mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-10 06:41:36 +00:00
412 lines
10 KiB
C++
412 lines
10 KiB
C++
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/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "../../idlib/precompiled.h"
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#pragma hdrstop
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#include "../Game_local.h"
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#ifdef STEAM
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#include "../steamstats.h"
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#endif
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CLASS_DECLARATION( idForce, idForce_Field )
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END_CLASS
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/*
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================
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idForce_Field::idForce_Field
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================
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*/
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idForce_Field::idForce_Field( void ) {
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type = FORCEFIELD_UNIFORM;
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applyType = FORCEFIELD_APPLY_FORCE;
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magnitude = 0.0f;
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dir.Set( 0, 0, 1 );
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randomTorque = 0.0f;
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playerOnly = false;
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monsterOnly = false;
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clipModel = NULL;
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//Raven
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lastApplyTime = -1;
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jumppadTimer = 0;
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}
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/*
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================
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idForce_Field::~idForce_Field
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================
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*/
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idForce_Field::~idForce_Field( void ) {
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if ( this->clipModel ) {
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delete this->clipModel;
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}
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}
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/*
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================
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idForce_Field::Save
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================
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*/
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void idForce_Field::Save( idSaveGame *savefile ) const {
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savefile->WriteInt( type );
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savefile->WriteInt( applyType);
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savefile->WriteFloat( magnitude );
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savefile->WriteVec3( dir );
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savefile->WriteFloat( randomTorque );
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savefile->WriteBool( playerOnly );
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savefile->WriteBool( monsterOnly );
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savefile->WriteClipModel( clipModel );
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savefile->WriteFloat(forceMultiplier);
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owner.Save(savefile);
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}
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/*
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================
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idForce_Field::Restore
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================
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*/
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void idForce_Field::Restore( idRestoreGame *savefile ) {
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savefile->ReadInt( (int &)type );
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savefile->ReadInt( (int &)applyType);
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savefile->ReadFloat( magnitude );
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savefile->ReadVec3( dir );
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savefile->ReadFloat( randomTorque );
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savefile->ReadBool( playerOnly );
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savefile->ReadBool( monsterOnly );
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savefile->ReadClipModel( clipModel );
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savefile->ReadFloat(forceMultiplier);
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owner.Restore(savefile);
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}
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/*
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================
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idForce_Field::SetClipModel
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================
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*/
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void idForce_Field::SetClipModel( idClipModel *clipModel ) {
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if ( this->clipModel && clipModel != this->clipModel ) {
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delete this->clipModel;
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}
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this->clipModel = clipModel;
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}
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/*
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================
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idForce_Field::Uniform
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================
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*/
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void idForce_Field::Uniform( const idVec3 &force ) {
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dir = force;
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magnitude = dir.Normalize();
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type = FORCEFIELD_UNIFORM;
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}
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/*
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================
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idForce_Field::Explosion
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================
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*/
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void idForce_Field::Explosion( float force ) {
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magnitude = force;
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type = FORCEFIELD_EXPLOSION;
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}
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/*
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================
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idForce_Field::Implosion
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================
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*/
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void idForce_Field::Implosion( float force ) {
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magnitude = force;
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type = FORCEFIELD_IMPLOSION;
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}
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/*
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================
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idForce_Field::RandomTorque
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================
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*/
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void idForce_Field::RandomTorque( float force ) {
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randomTorque = force;
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}
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/*
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================
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idForce_Field::Evaluate
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================
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*/
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void idForce_Field::Evaluate( int time ) {
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int numClipModels, i;
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idBounds bounds;
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idVec3 force, torque, angularVelocity;
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idClipModel *cm, *clipModelList[ MAX_GENTITIES ];
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assert( clipModel );
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bounds.FromTransformedBounds( clipModel->GetBounds(), clipModel->GetOrigin(), clipModel->GetAxis() );
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numClipModels = gameLocal.clip.ClipModelsTouchingBounds( bounds, -1, clipModelList, MAX_GENTITIES );
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for ( i = 0; i < numClipModels; i++ ) {
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cm = clipModelList[ i ];
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if ( !cm->IsTraceModel() ) {
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continue;
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}
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idEntity *entity = cm->GetEntity();
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if ( !entity ) {
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continue;
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}
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//bc ignore things.
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if (entity->IsType( idMoveableItem::Type ))
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{
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//int ignoreNum = static_cast<idMoveableItem *>( entity)->forcefieldIgnore.GetEntityNum();
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//int myOwnerNum = this->owner.GetEntityNum();
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if (static_cast<idMoveableItem *>( entity)->forcefieldIgnore.GetEntityNum() == this->owner.GetEntityNum())
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{
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continue;
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}
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}
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idPhysics *physics = entity->GetPhysics();
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//bc
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/*
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if (this->owner.IsValid())
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{
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if (gameLocal.GetLocalPlayer()->pickerState >= 2)
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{
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if (gameLocal.GetLocalPlayer()->pickerWeapon.dragEnt.IsValid())
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{
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if( gameLocal.GetLocalPlayer()->pickerWeapon.dragEnt.GetEntity()->IsGrabbed() && physics->IsType( idPhysics_Player::Type ))
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{
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continue;
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}
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}
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}
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}
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*/
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if ( playerOnly ) {
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if ( !physics->IsType( idPhysics_Player::Type ) ) {
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continue;
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}
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} else if ( monsterOnly ) {
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if ( !physics->IsType( idPhysics_Monster::Type ) ) {
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continue;
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}
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}
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if ( !gameLocal.clip.ContentsModel( cm->GetOrigin(), cm, cm->GetAxis(), -1,
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clipModel->Handle(), clipModel->GetOrigin(), clipModel->GetAxis() ) ) {
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continue;
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}
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switch( type ) {
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case FORCEFIELD_UNIFORM: {
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force = dir;
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break;
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}
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case FORCEFIELD_EXPLOSION: {
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force = cm->GetOrigin() - clipModel->GetOrigin();
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force.Normalize();
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break;
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}
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case FORCEFIELD_IMPLOSION: {
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force = clipModel->GetOrigin() - cm->GetOrigin();
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force.Normalize();
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break;
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}
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default: {
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gameLocal.Error( "idForce_Field: invalid type" );
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break;
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}
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}
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if ( randomTorque != 0.0f ) {
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torque[0] = gameLocal.random.CRandomFloat();
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torque[1] = gameLocal.random.CRandomFloat();
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torque[2] = gameLocal.random.CRandomFloat();
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if ( torque.Normalize() == 0.0f ) {
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torque[2] = 1.0f;
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}
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}
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switch( applyType ) {
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case FORCEFIELD_APPLY_FORCE: {
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if ( randomTorque != 0.0f ) {
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entity->AddForce( gameLocal.world, cm->GetId(), cm->GetOrigin() + torque.Cross( dir ) * randomTorque, dir * magnitude );
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}
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else {
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entity->AddForce( gameLocal.world, cm->GetId(), cm->GetOrigin(), force * magnitude );
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}
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break;
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}
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case FORCEFIELD_APPLY_VELOCITY:
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{
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//triggered by jumppad. LAUNCHER.
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//ignore objects that are being held by the player.
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if (gameLocal.GetLocalPlayer()->pickerWeapon.dragEnt.IsValid())
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{
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//player is holding onto an object.
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if (gameLocal.GetLocalPlayer()->pickerWeapon.dragEnt.GetEntity() == entity)
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{
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//the thrown object equals the carried object. abort.
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continue;
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}
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}
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if ( entity->IsType( idDoor::Type ) )
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continue;
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if ( entity->IsType( idAFEntity_Generic::Type ))
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{
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physics->SetLinearVelocity( force * magnitude, cm->GetId() );
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continue;
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}
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//BC hack. only launch players when they're reeeaally close, to lessen accidental launches when
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//launch is plopped down near player's feet.
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if ( entity->IsType( idPlayer::Type ) )
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{
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idVec3 playerPos = entity->GetPhysics()->GetOrigin();
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playerPos.z = clipModel->GetOrigin().z;
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idVec3 rawDist = playerPos - clipModel->GetOrigin();
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float finalDist = rawDist.LengthFast();
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if (finalDist > 24)
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continue;
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//force *= 0.98f; //BC hack. reduce player boost.
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static_cast<idPlayer *>( entity )->physicsObj.inJump = true;
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#ifdef STEAM
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g_SteamStats->SetStatDelta("stat_launches_player", 1);
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#endif
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}
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else
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{
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force *= g_launchermultiplier.GetFloat(); //BC hack. give non-players an extra boost.
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//TODO: figure out why/how physics treats players and objects differently.
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//force *= 1.1f; //was 1.43
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//force *= 1.9f; //was 1.43
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//force *= forceMultiplier;
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}
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//common->Printf("thrown mass is %f\n", entity->GetPhysics()->GetMass());
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//bc hack: snap the object to the center of the jumppad so jump arc is more consistent.
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if (jumppadTimer < time)
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{
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jumppadTimer = time + 400;
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idVec3 jumppadOrigin = clipModel->GetOrigin();
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//jumppadOrigin.z = physics->GetOrigin().z; //retain objects' original vertical (z) axis, so that things don't get stuck in the ground.
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//jumppadOrigin.z
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//gameRenderWorld->DebugCircle( colorWhite, jumppadOrigin, idVec3(0,0,1), 32, 12, 5000 );
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//physics->GetAbsBounds()
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jumppadOrigin.z += 5;
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physics->SetOrigin( jumppadOrigin );
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//BC 10-13-2015 reset object angle to 0,0,0.
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idAngles snapAngle = idAngles(0,0,0);
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physics->SetAxis(snapAngle.ToMat3());
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//common->Printf("tele hack\n");
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//gameRenderWorld->DebugBounds( colorMagenta, physics->GetBounds(), physics->GetOrigin(), 5000 );
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//gameRenderWorld->DebugCircle( colorOrange, physics->GetOrigin(), idVec3(0,0,1), 16, 12, 5000 );
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//gameRenderWorld->DebugCircle( colorWhite, clipModel->GetOrigin(), idVec3(0,0,1), 32, 12, 5000 );
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physics->SetLinearVelocity( force * magnitude, cm->GetId() );
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}
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/*
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if ( randomTorque != 0.0f )
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{
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angularVelocity = physics->GetAngularVelocity( cm->GetId() );
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physics->SetAngularVelocity( 0.5f * (angularVelocity + torque * randomTorque), cm->GetId() );
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}
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*/
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//Raven
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if ( !physics->IsType( idPhysics_AF::Type ))
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lastApplyTime = time;
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break;
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}
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case FORCEFIELD_APPLY_IMPULSE: {
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if ( randomTorque != 0.0f ) {
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entity->ApplyImpulse( gameLocal.world, cm->GetId(), cm->GetOrigin() + torque.Cross( dir ) * randomTorque, dir * magnitude );
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}
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else {
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entity->ApplyImpulse( gameLocal.world, cm->GetId(), cm->GetOrigin(), force * magnitude );
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}
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break;
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}
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default: {
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gameLocal.Error( "idForce_Field: invalid apply type" );
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break;
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}
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}
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}
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}
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