mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-21 19:51:04 +00:00
553 lines
12 KiB
C++
553 lines
12 KiB
C++
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// viola, the keypad
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// 0 QZ 1 ABC 2 DEF
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// 3 GHI 4 JKL 5 MNO
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// 6 PRS 7 TUV 8 WXY
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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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#define PRESSTIME 100
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const idEventDef EV_keypadopen( "keypadopen", "d" );
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CLASS_DECLARATION( idAnimatedEntity, idKeypad )
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EVENT( EV_keypadopen, idKeypad::Event_keypadopen)
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END_CLASS
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void idKeypad::Save( idSaveGame *savefile ) const
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{
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savefile->WriteInt(state);
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savefile->WriteInt(counter);
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savefile->WriteInt(nextStateTime);
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savefile->WriteObject(frobcubeMain);
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for (int i = 0; i < 9; i++)
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{
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savefile->WriteObject(frobcubes[i]);
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savefile->WriteSkin(skin_glow[i]);
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savefile->WriteInt(transitions[i]);
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}
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savefile->WriteInt( keys.Num() );
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for (int i = 0; i < keys.Num(); i++ )
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{
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savefile->WriteString( keys[ i ] );
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}
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for (int i = 0; i < 4; i++)
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{
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savefile->WriteInt(keycode[i]);
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savefile->WriteInt(input[i]);
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}
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savefile->WriteInt(keyIndex);
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savefile->WriteObject(bluebox);
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}
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void idKeypad::Restore( idRestoreGame *savefile )
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{
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savefile->ReadInt(state);
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savefile->ReadInt(counter);
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savefile->ReadInt(nextStateTime);
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savefile->ReadObject(reinterpret_cast<idClass *&>(frobcubeMain));
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for (int i = 0; i < 9; i++)
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{
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savefile->ReadObject(reinterpret_cast<idClass *&>(frobcubes[i]));
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savefile->ReadSkin(skin_glow[i]);
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savefile->ReadInt(transitions[i]);
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}
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int keyAmount;
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savefile->ReadInt( keyAmount );
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for (int i = 0; i < keyAmount; i++ )
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{
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idStr keyStr;
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savefile->ReadString( keyStr );
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keys.Append( keyStr );
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}
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for (int i = 0; i < 4; i++)
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{
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savefile->ReadInt(keycode[i]);
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savefile->ReadInt(input[i]);
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}
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savefile->ReadInt(keyIndex);
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savefile->ReadObject(reinterpret_cast<idClass *&>(bluebox));
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}
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void idKeypad::Event_keypadopen( int value )
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{
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if (state == CONFIRM_SUCCESS)
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return;
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if (value >= 1)
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{
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int i;
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GenerateKey();
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Event_PlayAnim( "opening" , 4 );
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state = ACTIVE;
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for (i = 0; i < 9; i++)
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{
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this->frobcubes[i]->isFrobbable = true;
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}
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this->frobcubeMain->GetPhysics()->SetContents(0);
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}
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else
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{
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this->frobcubeMain->GetPhysics()->SetContents( CONTENTS_RENDERMODEL );
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this->frobcubeMain->GetPhysics()->SetClipMask( MASK_SOLID | CONTENTS_MOVEABLECLIP );
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if (state == OFF)
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{
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return;
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}
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int i;
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Event_PlayAnim( "closing" , 4);
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state = OFF;
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for (i = 0; i < 9; i++)
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{
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this->frobcubes[i]->isFrobbable = false;
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}
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bluebox->Hide();
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}
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}
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//call this once.
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void idKeypad::GenerateDictionary( void )
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{
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void *buffer;
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idStr rawDictionary;
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int i;
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if (fileSystem->ReadFile( "keycodes.txt", &buffer) > 0)
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{
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rawDictionary = (char *) buffer;
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fileSystem->FreeFile( buffer );
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}
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else
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{
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gameLocal.Error("cannot load keycodes.txt");
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return;
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}
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rawDictionary.StripTrailingWhitespace(); //remove whitespace.
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rawDictionary.StripLeading( ' ' ); //remove whitespace.
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rawDictionary.ToUpper();
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keys.Clear();
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for (i = rawDictionary.Length(); i >= 0; i--)
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{
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if (rawDictionary[i] == '\n' || rawDictionary[i] == '\r')
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{
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if (rawDictionary.Mid(i+1, rawDictionary.Length()).IsEmpty())
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{
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rawDictionary = rawDictionary.Left(i);
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continue;
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}
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keys.AddUnique(rawDictionary.Mid(i+1, rawDictionary.Length() ));
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rawDictionary = rawDictionary.Left(i); //strip.
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}
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if (i <= 0)
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{
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keys.AddUnique(rawDictionary.Mid(0, rawDictionary.Length() ));
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}
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}
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}
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void idKeypad::GenerateKey( void )
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{
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int i;
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keyIndex = gameLocal.random.RandomInt(keys.Num());
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for (i = 0; i < 4; i++)
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{
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if (keys[keyIndex][i] == 'Q' || keys[keyIndex][i] == 'Z')
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{
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keycode[i] = 0;
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}
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else if (keys[keyIndex][i] == 'A' || keys[keyIndex][i] == 'B' || keys[keyIndex][i] == 'C')
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{
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keycode[i] = 1;
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}
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else if (keys[keyIndex][i] == 'D' || keys[keyIndex][i] == 'E' || keys[keyIndex][i] == 'F')
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{
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keycode[i] = 2;
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}
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else if (keys[keyIndex][i] == 'G' || keys[keyIndex][i] == 'H' || keys[keyIndex][i] == 'I')
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{
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keycode[i] = 3;
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}
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else if (keys[keyIndex][i] == 'J' || keys[keyIndex][i] == 'K' || keys[keyIndex][i] == 'L')
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{
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keycode[i] = 4;
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}
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else if (keys[keyIndex][i] == 'M' || keys[keyIndex][i] == 'N' || keys[keyIndex][i] == 'O')
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{
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keycode[i] = 5;
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}
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else if (keys[keyIndex][i] == 'P' || keys[keyIndex][i] == 'R' || keys[keyIndex][i] == 'S')
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{
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keycode[i] = 6;
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}
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else if (keys[keyIndex][i] == 'T' || keys[keyIndex][i] == 'U' || keys[keyIndex][i] == 'V')
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{
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keycode[i] = 7;
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}
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else
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{
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keycode[i] = 8;
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}
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}
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this->bluebox->GetRenderEntity()->gui[0]->SetStateString("gui_parm0", keys[keyIndex]);
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}
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void idKeypad::Spawn( void )
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{
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int i;
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idVec3 forward, right, up;
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this->GetPhysics()->GetAxis().ToAngles().ToVectors(&forward, &right, &up);
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//spawn the buttons.
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for (i = 0; i < 9; i++)
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{
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idDict args;
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idVec3 pos = this->GetPhysics()->GetOrigin() + (forward * 1.7f);
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if (i <= 0) { pos += (up * 2) + (right * 2); }
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else if (i == 1) { pos += (up * 2); }
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else if (i == 2) { pos += (up * 2) + (right * -2); }
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else if (i == 3) { pos += (right * 2); }
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else if (i == 4) { }
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else if (i == 5) { pos += (right * -2); }
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else if (i == 6) { pos += (up * -2) + (right * 2); }
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else if (i == 7) { pos += (up * -2); }
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else if (i == 8) { pos += (up * -2) + (right * -2); }
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args.SetVector( "origin", pos );
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args.Set( "model", "models/frob/cube_2x2.ase" );
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args.SetInt( "frobbable", 1 );
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args.SetInt( "corpse", 1 );
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args.SetInt( "noGrab", 1 );
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args.Set( "owner", this->GetName() );
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args.SetInt( "index", i );
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this->frobcubes[i] = gameLocal.SpawnEntityType( idStaticEntity::Type, &args );
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this->frobcubes[i]->isFrobbable = false;
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this->frobcubes[i]->SetAngles(this->GetPhysics()->GetAxis().ToAngles());
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}
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skin_glow[0] = declManager->FindSkin( "skins/keypad/qz_glow" );
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skin_glow[1] = declManager->FindSkin( "skins/keypad/abc_glow" );
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skin_glow[2] = declManager->FindSkin( "skins/keypad/def_glow" );
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skin_glow[3] = declManager->FindSkin( "skins/keypad/ghi_glow" );
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skin_glow[4] = declManager->FindSkin( "skins/keypad/jkl_glow" );
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skin_glow[5] = declManager->FindSkin( "skins/keypad/mno_glow" );
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skin_glow[6] = declManager->FindSkin( "skins/keypad/prs_glow" );
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skin_glow[7] = declManager->FindSkin( "skins/keypad/tuv_glow" );
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skin_glow[8] = declManager->FindSkin( "skins/keypad/wxy_glow" );
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idDict args1;
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args1.SetVector( "origin", this->GetPhysics()->GetOrigin() );
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args1.Set( "model", "models/keypad/tris_cm.ase" );
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args1.SetInt( "frobbable", 1 );
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args1.SetInt( "corpse", 1 );
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args1.SetInt( "noGrab", 1 );
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args1.Set( "owner", this->GetName() );
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args1.SetInt( "index", 16 );
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this->frobcubeMain = gameLocal.SpawnEntityType( idStaticEntity::Type, &args1 );
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this->frobcubeMain->isFrobbable = true;
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this->frobcubeMain->SetAngles(this->GetPhysics()->GetAxis().ToAngles());
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args1.Clear();
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args1.SetVector("origin", this->GetPhysics()->GetOrigin() );
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args1.Set("classname", "moveable_bluebox");
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args1.Set("gui", "guis/bluebox_pw.gui");
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gameLocal.SpawnEntityDef(args1, &bluebox);
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bluebox->Hide();
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for (i = 0; i < 4; i++)
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{
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input[i] = 0;
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}
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GenerateDictionary();
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this->nextStateTime = 0;
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this->counter = 0;
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this->state = OFF;
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BecomeActive( TH_THINK );
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}
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idStr idKeypad::GetJointViaIndex( int index )
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{
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switch ( index )
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{
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case 0: return "qz"; break;
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case 1: return "abc"; break;
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case 2: return "def"; break;
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case 3: return "ghi"; break;
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case 4: return "jkl"; break;
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case 5: return "mno"; break;
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case 6: return "prs"; break;
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case 7: return "tuv"; break;
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default: return "wxy"; break;
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}
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}
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void idKeypad::OnFrob( idEntity* activator )
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{
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int index;
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if (!activator->spawnArgs.GetInt( "index", "", index))
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{
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return;
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}
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//common->Printf("%d\n", index);
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if (index == 16)
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{
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this->StartSound( "snd_error" , SND_CHANNEL_ANY, 0, false, NULL );
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return;
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}
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//PostEventSec( &EV_Turret_muzzleflashoff, MUZZLEFLASHTIME);
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if (index >= 0 && index <= 8)
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{
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jointHandle_t joint;
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joint = animator.GetJointHandle( GetJointViaIndex(index) );
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animator.SetJointPos(joint, JOINTMOD_LOCAL, idVec3(-0.8f, 0, 0) );
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transitions[index] = gameLocal.time + PRESSTIME;
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}
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StartSound( "snd_press", SND_CHANNEL_ANY, 0, false, NULL );
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if (counter <= 0)
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{
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Event_PlayAnim("marker0", 4);
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}
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else if (counter == 1)
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{
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Event_PlayAnim("marker1", 4);
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}
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else if (counter == 2)
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{
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Event_PlayAnim("marker2", 4);
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}
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else if (counter == 3)
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{
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Event_PlayAnim("marker3", 4);
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}
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input[counter] = index;
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counter++;
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if (counter >= 4)
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{
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int i;
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for (i = 0; i < 9; i++)
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{
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this->frobcubes[i]->isFrobbable = false;
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}
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counter = 0;
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//TODO if successful.
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// gameLocal.GetLocalPlayer()->Event_useAmmo("ammo_hacktool", 1)
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if ( input[0] == keycode[0] && input[1] == keycode[1] && input[2] == keycode[2] && input[3] == keycode[3] )
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{
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//done success.
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bluebox->Hide();
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ActivateTargets( this );
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state = CONFIRM_SUCCESS;
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int doneTime = Event_PlayAnim("success", 4);
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nextStateTime = doneTime;
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SetSkin(declManager->FindSkin("skins/keypad/green"));
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//add hud message.
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StartSound( "snd_deactivated", SND_CHANNEL_ANY, 0, false, NULL);
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return;
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}
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else
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{
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//fail.
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state = CONFIRM_FAIL;
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int doneTime = Event_PlayAnim("fail", 4);
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nextStateTime = doneTime;
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SetSkin(declManager->FindSkin("skins/keypad/red"));
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return;
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}
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}
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}
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void idKeypad::UpdateStates( void )
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{
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if (state == CONFIRM_SUCCESS)
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{
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if (gameLocal.time > nextStateTime)
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{
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int i;
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//close ALL keypads.
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state = READY_TO_CLOSE;
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//Event_keypadopen( 0 );
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for ( i = 0; i < gameLocal.num_entities; i++ )
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{
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if ( !gameLocal.entities[ i ] )
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continue;
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if (!gameLocal.entities[i]->IsType(idKeypad::Type))
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continue;
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//skip self.
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//if (gameLocal.entities[i]->entityNumber == this->entityNumber)
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// continue;
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static_cast<idKeypad *>( gameLocal.entities[i] )->Event_keypadopen(0);
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}
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SetSkin(0);
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return;
|
||
|
}
|
||
|
}
|
||
|
else if (state == CONFIRM_FAIL)
|
||
|
{
|
||
|
if (gameLocal.time > nextStateTime)
|
||
|
{
|
||
|
//close up.
|
||
|
int i;
|
||
|
for (i = 0; i < 9; i++)
|
||
|
{
|
||
|
this->frobcubes[i]->isFrobbable = true;
|
||
|
}
|
||
|
|
||
|
state = ACTIVE;
|
||
|
SetSkin(0);
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void idKeypad::Think( void )
|
||
|
{
|
||
|
int i;
|
||
|
|
||
|
//glows.
|
||
|
if (state == ACTIVE)
|
||
|
{
|
||
|
if (gameLocal.GetLocalPlayer()->focusFrobEnt)
|
||
|
{
|
||
|
bool isHover = false;
|
||
|
int i;
|
||
|
int hoverIndex = gameLocal.GetLocalPlayer()->focusFrobEnt->entityNumber;
|
||
|
|
||
|
for (i = 0; i < 9; i++)
|
||
|
{
|
||
|
if (hoverIndex == frobcubes[i]->entityNumber)
|
||
|
{
|
||
|
SetSkin(skin_glow[i]);
|
||
|
isHover = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (!isHover)
|
||
|
{
|
||
|
SetSkin(0); //default.
|
||
|
bluebox->Hide();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
//show bluebox.
|
||
|
bluebox->Show();
|
||
|
|
||
|
idAngles remoteAng = gameLocal.GetLocalPlayer()->viewAngles;
|
||
|
remoteAng.yaw += 180 + 30;
|
||
|
remoteAng.pitch *= -1;
|
||
|
remoteAng.pitch += 3 * idMath::Sin(gameLocal.time * 0.0005f); //sway
|
||
|
remoteAng.yaw += 3 + 3 * idMath::Sin(gameLocal.time * 0.0003f); //sway
|
||
|
bluebox->SetAngles( remoteAng );
|
||
|
|
||
|
idVec3 up, right;
|
||
|
remoteAng.ToVectors( NULL, &right, &up );
|
||
|
|
||
|
idVec3 finalPos = gameLocal.GetLocalPlayer()->GetEyePosition()
|
||
|
+ (gameLocal.GetLocalPlayer()->viewAngles.ToForward() * 12.0f)
|
||
|
+ (up * -5.0f)
|
||
|
+ (right * 7.0f);
|
||
|
|
||
|
bluebox->GetPhysics()->SetOrigin(finalPos);
|
||
|
//bluebox->GetPhysics()->SetOrigin(
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
SetSkin(0); //default.
|
||
|
|
||
|
//hide bluebox.
|
||
|
bluebox->Hide();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//handle the button animations.
|
||
|
for (i = 0; i < 9; i++)
|
||
|
{
|
||
|
if (gameLocal.time > transitions[i])
|
||
|
{
|
||
|
jointHandle_t joint;
|
||
|
joint = animator.GetJointHandle( GetJointViaIndex(i) );
|
||
|
animator.ClearJoint(joint);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
UpdateStates();
|
||
|
|
||
|
idAnimatedEntity::Think();
|
||
|
idAnimatedEntity::Present();
|
||
|
}
|
||
|
|
||
|
|
||
|
|