mirror of
https://github.com/ENSL/NS.git
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4f13237895
Change CRLF to LF in repo.
232 lines
5.5 KiB
C++
232 lines
5.5 KiB
C++
#include "../dlls/extdll.h"
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#include "../dlls/util.h"
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#include "../dlls/cbase.h"
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#include "../dlls/saverestore.h"
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#include "../dlls/func_break.h"
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#include "../dlls/decals.h"
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#include "../dlls/explode.h"
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#include "AvHSpecials.h"
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#include "AvHPushableBuildable.h"
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#include "AvHSharedUtil.h"
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char *AvHPushableBuildable :: m_soundNames[3] = { "debris/pushbox1.wav", "debris/pushbox2.wav", "debris/pushbox3.wav" };
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AvHPushableBuildable::AvHPushableBuildable(AvHTechID inTechID, AvHMessageID inMessageID, char* inClassName, int inUser3) : AvHBaseBuildable(inTechID, inMessageID, inClassName, inUser3)
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{
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this->m_lastSound = 0;
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this->m_maxSpeed = 0;
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this->m_soundTime = 0;
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}
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void AvHPushableBuildable::SetConstructionComplete()
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{
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AvHBaseBuildable::SetConstructionComplete();
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// if ( pev->spawnflags & SF_PUSH_BREAKABLE )
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// AvHBaseBuildable::Spawn();
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// else
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// Precache( );
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//pev->movetype = MOVETYPE_PUSHSTEP;
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this->pev->movetype = MOVETYPE_TOSS;
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pev->solid = SOLID_BBOX;
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//SET_MODEL( ENT(pev), STRING(pev->model) );
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SET_MODEL( ENT(pev), this->GetModelName());
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Vector theMinSize, theMaxSize;
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AvHSHUGetSizeForTech(this->GetMessageID(), theMinSize, theMaxSize);
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UTIL_SetSize(this->pev, theMinSize, theMaxSize);
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if ( pev->friction > 399 )
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pev->friction = 399;
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m_maxSpeed = 100;//400 - pev->friction;
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SetBits( pev->flags, FL_FLOAT );
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pev->friction = 0;
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pev->origin.z += 1; // Pick up off of the floor
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UTIL_SetOrigin( pev, pev->origin );
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// Multiply by area of the box's cross-section (assume 1000 units^3 standard volume)
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pev->skin = ( pev->skin * (pev->maxs.x - pev->mins.x) * (pev->maxs.y - pev->mins.y) ) * 0.0005;
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m_soundTime = 0;
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}
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float AvHPushableBuildable::GetMaxSpeed(void)
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{
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return m_maxSpeed;
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}
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void AvHPushableBuildable :: Precache( void )
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{
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AvHBaseBuildable::Precache();
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for ( int i = 0; i < 3; i++ )
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{
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PRECACHE_UNMODIFIED_SOUND( m_soundNames[i] );
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}
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//if ( pev->spawnflags & SF_PUSH_BREAKABLE )
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// AvHBaseBuildable::Precache( );
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}
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void AvHPushableBuildable :: KeyValue( KeyValueData *pkvd )
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{
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if ( FStrEq(pkvd->szKeyName, "size") )
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{
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int bbox = atoi(pkvd->szValue);
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pkvd->fHandled = TRUE;
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switch( bbox )
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{
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case 0: // Point
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UTIL_SetSize(pev, Vector(-8, -8, -8), Vector(8, 8, 8));
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break;
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case 2: // Big Hull!?!? !!!BUGBUG Figure out what this hull really is
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UTIL_SetSize(pev, VEC_DUCK_HULL_MIN*2, VEC_DUCK_HULL_MAX*2);
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break;
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case 3: // Player duck
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UTIL_SetSize(pev, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX);
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break;
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default:
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case 1: // Player
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UTIL_SetSize(pev, VEC_HULL_MIN, VEC_HULL_MAX);
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break;
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}
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}
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else if ( FStrEq(pkvd->szKeyName, "buoyancy") )
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{
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pev->skin = atof(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else
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{
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AvHBaseBuildable::KeyValue( pkvd );
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}
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}
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// Pull the func_pushable
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void AvHPushableBuildable :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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if(!this->GetIsBuilt())
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{
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AvHBaseBuildable::Use(pActivator, pCaller, useType, value);
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}
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else
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{
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if ( !pActivator || !pActivator->IsPlayer() )
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{
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if ( pev->spawnflags & SF_PUSH_BREAKABLE )
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this->AvHBaseBuildable::Use( pActivator, pCaller, useType, value );
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return;
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}
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if ( pActivator->pev->velocity != g_vecZero )
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Move( pActivator, 0 );
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}
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}
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void AvHPushableBuildable :: Touch( CBaseEntity *pOther )
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{
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if ( FClassnameIs( pOther->pev, "worldspawn" ) )
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return;
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Move( pOther, 1 );
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}
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void AvHPushableBuildable :: Move( CBaseEntity *pOther, int push )
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{
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entvars_t* pevToucher = pOther->pev;
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int playerTouch = 0;
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// Is entity standing on this pushable ?
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if ( FBitSet(pevToucher->flags,FL_ONGROUND) && pevToucher->groundentity && VARS(pevToucher->groundentity) == pev )
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{
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// Only push if floating
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if ( pev->waterlevel > 0 )
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pev->velocity.z += pevToucher->velocity.z * 0.1;
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return;
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}
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if ( pOther->IsPlayer() )
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{
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if ( push && !(pevToucher->button & (IN_FORWARD|IN_USE)) ) // Don't push unless the player is pushing forward and NOT use (pull)
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return;
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playerTouch = 1;
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}
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float factor;
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if ( playerTouch )
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{
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if ( !(pevToucher->flags & FL_ONGROUND) ) // Don't push away from jumping/falling players unless in water
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{
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if ( pev->waterlevel < 1 )
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return;
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else
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factor = 0.1;
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}
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else
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factor = 1;
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}
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else
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factor = 0.25;
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// temporarily increase height to allow it over bumps, but only if it's not on the ground already
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if(FBitSet(this->pev->flags, FL_ONGROUND))
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{
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this->pev->origin.z += 10;
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}
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else
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{
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int a = 0;
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}
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pev->velocity.x += pevToucher->velocity.x * factor;
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pev->velocity.y += pevToucher->velocity.y * factor;
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float length = sqrt( pev->velocity.x * pev->velocity.x + pev->velocity.y * pev->velocity.y );
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if ( push && (length > GetMaxSpeed()) )
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{
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pev->velocity.x = (pev->velocity.x * GetMaxSpeed() / length );
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pev->velocity.y = (pev->velocity.y * GetMaxSpeed() / length );
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}
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if ( playerTouch )
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{
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pevToucher->velocity.x = pev->velocity.x;
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pevToucher->velocity.y = pev->velocity.y;
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if ( (gpGlobals->time - m_soundTime) > 0.7 )
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{
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m_soundTime = gpGlobals->time;
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if ( length > 0 && FBitSet(pev->flags,FL_ONGROUND) )
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{
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m_lastSound = RANDOM_LONG(0,2);
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EMIT_SOUND(ENT(pev), CHAN_WEAPON, m_soundNames[m_lastSound], 0.5, ATTN_NORM);
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// SetThink( StopSound );
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// pev->nextthink = pev->ltime + 0.1;
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}
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else
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STOP_SOUND( ENT(pev), CHAN_WEAPON, m_soundNames[m_lastSound] );
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}
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}
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}
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#if 0
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void AvHPushableBuildable::StopSound( void )
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{
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Vector dist = pev->oldorigin - pev->origin;
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if ( dist.Length() <= 0 )
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STOP_SOUND( ENT(pev), CHAN_WEAPON, m_soundNames[m_lastSound] );
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}
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#endif
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