- Added early Rewolf Health/Armor HUD variants - Added original scoreboard from the early Half-Life versions for valve/scihunt/rewolf - Fixed some skybox behaviour to only apply to BSP30 - Changed the env_message and game_text display to use "creditsfont" instead of the conchars - Tweaked damage radius and prediction for some entities and weapons - Added world_items - Added item_healthkit - Added item_battery - Fixed level transition logic - impulse 101 now fills up health and armor/suit in mod valve - Some tweaks to Damage_Apply so that healing can be performed without funky visuals - Added stub monsters for valve/rewolf that'll soon support scripted sequences - Tweaked chat system to get rid of quotation marks around messages - Added support for changing the window caption to reflect the mod you're playing - Lots of small little things in terms of cleanup
118 lines
2.3 KiB
C++
118 lines
2.3 KiB
C++
/***
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*
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* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
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*
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* See the file LICENSE attached with the sources for usage details.
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*
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****/
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class func_tracktrain:CBaseTrigger
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{
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float m_flSpeed;
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void() func_tracktrain;
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virtual void() Find;
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virtual void() NextPath;
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virtual void() GoToTarget;
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virtual void() Trigger;
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virtual void() Respawn;
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};
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void func_tracktrain::GoToTarget(void)
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{
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float flTravelTime;
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vector vel_to_pos;
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entity f;
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f = find(world, CBaseTrigger::m_strTargetName, m_strTarget);
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if (!f) {
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print("^1func_tracktrain^7: Trigger-Target not found! Removing.\n");
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return;
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}
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vel_to_pos = (f.origin - origin);
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flTravelTime = (vlen(vel_to_pos) / m_flSpeed);
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if (!flTravelTime) {
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NextPath();
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print(sprintf("TRAIN %s SPEED: %f\n", m_strTargetName, flTravelTime));
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return;
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}
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velocity = (vel_to_pos * (1 / flTravelTime));
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think = NextPath;
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nextthink = (time + flTravelTime);
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}
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void func_tracktrain::NextPath(void)
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{
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CBaseTrigger current_target;
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print(sprintf("^2func_tracktrain^7: Talking to current target %s... ", m_strTarget));
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current_target = (CBaseTrigger)find(world, CBaseTrigger::m_strTargetName, m_strTarget);
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if (!current_target) {
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print("^1FAILED.\n");
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} else {
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print("^2SUCCESS.\n");
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}
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m_strTarget = current_target.m_strTarget;
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velocity = [0,0,0];
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GoToTarget();
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}
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void func_tracktrain::Trigger(void)
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{
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GoToTarget();
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}
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void func_tracktrain::Find(void)
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{
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entity f = find(world, CBaseTrigger::m_strTargetName, m_strTarget);
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if (!f) {
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print(sprintf("^1func_tracktrain^7: End-Target %s not found! Removing.\n",m_strTarget));
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remove(this);
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return;
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}
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print("^2func_tracktrain^7: Successfully found first target.\n");
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setorigin(this, f.origin);
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}
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void func_tracktrain::Respawn(void)
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{
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solid = SOLID_BSP;
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movetype = MOVETYPE_PUSH;
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//blocked = Blocked;
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setmodel(this, m_oldModel);
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setorigin(this, m_oldOrigin);
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/* Make sure we got some time for the paths to spawn */
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nextthink = ltime + 0.1f;
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think = Find;
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}
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void func_tracktrain::func_tracktrain(void)
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{
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for ( int i = 1; i < ( tokenize( __fullspawndata ) - 1 ); i += 2 ) {
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switch ( argv( i ) ) {
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case "speed":
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m_flSpeed = stof(argv(i+1));
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break;
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default:
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break;
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}
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}
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//if (!m_flSpeed) {
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m_flSpeed = 50;
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//}
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CBaseTrigger::CBaseTrigger();
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Respawn();
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}
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