mirror of
https://github.com/shawns-valve/halflife.git
synced 2024-11-21 20:11:14 +00:00
1100 lines
28 KiB
C++
1100 lines
28 KiB
C++
#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "trains.h"
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#include "saverestore.h"
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#include "weapons.h"
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#include "minmax.h"
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static float Fix2( float angle )
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{
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while ( angle < 0 )
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angle += 360;
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while ( angle > 360 )
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angle -= 360;
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return angle;
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}
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static void FixupAngles2( Vector &v )
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{
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v.x = Fix2( v.x );
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v.y = Fix2( v.y );
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v.z = Fix2( v.z );
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}
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// ---------------------------------------------------------------------
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//
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// Counter-Strike drivable vehicles.
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//
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// ---------------------------------------------------------------------
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#define VEHICLE_STARTPITCH 60
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#define VEHICLE_MAXPITCH 200
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#define VEHICLE_MAXSPEED 1500 // approx max speed for sound pitch calculation
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TYPEDESCRIPTION CFuncVehicle::m_SaveData[] =
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{
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DEFINE_FIELD( CFuncVehicle, m_ppath, FIELD_CLASSPTR ),
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DEFINE_FIELD( CFuncVehicle, m_length, FIELD_FLOAT ),
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DEFINE_FIELD( CFuncVehicle, m_height, FIELD_FLOAT ),
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DEFINE_FIELD( CFuncVehicle, m_speed, FIELD_FLOAT ),
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DEFINE_FIELD( CFuncVehicle, m_dir, FIELD_FLOAT ),
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DEFINE_FIELD( CFuncVehicle, m_startSpeed, FIELD_FLOAT ),
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DEFINE_FIELD( CFuncVehicle, m_controlMins, FIELD_VECTOR ),
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DEFINE_FIELD( CFuncVehicle, m_controlMaxs, FIELD_VECTOR ),
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DEFINE_FIELD( CFuncVehicle, m_sounds, FIELD_INTEGER ),
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DEFINE_FIELD( CFuncVehicle, m_flVolume, FIELD_FLOAT ),
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DEFINE_FIELD( CFuncVehicle, m_flBank, FIELD_FLOAT ),
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DEFINE_FIELD( CFuncVehicle, m_oldSpeed, FIELD_FLOAT ),
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};
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IMPLEMENT_SAVERESTORE( CFuncVehicle, CBaseEntity );
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LINK_ENTITY_TO_CLASS( func_vehicle, CFuncVehicle );
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void CFuncVehicle :: KeyValue( KeyValueData *pkvd )
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{
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if (FStrEq(pkvd->szKeyName, "length"))
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{
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m_length = atof(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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if (FStrEq(pkvd->szKeyName, "width"))
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{
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m_width = atof(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "height"))
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{
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m_height = atof(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "startspeed"))
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{
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m_startSpeed = atof(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "sounds"))
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{
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m_sounds = atoi(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "volume"))
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{
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m_flVolume = (float) (atoi(pkvd->szValue));
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m_flVolume *= 0.1;
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "bank"))
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{
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m_flBank = atof(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "acceleration"))
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{
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m_acceleration = atoi(pkvd->szValue);
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if (m_acceleration < 1)
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m_acceleration = 1;
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else if (m_acceleration > 10)
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m_acceleration = 10;
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pkvd->fHandled = TRUE;
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}
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else
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CBaseEntity::KeyValue( pkvd );
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}
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void CFuncVehicle :: NextThink( float thinkTime, BOOL alwaysThink )
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{
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if ( alwaysThink )
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pev->flags |= FL_ALWAYSTHINK;
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else
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pev->flags &= ~FL_ALWAYSTHINK;
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pev->nextthink = thinkTime;
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}
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void CFuncVehicle :: Blocked( CBaseEntity *pOther )
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{
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entvars_t *pevOther = pOther->pev;
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// Blocker is on-ground on the train
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if ( FBitSet( pevOther->flags, FL_ONGROUND ) && VARS(pevOther->groundentity) == pev )
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{
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pevOther->velocity = pev->velocity;
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return;
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float deltaSpeed = fabs(pev->speed);
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if ( deltaSpeed > 50 )
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deltaSpeed = 50;
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if ( !pevOther->velocity.z )
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pevOther->velocity.z += deltaSpeed;
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return;
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}
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else
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{
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pevOther->velocity = (pevOther->origin - pev->origin ).Normalize() * pev->dmg;
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pevOther->velocity.z += 300;
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//slow down vehicle
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pev->velocity = pev->velocity * 0.85;
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}
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ALERT( at_console, "TRAIN(%s): Blocked by %s (dmg:%.2f)\n", STRING(pev->targetname), STRING(pOther->pev->classname), pev->dmg );
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// we can't hurt this thing, so we're not concerned with it
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UTIL_MakeVectors( pev->angles );
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Vector vFrontLeft, vFrontRight, vBackLeft, vBackRight;
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Vector forward = (gpGlobals->v_forward * -1) * (m_length/2); //for some stupid reason I have to invert this...
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Vector right = (gpGlobals->v_right * -1) * (m_width/2);
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vFrontLeft = pev->origin + forward - right;
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vFrontRight = pev->origin + forward + right;
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vBackLeft = pev->origin - forward - right;
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vBackRight = pev->origin - forward + right;
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Vector vOrigin = pOther->pev->origin;
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float minx, miny, minz;
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float maxx, maxy, maxz;
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minx = min(vFrontLeft.x, vBackRight.x);
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maxx = max(vFrontLeft.x, vBackRight.x);
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miny = min(vFrontLeft.y, vBackRight.y);
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maxy = max(vFrontLeft.y, vBackRight.y);
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minz = pev->origin.z;
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maxz = pev->origin.z + abs(pev->mins.z - pev->maxs.z) * 2;
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// Check if the target is out of the bounds of the vehicle...
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if ( ((vOrigin.x < minx) || (vOrigin.x > maxx))
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|| ((vOrigin.y < miny) || (vOrigin.y > maxy))
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|| ((vOrigin.z < minz) || (vOrigin.z > maxz)) )
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pOther->TakeDamage(pev, pev, 150, DMG_CRUSH);
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}
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void CFuncVehicle :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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if ( useType != USE_SET )
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{
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if ( !ShouldToggle( useType, (pev->speed != 0) ) )
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return;
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if ( pev->speed == 0 )
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{
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pev->speed = m_speed * m_dir;
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Next();
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}
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else
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{
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pev->speed = 0;
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pev->velocity = g_vecZero;
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pev->avelocity = g_vecZero;
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StopSound();
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SetThink( NULL );
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}
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}
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else
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{
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if (value < 10) // It's either forward or backward
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{
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if ( (value < 0) && (pev->speed > 145) )
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{
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StopSound();
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}
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float delta = value;
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float flSpeedRatio;
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if (delta > 0) // accelerating
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{
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flSpeedRatio = (pev->speed / m_speed);
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if (pev->speed < 0)
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delta = flSpeedRatio + (0.015/3) + (m_acceleration * 0.0005);
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else if (pev->speed < 10)
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delta = flSpeedRatio + (0.015/7) + (m_acceleration * 0.0006);
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else if (pev->speed < 20)
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delta = flSpeedRatio + (0.02/6) + (m_acceleration * 0.0007);
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else if (pev->speed < 30)
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delta = flSpeedRatio + (0.025/6) + (m_acceleration * 0.0007);
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else if (pev->speed < 45)
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delta = flSpeedRatio + (0.02/5) + (m_acceleration * 0.0007);
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else if (pev->speed < 60)
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delta = flSpeedRatio + (0.019/5) + (m_acceleration * 0.0008);
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else if (pev->speed < 80)
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delta = flSpeedRatio + (0.018/4) + (m_acceleration * 0.0008);
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else if (pev->speed < 100)
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delta = flSpeedRatio + (0.017/4) + (m_acceleration * 0.0009);
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else if (pev->speed < 150)
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delta = flSpeedRatio + (0.016/6) + (m_acceleration * 0.0008);
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else if (pev->speed < 225)
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delta = flSpeedRatio + (0.016/7) + (m_acceleration * 0.0007);
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else if (pev->speed < 300)
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delta = flSpeedRatio + (0.015/8) + (m_acceleration * 0.0006);
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else if (pev->speed < 400)
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delta = flSpeedRatio + (0.013/9) + (m_acceleration * 0.0005);
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else if (pev->speed < 550)
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delta = flSpeedRatio + (0.012/10) + (m_acceleration * 0.0005);
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else if (pev->speed < 800)
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delta = flSpeedRatio + (0.011/12) + (m_acceleration * 0.0005);
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}
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else if (delta < 0) // braking
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{
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flSpeedRatio = pev->speed / m_speed;
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if (flSpeedRatio > 0)
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delta = flSpeedRatio - 0.05 / 4;
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else if ( (flSpeedRatio <= 0) && (flSpeedRatio > -0.05) ) // Just started accelerating
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delta = flSpeedRatio - 0.03 / 4;
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else if ( (flSpeedRatio <= 0.05) && (flSpeedRatio > -0.1) )
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delta = flSpeedRatio - 0.04 / 4;
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else if ( (flSpeedRatio <= 0.15) && (flSpeedRatio > -0.15) )
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delta = flSpeedRatio - 0.05 / 4;
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else if ( (flSpeedRatio <= 0.15) && (flSpeedRatio > -0.22) )
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delta = flSpeedRatio - 0.055 / 4;
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else if ( (flSpeedRatio <= 0.22) && (flSpeedRatio > -0.3) )
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delta = flSpeedRatio - 0.07 / 4;
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else if (flSpeedRatio <= 0.3)
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delta = flSpeedRatio - 0.05 / 4;
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}
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if (delta > 1)
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delta = 1;
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else if (delta < -0.35)
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delta = -0.35;
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pev->speed = m_speed * delta;
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Next();
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m_flAcceleratorDecay = gpGlobals->time + 0.25;
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}
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else
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{
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if (m_flCanTurnNow < gpGlobals->time)
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{
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if (value == 20) // turn left!
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{
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m_iTurnAngle += 1;
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m_flSteeringWheelDecay = gpGlobals->time + 0.075;
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if (m_iTurnAngle > 8)
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m_iTurnAngle = 8;
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}
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else if (value == 30) // turn right
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{
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m_iTurnAngle -= 1;
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m_flSteeringWheelDecay = gpGlobals->time + 0.075;
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if (m_iTurnAngle < -8)
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m_iTurnAngle = -8;
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}
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m_flCanTurnNow = gpGlobals->time + 0.05;
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}
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}
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}
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}
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void CFuncVehicle :: StopSound( void )
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{
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// if sound playing, stop it
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if (m_soundPlaying && pev->noise)
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{
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unsigned short us_encode;
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unsigned short us_sound = ( ( unsigned short )( m_sounds ) & 0x0007 ) << 12;
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us_encode = us_sound;
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PLAYBACK_EVENT_FULL( FEV_RELIABLE | FEV_UPDATE, edict(), m_usAdjustPitch, 0.0,
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(float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, us_encode, 0, 1, 0 );
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}
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m_soundPlaying = 0;
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}
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// update pitch based on speed, start sound if not playing
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// NOTE: when train goes through transition, m_soundPlaying should go to 0,
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// which will cause the looped sound to restart.
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void CFuncVehicle :: UpdateSound( void )
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{
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float flpitch;
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if (!pev->noise)
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return;
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flpitch = VEHICLE_STARTPITCH + (abs(pev->speed) * (VEHICLE_MAXPITCH - VEHICLE_STARTPITCH) / VEHICLE_MAXSPEED);
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if (flpitch > VEHICLE_MAXPITCH)
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flpitch = VEHICLE_MAXPITCH;
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if (!m_soundPlaying)
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{
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// play startup sound for train
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if (m_sounds < 5)
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EMIT_SOUND_DYN(ENT(pev), CHAN_ITEM, "plats/vehicle_brake1.wav", m_flVolume, ATTN_NORM, 0, 100);
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EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, (char*)STRING(pev->noise), m_flVolume, ATTN_NORM, 0, (int) flpitch);
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m_soundPlaying = 1;
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}
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else
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{
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/*
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// update pitch
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EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, (char*)STRING(pev->noise), m_flVolume, ATTN_NORM, SND_CHANGE_PITCH, (int) flpitch);
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*/
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// volume 0.0 - 1.0 - 6 bits
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// m_sounds 3 bits
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// flpitch = 6 bits
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// 15 bits total
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unsigned short us_encode;
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unsigned short us_sound = ( ( unsigned short )( m_sounds ) & 0x0007 ) << 12;
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unsigned short us_pitch = ( ( unsigned short )( flpitch / 10.0 ) & 0x003f ) << 6;
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unsigned short us_volume = ( ( unsigned short )( m_flVolume * 40.0 ) & 0x003f );
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us_encode = us_sound | us_pitch | us_volume;
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PLAYBACK_EVENT_FULL( FEV_UPDATE, edict(), m_usAdjustPitch, 0.0,
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(float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, us_encode, 0, 0, 0 );
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}
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}
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void CFuncVehicle :: CheckTurning (void)
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{
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float maxspeed;
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TraceResult tr;
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bool bTurnIntoWall = false;
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// Check to see if he's trying to turn into a wall
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if (m_iTurnAngle < 0) // He's trying to turn right
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{
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if (pev->speed > 0)
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{
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UTIL_TraceLine ( m_vFrontRight, m_vFrontRight - (gpGlobals->v_right * 16), ignore_monsters, dont_ignore_glass, ENT(pev), &tr);
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if (tr.flFraction != 1.0)
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{
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m_iTurnAngle = 1;
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}
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}
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else if (pev->speed < 0)
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{
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UTIL_TraceLine ( m_vBackLeft, m_vBackLeft + (gpGlobals->v_right * 16), ignore_monsters, dont_ignore_glass, ENT(pev), &tr);
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if (tr.flFraction != 1.0)
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{
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m_iTurnAngle = 1;
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}
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}
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}
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else if (m_iTurnAngle > 0)
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{
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if (pev->speed > 0)
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{
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UTIL_TraceLine ( m_vFrontLeft, m_vFrontLeft + (gpGlobals->v_right * 16), ignore_monsters, dont_ignore_glass, ENT(pev), &tr);
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if (tr.flFraction != 1.0)
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{
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m_iTurnAngle = -1;
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}
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}
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else if (pev->speed < 0)
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{
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UTIL_TraceLine ( m_vBackRight, m_vBackRight - (gpGlobals->v_right * 16), ignore_monsters, dont_ignore_glass, ENT(pev), &tr);
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if (tr.flFraction != 1.0)
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{
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m_iTurnAngle = -1;
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}
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}
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}
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if (pev->speed > 0)
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{
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if ( abs(m_iTurnAngle) > 4 ) // Doing a hard turn
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{
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if (m_flTurnStartTime == -1) //just started turning
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{
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m_flTurnStartTime = gpGlobals->time;
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maxspeed = (float)m_speed;
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}
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else if ( (gpGlobals->time - m_flTurnStartTime) >= 0.0 )
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{
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maxspeed = (float)m_speed * 0.98;
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}
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else if ( (gpGlobals->time - m_flTurnStartTime) > 0.3 )
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{
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maxspeed = (float)m_speed * 0.95;
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}
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else if ( (gpGlobals->time - m_flTurnStartTime) > 0.6 )
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{
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maxspeed = (float)m_speed * 0.9;
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}
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else if ( (gpGlobals->time - m_flTurnStartTime) > 0.8 )
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{
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maxspeed = (float)m_speed * 0.8;
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}
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else if ( (gpGlobals->time - m_flTurnStartTime) > 1 )
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{
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maxspeed = (float)m_speed * 0.7;
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}
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else if ( (gpGlobals->time - m_flTurnStartTime) > 1.2 )
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{
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maxspeed = (float)m_speed * 0.5;
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}
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}
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else if ( abs(m_iTurnAngle) > 2 )
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{
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m_flTurnStartTime = -1;
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maxspeed = (float)m_speed * 0.9;
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}
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else
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{
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maxspeed = (float)m_speed;
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m_flTurnStartTime = -1;
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}
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if (pev->speed > maxspeed)
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{
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pev->speed -= m_speed / 10;
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}
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}
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}
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void CFuncVehicle :: CollisionDetection (void)
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{
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TraceResult tr;
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bool bHitSomething = false;
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// Check to see if there's anything in front of us
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if (pev->speed < 0) // We're going backwards
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{
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// Check back left portion of vehicle if we hit a wall
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UTIL_TraceLine ( m_vBackLeft, m_vBackLeft + (gpGlobals->v_forward * 16), ignore_monsters, dont_ignore_glass, ENT(pev), &tr);
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if (tr.flFraction != 1.0)
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{
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bHitSomething = true;
|
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if ( ( DotProduct(tr.vecPlaneNormal,gpGlobals->v_forward*-1) < 0.7) && (tr.vecPlaneNormal.z < 0.1) ) // slightly vertical wall... skid along it
|
|
{
|
|
m_vSurfaceNormal = tr.vecPlaneNormal;
|
|
m_vSurfaceNormal.z = 0;
|
|
pev->speed = pev->speed * 0.99;
|
|
}
|
|
else if ( (tr.vecPlaneNormal.z < 0.65) || (tr.fStartSolid) )
|
|
pev->speed = pev->speed * -1;
|
|
else
|
|
m_vSurfaceNormal = tr.vecPlaneNormal;
|
|
|
|
CBaseEntity *pHit = CBaseEntity::Instance(tr.pHit);
|
|
if (pHit && (pHit->Classify() == CLASS_VEHICLE))
|
|
ALERT(at_console, "I hit another vehicle\n");
|
|
}
|
|
if (bHitSomething == false)
|
|
{
|
|
UTIL_TraceLine ( m_vBackRight, m_vBackRight + (gpGlobals->v_forward * 16), ignore_monsters, dont_ignore_glass, ENT(pev), &tr);
|
|
if (tr.flFraction != 1.0)
|
|
{
|
|
bHitSomething = true;
|
|
if ( ( DotProduct(tr.vecPlaneNormal,gpGlobals->v_forward*-1) < 0.7) && (tr.vecPlaneNormal.z < 0.1) ) // slightly vertical wall... skid along it
|
|
{
|
|
m_vSurfaceNormal = tr.vecPlaneNormal;
|
|
m_vSurfaceNormal.z = 0;
|
|
pev->speed = pev->speed * 0.99;
|
|
}
|
|
else if ( (tr.vecPlaneNormal.z < 0.65) || (tr.fStartSolid) )
|
|
pev->speed = pev->speed * -1;
|
|
else
|
|
m_vSurfaceNormal = tr.vecPlaneNormal;
|
|
}
|
|
}
|
|
if (bHitSomething == false)
|
|
{
|
|
UTIL_TraceLine ( m_vBack, m_vBack + (gpGlobals->v_forward * 16), ignore_monsters, dont_ignore_glass, ENT(pev), &tr);
|
|
if (tr.flFraction != 1.0)
|
|
{
|
|
if ( ( DotProduct(tr.vecPlaneNormal,gpGlobals->v_forward*-1) < 0.7) && (tr.vecPlaneNormal.z < 0.1) ) // slightly vertical wall... skid along it
|
|
{
|
|
m_vSurfaceNormal = tr.vecPlaneNormal;
|
|
m_vSurfaceNormal.z = 0;
|
|
pev->speed = pev->speed * 0.99;
|
|
}
|
|
else if ( (tr.vecPlaneNormal.z < 0.65) || (tr.fStartSolid) )
|
|
pev->speed = pev->speed * -1;
|
|
else
|
|
m_vSurfaceNormal = tr.vecPlaneNormal;
|
|
}
|
|
}
|
|
}
|
|
else if (pev->speed > 0)
|
|
{
|
|
// Check front left portion of vehicle
|
|
UTIL_TraceLine ( m_vFrontLeft, m_vFrontLeft - (gpGlobals->v_forward * 16), dont_ignore_monsters, dont_ignore_glass, ENT(pev), &tr);
|
|
if (tr.flFraction != 1.0)
|
|
{
|
|
bHitSomething = true;
|
|
if ( ( DotProduct(tr.vecPlaneNormal,gpGlobals->v_forward*-1) > -0.7) && (tr.vecPlaneNormal.z < 0.1) ) // slightly vertical wall... skid along it
|
|
{
|
|
m_vSurfaceNormal = tr.vecPlaneNormal;
|
|
m_vSurfaceNormal.z = 0;
|
|
pev->speed = pev->speed * 0.99;
|
|
}
|
|
else if ( (tr.vecPlaneNormal.z < 0.65) || (tr.fStartSolid) )
|
|
pev->speed = pev->speed * -1;
|
|
else
|
|
m_vSurfaceNormal = tr.vecPlaneNormal;
|
|
|
|
}
|
|
if (bHitSomething == false)
|
|
{
|
|
UTIL_TraceLine ( m_vFrontRight, m_vFrontRight - (gpGlobals->v_forward * 16), ignore_monsters, dont_ignore_glass, ENT(pev), &tr);
|
|
if (tr.flFraction != 1.0)
|
|
{
|
|
bHitSomething = true;
|
|
if ( ( DotProduct(tr.vecPlaneNormal,gpGlobals->v_forward*-1) > -0.7) && (tr.vecPlaneNormal.z < 0.1) ) // slightly vertical wall... skid along it
|
|
{
|
|
m_vSurfaceNormal = tr.vecPlaneNormal;
|
|
m_vSurfaceNormal.z = 0;
|
|
pev->speed = pev->speed * 0.99;
|
|
}
|
|
else if ( (tr.vecPlaneNormal.z < 0.65) || (tr.fStartSolid) )
|
|
pev->speed = pev->speed * -1;
|
|
else
|
|
m_vSurfaceNormal = tr.vecPlaneNormal;
|
|
}
|
|
}
|
|
if (bHitSomething == false)
|
|
{
|
|
UTIL_TraceLine ( m_vFront, m_vFront - (gpGlobals->v_forward * 16), ignore_monsters, dont_ignore_glass, ENT(pev), &tr);
|
|
if (tr.flFraction != 1.0)
|
|
{
|
|
bHitSomething = true;
|
|
if ( ( DotProduct(tr.vecPlaneNormal,gpGlobals->v_forward*-1) > -0.7) && (tr.vecPlaneNormal.z < 0.1) ) // slightly vertical wall... skid along it
|
|
{
|
|
m_vSurfaceNormal = tr.vecPlaneNormal;
|
|
m_vSurfaceNormal.z = 0;
|
|
pev->speed = pev->speed * 0.99;
|
|
}
|
|
else if ( (tr.vecPlaneNormal.z < 0.65) || (tr.fStartSolid) )
|
|
pev->speed = pev->speed * -1;
|
|
else
|
|
m_vSurfaceNormal = tr.vecPlaneNormal;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CFuncVehicle :: TerrainFollowing (void)
|
|
{
|
|
TraceResult tr;
|
|
|
|
//Get the normal of the surface we're right on top of
|
|
UTIL_TraceLine ( pev->origin, pev->origin + Vector(0,0,-1 * (m_height + 48) ), ignore_monsters, dont_ignore_glass, ENT(pev), &tr);
|
|
if (tr.flFraction != 1.0) // we hit something
|
|
{
|
|
m_vSurfaceNormal = tr.vecPlaneNormal;
|
|
}
|
|
else if (tr.fInWater)
|
|
{
|
|
m_vSurfaceNormal = Vector(0,0,1);
|
|
}
|
|
else if (tr.fStartSolid)
|
|
{
|
|
// ALERT(at_console,"I'm underground\n!");
|
|
}
|
|
}
|
|
|
|
|
|
void CFuncVehicle :: Next( void )
|
|
{
|
|
Vector vGravityVector = g_vecZero;
|
|
|
|
UTIL_MakeVectors( pev->angles );
|
|
|
|
Vector forward = (gpGlobals->v_forward * -1) * (m_length/2); //for some stupid reason I have to invert this...
|
|
Vector right = (gpGlobals->v_right * -1) * (m_width/2);
|
|
Vector up = (gpGlobals->v_up) * 16;
|
|
|
|
m_vFrontLeft = pev->origin + forward - right + up;
|
|
m_vFrontRight = pev->origin + forward + right + up;
|
|
m_vFront = pev->origin + forward + up;
|
|
m_vBackLeft = pev->origin - forward - right + up;
|
|
m_vBackRight = pev->origin - forward + right + up;
|
|
m_vBack = pev->origin - forward + up;
|
|
|
|
m_vSurfaceNormal = g_vecZero;
|
|
|
|
|
|
// Check to see if we're hitting something...and alter the vehicles velocity.
|
|
CheckTurning ();
|
|
|
|
|
|
float time = 0.1;
|
|
|
|
if (m_flSteeringWheelDecay < gpGlobals->time)
|
|
{
|
|
m_flSteeringWheelDecay = gpGlobals->time + 0.1;
|
|
if (m_iTurnAngle < 0)
|
|
m_iTurnAngle++;
|
|
else if (m_iTurnAngle > 0)
|
|
m_iTurnAngle--;
|
|
}
|
|
|
|
if (m_flAcceleratorDecay < gpGlobals->time)
|
|
{
|
|
m_flAcceleratorDecay = gpGlobals->time + 0.1;
|
|
if (pev->speed < 0)
|
|
{
|
|
pev->speed += 20;
|
|
if (pev->speed > 0)
|
|
pev->speed = 0;
|
|
}
|
|
else if (pev->speed > 0)
|
|
{
|
|
pev->speed -= 20;
|
|
if (pev->speed < 0)
|
|
pev->speed = 0;
|
|
}
|
|
|
|
}
|
|
|
|
if ( !pev->speed )
|
|
{
|
|
m_iTurnAngle = 0;
|
|
pev->avelocity = g_vecZero;
|
|
pev->velocity = g_vecZero;
|
|
// StopSound();
|
|
|
|
SetThink( &CFuncVehicle::Next );
|
|
NextThink( pev->ltime + time, TRUE );
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
TerrainFollowing();
|
|
CollisionDetection();
|
|
|
|
if (m_vSurfaceNormal != g_vecZero)
|
|
{
|
|
m_vVehicleDirection = CrossProduct(m_vSurfaceNormal, (gpGlobals->v_forward));
|
|
m_vVehicleDirection = CrossProduct(m_vSurfaceNormal, m_vVehicleDirection);
|
|
|
|
Vector vTargetAngle, vAngle;
|
|
float vx,vy;
|
|
|
|
vTargetAngle = UTIL_VecToAngles (m_vVehicleDirection);
|
|
vTargetAngle.y += 180;
|
|
vAngle = pev->angles;
|
|
|
|
if (m_iTurnAngle != 0)
|
|
vTargetAngle.y += m_iTurnAngle;
|
|
|
|
FixupAngles2(vTargetAngle);
|
|
FixupAngles2(vAngle);
|
|
|
|
vx = UTIL_AngleDistance( vTargetAngle.x, vAngle.x );
|
|
vy = UTIL_AngleDistance( vTargetAngle.y, vAngle.y );
|
|
|
|
if (vx > 10)
|
|
vx = 10;
|
|
else if (vx < -10)
|
|
vx = -10;
|
|
if (vy > 10)
|
|
vy = 10;
|
|
else if (vy < -10)
|
|
vy = -10;
|
|
pev->avelocity.y = (int)(vy * 10);
|
|
pev->avelocity.x = (int)(vx * 10);
|
|
|
|
// reset launch time to -1
|
|
m_flLaunchTime = -1;
|
|
m_flLastNormalZ = m_vSurfaceNormal.z;
|
|
}
|
|
else
|
|
{
|
|
time = 0.1;
|
|
if (m_flLaunchTime == -1)
|
|
{
|
|
m_flLaunchTime = gpGlobals->time;
|
|
vGravityVector = Vector (0,0,0);
|
|
pev->velocity = pev->velocity * 1.5;
|
|
}
|
|
else
|
|
{
|
|
float flAirTime;
|
|
|
|
flAirTime = gpGlobals->time - m_flLaunchTime;
|
|
|
|
vGravityVector = Vector (0,0, flAirTime * -35);
|
|
if (vGravityVector.z < -400)
|
|
vGravityVector.z = -400;
|
|
}
|
|
|
|
m_vVehicleDirection = gpGlobals->v_forward * -1;
|
|
}
|
|
|
|
Vector temp;
|
|
temp = UTIL_VecToAngles (m_vVehicleDirection);
|
|
|
|
if (m_flUpdateSound < gpGlobals->time)
|
|
{
|
|
UpdateSound();
|
|
m_flUpdateSound = gpGlobals->time + 1;
|
|
}
|
|
|
|
if (m_vSurfaceNormal != g_vecZero)
|
|
{
|
|
pev->velocity = pev->speed * m_vVehicleDirection.Normalize();
|
|
}
|
|
else
|
|
{
|
|
pev->velocity = pev->velocity + vGravityVector;
|
|
}
|
|
SetThink( &CFuncVehicle::Next );
|
|
NextThink( pev->ltime + time, TRUE );
|
|
return;
|
|
}
|
|
|
|
/************************************************/
|
|
|
|
}
|
|
|
|
|
|
void CFuncVehicle::DeadEnd( void )
|
|
{
|
|
// Fire the dead-end target if there is one
|
|
CPathTrack *pTrack, *pNext;
|
|
|
|
pTrack = m_ppath;
|
|
|
|
ALERT( at_aiconsole, "TRAIN(%s): Dead end ", STRING(pev->targetname) );
|
|
// Find the dead end path node
|
|
// HACKHACK -- This is bugly, but the train can actually stop moving at a different node depending on it's speed
|
|
// so we have to traverse the list to it's end.
|
|
if ( pTrack )
|
|
{
|
|
if ( m_oldSpeed < 0 )
|
|
{
|
|
do
|
|
{
|
|
pNext = pTrack->ValidPath( pTrack->GetPrevious(), TRUE );
|
|
if ( pNext )
|
|
pTrack = pNext;
|
|
} while ( pNext );
|
|
}
|
|
else
|
|
{
|
|
do
|
|
{
|
|
pNext = pTrack->ValidPath( pTrack->GetNext(), TRUE );
|
|
if ( pNext )
|
|
pTrack = pNext;
|
|
} while ( pNext );
|
|
}
|
|
}
|
|
|
|
pev->velocity = g_vecZero;
|
|
pev->avelocity = g_vecZero;
|
|
if ( pTrack )
|
|
{
|
|
ALERT( at_aiconsole, "at %s\n", STRING(pTrack->pev->targetname) );
|
|
if ( pTrack->pev->netname )
|
|
FireTargets( STRING(pTrack->pev->netname), this, this, USE_TOGGLE, 0 );
|
|
}
|
|
else
|
|
ALERT( at_aiconsole, "\n" );
|
|
}
|
|
|
|
|
|
void CFuncVehicle :: SetControls( entvars_t *pevControls )
|
|
{
|
|
Vector offset = pevControls->origin - pev->oldorigin;
|
|
|
|
m_controlMins = pevControls->mins + offset;
|
|
m_controlMaxs = pevControls->maxs + offset;
|
|
}
|
|
|
|
|
|
BOOL CFuncVehicle :: OnControls( entvars_t *pevTest )
|
|
{
|
|
Vector offset = pevTest->origin - pev->origin;
|
|
|
|
if ( pev->spawnflags & SF_TRACKTRAIN_NOCONTROL )
|
|
return FALSE;
|
|
|
|
// Transform offset into local coordinates
|
|
UTIL_MakeVectors( pev->angles );
|
|
Vector local;
|
|
local.x = DotProduct( offset, gpGlobals->v_forward );
|
|
local.y = -DotProduct( offset, gpGlobals->v_right );
|
|
local.z = DotProduct( offset, gpGlobals->v_up );
|
|
|
|
if ( local.x >= m_controlMins.x && local.y >= m_controlMins.y && local.z >= m_controlMins.z &&
|
|
local.x <= m_controlMaxs.x && local.y <= m_controlMaxs.y && local.z <= m_controlMaxs.z )
|
|
return TRUE;
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
|
|
void CFuncVehicle :: Find( void )
|
|
{
|
|
m_ppath = CPathTrack::Instance(FIND_ENTITY_BY_TARGETNAME( NULL, STRING(pev->target) ));
|
|
if ( !m_ppath )
|
|
return;
|
|
|
|
entvars_t *pevTarget = m_ppath->pev;
|
|
if ( !FClassnameIs( pevTarget, "path_track" ) )
|
|
{
|
|
ALERT( at_console, "func_track_train must be on a path of path_track\n" );
|
|
m_ppath = NULL;
|
|
return;
|
|
}
|
|
|
|
Vector nextPos = pevTarget->origin;
|
|
nextPos.z += m_height;
|
|
|
|
Vector look = nextPos;
|
|
look.z -= m_height;
|
|
m_ppath->LookAhead( &look, m_length, 0 );
|
|
look.z += m_height;
|
|
|
|
pev->angles = UTIL_VecToAngles( look - nextPos );
|
|
// The train actually points west
|
|
pev->angles.y += 180;
|
|
|
|
if ( pev->spawnflags & SF_TRACKTRAIN_NOPITCH )
|
|
pev->angles.x = 0;
|
|
UTIL_SetOrigin( pev, nextPos );
|
|
NextThink( pev->ltime + 0.1, FALSE );
|
|
SetThink( &CFuncVehicle::Next );
|
|
pev->speed = m_startSpeed;
|
|
|
|
UpdateSound();
|
|
}
|
|
|
|
|
|
void CFuncVehicle :: NearestPath( void )
|
|
{
|
|
CBaseEntity *pTrack = NULL;
|
|
CBaseEntity *pNearest = NULL;
|
|
float dist, closest;
|
|
|
|
closest = 1024;
|
|
|
|
while ((pTrack = UTIL_FindEntityInSphere( pTrack, pev->origin, 1024 )) != NULL)
|
|
{
|
|
// filter out non-tracks
|
|
if ( !(pTrack->pev->flags & (FL_CLIENT|FL_MONSTER)) && FClassnameIs( pTrack->pev, "path_track" ) )
|
|
{
|
|
dist = (pev->origin - pTrack->pev->origin).Length();
|
|
if ( dist < closest )
|
|
{
|
|
closest = dist;
|
|
pNearest = pTrack;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( !pNearest )
|
|
{
|
|
ALERT( at_console, "Can't find a nearby track !!!\n" );
|
|
SetThink(NULL);
|
|
return;
|
|
}
|
|
|
|
ALERT( at_aiconsole, "TRAIN: %s, Nearest track is %s\n", STRING(pev->targetname), STRING(pNearest->pev->targetname) );
|
|
// If I'm closer to the next path_track on this path, then it's my real path
|
|
pTrack = ((CPathTrack *)pNearest)->GetNext();
|
|
if ( pTrack )
|
|
{
|
|
if ( (pev->origin - pTrack->pev->origin).Length() < (pev->origin - pNearest->pev->origin).Length() )
|
|
pNearest = pTrack;
|
|
}
|
|
|
|
m_ppath = (CPathTrack *)pNearest;
|
|
|
|
if ( pev->speed != 0 )
|
|
{
|
|
NextThink( pev->ltime + 0.1, FALSE );
|
|
SetThink( &CFuncVehicle::Next );
|
|
}
|
|
}
|
|
|
|
|
|
void CFuncVehicle::OverrideReset( void )
|
|
{
|
|
NextThink( pev->ltime + 0.1, FALSE );
|
|
SetThink( &CFuncVehicle::NearestPath );
|
|
}
|
|
|
|
|
|
CFuncVehicle *CFuncVehicle::Instance( edict_t *pent )
|
|
{
|
|
if ( FClassnameIs( pent, "func_vehicle" ) )
|
|
return (CFuncVehicle *)GET_PRIVATE(pent);
|
|
return NULL;
|
|
}
|
|
|
|
/*QUAKED func_train (0 .5 .8) ?
|
|
Trains are moving platforms that players can ride.
|
|
The targets origin specifies the min point of the train at each corner.
|
|
The train spawns at the first target it is pointing at.
|
|
If the train is the target of a button or trigger, it will not begin moving until activated.
|
|
speed default 100
|
|
dmg default 2
|
|
sounds
|
|
1) ratchet metal
|
|
*/
|
|
|
|
int CFuncVehicle::Classify(void)
|
|
{
|
|
return CLASS_VEHICLE;
|
|
}
|
|
|
|
void CFuncVehicle :: Spawn( void )
|
|
{
|
|
if ( pev->speed == 0 )
|
|
m_speed = 165;
|
|
else
|
|
m_speed = pev->speed;
|
|
|
|
if (m_sounds == 0)
|
|
m_sounds = 3;
|
|
|
|
ALERT (at_console, "M_speed = %f\n", m_speed);
|
|
|
|
pev->speed = 0;
|
|
pev->velocity = g_vecZero;
|
|
pev->avelocity = g_vecZero;
|
|
pev->impulse = m_speed;
|
|
m_acceleration = 5;
|
|
|
|
m_dir = 1;
|
|
m_flTurnStartTime = -1;
|
|
|
|
if ( FStringNull(pev->target) )
|
|
ALERT( at_console, "Vehicle with no target" );
|
|
|
|
if ( pev->spawnflags & SF_TRACKTRAIN_PASSABLE )
|
|
pev->solid = SOLID_NOT;
|
|
else
|
|
pev->solid = SOLID_BSP;
|
|
pev->movetype = MOVETYPE_PUSH;
|
|
|
|
SET_MODEL( ENT(pev), STRING(pev->model) );
|
|
|
|
UTIL_SetSize( pev, pev->mins, pev->maxs );
|
|
UTIL_SetOrigin( pev, pev->origin );
|
|
|
|
// Cache off placed origin for train controls
|
|
pev->oldorigin = pev->origin;
|
|
|
|
m_controlMins = pev->mins;
|
|
m_controlMaxs = pev->maxs;
|
|
m_controlMaxs.z += 72;
|
|
// start trains on the next frame, to make sure their targets have had
|
|
// a chance to spawn/activate
|
|
NextThink( pev->ltime + 0.1, FALSE );
|
|
SetThink( &CFuncVehicle::Find );
|
|
Precache();
|
|
}
|
|
|
|
// GOOSEMAN
|
|
void CFuncVehicle :: Restart( void )
|
|
{
|
|
ALERT (at_console, "M_speed = %f\n", m_speed);
|
|
|
|
pev->speed = 0;
|
|
pev->velocity = g_vecZero;
|
|
pev->avelocity = g_vecZero;
|
|
pev->impulse = m_speed;
|
|
|
|
m_dir = 1;
|
|
m_flTurnStartTime = -1;
|
|
m_flUpdateSound = -1;
|
|
m_pDriver = NULL;
|
|
|
|
if ( FStringNull(pev->target) )
|
|
ALERT( at_console, "Vehicle with no target" );
|
|
|
|
UTIL_SetOrigin( pev, pev->oldorigin );
|
|
|
|
STOP_SOUND(ENT(pev), CHAN_STATIC, (char*)STRING(pev->noise));
|
|
// start trains on the next frame, to make sure their targets have had
|
|
// a chance to spawn/activate
|
|
NextThink( pev->ltime + 0.1, FALSE );
|
|
SetThink( &CFuncVehicle::Find );
|
|
}
|
|
|
|
|
|
void CFuncVehicle :: Precache( void )
|
|
{
|
|
if (m_flVolume == 0.0)
|
|
m_flVolume = 1.0;
|
|
|
|
switch (m_sounds)
|
|
{
|
|
case 1: PRECACHE_SOUND("plats/vehicle1.wav"); pev->noise = MAKE_STRING("plats/vehicle1.wav");break;
|
|
case 2: PRECACHE_SOUND("plats/vehicle2.wav"); pev->noise = MAKE_STRING("plats/vehicle2.wav");break;
|
|
case 3: PRECACHE_SOUND("plats/vehicle3.wav"); pev->noise = MAKE_STRING("plats/vehicle3.wav");break;
|
|
case 4: PRECACHE_SOUND("plats/vehicle4.wav"); pev->noise = MAKE_STRING("plats/vehicle4.wav");break;
|
|
case 5: PRECACHE_SOUND("plats/vehicle6.wav"); pev->noise = MAKE_STRING("plats/vehicle6.wav");break;
|
|
case 6: PRECACHE_SOUND("plats/vehicle7.wav"); pev->noise = MAKE_STRING("plats/vehicle7.wav");break;
|
|
default: PRECACHE_SOUND("plats/vehicle7.wav"); pev->noise = MAKE_STRING("plats/vehicle7.wav");break;
|
|
}
|
|
|
|
PRECACHE_SOUND("plats/vehicle_brake1.wav");
|
|
PRECACHE_SOUND("plats/vehicle_start1.wav");
|
|
|
|
m_usAdjustPitch = PRECACHE_EVENT( 1, "events/vehicle.sc" );
|
|
}
|
|
|
|
|
|
|
|
// This class defines the volume of space that the player must stand in to control the vehicle
|
|
class CFuncVehicleControls : public CBaseEntity
|
|
{
|
|
public:
|
|
virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
|
|
void Spawn( void );
|
|
void EXPORT Find( void );
|
|
};
|
|
LINK_ENTITY_TO_CLASS( func_vehiclecontrols, CFuncVehicleControls );
|
|
|
|
|
|
void CFuncVehicleControls :: Find( void )
|
|
{
|
|
edict_t *pTarget = NULL;
|
|
|
|
do
|
|
{
|
|
pTarget = FIND_ENTITY_BY_TARGETNAME( pTarget, STRING(pev->target) );
|
|
} while ( !FNullEnt(pTarget) && !FClassnameIs(pTarget, "func_vehicle") );
|
|
|
|
if ( FNullEnt( pTarget ) )
|
|
{
|
|
ALERT( at_console, "No vehicle %s\n", STRING(pev->target) );
|
|
return;
|
|
}
|
|
|
|
CFuncVehicle *pvehicle = CFuncVehicle::Instance(pTarget);
|
|
pvehicle->SetControls( pev );
|
|
UTIL_Remove( this );
|
|
}
|
|
|
|
|
|
void CFuncVehicleControls :: Spawn( void )
|
|
{
|
|
pev->solid = SOLID_NOT;
|
|
pev->movetype = MOVETYPE_NONE;
|
|
SET_MODEL( ENT(pev), STRING(pev->model) );
|
|
|
|
UTIL_SetSize( pev, pev->mins, pev->maxs );
|
|
UTIL_SetOrigin( pev, pev->origin );
|
|
|
|
SetThink( &CFuncVehicleControls::Find );
|
|
pev->nextthink = gpGlobals->time;
|
|
}
|
|
|