mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-14 00:11:08 +00:00
187 lines
3.2 KiB
C++
187 lines
3.2 KiB
C++
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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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const idEventDef EV_frobscript( "<frobscript>" );
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CLASS_DECLARATION( idAnimated, idLever )
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EVENT( EV_frobscript, idLever::OnFrobScript)
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END_CLASS
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void idLever::Save( idSaveGame *savefile ) const
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{
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savefile->WriteBool(toggleable);
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savefile->WriteInt(toggleState);
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savefile->WriteInt(state);
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savefile->WriteInt(nextStateTime);
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}
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void idLever::Restore( idRestoreGame *savefile )
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{
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savefile->ReadBool(toggleable);
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savefile->ReadInt(toggleState);
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savefile->ReadInt(state);
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savefile->ReadInt(nextStateTime);
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}
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void idLever::Spawn( void )
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{
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//make frobbable and no collision.
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//this->GetPhysics()->SetContents(CONTENTS_CORPSE);
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GetPhysics()->SetContents( CONTENTS_RENDERMODEL );
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GetPhysics()->SetClipMask( MASK_SOLID | CONTENTS_MOVEABLECLIP );
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this->isFrobbable = true;
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this->noGrab = true;
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renderEntity.shaderParms[ SHADERPARM_RED ] = 0;
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renderEntity.shaderParms[ SHADERPARM_GREEN ] = 1;
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renderEntity.shaderParms[ SHADERPARM_BLUE ] = 0;
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nextStateTime = 0;
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toggleable = spawnArgs.GetBool("toggleable", "0");
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toggleState = 0;
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state = IDLE;
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if (spawnArgs.GetBool("start_on", "0"))
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{
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toggleState = !toggleState;
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}
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BecomeActive(TH_THINK);
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}
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void idLever::Reset( void )
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{
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if (spawnArgs.GetBool("start_on", "0"))
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{
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toggleState = 1;
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}
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else
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{
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toggleState = 0;
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}
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}
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void idLever::UpdateStates( void )
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{
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if (state == PRESSED)
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{
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if (gameLocal.time > nextStateTime)
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{
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renderEntity.shaderParms[ SHADERPARM_RED ] = 0;
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renderEntity.shaderParms[ SHADERPARM_GREEN ] = 1;
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renderEntity.shaderParms[ SHADERPARM_BLUE ] = 0;
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this->isFrobbable = true;
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state = IDLE;
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}
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}
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}
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void idLever::OnFrobScript( void )
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{
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idStr scriptName = spawnArgs.GetString( "call", "" );
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if (scriptName.Length() <= 0)
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return;
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if (toggleable)
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{
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if (toggleState > 0)
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{
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scriptName = scriptName + "_on";
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}
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else
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{
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scriptName = scriptName + "_off";
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}
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}
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const function_t *scriptFunction;
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scriptFunction = gameLocal.program.FindFunction( scriptName );
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if ( scriptFunction )
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{
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idThread *thread;
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thread = new idThread( scriptFunction );
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thread->DelayedStart( 0 );
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}
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}
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void idLever::OnFrob( idEntity* activator )
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{
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float waitTime;
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if (state == PRESSED)
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{
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return;
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}
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state = PRESSED;
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StartSound( "snd_press", SND_CHANNEL_BODY, 0, false, NULL );
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if (!toggleable)
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{
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Event_PlayAnim( spawnArgs.GetString("pushanim", "push"), 4 );
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}
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else
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{
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if (toggleState)
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{
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Event_PlayAnim( spawnArgs.GetString("pullanim", "pull"), 4 );
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}
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else
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{
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Event_PlayAnim( spawnArgs.GetString("pushanim", "push"), 4 );
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}
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toggleState = !toggleState;
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}
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renderEntity.shaderParms[ SHADERPARM_RED ] = 1;
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renderEntity.shaderParms[ SHADERPARM_GREEN ] = .75f;
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renderEntity.shaderParms[ SHADERPARM_BLUE ] = 0;
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waitTime = spawnArgs.GetFloat("animtime", "0.3");
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if (waitTime <= 0)
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{
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waitTime = 0.1f;
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}
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nextStateTime = gameLocal.time + (waitTime * 1000);
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ActivateTargets(this);
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this->isFrobbable = false;
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float delay = spawnArgs.GetFloat("delay", "0");
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PostEventSec( &EV_frobscript, delay );
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}
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void idLever::Think( void )
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{
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UpdateStates();
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idAnimatedEntity::Think();
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idAnimatedEntity::Present();
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}
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