mirror of
https://github.com/nzp-team/quakec.git
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367 lines
8 KiB
C++
367 lines
8 KiB
C++
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/*
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server/entities/sub_functions.qc
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entity/server utility subroutines
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Copyright (C) 2021 NZ:P Team
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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/*
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==============================
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SUB_UseTargets
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the global "activator" should be set to the entity that initiated the firing.
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If self.delay is set, a DelayedUse entity will be created that will actually
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do the SUB_UseTargets after that many seconds have passed.
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Centerprints any self.message to the activator.
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Removes all entities with a targetname that match self.killtarget,
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and removes them, so some events can remove other triggers.
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Search for (string)targetname in all entities that
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match (string)self.target and call their .use function
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==============================
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*/
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void() SUB_UseTargets;
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void(vector tdest, float tspeed, void() func) SUB_CalcMove;
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void() SUB_CalcMoveDone;
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void() DelayThink =
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{
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activator = self.enemy;
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SUB_UseTargets ();
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remove(self);
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};
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void() SUB_UseTargets =
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{
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local entity t, stemp, otemp, act;
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float tempcount, temptotal, breakthis;
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string tempstring;
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tempstring = "";
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temptotal = 0;
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tempcount = 0;
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breakthis = false;
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if (self.target2)
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tempcount = tempcount + 1;
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if (self.target3)
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tempcount = tempcount + 1;
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if (self.target4)
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tempcount = tempcount + 1;
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if (self.target5)
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tempcount = tempcount + 1;
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if (self.target6)
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tempcount = tempcount + 1;
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if (self.target7)
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tempcount = tempcount + 1;
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if (self.target8)
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tempcount = tempcount + 1;
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while(tempcount > temptotal)
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{
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temptotal = temptotal + 1;
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if (temptotal == 1)
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tempstring = self.target;
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if (temptotal == 2)
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tempstring = self.target2;
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if (temptotal == 3)
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tempstring = self.target3;
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if (temptotal == 4)
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tempstring = self.target4;
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if (temptotal == 5)
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tempstring = self.target5;
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if (temptotal == 6)
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tempstring = self.target6;
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if (temptotal == 7)
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tempstring = self.target7;
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if (temptotal == 8)
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tempstring = self.target8;
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//
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// check for a delay
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//
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if (self.delay)
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{
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// create a temp object to fire at a later time
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t = spawn();
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t.classname = "DelayedUse";
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t.nextthink = time + self.delay;
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t.think = DelayThink;
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t.enemy = activator;
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t.message = self.message;
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t.killtarget = self.killtarget;
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t.target = self.target;
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t.target2 = self.target2;
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t.target3 = self.target3;
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t.target4 = self.target4;
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t.target5 = self.target5;
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t.target6 = self.target6;
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t.target7 = self.target7;
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t.target8 = self.target8;
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return;
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}
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//
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// print the message
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//
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if (activator.classname == "player" && self.message != "")
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{
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centerprint (activator, self.message);
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}
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//
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// kill the killtagets
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//
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if (self.killtarget)
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{
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t = world;
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do
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{
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t = find (t, targetname, self.killtarget);
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if (!t)
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breakthis = true;
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remove (t);
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} while (!breakthis);
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}
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//
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// fire targets
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//
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if (tempstring)
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{
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act = activator;
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t = find (world, targetname, tempstring);
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breakthis = 0;
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while (!breakthis)
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{
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if (!t)
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{
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breakthis = true;
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}
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stemp = self;
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otemp = other;
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self = t;
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other = stemp;
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if (t.classname == "spawn_zombie_in")
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{
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t.classname = "spawn_zombie";
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}
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if (t.classname == "waypoint_s")
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{
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t.classname = "waypoint_s";
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}
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if (t.classname == "spawn_dog_in")
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t.classname = "spawn_dog";
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if (self.use != SUB_Null)
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{
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if (self.use)
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self.use();
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}
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self = stemp;
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other = otemp;
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activator = act;
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t = find (t, targetname, tempstring);
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}
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}
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}
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};
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/*
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=============
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SUB_CalcAngleMove
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calculate self.avelocity and self.nextthink to reach destangle from
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self.angles rotating
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The calling function should make sure self.think is valid
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===============
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*/
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void SUB_CalcAngleMove (vector destangle, float tspeed, void() func);
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void(entity ent, vector destangle, float tspeed, void() func) SUB_CalcAngleMoveEnt =
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{
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local entity stemp;
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stemp = self;
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self = ent;
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SUB_CalcAngleMove (destangle, tspeed, func);
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self = stemp;
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};
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void SUB_CalcAngleMoveDone (void)
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{
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// After rotating, set angle to exact final angle
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self.angles = self.finalangle;
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self.avelocity = '0 0 0';
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self.nextthink = -1;
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if (self.think1)
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self.think1 ();
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}
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void SUB_CalcAngleMove (vector destangle, float tspeed, void() func)
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{
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vector delta;
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float traveltime;
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if (!tspeed)
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objerror ("No speed is defined!");
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delta = destangle - self.angles;
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traveltime = vlen (delta) / tspeed;
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self.avelocity = delta * (1 / traveltime);
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self.think1 = func;
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self.finalangle = destangle;
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self.think = SUB_CalcAngleMoveDone;
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self.nextthink = self.ltime + traveltime;
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}
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/*
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=============
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SUB_CalcMove
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calculate self.velocity and self.nextthink to reach dest from
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self.origin traveling at speed
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===============
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*/
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void(entity ent, vector tdest, float tspeed, void() func) SUB_CalcMoveEnt =
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{
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local entity stemp;
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stemp = self;
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self = ent;
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SUB_CalcMove (tdest, tspeed, func);
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self = stemp;
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};
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void(vector tdest, float tspeed, void() func) SUB_CalcMove =
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{
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local vector vdestdelta;
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local float len, traveltime;
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if (!tspeed)
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objerror("No speed is defined!");
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self.think1 = func;
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self.finaldest = tdest;
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self.think = SUB_CalcMoveDone;
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if (tdest == self.origin)
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{
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self.velocity = '0 0 0';
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self.nextthink = self.ltime + 0.1;
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return;
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}
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// set destdelta to the vector needed to move
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vdestdelta = tdest - self.origin;
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// calculate length of vector
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len = vlen (vdestdelta);
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// divide by speed to get time to reach dest
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traveltime = len / tspeed;
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if (traveltime < 0.1)
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{
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self.velocity = '0 0 0';
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self.nextthink = self.ltime + 0.1;
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return;
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}
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// set nextthink to trigger a think when dest is reached
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self.nextthink = self.ltime + traveltime;
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// scale the destdelta vector by the time spent traveling to get velocity
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self.velocity = vdestdelta * (1/traveltime); // qcc won't take vec/float
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};
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/*
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============
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After moving, set origin to exact final destination
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============
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*/
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void() SUB_CalcMoveDone =
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{
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setorigin(self, self.finaldest);
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self.velocity = '0 0 0';
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self.nextthink = -1;
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if (self.think1)
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self.think1();
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};
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#ifdef PC
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//
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// HalfLife_DoRender()
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// Adds some support for HL rendermodes to FTE, made by
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// autonomous1 for 'quakelife'
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//
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// Do *some* of the half-life render stuff.
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void () HalfLife_DoRender =
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{
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local vector osize, omins, omaxs, oabsmin, oabsmax;
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if (self.rendercolor != '0 0 0') {} // ADDME
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if (self.rendermode > 0)
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if (self.renderamt > 0) {
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self.alpha = self.renderamt/255;
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if (self.alpha == 0)
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self.alpha = .01;
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}
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else {
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self.rendermode = 2;
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}
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if (self.rendermode == 2) {
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self.alpha = self.renderamt/255;
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if (self.alpha == 0) {
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//self.alpha = 0.01;
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osize = self.size;
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omins = self.mins;
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omaxs = self.maxs;
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oabsmin = self.absmin;
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oabsmax = self.absmax;
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if (self.solid == SOLID_BSP) {
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self.solid = SOLID_BBOX;
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}
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//setmodel(self, string_null);
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self.size = osize;
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self.mins = omins;
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self.maxs = omaxs;
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self.absmin = oabsmin;
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self.absmax = oabsmax;
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//setorigin(self, self.origin);
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}
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}
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};
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#endif
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