mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-21 19:51:04 +00:00
142 lines
4 KiB
C++
142 lines
4 KiB
C++
|
|
#include "../idlib/precompiled.h"
|
|
#pragma hdrstop
|
|
|
|
#include "Game_local.h"
|
|
|
|
|
|
|
|
const idEventDef EV_doorfoldingactivate( "doorfoldingactivate", "d" );
|
|
|
|
CLASS_DECLARATION( idEntity, idDoorFolding )
|
|
EVENT( EV_doorfoldingactivate, idDoorFolding::Event_activate)
|
|
END_CLASS
|
|
|
|
|
|
|
|
void idDoorFolding::Think( void )
|
|
{
|
|
|
|
|
|
|
|
idEntity::Present();
|
|
}
|
|
|
|
|
|
void idDoorFolding::Event_activate( int value )
|
|
{
|
|
if (value <= 0)
|
|
{
|
|
int i;
|
|
|
|
//close.
|
|
for (i = 0; i < BARCOUNT; i++)
|
|
{
|
|
idVec3 origin = GetPhysics()->GetOrigin();
|
|
movers[i]->Event_MoveToPos( origin );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int i;
|
|
//open.
|
|
for (i = 0; i < BARCOUNT; i++)
|
|
{
|
|
movers[i]->Event_MoveToPos( movers[i]->originalPosition );
|
|
}
|
|
}
|
|
}
|
|
|
|
void idDoorFolding::Spawn( void )
|
|
{
|
|
int i;
|
|
idVec3 forward;
|
|
int doorHeight = 112;
|
|
int doorWidth = spawnArgs.GetInt("width", "128");
|
|
|
|
float movetime = spawnArgs.GetFloat("movetime", "1" );
|
|
|
|
int segmentWidth = doorWidth / BARCOUNT;
|
|
|
|
this->GetPhysics()->GetAxis().ToAngles().ToVectors(&forward);
|
|
|
|
int barheight0 = doorHeight * 0.3f;
|
|
int barheight1 = doorHeight * 0.7f;
|
|
|
|
for (i = 0; i < BARCOUNT; i++)
|
|
{
|
|
idDict args;
|
|
args.Clear();
|
|
|
|
args.SetVector( "origin", this->GetPhysics()->GetOrigin() + (forward * (segmentWidth * (i+1))));
|
|
args.Set( "model", "models/doorfolding/tris.ase" );
|
|
|
|
movers[i] = ( idMover * )gameLocal.SpawnEntityType( idMover::Type, &args );
|
|
movers[i]->Event_SetMoveTime( movetime );
|
|
}
|
|
|
|
//diagonal bars.
|
|
for (i = 1; i < BARCOUNT; i++)
|
|
{
|
|
idDict args;
|
|
|
|
args.Clear();
|
|
args.SetVector( "origin", movers[i]->GetPhysics()->GetOrigin() + idVec3(0,0,barheight0+16) );
|
|
this->beam[(i * 8) + 0] = ( idBeam * )gameLocal.SpawnEntityType( idBeam::Type, &args );
|
|
this->beam[(i * 8) + 0]->Bind(movers[i], false);
|
|
|
|
args.Clear();
|
|
args.SetVector( "origin", movers[i - 1]->GetPhysics()->GetOrigin() + idVec3(0,0,barheight0-16) );
|
|
args.Set( "width", "2" );
|
|
args.Set( "skin", "skins/beam_black" );
|
|
args.Set( "target", beam[(i * 8) + 0]->name.c_str() );
|
|
this->beam[(i * 8) + 1] = ( idBeam * )gameLocal.SpawnEntityType( idBeam::Type, &args );
|
|
this->beam[(i * 8) + 1]->Bind(movers[i - 1], false);
|
|
|
|
args.Clear();
|
|
args.SetVector( "origin", movers[i]->GetPhysics()->GetOrigin() + idVec3(0,0,barheight0-16) );
|
|
this->beam[(i * 8) + 2] = ( idBeam * )gameLocal.SpawnEntityType( idBeam::Type, &args );
|
|
this->beam[(i * 8) + 2]->Bind(movers[i], false);
|
|
|
|
args.Clear();
|
|
args.SetVector( "origin", movers[i - 1]->GetPhysics()->GetOrigin() + idVec3(0,0,barheight0+16) );
|
|
args.Set( "width", "2" );
|
|
args.Set( "skin", "skins/beam_black" );
|
|
args.Set( "target", beam[(i * 8) + 2]->name.c_str() );
|
|
this->beam[(i * 8) + 3] = ( idBeam * )gameLocal.SpawnEntityType( idBeam::Type, &args );
|
|
this->beam[(i * 8) + 3]->Bind(movers[i - 1], false);
|
|
|
|
|
|
|
|
|
|
//second set.
|
|
args.Clear();
|
|
args.SetVector( "origin", movers[i]->GetPhysics()->GetOrigin() + idVec3(0,0,barheight1+16) );
|
|
this->beam[(i * 8) + 4] = ( idBeam * )gameLocal.SpawnEntityType( idBeam::Type, &args );
|
|
this->beam[(i * 8) + 4]->Bind(movers[i], false);
|
|
|
|
args.Clear();
|
|
args.SetVector( "origin", movers[i - 1]->GetPhysics()->GetOrigin() + idVec3(0,0,barheight1-16) );
|
|
args.Set( "width", "2" );
|
|
args.Set( "skin", "skins/beam_black" );
|
|
args.Set( "target", beam[(i * 8) + 4]->name.c_str() );
|
|
this->beam[(i * 8) + 5] = ( idBeam * )gameLocal.SpawnEntityType( idBeam::Type, &args );
|
|
this->beam[(i * 8) + 5]->Bind(movers[i - 1], false);
|
|
|
|
args.Clear();
|
|
args.SetVector( "origin", movers[i]->GetPhysics()->GetOrigin() + idVec3(0,0,barheight1-16) );
|
|
this->beam[(i * 8) + 6] = ( idBeam * )gameLocal.SpawnEntityType( idBeam::Type, &args );
|
|
this->beam[(i * 8) + 6]->Bind(movers[i], false);
|
|
|
|
args.Clear();
|
|
args.SetVector( "origin", movers[i - 1]->GetPhysics()->GetOrigin() + idVec3(0,0,barheight1+16) );
|
|
args.Set( "width", "2" );
|
|
args.Set( "skin", "skins/beam_black" );
|
|
args.Set( "target", beam[(i * 8) + 6]->name.c_str() );
|
|
this->beam[(i * 8) + 7] = ( idBeam * )gameLocal.SpawnEntityType( idBeam::Type, &args );
|
|
this->beam[(i * 8) + 7]->Bind(movers[i - 1], false);
|
|
|
|
|
|
}
|
|
}
|
|
|