mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-14 00:11:08 +00:00
588 lines
16 KiB
C++
588 lines
16 KiB
C++
|
/*
|
||
|
===========================================================================
|
||
|
|
||
|
Doom 3 GPL Source Code
|
||
|
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
|
||
|
|
||
|
This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
|
||
|
|
||
|
Doom 3 Source Code is free software: you can redistribute it and/or modify
|
||
|
it under the terms of the GNU General Public License as published by
|
||
|
the Free Software Foundation, either version 3 of the License, or
|
||
|
(at your option) any later version.
|
||
|
|
||
|
Doom 3 Source Code is distributed in the hope that it will be useful,
|
||
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||
|
GNU General Public License for more details.
|
||
|
|
||
|
You should have received a copy of the GNU General Public License
|
||
|
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
|
||
|
|
||
|
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.
|
||
|
|
||
|
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.
|
||
|
|
||
|
===========================================================================
|
||
|
*/
|
||
|
/*
|
||
|
|
||
|
SecurityCamera.cpp
|
||
|
|
||
|
Security camera that triggers targets when player is in view
|
||
|
|
||
|
*/
|
||
|
|
||
|
#include "../idlib/precompiled.h"
|
||
|
#pragma hdrstop
|
||
|
|
||
|
#include "Game_local.h"
|
||
|
|
||
|
|
||
|
/***********************************************************************
|
||
|
|
||
|
idSecurityCamera
|
||
|
|
||
|
***********************************************************************/
|
||
|
|
||
|
const idEventDef EV_SecurityCam_ReverseSweep( "<reverseSweep>" );
|
||
|
const idEventDef EV_SecurityCam_ContinueSweep( "<continueSweep>" );
|
||
|
const idEventDef EV_SecurityCam_Pause( "<pause>" );
|
||
|
const idEventDef EV_SecurityCam_Alert( "<alert>" );
|
||
|
const idEventDef EV_SecurityCam_AddLight( "<addLight>" );
|
||
|
|
||
|
CLASS_DECLARATION( idEntity, idSecurityCamera )
|
||
|
EVENT( EV_SecurityCam_ReverseSweep, idSecurityCamera::Event_ReverseSweep )
|
||
|
EVENT( EV_SecurityCam_ContinueSweep, idSecurityCamera::Event_ContinueSweep )
|
||
|
EVENT( EV_SecurityCam_Pause, idSecurityCamera::Event_Pause )
|
||
|
EVENT( EV_SecurityCam_Alert, idSecurityCamera::Event_Alert )
|
||
|
EVENT( EV_SecurityCam_AddLight, idSecurityCamera::Event_AddLight )
|
||
|
END_CLASS
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idSecurityCamera::Save
|
||
|
================
|
||
|
*/
|
||
|
void idSecurityCamera::Save( idSaveGame *savefile ) const {
|
||
|
savefile->WriteFloat( angle );
|
||
|
savefile->WriteFloat( sweepAngle );
|
||
|
savefile->WriteInt( modelAxis );
|
||
|
savefile->WriteBool( flipAxis );
|
||
|
savefile->WriteFloat( scanDist );
|
||
|
savefile->WriteFloat( scanFov );
|
||
|
|
||
|
savefile->WriteFloat( sweepStart );
|
||
|
savefile->WriteFloat( sweepEnd );
|
||
|
savefile->WriteBool( negativeSweep );
|
||
|
savefile->WriteBool( sweeping );
|
||
|
savefile->WriteInt( alertMode );
|
||
|
savefile->WriteFloat( stopSweeping );
|
||
|
savefile->WriteFloat( scanFovCos );
|
||
|
|
||
|
savefile->WriteVec3( viewOffset );
|
||
|
|
||
|
savefile->WriteInt( pvsArea );
|
||
|
savefile->WriteStaticObject( physicsObj );
|
||
|
savefile->WriteTraceModel( trm );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idSecurityCamera::Restore
|
||
|
================
|
||
|
*/
|
||
|
void idSecurityCamera::Restore( idRestoreGame *savefile ) {
|
||
|
savefile->ReadFloat( angle );
|
||
|
savefile->ReadFloat( sweepAngle );
|
||
|
savefile->ReadInt( modelAxis );
|
||
|
savefile->ReadBool( flipAxis );
|
||
|
savefile->ReadFloat( scanDist );
|
||
|
savefile->ReadFloat( scanFov );
|
||
|
|
||
|
savefile->ReadFloat( sweepStart );
|
||
|
savefile->ReadFloat( sweepEnd );
|
||
|
savefile->ReadBool( negativeSweep );
|
||
|
savefile->ReadBool( sweeping );
|
||
|
savefile->ReadInt( alertMode );
|
||
|
savefile->ReadFloat( stopSweeping );
|
||
|
savefile->ReadFloat( scanFovCos );
|
||
|
|
||
|
savefile->ReadVec3( viewOffset );
|
||
|
|
||
|
savefile->ReadInt( pvsArea );
|
||
|
savefile->ReadStaticObject( physicsObj );
|
||
|
savefile->ReadTraceModel( trm );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idSecurityCamera::Spawn
|
||
|
================
|
||
|
*/
|
||
|
void idSecurityCamera::Spawn( void ) {
|
||
|
idStr str;
|
||
|
|
||
|
sweepAngle = spawnArgs.GetFloat( "sweepAngle", "90" );
|
||
|
health = spawnArgs.GetInt( "health", "100" );
|
||
|
scanFov = spawnArgs.GetFloat( "scanFov", "90" );
|
||
|
scanDist = spawnArgs.GetFloat( "scanDist", "200" );
|
||
|
flipAxis = spawnArgs.GetBool( "flipAxis" );
|
||
|
|
||
|
modelAxis = spawnArgs.GetInt( "modelAxis" );
|
||
|
if ( modelAxis < 0 || modelAxis > 2 ) {
|
||
|
modelAxis = 0;
|
||
|
}
|
||
|
|
||
|
spawnArgs.GetVector( "viewOffset", "0 0 0", viewOffset );
|
||
|
|
||
|
if ( spawnArgs.GetBool( "spotLight" ) ) {
|
||
|
PostEventMS( &EV_SecurityCam_AddLight, 0 );
|
||
|
}
|
||
|
|
||
|
negativeSweep = ( sweepAngle < 0 ) ? true : false;
|
||
|
sweepAngle = abs( sweepAngle );
|
||
|
|
||
|
scanFovCos = cos( scanFov * idMath::PI / 360.0f );
|
||
|
|
||
|
angle = GetPhysics()->GetAxis().ToAngles().yaw;
|
||
|
StartSweep();
|
||
|
SetAlertMode( SCANNING );
|
||
|
BecomeActive( TH_THINK );
|
||
|
|
||
|
if ( health ) {
|
||
|
fl.takedamage = true;
|
||
|
}
|
||
|
|
||
|
pvsArea = gameLocal.pvs.GetPVSArea( GetPhysics()->GetOrigin() );
|
||
|
// if no target specified use ourself
|
||
|
str = spawnArgs.GetString( "cameraTarget" );
|
||
|
if ( str.Length() == 0 ) {
|
||
|
spawnArgs.Set( "cameraTarget", spawnArgs.GetString( "name" ) );
|
||
|
}
|
||
|
|
||
|
// check if a clip model is set
|
||
|
spawnArgs.GetString( "clipmodel", "", str );
|
||
|
if ( !str[0] ) {
|
||
|
str = spawnArgs.GetString( "model" ); // use the visual model
|
||
|
}
|
||
|
|
||
|
if ( !collisionModelManager->TrmFromModel( str, trm ) ) {
|
||
|
gameLocal.Error( "idSecurityCamera '%s': cannot load collision model %s", name.c_str(), str.c_str() );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
GetPhysics()->SetContents( CONTENTS_SOLID );
|
||
|
GetPhysics()->SetClipMask( MASK_SOLID | CONTENTS_BODY | CONTENTS_CORPSE | CONTENTS_MOVEABLECLIP );
|
||
|
// setup the physics
|
||
|
UpdateChangeableSpawnArgs( NULL );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idSecurityCamera::Event_AddLight
|
||
|
================
|
||
|
*/
|
||
|
void idSecurityCamera::Event_AddLight( void ) {
|
||
|
idDict args;
|
||
|
idVec3 right, up, target, temp;
|
||
|
idVec3 dir;
|
||
|
float radius;
|
||
|
idVec3 lightOffset;
|
||
|
idLight *spotLight;
|
||
|
|
||
|
dir = GetAxis();
|
||
|
dir.NormalVectors( right, up );
|
||
|
target = GetPhysics()->GetOrigin() + dir * scanDist;
|
||
|
|
||
|
radius = tan( scanFov * idMath::PI / 360.0f );
|
||
|
up = dir + up * radius;
|
||
|
up.Normalize();
|
||
|
up = GetPhysics()->GetOrigin() + up * scanDist;
|
||
|
up -= target;
|
||
|
|
||
|
right = dir + right * radius;
|
||
|
right.Normalize();
|
||
|
right = GetPhysics()->GetOrigin() + right * scanDist;
|
||
|
right -= target;
|
||
|
|
||
|
spawnArgs.GetVector( "lightOffset", "0 0 0", lightOffset );
|
||
|
|
||
|
args.Set( "origin", ( GetPhysics()->GetOrigin() + lightOffset ).ToString() );
|
||
|
args.Set( "light_target", target.ToString() );
|
||
|
args.Set( "light_right", right.ToString() );
|
||
|
args.Set( "light_up", up.ToString() );
|
||
|
args.SetFloat( "angle", GetPhysics()->GetAxis()[0].ToYaw() );
|
||
|
|
||
|
spotLight = static_cast<idLight *>( gameLocal.SpawnEntityType( idLight::Type, &args ) );
|
||
|
spotLight->Bind( this, true );
|
||
|
spotLight->UpdateVisuals();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idSecurityCamera::DrawFov
|
||
|
================
|
||
|
*/
|
||
|
void idSecurityCamera::DrawFov( void ) {
|
||
|
int i;
|
||
|
float radius, a, s, c, halfRadius;
|
||
|
idVec3 right, up;
|
||
|
idVec4 color(1, 0, 0, 1), color2(0, 0, 1, 1);
|
||
|
idVec3 lastPoint, point, lastHalfPoint, halfPoint, center;
|
||
|
|
||
|
idVec3 dir = GetAxis();
|
||
|
dir.NormalVectors( right, up );
|
||
|
|
||
|
radius = tan( scanFov * idMath::PI / 360.0f );
|
||
|
halfRadius = radius * 0.5f;
|
||
|
lastPoint = dir + up * radius;
|
||
|
lastPoint.Normalize();
|
||
|
lastPoint = GetPhysics()->GetOrigin() + lastPoint * scanDist;
|
||
|
lastHalfPoint = dir + up * halfRadius;
|
||
|
lastHalfPoint.Normalize();
|
||
|
lastHalfPoint = GetPhysics()->GetOrigin() + lastHalfPoint * scanDist;
|
||
|
center = GetPhysics()->GetOrigin() + dir * scanDist;
|
||
|
for ( i = 1; i < 12; i++ ) {
|
||
|
a = idMath::TWO_PI * i / 12.0f;
|
||
|
idMath::SinCos( a, s, c );
|
||
|
point = dir + right * s * radius + up * c * radius;
|
||
|
point.Normalize();
|
||
|
point = GetPhysics()->GetOrigin() + point * scanDist;
|
||
|
gameRenderWorld->DebugLine( color, lastPoint, point );
|
||
|
gameRenderWorld->DebugLine( color, GetPhysics()->GetOrigin(), point );
|
||
|
lastPoint = point;
|
||
|
|
||
|
halfPoint = dir + right * s * halfRadius + up * c * halfRadius;
|
||
|
halfPoint.Normalize();
|
||
|
halfPoint = GetPhysics()->GetOrigin() + halfPoint * scanDist;
|
||
|
gameRenderWorld->DebugLine( color2, point, halfPoint );
|
||
|
gameRenderWorld->DebugLine( color2, lastHalfPoint, halfPoint );
|
||
|
lastHalfPoint = halfPoint;
|
||
|
|
||
|
gameRenderWorld->DebugLine( color2, halfPoint, center );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idSecurityCamera::GetRenderView
|
||
|
================
|
||
|
*/
|
||
|
renderView_t *idSecurityCamera::GetRenderView() {
|
||
|
renderView_t *rv = idEntity::GetRenderView();
|
||
|
rv->fov_x = scanFov;
|
||
|
rv->fov_y = scanFov;
|
||
|
rv->viewaxis = GetAxis().ToAngles().ToMat3();
|
||
|
rv->vieworg = GetPhysics()->GetOrigin() + viewOffset;
|
||
|
return rv;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idSecurityCamera::CanSeePlayer
|
||
|
================
|
||
|
*/
|
||
|
bool idSecurityCamera::CanSeePlayer( void ) {
|
||
|
int i;
|
||
|
float dist;
|
||
|
idPlayer *ent;
|
||
|
trace_t tr;
|
||
|
idVec3 dir;
|
||
|
pvsHandle_t handle;
|
||
|
|
||
|
handle = gameLocal.pvs.SetupCurrentPVS( pvsArea );
|
||
|
|
||
|
for ( i = 0; i < gameLocal.numClients; i++ ) {
|
||
|
ent = static_cast<idPlayer*>(gameLocal.entities[ i ]);
|
||
|
|
||
|
if ( !ent || ( ent->fl.notarget ) ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// if there is no way we can see this player
|
||
|
if ( !gameLocal.pvs.InCurrentPVS( handle, ent->GetPVSAreas(), ent->GetNumPVSAreas() ) ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
dir = ent->GetPhysics()->GetOrigin() - GetPhysics()->GetOrigin();
|
||
|
dist = dir.Normalize();
|
||
|
|
||
|
if ( dist > scanDist ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( dir * GetAxis() < scanFovCos ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
idVec3 eye;
|
||
|
|
||
|
eye = ent->EyeOffset();
|
||
|
|
||
|
gameLocal.clip.TracePoint( tr, GetPhysics()->GetOrigin(), ent->GetPhysics()->GetOrigin() + eye, MASK_OPAQUE, this );
|
||
|
if ( tr.fraction == 1.0 || ( gameLocal.GetTraceEntity( tr ) == ent ) ) {
|
||
|
gameLocal.pvs.FreeCurrentPVS( handle );
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
gameLocal.pvs.FreeCurrentPVS( handle );
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idSecurityCamera::SetAlertMode
|
||
|
================
|
||
|
*/
|
||
|
void idSecurityCamera::SetAlertMode( int alert ) {
|
||
|
if (alert >= SCANNING && alert <= ACTIVATED) {
|
||
|
alertMode = alert;
|
||
|
}
|
||
|
renderEntity.shaderParms[ SHADERPARM_MODE ] = alertMode;
|
||
|
UpdateVisuals();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idSecurityCamera::Think
|
||
|
================
|
||
|
*/
|
||
|
void idSecurityCamera::Think( void ) {
|
||
|
float pct;
|
||
|
float travel;
|
||
|
|
||
|
if ( thinkFlags & TH_THINK ) {
|
||
|
if ( g_showEntityInfo.GetBool() ) {
|
||
|
DrawFov();
|
||
|
}
|
||
|
|
||
|
if (health <= 0) {
|
||
|
BecomeInactive( TH_THINK );
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// run physics
|
||
|
RunPhysics();
|
||
|
|
||
|
if ( thinkFlags & TH_THINK ) {
|
||
|
if (CanSeePlayer()) {
|
||
|
if (alertMode == SCANNING) {
|
||
|
float sightTime;
|
||
|
|
||
|
SetAlertMode(ALERT);
|
||
|
stopSweeping = gameLocal.time;
|
||
|
if (sweeping) {
|
||
|
CancelEvents( &EV_SecurityCam_Pause );
|
||
|
} else {
|
||
|
CancelEvents( &EV_SecurityCam_ReverseSweep );
|
||
|
}
|
||
|
sweeping = false;
|
||
|
StopSound( SND_CHANNEL_ANY, false );
|
||
|
StartSound( "snd_sight", SND_CHANNEL_BODY, 0, false, NULL );
|
||
|
|
||
|
sightTime = spawnArgs.GetFloat( "sightTime", "5" );
|
||
|
PostEventSec(&EV_SecurityCam_Alert, sightTime);
|
||
|
}
|
||
|
} else {
|
||
|
if (alertMode == ALERT) {
|
||
|
float sightResume;
|
||
|
|
||
|
SetAlertMode(LOSINGINTEREST);
|
||
|
CancelEvents( &EV_SecurityCam_Alert );
|
||
|
|
||
|
sightResume = spawnArgs.GetFloat( "sightResume", "1.5" );
|
||
|
PostEventSec( &EV_SecurityCam_ContinueSweep, sightResume );
|
||
|
}
|
||
|
|
||
|
if ( sweeping ) {
|
||
|
idAngles a = GetPhysics()->GetAxis().ToAngles();
|
||
|
|
||
|
pct = ( gameLocal.time - sweepStart ) / ( sweepEnd - sweepStart );
|
||
|
travel = pct * sweepAngle;
|
||
|
if ( negativeSweep ) {
|
||
|
a.yaw = angle + travel;
|
||
|
} else {
|
||
|
a.yaw = angle - travel;
|
||
|
}
|
||
|
|
||
|
SetAngles( a );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
Present();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idSecurityCamera::GetAxis
|
||
|
================
|
||
|
*/
|
||
|
const idVec3 idSecurityCamera::GetAxis( void ) const {
|
||
|
return (flipAxis) ? -GetPhysics()->GetAxis()[modelAxis] : GetPhysics()->GetAxis()[modelAxis];
|
||
|
};
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idSecurityCamera::SweepSpeed
|
||
|
================
|
||
|
*/
|
||
|
float idSecurityCamera::SweepSpeed( void ) const {
|
||
|
return spawnArgs.GetFloat( "sweepSpeed", "5" );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idSecurityCamera::StartSweep
|
||
|
================
|
||
|
*/
|
||
|
void idSecurityCamera::StartSweep( void ) {
|
||
|
int speed;
|
||
|
|
||
|
sweeping = true;
|
||
|
sweepStart = gameLocal.time;
|
||
|
speed = SEC2MS( SweepSpeed() );
|
||
|
sweepEnd = sweepStart + speed;
|
||
|
PostEventMS( &EV_SecurityCam_Pause, speed );
|
||
|
StartSound( "snd_moving", SND_CHANNEL_BODY, 0, false, NULL );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idSecurityCamera::Event_ContinueSweep
|
||
|
================
|
||
|
*/
|
||
|
void idSecurityCamera::Event_ContinueSweep( void ) {
|
||
|
float pct = (stopSweeping - sweepStart) / (sweepEnd - sweepStart);
|
||
|
float f = gameLocal.time - (sweepEnd - sweepStart) * pct;
|
||
|
int speed;
|
||
|
|
||
|
sweepStart = f;
|
||
|
speed = MS2SEC( SweepSpeed() );
|
||
|
sweepEnd = sweepStart + speed;
|
||
|
PostEventMS( &EV_SecurityCam_Pause, speed * (1.0 - pct));
|
||
|
StartSound( "snd_moving", SND_CHANNEL_BODY, 0, false, NULL );
|
||
|
SetAlertMode(SCANNING);
|
||
|
sweeping = true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idSecurityCamera::Event_Alert
|
||
|
================
|
||
|
*/
|
||
|
void idSecurityCamera::Event_Alert( void ) {
|
||
|
float wait;
|
||
|
|
||
|
SetAlertMode(ACTIVATED);
|
||
|
StopSound( SND_CHANNEL_ANY, false );
|
||
|
StartSound( "snd_activate", SND_CHANNEL_BODY, 0, false, NULL );
|
||
|
ActivateTargets(this);
|
||
|
CancelEvents( &EV_SecurityCam_ContinueSweep );
|
||
|
|
||
|
wait = spawnArgs.GetFloat( "wait", "20" );
|
||
|
PostEventSec( &EV_SecurityCam_ContinueSweep, wait );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idSecurityCamera::Event_ReverseSweep
|
||
|
================
|
||
|
*/
|
||
|
void idSecurityCamera::Event_ReverseSweep( void ) {
|
||
|
angle = GetPhysics()->GetAxis().ToAngles().yaw;
|
||
|
negativeSweep = !negativeSweep;
|
||
|
StartSweep();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idSecurityCamera::Event_Pause
|
||
|
================
|
||
|
*/
|
||
|
void idSecurityCamera::Event_Pause( void ) {
|
||
|
float sweepWait;
|
||
|
|
||
|
sweepWait = spawnArgs.GetFloat( "sweepWait", "0.5" );
|
||
|
sweeping = false;
|
||
|
StopSound( SND_CHANNEL_ANY, false );
|
||
|
StartSound( "snd_stop", SND_CHANNEL_BODY, 0, false, NULL );
|
||
|
PostEventSec( &EV_SecurityCam_ReverseSweep, sweepWait );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
idSecurityCamera::Killed
|
||
|
============
|
||
|
*/
|
||
|
void idSecurityCamera::Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) {
|
||
|
sweeping = false;
|
||
|
StopSound( SND_CHANNEL_ANY, false );
|
||
|
const char *fx = spawnArgs.GetString( "fx_destroyed" );
|
||
|
if ( fx[0] != '\0' ) {
|
||
|
idEntityFx::StartFx( fx, NULL, NULL, this, true );
|
||
|
}
|
||
|
|
||
|
physicsObj.SetSelf( this );
|
||
|
physicsObj.SetClipModel( new idClipModel( trm ), 0.02f );
|
||
|
physicsObj.SetOrigin( GetPhysics()->GetOrigin() );
|
||
|
physicsObj.SetAxis( GetPhysics()->GetAxis() );
|
||
|
physicsObj.SetBouncyness( 0.2f );
|
||
|
physicsObj.SetFriction( 0.6f, 0.6f, 0.2f );
|
||
|
physicsObj.SetGravity( gameLocal.GetGravity() );
|
||
|
physicsObj.SetContents( CONTENTS_SOLID );
|
||
|
physicsObj.SetClipMask( MASK_SOLID | CONTENTS_BODY | CONTENTS_CORPSE | CONTENTS_MOVEABLECLIP );
|
||
|
SetPhysics( &physicsObj );
|
||
|
physicsObj.DropToFloor();
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
idSecurityCamera::Pain
|
||
|
============
|
||
|
*/
|
||
|
bool idSecurityCamera::Pain( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) {
|
||
|
const char *fx = spawnArgs.GetString( "fx_damage" );
|
||
|
if ( fx[0] != '\0' ) {
|
||
|
idEntityFx::StartFx( fx, NULL, NULL, this, true );
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idSecurityCamera::Present
|
||
|
|
||
|
Present is called to allow entities to generate refEntities, lights, etc for the renderer.
|
||
|
================
|
||
|
*/
|
||
|
void idSecurityCamera::Present( void ) {
|
||
|
// don't present to the renderer if the entity hasn't changed
|
||
|
if ( !( thinkFlags & TH_UPDATEVISUALS ) ) {
|
||
|
return;
|
||
|
}
|
||
|
BecomeInactive( TH_UPDATEVISUALS );
|
||
|
|
||
|
// camera target for remote render views
|
||
|
if ( cameraTarget ) {
|
||
|
renderEntity.remoteRenderView = cameraTarget->GetRenderView();
|
||
|
}
|
||
|
|
||
|
// if set to invisible, skip
|
||
|
if ( !renderEntity.hModel || IsHidden() ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// add to refresh list
|
||
|
if ( modelDefHandle == -1 ) {
|
||
|
modelDefHandle = gameRenderWorld->AddEntityDef( &renderEntity );
|
||
|
} else {
|
||
|
gameRenderWorld->UpdateEntityDef( modelDefHandle, &renderEntity );
|
||
|
}
|
||
|
}
|