK_ENTITY_TO_CLASS( func_illusionary, CFuncIllusionary );
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void CFuncIllusionary::Spawn( void )
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{
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SetLocalAngles( vec3_angle );
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SetMoveType( MOVETYPE_NONE );
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SetSolid( SOLID_NONE );
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SetModel( STRING( GetModelName() ) );
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}
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//-----------------------------------------------------------------------------
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// Purpose: A rotating brush entity.
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//
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// You need to have an origin brush as part of this entity. The
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// center of that brush will be the point around which it is rotated.
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//
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// It will rotate around the Z axis by default. Spawnflags can be set
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// to make it rotate around the X or Y axes.
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//
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// The direction of rotation is also controlled by a spawnflag.
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//-----------------------------------------------------------------------------
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class CFuncRotating : public CBaseEntity
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{
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DECLARE_CLASS( CFuncRotating, CBaseEntity );
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public:
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// basic functions
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void Spawn( void );
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void Precache( void );
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bool CreateVPhysics( void );
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void SpinUpMove( void );
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void SpinDownMove( void );
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bool KeyValue( const char *szKeyName, const char *szValue );
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void HurtTouch ( CBaseEntity *pOther );
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void RotatingUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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void RotateMove( void );
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void ReverseMove( void );
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void RampPitchVol( void );
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void Blocked( CBaseEntity *pOther );
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void SetTargetSpeed( float flSpeed );
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void UpdateSpeed( float flNewSpeed );
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int DrawDebugTextOverlays(void);
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DECLARE_DATADESC();
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DECLARE_SERVERCLASS();
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protected:
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bool SpinDown( float flTargetSpeed );
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float GetMoveSpeed( float flSpeed );
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float GetNextMoveInterval() const;
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// Input handlers
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void InputSetSpeed( inputdata_t &inputdata );
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void InputStart( inputdata_t &inputdata );
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void InputStop( inputdata_t &inputdata );
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void InputStartForward( inputdata_t &inputdata );
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void InputStartBackward( inputdata_t &inputdata );
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void InputToggle( inputdata_t &inputdata );
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void InputReverse( inputdata_t &inputdata );
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void InputStopAtStartPos( inputdata_t &inputdata );
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QAngle m_vecMoveAng;
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float m_flFanFriction;
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float m_flAttenuation;
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float m_flVolume;
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float m_flTargetSpeed; // Target value for m_flSpeed, used for spinning up and down.
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float m_flMaxSpeed; // Maximum value for m_flSpeed, used for ramping sound effects.
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float m_flBlockDamage; // Damage inflicted when blocked.
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string_t m_NoiseRunning;
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bool m_bReversed;
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QAngle m_angStart;
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bool m_bStopAtStartPos;
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bool m_bSolidBsp; // Brush is SOLID_BSP
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public:
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Vector m_vecClientOrigin;
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QAngle m_vecClientAngles;
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};
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LINK_ENTITY_TO_CLASS( func_rotating, CFuncRotating );
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BEGIN_DATADESC( CFuncRotating )
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DEFINE_FIELD( m_vecMoveAng, FIELD_VECTOR ),
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DEFINE_FIELD( m_flFanFriction, FIELD_FLOAT ),
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DEFINE_FIELD( m_flAttenuation, FIELD_FLOAT ),
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DEFINE_FIELD( m_flVolume, FIELD_FLOAT ),
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DEFINE_FIELD( m_flTargetSpeed, FIELD_FLOAT ),
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DEFINE_KEYFIELD( m_flMaxSpeed, FIELD_FLOAT, "maxspeed" ),
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DEFINE_KEYFIELD( m_flBlockDamage, FIELD_FLOAT, "dmg" ),
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DEFINE_KEYFIELD( m_NoiseRunning, FIELD_SOUNDNAME, "message" ),
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DEFINE_FIELD( m_bReversed, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_angStart, FIELD_VECTOR ),
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DEFINE_FIELD( m_bStopAtStartPos, FIELD_BOOLEAN ),
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DEFINE_KEYFIELD( m_bSolidBsp, FIELD_BOOLEAN, "solidbsp" ),
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// Function Pointers
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DEFINE_FUNCTION( SpinUpMove ),
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DEFINE_FUNCTION( SpinDownMove ),
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DEFINE_FUNCTION( HurtTouch ),
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DEFINE_FUNCTION( RotatingUse ),
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DEFINE_FUNCTION( RotateMove ),
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DEFINE_FUNCTION( ReverseMove ),
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// Inputs
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetSpeed", InputSetSpeed ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Start", InputStart ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Stop", InputStop ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Reverse", InputReverse ),
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DEFINE_INPUTFUNC( FIELD_VOID, "StartForward", InputStartForward ),
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DEFINE_INPUTFUNC( FIELD_VOID, "StartBackward", InputStartBackward ),
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DEFINE_INPUTFUNC( FIELD_VOID, "StopAtStartPos", InputStopAtStartPos ),
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END_DATADESC()
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extern void SendProxy_Origin( const SendProp *pProp, const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID );
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void SendProxy_FuncRotatingOrigin( const SendProp *pProp, const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID )
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{
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#ifdef TF_DLL
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CFuncRotating *entity = (CFuncRotating*)pStruct;
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Assert( entity );
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if ( entity->HasSpawnFlags(SF_BRUSH_ROTATE_CLIENTSIDE) )
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{
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const Vector *v = &entity->m_vecClientOrigin;
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pOut->m_Vector[ 0 ] = v->x;
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pOut->m_Vector[ 1 ] = v->y;
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pOut->m_Vector[ 2 ] = v->z;
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return;
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}
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#endif
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SendProxy_Origin( pProp, pStruct, pData, pOut, iElement, objectID );
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}
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/*
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extern void SendProxy_Angles( const SendProp *pProp, const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID );
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void SendProxy_FuncRotatingAngles( const SendProp *pProp, const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID )
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{
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CFuncRotating *entity = (CFuncRotating*)pStruct;
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Assert( entity );
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if ( entity->HasSpawnFlags(SF_BRUSH_ROTATE_CLIENTSIDE) )
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{
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const QAngle *a = &entity->m_vecClientAngles;
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pOut->m_Vector[ 0 ] = anglemod( a->x );
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pOut->m_Vector[ 1 ] = anglemod( a->y );
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pOut->m_Vector[ 2 ] = anglemod( a->z );
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return;
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}
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SendProxy_Angles( pProp, pStruct, pData, pOut, iElement, objectID );
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}
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*/
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void SendProxy_FuncRotatingAngle( const SendProp *pProp, const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID)
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{
|
|
CFuncRotating *entity = (CFuncRotating*)pStruct;
|
|
Assert( entity );
|
|
|
|
vec_t const *qa = (vec_t *)pData;
|
|
vec_t const *ea = entity->GetLocalAngles().Base();
|
|
NOTE_UNUSED(ea);
|
|
// Assert its actually an index into m_angRotation if not this won't work
|
|
|
|
Assert( (uintp)qa >= (uintp)ea && (uintp)qa < (uintp)ea + sizeof( QAngle ));
|
|
|
|
#ifdef TF_DLL
|
|
if ( entity->HasSpawnFlags(SF_BRUSH_ROTATE_CLIENTSIDE) )
|
|
{
|
|
const QAngle *a = &entity->m_vecClientAngles;
|
|
|
|
pOut->m_Float = anglemod( (*a)[ qa - ea ] );
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
pOut->m_Float = anglemod( *qa );
|
|
|
|
Assert( IsFinite( pOut->m_Float ) );
|
|
}
|
|
|
|
|
|
extern void SendProxy_SimulationTime( const SendProp *pProp, const void *pStruct, const void *pVarData, DVariant *pOut, int iElement, int objectID );
|
|
void SendProxy_FuncRotatingSimulationTime( const SendProp *pProp, const void *pStruct, const void *pVarData, DVariant *pOut, int iElement, int objectID )
|
|
{
|
|
#ifdef TF_DLL
|
|
CFuncRotating *entity = (CFuncRotating*)pStruct;
|
|
Assert( entity );
|
|
|
|
if ( entity->HasSpawnFlags(SF_BRUSH_ROTATE_CLIENTSIDE) )
|
|
{
|
|
pOut->m_Int = 0;
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
SendProxy_SimulationTime( pProp, pStruct, pVarData, pOut, iElement, objectID );
|
|
}
|
|
|
|
IMPLEMENT_SERVERCLASS_ST(CFuncRotating, DT_FuncRotating)
|
|
SendPropExclude( "DT_BaseEntity", "m_angRotation" ),
|
|
SendPropExclude( "DT_BaseEntity", "m_vecOrigin" ),
|
|
SendPropExclude( "DT_BaseEntity", "m_flSimulationTime" ),
|
|
|
|
SendPropVector(SENDINFO(m_vecOrigin), -1, SPROP_COORD|SPROP_CHANGES_OFTEN, 0.0f, HIGH_DEFAULT, SendProxy_FuncRotatingOrigin ),
|
|
SendPropAngle( SENDINFO_VECTORELEM(m_angRotation, 0), 13, SPROP_CHANGES_OFTEN, SendProxy_FuncRotatingAngle ),
|
|
SendPropAngle( SENDINFO_VECTORELEM(m_angRotation, 1), 13, SPROP_CHANGES_OFTEN, SendProxy_FuncRotatingAngle ),
|
|
SendPropAngle( SENDINFO_VECTORELEM(m_angRotation, 2), 13, SPROP_CHANGES_OFTEN, SendProxy_FuncRotatingAngle ),
|
|
|
|
SendPropInt(SENDINFO(m_flSimulationTime), SIMULATION_TIME_WINDOW_BITS, SPROP_UNSIGNED|SPROP_CHANGES_OFTEN|SPROP_ENCODED_AGAINST_TICKCOUNT, SendProxy_FuncRotatingSimulationTime),
|
|
END_SEND_TABLE()
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Handles keyvalues from the BSP. Called before spawning.
|
|
//-----------------------------------------------------------------------------
|
|
bool CFuncRotating::KeyValue( const char *szKeyName, const char *szValue )
|
|
{
|
|
if (FStrEq(szKeyName, "fanfriction"))
|
|
{
|
|
m_flFanFriction = atof(szValue)/100;
|
|
}
|
|
else if (FStrEq(szKeyName, "Volume"))
|
|
{
|
|
m_flVolume = atof(szValue) / 10.0;
|
|
m_flVolume = clamp(m_flVolume, 0.0f, 1.0f);
|
|
}
|
|
else
|
|
{
|
|
return BaseClass::KeyValue( szKeyName, szValue );
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called when spawning, after keyvalues have been set.
|
|
//-----------------------------------------------------------------------------
|
|
void CFuncRotating::Spawn( )
|
|
{
|
|
#ifdef TF_DLL
|
|
AddSpawnFlags( SF_BRUSH_ROTATE_CLIENTSIDE );
|
|
#endif
|
|
|
|
//
|
|
// Maintain compatibility with previous maps.
|
|
//
|
|
if (m_flVolume == 0.0)
|
|
{
|
|
m_flVolume = 1.0;
|
|
}
|
|
|
|
//
|
|
// If the designer didn't set a sound attenuation, default to one.
|
|
//
|
|
if ( HasSpawnFlags(SF_BRUSH_ROTATE_SMALLRADIUS) )
|
|
{
|
|
m_flAttenuation = ATTN_IDLE;
|
|
}
|
|
else if ( HasSpawnFlags(SF_BRUSH_ROTATE_MEDIUMRADIUS) )
|
|
{
|
|
m_flAttenuation = ATTN_STATIC;
|
|
}
|
|
else if ( HasSpawnFlags(SF_BRUSH_ROTATE_LARGERADIUS) )
|
|
{
|
|
m_flAttenuation = ATTN_NORM;
|
|
}
|
|
else
|
|
{
|
|
m_flAttenuation = ATTN_NORM;
|
|
}
|
|
|
|
//
|
|
// Prevent divide by zero if level designer forgets friction!
|
|
//
|
|
if ( m_flFanFriction == 0 )
|
|
{
|
|
m_flFanFriction = 1;
|
|
}
|
|
|
|
//
|
|
// Build the axis of rotation based on spawnflags.
|
|
//
|
|
if ( HasSpawnFlags(SF_BRUSH_ROTATE_Z_AXIS) )
|
|
{
|
|
m_vecMoveAng = QAngle(0,0,1);
|
|
}
|
|
else if ( HasSpawnFlags(SF_BRUSH_ROTATE_X_AXIS) )
|
|
{
|
|
m_vecMoveAng = QAngle(1,0,0);
|
|
}
|
|
else
|
|
{
|
|
m_vecMoveAng = QAngle(0,1,0); // y-axis
|
|
}
|
|
|
|
//
|
|
// Check for reverse rotation.
|
|
//
|
|
if ( HasSpawnFlags(SF_BRUSH_ROTATE_BACKWARDS) )
|
|
{
|
|
m_vecMoveAng = m_vecMoveAng * -1;
|
|
}
|
|
|
|
SetSolid( SOLID_VPHYSICS );
|
|
|
|
//
|
|
// Some rotating objects like fake volumetric lights will not be solid.
|
|
//
|
|
if ( HasSpawnFlags(SF_ROTATING_NOT_SOLID) )
|
|
{
|
|
AddSolidFlags( FSOLID_NOT_SOLID );
|
|
SetMoveType( MOVETYPE_PUSH );
|
|
}
|
|
else
|
|
{
|
|
RemoveSolidFlags( FSOLID_NOT_SOLID );
|
|
SetMoveType( MOVETYPE_PUSH );
|
|
}
|
|
|
|
SetModel( STRING( GetModelName() ) );
|
|
|
|
SetUse( &CFuncRotating::RotatingUse );
|
|
|
|
//
|
|
// Did level designer forget to assign a maximum speed? Prevent a divide by
|
|
// zero in RampPitchVol as well as allowing the rotator to work.
|
|
//
|
|
m_flMaxSpeed = fabs( m_flMaxSpeed );
|
|
if (m_flMaxSpeed == 0)
|
|
{
|
|
m_flMaxSpeed = 100;
|
|
}
|
|
|
|
//
|
|
// If the brush should be initially rotating, use it in a little while.
|
|
//
|
|
if ( HasSpawnFlags(SF_BRUSH_ROTATE_START_ON) )
|
|
{
|
|
SetThink( &CFuncRotating::SUB_CallUseToggle );
|
|
SetNextThink( gpGlobals->curtime + .2 ); // leave a magic delay for client to start up
|
|
}
|
|
|
|
//
|
|
// Can this brush inflict pain?
|
|
//
|
|
if ( HasSpawnFlags(SF_BRUSH_HURT) )
|
|
{
|
|
SetTouch( &CFuncRotating::HurtTouch );
|
|
}
|
|
|
|
//
|
|
// Set speed to 0 in case there's an old "speed" key lying around.
|
|
//
|
|
m_flSpeed = 0;
|
|
|
|
Precache( );
|
|
CreateVPhysics();
|
|
|
|
m_angStart = GetLocalAngles();
|
|
|
|
// Slam the object back to solid - if we really want it to be solid.
|
|
if ( m_bSolidBsp )
|
|
{
|
|
SetSolid( SOLID_BSP );
|
|
}
|
|
|
|
#ifdef TF_DLL
|
|
if ( HasSpawnFlags(SF_BRUSH_ROTATE_CLIENTSIDE) )
|
|
{
|
|
m_vecClientOrigin = GetLocalOrigin();
|
|
m_vecClientAngles = GetLocalAngles();
|
|
}
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CFuncRotating::CreateVPhysics( void )
|
|
{
|
|
if ( !IsSolidFlagSet( FSOLID_NOT_SOLID ))
|
|
{
|
|
VPhysicsInitShadow( false, false );
|
|
}
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CFuncRotating::Precache( void )
|
|
{
|
|
//
|
|
// Set up rotation sound.
|
|
//
|
|
char *szSoundFile = ( char * )STRING( m_NoiseRunning );
|
|
if ( !m_NoiseRunning || strlen( szSoundFile ) == 0 )
|
|
{
|
|
// No sound set up, use the null sound.
|
|
m_NoiseRunning = AllocPooledString("DoorSound.Null");
|
|
}
|
|
PrecacheScriptSound( STRING( m_NoiseRunning ) );
|
|
|
|
if (GetLocalAngularVelocity() != vec3_angle )
|
|
{
|
|
//
|
|
// If fan was spinning, and we went through transition or save/restore,
|
|
// make sure we restart the sound. 1.5 sec delay is a magic number.
|
|
//
|
|
SetMoveDone( &CFuncRotating::SpinUpMove );
|
|
SetMoveDoneTime( 1.5 );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Will hurt others based on how fast the brush is spinning.
|
|
// Input : pOther -
|
|
//-----------------------------------------------------------------------------
|
|
void CFuncRotating::HurtTouch ( CBaseEntity *pOther )
|
|
{
|
|
// we can't hurt this thing, so we're not concerned with it
|
|
if ( !pOther->m_takedamage )
|
|
return;
|
|
|
|
// calculate damage based on rotation speed
|
|
m_flBlockDamage = GetLocalAngularVelocity().Length() / 10;
|
|
|
|
#ifdef HL1_DLL
|
|
if( m_flBlockDamage > 0 )
|
|
#endif
|
|
{
|
|
pOther->TakeDamage( CTakeDamageInfo( this, this, m_flBlockDamage, DMG_CRUSH ) );
|
|
|
|
Vector vecNewVelocity = pOther->GetAbsOrigin() - WorldSpaceCenter();
|
|
VectorNormalize(vecNewVelocity);
|
|
vecNewVelocity *= m_flBlockDamage;
|
|
pOther->SetAbsVelocity( vecNewVelocity );
|
|
}
|
|
}
|
|
|
|
|
|
#define FANPITCHMIN 30
|
|
#define FANPITCHMAX 100
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Ramp pitch and volume up to maximum values, based on the difference
|
|
// between how fast we're going vs how fast we can go.
|
|
//-----------------------------------------------------------------------------
|
|
void CFuncRotating::RampPitchVol( void )
|
|
{
|
|
//
|
|
// Calc volume and pitch as % of maximum vol and pitch.
|
|
//
|
|
float fpct = fabs(m_flSpeed) / m_flMaxSpeed;
|
|
float fvol = clamp(m_flVolume * fpct, 0.f, 1.f); // slowdown volume ramps down to 0
|
|
|
|
float fpitch = FANPITCHMIN + (FANPITCHMAX - FANPITCHMIN) * fpct;
|
|
|
|
int pitch = clamp(FastFloatToSmallInt(fpitch), 0, 255);
|
|
if (pitch == PITCH_NORM)
|
|
{
|
|
pitch = PITCH_NORM - 1;
|
|
}
|
|
|
|
//
|
|
// Update the fan's volume and pitch.
|
|
//
|
|
CPASAttenuationFilter filter( GetAbsOrigin(), m_flAttenuation );
|
|
filter.MakeReliable();
|
|
|
|
EmitSound_t ep;
|
|
ep.m_nChannel = CHAN_STATIC;
|
|
ep.m_pSoundName = STRING(m_NoiseRunning);
|
|
ep.m_flVolume = fvol;
|
|
ep.m_SoundLevel = ATTN_TO_SNDLVL( m_flAttenuation );
|
|
ep.m_nFlags = SND_CHANGE_PITCH | SND_CHANGE_VOL;
|
|
ep.m_nPitch = pitch;
|
|
|
|
EmitSound( filter, entindex(), ep );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : float
|
|
//-----------------------------------------------------------------------------
|
|
float CFuncRotating::GetNextMoveInterval() const
|
|
{
|
|
if ( m_bStopAtStartPos )
|
|
{
|
|
return TICK_INTERVAL;
|
|
}
|
|
return 0.1f;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Sets the current speed to the given value and manages the sound effects.
|
|
// Input : flNewSpeed - New speed in degrees per second.
|
|
//-----------------------------------------------------------------------------
|
|
void CFuncRotating::UpdateSpeed( float flNewSpeed )
|
|
{
|
|
float flOldSpeed = m_flSpeed;
|
|
m_flSpeed = clamp( flNewSpeed, -m_flMaxSpeed, m_flMaxSpeed );
|
|
|
|
if ( m_bStopAtStartPos )
|
|
{
|
|
int checkAxis = 2;
|
|
// See if we got close to the starting orientation
|
|
if ( m_vecMoveAng[0] != 0 )
|
|
{
|
|
checkAxis = 0;
|
|
}
|
|
else if ( m_vecMoveAng[1] != 0 )
|
|
{
|
|
checkAxis = 1;
|
|
}
|
|
|
|
float angDelta = anglemod( GetLocalAngles()[ checkAxis ] - m_angStart[ checkAxis ] );
|
|
if ( angDelta > 180.0f )
|
|
{
|
|
angDelta -= 360.0f;
|
|
}
|
|
|
|
if ( flNewSpeed < 100 )
|
|
{
|
|
if ( flNewSpeed <= 25 && fabs( angDelta ) < 1.0f )
|
|
{
|
|
m_flTargetSpeed = 0;
|
|
m_bStopAtStartPos = false;
|
|
m_flSpeed = 0.0f;
|
|
|
|
SetLocalAngles( m_angStart );
|
|
}
|
|
else if ( fabs( angDelta ) > 90.0f )
|
|
{
|
|
// Keep rotating at same speed for now
|
|
m_flSpeed = flOldSpeed;
|
|
}
|
|
else
|
|
{
|
|
float minSpeed = fabs( angDelta );
|
|
if ( minSpeed < 20 )
|
|
minSpeed = 20;
|
|
|
|
m_flSpeed = flOldSpeed > 0.0f ? minSpeed : -minSpeed;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
if ( ( flOldSpeed == 0 ) && ( m_flSpeed != 0 ) )
|
|
{
|
|
// Starting to move - emit the sound.
|
|
CPASAttenuationFilter filter( GetAbsOrigin(), m_flAttenuation );
|
|
filter.MakeReliable();
|
|
|
|
EmitSound_t ep;
|
|
ep.m_nChannel = CHAN_STATIC;
|
|
ep.m_pSoundName = STRING(m_NoiseRunning);
|
|
ep.m_flVolume = 0.01;
|
|
ep.m_SoundLevel = ATTN_TO_SNDLVL( m_flAttenuation );
|
|
ep.m_nPitch = FANPITCHMIN;
|
|
|
|
EmitSound( filter, entindex(), ep );
|
|
RampPitchVol();
|
|
}
|
|
else if ( ( flOldSpeed != 0 ) && ( m_flSpeed == 0 ) )
|
|
{
|
|
// Stopping - stop the sound.
|
|
StopSound( entindex(), CHAN_STATIC, STRING(m_NoiseRunning) );
|
|
|
|
}
|
|
else
|
|
{
|
|
// Changing speed - adjust the pitch and volume.
|
|
RampPitchVol();
|
|
}
|
|
|
|
SetLocalAngularVelocity( m_vecMoveAng * m_flSpeed );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Think function. Accelerates a func_rotating to a higher angular velocity.
|
|
//-----------------------------------------------------------------------------
|
|
void CFuncRotating::SpinUpMove( void )
|
|
{
|
|
//
|
|
// Calculate our new speed.
|
|
//
|
|
bool bSpinUpDone = false;
|
|
float flNewSpeed = fabs( m_flSpeed ) + 0.2 * m_flMaxSpeed * m_flFanFriction;
|
|
if ( fabs( flNewSpeed ) >= fabs( m_flTargetSpeed ) )
|
|
{
|
|
// Reached our target speed.
|
|
flNewSpeed = m_flTargetSpeed;
|
|
bSpinUpDone = !m_bStopAtStartPos;
|
|
}
|
|
else if ( m_flTargetSpeed < 0 )
|
|
{
|
|
// Spinning up in reverse - negate the speed.
|
|
flNewSpeed *= -1;
|
|
}
|
|
|
|
//
|
|
// Apply the new speed, adjust sound pitch and volume.
|
|
//
|
|
UpdateSpeed( flNewSpeed );
|
|
|
|
//
|
|
// If we've met or exceeded target speed, stop spinning up.
|
|
//
|
|
if ( bSpinUpDone )
|
|
{
|
|
SetMoveDone( &CFuncRotating::RotateMove );
|
|
RotateMove();
|
|
}
|
|
|
|
SetMoveDoneTime( GetNextMoveInterval() );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Decelerates the rotator from a higher speed to a lower one.
|
|
// Input : flTargetSpeed - Speed to spin down to.
|
|
// Output : Returns true if we reached the target speed, false otherwise.
|
|
//-----------------------------------------------------------------------------
|
|
bool CFuncRotating::SpinDown( float flTargetSpeed )
|
|
{
|
|
//
|
|
// Bleed off a little speed due to friction.
|
|
//
|
|
bool bSpinDownDone = false;
|
|
float flNewSpeed = fabs( m_flSpeed ) - 0.1 * m_flMaxSpeed * m_flFanFriction;
|
|
if ( flNewSpeed < 0 )
|
|
{
|
|
flNewSpeed = 0;
|
|
}
|
|
|
|
if ( fabs( flNewSpeed ) <= fabs( flTargetSpeed ) )
|
|
{
|
|
// Reached our target speed.
|
|
flNewSpeed = flTargetSpeed;
|
|
bSpinDownDone = !m_bStopAtStartPos;
|
|
}
|
|
else if ( m_flSpeed < 0 )
|
|
{
|
|
// Spinning down in reverse - negate the speed.
|
|
flNewSpeed *= -1;
|
|
}
|
|
|
|
//
|
|
// Apply the new speed, adjust sound pitch and volume.
|
|
//
|
|
UpdateSpeed( flNewSpeed );
|
|
|
|
//
|
|
// If we've met or exceeded target speed, stop spinning down.
|
|
//
|
|
return bSpinDownDone;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Think function. Decelerates a func_rotating to a lower angular velocity.
|
|
//-----------------------------------------------------------------------------
|
|
void CFuncRotating::SpinDownMove( void )
|
|
{
|
|
//
|
|
// If we've met or exceeded target speed, stop spinning down.
|
|
//
|
|
if ( SpinDown( m_flTargetSpeed ) )
|
|
{
|
|
SetMoveDone( &CFuncRotating::RotateMove );
|
|
RotateMove();
|
|
}
|
|
else
|
|
{
|
|
SetMoveDoneTime( GetNextMoveInterval() );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Think function for reversing directions. Spins down to zero, then
|
|
// starts spinning up to the target speed.
|
|
//-----------------------------------------------------------------------------
|
|
void CFuncRotating::ReverseMove( void )
|
|
{
|
|
if ( SpinDown( 0 ) )
|
|
{
|
|
// We've reached zero - spin back up to the target speed.
|
|
SetTargetSpeed( m_flTargetSpeed );
|
|
}
|
|
else
|
|
{
|
|
SetMoveDoneTime( GetNextMoveInterval() );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Think function. Called while rotating at a constant angular velocity.
|
|
//-----------------------------------------------------------------------------
|
|
void CFuncRotating::RotateMove( void )
|
|
{
|
|
SetMoveDoneTime( 10 );
|
|
|
|
if ( m_bStopAtStartPos )
|
|
{
|
|
SetMoveDoneTime( GetNextMoveInterval() );
|
|
int checkAxis = 2;
|
|
|
|
// See if we got close to the starting orientation
|
|
if ( m_vecMoveAng[0] != 0 )
|
|
{
|
|
checkAxis = 0;
|
|
}
|
|
else if ( m_vecMoveAng[1] != 0 )
|
|
{
|
|
checkAxis = 1;
|
|
}
|
|
|
|
float angDelta = anglemod( GetLocalAngles()[ checkAxis ] - m_angStart[ checkAxis ] );
|
|
if ( angDelta > 180.0f )
|
|
angDelta -= 360.0f;
|
|
|
|
QAngle avel = GetLocalAngularVelocity();
|
|
// Delta per tick
|
|
QAngle avelpertick = avel * TICK_INTERVAL;
|
|
|
|
if ( fabs( angDelta ) < fabs( avelpertick[ checkAxis ] ) )
|
|
{
|
|
SetTargetSpeed( 0 );
|
|
SetLocalAngles( m_angStart );
|
|
m_bStopAtStartPos = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Used for debug output. Returns the given speed considering our current
|
|
// direction of rotation, so that positive values are forward and negative
|
|
// values are backward.
|
|
// Input : flSpeed - Angular speed in degrees per second.
|
|
//-----------------------------------------------------------------------------
|
|
float CFuncRotating::GetMoveSpeed( float flSpeed )
|
|
{
|
|
if ( m_vecMoveAng[0] != 0 )
|
|
{
|
|
return flSpeed * m_vecMoveAng[0];
|
|
}
|
|
|
|
if ( m_vecMoveAng[1] != 0 )
|
|
{
|
|
return flSpeed * m_vecMoveAng[1];
|
|
}
|
|
|
|
return flSpeed * m_vecMoveAng[2];
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Sets a new angular velocity to achieve.
|
|
// Input : flSpeed - Target angular velocity in degrees per second.
|
|
//-----------------------------------------------------------------------------
|
|
void CFuncRotating::SetTargetSpeed( float flSpeed )
|
|
{
|
|
//
|
|
// Make sure the sign is correct - positive for forward rotation,
|
|
// negative for reverse rotation.
|
|
//
|
|
flSpeed = fabs( flSpeed );
|
|
if ( m_bReversed )
|
|
{
|
|
flSpeed *= -1;
|
|
}
|
|
|
|
m_flTargetSpeed = flSpeed;
|
|
|
|
//
|
|
// If we don't accelerate, change to the new speed instantly.
|
|
//
|
|
if ( !HasSpawnFlags(SF_BRUSH_ACCDCC ) )
|
|
{
|
|
UpdateSpeed( m_flTargetSpeed );
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|
SetMoveDone( &CFuncRotating::RotateMove );
|
|
}
|
|
//
|
|
// Otherwise deal with acceleration/deceleration:
|
|
//
|
|
else
|
|
{
|
|
//
|
|
// Check for reversing directions.
|
|
//
|
|
if ((( m_flSpeed > 0 ) && ( m_flTargetSpeed < 0 )) ||
|
|
(( m_flSpeed < 0 ) && ( m_flTargetSpeed > 0 )))
|
|
{
|
|
SetMoveDone( &CFuncRotating::ReverseMove );
|
|
}
|
|
//
|
|
// If we are below the new target speed, spin up to the target speed.
|
|
//
|
|
else if ( fabs( m_flSpeed ) < fabs( m_flTargetSpeed ) )
|
|
{
|
|
SetMoveDone( &CFuncRotating::SpinUpMove );
|
|
}
|
|
//
|
|
// If we are above the new target speed, spin down to the target speed.
|
|
//
|
|
else if ( fabs( m_flSpeed ) > fabs( m_flTargetSpeed ) )
|
|
{
|
|
SetMoveDone( &CFuncRotating::SpinDownMove );
|
|
}
|
|
//
|
|
// We are already at the new target speed. Just keep rotating.
|
|
//
|
|
else
|
|
{
|
|
SetMoveDone( &CFuncRotating::RotateMove );
|
|
}
|
|
}
|
|
|
|
SetMoveDoneTime( GetNextMoveInterval() );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called when a rotating brush is used by the player.
|
|
// Input : pActivator -
|
|
// pCaller -
|
|
// useType -
|
|
// value -
|
|
//-----------------------------------------------------------------------------
|
|
void CFuncRotating::RotatingUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
|
{
|
|
//
|
|
// If the rotator is spinning, stop it.
|
|
//
|
|
if ( m_flSpeed != 0 )
|
|
{
|
|
SetTargetSpeed( 0 );
|
|
}
|
|
//
|
|
// Rotator is not moving, so start it.
|
|
//
|
|
else
|
|
{
|
|
SetTargetSpeed( m_flMaxSpeed );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Input handler that reverses the direction of rotation.
|
|
//-----------------------------------------------------------------------------
|
|
void CFuncRotating::InputReverse( inputdata_t &inputdata )
|
|
{
|
|
m_bStopAtStartPos = false;
|
|
m_bReversed = !m_bReversed;
|
|
SetTargetSpeed( m_flSpeed );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Input handler for setting the speed of the rotator.
|
|
// Input : Float target angular velocity as a ratio of maximum speed [0, 1].
|
|
//-----------------------------------------------------------------------------
|
|
void CFuncRotating::InputSetSpeed( inputdata_t &inputdata )
|
|
{
|
|
m_bStopAtStartPos = false;
|
|
float flSpeed = inputdata.value.Float();
|
|
m_bReversed = flSpeed < 0 ? true : false;
|
|
flSpeed = fabs(flSpeed);
|
|
SetTargetSpeed( clamp( flSpeed, 0.f, 1.f ) * m_flMaxSpeed );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Input handler to start the rotator spinning.
|
|
//-----------------------------------------------------------------------------
|
|
void CFuncRotating::InputStart( inputdata_t &inputdata )
|
|
{
|
|
m_bStopAtStartPos = false;
|
|
SetTargetSpeed( m_flMaxSpeed );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Input handler to start the rotator spinning.
|
|
//-----------------------------------------------------------------------------
|
|
void CFuncRotating::InputStartForward( inputdata_t &inputdata )
|
|
{
|
|
m_bReversed = false;
|
|
SetTargetSpeed( m_flMaxSpeed );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Input handler to start the rotator spinning.
|
|
//-----------------------------------------------------------------------------
|
|
void CFuncRotating::InputStartBackward( inputdata_t &inputdata )
|
|
{
|
|
m_bStopAtStartPos = false;
|
|
m_bReversed = true;
|
|
SetTargetSpeed( m_flMaxSpeed );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Input handler to stop the rotator from spinning.
|
|
//-----------------------------------------------------------------------------
|
|
void CFuncRotating::InputStop( inputdata_t &inputdata )
|
|
{
|
|
m_bStopAtStartPos = false;
|
|
SetTargetSpeed( 0 );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : &inputdata -
|
|
//-----------------------------------------------------------------------------
|
|
void CFuncRotating::InputStopAtStartPos( inputdata_t &inputdata )
|
|
{
|
|
m_bStopAtStartPos = true;
|
|
SetTargetSpeed( 0 );
|
|
SetMoveDoneTime( GetNextMoveInterval() );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Starts the rotator if it is still, stops it if it is spinning.
|
|
//-----------------------------------------------------------------------------
|
|
void CFuncRotating::InputToggle( inputdata_t &inputdata )
|
|
{
|
|
if (m_flSpeed > 0)
|
|
{
|
|
SetTargetSpeed( 0 );
|
|
}
|
|
else
|
|
{
|
|
SetTargetSpeed( m_flMaxSpeed );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: An entity has blocked the brush.
|
|
// Input : pOther -
|
|
//-----------------------------------------------------------------------------
|
|
void CFuncRotating::Blocked( CBaseEntity *pOther )
|
|
{
|
|
#ifdef HL1_DLL
|
|
if( m_flBlockDamage > 0 )
|
|
#endif
|
|
pOther->TakeDamage( CTakeDamageInfo( this, this, m_flBlockDamage, DMG_CRUSH ) );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Draw any debug text overlays
|
|
// Input :
|
|
// Output : Current text offset from the top
|
|
//-----------------------------------------------------------------------------
|
|
int CFuncRotating::DrawDebugTextOverlays(void)
|
|
{
|
|
int text_offset = BaseClass::DrawDebugTextOverlays();
|
|
|
|
if (m_debugOverlays & OVERLAY_TEXT_BIT)
|
|
{
|
|
char tempstr[512];
|
|
Q_snprintf( tempstr, sizeof( tempstr ),"Speed cur (target): %3.2f (%3.2f)", GetMoveSpeed( m_flSpeed ), GetMoveSpeed( m_flTargetSpeed ) );
|
|
EntityText(text_offset,tempstr,0);
|
|
text_offset++;
|
|
}
|
|
return text_offset;
|
|
|
|
}
|
|
|
|
|
|
class CFuncVPhysicsClip : public CBaseEntity
|
|
{
|
|
DECLARE_DATADESC();
|
|
DECLARE_CLASS( CFuncVPhysicsClip, CBaseEntity );
|
|
|
|
public:
|
|
void Spawn();
|
|
void Activate();
|
|
bool CreateVPhysics( void );
|
|
|
|
bool EntityPassesFilter( CBaseEntity *pOther );
|
|
bool ForceVPhysicsCollide( CBaseEntity *pEntity );
|
|
|
|
void InputEnable( inputdata_t &inputdata );
|
|
void InputDisable( inputdata_t &inputdata );
|
|
|
|
private:
|
|
|
|
string_t m_iFilterName;
|
|
CHandle<CBaseFilter> m_hFilter;
|
|
bool m_bDisabled;
|
|
};
|
|
|
|
// Global Savedata for base trigger
|
|
BEGIN_DATADESC( CFuncVPhysicsClip )
|
|
|
|
// Keyfields
|
|
DEFINE_KEYFIELD( m_iFilterName, FIELD_STRING, "filtername" ),
|
|
DEFINE_FIELD( m_hFilter, FIELD_EHANDLE ),
|
|
DEFINE_FIELD( m_bDisabled, FIELD_BOOLEAN ),
|
|
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
|
|
|
|
END_DATADESC()
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( func_clip_vphysics, CFuncVPhysicsClip );
|
|
|
|
void CFuncVPhysicsClip::Spawn( void )
|
|
{
|
|
SetMoveType( MOVETYPE_PUSH ); // so it doesn't get pushed by anything
|
|
SetSolid( SOLID_VPHYSICS );
|
|
AddSolidFlags( FSOLID_NOT_SOLID );
|
|
SetModel( STRING( GetModelName() ) );
|
|
AddEffects( EF_NODRAW );
|
|
CreateVPhysics();
|
|
VPhysicsGetObject()->EnableCollisions( !m_bDisabled );
|
|
}
|
|
|
|
|
|
bool CFuncVPhysicsClip::CreateVPhysics( void )
|
|
{
|
|
VPhysicsInitStatic();
|
|
return true;
|
|
}
|
|
|
|
|
|
void CFuncVPhysicsClip::Activate( void )
|
|
{
|
|
// Get a handle to my filter entity if there is one
|
|
if (m_iFilterName != NULL_STRING)
|
|
{
|
|
m_hFilter = dynamic_cast<CBaseFilter *>(gEntList.FindEntityByName( NULL, m_iFilterName ));
|
|
}
|
|
BaseClass::Activate();
|
|
}
|
|
|
|
bool CFuncVPhysicsClip::EntityPassesFilter( CBaseEntity *pOther )
|
|
{
|
|
CBaseFilter* pFilter = (CBaseFilter*)(m_hFilter.Get());
|
|
|
|
if ( pFilter )
|
|
return pFilter->PassesFilter( this, pOther );
|
|
|
|
if ( pOther->GetMoveType() == MOVETYPE_VPHYSICS && pOther->VPhysicsGetObject()->IsMoveable() )
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
bool CFuncVPhysicsClip::ForceVPhysicsCollide( CBaseEntity *pEntity )
|
|
{
|
|
return EntityPassesFilter(pEntity);
|
|
}
|
|
|
|
void CFuncVPhysicsClip::InputEnable( inputdata_t &inputdata )
|
|
{
|
|
VPhysicsGetObject()->EnableCollisions(true);
|
|
m_bDisabled = false;
|
|
}
|
|
|
|
void CFuncVPhysicsClip::InputDisable( inputdata_t &inputdata )
|
|
{
|
|
VPhysicsGetObject()->EnableCollisions(false);
|
|
m_bDisabled = true;
|
|
}
|