#include "dlls/extdll.h" #include "dlls/util.h" #include "dlls/cbase.h" #include "dlls/saverestore.h" #include "dlls/func_break.h" #include "dlls/decals.h" #include "dlls/explode.h" #include "mod/AvHSpecials.h" #include "mod/AvHPushableBuildable.h" #include "mod/AvHSharedUtil.h" char *AvHPushableBuildable :: m_soundNames[3] = { "debris/pushbox1.wav", "debris/pushbox2.wav", "debris/pushbox3.wav" }; AvHPushableBuildable::AvHPushableBuildable(AvHTechID inTechID, AvHMessageID inMessageID, char* inClassName, int inUser3) : AvHBaseBuildable(inTechID, inMessageID, inClassName, inUser3) { this->m_lastSound = 0; this->m_maxSpeed = 0; this->m_soundTime = 0; } void AvHPushableBuildable::SetConstructionComplete() { AvHBaseBuildable::SetConstructionComplete(); // if ( pev->spawnflags & SF_PUSH_BREAKABLE ) // AvHBaseBuildable::Spawn(); // else // Precache( ); //pev->movetype = MOVETYPE_PUSHSTEP; this->pev->movetype = MOVETYPE_TOSS; pev->solid = SOLID_BBOX; //SET_MODEL( ENT(pev), STRING(pev->model) ); SET_MODEL( ENT(pev), this->GetModelName()); Vector theMinSize, theMaxSize; AvHSHUGetSizeForTech(this->GetMessageID(), theMinSize, theMaxSize); UTIL_SetSize(this->pev, theMinSize, theMaxSize); if ( pev->friction > 399 ) pev->friction = 399; m_maxSpeed = 100;//400 - pev->friction; SetBits( pev->flags, FL_FLOAT ); pev->friction = 0; pev->origin.z += 1; // Pick up off of the floor UTIL_SetOrigin( pev, pev->origin ); // Multiply by area of the box's cross-section (assume 1000 units^3 standard volume) pev->skin = ( pev->skin * (pev->maxs.x - pev->mins.x) * (pev->maxs.y - pev->mins.y) ) * 0.0005; m_soundTime = 0; } float AvHPushableBuildable::GetMaxSpeed(void) { return m_maxSpeed; } void AvHPushableBuildable :: Precache( void ) { AvHBaseBuildable::Precache(); for ( int i = 0; i < 3; i++ ) { PRECACHE_UNMODIFIED_SOUND( m_soundNames[i] ); } //if ( pev->spawnflags & SF_PUSH_BREAKABLE ) // AvHBaseBuildable::Precache( ); } void AvHPushableBuildable :: KeyValue( KeyValueData *pkvd ) { if ( FStrEq(pkvd->szKeyName, "size") ) { int bbox = atoi(pkvd->szValue); pkvd->fHandled = TRUE; switch( bbox ) { case 0: // Point UTIL_SetSize(pev, Vector(-8, -8, -8), Vector(8, 8, 8)); break; case 2: // Big Hull!?!? !!!BUGBUG Figure out what this hull really is UTIL_SetSize(pev, VEC_DUCK_HULL_MIN*2, VEC_DUCK_HULL_MAX*2); break; case 3: // Player duck UTIL_SetSize(pev, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX); break; default: case 1: // Player UTIL_SetSize(pev, VEC_HULL_MIN, VEC_HULL_MAX); break; } } else if ( FStrEq(pkvd->szKeyName, "buoyancy") ) { pev->skin = atof(pkvd->szValue); pkvd->fHandled = TRUE; } else { AvHBaseBuildable::KeyValue( pkvd ); } } // Pull the func_pushable void AvHPushableBuildable :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { if(!this->GetIsBuilt()) { AvHBaseBuildable::Use(pActivator, pCaller, useType, value); } else { if ( !pActivator || !pActivator->IsPlayer() ) { if ( pev->spawnflags & SF_PUSH_BREAKABLE ) this->AvHBaseBuildable::Use( pActivator, pCaller, useType, value ); return; } if ( pActivator->pev->velocity != g_vecZero ) Move( pActivator, 0 ); } } void AvHPushableBuildable :: Touch( CBaseEntity *pOther ) { if ( FClassnameIs( pOther->pev, "worldspawn" ) ) return; Move( pOther, 1 ); } void AvHPushableBuildable :: Move( CBaseEntity *pOther, int push ) { entvars_t* pevToucher = pOther->pev; int playerTouch = 0; // Is entity standing on this pushable ? if ( FBitSet(pevToucher->flags,FL_ONGROUND) && pevToucher->groundentity && VARS(pevToucher->groundentity) == pev ) { // Only push if floating if ( pev->waterlevel > 0 ) pev->velocity.z += pevToucher->velocity.z * 0.1; return; } if ( pOther->IsPlayer() ) { if ( push && !(pevToucher->button & (IN_FORWARD|IN_USE)) ) // Don't push unless the player is pushing forward and NOT use (pull) return; playerTouch = 1; } float factor; if ( playerTouch ) { if ( !(pevToucher->flags & FL_ONGROUND) ) // Don't push away from jumping/falling players unless in water { if ( pev->waterlevel < 1 ) return; else factor = 0.1; } else factor = 1; } else factor = 0.25; // temporarily increase height to allow it over bumps, but only if it's not on the ground already if(FBitSet(this->pev->flags, FL_ONGROUND)) { this->pev->origin.z += 10; } else { int a = 0; } pev->velocity.x += pevToucher->velocity.x * factor; pev->velocity.y += pevToucher->velocity.y * factor; float length = sqrt( pev->velocity.x * pev->velocity.x + pev->velocity.y * pev->velocity.y ); if ( push && (length > GetMaxSpeed()) ) { pev->velocity.x = (pev->velocity.x * GetMaxSpeed() / length ); pev->velocity.y = (pev->velocity.y * GetMaxSpeed() / length ); } if ( playerTouch ) { pevToucher->velocity.x = pev->velocity.x; pevToucher->velocity.y = pev->velocity.y; if ( (gpGlobals->time - m_soundTime) > 0.7 ) { m_soundTime = gpGlobals->time; if ( length > 0 && FBitSet(pev->flags,FL_ONGROUND) ) { m_lastSound = RANDOM_LONG(0,2); EMIT_SOUND(ENT(pev), CHAN_WEAPON, m_soundNames[m_lastSound], 0.5, ATTN_NORM); // SetThink( StopSound ); // pev->nextthink = pev->ltime + 0.1; } else STOP_SOUND( ENT(pev), CHAN_WEAPON, m_soundNames[m_lastSound] ); } } } #if 0 void AvHPushableBuildable::StopSound( void ) { Vector dist = pev->oldorigin - pev->origin; if ( dist.Length() <= 0 ) STOP_SOUND( ENT(pev), CHAN_WEAPON, m_soundNames[m_lastSound] ); } #endif