func_door: Make water part of the entity again and fix the broken "STARTOPEN" flag

This commit is contained in:
Marco Cawthorne 2019-01-27 06:58:46 +01:00
parent ab6dfdc95f
commit 710509a0c1

View file

@ -15,10 +15,10 @@
enum
{
STATE_RAISED = 0,
STATE_LOWERED,
STATE_UP,
STATE_DOWN
DOORSTATE_RAISED,
DOORSTATE_LOWERED,
DOORSTATE_UP,
DOORSTATE_DOWN
};
class func_door:CBaseTrigger
@ -77,9 +77,9 @@ void func_door::Use(void)
void func_door::Arrived(void)
{
m_iState = STATE_RAISED;
m_iState = DOORSTATE_RAISED;
if(m_iStopSnd > 0 && m_iStopSnd <= 8) {
if (m_iStopSnd > 0 && m_iStopSnd <= 8) {
sound(self, CHAN_VOICE, sprintf("doors/doorstop%i.wav", m_iStopSnd), 1.0, ATTN_NORM);
} else {
sound(self, CHAN_VOICE, "common/null.wav", 1.0, ATTN_NORM);
@ -100,7 +100,7 @@ void func_door::Arrived(void)
void func_door::Returned(void)
{
if(m_iStopSnd > 0 && m_iStopSnd <= 8) {
if (m_iStopSnd > 0 && m_iStopSnd <= 8) {
sound(self, CHAN_VOICE, sprintf("doors/doorstop%i.wav", m_iStopSnd), 1.0, ATTN_NORM);
} else {
sound(self, CHAN_VOICE, "common/null.wav", 1.0, ATTN_NORM);
@ -110,12 +110,12 @@ void func_door::Returned(void)
touch = Touch;
}
m_iState = STATE_LOWERED;
m_iState = DOORSTATE_LOWERED;
}
void func_door::MoveBack(void)
{
if(m_iMoveSnd > 0 && m_iMoveSnd <= 10) {
if (m_iMoveSnd > 0 && m_iMoveSnd <= 10) {
sound(self, CHAN_VOICE, sprintf("doors/doormove%i.wav", m_iMoveSnd), 1.0, ATTN_NORM);
} else {
sound(self, CHAN_VOICE, "common/null.wav", 1.0, ATTN_NORM);
@ -125,44 +125,44 @@ void func_door::MoveBack(void)
touch = __NULL__;
}
m_iState = STATE_DOWN;
m_iState = DOORSTATE_DOWN;
MoveToDestination(m_vecPos1, Returned);
}
void func_door::MoveAway(void)
{
if (m_iState == STATE_UP) {
if (m_iState == DOORSTATE_UP) {
return;
}
if(m_iMoveSnd > 0 && m_iMoveSnd <= 10) {
if (m_iMoveSnd > 0 && m_iMoveSnd <= 10) {
sound(self, CHAN_VOICE, sprintf("doors/doormove%i.wav", m_iMoveSnd), 1.0, ATTN_NORM);
} else {
sound(self, CHAN_VOICE, "common/null.wav", 1.0, ATTN_NORM);
}
if (!(spawnflags & SF_MOV_TOGGLE)) {
if (m_iState == STATE_RAISED) {
if (m_iState == DOORSTATE_RAISED) {
nextthink = (ltime + m_flWait);
return;
}
}
m_iState = STATE_UP;
m_iState = DOORSTATE_UP;
MoveToDestination(m_vecPos2, Arrived);
}
void func_door::Trigger(void)
{
if (m_flNextTrigger > ltime) {
/*if (m_flNextTrigger > time) {
if (!(spawnflags & SF_MOV_TOGGLE)) {
return;
}
}
m_flNextTrigger = ltime + m_flWait;
m_flNextTrigger = time + m_flWait;*/
// Only trigger stuff when we are done moving
if ((m_iState == STATE_RAISED) || (m_iState == STATE_LOWERED)) {
if ((m_iState == DOORSTATE_RAISED) || (m_iState == DOORSTATE_LOWERED)) {
if (m_flDelay > 0) {
#ifdef GS_DEVELOPER
print(sprintf("func_door: Delayed trigger of `%s`\n", m_strTarget));
@ -176,12 +176,14 @@ void func_door::Trigger(void)
}
}
if ((m_iState == STATE_UP) || (m_iState == STATE_RAISED)){
if ((m_iState == DOORSTATE_UP) || (m_iState == DOORSTATE_RAISED)){
dprint("func_door: Going back!\n");
MoveBack();
return;
}
MoveAway();
dprint("func_door: Going away!\n");
}
void func_door::Touch(void)
@ -203,12 +205,12 @@ void func_door::Touch(void)
void func_door::Blocked(void)
{
if(m_iDamage) {
if (m_iDamage) {
//Damage_Apply(other, self, dmg, other.origin, FALSE);
}
if (m_flWait >= 0) {
if (m_iState == STATE_DOWN) {
if (m_iState == DOORSTATE_DOWN) {
MoveAway ();
} else {
MoveBack ();
@ -279,9 +281,11 @@ void func_door::Respawn(void)
movetype = MOVETYPE_PUSH;
setorigin(this, m_oldOrigin);
setmodel(this, m_oldModel);
think = __NULL__;
nextthink = -1;
m_pMove = 0;
blocked = Blocked;
//Use = Trigger;
if (m_flWait == -1) {
spawnflags |= SF_MOV_TOGGLE;
@ -303,14 +307,14 @@ void func_door::Respawn(void)
PlayerUse = __NULL__;
}
m_iState = STATE_LOWERED;
m_iState = DOORSTATE_LOWERED;
m_vecPos1 = m_oldOrigin;
m_vecPos2 = (m_vecPos1 + m_vecMoveDir * (fabs(m_vecMoveDir * size) - m_flLip));
if (spawnflags & SF_MOV_OPEN) {
setorigin(this, m_vecPos2);
m_vecPos2 = m_vecPos1;
m_vecPos1 = m_oldOrigin;
m_vecPos1 = origin;
}
}
@ -319,22 +323,22 @@ void func_door::func_door(void)
for (int i = 1; i < (tokenize(__fullspawndata) - 1); i += 2) {
switch (argv(i)) {
case "speed":
m_flSpeed = stof(argv(i + 1));
m_flSpeed = stof(argv(i+1));
break;
case "lip":
m_flLip = stof(argv(i + 1));
m_flLip = stof(argv(i+1));
break;
case "movesnd":
m_iMoveSnd = stoi(argv(i + 1));
m_iMoveSnd = stoi(argv(i+1));
break;
case "stopsnd":
m_iStopSnd = stoi(argv(i + 1));
m_iStopSnd = stoi(argv(i+1));
break;
case "delay":
m_flDelay = stof(argv(i + 1));
m_flDelay = stof(argv(i+1));
break;
case "wait":
m_flWait = stof(argv(i + 1));
m_flWait = stof(argv(i+1));
break;
default:
break;
@ -354,9 +358,11 @@ void func_door::func_door(void)
void func_water(void)
{
setmodel(self, self.model);
spawnfunc_func_door();
self.classname = "func_water";
self.solid = SOLID_BSP;
self.skin = CONTENT_WATER;
self.effects |= EF_FULLBRIGHT;
self.spawnflags |= SF_MOV_TOGGLE;
setorigin(self, self.origin); // relink. have to do this.
}