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https://github.com/UberGames/RPG-X2.git
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func_stasis_door
Had to split up opening phase and closing phase so events get send to client correctly.
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964c631d8b
commit
3c3dcc5795
2 changed files with 26 additions and 18 deletions
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@ -2156,12 +2156,8 @@ Yellow bolts that spark when the endpoints get close together
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void CG_StasisDoor(centity_t *cent, qboolean close) {
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localEntity_t *le;
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memset(&le->refEntity, 0, sizeof(le->refEntity));
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CG_Printf("%f %f %f\n", cent->currentState.origin[0],
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cent->currentState.origin[1],
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cent->currentState.origin[2]);
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return;
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FX_AddQuad(cent->currentState.origin, NULL, 10, 100, 1, 1, 0, 1000, cgs.media.photonGlow);
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@ -3348,10 +3348,12 @@ ent->n00bCount locked indicator
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1 = locked
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2 = unlocked
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*/
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#define STASIS_DOOR_CLOSING 1
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#define STASIS_DOOR_CLOSED 2
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#define STASIS_DOOR_OPENING 3
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#define STASIS_DOOR_OPENED 4
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#define STASIS_DOOR_CLOSING_PHASE1 1
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#define STASIS_DOOR_CLOSING_PHASE2 2
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#define STASIS_DOOR_CLOSED 3
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#define STASIS_DOOR_OPENING_PHASE1 4
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#define STASIS_DOOR_OPENING_PHASE2 5
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#define STASIS_DOOR_OPENED 6
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/*
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@ -3371,32 +3373,42 @@ void toggle_stasis_door( gentity_t *ent )
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switch(parent->count) {
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case STASIS_DOOR_CLOSED: // then go to opening state
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G_AddEvent(parent, EV_STASIS_DOOR_OPENING, 0); // send event to client
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//parent->r.svFlags |= SVF_NOCLIENT;
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parent->count = STASIS_DOOR_OPENING_PHASE1;
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ent->nextthink = level.time + FRAMETIME;
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break;
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case STASIS_DOOR_OPENING_PHASE1:
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parent->r.svFlags |= SVF_NOCLIENT;
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parent->s.eFlags |= EF_NODRAW;
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parent->count = STASIS_DOOR_OPENING;
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parent->count = STASIS_DOOR_OPENING_PHASE2;
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ent->nextthink = level.time + 1000;
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trap_LinkEntity(parent);
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break;
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case STASIS_DOOR_CLOSING: // then go to closed state
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case STASIS_DOOR_CLOSING_PHASE2: // then go to closed state
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trap_SetBrushModel(parent, parent->model);
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InitMover( parent );
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VectorCopy( parent->s.origin, parent->s.pos.trBase );
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VectorCopy( parent->s.origin, parent->r.currentOrigin );
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//parent->r.contents &= ~SVF_NOCLIENT;
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parent->r.contents &= ~SVF_NOCLIENT;
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parent->s.eFlags &= ~EF_NODRAW;
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trap_AdjustAreaPortalState(parent, qfalse); // close AP
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trap_LinkEntity(parent);
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parent->count = STASIS_DOOR_CLOSED;
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ent->touch = touch_stasis_door;
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break;
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case STASIS_DOOR_OPENED: // then go to closing state
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G_AddEvent(parent, EV_STASIS_DOOR_CLOSING, 0); // send event to client
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case STASIS_DOOR_OPENED: // then go to closing
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parent->r.contents &= ~SVF_NOCLIENT;
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trap_LinkEntity(parent);
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parent->count = STASIS_DOOR_CLOSING_PHASE1;
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ent->nextthink = level.time + FRAMETIME;
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break;
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case STASIS_DOOR_CLOSING_PHASE1:
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G_AddEvent(ent, EV_STASIS_DOOR_CLOSING, parent-g_entities); // send event to client
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parent->r.contents = CONTENTS_SOLID;
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parent->count = STASIS_DOOR_CLOSING;
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parent->count = STASIS_DOOR_CLOSING_PHASE2;
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ent->nextthink = level.time + 1000;
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trap_LinkEntity(parent);
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break;
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case STASIS_DOOR_OPENING: // then go to opened state
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case STASIS_DOOR_OPENING_PHASE2: // then go to opened state
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parent->r.contents = CONTENTS_NONE;
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trap_AdjustAreaPortalState(parent, qtrue); // open AP
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trap_LinkEntity(parent);
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